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.<br />
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{{clear|left}}
 
==Experiments==
 
==Experiments==
There are 12 different experiments in the laboratory.
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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.
 
 
The experiments function as small incremental games, where the reward for progressing in them is [[modules]].
 
 
 
In the future, experiments will feature their own prestige systems.<br />
 
 
 
===Neutral===
 
[[File:NeutralExperiment.png|thumb|The Neutral Experiment|alt=|none]]
 
The goal of the Neutral Experiment is to expand a sphere.
 
 
 
To do this you need to buy upgrades which increase your growth per second.
 
 
 
At any point to can expand to start a new sphere, this converts your growth into maximum growth.
 
 
 
<br />
 
 
 
===Fire===
 
[[File:Fire.png|thumb|The Fire Experiment|alt=|none]]
 
The goal of the Fire Experiment is to raise the temperature gauge.
 
 
 
Heaters are for raising the temperature per tick.
 
 
 
Tickers reduce the time per tick.
 
 
 
Insulators Reduce the percentage of temperature lost per minute.
 
 
 
Upgrades of a higher tier produce upgrades of their previous tier.<br />
 
 
 
===Electricity===
 
[[File:Electricity_Experiment.png|thumb|The Electricity Experiment|alt=|none]]
 
The goal of the Electricity Experiment is to raise your amperage.
 
 
 
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.
 
 
 
Each wrap adds 1V on the coil it's on.
 
  
The total voltage is calculated with the product of voltages of all coils.
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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
  
Each wrap's material can be upgraded to reduce it's resistance.
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There are '''12''' different experiments to complete. Click the icons below to navigate to the detail page for that experiment:
 
 
The resistance of a coil is the average of the resistances of all wraps in that coil.
 
 
 
Total resistance is the average of the resistances of all coils
 
 
 
Amperage is calculated with Voltage(V)/Resistance(Ohm)
 
===Water===
 
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]]
 
The goal of the Water Experiment Is to pump and lower the temperature of water.
 
 
 
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'''
 
 
 
The cooler lowers the temperature of the water.
 
 
 
The battery increases the power output of both the pump and the cooler, increasing their efficiency.
 
===Nature===
 
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]]
 
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, use the 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 which watering lasts.
 
 
 
===Earth===
 
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]]
 
The goal of the Earth Experiment is to drill earth and then condense it.
 
 
 
Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase.
 
 
 
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.
 
 
 
===Air===
 
[[File:AirExperiment.png|thumb|The Air Experiment|alt=|none]]
 
The goal of the Air Experiment is to build up pressure inside a chamber
 
 
 
You add compressors and upgrade their power, capacity and recharge time.
 
 
 
You upgrade the hull densities to increase oxygen retention rate.
 
 
 
===Darkness===
 
[[File:DarknessExperiment.png|thumb|The Darkness Experiment|alt=|none]]
 
The goal of the Darkness Experiment is to find particles in the dark.
 
 
 
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.
 
 
 
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.
 
 
 
===Light===
 
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]]
 
The goal of the Light Experiment is to create as much light as you can.
 
 
 
You launch a particle of light inside of a light chamber to achieve this.
 
 
 
Every time the particle hits a wall it loses some of it's lifetime, but creates another light source(fragment) at the impact site.
 
 
 
There are four ways to upgrade your experiment:
 
 
 
*'''Bounceloss:''' Reduces Lifetime loss when particle hits a wall.
 
*'''Lifetime:''' Increases total lifetime of particle.
 
*'''Lumen:'''  Increases brightness of particle.
 
*'''Fragmentpower:''' Increases the brightness of the fragments.
 
 
 
==='''Universal'''===
 
[[File:UniversalExperiment.png|thumb|The Universal Experiment|alt=|none]]
 
The goal of the Universal Experiment is to increase the gravity of a ball.
 
 
 
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.
 
 
 
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.
 
 
 
[[File:Universal1-5strat.png|frameless]]
 
 
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%; overflow:auto;">
 
<div style="font-weight:bold;line-height:1.6;">1.5 gravity solution</div>
 
<div class="mw-collapsible-content">
 
[[File:Universal1-5strat.png|frameless]]
 
The optimal strategy to get 1.5 gravity is to place an infinity arrow facing right from the launch point.
 
Then you place three gravup pads right of that. Lastly right of the pads, put three 3-time arrows point left towards the pads.
 
 
 
 
 
</div></div>
 
<br />
 
===Gem===
 
[[File:GemExperiment.png|thumb|The Gem Experiment|alt=|none]]
 
The goal of the Gem Experiment is to fill the board with gems.
 
 
 
Clicking an icon rolls the icons randomly into new ones in a '''+''' formation.
 
 
 
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.
 
 
 
A stack requires you to fill the grid 9 times.
 
 
 
===Exotic===
 
[[File:ExoticExperiment.png|thumb|The Exotic Experiment|alt=|none]]
 
The goal of the exotic experiment is to create ∞universes.
 
 
 
Top middle bar produces universes.
 
 
 
At base you produce 1 universe every 48 hours.
 
 
 
Production Increases the amount of universes you make per bar tick.
 
 
 
Time factor is a divisor to all the bar's base time?
 
 
 
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x
 
 
 
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.<br />
 
==Upgrades==
 
  
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{| class="wikitable"
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|-
 +
| 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]]
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| style="padding: 10px;" |[[File:Gem.png|center|link=Experiment: Gems|Gems]]
 +
| style="padding: 10px;" |[[File:Exotic gem.png|center|link=Experiment: Exotic|Exotic]]
 +
|}
  
 +
==Building tiers==
 
Each building tier constructed unlocks new experiments.
 
Each building tier constructed unlocks new experiments.
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{| class="wikitable"
 +
!Laboratory
 +
!Experiments
 +
|-
 +
|Tier 1
 +
|[[Experiment: Neutral|Neutral]], [[Experiment: Fire|Fire]]
 +
|-
 +
|Tier 2
 +
|[[Experiment: Nature|Nature]], [[Experiment: Electricity|Electricity]]
 +
|-
 +
|Tier 3
 +
|[[Experiment: Earth|Earth]], [[Experiment: Light|Light]]
 +
|-
 +
|Tier 4
 +
|[[Experiment: Water|Water]], [[Experiment: Air|Air]]
 +
|-
 +
|Tier 5
 +
|[[Experiment: Darkness|Darkness]], [[Experiment: Universal|Universal]]
 +
|-
 +
|Tier 6
 +
|[[Experiment: Gems|Gems]], [[Experiment: Exotic|Exotic]]
 +
|}
  
Tier 1: Neutral
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==Skills==
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{{See also|Skills (Upgrade)}}
  
Tier 2: Fire, Electricity
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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 3: Water, Nature, Earth
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==Exotic skills==
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{{See also|Exotic Skills}}
  
Tier 4: Nothing
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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.
 +
*'''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.
  
Tier 5: Darkness
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{{Navbox buildings|state=expanded}}
 
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{{Navbox experiments}}
Tier 6: Light, Air, Universal, Gem, Exotic
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{{PerfectNavigation}}
 
 
==Skills==
 
None yet.{{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.