Jade (Prism)

What it is

A rare-rarity Prism hovercraft hull — rotating but pinned at face-down (180°) at mission start, three weapon slots, front-loaded drag, with a mid-curve Prism statline: 145/145 HP/shield, 300 acceleration, 175 top speed, 0.48 drag coefficient, 0.14 turn rate (the Prism-family standard), and the family’s largest sprite scale at 1.55×. Starts with barrier. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages. Jade is the only Prism hull with rare rarity — the rest of the faction is split between epic (Citrine, Ruby) and legendary (Crystal, Pearl, Shard).

Identity

FieldValue
Hull idPrism_Jade
Display nameJade (Prism)
Hull faction tagPrism
Faction enumsolaris (baseline fallback)
Rarityrare
Display gradeA
Outline color44aaff
Accent color2288dd
Ship classmedium

The Faction enum in code is the four-faction set (angel_corp, crystal_casino, solaris, wrongsiders) and Prism hulls have no per-hull faction override, so the baseline solaris faction value is carried through. The Prism label here describes the hull-family prefix used in the sprite filename and rarity table, not a runtime Faction enum value. Rarity color is the rare blue outline baked into the v5 sprite asset.

★1 stats

StatValue
HP145
Shield145
Armor2
Speed175
Acceleration300
Drag0.48
Turn rate0.14
Weapon slots3
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup0
Heat cooldown0
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.55
Starting weaponbarrier L1

Star deltas

Stat★1★5
HP145181
Shield145181
Weapon damage %1012.5
Acceleration300375

The ★5 override block re-states many ★1 numerics in addition to the four deltas above (weapon slots 3, armor 2, speed 175, drag 0.48, turn rate 0.14, shipScale 1.55, regen and contact fields, sprite fields, shake fields, heat curve), so those are constant across stars by both the lerp endpoints and the explicit pin. Every other stat is constant.

Drive feel

FieldValue
Rotatestrue
Fixed angle (deg)180
Accel curvelinear
Drag curvefront_loaded
Stop shake intensity0
Heat shake intensity0
Heat shake threshold0.85
Stop spring amount0

Hovercraft-with-rotation behavior — the ship orients to the input direction (rotates: true) but the fixedAngleDeg: 180 field is dead config at runtime because the engine only honors fixed-angle when rotation is disabled. Linear thrust ramp into a front-loaded brake: when thrust is released, the deceleration is strong at first and then eases off, producing an arcade-car coast that bleeds the top end fast and lets the ship glide the last bit of speed before settling. The 0.14 turn rate is the Prism-family standard — slower-feeling rotation than Pearl (1.0) or Citrine (0.64), in the same range as Crystal, Ruby, and Shard. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages.

Hitbox

Custom 20-vertex polygon, sprite-traced from the v5 Jade asset. Convex hull simplified to ~32 vertices via Visvalingam-Whyatt, shrunk 5% for tight-but-fair collisions, rotated -90° from sprite-south to engine-right convention. The ship scale multiplier of 1.55× is applied on top.

PropertyValue
SourceHULL_HITBOXES[‘Prism_Jade’]
Vertex count20
X range-0.95 to 0.95
Y range-0.642 to 0.642

Polygon vertices (x, y), in order:

#XY
1-0.5100.642
2-0.7390.449
3-0.7560.431
4-0.9500.009
5-0.950-0.026
6-0.756-0.449
7-0.493-0.642
8-0.440-0.642
9-0.387-0.625
100.633-0.220
110.739-0.167
120.915-0.062
130.950-0.026
140.9500.026
150.9320.044
160.8800.079
170.7040.185
180.6330.220
19-0.3520.607
20-0.4570.642

The silhouette is wider (X span 1.90) than tall (Y span 1.28), with a long nose tapering from a broad rear wedge on the left toward a narrow tip on the right — a flattened, elongated diamond pointing right. The 1.55× ship scale is the largest in the Prism family, so this polygon is also scaled up to a noticeably bigger footprint than Crystal, Pearl, or Shard at runtime.

Passive

FieldValue
Passive IDjack_of_all
Passive nameJack of All Trades
Effect+{value}% to all stats
Stat targetall
Is percenttrue
Values per rank (1–5)3, 6, 10, 15, 22

The default baseline passive (no per-hull override). Resolved at the hull’s rarity tier — Jade is rare, so the mid-tier passive-rank scaling applies when rolled. Tier scaling moves with the star roll, not with stars on the same copy.

Star progression notes

StarXP required (cumulative dupes)Mod backpack gridGrid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Per-star resolved values. Lerp factor t = (star − 1) / 4. Exact-star pins win over lerp; otherwise the field lerps between ★1 and ★5 overrides:

StarHPShieldWeapon damage %AccelerationShip scale
★1145145103001.55
★215415410.625318.751.55
★316316311.25337.51.55
★417217211.875356.251.55
★518118112.53751.55

Jade’s ★3 pin (shipScale: 1.55) and ★4 pin (shipScale: 1.55) both re-state the ★1 / ★5 value, so both are dead config — the lerp would land at 1.55 at every star without the pins. No off-curve discontinuities exist on Jade; the stat curve is a clean linear lerp on all four delta fields.

