recursal/Fanatic-Fandom huggingface dataset:
Artisanistry

Cost increase
 Level cap

*"You're beginning to notice ways to make equally powerful equipment with considerably fewer resources. Bringing back these new ideas will allow you to spend 5% fewer resources **than the** **current cost (compounds)** per level on all equipment."*

## Effect

Each level is a 5% multiplicative decrease to all equipment and prestige costs.

The final equipment cost is:

> 0.95 ^ [Artisanistry level] \* 100%
>
>
Power II

Cost increase
 Level cap

*"You find strength in the desire to some day return home. Anger your Trimps by making them listen to you talk about it all the time, increasing their damage by 1% per level. The price for this perk increases additively, and each level will cost exactly 500 more than the previous level."*

## Effect

Each level is a 1% additive increase to Trimp attack.

The multiplier given by this perk stacks multiplicatively with other attack perks such as Power.

## Relation to other perks

Because Power II effectively adds damage, it has synergy with other damage perks.

Power II, Power, Range and Relentlessness raise their own multipliers, which stack multiplicatively with each other.

A guide on how to efficiently level those perks in relation to each other can be found in this section.
Auto Fight

**Auto Fight** is a mechanism unlocked by purchasing Bloodlust, found on cell 10 of zone 1.

## Usage

After unlocking, a new button will appear next to the world grid called AutoFight. When enabled, this mechanism will automatically send a new group of Trimps to fight if the current group is dead and the current Trimp population has reached its maximum (AKA the breeding bar being 100% full). thereby no longer requiring the player to click the Fight button manually in order to progress.

During the Trapper challenge, due to the lack of breeding, Auto Fight will constantly send out new Trimp groups even if you're not at max population.

## Trivia

### The 97.5%

Before patch 2.9, Auto Fight used the following rules:

If the player's current group of soldiers is dead, and their current Max. Trimps are under 95%, Auto Fight will send a fighting group if the amount of current Trimps reaches the percentage:

> 97.5% - (0.025 \* [% of workspaces assigned])
>
>

Maximum boundaries:

assigned
 None
Berserk

criteria
 Reward
 Goal

*"Travel to a dimension filled with lots of mild annoyances, sure to drive your Trimps berserk. All enemies in this dimension have 50% more attack and health. Every time your Trimps attack they have a 5% chance to become Frenzied, causing all kills to heal for 1% of max health, and also stack +50% attack and -2% max health, up to 25 times. If a frenzied group dies or is abandoned, your Trimps gain a permanent Weakened stack, reducing health by 4.99% per stack when outside of frenzy. If weakened stacks reach 20, Trimps can no longer become frenzied. Due to this dimension's annoying nature, the Angelic Mastery and Frenzy Perk do not work. Completing Z115 will unlock a new perk!"*

## Rules

Angelic is disabled; the only way your trimps can heal is by becoming Frenzied and then killing enemies. If your trimps die, they become Weakened (permanently for the remainder of the challenge). If this happens 20 times, you can no longer become Frenzied, and the challenge becomes immensely more difficult.

## Strategy

Disable Map at Zone. Since abandoning your trimps gives a Weakened stack, you must save your trips to the map chamber and use them only when absolutely necessary.

Keep attack high. Lean on Tenacity, and don't let your trimps die (using Equality as needed). Make the most of each journey to the map chamber (farm plenty of metal, raid prestiges, etc.).

## Trivia

Finishing the challenge after reaching 20 Weakened stacks before zone 100 earns the You're Doing it Wrong feat.

Prior to the 5.6.0 patch, in the Challenge³ variant, the challenge text became:

*"Same as Berserk but you earn no perk. If you have the perk, that perk won't work."*
Eradicated

criteria
 Reward
 Goal

*"If you thought Obliterated was not very friendly, wait until you see this dimension! Liquimps are unable to liquify, enemies have 100Qix attack and health, and equipment is 100Qix more expensive. Every 2 Zones, enemy attack and health will increase by another 3x. However, you'll earn 1 extra Coordination per Zone you clear! Oh and Magma, Corruption, and Nature start at Z1. This challenge issues rewards differently than most other Challenge²s. You will gain 10% attack and health, and 1% Helium for every 1 Zone reached. Every 2 Zones reached, this bonus will increase by 2% attack and health, and 0.20% Helium."*

## Rules

One of the hardest challenges in the game, this dimension is extremely hostile to you and your Trimps. Even more so than Obliterated.

The following rules are in effect:

* Enemies have 100Qi(1e20)x attack and health
* Equipment is 100Qi(1e20)x more expensive
* Liquimps are unable to liquify any world zones
* Every 2 zones, enemy attack and health will increase by another 3x
* Magma, Nature and Corruption all start at zone 1
* Earn 1 extra Coordination per zone cleared

Eradicated is a special Challenge², meaning that reaching a higher zone than previously will grant additional bonuses to attack, health and helium gain, stacking with other Challenge²s. No helium can be gained by any means while this challenge is active.

Similar to the Scientist challenges, abandoning the challenge will reset the world back to zone 1.

## Strategy

Eradicated Guide

You will be able to earn an achievement for beating the first enemy!

