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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.

Unlike the Shield Generator the Engineering Lab only affects the Base it is built on. As of 2012 Sep 25 you can build one on the Aurora Base also. Once you have built your Lab, you can use the modification parts from the Defense Simulator, where both Bases share Parts and the repair queue. For free players, only three turrets can be unlocked. Kabam's forum has several complaints lodged because the parts won in the Defense Simulator are essentially worthless once a player has already won a few parts.

Building stats

Level Health Upgradable Weapons Unlocked Time Energy Crystal Gas
1 100 Gun Turret 30s 100 50 50
2 110 1m30s 2k 1k 1k
3 120 25m 20k 10k 10k
4 130 X-1 Cannon 2h5m 20k 10k 10k
5 140 20h50m 20k 10k 10k
6 150 2d4h5m 20k 10k 10k
7 160 Concussion Turret 3d11h20m 20k 10k 10k
8 200 3d13h50m 20k 10k 10k
9 300 3d16h20m 20k 10k 10k
10* 400 Tesla Tower 3d18h50m 20k 10k 10k
11* 600 Incendiary Turret 3d21h20m 20k 10k 10k
12* 800 Heavyweight Turret 3d21h20m 20k 10k 10k
13* 1,000 Sniper Turret 3d21h20m 20k 10k 10k
14* 1,200 Corrosive Turret 3d21h20m 20k 10k 10k

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


Upgrading

All Parts start at L1, but can be upgraded to the Lab's Level. If you don't have the Resources but press Upgrade, you are charged Platinum 1.

These items related to Parts could be bought in Store and won from Zoot's Loot for easier upgrades. On 2012 Oct 11, the Manufacturer's Patch was discontinued to make way for the Hacker's Patch, and anyone who had the former could email Kabam to trade for Modder's Patches. The below multipliers apply to a 1-bar chance, and maybe are not even exact multipliers as their products fall outside the increased bar chance:

  • Software Backup, "Break Protection" Platinum 2: Prevents breaking a Part during the upgrade process.
  • Manufacturer's Patch, "20x Chance Increase" Platinum 10: Prevents breaking a Part and increases the chance of a successful upgrade. This item cannot be bought anymore.
  • Modder's Patch, "60x Chance Increase" Platinum 28: Prevents breaking a Part and greatly increases the chance of a successful upgrade.
  • Hacker's Patch, "Guaranteed Upgrade" Platinum 100: Each use of a Hacker's Patch guarantees one successful upgrade of an Engineering Lab Part.

Every upgrade has a chance at failing, which grows with its Level, rendering the Part's modifiers off its turrets.

50 res for 1 plat

Simply keep repairing and attempting to upgrade until you succeed (or give up after repairing). Broken Parts can be repaired freely, the only cost being the time needed to repair or the use of Accelerators to avoid waiting. Repair time increases with the Part's Level. You can do as many upgrades as you want whiles repairing, but the chances are that most of the "Upgrades" simply result in more broken Parts. You can do only one repair at a time from the Upgrades screen, unlike the Parts tab, so it may take a while to fix everything if you're a slow clicker or player.

Nonpayers should earn L6–7 Modification Parts in weeks.

See also Kabam Forums: How to get the most from the Engineering Lab!

Upgrade Chance

Key (alysdexia): Fit; Raw | simplified


Upgrade chance 7: ≥132–134/200; p.0.664 ± 0.008 (3325 trials) | about 6.6 in 10 chance
Upgrade chance 6: 90/200; p.0.463 ± 0.010 (2373 trials) | about 4.6 in 10 chance
Upgrade chance 5: 60/200; p.0.3 | about 3 in 10 chance
Upgrade chance 4: 50/200; p.0.25 | about 2.5 in 10 chance
Upgrade chance 3: 40/200; p.0.194 ± 0.010 (1448 trials) | about 1.9 in 10 chance
Upgrade chance 2: 8/200; p.0.039 ± 0.006 (895 trials) | about 0.4 in 10 chance
Upgrade chance 1: ≤1/200* | practically no chance and after level 10 less than no chance without boost
Level Upgrade Chance* Upgrade Chance x20
(Manufacturers Patch)
Upgrade Chance x60
(Modders Patch)
Repair time Resource cost
1 Upgrade chance 7 Upgrade chance 7 Upgrade chance 7 45s 20
2 Upgrade chance 6 Upgrade chance 7 Upgrade chance 7 3m5s 30
3 Upgrade chance 3 Upgrade chance 5 Upgrade chance 7 6m 40
4 Upgrade chance 2 Upgrade chance 4 Upgrade chance 6 15m15s 50
5 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 16m15s 60
6 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 21m 70
7 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 45m 80
8 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 1h30m 90
9 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 1h30m 100
10 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 1h30m 110
11 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 1h30m 120
12 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 1h30m 130
13 Upgrade chance 1 Upgrade chance 3 Upgrade chance 5 1h30m 140
*When the upgrade chance shows only one bar (level 5 and above), the estimated probability of success based on experiments made while the multiclick glitch was working, is about 0.5%. (100..1000 upgrade attempts per level were performed, counted according to the amount of resources spent.)
Level 13 upgrade took an average of 3000 clicks, so despite the 1 bar the chances decrease with the level.

