
As you explore the ancient world of Where Winds Meet, you’ll have a lot on your plate. If you’re interested in learning new fighting styles and getting unique outfits, joining a Sect might be for you – but be warned, it requires following a specific way of life.
So, in Where Winds Meet, there are a bunch of different Sects you can join, and even more coming later! I’ve been checking out how the Sect system works, and I wanted to share a guide on how to actually join one, and give you my thoughts on which Sect might be the best fit for how you like to play the game.
What Are Sects?

In Where Winds Meet, Sects function similarly to character classes in other games, but you choose them after you’ve already created your character and decided on their main fighting style and special abilities. Once you join a Sect, you’ll unlock new possibilities and features, such as:
- Use new combat styles, with each Sect offering a few unique new ones exclusive to its members.
- Access the Sect Shop and purchase a variety of items only available to members of the named Sect. The selection in each one improves as your reputation within the Sect does, so check back with the Leader periodically.
- Gain standing within the Sect to earn new cosmetics for your character.
To join a Sect, you’ll need to follow their specific principles and earn the approval of their leader. Once you’re a member, each Sect has its own set of rules you must follow to stay in good standing. These rules might temporarily prevent you from starting certain quests, but you can always try those quests again if you switch to a different Sect.
If you don’t follow your group’s rules, you could be expelled, especially if your actions consistently go against their beliefs. Pay attention to how you behave! These rules will connect to the new skills you gain – for example, a healing-focused group will likely have rules centered around healing – and will give your gameplay more depth as you complete quests.
You also have the option to play as an Independent in the game, meaning you can follow your own path and make your own decisions. However, this comes at the cost of the advantages offered by joining one of the established Sects.
How To Join A Sect
You can view available Sects from the Sect screen in the main menu. Instead of directly joining one, you’ll find an Entry Clue for each Sect. These clues are discovered through exploration as you play the game.
This menu gathers all the clues you’ve discovered, pointing you towards the leader of the Sect you’re interested in. To join a Sect in Where Winds Meet, you need to find its leader and accept a quest from them. This quest is like an initiation – you’ll have to complete it before becoming a member. Keep in mind that multiple clues might lead to the same Sect, and your actions with one Sect could affect how others view you.
In Where Winds Meet, you can only belong to one Sect at a time. If you want to switch, you’ll first have to complete a Severance Trial. Rejoining a previous Sect isn’t guaranteed and might require their permission.
All Sects In Where Winds Meet
The table below details each Sect in Where Winds Meet. For each Sect, you’ll find a description of their lifestyle, the skills you’ll learn as a member, and the rules you need to follow. Keep in mind that you won’t be able to join every Sect immediately, so information on joining some is limited.
Sections marked with an asterisk (*) are currently in the game, but details are limited. We’ve included what information is available based on early findings.
Every Sect In Where Winds Meet
| Sect Name | Rules | Martial Arts and/or Weapons |
|---|---|---|
| Hollow Veil |
No Living Puppets: Life and death have boundaries; playing with dream puppets is forbidden. Though Heartless Vale Disciples bear poisoned bodies, their hearts are kind. Transforming the living into dream puppets is an ironclad sect rule. Those who experiment on themselves are exempt. Balance of Life and Death: Where there is life, there must be death; where there is death, there must be life. Heartless Vale’s dual sources of healing and poison must remain balanced. For every life healed, poison must be used once. Failure invites self-inflicted suffering. |
Soulshade Umbrella Skill: Floating Grace Charged Skill: Pale Petal Special Skill: Echoes of a Thousand Plants |
| * The Inkbound Order | Writing and Scholarship: Sages’ words become the law for all under heaven. | TBD |
| * Lone Cloud |
The Riddle of Love: Love’s riddle is life’s hardest. Solve it only once. Streetwise Strategist: Experience get-rich-quick schemes in streets or lose precept value for -10. |
Strategic Sword Skill: Inner Track Slash Charged Skill: Second Track Slash Special Skill: Third Track Recoil |
| * The Masked Troupe | TBD | TBD |
| Midnight Blades |
Midnight Judgment: In Midnight Judgment, defeat Sufferers to steal their identities/karma and ascend the Asura Path. Kill to Seize Karma: Defeat wanderers to gain Karma Points; being defeated deducts Karma Points. Meditative Samadhi: In the Open World combat, hesitate not, spare no lives. |
Infernal Twinblades Light Attack: Heaven’s Wraith Skill: Addled Mind Special Skill: Calamity’s Greed Enhanced Skill: Flamelash |
| Mohist Hill | Universal Love: Love universally, benefit mutually; those who benefit other will in turn be benefited. Self-benefit and benefiting others – this is the way of goodness. | TBD |
| Nine Mortal Ways |
A Thousand Faces: Participate in Disguise, blending into the Nine Mortal Ways to experience diverse lives. Deceiving Heaven: Failed tricks of jail time deduct Virtue by -10. |
Mortal Rope Dart Skill: Bladebound Threat Special Skill: Rodent Rampage Charging Stance: Rodent Resilience |
| * Raging Tides | Spear Still Sharp: A sword unpolished loses its edge; a spear untested loses its lethality. Raging Tides disciples must hone their spears daily through battle, never slacking. |
Heavenquaker Spear Skill: Sober Sorrow Charged Skill: Drifting Thrust Special Skill: Sweep-All Stormbreaker Spear |
| Silver Needle |
Shared Healing: Participation in multiplayer healing and succeeding grants precept value +10. Healing Bodies and Minds: Weekly requirement: Earn at least 15 likes; otherwise, precept value -10. |
Inkwell Fan Airborn: Moonlit Spring Skill: Jadewind Shield Charged Skill: Glow and Glow Panacea Fan |
| * Velvet Shade |
Vermilion Lips: The world is full of sorrow and suffering. Visit the Windtail Lounge to soothe hearts. Drunk on Flowers: How can one only steal a single heart when drunk on a thousand flowers? |
TBD |
| Well of Heaven |
Unrestrained Spirit: Sect may deduct 1,000 Precept Value Points. Generous and Righteous: Weekly earnings should not be excessive, otherwise precept value suffers -100. Brotherhood: Disciples of the same sect must not harm one another. |
Thundercry Blade Charged Skill: Galecloud Cleave Special Skill: Sunrush Gale Martial Art Skill: Predator’s Shield |
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2025-11-21 00:39