Where Winds Meet Hidden Mountain: News Weapons & Inner Ways

Published: 16:01, 20 July 2026
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Where Winds Meet Hidden Mountain: News Weapons & Inner Ways
Hidden Mountain
Hidden Mountain

Version 2.0 introduces a brand new Martial Arts path with the long-awaited Gauntlets, along with four new Inner Ways. Here's everything you need to know.

Where Winds Meet's Version 2.0 introduces the Bamboocut - Kite Martial Arts path, bringing two new weapons - Heavenwill Gauntlets and Skygrasp Rope Dart - alongside four new Inner Ways and two new gear sets. 

Bamboocut - Kite revolves around managing a shared resource, swapping between two complementary weapons, and creating burst windows through carefully sequenced attacks. In most encounters, you'll open with the Skygrasp Rope Dart to apply debuffs and generate Heaven's Will before switching to the Heavenwill Gauntlets to unleash your strongest attacks.

This guide explains how both weapons work, breaks down their skills, covers the new Inner Ways, and shows how the entire Bamboocut - Kite path fits together.

At a Glance: Bamboocut - Kite Terminology

Before diving into the weapons and Inner Ways, it is worth understanding the core terms that define the Bamboocut - Kite path. This playstyle revolves around a small number of interconnected mechanics which determine how you build resources, enhance your attacks, and create your burst windows. The following glossary breaks down these key effects.

TermWhat it means
Heaven's WillThe shared resource used by both Heavenwill Gauntlets and Skygrasp Rope Dart. It's generated through Wicked Defiance, Celestial Mandate, Falcon's Pursuit, passive regeneration, and several Inner Way upgrades before being spent on powerful attacks such as Vile Condemned, Vile Condemned: End, and optionally Boundless Whirl. Managing Heaven's Will efficiently is the foundation of the entire Bamboocut - Kite playstyle.
Falcon's PursuitA recurring falcon-assisted follow-up attack shared across both weapons. Besides dealing additional damage, Falcon's Pursuit is also one of your primary sources of Heaven's Will.
Heaven's MightA debuff applied by Snaring Lash when the Sky Gripped Inner Way is equipped. Lasting up to 24 seconds, it causes Falcon's Pursuit and the Vile Condemned series to deal bonus HP damage, making it the primary synergy between Skygrasp Rope Dart and Heavenwill Gauntlets.
Heaven's UnityA buff gained after using Sky-Snare Stance that increases the amount of Heaven's Will generated whenever Falcon's Pursuit is triggered,.
UnrighteousnessA debuff applied by Vile Condemned that allows the final hit of Vile Condemned or Vile Condemned: End to deal full damage instead of reduced damage. Unlike Heaven's Might, this mechanic is exclusive to the Heavenwill Gauntlets and doesn't interact with the Rope Dart.

Heavenwill Gauntlets

The Heavenwill Gauntlets are an aggressive close-range weapon built around relentless pressure, well-timed dodges, and explosive finishers.

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Vile Condemned, Gauntlets' charged skill
Vile Condemned, Gauntlets' charged skill

The weapon constantly pushes you towards building Heaven's Will resource before converting it into devastating burst damage. Perfect Dodges, Falcon's Pursuit, and combo routing all contribute to this resource economy, rewarding players who stay on the offensive while carefully managing their strongest attacks. The more aggressively you stay in an opponent's face, and the better you time your evasions, the more opportunities you'll create to unleash powerful follow-up attacks, making the weapon ideal for players who enjoy an agile, high-risk, high-reward fighting style. 

Righteous Reign (Light Attack)

Throws quick punches for up to 6 Light Attacks. When the 6th Light Attack hits an enemy, triggers Falcon Pursuit to deal multi-hit damage and restores 0.1 bars of Heaven's Will. After casting the 6th Light Attack, immediately chains into the 2nd Light Attack. Outside of the Arena, casting the 5th and 6th Light Attacks grants Tenacity.

Righteous Reign is one of your primary resource generators. Your goal is usually to reach the sixth hit whenever possible, since that's what activates Falcon's Pursuit and restores Heaven's Will.

Wicked Defiance (Light Attack, Varied Combo)

Upon Perfect Dodge, tap Light Attack to quickly close in and perform a shoulder strike. If it hits an enemy, restores 0.1 segment of Heaven's Will (0.2 in Arena modes). Then throw a heavy punch dealing moderate damage. In non-Arena modes, you gain Tenacity during the skill.

Wicked Defiance rewards a successful Perfect Dodge by immediately turning defence into offence. Besides restoring Heaven's Will, it keeps your momentum going by flowing naturally back into your combo. Once Soaring High Inner Way reaches Tier 1, Wicked Defiance can also skip directly to the fifth Light Attack, helping you trigger Falcon's Pursuit much sooner.

Virtuous Enthroned (Heavy Attack)

Throws punches for up to 4 Heavy Attacks. After casting the 1st and 2nd Heavy Attacks, immediately chains into the 3rd Light Attack. After casting the 3rd and 4th Heavy Attacks, immediately chains into the 5th Light Attack.

