Prestige Upgrades: Difference between revisions
(Created page with "== '''Prestige Upgrades''' == '''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first '''Prestige''' 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 '''Prestige''' for the first time (reach Experience Level 100 and reset). Once unlocked, the '''Shop'''...") |
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** Base: Max 10,000 levels | Increase: Max 10,000 levels | ** Base: Max 10,000 levels | Increase: Max 10,000 levels | ||
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500) | ** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500) | ||
** Cost: Cheap formula (1 PP for levels 1-5000, then increases) | |||
* '''Health''' - Multiplies your maximum health (base and per-level scaling) | * '''Health''' - Multiplies your maximum health (base and per-level scaling) | ||
** Base: Max 10,000 levels | Increase: Max 10,000 levels | ** Base: Max 10,000 levels | Increase: Max 10,000 levels | ||
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500) | ** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500) | ||
** Cost: Cheap formula (1 PP for levels 1-5000, then increases) | |||
* '''Health Regen''' - Multiplies passive health regeneration | * '''Health Regen''' - Multiplies passive health regeneration | ||
** Base: Max 10,000 levels | Increase: Max 10,000 levels | ** Base: Max 10,000 levels | Increase: Max 10,000 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Cheap formula (1 PP for levels 1-5000, then increases) | |||
* '''Attack Speed''' - Multiplies attack rate | * '''Attack Speed''' - Multiplies attack rate | ||
** Base: Max 10 levels | Increase: Max 10 levels | ** Base: Max 10 levels | Increase: Max 10 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula (starts at 1 PP, scales exponentially) | |||
* '''Defense''' - Multiplies damage reduction | * '''Defense''' - Multiplies damage reduction | ||
** Base: Max 400 levels | Increase: Max 300 levels | ** Base: Max 400 levels | Increase: Max 300 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Critical Strikes ==== | ==== Critical Strikes ==== | ||
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** Base: Max 25 levels | Increase: Max 5 levels | ** Base: Max 25 levels | Increase: Max 5 levels | ||
** Base: +2% crit chance per level | Increase: +1% per level | ** Base: +2% crit chance per level | Increase: +1% per level | ||
** Cost: Standard formula | |||
* '''Critical Damage''' - Multiplies critical hit damage multiplier | * '''Critical Damage''' - Multiplies critical hit damage multiplier | ||
** Base: Max 10 levels | Increase: Max 5 levels | ** Base: Max 10 levels | Increase: Max 5 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Defensive ==== | ==== Defensive ==== | ||
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** Base: Max 100 levels | Increase: Max 100 levels | ** Base: Max 100 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula (starts at 10 PP base cost) | |||
==== Crowd Control ==== | ==== Crowd Control ==== | ||
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** Base: Max 5 levels | Increase: Max 10 levels | ** Base: Max 5 levels | Increase: Max 10 levels | ||
** Base: +10% stun chance per level | Increase: +10% per level | ** Base: +10% stun chance per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
* '''Stun Duration''' - Multiplies stun effect duration | * '''Stun Duration''' - Multiplies stun effect duration | ||
** Base: Max 5 levels | Increase: Max 10 levels | ** Base: Max 5 levels | Increase: Max 10 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Economy ==== | ==== Economy ==== | ||
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** Base: Max 50 levels | Increase: Max 100 levels | ** Base: Max 50 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
* '''Cash per Enemy''' - Multiplies Bits earned per kill | * '''Cash per Enemy''' - Multiplies Bits earned per kill | ||
** Base: Max 50 levels | Increase: Max 100 levels | ** Base: Max 50 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
* '''Experience per Enemy''' - Multiplies Experience gained per kill | * '''Experience per Enemy''' - Multiplies Experience gained per kill | ||
** Base: Max 50 levels | Increase: Max 100 levels | ** Base: Max 50 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Speed ==== | ==== Speed ==== | ||
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** Base: Max 10,000 levels | Increase: Max 20,000 levels | ** Base: Max 10,000 levels | Increase: Max 20,000 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** | ** Cost: Custom expensive formula (base 50 PP, tiered cost reduction system) | ||
