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Conqueror's Blade Patch History

146 official updates · 679 changes

Every official balance change from 2023 onwards, per unit, hero weapon, and now game-wide system, newest first. Pick a name below (or search it), open it, and each entry links to the patch notes it came from. Entries without a confirmed source carry an Unverified tag instead of a fake link.

Coverage: 2023 onwards, complete. 89 units, 15 hero weapons, and 4 game-wide categories on this page, 679 changes.

Older changes, 2019 to 2022 →

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Hero weapons 15

Bastard Sword6 changes · 6 sourced · latest 5 Aug 2026
  1. Source ↗
    • [Cross Execution]: Max targets attacked reduced from 8 to 7. Target count where damage decay begins raised from 2 to 4. The skill's Cleanse no longer removes [Concussed].
    • [Driving Thrust]: Max targets attacked increased from 2 to 3.
    • [Shadow Step Slash]: Base Slashing Armour Penetration multiplier for the second hit increased from 100% to 120%.
    • [Moulinet Advance]: Base Slashing Armour Penetration multiplier increased from 80% to 100%.
    • Normal Attack [Hew]: Max targets attacked reduced from 3 to 2.
    • [Riposte]: Max targets attacked reduced from 3 to 2.
    • [Phantom Feint]: Base Defence threshold requirement for extra effects lowered from 1,800 to 1,500. Extra stamina consumption reduction lowered from 35% to 30%. [Dash] invincibility duration during the [Phantom Dance] effect reduced from 0.5s to 0.2s.
    • [Whirling Recovery]: New effect when the Defence threshold condition is met, reduces [Cross Execution] cooldown by 10s.
    • [Sword Dance]: Stamina consumption reduction lowered from 25% to 20%.
    • [Myriad to Silence]: [Riposte] damage boost lowered from 60% to 50%.
    • [Fluid Shadow]: Base Defence threshold requirement for extra effects lowered from 1,800 to 1,500. Extra damage buff per stack on [Dash] lowered from 20% to 15%. Removed the 15% reduction to Slashing Defence, and with it the +200 Slashing Armour Penetration.
    • [Fatal Brand]: Removed the 10% reduction to Slashing Defence, and with it the +100 Slashing Armour Penetration.
    • [Bloodburning Edge]: Removed the 20% reduction to Piercing Defence.
    • [Hallowed Pursuit]: Removed the 15% reduction to all Defence types, and with it the +150 Slashing Armour Penetration.
    • [Predator's Burst]: Removed the 6% reduction to Piercing Defence, and with it the +200 Slashing Armour Penetration.
    • [Eclipse Twin-Slash]: Removed the 20% reduction to all Defence types, and with it the +200 Slashing Armour Penetration.
    • Fixed an issue where the sword aura damage hitboxes could be repeatedly detected.
    • Stamina recovery is now paused when connecting [Roll/Dash] to [Hew - Hit 3] or [Riposte - Hit 1].
  2. Source ↗
    • Fixed an issue where Leadership displayed incorrectly when participating in Deploy & Defend with the Bastard Sword Hero.
  3. Source ↗
    • [Riposte] - [Predator's Burst]: Before: Successful block during [Riposte] increases damage by 30% for 3s. After: Successful block during [Riposte] increases damage by 30%, increases [Slashing Armour Penetration] by 200, but reduces [Piercing Defence] by 6% for 3s.
    • [Leaping Hew] - [Chain Heavy]: Before: Hit reduces target's [Slashing Defence] by 30% for 5s. After: Hit increases own [Slashing Armour Penetration] by 300 for 5s.
    • [Moulinet Advance] - [Rising Edge]: Before: Successful block during skill increases damage by 5% for 5s (stacks 3 times). After: Successful block increases damage by 5%, increases [Slashing Armour Penetration] by 50, but reduces all defence types by 3% for 5s (stacks 3 times).
    • [Driving Thrust] - [Fatal Brand]: Before: Target takes 15% increased damage for 6s. After: Target takes 15% increased damage for 6s. Self: [Slashing Armour Penetration] +100, [Slashing Defence] -10%.
    • [Cross Execution] - [Hallowed Pursuit]: Before: Block break +20%. If total base defence < 2100, gain CC immunity during skill. After: Block break +20%. If total base defence < 2100, gain CC immunity. Additionally: [Slashing Armour Penetration] +150, all defence types -15% for 5s.
    • [Cross Execution] - [Fluid Shadow]: Before: Skill damage +8%. If total base defence < 1800, [Dash] grants +20% damage for 3s (stacks 2 times). After: Skill damage +8%. If total base defence < 1800, [Dash] grants +20% damage, [Slashing Armour Penetration] +200, [Slashing Defence] -15% for 3s (stacks 2 times).
    • [Cross Execution] - [Eclipse Twin-Slash]: Before: Grants [Hollow Veil] (16s): Damage increases against targets with higher base defence (4% per 100 diff, max 40%). After: Grants [Hollow Veil] (16s): Damage bonus mechanics unchanged. Additionally: [Slashing Armour Penetration] +200, all defence types -20%.
    • [Cross Execution] - [Bloodburning Edge]: Before: Consumes 20% Max HP. If Base Max HP > 30,000, damage during [Spirit] increases by 0.5% per 200 excess HP (max 20%). After: Mechanics unchanged. Added effect: [Piercing Defence] -20%.
    • Rune [Earthshaker Stance]: Before: If defending >1s, next [Riposte] causes knockdown. After: If defending >1s, next [Riposte] within 4s causes knockdown.
  4. Source ↗
    • Reduced the block duration determination for the Bastard Sword skill [Moulinet Advance]; the block effect now ends immediately when the action concludes.
  5. Source ↗
    • Whenever Bastard Sword receives healing from its own skills or Specialty nodes, it gains 1 stack of [Stagnation]. The more stacks of [Stagnation] are active, the more all healing received by Bastard Sword is reduced. Stacks last 10 seconds and can build up to 4. Healing reduction: 2 stacks 40%, 3 stacks 60%, 4 stacks 80%.
    • Core node [Impregnable Wall] shield duration: 7 s → 3.5 s.
    • Core node [Eclipse Twin-Slash]: [Hollow Veil] effect adjusted to: damage dealt is increased against targets whose base Defence value is higher than that of Bastard Sword; +4% damage for every 100 points, up to a maximum of +40%.
    • [Riposte I] used after [Roll] or a dash now also inherits the basic node [Swift Razor-Wind] effect, releasing a wave of sword energy that deals 100% Slashing Damage.
    • Improved Bastard Sword character animations when guard is broken.
    • Updated the skill description for [Mounted Cross Execution] to include its damage type. Actual effect is unchanged.
  6. Source ↗
    • Fixed an issue where [Hew] Core Node [Sword Dance] caused abnormal Stamina.
    • Fixed an issue where [Moulinet Advance] Core Node [Bulwark Stance] caused abnormal skill cooldown durations.
    • Fixed an issue where damage was abnormal when attacking while riding a Mount.
    • Fixed an issue where [Roll] could not be performed while using [Bandage].
Bow4 changes · 4 sourced · latest 8 Jul 2026
  1. Source ↗
    • Fixed an issue where the Bow Season Rune [That's a Bullseye] abnormally dealt only 60% damage to Heroes.
  2. Source ↗
    • The Bow's weapon trait, "Dealing 36% more Armor Penetration to Units target, but 36% less to non-Units target", has been removed.
  3. Source ↗
    • New weapon feature: Armor penetration against units increased by 36% but reduced by 36% against other targets.
    • [Flaming Arrow]'s cooldown increased to 15 seconds (was 12), and spread slightly increased.
  4. Source ↗
    • Fixed issues where some Bow, Short Bow, Musket and Chain Dart & Scimitar skills didn't trigger the intended invulnerability windows.
Chain Dart & Scimitar9 changes · 9 sourced · latest 7 Jan 2026
  1. Source ↗
    • Fixed an issue where damage from [Stinging Strike] triggered with right-click by female characters using [Chain Dart & Scimitar] could be applied with a delay.
  2. Source ↗
    • Fixed an issue where the attack timing frames for [Stinging Strike] and [Leap and Slash] with [Chain Dart & Scimitar] were inconsistent between male and female characters.
  3. Source ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  4. Source ↗
    • Fixed the issue where the [Chain Dart & Scimitar]'s skill [Scorpion's Snare] did not affect dismounted warlords.
  5. Source ↗
    • Fixed the issue where chain dart & scimitar heroes were unable to use the dismount skill when dazed.
  6. Source ↗
    • Improved the description for the Chain Dart & Scimitar skill Stinging Strike. Equipping a set of epic schematics equipment reduces cooldown by up to 4 seconds.
  7. Source ↗
    • Fixed issues where some Bow, Short Bow, Musket and Chain Dart & Scimitar skills didn't trigger the intended invulnerability windows.
  8. Source ↗
    • [Leap and Slash]: Fixed an issue where it gave immunity to crowd control when it shouldn't.
    • [Scorpion's Snare]: Cooldown increased to 22 seconds (was 20).
  9. Source ↗
    • Fixed an issue where the Chain Dart & Scimitar hero couldn't use skills for a short while after hooking an enemy from a high elevation.
Dual Blades17 changes · 17 sourced · latest 15 May 2026
  1. Source ↗
    • Bo-Shurikens: [Sneak] duration after skill ends: 2.5s → 1.5s.
    • Bo-Shurikens: The bleeding effect from this skill no longer refreshes its duration when the target is hit by additional [Bo-Shurikens] during the bleeding period; bleeding damage: 300/s for 3s → 200/s for 3s.
    • Great Thunderbolt: Base cooldown: 8s → 12s.
    • Great Thunderbolt: [Sneak] duration after skill ends: 2.5s → 1.5s.
    • Great Thunderbolt: Gruesome Wounds effect from Thunderbolt Bomb hits reduced by 10%.
  2. Source ↗
    • Dual Blades [Bo-Shurikens] skill tag adjusted to [Ranged Damage].
    • Fixed an issue where some entries in the Dual Blades [Marked for Death] skill descriptions were displayed in English.
  3. Source ↗
    • Optimized the animation transitions, damage detection, and engagement logic to improve operation feel.
    • Butterfly: Basic Damage coefficient: 105% → 158%; basic Cooldown: 14 seconds → 8 seconds; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Skylark: Basic Damage coefficient: 77% → 154%; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Bo-Shurikens: [Sneak] duration available after the skill ends: 1.7 seconds → 2.5 seconds; optimized the wind-up duration when triggering [Sneak]; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Great Thunderbolt: Basic Damage coefficient: 153% → 200%; basic Cooldown: 18 seconds → 8 seconds; [Sneak] duration available after the skill ends: 1.7 seconds → 2.5 seconds; stun duration: 1.5 seconds → 1 second; increased the detection radius by 0.5m; Gruesome Wounds effect upon hitting with the concussion bomb: against Heroes 20% → 30%, against Units 30% → 50%; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Alchemical Vapours: [Sneak] duration when activating the skill: 3 seconds → 6 seconds; added effects during [Sneak]: if not hit before hitting the target, gains brief crowd-control immunity upon hitting the target; if hit by the target's attack first, gains a 40% Damage Reduction effect that gradually decays over 4 seconds; basic Cooldown: 24 seconds → 16 seconds.
    • Infiltrator: Basic Cooldown: 39 seconds → 30 seconds.
    • Deity's Footsteps: Optimized activation conditions; [Dusken Pall] and [Ambush] can now be used at any time during the dash.
    • Dusken Pall: Basic Damage coefficient: 210% → 273%; basic Cooldown: 15 seconds → 7 seconds; can now be used during [Deity's Footsteps]; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Ambush: Basic Damage coefficient: 200% → 275%; can now be used during [Deity's Footsteps]; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Marked for Death: Basic Cooldown: 45 seconds → 32 seconds.
    • The Dance of Death: Basic Damage coefficient: 81% → 130%; basic Cooldown: 46 seconds → 24 seconds; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Normal Attack: Basic Damage coefficient: first attack 94% → 100%, second attack 70% → 108%, third attack 94% → 104%, fourth attack 50% → 112%, fifth attack 94% → 188%; damage falloff starting target count: 2 → 3, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
  4. Source ↗
    • Butterfly I: Adds an effect when pressed twice.
    • Skylark I/II: Attacks cannot be Blocked.
  5. Source ↗
    • Fixed an issue where the Rune [Troy's Tragedy] for Dual Blades was also applied to heroes.
  6. Source ↗
    • Fixed the issue where Dual Blades hero using Deity's Footsteps near the end of invisibility, would experience stiffness when attacked after exiting Deity's Footsteps and using normal attacks in the non-stealth state.
  7. Source ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  8. Source ↗
    • The stealth duration after using [Great Thunderbolt] and [Bo-Shurikens] has been increased from 1.3 seconds to 1.7 seconds.
  9. Source ↗
    • Fixed the skill transition issue of [Dual Blades] between using [Bo-Shurikens] and [Great Thunderbolt].
  10. Source ↗
    • Fixed the issue of the effect of Bo-Shurikens of [Dual Blades].
  11. Source ↗
    • Fixed the issue of [Mithras' Scorn] Runes for Dual Blades Heroes did not activate when entering stealth mode using the dismount skill.
  12. Source ↗
    • Fixed the random issue where Dual Blades may not trigger rear attacks when using [Marked for Death] behind the enemy's back.
  13. Source ↗
    • Fixed the issue where dual blades heroes were unable to enter stealth status after using [Great Thunderbolt].
  14. Source ↗
    • Skill's armor penetration increases by 5%.
    • For the Bo-Shurikens III, the cooldown time is reduced to 4 seconds, the range is increased by 25%, and the damage against Units is increased by 20%.
    • Heroes and Units affected by Great Thunderbolt III will receive an additional 20% and 30% damage, respectively.
  15. Source ↗
    • [Basic Attacks]: Is no longer affected by global cooldown, enabling you to immediately chain skills.
    • [Rush Attack]: Damage increased by 20%.
    • [Skylark]: Take a quick step upon using the skill, followed up by a fierce strike. Slashing damage increased by 22%. Bleed now deals 200 damage per second for 3 seconds, stacking up to 4 times.
    • New feature [Rear Attack]: Attacks from the rear deal 30% extra damage. Improved animations and the rush distance by 41%. Damage pops up about 29% faster and the last strike reaches farther.
    • [Dusken Pall] (skill available while in stealth): Time to draw back reduced by 24% after stunning an enemy, enabling you to chain other skills quicker.
    • Removed the [Mithras' Flames] rune. New rune [Mithras' Scorn]: Gain greatly increased critical value every 3 seconds while in [stealth] (increases more the more critical value you have). Slowly decays after leaving [stealth] (the short bursts of [stealth] from Bo-Shurikens and Great Thunderbolt also affect this buff).
  16. Source ↗
    • You no longer enter stealth after the [Skylark] and [Butterfly] skills end. You still enter stealth for 1.2 seconds after the [Bo-Shurikens] and [Great Thunderbolt] skills end.
  17. Source ↗
    • Common Skills [Skylark], [Butterfly], [Great Thunderbolt], [Bo-Shurikens]: Enters Stealth for 1.2 seconds after finishing casting the skill. Attacking or being attacked cancels stealth.
    • Stealth Skill [Deity's Footsteps]: Cooldown reduced to 7 seconds (was 12).
    • Stealth Skill [Ambush]: Cooldown increased to 3 seconds (was 1). Bonus slashing armor penetration reduced to 120% (was 200%). Now deals 200% base slashing damage + 720 slashing damage (previously dealt 300% base).
Glaive9 changes · 9 sourced · latest 5 Aug 2026
  1. Source ↗
    • Passive [Dragon's Ode]: Unleashing an [Ultimate] grants [Dragon's Ode]. During this effect, active skill Critical Value is doubled and all Defence types are increased by 60% for 6s. Casting other skills refreshes the duration.
    • [Arc of Steel]: Base Slashing Damage multiplier increased from 92% to 166%. Base Cooldown reduced from 10s to 7s.
    • [Warlord's Greeting]: Base Slashing Damage multiplier increased from 88% to 176%. Base Slashing Armour Penetration multiplier increased from 100% to 110%.
    • [Charge]: Base Slashing Damage multiplier for the first hit increased from 88% to 141%, and for the second hit from 104% to 135%. Base Slashing Armour Penetration multiplier increased from 100% to 110%.
    • [Breaker of Shields]: Base Slashing Armour Penetration multiplier for the second hit increased from 100% to 110%.
