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General Information

The Engineering Lab increases turret system performance by enabling equippable parts. Collect, upgrade and equip parts to enhance defense tactics. Upgrade to unlock more turret slots.

Once you have built your Engineering Lab, you will find that level 1 modification parts will begin to drop in the Defense Simulator. At this time, this is the only way to obtain these items.

Building Stats

Level Cost Time Health Upgradable Weapons

Crystal

Gas

Gun

Cannon

Concussion

Tesla

Incendiary

Sniper

Heavyweight

1 12s Y
2 1m Y
3 2m 600 Y
4 10m 650 Y Y
5 4.500 4.500 30m 700 Y Y
6 30,000 30,000 2h 750 Y Y
7 30,000 30,000 6h 800 Y Y Y
8 30,000 30,000 10h 850 Y Y Y
9 Y Y Y
10* Y Y Y Y
11* Y Y Y Y Y
12* Y Y Y Y Y Y
13* Y Y Y Y Y Y Y















*Note: Level 10 and above building upgrades require 1 Cerulean Core.

Engineering Lab Parts

Parts come in two different kinds;

  • Common Parts
  • Rare Parts


Common Parts increase a single attribute of a kind of turret. All of them have the prefix "basic".

  • Explosive ammo, which increase/grant splash radius;
  • Armors, which increase turret health;
  • Piercing ammo, which increase damage dealt;
  • Scopes, which increase turret range;
  • Coolants, which increase turret rate of fire;
  • Dual barrels, which increase number of targets hit (UNCONFIRMED);
  • ??? <-something related to "concussion effect", name unknown.


Rare Parts are a combination of two different Common Parts, granting both bonuses.

Note: some Rare Parts have different names, but grant the same bonuses. I.e. "Ferocious Explosive Ammo" and "Radial Piercing Ammo" both grants Damage and Splash Radius bonus.

Upgrading

All Parts start at level 1, but can be upgraded. Rare Parts and Common Parts will upgrade attributes in the same exact way. I.e. Explosive Ammo and Ferocious Explosive Ammo will both upgrade their Splash Radius from 30 to 35 at level 2.

All upgrades cost a small amount of resources, the kind of which depending on the Part itself.

Every upgrade has a chance at failing, rendering the part broken and unusable. The failing chance increases with the Part's level.

Broken Parts can be repaired freely, the only cost being time to wait. Waiting time also increases with the Part's level.

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