Devouring Earth (Praetorian): Difference between revisions

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{{TOCright}}
{{TOCright}}
== Overview ==
== Overview ==
=== The Hamidon Wars ===
''Excerpt taken from [[Tyrant#Full History|Tyrant's background info]]''


{{Missing}}
A new global threat loomed over the world, a threat no super-powered being could defeat and no weapon could stop, except for the bomb. This threat was the Devouring Earth, dubbed so because the consumption of humankind was its agenda.
 
Cole's return gave humankind its first glimmer of hope in years. If Cole had survived the atomic blast in Korea, then surely he was more powerful than the Devouring Earth creatures. Cole set his sights on this new enemy, an enemy that had driven humanity to the verge of self-annihilation at the hands of its own nuclear weapons. Cole was the only other solution.
 
The entire world was at war with the Devouring Earth. The Devouring Earth launched a surprise attack on Washington, DC, and NORAD. The attack destroyed the capital, killing President MacArthur, the vice president, and the Joint Chiefs of Staff. Cole publicly vowed to avenge this attack, to discover what hateful intelligence had laid them low. It was now apparent that the creatures of the Devouring Earth were cunning, and Cole meant to destroy every one of them. He had no idea that this brief speech to America's people would get him elected as the next president by a staggering 98% majority.
 
Cole cut a swath through the Devouring Earth creatures, driving them from city after city, restoring hope and rallying supers behind him. It was bitter, grisly work, but Cole had once again found his calling. In a year's time, Cole and America's Super Corps stopped the Devouring Earth dead in its tracks in America. At the same time, the rest of the world was fighting a losing war. The detonation of dozens of nuclear weapons killed off more of humanity and appeared only to enrage the enemy. Desperate, the world's refugees flooded into America, hoping that Cole could protect them.
 
Cole addressed what was left of the United Nations Security Council. In that momentous speech, Cole spoke of the Roman Empire, and how in times of greatest peril, Rome would elect one man to lead its people and its armies against its enemy. "Divided," said Cole, "humankind will fall, but united in this conflict, it will triumph." To silence cries of "Dictator!," Cole stated that he could not pursue this leadership role because he needed to be on the front lines. The Security Council exploded into conflict. No one could agree on who should become the consul. The members descended into petty bickering, distracting any of them from the looming threat.
 
Cole's booming voice silenced the Security Council. At that moment, it became clear to everyone in the assembly that only Cole could truly lead humankind against this, its greatest threat. Cole's appointment was immediately proposed, and he took the office grudgingly. Never one for details, Cole delegated many of his tasks to more capable commanders in the world's combined Super Corps. He dubbed this new fighting force the Praetorian Guard. Cole's mandate to this new force was that it was to cut off the head of whatever was leading the Devouring Earth monsters.
 
The Praetorian Guard attacked in a massive combined strike against the Devouring Earth, obliterating it. However, it was soon apparent that that the strike had not done the trick, as a giant monster appeared in South America. It began destroying every Praetorian Guard unit that it encountered. The monster leveled entire cities and was moving steadily north across Central America. When it crossed into Mexico, the Mexican government attacked with a small tactical stockpile of nuclear weapons it had purchased from America. The attack had no effect.
 
This challenge was what Cole was destined for. Not wishing to see more of his Praetorian Guard killed, he faced off alone against the beast. The battle was brief, and at first, indecisive. Cole's attacks damaged the creature, but the same physiology that had rendered it immune to a half-dozen nuclear weapons was able to deal with Cole's powers. Likewise, Cole was too tough for the flailing tentacles and claws of the monster to do much to him other than swat him around. Desperate to kill the beast, Cole called upon a reserve of energy he had not ever suspected lay within him and unleashed a devastating bolt of power that nearly laid the beast low. Now Cole had its undivided attention.
 
The creature quickly healed the injury and responded by projecting a tangible beam of psychic energy at Cole, rendering him limp and helpless. A battle of wills ensued, and the world held its collective breath.
 
Then with a clap of thunder, the energy field around Cole shattered, and the great beast shuddered, lumbered away, and collapsed. Cole had defeated the beast. He had also learned much from it with his brief commingling with its mind.
 
The effect of the monster's death was immediately apparent to the world. Devouring Earth attacks decreased dramatically. In some places, they halted all together. The war had turned a corner. The people cried out for the creature to be killed, and Cole agreed. However, nothing anyone tried could kill the creature. It seemed to be tied to the Earth itself. The best anyone could do was contain it.
 
=== Attack on First Ward ===
 
''Excerpt taken from the [[First Ward]] history''
 
First Ward was to be the seed from which the city of Praetoria would blossom, the first of the new cities in Marcus Cole's bright vision of the future. Built in the shadow of the bluff atop which sits the Mother of Mercy Psychiatric Hospital, First Ward was a picturesque city. From the towering Westerman Building and the surrounding skyscrapers that made up the city’s heart to the quiet neighborhoods of Eltentown and Mercyview, everything about First Ward said "home." It was even surrounded by the newest technology developed to turn back the rampaging Devouring Earth: sonic fencing. But this technology was a prototype, and it had flaws.
 
When the Devouring Earth came, the sonic fencing worked as designed. The tidal wave of Devouring Earth creatures--accompanied by mammoth Seeds that floated lazily above them--was held back. Had that been the extent of the attack, the defenders could have dispatched the creatures at their leisure. But Hamidon was clever.
 
Hamidon's true weapon had been lying in wait beneath First Ward, biding its time and testing the city's new defenses. When the real attack came, this weapon didn't thrash impotently against First Ward’s sonic fencing, it came up in the middle of the city. Great tentacles the width of jumbo jets erupted from the streets and tore into the buildings. The homes and business of the people of First Ward turned into a death trap as hundreds of tons of steel and concrete were pulled down upon the city's residents. Their city became their tomb, and its defenders, deployed along First Ward's perimeter, could only watch in horror as the city was destroyed from within.
 
The attack was Cole’s first no-win scenario as Emperor. Most of his aides informed him that nuclear weapons were the only answer. But one aide promised him another solution, one that would not kill everyone in the city and offered a chance for some to survive.
 
Praetor Keyes, inventor of the sonic fencing, had seen the flaw in his system and found a way to plug the hole. He would turn the sonic fencing in on the city, causing a catastrophic frequency loop. This solution would leave everything in the center of the city dead, but unlike nuclear weapons, it offered a chance of survival to those outside of the city’s center. Cole approved the operation.
 
No records remain of what happened next. What is known to the average Praetorian citizen is that the Devouring Earth attack was stopped and that, save for the Mother of Mercy Psychiatric Hospital, the rest of the city was categorized indefinitely as a disaster area. Although a few survivors were relocated to Neutropolis, tens of thousands were dead or missing. Others were quarantined due to exposure to Tellurian Plague, a fatal disease transmitted by close proximity to the Devouring Earth.
 