    • [God of Battles]: Damage buff increased from 15% to 22%.
    • [Flying Reaper]: Base Blunt Damage multiplier increased from 575% to 748%. Base Cooldown reduced from 50s to 40s.
    • [Hail of Blades]: Base Slashing Damage multiplier increased from 74% to 141%.
  2. Source ↗
    • Arc of Steel: Skill base Cooldown: 16 seconds → 10 seconds; skill base damage multiplier: 61% → 92%; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45; optimized the animation chaining frames, target engagement, and damage detection logic.
    • Warlord's Greeting: Skill base damage multiplier: 58% → 88%; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45; optimized the animation chaining frames, target engagement, and damage detection logic.
    • Breaker of Shields: First hit base damage multiplier: 130% → 260%; first hit substantially reduces enemy Block → guaranteed to break defenses; first hit adds a Knockback effect; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45.
    • Charge: First hit base damage multiplier: 44% → 88%; second hit base damage multiplier: 52% → 104%; skill base Cooldown: 17 seconds → 15 seconds; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45.
    • God of Battles: Hero gains additional 16% Armour Penetrated → 20% Armour Penetrated.
    • Heat of Battle: Damage reduction: 13% → 18%, additional damage reduction in the first 3 seconds: 26% → 36%; skill base Cooldown: 20 seconds → 18 seconds; expanded attack detection range; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45.
    • Hail of Blades: Skill base damage multiplier: 48% → 74%; skill base Cooldown: 50 seconds → 45 seconds; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45.
    • Flying Reaper: Skill base damage multiplier: 443% → 575%; damage taken by hit enemies increased by: 10% → 20%; added [Horse Butcher] effect; optimized the hit reaction and displacement of enemies struck by this skill; damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.85, minimum damage ratio: 0.4 → 0.45.
  3. Source ↗
    • 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.
  4. Source ↗
    • Fixed a mismatch between the description and effect of the vulnerable debuff applied by [Glaive]'s [Flying Reaper] on enemies.
  5. Source ↗
    • Fixed the issue where the control-effect-immunity of the [Titanic Physique] rune did not apply to dismounted attacks.
  6. Source ↗
    • Increased the overall damage of Glaive when hitting multiple enemies.
    • Optimized the attack hitbox for the skill [Turn and Attack], making it easier to land hits.
    • Reduced the damage taken during [Turn and Attack] by 30%.
    • For every enemy hit by [Turn and Attack], the cooldown is reduced by 2 seconds, up to a maximum of 20 seconds.
    • Increased damage for both [Turn and Attack] and the right-click attack while mounted at high speed.
    • Reduced stamina consumption for the right-click attack while mounted.
    • [Conviction of Eneio] Rune: When light-armored and medium-armored heroes trigger invincibility, control effects will not be removed.
  7. Source ↗
    • Corrected the incorrect effect of the rune [Conviction of Eneio] when switching weapons on the battlefield.
  8. Source ↗
    • Fixed the issue of abnormal immunity in [Combat Dismount] in the 4-set effect of Glaive [Royal Sentry].
  9. Source ↗
    • Improved the feel of the two first [basic attacks] and the timing of their hits, enabling you to more comfortably wave them into other attacks and skills.
Longsword & Shield10 changes · 10 sourced · latest 18 Dec 2025
  1. Source ↗
    • 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.
  2. Source ↗
    • Fixed an issue where pressing Ctrl before right-click defense with [Shield & Spear] or [Longsword & Shield] would cause input failure.
  3. Source ↗
    • Fixed an issue where the allies' status bar did not show the buff icon when allies received a defense boost from the Longsword & Shield rune [Hippocrates' Oath].
    • Fixed a mismatch between the description and actual effect of the [Pious] status gained after using [Mercy of Heaven] by Longsword & Shield hero.
    • Fixed a mismatch between the description and actual effect of the slowdown debuff applied by Longsword & Shield's [Shield Bash].
  4. Source ↗
    • [Mercy of Heaven I]: Reduce continuous health recovery from 500 + 1.5% of maximum health per second to 500 + 0.5% of maximum health per second; reduce defense increase of [Pious] in the first 3s from 50% to 25%; reduce defense increase of following [Unswerving] effect from 20% to 10%; increase Cooldown from 18s to 20s.
    • [Mercy of Heaven II]: Reduce instant health recovery from 1100 + 6% of maximum health to 1100 + 4% of maximum health; reduce continuous health recovery from 500 + 1.5% of maximum health per second to 500 + 0.75% maximum health per second; reduce defense increase of [Pious] in the first 3s after the skill is used from 50% to 25%; reduce defense increase of following [Unswerving] effect from 20% to 10%; increase Cooldown from 18s to 20s.
    • [Mercy of Heaven III]: Reduce instant health recovery from 1100 + 6% of maximum health to 1100 + 4% of maximum health; reduce continuous health recovery from 500 + 1.5% of maximum health per second to 500 + 1% maximum health per second; increase the health recovery for allies from 1% of maximum health to 1.5% of maximum health for 10s; reduce defense increase of [Pious] in the first 3s after the skill is used from 50% to 25%; reduce defense increase of following [Unswerving] effect from 20% to 10%; increase Cooldown from 18s to 20s.
  5. Source ↗
    • Fixed the issue where the [Hippocrates' Oath] rune did not have an effect on [Mercy of Heaven I] and [Mercy of Heaven II].
  6. Source ↗
    • Fixed the issue where the Clash of Shields skill's effect was missing when the Longsword & Shield Hero activates the [Imperial Knight] four-piece Set Attributes and wears the [Angelic Duality] Weapon Skins.
  7. Source ↗
    • [Mercy of Heaven] no longer grants melee damage reduction. Health recovery icon replaced to make it more easily distinguishable from Bandage.
  8. Source ↗
    • [Mercy of Heaven] I: recover 3% health every second for 8 seconds, changed to recover 1.5% + 500 health every second for 8 seconds. II: immediately recover 6% + 1,100 health and another 1.5% + 500 health every second for 9 seconds (was immediately 10% and another 3% every second). III: same values as II but over 10 seconds. Healing remains unchanged for allies.
    • [Clash of Shields]: Charges will no longer stop from block break stuns. This effect only lasts during the charge.
  9. Source ↗
    • Rune [Endless Vitality]: Regenerates 70 health every second (was 0.25% health every second). Regeneration is twice at potent while below 50% health.
  10. Source ↗
    • Improved the hitbox of Longsword & Shield's [Sally Forth] and [With Valour], to fix the issue where some hits dealt no damage.
Maul7 changes · 7 sourced · latest 27 Apr 2025
  1. Source ↗
    • Fixed an incorrect rune buff display regarding the Maul rune [Typhon's Demise].
  2. Source ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  3. Source ↗
    • Fixed the issue where the immunity of the Maelstrom in the fifth stage of Maul could not be triggered.
  4. Source ↗
    • Fixed an issue where [Combat Dismount] didn't grant immunity to Dazed.
  5. Source ↗
    • [Ground Smash]'s cooldown increased to 50 seconds (was 40).
    • [Earthsplitter]'s damage reduced by 12%.
    • [Rockslide Smash]'s cooldown increased to 11 seconds (was 8). Now also removes "Concussed" effects.
  6. Source ↗
    • Lowest damage of all skills (except for [Ground Smash]) increased to 28% (was 25%). [Ground Smash] still retains its 40%.
    • Damage of skills chained after [Rockslide Smash] and [Mighty Mjolnir] now deal 26% less damage (was 20%).
    • [Ground Smash]'s damage reduced by 11%.
    • [Bonebreaker] no longer has extra armor penetration.
    • [Strike and Grapple]'s cooldown changed from 55/50/45 to 59/57/55 on tiers I, II and III.
  7. Source ↗
    • The maul's [specialization] and [normal] skills deal diminishing damage when hitting multiple enemies. The minimum target count for this is increased to 4 (was 3), which should increase the damage when hitting multiple targets by around 17.1%.
    • [Rockslide Smash]: Now reduces the enemy's defenses by 20% (was 12%). Improved the overall feel of the skill by enabling you to interrupt the backswing earlier and chain in combo attacks.
    • [Earthsplitter]: Increased damage on full charge by 24%. Hitting a mounted hero after a 1+ second charge dismounts them.
    • [Ground Smash]: Fixed an issue with the damage of the second smash.
Musket8 changes · 8 sourced · latest 22 Jul 2026
  1. Source ↗
    • Normal Attack:
    • Ranged Attack
    • Skill Piercing Damage base multiplier: 120% → 132%;
    • Guard Break Damage: 240 → 300;
    • Optimized trajectory calculation for close-range targets, making it more accurate;
    • Optimized bullet efficiency decay for normal shots. Minimum effectiveness of a single bullet within shooting range: 20% → 50%.
    • Melee Attack
    • Stage 1 skill Blunt Damage base multiplier: 100% → 250%, hitting now causes Knockback;
    • Stage 2 skill Blunt Damage base multiplier: 100% → 300%;
    • Stage 3 skill Blunt Damage base multiplier: 100% → 300%;
    • Skills:
    • [Liquid Fire]
    • Skill button response adjusted to release to cast;
    • [Caltrops]
    • Enemies affected by Caltrops who perform Roll / Dodge actions will take Bleed Damage equal to 3% of their current Health per second, stacking up to 3 times, lasting for 5 seconds;
    • Base skill cooldown time: 26 seconds → 22 seconds;
    • Skill button response adjusted to release to cast;
    • [Skirmisher]
    • Base skill cooldown time: 32 seconds → 28 seconds;
    • Ignores collision detection during the skill;
    • [Close Combat]
    • Skill Blunt Damage base multiplier: 222% → 400%;
    • Base skill cooldown time: 10 seconds → 8 seconds;
    • Guard Break Damage: 180 → 240;
    • Fixed the Character stability issue during skill casting;
    • [Fine Gunpowder]
    • Skill cooldown time: 12 seconds → 8 seconds;
    • Damage value increased: 16% → 24%;
    • Fixed the Character stability issue during skill casting;
    • [Scatter Shot]
    • Skill Piercing Damage base multiplier: 8% → 12%;
    • Bullets hitting targets will now cause Knockback;
    • Optimized trajectory calculation for close-range targets, making it more accurate;
    • [Blackpowder Grenade]
    • Skill Blunt Damage base multiplier: 400% → 600%;
    • Skill button response adjusted to release to cast;
    • [Five Rounds Rapid]
    • Skill Piercing Damage base multiplier: 35% → 88%;
    • Base skill cooldown time: 40 seconds → 35 seconds;
    • Fixed the Character stability issue during skill casting;
    • Optimized trajectory calculation for close-range targets, making it more accurate;
    • Other:
    • Optimized Musket ground and mounted camera field of view effects;
    • Roll stamina cost: 300 → 250.
    • Every listed skill also carries: Optimized the animation chaining frames, target engagement, and damage detection logic to improve handling and responsiveness.
  2. Source ↗
    • Fixed an issue where the actual effect of the Musket Rune [Flames of Red Cliffs] was inconsistent with the announcement.
  3. Source ↗
    • Targets affected by Deploy Caltrops I suffer 100 Bleed damage per second.
  4. Source ↗
    • Fixed an issue where the reloading recovery animation would cause jittering.
    • Fixed an issue where the Hero was unable to quickly switch to deploy [Artillery] after reloading ammunition.
  5. Source ↗
    • Fixed the issue where the loading of [Musket] could be interrupted by minor terrain elevation differences.
  6. Source ↗
    • Heroes equipped with a Musket will have their weapon in a fully loaded state by default when they enter a campaign for the first time or after respawning.
  7. Source ↗
    • Fixed an issue where the left-click would stop working for a while after using Fine Gunpowder when using the Musket's [Blazing Glory] rune.
  8. Source ↗
    • Fixed issues where some Bow, Short Bow, Musket and Chain Dart & Scimitar skills didn't trigger the intended invulnerability windows.
Nodachi9 changes · 9 sourced · latest 5 Aug 2026
  1. Source ↗
    • [Dragon's Leap]: Instead of boosting charge efficiency by 300% during [Bloodbath], it now reaches the max charge effect instantly without charging during [Bloodbath].
    • [Blood Oath]: Base Cooldown reduced from 25s to 20s.
    • [Monstrous Blade]: Base Cooldown reduced from 30s to 25s.
    • Normal Attack [Combo Strikes] optimisation: added the [Combo Strikes] effect when repeating the Normal Attack cycle from the fourth hit back to the first hit, and from the first hit to the second hit in the new cycle. Removed the [Combo Strikes] effect from the second hit during the very first Normal Attack cycle.
    • Optimised the animation frames when connecting any skill to a Normal Attack.
  2. Source ↗
    • Runes:
    • [Martial Valor] effect adjusted:
    • Original: [Dragon's Leap] requires no charge to gain the Damage and Knockup effects of a 2-second charge, while refreshing the cooldown of all skills except the ultimate. Hitting enemies grants [Heroic Blessing], increasing Damage by 2% and Life Drain by 1.5% per stack, stacking up to 15 times for 6 seconds. When the duration ends, stacks are reduced by 3.
    • Now: During [Blood Rage], grants 100% + 200 Critical Value.
    • Passive:
    • [Bloodlust] per stack grants Life Drain effect: 2% → 3%;
    • [Bloodlust] per stack grants damage reduction effect: 3% → 5%;
    • Sprint Attack:
    • Skill Slashing Damage base multiplier: 150% → 180%;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75.
    • Normal Attack
    • Stage 1 skill Slashing Damage base multiplier: 100% → 160%;
    • Stage 2 skill Slashing Damage base multiplier: 120% → 175%;
    • Stage 3 skill Slashing Damage base multiplier: 135% → 170%;
    • Stage 4 skill Slashing Damage base multiplier: 145% → 185%;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75.
    • Skills:
    • [Samurai's March]
    • Upon hitting a target, the skill now bypasses Block, reducing the target's Slashing Defense by 20% for 5 seconds;
    • During [Blood Rage], this reduction effect increases to 25%, and the original Armour Penetration and Guard Break boost during [Blood Rage] is removed;
    • The first stage of the skill can now Knockback the target;
    • Skill Slashing Armour Penetration multiplier: 100% → 120%;
    • Stage 1 skill Slashing Damage base multiplier: 94%/97%/100% → 148%/154%/160%;
    • Stage 2 skill Slashing Damage base multiplier: 114%/117%/120% → 156%/162%/168%;
    • Stage 2 Guard Break Damage: 374 → 673;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75;
    • Optimized the animation chaining frames, target engagement, and damage detection logic to improve handling and responsiveness.
    • [Tiger's Claw]
    • Skill Slashing Damage base multiplier: 117%/123%/129% → 156%/162%/168%;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75;
    • [Fearless & Steadfast]
    • Skill Slashing Damage base multiplier: 100%/103%/106% → 126%/132%/138%;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75;
    • [Bloodthirsty]
    • Skill Piercing Damage base multiplier: 82%/88%/95% → 360%/370%/380%;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75;
    • [Blood Blade]
    • Max Health increases by 25% after casting across all skill levels, lasting for 8/9/10 seconds;
    • Removed the Critical Value boost effect;
    • Life Drain effect: 50% → 15%;
    • Casting this skill can now cleanse Stagger and Knockdown effects;
    • [Blood Oath]
    • Base skill cooldown time: 30 seconds → 25 seconds;
    • [Dragon's Leap]
    • Each [Bloodlust] stack now increases charging efficiency by 60%, and increases charging efficiency by 300% during [Blood Rage];
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75;
    • Base skill cooldown time: 50 seconds → 45 seconds;
    • Reduced the Knockup displacement coefficient on targets;
    • [Annihilation]
    • Skill Slashing Damage base multiplier: 67% → 147%;
    • Maximum target decay starting count: 2 → 3, decay multiplier: 0.7 → 0.75;
    • Base skill cooldown time: 50 seconds → 40 seconds;
    • Hitting a target restores Max Health: 1%/2%/3% → 3%/4%/5%;
    • Every listed skill also carries: Optimized the animation chaining frames, target engagement, and damage detection logic to improve handling and responsiveness.
  3. Source ↗
    • Fixed a text error where the Nodachi skills [Dragon's Leap II] and [Dragon's Leap III] were incorrect. Actual gameplay effects remain unaffected.
  4. Source ↗
    • Nodachi [Einherjar's Ward] Rune: While in [Bloodbath] state, gain 4000 shield value → Gain 4000 shield value for 10 seconds whenever entering [Bloodbath] state.
