User:Honorable Sarah/Disarm


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''Condition. While suffering from this Condition, you lose all benefit from your weapon, and cannot use any skills which require that weapon.''
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Skills that Disarm

 * Weapon of Revolt: Elite Weapon Spell: Communing, for 1...20 seconds, target foe has a Weapon of Revolt. the next time target foe attacks or uses an attack skill, that foe is disarmed for 1...20 seconds. this hex ends prematurely if the target uses a non attack skill. [[Image:Weapon-spell-icon.png]] 5[[Image:energy.png]] 1[[Image:Activation.png]] 5[[image:recharge.png]]
 * Disarming Slash: Sword Attack: Tactics, Target foe is disarmed for 1...4 seconds, if target foe is already disarmed, target for begins bleeding and takes +1...13 damage. if this attack is blocked, this skill is disabled for 20 seconds. 1/2[[Image:Activation.png]] 4[[Image:Adrenaline.png]]
 * Disarming Blow: Melee Attack, Unlinked Warrior, if target foe attacking, target foe is disarmed for 3 seconds. This attack has no Armor Penetration. 5[[Image:energy.png]] 12[[image:recharge.png]]
 * Weapon Shot: Bow Attack: Marksmanship, shot an arrow that moves faster then normal and cannot be blocked. this attack hits a foe that is attacking, that foe is disarmed for 1...4 seconds, otherwise that foe begins bleeding for 3...21 seconds. this attack does no damage. 5[[Image:energy.png]] 12[[image:recharge.png]]
 * Wrenching Daggers: Off-hand Attack: Dagger Mastery, Must follow an off-hand attack. if target foe is attacking, target for is disarmed for 1...4 seconds. 5[[Image:energy.png]] 15[[image:recharge.png]]
 * Heated Grip: Hex Spell: Fire Magic, after 3 seconds, Target for takes 15...51 fire damage and is disarmed for 1...4 seconds. 10[[Image:energy.png]] 4[[image:recharge.png]]
 * Iced Grip: Hex Spell: Water Magic, for 10...34 seconds, any time target foe's attacks miss or are blocked, that foe is disarmed for 1...4 seconds. 10[[Image:energy.png]] 20[[image:recharge.png]]
 * Feather Fall Sweap: Melee Attack: Wind Prayers, Strike all adjacent foes. if this attack hits more then one foe, each foe hit is disarmed for 1...4 seconds. 10[[Image:energy.png]] 12[[image:recharge.png]]
 * Anthem of Non-Proliferation: Anthem: Command, for 10 seconds, for all allies in earshot, the next time that ally hits with an attack skill, attacking foes are dazed and disarmed for 1...4 seconds. 15[[Image:Energy.png]] 20[[image:recharge.png]]

Skills that affect Disarmed

 * Tendrilled Weapon: Weapon Spell: Restoration Magic, for 5...55 seconds, target ally has a tendrilled weapon, and cannot be disarmed. [[Image:Weapon-spell-icon.png]] 5[[Image:energy.png]] 1[[Image:Activation.png]] 10[[image:recharge.png]]
 * Swordhand Signet: Signet: Strength, for 0...12 seconds, while using a melee weapon, you cannot be disarmed. this signet lasts one extra second for every point of Tactics you have. this signet has no effect if you are disarmed. 25[[image:recharge.png]]
 * Bowhand Signet: Signet: Marksmanship, for 0...36 seconds, any time you would be disarmed, your next normal attack is cancelled and you are not disarmed. 2[[Image:Activation.png]] 25[[image:recharge.png]]
 * Hidden Daggers: Skill: Deadly Arts, for 0...36 seconds, while disarmed, your next attack removes disarmed and this skill ends. 5[[Image:energy.png]] 10[[image:recharge.png]]
 * Armory Signet: Signet: Unlinked Paragon, if you are adjacent to an ally, you and all adjacent allies are no longer disarmed. 1/4[[Image:Activation.png]] 10[[image:recharge.png]]
 * Stonefist Grip: Enchantment; Earth Prayers, for 30 seconds, any time you would be disarmed, adjacent foes take 20...60 earth damage and you lose one enchantment instead. If this enchantment is removed, adjacent foes take 20...60 earth damage. 5[[Image:energy.png]] 2[[Image:Activation.png]] 20[[image:recharge.png]]