Engineer

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Engineer
Engineer.png
The Engineer is a unique class that requires planning and positioning to be successful.
Health 130 (+39 per level)
Health Regen Drizzle.png 1.5/s (+0.3 per level)
Rainstorm.png 1/s (+0.2 per level)
Monsoon.png 0.6/s (+0.12 per level)
Damage 14 (+2.8 per level)
Speed 7 m/s
Armor 0 (Drizzle.png 70)
Unlock Engineering Perfection

Umbra Title
Fortification Expert
Ending Phrase
Escaped : ..and so he left, with newfound inspirations.

Vanished : ..and so he vanished, unable to explain what his eyes had seen.

TR12 Gauss Auto-Turret
TR12 Gauss Auto-Turret.png
Health 130 (+39 per level)
Health Regen 1.5/s (+0.3 per level)
Damage 16 (+3.2 per level)
Speed Stationary
Armor 0
TR58 Carbonizer Turret
TR58 Carbonizer Turret.png
Health 130 (+39 per level)
Health Regen 1.5/s (+0.3 per level)
Damage 16 (+3.2 per level)
Speed 7 m/s
Armor 0

The Engineer is a playable character in Risk of Rain 2.

With an assortment of deployable gadgets, the Engineer's strength comes not from him alone, but rather his ability to set up a variety of defensive measures.

The Engineer's signature ability is his deployable turrets, which gain the same items that Engineer himself has. This makes him unique, as item selection doesn't necessarily come down to what benefits himself, but also what can benefit his turrets.

Completing the Engineering Perfection challenge will unlock Engineer as a playable survivor.

Skills

Primary

Bouncing Grenades

Bouncing Grenades.png
Type Primary
Proc Coefficient 1.0 per grenade, up to 1.0 x 8
Description Charge up to 8 grenades that deal 100% damage each.
Notes
  • Can sprint while charging (start charging and then sprint, needs to be repeated for every attack).
  • Grenades have a small explosion radius of 3.5m.
Secondary

Pressure Mines

Pressure Mines.png
Type Secondary
Cooldown 8s
Proc Coefficient 1.0
Description Place a two-stage mine that deals 300% damage, or 900% damage if fully armed. Can place up to 4.
Notes
  • Mines take a few seconds to 'arm' to their full 900% damage potential. This is indicated by a large green circle and a shaft of light from the mine's center.
  • Mines do not stick to allies or enemies, but do stick to Bubble Shield.
  • The explosion has no damage falloff.
  • Mines' detection radius is 7.5m when fully armed.

Spider Mines

Spider Mines.png
Type Secondary
Cooldown 8s
Proc Coefficient 1.0
Description Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
Notes
  • Unlocked via the Engineer: 100% Calculated Challenge. (As Engineer, defeat the teleporter boss in less than 5 seconds after it spawns.)
  • Do not need to arm, making them a more immediate offensive option.
  • Deals an immediate 600% damage if thrown directly onto enemies, double that of the Pressure Mines when not fully armed.
  • Actively seek out enemies that enter their radius, rather than enemies needing to come close.
Utility

Bubble Shield

Bubble Shield.png
Type Utility
Cooldown 25s
Description Place an impenetrable shield that blocks all incoming damage.
Notes
  • Agile
    [ Agile ]
    The skill can be used while sprinting.
    .
  • Lasts for 15s, covering a 10m radius.
  • Only one can be active at a time.
  • Flashes before disappearing.
  • Enemies can move inside the barrier, negating its effects.
  • Anything can fire outwards from the shield, and nothing can fire through it inwards, not even players or their allies.
  • Bouncing Grenades and Mines interact with the outside of the bubble like terrain, bouncing and latching on respectively.

Thermal Harpoons

Thermal Harpoons.png
Type Utility
Cooldown 2.5s
Proc Coefficient 1.0 per Harpoon
Description Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
Notes
  • Unlocked via the Engineer: Zero Sum Challenge. (As Engineer, finish charging the teleporter with zero monsters remaining on the stage.)
  • Pressing the utility key enters painting mode. Hold down the primary key and move the cursor over enemies to paint targets.
  • Up to 4 harpoons can be painted onto 1-4 targets up to 150m away. Each harpoon takes 0.3 seconds to lock onto an enemy.
  • Harpoons do not recharge while in painting mode.
  • Harpoons cannot be fired without a target.
  • Fired harpoons that no longer have a target will redirect to the nearest target. (It is possible to build up a swarm of harpoons by constantly firing at a single target when no other targets are within range.)
  • Painting mode can be cancelled by pressing the secondary key or by sprinting. Even if there were targets acquired, no charges will deplete and no harpoons will fire.
Special

TR12 Gauss Auto-Turret

TR12 Gauss Auto-Turret.png
Type Special
Cooldown 30s
Proc Coefficient 1.0
Description Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2.
Notes
  • Description clarification: Fires a cannon approximately 3 times per second for 70% of the turret's damage per shot for a total of 210% damage per second.
  • The shots suffer from default projectile falloff.
  • Up to 3 turrets can be placed if the Engineer has a SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Lysate Cell is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Lysate Cell.png Lysate CellBgVoid.pngLysate Cell.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Lysate Cell
    Add an extra charge of your Special skill. Corrupts all Fuel Cells.

