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{{Building|Image=Laboratory Mainscreen.png|Tier=6|ConversionRate=400:1|Color=Green}}
{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}
[[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.
{{clear|left}}
==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.


<br />
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
==About==
[[File:Laboratory Mainscreen.png|left|frameless]]
<br />


There are '''12''' different experiments to complete. Click the icons below to navigate to the detail page for that experiment:


{| class="wikitable"
|-
| 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]]
|}


==Building tiers==
Each building tier constructed unlocks new experiments.
{| 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]]
|}


==Experiments==
==Skills==
{{See also|Skills (Upgrade)}}


===Fire===
*'''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.
to do<br />
*'''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.


===Water===
==Exotic skills==
to do
{{See also|Exotic Skills}}


<br />
*'''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.


==Upgrades==
{{Navbox buildings|state=expanded}}
<br />
{{Navbox experiments}}
{{PerfectNavigation}}
[[Category:Buildings]]
[[Category:Buildings]]

Latest revision as of 16:53, 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:

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