Overview[]
The Circle of Thorns is a villain group in City of Heroes and City of Villains. In City of Heroes, the Circle is a powerful group that a hero will likely encounter during almost their entire career, and they are present in force in City of Villains as well.
Background[]
Circle of Thorns official info ( Copied from the City of Heroes official website [1])
In the 1890s, upper class England found itself amidst a tremendous upsurge of interest in the occult. Most of these dilettantes were more interested in the carnal aspects of ritual magic than in any kind of true arcane knowledge. There were, however, a few exceptions…among them, Baron Zoria. The charismatic Zoria came to England in 1890 (allegedly from Russia) and quickly developed a reputation as a fanatic, outré and decidedly unpleasant figure. Despite (or perhaps because of) this reputation, the Baron managed to acquire a small circle of devotees.
Zoria’s burgeoning cult focused most of its energies on searching for signs of the long lost city of Oranbega. Although most people believe the mythic city was “invented” by Girolamo da Verrazano in his 1529 map of his brother’s explorations, Zoria believed the ancient underground city to be a real place. Apparently, he was right. Moreover, he was more right than he ever imagined in his wildest dreams. Zoria claimed that Oranbega had sunk beneath the earth tens of thousands of years ago during a war between the Sorcerer Kings of Oranbega and the Warlords of Mu. Zoria felt that, if he could unlock the key to entering this lost city, untold powers would be his to control.
Rather than mounting archeological expeditions or combing through dusty archives, Zoria chose a more direct approach. He set about contacting the spirits of the dead Oranbegan Sorcerer Kings. Apparently, he was successful, for in a ceremony on the winter’s solstice of 1898, the Circle of Thorns was born. Zoria and each of his followers took a strange thorn, given to Zoria by the Oranbegan spirits. They simultaneously drove the bizarre spines into their chests, sinking them straight into their own hearts. The wounds closed as quickly as they had opened, sealing the enchanted thorns deep in their bodies and imbuing each with unique magical powers beyond anything they had ever possessed.
For the next year, the cult reveled in its newfound power. They indulged every whim and quickly established themselves at the top of Europe’s secretive mystic underground. Dozens, then hundreds flocked to them, desirous of tapping into the same energies that they seemed to have mastered. Their meteoric rise drew scorn and derision from other, more established groups like the Golden Dawn and O.T.O. Aliester Crowley himself described them as "charlatans" and "fools". It also attracted the attention of Christian and secular groups that feared the magicians’ negative influence over the good and decent folk of Europe. Several nations passed laws banning the Circle from practicing its beliefs within their borders.
Zoria and his followers seemed largely unconcerned. They were already planning their next move. In 1914, as war broke out on the continent, the Circle of Thorns left en masse for the United States. Varrazano’s original map had located an entrance to Oranbega on the east coast of North America. Although later copies of the map showed the city in New England, Zoria believed this to be a deception. His own communion with the spirits pinpointed the location as being beneath the burgeoning metropolis that we know today as Paragon City.
Throughout the next six years, the Circle of Thorns disappeared from view. Many in Europe thought that some no doubt well-deserved occult disaster had befallen them. In fact, Zoria and his core membership were busy searching for a physical entrance to Oranbega. To hear them tell it, they were successful. All of a sudden, the Circle re-emerged, this time with a decidedly public face. They formed a private but well-known gentlemen’s club that became one the most notorious speakeasies of the Prohibition era.
The Roaring ‘20’s were a golden time for the Circle of Thorns. The hedonists of the Jazz Age embraced Zoria’s dark and dangerous reputation and the Circle went on a barely concealed black magic spree. They performed human sacrifices, summoned demons and magically manipulated events with impunity. Their mystical divinations prepared them for the coming Great Depression and the Circle and its members lived out hard economic times in relative luxury. What they didn’t divine was the rise of the masked crime fighter in American society.
In 1933, when children from poor neighborhoods started disappearing from their homes in the middle of the night, police and heroes alike were entirely baffled. There were no signs of forced entry, no clues at all. It wasn’t until the new hero known as the Dream Doctor started on the case that the true nature of the Circle of Thorns became public knowledge. A master of sorcery himself, the Dream Doctor recognized the hand of black magic in the kidnappings and traced the mystic trail back to the private club used by the Circle for its meetings.
At midnight on the anniversary of the Circle’s founding, The Dream Doctor burst in upon the foul cultists just as they prepared to sacrifice the poor children. As preternatural night engulfed the ritual chamber, the hero moved among them, his mystic blasts and spirit allies smashing through the cultists and freeing the children before Baron Zoria and his cronies knew what had happened. While the Circle’s highest-ranking members escaped, The Dream Doctor managed to capture most of the rest of the cult and bring them to justice.
That night in 1933 was the end of the Circle of Thorn’s existence as a public organization. Baron Zoria and his followers literally fled into the underground, allegedly taking up quarters in the dank and dangerous ruins of Oranbega. Their first order of business was taking vengeance upon the man who had ruined them: The Dream Doctor. Knowing fully well what would happen to him, the Doctor gathered about him a group of civic-minded magicians, occultists and scholars to help protect the city against future threats from the Circle of Thorns. He called this group the Midnight Squad and the organization persists to this day as one of the premiere superhero organizations in Paragon City.
Over the next few decades, the Circle of Thorns and the Midnight Squad continued to skirmish back and forth. Unfortunately, since only the Circle knew how to enter the lost city of Oranbega, they always had a safe and secure base to retreat in when matters grew desperate. Try as they might, the Midnight Squad could not crack the mystery of the sunken city. By the 1990’s, the Circle of Thorns seemed to have dwindled to a mere shadow of its former might. Except for the occasional museum theft or kidnapped antiquarian, the villains seldom seemed to rise from their chthonic chambers.
What no one could have expected is that it would be an alien invasion that both opened the way to Oranbega and simultaneously reinvigorated the Circle of Thorns. During the Rikti War, the extra-dimensional attackers used the subway tunnels and other underground chambers as bases of operation. They excavated more rooms as they needed them, using a variation on their portal technology. Apparently, the magical runes and protection spells hiding Oranbega from the rest of the world had no effect on technology from another dimension. The Rikti had accidentally discovered the vast underground lair of the Circle of Thorns.
Although most of the city’s heroes are loathe to admit it, this unintended revelation may well have played a key role in turning the tide of the Rikti War. The Circle, long dormant, was not nearly as dead as many had imagined. The aliens found themselves not only fighting super-powered heroes on the surface, but magic-wielding, demon-summoning fanatics down below. The now quite aged Baron Zoria himself led the charge at the head of his elite Thorn Wielders against the aliens, pushing them out of Oranbega and the surrounding caves.
No paper ever reported the Circle of Thorns’ role, nor did any of the hero organizations acknowledge the existence of Oranbega. Indeed, few of them knew for certain what exactly had happened to the Rikti underground. Nevertheless, after the war, rumors told of ancient, gold-encrusted ruins beneath the streets of Paragon City. Fortune hunters, amateur archeologists and even some heroes went down into the depths in search of fame and fortune. As might be predicted, none of them returned. At least, none of them returned as what they were when they went down.
They say that necessity is the mother of invention. With their impenetrable magic cloak destroyed by the Rikti, the Circle of Thorns knew it was only a matter of time before the Midnight Squad or some other noisome hero group would get curious and start causing trouble. And so Baron Zoria and his followers decided to take a more proactive approach in their own defense. They began with those initial explorers, capturing the trespassers and then supplanting their souls with the long-dead spirits of the original Oranbegans. When folks learned better than to go looking in dark caves for lost cities, the Circle of Thorns began to more actively “recruit” new members. They sent expeditions to the surface to snatch more innocents for Oranbegan supplantation. In the meantime…they sought new- if less effective -ways to hide their secret city from interlopers.
Today the Circle of Thorns has swelled in membership because of their press gang practices. Now, for the first time in decades, Baron Zoria’s ambition seems to be stirring. With the city in such a chaotic state, the Midnight Squad believes that The Circle is preparing to make a play for real power in the surface world. Robe-clad cult members have been seen on the surface in several locations. Strange new social clubs and cults have popped up in many neighborhoods, espousing beliefs very similar to those of the Circle and many of these have turned overnight from simple spiritual movements to murderous cabals. Now the Midnight Squad is busy trying to put a stop to this burgeoning occult threat, but the more problems they encounter in Paragon City, the harder it is to find time to search out entrances to lost Oranbega. Which is, no doubt, just as Baron Zoria intends…
Villain Types[]
Minions[]
Human Followers[]
Archer[]
Many who have lost hope go looking in dark places for the answers to life's questions. The Followers are those whose search has taken them to the Circle of Thorns. Now they must prove their true devotion by serving the Circle's evil will.
