[Chaos: A Realm Divided] Season Announcement06/25/2026
Greetings Warlords!
We will be performing maintenance and updates at the following times:
APAC: June 26, 0:00-15:00 (UTC+8)
EU/AMS: June 25, 17:00 - June 26, 8:00 (UTC+1)
The maintenance is estimated to take 15 hours. After the maintenance, compensation including Bronze Coins *35,000, Honour *1,500, and Unit Medals *75 will be distributed. Warlords, please arrange your playtime accordingly.
Here are the update details for this maintenance:
I. Season Units
New Unit Introduction — 3-Star: Yellow Turban Chanters
Background Story:
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At the end of the Eastern Han Dynasty, a folk religion known as the "Way of Peace" quietly grew amidst a declining empire and frequent natural disasters. Its founder, calling himself the "Great Teacher," created a doctrine based on the mystic text Taiping Jing. By performing talismanic magic and providing relief to refugees, he won the hearts of the people. Ultimately, under the slogan "The Blue Sky is dead, the Yellow Sky will rise," they launched a rebellion known to history as the "Yellow Turban Rebellion."
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Most participants in the Yellow Turban army were local refugees who lacked formal military training, but they relied on unorthodox arts to aid them in battle. By drinking specially prepared talisman water, their fanatical devotion to the Yellow Sky allowed these volunteers to forget their pain and recover rapidly. During fierce combat, believers invoked the resonance between heaven and humanity, seeking the Yellow Sky's blessing to fight with ever-increasing ferocity.
Unit Features:
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Followers of the Way of Peace who support and buff allies on the battlefield.
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Sprinkle talisman water to heal allies, saving the dying and aiding the wounded.
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The Will of Yellow Sky removes control effects and mitigates damage, standing fearless in the face of danger.
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Skill Design:
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[Skill 1: Cleansing Waters]: Immediately restores a portion of maximum health for self and allies within range, granting immunity to abnormal states such as Bleeding and Burning.
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[Skill 2: Will of Yellow Sky]: The unit gains a rapidly decaying damage reduction effect over time. Immediately removes control effects from self and surrounding allies.
New Unit Introduction — 5-Star: Tiger and Leopard Cavalry
Background Story:
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In the early years of the Jian'an era, after a great enemy was decisively defeated at the Battle of Guandu, the founder of the Wei state firmly secured his foothold in northern China. To wipe out the remaining enemy forces and counter the threat of northern nomadic tribes, the Tiger and Leopard Cavalry began to take shape. Led by the Cao clan, they became renowned as the "fiercest elite in the realm."
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The individual combat quality of the Tiger and Leopard Cavalry was exceptionally high. Most who joined this force were already junior commanders in the army. Not only were they extraordinarily brave, but they were also battle-hardened and highly disciplined, maintaining immense resilience regardless of the hardships faced. Excelling at long-distance pursuits, they embodied the principle that "speed is paramount in war." Even after riding hundreds of miles day and night, this cavalry could immediately launch a devastating charge, annihilating hastily prepared enemy forces like tigers and leopards tearing through a flock of sheep. Countless heroes fell to their blades, and during the Battle of Changban, they nearly captured the founding emperor of Shu Han alive.
Unit Features:
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An elite cavalry comprised of the realm's fiercest warriors, earning an illustrious combat record across the land.
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With highly flexible charging capabilities, they can adapt to highly complex battlefield situations.
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Their highly destructive sweeping attacks can easily shatter enemy formations.
Skill Design:
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[Skill 1: Predator Charge]: Launches a charge toward the target location.
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[Skill 2: Leopard Hunt]: Seeks out enemies for a dashing attack, during which they can use a sweeping strike to change direction toward the target.
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[Skill 3: Tiger Leap]: Leaps and sweeps out of formation, moving in a designated direction.
New Unit Introduction — 5-Star: White Plume Guards
Background Story:
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Legend has it that before declaring himself emperor and founding the state of Shu Han, the monarch had already cultivated a group of personal bodyguards. According to historical records, he was fond of crafting plume ornaments from yak hair, often gifting them to friends and loyal guards. Over time, the armor of these bodyguards became adorned with these plumes, earning them a new name: the White Plume Guards.
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The original members of the White Plume Guards hailed from Danyang commandery, a region famous for producing elite soldiers. Though serving primarily as defenders, their combat proficiency was exceptionally high, acting as an assault force when necessary. Their absolute loyalty to their lord made them the ultimate "vanguard" and "crisis responders" on the battlefield, excelling at holding strategic chokepoints and making resolute advances against overwhelming odds. At Changban, it was the White Plume Guards who stalled the offensive of the Tiger and Leopard Cavalry, and at Mount Dingjun, they helped the veteran general earn his title among the "Five Tiger Generals." Later, the unit absorbed many fierce Qiang warriors, making their combat capabilities even more well-rounded. Yet, their loyalty to Shu Han never wavered, earning them the title of the "supreme troops of Shu."
Unit Features:
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Excels at defense and protection, utilizing guarding and blocking to outmaneuver enemies while skills are active.
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When contesting strategic locations, they gain [Resolve], which strengthens their damage mitigation capabilities.
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The unyielding will of Shu Han erupts in desperate situations, granting immunity to fatal blows.
Skill Design:
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[Skill 1: White Plume Defense]: Ignores control effects and rapidly forms a special formation. Upon completion, defense values are increased.
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[Skill 2: Shattering Bash]: The White Plume Guards raise their shields to Knockdown enemies within range, dealing massive damage while increasing defense values.
