recursal/Fanatic-Fandom huggingface dataset:
Incessant Onslaught/Tooltip

5

Incessant Onslaught

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Uncommon

Passive

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5.5  **Attack Speed**
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**Unique Passive:** Reduces active cooldowns by 0.2 seconds per basic attack hit.
**Fully Upgraded Bonus:**
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Mana

**Mana** is a primary resource in Paragon. Most heroes in Paragon require Mana in order to use abilities. If a Hero doesn't have enough Mana to use an ability, then the ability will be unavailable to cast.

## Maximum Mana

Each hero has a maximum amount of mana they can have at a time. Every time a hero levels up, that maximum amount also increases, along with their current mana.

## Mana Regeneration

Each Hero regenerates mana over time. Mana Regeneration is a stat that can be changed. A high mana regeneration causes mana to regenerate quickly, while a low mana regeneration causes it to regenerate slowly. Usually, it's a rather low number, but gems and cards can be used to regenerate mana faster. While in the hero spawn, a hero's mana regeneration is increased dramatically, allowing them to max out on their mana in a matter of seconds.

Unlike Healing and Health Regen, Mana Regen has both flat and percentage increases. Percentage increases are always based on your Hero's Base Mana Regen, and will not be affected by any flat increases from abilities or Gems.

The formula governing Mana Regen is:

Mana Regen = Base Regen x (1 + Percent Regen) + Flat Regen

To show an example: if your Hero's Base Mana Regen was 3, you were at 50% Mana with the Mana Fountain Gem, and had 120% Mana Regen built it would look like this:

3 x (1 + 1.2) + 5 = 11.6

 Attack
Major Strike/Tooltip

3

Major Strike

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Uncommon

Upgrade

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18  **Power**
Lord's Ward

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This page has outdated content. These cards are from the old system and are here for archiving purposes only.

## Base Stats

30  **Mana**

60  **Health**

0.3  **Mana Regen**

## **Unique or Upgrade Stats**

### **Active**

Place a Shadow Ward to reveal the surrounding area for 3 minutes. Charges refresh at base.

### **Charges**

2

**Lord's Ward** was a common **Universal** equipment card.

## How to obtain

A single copy of Lord's Ward was available for all players. This copy couldn't be dismantled.

Lord's Ward can be earned through card packs or through crafting.

## Shadow Ward

Lord's Ward has 2 Shadow Ward charges, each charge reveals the surrounding area for 3 minutes. The ward becomes invisible shortly after placing, and will give you a sound alert if an enemy is near the ward. The wards can be revealed using other Shadow Wards. Heroes in the Shadow Plane can also see Shadow Wards. The Ward has 225 health and takes 60% reduced Ability Damage. Charges refresh at base.

This card does not share cooldown with Scout's Ward.

## See also

* Lord's Key
* Pendulum of Lords

## Change Log

**Update .40 - May 16, 2017**

* Now has 225 Health instead of pips and takes 60% reduced Ability Damage.

**Update .35 - December 6, 2016**

* No longer provides 2.5% Cooldown Reduction.
* Now provides 0.3 Mana Regen.
Empyrean Mask/Tooltip

4

Empyrean Mask

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Epic

Active

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**Unique Active:** Cycle between:

+24  **Power**

+16  **Basic Armor** and 12  **Ability Armor**

+1.2  **Mana Regen**
Injured Rage

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## **Unique or Upgrade Stats**

### **Fully Upgraded Bonus**

Unique Passive: While , +24  **Power**

**Injured Rage** was an uncommon  **Fury** equipment card.

## How to obtain

Injured Rage can be earned through card packs or through crafting.

## Max Unique Passive

When maxed, this card in addition to 12  **Power** also grants you +24  **Power** when critically wounded, for a total of 36  **Power** (or more when upgraded)
Hunger-Maul/Tooltip

6

Hunger-Maul

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Common

Passive

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2.5%  **Lifesteal**
**Fully Upgraded Bonus:**
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**Unique Passive:** 100%  **Crit Bonus**
Lifesteal

**Lifesteal** is usually referred to in a Basic Damage sense, but there is a Gem in Intellect that provides Ability Lifesteal. In both cases, the healing is based on the actual damage dealt after Defense Rating is factored. It is not capped by the target’s actual remaining Health. Meaning if you Critically Hit a Minion for 500 damage but the Minion had only 40 Health, you will still heal for the % of that 500 damage.

A thing to note is Lifesteal does apply to abilities that deal Basic Damage such as Serath’s Heaven’s Fury.

Spell Lifesteal also exists, and it works exactly the same as regular Lifesteal, except it is based on your ability damage.

