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	<title>Idle Server Defender - User contributions [en-gb]</title>
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	<updated>2026-04-16T06:08:27Z</updated>
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	<entry>
		<id>https://teaeyesgames.com/index.php?title=Utility_Upgrade_Download&amp;diff=67</id>
		<title>Utility Upgrade Download</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Utility_Upgrade_Download&amp;diff=67"/>
		<updated>2026-03-08T10:27:57Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Utility Upgrade Download ==  The &amp;#039;&amp;#039;&amp;#039;Utility Upgrade Download&amp;#039;&amp;#039;&amp;#039; is the progression gate for the Utility branch. It does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; directly increase stats; it unlocks higher-tier Utility content.  === Basic info === * &amp;#039;&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039;&amp;#039; Utility * &amp;#039;&amp;#039;&amp;#039;Max level:&amp;#039;&amp;#039;&amp;#039; 2 * &amp;#039;&amp;#039;&amp;#039;Currency:&amp;#039;&amp;#039;&amp;#039; Coins * &amp;#039;&amp;#039;&amp;#039;Mechanic:&amp;#039;&amp;#039;&amp;#039; Timed download (level increases when the timer finishes)  === Costs and download times === {| class=&amp;quot;wikitable&amp;quot; ! Upgrade to level !! Coin cost !! Download ti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Utility Upgrade Download ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Utility Upgrade [[Downloads|Download]]&#039;&#039;&#039; is the progression gate for the Utility branch.&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; directly increase stats; it unlocks higher-tier Utility content.&lt;br /&gt;
&lt;br /&gt;
=== Basic info ===&lt;br /&gt;
* &#039;&#039;&#039;Type:&#039;&#039;&#039; Utility&lt;br /&gt;
* &#039;&#039;&#039;Max level:&#039;&#039;&#039; 2&lt;br /&gt;
* &#039;&#039;&#039;Currency:&#039;&#039;&#039; Coins&lt;br /&gt;
* &#039;&#039;&#039;Mechanic:&#039;&#039;&#039; Timed download (level increases when the timer finishes)&lt;br /&gt;
&lt;br /&gt;
=== Costs and download times ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade to level !! Coin cost !! Download time&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10,000 || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10,000,000 || 36 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What it unlocks ===&lt;br /&gt;
Utility content checks your Utility download level against its required tier (typeLevelNeeded).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 0 (default):&#039;&#039;&#039;&lt;br /&gt;
** Base Utility items (tier 0)&lt;br /&gt;
** Examples:&lt;br /&gt;
*** Upgrades: Cash Per Enemy, Cash Per Wave&lt;br /&gt;
*** Modules: Bit Gain Module, Coin Gain Module&lt;br /&gt;
*** Boosts: Coins Boost, Cash Boost&lt;br /&gt;
*** Downloads: Starting Bits, Module Slots, Executable Slots&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocked:&#039;&#039;&#039;&lt;br /&gt;
** All Utility items requiring tier 1&lt;br /&gt;
** Examples:&lt;br /&gt;
*** Upgrades: Coins Per Enemy, Coins Per Wave&lt;br /&gt;
*** Downloads: Worker Idle Time&lt;br /&gt;
** (No Utility module is tier 1.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocked (final):&#039;&#039;&#039;&lt;br /&gt;
** All Utility items requiring tier 2&lt;br /&gt;
** Examples:&lt;br /&gt;
*** Upgrade: Speed Divider, Virus Scanner&lt;br /&gt;
*** Module: Speed Divider Module&lt;br /&gt;
*** Boosts: Speed Divider Boost, Virus Scanner Boost&lt;br /&gt;
*** Downloads: Virus Scanner Deep Scan, Virus Scanner Wide Sweep, System Weapon Slots&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In UI text, this download shows: &#039;&#039;&#039;Unlocked X out of 2 Utility Upgrades&#039;&#039;&#039;.&lt;br /&gt;
* While active in a slot, it progresses in real time.&lt;br /&gt;
* When complete, the level increases by 1 and newly unlocked Utility-tier content becomes available in Shop/Modules/Server slot item selection.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Defense_Upgrade_Download&amp;diff=66</id>
		<title>Defense Upgrade Download</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Defense_Upgrade_Download&amp;diff=66"/>
		<updated>2026-03-08T10:26:39Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defense Upgrade Download ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Defense Upgrade [[Downloads|Download]]&#039;&#039;&#039; is the progression gate for the Defense branch.&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; directly increase stats; it unlocks higher-tier Defense content.&lt;br /&gt;
&lt;br /&gt;
=== Basic info ===&lt;br /&gt;
* &#039;&#039;&#039;Type:&#039;&#039;&#039; Defense&lt;br /&gt;
* &#039;&#039;&#039;Max level:&#039;&#039;&#039; 2&lt;br /&gt;
* &#039;&#039;&#039;Currency:&#039;&#039;&#039; Coins&lt;br /&gt;
* &#039;&#039;&#039;Mechanic:&#039;&#039;&#039; Timed download (level increases when the timer finishes)&lt;br /&gt;
&lt;br /&gt;
=== Costs and download times ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade to level !! Coin cost !! Download time&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100,000 || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10,000,000 || 24 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What it unlocks ===&lt;br /&gt;
Defense content checks your Defense download level against its required tier (typeLevelNeeded).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 0 (default):&#039;&#039;&#039;&lt;br /&gt;
** Base Defense items (tier 0)&lt;br /&gt;
** Examples: Health and Health Regen upgrades, Health/Health Regen modules, Health/Health Regen boosts, Health/Health Regen downloads&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocked:&#039;&#039;&#039;&lt;br /&gt;
** All Defense items requiring tier 1&lt;br /&gt;
** Examples: Defense and Shield upgrades, Shield module, Defense/Shield boosts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocked (final):&#039;&#039;&#039;&lt;br /&gt;
** All Defense items requiring tier 2&lt;br /&gt;
** Examples: Packet Shift and Counter Hack upgrades, Packet Shift/Counter Hack boosts&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In UI text, this download shows: &#039;&#039;&#039;Unlocked X out of 2 Defense Upgrades&#039;&#039;&#039;.&lt;br /&gt;
* While active in a slot, it progresses in real time.&lt;br /&gt;
* When complete, the level increases by 1 and newly unlocked Defense-tier content becomes available in Shop/Modules/Server slot item selection.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Defense_Upgrade_Download&amp;diff=65</id>
		<title>Defense Upgrade Download</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Defense_Upgrade_Download&amp;diff=65"/>
		<updated>2026-03-08T10:26:04Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Basic info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defense Upgrade Download ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Defense Upgrade Download&#039;&#039;&#039; is the progression gate for the Defense branch.&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; directly increase stats; it unlocks higher-tier Defense content.&lt;br /&gt;
&lt;br /&gt;
=== Basic info ===&lt;br /&gt;
* &#039;&#039;&#039;Type:&#039;&#039;&#039; Defense&lt;br /&gt;
* &#039;&#039;&#039;Max level:&#039;&#039;&#039; 2&lt;br /&gt;
* &#039;&#039;&#039;Currency:&#039;&#039;&#039; Coins&lt;br /&gt;
* &#039;&#039;&#039;Mechanic:&#039;&#039;&#039; Timed download (level increases when the timer finishes)&lt;br /&gt;
&lt;br /&gt;
=== Costs and download times ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade to level !! Coin cost !! Download time&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100,000 || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10,000,000 || 24 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What it unlocks ===&lt;br /&gt;
Defense content checks your Defense download level against its required tier (typeLevelNeeded).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 0 (default):&#039;&#039;&#039;&lt;br /&gt;
** Base Defense items (tier 0)&lt;br /&gt;
** Examples: Health and Health Regen upgrades, Health/Health Regen modules, Health/Health Regen boosts, Health/Health Regen downloads&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocked:&#039;&#039;&#039;&lt;br /&gt;
** All Defense items requiring tier 1&lt;br /&gt;
** Examples: Defense and Shield upgrades, Shield module, Defense/Shield boosts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocked (final):&#039;&#039;&#039;&lt;br /&gt;
** All Defense items requiring tier 2&lt;br /&gt;
** Examples: Packet Shift and Counter Hack upgrades, Packet Shift/Counter Hack boosts&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In UI text, this download shows: &#039;&#039;&#039;Unlocked X out of 2 Defense Upgrades&#039;&#039;&#039;.&lt;br /&gt;
* While active in a slot, it progresses in real time.&lt;br /&gt;
* When complete, the level increases by 1 and newly unlocked Defense-tier content becomes available in Shop/Modules/Server slot item selection.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Defense_Upgrade_Download&amp;diff=64</id>
		<title>Defense Upgrade Download</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Defense_Upgrade_Download&amp;diff=64"/>
		<updated>2026-03-08T10:25:54Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Defense Upgrade Download ==  The &amp;#039;&amp;#039;&amp;#039;Defense Upgrade Download&amp;#039;&amp;#039;&amp;#039; is the progression gate for the Defense branch. It does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; directly increase stats; it unlocks higher-tier Defense content.  === Basic info === * &amp;#039;&amp;#039;&amp;#039;Internal name:&amp;#039;&amp;#039;&amp;#039; defenseUpgradeDownload * &amp;#039;&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039;&amp;#039; Defense * &amp;#039;&amp;#039;&amp;#039;Max level:&amp;#039;&amp;#039;&amp;#039; 2 * &amp;#039;&amp;#039;&amp;#039;Currency:&amp;#039;&amp;#039;&amp;#039; Coins * &amp;#039;&amp;#039;&amp;#039;Mechanic:&amp;#039;&amp;#039;&amp;#039; Timed download (level increases when the timer finishes)  === Costs and download times === {| class=&amp;quot;wikitable&amp;quot; ! Upgrade to l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defense Upgrade Download ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Defense Upgrade Download&#039;&#039;&#039; is the progression gate for the Defense branch.&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; directly increase stats; it unlocks higher-tier Defense content.&lt;br /&gt;
&lt;br /&gt;
=== Basic info ===&lt;br /&gt;
* &#039;&#039;&#039;Internal name:&#039;&#039;&#039; defenseUpgradeDownload&lt;br /&gt;
* &#039;&#039;&#039;Type:&#039;&#039;&#039; Defense&lt;br /&gt;
* &#039;&#039;&#039;Max level:&#039;&#039;&#039; 2&lt;br /&gt;
* &#039;&#039;&#039;Currency:&#039;&#039;&#039; Coins&lt;br /&gt;
* &#039;&#039;&#039;Mechanic:&#039;&#039;&#039; Timed download (level increases when the timer finishes)&lt;br /&gt;
&lt;br /&gt;
=== Costs and download times ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade to level !! Coin cost !! Download time&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100,000 || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10,000,000 || 24 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What it unlocks ===&lt;br /&gt;
Defense content checks your Defense download level against its required tier (typeLevelNeeded).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 0 (default):&#039;&#039;&#039;&lt;br /&gt;
** Base Defense items (tier 0)&lt;br /&gt;
** Examples: Health and Health Regen upgrades, Health/Health Regen modules, Health/Health Regen boosts, Health/Health Regen downloads&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocked:&#039;&#039;&#039;&lt;br /&gt;
** All Defense items requiring tier 1&lt;br /&gt;
** Examples: Defense and Shield upgrades, Shield module, Defense/Shield boosts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocked (final):&#039;&#039;&#039;&lt;br /&gt;
** All Defense items requiring tier 2&lt;br /&gt;
** Examples: Packet Shift and Counter Hack upgrades, Packet Shift/Counter Hack boosts&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In UI text, this download shows: &#039;&#039;&#039;Unlocked X out of 2 Defense Upgrades&#039;&#039;&#039;.&lt;br /&gt;
* While active in a slot, it progresses in real time.&lt;br /&gt;
* When complete, the level increases by 1 and newly unlocked Defense-tier content becomes available in Shop/Modules/Server slot item selection.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Attack_Upgrade_Download&amp;diff=63</id>
		<title>Attack Upgrade Download</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Attack_Upgrade_Download&amp;diff=63"/>
		<updated>2026-03-08T10:24:34Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Attack Upgrade Download ==  The &amp;#039;&amp;#039;&amp;#039;Attack Upgrade Download&amp;#039;&amp;#039;&amp;#039; is a progression gate for the entire Attack branch. It does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; directly increase stats; it unlocks higher-tier Attack content.  === Basic info === * &amp;#039;&amp;#039;&amp;#039;Internal name:&amp;#039;&amp;#039;&amp;#039; attackUpgradeDownload * &amp;#039;&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039;&amp;#039; Attack * &amp;#039;&amp;#039;&amp;#039;Max level:&amp;#039;&amp;#039;&amp;#039; 3 * &amp;#039;&amp;#039;&amp;#039;Currency:&amp;#039;&amp;#039;&amp;#039; Coins * &amp;#039;&amp;#039;&amp;#039;Mechanic:&amp;#039;&amp;#039;&amp;#039; Timed download (must finish before level increases)  === Costs and download times === {| class=&amp;quot;wikitable&amp;quot; ! Upgrade to level !...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attack Upgrade Download ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Attack Upgrade Download&#039;&#039;&#039; is a progression gate for the entire Attack branch.&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; directly increase stats; it unlocks higher-tier Attack content.&lt;br /&gt;
&lt;br /&gt;
=== Basic info ===&lt;br /&gt;
* &#039;&#039;&#039;Internal name:&#039;&#039;&#039; attackUpgradeDownload&lt;br /&gt;
* &#039;&#039;&#039;Type:&#039;&#039;&#039; Attack&lt;br /&gt;
* &#039;&#039;&#039;Max level:&#039;&#039;&#039; 3&lt;br /&gt;
* &#039;&#039;&#039;Currency:&#039;&#039;&#039; Coins&lt;br /&gt;
* &#039;&#039;&#039;Mechanic:&#039;&#039;&#039; Timed download (must finish before level increases)&lt;br /&gt;
&lt;br /&gt;
=== Costs and download times ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade to level !! Coin cost !! Download time&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10,000 || 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1,000,000 || 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 100,000,000 || 36 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What it unlocks ===&lt;br /&gt;
Attack content checks your Attack download level against its required tier (typeLevelNeeded).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 0 (default):&#039;&#039;&#039;&lt;br /&gt;
** Base Attack upgrades/modules/boosts (tier 0)&lt;br /&gt;
** Examples: Damage, Attack Speed, Damage Module, Damage Boost&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocked:&#039;&#039;&#039;&lt;br /&gt;
** All Attack items requiring tier 1&lt;br /&gt;
** Examples: Range, Crit Chance, Crit Damage upgrades; Attack Speed Module; Attack Speed/Crit boosts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocked:&#039;&#039;&#039;&lt;br /&gt;
** All Attack items requiring tier 2&lt;br /&gt;
** Examples: Stun Chance, Stun Duration, Charge Damage, Charge Duration upgrades; Charge Damage Module; Thread Expansion Download&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 3 unlocked (final):&#039;&#039;&#039;&lt;br /&gt;
** All Attack items requiring tier 3&lt;br /&gt;
** Examples: Multi-Threaded and Packet Rebound upgrades; Packet Rebound Count Download&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* While active in a slot, the download progresses over real time.&lt;br /&gt;
* When it finishes, level increases by 1 and the next Attack tier becomes available in Shop/Modules/Server slot item selection.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Game_speed&amp;diff=62</id>
		<title>Game speed</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Game_speed&amp;diff=62"/>
		<updated>2026-03-08T10:19:54Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Game Speed&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Game Speed&amp;#039;&amp;#039;&amp;#039; controls how fast the run simulation advances (`Time.timeScale`).  === Base behavior === * Default selectable speed starts at &amp;#039;&amp;#039;&amp;#039;1x&amp;#039;&amp;#039;&amp;#039; * Base max speed is &amp;#039;&amp;#039;&amp;#039;3x&amp;#039;&amp;#039;&amp;#039; * Speed button cycles upward, then loops back to 1x  === How to increase max game speed === Your max speed is:  &amp;#039;&amp;#039;&amp;#039;Max Speed = Base Max + Milestone Bonus + Process Bonus + Game Speed Executable Bonus&amp;#039;&amp;#039;&amp;#039;  Where: * Base Max = 3 * Milestone Bonus = +1 (if unlocked) * Proces...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Game Speed&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Game Speed&#039;&#039;&#039; controls how fast the run simulation advances (`Time.timeScale`).&lt;br /&gt;
&lt;br /&gt;
=== Base behavior ===&lt;br /&gt;
* Default selectable speed starts at &#039;&#039;&#039;1x&#039;&#039;&#039;&lt;br /&gt;
* Base max speed is &#039;&#039;&#039;3x&#039;&#039;&#039;&lt;br /&gt;
* Speed button cycles upward, then loops back to 1x&lt;br /&gt;
&lt;br /&gt;
=== How to increase max game speed ===&lt;br /&gt;
Your max speed is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Speed = Base Max + Milestone Bonus + Process Bonus + Game Speed Executable Bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* Base Max = 3&lt;br /&gt;
* Milestone Bonus = +1 (if unlocked)&lt;br /&gt;
* Process Bonus = +1 (while Game Speed process is active)&lt;br /&gt;
* Executable Bonus = sum of active &#039;&#039;&#039;Game Speed Executable&#039;&#039;&#039; values&lt;br /&gt;
&lt;br /&gt;
=== Milestone unlock ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spoiler: milestone that increases max speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;MM1-Milestone-Wave1000-Game-Speed&#039;&#039;&#039;&lt;br /&gt;
* Effect: permanently increases base max speed by &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Process bonus ===&lt;br /&gt;
* Process: &#039;&#039;&#039;gameSpeedProcess&#039;&#039;&#039;&lt;br /&gt;
* Value: &#039;&#039;&#039;+1&#039;&#039;&#039; max speed while active&lt;br /&gt;
&lt;br /&gt;
=== Game Speed Executables ===&lt;br /&gt;
Game Speed Executables add directly to max speed (not standard x-multiplier behavior).&lt;br /&gt;
&lt;br /&gt;
Rarity values:&lt;br /&gt;
* Common: +0.05&lt;br /&gt;
* Uncommon: +0.10&lt;br /&gt;
* Rare: +0.15&lt;br /&gt;
* Epic: +0.20&lt;br /&gt;
* Legendary: +0.30&lt;br /&gt;
* Mythic: +0.40&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Multiple active Game Speed executables &#039;&#039;&#039;stack by sum&#039;&#039;&#039;&lt;br /&gt;
* Modifiers can increase/decrease executable effect and duration&lt;br /&gt;
* Executable slots limit how many can be active at once&lt;br /&gt;
&lt;br /&gt;
=== Practical examples ===&lt;br /&gt;
* No bonuses: &#039;&#039;&#039;3.0x max&#039;&#039;&#039;&lt;br /&gt;
* Milestone only: &#039;&#039;&#039;4.0x max&#039;&#039;&#039;&lt;br /&gt;
* Milestone + Process: &#039;&#039;&#039;5.0x max&#039;&#039;&#039;&lt;br /&gt;
* Milestone + Process + Legendary Game Speed executable: &#039;&#039;&#039;5.3x max&#039;&#039;&#039;&lt;br /&gt;
* With multiple executables, max can be higher (sum of their values)&lt;br /&gt;
&lt;br /&gt;
=== Important restrictions ===&lt;br /&gt;
* While paused: speed forced to &#039;&#039;&#039;0x&#039;&#039;&#039;&lt;br /&gt;
* During mini-games: speed forced to &#039;&#039;&#039;1x&#039;&#039;&#039;&lt;br /&gt;
* On end/death screen: speed forced to &#039;&#039;&#039;0x&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So even with high max speed, some game states temporarily override it.&lt;br /&gt;
&lt;br /&gt;
=== QoL notes ===&lt;br /&gt;
* Your selected speed is saved between runs&lt;br /&gt;
* If max speed is fractional (from executables), cycling can land exactly on that fractional cap before looping&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Executables&amp;diff=61</id>
		<title>Executables</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Executables&amp;diff=61"/>
		<updated>2026-03-08T10:11:08Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Executables&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Executables&amp;#039;&amp;#039;&amp;#039; are temporary power-ups that drop during runs and can be equipped in executable slots.  They boost specific systems like Bits, Coins, Damage, Health, etc., for a limited duration.  === What they do === Each executable has: * &amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039; (what it affects) * &amp;#039;&amp;#039;&amp;#039;Rarity&amp;#039;&amp;#039;&amp;#039; (Common → Mythic) * &amp;#039;&amp;#039;&amp;#039;Duration&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Effect value&amp;#039;&amp;#039;&amp;#039; * Optional &amp;#039;&amp;#039;&amp;#039;Modifier&amp;#039;&amp;#039;&amp;#039; (can buff or nerf duration/effect)  === Executable types === * Bits * Coins * Ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Executables&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Executables&#039;&#039;&#039; are temporary power-ups that drop during runs and can be equipped in executable slots.&lt;br /&gt;
&lt;br /&gt;
They boost specific systems like Bits, Coins, Damage, Health, etc., for a limited duration.&lt;br /&gt;
&lt;br /&gt;
=== What they do ===&lt;br /&gt;
Each executable has:&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; (what it affects)&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039; (Common → Mythic)&lt;br /&gt;
* &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Effect value&#039;&#039;&#039;&lt;br /&gt;
* Optional &#039;&#039;&#039;Modifier&#039;&#039;&#039; (can buff or nerf duration/effect)&lt;br /&gt;
&lt;br /&gt;
=== Executable types ===&lt;br /&gt;
* Bits&lt;br /&gt;
* Coins&lt;br /&gt;
* Experience&lt;br /&gt;
* Damage&lt;br /&gt;
* Health&lt;br /&gt;
* Module Speed&lt;br /&gt;
* Enemy Speed&lt;br /&gt;
* Game Speed&lt;br /&gt;
&lt;br /&gt;
=== How to get executables ===&lt;br /&gt;
Executables are obtained from &#039;&#039;&#039;Boss kills&#039;&#039;&#039; (run-time drop system):&lt;br /&gt;
* Boss drop first checks your Boss Drop mechanic chance&lt;br /&gt;
* On success:&lt;br /&gt;
** 95% chance: executable drop&lt;br /&gt;
** 5% chance: +5 Gems instead&lt;br /&gt;
&lt;br /&gt;
The dropped executable type is random, rarity is rolled by rarity weights, and it may roll a modifier.&lt;br /&gt;
&lt;br /&gt;
=== Rarity and base values ===&lt;br /&gt;
Rarity tiers:&lt;br /&gt;
* Common&lt;br /&gt;
* Uncommon&lt;br /&gt;
* Rare&lt;br /&gt;
* Epic&lt;br /&gt;
* Legendary&lt;br /&gt;
* Mythic&lt;br /&gt;
&lt;br /&gt;
Most executable types use:&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: 1.1x, 1.2x, 1.3x, 1.4x, 1.5x, 1.75x&lt;br /&gt;
* &#039;&#039;&#039;Duration&#039;&#039;&#039;:&lt;br /&gt;
** Economy types (Bits/Coins/Experience): 2m, 5m, 10m, 15m, 20m, 30m&lt;br /&gt;
** Combat/speed types (Damage/Health/Module/Enemy): 2m, 4m, 6m, 8m, 10m, 15m&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Speed executable is special:&#039;&#039;&#039;&lt;br /&gt;
* Effect values are 0.05, 0.10, 0.15, 0.20, 0.30, 0.40&lt;br /&gt;
* This value is added to max game speed (not a normal x-multiplier)&lt;br /&gt;
&lt;br /&gt;
=== Slot system ===&lt;br /&gt;
* Base executable slots: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
* Extra slots from &#039;&#039;&#039;Executable Slots Download&#039;&#039;&#039;: up to +3&lt;br /&gt;
* Max total executable slots: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executable Slots Download:&lt;br /&gt;
* Level 1: 12h, 10,000 Coins&lt;br /&gt;
* Level 2: 3d, 10,000,000 Coins&lt;br /&gt;
* Level 3: 5d, 1,000,000,000 Coins&lt;br /&gt;
&lt;br /&gt;
You can only equip if:&lt;br /&gt;
* It is not depleted&lt;br /&gt;
* You have a free executable slot&lt;br /&gt;
&lt;br /&gt;
=== Duration / depletion ===&lt;br /&gt;
* Active executables lose duration in real time while playing&lt;br /&gt;
* When time reaches 0, they are depleted and no longer active&lt;br /&gt;
* Depleted executables are cleaned from inventory by executable list refresh logic&lt;br /&gt;
&lt;br /&gt;
=== Stacking behavior (important) ===&lt;br /&gt;
Executables of the same type stack by &#039;&#039;&#039;sum of effect values&#039;&#039;&#039; (not multiplicative chaining).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Two active Damage executables (1.2 and 1.3) give 2.5 total boost value used by that system.&lt;br /&gt;
&lt;br /&gt;
Game Speed type also sums values, then adds that amount to max speed cap logic.&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
Executables can roll modifiers that alter:&lt;br /&gt;
* Duration multiplier&lt;br /&gt;
* Effect multiplier&lt;br /&gt;
&lt;br /&gt;
Roll chances:&lt;br /&gt;
* ~25% positive modifier&lt;br /&gt;
* ~7.5% negative modifier&lt;br /&gt;
* otherwise no modifier&lt;br /&gt;
&lt;br /&gt;
=== Merging ===&lt;br /&gt;
You can merge executables in the merge popup:&lt;br /&gt;
* &#039;&#039;&#039;4 of same type + same rarity&#039;&#039;&#039; → &#039;&#039;&#039;1 of next rarity&#039;&#039;&#039;&lt;br /&gt;
* Can merge per type or across all types (type-by-type internally)&lt;br /&gt;
* Cannot merge Mythic upward&lt;br /&gt;
* New merged executable rerolls modifier&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Modules&amp;diff=60</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Modules&amp;diff=60"/>
		<updated>2026-03-08T10:08:11Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Slots and Throughput */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modules ==&lt;br /&gt;
&#039;&#039;&#039;Modules&#039;&#039;&#039; are run-based power upgrades that you buy with &#039;&#039;&#039;Bits&#039;&#039;&#039;.  &lt;br /&gt;
When you start a module, it goes into a module slot and begins a timed download.  &lt;br /&gt;
After the timer completes, that module gains +1 level and its boost increases for the current run/session.&lt;br /&gt;
&lt;br /&gt;
Think of modules as:&lt;br /&gt;
* &#039;&#039;&#039;Paid with Bits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time-gated by module slots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persistent during the current run/session&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reset when the run/session is fully ended&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How Modules Work ==&lt;br /&gt;
# Open the Modules panel during a run.&lt;br /&gt;
# Pick an available module and spend Bits.&lt;br /&gt;
# The module is assigned to an empty module slot.&lt;br /&gt;
# The slot counts down in real gameplay time.&lt;br /&gt;
# When finished, the module level increases automatically.&lt;br /&gt;
# You can start it again for another level (higher cost, longer time).&lt;br /&gt;
&lt;br /&gt;
Each completed level increases that module’s effect multiplier.&lt;br /&gt;
&lt;br /&gt;
== Session Persistent ==&lt;br /&gt;
Modules are not account-permanent like Prestige or Gem Upgrades.&lt;br /&gt;
&lt;br /&gt;
They are &#039;&#039;&#039;session-persistent&#039;&#039;&#039;:&lt;br /&gt;
