Note: If anyone wishes to make a mod of this game, that is perfectly fine with me, just make sure to name it something different (ex: Prestige Tree NG+) and to let me know on <ahref="https://discord.gg/wwQfgPa"target="_blank">my discord</a>.
<trv-if="milestoneShown(player.g.best.gte(10))"><tdv-bind:class="{ milestone: player.g.best.lt(10), milestoneDone: player.g.best.gte(10) }"><h3>10 Generators</h3><br>Gain 100% of Prestige Point gain every second</td></tr>
<trv-if="milestoneShown(player.g.best.gte(15))"><tdv-bind:class="{ milestone: player.g.best.lt(15), milestoneDone: player.g.best.gte(15) }"><h3>15 Generators</h3><br>You can buy max Generators</td></tr>
</table><br><br>
You have {{format(player.g.power)}} Generator Power, which multiplies Point gain by {{format(tmp.genPowEff)}}
<buttonv-bind:class="{ upgBig: true, can: player.e.points.gte(getEnhancerCost()), locked: player.e.points.lt(getEnhancerCost()), e: true }"onclick="buyEnhancer()">Buy an Enhancer<br>Cost: {{formatWhole(getEnhancerCost())}} Enhance Points<br>Amount: {{formatWhole(player.e.enhancers.sub(tmp.subbedEnh))}}<br>Multiplies Prestige Point gain by {{format(tmp.enhEff)}}<br>Adds<spanv-if="player.q.upgrades.includes(53)"> and multiplies</span> to base of Booster/Generator effects by {{format(tmp.enhEff2)}}</button>
<trv-if="milestoneShown(player.t.best.gte(2))"><tdv-bind:class="{ milestone: player.t.best.lt(2), milestoneDone: player.t.best.gte(2) }"><h3>2 time capsules</h3><br>Keep Booster/Generator milestones on reset</td></tr>
<trv-if="milestoneShown(player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))"><tdv-bind:class="{ milestone: player.t.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 time capsules</h3><br>Keep Prestige Upgrades on reset</td></tr>
<trv-if="milestoneShown(player.t.best.gte(4))"><tdv-bind:class="{ milestone: player.t.best.lt(4), milestoneDone: player.t.best.gte(4) }"><h3>4 time capsules</h3><br>Keep Booster Upgrades on all row 3 resets</td></tr>
<trv-if="milestoneShown(player.t.best.gte(5), true)"><tdv-bind:class="{ milestone: player.t.best.lt(5), milestoneDone: player.t.best.gte(5) }"><h3>5 time capsules</h3><br>Automatically purchase Boosters <buttonv-if="player.t.best.gte(5)"class="smallUpg can b"onclick="toggleAuto('b')">{{player.b.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.t.best.gte(12))"><tdv-bind:class="{ milestone: player.t.best.lt(12), milestoneDone: player.t.best.gte(12) }"><h3>12 time capsules</h3><br>Boosters reset nothing</td></tr>
<trv-if="milestoneShown(player.s.best.gte(2))"><tdv-bind:class="{ milestone: player.s.best.lt(2), milestoneDone: player.s.best.gte(2) }"><h3>2 space energy</h3><br>Keep Booster/Generator milestones on reset</td></tr>
<trv-if="milestoneShown(player.s.best.gte(3)||player.h.best.gte(1)||player.h.best.gte(1))"><tdv-bind:class="{ milestone: player.s.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.s.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 space energy</h3><br>Keep Prestige Upgrades on reset</td></tr>
<trv-if="milestoneShown(player.s.best.gte(4))"><tdv-bind:class="{ milestone: player.s.best.lt(4), milestoneDone: player.s.best.gte(4) }"><h3>4 space energy</h3><br>Keep Generator Upgrades on all row 3 resets</td></tr>