## Formula

((Lifesteal Rating/ 100) \* Damage) as base healing power

 Attack
Flag Bearer

Flag Bearer

**Lv.**

* Default
* Silver
* Gold
* Foil

Flag Bearer

**Rarity**

Rare

**Cost**

 7

**Stats**

 29 Attack Speed

**Effects**

 **Minions Leader Aura** : Nearby friendly minions gain 150 Max HP and 10% additional Movement Speed

 **Minions Buff Me** : Gain 25 basic damage when near an allied minion

Flag Bearer

**Rarity**

Rare

**Cost**

 7

**Stats**

 29 Attack Speed

**Effects**

 **Minions Leader Aura** : Nearby friendly minions gain 150 Max HP and 10% additional Movement Speed

 **Minions Buff Me** : Gain 25 basic damage when near an allied minion

Flag Bearer

**Rarity**

Rare

**Cost**

 7

**Stats**

 29 Attack Speed

**Effects**

 **Minions Leader Aura** : Nearby friendly minions gain 150 Max HP and 10% additional Movement Speed

 **Minions Buff Me** : Gain 25 basic damage when near an allied minion

Flag Bearer

**Rarity**

Rare

**Cost**

 7

**Stats**

 29 Attack Speed

**Effects**

 **Minions Leader Aura** : Nearby friendly minions gain 150 Max HP and 10% additional Movement Speed

 **Minions Buff Me** : Gain 25 basic damage when near an allied minion

**Flag Bearer** is a rare  **Order** card. It costs  7 Agility, for a total of 7,000 Gold. It also grants  29 Attack Speed (in PvP).

## How to obtain

Flag Bearer is obtained at day 10.

Flag Bearer can be earned through chests, through some quests and rewards or directly purchased for 75,000.

The card can also be upgraded, which increases it's stats in PvE and changes the card's look.

## Minion Leader Aura

Flag Bearer's ability is **Minion Leader Aura** which grants nearby friendly minions 150 Max HP and 10% Movespeed.

## Minions Buff Me

Flag Bearer also has a secondary ability, **Minions Buff Me** which grants 25 basic damage when near an allied minion.

## Notes

* Adds 150 HP to minions once they are in range of the Aura.
	+ Moving out of range of a minion below 150 HP will remove the HP, but not kill it.
Concentrated Drain

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## **Unique or Upgrade Stats**

**Concentrated Drain** was an uncommon  upgrade card.

It can be applied to all cards with the   **Lifesteal** stat.

## How to obtain

Concentrated Drain can be earned through card packs or through crafting.

## See also

### **Universal**

* Lesser Drain
* Drain
* Greater Drain

###  **Corruption**

* Dire Drain
* Sinister Drain

###

* Focused Drain
Jump

Basic Jumping provides no benefits to the hero. Jumping, like attacking and other actions slows your max movement speed slightly for 0.5 seconds after landing, standard jump height does not allow you climb terrain, or up short ledges. however some hero's abilites use the jump key to activate (ususally requiring you to press it twice).

Double Jumping is avaiable to some hero's and provides far more agility to the hero in question, it can be used to throw enemies off and make you harder to hit, giving you the upper hand. however, double jumping usually has a cooldown like abilites (can be reduced with CDR). it also allows you to climb ledges and allow for escape.
Infinity Stream

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## Base Stats

0.3  **Mana Regen**

2  **Ability Pen**

## **Unique or Upgrade Stats**

### **Passive**

+3.6  **Mana Regen**, Scales with your missing   **Mana** Percent

**Infinity Stream** was an uncommon  equipment card.

## How to obtain

Infinity Stream can be earned through card packs or through crafting.

## Unique Passive

Infinity Stream, in addition to 0.3  **Mana Regen** and 2  **Ability Pen** also has a Unique Passive that grants you 3.6  **Mana Regen** (+ this card's 0.3  **Mana Regen**, resulting in 3.9  **Mana Regen** at zero mana without any mana regen upgrades). The regen scales with your missing Mana Percent, meaning that the more mana you have, the less mana regen you will get.

The mana regen stacks with other sources of mana regen.

## Change Log

**Update .40 - May 16, 2016**

* Changed regen value scalar from “current” Mana to “missing” Mana.
* Increased base regen value to 3.6 Mana/sec from 2.4 Mana/sec.
Killdozer Horn

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## **Unique or Upgrade Stats**

### **Passive**

Grants +20%   **Basic Attack Damage** to nearby Allied Minions.

**Killdozer Horn** was an uncommon  **Fury** equipment card.

## How to obtain

Killdozer Horn can be earned through card packs or through crafting.

## Unique Passive

Killdozer Horn, in addition to 30  **Mana** also grants nearby allied minions +20%   **Basic Attack Damage**.