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[Skill 3: Long Live the Han]: Consumes all "Resolve" to enter a fight-to-the-death state. While in this state, the unit's health remains at a minimum threshold and they cannot be killed.
II. Battle Pass
During the [Chaos] season, purchasing the Battle Pass unlocks additional Battle Pass rewards.
Battle Pass Tier Rewards:
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Tier 1 unlocks the Hero Attire: High Commandant.
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Tier 20 unlocks the Unit Banner: Hegemon's Banner.
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Tier 50 unlocks the Unit Attire: Hardened Rattan.
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Tier 70 unlocks the Mount Attire: Crimson Shadow.
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Tier 100 unlocks the Hero Attire: Tiger of Wei.
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Tiers 15, 30, and 60 unlock the Equipment Honing material: Pure Iron.
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The Treatise rewards originally available at Tiers 15, 30, and 60 will be moved to other tiers. The total amount of rewards remains unchanged.
III. Seasonal Store
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During the [Chaos] season, the Seasonal Store will bring back the attires from the [Dynasty Awakening] season. This season, players can use Blades to exchange for them at a 20% discount.
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Bloodbound (Sealed) exchange price adjusted from 2,500 to 2,000.
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Warborn (Sealed) exchange price adjusted from 5,000 to 4,000.
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Terracotta Guardian (Sealed) exchange price adjusted from 2,500 to 2,000.
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The exchange price for the following attires using Blades will be restored to their original values:
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Snowbloom Heir (Sealed) exchange price adjusted from 2,000 to 2,500.
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Sage Monarch (Sealed) exchange price adjusted from 4,000 to 5,000.
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Sadaham (Sealed) exchange price adjusted from 2,000 to 2,500.
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The following attires will be removed from the Seasonal Store:
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Crimson Warriors Tunic (Sealed) (Hero Attire)
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Warrior Kings' Panoply (Sealed) (Hero Attire)
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The 300 Warriors (Sealed) (Unit Attire)
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Returning [Sparta] Season Weapon Attire
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IV. Season Map
Background
The treacherous Sishui Pass crouches among the steep mountains like a fierce beast. This strategic chokepoint, nestled between mountain and river, has now become a deadly battleground where the eighteen Warlords knock on its gates. Banners snap fiercely in the wind below the pass, and the killing intent at the frontline pierces the clouds. Inside the tent, only a cup of still-warm wine quietly awaits the hoofbeats of the Martial Saint returning victorious.

Map Structure
Sishui Pass centers around the story of "Slaying Hua Xiong while the Wine is Warm," introducing the Heroes Guan Yu and Hua Xiong into the tactical gameplay.
The battlefield features two Banner points: Point A and the Base.
[Camp Area]
[Point A] involves multi-route attack and defense around the camp. The camp has a wide vulnerable front, testing the localized coordination of both the attacking and defending sides.
Special Mechanics:
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[Guan Yu] is a capable Hero assisting the attackers in capturing the camp. While contesting [Point A], the attacking side should take care to protect [Guan Yu].
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Leveraging the structural advantages of the camp, the defending side must guard [Point A] while dispatching forces to attack [Guan Yu]. Successfully defeating [Guan Yu] will strengthen the Base's defensive line.
[Wall Area]
A massive moat lies across the front of the wall, creating a highly defensible terrain. Attackers can utilize Siege Towers to scale the wall, while defenders can use terrain and Artillery advantages to obstruct the attackers.
Special Mechanics:
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[Hua Xiong] is the defending side's commanding Hero. If [Guan Yu] survives before [Point A] is captured, [Hua Xiong] will lower the drawbridge and ride out of the pass to fight [Guan Yu].
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Attackers can assault the [Base] via the drawbridge, gaining an advantageous attack route; defenders must balance defending the [Base] and protecting [Hua Xiong].
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If [Guan Yu] dies before [Point A] is captured, drawbridge guards will defend the wall after [Point A] is lost. Attackers must slay them down to lower the drawbridge.
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In this scenario, [Hua Xiong] will assist the defenders in guarding the [Base], strengthening the defending side's defensive line.
Mechanics Summary:
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In short, if the attackers can ensure Guan Yu's survival before Point A is lost, it will be easier to open an attack route to the Base. If Guan Yu is defeated early, the defenders will gain a stronger defensive advantage in the subsequent phases.
[Base Area]
For the attacking side, a frontal assault on the wall is extremely perilous. Attackers can choose to assemble their main forces to enter the city from the side of the wall, while a portion of the troops moves down from the wall to flank the [Base].
The defending side relies on the Supply Point inside the city to reinforce the Base and the wall. Successfully defeating [Guan Yu] in the early stage of the match grants a defensive advantage during this phase.
V. World Update
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During the [Chaos] season, Unit Kits in the World gameplay will suffer attrition at a normal rate. Warlords, please plan your Kit reserves reasonably before marching out.
VI. World Region Overview
The following servers will have three Regions open: Maoyang, Longting, and Liangyun. The focus Region is Liangyun, meaning the ownership of Daicheng determines the Hegemon Rank.
(Note: Poros Servers)
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Lotus Ash Sea, Dragonrise Island, Jaderock Creek.
(Note: EU/NA Servers)
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Crystal Sea, Elysium Peak.
The following servers will have two Regions open: Longting and Liangyun. The focus Region is Liangyun, meaning the ownership of Daicheng determines the Hegemon Rank.
(Note: Poros Servers)
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Crimson Khan, Astral Crown.
(Note: EU/NA Servers)
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Iron Legion.
The following servers will have one Region open: Liangyun. The focus Region is Liangyun, meaning the ownership of Daicheng determines the Hegemon Rank.
