You have stars.
You need stars to infinity.
The infinity button is not appearing because you are .
You have infinity point ( total this eternity, in this infinity)
You have infinity point ( total this eternity, in this infinity)
You need total infinity points to eternity.
The eternity button is not appearing because you are .
You have eternity point ( total this complexity, in this eternity)
You have eternity point ( total this complexity, in this eternity)
You need to complexity.
The complexity button is not appearing because you are .
You have complexity point ( total this finality, in this complexity)
You have complexity point ( total this finality, in this complexity)
You need total complexity points to finality.
The finality button is not appearing because you are .
You have finality point ( total) and finality shard ( total); in this finality
You have finality point ( total) and finality shard ( total); in this finality
You have won the game! Congratulations!
You have not exported your save for a long time. You might want to export regularly.
This message can be disabled in the Options tab ("Show export reminder after X seconds").
This message can be disabled in the Options tab ("Show export reminder after X seconds").
You have been in for a long time.
This message is here in case you accidentally disabled something and forgot to enable it again.
This message is here in case you accidentally disabled something and forgot to enable it again.
The collapsed due to an excess of stars.
View stars and generators anyway:
View stars and generators anyway:
You have stars. You are getting stars per second.
You have a sacrifice multiplier multiplying by its amount.
You need to sacrifice. The sacrifice button isn't appearing since
You have prestige power multiplying all by its amount.
You need to prestige. The prestige button isn't appearing since
multipliers are reduced above x (the multiplier softcap).
It is impossible to get more than stars.
You have boost, multiplying all by x (x each).
Your highest number of boosts this eternity is .
You have boost power, increasing the per-boost multiplier by x.
You are generating boost power per second ( per boost this eternity above ).
You will start generating boost power for each boost this eternity above boosts.
You are generating boost power per second ( per boost this eternity above ).
Your is (giving extra theorem, next at ).
View all even if they would be otherwise invisible:
/s | x | |||||
/s | x | |||||
/s | x | |||||
/s | x | |||||
/s | x | |||||
/s | x | |||||
/s | x | |||||
/s | x |
You have a sacrifice multiplier multiplying by its amount.
You need to sacrifice. The sacrifice button isn't appearing since
You have prestige power multiplying all by its amount.
You need to prestige. The prestige button isn't appearing since
multipliers are reduced above x (the multiplier softcap).
Given a multiplier x, let y be log(x, ). (?)This is the log of x with base (or equivalently log(x) / log()), so if x is exactly then y is , and as x increases beyond that, y increases also. x is reduced to ^(y^(y^)). (?)Since y starts close to 1, y^(y^) is initially close to y and the multiplier reduction is initially small, but as y increases the reduction gets larger. Of course, if a multiplier x is below , it will not get reduced at all.
It is impossible to get more than stars.
You have infinity point (IP).
You have infinity stars, multiplying all by their amount^ = .
You are getting infinity stars per second.
View all infinity generators even if they would be otherwise invisible:
You have produced infinity point this eternity, multiplying all by .
You have infinit, multiplying all infinity generators (IGs) by .
Infinity is broken. You need to complete all the normal challenges to be able to break infinity.
Breaking infinity for the first time will also let you view the Infinity Challenges tab.
You have infinit, multiplying all infinity generators (IGs) by .
Infinity is broken. You need to complete all the normal challenges to be able to break infinity.
Breaking infinity for the first time will also let you view the Infinity Challenges tab.
You have infinity stars, multiplying all by their amount^ = .
You are getting infinity stars per second.
View all infinity generators even if they would be otherwise invisible:
Infinity Upgrades: | ||||
---|---|---|---|---|
Increase the base multiplier per boost: | → (maxed) | |||
Increase the power of infinity stars: | → (maxed) |
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x |
You have completed normal challenge, multiplying all by .
To complete a normal challenge, infinity while in the normal challenge.
To complete a normal challenge, infinity while in the normal challenge.
Normal Challenge
multiplier is raised ^. All other multipliers are always x.
Reward: Faster Autobuyer (triggering every game tick)
multiplier is raised ^. All other multipliers are always x.
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
There's a multiplier on all increasing linearly from to over . Every time you buy a generator or boost, or sacrifice or prestige, this multiplier resets to .
