Weapon and Parry Codex: Difference between revisions

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[[Category:PvM]][[Category:New Player]]
[[Category:PvM]][[Category:New Player]]
==Summary==
==Summary==
* Weapon and Parry Codices unlock the main "[[TemplatesDexxer|dexxer]]" focused player progression system, allowing players to enhance their weapon skills by leveling codex Stances/Ammunitions and unlocking Finishers.
* 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 Weapon and Parry Codices with the [[Inscription]] skill
 
** Codexes are Blessed and cannot be stolen
* Players are able to craft Codices with the [[Inscription]] skill
* A complete list of in game Codex commands can be found here on the [[Commands#Codex|Commands/Codex]] pages
 
** All Codices are Blessed and cannot be stolen
 
* A complete list of in-game Codex commands can be found on the [[Commands#Codex|Commands]] page
 
* In order to use a Weapon Codex, players must have at least 80 [[Tactics]] and 80 in their weapon skill
* In order to use a Weapon Codex, players must have at least 80 [[Tactics]] and 80 in their weapon skill
* In order to use a Parry Codex, players must have at least 80 [[Tactics]] or 80 [[Wrestling]] and 80 in their [[Parrying]] skill
 
** The Tactics skill must be committed in the players character, i.e. Tactics bonus from crafted or magical weapons will not count towards the 80 Tactics requirement.
** An exception to this is the [[Arcane]] codex which requires 80 [[Wrestling]] along with Arcane skill
** This replaced the "Rank Caps" mechanic that used to cap a player's effective Stance Rank and effective Finisher Tier based on how many "Dexxer Skills above 80" the player had (skills such as Camping, Tracking, Tactics, etc) has been removed
 
** In order to use a Parry Codex, players must have at least 80 [[Tactics]] or 80 [[Wrestling]] and 80 in their [[Parrying]] 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 [[Stealth#Backstab|backstabs]]
<center>


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
!colspan="7" | Weapon Codices
!colspan="8" | Weapon Codices
|-
|-
| [[File:codexarcane.png|link=Weapon and Parry Codex#Arcane]]<br />[[Weapon and Parry Codex#Arcane|Arcane]]
| [[File:codexarchery2.png|link=Weapon and Parry Codex#Archery]]<br />[[Weapon and Parry Codex#Archery|Archery]]
| [[File:codexarchery2.png|link=Weapon and Parry Codex#Archery]]<br />[[Weapon and Parry Codex#Archery|Archery]]
| [[File:codexfencing2.png|link=Weapon and Parry Codex#Fencing]]<br />[[Weapon and Parry Codex#Fencing|Fencing]]
| [[File:codexfencing2.png|link=Weapon and Parry Codex#Fencing]]<br />[[Weapon and Parry Codex#Fencing|Fencing]]
Line 20: Line 35:
| [[File:codexwrestling2.png|link=Weapon and Parry Codex#Wrestling]]<br />[[Weapon and Parry Codex#Wrestling|Wrestling]]
| [[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]]
| [[File:codexshield2.png|link=Weapon and Parry Codex#Parrying]]<br />[[Weapon and Parry Codex#Parrying|Parrying]]
|}
|}
 
</center>
==Codex Profiles==
* Every individual character has what is referred to as a "Codex Profile" that is permanently stored for them for each codex.
* Like the [[Summoner's Tome]] or a [[Bard Codex]], players can never "lose" their Codex Profile: the data is permanently saved to the player's character, the codex item just allows players to gain xp, activate and use Stances/Ammunition and Finishers.
* Each Profile for a character stores data on Stances (Fencing, Macing, Swordsmanship, Wrestling, Parrying), Ammunition (Archery), as well as data as Finisher Tiers for the character
 
 
==Stances/Ammunition==
* By Double-Clicking a Codex, players can launch their Codex 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 and Finisher they currently have Activated for that skill
* Players can switch between Stances/Ammunition as often as they like, however each change costs the player 3 [[Skills_&_Stats#Stats|Mana]]
 
[[File:codexupdate1a.jpg|link=]]
 
 
==Active Stances==
* Players are allowed to own multiple Codices 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 Parry codex while at the same time also receiving the benefits from another Weapon codex (if they are wielding the correct weapon for it)
 
 
==Stance/Ammunition Ranks==
* For each Stance/Ammunition, players have a Rank that ranges from 0-7, with their current Rank depicted by how many Repaired Weapon Icons are displayed (Broken Weapon Icons indicates ranks they have not yet reached or cannot based on their skills)
* The Rank of a Stance/Ammunition will impact how powerful the effect it provides to the player is
* In order for players to increase their Rank for a Stance/Ammunition, they must kill monsters while having the codex in their backpack. Players can gain experience in multiple weapon codices at the same time if they have the required skills.
* Parry Experience/Ranks gets the same amount of xp as the player's weapon codex if they player has a 2-handed weapon, martial manual or shield equipped.
 