(Note: Poros Servers)
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Warlords Ascend.
Phase 1: Opening Moves
Time: After maintenance on June 26 – July 6, 12:00 (UTC+8) Usable Unit Star Rating: 4-Star and below Equipment Set Attributes: Active Equipment Forging Extra Attributes: Inactive Auxiliaries Pool Unit Star Rating: 4-Star and below Auxiliaries Points: 6 Territory War Content: (Note: Poros Servers)
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Warlords on Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can enter Maoyang and Longting for combat.
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Warlords on Crimson Khan and Astral Crown can enter Longting and Liangyun for combat.
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Warlords on Warlords Ascend can enter Liangyun for combat.
(Note: EU/NA Servers)
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Warlords on Crystal Sea and Elysium Peak can enter Maoyang and Longting for combat.
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Warlords on Iron Legion can enter Longting and Liangyun for combat.
Phase 2: Eve of the Storm
Time: July 6, 12:00 – July 20, 12:00 (UTC+8) Usable Unit Star Rating: 4-Star and below Equipment Set Attributes: Active Equipment Forging Extra Attributes: Inactive Auxiliaries Pool Unit Star Rating: 4-Star and below Auxiliaries Points: 6 (Note: Poros Servers)
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Warlords on Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can enter Maoyang, Longting, and Liangyun for combat.
(Note: EU/NA Servers)
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Warlords on Crystal Sea and Elysium Peak can enter Maoyang, Longting, and Liangyun for combat.
Phase 3: All is Chaos
Time: July 20, 12:00 – August 10, 12:00 (UTC+8)
Usable Unit Star Rating: 5-Star and below
Equipment Set Attributes: Active
Equipment Forging Extra Attributes: Active
Auxiliaries Pool Unit Star Rating: 5-Star and below
Auxiliaries Points: 6
Phase 4: Usurp the Thrones
Time: August 10, 12:00 – August 24, 12:00 (UTC+8) Usable Unit Star Rating: 5-Star and below Equipment Set Attributes: Active Equipment Forging Extra Attributes: Active Auxiliaries Pool Unit Star Rating: 5-Star and below Auxiliaries Points: 6 Territory War Content: (Note: Poros Servers)
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Warlords on Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can fight for Anliang and Hao Jing.
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Warlords on Crimson Khan and Astral Crown can fight for Hao Jing.
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Warlords on Warlords Ascend can fight for Daicheng.
(Note: EU/NA Servers)
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Warlords on Crystal Sea and Elysium Peak can fight for Anliang and Hao Jing.
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Warlords on Iron Legion can fight for Hao Jing.
Phase 5: Imperial Dawn
Time: August 24, 12:00 – September 7, 12:00 (UTC+8) Usable Unit Star Rating: 5-Star and below Equipment Set Attributes: Active Equipment Forging Extra Attributes: Active Auxiliaries Pool Unit Star Rating: 5-Star and below Auxiliaries Points: 6 Territory War Content: (Note: Poros Servers)
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Warlords on Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can fight for Anliang, Hao Jing, and Daicheng.
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Warlords on Crimson Khan and Astral Crown can fight for Hao Jing and Daicheng.
(Note: EU/NA Servers)
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Warlords on Crystal Sea and Elysium Peak can fight for Anliang, Hao Jing, and Daicheng.
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Warlords on Iron Legion can fight for Hao Jing and Daicheng.
VII. Season Challenges
Yellow Turban Chanters (Complete 6 out of 8 Quests in each phase)
Challenges Unlock Time: After maintenance on June 26, 2026
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Phase 1 Reward: 3-Day Unit Trial
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Phase 2 Reward: Permanent Unit
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Phase 3 Reward: Unit-exclusive Rare Doctrine [Yellow Turban Chanters - Salvation]: [Cleansing Waters] cooldown reduced by 2 seconds.
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Phase 4 Reward: Unit Chibi Avatar
Tiger and Leopard Cavalry (Complete 10 out of 12 Quests in each phase)
Challenges Unlock Time: July 6, 2026, 12:00 (UTC+8)
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Phase 1 Reward: 3-Day Unit Trial
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Phase 2 Reward: Unit-exclusive Rare Doctrine [Tiger and Leopard Cavalry - Ferocity]: Charge damage increased by 10%.
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Phase 3 Reward: Unit Medal *120
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Phase 4 Reward: Permanent Unit
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Phase 5 Reward: Unit Medal *120
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Phase 6 Reward: Unit-exclusive Epic Doctrine [Tiger and Leopard Cavalry - Agility]: Using [Leopard Hunt] immediately grants a 20% damage reduction for 5 seconds.
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Phase 7 Reward: Unit Chibi Avatar
White Plume Guards (Complete 10 out of 12 Quests in each phase)
Challenges Unlock Time: July 20, 2026, 12:00 (UTC+8)
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Phase 1 Reward: 3-Day Unit Trial
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Phase 2 Reward: Unit-exclusive Rare Doctrine [White Plume Guards - Resolute]: [White Plume Defense] cooldown reduced by 2 seconds.
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Phase 3 Reward: Unit Medal *120
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Phase 4 Reward: Permanent Unit
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Phase 5 Reward: Doctrine Spirit (Current season only), 200 Unit Medals
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Phase 6 Reward: Unit-exclusive Epic Doctrine [White Plume Guards - Valor]: Formation attacks can cause Knockdown to enemy soldiers.
