Last Asylum Plague Research Guide
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 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.
| Branch | Technologies | Levels | Opens at | What it gives |
|---|---|---|---|---|
| Development | 18 | 86 | Lab 1 | Construction speed and cost, research speed, training and healing speed, Infirmary, Barracks and Training Grounds capacity, Extra Training Grounds |
| Full Development | 16 | 80 | Lab 13 | Later tiers of Rapid Construction, Research Upgrade, healing and training speed, Infirmary and Barracks capacity, fewer soldier losses in PvP |
| Economy | 23 | 107 | Lab 1 | Grain, Timber and Herb output and gathering speed, protection limits, Additional Farmland and Extra Lumberyard |
| Prosperous Economy | 16 | 76 | Lab 13 | Higher output and gathering tiers, protection limits II, Extra Herb Garden |
| Hero | 28 | 140 | Lab 5 | ATK, DEF, HP and damage for Warrior, Ranger and Warlock heroes, then bonuses for all heroes |
| Soldier | 20 | 100 | Lab 7 | Soldier ATK, DEF, HP and load |
| Squad 1 | 20 | 100 | Lab 8 | Squad 1 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses |
| Squad 2 | 20 | 100 | Lab 15 | Squad 2 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses |
| Squad 3 | 20 | 100 | Lab 20 | Squad 3 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses |
| Squad 4 | 20 | 100 | Lab 8 | Squad 4 hero stats, damage to monsters, march speed, load, gathering and city attack and defense bonuses |
| Alliance Duel | 14 | 132 | Lab 15 | Alliance Duel point bonuses and the reward tier unlocks for Tier 4-6 and Tier 7-9 chests |
| Caravan Transport | 9 | 43 | Lab 15 | Alliance Caravan capacity, speed, plunder and defense bonuses, extra daily dispatches |
| Elite Troop | 23 | 221 | Lab 20 | Soldier HP, ATK, DEF, morale, training and healing, and the unlock for Lv.10 soldiers |
| Offensive Tactics | 16 | 151 | Lab 21 | Hero ATK, DEF and HP when attacking, soldier load, march speed, Extra Barracks |
| Defensive Tactics | 16 | 151 | Lab 21 | Hero 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.
| Branch | Grain | Timber | Herb | Base time | Study Scrolls |
|---|---|---|---|---|---|
| Development | 16.47M | 16.47M | 49.4M | 33 days | None |
| Full Development | 422.22M | 422.22M | 1.26B | 444 days | None |
| Economy | 123.01M | 123.01M | 371.42M | 121 days | None |
| Prosperous Economy | 514.89M | 514.89M | 1.54B | 512 days | None |
| Hero | 6.86B | 6.86B | 20.55B | 3,366 days | None |
| Soldier | 1.58B | 1.58B | 4.75B | 1,123 days | None |
| Squad 1 | 61.94M | 61.94M | 185.78M | 39 days | None |
| Squad 2 | 915.89M | 915.89M | 2.75B | 1,006 days | None |
| Squad 3 | 4.69B | 4.69B | 14.02B | 3,530 days | None |
| Squad 4 | 61.96M | 61.96M | 185.77M | 39 days | None |
| Alliance Duel | 0 | 0 | 0 | 325 days | 54,110 |
| Caravan Transport | 0 | 0 | 0 | 227 days | 81,950 |
| Elite Troop | 8.16B | 8.16B | 24.48B | 1,977 days | 255,240 |
| Offensive Tactics | 5.05B | 5.05B | 15.11B | 1,505 days | 172,300 |
| Defensive Tactics | 5.02B | 5.02B | 15B | 1,501 days | 171,850 |
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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.
