Weapon and Parry Codex
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Summary
- Weapon and Parry Codices are a weapon focused player progression system in Outlands, allowing players to enhance their weapon skills by leveling Codex Stances as well as unlocking Finishers and Abilities for their weapon skill.
- Players are able to craft Codices with the Inscription skill
- All Codices are Blessed and cannot be stolen
- A complete list of in-game Codex commands can be found on the Commands page
- In order to use a Weapon Codex, players must have at least 80 Tactics and 80 in their weapon skill
- All skill requirements are based on the player's printed skill, i.e. Tactics bonus from crafted or magical weapons will not count towards the 80 Tactics requirement.
- Each character's codex profile is stored per character and not in the item itself, i.e. two characters can look at the same codex and each see their own progress.
- Players must still have the codex in their backpack to level and use it.
- Weapon abilities and finishers cannot be trigger on backstabs
Weapon Codices | |||||||
---|---|---|---|---|---|---|---|
Arcane |
Archery |
Fencing |
Fishing |
Macing |
Swords |
Wrestling |
Parrying |
Experience and Upgrade Points
Rank | Upgrade Points | XP Needed |
---|---|---|
1 | 4 | 20,000 |
2 | 8 | 40,000 |
3 | 12 | 60,000 |
4 | 16 | 80,000 |
5 | 20 | 100,000 |
6 | 40 | 200,000 |
7 | 60 | 300,000 |
Weapon Abilities |
50 | 250,000 |
- Players gain experience towards Codices by killing creatures with a weapon type matching a codex they meet the skill requirements for.
- Players can level multiple codices at once, so long as their weapon matches one of them and they have the skills required for all of them
- The parry codex will gain experience so long as the player has a 2-handed weapon or shield equipped.
- Each upgrade point takes 5,000 gold earned worth of experience
Stances
- By Double-Clicking a Codex, players can open their character's Codex Profile menu for that skill
- On the top half of the codex gump, are the skill's 5 Stances
- Players can click the Large Button next to each Stance to activate or deactivate that stance
- Players can Single-Click their Codex in their backpack to see which Stance and Finisher they currently have Activated for that skill
- There is no cooldown between changing stances, however each stance change will cost the player 3 mana
- Player's can only have one stance active for each codex, although stances only provide their bonus if the player has the required skills and weapon and/or shield equipped.
Stance Ranks
- Each Stance can be upgraded with upgrade points up to Rank 7, each rank costing increasingly more points.
- The Rank of a Stance will impact how powerful the effect it provides to the player is
Stance Auto Renewal
- Stances in the Codex Hotbar have checkboxes next to each which will allow a player to choose whether or not to AutoRenew the stance, which will attempt to automatically reactivate that stance 10 seconds after activating it
- This allows the player to try to continuously gain the benefit from the "Wrestling Adoption Stance" bonus that occurs for the first 10 seconds of activating a Wrestling Stance
- This allows the player to utilize the Discipline Armor Aspect mechanics on mana usage
- Note: It is possible for players to toggle Auto-Renew for both their current Weapon Codex Stance and current Parry Codex Stance simultaneously, which if done, will result in both stances renewing and using mana for both (players should probably only auto-renew either their Weapon Stance or Parry Stance)
- Players can use the commands to toggle Auto-Renewal for Stances or by using the checkboxes in the Codex Hotbar
Finishers
- When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher
- If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher
- For weapons, Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp), that players can randomly trigger when attacking a creature that is below 25% of their max hit points, or below 33% of a boss-type creature's.
- Parry Finishers are defensive measures that can trigger when the player gets below 33% of their max hit points
- Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.
- Players can switch between Finishers as often as they want, at no cost.
- Players can only trigger a single Finisher on each mob (i.e. an infinite cooldown), but can trigger a Finisher every 60s on a Boss-Type Creature.
- Exceptions to this is are mechanics like Discipline Aspect Armor or certain weapon abilities
- There is also a 5s cooldown between triggering Ricochet finishers (Meaning between triggering two finishers on two different creatures)
- When a Weapon Finisher triggers, it will resolve the "original" hit as normal, and then afterwards will take that hit's damage and then use that amount as the baseline "Damage" for how much the Weapon Finisher will inflict
- Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the "damage"
- Damage for Weapon Finishers are scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon's printed Average Damage
Finisher Tiers
- When players first unlock Finishers for a skill, those Finishers are at Tier 1
- From that point on, whenever the player reaches Rank 5 in a Stance for that skill, their Finisher Chance for the skill will increase by an additional tier (Capping out at Tier 5)
- Each Tier of finisher adds 2% more finisher chance
- The chance for a Weapon Finisher to occur is further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon's printed Speed
- Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received
- The chance for a Weapon Finisher to occur is also increased by a player's Anatomy skill: (Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))
Weapon Abilities
- Each Weapon Codex has 3 unique Weapon Abilities players can unlock and activate
- Each weapon ability takes 50 points to unlock
- Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability button
Weapon Ability Meter
- In order for players to perform Weapon Abilities, their weapon ability meter must be full
- All Weapon Abilities for the player share the same weapon ability cooldown.
- Every 6 seconds the player's Weapon Ability Meter will fill by 10%, and by an additional (10% * (Arms Lore Skill / 100))
- Meaning by default the weapon ability cooldown is 60s, but can be decreased all the way down to 24s
- Once toggled, the weapon ability will trigger on the next melee hit a player lands and their weapon meter will be reset
Codex Hotbar
- The codex hotbar allows players to quickly change and view their stances, finishers and weapon abilities in one place, as well as set their stances to auto-renew and monitor their weapon ability meter
- The codex hotbar can be accessed via the hotbar button at the bottom of any codex gump or with the [CodexHotbar command.
Weapon Ability Hotbar
- Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar
Codex Stances, Finishers and Abilities
Arcane
Archery
Fencing
Fishing
Macing
Swords
Wrestling