## Change Log

**Update .35 - December 6, 2016**

* Changed Card stat to Mana from Attack Rating.
Heal/Tooltip

2

Heal

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Common

Upgrade

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2.8  **Health Regen**
Mallenk's Prayer

Mallenk's Prayer

**Lv.**

* Default
* Silver
* Gold
* Foil

Mallenk's Prayer

**Rarity**

Uncommon

**Cost**

 3

 4

**Stats**

 240 Health

 24 Basic Armor

**Effects**

 **Rallying Shout** : Heal nearby Allies for 275 Health. Healed allies gain 24 Basic Armor for 20 seconds. (80s cooldown)(Costs 75 Mana)

Mallenk's Prayer

**Rarity**

Uncommon

**Cost**

 3

 4

**Stats**

 240 Health

 24 Basic Armor

**Effects**

 **Rallying Shout** : Heal nearby Allies for 275 Health. Healed allies gain 24 Basic Armor for 20 seconds. (80s cooldown)(Costs 75 Mana)

Mallenk's Prayer

**Rarity**

Uncommon

**Cost**

 3

 4

**Stats**

 240 Health

 24 Basic Armor

**Effects**

 **Rallying Shout** : Heal nearby Allies for 275 Health. Healed allies gain 24 Basic Armor for 20 seconds. (80s cooldown)(Costs 75 Mana)

Mallenk's Prayer

**Rarity**

Uncommon

**Cost**

 3

 4

**Stats**

 240 Health

 24 Basic Armor

**Effects**

 **Rallying Shout** : Heal nearby Allies for 275 Health. Healed allies gain 24 Basic Armor for 20 seconds. (80s cooldown)(Costs 75 Mana)

**Mallenk's Prayer** is an uncommon  **Order** card. It costs  3 Vitality and  4 Intellect, for a total of 7,000 Gold. It also grants  240 Health and  24 Basic Armor (in PvP).

## How to obtain

Mallenk's Prayer is obtained at level 1.

Mallenk's Prayer can be earned through chests, through some quests and rewards or directly purchased for 25,000.

The card can also be upgraded, which increases it's stats in PvE and changes the card's look.

## Rallying Shout

Mallenk's Prayer's ability is **Rallying Shout** which heals nearby Allies for 275 Health. Healed allies gain 24 Basic Armor for 20 seconds.

## Change Log

 **Update V42.3 - August 29, 2017**

* Fixed an issue which would cause card functionality to break occasionally.
Major Shock/Tooltip

3

Major Shock

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Uncommon

Upgrade

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6  **Ability Pen**
Harvester's Key

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## **Unique or Upgrade Stats**

### **Passive**

Unique Passive: Harvester Key, recharges at base.

**Harvester's Key** was a starter **Universal** equipment card.

It has been removed from the game in the V.35 patch.

## How to obtain

A single copy of Harvester's Key was available for all players.

## Harvester's Key

Harvester's Key had a single charge that reduces the time it takes to place a harvester from 30 seconds to 6 seconds. The charge refreshes at base.

## Recommended Heroes

* This card is recommended for all heroes. All starter and intermediate decks have this card.

## Change Log

**Update .35 - December 6, 2016**

* Removed from the game.
Major Wound/Tooltip

3

Major Wound

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Uncommon

Upgrade

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12%  **Crit Chance**
Mana/Tooltip

**Mana** is a primary resource in Paragon. Most heroes in Paragon require Mana in order to use abilities. If a Hero doesn't have enough Mana to use an ability, then the ability will be unavailable to cast.

## Maximum Mana

Each hero has a maximum amount of mana they can have at a time. Every time a hero levels up, that maximum amount also increases, along with their current mana.

## Mana Regeneration

Each Hero regenerates mana over time. Mana Regeneration is a stat that can be changed. A high mana regeneration causes mana to regenerate quickly, while a low mana regeneration causes it to regenerate slowly. Usually, it's a rather low number, but gems and cards can be used to regenerate mana faster. While in the hero spawn, a hero's mana regeneration is increased dramatically, allowing them to max out on their mana in a matter of seconds.

Unlike Healing and Health Regen, Mana Regen has both flat and percentage increases. Percentage increases are always based on your Hero's Base Mana Regen, and will not be affected by any flat increases from abilities or Gems.

The formula governing Mana Regen is:

Mana Regen = Base Regen x (1 + Percent Regen) + Flat Regen

To show an example: if your Hero's Base Mana Regen was 3, you were at 50% Mana with the Mana Fountain Gem, and had 120% Mana Regen built it would look like this:

3 x (1 + 1.2) + 5 = 11.6

 Attack
Health/Tooltip

**Health** is a primary resource in Paragon. Represented as HP in game, all units, including Heroes, Minions, Neutral Monsters, etc., have health. A Creatures health can be increased by using healing abilities and items, while it can be reduced by taking damage. When a creature's health is reduced to zero, that creature dies.

## Maximum Health

Maximum Health is an attribute that affects the highest amount of health that a creature can have. With each hero level, a hero's maximum health increases along with their current health. Gems and Cards may be purchased to increase heroes' maximum health. When a hero spawns, their health is at their maximum. When a hero is shielded, they may have a health value that's higher than their maximum health since shields aren't affected by that cap.

## Effective Health

Effective Health is a term that's not explicitly used within Paragon, but rather is a concept that is a direct consequence of combining multiple facets in the game. When damage is dealt to a creature, multiple factors determine how much health that creature loses. Other than the amount of damage itself, the biggest factor is Armor. When damage is dealt, it is reduced by a percentage based on the amount of armor that a creature possesses. That same percentage can be used to express the Effective Health that a creature has. Instead of using armor to determine how much less damage an attack does, it can rather determine how much damage a creature can take from an attack of a certain type.

