Season Update Content
[h2]I. Season Units[/h2]
[h3]
Feathered Crossbowmen (3 Stars)[/h3]
Back StoryThe western regions faced repeated invasions from Qiang and Hu forces before the Unified. Qin King called upon the heroes around the continent form the "Feathered Crossbowmen" to safeguard the region. The "Feathered Crossbowmen" was renowned for its martial arts, adept in using crossbows to shoot down powerful enemies from a distance, and skilled in close combat with blades. Qiang and Hu forces, relying on their formidable cavalry, often launched assaults, plundering and wreaking havoc. Qin King devised a plan and dispatched a unit of "Feathered Crossbowmen" to ambush the enemies. Qiang and Hu forces were greatly alarmed by the sudden arrival of the Feathered Crossbowmen, thinking that divine soldiers had descended. Seizing the opportunity, the Feathered Crossbowmen launched a powerful crossbow assault, catching the enemy off guard. The Qiang and Hu forces fall in panic, abandoned their camp and fled. As they retreated, they encountered another ambush set by the Feathered Crossbowmen, resulting in significant casualties. Since then whenever the Qiang and Hu forces heard the sign Feathered Crossbowmen they trembled in fear. Western regions and the people within had finally attain a peace.
Battle ModeThe Feathered Crossbowmen are skilled martial artists proficient in the art of dual wielding. They excel in using their crossbows to eliminate foes from a distance, but they are equally adept in close combat, wielding Tang Blades with precision and agility. Their mastery of both weapons allows them to execute swift and devastating attacks, manipulating their enemies' movements with expert techniques. As the King of Qin's secret weapon, their prowess is undeniable and their reputation well-deserved.
- Skill 1: Suppressing Fire (Same as other ranged skills)
- Skill 2: Sudden Storm (Burst attack, available in both Ranged and Melee)
- Features: Versatile in both melee and ranged combat, with bursts of power and decent survivability. Agile and adept at kiting enemies.
[h3]
Wuwei Mansion Guard (4 Stars)[/h3]
Back StorySince the King of Qin conquered and pacified the Central area, he was able to establish his government, command thousands of troops to protect his territory. His old guards, expert in harnessing the mighty spear during battles, were all brave and fearless. The King of Qin then included them in his army, renaming them the Wuwei Mansion Guard. The Wuwei Mansion Guard is loyal to their leader and Unyielding even when facing slim chances of survival. A poem later praises: The Wuwei Mansion Guard reveals its mighty power, and heroes are seen everywhere.
Battle ModeThe Wuwei Mansion Guards consist of courageous and young warriors who adeptly wield their giant spears to pierce the enemy's throat, knock them off the ground, and disrupt enemy formations. They capitalize on every opportunity to defeat the enemy with minimal effort. With their exceptional skills and stamina, they prove to be a formidable force under the command of Qin King on the battlefield.
- Skill 1: Soul Breaking Claws (Inflict Thrown and considerable damage to enemy)
- Skill 2: Brutal Sweep The (Wuwei Mansion Guards sweep their pikes, causing massive damage to enemies and making themselves immune to control).
- Features: Strong sustained combat and survivability. Utilizes control immunity to withstand bursts and maintain continuous damage output on the battlefield.
[h3]
Xuanjia Heavy Cavalry (5 Stars)[/h3]
Back StoryQin King and the Northern barbarians were engaged in perennial warfare. Enemy's cavalry causing tremendous distress and challenge to Qin's army. One day, as Qin King was devising a strategy to overcome the enemy, he witnessed General Jing De leading a cavalry force with black-armored horses and wore shining black armor. Each member is a warrior with high morale. Wherever they went, they left a trail of victories. Qin King was overjoyed and bestowed upon them the title of "Xuanjia Heavy Cavalry".
[h3]
Battle Mode[/h3]
Xuanjia Heavy Cavalry are characterized by their lightning-fast and unassailable charges in battle. They ride expertly trained warhorses covered in black armor, utilizing the speed and force of their mounts to approach enemies swiftly and unleash a devastating attack. Using spears to penetrate through their enemies as they approach or fully unleashing their violence during a charge. This high-speed charge along with unstoppable spear’s attack can quickly break through enemy formation, causing a lot of chaos and casualties.
