Last Asylum Plague Research Guide

Published: 2026-10-25

The Last Asylum: Plague research tree has 15 branches and 279 technologies, all researched in the Research Lab. Start with Development, add Economy, and move to Alliance Duel when the lab reaches level 15. Elite Troop and the Tactics branches come last. The tables below show each branch, its Lab level, its cost and the nodes worth taking first.

Research Lab screen in Last Asylum: Plague with Development, Economy, Hero, Soldier, Squad 1 and Squad 2 branches

Research Branches

Research gives permanent bonuses to the whole account. Each branch is a tree: a node opens only after earlier nodes reach set levels, so you cannot skip ahead. The branch itself opens at a fixed Research Lab level, shown in the table. Nodes inside a branch can ask for a higher lab level than the branch itself.

BranchTechnologiesLevelsOpens atWhat it gives
Development1886Lab 1Construction speed and cost, research speed, training and healing speed, Infirmary, Barracks and Training Grounds capacity, Extra Training Grounds
Full Development1680Lab 13Later tiers of Rapid Construction, Research Upgrade, healing and training speed, Infirmary and Barracks capacity, fewer soldier losses in PvP
Economy23107Lab 1Grain, Timber and Herb output and gathering speed, protection limits, Additional Farmland and Extra Lumberyard
Prosperous Economy1676Lab 13Higher output and gathering tiers, protection limits II, Extra Herb Garden
Hero28140Lab 5ATK, DEF, HP and damage for Warrior, Ranger and Warlock heroes, then bonuses for all heroes
Soldier20100Lab 7Soldier ATK, DEF, HP and load
Squad 120100Lab 8Squad 1 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses
Squad 220100Lab 15Squad 2 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses
Squad 320100Lab 20Squad 3 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses
Squad 420100Lab 8Squad 4 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses
Alliance Duel14132Lab 15Alliance Duel point bonuses and the reward tier unlocks for Tier 4-6 and Tier 7-9 chests
Caravan Transport943Lab 15Alliance Caravan capacity, speed, plunder and defense bonuses, extra daily dispatches
Elite Troop23221Lab 20Soldier HP, ATK, DEF, morale, training and healing, and the unlock for Lv.10 soldiers
Offensive Tactics16151Lab 21Hero ATK, DEF and HP when attacking, soldier load, march speed, Extra Barracks
Defensive Tactics16151Lab 21Hero ATK, DEF and HP when defending, Infirmary capacity, resource protection, Extra Infirmaries

Resource costs and base times add up fast. The table lists the full price of every branch before any speed bonus. 10 branches use only Grain, Timber and Herb. The other 5 also need Study Scrolls.

BranchGrainTimberHerbBase timeStudy Scrolls
Development16.47M16.47M49.4M33 daysNone
Full Development422.22M422.22M1.26B444 daysNone
Economy123.01M123.01M371.42M121 daysNone
Prosperous Economy514.89M514.89M1.54B512 daysNone
Hero6.86B6.86B20.55B3,366 daysNone
Soldier1.58B1.58B4.75B1,123 daysNone
Squad 161.94M61.94M185.78M39 daysNone
Squad 2915.89M915.89M2.75B1,006 daysNone
Squad 34.69B4.69B14.02B3,530 daysNone
Squad 461.96M61.96M185.77M39 daysNone
Alliance Duel000325 days54,110
Caravan Transport000227 days81,950
Elite Troop8.16B8.16B24.48B1,977 days255,240
Offensive Tactics5.05B5.05B15.11B1,505 days172,300
Defensive Tactics5.02B5.02B15B1,501 days171,850

Research Priority

The order below comes from the branch costs and from what several progression guides recommend. All of them agree on the first three steps. The upgrade guide shows how research fits with buildings, heroes and gear.

