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Territory War Rules Adjustment Notice


Dear Warlords,

In Season XXII, we will be making adjustments to the territory war rules to create a fairer and more dynamic world ecosystem.
 
[h3]Rules of War Declaration: Giving the Right to the Houses Who Need It[/h3]
We have received feedback about "slotblocking": "Some houses declare war on fiefs but never actually fight. They don’t participate in territory war yet block our fronts."
Our observations show that some of the most impactful "slotblocking" behaviors come from houses and alliances that have little prestige but have accumulated large amounts of reputation. In the mid-to-late stages of the season, they utilize the reputation system at a low cost, significantly disrupting normal territory war participation. To address this, we are adjusting the war declaration requirements to filter out passive competitors who misuse the reputation system while ensuring other houses/alliances can still engage in diplomacy and strategic planning.
 
Starting from Season XXII, the new war declaration requirements will be:
  Declaring war on a city requires house prestige ≥ 150
  Declaring war on a fort requires house prestige ≥ 200
(Declaring war on villages is not subject to these restrictions.)
Expected Implementation: March 27 (After maintenance)
 
In the near future, prestige will become more deeply integrated with reputation, war declarations, and other mechanics. Warlords, expand your territories and prepare for the battles ahead!
 
[h3]Level 1 Villages: A Growth Buffer[/h3]
Newly established houses have raised concerns about attacking level 1 villages: Fighting territory war for a level 1 village is just a slow battle of attrition—there’s no room for surprise tactics! This makes it frustrating!
After careful consideration, we believe that new houses need a phase for training and adaptation—using level 1 villages to establish a foundation and gain combat experience. To support this, we will slightly reduce the initial difficulty to better align with the needs of houses at different stages.
 
For level 1 villages, the number of default defence garrisons will be reduced. Expected Implementation: March 20 (After maintenance)
 
In the future, optimizing the fief defence system will be a key focus. Garrisons will become smarter and more flexible, while higher-tier fiefs will introduce more diverse defence mechanics.
 
[h3]Elite Showdown: A Testing Ground for Tactical Diversity[/h3]
We've received positive feedback from small and mid-sized houses regarding Warrior Showdown: "The rules of Warrior Showdown give smaller houses a real sense of presence." We will continue refining Warrior Showdown mechanics to provide small and mid-sized houses with more opportunities to showcase their elite combat capabilities.
This Season, the Warrior Showdown system will remain in place for battles at Forts.
We aim to gather more data and feedback over a full cycle to determine whether this system should be expanded to other types of fief battles in the future.
Our vision is to make the activation of Warrior Showdown a strategic alliance right, allowing one of the warring sides to decide whether to enable the system.
 
[h3]Encyclopedia: Your Trusted Guide[/h3]
New warlords often ask fundamental questions such as:"Why is my Food gone?", "Why can’t I move?" and "How do I resupply Food?"; Some warlords also struggle with territory war mechanics, causing them to withdraw from battles, while misunderstandings of attack and defense rules sometimes lead to disputes over fief ownership. To address these issues, we are introducing the Encyclopedia, a system designed to help all warlords better understand the world and territory war mechanics.
 
The Encyclopedia will cover basic rules and advanced strategies for territory war. Expected Implementation: Mid-to-late Season XXII
 
This system aims to help new warlords get up to speed quickly, learn world mechanics, and engage more effectively in territory war. In the future, the Encyclopedia will expand to include topics such as weapon combos and advanced units tactics.
[h3]Marching Optimization: Less Frustration, More Strategy[/h3]
Many warlords have voiced concerns about navigation: "Crossing the sea feels like navigating a maze—I don’t know where to go!"
 
We found that some warlords struggle with territory war because of difficulties understanding navigation, while naval routes add extra complexity for newcomers. Our goal is to improve auto-pathing so that warlords can focus on strategic battles instead of getting lost.
 
We are currently optimizing the auto-pathing system for seamless navigation between city interiors and exteriors.
Expected Implementation: Mid Season XXII
[h3]Final Thoughts[/h3]
We remain committed to improving territory war declaration rules and refining the world experience to make game mechanics clearer and combat smoother. Our goal is to ensure that veterans have room for mastery while newcomers can quickly adapt—so that all warlords can enjoy an exciting and rewarding territory war experience!
We look forward to meeting you on the battlefield!
   Conqueror’s Blade Develop Team
 

[Conqueror's Blade] March. 20 Notice on Hacks

Greetings Warlords!
 
Recently, we have noticed a few violations of the game's rules. Some players have used hacks on the battlefield, others have employed farm bots to level up quickly, and some have spread inappropriate words within the game. All of these actions affect the environment of our entire Conqueror's Blade community.
 
We hope that all warlords can enjoy the pure joy of combat and have the best gaming experience without being disturbed by any violations.
 
Therefore, we'd like to take this chance to remind all warlords that we have recently noticed a significant increase in accounts being flagged for using hacks, as well as websites selling accounts and phishing software. Please do not attempt to use any of these out of curiosity, as doing so may lead to financial loss and is highly likely to compromise your account's security. Any usage of cheating software will result in your account being banned.
 