Virtuous Enthroned is a fairly straightforward Heavy Attack chain, but its real value lies in how it feeds back into your Light Attack combo. Rather than interrupting your rotation, it helps you reach the later combo hits and Falcon's Pursuit more quickly.

Heavenwill Declared & Celestial Mandate (Martial Art Skill)

Besides serving as your primary gap closer, Heavenwill Declared also plays a major role in maintaining your combo. Following up with Celestial Mandate restores Heaven's Will while safely repositioning you. Once Soaring High Inner Way reaches Tier 1, casting Celestial Mandate also lets you continue directly from the fifth Light Attack, speeding up Falcon's Pursuit generation.

All Under Justice (Special Skill)

Consume Endurance to unleash four rapid fist blasts forward, dealing damage in the area ahead and 20% additional damage to non-player targets. In non-Arena mode, gain Tenacity while casting. After casting, immediately follow with the 5th Light Attack.

This is your straightforward Special Skill. The real benefit is the fact that the skill immediately places you at the fifth Light Attack, allowing you to reach Falcon's Pursuit almost instantly.

Vile Condemned (Charged Skill)

Everything in the Heavenwill Gauntlets' kit ultimately builds towards this skill. As the primary Heaven's Will spender for the entire Bamboocut - Kite path, it's the payoff for every resource-generating skill in your rotation.You'll spend most encounters building Heaven's Will through Light Attacks, Wicked Defiance, Celestial Mandate, and repeated Falcon's Pursuit activations before converting those resources into burst damage with Vile Condemned.

If Soaring High Inner Way is equipped and you've accumulated three Heaven's Will bars, the skill upgrades into Vile Condemned: End, consuming all three bars for an even stronger finisher, refunds one bar of Heaven's Will on hit, and has an 18-second cooldown. At Tier 6, reaching the maximum four Heaven's Will bars further empowers the attack, consuming all four bars in exchange for an additional 30% Max HP damage and 10% Critical Damage. 

Must-Have Inner Way - Soaring High

If you're planning on using the Heavenwill Gauntlets, Soaring High is easily the most important Inner Way to unlock, as it refines almost every part of the Gauntlets' rotation.

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Soaring High - Heavenwill Gauntlets' Inner Way
Soaring High - Heavenwill Gauntlets' Inner Way

Tier 1 lets Wicked Defiance and Celestial Mandate chain directly into your fifth Light Attack, greatly accelerating Falcon's Pursuit triggers. The Inner Way also upgrades Vile Condemned into Vile Condemned: End, introduces Heaven's Will refunds, improves failed casts, resets cooldowns in certain situations, and finally rewards reaching the maximum four Heaven's Will bars with even greater burst damage.

Below is a full description of the Inner Way and its tiers. 

Skygrasp Rope Dart

If the Heavenwill Gauntlets are responsible for finishing fights, the Skygrasp Rope Dart is responsible for setting them up.

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Boundless Whirl, Skygrasp Rope Dart's heavy attack
Boundless Whirl, Skygrasp Rope Dart's heavy attack

Rather than focusing on raw damage, it excels at controlling enemies, applying debuffs, and generating Heaven's Will before handing off to the Gauntlets for burst damage. On its own, the Rope Dart offers excellent mobility and crowd control. With the Sky Gripped Inner Way equipped, however, it becomes the engine that drives the entire Bamboocut - Kite rotation.

One thing to keep in mind is that the current English localisation isn't entirely consistent. Several skills and effects appear under different names. In this guide, we've standardised the terminology, but in-game you'll still encounter Sky Grasped and Sky-Snare Stance referring to the same Special Skill, Snaring Lash: Sever and Soaring Stance: Sever referring to the same Martial Art Perception Skill, and Heaven's Unity occasionally appearing as Oneness. These are simply localisation inconsistencies, not separate mechanics.

Light Attack

Swing the rope dart to land up to 4 consecutive attacks.

This is your standard Light Attack chain. Unlike the Heavenwill Gauntlets, it doesn't contain any unique resource generation or combo mechanics, instead serving as a reliable way to maintain pressure between your more impactful abilities.

Boundless Whirl (Heavy Attack)

Swings the rope dart rapidly, dealing multi-hit damage to surrounding enemies for 2 seconds, then lashes it out for a powerful strike. Consumes 1 bar of Heaven's Will (if available) to increase damage range and deal an extra 30% damage.

Although this is technically your Heavy Attack, it's also your only optional Heaven's Will spender. Unlike Vile Condemned, Boundless Whirl doesn't require Heaven's Will to activate. However, spending one bar significantly improves its reach and damage, making it a useful option against groups of enemies, though you'll usually want to save your Heaven's Will for the Gauntlets' stronger finishers.

Snaring Lash (Martial Art Skill)

Throws the rope dart forward. Upon hitting an enemy, uses the momentum to slide tackle, then leaps and kicks downward to knock them down. When fighting boss targets in Solo Mode, if the target's Qi is below 50% and they are not in Super Armor, perceive to trigger Soaring Stance: Sever (Triggers only once before the target is exhausted).