  1. Development. All 18 technologies cost 82.33M resources and 33 days of base time, the cheapest branch in the tree. Take Rapid Construction, Research Upgrade and Construction Master first, then the Training Grounds nodes, including Extra Training Grounds at Lab 13. The Full Development branch opens at Lab 13 and adds the later tiers.
  2. Economy and Prosperous Economy. Output nodes add up to +60% for each resource, gathering speed to +25% and protection limits to +50%. Economy research also raises building limits by one: Additional Farmland (Lab 9), Extra Lumberyard (Lab 12), Extra Herb Garden (Lab 15). One guide runs Economy in the second queue next to Development.
  3. Alliance Duel. The branch opens at Lab 15. Put it at the top of the queue once it opens, and aim for the Super Rewards and Top Rewards nodes before any other scroll spending.
  4. Hero and Soldier. Level only the faction nodes for heroes you field. In the Soldier branch, one guide takes Load Training first, because a bigger march carries more troops for every attack and gathering run.
  5. Squad 1 and Squad 4. Both open at Lab 8 and cost 309.66M resources each, while Squad 2 costs 4.58B and Squad 3 costs 23.4B. Take the cheap pair first.
  6. Elite Troop. It opens at Lab 20 and unlocks tier 10 soldiers, but the branch needs 255,240 Study Scrolls. Most guides place it last among the major branches.
  7. Offensive Tactics, Defensive Tactics and Caravan Transport. The two Tactics branches open at Lab 21 and are late-game trees that add Extra Barracks at Lab 23 and Extra Infirmaries at Lab 21. Most guides rank Caravan Transport low, and one calls it underrated for Alliance Caravan scoring.

Research Guide Video

This video shows a research roadmap in the game. Use it together with the priority list to see how the first branches look on screen and in which order players open them.

Research roadmap for Last Asylum: Plague
Video: Research roadmap for Last Asylum: Plague

Development Research

Development and Full Development hold 34 technologies. The table lists every node in the order its lab level opens it, with the bonus at maximum level and the base time for all of its levels. Together the two branches and Economy reach these caps.

TechnologyBranchWhat it doesLevelsMax bonusLab neededBase time
Rapid Construction IDevelopmentBuilding Construction Speed5+5%Lab 142m
Research Upgrade IDevelopmentResearch Speed5+10%Lab 31h 52m
Infirmary Expansion IDevelopmentInfirmary Capacity5+5%Lab 51h 8m
Training Grounds Expansion IDevelopmentIncreases Training Capacity5+2.5%Lab 51h 8m
Quick Bandage IDevelopmentIncreases Healing Speed5+5%Lab 51h 52m
Training Specialization IDevelopmentIncreases Training Speed5+5%Lab 51h 52m
Barracks Expansion IDevelopmentIncreases soldier capacity in barracks5+5%Lab 51h 8m
Construction MasterDevelopmentConstruction Resource Cost down5+5%Lab 68h 5m
Rapid Construction IIDevelopmentBuilding Construction Speed5+5%Lab 84h 39m
Infirmary Expansion IIDevelopmentInfirmary Capacity5+5%Lab 1011h 3m
Training Grounds Expansion IIDevelopmentIncreases Training Capacity5+2.5%Lab 1011h 3m
Barracks Expansion IIDevelopmentIncreases soldier capacity in barracks5+5%Lab 1011h 3m
Quick Bandage IIDevelopmentIncreases Healing Speed5+5%Lab 1120h 1m
Training Specialization IIDevelopmentIncreases Training Speed5+5%Lab 1120h 1m
Research Upgrade IIDevelopmentResearch Speed5+10%Lab 121d 13h 21m
Quick Bandage IIIDevelopmentIncreases Healing Speed5+5%Lab 1213d 14h 39m
Training Specialization IIIDevelopmentIncreases Training Speed5+5%Lab 1213d 14h 39m
Extra Training GroundsDevelopmentTraining Grounds Limit1+1Lab 132h 33m
Rapid Construction IIIFull DevelopmentBuilding Construction Speed5+5%Lab 1313d 14h 39m
Infirmary Expansion IIIFull DevelopmentInfirmary Capacity5+5%Lab 1313d 14h 39m
Training Grounds Expansion IIIFull DevelopmentIncreases Training Capacity5+2.5%Lab 1313d 14h 39m
Barracks Expansion IIIFull DevelopmentIncreases soldier capacity in barracks5+5%Lab 1313d 14h 39m
Research Upgrade IIIFull DevelopmentResearch Speed5+10%Lab 1420d 2h 5m
Quick Bandage IVFull DevelopmentIncreases Healing Speed5+5%Lab 1420d 2h 5m
Training Specialization IVFull DevelopmentIncreases Training Speed5+5%Lab 1420d 2h 5m
Fast HealingFull DevelopmentHealing Resource Cost down5+25%Lab 1437d 1h 16m
Rapid Construction IVFull DevelopmentBuilding Construction Speed5+10%Lab 1527d 22h 13m
Infirmary Expansion IVFull DevelopmentInfirmary Capacity5+10%Lab 1527d 22h 13m
Training Grounds Expansion IVFull DevelopmentIncreases Training Capacity5+2.5%Lab 1527d 22h 13m
Barracks Expansion IVFull DevelopmentIncreases soldier capacity in barracks5+5%Lab 1527d 22h 13m
Research Upgrade IVFull DevelopmentResearch Speed5+20%Lab 1638d 13h 51m
Quick Bandage VFull DevelopmentIncreases Healing Speed5+5%Lab 1638d 13h 51m
Training Specialization VFull DevelopmentIncreases Training Speed5+5%Lab 1638d 13h 51m
Battlefield VeteranFull DevelopmentSoldier Fatality Rate down in PvP5+5%Lab 1764d 19h 0m
BonusTotal at max level
Construction speed+25%
Research speed+50%
Construction resource cost-5%
Grain, Timber and Herb output (each)+60%
Grain, Timber and Herb gathering speed (each)+25%
Grain, Timber and Herb protection limit (each)+50%

