Reference values
- Type
- Incantation
- FP cost
- 24
- Memory slots
- 1
- Stamina cost
- 33
- Additional stamina cost
- 10
- Hold action
- Charge
- Damage types
- fire
- Requires
- 22Fai
- Spell school
- Frenzied Flame incantations
In-game description
Incantation originating from the maddening Three Fingers.
Releases concentrated blasts of the yellow flame of frenzy from the caster's eyes.
Charging enhances potency, enabling the blasts to penetrate the enemy's guard.
In times past, every single person who attempted to control the flame of frenzy succumbed to madness after a desperate internal struggle. This incantation is testament to a meager victory.
Where to find
Woods south of Church of Inhibition
Liurnia of the Lakes
Starting Site of Grace: Frenzied Flame Village Outskirts
- Reach Bellum Highway in northeastern Liurnia. From the road toward Grand Lift of Dectus, use the uphill path south of the lift to approach Frenzied Flame Village.
- The tower's yellow flame builds Madness when it has line of sight. Move between rocks and solid walls during its active periods, or clear the enemies at the top of the tower to stop the effect.
- Pass through the village and follow the rising path northwest toward Church of Inhibition. Festering Fingerprint Vyke invades on the approach and disables Torrent.
- On the uphill approach south of Church of Inhibition, search the small wooded patch with frenzied rats. Kill the scarab among them for Frenzied Burst.
- The scarab is a separate target from Vyke's invasion. You do not need to defeat him or finish Hyetta's quest for this spell.
Notes
- Requires 22 Faith, uses one memory slot and costs 24 FP. It fires a long, narrow Fire beam rather than the wide spray of The Flame of Frenzy.
- Charging improves damage, range of penetration and stance pressure. The charged beam pierces enemies and ignores 70% of a blocking target's guarded damage negation.
- Its base enemy Madness buildup rises from 90 to 105 when charged. It also builds 20 Madness on you normally or 30 when charged, so repeated sniping can still fill your own meter.
- Stance damage rises from 5 to about 12 with a full charge. Stamina increases from 33 to 43, while the FP cost stays at 24.
- Madness primarily affects players and eligible human NPCs. Ordinary creatures and most bosses are immune to the status, although the spell's direct damage can still hurt them.
- An actively held Frenzied Flame Seal boosts this spell's damage by 20%, including when another seal casts it. Two active copies give 44% together. This damage bonus does not multiply the Madness buildup.
- Dragon Communion Seal can use Arcane to improve Madness buildup on the enemy. Raising Arcane with a seal that has no Arcane scaling does not give the same benefit, and the buildup inflicted on yourself remains separate.
- Godfrey Icon improves the charged version. Fire and incantation bonuses also apply, while Magic-only bonuses and Shard of Alexander do not improve it.
- The long reach is useful for starting a fight from outside an enemy's ordinary attack range. Its narrow beam can still miss a moving target, and charging takes a longer opening.