Weapon and Parry Codex: Difference between revisions

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[[Category:PvM]][[Category:Skills]]
[[Category:PvM]][[Category:New Player]]
==Summary==
==Summary==
* Players are able to craft Weapon and Shield Codexes with the [[Inscription]] skill
* 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.
* Weapon Codexes are supplemental items that allow players to gain unique bonuses (via Stances/Ammunition as well as Finishers) when using Weapons against monsters (but provides no benefits towards other players)
* Shield Codexes are supplemental items that allow players to gain unique bonuses (via Stances as well as Finishers) when using Shields against monsters (but provides no benefits towards other players)


* Players are able to craft Codices with the [[Inscription]] skill


[[File:codex.png|link=]]
** All Codices are Blessed and cannot be stolen


==Codexes==
* A complete list of in-game Codex commands can be found on the [[Commands#Codex|Commands]] page
* There are 5 different Weapon Codexes, with one that corresponds to each melee skill ([[Archery]], [[Fencing]], [[Mace Fighting|Macing]],[[Swordsmanship]] and [[Wrestling]])
* Additionally, a Shield Codex is available for the [[Parrying]] skill
* Harpoons will be treated as belonging to the Archery skill for the purposes of Codexes
* Codexes are Blessed items
* Players can craft Weapon and Shield Codexes through the Inscription skill


* In order to use a Weapon Codex, players must have at least 80 [[Tactics]] and 80 in their weapon skill


** An exception to this is the [[Arcane]] codex which requires 80 [[Wrestling]] along with Arcane skill


==Weapon and Shield Profiles==
** In order to use a Parry Codex, players must have at least 80 [[Tactics]] or 80 [[Wrestling]] and 80 in their [[Parrying]] skill
* Every individual character now has what is referred to as a Weapon and Shield Profile that is permanently stored for them for each codex skill (Archery, Fencing, Macing, Swordsmanship, Wrestling and Parrying)
* Similar to Summoner's Tomes, players can never "lose" their Weapon and Shield Profile: the data is permanently tracked for the player even if they lose their Codex (players can simply acquire a new codex)
* Each Profile for a character stores data on Stances (Fencing, Macing, Swordsmanship, Wrestling Shields), Ammunition (Archery), as well as data on Finishers for the character


* 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.


==Weapon and Shield Stances/Ammunition==
** Players must still have the codex in their backpack to level and use it.
* By Double-Clicking a Codex, players can launch the related Profile menu for that skill for the character
* On the top half of the Profile page, players will see 5 difference Stances listed (or in the case of Archery, Ammunition types)
* Players can click the Large Button next to each Stance/Ammunition to Activate it (which will make it appear the color green in the menu page)
* Players can Single-Click their Codex in their backpack to see which Stance/Ammunition they currently have Activated for that skill
* Players can switch between Stances/Ammunition as often as they like, however each change costs the player 5 Mana


* Weapon abilities and finishers cannot be trigger on [[Stealth#Backstab|backstabs]]
<center>


[[File:codexopen.png|link=]]
{| class="wikitable" style="text-align: center;"
 
!colspan="8" | Weapon Codices
 
 
==Stance/Ammunition and Weapon Finisher Effects==
===Archery Ammunition and Finishers===
{| class="wikitable"  
!colspan="3"|[[File:icon-archery.png]]
Archery Ammo and Finishers
|-
! Type
! Name
! Description
|-
|-
| Ammo
| [[File:codexarcane.png|link=Weapon and Parry Codex#Arcane]]<br />[[Weapon and Parry Codex#Arcane|Arcane]]
| Arcane
| [[File:codexarchery2.png|link=Weapon and Parry Codex#Archery]]<br />[[Weapon and Parry Codex#Archery|Archery]]
| Accuracy and Damage increased by 2.5% per rank but ammunition recovery rates are reduced by 10% per rank
| [[File:codexfencing2.png|link=Weapon and Parry Codex#Fencing]]<br />[[Weapon and Parry Codex#Fencing|Fencing]]
|-
| [[File:codexfishing.png|link=Weapon and Parry Codex#Fishing]]<br />[[Weapon and Parry Codex#Parrying|Fishing]]
| Ammo
| [[File:codexmacing2.png|link=Weapon and Parry Codex#Macing]]<br />[[Weapon and Parry Codex#Macing|Macing]]
| Fowling
| [[File:codexswords2.png|link=Weapon and Parry Codex#Swords]]<br />[[Weapon and Parry Codex#Swords|Swords]]
| Successful hits increase Damage Resistance towards target by 5% per rank for 5 seconds (does not stack)
| [[File:codexwrestling2.png|link=Weapon and Parry Codex#Wrestling]]<br />[[Weapon and Parry Codex#Wrestling|Wrestling]]
|-
| [[File:codexshield2.png|link=Weapon and Parry Codex#Parrying]]<br />[[Weapon and Parry Codex#Parrying|Parrying]]
| Ammo
| Incendiary
| Deals an additional 7% of Damage per rank inflicted to a random target within 1 tile
|-
| Ammo
| Longshot
| Increases Range by (Rank / 2) rounded up, and Damage by 3% per rank
|-
| Ammo
| Maiming
| Hinder effects last 10% longer per rank and Overpowered Hinder effects deal 10% more Damage per rank
|-
| Finisher
| Ricochet
| Inflicts 250% Damage each to 3 random targets within 4 tiles of target
|-
| Finisher
| Pincushion
| Makes 8 attacks against the target, with each having a 66% hit chance to inflict 100% Damage
|}
|}
</center>


