> 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/manticswords/config-files/prestige.yml.md).

# prestige.yml

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

enabled: true
max-prestige: 10

# +=======================================+
# | MOB RESTRICTIONS | *IMPORTANT*       |
# +=======================================+
#  
# This is where you can restrict mobs to certain prestige levels.
#  
# If a mob is not present below, everyone will be able to kill it.
#  
# If a mob is present below, only players with the required prestige level and
# above will be able to kill it.
#  
# Prestige 1 unlocks zombies.
# Prestige 2 unlocks skeletons.
# Prestige 3 unlocks spiders.
# Prestige 4 unlocks creepers.
# Prestige 5 unlocks endermen.
# Prestige 6 unlocks blaze.
# Prestige 7 unlocks witches.
# Prestige 8 unlocks guardians.
#  
unlock-mobs:
- prestige: 1
  mob: ZOMBIE
- prestige: 2
  mob: SKELETON
- prestige: 3
  mob: SPIDER
- prestige: 4
  mob: CREEPER
- prestige: 5
  mob: ENDERMAN
- prestige: 6
  mob: BLAZE
- prestige: 7
  mob: WITCH
- prestige: 8
  mob: GUARDIAN

# +=======================================+
# | COSTS/REQUIREMENTS | *IMPORTANT*      |
# +=======================================+
# Players must have broken the required mobs 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 mob to be killed.
#  
# Additionally, you are also able to add costs such as money (Vault), local currency (i.e. tokens), and xp.
# Put 'maxed-enchants' to true if you want to require the player to have maxed the tool's enchants.
#  
# (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
    mobs:
      ZOMBIE: 50
  '2':
    money: 5000.0
    local-currency: 500.0
    xp: 0.0
    maxed-enchants: false
    mobs:
      ZOMBIE: 100
      SKELETON: 50
  '3':
    money: 15000.0
    local-currency: 1500.0
    xp: 0.0
    maxed-enchants: false
    mobs:
      ZOMBIE: 150
      SPIDER: 50
      SKELETON: 100
  '4':
    money: 50000.0
    local-currency: 5000.0
    xp: 0.0
    maxed-enchants: false
    mobs:
      CREEPER: 50
      ZOMBIE: 200
      SPIDER: 100
      SKELETON: 150
  '5':
    money: 100000.0
    local-currency: 10000.0
    xp: 0.0
    maxed-enchants: true
    mobs:
      ENDERMAN: 50
      CREEPER: 100
      ZOMBIE: 250
      SPIDER: 150
      SKELETON: 200
  '6':
    money: 250000.0
    local-currency: 25000.0
    xp: 0.0
    maxed-enchants: true
    mobs:
      ENDERMAN: 100
      CREEPER: 150
      ZOMBIE: 300
      BLAZE: 50
      SPIDER: 200
      SKELETON: 250
  '7':
    money: 500000.0
    local-currency: 50000.0
    xp: 0.0
    maxed-enchants: true
    mobs:
      ENDERMAN: 150
      CREEPER: 200
      ZOMBIE: 350
      BLAZE: 100
      WITCH: 50
      SPIDER: 250
      SKELETON: 300
  '8':
    money: 1000000.0
    local-currency: 100000.0
    xp: 0.0
    maxed-enchants: true
    mobs:
      ENDERMAN: 200
      GUARDIAN: 50
      CREEPER: 250
      ZOMBIE: 400
      BLAZE: 150
      WITCH: 100
      SPIDER: 300
      SKELETON: 350

# +=======================================+
# | 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-sword-levels to reset sword 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-sword-levels: false
  '2':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-sword-levels: false
  '3':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-sword-levels: false
  '4':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-sword-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-sword-levels: false
external-modifiers:
  '1':
    modifiers:
      money: 0.05
      xp: 0.5
      currency: 0.05
    level-up-commands: []
    reset-sword-levels: false

```