Reward: Faster Autobuyer (triggering every game tick)
There's a multiplier on all increasing linearly from to over . Every time you buy a generator or boost, or sacrifice or prestige, this multiplier resets to .
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
There's a multiplier on , starting at and doubling every . Every time you prestige, this multiplier resets to .
Reward: Faster Autobuyer (triggering every game tick)
There's a multiplier on , starting at and doubling every . Every time you prestige, this multiplier resets to .
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
Every time you buy a , the amounts of all lower are reset, like a sacrifice without the benefit.
Reward: Faster Autobuyer (triggering every game tick)
Every time you buy a , the amounts of all lower are reset, like a sacrifice without the benefit.
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
All cost increases are raised ^.
Reward: Faster Autobuyer (triggering every game tick)
All cost increases are raised ^.
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
There are only 6 . ( and don't exist.)
Reward: Faster Autobuyer (triggering every game tick)
There are only 6 . ( and don't exist.)
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
You can only buy total and boosts throughout this challenge. This count does not reset on prestige.
Reward: Faster Autobuyer (triggering every game tick)
You can only buy total and boosts throughout this challenge. This count does not reset on prestige.
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
You can't buy boosts, the per-boost multiplier is x, and prestige power is raised ^, but all (including ) are multiplied by your amount of .
Reward: Faster Autobuyer (triggering every game tick)
You can't buy boosts, the per-boost multiplier is x, and prestige power is raised ^, but all (including ) are multiplied by your amount of .
Reward: Faster Autobuyer (triggering every game tick)
Normal Challenge
You can't buy boosts and the per-boost multiplier is x.
Reward: Faster Boost Autobuyer (triggering every game tick)
You can't buy boosts and the per-boost multiplier is x.
Reward: Faster Boost Autobuyer (triggering every game tick)
Normal Challenge
You can't buy boosts or more than one of each , and you can't prestige. You can sacrifice multiple times at the same point and the sacrifice bonuses multiply, but sacrifice resets everything that prestige resets.
Reward: Sacrifice Autobuyer
You can't buy boosts or more than one of each , and you can't prestige. You can sacrifice multiple times at the same point and the sacrifice bonuses multiply, but sacrifice resets everything that prestige resets.
Reward: Sacrifice Autobuyer
Normal Challenge
Prestige power is raised ^.
Reward: Prestige Autobuyer
Prestige power is raised ^.
Reward: Prestige Autobuyer
Normal Challenge
Infinity generators are disabled.
Reward: Infinity Autobuyer
Infinity generators are disabled.
Reward: Infinity Autobuyer
You have autobuyer.
The complexity autobuyer is off when unlocked unless you explicitly pre-set it to be on.
Turn newly unlocked autobuyers on when unlocked:
Autobuyers options on this tab only apply to autobuyers on this tab.
Explanations:
The complexity autobuyer is off when unlocked unless you explicitly pre-set it to be on.
Turn newly unlocked autobuyers on when unlocked:
Pre-set locked reset autobuyers (this overrides the above setting):
Infinity: Eternity: Permanence: Complexity: Finality:
Infinity: Eternity: Permanence: Complexity: Finality:
Slow autobuyers will trigger in .
Fast autobuyers trigger every tick.will trigger in .
Make autobuyers trigger at most every X seconds ( to always trigger):
Automatically turn all autobuyers off when entering normal challenges: when entering infinity challenges:
Automatically complete as soon as possible (?)This setting ignores whether autobuyers are on, but it does require the to be unlocked. Due to some special cases requiring being in an eternity challenge, this setting does not apply to an eternity challenge that you have already fully completed.:
Number of eternity challenge tiers to require at once (?)This only applies when you have "Broke every stone" and so can complete multiple eternity challenge tiers at once.:
You can toggle an autobuyer by pressing T + the corresponding hotkey.
Number of eternity challenge tiers to require at once (?)This only applies when you have "Broke every stone" and so can complete multiple eternity challenge tiers at once.:
Autobuyers options on this tab only apply to autobuyers on this tab.
Autobuyers for some type of reset, such as the sacrifice, prestige, and infinity autobuyers, each have a text input, and have a mode which describes how that input is used. That text input is always converted to a number, which is then (for time-based modes) considered as a number of seconds, or (for other modes) just used as a number.
