recursal/Fanatic-Fandom huggingface dataset:
Dragimp

*"Your top scientists are pretty sure this is a Dragimp egg. They know Dragimps love shiny things, maybe it'll come out for some gems."*

**Dragimp** is the single possible worker which generates Gems, and is obtained by finding and purchasing the Egg upgrade. It is not possible to acquire more than a single Dragimp, hence it's not portrayed in the Jobs menu. The most common way of increasing gems production is by buying Tribute, which simply increases the rate at which Dragimp collects gems by 5% per level, compounding. This rate is further increased by Whipimp, Motivation and Motivation II perks, as well as the Dragimp Efficency mod on your currently equipped Shield.
Potency

"*Also known as the Trimpma Sutra, this book will help your Trimps make more Trimps"*

**Potency** is an upgrade which increases breeding speed by 10% compounding.

It drops every 5 zones starting at zone 5, always appearing on cell 30.

The first Potency upgrade costs 1000 science and 4000 wood. Each new Potency upgrade costs 1.4x more than the previous one.
Warpstation

### Effect

Increase maximum Trimps by 10000.By upgrading Gigastation this effect can be increased further.

*"Create a gigantic Warpstation, capable of housing tons of Trimps and instantly transporting them back to the home planet when needed. Supports 10000 Trimps."*

 Each level in Warpstation increases maximum population by 10000.

Each purchase of the Gigastation upgrade will prestige your Warpstation, resetting its level to 1 but keeping the previous bonus. The new Warpstation would house 20% more Trimps, but cost 75% more resources than the base price of the previous Warpstation.

An example on the Gigastation prestige mechanic can be found here.

Beating Scientist IV will permanently cause buying Warpstations to ignore the building queue, meaning they will be built instantly. This can be disabled in the settings.

## Cost formula

Here's a way to calculate the cost of a next level in Warpstation:

> ([Base] \* (1.75 ^ [Gigastations bought])) \* (1.4 ^ [Level])
>
>

where:

* Base - the base cost of Warpstation. 100T for gems and 1Qa for metal
* Gigastations bought - the amount of Gigastations purchased. This can't be easily tracked, but you can count how many have been unlocked from the Gigastation page.
* Level - current level in Warpstation

## Trimp gain increase

A table of increase in the output of Trimps per each Gigastation bought can be found here.
Geneticistassist

**Geneticistassist** is a permanent upgrade unlocked after completing Bionic Wonderland IV for the first time (level 170).

Once unlocked, it will attach itself to the Geneticist job button, which will in turn now take two columns. If enabled, Geneticistassist will automatically buy or sell Geneticists to a selected number of seconds.

## Usage

By default, the button cycles through four states: 1 second, 10 seconds, 30 seconds, OFF. When switching states to a working one, there is a short pause until the assistant starts working again.

When enabled, the game will buy or sell one Geneticist every frame (10 times a second) until the breeding timer matches roughly the number of seconds selected.
Bounty

**Bounty** is a one time upgrade which doubles the production of most basic types of Trimp workers for the duration of the run. The upgrade adds a x2 multiplier to Farmers, Lumberjacks, Miners, Scientists and Explorers production. If you don't purchase the upgrade before clearing the Dimension of Anger, you can gain the achievement "Forgot Something".

Requirements:

* Complete The Wall unique map (Map Level is 15), or the Big Wall unique map in Universe 2 (Map Level is 7), or clear Zone 15 with the Bounty Hunter Mastery active;
* Costs 40K Science, 100K Food, 100K Wood, and 100K Metal.

When you find the book, it adds information about it under the Looting tab of the latest feed - *"It's all shiny and stuff. You're pretty sure you've never seen a book this shiny."*

The description of the provided upgrade states *"This book will teach your Farmers, Lumberjacks, Miners, Scientists, and Explorers to all be twice as productive."*

## References:

1. ↑ https://github.com/Trimps/Trimps.github.io/blob/97c439dabec81397d41628bc33f9c7f3f14b4689/config.js#L7100
Looting

Cost increase
 Level cap

"*Walk back through the empty zones, learning how to milk them for every last drop. Each level permanently increases the amount of resources gained from battle by 5%."*

## Effect

Each level is a 5% additive gain to all loot dropped.

**This includes Helium gains**, making this a very important perk in terms of maximizing Helium gained from progression.
Battle

After collecting the first science point, an upgrade called Battle is unlocked, which costs 10 science.

It allows Trimps to engage in combat in zones.

Description of battle *"figure out how to teach these Trimps to kill some bad guys"*

## References:

1. ↑ https://github.com/Trimps/Trimps.github.io/blob/97c439dabec81397d41628bc33f9c7f3f14b4689/config.js#L6995
Slow

criteria
 Reward
 Goal

*"Legends tell of a dimension inhabited by incredibly fast bad guys, where blueprints exist for a powerful yet long forgotten weapon and piece of armor. All bad guys will attack first in this dimension, but clearing **Zone 120** with this challenge active will forever-after allow you to create these new pieces of equipment."*

## Rules

All of the enemy imps will attack first.

Completing this challenge unlocks two new pieces of equipment - Arbalest and Gambeson. They will now drop as such.

Also unlocks new Prestige upgrades for them.

