Engineer

Escaped : ..and so he left, with newfound inspirations.
Vanished : ..and so he vanished, unable to explain what his eyes had seen.

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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

 Proc Coefficient
 Description
 * Can sprint while charging (start charging and then sprint, needs to be repeated for every attack).

Secondary

 Cooldown
 Proc Coefficient
 Description
 * 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.

 Cooldown
 Proc Coefficient
 Description
 * 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

 Cooldown
 Description
 * .
* 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.

 Cooldown
 Proc Coefficient
 Description
 * 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. 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. Even if there were targets acquired, no charges will deplete and no harpoons will fire.

Special

 Cooldown
 Proc Coefficient
 Description
 * 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 . Additional stacks of the Lysate Cell do not grant additional turrets.

 Cooldown
 Proc Coefficient
 Description
 * 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 has no damage falloff and inflicts .
* 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 . 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 , 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 Turrent 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 , , , , , and .
* Turrets *will* inherit Engineer's equipment, as well as any items that modify skill slots:
	+ The  replace the turrets' primary attack with . 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  and  will be passed on to the turrets, but since they have no secondary or utility skill, the items have no effect.
	+ The  allows the turrets to throw shurikens for extra damage and range. This also gives them an easy way to activate , , and , giving them a significant damage boost.
	+ Likewise, the turrets cannot use their inherited equipment unless it has a passive effect (even with ).
		- If Engineer has Elite equipment, the Turrets themselves will also become Elites.
* The TR12 Gauss Auto-Turrets and TR58 Carbonizer Turrets have almost identical damage output and proc rate, making on-hit items like the  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  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.  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  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  allows for nearly 100% uptime of Bubble Shield.
* The Bubble Shield can be used to avoid the  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  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  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/ combo, they should use alternative forms of healing such as  or .
	+ Acquiring , , and as many  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  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 , , , , etc.) as well as some healing items for the early game (like ) 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  and enough  to reach guaranteed critical strike chance, preferably with a  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,  might be useful when they haphazardly charge into enemies. The  and a few  or  can additionally benefit the haphazard behavior of the Carbonizer turrets.
* Both turrets greatly benefit from , 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  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 .
* Engineer does not gain gold when his turrets are hit if they have the.
* Both turrets benefit from the  and have a good chance of stacking multiple Elite buffs at at time.
	+ This may backfire upon killing an  or  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  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  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  equipment synergy, however.
* Players should be aware that their turrets' kills don't count toward the user's  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  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 . However, they will *not* summon their own   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

* 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  and  now also inherit your equipment. They won’t activate it, but they will hold it.
	+ now have slight anti-gravity.
* Bug Fixes
	+ Engi  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  not working on Engi

PC Early Access Patch (Build ID No.4892828)
* Bug Fixes
	+ Fix  from stacking with Engineer Turrets
	+ Fix an issue that caused the / cooldown to restart when opening the  target menu
	+ Fix the  being reset by

Early Access Artifacts Content Update
* Major Content
	+ Added New Skill Variant:
		- Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
	+ Added New Skin:   Engineer Skin
	+ Added New Engineer Challenge:
	+ Added New Engineer Challenge:   Engineer Mastery
* Gameplay Changes
	+ Add 1 new Skill Variant
	+ Add 1 new Skin
	+ 🌧 Update animations on falling, landing, sprinting, walking and jumping
	+ - 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  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
	+ - 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:
		- Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
	+ Added New Skill Variant:
		- 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.
* Gameplay Changes
	+ 🌧︎  now flashes before it expires
	+ 🌧︎ Update :
		- 🌧︎ 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
* 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  Turret skill drivers to fix their AI not working sometimes
	+ **[Community Found]** Fix  being able to sometimes get more than 2 turrets
	+ **[Community Found]** Remove typo in  description

## Gallery

* Default
* 32 EOD Tech

## 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.