For example, one important time-based mode is just "Time", which makes the autobuyer trigger when it's been at least the input number of seconds since the last type of reset the autobuyer does (whether that was due to the autobuyer or manual). For example, if you prestige, and the prestige autobuyer is on, has mode "Time", and has text input , it will, if possible, prestige later. (Of course, if you're not manually prestiging at all, this will cause the prestige autobuyer to prestige every .) Some autobuyers have some "Time since" modes which, instead of waiting some number of seconds after a reset for the autobuyer to trigger, wait some number of seconds after some other event.
An example of a non-time-based mode is the "Multiplier" mode of the prestige autobuyer. This mode will prestige every time you can get at least the input value as an additional multiplier from prestiging. For example, if the prestige autobuyer is on, has mode "Multiplier", and has text input , and you currently have prestige power, it will prestige first at prestige power, then at prestige power, then at prestige power, and so on. (If progress is fast enough, it may prestige for slightly more prestige power than this.)
For example, one important time-based mode is just "Time", which makes the autobuyer trigger when it's been at least the input number of seconds since the last type of reset the autobuyer does (whether that was due to the autobuyer or manual). For example, if you prestige, and the prestige autobuyer is on, has mode "Time", and has text input , it will, if possible, prestige later. (Of course, if you're not manually prestiging at all, this will cause the prestige autobuyer to prestige every .) Some autobuyers have some "Time since" modes which, instead of waiting some number of seconds after a reset for the autobuyer to trigger, wait some number of seconds after some other event.
An example of a non-time-based mode is the "Multiplier" mode of the prestige autobuyer. This mode will prestige every time you can get at least the input value as an additional multiplier from prestiging. For example, if the prestige autobuyer is on, has mode "Multiplier", and has text input , and you currently have prestige power, it will prestige first at prestige power, then at prestige power, then at prestige power, and so on. (If progress is fast enough, it may prestige for slightly more prestige power than this.)
This explanation will become a lot more useful once you break infinity and can get more than IP from a single infinity. For now, you can just set your infinity autobuyer to mode "Amount" and put in its text input. If you want to read this explanation even though it's not useful yet, though, you can.
I know this explanation is fairly long and takes a while to get to the point, but I think it's useful for understanding the autobuyer modes with /sec, which are some of the most useful autobuyer modes in the game. Hopefully it's thorough enough to not be confusing.
Let's start with gain/sec. This is shown, for example, on the infinity button as IP/sec, but gain/sec is a more general term that we'll be able to apply to other things later in the game. Gain/sec is simply the value of something that you'd currently gain from reset, divided by the number of seconds it's been since you reset. For example, if you would get additional IP from infinitying and it's been since you last infinitied, then your IP/sec (gain/sec for infinity) would be / = .
Early on in the game (just after breaking infinity), gain/sec will go up at the start of an infinity, then at some point it will stop going up and start going down. The highest value it reaches is called peak/sec. For example, suppose you can gain IP when it's been since the start of the current infinity, you can gain IP after ( later), and you can gain IP after . Gain/sec is then / = after , / = after , and / = after ; of these times, the highest value for gain/sec was , after . (Of course, without knowing the IP gain from infinity at other times, we don't actually know peak/sec, but hopefully this example clarifies the content). Peak/sec sometimes also refers to the time at which gain/sec reaches this highest value. For example, peak/sec in the above example was after infinity.
Note that there can be cases where something seems to be peak/sec, but actually it is not. For example, suppose you can gain IP after , IP after , IP after , IP after , and IP after . At these times, gain/sec is , , , , and , respectively. After , it seems like a peak/sec of was reached after . However, after , it turns out that had a higher gain/sec than , so is the new peak/sec.
Now it's possible to actually discuss some autobuyer modes. The mode "Fraction of peak/sec" does a reset when the ratio (gain/sec) / (peak/sec) (i.e., the ratio of current gain/sec to its peak) is less than or equal to (note: not greater than) the autobuyer setting. While gain/sec is going up, this ratio will be , because gain/sec and peak/sec are equal, but when gain/sec starts going down, the ratio will go down from . For example, in the " IP after , IP after , IP after " example, after , gain/sec is and peak/sec is , meaning that (gain/sec)/(peak/sec) is / = .