This equipment will be available as soon as Slow is finished (in the same run). You will have to run a map repeatedly to catch up with all missing prestige upgrades for it though, as it will be unlocked as Tier I.
Decay

criteria
 Reward
 Goal

*"Tweak the portal to bring you to an alternate reality, where added chaos will help you learn to create a peaceful place. You will gain 10x loot, 10x gathering (excluding helium), and 5x Trimp attack, but a stack of Decay will accumulate every second. Each stack of Decay reduces loot, gathering, and Trimp attack by 0.5% of the current amount. These stacks reset each time a Blimp is killed and cap at 999. Completing **Zone 55** with this challenge active will allow you to select the Gardens biome when creating maps, and all future Gardens maps created will gain +25% loot."*

## Rules

In this challenge, Trimps receive a buff called Sanity which gives them 5x attack, 10x gathering speed and 10x loot gains (excluding Helium).

Every second that passes, a stack of Decay is added. Each stack of Decay creates a separate multiplier, which reduces each of the aforementioned stats by 0.5% of the **current** total amount. Clearing a zone resets Decay stacks to 0. Note that despite the in-game description stating that the stacks are reset upon killing a Blimp, completing zones that don't have Blimps (1-4, 6-9, and 11-14) will also reset the Decay stacks.

Final multiplier:

A \* (0.995 ^ [Decay stacks])
where:

A = 10 for loot and production, 5 for attack
As a result:

* Attack starts to fall under normal after 321 stacks (321 seconds or just over 5 minutes).
* Loot and production starts to fall under normal after 459 stacks (459 seconds or around 7.5 minutes).

With (maximum) 999 stacks of Decay:

* Attack goes down to 3.3437% of original stat.
* Loot and production go down to 6.6874% of original stat.

Here's a table showing rounded final multipliers added by the Decay challenge with select numbers of stacks:

## Strategy

With Decay active, it is recommended to pause the game whenever the player has to leave.

Ensure you don't take too long farming maps, as Decay stacks will still accumulate in maps. Try to spend no more than 5 minutes in each zone.

Even though the challenge will be grayed out once it is completed, it is actually a good idea to keep running this challenge until the player is able to unlock Electricity. This is because of the large Sanity buff which will speed up early gameplay and thus Helium gain. This challenge is also good for attempting speedrun achievements for The Block, The Wall, Dimension of Anger and Trimple of Doom.
Smithless

*"Travel to a dimension that is severely lacking in skilled Metalworkers."*

criteria
 Reward
 Goal

## Rules

The Melting Point map does nothing in this challenge, except give this message:

*These buildings are completely useless right now! Maybe you'll be able to hire some Metalworkers eventually...*
## Strategy

The main strategy is to gain as many stacks of Enhanced Armor as possible

To do this, make sure you are as powerful as you can be on the first cell of zones 25, 50, 75, 100, 125, 150, and 175.

An easy way to accomplish this is to create a Map-at-Zone rule to exit to maps at Cell 1 every 25 zones.

Run a map above your world level to earn as many equipment upgrades as possible. For example, on Zone 125, run a map to Zone 135 to gain all the available equipment upgrades. You then may need to farm Metal to afford these upgrades.

Run at least 10 maps at or above zone level to earn the maximum attack bonus from running maps.

For Smithless³, use the above strategies for zones 200, 225, 250, and so on.

## Trivia

Added in version 5.8.0.
Mapology

criteria
 Reward

*"Travel to a dimension where maps are scarce, in an attempt to learn to be more resourceful. You will earn one map Credit for each World Zone you clear, and it costs 1 credit to run 1 map. Completing **Zone 100** with this challenge active will return you to your original dimension. Double prestige from Scientist IV will not work during this challenge."*

## Rules

Note: For the duration of this challenge, the double prestige reward from Scientist IV will be temporarily disabled.
For the duration of this challenge, a new temporary currency is added: map credits. Every time a zone is completed (starting zone 1) a map credit is earned.

Starting any map costs 1 map credit. Each repeat of the said map will also cost an additional credit.

If the player has no credits, they can't start any map, with the following message:

*You are all out of Map Credits! Clear some more zones to earn some more.*

If the player runs out of map credits while doing a map, they will be kicked out to the map selection screen.

Map credits are only gained and used during this challenge.

## Strategy

Use the "Equip First" setting. You should always be using this anyway.

Don't farm maps for resources. Your map credits are very limited, and most of them should go to prestiges.

Only get prestiges up through Greatsword at most. Each kind of equipment gets a new prestige every five zones,
so you can keep any given kind of equipment up to date so long as you give it a new map credit every five zones.
With Prestigous, each map run will update two different kinds of equipment. Thus, overall, you can keep 10 kinds of equipment fully upgraded. Trying to upgrade more will mean that some of them fall below maximum prestige level.

To get the most out of your maps, use the Prestigious map modifier, so that you get twice as many pieces of equipment per map. Prestigious was added long after **Mapology**, and the developer has confirmed
that they meant to disable it during this challenge. Now it's too late.