| Technology | Branch | What it does | Levels | Max bonus | Lab needed | Base time |
|---|---|---|---|---|---|---|
| Rapid Construction I | Development | Building Construction Speed | 5 | +5% | Lab 1 | 42m |
| Research Upgrade I | Development | Research Speed | 5 | +10% | Lab 3 | 1h 52m |
| Infirmary Expansion I | Development | Infirmary Capacity | 5 | +5% | Lab 5 | 1h 8m |
| Training Grounds Expansion I | Development | Increases Training Capacity | 5 | +2.5% | Lab 5 | 1h 8m |
| Quick Bandage I | Development | Increases Healing Speed | 5 | +5% | Lab 5 | 1h 52m |
| Training Specialization I | Development | Increases Training Speed | 5 | +5% | Lab 5 | 1h 52m |
| Barracks Expansion I | Development | Increases soldier capacity in barracks | 5 | +5% | Lab 5 | 1h 8m |
| Construction Master | Development | Construction Resource Cost down | 5 | +5% | Lab 6 | 8h 5m |
| Rapid Construction II | Development | Building Construction Speed | 5 | +5% | Lab 8 | 4h 39m |
| Infirmary Expansion II | Development | Infirmary Capacity | 5 | +5% | Lab 10 | 11h 3m |
| Training Grounds Expansion II | Development | Increases Training Capacity | 5 | +2.5% | Lab 10 | 11h 3m |
| Barracks Expansion II | Development | Increases soldier capacity in barracks | 5 | +5% | Lab 10 | 11h 3m |
| Quick Bandage II | Development | Increases Healing Speed | 5 | +5% | Lab 11 | 20h 1m |
| Training Specialization II | Development | Increases Training Speed | 5 | +5% | Lab 11 | 20h 1m |
| Research Upgrade II | Development | Research Speed | 5 | +10% | Lab 12 | 1d 13h 21m |
| Quick Bandage III | Development | Increases Healing Speed | 5 | +5% | Lab 12 | 13d 14h 39m |
| Training Specialization III | Development | Increases Training Speed | 5 | +5% | Lab 12 | 13d 14h 39m |
| Extra Training Grounds | Development | Training Grounds Limit | 1 | +1 | Lab 13 | 2h 33m |
| Rapid Construction III | Full Development | Building Construction Speed | 5 | +5% | Lab 13 | 13d 14h 39m |
| Infirmary Expansion III | Full Development | Infirmary Capacity | 5 | +5% | Lab 13 | 13d 14h 39m |
| Training Grounds Expansion III | Full Development | Increases Training Capacity | 5 | +2.5% | Lab 13 | 13d 14h 39m |
| Barracks Expansion III | Full Development | Increases soldier capacity in barracks | 5 | +5% | Lab 13 | 13d 14h 39m |
| Research Upgrade III | Full Development | Research Speed | 5 | +10% | Lab 14 | 20d 2h 5m |
| Quick Bandage IV | Full Development | Increases Healing Speed | 5 | +5% | Lab 14 | 20d 2h 5m |
| Training Specialization IV | Full Development | Increases Training Speed | 5 | +5% | Lab 14 | 20d 2h 5m |
| Fast Healing | Full Development | Healing Resource Cost down | 5 | +25% | Lab 14 | 37d 1h 16m |
| Rapid Construction IV | Full Development | Building Construction Speed | 5 | +10% | Lab 15 | 27d 22h 13m |
| Infirmary Expansion IV | Full Development | Infirmary Capacity | 5 | +10% | Lab 15 | 27d 22h 13m |
| Training Grounds Expansion IV | Full Development | Increases Training Capacity | 5 | +2.5% | Lab 15 | 27d 22h 13m |
| Barracks Expansion IV | Full Development | Increases soldier capacity in barracks | 5 | +5% | Lab 15 | 27d 22h 13m |
| Research Upgrade IV | Full Development | Research Speed | 5 | +20% | Lab 16 | 38d 13h 51m |
| Quick Bandage V | Full Development | Increases Healing Speed | 5 | +5% | Lab 16 | 38d 13h 51m |
| Training Specialization V | Full Development | Increases Training Speed | 5 | +5% | Lab 16 | 38d 13h 51m |
| Battlefield Veteran | Full Development | Soldier Fatality Rate down in PvP | 5 | +5% | Lab 17 | 64d 19h 0m |
| Bonus | Total 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.
