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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 [100]►[150]►[200]►[250] 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.
◆ Confuse interrupts enemies,
causing them to indiscriminately
attack other enemies.


REVERB PEDAL
Firing Sonic Storm generates a sound explosion that deals [100]►[150]►[200]►[250] 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.
◆ Confuse interrupts enemies,
causing them to indiscriminately
attack other enemies.


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.
◆ Stumble interrupts enemies,
causing them to stagger back in the
opposite direction.


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.
◆ Stumble interrupts enemies,
causing them to stagger back in the
opposite direction.


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 deals [55%]►[70%]►[85%]►[100%] increased damage.



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



SUPER SHREDDER
Bouncing Betty fragmentation component's explosion deals [55%]►[70%]►[85%]►[100%] increased damage.



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.
◆ Knockdown interrupts enemies,
causing them to fall down.



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.
◆ Knockdown interrupts enemies,
causing them to fall down.



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 [10%]►[20%]►[30%]►[40%].
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 [10%]►[20%]►[30%]►[40%].
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.
◆ Stumble interrupts enemies,
causing them to stagger back in the
opposite direction.


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.
◆ Stumble interrupts enemies,
causing them to stagger back in the
opposite direction.


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.
◆ Stumble interrupts enemies,
causing them to stagger back in the
opposite direction.


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.
◆ Stumble interrupts enemies,
causing them to stagger back in the
opposite direction.



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.