Engineering Lab Parts

Parts come in two kinds, Common and Rare. Common Parts grant one stat modifier; Rare Parts grant two, and half as many are dropped in the Defense Simulator. Half of all Rare Parts, other than the Frozen, are redundant; e.g., Ferocious Explosive Ammo and Radial Piercing Ammo both carry Damage and Splash radius. However, the latter name stands for its image and which Resource is to upgrade it. Common Parts' former name is Basic, each with its own image:

  • Explosive Ammo, which yield Splash radius;
  • Armors, which yield Health;
  • Piercing Ammo, which yield Damage;
  • Scopes, which yield Range;
  • Coolants, which yield Rate of fire;
  • Dual Barrels, which yield Targets.

There is some dispute about Dual Barrels/Hyper Parts.

"These parts are available, they're just very rare due to how powerful they are.", Nicholas N, Kabam, Forum post

Despite this claim, many players with over 1000 parts collected do not report a single drop of these.

Parts modifiers

Part name can be either "Basic + Suffix" or "Prefix + Suffix", e.g. Frozen Dual Barrels.

Prefix Reinforced Hyper Radial Automatic Ferocious Extended Frozen
Suffix Armor Dual Barrels Explosive Ammo Liquid Coolant Piercing Ammo Scope N/A
Stat HP Simultaneous targets Splash radius Rate Damage Range Concussion effect
Level Resource 10LCrystal 10LCrystal 10LGas 10LEnergy 10LUranium 10LEnergy 10L*any
1 200 1 30 4 10 5 Yes
2 350 1 35 6 20 10 Yes
3 400 2 40 8 35 15 Yes
4 500 2 45 10 65 25 Yes
5 2500 3 50 15 165 50 Yes
6 4000 3 55 20 265 65 Yes
7 5500 4 60 25 365 75 Yes
8 7000 4 65 30 465 85 Yes
9 8500 5 70 35 565 100 Yes
10 11500 5 75 40 700 140 Yes
11 14000 6 80 45 835 180 Yes
12 16500 6 90 50 970 220 Yes
13 19000 7 100 60 1105 260 Yes
14 22500 7 110 70 1240 310 Yes

Permutations

The drop rate for rare parts depend strongly on type of the part. According to the data published by FidoFuz on Defense Simulator talk page, after 1 264 544 simulations a group of players got:

Item Name Reinforced Radial Automatic Ferocious Extended Frozen Hyper
Armor - 20206 11560 19371 17844 13 1
Explosive Ammo 20235 - 7662 6364 7785 22 0
Liquid Coolant 10659 7607 - 80 128 1 2
Piercing Ammo 15404 6394 91 - 129 4 0
Scope 19153 7701 114 129 - 1 0
Dual Barrels 2 1 0 0 2 0 -
  • The most common "rare" parts are thus parts granting health or splash bonuses combined with health, splash, damage, range or rate of fire. Splash parts seem to occur less often than health parts.
  • Really rare are combinations of damage, range and rate of fire.
  • Concusion effect (frozen) parts are very rare.
  • Multi target parts are extremely rare and most of their possible types were not observed in the experiment at all. Perhaps some of these part types may drop from Gatling Crates.
  • In the same experiment 6972 Incendiary cores occured.
Automatic and ferocious scopes

Automatic and Ferocious Scopes

If you have the following parts—

  • Frozen Explosive Ammo
  • Frozen Liquid Coolant

—please update the table and show us a screenshot.