Star tier never changes the starting weapon (always barrier L1), faction, rarity, hitbox polygon, drive feel flags (rotates, fixedAngleDeg, accelCurve, dragCurve), weapon-slot count, armor, speed, drag, turn rate, ship scale, or heat curve — only the four lerped numerics and the mod backpack grid size.


EXTRACT-CANDIDATE

  • ★3 and ★4 pins are both dead config. Jade’s SHIP_STATS_S3.Prism_Jade = { shipScale: 1.55 } and SHIP_STATS_S4.Prism_Jade = { shipScale: 1.55 } both re-state the ★1 / ★5 value, so the lerp would land at 1.55 at every star without either pin. Either scaffolding from a stat-tweaking session that got reverted, or copy-paste from another Prism hull’s progression block. Candidate for cleanup pass — both entries can be deleted with zero runtime effect. Same dead-config pattern flagged on Shard’s ★3 pin and Pearl’s ★3 pin.
  • ★5 override re-states ★1 numerics. Jade’s ★5 entry pins not just the four delta fields (hp, shield, weaponDamagePct, acceleration) but also weaponSlots, hpRegen, shieldRegenRate, shieldRegenDelay, armor, speed, drag, turnRate, heatBuildup, heatCooldown, burnoutSeverity, fireRatePct, meleeMult, luck, magnetRange, currencyBonus, ramSpeedBleed, contactSpeedBleed, terrainRestitution, terrainFriction, ramThreshold, ramDamageLo, ramDamageHi, pushRatio, enemySolidity, contactDecel, contactCooldown, shipScale, sprite fields, shake fields, stopSpringAmt, heatCurve. The actual deltas-from-★1 are hp 145→181, shield 145→181, weaponDamagePct 10→12.5, acceleration 300→375. This is the Bomber/Pearl/Shard-style “verbose ★5” shape — contrast with Crystal’s minimal 4-field ★5 block. Authoring-guide candidate on how to write a clean ★5 entry.
  • fixedAngleDeg: 180 on a rotating ship. Jade sets rotates: true + fixedAngleDeg: 180. Same dead-config pattern flagged on Citrine, Pearl, and Shard — the engine only honors fixedAngleDeg when rotates: false, so this field is ignored at runtime for Jade. Either harmless or evidence of intent-drift. The fix is either drop the field on rotating Prism hulls or document that it’s a hint to UI / preview code (not runtime physics) — needs a one-line clarification on the data-schema page.
  • jack_of_all baseline passive on a rare hull. Jade inherits the same baseline passive as every common-tier hull, with no per-hull rare-specific passive override. Same flag raised on every other ship documented to date. The +3/6/10/15/22% all-stats curve is undocumented on passives.md or ships.md and needs a single canonical block. Whether rarer hulls should get unique passives is a design decision worth surfacing — currently rarity drives only the passive’s rank, not the passive’s identity.
  • Heat curve fully disabled across the entire Prism faction. Jade’s heatBuildup: 0 and heatCooldown: 0 match Citrine, Crystal, Pearl, Ruby, and Shard — the full Prism faction opts out of the overheat-boost loop. Worth a faction-identity paragraph on ships.md (or a Prism-faction page) describing “Prism ships do not overheat” as a deliberate faction trait, since this is currently buried in per-hull data and never surfaced to players.
  • Jade is the only rare-rarity Prism hull. The Prism faction’s six hulls split 1 rare (Jade) / 2 epic (Citrine, Ruby) / 3 legendary (Crystal, Pearl, Shard) — no commons, no uncommons. Jade is the only entry-point Prism hull for low-investment players. Worth flagging on ships.md that Prism is a top-heavy faction with a single rare anchor at the bottom, in contrast to Solaris (commons through legendaries spread across nine hulls) — could be a Prism faction-identity note.
  • Three weapon slots and barrier starter make Jade the Prism support outlier. Jade is the only Prism hull with weaponSlots: 3 (every other Prism hull has 4) and the only Prism hull starting with barrier. The other Prism starters span line (Citrine), lightning (Crystal), railgun (Pearl), flame (Ruby), and shotgun (Shard) — all offensive. Barrier is a defensive utility weapon, and three slots leaves more upgrade budget for the remaining loadout. Worth flagging on ships.md that Jade plays the support/defensive role within an otherwise offense-leaning Prism faction.
  • Largest ship scale in the Prism family. Jade’s shipScale: 1.55 is the only above-1.0 ship scale in the Prism family — Crystal, Pearl, and Ruby use 1.0, Citrine uses 1.0, Shard uses 0.9. Combined with the 20-vertex hitbox polygon (already wider than tall before scaling), this gives Jade a noticeably bigger collision footprint than its faction peers. Worth flagging on ships.md that within Prism’s stat-clone family, Jade is also the visual/physics outlier on size.