| Technology | What it does | Levels | Max bonus | Lab needed | Grain | Timber | Herb | Base time |
|---|---|---|---|---|---|---|---|---|
| Grain Output I | Grain Output | 5 | +10% | Lab 1 | 67,990 | 67,990 | 205.63K | 1h 22m |
| Timber Output I | Timber Output | 5 | +10% | Lab 1 | 67,370 | 67,370 | 204.28K | 1h 22m |
| Herb Output I | Herb Output | 5 | +10% | Lab 1 | 162.02K | 162.02K | 486.21K | 2h 26m |
| Grain Gathering I | Grain Gathering Speed | 5 | +5% | Lab 5 | 556.34K | 556.34K | 1.66M | 4h 52m |
| Timber Gathering I | Timber Gathering Speed | 5 | +5% | Lab 5 | 557.91K | 557.91K | 1.66M | 4h 52m |
| Herb Gathering I | Herb Gathering Speed | 5 | +5% | Lab 5 | 1.15M | 1.15M | 3.48M | 14h 23m |
| Additional Farmland | Farm Limit | 1 | +1 | Lab 9 | 48,600 | 48,600 | 147K | 35m |
| Grain Output II | Grain Output | 5 | +10% | Lab 9 | 2.68M | 2.68M | 7.97M | 1d 23h 21m |
| Timber Output II | Timber Output | 5 | +10% | Lab 9 | 2.66M | 2.66M | 8M | 1d 23h 21m |
| Herb Output II | Herb Output | 5 | +10% | Lab 9 | 3.62M | 3.62M | 10.65M | 3d 10h 29m |
| Grain Gathering II | Grain Gathering Speed | 5 | +5% | Lab 10 | 3.56M | 3.56M | 10.69M | 3d 10h 29m |
| Timber Gathering II | Timber Gathering Speed | 5 | +5% | Lab 10 | 3.54M | 3.54M | 10.69M | 3d 10h 29m |
| Herb Gathering II | Herb Gathering Speed | 5 | +5% | Lab 10 | 6.06M | 6.06M | 18.26M | 5d 17h 31m |
| Extra Lumberyard | Lumberyard Limit | 1 | +1 | Lab 12 | 236K | 236K | 706K | 1h 42m |
| Grain Output III | Grain Output | 5 | +10% | Lab 12 | 5.12M | 5.12M | 15.51M | 5d 12h 30m |
| Timber Output III | Timber Output | 5 | +10% | Lab 12 | 5.16M | 5.16M | 15.5M | 5d 12h 30m |
| Herb Output III | Herb Output | 5 | +10% | Lab 12 | 8.51M | 8.51M | 25.78M | 8d 12h 34m |
| Grain Gathering III | Grain Gathering Speed | 5 | +5% | Lab 12 | 8.52M | 8.52M | 25.68M | 8d 12h 34m |
| Timber Gathering III | Timber Gathering Speed | 5 | +5% | Lab 12 | 8.48M | 8.48M | 25.66M | 8d 12h 34m |
| Herb Gathering III | Herb Gathering Speed | 5 | +5% | Lab 12 | 11.92M | 11.92M | 36.08M | 12d 21h 48m |
| Grain Protection I | Grain Protection Limit | 5 | +25% | Lab 13 | 14.3M | 14.3M | 43.3M | 15d 11h 45m |
| Protected Timber I | Timber Protection Limit | 5 | +25% | Lab 13 | 17.16M | 17.16M | 51.96M | 15d 11h 45m |
| Herb Protection I | Herb Protection Limit | 5 | +25% | Lab 13 | 18.88M | 18.88M | 57.15M | 18d 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.
