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[Supplies Unlocked] 100 Treatises, 13 Elite Units. Receive Your War Capital.

Lords and Knights,
In the coming storm of war, courage alone is insufficient for survival. You require steel that shears through bone, and legions capable of seizing victory.
The War Council hears your concerns. Whether you are a newly anointed Knight stepping into the North, or a veteran returning after a long absence, your hands are empty.
Therefore, to win this war, we have decided to break the rules.
This is the highest level of "Combat Readiness Support" we can deliver. This is the war capital you deserve.

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I. To New Knights: The "Entry Privilege" to Break the Rules
If you have never raised a war banner, fear not the late start. We have prepared a "Game-Breaking" plan to bridge the gap of time.
1. [Full Mobilization] Command an Army from Day One
- Combat Allocation: The War Council has signed orders to deploy 13 ace units directly to your barracks. This includes a full tactical suite: heavy infantry advance, cavalry charges, and ranged suppression.
- Council Pledge: Until you reach Level 200, these 13 Units are yours to command at will. Upon reaching Level 200, you may permanently recruit your 3 most trusted ace units (including the legendary Spartan Chosen, Siphonarioi, and Winged Hussars) as your private guard.
2. [Tactical Restructuring] The Infinite "Undo" Button (Pre-Lvl 200)
- Combat Allocation: Before Level 200, all resets for Unit XP, Mastery, sealed Honour, Skill Points, and Doctrines removal are unlimited and free.
- Council Pledge: Be bold. Whether testing niche units or surprise tactics, if the battle turns sour, you can "withdraw orders" and redeploy at any time. The War Council bears all tactical costs.
3. [Saturated Support] Armed to the Teeth
- Combat Allocation: Complete the new Hero's Journey training, and the War Council will allocate a shipment of strategic supplies:
- 1,500 Unit Medals
- 100 Treatises
- 100,000 Honour and 22,000 Skill Points
- And massive amounts of other resources.

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II. To Returning Veterans: Awaken the Dormant Legions
You once left this battlefield, but your name remains on the rolls. If you have not yet started the Hero's Journey training previously, now is the time to regain command.
1. [Identity Re-verification] Forgotten Arsenals
- Council Judgment: As long as you have not undertaken the old Hero's Journey quests, the War Council will categorize you as a "New Knight."
- Entry Privilege: You retain your account's legacy while being eligible to claim the full 1,500 Unit Medals, 100 Treatises, and other massive resources mentioned above.
2. [Glory Award] Exclusive Supplies for the Watchers
- Combat Allocation: If you have already started the Hero's Journey, log in to receive an exclusive Roses thank-you gift.
- Council Pledge: We value the dedication of every guardian. On the first day of Roses, we ensure you stay ahead of the march.

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III. To New Knights & Senior Warlords: The Knight&Squire System & Tactical Heritage
Steel can be issued, but experience cannot be rushed. To help you break through the blockade of winter, the War Council officially launches the [Knight&Squire] system. This is not mere training; it is a glorious covenant of inheritance.
If you are a Squire (New Knight): Do not walk into winter alone
- [Seek a Guide]: The Northern snows are cold; do not charge alone. Find a trusted Knight, and forge a bond of life and death.
- [Inherit the Ace]: Take command of your Knight's powerful units, honed by years of war. Carry their glory and trust to win your own victories.
- [Graduation Honors]: When you can stand on your own, the Council will grant you a Season 5-Star Unit Selection Box. This is a reward for growth and a testament to your bond.
If you are a Knight (Senior Warlord): Carve your name here
- [Extension of Will]: Find a successor who can execute your tactical will. Pour your perfect units and decisive experience into them. Watch this new force replicate your legend on the battlefield.
- [Tribute of the North]: Your experience is priceless. For teaching tactics, the Council opens the exclusive [Teaching Contribution Supply Box] to you.
- [Unseal the Legend]: Open the box for a chance to unseal strategic materials money cannot buy—Legendary Divine Crow and Epic Hero Schematic.

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Lords and knights,
Do not let your swords rust in their scabbards.
Go and reclaim your glory.
Whether you are a new Knight or a senior Lord, the War Council awaits you at the front.
—— The War Council (Drafted on the eve of the Roses War)

[Roses] Season Now Live - Bastard Sword joins the fray

I. New Weapon - Bastard Sword
Core Mechanics:
- Leverage the [Spirit] effect granted after using [Cross Execution] to improve survivability when engaged against large numbers of enemy Units.
- Any skill can chain into [Roll/Dash]. Use the mobility of [Roll/Dash] to link into [Hew III] or [Riposte I], ultimately branching into the high-damage, special [Hew IV] or [Riposte II].

Weapon Traits:
- Compatible with all armour types.
- Offers selectable [Basic Nodes] and [Core Nodes]
- [Basic Nodes] can enhance [Hew], [Riposte], [Leaping Hew], [Moulinet Advance], [Driving Thrust], and [Cross Execution] once.
- [Core Nodes] can enhance any 3 of the 6: [Hew], [Riposte], [Leaping Hew], [Moulinet Advance], [Driving Thrust], [Cross Execution].
- Choose nodes and core mechanics that suit your armour profile and playstyle to craft a build that’s truly your own.
- The Bastard Sword features multiple engagement stances. Deploy the appropriate stance skills for each situation to achieve superior results with less effort.

Skills:
- Hew (Basic Attack): [Left-click]
- Base Effects:
- A four-hit basic string
- After [Hew I], [Hew II], or [Hew III], press [Right-click] to chain into [Riposte I], then press [Left-click] to chain back into [Hew III].
- After [Hew IV] ends, you can chain one [Riposte II].
1. Optional Nodes
1. Surging Thrust: When [Hew IV] hits an enemy, restore 2400 Health.
2. Cheaseless Strikes: While under [Spirit], each hit of [Hew] reduces ultimate skill cooldown by 0.2 seconds.
3. Rapid Succession: While under [Spirit], Units hit are [Concussed] for 0.6 seconds.
2. Core Options
1. Sword Dance: Within 1.5 seconds after using [Hew], Stamina consumption is reduced by 25%; if your total base Defence is below 2100, [Hew] is immune to standard Dazed effects.
2. Blade Blast: [Hew] releases 1 wave of swordwave.