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Phase 7 Reward: Unit Chibi Avatar
VIII. Season Runes
Armour Runes:
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Helm:
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[Headless General]: Damage taken from Units is reduced by 20%. After taking an attack from Units, damage taken from Units is additionally reduced by 15% for 5 seconds. This can only trigger once every 15 seconds. Cost: 3 Rune Power.
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[Severed Hair]: Damage taken from Units is reduced by 20%. When Health is below 50%, damage taken from Units is additionally reduced by 10%. Cost: 3 Rune Power.
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[Phantom Plums]: When at an allied Supply Point, restores 2% of maximum Health per second. Cost: 2 Rune Power.
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Armour:
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[Peach Garden Oath]: Maximum Health increased by 5%. Upon death, surrounding allies immediately restore 10% maximum Health. Cost: 2 Rune Power.
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[Art of Stillness]: Damage taken is reduced by 10%. While in a Knockback, Knockdown, Knockup, or Concussed state, damage taken is additionally reduced by 5%. Cost: 3 Rune Power.
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[Eradicating the Threat]: When casting a non-ranged [Damage] skill, all types of defense values are increased by 25% for 8 seconds. Cost: 3 Rune Power.
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[Calculated March]: All defense values are increased by 3.5%. When Health is below 50%, all defense values are additionally increased by 2.5% for 5 seconds. This can only trigger once every 30 seconds. Cost: 2 Rune Power.
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Bracers:
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[Fangs and Claws]: When casting an Ultimate, all your damage dealt is increased by 10% for 5 seconds. Cost: 3 Rune Power.
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[A Fearsome Name]: When an Ultimate hits, reduces enemies' defense values by 5% for 5 seconds. Cost: 3 Rune Power.
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[Line Breaker]: Damage dealt to Units is increased by 6%. Cost: 2 Rune Power.
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[Unexpected Strike]: Damage dealt to Heroes is increased by 6%. Cost: 2 Rune Power.
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Boots:
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[Fight to the Death]: When Health is below 25%, damage taken from Heroes is reduced by 50%. Cost: 3 Rune Power.
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[Unstoppable Force]: Movement speed is increased by 6%. Upon death, the movement speed of surrounding allies is increased by 8% for 10 seconds. Cost: 3 Rune Power.
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[Cyan Satchel]: Bandage duration is reduced by 40%, but the total healing amount remains unchanged. Cost: 2 Rune Power.
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[Starstep Ritual]: While using Bandage, the movement speed reduction effect is lowered from 50% to 30%. Cost: 2 Rune Power.
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Weapon Runes:
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Poleaxe:
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[Preemptive Intercept]: Upon entering combat, gradually increases maximum Health over 300 seconds, up to a maximum of 3,000 points. Resets upon death. Cost: 3 Rune Power.
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[Unstoppable Drive]: For every unit hit by [Weapon Dance], reduces the cooldown of your [Ultimate] by 0.5 seconds. Cost: 3 Rune Power.
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[Iron Discipline]: Damage taken during the [Ultimate] is reduced by 10%. Cost: 2 Rune Power.
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Glaive:
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[Shaking the Realm]: Gain immunity to all control effects except [Winded] when using [Hail of Blades] and [Flying Reaper]. Cost: 3 Rune Power.
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[Solo Ride]: If the duration of the [Charge] sprint exceeds 2 seconds, your Slashing Damage and Slashing Armour Penetration are increased by 25% for 5 seconds. Cost: 3 Rune Power.
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[Taking the Head]: Gain immunity to all control effects except [Winded] during [Turn and Attack]. Cost: 2 Rune Power.
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Maul:
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[Yellow Sky Rises]: When a skill consumes stamina, damage taken is reduced by 10% and damage dealt is increased by 8% for 5 seconds. Stacks up to 3 times. Cost: 3 Rune Power.
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[Swarming the Earth]: When using [Maelstrom], the third hit grants 10% all defense values. The fourth hit grants immunity to control effects except [Winded] and increases all defense values by 18%. Cost: 3 Rune Power.
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[Bare-Chested Brawler]: Stamina cost for all Maul skills is reduced by 30%. Cost: 2 Rune Power.
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Longsword & Shield:
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[Aristocratic Lineage]: Restores 0.5% maximum Health per second for 10 seconds after using an Ultimate. Cost: 3 Rune Power.
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[Might of the North]: The block-breaking value of [Shield Bash] is increased by 600 points. Cost: 3 Rune Power.
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[Abundant Provisions]: When Health is above 70%, all damage dealt is increased by 100 points. Cost: 2 Rune Power.
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Shortsword & Shield:
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[Peerless Warrior]: Gain immunity to all control effects except [Winded] when using [Centurion's Battle Drill] and [Thunderstruck]. Cost: 3 Rune Power.
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[Terror of Xiaoyao]: Increases your Units' defense values by 30% when using [Ironsides]. Cost: 3 Rune Power.
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[Eight Gates Formation]: When attacked by Units, all defense values increase by 20 points for 7 seconds. Stacks up to 8 times. Upon reaching max stacks, restores 2% maximum Health per second for 5 seconds (triggers once). Cost: 2 Rune Power.
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Spear:
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[Bridge Defender]: Each stack of [Hard-Hitting] grants an additional 2% increase to all types of damage. Cost: 3 Rune Power.
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[Engraved in Stone]: Stamina cost for [Mounted Right-Click] is reduced by 20%. Cost: 3 Rune Power.
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[Western Divine Might]: When you hit an enemy with a mounted [Basic Attack], reduces the cooldown of [Full Tilt Charge] (Mounted E Skill) by 3 seconds. Cost: 2 Rune Power.