The following is the latest list of violators and their punishments:
 
 

We will continue to monitor the gaming status of the above players, and if the same violations occur again, they will be subject to more severe penalties.
 
In order to create a healthy environment for the community, and better everyone's gaming experience, the Conqueror's Blade Operations Team will be unwavering in our fight against hack or farm bot. We won't let slide any uncivilized language in any channel. Warlords are welcome to report any of the above game violations to us. As long as we work together, we can surely create a friendly and stable gaming environment. Thanks for your support of the Conqueror's Blade.
 
Meanwhile, some issues or exceptions in game might be caused by bugs or an unstable network. If you are uncertain if someone is cheating, you can send us a message to our report e-mail. Once we've verified the situation, we'll deal with them appropriately, and punish them severely should they be using hacks.
 
Support (https://www.conquerorsblade.com/en/)
 
If you have any questions about the results of our process or need to make a complaint, please also contact us at the above email address.
 
Conqueror's Blade Operations Team
 
 
 

[Silla] Season Events And Update Log

Greetings, Warlords!
We will conduct maintenance updates during the following time: APAC: March 20, 0:00 - 15:00 (UTC+8). EU/AMS: March 19, 17:00 - March 20, 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:
 
I. New Season Bonuses - First Wave: Free Doctrine Removal!
Event Introduction:
During the event period, removal of any Doctrines will not consume Lotus Water. Warlords can freely experiment with different setups.
Event Time:
March 22nd, 00:00 - March 24th, 00:00
 
II. New Season Bonuses - Second Wave: Unlock Battle Pass & Get a Leadership-reduced Doctrine!
Event Introduction:
Sign in during the event to get [7-Day Volunteer Unit Contract] ×1, [Blessing (7 Days)] ×1
Complete 7-day sign-in quests to unlock additional rewards: [Seasonal Rare Doctrine Selection] ×1
If you unlock the [Silla - Battle Pass] during the event, you will receive an extra [Time-Limited Epic Leadership Doctrine] ×1 (reduces unit leadership cost by 16%). This Doctrine is available during the new season (expiring after the season ends), and can be removed for free, but cannot be used for Doctrinal Alchemy or other consumption actions.
If you have preordered the [Silla - Battle Pass], you will receive the same rewards when the season begins.
Event Time:
March 20th (After maintenance) - Next New Season (Before maintenance)
 
III. New Season Bonuses - Third Wave: Free Trial of Legendary Attire!
Event Introduction:
  (1) Participate in [Siege Battles] or [Field Battle] for a chance to obtain a [12-hour-limited] Random Legendary Attire Chest.
  (2) Opening the chest grants a [12-hour-limited] legendary attire, including [Draconium Fatalis], [Angelic Duality], [The Inner Flame], [Onibi Tenmu], and more.
  (3) A maximum of 2 [12-hour-limited] Random Legendary Attire Chests can be acquired everyday, and the acquisition limit will reset at 00:00 each day.
Event Time:
  March 20th (After maintenance) - April 2nd, 00:00
 
IV. [Silla] Season Unit Preorder Open - Exclusive Avatar & Discount Coupons Await!
Preorder Introduction:
  Four-Star Unit - [Tiger Fists] Deluxe Preorder Pack
  Includes:
  [Tiger Fists Tokens]*5
  Exclusive hero avatar - [Tiger's Power] *1
   [10% Store Discount Coupon] *2 (Tradeable)
  (Unlocks on March 31, 2025)
  Event Time:
  March 20th (After maintenance) - March 31, 00:00
 
  Five-Star Unit - [Hwarang] Deluxe Preorder Pack Includes:
    [Hwarang Tokens]*7
    Exclusive hero avatar - [Hwarangdo] *1
    [20% Store Discount Coupon] *2 (Tradeable)
    (Unlocks on April 14, 2025)
Event Time:
March 20th (After maintenance) - April 2nd (Before maintenance)

V. Antique Attire Chest Rotation & New Arrivals in the Exchange Shop!
Event Introduction:
  The Antique Attire Chest will remove the [Scorpio] season sealed attires and add the [Knightfall] season sealed attires.
Event Time:
March 20th (After maintenance) - Next New Season (Before maintenance)
 
VI. [Doctrine Spirit] Limited Purchase Reset & New Doctrines in the Eclectic Doctrine Selection!
Event Introduction:
(1) The limited purchase quantity for the [Epic Leadership Doctrine] has been reset, with a maximum exchange limit of 1.
(2) [Epic Impale Doctrine] is added into the [Eclectic Doctrine Selection].
Doctrine Introduction:
[Epic Impale Doctrine]
Quality: Epic
Applicable Units: Pavise Crossbowmen, Demesne Arbalists, Demesne Crossbowmen, Feathered Crossbowmen
Effect: Allows heavy crossbow units to pierce one additional target when attacking.
How to Obtain the [Eclectic Doctrine Selection]:
(1) Reaching level 100 in the current season's free Battle Pass grants 1 [Doctrine Spirit].
(2) Completing the fifth stage of the current season's five-star unit challenges grants 1 [Doctrine Spirit].
Event Time:
March 20th (After maintenance) - Next New Season (Before maintenance)
 
