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Daily
Unlock

criteria

Reach zone 100 for the first time
Reward Varying increase of Helium earned throughout the entire run.
Goal None
Rules
Varying number and difficulty of rules.

Daily challenges is a special challenge which is comprised of a random set of predefined rules. It's accessible like every other challenge from the list of challenges in the Portal screen if the player has reached zone 100 at least once, ever.

Each day spawns a new challenge with a different set of rules randomly generated from a pool of rules. The challenges do not have a specific end point, instead, they end where the player chooses for them to end. Completing a daily challenge will increase Helium earned by a multiplier which is also generated, and depends on the difficulty of the rules the challenge is made out of. This makes all daily challenges Helium challenges.

Overview Edit

When daily challenges are unlocked, a new button will appear in the list of challenge called Daily. Clicking it will select the challenge of the specific day. The player is also allowed to run the challenge of the previous 6 days by clicking the respective days, assuming they haven't been completed already.

Once started, the player can spend as long as they want on the challenge itself. You do not have to finish the challenge before the time at which the next week's daily challenge is rolled. If you start a challenge on Monday and finish it next Monday, all challenges from the previous week will still be accessible. This means there is a maximum possible buffer of having eight daily challenges at once.

When in a daily challenge, the Abandon challenge function is replaced with the Finish daily function. Each daily challenge can only be started once.

The challenge ends either when the player uses the Finish daily button or if they Portal. Using the button will allow the player to spend the helium earned in the run and the bonus helium in the Portal screen. Using the Portal without finishing the challenge first only lets the player spend the base helium on Perks, and then the bonus helium can be spent later in the View Perks menu.

The game uses UTC time to determine when a new day starts.

Rewards Edit

When finished, either manually or by using the Portal, a daily challenge will give an amount of helium which depends on its multiplier and the amount of Helium the player has earned in the run. Like with other helium challenges, helium spent on Wormholes does not lower the final bonus helium gained from completing the challenge.

The bonus helium from any Daily challenge will not count towards the Bone Trader's Portal purchase. However, the base helium still applies. For example, if you earn 8M helium before finishing the challenge and gain 22M bonus from finishing it for a total of 30M helium, only 8M helium will be counted towards the Bone Portal.

Rules Edit

Each daily challenge includes a variety of randomly generated rules. The number of rules that can appear at once is technically constrained, however there is no hard cap.

Mods with one factor
Daily Description XX Weight Step
minDamage Trimp min damage reduced by XX (additive). Min 50% 0.294 1%
Max 99% 0.818
maxDamage Trimp max damage increased by XX (additive). Min 100% -0.455 25%
Max 500% -2.273
Plague Enemies stack a debuff with each attack, damaging Trimps for XX of total health per turn per stack, resets on Trimp death. Min 1% 2.673 1%
Max 10% 3.949
Weakness Enemies stack a debuff with each attack, reducing Trimp attack by XX per stack. Stacks cap at 9 and reset on Trimp death. Min 1% 0.25 1%
Max 10% 2.5
Large All housing can store XX fewer Trimps Min 10% 0.222 1%
Max 60% 3
Dedication Gain XX more resources from gathering Min 50% -0.375 10%
Max 400% -3
Famine Gain XX less Metal, Food, Wood, and Gems from all sources Min 40% 0.333 1%
Max 80% 2
badStrength Enemy attack increased by XX. Min 100% 0.5 20%
Max 300% 1.5
badHealth Enemy health increased by XX. Min 60% 0.6 20%
Max 300% 3
badMapStrength Enemy attack in maps increased by XX. Min 90% 0.4 30%
Max 450% 2
badMapHealth Enemy health in maps increased by XX. Min 90% 0.563 30%
Max 300% 1.875
crits Enemies have a 25% chance to crit for XX of normal damage Min 150% 0.225 50%
Max 1300% 1.95
Bogged Your Trimps lose XX of their max health after each attack. Min 1% 0.005 1%
Max 5% 2.693
Dysfunctional Your Trimps breed XX slower Min 50% 0.167 5%
Max 90% 1.5
Oddly Weak Trimps have XX less attack on odd numbered zones Min 30% 0.286 2%
Max 80% 2.667
Even Stronger Trimps have XX more attack on even numbered zones Min 20% -0.2 20%
Max 200% -2
Explosive Enemies instantly deal XX of their attack damage when killed, unless your block is as high as your maximum health Min 500% 100%
Max 3000%
Slippery Enemies have a XX chance to dodge your attacks on odd/even zones. Min 1% 1%
Max 30%
Empower All enemies gain XX stacks of Empower whenever your Trimps die. Empower increases their attack and health by 0.2% per stack, can stack to 9999, and never resets. Min 1 0.333 1
Max 10 3.333
Mutimps 40% of bad guys in the first XX rows of the World will be mutated in to Mutimps/Hulking Mutimps. Min 1 0.15 1
Max 10 1.5
Metallic Thumb Equipment is XX cheaper. Min 50% 5%
Max 95%
Disarmed You can't use XX (One of your equipment will not be available)
Mods with two factors
Daily Description Value Weight Step
XX YY XX YY
Karma Gain a stack after killing an enemy, increasing all non Helium loot by XX. Stacks cap at YY, and reset after clearing a zone. Min 0.15% 300 -0.225 0.15% 25
Max XX 0.75% 300 -1.125
Max YY 0.15% 500 -0.375
Max 0.75% 500 -1.875
Toxic Gain a stack after killing an enemy, reducing breed speed by XX (compounding). Stacks cap at YY, and reset after clearing a zone. Min 0.10% 300 0.058 0.10% 25
Max XX 0.50% 300 0.583
Max YY 0.10% 500 0.108
Max 0.50% 500 1.877
Bloodthirst Enemies gain a stack of Bloodthirst whenever Trimps die. Every XX stacks, enemies will heal to full and gain an additive 50% attack. Stacks cap at YY and reset after killing an enemy. Min
Max XX
Max YY
Max
Rampage Gain a stack after killing an enemy, increasing Trimp attack by XX (additive). Stacks cap at YY, and reset when your Trimps die. Min
Max XX
Max YY
Max
Pressure Trimps gain a stack of Pressure every XX seconds. Each stack of pressure reduces Trimp health by 1%. Max of YY stacks, stacks reset after clearing a zone. Min
Max XX
Max YY
Max

Weight Edit

Every daily challenge rolls for a list of random modifiers using various factors. The generator aims to pick a selection of mods for a total weight between 2.0 - 5.0, and is allowed a 0.5 margin of error. It can also occasionally roll beyond 5.5.

Note that this range is not a linear distribution. The generator generally aims to fill the challenge with at least a large and a medium sized modifier, meaning it will rarely end up with a low total weight value.

Helium rewardEdit

The total weight value directly corresponds to the final helium reward, and is the result of the following calculation:

75 * weight + 20

Below is a table of select weights and their corresponding helium rewards.

Weight Bonus Helium %
1.5 132.5%
2.0 170%
3.0 245%
4.0 320%
5.0 395%
6.0 470%

Trivia Edit

  • When introduced, contrary to other helium challenges, the bonus helium gained from completing a daily challenge would not count helium spent on Wormholes, instead, it would multiply the current helium number earned in the run. This was later changed to instead work like other helium challenges.
  • Daily challenges were added in patch 3.8.
  • In patch 4.3, one can now run any daily challenge from the past 7 days (up from 2 previously). Also 5 new modifiers are added.

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