  5. Source ↗
    • Fixed an inconsistency in the [Tiger's Claw] skill buff for [Nodachi], now correctly granting 2 stacks of [Bloodlust] upon first hit.
  6. Source ↗
    • Fixed the issue where the [Health Drain] effect was not calculated in the Combat Dismount skill of the Nodachi weapon.
  7. Source ↗
    • Fixed an issue where the skill buff effect was not applied during the duration of the [Bloodcraze] effect obtained after activating the rune [Refined Strikes] for Nodachi.
  8. Source ↗
    • Fixed an issue where the [Nodachi]'s health steal wouldn't work in some situations. The Nodachi's health steal is capped at 100%.
  9. Source ↗
    • Basic Attacks: Improved how animations are chained between successive basic attack hits for smoother strikes. Reduced the damage decay when hitting multiple enemies with basic attacks to 10% (was 30%); max damage decay reduced to 50% (was 75%).
    • Basic Attack damage per hit: First attack 100% base slashing damage (was 95%). Second attack 120% (was 130%). Third attack 135% (was 125%) and knocks units back. Third attack 145% (was 140%) and knocks units back.
    • Chaining basic attacks together grants [Flurry]: takes 40% reduced damage from T4 and T5 units when pulling back the blade during consecutive basic attacks. The third attack gains 25% health steal and the fourth 50%.
    • [Monstrous Blade] I: Health steal increased to 30% (was 15%) and duration reduced to 8 seconds (was 12). II: Health steal 40% (was 22.5%), duration 9 seconds (was 13). III: Health steal 50% (was 30%), duration 10 seconds (was 14).
Pike8 changes · 8 sourced · latest 24 Dec 2025
  1. Source ↗
    • Fixed an issue where female characters using Pike experienced abnormal displacement when knocked back.
  2. Source ↗
    • The cooldown of the third stage of [Water Dragon] has been increased from 1 second to 1.5 seconds.
  3. Source ↗
    • The grab range logic for the [Sky Dragon] skill after using the Ultimate skill has been optimized.
    • The cooldown time for all skills except the Ultimate skill has been adjusted from 4 seconds to 3 seconds.
    • The global cooldown for the third consecutive skill activation has been reduced from 3 seconds to 1 second.
  4. Source ↗
    • Fixed an issue where the Pike's Rune [Cronus' Authority] would reset the cooldown of [Green Dragon] when defeating a Hero without using [Green Dragon].
  5. Source ↗
    • [Wandering Dragon], [Water Dragon], [Sky Dragon]: After using any of the first two stage skills, you can use the third stage enhanced skill consecutively within 4 seconds.
    • Other skills can now be activated during the ending lag of the third stage of [Wandering Dragon], [Water Dragon], and [Sky Dragon].
    • [Wandering Dragon], [Water Dragon], [Sky Dragon]: First stage skill cooldown 3 → 4 seconds.
    • [Wandering Dragon], [Water Dragon], [Sky Dragon]: Third stage enhanced skill cooldown 0 → 3 seconds.
    • After each stage skill, you can use the next stage within 3.5 → 4 seconds.
    • Optimized the hitbox for [Sky Dragon] after using Ultimate, making it easier to hit enemies.
    • The second stage of normal attack can inflict the dazed effect on Heroes.
    • [Water Dragon]: The third-stage triple thrust's Armour Piercing coefficient: 60% → 100%.
  6. Source ↗
    • Fixed an issue where the [Dionysus's Ecstasy] rune for [Pike] could not trigger the third knockback effect of [Green Dragon] and [Water Dragon].
  7. Source ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  8. Source ↗
    • Fixed an issue with the pike's cooldown reduction to its paragon skill; CD of [Cold Dragon] can be reduced by up to 8 seconds.
Poleaxe4 changes · 4 sourced · latest 18 Dec 2025
  1. Source ↗
    • 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.
  2. Source ↗
    • Fixed a missing translation in the description of the defense reduction debuff applied by Poleaxe's [Grim Harvest].
  3. Source ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  4. Source ↗
    • Fixed an issue with the health cap increase of the poleaxe's paragon skill.
Shield & Spear10 changes · 10 sourced · latest 1 Jul 2026
  1. Source ↗
    • Fixed an issue where the 4-piece set effect of the Shield & Spear [Immortal Soul] equipment caused an abnormal duration for the Control Immunity effect of the [Bull Dragger] Rune.
  2. Source ↗
    • Fixed an issue where Shield & Spear [Aegis Retribution] could erroneously Concuss targets on the first hit.
  3. Source ↗
    • Fixed an issue where the female Hero with Shield & Spear would only take melee damage when in right-click defending state in certain situations.
  4. Source ↗
    • Optimized the shield block coverage area for Shield & Spear Hero to better match the visual size and position of the shield.
  5. Source ↗
    • Fixed missing brief instructions for the [Shield & Spear] weapon in Free Training Camp.
    • Fixed an issue where Hero with [Shield & Spear] would become unresponsive after the mount is killed while defending with right-click.
    • Fixed an issue where pressing Ctrl before right-click defense with [Shield & Spear] or [Longsword & Shield] would cause input failure.
  6. Source ↗
    • Fixed an issue where rapidly pressing [Aegis Retribution] and [Ares' Cleave] could cause [Ares' Cleave] to fail.
    • Fixed an issue where [Shield & Spear] heroes would experience wrong displacement when changing facing direction during casting skills.
  7. Source ↗
    • Fixed an issue where Shield & Spear Heroes experienced abnormal displacement when turning in casting skills.
    • Fixed an issue where Shield & Spear Heroes could not use Sidestep after attacking or releasing skills and were only able to Roll.
    • Fixed an issue where the glowing effect disappeared when Shield & Spear Heroes gained the second and third [Fury] stacks.
  8. Source ↗
    • Fixed abnormal displacement issues for targets hit by the Shield & Spear Hero's [Spartan Kick].
    • Fixed a rare issue where Shield & Spear Heroes could lose damage output.
    • Fixed an issue where Shield & Spear Heroes using [Aegis Retribution] or [Ares' Cleave] would experience abnormal displacement when under control effect.
  9. Source ↗
    • Ares' Cleave: Removes stiffness and knockdown effects when the skill is activated.
    • Aegis Retribution: The first action of this skill gains additional movement distance when activated.
    • Spartan Kick: The skill's startup time is reduced by 50%; enemies killed by this skill will also inflict damage and control effects on nearby enemies along the way.
    • After entering Block mode using the right mouse button, the Hero will no longer be immediately guard-broken by Cavalry Charge attacks.
    • The normal attack following a Sidestep has been adjusted to trigger the third stage of the normal attack instead of the fourth.
    • Damage dealt by Heracles' Throw and Heracles Mounted Throw to distant enemy units is increased.
    • Fixed an issue where the Shield & Spear Hero could use the Heracles Mounted Throw skill without unlocking it.
    • Fixed an issue where the Shield & Spear Hero's skills Heracles' Throw and Heracles Mounted Throw could penetrate city gates.
  10. Source ↗
    • Fixed the issue where the aim point did not match the actual impact point when Shield & Spear Heroes used [Heracles' Throw] and [Heracles Mounted Throw].
    • Fixed the issue where the movement scatter was too large when Shield & Spear Heroes used [Heracles' Throw] and [Heracles Mounted Throw].
    • Fixed the issue where the launch angle was too high when Shield & Spear Heroes used [Heracles' Throw] and [Heracles Mounted Throw].
    • Fixed the issue where Shield & Spear Heroes did not maintain defensive when using the second stage of [Aegis Retribution] and [Ares' Cleave].
    • Fixed the issue where Shield & Spear Heroes could not roll when using skills.
    • Fixed the issue where the default field of view for Shield & Spear Heroes was too high and too far.
    • Fixed the issue where the second stage of the [Shield & Spear] Heroes's [Ares' Cleave] could not deal damage.
    • Fixed the issue where [Shield & Spear] Heroes were unable to roll within a certain period after leaving artillery.
Short Bow9 changes · 9 sourced · latest 1 Apr 2026
  1. Source ↗
    • Fixed an issue where the Short Bow [Sylvan Zephyr] Rune did not apply to the third Normal Attack.
    • Fixed an issue where the Short Bow [Sylvan Zephyr] Rune triggered abnormally for [Wrath of Artemis] and [Chain Shot].
  2. Source ↗
    • Improved the roll animation for female characters using [Short Bow], making it consistent with the male Short Bow animation.
  3. Source ↗
    • Stunning Shot I: Can Concuss hit targets.
    • Steel-tipped Arrow I/II: Can pierce up to 2 targets.
  4. Source ↗
    • Fixed missing content in the buff description for Short Bow's [Stunning Shot] when reducing enemies' movement speed.
  5. Source ↗
    • Fixed the issue that the duration of venom damage attached to Flecha Envenenada III was incorrect.
  6. Source ↗
    • The Bleed damage caused by detonating the Mark within 2 seconds is adjusted from 200 + 6% of current HP to 200 + 8% of current HP.
  7. Source ↗
    • Fixed issues where some Bow, Short Bow, Musket and Chain Dart & Scimitar skills didn't trigger the intended invulnerability windows.
  8. Source ↗
    • [Poison Arrow], [Steel-tipped Arrow]: Deals 200 bleed damage +6% of the enemy's remaining health over 2 seconds (was 200 + 4.5%).
    • [Angry Hornets] poison damage: I: 50 damage per second +0.4% of the enemy's remaining health (was 50 + 0.3%). II: 60 +0.45% (was 60 + 0.35%). III: 70 +0.5% (was 70 + 0.4%).
  9. Source ↗
    • Seasonal Rune [Offensive Roll]: [Rolling Escape]'s cooldown is increased by 2 seconds but grants 7 stacks (up from 3) of [Armor Piercing].
    • Seasonal Rune [Slowing Poison]: The [Poison] of [Angry Hornets] reduces movement speed by 8% and stacks up to 7 times (previously the [Poison] of [Poison Arrow] and [Angry Hornets] reduced movement speed by 5% and stacked up to 10 times).
    • Epic Schematics Set 4-Set Effect: Basic attacks that hit the enemy can grant [Armor Piercing], and increase piercing damage by an extra 6% (previously rolling granted [Armor Piercing], increasing piercing armor penetration to 5% from 3%).
    • [Poison Arrow III]: Increased the poison duration to 4 seconds (was 3).
Shortsword & Shield4 changes · 4 sourced · latest 1 Apr 2026
  1. Source ↗
    • Optimized the skill description for [Shortsword & Shield] by adding the missing anti-cavalry effect (actual effect remains unchanged).
  2. Source ↗
    • Throw Shield: Applies an additional movement speed reduction effect to Cavalry Units.
    • Shielded Charge: First hit Blunt Damage: 134/134/134% of base + 687/805/923 → 216/216/216% of base + 1168/1368/1568; second hit Blunt Damage: 77/77/77% of base + 395/463/531 → 204/204/204% of base + 1098/1287/1475; third hit Blunt Damage: 268/268/268% of base + 1374/1610/1846 → Slashing Damage: 116/116/116% of base + 1180/1357/1561; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
    • Ironsides: Defense boost increased from 75/100/125% → 200/200/200% for 6/8/10 seconds; defense reduction after Weakness lowered from 15% → 20% for 4 seconds; if Cavalry Units are within range, they will be Startled.
    • Shield Bash: The first two shield bash hits can both leave enemies [Concussed]; skill cooldown: 14s → 8s; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
    • Barricade: First hit Blunt Damage: 134/134/134% of base + 652/746/844 → 208/208/208% of base + 1114/1275/1446; second hit Blunt Damage: 134/134/134% of base + 652/746/844 → 254/254/254% of base + 1348/1544/1768; skill cooldown: 8s → 6s; drastically reduces Block value → leaves enemies [Pierced]; decreases enemy attack power by 30/40/50% → Piercing and Slashing Armour Penetration reduced by 40/40/40% for 3/4/5 seconds; casting removes the [Concussed] state.
    • Kick: Skill cooldown: 12s → 8s; drastically reduces Block value → leaves enemies [Pierced]; the first and second attacks feature a [Knockback] effect; personal Defense boost increased from 20% → 40% for 3 seconds; casting removes the [Concussed] state; skill Type: Damage → Control Cleanse and Control; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
    • Centurion's Battle Drill: Slashing Damage: 50/50/50% of base + 729/838/944 → 136/136/136% of base + 1378/1583/1784; hitting Cavalry Units will trigger [Startle the Horses].
    • Thunderstruck: Blunt Damage: 281/281/281% of base + 4024/4540/4954 → 412/412/412% of base + 5030/5675/6238; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
  3. Source ↗
    • Fixed an issue where the [Shortsword & Shield] skills [Kick I] and [Kick II] failed to knock down enemies on the third input.
  4. Source ↗
    • 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.
Spear6 changes · 6 sourced · latest 27 May 2026
  1. Source ↗
    • Damage decay starting target count: 4 → 5, decay multiplier: 0.75 → 0.8, minimum damage ratio: 0.35 → 0.4 for [Procris's Gift], [Lugh's March], [Hurricane's Edge], [Gungnir's Greeting], [Overhead Strike], [Return of Jangar], [Heaven's Fury], and Normal Attack.
  2. Source ↗
    • Fixed an issue where the Spear's third Normal Attack Damage was abnormally low.
  3. Source ↗
    • Optimized the animation transitions, damage detection, and engagement logic to improve operation feel.
    • Procris's Gift: Basic Damage coefficient: 153% → 275%; basic Cooldown: 16 seconds → 14 seconds; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Lugh's March: Basic Damage coefficient: 54% → 108%; added special effect [Defense] to beginner and intermediate levels; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Hurricane's Edge: Basic Damage coefficient: 70% → 119%; basic Cooldown: 18 seconds → 12 seconds; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Gungnir's Greeting: Basic Damage coefficient: first attack 64% → 141%, second attack 51% → 143%; added special effect [Knockback] to the first attack; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Overhead Strike: Basic Damage coefficient: first attack 63% → 101%, second attack 65% → 104%; added effect [Removes Dazed and Knockdown] when activating the skill; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Return of Jangar: Basic Damage coefficient: first attack 76% → 114%, second attack 82% → 164%, third attack 172% → 258%; attack greatly reduces Block value → guaranteed Pierced; added effect [Knockback] to the first attack; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Heaven's Fury: Basic Damage coefficient: 82% → 115%; basic Armour Penetration coefficient: 100% → 120%; basic Cooldown: 48 seconds → 24 seconds; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
    • Normal Attack: Basic Damage coefficient: first attack 65% → 132%, second attack 140% → 116%, third attack 126% → 120%, fourth attack 60% → 128%; damage falloff starting target count: 2 → 4, falloff coefficient: 0.7 → 0.75, minimum falloff ratio: 0.25 → 0.35.
  4. Source ↗
    • Fixed an issue where the second hit of [Overhead Strike] for weapon [Spear] could not be used.
  5. Source ↗
    • 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.
  6. Source ↗
    • Mounted Left Mouse Button: Thrusts at enemies, dealing 160% Piercing Damage (identical to the previous Right Mouse Button thrust), does not consume Stamina.
    • Mounted Right Mouse Button: Charge forward for 3 seconds, dealing 120% Piercing Damage and knocking back all Units in your path. Enemies struck by the charge will have all Defense reduced by 20% for 5 seconds. Charging consumes both Hero Stamina and Mount Stamina; if either is insufficient, you cannot charge. During the charge, pressing either the left or right mouse button will Stab enemies and immediately end the charging state.
    • Mounted Charge: Knocks up all Units along the path, cannot be interrupted by obstacles or Dazed effects.
    • [Dragon's Roar] Piercing Damage coefficient: 58% → 68%.
    • [Heaven's Fury] Piercing Damage coefficient: 60% → 80%.
    • [Hurricane's Edge] Slashing Damage coefficient: 53% → 70%.
    • [Lugh's March] Hero cannot be Breaked while using this skill. Slashing Damage coefficient: 30% → 50%.
    • [Combat Dismount] Piercing Damage coefficient: 180% → 200%.

Units 89

Alchemists2 changes · 2 sourced · latest 20 Mar 2024
  1. Source ↗
    • Leadership 90 → 60.
    • [Healing Hands]: Regeneration 1% of maximum HP changed to Regeneration 10% of maximum HP.
  2. Source ↗
    • Leadership 130 → 90.