Levels: 13-22
Powers
Crossbow
Ranged, Lethal/Negative, Medium Damage, Foe Knockdown | |
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The Heavy Crossbow is slower to reload that the Hand Crossbow, but it has much longer range, deals more damage and can knock down foes. |
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Dagger
Melee, Lethal | |
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Wavy ritual blade. |
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Defender[]
Many who have lost hope go looking in dark places for the answers to life's questions. The Followers are those whose search has taken them to the Circle of Thorns. Now they must prove their true devotion by serving the Circle's evil will.
Levels: 23-30
Powers
Hand Crossbow
Ranged, 50% Lethal/50% Negative, Low Damage | |
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Small rapid fire Handheld Crossbow. |
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Thorn Sword
Melee, 75% Lethal/25% Negative, Foe Slow | |
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The Thorn Sword poisons its victims with negative energy to slow them. |
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Guard[]
Many who have lost hope go looking in dark places for the answers to life's questions. The Followers are those whose search has taken them to the Circle of Thorns. Now they must prove their true devotion by serving the Circle's evil will.
Levels: 5-12
Powers
Hand Crossbow
Ranged, Lethal/Negative, Low Damage | |
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Small rapid fire Handheld Crossbow. |
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Sword
Melee, Lethal, -Defense | |
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This wavey sword attack does medium damage and can reduce your foe's defense. |
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Guardian[]
Many who have lost hope go looking in dark places for the answers to life's questions. The Followers are those whose search has taken them to the Circle of Thorns. Now they must prove their true devotion by serving the Circle's evil will.
Levels: 5-12
Powers
Falchion
Melee, Lethal/Negative, Low Damage | |
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This small curved short sword has been enchanted to channel negative energy damage to its victims. |
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Guide[]
Many who have lost hope go looking in dark places for the answers to life's questions. The Followers are those whose search has taken them to the Circle of Thorns. Now they must prove their true devotion by serving the Circle's evil will.
Levels: 31-54
Powers
Hand Crossbow
Ranged, Lethal/Negative, Low Damage | |
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Small rapid fire Handheld Crossbow. |
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Scimitar
Melee, Lethal/Negative, High Damage | |
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This deadly weapon has been enchanted to channel negative energy damage to its victims. |
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Possessed Scientist (Air)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Thorn Casters, and are not afraid to use them.
Levels: 40-54
Powers
Fly
Self Flight | |
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Air Thorn Casters have the inherent ability to fly with no endurance cost. |
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Gale
Ranged (Cone), Minor Damage (Smash), Foe Knockback | |
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The Air Thorn Caster can call forth a tremendous gust of Gale force winds that knock down foes and deal some smashing damage in a wide cone area. |
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Lightning Bolt
Ranged, Energy, Foe -Endurance | |
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The caster can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance. |
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Charged Brawl
(Melee) Foe -Recovery | |
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The Air Thorn Caster has electrocuted you and temporarily halted your Endurance Recovery with Charged Brawl. |
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Possessed Scientist (Earth)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Thorn Casters, and are not afraid to use them.
Levels: 40-54
Powers
Hurl Boulder
Ranged, Smash, Foe Knockback | |
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The Possessed Scientist can rip up a boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes. |
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Stone Spears
Ranged, Area of Effect, Lethal | |
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The Caster can cause Stone Spears to erupt around an enemy target and all nearby foes. The Stone Spears deal moderate lethal damage. |
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Stone Fist
Melee, Smash, Foe Disorient | |
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The Caster punches his foes with mighty Fists of Stone. Stone Fist is a fairly swift attack that may Disorient your opponent. |
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Rock Armor
Self Toggle, +Resistances (Lethal, Smashing) | |
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While this power is active, the Caster's skin becomes Stone. Rock Armor make the Caster highly resistant to Smashing and Lethal based attacks. They are less likely to land and affect the Caster. |
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Possessed Scientist (Fire)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Thorn Casters, and are not afraid to use them.
Levels: 40-54
Powers
Flares
Ranged, Fire, Damage over Time, Fire | |
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A quick attack that throws Flares at the target. Little damage, but very fast. |
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Fire Ball
(Ranged) Targeted Area of Effect, Fire | |
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A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
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Ring of Fire
Ranged, Damage over Time (Fire), Foe Immobilize | |
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Immobilize your target in a Ring of Fire. Deals some Damage over Time. Very accurate! Most resilent foes may require multiple Fire Rings to Immobilize. |
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Char
Ranged, Foe Hold | |
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Incapacitates a targeted foe at a distance by Charring him with soot and cinders around him. |
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Consume
Ranged, Fire, Self +Endurance | |
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The Caster can Consume some fuel from his nearby enemies to recover Endurance. |
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Falchion
Melee, Lethal/Negative, Low Damage | |
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This small curved short sword has been enchanted to channel negative energy damage to its victim. |
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Possessed Scientist (Ice)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Thorn Casters, and are not afraid to use them.
Levels: 40-54
Powers
Ice Blast
(Ranged, Moderate Damage (Cold/Smash), Foe -Recharge, -Speed | |
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Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. Damage: Moderate, Recharge: Moderate. |
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Chilblain
Ranged, Low Cold Damage, Foe Immobilize | |
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Immobilize your target in an icy trap. Deals some damage over time and slightly slows the target movement and attack speed. |
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Ice Sword
Melee, Moderate Damage(Cold/Lethal), Foe -Recharge, -Speed | |
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You create a blade of solid ice that deals good damage. Being hit by this Ice Sword will Slow a target's movement and attack speed, due to the intense chill. Damage: Moderate, Recharge: Moderate. |
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Frozen Armor
Self, +Defense (Smash, Lethal), +Resistance (Cold) | |
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While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. Recharge: Very Fast. |
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Thorn Caster (Air)[]
Air casters can harness the winds to give themselves the power of flight. They can also conjure up meteorological menaces from lightning bolts to snow storms.
Levels: 40-44
Powers
Fly
Self Flight | |
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Air Thorn Casters have the inherent ability to fly with no endurance cost. |
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Gale
Ranged (Cone), Minor Damage (Smash), Foe Knockback | |
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The Air Thorn Caster can call forth a tremendous gust of Gale force winds that knock down foes and deal some smashing damage in a wide cone area. |
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Thunder Clap
Area of Effect Disorient | |
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The Thorn Caster can call a tremendous Thunder Clap that that will Disorient most foes in a large area around the Thorn Caster for quite a while. |
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Snow Storm
Toggle Area of Effect, Foe -Speed, -Recharge | |
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While active, the chill of this Snow Storm can dramatically slow the attacks and movement speed of all foes near the caster. |
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Lightning Bolt
Ranged, Energy, Foe -Endurance | |
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The caster can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance. |
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Charged Brawl
(Melee) Foe -Recovery | |
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The Air Thorn Caster has electrocuted you and temporarily halted your Endurance Recovery with Charged Brawl. |
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Thorn Caster (Earth)[]
The Earth Caster's mastery over stone and sand makes them quite valuable in the underground city that the Circle of Thorns inhabits. But they can use their magic for more than digging tunnels and reparing walls. Under their control, the very ground beneath a hero's feet can become a deadly weapon.
Levels: 35-39
Powers
Hurl Boulder
Ranged, Smash, Foe Knockback | |
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The Possessed Scientist can rip up a boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes. |
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Stone Spears
Ranged, Area of Effect, Lethal | |
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The Caster can cause Stone Spears to erupt around an enemy target and all nearby foes. The Stone Spears deal moderate lethal damage. |
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Quicksand
(Ranged, Area of Effect) Foe -Speed, -Fly, -Jump, -Defense | |
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You can cause the ground to liquefy like Quicksand at a targeted location. Any foes that pass through the Quicksand will become snared, and their movement will be dramatically Slowed. Foes trapped in the Quicksand cannot jump or Fly. Recharge: Slow. |
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Stone Prison
Ranged, Moderate Damage over Time (Smash), Foe Immobilize, -Defense, -Fly | |
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Immobilizes a single target with an earty formation and deals some Smashing damage over time. Some more resilent foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Damage: Moderate (Damage over Time), Recharge: Fast. |
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Falchion
Melee, Lethal/Negative, Low Damage | |
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This small curved short sword has been enchanted to channel negative energy damage to its victim. |
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Rock Armor
Self Toggle, +Resistances (Lethal, Smashing) | |
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While this power is active, the Caster's skin becomes Stone. Rock Armor make the Caster highly resistant to Smashing and Lethal based attacks. They are less likely to land and affect the Caster. |
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Thorn Caster (Fire)[]
Weaving magical effects from fire can be dangerous for the novice mage, but Fire Casters have perfected the art. They can conjure up fires to immolate or distract their enemies, and some can even draw on their foes body heat to restore their own power
Levels: 30-34
Powers
Flares
Ranged, Fire, Damage over Time, Fire | |
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A quick attack that throws Flares at the target. Little damage, but very fast. |
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Fire Ball
(Ranged) Targeted Area of Effect, Fire | |
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A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
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Ring of Fire
Ranged, Damage over Time (Fire), Foe Immobilize | |
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Immobilize your target in a Ring of Fire. Deals some Damage over Time. Very accurate! Most resilent foes may require multiple Fire Rings to Immobilize. |
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Char
Ranged, Foe Hold | |
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Incapacitates a targeted foe at a distance by Charring him with soot and cinders around him. |
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Consume
Ranged, Fire, Self +Endurance | |
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The Caster can Consume some fuel from his nearby enemies to recover Endurance. |
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Falchion
Melee, Lethal/Negative, Low Damage | |
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This small curved short sword has been enchanted to channel negative energy damage to its victim. |
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Thorn Caster (Ice)[]
The frigid magics of the Ice Casters take careful study to master. In the hands of these mages, ice becomes a deadly weapon, either shredding enemies with jagged blasts or freezing them in place and chilling them to their bones.
