Anchor Anchor Lv. 11

Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.

Type Active (buff)
Uses 117 MP
Cooldown Time 60 sec.
ВрСмя дСйствия 5
Can it be used at the Olympiad? Yes
Trait trait_paralyze
Range of use 400 (900)
Available for Necromancer Lv. 70
Anchor Anchor Lv. 1 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 2 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 3 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 4 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 5 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 6 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 7 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 8 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 9 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 10 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 11 [selected] Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 12 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor Lv. 13 Causes the enemy's body to go completely rigid for 5 seconds and causes paralysis for 5 seconds.
Anchor Anchor +1 Chance Increases the success rate.
Anchor Anchor +2 Chance Increases the success rate.
Anchor Anchor +3 Chance Increases the success rate.
Anchor Anchor +4 Chance Increases the success rate.
Anchor Anchor +5 Chance Increases the success rate.
Anchor Anchor +6 Chance Increases the success rate.
Anchor Anchor +7 Chance Increases the success rate.
Anchor Anchor +8 Chance Increases the success rate.
Anchor Anchor +9 Chance Increases the success rate.
Anchor Anchor +10 Chance Increases the success rate.
Anchor Anchor +11 Chance Increases the success rate.
Anchor Anchor +12 Chance Increases the success rate.
Anchor Anchor +13 Chance Increases the success rate.
Anchor Anchor +14 Chance Increases the success rate.
Anchor Anchor +15 Chance Increases the success rate.
Anchor Anchor +16 Chance Increases the success rate.
Anchor Anchor +17 Chance Increases the success rate.
Anchor Anchor +18 Chance Increases the success rate.
Anchor Anchor +19 Chance Increases the success rate.
Anchor Anchor +20 Chance Increases the success rate.
Anchor Anchor +21 Chance Increases the success rate.
Anchor Anchor +22 Chance Increases the success rate.
Anchor Anchor +23 Chance Increases the success rate.
Anchor Anchor +24 Chance Increases the success rate.
Anchor Anchor +25 Chance Increases the success rate.
Anchor Anchor +26 Chance Increases the success rate.
Anchor Anchor +27 Chance Increases the success rate.
Anchor Anchor +28 Chance Increases the success rate.
Anchor Anchor +29 Chance Increases the success rate.
Anchor Anchor +30 Chance Increases the success rate.
Anchor Anchor +1 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +2 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +3 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +4 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +5 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +6 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +7 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +8 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +9 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +10 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +11 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +12 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +13 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +14 Cost Decreases MP consumption and slightly increases the success rate.
Anchor Anchor +15 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +16 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +17 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +18 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +19 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +20 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +21 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +22 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +23 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +24 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +25 Cost Decreases MP consumption by 2 and slightly increases the success rate.
Anchor Anchor +26 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +27 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +28 Cost Decreases MP consumption and slightly increases the success rate.
Anchor Anchor +29 Cost Decreases MP consumption by 1 and slightly increases the success rate.
Anchor Anchor +30 Cost Decreases MP consumption by 2 and slightly increases the success rate.