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Pike:
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[Absolute Courage]: Using [Wandering Dragon] grants 1 stack of [Dragon's Courage], reducing damage taken by 5% for 4 seconds, stacking up to 3 times. At max stacks, [Water Dragon], [Cold Dragon], and [Green Dragon] will ignore 50% of the target's defense values for 7 seconds. Cost: 3 Rune Power.
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[Splendid Spear]: [Green Dragon] does not need to be fully charged to achieve the damage and Knockup effects of a 1-second charge. Cost: 3 Rune Power.
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[Seven Charges]: Each time the third stage of [Wandering Dragon], [Water Dragon], or [Sky Dragon] is used, the cooldown of your [Ultimate] is reduced by 2 seconds. Cost: 2 Rune Power.
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Nodachi:
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[Stolen Harvest]: When life-stealing, 30% of the healing effect is converted into damage dealt to enemies. Cost: 3 Rune Power.
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[Martial Valor]: [Dragon's Leap] does not require charging to gain the damage and Knockup effects of a 2-second charge, and it resets the cooldown of all skills except the Ultimate. Hitting an enemy with a skill grants [Heroic Blessing]; each stack increases damage by 2% and life-steal by 1.5%. Stacks up to 15 times for 6 seconds. When the duration ends, stacks are reduced by 3. Cost: 3 Rune Power.
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[Zhao Yun's Wrath]: Gain a 4,000-point shield while in the [Bloodbath] state. Cost: 2 Rune Power.
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Musket:
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[Flames of Red Cliffs]: A successful [Basic Attack] creates a blast that damages surrounding enemies, inflicting 600 burning damage. Cost: 3 Rune Power.
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[Master Inventor]: Within 10 seconds of using [Blackpowder Grenade], you may use [Blackpowder Grenade] again. This can only trigger once per cooldown cycle, and the cooldown time is increased by 15 seconds. Cost: 3 Rune Power.
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[Thunderbolt Catapults]: Bullets fired from [Basic Attacks] are replaced with [Scatter Shot]. Cost: 2 Rune Power.
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Bow:
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[Master Archer]: Your fully-charged and over-charged [Basic Attacks] will pierce through 2 additional Unit enemies upon hit, dealing 60% damage. Cost: 3 Rune Power.
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[Unrelenting Advance]: For every enemy unit hit by [Lightning Bolt], its cooldown is reduced by 3 seconds. Cost: 3 Rune Power.
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[Halberd Shot]: Damage against ranged Units is increased by 15%. Cost: 2 Rune Power.
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Short Bow:
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[Fleet Steed]: For 4 seconds after a dodge roll, your Basic Attacks will fire three arrows simultaneously. They deal 60% damage and apply a 10% movement speed reduction to the enemy for 5 seconds. Cost: 3 Rune Power.
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[Righteous Archery]: [Wrath of Artemis] and [Angry Hornets] will mark enemies. The mark can be detonated by a [Basic Attack]. Cost: 3 Rune Power.
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[Zhuge's Crossbow]: Each stack of [Enhanced Attack] grants an additional 4.5% Piercing Damage and 4.5% movement speed. The maximum stack limit is reduced to 5, and the duration is increased by 2 seconds. Cost: 2 Rune Power.
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Dual Blades:
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[Hidden Crossing]: Hitting a target with a skill while in stealth causes them to lose 4% of their current Health per second for 5 seconds, and reduces their healing received by 60%. Cost: 3 Rune Power.
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[Night Raid]: After entering [Sneak], Critical Value greatly increases every 3 seconds. The higher your base Critical Value, the higher the multiplier. This effect decays gradually upon leaving [Sneak]. It can also be triggered by [Bo-Shurikens] and [Great Thunderbolt]. Cost: 3 Rune Power.
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[Ambush Volley]: Restores 8% Health for every Hero killed. Cost: 2 Rune Power.
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Chain Dart & Scimitar:
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[Architect of Chaos]: Hitting an enemy Hero with an attack applies 1 stack of a mark lasting 4 seconds. At 5 stacks, it inflicts 20% of their current Health as bleeding damage. The same target can only suffer this damage once every 15 seconds. Cost: 3 Rune Power.
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[Perfect Trust]: Each [Stinging Strike] that hits an enemy further reduces the cooldown of [Scorpion's Snare] by 1 second. Cost: 3 Rune Power.
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[Severing the Lifeline]: Damage against Heroes and Units undergoing healing is increased by 15%. Cost: 2 Rune Power.
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Shield & Spear:
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[Flying Halberds]: Headshot damage for [Heracles Throw] and [Heracles Throw (Mounted)] is increased by 10%. Cost: 3 Rune Power.
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[Bull Dragger]: Damage taken during [Spartan Kick] is reduced by 30%. Gain immunity to all control effects except [Winded] during [Spartan Kick]. Cost: 3 Rune Power.
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[Ancient Behemoth]: Critical damage dealt during the [Ares' Cleave] skill is increased by 10%. Cost: 2 Rune Power.
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Bastard Sword:
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[Sovereign's Sword]: When [Hew] hits an enemy, damage they take from [Riposte] is increased by 20% for 2 seconds. When [Riposte] hits an enemy, damage they take from [Hew] is increased by 20% for 2 seconds. Cost: 3 Rune Power.
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[Unbending Will]: When defense time exceeds 1 second, the next [Heavy Attack] will Knockdown the enemy. Cost: 3 Rune Power.
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[Righteous Force]: Can Knockback enemy Units during [Moulinet Advance]. Cost: 2 Rune Power.