## Trivia

* Eradicated is one of two Challenge² without a Challenge, the other being Obliterated.
* This Challenge² was added in patch v4.10.0.
Egg

**This article is a disambiguation page for Egg**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Egg** may refer to:

* Egg (upgrade) - an upgrade found in zone 17 which unlocks Tribute
* Easter Egg - a special Easter world zone drop
Lumberjack

*"Show a Trimp how to cut one of those weird trees down. Each Lumberjack hauls back 0.5 logs per second."*

Lumberjack is one of the three main jobs. The cost to hire a Lumberjack is always 5 food, which means that after a while, the cost to hire one as well as the loss by firing one becomes negligible. Lumberjacks are producing Wood.

Total Wood gain from Lumberjacks is the product of the following multipliers:

 Number of Lumberjacks
 Sharing Food
 Staff Heirloom | 1+(Staff Heirloom bonus)

This doesn't include some Challenges that may affect your resources gain.

Note that Megalumber, just as the other Megabooks, will give you 60% production increase instead of 50% if you have completed the Frugal challenge.
Motivation II

Cost increase
 Level cap

*"Corruption and impending doom are great motivators to work a bit harder! Increases Trimp gather speed by 1% per level. The price for this perk increases additively, and each level will cost exactly 1000 more than the previous level."*

## Effect

Each level is a 1% additive increase to worker production amount.

The multiplier given by this perk stacks multiplicatively with Motivation.
Battle Territory bonus

Battle Territory bonus can be found on a cell marked with a gift box icon on the world map. It appears twice in every zone and awards an X amount of maximum Trimps. The default amount of maximum Trimps awarded per gift box is 5, however, that amount can be increased with the Trumps perk.

The bonus to maximum Trimps from the Trumps perk is persistent and stays even if the player uses a respec. It is possible to invest heavily into Trumps, then respec at a higher zone while keeping the additional population.

Battle Territory bonus is also affected by the Carpentry perk.
The Mysterious "He"

```
**THIS IS AN ALTERNATE PERSONALITY OF Falin, AND IS NOT A SEPARATE CHARACTER FROM HIM.**

```

```
**YOU MAY BE LOOKING FOR ANOTHER VERSION OF THIS CHARACTER.**
CLICK HERE IF THIS IS NOT WHAT YOU'RE LOOKING FOR.

```

```
*The Mysterious "He"*

```
Human
Alter
Black Cat (Animagus)

 Sex
 Height

***The Mysterious "He"*** was Falin Snape, though to everyone else, a person of unknown Blood status or Species. He appeared once to Harry Potter on September 15th, 2006, and spoke briefly before fleeing. Harry chased him through Bridgwater, losing him through a fence. He did not see Falin's face, though presumed correctly that he was a male child. Harry caught hold of Falin's wrist before he was able to break free and disappear. He dropped a strange necklace which Harry found and kept.

Even though it is now known that his identity is Falin Snape, much remains a mystery about him. Since he was not seen, it is unknown if he appeared to Harry as himself, or as one of his alters, therefore **The Mysterious "He"** is listed as its own alter.

After his death, Falin lost many of the morals he had possessed when he was alive. He looked less like his father, and more remarkably like his mother, mirroring her mental instability. He spent his days in his animagus form as Ceren the cat, and his nights as a nameless, faceless spirit, known simply as "he". "He" who haunted the stairwells, "he" who hid under beds. Falin gathered some form of joy from frightening children, and spent a majority of his time in the town of Bridgwater, bullying another child ghost named Karma Phoenix.

## Alternate Personalities

* Falin Snape
* Malum
* Ceren
* The New Dark Lord

## Appearances

* Dark Paradise
	+ Year 2: Chapter 5 - Suspend Disbelief (First mentioned)
	+ Year 2: Chapter 6 - Scorched Ground (Mentioned only)
	+ Year 2: Chapter 7 - MFLCBS (First appearance)
	+ Year 2: Chapter 8 - The Necklace (Mentioned only)
Challenge³

*You hear some strange noises behind you and turn around to see nine excited scientists. They inform you that they've figured out a way to modify The Portal to take you to a new type of challenging dimension, a system they proudly call 'Challenge3'. It seems as if the difference between Challenge2 and Challenge3 allows them to combine multiplicatively into your Challenge bonus.*

**Challenge³** is the Radon Universe equivalent to Challenge², which becomes permanently unlocked and available for completion after reaching zone 50 in the Radon Universe.
These challenges have no end point, and can be repeated for permanent boosts to health, attack and Helium/Radon gain, based on the highest zone reached in each challenge.
No Radon is awarded from any source while one of these challenges is active.

## Effect

The bonuses from Challenge² and Challenge³ stack multiplicatively, creating one big Challenge∞ boost to health, attack and future Helium/Radon gain.
The Challenge² portion of this bonus is capped at 60,000%, but the Challenge³ multiplier is not capped.

## Challenges and Bonuses

The following U2 challenges have a Challenge³ version: Unlucky, Downsize, Transmute, Unbalance, Duel, Trappapalooza, Wither, Quest, Storm, Berserk, Glass and Smithless.

Most Challenge³ challenges grant a bonus of 3% for each 10th zone reached, from 10 to 100; then 6% for each 10th zone from 110 to 200; 9% for each 10th zone from 210 to 300; and so on.

Trappapalooza³ is scored differently. It grants a bonus of 3% every 10th zone from 10 to 50; then 5% from 60 to 100; 7% from 110 to 150; 9% from 160 to 200; and so on.

