
Contents
Overview
EDDA Biolab is basically the “origin story” of the Biolabs dungeon. Instead of just fighting clones, you get to see what really happened to the renowned adventurers: Eremes, Cecil, Seyren, Howard, Kathryne, and Margaretha, when the Rekenber Corporation tricked them into becoming test subjects.
Accessing the EDDA: Biolab
Must be level 170 and above
Talk to Sierra (yuno 216/345).
You can choose between Expedition Mode or Battle Mode each day.
Expedition Mode – A story-focused adventure with fewer enemies.
Battle Mode – A tougher challenge packed with more rewards, ending with a boss fight.
Battle Mode Walkthrough

- Zone 1 – Safe from monsters. Talk to Sierra to move on to Zone 2.
- Zone 2 – Defeat all enemies to advance. (Tip: You’ll be teleported to the next zone automatically, so collect all loot before defeating the last enemy.)
- Zone 3 – Same as before, defeat all enemies to proceed. An Unknown Acolyte spawns here. (Note: It can use the skill Decrease Agility.)
- Zone 4 – Same as the previous zones, defeat all enemies to continue.
- Zone 5 – You’ll be under constant Blind status here, so bring Green Potions. As before, defeat all enemies to advance.
- Zone 6 – In this zone, you need to defeat monsters to break the barriers. There are four sections to clear. Each section traps you inside a barrier where you cannot leave or attack monsters outside. In a party, be careful when entering the barriers, as your teammates also cannot attack monsters outside. After clearing a section, talk to the crystal to remove its barrier. The final crystal will teleport you to the next zone.
- Zone 7 – As in the previous areas, you need to defeat all enemies to advance. An Unknown Swordsman and an Unknown Merchant will spawn in this zone.
- Zone 8 – Monsters will spawn close to you, so be prepared. After clearing them, speak to Sierra near the player spawn point to teleport to the next zone known as the Morgue.
- Boss Zone – Walk north and talk to Sierra to remove the barrier, then continue north. Once you reach the door, wait for your party members. If you do not wait, they will be locked out of the boss fight and will not receive the rewards. When everyone is gathered, talk to Sierra and choose the “We’re all here” option.
- Boss Fight – The Unknown Swordsman Boss can change its element to either Wind or Water, so be prepared.
This battle introduces a new instance mechanic involving “cages.” These cages appear in the northwest, northeast, southwest, and southeast areas around the boss. Monsters will spawn inside them, and they can only be defeated from within the cage. It is necessary to clear at least one cage. If all cages remain uncleared, you will reappear in the middle with reduced health based on how many cages were cleared. Each cleared cage represents 25% of your health. For example, if no cages are cleared, you will die instantly (-100% HP).
Defeating the boss has a chance to spawn a treasure chest with additional rewards, including a chance to obtain random EDDA Biolab exclusive equipment. - Talk to Sierra, to receive your rewards and exit the instance.
Monsters
Name | Level | HP | Size | Element | Race |
Regenschirm Scientist![]() | 172 | 1,469,107 | Medium | Neutral 3 | Demi-Human |
Rekenber Guard![]() | 173 | 1,475,486 | Medium | Neutral 2 | Demi-Human |
Rekenber High Guard![]() | 174 | 1,485,755 | Medium | Neutral 2 | Demi-Human |
Unknown Merchant![]() | 175 | 1,507,840 | Medium | Fire 3 | Demi-Human |
