More about Trimps:
Exploration: WorldMapsUnlocksImpsStoryLoot
Basic information: ResourcesStructuresJobsUpgradesEquipmentSettings
Long-term gameplay: HeliumPerksHeirloomsFormationsMasteryAchievements
Gameplay changes: PortalChallengesVoid MapsChallenge²
Anomalies: Broken PlanetCorruptionSpireMagma
Help: Guides
This guide was written for version 3.71

Any future updates that introduce new mechanics, perks, achievements or anything else alike may change how difficult the Spire is at certain helium levels. Its advisable to read the general Spire info section beforehand.

I'll cover progress points which require less than a day of total run time under the requirement of being at least somewhat active. While clearing the Spire is your main objective, its unreasonable to do so the first few times you arrive at z200. Instead aiming for specific rows and returning at a later time with more helium is the way to go.

General InformationEdit

not everything in this section is mandatory but following it helps quite a bit.

Don't artifically slow down your run by trying to obtain an unreasonable amount of warpstations during early zones as it more than likely won't even result in a single extra coordination but waste a lot of time. Only the last few Gigas really matter and as long as your 30th Giga is somewhere around 160 warps you should be fine.

Good heirlooms are pretty much required. A staff with Miner Efficiency + Metal Drop Rate, Lumber/Wood is optional but helps with nurseries. Shield with Attack, Crit Damage. Health and/or Breedspeed (preferably the prior) will help a bunch but quickly becomes useless past the spire. Your call. Crit Chance is always nice to have.

Each spire row grants a +2% looting buff, grab those which are easily accessible before farming for hours. The same applies for Gigastation and Mega Miner, they will speed up your farming and grant an additional coordination or two.

Bone Upgrades: Quick Trimps if you want to. Its a ~41% health increase via Geneticists. Golden Maps for obvious reasons.

Run Garden maps preferably 26 or 28 size for 1 extra cell of loot via overkill. Once your damage is high enough and you caught up on prestiges, switch over to BW VI (z200 one), the loot is worth it and all unique imps drop metal. Farm with S formation as soon as possible. Overkilling just a few cells with S is better than OK'ing all with D.

Use your idle farming time to increase your breedtimer, 10 minutes minimum for +150 Geneticists compared to standard 30s. Results in +345% Health.

Grab Golden Battle instead of Helium, most likely 5 for +45% attack and health.

Llevel your equip efficient. A table below will shows certain values. If you decide to go for XLI or higher equipment via BW VII keep in mind that you will gain 9.4x the attack/health value of the previous tier for 20x the cost so don't overdo it.

Miners above everything. Feel free to fire ALL your Farmer but keep a few Lumberjacks for Nurseries and a bit of block. You should have at least enough block to not get hit in z200 maps including BW VI otherwise the increased breed timer won't work properly.

Remember to use your MagnetoShriek for cell 100. Its a ~50% attack decrease.

Reference PointsEdit

These refer to when I first got a Spire Perk, Speedrun or the full clear. They aren't set in stone and can be attempted earlier but likely require more time.

  1. Toughness II: ~120m
  2. Power II: 150-180m
  3. Motivation II: ~250m, those 3 perks are game changing. While Toughness/Power II is obvious and a 100-200% boost right away, Motivation II will greatly increase your Chrono-/Jestimp income.
  4. Carpentry II: 350-400m? Not entirely sure. Its not worth wasting a day for this perk right away. Its too expensive at this stage but will have its use with higher helium amounts.
  5. full clear: 520m, includes the first speedrun achievement
  6. 2nd clear: 630m, 2nd+3rd speedrun achievement
  7. deathless feat: ~750m, in my opinion easier than the last 2 speedruns
  8. final speedruns: ~850m, didn't use golden battle or bone upgrades and ~10min afk time during earlier zones. Could probably be done with ~750m as well.

Going for your first clearEdit

I've utilized 2 slightly different strategies at the time. I'd advise using the 1st one and trying out the 2nd one on speedruns as it requires a bit of knowledge about equipment costs and stats you should have.