The total bonus from all Challenge³ is added together, and is combined with the total Challenge² bonus to generate a Challenge∞ bonus as follows:

C∞ = C² × (1 + C³)

For example, with a C² bonus of 20000% and a C³ bonus of 60%, the C∞ bonus would be 32000%.
Size

criteria
 Reward

*"Tweak the portal to bring you to an alternate reality, where Trimps are bigger and stronger, to force yourself to figure out a way to build larger housing. Your Trimps will gather 50% more Food, Wood, and Metal, but your housing will fit 50% fewer Trimps. If you complete The Dimension of Anger without disabling the challenge, your stats will return to normal."*

## Rules

The number of maximum Trimps gained from **every single** factor (that includes but is not limited to Housing, Battle Territory bonus, Tauntimp) is lowered by 50%. However, food, wood and metal gathered by Trimps is increased by 50%.

The difference between a normal run and the Size challenge is that your resource gain will effectively be 75% of what it would have otherwise been in a normal run. You might also be unable to purchase the Coordination upgrade, due to a lesser amount of maximum Trimps.

After the challenge is completed, maximum Trimps from all of the factors is retroactively added.

## Strategy

Because this challenge gives one of the most powerful perks, it should be done ASAP.

Overall, this plays like a normal run, with minor penalties across the board. Standard gameplay strategies should be used (acquire Shieldblock, keep up with prestige upgrades, invest sparingly in bonus equipment levels, and so on).
Bait

Cost increase
 Level cap

*"A few of these in your traps are sure to bring in extra Trimps. Each level allows traps to catch 1 extra Trimp."*

## Effect

Each level increases the amount of Trimps obtained from every Trap by 1.

## Strategy

This perk is crucial in the very early game (first few Portals) and should be focused over Pheromones when increasing Trimp re-population time is the player's intention as its way more efficient. It's recommended to mass use Traps once Auto Traps is able to produce 10 Traps per second which is the hard limit.

Bait drastically loses it's efficiency once the player gets a few points in Carpentry and at that point should no longer be focused; Pheromones becomes the primary perk method for improving breed time.
Anticipation

Cost increase
 Level cap

*"Use your experiences in understanding the attention span of Trimps to increase the damage dealt by all soldiers based on how long it took to get an army together. Increases damage by 2% per level per second up to 30 seconds."*

## Effect

Each level is a 2% additive damage increase to each fighting group for each second taken for them to breed up to a maximum of 30 seconds.

Proper application of Anticipation with the Geneticist job will result in a sustained 600% increase in damage.

Anticipation takes the exact time spent breeding between sending one group of soldiers and the next. If a massive amount of Housing is purchased while Trimps are breeding, the additional time will be counted, so the anticipation bonus ends up being larger than what would be expected from the Breeding timer. In this way, technically Anticipation has no direct connection to the breeding timer, despite being highly related.

Patience Mastery will extend time factored in to 45 seconds, granting up to 900% damage increase.

## Formula

The final damage gain multiplier is this:

> 1 + (0.02 \* [Anticipation level] \* [Seconds passed])
>
>

## Bonus vs time

With Anticipation at level 10, how long should you wait between fights?

If you can survive 30s, having 30s of breeding always gives you the +600% bonus, but for cases where you can't survive that long, the bonus is small. For example if you can survive for just 1s, and have a breed time of 1s, is it worth buying Geneticist to get more Anticipation? In the table bellow we have used the conclusion that with +100% health, you can survive twice as long, and deal twice the amount of damage, so the combined value is the extra damage per hit multiplied with the amount of extra hits before your Trimps die.

So with 30s breedtime, you deal +600% damage, and can survive +448% longer, therefore 1 army of Trimps +6% damage in 30s (where they fight in 5½s and are waiting 24½s), then 30 armies of Trimps each surviving 1s.
Space

Since humans first walked on the Earth, we have gazed and wondered what's beyond our atmosphere. Astronomy, is  the science of celestial objects, space, and the physical universe.

We have studying astronomy since 1600 B.C., there were the first written astronomical observations were by the Babylonians which recorded position of planets, times of eclipses, etc.

Here are some topics in astronomy:

Our SunThe MoonThe PlanetsSpace ExplorationMission to Mars
Human Body

Every one of us is a living machine. We have functioning parts, flowing liquids and central control center. The human is a light, flexible but strong framework made of billions of cells. Also there are certian, admired engineered organs that work together in order for us to remain alive and moving.

## Our Senses

In the year 353 BC, Aristotle created the traditonal classification our five senses: sight, smell, taste, touch and hearing. Each of the 5 senses consists of organs with specialized cellular structures that have receptors for specific stimuli.

## Our Body Systems

Each one of our body systems have a specific job to do to keep us alive and functioning. Click on one of these systems to see what they do for us.

## Germs and Viruses

They may be one billionth our size, but they can hurt us. These microscopic enemies are the deadliest things to encounter besides the deadliest animals in the world. These are the top 10 deadliest viruses of the world.
Lead

criteria
 Reward
 Goal

*Travel to a dimension where life is easier or harder depending on the time. Odd numbered zones will cause double resources to be earned from all sources, and will give your Trimps 50% extra attack. Starting an even numbered zone will cause all enemies to gain 200 stacks of **Momentum**. Clearing a World cell will cause 1 stack to be lost, and each stack will increase the enemy's damage and health by 4%, and block pierce by 0.1%. If your Trimps attack without killing their target, they will lose 0.03% of their health per enemy stack. All the stacks are additive. Completing **Zone 180** with this challenge active will reward you with an additional 300% helium earned from any source up to Zone 180.*

## Helium challenge

**Lead** is a Helium challenge. There are a few rules which are followed by each one of them:

* The Helium reward from this challenge can be obtained repeatedly for multiple challenge completions.
* Completing **Lead** will increase all Helium earned until zone 180 (including 180) by 4x.
* Helium earned from completing Void maps will also be increased by 4x for each Void map completed on zone 180 or below. More information here.