=== Cost Scaling === | === Cost Scaling === | ||
Prestige Upgrades use | Prestige Upgrades use three different cost formulas: | ||
* '''Standard | * '''Standard Formula''' - Used by most upgrades | ||
* '''Cheap | ** Starts at 1 PP (or 10 PP for Shield) | ||
* '''Speed Divider''' - | ** Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5) | ||
** Each level costs progressively more, but stays reasonable for mid-range investments | |||
* '''Cheap Formula''' - Used by Damage, Health, and Health Regen | |||
** Levels 1-5,000: Cost is only 1 PP per level | |||
** Levels 5,001-10,000: Cost is 10,000 PP per level | |||
** Makes these critical stats very affordable early, but expensive to max out completely | |||
* '''Speed Divider Formula''' - Unique tiered system | |||
** Levels 1-50: 50 PP per level | |||
** Levels 51-100: 45 PP per level | |||
** Levels 101-150: 40 PP per level | |||
** Levels 151-200: 35 PP per level | |||
** Levels 201+: 25 PP per level | |||
** Total max level cost is extremely high, but per-level cost actually decreases in tiers | |||
The '''x1, x10, x100, Max''' purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points. | The '''x1, x10, x100, Max''' purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points. | ||
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==== Early Game (First Few Prestiges) ==== | ==== Early Game (First Few Prestiges) ==== | ||
* '''Priority:''' Damage (Base + Increase), Health (Base + Increase) | * '''Priority:''' Damage (Base + Increase), Health (Base + Increase) | ||
* '''Secondary:''' Speed Divider (even | * '''Why these first:''' Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!) | ||
* '''Reasoning:''' | * '''Secondary:''' Speed Divider (even 10-20 levels provide noticeable acceleration) | ||
* '''Reasoning:''' Get massive stat boosts for minimal investment | |||
==== Mid Game (10-50 Prestiges) ==== | ==== Mid Game (10-50 Prestiges) ==== | ||
* '''Priority:''' | * '''Priority:''' Continue Damage/Health to 1,000+ levels each | ||
* ''' | * '''Expand:''' Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains | ||
* ''' | * '''Add:''' Crit Chance, Crit Damage for burst damage | ||
* '''Reasoning:''' | * '''Speed Divider:''' Push to 50-100 levels for significant time savings | ||
* '''Reasoning:''' Cheap formula upgrades give the best return on investment | |||
==== Late Game (50+ Prestiges) ==== | ==== Late Game (50+ Prestiges) ==== | ||
* '''Priority:''' Max | * '''Priority:''' Max Speed Divider (becomes cheaper per level in later tiers!) | ||
* '''Push:''' All economy upgrades to maximum levels | * '''Push:''' All economy upgrades to maximum levels | ||
* '''Complete:''' All combat stats to | * '''Consider:''' Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump | ||
* '''Reasoning:''' Speed Divider | * '''Complete:''' All combat stats to practical levels | ||
* '''Reasoning:''' Time efficiency becomes paramount; Speed Divider compression multiplies all gains | |||
==== Universal Tips ==== | ==== Universal Tips ==== | ||
* ''' | * '''Cheap Formula = Priority:''' Damage, Health, Health Regen are the best value in the entire game at 1 PP per level | ||
* ''' | * '''Don't Sleep on Speed Divider:''' Despite seeming expensive, it actually gets cheaper per level as you progress through tiers | ||
* ''' | * '''Base vs Increase Balance:''' Base levels affect your starting stats, Increase levels affect scaling per level. Both matter | ||
* ''' | * '''Plan Around Cost Jumps:''' The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you're very late game | ||
=== Interaction with Other Systems === | === Interaction with Other Systems === | ||
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* '''Max Level''' - The upgrade's level cap | * '''Max Level''' - The upgrade's level cap | ||
The | The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.== '''Prestige Upgrades''' == | ||
'''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first '''Prestige''' and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful. | '''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first '''Prestige''' and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful. | ||
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** Base: Max 10,000 levels | Increase: Max 10,000 levels | ** Base: Max 10,000 levels | Increase: Max 10,000 levels | ||