The mode "Time past peak/sec" is somewhat easier to understand; it just waits the input number of seconds after the peak/sec time, and then does a reset. For example, in the " IP after , IP after , IP after " example, after , time since peak/sec is ; if the infinity autobuyer mode is "Time past peak/sec" and the input setting is , this is thus when it will infinity. For this mode, similarly to other time modes, the autobuyer will also reset if it's been greater than that many seconds since peak/sec (for example, if the autobuyer was turned on halfway through an infinity).
Note that if you use mode "Fraction of peak/sec" and have the input set too close to , or you use mode "Time since peak/sec" and have the input set too close to , you might end up resetting in the "cases where something seems to be peak/sec, but actually it is not" described above, which might not be optimal.
After you get enough progress, you'll notice that gain/sec never stops going up. At first it will go up and down but will keep reaching new maxima, repeating the "cases where something seems to be peak/sec, but actually it is not" process described above over and over in the same infinity. Later, it will just go up basically all the time, without going down significantly in between. In any case, this can stop your autobuyer from ever triggering if it uses "Fraction of peak/sec" mode or "Time past peak/sec" mode.
In this case, you can use a "peak log/sec" mode. The way "peak log/sec" is fairly similar to "peak/sec"; there's something called "log/sec" which can vary over an infinity, "peak log/sec" is the maximum value which log/sec reaches, or the time at which it's reached, the mode "Fraction of peak log/sec" makes the autobuyer trigger when log/sec reaches or goes below a certain fraction of peak log/sec, and the mode "Time past peak log/sec" makes the autobuyer trigger a certain amount of time after peak log/sec. So the only real difference is the use of "log/sec" rather than "gain/sec", which means log/sec has to be explained.
Log/sec is based on the idea of measuring progress in terms of the logarithm (base , unless you use a different notation base) of your total (including spent) amount of something. For example, if so far you've gotten IP (some of which you may have spent), and you can do an infinity to get more IP, this will increase your total IP from to , and increase the logarithm of total IP from to , which is an increase of . (The reason to use total IP rather than current IP is so that buying things with IP doesn't drastically impact stuff based on log.) Log/sec is simply increase in log from reset divided by number of seconds it's been since reset. For example, in the above example, if you have total IP and can do an infinity to get more IP, and that infinity's taken so far, log/sec is / = . (It's typical for log/sec to be fairly small, as it is in this example; in some cases it might be small enough to display as , but don't worry, the actual non-zero value is still being used by the autobuyer.) Log/sec, unlike gain/sec, almost always starts going down after a long enough time.
I hope this explanation was helpful. These autobuyer modes are by no means necessary, but they often are the most generally useful and make it so you don't need to constantly adjust autobuyers, so it's nice to know how to use them.
I know this explanation is fairly long and takes a while to get to the point, but I think it's useful for understanding the autobuyer modes with /sec, which are some of the most useful autobuyer modes in the game. Hopefully it's thorough enough to not be confusing.
Let's start with gain/sec. This is shown, for example, on the infinity button as IP/sec, but gain/sec is a more general term that we'll be able to apply to other things later in the game. Gain/sec is simply the value of something that you'd currently gain from reset, divided by the number of seconds it's been since you reset. For example, if you would get additional IP from infinitying and it's been since you last infinitied, then your IP/sec (gain/sec for infinity) would be / = .
Early on in the game (just after breaking infinity), gain/sec will go up at the start of an infinity, then at some point it will stop going up and start going down. The highest value it reaches is called peak/sec. For example, suppose you can gain IP when it's been since the start of the current infinity, you can gain IP after ( later), and you can gain IP after . Gain/sec is then / = after , / = after , and / = after ; of these times, the highest value for gain/sec was , after . (Of course, without knowing the IP gain from infinity at other times, we don't actually know peak/sec, but hopefully this example clarifies the content). Peak/sec sometimes also refers to the time at which gain/sec reaches this highest value. For example, peak/sec in the above example was after infinity.
