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Server downtime - January 14


Please be aware that from 7:00 CET on January 14 (10:00 pm PST 1/14), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 6 hours.

Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.

Season VI: Regional Influence, Capital and Rewards



Battles for regional capitals are returning! Throughout Season VI: Scourge of Winter, we will continue to host these epic Territory War battles across Stage 4 and Stage 5. New to this season, all accessible regional capitals will remain in play during Stage 5, even after the core capital is open for conquest.
 
 
Stage 4 Conquerable Capitals
Stage 5 Conquerable Capitals
Turul Város (Ungverija)
Reginopolis (Anadolou)
Core Capital: Augolia (Ostaria)
Turul Város (Ungverija)
Reginopolis (Anadolou)
Turul Varos (Unverija)
Daicheng (Liangyun)
Core Capital: Reginopolis (Anadolou)
 
Core Capital: Conqueror’s City (Borderlands)
 
Core Capital: Conqueror’s City (Borderlands)





AMASSING INFLUENCE

The ability to wage war for control of regional capital, as well as the season’s core capital, is dependent on an alliance’s ability to amass Influence prior to mounting an attack. In order to declare war on a region’s capital, an alliance must have 3,000 Influence in that same region. To subsequently declare war on the core capital, an alliance must have amassed 4,000 Influence (from Ostaria, in the case of Season VI). 

Accessible regions and the designated core region will change from season to season, depending on its lore, timeline, and themes. However, aside from the status of a region’s capital in separating a season’s champions from the runners-up, the only fundamental difference between the regions is that all core region fiefs (Ostaria for Season VI) will award alliances with 30% more Influence than those in other regions.
 
To declare war on...
An Alliance requires...
Control of the city bestows...
Turul Város (Stage 4 and 5)
3,000 Influence from fiefs in Ungverija
1,000 Influence
Reginopolis (Stage 4 and 5)
3,000 Influence from fiefs in Anadolou
1,000 Influence
Augolia (Stage 5)
4,000 Influence from fiefs in Ostaria
 





DECLARING WAR AND COMMENCING AN ATTACK

Without the required levels of Influence, an alliance cannot declare war on a capitol. The only circumstances in which an alliance can fight for a capital otherwise is to aid in its defence or if a battle in which the alliance was able to join is already underway. If the alliance subsequently loses a battle that reduces its Influence below the required amount, it will no longer be in a position to declare war on the capital. 

There is a strict order in which alliances that successfully declare war on a capital city will be allowed to fight for its control once Territory War preparation is concluded:
  • Alliances will be ordered from high to low depending on their Influence (regional or total, depending on the capital being targetted).
  • If alliances have equal Influence, those that declared war first will take precedence.
  • Following this order alliances may contend for the capital.
  • The ruling house of an alliance will always be placed first in the attack order.

Once a battle is underway, the order of attack can only be changed under the following circumstances. In all cases the house or alliance will be placed last in the attack order:
  • If an alliance fails to launch an attack within three minutes after gaining the ability to do so.
  • If an alliance fails to successfully occupy the city.
  • If an eligible house successfully declares war against the city while Territory War is in progress.
  • If for some reason a house is removed from the attack order and is subsequently able to rejoin.



IMPERIAL RESTORATIONISTS: IN DEFENCE OF THE REALM

Members of Imperial Restorationist forces (Cohorts and Legions) cannot declare war on a regional capital, only fight to defend those that have yet to be taken by a player alliance. Once a city is occupied by an alliance, it can only be targetted by other alliances. Access to capital city battles is further limited to Imperial Restorationist ranked Decanos or Patrol Leader and above.

One benefit of defending a regional capital on behalf of Imperial Restorationists is that Unit Kits are not consumed in the course of a battle.




SOME GREAT REWARDS

Controlling regional capitals and, more specifically, the core capital, is what separates the victors from the vanquished when eventually a season comes to an end.

For the leader of an alliance’s ruling house to secure the nobility rank of Hegemon, and the leaders of the alliance’s other houses to receive the nobility rank of Chamberlain:
For the leader of an alliance’s ruling house to secure the nobility rank of Monarch, and the leaders of the alliance’s other houses to receive the nobility rank of Chief Justiciar:
They must be members of the alliance that controls the Core Capital when the season ends. The alliance must also command a total Influence of 8,000 or more (disregarding any Influence gained from regional capitals)
They must be members of the alliance that controls the Core Capital while having LESS than 8,000 total Influence (disregarding any Influence gained from regional capitals)

OR

Must be a member of an alliance that controls a regional capital when the season ends. The alliance must also command an Influence of 5,000 or more from that same region.


Liege leaders that are awarded the nobility rank of Hegemon or Monarch (it’s not possible to attain both or multiples of either) will also receive regal attires in keeping with their status and the themes of the recently-concluded season. Officers and other alliance members who took part in the season’s climactic battles and remain members during the close season will also receive rewards for their effort and achievements. As with nobility ranks, alliance members will not receive multiple rewards for taking multiple capitals - only the highest level of reward will apply. These rewards will be announced in detail at the end of each season.

Finally, with great rewards come great responsibilities: The occupier of a capital city will receive a tribute to reflect its economic and social importance, in return for which all players will continue to enjoy full access to its goods and services. Unlike other fiefs, the owner of a capital city will not be allowed to install upgrades and change permissions that favour one group of players over another. Even under occupation, capitals are the hub of each region and must retain some autonomy.

Unit Guide: Armiger Lancers



There’s no shortage of units that specialise in coming to the aid of stricken Warlords and fighting to protect them from enemy onslaughts. What sets Armiger Lancers apart from other bodyguard units is their speed and impact.