    Add +1 (+1 per stack) charge of your Special skill. Reduces Special skill cooldown by 33%. Corrupts all Fuel Cells.
    . Additional stacks of the Lysate Cell do not grant additional turrets.

TR58 Carbonizer Turret

TR58 Carbonizer Turret.png
Type Special
Cooldown 30s
Proc Coefficient 0.6
Description Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
Notes
  • Unlocked via the Engineer: Better With Friends Challenge. (As Engineer, recruit 12 minions at one time.)
  • Description clarification: Fires a laser that ticks approximately 5 times per second for 40% of the turret's damage per shot for a total of 200% damage per second.
  • These turrets follow Engineer and stick close by him.
  • The laser reaches 25m, has no damage falloff, and inflicts Status Slow50.png 50% SlowStatus Slow50.png50% Slow (Debuff)
    Reduces movement speed by 50% (in practice, 33.3%).
    .
  • The laser has a maximum range that it abruptly stops at, which is slightly longer than the maximum range at which a turret can acquire a target to fire upon.
  • The maximum target range for the TR58 Carbonizer Turrets appear to be noticeably shorter than the TR12 Gauss Auto-Turrets.
  • Up to 3 turrets can be placed if the Engineer has a SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Lysate Cell is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Lysate Cell.png Lysate CellBgVoid.pngLysate Cell.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Lysate Cell
    Add an extra charge of your Special skill. Corrupts all Fuel Cells.

    Add +1 (+1 per stack) charge of your Special skill. Reduces Special skill cooldown by 33%. Corrupts all Fuel Cells.
    . Additional stacks of the Lysate Cell do not grant additional turrets.

Behaviors

For an explanation of how these behaviors are implemented read about Enemy AI. This section only applies when the character is controlled by AI.

Engineer

  1. Use primary (paint Harpoons) and strafe: Engineer must be within 60m from the target. This behavior is active for 1.5 seconds and cannot be selected twice in a row. While it uses the primary skill button, it is in the targetting context of Thermal Harpoons.
  2. Use secondary (cancel Harpoons) and strafe: this behavior is active for 0.1 seconds and is used in the targetting context of Thermal Harpoons when there is no line of sight to the target or to cancel the painting mode early if all Harpoons have been queued.
  3. Use secondary and strafe: Engineer must be within 17m from the target. The character will sprint and the behavior cannot be selected twice in a row.
  4. Use special: Engineer must be within 22m from the target and this behavior cannot be selected twice in a row.
  5. Use utility (Thermal Harpoons): Engineer must be within 20-60m from the target, have line of sight, and be aiming at it. This behavior is active for 0.1 seconds and cannot be selected twice in a row.
  6. Use utility (Bubble Shield): Engineer must be within 12m from the closest ally. Since there is no implicit use of the Special skill with Shadowfade.png ShadowfadeShadowfade.pngShadowfade (Utility)Fade away, becoming intangible and gaining +30% movement speed. Heal for 18.2% (+18.2% per stack) of your maximum health. Lasts 3 (+3 per stack) seconds.
    Survivor: Heretic
    , it will never be used.
  7. Use primary and strafe: Engineer must be within 17m from the target. This behavior cannot be selected twice in a row.
  8. Use primary and run towards ally: Engineer must be within 8-40m from the closest ally. This behavior cannot be selected twice in a row. The intention of this behavior is to stay close to his turrets, but any ally satisfies the requirement. As such, if the player is near the character while also another monster is nearby, in the absence of other skills being off cooldown the character will toggle between using his primary while strafing the player and staying close to the ally.
  9. Use primary and chase: Engineer must be within 20m from the target.
  10. Chase: no requirements.

TR12 Gauss Auto-Turret

  1. Use primary: the Turret must be within 60m from the target, have line of sight, and be aiming at it. The behavior is active for 1 second and a new target will be selected after this.
  2. Search for target: no requirements.

TR58 Carbonizer Turret

  1. Return to leader: the Turret must be more than 110m from its summoner. This behavior is active for 5 seconds and the Turret will sprint for its duration. A new target will be selected after this.
  2. Use primary and strafe: the Turret must be within 15m from the target and be aiming at it. This behavior is active for 3 seconds and a new target will be selected after this.
  3. Use primary and chase: the Turret must be within 15-25m from the target and be aiming at it. This behavior is active for 1 second and a new target will be selected after this.
  4. Return to leader (version 2): the Turret must be more than 6m from its summoner. A new target will be selected after this. Due to the ordering of the previous behavior, this can only be selected if the Turret is within 110m from its leader and more than 25m from any enemy. The Turret will also not sprint during this and the behavior is intended as a soft leash to the leader when all nearby enemies have been killed.
  5. Do nothing: the Turret's summoner must still be alive and a new target will be selected after this. This is mostly used when the Turret is near its summoner and there are no enemies to engage. Unlike most other allies and drones which have a fallback behavior to chase down enemies when their summoner is dead, this Turret exhibits no such behavior. As such, it will wander aimlessly and attack enemies if it ever gets within range.