VII. Attire Chest Rotation
Event Introduction:
The [Lion's Flame] and [Eternal Night] Attire Chests are now available! The legendary maul attire [Flame of Nemean Lion] and the legendary mount attire [Aeternum] are embracing a limited-time return!
Event Time:
March 20th (After maintenance) - April 2nd (Before maintenance) 
 
 
VIII. Progression Packs Seasonal Challenge Bundles Rotation

Available Packs:
(1) Hand-pick Eastern Season Unit Pack
  Includes:
    Token for Namkhan Archers
    Token for Crescent Monks
    Token for Onna-Musha
(2) Hand-pick Western Season Unit Pack I
Includes:
   Token for Janissaries
   Token for Berserkers
   Token for Myrmillones
(3) Hand-pick Western Season Unit Pack II
  Includes:
    Token for Condottieri Guards
    Token for Symmachean Paladins
    Token for Kriegsbruders
Limited-Purchase Time:
March 20th (After maintenance) - April 17th (Before maintenance)

[Silla] Season Update Log

I. Seasonal Unit

[h2]3-Star Unit: Silla Guards[/h2]



[h3]Background:[/h3]

  • Forged from Silla's spear-bearing phalanx tactics, the Silla Guards became a formidable force across the land. Wielding rectangular shields and long spears, this unit dominated battlefields with their signature shield throw tactic. This battle-hardened unit gained distinction through over a decade of fierce engagements.

[h3]Combat Style:[/h3]

  • The Silla Guards are an elite national defense force armed with square shields and long spears. They can use their shields for effective ranged defense when setting up brace formations and throw them to stun enemies in close combat. Coordinating with allies, they enhance melee engagement efficiency—holding firm to secure their lines or advancing to break enemy formations. They also leverage the reach of their spears, delivering powerful strikes to repel melee infantry units, making them invaluable for choke-point defense and team advancement.

[h3]Unit Characteristics:[/h3]

  • A polearm infantry unit clad in heavy black armor, offering balanced attack and defense.

  • Utilizes shields for defensive duties, providing better coordination for both defense and offensive pushes.

  • Well-timed shield throws and spear strikes maximize their reach advantage.

[h3]Skill Design:[/h3]
Skill 1 Shield Throw: Throws shields at enemies, slightly extending attack range beyond the spear, dealing blunt damage. The shield is destroyed upon impact.
Skill 2 Spear Slam: Strikes targets with a spear to prevent enemy units from closing in. If the shield is destroyed, an additional attack is performed.
 
[h2]4-Star Unit: Tiger Fists[/h2]



[h3]Background:[/h3]

  • Silla had a martial art passed down among the people, granting those who mastered it the ability to subdue tigers even barehanded. Masters of this art often lived in seclusion within the mountains, only emerging to serve their country in times of war. Yet, after victory, they sought no reward, returning to the mountains. The world revered them as the Tiger Fists.

[h3]Combat Style:[/h3]

  • The Tiger Fists do not rely on weapons in battle. Through years of rigorous training, their bare fists alone are enough to subdue even the fiercest tiger. Their punches were capable of splitting stones. Their momentum is unstoppable. They excel at breaking enemy formations with powerful charges and strikes, yet their resilience allows them to remain steadfast despite enemy assaults.

[h3]Unit Characteristics:[/h3]

  • Masters of close-quarters combat, entering the battlefield at the right moment to destroy enemies.

  • Their skills can deal massive damage and exert control over enemies in crowded fights.

  • Their formidable physique and unyielding will reduce incoming damage and grant resistance to certain control effects.

[h3]Skill Design:[/h3]

  • Skill 1 Courage Charge: Charges forward in a short burst, ignoring control effects. The charge also ignores block and knocks down enemies.

  • Skill 2 Tiger’s Fury: Swiftly closes in on a target and unleashes a two-round punch combo.

  • Skill 3 Mighty Slap: The next attack is a powerful, fully-charged palm strike with high block-breaking capability, knocking back enemies upon impact.

 
[h2]5-Star Unit: Hwarang[/h2]



[h3]Background:[/h3]

  • The King of Silla selected noble youths of distinguished lineage, instructing them in the classics, training them in archery, and adorning them in elegant attire. Ever at the King’s side, they were known as the Hwarang—elite warriors who followed their ruler into battle, their arrows never missing their target, earning them the title of the nation’s finest.

[h3]Combat Style:[/h3]

  • These noble youths from Silla are anything but sheltered aristocrats. Armed with bows, they are masters of archery, using their agility and keen adaptability to navigate ever-changing battlefields. They can convert damage dealt into health, enhancing their survivability in battles. Additionally, they can continuously adjust their position while shooting—retreating swiftly when at a disadvantage and relentlessly pursuing enemies when victorious. Graceful and swift, courageous and determined, they fight for their homeland without fear or hesitation.