<trv-if="milestoneShown(player.s.best.gte(5), true)"><tdv-bind:class="{ milestone: player.s.best.lt(5), milestoneDone: player.s.best.gte(5) }"><h3>5 space energy</h3><br>Automatically purchase Generators <buttonv-if="player.s.best.gte(5)"class="smallUpg can g"onclick="toggleAuto('g')">{{player.g.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.s.best.gte(12))"><tdv-bind:class="{ milestone: player.s.best.lt(12), milestoneDone: player.s.best.gte(12) }"><h3>12 space energy</h3><br>Generators reset nothing</td></tr>
<trv-if="milestoneShown(player.sg.best.gte(1))"><tdv-bind:class="{ milestone: player.sg.best.lt(1), milestoneDone: player.sg.best.gte(1) }"><h3>1 Super-Generator</h3><br>You can buy max Super-Generators, and Super-Generators reset nothing</td></tr>
<table><trv-if="milestoneShown(player.h.best.gte(1))"><tdv-bind:class="{ milestone: player.h.best.lt(1), milestoneDone: player.h.best.gte(1) }"><h3>1 Hindrance Spirit</h3><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
<trv-if="milestoneShown(player.h.best.gte(2))"><tdv-bind:class="{ milestone: player.h.best.lt(2), milestoneDone: player.h.best.gte(2) }"><h3>2 Hindrance Spirit</h3><br>Keep all third row milestones on all fourth row resets, and start with your best-ever Space</td></tr>
<trv-if="milestoneShown(player.h.best.gte(3))"><tdv-bind:class="{ milestone: player.h.best.lt(3), milestoneDone: player.h.best.gte(3) }"><h3>3 Hindrance Spirit</h3><br>Keep Time, Enhance, and Space Upgrades on all fourth row resets</td></tr>
<trv-if="milestoneShown(player.h.best.gte(4), true)"><tdv-bind:class="{ milestone: player.h.best.lt(4), milestoneDone: player.h.best.gte(4) }"><h3>4 Hindrance Spirit</h3><br>Automatically purchase Extra Time Capsules <buttonv-if="player.h.best.gte(4)"class="smallUpg can t"onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
<table><trv-if="milestoneShown(player.q.total.gte(1))"><tdv-bind:class="{ milestone: player.q.total.lt(1), milestoneDone: player.q.total.gte(1) }"><h3>1 Total Quirk</h3><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
<trv-if="milestoneShown(player.q.total.gte(2))"><tdv-bind:class="{ milestone: player.q.total.lt(2), milestoneDone: player.q.total.gte(2) }"><h3>2 Total Quirks</h3><br>You can buy max Time Capsules & Space Energy</td></tr>
<trv-if="milestoneShown(player.q.total.gte(3))"><tdv-bind:class="{ milestone: player.q.total.lt(3), milestoneDone: player.q.total.gte(3) }"><h3>3 Total Quirks</h3><br>Keep Space Buildings on all fourth row resets</td></tr>
<trv-if="milestoneShown(player.q.total.gte(4), true)"><tdv-bind:class="{ milestone: player.q.total.lt(4), milestoneDone: player.q.total.gte(4) }"><h3>4 Total Quirks</h3><br>Automatically purchase Enhancers <buttonv-if="player.q.total.gte(4)"class="smallUpg can e"onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.q.total.gte(10), true)"><tdv-bind:class="{ milestone: player.q.total.lt(10), milestoneDone: player.q.total.gte(10) }"><h3>10 Total Quirks</h3><br>Automatically purchase Time Capsules & Space Energy<br><buttonv-if="player.q.total.gte(10)"class="smallUpg can t"onclick="toggleAuto('t')">{{player.t.auto?"ON":"OFF"}}</button> <buttonv-if="player.q.total.gte(10)"class="smallUpg can s"onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.q.total.gte(15))"><tdv-bind:class="{ milestone: player.q.total.lt(15), milestoneDone: player.q.total.gte(15) }"><h3>15 Total Quirks</h3><br>Gain 100% of Enhance Point gain every second</td></tr>