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500) | ** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500) | ||
** Cost: Cheap formula (1 PP for levels 1-5000, then increases) | |||
* '''Health''' - Multiplies your maximum health (base and per-level scaling) | * '''Health''' - Multiplies your maximum health (base and per-level scaling) | ||
** Base: Max 10,000 levels | Increase: Max 10,000 levels | ** Base: Max 10,000 levels | Increase: Max 10,000 levels | ||
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500) | ** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500) | ||
** Cost: Cheap formula (1 PP for levels 1-5000, then increases) | |||
* '''Health Regen''' - Multiplies passive health regeneration | * '''Health Regen''' - Multiplies passive health regeneration | ||
** Base: Max 10,000 levels | Increase: Max 10,000 levels | ** Base: Max 10,000 levels | Increase: Max 10,000 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Cheap formula (1 PP for levels 1-5000, then increases) | |||
* '''Attack Speed''' - Multiplies attack rate | * '''Attack Speed''' - Multiplies attack rate | ||
** Base: Max 10 levels | Increase: Max 10 levels | ** Base: Max 10 levels | Increase: Max 10 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula (starts at 1 PP, scales exponentially) | |||
* '''Defense''' - Multiplies damage reduction | * '''Defense''' - Multiplies damage reduction | ||
** Base: Max 400 levels | Increase: Max 300 levels | ** Base: Max 400 levels | Increase: Max 300 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Critical Strikes ==== | ==== Critical Strikes ==== | ||
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** Base: Max 25 levels | Increase: Max 5 levels | ** Base: Max 25 levels | Increase: Max 5 levels | ||
** Base: +2% crit chance per level | Increase: +1% per level | ** Base: +2% crit chance per level | Increase: +1% per level | ||
** Cost: Standard formula | |||
* '''Critical Damage''' - Multiplies critical hit damage multiplier | * '''Critical Damage''' - Multiplies critical hit damage multiplier | ||
** Base: Max 10 levels | Increase: Max 5 levels | ** Base: Max 10 levels | Increase: Max 5 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Defensive ==== | ==== Defensive ==== | ||
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** Base: Max 100 levels | Increase: Max 100 levels | ** Base: Max 100 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula (starts at 10 PP base cost) | |||
==== Crowd Control ==== | ==== Crowd Control ==== | ||
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** Base: Max 5 levels | Increase: Max 10 levels | ** Base: Max 5 levels | Increase: Max 10 levels | ||
** Base: +10% stun chance per level | Increase: +10% per level | ** Base: +10% stun chance per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
* '''Stun Duration''' - Multiplies stun effect duration | * '''Stun Duration''' - Multiplies stun effect duration | ||
** Base: Max 5 levels | Increase: Max 10 levels | ** Base: Max 5 levels | Increase: Max 10 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Economy ==== | ==== Economy ==== | ||
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** Base: Max 50 levels | Increase: Max 100 levels | ** Base: Max 50 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
* '''Cash per Enemy''' - Multiplies Bits earned per kill | * '''Cash per Enemy''' - Multiplies Bits earned per kill | ||
** Base: Max 50 levels | Increase: Max 100 levels | ** Base: Max 50 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
* '''Experience per Enemy''' - Multiplies Experience gained per kill | * '''Experience per Enemy''' - Multiplies Experience gained per kill | ||
** Base: Max 50 levels | Increase: Max 100 levels | ** Base: Max 50 levels | Increase: Max 100 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** Cost: Standard formula | |||
==== Speed ==== | ==== Speed ==== | ||
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** Base: Max 10,000 levels | Increase: Max 20,000 levels | ** Base: Max 10,000 levels | Increase: Max 20,000 levels | ||
** Base: +20% per level | Increase: +10% per level | ** Base: +20% per level | Increase: +10% per level | ||
** | ** Cost: Custom expensive formula (base 50 PP, tiered cost reduction system) | ||
=== Cost Scaling === | === Cost Scaling === | ||
Prestige Upgrades use ''' | Prestige Upgrades use three different cost formulas: | ||
* '''Standard Formula''' - Used by most upgrades | |||