[[File:codexweapon.png|link=]]


==Experience and Upgrade Points==
==Experience and Upgrade Points==
* Players earn [[Experience Gain|Experience]] towards Weapon Codices by inflicting damage with that Codex's weapon skill (or having a 2-hander, martial manual or shield equipped for Parry Codex) and killing creatures
{| class="wikitable" style="text-align: center;float:right; margin-right:20px"
* It does not matter which Stance a player has activated: they will earn experience towards any weapon codices they have, so long as they are using a weapon when the monster dies, and have the necessary skills to qualify for the different codices (or inflicting damage while having a 2-hander, martial manual or shield equipped for the Parrying codex)
* Any experience gained by the player will fill up a yellow Progress Bar for that codex
* The Progress Bar for the player will reach 100% once they have earned 5000 Gold Worth of experience for a Weapon Codex, and they then will unlock an Upgrade Point Available for it
 
The cost to upgrade each Rank for a stance are as follows:
 
{| class="wikitable" style="text-align: center;"
|-
|-
! Rank
! Rank
! Upgrade Points
! Upgrade Points
! XP Needed
|-
|-
| 1
| 1
| 4
| 4
| 20,000
|-
|-
| 2
| 2
| 8
| 8
| 40,000
|-
|-
| 3
| 3
| 12
| 12
| 60,000
|-
|-
| 4
| 4
| 16
| 16
| 80,000
|-
|-
| 5
| 5
| 20
| 20
| 100,000
|-
|-
| 6
| 6
| 40
| 40
| 200,000
|-
|-
| 7
| 7
| 60
| 60
| 300,000
|-
|colspan="3"|
|-
| Weapon<br>Abilities
| 50
| 250,000
|}
|}


==Finishers==
* Players gain [[experience Gain|experience]] towards Codices by killing creatures with a weapon type matching a codex they meet the skill requirements for.
* The first time a player reaches Rank 5 for any Stance/Ammunition for a skill, they will unlock the ability to select a Finisher
 
* For weapons, Finishers are large-scale weapon hits, often with special handling (Such as finishing bleeds or restoring hp), that players can randomly trigger when attacking a creature reaches 33% Hit Points or lower
** 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
* For parrying, Finishers are defensive measures that automatically go into effect for the player when they are at 33% Hit Points or lower
 
* Each Skill's codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.
** The parry codex will gain experience so long as the player has a 2-handed weapon or shield equipped.
* 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, at no cost
* Each upgrade point takes 5,000 gold earned worth of experience
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance/Ammunition as well as their selected Finisher
<br clear=all>
 
 
 
== Stances ==
[[File:archerycodexgumpwildlands.png|right|250px]]
* 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


===Finisher Tiers===
* Players can click the Large Button next to each Stance to activate or deactivate that stance
* When players first unlock Finishers for a skill, those Finishers begin at Tier 1
* From that point on, whenever the player reaches Rank 5 in a Stance/Ammunition for that skill, their Finisher Chance for the skill will increase by an additional Tier (Capping out at Tier 5)
* Each Tier of a finisher adds 2% more chance to activate after a mob reaches 33% health.
** The chance for a Weapon Finisher to occur will be further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon's printed Speed
** Damage for Weapon Finishers will be further scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon's printed Average Damage
* The chance for a Weapon Finisher to occur is further increased by a player's [[Anatomy]] skill; ((Finisher Tier)*2%) + (((Finisher Tier)*2%) * (Anatomy Skill/100))


[[File:codexfinisher.png|link=]]
* Players can Single-Click their Codex in their backpack to see which Stance and Finisher they currently have Activated for that skill


===Weapon Finisher Triggering===
* There is no cooldown between changing stances, however each stance change will cost the player 3 [[Skills_&_Stats#Stats|mana]]
* 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 * 2%)
* 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 inflict5
* 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===
* 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.
* Against normal creatures, players are only allowed to trigger a single Weapon Finisher upon them
* 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
** One exception to this is [[Discipline Aspect]], which gives a chance for two consecutive weapon finishers


==Codex Hotbar==
=== Stance Ranks ===
* Players now have access to a Codex Hotbar that will let them switch between different Weapon / Parry Codexes and activate Stances/Finishers
* Players can launch the Codex Hotbat by typing [CodexHotbar or by clicking the blue diamond at the bottom of the codex menu


[[File:codexhotbar1.jpg|link=]]
* 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


