Graveyard Keeper 2 Science Points: Every Study Table Yield
Graveyard Keeper 2 science points per item: all 396 Study Table entries total 5,105 red, 6,470 green and 5,385 blue, split by colour.
How many tech points does all the science research give you?
Every researchable item has one entry in the shipped study table, and those 396 entries pay out 5,105 red, 6,470 green and 5,385 blue tech points between them. 393 pay something; the other three pay nothing at all. Red is the tight colour, while green and blue both land in surplus.
| Colour set paid | Entries | Red | Green | Blue |
|---|---|---|---|---|
| Green and blue | 90 | 0 | 3,030 | 1,620 |
| Red and blue | 81 | 3,545 | 0 | 1,225 |
| Green only | 79 | 0 | 2,445 | 0 |
| Blue only | 57 | 0 | 0 | 2,015 |
| All three | 35 | 670 | 650 | 525 |
| Red only | 34 | 645 | 0 | 0 |
| Red and green | 17 | 245 | 345 | 0 |
| No points | 3 | 0 | 0 | 0 |
| Total | 396 | 5,105 | 6,470 | 5,385 |
Source: gamebalance_full.json → surveyDefs[].techRed, techGreen, techBlue, build 25509347.
Read the table as a map of where each colour physically comes from. Green and blue travel together on 90 entries, by far the largest block, and red almost never arrives on its own — 81 entries pair it with blue, and only 34 pay red exclusively. That shape is why the farming routes differ per colour; they are laid out in the tech points farming guide.
Two figures in circulation need correcting against this. The green and blue totals usually quoted as 6,280 and 5,195 belong to a narrower slice of the same table — 374 entries once the 19 alchemic-powder rows and the 3 zero-yield rows are removed, which leaves red at 4,915. As shipped, all 396 rows total 6,470 green and 5,385 blue.
Which research pays red, green and blue at the same time?
Thirty-five entries pay all three colours. Nineteen of them are the alchemic powders, every one of them a flat 10 red, 10 green, 10 blue. The other sixteen are crafted or caught items, and they are where the real three-colour value sits.
| Item researched | Red | Green | Blue | Extra input |
|---|---|---|---|---|
| Goldfish | 50 | 50 | 50 | 1 Faith |
| Philosopher Stone | 50 | 30 | 25 | — |
| Kraken Jr | 50 | 20 | 30 | — |
| Reanimation Liquid | 30 | 50 | 25 | — |
| Elder Catfish | 30 | 40 | 30 | — |
| Third Eye Salt | 30 | 30 | 15 | — |
| King’s signet | 30 | 10 | 10 | — |
| Celestial Salmon | 20 | 40 | 40 | — |
| Mythic Carp | 20 | 50 | 30 | — |
| Golden nugget | 50 | 10 | 20 | 1 Faith |
| Beeswax | 30 | 40 | 10 | 1 Faith |
| Glass Containers | 20 | 20 | 10 | — |
| Clay Molds | 20 | 20 | 10 | — |
| Tableware | 20 | 20 | 10 | — |
| Preservative | 20 | 20 | 10 | — |
| Keys for Looters | 10 | 10 | 10 | — |
Source: gamebalance_full.json → surveyDefs[] filtered on all three of techRed, techGreen, techBlue greater than zero, build 25509347. item names from localization/lng_en.csv.
Goldfish is the best all-round study in the game at 50 of each colour, though it competes with other uses of the same fish. The five legendary fish, Philosopher Stone and the Master-tier rods, bows and spears carry most of the useful three-colour yield. Rune loadings on the powders behind the other nineteen are on the red, green and blue rune values page.
Which items pay the most when you research them?
The two biggest payouts are the Master Sword and Master Armor, each worth 150 red plus 40 blue. The single largest payout of any colour belongs to the Necronomicon at 300 blue and nothing else. Green tops out at 100, and red entries rarely exceed 150.
| Item researched | Red | Green | Blue |
|---|---|---|---|
| Master Sword | 150 | 0 | 40 |
| Master Armor | 150 | 0 | 40 |
| Steel Axe, Pickaxe, Hammer or Shovel | 100 | 0 | 20 |
| Necronomicon | 0 | 0 | 300 |
| Steel tools, Heavy Bow, Knight’s Spear | 0 | 100 | 20 |
| Master Rod | 0 | 100 | 0 |
| Steel Zombie Collar | 0 | 30 | 70 |
| Dream Dust | 0 | 0 | 50 |
| Marble Cross II | 0 | 0 | 50 |
Source: gamebalance_full.json → surveyDefs[].techRed, techGreen, techBlue, build 25509347.
