Terror Class: Necromancer (Diablo II) Required Level: 12 Skill Tree: Curses Requires: Amplify Damage, Weaken Active Cost: 7 Mana Causes monsters to run away in fear. Damage Type: Magic Other Stats: Only one Curse may be active on a target at a time |
Terror is a Necromancer skill in Diablo II.
Lore[]
This curse causes its victim to hallucinate, conjuring their greatest fear in corporeal form before their eyes. They believe these apparitions are real and run from them as long as the curse affects them.
Synergies[]
- Gives synergy to: None
- Receives synergy from: None
Usage[]
Terror causes most monsters to run away from the caster. Monsters run in the opposite direction of where Terror was cast (not necessarily away from Necromancer). It does not work on players, bosses, and super unique monsters.
While it is useful for escaping difficult situations, Terror does not aid in killing monsters. In group play, this skill is one of the least used, as it only scatters targets for other players (not to mention it replaces more powerful curses).
Items[]
Several items grant Terror skill:
- Wands and Shrunken Heads: +1-3 to class skill staffmod
- Ume's Lament, unique Grim Wand: +3 to class skill
- Maelstrom, unique Yew Wand: +1-3 to class skill
- Arm of King Leoric, unique Tomb Wand: +2 to class skill
- Magic or rare Wands, Shrunken Heads, Daggers: level 1-7 charged
- Magic or rare Shields: level 1-4 charged
- Delirium, helm runeword, CtC when struck, 14%, level 13
- Boneflame, unique Succubus Skull, CtC when struck, 15%, level 3
Skill Progression[]
Mana Cost: 7
Radius: 2.6 yards
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
Duration | 8s | 9s | 10s | 11s | 12s | 13s | 14s | 15s | 16s | 17s | 18s |
Level | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 25 |
---|---|---|---|---|---|---|---|---|---|---|
Duration | 19s | 20s | 21s | 22s | 23s | 24s | 25s | 26s | 27s | 32s |
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