Azaps6 changes · 6 sourced · latest 22 Jul 2026
  1. Source ↗
    • Base Leadership 215 → 210.
    • Base Slashing Damage value 1278 → 1358;
    • Base Block value 250 → 400;
    • Normal Attack and skill attack Guard Break Damage increased by 80 points.
  2. Source ↗
    • Fixed an issue where Azaps could still have their guard broken while using the [Counterstrike] skill.
    • Fixed an issue where the [On Watch] skill could end its attack sequence prematurely due to an insufficient duration.
  3. Source ↗
    • [Counterstrike]: upon activation, immediately enter a defensive stance and close with the enemy. When attacked, the counterattack triggers instantly; you may also re-activate the skill to trigger it immediately. No guard-break from Block depletion during the skill. Duration increased to 6 seconds.
    • [On Watch]: no longer interleaves regular attacks during the skill; after it ends, enter a free-attack state.
    • Mastery 5: attacks triggered under [Counterstrike] deal an additional 500 Block-break damage.
    • Mastery 8: every 5 hits with [On Watch] restore 2,000 Health.
  4. Source ↗
    • Base Leadership 220 → 215.
  5. Source ↗
    • Leadership 225 → 220.
  6. Source ↗
    • Leadership 240 → 225.
Berserkers4 changes · 4 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 220 → 215.
  2. Source ↗
    • Fixed an issue where the formation display for [Berserkers] units was incorrect in the unit interface.
  3. Source ↗
    • Leadership 230 → 220.
  4. Source ↗
    • Reduced basic Leadership from 245 to 230.
    • Increased basic unit size from 8 to 9.
    • Increased basic health from 14107 to 16223.
    • Increased damage of Berserkers by 10%.
    • Reduced the required stack for the extra healing effect of [Battle Madness] from 10 to 7.
    • Increased the slashing damage when [Battle Madness] is activated from 20 to 40.
    • Reduced the extra damage taken when [Frenzy] is activated from 43% to 35%.
    • Increased the rage gained from taking damage and killing enemy units by 100%, and removed the upper limit of the rage that can be obtained from a single attack of the enemy.
Camel Lancers4 changes · 4 sourced · latest 27 Jun 2025
  1. Source ↗
    • Leadership 235 → 215.
  2. Source ↗
    • Added new tag [Reserve Circulation]: Camels restore 1% max Health every 2 seconds.
    • Base Health increased from 15,142 to 18,525.
    • Health per level increased from 196 to 240.
    • During [Barricade], enemy Cavalry within 7 meters triggers the [Anti-cavalry] effect, causing horses to panic.
    • Optimized the attack and movement logic of [Charge], maintaining a spear-wielding stance and slightly increasing attack frequency.
  3. Source ↗
    • Improved the targeting of [Camel Lancers] during [Charge], allowing them to better engage in close combat with their targets.
  4. Source ↗
    • Fixed the issue of Lock-On Anomaly in Camel Lancers' [Charge] skill.
Claymores8 changes · 8 sourced · latest 8 Jul 2026
  1. Source ↗
    • Fixed an issue where the [The Soldier's Life] level 3 node for the [Claymores] Unit did not take effect;
  2. Source ↗
    • Normal Attack damage and skill damage increased by 18%.
    • Immune to normal dazed effects during [For Freedom!] enhancement.
  3. Source ↗
    • Leadership 225 → 220.
  4. Source ↗
    • [For Freedom!]: now removes any control effects from the unit when used; cooldown reduced from 60s to 45s; buff duration now displays in the Hero status bar.
    • After [For Freedom!] ends, debuff effects adjusted: movement and attack speed reduction 50% → 25%, damage taken increase 40% → 20%.
    • [Claymore Strike] skill damage increased by 20% and execution optimized to prevent premature interruption.
  5. Source ↗
    • Leadership 235 → 225.
  6. Source ↗
    • Fixed the issue where bringing [Claymores] may cause server lagging.
  7. Source ↗
    • Leadership 245 → 235.
  8. Source ↗
    • Fixed an issue where the Claymores would receive a Bagpipers buff when triggering their [Unwavering Heart] skill.
Companion Cavalry4 changes · 4 sourced · latest 15 Jan 2025
  1. Source ↗
    • Base Leadership increased from 215 to 230.
    • [Mounted Spearblade]: Slowdown effect no longer affects Heroes.
  2. Source ↗
    • Fixed the issue in the [Unit Training Camp] where the [Companion Cavalry] may not move when directed to the supply point.
  3. Source ↗
    • Fixed the issue where some attacks can not correctly hit enemies when Companion Cavalry is equipped with swords.
  4. Source ↗
    • Fixed the issue of damage calculation loss for the active skill [Zephyr Blade] of the [Companion Cavalry] when moving at excessive speeds.
Condottieri Guards5 changes · 5 sourced · latest 1 Apr 2025
  1. Source ↗
    • Fixed an issue where the attribute overview on the [Condottieri Guards] mastery interface displayed incorrect values.
  2. Source ↗
    • Optimized the activation conditions for [Condottieri Guards]'s [Shock Attack] after the charge by reducing the number of units required to have exited the charging state for activating the skill.
  3. Source ↗
    • Fixed the issue where the training node for [Condottieri Guards], [Chevaliers], and [Houndsmen], which increased HP by 5%, didn't function as intended.
  4. Source ↗
    • Leadership 170 → 160.
  5. Source ↗
    • Fixed an issue where the damage caused by the [Condottieri Guard]'s Shock Attack would be delayed.
Coutiliers5 changes · 5 sourced · latest 14 May 2025
  1. Source ↗
    • Leadership 115 → 110.
  2. Source ↗
    • Node 1: Piercing Armor Penetration +100.
    • Node 2: Piercing Damage +50.
    • Node 3: Piercing Armor Penetration +100.
    • Node 4: Piercing Damage +50.
    • Node 5: Charge Speed +20%, Damage Increase in All Stage +10%.
    • Node 6: Unit Headcount +1.
    • Node 7: Damage to Infantry Unit +300.
    • Node 8: At the end of a charge or when an attack command is issued during a charge, the unit unleashes a forward armor-breaking impact that deals 200% damage. If blocked, it puts the enemy into a block-broken state.
  3. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Increase Charge Damage, Increase Health" effect.
  4. Source ↗
    • Leadership 130 → 115.
  5. Source ↗
    • Improved the hitbox of melee cavalry and the Coutiliers' charge skills, reducing the chance of these missing completely.
Cudgel Monks2 changes · 2 sourced · latest 19 Mar 2025
  1. Source ↗
    • [Six Way Staff] can now block enemy attacks while spinning the staff, damage increased by 38%, and block break values increased from 100/150/200 → 200/300/400.
  2. Source ↗
    • Leadership 160 → 145.
Dagger-Axe Lancers9 changes · 9 sourced · latest 7 Feb 2026
  1. Source ↗
    • Base Leadership 255 → 235.
  2. Source ↗
    • [Leadership] reduced from 275 → 255.
  3. Source ↗
    • Fixed an issue where [Dagger-Axe Lancers]' [Rally to Me] could sometimes fail to trigger consecutive counterattacks.
  4. Source ↗
    • Leadership 245 → 275.
  5. Source ↗
    • Base Health: 6724 → 7224.
    • Base Piercing Armour Penetration: 1378 → 1478.
    • Base Piercing Damage: 871 → 921.
    • Optimized the prompt for the [Rally to Me] skill, displaying the remaining time of [Rally to Me] in the hero's status. The remaining time will not dynamically change based on the veterancy nodes for now.
    • Optimized the description of the active skill [Rally to Me], adding the missing effects in the description, including the counterattack trigger when being attacked.
    • Fixed the issue where the [Improved Stamina] veterancy node was not effective, and optimized the description of the [Improved Stamina].
    • New Unit Mastery added.
    • Node 1: Health +390.
    • Node 2: Slashing Armour Penetration +100.
    • Node 3: Slashing Defence +50.
    • Node 4: Slashing Damage +100.
    • Node 5: [Like a Pine]: During [Rally to Me], gain 0.5 seconds of control immunity and increase damage by 15% when counterattacking.
    • Node 6: [Thousands March]: Damage to Melee Infantry +300.
    • Node 7: [Banks of the Han River]: Damage to Shield Infantry +300.
    • Node 8: [Ming Banners Flutter]: After dealing damage to a five-star unit, increase movement speed by 40% and damage to units by 25% for 2 seconds.
  6. Source ↗
    • Remove [Sprinters], add [Long-distance Charge].
  7. Source ↗
    • Leadership 240 → 245.
  8. Source ↗
    • Reduced [Rally to Me]'s damage by 4.5%, and armor penetration by 10% when counter-attacking. The charge damage remained unchanged.
  9. Source ↗
    • Increased the minimum interval between counterattacks during [Follow Charge] to 6 seconds (was 3) and reduced the maximum damage increase for counterattacks based on speed to 80% (was 120).
Demesne Arbalists6 changes · 6 sourced · latest 25 Jun 2026
  1. Source ↗
    • [Piercing Bolts] additional piercing targets 2 → 1.
    • [Piercing Bolts] fire rate reduced by 16%.
    • Anti-enemy effect of Mastery nodes [Startle the Horses] and [Firepower] 400 points → 300 points.
  2. Source ↗
    • New Unit Mastery added.
    • Node 1: Increase Piercing Damage by 100 points.
    • Node 2: Increase shooting speed by 12%.
    • Node 3: Increase Piercing Damage by 100 points.
    • Node 4: Increase shooting speed by 12%.
    • Node 5: Gain skill: [Piercing Bolts], which allows crossbow bolts to pierce up to 2 additional targets and disrupt cavalry charges; damage decreases by 30% for each target pierced. (Does not coexist with other skills)
    • Node 6: Increase damage against cavalry by 400 points.
    • Node 7: Increase damage against melee units by 400 points.
    • Node 8: [Piercing Bolts] apply a 40% slow to cavalry, lasting 3 seconds.
  3. Source ↗
    • Fixed an issue where [Demesne Crossbowmen] and [Demesne Arbalists] can not deal damage with melee attacks.
  4. Source ↗
    • Fixed the abnormal rate of fire of [Demesne Arbalists] when equipped with the [Epic Impale Doctrine].
  5. Source ↗
    • Fixed an issue where the [Epic Impale Doctrine] caused the [Demesne Arbalists] to shoot through walls.
  6. Source ↗
    • Piercing Armor Penetration 1449 → 1869.
    • Leadership 180 → 160.
Demesne Spearmen3 changes · 3 sourced · latest 12 Feb 2025
  1. Source ↗
    • Fixed missing text in the [Demesne Spearmen] and [Spear Sergeants] Mastery.
  2. Source ↗
    • Veterancy description fix (descriptions were inconsistent with the actual effects): second node [Shoulder to Shoulder] at the bottom line. Before: Each level increases damage dealt by 12% while in a non-Dispersed formation. After: Each level increases piercing armour penetration by 12%, piercing damage by 12% and minimum damage dealt by 6% while in a non-Dispersed formation.
    • Veterancy description fix: final node at the bottom line. Before: Reduces damage taken by 5%. After: Reduces damage taken by 6%.
  3. Source ↗
    • Mastery node 1: Increased maximum health.
    • Mastery node 2: Increased slashing defense value.
    • Mastery node 3: Increased maximum health.
    • Mastery node 4: Increase piercing defense value.
    • Mastery node 5: [Straight Push] When in contact with an enemy, initiate an attack dealing triple damage.
    • Mastery node 6: Reduces damage received from Infantry Units.
    • Mastery node 7: Recover health when taking ranged damage.
    • Mastery node 8: [Pure Attack] increases damage by 50% and grants an additional attack.
Empire Chariot7 changes · 7 sourced · latest 20 Nov 2025
  1. Source ↗
    • Twelve Infantry Units now inflict increased Instability damage against [Empire Chariot]: Modao Battalion, Sunward Phalanx, Fortebraccio Pikemen, Imperial Pike Guards, Halberdier Sergeants, Myrmillones, Tseregs, Crescent Monks, Halberdiers, Landsknechts, Silla Guards, Condottieri Guards.
    • [Cavalry] Units now also inflict increased Instability damage against [Empire Chariot].
    • [Empire Chariot] now earns 30% fewer Assist Points.
  2. Source ↗
    • Base Leadership reduced from 320 to 310.
    • Damage now scales with current Health: +15% above 80% Health, unchanged 60-80%, -30% at 30-60%, -70% below 30%.
    • Control effects reworked: Knock Up on all Units and Heroes only at Instant Speed 12 or higher; below that, Knock Back applies to Infantry Units only.
    • New Instability system: damage from Heroes, Units and Artillery accumulates Instability; at maximum the Chariot Overturns (speed reduced to 0 for 8 seconds, controlling Hero knocked off).
    • When a target is hit again by the Chariot in a short period, the damage it takes is reduced by 25%, stacking up to 85% for 5 seconds.
  3. Source ↗
    • Fixed an issue where the Empire Chariot could access abnormal passable areas on maps such as Linwu Fortress, Hangu Pass, and Shield of the Capital.
  4. Source ↗
    • Fixed an issue where the Empire Chariot occasionally could not reach its maximum speed.
  5. Source ↗
    • Fixed an issue where the Empire Chariot could traverse terrain or move to abnormal areas such as walls on several maps.
  6. Source ↗
    • Fixed the issue where the Empire Chariot could be incorrectly moved onto the Siege Tower after colliding with it under certain circumstances.
  7. Source ↗
    • The interaction cooldown has been reduced from 10 seconds to 5 seconds; a 2-second repeat-interaction lockout was added so rapid inputs no longer fail.
    • Collision effects with Siege Towers and Battering Rams optimized: the driving Hero is thrown from the Chariot, consistent with Mount logic.
    • Movement logic optimized: passable-area logic now matches Cavalry, and edge areas on several maps are restricted.
    • The Chariot now deals damage to enemy-deployed Artillery, dealing 50% of its base damage.
    • Fixed an issue where some skills without the knock-back effect could still cause a Hero to be thrown off the Chariot.
Falconetti Gunners5 changes · 5 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 300 → 295.
  2. Source ↗
    • Reduced normal and designated shot intervals by 16.5%.
    • Increased base Ammo by 12%.
    • Increased shell flight speed by 18%.
  3. Source ↗
    • Fixed an issue where the [Full Quiver] Rune would affect [Lionroar Crew] and [Falconetti Gunners].
  4. Source ↗
    • Leadership 320 → 300.
    • Basic Ammo increases by 30%.
  5. Source ↗
    • Falconettii Gunners 330 → 320
Fortebraccio Pikemen7 changes · 7 sourced · latest 21 Jan 2026
  1. Source ↗
    • Leadership 220 → 210.
  2. Source ↗
    • Base movement speed increased from 3.8 → 4.3.
    • Turning speed increased from 50 → 120.
    • Optimized unit [Brace] turning logic: Soldiers now prioritize turning only when they can attack an enemy. Crouched brace: turn toward the enemy if an enemy is within 11 → 4 meters. Standing brace: turn toward the enemy if an enemy is within 11 → 6 meters.
    • Leadership 235 → 220.
  3. Source ↗
    • Brace attack Speed boost damage cap increased by 300%. Minimum speed affected by speed boost increases from 5m/s to 9m/s.
  4. Source ↗
    • Fixed an issue where the [Fortebraccio Pikemen] would move forward and backward while in [Dispersed Formation].
  5. Source ↗
    • Base piercing damage 1092 -> 1492.
  6. Source ↗
    • Reduced the speed at which they turn while moving or during Brace, making it more difficult for them to quickly turn and follow the enemy's movement.
  7. Source ↗
    • The Pike Militia, Imperial Pike Guards and Fortebraccio Pikemen now have [Brace] at a higher priority while the formation orders have a lower priority.
Galahad Spearmen2 changes · 2 sourced · latest 21 Jan 2026
  1. Source ↗
    • Charged javelin throws no longer suffer from distance falloff and can penetrate 2 additional targets, dealing 45% damage to targets after penetration.
  2. Source ↗
    • The Unit size is modified from 24 to 30.
    • The Unit's Ammunition is modified from 96 to 120.
    • The position of the [Schiltron Formation] has been optimized to ensure a tighter defense.
    • Optimized the casting logic of [For Galahad], automatically throws a javelin when the skill charging time is complete.
    • After [Javelin] and [For Galahad] end, Galahad Spearmen continue to maintain Formation status, awaiting the next command.
