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The Keg

Target a location to deal 90 / 160 / 230 / 300 Magic Damage and a 1.6 / 1.9 / 2.2 / 2.5 second Stun in an area around that position.

Units hit with this ability are pushed away from the impact. Engineer can be pushed himself, but not damaged or Stunned.

Steam Turret

Click and drag cursor to create a turret that shoots in a cone for 5 seconds. Deals 14 / 18 / 22 / 26 Magic Damage and pushes enemies away for 15 / 25 / 35 / 45 units per bullet hit (both with diminishing effects per bullet). Slows Movement Speed for 2.5 / 3 / 3.5 / 4% per bullet, for a max of 25 / 30 / 35 / 40% Movement Speed Slow.

Spider Mines

Target a position to place a Spider Mine there. Up to 3 / 3 / 4 / 5 Spider Mines may be placed at once, each dealing 120 / 180 / 270 / 360 Magic Damage (0.7x to non-hero units). Detonates upon its initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x damage if used in this manner.

Consume one charge to place a mine. Up to
1 / 2 / 3 / 4 charges may be stored, refreshing every 15 seconds.

Spider mines are stealthed and appear when an enemy comes near them, chasing them for up to 3 seconds. Each mine grants vision around itself. Does not block neutrals from respawning.

Energy Field

Activate to create an Energy Field for 6 / 8 / 10 seconds. Deals 50 / 75 / 100 Magic Damage per second.

Enemies who enter or exit the Field have their
Buffs purged and take 100 True Damage and a 2 second Silence & Perplex with a tapering 100% Movement Speed Slow.

Staff Effect: Energy Field can now be thrown up to 800 units away (can double-activate to cast at your position instead). Energy Field now procs its effects immediately upon spawning. Now also deals 1.5% of the enemy hero's Max Health per second as Magic Damage.

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.

Ward of Revelation

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

Ophelia's Pact

Gives you a quest with a few objectives, rewards upon completion.

Orb of Zamos

Buffs you and a nearby ally with speed.

ESSENTIAL

Bound Eye

Reveals stealth around the wielder.
Drops upon wielder's death.

Tome of Elements

Grants Experience to its user.
10-minute refresh time

Grave Locket

Collects gold and experience from an ally's kills.

Ioyn Stone

A stone that can copy the essence of a Rune to use on other Allies later.

Ring of the Teacher

Grants a minor Armor and mana regeneration aura.

Sacrificial Stone

Reduces respawn time.
Boosts Healing, Heals on Death

Soultrap

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

Striders

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

OFFENSIVE

Arcane Bomb

Deals damage to non-hero units.

Dreamcatcher

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

Jade Spire

Bonus Cast Range

Lex Talionis

Lowers both yours and target's Armor.

Kuldra's Sheepstick

50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.

Portal Key

Grants the ability to teleport short distances.

Sand Scepter

Immobilizes enemies & dispels

Spiked Bola

Cast to Disarm an enemy.

DEFENSIVE

Astrolabe

Activate to heal nearby allies.

Energizer

Activate to grant 50 Movement Speed and 25 Attack Speed to nearby allies for 6 seconds.

Stormspirit

Cast to envelop the target hero in an invulnerable cyclone for 2 seconds.

Nome's Wisdom

Magic Armor Modifier
Grants a mana regen and healing aura.

Tablet of Command

Cast on a player-controlled unit to push it in the direction it's facing. Interrupts channeling.

Restoration Stone

Upon activation, resets the cooldown of all abilities and items.

Puzzlebox

Use to summon two minions. Melee minion Reveals stealth.
Can be upgraded 2 times.

Void Talisman

Activation Modifier
Grants physical immunity but Disarms yourself.

The Keg

Target a location to deal 90 / 160 / 230 / 300 Magic Damage and a 1.6 / 1.9 / 2.2 / 2.5 second Stun in an area around that position.

Units hit with this ability are pushed away from the impact. Engineer can be pushed himself, but not damaged or Stunned.

LVL 1

Spider Mines

Target a position to place a Spider Mine there. Up to 3 / 3 / 4 / 5 Spider Mines may be placed at once, each dealing 120 / 180 / 270 / 360 Magic Damage (0.7x to non-hero units). Detonates upon its initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x damage if used in this manner.

Consume one charge to place a mine. Up to
1 / 2 / 3 / 4 charges may be stored, refreshing every 15 seconds.

Spider mines are stealthed and appear when an enemy comes near them, chasing them for up to 3 seconds. Each mine grants vision around itself. Does not block neutrals from respawning.

LVL 2

Spider Mines

Target a position to place a Spider Mine there. Up to 3 / 3 / 4 / 5 Spider Mines may be placed at once, each dealing 120 / 180 / 270 / 360 Magic Damage (0.7x to non-hero units). Detonates upon its initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x damage if used in this manner.

Consume one charge to place a mine. Up to
1 / 2 / 3 / 4 charges may be stored, refreshing every 15 seconds.

Spider mines are stealthed and appear when an enemy comes near them, chasing them for up to 3 seconds. Each mine grants vision around itself. Does not block neutrals from respawning.

