Difference between revisions of "Laboratory"

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{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}
 
{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}
The '''laboratory''' is a building where you perform various experiments in order to unlock modules.
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[[File:Green resource.png|left]]
 
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The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]] and [[elements|elemental]] damage & resistance bonuses.
Experiments unlock modules accordingly to it's respective element.
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{{clear|left}}
 
 
[[File:Laboratory_Mainscreen.png|frameless]]<br />
 
 
==Experiments==
 
==Experiments==
<br />
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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.
  
===Neutral===
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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
[[File:NeutralExperiment.png|thumb|The Neutral Experiment]]
 
The goal of the Neutral Experiment is to expand a ball.
 
  
To do this you need to buy upgrades which increase your meters of growth per second.
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There are '''12''' different experiments to complete. Click the icons below to navigate to the detail page for that experiment:
  
===Fire===
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{| class="wikitable"
The goal of the Fire Experiment is to raise the temperature gauge.  
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|-
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| style="padding: 10px;" |[[File:Experiment Fire icon.png|center|link=Experiment: Fire|Fire]]
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| style="padding: 10px;" |[[File:Experiment Water icon.png|center|link=Experiment: Water|Water]]
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| style="padding: 10px;" |[[File:Experiment Nature icon.png|center|link=Experiment: Nature|Nature]]
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| style="padding: 10px;" |[[File:Experiment Earth icon.png|center|link=Experiment: Earth|Earth]]
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|-
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| style="padding: 10px;" |[[File:Experiment Electricity icon.png|center|link=Experiment: Electricity|Electricity]]
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| style="padding: 10px;" |[[File:Experiment Darkness icon.png|center|link=Experiment: Darkness|Darkness]]
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| style="padding: 10px;" |[[File:Experiment Light icon.png|center|link=Experiment: Light|Light]]
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| style="padding: 10px;" |[[File:Experiment Air icon.png|center|link=Experiment: Air|Air]]
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|-
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| style="padding: 10px;" |[[File:Experiment Neutral icon.png|center|link=Experiment: Neutral|Neutral]]
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| style="padding: 10px;" |[[File:Experiment Universal icon.png|center|link=Experiment: Universal|Universal]]
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| style="padding: 10px;" |[[File:Gem.png|center|link=Experiment: Gems|Gems]]
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| style="padding: 10px;" |[[File:Exotic gem.png|center|link=Experiment: Exotic|Exotic]]
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|}
  
Heaters are for raising the temperature per tick.
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==Building tiers==
 
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Each building tier constructed unlocks new experiments.
Tickers reduce the time per tick.
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{| class="wikitable"
 
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!Laboratory
Insulators Reduce the percentage of temperature lost per minute.<br />
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!Experiments
 
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|-
===Electricity===
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|Tier 1
The goal of the Electricity Experiment is to raise your amps.
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|[[Experiment: Neutral|Neutral]], [[Experiment: Fire|Fire]]
[[File:Fire.png|thumb|The Fire Experiment]]
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|-
'''Explain coils, wraps, wrap upgrades, and their interaction with Amps, Volts, and Ohm here.''' <!-- I don't understand the electricity experiment. -->
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|Tier 2
===Water===
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|[[Experiment: Nature|Nature]], [[Experiment: Electricity|Electricity]]
The goal of the Water Experiment Is to pump and lower the temperature of water.
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|-
 
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|Tier 3
The pump Produces water. '''Warning: Water can't be drained as of build "open alpha 0.1.8", If you pump too much water you may not be able to complete the experiment'''
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|[[Experiment: Earth|Earth]], [[Experiment: Light|Light]]
 
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|-
The cooler lowers the temperature of the water.
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|Tier 4
 
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|[[Experiment: Water|Water]], [[Experiment: Air|Air]]
The battery does something <!-- I don't know -->
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|-
 
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|Tier 5
===Nature===
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|[[Experiment: Darkness|Darkness]], [[Experiment: Universal|Universal]]
The goal of the nature experiment is to grow different varieties of plants.
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|-
 
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|Tier 6
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, shovel to delete.
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|[[Experiment: Gems|Gems]], [[Experiment: Exotic|Exotic]]
 
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|}
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.
 
 
 
Experiment with these options to find new species.
 
 
 
Harvesting plants also rewards points which can be spent to increase the time watering lasts.
 
 
 
=== Earth ===
 
The goal of the Earth Experiment is to drill soil and then condense it.
 
 
 
Drills dig up soil.
 
  
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.<br />
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==Skills==
 
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{{See also|Skills (Upgrade)}}
==Upgrades==
 
 
 
 
 
Each building tier constructed unlocks new experiments.
 
  
Tier 1: Neutral
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*'''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 resduction.
  
Tier 2: Fire, Electricity
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==Exotic skills==
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{{See also|Exotic Skills}}
  
Tier 3: Water, Nature, Earth
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*'''Fundamentals''' ({{Number|500|icon=[[File:Exotic gem.png|20px]]}}) - 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.
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*'''Forces''' ({{Number|500|icon=[[File:Exotic gem.png|20px]]}}) - 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.
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*'''Universal Theorem''' ({{Number|500|icon=[[File:Exotic gem.png|20px]]}}) - 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.
  
<br />
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{{Navbox buildings|state=expanded}}
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{{Navbox experiments}}
 
{{PerfectNavigation}}
 
{{PerfectNavigation}}
 
[[Category:Buildings]]
 
[[Category:Buildings]]

Latest revision as of 23:02, 3 January 2024


Laboratory
Lab.png
Max. Tier 6
Conversion rate 400:1
Color theme Green
Green resource.png

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:

Fire
Water
Nature
Earth
Electricity
Darkness
Light
Air
Neutral
Universal
Gems
Exotic

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 resduction.

Exotic skills

See also: Exotic Skills
  • Fundamentals (500 Exotic gem.png) - 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 Exotic gem.png) - 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 Exotic gem.png) - 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.