Halberd Elite3 changes · 3 sourced · latest 25 Jun 2026
  1. Source ↗
    • [Cloud Cleave] and [Storm Surge] Armour Penetration multiplier increased by 10%.
    • [Cloud Cleave] cooldown 6s → 5s.
  2. Source ↗
    • Fixed an issue where the [Halberd Pull] trait of the [Halberd Elite] was not functioning correctly.
  3. Source ↗
    • Fixed an issue where [Halberd Elite] equipped with [Epic Polearm Doctrine III] did not display the [Charge] skill in the [U - Units] interface.
Halberdiers2 changes · 2 sourced · latest 20 Sept 2023
  1. Source ↗
    • Leadership 175 → 165.
  2. Source ↗
    • Mastery node 1: Increases health by 180.
    • Mastery node 2: Increases slashing defense by 50.
    • Mastery node 3: Increases health by 210.
    • Mastery node 4: Increases piercing defense by 50.
    • Mastery node 5: Dealing damage with [Stand Firm] 5 times grants [Firm Force]. [Firm Force]: Increases the damage of the next [Stand Firm] by 30% (calculated individually for each soldier).
    • Mastery node 6: Increases damage dealt to cavalry by 400.
    • Mastery node 7: Reduces damage taken from cavalry by 300.
    • Mastery node 8: [Firm Force] damage also heals the Halberdiers for 500 health.
Hashashins8 changes · 8 sourced · latest 25 Mar 2026
  1. Source ↗
    • Optimized the slide-dodge logic when casting [Eviscerate] for smoother action transitions.
    • Optimized [Prowl]: fixed an issue where attacks might not trigger if the target is too close, and fixed sporadic damage loss.
    • Optimized an issue where basic attacks and other damage moves occasionally missed targets incorrectly.
  2. Source ↗
    • [Eviscerate] cooldown: 2.2s → 1.2s.
    • When activated, [Eviscerate] now prioritizes locking onto [Infantry] using bows, crossbows, muskets, or cannons within 20m. If the target is far, they slide to close the gap; if near, they attack first then slide away.
    • Damage immunity duration during all special actions: 1s → 1.5s.
    • Leadership 295 → 270.
  3. Source ↗
    • Optimized the [Hashashins] targeting and turning logic after using [Prowl].
  4. Source ↗
    • Fixed the issue where [Prowl] may not be activated when the target was not within a certain range.
    • Optimized the moving animation.
    • Optimized their enemy-searching logic, and gave them priority to attacking ranged units.
  5. Source ↗
    • Fixed the issue of incorrect node display for the [Assault Training] of the [Hashashins].
  6. Source ↗
    • Hashashins 305 → 295
  7. Source ↗
    • Unified descriptions for the [Hashashins'] action points.
  8. Source ↗
    • Removed their [Weak Vs Heroes] trait. Their damage is no longer reduced when attacking heroes.
    • Changed the targeting algorithm of [Decimate]. They will now attack nearby targets when using skills.
Hwarang5 changes · 5 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 290 → 295.
  2. Source ↗
    • Fixed the animation issue caused by repeatedly pressing the V key for [Hwarang].
  3. Source ↗
    • When equipped with [Bowmanship Doctrine], [Epic Archery Doctrine V], and [Legendary Archery Doctrine II] Doctrines, the [Arrow Rain] skill uses the standard archery projectile trajectory and range (approximately 100m), retains Hwarang's own firing speed, and is affected by the [Arrow Rain] damage coefficient. This skill does not stack with other skills.
    • Leadership 280 → 290.
  4. Source ↗
    • Resolved the issue where [Hwarang] would unexpectedly replenish ammo when equipped with the [Double Strings] Doctrine.
  5. Source ↗
    • Fixed an issue where the [Hwarang - Fallen Petals] doctrines' effect duration for ammo recovery did not match the skill duration.
Imperial Archers7 changes · 7 sourced · latest 24 Dec 2025
  1. Source ↗
    • Mastery 5: [Snipe] will fire three volleys.
    • Mastery 8: cooldown reduced by 10 seconds; within the same duration, fires two additional volleys.
  2. Source ↗
    • Leadership 235 → 220.
  3. Source ↗
    • Fixed the issue where Imperial Archers might gain the Sniper skill after interacting with a supply point without unlocking Constellations.
  4. Source ↗
    • Fixed the issue of conflicts in between the commands of Switching Melee and Sprint. When Imperial Archers apply both "Arrow Rain" and "Sprint" doctrines in Unit Mastery
  5. Source ↗
    • [Bodkin Arrows] no longer selects a new target, its attack target remains the same as Free Attack.
    • New Unit Mastery added.
    • Node 1: Increase Piercing Damage by 60 points.
    • Node 2: Increases ammo by 10%.
    • Node 3: Increase Piercing Damage by 60 points.
    • Node 4: Increases ammo by 10%.
    • Node 5: Unlock [Weapons Range]: launches two rounds of Bodkin Arrows to a targeted enemy. Resets cooldown when hero is killed. Skill ends when unable to attack the target.
    • Node 6: Increase damage to infantry by 400 points.
    • Node 7: Increase damage to hero by 200 points.
    • Node 8: [Weapons Range] launch an extra round of Bodkin Arrows.
  6. Source ↗
    • Piercing Armor Penetration 1277 → 1436.
  7. Source ↗
    • Leadership 255 → 235.
Imperial Arquebusiers4 changes · 4 sourced · latest 27 Jun 2025
  1. Source ↗
    • Adjusted [Volley Fire] skill firing sequence to maintain continuous fire in the specified direction during the skill duration, improving firing efficiency by approximately 35%: after the unit forms up, they first unleash a volley. Then, soldiers in the front, middle, and rear ranks take turns to unleash quick shot. Each rank fires three volleys in sequence; after two volleys, the next rank finishes reloading and begins firing.
    • During the [Volley Fire] skill, units will continue shooting in the specified direction and will not reposition.
    • Leadership 245 → 230.
  2. Source ↗
    • Mastery node 1: Increases HP.
    • Mastery node 2: Increase rate of fire, and additionally increase the rate of Volley Fire.
    • Mastery node 3: Increases HP.
    • Mastery node 4: Increase rate of fire, and additionally increase the rate of Volley Fire.
    • Mastery node 5: Killing enemy reduces Volley Fire's cooldown.
    • Mastery node 6: Increases damage dealt to cavalry.
    • Mastery node 7: Increases damage versus long-handle units.
    • Mastery node 8: When Volley Fire interrupts Cavalry's Charging, it will deal high Bleed damage.
  3. Source ↗
    • Unit size 24 → 28 soldiers.
  4. Source ↗
    • Leadership 255 → 245.
Imperial Javelineers6 changes · 6 sourced · latest 25 Jun 2026
  1. Source ↗
    • Base Piercing Damage 1201 → 1351.
    • [Flying Shield] damage increased by 13%, and it can now Knockback enemy units.
    • [Flying Shield] base cooldown 18s → 15s.
  2. Source ↗
    • Leadership 240 → 230.
  3. Source ↗
    • Initial health increased from 6405 to 7035.
    • Initial ammo amount increased from 90 to 120.
    • Initial piercing damage increased from 1123 to 1201.
    • Javelin attack piercing damage coefficient increased from 320% to 350%.
    • Shield throw attack piercing damage coefficient increased from 135% to 150%.
  4. Source ↗
    • Fixed a rare animation bug with [Imperial Javelineers] when using [Flying Shield].
    • Fixed an issue with [Imperial Javelineers] attacking abnormally while in formation after learning the [Shield Bash].
  5. Source ↗
    • Javelin multipliers: Piercing Armor Penetration 250% → 220%, Piercing Damage 280% → 250%.
    • [Flying Shield] Piercing Damage multiplier 135% → 120%.
    • Javelin accuracy increased by approximately 8%. The lower the target's movement speed, the higher the accuracy.
  6. Source ↗
    • Mastery node 1: Increases piercing damage.
    • Mastery node 2: Increases piercing armor penetration.
    • Mastery node 3: Increases piercing damage.
    • Mastery node 4: Increases piercing armor penetration.
    • Mastery node 5: Unlocks: [Shield Throw] deals piercing damage in melee range to up to 1 enemies.
    • Mastery node 6: Increases melee damage to infantry.
    • Mastery node 7: Increases ranged damage to cavalry.
    • Mastery node 8: [Shield Throw] can hit another 2 targets.
Imperial Pike Guards10 changes · 10 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base [Piercing Damage]: 1360 → 1470.
    • [Advance] Piercing damage multiplier: 0.8 → 1.
    • When [Loyal Strike] hits an enemy, it now applies the damage boost effect of [Advance]; following a [Loyal Strike] attack, the unit gains the defensive buff of [Advance] for 5 seconds.
  2. Source ↗
    • Leadership 225 → 220.
  3. Source ↗
    • Fixed an abnormal skill activation issue of the garrison [Imperial Pike Guards] unit in Territory War.
  4. Source ↗
    • Leadership 240 → 225.
  5. Source ↗
    • Brace attack range remains unchanged, but now initiates attacks early as enemies approach the attack range.
    • Brace attack's speed boost damage cap increased by 300%. Minimum speed affected by speed boost increases from 4m/s to 9m/s.
    • Initial health increased from 6884 to 7247.
    • [Advance] Piercing Damage coefficient increased from 62% to 80%.
    • [Advance] cooldown reduced from 50 seconds to 35 seconds, with a 30% increase to all defenses during the skill duration.
  6. Source ↗
    • [Dispersed Formation] replaced with [Column Formation].
    • Base piercing armour penetration: 1455 → 1505.
    • Base piercing damage: 1110 → 1360.
  7. Source ↗
    • Unit Movement Speed: 4 → 5.
  8. Source ↗
    • Mastery node 1: Increases piercing damage.
    • Mastery node 2: Increases piercing defense.
    • Mastery node 3: Increases piercing damage.
    • Mastery node 4: Increases piercing defense.
    • Mastery node 5: Gains a new skill, [Imperial Edict], during [Advance]. [Imperial Edict]: Ends Advance and assails the enemy. Kill each enemy unit will reduce 2 secs cooldown for [Advance].
    • Mastery node 6: Increases [Advance]'s damage dealt to cavalry.
    • Mastery node 7: Reduces melee damage taken from infantry during [Advance].
    • Mastery node 8: Becomes immune to crowd-control effects when causing damage for the first 3 times with [Advance]. The more damage to enemies dealt by [Advance], the higher damage [Imperial Edict] will have.
  9. Source ↗
    • The Pike Militia, Imperial Pike Guards and Fortebraccio Pikemen now have [Brace] at a higher priority while the formation orders have a lower priority.
  10. Source ↗
    • Their advance can't effectively inflict crowd control on high-block units. This means that most heavy shield units can simply enter formation to counter them. To remedy this, we've increased advance's effect on block. The Imperial Pike Guards will shove at the enemy with their pikes if they're blocked during [Advance], knocking the enemy down. This attack can't be blocked.
Imperial Spear Guards13 changes · 13 sourced · latest 21 Jan 2026
  1. Source ↗
    • Leadership 230 → 215.
  2. Source ↗
    • Fixed an issue where the healing effect of Mastery node 5 was not working.
  3. Source ↗
    • Mastery 8: attacks also reduce enemies' damage against Imperial Spear Guards by 35%.
  4. Source ↗
    • Leadership 235 → 230.
  5. Source ↗
    • Fixed an issue where some soldiers in the [Imperial Spear Guards] were unable to receive skill commands due to increased unit size.
  6. Source ↗
    • Leadership 240 → 230.
  7. Source ↗
    • Maximum unit size increased from 32 to 40.
    • Mastery Node 5: Health recovery increased from 40 health per second to 1% of maximum health per second.
    • Mastery Node 6: Damage reduction from 5-star units increased from 200 to 400.
    • Mastery Node 7: Damage reduction from Cavalry increased from 200 to 400.
  8. Source ↗
    • Fixed a probability issue where the Mastery node [Rejuvenate] of [Imperial Spear Guards] did not take effect.
  9. Source ↗
    • Unit Movement Speed: 4 → 4.5.
  10. Source ↗
    • Crowd-control immunity gained per 3 attacks taken: duration 2s → 1s, damage reduction 15% → 10%, defence increase 30% → 15%.
    • Health 8543 → 8658.
    • Slashing defense 584 → 632, blunt defense 324 → 401.
  11. Source ↗
    • Leadership 230 → 240.
    • Fixed an issue where the icon values of the [Imperial Spear Guards] Mastery were inconsistent with the actual values.
  12. Source ↗
    • Mastery node 1: Increases piercing armor penetration by 60.
    • Mastery node 2: Increases movement speed by 5%.
    • Mastery node 3: Increases piercing armor penetration by 60.
    • Mastery node 4: Increases movement speed by 5%.
    • Mastery node 5: Recovers 40 health every second.
    • Mastery node 6: Reduces ranged damage taken from 5-star units by 200.
    • Mastery node 7: Reduces damage taken from cavalry by 200.
    • Mastery node 8: Attacking the same hero or unit 5 times within 2 seconds Concusses them for 1 second. Can only trigger once every 5 seconds.
  13. Source ↗
    • Attack damage during [Cover Commander] increased by 30% and heroes within the effective range will take 24% reduced damage from enemy units.
Incendiary Archers6 changes · 6 sourced · latest 1 Apr 2026
  1. Source ↗
    • Mastery Node 5 [Tung Oil and Wildfire]: special arrow base damage reduced by 8%; spreading burn damage 400/s → 350/s.
  2. Source ↗
    • Mastery Node 5 [Tung Oil and Wildfire]: shooting speed of special fire arrows increased by 18%; base damage increased by 18%; spread-burning damage 300/sec → 400/sec.
  3. Source ↗
    • Fixed an abnormal unit model display issue after unlocking the final node of [Incendiary Archers] in the Veterancy.
  4. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Increase Siege Battle Damage, Increase Ammo" effect.
  5. Source ↗
    • Piercing Armor Penetration 1079 → 1287.
    • Leadership 180 → 160.
  6. Source ↗
    • Fixed an issue where the Incendiary Archers' later Unit Tree points regarding increased burn time didn't take effect.
Iron Reapers10 changes · 10 sourced · latest 25 Jun 2026
  1. Source ↗
    • Base Leadership 285 → 270.
    • Base Health 8051 → 10451.
    • The damage reduction effect of the [Very Heavy Armour] trait now applies to Artillery attacks.
  2. Source ↗
    • Base [Health]: 7540 → 8051.
    • Base [Slashing Damage]: 1408 → 1572.
    • [Shock] base cooldown: 45s → 35s.
    • [Tiger Step] base cooldown: 40s → 30s.
    • When attacking with flails: light attack target count 3 → 4; charge attack target count 3 → 4; heavy attack wind-up time reduced by 20%.
    • Leadership 300 → 285.
  3. Source ↗
    • Fixed an issue where the name of the [Tradition's Power] attire part for the [Iron Reapers] was incorrect.
  4. Source ↗
    • Fixed the abnormal attack animation issue when [Iron Reapers], [Tseregs], [Mace Sergeants], and [Martellatori] equipped [Devastation] and performed formation movement.
  5. Source ↗
    • Has an initial damage reduction to all types of damage of 60%. Each hit taken reduces the damage reduction by 2.5%, down to 18%.
    • Using [Shock] and [Tiger's Guile] will reset the defense effect of [Very Heavy Armor], restoring it to 60% damage reduction.
  6. Source ↗
    • Fix the issue where direct damage is dealt to a distant locked-on enemy when Tiger's Guile is active.
    • Fixed the issue where the Iron Reapers' attack speed node in inner growth not taking effect.
  7. Source ↗
    • Unit size increased from 16 to 18.
    • Leadership 305 → 300.
  8. Source ↗
    • Fixed an issue where the Iron Reapers' [Tiger's Guile] skill's crowd-control immunity didn't work as intended.
  9. Source ↗
    • Changes to [Very Heavy Armor]: Gain immunity to Dazed while attacking. Grants an initial damage reduction to all types of damage of 48%. Each hit taken reduces the damage reduction by 2.5%, down to 18% after 12 hits.
    • Greatly increased the block break of flail attacks, so that they can break through the block of shield units in a single hit.
    • Flail attacks reduce the enemy's defenses by 10% until they retreat.
  10. Source ↗
    • Iron Reapers 315 → 305
Ironcap Archers7 changes · 7 sourced · latest 1 Apr 2026
  1. Source ↗
    • Mastery Node 5 [Flaming Arrow]: Explosive Arrows volley count 4 → 3; base damage reduced by 12%.