Unknown Acolyte![]() | 176 | 1,500,486 | Medium | Holy 2 | Demi-Human |
Unknown Swordsman![]() | 178 | 1,519,762 | Medium | Fire 2 | Demi-Human |
Unknown Swordsman![]() ![]() | 180 | 75,500,000 | Medium | Fire 2 | Demi-Human |
EDDA Biolab Equipment and Materials
Monster Drops
Name | Description |
![]() | A stack of paper that the bio lab staff forgot to pick up before leaving in a hurry. This alone doesn’t provide much information. Collect some more for more comprehensive information. Weight: 0 |
![]() | A mysterious fragment that the bio lab staff forgot to pick up before leaving in a hurry. This alone doesn’t provide much information. Collect some more for more comprehensive information. Weight: 0 |
![]() | If equipped with Fallen Warrior Manteau [1], ATK +5 for every 30 pure STR increased ASPD (Post-attack delay -3%) for every 30 pure AGI Post-skill delay -4% for every 30 pure VIT MATK +5 and Variable Cast Time -8% for every 30 pure INT Long-ranged Physical damage +1% for every 30 pure DEX Critical damage +3% for every 30 pure LUK Class: Helm DEF: 5 Location: Lower Required Level: 170 Job: All Jobs |
![]() | A crate full of equipment prepared for test subjects to use. Contains: EDDA Biolabs weapons |
Card
Name | Description |
![]() | Regenschirm Scientist MATK + 5%. When compounded on two-handed staff, increase all property magical damage by 10% and additional 2% per 3 refine rate of weapon, When base level is 200 or higher, increase all property magical damage by additional 3% per 3 refine rate of weapon. Compound on : Weapon Weight : 1 |
![]() | Rekenber Guard ATK + 5%. When compounded on dagger, one-handed sword or two-handed sword, increase melee physical damage by 10%. and additional 2% per 3 refine rate of weapon. When base level is 200 or higher, increase melee physical damage by additional 3% per 3 refine rate of weapon. Compound on : Weapon Weight : 1 |
![]() | Rekenber High Guard ATK + 5%. When compounded on one-handed spear or two-handed spear, increase long ranged physical damage by 10% and additional 2% per 3 refine rate of weapon. When base level is 200 or higher, increase long ranged physical damage by additional 3% per 3 refine rate of weapon. Compound on : Weapon Weight : 1 |
![]() | Unknown Swordsman MHP + 15%. ———————— When equipped with Boss Egnigem Card and both are equipped by swordsman classes, ———————— Increase melee and long ranged physical damage by 10%, additional MHP + 2%. ———————— Increase melee and long ranged physical damage by additional 2% per 4 sum of refine rate of armor and shoes. Compound on : Armor Weight : 1 |
EDDA Biolab Weapon
Name | Description |
![]() | Bowling Bash damage +30% ATK +4 for every upgrade level +9 Effect: Ignition Break and Bowling Bash cooldown -1 sec. +11 Effect: Indestructible, Bowling Bash damage +20% (Additional) Class: Two-handed Sword ATK: 280 Weight: 280 Weapon Level: 4 Required Level: 170 Job: Rune Knight Classes |
![]() | ATK +5% Long-ranged Physical damage +1% for every upgrade level +9 Effect: Clashing Spiral and Sonic Wave damage +30% +11 Effect: Sonic Wave cooldown -1.5 sec. Class: Two-handed Sword ATK: 300 Weight: 650 Weapon Level: 4 Required Level: 170 Job: Rune Knight Classes |
![]() | Brandish Spear damage +30% ATK +4 for every upgrade level +9 Effect: Hundred Spears cooldown -1.5 sec. +11 Effect: Brandish Spear damage +20% (Additional) Class: One-handed Spear ATK: 200 Weight: 100 Weapon Level: 4 Required Level: 170 Job: Rune Knight Classes |
