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+50% ZedTime Explosion Radius

+50 ZedTime Weapon Penetration

PROFICIENCY BONUS

10

PROFICIENCY

ENGINEER

+50% ZedTime Explosion Radius

+50 ZedTime Weapon Penetration

PROFICIENCY BONUS

10

PROFICIENCY

ENGINEER

GADGET

LVL 30

LVL 24

LVL 18

LVL 12

LVL 6

REVERB PEDAL

Firing Sonic Storm generates a sound explosion that deals [200]►[240][260][320] damage to enemies that are close.

TAKE CHARGE

Sonic Storm's fire mode is changed from semi-auto to charge fire.

Fire button can be held down to charge Sonic Storm. After charging for at least 0.5 seconds, soundwave projectile's damage is increased by [40%]►[50%][60%][70%].

STATE OF CONFUSION

Soundwave projectiles now apply [100]►[150][200][250] Confuse affliction.

REVERB PEDAL

Firing Sonic Storm generates a sound explosion that deals [200]►[240][260][320] damage to enemies that are close.

TAKE CHARGE

Sonic Storm's fire mode is changed from semi-auto to charge fire.

Fire button can be held down to charge Sonic Storm. After charging for at least 0.5 seconds, soundwave projectile's damage is increased by [40%]►[50%][60%][70%].

STATE OF CONFUSION

Soundwave projectiles now apply [100]►[150][200][250] Confuse affliction.

REFORGE

Using a tool restores gadget activation energy up to a maximum of [32]►[42][48][56] each round.

Different tools restore different amounts of gadget energy when used

SONIC SALVO

Sonic Storm's ammo is increased by [3]►[4][5][6]
and maximum duration is increased by [5]►[10][15][20].

Energy refund for ammo remaining still caps at 40 maximum.

REFORGE

Using a tool restores gadget activation energy up to a maximum of [32]►[42][48][56] each round.

Different tools restore different amounts of gadget energy when used

SONIC SALVO

Sonic Storm's ammo is increased by [3]►[4][5][6]
and maximum duration is increased by [5]►[10][15][20].

Energy refund for ammo remaining still caps at 40 maximum.

JUGGERNAUT

Damage resistance while BUNKERED is increased to [55%]►[60%][65%][70%].

While BUNKERED, enemies that melee you are Stumbled.

BONE CONDUCTOR

Soundwave projectile penetration increased by [15]►[20][25][30].

CLEAR THE AREA

Equip explosion radius is increased by [50%]►[60%][70%][80%].

JUGGERNAUT

Damage resistance while BUNKERED is increased to [55%]►[60%][65%][70%].

While BUNKERED, enemies that melee you are Stumbled.

BONE CONDUCTOR

Soundwave projectile penetration increased by [15]►[20][25][30].

CLEAR THE AREA

Equip explosion radius is increased by [50%]►[60%][70%][80%].

WALL OF SOUND

Soundwave projectile size is increased by [35%]►[45%][55%][65%].

HIGH FREQUENCY

Soundwave projectile size and damage is decreased by 25%, but fire rate is increased and ammo is increased by [2]►[3][4][5].

Energy refund for ammo remaining still caps at 40 maximum.

WALL OF SOUND

Soundwave projectile size is increased by [35%]►[45%][55%][65%].

HIGH FREQUENCY

Soundwave projectile size and damage is decreased by 25%, but fire rate is increased and ammo is increased by [2]►[3][4][5].

Energy refund for ammo remaining still caps at 40 maximum.

FORTIFY

Activating Sonic Storm repairs [25%]►[30%][35%][40%] armor integrity.

STABILIZE

While BUNKERED, you move 30% slower but soundwave projectile damage is increased by [15%]►[20%][25%][30%].

MOBILIZE

Movement speed while BUNKERED is increased to [115%]►[120%][125%][130%] base movement speed.

FORTIFY

Activating Sonic Storm repairs [25%]►[30%][35%][40%] armor integrity.

STABILIZE

While BUNKERED, you move 30% slower but soundwave projectile damage is increased by [15%]►[20%][25%][30%].

MOBILIZE

Movement speed while BUNKERED is increased to [115%]►[120%][125%][130%] base movement speed.