FLC

Ferocious Liquid Coolant

Frozen Piercing Ammo

Frozen Piercing Ammo

Frozen
Automatic Piercing Ammo

Automatic_Piercing_Ammo


Extended Liquid Coolant

Extended Liquid Coolant

Extended Piercing

Extended Piercing Ammo

Bandicam 2012-12-07 00-58-50-534

















Estimate of 3-star drops: fitted, raw

Part (alysdexia; FidoFuz; other):
45/100, 3249/7181; 44/100, 12056/27413; 44/100, 238568/541003
Common (Steel Panda; alysdexia; FidoFuz; other):
684/1000, 1169/1708; 678/1000, 2202/3249; 679/1000, 8181/12056; 680/1000, 162142/238568
couth:
/10000, /1169; /10000, /2202; /10000, /8181; /10000, /162142
Basic Armor: 3088, 361; 3015, 664; 2983, 2440; 2986, 48420
Basic Explosive Ammo: 2207, 258; 2316, 510; 2445, 2000; 2349, 38091
Basic Scope: 1557; 182; 1744, 384; 1627, 1331; 1668, 27042
Basic Piercing Ammo: 1754, 205; 1544, 340; 1598, 1307; 1675, 27162
Basic Liquid Coolant: 1394, 163; 1381, 304; 1348, 1103; 1321, 21425
Basic Dual Barrels: 0; 0; 0; ·1, 2
Rare (Steel Panda; alysdexia; FidoFuz; other):
316/1000, 539/1708; 322/1000, 1047/3249; 321/1000, 3875/12056; 320/1000, 76426/238568
couth:
/10000, /539; /10000, /1047; /10000, /3875; /10000, /76426
Radial Armor: 1521, 82; 984, 103; 1086, 421; 1122, 8578
Reinforced Explosive Ammo: 1132, 61; 1175, 123; 1215, 471; 1125, 8597
  Extended Armor: 649, 35; 1003, 105; 960, 372; 985, 7525
  Reinforced Scope: 1187, 64; 1079, 113; 996, 386; 1061, 8111
Automatic Armor: 538, 29; 793, 83; 648, 251; 649, 4959
Reinforced Liquid Coolant: 612, 33; 678, 71; 689, 267; 634, 4848
  Ferocious Armor: 1224, 66; 1041, 109; 1099, 426; 1078, 8239
  Reinforced Piercing Ammo: 668, 36; 926, 97; 761, 295; 863, 6596
Extended Explosive Ammo: 334, 18; 449, 47; 462, 179; 446, 3412
Radial Scope: 390, 21; 478, 50; 467, 181; 429, 3277
  Automatic Explosive Ammo: 427, 23; 277, 29; 459, 178; 431, 3292
  Radial Liquid Coolant: 390, 21; 401, 42; 403, 156; 421, 3214
Ferocious Explosive Ammo: 390, 21; 353, 37; 366, 142; 355, 2711
Radial Piercing Ammo: 408, 22; 334, 35; 335, 130; 357, 2728
wanted:
  Ferocious Scope: 37, 2; 19, 2; 15, 6; 8, 60
  Extended Piercing Ammo: 19, 1; 0; 10, 4; 7, 55
Automatic Scope: 37, 2; 0; 3, 1; 7, 55
Extended Liquid Coolant: 0; 9, 1; 13, 5; 8, 63
  Automatic Piercing Ammo: 37, 2; 0; 3, 1; 5, 38
  Ferocious Liquid Coolant: 0; 0; 3, 1; 5, 38
Frozen Armor: 0; 0; 3, 1; ·5, 4
Frozen Explosive Ammo: 0; 0; 0; 2, 15
Frozen Piercing Ammo: 0; 0; 0; ·25, 2
Frozen Scope: 0; 0; ·25, 1; .1, 1
Frozen Liquid Coolant: 0; 0; 0; ·1, 1
Frozen Dual Barrels: 0; 0; 0; 0
Hyper Armor: 0; 0; 0; 0
Reinforced Dual Barrels: 0; 0; 0; ·1, 1
  Hyper Explosive Ammo: 0; 0; 0; 0
  Radial Dual Barrels: 0; 0; 0; 0
Hyper Scope: 0; 0; 0; 0
Extended Dual Barrels: 0; 0; 0; 0
  Hyper Piercing Ammo: 0; 0; 0; 0
  Ferocious Dual Barrels: 0; 0; 0; 0
Hyper Liquid Coolant: 0; 0; 0; ·25, 2
Automatic Dual Barrels: 0; 0; 0; 0
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