While running maps, pay attention to which prestige book drops on each repeat. Once you see a drop of a book for Greatsword, exit out of maps and go back to running world zones. The reason is that once you see Greatsword books, you must have already collected all the available books up through battleaxe. This is enough in practice, and it's not worth chancing a mishap to try an additionally get the maximum upgrade of Greatsword. Because of how Prestiguous works, this method also means that you will be behind on Shoulderguards as well. If you want to, perhaps near the end of a Challenge² run, you can switch to also fully upgrading these last two kinds of equipment, for a little bit of extra oomph.

Do run The Wall, because it's a large resource increase for just one map credit. If you run it early, you can even get an equipment prestige from it, and not waste a credit at all. If you make a mistake, though, it's still well worth a map credit to run it.
Devastation

criteria
 Reward

*"Travel to a harsh dimension where Trimps are penalized for the mistakes of previous generations. If your army is killed at any point, any overkill damage will be applied 750% to the next group of Trimps to fight. Completing **Imploding Star (Zone 170)** will return the world to normal."*

## Rules

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.

However, if Trimps die due to switching formation or 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 keypresses properly.

## Strategy

This challenge will inflict a crippling -- one might even say devastating -- penalty on you if you fight against strong enemies and lose. So the strategy is *don't fight strong enemies*. Be stronger.

Keep up with your weapon/armor prestiges by mapping frequently, and for long enough, with high enough Metal gathering/looting bonuses, that you never let a bunch of prestige upgrades pile up. That's pretty much it. Map At Zone is your best friend here.

With Toxicity levels of Helium (say, about 30 million), 30 seconds of Anticipation, a good attack/damage Heirloom, and reasonably close to a full set of prestige upgrades at all times, you should be able to one-shot your way through almost the entire run, thereby avoiding the crippling penalty for being beaten up.
Shield Block Comparison

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*[Objective]: Not losing "block" when you upgrade your shield.

This is a table to know the minimum level you should level up your shield before upgrading it to the next tier based on the "block" stat. It doesn't matter how many trimps or trainers you have, the "min level" remains the same.

The "max level" is based on the cost of the upgrade. It's just a reference, maybe you will need to upgrade your shield more than the "max lvl".

Kadercito (talk) 18:14, July 14, 2015 (UTC)
Meditate

criteria
 Reward

*"Visit a dimension where everything is stronger, in an attempt to learn how to better train your Trimps.* All enemies will have +100% health and +50% attack, and your trimps will gather 25% faster. ***Completing 'Trimple of Doom' (33)** will return the world to normal."*

## Rules

In this challenge, all enemies have +100% health and +50% attack, but the Trimps gather resources 25% faster.

## Strategy

This challenge plays out like a combination of a normal run, and a much slower balance challenge. No special strategies are required.
Carpentry II

Cost increase
 Level cap

*"You've learned to look more objectively at the no longer mysterious building designs, allowing you to increase housing space by 0.25% per level. This multiplies on top of Carpentry I, but the bonus stacks additively. The price for this perk also increases additively, and each level will cost exactly 10000 more than the previous level."*

## Effect

Each level is a 0.25% additive increase to maximum Trimps gained from all effects.

The multiplier given by this perk stacks multiplicatively with Carpentry.
Toughness

Cost increase
 Level cap

"*Pay your Trimps to knock you around a little bit. By learning to not be a wuss, your Trimps will be less wussy as well. Adds 5% health permanently to your Trimps."*

## Effect

Each level is a 5% additive increase to Trimp health

## Relation to other perks

Because Toughness effectively adds health, it has synergy with other health perks.

Toughness, Resilience and Toughness II 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.
AutoStructure

*"Unlock the AutoStructure tool, allowing you to automatically purchase structures."*
AutoStructure is unlocked via Bionic Wonderland III at Zone 155 (as of 5.3.0) which allows automatic building of housing structures when resources allow it.
You can configure the number of each building to purchase, up to a certain number or a % of your available resources.
As of 4.10, AutoStructure now allows Gigastations to be purchased.

## Rewards

Unlocking AutoStructure actually confers two benefits:

*Unlock the AutoStructure tool, allowing you to automatically purchase structures. In addition, all housing and battle territory bonuses will come with ready-to-fight Trimps inside!*
If AutoStructure is unlocked after the player has reached zone 230 or higher, the text says:

*Unlock the AutoStructure tool, allowing you to automatically purchase structures. In addition, all housing and battle territory bonuses will come with ready-to-fight Trimps inside (Not including the Dimensional Generator)!*
## Trivia

* Before patch 5.3 AutoStructure was a Level 4 Mastery.
Antenna

*"Build an antenna for your Meteorologists to use in their meteorological duties. Each Antenna increases the bonus granted per Meteorologist by a flat 0.05% (20 Antennas would double their bonus), but only 1 Antenna can be built for every 5 Zones completed above Z100 in Universe 2 on your highest run ever. Thanks to the extra-dimensional origin of the Antenna design, these Antennas persist in the world when you use your Time Portal!"*

The Antenna gains new effects in large numbers, as follows:

 25+ | For each 5 Antennas built after 20, the Food/Health/Mining bonus gains another 25%

You must *complete* a specific zone number (highest zone ever in U2) to qualify for each Antenna. I.e. you must complete zone 110 to build the second Antenna, etc.