![]() | Rapid Smiting damage +40% Long-ranged Physical damage +1% for every upgrade level +9 Effect: Shield Press damage +30% +11 Effect: Rapid Smiting and Shield Press damage +20% (Additional) Class: One-handed Spear ATK: 210 Weight: 150 Weapon Level: 4 Required Level: 170 Job: Royal Guard Classes |
![]() | ATK +5% Post-skill delay -1% for every upgrade level +9 Effect: Cannon Spear damage +20% +11 Effect: Overbrand damage +20% Class: One-handed Spear ATK: 205 Weight: 170 Weapon Level: 4 Required Level: 170 Job: Royal Guard Classes |
![]() | MATK +180, Gloria Domini damage +40% Variable Cast Time -1% for every upgrade level +9 Effect: Genesis Ray damage +30% +11 Effect: Gloria Domini and Genesis Ray damage +20% (Additional) Class: One-handed Sword ATK: 130 Weight: 110 Weapon Level: 4 Required Level: 170 Job: Royal Guard Classes |
![]() | MATK +270, indestructible Ghost Magic damage +5% MATK +4 for every upgrade level +9 Effect: Soul Strike, Napalm Vulcan, and Soul Expansion damage +20% +11 Effect: Soul Strike and Napalm Vulcan damage +30% (Additional) Class: Two-handed Staff ATK: 100 Weight: 120 Weapon Level: 4 Required Level: 170 Job: Warlock Classes |
![]() | MATK +280, indestructible Neutral Magic damage +5% MATK +4 for every upgrade level +9 Effect: Gravitational Field and Drain Life damage +30% +11 Effect: Gravitational Field cooldown -2 sec. Class: Two-handed Staff ATK: 110 Weight: 130 Weapon Level: 4 Required Level: 170 Job: Warlock Classes |
![]() | MATK 180, indestructible Fire/Shadow Magic damage +5% MATK +4 for every upgrade level +9 Effect: Inferno damage +30% +11 Effect: Crimson Rock cooldown -1 sec. Class: One-handed Staff ATK: 100 Weight: 70 Weapon Level: 4 Required Level: 170 Job: Warlock Classes |
![]() | MATK 180, indestructible Neutral/Wind Magic damage +5% MATK +4 for every upgrade level +9 Effect: Psychic Wave damage +30% +11 Effect: Varetyr Spear cooldown -2 sec. Class: One-handed Staff ATK: 120 Weight: 80 Weapon Level: 4 Required Level: 170 Job: Sorcerer Classes |
![]() | MATK 180, indestructible Water/Earth Magic damage +5% MATK +4 for every upgrade level +9 Effect: Diamond Dust and Earth Grave damage +30% +11 Effect: Diamond Dust and Earth Grave damage +20% (Additional) Class: One-handed Staff ATK: 120 Weight: 80 Weapon Level: 4 Required Level: 170 Job: Sorcerer Classes |
![]() | MATK +175, Fire/Cold/Lightning Bolt damage +20% MATK +4 for every upgrade level +9 Effect: Fire/Cold/Lightning Bolt damage +30% (Additional) +11 Effect: Heaven’s Drive and Earth Spike damage +50% Class: Book ATK: 120 Weight: 80 Weapon Level: 4 Required Level: 170 Job: Sorcerer Classes |
![]() | Indestructible, Physical/Magic damage -10% from Small and Medium enemies ATK +4 for every upgrade level +9 Effect: Axe Tornado and Lava Flow cooldown -1 sec. +11 Effect: Axe Tornado damage +15% Class: Two-handed Axe ATK: 340 Weight: 450 Weapon Level: 4 Required Level: 170 Job: Mechanic Classes |
![]() | Indestructible, ATK +5% ATK +4 for every upgrade level +9 Effect: Power Swing and Axe Boomerang damage +20% +11 Effect: Power Swing and Axe Boomerang damage +15% (Additional) Class: One-handed Axe ATK: 220 Weight: 550 Weapon Level: 4 Required Level: 170 Job: Mechanic Classes |
![]() | Indestructible, Vulcan Arm damage +10% Increased ASPD (Post-attack delay -1%) for every upgrade level +9 Effect: Arm Cannon and Knuckle Boost damage +15% +11 Effect: Vulcan Arm damage +15% (Additional) Class: Mace ATK: 450 Weight: 320 Weapon Level: 4 Required Level: 170 Job: Mechanic Classes |
