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	<updated>2026-04-10T23:36:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.21.2&amp;diff=11589</id>
		<title>Patch Notes/3.21.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.21.2&amp;diff=11589"/>
		<updated>2026-04-03T15:39:41Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.21.2 (2026-04-03)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.21.2&lt;br /&gt;
| date       = April 3, 2026&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.21.1&lt;br /&gt;
| summary    = Hotfix for Update 21, fixes many bugs&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Game Breaking Fixes ===&lt;br /&gt;
&lt;br /&gt;
Fixed a gamebreaking bug where completing all quests would lock the player out of their world with the error message on join “Invalid Player Data”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greed Cards&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;Thanks to the community member su-su-supernova for highlighting some incredible scaling possibilities with Greed Cards that were indeed not intended&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Changed Greed Cards to not be multiplicative but additive instead.  &lt;br /&gt;
* Removed the chance for Greed Cards to have target rolls &#039;&#039;&#039;adjacent&#039;&#039;&#039; and &#039;&#039;&#039;surrounding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These changes should result in Greed Cards increasing the potential power of a deck by about 40-50%, if used wisely, rather than the almost infinite scalar possibilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Removed the “Pickup Notifier” mod as we have implemented this within vault hunters  &lt;br /&gt;
* Fixed a bug where the loot tables for cardboxes inside Treasure Rooms didn’t have both loot table targets.  &lt;br /&gt;
* Fixed a bug where a Greater Pure Core had the wrong roll values (30-50%)  &lt;br /&gt;
* Fixed a bug where the player could take out animals from an Animal Pen without an animal jar in their hand  &lt;br /&gt;
* Fixed a bug where animals could not be bred in animal pens if the item wasn’t Wheat  &lt;br /&gt;
* Fixed an exploit with Shuffle Collector vaults where you can re-use items collected  &lt;br /&gt;
* Fixed a bug where you could not apply the Big Shuffle Collector Seal on a crystal  &lt;br /&gt;
* Fixed a bug where ancient companion relics were not being injected into chests  &lt;br /&gt;
* Fixed a bug where Greedy Companion Relics rolled as empty on Mr Greedy.  &lt;br /&gt;
* Fixed incorrect names of some Overworld Inscriptions  &lt;br /&gt;
* Fixed crash with Overworld Inscriptions/Architects Crucible  &lt;br /&gt;
* Fixed a bug where some overworld inscriptions contained Netherite Blocks.  &lt;br /&gt;
* Fixed a bug where prefixes, suffixes, and emblems were not updated on the tab list when changed  &lt;br /&gt;
* Fixed a bug where vault scrap was not consumed when levelling up proficiency  &lt;br /&gt;
* Fixed a bug where Unique Safe would not load player model on re-log until reopening the container  &lt;br /&gt;
* Fixed a bug where MrGreedy could sometimes offer an empty offer on greed tier 5+  &lt;br /&gt;
* Fixed a bug where some overworld inscriptions would throw an exception when preview rendering in the Architect’s Crucible and crash the game  &lt;br /&gt;
* Fixed gear taking durability damage in Greed Trials  &lt;br /&gt;
* Fixed missing entries for sealing gear, not allowing all and any unique modifier to roll as a seal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Cleaned up the Trials screen text a bit&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2026]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.21.0&amp;diff=11588</id>
		<title>Patch Notes/3.21.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.21.0&amp;diff=11588"/>
		<updated>2026-04-03T01:38:44Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.21.0 (2026-04-02)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.21.0&lt;br /&gt;
| date       = April 2, 2026&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.20.3&lt;br /&gt;
| next       = 3.21.1&lt;br /&gt;
| summary    = Update 21 introduces greed and is the final update of Vault Hunters 3!&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Please note, these patch notes are as accurate as they can be, but will be missing features and especially bug fixes. If you find something that is not listed, feel free to send us a message in the Vault Hunters Discord (https://discord.gg/vaulthunters)&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is finally here, our take on a dungeon crawler&#039;s proper &amp;quot;End&amp;quot;, an &amp;quot;Endless Mode&amp;quot;. It is not for everyone, but those of us who enjoys an infinite scaling mechanic with unique rewards, new things to discover and infinite difficulty climb will be enjoyers of our Greed Implementation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We have added a new tab to the skill tree. This tab serves as the home for how you greed. You can see your current greed tier statistics, and the next tier’s.  &lt;br /&gt;
* There is also a button, called “Take Trials”. This will take you to the Greed Trial arena; A new boss fight where you will ultimately unalive. The longer that you survive in this vault, the more greed coins you will receive. Once unalived, you will “greed” to the next tier.  &lt;br /&gt;
* After completing the Herald, you unlock access to Greed Trials  &lt;br /&gt;
* Each time you die in a Greed Trial, you increase your Greed Tier  &lt;br /&gt;
* Progressing a tier allows you to unlock Greed Nodes which provide powerful upgrades and progression paths  &lt;br /&gt;
* Each Greed Tier increases overall difficulty and scaling  &lt;br /&gt;
* Higher tiers push your build further with stronger enemies and tougher encounters  &lt;br /&gt;
* At Tier 1+, special Greed Assassins can appear when killing mobs  &lt;br /&gt;
** Killing them rewards Greed Coins and Reputation  &lt;br /&gt;
* Greed Coins are the primary currency of the Greed system  &lt;br /&gt;
* Coins can be earned through:  &lt;br /&gt;
** Surviving longer in Greed Trials  &lt;br /&gt;
** Killing Greed Assassins  &lt;br /&gt;
** Using the Greed Cauldron  &lt;br /&gt;
* The &#039;&#039;&#039;Greed Cauldron&#039;&#039;&#039; allows you to exchange vault materials for Greed Coins  &lt;br /&gt;
** It will request specific materials  &lt;br /&gt;
** Completing requests rewards coins&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mr Greedy ====&lt;br /&gt;
&lt;br /&gt;
* Upon reaching Greed Tier 1, you will receive a &#039;&#039;&#039;Greed Anchor&#039;&#039;&#039;  &lt;br /&gt;
* Placing the anchor will summon &#039;&#039;&#039;Mr Greedy&#039;&#039;&#039;  &lt;br /&gt;
* Mr Greedy acts as the central hub for Greed progression:  &lt;br /&gt;
** &#039;&#039;&#039;Shop&#039;&#039;&#039;  &lt;br /&gt;
*** Sells Greed-related items using Greed Coins  &lt;br /&gt;
** &#039;&#039;&#039;Quests&#039;&#039;&#039;  &lt;br /&gt;
*** Vault-based challenges that reward Reputation  &lt;br /&gt;
*** Reputation is used to unlock further Greed progression  &lt;br /&gt;
** &#039;&#039;&#039;Challenge Crystals&#039;&#039;&#039;  &lt;br /&gt;
*** Optional vault challenges which when completed will reward   &lt;br /&gt;
*** Completing them is optional, but highly rewarding  &lt;br /&gt;
* Mr Greedy is essential for progressing through Greed tiers and unlocking its full potential&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Personal Vaults ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With the removal of the Paradox Vaults, Personal Vaults replace them&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Using the new “Personal Vault Builder” block, you can unlock up to a 9x9 grid and place Super Inscriptions to add rooms  &lt;br /&gt;
** The grid consists of 4 rings. The first ring is unlocked by default. The other 3 rings can be unlocked by reaching Greed Tier 4, 8 and 12 respectively.  &lt;br /&gt;
** Super Inscriptions can be used to add rooms to your vault  &lt;br /&gt;
*** Rooms come with time boosts to extend the duration of your vault  &lt;br /&gt;
** Super Catalysts can be used to add special modifiers to your vault  &lt;br /&gt;
** Similar to Paradox, these vaults can be run every 20 hours, but allows freedom of room positioning at any given moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treasure rooms ====&lt;br /&gt;
&lt;br /&gt;
* Added the Treasure Chest back\!   &lt;br /&gt;
** This block replaces treasure sand spawning in the room, and places  &lt;br /&gt;
* We have also updated the model for the Treasure Pedestal, it will now spawn a maximum of 4 in the room, with 1 guaranteed.  &lt;br /&gt;
* In each corner of the room, you can now also find Cardboard Boxes which contain booster packs\!  &lt;br /&gt;
* Additionally coin piles spawn in the room, with the higher stacks only giving gold and platinum (compared to other stacks giving bronze, silver and gold)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Augment Station ====&lt;br /&gt;
&lt;br /&gt;
* We have finally added it\! A way to craft augments\!  &lt;br /&gt;
* As you complete a vault in a theme series, you will discover the ability to craft an augment in the Augment Station  &lt;br /&gt;
* This block requires you to have the new research “Augment Station”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unique Safe ====&lt;br /&gt;
&lt;br /&gt;
* Want to display your favourite uniques? When rolling your uniques, you will discover the ability to equip them within the Unique Safe.  &lt;br /&gt;
* This block is like an ender chest, when selecting the items to display, it will display these on the player above the block&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vault Royale ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Royale has completely been reworked. The objective has changed to rebuild the Royale Crown and fight the Skeleton King in the end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Crown is no longer available as a reward  &lt;br /&gt;
* You now collect Crown Fragments  &lt;br /&gt;
** Chests can either be empty or spawn up to 4 Crown Fragments  &lt;br /&gt;
** Ores also drop Crown Fragments  &lt;br /&gt;
* The starter box will now always contain  &lt;br /&gt;
** A weapon (always scrappy)  &lt;br /&gt;
** A full set of scrappy armor  &lt;br /&gt;
** A paxel  &lt;br /&gt;
** Hearty Apples  &lt;br /&gt;
** Food  &lt;br /&gt;
** Blocks  &lt;br /&gt;
* You can now break blocks in a Royale Vault and get the items into your inventory  &lt;br /&gt;
* Submit the Crown Fragments into the submission block (a pile of skulls)  &lt;br /&gt;
* After you have completed the requested amount of Crown Fragments, you can continue to loot, gear up and boost the Reward Multiplier by submitting more Crown Fragments and by killing mobs that are marked with yellow flames   &lt;br /&gt;
* Once you are done, you click the pile of skulls and it summons you to fight the Skeleton King  &lt;br /&gt;
* If you successfully defeat the Skeleton King, you get the rewards you picked in the beginning in a crate, multiplied by the multiplier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New Vault Rooms ====&lt;br /&gt;
&lt;br /&gt;
* Temple room&lt;br /&gt;
** This new room spawns with 4 proxies in either corner. You can select as many, or as little as you want (Min 1).&lt;br /&gt;
** Once selected, you activate the controller and it will spawn guardians. Once killed, your chest rewards will spawn!&lt;br /&gt;
* Wild West Room&lt;br /&gt;
** Welcome to the Wild West Draw. When starting, you select your reward. After this, a 5 second countdown will start until Billy spawns. He will try to shoot you, and has a very fast draw speed.&lt;br /&gt;
** You need to try and hit him, without him hitting you. Once hit, you can choose to either double your reward and continue, or forfeit and loot. If double, you can repeat this process for 5 rounds and continue to double your loot!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vault Objectives ====&lt;br /&gt;
&lt;br /&gt;
* Added the Collector vault!&lt;br /&gt;
** In this vault, you will get a bingo board which requires you to find scavenger items. This vault works the same way as Bingo.&lt;br /&gt;
* Shuffle Vaults  &lt;br /&gt;
** The shuffle objective is available for Bingo and Collector Vaults&lt;br /&gt;
** Upon completion of a row, it shuffles the not completed tasks to a completely new task&lt;br /&gt;
** Any progress in a task you have already started is voided&lt;br /&gt;
** Any tasks you have completed will remain completed&lt;br /&gt;
* Chaos Vaults&lt;br /&gt;
** Changed objective: you will be presented with a completely random task that you have to complete in a certain time limit  &lt;br /&gt;
*** You will not know the next task  &lt;br /&gt;
** If you fail the task, you will not fail the vault&lt;br /&gt;
*** You will lose all progress in the task and move on to the next task&lt;br /&gt;
** If you complete a task, you will be teleported back to the start room&lt;br /&gt;
** The vault is completed after you have finished an unknown amount of tasks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Companions ====&lt;br /&gt;
&lt;br /&gt;
* Added a Companion Terrarium  &lt;br /&gt;
** A mini world for up to four companions to roam around in  &lt;br /&gt;
** They will walk, sleep and dance inside the Terrarium  &lt;br /&gt;
** The Terrarium can have multiple themes, you can select whatever theme you think your companion will love  &lt;br /&gt;
* You can now release companions&lt;br /&gt;
** A released companion can have a 50% chance to drop a companion capstone&lt;br /&gt;
** Resting companions can also be released&lt;br /&gt;
** Releasing a companion does not give its trails or modifiers back, you can still buy them back before releasing.&lt;br /&gt;
* Added 8 new variations&lt;br /&gt;
** Racoon  &lt;br /&gt;
** Rat  &lt;br /&gt;
** Red Panda  &lt;br /&gt;
** Red Dragon  &lt;br /&gt;
** Pig  &lt;br /&gt;
** Peacock  &lt;br /&gt;
** Grizzly Bear  &lt;br /&gt;
** Seal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Overworld Inscriptions / Architects Crucible ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The architects crucible is implemented to support each player with their own play style. It helps you focus on the parts you enjoy while playing the game. If you are good at making farms but lack the building skills to build a base, the Architects Crucible has the solution for you\!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Architects Crucible offers a variation of ready to build bases and decor items  &lt;br /&gt;
** Includes community builds. Huge thanks to everyone who has submitted a build\! They are all fantastic.  &lt;br /&gt;
* There are no costs except the costs for the Overworld Inscriptions  &lt;br /&gt;
* More inscriptions will be added at a later point as we continue to filter through the public submissions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ascension changes / Customization table ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ascension forge has been overlooked for a long time and the title system has now been reworked to the Customization Table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added the Customization Table where you can set your  &lt;br /&gt;
** Prefix Title  &lt;br /&gt;
** Suffix Title  &lt;br /&gt;
** Emblems  &lt;br /&gt;
** Trails  &lt;br /&gt;
* You can add or remove titles, emblems and trails and any time&lt;br /&gt;
* You can customize any prefix, suffix and emblem by changing its color&lt;br /&gt;
* Titles can be unlocked by default, have a discovery by level or greed challenge, or are Patreon exclusive&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blocks ====&lt;br /&gt;
&lt;br /&gt;
* Added an “Ability Suppressor” block  &lt;br /&gt;
** This block will prevent abilities from being used in its vicinity: Vein Miner, all offensive abilities, and some powerup abilities that do damage.  &lt;br /&gt;
** When an ability is blocked, you will receive a notification above your hot bar  &lt;br /&gt;
* All “de-” blocks are now renamed to “block suppressor”, (demagnitizer is now the Magnet Suppressor)  &lt;br /&gt;
* Redesigned the Transmogrification Table  &lt;br /&gt;
** For undiscovered models they now show their name and clues on Shift  &lt;br /&gt;
** Added Discovered Model date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vault Hunter Settings ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The settings menu has been revamped and given a new UI design for better navigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added tabs to replace the existing category system.  &lt;br /&gt;
** This allows quickly moving between screens with permanent tabs on the edge of the UI rather than trying to navigate through a dozen different screens.  &lt;br /&gt;
** Applies to Game Rules, Accessibility, and Pickup Notifier settings.  &lt;br /&gt;
* New Settings  &lt;br /&gt;
** “Color Blind Mode”  &lt;br /&gt;
*** Supports Deuteranopia, Protanopia, Tritanopia  &lt;br /&gt;
*** Changes colors for all gear, and displays rarity types for all gear, scavenger items, and shop pedestals  &lt;br /&gt;
** “Early Timer Warning”: The vault timer noise will play for 3 seconds when the timer reaches the configured setting.  &lt;br /&gt;
* New Inventory HUD Modules  &lt;br /&gt;
** Objectives  &lt;br /&gt;
*** You are now able to set individual positions and scales for each objective  &lt;br /&gt;
*** There is also a new “simplified” view for the Scavenger objective along with a “Show Origin” flag to show the icon of where the item comes from  &lt;br /&gt;
** Vault XP Tracker  &lt;br /&gt;
*** Allows you to see how much xp you have gained in your current vault from various sources  &lt;br /&gt;
*** Shows live updates for all actions that give xp, with useful information  &lt;br /&gt;
* Other changes  &lt;br /&gt;
** Added detailed tooltips to all existing settings and gamerules  &lt;br /&gt;
** “Keyring Contents” has been moved into “Item Uses Overlay”  &lt;br /&gt;
** “Show Rarity Names” is now included in all color blind modes.  &lt;br /&gt;
** “Objective Scale” moved to a new HUD module.  &lt;br /&gt;
** “Companion Name” removed as you can no longer nametag companions.  &lt;br /&gt;
** “Hide Vault Bar Level” moved to the Vault Bar HUD settings.  &lt;br /&gt;
** “Show Point Messages” moved to the Vault Points Module&lt;br /&gt;
* We have also now updated and fixed all default positions for the HUD elements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash&#039;&#039;&#039;: Complete rebuild  &lt;br /&gt;
** Uses block chance mechanic (defensive aspect)  &lt;br /&gt;
** Dashes player forward with increased mobility  &lt;br /&gt;
** Larger hit radius for increased range  &lt;br /&gt;
** Enhanced sound effects  &lt;br /&gt;
* &#039;&#039;&#039;Shocking Affix&#039;&#039;&#039; Rebalanced  &lt;br /&gt;
** Proccing shocking turns the target into a bullet that deals AD damage to any other mob it touches  &lt;br /&gt;
** Knockback increased to 4x (previously 1x)  &lt;br /&gt;
* &#039;&#039;&#039;Raid Rooms&#039;&#039;&#039;  &lt;br /&gt;
** Mobs are now spawning in a radius around the centre on the ground floor instead of anywhere  &lt;br /&gt;
** Illagers on the top layer will be able to move and track the player  &lt;br /&gt;
** Illagers will no longer fall to their death  &lt;br /&gt;
** Room layout more player friendly   &lt;br /&gt;
*** Added ladders to every tower so you don’t need dash  &lt;br /&gt;
*** Lowered the railings for easier walkaround  &lt;br /&gt;
*** Bells on the ground floor in every direction  &lt;br /&gt;
** New proxy: Double everything  &lt;br /&gt;
*** Doubles all loot  &lt;br /&gt;
*** Doubles all mobs  &lt;br /&gt;
*** Doubles all modifiers  &lt;br /&gt;
** Gives a warning upon start that AoE bonuses are removed (Challenge Curse Active)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions and Changes ===&lt;br /&gt;
&lt;br /&gt;
* New Gamerules  &lt;br /&gt;
** “vaultDollAI” (default true): When set to false, vault dolls will no longer run away, and will be immune to damage.  &lt;br /&gt;
** “vaultPreloadTemplates” (default false): Only touch if you know what you’re doing. Preloads all templates on server start, which removes lag spikes, but increases ram usage.  &lt;br /&gt;
* Added the vault level sync feature. You can create &amp;quot;teams&amp;quot; of which all vault levels will be shared with. You can access this with /the&#039;&#039;vault level&#039;&#039;sync&lt;br /&gt;
* The Angel block has had its range increased. You can now also right click it to view its radius in-game&lt;br /&gt;
* Vault Dolls can now deposit items directly into containers when placed on top, display a live item count and despawn at zero, be picked up by their owner while crouching, and have their AI toggled via a gamerule.  &lt;br /&gt;
* Command System  &lt;br /&gt;
** Redesigned and restructured the command system  &lt;br /&gt;
*** &amp;lt;code&amp;gt;vault_level&amp;lt;/code&amp;gt; renamed to &amp;lt;code&amp;gt;progression&amp;lt;/code&amp;gt;  &lt;br /&gt;
*** &amp;lt;code&amp;gt;gear_debug&amp;lt;/code&amp;gt; moved to &amp;lt;code&amp;gt;modify&amp;lt;/code&amp;gt; subcommand  &lt;br /&gt;
*** All commands grouped together properly  &lt;br /&gt;
** Added &amp;lt;code&amp;gt;/the_vault vault locate&amp;lt;/code&amp;gt; for dungeon, vendor, pylon, and treasure rooms  &lt;br /&gt;
* Vault Timer will now show up in the TAB List for all users inside of a vault  &lt;br /&gt;
* Renamed all “de” blocks to “Suppressor” blocks, for example “Demagnetizer” is now “Magnet Suppressor”  &lt;br /&gt;
* Companions can now pass through a mana barrier  &lt;br /&gt;
* Lucky Hit pylons will now allow bypassing the 56.2% lucky hit limit for the 5 minutes its active, increasing to 100% max.  &lt;br /&gt;
* Infinite timed vaults’ timer now counts up instead of not showing  &lt;br /&gt;
* The Ambassador antiques reward has been updated to no longer clash with “Glimpse of the Cosmos”  &lt;br /&gt;
* Added a local crystal mode command  &lt;br /&gt;
* Add powdered obsidian pulverising with tool recipe  &lt;br /&gt;
* Added 4 new mods:  &lt;br /&gt;
** Extra Storage  &lt;br /&gt;
** CopyCats  &lt;br /&gt;
** Created Addition  &lt;br /&gt;
** Thermal Dynamics  &lt;br /&gt;
* Added the reaping jewel to the jewel crafting station (and new tool types to allow hammers with reaping)  &lt;br /&gt;
* Changed Blood Themes to Ashen  &lt;br /&gt;
** Full new set of Ashen blocks  &lt;br /&gt;
** Adds Pyrite Liquid to the Vault, which gives you (and the mobs) a speed buff when walking into it  &lt;br /&gt;
*** Can also be collected in a bucket and used in the Overworld  &lt;br /&gt;
* Added Plastic Theme to roll naturally  &lt;br /&gt;
** Subtheme fantastic  &lt;br /&gt;
** Subtheme playful  &lt;br /&gt;
* Animal Jars changed  &lt;br /&gt;
** New textures  &lt;br /&gt;
** Mobs can now be released to the wild from their jars after capturing  &lt;br /&gt;
** Have an addicting clicking noise when you click the jar  &lt;br /&gt;
* Added an “Available Modifiers” sidebar to the Artisan Station. This will show you the tiers of modifiers which you can roll on your gear.  &lt;br /&gt;
* Added a border on challenge rooms in the minimap based on completion state.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed nullify area of effect to always do base range without added AOE Stat  &lt;br /&gt;
* Fixed a typo of “Puzzle Room” to “Memory Room” in the Deck Station  &lt;br /&gt;
* Fixed barrels being trapped  &lt;br /&gt;
* Fixed no healing, no mana, and no damage discovery transmogs  &lt;br /&gt;
* Fixed treasure goggles being usable in spectator mode  &lt;br /&gt;
* Fixed “0 unspent skillpoints” text rendering outside of the module  &lt;br /&gt;
* Fixed multiple abilities not being assigned to their groups properly  &lt;br /&gt;
* Fixed Iskallibur unique effect being required on mainhand item to work  &lt;br /&gt;
* Fixed sigil refund on brazier not removing sigil modifier and added message to indicate it better  &lt;br /&gt;
* Fixed the empyreal core looking for both Stat and Evolution type when only 1 existed  &lt;br /&gt;
* Fixed Elixir saying “Assist Allies” when there are no others in the vault  &lt;br /&gt;
* Fixed bingo objective not checking conditions when scaling on players join (e.g. that the rooms existed)  &lt;br /&gt;
* Fixed a duplication bug with the Unboxing Station  &lt;br /&gt;
* Fixed cores giving more slots than intended on a deck  &lt;br /&gt;
* Fixed vault dolls giving XP to the player that killed it rather than its owner  &lt;br /&gt;
* Fixed Peaceful capstone not working after server restart  &lt;br /&gt;
* Fixed smite being active when in spectator mode  &lt;br /&gt;
* Fixed cores being applicable if they are not better than the one already applied  &lt;br /&gt;
* Fixed cake vaults causing significant lag when entered  &lt;br /&gt;
* Fixed many block textures  &lt;br /&gt;
* Fixed Slot Deck modifier with stat/evolution card  &lt;br /&gt;
* Fixed Transmog not working with unmodifiable gear  &lt;br /&gt;
* Fixed Trinket and Necklace slot issues  &lt;br /&gt;
* Fixed Gateway objective rendering and UI button click  &lt;br /&gt;
* Fixed inventory depth tracking causing crashes (capped at 32 recursive checks)  &lt;br /&gt;
* Fixed potential duplication bug with the Unboxing Station  &lt;br /&gt;
* Fixed Spirits not spawning after death  &lt;br /&gt;
* Fixed barrels being trapped incorrectly  &lt;br /&gt;
* Fixed inflated Justice Sword models  &lt;br /&gt;
* Fixed Raid mob scaling  &lt;br /&gt;
* Fixed Raid room spawning issues  &lt;br /&gt;
* Fixed Raid room loot  &lt;br /&gt;
* Fixed grayscale render on vault gear and modifiers everywhere  &lt;br /&gt;
* Fixed Vault History breaking on load  &lt;br /&gt;
* Fixed Blacksmith Capstone applying to every vault instead of only the vault it was activated in&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2026]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.21.1&amp;diff=11587</id>
		<title>Patch Notes/3.21.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.21.1&amp;diff=11587"/>
		<updated>2026-04-03T01:38:42Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.21.1 (2026-04-02)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.21.1&lt;br /&gt;
| date       = April 2, 2026&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.21.0&lt;br /&gt;
| summary    = A hotfix for Update 21, including fixing Greed Trials and some other textures/logic that is broken.&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
VH 3.21.1 | Update 21.1 | Hotfix&lt;br /&gt;
===============&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Fixed Overworld Inscription crash&lt;br /&gt;
* Fixed Greed Trials crashing on entry&lt;br /&gt;
* Fixed Combat set helmet texture&lt;br /&gt;
* Fixed compass icon for vendoors and spirits&lt;br /&gt;
* Fixed Ancient Relic slot not updating for old companions&lt;br /&gt;
* Removed horderush and protect the villager inscriptions as they are not implemented&lt;br /&gt;
* Fixed greed quest Quest icon&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2026]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.3.0&amp;diff=10836</id>
		<title>Patch Notes/3.3.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.3.0&amp;diff=10836"/>
		<updated>2026-03-24T01:48:59Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.3.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.3.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| next       = 3.4.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Date: 2022-12-11&lt;br /&gt;
[https://download.curseforge.com/?addonId=711537 Download via Curseforge]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added a Vault Anvil… Yeppers. We added a vault anvil… Yeppers. It doesn’t break.&lt;br /&gt;
* Added Animal Pens &amp;amp; Animal Jars - &#039;&#039;&#039;We urge all gamers to swap out their “vanilla pens” for these animal pens in order to help server improvement&#039;&#039;&#039;&lt;br /&gt;
** We recognise that people want to keep animals in pens in order to have a steady income of animal loot for altars and other things. This is, and have always been, a massive lag generator for servers, as mob AI in minecraft isn’t ideal.&lt;br /&gt;
*** While mods like Cagerium and iSpawners remove the need of these “vanilla pens”, they are gated behind research and we do not want to force players into research to help avoid lag. Therefore, Animal Pens and Animal jars are not gated behind any research.&lt;br /&gt;
*** Animal Pens are by design not automatable (in order to not compete with the research unlocks) - but instead works very much like a replacement for the classic “vanilla pen”.&lt;br /&gt;
*** The crafting recipes for an animal pen and an animal jar are also very basic and cheap&lt;br /&gt;
** Craft an animal jar and shift right click it on a passive mob to collect it. You can collect several (unlimited) amount of animals in one jar.&lt;br /&gt;
** Right click your jar on to an animal pen placed down to put all the collected entities in that pen (only one per mob type)&lt;br /&gt;
** Animals in a pen can be interacted with just like you would interact with a mob in the vanilla game, you can hold shift to see more information about the pen&lt;br /&gt;
* Added a group function to the Vault Altar, allowing us to group required items together, most notably is dyeable things like Glass, Terracotta and Wool, but we have made some other groups as well for you to discover. When the altar has a group it will swap between the items it allows.&lt;br /&gt;
* Added 2 new unique shield models, they have to be discovered elsewhere…&lt;br /&gt;
* Added statistics for total vaults runned in the statistic tab of the stat screen&lt;br /&gt;
* Tabbing on a server now shows the player’s vault level as well as if they are in a vault or not&lt;br /&gt;
* Added a sound when using the ability Hunter&lt;br /&gt;
* Bees now produce pollen in their animal pen, allowing the player to collect honey and honeycomb&lt;br /&gt;
* Added a few new curses; Explosive, Shulkered, Crab Walk, Confusion and Jupiter Gravity&lt;br /&gt;
* Added Rubidium to the modpack by default&lt;br /&gt;
* Added a feedback sound when trading in the Black Market&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Complete Overhauls ===&lt;br /&gt;
&lt;br /&gt;
* We completely overhauled Soul Shard Trading, there is no more soul shard shop accessible through F7&lt;br /&gt;
* Added the Black Market block (replaces the F7 screen)&lt;br /&gt;
** Interact with the block to access the Black Market (prev soul shard trading).&lt;br /&gt;
** There is a timer at the top telling you when the current 3 offers expires&lt;br /&gt;
** If you buy one of the three offers all offers refresh and the timer resets itself&lt;br /&gt;
** Offers are player individual and no longer server wide&lt;br /&gt;
* Added the Soul Diffuser block&lt;br /&gt;
** Can be used to break down various items in to soul dust&lt;br /&gt;
** Items that can be broken down will state their soul value on their tooltip&lt;br /&gt;
** The Soul Diffuser supports full automation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Updated &#039;&#039;&#039;a lot&#039;&#039;&#039; of recipes for mods to be more accessible. Mainly focused on removing any Compressed Block needs and instead increasing the use of Chromatic Steel. There are a lot more recipe changes planned and more will be done before the patch is pushed to Curseforge&lt;br /&gt;
* Vault Altar recipe requirements were completely rewritten to better scale and better fit the progression of gamers.&lt;br /&gt;
** Note, we will monitor the results closely and more changes will come over the next coming days&lt;br /&gt;
* Wither skulls can now be applied to exhausted crystals to further apply a curse&lt;br /&gt;
* Overhauled the proficiency gain when crafting vault gear. The old values were very hypothetical and our intention was that to become an artisan in gear crafting would take a lot longer than it did. We have therefore made it 10 times as slow, this may be reviewed again after seeing results.&lt;br /&gt;
* Added Vault Plating as a requirement for gear crafting&lt;br /&gt;
* Changed scavenger items to not be cleared when exiting a vault (as they now all have a soul value)&lt;br /&gt;
* Lowered the opacity on the Frost Nova effect to provide players with better visibility.&lt;br /&gt;
* Animal pens can now breed multiple animals by having several of the food items held while breeding&lt;br /&gt;
* Fixed a few more recipes (including void upgrades for Drawers)&lt;br /&gt;
* Sheep can now be dyed inside an Animal Pen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Completion Crates can now be opened while wielding an offhand item&lt;br /&gt;
* Fixed a few mixin related client crashes&lt;br /&gt;
* Fixed alternative doll recipe to now be displayed correctly&lt;br /&gt;
* Fixed a bug that affected vault gear level when displayed in the bounty table&lt;br /&gt;
* Fixed a bug which allowed an exploit of zooming mini map while inside a vault.&lt;br /&gt;
* Fixed a bug that emptied infinite water bucket on use&lt;br /&gt;
* Fixed a bug with crafting proficiency that allowed a player to go beyond the total proficiency points&lt;br /&gt;
* Fixed Sweeping Edge modifier to now deal the intended damage to the swept targets&lt;br /&gt;
* Fixed a critical bug causing crashes with the Vault Altar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mod Updates ===&lt;br /&gt;
&lt;br /&gt;
* Compressium (And we added tags so they are breakable)&lt;br /&gt;
* FTB Backups (hoping to fix random crash errors on servers)&lt;br /&gt;
* Cagerium&lt;br /&gt;
** Removing an egg from a cage now requires a one-time-use key that can be crafted in game for vault materials&lt;br /&gt;
* iSpawners&lt;br /&gt;
** Spawn Eggs in the survival spawner now no longer expire&lt;br /&gt;
* Sophisticated Backpacks&lt;br /&gt;
** Pepper (Pepperchamp) added the super feature of saving the memory of a bag to the player data, so it can be loaded and used even if you die and lose your backpack! (OMEGA)&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.4.0&amp;diff=10835</id>
		<title>Patch Notes/3.4.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.4.0&amp;diff=10835"/>
		<updated>2026-03-24T01:48:57Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.4.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.4.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.3.0&lt;br /&gt;
| next       = 3.4.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Date: 2022-12-18&lt;br /&gt;
Release on Curseforge on December 18th (pending approval)&lt;br /&gt;
[https://download.curseforge.com/?addonId=711537 Download via Curseforge]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added a tooltip loot table identifier to items that appear in loot tables, allowing players to shift over the tooltip to see where the item originates from.&lt;br /&gt;
* Added 5 new shield models&lt;br /&gt;
* Added the Fairy Lights mod&lt;br /&gt;
* Added a new room: Chromatic Caves, this room can only appear in the Raw and Cave themes and is fairly common&lt;br /&gt;
* Added Vault rock ore, and changed the way ore generates in ore POI’s; no more vanilla ore&lt;br /&gt;
* ‘Tis the season…&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes/Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Remade the entire Black Market offer list, and included a lot of new items, including vault gear&lt;br /&gt;
** The rarity of vault gear is random and only revealed after you purchase it&lt;br /&gt;
* Gave some more items soul value and buffed a handful of items soul value&lt;br /&gt;
* Bounties now better scale with player level, slightly reduced rewards on low level and increased rewards as you level up&lt;br /&gt;
* Bounty completions are now scaled with vault level&lt;br /&gt;
* Bounties reroll cost lowered on lower levels&lt;br /&gt;
* Coin Piles now scale with player level&lt;br /&gt;
* &#039;&#039;&#039;Cagerium&#039;&#039;&#039; cages and terrariums are now slightly slower to produce their outcome&lt;br /&gt;
* Completing a bounty now gives a 60 minute cooldown instead of 2 hours cooldown&lt;br /&gt;
* Splash potions of any kind no longer work inside a vault&lt;br /&gt;
** &#039;&#039;Dev Notes&#039;&#039;: To us this is a very important change; We have abilities and gear modifiers to allow the player to regenerate health, in addition vanilla provides drinkable potions - but we can not, without a very advanced and convoluted system, find a way to balance splash potions. We do not think they fit the game and have therefore banned them from being usable inside the vaults.&lt;br /&gt;
* Stonefall now has a tinted screen overlay (vignette) when active.&lt;br /&gt;
* Buffed Stonefall; lowered the mana cost and mana cost gets lower the higher level Stonefall is&lt;br /&gt;
* Added a recipe to convert Azalea logs between the 2 base colours&lt;br /&gt;
* Updated several recipes for mods&lt;br /&gt;
* Updated leveling requirements from 50 onwards&lt;br /&gt;
* Made it so that Soul Diffuser can hold more soul dust&lt;br /&gt;
* &#039;&#039;Sky Vaults&#039;&#039; RAW crystals now yield less vault XP after level 1, and at level 4 and above they yield no XP.&lt;br /&gt;
* Shield updates (these do not affect legacy items rolled before this patch)&lt;br /&gt;
** Lowered base durability&lt;br /&gt;
** Lowered durability modifier&lt;br /&gt;
** Lowered health scaling&lt;br /&gt;
* Completely reworked loot tables, they now have even more focused loot and loot scales and differ depending on player level.&lt;br /&gt;
** We will monitor these results, but feel confidence in this change. It should also make benitoite scale better with its needs.&lt;br /&gt;
** While loot tables will eventually be added past level 60, we do not intend on having similar loot scaling as the 1.16 version as the player gains Item Quantity and Item Rarity on top of the loot tables being improved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Kill Entity Bounty now respect tiered mobs (Kill X Zombies will now respect any tier of a zombie)&lt;br /&gt;
* Fixed a bunch of broken armour models&lt;br /&gt;
* Fixed a bug where building gadgets was usable inside the vaults&lt;br /&gt;
* Fixed several critical bugs with the vault altar&lt;br /&gt;
* Fixed sound bugs relating to&lt;br /&gt;
** Vault Ore breaking playing in stereo, making them seem very loud&lt;br /&gt;
** Coin pile placement playing in stereo, making them very loud&lt;br /&gt;
* Fixed a bug that generated Terralith terrain outside chunk render in Sky Vaults.&lt;br /&gt;
** &#039;&#039;Note&#039;&#039; this doesnt fix already pregenerated worlds generated chunks, if you are playing sky vaults and have a generated world, you can use MCEdit to prune the generated chunks, check our discord (discord.gg/vaulthunters) for a guide for how to do that&lt;br /&gt;
* Fixed a bug that disallowed players to break chests even within their reach&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.4.1&amp;diff=10834</id>
		<title>Patch Notes/3.4.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.4.1&amp;diff=10834"/>
		<updated>2026-03-24T01:48:56Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.4.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.4.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.4.0&lt;br /&gt;
| next       = 3.5.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Date: 2022-12-21&lt;br /&gt;
Release on Curseforge on December 21st (pending approval)&lt;br /&gt;
[https://download.curseforge.com/?addonId=711537 Download via Curseforge]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Slightly increased knowledge essence in Living Chests&lt;br /&gt;
* Lowered the amount of Magnetite Ingots required for several Magnet upgrades&lt;br /&gt;
* Lowered the amount of Vault Plating needed for Durability upgrading pickaxes&lt;br /&gt;
* Heavily increased the amount of Raw Carbon found in Wooden Chests&lt;br /&gt;
* Added Soul Value to Empty Flasks&lt;br /&gt;
* Reduced the rate of the Festive themes&lt;br /&gt;
* Loot information (shift hover) does no longer display on identified vault gear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug in Auxiliary Blocks making trap doors treated as air blocks&lt;br /&gt;
* Fixed a dupe bug with Black Market&lt;br /&gt;
* Fixed a bug displaying “Unknown” for vault ore in Bounties&lt;br /&gt;
* Fixed the Mana Shield ability to respect player’s damage reduction&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.5.0&amp;diff=10833</id>
		<title>Patch Notes/3.5.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.5.0&amp;diff=10833"/>
		<updated>2026-03-24T01:48:54Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.5.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.5.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.4.1&lt;br /&gt;
| next       = 3.6.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Date: 2023-01-10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added Vault Runs History - can view your personal previous 50 vaults and favorite vaults - can also share links to your vault to other players on the server. Can be accessed from the stat screen&lt;br /&gt;
* Added Wutodic Silver [Nuggets, Ingots, Blocks] - craftable&lt;br /&gt;
* Turtles in Animal pens can now bucket out turtle eggs (up to 16 eggs - increases every 2)&lt;br /&gt;
* Added control for the AoE breaking jewels for pickaxes, they can now be shift+arrow keyed to place down your breaking point&lt;br /&gt;
* Added Banished Soul&lt;br /&gt;
** Used to level down Vault Crystals and Vault Gear&lt;br /&gt;
*** Replaces the diamond for levelling down crystals&lt;br /&gt;
* Added T3 mobs (appears level 50+)&lt;br /&gt;
* Overhauled Vault God Favours&lt;br /&gt;
** After completing an altar, the chance of gaining a favour is 5% in addition to a new vault idol implicit for god affinities.&lt;br /&gt;
** A vault god favour is a temporary, one time use buff for the next vault the player enters.&lt;br /&gt;
** A player can never have more than one active favour, it’s always the last one achieved in a vault.&lt;br /&gt;
** Having a favour is displayed in the stat screen, the reputation indicator turns yellow if a favour is active and waiting to be triggered&lt;br /&gt;
** Completing an altar also yields either an idol or a vault god blessing. Vault god blessings are used to craft idols in the vault forge.&lt;br /&gt;
* Introduced Vault God Reputation&lt;br /&gt;
** Completing a vault with a favour active gives a point in reputation for that god.&lt;br /&gt;
** It is possible to earn up to a total of 100 reputation points between all gods.&lt;br /&gt;
** Every point of reputation increases the power of the buff provided by a vault god favour.&lt;br /&gt;
** If a player reaches 100 reputation in one single god, they will be rewarded with a full vault god armour set.&lt;br /&gt;
* Added specialisations to Hunter for all specific chests individually&lt;br /&gt;
* Added Stonefall: Surefoot&lt;br /&gt;
** Changes Stonefall to instead melt powdered snow in a radius around the player&lt;br /&gt;
* Added Stonefall: Coldsnap&lt;br /&gt;
** Changes Stonefall to instead grant you fire resistance for a short duration of time, as well as extinguishes any fire affecting the player&lt;br /&gt;
* Added Healing Efficiency as an armour prefix&lt;br /&gt;
** Increases healing from any source&lt;br /&gt;
** Can not roll along side with the Health modifier&lt;br /&gt;
* Added God Affinity as a base stat to idols, it affects the chance of gaining a favour from the specific vault god. [Affinities are added on top of the base value of 5%]&lt;br /&gt;
* Added a chance for a god altar to drop the Altar Chest Scroll&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
=== NOTE This patch will have all your skill points reset as a lot of cost changes have been done! ===&lt;br /&gt;
&lt;br /&gt;
* Sheep in Animal Pens can only be sheared for 256 wool max (this was mainly changed due to people crashing servers when sheering 10.000 sheep)&lt;br /&gt;
* Item Quantity is decreased for a player in a vault 6 levels below themselves, it caps out (can&#039;t go lower) at 20% item quantity&lt;br /&gt;
* Removed the ability to use Ender Pearls inside vaults;&lt;br /&gt;
* Ender Pearls has minimal cost (player damage), and is always preferred over Dash, so it is impossible to balance&lt;br /&gt;
* There was always also a risk that the player got stuck inside bedrock and dying as a result (vanilla bug)&lt;br /&gt;
* We are considering re-adding the “Vault Pearl” and making it upgradable similar to Pickaxes and Magnets, but we haven’t fully decided on this yet&lt;br /&gt;
* Totem Of Undying no longer functions inside a vault&lt;br /&gt;
* A lot of consideration was taken when making this decision, we was contemplating just removing the ability to stack them inside pouches/backpacks, but eventually the infinite healing they can provide (by the player sacrificing themselves and a totem in a tunnel to fully heal up) was the deal breaker.&lt;br /&gt;
* Talents Overhaul&lt;br /&gt;
* Increased cost for Reach and raised the level requirements&lt;br /&gt;
* Increased cost for Unbreakable and raised the level requirements&lt;br /&gt;
* Reduced the cost of Stoneskin&lt;br /&gt;
* Heavily increased cost for Critical Strike Chance and raised the level requirements&lt;br /&gt;
* Increased cost for Fatal Strike Chance &amp;amp; Damage&lt;br /&gt;
* Increased cost for Thorns Chance &amp;amp; Damage&lt;br /&gt;