  2. Source ↗
    • Mastery Node 5 [Flaming Arrow]: volleys of [Explosive Arrows] that can be fired 2 → 4; damage of [Explosive Arrows] increased by 27%.
  3. Source ↗
    • Fixed the issue where [Ironcap Archers] and [Rattan Vipers] would continue to use Unit Skills after the Hero was defeated.
  4. Source ↗
    • Fixed an issue where the [Ironcap Archers]'s Skill [Arrow Rain] may not display after interacting with supply points.
  5. Source ↗
    • New Unit Mastery added.
    • Node 1: Increase Piercing Damage by 100 points.
    • Node 2: Increase Piercing Armour Penetration by 100 points.
    • Node 3: Increase Piercing Damage by 100 points.
    • Node 4: Increase Piercing Armour Penetration by 100 points.
    • Node 5: Gain skill: [Explosive Arrows], which shoots 2 rounds of arrows with attached firecracker causing small area explosions.
    • Node 6: Increase damage against infantry by 400 points.
    • Node 7: Increase damage against ranged units by 400 points.
    • Node 8: Reduce [Explosive Arrows] cooldown time by 9 seconds.
  6. Source ↗
    • Fixed the issue where the Doctrine [Artemis] didn't take effect in [Ironcap Archers] after learning the [Flaming Arrow] node.
  7. Source ↗
    • Piercing Armor Penetration 1011 → 1239.
    • Leadership 135 → 110.
Ironcap Scout Cavalry6 changes · 6 sourced · latest 17 Apr 2024
  1. Source ↗
    • Fixed the issue where some nodes in the Ironcap Scout Cavalry's training did not match the icons.
  2. Source ↗
    • Optimize the growth nodes for [Ironcap Scout Cavalry], swapping the position of the Charge skill node with the first node.
  3. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Reduce Food Consumption".
  4. Source ↗
    • Leadership 95 → 120.
    • The [Dominate the World] no longer causes a Dazed effect on Heroes.
  5. Source ↗
    • New Unit Mastery added (one of the two most-voted units in the community Mastery vote).
    • Node 1: Increases slashing Armor penetration by 100.
    • Node 2: Increases health by 240.
    • Node 3: Increases slashing damage by 70.
    • Node 4: Increases health by 390.
    • Node 5: Acquires a new skill [Dominate the World], where Ironcap Scout Cavalry quickly initiate several charges towards the current enemy.
    • Node 6: Increases damage dealt to ranged unit by 150.
    • Node 7: Increases charge damage by 300.
    • Node 8: [Dominate the World] cooldown reduced by 5 seconds; duration increased by 3 seconds.
    • Fixed the issue where the [Ironcap Scout Cavalry]'s charge damage occasionally fail to cause (the post's sentence ends there).
  6. Source ↗
    • Unit size 18 → 21 soldiers.
    • Leadership 115 → 95.
Ironcap Spearmen3 changes · 3 sourced · latest 20 Mar 2024
  1. Source ↗
    • Leadership 150 → 130.
    • Base health increased by 30%.
  2. Source ↗
    • Unit Movement Speed: 4 → 4.5.
  3. Source ↗
    • Mastery node 1: Increases slashing defense.
    • Mastery node 2: Increases maximum health.
    • Mastery node 3: Increases slashing defense.
    • Mastery node 4: Increases maximum health.
    • Mastery node 5: Successful blocks make the next attack Concuss the enemy for 0.5 seconds.
    • Mastery node 6: Reduces damage taken from 4-star units.
    • Mastery node 7: Reduces damage taken from 5-star units.
    • Mastery node 8: Starts dodging all damage for 0.3 seconds (1.5s cooldown) and removes all damage over time effects after getting hit by a unit.
Ironcap Swordsmen3 changes · 3 sourced · latest 20 Sept 2023
  1. Source ↗
    • Leadership 115 → 100.
  2. Source ↗
    • Mastery node 1: Increases movement speed by 8%.
    • Mastery node 2: Increases slashing damage by 80.
    • Mastery node 3: Increases movement speed by 8%.
    • Mastery node 4: Increases slashing damage by 100.
    • Mastery node 5: Increases [Ironcap Charge]'s block break by 100%, and makes it knock back units and heroes.
    • Mastery node 6: Increases damage dealt to polearm units by 400.
    • Mastery node 7: Increases the damage of [Ironcap Charge] by 200.
    • Mastery node 8: [Ironcap Charge] grants immunity to the daze effect but is still susceptible to knockdown, throw, and knock-back effects.
  3. Source ↗
    • Fixed an issue where the Ironcap Swordsmen's charge attack registered after a delay.
Javelin Sergeants7 changes · 7 sourced · latest 1 Jul 2026
  1. Source ↗
    • Fixed an issue where the Leadership of [Javelin Sergeants] increased abnormally.
  2. Source ↗
    • Fixed an issue where shield block did not work for [Javelin Sergeants] and [Demesne Javelineers].
  3. Source ↗
    • Leadership 220 → 240.
  4. Source ↗
    • Mastery 7: additional Block-break effect increased to 500.
    • Mastery 8: [Throw Javelin] will fire two javelins in succession.
  5. Source ↗
    • Leadership 230 → 220.
  6. Source ↗
    • Javelin multipliers: Piercing Armor Penetration 250% → 220%, Piercing Damage 350% → 320%.
    • Javelin accuracy increased by approximately 13%. The lower the target's movement speed, the higher the accuracy.
  7. Source ↗
    • Mastery node 1: Increases piercing damage by 80.
    • Mastery node 2: Increases ammo by 10%.
    • Mastery node 3: Increases piercing damage by 80.
    • Mastery node 4: Increases ammo by 10%.
    • Mastery node 5: Each javelin kill restores 2 ammo.
    • Mastery node 6: Increases javelin block break by 300.
    • Mastery node 7: Increases javelin damage against infantry by 500.
    • Mastery node 8: [Throw Javelin] hits grant a 3% stacking damage buff to [Throw Javelin], stacking up to 30%. Buff is lost when the unit is withdrawn.
Khevtuul Cavalry6 changes · 6 sourced · latest 1 Apr 2026
  1. Source ↗
    • Fixed a UI issue where the [Sprint] icon remained highlighted after cooldown for [Ironcap Bowriders], [Khorchins], and [Khevtuul Cavalry] equipped with corresponding Doctrines.
  2. Source ↗
    • Fixed an issue with the [Spreading Flame] skill where burning arrows would ignore block and unstoppable effects, causing burn control effects. Now, [Spreading Flame] will only apply the burn control effect if damage is dealt and the target is not in a control-immune state.
    • Fixed an issue with the [Spreading Flame] skill where burning arrows could be launched without restriction. Now, the number of burning arrows fired during [Spreading Flame] will be limited to 4-5 rounds.
    • Fixed an issue where units affected by the [Spreading Flame] burning arrows would lose basic logic behaviors such as enemy targeting and movement.
    • Fixed an issue where heroes affected by the [Spreading Flame] burning arrows could not roll to remove burn accumulation.
    • Removed the flame-spreading mechanic from the [Spreading Flame] burning arrows. Now, only melee attacks after unlocking the [Mastery] node will trigger the flame-spreading effect.
  3. Source ↗
    • Piercing Defence increased from 300 to 370.
    • Slashing Defence increased from 382 to 430.
    • Base Health increased from 5,365 to 6,600.
    • Health per level increased from 75 to 105.
    • Max-level Health increased from 7,168 to 9,120.
    • New Unit Mastery added.
    • Node 1: +100 Slashing Armour Penetration.
    • Node 2: +25 Burning damage from skills.
    • Node 3: +80 Slashing Damage.
    • Node 4: +2s Burning duration.
    • Node 5: Unlock [Flaming Slashs], a melee skill dealing a flurry of attacks that ignite enemies.
    • Node 6: +300 damage against Infantry.
    • Node 7: Take 300 less damage from Buckler Units.
    • Node 8: Attacking burning enemies causes nearby enemies to accumulate burning value and increases damage against enemies ignited by the unit's skills.
  4. Source ↗
    • Unit size 16 → 21 soldiers.
  5. Source ↗
    • Leadership 245 → 215.
  6. Source ↗
    • Improved the Charge effect of the Khevtuul Cavalry's [Firestorm Advance] skill.
Kriegsbruders4 changes · 4 sourced · latest 8 Jul 2026
  1. Source ↗
    • Fixed an issue where the [Diligence] node for the [Kriegsbruders] Unit did not restore Health immediately;
  2. Source ↗
    • Base Max [Health]: 7235 → 7807.
  3. Source ↗
    • Leadership 230 → 225.
  4. Source ↗
    • The response speed of Kriegsbruders' [Thirst for Blood] has been increased, making it easier to launch immediate attacks.
Kriegsrat Fusiliers7 changes · 7 sourced · latest 7 Feb 2026
  1. Source ↗
    • Added [Startle the Horses] trait: ranged attacks can stop charging cavalry or cause them to deviate slightly from their path upon impact. Additionally increases damage against cavalry by 26% and reduces cavalry speed by 60% for 2 seconds.
    • Base Leadership: 225 → 210.
  2. Source ↗
    • Leadership 245 → 225.
  3. Source ↗
    • Base piercing armour penetration: 2614 → 2764.
    • Base piercing damage: 2698 → 2798.
    • Attack interval reduced by 20%.
    • Base ammo increased by 150.
  4. Source ↗
    • Base health decreases by 30%.
  5. Source ↗
    • Mastery node 1: Increases movement speed.
    • Mastery node 2: Increase rate of fire.
    • Mastery node 3: Increases movement speed.
    • Mastery node 4: Increase rate of fire.
    • Mastery node 5: Get an ammunition reward by killing one enemy.
    • Mastery node 6: Increases damage dealt to cavalry.
    • Mastery node 7: Increases damage versus long-handle units.
    • Mastery node 8: Each shooting increases stackable movement speed and damage.
  6. Source ↗
    • Unit size 18 → 21 soldiers.
  7. Source ↗
    • Leadership 255 → 245.
Laconic Javelins4 changes · 4 sourced · latest 16 Apr 2025
  1. Source ↗
    • Fixed a issue where [Laconic Javelins] may block damage.
  2. Source ↗
    • Optimized high-angle projectile calculations for [Shenji Grenadiers] and [Laconic Javelins], making their trajectory more realistic and accurate.
  3. Source ↗
    • Fixed an issue where the actual values for [Battle Frenzy] in the [Laconic Javelins] Veterancy node were incorrect.
    • Optimized the javelin release position for [Laconic Javelins] when using [Olympian Volley].
    • Improved the animation performance for [Laconic Javelins] when using [Olympian Volley].
  4. Source ↗
    • Increased the damage of the first two stages of the [Olympian Volley] skill.
    • Adjusted the effect of the Doctrine [Laconic Javelins: Crusher] to: Javelin throws now increase block-breaking effect against Buckler Infantry by 50%.
Lancastrian Billmen3 changes · 3 sourced · latest 14 Jan 2026
  1. Source ↗
    • Fixed an issue where the Unit Training node [Iron Will] could fail to take effect.
    • Fixed an issue where the Unit Training node [Climbing Stem] caused the [Brace] attack to fail.
  2. Source ↗
    • Base Health: 4880 → 5880; Base Health Growth: 147 → 168; Blunt Defence: 338 → 388.
    • While in [Brace] or [Thornwall], attack cooldown is reduced by 32%.
    • [Thorns] now immediately applies the [Iron Thorns] Bleed effect to enemy Units within 10m on use.
  3. Source ↗
    • Maximum basic attack targets in [Brace] and [Thornwall] states +1.
    • Basic attack damage in [Brace] and [Thornwall] states increased by 13%; attack interval reduced by 20%.
    • Damage coefficient of thrust attacks when using [Thorns] in the [Thornwall] state increased by 22%.
    • Minimum threshold for triggering speed-bonus damage in [Brace] and [Thornwall] states lowered by 15%.
    • Fixed an issue where the final Unit Training node [Climbing Stem] could cause [Brace] and [Thornwall] attacks to malfunction.
Liao's Rangers7 changes · 7 sourced · latest 25 Jun 2026
  1. Source ↗
    • Block break value for all attacks 1400 → 1100.
    • [Bludgeon] hitbox length remains unchanged, width reduced by 12.5%.
    • Swings during the [Bludgeon] skill now have a minimum cooldown restriction.
    • 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.
  2. Source ↗
    • Base Max [Health]: 8413 → 9334.
    • [Bludgeon] cooldown: 15s → 13s; duration: 8s → 4s.
    • [Devastation] is now unlocked at Level 1. [Devastation] base cooldown: 43s → 30s. The original Veterancy node effect changed to: melee attacks deal 12% increased damage to [Infantry].
    • Target count for [Bludgeon] and [Devastation]: 6 → 7.
    • Fixed an issue where the Veterancy point intended to increase [Bludgeon] damage was actually increasing armour penetration. The damage increase now also applies to [Devastation].
  3. Source ↗
    • Base Leadership 315 → 305.
  4. Source ↗
    • Base blunt damage: 1485 → 1605.
    • Base blunt armour penetration: 1856 → 2006.
  5. Source ↗
    • Fixed an issue where [Liao's Rangers] could not activate [Vigorous Assault] when too close to the enemy.
  6. Source ↗
    • Increased the maximum movement speed from 10.5 to 12.
    • Optimized their mobile turning action, as well as pathfinding and enemy-searching logic.
    • Reduced the cooldown of fire lance shooting when using normal attack from 12-18s to 8-13s.
    • Increased basic blunt armor penetration from 1656 to 1856 and basic blunt damage from 1246 to 1485.
    • Increased [Bludgeon]'s armor penetration by 15% and damage by 10%.
    • Increased [Devastation]'s damage by 10%.
    • Increased [Blast]'s accuracy by 50%, and armor penetration and damage by 25%.
    • Added a new unit trait [Drains]: each time they hit the target units, they will restore 500 health. After restoring 2500 health, they will gain a [Drains] buff lasting for 3 seconds when they can knock down the enemies via all their attacks and obtain a 10% movement speed bonus and 20% damage reduction.
  7. Source ↗
    • Fixed the issue where the [Bludgeon] of [Liao's Rangers] did not take effect.
Lionroar Crew7 changes · 7 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 320 → 325.
  2. Source ↗
    • Fixed an issue where the [Full Quiver] Rune would affect [Lionroar Crew] and [Falconetti Gunners].
  3. Source ↗
    • The [Lionroar Crew] will be unable to use the [Sprint] skill between the start of [Set Up Artillery] and other actions.
    • Fixed an error where the [Lionroar Crew] would report a problem when using the attack command under special circumstances.
  4. Source ↗
    • Fixed the Bronze Coin issue with replenishing kits for [Psiloi Slingers], [Sunward Phalanx], [Reitar Pistoleers], [Swinefeathers], [Lionroar Crew].
  5. Source ↗
    • The [Lionroar Crew] can directly perform cannon attacks after using the [Defense Shooting] skill during cannon construction. No need to re-command the unit to take over the cannon.
  6. Source ↗
    • Reduced basic artillery deployment time from 11s to 9s.
    • Increased the range of artillery from 80 to 120.
    • Increased their speed under the state of pushing artillery from 2.3 to 2.7.
    • Reduced the damage falloff on siege engines from 85% to 75%.
    • Added a highlighted icon effect for the skill [Move Artillery] when available.
    • Added a description about using [Ctrl] to re-control the artillery in the unit's trait.
  7. Source ↗
    • Fixed the issue where [Lionroar Crew] cannot re-control the artillery after leaving them.
    • Fixed the issue where error messages are displayed when [Lionroar Crew] is moving artillery.
Martellatori1 change · 1 sourced · latest 24 Jul 2024
  1. Source ↗
    • Fixed the abnormal attack animation issue when [Iron Reapers], [Tseregs], [Mace Sergeants], and [Martellatori] equipped [Devastation] and performed formation movement.
Men-At-Arms7 changes · 7 sourced · latest 16 Apr 2025
  1. Source ↗
    • [Cover Commander] skill description update: Order soldiers to rush to the hero's side and form a guard formation. Upon activation, the unit gains 20% damage reduction and 15% increased damage dealt, both gradually decreasing to 0 over 4 seconds.
  2. Source ↗
    • Increase Leadership from 215 to 235.
    • Reduce the charging damage to heroes by 50% when covering commander.
