Homeright chevron iconOrderright chevron iconDwarfright chevron iconRanged DPS
Career icon Engineer

Engineer

Core abilities

Bolster War Engine
Bolster War Engine

Bolster War Engine

Buff

Core Ability

Level 1

No AP Cost

100ft range

Instant cast

30s cooldown

Not usable on Siege Rams or Oil

Siege Targetted buff. Increases damage done by that siege engine by 2% for 10 seconds.

Hamper War Engine
Hamper War Engine

Hamper War Engine

Debuff

Core Ability

Level 1

No AP Cost

100ft range

Instant cast

30s cooldown

Not usable on Siege Rams or Oil

Siege Targetted debuff. Increases the cooldown times of that siege engine by 50% for 10 seconds

Diminish War Engine
Diminish War Engine

Diminish War Engine

Debuff

Core Ability

Level 1

No AP Cost

100ft range

Instant cast

30s cooldown

Not usable on Siege Rams or Oil

Siege Targetted debuff. Decreases damage done by that siege engine to 98% for 10 seconds.

Flee
Flee

Flee

Buff

Core Ability

Level 1

No AP Cost

Self

Instant cast

40s cooldown

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.

Spanner Swipe
Spanner Swipe

Spanner Swipe

Hex

Core Ability

Level 1

35 Action Points

5ft range

Instant cast

No cooldown

You clobber your enemy with your spanner, dealing 253 damage and reducing their run speed by 40% for 10 seconds.
The attack uses the Ranged statistic.

Gun Turret
Gun Turret

Gun Turret

Buff

Core Ability

Level 3

55 Action Points

Self

1.0s cast

5s cooldown

You construct a turret with a self-aiming gun which will fire at distant enemies. The turret gains 75% of your Ballistic Skill and Weapon Skill from item bonuses and 50% of your Wounds from item bonuses. While you are within 30 feet of the turret you will scavenge extra parts from the turret to create improvised upgrades for your weapons, increasing your damage by 4% every 2 seconds to a maximum of 20%.

Redeploy
Redeploy

Redeploy

Buff

Core Ability

Level 3

60 Action Points

Self

Instant cast

20s cooldown

Requires a Turret

You activate your Turret's automatic redeployment mechanism, instantly moving it to your current location.

Flame Turret
Flame Turret

Flame Turret

Buff

Core Ability

Level 6

55 Action Points

Self

1.0s cast

5s cooldown

You construct a turret with a self-firing flamethrower which will attack enemies at close range. The turret gains 100% of your Ballistic Skill, 10% of your Weapon Skill, and 90% of your Wounds from item bonuses. While you are within 30 feet of the turret you will scavenge extra parts from the turret to create improvised upgrades for your weapons, increasing your damage by 4% every 2 seconds to a maximum of 20%.

Addling Shot
Addling Shot

Addling Shot

Debuff

Core Ability

Level 6

20 Action Points

100ft range

Instant cast

15s cooldown

You Detaunt your target, making them hate you less and causing them to deal 50% damage to you for 15 seconds. You will also deal 50% damage to them until the effect is broken. If you attack anyone that you have Detaunted, the effect will immediately end.

Bombardment Turret
Bombardment Turret

Bombardment Turret

Buff

Core Ability

Level 8

55 Action Points

Self

1.0s cast

5s cooldown

You construct a turret with an auto-firing grenade launcher which will attack enemies at a moderate range. The turret gains 100% of your Ballistic Skill, 30% of your Weapon Skill, and 70% of your Wounds from item bonuses. While you are within 30 feet of the turret you will scavenge extra parts from the turret to create improvised upgrades for your weapons, increasing your damage by 4% every 2 seconds to a maximum of 20%.

Barbed Wire
Barbed Wire

Barbed Wire

Debuff

Core Ability

Level 9

25 Action Points

Self

Instant cast

30s cooldown

You fling coils of barbed wire all around you, rooting all enemies within 25 feet in place for 5 seconds. There is a 50% chance of the root breaking with every hit.