[h3]Unit Characteristics:[/h3]

  • Agile and versatile archers, utilizing advanced archery techniques to adapt to complex battle conditions.

  • Rapid learners in combat, growing stronger the longer they fight on the battlefield.

  • A ranged unit that combines strong survival capabilities with a high skill ceiling.

[h3]Skill Design:[/h3]

  • Skill 1:Flying Petals (During the skill’s duration, each successful hit on an enemy can restores health.)

    • Flying Petals - Enhanced (During the skill’s duration, any excess healing beyond the maximum limit gained from damaging enemies is converted into a shield)

  • Skill 2:Windstep (After selecting a direction, the Hwarang rolls forward and shoots in that direction, up to two rolls.)

    • Windstep - Enhanced (Increases the number of rolls performed by +1.)

 
II. Battle Pass

[h3]Battle Pass Level 0 Unlock: Snowbloom Heir[/h3]
 
 

[h3]Battle Pass Level 100 Unlock: Sage Monarch[/h3]
 
 

[h3]The Sage Monarch Helmet can be further upgraded.[/h3]
Warlords who obtain the [Sage Monarch] can unlock higher-tier versions of the Sage Monarch Helmet through the customization system.

  • Upgrade Process:

    • Open the 【P - Character】, click 【Personalise】, select 【Sage Monarch Helmet】 under the 【Helm]】category, and click the 【Variations】 button to upgrade the helmet.

  • Helmet Tiers:

    • The Sage Monarch Helmet has three tiers, with the Battle Pass Level 100 reward being the first-tier helmet.

    • When you permanently unlock all Silla season units, you can upgrade the first-tier Sage Monarch Helmet to the second tier: Sage Monarch Helmet - Celestial.

    • Once you obtain the second-tier helmet, they can use sovereigns to upgrade it to the third tier: Sage Monarch Helmet - Solarcrown, which has exclusive visual effects.



 
III. Season Vault

  • During the Silla season, the Season Vault will feature the return of Dragonrise season attire. You can redeem these attires at a 20% discount using Blades.

    • Snow Falcon Attire (Sealed) price reduced from 2500 to 2000.

    • New Dawn Attire (Sealed) price reduced from 5000 to 4000.

    • Tiger Battalion (Sealed) price reduced from 2500 to 2000.

  • The following attires will return to their original price:

    • Nightmare of War (Sealed) price increased from 2000 to 2500.

    • Eternal Crown (Sealed) price increased from 4000 to 5000.

    • Camelot's Nightmare (Sealed) price increased from 2000 to 2500.

  • The following attires will be removed from the Season Vault:

    • Greycloak Zealot (Sealed) (Hero Attire)

    • Order Grandmaster (Sealed) (Hero Attire)

    • Brilliant Adjudication (Sealed) (Unit Attire)

    • "Knightfall" season returning weapon attire.

 
IV. World Updates

[h2]Regular Update for Territory War[/h2]
On the first Saturday of the new season (March 22), all servers (except Bian Tang Hu Xiao, Seorabeol, and Bulguksa) will replace the originally scheduled Territory War with a military drill.
On the first Saturday and Tuesday of the new season (March 22 and March 25), the servers Bian Tang Hu Xiao, Seorabeol, and Bulguksa will cancel the originally scheduled Territory War.
 
[h2]Adjustments to Fief's War Declaration Conditions[/h2]

  • This season, war declaration requirements for certain fiefs have been adjusted to ensure the fairness of Territory War declarations, while minimizing the impact on the strategic planning of alliances/houses.

  • The following requirements have been added to the existing war declaration rules:

    • Declaring war on a city requires house prestige ≥ 150.

    • Declaring war on a fort requires house prestige ≥ 200.

    • Declaring war on a village has no prestige requirement.

     

[h2]Territory War Garrison Difficulty Adjustment[/h2]

  • The default garrison size for Level 1 villages in Territory War has been reduced this season.

 
[h2]Adjustment to House Level Requirements for Declaring War[/h2]
The required House level for declaring war in the following Territory War city strongholds has been adjusted from Level 3 to Level 4:
Daur, Kerlich, Huegelstadt, Gruenefeld, Tura, Óváros, Kisbér, Hatvan, Horka, Rubusta, Hexi, Gaoda, Narth, Hebao, Jindai, Zandin, Louge, Yixing, Renlin, Mingyu
 
V. World Campaigns

[h2]World Key Area Announcement[/h2]

  • The following Focus Regions will be open during this Territory War period:

(APAC)

  • Lotus Ash Sea、Dragonrise Island、Jaderock Creek:Ostaria, Ungverija, Anadolou

  • Saga Blade、Khan of Heaven、Aurora Ridge:Ungverija

  • Hades Gate、Seorabeol:Liangyun

(EU/AMS)

  • Crytal Sea、Elysium Peak: Ostaria, Ungverija, Anadolou

  • Europa Frontier、Lionforge Fjord:Ungverija

  • Lakonía、Bulguksa:Liangyun

 
[h2]Phase 1: Rising of Hero[/h2]

  • Duration: 03.20 - 03.31 (Server Time)

  • 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 from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can fight in Ostaria and Anadolou.

