The core aim of the Soulvizier mod is to provide a more challenging and diverse Titan Quest experience. Instead of focusing on a single aspect the mod expands on just about everything in the game: Discover a plethora of new items, fight hundreds of unique mini bosses, encounter rare bosses, forge new equipment and much more.

Soulvizier is built upon Munderbunny's highly popular Underlord mod and it includes all his mastery reworks and additional content.

Features:

  • Hundreds of new unique monsters to encounter.
  • Reworked masteries.
  • Tons of new items and several new item types.
  • Greatly increased difficulty
  • Elite monster groups.
  • Random boss encounters.
  • Create equipment with the new forging formulas.
  • New merchant type "Alchemist".
  • Build upon Munderbunny's Underlord mod.
  • Includes Kirii's DiabloUI.

Gameplay Changes

  • Base move/attack/cast speed increased.
  • Epic and Legendary items are enchantable.
  • Changes to XP progression.

Forum section: Titanquest.net


Thanks to Munderbunny, Swift and Kirii for allowing me to use their content <3

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Do you like playing around with new stuff and complain when it ruins your favourite character? Then this version is just for you:
Version 0.98 is focusing on mastery changes and skill reworks, which require a lot of fine tuning to get right, therefore this version will follow a different schedule of weekly releases.
Head over here Titanquest.net to get the newest version and discuss the changes.

For those not interested in playing a more unfinished release: Once finished, the final v0.98 will be uploaded to Moddb like the previous releases.

v0.96 released!

v0.96 released!

News 7 comments

Soulvizier v0.96 is released! Adds new hero monsters, increases hero spawn rate and adds a lot of item and soul changes.

v0.93b is out!

v0.93b is out!

News 8 comments

Soulvizier 0.93b is now out! Fixes the multiplayer level cap issue, reworks relics, adds new affixes and updates old content.

Soulvizier 0.90 released!

Soulvizier 0.90 released!

News 2 comments

Soulvizier 0.90 is now out! Full changelog is in the download description.

RSS Files
Soulvizier v0.98i

Soulvizier v0.98i

Full Version 14 comments

This is a request made by Vukasin_IGF to upload the latest patch of the mod Soulvizier (created by amgoz1) which didn't uploaded the latest patch, maybe...

Soulvizier Beta 0.96

Soulvizier Beta 0.96

Patch 33 comments

Requires beta 0.9 - Adds new heroes, increases hero spawn rate and adds a lot of item and soul changes.

Soulvizier Beta 0.90

Soulvizier Beta 0.90

Full Version 29 comments

Newest Base Release - Main features are rebalanced souls, new heroes and items, mastery changes and, as always, a lot of fixes.

Soulvizier 0.4 (Beta)

Soulvizier 0.4 (Beta)

Full Version

New items, new monsters, new skills, new areas and more. Built upon Munderbunny's highly popular Underlord mod, it includes all his mastery reworks and...

Post comment Comments  (0 - 10 of 289)
super71
super71

Why is the caravan inventory so buggy ? Cool mod though

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Crang
Crang

Mod is finally revived!!!
Check: Titanquestfans.net

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bodzioo91
bodzioo91

new mod AERA is garbage
no 1000 lvl
no enchantable epic/legendary
no skill/attribute/exp potions
max skill mastery is 60 instead of 72
less monsters
less damage from monsters
less relicts

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noing142
noing142

I’m the author of the new version of SV (AERA), and I can’t let you spread false information and poor judgment like that.
- Less monsters: false information. There is the same number of monsters as old SV.
- Less relics: false information. There is the same number of relics as old SV 0.98i in acts 1 to 4, and I plan to add some more. There are also new relics from Ragnarok and Atlantis DLC that were not in old SV. Note that some relics were removed in later versions of old SV.
- No lvl 1000 : this was a broken and useless feature, because there was no matching endgame content anyways (I plan to add endgame content to match the new 90 max level), and in the end you could have almost or all skills in both masteries at maximum level, which makes all characters of the same class end up too similar.
- No skill/attribute potions : this feature was removed in old SV (0.98i), probably because it was completely broken and could be abused.
- Less damage from monsters : my plan is to enable playing with self-found items, to make every new game still interesting, and not balance the game for players with full Vaults of equipment.
- Max mastery bar at lvl 60 rather than 72 : this is logical because it was too costly to invest in the mastery bar up to lvl 72, the bonuses were too small for each point invested. You would use this more like a point sink, when you have too much levels and you wouldn’t know where else to put your points. Now you get the same bonuses by going from level 40 to level 60, which makes it more interesting to invest points in the mastery bar above 40.
- No enchantable epic/legendary : another broken feature than made every green item useless. I plan to add a forge in every act (based on act 5 forge, but reusable) to allow smaller and balanced upgrades for unique items, without making green items look weak in comparison.
- Also note that there are more skills in new SV AERA masteries than old SV, more affixes, more creatures, poison and vitality common staves in all acts, more souls and items, increased inventory and stash size, tons of bugfixes that were not in old SV, new way to recycle relics, in next patch you’ll be able to see a list of all souls ingame, and translations will be supported officially (Russian is done already).

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bodzioo91
bodzioo91

yeah everything was a broken and useless feature ehh...
Less monsters - I still play the old mod and I can confirm that it is much less monsters. From the very beginning you can see a huge difference
Less relicts - where is pearl or wood etc?
No enchantable - now epic and legendary most of them are useless
exp potions - still exist
skill/attribute - can be created using a recipe (very low drop rate)

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noing142
noing142

You obviously don't play the last version of the old SV (0.98i), so you wrongly assume I removed things that were already out in old SV :
- Skill, attribute potions
- All relics like pearl, heart, etc
Wood is not a relic, it's a material, you can't put it in equipment. It was replaced in SV for AE with other items (seals) with more usefulness and that don't clutter the inventory like materials.

And no, there is the same number of monsters in the new mod. I haven't changed the numbers and can confirm it's the same when playing old SV. You probably play some modified version of old SV, something that was not in 0.98i.

Uniques with no relics: nope they're still useful. Even if in some cases they may underperform a bit, you can still largely use them, plus there is a forge in Ragnarok. As I said, allowing uniques to be enchanted with relics would make all green items completely useless, which is far worse than non enchantable uniques. What's the point of creating hundreds of items and affixes if there is no point in using them ?
I will even extend forge (act 5 quest) through all acts to allow a bit more customization for uniques with affixes, but it won't be as powerful as relics.

Exp potions are in SV:AERA too (just made them similar to Atlantis ones) since patch 1.7.

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Guest
Guest

I played this mod and I must say that this mod is very different from the original. I was glad that someone was porting this mod to the latest version of the game, but I was very disappointed with the changes :(

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noing142
noing142

I know the changes make the mod less broken, and that whatever changes you make, there will always be people who will disagree, so I don't care. If you want something different, mod it.

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kryst85
kryst85

You shouldn't use the name of the best modification in the world and mislead people if you're creating something else.

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noing142
noing142

I'm not misleading anyone. All the changes are written on the description page of the mod (Steam Workshop or titanquestfans.net).
It's already hard for people to know the mod has an AE version, it would be a terrible idea to rename it. It's not something completely different, all in all. Just made it to be playable with self-found characters.

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Guest
Guest

Its different. People can tell. Should of renamed it. But hey, your MOD. Cheers!

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noing142
noing142

Nope, again renaming is a nonsense. Just like very old versions of SV are different from v0.98i, it's not a reason to rename it. In this case you just change the version numbers. I even added an "AERA" suffix to make things clear.
Many people would miss the update if it was renamed to something else, and they would be right to blame me for that.

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