* They stay active while you keep that run/session.&lt;br /&gt;
* If you continue the same session, your module progress is kept.&lt;br /&gt;
* If the session is ended/reset, module progress is reset.&lt;br /&gt;
&lt;br /&gt;
So they are stronger than a short buff, but not permanent account progression.&lt;br /&gt;
&lt;br /&gt;
== Slots and Throughput ==&lt;br /&gt;
You can only run as many module downloads as you have module slots.&lt;br /&gt;
&lt;br /&gt;
* Base module slots: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
* Extra slots: unlocked through the Module Slots Download&lt;br /&gt;
&lt;br /&gt;
More slots = more parallel module leveling = faster scaling during long runs.&lt;br /&gt;
&lt;br /&gt;
== Module Availability (by upgrade category unlock) ==&lt;br /&gt;
Some modules are locked until your [[Upgrade Unlock Downloads|Attack/Defense/Utility upgrade unlock downloads]] are high enough.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Level 0 unlocks&#039;&#039;&#039;: Damage, Health, Health Regen, Bit Gain, Coin Gain&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocks&#039;&#039;&#039;: Attack Speed, Shield&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocks&#039;&#039;&#039;: Charge Damage, Speed Divider&lt;br /&gt;
&lt;br /&gt;
== Costs, Timers, and Scaling ==&lt;br /&gt;
Every module has:&lt;br /&gt;
* A Bit cost formula&lt;br /&gt;
* A duration formula&lt;br /&gt;
* An effect formula&lt;br /&gt;
&lt;br /&gt;
As module level rises:&lt;br /&gt;
* Cost rises&lt;br /&gt;
* Download time usually rises&lt;br /&gt;
* Effect increases&lt;br /&gt;
&lt;br /&gt;
This creates a decision: stack one key module hard, or spread upgrades across several modules.&lt;br /&gt;
&lt;br /&gt;
== Useful Synergies ==&lt;br /&gt;
* Module Speed Executable: speeds up module countdowns.&lt;br /&gt;
* Auto Module Mechanic: can auto-slot affordable modules into empty slots.&lt;br /&gt;
* More module slots from the Module slot download greatly increase long-run module growth.&lt;br /&gt;
&lt;br /&gt;
== Practical Strategy ==&lt;br /&gt;
* Keep all module slots busy whenever possible.&lt;br /&gt;
* Early run: prioritize cheap, broad value modules.&lt;br /&gt;
* Mid/late run: focus the module(s) that best match your build path.&lt;br /&gt;
* If planning a long push, invest in slot count and module speed effects.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Modules are a Bits-to-power conversion layer for long runs:&lt;br /&gt;
* You pay [[Bits]] now,&lt;br /&gt;
* Wait through slot timers,&lt;br /&gt;
* Gain stronger multipliers,&lt;br /&gt;
* And snowball wave progression in that session.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Workers&amp;diff=59</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Workers&amp;diff=59"/>
		<updated>2026-03-08T10:07:51Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workers ==&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are background generators that produce resources over time.&lt;br /&gt;
&lt;br /&gt;
There are 3 workers:&lt;br /&gt;
* &#039;&#039;&#039;Coin Worker&#039;&#039;&#039; ([[Coins]])&lt;br /&gt;
* &#039;&#039;&#039;Bits Worker&#039;&#039;&#039; ([[Bits]])&lt;br /&gt;
* &#039;&#039;&#039;Experience Worker&#039;&#039;&#039; ([[Experience|XP]])&lt;br /&gt;
&lt;br /&gt;
Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.&lt;br /&gt;
&lt;br /&gt;
== How Workers Work ==&lt;br /&gt;
Workers have two generation modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Active generation&#039;&#039;&#039; (while in a run and equipped)&lt;br /&gt;
* &#039;&#039;&#039;Idle generation&#039;&#039;&#039; (while not actively collecting, up to an idle cap)&lt;br /&gt;
&lt;br /&gt;
Their output scales by worker level and by each worker’s learned peak rate for that resource.&lt;br /&gt;
&lt;br /&gt;
== Buying Workers ==&lt;br /&gt;
* Worker purchase cost: &#039;&#039;&#039;50 Gems&#039;&#039;&#039; per buy&lt;br /&gt;
* A purchase gives &#039;&#039;&#039;+1 card/level progress&#039;&#039;&#039; to a random non-max worker&lt;br /&gt;
* You cannot directly target a specific worker from the buy button&lt;br /&gt;
&lt;br /&gt;
Workers use the same style of level thresholds as other card-based systems (tiered progression).&lt;br /&gt;
&lt;br /&gt;
== Equipping Workers ==&lt;br /&gt;
Workers only generate run-time active value when:&lt;br /&gt;
* The worker is owned&lt;br /&gt;
* The worker is equipped in a server slot&lt;br /&gt;
&lt;br /&gt;
If not equipped, they do not produce active per-second run output.&lt;br /&gt;
&lt;br /&gt;
== Active Generation (during gameplay) ==&lt;br /&gt;
When equipped, workers periodically convert their current active percentage into real resource income.&lt;br /&gt;
&lt;br /&gt;
Important behavior:&lt;br /&gt;
* Worker output is based on a tracked &#039;&#039;&#039;highest value-per-second&#039;&#039;&#039; baseline&lt;br /&gt;
* This baseline updates as your run gets stronger&lt;br /&gt;
* So worker income improves naturally as your build scales&lt;br /&gt;
&lt;br /&gt;
In short: stronger run economy/combat scaling indirectly improves worker output.&lt;br /&gt;
&lt;br /&gt;
== Idle Generation (offline/passive collection) ==&lt;br /&gt;
Workers also store idle value over time.&lt;br /&gt;
&lt;br /&gt;
When idle value is claimed (or auto-claimed by switching), it converts to:&lt;br /&gt;
* Coins (Coin Worker)&lt;br /&gt;
* Bits (Bits Worker)&lt;br /&gt;
* XP (Experience Worker)&lt;br /&gt;
&lt;br /&gt;
Idle generation is limited by a max idle duration.&lt;br /&gt;
&lt;br /&gt;
== Idle Cap and Worker Idle Time Download ==&lt;br /&gt;
The max idle storage time is extended by the &#039;&#039;&#039;Worker Idle Time Download&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
So if you want better offline value:&lt;br /&gt;
* Level workers&lt;br /&gt;
* Increase idle-time download level&lt;br /&gt;
* Keep strong peak rates so percentages multiply a bigger baseline&lt;br /&gt;
&lt;br /&gt;
== Practical Priority ==&lt;br /&gt;
* Equip at least one worker early for stable passive scaling.&lt;br /&gt;
* Upgrade workers steadily; they are strong over long playtime.&lt;br /&gt;
* Invest in &#039;&#039;&#039;Worker Idle Time Download&#039;&#039;&#039; if you rely on offline gains.&lt;br /&gt;
* Re-check worker details often: active% and idle% both matter.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Workers are your passive progression engine:&lt;br /&gt;
* Active income while equipped&lt;br /&gt;
* Idle income while away&lt;br /&gt;
* Permanent level progression&lt;br /&gt;
* Strong long-term value for steady account growth&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Bits&amp;diff=58</id>
		<title>Bits</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Bits&amp;diff=58"/>
		<updated>2026-03-08T10:06:02Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Bits&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Bits&amp;#039;&amp;#039;&amp;#039; are the primary &amp;#039;&amp;#039;&amp;#039;run currency&amp;#039;&amp;#039;&amp;#039; used during gameplay.  === What Bits are used for === Bits are spent in-run on: * &amp;#039;&amp;#039;&amp;#039;Upgrade increase levels&amp;#039;&amp;#039;&amp;#039; (the in-run upgrade button upgrades) * &amp;#039;&amp;#039;&amp;#039;Modules&amp;#039;&amp;#039;&amp;#039; (buying/slotting module upgrades in combat)  Bits are &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; the same as Coins: * &amp;#039;&amp;#039;&amp;#039;Bits&amp;#039;&amp;#039;&amp;#039; = run currency (combat progression) * &amp;#039;&amp;#039;&amp;#039;Coins&amp;#039;&amp;#039;&amp;#039; = meta/shop currency (persistent progression)  === How you gain Bits (in a run) === Main sources:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Bits&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Bits&#039;&#039;&#039; are the primary &#039;&#039;&#039;run currency&#039;&#039;&#039; used during gameplay.&lt;br /&gt;
&lt;br /&gt;
=== What Bits are used for ===&lt;br /&gt;
Bits are spent in-run on:&lt;br /&gt;
* &#039;&#039;&#039;Upgrade increase levels&#039;&#039;&#039; (the in-run upgrade button upgrades)&lt;br /&gt;
* &#039;&#039;&#039;Modules&#039;&#039;&#039; (buying/slotting module upgrades in combat)&lt;br /&gt;
&lt;br /&gt;
Bits are &#039;&#039;&#039;not&#039;&#039;&#039; the same as Coins:&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; = run currency (combat progression)&lt;br /&gt;
* &#039;&#039;&#039;[[Coins]]&#039;&#039;&#039; = meta/shop currency (persistent progression)&lt;br /&gt;
&lt;br /&gt;
=== How you gain Bits (in a run) ===&lt;br /&gt;
Main sources:&lt;br /&gt;
* Enemy kills (base enemy bit rewards)&lt;br /&gt;
* &#039;&#039;&#039;Cash Per Enemy&#039;&#039;&#039; and &#039;&#039;&#039;Cash Per Wave&#039;&#039;&#039; upgrade effects&lt;br /&gt;
* Bits Worker active generation (if slotted)&lt;br /&gt;
* Boosts / Modules / Executables / Lost Packet multipliers affecting bit gain&lt;br /&gt;
* Starting Bits at run start (from Starting Bits Download)&lt;br /&gt;
&lt;br /&gt;
Run start baseline:&lt;br /&gt;
* You start with base Bits + Starting Bits bonus.&lt;br /&gt;
&lt;br /&gt;
=== Stored Bits (important) ===&lt;br /&gt;
There is also &#039;&#039;&#039;Stored Bits&#039;&#039;&#039; (persistent between runs), shown in menu/game as a separate stash.&lt;br /&gt;
&lt;br /&gt;
Current logic:&lt;br /&gt;
* Stored Bits are mainly generated by &#039;&#039;&#039;Bits Worker idle value&#039;&#039;&#039; (offline worker gain)&lt;br /&gt;
* At the start of a run, you can press &#039;&#039;&#039;Use Stored Bits&#039;&#039;&#039; (available for ~first 30 seconds)&lt;br /&gt;
* Using it adds stored Bits to your current run Bits and then resets stored Bits to 0&lt;br /&gt;
&lt;br /&gt;
=== Bit spending behavior ===&lt;br /&gt;
* Spending checks affordability (`bits - cost &amp;gt;= 0`)&lt;br /&gt;
* Costs scale by upgrade/module formulas&lt;br /&gt;
* Bulk buy options (`1x`, `10x`, `100x`, `max`) respect current Bits&lt;br /&gt;
&lt;br /&gt;
=== Practical tips ===&lt;br /&gt;
* Early run: invest Bits into core scaling upgrades first (Damage/Health/economy flow)&lt;br /&gt;
* Use Stored Bits immediately in hard pushes for faster snowball&lt;br /&gt;
* Keep Bits Worker slotted often if you want stronger Stored Bits income over time&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Modules&amp;diff=57</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Modules&amp;diff=57"/>
		<updated>2026-03-08T10:01:35Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Useful Synergies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modules ==&lt;br /&gt;
&#039;&#039;&#039;Modules&#039;&#039;&#039; are run-based power upgrades that you buy with &#039;&#039;&#039;Bits&#039;&#039;&#039;.  &lt;br /&gt;
When you start a module, it goes into a module slot and begins a timed download.  &lt;br /&gt;
After the timer completes, that module gains +1 level and its boost increases for the current run/session.&lt;br /&gt;
&lt;br /&gt;
Think of modules as:&lt;br /&gt;
* &#039;&#039;&#039;Paid with Bits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time-gated by module slots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persistent during the current run/session&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reset when the run/session is fully ended&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How Modules Work ==&lt;br /&gt;
# Open the Modules panel during a run.&lt;br /&gt;
# Pick an available module and spend Bits.&lt;br /&gt;
# The module is assigned to an empty module slot.&lt;br /&gt;
# The slot counts down in real gameplay time.&lt;br /&gt;
# When finished, the module level increases automatically.&lt;br /&gt;
# You can start it again for another level (higher cost, longer time).&lt;br /&gt;
&lt;br /&gt;
Each completed level increases that module’s effect multiplier.&lt;br /&gt;
&lt;br /&gt;
== Session Persistent ==&lt;br /&gt;
Modules are not account-permanent like Prestige or Gem Upgrades.&lt;br /&gt;
&lt;br /&gt;
They are &#039;&#039;&#039;session-persistent&#039;&#039;&#039;:&lt;br /&gt;
* They stay active while you keep that run/session.&lt;br /&gt;
* If you continue the same session, your module progress is kept.&lt;br /&gt;
* If the session is ended/reset, module progress is reset.&lt;br /&gt;
&lt;br /&gt;
So they are stronger than a short buff, but not permanent account progression.&lt;br /&gt;
&lt;br /&gt;
== Slots and Throughput ==&lt;br /&gt;
You can only run as many module downloads as you have module slots.&lt;br /&gt;
&lt;br /&gt;
* Base module slots: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
* Extra slots: unlocked through the [[Module Slots Download]]&lt;br /&gt;
&lt;br /&gt;
More slots = more parallel module leveling = faster scaling during long runs.&lt;br /&gt;
&lt;br /&gt;
== Module Availability (by upgrade category unlock) ==&lt;br /&gt;
Some modules are locked until your [[Upgrade Unlock Downloads|Attack/Defense/Utility upgrade unlock downloads]] are high enough.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Level 0 unlocks&#039;&#039;&#039;: Damage, Health, Health Regen, Bit Gain, Coin Gain&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocks&#039;&#039;&#039;: Attack Speed, Shield&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocks&#039;&#039;&#039;: Charge Damage, Speed Divider&lt;br /&gt;
&lt;br /&gt;
== Costs, Timers, and Scaling ==&lt;br /&gt;
Every module has:&lt;br /&gt;
* A Bit cost formula&lt;br /&gt;
* A duration formula&lt;br /&gt;
* An effect formula&lt;br /&gt;
&lt;br /&gt;
As module level rises:&lt;br /&gt;
* Cost rises&lt;br /&gt;
* Download time usually rises&lt;br /&gt;
* Effect increases&lt;br /&gt;
&lt;br /&gt;
This creates a decision: stack one key module hard, or spread upgrades across several modules.&lt;br /&gt;
&lt;br /&gt;
== Useful Synergies ==&lt;br /&gt;
* Module Speed Executable: speeds up module countdowns.&lt;br /&gt;
* Auto Module Mechanic: can auto-slot affordable modules into empty slots.&lt;br /&gt;
* More module slots from the Module slot download greatly increase long-run module growth.&lt;br /&gt;
&lt;br /&gt;
== Practical Strategy ==&lt;br /&gt;
* Keep all module slots busy whenever possible.&lt;br /&gt;
* Early run: prioritize cheap, broad value modules.&lt;br /&gt;
* Mid/late run: focus the module(s) that best match your build path.&lt;br /&gt;
* If planning a long push, invest in slot count and module speed effects.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Modules are a Bits-to-power conversion layer for long runs:&lt;br /&gt;
* You pay [[Bits]] now,&lt;br /&gt;
* Wait through slot timers,&lt;br /&gt;
* Gain stronger multipliers,&lt;br /&gt;
* And snowball wave progression in that session.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Server_Slots&amp;diff=56</id>
		<title>Server Slots</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Server_Slots&amp;diff=56"/>
		<updated>2026-03-08T09:53:07Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Server Slots&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Server Slots&amp;#039;&amp;#039;&amp;#039; are your active loadout slots.   This is where you equip/select:  * &amp;#039;&amp;#039;&amp;#039;Boosts&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Downloads&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Workers&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Mechanics&amp;#039;&amp;#039;&amp;#039;  If something is not slotted, it is generally not active.  === What slots do === A slot holds one active item (`Boost`, `Download`, `Worker`, or `Mechanic`).  Important behavior: * One item can only exist in &amp;#039;&amp;#039;&amp;#039;one slot&amp;#039;&amp;#039;&amp;#039; at a time. * Moving an item to another slot removes it from its previous sl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Server Slots&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Server Slots&#039;&#039;&#039; are your active loadout slots.  &lt;br /&gt;
This is where you equip/select:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If something is not slotted, it is generally not active.&lt;br /&gt;
&lt;br /&gt;
=== What slots do ===&lt;br /&gt;
A slot holds one active item (`Boost`, `Download`, `Worker`, or `Mechanic`).&lt;br /&gt;
&lt;br /&gt;
Important behavior:&lt;br /&gt;
* One item can only exist in &#039;&#039;&#039;one slot&#039;&#039;&#039; at a time.&lt;br /&gt;
* Moving an item to another slot removes it from its previous slot automatically.&lt;br /&gt;
* Empty slots are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Buying slots ===&lt;br /&gt;
* Currency: &#039;&#039;&#039;[[Gems]]&#039;&#039;&#039;&lt;br /&gt;
* Max slots: &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
* Price depends on how many slots you already own.&lt;br /&gt;
* First purchased slot costs &#039;&#039;&#039;50 Gems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Slot price table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Slot purchase #&lt;br /&gt;
! Cost (Gems)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 500&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 600&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 700&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 800&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 900&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Gems to buy all 20 slots: 25,150&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Slotting rules by item type ===&lt;br /&gt;
&lt;br /&gt;
==== [[Boosts]] ====&lt;br /&gt;
* Can be slotted if owned and unlocked for its category.&lt;br /&gt;
&lt;br /&gt;
==== [[Downloads]] ====&lt;br /&gt;
* Slotting a download starts it (and spends its Coin cost).&lt;br /&gt;
* While a download is in progress in a slot, that slot is effectively locked for changing.&lt;br /&gt;
* When the download finishes, it is removed from the slot automatically.&lt;br /&gt;
&lt;br /&gt;
==== [[Workers]] ====&lt;br /&gt;
* Can be slotted if owned.&lt;br /&gt;
* Slotting activates their contribution.&lt;br /&gt;
* Worker idle gain handling is integrated with slot active state.&lt;br /&gt;
&lt;br /&gt;
==== [[Mechanics]] ====&lt;br /&gt;
* Can be slotted if owned and category-unlocked.&lt;br /&gt;
* Slotted mechanics enable their gameplay effects.&lt;br /&gt;
&lt;br /&gt;
=== Category unlock requirement ===&lt;br /&gt;
Slotting checks category progression (`attack`, `defense`, `utility`) via the corresponding [[Upgrade Unlock Downloads]].&lt;br /&gt;
&lt;br /&gt;
=== Practical tips ===&lt;br /&gt;
* Keep a few flexible slots open for swapping situational downloads/mechanics.&lt;br /&gt;
* Don’t overfill with long downloads if you need reactive slot changes.&lt;br /&gt;
* Prioritize slot count early if you rely on multiple workers + mechanics + key boosts simultaneously.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Upgrades&amp;diff=55</id>
		<title>Upgrades</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Upgrades&amp;diff=55"/>
		<updated>2026-03-08T09:50:25Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Upgrades&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Upgrades&amp;#039;&amp;#039;&amp;#039; are the main &amp;#039;&amp;#039;&amp;#039;Coin-spend progression&amp;#039;&amp;#039;&amp;#039; in the Shop (Normal mode).   They define your core combat, defense, and economy scaling.  === Base vs Increase (important) === Every Upgrade has two separate level tracks:  * &amp;#039;&amp;#039;&amp;#039;Base level&amp;#039;&amp;#039;&amp;#039; ** Increases the &amp;#039;&amp;#039;&amp;#039;starting/base stat value&amp;#039;&amp;#039;&amp;#039; ** Example: higher starting Damage, Health, Coins per Enemy, etc.  * &amp;#039;&amp;#039;&amp;#039;Increase level&amp;#039;&amp;#039;&amp;#039; ** Increases the &amp;#039;&amp;#039;&amp;#039;per-upgrade-step growth&amp;#039;&amp;#039;&amp;#039; (the scaling part) *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039; are the main &#039;&#039;&#039;Coin-spend progression&#039;&#039;&#039; in the Shop (Normal mode).  &lt;br /&gt;
They define your core combat, defense, and economy scaling.&lt;br /&gt;
&lt;br /&gt;
=== Base vs Increase (important) ===&lt;br /&gt;
Every Upgrade has two separate level tracks:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base level&#039;&#039;&#039;&lt;br /&gt;
** Increases the &#039;&#039;&#039;starting/base stat value&#039;&#039;&#039;&lt;br /&gt;
** Example: higher starting Damage, Health, Coins per Enemy, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Increase level&#039;&#039;&#039;&lt;br /&gt;
** Increases the &#039;&#039;&#039;per-upgrade-step growth&#039;&#039;&#039; (the scaling part)&lt;br /&gt;
** Makes each additional level of that stat scale harder over time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key point:&#039;&#039;&#039;  &lt;br /&gt;
Base affects base stat only.  &lt;br /&gt;
Increase affects increase/scaling stat only.  &lt;br /&gt;
They are different levers and should be balanced.&lt;br /&gt;
&lt;br /&gt;
=== Simple example ===&lt;br /&gt;
If an upgrade behaves like:&lt;br /&gt;
&lt;br /&gt;
* Final Stat = BaseValue + (Current Upgrade Level × IncreaseValue)&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
* leveling &#039;&#039;&#039;Base&#039;&#039;&#039; raises `BaseValue`&lt;br /&gt;
* leveling &#039;&#039;&#039;Increase&#039;&#039;&#039; raises `IncreaseValue`&lt;br /&gt;
&lt;br /&gt;
So Base gives stronger immediate floor, while Increase improves long-run scaling.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade categories ===&lt;br /&gt;
Upgrades are grouped by type:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; (Damage, Attack Speed, Range, Crit, Stun, Charge, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; (Health, Health Regen, Defense, Shield, Counter-Hack, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Utility&#039;&#039;&#039; (Coins/Bits gain, Speed Divider, Virus Scanner, etc.)&lt;br /&gt;
&lt;br /&gt;
Some upgrades require category progression before they appear (Attack/Defense/Utility unlock progression).&lt;br /&gt;
&lt;br /&gt;
=== Costs and buying ===&lt;br /&gt;
* Currency: &#039;&#039;&#039;[[Coins]]&#039;&#039;&#039;&lt;br /&gt;
* Base and Increase each have their own cost progression&lt;br /&gt;
* Shop buy modes apply to both tracks (`1x`, `10x`, `100x`, `max`)&lt;br /&gt;
* You cannot buy past each track’s max level&lt;br /&gt;
&lt;br /&gt;
=== How Upgrades stack with other systems ===&lt;br /&gt;
Upgrade stats are further multiplied by other systems (when available), such as:&lt;br /&gt;
&lt;br /&gt;
* [[Boosts]]&lt;br /&gt;
* [[Downloads]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
* [[Executables]]&lt;br /&gt;
* [[Prestige Upgrades]]&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols|Daemon Protocol]] bonuses (for relevant stats)&lt;br /&gt;
&lt;br /&gt;
So a strong build usually invests in both:&lt;br /&gt;
# solid Base levels (immediate strength)&lt;br /&gt;
# strong Increase levels (better scaling)&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Daemon_Protocols&amp;diff=54</id>
		<title>Daemon Protocols</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Daemon_Protocols&amp;diff=54"/>
		<updated>2026-03-08T09:47:06Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Daemon Protocols&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Daemon Protocols&amp;#039;&amp;#039;&amp;#039; are passive account-wide bonus systems. They are &amp;#039;&amp;#039;&amp;#039;not purchased&amp;#039;&amp;#039;&amp;#039;; they activate from milestone unlocks and scale from tracked lifetime stats.  === How they work === Each protocol: * tracks one stat (like Gems owned or total waves) * converts that tracked stat into a bonus % * has a &amp;#039;&amp;#039;&amp;#039;soft cap&amp;#039;&amp;#039;&amp;#039; (full rate up to cap, reduced rate after cap) * has a &amp;#039;&amp;#039;&amp;#039;tier&amp;#039;&amp;#039;&amp;#039; (I-V) based on milestone unlocks  Formula: * If below so...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Daemon Protocols&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Daemon Protocols&#039;&#039;&#039; are passive account-wide bonus systems.&lt;br /&gt;
They are &#039;&#039;&#039;not purchased&#039;&#039;&#039;; they activate from milestone unlocks and scale from tracked lifetime stats.&lt;br /&gt;
&lt;br /&gt;
=== How they work ===&lt;br /&gt;
Each protocol:&lt;br /&gt;
* tracks one stat (like Gems owned or total waves)&lt;br /&gt;
* converts that tracked stat into a bonus %&lt;br /&gt;
* has a &#039;&#039;&#039;soft cap&#039;&#039;&#039; (full rate up to cap, reduced rate after cap)&lt;br /&gt;
* has a &#039;&#039;&#039;tier&#039;&#039;&#039; (I-V) based on milestone unlocks&lt;br /&gt;
&lt;br /&gt;
Formula:&lt;br /&gt;
* If below soft cap: &#039;&#039;&#039;value = tracked × multiplier&#039;&#039;&#039;&lt;br /&gt;
* If above soft cap:  &lt;br /&gt;
  &#039;&#039;&#039;value = soft cap + (excess tracked × softcap multiplier)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Final bonus is applied as &#039;&#039;&#039;(1 + value)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unlock / Tier Milestones ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spoiler: Daemon Protocol unlock path&#039;&#039;&#039;&lt;br /&gt;
* Tier I unlock: &#039;&#039;&#039;EE10-Milestone-Wave100-Unlock-Daemon-Protocols&#039;&#039;&#039;&lt;br /&gt;
* Tier II: &#039;&#039;&#039;VV10-Milestone-Wave100-Daemon-Protocol-Tier-2&#039;&#039;&#039;&lt;br /&gt;
* Tier III: &#039;&#039;&#039;PP10-Milestone-Wave100-Daemon-Protocol-Tier-3&#039;&#039;&#039;&lt;br /&gt;
* Tier IV: &#039;&#039;&#039;ZZ10-Milestone-Wave100-Daemon-Protocol-Tier-4&#039;&#039;&#039;&lt;br /&gt;
* Tier V: &#039;&#039;&#039;CC10-Milestone-Wave100-Daemon-Protocol-Tier-5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protocol list ===&lt;br /&gt;
&lt;br /&gt;
==== Cache Daemon Protocol ====&lt;br /&gt;
* Tracks: &#039;&#039;&#039;Gems Owned&#039;&#039;&#039;&lt;br /&gt;
* Applies to: &#039;&#039;&#039;Coin gain&#039;&#039;&#039; (multiplies coin rewards)&lt;br /&gt;
* Active when: Daemon Protocols unlocked and Gems &amp;gt; 0&lt;br /&gt;
&lt;br /&gt;
Tier values:&lt;br /&gt;
* I: +0.1% per tracked, soft cap 100%, post-cap +0.0%&lt;br /&gt;
* II: +0.2% per tracked, soft cap 200%, post-cap +0.05%&lt;br /&gt;
* III: +0.3% per tracked, soft cap 400%, post-cap +0.10%&lt;br /&gt;
* IV: +0.4% per tracked, soft cap 600%, post-cap +0.15%&lt;br /&gt;
* V: +0.5% per tracked, soft cap 1000%, post-cap +0.20%&lt;br /&gt;
&lt;br /&gt;
==== Archive Daemon Protocol ====&lt;br /&gt;
* Tracks: &#039;&#039;&#039;Total Highest Waves&#039;&#039;&#039; (sum of max waves across cup tiers)&lt;br /&gt;
* Applies to: &#039;&#039;&#039;Damage boost&#039;&#039;&#039;&lt;br /&gt;
* Active when: Daemon Protocols unlocked and Gems &amp;gt; 0&lt;br /&gt;
&lt;br /&gt;
Tier values:&lt;br /&gt;
* I: +0.01% per tracked, soft cap 100%, post-cap +0.0%&lt;br /&gt;
* II: +0.02% per tracked, soft cap 200%, post-cap +0.01%&lt;br /&gt;
* III: +0.03% per tracked, soft cap 400%, post-cap +0.015%&lt;br /&gt;
* IV: +0.04% per tracked, soft cap 600%, post-cap +0.02%&lt;br /&gt;
* V: +0.05% per tracked, soft cap 1000%, post-cap +0.025%&lt;br /&gt;
&lt;br /&gt;
==== Endurance Daemon Protocol ====&lt;br /&gt;
* Tracks: &#039;&#039;&#039;Total Waves Played&#039;&#039;&#039;&lt;br /&gt;
* Applies to: &#039;&#039;&#039;Health boost&#039;&#039;&#039;&lt;br /&gt;
* Active when: Daemon Protocols unlocked and Total Waves Played &amp;gt; 0&lt;br /&gt;
&lt;br /&gt;
Tier values:&lt;br /&gt;
* I: +0.0005% per tracked, soft cap 250%, post-cap +0.0002%&lt;br /&gt;
* II: +0.0010% per tracked, soft cap 500%, post-cap +0.0004%&lt;br /&gt;
* III: +0.0015% per tracked, soft cap 1000%, post-cap +0.0006%&lt;br /&gt;