Tips

  • Turrets will not receive new items that Engineer picks up after they have been deployed. Their items are only updated upon redeployment.
  • Turrets will not inherit Queen's Gland.png Queen's GlandBgBoss.pngQueen's Gland.pngQueen's Gland
    Recruit a Beetle Guard.

    Every 30 seconds, summon a Beetle Guard with bonus 300% damage and 100% health. Can have up to 1 (+1 per stack) Guards at a time.
    , Empathy Cores.png Empathy CoresBgBoss.pngEmpathy Cores.pngEmpathy Cores
    Recruit a pair of Solus Probes that gain power with more allies.

    Every 30 seconds, summon two Solus Probes that gain +100% (+100% per stack) damage per ally on your team.
    , Focused Convergence.png Focused ConvergenceBgLunar.pngFocused Convergence.pngFocused Convergence
    Increase the speed of Teleporter charging... BUT reduce the size of the zone.

    Teleporters charge 30% (+30% per stack) faster, but the size of the Teleporter zone is 50% (-50% per stack) smaller.
    , Lepton Daisy.png Lepton DaisyBgUncommon.pngLepton Daisy.pngLepton Daisy
    Periodically release a healing nova during the Teleporter event and 'Holdout Zones' such as the Void Fields.

    Release a healing nova during the Teleporter event, healing all nearby allies for 50% of their maximum health. Occurs 1 (+1 per stack) times.
    , Halcyon Seed.png Halcyon SeedBgBoss.pngHalcyon Seed.pngHalcyon Seed
    Summon Aurelionite during the Teleporter event.

    Summon Aurelionite during the teleporter event. It has 100% (+50% per stack) damage and 100% (+100% per stack) health.
    , and Warbanner.png WarbannerBgCommon.pngWarbanner.pngWarbanner
    Drop a Warbanner on level up or starting the Teleporter event. Grants allies attack and movement speed.

    On level up or starting the Teleporter event, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 30%.
    .
  • Turrets will inherit Engineer's equipment, as well as any items that modify skill slots:
    • The Visions of Heresy.png Visions of HeresyBgLunar.pngVisions of Heresy.pngVisions of Heresy
      Replace your Primary Skill with 'Hungering Gaze'.

      Replace your Primary Skill with Hungering Gaze.

      Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
      replace the turrets' primary attack with Hungering Gaze.png Hungering GazeHungering Gaze.pngHungering Gaze (Primary)Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
      Survivor: Heretic
      . This increases their raw damage and proc potential significantly, and also replaces Bouncing Grenades with a significantly easier-to-use skill for Engineer himself.
    • The Hooks of Heresy.png Hooks of HeresyBgLunar.pngHooks of Heresy.pngHooks of Heresy
      Replace your Secondary Skill with 'Slicing Maelstrom'.

      Replace your Secondary Skill with Slicing Maelstrom.

      Charge up a projectile that deals 875% damage per second to nearby enemies, exploding after 3 seconds to deal 700% damage and root enemies for 3 (+3 per stack) seconds. Recharges after 5 (+5 per stack) seconds.
      and Strides of Heresy.png Strides of HeresyBgLunar.pngStrides of Heresy.pngStrides of Heresy
      Replace your Utility Skill with 'Shadowfade'.

      Replace your Utility Skill with Shadowfade.

      Fade away, becoming intangible and gaining +30% movement speed. Heal for 18.2% (+18.2% per stack) of your maximum health. Lasts 3 (+3 per stack) seconds.
      will be passed on to the turrets, but since they have no secondary or utility skill, the items have no effect.
    • The SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Shuriken is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Shuriken.png ShurikenBgUncommon.pngShuriken.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Shuriken
      Activating your Primary skill also throws a shuriken. Recharges over time.

      Activating your Primary skill also throws a shuriken that deals 400% (+100% per stack) base damage. You can hold up to 3 (+1 per stack) shurikens which all reload over 10 seconds.
      allows the turrets to throw shurikens for extra damage and range. This also gives them an easy way to activate Kjaro's Band.png Kjaro'sBgUncommon.pngKjaro's Band.pngKjaro's Band
      High damage hits also blasts enemies with a runic flame tornado. Recharges over time.

      Hits that deal more than 400% damage also blasts enemies with a runic flame tornado, dealing 300% (+300% per stack) TOTAL damage over time. Recharges every 10 seconds.
      , Runald's Band.png Runald'sBgUncommon.pngRunald's Band.pngRunald's Band
      High damage hits also blasts enemies with runic ice. Recharges over time.

      Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds.
      , and SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Singularity Band is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Singularity Band.png Singularity BandsBgVoid.pngSingularity Band.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Singularity Band
      High damage hits also create unstable black holes. Recharges over time. Corrupts all Runald's and Kjaro's Bands.

