Difference between revisions of "Laboratory"

From The Perfect Tower II
Jump to navigation Jump to search
m
m (→‎Exotic skills: Added exotic gem costs.)
 
(28 intermediate revisions by 10 users not shown)
Line 1: Line 1:
 
{{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.
+
[[File:Green resource.png|left]]
 
+
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.
+
{{clear|left}}
 
 
[[File:Laboratory_Mainscreen.png|frameless]]<br />
 
 
==Experiments==
 
==Experiments==
<br />
+
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===
+
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.
+
There are '''12''' different experiments to complete. Click the icons below to navigate to the detail page for that experiment:
  
===Fire===
+
{| class="wikitable"
The goal of the Fire Experiment is to raise the temperature gauge.  
+
|-
 +
| style="padding: 10px;" |[[File:Experiment Fire icon.png|center|link=Experiment: Fire|Fire]]
 +
| style="padding: 10px;" |[[File:Experiment Water icon.png|center|link=Experiment: Water|Water]]
 +
| style="padding: 10px;" |[[File:Experiment Nature icon.png|center|link=Experiment: Nature|Nature]]
 +
| style="padding: 10px;" |[[File:Experiment Earth icon.png|center|link=Experiment: Earth|Earth]]
 +
|-
 +
| style="padding: 10px;" |[[File:Experiment Electricity icon.png|center|link=Experiment: Electricity|Electricity]]
 +
| style="padding: 10px;" |[[File:Experiment Darkness icon.png|center|link=Experiment: Darkness|Darkness]]
 +
| style="padding: 10px;" |[[File:Experiment Light icon.png|center|link=Experiment: Light|Light]]
 +
| style="padding: 10px;" |[[File:Experiment Air icon.png|center|link=Experiment: Air|Air]]
 +
|-
 +
| style="padding: 10px;" |[[File:Experiment Neutral icon.png|center|link=Experiment: Neutral|Neutral]]
 +
| style="padding: 10px;" |[[File:Experiment Universal icon.png|center|link=Experiment: Universal|Universal]]
 +
| style="padding: 10px;" |[[File:Gem.png|center|link=Experiment: Gems|Gems]]
 +
| style="padding: 10px;" |[[File:Exotic gem.png|center|link=Experiment: Exotic|Exotic]]
 +
|}
  
Heaters are for raising the temperature per tick.
+
==Building tiers==
 
+
Each building tier constructed unlocks new experiments.
Tickers reduce the time per tick.
+
{| class="wikitable"
 
+
!Laboratory
Insulators Reduce the percentage of temperature lost per minute.<br />
+
!Experiments
 
+
|-
===Electricity===
+
|Tier 1
The goal of the Electricity Experiment is to raise your amps.
+
|[[Experiment: Neutral|Neutral]], [[Experiment: Fire|Fire]]
[[File:Fire.png|thumb|The Fire Experiment]]
+
|-
'''Explain coils, wraps, wrap upgrades, and their interaction with Amps, Volts, and Ohm here.''' <!-- I don't understand the electricity experiment. -->
+
|Tier 2
===Water===
+
|[[Experiment: Nature|Nature]], [[Experiment: Electricity|Electricity]]
The goal of the Water Experiment Is to pump and lower the temperature of water.
+
|-
 
+
|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'''
+
|[[Experiment: Earth|Earth]], [[Experiment: Light|Light]]
 
+
|-
The cooler lowers the temperature of the water.
+
|Tier 4
 
+
|[[Experiment: Water|Water]], [[Experiment: Air|Air]]
The battery does something <!-- I don't know -->
+
|-
 
+
|Tier 5
===Nature===
+
|[[Experiment: Darkness|Darkness]], [[Experiment: Universal|Universal]]
The goal of the nature experiment is to grow different varieties of plants.
+
|-
 
+
|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.
+
|[[Experiment: Gems|Gems]], [[Experiment: Exotic|Exotic]]
 
+
|}
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 />
+
==Skills==
 
+
{{See also|Skills (Upgrade)}}
==Upgrades==
 
 
 
 
 
Each building tier constructed unlocks new experiments.
 
  
Tier 1: Neutral
+
*'''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
+
==Exotic skills==
 +
{{See also|Exotic Skills}}
  
Tier 3: Water, Nature, Earth
+
*'''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.
 +
*'''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.
 +
*'''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 />
+
{{Navbox buildings|state=expanded}}
 +
{{Navbox experiments}}
 
{{PerfectNavigation}}
 
{{PerfectNavigation}}
 
[[Category:Buildings]]
 
[[Category:Buildings]]

Latest revision as of 22:02, 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.