Levels: 45-54
Powers
Ice Blast
Ranged, Moderate Damage (Cold/Smash), Foe -Recharge, -Speed | |
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Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. Damage: Moderate, Recharge: Moderate. |
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Bitter Ice Blast
Ranged, Superior Damage (Cold/Smash), Foe -Recharge, -Speed, -Accuracy | |
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A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice Blast powers, Bitter Ice Blast can Slow a target's movement and attack speed. Damage: Superior, Recharge: Slow. |
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Chilblain
Ranged, Low Cold Damage, Foe Immobilize | |
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Immobilize your target in an icy trap. Deals some damage over time and slightly slows the target movement and attack speed. |
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Ice Sword
Melee, Moderate Damage(Cold/Lethal), Foe -Recharge, -Speed | |
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You create a blade of solid ice that deals good damage. Being hit by this Ice Sword will Slow a target's movement and attack speed, due to the intense chill. Damage: Moderate, Recharge: Moderate. |
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Frozen Armor
Self, +Resistance (24% Smash, 24% Lethal, 8% Fire, 16% Cold, 16% Toxic) | |
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While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. Recharge: Very Fast. |
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Thorn Wielder[]
The mighty Thorn Wielders are the elite guardians of the Circle of Thorns. They wield the sacred Thorn Blades, enchanted weapons that leave a taint of foul magic on anyone they strike.
Levels: 5-13
Powers
Throwing Dagger
Ranged, Lethal/Negative, Low Damage | |
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Wavy ritual blade. |
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Greater Thorn Sword
Melee, Lethal/Negative, Foe Slow | |
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The Greater Thorn Sword poisons its victims with negative energy to slow them. |
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Spirits[]
Spectral Daemon[]
The Circle's sunken city of Oranbega is rumored to be filled with the ancient ghosts of its original inhabitants. Some of these spirits become malevolent Specters, angry and incorporeal beings immune to physical attacks but capable of causing tremendous damage to living beings.
Levels: 24+
Powers
Flight
Self fly | |
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All Spectral Daemons have the inherent ability to fly with no endurance cost |
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Invisibility
Self, Invisibility | |
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All Spectral Daemons have the inherent ability to turn invisible. |
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Gloom
(Ranged) Damage over Time, Negative, Foe -Accuracy | |
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Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time. |
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Smite
Melee, Smash/Negative, Moderate Damage, Foe -Accuracy | |
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More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy. |
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Siphon Life
Psionic/Negative Energy Damage, Foe -Accuracy | |
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The Spectre taps the powers of the netherworld and it's own psychic power to steal life from you and transfer some of it to himself. Your accuracy has been reduced. |
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Resistance
Auto, Self +Resistances: Smash, Lethal, Negative. Resist: Immobilize | |
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Spectres are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage. |
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Spectral Follower[]
The Circle's sunken city of Oranbega is rumored to be filled with the ancient ghosts of it's original inhabitants. Some of these spirits become malevolent Specters, angry and incorporeal beings immune to physical attacks but capable of causing tremendous damage to living beings.
Levels: 18-
Powers
Flight
Self fly | |
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All Spectral Daemons have the inherent ability to fly with no endurance cost |
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Invisibility
Self, Invisibility | |
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All Spectral Daemons have the inherent ability to turn invisible. |
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Smite
Melee, Smash/Negative, Moderate Damage, Foe -Accuracy | |
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More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy. |
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Siphon Life
Psionic/Negative Energy Damage, Foe -Accuracy | |
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The Spectre taps the powers of the netherworld and it's own psychic power to steal life from you and transfer some of it to himself. Your accuracy has been reduced. |
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Resistance
Auto, Self +Resistances: Smash, Lethal, Negative. Resist: Immobilize | |
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Spectres are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage. |
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Spectral Knight[]
The Circle's sunken city of Oranbega is rumored to be filled with the ancient ghosts of it's original inhabitants. Some of these spirits become malevolent Specters, angry and incorporeal beings immune to physical attacks but capable of causing tremendous damage to living beings.
Levels: 19-23
Powers
Flight
Self fly | |
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All Spectral Daemons have the inherent ability to fly with no endurance cost |
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Invisibility
Self, Invisibility | |
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All Spectral Daemons have the inherent ability to turn invisible. |
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Gloom
(Ranged) Damage over Time, Negative, Foe -Accuracy | |
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Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time. |
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Smite
Melee, Smash/Negative, Moderate Damage, Foe -Accuracy | |
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More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy. |
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Siphon Life
Psionic/Negative Energy Damage, -Accuracy | |
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The Spectre taps the powers of the netherworld and it's own psychic power to steal life from you and transfer some of it to himself. Your accuracy has been reduced. |
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Resistance
Auto, Self +Resistances: Smash, Lethal(40%), Negative. Resist: Immobilize | |
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Spectres are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage. |
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Nerva Spectral Daemon[]
Where go the Circle of Thorns go the legions of Hell. These gibbering monstrosities seem to be waiting for... something.
Powers
Flight
Self fly | |
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All Spectral Daemons have the inherent ability to fly with no endurance cost. |
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Ethereal
Self Invisible, Intangible | |
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Spectres can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space. |
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Ice Bolt
Ranged, Minor Damage, Cold/Smash, Foe -Recharge, -Speed | |
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Ice Bolt quickly pelts an enemy with small icy daggers; their chill slows a foe's attacks and movement for a time. Fast, but little damage. Damage:Moderate, Recharge: Fast. |
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Freezing Touch
Melee, 50% Cold/ 50% Negative Energy Damage, Foe -Speed | |
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You have been slowed. |
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Siphon Life
Psionic/Negative Energy Damage, Foe -Speed | |
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The Spectre taps the powers of the netherworld and its own psychic power to steal life from you and transfer some of it to himself. You have been slowed. |
|
Resistance
Auto, Self +Resistances: Smash, Lethal, Negative. Resist: Immobilize | |
---|---|
Spectres are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage. |
|
Demons[]
Hordeling Lasher[]
From the nightmares of Hell's sinners come these disgusting creatures, nightmares born of fire, brimstone, and hate.
Powers
Tongue Strike
Ranged, Minor Damage (Smashing), Foe Knockback | |
---|---|
You let forth a quick Tongue Strike damaging your target. |
|
Vicious Bite
Melee, Moderate Damage (Lethal) | |
---|---|
Your bite can cause serious damage to a target. |
|
Resistance
Auto, Self, +Resistances: Cold | |
---|---|
Lilitu's Horde are resistant to Cold Damage but vulnerable to Fire. |
|
Behemoth[]
Summoned from the hellish pit of some other dimension, the Behemoths are fiery demons that inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them.
Powers
Flares
Ranged, Fire, Damage over Time, Fire | |
---|---|
A quick attack that throws Flares at the target. Little damage, but very fast. |
|
Scorch
Melee, Fire, Damage over Time | |
---|---|
The Behemoth hands are engulfed in flames, igniting the target. |
|
Fire Smash
Melee, Heavy Smash, Fire | |
---|---|
Behemoth fire punch attack. |
|
Invincibility
Foe +Defense +Accuracy (special) | |
---|---|
Your close proximity to the Behemoth is increasing it´s Defense and Accuracy. Get away if you can. |
|
Resistance
Auto, Self, +Resistances: Fire | |
---|---|
Behemoths are resistant to Fire Damage, but are vulnerable to Cold. |
|
Behemoth Jumping
Auto, Self +Jump | |
---|---|
Behemoths can inherently jump real high. |
|
Thorn Tree Vine[]
The vines of the Thorn tree can move and strike, cutting down those who would hurt its body. What's more, the main body of the tree cannot be attacked until all of the vines have been destroyed.
Powers
Vine Thorns
(Ranged) Damage over Time, Toxic, Foe -Fly | |
---|---|
Toxins from the Creeper Vines Thorns are slowing you. You are unable to fly and are taking Toxic damage. |
|
Lieutenants[]
Human Followers[]
Energy Mage[]
Within their fabled lost city, the High Mages of Energy provide light, heat, and energy for their brethren. In battle they unleash their power in blasts of utter destruction, capable of ripping apart flesh, stone, and steel.
