Error - This is a list of what has happened / what has gone wrong!

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

when the matic buss

STARTING

Blight Stones

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

ESSENTIAL

Wingbow

Grants high agility, Evasion, and a different effect if Melee or Ranged.

Hypercrown

Lightning Modifier
Chain Lightning
Electric Jolt buff

Symbol of Rage

Lifesteal Modifier
Use to temporarily grant massive lifesteal.

Thunderclaw

Lightning Modifier
Unleash an AOE every few attacks.

Genjuro

Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.

Assassin's Shroud

Use to grant stealth for 11 seconds. Great for initiating and escaping.

Steamboots

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

Voltstone

Lightning Modifier
Unleash a Chain Lighting every few attacks.

OFFENSIVE

Staff of the Master

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

DEFENSIVE

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 1

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 2

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 3

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 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

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 7

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 8

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 9

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 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

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 12

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 13

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 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