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IX. Season Fame
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[Echo] Fame from the [Echo] season will be reset to zero, and [Chaos] Fame for the [Chaos: A Realm Divided] season will become available.
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The [Fame Store] rewards are as follows:

X. System Optimizations
New House Artillery Warehouse System
Houses often need to deploy Artillery on a large scale during Territory Wars. To make this easier for players, this update introduces two types of House Artillery Warehouses for all Houses: the Basic Artillery Warehouse and the Advanced Artillery Warehouse. The Advanced Artillery Warehouse can store up to 40 pieces of Epic or higher quality Artillery, while the Basic Artillery Warehouse can store up to 100 pieces of Artillery of any quality.
House members with deposit permissions can deposit their unbound Artillery into the House Artillery Warehouse at any time, provided they are at the fief where the House Base is located. Members with withdrawal permissions can withdraw Artillery from the House Artillery Warehouse during Territory Wars (including the preparation phase). Players can withdraw Artillery from any location, and it will automatically be sent to their Supply Dump to be claimed. If the player withdrawing the Artillery is not the one who deposited it, the Artillery will become bound upon withdrawal; otherwise, it remains unbound. Once withdrawn, the Artillery can be used in any game mode.
The Liege, Seneschal, and Treasurer can adjust deposit and withdrawal permissions for the Basic and Advanced Artillery Warehouses across different House roles.
Each player can withdraw a maximum of 10 pieces of Artillery from the House Artillery Warehouse per Territory War. There is no limit on how many can be deposited.
Please note: If a player is kicked from or voluntarily leaves the House, any Artillery they deposited into the House Artillery Warehouse that has not been withdrawn will become shared House Artillery. Once withdrawn by any player, this Artillery will become bound. If the original player rejoins the House, ownership of the shared House Artillery will not revert back to them. If the House is disbanded, all shared House Artillery will be destroyed and will not be returned to players.
New Divine Reforge Trial Level
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Allows players to freely adjust Divine Reforge attributes within the level to preview the actual in-game visual effects of different attributes.
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Allows players to freely equip Divine Reforge skill effects within the level to test their combat performance.
XI. Equipment Honing
New Equipment Honing System
Following this update, the new Equipment Honing system will be added. Equipment meeting the Honing conditions can have the attributes and effects of their existing bonus stats further enhanced through Honing.
The Honing system can be accessed by speaking to the Armourer NPC.
The Honing system will not change the equipment's quality, add new attributes, or reset existing ones.
Honing will only upgrade the attribute values or effect levels of eligible bonus attributes.
Honing Unlock Conditions
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Only equipment that has undergone Reforging can be honed.
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Equipment must have at least 3 qualifying attributes to unlock Honing.

Qualifying requirements for attributes are as follows:
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Common attribute: If the bonus attribute value reaches 60% of its current bonus limit, it is considered a qualifying attribute.
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Special attribute: These automatically qualify upon appearing. If all qualifying attributes on the equipment have been upgraded to their maximum, further Honing cannot be performed.
Honing Tiers and Honing Progress
Each upgradable qualifying attribute has an independent Honing Tier and Honing Progress, which will gradually increase with the number of Honing attempts.
In the Honing interface:

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The Honing Tier is displayed as a yellow segmented progress bar at the top;
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Honing Progress is displayed as a white progress bar and a percentage at the bottom;
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The qualifying threshold, the value exceeding the threshold, and the maximum limit of the bonus attribute are shown in the top right corner of the attribute. When a bonus attribute's Honing Progress reaches 100%, it will advance to the next Honing Tier. Its attribute value or effect level will increase accordingly, and then the Honing Progress will reset to zero. Different types of bonus attributes have different Honing Tier rules:
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Common attributes: Once the qualifying requirement is met, the remaining upgradeable range is divided into 5 Honing Tiers.
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Special attributes: Divided into a varying number of Honing Tiers based on the upgradable levels of the effect. When the Honing Tier reaches its maximum level, that bonus attribute can no longer be upgraded.
Honing Cost and Material Acquisition
Each Honing attempt consumes a certain amount of Pure Iron depending on the equipment type.
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Equipment crafted with Rare Hero Schematics: 2 Pure Iron
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Equipment crafted with Exceptional Hero Schematics: 3 Pure Iron
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Equipment crafted with Epic Hero Schematics: 4 Pure Iron Pure Iron required for Honing materials can be obtained from events, the Fame Store, Ranked Battles Store, Battle Pass, Premium Account weekly quests, Supply Token exchange, Secret Vault, and Store purchases.
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In weekly quests, some of the Vault Key rewards from Premium Account privileges have been replaced with Pure Iron. The original Vault Key rewards have been distributed into other tiers, keeping the total amount obtainable consistent with before.
Random Upgraded Attributes Quantity
When Honing, the number of attributes to receive a progress upgrade is first decided randomly based on the number of currently available qualifying attributes. Then, the corresponding number of attributes are randomly selected from the upgradable pool. The probability of being selected varies between different types of attributes.
The base probabilities for the number of attributes receiving a progress upgrade per Honing attempt are as follows:
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With 1 upgradable qualifying attribute: Guaranteed 1 attribute upgrade.
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With 2 upgradable qualifying attributes: 80% chance for 1 attribute upgrade, 20% chance for 2.
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With 3 upgradable qualifying attributes: 75% chance for 1 attribute, 22% chance for 2, 3% chance for 3.
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With 4 upgradable qualifying attributes: 25% chance for 1 attribute, 45% chance for 2, 27% chance for 3, 3% chance for 4.
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With 5 upgradable qualifying attributes: 18% chance for 1 attribute, 30% chance for 2, 34% chance for 3, 15% chance for 4, 3% chance for 5.