Levels: 16-
Powers
Thorn Staff
(Ranged) Targeted Area of Effect (Energy), Foe -Endurance | |
---|---|
The Thorn Staff can hurl an explosive ball of energy. |
|
Brawl
Melee, Smash | |
---|---|
The Circle of Thorns High brawling attacks. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Force Mage[]
The High Mages of Force deal with the primal forces that move the universe. In their sunken city they are responsible for preventing cave ins by siphoning off the Earth´s seismic energy into useful pursuits. In battle, they can sap the very strength from a foe´s limb and add it to their own.
Powers
Levels 15+
Crystal Staff
(Ranged) Foe -Damage | |
---|---|
The Crystal Staff has stolen your strength, reducing your damage. |
|
Brawl
Melee, Smash | |
---|---|
The Circle of Thorns High brawling attacks. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Life Mage[]
Magical mastery over life can be a powerful tool for good, but in the hands of the Life Mages it is a deadly weapon. They can suck the very life force out of their foes, weakening and eventually killing them.
Powers
Poison Staff
Ranged, Toxic, +Self Hit Points | |
---|---|
The Poison Staff can steal life. |
|
Brawl
Melee, Smash | |
---|---|
The Circle of Thorns High brawling attacks. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Soul Mage[]
The High Mages of the Soul delve into the deepest reaches of the human spirit. They are largely responsible for the gathering and training of specters and other spirits. When forced into combat, they petrify their foes in a wave of inescapable self-contemplation that leaves them incapable of any action.
Powers
Darkness Staff Gloom
Ranged, Negative, Damage over Time (Negative), Foe -Accuracy | |
---|---|
The Darkness Staff can slowly drains a target of life and reduces the his chance to hit. |
|
Darkness Staff
(Ranged) Foe Hold | |
---|---|
You have been petrified by the Darkness Staff. |
|
Brawl
Melee, Smash | |
---|---|
The Circle of Thorns High brawling attacks. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Possessed Scientist (Dark)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Circle mages, and are not afraid to use them.
Powers
Gloom
Ranged Negative, Damage over Time, Foe -Accuracy | |
---|---|
Gloom slowly drains a target of life and reduced the his chance to hit. Slower than Dark Blast, but deals more Damage over time. |
|
Chill of the Night
Toggle Area of Effect (Negative), Foe -Accuracy | |
---|---|
While active, the Death Mage channels negative energy to reduce all nearby foes chance to hit while slowly dealing damage. |
|
Tenebrous Tentacles
Cone, Moderate Damage (Negative/Smash), Foe Immobilize, -Accuracy | |
---|---|
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. |
|
Twilight Grasp
Ranged, Foe -Accuracy, -Damage, Team Heal | |
---|---|
The Death Mage channels negative energy through himself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to yourself and all allies near you. The targeted foe's accuracy and damage is reduced while you and your nearly allies are healed. Twilight Grasp can only heal you and your allies as long as there is a valid target to steal power from. |
|
Possessed Scientist (Earth)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Circle mages, and are not afraid to use them.
Powers
Earthquake
Location Area of Effect, Foe Knockdown | |
---|---|
The Ruin Mage can create a powerful, yet localized earthquake at a targeted location. Most foes that pass through the location will eventually fall down. Additionally, the violent shaking will reduce their accuracy and defense. |
|
Fossilize
Foe Hold, -Defense | |
---|---|
You are fossilized and encasesed in solid stone. You are held and your defense is reduced. |
|
Stone Prison
Ranged, Moderate Damage over Time (Smashing), Foe -Fly, Immobilize | |
---|---|
Immobilizes a single target with an earty formation and deals some Smashing damage over time. Some more resilent foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Damage: Moderate (Damage over Time), Recharge: Fast. |
|
Tremor
Area of Effect (Smashing), Foe Knockback | |
---|---|
A tremendous attack, Tremor shakes the very earth itself, damaging and knocking back everything in a nearby area. |
|
Fault
Close (Targeted Area of Effect), Foe Knockback, Disorient | |
---|---|
This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault deals no damage on its own. Recharge: Slow. |
|
Kamikaze
Suicide Special | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. |
|
Dispersion Bubble
Team, Area of Effect, Toggle, +Resistance (Special) | |
---|---|
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except Psionic. The Dispersion Bubble also protects allies inside from Immobilization, Disorient and Hold effects. |
|
Possessed Scientist (Gravity)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Circle mages, and are not afraid to use them.
Powers
Crush
Ranged, Low Smash Damage, Foe Immobilize, -Fly | |
---|---|
Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power is very accurate and deals some crushing damage over time. |
|
Gravity Distortion
Ranged, Foe Hold | |
---|---|
Causes a single foe to experience an intensely misshapen gravitation field, rendering them unable to take any action. |
|
Siphon Power
(Ranged, Self +Damage) Foe -Damage | |
---|---|
The Ruin Mage has siphoned your power and reduced your damage potential to strengthen her own. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. |
|
Possessed Scientist (Psychic)[]
The Circle of Thorns has possessed descendants of Mu for centuries, and has no intention of stopping. Recently, they have begun possessing non-descendants for investigational purposes. When they discovered Portal Corporation's research, they began to possess employees to find a way to break their deal with their demonic brood. The Possessed Scientist have the same powers of Circle mages, and are not afraid to use them.
Powers
Psychic Scream
(Ranged) Cone, Psionic, Foe -Recharge | |
---|---|
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect. |
|
Mesmerize
Ranged, Psionic, Foe Sleep | |
---|---|
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked. |
|
Dominate
Ranged, Foe Hold | |
---|---|
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself. |
|
Scramble Thoughts
Foe Disorient | |
---|---|
Your thoughts are scrambled, and you are Disoriented. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. |
|
Spirits[]
Nerva Spectral Daemon Lord[]
Where go the Circle of Thorns go the legions of Hell. These gibbering monstrosities seem to be waiting for... something.
Powers
Fly
Self Flight | |
---|---|
All Spectral Daemons have the inherent ability to fly with no endurance cost. |
|
Invisibility
| |
---|---|
All Spectral Daemons have the inherent ability to turn invisible. |
|
Ice Bolt
Ranged, Minor Damage, Cold/Smash, Foe -Recharge, -Speed | |
---|---|
Ice Bolt quickly pelts an enemy with small icy daggers; their chill slows a foe's attacks and movement for a time. Fast, but little damage. Damage:Moderate, Recharge: Fast. |
|
Freezing Touch
Melee, 50% Cold/50% Negative Energy Damage, Foe -Speed | |
---|---|
You have been slowed. |
|
Siphon Life
(Self +Hit Points) Foe -Speed | |
---|---|
The Spectre taps the powers of the netherworld and its own psychic power to steal life from you and transfer some of it to himself. You have been slowed. |
|
Chill of the Night
Toggle Area of Effect (Negative), Foe -Accuracy | |
---|---|
While active, the Death Mage channels negative energy to reduce all nearby foes chance to hit while slowly dealing damage. |
|
Midnight Grasp
Melee, Negative, Very High Damage, Damage over Time (Negative), Foe Immobilize, -Accuracy | |
---|---|
A brutal attack that leaves the target exposed to dark tentacles that Immobilize and continue to drain the life of your foe. |
|
Spectral Daemon Lord[]
The Circle's sunken city is rumored to be filled with the ancient ghosts of its original inhabitants. Some of these spirits become malevolent Specters, angry and incorporeal beings immune to physical attacks but capable of causing tremendous damage to living beings
Powers
Flight
Self fly | |
---|---|
All Spectral Daemons have the inherent ability to fly with no endurance cost |
|
Chill of the Night
Toggle Area of Effect (Negative), Foe -Accuracy | |
---|---|
While active, the Death Mage channels negative energy to reduce all nearby foes chance to hit while slowly dealing damage. |
|
Smite
Melee, Smash/Negative, Moderate Damage, Foe -Accuracy | |
---|---|
More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy. |
|
Midnight Grasp
Melee, Smash/Negative, Very High Damage, Damage over Time (Negative), Foe Immobilize, -Accuracy | |
---|---|
A brutal attack that leaves the target exposed to dark tentacles that Immobilize and continue to drain the life of your foe. |
|
Siphon Life
Melee, Negative, (Self +Hit Points) Foe -Accuracy | |
---|---|
The Spectre taps the powers of the netherworld and its own psychic power to steal life from you and transfer some of it to himself. Your Accuracy has been reduced. |
|
Resistance
Auto, Self +Resistances: Smash, Lethal(40%), Negative. Resist: Immobilize | |
---|---|
Spectres are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage. |
|
Demons[]
Hordeling Berserker[]
From the nightmares of Hell´s sinners come these disgusting creatures, nightmares born out of fire, brimstone and hate.