For example, if a hero has 1000 health with enough ability armor to reduce ability attacks by 25%, then one may also say that that same hero has an effective health of 1250 against ability attacks. If that same hero doesn't have any basic armor, then their effective health is unchanged from their actual health.

## Healing and Health Regeneration

Healing in Paragon comes in many forms - Lifesteal, Health Regeneration etc.

Anti-Heal in Paragon is called Blight. Blight reduces the effectiveness of all the healing sources listed above by 40%.

The only other note to take here is healing modifiers and Blight work exactly against each other. If someone Blights you and you have the Card Vital Waters which increases your healing by 10%, Blight would reduce your healing by only 30% as 40-10 = 30.

 Attack
Ferocity

**Ferocity** is an  Vitality Gem. This Offense type Gem can be slotted in the fourth slot of the  Vitality attribute tree for a total 19,000  Gold cost.

*Slots 1/2/3/4/5 are at nodes 1, 7, 13, 19, 25 respectively*

## How to obtain

Ferocity can currently be earned only through chests. Higher rarities have a lower chance of dropping.
Greater Drain/Tooltip

3

Greater Drain

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Uncommon

Upgrade

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7.5%  **Lifesteal**
Focused Pierce

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## **Unique or Upgrade Stats**

**Focused Pierce** was a common  upgrade card.

It can be applied to all cards with the   **Basic Attack Pen** stat.

## How to obtain

Focused Pierce can be earned through card packs or through crafting.

## See also

### **Universal**

* Minor Pierce
* Pierce
* Major Pierce

###  **Corruption**

* Dire Pierce
* Sinister Pierce

###

* Concentrated Pierce
Executioner's Rush

**Executioner's Rush** is an  Vitality Gem. This Offense type Gem can be slotted in the third slot of the  Vitality attribute tree for a total 13,000  Gold cost.

*Slots 1/2/3/4/5 are at nodes 1, 7, 13, 19, 25 respectively*

## How to obtain

Executioner's Rush can currently be earned only through chests. Higher rarities have a lower chance of dropping.
Magus' Siphon/Tooltip

3

Magus' Siphon

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Common

Passive

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6  **Power**
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30  **Mana**
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**Unique Passive:** Basic attacks on jungle minions restore 8 health
**Fully Upgraded Bonus:**
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6  **Power**
Life Grant

(Minions?) Hero's affected by Life Grant provide life steal to their attacker equal to the amount of Life Grant stated (usually by card affect) this effect can be improved by the 'Clearheart' card (to yourself only or anyone who has it equiped), and stacks with all other life steal effects.

Useful for a support role or ranged hero, to provide small amounts of healing to your team for attacking your targeted hero.

Not useful for most builds, suggest using Life steal instead.
Flame of Zechin

Flame of Zechin

**Lv.**

* Default
* Silver
* Gold
* Foil

Flame of Zechin

**Rarity**

Uncommon

**Cost**

 3,000 Gold

**Effects**

 **Flame of Zechin** : Deal 400 true damage to neutral or enemy minion. Damage increases by 100 with each use. (60s cooldown) (50 Mana)

 **Cultivate** : Gold cost is reduced by 500 per attribute point purchased.

Flame of Zechin

**Rarity**

Uncommon

**Cost**

 3,000 Gold

**Effects**

 **Flame of Zechin** : Deal 400 true damage to neutral or enemy minion. Damage increases by 100 with each use. (60s cooldown) (50 Mana)

 **Cultivate** : Gold cost is reduced by 500 per attribute point purchased.

Flame of Zechin

**Rarity**

Uncommon

**Cost**

 3,000 Gold

**Effects**

 **Flame of Zechin** : Deal 400 true damage to neutral or enemy minion. Damage increases by 100 with each use. (60s cooldown) (50 Mana)

 **Cultivate** : Gold cost is reduced by 500 per attribute point purchased.

Flame of Zechin

**Rarity**

Uncommon

**Cost**

 3,000 Gold

**Effects**

 **Flame of Zechin** : Deal 400 true damage to neutral or enemy minion. Damage increases by 100 with each use. (60s cooldown) (50 Mana)

 **Cultivate** : Gold cost is reduced by 500 per attribute point purchased.

**Flame of Zechin** is an uncommon  **Growth** card. It costs 3,000 Gold.

This card is **Cultivate**, which means the Gold cost is reduced by 500 Gold per attribute point purchased.

## How to obtain

Flame of Zechin can be earned through chests, through some quests and rewards or directly purchased for 25,000.

The card can also be upgraded, which increases it's stats in PvE and changes the card's look.

## Flame of Zechin

Flame of Zechin's ability is **Flame of Zechin** which deals 400 true damage to neutral or enemy minion. Damage increases by 100 with each use.

## Notes

* Damage can increase infinitely.
* You will lose your stacks whenever you unequip this card.