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With 6 upgradable qualifying attributes: 10% chance for 1 attribute, 23% chance for 2, 32% chance for 3, 24% chance for 4, 8% chance for 5, 3% chance for 6. If the maximum possible amount of upgraded attributes is not rolled for 10 consecutive attempts, the probability of rolling the maximum amount will gradually increase, resting after it is triggered.
Honing Progress Increase Range
Each randomly selected attribute during Honing will gain a certain amount of Honing Progress.
Common attributes will gain a random amount of Honing Progress within the corresponding range based on their current Honing Tier:
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Tier 1: 24% - 30% Honing Progress increase per attempt
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Tier 2: 18% - 24% Honing Progress increase per attempt
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Tier 3: 14% - 18% Honing Progress increase per attempt
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Tier 4: 10% - 14% Honing Progress increase per attempt
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Tier 5: 4% - 10% Honing Progress increase per attempt The Honing Progress increase range for Special attributes is as follows:
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Special attributes: 10% - 30% Honing Progress increase per attempt When Common attributes increase their Honing Progress, there is a chance to gain additional Honing Progress. The initial probability for this extra increase is 3%. If not triggered for 10 consecutive attempts, the probability will gradually increase, resetting after it is triggered. When an attribute's Honing Progress reaches 100%, the attribute advances to the next tier, its value increases, and the Honing Progress resets to zero. Any excess progress will not be carried over.
Impact of Reforging After Honing
Equipment that has been honed can still undergo Reforging.
Upon completing Reforging:
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If you choose to keep the original equipment, its existing Honing Progress will be retained;
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If you choose to replace it with the newly reforged equipment, the original Honing Progress and Tiers will be cleared. The new equipment will recalculate the eligible upgradable attributes, attribute tiers, and initial Honing Progress based on the resulting attributes from Reforging. Please confirm whether you are willing to forfeit the current equipment's Honing Progress before choosing to replace it.
XII. Balance Adjustments
Queen's Knights
As a former fan favorite on the battlefield, the Queen's Knights' outdated mechanics have left them seemingly "out of their element" in the new era of warfare. Therefore, we have not only polished their somewhat rusty blades and optimized certain mechanics, but also made the attack rhythm of these elegant duelists more deadly and concise. While appropriately limiting their maximum attack hits, we have massively compensated for their agility and fault tolerance. It's time for the sword of Lancelot to shine brilliantly on the battlefield once again!
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Basic attacks hitting blocking units will no longer trigger the weapon bounce Dazed effect.
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Max stab hits during [Run 'Em Through] duration reduced from 3 → 2, target limit for the second hit +1.
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[Run 'Em Through] invincibility duration 1s → 1.6s.
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[Bash & Thrust] duration 10s → 6s.
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[Bash & Thrust] cooldown 18s → 14s.
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Base Block 750 → 950.
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Base Block recovery 27 → 47.
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Reduced the ending animation time for each hit of [Run 'Em Through].
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Reduced the ending animation time for the first hit of [Bash & Thrust].
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Fixed an issue where free attacks had a chance of not locking onto targets.
Zweihanders
We hope these veteran warriors wielding massive two-handed greatswords can shake off their dismay and regain the confidence to dominate the battlefield. To achieve this, we have granted them incredibly valuable damage reduction and crowd-control removal abilities. True warriors strike back when backed into a corner, and now they finally have the confidence to go toe-to-toe against "first-strike burst" Units.
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[Knight's Gambit] target limit per attack +1.
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[Prepared Stance] grants an additional effect when health is fully restored: the next skill gains a 30% damage reduction.
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[Knight's Defence] now removes crowd-control/daze effects upon casting.
Halberd Elite
The performance of the Halberd Elite hasn't been weak per se, but when facing rock-solid greatshield defense lines, their halberds deserve to project more deterrence. Through this well-measured "blade sharpening," we are further cementing their professional status as "frontline shield shredders."
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[Cloud Cleave] and [Storm Surge] Armour Penetration multiplier increased by 10%.
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[Cloud Cleave] cooldown 6s → 5s.
Imperial Javelineers
Watching peers like the Peliotes, Galahad, and Ragonian units steal the spotlight on the battlefield, the slightly trailing Imperial Javelineers have long been itching for action. This time, we are helping them perfect their signature trump card.
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Base Piercing Damage 1201 → 1351.
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[Flying Shield] damage increased by 13%, and it can now Knockback enemy units.
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[Flying Shield] base cooldown 18s → 15s.
Iron Reapers
Warlords have recently noticed a rather frustrating issue: the proud [Very Heavy Armour] of the Iron Reapers provided no damage reduction against Artillery, yet the damage vulnerability penalty applied fully. We laid into the quartermaster responsible for their gear, and now, the damage reduction trait of this heavy armor properly applies to Artillery as well. Furthermore, as one of the oldest loyal companions to Warlords, these heavily armored brutes seem to have spent a bit too much time peeling potatoes in the barracks kitchen. It's time for them to suit up and stretch their legs! With more robust stamina and a more flexible Leadership cost, we believe their revamped presence will once again bring you that familiar sense of security.
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Base Leadership 285 → 270.
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Base Health 8051 → 10451.
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The damage reduction effect of the [Very Heavy Armour] trait now applies to Artillery attacks.
Wuxing Pikemen
Warlords have often complained that the brothers in the Wuxing Pikemen were too slow at lighting their fire lances, constantly missing crucial windows of opportunity. We've arranged special training for them in the barracks. Now, these arson experts act with swift precision, showcasing a crushing firepower advantage when encountering Rattan Units and low-tier light cavalry.
