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Nature now helps you get some of the bad guys off of its planet, in the form of the new 'Empowerments of Nature' mechanic.  -- Changelog for 4.4


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Exploration: Helium UniverseRadon UniverseMapsUnique mapsUnlocksImpsStoryLoot
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Long-term Gameplay: Helium/RadonPerksHeirloomsFormationsMasteryAchievementsLiquificationFluffy/Scruffy
Gameplay Changes: PortalChallengesVoid MapsChallenge²/Challenge³Player's SpireSpire Assault
Anomalies: Broken PlanetCorruptionSpireMagmaEmpowerments of NatureObsidianMutated zones
Other Useful Info: GuidesCalculatorsChangelogMods

Empowerments of Nature becomes available the first time you reach zone 236, after which it switches between the 3 available types of Nature every 5 levels at zones ending in 1 and 6 (I.e. 236, 241, 246, etc.). Only one Empowerment will be active at any given time, so for instance between zone 236 and 240, only Poison will be active, and between 241 and 245, only Wind will be active, and so on. Unlike the previous Anomalies, there is no downside or tradeoff to Empowerments, and their benefits will increase further as you level them up.

Tokens[]

Every time Nature changes, there will be a random enemy with the color of the previous Empowerment. Defeating this enemy will reward tokens depending on the zone you reached. The further in the world you reach, the more Tokens the enemy will drop. The initial reward is 1 Token of Poison at Zone 241, then 1 Token of Wind at Zone 246, 1 Token of Ice at Zone 251, then 2 Tokens of Poison at Zone 256 and so on.

These token drops are increased by the Daily challenge multiplier, if you're in a Daily run.

You may also gain Tokens by beating cell 80 of each Spire after the first Spire. The Spire token formula is 5 * (Spire Number -1) Tokens of each Nature. You'll gain 5 of each token after beating cell 80 on Spire II, 10 of each token for Spire III, 15 of each token for Spire IV, 20 of each token for Spire V, and 25 of each token for Spire VI. Spire tokens are not increased by the Daily challenge multiplier.

One type of tokens can be traded for another type at the ratio of 10:5 e.g. trade 10 tokens of Poison for 5 tokens of Wind. With the Natural Diplomacy Mastery, one can increase this transfer ratio to 10:8.

Like Bones and Helium, nature Tokens persist through Portals.

Empowerment Types[]

There are currently 3 different types of Empowerment; upgrade them to increase the effect:

Empowerment of Poison[]

Each successful attack by your Trimps stacks a debuff on the enemy, causing it to take 1% (+1% per level) of the damage you dealt every turn until it dies. Each attack by your Trimps further adds to this effect.

The poison damage occurs each time your Trimps successfully attack. If the enemy attacks first and kills you, or if the enemy dodges your attack, no poison damage is taken.

Empowerment of Wind[]

Each successful attack by your Trimps stacks a debuff on the enemy, causing winds to swell and knock extra resources into your reach. Each stack increases Helium gained from all sources by 0.1% (+0.1% per level) and increases all other resources by 1% (+1% per level) until the enemy dies. Maximum of 200 stacks. Note that the helium bonus does not apply to maps (this includes Void Maps).

Empowerment of Ice[]

Enemies will be Chilled every time your Trimps attack. The Chill debuff stacks, reducing the damage that the enemy deals by 1% (+1% per level with diminishing returns, up to 100%) per stack, and increasing the damage your Trimps deal to the same enemy by the same percentage until it dies. In addition, reaching levels 50/100 with this Empowerment grants +1/+2 Overkill cells to all current and future Ice zones. Note: With enough levels/stacks, it is possible for enemies to deal 0-0 damage.

TRM

A single imp with two effects upon it.

Transfer Level[]

Besides level of effect, each Empowerment also has a transfer level: this allows for a percentage (1% per level, max of 80 levels) of the effect to pass on to the next enemy. The transferred stacks round up, and even if there was only 1 stack on an enemy you kill, a 1% transfer would result in one stack on the next enemy. The transferred stack is now treated by the game no differently to any other stack on that next enemy. When the next enemy dies, it again transfers 1% of the total number of stacks it has accumulated, both from transfer and what was added during your attacks on it. As of patch 4.61, it is possible for the effect to be transferred across the switching of Empowerments, briefly having a single enemy affected by two effects at once.

