FEATURE DEEP-DIVE

Super Technology

The account-wide endgame research screen: eight technologies, 180 levels each, fed one research point at a time. Every tech climbs the same ten-stat ladder — what you're really choosing is its signature stat. Here is every level and every cost, from the config tables.

What it is

Super Technology (internally the type-5 rows of camp_tech, ids 999001–999008, levelled in camp_high_tech_lv) sits inside the Camp facility but is its own progression track. You dump research point items into a tech; every level grants a rotating +0.2% to one of ten base combat stats, and every 20 levels the tech's signature stat (its "Bonus Attribute") ticks up. Levels run 0→180 with no gate but the point cost — which curves from 5 points a level to 8,000.

The eight techs and how they unlock

Every tech shares the identical base ladder (verified level-by-level across all eight in the build script) — the differences are the signature stat and the unlock condition. Signature stats come in two tracks: final-damage techs cap at 9%, Sentinel/Healing techs cap at 18%.

Unlock spread by design: the five task unlocks each gate on a different subsystem — max-level Camp Technologies, daily missions, Collection Center level, Chip Factory level, and Titan Challenge completions — pushing you to touch the whole game. The two item-unlock techs (SkyEagle, Source Essence) need 50 of an exclusive item whose descriptions still read "Coming soon, stay tuned!" — they ship in the config but their unlock currency isn't obtainable yet in this build.

Research points & the cost curve

The point items

Only the Supercomputing Chip is currently live — sourced from Collection-Center idle rewards, daily missions, achievements, guild/legion activities, ranking rewards and store offers (item_def #400, access: idle rewards; referenced across 10 tables).

Points per level

points to max ONE tech (lv 0→180)
points to max all eight
every 20
levels: signature stat +1% / +2%
The curve is brutally back-loaded: levels 0–79 cost 2,000 points in total, while each single level from 160 up costs 8,000. The last 20 levels (160→180) are 160,000 points — 61% of the whole tech.

Signature milestones

The "Bonus Attribute" activates at level 20 and steps every 20 levels (extraAttrs). Track A = Final Damage Increase/Decrease techs; track B = Sentinel/Healing techs:


The full 181-level ladder — no levels skipped

One table serves all eight techs because the base ladder is byte-identical between them. "Gain" is the stat that level adds (+0.2%, rotating through the ten stats in a fixed cycle); the cumulative columns show your running totals; the two signature columns show the Bonus-Attribute value at that level for each track. Point cost is what it takes to go from that level to the next.

Sources: camp_tech (type 5), camp_high_tech_lv (1,448 rows), condition_task_main/minor, item_def #400–403, and the English localization. The "Enhance" UI string (high_tech_enhance_unlock_tips: "") gates the point-dumping enhance button on having any Super Technology at the required level — the threshold itself is server-fed.

← Camp Technology Data & Appendix →