- Skill 1: Swift As Lightning (Increases its speed and charges towards a designated location.)
- Skill 2: Weapon Veteran (Immediately becomes immune to controls, and launch several rounds of attack when close to enemies.).
- Features: The control immunity in their skills enables them to harvest large groups of infantry within a considerable range.
[h2]II. Conqueror's Path.[/h2]
- Conqueror's Path Level 0 Unlock: Snow Falcon Attire
- Conqueror's Path Level 100 Unlock: New Dawn Attire

[h2]III. Season Vault[/h2]
During the "Dragonrise" Season, the "Eternal" Season Attires will be available for exchange at a 20% discount of "Badge of Heroism" in the Season Vault.
- The exchange price for Sealed Wandering Hero (Sealed) from 2500 to 2000.
- The exchange price for Hundred Victories (Sealed) from 5000 to 4000.
- The exchange price for Wu's Braves (Sealed) from 2500 to 2000.
The following attires will revert to their full price:
- The exchange price for Guild Agent (Sealed) from 2,000 to 2,500.
- The exchange price for Noble Hashashin (Sealed) from 4,000 to 5,000.
- The exchange price for Ashur Vanguard (Sealed) from 2000 to 2500.
The following attires will be removed from the Season Vault
- Gladiator Champion (Sealed) (Hero Attire)
- Centurion Attire Set (Sealed) (Hero Attire)
- Equites Attire (Sealed) (Unit Attire)
- “Colosseum” Season Weapon Attire
[h2]IV. By Season[/h2]
[h3]Phase One: Great Ambitions[/h3]
- Time: 03.21 - 04.01 (Server local time)
- Available units: 3-stars and lower
- Set attributes: inactive
- Extra attributes: inactive
- Auxiliary: 3-stars and lower
- Auxiliary points: 6
- Territory War: Warlords can wage war in Maoyang and Liangyun
[h3]Phase Two: Rising in War Flames[/h3]
Time: 04.01-04.15 (Server Local Time)
- Available units: 4-stars and lower
- Set attributes: active
- Extra attributes: inactive
- Auxiliary: 4-stars and lower
- Auxiliary points: 6
- Territory War: Warlords can wage war in in Longting.
[h3]Phase Three: The Burning Lands[/h3]
- Time: 04.15-05.06 (Server Local Time)
- Available units: 5-stars and lower
- Set attributes: active
- Extra attributes: active
- Auxiliary: 5-stars and lower
- Auxiliary points: 6
[h3]Phase Four: Ode to the Chaos[/h3]
- Time: 05.06 - 05.20 (server local time)
- Available units: 5-stars and lower
- Set attributes: active
- Extra attributes: active
- Auxiliary: 5-stars and lower
- Auxiliary points: 6
- Territory War related: Daicheng, Haojing are available for contention
[h3]Phase Five: The Supreme Glory[/h3]
- Time: 05.20-06.02 (Server Local Time)
- Usable units: 5-stars and lower
- Set attributes: active
- Extra attributes: active
- Auxiliary units: 5-stars and lower
- Auxiliary points: 6
- Territory War: Anliang, Daicheng, Haojing are available for contention
[h2]V. Season Challenges[/h2]
Feathered Crossbowmen (select 6 tasks at each stage)Time: After maintenance on March 21, 2024
- Stage one reward: A 3-days unit trial
- Stage two reward: Unit Unlock
- Stage three reward: A unit-exclusive rare doctrine
- Stage four reward: Unit’s avatar Q Version
Wuwei Mansion Guard (select 8 tasks at each stage)Time: April 1, 2024, 12:00 (UTC+8)
- Stage one reward: A 3-days trial
- Stage two reward: Unit Medal x120
- Stage three reward: Unit Unlock
- Stage four reward: A unit-exclusive epic doctrine
- Stage five reward: Unit’s avatar Q Version
Xuanjia Heavy Cavalry (select 10 tasks at each Stage)Time: April 15, 2024, 12:00 (UTC+8)
- Stage one reward: A 3-days trial.