Economy Research

Economy holds 23 technologies and Prosperous Economy adds 16 more. Together they raise Grain, Timber and Herb output by up to +60% each and gathering speed by up to +25% each, and they open the Additional Farmland, Extra Lumberyard and Extra Herb Garden slots. Take the Output I nodes first: they open at Lab 1, cost 67,990 Grain for all 5 levels and need 1h 22m of base time.

TechnologyWhat it doesLevelsMax bonusLab neededGrainTimberHerbBase time
Grain Output IGrain Output5+10%Lab 167,99067,990205.63K1h 22m
Timber Output ITimber Output5+10%Lab 167,37067,370204.28K1h 22m
Herb Output IHerb Output5+10%Lab 1162.02K162.02K486.21K2h 26m
Grain Gathering IGrain Gathering Speed5+5%Lab 5556.34K556.34K1.66M4h 52m
Timber Gathering ITimber Gathering Speed5+5%Lab 5557.91K557.91K1.66M4h 52m
Herb Gathering IHerb Gathering Speed5+5%Lab 51.15M1.15M3.48M14h 23m
Additional FarmlandFarm Limit1+1Lab 948,60048,600147K35m
Grain Output IIGrain Output5+10%Lab 92.68M2.68M7.97M1d 23h 21m
Timber Output IITimber Output5+10%Lab 92.66M2.66M8M1d 23h 21m
Herb Output IIHerb Output5+10%Lab 93.62M3.62M10.65M3d 10h 29m
Grain Gathering IIGrain Gathering Speed5+5%Lab 103.56M3.56M10.69M3d 10h 29m
Timber Gathering IITimber Gathering Speed5+5%Lab 103.54M3.54M10.69M3d 10h 29m
Herb Gathering IIHerb Gathering Speed5+5%Lab 106.06M6.06M18.26M5d 17h 31m
Extra LumberyardLumberyard Limit1+1Lab 12236K236K706K1h 42m
Grain Output IIIGrain Output5+10%Lab 125.12M5.12M15.51M5d 12h 30m
Timber Output IIITimber Output5+10%Lab 125.16M5.16M15.5M5d 12h 30m
Herb Output IIIHerb Output5+10%Lab 128.51M8.51M25.78M8d 12h 34m
Grain Gathering IIIGrain Gathering Speed5+5%Lab 128.52M8.52M25.68M8d 12h 34m
Timber Gathering IIITimber Gathering Speed5+5%Lab 128.48M8.48M25.66M8d 12h 34m
Herb Gathering IIIHerb Gathering Speed5+5%Lab 1211.92M11.92M36.08M12d 21h 48m
Grain Protection IGrain Protection Limit5+25%Lab 1314.3M14.3M43.3M15d 11h 45m
Protected Timber ITimber Protection Limit5+25%Lab 1317.16M17.16M51.96M15d 11h 45m
Herb Protection IHerb Protection Limit5+25%Lab 1318.88M18.88M57.15M18d 21h 48m

The Economy table adds up to 121 days of base time. Protection nodes come last: they raise the protection limit by up to +50% for each resource, so they matter once your stores grow and plunder becomes a worry. The costs are totals for all levels of a node, and a speed bonus from the Research Lab and from research shortens the time.

