Guild Adventures

Highly Stylized, Visceral Action-Combat Adventure!

File Details

Guild Adventures v2.3.6.zip

  • R
  • Jan 9, 2026
  • 36.95 MB
  • 14.0K
  • 1.21.1
  • Fabric

File Name

Guild Adventures v2.3.6.zip

Supported Versions

  • 1.21.1

Guild Adventures Balance Pass 2.3.6

Enchantment Changes! Going forward, I am meaning to consolidate enchantments to better fit the 3 enchantment limit. The aim of these changes is to reduce the amount of "mandatory" enchantments, so that the driving force behind enchantment is choice and specialization rather than explicit optimization. 

Protection, Sharpness, and Spell Power (The Enchantments) have been removed.

These enchantments were against the design of Guild Adventures, providing strictly positive, generic buffs.

 All defensive enchantment that were considered "secondary" are now primary defense enchantments.

 These include Warding, Defiance, Battle Rouse, etc. All of these enchantments have been doubled in effectiveness, going up to level X.

 In the case of Warding and Fortified, in addition to being doubled, their magnitudes per level have been doubled. Effectively, this means they have been quadrupled in effectiveness. Critical Strike related enchantments have also been doubled, going up to level X for both Critical Chance and Critical Damage. This applies to the Spell versions of Crit Enchants as well.

Unbreaking and Mending have been removed.

These enchants simply served to elongate the life of weapons. Weapon permanence is now equal across the board. Enchantment is now a matter of what you want your weapon to be good against, and how you want it to be good against what. 

Ephemeral and Dissolution curses have been removed.

These were redundant. The removal of Ephemeral has been compensated for by the fact that Warding has been buffed. 

Curse of Binding and Soulbound have been removed.

Since you dont lose your items, these are not needed. 

Poisoning has been removed.

Poisoning (the enchantment) steals kills and makes questing misearable. Going forward, this means that a conscientious enchanter will typically, on a weapon, have one specialized damage enchantment (Smite, Bane of Arthropods, etc), one Crit related enchant (Spell or Attack), and one mana or misc enchantment. Meanwhile, they will have, on an Armor piece, one specialized Protection enchantment (Blast, Projectile, etc.), one Primary defensive enchantment (Warding, Defiance, Battle Rouse), and one Mana or Damage enchant.

Note that legendary items are allowed ONE extra enchantment, providing more flexibility.

Be prepared for this update - all items that currently have enchantments that will be removed will have their enchantments removed.

Please be aware of this and plan compensation, if desired or needed, for players who have invested in now-defunct enchantments.

NOTE: All changes in this patch are reversible, in the case you do not wish to play with this balance on your server. Simply remove the enchantment_changes.zip datapack in the paxi config folder

 

Misc changes:

Quest fixes, additions, and changes
Pass on names and some values for keystone passives

Fixed random keybind bugs