![]() | Indestructible, Long-ranged Physical damage +10% ATK +1% for every upgrade level +9 Effect: Cart Cannon damage +25% +11 Effect: Long-ranged Physical damage +15% (Additional) Class: Mace ATK: 210 Weight: 140 Weapon Level: 4 Required Level: 170 Job: Geneticist Classes |
![]() | Indestructible, Crazy Vines damage +20% ATK +4 for every upgrade level +9 Effect: Crazy Vines damage +30% (Additional) +11 Effect: Crazy Vines cooldown -2 sec. Class: Mace ATK: 195 Weight: 140 Weapon Level: 4 Required Level: 170 Job: Geneticist Classes |
![]() | Spore Explosion cooldown -1 sec. ATK +4 for every upgrade level +9 Effect: Spore Explosion damage +30% +11 Effect: Spore Explosion damage +20% (Additional) Class: One-handed Sword ATK: 195 Weight: 70 Weapon Level: 4 Required Level: 170 Job: Geneticist Classes |
![]() | MATK +240, indestructible Holy Magic damage +5% MATK +4 for every upgrade level +9 Effect: Adoramus damage +30% +11 Effect: Physical/Magic damage -25% from enemies of all sizes Class: Two-handed Staff ATK: 100 Weight: 120 Weapon Level: 4 Required Level: 170 Job: Arch Bishop Classes |
![]() | MATK +160, indestructible ASPD +1 MATK +4 for every upgrade level +9 Effect: Duple Light damage +40% +11 Effect: Normal Physical Melee attacks create a chance of casting Level 2 Judex. (Applies your skill level if it’s higher.) Class: Mace ATK: 180 Weight: 100 Weapon Level: 4 Required Level: 170 Job: Arch Bishop Classes |
![]() | MATK +175, indestructible Holy Magic damage +5% MATK +4 for every upgrade level +9 Effect: Magnus Exorcismus and Judex damage +30% +11 Effect: Magnus Exorcismus damage +20% (Additional) Class: One-handed Staff ATK: 100 Weight: 70 Weapon Level: 4 Required Level: 170 Job: Arch Bishop Classes |
![]() | Indestructible, Variable Cast Time -10% ATK +4 for every upgrade level +9 Effect: Throw Spirit Sphere and Occult Impaction damage +50% +11 Effect: ATK +10% Class: Mace ATK: 210 Weight: 130 Weapon Level: 4 Required Level: 170 Job: Sura Classes |
![]() | Raging Quadruple Blow damage +30% ATK +4 for every upgrade level +9 Effect: Raging Thrust and Chain Crush Combo damage +50% +11 Effect: Chain Crush Combo +30% (Additional) Class: Knuckle ATK: 210 Weight: 70 Weapon Level: 4 Required Level: 170 Job: Sura Classes |
![]() | Long-ranged Physical damage +10% ATK +4 for every upgrade level +9 Effect: Knuckle Arrow damage +40% +11 Effect: Post-skill delay -7% Class: Knuckle ATK: 220 Weight: 80 Weapon Level: 4 Required Level: 170 Job: Sura Classes |
![]() | ATK +5% Long-ranged Physical damage +1% for every upgrade level +9 Effect: Rolling Cutter damage +30% +11 Effect: Cross Ripper Slasher damage +20% Class: Katar ATK: 250 Weight: 150 Weapon Level: 4 Required Level: 170 Job: Guillotine Cross Classes |
![]() | Critical damage +5% ATK +4 for every upgrade level +9 Effect: Physical damage +15% on enemies of all sizes +11 Effect: Indestructible, ATK +7% Class: Katar ATK: 270 Weight: 200 Weapon Level: 4 Required Level: 170 Job: Guillotine Cross Classes |
![]() | If equipped with Repentance Slasher, Meteor Assault and Soul Destroyer damage +40% ATK +8 for every 2 combined upgrade levels If combined upgrade levels are 16 or higher, Cross Impact and Counter Slash damage +20%. If combined upgrade levels are 18 or higher, ATK +12%. If combined upgrade levels are 20 or higher, Meteor Assault and Soul Destroyer damage +20%. (Additional) Class: Dagger ATK: 195 Weight: 110 Weapon Level: 4 Required Level: 170 Job: Guillotine Cross Classes |