Prosperous Economy

Prosperous Economy continues the same tree from Lab 13. The big step is the Output V tier: Grain, Timber and Herb output give +20% each instead of +10%, so these nodes are the largest income gain in the whole Economy tree.

TechnologyWhat it doesLevelsMax bonusLab neededGrainTimberHerbBase time
Grain Output IVGrain Output5+10%Lab 137.56M7.56M23.05M9d 1h 40m
Timber Output IVTimber Output5+10%Lab 137.66M7.66M22.99M9d 1h 40m
Herb Output IVHerb Output5+10%Lab 1313.39M13.39M40.91M13d 14h 39m
Grain Gathering IVGrain Gathering Speed5+5%Lab 1313.47M13.47M40.67M13d 14h 39m
Timber Gathering IVTimber Gathering Speed5+5%Lab 1313.41M13.41M40.63M13d 14h 39m
Herb Gathering IVHerb Gathering Speed5+5%Lab 1317.78M17.78M53.9M20d 2h 5m
Extra Herb GardenHerb Garden Limit1+1Lab 15602K602K1.86M9h 40m
Grain Output VGrain Output5+20%Lab 1526.72M26.72M79.61M27d 22h 13m
Timber Output VTimber Output5+20%Lab 1526.97M26.97M78.94M27d 22h 13m
Herb Output VHerb Output5+20%Lab 1534.65M34.65M103.17M38d 13h 51m
Grain Gathering VGrain Gathering Speed5+5%Lab 1634.61M34.61M102.6M38d 13h 51m
Timber Gathering VTimber Gathering Speed5+5%Lab 1634.18M34.18M102.92M38d 13h 51m
Herb Gathering VHerb Gathering Speed5+5%Lab 1647.39M47.39M142.63M50d 0h 16m
Grain Protection IIGrain Protection Limit5+25%Lab 1869.51M69.51M209.77M64d 19h 0m
Timber Protection IITimber Protection Limit5+25%Lab 1870.45M70.45M210.94M64d 19h 0m
Herb Protection IIHerb Protection Limit5+25%Lab 1896.52M96.52M289.96M80d 22h 13m

The whole Prosperous Economy branch needs 512 days of base time, so start the Output IV and V nodes as soon as the lab level allows and keep them in the queue. See the research queue for how to use both labs.

Hero Research

Hero holds 28 technologies in three groups: class nodes for Warrior, Ranger and Warlock, a second tier of the same nodes, and four nodes for all heroes from Lab 23. A class gets up to +15% ATK, DEF and HP and +15% damage from its own nodes, and each all hero node adds another +10%. Each class starts with its ATK I node at Lab 5, then follow the DEF and HP chain of the class that matches your main heroes.