## Rules

When the player is on an odd numbered zone (1, 3, 5, 7...), it causes Trimps to receive a buff called Determined which causes them to have 50% more attack and doubles all resource gains - all production, all loot, including helium gains.

This buff isn't applied in even numbered zones (2, 4, 6, 8...). On top of that, starting an even numbered zone causes the enemies to gain 200 global stacks of Momentum. Each time an enemy imp is defeated in the world zone, their number of Momentum stacks drops by 1. Momentum stacks carry through zones, meaning that reaching the next odd numbered zone, enemies will still have 100 stacks of Momentum at the start of it.

Each stack of Momentum:

* Increases enemy attack and health by 4%.
* Increases enemy block pierce by 0.1%.
* Reduces Trimps' health by 0.03% of their maximum health on every attack that does not kill the enemy. It doesn't matter if the enemy attacks first or not.

Multiple stacks of Momentum increase those factors **additively**.

 200
 150
 100
 50

## Strategy

Do Voids on the last cell of 179 since the resource gain applies to helium as well, and you will have the least stacks of momentum. Similarly, try and do farming near the end of odd zones near the end of your run as well as this will make farming easier and more profitable (z165-179). This applies regardless if you use +/- level maps since the bonus is based on your zone level, not the map level.

Lead can be very slow if you are not well set up for it. Without the Headstart I Mastery, most players find Tox or even Nom more profitable for Helium per hour until base stats can overcome the extra damage and you can make sure you are one-shotting enemies (around 100m/1e8 He).
Mapocalypse

criteria
 Reward
 Goal

*Experience a slightly distorted version of the 'Electricity' dimension, to help understand the relationship between maps and the world. Everything will work exactly the same as Electricity, but all maps will have an extra 300% difficulty. Clearing **'The Prison' (80)** will cause the world to return to normal. You will receive the Helium reward from Electricity. **You will also earn a new Perk!***

## Rules

For the duration of this challenge, all maps get an extra 300% additive to difficulty.

This challenge has all of the rules from the Electricity challenge, which means it can be done multiple times for the triple Helium reward; however, because this challenge is strictly harder than Electricity, there is no reason to do it multiple times.

Note that the difficulty increase also applies to unique maps, which will make The Prison substantially harder to complete.

During this challenge, the prison has 560% difficulty instead of 260%, which means to finish it the player should aim for combined health and block between 21.47Sp and 32.21Sp (2.147 and 3.221 e25) instead.

Void maps also are affected with the 300% difficulty addition.
Prismal

Cost increase
 Level cap

*"Crystallize some Radon, creating an interdimensional Prism that you can carry back through Portals. Each level adds 1% to your Trimps' Prismatic Shield and makes your Trimps feel 5% more comfortable in battle.*

## Effect

Each level adds 1% to your Trimps' Prismatic Shield.

Despite what the tooltip says, there is no additional benefit to this Perk.
Scientist II

criteria
 Reward
 Goal

*"Attempt modifying the portal to harvest resources when travelling. Until you perfect the technique, you will start with **8000** science but will be unable to research or hire scientists. Choose your upgrades wisely! Clearing **'The Block' (11)** with this challenge active will cause you to start with 5 Barns, 5 Sheds, 5 Forges, and T2 Equipment unlocked each time you use your portal."*

**Note**: More general information about the Scientist challenges can be found here.

The Scientist II challenge is unlocked by reaching zone 50 and completing the previous Scientist challenge. The player starts with **8000 science**.

## Rules

Gaining research points is fully disabled. The player can't work on science, and Trimps can't be assigned as scientists.

The player is limited to an amount of science total until the completion of the challenge. There is absolutely no way to gain additional science until the challenge is completed. Once the challenge is completed, all of the disabled functionality is unlocked, and scientists are unlocked again as a possible jobs, as well as missing Speedscience awarded.

If the challenge Slow was completed, the tier II prestige upgrades for the new equipment are unlocked as well.

Having the prestige upgrades unlocked does **not** allow you to buy the equipment at the start of the run. You must still find Shield, Dagger, Boots, etc. by defeating imps in the starting zones.

## Strategy

The strategy to completing Scientist II is mostly the same as Scientist, which is to focus on Coordination and Prestige upgrades. You'll want the following upgrades:

* Battle (10 science)
* Bloodlust (60 science)
* Miners (60 science)
* 8x Coordination (5962 science)
* Breastplate II (1900 science)

Total spent: 7992 science.

Doing a perk respec into more levels in Toughness (around 20) is recommended. You want as much health as you can get to prevent getting completely blocked by fast enemies.

The reward for this challenge is a minor convenience upgrade. As such, it is not essential to do it as early as possible.
Greed

Cost increase
 Level cap

*"Feeling poor? Just get more resources! Each level increases all loot gained by 2.5% (compounding). Starting once you have 600 Tributes, every Tribute you purchase (up to 1250) will **add** 0.015% to the compounding bonus. Every 25th Tribute you purchase will also add an additional 0.35% to the compounding bonus. For example: If you have 750 Tributes, you'll earn a 6.8% compounding Loot bonus for each level of Greed.*

## Effect

Each level increases all Loot **including Radon** by 2.5% (compounding).