The eighth-row Mastery Natural Diplomacy II gives 5 free levels of both the effect level and the transfer level (which allows it to go up to 85%).

The Fluffy ability available at evolution 8 and higher gives 10 free levels of the transfer level to Poison (which allows it to go up to 95%)

Each upgrade of an Empowerment costs 4 more tokens than the previous level.

Enlightenments of Nature[]

The player unlocks Enlightenment of Nature once they have level 50 in the respective Empowerment of Nature.

Only one Enlightenment can be activated every run, and lasts until the end of the run. The cost to activate starts at 0 Tokens, and increases by 150 every time you purchase the Enlightenment. Starting a Daily Challenge will reduce the cost by 33%, or 50 Tokens, whichever is higher. It is generally recommended to only make use of Enlightenments when you can get them for free (if you do it right, you will have one free Enlightenment available each time you start a Daily Challenge)

Enlightenment of Poison[]

While this Enlightenment is active, your Trimps deal 3x damage, and Poison Nature stacks deal 2x damage.

Enlightenment of Wind[]

While this Enlightenment is active, you gain a 10x increase in all non-Helium loot, Wind stacks accumulate twice as fast, Wind can stack to 300, Wind gains an additional 5% stack transfer rate, and your Trimps gain access to the Wind Formation. This new Formation prevents any enemies in Wind Zones from falling below 1HP before they have 300 stacks of Wind. Wind Formation also grants all bonuses of Scrying Formation and allows collection of Dark Essence with no Trimp stat penalty.

Enlightenment of Ice[]

While this Enlightenment is active, your Trimps gain +2 maximum Overkill cells and +0.25% increased Fluffy Exp per Ice level for your entire run, however this is not taken into account for Bone Portals. In Ice Zones, Ice stacks accumulate twice as fast, and if an enemy is hit by your Trimps while it has 20 or more stacks of Ice and is below 50% health, it will instantly shatter! The shards of Ice from the shattered enemy destroy everything in their path, triggering your maximum Overkill regardless of your damage.

Strategies - How to best take advantage of Nature[]

With enough Empowerments and transfer rates, Poison zones greatly increases your killing power. As such, Void Maps (which don't benefit from Wind) should be done in these zones. Similarly, these are also the best zones for Dark Essence farming. At the end of Poison zones, the player can farm higher-level equipment by using +level maps.

With enough Empowerment, max transfer rates, and Natural Diplomacy II, the player can consider farming Wind zones by stacking up to 200 Wind stacks (known as Windstacking).The player probably wants at least 100 Empowerment level before doing this.

When stacking Wind, you do not want the Corrupted or Healthy imp you're fighting to die before getting the stacks to max. This requires careful planning of your attack power (to be able to defeat the imp in approximately 30 attacks (at 85 transfer)) to maximize Helium gain without it taking too long.

The new Enlightened Wind makes this much easier though; just set the Formation to W once Wind is reached for the first time, and the game automatically Windstacks the Wind zones for you.

With the changes to Ice Empowerment, putting points in Ice will allow the player to clear Ice zones faster with the extra Overkill cells, and can greatly boost Fluffy EXP gain if the Enlightenment is purchased.

In early Nature, it is worth buying one level of transfer in Wind and Ice as soon as possible. As stack transfer rounds up, each enemy will now start with a minimum of one stack. This does not apply to poison, as it is not calculated in terms of stacks, but as a sum of poison damage from each attack you deal to the enemy, so rounding will have much less of an effect (1% transfer of ~1% of your total damage to an enemy at level 1 poison empowerment would mean that the next enemy receives 0.01% of the previous enemy's health as damage with each of your attacks, which is almost completely negligible). The biggest exception to this is for helping with your first few clears of Spire 3 (Z400, in Ice zones), where it is usually recommended to have between 10-25% transfer.