=== The Infestation Below ===
{{spoiler}}
The events of [[The Underground Trial]] reveal that an infestation of Devouring Earth still exists beneath [[First Ward]], that the [[Imperial Defense Force]] knows about it, and that no attempt has been made to clear it out. [[Desdemona]] later discovers through [[Vanessa DeVore (Contact)|Vanessa DeVore's mask]] that the psychic battle between [[Tyrant|Cole]] and the Hamidon wasn't a battle at all, but a negotiation. Cole convinced the beast to call off its attacks and give him time to prove that humanity is not the scourge on the planet that the Hamidon perceived it to be. Through the [[Seers|Seer program]], censorship and martial law, Cole was well on the way to providing humanity's salvation from the Devouring Earth. Answering to the [[Praetorian Devouring Earth#Avatar of Hamidon|Avatar]], Cole was successful in placating the Hamidon's wrath.
 
When [[Primal Earth]] came into the picture, Cole's plan was imperiled and unless he could control it as well, he would fail to meet the terms established in the negotiation with the Hamidon. Once the Avatar was defeated, the truce was broken and the threat of the Hamidon and the Devouring Earth became real once again.
{{endspoiler}}


== Enemy Types ==
== Enemy Types ==
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{{Power|[[File:ZTemporary_SummonThree.png|22px]]|Rubble|Summon Rockbeast|When the Rockbeast falls, he crumbles and may form into several smaller versions of himself.}}
{{Power|[[File:ZTemporary_SummonThree.png|22px]]|Rubble|Summon Rockbeast|When the Rockbeast falls, he crumbles and may form into several smaller versions of himself.}}
{{clr}}
==== Infested Assault Trooper ====
<!-- IDF_Assault_Trooper_Infested_01 -->
[[File:PDE_InfestedAssaultTrooper.png|x200px|right|Infested Assault Trooper]]
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Assault Troopers are equipped with an upgraded Plasma Glove and Power Armor with jump boosters, making them resistant to all types of damage.
''Powers''
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Plasma Blast|Ranged, Moderate DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}}
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]|Plasma Punch|Melee, Moderate DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerPunch_BoneSmasher.png|22px]]|Plasma Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerPunch_Flurry.png|22px]]|Plasma Vortex|Melee AoE Smash/Energy|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|IDF Armor|Resistance|Resistance}}
{{clr}}
==== Infested BCU ====
<!-- Clockwork_Loyalist_BCU_Infested_01 Clockwork_Loyalist_BCU_Infested_02 -->
[[File:PDE_InfestedBCU.png|x200px|right|Infested BCU]]
The most basic unit in the Warworks arsenal. These models are equipped with a heavy assault PGMP Rifle and both nano-repair technology and force fields.
''Powers''
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Fusion Grenade|Ranged, Moderate DMG(Energy), Foe Knockdown, Location DoT(Fire)|The Warwork plasma rifle is capable of launching fusion grenades which melt the ground beneath them.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Rifle Burst|Ranged, High DMG(Energy), Foe -Regen|The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Single Plasma Shot|Ranged, Light DMG(Energy), Foe -Regen|The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.}}
{{Power|[[File:FireBlast_Inferno.png|22px]]|Meltdown|Post Death, PBAoE Light DMG(Fire/Lethal), Moderate DoT(Fire)|The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch.}}
{{Power|[[File:FireBlast_Inferno.png|22px]]|Self Destruct|Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback|The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby.}}
{{Power|[[File:ForceField_DispersionBubble.png|22px]]|Force Barrier|Self, +Def(All), +Regen|The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.}}
{{clr}}
==== Infested Ranger ====
<!-- IDF_Ranger_Infested_01 -->
[[File:PDE_Infested_Ranger.png|x200px|right|Infested Ranger]]
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Rangers are equipped with an upgraded Plasma Glove and Power Armor, making them resistant to all types of damage.
''Powers''
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Plasma Blast|Ranged, Moderate DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged, High DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}}
{{Power|[[File:PowerPunch_BoneSmasher.png|22px]]|Plasma Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Plasma Spray|Ranged Cone, Moderate DMG(Energy), Foe Knockdown|The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.}}
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|IDF Armor|Resistance|Resistance}}
{{clr}}
==== Infested Scryer ====
<!-- Seer_Scryer_Infested_01 -->
[[File:PDE_InfestedScryer.png|x200px|right|Infested Scryer]]
Scyers are among the elite of Mother Mayhem's Seers. They make up the rank and file combatants among the elite. They specialize in tearing their foes minds apart with their mental assault while peering into the mind of their foes to find their weakness.
''Powers''
{{Power|[[File:PsionicAssault_MentalDart.png|22px]]|Psionic Dart|Ranged, Minor DMG(Psionic), Target -Recharge|This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast}}
{{Power|[[File:BaneSpiderTraining_Surveillance.png|22px]]|Reveal Weakness|Ranged Foe -DEF, -RES (All)|The Scryer peers deep into their victim's mind and finds what they are most vulnerable to.  Targets affected by this power have their defense and damage resistance reduced for a short time.  Recharge: Long}}
{{Power|[[File:MentalControl_Subdue.png|22px]]|Subdual|Ranged, Moderate DOT(Psionic), Foe Immobilize|Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate}}
{{Power|[[File:PsionicMastery_MindOverBody.png|22px]]|Resistance|Auto: +Res(Psi), +Def(Melee, Ranged)|Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.}}
{{clr}}
==== Infested Seeker ====
<!-- Seer_Seeker_Infested_01 -->
[[File:PDE_InfestedSeeker.png|x200px|right|Infested Seeker]]
Seekers are among the elite of Mother Mayhem's Seers. They make up the rank and file combatants among the elite. Seekers have the ability to mend others wounds with their minds as well as augment their allies with mental wards.
''Powers''
{{Power|[[File:PsionicAssault_MentalDart.png|22px]]|Mental Blast|Ranged, Moderate DMG(Psionic), Target -Recharge|This  attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast}}
{{Power|[[File:Empathy_Fortitude.png|22px]]|Fortitude|Ally +DEF, +DMG, +ACC|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.}}
{{Power|[[File:Leadership_Defense.png|22px]]|Fortune|PBAoE, Team +To Hit, Res(Status Effects)|Seekers are Seers that specialize in reading the thousands of possible futures and finding the ones that are most likely.  By being able to do this, they are able to predict their enemies' actions with relative ease.  While this power is active, the user and all nearby allies will receive a bonus To Hit as well as resistance to status effects.}}
{{Power|[[File:Empathy_HealOther.png|22px]]|Soothe Mind|Ally Heal|Heals a single targeted ally for a moderate amount of health.  You cannot use this power to heal yourself. Recharge: Long}}
{{Power|[[File:PsionicMastery_MindOverBody.png|22px]]|Resistance|Auto: +Res(Psi), +Def(Melee, Ranged)|Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.}}
{{clr}}
==== Infested T.E.S.T. Ranger ====
<!-- Pratoria_Ranger_Infested_01 -->
[[File:PDE_Infested_Ranger.png|x200px|right|Infested T.E.S.T. Ranger]]
The final physical challenge that a member of the PPD goes through in order to be admitted into the Tactical Engagement Strike Team is speculated about in hushed whispers all over Praetoria. Those who succeed won't speak of it and those who fail don't survive the experience.
''Powers''
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]|Force Brawl|Melee, Moderate DMG(Smash/Energy), Foe Disorient|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from the Force Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Blast|Ranged, High DMG(Smash/Energy), Foe Knockdown, -Regen|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from these Plasma Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:Temporary_PVP_BuffDefense.png|22px]]|Resistance|Auto, Res(All)|TEST Body Armor grants the wearer some minor resistance to all forms of damage.}}
{{clr}}
{{clr}}


