Where Winds Meet builds its whole combat identity around seven classic wuxia weapons, each opening up a different way to fight. You're never locked into one for the whole run — here's what each style actually plays like, so you can pick a starting point instead of guessing.

Key art for Where Winds Meet showing a traveler overlooking a walled city from a mountain ridge
Where Winds Meet (Everstone Studio / NetEase Games)

The seven weapon styles

Sword and dual blades are the two closest to a traditional action-RPG feel — fast, combo-driven, and the most forgiving to pick up first. The spear trades some of that speed for reach and crowd control. The rope dart and the fan reward more deliberate, technical play, pulling enemies out of position or countering rather than trading hits head-on. The bow is the clearest ranged pick, and the umbrella is the odd one out: part weapon, part mobility tool, leaning into the game's parkour and windstride traversal as much as combat.

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Over 30 mystic arts to unlock

Each weapon has its own tree of mystic arts — more than 30 across the full set — and they're built to support melee, ranged or stealth playstyles rather than pushing everyone toward the same optimal build. Stealth in particular changes how encounters play out: several arts are built specifically around avoiding a fight rather than winning one faster.

Picking a starting weapon

If you want the shortest path to feeling competent, start with sword or dual blades — both give immediate feedback and don't ask you to learn spacing tricks before they feel good. If you already know you want a stealth- or mobility-first playthrough, the rope dart or the umbrella are worth the steeper learning curve, since respeccing between weapons later is fully supported — nothing here is a permanent choice.

Weapon and mystic art details per the game's official Steam page. store.steampowered.com.