 
==Experience and Upgrade Points==
===Fencing Stances and Finishers===
{| class="wikitable" style="text-align: center;float:right; margin-right:20px"
{| class="wikitable"  
!colspan="3"|[[File:icon-fencing.png]]
Fencing Stances and Finishers
|-
! Type
! Name
! Description
|-
| Stance
| Aggressive
| Increases Speed by 2.5% per rank but player takes 2% more Damage per rank from all sources
|-
| Stance
| Defensive
| Successful hits increase your Damage Resistance by 3% per rank for 5 seconds (does not stack)
|-
|-
| Stance
! Rank
| Cleave
! Upgrade Points
| Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
! XP Needed
|-
|-
| Stance
| 1
| Blackguard
| 4
| Successful hits have a 3% per rank chance to inflict a Disease effect on target that deals 200% Damage spread out over 30 seconds
| 20,000
|-
|-
| Stance
| 2
| Riposte
| 8
| Damage increased by 1% per rank for each creature aggroed onto player up to a maximum of 10 creatures
| 40,000
|-
|-
| Finisher
| 3
| Assassinate
| 12
| Inflicts (Target's Missing Hits Percent) x 6% of Damage to target
| 60,000
|-
|-
| Finisher
| 4
| Flurry
| 16
| Increases Weapon Speed by 25% for 20 seconds (does not stack)
| 80,000
|}
 
===Macefighting Stances and Finishers===
{| class="wikitable"
!colspan="3"|[[File:icon-macing.png]]
Macefighting Stances and Finishers
|-
|-
! Type
| 5
! Name
| 20
! Description
| 100,000
|-
|-
| Stance
| 6
| Aggressive
| 40
| Increases Damage by 5% per rank but player takes 2% more Damage per rank from all sources
| 200,000
|-
|-
| Stance
| 7
| Defensive
| 60
| Successful hits increase your Damage Resistance by 3% per rank for 5 seconds (does not stack)
| 300,000
|-
|-
| Stance
|colspan="3"|
| Cleave
| Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
|-
|-
| Stance
| Weapon<br>Abilities
| Wind Up
| 50
| Reduces Speed by 5% per rank but increases non-Stealthed Damage by 10% per rank
| 250,000
|-
| Stance
| Sunder
| Increases Pierce effects by an additional 5 Armor reduction per rank
|-
| Finisher
| Pulverize
| Inflicts 400% of Weapon Damage to target and applies a 5 second Hinder effect (duration scales with weapon speed)
|-
| Finisher
| Shatter
| Inflicts 250% of Damage to target. If player has any Pierce effects active on target, the effects are canceled but Damage is increased an additional 350%
|}
|}


===Swordsmanship Stances and Finishers===
* Players gain [[experience Gain|experience]] towards Codices by killing creatures with a weapon type matching a codex they meet the skill requirements for.
{| class="wikitable"
 
!colspan="3"|[[File:icon-swords.png]]
** 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
Swordsmanship Stances and Finishers
 
|-
** The parry codex will gain experience so long as the player has a 2-handed weapon or shield equipped.
! Type
 