LVL 3

Steam Turret

Click and drag cursor to create a turret that shoots in a cone for 5 seconds. Deals 14 / 18 / 22 / 26 Magic Damage and pushes enemies away for 15 / 25 / 35 / 45 units per bullet hit (both with diminishing effects per bullet). Slows Movement Speed for 2.5 / 3 / 3.5 / 4% per bullet, for a max of 25 / 30 / 35 / 40% Movement Speed Slow.

LVL 4

Spider Mines

Target a position to place a Spider Mine there. Up to 3 / 3 / 4 / 5 Spider Mines may be placed at once, each dealing 120 / 180 / 270 / 360 Magic Damage (0.7x to non-hero units). Detonates upon its initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x damage if used in this manner.

Consume one charge to place a mine. Up to
1 / 2 / 3 / 4 charges may be stored, refreshing every 15 seconds.

Spider mines are stealthed and appear when an enemy comes near them, chasing them for up to 3 seconds. Each mine grants vision around itself. Does not block neutrals from respawning.

LVL 5

Energy Field

Activate to create an Energy Field for 6 / 8 / 10 seconds. Deals 50 / 75 / 100 Magic Damage per second.

Enemies who enter or exit the Field have their
Buffs purged and take 100 True Damage and a 2 second Silence & Perplex with a tapering 100% Movement Speed Slow.

Staff Effect: Energy Field can now be thrown up to 800 units away (can double-activate to cast at your position instead). Energy Field now procs its effects immediately upon spawning. Now also deals 1.5% of the enemy hero's Max Health per second as Magic Damage.

LVL 6

Spider Mines

Target a position to place a Spider Mine there. Up to 3 / 3 / 4 / 5 Spider Mines may be placed at once, each dealing 120 / 180 / 270 / 360 Magic Damage (0.7x to non-hero units). Detonates upon its initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x damage if used in this manner.

Consume one charge to place a mine. Up to
1 / 2 / 3 / 4 charges may be stored, refreshing every 15 seconds.

Spider mines are stealthed and appear when an enemy comes near them, chasing them for up to 3 seconds. Each mine grants vision around itself. Does not block neutrals from respawning.

LVL 7

The Keg

Target a location to deal 90 / 160 / 230 / 300 Magic Damage and a 1.6 / 1.9 / 2.2 / 2.5 second Stun in an area around that position.

Units hit with this ability are pushed away from the impact. Engineer can be pushed himself, but not damaged or Stunned.

LVL 8

The Keg

Target a location to deal 90 / 160 / 230 / 300 Magic Damage and a 1.6 / 1.9 / 2.2 / 2.5 second Stun in an area around that position.

Units hit with this ability are pushed away from the impact. Engineer can be pushed himself, but not damaged or Stunned.

LVL 9

The Keg

Target a location to deal 90 / 160 / 230 / 300 Magic Damage and a 1.6 / 1.9 / 2.2 / 2.5 second Stun in an area around that position.

Units hit with this ability are pushed away from the impact. Engineer can be pushed himself, but not damaged or Stunned.

LVL 10

Energy Field

Activate to create an Energy Field for 6 / 8 / 10 seconds. Deals 50 / 75 / 100 Magic Damage per second.

Enemies who enter or exit the Field have their
Buffs purged and take 100 True Damage and a 2 second Silence & Perplex with a tapering 100% Movement Speed Slow.

Staff Effect: Energy Field can now be thrown up to 800 units away (can double-activate to cast at your position instead). Energy Field now procs its effects immediately upon spawning. Now also deals 1.5% of the enemy hero's Max Health per second as Magic Damage.

LVL 11

Steam Turret

Click and drag cursor to create a turret that shoots in a cone for 5 seconds. Deals 14 / 18 / 22 / 26 Magic Damage and pushes enemies away for 15 / 25 / 35 / 45 units per bullet hit (both with diminishing effects per bullet). Slows Movement Speed for 2.5 / 3 / 3.5 / 4% per bullet, for a max of 25 / 30 / 35 / 40% Movement Speed Slow.

LVL 12

Steam Turret

Click and drag cursor to create a turret that shoots in a cone for 5 seconds. Deals 14 / 18 / 22 / 26 Magic Damage and pushes enemies away for 15 / 25 / 35 / 45 units per bullet hit (both with diminishing effects per bullet). Slows Movement Speed for 2.5 / 3 / 3.5 / 4% per bullet, for a max of 25 / 30 / 35 / 40% Movement Speed Slow.

LVL 13

Steam Turret

Click and drag cursor to create a turret that shoots in a cone for 5 seconds. Deals 14 / 18 / 22 / 26 Magic Damage and pushes enemies away for 15 / 25 / 35 / 45 units per bullet hit (both with diminishing effects per bullet). Slows Movement Speed for 2.5 / 3 / 3.5 / 4% per bullet, for a max of 25 / 30 / 35 / 40% Movement Speed Slow.

LVL 14

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 15

Energy Field

Activate to create an Energy Field for 6 / 8 / 10 seconds. Deals 50 / 75 / 100 Magic Damage per second.

Enemies who enter or exit the Field have their
Buffs purged and take 100 True Damage and a 2 second Silence & Perplex with a tapering 100% Movement Speed Slow.

Staff Effect: Energy Field can now be thrown up to 800 units away (can double-activate to cast at your position instead). Energy Field now procs its effects immediately upon spawning. Now also deals 1.5% of the enemy hero's Max Health per second as Magic Damage.

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