This is the Rope Dart's signature ability and the skill you'll usually use to begin an engagement. With Sky Gripped Inner Way equipped, every successful Snaring Lash applies Heaven's Might for up to 24 seconds, causing both Falcon's Pursuit and the Vile Condemned series to deal bonus HP damage. This makes it the primary way the Rope Dart enhances the Heavenwill Gauntlets.

Soaring Stance: Sever / Snaring Lash: Sever (Martial Art Perception Skill)

Throws the rope dart to hit a boss target, then violently yanks them down, dealing massive damage.

This is a situational PvE finisher. When the conditions are met it provides a sizeable burst of damage and, through later Sky Gripped Inner Way upgrades, it can also restore Heaven's Will.

Sky Grasped / Sky-Snare Stance (Special Skill)

Skillfully throws the rope dart forward, coiling the rope to violently pull and gather enemies in range, applying Root to non-boss monsters for 4 seconds. After casting the skill, grants Heaven’s Unity - Heaven's Will gain increased when releasing Falcon's Pursuit. Outside of the Arena, grants Tenacity during skill casting.

This is both your crowd-control tool and one of your strongest setup abilities, with the real reward being Heaven's Unity. Since Falcon's Pursuit is one of your primary sources of Heaven's Will, increasing the amount it generates through Heaven's Unity allows you to set up for Vile Condemned much more quickly during longer engagements. Whenever possible, use Sky-Snare Stance before beginning your main damage rotation to maximise resource generation.

Sky Gripped Inner Way causes Sky-Snare Stance special skill to trigger Falcon's Pursuit whenever the Heavenwill Gauntlets are equipped. At Tier 3, this becomes an area-of-effect Falcon's Pursuit that restores additional Heaven's Will based on the number of enemies hit.

Must-Have Inner Way - Sky Gripped

Just as Soaring High is the defining Inner Way for the Gauntlets, Sky Gripped transforms the Rope Dart from a utility weapon into an essential part of the Bamboocut - Kite rotation.

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Sky Gripped - Skygrasp Rope Dart's Inner Way
Sky Gripped - Skygrasp Rope Dart's Inner Way

At its core, Sky Gripped introduces Heaven's Might, allowing Snaring Lash to mark enemies for up to 24 seconds. While marked, Falcon's Pursuit and every Vile Condemned attack deal bonus HP damage, directly increasing the Gauntlets' burst potential. The upgrades continue to reinforce this synergy throughout the tree. Unlike Soaring High, which primarily strengthens the Gauntlets themselves, Sky Gripped is designed almost entirely around making the transition from Rope Dart into Gauntlets as rewarding as possible.

Below is a full description of the Inner Way and its tiers.

Optional Inner Ways

The remaining two Inner Ways aren't tied directly to either weapon in the same way as Soaring High or Sky Gripped, but both offer useful bonuses depending on your preferred playstyle.

Empirical Edge

Empirical Edge rewards dealing damage with Martial Trigger Effects, granting stacks of Cognition, which increase Physical Penetration and Attribute Penetration. Falcon's Pursuit and the Vile Condemned series receive even greater benefits from these bonuses.

Below is a full description of the Inner Way and its tiers.

Celestial Vigor

Celestial Vigor expands on the Gauntlets' Perfect Dodge mechanics. Every successful Perfect Dodge grants stacks of Ceaseless, increasing damage dealt, healing, and eventually damage reduction through later upgrades. Players already comfortable landing Perfect Dodges consistently will naturally get the most value from Celestial Vigor, rewarding strong defensive play by turning successful Perfect Dodges into a steady source of offensive and defensive bonuses. Pairing it with the Ghostly Steps Mystic Skill further enhances that dodge-focused playstyle.

Below is a full description of the Inner Way and its tiers. 

How It All Comes Together

Although the Bamboocut - Kite path introduces plenty of new terminology, its combat loop is surprisingly straightforward once everything clicks together.

The Skygrasp Rope Dart starts the fight by applying Heaven's Might through Snaring Lash, while Sky-Snare Stance boosts future Heaven's Will generation with Heaven's Unity. With Sky Gripped Inner Way equipped, Snaring Lash also triggers Falcon's Pursuit, giving you an early burst of damage and additional Heaven's Will before you've switched weapons.

From there, the Heavenwill Gauntlets take over. Your Light Attack chain, Wicked Defiance, Celestial Mandate, and repeated Falcon's Pursuit triggers steadily build Heaven's Will until you've accumulated enough to unleash Vile Condemned, while Soaring High Inner Way upgrades the finisher into the even stronger Vile Condemned: End once you've reached three/four bars of Heaven's Will.

Rather than treating the Rope Dart and Gauntlets as two separate weapons, the Bamboocut - Kite path encourages you to use them as a single interconnected toolkit-one creating opportunities, the other exploiting them for devastating burst damage, resulting in a satisfying loop that constantly alternates between setup and payoff.

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