Weapon and Parry Codex - UO Outlands Wiki (2024)

Contents

  • 1 Summary
  • 2 Codex Profiles
  • 3 Stances/Ammunition
  • 4 Active Stances
  • 5 Stance/Ammunition Ranks
  • 6 Experience and Upgrade Points
  • 7 Finishers
    • 7.1 Finisher Tiers
    • 7.2 Weapon Finisher Triggering
    • 7.3 Weapon Finisher Cooldowns
  • 8 Codex Hotbar
  • 9 Codex Stance Renewal
  • 10 Weapon Abilities
    • 10.1 Overview
    • 10.2 Requirements
    • 10.3 Unlocking Weapon Abilities
    • 10.4 Weapon Ability Meter
    • 10.5 Activating Weapon Abilities
    • 10.6 Triggering Weapon Abilities
    • 10.7 Weapon Ability Hotbar
  • 11 Codex Stances/Ammunitions, Finishers and Abilities
    • 11.1 Archery
    • 11.2 Fencing
    • 11.3 Fishing
    • 11.4 Macing
    • 11.5 Swords
    • 11.6 Wrestling
    • 11.7 Parrying

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
File:codexfishing.png
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

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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, splitting the xp between all applicable weapon codexes
  • Parry Experience/Ranks gets the same amount of xp as the player's weapon codex regardless of how many weapon codices the player has/uses, if they player has a 2-handed weapon, martial manual or shield equipped.
    • Example: A player kills a creature worth 1000 gold with a 2-handed axe, they have 80+ Macing, Tactics, Swords, Parrying but only 79 Archery, along with each of the respective codices. Upon killing the mob they receive 500 xp to their Macing and Swords codices and 1000xp to their Parry codex.

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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
  • The amount of Experience earned is scaled based on (Creature's Base Gold Value * Player's Total Damage Dealt With Weapon as%)
  • It does not matter which Stance a player has activated: they will now simply earn experience towards their Codex so long as they are dealing damage with the specific weapon skill for that codex (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:

RankUpgrade Points
14
28
312
416
520
640
760

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)*3) + (((Finisher Tier)*3) * (Anatomy Skill/100))

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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 * 3%)
  • 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

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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

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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

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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

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

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  • Players can click the Small Orb button next to each Weapon Ability to see a description of what the ability does

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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

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  • 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%))

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  • When the Weapon Fill Meter reaches 100%, players will be able to activate one of their unlocked Weapon Abilities

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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

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  • 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

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Weapon Ability Hotbar

  • Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar

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Codex Stances/Ammunitions, Finishers and Abilities

Archery

Archery Ammo and Finishers

TypeNameDescription
AmmoArcaneAccuracy and Damage increased by 3% per rank
AmmoFowlingWeapon shots increase Damage Resistance towards target by 6% per rank for 5 seconds (does not stack)
AmmoIncendiaryDeals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
AmmoLongshotIncreases Range by (Rank / 2) rounded up, and Damage by 3% per rank
AmmoMaimingHinder effects last 10% longer per rank and Overpowered Hinder effects deal 10% more Damage per rank
FinisherRicochetInflicts 300% Damage towards target and 3 other random targets within 8 tiles
FinisherPincushionMakes 8 attacks against the target, with each having a 66% hit chance to inflict 100% Damage
Weapon AbilitySkirmishFor next 15 seconds damage increased by 25% and can fire while moving
Weapon AbilityFull DrawFor next 15 seconds damage increased by 35%, but must be stationary for 5 seconds to fire
Weapon AbilityRepeaterIf 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 Stances and Finishers

TypeNameDescription
StanceAggressiveIncreases Attack Speed by 2.5% per rank but player takes 1% more Damage per rank from all sources
StanceDefensiveWeapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
StanceCleaveDeals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
StanceBlackguardSuccessful hits have a 3% per rank chance to inflict a Disease effect on target that deals 200% Damage spread out over 20 seconds
StanceFangDamage increased by 6.5% per rank while using a weapon coated with Greater Poison or higher
FinisherAssassinateInflicts 400% Damage and immediately resolves up to an additional 500% Damage worth of Disease and Poison ticks (caused by the player) remaining on target
FinisherFlurryIncreases 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 AbilityGambitFor next 15 seconds damage increased by 40% but 10% chance any hits will convert into misses
Weapon AbilitySwiftstrikesFor next 15 seconds each hit increases attack speed by 5% (scaled by weapon speed) up to a max of 25%
Weapon AbilityBaneImmediately resolve 3 poison ticks if player has an active weapon-applied poison on creature