List of Zones, Active Empowerment, & Token Rewards[]

Start Zone End Zone Active Empowerment Token Zone & Number
236 240 Poison Zone 241 (1 Poison Token)
241 245 Wind Zone 246 (1 Wind Token)
246 250 Ice Zone 251 (1 Ice Token)
251 255 Poison Zone 256 (2 Poison Tokens)
256 260 Wind Zone 261 (2 Wind Tokens)
261 265 Ice Zone 266 (2 Ice Tokens)
266 270 Poison Zone 271 (3 Poison Tokens)
271 275 Wind Zone 276 (3 Wind Tokens)
276 280 Ice Zone 281 (3 Ice Tokens)
281 285 Poison Zone 286 (4 Poison Tokens)
286 290 Wind Zone 291 (4 Wind Tokens)
291 295 Ice Zone 296 (4 Ice Tokens)
296 300 Poison Zone 301 (5 Poison Tokens)
301 305 Wind Zone 306 (5 Wind Tokens)
306 310 Ice Zone 311 (5 Ice Tokens)
311 315 Poison Zone 316 (6 Poison Tokens)
316 320 Wind Zone 321 (6 Wind Tokens)
321 325 Ice Zone 326 (6 Ice Tokens)
326 330 Poison Zone 331 (7 Poison Tokens)
331 335 Wind Zone 336 (7 Wind Tokens)
336 340 Ice Zone 341 (7 Ice Tokens)
341 345 Poison Zone 346 (8 Poison Tokens)
346 350 Wind Zone 351 (8 Wind Tokens)
351 355 Ice Zone 356 (8 Ice Tokens)
356 360 Poison Zone 361 (9 Poison Tokens)
361 365 Wind Zone 366 (9 Wind Tokens)
366 370 Ice Zone 371 (9 Ice Tokens)
371 375 Poison Zone 376 (10 Poison Tokens)
376 380 Wind Zone 381 (10 Wind Tokens)
381 385 Ice Zone 386 (10 Ice Tokens)
386 390 Poison Zone 391 (11 Poison Tokens)
391 395 Wind Zone 396 (11 Wind Tokens)
396 400 Ice Zone 401 (11 Ice Tokens)
401 405 Poison Zone 406 (12 Poison Tokens)
406 410 Wind Zone 411 (12 Wind Tokens)
411 415 Ice Zone 416 (12 Ice Tokens)
416 420 Poison Zone 421 (13 Poison Tokens)
421 425 Wind Zone 426 (13 Wind Tokens)
426 430 Ice Zone 431 (13 Ice Tokens)
431 435 Poison Zone 436 (14 Poison Tokens)
436 440 Wind Zone 441 (14 Wind Tokens)
441 445 Ice Zone 446 (14 Ice Tokens)
446 450 Poison Zone 451 (15 Poison Tokens)
451 455 Wind Zone 456 (15 Wind Tokens)
456 460 Ice Zone 461 (15 Ice Tokens)
461 465 Poison Zone 466 (16 Poison Tokens)
466 470 Wind Zone 471 (16 Wind Tokens)
471 475 Ice Zone 476 (16 Ice Tokens)
476 480 Poison Zone 481 (17 Poison Tokens)
481 485 Wind Zone 486 (17 Wind Tokens)
486 490 Ice Zone 491 (17 Ice Tokens)
491 495 Poison Zone 496 (18 Poison Tokens)
496 500 Wind Zone 501 (18 Wind Tokens)
501 505 Ice Zone 506 (18 Ice Tokens)
506 510 Poison Zone 511 (19 Poison Tokens)
511 515 Wind Zone 516 (19 Wind Tokens)
516 520 Ice Zone 521 (19 Ice Tokens)
521 525 Poison Zone 526 (20 Poison Tokens)
526 530 Wind Zone 531 (20 Wind Tokens)
531 535 Ice Zone 536 (20 Ice Tokens)
536 540 Poison Zone 541 (21 Poison Tokens)
541 545 Wind Zone 546 (21 Wind Tokens)
546 550 Ice Zone 551 (21 Ice Tokens)
551 555 Poison Zone 556 (22 Poison Tokens)
556 560 Wind Zone 561 (22 Wind Tokens)
561 565 Ice Zone 566 (22 Ice Tokens)
566 570 Poison Zone 571 (23 Poison Tokens)
571 575 Wind Zone 576 (23 Wind Tokens)
576 580 Ice Zone 581 (23 Ice Tokens)
581 585 Poison Zone 586 (24 Poison Tokens)
586 590 Wind Zone 591 (24 Wind Tokens)
591 595 Ice Zone 596 (24 Ice Tokens)
596 600 Poison Zone 601 (25 Poison Tokens)
601 605 Wind Zone 606 (25 Wind Tokens)
606 610 Ice Zone 611 (25 Ice Tokens)
611 615 Poison Zone 616 (26 Poison Tokens)
616 620 Wind Zone 621 (26 Wind Tokens)
621 625 Ice Zone 626 (26 Ice Tokens)
626 630 Poison Zone 631 (27 Poison Tokens)
631 635 Wind Zone 636 (27 Wind Tokens)
636 640 Ice Zone 641 (27 Ice Tokens)
641 645 Poison Zone 646 (28 Poison Tokens)
646 650 Wind Zone 651 (28 Wind Tokens)
651 655 Ice Zone 656 (28 Ice Tokens)
656 660 Poison Zone 661 (29 Poison Tokens)
661 665 Wind Zone 666 (29 Wind Tokens)
666 670 Ice Zone 671 (29 Ice Tokens)
671 675 Poison Zone 676 (30 Poison Tokens)
676 680 Wind Zone 681 (30 Wind Tokens)
681 685 Ice Zone 686 (30 Ice Tokens)
686 690 Poison Zone 691 (31 Poison Tokens)
691 695 Wind Zone 696 (31 Wind Tokens)
696 700 Ice Zone 701 (31 Ice Tokens)
701 705 Poison Zone 706 (32 Poison Tokens)
706 710 Wind Zone 711 (32 Wind Tokens)
711 715 Ice Zone 716 (32 Ice Tokens)
716 720 Poison Zone 721 (33 Poison Tokens)
721 725 Wind Zone 726 (33 Wind Tokens)
726 730 Ice Zone 731 (33 Ice Tokens)
731 735 Poison Zone 736 (34 Poison Tokens)
736 740 Wind Zone 741 (34 Wind Tokens)
741 745 Ice Zone 746 (34 Ice Tokens)
746 750 Poison Zone 751 (35 Poison Tokens)
751 755 Wind Zone 756 (35 Wind Tokens)
746 750 Poison Zone 751 (35 Poison Tokens)
751 755 Wind Zone 756 (35 Wind Tokens)
756 760 Ice Zone 761 (35 Ice Tokens)
761 765 Poison Zone 751 (35 Poison Tokens)
766 770 Wind Zone 756 (35 Wind Tokens)
771 775 Ice Zone 761 (35 Ice Tokens)
776 780 Poison Zone 751 (35 Poison Tokens)
781 785 Wind Zone 756 (35 Wind Tokens)
786 790 Ice Zone 761 (35 Ice Tokens)
791 795 Poison
796 800 Wind
801 805 Ice
805 809 Poison
this ends u1