- Stage two reward: A unit-exclusive rare doctrine.
- Stage three reward: Unit Medal x120.
- Stage four reward: Unit Unlock.
- Stage five reward: A Daybreak Seal (for Dragonrise season only) + Unit Medal x200.
- Stage six reward: A unit-exclusive epic doctrine
- Stage seven reward: Unit’s avatar Q Version
[h2]VI. Seasonal Runes[/h2]
[h3]Common Runes[/h3]
Helmet:
- [Camel’s Saddle]: [Bandage] Duration decreases by 40%, Cooldown decreases by 50%; Costs 3 Energies.
- [Camel’s Resilience]: The healing effect of [Bandage] increases by 20%; Costs 3 Energies.
- [Camel’s Ardour]: Increases maximum HP by 3%; Upon death, restores 10% of maximum HP to surrounding allies; Costs 2 Energies.
- [Camel’s Will]: Recover 2% health every second while at a supply point you own; Costs 2 Energies
- [Camel’s Fortitude]: Toughness increases by 5; Costs 1 Energy.
Armor:
- [Tortoise's Resolve]: While in a flag area, damage taken is reduced by 8%;Consumes 3 Energies.
- [Tortoise's Sacrifice]: Reduces damage taken by 3%; upon death, reduce the damage nearby allies take by 10 % for 10 seconds; Costs 3 Energies.
- [Tortoise's Shell]: Fall Damage is reduced by 60%; Costs 2 Energies.
- [Tortoise's Longevity]: Increases maximum health by 300 points, increases all defense by 10 points; Costs 2 Energies.
- [Tortoise's Calm]: After using [Bandage], grants immunity to poison and bleed for 10 seconds; Costs 1 Energy.
- [Tortoise's Might]: Toughness increases by 5; Costs 1 Energy.
Bracers:
- [Ursa's Fangs]: Damage increased by 3%; Upon death, nearby allies deal 10% increased damage for 10 seconds; Costs 3 Energies.
- [Ursa's Bloodthirst]: Every 3 units killed; damage dealt is increased by 8% for 15 seconds; Costs 3 Energies.
- [Ursa's Bravery]: While in a flag area, stamina recovery rate is increased by 35%; Costs 2 Energies.
- [Ursa's Ferocity]: Every hero killed; damage dealt is increased by 10% for 10 seconds; Costs 2 Energies.
- [Ursa's Paw]: Toughness increases by 5; Costs 1 Energy.
Boots:
- [Tiger's Fangs]: [Bandage] can be used while moving but the cooldown is increased by 10 seconds; Costs 3 Energies.
- [Tiger's Ward]: While in a flag area, damage dealt is increased by 8%; Costs 3 Energies.
- [Tiger's Charge]: Movement speed is increased by 4%; Upon death, nearby allies gain 8% movement speed for 10 seconds; Costs 2 Energies
- [Tiger's Wrath]: Movement speed is increased by 8% while at below 40% health; Consumes 2 Energies.
- [Tiger's Pounce]: Skill Agility by 5; Cost 1 Energy.
[h3]Weapon Runes[/h3]
Poleaxe:
- [Earthen Nourishment]: After entering battle, max health gradually increases over 300 seconds up until a maximum of 3,000. This buff is reset upon death. Cost 3 Energies.
- [Earthen Support]: Damage dealt is increased by 14% while at below 50% health; Cost 3 Energies.
- [Earthen Ward]: [Advance]'s cooldown is reduced by 1.5 seconds and its damage dealt is increased by 10%; Cost 2 Energies.
Glaive:
- [War Monlith]: Using [God of Battles] or [Heat of Battle] reduces damage taken by 15% for 10 seconds, stacking up to 2 times; Cost 3 Energies.
- [War Thunder]: [Basic Attack]'s armour penetration increased by 10% and damage by 15%; Cost 3 Energies.
