[MOD] Wizard Quest

:stars: Steam Workshop: Wizard Quest

:arrow_right: Or, download the mod file: wizq.smod
Please put the file into the folder named Stonehearth\mods

Here is another magic mod with a quest to obtain:

  • :wolf: Wizard job Wolf Belts

  • :dragon_face: A fire breathing Dragon Pet

  • :closed_book: A special Magic Spell Book

The Wizard is skilled in Polymorphing into a beast with enhanced slashing claw attacks, and also uses various Elemental projectile attacks, including occasionally casted multiple target blast abilities. After crafting spell books and equipping them, the spell projectile attack can be changed with the command button in their information window.


As their skill level increases, they can craft their own equipment and transmute some resources.
The quest events progress as the Wizard gains experience and the settlement gains value through goods, and constructed buildings and agriculture.


I love the hat! Also wizard bunny! :woman_mage: :rabbit:


Wow, this looks really cool!
Great job. Huzzah!


I really like this mod, but it need big changes to magic wolf.

  • the magic wolf appears the first hour i start a game,and even tough i have hearthlings with body 1,2,4,4,5 they kill the magic wolf and dont lost even half of they health. And the wolf wizard is way too op and i think tge wolf belt shouldnt be obtainable this early.
    -as i said before the magic wolf is way too underpowered i think it should have really big buffs : change the health 350 health to 1400-1850 and dpuble the attack. And maybe also add special abilities to him like summoning mini wolves or roaring and stunning hearthlings.

I think it would make game lot more balanced, i love this mod, but feels to make the game bit unbalanced.

The first Magic Wolf encounter is easy, since it can happen at the start of the game, and I didn’t want people dying so much right before they even get much going with their town. There will be more monster encounters (including one with 5000 hp) that get more difficult later on in the questline. The Wizard class is balanced close to an Archer’s damage but slower in some attacks, but they can definitely get knocked out if they get attacked too much, because their armor is not that protective.
Its not hugely challenging though, just an added side quest to the game with a new job class.

I completed the final wizard quest & got this error:

release-949 (x64)[M]
…aster/controllers/util/campaign_category_manager.lua:154: table index is nil
stack traceback:
[C]: ?
…aster/controllers/util/campaign_category_manager.lua:154: in function ‘remove_campaign’
…vices/server/game_master/controllers/game_master.lua:143: in function ‘remove_campaign’
…vices/server/game_master/controllers/game_master.lua:167: in function ‘set_campaign_completed’
…services/server/game_master/controllers/campaign.lua:184: in function ‘_select_arc_of_type’
…services/server/game_master/controllers/campaign.lua:125: in function ‘finish_arc’
…arth/services/server/game_master/controllers/arc.lua:309: in function ‘_trigger_out_edge’
…arth/services/server/game_master/controllers/arc.lua:289: in function ‘trigger_next_encounter’
…controllers/encounters/donation_dialog_encounter.lua:162: in function ‘_destroy_bulletin’
…controllers/encounters/donation_dialog_encounter.lua:125: in function <…controllers/encounters/donation_dialog_encounter.lua:105>

Auryanna, sorry that you got that error. Did you notice if you received an item for your Wizard? It is a red spell book item that they should automatically equip onto their back, called Magni Spell. That would be the last thing to happen in the quest, I hope you got it at least.

Yes I did get that :slight_smile:
Love the mod! Thanks for your work!

1 Like

I found a bug, well its not a bug really but it seems weird: why the ores can be transmutated from level 1, 2 and 3 when the wizard workbench is anyways craftable from level 3

Seems weird. - _-

  • suggestion : rock launch ability to level 2 wizard?

Hi Robot, the Wizard starts being able to craft their workshop at level 3, so they have to train a bit in combat before crafting. But then I didn’t want them gaining easy levels just by crafting, so those ore transmuting recipes are set at low levels, because that gives less exp than a higher level recipe.

I know its weird, but this job is unusual since it allows some crafting and combat together, so it has more ways to gain exp.


That’s a cool trick!

If someone re-embarked a wizard (or just the totem, to turn a starting hearthling into a wizard straight away), they would have a somewhat more experienced wizard by the time the campaign triggered to let them promote a second one… which would allow a “master and apprentice” type situation where the novice uses the experienced wizard’s crafting station to learn some basics while doing the master’s chores hahahaha!

(of course you could short-circuit this by bringing a crafting bench along with the wizard/totem when re-embarking, but that’s not as good of a story lol)