* IV: +0.0020% per tracked, soft cap 1500%, post-cap +0.0008%&lt;br /&gt;
* V: +0.0025% per tracked, soft cap 2500%, post-cap +0.0010%&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* These are fully passive once unlocked.&lt;br /&gt;
* Tier upgrades improve both growth rate and soft-cap behavior.&lt;br /&gt;
* Daemon Protocol panel is hidden until the Tier I unlock milestone is claimed.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Gem_Upgrades&amp;diff=53</id>
		<title>Gem Upgrades</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Gem_Upgrades&amp;diff=53"/>
		<updated>2026-03-08T09:41:55Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Gem Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gem Upgrades ==&lt;br /&gt;
&#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; are permanent multipliers bought with &#039;&#039;&#039;Gems&#039;&#039;&#039; in the Shop’s &#039;&#039;&#039;Gem mode&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They mirror Prestige Upgrades:&lt;br /&gt;
* &#039;&#039;&#039;Base&#039;&#039;&#039; levels affect the &#039;&#039;&#039;base stat&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Increase&#039;&#039;&#039; levels affect the &#039;&#039;&#039;increase/per-level stat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unlock spoiler:&#039;&#039;&#039;&lt;br /&gt;
Gem Upgrades unlock from milestone &#039;&#039;&#039;PP1-Milestone-Wave100-Unlock-Gem-Upgrades&#039;&#039;&#039; (Tier 1, Wave 100).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Costs ===&lt;br /&gt;
* Most Gem Upgrades: &#039;&#039;&#039;150 Gems per level&#039;&#039;&#039;&lt;br /&gt;
* Speed Divider Gem Upgrade: &#039;&#039;&#039;300 Gems per level&#039;&#039;&#039;&lt;br /&gt;
* Costs are flat per level (no level-based scaling formula)&lt;br /&gt;
&lt;br /&gt;
=== Available Gem Upgrades ===&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; (Base max 500, Increase max 1000)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; (Base max 500, Increase max 1000)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; (Base max 500, Increase max 1000)&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; (Base max 50, Increase max 100)&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; (Base max 50, Increase max 100)&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; (Base max 500, Increase max 2000)&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Gem_Upgrades&amp;diff=52</id>
		<title>Gem Upgrades</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Gem_Upgrades&amp;diff=52"/>
		<updated>2026-03-08T09:41:07Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Gem Upgrades&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Gem Upgrades&amp;#039;&amp;#039;&amp;#039; are permanent multipliers bought with &amp;#039;&amp;#039;&amp;#039;Gems&amp;#039;&amp;#039;&amp;#039; in the Shop’s &amp;#039;&amp;#039;&amp;#039;Gem mode&amp;#039;&amp;#039;&amp;#039;.  They mirror Prestige Upgrades: * &amp;#039;&amp;#039;&amp;#039;Base&amp;#039;&amp;#039;&amp;#039; levels affect the &amp;#039;&amp;#039;&amp;#039;base stat&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Increase&amp;#039;&amp;#039;&amp;#039; levels affect the &amp;#039;&amp;#039;&amp;#039;increase/per-level stat&amp;#039;&amp;#039;&amp;#039;  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; &amp;#039;&amp;#039;&amp;#039;Unlock spoiler:&amp;#039;&amp;#039;&amp;#039; Gem Upgrades unlock from milestone &amp;#039;&amp;#039;&amp;#039;PP1-Milestone-Wave100-Unlock-Gem-Upgrades&amp;#039;&amp;#039;&amp;#039; (Tier 1, Wave 100). &amp;lt;/div&amp;gt;  === Costs === * Most Gem Upgra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; are permanent multipliers bought with &#039;&#039;&#039;Gems&#039;&#039;&#039; in the Shop’s &#039;&#039;&#039;Gem mode&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They mirror Prestige Upgrades:&lt;br /&gt;
* &#039;&#039;&#039;Base&#039;&#039;&#039; levels affect the &#039;&#039;&#039;base stat&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Increase&#039;&#039;&#039; levels affect the &#039;&#039;&#039;increase/per-level stat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unlock spoiler:&#039;&#039;&#039;&lt;br /&gt;
Gem Upgrades unlock from milestone &#039;&#039;&#039;PP1-Milestone-Wave100-Unlock-Gem-Upgrades&#039;&#039;&#039; (Tier 1, Wave 100).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Costs ===&lt;br /&gt;
* Most Gem Upgrades: &#039;&#039;&#039;150 Gems per level&#039;&#039;&#039;&lt;br /&gt;
* Speed Divider Gem Upgrade: &#039;&#039;&#039;300 Gems per level&#039;&#039;&#039;&lt;br /&gt;
* Costs are flat per level (no level-based scaling formula)&lt;br /&gt;
&lt;br /&gt;
=== Available Gem Upgrades ===&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; (Base max 500, Increase max 1000)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; (Base max 500, Increase max 1000)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; (Base max 500, Increase max 1000)&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; (Base max 50, Increase max 100)&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; (Base max 50, Increase max 100)&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; (Base max 500, Increase max 2000)&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=51</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=51"/>
		<updated>2026-03-08T09:37:47Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Prestige and Late-Game Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ISD Logo.png|thumb|right|alt=Idle Server Defender Logo|Idle Server Defender Logo]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Idle Server Defender ==&lt;br /&gt;
&#039;&#039;&#039;Idle Server Defender&#039;&#039;&#039; is an incremental defense game where your main tower (server) automatically shoots incoming enemies (viruses).  &lt;br /&gt;
The core objective is simple: survive longer, reach higher waves, and build a stronger account over multiple runs.&lt;br /&gt;
&lt;br /&gt;
You start each run with your current progression, fight scaling enemy waves, and invest your earnings into both run power and permanent power systems.&lt;br /&gt;
&lt;br /&gt;
Read here for a [[Quick Starting Tips / Guide]]&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
# Enter a run in your selected Cup and Tier.&lt;br /&gt;
# Defend the server while enemies scale with wave progression.&lt;br /&gt;
# Earn resources from kills and wave progression.&lt;br /&gt;
# Spend resources on upgrades and server setup.&lt;br /&gt;
# Die to the viruses and go back or repeat with upgraded [[modules]]&lt;br /&gt;
&lt;br /&gt;
== How Combat Works ==&lt;br /&gt;
* Your server attacks automatically.&lt;br /&gt;
* Enemies spawn continuously during waves.&lt;br /&gt;
* Boss waves appear regularly (every 10th wave).&lt;br /&gt;
* If your server dies, the run ends.&lt;br /&gt;
* Wave progression is the main measure of success.&lt;br /&gt;
&lt;br /&gt;
== Progression at a Glance ==&lt;br /&gt;
Progression happens in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Run Power&#039;&#039;&#039;: normal upgrades, slot setup, temporary optimization for current run.&lt;br /&gt;
* &#039;&#039;&#039;Account Power&#039;&#039;&#039;: Prestige Points, Gem Upgrades, milestone unlocks, Daemon scaling.&lt;br /&gt;
* &#039;&#039;&#039;Content Progression&#039;&#039;&#039;: Cups, Tiers, and unlocked systems.&lt;br /&gt;
&lt;br /&gt;
This structure is what turns short-term gains into long-term growth.&lt;br /&gt;
&lt;br /&gt;
== Server Build Strategy ==&lt;br /&gt;
A large part of progression is how you configure server slots.&lt;br /&gt;
&lt;br /&gt;
You can equip and manage:&lt;br /&gt;
* [[Boosts]] (direct stat multipliers)&lt;br /&gt;
* [[Downloads]] (time-based upgrades and unlock progression)&lt;br /&gt;
* [[Workers]] (active + idle resource generation)&lt;br /&gt;
* [[Mechanics]] (special behavior and automation effects)&lt;br /&gt;
&lt;br /&gt;
Efficient slot choices directly affect your wave push potential.&lt;br /&gt;
&lt;br /&gt;
== Milestones and Unlocks ==&lt;br /&gt;
[[Milestones]] reward wave achievements per Cup/Tier and are a major source of progression rewards:&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* Feature unlocks&lt;br /&gt;
&lt;br /&gt;
Important systems (such as parts of late-game progression) are unlocked through milestone rewards, so milestone pushing is always valuable.&lt;br /&gt;
&lt;br /&gt;
== Prestige and Late-Game Systems ==&lt;br /&gt;
Once eligible, [[Prestige]] provides permanent progression through Prestige Points.&lt;br /&gt;
&lt;br /&gt;
Prestige Points are used for:&lt;br /&gt;
* [[Prestige Upgrades]]&lt;br /&gt;
* [[System Weapons]] (advanced server combat systems)&lt;br /&gt;
&lt;br /&gt;
Additional late-game scaling:&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
These systems are designed to multiply long-term power and enable deeper wave progression.&lt;br /&gt;
&lt;br /&gt;
== Learn the Systems ==&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Server Slots]]&lt;br /&gt;
** [[Boosts]]&lt;br /&gt;
** [[Downloads]]&lt;br /&gt;
** [[Workers]]&lt;br /&gt;
** [[Mechanics]]&lt;br /&gt;
* [[Milestones]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[System Weapons]]&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Push as far as possible in waves, convert that progress into permanent account strength, and push even further on the next run.&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
Want to add info? Visit [[Wiki Guidelines and Tips]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=System_Weapons&amp;diff=50</id>
		<title>System Weapons</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=System_Weapons&amp;diff=50"/>
		<updated>2026-03-08T09:36:41Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;System Weapons&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;System Weapons&amp;#039;&amp;#039;&amp;#039; are permanent, equippable combat systems bought with &amp;#039;&amp;#039;&amp;#039;Prestige Points&amp;#039;&amp;#039;&amp;#039;.   They are part of long-term progression and stay with you across prestiges.  === Unlock === * System Weapons become available after your first &amp;#039;&amp;#039;&amp;#039;Prestige&amp;#039;&amp;#039;&amp;#039;. * You buy and upgrade them in the &amp;#039;&amp;#039;&amp;#039;System Arsenal&amp;#039;&amp;#039;&amp;#039; panel.  === Slots &amp;amp; Equipping === * You start with &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; weapon slot. * Extra slots come from the &amp;#039;&amp;#039;&amp;#039;System Slots Download&amp;#039;&amp;#039;&amp;#039;. * Max s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;System Weapons&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; are permanent, equippable combat systems bought with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;.  &lt;br /&gt;
They are part of long-term progression and stay with you across prestiges.&lt;br /&gt;
&lt;br /&gt;
=== Unlock ===&lt;br /&gt;
* System Weapons become available after your first &#039;&#039;&#039;Prestige&#039;&#039;&#039;.&lt;br /&gt;
* You buy and upgrade them in the &#039;&#039;&#039;System Arsenal&#039;&#039;&#039; panel.&lt;br /&gt;
&lt;br /&gt;
=== Slots &amp;amp; Equipping ===&lt;br /&gt;
* You start with &#039;&#039;&#039;1&#039;&#039;&#039; weapon slot.&lt;br /&gt;
* Extra slots come from the &#039;&#039;&#039;System Slots Download&#039;&#039;&#039;.&lt;br /&gt;
* Max slot count: &#039;&#039;&#039;6 total&#039;&#039;&#039; (base 1 + 5 download levels).&lt;br /&gt;
* You can only equip weapons you own.&lt;br /&gt;
* If all slots are full, you must unequip one before equipping another.&lt;br /&gt;
&lt;br /&gt;
=== Buying &amp;amp; Upgrading ===&lt;br /&gt;
* Currency: &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;.&lt;br /&gt;
* Buying a weapon unlocks it permanently.&lt;br /&gt;
* Each weapon has its own upgrade tree (also bought with Prestige Points).&lt;br /&gt;
* Upgrade rules:&lt;br /&gt;
** cannot upgrade if not owned&lt;br /&gt;
** cannot exceed max level&lt;br /&gt;
** cost is based on current level&lt;br /&gt;
&lt;br /&gt;
=== Weapon List (Base Price) ===&lt;br /&gt;
* &#039;&#039;&#039;Shockwave System&#039;&#039;&#039; — 20 PP  &lt;br /&gt;
  Periodic expanding waves that damage and knock back enemies.&lt;br /&gt;
* &#039;&#039;&#039;Turret System&#039;&#039;&#039; — 50 PP  &lt;br /&gt;
  Orbiting turrets that auto-fire using your player damage as a base.&lt;br /&gt;
* &#039;&#039;&#039;Bit Vortex System&#039;&#039;&#039; — 75 PP  &lt;br /&gt;
  Active shooting window with rotating projectiles, crit, pierce, and health-based scaling.&lt;br /&gt;
* &#039;&#039;&#039;Resource Extractor System&#039;&#039;&#039; — 100 PP  &lt;br /&gt;
  During active window, beams siphon coins from nearby enemies over time.&lt;br /&gt;
* &#039;&#039;&#039;Firewall System&#039;&#039;&#039; — 1000 PP  &lt;br /&gt;
  Persistent area around player that increases enemy damage-taken multiplier over time (up to cap).&lt;br /&gt;
* &#039;&#039;&#039;Rate Limiter System&#039;&#039;&#039; — 1000 PP  &lt;br /&gt;
  Periodic expanding pulse that stuns a limited number of enemies.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade Logic (General) ===&lt;br /&gt;
Most weapon stats use one of these:&lt;br /&gt;
* &#039;&#039;&#039;Increase&#039;&#039;&#039; type: value goes up linearly per level&lt;br /&gt;
* &#039;&#039;&#039;Decrease&#039;&#039;&#039; type: value goes down linearly per level (used for cooldowns)&lt;br /&gt;
* &#039;&#039;&#039;Array&#039;&#039;&#039; type: fixed step values per level (common for count/pierce-style stats)&lt;br /&gt;
&lt;br /&gt;
Upgrade costs are weapon-specific and scale by their configured cost formulas (linear tiered or stepped, depending on the stat).&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige_Upgrades&amp;diff=49</id>
		<title>Prestige Upgrades</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige_Upgrades&amp;diff=49"/>
		<updated>2026-03-08T09:09:49Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are permanent stat multipliers purchased with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;. They unlock after your first Prestige and multiply the stats of your Shop upgrades.&lt;br /&gt;
&lt;br /&gt;
=== How They Work ===&lt;br /&gt;
Each Prestige Upgrade has &#039;&#039;&#039;two independent tracks&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Base Level&#039;&#039;&#039; - Multiplies the base stat of matching Shop upgrades&lt;br /&gt;
* &#039;&#039;&#039;Increase Level&#039;&#039;&#039; - Multiplies the per-level increase of matching Shop upgrades&lt;br /&gt;
&lt;br /&gt;
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Damage Prestige Base Level 10 gives 3x base damage (1 + 0.2 × 10). Damage Prestige Increase Level 5 gives 1.5x per-level damage (1 + 0.1 × 5).&lt;br /&gt;
&lt;br /&gt;
=== Available Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Core Combat (Cheap Formula) ====&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)&lt;br /&gt;
&lt;br /&gt;
==== Standard Combat ====&lt;br /&gt;
* &#039;&#039;&#039;Attack Speed&#039;&#039;&#039; - Base: +20% per level (max 10) | Increase: +10% per level (max 10)&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Base: +20% per level (max 400) | Increase: +10% per level (max 300)&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - Base: +20% per level (max 100) | Increase: +10% per level (max 100)&lt;br /&gt;
&lt;br /&gt;
==== Critical Strikes ====&lt;br /&gt;
* &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - Base: +2% per level (max 25) | Increase: +1% per level (max 5)&lt;br /&gt;
* &#039;&#039;&#039;Critical Damage&#039;&#039;&#039; - Base: +20% per level (max 10) | Increase: +10% per level (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Crowd Control ====&lt;br /&gt;
* &#039;&#039;&#039;Stun Chance&#039;&#039;&#039; - Base: +10% per level (max 5) | Increase: +10% per level (max 10)&lt;br /&gt;
* &#039;&#039;&#039;Stun Duration&#039;&#039;&#039; - Base: +20% per level (max 5) | Increase: +10% per level (max 10)&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; - Base: +20% per level (max 50) | Increase: +10% per level (max 100)&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; - Base: +20% per level (max 50) | Increase: +10% per level (max 100)&lt;br /&gt;
* &#039;&#039;&#039;Experience per Enemy&#039;&#039;&#039; - Base: +20% per level (max 50) | Increase: +10% per level (max 100)&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Accelerates module completion speed&lt;br /&gt;
** Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000)&lt;br /&gt;
** Most expensive upgrade, but critical for late-game efficiency&lt;br /&gt;
&lt;br /&gt;
=== Cost Formulas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cheap Formula&#039;&#039;&#039; (Damage, Health, Health Regen):&lt;br /&gt;
* Levels 1-5,000: Cost increases by 1 PP per level (Level 1 = 1 PP, Level 100 = 100 PP, Level 5,000 = 5,000 PP)&lt;br /&gt;
* Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Formula&#039;&#039;&#039; (Most upgrades, starting at 1 PP):&lt;br /&gt;
* Exponential scaling with soft caps&lt;br /&gt;
* Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP&lt;br /&gt;
* Shield starts at 10 PP instead of 1 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Divider Formula&#039;&#039;&#039; (Tiered linear increases):&lt;br /&gt;
* Levels 1-50: Cost increases by 50 PP per level&lt;br /&gt;
* Levels 51-100: Cost increases by 45 PP per level  &lt;br /&gt;
* Levels 101-150: Cost increases by 40 PP per level&lt;br /&gt;
* Levels 151-200: Cost increases by 35 PP per level&lt;br /&gt;
* Levels 201+: Cost increases by 25 PP per level&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Prestige (1-10):&#039;&#039;&#039;&lt;br /&gt;
* Max priority: Damage and Health (both Base + Increase)&lt;br /&gt;
* These use the cheap formula—incredibly cost-effective&lt;br /&gt;
* Push each to 50-100 levels for strong foundation&lt;br /&gt;
* Add 10-20 Speed Divider levels when affordable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid Game (10-50 Prestige):&#039;&#039;&#039;&lt;br /&gt;
* Continue Damage/Health to 500-1,000+ levels&lt;br /&gt;
* Add Economy upgrades (Coins/Cash/Experience per Enemy)&lt;br /&gt;
* Invest in Crit Chance and Crit Damage&lt;br /&gt;
* Push Speed Divider to 50-100 levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Late Game (50+ Prestige):&#039;&#039;&#039;&lt;br /&gt;
* Push Damage/Health toward 5,000 (still cheap!)&lt;br /&gt;
* Max out Economy upgrades&lt;br /&gt;
* Heavy investment in Speed Divider (200+ levels)&lt;br /&gt;
* Balance remaining combat stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Insight:&#039;&#039;&#039; Damage, Health, and Health Regen are the best value in the game. At level 5,000 they still only cost 5,000 PP per level, while providing massive stat multipliers.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Options ===&lt;br /&gt;
Use the &#039;&#039;&#039;x1, x10, x100, Max&#039;&#039;&#039; buttons to buy multiple levels at once. The &amp;quot;Max&amp;quot; button calculates affordable levels based on your current Prestige Points.== &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are permanent stat multipliers purchased with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;. They unlock after your first Prestige and multiply the stats of your Shop upgrades.&lt;br /&gt;
&lt;br /&gt;
=== How They Work ===&lt;br /&gt;
Each Prestige Upgrade has &#039;&#039;&#039;two independent tracks&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Base Level&#039;&#039;&#039; - Multiplies the base stat of matching Shop upgrades&lt;br /&gt;
* &#039;&#039;&#039;Increase Level&#039;&#039;&#039; - Multiplies the per-level increase of matching Shop upgrades&lt;br /&gt;
&lt;br /&gt;
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Damage Prestige Base Level 10 gives 3x base damage (1 + 0.2 × 10). Damage Prestige Increase Level 5 gives 1.5x per-level damage (1 + 0.1 × 5).&lt;br /&gt;
&lt;br /&gt;
=== Available Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Core Combat (Cheap Formula) ====&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)&lt;br /&gt;
&lt;br /&gt;
==== Standard Combat ====&lt;br /&gt;
* &#039;&#039;&#039;Attack Speed&#039;&#039;&#039; - Base: +20% per level (max 10) | Increase: +10% per level (max 10)&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Base: +20% per level (max 400) | Increase: +10% per level (max 300)&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - Base: +20% per level (max 100) | Increase: +10% per level (max 100)&lt;br /&gt;
&lt;br /&gt;
==== Critical Strikes ====&lt;br /&gt;
* &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - Base: +2% per level (max 25) | Increase: +1% per level (max 5)&lt;br /&gt;
* &#039;&#039;&#039;Critical Damage&#039;&#039;&#039; - Base: +20% per level (max 10) | Increase: +10% per level (max 5)&lt;br /&gt;
&lt;br /&gt;
==== Crowd Control ====&lt;br /&gt;
* &#039;&#039;&#039;Stun Chance&#039;&#039;&#039; - Base: +10% per level (max 5) | Increase: +10% per level (max 10)&lt;br /&gt;
* &#039;&#039;&#039;Stun Duration&#039;&#039;&#039; - Base: +20% per level (max 5) | Increase: +10% per level (max 10)&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; - Base: +20% per level (max 50) | Increase: +10% per level (max 100)&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; - Base: +20% per level (max 50) | Increase: +10% per level (max 100)&lt;br /&gt;
* &#039;&#039;&#039;Experience per Enemy&#039;&#039;&#039; - Base: +20% per level (max 50) | Increase: +10% per level (max 100)&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Accelerates module completion speed&lt;br /&gt;
** Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000)&lt;br /&gt;
** Most expensive upgrade, but critical for late-game efficiency&lt;br /&gt;
&lt;br /&gt;
=== Cost Formulas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cheap Formula&#039;&#039;&#039; (Damage, Health, Health Regen):&lt;br /&gt;
* Levels 1-5,000: Cost increases by 1 PP per level (Level 1 = 1 PP, Level 100 = 100 PP, Level 5,000 = 5,000 PP)&lt;br /&gt;
* Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Formula&#039;&#039;&#039; (Most upgrades, starting at 1 PP):&lt;br /&gt;
* Exponential scaling with soft caps&lt;br /&gt;
* Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP&lt;br /&gt;
* Shield starts at 10 PP instead of 1 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Divider Formula&#039;&#039;&#039; (Tiered linear increases):&lt;br /&gt;
* Levels 1-50: Cost increases by 50 PP per level&lt;br /&gt;
* Levels 51-100: Cost increases by 45 PP per level  &lt;br /&gt;
* Levels 101-150: Cost increases by 40 PP per level&lt;br /&gt;
* Levels 151-200: Cost increases by 35 PP per level&lt;br /&gt;
* Levels 201+: Cost increases by 25 PP per level&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early Prestige (1-10):&#039;&#039;&#039;&lt;br /&gt;
* Max priority: Damage and Health (both Base + Increase)&lt;br /&gt;
* These use the cheap formula—incredibly cost-effective&lt;br /&gt;
* Push each to 50-100 levels for strong foundation&lt;br /&gt;
* Add 10-20 Speed Divider levels when affordable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid Game (10-50 Prestige):&#039;&#039;&#039;&lt;br /&gt;
* Continue Damage/Health to 500-1,000+ levels&lt;br /&gt;
* Add Economy upgrades (Coins/Cash/Experience per Enemy)&lt;br /&gt;
* Invest in Crit Chance and Crit Damage&lt;br /&gt;
* Push Speed Divider to 50-100 levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Late Game (50+ Prestige):&#039;&#039;&#039;&lt;br /&gt;
* Push Damage/Health toward 5,000 (still cheap!)&lt;br /&gt;
* Max out Economy upgrades&lt;br /&gt;
* Heavy investment in Speed Divider (200+ levels)&lt;br /&gt;
* Balance remaining combat stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Insight:&#039;&#039;&#039; Damage, Health, and Health Regen are the best value in the game. At level 5,000 they still only cost 5,000 PP per level, while providing massive stat multipliers.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Options ===&lt;br /&gt;
Use the &#039;&#039;&#039;x1, x10, x100, Max&#039;&#039;&#039; buttons to buy multiple levels at once. The &amp;quot;Max&amp;quot; button calculates affordable levels based on your current Prestige Points.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige_Upgrades&amp;diff=48</id>
		<title>Prestige Upgrades</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige_Upgrades&amp;diff=48"/>
		<updated>2026-03-08T09:07:03Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are permanent stat multipliers purchased with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;. They unlock after your first &#039;&#039;&#039;Prestige&#039;&#039;&#039; and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Prestige Upgrades ===&lt;br /&gt;
Prestige Upgrades become available after you &#039;&#039;&#039;Prestige&#039;&#039;&#039; for the first time (reach Experience Level 100 and reset). Once unlocked, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a &amp;quot;Prestige&amp;quot; mode button, allowing you to switch between:&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; mode - Standard shop upgrades&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;Prestige&#039;&#039;&#039; mode - Prestige Point upgrades&lt;br /&gt;
&lt;br /&gt;
=== Base vs Increase Levels ===&lt;br /&gt;
Each Prestige Upgrade has &#039;&#039;&#039;two separate upgrade tracks&#039;&#039;&#039; that correspond to the Base and Increase components of Shop upgrades:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;base stat&#039;&#039;&#039; of matching Shop upgrades (typically +20% per level or more)&lt;br /&gt;
* &#039;&#039;&#039;Increase Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;increase stat&#039;&#039;&#039; of matching Shop upgrades (typically +10% per level)&lt;br /&gt;
&lt;br /&gt;
These levels affect &#039;&#039;&#039;different components&#039;&#039;&#039; of your Shop upgrades. When you purchase Shop upgrades with Coins, each has a Base value (flat stat) and an Increase value (per-level multiplier). Your Prestige Upgrade Base level boosts the base component, while your Prestige Upgrade Increase level boosts the increase component.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; If you have a Shop Damage upgrade with 100 base damage and 10 damage per level, and you have Damage Prestige Upgrade at Base Level 10 and Increase Level 5:&lt;br /&gt;
* Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = &#039;&#039;&#039;300 base damage&#039;&#039;&#039;&lt;br /&gt;
* Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = &#039;&#039;&#039;15 damage per level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.&lt;br /&gt;
&lt;br /&gt;
=== Available Prestige Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Combat Stats ====&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; - Multiplies your attack damage (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)&lt;br /&gt;
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; - Multiplies your maximum health (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)&lt;br /&gt;
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; - Multiplies passive health regeneration&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)&lt;br /&gt;
* &#039;&#039;&#039;Attack Speed&#039;&#039;&#039; - Multiplies attack rate&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula (starts at 1 PP, scales exponentially)&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Multiplies damage reduction&lt;br /&gt;
** Base: Max 400 levels | Increase: Max 300 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Critical Strikes ====&lt;br /&gt;
* &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - Multiplies chance to deal critical hits&lt;br /&gt;