![]() | Useless by itself, it can be used with Judgment Slasher to activate its power. Class: Dagger ATK: 100 Weight: 70 Weapon Level: 4 Required Level: 170 Job: Guillotine Cross Classes |
![]() | Long-ranged Physical damage +10% ATK +4 for every upgrade level +9 Effect: Triangle Shot damage +20% +11 Effect: Triangle Shot damage +15% (Additional) Class: Bow ATK: 185 Weight: 150 Weapon Level: 4 Required Level: 170 Job: Shadow Chaser Classes |
![]() | Back Stab damage +40% ATK +4 for every upgrade level +9 Effect: Fatal Menace damage +30% +11 Effect: Fatal Menace SP cost -10% Class: Dagger ATK: 185 Weight: 90 Weapon Level: 4 Required Level: 170 Job: Shadow Chaser Classes |
![]() | MATK +170 and MATK +5% MATK +4 for every upgrade level +9 Effect: Fire/Water/Wind/Earth Magic damage +15% +11 Effect: Physical attacks create a chance of increasing MATK +100 and Magic damage on enemies of all sizes +30% for 10 sec. Class: Dagger ATK: 150 Weight: 150 Weapon Level: 4 Required Level: 170 Job: Shadow Chaser Classes |
![]() | CRI +5 Critical damage +1% for every upgrade level +9 Effect: Long-ranged Physical damage +7% +11 Effect: Focused Arrow Strike damage +10% Class: Bow ATK: 150 Weight: 150 Weapon Level: 4 Required Level: 170 Job: Ranger Classes |
![]() | Post-skill delay -5% Post-skill delay -1% for every upgrade level (Additional) +9 Effect: Aimed Bolt damage +30% +11 Effect: Aimed Bolt cooldown -1 sec. and damage +15% (Additional) Class: Bow ATK: 210 Weight: 100 Weapon Level: 4 Required Level: 170 Job: Ranger Classes |
![]() | Long-ranged Physical damage +10% ATK +4 for every upgrade level +9 Effect: Arrow Storm damage +25% +11 Effect: Arrow Storm cooldown -0.7 sec. Class: Bow ATK: 210 Weight: 100 Weapon Level: 4 Required Level: 170 Job: Ranger Classes |
![]() | Long-ranged Physical damage +10% Long-ranged Physical damage +1% for every upgrade level +9 Effect: Severe Rainstorm damage +30% +11 Effect: Severe Rainstorm cooldown -2 sec. Class: Bow ATK: 200 Weight: 100 Weapon Level: 4 Required Level: 170 Job: Minstrel/Wanderer Classes |
![]() | MATK +190, Neutral Magic damage +10% MATK +4 for every upgrade level +9 Effect: Metallic Sound damage +30% +11 Effect: Metallic Sound cooldown -2 sec. Class: Instrument ATK: 100 Weight: 120 Weapon Level: 4 Required Level: 170 Job: Minstrel Classes |
![]() | Variable Cast Time -10% Long-ranged Physical damage +1% for every upgrade level +9 Effect: Severe Rainstorm cooldown -1 sec. +11 Effect: Severe Rainstorm SP cost -20% Class: Instrument ATK: 180 Weight: 120 Weapon Level: 4 Required Level: 170 Job: Minstrel Classes |
![]() | MATK +190, Neutral Magic damage +10% MATK +4 for every upgrade level +9 Effect: Metallic Sound damage +30% +11 Effect: Metallic Sound cooldown -2 sec. Class: Whip ATK: 100 Weight: 120 Weapon Level: 4 Required Level: 170 Job: Wanderer Classes |
![]() | Variable Cast Time -10% Long-ranged Physical damage +1% for every upgrade level +9 Effect: Severe Rainstorm cooldown -1 sec. +11 Effect: Severe Rainstorm SP cost -20% Class: Whip ATK: 180 Weight: 120 Weapon Level: 4 Required Level: 170 Job: Wanderer Classes |
EDDA Biolab Weapon Enchanting
To enchant your weapons, go to Lavian (yuno 220/352).
There are three ways to enchant your weapons with random enchants. (Note: You cannot reset the enchants)
- General Enchantment
General enchantment has a chance to break your weapon.
Material | Quantity | 4th Slot Chance | 3rd Slot Chance |
![]() ![]() | 50 pcs each | 65% | 35% |
2. Advanced Enchantment
Advanced Enchantment will not break your weapon when enchanting.