## Change Log

 **Update V43 - September 21, 2017**

* Flame of Zechin stacks are lost when card is discarded.

 **Update V42.3 - August 29, 2017**

* Increased cost from 2000 Gold to 3000 Gold.
* Reduced base damage from 500 to 400.
* Reduced damage per activation from 150 to 100.
* Increased cooldown from 45 seconds to 60 seconds.
* Increased mana cost from 25 to 50.
Game Modes

There are currently 5 game modes in Paragon.

* Players vs Players - The default gamemode. 2 teams of 5 players are fighting against each other.
* Coop vs AI - A team of 5 players is fighting against a team of 5 random bots.
* Solo vs AI - A single player in a team with 4 bots is fighting against a team of 5 random bots.
* Custom Match - This mode uses a custom matchmaking key. Only full parties of 5 players can play this mode. This is the mode used for private matches, tournaments, custom games etc. Rewards cannot be earned in custom matches.
* Tutorial - Play the tutorial.
Lightstep Vanguard

Lightstep Vanguard

**Lv.**

* Default
* Silver
* Gold
* Foil

Lightstep Vanguard

**Rarity**

Uncommon

**Cost**

 3

**Stats**

 100 Mana

**Effects**

 **Teleport** : Teleport to an allied structure. (60s cooldown) (Costs 50 Mana)

Lightstep Vanguard

**Rarity**

Uncommon

**Cost**

 3

**Stats**

 100 Mana

**Effects**

 **Teleport** : Teleport to an allied structure. (60s cooldown) (Costs 50 Mana)

Lightstep Vanguard

**Rarity**

Uncommon

**Cost**

 3

**Stats**

 100 Mana

**Effects**

 **Teleport** : Teleport to an allied structure. (60s cooldown) (Costs 50 Mana)

Lightstep Vanguard

**Rarity**

Uncommon

**Cost**

 3

**Stats**

 100 Mana

**Effects**

 **Teleport** : Teleport to an allied structure. (60s cooldown) (Costs 50 Mana)

**Lightstep Vanguard** is an uncommon  **Order** card. It costs 3  Intellect, for a total of 3,000  Gold. It also grants 100  Mana (in PvP).

## How to obtain

Lightstep Vanguard can be earned through chests, through some quests and rewards or directly purchased for 25,000.

The card can also be upgraded, which increases it's stats in PvE and changes the card's look.

## Teleport

Lightstep Vanguard's ability is **Teleport** which allows you to teleport to an allied structure, such as a Tower, Inhibitor or Core. The active has a Channel Time of 2 seconds.

Damage taken from any source won't interrupt Portal Stone's channeling.

## Change Log

 **Update V43 - September 21, 2017**

* Reduced cooldown from 100 seconds to 60 seconds.
* Reduced channel time from 4 seconds to 3 seconds.
Magna-Lens

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This page has outdated content. These cards are from the old system and are here for archiving purposes only.

## Base Stats

2  **Ability Pen**

0.3  **Mana Regen**

## **Unique or Upgrade Stats**

### **Fully Upgraded Bonus**

12  **Power**

**Magna-Lens** was a common  equipment card.

## How to obtain

Magna-Lens is earned when your account reaches level 8.

Magna-Lens can be earned through card packs or through crafting.
Jump Pad

The **Jump Pads** are a feature in Paragon. They allow you to quickly traverse long distances by propelling you up into the air, however you are still targetable and vulnerable to damage when doing so. There are 2 Jump Pads on each base, and 1 Jump Pad in the jungle of each team, just above the Green Camp.

## Base Jump Pads

There are 2 Jump Pads in each team's fountain. Each of them leads to the inbetween the mid and outer inhibitors. Whenever either of the Tier 2 towers fall, both Jump Pads are deactivated for the team that loses that tower.

## Jungle Jump Pad

Above each of the Green Camps, there is an additional Jump Pad that leads across the Mid Lane to the opposite side of the Jungle, just near the entrance to the Offlane. Both teams can use each of these Jump Pads.

Unlike Base Jump Pads, these Jump Pads will never deactivate, however you can be targeted by an enemy Tower if using an enemy Jump Pad.

 Attack
Mana Generator

**Mana Generator** is an  Agility Gem. This Utility type Gem can be slotted in the third slot of the  Agility attribute tree for a total 13,000  Gold cost.

*Slots 1/2/3/4/5 are at nodes 1, 7, 13, 19, 25 respectively*

## How to obtain

Mana Generator can currently be earned only through chests. Higher rarities have a lower chance of dropping.
Health Potion/Tooltip

1

Health Potion

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Starter

Active

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**Unique Active:** +6   **Health Regen** for 15 seconds. Charges refresh at base.
Hand of Prophets

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## Base Stats

16  **Ability Pen**

180  **Health**

## **Unique or Upgrade Stats**

**Hand of Prophets** was a common **Universal** equipment card.

## Card Efficiency Edit Edit

16 Ability Pen = 8 CP

150 Health = 3 CP

The Card Efficiency is 110%.