Flak Jacket
Flak Jacket

Flak Jacket

Enchantment

Core Ability

Level 11

35 Action Points

Self

Instant cast

10s cooldown

You don an experimental suit of protective gear, increasing your Armor by 560 for up to 1 hours.

Shock Grenade
Shock Grenade

Shock Grenade

Healing

Core Ability

Level 22

No AP Cost

65ft range

Instant cast

20s cooldown

You toss a grenade at an ally which removes stagger effects from them and five others within 25 feet.

Self-Destruct
Self-Destruct

Self-Destruct

Damaging

Core Ability

Level 25

No AP Cost

100ft range

Instant cast

60s cooldown

Requires a Turret

You activate the self-destruct mechanism built into your turret, destroying the turret and dealing 370 Corporeal damage to all enemies within 25 feet of it, knocking them down for 3 seconds.

Morales

Rank 1

Point-Blank
Point-Blank

Point-Blank

Debuff

Core Ability

Level 8

Rank 1 morale

100ft range

Instant cast

60s cooldown

A mid-range attack that deals 600 damage and knocks the targeted player away. Monsters will be knocked down.

Concealment
Concealment

Concealment

Buff

Core Ability

Level 16

Rank 1 morale

Self

Instant cast

60s cooldown

With luck and experience you are able to Dodge all ranged attacks and Disrupt all magic attacks against you for 7 seconds.

Autoloader
Autoloader

Autoloader

Buff

Core Ability

Level 28

Rank 1 morale

Self

Instant cast

60s cooldown

You regain action points 30% faster for 10 seconds.

Rank 2

Focused Mind
Focused Mind

Focused Mind

Buff

Core Ability

Level 20

Rank 2 morale

Self

Instant cast

60s cooldown

For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and you cannot be set back.

Armored Plating
Armored Plating

Armored Plating

Buff

Core Ability

Level 32

Rank 2 morale

Self

Instant cast

60s cooldown

Everyone in your group within 100 feet takes only 80% damage for 20 seconds.

Mortar Round
Mortar Round

Mortar Round

Damaging

Core Ability

Level 32

Rank 2 morale

100ft range

Instant cast

60s cooldown

You fire a mortar at your target, dealing 300 damage to them and everyone within 20 feet every second for 4 seconds.

Rank 3

Explosive Shots
Explosive Shots

Explosive Shots

Buff

Core Ability

Level 24

Rank 3 morale

Self

Instant cast

60s cooldown

All of your ranged attacks will explode for the next 10 seconds, dealing 300 damage to all enemies within 20 feet of your target.
This effect will not trigger more than once every second.

Cannon Smash
Cannon Smash

Cannon Smash

Damaging

Core Ability

Level 36

Rank 3 morale

100ft range

Instant cast

60s cooldown

A massive cannonball smashes into your target, dealing 1800 damage and reducing their armor by 1400 for 15 seconds.

Rank 4

Hail of Doom
Hail of Doom

Hail of Doom

Buff

Core Ability

Level 40

Rank 4 morale

100ft range

5.0s cast

60s cooldown

You focus on a spot on the ground, shooting arrows at that spot every 0.5 seconds for 5 seconds, hitting all enemies within 20 feet of that area for 300 damage as long as you maintain your concentration.

Tactics

Stoutness of Stone
Stoutness of Stone

Stoutness of Stone

Buff

Core Ability

Level 8

Tactic

Self

Passive

No cooldown

Increases Toughness by 80. You also recover from Stuns, Staggers and Knockdowns 1 seconds quicker. You will still gain immunity based on the original duration.

Expert Skirmisher
Expert Skirmisher

Expert Skirmisher

Buff

Core Ability

Level 13

Tactic

Self

Passive

No cooldown

Your cast times are reduced to 50% when you are within 20 feet of your target.

Reinforced Casing
Reinforced Casing

Reinforced Casing

Buff

Core Ability

Level 15

Tactic

Self

Passive

No cooldown

Adds 160 Wounds to your turrets.

