Spiteful Scutum: A shield from a place beyond the gates of war and peace.
MP Cost: 90
Width/Shots: 2 (arc gap: 8°)
Damage: 400-600 (1000)
Projectile Speed: 16
Cooldown: 1.5 seconds
Effect: Stun for 4 seconds, Ignores defense of target
Stat Bonus: +10 DEF, +2 ATT, +2 SPD
Fame Bonus: 6%
Feed Power: 800
|Drops From||Janus the Doorwarden|
The Name “Spiteful Scutum” likely refers to the Scutum, a large oblong wooden shield carried by the roman infantry. The Spiteful Scutum shares visual resemblance to scuta used by Ancient Romans. The name might also simply derive from “scūtum, scūtī,” a Latin word for “shield.”
Compared to other high-tiered shields, this shield gives an extra second of stun and costs 10 MP less. However, it only has two shots and a lengthy cooldown, requiring precise aiming to be used properly. While each shot deals the highest damage of any shield, the total damage is comparable to the Tier 4 Golden Shield. The stat bonus is 2 DEF lower than the Tier 5 Mithril Shield, but provides 2 SPD and 2 ATT, which is an acceptable tradeoff for many players because of Knight’s generally high defense.
This is the safest shield in the game, for not only does it stun at a higher range and for a longer time, but for a cheaper cost also. Its shots also pierce Armor, making it useful for enemies with higher defense, such as the Stone Guardians and Avatar of the Forgotten King and his minions in the Shatters. Overall, this shield is most useful for situations in where the Knight would have a hard time initiating a chain stun, like the Wine Cellar or Tomb of the Ancients.
This shield does take a bit of getting used to. It’s easier to miss your target, and if you’re used to just a tiered shield, you have to adjust to the 4 second stuns. Also worth noting is that this shield has a 1.5 second cooldown, making missed stuns potentially fatal. For those who can aim the shield, paired with a maximized Legendary Pet you should be able to chain stun by yourself.
It should be noted that this shield, possessing an arc gap, firing an even amount of shots, and having an amplitude, is affected by an anomaly in the game’s code. This anomaly causes its shot pattern to vary depending on how many shots have been fired using the equipped weapon (assuming the weapon fires an odd amount of shots). What actually happens is that the polarity of the shot amplitude gets “flipped” every time a weapon that fires an odd amount of shots is used.