Levels 17+
Powers
Frost Sword
Melee, Moderate Damage, Lethal/Cold | |
---|---|
The Hordeling Berserker can summon an infernal sword that deals moderate Lethal and Cold damage. |
|
Frozen Armor
Self, +Defense (Smash, Lethal), +Resistance (Cold) | |
---|---|
While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. Recharge: Very Fast. |
|
Berserker Rage
Self Rez, Special | |
---|---|
If you are defeated, you can come back with even greater vigor that will eventually cause you to burst in a blaze of glory. |
|
Damage Buff
Self +Damage | |
---|---|
Hordeling Berserkers have increased damage during their Berserker Rage. |
|
Berserker Explosion
Suicide Special | |
---|---|
Hordeling Berserkers will explode sending shards of ice shooting out everywhere. |
|
Resistance
Auto, Self, +Resistances: Cold | |
---|---|
Lilitu's Horde are resistant to Cold Damage but vulnerable to Fire. |
|
Hordeling Hurler[]
From the nightmares of Hell´s sinners come these disgusting creatures, nightmares born out of fire, brimstone and hate.
Levels 15-
Powers
Ice Phlegm
(Ranged) Foe -Recharge, -Speed | |
---|---|
You have been frozen by Ice Phlegm. Your movement Speed and Recharge rate are reduced. |
|
Frost Breath
Close Cone, Moderate Damage over Time (Cold), Foe -Recharge, -Speed | |
---|---|
Unleashes a cone of frosty breath that can Slow your opponents movement and attacks. Very accurate and very deadly at medium range. Damage: Moderate (Damage over Time), Recharge: Slow. |
|
Flailing Claws
Melee, Minor Damage (Lethal) | |
---|---|
A series of quick Swipes with your claws. Does minor damage, but has a very quick recharge rate. |
|
Resistance
Auto, Self, +Resistances: Cold | |
---|---|
Lilitu's Horde are resistant to Cold Damage but vulnerable to Fire. |
|
Behemoth Master[]
Summoned from the hellish pit of some other dimension, the Behemoths are fiery demons that inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them.
Powers
Flares
Ranged, Fire, Damage over Time, Fire | |
---|---|
A quick attack that throws Flares at the target. Little damage, but very fast. |
|
Fire Sword
Melee, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth can summon a fire sword that sets foes ablaze. Sucessful attacks will also do a slight damage over time. |
|
Scorch
Melee, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth hands are engulfed in flames, igniting the target. |
|
Fire Smash
Melee, Heavy Smash, Fire | |
---|---|
Behemoth fire punch attack. |
|
Invincibility
+Defense +Accuracy (special) | |
---|---|
Your close proximity to the Behemoth is increasing its Defense and Accuracy. Get away if you can. |
|
Resistance
Auto, Self +Resistances: Fire | |
---|---|
Behemoth Lords are resistant to Fire Damage, but are vulnerable to Cold. |
|
Behemoth Jumping
Auto, Self +Jump | |
---|---|
Behemoths can inherently jump real high. |
|
Behemoth Overlord[]
The Behemoth Overlords are fortunately very rare. Likewise they are very deadly. Their mastery of fire allows them to immolate multiple foes simultaneously, and they can quickly heal their own wounds by basking in the heat of their infernal fire.
Powers
Fire Blast
Ranged, Fire, Damage over Time (Fire) | |
---|---|
Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage. |
|
Fire Ball
(Ranged) Targeted Area of Effect, (Fire) | |
---|---|
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
|
Fire Breath
(Ranged) Cone, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth Lord breaths forth a cone of fire that burns all foes within it´s narrow cone. Very accurate and very deadly at medium range. |
|
Fire Sword
Melee, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth can summon a fire sword that sets foes ablaze. Sucessful attacks will also do a slight damage over time. |
|
Swipe
Melee, Heavy Lethal | |
---|---|
Behemoth claw attacks. |
|
Healing Flames
Self Heal, +Resist: Disorient | |
---|---|
The Behemoth can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect the Behemoth from Disorientation for a while. |
|
Resistance
Auto, Self +Resistances: Fire | |
---|---|
Behemoth Lords are resistant to Fire Damage, but are vulnerable to Cold. |
|
Behemoth Jumping
Auto, Self +Jump | |
---|---|
Behemoths can inherently jump real high. |
|
Bosses[]
Human Followers[]
Agony Mage[]
There is no greater distraction than pain and suffering. The Masters of Agony often help relieve their friends of such distractions in times of peace. But when it comes to battle, they are adept at harming their foes through powerful and disruptive enchantments.
Powers
Crush
Ranged, Low Smash Damage, Foe Immobilize, -Fly | |
---|---|
Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power is very accurate and deals some crushing damage over time. All mezzes used by the Agony Mage are only used when foes mez protection is turned on so either turn off mez protection to protect yourself from these high magnitude holds or deal with it and use inspirations. |
|
Gravity Distortion
Ranged, Foe Hold | |
---|---|
Causes a single foe to experience an intensely misshapen gravitation field, rendering them unable to take any action. As previously said in crush this power will only be used when mez protection is on. |
|
Falchion
Melee, Lethal/Negative, Low Damage | |
---|---|
This small curved short sword has been enchanted to channel negative energy damage to its victim. |
|
Siphon Power
(Ranged, Self +Damage) Foe -Damage | |
---|---|
The Ruin Mage has siphoned your power and reduced your damage potential to strengthen her own. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Absorb Pain
Ally +Hit Points, Self -Hit Points | |
---|---|
This power has only a tiny endurance cost, but dramatically heals an ally's wounds by sacrificing some of your own health. |
|
Death Mage[]
The most powerful of all the Circle´s mages, the Masters of Death are lords of the afterlife. They help to wrangle and control the Behemoths and other beasts the Circle summons, but their most fearsome power is the ability to create a pervasive zone of death that sucks the life out of any foes in the vecinity.
Powers
Gloom
Ranged Negative, Damage over Time, Foe -Accuracy | |
---|---|
Gloom slowly drains a target of life and reduced the his chance to hit. Slower than Dark Blast, but deals more Damage over time. |
|
Chill of the Night
Toggle Area of Effect (Negative), Foe -Accuracy | |
---|---|
While active, the Death Mage channels negative energy to reduce all nearby foes chance to hit while slowly dealing damage. |
|
Dark Pit Disorient
You have been disoriented within the Dark Pit.
Tenebrous Tentacles
Cone, Moderate Damage (Negative/Smash), Foe Immobilize, -Accuracy | |
---|---|
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target. |
|
Falchion
Melee, Lethal/Negative, Low Damage | |
---|---|
This small curved short sword has been enchanted to channel negative energy damage to its victim. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Twilight Grasp
Ranged, Foe -Accuracy, -Damage, Team Heal | |
---|---|
The Death Mage channels negative energy through himself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to yourself and all allies near you. The targeted foe's accuracy and damage is reduced while you and your nearly allies are healed. Twilight Grasp can only heal you and your allies as long as there is a valid target to steal power from. |
|
Madness Mage[]
The Masters of Madness can control every aspect of the psyche. For their friends, they provide a constant aura of mental fortitude that helps them in all endeavors. In battle, their enemies suffer complete mental domination that leaves them incapable of any actions at all.
Powers
Psychic Scream
(Ranged) Cone, Psionic, Foe -Recharge | |
---|---|
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect. |
|
Mesmerize
Ranged, Psionic, Foe Sleep | |
---|---|
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked. |
|
Dominate
Ranged, Foe Hold | |
---|---|
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself. |
|
Scramble Thoughts
Foe Disorient | |
---|---|
Your thoughts are scrambled, and you are Disoriented. |
|
Falchion
Melee, Lethal/Negative, Low Damage | |
---|---|
This small curved short sword has been enchanted to channel negative energy damage to its victim. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Fortitude
Ally, +Defense, +Damage, +Accuracy | |
---|---|
Fortitude immensely enhances a single targeted ally's accuracy, damage potential and defense. The target ally will even take less damage from those few attacks that do hit him. Fortitude even protects the target ally from psionic attacks and damage. |
|
Ruin Mage[]
In ancient times, the Masters of Ruin could level whole cities with their powerful earthquake magic. Today these masters of mayhem are still deadly foes, capable of summoning localized tremors that cause great devastation in a short time.
Powers
Earthquake
Location Area of Effect, Foe Knockdown | |
---|---|
The Ruin Mage can create a powerful, yet localized earthquake at a targeted location. Most foes that pass through the location will eventually fall down. Additionally, the violent shaking will reduce their accuracy and defense. |
|
Fossilize
Foe Hold, -Defense | |
---|---|
You are fossilized and encased in solid stone. You are held and your defense is reduced. |
|
Stone Prison
Ranged, Moderate Damage over Time (Smash), Foe Immobilize, -Defense, -Fly | |
---|---|
Immobilizes a single target with an earty formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Damage: Moderate (Damage over Time), Recharge: Fast. |
|
Tremor
Area of Effect (Smashing), Foe Knockback | |
---|---|
A tremendous attack, Tremor shakes the very earth itself, damaging and knocking back everything in a nearby area. |
|
Falchion
Melee, Lethal/Negative, Low Damage | |
---|---|
This small curved short sword has been enchanted to channel negative energy damage to its victim. |
|
Kamikaze
Suicide Special (Point Blank Area of Effect, Energy) | |
---|---|
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible. |
|
Dispersion Bubble
Team, Area of Effect, Toggle, +Resistance (Special) | |
---|---|
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from immobilization, disorient and hold effects. |
|
Demons[]
Behemoth Lord[]
Summoned from the hellish pit of some other dimension, the Behemoths are fiery demons that inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them.
