EndgameAndQoL5.2.6.jar
What's new
[5.2.6]
New Features
- Prisma Longsword & Shortbow — two new endgame Prisma weapons. Stats one notch above Onyxium across the board, the longsword carries the full block + signature moveset, plus the Prisma glow and a Void trail. Craftable at the Endgame Bench.
- Prisma Spear — the Prisma kit gains a spear: one notch above Onyxium, with a faster, flashier spinning melee combo that applies Prisma Resonance. It's a boomerang — every throw (the charged throw or the signature) flies dead-straight and far (no arc) and returns to your inventory a moment later, so you never have to chase it down. The stance key swaps between Combat and Throw stances (the glow shifts colour). Combat stance signatures: Prisma Cyclone (a spinning energy storm around you) and Prisma Impale (a lunging pierce that closes the gap and shatters armor). Throw stance: hurl a dead-straight Prisma spear that pierces every enemy in its path, shattering armor all the way down the line. Craftable at the Endgame Bench.
- Hardened Arrow — Prisma-tempered ammunition crafted in bulk at the Endgame Bench (Misc). The Prisma Shortbow loads them before Crude Arrows, and while carried they grant +20% damage to bow and crossbow hits.
- Prisma Staff — a new endgame void-mage staff, one notch above Onyxium. Full kit: Void Orb primary (charged projectile that detonates on impact and builds Signature Energy on hit), Void Singularity secondary (pull enemies into a void vortex, then erupt), Void Bolts (Ability 2 — a rapid 3-bolt volley) and Void Nova (Ability 3 — instant AoE pulse + knockback). Signature (Ability 1) — Void Beam: charge the Signature Energy bar with Orb hits, then unleash a powerful continuous prismatic ray down your crosshair that shreds everything in line. Every void ability leaves Corruption. Craftable at the Endgame Bench.
- Prisma Shortbow kit — RMB → Void Dash (stamina dodge-hop, replaces the block), Power Shot (Ability 2 — a heavy shot with strong knockback) and Explosive Shot (Ability 3 — an arrow that detonates on impact). Still loads Hardened Arrows first (+20% bow damage while carried); its Signature (Ability 1) is the charged Volley — build energy with charged shots, then loose a spread of prismatic arrows.
- Prisma Mace shockwave — the Mace's leaping Groundslam signature now sends out a shockwave on landing: huge damage to whatever you land on, plus a radial knockback that throws back any enemies within ~4 blocks you didn't directly hit.
- Prisma Longsword execute — new Ability 2: a short dash into a sweeping strike that deals more damage the lower the target's health (up to ~3× near death). A team-PvP finisher — soften a target with the axe/daggers, then close with the Longsword. Heavily reduced against bosses. Costs Signature Energy.
- Prisma Daggers — assassin kit — the daggers gain a full ability suite. Right-click "Vanish" (Stamina): a smoke-step that grants brief invulnerability i-frames and a backward dash, slashing everything next to you as you blink — then your next basic strikes from the shadows for massive bonus damage. Ability 2 "Empower" (25 Mana): your next basic deals double damage and slows the target 1s. Ability 3 "Dash" (85 Mana): three quick piercing lunges. Signature "Storm" is a cleaner two-beat prismatic tempest — a wide AOE strike with a visible ground shockwave that slows, into a heavier knockback finisher. Combo flow: Vanish → shadow hit → Empower → Dash → empowered hit → Storm.
- Equipped pet perks persist between instances — an equipped (Tier S+ ghost-equip) pet now stays equipped through portals into other dungeons/worlds, re-applying its perk on arrival instead of being unequipped at the threshold. If the destination disables pets, it's cleanly unequipped. Summoned pet entities are unaffected (not re-invoked across instances), and the Summon/Dismiss button now reflects whether the pet is actually out.
- Journal translated into your language —
/eg journal(Bounty Board, Bestiary, Achievements, Stats, Wiki) now follows your/eg lang: every tab, filter, status, stat label and header renders in all 6 supported languages instead of English-only.
Balance
- Pets can now be killed — combat pets have real, tier-scaled HP (and scale further with RPG / Endless Leveling) instead of being invincible. When a pet dies it despawns and goes on a re-summon cooldown that shrinks with tier — instant at SS. No more hiding while your pet solos a boss.
- Void Realm anti-cheese — climbing above the arena (towers, trees) to escape the ground-bound Golem now inflicts escalating "void exposure" damage above Y=94 — the higher you sit, the harder it hits. Active from the moment you enter the realm, through the waves and the Golem fight, and only stops once the Golem is defeated — so you can't perch above the gauntlet and loot the chests without fighting. Block placement is also now protected in the Void Realm by default, so the towers can't be built in the first place.
Bug Fixes
- Special abilities scale with your armor — the Prisma Sword, Prisma/Hedera Daggers, Frozen Sword and Longsword signatures (and Staff casts) now benefit from your armor's signature & charged damage bonuses.
- Prisma 3×3 follows your aim — the Pickaxe & Hatchet area-break now orients to the face you're looking at, so mining a wall up close no longer slices sideways and the Hatchet breaks up the trunk instead of around it.
- No more freezing after a temporal-portal death — dying or falling inside a temporal portal no longer drops you back in the overworld frozen at 0 HP (the return point was sending you back with a broken facing).
- Void Golem always shows up — clearing the Void Realm waves reliably summons the Golem even when leveling mods over-scale the mobs.
- ...and lots of other bug fixes (merchant trades, accessory pouch data, boss bars, portal re-entry, PvP-off pets, custom-bow Blazefist, dungeon-protected mining, and more).
Technical
- Prisma weapon tooltips — every Prisma weapon now lists its abilities in-game.
- Stability, performance and cleanup hardening across the boss, pet and portal systems.
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