  3. Source ↗
    • When in Cover Commander mode, damage taken is immediately reduced by 60% → 40%, damage dealt is increased by 45% → 30%, and the decay rate of this effect is accelerated within 6 seconds.
    • Fixed the issue where [Men-at-Arms] could not equip Doctrines that increase piercing damage.
    • Fixed the issue where the effect of [Charge Attack Target Count +1] in the [Julu·Unyielding·V] Doctrine did not apply to the [Men-at-Arms] when using Charge under the [Cover Commander] status.
    • Optimize the description of [Maltese Men-at-Arms'] Mastery growth, and added specific Cooldown time text for the Charge behavior under the [Cover Commander] status.
  4. Source ↗
    • Mastery node 1: Increase maximum health.
    • Mastery node 2: Increase slashing defenses.
    • Mastery node 3: Increase maximum health.
    • Mastery node 4: Increase piercing defense value.
    • Mastery node 5: During the Cover Commander duration, the hero will attempt to Charge at surrounding enemies, with a passive cooldown of 9 seconds.
    • Mastery node 6: Increase the Charge damage for both Charge and Cover Commander heroes.
    • Mastery node 7: Increase damage dealt to polearm-wielding infantry.
    • Mastery node 8: When [Cover Commander] is activated, it restores 3% of the hero's maximum health per second.
    • Fixed the issue where the [Men-at-Arms] could not trigger the [Shield Bash] skill while under the [Cover Commander] state.
  5. Source ↗
    • Leadership 220 → 215.
  6. Source ↗
    • Improved the Men-at-Arms animation as they get hit.
  7. Source ↗
    • [Shield Rush] is now better at blocking [Brace] and [Stand Firm] attacks and now deals 38% more damage against units in [Brace] and [Stand Firm].
    • Improved the AI's pathing logic of [Cover Commander] so that they attack enemies near the hero and avoid narrow terrain.
Modao Battalion15 changes · 15 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base [Health]: 7111 → 7496.
    • Leadership 310 → 290.
  2. Source ↗
    • Optimized the target selection logic of [Modao Defence], allowing for more precise attacks on enemy units.
    • [Modao Defence]: number of attack targets +1.
    • [Modao March]: number of attack targets +1, Block Break +100.
    • After [Carnage] is used, [Modao March] will be automatically triggered once.
  3. Source ↗
    • Fixed an issue where the Modao Battalion had abnormal target numbers when using Modao Defence and performing Brace attacks.
  4. Source ↗
    • Fixed an issue where the Modao Battalion's Modao March skill targeted an abnormal number of enemies.
  5. Source ↗
    • Number of targets for brace attacks in Modao Defence changed from 2 to 4, with a speed boost damage cap increase of 200%. Minimum speed affected by speed boost increases from 2m/s to 9m/s.
    • Under Modao March, the number of targets for Stab/Slash/Push attacks changes from 2/3/1 to 3/3/3.
    • Carnage's number of targets per attack segment when contacting enemies changes from 2 to 3.
  6. Source ↗
    • [Modao Defence] Reduce damage from cavalry by 45% -> Reduce damage from cavalry by 65%.
    • [Modao Defence] During the formation, the warlord grant 20% cavalry damage reduction.
    • [Modao Defence] Increase the number of attack targets by 1.
  7. Source ↗
    • Adjusted the descriptions of the two formations of the Modao Battalion.
  8. Source ↗
    • Fixed the issue where the [Bedivere Rangers]' Charge skill could throw the [Modao Battalion].
  9. Source ↗
    • Fixed the issue of [Modao Battalion]'s incorrect skill description.
  10. Source ↗
    • Attack target number for Bracing: 1 → 3, Piercing Damage Multiplier: 0.25 → 0.1.
  11. Source ↗
    • Fixed the issue of incorrect Unit Type display for the [Modao Battalion].
  12. Source ↗
    • Unit Movement Speed: 4.4 → 4.8.
  13. Source ↗
    • The Modao Battalion is a polearm-type unit and can equip all polearm doctrines (apart from Charge ones).
    • The damage dealt by [Modao Defense], [Modao March] and [Carnage] is now considered as Brace damage.
    • Slightly increased the brace hitbox of [Modao Defense].
  14. Source ↗
    • Modao Battalion 315 → 310
    • [Modao Battalion] Damage Reduction from Infantry 8% → 22%; Damage Reduction from Cavalry 33% → 45%
    • [Modao Battalion] Piercing Damage Multiplier: 100% → 110%; Slashing Damage Multiplier: 50% → 70%
  15. Source ↗
    • Fixed an issue with the description of the Modao Battalion's formation.
Monastic Knights5 changes · 5 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 295 → 300.
  2. Source ↗
    • Base Piercing Armour Penetration: 1874 → 2024.
    • Base Piercing Damage: 1088 → 1138.
    • [Charge] skill cooldown: 60 → 52 seconds; skill duration: 12 → 14 seconds.
    • If the Charge is interrupted, Judgement Thrust is triggered, inflicting 200% Piercing Damage to 4 targets.
    • The debuff effect from [Charge] increases the target's damage taken: 30% → 35%.
    • [Very Heavy Armour] tag: each time attacked, movement speed increases by 1%, up to a maximum of 16%.
  3. Source ↗
    • Base piercing armour penetration: 1674 → 1874.
    • Base piercing damage: 908 → 1008.
  4. Source ↗
    • Changes to [Very Heavy Armor]: Gain immunity to Dazed while attacking. Grants an initial damage reduction to all types of damage of 48%. Each hit taken reduces the damage reduction by 2.5%, down to 18% after 12 hits.
  5. Source ↗
    • Monastic Knights 305 → 295
Myrmillones5 changes · 5 sourced · latest 21 Jan 2026
  1. Source ↗
    • Unit Size: 28 → 32.
    • Base [Slashing Armour Penetration]: 1192 → 1352; Base [Slashing Damage]: 1015 → 1178.
    • Base [Blunt Armour Penetration]: 1040 → 1310; Base [Blunt Damage]: 774 → 902.
  2. Source ↗
    • Base Leadership 240 → 220.
  3. Source ↗
    • Leadership 245 → 240.
  4. Source ↗
    • During the [Myrmillo's Guard], damage taken is reduced by 30%. Defeat enemy units during the skill will grant [Warmong's Shield].
    • The health recovery in [Shield Wall] increases from 2% every 1.5 seconds to 3% every 1.5 seconds.
    • A new tab [Brawler Shield] is added: Getting a [Warmong's Shield] effect, increasing Piercing, slashing, and Blunt Defence by 15 points for 20 seconds while Myrmillones took damage, stacking up to 10 times. Upon reaching 10 stacks, it will consume 5 stacks to get an additional 25% maximum health for 3 seconds.
    • Improve the blocking performance of Myrmillones during attacks.
  5. Source ↗
    • Fixed an issue where Myrmillones would keep charging if the hero dies during the Myrmillo's Guard.
Onna-Musha7 changes · 7 sourced · latest 21 Jan 2026
  1. Source ↗
    • [Onslaught] base cooldown: 14s → 11s.
    • Leadership 220 → 205.
  2. Source ↗
    • Fixed an issue where, after learning [Force], the Disarm effect of [Disrupting Strike] would not display an icon.
    • Optimized the distance between formation points for [Naginata Monks], [Onna-Musha], and [Orochi Samurai] when forming up, bringing them closer to the Hero.
  3. Source ↗
    • Leadership 225 → 220.
  4. Source ↗
    • [Disrupting Strike]: Increases the disarm duration on enemies from 0.5 seconds to 0.8 seconds when hitting with a skill.
  5. Source ↗
    • Leadership 235 -> 225.
    • [Charge] base cooldown time 55s -> 35s.
    • Added a new unit's tag [Battlefield Kitsune]: After each [Charge] or [Sakura Onslaught] ends, movement speed increased by 23% for 5 seconds.
  6. Source ↗
    • [Disrupt] duration adjusted from 0.8s to 0.5s.
    • Slashing Armor Penetration 1576 → 1352.
    • Slashing Damage 1519 → 1314.
  7. Source ↗
    • Leadership 225 → 235.
Order of the Dragon3 changes · 3 sourced · latest 14 Jan 2026
  1. Source ↗
    • Added the [Combat Penalty vs Heroes] tag: all attacks by this unit deal 15% less damage to Heroes.
  2. Source ↗
    • Unit Headcount increased: 14 → 17.
    • When releasing [Sacred Verdict] during [Emperor's Expedition], if the target point is too far, the Charge attack will continue moving forward.
    • Increased the maximum camera height for [Emperor's Expedition].
  3. Source ↗
    • The speed for entering the [Emperor's Expedition] perspective has been increased; you can now use the mouse scroll wheel to adjust the camera height while in the mode.
    • Cavalry movement during [Emperor's Expedition] is now less likely to be blocked by intended targets or allies.
    • The attack interval for [Sacred Verdict] has been reduced, and both the target acquisition range and attack range optimized. During [Sacred Verdict], the unit no longer prioritizes previously attacked enemies.
    • Normal attacks and attacks during [Sacred Verdict] now trigger the effects of [Epic Combat Doctrine] based on the number of targets hit.
Orochi Samurai5 changes · 5 sourced · latest 18 Dec 2025
  1. Source ↗
    • Optimized the distance between formation points for [Naginata Monks], [Onna-Musha], and [Orochi Samurai] when forming up, bringing them closer to the Hero.
  2. Source ↗
    • [Disrupting Strike]: Disarm duration increased from 0.5s to 0.8s.
    • [Disrupting Sweep]: Block-breaking value increased by 200.
    • While using [Disrupting Sweep], the Unit can now parry attacks.
    • [Disrupting Sweep] can hit up to 3 targets, while the second attack targets a more scattered area.
    • Increased the damage of [Charge] by 10%.
  3. Source ↗
    • Fixed the issue where the doctrine Orochi Samurai equipped was wrong in the Champion Trove.
  4. Source ↗
    • [Disrupt] duration adjusted from 0.8s to 0.5s.
  5. Source ↗
    • Orochi Samurai 300 → 295
    • [Double Strike]'s base damage increased by 10%, and it gains 30% more damage from speed.
    • Gains 20% damage reduction against cavalry.
Outriders2 changes · 2 sourced · latest 24 Dec 2025
  1. Source ↗
    • Fixed an issue where the [Outriders] skill [Burning Plains] could sometimes fail to throw its explosive javelins.
  2. Source ↗
    • Fixed an issue where the Outriders wouldn't attack in close combat after running out of ammo while on follow.
Palace Guards8 changes · 8 sourced · latest 27 May 2026
  1. Source ↗
    • Fixed an abnormal animation issue that might occur when the [Palace Guards] use [Guard The Throne] at close range to the target.
  2. Source ↗
    • Fixed an issue where the damage of the Palace Guards' For The Power skill was abnormally low.
    • Fixed an issue where Palace Guards using For The Power and killing a target with shield bash did not correctly trigger the cooldown reduction effect of Guard The Throne.
  3. Source ↗
    • Adjusted [For The Power!] skill attack method: units will first charge towards the enemy, then use Shield Bash upon approaching.
    • [For The Power!]'s slashing damage coefficient increased from 80% to 100%, blunt damage coefficient increased from 80% to 100%, and attacks will no longer be deflected when blocked.
    • Every enemy killed by [For The Power!]'s shield bash attack reduces [Guard The Throne]'s cooldown by 0.8 seconds.
  4. Source ↗
    • Fixed the issue where activating the unit training node [Shield Bash] of [Palace Guards] would result in the missing damage effects of [Shield Bash] action.
  5. Source ↗
    • Unit Movement Speed: level 4 → 5.
  6. Source ↗
    • Leadership 235 → 230.
  7. Source ↗
    • Fixed an issue where the CD reduction described in the Palace Guards' final Mastery node differed from the actual value.
  8. Source ↗
    • [Shield Rush] is now better at blocking [Brace] and [Stand Firm] attacks and now deals 33% more damage against units in [Brace] and [Stand Firm].
Prefecture Heavy Cavalry3 changes · 3 sourced · latest 27 Jun 2025
  1. Source ↗
    • Leadership 225 → 215.
  2. Source ↗
    • Mastery introduced. Enhanced effectiveness of the Prefecture Heavy Cavalry's [Breakthrough] skill and ability to counter long-range attacks, strengthening their survival capabilities for prolonged combat.
    • Mastery Node 1: Increases slashing damage by 80 points.
    • Mastery Node 2: Increases piercing defense by 60 points.
    • Mastery Node 3: Increases slashing armor penetration by 100 points.
    • Mastery Node 4: Increases health by 390 points.
    • Mastery Node 5: Reduces [Breakthrough] cooldown by 50%. While Breakthrough and Charge are in effect, each ranged attack taken will grant 0.2 seconds of immunity to controls.
    • Mastery Node 6: Reduces ranged damage taken by 300.
    • Mastery Node 7: Increases damage against all ranged units by 300 points.
    • Mastery Node 8: Each time an enemy soldier is killed, maximum health and damage are increased by 20% and 10%. This effect is stackable up to 5 times. This effect is lost when the unit dies or retreats.
  3. Source ↗
    • Leadership 240 → 225.
Prefecture Pikemen5 changes · 5 sourced · latest 14 Aug 2024
  1. Source ↗
    • Charge's maximum target + 1.
  2. Source ↗
    • Reduced the cooldown for Charge from 60 seconds to 40 seconds.
  3. Source ↗
    • Optimized the issue of the enemy detection logic for [Prefecture Pikemen] in Formation Status.
  4. Source ↗
    • Leadership 185 → 165.
  5. Source ↗
    • Mastery node 1: Increases piercing damage.
    • Mastery node 2: Increases piercing armor penetration.
    • Mastery node 3: Increases piercing damage.
    • Mastery node 4: Increases piercing armor penetration.
    • Mastery node 5: Can now use [Last Stand] during charge. Increases charge's speed by 15% and damage by 200, and it now grants 3 seconds immunity to crowd-control.
    • Mastery node 6: Increases charge damage.
    • Mastery node 7: Reduces ranged damage taken.
    • Mastery node 8: When hitting a target with charge while in [Last Stand], gains 300 to all attributes for 6 seconds.
Qin's Footbow4 changes · 4 sourced · latest 27 May 2026
  1. Source ↗
    • Fixed an issue where the [Qin's Footbow] state-switching skills [Set Up Crossbow] and [Pack Up Crossbow] were missing tags.
  2. Source ↗
    • Base Leadership 150 → 130.
  3. Source ↗
    • Fixed an issue where the penetration target count on the unit trait [Heavy Footbow] was displayed incorrectly.
  4. Source ↗
    • Base Piercing Damage: 1596 → 1746.
    • Base Piercing Armour Penetration: 2024 → 2124.
    • Attack Penetration Targets: 2 → 3.
    • Single Penetration Damage Reduction: 50% → 40%.
Queen's Knights5 changes · 5 sourced · latest 5 Aug 2026
  1. Source ↗
    • Base Health increased from 7,080 to 7,380.
    • Base Block Value reduced from 950 to 800.
    • [Run 'Em Through]: Base Cooldown increased from 11s to 12s.
    • [Run 'Em Through]: Damage immunity duration reduced from 1.6s to 1.2s.
  2. Source ↗
    • Basic attacks hitting blocking units will no longer trigger the weapon bounce Dazed effect.
    • Max stab hits during [Run 'Em Through] duration reduced from 3 → 2, target limit for the second hit +1.
    • [Run 'Em Through] invincibility duration 1s → 1.6s.
    • [Bash & Thrust] duration 10s → 6s.
    • [Bash & Thrust] cooldown 18s → 14s.
    • Base Block 750 → 950.
    • Base Block recovery 27 → 47.
    • Reduced the ending animation time for each hit of [Run 'Em Through].
    • Reduced the ending animation time for the first hit of [Bash & Thrust].
    • Fixed an issue where free attacks had a chance of not locking onto targets.
  3. Source ↗
    • Base [Health]: 6630 → 7080.
    • Attacks during [Bash & Thrust] will now attempt to hit as many targets as possible. Target count for the initial shield bash: 1 → 2.
    • Leadership 295 → 280.
  4. Source ↗
    • [Run 'Em Through] basic duration increased from 3 to 5 seconds. After the initial thrust, the unit seeks out a new enemy and initiates another thrust. Consecutive thrusts are not affected by cooldown, but the number of attack targets is reduced by 1, and these thrusts no longer have damage reduction.