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{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|Resistance|Auto Res Smash|Devouring Earth Plant and Mushrooms are resistant to smashing damage, but vulnerable to fire damage.}}
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|Resistance|Auto Res Smash|Devouring Earth Plant and Mushrooms are resistant to smashing damage, but vulnerable to fire damage.}}
{{clr}}
==== Infested ACU ====
<!-- Clockwork_Loyalist_BCU_Infested_01 Clockwork_Loyalist_BCU_Infested_02 -->
[[File:PDE_InfestedBCU.png|x200px|right|Infested ACU]]
The most advanced of the Warworks shock troopers. These towering androids carry a heavy PGMP Rifle that is capable of delivering a deadly neurotoxin payload.
''Powers''
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Chemical Grenade|Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech|The Warwork's plasma weapon is capable of launching a chemical grenade that cripples the movement rate of the target as well as inflicting tremendous Toxic damage over time.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Full Auto|Ranged, Light DMG(Energy), Foe -Regen|The Warworks' plasma weapons are capable of discharging a barrage of bolts of energy in a large cone which will reduce the regeneration rate of affected targets.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Rifle Burst|Ranged, High DMG(Energy), Foe -Regen|The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.}}
{{Power|[[File:ForceField_DispersionBubble.png|22px]]|Force Barrier|Self, +Def(All), +Regen|The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.}}
{{Power|[[File:FireBlast_Inferno.png|22px]]|Meltdown|Post Death, PBAoE Light DMG(Fire/Lethal), Moderate DoT(Fire)|The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch.}}
{{Power|[[File:FireBlast_Inferno.png|22px]]|Self Destruct|Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback|The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby.}}
{{clr}}
==== Infested Diviner ====
<!-- Seer_Diviner_Infested_01 -->
[[File:PDE_InfestedDiviner.png|x200px|right|Infested Diviner]]
Diviners are among the elite of Mother Mayhem's Seers. They are mid-rank combatants among the elite. They specialize in crushing their foes in close range combat.
''Powers''
{{Power|[[File:MentalControl_Hypnotize.png|22px]]|Dominate Mind|Melee, Moderate DMG(Psionic), Foe Hold|You crush your target's mind dealing moderate psionic damage over time as well as having a chance to hold your foe for a short time. Damage: Moderate DoT(Psionic), Recharge: Fast}}
{{Power|[[File:PsionicAssault_PsychicSiphon.png|22px]]|Drain Psyche|PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery|You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Recharge: Very Long}}
{{Power|[[File:PsionicAssault_MentalDart.png|22px]]|Mental Blast|Ranged, Moderate DMG(Psionic), Target -Recharge|This  attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast}}
{{Power|[[File:PsionicAssault_MindProbe.png|22px]]|Psionic Slash|Melee, High DMG(Psionic), Target -Recharge|Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing high Psionic Damage while reducing their attack speed. Damage: High, Recharge: Moderate}}
{{Power|[[File:ZTemporary_SummonThree.png|22px]]|Summon Reinforcements|Summon Reinforcements|Seers can call PPD Officers to aid them when they are endangered.}}
{{Power|[[File:PsionicMastery_MindOverBody.png|22px]]|Resistance|Auto: +Res(Psi), +Def(Melee, Ranged)|Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.}}
{{clr}}
==== Infested Elite Ranger ====
<!-- IDF_Elite_Ranger_Infested_01 -->
[[File:PDE_InfestedEliteRanger.png|x200px|right|Infested Elite Ranger]]
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Elite Rangers are terrifying foes to engage. Their weaponry is far more advanced than the PPD Shock Glove, and they are decked out in nearly impenetrable power armor.
''Powers''
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Plasma Blast|Ranged, Moderate DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged, High DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}}
{{Power|[[File:PowerPunch_BoneSmasher.png|22px]]|Plasma Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Plasma Spray|Ranged Cone, Moderate DMG(Energy), Foe Knockdown|The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.}}
{{Power|[[File:Temporary_WarWolfWhistle.png|22px]]|Summon Battle Orb|Summon Battle Orb|IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.}}
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|IDF Armor|Resistance|Resistance}}
{{clr}}
==== Infested Heavy Trooper ====
<!-- IDF_Heavy_Trooper_Infested_01 -->
[[File:PDE_InfestedHeavyTrooper.png|x200px|right|Infested Heavy Trooper]]
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Heavy Troopers wear heavy Power Armor with jump boosters as well as shoulder mounted rocket launchers that are capable of delivering a powerful nerve gas that can cripple enemies.
''Powers''
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|EMP Rockets|Ranged (Targeted AoE), Light DMG(Lethal/Fire), Foe -Regen, -Recovery, -Endurance|These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Missile Barrage|Ranged (Targeted AoE), High DMG(Lethal/Fire), Foe Minor DoT(Toxic), Knockdown|The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time.  Some targets of this attack may be knocked off of their feet.}}
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Missile Volley|Ranged, Moderate DMG(Lethal/Fire), Foe Minor DoT(Toxic), Knockdown|The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage.  Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Nerve Gas Rockets|Ranged (Targeted AoE), Minor DMG(Lethal/Fire), Foe Hold, Moderate DoT(Toxic)|The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas.  These missiles cause minor lethal and fire damage immediately and may hold their targets.  Targets struck by this attack will suffer toxic damage over time.}}
{{Power|[[File:Temporary_WarWolfWhistle.png|22px]]|Summon Battle Orb|Summon Battle Orb|IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.}}
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|IDF Armor|Resistance|Resistance}}
{{clr}}
==== Infested Shock Trooper ====
<!-- IDF_Shock_Trooper_Infested_01 -->
[[File:PDE_InfestedShockTrooper.png|x200px|right|Infested Shock Trooper]]
Tyrant's Imperial Defense Force Troopers are the most advanced soldiers in his arsenal. The IDF Shock Troopers are terrifying foes to engage. Their weaponry is far more advanced than the PPD Shock Glove, and they are decked out in nearly impenetrable power armor.
''Powers''
{{Power|[[File:PowerBlast_PowerBolts.png|22px]]|Plasma Blast|Ranged, Moderate DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}}
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]|Plasma Punch|Melee, Moderate DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerPunch_BoneSmasher.png|22px]]|Plasma Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerPunch_Flurry.png|22px]]|Plasma Vortex|Melee AoE Smash/Energy|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]|Total Focus|Melee, Superior DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}}
{{Power|[[File:Temporary_WarWolfWhistle.png|22px]]|Summon Battle Orb|Summon Battle Orb|IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.}}
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]|IDF Armor|Resistance|Resistance}}
{{clr}}
==== Infested T.E.S.T. Leader ====
<!-- Pratoria_Leader_Infested_01 -->