THROWABLE

LVL 28

LVL 22

LVL 16

LVL 10

LVL 4

SECOND TIME AROUND

Bouncing Betty launches a second fragmentation component after a short delay but deals [30%]►[20%][10%][0%] reduced damage.

HEATED EXCHANGE

Fragment projectiles deal Heat damage instead of Ballistic.

Fragment projectile damage is increased by [55%]►[65%][85%][100%].

SCRAP HEAP

Bouncing Betty leaves behind scrap that lasts
for [5]►[10][15][20] seconds.

Interacting with scrap will collect it to restore 1 Bouncing Betty ammo.

SECOND TIME AROUND

Bouncing Betty launches a second fragmentation component after a short delay but deals [30%]►[20%][10%][0%] reduced damage.

HEATED EXCHANGE

Fragment projectiles deal Heat damage instead of Ballistic.

Fragment projectile damage is increased by [55%]►[65%][85%][100%].

SCRAP HEAP

Bouncing Betty leaves behind scrap that lasts
for [5]►[10][15][20] seconds.

Interacting with scrap will collect it to restore 1 Bouncing Betty ammo.

CAPACITY INCREASE

Throwable carrying capacity is increased by 1

CAPACITY INCREASE

Throwable carrying capacity is increased by 1

DISMEMBER THE DAY

Increase amount of fragment projectiles by [3]►[4][5][6].

SUPER SHREDDER

Bouncing Betty fragmentation component's explosion applies [55%]►[70%][85%][100%] Knockdown affliction.

DISMEMBER THE DAY

Increase amount of fragment projectiles by [3]►[4][5][6].

SUPER SHREDDER

Bouncing Betty fragmentation component's explosion applies [55%]►[70%][85%][100%] Knockdown affliction.

CAPACITY INCREASE

Throwable carrying capacity is increased by 1

CAPACITY INCREASE

Throwable carrying capacity is increased by 1

GROUNDED

Bouncing Betty fragmentation component's explosion applies [120]►[160][190][210] Knockdown affliction.

CHAOS THEORY

Bouncing Betty fragment projectiles gain [+5]►[+10][+15][+20] penetration and last for an additional 0.5 seconds

PROXIMITY MINE

Bouncing Betty's lifetime is set to [10]►[15][20][25] seconds and will only explode if an enemy moves close to it.

GROUNDED

Bouncing Betty fragmentation component's explosion applies [120]►[160][190][210] Knockdown affliction.

CHAOS THEORY

Bouncing Betty fragment projectiles gain [+5]►[+10][+15][+20] penetration and last for an additional 0.5 seconds

PROXIMITY MINE

Bouncing Betty's lifetime is set to [10]►[15][20][25] seconds and will only explode if an enemy moves close to it.

PASSIVES

LVL 26

LVL 26

LVL 20

LVL 20

LVL 14

LVL 14

LVL 8

LVL 2

CHAIN REACTION

Killing an enemy with Heat damage or explosions has a [20%]►[22%][28%][30%] chance to cause that enemy to explode, dealing 250 Heat damage.

RALLY BEACON

Killing enemies grants stacks of RALLY.

RALLY: at [24]►[22][18][15]
stacks, consume all stacks to place a Rally beacon. Rally beacons last for 20 seconds and cause all allies within their radius to deal 25% increased weapon damage.

INNER RAGE

Taking damage increases weapon damage by [20%]►[25%][30%][35%]
and bash damage by [50%]►[60%][70%][80%] for 5 seconds.

CHAIN REACTION

Killing an enemy with Heat damage or explosions has a [20%]►[22%][28%][30%] chance to cause that enemy to explode, dealing 250 Heat damage.

RALLY BEACON

Killing enemies grants stacks of RALLY.

RALLY: at [24]►[22][18][15]
stacks, consume all stacks to place a Rally beacon. Rally beacons last for 20 seconds and cause all allies within their radius to deal 25% increased weapon damage.

INNER RAGE

Taking damage increases weapon damage by [20%]►[25%][30%][35%]
and bash damage by [50%]►[60%][70%][80%] for 5 seconds.