Masterful Aim
Masterful Aim

Masterful Aim

Buff

Core Ability

Level 16

Tactic

Self

Passive

No cooldown

Increases your Ballistic Skill by 160

Stopping Power
Stopping Power

Stopping Power

Buff

Core Ability

Level 17

Tactic

Self

Passive

No cooldown

Hip Shot now will knock the victim back a short distance.

Stubbornness
Stubbornness

Stubbornness

Buff

Core Ability

Level 17

Tactic

Self

Passive

No cooldown

Increases your Corporeal resistance by 252.

Hand-Crafted Scope
Hand-Crafted Scope

Hand-Crafted Scope

Buff

Core Ability

Level 21

Tactic

Self

Passive

No cooldown

Increases your autoattack speed by 50% when using a gun.

Ancestral Inheritance
Ancestral Inheritance

Ancestral Inheritance

Buff

Core Ability

Level 23

Tactic

Self

Passive

No cooldown

Increases your Armor by 660.

Clever Recovery
Clever Recovery

Clever Recovery

Buff

Core Ability

Level 25

Tactic

Self

Passive

No cooldown

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.

Pierce Defenses
Pierce Defenses

Pierce Defenses

Buff

Core Ability

Level 29

Tactic

Self

Passive

No cooldown

If an enemy blocks, dodges, or parries any of your attacks, their chances to dodge and parry will be reduced by 10% and their ability to block reduced by 5% for 10 seconds.

Well-Oiled Machine
Well-Oiled Machine

Well-Oiled Machine

Buff

Core Ability

Level 31

Tactic

Self

Passive

No cooldown

You can now construct your turrets instantly and the cost of Redeploy is reduced to 0 Action Points.

Fightin' Chance
Fightin' Chance

Fightin' Chance

Buff

Core Ability

Level 33

Tactic

Self

Passive

No cooldown

Increases your Strength, Ballistic Skill, and Weapon Skill by 120, but reduces your Toughness by 120.

Proximity Alarm
Proximity Alarm

Proximity Alarm

Buff

Core Ability

Level 35

Tactic

Self

Passive

No cooldown

Increases the chance for you and your groupmates to detect hidden enemies by 50% while you or your group are within 20 feet feet of your turret.

Tangling Wire
Tangling Wire

Tangling Wire

Buff

Core Ability

Level 37

Tactic

Self

Passive

No cooldown

After ending or being removed, Barbed Wire will now Snare targets by 30% and deal 264 damage over 5 seconds.

Coordinated Fire
Coordinated Fire

Coordinated Fire

Buff

Core Ability

Level 39

Tactic

Self

Passive

No cooldown

Signal Flare will now also cause the victim to suffer 15% more damage from all sources.
Does not affect damage procs.

Mastery abilities 26 points

Path of The Rifleman
?
A mastery path focused on long range attacks with your gun

Scattershot
Scattershot

Scattershot

Damaging

Path of The Rifleman

Level 31

Rank 4 morale

Self

4.0s cast

60s cooldown

You release a string of several gun blasts in a row for up to 4 seconds, dealing 600 damage each second to all enemies in front of you, up to 40 feet away.

Armor-piercing Rounds
Armor-piercing Rounds

Armor-piercing Rounds

Buff

Path of The Rifleman

Level 29

No AP Cost

Self

Instant cast

60s cooldown

You load your rifle with the finest of rounds, your attacks will ignore 25% the victim's armor for the next 12 seconds.

Thunderer
Thunderer

Thunderer

Buff

Path of The Rifleman

Level 27

Tactic

Self

Passive

No cooldown

Grants 10% armor penetration to all rifle attacks and allows auto attacks to fire on the move.

Snipe
Snipe

Snipe

Damaging

Path of The Rifleman

Level 25

35 Action Points

150ft range

3.0s cast

10s cooldown

A slow but powerful gun shot which deals 762 damage to your enemy and cannot be defended against.

Quick Reloader
Quick Reloader

Quick Reloader

Buff

Path of The Rifleman

Level 23

Tactic

Self

Passive

No cooldown

The cast times of all your abilities in the Path of the Rifleman are reduced by 25%.