[[File:PDE_InfestedTESTLeader.png|x200px|right|Infested T.E.S.T. Leader]]
Tactical Engagement Strike Team Leaders are always selected from within the ranks. They are trained to take down lawbreakers hard and fast with no concern for secondary objectives like avoiding collateral damage.
''Powers''
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]|Force Brawl|Melee, Moderate DMG(Smash/Energy), Foe Disorient|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from the Force Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Blast|Ranged, High DMG(Smash/Energy), Foe Knockdown, -Regen|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from these Plasma Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged Cone, Moderate DMG(Energy/Smash), Foe Knockdown, -Regen|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from these Plasma Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:ZTemporary_SummonThree.png|22px]]|Call Reinforcements|Summon PPD|Lieutenants are capable of calling for backup from the TEST department who send a Monitor Sphere to determine if additional aid is needed.}}
{{Power|[[File:Temporary_PVP_BuffDefense.png|22px]]|Resistance|Auto, Res(All)|TEST Body Armor grants the wearer some minor resistance to all forms of damage.}}
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{{Power|[[File:Flight_TravelFlight.png|22px]]|Fly|Flight|Some members of the Talons of Vengeance have grown wings and are capable of flight.}}
{{Power|[[File:Flight_TravelFlight.png|22px]]|Fly|Flight|Some members of the Talons of Vengeance have grown wings and are capable of flight.}}
{{clr}}
==== Infested Augur ====
<!-- Seer_Augur_Infested_01 -->
[[File:PDE_InfestedAugur.png|x200px|right|Infested Augur]]
Augurs are the elite amongst the Seers and are masters of mind control. They are capable of crippling their enemies with powerful mental assaults then moving in for the kill.
''Powers''
{{Power|[[File:MentalControl_Command.png|22px]]|Dominate|Hold|Your mind has been Dominated.  You are Held.}}
{{Power|[[File:MentalControl_Levitate.png|22px]]|Levitate|Ranged, Moderate DMG(Smash), Foe Knock Up|You can send a single target violently into the air, then slam them to the ground for Smashing damage. This power can bring flying foes to the ground. Damage: Moderate, Recharge: Moderate}}
{{Power|[[File:PsionicAssault_MentalDart.png|22px]]|Mental Blast|Ranged, Moderate DMG(Psionic), Target -Recharge|This  attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast}}
{{Power|[[File:PsychicBlast_PsionicTornado.png|22px]]|Psionic Tornado|Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback|Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. Damage: Moderate(DoT), Recharge: Slow}}
{{Power|[[File:MentalControl_Scare.png|22px]]|Scare|Ranged, Foe Fear|You entwine a single foe within their deepest fears and cause them to helplessly tremble for a brief while.}}
{{Power|[[File:ZTemporary_SummonThree.png|22px]]|Summon Reinforcements|Summon Reinforcements|Seers can call PPD Officers to aid them when they are endangered.}}
{{Power|[[File:PsionicMastery_MindOverBody.png|22px]]|Resistance|Auto: +Res(Psi), +Def(Melee, Ranged)|Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.}}
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==== Infested T.E.S.T. Provost ====
<!-- Pratoria_Provost_Infested_01 -->
[[File:PDE_InfestedTESTProvost.png|x200px|right|Infested T.E.S.T. Provost]]
Anything that pulls a PPD Provost out of their Monitor Sphere information nexus has to be considered a severe threat. In order to insure their safety, Provosts don the state of the art in PPD protective gear to restore order in the most extreme cases of lawbreaking.
''Powers''
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]|Force Brawl|Melee, Moderate DMG(Smash/Energy), Foe Disorient|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from the Force Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:PowerPunch_BoneSmasher.png|22px]]|Force Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from these Plasma Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:PowerPunch_Flurry.png|22px]]|Force Vortex|PBAoE, Moderate DMG(Energy/Smash), Foe Disorient|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from these Plasma Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]|Plasma Blast|Ranged, High DMG(Smash/Energy), Foe Knockdown, -Regen|TEST Rangers are equipped with upgraded versions of the Force Glove which are capable of firing beams of plasma.  Ranged attacks from these Plasma Gloves have the added benefit of also reducing their target's regeneration rate.}}
{{Power|[[File:Temporary_PVP_BuffDefense.png|22px]]|Resistance|Auto, Res(All)|TEST Body Armor grants the wearer some minor resistance to all forms of damage.}}
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=== Elite Bosses ===
=== Elite Bosses ===
==== Devoured Crystal Energy Trap ====
<!-- Destructible_container_WilloftheEarth -->
[[File:DevouringEarth_WillOfTheEarth.png|x200px|right|Devoured Crystal Energy Trap]]
This crystal channels a powerful energy that is tuned to the psychic link between Desdemona and Vanessa DeVore. As long as the crystals remain active, Desdemona is in peril.
''Powers''
{{Power|[[File:Invulnerability_ToughHide.png|22px]]|Resistance|Inherent|Inherent resistance of all inanimate objects.  Inanimate objects cannot be moved, knocked back, Healed with normal Heal powers, Disoriented, Held, Slept, Confused, Feared, Taunted or debuffed.  They are always Immobilized.  Since they have no mind, they inherently take less damage from Psionics.}}
{{Power|[[File:Temporary_TerraVoltaGlow.png|22px]]|Secured Crystal|Crystal Defense|The crystal cannot be damaged for long if Devouring Earth are found around it.}}
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==== Greater Devoured ====
==== Greater Devoured ====
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{{Power|[[File:DevouringEarthSeed_Seedling_Flight.png|22px]]|Fly|Flight|The Seed of Hamidon soars high over the rubble of First Ward, casting its ominous shadow across the Sunken City.}}
{{Power|[[File:DevouringEarthSeed_Seedling_Flight.png|22px]]|Fly|Flight|The Seed of Hamidon soars high over the rubble of First Ward, casting its ominous shadow across the Sunken City.}}
{{clr}}
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=== Objects ===
==== Devoured Crystal Energy Trap ====
<!-- Destructible_container_WilloftheEarth -->
[[File:DevouringEarth_WillOfTheEarth.png|x200px|right|Devoured Crystal Energy Trap]]
This crystal channels a powerful energy that is tuned to the psychic link between Desdemona and Vanessa DeVore. As long as the crystals remain active, Desdemona is in peril.
''Powers''
{{Power|[[File:Invulnerability_ToughHide.png|22px]]|Resistance|Inherent|Inherent resistance of all inanimate objects.  Inanimate objects cannot be moved, knocked back, Healed with normal Heal powers, Disoriented, Held, Slept, Confused, Feared, Taunted or debuffed.  They are always Immobilized.  Since they have no mind, they inherently take less damage from Psionics.}}
{{Power|[[File:Temporary_TerraVoltaGlow.png|22px]]|Secured Crystal|Crystal Defense|The crystal cannot be damaged for long if Devouring Earth are found around it.}}
{{clr}}
== Historical ==
{{Historical|type=section|reason=change}}
*This enemy group was added to the game in [[Issue 21]].
== See Also ==
*[[The Infested]]
*[[The Seed of Hamidon]]
*[[The Underground Trial]]
*[[Issue 21]]
*[[Devouring Earth]]
*[[Praetoria]]


