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Character attributes, also known as stats, are used to represent a character's physical capabilities. They are represented by numbers, and are used to determine the results of taking certain actions within the game, such as comparing an attacking character's Accuracy stat to their target's Evasion stat to determine the probability of hitting the target.

The character's stats can be increased with Internal Skills, Meridians, equipment, and temporary buffs from consumables such as Wuxing Pills.

Main Stats[]

There are five main stats, each influencing a variety of combat stats. The Internal Skills increase all five main stats by varying degrees and set the maximum stat boosts obtainable from equipment. A crafted piece of equipment will not provide any main stats until it has been refined. Some Meridians increase main stats.

In addition to influencing combat stats, the Breath stat also increases the character's underwater breath capacity.

Main Stat Effects
Brawn
Breath
Dexterity
Spirit
Stamina

Combat Stats[]

HP[]

HP, short for Health Points or simply Health, represents a character's vitality. When a character takes damage, a portion of the lost HP becomes yellow (bruised). When a character's HP drops to zero, they become Seriously Wounded and unable to take any actions. Health is displayed as a red bar in the HUD, showing both the current and maximum HP. If an HP-recovery buff is active, the red bar appears brighter to indicate its effect.

Health can be restored quickly by meditating using Sit and Breathe or by consuming health-recovery pills. Additionally, HP regenerates passively every 5 seconds, with the recovery rate influenced by the Stamina stat. However, while in combat mode, only the yellow portion of the HP bar (bruise) can recover passively. Some Martial Arts Skills can recover the player's health, but the in-game skill description does not always make it clear if the skill is capable to restoring all lost health, or only bruises. For example, the Emei's Dagger set (Rosy Cloud Stab) grants two healing skills; however, in combat both only replenish the yellow (bruise) portion.

Players can further influence their Health recovery with the following stats:

  • HP Recovery Rate: Increases the amount of HP restored with each passive regeneration tick.
  • Reduce HP Recovery Time %: Lowers the interval between passive regeneration ticks, thereby accelerating overall recovery.

Energy[]

Energy is a vital resource required for using most Martial Arts Skills. If a character's Energy is fully depleted while they are Seriously Wounded, they will die.

In-game, Energy is displayed as a blue bar in the HUD, showing both the current and maximum levels. When an Energy-recovery buff is active, the blue bar appears brighter to indicate the effect.

Energy can be quickly restored by meditating with Sit and Breathe or by consuming Energy-recovery pills. Additionally, it regenerates passively every 5 seconds, with the recovery rate determined by the Spirit stat. Players can further influence their Energy recovery with the following stats:

  • Internal Energy Recovery Rate: Increases the amount of Energy restored with each passive regeneration tick.
  • Reduce Energy Recovery Time %: Lowers the interval between passive regeneration ticks, thereby accelerating overall recovery.

Damage[]

Damage, also known as Power, is a stat found on Meridians, Treasure, and Jade Dolls. The stat increases the damage and health-recovering properties of Martial Arts Skills. Some special effects of Internal Skills are also affected by Damage. Each skill applies its own unique scaling factor to determine how much benefit it gains from Damage. For example, 100 points of Melee Damage would add 45 damage to Mantis Fist's Mantis Flips the Cart.

There are three types of Damage stats:

  • Melee Damage: Adds to the red number on Martial Arts Skills. Each point in Brawn increases Melee Damage by 1.
  • Internal Damage: Adds to the blue number on Martial Arts Skills. Each point in Breath increases Internal Damage by 1.
  • Ranged Damage: Adds to the green number on Martial Arts Skills. Each point in Dexterity increases Ranged Damage by 1.

The terms Melee, Internal, and Ranged Damage are somewhat misleading, as they can influence skills that are not strictly tied to melee or ranged attacks, nor exclusively to attacks that deal internal-type damage.

Defense Breaking Ability[]

Defense Breaking Ability is a stat found on refined main weapons as well as on the hidden weapon Flying Claw. It provides two benefits:

  1. Increases the base damage of all direct-damage skills (excluding Barehanded skills) by +1 base damage for every 4 DBA.
  2. Increases Ignore External and Internal Defense by +10 for every 1 DBA. This bonus applies to all direct-damage skills, including Barehanded skills.

