Endgame & QoL - 5.0 Out !

Endgame content expansion — 3 phased bosses, 6 elites, 2 themed dungeons + Void Realm dimension, pet companions (D→SS tiers, mounts), temporal portals, wave arenas, 130+ items, bestiary, bounties, achievements, and deep in-game configuration.

File Details

EndgameAndQoL5.0.6.jar

  • R
  • Apr 21, 2026
  • 16.05 MB
  • 1.3K
  • Early Access

File Name

EndgameAndQoL5.0.6.jar

Supported Versions

  • Early Access

[5.0.6]

Discord Wiki GitHub

New / QoL

  • Pet Commander staff — new Legendary staff, crafted at the Endgame Workbench (Misc category) with 6 Mithril Bars + 2 Sticks. Left-click fires a fast visual ray AND sends your pet at whatever you're aiming at — dragon pets shoot their ranged bolt in sync, melee pets charge in. Right-click opens the Pet Companion menu directly, no command needed. Zero durability, zero damage on the ray, zero mana cost — it's a pure command tool, not a weapon.
  • Dedicated "Pets" tab in /eg config — all pet settings moved out of the cluttered Misc tab into their own home.
  • Admins can disable pets per-world — new /eg admin petblock add <prefix> lets you block pets in any world whose name starts with a given string (e.g. your PvP arena, your event dungeon). Pets auto-despawn on entry and can't be re-summoned there. Default empty, no worlds blocked out of the box.
  • Frozen Dungeon and Swamp Dungeon bosses now spawn automatically on entry — no more spawn markers.
  • Pet damage buffed +40% across every tier (D → SS).
  • Pets run when they're catching up to you instead of the walking-teleport stutter.
  • /eg config window widened so the "Integration" tab label no longer gets cropped.

Removed

  • EndlessLeveling pet integration temporarily disabled — EL's per-entity level/HP APIs are unreliable, pets were getting random HP on every spawn. Pets now scale by tier only. Full EL support will return once the missing APIs ship upstream.

Bug Fixes

  • All 4 Endgame pets now play their attack animations properly — Hedera and Golem Void swings had broken animation references; Dragon Fire's bite was pointing at the wrong asset. All four now animate reliably on every attack.
  • Hedera pet now uses its full move set — Scratch, Vine Grab, and War Cry all fire correctly (previously only Scream was playing).
  • Dragon Fire pet swings now connect on mobs beside it (was missing tall mobs at point-blank).
  • Dragon Fire pet melee attack now fires reliably at close range instead of kiting.
  • Pets no longer rubber-band between you and their target — if you walk more than 25 blocks away, the pet drops its target and comes back to you instead of looping chase → teleport → chase.
  • Pets no longer clip inside your first-person view — stop distances now scale with each pet's size (Frost keeps the most room, Hedera the least).
  • Pets no longer stand inside mobs while hitting them — combat spacing tuned per pet.
  • Pets stopped snapping their necks at tall bosses — melee pets no longer fight the rig trying to watch a 6-block-tall target.
  • Pet abilities no longer get tagged as boss abilities — the pet Dragon Frost's bolt no longer accidentally inherits boss scaling / HUD logic.
  • Boss bars no longer stay stuck on your HUD after teleporting out of a dungeon mid-fight. Combo meter and wave HUDs benefit from the same fix.
  • Hedera, Oakwood Warlord, and Onyxium no longer heal to full when you step out of reach — bosses now keep their damaged HP when they walk back to spawn, so stepping onto a ledge or a brief pathfinding stall won't reset your progress.
  • Void Golem no longer gets stuck floating above the arena after Jump Slam — if the slam path is blocked (tree, mushroom cap, platform above the player), the boss teleports back to its arena anchor instead of hovering out of reach while regen fills its HP.
  • Void Golem no longer falls into the void and takes players with it — rare edge-case where the boss would slip off the floating island, sometimes landing on a player mid-fall. The boss now snaps back to the arena center if it ever drops below the platform.
  • Void Realm no longer respawns its boss infinitely when the portal creator dies and comes back — scenario: 2 players enter, player 1 dies, uses /back to return → the waves restart from scratch and the boss respawns forever. The arena is now one-shot per instance: you have to fully exit and re-enter via the gateway for a fresh run.
  • Pocket Garden accessory description now actually describes what the item does (+10 HP/sec near crops, auto-fertilizes tilled soil). Fixed across all 5 languages.