[[Category:Enemies]]
[[Category:Enemies]]

Revision as of 17:15, 15 October 2011

Overview

The Hamidon Wars

Excerpt taken from Tyrant's background info

A new global threat loomed over the world, a threat no super-powered being could defeat and no weapon could stop, except for the bomb. This threat was the Devouring Earth, dubbed so because the consumption of humankind was its agenda.

Cole's return gave humankind its first glimmer of hope in years. If Cole had survived the atomic blast in Korea, then surely he was more powerful than the Devouring Earth creatures. Cole set his sights on this new enemy, an enemy that had driven humanity to the verge of self-annihilation at the hands of its own nuclear weapons. Cole was the only other solution.

The entire world was at war with the Devouring Earth. The Devouring Earth launched a surprise attack on Washington, DC, and NORAD. The attack destroyed the capital, killing President MacArthur, the vice president, and the Joint Chiefs of Staff. Cole publicly vowed to avenge this attack, to discover what hateful intelligence had laid them low. It was now apparent that the creatures of the Devouring Earth were cunning, and Cole meant to destroy every one of them. He had no idea that this brief speech to America's people would get him elected as the next president by a staggering 98% majority.

Cole cut a swath through the Devouring Earth creatures, driving them from city after city, restoring hope and rallying supers behind him. It was bitter, grisly work, but Cole had once again found his calling. In a year's time, Cole and America's Super Corps stopped the Devouring Earth dead in its tracks in America. At the same time, the rest of the world was fighting a losing war. The detonation of dozens of nuclear weapons killed off more of humanity and appeared only to enrage the enemy. Desperate, the world's refugees flooded into America, hoping that Cole could protect them.

Cole addressed what was left of the United Nations Security Council. In that momentous speech, Cole spoke of the Roman Empire, and how in times of greatest peril, Rome would elect one man to lead its people and its armies against its enemy. "Divided," said Cole, "humankind will fall, but united in this conflict, it will triumph." To silence cries of "Dictator!," Cole stated that he could not pursue this leadership role because he needed to be on the front lines. The Security Council exploded into conflict. No one could agree on who should become the consul. The members descended into petty bickering, distracting any of them from the looming threat.

Cole's booming voice silenced the Security Council. At that moment, it became clear to everyone in the assembly that only Cole could truly lead humankind against this, its greatest threat. Cole's appointment was immediately proposed, and he took the office grudgingly. Never one for details, Cole delegated many of his tasks to more capable commanders in the world's combined Super Corps. He dubbed this new fighting force the Praetorian Guard. Cole's mandate to this new force was that it was to cut off the head of whatever was leading the Devouring Earth monsters.

The Praetorian Guard attacked in a massive combined strike against the Devouring Earth, obliterating it. However, it was soon apparent that that the strike had not done the trick, as a giant monster appeared in South America. It began destroying every Praetorian Guard unit that it encountered. The monster leveled entire cities and was moving steadily north across Central America. When it crossed into Mexico, the Mexican government attacked with a small tactical stockpile of nuclear weapons it had purchased from America. The attack had no effect.

This challenge was what Cole was destined for. Not wishing to see more of his Praetorian Guard killed, he faced off alone against the beast. The battle was brief, and at first, indecisive. Cole's attacks damaged the creature, but the same physiology that had rendered it immune to a half-dozen nuclear weapons was able to deal with Cole's powers. Likewise, Cole was too tough for the flailing tentacles and claws of the monster to do much to him other than swat him around. Desperate to kill the beast, Cole called upon a reserve of energy he had not ever suspected lay within him and unleashed a devastating bolt of power that nearly laid the beast low. Now Cole had its undivided attention.

The creature quickly healed the injury and responded by projecting a tangible beam of psychic energy at Cole, rendering him limp and helpless. A battle of wills ensued, and the world held its collective breath.

Then with a clap of thunder, the energy field around Cole shattered, and the great beast shuddered, lumbered away, and collapsed. Cole had defeated the beast. He had also learned much from it with his brief commingling with its mind.

The effect of the monster's death was immediately apparent to the world. Devouring Earth attacks decreased dramatically. In some places, they halted all together. The war had turned a corner. The people cried out for the creature to be killed, and Cole agreed. However, nothing anyone tried could kill the creature. It seemed to be tied to the Earth itself. The best anyone could do was contain it.

Attack on First Ward

Excerpt taken from the First Ward history

First Ward was to be the seed from which the city of Praetoria would blossom, the first of the new cities in Marcus Cole's bright vision of the future. Built in the shadow of the bluff atop which sits the Mother of Mercy Psychiatric Hospital, First Ward was a picturesque city. From the towering Westerman Building and the surrounding skyscrapers that made up the city’s heart to the quiet neighborhoods of Eltentown and Mercyview, everything about First Ward said "home." It was even surrounded by the newest technology developed to turn back the rampaging Devouring Earth: sonic fencing. But this technology was a prototype, and it had flaws.

When the Devouring Earth came, the sonic fencing worked as designed. The tidal wave of Devouring Earth creatures--accompanied by mammoth Seeds that floated lazily above them--was held back. Had that been the extent of the attack, the defenders could have dispatched the creatures at their leisure. But Hamidon was clever.

Hamidon's true weapon had been lying in wait beneath First Ward, biding its time and testing the city's new defenses. When the real attack came, this weapon didn't thrash impotently against First Ward’s sonic fencing, it came up in the middle of the city. Great tentacles the width of jumbo jets erupted from the streets and tore into the buildings. The homes and business of the people of First Ward turned into a death trap as hundreds of tons of steel and concrete were pulled down upon the city's residents. Their city became their tomb, and its defenders, deployed along First Ward's perimeter, could only watch in horror as the city was destroyed from within.

The attack was Cole’s first no-win scenario as Emperor. Most of his aides informed him that nuclear weapons were the only answer. But one aide promised him another solution, one that would not kill everyone in the city and offered a chance for some to survive.