Crack Shot
Crack Shot

Crack Shot

Damaging

Path of The Rifleman

Level 21

35 Action Points

100ft range

1.0s cast

30s cooldown

A well-aimed shot which deals 314 damage and disarms your target for 4 seconds, making them unable to use their weapons.

Hollow-Points
Hollow-Points

Hollow-Points

Buff

Path of The Rifleman

Level 17

Tactic

Self

Passive

No cooldown

Snipe and Gun Blast will now deal an additional 560 damage over 5 seconds.

Core
abilities
Gun Blast
Gun Blast

Gun Blast

Damaging

Path of The Rifleman

Level 1

40 Action Points

100ft range

2.0s cast

No cooldown

A gun attack which deals 536 damage to your enemy.

Penetrating Round
Penetrating Round

Penetrating Round

Damaging

Path of The Rifleman

Level 1

No AP Cost

Self

Passive

No cooldown

You build an upgrade into your Gun Turret. The Turret will now be able to blast the target with an armor-destroying round, dealing 214 damage and reducing their Armor by 990 for 20 seconds.

Machine Gun
Machine Gun

Machine Gun

Damaging

Path of The Rifleman

Level 1

No AP Cost

Self

Passive

No cooldown

You build an upgrade into your Gun Turret. The Turret will now be able to fire a rapid series of shots at the target for up to 3 seconds, repeatedly dealing 103 damage twice per second.

Incendiary Rounds
Incendiary Rounds

Incendiary Rounds

Hex

Path of The Rifleman

Level 9

45 Action Points

100ft range

Instant cast

10s cooldown

You fire bullets that burst into flame when they strike the enemy, dealing 1190 Corporeal damage over 15 seconds.

Hip Shot
Hip Shot

Hip Shot

Damaging

Path of The Rifleman

Level 10

35 Action Points

100ft range

Instant cast

10s cooldown

A quick shot from the hip which deals 291 damage. This attack may be used at close range.

Signal Flare
Signal Flare

Signal Flare

Hex

Path of The Rifleman

Level 30

40 Action Points

100ft range

Instant cast

20s cooldown

You mark the enemy with a bright signal flare, dealing 1708 damage over 21 seconds and reducing their chances to dodge or block attacks by 5%.

Focused Fire
Focused Fire

Focused Fire

Damaging

Path of The Rifleman

Level 40

25 Action Points / Sec

100ft range

3.0s cast

8s cooldown

You focus all of your shots on your enemy for up to 3 seconds, dealing 306 damage to them every second. This effect will end if you lose your concentration or run out of action points.

Path of The Grenadier
?
A mastery path focused on short-range combat with grenades and bombs

Artillery Barrage
Artillery Barrage

Artillery Barrage

Damaging

Path of The Grenadier

Level 31

Rank 4 morale

100ft range

4.0s cast

60s cooldown

You select a spot on the ground and call in an artillery strike for up to 4 seconds, dealing 600 damage per second to all enemies within 30 feet of that spot.

Napalm Grenade
Napalm Grenade

Napalm Grenade

Damaging

Path of The Grenadier

Level 29

30 Action Points

65ft range

Instant cast

30s cooldown

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 112 Corporeal damage during the first 10 seconds, 212 Corporeal damage for the next 10 seconds, and 312 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.

Dazzling Flash
Dazzling Flash

Dazzling Flash

Buff

Path of The Grenadier

Level 27

Tactic

Self

Passive

No cooldown

When your Flashbang Grenade detonates, any enemy hit by the blast will become disoriented for 5 seconds, increasing the build times of their abilities by 50%.

Phosphorous Shells
Phosphorous Shells

Phosphorous Shells

Damaging

Path of The Grenadier

Level 25

13 Action Points / Sec

80ft range

6.0s cast

16s cooldown

A barrage of mortar attacks which continuously fire at a spot on the ground that you select for up to 6 seconds, dealing 365 Corporeal damage every 2 seconds to all enemies within 10 feet of that spot, and snares them by 20%. This requires careful aim, and if hit you'll lose .5 seconds from the channel. If there are multiple Phosphorous Shells in the same area only the highest level one will deal damage.