** Starts at 1 PP (or 10 PP for Shield) | |||
** Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5) | |||
** Each level costs progressively more, but stays reasonable for mid-range investments | |||
* '''Cheap Formula''' - Used by Damage, Health, and Health Regen | |||
** Levels 1-5,000: Cost is only 1 PP per level | |||
** Levels 5,001-10,000: Cost is 10,000 PP per level | |||
** Makes these critical stats very affordable early, but expensive to max out completely | |||
* ''' | * '''Speed Divider Formula''' - Unique tiered system | ||
* | ** Levels 1-50: 50 PP per level | ||
* | ** Levels 51-100: 45 PP per level | ||
** Levels 101-150: 40 PP per level | |||
** Levels 151-200: 35 PP per level | |||
** Levels 201+: 25 PP per level | |||
** Total max level cost is extremely high, but per-level cost actually decreases in tiers | |||
The '''x1, x10, x100, Max''' purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points. | The '''x1, x10, x100, Max''' purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points. | ||
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==== Early Game (First Few Prestiges) ==== | ==== Early Game (First Few Prestiges) ==== | ||
* '''Priority:''' Damage (Base + Increase), Health (Base + Increase) | * '''Priority:''' Damage (Base + Increase), Health (Base + Increase) | ||
* '''Secondary:''' Speed Divider (even | * '''Why these first:''' Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!) | ||
* '''Reasoning:''' | * '''Secondary:''' Speed Divider (even 10-20 levels provide noticeable acceleration) | ||
* '''Reasoning:''' Get massive stat boosts for minimal investment | |||
==== Mid Game (10-50 Prestiges) ==== | ==== Mid Game (10-50 Prestiges) ==== | ||
* '''Priority:''' | * '''Priority:''' Continue Damage/Health to 1,000+ levels each | ||
* ''' | * '''Expand:''' Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains | ||
* ''' | * '''Add:''' Crit Chance, Crit Damage for burst damage | ||
* '''Reasoning:''' | * '''Speed Divider:''' Push to 50-100 levels for significant time savings | ||
* '''Reasoning:''' Cheap formula upgrades give the best return on investment | |||
==== Late Game (50+ Prestiges) ==== | ==== Late Game (50+ Prestiges) ==== | ||
* '''Priority:''' Max | * '''Priority:''' Max Speed Divider (becomes cheaper per level in later tiers!) | ||
* '''Push:''' All economy upgrades to maximum levels | * '''Push:''' All economy upgrades to maximum levels | ||
* '''Complete:''' All combat stats to | * '''Consider:''' Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump | ||
* '''Reasoning:''' Speed Divider | * '''Complete:''' All combat stats to practical levels | ||
* '''Reasoning:''' Time efficiency becomes paramount; Speed Divider compression multiplies all gains | |||
==== Universal Tips ==== | ==== Universal Tips ==== | ||
* ''' | * '''Cheap Formula = Priority:''' Damage, Health, Health Regen are the best value in the entire game at 1 PP per level | ||
* ''' | * '''Don't Sleep on Speed Divider:''' Despite seeming expensive, it actually gets cheaper per level as you progress through tiers | ||
* ''' | * '''Base vs Increase Balance:''' Base levels affect your starting stats, Increase levels affect scaling per level. Both matter | ||
* ''' | * '''Plan Around Cost Jumps:''' The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you're very late game | ||
=== Interaction with Other Systems === | === Interaction with Other Systems === | ||
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* '''Max Level''' - The upgrade's level cap | * '''Max Level''' - The upgrade's level cap | ||
The | The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend. | ||
Revision as of 09:07, 8 March 2026
Prestige Upgrades
Prestige Upgrades are permanent stat multipliers purchased with Prestige Points. They unlock after your first Prestige 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 Prestige for the first time (reach Experience Level 100 and reset). Once unlocked, the Shop gains a "Prestige" mode button, allowing you to switch between:
- Coins mode - Standard shop upgrades
- Gems mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)
- Prestige mode - Prestige Point upgrades
Base vs Increase Levels
Each Prestige Upgrade has two separate upgrade tracks that correspond to the Base and Increase components of Shop upgrades:
- Base Level - Multiplies the base stat of matching Shop upgrades (typically +20% per level or more)
- Increase Level - Multiplies the increase stat of matching Shop upgrades (typically +10% per level)
These levels affect different components 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.