Praetor Keyes, inventor of the sonic fencing, had seen the flaw in his system and found a way to plug the hole. He would turn the sonic fencing in on the city, causing a catastrophic frequency loop. This solution would leave everything in the center of the city dead, but unlike nuclear weapons, it offered a chance of survival to those outside of the city’s center. Cole approved the operation.

No records remain of what happened next. What is known to the average Praetorian citizen is that the Devouring Earth attack was stopped and that, save for the Mother of Mercy Psychiatric Hospital, the rest of the city was categorized indefinitely as a disaster area. Although a few survivors were relocated to Neutropolis, tens of thousands were dead or missing. Others were quarantined due to exposure to Tellurian Plague, a fatal disease transmitted by close proximity to the Devouring Earth.

The Infestation Below

The events of The Underground Trial reveal that an infestation of Devouring Earth still exists beneath First Ward, that the Imperial Defense Force knows about it, and that no attempt has been made to clear it out. Desdemona later discovers through Vanessa DeVore's mask that the psychic battle between Cole and the Hamidon wasn't a battle at all, but a negotiation. Cole convinced the beast to call off its attacks and give him time to prove that humanity is not the scourge on the planet that the Hamidon perceived it to be. Through the Seer program, censorship and martial law, Cole was well on the way to providing humanity's salvation from the Devouring Earth. Answering to the Avatar, Cole was successful in placating the Hamidon's wrath.

When Primal Earth came into the picture, Cole's plan was imperiled and unless he could control it as well, he would fail to meet the terms established in the negotiation with the Hamidon. Once the Avatar was defeated, the truce was broken and the threat of the Hamidon and the Devouring Earth became real once again.

Enemy Types

Underlings

Guardian Shard

Even Shards from a fallen crystalline creature can prove deadly.

Powers

Inherent Brawl.png Brawl Melee Smash
Small Devouring Earth fragments pack a mighty punch for their size.

IceBlast IceBlast.png Crystal Shards Ranged Smash/Lethal
The Crystal Beast can fling Crystal Shards dealing smashing and lethal damage.

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Energy, Negative
Devouring Earth Crystal Beasts are resistant to energy and negative energy damage, but are very vulnerable to smashing damage.

Guardian Shard

Minions

Deathblossom

These horrid perversions of normal flora have become one of the most identifiable monsters in the Devouring Earth's maniacal menagerie. In addition to their astonishing mobility, they can fire swarms of thorns at their enemies, tearing flesh to shreds in an instant.

Powers

Inherent Brawl.png Pummel Melee Heavy Smash
Devouring Earth brawling attacks

Quills Impale.png Spur Immobilize
You have been pinned to the ground by the Spur. You are Immobilized.

Quills QuillThrowing.png Thorn Blast Cone Lethal, Med Damage, Knockback
The Plant can throw a bunch of Thorns in a narrow cone arc and impale a group of foes. Impaled foes may be knocked down.

ZTemporary SummonThree.png Call Swarm Summon Swarm
All Devoured can summon The Swarm

Temporary WarWolfWhistle.png Tree of Life AoE Heal
Devoured Tree Beasts can plant a Tree of Life

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Smash
Devouring Earth Plant and Mushrooms are resistant to smashing damage, but vulnerable to fire damage.

Deathblossom

Deathcap

Deathcap

Fungus run amok' is probably the best way to describe these loathsome creatures. Like their inanimate ancestors, mushroom men prefer dark, dank places. In combat they can release clouds of deadly spores that choke and disable nearby enemies.

Powers

Inherent Brawl.png Pummel Melee Heavy Smash
Devouring Earth brawling attacks

MentalControl MassHypnosis.png Spore Burst Sleep
The Spore Burst has rendered you unconscious! Any damage will awaken you, however.

MentalControl MassHypnosis.png Spores Hold, DoT(Toxic)
The poison spores have infected you, leaving you paralyzed and taking Toxic damage over time.

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Smash
Devouring Earth Mushrooms are resistant to smashing damage, but vulnerable to lethal damage.

Granite

Granite

The leaders of the Rock Troops are tougher, smarter, and better equipped to take on whatever foes the Devouring Earth sets them against. In addition to the rock wielding skills of their subordinates, they have the ability to summon forth deadly Swarms of insects.

Powers

StoneMelee HurlBoulder.png Hurl Boulder Ranged Smash, Knockback
The Rock can rip a Boulder out of the ground and Hurl it a moderate distance. The Hurled Boulder deals medium damage and can Knockback foes.

Inherent Brawl.png Pummel Melee Heavy Smash
Devouring Earth brawling attacks

Temporary WarWolfWhistle.png Cairn AoE Buff Def
Devoured Rock Beasts can plant a Cairn.

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Lethal
Devouring Earth Rock Beasts are resistant to lethal damage.

ZTemporary SummonThree.png Rubble Summon Rockbeast
When the Rockbeast falls, he crumbles and may form into several smaller versions of himself.

Sentry

Sentry

The leaders of the Rock Troops are tougher, smarter, and better equipped to take on whatever foes the Devouring Earth sets them against. In addition to the rock wielding skills of their subordinates, they have the ability to summon forth deadly Swarms of insects.

Powers

StoneMelee HurlBoulder.png Hurl Boulder Ranged Smash, Knockback
The Rock can rip a Boulder out of the ground and Hurl it a moderate distance. The Hurled Boulder deals medium damage and can Knockback foes.

Inherent Brawl.png Pummel Melee Heavy Smash
Devouring Earth brawling attacks

Temporary WarWolfWhistle.png Cairn AoE Buff Def
Devoured Rock Beasts can plant a Cairn.

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Lethal
Devouring Earth Rock Beasts are resistant to lethal damage.

ZTemporary SummonThree.png Rubble Summon Rockbeast
When the Rockbeast falls, he crumbles and may form into several smaller versions of himself.

Lieutenants

Guardian

Guardian

These Crystal captains command their sparkling soldiers in combat, chattering amongst one another with voices like breaking glass. In combat they rain down shards of razor sharp crystal and pummel their opponents mercilessly. Like their followers, these creatures fear smashing attacks.

Powers

IceBlast IceBlast.png Crystal Shards Ranged Smash/Lethal
The Crystal Beast can fling Crystal Shards dealing smashing and lethal damage.

Inherent Brawl.png Pummel Melee Heavy Smash
Devouring Earth brawling attacks

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Energy, Negative
Devouring Earth Crystal Beasts are resistant to energy and negative energy damage, but are very vulnerable to smashing damage.

Temporary WarWolfWhistle.png Quartz AoE Buff Acc
Devoured Crystal Beasts can plant a Quartz.

ZTemporary SummonThree.png Shatter Summon Crystalbeast
When the Crystalbeast falls, he shatters and may form into several smaller versions of himself.

Herder

Herder

The older, more mature plant creatures serve as leaders for their deadly cousins. They're stronger, tougher, and more deadly than the lesser plant creatures. They also have the ability to summon forth Swarms to further trouble their enemies.

