Recurring Terror Spell (Rev. 21)

Recurring Terror Spell pD Spell Shot Believed to have been lost in a bygone era, this spell was recovered from ruins infested by horrific creatures of unknown origin. The scroll is still steeped with parasitic organisms.


Tier: UT
MP Cost: 75
Shots: 8
Damage: 200-300 (250)
Total Damage: 1600-2400 (2000)
Projectile Speed: 16 tiles/second
Range: 2 tiles
Passes cover Shots pass through obstacles
Parametric Parametric shots
Stat Bonus: -20 HP, +2 ATT, +4 DEX, +2 DEF, -5 VIT
Fame Bonus: 6%
Feed Power: 1,200

Loot Bag Assigned to White Bag
Drops From Nightmare Colony
Infested Chest

Notes

This is the first and only spell to have a parametric shot pattern. When fired, the shots revolve erratically around the point of casting for several seconds, dealing damage to the first enemies they touch.

The Recurring Terror Spell has a damage per shot superior to any of the tiered spells. Even the lowest possible damage (200) is greater than the maximum damage (165) of the T6 spell. However, this spell has 12 fewer shots than the T6 spell, making the total average damage inferior to that of the T6. Trading total achievable damage for higher accuracy, one should also note that the aforementioned parametric pattern gives this spell the highest likelyhood of landing all its shots.

Beware, as the Recurring Terror’s shots have the shortest range. This spell can also be useful on enemies or dungeon bosses that move in predictable patterns, such as the Son of Arachna or Archdemon Malphas, so you can lure them into “minefields” of shots to incur large amounts of damage.

Like the Tablet, Random Spell Extraction Device and the Jade Storm, this spell has the highest possible fame bonus for a spell at 6%.