! Name
* Each upgrade point takes 5,000 gold earned worth of experience
! Description
<br clear=all>
|-
 
| Stance
 
| Aggressive
 
| Increases Accuracy by 4% per rank but player takes 2% more Damage per rank from all sources
== Stances ==
|-
[[File:archerycodexgumpwildlands.png|right|250px]]
| Stance
* By Double-Clicking a Codex, players can open their character's Codex Profile menu for that skill
| Defensive
 
| Successful hits increase your Damage Resistance by 3% per rank for 5 seconds (does not stack)
* On the top half of the codex gump, are the skill's 5 Stances
|-
 
| Stance
* Players can click the Large Button next to each Stance to activate or deactivate that stance
| Cleave
 
| Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
* Players can Single-Click their Codex in their backpack to see which Stance and Finisher they currently have Activated for that skill
|-
 
| Stance
* There is no cooldown between changing stances, however each stance change will cost the player 3 [[Skills_&_Stats#Stats|mana]]
| Warrior
 
| Increases Accuracy, Defense, and Damage by 2% per rank
* 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
=== Stance Ranks ===
| Flaying
 
| Increases non-Aspect Bleed Damage by 10% per rank
* Each Stance can be upgraded with upgrade points up to Rank 7, each rank costing increasingly more points.
|-
 
| Finisher
* The Rank of a Stance will impact how powerful the effect it provides to the player is
| Bleed Out
 
| Applies a Bleed effect equal to 500% of Damage (only receives 50% of the bonuses from Flaying stance)
===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
| Finisher
 
| Execute
** 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
| Inflicts 350% of Damage to target and then immediately resolves all remaining Bleed tick damage on the target that has been inflicted by the player
 
|}
** 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|commands]] to toggle Auto-Renewal for Stances or by using the checkboxes in the Codex Hotbar
<br clear=all>
 
==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|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|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==
[[File:weaponabilityhotbar.gif|right]]
 
* 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


===Wrestling Stances and Finishers===
===Weapon Ability Meter===
{| class="wikitable"
!colspan="3"|[[File:icon-combat.png]]
Wrestling Stances and Finishers
|-
! Type
! Name
! Description
|-
| Stance
| Dragon
| Weapon Specials will consume up to 5 Mana to increase Damage by 3% per rank for each mana consumed (Bonus doubled for first 10 seconds after adopting stance)
|-
| Stance
| Crab
| Successful hits increase your Damage Resistance by 2% per rank for 5 seconds (does not stack) (Bonus doubled for first 10 seconds after adopting stance)
|-
| Stance
| Spider
| Deals an additional 3% of Damage per rank inflicted to a random target within 2 tiles (Bonus doubled for first 10 seconds after adopting stance)
|-
| Stance
| Monkey
| Loading 3 hits in a row increases the damage of the 3rd hit by 20% per rank (Bonus doubled for first 10 seconds after adopting stance)
|-
| Stance
| Crane
| Has 2% chance per rank on Melee Hit to restore 10 health (Bonus doubled for first 10 seconds after adopting stance)
|-
| Finisher
| Chi Trust
| Inflicts 200% of Weapon Damage to target. Will consume up to 25 mana and increase Damage by 25% per Mana Consumed
|-
| Finisher
| Zen Strike
| Inflicts 350% of Damage to target and restores 25 Health, 25 Stamina and 25 Mana
|}


* 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.


===Shield Stances and Finishers===
* Every 6 seconds the player's Weapon Ability Meter will fill by 10%, and by an additional (10% * ([[Arms Lore|Arms Lore Skill]] / 100))
{| class="wikitable"
!colspan="3"|[[File:icon-shield.png]]
Shield Stances and Finishers
|-
! Type
! Name
! Description
|-
| Stance
| Shield Bash
| Increases Damage Resistance against player's combatant by 3% per rank and has a 4% per rank chance when hit by melee attack from combatant to Hinder them for 3 seconds
|-
| Stance
| Warding
| Reduces Poison, Bleed, and Disease tick damage by 8% per rank
|-
| Stance
| Testudo
| Damage Resistance increased by 1% per rank for each creature currently aggroed onto player up to a maximum of 10 creatures
|-
| Stance
| Mirror
| Has a 2% per rank chance to reflect any spells cast onto player, and reduces Spell Damage taken by 4% per rank
|-
| Stance
| Bulwark
| Increases Damage Resistance by 5% per rank if player has been stationary for 5 seconds or more
|-
| Finisher
| Last Stand
| Has a 5% chance per rank to reduce any damage taken to 1
|-
| Finisher
| Barrier
| Has a 10% chance per rank to reduce any Poison, Bleed, or Disease tick Damage to 1
|}