* Heavily increased cost for Undead Mastery and raised the level requirements&lt;br /&gt;
* Increased level requirements for Ahtropod Mastery&lt;br /&gt;
* Heavily increased cost for Illager Mastery and raised the level requirements&lt;br /&gt;
* Heavily increased cost of Angel&lt;br /&gt;
* Increased cost of Experienced&lt;br /&gt;
* Heavily increased the cost of Lucky Altar, level also adjusted to fit new crystal recipe scaling&lt;br /&gt;
* Slightly increased cost of Blacksmith&lt;br /&gt;
* Increased cost of Haste&lt;br /&gt;
* Increased cost of Speed&lt;br /&gt;
* Lowered the health of Endermen in the vault end themes&lt;br /&gt;
* Lowered Zombie scaling damage (for all zombie types) by 25%&lt;br /&gt;
* Increased the blast resistance of cube puzzle blocks&lt;br /&gt;
* Carbon can now appear in Black market&lt;br /&gt;
* Increased the amount of Carbon and Vault Alloy in chest loot among other loot table buffs&lt;br /&gt;
* Vault Alloy can now be crafted using Vaulterite &amp;amp; Vault Ingot&lt;br /&gt;
* Curses applied from soul flames and catalysts now scale with crystal level&lt;br /&gt;
* Changed the cake HUD to display progress without the total amount visible&lt;br /&gt;
* Changed Hunter to become a cooldown ability; Cooldown scales with levels in ability, mana&lt;br /&gt;
  is static at 10&lt;br /&gt;
* Faceted focus now guarantees rolling the highest possible tier of modifier for the item level its used on&lt;br /&gt;
* Moved immunities from implicits to suffix for idols&lt;br /&gt;
* Moved cleave 3 and 4 to legendary modifiers on axes&lt;br /&gt;
* Raised the cost and rarity of Trinket and Trinket Scrap in the Black Market&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== QoL Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated all mods to their latest version&lt;br /&gt;
* Added crafting recipe for twigs:pebble&lt;br /&gt;
* Updated texture for vault compass&lt;br /&gt;
* Added shift clicking to feed a full stack of food to an eternal&lt;br /&gt;
* Removed the key anvil, keys are crafted in a normal anvil&lt;br /&gt;
* Made elytras take 5 times less durability damage&lt;br /&gt;
* Added a feedback sound that plays when anyone finds a cake in a cake vault&lt;br /&gt;
* Added a feedback sound whenever copiously triggers its effect&lt;br /&gt;
* Added a particle and sound whenever a mob trap is triggered&lt;br /&gt;
* Added a sound when trap disarm procs and disarms a trapped chest&lt;br /&gt;
* Shift + Alt on a faceted focus to find information about what and how modifiers are applied&lt;br /&gt;
* Added a feedback sound that plays when anyone finds a cake in a cake vault&lt;br /&gt;
* Changed the Elytra to take 5 times less durability damage&lt;br /&gt;
* Shift + Alt on a faceted focus to find information about what and how modifiers are applied&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed copiously giving a gem instead of an ore when mining with silk touch&lt;br /&gt;
* Fixed generated vault chests losing their contents when reloading the chunk&lt;br /&gt;
* Fixed random crashes when killing mobs with Nova: poison&lt;br /&gt;
* Fixed the damage value in player stat screen being incorrect with fatal strike&lt;br /&gt;
* Fixed vault axes taking double durability damage&lt;br /&gt;
* Fixed eternals not spawning in with correct gear and attributes&lt;br /&gt;
* Fixed looted vault gear globally generating the same rarity rolls&lt;br /&gt;
* Fixed cake vault ghost blocks and improved performance&lt;br /&gt;
* Fixed plentiful modifier being applied incorrectly resulting in more ores than intended&lt;br /&gt;
* Fixed haunted modifier not doing anything&lt;br /&gt;
* Fixed soul diffuser not dropping its contents&lt;br /&gt;
* Fixed old ore distributions generating in nether and end themes&lt;br /&gt;
* Fixed immortal magnets not taking durability damage in vaults&lt;br /&gt;
* Fixed flux devices being able to chunk load&lt;br /&gt;
* Fixed execute not applying to the first mob hit when using chaining or cleave&lt;br /&gt;
* Fixed vault fruits only removing 10% of base health (10 hearts) instead of total health&lt;br /&gt;
* Fixed the survival spawner not spawning any mobs&lt;br /&gt;
* Fixed pickarangs being able to break gilded, ornate and living chests&lt;br /&gt;
* Fixed black opal being way more common than it should be (was wrongly configured at +80%)&lt;br /&gt;
* Fixed vanilla anvils never breaking&lt;br /&gt;
* Fixed treasure rooms being empty&lt;br /&gt;
* Fixed transmog table deleting its contents if you leave the UI&lt;br /&gt;
* Fixed soul shards sometimes not dropping bonus shards if you have high drop rate chance&lt;br /&gt;
* Fixed chestplate model sleeves sometimes having incorrect rotation&lt;br /&gt;
* Fixed god altars dropping the reward table multiple times&lt;br /&gt;
* Fixed mana shield setting your health to NaN creating an infinite death state&lt;br /&gt;
* Fixed several bugs relating to soul value of scavenger items&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.6.0&amp;diff=10832</id>
		<title>Patch Notes/3.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.6.0&amp;diff=10832"/>
		<updated>2026-03-24T01:48:53Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.6.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.6.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.5.0&lt;br /&gt;
| next       = 3.7.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Planned release on CurseForge is Sunday 22/1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added Solo Vault Spirits, and added a Rescue Bonus for Coop Spirits&lt;br /&gt;
** A spirit now spawns on the player’s spawn point if they are the last person alive in a vault to unalive&lt;br /&gt;
** A player can hover the recover button in the Spirit Extractor GUI to get an estimate what their spirit would cost to recover - this value scales with gear and level&lt;br /&gt;
** The spirit can be placed in the spirit extractor and items can be recovered for a cost, the cost increases with level and gear equipped&lt;br /&gt;
** A “Recovery Penalty” multiplier has been added (for all spirit extractors) - the more revives the player performs, the higher the multiplier becomes. This multiplier slowly decays when the player &#039;&#039;completes&#039;&#039; a vault objective&lt;br /&gt;
** If a Spirit is rescued in a coop vault a “Rescue” reduction will be applied, it rolls randomly and lowers the cost of the spirit by 30-90%&lt;br /&gt;
** Spirits can be recycled for a vault crystal instead of revived&lt;br /&gt;
* Added 4 new common rooms with 40+ new POI’s&lt;br /&gt;
** These room has a very high ore focus and a very low chest focus&lt;br /&gt;
** This is phase 2 of our ore overhaul/rework&lt;br /&gt;
* Added Pylons! &#039;&#039;[our original replacement for chocolate bars etc is finally here pag]&#039;&#039;&lt;br /&gt;
** Appears randomly in common rooms&lt;br /&gt;
** Gives the player a timed buff (scales with level)&lt;br /&gt;
* Added Eternal Pedestals&lt;br /&gt;
** Eternals no longer “live” in the Cryo Chamber, they are made in the cryo chamber but the player now have to get them out and put them on an Eternal Pedestal in order to interact with them&lt;br /&gt;
** Eternals now render their gear in the overworld&lt;br /&gt;
** Players only need 1 cryo chamber, as the eternals are removed from it when completed, this allows players to automate eternal creation&lt;br /&gt;
* Added a new bottom section to the Stables Vendor room, with more potential shop altars&lt;br /&gt;
* Added the vault god armour sets, unlockable by reaching 100 reputation point in the god&lt;br /&gt;
* Added Mega Torch armour transmog&lt;br /&gt;
* Added Crayon Armour transmogs (unique)&lt;br /&gt;
* Added backwards compatibility unlock for transmogs&lt;br /&gt;
* Added a new armour set: Pirate (omega)&lt;br /&gt;
* Tool Vise can now overstack its content&lt;br /&gt;
* Added a new command, available for players to set their difficulty locally, /the&#039;&#039;vault local&#039;&#039;difficulty&lt;br /&gt;
* Added 13 new sword models, discoverable in all rarities from rare+&lt;br /&gt;
* Added Burger Pickles in living chests past level 54&lt;br /&gt;
* Added a recipe for Amplifying, Nullifying and Fundamental Focus&lt;br /&gt;
* Added a Local difficulty option, a player, without OP unless disabled by server OP, can change their local difficulty by using the command /the&#039;&#039;vault local&#039;&#039;difficulty &amp;amp;lt;player&amp;gt; &amp;amp;lt;difficulty&amp;gt; - If a player does not assign a difficulty it will use the global difficulty of the server instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill a boss objective changed to: “Hunt The Guardians” ===&lt;br /&gt;
&lt;br /&gt;
The main goal of this overhaul is to turn the “kill a boss” into a combat objective over an exploration objective with the primary purpose of bolting through vaults to find obelisks. Additionally, the obelisk objective in its current state lacks coop incentives as it is fully global. To address these issues, the following changes were made:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; the current values are hypothetical and untested, things like Guardian damage, health, ai behavior etc will be monitored on the VHSMP over the next few days and then adjusted.&lt;br /&gt;
&lt;br /&gt;
* Obelisk spawn rate has been increased.&lt;br /&gt;
* After activating an obelisk, Vault Guardians will spawn. They must all be slain in order to complete the task. The total number is shown on the HUD.&lt;br /&gt;
* There are two classes of guardians, Bruisers and Arbalists.&lt;br /&gt;
* The vault completes when all guardians have fallen.&lt;br /&gt;
* Bosses are for now completely removed, but will return in another shape/form/objective in the future&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Changed the Wendarr altar to take mana instead of time&lt;br /&gt;
* Lowered all Vault God altar requirements (scales with level still)&lt;br /&gt;
* Increased the number of modifiers on idols&lt;br /&gt;
** Scrappy now has 1, Common 2, Rare 3, Epic 4, Omega 5&lt;br /&gt;
* Scavenger item requirements now scale based on their rarity&lt;br /&gt;
* Removed Thorns Damage from rolling on armour pieces&lt;br /&gt;
* Added Damage % as a possible roll on armour pieces, it cannot roll along side Resistance&lt;br /&gt;
* Slightly anti-nerfed Mana Regen and Healing Efficiency tiers on armor&lt;br /&gt;
* Removed Thorns Chance as a modifier on Shields&lt;br /&gt;
* Buffed Thorns Damage heavily on shields&lt;br /&gt;
* Buffed Stun Attack Chance on Swords and Axes&lt;br /&gt;
* Changed +Attack Damage on Swords &amp;amp; Axes to not be able to roll along side Chaining, Stun Attack Chance and Cleaving&lt;br /&gt;
* Buffed +Attack Damage and Implicit Attack Damage Tiers heavily on Axes and Swords&lt;br /&gt;
* Chests and coin piles in the paint room is now more randomised&lt;br /&gt;
* Magma blocks were removed from paths in the Soul Nether Theme&lt;br /&gt;
* Added Black Mob essence to Blue &amp;amp; Yellow Gummy Bears in the Sweet Theme&lt;br /&gt;
* Durability implicit tiers now have a max level (They appear from-to instead of from)&lt;br /&gt;
* It is no longer possible to gain favours in a vault 5 levels below the player&lt;br /&gt;
* Beginner’s Grace now lasts until level 20 (this was already in Update 5 as a bug, we made it a feature, pag)&lt;br /&gt;
* Lowered the chance for Frail, Wild, Chunky Mobs and Furious on unmodified crystals past level 50 (they were unintendedly high)&lt;br /&gt;
* Increased the amount of Vault Plating, Carbon and Alloys in Ornate Chests past level 50&lt;br /&gt;
* The recipe for Echo Pog was changed&lt;br /&gt;
* The recipe for the Survival Spawner was changed&lt;br /&gt;
* Upped the lighting in the Mesa &amp;amp; Lush Cave theme&lt;br /&gt;
* Buffed Implicit Armour Tiers on gear from level 40 upwards&lt;br /&gt;
** Our goal is to make tank focused builds be a bonus, not a necessity, the player should not have to max defenses in order to survive.&lt;br /&gt;
* Idol Craft recipe changed: Replaced 2x Netherite for 8x Vault Diamonds, removed the need for vault plating, lowered God Blessing requirement with 1 (from 4 to 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== QoL Changes ===&lt;br /&gt;
&lt;br /&gt;
* Vein Miner and Farmer can now be activated by holding their respective ability select key as well as using the ability cast key&lt;br /&gt;
* Updated monolith objective HUD to match our new objective HUDs&lt;br /&gt;
* Changed colours of Thorns Damage and Thorns Chance&lt;br /&gt;
* Demagnetisers can now be turned off by giving them a redstone signal&lt;br /&gt;
* Updated god altars models&lt;br /&gt;
* Lowered Completion Sound volume by 70%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed treasure key crafting consuming the full input stack&lt;br /&gt;
* Added all missing spawn eggs to the mystery egg reroll recipe&lt;br /&gt;
* Fixed god altar idols generating at level 0&lt;br /&gt;
* Fixed not being able to open the vault run history while a vault is active&lt;br /&gt;
* Fixed Rampage: Vampire having extremely high leech at the last level&lt;br /&gt;
* Fixed tier 2 mobs not counting towards bounties and scavenger drops&lt;br /&gt;
* Fixed wild mobs sometimes appearing in tunnels&lt;br /&gt;
* Fixed chests sometimes appearing in tunnels&lt;br /&gt;
* Fixed a bug that spawned scavenger altars in 95% of all common rooms&lt;br /&gt;
* Pastel blocks no longer fall&lt;br /&gt;
* Fixed a bug that made the game crash when using infinity water bucket on a cauldron&lt;br /&gt;
* Fixed a bug where chromatic iron dust couldn’t be used in blast furnaces&lt;br /&gt;
* Fixed a bug where a Lucky trigger on the altar wasnt affecting all items (for example cobweb bleb)&lt;br /&gt;
* Executioner’s Seal no longer wrongly turns the vault layout in to infinite&lt;br /&gt;
* Fixed a bug where t2 and t3 mobs couldn’t wield weapons (bows/swords)&lt;br /&gt;
* Fixed some aggro issues with nether mobs&lt;br /&gt;
* Fixed armour transmogs not unlocking for team members when using research teams&lt;br /&gt;
* Fixed Afterlife always applying exactly 1 curse&lt;br /&gt;
* Fixed unscaled mobs spawning around the player after level 65&lt;br /&gt;
* Fixed that Echo Pog, Trinket Scrap and Trinkets &#039;&#039;still&#039;&#039; maintained their wrong price and rarity in the black market (was fixed in update 5 but someone (iskall) forgot to push the right data file)&lt;br /&gt;
* Eternals can now eat any burger&lt;br /&gt;
* The Salty Deluxe burgers’ xp gain was fixed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== VHSMP Updates ===&lt;br /&gt;
&lt;br /&gt;
* There is now always a winning gladiator even if the player runs out of time&lt;br /&gt;
* The winning gladiator is the gladiator with highest survivability + highest damage (+ some secret calculations) - not the gladiator with the killing blow&lt;br /&gt;
* Tank Gladiators now have a slowness aura instead of slowness on hit&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.0&amp;diff=10831</id>
		<title>Patch Notes/3.7.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.0&amp;diff=10831"/>
		<updated>2026-03-24T01:48:51Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.7.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.7.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.6.0&lt;br /&gt;
| next       = 3.7.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Release date February 6th&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pickaxes ===&lt;br /&gt;
It has been our intention since the very start of the alpha to enhance the pickaxe system. Making it fit the Vault Hunters gameplay more. In update 7 we have aimed to do just that.&lt;br /&gt;
&lt;br /&gt;
All initial values have had minimal play testing, and may get tweaked over the next coming days. We have started quite conservative with the theory that we&#039;d rather buff than nerf.&lt;br /&gt;
&lt;br /&gt;
Any old pickaxes will remain in game as legacy items, they can be used but can not be crafted or repaired. Additionally, the old modifier &amp;quot;Immortal&amp;quot; no longer works.&lt;br /&gt;
&lt;br /&gt;
This is a big overhaul, and we will list some key points below, the rest is up for you to explore&lt;br /&gt;
&lt;br /&gt;
* We have gone away from the singular pickaxe, to the Vault Tool&lt;br /&gt;
* Players can craft a base tool of their liking (Pick, Axe, Shovel, Hammer, Sickle) in the new Tool Station block&lt;br /&gt;
* There are 7 tiers of vault tools, they are gated behind your vault level. Higher tier means more repair slots and more capacity&lt;br /&gt;
* Jewels are still used to enhance the vault tool to your liking, however, we went from 11 jewels to ten million sixty-six thousand three hundred twenty-nine jewels - cause we thought it was cool.&lt;br /&gt;
*** Jewels can be found in Gilded chests from level 0&lt;br /&gt;
*** Jewels can be crafted/recut in the Vault Forge&lt;br /&gt;
*** Jewels come in 4 different rarities: chipped, flawed, flawless and perfect. The rarity determines the modifiers they roll. Jewels also have a size implicit. The bigger the size, the more tool capacity it will consume when applied. &lt;br /&gt;
*** Living, Gilded, Ornate and Wooden chests no longer cares about the vanilla break type (axing, picking, shovelling, farming etc) - instead the player will need an Affinity of the correct chest type on their tool for mining speed and efficiency to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magnets ===&lt;br /&gt;
Just like with pickaxes, magnets didn&#039;t fit the rest of the game in their current state, and as such we have overhauled them&lt;br /&gt;
&lt;br /&gt;
* Magnets are now Vault Gear, they come in 5 different rarities (scrappy to omega)&lt;br /&gt;
* They can be found inside ornate chests rarely and they can be crafted&lt;br /&gt;
* Crafting magnets increase proficiency in crafting them&lt;br /&gt;
* They can be modified using the artisan table just like vault gear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
* Added new Faceted Focus possibilities&lt;br /&gt;
* Added a new difficulty: Fragged. Mobs deal double damage compared to impossible&lt;br /&gt;
* Brand new POI system affecting 4 common rooms&lt;br /&gt;
*** These POI&#039;s have a random amount of chests and random placement&lt;br /&gt;
*** These POI&#039;s are &#039;&#039;built in&#039;&#039; to the room, instead of plopped in&lt;br /&gt;
*** We are testing the waters with this method of doing POI&#039;s and the goal is&lt;br /&gt;
***** Add more variety visually and in looting&lt;br /&gt;
***** Add more range of chance for POI&#039;s to be strong/weak&lt;br /&gt;
* Added Soul Chance as a new suffix on armour pieces&lt;br /&gt;
* Added Old Notes, they can be found rarely in treasure sand&lt;br /&gt;
* Added 2 new talents; Depleted and Methodical&lt;br /&gt;
* Added Legendary Bounties, these bounties are activated by finding a Lost Bounty in treasure sand and yield great rewards&lt;br /&gt;
* Added Bounty Pearl, found in Wooden Chests (omega rarity) - These are used to reroll a bounty&lt;br /&gt;
* Added Reach as a choice for Beacons (+2 / +4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Changes ===&lt;br /&gt;
* Vanilla&#039;s Mending enchantment no longer functions inside the vault dimension&lt;br /&gt;
* Base cost for spirits was heavily lowered to put more focus on the gear and items recovered rather than the player level, new items were added to base cost.&lt;br /&gt;
* Treasure Rooms Refocus&lt;br /&gt;
*** Removed most modded blocks, backpacks, pickarangs and windmills remain&lt;br /&gt;
*** Changed Vault gear to roll from Common+ To Omega instead of Scrappy+ to Epic - The weights of getting better rarity is the highest loot table in the game&lt;br /&gt;
*** Added jewels, and the chance for these jewels to be better cut than any other loot table in the game&lt;br /&gt;
*** Added a common chance for Netherite Ingots&lt;br /&gt;
*** Changed rolls from 12-18 to 14-14 to add more consistency and more effect from Item Quality/Rarity&lt;br /&gt;
***** Yes there is still a big variety in what you can get, and yes, some treasure chests will still be &amp;quot;garbagio&amp;quot;&lt;br /&gt;
*** Added Lost Bounty as a chance to treasure sand&lt;br /&gt;
*** Added Old Notes as a chance to treasure sand&lt;br /&gt;
* Reach rolls on idols have been decreased, this is not the final state but we want to start conservatively with the new reach ideas&lt;br /&gt;
* Talent Reach has been removed (any player who has specced in to it and updating to Update 7 will get refunded automatically)&lt;br /&gt;
*** Reach was at a state where the talent + idol rolls allowed players without much effort to get enough reach to outreach the spawner&#039;s check radius, causing POI&#039;s to never spawn mobs. Another solution to this would have been to increase the check radius for spawners (since the game rely on interacting with mobs), but doing that would ruin a lot of other balance aspects (such as middle path being free of mobs in every common room)&lt;br /&gt;
*** We will now be able to play around with the reach number both on Idols and on Vault Tools&lt;br /&gt;
* Updated recipe for Survival Spawner (iSpawners) to match its power&lt;br /&gt;
* Trinket Cost overhaul&lt;br /&gt;
* Vault Alloy removed from all loot tables&lt;br /&gt;
* Vault Gear Chances in Ornate chests changed&lt;br /&gt;
*** More frequent before level 27&lt;br /&gt;
*** Less frequent after level 39&lt;br /&gt;
***** We want to incentivise crafting gear, and allow for Treasure Rooms to be even better with gear reward&lt;br /&gt;
* Silver Scrap amount in Gilded Chests increased&lt;br /&gt;
* Silver Scrap can now be found in Wooden Chests (rare+)&lt;br /&gt;
* Gemstones can now be found in Wooden Chests (Omega, 24+)&lt;br /&gt;
* Increased the cost of crafting proficiency when using a fundamental focus&lt;br /&gt;
* Buffed Armour implicit rolls after level 40&lt;br /&gt;
* Buffed Durability implicit rolls after level 52&lt;br /&gt;
* Buffed Mana Regen ranges after level 36&lt;br /&gt;
* Buffed Soul Chance range on weapons&lt;br /&gt;
* Increased XP of killing mobs inside vaults&lt;br /&gt;
* Increased the amount of soul chance for t2 and t3 mobs&lt;br /&gt;
* Changed recipe for Magnetite Ingot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== QoL Changes ===&lt;br /&gt;
* Vault Dolls will now show the player what level they were used on and by what player they were used&lt;br /&gt;
* Poison and Withering effects now tints the screen instead of playing the damage sound and twitching the screen &#039;&#039;&#039;This can be disabled in the accessibility menu&#039;&#039;&#039;&lt;br /&gt;
* Scav items now share one common tag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed several dupe bugs with vault work stations&lt;br /&gt;
* Fixed players being able to change each other&#039;s difficulty&lt;br /&gt;
* Fixed Tenos Armor z-fighting&lt;br /&gt;
* Fixed a bug that made blocks unbreakable in the Sweet Theme&lt;br /&gt;
* Treasure Sand now correctly expects a shovel to be used&lt;br /&gt;
* Gear carried inside a container now correctly costs additional coinage in the spirit extractor&lt;br /&gt;
* Increased performance when rendering vault gear inside containers&lt;br /&gt;
* Fixed a bug where Ornate Chests between level 39 and 50 was missing Netherite ingots&lt;br /&gt;
* Fixed a bug that allowed duping with iSpawners&lt;br /&gt;
* Shift clicking from the black market works once again&lt;br /&gt;
* Health now correctly fills when relogging&lt;br /&gt;
* Various bug fixes&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.2&amp;diff=10830</id>
		<title>Patch Notes/3.7.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.2&amp;diff=10830"/>
		<updated>2026-03-24T01:48:50Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.7.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.7.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.7.0&lt;br /&gt;
| next       = 3.7.4&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Release date February 5th&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magnets ===&lt;br /&gt;
Just like with pickaxes, magnets didn’t fit the rest of the game in their current state, and as such we have overhauled them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Magnets are now Vault Gear, they come in 5 different rarities (scrappy to omega)&lt;br /&gt;
* They can be found inside ornate chests rarely and they can be crafted&lt;br /&gt;
* Crafting magnets increase proficiency in crafting them&lt;br /&gt;
* They can be modified using the artisan table just like vault gear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
* Added Soul Chance as a new suffix on armour pieces&lt;br /&gt;
* Added Old Notes, they can be found rarely in treasure sand&lt;br /&gt;
* Added Reach as a possible choice for Beacons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Changes ===&lt;br /&gt;
* Trinket Cost overhaul (Third time’s the charm)&lt;br /&gt;
*** Lowered Alexandrite cost&lt;br /&gt;
*** Lowered Vault Gold cost&lt;br /&gt;
*** Lowered Alloy cost&lt;br /&gt;
* Buffed Armour implicit rolls after level 40&lt;br /&gt;
* Buffed Durability implicit rolls after level 52&lt;br /&gt;
* Buffed Mana Regen ranges after level 36&lt;br /&gt;
* Buffed Soul Chance range on weapons&lt;br /&gt;
* Increased XP of killing mobs inside vaults&lt;br /&gt;
* Increased the amount of soul chance for t2 and t3 mobs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== QoL Changes ===&lt;br /&gt;
* The new poison and withering change can now be toggled in the accessibility menu&lt;br /&gt;
* Scav items now share one common tag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed a bug where Ornate Chests between level 39 and 50 was missing Netherite ingots&lt;br /&gt;
* Fixed a bug that allowed duping with iSpawners&lt;br /&gt;
* Shift clicking from the black market works once again&lt;br /&gt;
* Fixed a lighting issue affecting all UI’s&lt;br /&gt;
* Sharing jewels in chat no longer crashes the server&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.4&amp;diff=10829</id>
		<title>Patch Notes/3.7.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.4&amp;diff=10829"/>
		<updated>2026-03-24T01:48:48Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.7.4 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.7.4&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.7.2&lt;br /&gt;
| next       = 3.7.5&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
=== The Abyss ===&lt;br /&gt;
Beyond the Protection of the Vault Gods, just outside of the Bounds of the Vault, the Abyss reigns freely; the all consuming Darkness beckoning adventurous hunters.&lt;br /&gt;
Lure the Abyss into your Vaults, inviting great danger and even greater rewards.&lt;br /&gt;
&lt;br /&gt;
* Abyssal Ichor can be found inside Vaults above level 20&lt;br /&gt;
* Delving into the Darkness of the Abyss poses challenge and rewards, increasing the further you delve into the abyssal darkness&lt;br /&gt;
*** Monsters deal increased damage, have more health and knockback resistance&lt;br /&gt;
*** Blocks become harder to break&lt;br /&gt;
*** Players gain inherent bonuses to item quantity, item rarity and gain a additional copiously-chance&lt;br /&gt;
*** Players can find 2 new foci and abyssal vault gear&lt;br /&gt;
&#039;&#039;(The rarity of rewards and difficulty will be adjusted depending on feedback and is thus subject to change)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* When inviting someone with “/party invite” and you’re not in a party, it will create a party automatically&lt;br /&gt;
* Adjust catalyst reroll recipe&lt;br /&gt;
* Adjust bounty table recipe&lt;br /&gt;
* Lowered the block hardiness of Living, Gilded and Ornate chests, to give access to insta mining earlier in the playthrough. They are still at different levels where Living is the easiest to break and ornate the toughest.&lt;br /&gt;
* Buffed magnets Durability and Range implicit rolls&lt;br /&gt;
* Buffed magnets Durability suffix rolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed magnets continuously taking durability damage, when items cannot enter the player’s inventory&lt;br /&gt;
* Fixed a dupe bug concerning relics&lt;br /&gt;
* Fixed god blessings not being visible in JEI&lt;br /&gt;
* Fixed a dupe bug with hammering specific ores&lt;br /&gt;
* Fixed an issue with applying jewels in an anvil&lt;br /&gt;
* Fixed loot from treasure sand not being initialized correctly (see lvl0 empty jewels)&lt;br /&gt;
* Fixed tools with reaping not being able to shear sheep in an animal pen&lt;br /&gt;
* Fixed issues with creative pick block creating new items, prohibiting pick blocking from working properly&lt;br /&gt;
* Fixed a bug that made copiously on magnets not function at all&lt;br /&gt;
* Fixed Velocity rolls on Magnets always rolling the lowest roll&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.5&amp;diff=10828</id>
		<title>Patch Notes/3.7.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.5&amp;diff=10828"/>
		<updated>2026-03-24T01:48:47Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.7.5 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.7.5&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.7.4&lt;br /&gt;
| next       = 3.7.6&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Release Curseforge: Sunday 12th of February \&lt;br /&gt;
&#039;&#039;This is the last update (hotfixes?) before Update 8, which is planned in 3 weeks&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overhauled Content ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Afterlife, Casual &amp;amp; Beginner’s Grace&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These game modes have always had awkward points (dupe exploits, team mate death, etc etc) - it has stopped us from doing a lot of things that we want to do content wise inside vaults, and it is now time to fix this, which results in a buff for all of these game modes as well!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When unaliving in one of these modes the player now keeps their inventory and loot, and respawns in the overworld, with all loot gathered up till the point of death. The punishment for dying is losing durability on any and all gear in the player’s inventory - the amount of durability lost scales with performance in the vault, the more chests looted, the more ores mined, the more treasure doors opened etc. all affects durability loss, without any progress in the vault the gear takes no durability damage at all.&lt;br /&gt;
* Soulbound items do not take this durability damage, as they would be unaffected by a player death regardless&lt;br /&gt;
* When a player dies in a coop Afterlife/Casual/Beg Grace vault it no longer causes a cooperative player to die&lt;br /&gt;
* Catalyst fragments can now be found in Afterlife vaults&lt;br /&gt;
* Random Modifiers can roll in an afterlife vault&lt;br /&gt;
* Crabwalk, Confused and Jupiter Gravity curses have been removed&lt;br /&gt;
* Added Poor (-25% item quantity) &amp;amp; Unlucky (-50% item rarity) curses&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Phoenix is a very powerful Uber Catalyst, but with the previous system it didn&#039;t have a niché, we hope this new system adds more depth to the game play&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Phoenix now resurrects the player like a totem would, it will cause damage to all mobs around the player and regenerate the player’s health. It will then fizzle a phoenix stack.&lt;br /&gt;
* Phoenix can be stacked on to a crystal for multiple revival&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cake Vault&#039;&#039;&#039;&lt;br /&gt;
We felt that the cake vaults was more of a poor port from VH 2nd edition, where increased chest decorators (+gilded etc) in your run made sense, since we didn’t have many rooms with special chests. But in the third edition it just didn’t add anything special, instead it flooded the vaults and looting was never satisfying. Seeing the interest in scaling difficulty vs reward (Abyss implementation), we wanted to try another approach, in the hopes of making Cake Vaults interesting, deep and most importantly special and fun. The further you go, the better the loot becomes (also retroactively to unopened chests), but the more difficult the vault becomes&lt;br /&gt;
&lt;br /&gt;
* Every cake consumed will anger the vault, giving mobs +2% damage&lt;br /&gt;
* Every cake consumed will give the player 2 of the following modifiers&lt;br /&gt;
*** +1% Item Quantity, +1% Item Rarity, +10% Catalyst Fragment Chance&lt;br /&gt;
* The cake goal has been changed to 20-60 cakes (from 20-40) - to make the focus more on the journey than the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Abyss&#039;&#039;&#039;&lt;br /&gt;
The idea of scaling difficulty + reward is great, and the thought of abyssal gear felt amazing. We want to take some more time to envision how to implement it, and for now we have shelved it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Changes ===&lt;br /&gt;
* Changed tool costs in the spirit extractor to now be based on the tier of the tool, where the first two tiers are free.&lt;br /&gt;
* When running a vault at least 6 levels below your current level, you gain an additional chance that your gear does not take any durability damage.&lt;br /&gt;
*** This starts at 25% if 6 levels below your current level, up to 100% at 21 levels below your current level&lt;br /&gt;
* Breaking specific blocks now changes the amount of durability damage the vault tool receives (&#039;&#039;These numbers are hypothetical and may get revisited - We will monitor tool life length closely&#039;&#039;)&lt;br /&gt;
*** 10x durability damage when breaking a spawner&lt;br /&gt;
*** 3x durability damage when breaking a wooden chest&lt;br /&gt;
*** 75% less durability damage when breaking gilded, living or ornate chests&lt;br /&gt;
* Slightly lowered the chance for jewels appearing in Gilded Chests [Epic] pool&lt;br /&gt;
* Updated Pulverisation (on tools) map to include more blocks  We will hopefully JEI integrate this function eventually&lt;br /&gt;
* Changed the weight of Foxhounds appearing in the Nether Themes&lt;br /&gt;
* Lowered the cost for Compacting Drawers&lt;br /&gt;
* Fixed some recipe loops with modular routers&lt;br /&gt;
* Changed the Mushroom Omega room&lt;br /&gt;
*** Loot is more centralised and visible&lt;br /&gt;
*** More Living Chests in total&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== QoL Changes ===&lt;br /&gt;
* Added “Entropy”&lt;br /&gt;
*** This system is designed to even out odds when using systems that rely on random chance for combat-related mechanics&lt;br /&gt;
*** In practice, the presence of this system is not noticeable&lt;br /&gt;
*** In theory, when players are increasingly “unlucky” with random chance mechanics (such as not blocking attacks for a few times in a row), this will increase the odds of a favorable random outcome (such as blocking the attack successfully), such that very “unlucky” streaks should ideally not surpass the statistical expectation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed ‘Vanilla Immortality’ not applying in some cases (stripping logs, …)&lt;br /&gt;
* Fixed Pulverizing block breaking accounting for item quantity&lt;br /&gt;
* Fixed Jewels having their cost in the spirit extractor calculated based on their rarity&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.6&amp;diff=10827</id>
		<title>Patch Notes/3.7.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.7.6&amp;diff=10827"/>
		<updated>2026-03-24T01:48:45Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.7.6 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.7.6&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.7.5&lt;br /&gt;
| next       = 3.8.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Release Curseforge: Monday 13th of February (now for real)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Changes ===&lt;br /&gt;
* Removed Item Quantity and Rarity from affecting Treasure Chests&lt;br /&gt;
* Catalyst fragments only start appearing in vaults from level24 onwards (due to them having no use prior to that)&lt;br /&gt;
* Removed Prismatic-modifier as a random outcome in cake vaults&lt;br /&gt;
* adjust mystical essence recipe to include more dreamstone and a vault diamond block instead of wutodie&lt;br /&gt;
* Catalyst fragments now only appear in wooden chests in an unmodified vault&lt;br /&gt;
* Catalyst pool updated;&lt;br /&gt;
*** Removed Item Quantity, Item Rarity, Soul Hunting, Prosperous from the positive outcome, to make catalysts more focused on chests&lt;br /&gt;
* Reduced the base &amp;amp; modified durability on Magnets&lt;br /&gt;
* Seals now cost vault diamond block instead of perfect Wutodie&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed 0-use Trinkets sometimes being still useable&lt;br /&gt;
* Fixed afterlife vaults were still not generating catalyst fragments&lt;br /&gt;
* Fixed item discovery bounties sometimes counting the items twice in singleplayer worlds&lt;br /&gt;
* Fixed quark’s armor quick-equip feature no longer equipping unidentified vault gear&lt;br /&gt;
* Fixed spirit extractor counting soulbound items when calculating spirit cost&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.8.0&amp;diff=10826</id>
		<title>Patch Notes/3.8.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.8.0&amp;diff=10826"/>
		<updated>2026-03-24T01:48:44Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.8.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.8.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.7.6&lt;br /&gt;
| next       = 3.8.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Release Curseforge: Sunday 12th of March&lt;br /&gt;
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=== Note from the team ===&lt;br /&gt;
&lt;br /&gt;
With update 8 we have focused on making the game broader, more polished and more accessible to all players. We have buffed a lot of RNG elements and made the game overall more rewarding. We recognise that the entry level to the game was a bit harsh and have taken steps to make it feel more rewarding, fun and exciting right from the start.&lt;br /&gt;
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Update 8 is also possibly the biggest update yet, we are excited and hope you will love it!&lt;br /&gt;
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=== Spotlight Features ===&lt;br /&gt;
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&#039;&#039;&#039;Runes replaced with Inscriptions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rune system was in dire need of some updating, it was completely RNG based and didn&#039;t really add much gameplay to the player. Running through common rooms to locate the one room you want didnt feel right with the new POI based game loop.&lt;br /&gt;
&lt;br /&gt;
We threw runes out entirely and replaced them for Inscriptions with a brand new crafting system. The goal is to provide more control for the player and more excitement about building the vault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Empty Inscriptions can be found with omega rarity in &#039;&#039;&#039;Living Chests&#039;&#039;&#039;&lt;br /&gt;
* Inscription Pieces can be found in &#039;&#039;&#039;Living Chests&#039;&#039;&#039; and &#039;&#039;&#039;Wooden Chests&#039;&#039;&#039;&lt;br /&gt;
* Room Inscriptions can be crafted in the new &#039;&#039;&#039;Inscription Table&#039;&#039;&#039;, the player chooses what room to craft.&lt;br /&gt;
* An inscription rolls &amp;quot;Completion&amp;quot;, &amp;quot;Time&amp;quot; and &amp;quot;Instability&amp;quot; randomly. Empty inscriptions found inside Living Chests have a bigger roll range than those crafted.&lt;br /&gt;
* Completion is a new mechanic, a player can enter a vault that isn&#039;t complete, but parts of it (to the % of uncompleted) will be replaced with vault bedrock. This includes POI&#039;s, Chests and ores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note, despite our best effort, because of a complete backend rewrite to crystal data, old runes will not work after this update but can be diffused in the soul diffuser.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Gear Enhancement System&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We love vault gear, it&#039;s a lot of fun to play around with, and for a long time we have had a plan to further make gear fit into different play styles as a powerful enabler. Helmets will become a main feature in any build styles with this addition.&lt;br /&gt;
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* &#039;&#039;&#039;Enhancement Altars&#039;&#039;&#039; can be found rarely inside &#039;&#039;&#039;Dungeons&#039;&#039;&#039;&lt;br /&gt;
* When interacted with the player gets a task to complete inside that vault, similar to a bounty&lt;br /&gt;
* If the player completes the task, a Vault Helmet can be placed inside the altar and be enhanced at no cost&lt;br /&gt;
* The enhancement will roll randomly and the altar can only be used once per player and vault (multiple altars can be found inside one vault however)&lt;br /&gt;
* Gear Enhancements targets abilities directly, and greatly enhances them, for example it can double the damage of Nova, half the mana cost of Dash, etc.&lt;br /&gt;
* Only Vault Helmets can have enhancements, and only one enhancement per helmet.&lt;br /&gt;
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&#039;&#039;&#039;Crafted Gear Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We want to give more options for the player to be in control of their gear and builds. We have created a new station, the &#039;&#039;&#039;Gear Modification Table&#039;&#039;&#039;. It allows the player to craft a prefix or suffix onto a gear piece. A gear piece can only have one crafted modifier at any given time, and the crafted modifier trails behind discovery of the tiers. Some crafted modifiers have to be taught by finding a &#039;&#039;&#039;Modification Archive&#039;&#039;&#039; rarely inside &#039;&#039;&#039;Dungeons&#039;&#039;&#039; (level 60+) and interacting with it.&lt;br /&gt;
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&#039;&#039;&#039;Wardrobe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We really like the idea of customisation with gear and loadout, and as such we felt the need for a simple way for the player to compare their loadouts, and quickly swap between their sets. The wardrobe does just that. The player can save all their gear, including trinkets, and their hotbar, in a Wardrobe block, and quickly swap between depending on their preferences.&lt;br /&gt;
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&#039;&#039;&#039;Elixir Objective&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inline with making the game broader, while easier to understand and get into, we have created a new base objective. It will randomly roll from level 10 onwards, and can also be forced using the Seal of the Sage. Looting, mining ores and killing mobs all contribute elixir towards a progress bar. Every vault will randomly, and without directly informing the player, roll values for each task, for example looting a Wooden Chest could be worth more than looting an Ornate Chest, while killing a Zombie could be worth more than both - no run is the same. The player gets an indication of value per task when doing them by paying attention to the &#039;&#039;&#039;Elixir&#039;&#039;&#039; dropped by the chest, ore or mob. The Elixir does not need to be physically picked up as it is only a visual indicator and immediately counts towards the progression. Once enough Elixir is collected the player is tasked with finding a Lodestone, an ancient purple stone, to complete the vault.&lt;br /&gt;
&lt;br /&gt;
We hope this objective teaches the player about the value of looting and progressing inside the vault, while presenting a challenge for completion, and lots of replayability.&lt;br /&gt;
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&#039;&#039;&#039;Augments&#039;&#039;&#039;&lt;br /&gt;
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On completing a vault there is a 20% chance to get an augment in the completion crate. The augment can be applied to a crystal to determine its theme. The augment dropped is dependent on the theme completed.&lt;br /&gt;
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&#039;&#039;&#039;Chaos Catalyst&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new Uber Catalyst, found rarely inside treasure chests and the black market, that will turn the crystal it is attached to into a chaos crystal. Upon entering a Chaos Vault 30 random modifiers are rolled.&lt;br /&gt;
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&#039;&#039;&#039;Treasure Rooms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We recognise that the heavy RNG with treasure rooms does not leave the player with a good feeling most of the time, therefore we have made the RNG more predictable. In addition the content of a treasure chest has also been &#039;&#039;&#039;heavily buffed&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Cascading vs Bonus modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modifiers Gilded, Ornate and Living were changed from spawning &amp;quot;Bonus&amp;quot; chests to instead extend a POI of their type by 25% per modifier. This change was made to allow the modifier to follow the gameplay and game loop of Vault Hunters Third Edition. The old &amp;quot;bonus&amp;quot; chest modifiers still exist but can no longer be obtained with catalysts. Instead they only roll randomly and their name was changed to reflect this change.&lt;br /&gt;