==Codex Stance Renewal==
===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
* 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 continously 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 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
** This allows the player to utilize the Discipline Armor Aspect mechanics on mana usage
** Note: its 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 autorenew either their Weapon Stance or Parry Stance)
* Players can use the following commands to change the AutoRenew toggle for Stances in the Codex Hotbar:
** [Stance1AutoRenew
** [Stance2AutoRenew
** [Stance3AutoRenew
** [Stance4AutoRenew
** [Stance5AutoRenew


[[File:codexhotbar2.jpg|link=]]
* 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>


==Weapon Abilities==
==Finishers==
* When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher


===Overview===
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher
* Players are now able to perform Weapon Abilities against Creatures in combat
* Each Weapon Skill now has 3 different Weapon Abilities players can unlock and activate


[[File:weaponabilities.png|link=]]
* 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


===Requirements===
* Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.
* In order to perform a Weapon Ability, players must meet the Skill Requirements needed to utilize that weapon's related Codex (typically 80+ Weapon Skill and 80+ Tactics)
* Players must also have the related Codex in their Backpack


** Players can switch between Finishers as often as they want, at no cost.


===Unlocking Weapon Abilities===
* 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]].
* Each individual Weapon Ability for players will begin Locked and players must Unlock them with Upgrade Points within that weapon's related Codex
* Players can earn Upgrade Points for a Weapon Codex by killing creatures using any weapon utilizing that Codex's skill
* Players can click the Up Arrow next to "Pts to Unlock" at the bottom of the Codex Menu to Unlock a specific Weapon Ability


[[File:weaponabilities2a.png|link=]]
** 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)


* Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability Meter
* 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


[[File:weaponabilities3a.png|link=]]
** 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


* Players can click the Small Orb button next to each Weapon Ability to see a description of what the ability does
===Finisher Tiers===
* When players first unlock Finishers for a skill, those Finishers are at Tier 1


[[File:weaponabilities4a.png|link=]]
* 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


===Weapon Ability Meter===
** 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
* In order for players to perform Weapon Abilities, they must first Fill their Weapon Ability Meter
* All three Weapon Abilities for the player share the same Weapon Ability Meter, which ranges from 0% to 100% Fill


[[File:weaponabilitymeter1a.png|link=]]
** 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))


* Every 6 seconds the player's Weapon Ability Meter will fill by 10%
==Weapon Abilities==
* Every 6 seconds the player's Weapon Ability Meter will also fill by an additional (10% * (Arms Lore Skill / 100%))
[[File:weaponabilityhotbar.gif|right]]


[[File:weaponabilitymeter2a.png|link=]]
* Each Weapon Codex has 3 unique Weapon Abilities players can unlock and activate


* Each weapon ability takes 50 points to unlock


* When the Weapon Fill Meter reaches 100%, players will be able to activate one of their unlocked Weapon Abilities
* Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability button


[[File:weaponabilitymeter3a.png|link=]]
===Weapon Ability Meter===


* In order for players to perform Weapon Abilities, their weapon ability meter must be full


===Activating Weapon Abilities===
* All Weapon Abilities for the player share the same weapon ability cooldown.
* If a player's Weapon Ability Meter is at 100%, they can activate one of their unlocked Weapon Abilities
* Players can Activate a Weapon Ability by clicking the Weapon Ability Meter button itself next to the ability name
* Players can Deactivate an Activated Weapon Ability by clicking it a second time
* Activated Weapon Abilities will switch to a Swords Orb Icon and have Green text for its name


[[File:weaponabilityactivate1a.png|link=]]
* Every 6 seconds the player's Weapon Ability Meter will fill by 10%, and by an additional (10% * ([[Arms Lore|Arms Lore Skill]] / 100))


** Meaning by default the weapon ability cooldown is 60s, but can be decreased all the way down to 24s


* Alternatively players can use the following Commands to Activate a Weapon Ability for a weapon
* Once toggled, the weapon ability will trigger on the next melee hit a player lands and their weapon meter will be reset
** [WeaponAbility1
** [WeaponAbility2
** [WeaponAbility3


[[File:weaponabilitiescodex.png]]


===Triggering Weapon Abilities===
==Codex Hotbar==
* Once a player has Activated a Weapon Ability, it will trigger on the next successful Melee Hit landed onto a Creature
[[File:codexhotbarwildlands.png|right]]
* Upon triggering, the player's Weapon Ability Meter will return to 0% Fill and the Weapon Ability will be deselected
* 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
 
[[File:weaponabilitytrigger1a.gif|link=]]


* 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===
===Weapon Ability Hotbar===
* Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar
* Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar


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


==Codex Stances/Ammunitions, Finishers and Abilities==
===Arcane===
{{ArcaneCodex}}
{{ArcaneCodex}}



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