** Base: Max 25 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +2% crit chance per level | Increase: +1% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Critical Damage&#039;&#039;&#039; - Multiplies critical hit damage multiplier&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - Multiplies damage absorption&lt;br /&gt;
** Base: Max 100 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula (starts at 10 PP base cost)&lt;br /&gt;
&lt;br /&gt;
==== Crowd Control ====&lt;br /&gt;
* &#039;&#039;&#039;Stun Chance&#039;&#039;&#039; - Multiplies chance to stun enemies&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +10% stun chance per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Stun Duration&#039;&#039;&#039; - Multiplies stun effect duration&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; - Multiplies Coins earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; - Multiplies Bits earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Experience per Enemy&#039;&#039;&#039; - Multiplies Experience gained per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Accelerates module timers (makes modules complete faster)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 20,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Custom expensive formula (base 50 PP, tiered cost reduction system)&lt;br /&gt;
&lt;br /&gt;
=== Cost Scaling ===&lt;br /&gt;
Prestige Upgrades use three different cost formulas:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Formula&#039;&#039;&#039; - Used by most upgrades&lt;br /&gt;
** Starts at 1 PP (or 10 PP for Shield)&lt;br /&gt;
** Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5)&lt;br /&gt;
** Each level costs progressively more, but stays reasonable for mid-range investments&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cheap Formula&#039;&#039;&#039; - Used by Damage, Health, and Health Regen&lt;br /&gt;
** Levels 1-5,000: Cost is only 1 PP per level&lt;br /&gt;
** Levels 5,001-10,000: Cost is 10,000 PP per level&lt;br /&gt;
** Makes these critical stats very affordable early, but expensive to max out completely&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider Formula&#039;&#039;&#039; - Unique tiered system&lt;br /&gt;
** Levels 1-50: 50 PP per level&lt;br /&gt;
** Levels 51-100: 45 PP per level&lt;br /&gt;
** Levels 101-150: 40 PP per level&lt;br /&gt;
** Levels 151-200: 35 PP per level&lt;br /&gt;
** Levels 201+: 25 PP per level&lt;br /&gt;
** Total max level cost is extremely high, but per-level cost actually decreases in tiers&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;x1, x10, x100, Max&#039;&#039;&#039; purchase buttons allow bulk buying. The &amp;quot;Max&amp;quot; option calculates how many levels you can afford with your current Prestige Points.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Early Game (First Few Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Damage (Base + Increase), Health (Base + Increase)&lt;br /&gt;
* &#039;&#039;&#039;Why these first:&#039;&#039;&#039; Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!)&lt;br /&gt;
* &#039;&#039;&#039;Secondary:&#039;&#039;&#039; Speed Divider (even 10-20 levels provide noticeable acceleration)&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Get massive stat boosts for minimal investment&lt;br /&gt;
&lt;br /&gt;
==== Mid Game (10-50 Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Continue Damage/Health to 1,000+ levels each&lt;br /&gt;
* &#039;&#039;&#039;Expand:&#039;&#039;&#039; Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains&lt;br /&gt;
* &#039;&#039;&#039;Add:&#039;&#039;&#039; Crit Chance, Crit Damage for burst damage&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider:&#039;&#039;&#039; Push to 50-100 levels for significant time savings&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Cheap formula upgrades give the best return on investment&lt;br /&gt;
&lt;br /&gt;
==== Late Game (50+ Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Max Speed Divider (becomes cheaper per level in later tiers!)&lt;br /&gt;
* &#039;&#039;&#039;Push:&#039;&#039;&#039; All economy upgrades to maximum levels&lt;br /&gt;
* &#039;&#039;&#039;Consider:&#039;&#039;&#039; Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump&lt;br /&gt;
* &#039;&#039;&#039;Complete:&#039;&#039;&#039; All combat stats to practical levels&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Time efficiency becomes paramount; Speed Divider compression multiplies all gains&lt;br /&gt;
&lt;br /&gt;
==== Universal Tips ====&lt;br /&gt;
* &#039;&#039;&#039;Cheap Formula = Priority:&#039;&#039;&#039; Damage, Health, Health Regen are the best value in the entire game at 1 PP per level&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t Sleep on Speed Divider:&#039;&#039;&#039; Despite seeming expensive, it actually gets cheaper per level as you progress through tiers&lt;br /&gt;
* &#039;&#039;&#039;Base vs Increase Balance:&#039;&#039;&#039; Base levels affect your starting stats, Increase levels affect scaling per level. Both matter&lt;br /&gt;
* &#039;&#039;&#039;Plan Around Cost Jumps:&#039;&#039;&#039; The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you&#039;re very late game&lt;br /&gt;
&lt;br /&gt;
=== Interaction with Other Systems ===&lt;br /&gt;
Prestige Upgrades multiply the stats from:&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; (Coins) - Base stats and per-level increases purchased with Coins&lt;br /&gt;
* &#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; - Additional multipliers from Gems (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Arsenal bonuses from System Weapon slots&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - Card collection multipliers&lt;br /&gt;
&lt;br /&gt;
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a &#039;&#039;&#039;10x total multiplier&#039;&#039;&#039;, making balanced investment across all systems crucial for optimal progression.&lt;br /&gt;
&lt;br /&gt;
=== Display and Math Details ===&lt;br /&gt;
In the Shop&#039;s Prestige mode, each upgrade shows:&lt;br /&gt;
* &#039;&#039;&#039;Current Level&#039;&#039;&#039; - Your Base and Increase levels&lt;br /&gt;
* &#039;&#039;&#039;Current Bonus&#039;&#039;&#039; - The active multiplier being applied to each component&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; - Prestige Points needed for next level&lt;br /&gt;
* &#039;&#039;&#039;Max Level&#039;&#039;&#039; - The upgrade&#039;s level cap&lt;br /&gt;
&lt;br /&gt;
The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.== &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are permanent stat multipliers purchased with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;. They unlock after your first &#039;&#039;&#039;Prestige&#039;&#039;&#039; and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Prestige Upgrades ===&lt;br /&gt;
Prestige Upgrades become available after you &#039;&#039;&#039;Prestige&#039;&#039;&#039; for the first time (reach Experience Level 100 and reset). Once unlocked, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a &amp;quot;Prestige&amp;quot; mode button, allowing you to switch between:&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; mode - Standard shop upgrades&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;Prestige&#039;&#039;&#039; mode - Prestige Point upgrades&lt;br /&gt;
&lt;br /&gt;
=== Base vs Increase Levels ===&lt;br /&gt;
Each Prestige Upgrade has &#039;&#039;&#039;two separate upgrade tracks&#039;&#039;&#039; that correspond to the Base and Increase components of Shop upgrades:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;base stat&#039;&#039;&#039; of matching Shop upgrades (typically +20% per level or more)&lt;br /&gt;
* &#039;&#039;&#039;Increase Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;increase stat&#039;&#039;&#039; of matching Shop upgrades (typically +10% per level)&lt;br /&gt;
&lt;br /&gt;
These levels affect &#039;&#039;&#039;different components&#039;&#039;&#039; of your Shop upgrades. When you purchase Shop upgrades with Coins, each has a Base value (flat stat) and an Increase value (per-level multiplier). Your Prestige Upgrade Base level boosts the base component, while your Prestige Upgrade Increase level boosts the increase component.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; If you have a Shop Damage upgrade with 100 base damage and 10 damage per level, and you have Damage Prestige Upgrade at Base Level 10 and Increase Level 5:&lt;br /&gt;
* Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = &#039;&#039;&#039;300 base damage&#039;&#039;&#039;&lt;br /&gt;
* Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = &#039;&#039;&#039;15 damage per level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.&lt;br /&gt;
&lt;br /&gt;
=== Available Prestige Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Combat Stats ====&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; - Multiplies your attack damage (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)&lt;br /&gt;
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; - Multiplies your maximum health (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)&lt;br /&gt;
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; - Multiplies passive health regeneration&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)&lt;br /&gt;
* &#039;&#039;&#039;Attack Speed&#039;&#039;&#039; - Multiplies attack rate&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula (starts at 1 PP, scales exponentially)&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Multiplies damage reduction&lt;br /&gt;
** Base: Max 400 levels | Increase: Max 300 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Critical Strikes ====&lt;br /&gt;
* &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - Multiplies chance to deal critical hits&lt;br /&gt;
** Base: Max 25 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +2% crit chance per level | Increase: +1% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Critical Damage&#039;&#039;&#039; - Multiplies critical hit damage multiplier&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - Multiplies damage absorption&lt;br /&gt;
** Base: Max 100 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula (starts at 10 PP base cost)&lt;br /&gt;
&lt;br /&gt;
==== Crowd Control ====&lt;br /&gt;
* &#039;&#039;&#039;Stun Chance&#039;&#039;&#039; - Multiplies chance to stun enemies&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +10% stun chance per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Stun Duration&#039;&#039;&#039; - Multiplies stun effect duration&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; - Multiplies Coins earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; - Multiplies Bits earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
* &#039;&#039;&#039;Experience per Enemy&#039;&#039;&#039; - Multiplies Experience gained per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Standard formula&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Accelerates module timers (makes modules complete faster)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 20,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** Cost: Custom expensive formula (base 50 PP, tiered cost reduction system)&lt;br /&gt;
&lt;br /&gt;
=== Cost Scaling ===&lt;br /&gt;
Prestige Upgrades use three different cost formulas:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Formula&#039;&#039;&#039; - Used by most upgrades&lt;br /&gt;
** Starts at 1 PP (or 10 PP for Shield)&lt;br /&gt;
** Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5)&lt;br /&gt;
** Each level costs progressively more, but stays reasonable for mid-range investments&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cheap Formula&#039;&#039;&#039; - Used by Damage, Health, and Health Regen&lt;br /&gt;
** Levels 1-5,000: Cost is only 1 PP per level&lt;br /&gt;
** Levels 5,001-10,000: Cost is 10,000 PP per level&lt;br /&gt;
** Makes these critical stats very affordable early, but expensive to max out completely&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider Formula&#039;&#039;&#039; - Unique tiered system&lt;br /&gt;
** Levels 1-50: 50 PP per level&lt;br /&gt;
** Levels 51-100: 45 PP per level&lt;br /&gt;
** Levels 101-150: 40 PP per level&lt;br /&gt;
** Levels 151-200: 35 PP per level&lt;br /&gt;
** Levels 201+: 25 PP per level&lt;br /&gt;
** Total max level cost is extremely high, but per-level cost actually decreases in tiers&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;x1, x10, x100, Max&#039;&#039;&#039; purchase buttons allow bulk buying. The &amp;quot;Max&amp;quot; option calculates how many levels you can afford with your current Prestige Points.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Early Game (First Few Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Damage (Base + Increase), Health (Base + Increase)&lt;br /&gt;
* &#039;&#039;&#039;Why these first:&#039;&#039;&#039; Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!)&lt;br /&gt;
* &#039;&#039;&#039;Secondary:&#039;&#039;&#039; Speed Divider (even 10-20 levels provide noticeable acceleration)&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Get massive stat boosts for minimal investment&lt;br /&gt;
&lt;br /&gt;
==== Mid Game (10-50 Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Continue Damage/Health to 1,000+ levels each&lt;br /&gt;
* &#039;&#039;&#039;Expand:&#039;&#039;&#039; Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains&lt;br /&gt;
* &#039;&#039;&#039;Add:&#039;&#039;&#039; Crit Chance, Crit Damage for burst damage&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider:&#039;&#039;&#039; Push to 50-100 levels for significant time savings&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Cheap formula upgrades give the best return on investment&lt;br /&gt;
&lt;br /&gt;
==== Late Game (50+ Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Max Speed Divider (becomes cheaper per level in later tiers!)&lt;br /&gt;
* &#039;&#039;&#039;Push:&#039;&#039;&#039; All economy upgrades to maximum levels&lt;br /&gt;
* &#039;&#039;&#039;Consider:&#039;&#039;&#039; Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump&lt;br /&gt;
* &#039;&#039;&#039;Complete:&#039;&#039;&#039; All combat stats to practical levels&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Time efficiency becomes paramount; Speed Divider compression multiplies all gains&lt;br /&gt;
&lt;br /&gt;
==== Universal Tips ====&lt;br /&gt;
* &#039;&#039;&#039;Cheap Formula = Priority:&#039;&#039;&#039; Damage, Health, Health Regen are the best value in the entire game at 1 PP per level&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t Sleep on Speed Divider:&#039;&#039;&#039; Despite seeming expensive, it actually gets cheaper per level as you progress through tiers&lt;br /&gt;
* &#039;&#039;&#039;Base vs Increase Balance:&#039;&#039;&#039; Base levels affect your starting stats, Increase levels affect scaling per level. Both matter&lt;br /&gt;
* &#039;&#039;&#039;Plan Around Cost Jumps:&#039;&#039;&#039; The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you&#039;re very late game&lt;br /&gt;
&lt;br /&gt;
=== Interaction with Other Systems ===&lt;br /&gt;
Prestige Upgrades multiply the stats from:&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; (Coins) - Base stats and per-level increases purchased with Coins&lt;br /&gt;
* &#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; - Additional multipliers from Gems (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Arsenal bonuses from System Weapon slots&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - Card collection multipliers&lt;br /&gt;
&lt;br /&gt;
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a &#039;&#039;&#039;10x total multiplier&#039;&#039;&#039;, making balanced investment across all systems crucial for optimal progression.&lt;br /&gt;
&lt;br /&gt;
=== Display and Math Details ===&lt;br /&gt;
In the Shop&#039;s Prestige mode, each upgrade shows:&lt;br /&gt;
* &#039;&#039;&#039;Current Level&#039;&#039;&#039; - Your Base and Increase levels&lt;br /&gt;
* &#039;&#039;&#039;Current Bonus&#039;&#039;&#039; - The active multiplier being applied to each component&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; - Prestige Points needed for next level&lt;br /&gt;
* &#039;&#039;&#039;Max Level&#039;&#039;&#039; - The upgrade&#039;s level cap&lt;br /&gt;
&lt;br /&gt;
The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige_Upgrades&amp;diff=47</id>
		<title>Prestige Upgrades</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige_Upgrades&amp;diff=47"/>
		<updated>2026-03-08T09:03:58Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Prestige Upgrades&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Prestige Upgrades&amp;#039;&amp;#039;&amp;#039; are permanent stat multipliers purchased with &amp;#039;&amp;#039;&amp;#039;Prestige Points&amp;#039;&amp;#039;&amp;#039;. They unlock after your first &amp;#039;&amp;#039;&amp;#039;Prestige&amp;#039;&amp;#039;&amp;#039; and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.  === Unlocking Prestige Upgrades === Prestige Upgrades become available after you &amp;#039;&amp;#039;&amp;#039;Prestige&amp;#039;&amp;#039;&amp;#039; for the first time (reach Experience Level 100 and reset). Once unlocked, the &amp;#039;&amp;#039;&amp;#039;Shop&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are permanent stat multipliers purchased with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;. They unlock after your first &#039;&#039;&#039;Prestige&#039;&#039;&#039; and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Prestige Upgrades ===&lt;br /&gt;
Prestige Upgrades become available after you &#039;&#039;&#039;Prestige&#039;&#039;&#039; for the first time (reach Experience Level 100 and reset). Once unlocked, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a &amp;quot;Prestige&amp;quot; mode button, allowing you to switch between:&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; mode - Standard shop upgrades&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;Prestige&#039;&#039;&#039; mode - Prestige Point upgrades&lt;br /&gt;
&lt;br /&gt;
=== Base vs Increase Levels ===&lt;br /&gt;
Each Prestige Upgrade has &#039;&#039;&#039;two separate upgrade tracks&#039;&#039;&#039; that correspond to the Base and Increase components of Shop upgrades:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;base stat&#039;&#039;&#039; of matching Shop upgrades (typically +20% per level or more)&lt;br /&gt;
* &#039;&#039;&#039;Increase Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;increase stat&#039;&#039;&#039; of matching Shop upgrades (typically +10% per level)&lt;br /&gt;
&lt;br /&gt;
These levels affect &#039;&#039;&#039;different components&#039;&#039;&#039; of your Shop upgrades. When you purchase Shop upgrades with Coins, each has a Base value (flat stat) and an Increase value (per-level multiplier). Your Prestige Upgrade Base level boosts the base component, while your Prestige Upgrade Increase level boosts the increase component.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; If you have a Shop Damage upgrade with 100 base damage and 10 damage per level, and you have Damage Prestige Upgrade at Base Level 10 and Increase Level 5:&lt;br /&gt;
* Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = &#039;&#039;&#039;300 base damage&#039;&#039;&#039;&lt;br /&gt;
* Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = &#039;&#039;&#039;15 damage per level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.&lt;br /&gt;
&lt;br /&gt;
=== Available Prestige Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Combat Stats ====&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; - Multiplies your attack damage (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; - Multiplies your maximum health (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; - Multiplies passive health regeneration&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Attack Speed&#039;&#039;&#039; - Multiplies attack rate&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Multiplies damage reduction&lt;br /&gt;
** Base: Max 400 levels | Increase: Max 300 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Critical Strikes ====&lt;br /&gt;
* &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - Multiplies chance to deal critical hits&lt;br /&gt;
** Base: Max 25 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +2% crit chance per level | Increase: +1% per level&lt;br /&gt;
* &#039;&#039;&#039;Critical Damage&#039;&#039;&#039; - Multiplies critical hit damage multiplier&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - Multiplies damage absorption&lt;br /&gt;
** Base: Max 100 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Crowd Control ====&lt;br /&gt;
* &#039;&#039;&#039;Stun Chance&#039;&#039;&#039; - Multiplies chance to stun enemies&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +10% stun chance per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Stun Duration&#039;&#039;&#039; - Multiplies stun effect duration&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; - Multiplies Coins earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; - Multiplies Bits earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Experience per Enemy&#039;&#039;&#039; - Multiplies Experience gained per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Accelerates module timers (makes modules complete faster)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 20,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** &#039;&#039;&#039;High Cost:&#039;&#039;&#039; This upgrade is significantly more expensive than others (50 base cost vs 1 for most others)&lt;br /&gt;
&lt;br /&gt;
=== Cost Scaling ===&lt;br /&gt;
Prestige Upgrades use &#039;&#039;&#039;escalating cost formulas&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Upgrades&#039;&#039;&#039; - Cost: 1.2^level with 2x multiplier, capped at 5x per level&lt;br /&gt;
* &#039;&#039;&#039;Cheap Upgrades&#039;&#039;&#039; (Damage, Health, Health Regen) - Cost: 1 for first 5,000 levels, then 10,000 per level after&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Cost: 50 base, complex formula with multiple breakpoints (50→45→40→35 cost reduction per tier)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;x1, x10, x100, Max&#039;&#039;&#039; purchase buttons allow bulk buying. The &amp;quot;Max&amp;quot; option calculates how many levels you can afford with your current Prestige Points.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Early Game (First Few Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Damage (Base + Increase), Health (Base + Increase)&lt;br /&gt;
* &#039;&#039;&#039;Secondary:&#039;&#039;&#039; Speed Divider (even a few levels dramatically speed up runs)&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; These provide immediate combat power and faster progression&lt;br /&gt;
&lt;br /&gt;
==== Mid Game (10-50 Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Balance combat stats with economy upgrades&lt;br /&gt;
* &#039;&#039;&#039;Focus on:&#039;&#039;&#039; Coins/Cash per Enemy to accelerate Shop upgrade purchases&lt;br /&gt;
* &#039;&#039;&#039;Expand:&#039;&#039;&#039; Crit Chance, Crit Damage for burst damage&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Economy upgrades create compound growth with Shop upgrades&lt;br /&gt;
&lt;br /&gt;
==== Late Game (50+ Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Max out Speed Divider for exponential time compression&lt;br /&gt;
* &#039;&#039;&#039;Push:&#039;&#039;&#039; All economy upgrades to maximum levels&lt;br /&gt;
* &#039;&#039;&#039;Complete:&#039;&#039;&#039; All combat stats to high levels&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Speed Divider becomes the ultimate force multiplier at high levels&lt;br /&gt;
&lt;br /&gt;
==== Universal Tips ====&lt;br /&gt;
* &#039;&#039;&#039;Base vs Increase:&#039;&#039;&#039; Base levels affect your starting stats, Increase levels affect scaling per level. Both are important depending on your Shop upgrade levels&lt;br /&gt;
* &#039;&#039;&#039;Avoid Spreading Too Thin:&#039;&#039;&#039; Focus on 3-4 key upgrades early rather than buying everything at Level 1&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider Value:&#039;&#039;&#039; Despite high cost, Speed Divider is one of the most impactful upgrades for total progression speed&lt;br /&gt;
* &#039;&#039;&#039;Check Shop Integration:&#039;&#039;&#039; Prestige Upgrades multiply your Shop upgrades, so invest in both systems for maximum power&lt;br /&gt;
&lt;br /&gt;
=== Interaction with Other Systems ===&lt;br /&gt;
Prestige Upgrades multiply the stats from:&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; (Coins) - Base stats and per-level increases purchased with Coins&lt;br /&gt;
* &#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; - Additional multipliers from Gems (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Arsenal bonuses from System Weapon slots&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - Card collection multipliers&lt;br /&gt;
&lt;br /&gt;
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a &#039;&#039;&#039;10x total multiplier&#039;&#039;&#039;, making balanced investment across all systems crucial for optimal progression.&lt;br /&gt;
&lt;br /&gt;
=== Display and Math Details ===&lt;br /&gt;
In the Shop&#039;s Prestige mode, each upgrade shows:&lt;br /&gt;
* &#039;&#039;&#039;Current Level&#039;&#039;&#039; - Your Base and Increase levels&lt;br /&gt;
* &#039;&#039;&#039;Current Bonus&#039;&#039;&#039; - The active multiplier being applied to each component&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; - Prestige Points needed for next level&lt;br /&gt;
* &#039;&#039;&#039;Max Level&#039;&#039;&#039; - The upgrade&#039;s level cap&lt;br /&gt;
&lt;br /&gt;
The math formulas ensure diminishing returns but never hard caps (until max level), encouraging continued investment while preventing any single upgrade from becoming overwhelmingly dominant.== &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are permanent stat multipliers purchased with &#039;&#039;&#039;Prestige Points&#039;&#039;&#039;. They unlock after your first &#039;&#039;&#039;Prestige&#039;&#039;&#039; and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Prestige Upgrades ===&lt;br /&gt;
Prestige Upgrades become available after you &#039;&#039;&#039;Prestige&#039;&#039;&#039; for the first time (reach Experience Level 100 and reset). Once unlocked, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a &amp;quot;Prestige&amp;quot; mode button, allowing you to switch between:&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; mode - Standard shop upgrades&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;Prestige&#039;&#039;&#039; mode - Prestige Point upgrades&lt;br /&gt;
&lt;br /&gt;
=== Base vs Increase Levels ===&lt;br /&gt;
Each Prestige Upgrade has &#039;&#039;&#039;two separate upgrade tracks&#039;&#039;&#039; that correspond to the Base and Increase components of Shop upgrades:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;base stat&#039;&#039;&#039; of matching Shop upgrades (typically +20% per level or more)&lt;br /&gt;
* &#039;&#039;&#039;Increase Level&#039;&#039;&#039; - Multiplies the &#039;&#039;&#039;increase stat&#039;&#039;&#039; of matching Shop upgrades (typically +10% per level)&lt;br /&gt;
&lt;br /&gt;