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&#039;&#039;&#039;Catalysts &amp;amp; Crystal modification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We felt that the catalyst mechanic was a bit under-used and too linear. While random vaults are fun, as with everything in Update 8 we aim to provide the player as much control as possible over the RNG. We have made the following changes to in general buff the use of catalysts and customised vaults;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Crystal Instability system was re-written, it now has a 75% chance of cursing the crystal if the instability procs, instead of a 75% chance of making the crystal unmodifiable [&#039;&#039;previously exhausted&#039;&#039;]. This will allow for &#039;&#039;&#039;more catalysts&#039;&#039;&#039; (and &#039;&#039;&#039;inscriptions&#039;&#039;&#039;) to be added to a single crystal before it becomes unmodifiable, and instead make the player focus on handling the curses using motes or immunities. \&lt;br /&gt;
&#039;&#039;&#039;*Note:&#039;&#039;&#039; Mathematically this increases the odds to get more modifiers on a crystal significantly, previously it was about 45% chance to be able to apply a 5th catalyst without the crystal exhausting, that number is now 75%, and the 50% drop comes first around 7 catalysts.&lt;br /&gt;
* The recipe for Mystical Essence was made significantly cheaper&lt;br /&gt;
* The amount of Catalyst Fragments awarded in Wooden Chests in random vaults was heavily increased&lt;br /&gt;
* The chance of getting a &amp;quot;Super&amp;quot; catalyst (with no negative modifier) was increased from 1% to 10%&lt;br /&gt;
* Negative modifiers no longer roll before entering the vault, and are completely hidden to the player - We feel that this will break the linear experience of &amp;quot;Plentiful + Trapped&amp;quot; catalysts, and goes hand in hand with all other buffs done to catalysts&lt;br /&gt;
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&#039;&#039;&#039;Cake Vault&#039;&#039;&#039;&lt;br /&gt;
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We have had many hours of brainstorming how to make the cake vault fun for everyone, and while we believe the scaling difficulty introduced in update 7 was the right way to go, we felt like it was still missing something.&lt;br /&gt;
&lt;br /&gt;
Cake vaults now have a 10% chance to spawn a Crake Pedestal somewhere in the room opened. Right clicking a crake pedestal will complete the vault for the individual player who claims it (2 players can not use the same pedestal). There is no goal for the amount of cakes, they are now infinite and the player chooses when to stop. The amount of experience gained for completing a cake vault is tied to how many cakes were consumed before right clicking a crake pedestal. With this change the player should no longer have to run back 30 rooms in case they struggle finding a cake, and are more incentivised to use the scaling difficulty to their advantage. Cake vaults remain sealed only and can not randomly occur.&lt;br /&gt;
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&#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
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Instamining chests is amazing, and while the previous tiers of mining speed on jewels made it plausible to achieve instamining on the second tier of vault tools, it wasn&#039;t very easy. We have therefore &#039;&#039;&#039;heavily buffed&#039;&#039;&#039; mining speed on jewels all the way from level 0;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* T1: 3-6 (from 1-2) Req lvl 0&lt;br /&gt;
* T2: 6.1-7 (from 2.1-3) Req lvl 20&lt;br /&gt;
* T3: 7.1-8.0 (from 3.1-4) Req lvl 35&lt;br /&gt;
* Legendary T1 8.1 - 10 Req lvl 20&lt;br /&gt;
* Legendary T2 10.1 - 16 Req lvl 35&lt;br /&gt;
&lt;br /&gt;
We also buffed &#039;&#039;&#039;Trap Disarm&#039;&#039;&#039; ranges as they felt pretty weak in the early game.&lt;br /&gt;
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In addition we also made jewels cheaper to craft, they now require 5 wutodie gems (previously 8) and 8 silver scrap (previously 16) and 1 gemstone (previously 2). For QoL reasons we removed the use of Wutodic Silver Ingots.  Jewels are now crafted in the Tool Station instead of the Forge&lt;br /&gt;
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Scrapping a jewel will yield 0-1 gemstone back instead of 1.&lt;br /&gt;
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&#039;&#039;&#039;General Objective &amp;amp; Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In line with wanting to make the game more accessible and easier to get into, we have organised the random objectives and made the completion crates have predictable RNG. There is also no longer a difference between completion crates depending on the objective.&lt;br /&gt;
&lt;br /&gt;
We recognise that &amp;quot;failing&amp;quot; an objective early game is a bad feeling and we want to make it easier to complete objectives.In the early game the probability of finding monoliths was heavily increased, the target monoliths was capped at 2 before level 10 and 3 before level 30.&lt;br /&gt;
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Random objectives appear like so;&lt;br /&gt;
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* Lvl 0-9: 100% Monolith&lt;br /&gt;
* Lvl 10-19: 50% Monolith, 50% Elixir&lt;br /&gt;
* Lvl 20-49: 33% Monolith, 33% Elixir, 33% Scavenger&lt;br /&gt;
* Lvl 50+: 25% Monolith, 25% Elixir, 25% Scavenger, 25% Hunt the Guardians&lt;br /&gt;
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&#039;&#039;&#039;The Cove &amp;amp; The Diamond Caves&#039;&#039;&#039;&lt;br /&gt;
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Two brand new rooms, the Cove, an omega coin pile focused room, and the Diamond Caves, found only in Lush themes, is a room filled with Diamond Ore.&lt;br /&gt;
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&#039;&#039;&#039;Ore Scavenger Task&#039;&#039;&#039;&lt;br /&gt;
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A new scavenger goal has been added: Ores, it will roll randomly like any other goal and the scavenger items will drop from any ore mined.&lt;br /&gt;
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&#039;&#039;&#039;Village Room Changes&#039;&#039;&#039;&lt;br /&gt;
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Village rooms felt a bit out of place, and weren&#039;t accessible for everyone. The challenge was also more RNG based than anything else, the reward wasn&#039;t strong enough and the gameplay dull and boring. Because of that we have completely remade the bottom of them;&lt;br /&gt;
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There is now only one possible entrance to the catacombs that lies beneath the peaceful village. Gilded at night, Living at day, the catacombs can be unforgiving, and hard to navigate, but the loot found within can be very rewarding.&lt;br /&gt;
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&#039;&#039;&#039;Factory Room Changes&#039;&#039;&#039;&lt;br /&gt;
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The Factory room has always been a bit of a weird room, being the one of the only rooms that the player can&#039;t safely traverse through without getting mega spawned on. We have changed that, the factory room remains a resource pit for compressed blocks, but they are only available in the corners of the room now. Additionally, the room no longer have an infinity spawner in the middle, and we have added &amp;quot;The Bucket&amp;quot;, a bucket hanging in the ceiling with guaranteed Ancient Debris spawning inside it, and a rare chance of Netherite Blocks.&lt;br /&gt;
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&#039;&#039;&#039;Sky Vaults&#039;&#039;&#039;&lt;br /&gt;
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We have added an End Resource room, and level scaled the Sky Vaults to feel more rewarding and accurate at the time they are found.&lt;br /&gt;
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&#039;&#039;&#039;Chromatic Iron&#039;&#039;&#039;&lt;br /&gt;
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In line with making the game more accessible, and easier early game, we have made chromatic iron generate without the &amp;quot;no air&amp;quot; rule. This will make it much easier to find and discover, as caving is a fully viable option to find it&lt;br /&gt;
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&#039;&#039;&#039;The Goat &amp;amp; The Bunny Guardian&#039;&#039;&#039;&lt;br /&gt;
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Two brand new armour sets for you to discover, in Epic and Omega rarities&lt;br /&gt;
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&#039;&#039;&#039;Speed &amp;amp; Haste + Idols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We removed the ability to get +Speed /+Haste on idols as it was the only source of these buffs for the player and it felt weird forcing someone who wants extra speed to use idols. Instead we buffed the Speed Talent and added another level of Speed, the talent now also unlocks speed 3 already at lvl 50 (previous 80) and speed 4 at 75.&lt;br /&gt;
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Haste 3 is now unlockable at level 50 (previously 70)&lt;br /&gt;
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&#039;&#039;Legacy idols will still work, but the modifiers can no longer roll&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Bounties&#039;&#039;&#039;&lt;br /&gt;
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We overhauled the tasks and rewards for bounties. They now scale much better to the player&#039;s current level, and there is a lot more variety in tasks and rewards.&lt;br /&gt;
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=== Other Changes ===&lt;br /&gt;
&lt;br /&gt;
* Stun now completely stuns the target for 1.5 second when procced, stunned mobs can not attack nor move.&lt;br /&gt;
* Buffed the Painting Room amount of average chests inside buckets&lt;br /&gt;
* Buffed carved POI&#039;s average chests&lt;br /&gt;
* Crystal room no longer contains larimar ore, and instead have higher focus on other ores&lt;br /&gt;
* Crystals will now inherit the colour of their seal, and so will the portal they open&lt;br /&gt;
* Modifiers Update&lt;br /&gt;
*** Buffed Opulent (from 5% to 10%)&lt;br /&gt;
*** Buffed Lucky (from 5% to 20%)&lt;br /&gt;
*** Added a new modifier, Accustomed, +20% Vault Experience&lt;br /&gt;
*** Added a new modifier: Rapid Mobs (+5% mob speed)&lt;br /&gt;
*** Nerfed Trapped (from 10% to 5%)&lt;br /&gt;
*** Nerfed Draining (from -20% to -10%)&lt;br /&gt;
*** Nerfed Furious (from +20% dmg to +10% dmg)&lt;br /&gt;
*** Nerfed Chunky Mobs (from+20% hp to +10% hp)&lt;br /&gt;
* Armour &amp;amp; Durability implicits was buffed by capping scaling earlier, meaning the low roll for higher level rolls is now higher (from 8 for armour to 12 for example)&lt;br /&gt;
* Eye of Avarice recipe removed (can be obtained in Black Market and Treasure Rooms)&lt;br /&gt;
* Hunter no longer spots &amp;quot;Dungeon&amp;quot; chests&lt;br /&gt;
* The player can now select to craft lower level vault gear or jewels&lt;br /&gt;
* Unmodified crystals are now much more likely to roll positive random modifiers than negative, and the positive modifiers have more stacks, we also added a chance to roll (and stack) Plentiful on unmodified crystals, as well as the new Accustomed.&lt;br /&gt;
* Furious and wild can no longer roll randomly before level 50&lt;br /&gt;
* Frail can no longer roll randomly at all&lt;br /&gt;
* Faceted Foci was overhauled, they no longer group their target, and each modifier now has its own faceted focus, which provides more control for the player modifying gear.&lt;br /&gt;
* Snowmen no longer appears in Sweet Themes&lt;br /&gt;
* Added Tier 4 mobs, they are more rare than T3 mobs were, and start appearing at level 65 - they present a bigger challenge and are designed to be scarier to face.&lt;br /&gt;
* Added Tier 2 and Tier 3 Piglins&lt;br /&gt;
* Added Magmatic Piglin Guardians, they can appear in any vault after level 70, they are quick moving crossbow snipers with &amp;quot;low&amp;quot; damage but can crit.&lt;br /&gt;
* Automatic Genius was changed to cost 1 knowledge star (non scaling), but be gated behind every other mod in the game, as it allows auto crafting, which surpasses any research requirement. (This was originally intended but due to mod-ids changing in the port to 1.18 it was overlooked). Automatic Genius unlocked before this patch will not be reverted.&lt;br /&gt;
* Early game general buffs&lt;br /&gt;
*** Before Level 5, spawners only spawn maximum 1 wave, and the amount of mobs per wave was heavily lowered&lt;br /&gt;
*** All vaults before level 5 have Beginner&#039;s Insurance, which nullifies any trap chance.&lt;br /&gt;
*** Pylons before level 20 are focused on healing &amp;amp; recovery and are now 4 times as frequent&lt;br /&gt;
*** T1 vault dwellers (lvl 0-30) have had their movement speed reduced and can no longer land critical hits&lt;br /&gt;
*** Wraiths can no longer spawn in before level 15&lt;br /&gt;
*** Skeletons no longer have bows before level 15&lt;br /&gt;
* Buffed Cheese Burger Feast and Spicy Hearty Burger&lt;br /&gt;
* Added Waxing and Waning focus to ornate chests lvl 65+ (omega pool)&lt;br /&gt;
* Made Chaotic focus&#039; more common&lt;br /&gt;
* Removed all but one vendor room, and heavily buffed it&lt;br /&gt;
*** More pedestals will spawn&lt;br /&gt;
*** All costs are now in Bronze, which makes the talent Bartering work properly&lt;br /&gt;
* Recipes for seals were changed, in general they were made cheaper.&lt;br /&gt;
* Removed the challenge digsite room for now, until we figure out a more fun way to implement it&lt;br /&gt;
* Reaping tools can now be used on Bee Pens to harvest honey combs&lt;br /&gt;
* Raised the rarity of finding Bounty Pearls inside wooden chests&lt;br /&gt;
* Updated texture for Silver Scrap&lt;br /&gt;
* Recipes for Junk Management items have been updated&lt;br /&gt;
* Blank Seals can now be obtained from level 0 in completion crates, but can no longer be crafted&lt;br /&gt;
* Experience gain for all objectives have been buffed&lt;br /&gt;
*** Hunt The Guardians will give more experience the more guardians the player unalive&lt;br /&gt;
* Completion crates for all objectives are now stream lined and the same&lt;br /&gt;
* Burger Sauce added to Living chests after level 75&lt;br /&gt;
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=== Bug Fixes ===&lt;br /&gt;
* Fixed a bug that made the Omega Digsite way more rare than intended&lt;br /&gt;
* Fixed a bug that made Wild not scale the vault dwellers properly&lt;br /&gt;
* Fixed a bug that made Mob Traps not spawn scaled vault dwellers&lt;br /&gt;
* Trinkets now work on their last use as intended&lt;br /&gt;
* Stonefall flask is now craftable&lt;br /&gt;
* Triple jump from Prismatic Feather now correctly triple jumps&lt;br /&gt;
* Junk Identifier now correctly takes priority over backpacks for pickup items&lt;br /&gt;
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=== Mod Updates ===&lt;br /&gt;
* Added &#039;&#039;&#039;Equipment Compare&#039;&#039;&#039; to the pack, by default holding shift will compare one piece of gear with whatever is equipped in that slot, we heavily recommend changing the keybind to CTRL because of our extended tooltip functions&lt;br /&gt;
* Added &#039;&#039;&#039;Pickup Notifier&#039;&#039;&#039; to the pack, default configuration will put the notification window in the bottom right hand corner, above the modifiers of the vaults, this can be changed to suit your personal needs (&amp;amp;lt; Footsteps) in config/pickupnotifier&lt;br /&gt;
* Updated Cagerium; Magma Cubes, yes&lt;br /&gt;
* Added ReAuth to the pack to allow players to re-authenticate inside the client instead of a hard restart when the Microsoft session times out&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.8.0&amp;diff=10825</id>
		<title>Patch Notes/3.8.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.8.0&amp;diff=10825"/>
		<updated>2026-03-24T01:48:42Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.8.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.8.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.8.0&lt;br /&gt;
| next       = 3.9.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
2023-03-14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adjustments / Balance Changes ===&lt;br /&gt;
* Any item picked up matching the Junk Identifier&#039;s whitelist no longer cause durability damage on any magnets&lt;br /&gt;
* The objective for an Architect Vault was updated to &amp;quot;Find the exit&amp;quot;, this makes it so Locked doesn&#039;t actually lock the vault&lt;br /&gt;
* Cost for inscriptions was adjusted to match progression of loot tables&lt;br /&gt;
* Skill Essence, Knowledge Essence and Regret Shards can now be compacted in a compacting drawer&lt;br /&gt;
* Added a Botania recipe for spore blossoms&lt;br /&gt;
* Moved some crafted modifiers to discovery only&lt;br /&gt;
* The village room now have 0 spawners on the top layer&lt;br /&gt;
* Moved the completion crate buff at 27 to 20 instead&lt;br /&gt;
* Scavenger Seal now cost Vault Meat instead of Knowledge Essence&lt;br /&gt;
* Made Vault Meat Blocks have soul value&lt;br /&gt;
* Enhancements on helmets got a visual update&lt;br /&gt;
* Tool Pulverisation is now JEI integrated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* XP orbs inside vaults now correctly gives the player XP&lt;br /&gt;
* Magnets no longer take double durability damage&lt;br /&gt;
* Magnets no longer takes durability damage on trailing stacks&lt;br /&gt;
* Fixed a bug that made the omega room &amp;quot;Vendor&amp;quot; cost 0 echo gems&lt;br /&gt;
* Haste and Speed faceted foci can no longer appear&lt;br /&gt;
* Dungeon Coin Piles no longer gets targeted by Hunter&lt;br /&gt;
* Manual Shield blocking bug was fixed&lt;br /&gt;
* Vault Experience awarded wrongly on completion was fixed&lt;br /&gt;
* Mobs can now correctly spawn on vault stone&lt;br /&gt;
* Eternals kill&#039;s will now correctly generate elixir&lt;br /&gt;
* Treasure chests no longer incorrectly display rarity&lt;br /&gt;
* Helmet Enhancements now correctly prints the values as intended&lt;br /&gt;
* Fixed x-mark room glitch with mini map&lt;br /&gt;
* X-mark chests can no longer be spotted with Hunter&lt;br /&gt;
* Fixed air bounties&lt;br /&gt;
* Lush cave theme gilded chests fixed&lt;br /&gt;
* Pulverizing should now work properly both in MP and SP&lt;br /&gt;
* Fixed omega digsite inscription not working&lt;br /&gt;
* Diamond Ore caves no longer have sky vault reward chests when added with &amp;quot;Bonus&amp;quot; chests&lt;br /&gt;
* Old Note with &amp;quot;...189 gold...&amp;quot; is now more accurate...&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.9.0&amp;diff=10824</id>
		<title>Patch Notes/3.9.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.9.0&amp;diff=10824"/>
		<updated>2026-03-24T01:48:41Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.9.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.9.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.8.0&lt;br /&gt;
| next       = 3.10.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
2023-04-30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Note from the team ===&lt;br /&gt;
We have continued to try and finalise early-game. We want to ensure that it&#039;s inclusive, balanced and as easy as possible to understand. Therefore, we have included our own Quest system, which will aid new players to fully understand the basics of the game.&lt;br /&gt;
A lot of features have been rebalanced. So many even, that it&#039;s an impossible act to describe them all without reaching a minimum of 100 pages, although some players would be all for that. No, that is not happening. The best way to experience all changes is by playing the game.&lt;br /&gt;
Another big part of balancing the early-game has been regarding Skill Points. While it is rewarding to progress through the Skills system as it currently is, we feel there is a much better approach to it. Currently, early-game gets locked out of certain Skills to ensure mid- to end-game Skills are balanced.&lt;br /&gt;
With this in mind, we have rebalanced every ability and talent, and removed Skill Essence and Skill Orbs entirely. They &#039;&#039;may &#039;&#039;be reintroduced with Greed levels in the future, but that is a feature that hasn&#039;t been fully designed yet. For now, though, they are completely gone. Any player updating to Update 9 will have all their Skills reset. Any Skill Points above the current level will be removed in doing so.&lt;br /&gt;
This also includes a complete overhaul of the costs of Skills, specifically with Talents, to match the level of the player. Our goal is to make skills feel 20% more impactful than they did before.&lt;br /&gt;
We hope that everyone can see that this is the best approach for the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quest System ===&lt;br /&gt;
We have introduced a quest system, in the form of a book. This will help new players get started and understand the core mechanics of the game by guiding them step by step. For every task completed, the player will receive a reward, which will assist them in their progression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skill Point Overhaul ===&lt;br /&gt;
We came to the conclusion that having an infinite number of Skill Points available makes balancing an impossible task. The game should be fun throughout the entirety of the playthrough.&lt;br /&gt;
Therefore, as of this update, all Skills are automatically reset, and the player is awarded with the number of Skill Points that equates to their current level. Levelling is now the only way to obtain Skill Points, aside from one additional Skill Point gained from completing the questline. Additionally, the materials for the crafted Skill Orbs will be refunded, aside from Skill Essence.&lt;br /&gt;
The costs and powers of all abilities and talents have been reworked entirely, to increase their effectiveness by 25% overall. This change will also ensure a bigger variety in playstyles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky Hit&#039;&#039;&#039;&lt;br /&gt;
On-hit mechanics are an engaging part of the game. They are replayable with their base RNG chance, while being reliable with our Entropy system. The Fatal Strike mechanics, as they existed, were a learning curve for new players to understand, yet less interesting than they could have been.&lt;br /&gt;
Lucky Hit is a new feature introduced in this update. The chance for a Lucky Hit can be increased through gear affixes. Players can decide for themselves what effects their Lucky Hit trigger. With this new aspect of the game, the decision was made to remove Fatal Strike, and reintroduce it as part of this new mechanic.&lt;br /&gt;
We are very excited to see how this plays out, as Lucky Hit allows for a big variety in every fight!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
New abilities have been introduced, as well as reworks of existing abilities. We hope that this will make playing the game a lot more diverse, and allow for a variety of different builds to be made.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shell (New)&#039;&#039;&#039;&lt;br /&gt;
Shell is a toggle ability with 2 specialisations. This ability endorses playing with builds where getting hit is advantageous. By applying direct effects to the player or mobs, it endorses playing with a Thorns setup.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Shell&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
This grants a chance to stun mobs upon getting hit, providing an additional way to apply the effect.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Porcupine&amp;lt;/span&amp;gt;&lt;br /&gt;
This increases Thorns Damage, while giving a resistance to Durability damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Quill&amp;lt;/span&amp;gt;&lt;br /&gt;
This increases Thorns Damage and chains Thorns to additional targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totem (New)&#039;&#039;&#039;&lt;br /&gt;
Totem is a cast ability with 3 specialisations. This ability aims to provide variety and supports many different playstyles. Upon placing the totem down, it remains for 45 seconds while covering an area with its effect. Any player or mob inside the area will gain the effects of the totem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Rejuvenation&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
This heals any player inside its radius for the duration of the cast. This is an alternate way of healing through abilities.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Hatred&amp;lt;/span&amp;gt;&lt;br /&gt;
This applies a small part of the player&#039;s damage to mobs inside its radius for the duration of the cast. This can apply any on-hit effects, aside from Lucky Hit.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Spirit&amp;lt;/span&amp;gt;&lt;br /&gt;
This applies Mana Regeneration to all players inside its radius for the duration of the cast.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Wraith&amp;lt;/span&amp;gt;&lt;br /&gt;
This increases the damage of all players inside its radius for the duration of the cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empower (New)&#039;&#039;&#039;&lt;br /&gt;
Empower is a toggle ability with 1 specialisation. This ability provides an additional way to outspeed enemies, while encouraging co-op play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Empower&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
This grants additional movement speed for the player, as well as any player near a range of the player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Ice Armor&amp;lt;/span&amp;gt;&lt;br /&gt;
This slows down mobs in a radius around the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Javelin (New)&#039;&#039;&#039;&lt;br /&gt;
Javelin is a cast ability with 3 specialisations. This ability allows for a very unique playstyle, throwing Javelins as an additional damage source. It throws a Javelin to hit foes from afar. It deals an amount of damage based on the weapon&#039;s damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Javelin&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
This knocks any mob hit by a Javelin back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Piercing&amp;lt;/span&amp;gt;&lt;br /&gt;
This pierces through a number of mobs on impact.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Scatter&amp;lt;/span&amp;gt;&lt;br /&gt;
This scatters a number of Javelins on impact, which bounce several times.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Sight&amp;lt;/span&amp;gt;&lt;br /&gt;
This scans the area on impact, revealing nearby chests and mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smite (New)&#039;&#039;&#039;&lt;br /&gt;
Smite is a toggle ability with 2 specialisations. This ability summons bolts of lightning after performing certain actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Smite&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
This periodically strikes a bolt of lightning on a mob within range.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Archon&amp;lt;/span&amp;gt;&lt;br /&gt;
This turns the player into a spark, causing any touched mob to get struck by lightning.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Thunderstorm&amp;lt;/span&amp;gt;&lt;br /&gt;
This rains down lightning bolts, striking mobs within range fast and repeatedly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Walk: Spirit (New)&#039;&#039;&#039;&lt;br /&gt;
Spirit is a new specialisation of Ghost Walk. While active, it makes the player invisible for a duration of time. It gets cancelled by attacking a mob, breaking a block or opening a container. It has a much shorter cooldown and lowered duration than Ghost Walk, which has had those numbers increased. This will allow Ghost Walk to fit into different playstyles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dash: Warp (New)&#039;&#039;&#039;&lt;br /&gt;
Warp is a new specialisation of Dash. Upon cast, it shoots an arrow that teleports the player to its location on impact. Upon hitting a mob or another player, it will swap places with them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt: Charm (New)&#039;&#039;&#039;&lt;br /&gt;
Charm is a new specialisation of Taunt. Upon cast, it charms a number of mobs within a radius around the player, for a duration of time. Those mobs deal a percentage of the player&#039;s damage to their targets. After the charm duration is over, they revert back to being hostile mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Shield: Retribution (New)&#039;&#039;&#039;&lt;br /&gt;
Retribution is a new specialisation of Mana Shield. It absorbs less damage than Mana Shield, but adds a percentage of the absorbed damage to all mobs in a radius around the target, upon the next hit. This specialisation also endorses playstyles where getting hit is a key part of the build.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Changes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Nova&amp;lt;/span&amp;gt;&lt;br /&gt;
Nova has seen a lot of play in the latest updates. So much so that it has become an overwhelmingly strong Ability to use. Nova has therefore been adjusted to not reach the amount of damage it previously could, while still being very reliable in builds with the Ability.&lt;br /&gt;
Nova: Frost has been adjusted to increase its viability. It will now not only freeze mobs for a duration, but give them Hypothermia, which causes them to remain permanently slowed and take damage every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Vein Miner: Fortune&amp;lt;/span&amp;gt;&lt;br /&gt;
This specialisation was removed, as we felt it didn&#039;t fit into an Ability correctly. We don&#039;t want players to feel forced to choose a specialisation to not lose out on resources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Mega Jump: Drill&amp;lt;/span&amp;gt;&lt;br /&gt;
This specialisation didn&#039;t see a lot of play since its release. Actually, it likely never got chosen. With the layout of Vaults as they are, it became more and more clear that this is not a playstyle that fits into any viable build.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Hunter&amp;lt;/span&amp;gt;&lt;br /&gt;
Hunter has been a key Ability in a lot of builds so far, as it&#039;s a very powerful ability. We&#039;ve made the decision to change the unspecialised Hunter to only show Wooden Chests inside of Vaults. It didn&#039;t feel right to have it only show all chest types and no objectives, and there wasn&#039;t a way to balance that right. Instead, we want to endorse players to focus a single chest type with the help of Hunter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Taunt&amp;lt;/span&amp;gt;&lt;br /&gt;
With the addition of the new Taunt specialisation, Charm, it became clear that Taunt itself needed to be polished. Therefore, Taunt now increases the damage dealt when angering mobs towards the player. This should see this Ability become more useful in more fast-paced playstyles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Stonefall&amp;lt;/span&amp;gt;&lt;br /&gt;
This update, Powdered Snow and Lava has been removed from Vaults, hence Stonefall could use an overhaul. It can now be considered as the root of certain playstyles and we are very excited to see how this will play out.&lt;br /&gt;
Stonefall now has an added Knockback effect in a radius around the landing zone, mitigating fall damage early on.&lt;br /&gt;
Stonefall: Surefoot now mitigates 50% of all fall damage at the max level, but fires a Nova when the player lands, with the damage based on the damage of the player and the distance they fall down.&lt;br /&gt;
Stonefall: Coldsnap mitigates 100% of all fall damage at the max level, but fires a Frost Nova on impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others&#039;&#039;&#039;&lt;br /&gt;
Many other Abilities have been rebalanced in this update. We encourage you to explore all existing Abilities yourself, as you may be surprised at the effect some of the overhauls have on their playstyles!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Talents have been changed heavily, to account for many different builds as well. We&#039;ve also introduced Talent Groups, which allows us to group certain Talents together, in which a limited number of Skill Points can be spent. That way, it&#039;s a choice for the player on what Talent to go for within each group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stoneskin (New)&#039;&#039;&#039;&lt;br /&gt;
Stoneskin has been reintroduced as a Talent. It now increases Knockback Resistance while above 80% max Health. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery (New)&#039;&#039;&#039;&lt;br /&gt;
This increases Mana Regeneration while at max Health. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchery (New)&#039;&#039;&#039;&lt;br /&gt;
This increases Soul Chance while at full Mana.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prudent (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance to not consume a potion charge when drinking any Vault Potion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemist (New)&#039;&#039;&#039;&lt;br /&gt;
This extends the duration of a Vault Potion&#039;s effect, when drinking a Vault Potion with at least one modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nucleus (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance of causing an explosive reaction around the target, upon killing a stunned mob. The reaction&#039;s power depends on your level in Nova, and requires levels in that Ability. &lt;br /&gt;
&#039;&#039;This Talent is mutually exclusive with Daze&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daze (New)&#039;&#039;&#039;&lt;br /&gt;
This increases the damage dealt to stunned mobs. &lt;br /&gt;
&#039;&#039;This Talent is mutually exclusive with Nucleus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzard (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance of casting a Frost Nova around the target, upon killing a slowed mob. This does not require any levels in Nova.&lt;br /&gt;
&#039;&#039;This Talent is mutually exclusive with Frostbite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostbite (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance of causing the target to get Frostbitten for a duration of time, upon hitting a slowed mob. If a mob gets hit while Frostbitten, they instantly die, regardless of Health.&lt;br /&gt;
&#039;&#039;This Talent is mutually exclusive with Blizzard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blight (New)&#039;&#039;&#039;&lt;br /&gt;
This applies weakness to targets, lowering their damage for a duration of time, upon hitting poisoned mobs.&lt;br /&gt;
&#039;&#039;This Talent is mutually exclusive with Toxic Reaction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxic Reaction (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance of casting a poisonous reaction around the target, upon killing a poisoned mob. The reaction&#039;s power depends on your level of Nova Poison, and requires levels in that specialisation.&lt;br /&gt;
&#039;&#039;This Talent is mutually exclusive with Blight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masteries Group (New)&#039;&#039;&#039;&lt;br /&gt;
Masteries is a Talent Group, containing 4 different Masteries that increase the damage dealt when fighting certain mob types. This makes Masteries a lot more interesting than they were previously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Arthropod Mastery &lt;br /&gt;
&amp;lt;/span&amp;gt;This increases damage against Spiders.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Undead Mastery&amp;lt;/span&amp;gt; &lt;br /&gt;
This increases damage against the undead.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Illager Mastery&amp;lt;/span&amp;gt; &lt;br /&gt;
This increases damage against Illagers.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Nether Mastery&amp;lt;/span&amp;gt; &lt;br /&gt;
This increases damage against Piglins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky Hit Group (New)&#039;&#039;&#039;&lt;br /&gt;
Lucky Hit is a Talent Group, containing 4 different effects that can be applied when a Lucky Hit occurs. This allows for a more personal experience with Lucky Hits than there used to be with Fatal Strike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Fatal Strike&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This increases the damage dealt upon triggering a Lucky Hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Mana Steal&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This regains a percentage of the max Mana upon triggering a Lucky Hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Life Leech&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This regains a percentage of the max Health upon triggering a Lucky Hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This adds a Cleave effect upon triggering a Lucky Hit, causing an area around the target to get hit by a percentage of the damage dealt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Javelin Enhancements Group (New)&#039;&#039;&#039;&lt;br /&gt;
Javelin Enhancements is a Talent Group, containing 4 different enhancements of Javelins. It adds lots of personality to the experience of playing with the Javelin Ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Throw Power&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This increases the projectile speed of Javelins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Damage&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This increases the damage of Javelins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Conduct&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This grants Javelins conducting power, making it able to transfer any on-hit effect, aside from Luck Hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
This grants a chance for Javelins to not consume mana upon being thrown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others&#039;&#039;&#039;&lt;br /&gt;
Many other Talents have been reworked, removed or reintegrated in another way to be more balanced in this update. Once again, we encourage you to explore all existing Talents, as a lot of these now determine their own playstyle!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expertises ===&lt;br /&gt;
A lot of the talents that we previously had did not fit into the Talents system as we&#039;ve had it. We believe some of those investments shouldn&#039;t be a direct competitor with Abilities and Talents. That said, we have introduced a new tab to the player menu: Expertises.&lt;br /&gt;
Expertise Points are gained passively every 5 levels and are expensive to reset, making them a big investment. A neuralizer can be used to refund all Expertise Points, which requires 4 Omega POGs to be crafted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infuser (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance to not apply a negative modifier upon applying a Vault Catalyst to a Vault Crystal. The same number of instability (10%) will still be applied to the Vault Crystal. For Vault Catalysts, this affects the way they are played quite heavily.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic (New)&#039;&#039;&#039;&lt;br /&gt;
This directly lowers the chance for a Vault Crystal to not become cursed or unmodifiable when modifying it. This is a very powerful ability for modifying Vault Crystals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trinketer (New)&#039;&#039;&#039;&lt;br /&gt;
This grants a chance to not consume a Vault Trinket upon entering a Vault. This makes Vault Trinkets a lot more reliable for longer usage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divine (New)&#039;&#039;&#039;&lt;br /&gt;
This gives a direct base affinity for all Vault Gods, making it very reliable for gaining Favors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortunate (New)&#039;&#039;&#039;&lt;br /&gt;
Despite removing the Fortune specialisation for the Vein Miner Ability, we still want players to be capable of accessing higher levels of Fortune. Therefore, 2 additional Fortune levels can now be obtained through this Expertise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty Hunter (New)&#039;&#039;&#039;&lt;br /&gt;
Bounty Hunter is a very unique Expertise. It can reduce the refresh and abandon period for a Bounty, as well as grant an additional Bounty slot, allowing the player to have 2 Bounties active simultaneously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel (Reworked)&#039;&#039;&#039;&lt;br /&gt;
Creative flight is loved by a lot of players for their aid in building bases. It now grants the ability to craft the Angel Block. This is a new block that grants the player creative flight within a 64 block radius. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others&#039;&#039;&#039;&lt;br /&gt;
Many other previously existing talents have been reintroduced as an Expertise. These have been reworked to fit into this new system. This includes:&lt;br /&gt;
* Unbreakable &lt;br /&gt;
* Bartering &lt;br /&gt;
* Artisan &lt;br /&gt;
* Experienced &lt;br /&gt;
* Lucky Altar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Researches ===&lt;br /&gt;
With the introduction of Vault Potions, a new Research category has been introduced. This includes 3 different Researches, each unlocking a new tier of Vault Potion. This is also used to unlock the Alchemy Table.&lt;br /&gt;
Additionally, there is a new Power mod: Botania Flux Field, which allows Botania to produce power (RF) from Botania&#039;s Mana.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vault Potions ===&lt;br /&gt;
Vault Potions are a new mechanic, aimed to provide an alternative way to heal inside of Vaults. They can also provide a temporary modifier to the player upon consumption. Only the first Vault Potion brought in is functional inside of the Vault.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Functionality&#039;&#039;&#039;&lt;br /&gt;
Each potion has 6 charges, which get reset at the start of a Vault. A charge is used upon consuming the Vault Potion. These charges can be regenerated by either killing mobs or waiting a few minutes.&lt;br /&gt;
They are crafted by the player in a Crafting Table, and come in 4 different tiers: Vial, Potion, Mixture, Brew. Each tier has an additional Modifier slot, with the Vial having none. Vial is the only tier that isn&#039;t locked behind Research.&lt;br /&gt;
Vault Potions can be modified in the Alchemy Table, locked behind the Potion Research. Here, the player can add a modifier of choice to their Vault Potion. Some modifiers are gated behind discovery in the Alchemy Archives, which can be found inside of dungeons in any Vault.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanilla Potions&#039;&#039;&#039;&lt;br /&gt;
We want players to still be able to use regular Potions if they prefer to. However, with this new introduction of Vault Potions, we believe it&#039;s in everyone&#039;s best interest to try and balance the differences.&lt;br /&gt;
Upon consuming a Potion of Healing inside of a Vault, the player receives an additional effect, Velara&#039;s Wrath. This decreases the player&#039;s Healing Efficiency by 20%, causing every source of healing to be less effective. This can go up to a decrease in Healing Efficiency of 80%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vault Gear ===&lt;br /&gt;
We have made several changes to Vault Gear, to improve the general feel of them. Vault Weapons were previously in an unbalanced state. Them impacting the power of Abilities and Talents made it impossible for us to properly balance and rework Skills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Weapons&#039;&#039;&#039;&lt;br /&gt;
Both Vault Axes and Vault Swords did not feel right. We want to add more diversity in their builds, and have therefore made a few changes.&lt;br /&gt;
Implicit Attack Damage is significantly reduced and equal for both weapon types. The prefix modifier for Attack Damage has been increased, however, to allow for more of a choice in playstyle.&lt;br /&gt;
Chaining now competes with Attack Damage, but can roll alongside on-hit modifiers. All on-hit modifiers are now considered suffixes.&lt;br /&gt;
Axes haven&#039;t been working &#039;&#039;axe-actly&#039;&#039; as intended, and have been overhauled to have increased Attack Range instead of additional Attack Damage, overall improving the variety between them.&lt;br /&gt;
Attack Range can also roll on Vault Swords as a suffix.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Proficiency&#039;&#039;&#039;&lt;br /&gt;
Gear Crafting has been less rewarding than intended. While gaining crafting proficiency ensures the player success with vault gear down the line, the progression was too slow for its outcomes.&lt;br /&gt;
