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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

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PRO guide by PRO "MeatPowers"

STARTING

Health Potion

Use to heal target 400 Health over 10 seconds.

Wind Whistle

15 Movement Speed

ESSENTIAL

Riftshards

Grants a chance to deal critical strikes on attack.
Can be upgraded 3 times.

Ghost Marchers

Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.

Symbol of Rage

Lifesteal Modifier
Use to temporarily grant massive lifesteal.

Thunderclaw

Lightning Modifier
Unleash an AOE every few attacks.

Nullfire Blade

Mana Combustion Modifier
Burns enemy mana and slows.
Can be upgraded 2 times.

Shieldbreaker

Reduces enemy Armor on attack.
Can be upgraded 2 times.

Punchdagger

9 Damage

Soulscream Ring

3 Strength
6 Agility
3 Intelligence

OFFENSIVE

Bloodborne Maul

35 Strength
Gain Bonus Damage when taking damage.

Wingbow

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

Hypercrown

Lightning Modifier
Chain Lightning
Electric Jolt buff

Geometer's Bane

Firebrand Modifier
Activate to dispel and create two illusions of yourself.

Null Stone

Periodically blocks single-target abilities.

Genjuro

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

Spell Sunder

Dealing Magic Damage causes additional damage based on target's health.

Savage Mace

Grants a chance to Mini-Stun on attack.
Grants True Strike

DEFENSIVE

Corrupted Sword

Can be consumed to permanently gain damage.

Master's Legacy

Boosts the abilities of an ally hero.
Gain bonus Stats when obtained

Kuldra's Sheepstick

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

Portal Key

Grants the ability to teleport short distances.

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

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 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

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 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

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 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