  • Warlords from Saga Blade, Khan of Heaven, and Aurora Ridge can fight in Ungverija.

  • Warlords from Hades Gate and Seorabeol can fight in Liangyun.

(EU/AMS)

  • Warlords from Crystal Sea and Elysium Peak can fight in Ostaria and Anadolou.

  • Warlords from Europa Frontier and Lionforge Fjord can fight in Ungverija.

  • Warlords from Lakonía and Bulguksa can fight in Liangyun.

[h2]Phase 2: Eve of Turmoil[/h2]

  • Duration: 03.31 - 04.14 (Server Time)

  • 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 from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can fight in Ostaria, Anadolou, and Ungverija.

(EU/AMS)

  • Warlords from Crystal Sea and Elysium Peak can fight in Ostaria, Anadolou, and Ungverija.

[h2]Phase 3: All is Chaos[/h2]

  • Duration: 04.14 - 05.05 (Server Time)

  • 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

[h2]Phase 4: Usurp the Thrones[/h2]

  • Duration: 05.05 - 05.19 (Server Time)

  • 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 from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can contend for Augolia and Reginopolis.

  • Warlords from Saga Blade, Khan of Heaven, and Aurora Ridge can contend for Turul Város.

  • Warlords from Hades Gate and Seorabeol can contend for Daicheng.

(EU/AMS)

  • Warlords from Crystal Sea and Elysium Peak can contend for Augolia and Reginopolis.

  • Warlords from Europa Frontier and Lionforge Fjord can contend for Turul Város.

  • Warlords from Lakonía and Bulguksa can contend for Daicheng.

[h2]Phase 5: King of Kings[/h2]

  • Duration: 05.19 - 06.02 (Server Time)

  • 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 from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can contend for Augolia, Turul Város, and Reginopolis.

(EU/AMS)

  • Warlords from Crystal Sea and Elysium Peak can contend for Augolia, Turul Város, and Reginopolis.

 
VI. Season Challenges

[h2]Silla Guards (Complete 6 out of 8 tasks per stage)[/h2]
Challenge Unlock Date: March 20, 2025 (After Maintenance)

  • First Stage Reward: 3-day Unit trial

  • Second Stage Reward: Permanent Unit

  • Third Stage Reward: Unit-exclusive Rare Doctrine – [Silla Guards - Royal Escort]: Reduces [Spear Slam] cooldown by 5 seconds

  • Fourth Stage Reward: Unit Cartoon Avatar
[h2]Tiger Fists (Complete 8 out of 10 tasks per stage)[/h2]
Challenge Unlock Date: March 31, 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 Doctrine – [Tiger Fists - Dread Roar]: [Tiger’s Fury] reduces enemy unit's damage by 15% for 5 seconds

  • Fifth Stage Reward: Unit Cartoon Avatar
[h2]Hwarang (Complete 10 out of 12 tasks per stage)[/h2]
Challenge Unlock Date: April 14, 2025, 12:00 (UTC+8)

  • First Stage Reward: 3-day Unit trial

  • Second Stage Reward: Unit-exclusive Rare Doctrine – [Hwarang: Plucked Blossoms]: Reduces [Flying Petals] cooldown by 2 seconds

  • 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 – [Hwarang: Fallen Petals]: Restores 3% ammo upon each enemy unit kill

  • Seventh Stage Reward: Unit Cartoon Avatar
VII. Season Runes

[h2]Armor Runes[/h2]

  • Helm:

    • [Blood Rain]: Reduces unit damage taken by 5%; upon death, deals damage equal to 30% of the enemy's current health to up to 10 nearby enemy units; costs 3 rune power.

    • [Stormhoof]: Reduces unit damage taken by 5%; upon death, deals damage and knocks back nearby enemies; costs 3 rune power.

    • [Venom Claw]: Reduces unit damage taken by 5%; upon death, inflicts poison on nearby enemy units, dealing 0.2% of their maximum health per second, increasing by 0.2% per second for 20 seconds. If the enemy leaves the affected area, the effect is immediately removed; costs 3 rune power.

    • [Crimson Gaze]: Reduces unit damage taken by 5%; upon death, inflicts burning on nearby enemy units, dealing 3% of their maximum health per second while accumulating burning value for 10 seconds. If the enemy leaves the affected area, the effect is immediately removed; costs 3 rune power.

    • [Vital Essence]: Restores 2% maximum health per second while at a supply point; costs 2 rune power.

  • Armour:

    • [Warding Banner]: Reduces damage taken by 8% while on a Capture Point; costs 3 rune power.

    • [Winged Havoc]: Javelin throw skills of Javenlin Infantry deal 15% more damage to Towel Shield units; costs 3 rune power.

    • [Unyielding Guard]: Reduces block damage taken by 20%; costs 2 rune power.

    • [Sacred Light]: Reduces [Bandage]'s duration by 40%, while keeping the total heal amount unchanged; costs 2 rune power.

