Agnis of Light

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> **Agnis of Light** is the main gameplay map for Paragon: The Overprime.
> The Structure is the typical two teams of five players fight off in a three-laned map.
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## Basic Structure

The map consists of:

* The Base
* Solo Lane
* Duo Lane
* Mid Lane
* Jungle

Furthermore there are **Towers** on the Lanes and the **Core** in the Base and **Inhibitors** dividing the Base-zone from the rest of the map.
Also the Solo- and Duo-Lane have both a Boar (Rocca) Buff on their side and a Portal combining them for instant traveling through the map.
In addition the Jungle is filled with various **Camps** and **Jungle Buffs** for each side and also a **Prime Monster** zone between the lanes which also have a portal connected to each other.

## Lanes and Jungle

### **The Base**

The Base is where the players spawn at the beginning of each match and respawn after they died. When entering the Base the sprint mode is activated by default. While inside the Base the player regenerates 10% of max Health and max Mana every second. Upon entering the enemy Base, the player is executed instantly.

### **Lanes**

**Duo Lane**
The duo lane typically is played by the Carry (sometimes known as ADC or Ranger) and the Support.
Buff: purple boar (Rocca)

* Location: outermost edge of the lane, next to the Duo-Lane portal
* Effect: 10 mana regeneration for 15 seconds and 60 gold.

**Solo Lane**
The solo lane is typically played by a Tank/Warrior (sometimes also called Brawler).
Buff: green boar (Rocca)

* Location: outermost edge of the lane, next to the Solo-Lane portal
* Effect: 12 health regeneration for 15 seconds and 60 gold.

**Mid Lane**
The mid lane is considered as the most dangerous lane with both sides open and is typically played by a (magic) caster.

* Buff: Mana Spirit
* Location: On the side which leads to the Prime Guardian
* Effect: instantly regenerates 100 mana and 200 mana over 5 sec and 10 gold.

### **T-Ons (Lane Minions)**

**Minion Waves**

* At 1:00 the 1st minion wave is spawning which is composed of 3 melee and 3 ranged T-ons.
* Every 30sec a new wave is spawned.
* Every 3rd wave also has a Big ranged T-on.
* at 1:30 the passive income is activated. +2 gold/s until the end of the match.

**T-On Properties**

* The experience given for a dying enemy minion is: Big ranged > Melee > Ranged.
* The gold drop for the last hit given by a enemy minion is: Big ranged (50) > melee (20) > ranged (15).
* The melee minion is mostly a shield for the gunners, he has high HP but low damage.
* The ranged minion is like a glass cannon, high damage but low HP.
* T-on Execution is at 35%

### **Jungle**

The jungle is normally played by the jungler and the probably most complex role since you need to balance between farming for yourself, farming the **Prime Monsters** for the Team and helping the Lanes in need.

**Jungle Monsters**

* On every quarter of the map there are 4 camps with Minions for the jungler, they're respawning 330 sec after killing and the main ressource for the jungler to level up and buy equip.
* On each quarter there is 1 jungle buff which is typically the start for every jungler to get an Buff to assist them dealing with the Camps. A Red buff(Triarkan) and a Blue buff(Flavi), both have a 270 sec Cooldown after killing.
	+ Triarkan's vigor: power increased by 10%, deals 50 fixed damage as bonus damage over 5 sec and slows for 15% for 1 sec.
	+ Flavi's vigor: magical power increased by 10%, decreasing cooldown by 10%, restores 12 mana/sec and grants a shield that absorbs 300 damage.

**Prime Monsters**

1. Prime Spirit
	* The Prime Spirit spawns on the side with the purple boar (Rocca) , the Prime Spirit can randomly be one of four types: Fire, Water, Earth and Wind. After Deciding the Element this type of Spirit is continue spawning for the entire Match.
	* He spawns at 5:00 with a 330 sec cooldown.
	* Slaying the Prime Spirit will buff the T-ons for 120sec, increasing their power, physical defense and magical defense for +25%. Besides that there will be a permanent and stack-able buffs (max 5) for the team depending on the type:
		+ Fire Spirit: +4% Physical/Magical Power.
		+ Earth Spirit: +5% Physical/Magical defense.
		+ Wind: 3% Movement Speed(out of combat), 5% Attack Speed and 3% cooldown reduction.
		+ Water: +2% missing MP and HP every 5sec.
2. Prime Guardian (Orb Prime)
	* On the Other side, with the green boar (Rocca), there is the (underling of the-) Orb Prime. which is spawning at the 8:00 mark.
		+ Underling: Can be summoned to support the Lane.
		+ Orb Prime: +30Physical/Magical Power, +0.1 Attack Speed, +2HP/s & MP/s, -10% Cooldown reduction.

Both of them are getting stronger as time passes.
The Prime Spirit is hidden from the Lanes behind Fog Walls.

## Mechanics

**Pushing**
There are various types to push a lane:

* Aggressive Push, you repeatedly hit the enemy minions to kill them as quickly as possible.
* Passive Push, you just last hit the enemy minion to get the Gold-reward.
* Slow Push, you kill the enemy ranged minions to take their damage and collect your minions to slowly build up a bigger wave of minions.
* Split Push, an advanced form of the Slow push or alternative played with a 2nd Player to push 2 Lanes at once in roughly the same Speed.

**Matchup (picks)**

* Normally the Players have to fight for the lane with their counterparts - Duo Lane vs Duo Lane, Solo lane vs Solo lane, etc.
	+ This is called a symmetric matchup and the most basic form of lane matchups.
* There are various different types to play i.e. asymmetric matchup in which Duo Lane and Safe Lane are switching or in a smaller scale the counter pick in which the player is picking a Hero with more advantages against his enemy.
* The most classic example for an effective counter pick is to pick an ranged-hero for the Solo Lane, since the enemy (The Warrior/Tank) is more likely to lack some damage and range to win the Lane over time.

## Misc

Besides the Lanes, Jungle, Buffs and bases there is more:

* Shadow Ponds, both located at the midlane on each site and give players invisibility within as long as they aren't getting any damage or pressing a attack button.
* Shadow Bushes, located on the lanes and also gives invisibility BUT it doesn't vanish after being hit or pressing the attack button.
* Portals, there are 2 portal-channels. They get unlocked at the 5:00 mark and after teleporting there is a Cooldown of 120 sec.
	+ Duo-Lane and Solo-Lane are connected.
	+ Prime Spirit and Orb Prime are connected.
* Jump pads, located at the Base-area, boosting the player to the Lanes and automatically enters the Sprint-Mode.
* Team Gates, located at some Jungle entrances on each side of the map close to the Inhibitors, only allowing players of the team with the base closer to the walls to pass while blocking the other team
* Sprint-Mode, with the 'shift'-key you can enter the Sprint-mode which allows faster traveling but if you get hit by an enemy hero you get also rooted.
* Tower, Inhibitors and the Core are all targeting the 1st hostile entity (you or the T-ons) which is entering it's range.
	+ After killing every T-ons inside it starts attacking the player.
	+ If the player is attacking an enemy hero, similar to the T-ons, the Structure (Tower, Inhibitor, the Core) will target the Player.
	+ If another Player is already getting targeted by the Structure, you're safe to do whatever you like until the other player dies or get out of range without getting targeted by the Structure.