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[Fiery Blast] damage radius expanded by 20%. Upon skill activation, the Unit will now instantly unleash the attack in place.
Liao's Rangers
The iron hooves of Liao's Rangers have been a bit too unstoppable lately. Their devastating ability to shatter greatshield frontlines basically destroyed the health of the battlefield's defensive ecosystem. To preserve the fun of evaluating diverse multi-unit match-ups, we have decided to appropriately rein them in, returning the survival space back to the shield-bearing brothers on the frontlines. Additionally, we are applying the [Combat Penalty vs Heroes] tag to them, giving Heroes a fighting chance to intercept and counter these iron hooves.
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Block break value for all attacks 1400 → 1100.
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[Bludgeon] hitbox length remains unchanged, width reduced by 12.5%.
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Swings during the [Bludgeon] skill now have a minimum cooldown restriction.
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Added new Unit tag [Combat Penalty vs Heroes]: All attacks from this Unit suffer a 60% reduction in Armour Penetration and a 40% reduction in damage when hitting Heroes.
Demesne Arbalists
Their terrifying Piercing Bolts have caused soldiers hiding behind shields to suffer relentlessly. Their excessively high fire rate and incredible efficiency against cavalry have severely encroached upon the ecological niche of Brace Units. With these adjustments, we intend to bring them back down to their intended tactical positioning.
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[Piercing Bolts] additional piercing targets 2 → 1.
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[Piercing Bolts] fire rate reduced by 16%.
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Anti-enemy effect of Mastery nodes [Startle the Horses] and [Firepower] 400 points → 300 points.
Zykalian Militia
The recent firepower output of the Zykalian Militia and their devastating capability against heavy armor have been somewhat "out of line." Their extremely fast clearing efficiency often leaves defending opponents unable to catch their breath. To prevent frontlines from melting continuously and instantaneously, we have not only curbed their cross-area strike reach, but also further limited the burst rhythm of their frantic throws, and moderately reduced both their attack frequency and debuff values.
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[Throw] base cooldown 10s → 16s.
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[Rain of Fire] base cooldown 10s → 16s.
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Basic attack reload time increased by 33%.
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When a canister hits, defence is reduced by 6%, max 20 stacks, lasts 8s → defence is reduced by 4%, max 8 stacks, lasts 6s.
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Unit Training node [Full Power Throw] direct explosion damage increase per level 200 pts → 150 pts.
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Mastery node [Flash Ignition]: Reduces Armour Penetration by 72% for 4.5s → Reduces Armour Penetration by 32% for 6s.
Symmachean Stalwarts
Compared to other greatshield units, the Stalwarts, despite gripping shorter weapons, have somehow always managed to strike enemies farther away than pikes do—hitting targets they frankly shouldn't be able to reach. This phenomenon frequently perplexes opponents. To ensure Unit characteristics feel more intuitive and to bring real combat engagements back to reality, we have compartmentalized and standardized their overly "long-reaching" stab hitboxes. By guiding their performance back to their core essence as a heavy shield unit, we pass the niche of long-versus-short weapon contention back to Brace Units.
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Damage hitbox upon touching [Brace] reduced by 12%, [Brace] stab damage hitbox reduced by 18%.
Yorkist Household Knights
Given that these noble elite knights have recently displayed overwhelming dominance across multiple servers, we have decided to place reasonable limits on their burst cap and proportionately raise their Leadership cost to match their formidable combat value.
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Base Leadership 245 → 265.
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Max unit roster 20 → 18.
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The maximum relative speed bonus multiplier for all skills reduced from 4 → 2.5.
Rattan Roundshields
There are few moments on the battlefield more demoralizing than winning the melee and cutting down the enemies in front of you, only to watch helplessly as your surviving troops waste away from Poisoned Weapons. We want to avoid the negative feedback of "winning the head-on clash but still being forcefully traded off by a low-star Unit." Thus, we have weakened the venom's lethality when the Unit is out of combat, granting the victor better chances of survival.
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Base Leadership 100 → 115.
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Mastery [Rattan Poison] venom diffuses to deal poison damage for 6s → 4s.
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Mastery [Rattan Poison] venom poison damage per stack 250 → 140.
Rattan Pikemen
There are few moments on the battlefield more demoralizing than winning the melee and cutting down the enemies in front of you, only to watch helplessly as your surviving troops waste away from Poisoned Weapons. We want to avoid the negative feedback of "winning the head-on clash but still being forcefully traded off by a low-star Unit." Thus, we have weakened the venom's lethality when the Unit is out of combat, granting the victor better chances of survival.
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Mastery [Rattan Poison] venom diffuses to deal poison damage for 6s → 4s.
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Mastery [Rattan Poison] venom poison damage per stack 250 → 140.
XIII. Other Optimizations and Bug Fixes
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The 20% XP requirement reduction for upgrading the Battle Pass introduced in the [Echo] season is retained in the [Chaos: A Realm Divided] season.
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The 20% Fame bonus from donating to the Fame Envoy in the [Echo] season is retained in the [Chaos: A Realm Divided] season.
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The 20% Fame drop rate bonus from matchmaking and [Bandit Raid] introduced in the [Echo] season is retained in the [Chaos: A Realm Divided] season.
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The 20% Rank Bounty bonus from weekly settlements introduced in the [Echo] season is retained in the [Chaos: A Realm Divided] season.
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Fixed an issue where the [Royal Longbowmen] occasionally did not generate arrows when using [Skyfall Volley].