Material | Quantity | 4th Slot Chance | 3rd Slot Chance |
![]() ![]() | 500 pcs each | 90% | 70% |
3. Ensured Enchantment

Guarantees 3rd Slot enchantment of your choosing. (Note: Only available if the weapon has a 4th slot enchantment)
Material | Quantity | 3rd Slot Chance |
![]() ![]() | 5000 pcs each | 100% |
Possible Enchant
Special Enchants
Enchantment | Description |
![]() | Bowling Bash damage +10% and Ignition Break damage +5% for every 3 Volar upgrade levels Clashing Spiral damage +10% and Sonic Wave damage +5% for every 3 Vernan upgrade levels Brandish Spear damage +10% and Hundred Spears damage +5% for every 3 Argen Blanco upgrade levels |
![]() | Gloria Domini damage +10% and Genesis Ray damage +5% for every 3 Farthezan upgrade levels Rapid Smiting damage +10% and Shield Press damage +5% for every 3 Harve upgrade levels Overbrand damage +7% and Cannon Spear damage +5% for every 3 Fortridge upgrade levels |
![]() | Inferno damage +7% and Crimson Rock damage +5% for every 3 Crimson Rose Stick upgrade levels Soul Strike and Napalm Vulcan damage +10% and Soul Expansion damage +5%% for every 3 Staff of Miracle upgrade levels Gravitational Field damage +10% and Drain Life damage +5% for every 3 Gravitation Staff upgrade levels |
![]() | Earth Spike damage +10% and Heaven’s Drive damage +7% for every 3 Boltigin upgrade levels Psychic Wave damage +7% and Varetyr Spear cooldown -0.2 sec. for every 3 Psychic Spear Rod upgrade levels Earth Grave damage +7% and Diamond Dust damage +5% for every 3 Dust Grave upgrade levels |
![]() | Power Swing damage +7% and Axe Boomerang damage +5% for every 3 Golden Wrench upgrade levels Knuckle Boost damage +7% and Arm Cannon damage +5% for every 3 Engine Pilebunker upgrade levels Axe Tornado damage +7% and Physical/Magical damage -5% from enemies of all sizes for every 3 Maxi Spanner upgrade levels |
![]() | Spore Explosion damage +7% and cooldown -0.2 sec. for every 3 Estal upgrade levels Cart Cannon damage +7% and Long-ranged Physical damage +2% for every 3 Coolant Injection upgrade levels Crazy Vines damage +7% and cooldown -0.2 sec. for every 3 Gene Rod upgrade levels |
![]() | Magnus Exorcismus damage +10% and Judex damage +5% for every 3 Penitentia upgrade levels Holy Magic damage +5% and Adoramus damage +5% for every 3 Adorare Staff upgrade levels Judex damage +10% and Duple Light damage +5% for every 3 Lucis Flail upgrade levels |
![]() | Raging Quadruple Blow and Raging Thrust damage +10% and Chain Crush Combo damage +7% for every 3 Combo Fist upgrade levels Knuckle Arrow damage +7% and Long-ranged Physical damage +2% for every 3 Asura Bandage upgrade levels Throw Spirit Sphere and Occult Impaction damage +10% and Lightning Ride and Sky Blow damage +5% for every 3 Bright Mace upgrade levels |
![]() | Meteor Assault and Soul Destroyer damage +10% and Cross Impact and Counter Slash damage +5% for every 5 combined Judgment Slasher/Repentance Slasher upgrade levels Dark Claw cooldown -3 sec. and increased ASPD (Post-attack delay -2%) for every 3 Agudo Filo upgrade levels Rolling Cutter damage +7% and Cross Ripper Slasher damage +5% for every 3 Reaper Cross upgrade levels |
![]() | Back Stab damage +10% and Fatal Menace damage +5% for every 3 Jack the Knife upgrade levels Fire/Water/Wind/Earth Magic damage +5% and increased ASPD (Post-attack delay -2%) for every 3 Platinum Dagger upgrade levels Triangle Shot damage +7% and Long-ranged Physical damage +2% for every 3 Rapid Fire upgrade levels |
![]() | Critical damage +5% and Focused Arrow Strike damage +7% for every 3 Sharp Star upgrade levels Arrow Storm SP cost -2%% and No Limits cooldown -15 sec. for every 3 Falken Shooter upgrade levels Aimed Bolt damage +7% and SP cost -2% for every 3 Aiming Bow upgrade levels |
![]() | Severe Rainstorm SP cost -3% and Long-ranged Physical damage +2% for every 3 Wind Gale upgrade levels Neutral Magic damage +5% and Metallic Sound damage +5% for every 3 Black Circle upgrade levels Severe Rainstorm damage +5% and Long-ranged Physical damage +2% for every 3 Antique Cello upgrade levels |
![]() | Severe Rainstorm SP cost -3% and Long-ranged Physical damage +2% for every 3 Wind Gale upgrade levels Neutral Magic damage +5% and Metallic Sound damage +5% for every 3 Heart Whip upgrade levels Severe Rainstorm damage +5% and Long-ranged Physical damage +2% for every 3 Scarlet Ribbon upgrade levels |
Map Layout Reference: ro.inven.co.kr
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