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EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

EverQuest II Point of Interest
Zone The Thundering Steppes (Shattered Lands)
Location Giant's Forge, lake between Shrine of Decay and Sundered Splitpaw entrance ( 264, -20, 1100 ) /waypoint 264, -20, 1100

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This article uses material from the "Circle of Thorns" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Contents

Overview

The Circle of Thorns are 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 1890’s, upper class England found itself amid 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 the 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 decried 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 full 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 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

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Minions

Human Followers

Archer
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
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.

Dagger Melee, Lethal
Wavy ritual blade.

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
Small rapid fire Handheld Crossbow.

Thorn Sword Melee, 75% Lethal/25% Negative, Foe Slow
The Thron Sword poisons its victims with negative energy to slow them.

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
Small rapid fire Handheld Crossbow.

Sword Melee, Lethal, -Defense
This wavey sword attack does medium damage and can reduce your foe's defense.

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
This small curved short sword has been enchanted to channel negative energy damage to its victims.

Guide
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
Small rapid fire Handheld Crossbow.

Scimitar Melee, Lethal/Negative, High Damage
This deadly weapon has been enchanted to channel negative energy damage to its victims.

Thorn Wielder
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
Wavy ritual blade.

Greater Thorn Sword Melee, Lethal/Negative, Foe Slow
The Greater Thorn Sword poisons its victims with negative energy to slow them.

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
Air Thorn Casters have the inherent ability to fly with no endurance cost.

Gale Ranged (Cone), Minor Damage (Smash), Foe Knockback
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.

Lightning Bolt Ranged, Energy, Foe -Endurance
The caster can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.

Charged Brawl (Melee) Foe -Recovery
The Air Thorn Caster has electrocuted you and temporarily halted your Endurance Recovery with Charged Brawl.

Possessed Scientist (Earth)
Possessed Scientist, Earth powers

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
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.

Stone Spears Ranged, Area of Effect, Lethal
The Caster can cause Stone Spears to erupt around an enemy target and all nearby foes. The Stone Spears deal moderate lethal damage.

Stone Fist Melee, Smash, Foe Disorient
The Caster punches his foes with mighty Fists of Stone. Stone Fist is a fairly swift attack that may Disorient your opponent.

Rock Armor Self Toggle, +Resistances (Lethal, Smashing)
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.

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
A quick attack that throws Flares at the target. Little damage, but very fast.

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.

Ring of Fire Ranged, Damage over Time (Fire), Foe Immobilize
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.

Char Ranged, Foe Hold
Incapacitates a targeted foe at a distance by Charring him with soot and cinders around him.

Consume Ranged, Fire, Self +Endurance
The Caster can Consume some fuel from his nearby enemies to recover Endurance.

Falchion Melee, Lethal/Negative, Low Damage
This small curved short sword has been enchanted to channel negative energy damage to its victim.

Possessed Scientist (Ice)
Possessed Scientist, Ice powers

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
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.

Chilblain Ranged, Low Cold Damage, Foe Immobilize
Immobilize your target in an icy trap. Deals some damage over time and slightly slows the target movement and attack speed.

Ice Sword Melee, Moderate Damage(Cold/Lethal), Foe -Recharge, -Speed
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.

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.

Thorn Caster (Air)
Air Thorn Caster

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
Air Thorn Casters have the inherent ability to fly with no endurance cost.

Gale Ranged (Cone), Minor Damage (Smash), Foe Knockback
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.

Thunder Clap Area of Effect Disorient
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.

Snow Storm Toggle Area of Effect, Foe -Speed, -Recharge
While active, the chill of this Snow Storm can dramatically slow the attacks and movement speed of all foes near the caster.

Lightning Bolt Ranged, Energy, Foe -Endurance
The caster can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.

Charged Brawl (Melee) Foe -Recovery
The Air Thorn Caster has electrocuted you and temporarily halted your Endurance Recovery with Charged Brawl.

Thorn Caster (Earth)
Earth Thorn Caster

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
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.

Stone Spears Ranged, Area of Effect, Lethal
The Caster can cause Stone Spears to erupt around an enemy target and all nearby foes. The Stone Spears deal moderate lethal damage.

Quicksand (Ranged, Area of Effect) Foe -Speed, -Fly, -Jump, -Defense
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.

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.

Falchion Melee, Lethal/Negative, Low Damage
This small curved short sword has been enchanted to channel negative energy damage to its victim.

Rock Armor Self Toggle, +Resistances (Lethal, Smashing)
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.

Thorn Caster (Fire)
Fire Thorn Caster

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
A quick attack that throws Flares at the target. Little damage, but very fast.

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.

Ring of Fire Ranged, Damage over Time (Fire), Foe Immobilize
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.

Char Ranged, Foe Hold
Incapacitates a targeted foe at a distance by Charring him with soot and cinders around him.

Consume Ranged, Fire, Self +Endurance
The Caster can Consume some fuel from his nearby enemies to recover Endurance.

Falchion Melee, Lethal/Negative, Low Damage
This small curved short sword has been enchanted to channel negative energy damage to its victim.

Thorn Caster (Ice)
Ice Thorn Caster

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
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.

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.

Chilblain Ranged, Low Cold Damage, Foe Immobilize
Immobilize your target in an icy trap. Deals some damage over time and slightly slows the target movement and attack speed.

Ice Sword Melee, Moderate Damage(Cold/Lethal), Foe -Recharge, -Speed
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.

Frozen Armor Self, +Resistance (24% Smash, 24% Lethal, 8% Fire, 16% Cold, 16% Toxic)
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.

Spirits

Spectral Daemon
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
All Spectral Daemons have the inherent ability to fly with no endurance cost

Invisibility Self, Invisibility
All Spectral Daemons have the inherent ability to turn invisible.

Gloom (Ranged) Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.

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.

Siphon Life Psionic/Negative Energy Damage, Foe -Accuracy
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.

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.

Spectral Follower
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
All Spectral Daemons have the inherent ability to fly with no endurance cost

Invisibility Self, Invisibility
All Spectral Daemons have the inherent ability to turn invisible.

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.

Siphon Life Psionic/Negative Energy Damage, Foe -Accuracy
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.

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.

Spectral Knight
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
All Spectral Daemons have the inherent ability to fly with no endurance cost

Invisibility Self, Invisibility
All Spectral Daemons have the inherent ability to turn invisible.

Gloom (Ranged) Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.

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.

Siphon Life Psionic/Negative Energy Damage, -Accuracy
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.

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.

Nerva Spectral Daemon
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
All Spectral Daemons have the inherent ability to fly with no endurance cost.

Ethereal Self Invisible, Intangible
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.

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 Psionic/Negative Energy Damage, 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.

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
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
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
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
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
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
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)
Possessed Scientist, Dark powers

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
Nerva Spectral Demon 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
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
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
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
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
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
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
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
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
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
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
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
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

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)

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

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

The 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

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

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

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)

Portal

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)

Magical Barrier

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
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
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
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


This article uses material from the "Circle of Thorns" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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