Throwing Arm
Throwing Arm

Throwing Arm

Buff

Path of The Grenadier

Level 23

Tactic

Self

Passive

No cooldown

Increases the ranges of all Path of the Grenadier abilities by 25%.

Sticky Bomb
Sticky Bomb

Sticky Bomb

Hex

Path of The Grenadier

Level 21

40 Action Points

65ft range

Instant cast

10s cooldown

A packet of explosives which sticks to your target and slowly burns, dealing 594 Corporeal damage over 15 seconds. If the effect runs for its full course or the target is killed, then a concealed inner package of explosives will suddenly detonate, dealing 265 Corporeal damage to the victim and all enemies within 20 feet of them.

Extra Powder
Extra Powder

Extra Powder

Buff

Path of The Grenadier

Level 17

Tactic

Self

Passive

No cooldown

Acid Bomb and Fragmentation Grenade gain a 50% increase to the size of their areas of effect.

Core
abilities
Shock Grenade
Shock Grenade

Shock Grenade

Damaging

Path of The Grenadier

Level 1

No AP Cost

Self

Passive

No cooldown

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 265 Corporeal damage.

High-Explosive Grenade
High-Explosive Grenade

High-Explosive Grenade

Damaging

Path of The Grenadier

Level 1

No AP Cost

Self

Passive

No cooldown

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 216 Corporeal damage to the victim and all enemies within 20 feet of them.

Firebomb
Firebomb

Firebomb

Damaging

Path of The Grenadier

Level 2

35 Action Points

65ft range

1.0s cast

No cooldown

You toss a grenade filled with flaming pitch which deals 366 Corporeal damage to your target. This ability will continue to build up even if you move.

Acid Bomb
Acid Bomb

Acid Bomb

Hex

Path of The Grenadier

Level 5

25 Action Points

65ft range

Instant cast

No cooldown

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 by 378 and suffer 581 Corporeal damage over 21 seconds.

Flashbang Grenade
Flashbang Grenade

Flashbang Grenade

Damaging

Path of The Grenadier

Level 14

35 Action Points

65ft range

1.0s cast

10s cooldown

You toss a grenade which explodes with a burst of force, dealing 403 Corporeal damage to the target. The blinding flash interrupts the victim and all enemies within 20 feet of them. This ability will continue to build up even if you move.

Fragmentation Grenade
Fragmentation Grenade

Fragmentation Grenade

Hex

Path of The Grenadier

Level 16

45 Action Points

65ft range

1.0s cast

5s cooldown

You lob a grenade which shatters when it hits your enemy, dealing 1035 Corporeal damage over 15 seconds to the target and all other enemies within 20 feet of them. This ability will continue to build up even if you move.

Concussion Grenade
Concussion Grenade

Concussion Grenade

Damaging

Path of The Grenadier

Level 20

30 Action Points

65ft range

1.0s cast

10s cooldown

You lob a grenade that releases a powerful shockwave on impact, dealing 403 Corporeal damage to your target and knocking them back a short distance. Monsters will be knocked down instead. This ability will continue to build up even if you move.

Path of The Tinkerer
?
A mastery path focused on close combat using your deployables and gadgets

Fling Explosives
Fling Explosives

Fling Explosives

Damaging

Path of The Tinkerer

Level 31

Rank 4 morale

Self

4.0s cast

60s cooldown

You fling packets of explosives all around you for up to 4 seconds, dealing 600 damage each second to all enemies within 25 feet.

Electromagnet
Electromagnet

Electromagnet

Debuff

Path of The Tinkerer

Level 29

20 Action Points

65ft range

2.0s cast

30s cooldown

You set up a device which unleashes a powerful wave of force, pulling up to six enemy players within 65 feet inwards towards it and knocking down monsters. 1 second later, the device blasts outwards and snares all enemies within 25 feet, reducing their movement speed by 30% for 5 seconds.
The attack uses the Ranged statistic. Monsters will be knocked down by the initial pull.

