Weapon and Parry Codex: Difference between revisions

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* Players can click the Large Button next to each Stance to activate or deactivate that stance
* 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
* 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 [[Skills_&_Stats#Stats|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.
* 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.


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==Finishers==
==Finishers==
* When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher
* Weapon Finishers have a 10% chance to occur (further scaled by weapon speed), when a creature is reduced to thier Finisher Threshold.
** The chance for a Weapon Finisher to occur is also increased by a player's [[Anatomy]] skill: (10%) + (10% * (Anatomy Skill/100))
* When a player reaches Rank 5 in any Stance for a skill, they will unlock their first tier finisher and gain the ability to select a Finisher
** For each additional stance a player reaches Rank 5 in, they will unlock an additional tier of their finisher
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected 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]].
* Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp or mana), that players can randomly trigger  
* 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.
* 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 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]].
* 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
* 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"
** 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
* 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))


[[File:finishertier.png|link=]]
===Finisher Health Thresholds===
* The Health Percent Threshold needed to trigger a Weapon Finisher or Parry Finisher will now be scaled by the player's Finisher Tier
* Weapon Finisher Threshold: 25% * (Finisher Tier / 5)
* Parry Finisher Threshold: 33% * (Finisher Tier / 5)
Examples
* A player with Tier 2 Finishers will be able to trigger Weapon Finishers on creatures that have (25% * (2 / 5)) = 10% Health or less
* A player with Tier 5 Finishers will be able to trigger Weapon Finishers on creatures that have (25% * (5 / 5)) = 25% Health or less
===Boss Finisher Cooldowns===
Weapon Finishers against [[Boss-Type Creature|boss-type creature's]] will now have a Cooldown of (120 - (12 * Finisher Tier)) seconds
Examples
* A player with Tier 2 Finishers will have a Finisher Cooldown of (120 - (12 * 2)) = 96 seconds against Bosses
* A player with Tier 5 Finishers will have a Finisher Cooldown of (120 - (12 * 5)) = 60 seconds against Bosses


==Weapon Abilities==
==Weapon Abilities==

Latest revision as of 14:46, 1 June 2026

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 and 80 Magery along with Arcane skill
    • In order to use a Parry Codex, players must have at least 80 Tactics or 80 Wrestling and 80 in their Parrying skill
    • Codices don't gain XP on Shelter Island
  • 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

Dual Wielding

Fencing

Fishing

Macing

Swords

Throwing

Wrestling

Parrying


Experience and Upgrade Points

  • 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
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


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
  • 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

Finishers

  • Weapon Finishers have a 10% chance to occur (further scaled by weapon speed), when a creature is reduced to thier Finisher Threshold.
    • The chance for a Weapon Finisher to occur is also increased by a player's Anatomy skill: (10%) + (10% * (Anatomy Skill/100))
  • When a player reaches Rank 5 in any Stance for a skill, they will unlock their first tier finisher and gain the ability to select a Finisher
    • For each additional stance a player reaches Rank 5 in, they will unlock an additional tier of their finisher
  • If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher
  • Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp or mana), that players can randomly trigger
  • 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.
  • 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 Health Thresholds

  • The Health Percent Threshold needed to trigger a Weapon Finisher or Parry Finisher will now be scaled by the player's Finisher Tier
  • Weapon Finisher Threshold: 25% * (Finisher Tier / 5)
  • Parry Finisher Threshold: 33% * (Finisher Tier / 5)

Examples

  • A player with Tier 2 Finishers will be able to trigger Weapon Finishers on creatures that have (25% * (2 / 5)) = 10% Health or less
  • A player with Tier 5 Finishers will be able to trigger Weapon Finishers on creatures that have (25% * (5 / 5)) = 25% Health or less

Boss Finisher Cooldowns

Weapon Finishers against boss-type creature's will now have a Cooldown of (120 - (12 * Finisher Tier)) seconds

Examples

  • A player with Tier 2 Finishers will have a Finisher Cooldown of (120 - (12 * 2)) = 96 seconds against Bosses
  • A player with Tier 5 Finishers will have a Finisher Cooldown of (120 - (12 * 5)) = 60 seconds against Bosses

Weapon Abilities

  • Each Weapon Codex has 3 unique Weapon Abilities players can unlock and activate
  • Each weapon ability takes 50 points to unlock
  • Weapon abilities do not require any stances or finishers 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

  • Players will now receive a "Weapon ability ready" system message when they have a full weapon ability meter