Note that there can be cases where something seems to be peak/sec, but actually it is not. For example, suppose you can gain IP after , IP after , IP after , IP after , and IP after . At these times, gain/sec is , , , , and , respectively. After , it seems like a peak/sec of was reached after . However, after , it turns out that had a higher gain/sec than , so is the new peak/sec.
Now it's possible to actually discuss some autobuyer modes. The mode "Fraction of peak/sec" does a reset when the ratio (gain/sec) / (peak/sec) (i.e., the ratio of current gain/sec to its peak) is less than or equal to (note: not greater than) the autobuyer setting. While gain/sec is going up, this ratio will be , because gain/sec and peak/sec are equal, but when gain/sec starts going down, the ratio will go down from . For example, in the " IP after , IP after , IP after " example, after , gain/sec is and peak/sec is , meaning that (gain/sec)/(peak/sec) is / = .
The mode "Time past peak/sec" is somewhat easier to understand; it just waits the input number of seconds after the peak/sec time, and then does a reset. For example, in the " IP after , IP after , IP after " example, after , time since peak/sec is ; if the infinity autobuyer mode is "Time past peak/sec" and the input setting is , this is thus when it will infinity. For this mode, similarly to other time modes, the autobuyer will also reset if it's been greater than that many seconds since peak/sec (for example, if the autobuyer was turned on halfway through an infinity).
Note that if you use mode "Fraction of peak/sec" and have the input set too close to , or you use mode "Time since peak/sec" and have the input set too close to , you might end up resetting in the "cases where something seems to be peak/sec, but actually it is not" described above, which might not be optimal.
After you get enough progress, you'll notice that gain/sec never stops going up. At first it will go up and down but will keep reaching new maxima, repeating the "cases where something seems to be peak/sec, but actually it is not" process described above over and over in the same infinity. Later, it will just go up basically all the time, without going down significantly in between. In any case, this can stop your autobuyer from ever triggering if it uses "Fraction of peak/sec" mode or "Time past peak/sec" mode.
In this case, you can use a "peak log/sec" mode. The way "peak log/sec" is fairly similar to "peak/sec"; there's something called "log/sec" which can vary over an infinity, "peak log/sec" is the maximum value which log/sec reaches, or the time at which it's reached, the mode "Fraction of peak log/sec" makes the autobuyer trigger when log/sec reaches or goes below a certain fraction of peak log/sec, and the mode "Time past peak log/sec" makes the autobuyer trigger a certain amount of time after peak log/sec. So the only real difference is the use of "log/sec" rather than "gain/sec", which means log/sec has to be explained.
Log/sec is based on the idea of measuring progress in terms of the logarithm (base , unless you use a different notation base) of your total (including spent) amount of something. For example, if so far you've gotten IP (some of which you may have spent), and you can do an infinity to get more IP, this will increase your total IP from to , and increase the logarithm of total IP from to , which is an increase of . (The reason to use total IP rather than current IP is so that buying things with IP doesn't drastically impact stuff based on log.) Log/sec is simply increase in log from reset divided by number of seconds it's been since reset. For example, in the above example, if you have total IP and can do an infinity to get more IP, and that infinity's taken so far, log/sec is / = . (It's typical for log/sec to be fairly small, as it is in this example; in some cases it might be small enough to display as , but don't worry, the actual non-zero value is still being used by the autobuyer.) Log/sec, unlike gain/sec, almost always starts going down after a long enough time.
I hope this explanation was helpful. These autobuyer modes are by no means necessary, but they often are the most generally useful and make it so you don't need to constantly adjust autobuyers, so it's nice to know how to use them.
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Autobuyer
On: Mode: |
Slow Boost Autobuyer
On: Mode: |
Sacrifice Autobuyer
On: Mode: :
Applying every tick due to EM (?)Due to Eternity Milestone , sacrificing doesn't reset everything, so by default you do it every tick. This does not apply in normal challenges and infinity challenges, since there sacrificing can still be bad.
Use settings instead: |
Prestige Autobuyer
On: Mode: :
Applying every tick due to EM (?)Due to Eternity Milestone , prestiging doesn't reset everything, so by default you do it every tick. This does not apply in normal challenges and infinity challenges, since there prestiging can still be bad.
