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	<id>https://teaeyesgames.com/index.php?action=history&amp;feed=atom&amp;title=Upgrades</id>
	<title>Upgrades - Revision history</title>
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	<updated>2026-04-15T14:36:42Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://teaeyesgames.com/index.php?title=Upgrades&amp;diff=55&amp;oldid=prev</id>
		<title>TeaEyes: Created page with &quot;== &#039;&#039;&#039;Upgrades&#039;&#039;&#039; == &#039;&#039;&#039;Upgrades&#039;&#039;&#039; are the main &#039;&#039;&#039;Coin-spend progression&#039;&#039;&#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:  * &#039;&#039;&#039;Base level&#039;&#039;&#039; ** Increases the &#039;&#039;&#039;starting/base stat value&#039;&#039;&#039; ** Example: higher starting Damage, Health, Coins per Enemy, etc.  * &#039;&#039;&#039;Increase level&#039;&#039;&#039; ** Increases the &#039;&#039;&#039;per-upgrade-step growth&#039;&#039;&#039; (the scaling part) *...&quot;</title>
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		<updated>2026-03-08T09:50:25Z</updated>

		<summary type="html">&lt;p&gt;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;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== &amp;#039;&amp;#039;&amp;#039;Upgrades&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&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).  &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;
* &amp;#039;&amp;#039;&amp;#039;Base level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Increases the &amp;#039;&amp;#039;&amp;#039;starting/base stat value&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Example: higher starting Damage, Health, Coins per Enemy, etc.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Increase level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Increases the &amp;#039;&amp;#039;&amp;#039;per-upgrade-step growth&amp;#039;&amp;#039;&amp;#039; (the scaling part)&lt;br /&gt;
** Makes each additional level of that stat scale harder over time&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Key point:&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Base&amp;#039;&amp;#039;&amp;#039; raises `BaseValue`&lt;br /&gt;
* leveling &amp;#039;&amp;#039;&amp;#039;Increase&amp;#039;&amp;#039;&amp;#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;
* &amp;#039;&amp;#039;&amp;#039;Attack&amp;#039;&amp;#039;&amp;#039; (Damage, Attack Speed, Range, Crit, Stun, Charge, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039; (Health, Health Regen, Defense, Shield, Counter-Hack, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Utility&amp;#039;&amp;#039;&amp;#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: &amp;#039;&amp;#039;&amp;#039;[[Coins]]&amp;#039;&amp;#039;&amp;#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>
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