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 Arcane Mana Recovery chance increased by 1.5% chance per rank
Stance Shield Weapon swings increase your Damage Resistance by 3% per rank and Arcane Mana Recovery chance by 1% per rank for 5 seconds (does not stack)
Stance Scatter Deals an additional 1% of Damage per rank to 2 additional random targets within 3 tiles, with Arcane Mana Recovery chance increased by 1.25% per rank for each additional target hit
Stance Fracture For every 25 Armor Rating target has (to a max of 100 Armor Rating), Damage is increased by 2% per rank and Arcane Mana Recovery chance increased by 0.75% per rank
Stance Surge If player has triggered an Aspect Special in the last 15 seconds, then Damage is increased by 8% per rank and Arcane Mana Recovery chance increased by 2.5% per rank
Finisher Clarity Inflicts 300% of Damage to target and for next 15 seconds increases chance of all Aspect Melee Specials occuring by 20% of normal (will not stack) and increases Arcane Mana Recovery chance by 10% (will not stack)
Finisher Catalyst Inflicts 300% of Damage to target and consumes all Arcane Buildup, increasing Damage by (7% * Arcane Buildup Consumed) and recovers (30 * Arcane Buildup Consumed) Mana
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 For next 15 seconds bonuses from Arcane Buildup to Spell Damage are increased by 50% of normal but Arcane Buildup bonuses to Damage Resistance are reduced by 100%


Archery

Archery Codex Stances, Finishers and Abilities

Type Name Description
Stance Arcane Accuracy and Damage increased by 3% per rank
Stance Fowling Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Incendiary Deals 10% of Damage per rank towards a random enemy 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 350% of Damage towards target and up to 2 additional random enemies within 6 tiles of target
Finisher Pincushion Makes 6 attacks against the target, each inflicting 100% Damage
Weapon Ability Skirmish For next 15 seconds damage increased by 35% and can fire while moving
Weapon Ability Full Draw For next 15 seconds damage increased by 50%, but must be stationary for 3 seconds to fire
Weapon Ability Repeater If not currently stealthed, immediately makes 3 hits, each inflicting 75% weapon damage (scaled by weapon speed)


Dual Wielding

Dual Wielding Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Weapon Special Chance increased by 4% per rank
Stance Defensive Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals 10% of Damage per rank toward a random enemy within 2 tiles
Stance Square Off Accuracy increased by 2% per rank and Effective Parry increased by 2 per rank. Bonuses are doubled against targets within the player's front arc
Stance Shank Damage increased by 2% per rank and Attack Speed increased by 1% per rank. Bonuses are doubled if player is within the side or rear arc of the target
Finisher En Garde Inflicts 600% Damage to target. Grants a 5‑point Damage Shield for 15 seconds (does not stack). Damage Shield increases to 15 if player is within the target's front arc. Increases player aggro for 15 seconds
Finisher Coup de Grace Inflicts 400% Damage to target, with Damage increased by 400% if the player is within the side or rear arc. Decreases player aggro for 15 seconds
Weapon Ability Bladewhirl If not stealthed, immediately makes a melee hit against up to 4 other targets within 4 tiles, inflicting 100% weapon damage (scaled by weapon speed)
Weapon Ability Knightly Increases player aggro and increases Accuracy and Melee Damage inflicted within the front arc of enemies by 20% for 15 seconds
Weapon Ability Knave Reduces player aggro and increases Melee Damage inflicted within the side or rear arc of enemies by 35% for 15 seconds


Fencing

Fencing Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Attack Speed by 2.5% per rank
Stance Defensive Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals 10% of Damage per rank towards a random enemy within 2 tiles
Stance Blackguard Successful hits have a 4% chance per rank to inflict a Disease effect on target that deals 200% Damage spread out over 20 seconds (on Stealth attack will instead deal 66% Damage)
Stance Fang Damage increased by (3%, 3.5%, 4%) per rank while using weapon coated with (Greater, Deadly, Lethal) Poison. Bonus amount is doubled if player meets minimum Poisoning skill (printed) needed to apply Poison type
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 15% for 20 seconds (does not stack)
Weapon Ability Gambit For next 15 seconds accuracy is reduced by 25% but melee damage is increased by 75%
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 and Weapon Special Chance increased by 2% per rank
Stance Pin Down Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Skewer Deals an additional 5% 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 6% per rank if player's ship has moved within last 0.5 seconds with bonus increased to 12% per rank if target is not on same ship as player
Stance Heave [At Sea] Range increased by 1 per rank and Damage increased by 10% per rank, but 2% chance per rank any Hits will convert into Misses. [On Land] Increases Range by (rank / 2) rounded up and Damage by 3% per rank
Finisher Run Through Inflicts 600% Damage to target with Damage increased by 400% if target is on same ship as player
Finisher Salvo Deals 150% Damage to target, and then resolves 4 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 40%
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 7.5% of each crewmembers health