Example: 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:
- Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = 300 base damage
- Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = 15 damage per level
Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.
Available Prestige Upgrades
Combat Stats
- Damage - Multiplies your attack damage (base and per-level scaling)
- Base: Max 10,000 levels | Increase: Max 10,000 levels
- Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)
- Cost: Cheap formula (1 PP for levels 1-5000, then increases)
- Health - Multiplies your maximum health (base and per-level scaling)
- Base: Max 10,000 levels | Increase: Max 10,000 levels
- Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)
- Cost: Cheap formula (1 PP for levels 1-5000, then increases)
- Health Regen - Multiplies passive health regeneration
- Base: Max 10,000 levels | Increase: Max 10,000 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Cheap formula (1 PP for levels 1-5000, then increases)
- Attack Speed - Multiplies attack rate
- Base: Max 10 levels | Increase: Max 10 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula (starts at 1 PP, scales exponentially)
- Defense - Multiplies damage reduction
- Base: Max 400 levels | Increase: Max 300 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Critical Strikes
- Critical Chance - Multiplies chance to deal critical hits
- Base: Max 25 levels | Increase: Max 5 levels
- Base: +2% crit chance per level | Increase: +1% per level
- Cost: Standard formula
- Critical Damage - Multiplies critical hit damage multiplier
- Base: Max 10 levels | Increase: Max 5 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Defensive
- Shield - Multiplies damage absorption
- Base: Max 100 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula (starts at 10 PP base cost)
Crowd Control
- Stun Chance - Multiplies chance to stun enemies
- Base: Max 5 levels | Increase: Max 10 levels
- Base: +10% stun chance per level | Increase: +10% per level
- Cost: Standard formula
- Stun Duration - Multiplies stun effect duration
- Base: Max 5 levels | Increase: Max 10 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Economy
- Coins per Enemy - Multiplies Coins earned per kill
- Base: Max 50 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
- Cash per Enemy - Multiplies Bits earned per kill
- Base: Max 50 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
- Experience per Enemy - Multiplies Experience gained per kill
- Base: Max 50 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Speed
- Speed Divider - Accelerates module timers (makes modules complete faster)
- Base: Max 10,000 levels | Increase: Max 20,000 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Custom expensive formula (base 50 PP, tiered cost reduction system)
Cost Scaling
Prestige Upgrades use three different cost formulas:
- Standard Formula - Used by most upgrades
- Starts at 1 PP (or 10 PP for Shield)
- Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5)
- Each level costs progressively more, but stays reasonable for mid-range investments
- Cheap Formula - Used by Damage, Health, and Health Regen
- Levels 1-5,000: Cost is only 1 PP per level
- Levels 5,001-10,000: Cost is 10,000 PP per level
- Makes these critical stats very affordable early, but expensive to max out completely
- Speed Divider Formula - Unique tiered system
- Levels 1-50: 50 PP per level
- Levels 51-100: 45 PP per level
- Levels 101-150: 40 PP per level
- Levels 151-200: 35 PP per level
- Levels 201+: 25 PP per level
- Total max level cost is extremely high, but per-level cost actually decreases in tiers
The x1, x10, x100, Max purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points.
Strategy
Early Game (First Few Prestiges)
- Priority: Damage (Base + Increase), Health (Base + Increase)
- Why these first: Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!)
