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{{As Of Patch|2.0.201.49}} | {{As Of Patch|2.0.201.49}}__NOTOC__ | ||
Disarming is the action of knocking a weapon out of a creature's hands and onto the ground. | Disarming is the action of knocking a weapon out of a creature's hands and onto the ground. | ||
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== Similar Effects == | == Similar Effects == | ||
{{missing info|The claim that pulsed field magnets can disarm an equipped weapon needs a reference to back it up, if true. In the past, this was not the case - magnets only pulled inventory and not equipped items. (Reference could be added here or else on the Magnetic Pulse page.)}} | |||
* {{favilink|pulsed field magnet|plural}} are notable for their [[Magnetic Pulse]] ability, which strips metallic items from both creatures and players at a distance. This effect can pull and disarm metallic weaponry from players. | * {{favilink|pulsed field magnet|plural}} are notable for their [[Magnetic Pulse]] ability, which strips metallic items from both creatures and players at a distance. This effect can pull and disarm metallic weaponry from players. | ||
* {{favilink|qudzu}} can rust players' or other creatures' equipped items on hit, which causes those items to gain the [[rusted]] status and be forcefully unequipped (but not dropped). | * {{favilink|qudzu}} can rust players' or other creatures' equipped items on hit, which causes those items to gain the [[rusted]] status and be forcefully unequipped (but not dropped). | ||
* {{favilink|strip fly|plural}} can steal items (including equipped items) from players and other creatures. | * {{favilink|strip fly|plural}} can steal items (including equipped items) from players and other creatures. |