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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, which affect a variety of combat stats. The Internal Skills increase all five main stats by differing amounts and determine the maximum number of main stats that can be gained from equipment. A crafted piece of equipment will not increase main stats until it has been enhanced. Some Meridians increase main stats.

Brawn[]

The Brawn stat is preferred by players who use Martial Arts Skills with external-type damage and/or Melee Damage scaling (red number).

1 point of Brawn increases the following combat stats:

  • +2 Max HP
  • +1 Melee Damage
  • +1 External Critical Hit

Dexterity[]

The Dexterity stat is preferred by players who use Martial Arts Skills with external-type damage and/or Ranged Damage scaling (green number).

1 point of Dexterity increases the following combat stats:

  • +1 Evasion
  • +1 Ranged Damage
  • +1 External Attack Accuracy

Breath[]

The Breath stat is preferred by players who deal who use Martial Arts Skills with Internal Damage scaling (blue number). Breath also extends the character's underwater breathing time.

1 point of Breath increases the following combat stats:

  • +4 Max Energy
  • +1 Internal Damage

Spirit[]

The Spirit stat is preferred by players who use Martial Arts Skills with internal-type damage (Hard, Soft, Yin, or Yang).

1 point of Spirit increases the following combat stats:

  • +1 Max Energy
  • +0.2 Energy Recovery
  • +1 Internal Accuracy
  • +1 Internal Critical Hit
  • +0.2 Internal Defense (Hard, Soft, Yin, and Yang)

Stamina[]

The Stamina is a defensive stat.

1 point of Stamina increases the following combat stats:

  • +7 Max HP
  • +0.07 HP Recovery
  • +0.5 Resilience

Combat stats[]

HP[]

HP, also known as Health Points or Health, is a stat used to measure the health of a character. When HP reaches zero, the character becomes seriously injured and will become unable to perform any actions.

HP is represented in-game by the red bar within the HUD, indicating the player's current and maximum HP. While under the effects of an HP-recovering buff, the red bar will be brighter.

Health can be recovered quickly by meditating with Sit and Breathe or by taking a health-recovering pill. It will also passively recover every 5 seconds relative to the value of Stamina stat. While in combat mode, only yellow HP can be recovered passively.

Energy[]

Energy is the resource necessary for the use of most Martial Arts Skills. The character will die if they run out of Energy while seriously injured.

Energy is represented in-game by the blue bar within the HUD, indicating the player's current and maximum Energy. While under the effects of an Energy-recovering buff, the blue bar will be brighter.

Energy can be recovered quickly by meditating with Sit and Breathe or by taking a energy-recovering pill. It will also passively recover every 5 seconds relative to the value of Spirit stat.

Damage[]

Damage, also known as Power, is a stat that increases the damage and health-recovering properties of Martial Arts Skills. Some special effects of Internal Skills are also affected by Damage. Each skill has its own scaling factor. There are three types of Damage stats:

  • Melee Damage (red number) from Brawn
  • Internal Damage (blue number) from Breath
  • Ranged Damage (green number) from Dexterity

Accuracy & Evasion[]

The Accuracy stat is compared to the target's Evasion stat to calculate the 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.

Miss probability = (Evasion - Accuracy) / (Evasion + 1) * 15 + 10

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

  • External Accuracy from Dexterity affects the accuracy of skills that deal External-type damage.
  • Internal Accuracy from Spirit affects the accuracy of skills that deal Internal-type damage (Hard, Soft, Yin, and Yang).

Critical Hit & Resilience[]

The Critical Hit stat is compared to the target's Resilience stat to calculate the 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.

Critical hit probability = (Critical Hit - Resilience) / (Critical Hit + 1) * 10 + 5

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

  • External Critical Hit from Brawn affects the critical hit rate of skills that deal External-type damage.
  • Internal Critical Hit from Spirit affects the accuracy of skills that deal Internal-type damage (Hard, Soft, Yin, and Yang).

Defense & Damage Reduction[]

Defense reduces the damage received by a percentage. Damage Reduction reduces the damage received by a fixed amount.

  • External Defense/Reduction reduces the damage of External-type damage.
  • Internal Defense/Reduction reduces the damage of Internal-type damage (Hard, Soft, Yin, and Yang).

Block Rating, Internal Parry & Parry Endurance[]

Parrying reduces damage received by 50%. This percentage can be increased with Block Rating and Internal Parry.

  • Block Rating reduces the damage of External-type damage while parrying.
  • Internal Parry reduces the damage of External-type damage (Hard, Soft, Yin, and Yang) while parrying.

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

Other stats[]

Flying Points[]

Vigor[]

Nutrition[]

Infamy[]

Alcohol[]

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