<trv-if="milestoneShown(player.q.total.gte(2500))"><tdv-bind:class="{ milestone: player.q.total.lt(2500), milestoneDone: player.q.total.gte(2500) }"><h3>2,500 Total Quirks</h3><br>You can destroy individual Space Buildings</td></tr>
You have {{format(player.q.energy)}} Quirk Energy (generated by Quirk Layers), which multiplies Point & Generator Power gain by {{format(tmp.quirkEff)}}<br>
<trv-if="milestoneShown(player.ss.best.gte(1), true)"><tdv-bind:class="{ milestone: player.ss.best.lt(1), milestoneDone: player.ss.best.gte(1) }"><h3>1 Subspace Energy</h3><br>Automatically purchase Space Buildings <buttonv-if="player.ss.best.gte(1)"class="smallUpg can s"onclick="toggleAuto('s', 'Build')">{{player.s.autoBuild?"ON":"OFF"}}</button></td></tr>
</table><br><br>
You have {{format(player.ss.subspace)}} Subspace, which provides you with {{formatWhole(tmp.ssEff1)}} extra Space, makes all Space Buildings {{format(tmp.ssEff2)}}x cheaper, and makes all Space Buildings {{format(tmp.ssEff3.sub(1).times(100))}}% stronger
<trv-if="milestoneShown(player.m.total.gte(1))"><tdv-bind:class="{ milestone: player.m.total.lt(1), milestoneDone: player.m.total.gte(1) }"><h3>1 total Magic</h3><br>Keep row 4 milestones on all resets</td></tr>
<trv-if="milestoneShown(player.m.total.gte(2))"><tdv-bind:class="{ milestone: player.m.total.lt(2), milestoneDone: player.m.total.gte(2) }"><h3>2 total Magic</h3><br>Keep Hindrance completions on all resets</td></tr>
<trv-if="milestoneShown(player.m.total.gte(3))"><tdv-bind:class="{ milestone: player.m.total.lt(3), milestoneDone: player.m.total.gte(3) }"><h3>3 total Magic</h3><br>Gain 100% of Hindrance Spirit & Quirk gain every second</td></tr>
<trv-if="milestoneShown(player.m.total.gte(4), true)"><tdv-bind:class="{ milestone: player.m.total.lt(4), milestoneDone: player.m.total.gte(4) }"><h3>4 total Magic</h3><br>Automatically purchase Hyper-Boosters & Subspace <buttonv-if="player.m.total.gte(4)"class="smallUpg can hb"onclick="toggleAuto('hb')">{{player.hb.auto?"ON":"OFF"}}</button> <buttonv-if="player.m.total.gte(4)"class="smallUpg can ss"onclick="toggleAuto('ss')">{{player.ss.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.m.total.gte(50), true)"><tdv-bind:class="{ milestone: player.m.total.lt(50), milestoneDone: player.m.total.gte(50) }"><h3>50 total Magic</h3><br>Automatically cast Spells <buttonv-if="player.m.total.gte(50)"class="smallUpg can m"onclick="toggleAuto('m')">{{player.m.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.m.total.gte(2.5e9))"><tdv-bind:class="{ milestone: player.m.total.lt(2.5e9), milestoneDone: player.m.total.gte(2.5e9) }"><h3>2.5e9 total Magic</h3><br>Gain 100% of Hex gain every second, and Spells last 4x longer</td></tr>
<trv-if="milestoneShown(player.ba.best.gte(5))"><tdv-bind:class="{ milestone: player.ba.best.lt(5), milestoneDone: player.ba.best.gte(5) }"><h3>5 Balance Energy</h3><br>Keep Hyper-Booster & Subspace Upgrades on all resets</td></tr>
<trv-if="milestoneShown(player.ba.best.gte(8))"><tdv-bind:class="{ milestone: player.ba.best.lt(8), milestoneDone: player.ba.best.gte(8) }"><h3>8 Balance Energy</h3><br>You can buy max Hyper-Boosters & Subspace Energy, and Hyper-Boosters/Subspace Energy reset nothing</td></tr>
