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Revision as of 09:55, 2 March 2025
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
- 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 backstabs
Weapon Codices | |||||||
---|---|---|---|---|---|---|---|
![]() Arcane |
![]() Archery |
![]() Fencing |
![]() Fishing |
![]() Macing |
![]() Swords |
![]() 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
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.
- Exceptions to this is are mechanics like Discipline Aspect Armor or certain weapon abilities
- There is also a 5s cooldown between triggering Ricochet finishers (Meaning between triggering two finishers on two different creatures)
When a Weapon Finisher triggers, it will resolve the "original" hit as normal, and then afterwards will take that hit's damage and then use that amount as the baseline "Damage" for how much the Weapon Finisher will inflict
- Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the "damage"
Damage for Weapon Finishers are scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon's printed Average Damage
Finisher Tiers
When players first unlock Finishers for a skill, those Finishers are at Tier 1
From that point on, whenever the player reaches Rank 5 in a Stance for that skill, their Finisher Chance for the skill will increase by an additional tier (Capping out at Tier 5)
Each Tier of finisher adds 2% more finisher chance
- The chance for a Weapon Finisher to occur is further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon's printed Speed
- Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received
The chance for a Weapon Finisher to occur is also increased by a player's Anatomy skill: (Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))
Weapon Abilities

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 3% 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% 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 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 15% for 20 seconds (does not stack) |
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 4% per rank |
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 | [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 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 |