These levels affect &#039;&#039;&#039;different components&#039;&#039;&#039; of your Shop upgrades. When you purchase Shop upgrades with Coins, each has a Base value (flat stat) and an Increase value (per-level multiplier). Your Prestige Upgrade Base level boosts the base component, while your Prestige Upgrade Increase level boosts the increase component.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; If you have a Shop Damage upgrade with 100 base damage and 10 damage per level, and you have Damage Prestige Upgrade at Base Level 10 and Increase Level 5:&lt;br /&gt;
* Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = &#039;&#039;&#039;300 base damage&#039;&#039;&#039;&lt;br /&gt;
* Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = &#039;&#039;&#039;15 damage per level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.&lt;br /&gt;
&lt;br /&gt;
=== Available Prestige Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Combat Stats ====&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; - Multiplies your attack damage (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039; - Multiplies your maximum health (base and per-level scaling)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)&lt;br /&gt;
* &#039;&#039;&#039;Health Regen&#039;&#039;&#039; - Multiplies passive health regeneration&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 10,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Attack Speed&#039;&#039;&#039; - Multiplies attack rate&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Multiplies damage reduction&lt;br /&gt;
** Base: Max 400 levels | Increase: Max 300 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Critical Strikes ====&lt;br /&gt;
* &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - Multiplies chance to deal critical hits&lt;br /&gt;
** Base: Max 25 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +2% crit chance per level | Increase: +1% per level&lt;br /&gt;
* &#039;&#039;&#039;Critical Damage&#039;&#039;&#039; - Multiplies critical hit damage multiplier&lt;br /&gt;
** Base: Max 10 levels | Increase: Max 5 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - Multiplies damage absorption&lt;br /&gt;
** Base: Max 100 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Crowd Control ====&lt;br /&gt;
* &#039;&#039;&#039;Stun Chance&#039;&#039;&#039; - Multiplies chance to stun enemies&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +10% stun chance per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Stun Duration&#039;&#039;&#039; - Multiplies stun effect duration&lt;br /&gt;
** Base: Max 5 levels | Increase: Max 10 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
* &#039;&#039;&#039;Coins per Enemy&#039;&#039;&#039; - Multiplies Coins earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Cash per Enemy&#039;&#039;&#039; - Multiplies Bits earned per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
* &#039;&#039;&#039;Experience per Enemy&#039;&#039;&#039; - Multiplies Experience gained per kill&lt;br /&gt;
** Base: Max 50 levels | Increase: Max 100 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Accelerates module timers (makes modules complete faster)&lt;br /&gt;
** Base: Max 10,000 levels | Increase: Max 20,000 levels&lt;br /&gt;
** Base: +20% per level | Increase: +10% per level&lt;br /&gt;
** &#039;&#039;&#039;High Cost:&#039;&#039;&#039; This upgrade is significantly more expensive than others (50 base cost vs 1 for most others)&lt;br /&gt;
&lt;br /&gt;
=== Cost Scaling ===&lt;br /&gt;
Prestige Upgrades use &#039;&#039;&#039;escalating cost formulas&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Upgrades&#039;&#039;&#039; - Cost: 1.2^level with 2x multiplier, capped at 5x per level&lt;br /&gt;
* &#039;&#039;&#039;Cheap Upgrades&#039;&#039;&#039; (Damage, Health, Health Regen) - Cost: 1 for first 5,000 levels, then 10,000 per level after&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider&#039;&#039;&#039; - Cost: 50 base, complex formula with multiple breakpoints (50→45→40→35 cost reduction per tier)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;x1, x10, x100, Max&#039;&#039;&#039; purchase buttons allow bulk buying. The &amp;quot;Max&amp;quot; option calculates how many levels you can afford with your current Prestige Points.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Early Game (First Few Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Damage (Base + Increase), Health (Base + Increase)&lt;br /&gt;
* &#039;&#039;&#039;Secondary:&#039;&#039;&#039; Speed Divider (even a few levels dramatically speed up runs)&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; These provide immediate combat power and faster progression&lt;br /&gt;
&lt;br /&gt;
==== Mid Game (10-50 Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Balance combat stats with economy upgrades&lt;br /&gt;
* &#039;&#039;&#039;Focus on:&#039;&#039;&#039; Coins/Cash per Enemy to accelerate Shop upgrade purchases&lt;br /&gt;
* &#039;&#039;&#039;Expand:&#039;&#039;&#039; Crit Chance, Crit Damage for burst damage&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Economy upgrades create compound growth with Shop upgrades&lt;br /&gt;
&lt;br /&gt;
==== Late Game (50+ Prestiges) ====&lt;br /&gt;
* &#039;&#039;&#039;Priority:&#039;&#039;&#039; Max out Speed Divider for exponential time compression&lt;br /&gt;
* &#039;&#039;&#039;Push:&#039;&#039;&#039; All economy upgrades to maximum levels&lt;br /&gt;
* &#039;&#039;&#039;Complete:&#039;&#039;&#039; All combat stats to high levels&lt;br /&gt;
* &#039;&#039;&#039;Reasoning:&#039;&#039;&#039; Speed Divider becomes the ultimate force multiplier at high levels&lt;br /&gt;
&lt;br /&gt;
==== Universal Tips ====&lt;br /&gt;
* &#039;&#039;&#039;Base vs Increase:&#039;&#039;&#039; Base levels affect your starting stats, Increase levels affect scaling per level. Both are important depending on your Shop upgrade levels&lt;br /&gt;
* &#039;&#039;&#039;Avoid Spreading Too Thin:&#039;&#039;&#039; Focus on 3-4 key upgrades early rather than buying everything at Level 1&lt;br /&gt;
* &#039;&#039;&#039;Speed Divider Value:&#039;&#039;&#039; Despite high cost, Speed Divider is one of the most impactful upgrades for total progression speed&lt;br /&gt;
* &#039;&#039;&#039;Check Shop Integration:&#039;&#039;&#039; Prestige Upgrades multiply your Shop upgrades, so invest in both systems for maximum power&lt;br /&gt;
&lt;br /&gt;
=== Interaction with Other Systems ===&lt;br /&gt;
Prestige Upgrades multiply the stats from:&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; (Coins) - Base stats and per-level increases purchased with Coins&lt;br /&gt;
* &#039;&#039;&#039;Gem Upgrades&#039;&#039;&#039; - Additional multipliers from Gems (unlocked at Wave 100 Milestone)&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Arsenal bonuses from System Weapon slots&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - Card collection multipliers&lt;br /&gt;
&lt;br /&gt;
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a &#039;&#039;&#039;10x total multiplier&#039;&#039;&#039;, making balanced investment across all systems crucial for optimal progression.&lt;br /&gt;
&lt;br /&gt;
=== Display and Math Details ===&lt;br /&gt;
In the Shop&#039;s Prestige mode, each upgrade shows:&lt;br /&gt;
* &#039;&#039;&#039;Current Level&#039;&#039;&#039; - Your Base and Increase levels&lt;br /&gt;
* &#039;&#039;&#039;Current Bonus&#039;&#039;&#039; - The active multiplier being applied to each component&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; - Prestige Points needed for next level&lt;br /&gt;
* &#039;&#039;&#039;Max Level&#039;&#039;&#039; - The upgrade&#039;s level cap&lt;br /&gt;
&lt;br /&gt;
The math formulas ensure diminishing returns but never hard caps (until max level), encouraging continued investment while preventing any single upgrade from becoming overwhelmingly dominant.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige&amp;diff=46</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige&amp;diff=46"/>
		<updated>2026-03-08T08:58:53Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* System Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;[[Prestige Upgrades]]&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;[[System Weapons]]&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige&amp;diff=45</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige&amp;diff=45"/>
		<updated>2026-03-08T08:58:41Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Prestige Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;[[Prestige Upgrades]]&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige&amp;diff=44</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige&amp;diff=44"/>
		<updated>2026-03-08T08:58:22Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Prestige Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== [[Prestige Upgrades]] ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Prestige&amp;diff=43</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Prestige&amp;diff=43"/>
		<updated>2026-03-08T08:57:26Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Prestige&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;&amp;#039;Prestige&amp;#039;&amp;#039;&amp;#039; is a core progression mechanic that unlocks at &amp;#039;&amp;#039;&amp;#039;Experience Level 100&amp;#039;&amp;#039;&amp;#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.  === How Prestige Works === When you reach &amp;#039;&amp;#039;&amp;#039;Level 100&amp;#039;&amp;#039;&amp;#039;, the Prestige option becomes available. Prestiging will: * &amp;#039;&amp;#039;&amp;#039;Reset to Level 0&amp;#039;&amp;#039;&amp;#039; - Your Experience level resets, and you restart the run from Wave 1 * &amp;#039;&amp;#039;&amp;#039;Award Prestige...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.== &#039;&#039;&#039;Prestige&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Prestige&#039;&#039;&#039; is a core progression mechanic that unlocks at &#039;&#039;&#039;Experience Level 100&#039;&#039;&#039;. Prestiging resets your current run but grants powerful permanent upgrades and unlocks new systems that persist across all future runs.&lt;br /&gt;
&lt;br /&gt;
=== How Prestige Works ===&lt;br /&gt;
When you reach &#039;&#039;&#039;Level 100&#039;&#039;&#039;, the Prestige option becomes available. Prestiging will:&lt;br /&gt;
* &#039;&#039;&#039;Reset to Level 0&#039;&#039;&#039; - Your Experience level resets, and you restart the run from Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Award Prestige Points&#039;&#039;&#039; - Earn Prestige Points based on your current Experience level (higher levels = more points)&lt;br /&gt;
* &#039;&#039;&#039;Unlock Permanent Systems&#039;&#039;&#039; - After your first Prestige, &#039;&#039;&#039;System Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; become permanently available&lt;br /&gt;
* &#039;&#039;&#039;Keep Permanent Progress&#039;&#039;&#039; - Your Gems, Coins, Prestige Points, Boosts, Workers, Mechanics, Milestones, and all other Shop purchases are retained&lt;br /&gt;
&lt;br /&gt;
=== Prestige Points ===&lt;br /&gt;
&#039;&#039;&#039;Prestige Points&#039;&#039;&#039; are the permanent currency earned from Prestiging. The amount you receive is calculated based on your current Experience level when you Prestige. The formula rewards exponentially higher Experience levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 100&#039;&#039;&#039;: ~20 Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 200&#039;&#039;&#039;: ~100+ Prestige Points&lt;br /&gt;
* &#039;&#039;&#039;Level 500&#039;&#039;&#039;: ~1,000+ Prestige Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Push to higher levels before Prestiging to maximize your Prestige Point gains. Each additional level provides significantly more points due to the exponential formula.&lt;br /&gt;
&lt;br /&gt;
=== What Resets ===&lt;br /&gt;
When you Prestige, only &#039;&#039;&#039;run-specific progress&#039;&#039;&#039; resets:&lt;br /&gt;
* &#039;&#039;&#039;Experience Level&#039;&#039;&#039; - Resets to Level 0&lt;br /&gt;
* &#039;&#039;&#039;Current Wave&#039;&#039;&#039; - Resets to Wave 1&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - Lost (run currency)&lt;br /&gt;
* &#039;&#039;&#039;Server state&#039;&#039;&#039; - All modules, downloads, and active run progress&lt;br /&gt;
&lt;br /&gt;
=== What Persists ===&lt;br /&gt;
Your &#039;&#039;&#039;permanent progression&#039;&#039;&#039; is retained across all Prestiges:&lt;br /&gt;
* &#039;&#039;&#039;Prestige Points&#039;&#039;&#039; - Your earned Prestige Points carry over&lt;br /&gt;
* &#039;&#039;&#039;Gems&#039;&#039;&#039; - Premium currency is kept&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; - Shop currency is retained&lt;br /&gt;
* &#039;&#039;&#039;Boosts&#039;&#039;&#039; - All collected cards remain&lt;br /&gt;
* &#039;&#039;&#039;Workers&#039;&#039;&#039; - Purchased workers and their levels persist&lt;br /&gt;
* &#039;&#039;&#039;Mechanics&#039;&#039;&#039; - Mechanics stay unlocked and configured&lt;br /&gt;
* &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; - All purchased upgrades remain&lt;br /&gt;
* &#039;&#039;&#039;Milestones&#039;&#039;&#039; - Claimed milestone rewards persist&lt;br /&gt;
* &#039;&#039;&#039;System Weapons&#039;&#039;&#039; - Unlocked and upgraded system weapons carry over&lt;br /&gt;
* &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; - Your Prestige Upgrades remain purchased&lt;br /&gt;
&lt;br /&gt;
=== Prestige Upgrades ===&lt;br /&gt;
After your first Prestige, the &#039;&#039;&#039;Shop&#039;&#039;&#039; gains a new &amp;quot;Prestige&amp;quot; mode alongside the normal &amp;quot;Coins&amp;quot; and &amp;quot;Gems&amp;quot; modes. &#039;&#039;&#039;Prestige Upgrades&#039;&#039;&#039; are powerful permanent stat multipliers purchased with Prestige Points. They include upgrades for:&lt;br /&gt;
* Damage, Health, Health Regen, Attack Speed&lt;br /&gt;
* Defense, Shield, Critical Chance, Critical Damage&lt;br /&gt;
* Stun Chance, Stun Duration&lt;br /&gt;
* Coins per Enemy, Bits per Enemy (Cash), Experience per Enemy&lt;br /&gt;
* Speed Divider (module timer acceleration)&lt;br /&gt;
&lt;br /&gt;
Each Prestige Upgrade has two components: a &#039;&#039;&#039;Base&#039;&#039;&#039; level and an &#039;&#039;&#039;Increase&#039;&#039;&#039; level. Both provide multiplicative benefits and scale with the same cost formulas used throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== System Weapons ===&lt;br /&gt;
&#039;&#039;&#039;System Weapons&#039;&#039;&#039; unlock after your first Prestige, appearing in the Server panel. These are permanent arsenal slots that provide passive bonuses and special abilities during runs. System Weapons are purchased and upgraded using Prestige Points and offer unique advantages that complement your build strategy.&lt;br /&gt;
&lt;br /&gt;
See the [[System Weapons]] article for complete details on available weapons, upgrades, and strategies.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;First Prestige Goal:&#039;&#039;&#039; Reach Level 100 to unlock Prestige and the permanent progression systems&lt;br /&gt;
* &#039;&#039;&#039;Optimal Prestige Level:&#039;&#039;&#039; Push beyond Level 100 each Prestige to maximize Prestige Point gains. The exponential formula heavily rewards higher levels&lt;br /&gt;
* &#039;&#039;&#039;Priority Spending:&#039;&#039;&#039; Focus early Prestige Points on key multipliers like Damage, Health, and Speed Divider to accelerate future runs&lt;br /&gt;
* &#039;&#039;&#039;Long-Term Planning:&#039;&#039;&#039; Prestiging frequently early on helps unlock Prestige Upgrades faster, but pushing higher levels becomes more rewarding as you progress&lt;br /&gt;
&lt;br /&gt;
Prestige transforms Idle Server Defender from a single-run game into a long-term progression system where every run makes you permanently stronger.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Advanced_Guide&amp;diff=42</id>
		<title>Advanced Guide</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Advanced_Guide&amp;diff=42"/>
		<updated>2026-03-07T22:36:59Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Advanced Summary (Stuck Progression) == If you feel stuck in ZZ+, shift from pure push runs into setup runs that improve worker scaling.  === 1) Reset Your Progression Loop === * Backtrack earlier cups and clear easy Milestones. * Reinvest milestone rewards into: ** Gem damage increase upgrades ** Worker progression (especially EXP worker)  === 2) Damage Scaling Priority === Late game, multiplier stacking outperforms flat base damage in most high speed-divider set...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Summary (Stuck Progression) ==&lt;br /&gt;
If you feel stuck in ZZ+, shift from pure push runs into setup runs that improve worker scaling.&lt;br /&gt;
&lt;br /&gt;
=== 1) Reset Your Progression Loop ===&lt;br /&gt;
* Backtrack earlier cups and clear easy [[Milestones]].&lt;br /&gt;
* Reinvest milestone rewards into:&lt;br /&gt;
** Gem damage increase upgrades&lt;br /&gt;
** Worker progression (especially EXP worker)&lt;br /&gt;
&lt;br /&gt;
=== 2) Damage Scaling Priority ===&lt;br /&gt;
Late game, multiplier stacking outperforms flat base damage in most high speed-divider setups.&lt;br /&gt;
&lt;br /&gt;
Best stack:&lt;br /&gt;
* Damage Increase&lt;br /&gt;
* Damage Executable&lt;br /&gt;
* Speed Divider&lt;br /&gt;
&lt;br /&gt;
=== 3) EXP Worker Optimization Run ===&lt;br /&gt;
Use a dedicated run to raise your EXP worker `/s` high score.&lt;br /&gt;
&lt;br /&gt;
Recommended mechanics:&lt;br /&gt;
* 5s wave timer&lt;br /&gt;
* Max enemy movement speed&lt;br /&gt;
* Higher enemy count/spawn pressure&lt;br /&gt;
&lt;br /&gt;
Why:&lt;br /&gt;
* More kill throughput on screen = higher EXP/s baseline&lt;br /&gt;
&lt;br /&gt;
Execution tips:&lt;br /&gt;
* Use EXP ad buff during the run&lt;br /&gt;
* Near peak, equip 5 red EXP executables&lt;br /&gt;
* Avoid Shockwave arsenal during EXP score setup (can disrupt consistency)&lt;br /&gt;
&lt;br /&gt;
=== 4) Coin Worker Optimization Run ===&lt;br /&gt;
Coin worker min-maxing is more setup-heavy.&lt;br /&gt;
&lt;br /&gt;
Recommended approach:&lt;br /&gt;
* Run the highest cup you can safely survive for ~200+ waves&lt;br /&gt;
* Raise modules to at least 2x (especially coin module)&lt;br /&gt;
* Slow enemies with mechanics when needed for control&lt;br /&gt;
* When kill speed falls off, wait for extractor timing&lt;br /&gt;
* Activate coin executables during extractor window&lt;br /&gt;
** Typical setup: 5 coin executables&lt;br /&gt;
** Safer setup: 4 coin + 1 enemy-speed executable&lt;br /&gt;
&lt;br /&gt;
Extra note:&lt;br /&gt;
* If coin bonus procs during extractor + executable window, `/s` can spike much higher (rare).&lt;br /&gt;
&lt;br /&gt;
=== 5) Executable Management ===&lt;br /&gt;
After setting worker high scores:&lt;br /&gt;
* Unequip red executables&lt;br /&gt;
* Save them for the next setup run&lt;br /&gt;
&lt;br /&gt;
=== 6) Final Takeaway ===&lt;br /&gt;
Workers remain one of the strongest long-term scaling tools, even after nerfs.&lt;br /&gt;
&lt;br /&gt;
For ZZ+ progression:&lt;br /&gt;
* Use separate runs for EXP worker and Coin worker optimization&lt;br /&gt;
* Treat worker baseline growth as your bridge to final zones&lt;br /&gt;
* Combine mechanics + executables + controlled pacing for best results&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Quick_Starting_Tips_/_Guide&amp;diff=41</id>
		<title>Quick Starting Tips / Guide</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Quick_Starting_Tips_/_Guide&amp;diff=41"/>
		<updated>2026-03-07T22:35:42Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quick Start Guide ==&lt;br /&gt;
If you’re new, follow this order for the fastest progression:&lt;br /&gt;
&lt;br /&gt;
# Get your [[Upgrade Unlock Downloads]] as soon as possible.&lt;br /&gt;
# Push waves and grind [[Milestones]] for early rewards and unlocks.&lt;br /&gt;
# Raise your &#039;&#039;&#039;Utility Upgrade Download&#039;&#039;&#039; to level 1 for better economy options.&lt;br /&gt;
# Push your &#039;&#039;&#039;Utility Upgrade Download&#039;&#039;&#039; to level 2 for much stronger upgrades and progression tools.&lt;br /&gt;
# Use [[Prestige]] as soon as it becomes efficient to unlock more systems and scale faster.&lt;br /&gt;
&lt;br /&gt;
=== Why this works ===&lt;br /&gt;
* Upgrade unlocks open core content.&lt;br /&gt;
* Milestones provide resources + key unlocks.&lt;br /&gt;
* Utility unlock levels improve economy and progression quality.&lt;br /&gt;
* Prestige opens additional long-term systems and accelerates growth.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Guide ===&lt;br /&gt;
&lt;br /&gt;
If you need a more advanced guide in later stages of the game, read the [[Advanced Guide]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Quick_Starting_Tips_/_Guide&amp;diff=40</id>
		<title>Quick Starting Tips / Guide</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Quick_Starting_Tips_/_Guide&amp;diff=40"/>
		<updated>2026-03-07T22:33:58Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Quick Start Guide == If you’re new, follow this order for the fastest progression:  # Get your Upgrade Unlock Downloads as soon as possible. # Push waves and grind Milestones for early rewards and unlocks. # Raise your &amp;#039;&amp;#039;&amp;#039;Utility Upgrade Download&amp;#039;&amp;#039;&amp;#039; to level 1 for better economy options. # Push your &amp;#039;&amp;#039;&amp;#039;Utility Upgrade Download&amp;#039;&amp;#039;&amp;#039; to level 2 for much stronger upgrades and progression tools. # Use Prestige as soon as it becomes efficient to unlock more sys...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quick Start Guide ==&lt;br /&gt;
If you’re new, follow this order for the fastest progression:&lt;br /&gt;
&lt;br /&gt;
# Get your [[Upgrade Unlock Downloads]] as soon as possible.&lt;br /&gt;
# Push waves and grind [[Milestones]] for early rewards and unlocks.&lt;br /&gt;
# Raise your &#039;&#039;&#039;Utility Upgrade Download&#039;&#039;&#039; to level 1 for better economy options.&lt;br /&gt;
# Push your &#039;&#039;&#039;Utility Upgrade Download&#039;&#039;&#039; to level 2 for much stronger upgrades and progression tools.&lt;br /&gt;
# Use [[Prestige]] as soon as it becomes efficient to unlock more systems and scale faster.&lt;br /&gt;
&lt;br /&gt;
=== Why this works ===&lt;br /&gt;
* Upgrade unlocks open core content.&lt;br /&gt;
* Milestones provide resources + key unlocks.&lt;br /&gt;
* Utility unlock levels improve economy and progression quality.&lt;br /&gt;
* Prestige opens additional long-term systems and accelerates growth.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=39</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=39"/>
		<updated>2026-03-07T22:29:45Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ISD Logo.png|thumb|right|alt=Idle Server Defender Logo|Idle Server Defender Logo]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Idle Server Defender ==&lt;br /&gt;
&#039;&#039;&#039;Idle Server Defender&#039;&#039;&#039; is an incremental defense game where your main tower (server) automatically shoots incoming enemies (viruses).  &lt;br /&gt;
The core objective is simple: survive longer, reach higher waves, and build a stronger account over multiple runs.&lt;br /&gt;
&lt;br /&gt;
You start each run with your current progression, fight scaling enemy waves, and invest your earnings into both run power and permanent power systems.&lt;br /&gt;
&lt;br /&gt;
Read here for a [[Quick Starting Tips / Guide]]&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
# Enter a run in your selected Cup and Tier.&lt;br /&gt;
# Defend the server while enemies scale with wave progression.&lt;br /&gt;
# Earn resources from kills and wave progression.&lt;br /&gt;
# Spend resources on upgrades and server setup.&lt;br /&gt;
# Die to the viruses and go back or repeat with upgraded [[modules]]&lt;br /&gt;
&lt;br /&gt;
== How Combat Works ==&lt;br /&gt;
* Your server attacks automatically.&lt;br /&gt;
* Enemies spawn continuously during waves.&lt;br /&gt;
* Boss waves appear regularly (every 10th wave).&lt;br /&gt;
* If your server dies, the run ends.&lt;br /&gt;
* Wave progression is the main measure of success.&lt;br /&gt;
&lt;br /&gt;
== Progression at a Glance ==&lt;br /&gt;
Progression happens in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Run Power&#039;&#039;&#039;: normal upgrades, slot setup, temporary optimization for current run.&lt;br /&gt;
* &#039;&#039;&#039;Account Power&#039;&#039;&#039;: Prestige Points, Gem Upgrades, milestone unlocks, Daemon scaling.&lt;br /&gt;
* &#039;&#039;&#039;Content Progression&#039;&#039;&#039;: Cups, Tiers, and unlocked systems.&lt;br /&gt;
&lt;br /&gt;
This structure is what turns short-term gains into long-term growth.&lt;br /&gt;
&lt;br /&gt;
== Server Build Strategy ==&lt;br /&gt;
A large part of progression is how you configure server slots.&lt;br /&gt;
&lt;br /&gt;
You can equip and manage:&lt;br /&gt;
* [[Boosts]] (direct stat multipliers)&lt;br /&gt;
* [[Downloads]] (time-based upgrades and unlock progression)&lt;br /&gt;
* [[Workers]] (active + idle resource generation)&lt;br /&gt;
* [[Mechanics]] (special behavior and automation effects)&lt;br /&gt;
&lt;br /&gt;
Efficient slot choices directly affect your wave push potential.&lt;br /&gt;
&lt;br /&gt;
== Milestones and Unlocks ==&lt;br /&gt;
[[Milestones]] reward wave achievements per Cup/Tier and are a major source of progression rewards:&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* Feature unlocks&lt;br /&gt;
&lt;br /&gt;
Important systems (such as parts of late-game progression) are unlocked through milestone rewards, so milestone pushing is always valuable.&lt;br /&gt;
&lt;br /&gt;
== Prestige and Late-Game Systems ==&lt;br /&gt;
Once eligible, [[Prestige]] provides permanent progression through Prestige Points.&lt;br /&gt;
&lt;br /&gt;
Prestige Points are used for:&lt;br /&gt;
* [[Prestige upgrades]]&lt;br /&gt;
* [[System Weapons]] (advanced server combat systems)&lt;br /&gt;
&lt;br /&gt;
Additional late-game scaling:&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
These systems are designed to multiply long-term power and enable deeper wave progression.&lt;br /&gt;
&lt;br /&gt;
== Learn the Systems ==&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Server Slots]]&lt;br /&gt;
** [[Boosts]]&lt;br /&gt;
** [[Downloads]]&lt;br /&gt;
** [[Workers]]&lt;br /&gt;
** [[Mechanics]]&lt;br /&gt;
* [[Milestones]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[System Weapons]]&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Push as far as possible in waves, convert that progress into permanent account strength, and push even further on the next run.&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
Want to add info? Visit [[Wiki Guidelines and Tips]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=38</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=38"/>
		<updated>2026-03-07T22:28:38Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Prestige and Late-Game Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ISD Logo.png|thumb|right|alt=Idle Server Defender Logo|Idle Server Defender Logo]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Idle Server Defender ==&lt;br /&gt;
&#039;&#039;&#039;Idle Server Defender&#039;&#039;&#039; is an incremental defense game where your main tower (server) automatically shoots incoming enemies (viruses).  &lt;br /&gt;
The core objective is simple: survive longer, reach higher waves, and build a stronger account over multiple runs.&lt;br /&gt;
&lt;br /&gt;
You start each run with your current progression, fight scaling enemy waves, and invest your earnings into both run power and permanent power systems.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