Powers
Fire Ball
(Ranged) Targeted Area Effect, Fire | |
---|---|
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
|
Fire Sword
Melee, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth can summon a fire sword that sets foes ablaze. Sucessful attacks will also do a slight damage over time. |
|
Scorch
Melee, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth hands are engulfed in flames, igniting the target. |
|
Fire Smash
Melee, Heavy Smash, Fire | |
---|---|
Behemoth fire punch attack. |
|
Invincibility
+Defense +Accuracy (special) | |
---|---|
Your close proximity to the Behemoth is increasing its Defense and Accuracy. Get away if you can. |
|
Resistance
Auto, Self +Resistances: Fire | |
---|---|
Behemoth Lords are resistant to Fire Damage, but are vulnerable to Cold. |
|
Behemoth Jumping
Auto, Self +Jump | |
---|---|
Behemoths can inherently jump real high. |
|
Behemoth Overlord[]
The Behemoth Overlords are -fortunately- very rare. Likewise they are very deadly. Their mastery of fire allows them to immolate multiple foes simultaneously, and they can quickly heal their own wounds by basking in the heat of their infernal fire.
Powers
Fire Blast
Ranged, Fire, Damage over Time (Fire) | |
---|---|
Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage. |
|
Fire Ball
(Ranged) Targeted Area of Effect, (Fire) | |
---|---|
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
|
Fire Breath
(Ranged) Cone, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth Lord breaths forth a cone of fire that burns all foes within it´s narrow cone. Very accurate and very deadly at medium range. |
|
Fire Sword
Melee, Fire, Damage over Time (Fire) | |
---|---|
The Behemoth can summon a fire sword that sets foes ablaze. Sucessful attacks will also do a slight damage over time. |
|
Swipe
Melee, Heavy Lethal | |
---|---|
Behemoth claw attacks. |
|
Healing Flames
Self Heal, +Resist: Disorient | |
---|---|
The Behemoth can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect the Behemoth from Disorientation for a while. |
|
Resistance
Auto, Self +Resistances: Fire | |
---|---|
Behemoth Lords are resistant to Fire Damage, but are vulnerable to Cold. |
|
Behemoth Jumping
Auto, Self +Jump | |
---|---|
Behemoths can inherently jump real high. |
|
Hellfrost[]
The deepest bowels of the Pit births these monstrosities. Beware their Infernal Blades, for it is said they tear far more than just flesh. Some claim bits of their victims souls are shorn away as well.
Powers
Bitter Ice Blast
Ranged, Superior Damage (Cold/Smash), Foe -Recharge, -Speed, -Accuracy | |
---|---|
A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice Blast powers, Bitter Ice Blast can Slow a target's movement and attack speed. Damage: Superior, Recharge: Slow. |
|
Glacier
Point Blank Area of Effect, Foe Hold, -Recharge, -Speed | |
---|---|
You can freeze all foes around yourself in blocks of Glacial ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain chilled and their attack and movement speed is Slowed for a while. This power can only be cast near the ground. Recharge: Very Long. |
|
Ice Storm
Ranged (Location Area of Effect), Minor Damage over Time (Cold), Foe -Recharge, -Speed | |
---|---|
Shred your foes with this Ice Storm. This power deals a lot of damage in a large area and can Slow all affected targets movement and attack speed. Damage: Minor(DoT), Recharge: Long. |
|
Frost Breath
Close Cone, Moderate Damage over Time (Cold), Foe -Recharge, -Speed | |
---|---|
Unleashes a cone of frosty breath that can Slow your opponents movement and attacks. Very accurate and very deadly at medium range. Damage: Moderate (damage over time), Recharge: Slow. |
|
Frost Sword
Melee, Moderate damage. Lethal/Cold | |
---|---|
The Hellstrike can summon an infernal sword that deals moderate Lethal and Cold damage. |
|
Frozen Armor
Self, +Defense (Smash, Lethal), +Resistance (Cold) | |
---|---|
While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. Recharge: Very Fast. |
|
Succubus[]
Not every horror that emerges from the Inferno is hideous-at least on the outside. The Succubi appears as voluptuous women to lure foolish mortals to a long and painful doom.
Powers
Come Hither
Confuse | |
---|---|
You have been confused. You may attack an incorrect target. |
|
Entrance
Hold | |
---|---|
You have been Entranced. |
|
Hellish Bolts
Ranged (Cone), Moderate Damage(Negative Energy), Knockback | |
---|---|
You summon a wave of mire that sweeps away foes within its arc. |
|
Blackclaw
Melee, Moderate Damage(Lethal/Negative Energy) | |
---|---|
You perform a slash with your hellish claws, dealing a good amount of lethal and negative energy damage. |
|
Elite Bosses[]
Baron Zoria[]
Main Article: Baron Zoria
The ancient Oranbegan sorcerer known as Akarist was once a mortal man over 14000 years ago. In his original body, his magical powers were at their peak.
(ERROR: As you can see, this bio seems to be Akarist's one and not Baron Zoria's. Please update when/if it's corrected)
- The bio is what is displayed in-game
Powers
Gloom
Ranged, Negative, Damage over Time, Foe -Accuracy | |
---|---|
Gloom slowly drains a target of life and reduced the his chance to hit. Slower than Dark Blast, but deals more Damage over time. |
|
Chill of the Night
Toggle Area of Effect (Negative), Foe -Accuracy | |
---|---|
While active, the Death Mage channels negative energy to reduce all nearby foes chance to hit while slowly dealing damage. |
|
Twilight Grasp
Ranged, Foe -Accuracy, -Damage, Team Heal | |
---|---|
The Death Mage channels negative energy through himself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to yourself and all allies near you. The targeted foe's accuracy and damage is reduced while you and your nearly allies are healed. Twilight Grasp can only heal you and your allies as long as there is a valid target to steal power from. |
|
Dark Pit
Ranged, Area of Effect, Foe Disorient | |
---|---|
Envelops a targeted foe and any nearby enemies in a pit of negative energy. The attack deals no damage, but disorients all affected foes for a good while. |
|
Tenebrous Tentacles
Cone, Moderate Damage (Negative/Smash), Foe Immobilize, -Accuracy | |
---|---|
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target. |
|
Psychic Scream
(Ranged) Cone, Psionic, Foe -Recharge | |
---|---|
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect. |
|
Mesmerize
Ranged, Psionic, Foe Sleep | |
---|---|
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked. |
|
Dominate
Ranged, Foe Hold | |
---|---|
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself. |
|
Scramble Thoughts
Ranged, Minor Damage (Psionic), Foe Disorient | |
---|---|
Painfully scrambles the synapses of a targeted foe, leaving him dramatically Disoriented for a short duration. Deals a little Psionic Damage. |
|
Fossilize
Ranged, Foe Hold, -Defense | |
---|---|
Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The Fossilized victim is held helpless and unable to defend himself. |
|
Stone Prison
Ranged, Moderate Damage over Time (Smash), Foe Immobilize, -Defense, -Fly | |
---|---|
Immobilizes a single target with an earty formation and deals some Smashing damage over time. Some more resilent foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Damage: Moderate (Damage over Time), Recharge: Fast. |
|
Archvillains[]
Archus[]
Main Article: Archus
Despite your efforts, Archus has nearly completed his psychic network using the shards of Serafina's crystal. Stop him, or you could wind up as his pawn forever!
Powers
Tenebrous Tentacles
Cone, Moderate Damage (Negative/Smash), Foe Immobilize, -Accuracy | |
---|---|
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target. |
|
Gloom
Ranged, Negative, Damage over Time, Foe -Accuracy | |
---|---|
Gloom slowly drains a target of life and reduced the his chance to hit. Slower than Dark Blast, but deals more Damage over time. |
|
Dark Pit
Ranged, Area of Effect, Foe Disorient | |
---|---|
Envelops a targeted foe and any nearby enemies in a pit of negative energy. The attack deals no damage, but disorients all affected foes for a good while. |
|
Chill of the Night
Toggle Area of Effect (Negative), Foe -Accuracy | |
---|---|
While active, the Death Mage channels negative energy to reduce all nearby foes chance to hit while slowly dealing damage. |
|
Twilight Grasp
Ranged, Foe -Accuracy, -Damage, Team Heal | |
---|---|
The Death Mage channels negative energy through himself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to yourself and all allies near you. The targeted foe's accuracy and damage is reduced while you and your nearly allies are healed. Twilight Grasp can only heal you and your allies as long as there is a valid target to steal power from. |
|
Fortitude
Ally, +Defense, +Damage, +Accuracy | |
---|---|
Fortitude immensely enhances a single targeted ally's accuracy, damage potential and defense. The target ally will even take less damage from those few attacks that do hit him. Fortitude even protects the target ally from psionic attacks and damage. |
|
Psychic Scream
(Ranged) Cone, Psionic, Foe -Recharge | |
---|---|
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect. |
|
Mesmerize
Ranged, Psionic, Foe Sleep | |
---|---|
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked. |
|
Scramble Thoughts
Foe Disorient | |
---|---|
Your thoughts are scrambled, and you are Disoriented. |
|
Dominate
Ranged, Foe Hold | |
---|---|
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself. |
|
Baphomet[]
Main Article: Baphomet
The Baphomet is the oldest and most feared of the Behemoth Lords. The ground beneath its cloven feet burns with its own infernal fire.
