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Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

INTRODUCTION

STARTING

Ward of Sight

Place to temporarily grant vision of the nearby area for 6 minutes.

Health Potion

Use to heal target 400 Health over 10 seconds.

Mana Potion

Use to regenerate target's Mana by 100 over 15 seconds.

Merrick's Bounty

Generates extra gold when not killing creeps

Minor Totem

1 Strength
1 Agility
1 Intelligence

Blight Stones

Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.

ESSENTIAL

Ward of Sight

Place to temporarily grant vision of the nearby area for 6 minutes.

Grave Locket

Collects gold and experience from an ally's kills.

Ward of Revelation

Place to temporarily Reveal stealth in the nearby area for 3 minutes.

Striders

Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.

OFFENSIVE

Staff of the Master

Boosts the abilities of many heroes. Check your ability tooltips for compatibility.

Lex Talionis

Lowers both yours and target's Armor.

Soultrap

Charge with hero deaths. Use charges to heal or damage.

DEFENSIVE

Astrolabe

Activate to heal nearby allies.

Shrunken Head

Activation Modifier Activate to temporarily grant complete immunity to Magic.

Abyssal Skull

Grants allied melee units a lifesteal aura.

Nome's Wisdom

Magic Armor Modifier
Grants a mana regen and healing aura.

Sacrificial Stone

Reduces respawn time.
Absorbs HP & Mana from enemy Spellcasts

Steamboots

Movement Modifier
60 Movement Speed. Can cycle between stat bonuses.

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 1

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 2

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 3

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 4

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 5

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 6

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 10 / 20 / 30 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 5 / 10 / 15 / 20 Magic Damage per second while active.

LVL 7

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 8

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 9

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 10

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 11

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 12

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 13

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 14

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 15

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 16

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 17

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 18

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 19

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 20

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 21

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 22

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 23

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 24

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 25