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(→‎Growth Vat: +Batch quality table and lore)
Tag: Visual edit
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You can empty the Growth Vat to claim instantly recruitable units available from a tab next to the local and global recruitment menus. The units are permanently added to the pool and do not disappear or decay over time. Each claimed batch also grants different amounts of Mutagen in addition to 10 food which can be increased to 15 food by upgrading the Flesh Laboratory with '''Bio-Recycle Chamber''' (see Flesh Laboratory upgrades section below). You need a minimum of 500 Growth Juice to empty the Growth Vat and you cannot accumulate more than 1000 Growth Juice. For the full list of requirements and effects - see table below.
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You can empty the Growth Vat to claim instantly recruitable units available from a panel next to the local and global recruitment menus but only when in friendly territory. The units are permanently added to the pool and do not disappear or decay over time. Each claimed batch also grants different amounts of Mutagen in addition to 10 food which can be increased to 15 food by upgrading the Flesh Laboratory with '''Bio-Recycle Chamber''' (see Flesh Laboratory upgrades section below). You need a minimum of 500 Growth Juice to empty the Growth Vat and you cannot accumulate more than 1000 Growth Juice. For the full list of requirements and effects - see table below.
 
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You can only empty the Growth Vat once per turn and when, you do so, it is emptied entirely - the value is reset to 0. Each time you empty the Growth Vat, you receive the '''Growth Vat Batch Available!''' event which also provides guidance regarding efficient Mutagen production and monster batch quality.<blockquote>''Fully grown monster specimens have formed within the Growth Vat and are ready to be released, should you wish. The longer a batch is left to grow, however, the better quality of the units grown. More advanced batches will only result in negligible increases of Mutagen by-product.''</blockquote><blockquote>''Releasing Growth Vat batches more frequently maximises Mutagen production.''</blockquote><blockquote>''Waiting for better monsters results in less efficient Mutagen production.''</blockquote>
 
You can only empty the Growth Vat once per turn and when, you do so, it is emptied entirely - the value is reset to 0. Each time you empty the Growth Vat, you receive the '''Growth Vat Batch Available!''' event which also provides guidance regarding efficient Mutagen production and monster batch quality.<blockquote>''Fully grown monster specimens have formed within the Growth Vat and are ready to be released, should you wish. The longer a batch is left to grow, however, the better quality of the units grown. More advanced batches will only result in negligible increases of Mutagen by-product.''</blockquote><blockquote>''Releasing Growth Vat batches more frequently maximises Mutagen production.''</blockquote><blockquote>''Waiting for better monsters results in less efficient Mutagen production.''</blockquote>
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{| class="wikitable sortable"
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!Batch quality
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!Effect
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|-
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|Optimum Batch!
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| +1 guaranteed unit of the chosen batch
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|-
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|Superior Batch!
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| +1 guaranteed unit of the lower chosen batch
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<blockquote>''You have emptied the Growth Vat to revel an < batch quality > batch of monstrous specimens! Your freshly grown units are now ready for immediate recruitment from the Growth Vat recruitment panel along with some surviving Skavenslavers that had been thrown in as a feed.''</blockquote>
   
   

Revision as of 17:13, 22 February 2021

Flesh Laboratory is a Skaven campaign mechanic unique to Clan Moulder that allows you to upgrade infantry and monster units with Mutagen.

Description

If you open the Flesh Laboratory screen, you’ll notice three panels (Infantry Augments, Monster Augments, and Laboratory Upgrades). You’ll also notice that many of the augments (for the infantry and monster panels) are still locked. That’s because we need to spend mutagens on units.

The mutations have tiers (uncommon/green, rare/blue, and unique/purple). Only the first three uncommon/green types are available at the start. To unlock the rest, you’ll need to apply an available augment to a unit and the “connecting branch” unlocks others. Once an augment has been unlocked, it can be applied faction-wide across all units and armies.

Note: You can also shift+click or ctrl+click multiple units of the same type to apply the same augments just to save time.

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Mutagen

Mutagen is used in the Flesh Lab and enables Clan Moulder to apply Augmentations to units to make them more effective in battle. It is produced mainly in the Growth Vat, collected as a by-product whenever the vat is emptied to claim batches of units. A maximum of 100 can be stored at once - any excess Mutagen degenerates and is lost over time. Mutagen capacity can be increased by upgrading the Flesh Lab.

