Wo Long: Fallen Dynasty - Skills
The combat techniques, weapon skills and wizardry that make up Wo Long's ability set. Wo Long does not use a conventional skill-tree menu for combat: the core actions are universal and always available, weapon families each bring their own Martial Arts, and the spell side is organised through the Fi...
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of 12 entries
· updated 2026-09-15
| Name | Type | Description | Cost | Prerequisite |
|---|---|---|---|---|
| Deflect | Combat Technique | The signature defensive action and the centre of the entire combat system. | Free (no resource cost) | Available from the start of the campaign |
| Spirit Attack | Combat Technique | A heavy attack that spends accumulated positive spirit to break an enemy's spirit and force a stagger. | Positive spirit from the Spirit gauge | Available from the start; strongest when the Spirit gauge is deeply positive |
| Fatal Strike | Combat Technique | The follow-up execution performed on an enemy whose spirit has been broken. | Free (triggered on a spirit-broken enemy) | Requires the target to be in a spirit-broken stagger state |
| Martial Arts | Weapon Skill | Weapon-specific special techniques bound to the weapon family a player is carrying, from sweeping polearm sequences to shield-breaking axe strikes and whip extensions. | Spirit and/or stamina as per technique | Bound to the equipped weapon; family-determined |
| Assassination | Stealth Technique | A stealth kill executed on an unaware enemy from behind or from cover. | Free | Requires an unaware enemy and a position behind or above it |
| Ranged Attack | Combat Technique | Manual aiming and firing with the bow and crossbow families. | Ammunition and aim time | Requires a bow or crossbow equipped in a weapon slot |
| Dodge | Combat Technique | The evasive step used to reposition and escape unblockable attacks. | Spirit | Available from the start of the campaign |
| Guard | Combat Technique | Holding a guard absorbs incoming damage at the cost of battering the Spirit gauge toward the negative. | Spirit (gauge drains toward negative) | Available from the start of the campaign |
| Weapon Swap | Combat Technique | The player carries two weapons into combat and can switch between them, which combines families with complementary reach, spirit damage or Martial Arts. | Free | Two weapons equipped |
| Wizardry Spells | Wizardry | The game's spellcasting layer, cast from slotted spell positions during combat. | Spirit / spell-specific cost | Spells are unlocked and scaled through Five Phases attribute investment |
| Five Phases Wizardry Schools | Wizardry | Wizardry is organised into five schools matching the Five Phases: Wood, Fire, Earth, Metal and Water. | Five Phases attribute points | Attribute investment in the matching phase |
| Divine Beast Invocation | Divine Beast | The summon that calls on the player's equipped Divine Beast for a large, fight-turning effect, charged through combat as the player builds up the required resource. | Divine Beast charge built up during combat | A Divine Beast must be equipped; charge must be filled |
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