We have lowered the requirement to maximise proficiency and rebuilt the way tiers are gained. This way, they are more exponential and easier to get started with. In addition, we have made it so any player can max out all proficiencies instead of only 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recycling&#039;&#039;&#039;&lt;br /&gt;
Lastly, we recognise that recycling Vault Gear isn&#039;t as rewarding as it should be. To counter this, we have added a new crafting recipe for Vault Alloy, using only Vaulterite Ingots. The chance of getting a Faceted Focus has also been increased, to see more use for them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gear Modifiers ===&lt;br /&gt;
Some Gear Modifiers have felt out of place in their current implementation. We have changed those to fit in better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns&#039;&#039;&#039;&lt;br /&gt;
Thorns has been in an awkward state, mostly since it inherits the damage it deals from the item the player is holding at the time of hit. This makes it impossible to do anything else while applying Thorns, unless you&#039;re very good at multitasking.&lt;br /&gt;
With this in mind, we decided to add Thorns Chance and Thorns Damage as an implicit on Vault Shields. The damage is based on the Vault Shield&#039;s damage, alongside additional damage increases, such as Undead Damage. This makes Vault Shields a larger competitor to Vault Idols, even as an offensive utility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reach&#039;&#039;&#039;&lt;br /&gt;
We have come to a realisation that with all the sources of reach, there is still a possibility to reach (pun intended) a point where the total Reach is above 8. This means that the player can loot any POI and break any spawner without activating it and interacting with the mobs.&lt;br /&gt;
We have therefore put a limit on the amount of Reach obtainable while inside of a Vault. This limit is put at 7.0, which is an additional 2 from the base amount. This gives Reach a lot of validity without making it game-breaking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baneful, Holy &amp;amp; Spiteful&#039;&#039;&#039;&lt;br /&gt;
A lot of players got confused with the naming scheme of Baneful, Holy and Spiteful. We have therefore decided to rename these to Arthropods Damage, Undead Damage and Illager Damage. Additionally, there is now a new modifier available for Vault Gear: Nether Damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fear Cloud&#039;&#039;&#039;&lt;br /&gt;
We decided to add an effect cloud that fears any mob inside of it, causing it to not attack the player for a duration of time. Cloud effects now also scale more accurately. This once again allows more variety in builds, and we are excited to see more mobs get confused in Vaults!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vault Tools ===&lt;br /&gt;
Mining Speed on Vault Tools hasn&#039;t quite hit the spot. We are really excited about the changes we&#039;ve made for them, as they allow players to focus more on their personal playstyle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affinities&#039;&#039;&#039;&lt;br /&gt;
Affinities are the way to instantly mine chests, which has become a crucial turning point in the playthrough. We want this to be available to more people, earlier on in their experience.&lt;br /&gt;
We have made it more accessible by decreasing the requirements for instantly mining chests. Having the corresponding affinity with Efficiency 5 is enough on its own, without any Haste or Mining Speed required. This solves a lot of the arbitrary number knowledge for chest breaking and allows the tool to be built more around other modifiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strongboxes&#039;&#039;&#039;&lt;br /&gt;
Jewels with Mining Speed have not become obsolete, however. Starting at level 50, POIs may contain Strongboxes. These are improved versions of Gilded, Living and Ornate Chests, that contain twice the loot as their normal equivalents. They don&#039;t have a UI and can thus only be broken. Similar to Wooden Chests, they have a higher hardness and are not sliced, meaning they are only required to be mined once.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mob Spawning ===&lt;br /&gt;
Mob spawning has been overhauled tremendously. Both which mobs spawn and how they spawn have been altered. Every Spawner, with the exception of Dungeons and Challenge Rooms, is now an Ambush Spawner. This means fighting mobs is more rewarding and the change of pace for Vaults feels a lot better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob Groups&#039;&#039;&#039;&lt;br /&gt;
Every mob now belongs to a group. Spawners will spawn specific groups of mobs randomly. There are three types of mob groups:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Horde&amp;lt;/span&amp;gt;&lt;br /&gt;
A large number of weaker mobs, requiring AOE damage to tackle effectively.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Tank&amp;lt;/span&amp;gt;&lt;br /&gt;
A small number of defensive mobs, requiring single target damage to tackle effectively. They have their own skills, depending on the theme they spawn in.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Assassin&amp;lt;/span&amp;gt;&lt;br /&gt;
An average number of mobs that are a big threat within the theme, requiring AOE and single target damage to tackle effectively.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Mixed&amp;lt;/span&amp;gt;&lt;br /&gt;
An average number of mobs that are frequent within the theme, requiring AOE and single target damage to tackle effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob Types&#039;&#039;&#039;&lt;br /&gt;
Various new mob types, including Illagers, have been introduced to Vaults. Yes, we made Illager Damage useful! On top of that, the mobs that spawn in different themes heavily vary. This brings a lot more uniqueness to every theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Shards ===&lt;br /&gt;
Killing mobs in Vaults should be beneficial, and a combat-oriented playstyle should be able to compete with a loot-oriented playstyle. This has always been the vision, and the core reason why Soul Shards are in the game. However, we feel that Soul Shard gathering has been trailing and with the Soul Diffuser in place, building Item Quantity to simply loot chests has always been the superior way to gain Soul Shards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drop Rates&#039;&#039;&#039;&lt;br /&gt;
The amount of Soul Shards that are gained by fighting mobs has been increased by roughly 1000%. On the contrary, the amount of Soul Chance on Vault Gear has been reduced heavily to balance that out more. Overall, Soul Shards still drop more frequently.&lt;br /&gt;
Soul Shards only spawn from the first wave of any Spawner. This is a necessary change to combat standing still near a singular Spawner to continuously gain mass amounts of Soul Shards. Any mobs that can drop Soul Shards have purple particles surrounding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Market&#039;&#039;&#039;&lt;br /&gt;
In addition, the Black Market has been adjusted to be more interesting. Its gambling functionality, while as addictive as intended, was hardly ever used due to the amount of underwhelming items on sale.&lt;br /&gt;
Instead of continuously rerolling low-priced offers, the shop now only sells more valuable items. Buying any of these items clears that slot and puts it out of stock. The stock resets every 2 hours, meaning 3 renewed items are available. &lt;br /&gt;
Additionally, the price of the random item has been increased to 1,500 Soul Shards, to account for the higher-tiered items available. Happy gambling!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
We have introduced a variety of blocks as QOL features. We hope this will improve the pace of the game, so that players who experience having to perform repetitive tasks will now get more joy out of doing them more quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Altar&#039;&#039;&#039;&lt;br /&gt;
This allows players to save their builds, notably Abilities and Talents, and swap between them more easily. Switching between builds only costs a percentage of the Regret Orbs required to unlearn all Skills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identification Stand&#039;&#039;&#039;&lt;br /&gt;
This allows players to identify all Vault Gear in their inventory at once, giving access to quicker bulk identification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Enchanter&#039;&#039;&#039;&lt;br /&gt;
Enchanting has been an essential part of every playthrough. However, setting up Villagers to gain the right Enchantments on Vault Gear is a very tedious task. We have therefore created our own variant of enchanting. With only 5 emeralds and 1 experience level, the player can add any enchantment to their Vault Gear. This also allows players to swap between incompatible enchantments, such as Fortune and Silk Touch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gamerules ===&lt;br /&gt;
We have implemented additional gamerules to allow players to experience Vaults as they please, at their own pace. Some of these gamerules can &#039;&#039;heavily &#039;&#039;affect the experience and throw off the balance of the game as intended. It&#039;s recommended to follow the intentional pace of the game, however, these are here as an option for those who prefer it another way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Mode&#039;&#039;&#039;&lt;br /&gt;
The absolute original idea of Vault Hunters was to include permanent loss in the game loop. This made the pack very challenging and appealing to a bunch of highly skilled players. With adding the Spirit Extractor and, in this update, removing the death multiplier for Spirits, we felt like those players weren&#039;t getting the playstyle they prefer. &lt;br /&gt;
As a result, we have included a Hardcore mode to the game, accessible through the new gamerule, &#039;&#039;&#039;vaultMode&#039;&#039;&#039;, where we also consolidated all of our game modes. These determine what happens on death inside of Vaults.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;casual&#039;&#039;&#039; - The inventory is kept, with a durability penalty&lt;br /&gt;
* &#039;&#039;&#039;normal (Default)&#039;&#039;&#039; - A Spirit spawns and the inventory is not kept&lt;br /&gt;
* &#039;&#039;&#039;normal&#039;&#039;&#039; - No Spirit spawns and the inventory is not kept&lt;br /&gt;
* &#039;&#039;&#039;Players who are currently on Casual mode need to reconfigure this gamerule to accommodate for their playstyle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Crystal Mode&#039;&#039;&#039;&lt;br /&gt;
We acknowledge that a big part of the player base is interested in not having to craft Vault Crystals to enter Vaults. On the contrary, some players prefer the challenge of building large farms to keep their Vault Altar active. This is a very exciting thing for us, as it proves that Vault Hunters has come a long way, with the game loop itself being enough for players to find enjoyment.&lt;br /&gt;
For both sides to experience the game in their own way, we have added a gamerule, &#039;&#039;&#039;vaultCrystalMode&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;infinity&#039;&#039;&#039;- 0x ingredient scaling (only needs Redstone input)&lt;br /&gt;
* &#039;&#039;&#039;normal (Default)&#039;&#039;&#039;- 1x ingredient scaling&lt;br /&gt;
* &#039;&#039;&#039;grindy&#039;&#039;&#039;- 2x ingredient scaling&lt;br /&gt;
* &#039;&#039;&#039;extreme&#039;&#039;&#039;- 3x ingredient scaling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Loot&#039;&#039;&#039;&lt;br /&gt;
We have seen a lot of people feeling like the playthrough speed is too slow, and while we believe Vault Hunters is supposed to be a longevity experience, we understand that time restraints and other factors play in.&lt;br /&gt;
To help cater to players who want a faster playthrough, we have included a new gamerule, &#039;&#039;&#039;vaultLoot&#039;&#039;&#039;. This increases the loot quantity in all containers inside Vaults.&lt;br /&gt;
* &#039;&#039;&#039;normal (Default)&#039;&#039;&#039;- 1x loot scaling&lt;br /&gt;
* &#039;&#039;&#039;plenty&#039;&#039;&#039;- 2x loot scaling&lt;br /&gt;
* &#039;&#039;&#039;extreme&#039;&#039;&#039;- 3x loot scaling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== General Visual Improvements ===&lt;br /&gt;
Lastly, we have done a lot of visual improvements to the game, adding many particles and visual indicators for certain actions. Obstructive effects have also been reworked to be less intrusive. Overall, fighting mobs and playing the game is a lot more satisfying than it used to be!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Themes &amp;amp; Rooms&#039;&#039;&#039;&lt;br /&gt;
* Lots of new themes have been introduced, including mushroom-, Easter- and pirate-based themes.&lt;br /&gt;
* A new variant of the Village Room has been added: Dawn. This specialises in Ornate Chests.&lt;br /&gt;
* The catacombs of Village Rooms are now randomly generated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Gear&#039;&#039;&#039;&lt;br /&gt;
* Heavily increased the durability on Magnets.&lt;br /&gt;
* Vault Gear now shows the entire available range of modifiers, while holding SHIFT. Holding ALT + SHIFT will show the current tier.&lt;br /&gt;
* Tripled the effect of the Knockback effect of Shocking.&lt;br /&gt;
* Rebalanced &amp;amp; nerfed damage addition on weapons to specific mob types. These can now also stack on weapons.&lt;br /&gt;
* Crafted trinkets now all have a guaranteed 20 uses, while found trinkets have 20-30 uses.&lt;br /&gt;
* Added a new Vault Trinket, the Ender Anchor. This teleports items to the player when they are within Magnet range.&lt;br /&gt;
* Change the Carapace Trinket to grant the player immunity to any negative effect except Time Acceleration.&lt;br /&gt;
* Change the Night Vision Goggles Trinket to grant the player the effects of Hunter when within range of chests.&lt;br /&gt;
* Added new models and made some existing models unlockable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
* Forge version has been updated to 40.2.1&lt;br /&gt;
* Increased the base Mana Regeneration from 0.75/s to 1.0/s.&lt;br /&gt;
* Removed the death penalty multiplier for Spirits.&lt;br /&gt;
* Added a new difficulty, Piece of Cake, as the new lowest difficulty setting. This scales mobs to 0.25x health and damage.&lt;br /&gt;
* Made the Scavenger Hunt objective slightly easier at level 50. Starting at level 75, the difficulty remains the same.&lt;br /&gt;
* Vanilla Crit Hits (Jump hits) no longer trigger any on-hit effects (such as Chaining, Stunning, Clouds etc). They still deal an increased amount of damage.&lt;br /&gt;
* Vault Fighters now have slower movement speed than the player. In addition, a new type of Vault Fighter is added that has increased speed, but lowered damage.&lt;br /&gt;
* Fluid pools in Vaults only generate up to 1 block deep.&lt;br /&gt;
* Powdered Snow has been removed from every winter theme.&lt;br /&gt;
* Lava has been removed from every Nether theme.&lt;br /&gt;
* Living Chests can now contain Room Inscriptions.&lt;br /&gt;
* Hunter can now be coloured based on player preference in the accessibility menu.&lt;br /&gt;
* Fireworks can no longer be used inside Vaults.&lt;br /&gt;
* Added the Flutter Egg rarely to Mystery Eggs.&lt;br /&gt;
* The recipes of Choice Flasks have been changed to be more similar for each Ability.&lt;br /&gt;
* Added Driftwood Logs and Planks.&lt;br /&gt;
* Added a recipe for uncrafting Vault Meat and Heavy Vault Meat.&lt;br /&gt;
* Lowered the cost of Simple Storage Networks, and removed the crafting interface as well as export/import cables from being crafted (if you have them in your world they will still function). The reason for this is the terrible performance issues and world crashes they can cause to players.&lt;br /&gt;
* Lowered the cost of Refined Storage &amp;amp; AE2 from 6 to 4 knowledge points, to accommodate for the changes to SSN.&lt;br /&gt;
* Added a recipe for Cobweb through Mekanism Combiner.&lt;br /&gt;
* Added an in-world recipe for Cobweb using vanilla mechanics: Right-clicking with a String on a Vine turns the Vine into Cobweb.&lt;br /&gt;
* Added several other new in-world recipes to compete with Botany Pots&#039; exclusive generation.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.10.0&amp;diff=10823</id>
		<title>Patch Notes/3.10.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.10.0&amp;diff=10823"/>
		<updated>2026-03-24T01:48:39Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.10.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.10.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.9.0&lt;br /&gt;
| next       = 3.10.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
2023-05-28&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Note from the team ===&lt;br /&gt;
Update 9 contained tremendous changes to Vaults. We currently feel very content with the way Vaults are playing out. With Update 10, we have mostly focused on fixing some rather impactful bugs that came with both Update 8 and Update 9. We also have a couple of new and very exciting features, some of which have been requested for a long time!&lt;br /&gt;
Although it was previously communicated that Update 10 would be focusing on the Eternal overhaul, we decided against it for now. It is a massive task, and our team has become significantly smaller for the time being. We hope to be able to focus on Eternals soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jewels ===&lt;br /&gt;
We acknowledge that Jewels are not quite as engaging as we would want them to be. Despite the system being very enjoyable as it is, a lot of Perfect Jewels get smelted, because they’re not quite that perfect. We have therefore introduced a new and very exciting system: Jewel cutting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jewel Cutting Station&#039;&#039;&#039;&lt;br /&gt;
The Jewel Cutting Station is a new workstation, which can be used to cut the Size of Jewels. Every cut to the jewel has a 50% chance of succeeding, lowering the Size value randomly between 1 and 10. If a cut fails, the Jewel becomes a lower tier. Lowering the tier of a Jewel also removes a random modifier. If a Chipped Jewel fails, it breaks and the player gets back a Gemstone and a random amount of Wutodie Gems.&lt;br /&gt;
With the new cutting mechanic, we have changed the outcome of scrapping a Jewel in the Vault Recycler. It now mostly returns Silver Scrap, there is a small chance of a Gemstone, but no chance for Wutodie Gems.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jewel Applicator&#039;&#039;&#039;&lt;br /&gt;
We also recognise that applying Jewels to Vault Tools currently requires a lot of manual effort in calculating its capacity. On top of Jewels becoming more interesting to work around with, they are now also easier and more intuitive to apply to a Vault Tool!&lt;br /&gt;
The Jewel Applicator has been introduced as a new workstation. A Vault Tool can be put into the station to alter it. After putting multiple Jewels into the Jewel Applicator, it displays what the Vault Tool would turn into. It can then be combined with the selected Jewels to achieve the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
The new Jewel Cutting Station already passively buffs the value of Treasure Chests. In addition, we heavily buffed the loot pool by increasing the chance of rare items, as well as adding “Bonus” Vault Catalysts to the loot pool. Treasure Chests are the only way to retrieve these Vault Catalysts, and they will always come with a Wild modifier as their negative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vault Altar Automation ===&lt;br /&gt;
A big part of Vault Hunters revolves around the Vault Altar. We’ve seen various efforts at the automation of the process of completing a Vault Altar, which have been nothing short of amazing. However, we want to ease this by introducing our very own way of automating the Vault Altar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Altar Conduit&#039;&#039;&#039;&lt;br /&gt;
The Altar Conduit is a new block that can be used to achieve full automation. By right-clicking a Controller of either Refined Storage or Applied Energistics, the Altar Conduit gets connected to it. It can then be placed on top of the Vault Altar, which will automatically complete the Altar with the requested materials provided by the storage system.&lt;br /&gt;
The Altar Conduit requires power (FE) to run. For both digital storage mods, 250 FE/t is used by the Altar Conduit in the system. This is transferred digitally, as long as the Altar Conduit is connected to the storage system.&lt;br /&gt;
Upgrades can be applied to the Altar Conduit. These can increase the speed or the stack size at which items are transferred, or even instantly teleport them. Additionally, the Altar Conduit has a blacklist that can filter up to 9 items. These items will not be taken from the storage system by the Altar Conduit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
With a feature this powerful in place, we feel as if it&#039;s only right to gate it behind its own Research. Under the QoL category, Altar Automation is now found as a new Research. To unlock this, either Refined Storage or Applied Energistics require to be researched already. At the cost of 32 Knowledge Points, it can be unlocked to be able to craft and utilise the Altar Conduit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ability Rebalances ===&lt;br /&gt;
Update 9 featured a bunch of new abilities, as well as a lot of reworks. We’ve made slight changes to some abilities to improve the overall balance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Smite&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
* Reduced the Mana cost per second&lt;br /&gt;
* Added a Mana cost per bolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Archon&amp;lt;/span&amp;gt;&lt;br /&gt;
* Reduced the Mana cost per second &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Thunderstorm&amp;lt;/span&amp;gt;&lt;br /&gt;
* Strongly reduced the cooldown&lt;br /&gt;
* Increased the Mana cost per second&lt;br /&gt;
* Removed the Mana cost per bolt&lt;br /&gt;
* Increased the damage dealt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stonefall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:underline;&amp;quot;&amp;gt;Stonefall&amp;lt;/span&amp;gt; (Default)&lt;br /&gt;
* Reduced the duration&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expertises ===&lt;br /&gt;
Two new expertises have been added to compete with the existing ones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeweler&#039;&#039;&#039; (New)&lt;br /&gt;
Jeweler is a new Expertise that grants an additional chance at succeeding to cut a Jewel. It has 3 levels, with the chance ranging from 8% to 24%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marketer&#039;&#039;&#039; (New)&lt;br /&gt;
Marketer is a new Expertise that reduces the time it takes for the Black Market to restock. It has 2 levels, with the reduced time ranging from 60 minutes to 90 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* All active Bounties are shown concisely in the Bounty quick view, while holding the keybind, with the default keybind now being TAB&lt;br /&gt;
* Brightened the catacombs of Village Rooms&lt;br /&gt;
* Updated some descriptions of Skills&lt;br /&gt;
* Rebalanced Smite, Stonefall and Taunt Abilities&lt;br /&gt;
* Made Scavenger items rotten and stackable outside of Vaults&lt;br /&gt;
* Changed crafted modifiers for Vault Gear to be more consistent. Crafted modifiers can only be as high as the second-highest randomly rolled tier of that modifier. All - modifiers, except for Immunities, are now craftable on Vault Gear&lt;br /&gt;
* Increased several legendary modifier values for Vault Gear&lt;br /&gt;
* Added a maximum level to some Jewel modifier tiers&lt;br /&gt;
* Increased the capacity for Echoing Tools (350 → 400) and Prismatic Tools (400 → 600). Previously crafted tools will update to the correct capacity&lt;br /&gt;
* Added new Quests for the Jewel Cutting Station and Jewel Applicator, with backwards compatibility&lt;br /&gt;
* Updated the descriptions in the statistics menu&lt;br /&gt;
* Added various armour models&lt;br /&gt;
* Added loot beams to Key Pieces, Blank Keys and all Key variants&lt;br /&gt;
* Added a command to reset Expertises for one or more players&lt;br /&gt;
* Moved the Vault Potion Effects accessibility setting to the Vault Hunters accessibility settings&lt;br /&gt;
* Updated various recipes for mods&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Spiders hitting through blocks&lt;br /&gt;
* Fixed shift-clicking in Anvils not progressing quests&lt;br /&gt;
* Fixed Sky Stone not being mineable in Sky Vaults&lt;br /&gt;
* Fixed Modifier Workbench not requiring a Pickaxe to be mined&lt;br /&gt;
* Fixed some incorrect costs for the Vault Enchanter&lt;br /&gt;
* Fixed a rendering issue with the Wardrobe&lt;br /&gt;
* Fixed the command for resetting skills causing crashes&lt;br /&gt;
* Fixed the Skill Altar not removing skill logic when loading a skill build&lt;br /&gt;
* Fixed Skills heavily increasing the server load&lt;br /&gt;
* Fixed various crashed related to the Javelin Ability&lt;br /&gt;
* Fixed Hunter and Javelin Ability’s particles not rendering from further than 32 blocks away&lt;br /&gt;
* Fixed Eternals being summonable in the overworld&lt;br /&gt;
* Fixed Eternal auras being incorrectly configured&lt;br /&gt;
* Fixed custom particle colors for Hunter Ability not working correctly&lt;br /&gt;
* Fixed the Angel Block working interdimensionally, which was rather impressive&lt;br /&gt;
* Fixed incorrect values in the Nucleus and Toxic Reaction Talent descriptions&lt;br /&gt;
* Fixed the Hypothermia effect not triggering the Frostbite Talent&lt;br /&gt;
* Fixed Experienced Expertise not working in Vaults&lt;br /&gt;
* Fixed Fortunate Expertise counting Ores twice, and occasionally granting more loot than intended&lt;br /&gt;
* Fixed Fortunate Expertise breaking logic also applying when a tool without Fortune is used to break a block&lt;br /&gt;
* Fixed Simple Storage Network not increasing group cost&lt;br /&gt;
* Fixed description for Junk Management being outdated&lt;br /&gt;
* Fixed Potions of Healing appearing in Raw Vaults&lt;br /&gt;
* Fixed incorrect soul value for Cheese Burger Feast&lt;br /&gt;
* Fixed Flutter Spawn Egg not being usable in the reroll recipe for Mystery Eggs&lt;br /&gt;
* Fixed some unobtainable items appearing in Mod Boxes&lt;br /&gt;
* Fixed Lead Ingots from Mekanism not dropping from Mod Boxes&lt;br /&gt;
* Fixed some incorrect values of modifiers of Vault Gear&lt;br /&gt;
* Fixed outdated values of crafted modifiers of Vault Gear&lt;br /&gt;
* Fixed Carapace and Elvish Air Trinket giving more effect immunities than intended&lt;br /&gt;
* Fixed Night Vision Goggles Trinket not being able to detect Coin Piles&lt;br /&gt;
* Fixed Vault Potion modifiers not syncing correctly on client relog&lt;br /&gt;
* Fixed Vault Potions being removed upon taking a durability penalty in Vaults&lt;br /&gt;
* Fixed Chaos Catalyst still being applicable when the Vault Crystal can’t roll random modifiers&lt;br /&gt;
* Fixed the Vault Potion Effects accessibility setting not applying correctly&lt;br /&gt;
* Fixed some Vault Gems not being in the pickup notifier whitelist&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.10.1&amp;diff=10822</id>
		<title>Patch Notes/3.10.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.10.1&amp;diff=10822"/>
		<updated>2026-03-24T01:48:38Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.10.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.10.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.10.0&lt;br /&gt;
| next       = 3.11.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
2023-06-06&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Updated some Ability descriptions to be clearer and more accurate&lt;br /&gt;
* Added a distinction for the Vault Automation Research, indicating only either of the mods are required and not both&lt;br /&gt;
* Updated the content shown in the player statistics menu. The calculation for Damage now includes Lucky Hit Chance&lt;br /&gt;
* Blacklisted Quark’s Slime in a Bucket and Botania’s Incense Plate in Vaults&lt;br /&gt;
* Blacklisted the Altar Conduit from Building Gadgets&lt;br /&gt;
* Disabled some features of Quark that bypass restrictions in Vaults&lt;br /&gt;
* Disabled trade offers by Alex’s Mobs&lt;br /&gt;
* Added a command to add Expertise Points for other players: &amp;lt;code&amp;gt;/the&#039;&#039;vault vault&#039;&#039;level add&#039;&#039;expertise&#039;&#039;points &amp;lt;player&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Added a command to retrieve the Vault Level of other players: &amp;lt;code&amp;gt;/the&#039;&#039;vault vault&#039;&#039;level get &amp;lt;player&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed duplication bugs with the Altar Conduit&lt;br /&gt;
* Fixed Animal Pens not interacting with Mooshrooms correctly&lt;br /&gt;
* Fixed a visual bug with the Vault Tool preview in the Jewel Applicator&lt;br /&gt;
* Fixed the Spirit Extractor not resetting the recovery cost after taking out the Spirit&lt;br /&gt;
* Fixed the Skill Altar not recognising loadout changes correctly&lt;br /&gt;
* Fixed a crash related to scrolling in the Junk Controller&lt;br /&gt;
* Fixed the Altar Conduit breaking when unloading its chunk&lt;br /&gt;
* Fixed the Alchemy Archive occasionally not unlocking a new Vault Potion modifier&lt;br /&gt;
* Fixed Scavenger Items not becoming Rotten upon unaliving in Vaults and upon retrieving them from a Vault Doll&lt;br /&gt;
* Fixed Abilities not displaying the chosen Ability immediately upon switching through the Ability Wheel&lt;br /&gt;
* Fixed a visual bug with Abilities costing more than 1 Skill Point&lt;br /&gt;
* Fixed the Javelin: Sight specialisation having incorrect Skill Point costs&lt;br /&gt;
* Fixed the Smite Ability targeting Eternals &lt;br /&gt;
* Fixed an incorrect regret cost for the first tier of the Strength Talent&lt;br /&gt;
* Fixed the command to refund Expertise Points to refund the points correctly: &amp;lt;code&amp;gt;/the_vault debug expertise&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.0&amp;diff=10821</id>
		<title>Patch Notes/3.11.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.0&amp;diff=10821"/>
		<updated>2026-03-24T01:48:36Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.11.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.11.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.10.1&lt;br /&gt;
| next       = 3.11.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
2023-07-15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a rather big patch where we aim to oversee all aspects of the game for an even more immersive gameplay loop with as much variety as possible.&lt;br /&gt;
&lt;br /&gt;
End game still does not exist, but hold on to your artifacts as we plan to make Update 12 introduce the first end game mechanics.&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ability Power ===&lt;br /&gt;
&lt;br /&gt;
Possibly the biggest new addition in Update 11 is the mechanic Ability Power! No longer will certain abilities scale off your damage, which has now been renamed to &amp;quot;Damage&amp;quot;, but instead it will scale off of your Ability Power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ability Power rolls on all armour pieces as an implicit, and can be enhanced both with a new trinket, and a new prefix on gear simply called +Increased Ability Power%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mechanic will enable much more freedom for us when developing abilities, as well as much more freedom for BYLANS not having to hold their main weapon when casting these abilities. We are very excited to see how the community reacts and changes their builds with this omega addition!&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gear Update ===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Ability Power, and with it being an implicit on armour pieces, we have changed the way implicits work on armour. An armour piece will always roll Armour and Durability, but instead of always rolling &amp;quot;Crit Hit Resistance&amp;quot;, it can now roll;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Helmets: Ability Power, Crit Hit Resistance, Lucky Hit Chance&lt;br /&gt;
* Chestplates: Ability Power, Crit Hit Resistance, Mana, Block Chance&lt;br /&gt;
* Leggings: Ability Power, Crit Hit Resistance, Mana&lt;br /&gt;
* Boots: Ability Power, Crit Hit Resistance, Movement Speed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should make the base identification of gear a bit more varied, even end game, and provide a much bigger diversity in gameplay. Crit Hit resistance also rolls higher values allowing the player to negate any critical hits from mobs inside vaults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, gear will always roll Ability Power as their &amp;quot;bonus implicit&amp;quot; and mobs can not crit.&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also have new modifiers; &#039;&#039;&#039;+Ability Level&#039;&#039;&#039; and &#039;&#039;&#039;+Ability Power%&#039;&#039;&#039;. The first can roll on chest plates and leggings, and increases the level of an ability as long as the player has learnt that ability. The range is 1-2 with legendary rolls of 3-4. Abilities also support &amp;quot;over-level&amp;quot;, which means that you can in theory get +8 in any ability from just your gear! We also raised the min rolls significantly with some modifiers while levelling up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to adding AP(Ability Power) to your arsenal of gear, you can now craft and find &#039;&#039;&#039;Wands&#039;&#039;&#039; to create the perfect mage build! Wands are your source of off-hand AP-adding +1 to an ability or +AP%-and can also roll on-hit clouds unlike the Shield and Idols.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also decided to make &#039;&#039;&#039;all vault gear&#039;&#039;&#039; including tools not fully break when they run out of durability. Instead, much like vanilla&#039;s Elytra, they simply stop working but can still be repaired using repair cores.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added a new vault gear modifier for Wands and Helmets: Increased Area of Effect&lt;br /&gt;
** Increases any range/radius ability with a %&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Recycling gear got a buff:&lt;br /&gt;
** Faceted focus chance went from 5% across the board to&lt;br /&gt;
*** 100% on omega gear&lt;br /&gt;
*** 75% on epic gear&lt;br /&gt;
*** 50% on rare gear&lt;br /&gt;
*** 25% on common gear&lt;br /&gt;
*** 0% on scrappy gear&lt;br /&gt;
** Wild focus was removed and replaced with Netherite scrap&lt;br /&gt;
* Fixed a bug where shields still rolled Critical Hit Resistance prefix&lt;br /&gt;
* Vault Gear Affixes updated&lt;br /&gt;
** We realise that the suffix competition is a bit too high for it to be satisfying at the moment, and some inconsistencies exist in terms of what is a suffix and what is a prefix. We made the following changes to make gear rolling feel more variable and fun!&lt;br /&gt;
*** Made Knockback Resistance &amp;amp; Durability Prefixes instead of Suffixes&lt;br /&gt;
*** Made Healing Efficiency a suffix instead of a prefix&lt;br /&gt;
*** Added AP% Increase to Boots and Helmets&lt;br /&gt;
*** +Health and +Mana% can not roll together, but Healing Eff can now roll with +Health, allowing mega Life Leech builds&lt;br /&gt;
* Chaotic Focuses now reroll its target with a full random range, instead of constantly rerolling high chance affixes such as Armor, Healing Eff, Health, Damage etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We hope all of these adjustments will make gear crafting, acquiring and rolling even more fun and varied depending on your playstyle!&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
Having a lot of abilities is a good thing, and with the newly introduced Ability Power mechanic, we have more freedom to diversify builds and abilities. While we have added 2 new abilities, update 11 also says goodbye to the very popular (and wrongly scaled) Thunderstorm specialisation of smite. We loved the idea of Thunderstorm but couldn&#039;t find a valuable way to scale it in the format it was in, and therefore it was moved out to its own ability: Storm Arrow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities that scale off of Ability Power (AP):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm Arrow, Nova, Poison Nova, Charm, Smite, Archon, Fireball, Volley, Totem of Hatred&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Storm Arrow&#039;&#039;&#039;, a high damage, high cooldown &amp;amp; mana ability that is really useful in tricky situations with stronger mobs and dungeons. The player fires a storm arrow that calls a Thunderstorm cloud to form above it, blasting mobs underneath it for tremendous damage, scaled off of Ability Power.&lt;br /&gt;
* &#039;&#039;&#039;Storm Arrow: Blizzard&#039;&#039;&#039;, a high crowd control ability with the power of encasing mobs in the glacial prison for the player to shatter instantly. Just like it&#039;s parent, an arrow is shot by the player that calls upon a Winter cloud, rapidly blasting mobs in its range with massive glacial spikes, applying massive slow and freeze as well as Hypothermia&lt;br /&gt;
* &#039;&#039;&#039;Fireball&#039;&#039;&#039;, a skill shot ability scaling off of Ability Power with a long range and fairly quick projectile speed, landing a blasting area of effect damage on impact - but beware, fireball will damage players inside its explosion&lt;br /&gt;
* &#039;&#039;&#039;Fireball Volley&#039;&#039;&#039;, a specialisation of Fireball with higher damage but much smaller impact radius. Rather than exploding on impact, volley bounces and scorches any mobs it passes through, until it eventually explodes. The scorch deals 25% of its damage and the explosion, if well aimed, can be very deadly.&lt;br /&gt;
* &#039;&#039;&#039;Fireball Fireshot&#039;&#039;&#039;, a specialisation of Fireball with lower damage with no radius but a much lower cooldown for faster casting.&lt;br /&gt;
* &#039;&#039;&#039;Empower: Entropy Bind&#039;&#039;&#039;, creates a slowness aura around the player.&lt;br /&gt;
* &#039;&#039;&#039;Battle Cry&#039;&#039;&#039;, Added a new ab(ONK)ility! Drain the essence from mobs around you in a radius. Every essence drained generates a Battle Cry stack. Mobs have different essences depending on mob type, where Champions have the highest amount of essence. The next attack will apply these stacks to the enemy on on-hit: Base Ability increases Physical Damage&lt;br /&gt;
** &#039;&#039;&#039;Battle Cry: Spectral Strike&#039;&#039;&#039;, Spectral Strike specialisation adds AP to the next on-hit attack&lt;br /&gt;
** &#039;&#039;&#039;Battle Cry: Lucky Strike&#039;&#039;&#039;,Lucky Strike adds Lucky Hit chance to the next on-hit attack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Smite: Thunderstorm&#039;&#039;&#039;, we could not find value in scaling this specialisation and its effect was moved to Storm Arrow&lt;br /&gt;
* &#039;&#039;&#039;Execute&#039;&#039;&#039;, we felt like this ability has been in a very weird spot and haven&#039;t seen any play in previous updates. We also understand that this ability all of a sudden becomes very &amp;quot;must have&amp;quot; in Update 11 with the introduction of Champion mobs - but since this ability has no skill expression, we feel it&#039;s better to remove it for now and rethink it from the ground up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall you will find minor small adjustments to most abilities and their values, some buffs, some nerfs, but the ones with major changes are listed below&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rampage&#039;&#039;&#039; was changed from 8 levels to 4 levels, mainly to be able to scale Rampage: Chaining purposefully. We also changed all values in the base rampage with the goal of it acting more as a physical damage boost toggle for a short amount of time, aimed to take down strong targets such as Guardians, Champions or Dungeon mobs.&lt;br /&gt;
* &#039;&#039;&#039;Stonefall: Surefoot&#039;&#039;&#039;, first of all we changed its name to Stonefall Hero&#039;s Landing, which is way cooler, and then we changed its damage to scale off of Ability Power, while slightly buffing the values, we hope that it now sees more value and play.&lt;br /&gt;
* &#039;&#039;&#039;Shell: Porcupine&#039;&#039;&#039;, changed to be 30% durability damage reduction while active instead of scaling 15-100%&lt;br /&gt;
* &#039;&#039;&#039;Smite: Archon&#039;&#039;&#039;, this ability now scales off of Ability Power and while we were at it we lowered the cost per bolt to make it more viable as a damage enhancer and now gives the player a 30% durability damage reduction while active.&lt;br /&gt;
* &#039;&#039;&#039;Javelin: Pierce&#039;&#039;&#039;, all javelin abilities will stay physical damage scaling, but the piercing javelin specialisation was just a bit too strong to compare with any other specialisation and as such we lowered the amount of piercing targets from 4-8 to 3-6.&lt;br /&gt;
* &#039;&#039;&#039;Javelin: Sight&#039;&#039;&#039;, the idea of this ability was very cool, but it was simply too weak. We therefore gave it a bit of a rework, not only did we up the radius it searches, but we also made it mark the chest types with their own colour (which can be changed in the accessibility menu) and lowered its mana cost.&lt;br /&gt;
* &#039;&#039;&#039;Javelin: Scatter&#039;&#039;&#039;, Now pierces mobs (increases with levels in ability) and splits/bounces on terrain&lt;br /&gt;
* &#039;&#039;&#039;Nova&#039;&#039;&#039;, first of all, both Nova Blast (the base) and Nova Poison both scale off of Ability Power. With that change, Nova Blast moved to being even less skill based in terms of usage. We like the idea of rewarding good plays from the player, and as such we changed how Nova Blast&#039;s damage is calculated; The further away from the center of the blast a mob is hit, the less damage that mob will take. This should make this ability more skill expressed and provide for more epic instances of &amp;quot;great nova aim&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Taunt&#039;&#039;&#039;, Lower mana cost to 20 across all levels. It now applies &#039;&#039;Vulnerability&#039;&#039; to mobs, which increases damage with 10% per level of vulnerability. This increases both physical and ability damage. Levelling up the ability increases the stack level of Vulnerability, as well as the radius of Taunt&lt;br /&gt;
* &#039;&#039;&#039;Taunt: Charm&#039;&#039;&#039;, the damage scaling that charmed mobs get is now based off of Ability Power, making this a very strong defensive ability to turn mobs on each other without ever having to hold your main weapon.&lt;br /&gt;
* &#039;&#039;&#039;Totem&#039;&#039;&#039;, Spirit heavily, upped mana regeneration, radius and lowered the mana cast cost, but increased cooldown&lt;br /&gt;
* &#039;&#039;&#039;Frost Armor&#039;&#039;&#039;, now Chills mobs when player gets hit and charges extra mana cost&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
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=== Talents ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daze&#039;&#039;&#039; got buffed to increase damage against stun mobs with 25,50,75 and 100% (up from 20,30,40,50)&lt;br /&gt;
* &#039;&#039;&#039;Lucky Hit: Fatal Strike + Cleave&#039;&#039;&#039; was recalculated so that a fatal hit doesn&#039;t apply to the cleaved targets.&lt;br /&gt;
* &#039;&#039;&#039;Frostbite&#039;&#039;&#039; Champions hit by Frostbite receive 25% shatter damage.&lt;br /&gt;
* &#039;&#039;&#039;Witchery&#039;&#039;&#039; has been buffed making the threshold for mana be 80% (instead of 100%), similar to Stoneskin&lt;br /&gt;
* &#039;&#039;&#039;Blizzard&#039;&#039;&#039; renamed to &#039;&#039;&#039;Frozen Impact&#039;&#039;&#039;, and buffed 10-25% (prev 5-20%) and requires a mob to be Chilled instead of Slowed&lt;br /&gt;
* &#039;&#039;&#039;Frostbite&#039;&#039;&#039; now has 8 levels (prev 4) and the range is 2-5-20% over 3 seconds, (prev 5-20% scaling 1-4 seconds)&lt;br /&gt;
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&#039;&#039;&#039;Patreon Armour Sets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have included the super special Champion &amp;amp; Goblin set for our top tier patreons! These will be available to players who help us out on Patreon and the VHSMP members to showcase, they are amazing!&lt;br /&gt;
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=== Trinkets ===&lt;br /&gt;
&lt;br /&gt;
We have spent a lot of time trying to make sure that every single trinket has a niché and that combinations of red and blue trinkets can be made with great satisfaction. This has meant quite a few changes to existing trinkets as well as a few new ones!&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
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* All trinkets now share the same recipe price for a craft;&lt;br /&gt;