## How to obtain

A single copy of Hand of Prophets was available for all players. This copy couldn't be dismantled.

Currently it's impossible to get a second copy from any card packs.
Kill

Killing an enemy Hero, or assisting in one’s demise, will net you both gold and experience provided you are in the Assist Range of 3500u.

The experience you gain is based on the level of the Hero you are killing. Killing a level 1 Hero will give you +38.5, where killing a level 20 Hero gives you 427.74.

The formula is: 38.5 + [19.2608 x (Enemy Hero’s Level - 1)] = Experience Gained

Gold bounties are a bit more complicated as they factor in a base value, the amount of gold the Hero has earned, and whether or not they are on a Killstreak/Deathstreak.

The default Gold Bounty is 550. Every Hero’s bounty gains an additional 0.006 gold for every 1 gold they have earned.

Killing a Hero before they can defeat one of your teammates puts them on a Deathstreak, this reduces the bounty from killing them by -80 / -100 / -100 / -120. The minimum bounty being 330 + (0.006 Total Gold Earned).

A Hero who has defeated 3 or more enemy Heroes without dying will place them on a Killstreak, which increases the gold gained from killing them by 122 up to 8 times. When you hear the announcer say “An Enemy is EPIC!”, they have reached the maximum Killstreak and their bounty will be 550 + (122 8) + (0.006 Total Gold Earned).

Dying while on a Killstreak resets your bounty to 550 + (0.006 Total Gold Earned), and getting a kill while on a Deathstreak resets it to the same value.

 Attack
Echodrive (Work in progress)

Echodrive

**Lv.**

* Default
* Silver
* Gold
* Foil

Echodrive

**Rarity**

Epic

**Cost**

 13

**Stats**

 18 Power

 240 Mana

**Effects**

 **Ability Mimic** : Remove the cooldown of the last Ability you cast for 20% of your current Mana. This card has 2x the cooldown of the Ability that is reset.

Echodrive

**Rarity**

Epic

**Cost**

 13

**Stats**

 18 Power

 240 Mana

**Effects**

 **Ability Mimic** : Remove the cooldown of the last Ability you cast for 20% of your current Mana. This card has 2x the cooldown of the Ability that is reset.

Echodrive

**Rarity**

Epic

**Cost**

 13

**Stats**

 18 Power

 240 Mana

**Effects**

 **Ability Mimic** : Remove the cooldown of the last Ability you cast for 20% of your current Mana. This card has 2x the cooldown of the Ability that is reset.

Echodrive

**Rarity**

Epic

**Cost**

 13

**Stats**

 18 Power

 240 Mana

**Effects**

 **Ability Mimic** : Remove the cooldown of the last Ability you cast for 20% of your current Mana. This card has 2x the cooldown of the Ability that is reset.

**Echodrive** is an epic  **Knowledge** card. It costs 13  Intellect, for a total of 13,000  Gold. It also grants 18  Power and 240  Mana (in PvP).

## How to obtain

Echodrive can currently be obtained only through chests.

## Ability Mimic

Echodrive's ability is **Ability Mimic** which removes the cooldown of the last non-ultimate Ability you cast for 20% current mana.

This card has 2x the cooldown of the Ability that is reset.
Firepiercer/Tooltip

5

Firepiercer

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Uncommon

Active

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0.3  **Mana Regen**
 ***Why is nobody getting the harvesters!?***

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 ***Why is nobody getting the harvesters!?***

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 ***Why is nobody getting the harvesters!?***

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**Unique Active:** For 10 seconds, your next basic attack on an Enemy Hero will shred 45% of their   **Ability Armor** for 4 seconds.
**Fully Upgraded Bonus:**
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Mana Fountain

**Mana Fountain** is an  Intellect Gem. This Utility type Gem can be slotted in the third slot of the  Intellect attribute tree for a total 13,000  Gold cost.

*Slots 1/2/3/4/5 are at nodes 1, 7, 13, 19, 25 respectively*

## How to obtain

Mana Fountain is obtained at level 1.

Mana Fountain can currently be earned only through chests. Higher rarities have a lower chance of dropping.
Greater Barrier

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## **Unique or Upgrade Stats**

**Greater Barrier** was an uncommon **Universal** upgrade card.

It can be applied to all cards with the   **Ability Armor** stat.

## How to obtain

A single copy of Greater Barrier are available for all players.

Greater Barrier can be earned through card packs or through crafting.

## See also

### **Universal**

* Minor Barrier
* Barrier

###  **Growth**

* Beta Barrier
* Alpha Barrier

###  **Order**

* Divine Barrier
* Celestial Barrier
Greater Drain

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## **Unique or Upgrade Stats**

**Greater Drain** was an uncommon **Universal** upgrade card.

It can be applied to all cards with the   **Lifesteal** stat.

## How to obtain

Greater Drain can be earned through card packs or through crafting.