TechnologyWhat it doesLevelsMax bonusLab neededGrainTimberHerbBase time
Warrior ATK IWarrior Hero ATK5+5%Lab 55.19M5.19M15.39M4d 7h 28m
Ranger ATK IRanger Hero ATK5+5%Lab 55.19M5.19M15.39M16d 5h 2m
Warlock ATK IWarlock Hero ATK5+5%Lab 55.19M5.19M15.39M44d 6h 19m
Warrior DEF IWarrior Hero DEF5+5%Lab 88.57M8.57M25.86M7d 1h 22m
Ranger DEF IRanger Hero DEF5+5%Lab 88.57M8.57M25.86M16d 5h 2m
Warlock DEF IWarlock Hero DEF5+5%Lab 88.57M8.57M25.86M44d 6h 19m
Warrior HP IWarrior Hero HP5+5%Lab 1118.88M18.88M55.09M4d 7h 28m
Ranger HP IRanger Hero HP5+5%Lab 1118.88M18.88M55.09M23d 16h 34m
Warlock HP IWarlock Hero HP5+5%Lab 1118.88M18.88M55.09M57d 9h 10m
Warrior Mastery IWarrior Hero DMG5+5%Lab 1335.34M35.34M108M2d 12h 2m
Ranger Mastery IRanger Hero DMG5+5%Lab 1335.34M35.34M108M10d 23h 48m
Warlock Mastery IWarlock Hero DMG5+5%Lab 1335.34M35.34M108M32d 14h 0m
Warrior ATK IIWarrior Hero ATK5+10%Lab 15140.07M140.07M417.09M92d 18h 26m
Ranger ATK IIRanger Hero ATK5+10%Lab 15140.07M140.07M417.09M176d 1h 50m
Warlock ATK IIWarlock Hero ATK5+10%Lab 15140.07M140.07M417.09M242d 3h 6m
Warrior DEF IIWarrior Hero DEF5+10%Lab 17366.15M366.15M1.11B92d 18h 26m
Ranger DEF IIRanger Hero DEF5+10%Lab 17366.15M366.15M1.11B176d 1h 50m
Warlock DEF IIWarlock Hero DEF5+10%Lab 17366.15M366.15M1.11B242d 3h 6m
Warrior HP IIWarrior Hero HP5+10%Lab 19414.68M414.68M1.22B115d 13h 21m
Ranger HP IIRanger Hero HP5+10%Lab 19414.68M414.68M1.22B198d 4h 56m
Warlock HP IIWarlock Hero HP5+10%Lab 19414.68M414.68M1.22B227d 4h 46m
Warrior Mastery IIWarrior Hero DMG5+10%Lab 21466.43M466.43M1.41B73d 1h 21m
Ranger Mastery IIRanger Hero DMG5+10%Lab 21466.43M466.43M1.41B142d 15h 53m
Warlock Mastery IIWarlock Hero DMG5+10%Lab 21466.43M466.43M1.41B212d 14h 13m
Hero ATKHero ATK5+10%Lab 23614.97M614.97M1.84B280d 5h 0m
Hero DEFHero DEF5+10%Lab 23614.97M614.97M1.84B280d 5h 0m
Hero DMGHero DMG Dealt5+10%Lab 24645.81M645.81M1.94B257d 7h 0m
Hero HPHero HP5+10%Lab 24614.97M614.97M1.84B293d 18h 0m

The Hero branch needs 3,366 days of base time and uses no Study Scrolls. The same bonus takes different time by class: Warrior ATK I needs 4d 7h 28m, Ranger ATK I 16d 5h 2m and Warlock ATK I 44d 6h 19m, so Warrior nodes are the cheapest to finish. Tier II costs far more than tier I, so finish the tier I nodes of your main class before you start tier II, and leave the other two classes for later. The heroes page shows which class each hero belongs to.

Research Lab Levels

The Research Lab opens at Sanctuary 7 and goes to level 30. The lab's own speed bonus is 0.7% on level 1, 7.7% on level 15 and 15.1% on level 30. Most branches wait for a lab level: Hero opens at 5, Soldier at 7, Squad 1 and 4 at 8, Alliance Duel at 15, Elite Troop at 20, Squad 3 at 20 and the Tactics branches at 21. The Sanctuary also asks for the lab, one level below its target from Sanctuary level 12 on, so the lab upgrade never waits. Building details are in the buildings guide.

LevelResearch speedMightGrainTimberHerbBase time
10.7%700898902s
52.7%4,40020,89020,890010m
105.2%9,600634K634K204.3K5h 1m
157.7%24,2006.22M6.22M1.97M19h 28m
2010.1%63,20049.61M49.61M16.36M4d 8h 42m
2512.7%153,600244.1M244.1M80.37M19d 8h 42m
3015.1%361,0001.3B1.3B390.3M89d 19h 2m

1st Lab and 2nd Lab

The Research Lab is the 1st Lab and runs one research at a time. The 2nd Lab is the 2nd Workbench in the building list. It is listed from Sanctuary 9, caps at level 30 and costs 4.52B Grain, 4.52B Timber and 1.45B Herb for the full upgrade, almost the same as the first lab. The game also has an item called 2nd Research Queue, which expands the Workbench with a second queue.

