Explosives
Explosives is a trait line for the engineer that focuses on use of explosives, especially when using Bomb Kit, Grenade Kit, and Throw Mine.
Per point: Power +10 Condition Duration +1%
| Tier | Name | Description |
| Adept | Evasive Powder Keg | Creates a bomb when you dodge. |
| Master | Reserve Mines | Release a number of timed mines when your health reaches 25%. |
| Grandmaster | Steel-Packed Powder | Explosions cause vulnerability for 5 seconds. |
| Adept | Acidic Elixirs | Thrown elixirs cause damage when they land. |
| Adept | Shrapnel | Explosions have a 6% chance to cause bleeding. |
| Adept | Forceful Explosives | Bombs and mines have a larger explosion radius. |
| Adept | Empowering Adrenaline | Get a 5% damage bonus when endurance is not full. |
| Adept | Incendiary Powder | 33% chance to burn for 2 seconds on critical hits. |
| Adept | Exploit Weakness | Apply a 5 second cripple to foes you hit when they are below 25% health (15-second cooldown). |
| Master | Explosive Powder | Improves damage from explosions by 10%. |
| Master | Short Fuse | Reduces recharge for bombs and grenades by 20%. |
| Master | Accelerant-Packed Turrets | Turrets explode when killed. When your turrets explode, they push back foes. |
| Master | Enhance Performance | Gain 3 stacks of might for 15 seconds when you use a heal skill. This effect cannot trigger more than once every 10 seconds. |
| Grandmaster | Grenadier | You throw grenades 25% farther, and you throw an extra grenade with each grenade kit skill. |
| Grandmaster | Autodefense Bomb Dispenser | Drop a smoke bomb whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect cannot trigger more than once every 60 seconds. |
Firearms
Firearms is a trait line for the engineer that focuses on use of pistols, rifles and the flamethrower.
Per point: Precision +10 Condition Damage +10
| Tier | Name | Description |
| Adept | Sharpshooter | 30% chance to cause bleeding for 3 seconds on critical hits. |
| Master | Target the Weak | 10% increased critical-hit chance against foes with less than 50% health. |
| Grandmaster | Target the Maimed | 5% increased damage against bleeding foes. |
| Adept | Knee Shot | Cripple targets for 5 seconds whenever you immobilize them. |
| Adept | Sitting Duck | Deal 5% extra damage to immobilized foes. |
| Adept | Infused Precision | 50% chance to gain swiftness for 5 seconds on critical hits. This effect cannot trigger more than once every 5 seconds. |
| Adept | Rifled Barrels | Improves rifle, pistol, harpoon gun, and elixir gun range. |
| Adept | Precise Sights | 50% chance to cause vulnerability on critical hits |
| Adept | Hair Trigger | Rifle, pistol, and harpoon gun skills recharge 20% faster. |
| Master | Napalm Specialist | Burns you apply last 20% longer. |
| Master | Fireforged Trigger | Flamethrower and elixir gun skills recharge 20% faster. |
| Master | Rifle Mod | Improves damage for the rifle and harpoon gun by 10%. |
| Master | Go for the Eyes | Critical hits with the rifle have a 50% chance to inflict blindness for 5 seconds. This effect cannot trigger more than once every 10 seconds. |
| Grandmaster | Juggernaut | You move 50% slower while wielding the flamethrower, but gain stability and 200 toughness. |
| Grandmaster | Coated Bullets | Pistol shots pierce. |
Inventions
Inventions is a general trait line for the engineer that focuses on improving turrets and defensive tactics.