Accuracy & Evasion[]

The Accuracy stat is compared to the target's Evasion stat to calculate the base hit rate of damaging Martial Arts Skills. If the attacker's Accuracy is equal to the target's Evasion, the attack has a 10% chance to miss. Evasion cannot exceed 24%.

Although there is only one type of Evasion stat, there are two types of Accuracy stats:

  • External Accuracy: Affects the accuracy of skills that deal External-type damage. Each point in Dexterity increases External Accuracy by 1.
  • Internal Accuracy: Affects the accuracy of skills that deal Internal-type damage (Hard, Soft, Yin, and Yang). Each point in Spirit increases Internal Accuracy by 1.

Players can further modify their hit rate with the following stats:

  • External Accuracy Rate %: Adds a percentage on top of the base External hit rate.
  • Internal Accuracy Rate %: Adds a percentage on top of the base Internal hit rate.
  • Dodge Rate %: Adds a percentage on top of the base probability of evasion. However, this stat is still subject to the evasion cap of 24%, meaning the total effective dodge chance cannot exceed that limit.

In PvP, the Character Strength of players affects Accuracy and Evasion. Evasion is also increased during the animation of Jump Across the Cloud and Wild Goose Flying Skill.

Critical Hit & Resilience[]

Critical Hit is a stat that is compared to the target's Resilience stat to calculate the base critical hit rate of damaging Martial Arts Skills. If the attacker's Critical Hit is equal to the target's Resilience, the attack has a 5% chance to critically hit, gaining a damage multiplier. An attack can critically hit even if the target is parrying.

Although there is only one type of Resilience stat, there are two types of Critical Hit stats:

  • External Critical Hit: Affects the critical hit rate of skills that deal External-type damage. Each point in Brawn increases External Critical Hit by 1.
  • Internal Critical Hit: Affects the critical hit rate of skills that deal Internal-type damage (Hard, Soft, Yin, and Yang). Each point in Spirit increases Internal Critical Hit by 1.

The probability of a critical hit can be further modified with percentual stats:

  • Critical Hit Rate %: Adds a percentage on top of the base crit chance. This bonus is uncapped, allowing players to reach a full 100 % crit rate under ideal conditions.
  • Reduce the chance of Critical Hit %: Lowers the chance of receiving critical hits when being attacked.

The damage of a critical hit can be modified with the Critical Hit Damage % stat. All players start with a base Critical Hit Damage % of 100, dealing double damage with each critical hit.

  • Critical Hit Damage %: Adds a percentage damage multiplier to critical hits. Bonuses stack additively (e.g. 15 % from gear + 15 % from an Internal Skill = +30 % crit damage). Some debuffs can reduce an opponent's Critical Hit Damage %. However, this stat cannot drop below 0%. At 0%, critical hits deal no extra damage and are effectively equal to normal hits.
  • Critical Hit Damage Reduction %: Reduces damage taken from incoming critical hits.

Defense & Damage Reduction[]

Players can reduce incoming damage using the following stats. NPCs typically lack any defense stats, and defense values cannot drop below zero.

  • External Defense: Reduces the External-type damage by a percentage.
  • External Damage Reduction: Reduces the External-type damage at a rate of 1 per 10 Reduction.
  • Internal Defense: Reduces all Internal-type damage (Hard, Soft, Yin, and Yang) by a percentage.
  • Hard/Soft/Yin/Yang Defense: Reduces the respective type of Internal damage by a percentage.
  • Hard/Soft/Yin/Yang Defense Reduction: Reduces the respective type of Internal damage at a rate of 1 per 10 Reduction.

Parry Attributes[]

Internal Conversion is a stat that is compared to the target's Block Rating stat to calculate the final damage dealt while the target is parrying. All players start with a base Block Rating of 50.

A parried attack costs Parry Endurance equal to the power of the attack; running out of Parry Endurance will disable the parry temporarily until Parry Endurance is recovered.

  • Parry Endurance: Increases the player's maximum number of Parry Endurance.
  • Parry Endurance Recovery: Increases the amount of Parry Endurance passively restored each second.