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Engineer abilities

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[edit] Starting Abilities

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

Icon Ability Name Ability Type Path Description
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 damage. If the target is Hexed, then they will become snared, reducing their run speed by 40% for 10 seconds.

[edit] Abilities Gained From Trainers

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

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.
Field Repair Action 3 Healing Core Ability You remotely activate your turret's self repair mechanism, restoring health to it.
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 You deal 25% more damage when you are within 45 feet of your target, but 20% less damage when you are further than 45 feet away from them.
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.

[edit] Abilities Gained From Mastery Paths

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.

[edit] Path of The Rifleman

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.

[edit] Path of The Grenadier

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.

[edit] Path of The Tinkerer

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.