Use settings instead: |
Infinity Autobuyer
On: Mode: :
Not on by default due to IP generation
Turn on anyway: |
Eternity Autobuyer
On: Mode: :
Not on by default due to EP generation
Turn on anyway: |
Permanence Autobuyer
On: Mode: :
Not on by default due to permanence generation
Turn on anyway: |
Complexity Autobuyer
On: Mode: :
Not on by default due to ℂP generation
Turn on anyway: |
Finality Autobuyer
On: |
You have completed infinity challenge, multiplying all infinity generators by .
You have produced stars this eternity.
To complete an infinity challenge, infinity while in the infinity challenge.
You have produced stars this eternity.
To complete an infinity challenge, infinity while in the infinity challenge.
Infinity Challenge
Normal Challenges , , , , , and all apply.
Requirement to start: stars this eternity
Goal: stars
Reward: The multiplier to generators based on total IP this eternity is uncapped.
Normal Challenges , , , , , and all apply.
Requirement to start: stars this eternity
Goal: stars
Reward: The multiplier to generators based on total IP this eternity is uncapped.
Infinity Challenge
Prestige power is raised ^, but sacrifice is far stronger.
Requirement to start: stars this eternity
Goal: stars
Reward: Sacrifice is stronger.
Prestige power is raised ^, but sacrifice is far stronger.
Requirement to start: stars this eternity
Goal: stars
Reward: Sacrifice is stronger.
Infinity Challenge
The prestige power formula is worse the more prestiges you do.
Requirement to start: stars this eternity
Goal: stars
Reward: Multiplier to Infinity Generator based on prestige power ().
The prestige power formula is worse the more prestiges you do.
Requirement to start: stars this eternity
Goal: stars
Reward: Multiplier to Infinity Generator based on prestige power ().
Infinity Challenge
There's an exponent on the multipliers of all increasing linearly from to over . Every time you buy a generator or boost, or sacrifice or prestige, this exponent resets to .
Requirement to start: stars this eternity
Goal: stars
Reward: Multiplier to all infinity generators based on time in infinity ().
There's an exponent on the multipliers of all increasing linearly from to over . Every time you buy a generator or boost, or sacrifice or prestige, this exponent resets to .
Requirement to start: stars this eternity
Goal: stars
Reward: Multiplier to all infinity generators based on time in infinity ().
Infinity Challenge
There's an exponent on the multipliers of all based on stars, capping at .
Requirement to start: stars this eternity
Goal: stars
Reward: Exponent to Infinity Generator multiplier based on stars ().
There's an exponent on the multipliers of all based on stars, capping at .
Requirement to start: stars this eternity
Goal: stars
Reward: Exponent to Infinity Generator multiplier based on stars ().
Infinity Challenge
The prestige power formula alternates between being raised ^ (as usual) and ^ every time you prestige.
Requirement to start: stars this eternity
Goal: stars
Reward: Exponent to prestige power based on infinity stars ().
The prestige power formula alternates between being raised ^ (as usual) and ^ every time you prestige.
Requirement to start: stars this eternity
Goal: stars
Reward: Exponent to prestige power based on infinity stars ().
Infinity Challenge
Prestige power is raised ^, but the multiplier per boost is squared.
Requirement to start: stars this eternity
Goal: stars
Reward: is added to the multiplier per boost.
Prestige power is raised ^, but the multiplier per boost is squared.
Requirement to start: stars this eternity
Goal: stars
Reward: is added to the multiplier per boost.
Infinity Challenge
You can only buy total (apart from ) and boosts throughout this challenge. Each you buy gives you extra purchases.
Requirement to start: stars this eternity
Goal: stars
Reward: Multiplier to Infinity Generator equal to number of (lower-bounded by ).
You can only buy total (apart from ) and boosts throughout this challenge. Each you buy gives you extra purchases.
Requirement to start: stars this eternity
Goal: stars
Reward: Multiplier to Infinity Generator equal to number of (lower-bounded by ).
You have eternity point (EP).
You have eternity stars, multiplying all normal and infinity generators by
and raising all normal and infinity generator multipliers ^.
You are getting eternity stars per second.
View all eternity generators even if they would be otherwise invisible:
You have produced eternity point this complexity,
multiplying all eternity generators by (from Eternity Upgrade ).
You have eternit, multiplying all eternity generators (EGs) by .
multiplying all eternity generators by (from Eternity Upgrade ).