| Technology | What it does | Levels | Max bonus | Lab needed | Grain | Timber | Herb | Base time |
|---|---|---|---|---|---|---|---|---|
| Grain Output IV | Grain Output | 5 | +10% | Lab 13 | 7.56M | 7.56M | 23.05M | 9d 1h 40m |
| Timber Output IV | Timber Output | 5 | +10% | Lab 13 | 7.66M | 7.66M | 22.99M | 9d 1h 40m |
| Herb Output IV | Herb Output | 5 | +10% | Lab 13 | 13.39M | 13.39M | 40.91M | 13d 14h 39m |
| Grain Gathering IV | Grain Gathering Speed | 5 | +5% | Lab 13 | 13.47M | 13.47M | 40.67M | 13d 14h 39m |
| Timber Gathering IV | Timber Gathering Speed | 5 | +5% | Lab 13 | 13.41M | 13.41M | 40.63M | 13d 14h 39m |
| Herb Gathering IV | Herb Gathering Speed | 5 | +5% | Lab 13 | 17.78M | 17.78M | 53.9M | 20d 2h 5m |
| Extra Herb Garden | Herb Garden Limit | 1 | +1 | Lab 15 | 602K | 602K | 1.86M | 9h 40m |
| Grain Output V | Grain Output | 5 | +20% | Lab 15 | 26.72M | 26.72M | 79.61M | 27d 22h 13m |
| Timber Output V | Timber Output | 5 | +20% | Lab 15 | 26.97M | 26.97M | 78.94M | 27d 22h 13m |
| Herb Output V | Herb Output | 5 | +20% | Lab 15 | 34.65M | 34.65M | 103.17M | 38d 13h 51m |
| Grain Gathering V | Grain Gathering Speed | 5 | +5% | Lab 16 | 34.61M | 34.61M | 102.6M | 38d 13h 51m |
| Timber Gathering V | Timber Gathering Speed | 5 | +5% | Lab 16 | 34.18M | 34.18M | 102.92M | 38d 13h 51m |
| Herb Gathering V | Herb Gathering Speed | 5 | +5% | Lab 16 | 47.39M | 47.39M | 142.63M | 50d 0h 16m |
| Grain Protection II | Grain Protection Limit | 5 | +25% | Lab 18 | 69.51M | 69.51M | 209.77M | 64d 19h 0m |
| Timber Protection II | Timber Protection Limit | 5 | +25% | Lab 18 | 70.45M | 70.45M | 210.94M | 64d 19h 0m |
| Herb Protection II | Herb Protection Limit | 5 | +25% | Lab 18 | 96.52M | 96.52M | 289.96M | 80d 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.
| Technology | What it does | Levels | Max bonus | Lab needed | Grain | Timber | Herb | Base time |
|---|---|---|---|---|---|---|---|---|
| Warrior ATK I | Warrior Hero ATK | 5 | +5% | Lab 5 | 5.19M | 5.19M | 15.39M | 4d 7h 28m |
| Ranger ATK I | Ranger Hero ATK | 5 | +5% | Lab 5 | 5.19M | 5.19M | 15.39M | 16d 5h 2m |
| Warlock ATK I | Warlock Hero ATK | 5 | +5% | Lab 5 | 5.19M | 5.19M | 15.39M | 44d 6h 19m |
| Warrior DEF I | Warrior Hero DEF | 5 | +5% | Lab 8 | 8.57M | 8.57M | 25.86M | 7d 1h 22m |
| Ranger DEF I | Ranger Hero DEF | 5 | +5% | Lab 8 | 8.57M | 8.57M | 25.86M | 16d 5h 2m |
| Warlock DEF I | Warlock Hero DEF | 5 | +5% | Lab 8 | 8.57M | 8.57M | 25.86M | 44d 6h 19m |
| Warrior HP I | Warrior Hero HP | 5 | +5% | Lab 11 | 18.88M | 18.88M | 55.09M | 4d 7h 28m |
| Ranger HP I | Ranger Hero HP | 5 | +5% | Lab 11 | 18.88M | 18.88M | 55.09M | 23d 16h 34m |
| Warlock HP I | Warlock Hero HP | 5 | +5% | Lab 11 | 18.88M | 18.88M | 55.09M | 57d 9h 10m |
