Starting Abilities Edit
These are the abilities that an Engineer starts with at level one.
|Auto Attack||Action||Damaging||Core Ability||Attack with your melee or ranged weapon.|
|Flee||Action||Buff||Core Ability||You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.|
|Gun Blast||Action||Damaging||Path of The Rifleman||A gun attack which deals damage to your enemy|
|Spanner Swipe||Action||Hex||Core Ability||You clobber your enemy with your spanner, dealing X damage and reducing their run speed by 40% for 10 seconds. The attack uses the Ranged statistic.|
Abilities Gained From Trainers Edit
|Icon||Ability Name||Ability||Required Rank||Type||Path||Description|
|Firebomb||Action||2||Damaging||Path of The Grenadier||You toss a grenade filled with flaming pitch which deals Corporeal damage to your target.|
|Gun Turret||Action||3||Buff||Core Ability||You construct a turret with a self-aiming gun which will fire at distant enemies.|
|Penetrating Round||Action||3||Damaging||Path of The Rifleman||You build an upgrade into your Gun Turret. The Turret will now be able to blast the target with an armor-destroying round, dealing damage and reducing their Armor for 20 seconds.|
|Friction Burn||Action||4||Hex||Path of The Tinkerer||A powerful swipe with your spanner which smacks all enemies in front of you up to 30 feet away, dealing Corporeal damage over 9 seconds.|
|Acid Bomb||Action||5||Hex||Path of The Grenadier||You toss a grenade which splatters a corrosive acid everywhere. Your target and all other enemies within 20 feet of them have Corporeal resistance reduced and suffer Corporeal damage over 21 seconds.|
|Blunderbuss Blast||Action||6||Damaging||Path of The Tinkerer||You fire a blast of short-range pellets which deal damage to all enemies in front of you, up to 40 feet away.|
|Flamethrower||Action||6||Damaging||Path of The Tinkerer||You build an upgrade into your Flame Turret. The Turret will now be able to release a searing gout of flame, dealing damage to all targets in front of the turret up to 65 feet away.|
|Flameturret||Action||6||Damaging||Core Ability||You construct a turret with a self-firing flamethrower which will attack enemies at close range.|
|Addling Shot||Action||7||Debuff||Core Ability||You Detaunt your target, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have Detaunted, the effect will end immediately.|
|Bombardment Turret||Action||8||Buff||Core Ability||You construct a turret with an auto-firing grenade launcher which will attack enemies at a moderate range.|
|Point Blank||Morale (1)||8||Debuff||Core Ability||A mid-range attack that deals damage and knocks targeted player away. Monsters will be knocked down.|
|Shock Grenade||Action||8||Damaging||Path of The Grenadier||You build an upgrade into your Bombardment Turret. The Turret will now be able to fire a compact shot directly at the target which deals Corporeal damage.|
|Incendiary Rounds||Action||9||Hex||Path of The Rifleman||You fire bullets that burst into flame when they strike the enemy, dealing Corporeal damage over 15 seconds.|
|Hip Shot||Action||10||Damaging||Path of The Rifleman||A quick shot from the hip which deals damage. This attack may be used at close range.|
|Flak Jacket||Action||11||Damaging||Core Ability||You don an experimental suit of protective gear, increasing your Armor for up to 1 hour. This effect will fade after you are hit 20 times. The armor just might be improved up to a proper Dwarf standard with only a few hundred years of further work and refinement.|
|Stoutness Of Stone||Tactic||11||Buff||Core Ability||You recover from Stuns and Knockdowns 50% quicker. You will still gain immunity based on the original duration.|
|Barbed Wire||Action||12||Hex||Core Ability||You fling coils of barbed wire all around you, rooting all enemies within 30 feet in place for 10 seconds. There is a 50% chance of the root breaking with every hit.|
|Unshakable Focus||Morale (2)||12||Buff||Core Ability||A cold unyielding focus increases your damage by 100% for 7 seconds.|
|Expert Skirmisher||Tactic||13||Buff||Core Ability||Your cast times are now reduced to 50% when you are within 20 feet of your target.|
|High-Explosive Grenade||Action||13||Damaging||Path of The Grenadier||You build an upgrade into your Bombardment Turret. The Turret will now be able to launch a grenade packed with explosives at the target, dealing Corporeal damage to the victim and all enemies within 20 feet of them.|
