Weapon and Parry Codex: Difference between revisions
Jump to navigation
Jump to search
AreYouKidden (talk | contribs) |
AreYouKidden (talk | contribs) |
||
| (One intermediate revision by the same user not shown) | |||
| Line 44: | Line 44: | ||
* 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 | ||
* 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. | ||
| Line 57: | Line 56: | ||
==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 | ||
* | * 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. | * 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]]. | ||
* 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 | ||
[[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
- 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
- Removed 05-30-2026 patch https://forums.uooutlands.com/index.php?threads/patch-notes-for-may-30-2026-mini-expansion-and-ossuary-4.6235/
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
Archery
Dual Wielding
Fencing
Fishing
Macing
Swords
Throwing
Wrestling