For every tribute above 600 but below 1250, 0.015% is added to the compounding bonus. Every 25th tribute above 600 and up to 1250 will add 0.35% to the compounding bonus.

At 1250 Tributes, this bonus will become 21.35% (compounding) per level of Greed.
Expansion

Cost increase
 Level cap

## Effect

Adds **0.01% (0.0001)** to the Housing bonus granted by Expanding Tauntimps.

Expanding Tauntimps is a prior Spire Assault bonus, which causes the Tauntimp bonus to be applied as a compounding multiplier to all housing sources in U2, rather than only the housing which has been obtained at the moment the Tauntimp is defeated.

The Expanding Tauntimps bonus is normally **0.3% (0.003)**. With **Expansion**, the bonus becomes **0.003 + 0.0001 \* perkLevel**.

The final Expanding Tauntimps housing multiplier is thus

**(1.003 + 0.0001 \* perkLevel) ^ tauntimps**.
Capable

Cost increase
 Level cap

*"You can sense great power within Fluffy, but he'll need some training. Each level of Capable allows Fluffy to gain 1 level of experience. Respeccing to remove Capable will temporarily remove any bonuses associated with Fluffy's level and experience, but all exp will be saved until you add points back. Each level of Capable is 10x more expensive than the last, and buying the first level will allow Fluffy to take Portals with you."*

## Effect

Each level is allows Fluffy to gain EXP up to your current Capable level. For example, if you have Capable level 6, Fluffy can gain EXP up to level 6, but once he reaches level 6, then he can no longer gain additional EXP.
Unlike the other Perks, this perk has a scaling cost of 10x.

The cost of various Capable levels are shown in the table below:

 2
 3
 4
 5
 6
 7
 8
 9
 10

It is recommended to max out this perk as soon as possible, because each level of Fluffy grants useful bonuses to the player.
Shieldblock

"*This book explains methods of using a shield to actually block damage. The current shield will need to be completely destroyed and rebuilt, but it will give block instead of health.*"

**Shieldblock** is an upgrade to the Shield equipment, which makes it give Block instead of Health.

It is obtained by completing The Block.

It cannot be activated unless the player's shield is Prestige 3 or higher. At that prestige, it provides 58 block per soldier, compared to 621 health per soldier.

If the player had ever reached past zone 30 in their save, Shieldblock becomes marked among dangerous purchases.

## Strategy

If you're planning to do a deep run (that is, past zone 60) it is better to not obtain Shieldblock and instead get your block solely from Gyms.

Shieldblock has a reduced prestige scale (\*5.69 per prestige level) compared to the regular shield (\*11.4 per prestige level), and is outclassed by gymystic at higher levels, thus becoming comparatively useless as the player gets to higher levels. It can, however, be useful for the Crushed challenge or if your current run is restricted to the lower zones.

## Price:

* 3 000 science
* 10 000 wood

## References:

1. ↑ https://github.com/Trimps/Trimps.github.io/blob/97c439dabec81397d41628bc33f9c7f3f14b4689/config.js#L7080
Gymystic

At zone 25, you start getting an upgrade called **Gymystic**. This appears as "Some old, dusty book" in each of the following zones:

* every 5 zones starting with zone 25 ending with zone 55 in cell 45
* every 25 zones starting from zone 75 ending with zone 150 in cell 55

The first upgrade makes each Gym you have give a compounding 5% more Block (retroactive). Subsequent upgrades increase the compounding bonus by 1%. When fully upgraded (11 in total), each Gym you have gives a compounding 15% more block.

What this means is that increasing the number of Gyms not only adds a certain amount of Block, it also increases the Block added by all the Gyms.

Comparing with Shield, which only gives additive Block, leads to the conclusion that buying Gyms is a much more cost-effective method in the late game. This is why most players avoid purchasing the Shieldblock upgrade after their first few runs.

The formula for getting the amount of Block per gym is y = 4 \* b \* (( 1.04 + 0.01 \* n) ^ ( k )), where b is 1.5 if you have Blockmaster and 1 if you don't, n is Gymystic level, k is number of Gyms and y is Block per Gym. ( this formula only works after you have researched Gymystic ). Multiply this by the number of gyms to get the total amount of block provided by gyms. Then you will have to include the effect of trainers.

Each Gymystic upgrade costs 1B wood and 5M science, making it fairly difficult to purchase the first upgrade (at least until you buy a lot of perks), but trivially easy to afford every other one.
Construction speed modifier

The construction speed modifier is an number that is shown in the queue that multiples the base build speed(known in the files as crafttime) of various structures by itself

The modifier is effected by the player pressing the build button and by foremen

The player's modifier is 100% by default and is multiplied by 2 every Efficiency upgrade the player researches. foremen add 25% each foreman.

Example: If the player is building traps and has no efficiency upgrades or foremen they will have 100% construction speed and will build one trap every 10 seconds. if player stops building and gets 2 foremen they will have 50% construction speed and will build traps every 20 seconds, if the player presses the build button once more they will have 150% construction speed and will build traps in 7.5 seconds. if the player then gets a efficiency upgrade then they will have 250% construction speed and will build one trap in 4 seconds.