Fishing

File:icon-fishing.png

Fishing Stances and Finishers

TypeNameDescription
StanceSnipeAccuracy 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%)
StancePin DownWeapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
StanceSkewerDeals 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
StanceStrafeDamage 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
StanceHeaveRange increased by 1 per rank and Damage increased by 6% per rank, but 1% chance per rank any Hits will convert into Misses
FinisherRun ThroughInflicts 500% Damage to target with Damage increased by 300% if target is on same ship as player
FinisherSalvoDeals 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 AbilityRouseFor next 15 seconds all damage dealt by ship crewmembers increased by 25%
Weapon AbilityScourgeFor 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 AbilityBuoyImmediately restore 5% of each crewmembers health

Macing

Macefighting Stances and Finishers

TypeNameDescription
StanceAggressiveIncreases Damage by 5% per rank but player takes 1% more Damage per rank from all sources
StanceDefensiveWeapon Swings increase your Damage Resistance by 4% per rank for 5 seconds (does not stack)
StanceCleaveDeals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
StanceWild SwingIncreases Damage by 8% per rank, reduces Accuracy by 2% per rank
StanceSunderIncreases Pierce effects by an additional 5 Armor reduction per rank, and increases Damage by 4% per rank
FinisherPulverizeInflicts 400% of Weapon Damage to target and applies a 5 second Hinder effect (duration scales with weapon speed)
FinisherShatterInflicts 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 AbilityPummelFor next 15 seconds each hit increases damage by 10% (scaled by weapon speed) up to a max of 40%
Weapon AbilityStunFor next 15 seconds weapon specials will also apply a (pierce effect / 10) second hinder to target
Weapon AbilitySmashMelee 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 Stances and Finishers

TypeNameDescription
StanceAggressiveIncreases Accuracy and Damage by 3.5% per rank but player takes 1% more Damage per rank from all sources
StanceDefensiveWeapon Swings increase your Damage Resistance by 4% per rank for 5 seconds (does not stack)
StanceCleaveDeals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
StanceWarriorIncreases Accuracy, Defense, and Damage by 2% per rank
StanceFlayingIncreases non-Aspect Bleed Damage by 10% per rank
FinisherBleed OutApplies a Bleed effect equal to 500% of Damage (only receives 50% of the bonuses from Flaying stance)
FinisherExecuteInflicts 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 AbilitySpinslashFor next 15 seconds accuracy, damage, and weapon special chance increased by 15%
Weapon AbilityRendImmediately 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 AbilityChopMelee hit that triggers ability damage is increased by 200% (damage further scaled by weapon speed)

Wrestling

Wrestling Stances and Finishers

TypeNameDescription
StanceDragonWeapon 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)
StanceCrabWeapon swings increase your Damage Resistance by 3% per rank for 5 seconds (does not stack) (Bonus doubled for first 10 seconds after adopting stance)
StanceSpiderDeals 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)
StanceMonkeyLanding 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)
StanceCraneHas 2.5% chance per rank on Melee Hit to restore 10 health (Bonus doubled for first 10 seconds after adopting stance)
FinisherChi ThrustInflicts 150% of Weapon Damage to target. Will consume up to 25 mana and increase Damage by 50% per Mana Consumed
FinisherZen StrikeInflicts 350% of Damage to target and restores 25 Health, 25 Stamina and 25 Mana
Weapon AbilityBrawlFor next 15 seconds each hit increases accuracy, damage, and attack speed by 4% (scaled by weapon speed) up to a max of 20%
Weapon AbilityHaymakerFor next 15 seconds player can trigger finishers when target is at 50% health or below, or after a 45 second cooldown on bosses
Weapon AbilityTakedownMelee hit that triggers ability has 100% chance of weapon special and will apply 300% of normal weapon special effect

Parrying

Shield Stances and Finishers

TypeNameDescription
StanceShield BashIncreases 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
StanceWardingReduces Poison, Bleed, and Disease tick damage by 8% per rank
StanceTestudoDamage Resistance increased by 1.5% per rank for each creature currently aggroed onto player up to a maximum of 5 creatures
StanceMirrorHas a 2% per rank chance to reflect any spells cast onto player, and reduces Spell Damage taken by 4% per rank
StanceBulwarkIncreases Damage Resistance by 5% per rank if player has been stationary for 3 seconds or more
FinisherLast StandHas a 5% chance per rank to reduce any damage taken to 1
FinisherBarrierHas a 10% chance per rank to reduce any Poison, Bleed, or Disease tick Damage to 1

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