Engineer
Data is potentially outdated | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.6.17.0 The current game version is 1.6.19.1 Notes: Add more info |
The Engineer is a playable Job.
“ | The one who harnesses the power of nature. | „ |
Description
Engineers have above-average construction and mechanic skills, but fixing complex mechanical devices is still usually out of their skill set. They are competent at fixing electrical devices however, and are the ones to turn to when the power grid starts failing.
Responsibilities
- Maintenance of electrical Installations.
- Operating the Nuclear Reactor.
- Fabrication of electrical items, devices and weapons.
Starting Skills
Skills that an Engineer starts with:
- Helm: 5-10
- Weapons: 15-25
- Mechanical: 25-35
- Electrical: 40-50
- Medical: 15-25
Starting Equipment
All Engineers start with the same equipment:
The Engineer has 2 loadouts, each with one of the Engineer's Uniforms:
Loadout #1
Loadout#2
Talents
Engineers Talents are very varied, they enable them to maintain the Sub better and quicker, and unlock them many recipes for advanced items.
The Weapons Engineer Specialization makes them the armorer of the team. It enables them to convert depleted Fuel Rods of any kind into Depleted Fuel which they can then use to fabricate various ammunition, tools or nuclear weapons, and ends with a recipe for the powerful Rapid Fissile Accelerator which uses Fuel Rods as ammo and deals huge amounts of damage and radiation sickness.
The Electrician Specialization focuses on making electrical maintenance much easier and quicker. It also makes the Engineer much more profficient at defending both themself and the Sub as a consequence of unlocking a recipe for the Arc Emitter which is easily capable of stunning whole swarms of Creatures both from inside of the sub, and while fighting outside.
The Physicist Specialization is defined mostly by a recipe for the Volatile Fulgurium Fuel Rods which have an astounding durability but emit lots of radiation, thankfully it also unlocks a recipe for the PUCS with a 90% Radiation Sickness resistance, which makes handling them much easier. It also greatly increases their offensive capabilities with Crowbars.
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Weapons Engineer | Electrician | Physicist | |||||||||||||
Military Applications Gain a bonus of 20 to Weapons. Unlock recipe: Depleted Fuel, Depleted Fuel Coilgun Ammunition Box. |
Grid Maintainer Unlock recipe: Handheld Electrical Monitor. Gain an additional 50% Repair Speed. |
Unstoppable Curiosity Force doors open 50% faster. Your attacks with Crowbars are 100% more powerful. | |||||||||||||
Arms Race Unlock recipe: Depleted Fuel SMG Magazine, Depleted Fuel Revolver Round. |
Heavy Hitter Unlock recipe: Hardened Wrench, Hardened Screwdriver, Hardened Crowbar, Hardened Diving Knife. |
Pyromaniac Inflict 25% more burning damage. Doubled when fighting against Ballast Flora. Unlock recipe: Flamer. |
Unlimited Power Battery Cells you fabricate are of 1 higher quality. Batteries and Supercapacitors have +10% capacity. |
Buzzin' Your reactor's Max Output is increased by 10%. |
Cruisin' Your reactor's Fuel Efficiency is increased by 20%. | ||||||||||
Weapon Artisan Weapons you fabricate are of 1 higher quality. |
Better Than New Electrical devices you've repaired deteriorate 30% slower. |
Danger Zone Have an additional 50% resistance to Radiation Sickness while wearing a Hazmat Suit. Unlock recipe: Volatile Fulgurium Fuel Rod. | |||||||||||||
Nuclear Option You can craft much cheaper Nuclear Shells and Nuclear Depth Charges, using non-spent Fuel Rods. Unlock recipe: Rapid Fissile Accelerator. |
Lightning Wizard If you have not been attacked for 10 seconds, the next melee attack against you has 80% less power, and your attacker is stunned for 4 seconds. Unlock recipe: Arc Emitter. |
Ph.D in Nuclear Physics Your attacks with Crowbars are 200% more powerful. Does not stack with Unstoppable Curiosity. Unlock recipe: PUCS. |
- Melodic Respite has a range of 6 meters.