1st version Edit


Once all your XL equipment is decently leveled up and you cleared to at least cell 70 already, try to attempt Bionic Wonderland VII. Use 'Tier First' setting instead of 'Equip First' which will reward you with the Dagger prestige after 3 clears instead of 4. Go back to regular farming, buy the XLI version and level it to 2 or 3. Continue this process until you have acess to every XLI / XLII equipment. Once obtained level everything once again and work on increasing your breed timer drastically to 1 hour (3600 seconds) or even more if you feel like it.

XLI is usually more than enough. Going up in prestiges basically halves their cost efficiency. A level 4 XLI Gambeson has about the same as a level 1 XLII Gambeson (same for every equipment). The equipment in my image was final for cell 100. I've respec'd out of everything thats not necessary any longer to gain some extra coordinations.

My starting point: 20 coordinations left @1.69T Trimps (24 coord/52 carp) during farming time. After respec: 15 coordinations left @2.05T Trimps (25 coord/54 carp). Thats a ~200% increase to your attack, health and block.

2nd version Edit

This one utilizes your previously acquired knowledge of enemy strength. Most of the process is the same except that you farm A LOT of metal before even considering Bionic Wonderland VII, something along the lines of 30-50 Spd (e54). Once you got that, respec out of everything unnecessary except Artisanistry.

I've used this version for my 6th and 8th progress point.

Equipment Cost Efficiency Edit

Higher numbers are better. The next tier efficiency is equal to Lv1 * 0.5645 e.g for armor and Lv1 * 0.475 for weapons .

XL Dagger Lv1 = 1.71

XLI Dagger Lv1 = 1.71 * 0.475 = 0.81

Attack Equipment Edit

Item Name Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 equal efficiency level
Dagger 1.71 1.43 1.19 0.99 0.83 0.69 0.57 0.48 0.4 0.33 5
Mace 1.29 1.07 0.89 0.75 0.62 0.52 0.43 0.36 0.3 0.25 3
Polearm 0.98 0.82 0.68 0.57 0.47 0.39 0.33 0.27 0.23 0.19 2
Battleaxe 1.04 0.87 0.72 0.6 0.5 0.42 0.35 0.29 0.24 0.2 2
Greatsword 0.82 0.69 0.57 0.48 0.4 0.33 0.28 0.23 0.19 0.16 1
Arbalest 1.14 0.95 0.79 0.66 0.55 0.46 0.38 0.32 0.27 0.22 3

Health Equipment Edit

Item Name Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 equal efficiency level
Boots 1.33 1.11 0.92 0.77 0.64 0.54 0.45 0.37 0.31 0.26 2-3
Helm 1.22 1.02 0.85 0.71 0.59 0.49 0.41 0.34 0.28 0.24 2
Pants 1.07 0.89 0.74 0.62 0.51 0.43 0.36 0.3 0.25 0.21 1
Shoulderguards 1.02 0.85 0.71 0.59 0.49 0.41 0.34 0.29 0.24 0.2 1
Breastplate 1.03 0.86 0.71 0.59 0.49 0.41 0.34 0.29 0.24 0.2 1
Gambeson 1.47 1.22 1.02 0.85 0.71 0.59 0.49 0.41 0.34 0.28 3

For a slightly better visualizeable table:

Includes some Calcs that may or may not help you at some points. Feel free to copy them.

3.8 Daily Challenges Edit

While you usually don't want to run any challenges during your first Spire attempts, there are certain modifiers in the recently introduced Daily Challenges that could allow for an easier clear time.

You obviously want to avoid any of the direct Health/Attack modifers as well as %Health damage, Breedspeed, reduced Housing or weakness debuffs. Map Health/Attack can be hindering but isn't the worst possible.

Mods that can assist you, check the Daily for information about their exact values:

- Karma, a stackable loot buff (doesn't affect Chrono/Jestimp)

- Dedication, +gathering speed (works with those two imps)

- evenTrimpBuff, a damage increase on even Zones which applies to Spire

- maxDamage, as the name suggest an increase to your max trimp damage

- Rampage, stackable damage buff per enemy defeated

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