Wold's Vaults-0.33.0.zip
What's new
Mod Changes
Mod Update: Wold's Vaults Official Mod
Mod Update: Vault Hunters Official Mod
Mod Update: Unobtanium - Vault Hunters Fixes
Mod Update: Vault Hunters API
Mod Update: Vhat Can I Roll
Mod Update: Better Vault Portals
Features/Changes
Vault Hunters Update 21.7/22: Relevant changes merged in from U21.7, here are some notes about changes that were not added:
Some new talents added in vanilla aren't present in Wold's due to changes making them make no sense. (Axe/Sword Specialization, all "Greater" forms of Talents)
Otherwise, talent/talent changes have made it in, but values might be different or you'll find them in a different place. More details further down!
Creeper Power research/mod has not been added at this time.
Any changes to gear modifiers other than buffing durability implicit and removing durability modifiers were not carried over.
Treasure Sand does not contain uniques.
Power research cost remains unchanged.
Talents: Since vanilla was changing talents, I have went ahead and changed things up as well... here is the rundown:
Greater Talents Removed: Noted up above but all "Greater" talents have been removed that were present in vanilla VH. Instead, these were moved into the base talent and level gated. Greater talents have been replaced with brand new talents. This change made sense in order to retain talent overleveling as a feature.
New Talent: Arcane Strike, replaces Greater Mana Steal, a new Lucky Hit enhancement that reduces the cooldown of all abilities when procced by a percentage. Incompatible with the other new Lucky Hit enhancements.
New Talent: Executing Strike, replaces Greater Fatal Strike, a new Lucky Hit enhancement that deals a bonus missing health damage to the target when procced. Incompatible with the other new Lucky Hit enhancements.
New Talent: Fanged Strike, replaces Greater Life Leech, a new Lucky Hit enhancement that causes your Lucky Hit to cause a Fang to erupt from the ground and strike your target, dealing a small portion of the attack's damage and proccing any of your on-hit effects. Incompatible with the other new Lucky Hit enhancements.
New Talent: Healthy Elixir, one possible replacement for the Greater Prudent talent. Adds an additional % max health heal when drinking your Vault Vial/Potion/Mixture/Brew.
New Talent: Potent Elixir, the other possible option instead of Healthy Elixir. Enhances your vial/brew's effect, causing the casted ability to be stronger, additional mana to be restored, additional absorption hearts gained, etc. depending on the effect.
New Talent: Lunge, replaces Greater Might, adds additional Attack Range.
New Talent: Medic, brand new talent - incompatible with Heart Fragments, adds Healing Effectiveness.
New Talent: Mind Meld, replaces Greater Intelligence, gain 1% Cooldown Reduction for every 50 max mana you have.
New Talent: Momentum Engine, replaces Greater Speed, a new stacking talent. Stacks up to 5 times while moving, decreasing while stationary. For every stack, gain additional movement speed. When hitting a target, remove all stacks and if at max stacks, adds an additional guaranteed Shocking Hit.
New Talent: Ransack, replaces Greater Haste, adds Dismantle Chance.
New Talent: Supply Crates, new talent, incompatible with Mana Restore. Adds a chance for Heart Fragments to drop when looting chests.
New Talent: Stack Master, new talent, adds +10 max stacks to Stacking talents. (like Frenzy, Blood Rush, Arcana, Momentum Engine, etc.). Requires at least one of the stacking talents.
Stacking Talent Changes: Many of the stacking talents were modified to stack on-hit instead of on-kill. These talents include Frenzy, Battle Trance, Blazing, and Lucky Momentum.
Talent Overlevel Description: Most talents can still be overleveled, if they can, a short sentence at the end will describe the continued gain they will have. Talents can generally be overleveled to level 30 like abilities.
Talent Buffs/Nerfs: Several talents have been buffed/nerfed compared to vanilla VH. Mostly buffs!
Talent Screen: The talent screen has been completely reworked from the ground up, layout is different from current Wolds and vanilla Vault Hunters.
Stackable Seals: You can now apply multiple seals at a time in the Crystal Workbench to increase the board size in one go. Vanilla seals still require multiple applications.
The default size for all "scaling" bingo objectives is now 5x5.
Blackout Ballistic Bingo Challenge: Now 6x6 board instead of 7x7.
Luck: The "Lucky" and "Unlucky" vanilla potion effects now have some additional effects in Wold's. When you have Lucky, your Lucky Hit and Item Rarity are increased and you have a better chance of not getting Trapped chests, finding Catalyst Fragments in chests, proccing hexing chance, and blocking/dodging. Likewise, if you have Unlucky, all of these bonuses are inverted! This gives some additional usage to Lucky Hit over 100% and a way of interacting with your chances for things to happen more generally. Expect some more features to this later. Being Unlucky is far worse than being Lucky!
Vault Necklace: Can now be sealed in the Gear Sealer to add a Talent overlevel modifier to it.
New Etching (Sword): Pyramid Scheme, adds +25 Additional Stacks to Stacking talents.
Ingenium Etching: Changed to be a Wand exclusive etching, now gives 2-3 talent levels instead of one.
Offhand Gear: Offhand gear can roll +1 to all talent levels as a possible sealed modifier.
Fixes
Fix: Fix Vault Mobs continuing to scale endlessly with vault levels making Royale vaults impossible eventually.
Fix: Fix Wutodie gem block recipe giving 1 block instead of 64.
Developer Notes
These initial updates merging in VH updates always tend to be a bit more unstable... it's hard to make sure every config change that is needed has made it over and that no changes to the code have messed up anything on my end! This is mostly a no-nonsense port over of the new VH update but couldn't help myself from mucking with things further...
The next target is to improve upon mod integration and also to work on difficulty in vaults. Both to tune/balance the new Hyper objective a bit as well make vaulting more interesting after being able to mostly nullify all mobs damage for the most part as things currently are. I am sure rebalancing for late game will be very needed in general with the change to remove mobs scaling past level 100! Goal is to keep things fun for all but offer a challenge for optimized players.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