Powers

Inherent Brawl.png Pummel Melee Heavy Smash
Devouring Earth brawling attacks

Quills Impale.png Spur Immobilize
You have been pinned to the ground by the Spur. You are Immobilized.

Quills QuillThrowing.png Thorn Blast Cone Lethal, Med Damage, Knockback
The Plant can throw a bunch of Thorns in a narrow cone arc and impale a group of foes. Impaled foes may be knocked down.

Temporary WarWolfWhistle.png Tree of Life AoE Heal
Devoured Tree Beasts can plant a Tree of Life

ZTemporary SummonThree.png Call Swarm Summon Swarm
All Devoured can summon The Swarm

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Smash
Devouring Earth Plant and Mushrooms are resistant to smashing damage, but vulnerable to fire damage.

Bosses

Bulwark Seedling

Bulwark Seedling

Bulwark Seedlings are the Seed's primary source of defense against Cole's forces and wayward superpowered beings. Every Bulwark Seedling alive increases the Seed of Hamidon's defenses against all types of attack.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Bulwark Decomposition.png Decomposition Extreme DMG, Special(Divisible)
You have been targeted for a Decomposing Burst. The Bulwark Seedling will spray digestive acid at your location in six seconds. Gather allies near to yourself to help you survive the Decomposition!

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

DevouringEarthSeed Seedling Resistance.png Damage Resistance Resistance
The Seedlings of Hamidon are naturally resistant to several types of damage.

DevouringEarthSeed Seedling Seedborne.png Resilient +Max HP
+Max HP

DevouringEarthSeed Bulwark Seedbuff.png The Seed's Shell +DEF, +RES
The presence of the Bulwark Burr strengthens the protective shell around the Seed of Hamidon, maintaining it after the initial period of impenetrable defense has worn off.

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Contaminating Seedling

Contaminating Seedling

Contaminating Seedlings infect the brains of nearby enemies with rapidly evolving strains of the Tellurian Plague, seriously impairing the victims' mental faculties. For each Contaminating Seedling it spawns, the Seed of Hamidon lowers the recharge and endurance of anyone within its spore cloud.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Contaminating HypnoticThorn.png Hypnotic Thorn Blast PBAoE, Extreme DMG(Toxic/Psionic), -DMG, -ToHit, -Range
The Hypnotic Thorn Blast is an extremely powerful psionic attack used by the Contaminating Seedlings. Move out of the way to avoid its effects!

DevouringEarthSeed Contaminating HypnoticThorn.png Hypnotic Thorn Emanation Target of Toxic Shock
The Seedling is about to pulse with Toxic power!

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

DevouringEarthSeed Seedling Resistance.png Damage Resistance Resistance
The Seedlings of Hamidon are naturally resistant to several types of damage.

DevouringEarthSeed Seedling Seedborne.png Resilient +Max HP
+Max HP

DevouringEarthSeed Contaminating Seedbuff.png The Seed's Might +Drain, +Slow
The presence of the Bulwark Burr strengthens the protective shell around the Seed of Hamidon, maintaining it after the initial period of impenetrable defense has worn off.

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Hematic Seedling

Hematic Seedling

Hematic Seedlings are the Seed's cardiovascular entities. Every Hematic Seedling alive allows the Seed to drain the vitality from the bodies of anyone who would oppose it, lowering their Resistance and Defense as well as weakening the effects of all healing on them.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Hematic Consumption.png Consumption PBAoE, Extreme DMG(Toxic/Psionic), -DMG, -ToHit, -Range
The Hematic Burr is able to consume the life force of nearby enemies, but moving out of its reach allows you to avoid its attack entirely.

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

DevouringEarthSeed Seedling Resistance.png Damage Resistance Resistance
The Seedlings of Hamidon are naturally resistant to several types of damage.

DevouringEarthSeed Seedling Seedborne.png Resilient +Max HP
+Max HP

DevouringEarthSeed Hematic Seedbuff.png The Seed's Protection -DEF, -Res, -Healing
The presence of the Hematic Burr allows the Seed to drain the life essences of all nearby enemies, decreasing their defense and resistances and making them heal more slowly.

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Maturing Seedling

Maturing Seedling

Maturing Seedlings are the Seed's antibodies. Every Maturing Seedling alive provides the Seed with a fairly substantial amount of healing over time.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Maturing MalignantInfection.png Malignant Infection Ranged, Extreme DoT(Toxic)
You have been infected with a strain of the Tellurian plague! You are taking extreme Toxic damage over time. Additionally, the plague will spread to any nearby allies, so be careful where you stand!

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

DevouringEarthSeed Seedling Resistance.png Damage Resistance Resistance
The Seedlings of Hamidon are naturally resistant to several types of damage.

DevouringEarthSeed Seedling Seedborne.png Resilient +Max HP
+Max HP

DevouringEarthSeed Maturing Seedbuff.png The Seed's Vitality Heal
The presence of the Maturing Burr allows the Seed of Hamidon to regenerate its internal components, causing it to heal significantly over time.

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Respiring Seedling

Respiring Seedling

Respiring Seedlings allow the Seed of Hamidon to thicken the cloud of spores surrounding its body. For each Respiring Seedling alive, it becomes more difficult to hit the Seed and the range at which it can be attacked is lowered.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

DevouringEarthSeed Respiring ToxicShock.png Toxic Shock PBAoE, Extreme DMG(Toxic), Hold
The Toxic Shock is an extremely powerful toxic attack used by the Respiring Seedlings. Move out of the way to avoid its effects!

DevouringEarthSeed Seedling Resistance.png Damage Resistance Resistance
The Seedlings of Hamidon are naturally resistant to several types of damage.

DevouringEarthSeed Seedling Seedborne.png Resilient +Max HP
'+Max HP

DevouringEarthSeed Respiring Seedbuff.png The Seed's Control -Range, -ToHit
The presence of the Respiring Burr increases the density of the Spore Cloud around the Seed of Hamidon, making it difficult to hit.

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Tellurian Seedling

Tellurian Seedling

Tellurian Seedlings function as the Seed's antibodies, used against Cole's forces and superpowered beings who dare venture near the massive beast. Every Tellurian Seedling spreads a particularly virulent strand of the Plague, capable of melting the victim's mind in mere seconds.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Tellurian PlagueOutbreak.png Plague Outbreak PBAoE, Extreme DMG(Toxic), Hold
The Toxic Shock is an extremely powerful toxic attack used by the Respiring Seedlings. Move out of the way to avoid its effects!

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

DevouringEarthSeed Seedling Resistance.png Damage Resistance Resistance
The Seedlings of Hamidon are naturally resistant to several types of damage.

DevouringEarthSeed Seedling Seedborne.png Resilient +Max HP
+Max HP

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Elite Bosses

Greater Devoured

Greater Devoured

The ultimate eco-warriors, the Greater Devoured incorporate the biomass of fallen heroes into their monstrous forms. They rend foes with their slashing talons, spitting poison on those they can't reach. A Greater Devoured is a formidable foe, resistant to most kinds of attacks.