How to prioritise your Nature upgrades[]

In the end, which upgrades you prioritise first is up to you. However if you want to go the most 'optimal' route, there are a few schools of thought for how to optimise your Nature upgrades (on your way to reaching 80 Transfer Rate)

  • Cheapest - Basically a 1:2 empowerment:transfer ratio
  • 50 Empowerment (and a few transfer levels especially in Ice for Spire 3), then max transfer
  • Mathematical Ratio

This table indicates the 'most efficient way' to level Empowerment and stack transfer rate (to maximise Poison damage and effects of carried over Wind/Ice stacks). The values were determined mathematically and tested. Note: this table predates Enlightenments, and has not been updated to account for them.

How to read: Take your level of Nature Empowerment. The % Transfer is how much you should have before you buy the next level of Empowerment. [1][2]

Poison Ratio Wind / Ice Ratio
Level       Transfer Level Transfer
1 0% 1 0%
7 0% 1 1%
8 1% 27 1%
9 1% 28 34%
10 2% 35 34%
12 2% 36 78%
13 3%
14 4%
15 4%
16 5%
17 6%
18 6%
19 7%
20 8%
21 9%
22 10%
23 11%
24 13%
25 14%
26 16%
27 17%
28 19%
29 21%
30 23%
31 25%
32 28%
33 31%
34 36%
35 42%
36 80% (max)

Note:

  1. As detailed in the Strategies section, in early Nature it is worth buying one level of transfer in wind and ice as soon as possible because, as stack transfer rounds up, each enemy will start with a minimum of one stack.
  2. Having 10+ transfer in ice for SpIIIre is very beneficial.
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