- Secondary: Speed Divider (even 10-20 levels provide noticeable acceleration)
- Reasoning: Get massive stat boosts for minimal investment
Mid Game (10-50 Prestiges)
- Priority: Continue Damage/Health to 1,000+ levels each
- Expand: Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains
- Add: Crit Chance, Crit Damage for burst damage
- Speed Divider: Push to 50-100 levels for significant time savings
- Reasoning: Cheap formula upgrades give the best return on investment
Late Game (50+ Prestiges)
- Priority: Max Speed Divider (becomes cheaper per level in later tiers!)
- Push: All economy upgrades to maximum levels
- Consider: Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump
- Complete: All combat stats to practical levels
- Reasoning: Time efficiency becomes paramount; Speed Divider compression multiplies all gains
Universal Tips
- Cheap Formula = Priority: Damage, Health, Health Regen are the best value in the entire game at 1 PP per level
- Don't Sleep on Speed Divider: Despite seeming expensive, it actually gets cheaper per level as you progress through tiers
- Base vs Increase Balance: Base levels affect your starting stats, Increase levels affect scaling per level. Both matter
- Plan Around Cost Jumps: The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you're very late game
Interaction with Other Systems
Prestige Upgrades multiply the stats from:
- Shop Upgrades (Coins) - Base stats and per-level increases purchased with Coins
- Gem Upgrades - Additional multipliers from Gems (unlocked at Wave 100 Milestone)
- System Weapons - Arsenal bonuses from System Weapon slots
- Boosts - Card collection multipliers
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a 10x total multiplier, making balanced investment across all systems crucial for optimal progression.
Display and Math Details
In the Shop's Prestige mode, each upgrade shows:
- Current Level - Your Base and Increase levels
- Current Bonus - The active multiplier being applied to each component
- Cost - Prestige Points needed for next level
- Max Level - The upgrade's level cap
The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.== Prestige Upgrades == Prestige Upgrades are permanent stat multipliers purchased with Prestige Points. They unlock after your first Prestige 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 Prestige for the first time (reach Experience Level 100 and reset). Once unlocked, the Shop gains a "Prestige" mode button, allowing you to switch between:
- Coins mode - Standard shop upgrades
- Gems mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)
- Prestige mode - Prestige Point upgrades
Base vs Increase Levels
Each Prestige Upgrade has two separate upgrade tracks that correspond to the Base and Increase components of Shop upgrades:
- Base Level - Multiplies the base stat of matching Shop upgrades (typically +20% per level or more)
- Increase Level - Multiplies the increase stat of matching Shop upgrades (typically +10% per level)
These levels affect different components 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.
Example: 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:
- Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = 300 base damage
- Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = 15 damage per level
Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.
Available Prestige Upgrades
Combat Stats
- Damage - Multiplies your attack damage (base and per-level scaling)
- Base: Max 10,000 levels | Increase: Max 10,000 levels
- Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)
- Cost: Cheap formula (1 PP for levels 1-5000, then increases)
- Health - Multiplies your maximum health (base and per-level scaling)
- Base: Max 10,000 levels | Increase: Max 10,000 levels
- Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)
- Cost: Cheap formula (1 PP for levels 1-5000, then increases)
- Health Regen - Multiplies passive health regeneration
- Base: Max 10,000 levels | Increase: Max 10,000 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Cheap formula (1 PP for levels 1-5000, then increases)
- Attack Speed - Multiplies attack rate
- Base: Max 10 levels | Increase: Max 10 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula (starts at 1 PP, scales exponentially)
- Defense - Multiplies damage reduction
- Base: Max 400 levels | Increase: Max 300 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Critical Strikes
- Critical Chance - Multiplies chance to deal critical hits
- Base: Max 25 levels | Increase: Max 5 levels
- Base: +2% crit chance per level | Increase: +1% per level
