Radon Universe

The **Radon Universe** (also called **Universe 2**, or **U2** for short) is a whole new universe to explore in Trimps. It can be reached by leveling Fluffy to Evolution 8 Level 10 and then using the Portal.

The Radon Universe is similar to the original Helium Universe, whereby there are world zones (100 cells per zone) and maps. Progressing further into the zones unlocks new mechanics and story pieces, giving insights behind Druopitee's actions and his interactions with Fluffy and Scruffy.

The player may travel between the two Universes without penalty via the Portal or the View Perks screen, although any Helium/Radon and Pet EXP earned prior to unlocking the Portal will be lost.

## Changes from Helium Universe

The following items are kept between the two Universes:

* Achievements
* Bones
* Exotic Imp-orts and Bone Trader Permanent Upgrades
* Automation Upgrades like AutoUpgrade and Map At Zone (each Universe has separate MAZ presets)
* Heirlooms (see Note below)
* Challenge² and Challenge³ bonuses
* Mayhem/Pandemonium/Desolation bonuses
* Masteries, although some have no effect in U2, such as Magmamancermancy
* Player's Spire
* Spire Assault

**Note**: Heirloom bonuses are only 10% as effective in U2, although some of the modifiers (Pet EXP, Plaguebringer, Crit Chance & Void Map Drop Chance) can be restored to full power via Scruffy's level 2 ability.

The following items are NOT kept between the two Universes, and hence are restricted to the Universe they come from:

* Helium for U1, and Radon for U2
* Perks
* Overkill & Liquification have separate sources and limits in each universe
* Dimensional Generator (U1)
* Empowerments of Nature (U1)
* Corruption, Magma and Healthy cells (U1)
* Frigid clears (U1)
* Mutated cells (U2)
* Fluffy and his bonuses for U1, and Scruffy and his bonuses for U2
* Scientist 1-5 challenge rewards for U1, or Microchips in U2
* Map modifiers like Large Cache (these can be reobtained in U2, and U2 has some unique ones)

## New Mechanics

Block is gone in U2; in its place is a new mechanic called Prismatic Shield, first obtained by beating cell 5 of zone 2. Prismatic Shield (or PS for short) acts as a rechargable "buffer" hp bar for your trimps that refills on defeating an enemy. All enemy hits will target Prismatic Shield first, only depleting Trimp health once the Shield is fully depleted. Unlike block (which is a completely separate stat unto itself), Prismatic Shield durability is based on Trimp maximum health, so more health = more PS.

A new modifier present in Radiating and above Heirlooms, called Gamma Burst, allows Trimps to charge up a powerful attack once every few hits. Every successful attack adds 1 stack of Charging to your Trimps; attacking with 5 stacks of Charging will consume all stacks and release a Burst, further multiplying the damage of the current hit.

New Buildings:

* The Smithy gives a 25% compounding bonus to Trimp Attack and Health, but costs massively increasing amounts of Gems, Wood and Metal each time.
* Purchasing a Microchip, which survives through Portals, is equivalent to completing a Scientist challenge.
* The Antenna may be built after completing the Storm challenge. Antennas survive through Portals, and grant flat increases to Meteorologist Radon gain multiplier (and eventually Food, Health & Metal as well), with additional bonuses being unlocked at each multiple of 5 Antennas built. The maximum number you may build depends on your highest zone completed in U2.
* The Hub is the apex of Trimp housing within the Radon universe (as of patch 5.4), unlocked by competing Exterminate. They cannot be built normally, and their level is always equal to the total amount of other housing buildings (Huts, Mansions, Gateways, etc.) built.

New Jobs:

* Meteorologists are unlocked at cell 20 of zone 30. They increase Radon gained from all sources (and can eventually boost food/metal gain & trimp Health with enough Antennas) but only come into effect 1 zone after they're hired. Can be boosted with Antennas.
* Worshippers may be hired starting at zone 50. They have a chance to grant bonus Scruffy experience per world cell cleared, but you lose 2 of them at the end of each new zone. Their cost is based on the total amount of food gained in the previous 4 zones.

There are also new Challenges, new Perks from said challenges, new Achievements exclusive to this Universe, and new Unique maps awarding special loot.

## Removed Mechanics

Block is gone, as noted above, along with all of its supporting mechanics: Gyms, Trainers, TrainTacular, Gymystics, The Block and Shieldblock. Shields always give health. Radiant and higher heirlooms never have Trimp Block or Trainer Efficiency modifiers.

There are also no Nurseries, Geneticists, Magmamancers or Amalgamators.

Wormholes, Warpstations and Gigastations are also gone.

All of the Unique Maps from U1 are gone, but many of them have new, similar replacements. (There is no replacement for Bionic Wonderland, though, and BW-raiding is not possible.)

All zones have regular Speedbooks (+25%), not Megabooks (+50%/60%).

There is no Coordinated perk. Population will eventually become a limiting factor for buying Coordinations (typically well past zone 100).

All anomalies from U1 like Broken Planet, Corruption and the like do not exist in U2, but a brand-new anomaly called the Mutated Zones can be found starting at z201.

Robotrimp’s MagnetoShriek ability is disabled (but the passive damage bonus is shared in both Universes).

## Enemy Health and Damage

Enemy health and damage start out higher in U2, and the exponential increases across zones are also larger.

As with the Helium Universe, the increase across zones starts out high, decreases as you approach zone 60, then jumps up again, starts decreasing more slowly, and jumps once more at zone 300.

Ignoring the imp type, the formula for enemy attack in a U2 world zone is:

a = 750 \* sqrt(w) \* 3.27^(w/2) - 10
if w < 60: b = ((a \* 0.375) + (a \* 0.7 \* cell/100)) \* 0.85
if w >= 60: b = ((a \* 0.4) + (a \* 0.9 \* cell/100)) \* 1.15^(w-59)
attack = b \* 1.5^max(40,w)
if w > 40: multiply attack by 1.4^max(20,w-40)
if w > 60: multiply attack by 1.32^(w-60)
if w > 300: multiply attack by 1.15^(w-300)
minattack = attack \* 0.5
maxattack = attack \* 1.5
And enemy health:

a = 10^7 \* sqrt(w) \* 3.265^(w/2) - 110
if w < 60: b = ((a \* 0.4) + (a \* 0.4 \* cell/110)) \* 0.75
if w >= 60: b = ((a \* 0.5) + (a \* 0.8 \* cell/100)) \* 1.1^(w-59)
health = b \* 1.4^max(60,w)
if w > 60: multiply health by 1.32^(w-60)
if w > 300: multiply health by 1.15^(w-300)
where *w* is the world zone number (w > 2) and *cell* is the world cell number. Here are some of the calculated ratios:

Ignoring the first few zones and the zones right around 60, you can use the ratios here to produce reasonable estimates of enemy strength.

## History

Enemy attack and health scaling increases by an additional 15% for each zone above 300. This change was added in version 5.9.