## References

1. ↑ https://github.com/Trimps/Trimps.github.io/blob/97c439dabec81397d41628bc33f9c7f3f14b4689/config.js#L6434
Bionic Wonderland/code

```
//must be in any map to pull correct values
//only use on temporary saves - this could destroy your game
function getBionicAttack(notation) { //0, 1, 2
	var str = "Map\tLevel\tMin\tMax\n";
	var i;
	var temp;

	game.options.menu.standardNotation.enabled = notation;

	for(i = 125; i < 400; i += 15) {
		str += "Bionic Wonderland " + romanNumeral((i - 125) / 15 + 1) + "\t";
		str += i + "\t";
		getCurrentMapObject().level = i;

		temp = game.global.getEnemyAttack(100, "Robotrimp") * 2.6 * (i < 230 ? 1 : (mutations.Corruption.statScale(3) / 2).toFixed(1));

		str += prettify(temp * 0.8) + "\t";
		str += prettify(temp * 1.2);

		str += "\n";
	}

	return str;
}

```
Packrat

Cost increase
 Level cap

*"Study the ancient, secret Trimp methods of hoarding. Each level increases the amount of stuff you can shove in your barn, shed and forge by 20%."*

## Effect

Each level increases storage space by 20% (additive). This perk will not increase the cost of storage upgrades.

### Indirect effect

The indirect result of this is that the relative price of an storage upgrades is lowered.
The first storage upgrade cost 125 resources, and upgrades from 500 to 1000 max storage, and the relative cost is then 25% of the current max storage.

The following upgrades to that building is then always 25% of the max storage.

By increasing the storage by 20% with 1 level of Packrat, the upgrade cost is still 125 resources, but the max is now 600, so the relative cost is then 21%, and going to stay at 21% for each upgrade.

So without Packrat you can queue at most 2 upgrades at the same time (25%+50%), and at most 3 total in queue (3rd at 100% of max). With Packrat at level 4, your initial storage capacity is doubled (+107%), so with a full storage you can queue 3 upgrades at the same time, and at most 4 total.
Scientist

**This article is a disambiguation page for Scientist**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Scientist** may refer to:

* Scientist (job) - scientists as a job
* Scientist challenges - a series of Challenges in the Helium Universe
	+ Scientist I
	+ Scientist II
	+ Scientist III
	+ Scientist IV
	+ Scientist V
Miner

*"You really don't like reading books, but it seems better than mining yourself."*

Miner is one of the three main jobs. The cost to hire a miner is always 20 food, which means that after a while, the cost to hire one as well as the loss by firing one becomes negligible. Miners are producing Metal.

Total Metal gain from Miners is the product of the following multipliers:

 Number of Miners
 Sharing Food
 Staff Heirloom | 1+(Staff Heirloom bonus)

This doesn't include some Challenges that may affect your resources gain.

Note that Megaminer, just as the other Megabooks, will give you 60% production increase instead of 50% if you have completed the Frugal challenge.
Foremen

**Foremen** are a reward that automatically build structures when put into the queue. They are a repeated world unlock, unlocked at the 90th cell of every zone.

## Foremen

### Effect

Autobuilds structures at 25% construction speed

### Flavor text

"You found a crafting foreman! He will build buildings automatically for you!"

Each foreman adds 25% build speed, foremen do not scale with each other and will always give 25% construction speed each. To put their speed of construction into perspective, the player constructs at the speed of 100%, which can be doubled every two zones thanks to the Efficiency upgrade.

The permanent upgrade foremany obtained from bionic wonderland I, adds 50000 foremen.

## Trivia

* It is unknown if foremen are a separate species from trimps or not.
Discipline

criteria
 Reward

*"Tweak the portal to bring you back to a universe where Trimps are less disciplined, in order to teach you how to be a better Trimp trainer. Your Trimps' minimum damage will be drastically lower, but their high end damage will be considerably higher. Completing The Dimension Of Anger will cause Trimp damage to return to normal."*

## Rules

The minimum base damage of Trimps is lowered from 80% to 0.5% while the maximum base damage is increased from 120% to 199.5%. This means the damage output is the same on average as a normal run.

The Range perk **has no effect** in the duration of this challenge at all, making it less worth doing it again over a normal run if the player has points in this perk.

## Strategy

The modifiers of this challenge don't require a different strategy to a normal play through. Since the expected damage is the same as a normal run (without the Range perk), it should not take additional time to complete.
Scientist V

criteria
 Goal

*"Attempt modifying the portal to retain positive qualities from previous dimensions. Until you perfect the technique, you will start with 1500 science but will be unable to research or hire scientists. and **all enemy damage will be 10X higher**. Choose your upgrades wisely! Clearing '**The Block' (11)** with this challenge active will cause you to permanently increase all helium found by 0.5% to the power of your current world number, and you'll start with 1000% player efficiency, and 50 Barns, Sheds, and Forges each time you use your portal."*

**Note**: More general information about the Scientist challenges can be found here.

Unlocked by reaching zone 130, the Scientist challenge becomes available for completion. The player starts with **1500 science**.

## Rules

Gaining research points is fully disabled. The player can't work on science, and Trimps can't be assigned as scientists.

The player is limited to an amount of science total until the completion of the challenge. There is absolutely no way to gain additional science until the challenge is completed. Once the challenge is completed, all of the disabled functionality is unlocked, and scientists are unlocked again as a possible job, as well as missing Speedscience awarded.