| Warrior Mastery I | Warrior Hero DMG | 5 | +5% | Lab 13 | 35.34M | 35.34M | 108M | 2d 12h 2m |
| Ranger Mastery I | Ranger Hero DMG | 5 | +5% | Lab 13 | 35.34M | 35.34M | 108M | 10d 23h 48m |
| Warlock Mastery I | Warlock Hero DMG | 5 | +5% | Lab 13 | 35.34M | 35.34M | 108M | 32d 14h 0m |
| Warrior ATK II | Warrior Hero ATK | 5 | +10% | Lab 15 | 140.07M | 140.07M | 417.09M | 92d 18h 26m |
| Ranger ATK II | Ranger Hero ATK | 5 | +10% | Lab 15 | 140.07M | 140.07M | 417.09M | 176d 1h 50m |
| Warlock ATK II | Warlock Hero ATK | 5 | +10% | Lab 15 | 140.07M | 140.07M | 417.09M | 242d 3h 6m |
| Warrior DEF II | Warrior Hero DEF | 5 | +10% | Lab 17 | 366.15M | 366.15M | 1.11B | 92d 18h 26m |
| Ranger DEF II | Ranger Hero DEF | 5 | +10% | Lab 17 | 366.15M | 366.15M | 1.11B | 176d 1h 50m |
| Warlock DEF II | Warlock Hero DEF | 5 | +10% | Lab 17 | 366.15M | 366.15M | 1.11B | 242d 3h 6m |
| Warrior HP II | Warrior Hero HP | 5 | +10% | Lab 19 | 414.68M | 414.68M | 1.22B | 115d 13h 21m |
| Ranger HP II | Ranger Hero HP | 5 | +10% | Lab 19 | 414.68M | 414.68M | 1.22B | 198d 4h 56m |
| Warlock HP II | Warlock Hero HP | 5 | +10% | Lab 19 | 414.68M | 414.68M | 1.22B | 227d 4h 46m |
| Warrior Mastery II | Warrior Hero DMG | 5 | +10% | Lab 21 | 466.43M | 466.43M | 1.41B | 73d 1h 21m |
| Ranger Mastery II | Ranger Hero DMG | 5 | +10% | Lab 21 | 466.43M | 466.43M | 1.41B | 142d 15h 53m |
| Warlock Mastery II | Warlock Hero DMG | 5 | +10% | Lab 21 | 466.43M | 466.43M | 1.41B | 212d 14h 13m |
| Hero ATK | Hero ATK | 5 | +10% | Lab 23 | 614.97M | 614.97M | 1.84B | 280d 5h 0m |
| Hero DEF | Hero DEF | 5 | +10% | Lab 23 | 614.97M | 614.97M | 1.84B | 280d 5h 0m |
| Hero DMG | Hero DMG Dealt | 5 | +10% | Lab 24 | 645.81M | 645.81M | 1.94B | 257d 7h 0m |
| Hero HP | Hero HP | 5 | +10% | Lab 24 | 614.97M | 614.97M | 1.84B | 293d 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.
| Level | Research speed | Might | Grain | Timber | Herb | Base time |
|---|---|---|---|---|---|---|
| 1 | 0.7% | 700 | 89 | 89 | 0 | 2s |
| 5 | 2.7% | 4,400 | 20,890 | 20,890 | 0 | 10m |
| 10 | 5.2% | 9,600 | 634K | 634K | 204.3K | 5h 1m |
| 15 | 7.7% | 24,200 | 6.22M | 6.22M | 1.97M | 19h 28m |
| 20 | 10.1% | 63,200 | 49.61M | 49.61M | 16.36M | 4d 8h 42m |
| 25 | 12.7% | 153,600 | 244.1M | 244.1M | 80.37M | 19d 8h 42m |
| 30 | 15.1% | 361,000 | 1.3B | 1.3B | 390.3M | 89d 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.
| Branch | Opens at | Study Scrolls needed | Base time |
|---|---|---|---|
| Alliance Duel | Lab 15 | 54,110 | 325 days |
| Caravan Transport | Lab 15 | 81,950 | 227 days |
| Elite Troop | Lab 20 | 255,240 | 1,977 days |
| Offensive Tactics | Lab 21 | 172,300 | 1,505 days |
| Defensive Tactics | Lab 21 | 171,850 | 1,501 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.
