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Engineer abilities

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Starting Abilities Edit

These are the abilities that an Engineer starts with at level one.

Icon Ability Name Ability Type Path Description
Toufekiaaaa 059 Auto Attack Action Damaging Core Ability Attack with your melee or ranged weapon.
Flee 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
Gun Blast Action Damaging Path of The Rifleman A gun attack which deals damage to your enemy
Snapper Wipe
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

These abilities can be bought from a Career Trainer at the required rank or above.

Icon Ability Name Ability Required Rank Type Path Description
Fire bomb
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
Gun Turret Action 3 Buff Core Ability You construct a turret with a self-aiming gun which will fire at distant enemies.
Penetrating Round
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
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
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
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
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.
Flame Turret
Flameturret Action 6 Damaging Core Ability You construct a turret with a self-firing flamethrower which will attack enemies at close range.
Addling Shot
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
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.
Morale 1
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
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
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
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
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.
Tactic 3
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
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.
Morale 2
Unshakable Focus Morale (2) 12 Buff Core Ability A cold unyielding focus increases your damage by 100% for 7 seconds.
Tactic 1
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
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
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.
Tactic 2
Reinforced Casing Tactic 15 Buff Core Ability Adds Wounds to your turrets.
Steam Vent
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
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
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.
Tactic 3
Stubbornness Tactic 17 Buff Core Ability Increases your Corporeal Resistance by 100.
Land Mine
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
Masterful Aim Tactic 19 Buff Core Ability Increases your Ballistic Skill by 64
Focused Mind-0
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
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.

Masterful Aim
Hand-Crafted Scope Tactic 21 Buff Core Ability Increases your autoattack speed by 50% when using a gun.
Shock Grenade 1
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.
Tactic 3
Ancestral Inheritance Tactic 23 Buff Core Ability Increases your Armor by 346.
Morale 3
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
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
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
Stopping Power
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 Slave
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
Autoloader Morale (1) 28 Buff Core Ability You regain action points 30% faster for 10 seconds.
Pierce
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.
Flare
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%
Pierce
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
Armored Plating Morale (2) 32 Buff Core Ability Everyone in your group within 100 feet takes only 80% damage for 20 seconds.
Fightin' Chance
Fightin' Chance Tactic 33 Buff Core Ability Increases your Strength,Ballistic Skill, and Weapon Skill by 96, but reduces your Toughness by 96.
Tactic 2
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.

Static Discharge
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
Stopping Power Tactic 3 Buff Hip Shot now will knock the victim back a short distance.
Crack Shot
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.
Masterful Aim
Hollow-Points Tactic 7 Buff Snipe and Gun Blast will now deal additional damage over 5 seconds.
Snipe
Snipe Action 9 Damaging A slow but powerful gun shot which deals damage to your enemy and can not be defended against.
Fightin' Chance
Quick Reloader Tactic 11 Buff All of your Path of the Rifleman abilities cost 35% fewer actions points.
Phosphorous shells
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
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
Tactic 1
Extra Powder Tactic 3 Buff Acid Bomb and Fragmentation Grenade gain a 75% increase to the size of their areas of effect.
Sticky Bomb
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.
Masterful Aim
Throwing Arm Tactic 7 Buff Increases the range of all Path of the Grenadier abilities by 25%.
Strafing Run
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
Bandolier Tactic 11 Buff All of you Path Of The Grenadier abilities cost 35% fewer action points.
Napalm Grenade
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
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
Pierce
Well-Oiled Machine Tactic 3 Buff You can now construct your turrets instantly.
Lightning Rod
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.

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