Last Asylum: PlagueKingdom #217
ENUTC

Research Lab (Personal)

Your own account's Research Lab tree — this is Tech Might, not the Alliance Research donation tree above. Different resource pool, different priority logic entirely. There is only one physical Lab building; a purchasable 2nd Research Queue (see Purchases & Spending) lets you run two research items concurrently through it, rather than adding a second building.

Event guide 4 points

Priority order and why

  1. Development and Full Development first. Speed, capacity and training/healing research all compound — they make every later research and every troop action faster, so their value is front-loaded.
  2. Full Development's Soldier Fatality Rate reduction in PvP is called out as very important: it permanently reduces how many troops you lose in player-vs-player battles, rather than just healing time. A captured example (Battlefield Veteran, Research Lv.2→3) shows +2%→+3% fatality-rate reduction for a Might gain of 9,210→17,820, gated behind Research Lab Lv.21 and an 11-day base research time.
  3. Soldier research before Hero research. The stated reasoning: Soldier tech improves overall troop performance and helps heroes in battle, and gives stronger, more consistent power gains than Hero research does. Hero research only offers small buffs, since heroes already draw significant bonuses from the Raven, Curios, Frames and Sanctuary Skin buffs — so Hero research is worth doing only in a limited way, when specifically needed.
  4. Squad 1 research strengthens only the heroes assigned to Squad 1: more damage to monsters and less damage taken from them, increased Squad 1 ATK/HP/DEF, faster gathering speed and caravan load, and faster march speed — to monsters, enemy bases, and resource tiles alike.

Net order given: Development & Full Development → Soldier → Squad 1 → (limited) Hero, in that priority.

This is strategic advice and priority ordering, not a game rule — the worked example is one account's own screenshot, not a universal figure.