Tracer Rounds
Tracer Rounds

Tracer Rounds

Buff

Path of The Tinkerer

Level 27

Tactic

Self

Passive

No cooldown

Increases your chance to critically hit by 15% as long as you are within 100 feet of your turret.

Bugman's Best
Bugman's Best

Bugman's Best

Healing

Path of The Tinkerer

Level 25

35 Action Points

Self

2.0s cast

15s cooldown

You carefully unpack a mini-keg of rare and precious Bugman's Finest Stout with reverential awe. For the next 15 seconds, the faint vapors escaping from the keg will rejuvenate any of your groupmates within 25 feet of it, restoring 324 health every 3 seconds. You dream of the day that the brew will be aged enough to actually tap and drink.

Trench Fighting
Trench Fighting

Trench Fighting

Buff

Path of The Tinkerer

Level 23

Tactic

Self

Passive

No cooldown

Your damage is increased by 15% when under 45 feet away from your target.
Does not affect damage procs.

Lightning Rod
Lightning Rod

Lightning Rod

Damaging

Path of The Tinkerer

Level 21

45 Action Points

Self

1.0s cast

20s cooldown

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 329 Corporeal damage every 3 seconds to all enemies within 25 feet of it.

Extra Ammo
Extra Ammo

Extra Ammo

Buff

Path of The Tinkerer

Level 17

Tactic

Self

Passive

No cooldown

When you construct a turret, it will restore 20 Action Points to everyone within 25 feet every 2 seconds.

Core
abilities
Flamethrower
Flamethrower

Flamethrower

Damaging

Path of The Tinkerer

Level 1

No AP Cost

Self

Passive

No cooldown

You build an upgrade into your Flame Turret. The Turret will now be able to release a searing gout of flame, dealing 214 damage to all targets in front of the turret up to 40 feet away.

Steam Vent
Steam Vent

Steam Vent

Damaging

Path of The Tinkerer

Level 1

No AP Cost

Self

Passive

No cooldown

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 97 Corporeal damage every 1 seconds to all targets within 25 feet.

Friction Burn
Friction Burn

Friction Burn

Hex

Path of The Tinkerer

Level 4

40 Action Points

Self

Instant cast

10s cooldown

A powerful swipe with your spanner which smacks all enemies in front of you up to 40 feet away, dealing 699 Corporeal damage over 9 seconds.
The attack uses the Ranged statistic.

Blunderbuss Blast
Blunderbuss Blast

Blunderbuss Blast

Damaging

Path of The Tinkerer

Level 6

35 Action Points

Self

Instant cast

No cooldown

You fire a blast of short-range pellets which deal 203 damage to all enemies in front of you, up to 40 feet away.

Land Mine
Land Mine

Land Mine

Damaging

Path of The Tinkerer

Level 18

50 Action Points

65ft range

Instant cast

15s cooldown

You fling out a land mine which arms itself immediately and persists for up to 1 minutes. The mine will detonate when an enemy gets too close, dealing 343 damage to all enemies within 30 feet and staggering them for up to 3 seconds, preventing all actions unless they are damaged.

Burn Salve
Burn Salve

Burn Salve

Enchantment

Path of The Tinkerer

Level 28

55 Action Points

Self

Instant cast

No cooldown

You distribute burn salve to groupmember's within 100 feet, increasing everyone's Elemental resistance by 252 for 60 minutes.

Static Discharge
Static Discharge

Static Discharge

Damaging

Path of The Tinkerer

Level 35

35 Action Points

Self

Instant cast

5s cooldown

You quickly trigger one of your many gadgets and release a sudden shockwave, dealing 220 Corporeal damage to all enemies within 25 feet.

Strafing Run
Strafing Run

Strafing Run

Damaging

Path of The Tinkerer

Level 40

55 Action Points

Self

Instant cast

30s cooldown

You call for air support, signaling for a strafing run which deals 578 damage to all enemies in a line in front of you, up to 65 feet away. Any enemy players hit by the powerful shells will be sent flying away from you, while monsters will be knocked down.

Updated to patch 2024-08-21