==Active Weapon Stances and Shield Stances==
** Meaning by default the weapon ability cooldown is 60s, but can be decreased all the way down to 24s
* Players are allowed to own multiple Codexes simultaneously, however they will only actively gain the benefits of Stances and Finishers from a Weapon Codex if they are currently wielding a weapon matching that codex's skill when making attacks (i.e. a player holding a Viking Sword will only gain bonuses from a Swordsmanship Codex, and not a Fencing Codex)
* Players can, however, gain the benefits from Stances/Finishers from a Shield codex while at the same time also receiving the benefits from another Weapon codex (if they are wielding the correct weapon for it)


* Once toggled, the weapon ability will trigger on the next melee hit a player lands and their weapon meter will be reset


[[File:weaponabilitiescodex.png]]


==Stance/Ammunition Ranks==
==Codex Hotbar==
* For each Stance/Ammunition, players have a Rank that ranges from 0-5, with their current Rank depicted by how many Repaired Weapon Icons are displayed (Broken Weapon Icons indicates ranks they have not yet reached)
[[File:codexhotbarwildlands.png|right]]
* The Rank of a Stance/Ammunition will impact how powerful the effect it provides to the player is
* 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
* In order for players to increase their Rank for a Stance/Ammunition, they must first have it Activated (displayed in green), and then kill creatures while using that related Weapon Skill (or Shield Equipped) to earn Experience for the Stance/Ammunition
* As players kill creatures and gain Experience with a Stance/Ammunition activated, the Experience Progress Bar for it will fill up, and when it reaches 100%, they will increase their Rank by 1 (up to a maximum of Rank 5)


* The codex hotbar can be accessed via the hotbar button at the bottom of any codex gump or with the [CodexHotbar command.


[[File:codexweapon.png|link=]]
===Weapon Ability Hotbar===
* Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar


[[File:weaponabilitytrigger1a.gif|link=]]
==Codex Stances, Finishers and Abilities==
===Arcane===


{{ArcaneCodex}}


==Experience Amounts==
===Archery===
* When a player kills a creature, they will earn Experience amounts equal to the gold value of the creature, with amounts adjusted based on how much of the total damage done to the creature came from that player while using the related weapon skill (or having a shield equipped in the case of Shield Stances)
{{ArcheryCodex}}
* For instance, a player who dealt 500 damage with Swords to a creature that has 1000 hit points and is worth 500 gold, will earn 250 Experience for any Activated Swordsmanship Stance
* In the case of Shield Stances, players earn experience in the same way as weapons (dealing damage) while they have a shield equipped, and players can simultaneously earn experience for a Weapon Stance as well as a Shield Stance (both will be increased by the same amount of experience)


Experience amounts needed for each Rank are as follows:
** Rank 1: 20,000 Experience Needed
** Rank 2: 40,000 Experience Needed
** Rank 3: 60,000 Experience Needed
** Rank 4: 80,000 Experience Needed
** Rank 5: 100,000 Experience Needed


===Fencing===
{{FencingCodex}}




==Required Skills and Rank Caps==
===Fishing===
* In order to ensure that "dexers" are the primary beneficiaries of Weapon/Shield codexes, players will have their Max Effective Rank for Stances/Ammuntion potentially capped based several criteria
{{FishingCodex}}
* If a player has less than 80 skill for the related skill of the codex (i.e Archery, Fencing, Macing, Swords, Parrying, Wrestling), their Effective Max Rank for it it will always be capped at 0 (meaning players will gain no benefit from those Stances/Ammunition activated)
* In the Profile Menu, players will see "X" symbols over ranks if that rank is temporarily unavailable to the player due to a cap
* Note: players will still be able to activate Stances/Ammunitions and gain Experience for them even if they currently gain no benefits from them due to an Effective Max Rank limitation
* These skills are considered Warrior Skills and can contribute to increasing your Max Effective Rank while they are at 80 skill or higher:
** [[Archery]]
** [[Fencing]]
** [[Mace Fighting]]
** [[Swordsmanship]]
** [[Parrying]]
** [[Tactics]]
** [[Anatomy]]
** [[Arms Lore]]
** [[Healing]]
** [[Resisting Spells]]
** [[Blacksmithing]]
** [[Carpentry]]
** [[Tailoring]]
** [[Fishing]]
** [[Lumberjacking]]
** [[Mining]]
** [[Hiding]]
** [[Stealth]]
** [[Alchemy]]
** [[Tracking]] (added August 3, 2021)
** [[Camping]] (added August 3, 2021)
** [[Forensic Evaluation]] (added August 3, 2021)
** [[Poisoning]] (added August 3, 2021)
** [[Taste Identification]] (added August 3, 2021)
** [[Wrestling]] (added September 4, 2021)


