“An explosion is the ultimate form of mechanical advantage, so its no big surprise that the skills of the Dwarf Engineer extend well along these lines. From guns to grenades, he is a deadly ranged combatant who will pelt you with lead from afar and blast you to bits as you close in. The Engineer offers an outstanding blend of flexible firepower which makes him a truly deadly and clever combatant.”

Class Statistics

Difficulty 40%
Versatility 95%
Mobility 75%

Class Information

Archetype: Ranged DPS

Special Mechanic: Mechanical Gadgets

Class Details: Engineers are defensive ranged fighters who specialize in gadgets and black powder weapons. The engineer’s many mechanical aids include turrets and traps, which allow them to prepare the battlefield for either an offensive ambush or a strategic defense.

As an Engineer, the heart of your job is to rain destruction on the heads of your enemies. Like other ranged combatants, you prefer to avoid the frontline. However, unlike most other ranged classes, you reach the peak of your power at a relatively short range. You must maneuver wisely, positioning yourself so that you can strike at your target without exposing yourself to their attacks. You are a capable melee fighter, and you can strike at extended range, but your best attacks – grenades, blunderbusses, artillery bombardment, and more – require a closer position.

Career Masteries


The Dwarfs first discovered the secrets of black powder, and no one can rival them when it comes to putting it to good use. Armed with guns, grenades, and gadgets, the Engineers often prepare traps and ambushes throughout the battlefield before the fight begins, and then quickly dispatch any surviving enemies from a safe distance.

Crossbows were good and fine, but nowadays, a gun is better – and if a gun is good, then an automated self-aiming gyro-mounted gun turret with a cyclic grenade feeder and napalm canister is even better yet! An Engineer has gadgets and gizmos to suit any situation, and is virtually an entire battle line on his own.

engineer final 4

Path Of The Rifleman

This path focuses on long-range attacks, and taking your time with carefully aimed precision shots. A master of this path prefers to stand back away from the hectic front lines of battle, and dispatch his enemies quickly and cleanly from behind defensive cover.

Path of The Grenadier


This mastery is primarily focused on grenades and bombs, powerful explosives which may be quickly tossed into the middle of a fray to wreak havoc on enemies. While their effective range may be shorter than a gun’s – after all, Dwarf arms aren’t exactly build to throw for distance – grenades make up for this through sheer stopping power and swift arming times.

Path of The Tinkerer

A specialist in this path is concerned mainly with his deploy-able constructs, preferring to fight from near the safety of his turrets while he lays out his foes with swings of his heavy steel wrench. Master tinkerers have also been known to use additional deploy-able devices above and beyond turrets as well, and many are the Engineers who’ve been banned for life from a blacksmith’s forge after trying to test and improve the heat thresholds of land mines.

Important Stats

As an engineer you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points. 

Ballistics: Increase your damage with all skills and reduce the chance to be dodged.

Weapons Skill: Increases your armor penetration and parry. You need armor penetration when playing the path of rifleman and parry is a good defensive stat against melee enemies.Only needed for path of Rifleman & Tinker Builds)

Critical Chance: Increases your chance to deal critical damage ( not the amount). 

Wounds: Increases your overall HP. You can never have enough HP.

Acquiring Gear

There are many ways to get gear:

  1. Open RvR:  The gear and weapons you get here are for your main spec.
  2. During RvR: when you kill or lock a zone you will be given medallions according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes. 
  3. Scenarios: The gear and weapons you get here are some of the best weapons in game. You gain emblems at the end of every scenario and then you trade the emblems in the vendors in altdorf or inevitable city for your gear and weapons.
  4. Tome Unlocks: The tome is the book on your menu bar. In there you can do some like achievements i.e kill 100 orcs and get an unlock or get 3 items from a creature and then you trade that for a token in the library in altdorf or inevitable city and then that token in a jewel. There are some nice sets to see. Have a look in the useful links section.
  5.  Tier 4 epic quests: There is one epic quest story line in every area, and once you complete them you are given a choice of 1 item.
  6.  Dungeons & Lairs: Some Dungeons and Lairs can provide some good gear, weapons and jewels as you level up and or for end game. Changes in locations and ways to get end tier gear are happening constantly. Try and keep and eye on game forums.

Engineering Turrets


Gun Turret

  • Improvised Upgrades improves your range, will stack when you are within 20 feet, and that of your turret, by 5% per stack up to 5 stacks, to a max of 25% extra range.
  • De-buffs the target for 990 Armour .
  • Attacks twice/sec.

Bombardment Turret

  • Improvised Upgrades will stack when you are within 40 feet of your turret (up from 30ft), and while between 41 to 80 feet of your turret, you will neither gain nor lose Improvised Upgrades stacks.
  • Provided you have at least one Improvised Upgrades stack, you can use Path of the Grenadier skills while moving.
  • Each stack shortens the duration and tick interval of Path of the Grenadier and Path of the Tinkerer DoTs by approximately 4% per stack to a maximum of 35%.
  • Turret has AOE attacks .

    Flame Turret

  • Improvised Upgrades will improve your change to Dodge and Disrupt by 4% per stack to a max of 32%, and also increases your turret’s chance to Dodge and Disrupt by 8% per stack to a maximum of 64%.
  • Provided you have at least one Improvised Upgrades stack, you can use Path of the Grenadier skills while moving.
  • Stacks increase the radius of any of your AOE abilities on skills by 6.25% per stack to a max of 50%, increase your AOE cap by 2 per stack, but reduce your cast range by 5% per stack to a minimum of 60%.

Changes in ROR

  • Strafing Run is the 13pt ability in Path of the Rifleman 
  • Napalm Grenade radius extended to meet its visual effects 
  • Morale 2 ability Unshakable Focus removed 
  • Phosphorous Shells are now an AOE channel spell , is the 9pt ability in Path of the Grenadier, 
  • Snipe is the 9pt ability in the Path of the Rifleman
  • Land Mine staggers for 5s (up from 3s)
  • Extra Powder now extends the radius of Phosphorous Shells by 50% (bringing it from 20ft base to 30ft with the tactic) 
  • The Gun Turret ability Machine Gun hits every second rather than every half second. Damage is doubled.
  • Turrets grant up to 8 Improvised Upgrades stacks every 2s when within 30ft of your turret. Damage is increased by 5% per stack for a max of 40% damage. 4 stacks of Improvised Upgrades are lost when a turret is destroyed for any reason. All stacks of Improvised Upgrades are lost when a turret of a different type than the last is constructed.

Changes in ROR are happening constantly and its hard to keep up with them all. Stay updated by following the news and patch notes: 



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