** 1 Trinket Scrap&lt;br /&gt;
** 64 Vault Diamonds&lt;br /&gt;
** 192 Alexandrite Gems&lt;br /&gt;
** 32 Vault Gold&lt;br /&gt;
* All trinkets now share the same probability of discovery as a baseline&lt;br /&gt;
** In addition, a new discovery system was built, which favours the player to discover a new trinket over a dupe. This doesn&#039;t mean that it&#039;s guaranteed, and when a player only has a few undiscovered trinkets it is still more mathematically likely to get any of the ones the player has discovered, but it will aid in discovering all trinkets and make early discovery more enjoyable&lt;br /&gt;
* Crafted trinket uses set to 12 (down from 20)&lt;br /&gt;
** With the overall ease of discovery, as well as the cheaper and buffed trinket recipe, and the inclusion of the Trinketer expertise, we decided to make the uses less, in order to keep focus high on the joy of finding trinkies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;New&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cufflinks&#039;&#039;&#039;, +50% Increased Cooldown Reduction [Red Slot]&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039;, +50% Increased Ability Power [Red Slot]&lt;br /&gt;
* &#039;&#039;&#039;Clover&#039;&#039;&#039;, +25% Increased Lucky Hit Chance [Red Slot]&lt;br /&gt;
* &#039;&#039;&#039;Stone of Jordan&#039;&#039;&#039;, +1 to all Learnt Abilities [Blue Slot]&lt;br /&gt;
* &#039;&#039;&#039;Wings&#039;&#039;&#039;, grants Elytra flight ability [Blue Slot]&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Phylactery&lt;br /&gt;
** New Art!&lt;br /&gt;
** Moved to Red slot&lt;br /&gt;
** Mana Regeneration increased by 50% (down from 100%)&lt;br /&gt;
* Cat&lt;br /&gt;
** Added a high dodge chance (75%) to any incoming arrow projectiles.&lt;br /&gt;
* Velara&#039;s Petal&lt;br /&gt;
** Moved to Blue slot&lt;br /&gt;
* Night Vision Goggles&lt;br /&gt;
** Changed name to Treasure Goggles&lt;br /&gt;
** Removed the Night Vision effect&lt;br /&gt;
** Highlights chests and coin stacks, with their associated individual colour in a radius of 16 around the player&lt;br /&gt;
** Moved to Blue slot&lt;br /&gt;
** Treasure Goggles now render chests a bit lighter&lt;br /&gt;
* Wendarr&#039;s Hourglass&lt;br /&gt;
** Moved to Blue slot&lt;br /&gt;
* Ender Anchor&lt;br /&gt;
** Moved to Blue slot&lt;br /&gt;
* Idona&#039;s Dagger&lt;br /&gt;
** Changed art and name to Idona&#039;s Pendant&lt;br /&gt;
** Changed it to double existing soul chance, instead of adding 250% flat soul chance&lt;br /&gt;
* Crystal Ball&lt;br /&gt;
** Moved to Red slot&lt;br /&gt;
** Total Mana increased by 100% (up from 50%)&lt;br /&gt;
* Gluttony Pendant&lt;br /&gt;
** Added the ability to &amp;quot;instantly&amp;quot; drink vault potions&lt;br /&gt;
* Carapace&lt;br /&gt;
** Moved to Blue slot&lt;br /&gt;
* Burger&lt;br /&gt;
** Moved to Blue slot&lt;br /&gt;
** Experience gained increased to 100% (up from 50%)&lt;br /&gt;
* Glue&lt;br /&gt;
** Changed art and name to Slimey (our beloved)&lt;br /&gt;
* Tenos&#039; Pouch&lt;br /&gt;
** Changed name to Tenos&#039; Necklace&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
We are overall very happy with the expertise system, and as we have collected more data since its introduction, we learn what works and what doesn&#039;t. Below are the changes/additions that were made in Update 11, but in addition to that we also made the Neuralizer considerably cheaper to craft. While still being an expensive item that should require a bit of thought process before going through with it, we feel that it&#039;s now more reasonable than before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fortuitous Finesse&#039;&#039;&#039;, the player gains +1-2% chance of identifying a legendary modifier on gear - which may not sound much, but with a base of 3%, maxing this expertise for 2 points moves the chances from 1 in 33 to 1 in 20.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marketer&#039;&#039;&#039;, while this expertise had huge power for someone who constantly ran vaults and checked the black market, it could also be a &amp;quot;feel bad&amp;quot; when missing a good offer. Therefore we gave the player the control of the offers by making Marketer offer a re-roll possibility to the black market table, and it now has 3 levels, for a total of 3 re-rolls per cycle.&lt;br /&gt;
* &#039;&#039;&#039;Mystic&#039;&#039;&#039; is an incredibly strong Expertise and we felt the need to slightly nerf it in order to compare with other expertises, we gave it another level and split the levels up to be 12,24,36 instead of 20,40&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Black Market ===&lt;br /&gt;
&lt;br /&gt;
For some reason, &amp;quot;purchasing&amp;quot; things in action RPGs is very satisfying - at least we think so, but we didnt feel that the Black Market was quite up to par, so we gave it some improvements;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offers and prices now scale with level&lt;br /&gt;
* The black market now has a &amp;quot;Soul slot&amp;quot;, where the offers are always better, this slot is highlighted with a nice glow and shine, so make sure to always check your rolls!&lt;br /&gt;
* The list of items sold was completely remade with the aim to &amp;quot;feel better&amp;quot;.&lt;br /&gt;
* Gear purchased in the black market can now be legendary&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Champions ===&lt;br /&gt;
&lt;br /&gt;
Every mob in the game has a chance to spawn as a Champion. Champions are buffed mobs compared to their standard version, with more base health, armour and damage, and have random affixes based on game difficulty. Affixes can buff the Champion itself, or debuff the player with an aura, or buff mobs around it with an aura.&lt;br /&gt;
&lt;br /&gt;
Champion mobs have a champion icon above their head to indicate that you are facing a Champion and of course these mobs will also drop some nice rewards upon killing them, ranging from common+ gear all the way to omegas, trinkets and treasure keys!&lt;br /&gt;
&lt;br /&gt;
The goal for introducing Champions is to make gameplay more diverse inside a vault, and make every fight slightly less predictable.&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
It has been our intention for a long time to find a better, more intuitive way to introduce dungeons. In Update 11 we have completely overhauled the way dungeons work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First of all, all dungeon POI&#039;s were made into regular, rare POI&#039;s with normal mobs and fizzle spawners. As their replacement, we instead made Dungeon Spots in each common room where a Dungeon Door can spawn. Dungeon Doors can be opened by hand and will give the player a clue to what type of dungeon it is, but, rather than making dungeons loot specific we made them mob specific, and the mobs are now Dungeon Mobs. Dungeon Mobs are stronger than their counterpart, with more health, higher damage and higher critical hit chance. Every Dungeon will also spawn 1 guaranteed Champion Mob, and a raised chance for Champions overall. To begin with, we have made Skeleton, Zombie, Spider, Illager, Piglin and Witch dungeons, and each dungeon will randomly select a size from small to large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new Dungeons have much more loot than their previous ones and depending on the size of the dungeon the chance for a Modifier Archive or any other special interaction block is much higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal with this introduction is to make Dungeons be fully &amp;quot;opt-in&amp;quot;, and for them to provide a &amp;quot;true challenge&amp;quot; where the player will have to fight their way through them in order to gain the rewards. With the dungeons being mob focused, we also hope to see more value of weapons increasing mob specific damage!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thorns ===&lt;br /&gt;
&lt;br /&gt;
Ever since Thorns got introduced back in the early second edition, we haven&#039;t felt completely happy with it. The mechanic has always felt a bit chunky, and despite several buffs and thought processes, we haven&#039;t been able to get it quite right, until now (we hope).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Update 11 we say goodbye to &amp;quot;Thorns Chance&amp;quot;, as any Thorns Damage will now always proc when the player gets hit. This in our opinion will allow for much more variations in build, and does certainly (in internal testing) come across as a very strong mechanic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to make this balanced, Thorns Damage, which only rolls on shields, now no longer rolls alongside Block Chance, but competes for the same implicit slot. That means that the player will have to make a choice if their shield should be Blocking or Thorning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should be noted that Block Chance can be acquired on chest plates as well as on shield prefixes, so a player can acquire both if focused.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Digsite ===&lt;br /&gt;
&lt;br /&gt;
This room was in dire need of a buff, and man did we buff it!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digsite is now &#039;&#039;&#039;the rarest room&#039;&#039;&#039; in the game, can no longer be crafted (but can be found as an inscription), and instead of hiding wooden chests in yellow concrete, the room is now filled with &#039;&#039;&#039;Treasure Sand&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Treasure Sand in this room has a different loot table than the one found in Treasure Rooms, and it focuses on everything found in special chests, from gear, to trinkets, to jewels, to catalysts and fragments. In testing we found this room super exciting to find and explore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Themes ===&lt;br /&gt;
&lt;br /&gt;
We love the idea of themes being special, and in this patch we have introduced the Blood Moon theme. It has yet to get unique mobs, but it does have a raised chance of Black Opal and Painite gems - and it looks fantastic!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have also introduced 2 new mushroom variants, which hopefully means that players will see that theme more frequently!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos Vaults ===&lt;br /&gt;
&lt;br /&gt;
We feel that Chaos Vaults wasn&#039;t quite chaotic enough, and as such, we added a chance of cascading modifiers, and made the roll range 30-50 modifiers, instead of the static 30. We are still not sure if this will be the last iteration of Chaos Vaults and have a few plans for what we want to do to further enhance them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bounties ===&lt;br /&gt;
&lt;br /&gt;
Bounties now roll with a rarity, the rarity is displayed on the border of the bounty. The higher the rarity the better the reward, but the bounty could also be a bit bigger.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Challenge Rooms ===&lt;br /&gt;
&lt;br /&gt;
Challenge rooms are slowly but surely, one by one, getting a bit of an overhaul as we learn what is fun vs challenging vs both fun &amp;amp; challenging.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dragon Room&#039;&#039;&#039; and &#039;&#039;&#039;Wild West&#039;&#039;&#039; have both got some love in Update 11. The first one played very poorly where the player was not incentivised in killing the mobs, but rather slow them down or cheese them in a hole, and then loot. We changed this by changing up the unbreakable spawner to &#039;&#039;&#039;slow&#039;&#039;&#039; fizzle spawners, this means that the player can clear the room eventually, or continue to crowd control them while looting. We also blocked the ability to dig a nice hole for the mobs by raising up the bedrock layer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Wild West room was moved to fizzle spawners throughout the entire playthrough (previously turned to perma-spawners at lvl 50)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Uber Pylons ===&lt;br /&gt;
&lt;br /&gt;
Uber Pylons now spawn inside the vaults rarely, these pylons give the player a massive buff for a longer duration of time, players can distinguish these pylons with their graphics being two coloured and massive particle rays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Completion Crates ===&lt;br /&gt;
&lt;br /&gt;
Completion crates have been buffed across the board. They now also vary in their reward. The worst completion crate, which is equal to how completion crates were before is Monolith, they then scale in terms of difficulty &amp;gt; Guardians &amp;gt; Elixir &amp;gt; Scavenger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objective Changes ===&lt;br /&gt;
&lt;br /&gt;
Monoliths are now much more frequent in higher level vaults, but the player needs to find more of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Elixir Lodestones are now much more frequent (from 15% chance per room to 30% per room)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obelisks no longer spawn 5-10 Guardians above level 50, but 5-7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Accessibility Additions ===&lt;br /&gt;
&lt;br /&gt;
When we overhauled the ability system we lost the functionality of scrolling abilities, this has now returned and can be toggled on/off in the accessibility menu. In addition we added a cooldown display setting, allowing the player to see what abilities are on cooldown on the center, or left, of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have also removed vanilla&#039;s on-hit particles and vanilla&#039;s despawn particles, which makes fighting mobs a lot cleaner and easier to see&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vault Bestiary ===&lt;br /&gt;
&lt;br /&gt;
We have now added the foundation of the Vault Bestiary, an information database GUI for all mobs in the game. We are still working on setting up lore, themes etc - but the base function is there!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vulnerable&#039;&#039;&#039;, each amplifier stack of vulnerable on a mob makes them receive 10% additional damage from all sources.&lt;br /&gt;
* &#039;&#039;&#039;Chilled&#039;&#039;&#039;, acts like the slowness effect but now only chilled mobs can be frostbitten.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes/Other ===&lt;br /&gt;
&lt;br /&gt;
* Gear rendered inside chests are now cached, giving a massive FPS boost to the game when browsing chests (Thanks to &#039;&#039;&#039;Rizek&#039;&#039;&#039; for the concept and suggestion!)&lt;br /&gt;
* When out of mana and trying to cast an ability the game now notifies the player of out of mana with a sound&lt;br /&gt;
* Changed the handling of negative potion effects affecting player&lt;br /&gt;
** When attempted to be affected by a negative potion effect the player will get immune from that potion effect for 80 ticks (4 seconds)&lt;br /&gt;
** This will make Avoidance modifiers much more valuable&lt;br /&gt;
** This will remove &amp;quot;stacking&amp;quot; of negative clouds affecting the player&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.1&amp;diff=10820</id>
		<title>Patch Notes/3.11.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.1&amp;diff=10820"/>
		<updated>2026-03-24T01:48:35Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.11.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.11.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.11.0&lt;br /&gt;
| next       = 3.11.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
This is mainly a hotfix for two serious bugs regarding Dungeons and Skill Points, but it also contains some small adjustments that we felt would make the game a bit more consistent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that made dungeons display the incorrect value of difficulty, so if you got two-shotted in a normal dungeon, or mobs were mega tanks in a normal dungeon, chances are that it was actually an impossible dungeon.&lt;br /&gt;
* Fixed a bug that allowed people to get infinite skill points using the skill altar. We have also made anyone who abused this bug get their skill points fully reset&lt;br /&gt;
* Fixed a bug where players would get affected by a Champion’s effect on-hit until they relogged.&lt;br /&gt;
* Fixed a bug that made it so Swords and Axes couldn’t get Chilling cloud crafted on to them&lt;br /&gt;
* Fixed a bug where magnets could not get crafted modifiers added to them&lt;br /&gt;
* Fixed a bug where Fireshot could trigger Lucky Hits&lt;br /&gt;
* Fixed a bug where Glacial Shatter could trigger Lucky Hits&lt;br /&gt;
* Fixed a bug where the Druid Wand transmog was Scrappy (now moved to Epic)&lt;br /&gt;
* Fixed a bug where Ghost Walk displayed wrong max levels&lt;br /&gt;
* Fixed a bug where Frost Armour had inconsistent values&lt;br /&gt;
* Fixed a bug where Healing Efficiency was way too common on armour pieces&lt;br /&gt;
* Fixed a bug where Jewels could roll legendary affinities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jewel balance was changed a bit, in order to make jewel crafting and looting more valuable and exciting, and better for your current level&lt;br /&gt;
** Halved the chance of getting affinities after level 50, allowing jewels to be more relevant more frequently&lt;br /&gt;
** Removed the lowest tier of Item Quant &amp;amp; Item Rarity (0.5-0.9%) and started it at 1% instead, this should help early game get some buffs with these affixes&lt;br /&gt;
** Removed the lowest tier of Copiously (0,5-0,9%) and moved the first appearance of Copiously to level 20+. This change was made to not confuse early game with too many stats&lt;br /&gt;
** Hammer Size can now roll legendary (+2)&lt;br /&gt;
** Top tier durability can now roll 900 (up from 800)&lt;br /&gt;
* Changed the cost of crafting vault gear to 1 vault gold instead of 81 vault bronze, to make it easier for the players to maintain the inventory&lt;br /&gt;
* Removed Vault Plating as a cost for crafting gear as the plating cost for re-rolling gear was increased.&lt;br /&gt;
* Vault Plating cost for rerolling gear was halved&lt;br /&gt;
* Vanilla Shields can now be crafted with their default recipe, but their behaviour is that of a vault shield, they block 5% of the attacks passively&lt;br /&gt;
* Overhauled Idols, Shields &amp;amp; Wands&lt;br /&gt;
** With the implementation of Wands we needed to get some base data on how powerful/weak they were, and more importantly we needed to understand how to differentiate our 3 off-hands. In this update this has led to some rather drastic changes, in order to balance them out. While we did this we also finally said goodbye to a very old (and kind of game breaking) affix: Immunity.&lt;br /&gt;
*** &#039;&#039;&#039;Idols&#039;&#039;&#039;&lt;br /&gt;
**** Removed Cooldown Reduction, Immunities, Mana%, Reach&lt;br /&gt;
**** Added Healing Efficiency and Avoidances&lt;br /&gt;
**** Fixed Mana Regen bottom tiers to scale correctly&lt;br /&gt;
**** Implicit now rolls Mana, Durability &amp;amp; Affinity&lt;br /&gt;
*** &#039;&#039;&#039;Wands&#039;&#039;&#039;&lt;br /&gt;
**** Added Cooldown Reduction a an affix&lt;br /&gt;
**** Moved +Skill Level to a prefix, all wands now roll AP as their implicit&lt;br /&gt;
**** Added Lucky Hit as a suffix&lt;br /&gt;
*** &#039;&#039;&#039;Shields&#039;&#039;&#039;&lt;br /&gt;
**** Added Healing Efficiency&lt;br /&gt;
* Overhauled Magnets&lt;br /&gt;
** With our new offhands we also needed to iron out what magnets are supposed to add to the gear arsenal, they have always felt like they are in a bit of a weird place and have felt, according to us, as a generic “stat stick”, more than a magnet. We wanted magnets to apply more to the lore of what the item can do, and we deem it possible to affect loot and mining, but not “the player”&lt;br /&gt;
** First of all we buffed magnets implicit early game so that they will come with more Range and Velocity by default&lt;br /&gt;
*** &#039;&#039;&#039;Magnets Affix Allocation after 11.1&#039;&#039;&#039;&lt;br /&gt;
**** Prefixes&lt;br /&gt;
***** Velocity&lt;br /&gt;
***** Range&lt;br /&gt;
***** Mining Speed (Heavily Buffed range)&lt;br /&gt;
***** Reach (Heavily Buffed Range)&lt;br /&gt;
***** Durability (moved from suffix)&lt;br /&gt;
**** Suffixes&lt;br /&gt;
***** Copiously (Heavily buffed range from 1-5% to 5-40%)&lt;br /&gt;
***** Item Rarity&lt;br /&gt;
***** Item Quantity&lt;br /&gt;
***** Soulbound&lt;br /&gt;
***** Soul Chance&lt;br /&gt;
***** Trap Disarm (New)&lt;br /&gt;
* In order to make up for the “lost mana regen potential” from magnets, we have buffed all armour pieces so the range is 10-100% (prev 5-75%), netting a total of +25% mana regen potential, and we have heavily increased the legendary roll range (armours can now get +200% mana regen legendaries)&lt;br /&gt;
* When tabbing inside a vault the objective is now moved down based on the online player list&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities &amp;amp; Talents ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overhauls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rampage&lt;br /&gt;
** Mana cost per second is now a permanent 12&lt;br /&gt;
** The cooldown was changed to 40 seconds (down from 180 seconds)&lt;br /&gt;
** The idea here is to match rampage to Empower, a temporary buff that the player can use to clear a dungeon or a tricky POI in a Physical AD build, or use to heal instead of the heal ability, but not keep up at all time.&lt;br /&gt;
* Shell: Quill&lt;br /&gt;
** Added durability dmg reduction (30%)&lt;br /&gt;
** Raised mana cost per second and heavily lowered mana cost per hit&lt;br /&gt;
** Lowered damage increase to thorns&lt;br /&gt;
* Stonefall: Coldsnap&lt;br /&gt;
** Now makes mobs within the radius chilled (instead of slowed) and encases up to X mobs (level-scaling) in glacial prisons. Fall height determines the radius, but the radius increases with levels in ability&lt;br /&gt;
* Shell: Porcupine&lt;br /&gt;
** We want to make this a viable ability that can be useful, and also follows the consistency of the game&lt;br /&gt;
*** Permanent 12m/s no mana per hit&lt;br /&gt;
*** Cooldown 40 seconds (down from 60 seconds)&lt;br /&gt;
*** Increases thorns damage by 50% per level, starting at 100% at level 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Empower: Frost Armour&lt;br /&gt;
** increased the strength of the chilling effect&lt;br /&gt;
* Totem: Spirit&lt;br /&gt;
** Increased the mana regen heavily to start at 100% and scale 25% per level in ability (up from 20% per level and start at 20%)&lt;br /&gt;
** Lowered the mana cost to 10 static (down from 30 static)&lt;br /&gt;
** Increased the cooldown to 240 seconds, up from 120 seconds&lt;br /&gt;
* Taunt: Charm&lt;br /&gt;
** Heavily increased the AP scaling and the amount of charmed mobs now scale past level 4 (+1 per level in ability). With this new power we also made it have a longer cooldown (60 seconds from 40 seconds)&lt;br /&gt;
** &#039;&#039;This ability has a lot of potential, specifically for more defensive oriented mage builds or pacifist builds, but it definitely was in need of some love&#039;&#039;&lt;br /&gt;
* Fireball: Fireshot&lt;br /&gt;
** Now conducts on-hits from both off-hands and main weapons.&lt;br /&gt;
** Mana cost no longer scales and is a static 20 (down from 24 on level 8)&lt;br /&gt;
* Javelin: Piercing&lt;br /&gt;
** Decreased the static mana cost to 15 (from 20)&lt;br /&gt;
* Javelin: Base&lt;br /&gt;
** Increased its damage to start at 100% of AD, and increase with 40% per level&lt;br /&gt;
** Knockback effect no longer scales after level 2&lt;br /&gt;
** Mana cost static at 15 (instead of 10)&lt;br /&gt;
** Cooldown static at 3 seconds (instead of 2)&lt;br /&gt;
* Lucky Hit: Fatal Strike&lt;br /&gt;
** Increased Damage to 150-450% (up from 100-200%)&lt;br /&gt;
* Luck Hit (without a talent)&lt;br /&gt;
** Increased Damage to 50% (from 10%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerfs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hero’s Landing&lt;br /&gt;
** Removed the level-scaling radius and made it fully scale with fall distance&lt;br /&gt;
* Mana Shield&lt;br /&gt;
** Increased mana cost per hit from 1 to 2 on level one, and then follows that scaling all the way up to max level&lt;br /&gt;
** &#039;&#039;This ability in U11 was absolutely busted, we hope that it is now a bit more balanced with the amount of power the ability has.&#039;&#039;&lt;br /&gt;
* Javelin: Scatter&lt;br /&gt;
** Scatter has seen a lot of love since it got buffed in U11, which we are happy about, but doing the maths it is a bit too strong for any other javelin spec to have a chance to compete, therefore we have nerfed its damage slightly from 40% to 30%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Bounty Tables now display an in world indicator if the player has the ability to grab a bounty, or if the player needs to hand in a bounty&lt;br /&gt;
* Added some more Champion &amp;amp; Goblin Patreons to the list&lt;br /&gt;
* Party Members remaining scavenger goals are now visible when holding tab inside a scavenger vault&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quest Update ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added a new Quest: Bounty Hunter&lt;br /&gt;
* Added a new Quest: Trinkets (rewarding player a trinket)&lt;br /&gt;
* Changed some rewards of early quests to make them more fun&lt;br /&gt;
* Changed the Soul Shard quest to be “Looting!” and rewards the player with a pouch and upgrades&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.2&amp;diff=10819</id>
		<title>Patch Notes/3.11.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.2&amp;diff=10819"/>
		<updated>2026-03-24T01:48:34Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.11.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.11.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.11.1&lt;br /&gt;
| next       = 3.11.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: August 6th 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Decor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For a long time we have wanted to take the “junk items” out of loot tables, and replace them with decorative &amp;amp; functional items and blocks, that day has finally come, we call it Vault Decor!&lt;br /&gt;
* All of these items, which can be used for decoration or minimal functions, have soul value and can safely be smelted in the soul diffuser, as they are not part of any recipes for your progression. They are common in all loot tables, and different depending on the chest you loot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Wooden Chunk [can be used as fuel]&lt;br /&gt;
* Sandy Rocks&lt;br /&gt;
* Vault Sweets [can be eaten, eats faster than vanilla food]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Living Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Living Rocks&lt;br /&gt;
* Mossy Bone [can be turned in to bone meal 1:1]&lt;br /&gt;
* Overgrown Wood Chunk [can be used as fuel]&lt;br /&gt;
* Vault Moss&lt;br /&gt;
* Rotten Meat&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilded Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Topaz Shards&lt;br /&gt;
* Gilded Ingots&lt;br /&gt;
* Gilded Sconce [can be used as torches]&lt;br /&gt;
* Ancient Copper Ingot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ornate Ingots&lt;br /&gt;
* Velvet [can be used to make the velvet bed]&lt;br /&gt;
* Ornate Chains [can be climbed]&lt;br /&gt;
* Soot [can be placed like snow slabs]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Quests!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Regretting Decisions&lt;br /&gt;
** A quest about Regret Orbs to teach new players that making choices is never bad&lt;br /&gt;
* Identification Stand&lt;br /&gt;
** A quest to introduce players to the identification stand block&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Ability, Mana Shield: Implode&#039;&#039;&#039;&lt;br /&gt;
This ability uses neither AD nor AP to deal damage, instead it uses all remaining mana when cast to blast mobs around you in a sphere, the damage dealt is depending on how much mana was spent. The damage drops off the further away the mobs are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Additions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Vault gear has a new label to indicate its slot&lt;br /&gt;
* Skill Altar can now save a configuration and be shared both in chat and out of the game&lt;br /&gt;
* 3 new chests; Hardened, Flesh &amp;amp; Enigma&lt;br /&gt;
** These chests can be found inside Raw Vaults and replaces the previous chests found inside a raw vault&lt;br /&gt;
** They contain basic materials, mob loot and rare non-vault items&lt;br /&gt;
** They also contain chest scrolls, which means they can be crafted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mod Boxes&#039;&#039;&#039;&lt;br /&gt;
Mod Boxes have felt a bit sad and out of place. They had too many dull rewards, that was always a “feel weirdge”. So, we have cleaned up mod boxes and made them more exciting to open. Also, not all mods grant mod box rewards, and it is now stated in the description of the research if they add rewards to mod boxes. If a player has no mods that grants mod box rewards then the box will always contain 1-4 knowledge star shards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have also increased the cost of the recipe of mod boxes, to match their new power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Random Vault Modifiers&#039;&#039;&#039;&lt;br /&gt;
We have felt that the random modifiers have had a very minimal impact on the gameplay of Vault Hunters. Modifiers were rebuilt for Third Edition with the purpose to be stackable, and for catalysts this works great, but it has made random vaults suffer. As a solution to this we have completely remade how random modifiers roll, and what they do.&lt;br /&gt;
Negative modifiers can no longer randomly roll on a vault, and only one positive modifier can ever exist on a random vault, they are:&lt;br /&gt;
&lt;br /&gt;
* Prosperous | +50% Artifact Chance | (buffed from +20%) Level 50+&lt;br /&gt;
* Enlighted | +100% Vault Experience | Level 20+&lt;br /&gt;
* Prismatic | +25% Catalyst Fragments | (buffed from +10%) Level 20+&lt;br /&gt;
* Treasure | +50% Item Rarity | Level 20+&lt;br /&gt;
* Hoard | +50% Item Quantity | Level 20+&lt;br /&gt;
* Soul Surge | +100% Soul Chance | Level 20+&lt;br /&gt;
* Looter’s Dream | Chests can’t be trapped | Level 20+&lt;br /&gt;
* Champion’s Abode | +10% Champion Spawn Chance | Level 20+&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance of one of these modifiers appearing on a vault is about 1/10. We hope that this makes running random vaults a bit more exciting and different!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loot Tables&#039;&#039;&#039;&lt;br /&gt;
With the addition of Vault Decor, we also made sure to “correct” a few errors in the previous loot tables, as well as move a few items around with the goal of making loot more balanced among the chests&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulbound&#039;&#039;&#039;&lt;br /&gt;
This affix, which indeed is very strong for both Hardcore and Normal mode, has never been exciting to roll because of the competition of other prefixes/suffixes. We want soulbound to feel good, so we have moved it to an implicit roll in 11.2. It has a 20% chance to roll on identified gear, and can also appear with a fundamental focus reroll. It can not be crafted or controlled in any other way. This also allows us to do more things with Soulbound in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Amplifying &amp;amp; Nullifying foci can now be found from level 0&lt;br /&gt;
* Removed Chromatic Iron Nuggets and Ingots&lt;br /&gt;
* Removed Chromatic Steel Nuggets and Ingots&lt;br /&gt;
* Removed Vault Dust&lt;br /&gt;
* Removed Vault Plating&lt;br /&gt;
* Removed Chains, Sun Metal Bricks, Netherite Ingots, Iron Ingots &amp;amp; Nuggets&lt;br /&gt;
* Increased chance of Vault Nuggets&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilded Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Removed Gold Nugget &amp;amp; Ingots, Copper Ingot, Emerald, Mystery Box, Mod Box, Unobtainium&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Living Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Removed Bread, Vault Steak, Golden Carrots, Algal Brick, Algal Blend, Poisonous Mushroom, Hunter’s Eye, Inscription Piece&lt;br /&gt;
* Fixed Burger Parts scaling issue so they are now all equal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Chests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added Mod Boxes from level 30&lt;br /&gt;
* Increased chance of Vault Plating (as it is now the only source)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Vaults&#039;&#039;&#039;&lt;br /&gt;
In an attempt to make Raw Vaults more of a resource gathering vault, feeding the basic needs of a Sky Vaulter, we made them have their own set of chests, disconnected fully from normal vaults, and removed their objective. There are plans to include access to these vaults in the overworld version of Vault Hunters in a very soon future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafted Modifiers&#039;&#039;&#039;&lt;br /&gt;
Not only were crafted modifiers incorrect for many gear pieces, we also had a ruleset where the crafted modifier unlock would trail a full group behind being able to roll the modifier randomly and naturally. The initial idea was that the power of crafted modifiers would otherwise be too high - however - this created a lot of confusion and wasn’t very intuitive, there was no way for a player, without looking it up, to understand why certain things unlocked at certain levels.&lt;br /&gt;
In 11.2 we have;&lt;br /&gt;
&lt;br /&gt;
* Rebuilt all crafted modifiers to adhere to their correct group on all items&lt;br /&gt;
* Made all crafted modifiers unlock (or be available to unlock through archives) with the correct level of the affix, i.e whenever you can randomly roll +4-5 Armour, you can also craft that affix&lt;br /&gt;
* Enabled the highest tier of the affix to be a craftable modifier&lt;br /&gt;
* Changed the cost of applying crafted modifiers heavily&lt;br /&gt;
* Crafted modifiers are now discovered progressively. For example, you must discover all previous tiers of a given modifier before you can discover its final tier.&lt;br /&gt;
&lt;br /&gt;
We hope that this will make crafted modifiers more fun to work with, as it does give more control to gear crafting to the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Looting Research&#039;&#039;&#039;&lt;br /&gt;
We are trying to make inventory management early game less of a hassle, and as such we had to do some pretty drastic changes to research.&lt;br /&gt;
We created 3 new researches in the Looting Group, where the player can get access to all Stack Upgrades, all Refill Upgrades and/or all Feeding Upgrades. Any other upgrades had their research lock removed. The Pouch research was removed as we no longer gate it behind research, while double pouches, belts, backpacks and big backpacks still follow the upgrade chain. This is going to provide an early game with a massive buff, while making the player make more choices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Frostbite now scales its chance with the chained damage when using a chaining weapon. The first (on-hit) target gets the full frostbite chance of the talent, remaining targets are divided with the amount of chains the player has.&lt;br /&gt;
* Frostbite now scales its total chance with potential targets using Javelin Scatter &amp;amp; Javelin Piercing, dividing up the total chance among targets divided in 2.&lt;br /&gt;
* Mastery talents buffed to 25-125% increased damage across the board (up from 10-50%)&lt;br /&gt;
* The required items that can appear for crafting crystals before level 10 was minimized to make very early game crystal recipes very easy and predictable to complete&lt;br /&gt;
* Vault Gear &amp;amp; Tools will now have the “Level tag” changed to &#039;&#039;Required Level X&#039;&#039; whenever the player is lower level than the item or tool&lt;br /&gt;
* Cube Room blocks now drop Vault Gold if they don’t drop a puzzle block&lt;br /&gt;
* Ambient Light in all themes increased&lt;br /&gt;
* Dungeons now spawn with a mob barrier that dungeon mobs can not cross. This barrier is there to provide a safety net for when the player “flees” the dungeon, since dungeon mobs don’t have an indicator of them being dungeon mobs (and they can be very dangerous).&lt;br /&gt;
* Trap Disarm Gear Modifier had its levels reworked so that it’s available earlier in the playthrough, as it gets outscaled by tools later game&lt;br /&gt;
* Specific Damage Increase on weapons got heavily buffed (from 5-29% to 10-100%)&lt;br /&gt;
* We made the Spirit Extractor and the Soul Diffuser cheaper and not gated behind soul flames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Knockback Resistance and Durability’s chance of appearing as a prefix on armour pieces was incorrect and got fixed&lt;br /&gt;
* Some affixes was scaling incorrectly&lt;br /&gt;
* Fixed Archon scaling incorrectly past level 8 (costing too much mana)&lt;br /&gt;
* Fixed a bug where Dash: Bullet would trigger Lucky Hit&lt;br /&gt;
* Fixed a bug where the Bounty Table rolled empty bounties&lt;br /&gt;
* Fixed a bug where the quest tree would get stuck on Bounty Hunting&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.2&amp;diff=10818</id>
		<title>Patch Notes/3.11.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.2&amp;diff=10818"/>
		<updated>2026-03-24T01:48:32Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.11.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.11.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.11.2&lt;br /&gt;
| next       = 3.11.3&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: August 13th 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Buffed Vault Plating in Wooden Chests by about 150%&lt;br /&gt;
* Buffed Trinket Chance at lvl 50 and 65, from 0,4% of pool to 0,8% and 0,94% of pools&lt;br /&gt;
* Increased the base amount of loot rolls in Wooden Chests (from 8-10 to 10-12)&lt;br /&gt;
* Increase Raw Carbon in Wooden chests by about 35%&lt;br /&gt;
* Buffed Key Pieces, tripled the chance&lt;br /&gt;
* Various tweaks to loot table in general, skewed towards getting more of the “right” materials for the player&lt;br /&gt;
* Buffed the amount of silver scrap when scrapping a jewel to 6-8 (from 2-8)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug allowing Lucky hit to be crafted on wands, despite Lucky hit affix existing&lt;br /&gt;
* Fixed a bug where Chaos Vaults could roll random modifiers&lt;br /&gt;
* Fixed a bug where Champions Abode affected vaults globally&lt;br /&gt;
* Fixed a bug where Mana Shield Retribution could be triggered through other means than direct on-hit&lt;br /&gt;
* Fixed a bug where Ancient Copper was missing a recipe&lt;br /&gt;
* Fixed a bug where Living Rocks Block didn’t have soul value&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.3&amp;diff=10817</id>
		<title>Patch Notes/3.11.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.3&amp;diff=10817"/>
		<updated>2026-03-24T01:48:31Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.11.3 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.11.3&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.11.2&lt;br /&gt;
| next       = 3.11.4&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: September 3 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rework: Potions ===&lt;br /&gt;
&lt;br /&gt;
We want to make potions more intuitive and more useful for more people. In this update we have completely rewritten and rethought them from the ground up, in order to meet that goal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We now have 3 recharge types: Pacifist’s Vial (time based) | Goblin’s Vial (chest loot based) | Slaughter’s Vial (kill mobs based)&lt;br /&gt;
* Recharge targets scale with vault level instead of potion&lt;br /&gt;
* Potions can now be used in the overworld (but can only be recharged inside vaults)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifier Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All potions now have 1 modifier slot, instead of it scaling in amount&lt;br /&gt;
* The additional modifier slot scales with the type of base potion, this affects things like duration of effect, or power of effect&lt;br /&gt;
* The modifiers was completely rewritten to be more impactful when drinking your potion&lt;br /&gt;
* Many modifiers are now unlocked by default and can be applied at any level&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visuals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We changed the look of the Alchemy Table to fit our other workbenches, and added an animation when infusing a potion&lt;br /&gt;
* The potions now lose a charge visibly&lt;br /&gt;
* The potions “band” represent what type of potion it is&lt;br /&gt;
* The potion will animate when it refills a charge&lt;br /&gt;
* The potion’s colour is determined based on its modifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* New talent: Intelligence, adds passive Ability Power to match Strength&lt;br /&gt;
* 5 New Themes was added: Spring, Summer, Autumn, Winter, Chaos&lt;br /&gt;
* Chaos Theme augment is craftable using any other 3 augments&lt;br /&gt;
* New Armour Set: Fox Armour&lt;br /&gt;
* Equipping an off-hand now takes time, the item only becomes active after 20 seconds. This will incentivise using one off-hand during a vault run, while still allowing “hot swapping” inside a vault&lt;br /&gt;
* Champion Patreons now have a new Champion Sword Transmog unlocked!&lt;br /&gt;
* Added several new wand transmogs&lt;br /&gt;
* Added a new Pylon to recharge potions&lt;br /&gt;
* Added Hydrovoid modifier to jewels! This prefix will make your tool able to break liquids and completely void them, very useful for clearing large bodies of water in the overworld, or clearing smaller bodies of Void Liquid inside a vault&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Specilalised abilities were renamed to better reflect that it is a separate ability.&lt;br /&gt;
* Chaos Vaults have got a bit of love&lt;br /&gt;
** Chaos Vaults now have a random theme for every tunnel and room, this also affects ore spawning weights&lt;br /&gt;
** Chaos Vaults now have every POI scrambled, which means that a classic “Gilded POI” can now be an Ornate POI, or Wooden POI, or both&lt;br /&gt;
** Modifier Pool Updated&lt;br /&gt;
*** Can no longer roll bonus chests&lt;br /&gt;
*** Wild modifier chance lowered by 50%&lt;br /&gt;
*** Cascading modifiers increased by 100%&lt;br /&gt;
* Removed Talent Alchemist&lt;br /&gt;
* Prudent Talent got 4 more levels and the effect split up on 8 skill points instead of 4&lt;br /&gt;
* The Vault Clock now starts when the played leaves the start room&lt;br /&gt;
* Champions range attack damage was lowered by 50%&lt;br /&gt;
* Vaulterite Ingot recipe changed to better allow players to use them for crafting new gear&lt;br /&gt;
* Gear crafting recipe was reduced, we removed the Netherite Ingots and Diamonds, and added Netherite Scrap instead, to make crafting more viable throughout the playthrough&lt;br /&gt;
* Arcade Armour transmog set now has the face visible in the helmet&lt;br /&gt;
* Changed the texture of chipped vault rock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug affecting Spirits not spawning properly inside vaults&lt;br /&gt;
* Fixed a bug that allowed Spirits to become champions&lt;br /&gt;
* Fixed a bug where durability damage got reduced the more damaged a gear piece was&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.4&amp;diff=10816</id>
		<title>Patch Notes/3.11.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.11.4&amp;diff=10816"/>
		<updated>2026-03-24T01:48:29Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.11.4 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.11.4&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.11.3&lt;br /&gt;
| next       = 3.12.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: September 10 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added the Soul Harvester!&lt;br /&gt;
  This research-locked block is an upgraded version of the Soul Diffuser. It can diffuse up to 9 stacks of items almost immediately, it will auto pull from the inventory above it, and auto push to the inventory below it&lt;br /&gt;
* Added 4 new armour transmog sets!&lt;br /&gt;
* Added a new Easter &#039;&#039;egg&#039;&#039; shield&lt;br /&gt;
* Added an Axe transmog for our Champion Patreons&lt;br /&gt;
* Added the ability to hold shift to consume all held burgers at once&lt;br /&gt;
* Added some backend to prevent using keepInventory which created dupes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed a &#039;&#039;&#039;critical&#039;&#039;&#039; bug that caused thorns and wither skeletons to crash servers&lt;br /&gt;
* Fixed a bug where Intelligence level 4 give Illager Damage instead of AP&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.0&amp;diff=10815</id>
		<title>Patch Notes/3.12.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.0&amp;diff=10815"/>
		<updated>2026-03-24T01:48:28Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.12.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.12.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.11.4&lt;br /&gt;
