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[FABRIC] Adventurepack Odyssey

+500 new quests, 150+ spells, weapons, Diablo/PoE/WoW mix, transformations and more! NEW UPDATE!
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AdventurePack-Odyssey-1.1.4.zip

File nameAdventurePack-Odyssey-1.1.4.zip
Uploaded
Oct 15, 2026
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43
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158.7 KB
Mod Loaders
Fabric
File ID
9188725
Type
R
Release
Supported game versions
  • 1.20.1

What's new

⚔️ AdventurePack v1.1.4 - Skill Trees, Endgame Atlas, Combat Balance & Backpack Fix

Welcome, Adventurers!
Update v1.1.4 is now live! This update resolves the Backpack item-saving bug, ensures fresh Scanner Catalogues per world, activates all remaining Skill Tree, Armor, Shield & Endgame Atlas nodes, and delivers a comprehensive Combat, Gem/Runeword & Boss Balance Pass.


🎒 Backpack & Analysis Visor Fixes (Critical)

  • Backpack Item Persistence Fix:
    • Fixed a critical bug where items placed inside an equipped or held Backpack could vanish when closing the backpack, unequipping it from the custom back slot, or opening the Creative inventory.
    • Backpack contents are now saved and synchronized in real time whenever you add, remove, sort, or quick-deposit items—whether your backpack is worn in the custom back slot, held in hand, or worn in the chestplate slot.
  • Per-World Analysis Visor Catalogue & Tutorial Fix:
    • Clean Slate for New Worlds: Singleplayer Scanner Atlas discoveries are now saved per-world inside your world save folder instead of globally across the entire client. Starting a new Singleplayer world will always begin with a 100% fresh, empty catalogue!
    • Target Dummy Tutorial Self-Healing: Scanning the Practice Dummy before the "Stare Down the Practice Dummy" quest unlocks—or loading a world where it was already scanned—will now automatically complete the quest step so you never get stuck in the tutorial.

🌳 Skill Trees, Armor Archetypes & Profession Actives

  • Weapon & Shield Attribute Wiring:
    • Sword Damage, Gauntlet Damage, and Shield Efficiency nodes now fully apply their damage multipliers and block mitigation in live combat.
    • Scythe Mastery now properly grants base Dexterity (+2/lvl) and Strength (+1/lvl) per mastery level.
  • Armor & Shield Archetype Passives:
    • Fixed partial damage-reduction passives across Heavy Armor, Leather Armor, Cloth Armor, and Shield skill trees so their mitigation percentages properly reduce incoming hit damage.
    • Armor archetype passives now require wearing at least 2 pieces of the matching armor archetype (and Shield passives require holding a shield).
  • Cloth & Leather Active Abilities Fixed:
    • Resolved an issue where 7 Cloth & Leather active abilities (Arcane Phase, Arcane Overdrive, Elemental Attunement, Elemental Cataclysm, Holy Beacon, Holy Radiance, and Shadow Strike) fell back to a generic Evoker Fang nova instead of firing their true spell effects.
    • Attempting to cast a skill without enough Mana/Energy/Rage now cleanly cancels without firing a fallback spell.
  • Unique Tier-4 Profession Active Skills:
    • Upgraded all 11 Tier-4 Profession Actives across Mining, Farming, Fishing, Exploration, Blacksmithing, Alchemy, Engineering, Inscribing, Cooking, Salvaging, and Smelting so they grant significantly stronger buffs, longer durations, bonus yields, and distinct particle effects compared to their Tier-3 counterparts.
  • True Per-Spell Cooldowns & Cooldown Reduction (CDR):
    • Skill Tree Abilities now use their true individual cooldown durations instead of a flat 3-second cooldown.
    • Your Cooldown Reduction (CDR) stat (up to 75%) and Support Gem cooldown modifiers now dynamically reduce ability cooldowns!
    • Pressing a spell hotkey while an ability is already on cooldown or without the required weapon equipped will no longer falsely restart the cooldown animation on your HUD.
  • Skill Tree UI & Refund Improvements:
    • Fixed Choice Nodes (Option A / Option B) staying highlighted on the client after refunding.
    • Enforced 1 Tier-5 Keystone limit per mastery tree and added safety checks when refunding lower-tier prerequisite nodes.

🗺️ Endgame Atlas Passive Tree Overhaul

Every single node on the Endgame Atlas now directly empowers your dungeon runs and loot explosions:

  • Cartography & Biome Nodes:
    • Increases Tablet drop chances, upgrades dropped Tablet tiers (+1 Tier), boosts Rare/Mythic Tablet roll odds, increases Boss Fragment drops, and adds bonus loot rolls matching your specialized biome (Crypt, Underworld, Sunken, or Void).
  • Dungeon Monster & Champion Nodes:
    • Increases monster pack density, boosts Champion spawn rates, grants Champions bonus affixes, and increases item quantity/rarity dropped by dungeon monsters.
  • Astral Shrines, Void Breaches & Treasure Imps:
    • Astral Shrines: Twin Shrine doubles shrine buff duration, and the Shrine Keystone grants Speed II for the entire dungeon run.
    • Void Breaches: Extends breach wave spawns (+35% monsters) and spawns an Abyssal Singularity Elite boss at the end of a breach with guaranteed Tablet rewards.
    • Treasure Imps: Gives Imps +5 seconds before escaping, +50% bonus loot explosion drops, and guarantees Awakened Runes & high-tier Tablets with the Imp Keystone.

⚖️ Combat, Gems, Runewords & Boss Balance Pass

  • Classic Gems vs. Runes & Runewords Rebalance:
    • Classic Gems Buffed: Classic Gems (Chipped through Pristine, Tiers 1–5) have been buffed to +3 / +6 / +10 / +15 / +22 flat Elemental Damage, making high-tier gems the premier choice for pure elemental weapon damage.
    • Runes & Runewords Tuned: Individual Runes (Rune A–Rune Z) now grant +3.5–6.0 elemental damage (+2.5–4.0 physical damage), and completed 3-, 4-, and 5-rune Runewords grant +8–15 bonus elemental damage alongside their powerful percentage multipliers—bringing total Runeword flat damage into a balanced +25–38 range instead of +100–160.
  • Boss HP Scaling:
    • Improved high-HP Boss level scaling so multi-phase bosses have the intended health pool to showcase their mechanics instead of melting in seconds.
  • Elemental Status Procs & Crowd Control:
    • Elemental on-hit effects (Fire Burn, Cold Slow, Nature Poison, and Dark Wither/Blindness) now trigger on a 20%–35% proc chance (scaling with elemental damage) rather than 100% of hits.
    • Cold on-hit chill is now capped at Slowness II (2.0s) so enemies and players are slowed tactically without being permanently rooted in place.
  • Block Chance, Lifesteal & Luck Tuning:
    • Block Chance: Now uses a smooth 50% soft-cap (matching Evasion's 60% soft-cap) and only blocks direct attacks (no longer triggers on fire/poison DoT ticks).
    • Lifesteal Sustain: Tuned PvE lifesteal healing (0.35x sustain factor, capped at 8% of Max HP per hit) so high-damage builds remain mortal in boss fights.
    • Luck Scaling: Capped passive Luck from Profession trees at +30, capped Luck bonus XP at +100%, and applied smooth diminishing returns to Luck-based Crit Chance (max +25%), Crit Damage (max +60%), and Lifesteal (max +6%).

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