Guides agree that a second queue is worth having. One names the second lab as the best infrastructure purchase after the Sanctuary basics, because Development and Economy can run in parallel. Another calls it optional if you manage your scrolls well. A third pairs Alliance Duel in the first queue with Development in the second.

Study Scroll Use

The game describes the Study Scroll as a scroll for advanced research projects that you can get from Alliance Duel. Alliance Duel chests are the main source, and the top chests also give hero shards and other rewards. Only 5 branches take scrolls, and together they need 735,450 scrolls.

BranchOpens atStudy Scrolls neededBase time
Alliance DuelLab 1554,110325 days
Caravan TransportLab 1581,950227 days
Elite TroopLab 20255,2401,977 days
Offensive TacticsLab 21172,3001,505 days
Defensive TacticsLab 21171,8501,501 days

Spend scrolls on Alliance Duel nodes first. Super Rewards costs 100 scrolls and Top Rewards costs 450. One guide suggests starting these during the Alliance Duel research day, when finished research also scores event points. Elite Troop, Caravan Transport and the Tactics branches wait until the reward nodes are done.

Research Queue

You start with one research queue, and the second one comes from the 2nd Workbench. Three things shorten every timer: research speed nodes in Development, the lab level and the Research Speedup alliance technology, which adds up to +25% for members. Timers range from 5 minutes for the first Development node to 27d 18h 40m for the Lv.10 Soldier node at the end of Elite Troop.

Keep the queue full. Start long nodes before you log off and let short Development nodes fill the gaps. With two queues, use one for a long Development or Alliance Duel node and the other for Economy or Squad nodes.

Alliance Duel Research

The Alliance Duel branch has 14 technologies and 132 levels. It opens at Lab 15 and costs no Grain, Timber or Herb, only 54,110 Study Scrolls and 325 days of base time. Super Rewards needs Speedup Points and Recruitment Points at level 6, and both need Falcon Points at level 1. Top Rewards needs Lab 20, Arena Expert at level 20 and Training Points and Kill Points at level 6. The Alliance Duel page explains the event days that these points boost.

TechnologyWhat it doesLevelsMax bonusLab neededScrolls
Falcon PointsFalcon Quests Points10+50%Lab 151,200
Speedup PointsSpeedup Points10+50%Lab 151,200
Recruitment PointsHero Recruitment Points10+50%Lab 151,200
Super RewardsUnlocks Tier 4-6 rewards1UnlockLab 15100
Arena ExpertAll Points (Excluding Diamond Purchases)20+100%Lab 153,800
Building PointsBuilding Might Points10+50%Lab 156,350
Technology PointsTech Might Points10+50%Lab 156,350
Training PointsSoldier Training Points10+50%Lab 156,350
Kill PointsKill Points10+50%Lab 156,350
Top RewardsUnlocks Tier 7-9 rewards1UnlockLab 20450
Caravan Trade PointsIncreases Caravan Points10+50%Lab 204,520
Covert Operation PointsIncreases Covert Operation Quest Points10+50%Lab 204,520
Survivor Recruitment PointsIncreases Survivor Recruitment Points10+50%Lab 204,520
Arena MasterAll Points (Excluding Diamond Purchases)10+50%Lab 207,200

Alliance Research

Alliance technologies are separate from the Research Lab. The whole alliance upgrades them, and every member gets the bonus. There are 30 technologies, and each 10-level technology costs the same. One guide advises donating to the alliance technology every day. Another suggests combat nodes before Elixir Scramble and Kingdom War, and resource or construction nodes between events. See the alliance page for ranks and roles.

Economy and Support Technologies

TechnologyWhat it doesMax levelMax effect
Auto RallyOffline alliance members will automatically dispatch troops to join the rally.1Unlocked
Fast BuildIncreases Construction Speed for alliance members.10+25%
Enhance HelpEnhances Alliance Help effect, reducing time additionally with each help.10-300s
Gathering SpeedupIncreases Resource Gathering Speed for alliance members.10+40%
Grain OutputIncreases Grain Output for alliance members' cities.10+25%
Timber OutputIncreases Timber Output for alliance members' cities.10+25%
Herb OutputIncreases Herb Output for alliance members' cities.10+25%
Research SpeedupIncreases Tech Research Speed for alliance members.10+25%
Research UpgradeReduces Tech Research resource cost for alliance members.10-5%
Grain ProtectionIncreases Grain protection limit for alliance members.10+12.5%
Timber ProtectionIncreases Timber protection limit for alliance members.10+12.5%
Herb ProtectionIncreases Herb protection limit for alliance members.10+12.5%
Crafting SpeedupIncreases Gear crafting speed for alliance members.10+20%
Crafting TechniqueReduces Gear crafting Herb cost for alliance members.10-10%
Construction CostReduces construction resource cost for alliance members.10-5%

