We have begun migration of most wikis to our new host, Amazon Web Services. All but the top 100 wikis are in read-only mode until the migration is complete. Estimated completion: End of Week.
Combat in Age of Wushu is based on the strict logic of real-world martial arts, and has been compared to the classic game of “Rock, Paper, Scissors." Moves types are divided into Overt Attacks (Rock), Feints (Scissors), and Parries (Paper).
Overt Moves[edit | edit source]
The Overts or “Rock” of AoW's combat system are straight attacks, plain and simple. These are stronger than the other attacks because they have one purpose, damage. Whether a “basic attack” with your weapon/fists, or a special skill to dish out that extra damage and knockback, overt moves are the foundation of combat.
- The majority of damage skills in AoW are overt moves.
- They are the main skills which you use to deal damage to your opponents.
- They will break the armor of feint skills and overpower them.
- If your opponent is using a parry stance, the damage will be reduced by a certain percentage starting at 50%, but can be increased or reduced through gear and skills.
Parry Moves[edit | edit source]
The “Paper” that covers that rock are parry moves. You can parry a player normally without any fluff or substance, which only minimizes the damage done to you and that is all. The more practiced martial artists will be able to deal more damage than a simple parry could handle. Enter Parry Skills. Each parry behaves differently when a player successfully parries an attack. Some examples of parry effects are retaliation damage back to the attacking player or their equipment, and debuffs to the player (slower movement, longer skill cooldowns, etc). Choosing a parry that fits the rest of your play style is just as important as the attacks you choose. Parrying too much thought is not advised. While you can keep parrying, an overt attack can eventually chip away at the stone and finally break your defense. Or they can just perform a simple feint and cut through the paper in one move.
- Parry stance reduces the damage received from any overt move. The percentage damage reduction is governed by two of your stats, depending on the type of attacking move: physical attacks or internal attacks.
- You can maintain your parry stance as long as you hold down the parry key (Default: Right mouse button)
- Parrying will reduce movement speed by 70%, but you can still move around and jump while parrying.
- A parry can be easily broken with any feint skills. If that happens, you cannot parry again for a certain amount of time.
- Your parry gauge (shown below your HP bar) will be depleted gradually as you take blows from an opponent. The strength and recovery speed of your parry is dependent on your stats.
- Parrying is a good way to fill your fury gauge, which is required to cast fury moves.
Feints[edit | edit source]
Feints cut through parries, leaving your opponent stunned, possibly weakened, and ready for a devastating follow-up attack of overts. Unless, of course, they attack you with their rock first. Feints are lighter attacks that are intended to break open defenses with a sudden move and are not advised to go toe to toe with the stronger, more direct overts.
- Feint skills are guard-breaking moves which are used to break and cancel an enemy's parry stance.
- An enemy will receive 100% damage after their parry has been broken, and are unable to parry for a certain amount of time.
- However, feint skills are easily broken by any overt move.
The skills are also set in their own attributes including: Yin, Yang, Hard, Soft, Tai and Chi. These attributes dictate where the skill can excel, in cultivation or combat scenarios. Try matching skills of the same attribute together and activate an Internal Skill to gain the full effect of the attacks
Posts like this brighten up my day. Thanks for tainkg the time.
Hulking out in Age of Wushu[edit | edit source]
And then, there is Rage. When fighting you build up little bits of Anger to activate a powerful attack back on a foe or foes. A player's Rage Meter is located below the Internal Force and Health bars. When you collect a pool of anger, a fireball will appear. These fire balls can be obtained faster depending on multiple scenarios:
- Each Attack builds a little
- Attacking Multiple enemies at once.
- Taking damage
- Absorbing damage in blocks
When you have sufficient anger built up, the Rage skill will become available and alert you with a glow that it is ready to be unleashed. When it is activated, enjoy the show. Beware though, a player can still parry these attacks and their extreme damage.
Flying Skills[edit | edit source]
Some skills are even better suited for aerial combat. With these exaggerated martial arts, players have the ability to move swiftly and lightly at superhuman speeds. They are able to perform gravity defying moves such as gliding across water, running straight up walls, hold themselves aloft while exchanging blows, etc.
Study up and learn when to properly use an attack, see if they have ranged effects to keep distances, and test the effects of your parries should you ever find yourself on the receiving end of these during battle.
Cooldowns[edit | edit source]
Each skill has an individual cooldown (CD) time. After you use/cast a skill, it will enter its CD. However, there is also another type of CD called Shared CD.
- When any skill is cast all other skills in the same skill set will enter a shared CD of 1 sec.
- When any skill is cast, all other skills in other skill sets will enter a shared CD of 7 sec.
- The shared CD restriction prevents the continuous comboing of skills from different skill sets. This restriction does not stop you from using parry stances at any time.
Skill Categories[edit | edit source]
Flying Skills[edit | edit source]
These types of skills require players to click on a target before using/casting.
- If there are any obstacles between you and your target ranged targeting skills will not be cast, even if you have locked onto your target.
- If your target moves out of range, you can still cast/use your skill, but they will take no damage unless it is an Approach Skill. This means that your opponent can literally dodge your skills if they move quickly enough.
Approach Skills[edit | edit source]
Approach skills are a special class of targeting skills.
- Players can pre-load one of these skills into the queue after they have locked onto their target that is currently out of range. The range not only refers to the range of the skill itself, but also the range of the players flying skill.
- When in range the skill in the queue will automatically be executed to approach the target with the corresponding flying skill.
- Only one approach skill can be queued at at time.
- Approach skills will be removed from the queue if any other skills are activated.
- These skills are not guaranteed to always work. If your opponent moves out of the target zone they can dodge your approach skill.
Non-Targetting Skills[edit | edit source]
Non targeting skills can be used/cast even if you do not have any target selected. They are generally Area of Effect (AoE) attacks that expand in 360 degrees from your character.
Area-Defining Skills[edit | edit source]
Area-defining skills are a special class of non-targeting skills. After clicking on the skill drag your mouse to the location that you'd like it to target.
Additional Info[edit | edit source]
- Age of Wushu has no such thing as "Classes" or "Jobs". Your character can learn every single skill in the game, although some skills are extremely rare and hard to come by.
- Joining a school can give you easy access to the skills of that school. Though you can also learn skills from other schools by participating in daily "Script Stealing" events, or buying them from other players.
- There are other skills which do not belong to any school and can only be obtained through challenges, such as clearing dungeons/instances, or extremely rare Miracle Encounters.
- Each is typically a number in a series of "Skill Sets". Each school currently has three skill sets. For example Scholars have Single Sword, Twin Sword, and Kicking skill sets.
- Each skill set has their own characteristics. Once again using Scholars as an example, their Single Sword skill set is good for PVE, Twin Sword skill set has two ranged skills and two attack enhancing party buffs, and Kicking skill set are good for single target DPS in PVP.
- Each skill set comes with a parry skill, feint, overt move, and chi move. Each of them has a unique effect. For example the parry stance of Single Sword allows you to slow an attacking opponent. The parry stance of Twin Sword triggers a buff that increases energy regen. The parry stance of Kicking skill set triggers a buff that increases Kicking Skill damage.