Weapon and Parry Codex
Summary
- Weapon and Parry Codices unlock the main "dexxer" focused player progression system, allowing players to enhance their weapon skills by leveling codex Stances/Ammunitions and unlocking Finishers.
- Players are able to craft Weapon and Parry Codices with the Inscription skill
- Codexes are Blessed and cannot be stolen
- A complete list of in game Codex commands can be found here on the Commands/Codex pages
- 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.
- 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
Weapon Codices | ||||||
---|---|---|---|---|---|---|
Archery |
Fencing |
Fishing |
Macing |
Swords |
Wrestling |
Parrying |
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 Mana
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.
Experience and Upgrade Points
- Players earn 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
- 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
- A 5x stance requires 60 points or 300,000 Experience to unlock, a 7x stance requires 160 points or 800,000 Experience to unlock
- A Weapon Ability requires 50 points or 250,000 Experience to unlock
The cost to upgrade each Rank for a stance are as follows:
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 Ability |
50 | 250,000 |
Finishers
- 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
- 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.
- 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
- 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
- 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))
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 * 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
- 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
- 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
Codex Stance 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 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 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
Weapon Abilities
Overview
- 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
Requirements
- 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
Unlocking Weapon Abilities
- 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
- Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability Meter
- Players can click the Small Orb button next to each Weapon Ability to see a description of what the ability does
Weapon Ability Meter
- 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
- Every 6 seconds the player's Weapon Ability Meter will fill by 10%
- Every 6 seconds the player's Weapon Ability Meter will also fill by an additional (10% * (Arms Lore Skill / 100%))
- When the Weapon Fill Meter reaches 100%, players will be able to activate one of their unlocked Weapon Abilities
Activating Weapon Abilities
- 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
- Alternatively players can use the following Commands to Activate a Weapon Ability for a weapon
- [WeaponAbility1
- [WeaponAbility2
- [WeaponAbility3
Triggering Weapon Abilities
- Once a player has Activated a Weapon Ability, it will trigger on the next successful Melee Hit landed onto a Creature
- Upon triggering, the player's Weapon Ability Meter will return to 0% Fill and the Weapon Ability will be deselected
Weapon Ability Hotbar
- Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar
Codex Stances/Ammunitions, Finishers and Abilities
Arcane
Archery
Fencing
Fishing
Macing
Swords
Wrestling