      Hits that deal more than 400% damage also fire a black hole that draws enemies within 15m into its center. Lasts 5 seconds before collapsing, dealing 100% (+100% per stack) TOTAL damage. Recharges every 20 seconds. Corrupts all Runald's and Kjaro's Bands.
      , giving them a significant damage boost.
    • Likewise, the turrets cannot use their inherited equipment unless it has a passive effect (even with Gesture of the Drowned.png Gesture of the DrownedBgLunar.pngGesture of the Drowned.pngGesture of the Drowned
      Dramatically reduce Equipment cooldown... BUT it automatically activates.

      Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown.
      ).
  • The TR12 Gauss Auto-Turrets and TR58 Carbonizer Turrets have almost identical damage output and proc rate, making on-hit items like the Tri-Tip Dagger.png Tri-Tip DaggerBgCommon.pngTri-Tip Dagger.pngTri-Tip Dagger
    Gain +10% chance to bleed enemies on hit.

    10% (+10% per stack) chance to bleed an enemy for 240% base damage.
    universally good for both.
  • The turrets' attacks do not have a specific maximum range. Instead, they have a maximum distance where they will notice and attack an enemy. Notably, the TR58 Carbonizer Turrets have a much shorter maximum range than the TR12 Gauss Auto-Turrets (likely since the Carbonizer Turrets can simply walk closer to their target). This remains true even when their primary attack is replaced by Hungering Gaze.
  • Acquiring a Purity.png PurityBgLunar.pngPurity.pngPurity
    Reduce your skill cooldowns by 2 seconds. You are unlucky.

    All skill cooldowns are reduced by 2 (+1 per stack) seconds. All random effects are rolled +1 (+1 per stack) times for an unfavorable outcome.
    will reduce the cooldown of Thermal Harpoons (and Hungering Gaze) to 0.5s. When using both Purity and Visions of Heresy, the turrets' raw damage output is dramatically increased to 4 times their normal amount. However, this sacrifices random chance effects like on-hit items in favor of pure damage.
  • Both Pressure Mines and Spider Mines can be stuck onto the outside surface of the Bubble Shield. Crowbar.png CrowbarsBgCommon.pngCrowbar.pngCrowbar
    Deal bonus damage to enemies above 90% health.

    Deal +75% (+75% per stack) damage to enemies above 90% health.
    are highly useful for both mines.
  • Placing Spider Mines on elevated positions may allow them to jump onto airborne enemies. They can also be placed onto allies and other Survivors, unlike the immobile Pressure Mines.
  • Stacking Bandolier.png BandolierBgUncommon.pngBandolier.pngBandolier
    Chance on kill to drop an ammo pack that resets all skill cooldowns.

    18% (+10% per stack) chance on kill to drop an ammo pack that resets all skill cooldowns.
    can lead to constant uptime of Bubble Shield, allowing for good cover. It also proves useful to refresh the turrets' cooldown, giving the player backups in case one of them gets destroyed.
    • Be wary that TR58 Carbonizer Turrets can pick up ammo packs by walking past them. This may not be an issue if they have Visions of Heresy.
  • A single Hardlight Afterburner.png Hardlight AfterburnerBgLegendary.pngHardlight Afterburner.pngHardlight Afterburner
    Add 2 extra charges of your Utility skill. Reduce Utility skill cooldown.

    Add +2 (+2 per stack) charges of your Utility skill. Reduces Utility skill cooldown by 33%.
    allows for nearly 100% uptime of Bubble Shield.
  • The Bubble Shield can be used to avoid the Wandering Vagrant.png Wandering Vagrant'sWandering Vagrant.pngWandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    Genesis Supernova.
  • Moving the targeting reticle of Thermal Harpoons off of a target resets the lock-on delay, allowing the player to immediately target them again. This means that by swiping the reticle back and forth over a single or multiple targets, the player can lock on much faster.
  • Stacking several Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
    Heal all nearby allies after standing still for 1 second.

    After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    and placing TR12 Gauss Auto-Turrets beside one another is an effective method for dealing with bosses and high-damage enemies, as it provides a small zone of healing readily defended with the addition of a deployed Bubble Shield. Be wary that melee-oriented monsters may still knock Engineer out of the healing radius or the shielded area.
    • It is not recommended to pick up Transcendence.png TranscendenceBgLunar.pngTranscendence.pngTranscendence
      Convert all your health into shield. Increase maximum health.

      Convert all but 1 health into regenerating shields. Gain 50% (+25% per stack) maximum health.
      if using the Bustling Fungus strategy, as Bustling Fungus heals based on a percentage of max HP (which will become 1). If the player wants to use the Transcendence/Aegis.png AegisBgLegendary.pngAegis.pngAegis
      Healing past full grants you a temporary barrier.

      Healing past full grants you a temporary barrier for 50% (+50% per stack) of the amount you healed.
      combo, they should use alternative forms of healing such as Leeching Seed.png Leeching SeedBgUncommon.pngLeeching Seed.pngLeeching Seed
      Dealing damage heals you.