| next       = 3.12.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: November 8th 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Important Technical Note ===&lt;br /&gt;
&lt;br /&gt;
Update 12 features Forge Server configuration changes, which means that the first time you launch your world or server, you will have to relog/restart in order for Forge to have a chance of updating the server configs correctly, this is normal and will not cause any issues after the restart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
* Added the Herald Vault&lt;br /&gt;
** This vault contains the Herald, which can be seen as the final boss of Vault Hunters. This fight takes the player through the different stages of Vault Hunters, and should be seen as a “raid fight”. It also scales in multiplayer!&lt;br /&gt;
* Overhauled God Altars&lt;br /&gt;
** The player is now tasked with a timed challenge! (scales with difficulty)&lt;br /&gt;
** Completing the challenge always grants one of two favours from the specific god&lt;br /&gt;
** Failing the challenge curses the vault!&lt;br /&gt;
* Overhauled God Favours, Reputation and purpose&lt;br /&gt;
** Reputation is now gained instantly when completing a god altar if the player has enough affinity and gets lucky (50% affinity = 50% chance for a reputation point)&lt;br /&gt;
** Several reputation points can be gained in one vault&lt;br /&gt;
** Max reputation is now 25 total, which means that the player can have 25 points of reputation spread across the 4 gods. Getting a 26th reputation point will remove a reputation point randomly from another god&lt;br /&gt;
*** The god transmogs gets unlocked permanently when hitting 25 reputation with any given god&lt;br /&gt;
** The purpose of reputation has to do with the Divine Paradox, instead of the favours, the favours are now always “max” rolled&lt;br /&gt;
* Added Divine Paradox Vault&lt;br /&gt;
** A vault where the player can build rooms themselves, and visit it daily to run it! (re-opens every 20 hours)&lt;br /&gt;
*** Has extensive new quests to explain how&lt;br /&gt;
** Rooms can be built permanently by having enough reputation and spending gold!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added Charms&lt;br /&gt;
** New Accessory item, can not be equipped or changed inside a vault, rolls affinity to a god, and takes a use when completing a god altar&lt;br /&gt;
* Added Focus&lt;br /&gt;
** New off hand that replaces the old Idols. Designed to be a utility off hand, focusing on sustainability, magic resistance and mana&lt;br /&gt;
** Can roll utility abilities +, for example Dash and Heal&lt;br /&gt;
* Added Ancient Copper Grates &amp;amp; Buttons (inspired by vanilla’s 1.21 update)&lt;br /&gt;
* Added Ancient Copper Golems&lt;br /&gt;
** They can be summoned by combining an ancient copper block, an ancient copper grate and an ancient copper button&lt;br /&gt;
** Naming them makes them proud…&lt;br /&gt;
** They decay over time, eventually dying, after going through all the copper stages&lt;br /&gt;
* Added Plunderer’s Pearl&lt;br /&gt;
** This catalyst item can be attached to a vault crystal to add the Plunderer modifier, which nullifies any experience, and increases the item quantity by 10% and ore yield by 20%&lt;br /&gt;
* Added Living Rock Planter&lt;br /&gt;
** A decorative item to plant things on&lt;br /&gt;
* Added a bunch of new quests &amp;amp; refined some older ones!&lt;br /&gt;
* Added the Artifact Tome&lt;br /&gt;
* Added Small Sweets Block, which can be placed and eaten from&lt;br /&gt;
* Added in-world cup cakes (placeable vault sweets)&lt;br /&gt;
* Added Gilded Candelbra&lt;br /&gt;
* Added a gamerule “questExpertMode” (default false) which unlocks all quests at once and removes the progression based quests. When enabled in a world it &#039;&#039;&#039;can not be reverted&#039;&#039;&#039; in that world&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Jewels&lt;br /&gt;
  &amp;gt; &#039;&#039;We heard the community (ML) and we agree; there was too much “feels bad” working with jewels. Because of that we have made some significant changes, not just removing the “feels bad” but also making it more accessible to work with jewels and to make tools better faster.&#039;&#039;&lt;br /&gt;
** Jewel Size changed to 10-35 (from 10-90)&lt;br /&gt;
** Jewel Cutting Station no longer randomly cuts the jewel, but instead cuts the jewel in grade (Perfect&amp;gt;Flawless&amp;gt;Flawed&amp;gt;Chipped&amp;gt;Gemstone)&lt;br /&gt;
** Jewel Cutting is now 1-4 instead (from 1-10)&lt;br /&gt;
** Slightly increased the jewel grade rarity&lt;br /&gt;
** Jeweler Expertise changed to guarantee 1-3 cuts before downgrading the jewel, instead of relying on random chance&lt;br /&gt;
* When interacting with an Alchemy Station or Modifier Workbench the player now gets 3 choices, instead of just one random&lt;br /&gt;
* Removed Idols from the game&lt;br /&gt;
  &amp;gt; &#039;&#039;With moving the affinities to the charms, we felt like it was weird to have an off-hand tied to the gods, and wanted to replace idols, and their features, with Foci instead, to stay true to the lore and accessibility.&#039;&#039;&lt;br /&gt;
* Removed the base affinity % of 5%, instead players now have 0% affinity until modified by a charm or expertise.&lt;br /&gt;
* Moved utility ability+ to Focus from Wand&lt;br /&gt;
* Treasure rooms now spawn from level 50&lt;br /&gt;
* Dungeons no longer appear before level 20&lt;br /&gt;
* God Altars appear from level 40&lt;br /&gt;
* Reworked some of the common rooms to have more loot and poi’s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Scatter Javelin got a slight mana increase and slight damage decrease&lt;br /&gt;
* Smite had its radius decreased, and now scales with ability level (previously static)&lt;br /&gt;
* Artifacts drop rate was changed&lt;br /&gt;
** 0% during Beginner’s Grace (0-19) (lowered)&lt;br /&gt;
** 5% between lvl 20-49 (same)&lt;br /&gt;
** 20% from 50+ (up 15%)&lt;br /&gt;
* Divine expertise was changed to give 10-20-30% affinity instead of 15-30-45%&lt;br /&gt;
* Artisan expertise got an extra level&lt;br /&gt;
* Increased the experience gain by 100%&lt;br /&gt;
* Increased loot gain by 30%&lt;br /&gt;
* Increased lvl 50+ burgers experience gain by 120-200%&lt;br /&gt;
* Improved items sold in the Vendor Room&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug where Hydrovoid didn’t work with Fortune tools&lt;br /&gt;
* Fixed a bug that auto-repaired tools when vein mining while breaking&lt;br /&gt;
* Fixed the Wolf armour circlets so that they sit correctly on the player’s head&lt;br /&gt;
* Fixed mob &amp;amp; chest potions recharging globally&lt;br /&gt;
* Fixed some broken POI’s not appearing&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.1&amp;diff=10814</id>
		<title>Patch Notes/3.12.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.1&amp;diff=10814"/>
		<updated>2026-03-24T01:48:26Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.12.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.12.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.12.0&lt;br /&gt;
| next       = 3.12.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: November 8th 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash when spawning in the Herald boss&lt;br /&gt;
* Fixed vaults starting with Velara&#039;s Favour&lt;br /&gt;
* Fixed mismatch in Chipped Mod version&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.2&amp;diff=10813</id>
		<title>Patch Notes/3.12.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.2&amp;diff=10813"/>
		<updated>2026-03-24T01:48:25Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.12.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.12.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.12.1&lt;br /&gt;
| next       = 3.12.3&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: November 8th 2023&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Spirit Extractor now puts items back in their correct slot when recovering a ghost&lt;br /&gt;
* Added text shadow in the selection list of the Archive blocks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* God Altars now do not require the player to return to the altar if difficulty is Piece of Cake, Easy or Normal&lt;br /&gt;
* Herald Updates&lt;br /&gt;
** The number of projectiles fired on the Tenos stage of the Herald got increased in single player, from 1-3 to 4-7&lt;br /&gt;
*** This should make this stage slightly less RNG-swingy, and slightly more exciting in single player&lt;br /&gt;
** The number of catalysts spawning now scales correctly with players active in the vault&lt;br /&gt;
* Slightly lowered the difficulty of some of the god altar challenges&lt;br /&gt;
  &amp;gt; Note: We see Divine Paradox as a very strong reward for God Challenges, and while some of them might have been slightly overtuned, they are supposed to be a challenge.&lt;br /&gt;
* Champion aura range increased with 1&lt;br /&gt;
* Crafting gear now costs 1x Netherite Ingot instead of 1x Netherite Scrap&lt;br /&gt;
** This raises the values of bounties rewarding Netherite, as well as farms to produce gold&lt;br /&gt;
** This also corrects the lore of the player receiving netherite scrap when scrapping gear pieces&lt;br /&gt;
* Changed Ancient Copper Block to be 3x3 instead of 2x2 crafting recipe&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Slaughter Potion not recharging&lt;br /&gt;
* Fixed a bug where dying to bleed in the Herald vault lead to losing all items&lt;br /&gt;
* Idols removed from Vendor room&lt;br /&gt;
* Idols removed from Treasure Sand&lt;br /&gt;
* Idols removed from Black Market&lt;br /&gt;
* Idol proficiency removed from the Forge&lt;br /&gt;
* Proper display name of Focus in the Forge&lt;br /&gt;
* Fixed a bug where the Locked curse would not allow you to leave an Architect vault&lt;br /&gt;
* Fixed a bug where the Quest book would get stuck when a Quest progression was changed&lt;br /&gt;
* The Herald boss now correctly scales values to the difficulty (was previously always scaling as if game difficulty was hard)&lt;br /&gt;
* Fixed a crash that would occur when rerolling bounties on lvl 100&lt;br /&gt;
* Fixed text for Tenos favour&lt;br /&gt;
* Fixed a bug where every unmodified vault after level 50 would be a Velara favoured vault&lt;br /&gt;
* Fixed some mobs (piglins) not registering correctly as dungeon mobs during a dungeon god altar challenge&lt;br /&gt;
* Fixed idol modifiers still appearing in Modifier Archives&lt;br /&gt;
* Fixed Ancient Copper Golem loot tables&lt;br /&gt;
* Fixed a desync client &amp;amp; server related crash&lt;br /&gt;
* Fixed a bug where Raw Ore blocks cooked extremely fast&lt;br /&gt;
* Fixed a bug where dungeon modifiers was offered without having their previous tier unlocked&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.3&amp;diff=10812</id>
		<title>Patch Notes/3.12.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.3&amp;diff=10812"/>
		<updated>2026-03-24T01:48:23Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.12.3 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.12.3&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.12.2&lt;br /&gt;
| next       = 3.12.4&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: November 15th&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is one of those patches that exists because a bug fix in the previous one created a new bug :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug with quest progression causing players to be unable to join their world or server&lt;br /&gt;
* Correct netherite ingot in crafting recipe as promised in 12.2&lt;br /&gt;
* Corrected ancient copper ingot recipe from block&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.4&amp;diff=10811</id>
		<title>Patch Notes/3.12.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.12.4&amp;diff=10811"/>
		<updated>2026-03-24T01:48:22Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.12.4 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.12.4&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.12.3&lt;br /&gt;
| next       = 3.13.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: November 19th&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Thanks to community legend BONNe we got inspired to add a functionality of letting the Identification Stand identify items in deep inventory (backpacks, shulker boxes etc) by right clicking the identification stand with the inventory desired to be identified&lt;br /&gt;
* Actual Damage values are now visible on all abilities. The game will auto calculate depending on what gear the player is wearing, and weapon they have selected (hotbar). We hope this helps clear confusion about damage scaling!&lt;br /&gt;
* Added Ancient Copper Conduit, this is a nice decorative block, and when thrown in water it will blast any rain out of the skies!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* The gamerule &#039;&#039;&#039;vaultBoostPenalty&#039;&#039;&#039; got overhauled&lt;br /&gt;
  &amp;gt; We want to encourage people to play with friends as much as possible, because together is better! With this change, people can turn this gamerule on, and the game will function very well in “catch up mode”, you can enjoy vaults at your level with your higher level friends, who will now get loot, but no experience, making it so that you can catch up!&lt;br /&gt;
** If set to true (default false) it will now;&lt;br /&gt;
*** Reduce Vault Exp gain if the player is +1 level above the vault, i.e if a player is level 30 and runs a level 28 vault they will get experience penalty. This penalty is -20% per delta level beyond the first, so in this example if a player runs a level 24 vault at level 30 they get 0% experience&lt;br /&gt;
*** The previous loot penalty for having this game rule set to true has been removed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Further updated God Altars, focusing on making them easier and less RNG swingy&lt;br /&gt;
** Made scaling steps much smaller&lt;br /&gt;
** Made the entry step much easier across all tasks&lt;br /&gt;
* Champions can now use their range attack on Normal+ (previously only on hard and above)&lt;br /&gt;
  &amp;gt; Note: champions use a range attack when their movement gets impaired, i.e frozen, or blocked off with blocks. We feel that this feature should exist on normal difficulty, and not just on the higher difficulties. They will however not do this on Easy &amp;amp; Piece of Cake.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that made rescued spirits have no items&lt;br /&gt;
* Fixed a bug that made reviving not calculate deep inventories (backpacks, shulker boxes etc)&lt;br /&gt;
* Fixed a bug making ancient copper golems despawn&lt;br /&gt;
* Fixed some movement logic with waxed golems&lt;br /&gt;
* Fixed a long lasting bug where Angel could be unlearnt and still function&lt;br /&gt;
* Fixed a long lasting bug where Angel could be working inside vaults, giving creative flight while vaulting&lt;br /&gt;
* Added a check to remove all player effects entering and leaving vaults, this should fix a couple of bugs or unintended features&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.13.0&amp;diff=10810</id>
		<title>Patch Notes/3.13.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.13.0&amp;diff=10810"/>
		<updated>2026-03-24T01:48:20Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.13.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.13.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.12.4&lt;br /&gt;
| next       = 3.14.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monolith change to Light the Braziers&#039;&#039;&#039;&lt;br /&gt;
** Braziers spawn in every room and will have 1 positive modifier and 1 negative modifier&lt;br /&gt;
** The choice is on you to pick which modifiers you want.&lt;br /&gt;
** After filling the bar at the top of your screen the objective completes and you can leave, however you can also go for some extra greed and find left over braziers. These can now be pillaged for extra loot. Most of the time this loot will be sooty in nature but you can find some rare treasure in them.&lt;br /&gt;
** Every extra brazier pillaged will add an additional negative modifier to the vault.&lt;br /&gt;
* &#039;&#039;&#039;Cake vault changes&#039;&#039;&#039;&lt;br /&gt;
** There is now a crake pedestal in every room. This allows the player to push as hard as they can without needing to worry about exiting&lt;br /&gt;
** Every cake consumed will add a modifier that increases everything slightly. From chest spawn to ore, from mob health to mob damage everything will go up slightly.&lt;br /&gt;
** The Crake(cake crate) is now scaled based on the amount of cakes consumed.&lt;br /&gt;
** Around 40 cakes is what we would consider a normally filled crake&lt;br /&gt;
* &#039;&#039;&#039;Soul flame - Ascension&#039;&#039;&#039;&lt;br /&gt;
** Soul flames now add ascension stacks to your vault. These stacks increase every time you complete the objective.&lt;br /&gt;
** The objective in ascension vaults can only be one of two types, Elixir or Scavenger, and is random.&lt;br /&gt;
** When you die/lose in an ascension vault you get a plaque with your score, and if you got far enough you also get some Embers. These can be traded with other players, or used in the Ascension Forge to purchase special transmogs, only available through this mechanic, or title scrolls, allowing you to add a title to your name tag (both prefix and suffix titles are available!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Add the ability to remove a single coin from a coin pile by shift right clicking with an empty hand.&lt;br /&gt;
* Added the option to not show points messages(skill/research/regret/expertise).&lt;br /&gt;
* Added the Animatrix, This block will allow you to add a singular mob egg, It will then render the mob above it.&lt;br /&gt;
* Added a gamerule to disable the research team penalty. This means you will no longer get a increased cost in knowledge points per team member&lt;br /&gt;
* Added Wardens Pearl - Use this item to add afterlife to a crystal.&lt;br /&gt;
* Added an accessibility feature for Shop pedestals that adds the rarity to the name of the item&lt;br /&gt;
* Added the ability to combine charms with a crystal, resulting in tears being added to the crystal as a modifier. Every tear represents 1% affinity with the god of the charm.&lt;br /&gt;
* Added Vendoors - These share a pool with treasure doors and replace the vendor room. Players can open them to see what is on offer in that specific Vendoor.&lt;br /&gt;
* Added 3 new transmog sets for the winners of the Love Tropics charity event; SilentFoxxy, GuyBrush &amp;amp; LupiCanis these are unique and can be unlocked, but we aren’t telling you how!&lt;br /&gt;
* A New transmog set is unlocked when unlocking Big Backpacks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Change angel block to be usable for all players with angel expertise regardless of whether they placed it or not&lt;br /&gt;
* Vault End Screen was changed;&lt;br /&gt;
** Only shows the ore the player mined instead of the entire list of ores&lt;br /&gt;
** Order Co-op list by experience gained&lt;br /&gt;
* Lucky altar completes the recipe instead of giving a 90% discount&lt;br /&gt;
* Vault objective will now show on join/survive/defeat and complete messages&lt;br /&gt;
* When using a pylon a message will be displayed to the player what pylon effect they just gained.&lt;br /&gt;
* Made god altars auto complete, returning to the god altars will reward the player with a God Token. These tokens can be used to “cap” a crystal and give the favour to that entire vault.&lt;br /&gt;
* Changed the bounty table so it keeps the rerolled bounty in focus&lt;br /&gt;
* You can now buy from shopping pedestals without needing to craft all your coins into gold coins&lt;br /&gt;
* The Trapped Modifier changed to Clumsy, which, before adding more trap chance, decreases the trap disarm of any player by 50%. If enough of these are stacked so that the trap disarm of a player gets to 0, the trap chance will go up by 50% of the base, (so from 5% to 7,5% etc)&lt;br /&gt;
  &amp;gt; Developer Note: This may seem harsh, but in reality this will yield less traps than the old Trapped did, but will make Trap Disarm a better stat to stack&lt;br /&gt;
* Copiously now works past 100%&lt;br /&gt;
* Blank Inscriptions can no longer be found in chests but can only be crafted&lt;br /&gt;
* Champions now have a limit on the amount of abilities they spawn with. This is determined by the difficulty:&lt;br /&gt;
** Piece of Cake/Easy: 0&lt;br /&gt;
** Normal: 0-1&lt;br /&gt;
** Hard+: 1&lt;br /&gt;
* Damage Types have been changed.&lt;br /&gt;
** Instead of Undead, Athropods, Illager and Nether Damage, players now roll our mob type damages, Tank, Assassin, Dungeon, Horde &amp;amp; Dweller damage on their weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Slimes now scale their chance of spawning a poison cloud on death, instead of always spawning it, the range is level based and goes from 20% at lvl 0 to 75% at level 100&lt;br /&gt;
* Snow Wolves now has a chance of collapsing in to a chilling cloud on death&lt;br /&gt;
* Elixir Objective now has a scaling step at level 90 and 100, increasing its difficulty&lt;br /&gt;
* Hammers can no longer use the vein miner abilities&lt;br /&gt;
* Mana &amp;amp; Mana% on potions beyond the first has got lowered amounts (not retroactively, legacy potions still functions)&lt;br /&gt;
* Increased the general experience gain for killing mobs by 10%&lt;br /&gt;
* Add wool to 2 string pulverizing for all wool colors&lt;br /&gt;
* Increased the experience gained by killing mobs, and significantly increased Dungeon mobs experience reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fix client crash with broken charm&lt;br /&gt;
* Fix AE2 autocrafting&lt;br /&gt;
* Fix God reputation resetting back to 0&lt;br /&gt;
* Fix spirit extractor counting items double&lt;br /&gt;
* Fix cake completion endscreen(it now shows the correct amount of xp)&lt;br /&gt;
* Fix fading setting players to 1hp when using a giants heart&lt;br /&gt;
* Charm will not kill the player anymore if a projectile from a charmed mob hits them&lt;br /&gt;
* Fix cake transmog not unlocking&lt;br /&gt;
* Fix deaths door transmog not unlocking&lt;br /&gt;
* Fix being able to join as a coop in the build phase of a paradox vault.&lt;br /&gt;
* Fix architect quest not unlocking after catalyst quest&lt;br /&gt;
* Fix absorption pylons&lt;br /&gt;
* Fix items from shop pedestals not stacking&lt;br /&gt;
* Fix gilded chest dungeons and chaos loot pools not scaling beyond lvl 20&lt;br /&gt;
* Fixed a bug where Champions with the Leech effect didn’t life leech&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.14.0&amp;diff=10809</id>
		<title>Patch Notes/3.14.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.14.0&amp;diff=10809"/>
		<updated>2026-03-24T01:48:19Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.14.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.14.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.13.0&lt;br /&gt;
| next       = 3.14.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystal Modification Overhaul&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Our goal has been to simplify crystal modification, make it more streamlined and easier to access for all players, with less RNG and more control. In order to achieve this goal we have made some major changes in crystal modification&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added the &#039;&#039;&#039;Crystal Workbench&#039;&#039;&#039;, used to modify crystals (instead of anvil operations)&lt;br /&gt;
* Crafted crystals have a capacity, depending on their level&lt;br /&gt;
* &#039;&#039;&#039;Inscriptions&#039;&#039;&#039; and &#039;&#039;&#039;Catalysts&#039;&#039;&#039; and &#039;&#039;&#039;Charms&#039;&#039;&#039; now all have a size indicator, taking up capacity of a Crystal&lt;br /&gt;
* A crystal can be &#039;&#039;&#039;infinitely modified&#039;&#039;&#039;, but modifying a crystal past it’s capacity will add curses, which can no longer be removed&lt;br /&gt;
* &#039;&#039;&#039;Capstones&#039;&#039;&#039; have been added to the game, these “caps” the crystal and makes it unmodifiable, as such only one capstone can be added to any one crystal&lt;br /&gt;
* Seals are now applied in the Crystal Workbench and can be applied on a crystal as long as it’s not unmodifiable.&lt;br /&gt;
* Catalyst crafting is &#039;&#039;&#039;no longer random&#039;&#039;&#039;, the player can choose what catalyst to craft in the Catalyst Infusion Table.&lt;br /&gt;
* In order to simplify certain vault modifications, we have turned all “core vault” changers, such as Chaos Vault or Cake Vault, into Vault Rocks. The logic is simple, a normal vault rock crafts a normal, unmodified but modifiable crystal, while special vault rocks craft vaults that are pre-determined, and cant be modified.&lt;br /&gt;
* Inscriptions now function more like catalysts, they can be added to any crystal regardless of objective. If a crystal has at least one inscription, it will render a map of any inscribed rooms in the start room for the player to memorise!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Several new quests have been added&lt;br /&gt;
* Capstones; Dungeon Hunter &amp;amp; Treasure Hunter, giving the player the ability to add these modifiers to a crystal&lt;br /&gt;
* The Blood Themes now have specific blood mobs, they hit harder than regular mobs, but are in general slower.&lt;br /&gt;
* Legendary Items now render a legendary indicator on the item icon in an inventory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Paradoxical Gem has been removed, and instead a player can reset their divine paradox progress by dropping a Paradox Build Crystal into void liquid and wait for 5 seconds. This action will consume the void liquid.&lt;br /&gt;
* The Shortened Modifier has been removed from the negative modifier pool&lt;br /&gt;
* Catalysts now have an icon representing what they do&lt;br /&gt;
* Mystic Expertise has changed, and will now add capacity to a crafted crystal if learnt&lt;br /&gt;
* Infuser Expertise removed (we are looking to fill this void in Update 15)&lt;br /&gt;
* Chipped Vault Rock has been removed, and the player will now mine full vault rocks directly from vault stone. The texture for a vault rock has changed however!&lt;br /&gt;
* Empty Inscriptions have been removed&lt;br /&gt;
* Architect Seal/Vault no longer exists, as inscriptions can be added on any crystal with any objective&lt;br /&gt;
* The Quest system now unlocks in blocks, meaning several quests are available at any given time past level 10, which allows the player more freedom and choices in their playthrough.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Fireshot now scales its mana cost to make it more viable in early game&lt;br /&gt;
* Bounty XP Reward has been heavily buffed across the board, to have a bigger impact on gaining experience past level 35&lt;br /&gt;
* Treasure Chests have been buffed, material fillers have been removed and replaced with Vault Gold/Silver, and the “rare item” pool has been extended&lt;br /&gt;
* A Curse is now always the same, it will add decay to the vault (failure to generate blocks/loot), make some mobs apply hexes when attacking, and some mobs invulnerable. It will have random explosions, collapse, and spawn in void pools randomly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Poison traps now shoot poison again instead of water bottles&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.14.1&amp;diff=10808</id>
		<title>Patch Notes/3.14.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.14.1&amp;diff=10808"/>
		<updated>2026-03-24T01:48:17Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.14.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.14.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.14.0&lt;br /&gt;
| next       = 3.14.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that locked crystal creation to the first player crafting one on a multiplayer dedicated server&lt;br /&gt;
* Fixed a bug that cause the game to crash when removing an item from the Modifier Archives&lt;br /&gt;
* Fixed a bug that ignored rendering of legendary item icon&lt;br /&gt;
* Fixed a bug where Crystal Workbench would cause a crash when interacting with JEI while using it’s UI&lt;br /&gt;
* Fixed a bug that allowed the player to use multiple repair cores at once to repair vault gear&lt;br /&gt;
* Updated Jewel Sorting mod to fix an intermittent crash with sorting chests&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.14.2&amp;diff=10807</id>
		<title>Patch Notes/3.14.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.14.2&amp;diff=10807"/>
		<updated>2026-03-24T01:48:16Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.14.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.14.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.14.1&lt;br /&gt;
| next       = 3.15.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a big where legacy inscriptions would crash the Inscription Table when inserted, they now instead get read as having 10 size, which makes them useful&lt;br /&gt;
* The same logic was applied to legacy Catalysts&lt;br /&gt;
* Fixed a quest bug crashing the game&lt;br /&gt;
* Updated the integration mod to handle auto crafting&lt;br /&gt;
* Omega Shields on level 0 now have the correct amount of affixes&lt;br /&gt;
* Fixed a bug where empty inscriptions would still generate from black market purchases&lt;br /&gt;
* Fixed a bug where empty catalysts could be found in Digsites&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
* Loot Belts now have 4 upgrade slots instead of 3, making each backpack upgrade increase the upgrade slots. &#039;&#039;&#039;[Note: This will only be applied on freshly crafted loot belts!]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10806</id>
		<title>Patch Notes/3.15.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10806"/>
		<updated>2026-03-24T01:48:15Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.15.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.15.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.14.2&lt;br /&gt;
| next       = 3.15.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Curseforge Release: August 6th, 2024&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== IMPORTANT TECHNICAL NOTE ===&lt;br /&gt;
&lt;br /&gt;
Update 15 Part 1 requires a full server start and restart to enable the new curios slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
* Added Bingo Vaults&lt;br /&gt;
** This vault objective is to play a game of Bingo and to complete as many lines as possible&lt;br /&gt;
** For each line completed, the completion crate loot improves&lt;br /&gt;
** To complete the vault, find and interact with a grid gateway. You may complete after one line or continue to try to complete more lines.&lt;br /&gt;
** These vaults are recommended for level 50 or above. This objective starts appearing randomly at level 50 or above&lt;br /&gt;
** Task modifiers include:&lt;br /&gt;
*** Silently: Don’t harm any mob during the task&lt;br /&gt;
*** Flawlessly: Avoid taking any damage&lt;br /&gt;
*** Rapidly: Perform the task within a timeframe&lt;br /&gt;
*** Primitively: Complete the task without using mana&lt;br /&gt;
*** Combo: Multiple smaller tasks to be completed in a sequence within a timeframe&lt;br /&gt;
* Added Cards and Card Decks&lt;br /&gt;
** Cards are mini buffs that can be combined to strengthen your gameplay&lt;br /&gt;
** Cards appear in booster packs after level 50. Booster packs appear in completion crates and in the black market&lt;br /&gt;
** Card decks, either found or crafted, are necessary to use cards. Cards only have an effect if placed inside a Card Deck, and the Card Deck is worn in the specific Curios item slot for them&lt;br /&gt;
** Card types include: Stat, Arcane, Resource, Temporal, and Evolution. Each has a unique set of effects&lt;br /&gt;
** A Card Essence Extractor may be used to recycle unwanted cards. Inserted cards on the left are consumed when a redstone signal is applied to the block. This results in an amount of essence being stored in the block, displayed as a number in the GUI. This essence can be used to upgrade Evolution or Stat type cards to a higher tier, increasing the power of the card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* New Ability: Ice Bolt, a projectile attack with no arc, fast speed, and chilling effect. This ability is useful for crowd control in early and end-game scenarios. It features 8 levels with a specialization, Glacial Blast, that causes a chilling explosion&lt;br /&gt;
* New Talents:&lt;br /&gt;
** Blazing: Gain movement speed on mob kills&lt;br /&gt;
** Arcana: Gain mana regen on mob kills&lt;br /&gt;
** Lucky Momentum: Gain lucky hit chance on mob kills&lt;br /&gt;
** Frenzy: Gain attack speed on mob kills&lt;br /&gt;
** Treasure Seeker: Increased item rarity below 20% health&lt;br /&gt;
** Bountiful Harvest: Increased item quantity below 20% health&lt;br /&gt;
** Prime Amplification: Increased AoE above 80% health&lt;br /&gt;
** Purist: Extra damage based on Scrappy armor worn&lt;br /&gt;
** Hunter&#039;s Instinct: Chance to trigger ‘hunter senses’ on mob kills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ability &amp;amp; Talent Changes ===&lt;br /&gt;
&lt;br /&gt;
* Hunter ability was changed&lt;br /&gt;
** This ability no longer has specializations&lt;br /&gt;
** Highlights all POIs in a radius, respecting VH Accessibility settings&lt;br /&gt;
** One level: costs 4 points&lt;br /&gt;
** Cooldown: 10 minutes&lt;br /&gt;
** Mana Cost: 75&lt;br /&gt;
** Duration: 20 seconds (subject to change)&lt;br /&gt;
** Radius: 48 blocks&lt;br /&gt;
* Speed Talent was adjusted. It now has a maximum of 2 levels (+10% movement speed each).&lt;br /&gt;
* Masteries were reworked&lt;br /&gt;
** The group is limited to 10 maximum allocated points&lt;br /&gt;
** Mastery changes are as follows:&lt;br /&gt;
*** Champion Mastery: Increases damage to champions&lt;br /&gt;
*** Dungeon Mastery: Gains resistance to dungeon mobs&lt;br /&gt;
*** Horde Mastery: Increases soul chance from horde mobs&lt;br /&gt;
*** Assassin Mastery: Increases stun chance against assassin mobs&lt;br /&gt;
* The Summon Eternal Ability was removed from the game temporarily due to ongoing issues with eternals&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
&lt;br /&gt;
* Item changes:&lt;br /&gt;
** New Vault Fruits were added to provide a variety of time options. Juicy Grapes (20s), Ripe Mango (45s), and Wild Star Fruit (90s)&lt;br /&gt;
** Relics were removed from the game. This affects existing completed Relic Sets, they will no longer grant additional time in the vault&lt;br /&gt;
** The Magnetite crafting material was removed. Magnets now cost the same materials as other vault gear&lt;br /&gt;
** Vault Ingots were removed. Vault Alloy is now crafted using Vaulterite Ingots&lt;br /&gt;
** Repair Cores are no longer lootable in Ornate Chests and must be crafted&lt;br /&gt;
** Vault Apples and Hearty Apples were removed&lt;br /&gt;
** Health gear attribute ranges have been significantly lowered (existing items are unaffected)&lt;br /&gt;
** More accurate error descriptions were added on the vault artisan station gear crafting operations as to why a focus cannot be applied&lt;br /&gt;
* Mod and Research changes:&lt;br /&gt;
** Applied Energistics 2 and Refined Storage now cost 2 knowledge points each&lt;br /&gt;
** The Refined Storage Crafting Grid recipe was changed. It now costs 3 pogs, 4 black chromatic iron, an RS grid, and a crafting table&lt;br /&gt;
** Stone Generator from the Iron Generators mod was removed&lt;br /&gt;
** Iron Generator no longer requires purchasing the Iron Generators research to allow for early-game power generation&lt;br /&gt;
* Gear swapping cooldown is expanded to also include any non-mainhand gear slot. Triggering a cooldown on the involved item(s) that prevents gear attributes from applying and limits its elytra functionality&lt;br /&gt;
* Treasure Rooms have their main treasure chest removed in favor of providing one item with more value. Treasure sand inside treasure rooms got its drops increased&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Corrected mobs in the flesh theme&lt;br /&gt;
* Fixed several issues with POIs&lt;br /&gt;
* Removed lingering old items (e.g., relics, empty flasks)&lt;br /&gt;
* Fixed quest-related bugs&lt;br /&gt;
* Removed treasure keys from crates below level 50&lt;br /&gt;
* Properly removed relic drops from vault loot&lt;br /&gt;
* Fixed an issue with returned items from the Crystal Workbench&lt;br /&gt;
* Infuser now removes 1 random negative modifier as intended&lt;br /&gt;
* Prevented over-repairing beyond repair slot limits&lt;br /&gt;
* Fixed issue with Accustomed modifier leveling players to 100 in one vault&lt;br /&gt;
* Fixed title removal bug affecting level and vault status in the tab list&lt;br /&gt;
* Prevented the crafting of treasure keys inside vaults&lt;br /&gt;
* Fixed issues around Copiously granting the incorrect amount of gems or gem ores&lt;br /&gt;
* General improvements to performance around gear and vault generation&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10805</id>
		<title>Patch Notes/3.15.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10805"/>
		<updated>2026-03-24T01:48:13Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.15.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.15.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.15.1&lt;br /&gt;
| next       = 3.15.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Iron Furnace Generator Augment can now be crafted&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Alligator snapping turtle was replaced with Levishroom spawns&lt;br /&gt;
* Lowered gear rarities for gear in lvl50+ reward crates&lt;br /&gt;
* Added star fruit as potential loot from reward crates&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed displaying values correctly for higher levels of masteries&lt;br /&gt;
* Fixed some ability descriptions so one may no longer need to question their sanity&lt;br /&gt;
* Added an additional hint in the card deck quest to explicitly name how that the craftable deck is called “Starter Deck”&lt;br /&gt;
* Fixed UI positioning for talents&lt;br /&gt;
* Fixed wrong loot reward crate JEI information&lt;br /&gt;
* Fixed bingo board not being scrollable when rebinding key&lt;br /&gt;
* Fixed Grid Gateway not having a name&lt;br /&gt;
* Fixed several item animations not playing correctly with Rubidium&lt;br /&gt;
* Fixed Hunter not showing ornate chests and strongboxes&lt;br /&gt;
* Fixed several issues with skills &amp;amp; talent data migration after config changes&lt;br /&gt;
* Fixed Seal of the Prophet not having proper objective tooltip&lt;br /&gt;
* Fixed animation for Levishroom&lt;br /&gt;
* Fixed gilded resource cards accidentally requiring ornate chests&lt;br /&gt;
* Fixed a crash with the wardrobe being used together with card decks&lt;br /&gt;
* Fixed some gear modifiers from cards being discarded in card decks&lt;br /&gt;
* Fixed increased armor gear attribute not providing armor&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10804</id>
		<title>Patch Notes/3.15.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10804"/>
		<updated>2026-03-24T01:48:12Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.15.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.15.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.15.1&lt;br /&gt;
| next       = 3.15.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Vault crafting benches with oversized inventories can now be inserted via pipes or hoppers. Extracting items from them is not supported.&lt;br /&gt;
** Blocks affected: Vault Artisan Station, Vault Forge, Inscription Table, Tool Station, Catalyst Inscription Table&lt;br /&gt;
** Only items that the crafting station requires as inputs can be inserted. Other items are no longer insertable via pipes or hoppers or the inventory GUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Recipes for the Vaulterite Ingot and Vault Alloy have been adjusted&lt;br /&gt;
* Blood skeletons are now smaller&lt;br /&gt;
* Scavenger objective reward crates after level 50 now count as Tier 3 reward crates&lt;br /&gt;
* Invulnerable entities, such as companions, no longer get targeted by most vault abilities or effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* The death-message for unaliving in a vault due to its timer running out is no longer “falling out of the world”&lt;br /&gt;
* Fixed the bingo objective counting for player mob kills outside of the vault&lt;br /&gt;
* Fixed issues with the skill altar changing ability settings globally, causing issues regarding ability points and levels&lt;br /&gt;
* Fix hierarchy in the abilities file (if you had icebolt learned it will be refunded)&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10803</id>
		<title>Patch Notes/3.15.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10803"/>
		<updated>2026-03-24T01:48:10Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.15.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.15.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.15.1&lt;br /&gt;
| next       = 3.15.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Wardens pearl recipe changed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fix duping exploit involving Vault hunters tool stations and RS automation&lt;br /&gt;
* Fix multiple hammer related issues&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10802</id>
		<title>Patch Notes/3.15.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.15.1&amp;diff=10802"/>
		<updated>2026-03-24T01:48:09Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.15.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.15.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.15.1&lt;br /&gt;
| next       = 3.16.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Only VHSMP: Added Antique drop conditions&lt;br /&gt;
** They can now drop in their respective areas&lt;br /&gt;
** Drop conditions are secret, so good luck hunting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Block RS Importer &amp;amp; External Storage from accessing inventories of vault crafting stations&lt;br /&gt;
* Reduced Mana cost for Ability Shell and no longer increases in cost with higher levels; reduced stun chance slightly&lt;br /&gt;
* Banished Souls can no longer be applied to crystals&lt;br /&gt;
* Banished Soul recipe was adjusted&lt;br /&gt;
* Catalysts can now no longer be applied in an anvil block&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Vault Tool Hammer mining other blocks around the primary block if they mined faster and the primary block is still not broken&lt;br /&gt;
* Fixed Vault Tool Hammer performance issues&lt;br /&gt;
* Fixed issues around mining chests sometimes mining significantly slower&lt;br /&gt;
* Fixed a javelin crash when piercing invulnerable entities&lt;br /&gt;
* Fixed incorrect values for several evolution-type cards&lt;br /&gt;
* Fix potion effect overlay with Prime Amplification to display the correct icon&lt;br /&gt;
* Fixed Barred door no longer popping off breaking the chance at &amp;quot;Free Villager&amp;quot; bingo task when breaking the block underneath the door&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.16.0&amp;diff=10801</id>
		<title>Patch Notes/3.16.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.16.0&amp;diff=10801"/>
		<updated>2026-03-24T01:48:07Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.16.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.16.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| previous   = 3.15.1&lt;br /&gt;
| next       = 3.17.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
==== VH 3.16.0 | UPDATE 16 - Pre-Release 7 ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Lab ===&lt;br /&gt;
&lt;br /&gt;
This is a new challenge room where the player faces a choice of fighting 1 of 2 elites, with a reward tied to it. Blocks in this room cannot be broken until the challenge has been completed, and blocks cannot be placed, as per standard in our new challenge rooms. Once the challenge is initiated, the room also locks the player in until the elite mob is defeated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== X-Mark (yes, it finally happened) ===&lt;br /&gt;
&lt;br /&gt;
The X-Mark room, while it looks the same, has been completely changed in its function. It is no longer a 50/50 “pile of extra ornate chests” room, but instead a bit more engaging. As the player digs down, they will find a challenge pillar. Once clicked, they will be locked in until the challenge is completed, or maybe they will get lucky?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Uniques ===&lt;br /&gt;
&lt;br /&gt;
More unique items have been added to the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Raid Vaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;The Castle&#039;&#039;&#039;: Chestplate with high tank stats, resistance, and knockback resistance.&lt;br /&gt;