# Enter a run in your selected Cup and Tier.&lt;br /&gt;
# Defend the server while enemies scale with wave progression.&lt;br /&gt;
# Earn resources from kills and wave progression.&lt;br /&gt;
# Spend resources on upgrades and server setup.&lt;br /&gt;
# Die to the viruses and go back or repeat with upgraded [[modules]]&lt;br /&gt;
&lt;br /&gt;
== How Combat Works ==&lt;br /&gt;
* Your server attacks automatically.&lt;br /&gt;
* Enemies spawn continuously during waves.&lt;br /&gt;
* Boss waves appear regularly (every 10th wave).&lt;br /&gt;
* If your server dies, the run ends.&lt;br /&gt;
* Wave progression is the main measure of success.&lt;br /&gt;
&lt;br /&gt;
== Progression at a Glance ==&lt;br /&gt;
Progression happens in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Run Power&#039;&#039;&#039;: normal upgrades, slot setup, temporary optimization for current run.&lt;br /&gt;
* &#039;&#039;&#039;Account Power&#039;&#039;&#039;: Prestige Points, Gem Upgrades, milestone unlocks, Daemon scaling.&lt;br /&gt;
* &#039;&#039;&#039;Content Progression&#039;&#039;&#039;: Cups, Tiers, and unlocked systems.&lt;br /&gt;
&lt;br /&gt;
This structure is what turns short-term gains into long-term growth.&lt;br /&gt;
&lt;br /&gt;
== Server Build Strategy ==&lt;br /&gt;
A large part of progression is how you configure server slots.&lt;br /&gt;
&lt;br /&gt;
You can equip and manage:&lt;br /&gt;
* [[Boosts]] (direct stat multipliers)&lt;br /&gt;
* [[Downloads]] (time-based upgrades and unlock progression)&lt;br /&gt;
* [[Workers]] (active + idle resource generation)&lt;br /&gt;
* [[Mechanics]] (special behavior and automation effects)&lt;br /&gt;
&lt;br /&gt;
Efficient slot choices directly affect your wave push potential.&lt;br /&gt;
&lt;br /&gt;
== Milestones and Unlocks ==&lt;br /&gt;
[[Milestones]] reward wave achievements per Cup/Tier and are a major source of progression rewards:&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* Feature unlocks&lt;br /&gt;
&lt;br /&gt;
Important systems (such as parts of late-game progression) are unlocked through milestone rewards, so milestone pushing is always valuable.&lt;br /&gt;
&lt;br /&gt;
== Prestige and Late-Game Systems ==&lt;br /&gt;
Once eligible, [[Prestige]] provides permanent progression through Prestige Points.&lt;br /&gt;
&lt;br /&gt;
Prestige Points are used for:&lt;br /&gt;
* [[Prestige upgrades]]&lt;br /&gt;
* [[System Weapons]] (advanced server combat systems)&lt;br /&gt;
&lt;br /&gt;
Additional late-game scaling:&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
These systems are designed to multiply long-term power and enable deeper wave progression.&lt;br /&gt;
&lt;br /&gt;
== Learn the Systems ==&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Server Slots]]&lt;br /&gt;
** [[Boosts]]&lt;br /&gt;
** [[Downloads]]&lt;br /&gt;
** [[Workers]]&lt;br /&gt;
** [[Mechanics]]&lt;br /&gt;
* [[Milestones]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[System Weapons]]&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Push as far as possible in waves, convert that progress into permanent account strength, and push even further on the next run.&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
Want to add info? Visit [[Wiki Guidelines and Tips]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Gems&amp;diff=37</id>
		<title>Gems</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Gems&amp;diff=37"/>
		<updated>2026-03-07T22:27:42Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Gems == &amp;#039;&amp;#039;&amp;#039;Gems&amp;#039;&amp;#039;&amp;#039; are a premium progression currency used for account-level upgrades, utility spending, and acceleration.  They are not your main run currency, but they are extremely important for long-term power growth.  == Main Uses == Gems are spent on:  * &amp;#039;&amp;#039;&amp;#039;Boost purchases&amp;#039;&amp;#039;&amp;#039; (random boost cards) * &amp;#039;&amp;#039;&amp;#039;Worker purchases&amp;#039;&amp;#039;&amp;#039; (random worker progress) * &amp;#039;&amp;#039;&amp;#039;Mechanic upgrades&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Gem Upgrades&amp;#039;&amp;#039;&amp;#039; (base/increase levels in Gem s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gems ==&lt;br /&gt;
&#039;&#039;&#039;Gems&#039;&#039;&#039; are a premium progression currency used for account-level upgrades, utility spending, and acceleration.&lt;br /&gt;
&lt;br /&gt;
They are not your main run currency, but they are extremely important for long-term power growth.&lt;br /&gt;
&lt;br /&gt;
== Main Uses ==&lt;br /&gt;
Gems are spent on:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Boosts|Boost]] purchases&#039;&#039;&#039; (random boost cards)&lt;br /&gt;
* &#039;&#039;&#039;[[Workers|Worker]] purchases&#039;&#039;&#039; (random worker progress)&lt;br /&gt;
* &#039;&#039;&#039;[[Mechanics|Mechanic]] upgrades&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Gem Upgrades]]&#039;&#039;&#039; (base/increase levels in Gem shop mode)&lt;br /&gt;
* &#039;&#039;&#039;Buying new server slots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skipping [[Downloads|Download]] time&#039;&#039;&#039; (hour-based gem skip)&lt;br /&gt;
* A few utility actions (example: name change)&lt;br /&gt;
&lt;br /&gt;
== High-Impact Gem Spending ==&lt;br /&gt;
In most progression paths, these are your best-value gem sinks:&lt;br /&gt;
&lt;br /&gt;
# Gem Upgrades (permanent scaling)&lt;br /&gt;
# Core utility slots/mechanics&lt;br /&gt;
# Boost/Worker growth (depending on account stage)&lt;br /&gt;
# Download time skips when timing is critical&lt;br /&gt;
&lt;br /&gt;
== How Gems Are Earned ==&lt;br /&gt;
Common sources include:&lt;br /&gt;
&lt;br /&gt;
* [[Milestones|Milestone]] rewards (major source)&lt;br /&gt;
* Boss-related reward outcomes&lt;br /&gt;
* Periodic claimable gem rewards&lt;br /&gt;
* Some game events/minigame-related rewards&lt;br /&gt;
* Ads/reward offers (when used)&lt;br /&gt;
* Store purchases (optional)&lt;br /&gt;
&lt;br /&gt;
== Gems and Download Skips ==&lt;br /&gt;
Downloads can be sped up with Gems using hour-based skipping.&lt;br /&gt;
&lt;br /&gt;
Practical use:&lt;br /&gt;
* Strong for important unlock downloads&lt;br /&gt;
* Usually best saved for bottleneck downloads, not every timer&lt;br /&gt;
&lt;br /&gt;
== Strategic Importance ==&lt;br /&gt;
Gems are also indirectly valuable because some long-term systems scale with gem ownership (for example, daemon-based scaling effects).&lt;br /&gt;
&lt;br /&gt;
So spending Gems gives power now, while holding Gems can also have scaling interactions depending on unlocked systems.&lt;br /&gt;
&lt;br /&gt;
== Practical Tips ==&lt;br /&gt;
* Don’t dump all Gems into one system early.&lt;br /&gt;
* Prioritize unlock-enabling progression first (slots/mechanics/key upgrades).&lt;br /&gt;
* Spend aggressively when it unlocks major account progression.&lt;br /&gt;
* Use skip-to-finish only on high-impact downloads.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Gems are a flexible premium progression currency:&lt;br /&gt;
* used for permanent upgrades,&lt;br /&gt;
* used for utility acceleration,&lt;br /&gt;
* and critical for smoothing progression bottlenecks.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Experience&amp;diff=36</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Experience&amp;diff=36"/>
		<updated>2026-03-07T22:24:02Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Experience (XP) == &amp;#039;&amp;#039;&amp;#039;Experience (XP)&amp;#039;&amp;#039;&amp;#039; is a progression stat that increases your account level.  Unlike Coins, Bits, or Gems, XP is generally &amp;#039;&amp;#039;&amp;#039;not spent&amp;#039;&amp;#039;&amp;#039; in normal progression systems.   Its main purpose is level progression and unlocking Prestige eligibility.  == What XP Is Used For == Primary use: * Increase account level  Major progression breakpoint: * Reach the required level to unlock &amp;#039;&amp;#039;&amp;#039;Prestige&amp;#039;&amp;#039;&amp;#039; (Level 100)  After prestiging: * Your XP rese...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Experience (XP) ==&lt;br /&gt;
&#039;&#039;&#039;Experience (XP)&#039;&#039;&#039; is a progression stat that increases your account level.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Coins]], [[Bits]], or [[Gems]], XP is generally &#039;&#039;&#039;not spent&#039;&#039;&#039; in normal progression systems.  &lt;br /&gt;
Its main purpose is level progression and unlocking Prestige eligibility.&lt;br /&gt;
&lt;br /&gt;
== What XP Is Used For ==&lt;br /&gt;
Primary use:&lt;br /&gt;
* Increase account level&lt;br /&gt;
&lt;br /&gt;
Major progression breakpoint:&lt;br /&gt;
* Reach the required level to unlock &#039;&#039;&#039;Prestige&#039;&#039;&#039; (Level 100)&lt;br /&gt;
&lt;br /&gt;
After prestiging:&lt;br /&gt;
* Your XP resets and you level again for future prestige cycles.&lt;br /&gt;
&lt;br /&gt;
== How You Gain XP ==&lt;br /&gt;
XP is earned from:&lt;br /&gt;
* Enemy kills during runs&lt;br /&gt;
* [[Milestones|Milestone]] rewards&lt;br /&gt;
* Experience Worker (active + idle)&lt;br /&gt;
* Cup/Tier XP multipliers&lt;br /&gt;
* XP-related run multipliers (like executables/processes)&lt;br /&gt;
&lt;br /&gt;
== XP Scaling ==&lt;br /&gt;
XP gain is affected by:&lt;br /&gt;
* Cup experience multiplier&lt;br /&gt;
* Tier context&lt;br /&gt;
* Experience executables&lt;br /&gt;
* Experience gain process modifiers&lt;br /&gt;
* Worker contribution&lt;br /&gt;
&lt;br /&gt;
So higher-difficulty progression and stronger setups increase XP/hour significantly.&lt;br /&gt;
&lt;br /&gt;
== XP and Prestige ==&lt;br /&gt;
Prestige is gated by XP level:&lt;br /&gt;
* You must reach the minimum required level (100) to prestige.&lt;br /&gt;
* Prestige reward (Prestige Points) scales from high-level XP progression.&lt;br /&gt;
* Prestiging resets XP to early level progression again.&lt;br /&gt;
&lt;br /&gt;
This makes XP a core loop driver for long-term account growth.&lt;br /&gt;
&lt;br /&gt;
== XP Is Not a Regular Spend Resource ==&lt;br /&gt;
Important clarification:&lt;br /&gt;
* XP does not function like a shop currency for upgrades/downloads.&lt;br /&gt;
* You mainly accumulate XP to level up and unlock/scale prestige progression.&lt;br /&gt;
&lt;br /&gt;
== Practical XP Strategy ==&lt;br /&gt;
* Keep XP income steady with Experience Worker.&lt;br /&gt;
* Push higher Cups/Tiers for better XP multipliers.&lt;br /&gt;
* Use milestones and run scaling to accelerate level growth.&lt;br /&gt;
* Time prestige around strong XP/level breakpoints.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
XP is your level progression stat, not your day-to-day spending currency.  &lt;br /&gt;
Its biggest value is enabling and scaling the Prestige loop.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Coins&amp;diff=35</id>
		<title>Coins</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Coins&amp;diff=35"/>
		<updated>2026-03-07T22:22:28Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Coins ==&lt;br /&gt;
&#039;&#039;&#039;Coins&#039;&#039;&#039; are a core progression currency.&lt;br /&gt;
&lt;br /&gt;
Their main use is buying and scaling &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; (persistent upgrade progression).  &lt;br /&gt;
Their second major use is starting &#039;&#039;&#039;Downloads&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Main Uses (in order) ==&lt;br /&gt;
# &#039;&#039;&#039;[[Upgrades]] (primary)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Downloads]] (secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1) Upgrades (Primary Coin Sink) ==&lt;br /&gt;
Most Coins are spent in the Shop to increase upgrade levels (base/increase levels).&lt;br /&gt;
&lt;br /&gt;
Why this matters:&lt;br /&gt;
* Upgrades are the main long-term stat growth path.&lt;br /&gt;
* Coin demand rises quickly as upgrade costs scale.&lt;br /&gt;
* Most mid/late-game Coin spending goes here.&lt;br /&gt;
&lt;br /&gt;
== 2) Downloads (Secondary Coin Sink) ==&lt;br /&gt;
Downloads also cost Coins to start, then complete over time.&lt;br /&gt;
&lt;br /&gt;
Why this still matters:&lt;br /&gt;
* Downloads unlock important systems and multipliers.&lt;br /&gt;
* They gate category progression and utility expansion.&lt;br /&gt;
* Even though they are usually not the #1 sink, they are still critical progression spend.&lt;br /&gt;
&lt;br /&gt;
== How You Earn Coins ==&lt;br /&gt;
Common sources:&lt;br /&gt;
* Enemy kills&lt;br /&gt;
* Wave progression effects&lt;br /&gt;
* Milestone rewards&lt;br /&gt;
* Coin Worker (active + idle)&lt;br /&gt;
* Multipliers from boosts/modules/upgrades/executables&lt;br /&gt;
&lt;br /&gt;
== Coins vs [[Bits]] ==&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; = persistent progression spending (mainly Shop upgrades, then Downloads)&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; = run currency (run upgrades/modules during gameplay)&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Coins are primarily an upgrade currency, with Downloads as the next major use.  &lt;br /&gt;
If Coin income is weak, both power scaling and unlock progression slow down.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Coins&amp;diff=34</id>
		<title>Coins</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Coins&amp;diff=34"/>
		<updated>2026-03-07T22:20:51Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Coins ==&lt;br /&gt;
&#039;&#039;&#039;Coins&#039;&#039;&#039; are a core progression currency.&lt;br /&gt;
&lt;br /&gt;
Their main use is buying and scaling &#039;&#039;&#039;Shop Upgrades&#039;&#039;&#039; (persistent upgrade progression).  &lt;br /&gt;
Their second major use is starting &#039;&#039;&#039;Downloads&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Main Uses (in order) ==&lt;br /&gt;
# &#039;&#039;&#039;Upgrades (primary)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Downloads (secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1) Upgrades (Primary Coin Sink) ==&lt;br /&gt;
Most Coins are spent in the Shop to increase upgrade levels (base/increase levels).&lt;br /&gt;
&lt;br /&gt;
Why this matters:&lt;br /&gt;
* Upgrades are the main long-term stat growth path.&lt;br /&gt;
* Coin demand rises quickly as upgrade costs scale.&lt;br /&gt;
* Most mid/late-game Coin spending goes here.&lt;br /&gt;
&lt;br /&gt;
== 2) Downloads (Secondary Coin Sink) ==&lt;br /&gt;
Downloads also cost Coins to start, then complete over time.&lt;br /&gt;
&lt;br /&gt;
Why this still matters:&lt;br /&gt;
* Downloads unlock important systems and multipliers.&lt;br /&gt;
* They gate category progression and utility expansion.&lt;br /&gt;
* Even though they are usually not the #1 sink, they are still critical progression spend.&lt;br /&gt;
&lt;br /&gt;
== How You Earn Coins ==&lt;br /&gt;
Common sources:&lt;br /&gt;
* Enemy kills&lt;br /&gt;
* Wave progression effects&lt;br /&gt;
* Milestone rewards&lt;br /&gt;
* Coin Worker (active + idle)&lt;br /&gt;
* Multipliers from boosts/modules/upgrades/executables&lt;br /&gt;
&lt;br /&gt;
== Coins vs Bits ==&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; = persistent progression spending (mainly Shop upgrades, then Downloads)&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; = run currency (run upgrades/modules during gameplay)&lt;br /&gt;
&lt;br /&gt;
== Practical Spending Priority ==&lt;br /&gt;
A common approach:&lt;br /&gt;
# Keep Shop upgrades progressing (main Coin spend)&lt;br /&gt;
# Keep key Downloads running (especially unlock/value downloads)&lt;br /&gt;
# Avoid starving either system completely&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Coins are primarily an upgrade currency, with Downloads as the next major use.  &lt;br /&gt;
If Coin income is weak, both power scaling and unlock progression slow down.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Coins&amp;diff=33</id>
		<title>Coins</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Coins&amp;diff=33"/>
		<updated>2026-03-07T22:19:59Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Coins == &amp;#039;&amp;#039;&amp;#039;Coins&amp;#039;&amp;#039;&amp;#039; are a core permanent currency used for long-term progression, especially in the Server and Shop systems.  Compared to Bits (run currency), Coins are account-level progression currency.  == What Coins Are Used For == Coins are mainly spent on: * &amp;#039;&amp;#039;&amp;#039;Downloads&amp;#039;&amp;#039;&amp;#039; (start download timers) * Some progression systems that depend on download completion and unlock chains  Because Downloads are so important, Coin income directly affects your account growth...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Coins ==&lt;br /&gt;
&#039;&#039;&#039;Coins&#039;&#039;&#039; are a core permanent currency used for long-term progression, especially in the Server and Shop systems.&lt;br /&gt;
&lt;br /&gt;
Compared to Bits (run currency), Coins are account-level progression currency.&lt;br /&gt;
&lt;br /&gt;
== What Coins Are Used For ==&lt;br /&gt;
Coins are mainly spent on:&lt;br /&gt;
* &#039;&#039;&#039;Downloads&#039;&#039;&#039; (start download timers)&lt;br /&gt;
* Some progression systems that depend on download completion and unlock chains&lt;br /&gt;
&lt;br /&gt;
Because Downloads are so important, Coin income directly affects your account growth speed.&lt;br /&gt;
&lt;br /&gt;
== How You Earn Coins ==&lt;br /&gt;
Coins are gained from multiple sources, including:&lt;br /&gt;
* Enemy kills&lt;br /&gt;
* Wave progression rewards (for example coins-per-wave effects)&lt;br /&gt;
* Milestone rewards&lt;br /&gt;
* Worker generation (Coin Worker active/idle)&lt;br /&gt;
* Other multipliers and progression systems&lt;br /&gt;
&lt;br /&gt;
== Coin Scaling ==&lt;br /&gt;
Coin gain is heavily affected by multipliers, such as:&lt;br /&gt;
* Cup/Tier coin multipliers&lt;br /&gt;
* Equipped coin boosts&lt;br /&gt;
* Coin-related modules&lt;br /&gt;
* Executable boosts&lt;br /&gt;
* Upgrades that increase coin income per enemy/wave&lt;br /&gt;
&lt;br /&gt;
As your progression improves, Coin gain scales from early scarcity to high-throughput farming.&lt;br /&gt;
&lt;br /&gt;
== Coins vs Bits (Important Difference) ==&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; = run currency (used mostly during active run upgrades/modules)&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; = progression currency (used heavily for Downloads and account progression)&lt;br /&gt;
&lt;br /&gt;
If you only focus Bits and ignore Coins, account progression can bottleneck.&lt;br /&gt;
&lt;br /&gt;
== Why Coins Matter So Much ==&lt;br /&gt;
Coins power Downloads, and Downloads unlock major systems:&lt;br /&gt;
* Upgrade category unlock progression&lt;br /&gt;
* Module/system capacity expansions&lt;br /&gt;
* Worker utility improvements&lt;br /&gt;
* Core stat growth downloads&lt;br /&gt;
&lt;br /&gt;
In practice: better Coin economy = faster Download progression = faster total account growth.&lt;br /&gt;
&lt;br /&gt;
== Coin Economy Tips ==&lt;br /&gt;
* Keep at least one Coin-focused boost/loadout option.&lt;br /&gt;
* Invest in coin-related upgrades and downloads early.&lt;br /&gt;
* Use Coin Worker for passive support.&lt;br /&gt;
* Push milestones that grant big coin rewards when progression stalls.&lt;br /&gt;
* Balance coin spending: prioritize high-impact unlock downloads first.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Coins are your long-term progression fuel.  &lt;br /&gt;
If Bits win runs, Coins build the account that makes future runs much stronger.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Milestones&amp;diff=32</id>
		<title>Milestones</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Milestones&amp;diff=32"/>
		<updated>2026-03-07T22:17:18Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Milestones == &amp;#039;&amp;#039;&amp;#039;Milestones&amp;#039;&amp;#039;&amp;#039; are wave-based progression checkpoints for each Cup and Tier.  When you reach specific wave targets, milestones become claimable and give rewards or unlock features.   They are one of the main drivers of long-term account progression.  == How Milestones Work == # Enter a Cup/Tier and push waves. # Reach a milestone wave target (for example 25, 50, 100, 200, 500, etc.). # Milestone becomes claimable. # Claim it in the Milestones screen....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Milestones ==&lt;br /&gt;
&#039;&#039;&#039;Milestones&#039;&#039;&#039; are wave-based progression checkpoints for each Cup and Tier.&lt;br /&gt;
&lt;br /&gt;
When you reach specific wave targets, milestones become claimable and give rewards or unlock features.  &lt;br /&gt;
They are one of the main drivers of long-term account progression.&lt;br /&gt;
&lt;br /&gt;
== How Milestones Work ==&lt;br /&gt;
# Enter a Cup/Tier and push waves.&lt;br /&gt;
# Reach a milestone wave target (for example 25, 50, 100, 200, 500, etc.).&lt;br /&gt;
# Milestone becomes claimable.&lt;br /&gt;
# Claim it in the Milestones screen.&lt;br /&gt;
&lt;br /&gt;
Milestones are tracked per Cup and per Tier.&lt;br /&gt;
&lt;br /&gt;
== Milestone Types ==&lt;br /&gt;
=== Reward Milestones ===&lt;br /&gt;
Give direct resources, such as:&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
&lt;br /&gt;
=== Unlock Milestones ===&lt;br /&gt;
Unlock game systems or major features.&lt;br /&gt;
&lt;br /&gt;
Important unlock examples include:&lt;br /&gt;
* [[Game speed]] unlock&lt;br /&gt;
* [[Gem Upgrades|Gem upgrade]] unlock&lt;br /&gt;
* [[Daemon Protocols|Daemon Protocol]] unlock&lt;br /&gt;
&lt;br /&gt;
== Why Milestones Are Important ==&lt;br /&gt;
Milestones do 3 big things:&lt;br /&gt;
* Provide large bursts of resources at key breakpoints&lt;br /&gt;
* Unlock progression systems you cannot access otherwise&lt;br /&gt;
* Give clear medium-term goals for each Cup/Tier&lt;br /&gt;
&lt;br /&gt;
If you ignore milestones, account progression slows down significantly.&lt;br /&gt;
&lt;br /&gt;
== Claiming and Progress Rules ==&lt;br /&gt;
* A milestone can only be claimed after reaching the required wave.&lt;br /&gt;
* Each milestone can only be claimed once.&lt;br /&gt;
* Claim status is saved permanently.&lt;br /&gt;
* Milestone availability is based on your best reached wave in that Cup/Tier.&lt;br /&gt;
&lt;br /&gt;
== Milestone Screen and Notifications ==&lt;br /&gt;
The Milestone UI includes:&lt;br /&gt;
* Cup/Tier milestone browsing&lt;br /&gt;
* Claimable counts&lt;br /&gt;
* Notification badges for unclaimed milestones&lt;br /&gt;
&lt;br /&gt;
This helps you quickly see where rewards are waiting.&lt;br /&gt;
&lt;br /&gt;
== Practical Strategy ==&lt;br /&gt;
* Always claim milestones soon after they unlock.&lt;br /&gt;
* Prioritize wave pushes to milestone breakpoints (especially unlock waves).&lt;br /&gt;
* If a run stalls before the next milestone, improve setup and retry specifically for that target.&lt;br /&gt;
* Use milestone rewards to fund the next progression jump.&lt;br /&gt;
&lt;br /&gt;
== Notable Breakpoints (General Pattern) ==&lt;br /&gt;
Common milestone checkpoints appear at:&lt;br /&gt;
* Early: 25 / 50 / 75 / 100&lt;br /&gt;
* Mid: 200 / 300 / 500 / 750&lt;br /&gt;
* Late: 1000 / 1500 / 2000 / 3000 / 5000&lt;br /&gt;
&lt;br /&gt;
Wave 100 and wave 1000 are often especially important because they frequently include major unlocks.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Milestones are your structured wave progression system:&lt;br /&gt;
* push waves,&lt;br /&gt;
* claim rewards,&lt;br /&gt;
* unlock core features,&lt;br /&gt;
* and accelerate long-term account growth.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Mechanics&amp;diff=31</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Mechanics&amp;diff=31"/>
		<updated>2026-03-07T22:14:59Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Mechanics == &amp;#039;&amp;#039;&amp;#039;Mechanics&amp;#039;&amp;#039;&amp;#039; are configurable utility systems you buy with Gems and equip in server slots.  Unlike most systems, mechanics are not simple fixed multipliers.   Most of them let you set a value inside a min/max range that grows with mechanic level.  == Core Rules == * Mechanics must be &amp;#039;&amp;#039;&amp;#039;owned&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;equipped in a server slot&amp;#039;&amp;#039;&amp;#039; to be active. * Each mechanic has levels from 0 to V (max). * Buying a mechanic level costs Gems (cost scales by level)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; are configurable utility systems you buy with [[Gems]] and equip in server slots.&lt;br /&gt;
&lt;br /&gt;
Unlike most systems, mechanics are not simple fixed multipliers.  &lt;br /&gt;
Most of them let you set a value inside a min/max range that grows with mechanic level.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* Mechanics must be &#039;&#039;&#039;owned&#039;&#039;&#039; and &#039;&#039;&#039;equipped in a server slot&#039;&#039;&#039; to be active.&lt;br /&gt;
* Each mechanic has levels from 0 to V (max).&lt;br /&gt;
* Buying a mechanic level costs Gems (cost scales by level).&lt;br /&gt;
* Most mechanics have a slider so you can tune their value.&lt;br /&gt;
* You can select/deselect mechanics just like other slot items.&lt;br /&gt;
&lt;br /&gt;
== Upgrade Costs and Leveling ==&lt;br /&gt;
Mechanic level-up costs are:&lt;br /&gt;
* Level 0→I: 100 Gems&lt;br /&gt;
* I→II: 250 Gems&lt;br /&gt;
* II→III: 500 Gems&lt;br /&gt;
* III→IV: 1000 Gems&lt;br /&gt;
* IV→V: 2000 Gems&lt;br /&gt;
&lt;br /&gt;
At higher levels, the allowed slider range becomes wider.&lt;br /&gt;
&lt;br /&gt;
== Why Mechanics Matter ==&lt;br /&gt;
Mechanics are high-impact control tools.  &lt;br /&gt;
They let you trade speed vs safety, improve automation, and improve special systems like boss rewards and minigame assistance.&lt;br /&gt;
&lt;br /&gt;
They are especially valuable once you have enough slots to dedicate one or more permanent mechanic slots.&lt;br /&gt;
&lt;br /&gt;
== Available Mechanics ==&lt;br /&gt;
=== Wave Time Mechanic ===&lt;br /&gt;
Changes non-boss wave duration (in seconds).  &lt;br /&gt;
Boss waves still use the boss timer.  &lt;br /&gt;
Use it to speed up farming or slow down for safer progression.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Spawn Rate Mechanic ===&lt;br /&gt;
Adjusts enemy spawn timing as a percentage-based modifier.  &lt;br /&gt;
Lower values slow spawns; higher values accelerate pressure and pacing.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Speed Mechanic ===&lt;br /&gt;
Adjusts enemy movement speed with a percentage-based modifier.  &lt;br /&gt;
Can be tuned for safer pushes or faster/harder farming flow.&lt;br /&gt;
&lt;br /&gt;
=== Auto Buy Mechanic ===&lt;br /&gt;
Automatically buys random affordable upgrades at an interval (seconds).  &lt;br /&gt;
Lower interval = more frequent auto-buy actions.&lt;br /&gt;
&lt;br /&gt;
=== Auto Module Mechanic ===&lt;br /&gt;
Automatically fills empty module slots with random affordable available modules at an interval (seconds).  &lt;br /&gt;
Strong quality-of-life in long sessions.&lt;br /&gt;
&lt;br /&gt;
=== Boss Drop Mechanic ===&lt;br /&gt;
Increases boss drop chance value.  &lt;br /&gt;
Baseline boss reward roll is low; this mechanic improves it and increases the consistency of boss drop rewards.&lt;br /&gt;
&lt;br /&gt;
=== Binary Hack Tool Mechanic ===&lt;br /&gt;
Helps during Binary Hack minigame by auto-removing entries over time (bit/s style assist value).  &lt;br /&gt;
Higher value = stronger passive help.&lt;br /&gt;
&lt;br /&gt;
=== Request Barrage Tool Mechanic ===&lt;br /&gt;
Helps during Request Barrage minigame by auto-reducing remaining requests over time (requests/s).  &lt;br /&gt;