The (primary) Antenna bonus is added to the base effect of each Meteorologist. Without any Antennas each Meteorologist adds 1% to Radon gains. With one Antenna, each Meteorologist adds 1.05% to Radon gains, and so on.
Overkill

Cost increase
 Level cap

*"You have overcome the otherworldly objective of obtaining Overkill, outstanding! Each level of this perk will allow 0.5% of your overkill damage to harm the next enemy. If this damage kills the next enemy, you will lose no time moving through that cell."*

## Effect

When an imp is killed, (0.005 \* level) of overkill damage on that imp will be applied to the next one.

If this kills the next imp, it will be immediately slain, meaning the player will progress two cells at once, meaning that it is now possible to progress faster than 500 ms per cell. Check the Combat page for more information on fight speeds.

A successful overkill makes the game beat two cells in a single frame, meaning that anything that would've normally happened (upgrade drops, loot drops) from beating both cells one after another without Overkill will have happened when the cells are beaten simultaneously.

Overkilled cells are shown in a light green color.

## Fluffy

After Fluffy is unlocked in Spire II, and he gains enough experience, Overkill can be extended to affect more than one cell. *It is likely that the same mechanic of only transferring (0.005 \* level) of overkill damage from the preceding cell will apply.*
Range

Cost increase
 Level cap

*"Use your new-found leadership skills in order to increase the minimum damage your Trimps deal by 2% per level. Stacks up to 10 times, doesn't affect max damage. At 10 levels, you will get a minimum of 100% benefit from all attack damage per strike."*

## Effect

Each level is a 2% additive bonus to minimum damage per level.

Minimum damage is originally 80% of the player's base damage, while maximum damage is 120% of base damage. Each level of Range increases the player's minimum damage by 2% of their base damage.

At level 10, the player's damage ranges from 100%-120% of their base damage.

Note: Range **does not work** if the Discipline challenge is active.

## Relation to other perks

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

Range, Power, Relentlessness and Power II 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.
Bone Trader

**Bone Trader** is a premium shop introduced in the 1.091 update. Here, the player can spend bones on various items.

## Exotic Imp-orts

The Exotic Imp-orts are special imps that, once purchased, will spawn at an average rate of 3 per 100 cells individually and drop special bonuses. Each of the Exotic Imp-orts costs 50 bones.

Exotic Imp-orts stay unlocked after using the Portal; however, the bonus gained from killing them does not.

Purchasing all of the Exotic Imp-orts unlocks the Permanent Upgrades section.

### Zone-Only Imp-orts

Note: Feyimp starts giving Gems from zone 1, which means it's the only source of gathering Gems before zone 6, where they can be earned from Maps. It also allows the player to buy the prestige upgrades gained from Scientist II much quicker as a result.

### Map-Only Imp-orts

These Imp-orts can only be utilized in zone 6+, as that is when the player unlocks Maps.

Note that standard loot is based on the amount of max Trimps the player owns. **Jestimp** and **Chronoimp** however give seconds of current production, so if the player's current production of a resource is low, the loot given by these imps will also be low.

Jestimp and Chronoimp loot, aside from just seconds of production is also affected by loot multipliers, such as Looting, Magnimp, map loot % and low level map penalty, amounting to much larger amounts of resources than expected (especially at higher zones).

A comparison, and a recomendation on what order to get them can be found in the NewPlayerGuide.

## Permanent Upgrades

This section contains four permanent upgrades costing Bones, each of which can be bought 10 times. The first level of each upgrade costs 10 Bones, and each successive level costs 10 more Bones, up to the tenth level which costs 100 Bones.

The upgrades are:

 More Imports
 Multitasking
5% of your breeding Trimps will gather the three main resources if the population bar is full

The Bone Shrine works like the Chronoimp, with the "minutes of production" being multiplied by Looting, Magnimp bonus, and so on. Note that Chronoimp, a map imp, includes the map's loot factor, but the Bone Shrine never does, even if you're in a map when you click it.

## Other Goodies

The other goodies include one-time-use miscellaneous bonuses.

 Heirloom
 Golden Maps
**Until your next portal**
 Quick Trimps
**Until your next portal**
 Sharp Trimps
**Until your next portal**
 Heliumy
**Until your next portal**

1. ↑ Daily challenges will affect the bone portal as if they don't have a bonus.
2. ↑ The chances listed are equal to the chances you'd get from running a Void Map at your highest zone ever.

## Kongregate

If you play on Kongregate, you can buy bones using the website's currency, Kreds. You can also buy Exotic Imp-Orts through this method.

### Item Prices

 42 Bones
 110 Bones
 230 Bones
 480 Bones
 4 Exotic Imp-Orts of your choice and 100 bones

## Steam

If you play on Steam, you can buy bones for your Steam account. These bones will be saved to your Steam account, so if you ever lose your save file, you can sync your Steam account and get your purchased bones back.

### Item Prices

 230 bones
 480 bones
 1250 bones
Structures

**Structures**, or buildings, are mainly comprised of material storage and housing for your Trimps, but other special structures include Traps, Gyms, Tributes and Nurseries. Before buildings are constructed they are put into the Queue where Foremen and the player can build them at a speed dependent on the percentage of construction speed shown in the queue. each structure has a base build speed that is different depending on the structure. Traps have a base build speed of 10 seconds.