** &#039;&#039;&#039;Helm of the Warbound&#039;&#039;&#039;: +1-3 scatter javelin, increased damage, mana regen, and cooldown roll.&lt;br /&gt;
** &#039;&#039;&#039;Inferno’s Reach&#039;&#039;&#039;: Wand with +Fireball levels and radius increase for Fireball.&lt;br /&gt;
** &#039;&#039;&#039;Frozen Orb&#039;&#039;&#039;: Focus that makes Frost Nova apply Vulnerability stacks to mobs.&lt;br /&gt;
** &#039;&#039;&#039;Grim Shield (updated)&#039;&#039;&#039;: Grants +Fear Levels and massively increases Fear radius.&lt;br /&gt;
** &#039;&#039;&#039;Swarmwalkers&#039;&#039;&#039;: Leggings with movement speed and more.&lt;br /&gt;
** &#039;&#039;&#039;Stormcrown&#039;&#039;&#039;: Helmet that modifies Stormarrow.&lt;br /&gt;
** &#039;&#039;&#039;Inflated Justice&#039;&#039;&#039;: AOE-hitting sword with Toddler Damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X-Mark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Manabloom&#039;&#039;&#039;: Jewel that regenerates mana when looting chests.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Lab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Crystalplate&#039;&#039;&#039;: Chestplate with heavy AP focus and + to all abilities.&lt;br /&gt;
** &#039;&#039;&#039;Crashguards&#039;&#039;&#039;: Leggings granting immunity to kinetic damage.&lt;br /&gt;
** &#039;&#039;&#039;Kaleidoscope&#039;&#039;&#039;: Jewel that can roll none, some, or all chest &amp;amp; coin affinities.&lt;br /&gt;
** &#039;&#039;&#039;Chainlash&#039;&#039;&#039;: Off-hand wand with +1-3 chaining.&lt;br /&gt;
** &#039;&#039;&#039;Baguette&#039;&#039;&#039;: It’s a baguette.&lt;br /&gt;
&lt;br /&gt;
More uniques are coming, and we hope these present an &amp;quot;exciting chase&amp;quot; for players, offering a &amp;quot;unique&amp;quot; reason to use the different challenge rooms.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Abilities Updates ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mana Shield&#039;&#039;&#039;: Completely reworked to a cast ability granting a temporary barrier.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bash&#039;&#039;&#039;: New root ability dealing % thorns damage in a line, close combat only, with range modifiable by +AOE affixes. &#039;&#039;Retribution&#039;&#039; is a specialization of this.&lt;br /&gt;
* &#039;&#039;&#039;Retribution&#039;&#039;&#039;: Reworked for clarity and proper scaling. Upon activation, the player gathers stacks when hit, and upon expiration, releases an explosion dealing % thorns damage.&lt;br /&gt;
* &#039;&#039;&#039;Implode&#039;&#039;&#039;: Now a standalone ability.&lt;br /&gt;
* &#039;&#039;&#039;Javelin: Sight&#039;&#039;&#039;: Moved to a specialization of Hunter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gear Crafting ===&lt;br /&gt;
&lt;br /&gt;
Gear crafting has been completely reworked:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;: Now tied to player level, increasing with Vault Scrap sacrificed in the forge. Proficiency affects several stats, including Crafting Potential and durability.&lt;br /&gt;
* &#039;&#039;&#039;Cost Adjustments&#039;&#039;&#039;: Vault Scrap remains unchanged, Painite cost increased, Chromatic Steel cost lowered.&lt;br /&gt;
* &#039;&#039;&#039;Mass Crafting&#039;&#039;&#039;: Hold Shift while crafting for quick inventory placement.&lt;br /&gt;
&lt;br /&gt;
This update aims to make gear crafting more useful and enjoyable, particularly in the early game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OTHER ADDITIONS ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infinite Raid Rocks&#039;&#039;&#039;: Found in Raid Vaults, allowing infinite raid play until time runs out.&lt;br /&gt;
* &#039;&#039;&#039;Tracking in Raid Vaults&#039;&#039;&#039;: Positive and negatives can now be tracked by holding Tab.&lt;br /&gt;
* &#039;&#039;&#039;New Bingo Tasks&#039;&#039;&#039;: Added to Bingo Vaults; 5x5 grid for levels 90+.&lt;br /&gt;
* &#039;&#039;&#039;Blood Hordes &amp;amp; Blood Tanks&#039;&#039;&#039;: Added to Blood Themes.&lt;br /&gt;
* &#039;&#039;&#039;Cave Skeletons&#039;&#039;&#039;: Added to Cave Themes.&lt;br /&gt;
* &#039;&#039;&#039;New Blood Theme&#039;&#039;&#039;: &#039;&#039;Blood Deep&#039;&#039; (name may change).&lt;br /&gt;
* &#039;&#039;&#039;Corruption Effect&#039;&#039;&#039;: Certain mobs now inflict temporary heart corruption.&lt;br /&gt;
* &#039;&#039;&#039;Overgrown Rock Golems&#039;&#039;&#039;: Replacing zombie tanks in Overgrown themes.&lt;br /&gt;
* &#039;&#039;&#039;Vault Barrels&#039;&#039;&#039;: Added.&lt;br /&gt;
* &#039;&#039;&#039;Phoenix Catalysts&#039;&#039;&#039;: Reintroduced, stackable on crystals for multiple uses.&lt;br /&gt;
* &#039;&#039;&#039;Champion Auras&#039;&#039;&#039;: Can now have Vulnerability Aura and Vulnerability On Hit.&lt;br /&gt;
* &#039;&#039;&#039;Cooldown Display&#039;&#039;&#039;: Now shown in seconds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== BALANCE UPDATES ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect Avoidance&#039;&#039;&#039;: Rescaled, now a prefix on armor (suffix on shields).&lt;br /&gt;
* &#039;&#039;&#039;Cake Vaults&#039;&#039;&#039;: Always roll Chaotic Theme; no challenge/resource rooms.&lt;br /&gt;
* &#039;&#039;&#039;Ice Armor Buff&#039;&#039;&#039;: Mana cost lowered; on-hit mana cost removed.&lt;br /&gt;
* &#039;&#039;&#039;Tool Tier Adjustments&#039;&#039;&#039;: &#039;&#039;Melded&#039;&#039; tier removed, Vaulterite tier shifted from Level 35 to 50.&lt;br /&gt;
** &#039;&#039;&#039;Updated Capacities&#039;&#039;&#039;:&lt;br /&gt;
*** Prismatic: 600 → 500&lt;br /&gt;
*** Echoing: 400 → 350&lt;br /&gt;
*** Black Chromatic: 300 → 250&lt;br /&gt;
*** Vaulterite (previously Melded): 250 → 200&lt;br /&gt;
* &#039;&#039;&#039;Catalysts&#039;&#039;&#039;: “Random Negative” replaced with “Challenge Stack” for more predictable control.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CHANGES ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swampy&#039;&#039;&#039;: Replaced with a version that poisons instead of blinding.&lt;br /&gt;
* &#039;&#039;&#039;Blood Silverfish &amp;amp; Blood Slimes&#039;&#039;&#039;: No longer spawn in blood themes.&lt;br /&gt;
* &#039;&#039;&#039;Dungeons&#039;&#039;&#039;: Now feature Vault Barrels instead of chests.&lt;br /&gt;
* &#039;&#039;&#039;Elite Mob Updates&#039;&#039;&#039;: Accessible in survival since Update 5.&lt;br /&gt;
* &#039;&#039;&#039;Themes&#039;&#039;&#039;: Renamed to follow “Master: Variation” structure for clarity.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== FIXES ===&lt;br /&gt;
&lt;br /&gt;
* Raid room loot chamber is now inaccessible via forfeiting.&lt;br /&gt;
* Vault modifiers no longer affect Raid &amp;amp; Lab mobs.&lt;br /&gt;
* Onslaught modifier functionality fixed.&lt;br /&gt;
* Added Chilled &amp;amp; Bleed to effect avoidance.&lt;br /&gt;
* Various bug fixes for skills, crafting, and item interactions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.17.0&amp;diff=10800</id>
		<title>Patch Notes/3.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.17.0&amp;diff=10800"/>
		<updated>2026-03-24T01:48:06Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.17.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.17.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.16.0&lt;br /&gt;
| next       = 3.17.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disclaimer ===&lt;br /&gt;
&lt;br /&gt;
* Before installing this update, clear your Vault Forge of any items as the inventory size has changed and items could be lost.&lt;br /&gt;
* We have had to remove the &#039;&#039;&#039;Chipped Mod&#039;&#039;&#039; due to incompability issues with Sophisticated Backpacks&lt;br /&gt;
  This means that all Chipped blocks in existing worlds will be &#039;&#039;&#039;DELETED&#039;&#039;&#039;&lt;br /&gt;
  If you would like to automatically replace blocks on world load, you can download [https://www.curseforge.com/minecraft/mc-mods/block-swap/files/3819266 this mod] and use [https://api.vaulthunters.gg/static/block_swap.json5 these configs] (placed in config/blockswap)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added Treasure Keyring&lt;br /&gt;
** Stores your Treasure Keys&lt;br /&gt;
** You can right click it against a treasure door to open it if you have its matching key&lt;br /&gt;
* Boss Objective, featuring 3 unique bosses&lt;br /&gt;
** Use runes, found in chests and from mobs, to define your boss and your reward&lt;br /&gt;
** Boss rooms spawns inside the vault in this objective, and blocks inside cant be altered.&lt;br /&gt;
*** The first room in this objective will always be a boss room&lt;br /&gt;
* Added Card Deck Modifiers&lt;br /&gt;
** Some card decks can generate modifiers&lt;br /&gt;
** Global Modifiers:&lt;br /&gt;
*** “All Blue cards will be 25% more efficient”&lt;br /&gt;
*** Every slot in the deck will be affected by the modifier&lt;br /&gt;
** Slot Modifiers:&lt;br /&gt;
*** “All Green cards in selected slots will be 32% more efficient”&lt;br /&gt;
*** Will make a specific slot affected by the modifier&lt;br /&gt;
* Added the Unique Crate Block&lt;br /&gt;
** These can spawn in the factory or village in specific locations and will give you a unique gear item when broken&lt;br /&gt;
* Added the Unique Codex Item&lt;br /&gt;
** Browse through the uniques which you can obtain in vaults&lt;br /&gt;
* Added a new unique gear quest to help understand how uniques are implemented&lt;br /&gt;
* Added multiple new Unique models and Unique Effects, you can read more in the Unique Codex&lt;br /&gt;
* 6 New unique items&lt;br /&gt;
* New Sword and Axe Transmogs\!&lt;br /&gt;
* &#039;&#039;New Patreon Sword Model&#039;&#039;&lt;br /&gt;
* Pirate Themes have got new crabs and Pirate Tank&lt;br /&gt;
* Patreon display names&lt;br /&gt;
** You gain an emblem as a prefix to your name, and a colour&lt;br /&gt;
** Settings are available from the Vault Accessibilities Options&lt;br /&gt;
* Added Void Crucible&lt;br /&gt;
** This replaces the Vault Charm Controller&lt;br /&gt;
** Inside the crucible, you can craft void stones, view the blocks that spawn in a vault, and blacklist blocks to not be voided on pickup&lt;br /&gt;
*** You can also right click items in the theme viewer to add or remove to the blacklist&lt;br /&gt;
* Added New Capstones&lt;br /&gt;
** Merchant Capstone \- Adds the vendoor_hunt modifier&lt;br /&gt;
*** Can be purchased in Vendoors after level 65&lt;br /&gt;
** Peaceful Capstone \- Adds no_spawners modifier&lt;br /&gt;
*** Super rare\! Found in boss crates after level 65&lt;br /&gt;
** Pylon Capstone \- Adds pylon_hunt modifier&lt;br /&gt;
*** Can be purchased in Vendoors after level 65&lt;br /&gt;
* Add the Trial Chamber Rock&lt;br /&gt;
** In this vault, you receive no Vault XP, chests have no loot, you receive no reward crate, and you have \-100% durability damage reduction&lt;br /&gt;
** This can be useful for testing builds as death also causes no penalty (All items are restored)&lt;br /&gt;
* Added Random Affix jewel crafting&lt;br /&gt;
** This hopefully fixes the gemstone issues we have seen in U16, as we have increased the rate a player gets gemstones, and made them more useful with this mechanic. This should also allow early game to make better tools by utilising these jewels \- while not ever competing with found jewels\*&lt;br /&gt;
** Will pick a random affix thats available for the level of craft&lt;br /&gt;
** Will always be size 20 (found jewels are size 10\)&lt;br /&gt;
* Added the Vault Crab&lt;br /&gt;
** This entity replaces the ecologics:coconut_crab entity&lt;br /&gt;
* Added the Vault Wraith&lt;br /&gt;
** This entity replaces the quark:wraith entity&lt;br /&gt;
* Added the Supporters screen which displays all the patreon supporters and the perks that you can get if you become a member&lt;br /&gt;
** Accessible from the Title Screen&lt;br /&gt;
** Also displays our amazing patreon supporters\!&lt;br /&gt;
* Added the Trinket Forge&lt;br /&gt;
** Crafting trinkets has been removed from the Vault Forge&lt;br /&gt;
** This includes a new quest which can be unlocked after “Trinkets”&lt;br /&gt;
* Added 3 new trinkets:&lt;br /&gt;
** Red Trinket: Healing Salve, \+50% Healing Efficiency&lt;br /&gt;
** Blue Trinket: Shadow Cloak, Become invisible to mobs while not making noises, if a noise is made the cloak will reactivate after 30 seconds.&lt;br /&gt;
*** This excludes champions, elites, guardians, and bosses&lt;br /&gt;
*** Noises include interacting with blocks, or using your abilities&lt;br /&gt;
** Blue Trinket: Slimey \- Bounces the player by 80% of their original velocity, removes fall damage \- Holding shift does not apply these effects&lt;br /&gt;
* Add the Mentor’s Brew and Knowledge Brew&lt;br /&gt;
** The Mentor’s Brew can be crafted, and will hold the level of the player (level from crafting point)&lt;br /&gt;
*** When drunk by another player, it will increase their level to the level of the brew&lt;br /&gt;
*** You can only use it if the level of the brew is higher than the level of the player&lt;br /&gt;
** The Knowledge Brew can be crafted, and will hold the researches that the player who crafted it has when crafted&lt;br /&gt;
*** When drunk by another player, it will unlock the researches that the player drinking does not have unlocked.&lt;br /&gt;
* Added recipes for Vault Stone Slabs and Stairs&lt;br /&gt;
* Added 5 new inscriptions, all are craftable&lt;br /&gt;
** Chromatic Caves, adds the chromatic caves room to the vault&lt;br /&gt;
** The Farm, adds the farm room from Raw vaults to any vault&lt;br /&gt;
** Emerald Caves, adds a new room filled with Emerald Ores&lt;br /&gt;
** Raid Inscription, adds the Raid room&lt;br /&gt;
** Laboratory Inscription, adds the Lab room&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes / Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Changed Slimey Trinket to be named Sticky&lt;br /&gt;
** Updated climbing behaviour to require the player to jump towards a wall to start the climb&lt;br /&gt;
** Removed the kinetic damage perk&lt;br /&gt;
* New Regret System:&lt;br /&gt;
** Instead of using Regret Orb and Regret points, to regret abilities and talents, you now need Vault Gold.&lt;br /&gt;
** The UI will automatically calculate Vault Gold based on any vault currency (bronze, silver, gold, platinum) from your inventory and remove them.&lt;br /&gt;
** You will still get your skill points back&lt;br /&gt;
** This includes the Skill Altar changing to need Vault Gold&lt;br /&gt;
* Updated the Crystal Workbench Model&lt;br /&gt;
* Magnets have been moved to Gilded Chests&lt;br /&gt;
* Gemstone chance raised from 5% to 33% when scrapping a jewel&lt;br /&gt;
* The Overgrown Tank now shoots fireballs at the player&lt;br /&gt;
* Removed the ability to place vault barrels or shulker boxes inside vault barrels&lt;br /&gt;
* Range and Velocity has been changed to “Pickup Range” and “Pull Speed” for an easier understanding&lt;br /&gt;
* Changed Lucky Momentum to only be available from level 25&lt;br /&gt;
* Scavenger Items are now removed when you exit a vault&lt;br /&gt;
* Quest Rewards Updated&lt;br /&gt;
** Tool station changed from gemstone to chromatic iron ingot&lt;br /&gt;
** Jewel crafting changed from 64 silver scrap to 512 silver scrap and 8 gemstones&lt;br /&gt;
* Removed durability penalty when dying in Casual mode&lt;br /&gt;
* Change Magnet attribute names:&lt;br /&gt;
** “Range” → “Pickup Range”&lt;br /&gt;
** “Velocity” → “Pull Speed”&lt;br /&gt;
* Increased gemstone output to 33% (from 5%), and added crafting random jewel to the jewel crafting table&lt;br /&gt;
* Vaulterite Ingot recipe changed from 6 scrap and 3 painite to 4 scrap and 2 painite&lt;br /&gt;
* Tier 2 Vault Dwellers had their movement speed, health and damage slightly reduced&lt;br /&gt;
* Burgers have been completely overhauled as burger parts are no longer findable&lt;br /&gt;
** All Experience has been massively increased from burgers, this also applies to old burgers in your world, so be careful of using them&lt;br /&gt;
** Burgers now sold in Black Market scales with level properly&lt;br /&gt;
** Burgers now sold in Vendoors scales with level properly&lt;br /&gt;
* Shield Bash buffed:&lt;br /&gt;
** Damage scaling starts at 60% (prev 20%) and increases with 20% per level in ability&lt;br /&gt;
** Mana cost starts at 18 (prev 30\) and scales with \+1 per level, instead of being static&lt;br /&gt;
** The distance was increased from 2 to 3, this can still be further enhanced with the area of effect attribute&lt;br /&gt;
* Battle Cry: Lucky Strike now scales positively past level 4 by increasing radius, max stacks and stack duration  &lt;br /&gt;
  &#039;&#039;There was an issue previously where it would scale stacks used, but it already had 100% lucky hit chance at level 4, so over levels was, not just useless, but worse \- this has now been fixed.&#039;&#039;&lt;br /&gt;
* Battle Cry &amp;amp; Spectral Strike now scales better after level 4, increasing its radius, max stacks and stack duration&lt;br /&gt;
* Inscriptions now recycle to 2-4 pieces (previously 8-20)&lt;br /&gt;
** We have adjusted the cost of certain inscriptions to better balance their power&lt;br /&gt;
* &#039;&#039;&#039;Dungeon Adjustments&#039;&#039;&#039;  &lt;br /&gt;
  &#039;&#039;Dungeons started receiving some changes in Update 16 to make sure they differed themselves from regular POI’s, but it was never finished and Dungeons ended up feeling a bit out of place \- because of this, we finalised the work that was started.&#039;&#039;&lt;br /&gt;
** Dungeon Barrels contain 1 item per difficulty stack of the dungeon&lt;br /&gt;
*** These items are high tier (epic+ pool) items, for example Gear, Trinkets, High end focus’, Inscriptions, Jewel Pouches etc&lt;br /&gt;
** The difficulty selector chance was changed, favouring less difficult dungeons:&lt;br /&gt;
*** Normal Chance: From 20% to 40%&lt;br /&gt;
*** Hard Chance: From 20% to 32%&lt;br /&gt;
*** Challenging Chance: From 20% to 16%&lt;br /&gt;
*** Extreme Chance: From 20% to 8%&lt;br /&gt;
*** Impossible Chance: From 20% to 4%&lt;br /&gt;
** Wooden Barrel dungeons was completely removed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mod Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated Create&lt;br /&gt;
* Updated CraftTweaker &amp;amp; CreateTweaker&lt;br /&gt;
* Updated Sophisticated Backpacks&lt;br /&gt;
* Removed Chipped \- This had compatibility issues with the pack, removing it will create better performance&lt;br /&gt;
* Added Builder’s Delight&lt;br /&gt;
* Added The Entangled Mod&lt;br /&gt;
* Updated Trashcans mod&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Performance Optimisations with blacklists, gear talents, and card decks&lt;br /&gt;
* Allow axe as a weapon on animal pens&lt;br /&gt;
* Vault Integrations: Altar Interface now accepts any type of vault rock&lt;br /&gt;
* Fixed accessibility of Augment tooltip colour so that the theme name is readable&lt;br /&gt;
* Fixed bug where raid mobs could be affected by ethereal meaning you can&#039;t complete raids&lt;br /&gt;
* Fixed Collection Quests in Sky Vaults not registering&lt;br /&gt;
* Fixed totem blocks not being able to be destroyed in Raid Vaults&lt;br /&gt;
* Fix chest names not correctly being selected on barrels or placed chests&lt;br /&gt;
* Vault Fireball using an unscaled radius&lt;br /&gt;
* Fixed Grizzly armor model not dying the correct areas&lt;br /&gt;
* Fix trinkets and charms to be shift clickable into curio slots&lt;br /&gt;
* Fixed a bug that stopped redstone ores from being destroyed in raw vaults even though they generated as ores&lt;br /&gt;
* Fixed Champion Armor game crash with Vault Particles in Create Mod&lt;br /&gt;
* Fixed a bug that made the buttons on the main menu render without a proper border&lt;br /&gt;
* Fixed a bug where Gilded chests before level 50 had the wrong Epic chance, causing the chance of them being epic to be extremely low&lt;br /&gt;
* Fixed a bug where Shield Bash didn’t display the radius/distance&lt;br /&gt;
* Fix placed vault chests not dropping the chest when broken&lt;br /&gt;
* Fixed a bug that made Frozen orb not roll an implicit unless it was level 90-94&lt;br /&gt;
* Fixed a bug that made it possible for Magma Cubes, Blood Silverfish and Blood Slimes to become champions&lt;br /&gt;
* Fixed Fireball Damage Not Registering for Flawless Tasks in Bingo&lt;br /&gt;
* Fixed Vault Dolls applying too much durability damage&lt;br /&gt;
* Fix the final boss not being able to be completed as chests wouldn&#039;t generate the correct items&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.17.1&amp;diff=10799</id>
		<title>Patch Notes/3.17.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.17.1&amp;diff=10799"/>
		<updated>2026-03-24T01:48:04Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.17.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.17.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.17.0&lt;br /&gt;
| next       = 3.17.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added Paradox Blocks, Omega Room Blocks, Challenge Room Blocks, and POI Blocks to the Void Crucible&lt;br /&gt;
* Items can be dragged into the Blacklist Filter directly from JEI&lt;br /&gt;
* Added the Boss Rune to JEI&lt;br /&gt;
* Added the dehammerizer; disables the Hammering jewel on tools in a 64 block range&lt;br /&gt;
* Unique crate can now be crafted with a Unique Crate Scroll&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes / Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Added missing statistic descriptions&lt;br /&gt;
* Updated Laser Bridges Description&lt;br /&gt;
* ACTUALLY updated the Unique Crate texture&lt;br /&gt;
* Applicator and crafting station can now be mined properly with pickaxe&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed receiving negative xp from vaults with reduced xp modifiers&lt;br /&gt;
* Fixed all capstones and augments being used on crafting when stored in the workbench&lt;br /&gt;
* Fixed Skill Altar description mentioning regret orbs instead of gold&lt;br /&gt;
* Fixed a bug with Dash Bullet not using increased level modifiers&lt;br /&gt;
* Fixed a bug that crashed your game when holding a building gadget&lt;br /&gt;
* Fix no loot modifier not stopping soul shards, champion drops, coin loot, and prevents items from dropping from braziers&lt;br /&gt;
** It also now doesn’t generate chests&lt;br /&gt;
* Fixed the ability to use Wild Focus on items that have no prefix/suffix slots&lt;br /&gt;
* Fixed Braziers before level 50 not using new modifier pools&lt;br /&gt;
* Fixed patreons not getting their transmogs and in-game benefits&lt;br /&gt;
* Fixed burgers not showing in vendors&lt;br /&gt;
* Fixed mending working on vanilla tools in vaults&lt;br /&gt;
* Fixed Treasure Doors being counted twice when opened, giving double experience&lt;br /&gt;
* Fixed Mana Shield ability activating without required mana&lt;br /&gt;
* Fixed Phoenix modifier not spawning a spirit if death is by vault timer&lt;br /&gt;
* Fixed Rosethorn Ivy using the wrong item type&lt;br /&gt;
* Fixed bugged empty modifier slots showing on low level Epic+ gear&lt;br /&gt;
* Fixed issue where some dwellers spawned with very high movement speed&lt;br /&gt;
* Fixed gear cooldown activating when relogging whilst in a vault&lt;br /&gt;
* Fixed Rune Boss minions not dying when the boss is killed&lt;br /&gt;
* Fixed a bug where Void Stones didn&#039;t care about their rarity, making both their model and their uses irrelevant to rarity&lt;br /&gt;
* Fixed “Diagonal Card” requirements counting itself as a diagonal card.&lt;br /&gt;
* Fixed invalid values for rune boss rooms when randomly rolling the objective&lt;br /&gt;
* Remove log from failed fetch of patreon tiers&lt;br /&gt;
* Fixed Patreon and Dylan’s Set not having the right rarity colour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Catch-up brew texture is still bugged&lt;br /&gt;
* Inscriptions placed on rune boss that are supposed to generate in the first room generate no first room (Full of vault bedrock)&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.17.2&amp;diff=10798</id>
		<title>Patch Notes/3.17.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.17.2&amp;diff=10798"/>
		<updated>2026-03-24T01:48:03Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.17.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.17.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.17.1&lt;br /&gt;
| next       = 3.18.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* Added Temporal Shards&lt;br /&gt;
** Chance to drop in vaults by breaking an unused pylon&lt;br /&gt;
** These drop as unidentified&lt;br /&gt;
** Temporal Shards store a legendary modifier, and when used, will add it to the vault for the time specified&lt;br /&gt;
** Can safely be brought in and out of vaults.&lt;br /&gt;
* Added Default Backpack Settings&lt;br /&gt;
** You can now load preset memory slots for your backpacks&lt;br /&gt;
** These can be done in the settings menu of each backpack when you scroll over the load button&lt;br /&gt;
** We have added presets for Scavenger Items, Vault Decor, Vault Gear, Vault Gems, Vault Lootables, and Vault Ores&lt;br /&gt;
* Added new gamerules:&lt;br /&gt;
** vaultExperience: Determines the XP multiplier in vaults, from poor (0.1x) up to triple (3.0x)&lt;br /&gt;
** This means vaultLoot no longer changes XP, only actual loot&lt;br /&gt;
** vaultTimer: Customise the available time in each vault. The config will still apply on existing servers unless this gamerule is changed&lt;br /&gt;
*** If this gamerule is set to 0, there is no limit inside the vault; the timer will be infinite&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes / Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Made the colour of the themes show as grey on crystal item to help with accessibility&lt;br /&gt;
* Upon exiting a vault, the ambient portal noise will no longer play&lt;br /&gt;
* Reworked the_vault subcommands&lt;br /&gt;
* Add caching to the theme block retriever to improve performance&lt;br /&gt;
* Made Vault Guardians immune to all vault modifiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed spirits being able to appear when dying in a vault with Beginners Grace&lt;br /&gt;
* Fixed antique stamps being able to drop from Trial Chamber&lt;br /&gt;
* Fixed Experience Modifier still giving XP in Trial Chambers&lt;br /&gt;
* Vault Chests Recipe now shows up in JEI and gives correct chest on craft&lt;br /&gt;
* Keyring not being looked inside in the spirit cost calculator&lt;br /&gt;
* Fix rune bosses having the ability to become champions&lt;br /&gt;
* Fix blood horde mobs dropping wrong scavenger items: Purple Essence instead of Green Essence&lt;br /&gt;
* Fix elite zombie spawning minions outside of the lab room&lt;br /&gt;
* Fixed elite mobs having the potential to show champion icon&lt;br /&gt;
* Added language support for prime amplification effect and spirit entity&lt;br /&gt;
* Fix laser description typo&lt;br /&gt;
* Fixed inscriptions in rune bosses causing full bedrock rooms&lt;br /&gt;
* Fixed “No XP” modifier not applying to different gamerules properly&lt;br /&gt;
* Void Crucible description in JEI was wrong&lt;br /&gt;
* Fixed a bug where nether dimension generated as void if playing sky vaults&lt;br /&gt;
* Added tooltip to pylon hunter&lt;br /&gt;
* Fix crash with the Patreon Display Settings menu crashing game if not in vault&lt;br /&gt;
** It now only shows this menu if you are in a world/server as the settings are world/server specific&lt;br /&gt;
* Fixed ability power on wands being able to roll outside of the gear levels&lt;br /&gt;
* Fixed chaos vaults not generating x-mark rooms properly&lt;br /&gt;
* Fixed rune boss items rendering wrong in first person and offhand&lt;br /&gt;
* Fixe rune pillar being able to take any item&lt;br /&gt;
* Fixed raid vault modifier icon showing as missing&lt;br /&gt;
* Rune Boss now completes vault when the boss is killed, the doors now longer open, fixing the bug where you can continue to loot with no timer if you leave the room before exiting vault&lt;br /&gt;
* Fixed mentors brew and knowledge brew (Updated their texture as well)&lt;br /&gt;
* Fix crab speed being speed&lt;br /&gt;
* Sky Vaults Quests having wrong reward for tool station&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.0&amp;diff=10797</id>
		<title>Patch Notes/3.18.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.0&amp;diff=10797"/>
		<updated>2026-03-24T01:48:01Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.18.0 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.18.0&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.17.2&lt;br /&gt;
| next       = 3.18.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/7bKUgwVBO6U&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share&amp;quot; referrerpolicy=&amp;quot;strict-origin-when-cross-origin&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
* New and Improved Option Screen&lt;br /&gt;
&lt;br /&gt;
** Accessed through Options → Vault Hunters Options&lt;br /&gt;
** &#039;&#039;&#039;Vault Settings&#039;&#039;&#039;: Change settings and gamerules for your world/server&lt;br /&gt;
*** Can also be accessed when creating a new world&lt;br /&gt;
** &#039;&#039;&#039;Accessibility Settings&#039;&#039;&#039;: Customize client-side options&lt;br /&gt;
*** Added an option that allows you to disable the vault level hud above your hotbar.&lt;br /&gt;
*** Added Treasure Door Names: Shows name of treasure door when within 7 blocks&lt;br /&gt;
*** New Option to change the number of hunter particles (Particle Density)&lt;br /&gt;
** &#039;&#039;&#039;Patreon Rewards&#039;&#039;&#039;: For Patreon users to customize display name/color and access other rewards&lt;br /&gt;
&lt;br /&gt;
* Healthbars and Damage Indicators&lt;br /&gt;
&lt;br /&gt;
** Healthbars can be customised in the accessibility setting&lt;br /&gt;
** Mob Group icon displays next to the health bar in order to help players understand the mob system&lt;br /&gt;
** By default, health bars &amp;amp; damage indicators are only visible inside vaults, but this can be changed&lt;br /&gt;
** Damage Indicators colours varies based on the damage source (critical hits, chain attacks, abilities etc.), and colours can be altered in the accessibility settings&lt;br /&gt;
&lt;br /&gt;
* Living Gear &amp;amp; Adaptive Focus&lt;br /&gt;
&lt;br /&gt;
** Living Modifier  &lt;br /&gt;
    &#039;&#039;We wanted to include a new system for gear to automatically level with the player, in order to cut back on some of the “chore-feel” of constantly upgrading your gear, this modifier helps that aim\!&#039;&#039;&lt;br /&gt;
*** Will level up the gear pieces when levelling up after completing a vault&lt;br /&gt;
**** The level up is equal to your current level&lt;br /&gt;
**** Only applies to gear you&#039;re wearing or holding&lt;br /&gt;
*** This modifier is extremely rare, and can not be altered by any focus, it can also not occur on crafted gear.&lt;br /&gt;
** Adaptive Focus  &lt;br /&gt;
    &#039;&#039;These focuses offer a more deterministic way of keeping gear for longer, with the same aim of lowering the “chore-feel” of upgrading your gear. It also makes finding Legendary pieces early, much stronger.&#039;&#039;&lt;br /&gt;
*** Obtained by scrapping &#039;&#039;&#039;Omega&#039;&#039;&#039; gear pieces, there is a 25% chance when scrapping a non-crafted omega gear piece to get the focus.&lt;br /&gt;
*** Used in the Artisan Station, in the Exotic Tab&lt;br /&gt;
**** It can be extremely expensive to use, based on the level delta, and the crafting potential on the gear piece.&lt;br /&gt;
*** It upgrades the tier of every modifier on the item&lt;br /&gt;
*** It takes up one repair slot on use&lt;br /&gt;
&lt;br /&gt;
* Coin Pouch&lt;br /&gt;
&lt;br /&gt;
** This &#039;&#039;soulbound&#039;&#039; item can store and auto compress all of your vault bronze, silver, gold, platinum&lt;br /&gt;
** This item will auto-pickup any vault coin&lt;br /&gt;
** While having it in your inventory, vault workbenches will read directly from it, allowing you to not insert gold into the specific workstation.&lt;br /&gt;
&lt;br /&gt;
* Reworked the Vault Statistic screen&lt;br /&gt;
&lt;br /&gt;
** On the overview tab, you can now see a discovery map, showing all the rooms you entered during the vault&lt;br /&gt;
** Added a “Score” indicator, which is calculated using most different actions you perform inside a vault.&lt;br /&gt;
** New tracking added&lt;br /&gt;
*** Vendoors Opened&lt;br /&gt;
*** Gold Spent&lt;br /&gt;
*** Dungeons Opened (and their rarity)&lt;br /&gt;
*** Archives Found&lt;br /&gt;
*** Pylons Used &amp;amp; Broken&lt;br /&gt;
*** Rooms Discovered (and a breakdown of rarity)&lt;br /&gt;
*** Soul Shards Collected&lt;br /&gt;
*** Champions Unalived&lt;br /&gt;
** Coin Piles mined now actually reflects the amount of coin piles, rather than the slices of a coin pile.&lt;br /&gt;
** Combat Stats is now broken down by Mob Group, rather than individual mobs.&lt;br /&gt;
*** Individual Mobs can still be tracked by holding shift on a mob group&lt;br /&gt;
&lt;br /&gt;
* New Gear Modifier, Heart Frag Chance&lt;br /&gt;
&lt;br /&gt;
** When attacking a mob, you have a chance for it to drop a heart fragment which when picked up, will heal you one hit point (scaled with healing efficiency)&lt;br /&gt;
** This modifier can roll as a prefix on swords and axes \- and can also be crafted&lt;br /&gt;
&lt;br /&gt;
* Vault God Charms Overhaul  &lt;br /&gt;
  &#039;&#039;For a while we have wanted to tie the Gods back to their original lore. We also feel that the old God Charm system was a bit too complex, and lacked impact. The new charm system should solve all of these issues, as charms are now exciting, special and potentially super powerful\!&#039;&#039;&lt;br /&gt;
** Charms can be found in Living Chests and Living Dungeons. It is the rarest item to occur in a Living container, shares rarity with Trinkets.&lt;br /&gt;
** A Charm can roll between Common and Omega&lt;br /&gt;
*** The roll determines how many affixes it has (1-4)&lt;br /&gt;
** Each God has a unique set of modifiers, tied to their lore  &lt;br /&gt;
    &#039;&#039;Example Idona is focused on combat modifiers&#039;&#039;&lt;br /&gt;
** The modifiers on charms are unique in that they scale with your current God Reputation, which has a cap of 50 per god (changed from 25\)&lt;br /&gt;
** There is a rare chance to roll a God Charm with a &#039;&#039;&#039;Temporal Modifier&#039;&#039;&#039;. The temporal modifier will activate randomly inside a vault when the charm is used, for the time displayed on the charm (which scales with reputation)&lt;br /&gt;
*** Temporal Modifiers by god&lt;br /&gt;
**** Idona: Overpower | Soul Fest | Nova Explosion&lt;br /&gt;
**** Tenos: Totemic | Loot Goblin | Door Hunter&lt;br /&gt;
**** Velara: Ultimate Regen | Charming | Rock Solid&lt;br /&gt;
**** Wendarr: Pylon Hunter | Hunterino | Glued&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* Treasure Rooms Buffed&lt;br /&gt;
** Instead of having one treasure pedestal, they generate 3&lt;br /&gt;
** You can only choose one pedestal&lt;br /&gt;
* Added Theme Lore&lt;br /&gt;
** Augments now display more information about the theme&lt;br /&gt;
** Breaks down difficulty and amount of mobs that spawn&lt;br /&gt;
** It also displays what “Perk” it has&lt;br /&gt;
* Added &#039;&#039;&#039;33&#039;&#039;&#039; new gear models&lt;br /&gt;
** &#039;&#039;&#039;24&#039;&#039;&#039; Shield Models&lt;br /&gt;
*** Scrappy: Trash Lid, Bark Shield, The Plank, Cardboard, Small Scrap Shield&lt;br /&gt;
*** Common: Tower Shield, Chromatic Buckler, Grizzly, Kitsune&lt;br /&gt;
*** Rare: Barbed, Black Star, Paladin, Ornate, Gilded&lt;br /&gt;
*** Epic: Druid, Banner, Ladybug, Winter Guard, Energy, Goat&lt;br /&gt;
*** Omega: Forcefield, Guardian Angel, Anchor, Vault Crystal&lt;br /&gt;
** Research Models&lt;br /&gt;
*** New Create Sword&lt;br /&gt;
** Added 2 new swords&lt;br /&gt;
*** New Tenos Sword&lt;br /&gt;
*** Added Sculk Sword&lt;br /&gt;
** &#039;&#039;&#039;4&#039;&#039;&#039; New Wand&lt;br /&gt;
*** Common: Chromatic Crook&lt;br /&gt;
*** Rare: Ghostlights Curse&lt;br /&gt;
*** Epic: Moon Blight&lt;br /&gt;
*** Omega: Orb of Chaos&lt;br /&gt;
** Updated the Platemail, Spiky Platemail,Reinforced Platemail, and Breastplate (previously Mailbox) \- And their dark variations&lt;br /&gt;
** Added new secret sword unlock&lt;br /&gt;
** Added the princess set (Common armour)&lt;br /&gt;
* Added new unique item: Frostguards&lt;br /&gt;
** Leaves a trail of chilled when you walk&lt;br /&gt;
** Can be found in the factory room&lt;br /&gt;
* New Gamerules\!&lt;br /&gt;
** Crystal Recipe Scaling&lt;br /&gt;
*** Different from Crystal Mode, this will amplify how fast the recipe itself scales, this is more extreme than crystal mode and can scale even very hard to grind recipes\!&lt;br /&gt;
**** Slow, Normal, Fast, Extremely Fast&lt;br /&gt;
** Vault XP Sharing&lt;br /&gt;
*** This lets you enable sharing xp with other users running your vault. This can be set to have everyone receive the total average of all combined xp, the highest xp earned by a player, or the lowest xp earned by a user. XP will only be distributed when the last player leaves the vault\! &#039;&#039;&#039;This is off by default.&#039;&#039;&#039;&lt;br /&gt;
** Vault Level Lock&lt;br /&gt;
*** Easily change the maximum level a player can currently reach. This will replace the config, however your config and gamerule will sync when updating.&lt;br /&gt;
* Added a Transmogrification and Artifact Weight System&lt;br /&gt;
** Artifacts you have not yet discovered are now more 3x more likely to show up instead of one you already have.&lt;br /&gt;
** Gear Models also have the same logic but are 2x more likely to show up if you haven&#039;t already discovered it&lt;br /&gt;
* Added Vault Sound Options \- Allows you to customise the volume of all sounds from the vault mod&lt;br /&gt;
* Added a Soul Shard counter in the black market&lt;br /&gt;
* The objective and theme now show up on your screen when you enter a vault&lt;br /&gt;
* Vault Doll has a 50% chance to drop a Modifier Scroll for each discovery archive you found&lt;br /&gt;
** The scroll have the same modifiers that you found in the vault&lt;br /&gt;
* Augment Items now dye the frame based on the theme series&lt;br /&gt;
* Cleaned up JEI to remove legacy items&lt;br /&gt;
* Added, updated, and reworked some commands for admin use&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Reworked mob spawner allocation&lt;br /&gt;
** Information on allocation in specific themes can be found on the lore of the theme augments&lt;br /&gt;
** Dwellers can now spawn from any spawner in vaults, being separated from assassins.&lt;br /&gt;
** Magmatic Piglins no longer spawn as tanks after level 65 in all themes, they now only appear, as assassins, in Nether Vaults at level 100&lt;br /&gt;
** Updated the names of all vault mobs to be clearer and consistent&lt;br /&gt;
* Buffed Blight, increased the duration of the weakness effect to 5-8 seconds (previously 2-5 seconds)&lt;br /&gt;
* Added perks to most theme series&lt;br /&gt;
* Moved trinkets to Gilded chests and buffed their chances  &lt;br /&gt;
  &#039;&#039;While this change may take some time to get used to, it certainly balances out the chests a bit better, ensuring exciting “uber” items in each chest container&#039;&#039;&lt;br /&gt;
* When cursing crystals by over-stacking catalysts, curses now only remove 2½ minutes of the vault  &lt;br /&gt;
  &#039;&#039;The old cursed modifier would add void pools, spawn bedrock blocks randomly, add tnt explosions, hex the mobs and lose time for the player&#039;&#039;&lt;br /&gt;
* Ability Changes&lt;br /&gt;
** Updated Charm to AD instead of AP  &lt;br /&gt;
    &#039;&#039;This change will need some more work on the mob AI to feel satisfying, but the direction is correct, to make it an AD Build Support ability&#039;&#039;&lt;br /&gt;
*** It will affect 1 mob per cast and increases speed&lt;br /&gt;
*** Higher duration and new cooldown&lt;br /&gt;
** Update Storm Arrow, Smite and Archon to use AP range (min max)&lt;br /&gt;
* Massively reduced health of spiders&lt;br /&gt;
* Removed crit chance and heavily lower dmg of Crabs&lt;br /&gt;
* Updated Mystery Egg recipe to not use vault gold&lt;br /&gt;
* Marked Wutodie as a legacy item and removed from generating in vault&lt;br /&gt;
* The Elite Skeleton Rogue now has walk particles (cloud) when being invisible, allowing players to track and avoid its movement&lt;br /&gt;
* Knowledge brew not saving world data when consuming&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added new sounds to opening dungeon doors, and breaking dungeon barrels&lt;br /&gt;
** Barrels play different sounds based on number of items that drop&lt;br /&gt;
* Added an RGB color picker to the Accessibility screen&lt;br /&gt;
** Usable for both hunter and the new health bar&lt;br /&gt;
* Changed some of the vault generation calculations to potentially save RAM, making the game run smoother.&lt;br /&gt;
* Updated the Kitsune, Grizzly, and Donkey Leggings textures as they were all the same&lt;br /&gt;
** Updated Kitsune Boots item texture to use boots template&lt;br /&gt;
** Updated the Deer Leggings to connect the top&lt;br /&gt;
* Updated all Spawn Eggs to use Minecraft Spring Drop textures&lt;br /&gt;
* Changed the Deck tooltips; they are now sorted by total value&lt;br /&gt;
* Made the Wardrobe default render to solid&lt;br /&gt;
* Made Vault Workstations fully blast resistant&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Card deck modifiers not generating on card decks&lt;br /&gt;
* Fixed the over-summoning of baby zombies during the Elite Zombie fight&lt;br /&gt;
* Fixed Card Modifiers showing “0” on decks&lt;br /&gt;
* Fixed cards inside decks becoming invisible and the deck resetting upon use&lt;br /&gt;
* Cooldown GUI accessibility menu item using wrong registered name in options file&lt;br /&gt;
* Fixed Inscriptions on Rune Boss rooms causing bedrock filled rooms&lt;br /&gt;
* Fixed chaos themes not applying to Rune Boss rooms&lt;br /&gt;
* Fixed a server crash with 3rd party mods regarding ability regrets and vault currency&lt;br /&gt;
* Fixed bounty asking to discover jewels instead of jewel pouches&lt;br /&gt;
* Fixed tool station quest not giving gems on normal worlds&lt;br /&gt;
* Fixed water replacing void liquid in vaults&lt;br /&gt;
* Fixed Shield Bash never going over 100% damage&lt;br /&gt;
* Fixed mobs spawning under the floor in raids&lt;br /&gt;
* Fixed time pylons crashing games in vaults with no time limit&lt;br /&gt;
* Fixed void stones not working on its last use&lt;br /&gt;
* Fixed soul trading screen not closing with inventory keybind&lt;br /&gt;
* Fixed infinite timer if joining a vault that was marked as completed&lt;br /&gt;
* Fixed Shell: Quill not applying the % damage increase \+ not applying full damage to the initial mob.&lt;br /&gt;
* Fixed Void Liquid working in Herald vaults allowing you to cheese the timer&lt;br /&gt;
* Fixed Dash Bullet not being scaled by attack damage buffs&lt;br /&gt;
* Fixed Crabs not being affected by Taunt: Fear&lt;br /&gt;
* Fixed Chaos Vaults level 80 having overflow of non-wooden chests&lt;br /&gt;
* Fixed Catalyst Fragments not dropping in Ascension Vaults&lt;br /&gt;
* Fixed Dash Warp exploit allowing you to teleport back to a start room at any given moment&lt;br /&gt;
* Fixed Void Crucible themes not displaying when first opening a theme’s blocks&lt;br /&gt;
* Fixed the hitbox of the overgrown tank to be shorter and the same as its model height&lt;br /&gt;
* Fix rune boss not having the correct completion xp&lt;br /&gt;
* Removed random coloured pixels from hardened and ornate chests&lt;br /&gt;
* Fixed dylan VIP armor suit model&lt;br /&gt;
* Fixed treasure room showing jigsaw block in void crucible&lt;br /&gt;
* Added purple terracotta to void crucible misc list&lt;br /&gt;
* Removed incorrect part of the laser bridges description&lt;br /&gt;
* Fixed crafted vault chests not mining correctly (using step breaking)&lt;br /&gt;
* Fixed dolls not working / causes crashes when opened from scavenger or rune boss vaults&lt;br /&gt;
* Fixed Poison Cloud not counting towards mob kills for bounties, objectives, etc.&lt;br /&gt;
* Fixed Hypothermia causing infinite thorns damage if the mob is not killed&lt;br /&gt;
* Card Deck UI should not overlap anymore&lt;br /&gt;
* Fix focus being able to roll lucky hit below level 25&lt;br /&gt;
* Fixed Shadow Cloak and Slimey having incorrect weights for trinkets&lt;br /&gt;
* Give correct amount of xp on bingo completion&lt;br /&gt;
* Fixed Raid Mobs getting ethereal&lt;br /&gt;
* Disabled ability to put tools in artisan forge as they cannot be modified (and if they did it would break the item)&lt;br /&gt;
* Fixed Debagnetizer not being able to be disabled with redstone&lt;br /&gt;
* Fix crabs being too fast&lt;br /&gt;
* Fixed weakened adding CDR instead of removing it&lt;br /&gt;
* Fixed gummy soldier XP amounts&lt;br /&gt;
* Fixed lucky hit able to be crafted and rolled on wands&lt;br /&gt;
* Fixed boss summons able to be champions&lt;br /&gt;
* Fixed some slab and stairs not dropping items&lt;br /&gt;
* Add localised languages to vault game rules&lt;br /&gt;
* Fixed hatred totem adding ability legendary rolling 1 instead of 2&lt;br /&gt;
* Fixed champion room float items obtainable from trial chamber vaults&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disclaimers ===&lt;br /&gt;
&lt;br /&gt;
* The Cooldown GUI has been reset to its default state (OFF) as we&#039;ve fixed a big with it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Note about reporting bugs ===&lt;br /&gt;
&lt;br /&gt;
As always, you can report bugs using &amp;lt;code&amp;gt;/bug-report&amp;lt;/code&amp;gt; in the Vault Hunters Official Discord  &lt;br /&gt;