|Flashbang Grenade||Action||14||Damaging||Path of The Grenadier||You toss a grenade which explodes with a burst of force, dealing Corporeal damage to the target. The blinding flash interrupts the victim and all enemies within 20 feet of them.|
|Reinforced Casing||Tactic||15||Buff||Core Ability||Adds Wounds to your turrets.|
|Steam Vent||Action||15||Damaging||Path of The Tinkerer||You build an upgrade into your Flame Turret. The Turret will now be able to open its safety-release valves for up to 3 seconds, repeatedly dealing Corporeal damage every 1 seconds to all targets within 30 feet.|
|Concealment||Morale (1)||16||Buff||Core Ability||With luck and experience you are able to both Dodge and Disrupt all attacks against you for 7 seconds.|
|Fragmentation Grenade||Action||16||Damaging||Path of The Grenadier||You lob a grenade which shatters when it hits your enemy, dealing Corporeal damage over 15 seconds to the target and all other enemies within 20 feet of them.|
|Stubbornness||Tactic||17||Buff||Core Ability||Increases your Corporeal Resistance by 100.|
|Land Mine||Action||18||Damaging||Path of The Tinkerer||You fling out a land mine which arms itself immediately and persists for up to 1 munutes.The mine will detonate when an enemy gets too close,dealing 176 damage to all enemies within 30 feet,and staggering them for up to 3 seconds,preventing all actions unless they are damaged.|
|Masterful Aim||Tactic||19||Buff||Core Ability||Increases your Ballistic Skill by 64|
|Focused Mind||Morale (2)||20||Buff||Core Ability||For the next 10 seconds, you will remove and ignore any silencing,
disarming, rooting or snaring effects and your abilities will build 50% faster and may not be set back.
|Concussion Grenade||Action||20||Damaging||Path of The Grenadier||You lob a grenade tha releases a powerfull shockwave on impact,dealing Corporeal Damage to your target
and knocking them back a short distance.Monsters will be knocked down instead.
|Hand-Crafted Scope||Tactic||21||Buff||Core Ability||Increases your autoattack speed by 50% when using a gun.|
|Shock Grenade||Action||22||Healing||Core Ability||You toss a grenade at an ally which removes stagger effects from them and five others within 25 feet.|
|Ancestral Inheritance||Tactic||23||Buff||Core Ability||Increases your Armor by 346.|
|Explosive Shots||Morale (3)||24||Buff||Core Ability||All of your ranged attacks will explode for the next 10 seconds dealing 173 damage to all enemies within 20 feet of your target.This effect will not trigger more than once every second.|
|Clever Recovery||Tactic||25||Buff||Core Ability||If an enemy dodges any of your attacks,you will regain 75 Action Points.This effect will not trigger more than once every 3 seconds.|
|Self-Destruct||Action||25||Damaging||Core Ability||You activate the self-destruct mechanism built into your turret,destroying the turret and dealing 262 Corporeal damage to all enemies within 30 feet of it,knocking them down for 3 seconds|
|Concussive Mine||Tactic||27||Buff||Core Ability||When your Land Mine detonates,any enemy hit by the blast will become disoriented for 10 seconds,increasing the build times of their abilities by 50%.|
|Burn Salve||Action||28||Enchantment||Path of The Tinkerer||You distribute burn salve to groupmember's within 100 feet,increasing everyone's Elemental resistance by 94 for 60 minutes.|
|Autoloader||Morale (1)||28||Buff||Core Ability||You regain action points 30% faster for 10 seconds.|
|Pierce Defenses||Tactic||29||Buff||Core Ability||If an enemy blocks,dodges,or parries any of your attacks,their chances to block,dodge,and parry will be reduced by 15% for 10 seconds.|
|Signal Flare||Action||30||Hex||Path of The Rifleman||You mark the enemy with a bright signal flare,dealing 1337 damage over 21 seconds and reducing their chances to dodge or block attacks by 5%|
|Well-Oiled Machine||Tactic||31||Buff||Core Ability||You can now construct your turrets instantly and the cost of Redeploy is reduced to 0 Actions Points.|
|Armored Plating||Morale (2)||32||Buff||Core Ability||Everyone in your group within 100 feet takes only 80% damage for 20 seconds.|
|Fightin' Chance||Tactic||33||Buff||Core Ability||Increases your Strength,Ballistic Skill, and Weapon Skill by 96, but reduces your Toughness by 96.|
|Proximity Alarm||Tactic||35||Buff||Core Ability||Increases the chance for you and your groupmates to detect hidden enemies by 50%
while you or your group are within 20 feet of your turret.
|Fightin' Chance||Action||35||Damaging||Path of The Tinkerer||You quickly trigger one of your many gadgets and release a sudden shockwave,dealing 246
Corporeal damage to all enemies within 30 feet.