- Riposte (Guard & Heavy Attack): [Right-click]
- Base Effects:
- Assumes a basic Guard stance. Upon releasing the button, you counterattack based on how long you maintained the guard.
- Within 0.5s: Riposte I — one-hit attack.
- Beyond 0.5s: Riposte II — two-hit attack.
1. Optional Nodes
1. Predator's Burst: Successfully Block while guarding with [Riposte] to increase your damage dealt by 30% for 3 seconds.
2. Swift Razor-Wind: Each swing of [Riposte] releases 1 wave of Razor-Wind.
3. Mountain Breaker: The Block Value damage dealt by [Riposte] is doubled.
2. Core Options
1. Myriad to Silence: [Leaping Hew], [Moulinet Advance], and [Driving Thrust] only deal 10% damage, but [Riposte] damage is increased by 60%.
2. Braced Counter: While raising your sword to Block with [Riposte], gain Immunity for 1 second.

- Leaping Hew [Q]
- Base Effects:
- Cooldown: 8 seconds
- First stage: leap toward the target and cleave.
- Second stage: perform two spinning slashes.
1. Optional Nodes
1. Chain Heavy: When [Leaping Hew] hits, reduces the target’s Slashing Defence by 30% for 5 seconds.
2. Soul-Rending Strike: After [Leaping Hew II], you can chain one [Riposte II].
3. Predator's Strike: When [Leaping Hew] hits, the target deals 25% less damage to you.
2. Core Options
1. Impregnable Wall: On casting [Leaping Hew], gain a shield equal to 200% of your total base Defence (up to 4,000) for 7 seconds.
2. Crimson Rot: For every 4 hits of [Leaping Hew] an enemy takes, they suffer bleed damage equal to 20% of their current Health; can trigger at most once every 5 seconds.
- Leaping Hew (Mounted) [Q]
- Base Effects:
- Cooldown: 16 seconds
- First stage: leap from your mount toward the target and cleave.
- Second stage: perform two spinning slashes.

- Moulinet Advance [E]
- Base Effects:
- Cooldown: 16 seconds
- Performs successive upward cross-guards to parry incoming attacks, then counterattacks using the opening.
- Control Cleanse:
- Upon activation, removes Dazed, knockdown, and Concussed effects from yourself.
1. Optional Nodes
1. Survivor's Ward: When [Moulinet Advance] hits and your Health is below 10%, restore 3,000 Health.
2. Perpetual Vigor: After casting [Moulinet Advance], regenerate 1% of max Health per second for 6 seconds; if your total base Defence is lower than 2,100, the healing is doubled.
3. Rising Edge: During [Moulinet Advance], each successful Block increases your damage by 5% for 5 seconds, stacking up to 3 times.
2. Core Options
1. Bulwark Stance: After using [Moulinet Advance], damage taken is reduced by 24% for 8 seconds.
2. Phantom Feint: After using [Moulinet Advance], gain 14 seconds of [Phantom Dance]: [Dash] grants 0.5 seconds of invulnerability; if total base Defence is below 1,800, Stamina consumption is reduced by 35%.

- Driving Thrust [R]
- Base Effects:
- Cooldown: 13 seconds
- Hold:
- While holding, rush forward in a half-sword stance.
- On release, thrust the target, then follow up with a reverse-grip strike using the counterweight ball.
- Tap:
- Place your off-hand on the blade to thrust, then reverse-grip the sword and strike with the counterweight ball.
1. Optional Nodes
1. Sanguine Might: On casting [Driving Thrust], consume 15% of your maximum Health and [Knockdown] the target.
2. Arcing Smite: If the forward surge of [Driving Thrust] exceeds 0.8 seconds, [Knock-up] the target.
3. Fatal Brand: [Driving Thrust] causes the target to take 15% increased damage from all sources for 6 seconds.
2. Core Options
1. Predator's Cull: [Driving Thrust] can execute Units struck by a charge impact (below 20% Health).
2. Siege Breaker: The counterweight ball strike of [Driving Thrust] always breaks the target guard.

- Cross Execution [T]
- Base Effects
- Cooldown: 46 seconds
- Begins in the Ox guard, blade pointed forward, then performs three consecutive slashes.
- Enemy Effect:
- Knock up targets on hit.
- Buffs: Upon casting, gain [Spirit]
- [Blooded Vigor]: Immediately restore 20% of missing Health; on kill, grant yourself 2%/s regeneration for 15 seconds.
- [King's Presence]: Enemies within 10 meters deal 30% less damage for 15 seconds.
1. Optional Nodes
1. Hallowed Pursuit: [Cross Execution] Block Value damage +20%; if total base Defence is below 2100, gain Super Armor during [Cross Execution].
2. Whirling Recovery: [Cross Execution] cooldown reduced by 6 seconds; if total base Defence exceeds 2100, additionally restore 10% of missing Health on cast.
3. Fluid Shadow: [Cross Execution] skill damage +8%; if total base Defence is below 1800, using [Dash] increases your damage dealt by 20% for 3 seconds, stacking up to 2 times.
2. Core Options
1. Eclipse Twin-Slash: [Cross Execution] grants 16 seconds of [Hollow Veil]: deal increased damage to targets whose base Defence exceeds yours, +6% per 100 points.
2. Bloodburning Edge: [Cross Execution] consumes 20% of maximum Health; for the portion of your base maximum Health exceeding 30,000, every 200 points increases damage dealt during [Spirit] by 0.5%, up to 20%.
- Cross Execution (Mounted) [T]
- Base Effects
- Cooldown: 46 seconds
- Begins in a mounted guard and culminates in a final cleaving strike toward the target.
- Enemy Effect:
- Knock up targets on hit.
- Buffs: Upon casting, gain [Spirit]
- [Blooded Vigor]: Immediately restore 20% of missing Health.
- [King's Presence]: Enemies within 10 meters deal 30% less damage for 15 seconds.

II. New Sets
Five new rare-quality schematic sets have been added!
Each set features unique set effects and fresh build possibilities.
Set pieces include Weapon, Helm, Armour, Boots, and Bracers (5 slots).
Set effects are as follows:





Among these, the crafted Weapon can be attuned to the Warbreaker, Windrider, Earthshatter, Flameshackle, and Stoneguard set effects. A single Weapon can thus serve multiple sets—new build paths await you.