The second unit to be released as part of Season VI: Scourge of Winter, this Promoted Unit excels at charging over the proverbial hill at the eleventh hour. It can then disappear over the horizon just as quickly, causing no small amount of mischief along the way.

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Unlocking

You first need a unit of Yeomen to promote. You will receive one after completing the first stage of Season VI unit challenges. After Stage 3 you will receive the Armiger Lancers Promotion, which will allow you to promote your Yeomen to a unit of Armiger Lancers. The new unit will carry over all Unit XP and its level and doctrines, while Veterancy Points will be returned. You can read more about Promoted Units here.

 
At 3 challenges completed, receive:
At 6 challenges completed, receive:
At 8 challenges completed, receive:
Stage 1
10x Unit Medal
10x Unit Medal
Yeomen
Stage 2
10x Unit Medal
10x Unit Medal
Armiger Lancers’ Weapons Doctrine
Stage 3
10x Unit Medal
10x Unit Medal
Armiger Lancers Promotion
Stage 4
10x Unit Medal
10x Unit Medal
Armiger Lancers’ Gallop Doctrine





Gameplay

Promoted Units have so far offered improvements across the board when compared to a base unit’s stats. In the case of Armiger Lancers the improvements are more modest, which is made up for by a significant increase in the unit’s Health Attribute. This is to be expected, given that the unit specialises in hit-and-run strikes against overwhelming odds to hopefully save a warlord from an unwanted respawn. This more specialised role is reflected in the unit’s Cover Commander and Gallop Orders. However, should Armiger Lancers be engaged longer than anticipated, the Heavy Armour and Undying Service Traits, combined with their boosted Health Attribute, should provide enough steeliness to see a battle through.




Progression

Armiger Lancers have a maximum unit level of 18, with Veterancy Points investable across two branches. Both extend the unit’s attacking attributes in different ways: The top branch offers more offensive options by increasing mobility and weapon penetration, while the lower branch affords the unit more protection and an increased rate of self-healing. Fight harder or fight longer, in other words!





Just the facts: Armiger Lancers (4-star, cavalry)



NOTE: The above information is correct as of the time of publication. Please check in-game for the most up-to-date unit information.

Season VI: Ranked Battles

 

Ranked Battles are back for Season VI and will be accessible until February 28! Check out the updated Event Schedule to plan your ascent through the ranks!

Unlike regular matchmaking battles, from which you primarily earn Bronze and XP, ranked battles are all about creating a persistent record of where you sit alongside other heros. Your efforts will still reward you with experience and go towards fulfilling quest objectives (although you won’t receive any Bronze), but ranked matchmaking is primarily about establishing an evolving order of dominance.   

It’s not just about bragging rights, of course. As well as ranks to ascend by earning points, there are weekly and season rewards to unlock - including a choice of units attires, so that your opponents will soon know who they are up against! 

You can always check out your current rank by pressing J and selecting the Ranked Battle tab.

Matchmaking Ranks 
New Blood
0-199 Points
Rookie
200 - 399 Points
Contestant
400 - 599 Points
Brawler
600 - 799 Points
Fighter
800 - 899 Points
Slayer
1000 - 1199 Points
Gladiator*
1200 - 1399 Points
Arena Hero*
1400 - 1699 Points
Imperial Hero*
1700 - 2099 Points
Grand Champion*
2100 + Points


The Maps
Siege (15v15)
Field (8v8)


Ranked Rewards
Achieve a new rank!
Check the Ranked Battles UI
Win 2x Ranked Battles in a week to receive:
2x Chest of Bronze
Uncommon Honour Medal
Win 5x Ranked Battles in a week to receive:
3x Chest of Bronze
Uncommon Honour Medal
Simple Honour Medal
2x Random Doctrine Ability
Rank Fighter (800 points) or above during a season to receive:
60x Unit Medals
20x Powdered Silver
10,000 Honour
3x Treatise
Rank Gladiator (1200 points) or above during a season to receive:
60x Unit Medals
30x Gold Dust
1x Epic Barding Schematic Crate
7x Treatise
Rank above 1500 points during a season to receive:
1x Permanent Title
1x Ranked Battle Unit Attire Selection (choose from Fortebraccio Pikemen’s Landsknechte Attire, Tercio Arquebusier Attire, Pavise Crossbowmen’s Ducal Garrison Attire, Falconetti Gunner’s Bombardier Attire or a Serf Attire)
Rank above 2100 points and be among the top 25 players on the server to receive:
1x Mount Banner (will remain available until the end of Season VII.)
 

Fortebraccio Pikemen’s Landsknechte Attire
Tercio Arquebusier Attire
Pavise Crossbowmen’s Ducal Garrison Attire
Serf Attire
Falconetti Gunner’s Bombardier Attire
Mount Banner


Ranked Battle Rules
  • Season VI Ranked Battles are scheduled to run from January 8 until February 28.
  • Characters must be level 100 or above to take part in Ranked Battles.
  • Player groups are limited to 3 members.
  • Above Gladiator, players within a group must all be within one rank of one another. (Eg: If one player is ranked Arena Hero, the others must either be Arena Hero or Gladiator, or Arena Hero and Imperial Hero)
  • Deployable artillery per player is limited to one piece for defenders and two for attackers.
  • Units do not endure permanent losses.
  • In-game currency is not given out as a reward for participation.
  • Rewards will be distributed weekly and after the conclusion of a season, as appropriate.
  • The rules, schedule and rewards for Ranked Battles are subject to change, although we will endeavour to keep you updated prior to any happening.   

Hero and Unit XP boosted until January 11!



Starting TODAY at 09:00 (server time) and lasting until 23:59 on Monday, January 11, all battles initiated through matchmaking will earn combatants - warlords and their loyal units - an XP bonus of 15%. So, if you’ve been looking for an excuse to improve yourself and your troops, you now have one!