With this version, if you find a placeholder block in the vault, please shift right click it and paste the information when submitting your bug report.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.1&amp;diff=10796</id>
		<title>Patch Notes/3.18.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.1&amp;diff=10796"/>
		<updated>2026-03-24T01:48:00Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.18.1 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.18.1&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.18.0&lt;br /&gt;
| next       = 3.18.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
* The amount of bronze/gold in your inventory is now displayed in vault stations that use either currency&lt;br /&gt;
* Added an Emerald slot to the vault enchanter&lt;br /&gt;
* Added rarity overlay of vault gear. By default it is displayed while holding shift in any inventory, this can be changed to be always on.&lt;br /&gt;
* Added the ability to hover an ability and keybind it immediately by pressing down the desired key while hovering it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed the “missed” Expertise &#039;&#039;&#039;Divine&#039;&#039;&#039;, which had no use after we removed God Affinity&lt;br /&gt;
** Now gives the player a chance to gain 2 reputation points instead of 1 when completing a god altar: 10,20,30% chance&lt;br /&gt;
* Failing a God Altar no longer curses the vault, instead it will now revoke a reputation from said God for only that player.  &lt;br /&gt;
  &#039;&#039;Listening to the community, while curses are in our opinion an OK reaction to a failed task, it does affect multiplayer vaults and can be seen as griefing other players, with this change, not only is that fixed, but the “punishment” for the failure condition is more inline with our future plans for the God system&#039;&#039;&lt;br /&gt;
* Changed behaviour of Adaptive Focus &amp;amp; Living modifier to only always favour on upgrade of the tier group.  &lt;br /&gt;
  &#039;&#039;This makes it so that a gear piece does not upgrade a tier group if there isn’t a better one available, preventing gear from “becoming worse” when levelling up.&#039;&#039;&lt;br /&gt;
* Modified the “create world” screen; added a world type button to the main menu, and organising the screen in general&lt;br /&gt;
* Removed Wutodie from the end screen&lt;br /&gt;
* Soul Mirror antique now provides a God Charm, but requires 6 instead of 4.&lt;br /&gt;
* Slightly increased the chances of Dwellers in most themes&lt;br /&gt;
* Slightly increased the tank chances in the Sandsworn series&lt;br /&gt;
* Raid Mobs can no longer be affected by charm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed JEI overlaying on skill, stat screen (and everything else JEI related)&lt;br /&gt;
* Fix ghost blocks not working in the void crucible&lt;br /&gt;
* Fixed XP Bar showing as full on the hud, even though it wasnt&lt;br /&gt;
* Fixed Vault Forge not allowing adjusting crafting by level  &lt;br /&gt;
  Fixed a server crash caused by incomplete configs, it will now warn you instead&lt;br /&gt;
* Fixed champion and bosses not being counted on the end screen&lt;br /&gt;
* Deeplings are now displayed on Void Augments&lt;br /&gt;
* Fixed transmog table from allowing button press when the result slot is full&lt;br /&gt;
* Performance increase for void crucible  &lt;br /&gt;
  &#039;&#039;This should fix cake vault and chaos theme lag issues&#039;&#039;&lt;br /&gt;
* Fixed issues with coin pouch not counting coins correctly&lt;br /&gt;
* Fixed deck modifiers not applying correctly if it only requires 1 condition to be met&lt;br /&gt;
* Fixed raid mobs getting ethereal from brazier vaults&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.2&amp;diff=10795</id>
		<title>Patch Notes/3.18.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.2&amp;diff=10795"/>
		<updated>2026-03-24T01:47:58Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.18.2 (2025-06-01)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.18.2&lt;br /&gt;
| date       = June 1, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.18.1&lt;br /&gt;
| next       = 3.18.3&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/8ieAwhPclMc?si=Q196IWP1LyZyF7CX&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share&amp;quot; referrerpolicy=&amp;quot;strict-origin-when-cross-origin&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Vault Map&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
** A Minimap replacing Xaeroes Minimap inside vaults that shows discovered rooms is unlocked by default&lt;br /&gt;
** A new Vault Map item which requires research to craft. Can be opened to view a full screen map of your discovered rooms, can also be zoomed and panned.&lt;br /&gt;
*** If the Vault Map is in a player’s inventory, and they have the research unlocked, they can also keybind (default N) an overlay version of the map, either as a toggle or a hold. This overlay can be modified to have any opacity in the accessibility menu.&lt;br /&gt;
** Map Markers is another new research that can be unlocked. It allows players to craft Map Marker blocks that when placed down inside a vault will mark that position on the map (and mini map). Other players can see these markers. The markers can also be dyed to any colour for individual preferences, or marker preferences.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords and Axes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  We have tried making Axes and Swords more different to each other, by buffing both of them&lt;br /&gt;
&lt;br /&gt;
** We added a new implicit roll on Axes called “Double Damage Chance”. This implicit always rolls, and gives any direct on-hit a percentage chance to do double damage. This implicit does not affect AD scaling, as it only counts on direct on-hits, but should make axes a lot more viable as a primary weapon of choice.&lt;br /&gt;
** For Swords, we moved the suffix “Sweeping Hit Damage” to an implicit, guaranteeing that all swords do some sort of sweeping hit damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faceted Focus Overhaul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Faceted Foci, while being great when used correctly, still felt a bit underpowered and lack-luster. We made a few upgrades to address this&lt;br /&gt;
&lt;br /&gt;
** We gave each faceted focus an individual texture, representing its modifier&lt;br /&gt;
** We recreated how Faceted Focus interact with gear; Instead of rerolling the gear piece entirely and guaranteeing the modifier, the faceted focus now instead adds the individual modifier, as long as there is space in its correct affix slot, and it doesnt have a conflicting modifier rolled already&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HUD Display Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Knowing your gear durability, or, perhaps more importantly, your Trinkets, Charms and Void stone uses remaining is a key element to playing the game efficiently. Previously we relied on a mod called InvHud+ to help render some of these items on screen, however, it didn’t meet all our requirements, and because of that we created our own Hud Display features.  &lt;br /&gt;
  It is highly customisable and can be accessed through the Vault Accessibility menu. Players can customise it to fit their preferences&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vault Generation Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  We have been very lucky to have the Vault Faster mod used in the pack, developed by ImplementsLegends as an add-on. However, learning that ImplementsLegends was moving on to other projects, and was not able to maintain the add-on, we decided to make our own performance improvements, specifically for generation, inside the Vault mod.  &lt;br /&gt;
  The result is an 8 times faster load time, and 80 times faster vault chunk generation!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Boss Updates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  The Rune Boss has been received very well by the community, players seem to love the customisation of the loot crate by selecting runes that fits them. We did receive a fantastic suggestion from our champion Duckfromhell to remove the cap on the amount of runes a player can use, and we loved it, so, players can now add an infinite amount of runes to their rune boss creation, it still requires a minimum amount of runes and that value is random per boss and altar. However, be careful because in order to make this balance correctly, all runes now increase the health of the boss by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* All Unique Gear now have the living modifier!&lt;br /&gt;
* We added a new Library and a new Mushroom variant thanks to our new amazing builder Kat\!&lt;br /&gt;
* Add Iron Furnace and Modular Routers to Mod Boxes&lt;br /&gt;
* Added 16 new magnet textures, based on rarity\!&lt;br /&gt;
* Added new card deck textures to existing decks&lt;br /&gt;
* Added new command to force sky quests on sky vaults: /the&#039;&#039;vault quests force&#039;&#039;skyvault true&lt;br /&gt;
* Added a new accessibility option for showing the uses left of an item as the stack size (Trinket, Void Stone, God Charm)&lt;br /&gt;
* God Altars now render the task on the altar before the player accepts it. Players who likes the old challenge of not knowing can turn this feature off in accessibility settings&lt;br /&gt;
* New distinctive sounds for Vault Dwellers&lt;br /&gt;
* Added individual textures to choice flasks to make it easier for the player to determine what choice flask they are making&lt;br /&gt;
* Added 4 new wand models&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes &amp;amp; Balance Tweaks ===&lt;br /&gt;
&lt;br /&gt;
* Temporal Modifiers can no longer be used within the Herald fight&lt;br /&gt;
* The colours config in gear/gear&#039;&#039;roll&#039;&#039;type config can now be used to change the colour of gear rarities&lt;br /&gt;
* Updated Vendoor texture to have the coin pouch instead of the champion icon&lt;br /&gt;
* Updated the Scavenger Quest&lt;br /&gt;
* You can now update game rules through the options menu without having cheats enabled&lt;br /&gt;
* Bounty Table tooltip now renders on the left hand side to stop overlapping the bounty&lt;br /&gt;
* Removed Puffium from mined ores end screen stat&lt;br /&gt;
* Added crafting recipe for sticks with driftwood&lt;br /&gt;
* Removed slowness clouds from rolling on gear and removed its faceted focus&lt;br /&gt;
* Renamed Tenos’ Staff \-\&amp;gt; Tenos’ Axe to better describe the item it relates to&lt;br /&gt;
* Removed durability damage from trial chambers vaults&lt;br /&gt;
* Heart Fragments can now only drop inside the vault&lt;br /&gt;
* Add augment tooltip onto the theme hover on the end screen crystal stats&lt;br /&gt;
* Vanilla Immortality now protects vault tools in Raw Vaults (Sky Vaults)&lt;br /&gt;
* Trinkets, Void Stones, and Charms no longer take uses in Raw Vaults (Sky Vaults)&lt;br /&gt;
* Made all vault swords have sharp edges&lt;br /&gt;
* Updated the Rune Pillar model&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Transmog Table text not highlighting green when enough bronze is present in the coin pouch&lt;br /&gt;
* Fixed resource cards not providing the correct amount of rewards in completion crates&lt;br /&gt;
* Fixed clicking the inventory button in skill altar import screen closing the window&lt;br /&gt;
* Fixed Vault Artisan station can be used to craft a modification workstation when there are items contained within&lt;br /&gt;
* Fixed Porcupine and Quill ability increases rolling on Focus&lt;br /&gt;
* Fixed charmed mobs attacking target dummies and armor stands&lt;br /&gt;
* Fixed items with stored inventories (like artisan stations) being able to be used for crafting&lt;br /&gt;
* Fixed Mentors Brew not reaching level 100 + fixed too much XP being given on other levels&lt;br /&gt;
* Fixed some bounties needing jewels instead of jewel pouches&lt;br /&gt;
* Fixed a visual rendering issue with the vault enchanter&lt;br /&gt;
* Fixed card decks costing nothing in spirit extractor past level 65&lt;br /&gt;
* Fixed (improved) FPS lag in alchemy table&lt;br /&gt;
* Fixed some elites getting ethereal unintentionally&lt;br /&gt;
* Fixed vendor room inscriptions not counting as omega rooms in bingos&lt;br /&gt;
* Fixed knowledge brew not providing the research transmogs&lt;br /&gt;
* Fixed placeholder block message labelling the vault level and vault seed the wrong way round&lt;br /&gt;
* Fixed unique crate showing “Chest” as display name&lt;br /&gt;
* Fixed curio items (e.g magnet) not levelling up with Living&lt;br /&gt;
* Fixed living modifier not working if you dont have any repair slots&lt;br /&gt;
* Fixed some objective placeholder blocks not processing&lt;br /&gt;
* Fixed reputation not capping at 50 per god&lt;br /&gt;
* Fixed pestilence wall unique not rolling modifiers other than entropic bind&lt;br /&gt;
* Fixed healer entity missing translation&lt;br /&gt;
* Fixed the vault kick command on servers&lt;br /&gt;
* Fixed ascension forge quest typo “transmorg”&lt;br /&gt;
* Fixed bingo vaults not registering tasks after relogging&lt;br /&gt;
* Fixed grim shield displaying wrong range of values&lt;br /&gt;
* Fixed ember button showing old texture (Ascension Forge)&lt;br /&gt;
* God charms being able to add random modifiers with 0 uses left.&lt;br /&gt;
* Fixed coin pouch not making pickup noise&lt;br /&gt;
* Added merchant capstone tooltip&lt;br /&gt;
* Fixed herald music&lt;br /&gt;
* Added more leaves types to the vault altar group&lt;br /&gt;
* Fixed Sky Vaults Scavenger quest say that items are marked as rotten&lt;br /&gt;
* Fixed inscription description error where it showed “Raid Room Room”&lt;br /&gt;
* Fixed pylons dropping temporal shards in trial chambers vaults&lt;br /&gt;
* Fixed unique crates dropping loot at player level instead of vault level&lt;br /&gt;
* Fixed some treasure door textures&lt;br /&gt;
* Fixed grammatical error with animal jar “can not” → “cannot”&lt;br /&gt;
* Fixed Blue Jay antique not stacking with other antiques in backpacks&lt;br /&gt;
* Removed mystery boxes (legacy item) from being obtainable through boss crates or bounties&lt;br /&gt;
* Fixed scrolling to zoom on the end screen map&lt;br /&gt;
* Fixed trinkets, void stones, and charms taking uses in the trial chambers&lt;br /&gt;
* Fixed knowledge starts turning into ghost items when used within the vault&lt;br /&gt;
* Fixed theme name too long to fit in the end screen&lt;br /&gt;
* Removed the ability to re-apply the same bottle effect in the alchemy table&lt;br /&gt;
* Fixed random black pixel on angel effect icon&lt;br /&gt;
* Fixed damage particle and infused larimar translation strings&lt;br /&gt;
* Fixed &amp;quot;Found in&amp;quot; tooltip showing empty list&lt;br /&gt;
* Fixed ability to use repair core on void stone and it do nothing&lt;br /&gt;
* Fixed Penguin, Dank, Dark Rhino models/textures&lt;br /&gt;
* Fixed Damage Percentile focus showing ability power percent&lt;br /&gt;
* Fixed Boogieman not scaling with majority of Runes correctly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As always, you can report bugs using &#039;&#039;/bug-report&#039;&#039; in the Vault Hunters Official Discord!&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.3&amp;diff=10794</id>
		<title>Patch Notes/3.18.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.18.3&amp;diff=10794"/>
		<updated>2026-03-24T01:47:57Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.18.3 (2025-06-28)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.18.3&lt;br /&gt;
| date       = June 28, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.18.2&lt;br /&gt;
| next       = 3.19.0&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions and Changes ===&lt;br /&gt;
&lt;br /&gt;
* QOL Changes&lt;br /&gt;
* Party Members will now show up on the vault map regardless of distance&lt;br /&gt;
** Note: Non-party members are still limited to render distance only.&lt;br /&gt;
* Right clicking a backpack with a &#039;&#039;&#039;deposit upgrade&#039;&#039;&#039; onto a Rune Boss Altar will deposit ALL runes from that backpack instantly.&lt;br /&gt;
* Redesigned the main Accessibility Menu screen to make it more organised&lt;br /&gt;
* Accessibility Settings&lt;br /&gt;
* Added options to scale and zoom the minimap&lt;br /&gt;
* Added the ability to move the Map Overlay&lt;br /&gt;
* Generic Accessibility&lt;br /&gt;
** Moved “Cooldown GUI” to HUD Settings&lt;br /&gt;
** Added the option to scale the objective requirements (Bingo, Monoliths and Elixir) (“Objective Scaling”)&lt;br /&gt;
** Added an option to disable key binding abilities inside the skill tree (“Quickbind Editing”)&lt;br /&gt;
* HUD Settings&lt;br /&gt;
** Updated Cooldown GUI to only have an ON and OFF state&lt;br /&gt;
** Added the ability to disable the abilities bar (“Abilities with mana bar”)&lt;br /&gt;
** Added “Modifier List Scale”: this will increase or decrease the size of your active vault modifiers&lt;br /&gt;
** Added the ability to move the Vault Timer, Vault Modifiers, Mana Bar, Ability Cooldowns&lt;br /&gt;
** Updated “HUD Size” and “Potion Size” to be sliders for more customisation&lt;br /&gt;
** Added an “OFF” option for gear display mode&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed the boss rune health and damage was not scaling with number of runes added&lt;br /&gt;
* Fixed rune boss removing timer from all other rune boss vaults&lt;br /&gt;
* Fixed a rare generation bug causing an empty room that occurred on first vaults since loading the world or server.&lt;br /&gt;
* Fixed some rotation issues with vault generation&lt;br /&gt;
* Fixed quick bind abilities not saving after restarts&lt;br /&gt;
* Fixed vault effect rendering not disabling when disabled&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.0&amp;diff=10793</id>
		<title>Patch Notes/3.19.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.0&amp;diff=10793"/>
		<updated>2026-03-24T01:47:55Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.19.0 (2025-07-23)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.19.0&lt;br /&gt;
| date       = July 23, 2025&lt;br /&gt;
| type       = Major Update&lt;br /&gt;
| previous   = 3.18.3&lt;br /&gt;
| next       = 3.19.1&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Curseforge Release: 23th July 2025&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/H9PCW1qbiaM&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share&amp;quot; referrerpolicy=&amp;quot;strict-origin-when-cross-origin&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this update, we have also released our new official wiki! You can find it [https://wiki.vaulthunters.gg here]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Highlights ===&lt;br /&gt;
&lt;br /&gt;
* Prestige  &lt;br /&gt;
** &#039;&#039;After reaching level 100 and completing the herald, you unlock access to the Prestige system.&#039;&#039;  &lt;br /&gt;
** Prestige levels are infinite and on each level up, you obtain \+1 Prestige Point  &lt;br /&gt;
** In the Skill Tree, there is a new tab for “Prestige Powers”  &lt;br /&gt;
** Prestige Powers are permanent unlocks that cost both prestige points, and knowledge points.  &lt;br /&gt;
** There are 2 types of prestige powers:   &lt;br /&gt;
*** Always Active \- passive powers that are always on  &lt;br /&gt;
*** Activatable \- powers that can be toggled on/off  &lt;br /&gt;
*** An example of activatable are the Elytra Wings, compared to always active such as no gear durability damage.  &lt;br /&gt;
** Prestige Powers follow a tier system. Higher Powers require lower-tier powers as a prerequisite. For example you must unlock a tier 1 power before you can unlock a tier 2\. To learn more about prestige powers, you can check out our wiki page [https://wiki.vaulthunters.gg/Prestige_Powers here]&lt;br /&gt;
&lt;br /&gt;
* Royale Vaults  &lt;br /&gt;
** Requires level 50+, only obtainable through the Royale Rock which you can craft  &lt;br /&gt;
** Upon entering, you start with an empty inventory, no abilities, no talents, and the number of skill points that match your level.  &lt;br /&gt;
** Random objective rolls, you must complete it to finish the royale vault  &lt;br /&gt;
** All picked up loot from chests will go into a “Royale Crate” located in your inventory.  &lt;br /&gt;
** You are presented with “Tommy”, where you can select one of each presets, blue trinket and red trinkets, and rewards that are presented to you  &lt;br /&gt;
*** The reward will go into your Royale Crate which is   &lt;br /&gt;
** Find “Royale Loot Crates” inside of the vault, containing gear, new ability and talent scrolls, and tools. One is provided for free in the start room  &lt;br /&gt;
** If you complete the vault, you receive a royale crate with the rewards that you selected at the start of the vault \- You will also receive a Royale Vault Stone block which you can use to build a portal with&lt;br /&gt;
&lt;br /&gt;
* Companions  &lt;br /&gt;
** If you play your cards right, and get lucky, you may attract a companion egg at any time, any discovered place, inside a vault  &lt;br /&gt;
** The companion egg will roll one of two series: Legend, Pet  &lt;br /&gt;
*** The Legend series will roll a random patreon supporter (but can be renamed using a name tag)  &lt;br /&gt;
*** The pets have custom models and animations  &lt;br /&gt;
** When you roll a companion, it will roll one “temporal modifier” of which the time will scale with the companion level  &lt;br /&gt;
** You can place your companion inside a companion home block, which will show you its level, hearts, relic slots and particle slots  &lt;br /&gt;
** A companion can have a maximum of 5 hearts, and a max level of 10  &lt;br /&gt;
** Levelling up to levels 2, 6, and 9 will unlock Relic Slots  &lt;br /&gt;
*** Relic slots allow you to add “Companion Relic” which adds modifiers to your companions  &lt;br /&gt;
*** Relics can be found in vault chests and treasure sand, only if you have a companion in your head slot  &lt;br /&gt;
** Levelling up to levels, 1, 4, 8 will unlock Particle Slots  &lt;br /&gt;
*** Particles can also be found in vault chests and treasure sand and will add particle types and colours to the companion  &lt;br /&gt;
** You can bring companions into your vaults and they will then have a cooldown until it can be used again.  &lt;br /&gt;
** Once they have used all their lives, the companion will “Retire”, meaning their modifiers can no longer be used. You can however bring them into your vaults&lt;br /&gt;
** Comes with a new expertise to lower companion cooldown (We also made the grid 4x4 to fit this in)&lt;br /&gt;
** Companions cannot be used in Royale Vaults, Raid Vaults, Herald Vaults or Ascension Vaults&lt;br /&gt;
&lt;br /&gt;
* PvP Vaults  &lt;br /&gt;
** Rolls a random objective; elixir, bingo, or scavenger. All players share the same requirements.  &lt;br /&gt;
** PvP is enabled, and all abilities damage players.  &lt;br /&gt;
** Compatible with Royale using the “Royale PvP” rock  &lt;br /&gt;
** Up to 8 players can join, once the second person joins a 2 minute timer begins, and the vault locks.  &lt;br /&gt;
** After 2 minutes are up, no one else can join, and all players are teleported to a random position in the vault.  &lt;br /&gt;
** First to complete the vault, or the last man standing wins, and everyone else will be kicked without completion.  &lt;br /&gt;
** When inside a vault party, the health is not visible  &lt;br /&gt;
** Vault Map discovery is shared, although you cannot see each others positions&lt;br /&gt;
&lt;br /&gt;
* New Abilities (With new cards and gear modifiers)  &lt;br /&gt;
** Arcane  &lt;br /&gt;
*** Ability Power based hold ability; channel a magical beam that damages mobs.  &lt;br /&gt;
** Rail  &lt;br /&gt;
*** Ability Power based cast ability that hits a single mob with incredible power. This can trigger on-hit effects.  &lt;br /&gt;
** Earthquake  &lt;br /&gt;
*** Attack Damage based cast ability; Cause an earthquake dealing attack damage that reduces the farther from the epicenter  &lt;br /&gt;
** Land Mines  &lt;br /&gt;
*** Attack Damage based cast ability: summon a landmine where you’re standing, which explodes when mobs step on it. Chains with other landmines.  &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
*** Ability Power based cast ability: conjure a lightning arrow that strikes any mob it hits with lightning, chaining the lightning to any nearby mobs.  &lt;br /&gt;
** Ball Lightning  &lt;br /&gt;
*** Ability Power based cast ability: Conjure an orb of lightning that is controlled by your crosshair, zapping every mob in its path  &lt;br /&gt;
** Chaos Cube  &lt;br /&gt;
*** Attack Damage based cast ability: throws a powerful cube that explodes after a little while, dealing scaled damage in a radius.  &lt;br /&gt;
** Toxic Vial  &lt;br /&gt;
*** Ability Power based cast ability: throws a toxic, poison-infused vial that shatters into a big poison cloud upon impact  &lt;br /&gt;
** Mana Barrier  &lt;br /&gt;
*** A specialisation for Mana Shield, it will use mana to cast a cube around you, stopping mobs from entering (and leaving) \- It will not follow you  &lt;br /&gt;
** Life Tap  &lt;br /&gt;
*** An added specialisation to Implode&lt;br /&gt;
&lt;br /&gt;
* New Talents  &lt;br /&gt;
** Lighting Finesse  &lt;br /&gt;
*** Gives you a chance to stun mobs hit by Lighting Abilities  &lt;br /&gt;
** Lighting Mastery  &lt;br /&gt;
*** Increases your minimum damage with a percentage when using Lighting Abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Additions ===&lt;br /&gt;
&lt;br /&gt;
* New Unique in X-Mark&lt;br /&gt;
** Called Ann-Mari and has the phoenix modifier&lt;br /&gt;
* New Card Deck Textures  &lt;br /&gt;
* Spectate a Vault  &lt;br /&gt;
** Using a new block, the “Spectator Terminal”, you can view anyone who is currently in a vault, and click on their name to start spectating the vault\!  &lt;br /&gt;
** Users can spectate the players camera directly, or freeroam  &lt;br /&gt;
** Spectating can be stopped by holding the designated keybind, or crouching (SHIFT) if no keybind is set  &lt;br /&gt;
* New Wooden Omega Room: The Pixel Room&lt;br /&gt;
* New Wooden Village Room: Wooden Fort  &lt;br /&gt;
* “The Locker”  &lt;br /&gt;
** The spirit extractor now lets you retrieve your body back for no cost. However, you will go into debt. As long as you are in debt, every vault you enter will belong to &amp;quot;The Locker&amp;quot; and you will gain no experience, even in co-op vaults.  &lt;br /&gt;
* New Gamerules:  &lt;br /&gt;
** Spectator Mode: The mode to spectate players. OFF, PLAYER, FREEROAM  &lt;br /&gt;
** Spectate Party Only: For privacy reasons, you can enable this if you want to limit spectating to /party members only.  &lt;br /&gt;
** Map Sharing: All rooms explored in a vault will be visible on each users’ map\!  &lt;br /&gt;
** Spirit Locker: Enable or disable the debt feature on spirits.  &lt;br /&gt;
* Reworked the Ability Screen  &lt;br /&gt;
** It is now zoomable and panable, along with new categories to easily guide the player to what abilities they should take  &lt;br /&gt;
** It now also has a new background (Along with the Talent, Research, and Expertise screen)  &lt;br /&gt;
* Accessibility Options  &lt;br /&gt;
** Added a “Keyring Contents” option to show how many total keys are inside the keyring as the stack count  &lt;br /&gt;
** Added a 2nd page to the game rule screen in options.  &lt;br /&gt;
* New Trinkets  &lt;br /&gt;
** Aether Spark  &lt;br /&gt;
*** Provides a boost while jumping, allowing temporary flight  &lt;br /&gt;
** The Dice  &lt;br /&gt;
*** All damage is multiplied by 1% to 300% each time it is dealt  &lt;br /&gt;
* Added Magnet item rendering when in the curios belt slot to show off your transmogs\!  &lt;br /&gt;
* Added Vault Altar Ingredients, Mystery Eggs, Mod Boxes, Black Market items, and Bounty rewards to JEI.  &lt;br /&gt;
* Added 6 New Focus Models  &lt;br /&gt;
* Added Azalea Flower conversion recipes  &lt;br /&gt;
* Added new blocks  &lt;br /&gt;
** Driftwood and Stripped Driftwood Wood  &lt;br /&gt;
** Gem Blocks, stairs, slabs, and walls  &lt;br /&gt;
* Added new Quests for Coin Pouch, Animal Pen, Max Level, The Herald, Prestige,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes &amp;amp; Balance Tweaks ===&lt;br /&gt;
&lt;br /&gt;
* Guardians Thorns Balance  &lt;br /&gt;
  &#039;&#039;For a while, guardians in challenge rooms being so strong have made it nearly impossible for the average player to enjoy these rooms. To help balance this, we are making an important change; guardians no longer deal any thorns damage in any challenge room&#039;&#039;  &lt;br /&gt;
* Village room spawners are now fizzle spawners  &lt;br /&gt;
* Axes and Swords Tweaks  &lt;br /&gt;
** Implicit damage has been massively increased.   &lt;br /&gt;
** Attack Damage Prefix has been moved to suffix.  &lt;br /&gt;
** Ability Power can now roll as a suffix  &lt;br /&gt;
** Lucky hit chance has been moved to prefix  &lt;br /&gt;
** Lucky Hit Chance now competes with Chaining instead of other on-hit effects  &lt;br /&gt;
** Base attack speed for Axes has been buffed to be closer to swords  &lt;br /&gt;
* Players no longer start with the patchouli Vault Hunters Guide Book as its no longer updated  &lt;br /&gt;
* Vault Map has a lower cost in the Spirit Extractor (Now same as trinkets)  &lt;br /&gt;
* Completely revamped “anti cheesing” on Champions  &lt;br /&gt;
  &#039;&#039;Instead of throwing things at you, champions will now teleport to you if you attempt to cheese. However, they will no longer trigger this behavior if you have not recently damaged them, allowing you to run away without fearing death through blocks.&#039;&#039;  &lt;br /&gt;
  &#039;&#039;This feature only occurs on Hard difficulty and above&#039;&#039;  &lt;br /&gt;
* On Hit Talents owned by the player now apply to chained mobs, each mob triggering its own probability  &lt;br /&gt;
* Moved farmer from an ability to a talent  &lt;br /&gt;
* Removed pillagers from initial raid and increase vindicators amount  &lt;br /&gt;
* Moved the done button for editing the minimap position  &lt;br /&gt;
* Prevented artifacts from being placed onto framed blocks, as this caused bugs  &lt;br /&gt;
* To spawn the rune boss, you must now shift right click  &lt;br /&gt;
* Tanks now drop purple mob essence instead of Dwellers  &lt;br /&gt;
* Each scavenger mob drop item will now show which mob type it comes from  &lt;br /&gt;
* Updated the sprite swords and axes to new models\!  &lt;br /&gt;
* Removed the ability for x-mark to spawn a bishop deck before level 50  &lt;br /&gt;
* The Inventory Hud grid is now centered to the crosshair  &lt;br /&gt;
* Snapshots for vaults after updating will now store timestamps, which can be used in the improved “/the\&#039;&#039;vault open\&#039;&#039;snapshot” command.  &lt;br /&gt;
* The Inventory Hud now shows “Broken” when vault gear is broken instead of 0%  &lt;br /&gt;
* Softened the outline of Unidentified Vault Gear textures  &lt;br /&gt;
* Lightened the No Jewel icon in the Jewel Applicator  &lt;br /&gt;
* Redesigned cloud Faceted Foci textures  &lt;br /&gt;
* Antiques will only drop in level 50+ vaults and require the player to have an antique book in their inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Archon &amp;amp; Smite loading cooldown incorrectly  &lt;br /&gt;
* All abilities now continue to overlevel without a stop in statistics  &lt;br /&gt;
* Bounty abandon timer not updating until menu reopened  &lt;br /&gt;
* Different anvil states not being voided from void crucible  &lt;br /&gt;
* Empower: Slowness affecting chilled mobs  &lt;br /&gt;
* Frame drops when item is in modifier workbench  &lt;br /&gt;
* Hatred Totems giving soul shards on spawn  &lt;br /&gt;
* Infinite healing on rune boss  &lt;br /&gt;
* Living gear outleveling player due to XP sharing  &lt;br /&gt;
* Map/UI persistence issues when switching between server and singleplayer  &lt;br /&gt;
* On Hit Talents not applying to chained mobs  &lt;br /&gt;
* Permanent Blazing, Frenzy, and Arcana effects  &lt;br /&gt;
* Player head icons disappearing on map when out of render distance  &lt;br /&gt;
* Poison Nova triggering chaining  &lt;br /&gt;
* Rampage buffing poison nova  &lt;br /&gt;
* Resource cards not giving proper rewards  &lt;br /&gt;
* Rotten modifier allowing fruit consumption in raids  &lt;br /&gt;
* Trinkets being used in trial vaults  &lt;br /&gt;
* Vault Party UI not appearing on re-log  &lt;br /&gt;
* Void crucible not dropping gold/vault alloy items when broken  &lt;br /&gt;
* Wands not shift-clicking into off-hand slot  &lt;br /&gt;
* Potion Display not actually turning off custom effects.  &lt;br /&gt;
* Quickbind ability menu not saving on restarts  &lt;br /&gt;
* Quest and skill tree screen not closable with inventory key  &lt;br /&gt;
* Tubium and bomignite door having swapped item textures  &lt;br /&gt;
* Plunderers pearl giving xp if you run brazier and get xp modifier  &lt;br /&gt;
* Removed the ability to put seals on a crystal in an anvil  &lt;br /&gt;
* Botania flasks no longer usable in vaults  &lt;br /&gt;
* Added benitoite variations to JEI which are missing  &lt;br /&gt;
* Breeding of snow foxes continuously giving the chat message  &lt;br /&gt;
* Javelin sight not showing raw vault chests  &lt;br /&gt;
* Cooldown on gear triggered when relogging  &lt;br /&gt;
* Vendoor rooms not counting to omega room on Bingo  &lt;br /&gt;
* Rampage icon in the effect being the old icon  &lt;br /&gt;
* Area of effect skill menu description  &lt;br /&gt;
* Living not respecting the level lock  &lt;br /&gt;
* Holding display settings for barred trapdoor models.  &lt;br /&gt;
* Battle Cry and Potions not taking the correct stack count from Elites and Bosses  &lt;br /&gt;
* Being able to change Keep Inventory in create world menu  &lt;br /&gt;
* Remove spiders and vindicators from dragon room  &lt;br /&gt;
* Barrels no longer have a smaller hitbox  &lt;br /&gt;
* Mine room ores not counting to mining room bounty  &lt;br /&gt;
* New mushroom has less sporadic chest placement  &lt;br /&gt;
* Healing salve trinket having wrong value of \+150%  &lt;br /&gt;
* X Marks remaining closed after a player had died, making their body unobtainable  &lt;br /&gt;
* Last Stand not showing the resistance increase in player stats  &lt;br /&gt;
* Shopping Pedestals saying “You do not have enough air”  &lt;br /&gt;
* Mob effects removed on player respawn  &lt;br /&gt;
* Empowered Chaotic Focus can improve Cloud effects  &lt;br /&gt;
* Amplifying Focus can improve Cloud effects  &lt;br /&gt;
* Nova triggering effects like chaining  &lt;br /&gt;
* Updated multiple sword models to have correct angles  &lt;br /&gt;
* Updated Crystallised Blade texture  &lt;br /&gt;
* Being able to use scrap at 100% proficiency in the forge  &lt;br /&gt;
* Getting trapped chests with 100% trap disarm  &lt;br /&gt;
* Spiders jump not being reduced with any modifier that affects their speed (including being frozen)  &lt;br /&gt;
* Fix ability description for Mana Shield, Retribution, and Shield Bash to have the correct icon for “Cast Ability”  &lt;br /&gt;
* Fix shield bash not receiving bonus from i.e Rampage  &lt;br /&gt;
* Fixed a number of rendering issues and crashes.  &lt;br /&gt;
* Fixed map colour of driftwood and its logs  &lt;br /&gt;
* Fixed “use item overlay” causing trinkets/void stones/charms not to show stack size in backpacks  &lt;br /&gt;
* Fixed modifier workbench overflow issue on inventory view  &lt;br /&gt;
* Fixed dwellers despawning from Trapped Chests  &lt;br /&gt;
* Fixed raw theme map textures  &lt;br /&gt;
* Fixed positive XP modifiers working in Brazier vaults on vaults with no or negative XP  &lt;br /&gt;
* Fixed Battle cry using stacks on thorns  &lt;br /&gt;
* Fixed bingo tasks changing counts when in co-op  &lt;br /&gt;
* Fixed shift clicking card decks into Curios  &lt;br /&gt;
* Fixed Missing Conditions for Evolution and scaling cards  &lt;br /&gt;
* Crafted Effect Avoidance on shields now applies to suffix slots  &lt;br /&gt;
* Fixed Vault Map research cost not scaling with its research group  &lt;br /&gt;
* Jewels obtained from quests are now size 5  &lt;br /&gt;
* Fixed inaccurate modifier tier on Inferno Reach unique tooltip  &lt;br /&gt;
* Fixed inaccurate modifier tier on wand tooltip  &lt;br /&gt;
* Removed sweeping edge as a crafted sword modifier  &lt;br /&gt;
* Fixed spawners infinitely spawning mobs in challenge rooms  &lt;br /&gt;
* Fixed Elite Spider spawning in festive themes  &lt;br /&gt;
* Fixed God altars appearing in vaults before level 40  &lt;br /&gt;
* Added soul value to capstones, raw chest scrolls, unique crate scroll, and Spicy Hearty Burgers  &lt;br /&gt;
* Added Ability cards for Shell, Quill, and Porcupine  &lt;br /&gt;
* Added Attack Speed faceted Focus  &lt;br /&gt;
* Re-introduced the snow wolf to winter themes  &lt;br /&gt;
* Fixed Dash, heal, and entropic bind mana use scaling  &lt;br /&gt;
* Fixed some omega rooms not counting towards bingo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As always, you can report bugs using &amp;lt;code&amp;gt;/bug-report&amp;lt;/code&amp;gt; in the Vault Hunters Official Discord\!&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Major Updates]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.1&amp;diff=10792</id>
		<title>Patch Notes/3.19.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.1&amp;diff=10792"/>
		<updated>2026-03-24T01:47:54Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.19.1 (2025-07-24)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.19.1&lt;br /&gt;
| date       = July 24, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.19.0&lt;br /&gt;
| next       = 3.19.2&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Made arcane no longer hit companions  &lt;br /&gt;
* Hide reward sets from the transmog table if you do not have them  &lt;br /&gt;
* Backend changes to Inventory HUD so that it doesn&#039;t go off-screen when the window size changes&lt;br /&gt;
* Updated Card Deck icon within curios to match the new textures&lt;br /&gt;
* Updated champion teleportation logic to be less challenging for players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Ability to have offhand when taking items out of the companion home and to active rune boss  &lt;br /&gt;
* Remove soulbound from all Royale items fixing items remaining in inventory after vault  &lt;br /&gt;
* Fixed mentors brew not allowing levelling up to level 100  &lt;br /&gt;
* Brazier vault modifiers that decrease health not resetting after exiting vault  &lt;br /&gt;
* Pixel room not counting towards bingo tasks  &lt;br /&gt;
* Fix items from vaults not stacking  &lt;br /&gt;
* Log spam and crash issues with Companion Hunt  &lt;br /&gt;
* Companion not showing name on item  &lt;br /&gt;
* Fixed crafted Lucky Hit chance for swords/axes appearing on suffix  &lt;br /&gt;
* Fixed crafted Attack Damage for swords/axes appearing on prefix  &lt;br /&gt;
* Fixed crafted Ability Power for swords/axes appearing on prefix  &lt;br /&gt;
* Fixed Lucky hit being obtainable on wands before level 25  &lt;br /&gt;
* Fixed Raid vaults giving booster packs before 50  &lt;br /&gt;
* Updated Card Deck quest icon to match new deck textures  &lt;br /&gt;
* Vex summoned by evokers is raid rooms can no longer be champions  &lt;br /&gt;
* Fixed arcane death message  &lt;br /&gt;
* Fixed charms not respecting vaults that do not take uses  &lt;br /&gt;
* Fix champions applying potion effects to other champions  &lt;br /&gt;
* Fix smite to not work on other players that it cannot attack  &lt;br /&gt;
* Fix desync issues with companion home block  &lt;br /&gt;
* Fixed champions teleporting on normal difficulty  &lt;br /&gt;
* Fixed spectator mode not being respected  &lt;br /&gt;
* Fixed Chaos Cube not showing in keybinds&lt;br /&gt;
* Added textures and recipes to choice flasks&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.2&amp;diff=10791</id>
		<title>Patch Notes/3.19.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.2&amp;diff=10791"/>
		<updated>2026-03-24T01:47:53Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.19.2 (2025-07-26)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.19.2&lt;br /&gt;
| date       = July 26, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.19.1&lt;br /&gt;
| next       = 3.19.3&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changes / Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Spirits now only charge you for items brought into the vault  &lt;br /&gt;
  &#039;&#039;This means that none of the items obtained within the vault will contribute towards the cost of the spirit. You will still receive the items once buying back the body.&#039;&#039;  &lt;br /&gt;
* Frozen Orb buffed, higher Vulnerability Stacks and Frost Nova levels possible  &lt;br /&gt;
* Kaleidioscope buffed, always rolls all 5 affixes, but size rolls 5 to 25 in steps of 5  &lt;br /&gt;
* Updated “Incubator” to “Companion Incubator” in Companion Quest  &lt;br /&gt;
* Added new item tag that includes Soul Shards, Vault Coins and Antiques  &lt;br /&gt;
* Living gear also scales with Bounties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Made several performance improvements in an attempt to reduce and fix memory and CPU issues  &lt;br /&gt;
  &#039;&#039;If you are still having issues with this, please report the bug inside the Vault Hunters Official Discord so that we can continue to diagnose the issues&#039;&#039;  &lt;br /&gt;
* Fixed companion egg hunt from not activating in normal vaults&lt;br /&gt;
* Fixed Rosethorn Ivy having wrong weight in X-Mark Rooms  &lt;br /&gt;
* Fixed Shield Bash missing from corrupted implicit pool  &lt;br /&gt;
* Fixed Shield Bash missing from Focus prefix pool  &lt;br /&gt;
* Pirate coin POI missing coins  &lt;br /&gt;
* Farmer not aging animals  &lt;br /&gt;
* Added Shield Bash to proper gear affixes/corrupted modifiers  &lt;br /&gt;
* Fixed chainlash unique  &lt;br /&gt;
* Client crash with Royale Vaults and Ability Scrolls  &lt;br /&gt;
* Fixed Royale Crate to now pickup all items  &lt;br /&gt;
* Fix landmine and earthquake being able to break blocks inside the herald fight  &lt;br /&gt;
* Fixed fireball lag issues  &lt;br /&gt;
* Extended modifier crashing vaults with infinite timer  &lt;br /&gt;
* Fix issues with living gear  &lt;br /&gt;
* Fix crash with sharing items with large NBT in chat  &lt;br /&gt;
* Fixed the ability to equip another players companion through the Companion Home Block  &lt;br /&gt;
* Fixed Attack Damage abilities not scaling with Increased Attack Damage&lt;br /&gt;
* Fixed swords, magnets, and axes not included in the gear durability prestige power&lt;br /&gt;
* Fixed small spider dungeons not spawning a champion&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.3&amp;diff=10790</id>
		<title>Patch Notes/3.19.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.vaulthunters.gg/index.php?title=Patch_Notes/3.19.3&amp;diff=10790"/>
		<updated>2026-03-24T01:47:51Z</updated>

		<summary type="html">&lt;p&gt;PatchNoteBot: Automated import: patch 3.19.3 (2025-07-27)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch Notes Infobox&lt;br /&gt;
| version    = 3.19.3&lt;br /&gt;
| date       = July 27, 2025&lt;br /&gt;
| type       = Hotfix&lt;br /&gt;
| previous   = 3.19.2&lt;br /&gt;
| next       = 3.19.4&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
This update was pulled from CurseForge and replaced with Update 19.4 (see above)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additions / Changes / Balance Updates ===&lt;br /&gt;
&lt;br /&gt;
* Added a PvP Trophy when winning a PvP vault and removed the brazier crate  &lt;br /&gt;
* Added rendering of Temporal Modifiers on top of the Companion Home block when hovered  &lt;br /&gt;
* PvP Vaults will no longer spawn a spirit; and restore your inventory to pre-vault state.  &lt;br /&gt;
* Improved caching of vaults to save more memory space \-- this should be a noticeable change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Implemented more fixes for the ongoing lag issue.  &lt;br /&gt;
* Fixed the companion snack item not working  &lt;br /&gt;
* Fixed issues with scrolling past (or off) an ability that requires holding would keep it active  &lt;br /&gt;
* Fixed an issue with companions not syncing client side  &lt;br /&gt;
* Fixed companion snacks not working when shift right clicking onto your companion  &lt;br /&gt;
* Fixed brews not working between restarts  &lt;br /&gt;
* Fixed regeneration prestige power  &lt;br /&gt;
* Fixed multiple abilities crashing when going through nether portals  &lt;br /&gt;
* Fixed vault portals not appearing client side  &lt;br /&gt;
* Fixed Magmatic piglins being wrong group (Tanks \-\&amp;gt; Assassins)  &lt;br /&gt;
* Fixed issues with the timer not pausing in the start room on Rune Boss vaults  &lt;br /&gt;
* Fixed level on tab list capped at 100  &lt;br /&gt;
* Fixed magnets taking durability damage from soul shards  &lt;br /&gt;
* Fixed ability to take damage before PvP damage starts&lt;br /&gt;
* Fixed immortal gear prestige power not checking for all gear&lt;br /&gt;
 &lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Vault Hunters 3rd Edition]]&lt;br /&gt;
[[Category:Patch Notes/2025]]&lt;br /&gt;
[[Category:Patch Notes/Hotfixs]]&lt;/div&gt;</summary>
		<author><name>PatchNoteBot</name></author>
	</entry>
</feed>