- [War Gaze]: Damage taken from rear attacks and headshots is reduced by 15%; Cost 2 Energies.
Maul:
- [Fayol's Rush]: Using [Up from Hel] or [Maelstrom] increases defense by 6% for 6 seconds. Stacks up to 5 times; Cost 3 Energies.
- [Fayol's Flight]: [Evade]'s movement distance is increased by 20%; Cost 3 Energies.
- [Fayol's Roar]: For every hero killed, restore 2 parts of stamina; Cost 2 Energies.
Longsword & Shield:
- [Rapid Action]: All damage is increased by 100 while above 70% health. Cost 3 Energies.
- [Shared Fate]: Using [Mercy of Heaven] or [Knightly Vows] reduces the damage nearby allies take by 6% for 8 seconds; Cost 3 Energies.
- [Endless Vitality]: Regenerates 70 health every second. Regeneration is twice at potent while below 50% health; Cost 2 Energies.
Shortsword & Shield:
- [Wargod Wings]: All damage is increased by 10% while above 50% health, and all defenses by 8% while below 50%. Cost 3 Energies.
- [Wargod Beak]: Every hero killed or assisted, nearby allies have their damage increased by 10% and defenses by 10% for 12 seconds; Cost 3 Energies.
- [Wargod Claws]: All damage is increased by 0.3% for every 400 extra health gained; Cost 2 Energies.
Spear:
- [Warpath]: All non-victory skill cooldowns reduced by 10; Cost 3 Energies.
- [Power Charge]: Increased the damage by 10% when riding; Cost 3 Energies.
- [Ardent Physique]: All defenses increased by 40; Cost 2 Energies.
Pike:
- [Striking Flurry]: Reduce the cooldown of [Cold Dragon] and [Stormrend] by 5 seconds, and damage by 10%; Cost 3 Energies.
- [Stone Breaker]: Using [Cold Dragon] or [Stormrend] increases armour penetration by 12% for 4 seconds; Cost 3 Energies.
- [Feline Swiftness]: Using [Evade] increases movement speed by 20%. This effect quickly degrades; Cost 2 Energies.
Nodachi:
- [Determination Entanglement]: Each stack of [Health Drain] increases movement speed by 5%. Damage increased by 10% while [Bloodcraze] is activated and the movement speed is no longer increased. Cost 3 Energies.
- [Blade's Supreme Willpower]: Defeating or assisting 1 hero reduces [Tiger's Claw]’s cooldown by 1 second; defeating every 3 soldiers reduces [Tiger's Claw]’s cooldown 1 second. Cost 3 Energies.
- [Breath of Blade]: 30% of health gained from health steal is converted into damage dealt against the target. Cost 2 Energies.
Musket:
- [Fast-Moving]: Each use of [Basic Attack] reduces the cooldown of [Fine Gunpowder] by 2 seconds; Cost 3 Energies..
- [Blazing Land]: [Blackpowder Grenade] and [Liquid Fire] have their area of effects increased by 15%; Cost 2 Energies.
- [Shelling]: Using [Skirmisher] increases movement speed by 15% for 5 seconds. Cost 2 Energies.
Bow:
- [Quickened Step]: Movement speed increased by 12% and damage taken by 8%; Cost 3 Energies.
- [Hailf of Arrows]: [Basic Attack]'s damage is increased by 20%, but deal 50% reduced damage with headshots; Cost 3 Energies.
- [Bone Piercer]: Damage dealt against units is increased by 10%. Cost 2 Energies.
Short Bow:
- [Imperial Power]: Armor penetration is increased by 7.5% and the cooldowns of [Stunning Shot], [Steel-tipped Arrow], [Poison Arrow], and [Parting Shot] are reduced by 12%; Cost 3 Energies.
- [Poisonous Plague]: The bleed damage inflicted by the marker settlement stacks +1; Cost 3 Energies.
- [Viper Sting]: The bleed damage inflicted by the marker settlement is increased by 180% and its duration is decreased by 50%; Cost 2 Energies.
Dual Blades:
- [Mithras' Light]: Each hero killed or assisted restores 15% health; Cost 3 Energies.
