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Combat

Stats

Internal Skills

Martial Arts Skill Sets

Meridians

The combat in Age of Wushu is based on real and fictional martial arts from legendary Chinese stories. The game uses a skill-based combat system akin to the rock-paper-scissors game. Using combat skills consumes Energy, the equivalent of a mana pool. Age of Wushu has no class system and players can learn almost any combination of martial arts.

To get the most out of the combat system, the player should understand the types of status effects, Arrays, Meridians, Internal Skills and Flying Skills. Overall Age of Wushu has an incredibly complex and customizable combat system where players looking for optimization, wide options and skill will thrive.

Martial Arts Skills[]

Combat system

The combat triangle.

The Martial Arts Skills in Age of Wushu are similar to a rock-paper-scissors system. All moves are classified as one of the following four:

  • Overt moves (interrupts feint moves)
  • Feint moves (breaks parry)
  • Parry (counters or reduces damage of overt moves)
  • Chi moves (moves that deal no direct damage)

How this system works is by recognizing the type of skill the opponent is attempting to use, and reacting with the type that would counter their skill. This requires familiarity with all the different skill sets and their animations, which is Age of Wushu's take on a skill-based fighting system, as opposed to a level-based fighting system.

Each skill is a part of a Martial Arts Skill Set - every set contains overt moves, a feint move, and a parry stance. There is a 7-second cooldown period when switching to a different set. The player can view their learned skills by opening the Martial Arts Skill Book (default shortcut key K).

Overt moves[]

Overt moves are straight attacks. These are usually stronger than the other moves because their main purpose is damage.

  • The majority of combat skills are overt moves.
  • Overt moves will interrupt feint moves.
  • If the target is parrying, the damage of overt moves is reduced by 50%. The percentage can be increased or reduced through gear and skills.

Parrying[]

Parry

Parrying is used to reduce the damage of incoming overt moves. The player can maintain their parry as long as they hold down the parry key (Default: right mouse button) or until they run out of Parry Endurance. Parrying an overt move will reduce Parry Endurance, and being hit by a feint move will break the parry.

If the player is using a Parry Stance skill, parrying will apply additional effects to the user and/or the attacker. For a list of all the different Parry Stances, see Parry Stances.

  • Parrying will reduce the damage of overt moves by 50%. The percentage can be increased or reduced through gear and skills.
  • Parrying will reduce the user's movement speed by 70%, but they can still move around and jump while parrying.
  • If a parry is broken by a feint move, the player cannot parry again for 3.5 seconds.
  • The strength and recovery speed of Parry Endurance is dependent on stats.
  • Each parried hit will fill the parrier's Rage gauge by 4 points.

Feint moves[]

Feint

Feint moves are weaker attacks that are intended to break parries. Feint moves will often apply a debuff on the target on a successful parry break.

  • After a successful parry break, the target will be unable to parry for 3.5 seconds.
  • Feint moves can be interrupted by overt moves.

Chi moves[]

Chi moves are moves that deal no direct damage. These types of moves are usually buffs or healing moves. Some chi moves have to be channeled for a few seconds before they're executed.

Death[]

Main article: Death

Death occurs when a player's HP and Energy reach 0. When a player's HP reaches 0, they will become seriously wounded and will gradually lose Energy until they die. Dying will cause the player to lose some Silver Coins Silver Coins. Because the game has fall damage, accidental deaths are possible.

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