| Wanderer's Valley | │ | Skills | │ | Meridian |

Wanderer's Valley is one of the eleven Great Schools in Age of Wushu.
An enigmatic and amoral faction, Wanderer's Valley thrives on chaos and dark arts. Their techniques focus on Life Steal and poisons to overpower opponents.
History[]
The founder of Wanderer's Valley was a Divinator with a volatile temperament. Foreseeing his early death before the age of 45, he secretly established the Valley and began recruiting notorious individuals from across China. The inner workings of Wanderer's Valley remain a mystery, as its members are fiercely secretive. Unlike Wudang and Shaolin, who are recognized as official sects of Wushu, Wanderer's Valley is considered an exiled group. Few understand the origins of their martial arts, as they act freely, leaving no trace of their actions.
Joining Wanderer's Valley[]
To join the Wanderer's Valley, the player must speak with the Wanderer's Valley School Guide located in Wanderer's Valley.
Requirements[]
- Player must be Vagrant.
- Players who have previously betrayed the Wanderer's Valley are prohibited from rejoining the school for 30 days.
Rules[]
| Rule | DP |
|---|---|
| Don't kill Wanderer's Valley players | +40 points |
The school enforces only one rule for their disciples. Violating school rule results in the accumulation of Discipline Points (DP). Players can reduce their Discipline Points by repenting at Wanderer's Valley.
If a player accumulates more than 100 Discipline Points and enters the school scene, a punishing cutscene is triggered. After the cutscene, the player receives a damage-reducing debuff and their Discipline Points are reset to 100.
The strength and duration of the debuff depends on the number of points the player accumulated. The debuff timer will not progress while the player is offline, and the debuffs can stack if the player is punished multiple times in succession.
Leaving Wanderer's Valley[]
Wanderer's Valley disciples who wish to join another school have four options: Five Immortals Sect, Training Away, Disguise, and Betray, each with its own requirements and consequences. Before the player can leave, they must step down from any leadership role in Wanderer's Valley (Deacon, Elder, and Grandmaster).
The following consequences apply to all departure options:
- The player loses access to Wanderer's Valley's school activities.
- The player can no longer purchase items from the Wanderer's Valley NPCs.
- The Wanderer's Valley Identity Outfits are deleted, but can be recollected from the interface if the player returns.
- The Wanderer's Valley titles are deleted, but can be recollected from the interface if the player returns.
Five Immortals Sect[]

Wanderer's Valley disciples can complete a quest to join the Five Immortals Sect while keeping their ties to Wanderer's Valley.
Requirements:
- Character Strength ≥ ?
Training Away[]
Training Away allows the player to join any Reclusive or Jianghu Faction while keeping their ties to Wanderer's Valley. To use this departure option, the player must complete a task from the Training Away Guide in Wanderer's Valley. Requirements:
- Character Strength ≥ Peak of Power
Consequences:
- All learned Wanderer's Valley Internal Skills will become capped at level 30 until the player returns.
- All learned Wanderer's Valley Martial Arts will become capped at level 4 until the player returns.
Betrayal[]
Betrayal allows the player to completely abandon Wanderer's Valley and join a different Great School. To use this departure option, the player must complete the Wanderer's Valley Betrayal task.
Consequences:
- All learned Wanderer's Valley Internal Skills are deleted.
- All learned Wanderer's Valley Martial Arts are deleted.
- Any unlocked Wanderer's Valley Meridian acupoints are not deleted.
Disguise[]
Disguise enables the player to join any Reclusive or Jianghu Faction without imposing restrictions on the level of Wanderer's Valley skills. To use this departure option, the player must complete the Disguise Questline.