Macing

Macefighting Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Damage by 7% per rank
Stance Defensive Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals 10% of Damage per rank towards a random enemy within 2 tiles
Stance Wild Swing Reduces Accuracy by 2% per rank, but increases Damage by 10% 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 600% Damage and applies a 5 second Hinder effect (duration scales with weapon speed)
Finisher Shatter Inflicts 500% Damage to target. If player has any Pierce Effects active on target, the effects are canceled but Damage is increased an additional 500%
Weapon Ability Pummel For next 15 seconds each hit increases damage by 10% (scaled by weapon speed) up to a max of 50%
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 entangles the player for 1.5 seconds


Swords

Swordsmanship Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Accuracy, Attack Speed, and Weapon Special Chance by 1.5% per rank
Stance Defensive Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals 10% of Damage per rank towards a random enemy within 2 tiles
Stance Warrior Increases Accuracy, Defense, and Damage by 2% per rank
Stance Flaying Increases Melee Special Bleed amounts by 10% per rank
Finisher Bleed Out Applies a Bleed effect equal to 800% Damage
Finisher Execute Inflicts 600% of Damage to target and then immediately resolves up to 5 Bleed ticks present on target that has been inflicted by player
Weapon Ability Spinslash For next 15 seconds accuracy, damage, and weapon special chance increased by 15%
Weapon Ability Rend Immediately resolves up to 5 Bleed ticks present on target that has been inflicted by player. For next 15 seconds new weapon special bleed effects are increased by 50% damage
Weapon Ability Chop Melee hit that triggers ability has its damage increased by 250% (damage further scaled by weapon speed)


Throwing

Throwing Codex Stances, Finishers and Abilities

Type Name Description
Stance Torrent Melee hits increase Attack Speed by a cumulative 1.0% per rank. Bonus resets if stance changes, 5 seconds pass without a hit, or the player lands 5 hits
Stance Suppress Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Reaper Deals an additional 8% Damage per rank to 2 additional random targets within 2 tiles
Stance Rake Damage increased by 3% per rank, with bonus doubled on Moving Throws
Stance Kite Accuracy increased by 1% per rank and Damage increased by 2% per rank, with bonuses doubled if the target has moved within 1 second
Finisher Hunter Inflicts 400% Damage to target. For 15 seconds, player’s Melee Damage is increased by 10%, doubled against targets from the same Slayer Group (does not stack)
Finisher Hobble Target takes 120% Damage per movement step until 20 seconds pass or 10 steps are taken (does not stack)
Weapon Ability Clash For 15 seconds receive +10% Accuracy, +10% Damage Resistance, and +20% Melee Damage against targets within 2 tiles
Weapon Ability Blitz For 15 seconds player has unlimited Moving Throws and receives +15% Swing Speed if they have not been stationary for 1 second or more
Weapon Ability Hail Mary For 15 seconds Attack Range is increased by 4 and Melee Damage is increased by 30% if distance to target is 9 tiles or more


Wrestling

Wrestling Codex Stances, Finishers and Abilities

Type Name Description
Stance Dragon Hits ignore 4 Armor Rating per rank on target and Weapon Special Damage increased by 10% per rank
Stance Crab Damage increased by 2% per rank and weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Spider Deals an additional 8% of Damage per rank to 2 additional random targets within 2 tiles
Stance Monkey Combo Strikes now require 4 hits, but receive an additional Damage bonus of 30% per rank
Stance Crane Accuracy increased by 2% per Rank and Combo Strikes will restore 1 Health per rank
Finisher Chi Thrust Inflicts 600% of Damage to target and for next 15 seconds increases Accuracy by 10% and Weapon Special Chance by 10% (will not stack)
Finisher Zen Strike Inflicts 400% of Damage to target and for next 15 seconds any Combo Strikes will restore 10 Health and 10 Stamina (will not stack)
Weapon Ability Brawl For next 15 seconds each hit increases accuracy, damage, and attack speed by 2% (scaled by weapon speed) up to a max of 20%
Weapon Ability Haymaker For next 15 seconds player's Combo Strikes inflict +100% Damage. Weapon Finisher Health Threshold is increased by 10% and Finisher Cooldown on bosses is reduced by 15 seconds
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 Increases Damage Resistance by 2% per rank and reduces Poison, Bleed, and Disease tick damage by 6% per rank
Stance Testudo Increases Damage Resistance by 3% per rank with bonus increased to 6% per rank if player is within front arc of target
Stance Mirror Increases Damage Resistance by 2% per rank and reduces Spell Damage taken by 6% 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 Damage Reduced by 1 per Rank (to a minimum of 1)