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Roses: Ash and Bloom Season Update - Part 1
12/18/2025

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].
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • Optional Nodes
      1. Hallowed Pursuit: [Cross Execution] Block Value damage +20%; if total base Defence is below 2100, gain Immunity 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.
    • 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:
Set Name Pieces Effect
Warbreaker (Light Armour) 3 After using [Enhance]-type skills, increase Critical Rate to 25% for 5 seconds.
5 Attacks inflict Bleed equal to 9% of current Health;
can trigger on the same target at most once every 3 seconds.
Windrider (Medium Armour) 3 When [Sprint Attack] is triggered, increase Movement Speed by 25% for 6 seconds.
5 [Sprint Attack] deals 30% increased damage; on hit, refund the [Stamina] consumed.
Earthshatter (Medium Armour) 3 When attacking targets with Piercing Defence above 800,
increase Armour Piercing and damage by 5%.
5 [Ultimate Skill] causes Unit and Hero to be Concussed for 0.8 seconds;
each hit is calculated independently.
Flameshackle (Heavy Armour) 3 When [Control]-type skills are blocked, break the enemy’s guard.
5 [Control]-type skills ignite Units for 2 seconds, dealing a total of 500 Burning damage.
Stoneguard (Heavy Armour) 3 While Concussed, Knocked down, or knocked up, reduce all damage taken by 20%.
5 After taking damage from Units 15 times, cleanse control effects and restore 5% Health.
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.
Mastery for three Units from the Mediterranean region is now available: [Zykalian Militia]&[Janissaries]&[Fortebraccio Pikemen]

Zykalian Militia

  • Mastery Node 1: +50 Blunt Damage
  • Mastery Node 2: +5% Movement Speed
  • Mastery Node 3: +50 Blunt Damage
  • Mastery Node 4: +5% Movement Speed
  • Mastery Node 5: +50% base Ammunition
  • Mastery Node 6: +200 to all Burning Damage
  • Mastery Node 7: +20% direct damage against large-shield Units
  • Mastery Node 8: Explosive damage dealt to Units additionally applies a knockback effect

Janissaries

  • Mastery Node 1: +50 Piercing Damage
  • Mastery Node 2: +6% Firing Speed
  • Mastery Node 3: +50 Piercing Damage
  • Mastery Node 4: +6% Firing Speed
  • Mastery Node 5: After leaving the firing stance, Movement Speed is increased by 50% for 8 seconds
  • Mastery Node 6: +300 damage against Polearm Infantry
  • Mastery Node 7: +400 damage against cavalry Units
  • Mastery Node 8: While continuously firing at the targeted enemy, damage dealt increases over time, up to +15%; this effect is reset when leaving the firing stance

Fortebraccio Pikemen

  • Mastery Node 1: +270 Health
  • Mastery Node 2: +50 Piercing Defence
  • Mastery Node 3: +270 Health
  • Mastery Node 4: +50 Piercing Defence
  • Mastery Node 5: When Health falls below 50%, damage dealt while in Brace is increased by 50%
  • Mastery Node 6: +300 damage against cavalry Units
  • Mastery Node 7: Damage taken from arrows −400
  • Mastery Node 8: While attacking in Brace, there is a 50% chance to ignore control effects

V. 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

VI. 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:
    Battle Report Score
    Range
    Number
    Triumph (Before) Triumph (After)
    0-199 10 20
    200-399 12 24
    400-599 15 30
    600-799 18 35
    800-999 21 40
    Above 1000 24 45

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.
    Weekly Task Current Completion Requirement Adjusted Completion Requirement
    Pacify Rebellion I Achieve B+ or higher and win 2 times in Bandit Raid Achieve B+ or higher and win 1 time in Bandit Raid
    Pacify Rebellion II Achieve B+ or higher and win 4 times in Bandit Raid Achieve B+ or higher and win 2 times in Bandit Raid
    Purge Invaders I Achieve A or higher and win 2 times in Bandit Raid Achieve A or higher and win 1 time in Bandit Raid
    Purge Invaders II Achieve A or higher and win 3 times in Bandit Raid Achieve A or higher and win 2 times in Bandit Raid
    Glory Through Blood Defeat 300 soldiers in Bandit Raid (any difficulty) Task removed
    Punitive Expedition I Win 1 Bandit Raid and achieve B or higher Defeat 100 soldiers in Bandit Raid (any difficulty)
    Punitive Expedition II Win 2 Bandit Raids and achieve B or higher Defeat 200 soldiers in Bandit Raid (any difficulty)
    Punitive Expedition III Win 3 Bandit Raids and achieve B or higher Defeat 300 soldiers in Bandit Raid (any difficulty)
    Punitive Expedition IV Win 5 Bandit Raids and achieve B or higher Task removed

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 to instantly claim a special gift pack from Quests. (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.