You have eternit, multiplying all eternity generators (EGs) by .
You have eternity stars, multiplying all normal and infinity generators by
and raising all normal and infinity generator multipliers ^.
You are getting eternity stars per second.
View all eternity generators even if they would be otherwise invisible:
Eternity Upgrades: | ||||
---|---|---|---|---|
Increase the per-purchase multiplier for EGs: | ^ → ^^ (maxed) | |||
Increase the multiplier per boost: | x → xx (maxed) | |||
Multiplier to EGs based on total EP this complexity: | x → xx (maxed) |
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x |
You have eternit.
Completing all eternity milestones for the first time will also let you view the Eternity Producer tab.
Complexity and resets beyond complexity will reset eternity milestones, and will lock those milestones (including the ones saying "Start each ... complexity"), removing their effects until you unlock the milestones again. Once you start with enough eternities after complexity to start with eternity milestones unlocked, however, those milestones will have an effect even at the start of a complexity. This situation will also arise later in the game with other similar mechanics.
eternity
Start each with stars based on your eternities (currently ) |
eternities
Start each with all normal challenges completed. (You also keep fast autobuyers and infinity remains broken.) |
eternities
Start each with infinity points based on your eternities (currently ) |
eternities
Automatically complete as soon as you unlock (based on eternities) |
eternities
Start each with infinities based on your eternities (currently ) |
eternities
Sacrifice no longer resets anything. |
eternities
Unlock autobuyers for repeatable infinity upgrades. |
eternities
Prestige no longer resets anything. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer, and an eternity autobuyer. |
You have total theorem (a breakdown is below the theorem purchase buttons) and unspent theorem.
You have unlocked Eternity Challenge , costing theorem.
Click on the name of a study preset on the line below to load that study list:
There is also a small multiplier to the chroma cap based on total fourth-row study purchases (currently x).
You have disabled buying theorems.
Bought theorems: (from stars) + (from IP) + (from EP) = .
Extra theorems: .
Total theorems: (bought theorems) + (extra theorems) = .
Buying a study will increase the costs of all studies on other rows by theorems.
Despite this, the total cost of studies does not depend on the order you buy them in.
You need to eternity before you can buy theorems with anything.
You need to buy at least one eternity generator before you can buy theorems with eternity points.
After theorem purchases of a certain type, theorem costs of that type start increasing far more quickly.
Presets ():
You have unlocked Eternity Challenge , costing theorem.
There are a lot of study options.
There are a lot of study options.
You don't currently have any study presets. You can create presets at the bottom of this tab.
Presets can be used to load study lists more easily.
Presets can be used to load study lists more easily.
Exporting studies and preset study lists use the same syntax, which is explained below.
More of the syntax will be explained as it becomes useful. Currently all the syntax is visible.
Loading the study list a,b,c,...,z tries to buy Study a, then Study b, then Study c, and so on, until it has bought Study z.
If the game cannot buy a study in the list with the available theorems, it will continue to the next study in the list rather than stopping.
Note that you can put fourth-row studies (that is, numbers from 13 to 16) in this list, but there is a more convenient syntax for fourth-row studies explained below.
Adding |ux to the end of a study list (where the u is a literal u) will keep at least x theorems unspent by studies no matter what. It's fine if those theorems are spent on an eternity challenge.
|cx is like |ux, except it uses the cost of Eternity Challenge x rather than the value of x. This is useful for eternity challenges.
Adding ! to a preset with |x will try to unlock the eternity challenge, and adding !! will try to start it. Additional exclamation marks have no additional effect.
When you have an eternity challenge unlocked and export a study list, that study list will have |cx!, where x is the eternity challenge, and it will have |cx!! if you are in the eternity challenge.
("Broke every stone" disables this.)
Adding &a,b,c,d to the end of a study list will try to buy Study up to a total times, then Study b total times, and so on.
If the game cannot buy a study in the list as many times as asked for, it will move to the next study.
Adding &sa,b,c,d, where the s is a literal s, will instead try to spend theorems on fourth-row studies in proportion to their costs when bought a, b, c, and d times.
