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Engineer — moving around laser turrets

Game data version: 1.1.15.4 · Steam PC

This structure candidate adds Engineering to the laser turrets created by tier-III Wrenches. Guide enemies around the turret group without assuming that standing still there is safe.

Character: Engineer

Selection conditions and comparison point

This editorial example targets Steam PC, base-game Crash Zone, D5, solo, non-endless play through wave 20, with enemy health, damage and speed all at 100%. Engineer requires Industrialization: have five turrets on the map at once. The example uses base-game equipment without curses or Primal Dread. Resources were checked against 1.1.15.4; a successful run with this setup has not been verified.

This comparison is newly set at the start of wave 20, display level 20, zero materials and full HP. Its comparison seed is 20261015. These conditions do not reconstruct purchases, upgrade choices or a completed run.

Example equipment

Equip six separate tier-III Wrenches and only the items below, with no empty weapon slots. Separate the chosen starting Wrench from the character's extra Wrench. Separate turret items, Medical Turret and Improved Tools are absent from this example.

Values below are base changes per copy, separate from the quantity column. Changes to Attack Speed, Damage, Dodge, Life Steal and Speed are percentage points on those stats. Engineering, Armor and HP Regeneration use stat points; HP Regeneration points are not HP healed per second. Item changes below are before Engineer's modifiers to Engineering gains and Damage-related changes.

  • WrenchTier 3 Quantity ×6

    Creates a laser turret. The turret starts from base damage 20 plus 1.25 times Engineering and three pierces, supporting a focus on Engineering and shots through several enemies. This is separate from the Wrench's own melee hit.

  • PencilTier 1 Quantity ×3

    +1 Engineering point. Three copies make a simple Engineering contribution explicit.

  • BookTier 1 Quantity ×2

    +2 Engineering points, +1 Elemental Damage point, -1 Luck point. Keeps the Luck cost; Elemental Damage is not added to the laser turret's damage.

  • CogTier 2 Quantity ×1

    +4 Engineering points, -4 percentage points to Damage, +1 Knockback. Adds Engineering while retaining the general Damage penalty.

  • PlantTier 1 Quantity ×2

    +3 HP Regeneration points, -1 percentage point to Life Steal. Chooses regeneration without relying on turret hits for Life Steal.

  • Metal PlateTier 2 Quantity ×2

    +2 Armor points, -3 percentage points to Damage. A defensive choice that also retains the cost to direct Wrench hits.

  • CakeTier 1 Quantity ×2

    +3 Max HP, -1 percentage point to Damage. Adds a health buffer when moving away from the turret group.

All equipment is uncursed · Empty weapon slots: 0

Detailed equipment conditions

Tier III is chosen to examine the laser turret's Engineering scaling and piercing in the same setup. The 20 and 1.25 above are a base value and scaling factor, not final turret damage or damage per second. Three pierces create opportunities to hit more enemies, without guaranteeing actual hits or clearing. This does not establish that III is stronger than every other tier in every situation, and reports about tier-II flame turrets are not proof of III's superiority.

Growth inputs and run progress

Comparison point
Start of wave 20
Displayed level
20
Completed waves
19
Maximum HP / Starting HP
60 / 60
Starting materials
0
Comparison seed
20261015

Manual growth contributions

StatChangeUnit
Engineering+8points
Max HP+24points
Armor+8points
Speed+12percentage points
HP regeneration+9points

Automatic gains and losses

Automatic contributions from leveling
StatChangeUnit
Max HP+20points

Recorded permanent gains

There are no separately recorded permanent gains.

Manual and automatic contributions are shown separately. The complete state already contains their combined values; do not add automatic HP again from the displayed level. Base HP and equipment HP are excluded from manual growth.

These authored growth contributions are not a record of actual upgrades or shop purchases. The character's starting Engineering, Engineering gain modifier and automatic level bonuses are not entered twice. Final structure stats have not yet been validated.

Display level 20 separately contributes 20 automatic Max HP from level increases. The table contains manual growth only; the full growth loaded with the example includes manual HP 24 plus automatic HP 20 as +44, exactly once. Unlisted manual growth and recorded permanent gains are zero. Max HP for this prepared moment is 60, and starting HP equals it. All weapon slots are filled and every piece of equipment is uncursed. Equipment, growth and timing are editorial comparison conditions, not a reconstructed run history or validation of all final stats.

Early choices and priorities

  1. Build Wrench count and Engineering while keeping survival stats in view.

How to play

At each wave's start, check turret locations and an escape direction. Move around them with room to avoid charges and projectiles. Add health, Armor, regeneration and Speed. Do not buy general Attack Speed or Life Steal expecting them to apply automatically to turrets.

Conditional alternatives

Existing weapons to replace: 1–1

An acquired tier-III Screwdriver can replace one Wrench slot in a separate mine variation to be reviewed before use. It does not add a seventh weapon to the six Wrenches. Medical Turret is a separate recovery alternative absent from this example. Link Attack Speed investment to Improved Tools only after unlocking it with a Cyborg win and actually acquiring it. Watch for lost damage coverage when moving away from the turrets and for crowds or elites breaking through.

Weaknesses and unverified claims

Older success reports do not prove a current-version D5 clear with this example. The complete state, HP and automatic contributions for this moment have been prepared, and this configuration can be tested against a fixed target. This trial does not validate actual wave combat, every final stat or clear performance.

Review the complete example in the builder

Sources and verification limits

Read related sources as one evidence group. Distinguish older success claims from what has been verified for this editorial example.

Official change record

The official record establishes patch context and does not certify this setup.

Related guide sources

The Steam guide credits contributions from ArosRising and SilentBobUS and links an earlier D5 guide comment by SilentBobUS. Steam, the ArosRising wiki rendition and SilentBobUS's D5 post are therefore treated as related sources, without counting them as fully independent validation. This does not establish that the entire final 1.0.0.3 post was copied. The Steam and wiki versions are unknown, and the original Google document was inaccessible. SilentBobUS's 1.0.0.3 success report was not verified through footage or a save, and its inventory was not reconstructed as this example.

Separate community case

Advice and a later success report in one Reddit thread form one source group. The mixed-tier Wrench and Screwdriver case does not reproduce these six tier-III Wrenches. Luck priorities and weapon mixtures also differ.

Guide reviewed:

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