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Biochemist

From Evil Genius Wiki
Revision as of 18:10, 14 June 2022 by EvilLaw (talk | contribs)
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Glossary image for a Biochemist minion.

Certain choices must be made regarding divergent research paths - depending on the choice of research equipment, certain areas of technology can be developed at the exclusion of other areas. Building the Bio-Tanks will take research down a biological path, where toxic mutations and various goopy materials are the staple areas of interest.

Biochemists are vital to the success of this research path, as only they, ensconced in their protective hazard suits, can safely mess about with the dangerous chemicals at hand. Biochemists have very high smarts and attention - they have to be alert when handling toxic materials, after all.

Be careful with your biochemists; their presence on your island generates heat.

Biochemists are specific to EG1. In EG2 they are replaced with Biologists.

Training

Stats

  • Speed: 1
  • Health: 50 (Armor 5)
  • Loyalty: 50 (Armor 25)
  • Smarts: 80 (Armor 50)
  • Attention: 90 (Armor 30)
  • Endurance: 50 (Armor 10)
  • Evidence Rating: 25
  • Value Rating: 1
  • Threat Rating: 5
  • Heat: 2
  • On World Domination Screen
    • Cash Potential: 4
    • Plotting: 9
    • Regional Heat Penalty: 6
    • Chance of Perishing: 40
    • Perish Modifier: 0
    • AOI Time Modifier: -40
    • AOI Heat Modifier: 0
    • Information Modifier: 20%
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