This &sa,b,c,d syntax allows for a preset to keep the same relative values between fourth-row studies (that is, which is more important and which is less) without the preset changing for every fourth-row study purchase.
Study list to constantly load:
Total cost:
Total cost:
Study
Double per-boost multiplier
Currently: x
Cost: theorem
|
Study
Multiplier to normal generators based on prestige power
Currently: x
Cost: theorem
|
Study
Multiplier to normal generators based on total stars this complexity
Currently: x
Cost: theorem
|
Study
Multiplier to normal generators based on total theorems
Currently: x
Cost: theorem
|
Study
Multiplier to infinity generators based on number of boosts
Currently: x
Cost: theorem
|
Study
Multiplier to infinity generators based on prestige power
Currently: x
Cost: theorem
|
Study
Multiplier to infinity generators based on eternities
: x
Cost: theorem
|
Study
Multiplier to infinity generators based on total theorems
Currently: x
Cost: theorem
|
Study
Eternity generators are multiplied by square root of per-boost multiplier
Currently: x
Cost: theorem
|
Study
Multiplier to eternity generators based on prestige power
Currently: x
Cost: theorem
|
Study
Multiplier to eternity generators based on eternity stars and time in eternity
: x
Cost: theorem
|
Study
Multiplier to eternity generators based on total theorems
Currently: x
Cost: theorem
|
Study (x)
Large fixed multiplier to normal generators
Currently: x
Next: x
Cost: theorem
|
Study (x)
Multiplier to infinity generators based on total color value
Currently: x
Next: x
Cost: theorem
|
Study (x)
Eternity generators are multiplied by chroma
Currently: x
Next: x
Cost: theorem
|
Study (x)
Multiplier to chroma buildup speed based on total theorems
Currently: x
Next: x
Cost: theorem
|
You have stars. | You have IP. | You have EP. |
Buy a theorem with stars
Cost: stars
|
Buy a theorem with infinity points
Cost: IP
|
Buy a theorem with eternity points
Cost: EP
(disabled because no bought EG)
|
Buy max theorems with stars
|
Buy max theorems with infinity points
|
Buy max theorems with eternity points
|
Bought theorems: (from stars) + (from IP) + (from EP) = .
Extra theorems: .
Total theorems: (bought theorems) + (extra theorems) = .
Buying a study will increase the costs of all studies on other rows by theorems.
Despite this, the total cost of studies does not depend on the order you buy them in.
You need to eternity before you can buy theorems with anything.
You need to buy at least one eternity generator before you can buy theorems with eternity points.
After theorem purchases of a certain type, theorem costs of that type start increasing far more quickly.
After you get theorems (enough to buy all the studies), a fourth row will appear.
However, studies in this row can only be bought if all studies above are bought.
However, studies in this row can only be bought if all studies above are bought.
Studies on the fourth row are rebuyable, with increasing costs.
Their costs are unaffected by buying other studies. Their shown costs are always the cost of the next purchase.
However, they can only be bought if all studies above are bought.
Their costs are unaffected by buying other studies. Their shown costs are always the cost of the next purchase.
However, they can only be bought if all studies above are bought.
Presets ():
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
Total cost of :
Name:
Study list:
Total cost of :
You can create at most presets. Delete existing presets to create more.
Total cost of :
The Eternity Producer, when unlocked, will produce eternit per second ( base production per second).
It will also multiply all eternity generators by (based on eternities).
It can be improved via upgrades.
Unlocking the Eternity Producer for the first time will also let you view the Eternity Challenges tab.
Note that you cannot benefit from the Eternity Producer or buy Eternity Producer upgrades before you unlock the Eternity Producer.
The Eternity Producer is producing eternit per second.
You have eternity point.
Eternity Producer base production per second: | → (maxed) | |||
Eternity Producer multiplier to EGs: | → (maxed) |
You have permanence. You get .
You need eternities to gain permanence.
Gaining permanence will cause you to lose all but eternities, but you will not lose anything else.
Multiplier to eternity gain: | → (maxed) | |||
Power to Eternity Producer multiplier to EGs: | → (maxed) | |||
Power to third-row study effects: | → (maxed) | |||
Multiplier to permanence based on eternity stars: | → (maxed) |
Permanence can be spent on a variety of upgrades that become visible when you gain permanence.
You get .