III. Seasonal Units
New Unit — 4-Star: Lancastrian Billmen




Backstory:
- In Europe, the bill originated as a pruning tool for trimming branches. Owing to its ease of use, it evolved into a versatile polearm capable of chopping, hooking, and thrusting. England had already adopted bills as weapons by the time of the Wars of the Roses; in addition to domestic production, large quantities were imported from the Italian Peninsula to equip infantry.
- The Lancastrians’ elite billmen wore high-quality armour and, compared with spearmen, enjoyed superior protection. When formed up, almost no charge could break through the thicket of steel hooks and blades. Unlike pikes, which depend heavily on tight formations, bills offer greater flexibility and adapt well to complex battlefield conditions. At the Battle of Flodden Field in the Tudor era, English billmen leveraged these advantages to defeat Scottish pikemen and decide the course of the war.
Unit Traits:
- While in [Brace], their bladed armour causes melee attackers to Bleed.
- Dealing damage to Bleeding enemies restores their Health.
- Shorter bills allow soldiers to turn more nimbly.
Skill Design:
- Skill 1 Rooted:
- Immediately crouch into [Brace], during which turning is disabled; deals massive damage to fast-moving enemies.
- Use again for the front rank to switch to [Bramble], restoring free turning but reducing the bonus damage against fast-moving enemies.
- Skill 2 Thorns:
- Trigger different effects based on stance:
- Standing: The next attack is empowered.
- Brace: While the status is active, the maximum number of targets your attacks can hit is increased by 1.
- Bramble: While the status is active, healing unit receive after dealing damage to Bleeding enemies is increased by 100%.
New Unit — 4-Star: Yorkist Household Knights




Backstory:
- English knights were renowned for their prowess fighting on foot; during the Hundred Years’ War, the Plantagenets repeatedly routed the French with a combination of dismounted knights and longbowmen. In the ensuing Wars of the Roses, dismounted knights likewise became frequent fixtures of brutal clashes, serving as core shock troops for both sides.
- Around the Yorkist king stood a cadre of loyal, battle-hardened hereditary household guards. Splendidly equipped and rigorously trained, they could shatter lines with mounted charges or cut down foes after dismounting. They often led assaults at the king’s side, using sudden strikes to turn the tide. When mounts fell and the king was encircled, they formed the final bulwark with their own flesh and blood. Even as chivalry waned during the Wars of the Roses, these household knights remained unwavering in their loyalty, fighting to the last.
Unit Traits:
- Mount and dismount flexibly to adapt to terrain and battlefield conditions.
- Greater mobility and combat power while mounted; dismounting delivers strong impact and burst; once dismounted, attacks become more defensive.
Skill Design:
- Mounted
- Skill 1 Grand Descent: Upon activation, all knights dismount, ignore Block to Knock down enemies, and deal heavy damage.
- Skill 2 Iron Trample: Charge rapidly to the designated location, then immediately charge again toward the Hero’s position.
- Skill 3: Knight's Resolve: Enter a guarding stance, ready to meet would-be attackers at any time.
- On Foot
- Skill 1 Call to Saddle: Loyal guards of the House of York remount.
- Skill 2 Bond of Blood: Guard the Hero and opportunistically strike nearby enemies; a portion of damage taken by the Hero is evenly transferred to the knights.

New Unit — 5-Star: Royal Longbowmen



Backstory:
- Though firearms and artillery were spreading by the end of the Wars of the Roses, the new dynasty’s rulers still trusted in the longbow’s battlefield value. Master archers were selected from across the realm, outfitted with the finest bows, arrows, and Armour, and mustered as the Royal Longbowmen to campaign far and wide.
- These elite archers combined exceptional range with specialized shot types and arrows for varying distances. Their most lauded skill was lofted, high-arc fire: by loosing at very steep angles, arrows could clear battlefield obstacles and heavily armoured frontline Units to strike vulnerable targets in the backline. This tactic often produced remarkable results; in Anglo-Scottish wars of the Tudor period, it is said that even the Scottish king fell to a longbow arrow fired on a lofty trajectory.
Unit Traits:
- The most seasoned longbowmen, battle-hardened and well-equipped, able to select different arrow types based on target distance to apply varying effects.
- Lofted shots can be fired at a higher angle to arc over obstacles and strike enemies in designated target areas.
Skill Design:
- Skill 1 King’s Mandate: Order the Unit to attack enemies in the designated area.
- Skill 2 Skyfall Volley: Lob multiple waves of arrow fire into the designated area at target enemies.
IV. New Unit Tree Page — Heart of the Mediterranean
At the center of the deep-blue Mediterranean lies a land where sea and continent entwine like a beating heart—this is the "Heart of the Mediterranean."
The new "Heart of the Mediterranean" Unit Tree is now live.
Use Honour to unlock Units from the Mediterranean series, including:
Soldiers of Fortune — all Units except Pavise Crossbowmen
Blood of the Empire — all Units
Legacy of Fire — all Units
Progress in the original Season Challenges is retained; Units can still be unlocked via Season Challenges, and any Units already unlocked will activate their corresponding Unit Tree nodes.
Additionally, the above 3-star and 4-star Units can use Honour to unlock new subsequent nodes. The previous post-nodes for Men-at-Arms and Spear Sergeants no longer apply to Symmachean Paladins and Symmachean Stalwarts.
V. Battle Pass
During the "Roses: Ash and Bloom" season, purchasing the Battle Pass unlocks additional rewards.
Pass Level Rewards:
- Level 1: Hero Attire — Rival Crowns
- Level 50: Unit Attire — Plumed Guard
- Level 70: Mount Attire — Dragoncrest
- Level 100: Hero Attire — Gilded Dawn
VI. Season Vault
- During the "Roses: Ash and Bloom" season, the "Sparta" season Attire will return to the Season Vault. Throughout this season, players can redeem it with Blades at 20% off (80% of the original price).
- Crimson Warriors Tunic · Sealed: redemption price adjusted from 2,500 to 2,000深红执锐
- Warrior Kings’ Panoply · Sealed: redemption price adjusted from 5,000 to 4,000
- 300 Strong · Sealed: redemption price adjusted from 2,500 to 2,000
- The following Attire will have their Blades redemption prices restored to original pricing:
- Aurora’s Glory · Sealed: redemption price adjusted from 2,000 to 2,500
- Northern Lion · Sealed: redemption price adjusted from 4,000 to 5,000
- Vasa Royal Guards · Sealed: redemption price adjusted from 2,000 to 2,500
- The following Attire will be removed from the Season Vault:
- Hellenic Court Robes · Sealed (Hero Attire)
- Vergina Sun · Sealed (Hero Attire)
- Twelfth Trial · Sealed (Unit Attire)
- "Alexander" season returning Weapon Attire
- New redeemable item: Rare Refined Weapon Schematic, costing 100 Blades each; up to 4 per season.
- New redeemable item: Rare Refined Armour Schematic, costing 100 Blades each; up to 8 per season.