==Weapon and Shield Finishers==
* The first time a player reaches Rank 5 for any Stance/Ammunition for a skill, they will unlock the ability to select Finishers.
* For weapons, Finishers are large-scale weapon hits, often with special handling, that players can randomly trigger when attacking a creature that is at 33% Hit Points or lower.
* For shields, Finishers are defensive measures that automatically go into effect for the player when they are at 50% Hit Points or lower.
* Each Skill has 2 different Finishers the player can chose from, which they can Activate by clicking the Large Button next to them.
* Players can click the Info button next to a Finisher to see a description of what it does.
* Players can switch between Finishers as often as they want.
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance/Ammunition as well as their selected Finisher.


==Finisher Tiers and Weapon Triggering==
===Macing===
* When players first unlock Finishers for a skill, those Finishers begin at Tier 1.
{{MacingCodex}}
* From that point on, whenever the player reaches Rank 5 for another Stance/Ammunition for that same skill, their Finishers for the skill are increased by an additional Tier (up to a maximum of Tier 5, since there are 5 total Stances/Ammunitions available).
* Similar to Stances/Ammunition, a player also has their Effective Max Tier for Finishers capped based on what warrior skills they have on their character.
* A player's Effective Max Tier for Finishers will match their Effective Max Rank for Stances/Ammunitions (i.e. having an Effective Max Rank for Stances/Ammunition of 3 will also result in having a Effective Max Tier of 3 for Finishers).
* In the Profile menu players will see any Finisher Tiers that are temporarily unavailable to them due to a skills cap displayed in white.




[[File:codexfinisher.png|link=]]
===Swords===
{{SwordCodex}}




===Wrestling===
{{WrestlingCodex}}


==Weapon Finisher Triggering==
* Any time a character inflicts a weapon hit on a creature that is at 33% Hit Points or lower, they will have a chance to inflict a Weapon Finisher on the target if they have one activated
* The chance for a Weapon Codex Finisher to trigger when a creature is below 33% health is (Tier * 3%)
* However, if a player has an Effective Max Tier for Finishers of 0 (due to not having proper skills on their char) they will always have a 0% chance to inflict a Weapon Finisher
* 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 Trigger will also inflict
* For example, the Ricochet Archery Finisher inflicts "250% damage each to 3 random targets within 4 tiles of the target"
* So a base hit of 50 damage that results in a Weapon Trigger, will first resolve 50 damage to the initial target. After which it will also inflict 50 x 2.5 = 125 Damage to 3 other randomized targets nearby (for a max total of 375 bonus damage inflicted)
* It should be noted that bonus damage from Aspect Weapon Specials are NOT considered to be part of the base damage of melee attacks, so will not be factored into the base damage of attack for determine base Weapon Finisher damage. Stealth Backstabs, however, WILL be considered as part of the base damage of an attack and therefore will be considered for Weapon Finisher base damage


==Weapon Finisher Cooldowns==
===Parrying===
* Against normal creatures, players are only allowed to trigger a single Weapon Finisher upon them
{{ShieldCodex}}
* Against Boss-Type creatures (such as a Lore Boss, Mini-Boss, Boss, Shrine Boss, Omni-Boss, Event Boss) players can trigger one Weapon Finisher onto them every 60 seconds

Latest revision as of 02:20, 12 November 2024

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
    • An exception to this is the Arcane codex which requires 80 Wrestling along with Arcane 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.
    • 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