## See also

### **Universal**

* Lesser Drain
* Drain

###  **Corruption**

* Dire Drain
* Sinister Drain

###

* Focused Drain
* Concentrated Drain
Fracturing Spike/Tooltip

3

Fracturing Spike

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Common

Passive

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4  **Basic Attack Pen**
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0.3  **Mana Regen**
**Fully Upgraded Bonus:**
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12  **Power**
Lesser Health

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## **Unique or Upgrade Stats**

**Lesser Health** was a common **Universal** upgrade card.

It can be applied to all cards with the   **Health** stat.

## How to obtain

A single copy of Lesser Health was available for all players. This copy couldn't be dismantled.

Lesser Health can be earned through card packs or through crafting.

## See also

### **Universal**

* Health
* Greater Health

###  **Growth**

* Beta Health
* Alpha Health

###  **Order**

* Divine Health
* Celestial Health
Jewel of the Apostle

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## Base Stats

0.3  **Mana Regen**

2.5%  **Lifesteal**

## **Unique or Upgrade Stats**

### **Active**

For 6 seconds, gain   **Power** equal to 35% of your   **Ability Armor**

**Jewel of the Apostle** was a rare  **Order** equipment card.

## How to obtain

Jewel of the Apostle can be earned through card packs or through crafting.

## Unique Active

Jewel of the Apostle, in addition to 0.3  **Mana Regen** and 2.5%  **Lifesteal** also has a Unique Active which, for 6 seconds, grants you Power equal to 35% of your Ability Armor.

If you are affected by shred, the damage you get from this card is reduced.

## Change Log

**Update .35 - December 6, 2016**

* No longer provides 2.5% Cooldown Reduction.
* Now Provides 0.3 Mana Regen.
Hex of the Devastator

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## Base Stats

2  **Ability Pen**

4%  **Crit Chance**

## **Unique or Upgrade Stats**

### **Fully Upgraded Bonus**

8%  **Crit Chance**

**Hex of the Devastator** was a common  **Corruption** equipment card.

## How to obtain

Hex of the Devastator can be earned through card packs or through crafting.
Gates of Salvation

Gates of Salvation

**Lv.**

* Default
* Silver
* Gold
* Foil

Gates of Salvation

**Rarity**

Uncommon

**Cost**

 7

**Stats**

 80% Mana Regen

 25 Ability Armor

**Effects**

 **Heal Aura** : Heal nearby Allies for 275 Health every 35 seconds.

 **Elevate** : Increase frequency of healing by 4% per attribute point purchased. (This is ony activated if this is the only card equipped.

Gates of Salvation

**Rarity**

Uncommon

**Cost**

 7

**Stats**

 80% Mana Regen

 25 Ability Armor

**Effects**

 **Heal Aura** : Heal nearby Allies for 275 Health every 35 seconds.

 **Elevate** : Increase frequency of healing by 4% per attribute point purchased. (This is ony activated if this is the only card equipped.

Gates of Salvation

**Rarity**

Uncommon

**Cost**

 7

**Stats**

 80% Mana Regen

 25 Ability Armor

**Effects**

 **Heal Aura** : Heal nearby Allies for 275 Health every 35 seconds.

 **Elevate** : Increase frequency of healing by 4% per attribute point purchased. (This is ony activated if this is the only card equipped.

Gates of Salvation

**Rarity**

Uncommon

**Cost**

 7

**Stats**

 80% Mana Regen

 25 Ability Armor

**Effects**

 **Heal Aura** : Heal nearby Allies for 275 Health every 35 seconds.

 **Elevate** : Increase frequency of healing by 4% per attribute point purchased. (This is ony activated if this is the only card equipped.

**Gates of Salvation** is an uncommon  **Order** card. It costs  7 Intellect, for a total of 7,000 Gold. It also grants  25 Ability Armor and  80% Mana Regen (in PvP).

This card is **Elevate**, which means the card gains additional effects when it is the only card equipped.

## How to obtain

Gates of Salvation can be obtained via Narbash Mastery level 4.

Gates of Salvation can be earned through chests, through some quests and rewards or directly purchased for 25,000.

The card can also be upgraded, which increases it's stats in PvE and changes the card's look.

## Heal Aura

Gates of Salvation's ability is **Heal Aura** which heals nearby Allies for 275 Health every 35 seconds.

## Elevate

Gates of Salvation's Elevate ability also increases the frequency of healing by 4% per attribute point purchased.

## Notes

* Retroactively grant stacks of Elevate for Attribute Points purchased before purchasing this card.
	+ All stacks of Elevate are not lost if card is sold.
* Heal affects Minions as well as heroes.
* Min Frequency is 35s, Max Frequency is 2s

## Recommended Heroes

Dekker
Muriel
Narbash
Phase
Riktor
Steel

## Change Log

 **Update V44.3 - November 20, 2017**

* Now displays a cooldown.

 **Update V43 - September 21, 2017**

* Card has been re-enabled.
* Fixed issue where all functionality was lost after death.