## Housing

Housing structures represent living or working space for the Trimps. Purchasing these structures enable to increase their maximum population. Each structure type requires one or several different resources. With the Home Detector Mastery, the buildings that once requires maps to unlock will now do so once you clear the zone in which the building appears i.e. Mansion unlocks once you clear world zone 8.

1Population per Warpstation increases with the purchase of Gigastations.

2Population per tick increases with Dimensional Generator upgrades.

#### Housing Upgrades

Some housing structures have upgrades which allows to further increase the room available and support more Trimps. Each Uber upgrade listed below increase the amount of Trimps housed by 2x, for each respective housing.

 UberHouse
 UberMansion
 UberHotel
 UberResort
 Gigastation | First upgrade gained by finding it in Zone 61.
More information here.

## Storage

Storage structures are used to store Food, Wood, and Metal. Each upgrade costs one-fourth of the current maximum of a material, and in return doubles the maximum storage amount of that material (in 1.0 and earlier, 50% of the storage).

 Forge | Reach 350 metal at the game start.

## Trivia

* Previously, if you buy 9,007,199,254,740,995 (2^53 + 3) buildings at a time, the number of queued buildings would not decrement. This was not useful, however, as the only building that you could build that many of is Traps, since all other building structures cost infinite resources at that point. As of update 5.1.3, this glitch was patched and it is impossible to buy any building of this amount.
Tenacity

Cost increase
 Level cap

*"If things seem tough, just try hitting them harder. Each level increases your Trimps' Attack by 10% (compounding). For every 4 minutes you spend on one Zone, 1% is **added** to the compounding bonus, with a max of 2 hours. When you clear a Zone, you carry 50% of the time you spent last Zone (up to 2 hours) with you to the new Zone. For example: If you have spent an hour on one Zone, you'll earn a 25% compounding Attack bonus for each level of Tenacity. **Maximum of 40 levels.***

## Effect

Each level increases Trimp attack by 10% (compounding).

For every 2.4 minutes spent in a zone, 1% is added to the compounding bonus, stacking up to 1 hour,

For every 12 minutes spent in a zone (after 1 hour), 1% is added to the compounding bonus, stacking up to 2 hours,

and this bonus is reset to 50% after clearing a zone.

After spending one hour in a zone, the bonus will become 35% per level (damage multiplier = 1.35n), and after two hours in a zone, the bonus reaches a maximum of 40% per level (multiplier = 1.4n).

The compounding (exponential) damage multiplier becomes quite powerful. See table below for some examples.
Efficiency

**Efficiency** is a repeated world unlock which increases the speed at which the player can do the following actions:

* Gathering food.
* Chopping down trees.
* Mining metal.
* Generating science.
* Structure making.
* Trapping.

The player's speed starts at 100% than can be increased to 200% with Scientist III and to 1000% with Scientist V. Each upgrade doubles your speed. The player gets an Efficiency upgrade every two zones.

The table below shows the player efficiency for up to first 10 upgrades bought.

Note: You can only build or check traps 10 times per second. This is because the game runs 10 logic frames per second, and is capped to a maximum of one action per logic frame. This means that if you're doing these two actions at 10 per second, upgrading Efficiency further won't have an effect on them anymore. To find out whether you've reached maximum speed on those, simply look at the progress bar - if it doesn't react, you've reached maximum speed.

\*you can actually build 20 times per second with Double Build Mastery
Story

In Trimps, the **story** is presented fully in the message log. It contains introductory pieces, and new bits of story are revealed after reaching specific zones.

As of 5.0, the introduction of the Radon Universe means new story is now available up to zone 200 (please verify) in U2.

In U1, unlocking Anger by completing Zone 20, and then completing the Dimension of Anger, unlocks the Portal with the intention of soft resetting your game.

In U2, unlocking Rage by completing Zone 15, and then completing the Dimension of Rage, also unlocks the Portal for soft reset.

## Helium Universe story

Making your way to these zones, the following bits of story will be shown:

## Radon Universe story

Making your way to these zones, the following bits of story will be shown:

## Introductory Unlocks

Most of the starting unlocks in Trimps come with story pieces, aiding the player in further progress.

## Trivia

Before patch V3.4, Spire would be locked, and the following story message would be displayed upon reaching zone 200:

*"The spire seems to be locked, and you are not sure what to do about the corruption. You have a feeling that you may have gotten here sooner than you were meant to, and that if you came back in a few weeks you would be able to get in. Until then, you decide to press on in an attempt to become more powerful."*

Now, the only story message upon entering zone 200 occurs after exiting the spire (either manually or by losing 10 battles in it), in which case the game promptly says:

*"You're not yet ready. Maybe you'll be of use in the next lifetime. (You made it to cell X)"*
Meteorologist

*"Increase the amount of Radon gained from all sources by x% per Meteorologist hired. Meteorologists require some time to get situated after being hired, and must be active for an entire Zone before they can start collecting any extra Radon."*

Each Meteorologist increases the amount of Radon by 1%. This bonus may be boosted by Antennas, and a fraction of the Radon bonus may also be applied to Food gathering, Trimp health and Metal mining with a sufficient number of Antennas.
Turkimp

Turkimp is a special imp which spawns exclusively in world zones. On average, it should spawn every ~285.71 cells (~212.766 with Turkimp Tamer I) (not accounting for Skeletimps).