VII. World
Explanation of World Focus Regions
Servers with three unlocked Regions:
On the following servers, the available Regions are Borderlands, Liangyun, and Ungverija. The Focus Region is Liangyun, meaning the Hegemon Title is determined by the ownership of Daicheng.
(APAC)
- Lotus Ash Sea、Dragonrise Island、Jaderock Creek。
(EU/AMS)
- Crystal Sea、Elysium Peak。

Servers with a single unlocked Region:
On the following servers, the available Region is Ungverija, meaning the Hegemon Title is determined by the ownership of Turul Város.
(APAC)
- Khan’s Edge、Aetherium Gate、Eternal Capital、Sacrum Imperium、Crimson Rose。
(EU/AMS)
- Pantheon Warhall、Immortal Legion、Ferrea Corona、Albion Dawn。

VIII. Campaigns
Phase 1: Rising of Hero
Duration: 12.18(After maintance) - 12.29 12:00(UTC+8)
Available Unit: 3-star and below
Equipment Set Attributes: Disabled
Equipment Forge Bonus Attributes: Disabled
Auxiliary Unit Pool: 3-star and below
Auxiliary Unit Points: 6
Territory War Related Content:
(APAC)
Warlords on the Lotus Ash Sea, Dragonrise Island, and Jaderock Creek servers may enter the Borderlands and Ungverija to wage war.
Warlords on the Khan’s Edge, Aetherium Gate, Eternal Capital, Sacrum Imperium, and Crimson Rose servers may enter Ungverija to wage war.
(EU/AMS)
- Warlords on the Crystal Sea and Elysium Peak servers may enter the Borderlands and Ungverija to wage war.
- Warlords on the Pantheon Warhall, Immortal Legion, Ferrea Corona, and Albion Dawn servers may enter Ungverija to wage war.

Phase 2: Eve of Turmoil
Duration: 12.29 12:00 - 01.12 12:00(UTC+8)
Available Unit: 4-star and below
Equipment Set Attributes: Enabled
Equipment Forge Bonus Attributes: Disabled
Auxiliary Unit Pool: 4-star and below
Auxiliary Unit Points: 6
(APAC)
- Warlords on the Lotus Ash Sea, Dragonrise Island, and Jaderock Creek servers may enter the Borderlands, Liangyun, and Ungverija to wage war.
(EU/AMS)
- Warlords on the Crystal Sea and Elysium Peak servers may enter the Borderlands, Liangyun, and Ungverija to wage war.

Phase 3: All is Chaos
Duration: 01.12 12:00 - 02.02 12:00(UTC+8)
Available Unit: 5-star and below
Equipment Set Attributes: Enabled
Equipment Forge Bonus Attributes: Enabled
Auxiliary Unit Pool: 5-star and below
Auxiliary Unit Points: 6

Phase 4: Usurp the Thrones
Duration: 02.02 12:00 - 02.16 12:00(UTC+8)
Available Unit: 5-star and below
Equipment Set Attributes: Enabled
Equipment Forge Bonus Attributes: Enabled
Auxiliary Unit Pool: 5-star and below
Auxiliary Unit Points: 6
Territory War Related Content:
(APAC)
Warlords on the Lotus Ash Sea, Dragonrise Island, and Jaderock Creek servers may contest Conqueror’s City and Turul Város.
Warlords on the Khan’s Edge, Aetherium Gate, Eternal Capital, Sacrum Imperium, and Crimson Rose servers may contest Turul Város.
(EU/AMS)
Warlords on the Pantheon Warhall, Immortal Legion, Ferrea Corona, and Albion Dawn servers may contest Turul Város.

Phase 5: King of Kings
Duration: 02.16 12:00 - 03.02 12:00(UTC+8)
Available Unit: 5-star and below
Equipment Set Attributes: Enabled
Equipment Forge Bonus Attributes: Enabled
Auxiliary Unit Pool: 5-star and below
Auxiliary Unit Points: 6
Territory War Related Content:
(APAC)
- Warlords on the Lotus Ash Sea, Dragonrise Island, and Jaderock Creek servers may contest Conqueror’s City, Daicheng, and Turul Város.
(EU/AMS)
- Warlords on the Crystal Sea and Elysium Peak servers may contest Conqueror’s City, Daicheng, and Turul Város.

IX. Season Challenges
Lancastrian Billmen (Complete 8 out of 10 tasks per stage)
Challenge Unlock Date: December 19, 2025 (After Maintenance)
First Stage Reward: 3-day Unit trial
Second Stage Reward: Unit Medal ×120
Third Stage Reward: Permanent Unit
Fourth Stage Reward: Unit-exclusive Epic Doctrine [Lancastrian Billmen - Rotroot]: When [Blood Rose] triggers, it also applies a weakening effect that reduces enemy movement speed and damage by 15% for 1 second.
Fifth Stage Reward: Unit Cartoon Avatar
Yorkist Household Knights (Complete 8 out of 10 tasks per stage)
Challenge Unlock Date: December 29, 2025, 12:00 (UTC+8)
First Stage Reward: 3-day Unit trial
Second Stage Reward: Unit Medal ×120
Third Stage Reward: Permanent Unit
Fourth Stage Reward: Unit-exclusive Epic Doctrine [Yorkist Household Knights - Oathbound]: During [Bond of Blood], damage taken is reduced by 15%.
Fifth Stage Reward: Unit Cartoon Avatar
Royal Longbowmen (Complete 10 out of 12 tasks per stage)
Challenge Unlock Date: January 12, 2026, 12:00 (UTC+8)
First Stage Reward: 3-day Unit trial
Second Stage Reward: Unit-exclusive Rare Doctrine [Royal Longbowmen - Marching Quiver]: Increases Ammo by 30% and movement speed by 5%.
Third Stage Reward: Unit Medal ×120
Fourth Stage Reward: Permanent Unit
Fifth Stage Reward: Doctrine Spirit (Season-limited) + Unit Medal ×200
Sixth Stage Reward: Unit-exclusive Epic Doctrine [Royal Longbowmen - Power Volley]: Increases [Skyfall Volley] damage and maximum range by 15%.
Seventh Stage Reward: Unit Cartoon Avatar