      Dealing damage heals you for 1 (+1 per stack) health.
      or Harvester's Scythe.png Harvester's ScytheBgUncommon.pngHarvester's Scythe.pngHarvester's Scythe
      'Critical Strikes' heal you.

      Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health.
      .
    • Acquiring Rejuvenation Rack.png Rejuvenation RackBgLegendary.pngRejuvenation Rack.pngRejuvenation Rack
      Double the strength of healing.

      Heal +100% (+100% per stack) more.
      , N'kuhana's Opinion.png N'kuhana's OpinionBgLegendary.pngN'kuhana's Opinion.pngN'kuhana's Opinion
      Fire haunting skulls when healed.

      Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire a skull that deals 250% of your Soul Energy as damage.
      , and as many Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
      Heal all nearby allies after standing still for 1 second.

      After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
      as possible will allow the stationary TR12 Gauss Auto-Turret to unleash a constant barrage of attacks, as the player and both their turrets will all heal each other (causing N'Kuhana's Opinion to continuously activate).
    • It is not recommended to obtain SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Weeping Fungus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Weeping Fungus.png Weeping FungusBgVoid.pngWeeping Fungus.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Weeping Fungus
      Heal while sprinting. Corrupts all Bustling Fungi.

      Heals for 2% (+2% per stack) of your health every second while sprinting. Corrupts all Bustling Fungi.
      if using the TR12 Gauss Auto-Turrets, as the Weeping Fungus will not activate healing on Engineer’s stationary turrets.
  • TR12 Gauss Auto-Turrets can block each other's shots if they're placed too close to each other. Careful placement of turrets will maximize damage output and the healing generated by Bustling Fungus.
  • Getting plenty of AoE and/or on-hit items for the player's TR58 Carbonizer Turrets (like Sticky Bomb.png Sticky BombBgCommon.pngSticky Bomb.pngSticky Bomb
    Chance on hit to attach a bomb to enemies.

    5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
    , Ukulele.png UkuleleBgUncommon.pngUkulele.pngUkulele
    ...and his music was electric.

    25% chance to fire chain lightning for 80% TOTAL damage on up to 3 (+2 per stack) targets within 20m (+2m per stack).
    , Will-o'-the-wisp.png Will-o'-the-wispBgUncommon.pngWill-o'-the-wisp.pngWill-o'-the-wisp
    Detonate enemies on kill.

    On killing an enemy, spawn a lava pillar in a 12m (+2.4m per stack) radius for 350% (+280% per stack) base damage.
    , Sentient Meat Hook.png Sentient Meat HookBgLegendary.pngSentient Meat Hook.pngSentient Meat Hook
    Chance to hook all nearby enemies.

    20% (+20% per stack) chance on hit to fire homing hooks at up to 10 (+5 per stack) enemies for 100% TOTAL damage.
    , etc.) as well as some healing items for the early game (like Monster Tooth.png Monster ToothBgCommon.pngMonster Tooth.pngMonster Tooth
    Drop a healing orb on kill.

    Killing an enemy spawns a healing orb that heals for 8 plus an additional 2% (+2% per stack) of maximum health.
    ) will turn them into fairly self-sufficient powerhouses.
  • One method to amass large amounts of healing on TR58 Carbonizer Turrets during mid-game or late-game is to stack Harvester's Scythe.png Harvester's ScytheBgUncommon.pngHarvester's Scythe.pngHarvester's Scythe
    'Critical Strikes' heal you.

    Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health.
    and enough Lens-Maker's Glasses.png Lens-Maker's GlassesBgCommon.pngLens-Maker's Glasses.pngLens-Maker's Glasses
    Gain 10% chance for hits to 'Critically Strike', dealing double damage.

    Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage.
    to reach guaranteed critical strike chance, preferably with a Predatory Instincts.png Predatory InstinctsBgUncommon.pngPredatory Instincts.pngPredatory Instincts
    'Critical Strikes' increase attack speed. Stacks 3 times.

    Gain 5% critical chance. Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed.
    for bonus attack speed. The constant, rapid critical strikes will heal the turrets as long as they have targets to attack.
  • Due to the aggressive behavior of TR58 Carbonizer Turrets, Focus Crystal.png Focus CrystalsBgCommon.pngFocus Crystal.pngFocus Crystal
    Deal bonus damage to nearby enemies.

    Increase damage to enemies within 13m by 20% (+20% per stack).
    might be useful when they haphazardly charge into enemies. The Genesis Loop.png Genesis LoopBgBoss.pngGenesis Loop.pngGenesis Loop
    Fire an electric nova at low health.

    Falling below 25% health causes you to explode, dealing 6000% base damage. Recharges every 30 / (2 +1 per stack) seconds .
    and a few Topaz Brooch.png Topaz BroochesBgCommon.pngTopaz Brooch.pngTopaz Brooch
    Gain a temporary barrier on kill.