Troop and Battle Technologies

TechnologyWhat it doesMax levelMax effect
Troop LoadIncreases Troop Load for alliance members.10+10%
Fast TrainingIncreases soldier training speed for alliance members.10+5%
Coordinated TrainingReduces soldier training resource cost for alliance members.10-5%
March AidIncreases Troop March Speed when attacking other Doctors' towns for alliance members.10+10%
Garrison SpeedupIncreases Troop March Speed when attacking cities for alliance members.10+10%
Quick GarrisonIncreases Troop March Speed when garrisoning for alliance members.10+50%
Troop MarchIncreases Troop March Speed for alliance members.10+5%
Rally HPIncreases Hero HP when joining a rally for alliance members.10+10%
Rally AttackIncreases Hero ATK when joining a rally for alliance members.10+10%
Rally DefenseIncreases Hero DEF when joining a rally for alliance members.10+10%
Heal AidReduces troop healing resource cost for alliance members.10-5%
Garrison HPIncreases Hero HP when garrisoned for alliance members.10+10%
Garrison AttackIncreases Hero ATK when garrisoned for alliance members.10+10%
Garrison DefenseIncreases Hero DEF when garrisoned for alliance members.10+10%
Barracks ExpansionIncreases barracks capacity for alliance members.10+5%

Squad Research

Each squad has its own branch with 20 technologies and 100 levels. The branches look alike but cost very different amounts, because Squad 2 and Squad 3 open later and ask for billions of resources. Pair each branch with the matching squad you actually send out.

BranchOpens atTechnologiesLevelsTotal resourcesBase time
Squad 1Lab 820100309.66M39 days
Squad 2Lab 15201004.58B1,006 days
Squad 3Lab 202010023.4B3,530 days
Squad 4Lab 820100309.69M39 days

Elite Troop Research

Elite Troop has 23 technologies and 221 levels. It opens at Lab 20 after the Top Rewards node, raises soldier HP, ATK and DEF, and ends with the Lv.10 Soldier node. That last node needs Research Lab 30, 2,400 Study Scrolls, about 195M Grain, 195M Timber and 584M Herb. The troops page explains the soldier tiers it unlocks.

Frequently Asked Questions

What should I research first in Last Asylum?

Start with the Development branch. Its 18 technologies cost 82.33M resources in total and give construction speed, research speed and Training Grounds nodes that speed up every later step. Add Economy next, then switch to Alliance Duel when your Research Lab reaches level 15. The full order is in the research priority list.

How do I use study scrolls?

Study Scrolls pay for advanced research in 5 branches, and Alliance Duel is where you get them. Spend them on Alliance Duel nodes first: Super Rewards costs 100 scrolls and Top Rewards costs 450. Elite Troop, Caravan Transport and both Tactics branches wait until those are done. See study scroll use for the totals.

How do I get a second research queue?

Build the 2nd Workbench, which the research screen calls the 2nd Lab. The building table lists it from Sanctuary 9, and the game has a 2nd Research Queue item that expands the Workbench. A second queue lets you run Development and Economy side by side. Details are in 1st Lab and 2nd Lab.

What does Alliance Duel research unlock?

The Alliance Duel branch raises event points and unlocks reward chests. Super Rewards opens the Tier 4 to 6 chests and Top Rewards opens Tier 7 to 9. Without these two nodes you cannot claim those chests at all. The branch has 14 technologies and needs Research Lab 15. Event rules are on the Alliance Duel page.

How many research branches and technologies are there?

The tree has 15 branches, 279 technologies and 1,687 upgrade levels. Development and Economy open at Lab 1, Hero at Lab 5, Soldier at Lab 7 and the two Tactics branches at Lab 21. The branch table shows the rest.

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