Abilities Gained From Mastery Paths Edit
These abilities can be gained by adding mastery points into different mastery paths. These points also increase the 'effective level' of every base ability in their path, making them more powerful.
Path of The Rifleman Edit
This mastery path focuses on the Engineer's long-range attacks with a gun.
|Icon||Ability Name||Ability||Required points||Type||Description|
|Stopping Power||Tactic||3||Buff||Hip Shot now will knock the victim back a short distance.|
|Crack Shot||Action||5||Damaging||A well-aimed shot which deals damage and disarms your target for 5 seconds, making them unable to use their weapons.|
|Hollow-Points||Tactic||7||Buff||Snipe and Gun Blast will now deal additional damage over 5 seconds.|
|Snipe||Action||9||Damaging||A slow but powerful gun shot which deals damage to your enemy and can not be defended against.|
|Quick Reloader||Tactic||11||Buff||All of your Path of the Rifleman abilities cost 35% fewer actions points.|
|Phosphorous Shells||Action||13||Hex||You blast your enemy with powerful and unstable phosphorous ammo, dealing Corporeal damage to them. The victim and all enemies within 20 feet of them will also suffer Corporeal damage over 15 seconds as the shells burst into flame.|
|Scattershot||Morale (4)||15||Buff||You release a string of several gun blasts in a row for up to 4 seconds, dealing damage each second to all enemies in front of you, up to 65 feet away.|
Path of The Grenadier Edit
This mastery path focuses on the Engineer's short-range combat with grenades and bombs.
|Icon||Ability Name||Ability||Required points||Type||Description|
|Extra Powder||Tactic||3||Buff||Acid Bomb and Fragmentation Grenade gain a 75% increase to the size of their areas of effect.|
|Sticky Bomb||Action||5||Hex||A packet of explosives which sticks to your target and slowly burns, dealing Corporeal damage over 15 seconds. If the effect runs its full course or the target is killed, then a concealed inner package of explosives will suddenly detonate, dealing Corporeal damage to the victim and all enemies within 20 feet of them.|
|Throwing Arm||Tactic||7||Buff||Increases the range of all Path of the Grenadier abilities by 25%.|
|Strafing Run||Action||9||Damaging||You call for air support, signaling for a strafing run which deals damage to all enemies in a line in front of you, up to 60 feet away. Any enemy players hit by the powerful shells will be sent flying away from you, while monsters will be knocked down.|
|Bandolier||Tactic||11||Buff||All of you Path Of The Grenadier abilities cost 35% fewer action points.|
|Napalm Grenade||Action||13||Damaging||You toss a grenade packed full of dangerous napalm gel on to the ground, where it will burst open and burn for 30 seconds, causing damage every 2 seconds to any enemies who come within 20 feet of that spot. The fires increase in intensity over time, causing X Corporeal damage during the first 10 seconds, 2X Corporeal damage for the next 10 seconds, and 4X Corporeal damage for the final 10 seconds.
If there are multiple Napalm Grenades in the same area only the highest level one will deal damage.
|Artillery Barrage||Morale (4)||15||Damaging||You select a spot on the ground and call in an artillery strike for up to 4 seconds, dealing damage per second to all enemies within 30 feet of that spot.|
Path of The Tinkerer Edit
This mastery path focuses on the Engineer's close combat using deployables and gadgets.
|Icon||Ability Name||Ability||Required points||Type||Description|
|Well-Oiled Machine||Tactic||3||Buff||You can now construct your turrets instantly.|
|Lightning Rod||Action||5||Damaging||You deploy a shock rod at your feet which will remain for up to 9 seconds and periodically blast out with waves of power, dealing Corporeal damage every 3 seconds to all enemies within 30 feet of it.|