</table><br><br>
You have {{format(player.ba.power)}} Balance Power, which is multiplying Hindrance Spirit & Quirk gain by {{format(tmp.balEff)}}<br>
You have {{format(player.ba.positivity)}} Positivity and {{format(player.ba.negativity)}} Negativity, which are multiplying Balance Power gain by {{format(tmp.balEff2)}}
<trv-if="milestoneShown(player.sp.total.gte(1))"><tdv-bind:class="{ milestone: player.sp.total.lt(1), milestoneDone: player.sp.total.gte(1) }"><h3>1 total Super-Prestige Point</h3><br>Upgrades of Rows 1-5 and Hindrances are kept on all resets</td></tr>
<trv-if="milestoneShown(player.sp.total.gte(2), true)"><tdv-bind:class="{ milestone: player.sp.total.lt(2), milestoneDone: player.sp.total.gte(2) }"><h3>2 total Super-Prestige Points</h3><br>Keep Magic Milestones on reset, Spells do not cost Magic, and Magic Upgrade 13's effect can be auto-set to your current Magic <buttonv-if="player.sp.total.gte(2)"class="smallUpg can m"onclick="toggleAuto('m', 'Ins')">{{player.m.autoIns?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.sp.total.gte(5))"><tdv-bind:class="{ milestone: player.sp.total.lt(5), milestoneDone: player.sp.total.gte(5) }"><h3>5 total Super-Prestige Points</h3><br>Keep Balance Milestones on reset</td></tr>
<trv-if="milestoneShown(player.sp.total.gte(10))"><tdv-bind:class="{ milestone: player.sp.total.lt(10), milestoneDone: player.sp.total.gte(10) }"><h3>10 total Super-Prestige Points</h3><br>Gain 100% of Magic & Balance Power gain every second</td></tr>
<trv-if="milestoneShown(player.hs.best.gte(2e4))"><tdv-bind:class="{ milestone: player.hs.best.lt(2e4), milestoneDone: player.hs.best.gte(2e4) }"><h3>20,000 Hyperspace Energy</h3><br>Gain 1% of Super-Prestige Points gain every second</td></tr>
<trv-if="milestoneShown(player.i.best.gte(3))"><tdv-bind:class="{ milestone: player.i.best.lt(3), milestoneDone: player.i.best.gte(3) }"><h3>3 Imperium Bricks</h3><br>You can max out Imperium Bricks</td></tr>
</table>
<br><br>
You have {{formatWhole(player.i.lifeBricks)}} Life Bricks<br>
Next Life Brick is at {{format(player.l.power)}} / {{format(IMPERIUM.lifeReq())}} Life Power
<spanv-if="tmp.s.sbUnl.max(IMPERIUM.minSB).gte(SPACE_BUILDINGS.max)">Enhance<supv-if="tmp.s.sbUnl.div(SPACE_BUILDINGS.max).gte(2)">{{formatWhole(tmp.s.sbUnl.div(SPACE_BUILDINGS.max).floor())}}</sup> Space Building {{formatWhole(tmp.s.sbUnl.sub(tmp.s.sbUnl.div(SPACE_BUILDINGS.max).floor().times(SPACE_BUILDINGS.max)).add(1))}}</span>
<spanv-if="player.i.building">Progress: {{format(player.i.progress * 100)}}%<br>Your {{formatWhole(player.sg.points)}} Super-Generators speed up your progress by {{format(IMPERIUM.sgSpeedBoost())}}x<br><br>Click to cancel building</span>
<spanv-for="i in IMPERIUM.maxCollapseRows"><spanv-if="IMPERIUM.collapsed(i)"><br>Your Work also collapses row {{i}} layers by {{format(tmp.i.collapse[i].times(100))}}%</span></span>
<trv-if="milestoneShown(player.mb.total.gte(1))"><tdv-bind:class="{ milestone: player.mb.total.lt(1), milestoneDone: player.mb.total.gte(1) }"><h3>1 Total Mastery Brick</h3><br>Keep Milestones, Upgrades, and Hindrances of Rows 1-4 on Row 7 resets. Also keep Row 5 milestones on Row 7 resets.</td></tr>
