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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


Empowerments of Nature becomes available the first time you reach zone 236, after which it changes between the 3 types of Nature every 5 levels at zones ending in 1 and 6 (I.e. 236, 241, 246). Only the current 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.

TokensEdit

Every time you change Nature 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. It is also possible to gain Tokens by beating certain rows in Spires after the first Spire.

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 10:6, then to 10:8.

Empowerment TypesEdit

There are 3 types of Empowerment:

Empowerment of Poison Edit

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.

Empowerment of Wind Edit

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 Edit

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. 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.

Natural Diplomacy III gives 5 free levels of both the effect level and the transfer level (which allows it to go up to 85%).

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

Strategy Edit

As wind does not boost void maps, there is no reason to run your void maps during a wind zone. As block gets extremely high quickly in magma, running void maps in ice is not very useful either. As such, you should aim for void maps to be ran inside of poison zones, where you can get a large attack bonus, allowing completing the void map in a timely manner.

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).

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.

List of Zones, Active Empowerment, & Token Rewards Edit

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)

Ideal Transfer RatiosEdit

Level      

Stack Transfer

1 0%
2 0%
3 0%
4 0%
5 0%
6 0%
7 0%
8 1%
9 1%
10 2%
11 2%
12 2%
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)