Vault Hunters 3

**This page documents an iteration version currently being worked on.**
Therefore, not all official feature names or items are mentioned.

**Vault Hunters 3rd Edition**, also known as **Vault Hunters 1.18** (**VH 1.18**), is the third major iteration of the Vault Hunters modpack and was released on November 27, 2022. This iteration is played by Vault Hunters SMP season 3 members. The modpack can be downloaded on the CurseForge page.

The Modpack is currently in an open alpha stage, where overhauls and large changes are reasonably frequent and large. You can keep up to date with the latest changes on the Version History page. As of Update 9 the early game should not have any have any more overhauls or large changes.

## Notable features and changes

* Substantial changes to vaults:
	+ Vaults themes make the vault contain certain mobs and decoration. There are 18 vaults themes, however not all of them are implemented yet, these include:
		- Cave (Implemented)
		- Mesa (Implemented)
		- Desert (Implemented)
		- Winter (Implemented)
		- Dripstone (Implemented)
		- Honey/Bee (Implemented)
		- Crystal Caves (Implemented)
		- Pirate (Implemented)
		- Waste/Fire (Unsure)
		- Candy Land (Implemented)
		- Lush Cave (Implemented)
		- End/Void (Implemented)
		- Nether (Implemented)
		- Raffle (Unsure)
	+ There are now six types of Vault Chest:
		- Wooden (Basic chests with generally low-tier loot)
		- Gilded (These chests focus on "Vault enhancing things," eg. vault diamonds, catalyst fragments, etc.)
		- Living (These chests focus on levelling up, eg. star essence, skill essence, burger parts, etc.)
		- Ornate (These chests focus on vault gear materials, eg. Raw Carbon, etc.)
		- Altar (From completing altars) - Removed in Update 5
		- Treasure (In Treasure Rooms)
	+ There are 3 different types of rooms.
		- Common Rooms (Regular rooms that can contain ores, coin piles, all chests, alters, treasure rooms, compressed blocks, ect.)
		- Challenge Rooms (Focuses on one looting area, however has many mobs)
		- Omega Rooms (No mobs, tons of loot)
	+ All vault layouts (Square, Circle, Diamond) can appear starting at level 0.
	+ Mobs no longer spawn randomly inside the Vault. All vault mobs spawn from visible spawners (Unless the Wild modifier is present).
	+ There are coin piles that can come in different sizes (The larger the size the more coins), they drop coins when broken (Behave like turtle eggs or sea pickles, but can stack to more than 4).
	+ Vault experience is now based on the things the player did in the vault rather than time spent in the vault (Opening chests, killing mobs, mining ores, opening treasure rooms, completing the objective).
	+ There is a small chance that elite mobs will spawn while in the Vault. They have significantly more health and damage than other mobs and spawn with other mobs of the same type next to them. Killing an elite will grant the player a significant amount of vault experience.
	+ Vault Burgers now give a set amount of vault experience rather than a percentage, they also come in 8 different sizes that each give more vault experience than the last.
	+ All loot in the vault is now made to be in POIs, points of interest. Basically POIs will have either ores/chests/coins at them along side a spawner.
	+ All spawners inside the vault are ambush/fissile spawners. Ambush/Fissile spawners spawn many mobs very fast but break automatically after a few waves depending on level. Only dungeon spawners are the normal kind that need to be broken. All spawners that are not ambush/fissile spawners need to be broken with a vault pickaxe as the vanilla pickaxes will not work.
	+ Dungeons are a speical type of POI that has a lot of chests/ores/coins depending on its type. However it also can have more than one spawner and are usually considered harder than regular POIs.
	+ While inside the vault, the player is affected with debuffs that make it impossible to use waypoints and the map. There is a game rule to enable waypoints in vaults.
	+ All mobs inside vault (Except elite mobs and vault bosses/Vault Guardians):
		- Zombies
		- Husks (Applies hunger when hit)
		- Skeletons (Has a chance to hold a bow/sword)
		- Drowned
		- Strays (Has a chance to hold a bow/sword)
		- Cave Spiders (When hit the player gets poisoned)
		- Spiders
		- Creepers (Appear after level 10)
		- Slimes (When killed they make a poison cloud)
		- Wraiths (Takes no knockback)
		- Vault Dwellers (Similar to vault fighters but have the ability to throw bricks at players who are pillared up next to them on hard vault difficulty)
		- Endermen
		- Piglin Brutes
		- Pillagers
		- Vindicators
* Small changes to the pack:
	+ Elytras can now be crafted.
	+ The golden apple recipe now requires Vault Apples, meaning golden apples can no longer be crafted at the start of the game (But they can still be found in chests).
	+ Potions of regeneration have been taken out the pack entirely.
	+ Vault Crates now need to be placed down and shift right-clicked to be opened. They no longer work as large shulker boxes.
	+ While constructing a vault portal you can use vault stone to make the portal (Blackstone no longer works).
	+ The Pickarang now has a recipe, and cannot break coin piles and vault ores. Upgrading a Pickarang to a Flamarang costs a black chromatic steel ingot.
	+ Chromatic Iron Ore now generates below y = -30 in the overworld and can be found exposed to air or through water caving or strip mining. Its drops are used in several crafting recipes (Raw Chromatic Iron can also be obtained through vaults).
	+ Vault Stone now generates in pockets in the overworld (Replaces vault rock ore). When broken it drops Vault Cobblestone and has a chance to also drop a Chipped Vault Rock (Later on Vault Stone can be crushed for a better rate of Vault Rock Fragments).