Arcane Codex Stances, Finishers and Abilities
Type Name Description
Stance Leech Has a 4% chance per rank on hit to restore 10 mana
Stance Shield Weapon swings increase your damage resistance by 4% per rank for 5 seconds (does not stack)
Stance Scatter Deals an additional 2% of damage per rank to 3 additional random targets within 3 tiles, with each target hit having a 1% per rank chance to be hindered for 3 seconds
Stance Fracture Damage is increased by 2% per rank for every 25 armor rating target still has active (to a max of 8% per rank)
Stance Surge Damage is increased by 10% per rank if player has triggered an aspect special in the last 15 seconds
Finisher Drain Inflicts 250% of damage to target and restores 40 mana
Finisher Catalyst Inflicts 300% of Damage on target and consumes all Arcane Buildup, increasing Damage by (7% * Arcane Buildup Consumed)
Weapon Ability Seeking For next 15 seconds accuracy increased by 25% and attack speed increased by 15%
Weapon Ability Leyline For next 15 seconds player recovers 5 mana every 3 seconds
Weapon Ability Soulfire Immediately applies maximum arcane buildup

Archery

Archery Codex Stances, Finishers and Abilities

Type Name Description
Stance Arcane Accuracy and Damage increased by 3% per rank
Stance Fowling Weapon shots increase Damage Resistance towards target by 6% per rank for 5 seconds (does not stack)
Stance Incendiary Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Longshot Increases Range by (Rank / 2) rounded up, and Damage by 3% per rank
Stance Maiming Hinder effects last 10% longer per rank and Overpowered Hinder effects deal 10% more Damage per rank
Finisher Ricochet Deals 300% of Damage towards target and up to 2 additional random enemies within 6 tiles of target
Finisher Pincushion Makes 8 attacks against the target, with each having a 66% hit chance to inflict 100% Damage
Weapon Ability Skirmish For next 15 seconds damage increased by 25% and can fire while moving
Weapon Ability Full Draw For next 15 seconds damage increased by 35%, but must be stationary for 5 seconds to fire
Weapon Ability Repeater If not currently stealthed, immediately makes 3 additional hit attempts, each with a 66% chance to inflict 100% of weapon damage (scaled by weapon speed)


Fencing

Fencing Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Attack Speed by 2.5% per rank but player takes 1% more Damage per rank from all sources
Stance Defensive Weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Blackguard Successful hits have a 3% per rank chance to inflict a Disease effect on target that deals 200% Damage spread out over 20 seconds
Stance Fang Damage increased by 6.5% per rank while using a weapon coated with Greater Poison or higher
Finisher Assassinate Inflicts 400% Damage and immediately resolves up to an additional 500% Damage worth of Disease and Poison ticks (caused by the player) remaining on target
Finisher Flurry Increases Weapon Speed by 20% for 30 seconds (does not stack). If bonus will bring player above the Max Swing Speed Cap, any excess will be converted into Melee Damage bonus
Weapon Ability Gambit For next 15 seconds damage increased by 40% but 10% chance any hits will convert into misses
Weapon Ability Swiftstrikes For next 15 seconds each hit increases attack speed by 5% (scaled by weapon speed) up to a max of 25%
Weapon Ability Bane Immediately resolve 3 poison ticks if player has an active weapon-applied poison on creature


Fishing

Fishing Codex Stances, Finishers and Abilities

Type Name Description
Stance Snipe Accuracy increased by 3% per rank. If chance to hit exceeds 100%, will apply a Damage bonus of (Chance to Hit% - 100) up to a max bonus of (Rank * 2%)
Stance Pin Down Weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Skewer Deals an additional 6% of Damage per rank inflicted to a random target within 2 tiles and has a 2% chance per rank to apply a Pierce effect of 25 for 15 seconds to both targets
Stance Strafe Damage increased by 4% per rank if player's ship has moved within last 0.5 seconds with bonus doubled if target is not on same ship as player
Stance Heave Range increased by 1 per rank and Damage increased by 6% per rank, but 1% chance per rank any Hits will convert into Misses
Finisher Run Through Inflicts 500% Damage to target with Damage increased by 300% if target is on same ship as player
Finisher Salvo Deals 150% Damage to target, and then resolves 5 additional hits of 150% Damage randomized between target and all creatures within 4 tiles (max of 3 hits per creature)
Weapon Ability Rouse For next 15 seconds all damage dealt by ship crewmembers increased by 25%
Weapon Ability Scourge For next 15 seconds the impale weapon special will hit 2 additional targets, or apply an additional 30% damage bonus for each unused additional target
Weapon Ability Buoy Immediately restore 5% of each crewmembers health


