> For the complete documentation index, see [llms.txt](https://docs.mantic.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.mantic.dev/manticrods/config-files/prestige.yml.md).

# prestige.yml

```yml
# Prestige is player based.
# If you enable rod level resetting in this file, we urge you to enable player-based-rod-levels in config.yml

enabled: true
max-prestige: 10

# +=======================================+
# | fish RESTRICTIONS | *IMPORTANT*       |
# +=======================================+
#  
# This is where you can restrict fish to certain prestige levels.
#  
# If a fish is not present below, everyone will be able to catch it.
#  
# If a fish is present below, only players with the required prestige level and
# above will be able to catch it.
#  
# In the default config, players will need to prestige to level 3 to catch salmon.
# In the default config, players will need to prestige to level 4 to catch tropical fish.
# In the default config, players will need to prestige to level 5 to catch pufferfish.
#  
unlock-fish:
- prestige: 3
  fish: SALMON
- prestige: 4
  fish: TROPICAL_FISH
- prestige: 5
  fish: PUFFERFISH

# +=======================================+
# | COSTS/REQUIREMENTS | *IMPORTANT*      |
# +=======================================+
# Players must have caught the required fish to prestige to the level.
# If a player does not meet the requirements, they will not be able to prestige.
# Use 'ANY' to allow any fish to be caught.
#  
# Additionally, you are also able to add costs such as money (Vault), local currency (i.e. shards), and xp.
# Put 'maxed-enchants' to true if you want to require the player to have maxed the tool's enchants.
#  
# In the default config, if a player has no prestige they will need
# to catch 100 Cod to prestige to level 1.
# They will also need 1,000 money, 100 local currency, and 0 xp.
#  
# If a player has prestige 2, they will need to catch 400 Cod
# and 100 Salmon to prestige to level 3.
# They will also need 50,000 money, 5,000 local currency, and 0 xp.
#  
# If a player has prestige 4, they will need to catch 500 Salmon,
# 200 Tropical Fish, and 100 Pufferfish to prestige to level 5.
# They will also need 1,000,000 money, 100,000 local currency, and 0 xp.
#  
# Fish that are locked by prestige should not be required before the
# player reaches the prestige level needed to catch them.
#  
# (ranges can be used, e.g. 1-5)
costs-and-requirements:
  '1':
    money: 1000.0
    local-currency: 100.0
    xp: 0.0
    maxed-enchants: false
    fish:
      COD: 100
  '2':
    money: 10000.0
    local-currency: 1000.0
    xp: 0.0
    maxed-enchants: false
    fish:
      COD: 250
  '3':
    money: 50000.0
    local-currency: 5000.0
    xp: 0.0
    maxed-enchants: false
    fish:
      SALMON: 100
      COD: 400
  '4':
    money: 200000.0
    local-currency: 20000.0
    xp: 0.0
    maxed-enchants: true
    fish:
      SALMON: 300
      TROPICAL_FISH: 50
  '5':
    money: 1000000.0
    local-currency: 100000.0
    xp: 0.0
    maxed-enchants: true
    fish:
      SALMON: 500
      TROPICAL_FISH: 200
      PUFFERFISH: 100

# +=======================================+
# | MODIFIERS | *IMPORTANT*               |
# +=======================================+
# As you may have noticed, the example set has a lot of modifiers.
# These modifiers are what make the set do something.
# 0.0 - No change
# 1.0 - 100% increase
# 0.33 - 33% increase
# -1.0 - 100% decrease
# -0.75 - 75% decrease
# and so on...
#  
# == EXTRA MODIFIERS ==
# (currency, money, xp)
# Extra modifiers are added to the previous modifier.
# For example, if you have a extra modifier of 0.5 and no previous modifier (or a base of 0),
# then the final modifier will be 0.5.
# If you have a extra modifier of 0.25 and a previous modifier of 0.5,
# then the final modifier will be 0.75.
# and so on...
#  
# == BASE MODIFIERS ==
# (base-currency, base-money, base-xp)
# Base modifiers will ignore the previous modifiers, and be the base of the final modifier.
# For example, if you have a base modifier of 0.05 and a previous modifier of 0.025,
# then the final modifier will be 0.05 (plus any extra modifiers of that prestige level).
# Setting a base modifier to -1 will ignore the base modifier.
#  
# == ENCHANT MODIFIERS ==
# (enchant-<enchant-id>) (enchant-id is case-sensitive and can be found in enchant-list.txt)
# Enchant modifiers will add the level of the enchant to the final modifier. (cannot be decimal)
#  
# == EXAMPLE ==
# The default example is a 5 level prestige system.
# The first 4 levels have no base modifiers, and a extra modifier of 0.05.
# The last level has a base modifier of 0.5, and a extra modifier of 0.05.
#  
# This means at prestige 4, each previous modifier will be added.
# e.g. xp modifier at prestige 4 will be 0.2 (0.05 + 0.05 + 0.05 + 0.05).
# But at prestige 5, the base modifier will be 0.5, and the extra modifier will be 0.05.
# e.g. xp modifier at prestige 5 will be 0.55 (0.5 + 0.05).
#  
# Prestige 5 gives 5 extra max levels to token_finder enchant.

# == LEVEL UP COMMANDS ==
# Level up commands are ran when a player prestige levels up.
# Placeholder for player name (case-sensitive): {player}
#  
# E.g. On prestige level 5, the player will be given 1,000,000 money.
#  
# (ranges can be used, e.g. 1-5)
# (Enable reset-rod-levels to reset rod levels on prestige level up)
# <!> You can create as many prestige levels as you want <!>
#  
# External Modifiers (base- can be used): 'cube-generator', 'kore-mobcoins', 'kore-collector-sell'
modifiers-and-actions:
  '1':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-rod-levels: false
  '2':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-rod-levels: false
  '3':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-rod-levels: false
  '4':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-rod-levels: false
  '5':
    modifiers:
      base-money: 0.5
      money: 0.05
      enchant-token_finder: 5.0
      xp: 0.5
      currency: 0.05
      base-currency: 0.5
      base-xp: 0.5
    level-up-commands:
    - eco give {player} 1000000
    reset-rod-levels: false
external-modifiers:
  '1':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-rod-levels: false

```