    • [Phantom Rush]: After a charge, Lancer Cavalry takes 10% less damage for 15 seconds; costs 3 rune power.

  • Bracers:

    • [Blood Vow]: Increases damage dealt by 3%; upon death, nearby allies gain a 10% damage increase for 10 seconds; costs 3 rune power.

    • [Piercing Fang]: Javelin Infantry's attacks deal an additional 200 block damage to units; 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 1500; when health is below 30%, reduces damage taken from units by 20%; costs 2 rune power.

  • Boots:

    • [Judgment Horn]: Increases damage dealt by 8% while at a Capture Point; costs 3 rune power.

    • [Gale Stride]: Reduces the [Chargers] amplification interval from 1.5 seconds to 0.5 seconds; 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.

 
[h2]Weapon Runes[/h2]

  • Poleaxe:

    • [Minotaur's Axe]: [Sideways Sweep] can now be used fourth time; costs 3 rune power.

    • [Nemesis' Will]: Increases damage dealt by 14% when health is below 30%; 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.

    • [Divine Oppression]: [Flying Reaper] no longer knock back heroes, but stuns them for 4 seconds instead; costs 3 rune power.

    • [Titanic Physique]: Grants immunity to all control effects except [Winded] during [Turn and Attack]; costs 2 rune power.

  • Maul:

    • [Typhon's Demise]: When using [Maelstrom], the third attack increases defense by 10%, and the fourth attack grants immunity to all control effects except [Winded] while increasing defense by 18%; costs 3 rune power.

    • [Titanic Shockwave]: Increases [Earthsplitter] impact area by 25%; costs 3 rune power.

    • [Hermes' Leap]: Reduces stamina consumption for [Dodge] by 20%; 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.

    • [Hercules' Greatness]: [Ironsides] increases defense by an additional 20%; 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:

    • [Fearless Thrust]: Each stack of [Hard-Hitting] increases armour penetration by 1%; 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.

    • [Cronus' Authority]: [Green Dragon] resets its cooldown upon killing a hero; costs 3 rune power.

    • [Sylph Guardian]: Reduces damage taken by 30% during the first and second strikes of [Wandering Dragon]; 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:

    • [Oceanic Wildfire]: Increases the impact area of [Blackpowder Grenade] and [Liquid Fire] by 15%; 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.

    • [Yang Metal]: [Normal Attack] are now grapeshot; costs 2 rune power.

  • Bow:

    • [Apollo's Marksmanship]: Hitting an enemy hero with [Lightning Bolt] stuns them for 2 seconds; 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.

    • [Hippolyte's Demise]: Increases damage to ranged units by 15%; 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.

    • [Cerberus' Chase]: Killing a Hero increases slashing damage by 4% (stacks up to 5 times, resets on death); 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.

    • [Thanatos' Fetters]: [Trap Prey] stuns enemies for 2 seconds; costs 3 rune power.

    • [Hephaestus' Blade]: Increases damage dealt to enemies with over 600 slashing defence by 10%; costs 2 rune power.

  • Shield & Spear:

    • [Spartan Greeting]: During [Spartan Kick], reduces damage taken by 30% and grants immunity to all control effects except [Winded]; costs 3 rune power.

    • [Champion Technique]: [Heracles' Throw] can now pierce one additional target; costs 3 rune power.

    • [War Steps]: Reduces stamina consumption for [Sidestep] and [Sidestep Attack] by 25%; costs 2 rune power.

 
VIII. Season Fame

  • Fame of the Sparta Season will be reset, and be replaced by Silla Fame for the Silla Season.

  • [Fame Store] rewards are as follows:
 
 
IX. System Optimizations

[h2]Added Korean Hero voice lines[/h2]
 
[h2]Item Lock[/h2]

  • To help warlords prevent the accidental salvaging or loss of high-value items, a new Item Lock feature has been added.

  • Armor, weapons, and doctrines in the inventory can now be locked.

  • Locked armor and weapons cannot be salvaged, reforged, listed on the market, sold, discarded, or donated. To perform these actions, the item must first be unlocked in the inventory.

  • Locked doctrines cannot be upgraded, equipped, salvaged, or reforged. They must be unlocked in the inventory or current interface before proceeding.

 
[h2]BOT AI Optimization[/h2]

  • Optimized BOT Heroes' behavior when defending walls. They will now attempt to kick down siege ladders.

  • Optimized BOT heroes' roll logic when stuck in corners. They will now assess the surrounding terrain and adjust their combat behavior accordingly instead of repeatedly trying to roll.

  • Optimized BOT units' group movement logic during combat, making them more aware of formations.

[h2]Territory War Report Rewards Enriched[/h2]

  • Increased the amount of Triumph earned by Legion and The Free Houses based on war report scores after territory wars end.
 
X. Balance Adjustments
  • Dimachaeri

    • [Siccae Lunge]

      • Reduces damage taken by 65% for 3 seconds.

      • The two Siccae Stabs deal an additional 1500 damage to buckler and towel shield units.

      • Siccae Stabs grant 2 seconds of immunity after a brief delay.