    Gain a temporary barrier on kill for 15 health (+15 per stack).
    or Monster Tooth.png Monster TeethBgCommon.pngMonster Tooth.pngMonster Tooth
    Drop a healing orb on kill.

    Killing an enemy spawns a healing orb that heals for 8 plus an additional 2% (+2% per stack) of maximum health.
    can additionally benefit the haphazard behavior of the Carbonizer turrets.
  • Both turrets greatly benefit from Dio's Best Friend.png Dio's Best FriendBgLegendary.pngDio's Best Friend.pngDio's Best Friend
    Cheat death. Consumed on use.

    Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability.
    , as the 3 second invincibility time will always reset on newly deployed turrets, as long as Engineer has not used up his own Dio's Best Friend.
    • The SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Pluripotent Larva is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Pluripotent Larva.png Pluripotent LarvaBgVoid.pngPluripotent Larva.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Pluripotent Larva
      Get a corrupted extra life. Consumed on use. Corrupts all Dio's Best Friends.

      Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability, and all of your items that can be corrupted will be. Corrupts all Dio's Best Friends.
      has a similar effect, although it corrupts all possible items into void items. This is especially pertinent for the aforementioned Bustling Fungus strategy, as they are corrupted into SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Weeping Fungus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Weeping Fungus.png Weeping FungusBgVoid.pngWeeping Fungus.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Weeping Fungus
      Heal while sprinting. Corrupts all Bustling Fungi.

      Heals for 2% (+2% per stack) of your health every second while sprinting. Corrupts all Bustling Fungi.
      .
  • Engineer does not gain gold when his turrets are hit if they have theSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Roll of Pennies is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Roll of Pennies.png Roll of PenniesBgCommon.pngRoll of Pennies.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Roll of Pennies
    Gain gold on taking damage.

    Gain 3 (+3 per stack) gold on taking damage from an enemy. Scales over time.
    .
  • Both turrets benefit from the Wake of Vultures.png Wake of VulturesBgLegendary.pngWake of Vultures.pngWake of Vultures
    Temporarily steal the power of slain elites.

    Gain the power of any killed elite monster for 8s (+5s per stack).
    and have a good chance of stacking multiple Elite buffs at at time.
    • This may backfire upon killing an Status AffixBlue.png OverloadingStatus AffixBlue.pngOverloading (Affix Buff)
      Gain the power of an Overloading Elite.Attacks explode after a delay. 50% of health is replaced by shield.
      or Status AffixLunar.png PerfectedStatus AffixLunar.pngPerfected (Affix Buff)
      Gain the power of a Perfected Elite.Cripple on hit. Occasionally fire 5 bomb projectiles at enemies. Gain 35% increased movement speed, and gain 25% max health. All health will be replaced with shields.
      enemy, as these Elite buffs replace HP with shields, making the aforementioned healing strategies less effective (especially the Bustling Fungus strategy).
  • TR12 Gauss Auto-Turrets can be used to press the pressure plates on Abandoned Aqueduct.
    • Though TR58 Carbonizer Turrets can activate them as well, these turrets are liable to walk off the pressure plates.
  • A very risky but rewarding strategy is to acquire the Fuel Array.png Fuel ArrayBgEquipment.pngFuel Array.pngFuel Array
    Looks like it could power something. EXTREMELY unstable...
    at the start of a run. Both turrets get their own Fuel Array and will explode when sufficiently damaged, dealing huge damage to whatever was attacking them. This requires the player to dodge well enough to avoid exploding themself, however. This strategy is much more viable in multiplayer, as dying from the Fuel Array will not end the run.
  • Having a SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Lysate Cell is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Lysate Cell.png Lysate CellBgVoid.pngLysate Cell.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Lysate Cell
    Add an extra charge of your Special skill. Corrupts all Fuel Cells.

    Add +1 (+1 per stack) charge of your Special skill. Reduces Special skill cooldown by 33%. Corrupts all Fuel Cells.
    lets Engineer deploy 3 turrets at a time, instead of 2. Stacking more Lysate Cells will not further increase the number of turrets that can be deployed, but still provides extra charges. This comes at the cost of Fuel Cell.png Fuel Cells'BgUncommon.pngFuel Cell.pngFuel Cell
    Hold an additional equipment charge. Reduce equipment cooldown.

    Hold an additional equipment charge (+1 per stack). Reduce equipment cooldown by 15% (+15% per stack).
    equipment synergy, however.
  • Players should be aware that their turrets' kills don't count toward the user's Infusion.png InfusionBgUncommon.pngInfusion.pngInfusion
    Killing an enemy permanently increases your maximum health, up to 100.

    Killing an enemy increases your health permanently by 1 (+1 per stack), up to a maximum of 100 (+100 per stack) health.
    HP boost. Instead, their boost from the Infusion is always set to 0 when they are deployed, requiring them to each kill 100 enemies to receive the full boost. As a result, the Infusion is generally only useful for Engineer himself.
  • The SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Spare Drone Parts is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Spare Drone Parts.png Spare Drone PartsBgLegendary.pngSpare Drone Parts.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Spare Drone Parts
    Your drones fire faster, have less cooldowns, shoot missiles, and gain a bonus chaingun.