Additionally, all enemies have 10x more attack than normal, meaning that the total HP+BLK required to complete The Block has to be multiplied by 10. This makes the minimum combined HP+BLK needed 1.223M.

## Rewards

Once Scientist V is completed, every Portal the player will start with 1000% player efficiency (instead of 200% from Scientist III), 50 Barns, 50 Sheds and 50 Forges (instead of 5 from Scientist II).

On top of this, the player gains 1.005^Current Zone times the helium from all runs.

Below is a table showing the added multiplier to Helium after completing Scientist V on **select zones**:

## Strategy

Battle, Bloodlust, Miners and three levels of Coordination. The remaining science allows one level of Speedminer upgrade. (You'll need a lot of metal for HP equipment.)

You'll probably want around 30 Resilience for this challenge.

You'll probably want around 25 Resilience and 37 Toughness if you have the Slow challenge completed.

If you happen to get a Shield with Trimp Health you could keep it for this occasion.
Geneticist

### Effect

Compounding increase to health of each Trimp by 1%, slow down the rate of breeding by 2% compounding.

*"Your Trimps report a strange bronze object on the floor, and you decide to come look at it. It looks freaky, so you ask one of your Trimps to pick it up first. He instantly starts itching his face and babbling off a bunch of science stuff, so you let another Trimp touch it and he does the same. This seems to make your Trimps smarter than Scientists, but may cause side effects."*

Proper application of Geneticists combined with the Anticipation perk will result in a sustained 600% increase in damage.

With Geneticists, especially running in conjunction with Anticipation, it is recommended to enable the *More Breed Timer* setting in Settings -> General -> Less Breed Timer. This will increase the precision of the number of seconds on your current breed timer.

This setting will also add a secondary time next to the breed timer, which is the number of seconds that will be required for Trimps to breed to full after a group of soldiers is sent. This is useful to know exactly how many seconds of Anticipation will be accumulated on average each time soldiers fall in battle.

You only get the health bonus for the lowest amount of geneticists you've had for the duration of the breeding since the last army was sent. Also, you will only get the health bonus if the breeding has completed.
Perks/Helium cost of individual levels

**Note**: Values in table reflect what would appear on the tool-tip cost. The actual Helium costs will be rounded up to the nearest integer for larger costs. (Player left over Helium is rounded down to the nearest integer). What this means is that costs might vary by very tiny amounts.

If you require a table of costs for calculations, use this formula.

 200
Bionic Wonderland

Completion Requirements

*"You found a map to the Bionic Wonderland. Sounds fun!"*

**Bionic Wonderland** is a unique map found in maps of level 125 and higher. Completing it awards the player with a pet Robotrimp.

The player needs a minimum of over 2.54Dd combined health and block to complete it. That number is the minimum attack of the worst possible scenario on this map - a Snimp encountered on cell 99.

The player should aim for combined health and block of somewhere between that and the maximum attack of that imp (3.81Dd).

The cell 100 boss - Robotrimp, doesn't attack first, therefore its attack doesn't matter, as killing it is only a matter of time.

## Tiers

Bionic Wonderland is a tiered map. Completing Bionic Wonderland creates a next tier Bionic Wonderland of a higher level.

The difficulty, loot, size and resource modifiers do not change with higher tiers of Bionic Wonderland. The only thing that changes is the level. The next tier of Bionic Wonderland will always be 15 levels higher than the previous one. Starting at 125, it will go: 125, 140, 155, etc.

Using the Portal will require the player to unlock the higher tiers of Bionic Wonderland again. Doing so is only useful if you plan to complete a tier of Bionic Wonderland you haven't completed before, as only tiers which have never been completed in the save file will upgrade the pet Robotrimp. Check the pet Robotrimp levels section for a full breakdown of upgrades obtained from each unique completion of a specific tier of Bionic Wonderland.

Bionic Wonderlands **cannot be created more than 100 Zones past your Obsidian level**. The highest tier of Bionic Wonderland is LIII, with level 905.

Below is a table of minimum and maximum HP+BLK required to complete **selected** tiers of Bionic Wonderland.

## Rewards

Every time a higher tier of Bionic Wonderland is completed for the first time in the save file, the pet Robotrimp will be upgraded. Additionally, some levels of Bionic Wonderland unlock extra permanent bonuses. These maps will be highlighted in yellow in the Map Chamber if their bonus has yet to be unlocked.

* First completion of the first tier of Bionic Wonderland (level 125) permanently unlocks the pet Robotrimp and Foremany (gives 50,000 Foremen).
* Completion of Bionic Wonderland II (level 140) permanently unlocks AutoJobs.
* Completion of Bionic Wonderland III (level 155) permanently unlocks AutoStructure.
* Completion of Bionic Wonderland IV (level 170) permanently unlocks Geneticistassist.
* Completion of Bionic Wonderland V (level 185) permanently unlocks Double Build (Stacked items in the Building Queue will be constructed two at a time).
* Completion of Bionic Wonderland XIII (level 305) permanently unlocks Deca Build (Stacked items in the Building Queue will be constructed ten at a time).

## Trivia

Prior to some patch, Bionic Wonderland would be destroyed when completed. Now, completing Bionic Wonderland will spawn the next tier map and only keep three total.
Obsidian

**Obsidian** is the final anomaly for the Helium Universe and starts at Zone 701.

Upon reaching this zone for the first time, the following message is displayed on the screen:

"The Magma has solidified into impenetrable Obsidian; your Trimps have no hope of progressing here right now."