    • [Siccae Torrent]

      • Jump attack's block break value increased from 250 to 660.
  • Cudgel Monks

    • [Six Way Staff]

      • Now blocks enemy attacks while spinning the staff; damage increased by 38%; block break value increased from 100/150/200 to 200/300/400.
  • Ronin

    • [Charge]

      • Reduces ranged damage taken by 80% during the charge.

    • [Iaido Strike]

      • Can knock down enemy units.

      • Fixed an issue where the effecft of the inner growth's final node did not match its description; the effect has been adjusted from reducing cooldown by 0.3s per kill to reducing cooldown by 1s per kill.
  • Jangjus

    • [Corrosive Venom]

      • Throwing blades now poison enemy units, dealing 90 damage per second for 5 seconds, stacking up to 3 times. When hitting polearm infantry, reducing their damage dealt by 15% for 5 seconds, stacking up to 3 times.
  • Xuanjia Heavy Cavalry

    • [Disciplined Assault]: Maximum number of attack targets reduced by 1.

    • [Disciplined Assault]: Damage reduced by 15%.

    • Leadership cost increased by 10 points.
  • Sunward Phalanx

    • [Ares' Flurry]: Base cooldown increased by 4 seconds.

    • [Ares' Flurry]: Damage reduced by 10%.
  • Spartan Chosen

    • [Spartan Vengeance]: Shield bash counterattack's damage reduced by 15%.

    • [Spartan Vengeance]: Jump attack damage at the end of the stance reduced by 15%.
    • Unit Trait - [Oath of Unity]:

      • Base effect adjustment: The final shared damage taken increased from 70% to 80%.

      • Final Veterancy node adjustment: The final shared damage taken increased from 50% to 60%.

       

  • Optimized high-angle projectile calculations for [Shenji Grenadiers] and [Laconic Javelins], making their trajectory more realistic and accurate.

 
 
XI. Bug Fixes

  • Fixed an issue where the yellow dot on weekly tasks sometimes did not disappear.

  • Fixed a text description error in the duration of [Ares' Flurry] for [Sunward Phalanx], which did not affect actual gameplay.

  • Fixed an issue where the final Veterancy node of [Spartan Chosen] caused an abnormal duration of [Oath of Unity] during [No Mercy].

  • Fixed an issue where [Ronin] sometimes dealt abnormal damage in following orders via C-key.

  • Fixed an issue where [Jangjus] sometimes had an incorrect attack target number during free attacks.

  • Optimized an issue where the client sometimes remained in a stop state in Steam after closing the game.

  • Optimized the display shadow quality of certain game interfaces.

  • Fixed an issue where some weather effects were not displayed in Eagle Eye view during battles.
XII. Seasonal Map

A new field battle map will be added mid-season – stay tuned!
 

March 20 Unit Balance Adjustments & Free Doctrine Removal Event

Recently, we have received a lot of feedback from warlords regarding Spartan Chosen. We have been closely monitoring the performance of this unit on the battlefield. Additionally, we have also received balance-related feedback regarding Xuanjia Heavy Cavalry and Sunward Phalanx.
 
We highly value the opinions of our warlords and have conducted multiple rounds of internal product discussions. Conqueror's Blade now features 120+ units from diverse cultures and backgrounds, along with various maps and artilleries. Maintaining a dynamic balance in the battlefield ecosystem is a challenging task, but we firmly believe that balance is the foundation and lifeline of Conqueror's Blade.
 
General Adjustment Approach

Our unit balance design revolves around balance, strategic depth, and player experience, ensuring a healthy battlefield ecosystem through continuous optimization.

[h2]1. Balance Adjustments: Strengths and Weaknesses Complement Each Other[/h2]
By fine-tuning unit stats, skill mechanics, and roles, we attempt to ensure that units of different levels and types have their own advantages and disadvantages on the battlefield. For example:

  • Buffing 3-star units that underperform compared to design expectations.

  • Adjusting units that do not meet intended design goals.

  • Optimizing low-pick-rate units to improve their battlefield presence.

[h2]2. Targeted Optimizations: Aligning with Design and Player Feedback[/h2]
Adjustments are made based on a unit’s intended role and real battlefield performance:

  • Enhancing functionality where necessary.

  • Optimizing control and survivability.

  • Improving unit synergy and skill interactions.

 
3. Data-Driven and Periodic Iterations

We actively monitor game data, battlefield recordings, and player feedback to quickly address balance issues:

  • Regular adjustments to underused units.

  • Ensuring changes do not disrupt fairness.

Most importantly, we highly value warlords' feedback on unit balance adjustments. We recognize that players often develop a deeper understanding of certain aspects of the game than we do, and we aim to refine the game together with you to build an even better Conqueror’s Blade.

How to Avoid Over-Powered and Over-Nerfed?

Before launching new units or balance changes, we conduct multiple rounds of numerical validation and iterative testing. For adjustments to popular units or major version updates, we also open a PTR test for warlords to test with us. Your feedback is crucial to our balance adjustments. We do not want overpowered "dominant" units, nor do we want previously nerfed units to become unusable. We take every adjustment seriously and sincerely ask for your honest and direct feedback. The more feedback we receive, the better we can refine unit balance—your voice shapes the battlefield!
 