## Rewards

When a Turkimp is killed, a brown box is added to the top left corner of the Trimps box and a duration of 15 minutes is started. When another Turkimp is killed, additional time is added to that duration, up to a maximum of 25 minutes.

During that time, if the player is manually working one of the three basic resources (Food, Wood or Metal), the production rate of Trimps on that resource is increased by 50%, and base loot for all three resources is increased like this.

The production increase also works with imps which give loot based on production time, such as Chronoimp or Jestimp.

## Masteries

Turkimps have two Masteries associated with them. Turkimp Tamer I increases the timer increase per Turkimp to 20 minutes, the cap to 35 minutes and the spawn rate of Turkimps by 33%. Turkimp Tamer II increases the bonus from Turkimps to 100% and makes the bonus permanent.

## Quotes

Chat log quotes when a Turkimp is killed:

* "Yum, Turkimp! You eat some and put some in your pockets for later."
* "You seem very happy to see that this land came with free food too! You gobble up some turkimp."
* "You're quite grateful to finally eat some protein! You eat a bunch of Turkimp and find a Trimp to carry the rest back for you."
* "Apparently your scientists are vegetarians. Hurray, more Turkimp for you!"
* "You hear a loud gobbling sound in the distance, it sounds angry. You disregard it because this Turkimp is delicious!"
* "Ah, Turkimp. Nature's version of a Chickimp with a weirder head. Sure is tasty! You eat your fill and save some for later."

## Formulas

Below is a formula which determines the percentage chance for a Turkimp to spawn on each cell:

> 0.35 \* (1 / (99 - (3 \* [World Imp-orts bought]))) \* **A,**
>
>

**A** being 133% if you have Turkimp Tamer I and 100% if you don't.

Resulting in the following possibilities in chances of spawning a Turkimp per each cell:

 1
 2
 3
 4
 5

These are exact percentages, as the game rounds them to three decimal numbers.

Accounting for Imp-orts is required as more Imp-orts reduce the amount of cells eligible for Turkimps to spawn, explained in the imp spawn rules.
TriVialized guide

This page is a **guide**.

Guides can be highly subjective, as they include the authors' opinions. Keep that in mind.

For a list of other guides, click here.
TriVialized is a 250% achievement unlocked beating Spire V in less than 20 mins.

## My stats:

* Game version: 4.11.3
* HZE 721
* HE: 671 SP
* 8630% achievements
* 8 Strength Towers
* Loom with maxxed CC, PB, 2495% CD and 1340% Atk
* 18089% C² bonus
* Fluffy E8L9 (178M % ATK bonus)
* 8 Amalgamators

## Preparation:

* activate AutoGold Battle in previous run
* activate Full fuel in previous run
* deactivate GA (to reduce time loss at Z230 and when amalgs pop in)
* create a map preset for +2 maps and prestigious maps
* set map at top 2 spires
* (optional) identify your perfect nursery zone by building max nurseries manually at 590,591,592 and check, with which setting you end up with maximum nurseries in Spire V (mine was 591)

## The run itself

* use a C² to reduce dodge chance of imps (I used Size²)
* my perky setting was 500:1 ration for ATK:HP
* Spam "F" at the beginning of the run to avoid loosing time
* activate ice enlightenment
* during the run pause and export multiple times to get back to that points, if you messed up something (I did that every 50 zones in the beginning and every 10 zones above Z500)
* at your perfect nursery zone buy max nurseries manually and activate GA (1s) to build geneticists and improve your HP
* At 596 you may click fight again to reduce time loss during nature change
* At Z600 run 2x your 602 maps (preset) to get Dagger and Mace

## Hints and Times

1. If your are only a few (<10) seconds of, you may need to try again a bunch of times if it doesnt work, need some RNG to go ur way. I repeated my runs serveral times and noted down some times at specific zones. Each time, my current run was faster, I used this run for reloading if I got too much dodges and time loss.
2. Optimum times for 5 zones per nature seem to be 18s (Ice) and 22s (Wind and Poison) before Hyperspeed ends and 25s and 30s afterwards. Everytime your breed timer is greater, you lost time in that 5 zones and you may reload your export file.
3. Here is a list of times of my run, that cleared SpireV in 19:59:

* Z300: 2:45 (at end of zone)
* Z400: 3:50 (at end of zone)
* Z450: 7:30 (at end of zone)
* Z500: 11:00 (at end of zone)
* Z510: 11:41 (at entering the zone - all afterwards is at entering the zone)
* Z520: 12:23
* Z530: 13:09
* Z540: 13:51
* Z550: 14:46
* Z560: 15:45
* Z570: 16:44
* Z580: 17:40
* Z590: 18:42
* Z595: 19:15
* Z600: 19:42
Trap

*"Each Trap allows you to catch one thing"*

**Trap** is the first structure introduced in the game. With 10 wood and 10 food, the player can create a trap. Once checked by using Trapping, each trap adds one Trimp to the population.

With each level of the Bait perk, the player can increase the amount of Trimps collected per trap by one.