X. Season Runes
Armor Runes
- Helm:
- [Stronghold Bulwark]: Reduce Unit damage taken by 20%; while on a capture point, damage taken is reduced by 8%; costs 3 Rune Power.
- [Bloodforged Edge]: Reduce Unit damage taken by 20%; while on a capture point, damage dealt is increased by 8%; costs 3 Rune Power.
- [Vital Essence]: Restores 2% maximum health per second while at a supply point; costs 2 Rune Power.
- Armour:
- [Battle-Hardened]: After using [Bandage], become immune to Poison and Bleed for 10 seconds; costs 3 Rune Power.
- [Sacred Light]: Reduces [Bandage]'s duration by 40%, while keeping the total heal amount unchanged; costs 2 Rune Power.
- [Blood for Blood]: For [Polearm] units, 30% of healing from Lifesteal is converted into damage to the target; units only; costs 2 Rune Power.
- [Mountainbreaker]: [Melee Infantry - Special] units' Blunt Damage increases by 20%; units only; costs 3 rune power.
- Bracers:
- [Iron Cavalry]: Lance Cavalry gain [Immunity] while Charging, and exit [Immunity] after they take 1 hit or after 10s; costs 3 Rune Power.
- [Full Quiver]: [Javelin], [Bow], [Musket], and [Crossbow] units restore 2 Ammo for each enemy unit killed; costs 3 Rune Power.
- [Fertile Blessing]: Increases maximum health by 3%; upon death, nearby allies restore 10% of their maximum health; costs 2 Rune Power.
- [Stone Shell]: Increases hero maximum health by 2500; when health is below 30%, reduces damage taken from units by 20%; costs 2 Rune Power.
- Boots:
- [Gale Stride]: Reduces the [Chargers] amplification interval from 1.5 seconds to 0.5 seconds; costs 3 Rune Power.
- [Breath of the Warbanner]: While on a capture point, Stamina recovery speed is increased by 35%; costs 3 Rune Power.
- [Amber Veil]: While using [Bandage], the slowdown effect is lowered from 50% to 30%; costs 2 Rune Power.
- [Ghost Wind]: Increases speed by 4%; upon death, nearby allies gain a 8% speed boost for 10 seconds; costs 2 Rune Power.
Weapon Runes
- Poleaxe:
- [Minotaur's Axe]: [Sideways Sweep] can now be used fourth time; costs 3 Rune Power.
- [Shattering Axe]: For each enemy hit by [Weapon Dance], the [Ultimate]'s cooldown is reduced by 0.5s; costs 3 Rune Power.
- [Hercules' Final Battle]: Reduces damage taken by 10% when using ultimate skill; costs 2 Rune Power.
- Glaive:
- [Demigod Authority]: Grants immunity to all control effects except [Winded] when using [Hail of Blades] and [Flying Reaper]; costs 3 Rune Power.
- [Yin Fire II]: [Wild Frenzy] no longer affects allies; its effect is increased by 20% and, regardless of distance, applies to yourself and your own Unit; costs 3 Rune Power.
- [Yang Fire XIV]: Damage taken from Ambush or Headshot is reduced by 15%; costs 2 Rune Power.
- Maul:
- [Tortoise's Boon]: The stamina cost of all skills of [Maul] is reduced by 30%; costs 3 Rune Power.
- [Titanic Shockwave]: Increases [Earthsplitter] impact area by 25%; costs 3 Rune Power.
- [Yang Water XVI]: Stamina recovery speed is increased by 25%; costs 2 Rune Power.
- Longsword & Shield:
- [Jason's Golden Fleece]: After using ultimate, restores 0.5% maximum health per second for 10 seconds; costs 3 Rune Power.
- [Hippocrates' Oath]: [Mercy of Heaven] increases nearby allies' defense by 10% for 5 seconds; costs 3 Rune Power.
- [Perfect Provisions]: When health is above 70%, increases all damage dealt by 100 points; costs 2 Rune Power.
- Sword & Shield:
- [Spartan Resolve]: Grants immunity to all control effects except [Winded] when using [Centurion's Battle Drill] and [Thunderstruck]; costs 3 Rune Power.
- [Realm Bulwark]: When using [Ironsides], your unit’s Defense increases by 30%; costs 3 Rune Power.
- [Discus Thrower]: [Throw Shield]'s slowdown effect reduced to 20%, with cooldown reduced to 3 seconds, and range increased by 20%; costs 2 Rune Power.
- Spear:
- [Serpent's Malice]: Each stack of [Hard-Hitting] additionally increases all types of damage by 2%; costs 3 Rune Power.
- [Great Horsemanship]: Reduces stamina consumption by 20% when using [Mounted Right Click]; costs 3 Rune Power.
- [Unified Charge]: Increases damage of mounted attacks by 5%; costs 2 Rune Power.
- Pike:
- [Dionysus's Ecstasy]: [Water Dragon], [Sky Dragon], [Green Dragon], and [Cold Dragon] skills apply [Strong as a Storm] when hitting enemies. [Strong as a Storm] increases piercing armour penetration by 15% per stack; costs 3 Rune Power.
- [Treads the Sea]: When using [Green Dragon], gain the damage and knock‑up of a 1‑second charge without charging; costs 3 Rune Power.
- [Shadow Pursuit]: Each time using the third strike of [Wandering Dragon], [Water Dragon], or [Sky Dragon], the cooldown of the [Ultimate] is reduced by 2s; costs 2 Rune Power.
- Nodachi:
- [Heroic Strike]: [Ichi-no-Tachi] no longer requires charging to achieve the damage and knockback effect of a 2-second charge, also refreshing all cooldowns except ultimate. Hitting enemies with skills grants [Heroic Blessing], increasing damage by 2% and life drain by 1.5% per stack (up to 15 stacks, lasting 6 seconds). When the effect ends, 3 stacks are removed; costs 3 Rune Power.
- [Ares' Sacrifice]: During [Bloodbath], increases critical value by 120% +1000; costs 3 Rune Power.
- [Macedonian Costume]: During [Bloodbath], reduces damage taken by 15%, but the reduced damage is steadily dealt to you over the next 10 seconds; costs 2 Rune Power.
- Musket:
- [Thunder in Tandem]: After using [Blackpowder Grenade], you can cast it 1 more time within 10s; triggers only 1 time per cooldown cycle; cooldown increases by 15s; costs 3 Rune Power.
- [Poseidon's Tide]: Changes [Five Rounds Rapid] to fire grape shot; using [Five Rounds Rapid] also increases critical value by 120% +2000 for 10 seconds; costs 3 Rune Power.
- [Yin Metal V]: [Liquid Fire] ignites targets faster; Burning damage is increased by 10%; costs 2 Rune Power.
- Bow:
- [Sun Chaser]: Each enemy hit by [Lightning Bolt] reduces cooldown by 3s; costs 3 Rune Power.
- [Hydra's Fangs]: [Normal Attack] apply [Wound] stack, which explodes at 3 stacks, dealing 3% of current health +300 damage per second for 3 seconds. [Wound] also reduces speed by 5%; costs 3 Rune Power.
- [Valaskjalf]: Damage dealt by [Basic Attack] Accurate strikes is increased by 20%; costs 2 Rune Power.
- Short Bow:
- [Plague Arrow]: markers and explosions can now spread to up to 5 nearby targets. The bleed damage from spreading is reduced by 50% and is not affected by the [Desert Warrior] set bonus; costs 3 Rune Power.
- [Hunt of Hercules]: [Wrath of Artemis] and [Angry Hornets] apply markers to enemies, which can be detonated by [Normal Attack]; costs 3 Rune Power.
- [Animus of Kronos]: Each stack of [Enhanced Attack] now increases pierced damage by 4.5% and speed by 4.5%, but the maximum number of stacks is reduced to 5, and duration is increased by 2 seconds; costs 2 Rune Power.
- Dual Blades:
- [Selene's Warding]: Increases [Quick March]'s damage by 30%; costs 3 Rune Power.
- [Shadowstep]: Entering [Sneak] via [Infiltrator] allows Sprinting and Jumping; costs 3 Rune Power.
- [Troy's Tragedy]: Increases damage to units by 15%; costs 2 Rune Power.
- Chain Dart & Scimitar:
- [Achilles' Sorrow]: Each [Stinging Strike] hit reduces [Scorpion's Snare]'s cooldown by 1 second; costs 3 Rune Power.
- [Yin Metal XVI]: [Scorpion’s Snare] now gain Armour Piercing effect for an additional 1 second; costs 3 Rune Power.
- [Hephaestus' Blade]: Increases damage dealt to enemies with over 600 slashing defence by 10%; costs 2 Rune Power.
- Shield & Spear:
- [Battle-Hardened Resolve]: While [Ares' Cleave] is active, damage dealt by Accurate strikes is increased by 10%; costs 3 Rune Power.
- [Skull‑Taker]: [Heracles' Throw] and [Heracles Mounted Throw] deal 10% more damage on headshots; costs 3 Rune Power.
- [War Steps]: Reduces stamina consumption for [Sidestep] and [Sidestep Attack] by 25%; costs 2 Rune Power.
- Bastard Sword:
- [Unceasing Edge]: [Cross Execution] cooldown reduced by 12 seconds; costs 3 Rune Power.
- [Earthshaker Stance]: When guarding for more than 1 second, your next [Heavy Attack] can knock down enemies; costs 3 Rune Power.
- [Unshackled Heart]: [Driving Thrust] can be cast while controlled, except when Winded; costs 2 Rune Power.
XI. Season Fame
- Sacrum Romanum Season Fame will be reset, and Roses: Ash and Bloom Season Fame will begin.
- [Fame Store] rewards are as follows:




XII. System Optimizations and Adjustments
Major Benefits: Comprehensive Upgrade to Auxiliaries
- To help new Warlords adapt to the intensity of battle more quickly, and to let veteran warlords experience more powerful Units without pressure, we have made great optimizations to the Auxiliaries system:
Refuse Filler, Field Elites
- We are significantly reducing low-tier filler Units in the Auxiliaries pool. From now on, you’ll have a much higher chance to deploy popular battlefield Units directly.
Maxed Combat Readiness, Ready to Deploy
- The preset strength of all Auxiliaries has been comprehensively increased.
- Higher Levels: No more base-level Units—start strong from the first deployment.
- Powerful Doctrines: Official preset Doctrine loadouts—no need to experiment. Experience the Unit’s full potential immediately.
Clearer Information at a Glance
- We’ve improved the Auxiliaries interface to better showcase Unit traits and advantages, helping you quickly pick the right ally for the battlefield.
Newcomer Privileges PLUS: Accelerate Your Growth
- We’ve optimized Newcomer Privileges to support Warlords entering the battlefield for the first time:
- Higher level cap: Privileges now apply up to level 200.
- Comprehensive free resets: During this period, Unit levels, Unit Mastery, and training nodes can all be reset for free.
- Zero-cost Doctrine removal: Remove Doctrines at no cost—mix and match freely to find your best tactics.
- Flexible Unit Tree planning: Seal Unit Tree nodes for free to optimize your resource strategy.
Supply Token Exchange: Weekly Rare Schematics
- The Supply Token Exchange now features premium rewards to forge your legendary equipment:
- Rare Refined Weapon Schematic: Costs 15 Supply Tokens; limit 1 per week.
- Rare Refined Armour Schematic: Costs 15 Supply Tokens; limit 2 per week.
Rank Shop Upgrade: More Reasons to Climb
- New rewards have been added to the Rank Shop to make every victory more valuable:
- Rare Refined Weapon Schematic: Costs 90 Rank Bounty; limit 4 per Season.
- Rare Refined Armour Schematic: Costs 90 Rank Bounty; limit 8 per Season.
- Increased Triumph income: After Territory War, Triumph earned by Legion and The Free Houses from Battle Report Score has been significantly increased:



Imperial Store Restock: Major Reforging Capacity Increase
- Imperial Store rewards have been fully adjusted to meet your demand for top-tier resources:
- Massive Artificer’s Stone expansion: Artificer’s Stone exchange cap increased from 25 to 200.
- New redeemable: Rare Refined Weapon Schematic, costs 30 Triumph each; up to 12 per Season, with a chance to receive a tradable Rare Refined Weapon Schematic upon redemption.
- New redeemable: Rare Refined Armour Schematic, costs 30 Triumph each; up to 24 per Season, with a chance to receive a tradable Rare Refined Armour Schematic upon redemption.
Bandit Raid Streamlined: Double the Efficiency, Same Rewards
- We’ve overhauled Bandit Raid to reduce grind and boost efficiency:
- Attempt limits removed: No longer capped at 5 per week; replaced with a weekly rewards cap.
- Per-match gains increased: Unit EXP, Hero EXP, and Season Fame per match have been greatly boosted. High-performing Warlords can now hit the cap in fewer matches.
- Detailed reward rules:
- Weekly base Hero EXP obtainable (excluding bonuses): 150,000.
- Weekly base Unit EXP obtainable (excluding bonuses): 320,000.
- Season Fame per match increased from 60 to 150; weekly cap: 300.
- Weekly task requirements simplified: Entry thresholds are greatly reduced while keeping total rewards unchanged before and after adjustments.



Newcomer Flow Optimizations:
All-New Hero's Journey — Upgraded Rewards Across the Board
- Permanently available from the new Season, with generous rewards for all. Whether you’re a brand-new Warlord or a seasoned veteran, participate to reap plentiful rewards.
- For new players: Begin Hero's Journey immediately upon account creation. Follow the task guidance to gradually unlock abundant growth resources and milestone grand prizes.
- Veteran benefits:
- Created before the Roses: Ash and Bloom Season update but never started the original system: receive an unlock item upon login to experience the new progression track and claim another round of rich rewards.
- Created before the Roses: Ash and Bloom Season update and already started the original system: no need to repeat. Log in and claim all rewards in one click at the Town Crier. (This Season only)
Massive Unit Grants for Newcomers: Try First, Unlock Later
- To help new Warlords face the battlefield with confidence, we’ve overhauled the new-player Unit grant system:
- Extensive trials: Complete designated tutorial stages to unlock over a dozen powerful Units at once. Cavalry, infantry, and ranged—try them all to find your fit.
- Risk-free testing: Play however you like during the trial period. If you’re not satisfied, reset your progression for free at any time.
- Permanent roster slots: When your [Newcomer Privileges] end, freely choose any 3 of the Units you tried to unlock permanently—truly "my Units, my choice." Other Units will be reset for free, with resources fully refunded.
Newcomer System Unlock Improvements:
- Adjusted the level required to unlock newcomer activities.
- Adjusted the level required to unlock the newcomer shop.
- In exchange events, reward entries will display additional tags, and entries will unlock progressively with character level.

New Knight System:
- The all-new [Knight System] is coming! Veteran players can become Knights, sharing their powerful Units with new players to help them grow quickly while earning exclusive honors for themselves.
- Players who reach level 500, or whose historical peak Rank reaches Arena Hero (1-Star), may choose to become a Knight. Even if neither condition is met, players at level 300 who own three max-level 5-Star Units can still become Knights.
- After becoming a Knight, players may recruit new Conqueror’s Blade players as Squires if they are below level 300 and have a historical peak Rank below Arena Hero (1-Star). Knights can designate any one of their Units as a "Teaching Unit." Squires may use the Teaching Unit in any mode except Territory War and World exploration. Knights can continue to use their designated Teaching Unit as normal.
- When a Knight’s Squire reaches level 500, or first attains Arena Hero (1-Star), the Squire graduates and receives generous rewards including a 5-Star Seasonal Unit Selection Box. The Knight also receives a teaching reward. Graduated Squires who meet the Knight conditions may become Knights themselves and pass on what they’ve learned.
- Each Squire’s graduation grants promotion progress to the Knight. As more Squires graduate, players will advance from Trainee Knight through higher Knight ranks, unlocking exclusive Knight titles.
- More exclusive features and benefits for the Knight System will arrive in future updates—stay tuned!

New "Cease Siege" Vote Feature:
- Siege Battles now include a vote-to-cease feature to alleviate negative experiences caused by defender spawn camping in certain situations.
- After 10 minutes of a Siege Battle, if the attacking side’s remaining troops are below 200 and the defending side’s remaining troops exceed the attackers by at least 300, any attacker may initiate a vote to cease the siege.
- The vote lasts 1 minute. Each attacking Warlord may vote to cease or continue. In 15v15: If at least 11 attackers vote to cease, the attackers are considered to have ceased the siege and the match will end. If at least 5 attackers vote to continue, the attackers are considered to continue the siege and the vote ends; the battle proceeds. Vote thresholds scale with the actual number of Warlords in the match and do not count Warlords who have been kicked. Please refer to in-game rules for exact thresholds.
- If the attackers choose to continue in a cease vote, they must wait 2 minutes before initiating another. Additionally, each player can initiate at most one cease vote per match.
- Matches that end due to the attackers ceasing the siege will still grant EXP and loot as normal, and Warlords can complete various challenge tasks in these matches.
- The current limitations and available modes for the cease vote will be adjusted based on post-launch usage and feedback.