Macing

Macefighting Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Damage by 5% per rank but player takes 1% more Damage per rank from all sources
Stance Defensive Weapon Swings increase your Damage Resistance by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Wild Swing Increases Damage by 8% per rank, reduces Accuracy by 2% per rank
Stance Sunder Increases Pierce effects by an additional 5 Armor reduction per rank, and increases Damage by 4% per rank
Finisher Pulverize Inflicts 400% of Weapon Damage to target and applies a 5 second Hinder effect (duration scales with weapon speed)
Finisher Shatter Inflicts 250% of Damage to target. If player has any Pierce effects active on target, the effects are canceled but Damage is increased an additional 350%
Weapon Ability Pummel For next 15 seconds each hit increases damage by 10% (scaled by weapon speed) up to a max of 40%
Weapon Ability Stun For next 15 seconds weapon specials will also apply a (pierce effect / 10) second hinder to target
Weapon Ability Smash Melee hit that triggers ability has its damage increased by 300% (damage further scaled by weapon speed), but has a 25% chance to instead inflict 1 damage


Swords

Swordsmanship Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Accuracy and Damage by 3.5% per rank but player takes 1% more Damage per rank from all sources
Stance Defensive Weapon Swings increase your Damage Resistance by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Warrior Increases Accuracy, Defense, and Damage by 2% per rank
Stance Flaying Increases non-Aspect Bleed Damage by 10% per rank
Finisher Bleed Out Applies a Bleed effect equal to 500% of Damage (only receives 50% of the bonuses from Flaying stance)
Finisher Execute Inflicts 350% of Damage to target and then immediately resolves all remaining Bleed tick damage on the target that has been inflicted by the player
Weapon Ability Spinslash For next 15 seconds accuracy, damage, and weapon special chance increased by 15%
Weapon Ability Rend Immediately resolve all remaining bleed ticks player has on target and for next 15 seconds new weapon special bleed effects are increased by 25% damage
Weapon Ability Chop Melee hit that triggers ability damage is increased by 200% (damage further scaled by weapon speed)


Wrestling

Wrestling Codex Stances, Finishers and Abilities

Type Name Description
Stance Dragon Weapon specials will consume up to 5 Mana to increase Damage by 5% per rank for each mana consumed (Bonus doubled for first 10 seconds after adopting stance)
Stance Crab Weapon swings increase your Damage Resistance by 3% per rank for 5 seconds (does not stack) (Bonus doubled for first 10 seconds after adopting stance)
Stance Spider Deals an additional 5% of Damage per rank inflicted to a random 2 additional targets within 2 tiles (Bonus doubled for first 10 seconds after adopting stance)
Stance Monkey Landing 3 hits in a row increases the damage of the 3rd hit by 15% per rank (Bonus doubled for first 10 seconds after adopting stance)
Stance Crane Has 2.5% chance per rank on Melee Hit to restore 10 health (Bonus doubled for first 10 seconds after adopting stance)
Finisher Chi Thrust Inflicts 150% of Weapon Damage to target. Will consume up to 25 mana and increase Damage by 50% per Mana Consumed
Finisher Zen Strike Inflicts 350% of Damage to target and restores 25 Health, 25 Stamina and 25 Mana
Weapon Ability Brawl For next 15 seconds each hit increases accuracy, damage, and attack speed by 4% (scaled by weapon speed) up to a max of 20%
Weapon Ability Haymaker For next 15 seconds player can trigger finishers when target is at 50% health or below, or after a 45 second cooldown on bosses
Weapon Ability Takedown Melee hit that triggers ability has 100% chance of weapon special and will apply 300% of normal weapon special effect


Parrying

Parry Codex Stances and Finishers

Type Name Description
Stance Shield Bash Increases Damage Resistance against player's combatant by 3% per rank and has a 4% per rank chance when hit by melee attack from combatant to Hinder them for 3 seconds
Stance Warding Reduces Poison, Bleed, and Disease tick damage by 8% per rank
Stance Testudo Damage Resistance increased by 1.5% per rank for each creature currently aggroed onto player up to a maximum of 5 creatures
Stance Mirror Reduces spell damage taken by 7% per rank
Stance Bulwark Increases Damage Resistance by 5% per rank if player has been stationary for 3 seconds or more
Finisher Last Stand Has a 5% chance per rank to reduce any damage taken to 1
Finisher Barrier Has a 10% chance per rank to reduce any Poison, Bleed, or Disease tick Damage to 1