The base build time of traps is 10 seconds

After running a map of level 10 or higher Trapstorm will be unlocked. This adds traps to the queue if nothing else is being built.
Trimps Wiki

## External links

* Play on Kongregate
* Play on Github & share save file with the Kongregate version
* Play on Github
* Trimps Kongregate forums
* Trimps Subreddit
* Browse the source code

## Welcome to the Trimps Wiki

Trimps is a resource management, incremental game developed by GreenSatellite, where players control a society of impish creatures called Trimps. With them, the player must venture through zones and maps, defeating a plethora of bad guys in order to obtain loot and unlock upgrades to further their advancement as a society. A journey of conquest and discovery awaits you!

The latest patch is 5.9.0! Complete list of updates available here!

The game is completely open-source. Click on the external links to either play on Kongregate or the main Trimps site, check out the source code for the game, or participate on discussions on Reddit or Discord.

## Become a contributor!

Hi! Trimps is a game that receives frequent updates, thus this wiki requires frequent maintaining. ***Check out the To do List***.

If you're interested in being an active contributor, or just want to know our few guidelines, here are a few things you can look at. It would be of great help if you could follow these guidelines.

* Simple guide to adding new pages.
* Add hyperlinks to common keywords which have their corresponding pages.
* Use correct punctuation and grammar.
* If you're writing a guide, follow and acknowledge the guide posting rules.
* Linking to external documents in pages (not sources, but user made documents) is prohibited and may get your source removed from the page. This is because these are impossible to track for changes from the wikia's environment. These are still okay in comments, however.
The Block

*This is an article for a unique map called The Block. If you were looking for Block as a blocking mechanic, look here.*

## Unique Map

### Unlock Criteria

Find a map fragment in maps of Level 11 and higher

## Stats

### Loot

200%

Completion Requirements

*"Holy cowimp! A unique map!"*

**The Block** is the first unique map ever encountered in Trimps, found in maps of level 11 and higher. This map rewards Shieldblock.

The player needs a minimum of over 122.25K 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 (183.37K).

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

The following challenges are completed by completing The Block:

* Scientist I
* Scientist II
* Scientist III
* Scientist IV
* Scientist V
* Trimp
Toxicity

criteria
 Reward
 Goal

*"Travel to a dimension rich in helium, but also rich in toxic Bad Guys. All Bad Guys have 5x attack and 2x health. Each time you attack a Bad Guy, your Trimps lose 5% of their health, and toxins are released into the air which reduce the breeding speed of your Trimps by 0.3% (of the current amount), but also increase all resources obtained by 0.15% (including Helium), stacking up to 1500 times. These stacks will reset when you clear a Zone. Completing **Zone 165** with this challenge active will reward you with an additional 400% of all helium earned up to that point. This is repeatable!"*

## Helium challenge

**Toxicity** 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 **Toxicity** will increase all Helium earned until zone 165 (including 165) by 5x.
* Helium earned from completing Void maps will also be increased by 5x for each Void map completed on zone 165 or below. More information here.

## Rules

Note: The loot bonus from Toxicity stacks (explained below) **also counts for Helium gains** for killing Blimps and Improbabilities. That means the final Helium gain from Toxicity will be much larger than 5x, depending on how many attacks you perform in each zone. 50 is the minimum number of stacks you'll have, meaning 7.5% additional helium.

For the duration of the challenge, all enemies have 5x more attack and 2x more health than they normally do.

A stack is gained each time Trimps attack, in maps or in the world. All stacks are cleared when players enter a new zone. Each stack:

* Reduces Breeding speed by 0.3% (compounds down, similar to Geneticists)
* Increases Loot found and worker production by 0.15 percentage points from the base of 100% (additive, each stack is a flat percentage)

Up to a maximum of 1500 possible stacks per zone.

Each time Trimps attack they also lose 5% of their health, similarly to Nom.

With 1500 stacks, the player will gain 225% extra loot (a 3.25x factor), and final breeding speed goes down to 0.01103x (1.103%), that means your breed speed will be divided by ~90.62 / you gain -98.897% penalty.

Note: Killing two enemies at once thanks to Overkill counts as a single attack. The minimum stack count, 50, occurs if you perfectly overkill an entire zone and don't run any maps. If you don't have any overkill but kill each enemy in a single attack the stack count would be 100.
Prismatic Shield

**Prismatic Shield** is a brand new mechanic introduced with the Radon Universe, taking the place of Block in U1.

## Details

Upon reaching zone 2 and beating the fifth cell, a new Prismatic Gem will drop and upon purchase, grants 50% of Trimps' maximum health as Prismatic Shield.

All enemy damage will target Prismatic Shield first, and then only Trimp health after Prismatic Shield is fully depleted.

Prismatic Shield will recharge to full after an enemy is defeated.

## Upgrades

Prismatic Shield can be further increased with the following upgrades:

* Prismal Perk (1% per level)
* Prisms (Scruffy evolution 0 level 1 bonus) granting 25% extra
* Prismalicious (dropped from Prismatic Palace, granting a flat 50% bonus)
* A Radiating Shield Heirloom with Prismatic Shield
* Starting the Bublé challenge, granting an extra 250% Prismatic Shield

With enough upgrades, Trimps' Prismatic Shield will be several times Trimps' maximum health, providing a significant boost to survivability.
Dangerous purchases

Some purchasable items are marked as "dangerous". What this means is, if the setting "Confirming" is toggled, every time the player tries to purchase it, it asks for confirmation. This prevents accidental missclicks on buying these items.