- [Mithras' Sun]: Each hero killed increases slashing damage by 4%, stacking up to 5 times. Stacks are reset upon death; Cost 3 Energies.
- [Mithras' Blaze]: Gain greatly increased critical value every 3 seconds while in [stealth] (increases more with the more critical value you have). Slowly decays after leaving [stealth]. The [stealth] from Bo-Shurikens and Great Thunderbolt also affect this buff; Cost 2 Energies.
Chain Dart & Scimitar:
- [Crack Scale]: [Scorpion's Snare]'s slashing defense reduction effect increased by 6.6% (was 5%) for 1 second. Activating the Hoarfros specialization increases the slashing defense reduction effect from 30% to 40%; Cost 3 Energies.
- [Bounding Steps]: [Leap and Slash]'s movement distance is increased by 50%; Cost 3 Energies.
- [Filthy Blade]: Damage to heroes and units under healing increases by 15%. Cost 2 Energies.
[h2]VII. Season Fame[/h2]
- The Avalon Fame will be reset, and the new season's fame, Dragonrise Fame, will become available..
- Fame Treasury Rewards:

[h2]VIII. Season Map[/h2]
Border Fort·Preparation
- The structure of the contested areas in [Border Fort] has been modified, and new supply points have been added.
- The updated [Border Fort], now renamed as [Border Fort·Preparation], in Matched Siege Battles.

[h2]IX. Unit and System Optimization[/h2]
[h3]Balance Adjustment[/h3]
Based on recent battlefield performance data and feedbacks from the community, we will be making balance adjustments to several units in Season 18. With these balance adjustments, we aim to provide opportunities for some underperforming but unique seasonal units to see play, making the battlefield more diverse overall.
[Shieldmaidens]Shieldmaidens has demonstrated relatively weak performance in recent battlefield environments, their data even unable to match with units that have similar mechanics but lower leadership cost. As the only five-star Heavy Shield unit, we hope to give them better defensive capabilities.
Changes:
- Leadership cost 310 -> 280
- The damage reduction of the [Cover Commander] has been increased from 15% to 30%.
- The effect of defense increase in the [Guardian] has been upgraded from 10% to 20%.
- Basic Slashing Damage increases by 10%.
- Basic Piercing Damage increases by 10%.
[Varangian Guards]as a unit specializing in The Counterstrike, it has been performing poorly against some meta units. We aim to enhance their damage resistance during defense and their damage output during counterattacks, making the tactical gameplay on the battlefield more diverse..
Changes:
- The effect of damage reduction in the [Unbreakable] has been increased from 30% ----> damage taken reduced by 40%.
- [Raging Onslaught] All types of armor penetration increased from 300 ——> 400.
[Siphonaris]Siphonaris has a unique attack style, providing significant suppression against high-density infantry. However, their overall performance is relatively poor at present. We aim to enhance their basic attributes appropriately to introduce some changes to the local dynamics of the battlefield.
Changes:
- Leadership Cost 315 ——>300
- Basic blunt damage increases by 200.
- Basic health increases by 20%
[Falconetti Gunners]The Falconetti Gunners possesses unique strategic value and features a distinct attack style. However, its impact on the current battlefield environment is diminishing. We aim to increase their firepower output duration appropriately, allowing them to better utilize their unique advantages.
Changes:
- Leadership Cost 320 ——> 300
- Basic Ammo increases by 30%
[Grayhair Garrison]As a uniquely versatile unit, it has been underperforming against some meta four-star units. Enhancing their survivability, especially when activating the 'Last Stand' skill, can bring more diversity to the current battlefield environment.
Changes:
- Leadership Cost 230 ——> 200
- Basic health increases by 20%.
- The effect of damage reduction in the [Last Stand] changes from 15% to 25%.
[Alchemists]Alchemists is the first unit in the warfront with an auxiliary healing mechanism, and their healing skills are unique and interesting. We aim to further reduce their command value and significantly increase the healing effect of their ' Healing Hands ' skill, encouraging warlords on the battlefield to engage in altruistic behavior.