    Gain Col. Droneman. Drones gain +50% (+50% per stack) attack speed and cooldown reduction. Drones gain 10% chance to fire a missile on hit, dealing 300% TOTAL damage. Drones gain an automatic chain gun that deals 6x100% damage, bouncing to 2 enemies.
    will dramatically empower the turrets, giving them more attack speed, reduced cooldowns (relevant for Hungering Gaze), an extra chain gun attack, and a bonus attack akin to an AtG Missile Mk. 1.png AtG Missile Mk. 1BgUncommon.pngAtG Missile Mk. 1.pngAtG Missile Mk. 1
    Chance to fire a missile.

    10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
    . However, they will not summon their own Col. Droneman.png Cols. Droneman.

Lore

“The future is now! Cybernetic enhancements – buy them cheap and become the person you’ve always dreamed of being!” 

Cybernetic enhancements were all the rage these days, especially since they were made available for public use. Initially, only military and commercial projects could license the procedures necessary to install cybernetic implants. But those days were long gone, and the concept of “the new human” was taking the galaxy by storm. 

Of course, with any movement, there was backlash.  What of the sanctity of the human body? What about taking pride in your biology? Such arguments were normally laughed off. “Get with the times,” people would say. But one man among many stood out, gaining public attention and starting a counter movement of anti-cybernetics.

The man postulated that mankind was walking on a tight rope – when do the cybernetics end, and where does the human begin? Will mankind end up as a machine species, or will we use our new tech to only better ourselves - without losing sight of what makes us human? The words of this man echoed across the galaxy, leaving a trail of revolution in its wake.

Bugs

  • TR58 Carbonizer Turret.png TR58 Carbonizer TurretsTR58 Carbonizer Turret.pngTR58 Carbonizer Turret (Special)Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
    Survivor: Engineer
    are currently bugged on Playstation and Xbox following the Anniversary Update as they do not move and act like stationary turrets. There is no known workaround.

Version History

Anniversary Update
  • Major Content
    • Added New Lore Entry: Engineer
  • Gameplay Changes
    • Both TR12 Gauss Auto-Turret.png Gauss Auto-TurretTR12 Gauss Auto-Turret.pngTR12 Gauss Auto-Turret (Special)Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2.
      Survivor: Engineer
      and TR58 Carbonizer Turret.png Carbonizer TurretTR58 Carbonizer Turret.pngTR58 Carbonizer Turret (Special)Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
      Survivor: Engineer
      now also inherit your equipment. They won’t activate it, but they will hold it.
    • Bouncing Grenades.png GrenadesBouncing Grenades.pngBouncing Grenades (Primary)Charge up to 8 grenades that deal 100% damage each.
      Survivor: Engineer
      now have slight anti-gravity.
  • Bug Fixes
    • Engi Bouncing Grenades.png GrenadesBouncing Grenades.pngBouncing Grenades (Primary)Charge up to 8 grenades that deal 100% damage each.
      Survivor: Engineer
      now properly play impact sounds

PC Patch v1.0.1.1 (Build ID No.5440050)
  • Gameplay Changes
    • SPOILERS! Final Boss, Last Phase. SPOILERS!
      • Item Steal
        • Now steals items from minions, like Engineer Turrets. He won’t use the items he takes from minions.
  • Bug Fixes
    • Fix Gorag's Opus.png Gorag’s OpusBgEquipment.pngGorag's Opus.png45sGorag's Opus
      You and all your allies enter a frenzy.

      All allies enter a frenzy for 7 seconds. Increases movement speed by 50% and attack speed by 100%.
      not working on Engi

PC Early Access Patch (Build ID No.4892828)
  • Bug Fixes
    • Fix Focused Convergence.png Focus ConvergenceBgLunar.pngFocused Convergence.pngFocused Convergence
      Increase the speed of Teleporter charging... BUT reduce the size of the zone.

      Teleporters charge 30% (+30% per stack) faster, but the size of the Teleporter zone is 50% (-50% per stack) smaller.
      from stacking with Engineer Turrets
    • Fix an issue that caused the Pressure Mines.png PressurePressure Mines.pngPressure Mines (Secondary)Place a two-stage mine that deals 300% damage, or 900% damage if fully armed. Can place up to 4.
      Survivor: Engineer
      /Spider Mines.png Spider MinesSpider Mines.pngSpider Mines (Secondary)Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
      Survivor: Engineer
      cooldown to restart when opening the Thermal Harpoons.png Thermal HarpoonsThermal Harpoons.pngThermal Harpoons (Utility)Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
      Survivor: Engineer
      target menu
    • Fix the Hungering Gaze.png Hungering GazeHungering Gaze.pngHungering Gaze (Primary)Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
      Survivor: Heretic
      being reset by Thermal Harpoons.png Thermal HarpoonsThermal Harpoons.pngThermal Harpoons (Utility)Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
      Survivor: Engineer