Balance Ajustements

We will implement unit balance adjustments after maintenance on March 20.
For this update, Spartan Chosen, Xuanjia Heavy Cavalry, and Sunward Phalanx have received some downward adjustments. We would like to share our thought process with our warlords.
[h2]Spartan Chosen[/h2]
The primary role of Spartan Chosen on the battlefield is that of a Tower Shield unit, with warrior capabilities as a secondary function. We aim for them to embody the defensive resilience of the Spartan warriors in history—holding their shields firm against enemy advances and creating opportunities for their allies to counterattack. However, due to their unit trait, their damage absorption has exceeded expectations. As a result, we have adjusted the trait values and reduced burst damage during counterattacks, emphasizing their shield role.
[h2]Xuanjia Heavy Cavalry[/h2]
The single-use target count for [Disciplined Assault] was too high, and the charge acceleration effect further boosted its total damage output, allowing it to clear battlefields too efficiently.
Additionally, [Disciplined Assault] and [Thunder Charge] could refresh each other, creating high uptime and reducing their damage downtime compared to other charge-type cavalry units with even higher leadership cost. Given these factors, we decided to make some adjustments for this unit.
[h2]Sunward Phalanx[/h2]
The intended battlefield role of [Sunward Phalanx] is anti-cavalry, but [Ares’ Flurry] had an overwhelmingly high uptime, allowing it to suppress both cavalry and melee infantry beyond our original design. Additionally, since the unit carries a small buckler, it also has some defensive capabilities against ranged units, making it highly versatile and effective in nearly any combat scenario. This exceeded our intended design scope, so we have made small adjustments to [Ares’ Flurry] by increasing its cooldown and slightly reducing its damage. These changes will not impact its anti-cavalry effectiveness, but they will slightly reduce its pressure on melee infantry.

Detailed Balance Adjustments

[h2]Dimachaeri[/h2]

  • [Siccae Lunge]

    • Reduces damage taken by 65% for 3 seconds.

    • The two Siccae Stabs triggered by this skill deal an additional 1500 damage to buckler and tower shields units.

    • Siccae Stabs grant 2 seconds of immunity to control effect after a brief delay.

  • [Siccae Torrent]

    • Jump attack's block break value increased from 250 → 660.

[h2]Cudgel Monks[/h2]

  • [Six Way Staff]

    • Six Way Staff can now block enemy attacks while spinning the staff, damage increased by 38%, and block break values increased from 100/150/200 → 200/300/400.

[h2]Ronin[/h2]

  • [Charge]

    • Reduces ranged damage taken by 80% during the Charge.

  • [Iaido Strike]

    • Now knock down enemy units.

[h3]Bug Fixes[/h3]

  • Fixed an issue where the final node in inner growth did not match its description; the effect has been changed from reducing cooldown by 0.3s per kill to reducing cooldown by 1s per kill for [Iaido Strike].

  • Fixed an issue where [Ronin] sometimes had abnormal attack damage when following orders via the C-key.

[h2]Jangjus[/h2]

  • [Venom Blades]

    • Throwing blades now poison enemy units, dealing 90 damage per second for 5 seconds, stacking up to 3 times; against polearm infantry, reducing their damage dealt by 15% for 5 seconds, stacking up to 3 times.

[h3]Bug Fixes[/h3]

  • Fixed an issue where [Jangjus] sometimes had an incorrect number of attack targets during free attacks.

[h2]Spartan Chosen[/h2]

  • [Spartan Vengeance]: Shield bash counterattack damage reduced by 15% during the stance.

  • [Spartan Vengeance]: Jumping spear attack damage at the end of the stance reduced by 15%.

  • Unit Trait - [Oath of Unity]:

    • Base Effect: Shared damage absorption increased from 70% → 80%.

    • Final node in Veterancy: Shared damage absorption increased from 50% → 60%.

[h3]Bug Fixes[/h3]

  • Fixed an issue where the final node in Veterancy for [Spartan Chosen] caused an abnormal [Oath of Unity] duration during [No Mercy].

[h2]Xuanjia Heavy Cavalry[/h2]

  • [Disciplined Assault]: Maximum number of attack targets reduced by 1.

  • [Disciplined Assault]: Damage reduced by 15%.

  • Base leadership cost increased by 10 points.

[h2]Sunward Phalanx[/h2]

  • [Ares' Flurry]: Base cooldown increased by 4 seconds.

  • [Ares' Flurry]: Damage reduced by 10%.

[h3]Bug Fixes[/h3]

  • Fixed an issue where the duration text description for [Ares' Flurry] was incorrect, but the actual effect remains unchanged.
Besides—

[h2]Limited-Time Free Doctrine Removal Event![/h2]
Event Details:
◈During the event period, removing any quality of Doctrine will not consume Lotus Water.
Event Time:
◈March 22, 00:00 – March 23, 24:00 (UTC+8)