Changes:
- Leadership Cost 90 ——> 60
- [Healing Hands]: Regeneration 1% of maximum HP --> Regeneration 10% of maximum HP
[Prefecture Pikemen]As a unit primarily relying on charges for their damage output, reducing its charge cooldown would allow them to better adapt to the current dynamic battlefield environment.
Changes:
- Reduced the cooldown for Charge from 60 seconds to 40 seconds.
[Ironcap Spearmen]The Ironcap Spearmen as a meta three-star with heavy shield unit, we aim to increase their health to differentiate them from other shield units..
Changes:
- Leadership Cost 150 ——> 130
- Base health increase by 30%.
[Kriegsrat Fusiliers]Kriegsrat Fusiliers stand out among the various rifle units due to their high movement speed and impressive firepower. We aim to slightly reduce their health to provide warlords with more opportunities to exploit their weaknesses when facing the Vienna Rifle Guards.
Changes:
- Base health decreases by 30%.
[Ironcap Scout Cavalry]Ironcap Scout Cavalry has been favored by warlords since its mastery was launched. However, its excessively high cost-effectiveness and significant control ability over heroes have greatly affected battlefield balance. We aim to increase their leadership cost and reduce their control ability over heroes, creating more opportunities for warlords to counter the Ironcap Scout Cavalry on the battlefield.
Changes:
- Leadership Cost 95 --> 120
- The [Dominate the World] no longer causes a Dazed effect on Heroes.
This adjustment will issue [Ironcap Scout Cavalry Doctrine Removal Token] and [Ironcap Scout Cavalry Scroll of Forgetfulness] to our warlords. After using these items, all activated Doctrines become removable, and 100% of the corresponding resources spent in Mastery will be refunded.[h3]Ragdoll Physics[/h3]
- We have added a ragdoll effect to the impact and explosive attacks of heroes, units, and artillery that deal powerful blows or explosions when killing enemy infantry units.
- You can turn on effect by [ESC -> Graphics -> Graphics Settings -> Ragdoll System].

[h2]New player Experience [/h2]
- It is the first time that we optimized the first-time matched game of our new player, we have replaced it with an optimized map based on the seasonal theme to enhance the new player’s experience
- Adjusted the maps in the early matchmaking pool for new players, primarily focusing on seasonal theme, and optimized the guidance for the first two battle.
[h3]Optimizations to Commander Rule Changes[/h3]
- Optimized the logic for commander replacement after fief battle, preventing situations where the frontline cooldown ends but the commander does not change.
[h3] System Interaction Experience[/h3]
- Interactively optimized the details page for the U-Unit, reorganized the system architecture and information hierarchy, providing a more intuitive and seamless user experience.
[h3]Program Optimization[/h3]
- Fixed the issue where a 'ghost soldier' might appear and interrupt the capture process on the battlefield.
- Fixed the issue where some emails could not be cleared when using the bulk delete feature.
- Fixed the issue where fire damage had a chance to cause game server crashes.
- Fixed the issue of laggy caused by frequent updates to physical effects in the battlefield.
- Fixed the issue where pressing ESC in the embedded browser caused the system settings page to pop up.
- Added the ability to collect all unlocked rewards with one click in the Season Challenges.
- The Gift Code feature has been moved from the O key to the ESC key.
- Non-Nvidia card users can use FSR features to optimize frame rate.
- Added indicators for friendly fire damage
[h2]Excalibur Server Update Content[/h2]
[h3]I. Basic Updates[/h3]
The update content is consistent with the Season Update Content.
[h3]II. Special Update Content[/h3]
Territory War
- The new Season will open access to the Imperial Restorationists.
- The World will continue to adopt the single region, opening the Maoyang region.
- The maximum number of members per house will remain at 30.
- Modify the Declare War/ Battle Requirement based on the Territory War ecology of [Excalibur] server.
- The total Influence required to Declare War on Anliang has been reduced.
- Adjusted the house level requirements for declaring/participating in wars at various fief in Maoyang.
-