Per point: Toughness +10 Healing Power +10
| Tier | Name | Description |
| Adept | Low Health Response System | Gain regeneration for 10 seconds when you are attacked while under 25% health. |
| Master | Automated Medical Response | All heal skills recharge when health reaches 25% (90 second cooldown). |
| Grandmaster | Performance Enhancement | 10% of healing is given as a bonus to power. |
| Adept | Protective Shield | Gain protection for 3 seconds when you are hit with a critical attack 20 second cooldown. [sic] |
| Adept | Explosive Descent | Release a barrage of grenades when you take falling damage. Take 50% less damage from falling. |
| Adept | Metal Plating | Reduces damage dealt to turrets by 30%. |
| Adept | Stabilized Armor | You take 5% less damage when your endurance is full. |
| Adept | Energized Armor | 5% of your toughness is converted to power. |
| Adept | Cloaking Device | You become invisible when immobilized. |
| Master | Reinforced Shield | Gain 90 toughness while holding a shield and shield skills recharge 20% faster. |
| Master | Power Shoes | 10% faster movement speed in combat. |
| Master | Elite Supplies | The Supply Crate has extra supplies, Elixir X lasts longer, and Mortar has increased range. |
| Master | Autotool Installation | Turrets are self-repairing. |
| Grandmaster | Elixir-Infused Bombs | Bomb explosions heal allies. |
| Grandmaster | Rifled Turret Barrels | Turrets deal 15% more damage and have a longer attack range. |
Alchemy
Alchemy is a trait line for the engineer that focuses on use of elixirs and manipulating of conditions.
Per point: Vitality +10 Boon Duration +1%
| Tier | Name | Description |
| Adept | Hidden Flask | Drink an Elixir B at 75% health. |
| Master | Transmute | 3% chance to convert incoming conditions into boons. |
| Grandmaster | Energy Conversion Matrix | Deal 1% extra damage for each boon on you. |
| Adept | Invigorating Speed | When you gain swiftness you gain 5 seconds of vigor. |
| Adept | Fast-Acting Elixirs | Elixir skills recharge 20% faster. |
| Adept | Acidic Coating | 20% chance to cause poison for 5 seconds when struck with a melee attack. This effect cannot trigger more than once every 10 seconds. |
| Adept | Self-Regulating Defenses | Drink an Elixir S at 25% health. This effect cannot trigger more than once every 90 seconds. |
| Adept | Blood Injection | 10% of vitality is converted into condition damage. |
| Adept | Protection Injection | Gain protection for 3 seconds whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger once every 5 seconds. |
| Master | Deadly Mixture | Deal 15% extra damage with a flamethrower or elixir gun. |
| Master | Potent Elixirs | Increases elixir durations by 20% |
| Master | Backpack Regenerator | Gain regeneration when using a kit. |
| Master | Cleaning Formula 409 | Throwing or consuming elixirs removes conditions from those affected. |
| Grandmaster | HGH | All elixirs give 20 seconds of might. |
| Grandmaster | Automated Response | Become immune to conditions when health is below 25%. |
Tools
Tools is a trait line for the engineer that focuses on use of utility kits and endurance
Per point: Critical Damage +1% Tool Belt Recharge Rate +1%
| Tier | Name | Description |
| Adept | Adrenaline Pump | Using toolbelt skills restore 10% of your endurance. |
| Master | Inertial Converter | When health reaches 25%, your tool belt skills recharge. |
| Grandmaster | Enduring Damage | Increases damage by 10% when endurance is full. |
| Adept | Always Prepared | Drop bandages and a flamethrower or elixir gun when downed. |
| Adept | Static Discharge | Discharge a bolt of lightning whenever you use a tool belt skill. |
| Adept | Speedy Gadgets | Gadgets recharge 20% faster. |
| Adept | Kit Refinement | Equipping a kit creates an attack or a spell. |
| Adept | Deployable Turrets | Turret skills use ground targeting. |
| Adept | Speedy Kits | Gain swiftness for 5 seconds when ever [sic] you equip a kit. This effect cannot trigger more then [sic] once every 5 seconds. |
| Master | Packaged Stimulants | Med Kit skills can be thrown. |
| Master | Power Wrench | The Throw Wrench and Smack skills heal turrets twice as fast, and cripple foes for 5 seconds. Tool kit skills recharge 20% faster. |
| Master | Scope | Gain 10% critical hit chance while standing still. |
| Master | Leg Mods | Move 10% faster while using an unarmed kit. |
| Grandmaster | Armor Mods | Gain 3 seconds of retaliation when critically hit. 25 second recharge. |
| Grandmaster | Adrenal Implant | 50% faster endurance regeneration. |