- Cost: Standard formula
- Critical Damage - Multiplies critical hit damage multiplier
- Base: Max 10 levels | Increase: Max 5 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Defensive
- Shield - Multiplies damage absorption
- Base: Max 100 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula (starts at 10 PP base cost)
Crowd Control
- Stun Chance - Multiplies chance to stun enemies
- Base: Max 5 levels | Increase: Max 10 levels
- Base: +10% stun chance per level | Increase: +10% per level
- Cost: Standard formula
- Stun Duration - Multiplies stun effect duration
- Base: Max 5 levels | Increase: Max 10 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Economy
- Coins per Enemy - Multiplies Coins earned per kill
- Base: Max 50 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
- Cash per Enemy - Multiplies Bits earned per kill
- Base: Max 50 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
- Experience per Enemy - Multiplies Experience gained per kill
- Base: Max 50 levels | Increase: Max 100 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Standard formula
Speed
- Speed Divider - Accelerates module timers (makes modules complete faster)
- Base: Max 10,000 levels | Increase: Max 20,000 levels
- Base: +20% per level | Increase: +10% per level
- Cost: Custom expensive formula (base 50 PP, tiered cost reduction system)
Cost Scaling
Prestige Upgrades use three different cost formulas:
- Standard Formula - Used by most upgrades
- Starts at 1 PP (or 10 PP for Shield)
- Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5)
- Each level costs progressively more, but stays reasonable for mid-range investments
- Cheap Formula - Used by Damage, Health, and Health Regen
- Levels 1-5,000: Cost is only 1 PP per level
- Levels 5,001-10,000: Cost is 10,000 PP per level
- Makes these critical stats very affordable early, but expensive to max out completely
- Speed Divider Formula - Unique tiered system
- Levels 1-50: 50 PP per level
- Levels 51-100: 45 PP per level
- Levels 101-150: 40 PP per level
- Levels 151-200: 35 PP per level
- Levels 201+: 25 PP per level
- Total max level cost is extremely high, but per-level cost actually decreases in tiers
The x1, x10, x100, Max purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points.
Strategy
Early Game (First Few Prestiges)
- Priority: Damage (Base + Increase), Health (Base + Increase)
- Why these first: Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!)
- Secondary: Speed Divider (even 10-20 levels provide noticeable acceleration)
- Reasoning: Get massive stat boosts for minimal investment
Mid Game (10-50 Prestiges)
- Priority: Continue Damage/Health to 1,000+ levels each
- Expand: Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains
- Add: Crit Chance, Crit Damage for burst damage
- Speed Divider: Push to 50-100 levels for significant time savings
- Reasoning: Cheap formula upgrades give the best return on investment
Late Game (50+ Prestiges)
- Priority: Max Speed Divider (becomes cheaper per level in later tiers!)
- Push: All economy upgrades to maximum levels
- Consider: Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump
- Complete: All combat stats to practical levels
- Reasoning: Time efficiency becomes paramount; Speed Divider compression multiplies all gains
Universal Tips
- Cheap Formula = Priority: Damage, Health, Health Regen are the best value in the entire game at 1 PP per level
- Don't Sleep on Speed Divider: Despite seeming expensive, it actually gets cheaper per level as you progress through tiers
- Base vs Increase Balance: Base levels affect your starting stats, Increase levels affect scaling per level. Both matter
- Plan Around Cost Jumps: The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you're very late game
Interaction with Other Systems
Prestige Upgrades multiply the stats from:
- Shop Upgrades (Coins) - Base stats and per-level increases purchased with Coins
- Gem Upgrades - Additional multipliers from Gems (unlocked at Wave 100 Milestone)
- System Weapons - Arsenal bonuses from System Weapon slots
- Boosts - Card collection multipliers
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a 10x total multiplier, making balanced investment across all systems crucial for optimal progression.
Display and Math Details
In the Shop's Prestige mode, each upgrade shows:
- Current Level - Your Base and Increase levels
- Current Bonus - The active multiplier being applied to each component
- Cost - Prestige Points needed for next level
- Max Level - The upgrade's level cap
The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.