Initially, you can only store 100 Mutagen. However, once you upgrade the Flesh Laboratory with the Deep Freezer (see Flesh Laboratory upgrades section below), the maximum storage capacity increases to 200.

Mutagen is primarily obtained via Growth Juice with the Growth Vat.

Event Mutagen
Conversion
Growth Vat

(see Growth Vat section)

+100 to +120

Mutagen is primarily spent on unit augmentations and Flesh Laboratory upgrades. Should you produce more Mutagen that the one you can store, the surplus will decay with the Mutagen Degeneration! event.

Some of your excess Mutagen which could not be properly stored has decayed into uselessness! Mutagen is an unstable substance that must be kept under careful conditions and the Flesh Laboratory has limited storage space. Your standard capacity is 100, but can be expanded to 200 once the Flesh Laboratory has been upgraded.

Event Mutagen
Unit augmentations

(see Augments section)

-12 to -50
Mutagen Degeneration Any Mutagen over maximum capacity
Flesh Lab upgrades

Unclean Energy Bar (each)

-10

Tip to manage Mutagen more efficiently: Any Mutagen over the maximum capacity decays over time so do not generate more Mutagen than the one you can store.


Growth Vat

The Growth Vat is where Clan Moulder grows abominable creatures to join their unclean ranks. Growing specimens requires Growth Juice, which naturally accumulates but is consumed whenever the vat is emptied to claim units. It can also be collected by fighting battles or recycling Augmented units afflicted by Instability.

The Growth Vat is displayed in the top left hand side of the Flesh laboratory screen as a bar which fills green as Growth Juice accumulates. There are a few ways to generate Growth Juice - see table below.

Event Growth Juice
Recycled units

Units with Passive ability: "Instability I"

Units with Passive ability: "Instability II"

Units with Passive ability: "Instability III"

+50 to +150

+50

+100

+150

Buildings

Depths of Hell Pit (Hell Pit landmark)

Lower Levels of Hell Pit (Hell Pit landmark)

Exotic Animal Market

Exotic Animal Pen

Exotic Animal Tamer

+10 to +20

+20

+10

+10

+5

+2

Passive Gain +60
Battles (per victorious battle)
Raze settlement (per settlement) +10

You can empty the Growth Vat to claim instantly recruitable units available from a panel next to the local and global recruitment menus but only when in friendly territory. The units are permanently added to the pool and do not disappear or decay over time. Each claimed batch also grants different amounts of Mutagen in addition to 10 food which can be increased to 15 food by upgrading the Flesh Laboratory with Bio-Recycle Chamber (see Flesh Laboratory upgrades section below). You need a minimum of 500 Growth Juice to empty the Growth Vat and you cannot accumulate more than 1000 Growth Juice. For the full list of requirements and effects - see table below.

Growth Juice range Growth Vat monsters generated Growth Juice level Growth Juice level effect Mutagen by-product
500 - 649 Wolf Rats Cluster I Receive a batch of units with guaranteed Wolf Rats +100
650 - 799 Rat Ogres Cluster II Receive a batch of units with garanteed Rat Ogres +105
800 - 899 Brood Horror Cluster III Receive a batch of units with a guaranteed Brood Horror +110
900 - 999 Mutant Rat Ogre Cluster IV Receive a batch of units with a guaranteed Mutant Rat Ogre +115
1000 Hell Pit Abomination Cluster V Receive a batch of units with a guaranteed Hell Pit Abomination +120

You can only empty the Growth Vat once per turn and when, you do so, it is emptied entirely - the value is reset to 0. Each time you empty the Growth Vat, you receive the Growth Vat Batch Available! event which also provides guidance regarding efficient Mutagen production and monster batch quality.

Fully grown monster specimens have formed within the Growth Vat and are ready to be released, should you wish. The longer a batch is left to grow, however, the better quality of the units grown. More advanced batches will only result in negligible increases of Mutagen by-product.

Releasing Growth Vat batches more frequently maximises Mutagen production.

Waiting for better monsters results in less efficient Mutagen production.

Batch quality Effect
Optimum Batch! +1 guaranteed unit of the chosen batch
Superior Batch! +1 guaranteed unit of the lower chosen batch

You have emptied the Growth Vat to revel an < batch quality > batch of monstrous specimens! Your freshly grown units are now ready for immediate recruitment from the Growth Vat recruitment panel along with some surviving Skavenslavers that had been thrown in as a feed.


