Wildermyth

Wildermyth

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Legendary Weapons
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12.464 MB
4 Jan, 2020 @ 12:05pm
12 Jul, 2020 @ 5:43pm
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Legendary Weapons

Description
This mod adds four different multi-part quests into any campaign, each leading to discovery of a unique, legendary weapon. Solve the mystery of a skeleton key. Encounter some stone spirits and win their trust (or not). Meet a legendary hunter and help fill his trophy room. Find a way to defeat an invulnerable ghost and take his treasure.

When you have this mod active, the first wilderness scouting mission in any game will start one of the four quest chains.
Popular Discussions View All (1)
4
13 Jan, 2023 @ 9:35pm
GRAPHICS WORK
Robur Velvetclaw
85 Comments
davea  [author] 17 Jun, 2024 @ 6:58pm 
That sounds like a bug. In the middle of that quest, you aren't supposed to be able to damage it. The idea is to retreat, and then the quest will continue to find a vulnerability.
Skylocke 15 Jun, 2024 @ 11:35pm 
so I managed to kill the ghost by starting the area on fire and kiting it through the flames but it seems to not be how it's supposed to be killed as the game doesn't seem to recognize that it died and i was forced to have to retreat to end the encounter
davea  [author] 25 May, 2024 @ 7:57pm 
FWIW, that is not a bug, there is no actual bone queen path.
ccohen 25 May, 2024 @ 8:39am 
The final quest for the skull lantern was bugged for me--regardless of which choice I made, the pile of skulls was destroyed and my poor mystic didn't get to be Bone Queen.
Janton 2 Feb, 2023 @ 9:32pm 
I think i've now gotten all of the weapons.

- Stone mace was decent, though the story was pretty wtf.
- frost arrow was terrible, just not very good at all.
- shield was pretty good but the story was really painful.
- skull lantern was too overpowered. It should be summon a skeleton ally once per combat, not every other turn wtf.

It was a nice idea but i'm probably not going to use this mod in the future tbh.
YF (ElnaKernor) 27 Oct, 2022 @ 12:51pm 
Hello.I'm not sure if you are still looking for art for this mod or if you've moved on, but I'd be willing to contribute. I have already made my own version of the lantern (lit and not) and wouldn't mind doing the rest for you to change the visuals where needed, if you told me which ones you'd like to remake. If you're interested, I'm here.
Robur Velvetclaw 30 Jul, 2022 @ 7:51pm 
Just a quick question - can you change the particle effect of the Earth Lord's Mace from blue to red?
Robur Velvetclaw 27 May, 2022 @ 4:01am 
You need to rewrite Frost Arrows so that it doesn't need a nearby fire for it to work. I finally figured out how to get it to work, but IMHO it could be done a whole lot better.
Robur Velvetclaw 14 Apr, 2022 @ 11:07pm 
Mirror Quest makeover is WIP! waitl till you see the new Kyoren spirits that replace the old Thrixl Ghosts!
davea  [author] 22 Mar, 2022 @ 7:41am 
In general you shouldn't add or subtract mods during an existing playthrough. I'm not sure what would happen. Evidently the game doesn't work with this well? Please do try again with the mod activated at the start of your playthrough and leave it activated till the end. (Note that different playthroughs can have different mods active.)