	+ Enchantments have been completely overhauled. Some enchantments have been rendered non-functional (These cannot be acquired through trading with villagers), and several more are non-functional in the Vault only.
		- The following enchantments are *non-functional* in all dimensions:
			* All variants of Protection
			* Sharpness
			* Smite
			* Bane of Arthropods
			* Sweeping Edge
			* Power
			* Multishot
		- The following enchantments are *non-functional inside the Vault* only:
			* Fire Aspect
			* Flame
			* Looting
		- The following enchantments *cannot be applied to vault gear*:
			* Mending
* New mods, and changes to research:
	+ Overworld generation features Terralith (Mod version) instead of Oh The Biomes You'll Go, meaning the player will pick up substantially fewer modded blocks while exploring.
	+ Nature's Compass is now in the pack (No research needed).
	+ The categories for mods in the research GUI have changed, they are now: Looting, Power, QoL, Big Mods, Production, Storage, Handling, Potions and Big Toys.
	+ Mining Gadgets does not work inside the vault.
	+ Building Gadgets does not work inside the vault (Last season they didn't either but you could use them in danks, now you cannot use them at all inside the vaults).
	+ Immersive Engineering and Industrial Foregoing have been removed.
	+ Dank Storage and Simply Backpacks have been removed (Replaced by custom storage mods).
	+ New mods include (Not complete):
		- Iron Generators (Early FE generation mod)
		- Botany Pots (Can be used to automate any crop in the game)
		- Easy Piglins (Like Easy Villagers but for piglins)
		- Vault Pouches (Also know as Vault Backpacks. Replaces Dank Storage and Simply Backpacks )
		- Simple Storage (Early game storage mod)
* Changes to vault crystals, catalysts and modifiers:
	+ Modifiers no longer come in multiple "tiers" (eg. Gilded/Hoard/Treasure). Instead, the same modifier may be applied to a crystal repeatedly using a catalyst.
	+ When a modifier is applied to a crystal, the crystal has a chance (proportional to the number of modifiers on it) to become Exhausted, preventing further catalyst applications.
	+ The recipe for catalysts has changed. To add specific modifiers onto a crystal, the catalyst must be infused in the Catalyst Infusion Table (Previously Catalyst Decryption Table) using a type of vault essence.
	+ Catalysts now have a 99% chance to have a negative and positive modifier, and a 1% chance to have 1 positive modifier only.
	+ The modifier is now visible on the catalyst at all times after infusion, and does not change with the vault crystal.
	+ There is now a game rule for a casual mode to let players keep their inventory should they die in vaults.
	+ Locked modifiier can only appear when you modify crystal, it cannot appear in random runs.
	+ Some new modifiers worth mention include:
		- Beginners Grace, this modifier only shows up on unmodified vaults in which the players are below level 20. If the players die in this vault then they get to keep their stuff from before entering the vault, but they don't get to keep the stuff they got in the vault or the vault experience.
		- Beginner's Insurance, all vaults before level 5 have this modifier, which removes any chance of chests being trapped.
* Vault gear, magnets and paxels have been substantially reworked:
	+ Attributes have been renamed into Prefixes and Suffixes.
	+ All vault gear will not take durability while not in the vault.
	+ Vault idols are now craftable.
	+ New vault gear exists:
		- Shields
		- Trinkets (there are 2 types of trinkets, charms, and trinkets.)
	+ Base stats are now called Implicits.
	+ The transmogrification system has been changed, every new model that is unlocked will automatically be added to the table, without having to keep the original item with the model. More transmogrifications have been added. Armor crates no longer exist, the only way to get modded transmogrifications is to unlock a mod which contains a transmog.
	+ Paxels have been removed, and replaced with 5 different vault tools(Terrashatter and Atomic Dissembler are also gone). All better than netherite. The 5 tool teirs include:
		- Chromatic
		- Vault
		- Black Chromatic
		- Echoing
		- Prismatic
	+ Magnet tiers have been removed in favor of 1 single magnet, which can be upgraded in a new table block.
* Skills and talents have been reworked:
	+ The GUI for skills, talents and research have been redesigned.
	+ There is now a mana system, used when skills are activated. Mana regens every second.
	+ All skills cost 1 skill point, however some talents can cost more than 1 skill point.
	+ Archetypes have also been reworked (Not added yet).
	+ Ethernals Bugged atm.
	+ There are several new skills, include (Not complete):
		- Nova (Specializations: Frost, Poison)
		- Heal (Specializations: Cleanse, Aid)
		- Taunt (Specializations: Fear)
* Improvements to the co-op experience:
	+ When a player dies in a vault, any other party members are no longer killed. Instead, the defeated player's soul can now be retrieved by a party member and, using a spirit extractor, the player's items can be recovered. However if the vault had any after-life modifiers (eg. After Life, Phoenix, or Beginners Grace) then all players in the party would die if 1 person died. This is because players could dupe items if people in the co-op vault kept their items and dropped a corpse.
	+ Research can now be shared team-wide, at the cost of +50% knowledge points needed per player in the party (eg. party of 6 people gets +250%).
	+ Co-op puzzles can be found in vaults.
* Substantial changes to Twitch integration for the Vault Hunters SMP.
* A skyblock version of the pack can be played (using the Sky Islands world type).