Tip to increase Mutagen more efficiently: The best way to generate Mutagen is to empty the Growth Vat with 500 Growth Juice (ratio: 5 Growth Juice to 1 Mutagen) rather than fill up the Growth Vat to the maximum, 1000 Growth Juice (ratio: 8.3 Growth Juice to 1 Mutagen). This way, you get more Mutagen for your Growth Juice.

Flesh Laboratory upgrades

You can upgrade the Flesh Laboratory to provide additional bonuses and effects by investing food, money and Mutagen - see table below.

Upgrade Requirement Effect Cost Lore
Abnormal Growth Cultivation Claim 4 Growth Vat batches Food generated from recycling units: +5

Augments applied to growth Vat batches: +1

10 food

4000 gold

Growing test-tube monsters is an unpredictable business, so it is wise to have a contingency plan to enable the harvesting of any unforeseen results.
Bio-Recycle Chamber Claim 4 Growth Vat batches Increases food generated per Growth Vat batch from +10 to +15 10 food

4000 gold

Those who fail to adequately serve Throt will end up as a genetic goop to feed something infinitely more useful and horrible.
Clone Warfare Claim 1 Growth Vat batches Skavenslave units are recruited with between 1 to 5 random Augments

Skavenslave units no longer grant Growth Juice when recycled

5 food

3000 gold

The means to replicate the genetic sequence of the best fodder-troops also saves the considerable cost involved in augmenting them.
Deep Freezer Claim 4 Growth Vat batches Increases Flesh Lab Mutagen capacity from 100 to 200 (Mutagen overcapacity is lost over time) 10 food

4000 gold

A monstrous sized walk-in refrigerator allows Mutagen (and other creature parts) to be stored at sub-zero temperatures in copious amounts.
Enlarged Growth Vat Claim 8 Growth Vat batches Add an additional unit to Growth Vat batches (excludes Skavenslave units) 15 food

5000 gold

Throt's obsession with growing nasty abominations can only be sated when the vat is large enough to match his twisted ambitions.
Genetic Filtering Claim 1 Growth Vat batches Recruit rank: +3 for all Growth Vat units 5 food

3000 gold

As the weak perish in a pool of genetic sludge, the strongest specimens endure, and Throt's foul herd grows ever stronger.
Harvest Organs Turn 2 Casualty replenishment rate: +200% for Wolf Rats, Rat Ogres, Mutant Rat Ogres, Brood Horror and Hell Pit Abomination units (all armies)

Effects duration: 2 turns

Cooldown: 10 turns (shared with Mutagen Buy-Back and Unclean Energy Bar)

20 food No self-respecting Master Mutator is without their own organ farm, with regular transplants keeping the fighting monsters in tip-top shape.
Mutagen Buy-Back Turn 2 +100 Mutagen

Cooldown: 10 turns (shared with Harvest Organs and Unclean Energy Bar)

5000 gold Every Moulder mutant sold to other clans comes with a carcass buy-back clause so Throt can ensure no genetic material goes to waste.
Mutagen Distillation Claim 8 Growth Vat batches Upkeep: -25% for each Instability on Unstable units 15 food

5000 gold

Purging the mutagen of impurities and unwanted biological waste makes it easier for Throt to keep his genetic freaks in working order.
Sample Collectors Claim 1 Growth Vat batches Growth Juice gained from battles: +5% 5 food

3000 gold

With a bit of prodding from Throt's things-catcher, the Throtlings hastily sweep up all battlefield speciments left behind by Moulder's warmongering.
Steroid Infusions Claim 8 Growth Vat batches Ward save: +10% for units with 4+ Augments 15 food

5000 gold

The only thing better than a steroid is a potent cocktail of several steroids mixed together to achieve more desirable results.
Unclean Energy Bar Turn 2 Casualty replenishment rate: +200% for Lords

Leadership aura size: +50%

Ability number of uses: +2 for "Beast Pack"

Effects duration: 5 turns

Cooldown: 10 turns (shared with Harvest Organs and Mutagen Buy-Back)

10 Mutagen Though highly beneficial to him, Throt prefers not to waste his tasty Mutagen on himself if he can help it - the problem is, he often can't!