<trv-if="milestoneShown(player.mb.total.gte(2))"><tdv-bind:class="{ milestone: player.mb.total.lt(2), milestoneDone: player.mb.total.gte(2) }"><h3>2 Total Mastery Bricks</h3><br>Keep Row 5 Upgrades and Row 6 Milestones on Row 7 resets.</td></tr>
<trv-if="milestoneShown(player.mb.total.gte(3))"><tdv-bind:class="{ milestone: player.mb.total.lt(3), milestoneDone: player.mb.total.gte(3) }"><h3>3 Total Mastery Bricks</h3><br>Keep Row 6 Upgrades on Row 7 resets, and gain 100% of Life Essence gain every second.</td></tr>
<trv-if="milestoneShown(player.mb.total.gte(5))"><tdv-bind:class="{ milestone: player.mb.total.lt(5), milestoneDone: player.mb.total.gte(5) }"><h3>5 Total Mastery Bricks</h3><br>Keep Imperium Buildings on Row 7 resets, and gain 100% of Hyperspace Energy gain every second.</td></tr>
<trv-if="milestoneShown(player.mb.total.gte(8))"><tdv-bind:class="{ milestone: player.mb.total.lt(8), milestoneDone: player.mb.total.gte(8) }"><h3>8 Total Mastery Bricks</h3><br>Keep Hyperspace and Super-Upgrades on Row 7 resets.</td></tr>
<trv-if="milestoneShown(player.mb.total.gte(10), true)"><tdv-bind:class="{ milestone: player.mb.total.lt(10), milestoneDone: player.mb.total.gte(10) }"><h3>10 Total Mastery Bricks</h3><br>Automate Imperium Bricks, Imperium resets nothing, and gain 100% of Super-Prestige Point gain on reset. <buttonv-if="player.mb.total.gte(10)"class="smallUpg can i"onclick="toggleAuto('i')">{{player.i.auto?"ON":"OFF"}}</button></td></tr>
<trv-if="milestoneShown(player.mb.total.gte(32))"><tdv-bind:class="{ milestone: player.mb.total.lt(32), milestoneDone: player.mb.total.gte(32) }"><h3>32 Total Mastery Bricks</h3><br>You can buy max Mastery Bricks</td></tr>
<div><buttononclick="unlockNewSpell()"v-bind:tooltip="MASTERY.tooltip(1)"v-bind:class="{ upgBig: true, mb: true, can: player.mb.points.gte(MASTERY.spellCost()), locked: player.mb.points.lt(MASTERY.spellCost()) }"><h3>Mastery Building 1</h3><br><divv-if="player.mb.extraSpells.lt(MAX_SPELLS-4)">Unlock a new Spell</div><divv-if="player.mb.extraSpells.gte(MAX_SPELLS-4)">Enhance all Spells</div><br>(Lvl {{formatWhole(player.mb.extraSpells)}})<br>Cost: {{ formatWhole(MASTERY.spellCost()) }} Mastery Bricks</button></div>
<div><buttononclick="unlockNewLB()"v-bind:tooltip="MASTERY.tooltip(2)"v-bind:class="{ upgBig: true, mb: true, can: player.mb.points.gte(MASTERY.boosterCost()), locked: player.mb.points.lt(MASTERY.boosterCost()) }"><h3>Mastery Building 2</h3><br><divv-if="player.mb.extraBoosters.lt(LIFE_BOOSTERS.max-5)">Unlock a new Life Booster</div><divv-if="player.mb.extraBoosters.gte(LIFE_BOOSTERS.max-5)">Enhance all Life Boosters</div><br>(Lvl {{formatWhole(player.mb.extraBoosters)}})<br>Cost: {{ formatWhole(MASTERY.boosterCost()) }} Mastery Bricks</button></div>
<div><buttononclick="unlockNewMachine()"v-bind:tooltip="MASTERY.tooltip(3)"v-if="player.ma.unl"v-bind:class="{ upgBig: true, mb: true, can: player.mb.points.gte(MASTERY.machineCost()), locked: player.mb.points.lt(MASTERY.machineCost()) }"><h3>Mastery Building 3</h3><br><divv-if="player.ma.built.lt(MACHINES.maxBuild)">Unlock a new Machine</div><divv-if="player.ma.built.gte(MACHINES.maxBuild)">Boost all Machines</div><br>(Lvl {{formatWhole(player.ma.built)}})<br>Cost: {{ formatWhole(MASTERY.machineCost()) }} Mastery Bricks</button></div>