Two things stand out. The Necronomicon is a one-item answer to most of a blue branch, so keeping it out of the crafting queue until you know what you need is usually right. And the top red entries are all late equipment, which is why the red shortage bites hardest before those recipes unlock.
Why is red the colour research cannot cover?
The 226 purchasable technology nodes cost 11,157 red, 5,129 green and 4,132 blue in total. Studying everything returns 46% of the red the tree needs, but 126% of the green and 130% of the blue. That leaves a red shortfall of 6,052 points that has to come from other channels.
Source: tech_tree.csv rows where tech_def_type_name is Common (226 of 236 rows; the other 10 are reputation nodes priced at zero), summed over red_spheres_price, green_spheres_price, blue_spheres_price, build 25509347.
So treat research as a blue-and-green engine that happens to help with red, not as the answer to red. Node-by-node costs and the branch demand are on the full technology cost list, and the non-research red sources are in the tech points farming guide.
Does a study cost insanity, and how much energy does it take?
No study costs insanity — the insanityPerTick field reads zero on all 396 entries. Energy is the only per-tick cost, and it runs 6 to 32 per study before the Researcher perk and 2 to 14 after it. Past the opening week that makes the table the cheapest energy sink in the game.
| Duration expression | Entries |
|---|---|
6 - 2*PPar("perk_science") |
188 |
8 - 3*PPar("perk_science") |
94 |
3 - PPar("perk_science") |
63 |
1 |
19 |
16 - 2*PPar("perk_science") |
19 |
12 - 4*PPar("perk_science") |
8 |
7 - 2*PPar("perk_science") |
2 |
0 |
3 |
Source: gamebalance_full.json → surveyDefs[].duration, energyPerTick, insanityPerTick, build 25509347. perk_science resolves to the Researcher perk in perks.csv.
There is no mastery gate on any of them: talentLock is zero across the whole table, so nothing in the study list waits on a mastery level. The 19 entries with a flat duration of 1 are the powders. Because study is the one production line that leaves sanity untouched, it fills the hours the energy and insanity guide tells you to spend on rest anyway.
How does Science pay for a study, and which entries pay nothing?
The Study Table is a single-slot station that only accepts Science, and three of the 396 entries are conversions into it rather than studies. Those three are the only rows that pay no tech points at all, and the only ones you can repeat.
| Entry | Input | Science produced | Tech points |
|---|---|---|---|
| Clean Paper | 1 Clean Paper | 1 | 0 |
| Science Kit I | 1 Science Kit I | 30 | 0 |
| Science Kit II | 1 Science Kit II | 60 | 0 |
Source: gamebalance_full.json → surveyDefs[].isScienceFuelCraft, isOneTimeCraft, outputItems, build 25509347. station limits from wgoDefs → survey_wgo (inventorySize: 1, inventoryWhiteList.itemsIds: ["science"]).
These three are the only entries flagged isScienceFuelCraft, and the only ones with isOneTimeCraft set to 0 — they are repeatable, while the other 393 are one-time. How much Science a single study draws is not recorded in the balance table, so treat any per-study Science figure as unsourced. The farming and buying side of the fuel loop is on Science and blue points.
Which research can you do from the first day?
Nineteen entries, and all nineteen are alchemic powders. They carry the surveyedAtStart flag, take one tick of duration, cost 1 energy and pay 10 red, 10 green and 10 blue each — 190 of every colour across the set, with no Study Table, no Faith and no mastery required.
Source: gamebalance_full.json → surveyDefs[].surveyedAtStart (19 rows), build 25509347.
That makes alchemy the earliest source of balanced points in the game, and it is why the red, green and blue rune values page matters before the tree opens. Dream Dust is the exception in that group: it is not a flagged start entry, it pays 50 blue and no other colour, and its recipe is on the dream dust recipe page.
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