Unit Augmentations

Units can be augmented in neutral and enemy territory.

Infantry Augments

Uncommon/Green Augments

  • Stalker Senses Vanguard Deployment; Stalk
  • Cancerous Carapace +15% magic resistance; +20 armor
  • Mors-tosterone Frenzy
  • Muscle Enlargement +5 melee attack; +5 armor-piercing
  • Soldier Serum Gives the unit +5 ranks/chevrons
  • Accelerated Mitosis +2 random uncommon augments applied (only from those you’ve unlocked)
  • Enhanced Muscle Fiber +15% speed; +5 melee defense; Strider
  • Smart Feeding +15% casualty replenishment; -15% upkeep

Rare/Blue Augments

  • Spider Senses +20% physical resistance; -5 melee attack
  • Mind Control +5 defense; immune to Psychology; -5 melee defense
  • Nasty Inbreed +20 charge bonus; +5 armor-piercing; Rampage
  • Hideous Disfigurement Causes Fear; Causes Terror; -5 leadership
  • Bone Elongation +10 bonus vs. large; +20% weapon strength; -5 melee attack
  • A Second Brain +5 leadership; Encourage; “Death Frenzy” spell; -5 melee defense
  • Imperfection Removal +40% weapon strength; +20 melee attack; -10 melee defense; -100% casualty replenishment

Unique/Purple Augments:

  • Necroparasites Gain the “Necroparasite” ability
  • Troll Spleen Regeneration; Perfect Vigor
  • Final Evolution +3 random rare augments applied (only from those you’ve unlocked)

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Monster Augments

Uncommon/Green Augments

  • Lobotomy “Warp Lightning Rod” ability
  • Warp-Fuel Infusion +5 leadership; Vanguard Deployment
  • Razor Claw Grafts +4 melee attack; +10% weapon strength
  • Deadly Momentum +20% base weapon damage; +25% charge bonus
  • Forced Aneuploidy +2 random uncommon augments applied (only from those you’ve unlocked)
  • Synaptic Response Stimuli +10% speed; +10% physical resistance
  • Advanced Neuropathy Guardian
  • Autotomy +15% casualty replenishment; -15% upkeep

Rare/Blue Augments

Propane Perspiration Enables flaming attacks; Propane Perspiration ability; -5 leadership

Weeping Bone Spines +20% weapon strength; “Weeping Blade” contact effect (-50% armor); -100 armor

Mammoth Skin Cloning +15% magic resistance; +30 armor; -20% speed

Cellular Instability Cellular Instability; -10% casualty replenishment

Pestilens-tial Glands +10 bonus vs. infantry; “Contaminated” contact effect (-10 leadership); -5 melee attack

Skryre Nanobots Stalk; Unspottable; +15% upkeep

Imperfection Removal +40% weapon strength; +20 melee attack; -10 melee defense; -100% casualty replenishment

Unique/Purple Augments

Acidic Fear Musk Acidic Musk Glands ability

Ultimate Mutagen +3 random rare augments applied (only from those you’ve unlocked)

Blood Worm Attribute: Undead; gain The Hunger, Crumbling, and Disintegrating passives

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Strategy

Click here to add a strategy!

Throt The Unclean Flesh Laboratory Mutations Augments Guide Total War Warhammer Ii Warhammer 2 1b

Bear in mind that, while having a couple of mutations on a unit is fine, adding more might lead to instabilities. This occurrence is totally random, by the way.

When units gain instability, their unit card will have a red highlight. The most common instability reduces their casualty replenishment rate while making future augments more likely to cause further instabilities. On the flip side, future augments are also cheaper, and you could recycle units to earn growth juice (more on this later).

Note: Blue/rare augments provide a buff as well as a penalty as outlined below. These are separate from actual instabilities.

Whoa! Those are quite a lot, eh? Don’t worry because green and blue augments are fairly cheap. They only cost 25 mutagens. Meanwhile, the purple ones tend to cost 50 mutagens. Don’t forget that the costs of these mutations get cheaper if a unit already has instabilities.

Anyway, you start your Total War: Warhammer II campaign with 100 mutagens. This is your soft cap and going over this limit makes the value degrade over time. You can increase this limit (and get some extra mutagens) through certain Laboratory Upgrades

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See also