> For the complete documentation index, see [llms.txt](https://lethium.gitbook.io/custombeacons-or-65-effects-or-35-hooks/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://lethium.gitbook.io/custombeacons-or-65-effects-or-35-hooks/how-it-works/prestige.md).

# Prestige

Prestige is the **endgame** of an effect. When an effect is on its highest normal level, the owner can **prestige** it: the effect resets, the beacon **permanently loses tiers**, and one stronger **prestige level** of that effect becomes available. It is a real choice, because the beacon has to be rebuilt bigger to get its tier back.

Everything is in the `prestige:` section of `config.yml`. Turn the whole system off with `prestige.enabled: false`. Beacons that already own a prestige level keep it.

## How a player prestiges an effect

{% stepper %}
{% step %}

### Max out the effect

The effect must be on its **highest normal level**, and the beacon must be at least tier `prestige.required-tier` (5 by default).
{% endstep %}

{% step %}

### Shift-click it in the Effects menu

The menu shows what the prestige costs, what the effect resets to, and what the beacon will lose.
{% endstep %}

{% step %}

### Shift-click again to confirm

The second click must come within `prestige.confirm-seconds` (10 by default). Bedrock players tap the effect and choose **Prestige** instead.
{% endstep %}

{% step %}

### Buy the prestige level

The effect goes back to `prestige.reset-level` (0 means it must be unlocked again). Its next **prestige level** is now allowed. The player buys their way back up to it with the normal prices.
{% endstep %}
{% endstepper %}

Prestige levels cannot be bought before the effect has been prestiged. **Each prestige unlocks one prestige level**: rank 1 unlocks the first, rank 2 the second, and so on.

## Which effects have prestige levels

A level is a prestige level when its file says `prestige: true`. Three effects ship with one: **Speed**, **Strength** and **Regeneration**. Add more by flagging levels in any effect file:

```yaml
levels:
  4:
    amplifier: 3
    prestige: true      # unlocked by prestiging the effect, one per prestige rank
    required-tier: 4
    cost:
      - { type: XP, amount: 60 }
      - { type: ITEM, material: NETHERITE_INGOT, amount: 2 }
```

## The settings

```yaml
prestige:
  enabled: true
  required-tier: 5      # the beacon must be at least this tier to prestige
  required-power: 0     # and have at least this much power (0 = no minimum)
  reset-level: 0        # the effect goes back to this level (never above its normal maximum - 1)
  cost-growth: 0.5      # each earlier prestige makes the next one this much dearer (0.5 = +50%, 0 = same price)
  confirm-seconds: 10
  penalty:
    tiers: 1            # tiers each prestige takes off the beacon
    power: 0            # power each prestige takes off the beacon (also shrinks its power budget)
    max-tiers: 3        # the most tiers all prestiges together can take (0 = no limit)
    max-power: 0        # the most power all prestiges together can take (0 = no limit)
  cost:                 # what a prestige costs, same format as any price
    - { type: XP, amount: 30 }
    - { type: ITEM, material: NETHERITE_INGOT, amount: 1 }
```

| Setting                           | What it does                                                                                                                        |
| --------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| `required-tier`, `required-power` | Stops small beacons prestiging. With the default tiers, tier 5 needs 250 power, which is more than a full vanilla pyramid           |
| `reset-level`                     | How far the effect falls back. `0` means the owner pays to unlock it again                                                          |
| `cost-growth`                     | The second prestige of the same effect costs 1.5 times the first, the third 2 times, and so on                                      |
| `penalty.tiers` / `penalty.power` | The permanent loss. It is taken **on top of** what the pyramid gives, so the owner must build a bigger pyramid to get the tier back |
| `penalty.max-tiers` / `max-power` | A ceiling on how much all prestiges together can take                                                                               |

{% hint style="warning" %}
Because the loss lowers the beacon's tier, effects that need a higher tier can stop working until the pyramid is enlarged. This is the point of the system, so tell your players before they prestige.
{% endhint %}

## Making prestige cheaper

Two beacon upgrades soften it:

* **Prestige Discount** takes 5 to 50 percent off the price of a prestige at that beacon (tier 3).
* **Prestige Relief** makes each prestige take 1 or 2 fewer tiers (tier 5).

See [Beacon upgrades](/custombeacons-or-65-effects-or-35-hooks/how-it-works/beacon-upgrades.md).

## What players see

The effects menu shows the prestige rank (for example 1/1), the price and the penalty. The main menu and the hologram show the beacon's prestige line, for example how many tiers and how much power it has lost.

## For developers

`BeaconPrestigeEvent` fires before a player pays. Cancel it to refuse. See [Events and reading beacons](/custombeacons-or-65-effects-or-35-hooks/developer-api/events-and-reading-beacons.md).


---

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