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.
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{| class="wikitable"
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!Laboratory
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!Experiments
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|-
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|Tier 1
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|[[Experiment: Neutral|Neutral]], [[Experiment: Fire|Fire]]
 +
|-
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|Tier 2
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|[[Experiment: Nature|Nature]], [[Experiment: Electricity|Electricity]]
 +
|-
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|Tier 3
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|[[Experiment: Earth|Earth]], [[Experiment: Light|Light]]
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|-
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|Tier 4
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|[[Experiment: Water|Water]], [[Experiment: Air|Air]]
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|-
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|Tier 5
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|[[Experiment: Darkness|Darkness]], [[Experiment: Universal|Universal]]
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|-
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|Tier 6
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|[[Experiment: Gems|Gems]], [[Experiment: Exotic|Exotic]]
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|}
  
Tickers reduce the time per tick.
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==Skills==
 
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{{See also|Skills (Upgrade)}}
Insulators Reduce the percentage of temperature lost per minute.<br />
 
 
 
===Electricity===
 
The goal of the Electricity Experiment is to raise your amps.
 
 
 
'''Explain coils, wraps, wrap upgrades, and their interaction with Amps, Volts, and Ohm here.'''
 
===Water===
 
The goal of the Water Experiment Is to pump and lower the temperature of water.
 
 
 
The pump increases the water you produce. '''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'''
 
 
 
The cooler lowers the temperature of the water.
 
 
 
The battery does something '''I don't know'''
 
 
 
=== Nature ===
 
The goal of the nature experiment is to grow different varieties of plants.
 
 
 
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, shovel to delete.
 
 
 
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.
 
<br />
 
==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 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.