Powers
Flares
Ranged, Fire, Damage over Time, Fire | |
---|---|
A quick attack that throws Flares at the target. Little damage, but very fast. |
|
Fire Blast
Ranged, Fire, Damage over Time (Fire) | |
---|---|
Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage. |
|
Fire Ball
(Ranged) Targeted Area of Effect, Fire | |
---|---|
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
|
Fire Breath
(Ranged) Cone, Damage over Time (Fire) | |
---|---|
Baphomet breaths forth a cone of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range. |
|
Flash Stomp
(Melee, Point Blank) Area of Effect (Fire), Damage over Time (Fire), Foe Knockdown | |
---|---|
Baphomet can stomp his hoof to blast all those around him in a shockwave of fire, igniting and knocking down nearby targets. |
|
Greater Fire Sword
(Melee) Damage over Time (Fire) | |
---|---|
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. Damage: Superior, Recharge: Slow. |
|
Healing Flames
Self Heal, Resist: Disorient | |
---|---|
Baphomet can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect Baphomet from Disorientation for a while. |
|
Swipe
Melee, Heavy Lethal/Fire | |
---|---|
Baphomet claw attacks |
|
Envoy of Shadows[]
Main Article: Envoy of Shadows
Unbound and unnamed, it has crossed the gulf of worlds on a bridge of greed and pain. The Envoy of Shadows is the ambassador of the Prince of Demons, here to offer the Circle of Thorns great power and dark alliances. Its consuming flames and cloak of darkness are manifestations of its endless evil.
Powers
Fire Blast
Ranged, Fire, Damage over Time (Fire) | |
---|---|
Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage. |
|
Fire Ball
(Ranged) Targeted Area of Effect, Fire | |
---|---|
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time. |
|
Fire Breath
(Ranged) Cone, Damage over Time (Fire) | |
---|---|
The Envoy of Shadows breaths forth a cone of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range. |
|
Flash Stomp
(Melee, Point Blank) Area of Effect (Fire), Damage over Time (Fire), Foe Knockdown | |
---|---|
The Envoy of Shadows can stomp his hoof to blast all those around him in a shockwave of fire, igniting and knocking down nearby targets. |
|
Greater Fire Sword
(Melee) Damage over Time (Fire) | |
---|---|
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. Damage: Superior, Recharge: Slow. |
|
Shadow
Toggle, (Point Blank) Area of Effect (Negative), Foe -Accuracy | |
---|---|
The Envoy of Shadows is always surrounded by a chill of negative energy that reduces all nearby foes chance to hit while slowly dealing damage. |
|
Healing Flames
Self Heal, +Resist: Disorient | |
---|---|
The Envoy of Shadows can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect the Envoy of Shadows from Disorientation for a while. |
|
Lilitu[]
Main Article: Lilitu
The She-Devil ruled some a plane of Hell before being called forth by the Circle of Thorns. The sorcerers struck a deal with her, and Lilitu has come to earth with her infernal hordes. It is said the price for her service is the death of 666 heroes - including her own son, Infernal.
Powers
Entrance
(Ranged, No Damage) Foe Hold | |
---|---|
You have been Entranced. |
|
Come Hither
(Ranged, No Damage) Foe Confuse | |
---|---|
You have been confused. You may attack an incorrect target. |
|
Hellish Bolts
Ranged (Cone), Moderate Damage (Negative Energy), Foe Knockback | |
---|---|
You summon a wave of mire that sweeps away foes within its arc. |
|
Bitter Ice Blast
Ranged, Superior Damage (Cold/Smash), Foe -Recharge, -Speed, -Accuracy | |
---|---|
A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice Blast powers, Bitter Ice Blast can Slow a target's movement and attack speed. Damage: Superior, Recharge: Slow. |
|
Glacier
Point Blank Area of Effect, Foe Hold, -Recharge, -Speed | |
---|---|
You can freeze all foes around yourself in blocks of Glacial ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain chilled and their attack and movement speed is Slowed for a while. This power can only be cast near the ground. Recharge: Very Long. |
|
Blaze
Ranged, High Damage (Fire), Damage over Time (Fire) | |
---|---|
A short range, but devastating flame attack. |
|
Fire Cages
Ranged (Targeted Area of Effect), Minor Damage over Time (Fire), Foe Immobilize | |
---|---|
Immobilizes a group of foes in Fire Cages, dealing Fire damage over time. More resilient foes may require multiple Fire Cages to Immobilize. Fire Cages is slower and less damaging than Ring of Fire, but can capture multiple targets. |
|
Thorn Tree[]
Main Article Thorn Tree
A demon-tree of the netherworld, the Circle of Thorns use the Thorn Tree to siphon energy from an ancient fortress of the Mu. Unlike a normal plant, the Thorn Tree has it's own defenses, and cannot even be damaged until the vines defending it have been cleared away.
Powers
Thorny Darts
Ranged, Minor Damage, Lethal, Damage over Time (Toxic), Foe -Defense | |
---|---|
Hurls small Thorny Darts at your foes. Thorny Darts deal moderate damage. Poison from the Darts deals additional Toxic damage and can reduce your foes Defense. Damage: Moderate, Recharge: Fast. |
|
Fling Thorns
Ranged (Cone), Moderate Damage (Lethal), Damage over Time (Toxic) Foe -Defense | |
---|---|
You can throw dozens of Thorns in a wide cone in front of you, impaling foes caught within the area. These Thorns deals moderate damage, and poisons any targets it hits. Thorn poison deals additional Toxic damage and can reduce your foes Defense. Damage: Moderate, Recharge: Slow. |
|
Impale
Ranged, High Damage, Lethal, Damage over Time (toxic), Foe -Defense, -Speed, -Fly, -Jump, Immobilize | |
---|---|
You can throw a small cluster of large Thorns at a targeted foe. This Thorn carries a large amount of the toxin. In addition to dealing Toxic damage, a successful attack can slow a target, preventing them from Running, Jumping of Flying. Most foes will likely be completely Immobilize, unable to run. Damage: Moderate, Recharge: Moderate. |
|
Thorn Barrage
Ranged, High Damage, Smash, Damage over Time (Toxic) Foe -Defense | |
---|---|
A short range, but devastating attack. Thorn Barrage unleashes your Thorns at high velocity causing severe damage at close range. Although these Thorns only travel a short distance, their impact can knock most foes on their back. Thorn poison deals additional Toxic damage and can reduce your foes Defense. Damage: High, Recharge: Slow. |
|
Roots
Ranged (Targeted Area over Effect), Minor Damage over Time (Lethal), Foe Immobilize | |
---|---|
Immobilizes a group of foes by entangling their feet in a twisted mass of thorny Roots. Roots is slower and does less damage than Entangle, but it can capture many multiple foes in one attack. |
|
Vines
Ranged, Targeted Area of Effect, Moderate Damage over Time, Smash, Foe Hold | |
---|---|
Creates a field of Strangler Vines that can Hold multiple foes are range. The affected targets are held helpless by the massive root-like vines. |
|
Giant Monsters[]
Caleb[]
Main Article: Caleb
The legendary Caleb. You'd thought he was just a rumor - a tale told to frighten children by cruel parents. Yet, here he is, brimming with infernal power and reeking of brimstone from the darkest depths of Hell.
Powers
Soul Drain
Point Blank Area of Effect, Moderate Damage(Negative), Self +Damage, +Accuracy. | |
---|---|
|
Flight
Self fly | |
---|---|
|
Gloom
(Ranged) Damage over Time, Negative, Foe -Accuracy. | |
---|---|
|
Life Drain
Ranged, Negative, Foe -Accuracy, Self + HP. | |
---|---|
|
Dark Regeneration
Point Blank Area of Effect, Minor Damage(Negative), Self +Health. | |
---|---|
|
Tenebrous Tentacles
Cone, Moderate Damage (Negative/Smash), Foe Immobilize, -Accuracy | |
---|---|
|
Darkest Night
Toggle, Ranged, Targeted Area of Effect, Foe -Damage, -Accuracy | |
---|---|
|
Fearsome Stare
(Ranged, Cone) Foe Fear, -Accuracy | |
---|---|
|
Resistance
Archvillain Resistance | |
---|---|
|
Blackstar
Point Blank Area of Effect, Extreme Damage(Negative), Self: -Recovery, Foe: -Accuracy | |
---|---|
|
Objects[]
Portal (boss)[]
The Circle of Thorns have opened this portal to another realm. Who knows what will come through. It must be destroyed!