Hero Skill Adjustments
- Shortsword & Shield
- Shield Bash I: Adds an effect when pressed twice and three times.
- Shield Bash II: Adds an effect when pressed three times.
- Kick I/II: Adds an effect when pressed three times.
- Barricade I: Adds an effect when pressed twice.
- Glaive
- Breaker of Shields I: Adds an effect when pressed twice.
- Charge I: Adds an effect when pressed three times.
- Charge II: Adds an effect when pressed three times.
- Warlord's Greeting I/II: Can Concuss hit targets.
- Arc of Steel I: The number of sweeping swings around the Hero is increased from 2 to 3.
- Dual Blades
- Butterfly I: Adds an effect when pressed twice.
- Skylark I/II: Attacks cannot be Blocked.
- Musket
- Targets affected by Deploy Caltrops I suffer 100 Bleed damage per second.
- Short Bow
- Stunning Shot I: Can Concuss hit targets.
- Steel-tipped Arrow I/II: Can pierce up to 2 targets.
- Poleaxe
- Push Back I/II: Can knock down hit targets.
- The Old Billhook I/II: Can knock down hit targets.
- Grim Harvest I: Adds an effect when pressed twice.
- Halberdier's Thrust I: Adds an effect when pressed twice.
- Longsword & Shield
- Mercy of Heaven I: Restores 0.5% of Max Health per second to nearby allies.
- Mercy of Heaven II: Restores 1% of Max Health per second to nearby allies.
- With Valour I/II: Adds an effect when pressed three times.
- Spear
- Hurricane's Edge I: Adds an effect when pressed twice.
- Gungnir's Greeting I: Adds an effect when pressed twice.
- Return of Jangar I: Adds an effect when pressed twice and three times.
- Return of Jangar II: Adds an effect when pressed three times.
Other Adjustments:
- Optimized the in-battle Tab interface display of player-versus-player information.

XIII. Balance Adjustments
Unit Leadership Adjustments



XIV. Bug Fixes
- Fixed an issue where Shield & Spear [Aegis Retribution] could erroneously Concuss targets on the first hit.
- Fixed an issue where, after learning [Force] on [Onna-Musha], the Disarm effect of [Disrupting Strike] would not display an icon.
- Optimized the distance between formation points for [Naginata Monks], [Onna-Musha], and [Orochi Samurai] when forming up, bringing them closer to the Hero.

Roses: Ash and Bloom Season Update

For more details, please refer to the original announcement on the official website.
https://www.conquerorsblade.com/en/news/1651/
https://www.conquerorsblade.com/en/news/1652/

[Roses: Ash and Bloom] Season Events and Maintenance Announcement

Greetings, Warlords!
We will conduct maintenance updates during the following time:
APAC: December 19, 00:00-15:00 (UTC+8). EU/AMS: December 18, 17:00-December 19, 8:00(UTC+1). The maintenance is expected to last for 15 hours. After the maintenance, we will distribute Bronze Coins *35000, Honor *1500, and Unit Medal *75 as compensation. Warlords, please arrange your playtime accordingly.
The update will contain the following:
https://www.conquerorsblade.com/en/news/1650/

[Classified Dossier] Alnwick Castle Defensive Blueprint

To all Lords and Knights,
By order of the War Council, the defensive blueprint of Alnwick Castle is hereby unsealed.
In this clash of Red and White Roses, this is no mere outpost, but the very throat of the realm itself.

The Silence of History: Standing Above the Black Torrent
Alnwick Castle is the silent giant of this long defensive line.
It stands over the River Aln, its grey walls scoured day and night by wind and snow, with the abyss beneath the cliffs gazing coldly upon every visitor. This is the true “Crown of the North”, where every stone is steeped in blood.
- For the Red Rose (Lancaster): this is the last surviving bulwark. Hold here, and you hold your final hope of marching south for vengeance.
- For the White Rose (York): this is the thorn that must be torn out. The host marches north for one purpose only—to crush the last resistance of the old king.
Whoever commands Alnwick Castle will decide the fate of the North.

Tactical Intelligence: Surviving the Iron Labyrinth
Alnwick Castle is itself a vast, deliberate trap.
To see you survive this Siege Battle, the War Council now declassifies four rules of survival:
1. Breaking the Deadlock: Do Not Become a Trapped Beast in the Barbican (Outer Bailey)
The barbican is a grave for the reckless—once you’re drawn inside, the walls close around you and you’re cut down from every side.
- Find the Weak Point: On the flank of the barbican lies an aged, crumbling breached wall. Mass your artillery and blast it open.
- Flank Assault: Once a gap is opened, it’s like a dagger driven into the enemy’s side, thrusting straight toward the heart of the residential quarter.

2. The Mind Game: Tactical Choices Atop the Walls (Ramparts)
The ramparts are a meat grinder for heavy infantry, where wit serves you better than muscle.
- Attackers: Once you gain the walls, decide swiftly—will you sever the defenders’ Supply Point routes to make their line collapse, or move to encircle Point B and seize the banner in one stroke?
- Defenders: Remember, capture points and Supply Points are equally vital. Hold the supply route between them—that line is the throat through which your entire front breathes.

3. Controlling the Tempo: The Indefensible Killing Ground (Outer Courtyard)
Once the outer walls fall, the road into the central sector becomes an open killing field.
- Attackers: You must surge forward like a flood. Only relentless, rapid advance can tear this line apart.
- Defenders: The value here is attrition. Trade space for time; an orderly withdrawal toward the inner ward is wiser than a senseless last stand.

4. Endgame: Under Shellfire, the High Walls Must Fall (Base)
Before the final towering walls of the Base, flesh and steel alone are spent in vain.
- Primary Objective: Secure the outlying watchpost outside the Base—this position is the key to breaking the stalemate.
- Artillery Barrage: Once that point is taken, the War Council authorizes heavy Artillery support. Concentrated bombardment will shatter the frontal wall of the Base itself.
- Cavalry Overrun: The instant the wall collapses is the hour of glory for your heavy cavalry. Drive through the breach and trample the last resistance underhoof.


---

Lords of the North,
The wind howls, the snow descends, and the warhorses scream for battle.
This campaign is not merely for the possession of one castle, but to decide who is worthy to wear the crown of the North.
Inspect your armor. Hone your blades.
On this day of gathering storm, we march to smash the final ice that binds the coming of spring.
— The War Council


Lords, inscribe your house name below. When the banners over Alnwick’s battlements are torn down and raised anew, we shall know which standard has conquered the North.