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== '''Prestige Upgrades''' == '''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first Prestige and multiply the stats of your Shop upgrades. === How They Work === Each Prestige Upgrade has '''two independent tracks''': * '''Base Level''' - Multiplies the base stat of matching Shop upgrades * '''Increase Level''' - Multiplies the per-level increase of matching Shop upgrades Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons). '''Example:''' 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). === Available Upgrades === ==== Core Combat (Cheap Formula) ==== * '''Damage''' - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000) * '''Health''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) * '''Health Regen''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) ==== Standard Combat ==== * '''Attack Speed''' - Base: +20% per level (max 10) | Increase: +10% per level (max 10) * '''Defense''' - Base: +20% per level (max 400) | Increase: +10% per level (max 300) * '''Shield''' - Base: +20% per level (max 100) | Increase: +10% per level (max 100) ==== Critical Strikes ==== * '''Critical Chance''' - Base: +2% per level (max 25) | Increase: +1% per level (max 5) * '''Critical Damage''' - Base: +20% per level (max 10) | Increase: +10% per level (max 5) ==== Crowd Control ==== * '''Stun Chance''' - Base: +10% per level (max 5) | Increase: +10% per level (max 10) * '''Stun Duration''' - Base: +20% per level (max 5) | Increase: +10% per level (max 10) ==== Economy ==== * '''Coins per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) * '''Cash per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) * '''Experience per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) ==== Speed ==== * '''Speed Divider''' - Accelerates module completion speed ** Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000) ** Most expensive upgrade, but critical for late-game efficiency === Cost Formulas === '''Cheap Formula''' (Damage, Health, Health Regen): * 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) * Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP) '''Standard Formula''' (Most upgrades, starting at 1 PP): * Exponential scaling with soft caps * Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP * Shield starts at 10 PP instead of 1 PP '''Speed Divider Formula''' (Tiered linear increases): * Levels 1-50: Cost increases by 50 PP per level * Levels 51-100: Cost increases by 45 PP per level * Levels 101-150: Cost increases by 40 PP per level * Levels 151-200: Cost increases by 35 PP per level * Levels 201+: Cost increases by 25 PP per level === Strategy === '''Early Prestige (1-10):''' * Max priority: Damage and Health (both Base + Increase) * These use the cheap formula—incredibly cost-effective * Push each to 50-100 levels for strong foundation * Add 10-20 Speed Divider levels when affordable '''Mid Game (10-50 Prestige):''' * Continue Damage/Health to 500-1,000+ levels * Add Economy upgrades (Coins/Cash/Experience per Enemy) * Invest in Crit Chance and Crit Damage * Push Speed Divider to 50-100 levels '''Late Game (50+ Prestige):''' * Push Damage/Health toward 5,000 (still cheap!) * Max out Economy upgrades * Heavy investment in Speed Divider (200+ levels) * Balance remaining combat stats '''Key Insight:''' 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. === Purchase Options === Use the '''x1, x10, x100, Max''' buttons to buy multiple levels at once. The "Max" button calculates affordable levels based on your current Prestige Points.== '''Prestige Upgrades''' == '''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first Prestige and multiply the stats of your Shop upgrades. === How They Work === Each Prestige Upgrade has '''two independent tracks''': * '''Base Level''' - Multiplies the base stat of matching Shop upgrades * '''Increase Level''' - Multiplies the per-level increase of matching Shop upgrades Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons). '''Example:''' 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). === Available Upgrades === ==== Core Combat (Cheap Formula) ==== * '''Damage''' - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000) * '''Health''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) * '''Health Regen''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) ==== Standard Combat ==== * '''Attack Speed''' - Base: +20% per level (max 10) | Increase: +10% per level (max 10) * '''Defense''' - Base: +20% per level (max 400) | Increase: +10% per level (max 300) * '''Shield''' - Base: +20% per level (max 100) | Increase: +10% per level (max 100) ==== Critical Strikes ==== * '''Critical Chance''' - Base: +2% per level (max 25) | Increase: +1% per level (max 5) * '''Critical Damage''' - Base: +20% per level (max 10) | Increase: +10% per level (max 5) ==== Crowd Control ==== * '''Stun Chance''' - Base: +10% per level (max 5) | Increase: +10% per level (max 10) * '''Stun Duration''' - Base: +20% per level (max 5) | Increase: +10% per level (max 10) ==== Economy ==== * '''Coins per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) * '''Cash per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) * '''Experience per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) ==== Speed ==== * '''Speed Divider''' - Accelerates module completion speed ** Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000) ** Most expensive upgrade, but critical for late-game efficiency === Cost Formulas === '''Cheap Formula''' (Damage, Health, Health Regen): * 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) * Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP) '''Standard Formula''' (Most upgrades, starting at 1 PP): * Exponential scaling with soft caps * Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP * Shield starts at 10 PP instead of 1 PP '''Speed Divider Formula''' (Tiered linear increases): * Levels 1-50: Cost increases by 50 PP per level * Levels 51-100: Cost increases by 45 PP per level * Levels 101-150: Cost increases by 40 PP per level * Levels 151-200: Cost increases by 35 PP per level * Levels 201+: Cost increases by 25 PP per level === Strategy === '''Early Prestige (1-10):''' * Max priority: Damage and Health (both Base + Increase) * These use the cheap formula—incredibly cost-effective * Push each to 50-100 levels for strong foundation * Add 10-20 Speed Divider levels when affordable '''Mid Game (10-50 Prestige):''' * Continue Damage/Health to 500-1,000+ levels * Add Economy upgrades (Coins/Cash/Experience per Enemy) * Invest in Crit Chance and Crit Damage * Push Speed Divider to 50-100 levels '''Late Game (50+ Prestige):''' * Push Damage/Health toward 5,000 (still cheap!) * Max out Economy upgrades * Heavy investment in Speed Divider (200+ levels) * Balance remaining combat stats '''Key Insight:''' 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. === Purchase Options === Use the '''x1, x10, x100, Max''' buttons to buy multiple levels at once. The "Max" button calculates affordable levels based on your current Prestige Points.
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