| Technology | What it does | Levels | Max bonus | Lab needed | Scrolls |
|---|---|---|---|---|---|
| Falcon Points | Falcon Quests Points | 10 | +50% | Lab 15 | 1,200 |
| Speedup Points | Speedup Points | 10 | +50% | Lab 15 | 1,200 |
| Recruitment Points | Hero Recruitment Points | 10 | +50% | Lab 15 | 1,200 |
| Super Rewards | Unlocks Tier 4-6 rewards | 1 | Unlock | Lab 15 | 100 |
| Arena Expert | All Points (Excluding Diamond Purchases) | 20 | +100% | Lab 15 | 3,800 |
| Building Points | Building Might Points | 10 | +50% | Lab 15 | 6,350 |
| Technology Points | Tech Might Points | 10 | +50% | Lab 15 | 6,350 |
| Training Points | Soldier Training Points | 10 | +50% | Lab 15 | 6,350 |
| Kill Points | Kill Points | 10 | +50% | Lab 15 | 6,350 |
| Top Rewards | Unlocks Tier 7-9 rewards | 1 | Unlock | Lab 20 | 450 |
| Caravan Trade Points | Increases Caravan Points | 10 | +50% | Lab 20 | 4,520 |
| Covert Operation Points | Increases Covert Operation Quest Points | 10 | +50% | Lab 20 | 4,520 |
| Survivor Recruitment Points | Increases Survivor Recruitment Points | 10 | +50% | Lab 20 | 4,520 |
| Arena Master | All Points (Excluding Diamond Purchases) | 10 | +50% | Lab 20 | 7,200 |
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
| Technology | What it does | Max level | Max effect |
|---|---|---|---|
| Auto Rally | Offline alliance members will automatically dispatch troops to join the rally. | 1 | Unlocked |
| Fast Build | Increases Construction Speed for alliance members. | 10 | +25% |
| Enhance Help | Enhances Alliance Help effect, reducing time additionally with each help. | 10 | -300s |
| Gathering Speedup | Increases Resource Gathering Speed for alliance members. | 10 | +40% |
| Grain Output | Increases Grain Output for alliance members' cities. | 10 | +25% |
| Timber Output | Increases Timber Output for alliance members' cities. | 10 | +25% |
| Herb Output | Increases Herb Output for alliance members' cities. | 10 | +25% |
| Research Speedup | Increases Tech Research Speed for alliance members. | 10 | +25% |
| Research Upgrade | Reduces Tech Research resource cost for alliance members. | 10 | -5% |
| Grain Protection | Increases Grain protection limit for alliance members. | 10 | +12.5% |
| Timber Protection | Increases Timber protection limit for alliance members. | 10 | +12.5% |
| Herb Protection | Increases Herb protection limit for alliance members. | 10 | +12.5% |
| Crafting Speedup | Increases Gear crafting speed for alliance members. | 10 | +20% |
| Crafting Technique | Reduces Gear crafting Herb cost for alliance members. | 10 | -10% |
| Construction Cost | Reduces construction resource cost for alliance members. | 10 | -5% |
Troop and Battle Technologies
| Technology | What it does | Max level | Max effect |
|---|---|---|---|
| Troop Load | Increases Troop Load for alliance members. | 10 | +10% |
| Fast Training | Increases soldier training speed for alliance members. | 10 | +5% |
| Coordinated Training | Reduces soldier training resource cost for alliance members. | 10 | -5% |
| March Aid | Increases Troop March Speed when attacking other Doctors' towns for alliance members. | 10 | +10% |
| Garrison Speedup | Increases Troop March Speed when attacking cities for alliance members. | 10 | +10% |
| Quick Garrison | Increases Troop March Speed when garrisoning for alliance members. | 10 | +50% |
| Troop March | Increases Troop March Speed for alliance members. | 10 | +5% |
| Rally HP | Increases Hero HP when joining a rally for alliance members. | 10 | +10% |
| Rally Attack | Increases Hero ATK when joining a rally for alliance members. | 10 | +10% |
| Rally Defense | Increases Hero DEF when joining a rally for alliance members. | 10 | +10% |
| Heal Aid | Reduces troop healing resource cost for alliance members. | 10 | -5% |
| Garrison HP | Increases Hero HP when garrisoned for alliance members. | 10 | +10% |
| Garrison Attack | Increases Hero ATK when garrisoned for alliance members. | 10 | +10% |
| Garrison Defense | Increases Hero DEF when garrisoned for alliance members. | 10 | +10% |
| Barracks Expansion | Increases 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.
| Branch | Opens at | Technologies | Levels | Total resources | Base time |
|---|---|---|---|---|---|
| Squad 1 | Lab 8 | 20 | 100 | 309.66M | 39 days |
| Squad 2 | Lab 15 | 20 | 100 | 4.58B | 1,006 days |
| Squad 3 | Lab 20 | 20 | 100 | 23.4B | 3,530 days |
| Squad 4 | Lab 8 | 20 | 100 | 309.69M | 39 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.