Higher value = faster passive completion support.&lt;br /&gt;
&lt;br /&gt;
== Practical Setup Tips ==&lt;br /&gt;
* Early: prioritize one mechanic that solves your biggest bottleneck (usually pace or automation).&lt;br /&gt;
* Mid game: combine one pacing mechanic + one automation mechanic.&lt;br /&gt;
* Long sessions: Auto Buy + Auto Module provides strong consistency.&lt;br /&gt;
* Push attempts: tune spawn/speed/wave-time for survivability instead of pure speed.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Mechanics are customizable slot-based control systems:&lt;br /&gt;
* bought with Gems,&lt;br /&gt;
* leveled permanently,&lt;br /&gt;
* activated by equipping,&lt;br /&gt;
* and tuned with sliders for your current goal.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Workers&amp;diff=30</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Workers&amp;diff=30"/>
		<updated>2026-03-07T22:11:22Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Idle Cap and Worker Idle Time Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workers ==&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are background generators that produce resources over time.&lt;br /&gt;
&lt;br /&gt;
There are 3 workers:&lt;br /&gt;
* &#039;&#039;&#039;[[Coin Worker]]&#039;&#039;&#039; ([[Coins]])&lt;br /&gt;
* &#039;&#039;&#039;[[Bits Worker]]&#039;&#039;&#039; ([[Bits]])&lt;br /&gt;
* &#039;&#039;&#039;[[Experience Worker]]&#039;&#039;&#039; ([[Experience|XP]])&lt;br /&gt;
&lt;br /&gt;
Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.&lt;br /&gt;
&lt;br /&gt;
== How Workers Work ==&lt;br /&gt;
Workers have two generation modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Active generation&#039;&#039;&#039; (while in a run and equipped)&lt;br /&gt;
* &#039;&#039;&#039;Idle generation&#039;&#039;&#039; (while not actively collecting, up to an idle cap)&lt;br /&gt;
&lt;br /&gt;
Their output scales by worker level and by each worker’s learned peak rate for that resource.&lt;br /&gt;
&lt;br /&gt;
== Buying Workers ==&lt;br /&gt;
* Worker purchase cost: &#039;&#039;&#039;50 Gems&#039;&#039;&#039; per buy&lt;br /&gt;
* A purchase gives &#039;&#039;&#039;+1 card/level progress&#039;&#039;&#039; to a random non-max worker&lt;br /&gt;
* You cannot directly target a specific worker from the buy button&lt;br /&gt;
&lt;br /&gt;
Workers use the same style of level thresholds as other card-based systems (tiered progression).&lt;br /&gt;
&lt;br /&gt;
== Equipping Workers ==&lt;br /&gt;
Workers only generate run-time active value when:&lt;br /&gt;
* The worker is owned&lt;br /&gt;
* The worker is equipped in a server slot&lt;br /&gt;
&lt;br /&gt;
If not equipped, they do not produce active per-second run output.&lt;br /&gt;
&lt;br /&gt;
== Active Generation (during gameplay) ==&lt;br /&gt;
When equipped, workers periodically convert their current active percentage into real resource income.&lt;br /&gt;
&lt;br /&gt;
Important behavior:&lt;br /&gt;
* Worker output is based on a tracked &#039;&#039;&#039;highest value-per-second&#039;&#039;&#039; baseline&lt;br /&gt;
* This baseline updates as your run gets stronger&lt;br /&gt;
* So worker income improves naturally as your build scales&lt;br /&gt;
&lt;br /&gt;
In short: stronger run economy/combat scaling indirectly improves worker output.&lt;br /&gt;
&lt;br /&gt;
== Idle Generation (offline/passive collection) ==&lt;br /&gt;
Workers also store idle value over time.&lt;br /&gt;
&lt;br /&gt;
When idle value is claimed (or auto-claimed by switching), it converts to:&lt;br /&gt;
* Coins (Coin Worker)&lt;br /&gt;
* Bits (Bits Worker)&lt;br /&gt;
* XP (Experience Worker)&lt;br /&gt;
&lt;br /&gt;
Idle generation is limited by a max idle duration.&lt;br /&gt;
&lt;br /&gt;
== Idle Cap and Worker Idle Time Download ==&lt;br /&gt;
The max idle storage time is extended by the &#039;&#039;&#039;[[Worker Idle Time Download]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
So if you want better offline value:&lt;br /&gt;
* Level workers&lt;br /&gt;
* Increase idle-time download level&lt;br /&gt;
* Keep strong peak rates so percentages multiply a bigger baseline&lt;br /&gt;
&lt;br /&gt;
== Practical Priority ==&lt;br /&gt;
* Equip at least one worker early for stable passive scaling.&lt;br /&gt;
* Upgrade workers steadily; they are strong over long playtime.&lt;br /&gt;
* Invest in &#039;&#039;&#039;Worker Idle Time Download&#039;&#039;&#039; if you rely on offline gains.&lt;br /&gt;
* Re-check worker details often: active% and idle% both matter.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Workers are your passive progression engine:&lt;br /&gt;
* Active income while equipped&lt;br /&gt;
* Idle income while away&lt;br /&gt;
* Permanent level progression&lt;br /&gt;
* Strong long-term value for steady account growth&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Workers&amp;diff=29</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Workers&amp;diff=29"/>
		<updated>2026-03-07T22:11:06Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Workers == &amp;#039;&amp;#039;&amp;#039;Workers&amp;#039;&amp;#039;&amp;#039; are background generators that produce resources over time.  There are 3 workers: * &amp;#039;&amp;#039;&amp;#039;Coin Worker&amp;#039;&amp;#039;&amp;#039; (Coins) * &amp;#039;&amp;#039;&amp;#039;Bits Worker&amp;#039;&amp;#039;&amp;#039; (Bits) * &amp;#039;&amp;#039;&amp;#039;Experience Worker&amp;#039;&amp;#039;&amp;#039; (XP)  Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.  == How Workers Work == Workers have two generation modes:  * &amp;#039;&amp;#039;&amp;#039;Active generation&amp;#039;&amp;#039;&amp;#039; (wh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Workers ==&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are background generators that produce resources over time.&lt;br /&gt;
&lt;br /&gt;
There are 3 workers:&lt;br /&gt;
* &#039;&#039;&#039;[[Coin Worker]]&#039;&#039;&#039; ([[Coins]])&lt;br /&gt;
* &#039;&#039;&#039;[[Bits Worker]]&#039;&#039;&#039; ([[Bits]])&lt;br /&gt;
* &#039;&#039;&#039;[[Experience Worker]]&#039;&#039;&#039; ([[Experience|XP]])&lt;br /&gt;
&lt;br /&gt;
Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.&lt;br /&gt;
&lt;br /&gt;
== How Workers Work ==&lt;br /&gt;
Workers have two generation modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Active generation&#039;&#039;&#039; (while in a run and equipped)&lt;br /&gt;
* &#039;&#039;&#039;Idle generation&#039;&#039;&#039; (while not actively collecting, up to an idle cap)&lt;br /&gt;
&lt;br /&gt;
Their output scales by worker level and by each worker’s learned peak rate for that resource.&lt;br /&gt;
&lt;br /&gt;
== Buying Workers ==&lt;br /&gt;
* Worker purchase cost: &#039;&#039;&#039;50 Gems&#039;&#039;&#039; per buy&lt;br /&gt;
* A purchase gives &#039;&#039;&#039;+1 card/level progress&#039;&#039;&#039; to a random non-max worker&lt;br /&gt;
* You cannot directly target a specific worker from the buy button&lt;br /&gt;
&lt;br /&gt;
Workers use the same style of level thresholds as other card-based systems (tiered progression).&lt;br /&gt;
&lt;br /&gt;
== Equipping Workers ==&lt;br /&gt;
Workers only generate run-time active value when:&lt;br /&gt;
* The worker is owned&lt;br /&gt;
* The worker is equipped in a server slot&lt;br /&gt;
&lt;br /&gt;
If not equipped, they do not produce active per-second run output.&lt;br /&gt;
&lt;br /&gt;
== Active Generation (during gameplay) ==&lt;br /&gt;
When equipped, workers periodically convert their current active percentage into real resource income.&lt;br /&gt;
&lt;br /&gt;
Important behavior:&lt;br /&gt;
* Worker output is based on a tracked &#039;&#039;&#039;highest value-per-second&#039;&#039;&#039; baseline&lt;br /&gt;
* This baseline updates as your run gets stronger&lt;br /&gt;
* So worker income improves naturally as your build scales&lt;br /&gt;
&lt;br /&gt;
In short: stronger run economy/combat scaling indirectly improves worker output.&lt;br /&gt;
&lt;br /&gt;
== Idle Generation (offline/passive collection) ==&lt;br /&gt;
Workers also store idle value over time.&lt;br /&gt;
&lt;br /&gt;
When idle value is claimed (or auto-claimed by switching), it converts to:&lt;br /&gt;
* Coins (Coin Worker)&lt;br /&gt;
* Bits (Bits Worker)&lt;br /&gt;
* XP (Experience Worker)&lt;br /&gt;
&lt;br /&gt;
Idle generation is limited by a max idle duration.&lt;br /&gt;
&lt;br /&gt;
== Idle Cap and Worker Idle Time Download ==&lt;br /&gt;
The max idle storage time is extended by the &#039;&#039;&#039;Worker Idle Time Download&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
So if you want better offline value:&lt;br /&gt;
* Level workers&lt;br /&gt;
* Increase idle-time download level&lt;br /&gt;
* Keep strong peak rates so percentages multiply a bigger baseline&lt;br /&gt;
&lt;br /&gt;
== Practical Priority ==&lt;br /&gt;
* Equip at least one worker early for stable passive scaling.&lt;br /&gt;
* Upgrade workers steadily; they are strong over long playtime.&lt;br /&gt;
* Invest in &#039;&#039;&#039;Worker Idle Time Download&#039;&#039;&#039; if you rely on offline gains.&lt;br /&gt;
* Re-check worker details often: active% and idle% both matter.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Workers are your passive progression engine:&lt;br /&gt;
* Active income while equipped&lt;br /&gt;
* Idle income while away&lt;br /&gt;
* Permanent level progression&lt;br /&gt;
* Strong long-term value for steady account growth&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Downloads&amp;diff=28</id>
		<title>Downloads</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Downloads&amp;diff=28"/>
		<updated>2026-03-07T22:09:07Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Downloads == &amp;#039;&amp;#039;&amp;#039;Downloads&amp;#039;&amp;#039;&amp;#039; are time-based progression upgrades you buy with &amp;#039;&amp;#039;&amp;#039;Coins&amp;#039;&amp;#039;&amp;#039; in the Server screen.  When you start a download: * You pay Coins up front. * It is assigned to a server slot. * A real-time timer starts. * After completion, the download gains +1 level.  Downloads are a core long-term growth system and should be running as often as possible.  == How Downloads Work == # Select a download from the Downloads list. # Make sure you have enough C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Downloads ==&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039; are time-based progression upgrades you buy with &#039;&#039;&#039;[[Coins]]&#039;&#039;&#039; in the Server screen.&lt;br /&gt;
&lt;br /&gt;
When you start a download:&lt;br /&gt;
* You pay Coins up front.&lt;br /&gt;
* It is assigned to a server slot.&lt;br /&gt;
* A real-time timer starts.&lt;br /&gt;
* After completion, the download gains +1 level.&lt;br /&gt;
&lt;br /&gt;
Downloads are a core long-term growth system and should be running as often as possible.&lt;br /&gt;
&lt;br /&gt;
== How Downloads Work ==&lt;br /&gt;
# Select a download from the Downloads list.&lt;br /&gt;
# Make sure you have enough Coins and an available slot.&lt;br /&gt;
# Start the download (it becomes active and begins counting down).&lt;br /&gt;
# Wait for completion, or speed it up.&lt;br /&gt;
# On completion, the slot is freed automatically and the download level increases.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A download can only be active once at a time.&lt;br /&gt;
* You cannot start it again while it is already running.&lt;br /&gt;
* Downloads use authoritative time; if time sync is unavailable, downloading is restricted.&lt;br /&gt;
&lt;br /&gt;
== What Downloads Give You ==&lt;br /&gt;
Different downloads do different things, for example:&lt;br /&gt;
* Permanent stat multipliers (damage, health, regen, income, etc.)&lt;br /&gt;
* Start-of-run quality boosts (like starting resources)&lt;br /&gt;
* Extra capacity systems (module slots, system weapon slots, executable slots, worker idle improvements)&lt;br /&gt;
* Access progression to more content&lt;br /&gt;
&lt;br /&gt;
Most download value is permanent account progression through higher download levels.&lt;br /&gt;
&lt;br /&gt;
== Speeding Up Downloads ==&lt;br /&gt;
You can reduce remaining time by:&lt;br /&gt;
* Spending Gems to skip hours&lt;br /&gt;
* Using the ad/time-speedup option (when available)&lt;br /&gt;
&lt;br /&gt;
Both options reduce remaining time on the active download and can finish it much earlier.&lt;br /&gt;
&lt;br /&gt;
== Download Strategy ==&lt;br /&gt;
* Keep download slots occupied whenever possible.&lt;br /&gt;
* Prioritize downloads that unlock new systems, not only raw stats.&lt;br /&gt;
* Balance short-term stat downloads with long-term unlock downloads.&lt;br /&gt;
&lt;br /&gt;
== Most Important Downloads (Priority) ==&lt;br /&gt;
The three &#039;&#039;&#039;[[Upgrade Unlock Downloads]]&#039;&#039;&#039; are especially important:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Attack Upgrade Download]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Defense Upgrade Download]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Utility Upgrade Download]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are high priority because they unlock the rest of category content, including:&lt;br /&gt;
* Upgrades in that category&lt;br /&gt;
* Boosts in that category&lt;br /&gt;
* Modules in that category&lt;br /&gt;
* Other related category-gated content&lt;br /&gt;
&lt;br /&gt;
If progression feels stuck, these are usually the first downloads to push.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Upgrade_Unlock_Downloads&amp;diff=27</id>
		<title>Upgrade Unlock Downloads</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Upgrade_Unlock_Downloads&amp;diff=27"/>
		<updated>2026-03-07T22:06:02Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Upgrade Unlock Downloads ==&lt;br /&gt;
&#039;&#039;&#039;Upgrade Unlock Downloads&#039;&#039;&#039; are one of the most important progression systems in the game.&lt;br /&gt;
&lt;br /&gt;
They do more than unlock normal upgrades.  &lt;br /&gt;
They are the &#039;&#039;&#039;category progression keys&#039;&#039;&#039; for:&lt;br /&gt;
* Attack content&lt;br /&gt;
* Defense content&lt;br /&gt;
* Utility content&lt;br /&gt;
&lt;br /&gt;
If you ignore these, large parts of your build will stay locked.&lt;br /&gt;
&lt;br /&gt;
== What They Are ==&lt;br /&gt;
There are 3 special downloads:&lt;br /&gt;
&lt;br /&gt;
* [[Attack Upgrade Download]]: max level 3&lt;br /&gt;
* [[Defense Upgrade Download]]: max level 2&lt;br /&gt;
* [[Utility Upgrade Download]]: max level 2&lt;br /&gt;
&lt;br /&gt;
Each one increases that category’s unlock level when completed.&lt;br /&gt;
As long as one is not maxed, the shop can still show a category disclaimer that more upgrades are locked behind that download.&lt;br /&gt;
&lt;br /&gt;
== Why They Matter So Much ==&lt;br /&gt;
Their level controls access to almost everything tied to that category, including:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Shop upgrades&#039;&#039;&#039; (Attack / Defense / Utility upgrades by required level)&lt;br /&gt;
# &#039;&#039;&#039;Boosts&#039;&#039;&#039; of that category&lt;br /&gt;
# &#039;&#039;&#039;Other downloads&#039;&#039;&#039; of that category&lt;br /&gt;
# &#039;&#039;&#039;Modules&#039;&#039;&#039; of that category&lt;br /&gt;
&lt;br /&gt;
So these downloads are not “just another stat upgrade” — they are your &#039;&#039;&#039;content unlock backbone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How Unlock Gating Works ==&lt;br /&gt;
Most category items have:&lt;br /&gt;
* `Type` (Attack / Defense / Utility)&lt;br /&gt;
* `Type level needed` (required unlock level)&lt;br /&gt;
&lt;br /&gt;
You can only use/select/buy those items when your category unlock download level is high enough.&lt;br /&gt;
&lt;br /&gt;
In practice this means:&lt;br /&gt;
* If your Utility unlock level is low, many Utility boosts/downloads/modules stay hidden or locked.&lt;br /&gt;
* Raising Utility unlock level opens all Utility systems that require that level (not just one thing).&lt;br /&gt;
&lt;br /&gt;
== They Also Gate “Related Systems” ==&lt;br /&gt;
This is the key point players often miss:&lt;br /&gt;
&lt;br /&gt;
Unlock downloads affect &#039;&#039;&#039;every related system&#039;&#039;&#039; in that category, not only base upgrades.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Attack unlock levels gate attack boosts and attack modules.&lt;br /&gt;
* Defense unlock levels gate defense boosts and defense modules.&lt;br /&gt;
* Utility unlock levels gate utility boosts, utility modules, and utility downloads (including important infrastructure-style utility tools).&lt;br /&gt;
&lt;br /&gt;
== Practical Priority Advice ==&lt;br /&gt;
* Prioritize these early and consistently.&lt;br /&gt;
* Don’t over-focus on raw stat upgrades while unlock levels lag behind.&lt;br /&gt;
* If progression feels “stuck”, it is often because category unlock levels are too low.&lt;br /&gt;
* Utility unlock in particular is frequently high impact because many progression tools live there.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Upgrade Unlock Downloads are your category progression engine.  &lt;br /&gt;
Level them to unlock the rest of your power systems.  &lt;br /&gt;
If you want faster overall growth, treat them as top priority.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Upgrade_Unlock_Downloads&amp;diff=26</id>
		<title>Upgrade Unlock Downloads</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Upgrade_Unlock_Downloads&amp;diff=26"/>
		<updated>2026-03-07T22:02:21Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Created page with &amp;quot;== Upgrade Unlock Downloads == &amp;#039;&amp;#039;&amp;#039;Upgrade Unlock Downloads&amp;#039;&amp;#039;&amp;#039; are one of the most important progression systems in the game.  They do more than unlock normal upgrades.   They are the &amp;#039;&amp;#039;&amp;#039;category progression keys&amp;#039;&amp;#039;&amp;#039; for: * Attack content * Defense content * Utility content  If you ignore these, large parts of your build will stay locked.  == What They Are == There are 3 special downloads:  * &amp;#039;&amp;#039;&amp;#039;Attack Upgrade Download&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Defense Upgrade Download&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Utility Upgra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Upgrade Unlock Downloads ==&lt;br /&gt;
&#039;&#039;&#039;Upgrade Unlock Downloads&#039;&#039;&#039; are one of the most important progression systems in the game.&lt;br /&gt;
&lt;br /&gt;
They do more than unlock normal upgrades.  &lt;br /&gt;
They are the &#039;&#039;&#039;category progression keys&#039;&#039;&#039; for:&lt;br /&gt;
* Attack content&lt;br /&gt;
* Defense content&lt;br /&gt;
* Utility content&lt;br /&gt;
&lt;br /&gt;
If you ignore these, large parts of your build will stay locked.&lt;br /&gt;
&lt;br /&gt;
== What They Are ==&lt;br /&gt;
There are 3 special downloads:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack Upgrade Download&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense Upgrade Download&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Utility Upgrade Download&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each one increases that category’s unlock level when completed.&lt;br /&gt;
&lt;br /&gt;
== Why They Matter So Much ==&lt;br /&gt;
Their level controls access to almost everything tied to that category, including:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Shop upgrades&#039;&#039;&#039; (Attack / Defense / Utility upgrades by required level)&lt;br /&gt;
# &#039;&#039;&#039;Boosts&#039;&#039;&#039; of that category&lt;br /&gt;
# &#039;&#039;&#039;Other downloads&#039;&#039;&#039; of that category&lt;br /&gt;
# &#039;&#039;&#039;Modules&#039;&#039;&#039; of that category&lt;br /&gt;
&lt;br /&gt;
So these downloads are not “just another stat upgrade” — they are your &#039;&#039;&#039;content unlock backbone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How Unlock Gating Works ==&lt;br /&gt;
Most category items have:&lt;br /&gt;
* `Type` (Attack / Defense / Utility)&lt;br /&gt;
* `Type level needed` (required unlock level)&lt;br /&gt;
&lt;br /&gt;
You can only use/select/buy those items when your category unlock download level is high enough.&lt;br /&gt;
&lt;br /&gt;
In practice this means:&lt;br /&gt;
* If your Utility unlock level is low, many Utility boosts/downloads/modules stay hidden or locked.&lt;br /&gt;
* Raising Utility unlock level opens all Utility systems that require that level (not just one thing).&lt;br /&gt;
&lt;br /&gt;
== Levels and Caps ==&lt;br /&gt;
These downloads have limited max levels:&lt;br /&gt;
&lt;br /&gt;
* [[Attack Upgrade Download]]: max level 3&lt;br /&gt;
* [[Defense Upgrade Download]]: max level 2&lt;br /&gt;
* [[Utility Upgrade Download]]: max level 2&lt;br /&gt;
&lt;br /&gt;
As long as one is not maxed, the shop can still show a category disclaimer that more upgrades are locked behind that download.&lt;br /&gt;
&lt;br /&gt;
== They Also Gate “Related Systems” ==&lt;br /&gt;
This is the key point players often miss:&lt;br /&gt;
&lt;br /&gt;
Unlock downloads affect &#039;&#039;&#039;every related system&#039;&#039;&#039; in that category, not only base upgrades.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Attack unlock levels gate attack boosts and attack modules.&lt;br /&gt;
* Defense unlock levels gate defense boosts and defense modules.&lt;br /&gt;
* Utility unlock levels gate utility boosts, utility modules, and utility downloads (including important infrastructure-style utility tools).&lt;br /&gt;
&lt;br /&gt;
== Practical Priority Advice ==&lt;br /&gt;
* Prioritize these early and consistently.&lt;br /&gt;
* Don’t over-focus on raw stat upgrades while unlock levels lag behind.&lt;br /&gt;
* If progression feels “stuck”, it is often because category unlock levels are too low.&lt;br /&gt;
* Utility unlock in particular is frequently high impact because many progression tools live there.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Upgrade Unlock Downloads are your category progression engine.  &lt;br /&gt;
Level them to unlock the rest of your power systems.  &lt;br /&gt;
If you want faster overall growth, treat them as top priority.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Boosts&amp;diff=25</id>
		<title>Boosts</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Boosts&amp;diff=25"/>
		<updated>2026-03-07T21:56:38Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Boosts ==&lt;br /&gt;
&#039;&#039;&#039;Boosts&#039;&#039;&#039; are permanent collection items that give stat bonuses when equipped in your server slots.&lt;br /&gt;
&lt;br /&gt;
They are simple:&lt;br /&gt;
* You &#039;&#039;&#039;buy&#039;&#039;&#039; boost cards with [[Gems]].&lt;br /&gt;
* Cards increase a boost’s level over time.&lt;br /&gt;
* The boost only affects gameplay while it is &#039;&#039;&#039;equipped in a slot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How Boosts Work ==&lt;br /&gt;
# Spend Gems to buy a random boost card.&lt;br /&gt;
# That card increases the chosen boost’s progress (`currentLevel`) by +1.&lt;br /&gt;
# Reaching card thresholds upgrades the boost tier (I → VII).&lt;br /&gt;
# Equip that boost in a server slot to activate its effect.&lt;br /&gt;
&lt;br /&gt;
Boost levels are saved permanently, so progress carries over between runs.&lt;br /&gt;
&lt;br /&gt;
== Buying Boosts ==&lt;br /&gt;
* Cost per purchase: &#039;&#039;&#039;20 Gems&#039;&#039;&#039;&lt;br /&gt;
* A purchase gives &#039;&#039;&#039;one random available boost&#039;&#039;&#039;&lt;br /&gt;
* The roll only includes boosts that:&lt;br /&gt;
** Are unlocked by your [[Upgrade Unlock Downloads|Attack/Defense/Utility download]] level&lt;br /&gt;
** Are not maxed&lt;br /&gt;
&lt;br /&gt;
You cannot directly pick a specific boost from the buy button.&lt;br /&gt;
&lt;br /&gt;
== Boost Level Progression ==&lt;br /&gt;
Boosts use card thresholds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Cards Needed (`currentLevel`)&lt;br /&gt;
|-&lt;br /&gt;
| I || 1&lt;br /&gt;
|-&lt;br /&gt;
| II || 4&lt;br /&gt;
|-&lt;br /&gt;
| III || 9&lt;br /&gt;
|-&lt;br /&gt;
| IV || 19&lt;br /&gt;
|-&lt;br /&gt;
| V || 44&lt;br /&gt;
|-&lt;br /&gt;
| VI || 94&lt;br /&gt;
|-&lt;br /&gt;
| VII (max) || 199&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At 0 cards, the boost is “not owned”.&lt;br /&gt;
* Maxing a boost means reaching Tier VII.&lt;br /&gt;
&lt;br /&gt;
== Equipping Rules ==&lt;br /&gt;
* Boosts only work while equipped in a server slot.&lt;br /&gt;
* A boost can only be equipped once at a time.&lt;br /&gt;
* Equipping a different item in that slot removes the active boost effect.&lt;br /&gt;
* Boosts are not consumed on use.&lt;br /&gt;
&lt;br /&gt;
== Unlock Requirements ==&lt;br /&gt;
Each boost belongs to a category:&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A boost is selectable only if its category unlock requirement is met (via category download level).&lt;br /&gt;
&lt;br /&gt;
Common unlock pattern:&lt;br /&gt;
* Requirement 0: starter boosts&lt;br /&gt;
* Requirement 1: mid boosts&lt;br /&gt;
* Requirement 2: advanced boosts&lt;br /&gt;
&lt;br /&gt;
== What Boosts Affect ==&lt;br /&gt;
Boosts increase many core stats, including examples like:&lt;br /&gt;
* Damage&lt;br /&gt;
* Health / Health Regen&lt;br /&gt;
* Coins / Bits gain&lt;br /&gt;
* Attack Speed&lt;br /&gt;
* Defense / Shield&lt;br /&gt;
* Crit stats&lt;br /&gt;
* Utility effects (Speed Divider, Virus Scanner, etc.)&lt;br /&gt;
&lt;br /&gt;
Most boosts act as multipliers to their matching systems when active.&lt;br /&gt;
&lt;br /&gt;
== Practical Tips ==&lt;br /&gt;
* Keep at least one strong economy boost (Coins/Bits) for scaling.&lt;br /&gt;
* Swap to combat boosts when pushing difficult waves.&lt;br /&gt;
* Upgrade unlock downloads early so more boosts can appear in rolls.&lt;br /&gt;
* Use free/extra slots to keep your best high-tier boosts active.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Boosts&amp;diff=24</id>
		<title>Boosts</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Boosts&amp;diff=24"/>
		<updated>2026-03-07T21:55:29Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Boosts Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Boosts ==&lt;br /&gt;
&#039;&#039;&#039;Boosts&#039;&#039;&#039; are permanent collection items that give stat bonuses when equipped in your server slots.&lt;br /&gt;
&lt;br /&gt;
They are simple:&lt;br /&gt;
* You &#039;&#039;&#039;buy&#039;&#039;&#039; boost cards with Gems.&lt;br /&gt;
* Cards increase a boost’s level over time.&lt;br /&gt;
* The boost only affects gameplay while it is &#039;&#039;&#039;equipped in a slot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How Boosts Work ==&lt;br /&gt;
# Spend Gems to buy a random boost card.&lt;br /&gt;
# That card increases the chosen boost’s progress (`currentLevel`) by +1.&lt;br /&gt;
# Reaching card thresholds upgrades the boost tier (I → VII).&lt;br /&gt;
# Equip that boost in a server slot to activate its effect.&lt;br /&gt;
&lt;br /&gt;
Boost levels are saved permanently, so progress carries over between runs.&lt;br /&gt;
&lt;br /&gt;
== Buying Boosts ==&lt;br /&gt;
* Cost per purchase: &#039;&#039;&#039;20 Gems&#039;&#039;&#039;&lt;br /&gt;
* A purchase gives &#039;&#039;&#039;one random available boost&#039;&#039;&#039;&lt;br /&gt;
* The roll only includes boosts that:&lt;br /&gt;
** Are unlocked by your Attack/Defense/Utility download level&lt;br /&gt;
** Are not maxed&lt;br /&gt;
&lt;br /&gt;
You cannot directly pick a specific boost from the buy button.&lt;br /&gt;
&lt;br /&gt;
== Boost Level Progression ==&lt;br /&gt;