 **Update V42.3 - August 29, 2017**

* Increased heal from 225 to 275.
* Reduced base cooldown from 45 seconds to 35 seconds.
* Increased the elevated effect frequency increase per attribute point from 2% to 4%.
Madspore Sash

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This page has outdated content. These cards are from the old system and are here for archiving purposes only.

## Base Stats

1.4  **Health Regen**

8  **Basic Armor**

## **Unique or Upgrade Stats**

### **Passive**

**Unique Passive:****Aura**: Deals 12 + (1.5 x Player level)   **Ability Damage** per second to nearby enemies.

**Madspore Sash** was an uncommon  **Growth** equipment card.

## How to get

Madspore Sash can be earned through card packs or through crafting.

## Unique Passive

Madspore Sash, in addition to 1.4  **Health Regen** and 8  **Basic Armor** also has an Unique Passive which deals 12 + (1.5 x Player Level)   **Ability Damage** (max 34.5   **Ability Damage**) per second to nearby enemy units, including minions.

The aura does not stack with Radiant Mantle and other Madspore Sash auras.

## Recommended Heroes

* This item is great on  **Khaimera** because it increases his DPS outcome massively, and helps him clear minion waves and jungle camps. It also provides much needed Physical Armor.

## Change Log

**Update .40 - May 16, 2016**

* Increased Burn radius from 300 to 500.
* Increased damage to 12 + (1.5 x Player Level) from 10 + Player Level.

**Update .29 - July 26, 2016**

* Enabled Madspore Sash
* Madspore Sash now deals Energy Damage
* Adjusted damage value to 15 + Player Level
* Passive damage auras do not stack
* Damage Aura not active during auto-sprint

**Update .21 - March 21, 2016**

* Madspore Sash has been disabled for further iteration.
Enhanced Spark/Tooltip

4

Enhanced Spark

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Common

Upgrade

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1.2  **Mana Regen**
Health

**Health** is a primary resource in Paragon. Represented as HP in game, all units, including Heroes, Minions, Neutral Monsters, etc., have health. A Creatures health can be increased by using healing abilities and items, while it can be reduced by taking damage. When a creature's health is reduced to zero, that creature dies.

## Maximum Health

Maximum Health is an attribute that affects the highest amount of health that a creature can have. With each hero level, a hero's maximum health increases along with their current health. Gems and Cards may be purchased to increase heroes' maximum health. When a hero spawns, their health is at their maximum. When a hero is shielded, they may have a health value that's higher than their maximum health since shields aren't affected by that cap.

## Effective Health

Effective Health is a term that's not explicitly used within Paragon, but rather is a concept that is a direct consequence of combining multiple facets in the game. When damage is dealt to a creature, multiple factors determine how much health that creature loses. Other than the amount of damage itself, the biggest factor is Armor. When damage is dealt, it is reduced by a percentage based on the amount of armor that a creature possesses. That same percentage can be used to express the Effective Health that a creature has. Instead of using armor to determine how much less damage an attack does, it can rather determine how much damage a creature can take from an attack of a certain type.

For example, if a hero has 1000 health with enough ability armor to reduce ability attacks by 25%, then one may also say that that same hero has an effective health of 1250 against ability attacks. If that same hero doesn't have any basic armor, then their effective health is unchanged from their actual health.

## Healing and Health Regeneration

Healing in Paragon comes in many forms - Lifesteal, Health Regeneration etc.

Anti-Heal in Paragon is called Blight. Blight reduces the effectiveness of all the healing sources listed above by 40%.

The only other note to take here is healing modifiers and Blight work exactly against each other. If someone Blights you and you have the Card Vital Waters which increases your healing by 10%, Blight would reduce your healing by only 30% as 40-10 = 30.

 Attack
Fierce Chrono/Tooltip

3

Fierce Chrono

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Common

Upgrade

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0.9  **Mana Regen**
Healing Towers

**Healing Towers** is a  Vitality Gem. This Offense-type Gem can be slotted in the first slot of the  Vitality attribute tree for a total 1,000  Gold.

*Slots 1, 2, 3, 4, and 5 are at nodes 1, 7, 13, 19, and 25, respectively.*

## How to obtain

Healing Towers can currently be earned only through chests. Higher rarities have a lower chance of dropping.

## Notes

Healing Towers works when near enemy structures.

## Change Log

 **Update V43 - September 21, 2017**

* Fixed an issue where tooltip was displayed as ‘+1.2 Mana Regen’ instead of ‘+25% Mana Regen’.
Harassment

Harassment enemies limits their XP/CXP gain, allowing the harasser to gain an upper hand in mid- to late game.

Harassment can be done in many ways:

* Prevent your opponents from scoring minion kills by blocking their attacks (best done with steel and other tank heroes).
* Attacking enemy heroes directly and forcing them to pull back.
* Continuous use of CC effects to stun, root, or push them away.
* Attacking enemy heroes with high damage abilities.

Tanks and other high durability heroes may not be much affected by attacks, especially mid-game.

Harassment is primarily useful early game, but overuse can limit heroes' growth if used too much.
Honor The Pure

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