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| - Specifics: The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the character's attack roll, and the combatant with the larger weapon gains a +4 bonus per size category of difference. A successful hit deals normal damage, and if the opponent fails a discipline check then the weapon flies from the opponent's hands. Use: selected. A disarm attempt provokes an attack of opportunity.
- School: Image:Storm.png Pip Cost: 1 Accuracy: 100% Type: Image:Manipulation.png Description: Remove 1 Positive Image:Charm.png from target. Received From: The Sixth School Requirements: Required Character Level: Given when you finish the main Wizard City story line. Spells:
* None Prerequisite for: Spells:
* None Can be purchased with Training Points*: No
- Full: Interrupt target foe's action. If that action was an attack, all of that foe's attack skills are disabled for 0...2 seconds. Concise: Interrupts target foe. Interruption effect: disables this foe's attack skills (0...2 seconds) if that action was an attack. __TOC__
- Characters with this skill may choose to disarm an opponent rather than do damage. The player should state that the character is trying to disarm the opponent, roll to hit as normal, and then roll to hit again. If both rolls are successful, the opponent is disarmed; otherwise, nothing happens. Weapons knocked out of an opponent's hand will travel 2D6 yards in a random direction. This skill cannot be used against a creature which has a bite, tail-lash, or other unarmed attack.
- Shoot an enemy`s appendages to render it incapable of attacking. This skill`s success rate increases as its level is raised. When used on monsters, this skill will reduce ATK by 25%, but has no effect on Boss monsters. Disarm has a range of 7 cells, and requires a Handgun or Rifle Class Weapon.
- "This spell was woven by an ancient bandit who had the trick of undoing any snare simply by snapping his fingers. Its use permits you to disarm traps by touching them. The success of your endeavors will depend on your skill level".
- Disarm (武装解除 Busō kaijo, Disarmament in Japanese) is a special skill from Fire Emblem: Radiant Dawn, and may only be used by and against Beorc units. When activated, this skill allows its user to unequip an enemy unit's weapon. This skill works in a similar way to Cancel, as it is essentially able to prevent the enemy unit from retaliating with a counter-attack. The unequipped weapon may be stolen by a Thief unit, rendering the enemy unit defenseless. This method is thus the only legitimate method for players to obtain poison inflicting weapons other than Valaura without the help of cheats.
- To disarm is to render someone empty handed.
- Description: The target hostile squad deals less damage for a while.
- Disarm is a core warrior ability learned at level 28. It removes the target's weapons and shield for a short period of time. This has the effect of slightly lowering a mob's damage, but usually shows a greater effect against players.
- Disarm is the eleventh episode and mid-season premiere of the seventh season and the 137th overall episode of Grey's Anatomy.
- Disarm is a Dragon Shout in The Elder Scrolls V: Skyrim.
- Disarm can refer to either a critical effect exhibited by some weapons in combat or a character development attribute for the Aard sign. Image:Bloodstain.png Disarm critical effect Image:Bullet Aard.png Disarm attribute With the 1.4 patch or Enhanced Edition, weapons with the potential critical effect: Disarm allow Geralt to disarm enemies during a battle without the special 4th level Fast Steel attack sequence.
- Disarm is a special attack associated with fencing blades and warder mobs. While these 2 events are both appropriately called disarm, they are entirely different in nature and should not be confused.
- Disarming a player is only possible if they are surrendering or unconscious, it is done by pressing Interact Key (Default F/Enter) while standing next to them while you haven't got any weapons or items in your hands. If the player has a holstered weapon, this can be taken away when there is no equipped weapon.
- Disarm aims at an enemy's appendages with a Pistol or Rifle to render it incapable of attacking. Target cannot be more than 7 cells away, and this skill's level affects its success rate. On monsters, this skill will reduce ATK by 25%, although Boss monsters are unaffected.
- The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). A disarm attempt provokes an attack of opportunity.
- The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attempt is resolved using an opposed roll. The attacker's disarm roll is: (attacker's AB corresponding to his highest AB attack) + 4*(attacker's size modifier) + 4*(size of attacker's weapon) +1D20 The defender's roll is: (defender's AB corresponding to his highest AB attack) + 4*(defender's size modifier) + 4*(size of defender's weapon) +1D20 Use: Selected. A disarm attempt provokes an attack of opportunity.
- Disarm is an Ancient Magicks spell that disarms the opponents weapon. It takes the weapon away into the inventory, thus, the opponent must click on it again to wield it. This spell is considered useless by a majority of RuneScape players, unless the opponent is about to do a weapons Special Attack or Special Ability, for example, the Dharoks Greataxe. It is particularly useful against NPC's with visible weapons, such as the Hill Giant or the Ogre, as they will not have a weapon for exactly one minute.
- Disarm is a status debuff that makes affected units lose their currently equipped weapon. Disarm works with slight differences depending on the unit affected:
* Afflicted enemy units that use firearms but can engage in melee combat have their weapons removed or disabled and replaces them with a Sheev if Grineer or Prova if Corpus, forcing said enemies to engage in close combat. If said enemies already have a secondary melee weapon, they will be forced to use that weapon.
* On ranged enemies without a secondary melee ability, Disarm permanently shuts down their weapons, making them incapable of attacking.
* Applied to players, Disarm removes the weapon currently held by the Warframe. The player can still switch to any remaining weapons they may be carrying.
- "Disarm" é unha canción de The Smashing Pumpkins. Foi o terceiro sinxelo e o sexto tema do seu segundo álbum, Siamese Dream. "Disarm" foi escrita por Billy Corgan e é unha das cancións máis coñecidas da banda. Corgan considéraa persoalmente a canción máis importante de Siamese Dream.
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