Escaped : ..and so he left, with newfound inspirations.
Perished : ..and so he vanished, unable to explain what his eyes had seen.
TR12 Gauss Auto-Turret
130 (+39 per level)
1.5/s (+0.3 per level)
16 (+3.2 per level)
TR58 Carbonizer Turret
130 (+39 per level)
1.5/s (+0.3 per level)
16 (+3.2 per level)
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.
Charge up to 8 grenades that deal 100% damage each.
Can sprint while charging (start charging and then sprint, needs to be repeated for every attack).
Place a two-stage mine that deals 300% damage, or 900% damage if fully armed. Can place up to 4.
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 does not suffer from damage falloff.
Mines' detection radius is 7.5m when fully armed.
Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
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.
Place an impenetrable shield that blocks all incoming damage.
[ Agile ]
The skill can be used while sprinting.
Lasts for 15s, covering an estimated 9.75m 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.
1 per Harpoon
Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
Unlocked via the Engineer: Zero Sum Challenge. (As Engineer, finish charging the teleporter with zero monsters remaining on the stage.)
Press utility key to enter paint mode and use M1 to paint targets.
Harpoons do not recharge while in paint mode.
Holding down M1 allows allocation of up to 4 harpoons on 1-4 targets at a rate of 1 harpoon per .3 seconds.
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.)
If harpoons are canceled using M2, the number of charges painted onto targets will deplete, and fire no harpoons.
TR12 Gauss Auto-Turret
Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2.
Description clarification: Fires a cannon 3 times per second for 70% of the turret's damage, which is the same as 80% of Engineer's damage. A turret's items will use the turret's base damage to calculate damage.
The TR12 Gauss Auto-Turrets experience damage falloff, starting at roughly 25m and ending near 60m, falling to approximately 50% of their original damage per shot.
TR58 Carbonizer Turret
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.
These turrets follow Engineer and slow enemies, making them ideal for sticking close to.
Both Pressure Mines and Spider Mines can be stuck onto the outside surface of the Bubble Shield. CrowbarsDeal 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 BandolierChance 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 from Wisps and Titans as the game progresses. 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 HeresyReplace 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)..
A single Hardlight AfterburnerAdd 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 100% uptime of Bubble Shield.
The Bubble Shield can be used an effective method to avoid the Wandering Vagrant's Genesis Supernova.
It also can block the final boss's wheel of flame, and should last for the entire duration of the attack.
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.
Turrets will not inherit Queen's GlandRecruit 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 CoresRecruit 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 ConvergenceIncrease 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 DaisyPeriodically 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 SeedSummon 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 WarbannerDrop 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%..
TR12 Gauss Auto-Turrets can block each other's shots if they're placed too close to each other, so some care must be taken to space them out just enough to still benefit from items such as Bustling FungusHeal 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)..
Stacking several Bustling FungusHeal 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 TranscendenceConvert 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 % of max HP (which will become 1). If the player wants to use the Transcendence/ AegisHealing 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 SeedDealing damage heals you. Dealing damage heals you for 1 (+1 per stack) health. or Harvester's Scythe'Critical Strikes' heal you. Gain 5% critical chance. Critical strikesheal for 8(+4 per stack)health..
Acquiring Rejuvenation RackDouble the strength of healing. Heal +100%(+100% per stack) more., N'kuhana's OpinionFire 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 FungusHeal 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).
Getting plenty of AoE and/or on-hit items for the player's TR58 Carbonizer Turrets (like Sticky BombChance 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...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-wispDetonate 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 HookChance 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 ToothDrop 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'Critical Strikes' heal you. Gain 5% critical chance. Critical strikesheal for 8(+4 per stack)health. and enough Lens-Maker's GlassesChance 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'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 their faster firing speed, TR58 Carbonizer Turrets are better at triggering certain item such as Tri-Tip DaggerChance to bleed enemies on hit. 10%(+10% per stack) chance to bleed an enemy for 240% base damage., Stun GrenadeChance to stun on hit. 5%(+5% on stack) chance on hit to stun enemies for 2 seconds., and Shattering JusticeReduce the armor of enemies after repeatedly striking them. After hitting an enemy 5 times, reduce their armor by 60 for 8(+8 per stack) seconds.. Soldier's SyringeIncreases attack speed. Increases attack speed by 15%(+15% per stack). and 57 Leaf CloverLuck is on your side. All random effects are rolled +1(+1 per stack) times for a favorable outcome. may improve them further (though these are universally good on both turrets).
Due to the behavior of TR58 Carbonizer Turret, Focus CrystalsDeal bonus damage to nearby enemies. Increase damage to enemies within 13m by 20%(+20% per stack). might be useful when they inevitably haphazardly charge into enemies. The Genesis LoopFire 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 BroochesGain a temporary barrier on kill. Gain a temporary barrier on kill for 15 health(+15 per stack). or Monster TeethDrop 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 allow them to turn this caveat into a positive.
Turrets will not receive new items their Engineer picks up after deployment. Their items are only updated upon redeployment.
Both turrets greatly benefit from Dio's Best FriendCheat 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.
Both turrets benefit from the Wake of VulturesTemporarily steal the power of slain elites. Gain the power of any killed elite monster for 8s(+5s per stack)., most likely stacking multiple buffs gained from Elite enemies.
This may backfire upon killing an Overloading or Perfected enemy, as this replaces HP with shields and makes the aforementioned healing strategies less effective, especially the Bustling FungusHeal 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). strategy.
Though TR58 Carbonizer Turrets can activate them as well, these turrets are liable to walk off the pressure plates.
“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.
TR58 Carbonizer Turrets are currently bugged on Playstation, Xbox, and Switch following the Anniversary Update as they do not move and act like stationary turrets. There is no known workaround.
Fix Focus ConvergenceIncrease 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
🌧︎ 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