SCATTER PLOT

Shotguns have [+2]►[+3][+4][+5] pellet count and +25% weapon spread.

FULL BLAST

Radius for explosive weapons is increased by [30%]►[40%][50%][60%].
Self-damage from explosive weapons is reduced by 80%.

Stream size for beam and spray weapons is increased by [20%]►[40%][60%][80%].

SCATTER PLOT

Shotguns have [+2]►[+3][+4][+5] pellet count and +25% weapon spread.

FULL BLAST

Radius for explosive weapons is increased by [30%]►[40%][50%][60%].
Self-damage from explosive weapons is reduced by 80%.

Stream size for beam and spray weapons is increased by [20%]►[40%][60%][80%].

BLEED FOR SPEED

Killing enemies grants [20%]►[25%][30%][35%] increased movement speed for 2.5 seconds.

MAN OF STEEL

Maximum armor integrity is increased by [20%]►[30%][40%][50%]. While you have armor, small enemies will be Stumbled when they attempt to grab you.

BLEED FOR SPEED

Killing enemies grants [20%]►[25%][30%][35%] increased movement speed for 2.5 seconds.

MAN OF STEEL

Maximum armor integrity is increased by [20%]►[30%][40%][50%]. While you have armor, small enemies will be Stumbled when they attempt to grab you.

FIRST CONTACT

Deal [20%]►[25%][30%][35%] increased weapon damage to enemies the first time you deal damage to them.

HOLE PUNCH

Weapon penetration power is increased by [5]►[10][15][20]. Does not apply to spray and beam-type weapons.

MAJOR DAMAGE

Deal [10%]►[15%][20%][25%] increased weapon damage and [20%]►[30%][40%][50%] increased Stumble to nearby enemies.

FIRST CONTACT

Deal [20%]►[25%][30%][35%] increased weapon damage to enemies the first time you deal damage to them.

HOLE PUNCH

Weapon penetration power is increased by [5]►[10][15][20]. Does not apply to spray and beam-type weapons.

MAJOR DAMAGE

Deal [10%]►[15%][20%][25%] increased weapon damage and [20%]►[30%][40%][50%] increased Stumble to nearby enemies.

REPAIRMAN

Using a tool repairs armor integrity up to a maximum of [20]►[23][26][32] each round. Different tools repair different amounts of armor integrity when used.

TOOL UP

Killing enemies grant stacks of TOOL UP. Different tools gain stacks at different rates. Swapping tools at the trader resets all stacks.

TOOL UP : at [100]►[96][90][88] stacks, consume all stacks to refill 1 tool ammo.

REPAIRMAN

Using a tool repairs armor integrity up to a maximum of [20]►[23][26][32] each round. Different tools repair different amounts of armor integrity when used.

TOOL UP

Killing enemies grant stacks of TOOL UP. Different tools gain stacks at different rates. Swapping tools at the trader resets all stacks.

TOOL UP : at [100]►[96][90][88] stacks, consume all stacks to refill 1 tool ammo.

30

ENGINEER

Ballistic Damage

BOUNCING BETTY

Throwable of choice is the Bouncing Betty, with avenues for stumble and penetration damage.

Ballistic Damage

BOUNCING BETTY

Throwable of choice is the Bouncing Betty, with avenues for stumble and penetration damage.

Sound Wave Damage

SONIC STORM

The power suit gadget called Sonic Storm, unleashes devastating Sound Wave damage to quickly dispatch small Zeds and defend against larger ones.

Sound Wave Damage

SONIC STORM

The power suit gadget called Sonic Storm, unleashes devastating Sound Wave damage to quickly dispatch small Zeds and defend against larger ones.

The Engineer is a blend of tech and heavy firepower. With multiple options of heavy hitting weapons and synergistic tool options to help sway the battlefield, makes the Engineer a solid choice for eliminating Zeds in mass. Too many music jokes will get you into trebles though.

The Engineer is a blend of tech and heavy firepower. With multiple options of heavy hitting weapons and synergistic tool options to help sway the battlefield, makes the Engineer a solid choice for eliminating Zeds in mass. Too many music jokes will get you into trebles though.

ENGINEER

ENGINEER