Powers
No Ranged attacks
No Ranged Attacks | |
---|---|
Circle of Thorns' Portals don´t have any Ranged attacks at all |
|
No Melee attacks
No Hand to Hand | |
---|---|
Circle of Thorns' Portals don´t have any Melee attacks at all |
|
Immobile
Self Immobilize | |
---|---|
Circle of Thorns' Portals are Immobile |
|
Resistance
Auto, Self +Resistances: Lethal, Smashing | |
---|---|
The portal is resistant to physical damage. |
|
Portal
Summon | |
---|---|
Behemoth demons will continue to pour through this portal until it is destroyed |
|
Magical Barrier (boss)[]
Main Article: Magical Barrier
This magical barrier stands between you and freedom.
Powers
No Ranged attacks
No Ranged Attacks | |
---|---|
Circle of Thorns' Barriers don´t have any Ranged attacks at all |
|
No Melee attacks
No Hand to Hand | |
---|---|
Circle of Thorns' Barriers don´t have any Melee attacks at all |
|
Immobile
Self Immobilize | |
---|---|
Circle of Thorns' Barriers are Immobile |
|
Dampening Field
-Teleport | |
---|---|
You are being affected by a magic Dampening Field. It seems unlikely you could teleport out of this prison cell. |
|
Crystal (n. a.)[]
Crystal of Health[]
These Green Crystals seem to resonate with a strange power.
Powers
Hidden Spawn
Untargetable | |
---|---|
Crystals can not be targeted nor affected in any way. |
|
No Ranged attacks
No Ranged Attacks | |
---|---|
Circle of Thorns' Crystals don´t have any Ranged attacks at all |
|
No Melee attacks
No Hand to Hand | |
---|---|
Circle of Thorns' crystals don´t have any Melee attacks at all |
|
Immobile
Self Immobilize | |
---|---|
Crystals are immobile. |
|
Crystal of Health
(Point Blank Area of Efect) +Regeneration | |
---|---|
These Green Crystals seem to be increasing your Hit Point Regeneration. |
|
Crystal of Vitality[]
These Blue Crystals seem to resonate with a strange power.
Powers
Hidden Spawn
Untargetable | |
---|---|
Crystals can not be targeted nor affected in any way. |
|
No Ranged attacks
No Ranged Attacks | |
---|---|
Circle of Thorns' Crystals don´t have any Ranged attacks at all |
|
No Melee attacks
No Hand to Hand | |
---|---|
Circle of Thorns' crystals don´t have any Melee attacks at all |
|
Immobile
Self Immobilize | |
---|---|
Crystals are immobile. |
|
Crystal of Vitality
(Point Blank Area of Efect) +Recovery | |
---|---|
These Blue Crystals seem to be increasing your Endurance Regeneration. |
|
Crystal Of Pain[]
These Red Crystals seem to resonate with a strange power.
Powers
Hidden Spawn
Untargetable | |
---|---|
Crystals can not be targeted nor affected in any way. |
|
No Ranged attacks
No Ranged Attacks | |
---|---|
Circle of Thorns' Crystals don´t have any Ranged attacks at all |
|
No Melee attacks
No Hand to Hand | |
---|---|
Circle of Thorns' crystals don´t have any Melee attacks at all |
|
Imobile
Self Immobilize | |
---|---|
Crystals are immobile. |
|
Crystal of Pain
(Point Blank Area of Efect) Damage over Time | |
---|---|
These Red Crystals seem to eminate with deadly energy. It is draining your health. Get Away! |
|
Named Bosses[]
- Aceotes (Death Mage)
- Akarist (Agony Mage)
- Aldegeron (Ruin Mage)
- Alejas (Ruin Mage)
- Arales (Agony Mage)
- Arch-Mage of Agony (Agony Mage) (Found on Take the Malleus Mundi from the Circle in the Shadow Shard mission from Scirocco)
- Arch-Mage of Death (Death Mage) (Found on Take the Malleus Mundi from the Circle in the Shadow Shard mission from Scirocco)
- Arch-Mage of Madness (Madness Mage) (Found on Take the Malleus Mundi from the Circle in the Shadow Shard mission from Scirocco)
- Arch-Mage of Ruin (Ruin Mage) (Found on Take the Malleus Mundi from the Circle in the Shadow Shard mission from Scirocco)
- Arista (Madness Mage, Death Mage)
- Attack Leader Zurabsal (Ruin Mage) (Found on Find Reason behind Circle Attack mission during the Virgil Tarikoss Strike Force.)
- Circle Defense Leader (Death Mage) (Found on Recover Ancient Mu Soul Crystal mission from Magus Mu'Drakhan)
- Clemalion (Succubus)
- Councilman Hicks (Death Mage)
- Darsis (Agony Mage) Found in Investigate the lost city of Oranbega mission from Miriam Bloechl or Laura Brunetti
- Darksis (Agony Mage)
- Death Mage Librarian (Death Mage) (Found on Return to Paragon City and retrieve the book from the Circle of Thorns mission from Sara Moore)
- Dilamis (Ruin Mage) (CoV)
- Dimas (Ruin Mage)
- Dr. Archos (Agony Mage)
- Drejak (Madness Mage)
- Dretch (Death Mage)
- Domi (Agony Mage, Death Mage, Succubus) Found in Investigate the lost city of Oranbega mission from Miriam Bloechl or Laura Brunetti
- Envoy of Shadow (Death Mage)
- Faculus (Death Mage)
- Galan (Agony Mage, Behemoth Overlord)
- Ganult (Soul Mage)
- Guardian Hazbek (Energy Mage)
- Guardian of Flame (Behemoth Overlord)
- "Henry Meyers" (Madness Mage)
- Juikon (Agony Mage) (Found on Rescue Jimmy Preston from the Circle of Thorns mission from Twilight's Son)
- Karn (Agony Mage) Found in Investigate the lost city of Oranbega mission from Miriam Bloechl or Laura Brunetti
- Karthist (Death Mage), Found on Disrupt Circle plans mission from Hardcase
- Laramis (Agony Mage) Found in Investigate the lost city of Oranbega mission from Miriam Bloechl or Laura Brunetti
- Leonard Skyes (Ruin Mage) (CoV)
- Librarian (Fire Thorn Caster, Agony Mage)
- Librarian Engrat (Death Mage), Found on Interrogate a Circle Sorcerer mission from Johnny Sonata
- Librarian Hazthri (Ruin Mage) (Found on Prevent Circle from Controlling Bat'Zul mission during the Virgil Tarikoss Strike Force.)
- Librarian Mnemcanthraxus (Death Mage)
- Lucion (Madness Mage)
- Lysus (Madness Mage)
- Malico (Agony Mage) (Found on Agree to form a task force mission from Twilight's Son)
- Mesanis (Hellfrost)
- Metaris (Madness Mage)
- Modesa (Succubus)
- Movian (Ruin Mage)
- Negotiator Rantusik (Death Mage)
- Nomaris (Agony Mage) (CoV)
- Orestes (Agony Mage or Ruin Mage or Behemoth Overlord) (CoV)
- Orket (Soul Mage)
- Pallenti (Madness Mage)
- Paralis (Succubus, Hellfrost)
- Pharason (Madness Mage, Death Mage) (CoV)
- Polentes (Agony Mage)
- Portas (Ruin Mage)
- Regalion (Succubus, Hellfrost)
- Researcher Aeoch (Madness Mage)
- Rollister (Madness Mage)
- Romulus (Soul Mage or Agony Mage)
- Salizek the Guardian (Death Mage)
- Sitrix (Agony Mage) (Found on Go to the Atlas Park fashion show and keep Candy Lebeaux from being abducted. mission from Twilight's Son)
- Spell Breaker Hanuzeth (Agony Mage)
- Tarses (Madness Mage)
- Tarsis (Agony Mage)
- Temple Protector (Agony Mage)
- Terramis (Madness Mage) (CoV)
- Terrigol (Madness Mage, First mission from Scratch)
- The Inquisitor (Death Mage)
- The Librarian (Death Mage, Capture the Circle Librarian and learn what you can from him from Magus Mu'Drakhan)
- The Talon of Flame (Behemoth Master)
- Thorn Keeper (Fire Thorn Caster)
- Tomefinder Arhazen (Soul Mage)
- Tutor Solinar (Agony Mage)
- Tyoss (Death Mage)
- Tyrkis (Agony Mage)
- Veratzu (Behemoth Master, Death Mage)
- Zenarusk (Fire Thorn Caster)