### Wormhole

Wormholes are marked as dangerous, because they cost Helium, which is an important and rare resource used more importantly for leveling up Perks. Helium is non-renewable until one portals.

### Gigastation

Gigastation upgrade is marked as dangerous as it creates irreversible changes to the Warpstation. Gigastations are non-renewable until one portals.

### Shieldblock

If the player had reached zone 31 or further, Shieldblock becomes marked as a dangerous upgrade. This is because in the later stages of the game, the player should carefully consider whether they want it at all, as using health shield is usually a better choice. Shieldblock cannot be undone.

Once the player reaches zone 40, it becomes easier to simply not do the Block as it provides no other benefits.
Transmute

criteria
 Reward

*"Tweak the portal to bring you to an alternate reality where Metal cannot drop or be gathered at all. At the end of each Zone, your Food, Wood, and Science are completely consumed and 75% of the net amount of consumed resources become Metal. Clearing **Zone 25** will complete this Challenge!"*

**Transmute** is a new challenge introduced together with the Radon Universe. Completing this challenge unlocks the Artisanistry Perk for U2.

## Rules

Trimps cannot be assigned as miners for the duration of the challenge. The player cannot mine for Metal, and no Metal drops from combat zones.

Upon completing a world zone, all of the player's current Food, Wood and Science stores are converted directly into Metal. However, the conversion only happens at a 75% rate. For example, 100Qa of all 3 resources combined will return only 75Qa Metal.

Through the duration of this challenge, Speedminer does not drop. After the challenge is completed, all of the Speedminers which would have otherwise been unlocked will be awarded to the player for purchase, as well as Miners, which have to be unlocked as well from the Upgrades menu. The player will also be able to start mining for Metal again.

Finding a Miner book while doing the challenge results in the following message:

*"Your Trimps simply do not understand what this book is talking about. It's blowing their minds. What is a 'Miner'?!"*

Finding a Speedminer book while doing the challenge results in the following message:

*"Your scientists stare blankly at you for a moment, then slowly and quietly place the new book on the shelves."*

## Strategy

Due to all the permanent upgrades from U1, this challenge is not really difficult; only requiring the player to spend the limited Metal available on the first few equipment and prestiges.

To complete the associated achivement "Resourceyphobe" :

- turn off your Autojob before the run (if not the achievement is over)

- turn off Autoprestige & Autoupdate

- set yourself to gather science for the whole run

- always buy Efficiency first to upgrade your science generation
Equipment

**Equipment** in Trimps is obtained from unlocks. It has two types: Weapon and Armor as well as three uses: improving attack, health or block of your fighting Trimps.

Each equipment piece also gets prestige upgrades, raising its tier.

## List of Equipment

### Equipment that improves Attack:

* Dagger
* Mace
* Polearm
* Battleaxe
* Greatsword
* Arbalest

### Equipment that improves Health:

* Shield
* Boots
* Helmet
* Pants
* Shoulderguards
* Breastplate
* Gambeson

1. ↑ 1.0 1.1 Unlocked by completing the Slow challenge.
2. ↑ Shield will give Trimps block if The Block is completed and Shieldblock is purchased.

## Cost

A table on prestige purchase costs can be found here. These are effectively costs for each level 1 equipment, which is included in each equipment prestige upgrade.

The game rounds numbers (so the values you see are false), which in addition to floating point errors will lead to slight inconsistencies, but otherwise, the cost to upgrade a piece of equipment is exponential in its level.

Formula for cost of next level:

b
a
s
e

∗

1.2

l
e
v
e
l

{\displaystyle {base}\*1.2^{level}}

, where *base* is the item's base cost (for its current prestige) and *level' is its current level.*

### Efficiency

Below are tables for cost/efficiency of each equipment piece.

These numbers are relative, which means they relate to each other. This means you get the most bang out of your buck by purchasing equipment with the lowest number *at the same prestige level and item level*.

 Mace
 Polearm
 Battleaxe
 Greatsword
 Arbalest

Making Greatsword the least cost efficient attack equipment in the game.

Making Shoulderguards the least cost efficient health equipment in the game. Block Shield is a special case, as it gives block.

## Equipment output

Below are tables which show output for each equipment for selected tiers.

Equipment which improves Attack (as per breakdown above) has its attack gain shown, while equipment which improves Health has its health gain shown.

Shield marked as:

* "Health Shield" is without purchasing Shieldblock.
* "Block Shield" is after purchasing Shieldblock.
The Wall

Completion Requirements

*"Oh snap! Another unique map!"*

**The Wall** is the second unique map encountered in Trimps, found in maps of level 15 or higher. Completion of this map rewards Bounty.

The player needs a minimum of over 1.76M combined health and block to guarantee completion. 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 (2.64M).

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

Cost increase
 Level cap

*"When your Critical Strikes just aren't doing enough, try Criticality! Each level increases your Trimps' Critical Strike Damage by 10% (additive).*

## Effect

Each level adds 10% to your Trimps' Critical Damage.

Unlike Relentlessness, this Perk does not add Critical Chance to Trimp attack.