Powers

SuperStrength FootStomp.png Foot Stomp AoE Smash, Knockback
Devoured shakes the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.

StoneMelee HurlBoulder.png Hurl Boulder Ranged Smash, Knockback
Devoured can rip a Boulder out of the ground and Hurl it a moderate distance. The Hurled Boulder deals medium damage and can Knockback foes.

Inherent Brawl.png Pummel Melee Heavy Lethal
Devouring Earth claw attacks

FireBlast FireBlast.png Spit DoT(Toxic)
You are taking Toxic damage over time from the Toxic Spray.

ZTemporary SummonThree.png Call Swarm Summon Swarm
All Devoured can summon The Swarm

Invulnerability TemporaryInvulnerabilty.png Resistance Auto Res Immobilize, Hold, Disorient, Fear Knockback, Smash, Energy
Devoured are resistant to Disorient, Immobilize, Hold, Knockback, effects as well as Smashing and Energy Damage. They are vulnerable to Negative Energy.

Malignant Seedling

Malignant Seedling

The Malignant Seedling is a specialized Seedling which is capable of surviving for a long period of time in an enormous range of conditions. They are often dispatched into areas where the Seed of Hamidon cannot be sent, where they wreak havoc on the environment before beginning the process of converting it to an infested wasteland.

Powers

DevouringEarthSeed Seedling Bullrush.png Bullrush Melee, Moderate DMG(Lethal), Moderate DoT(Toxic)
The Seedling charges you and impales you with its thorny exoskeleton. Damage: High, Recharge: Moderate

DevouringEarthSeed Seedling ThornBlast.png Ectoplasmic Burst Ranged, High DMG (Toxic)
The Ectoplasmic Burst is a jet of material from within the Malignant Seedling which decomposes the body of the affected target.

DevouringEarthSeed Seedling ThornBlast.png Thorn Blast Cone Lethal, Moderate Damage, Knockback
The Seedling can scatter a blast of Thorns in a narrow arc and impale a group of foes. Impaled foes may be knocked down.

Flight TravelFlight.png Fly Flight
Some members of the Talons of Vengeance have grown wings and are capable of flight.

Arch-villains

Avatar of Hamidon

Main article: The Underground Trial

Avatar of Hamidon

The Avatar of Hamidon has lived in the depths of the Underground for years, though why no action has been taken against its presence or the clear infestation of the Devouring Earth is a mystery.

Powers

ShadowFighting DarkConsumption.png Cripple Cripple
The Avatar's ectoplasmic fluid has the ability to drain the energy out of an individual. The affected target is drained of all Endurance and receives a debuff to Recharge Rate and Recovery for 15s. Though this can be devastating, Cripple can be avoided, as it can only affect targets in a narrow cone in front of it.

ShadowFighting Smite.png Crush DMG (Smash/Toxic)
You have been crushed

ShadowFighting BuildUp.png Devour Foe DMG (Negative), Self +ToHit, +DMG
Using this power, you can drain the essence of all nearby foes, increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and chance to hit. Damage: Moderate, Recharge: Very Long

DevouringEarthSeed Bulwark Decomposition.png Grasp of Gaea Extreme DMG, Special(Divisible)
You are being consumed by the Will of the Earth. The Avatar of Hamidon will draw life essence from your location in six seconds. Stand apart from allies to help survive the blast!

ShadowFighting StealPower.png Infection -Def, -Res (All)
Your Defense and Damage Resistance are reduced by 1/3 per stack of this power.

DevouringEarthSeed Seedling Resistance.png Resistance Resistance
This Archvillain is exceptionally powerful. It is resistant to all types of status effect to the point of immunity.

Giant Monsters

The Seed of Hamidon

Main article: The Seed of Hamidon

The Seed of Hamidon

The Seed of Hamidon can be seen from miles away, spreading the Hamidon infestation throughout the Sunken City. The Seed surrounds itself with a thick cloud of spores and uses its Seedlings to manipulate their properties, giving it massive powers of control over everything in its vicinity.

Powers

DevouringEarthSeed SeedOfHamidon CorrosiveBlast.png Corrosive Blast -Fly, Knockback
The Seed of Hamidon blasts you with a digestive enzyme, striking you with great force and knocking you from the sky! This attack deals more damage for each Hematic Seedling that is alive.

DevouringEarthSeed SeedOfHamidon CreateSeedling.png Tellurian Outbreak Spread Plague
The Seed of Hamidon can create Seedlings out of concentrated Tellurian Plague and use them to defend itself from would-be attackers.

DevouringEarthSeed SeedOfHamidon ConfoundingCloud.png Confounding Cloud -Range, -ToHit
The Seed of Hamidon's dominion over its Respiring Seedlings provides it with significant power, so long as they remain alive and nearby.

DevouringEarthSeed SeedOfHamidon DegeneratingCloud.png Degenerating Cloud -DEF, -Res, -Healing
The Seed of Hamidon's dominion over its Hematic Seedlings provides it with significant power, so long as they remain alive and nearby.

DevouringEarthSeed SeedOfHamidon EnervatingCloud.png Enervating Cloud -Recovery, -Rech, -END
The Seed of Hamidon's dominion over its Contaminating Seedlings provides it with significant power, so long as they remain alive and nearby.

DevouringEarthSeed SeedOfHamidon SeedDominion.png Seed Dominion +DEF
For each living Bulwark Seedling, the Seed of Hamidon's defenses increase against all attacks.

DevouringEarthSeed SeedOfHamidon SeedRegrowth.png Seed Regrowth Self Heal
The Seed of Hamidon's Maturing Seedlings help their creator to rebuild its own organelles, allowing it to recover health at a rapid rate.

DevouringEarthSeed Seedling Resistance.png Resistance Resistance
This Archvillain is exceptionally powerful. It is resistant to all types of status effect to the point of immunity.

DevouringEarthSeed Seedling Flight.png Fly Flight
The Seed of Hamidon soars high over the rubble of First Ward, casting its ominous shadow across the Sunken City.

Objects

Devoured Crystal Energy Trap

Devoured Crystal Energy Trap

This crystal channels a powerful energy that is tuned to the psychic link between Desdemona and Vanessa DeVore. As long as the crystals remain active, Desdemona is in peril.

Powers

Invulnerability ToughHide.png Resistance Inherent
Inherent resistance of all inanimate objects. Inanimate objects cannot be moved, knocked back, Healed with normal Heal powers, Disoriented, Held, Slept, Confused, Feared, Taunted or debuffed. They are always Immobilized. Since they have no mind, they inherently take less damage from Psionics.

Temporary TerraVoltaGlow.png Secured Crystal Crystal Defense
The crystal cannot be damaged for long if Devouring Earth are found around it.

Historical

This section contains information about changes that took place in City of Heroes/Villains. It is provided for historical purposes.

  • This enemy group was added to the game in Issue 21.

See Also