Ankle Snare

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Ankle Snare
Type: Active Skill
Levels: 5, selectable
SP Cost: 12
Cast Delay: ASPD
Duration: [300 − (Skill Level × 50)] seconds
Target: Ground
Range: 3 cells
Area of Effect: 3x3
Catalyst: 1 Trap or Special Alloy Trap
Prerequisites
(Hunter) Skid Trap Lv. 1

Ankle Snare (Alt: Ankle Snare) is a 2nd class active skill available as Hunter, Sniper and some Mercenaries.

Effect

Sets a trap on a targeted location that will catch and immobilize any enemy that steps on it.

Level Base Effect Duration Trap Duration
1 4s 250s
2 8s 200s
3 12s 150s
4 16s 100s
5 20s 50s
Effect Duration = [Base_Effect_Duration − Target_AGI ÷ 10]s

Notes

  • Although trapped enemies cannot move, they can still attack and use skills.
  • Enemies can also be released through Remove Trap.
  • Guild castles contain some map squares on which this trap is not visible. Even though it can't be seen, the snare is still there and functional.
  • If the triggering player or monster cannot be knocked back (during the War of Emperium, Boss monsters or Strong Shield users for example), they may move past a trap before coming to a stop. They may also occupy multiple snares. When this happens, the Effect Duration of the first trap they encountered determines how long they remain trapped. All of the traps they occupy will vanish at the same time. Using Remove Trap on any of the traps will remove all of them, but return only one Trap.
  • This trap cannot be pushed back.
  • This skill is required to be maxed out (Lv. 5) in order to unlock the arrow-related skills of a Ranger.

About Traps

  • If the player has learned Ranger's Trap Research, this skill can be used with Specialty Alloy Traps instead. In which case the skills Remove Trap and Keen Nose will yield a Special Alloy Trap instead of a plain Trap. If both kinds of trap are present in the inventory, the plain traps will take priority as catalyst for this skill.
  • This trap can be set into null cells. When using this skill onto a forbidden (black) area of the map, the skill will fail with a warning message, and no SP or Trap will be used. However, if the skill is cast onto a map square which is occupied by an object (not an entity), the SP and Trap will be consumed, but a trap will not be set and a warning message will not be issued. These map squares can be identified when the green targeting square vanishes. Clock Tower 3F, is an example of a map full of (non-obvious) locations that will cause this. Many guild castles also contain map squares with this behavior, only the targeting square might not disappear.
  • Trap Duration lasts 4 times as long in War of Emperium.
  • Traps occupy 1 cell.
  • Traps can only be placed up to 2 cells next to players, monsters or another trap.
  • Traps can be activated by and will affect allies, enemies and the user in PvP environment.
  • Traps have a durability of 3,500 HP.
  • Traps will not activate if the user is under the effect of Manhole.
  • Like ground skills, traps can also be swept by Ganbantein, Earth Drive and Crazy Vines.

Related Skills