The whole zone turns black, and all enemies gain the Hardened effect. This makes their health and attack infinite, thereby making it impossible for the player's fighting Trimps to progress.

## Contents

The Obsidian Wall cannot be broken; the only way to progress is to push it back. This is done by making Fluffy stronger.

If Fluffy is not of a high enough Evolution/Level, the following message is displayed:

"Fluffy has an idea for remelting the world, but it will take a tremendous amount of energy from a place Fluffy isn't yet powerful enough to send you. Fluffy asks you to help him reach the **10th Level of his 8th Evolution**, and he promises he'll make it worth your time."

Fulfilling the condition above will allow Fluffy to create a pathway to a brand new Universe, that will allow the wall to be pushed back. The following message will then be shown:

"However, all is not lost! Every **A** Zones of progress you make in the Radon Universe will allow you to harness enough energy for Fluffy to slow down the hardening of your World for an extra 10 Zones in this Universe."

where **A**is 10 when the player's Highest Zone cleared in U2 is below 100 and 50 if the HZE is greater than 100. The maximum zone where Obsidian can be pushed back is 810. So now the relationship between Highest Zone cleared in U2 and Highest Zone available in U1 is as below:

## Trivia

* Even though the zone turns black, features like Magma and enemies carrying Tokens of Nature are still visible.
* Although the game explicitly says the Magma has solidified into obsidian, there is still a large river of Magma available to collect.
* All bonuses from Challenge² will have 5x the effect for the zones where Obsidian has been pushed back. Their menu icons will also turn black to signify they've reached Obsidian.
* The player will still able to run Extra Zone Maps, Void Maps and Bionic Wonderland maps at the same or higher level as the Obsidian wall. This allows the player to beat Spire VI which comes directly before the first Obsidian zone.
* Obsidian was added in patch v5.0.
Prismatic Palace

Completion Requirements

*You found a map to a strange place. Better go kill stuff in it!*

**Prismatic Palace** is a unique map found in the last cell in zone 20 in Radon Universe. It unlocks the Prismalicious Upgrade, granting you an additional 50% Prismatic Shield.

The player needs a minimum of over 6.48T/6.48e12 health to complete it. That number is the minimum attack of the worst possible scenario on this map - a Prismtimp encountered on cell 99.

The player should aim for health of somewhere between that and the maximum attack of that imp (9.72T/9.72e12).

The cell 100 boss - Lightimp, doesn't attack first, therefore its attack doesn't matter, as killing it is only a matter of time.

The following challenges end by completing Prismatic Palace:

* Downsize
Imploding Star

Completion Requirements

*"You found a map to an Imploding Star inside of a supercooled dimension. The temperature there is perfect!"*

**Imploding Star** is a unique map found in maps of level 170 and higher, which is required solely to complete the Devastation challenge.

The player needs a minimum of over 924.13Sxd (or 9.24E+53) combined health and block to complete it. That number is the minimum attack of the worst possible scenario on this map - fighting the cell 100 boss which attacks first - Neutrimp.

The player should aim for combined health and block of somewhere between that and the maximum attack of that imp (1.39Spd).

The following challenges end by completing Imploding Star:

* Devastation
Metal

**This article is a disambiguation page for Metal**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Metal** may refer to:

* Metal (resource) - metal as one of the main resources
* Metal (challenge) - a challenge
Revenge

criteria
 Reward

*"Travel to an exceptionally harsh dimension filled with vengeful creatures, including the Trimps. Enemies have 10x health on even zone numbers. If your army is killed at any point, any overkill damage will be applied 750% to the next group of Trimps to fight. Any time a group of Trimps is killed by this Overkill damage, your Trimps gain a stack of 'Revenge', increasing their Attack and Health by 20% (additive). However if your Trimps ever reach 20 stacks of Revenge, you will instantly fail the Challenge. Clearing **Zone 80** with less than 20 stacks of Revenge will complete this Challenge."*

**Revenge** is a new challenge introduced together with the Radon Universe. This is the second challenge after Bublé that can be ended prematurely (without abandoning), and rewards the Hunger Perk for U2.

## Rules

All enemies in even zones will have 10x health.

Every time Trimps die, 7.5x of overkill damage will be dealt to the next group of soldiers.

If this damage exceeds the amount of health of the next group of soldiers, they will spawn dead. This causes 1 stack of Revenge to be applied to your Trimps, increasing attack and health by 20%(additive).

**Reaching 20 stacks of Revenge will cause the challenge to be failed instantly.**

## Strategy

If Trimps die due to the "Abandon Soldiers" button, the overkill damage is 0 and your next group spawns with full health. So suiciding is a viable strategy if you can time your key-presses properly, and avoids Revenge stacks from accumulating too quickly.

Invest in Prismatic Shield and Equality, and turn off Equality Scaling, once Revenge stacks are close to 20.

A risky strategy is to obtain 19 Revenge stacks early on (for the attack/health boost), then respeccing mid-run to Equality and other health/Prismatic Shield-boosting Perks, then avoid getting Overkilled for the remainder of the run. This will also gain the feat for the challenge if done successfully.

## Trivia

Before patch 5.4, this challenge gave the Overkill perk as a reward.