Early Access Artifacts Content Update
  • Major Content
    • Added New Skill Variant: Thermal Harpoons.png Engineer UtilityThermal Harpoons.pngThermal Harpoons (Utility)Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
      Survivor: Engineer
      • Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
    • Added New Skin: EOD Tech.png Engineer Skin
    • Added New Engineer Challenge: Thermal Harpoons.png Zero SumThermal Harpoons.pngThermal Harpoons (Utility)Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
      Survivor: Engineer
    • Added New Engineer Challenge: EOD Tech.png Engineer Mastery
  • Gameplay Changes
    • Add 1 new Skill Variant
    • Add 1 new Skin
    • 🌧 Update animations on falling, landing, sprinting, walking and jumping
    • Bubble Shield.png Bubble ShieldBubble Shield.pngBubble Shield (Utility)Place an impenetrable shield that blocks all incoming damage.
      Survivor: Engineer
      • Increase shield warning flash by 0.5 second and tweak visuals to be softer
      • Now displays selected mine and turret variants in the Character Select screen
  • Sound & Music
    • Fix Engineer Bouncing Grenades.png Bouncing GrenadesBouncing Grenades.pngBouncing Grenades (Primary)Charge up to 8 grenades that deal 100% damage each.
      Survivor: Engineer
      firing SFX and effects not playing for anyone but the client playing as the Engineer

Early Access Hidden Realms Content Update
  • Bug Fixes
    • Update Engineer Turret not destroying itself for clients

PC Early Access Patch (Build ID No.4233443)
  • Gameplay Changes
    • TR58 Carbonizer Turret.png Carbonizer TurretTR58 Carbonizer Turret.pngTR58 Carbonizer Turret (Special)Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
      Survivor: Engineer
      • Walk Speed: 6 ⇒ 7
      • Now scales laser tick rate with attack

Early Access 'Skills 2.0' Content Update
  • Major Content and Changes
    • Added New Skill Variant: Spider Mines.png Engineer SecondarySpider Mines.pngSpider Mines (Secondary)Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
      Survivor: Engineer
      • Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
    • Added New Skill Variant: TR58 Carbonizer Turret.png Engineer SpecialTR58 Carbonizer Turret.pngTR58 Carbonizer Turret (Special)Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
      Survivor: Engineer
      • Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
    • Added New Class Challenge: TR58 Carbonizer Turret.png Engineer: Better With FriendsTR58 Carbonizer Turret.pngTR58 Carbonizer Turret (Special)Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
      Survivor: Engineer
    • Added New Class Challenge: Spider Mines.png 100% CalculatedSpider Mines.pngSpider Mines (Secondary)Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
      Survivor: Engineer
  • Gameplay Changes
    • 🌧︎ Bubble Shield.png Bubble ShieldBubble Shield.pngBubble Shield (Utility)Place an impenetrable shield that blocks all incoming damage.
      Survivor: Engineer
      now flashes before it expires
    • 🌧︎ Update Pressure Mines.png Pressure MinesPressure Mines.pngPressure Mines (Secondary)Place a two-stage mine that deals 300% damage, or 900% damage if fully armed. Can place up to 4.
      Survivor: Engineer
      :
      • 🌧︎ Now “arms” over time to 900% damage and an increased radius
        • Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
      • 🌧︎ Now scales max available mines with max secondary stock
      • Max Stock 10 ⇒ 4
    • Add 2 new skill variants

Early Access Scorched Acres Content Update
  • Gameplay Changes
    • Turret Base Damage: 19 ⇒ 16
  • Music & SFX
    • Assign Engineer Turret’s proper attack sound
    • Add Engineer sounds to Bubble Shield.png Bubble ShieldBubble Shield.pngBubble Shield (Utility)Place an impenetrable shield that blocks all incoming damage.
      Survivor: Engineer
  • Bug Fixes
    • ☂ Fix Engineer sprint sounds not playing first time sprinting on a stage

Early Access Patch (Build ID No.3731106)
  • Bug Fixes
    • [Community Found] Clean up Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
      Class: Ranged
      HP: 130 (+39 per level)
      Damage: 14 (+2.8 per level)
      Armor: 0
      Umbra: Fortification Expert
      Turret skill drivers to fix their AI not working sometimes
    • [Community Found] Fix Engineer.png EngiEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
      Class: Ranged
      HP: 130 (+39 per level)
      Damage: 14 (+2.8 per level)
      Armor: 0
      Umbra: Fortification Expert
      being able to sometimes get more than 2 turrets
    • [Community Found] Remove typo in Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
      Class: Ranged
      HP: 130 (+39 per level)
      Damage: 14 (+2.8 per level)
      Armor: 0
      Umbra: Fortification Expert
      description

Gallery

Trivia

  • The Engineer was one of the playable characters in the first Risk of Rain.
  • Prior to the Anniversary Update, the Engineer's ending phrase was "...and so he left, more steel and circuit than man.", reiterating his ending message from Risk of Rain.