Difference between revisions of "Laboratory"
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m (→Exotic skills: Added exotic gem costs.) |
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{{See also|Skills (Upgrade)}} | {{See also|Skills (Upgrade)}} | ||
| − | *'''Science Funds''' - Reduces the conversion rate of laboratory resources by 1 per 5 experiment prestiges. The total sum of all prestige counts is used to calculate the | + | *'''Science Funds''' - Reduces the conversion rate of laboratory resources by 1 per 5 experiment prestiges. The total sum of all prestige counts is used to calculate the reduction. |
| + | *'''Overpaid Interns''' - Decreases prestige price for each experiment by 50%. | ||
| + | *'''Scoping'''- Increases the tower's attackrange by 1% for each learned skill in the laboratory. | ||
| + | *'''Elemental Cores''' - Increases the damage bonus from elemental experiments from 1% to 5% per goal level reached. | ||
| + | *'''Breakthrough''' - Increases resource drops during tower testing based on the highest significant value or value combo across all experiments. | ||
| + | *'''Module Molecules''' - Boosts the drop chance for modules during tower testing by 3% for each goal claimed in the laboratory. A goal is considered claimed once a reward has been collected. For multi-level goals, the bonus scales proportionally based on the highest level reached relative to the goal's maximum level. | ||
==Exotic skills== | ==Exotic skills== | ||
Latest revision as of 17:53, 3 December 2025
| Laboratory | |
|---|---|
| Max. Tier | 6 |
| Conversion rate | 400:1 |
| Color theme | Green |
The laboratory is a building where you perform various experiments in order to unlock modules and elemental damage & resistance bonuses.
Experiments
Experiments function as small incremental games, where the reward for progressing in them are modules, damage multipliers (cap at 200%) and resistances (cap at 99%) to respective elements.
Most experiments can be prestiged up to 100 times, trading green resources and a certain amount of progress for a permanent bonus in the experiment
There are 12 different experiments to complete. Click the icons below to navigate to the detail page for that experiment:
Building tiers
Each building tier constructed unlocks new experiments.
| Laboratory | Experiments |
|---|---|
| Tier 1 | Neutral, Fire |
| Tier 2 | Nature, Electricity |
| Tier 3 | Earth, Light |
| Tier 4 | Water, Air |
| Tier 5 | Darkness, Universal |
| Tier 6 | Gems, Exotic |
Skills
- See also: Skills (Upgrade)
- Science Funds - Reduces the conversion rate of laboratory resources by 1 per 5 experiment prestiges. The total sum of all prestige counts is used to calculate the reduction.
- Overpaid Interns - Decreases prestige price for each experiment by 50%.
- Scoping- Increases the tower's attackrange by 1% for each learned skill in the laboratory.
- Elemental Cores - Increases the damage bonus from elemental experiments from 1% to 5% per goal level reached.
- Breakthrough - Increases resource drops during tower testing based on the highest significant value or value combo across all experiments.
- Module Molecules - Boosts the drop chance for modules during tower testing by 3% for each goal claimed in the laboratory. A goal is considered claimed once a reward has been collected. For multi-level goals, the bonus scales proportionally based on the highest level reached relative to the goal's maximum level.
Exotic skills
- See also: Exotic Skills
- Fundamentals (500
) - Removes the negative prestige effects of the Fire, Water, Nature and Earth experiments. resetting the prestige tree to respend points still performs a full prestige with all its downsides. - Forces (500
) - Removes the negative prestige effects of the Electricity, Darkness, Light and Air experiments. resetting the prestige tree to respend points still performs a full prestige with all its downsides. - Universal Theorem (500
) - Removes the negative prestige effects of the Neutral, Universal, Gems and Exotic experiments. resetting the prestige tree to respend points still performs a full prestige with all its downsides.