Boosts use card thresholds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Cards Needed (`currentLevel`)&lt;br /&gt;
|-&lt;br /&gt;
| I || 1&lt;br /&gt;
|-&lt;br /&gt;
| II || 4&lt;br /&gt;
|-&lt;br /&gt;
| III || 9&lt;br /&gt;
|-&lt;br /&gt;
| IV || 19&lt;br /&gt;
|-&lt;br /&gt;
| V || 44&lt;br /&gt;
|-&lt;br /&gt;
| VI || 94&lt;br /&gt;
|-&lt;br /&gt;
| VII (max) || 199&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At 0 cards, the boost is “not owned”.&lt;br /&gt;
* Maxing a boost means reaching Tier VII.&lt;br /&gt;
&lt;br /&gt;
== Equipping Rules ==&lt;br /&gt;
* Boosts only work while equipped in a server slot.&lt;br /&gt;
* A boost can only be equipped once at a time.&lt;br /&gt;
* Equipping a different item in that slot removes the active boost effect.&lt;br /&gt;
* Boosts are not consumed on use.&lt;br /&gt;
&lt;br /&gt;
== Unlock Requirements ==&lt;br /&gt;
Each boost belongs to a category:&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A boost is selectable only if its category unlock requirement is met (via category download level).&lt;br /&gt;
&lt;br /&gt;
Common unlock pattern:&lt;br /&gt;
* Requirement 0: starter boosts&lt;br /&gt;
* Requirement 1: mid boosts&lt;br /&gt;
* Requirement 2: advanced boosts&lt;br /&gt;
&lt;br /&gt;
== What Boosts Affect ==&lt;br /&gt;
Boosts increase many core stats, including examples like:&lt;br /&gt;
* Damage&lt;br /&gt;
* Health / Health Regen&lt;br /&gt;
* Coins / Bits gain&lt;br /&gt;
* Attack Speed&lt;br /&gt;
* Defense / Shield&lt;br /&gt;
* Crit stats&lt;br /&gt;
* Utility effects (Speed Divider, Virus Scanner, etc.)&lt;br /&gt;
&lt;br /&gt;
Most boosts act as multipliers to their matching systems when active.&lt;br /&gt;
&lt;br /&gt;
== Practical Tips ==&lt;br /&gt;
* Keep at least one strong economy boost (Coins/Bits) for scaling.&lt;br /&gt;
* Swap to combat boosts when pushing difficult waves.&lt;br /&gt;
* Upgrade unlock downloads early so more boosts can appear in rolls.&lt;br /&gt;
* Use free/extra slots to keep your best high-tier boosts active.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Modules&amp;diff=23</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Modules&amp;diff=23"/>
		<updated>2026-03-07T21:52:09Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Module page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modules ==&lt;br /&gt;
&#039;&#039;&#039;Modules&#039;&#039;&#039; are run-based power upgrades that you buy with &#039;&#039;&#039;Bits&#039;&#039;&#039;.  &lt;br /&gt;
When you start a module, it goes into a module slot and begins a timed download.  &lt;br /&gt;
After the timer completes, that module gains +1 level and its boost increases for the current run/session.&lt;br /&gt;
&lt;br /&gt;
Think of modules as:&lt;br /&gt;
* &#039;&#039;&#039;Paid with Bits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time-gated by module slots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persistent during the current run/session&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reset when the run/session is fully ended&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How Modules Work ==&lt;br /&gt;
# Open the Modules panel during a run.&lt;br /&gt;
# Pick an available module and spend Bits.&lt;br /&gt;
# The module is assigned to an empty module slot.&lt;br /&gt;
# The slot counts down in real gameplay time.&lt;br /&gt;
# When finished, the module level increases automatically.&lt;br /&gt;
# You can start it again for another level (higher cost, longer time).&lt;br /&gt;
&lt;br /&gt;
Each completed level increases that module’s effect multiplier.&lt;br /&gt;
&lt;br /&gt;
== Session Persistent ==&lt;br /&gt;
Modules are not account-permanent like Prestige or Gem Upgrades.&lt;br /&gt;
&lt;br /&gt;
They are &#039;&#039;&#039;session-persistent&#039;&#039;&#039;:&lt;br /&gt;
* They stay active while you keep that run/session.&lt;br /&gt;
* If you continue the same session, your module progress is kept.&lt;br /&gt;
* If the session is ended/reset, module progress is reset.&lt;br /&gt;
&lt;br /&gt;
So they are stronger than a short buff, but not permanent account progression.&lt;br /&gt;
&lt;br /&gt;
== Slots and Throughput ==&lt;br /&gt;
You can only run as many module downloads as you have module slots.&lt;br /&gt;
&lt;br /&gt;
* Base module slots: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
* Extra slots: unlocked through the [[Module Slots Download]]&lt;br /&gt;
&lt;br /&gt;
More slots = more parallel module leveling = faster scaling during long runs.&lt;br /&gt;
&lt;br /&gt;
== Module Availability (by upgrade category unlock) ==&lt;br /&gt;
Some modules are locked until your [[Upgrade Unlock Downloads|Attack/Defense/Utility upgrade unlock downloads]] are high enough.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Level 0 unlocks&#039;&#039;&#039;: Damage, Health, Health Regen, Bit Gain, Coin Gain&lt;br /&gt;
* &#039;&#039;&#039;Level 1 unlocks&#039;&#039;&#039;: Attack Speed, Shield&lt;br /&gt;
* &#039;&#039;&#039;Level 2 unlocks&#039;&#039;&#039;: Charge Damage, Speed Divider&lt;br /&gt;
&lt;br /&gt;
== Costs, Timers, and Scaling ==&lt;br /&gt;
Every module has:&lt;br /&gt;
* A Bit cost formula&lt;br /&gt;
* A duration formula&lt;br /&gt;
* An effect formula&lt;br /&gt;
&lt;br /&gt;
As module level rises:&lt;br /&gt;
* Cost rises&lt;br /&gt;
* Download time usually rises&lt;br /&gt;
* Effect increases&lt;br /&gt;
&lt;br /&gt;
This creates a decision: stack one key module hard, or spread upgrades across several modules.&lt;br /&gt;
&lt;br /&gt;
== Useful Synergies ==&lt;br /&gt;
* [[Module Speed Executable]]: speeds up module countdowns.&lt;br /&gt;
* [[Auto Module Mechanic]]: can auto-slot affordable modules into empty slots.&lt;br /&gt;
* More module slots from the [[Module slot download]] greatly increase long-run module growth.&lt;br /&gt;
&lt;br /&gt;
== Practical Strategy ==&lt;br /&gt;
* Keep all module slots busy whenever possible.&lt;br /&gt;
* Early run: prioritize cheap, broad value modules.&lt;br /&gt;
* Mid/late run: focus the module(s) that best match your build path.&lt;br /&gt;
* If planning a long push, invest in slot count and module speed effects.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Modules are a Bits-to-power conversion layer for long runs:&lt;br /&gt;
* You pay [[Bits]] now,&lt;br /&gt;
* Wait through slot timers,&lt;br /&gt;
* Gain stronger multipliers,&lt;br /&gt;
* And snowball wave progression in that session.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=22</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=22"/>
		<updated>2026-03-07T21:44:31Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: /* Core Gameplay Loop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ISD Logo.png|thumb|right|alt=Idle Server Defender Logo|Idle Server Defender Logo]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Idle Server Defender ==&lt;br /&gt;
&#039;&#039;&#039;Idle Server Defender&#039;&#039;&#039; is an incremental defense game where your main tower (server) automatically shoots incoming enemies (viruses).  &lt;br /&gt;
The core objective is simple: survive longer, reach higher waves, and build a stronger account over multiple runs.&lt;br /&gt;
&lt;br /&gt;
You start each run with your current progression, fight scaling enemy waves, and invest your earnings into both run power and permanent power systems.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
# Enter a run in your selected Cup and Tier.&lt;br /&gt;
# Defend the server while enemies scale with wave progression.&lt;br /&gt;
# Earn resources from kills and wave progression.&lt;br /&gt;
# Spend resources on upgrades and server setup.&lt;br /&gt;
# Die to the viruses and go back or repeat with upgraded [[modules]]&lt;br /&gt;
&lt;br /&gt;
== How Combat Works ==&lt;br /&gt;
* Your server attacks automatically.&lt;br /&gt;
* Enemies spawn continuously during waves.&lt;br /&gt;
* Boss waves appear regularly (every 10th wave).&lt;br /&gt;
* If your server dies, the run ends.&lt;br /&gt;
* Wave progression is the main measure of success.&lt;br /&gt;
&lt;br /&gt;
== Progression at a Glance ==&lt;br /&gt;
Progression happens in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Run Power&#039;&#039;&#039;: normal upgrades, slot setup, temporary optimization for current run.&lt;br /&gt;
* &#039;&#039;&#039;Account Power&#039;&#039;&#039;: Prestige Points, Gem Upgrades, milestone unlocks, Daemon scaling.&lt;br /&gt;
* &#039;&#039;&#039;Content Progression&#039;&#039;&#039;: Cups, Tiers, and unlocked systems.&lt;br /&gt;
&lt;br /&gt;
This structure is what turns short-term gains into long-term growth.&lt;br /&gt;
&lt;br /&gt;
== Server Build Strategy ==&lt;br /&gt;
A large part of progression is how you configure server slots.&lt;br /&gt;
&lt;br /&gt;
You can equip and manage:&lt;br /&gt;
* [[Boosts]] (direct stat multipliers)&lt;br /&gt;
* [[Downloads]] (time-based upgrades and unlock progression)&lt;br /&gt;
* [[Workers]] (active + idle resource generation)&lt;br /&gt;
* [[Mechanics]] (special behavior and automation effects)&lt;br /&gt;
&lt;br /&gt;
Efficient slot choices directly affect your wave push potential.&lt;br /&gt;
&lt;br /&gt;
== Milestones and Unlocks ==&lt;br /&gt;
[[Milestones]] reward wave achievements per Cup/Tier and are a major source of progression rewards:&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* Feature unlocks&lt;br /&gt;
&lt;br /&gt;
Important systems (such as parts of late-game progression) are unlocked through milestone rewards, so milestone pushing is always valuable.&lt;br /&gt;
&lt;br /&gt;
== Prestige and Late-Game Systems ==&lt;br /&gt;
Once eligible, [[Prestige]] provides permanent progression through Prestige Points.&lt;br /&gt;
&lt;br /&gt;
Prestige Points are used for:&lt;br /&gt;
* [[Prestige]] upgrades&lt;br /&gt;
* [[System Weapons]] (advanced server combat systems)&lt;br /&gt;
&lt;br /&gt;
Additional late-game scaling:&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
These systems are designed to multiply long-term power and enable deeper wave progression.&lt;br /&gt;
&lt;br /&gt;
== Learn the Systems ==&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Server Slots]]&lt;br /&gt;
** [[Boosts]]&lt;br /&gt;
** [[Downloads]]&lt;br /&gt;
** [[Workers]]&lt;br /&gt;
** [[Mechanics]]&lt;br /&gt;
* [[Milestones]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[System Weapons]]&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Push as far as possible in waves, convert that progress into permanent account strength, and push even further on the next run.&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
Want to add info? Visit [[Wiki Guidelines and Tips]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=21</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=21"/>
		<updated>2026-03-07T21:42:52Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Edit main page to explain the game better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ISD Logo.png|thumb|right|alt=Idle Server Defender Logo|Idle Server Defender Logo]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Idle Server Defender ==&lt;br /&gt;
&#039;&#039;&#039;Idle Server Defender&#039;&#039;&#039; is an incremental defense game where your main tower (server) automatically shoots incoming enemies (viruses).  &lt;br /&gt;
The core objective is simple: survive longer, reach higher waves, and build a stronger account over multiple runs.&lt;br /&gt;
&lt;br /&gt;
You start each run with your current progression, fight scaling enemy waves, and invest your earnings into both run power and permanent power systems.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
# Enter a run in your selected Cup and Tier.&lt;br /&gt;
# Defend the server while enemies scale with wave progression.&lt;br /&gt;
# Earn resources from kills and wave progression.&lt;br /&gt;
# Spend resources on upgrades and server setup.&lt;br /&gt;
# Push to new wave highs and claim milestone rewards.&lt;br /&gt;
# Use permanent systems (Prestige, Gem Upgrades, Daemon Protocols, System Weapons) to scale further.&lt;br /&gt;
# Repeat and push higher than before.&lt;br /&gt;
&lt;br /&gt;
== How Combat Works ==&lt;br /&gt;
* Your server attacks automatically.&lt;br /&gt;
* Enemies spawn continuously during waves.&lt;br /&gt;
* Boss waves appear regularly (every 10th wave).&lt;br /&gt;
* If your server dies, the run ends.&lt;br /&gt;
* Wave progression is the main measure of success.&lt;br /&gt;
&lt;br /&gt;
== Progression at a Glance ==&lt;br /&gt;
Progression happens in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Run Power&#039;&#039;&#039;: normal upgrades, slot setup, temporary optimization for current run.&lt;br /&gt;
* &#039;&#039;&#039;Account Power&#039;&#039;&#039;: Prestige Points, Gem Upgrades, milestone unlocks, Daemon scaling.&lt;br /&gt;
* &#039;&#039;&#039;Content Progression&#039;&#039;&#039;: Cups, Tiers, and unlocked systems.&lt;br /&gt;
&lt;br /&gt;
This structure is what turns short-term gains into long-term growth.&lt;br /&gt;
&lt;br /&gt;
== Server Build Strategy ==&lt;br /&gt;
A large part of progression is how you configure server slots.&lt;br /&gt;
&lt;br /&gt;
You can equip and manage:&lt;br /&gt;
* [[Boosts]] (direct stat multipliers)&lt;br /&gt;
* [[Downloads]] (time-based upgrades and unlock progression)&lt;br /&gt;
* [[Workers]] (active + idle resource generation)&lt;br /&gt;
* [[Mechanics]] (special behavior and automation effects)&lt;br /&gt;
&lt;br /&gt;
Efficient slot choices directly affect your wave push potential.&lt;br /&gt;
&lt;br /&gt;
== Milestones and Unlocks ==&lt;br /&gt;
[[Milestones]] reward wave achievements per Cup/Tier and are a major source of progression rewards:&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* Feature unlocks&lt;br /&gt;
&lt;br /&gt;
Important systems (such as parts of late-game progression) are unlocked through milestone rewards, so milestone pushing is always valuable.&lt;br /&gt;
&lt;br /&gt;
== Prestige and Late-Game Systems ==&lt;br /&gt;
Once eligible, [[Prestige]] provides permanent progression through Prestige Points.&lt;br /&gt;
&lt;br /&gt;
Prestige Points are used for:&lt;br /&gt;
* [[Prestige]] upgrades&lt;br /&gt;
* [[System Weapons]] (advanced server combat systems)&lt;br /&gt;
&lt;br /&gt;
Additional late-game scaling:&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
These systems are designed to multiply long-term power and enable deeper wave progression.&lt;br /&gt;
&lt;br /&gt;
== Learn the Systems ==&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Server Slots]]&lt;br /&gt;
** [[Boosts]]&lt;br /&gt;
** [[Downloads]]&lt;br /&gt;
** [[Workers]]&lt;br /&gt;
** [[Mechanics]]&lt;br /&gt;
* [[Milestones]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[System Weapons]]&lt;br /&gt;
* [[Gem Upgrades]]&lt;br /&gt;
* [[Daemon Protocols]]&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Push as far as possible in waves, convert that progress into permanent account strength, and push even further on the next run.&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
Want to add info? Visit [[Wiki Guidelines and Tips]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=20</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Main_Page&amp;diff=20"/>
		<updated>2026-02-18T14:08:12Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: Undo revision 19 by 172.18.0.3 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ISD Logo.png|thumb|right|alt=Idle Server Defender Logo|Idle Server Defender Logo]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Project Overview ==&lt;br /&gt;
&#039;&#039;&#039;Idle Server Defender&#039;&#039;&#039; is a system-management simulation and incremental defense platform where the primary objective is to maintain the integrity of a central server core. The operational loop involves neutralizing a constant stream of digital threats—including viruses, malware, and data packets—while simultaneously managing long-term hardware and software evolution. &lt;br /&gt;
&lt;br /&gt;
Unlike standard tower defense titles where upgrades are instantaneous, this system utilizes a time-gated installation process known as the &#039;&#039;&#039;Download System&#039;&#039;&#039;. This mechanic requires the administrator to manage computational bandwidth effectively, as every defensive or utility improvement requires a specific duration to reach operational status.&lt;br /&gt;
&lt;br /&gt;
== Progression Architecture ==&lt;br /&gt;
System progression is organized into a hierarchical structure of &#039;&#039;&#039;Cups and Tiers&#039;&#039;&#039;. Each Cup represents a distinct operational environment, containing ten difficulty Tiers that must be cleared to unlock Milestones and higher-level network challenges. &lt;br /&gt;
&lt;br /&gt;
When the system reaches a performance bottleneck, the &#039;&#039;&#039;Ascension Protocol&#039;&#039;&#039; can be executed. This is a prestige-style reset that clears current session progress in exchange for permanent, account-wide architectural bonuses. This protocol is essential for scaling the server&#039;s power to meet the requirements of advanced Tiers.&lt;br /&gt;
&lt;br /&gt;
== Defensive Subsystems ==&lt;br /&gt;
The server core is protected by several specialized hardware and software subsystems:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turret Arrays&#039;&#039;&#039;: Automated orbiting defense units. Their efficiency is calculated as a percentage of the server&#039;s total defensive output.&lt;br /&gt;
* &#039;&#039;&#039;Shockwave Generator&#039;&#039;&#039;: A kinetic displacement protocol used to maintain distance between the server core and active malware.&lt;br /&gt;
* &#039;&#039;&#039;Bit Vortex&#039;&#039;&#039;: An advanced weapon system that utilizes the server&#039;s current health metric to calculate the damage scaling of its projectile output.&lt;br /&gt;
* &#039;&#039;&#039;Resource Extractor&#039;&#039;&#039;: A utility beam designed to optimize currency acquisition by siphoning Bits directly from threats during active combat.&lt;br /&gt;
&lt;br /&gt;
== Meta-Progression and Background Processes ==&lt;br /&gt;
Persistent systems maintain server uptime and growth even outside of active combat cycles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daemon Protocols&#039;&#039;&#039;: Permanent background scripts that provide significant stat-based boosts. Notable protocols include the &#039;&#039;&#039;CacheDaemon&#039;&#039;&#039; (resource optimization) and the &#039;&#039;&#039;ArchiveDaemon&#039;&#039;&#039; (damage scaling based on historical wave data).&lt;br /&gt;
* &#039;&#039;&#039;Automated Workers&#039;&#039;&#039;: Background processes that manage experience (XP) and currency generation during server &amp;quot;offline&amp;quot; states.&lt;br /&gt;
* &#039;&#039;&#039;Executables&#039;&#039;&#039;: Consumable software drops from boss-level threats that provide short-term operational spikes and buffs.&lt;br /&gt;
&lt;br /&gt;
== Threat Assessment ==&lt;br /&gt;
Malicious entities are categorized by their digital behavior and impact on server integrity. Threats range from high-velocity speed viruses to shielded &#039;&#039;&#039;Packets&#039;&#039;&#039; that deploy sub-processes (splitting) upon integrity failure. &lt;br /&gt;
&lt;br /&gt;
In the latest system overhaul (Version 2.3.0), the defensive shield was transitioned to a &#039;&#039;&#039;Hit Blocker&#039;&#039;&#039; system. This protocol prioritizes mitigating a specific number of incoming hits rather than relying on traditional health regeneration, requiring a strategic focus on hit-count management and system durability.&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
&lt;br /&gt;
Want to add info? Visit [[Wiki Guidelines and Tips]]&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Wiki_Guidelines_and_Tips&amp;diff=18</id>
		<title>Wiki Guidelines and Tips</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Wiki_Guidelines_and_Tips&amp;diff=18"/>
		<updated>2026-02-17T21:21:55Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Idle Server Defender Wiki — How to Use It =&lt;br /&gt;
&lt;br /&gt;
This wiki is here to help you with everything in Idle Server Defender: enemies, upgrades, strategies, systems and more. Here is how you can use it and contribute&lt;br /&gt;
&lt;br /&gt;
== Searching for Information ==&lt;br /&gt;
* Use the search box at the top to type what you are looking for (for example &amp;quot;Virus Alpha&amp;quot;, &amp;quot;Firewalls&amp;quot;, &amp;quot;Boosts&amp;quot;)&lt;br /&gt;
* If the page exists it will open&lt;br /&gt;
* If not you will see a message that the page does not exist yet&lt;br /&gt;
&lt;br /&gt;
== Creating a New Page ==&lt;br /&gt;
* Search for a topic that does not exist yet&lt;br /&gt;
* You will see a red link saying &amp;quot;create this page&amp;quot; click it&lt;br /&gt;
* You are taken to the editor write your content and click &#039;&#039;Save page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: To create a page about a new enemy type search &amp;quot;Enemy: Virus Alpha&amp;quot;. If it is not found click the red link to make it&lt;br /&gt;
&lt;br /&gt;
== Editing Pages ==&lt;br /&gt;
* On any page click &#039;&#039;Edit&#039;&#039; at the top&lt;br /&gt;
* Add or fix information&lt;br /&gt;
* Use &#039;&#039;Show preview&#039;&#039; to check your changes before saving&lt;br /&gt;
* Click &#039;&#039;Save page&#039;&#039; when done&lt;br /&gt;
&lt;br /&gt;
== Linking Between Pages ==&lt;br /&gt;
* To link to another page in your text write it like this without the spaces:&lt;br /&gt;
* [ [Enemy: Virus Alpha] ]&lt;br /&gt;
* [ [Upgrade: Firewall Boost] ]&lt;br /&gt;
* [ [System: Prestige] ]&lt;br /&gt;
&lt;br /&gt;
* If a page does not exist yet the link will appear red click it to create the page&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
* Add pages to a category to help organize content. Put these at the bottom of a page&lt;br /&gt;
* [ [Category:Enemies] ]&lt;br /&gt;
* [ [Category:Upgrades] ]&lt;br /&gt;
* [ [Category:Systems] ]&lt;br /&gt;
&lt;br /&gt;
* Each category automatically generates an index of all pages in it&lt;br /&gt;
&lt;br /&gt;
== Tips for Contributors ==&lt;br /&gt;
* Use clear consistent titles for example &amp;quot;Enemy: Virus Beta&amp;quot;, &amp;quot;Upgrade: Auto Patch&amp;quot;&lt;br /&gt;
* Break content into sections such as stats, description, strategy&lt;br /&gt;
* Screenshots help a lot upload them when possible&lt;br /&gt;
* Respect other players edits collaborate&lt;br /&gt;
&lt;br /&gt;
== Example Page Template ==&lt;br /&gt;
Use this structure when creating a new page&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Short description of what this entry is&lt;br /&gt;
&lt;br /&gt;
=== Stats or Information ===&lt;br /&gt;
* Stat 1 value&lt;br /&gt;
* Stat 2 value&lt;br /&gt;
* Etc&lt;br /&gt;
&lt;br /&gt;
=== Strategy or Notes ===&lt;br /&gt;
Tips and strategy for this entry&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
Put the page in the relevant categories using: &lt;br /&gt;
[ [Category:Enemies] ]&lt;br /&gt;
[ [Category:Upgrades] ]&lt;br /&gt;
[ [Category:Systems] ]&lt;br /&gt;
&lt;br /&gt;
== What You Can Create ==&lt;br /&gt;
* Enemy pages (Enemy: …)&lt;br /&gt;
* Upgrade pages (Upgrade: …)&lt;br /&gt;
* System guides (Systems: Prestige, Boosts)&lt;br /&gt;
* Build guides and strategies&lt;br /&gt;
&lt;br /&gt;
== Help the Wiki Grow ==&lt;br /&gt;
* Add missing information&lt;br /&gt;
* Improve and edit pages that need updates&lt;br /&gt;
* Link related pages so navigation is easier&lt;br /&gt;
&lt;br /&gt;
Thanks for contributing Together we will make the definitive Idle Server Defender resource&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
	<entry>
		<id>https://teaeyesgames.com/index.php?title=Wiki_Guidelines_and_Tips&amp;diff=17</id>
		<title>Wiki Guidelines and Tips</title>
		<link rel="alternate" type="text/html" href="https://teaeyesgames.com/index.php?title=Wiki_Guidelines_and_Tips&amp;diff=17"/>
		<updated>2026-02-17T21:16:38Z</updated>

		<summary type="html">&lt;p&gt;TeaEyes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Idle Server Defender Wiki — How to Use It =&lt;br /&gt;
&lt;br /&gt;
This wiki is here to help you with everything in Idle Server Defender — enemies, upgrades, strategies, systems and more. Here’s how you can use it and contribute!&lt;br /&gt;
&lt;br /&gt;
== Searching for Information ==&lt;br /&gt;
* Use the search box at the top to type what you’re looking for (e.g., &amp;quot;Virus Alpha&amp;quot;, &amp;quot;Firewalls&amp;quot;, &amp;quot;Boosts&amp;quot;).&lt;br /&gt;
* If the page exists, it will open.&lt;br /&gt;
* If not, you’ll see a message that the page doesn’t exist yet.&lt;br /&gt;
&lt;br /&gt;
== Creating a New Page ==&lt;br /&gt;
* Search for a topic that doesn’t exist yet.&lt;br /&gt;
* You’ll see a red link saying &amp;quot;create this page&amp;quot; — click it.&lt;br /&gt;
* You’re taken to the editor — write your content and click &#039;&#039;Save page&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example: To create a page about a new enemy type, search &amp;quot;Enemy: Virus Alpha&amp;quot;. If it’s not found, click the red link to make it.&lt;br /&gt;
&lt;br /&gt;
== Editing Pages ==&lt;br /&gt;
* On any page, click &#039;&#039;Edit&#039;&#039; at the top.&lt;br /&gt;
* Add or fix information.&lt;br /&gt;
* Use &#039;&#039;Show preview&#039;&#039; to check your changes before saving.&lt;br /&gt;
* Click &#039;&#039;Save page&#039;&#039; when done.&lt;br /&gt;
&lt;br /&gt;
== Linking Between Pages ==&lt;br /&gt;
* To link to another page in your text, use double brackets:&lt;br /&gt;
* [[Enemy: Virus Alpha]]&lt;br /&gt;
* [[Upgrade: Firewall Boost]]&lt;br /&gt;
* [[System: Prestige]]&lt;br /&gt;
&lt;br /&gt;
* If a page doesn’t exist yet, the link will appear red — click it to create the page.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
* Add pages to a category to help organize content. Put these at the bottom of a page:&lt;br /&gt;
* [[Category:Enemies]]&lt;br /&gt;
* [[Category:Upgrades]]&lt;br /&gt;
* [[Category:Systems]]&lt;br /&gt;
&lt;br /&gt;
* Each category auto‑generates an index of all pages in it.&lt;br /&gt;
&lt;br /&gt;
== Tips for Contributors ==&lt;br /&gt;
* Use clear, consistent titles — e.g., &amp;quot;Enemy: Virus Beta&amp;quot;, &amp;quot;Upgrade: Auto‑Patch&amp;quot;.&lt;br /&gt;
* Break content into sections: stats, description, strategy.&lt;br /&gt;
* Screenshots help a lot — upload them when possible.&lt;br /&gt;
* Respect other players’ edits — collaborate!&lt;br /&gt;
&lt;br /&gt;
== Example Page Template ==&lt;br /&gt;
Use this structure when creating a new page:&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Short description of what this entry is.&lt;br /&gt;
&lt;br /&gt;
=== Stats / Info ===&lt;br /&gt;
* Stat 1: value&lt;br /&gt;
* Stat 2: value&lt;br /&gt;
* Etc.&lt;br /&gt;
&lt;br /&gt;
=== Strategy / Notes ===&lt;br /&gt;
Tips and strategy for this entry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]   &amp;lt;!-- change category as needed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What You Can Create ==&lt;br /&gt;
* Enemy pages (Enemy: …)&lt;br /&gt;
* Upgrade pages (Upgrade: …)&lt;br /&gt;
* System guides (Systems: Prestige, Boosts)&lt;br /&gt;
* Build guides and strategies&lt;br /&gt;
&lt;br /&gt;
== Help the Wiki Grow ==&lt;br /&gt;
* Add missing info!&lt;br /&gt;
* Improve and edit pages that need updates.&lt;br /&gt;
* Link related pages so navigation is easier.&lt;br /&gt;
&lt;br /&gt;
Thanks for contributing! Together we’ll make the definitive Idle Server Defender resource!&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
	</entry>
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