  5. Source ↗
    • The skill description for [Lancelot Knights]' [Lancelot Dueling Technique] has been optimized to accurately reflect its actual effects.
    • The search range for enemies during the [Lancelot Knights] Formation has been optimized.
    • Fixed an issue where the [Lancelot's Divine Blessing] Doctrine's effect was not working.
Rattan Marksmen4 changes · 4 sourced · latest 16 Apr 2025
  1. Source ↗
    • Base piercing armour penetration: 1148 → 1227.
    • Base piercing damage: 1105 → 1216.
    • Attack interval reduced by 10%.
  2. Source ↗
    • Reduced the chance of poison attacks by 20%.
    • Reduced the slowdown effect of [Poisoned Weapons] on the enemy.
    • Reduced basic slowdown duration from 8s to 6s.
    • Reduced basic slowdown efficiency from 20% to 10%.
  3. Source ↗
    • New Unit Mastery added (one of the two most-voted units in the community Mastery vote).
    • Node 1: Increases health by 270.
    • Node 2: Increases chance of poison-tipped arrows by 10%.
    • Node 3: Increases health by 390.
    • Node 4: Increases chance of poison-tipped arrows by 10%.
    • Node 5: Increases Poisoned Weapons by 10%.
    • Node 6: Increases damage dealt to cavalry by 200.
    • Node 7: Increases damage dealt to long-handle units by 300.
    • Node 8: Poisoned weapons will extra reduce enemy's movement by 10% and damage by 15%.
  4. Source ↗
    • Piercing Armor Penetration 768 → 1148.
    • Leadership 180 → 175.
Rattan Pikemen4 changes · 4 sourced · latest 25 Jun 2026
  1. Source ↗
    • Mastery [Rattan Poison] venom diffuses to deal poison damage for 6s → 4s.
    • Mastery [Rattan Poison] venom poison damage per stack 250 → 140.
  2. Source ↗
    • Veterancy description fix (descriptions were inconsistent with the actual effects): second-to-last node [Bone Deep] at the bottom line. Before: Reduces damage taken from poison by 5%. After: Reduces damage taken from poison by 15%.
  3. Source ↗
    • Mastery node 1: Increase HP.
    • Mastery node 2: Increase slashing defenses.
    • Mastery node 3: Every 2 attacks will trigger an area effect of [Poisoned Weapons], which reduces the enemy's movement speed and damage while causing continuous bleeding. (The effects are calculated separately and cannot be stacked)
    • Mastery node 4: Reduces damage taken from infantry units.
    • Mastery node 5: Reduce damage taken from 4-star and 5-star Units.
    • Mastery node 6: Increase the effect of the [Poisoned Weapons] debuff, which reduces enemy movement speed and damage.
  4. Source ↗
    • Leadership 115 → 95.
Rattan Roundshields4 changes · 4 sourced · latest 25 Jun 2026
  1. Source ↗
    • Base Leadership 100 → 115.
    • Mastery [Rattan Poison] venom diffuses to deal poison damage for 6s → 4s.
    • Mastery [Rattan Poison] venom poison damage per stack 250 → 140.
  2. Source ↗
    • Fixed the issue where the Rattan Roundshields' icon did not update after unlocking their mastery.
  3. Source ↗
    • Mastery node 1: Increase HP.
    • Mastery node 2: Increase slashing defenses.
    • Mastery node 3: Every 2 attacks will trigger an area effect of [Poisoned Weapons], which reduces the enemy's movement speed and damage while causing continuous bleeding. (The effects are calculated separately and cannot be stacked)
    • Mastery node 4: Reduces damage taken from infantry units.
    • Mastery node 5: Reduce damage taken from 4-star and 5-star Units.
    • Mastery node 6: Increase the effect of the [Poisoned Weapons] debuff, which reduces enemy movement speed and damage.
  4. Source ↗
    • Leadership 130 → 115.
Rattan Vipers4 changes · 4 sourced · latest 9 Jul 2025
  1. Source ↗
    • Fixed an issue where [Rattan Vipers] could sometimes not use active skills after climbing Siege Ladders.
  2. Source ↗
    • Fixed the issue where [Ironcap Archers] and [Rattan Vipers] would continue to use Unit Skills after the Hero was defeated.
  3. Source ↗
    • New Unit Mastery added.
    • Node 1: Increase Piercing Damage by 100 points.
    • Node 2: Increase Piercing Armour Penetration by 100 points.
    • Node 3: Increase Piercing Damage by 100 points.
    • Node 4: Increase Piercing Armour Penetration by 100 points.
    • Node 5: Gain skill: [Poison Barrage], causing small area enemies to be poisoned and take damage equal to 1.5% of their current health per second.
    • Node 6: Increase damage against infantry by 400 points.
    • Node 7: Increase damage against ranged units by 400 points.
    • Node 8: Increase [Poison Barrage] poisoning damage by 300 points per second.
  4. Source ↗
    • Piercing Armor Penetration 1018 → 1246.
    • Leadership 165 → 155.
Retiarii4 changes · 4 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base [Health]: 10560 → 12232.
    • Maximum javelin damage falloff over distance: 30% → 10%.
    • Maximum javelin target penetration count: 2 → 5; max damage decay per target: 30% → 80%. The block-breaking effect no longer decays with the number of penetrated targets.
    • Targets marked by [Mark of Death] now deal significantly less damage to the Retiarii (damage reduction: 10% → 50%).
    • During [Spearfishing], if there are no enemies within melee range but enemies are present within 12m, the Retiarii will automatically throw a javelin and apply [Mark of Death].
    • Base damage multiplier for all melee skills: 0.7 → 1.
    • Leadership 300 → 270.
  2. Source ↗
    • Leadership 305 → 300.
  3. Source ↗
    • Optimized the trajectory of [Retiarii]'s Javelin throw to be more linear, and fixed the issue where javelins would disappear prematurely during long-range attacks.
  4. Source ↗
    • Retiarii 320 → 305
Royal Longbowmen1 change · 1 sourced · latest 21 Jan 2026
  1. Source ↗
    • The Unit Trait [Long-Ranged] has been changed: Deals an additional 700 [Piercing Damage] to Ranged Units and Javelin Infantry.
Schutzdieners2 changes · 2 sourced · latest 8 Jul 2026
  1. Source ↗
    • Fixed an issue where the actual effect of the Doctrine [Schutzdieners Blessed Doctrine] was inconsistent with its text description; the text description will be deemed as the final effect;
  2. Source ↗
    • Fixed an issue with the range display of [Schutzdieners].
Serfs5 changes · 5 sourced · latest 20 Aug 2025
  1. Source ↗
    • Fixed an issue where Serfs could not equip Charge-type Doctrines.
  2. Source ↗
    • Fixed the issue where the burning state of the [Serfs] cannot be removed in certain situations.
    • Fixed the issue where the specific value of the recovery effect of Healing Herbs of the [Serfs] was not displayed.
    • Fixed the issue where the node of reducing food consumption in Veterancy for [Serfs] was not taking effect.
  3. Source ↗
    • Fixed the error where the Labour of Serfs was displaying incorrectly.
  4. Source ↗
    • Unit Mastery, Node 1: Increases health by 270.
    • Node 2: Increases blocking by 80.
    • Node 3: Increases health by 390.
    • Node 4: Increases blocking by 80.
    • Node 5: [Healing Herbs] can heal allies within a certain range, healing 300 health per second for 5 seconds.
    • Node 6: Reduce damage from all ranged attack by 300.
    • Node 7: Reduce damage taken during the use of [Healing Herbs] by 20%.
    • Node 8: [Healing Herbs] can remove bleeding, burning, and other effects within 3 seconds after use.
  5. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Increase Gathering Amount".
Shenji Grenadiers5 changes · 5 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 315 → 320.
  2. Source ↗
    • Fixed an issue where the [Full Quiver] Rune could cause [Shenji Grenadiers] to be unable to use [Throw Grenades] in certain situations.
  3. Source ↗
    • [Throw Grenades] cooldown reduced from 37 → 30 seconds, initial Ammo increased from 2 → 3.
    • [Throw Grenades] core explosion area increased from 2.2 → 2.5, maximum explosion area increased from 4 → 4.2. Blunt Armour Penetration coefficient outside the core area increased from 80% → 100%, Blunt Damage coefficient increased from 100% → 110%.
  4. Source ↗
    • Optimized high-angle projectile calculations for [Shenji Grenadiers] and [Laconic Javelins], making their trajectory more realistic and accurate.
  5. Source ↗
    • Unit size increased to 17 soldiers (the post omits the old count).
Shieldmaidens4 changes · 4 sourced · latest 18 Dec 2025
  1. Source ↗
    • Leadership 280 → 290.
  2. Source ↗
    • Fixed an issue where increased [Shieldmaidens] headcount caused skill commands to fail for some soldiers.
  3. Source ↗
    • Unit headcount increased from 28 → 32, with formation adjusted accordingly.
    • Base Max Health increased from 6585 → 8577.
    • Base Piercing Damage increased from 1090 → 1390.
    • Base Slashing Damage increased from 1248 → 1608.
    • Base Blunt Damage increased from 976 → 1269.
    • Significantly reduced weapon-switching time.
    • Spear-shield: after any attack in sword-shield mode, switching to spear-shield mode restores 2% max health per second per soldier for 10 seconds. While under [Cover Commander], switching to sword-shield mode retains the Block effect in moving state.
    • Sword-shield: after any attack in spear-shield mode, switching to sword-shield mode increases Piercing Armour Penetration and Slashing Armour Penetration by 500 per soldier for 10 seconds.
    • The damage detection of [Triple Strike] is advanced by 0.3 seconds and deals an additional 300 damage to Block Value.
    • Attacks in sword-shield mode can no longer be blocked.
  4. Source ↗
    • Leadership 310 → 280.
    • The damage reduction of the [Cover Commander] has been increased from 15% to 30%.
    • The effect of defense increase in the [Guardian] has been upgraded from 10% to 20%.
    • Basic Slashing Damage increases by 10%.
    • Basic Piercing Damage increases by 10%.
Silahdars6 changes · 6 sourced · latest 22 Jul 2026
  1. Source ↗
    • Base Health growth 123 → 156;
    • Base Slashing Armour Penetration 1667 → 1797.
    • Trait label [Bodyguards]
    • Newly added: Movement speed increased by 15%, Damage dealt increased by 25%. This effect lingers for 6 seconds after the [Get Over Here] state ends;
    • Target's Damage dealt reduction effect 30% → 45%.
  2. Source ↗
    • Leadership 300 → 295.
  3. Source ↗
    • [Sideways Sweep] and [Deathstrike] reduce damage taken by 40% within 3s and remove control effects instantly. They also increase the attack rate for their duration.
    • Increase the damage of [Sideways Sweep] and [Deathstrike] (including [Deathstrike] released under [Get Over Here]) by 30%.
    • Increase Minimum Damage Rate of [Deathstrike] (including [Deathstrike] released under [Get Over Here]) from 0.1 to 0.2.
    • [Deathstrike] (including [Deathstrike] released under [Get Over Here]) deals extra damage on charging enemies.
    • Increase the number of enemies each basic attack can hit by 1.
  4. Source ↗
    • Unit Movement Speed: 4.3 → 4.8.
  5. Source ↗
    • Leadership 305 → 300.
  6. Source ↗
    • Silahdars 320 → 305
Sipahis4 changes · 4 sourced · latest 24 Dec 2025
  1. Source ↗
    • [Charge]: Sipahis automatically anticipate enemy distance and leap forward to trample. After the skill ends, the entire Unit automatically triggers [Impassioned], trampling once more. During the skill you can manually trigger [Impassioned] to end it early.
    • [Croupade]: only trample attacks are performed during the skill; regular attacks are no longer interleaved. Targeting logic optimized.
    • Mastery 8: after [Charge], [Impassioned], or [Croupade], the leap-trample animation cannot be interrupted and Piercing Damage received while leaping is greatly reduced.
  2. Source ↗
    • Leadership 215 → 205.
  3. Source ↗
    • Unit Mastery launched. Node 1: increases slashing defense by 60.
    • Node 2: increases piercing defense by 60.
    • Node 3: increases blunt damage by 80.
    • Node 4: increases movement speed by 8%.
    • Node 5: [Steel Riders] [Croupade] increases damage and damage reduction by 5% for each enemy hit; stack up to 5 times, last for 5s.
    • Node 6: increases armor penetration against shield infantry by 400
    • Node 7: reduces damage from shield infantry by 300
    • Node 8: [Glory of Empire] [Impassioned] will cause the enemies within range concussed for 1.5 seconds
  4. Source ↗
    • Leadership 245 → 215.
Siphonarioi8 changes · 8 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base [Blunt Damage]: 500 → 600.
    • Base Movement Speed: 5.7 → 6.1; Max Sprint Speed: 6.7 → 7.2.
    • Leadership 300 → 270.
  2. Source ↗
    • Fixed an issue where [Bagpipers] and [Siphonarioi] could not equip the doctrines [Legendary Balance Doctrine] and [Epic Balance Doctrine].
  3. Source ↗
    • Fixed an issue where [Bagpipers] and [Siphonarioi] could not equip [Piercing Defence & Health Doctrine], [Slashing Defence & Health Doctrine], or [Blunt Defence & Health Doctrine].
  4. Source ↗
    • Fixed the issue where [Siphonarioi] cannot activate the limited-time Leadership-reduction Doctrine of the Lionfire season.
  5. Source ↗
    • Optimized the projectile trajectory of [Siphonaris]'s flame jet and fixed the issue where attacking targets too close would cause abnormal attack range.
  6. Source ↗
    • Leadership 315 → 300.
    • Basic Blunt Damage increases by 200.
    • Basic Health increases by 20%.
  7. Source ↗
    • Siphonaris 330 → 315
  8. Source ↗
    • Hitbox size of all flames increased by 40%.
    • Adjusted the targeting algorithm during [free attacks] and flame effects: now searches for enemies within 18m (was 12m). A single enemy can be locked on to by 3 Siphonaris. Flames now cover a greater area when up against more foes.
    • Now instead targets the enemy's torso with their flames to reduce the chance of flames not reaching far enough. Fires straight ahead when enemies are near to ensure that their attacks miss less.
    • Attack interval reduced by 26%, granting better-sustained fire.
    • Initial flame speed increased by 35% and it drops 27% faster. Flames now reach 18m and the trajectory looks better.
Spartan Chosen6 changes · 6 sourced · latest 20 Aug 2025
  1. Source ↗
    • Fixed an issue where the Chronicle of the Spartan Chosen Unit would not display properly.
  2. Source ↗
    • [Spartan Chosen]: the shared team damage now updates once per second (lethal damage will be applied immediately).
  3. Source ↗
    • [Spartan Vengeance]: Shield bash counterattack damage reduced by 15% during the stance.
    • [Spartan Vengeance]: Jumping spear attack damage at the end of the stance reduced by 15%.
    • Unit Trait [Oath of Unity] base effect: Shared damage absorption increased from 70% → 80%.
    • Unit Trait [Oath of Unity] final node in Veterancy: Shared damage absorption increased from 50% → 60%.
    • Fixed an issue where the final node in Veterancy for [Spartan Chosen] caused an abnormal [Oath of Unity] duration during [No Mercy].
  4. Source ↗
    • Optimized the effect descriptions of [Spartan Chosen]'s [Oath of Unity].
  5. Source ↗
    • Fixed an issue where [Spartan Chosen] using [No Mercy] alongside [Spartan Vengeance] would cause abnormal effect of the [Oath of Unity] trait.
    • Fixed an issue where [Spartan Chosen] could not use [Spartan Vengeance] even when their momentum was full due to rapid formation switching.
  6. Source ↗
    • Fixed the issue where [Spartan Chosen] would take additional damage during the activation of [No Mercy] aside from split damage when the final node of the bottom Veterancy line was unlocked.
    • Fixed the issue where [Spartan Chosen] could not use [Spartan Vengeance] during the activation of [No Mercy].
    • Fixed the inconsistency between the actual effects and descriptions of [Spartan Chosen]'s veterancy nodes [Mustering] and [Landslide Force].
Spear Sergeants9 changes · 9 sourced · latest 21 Jan 2026
  1. Source ↗
    • Leadership 220 → 225.
  2. Source ↗
    • Leadership 215 → 220.
  3. Source ↗
    • Fixed an issue where [Spear Sergeants] in formation would sometimes leave some soldiers stuck in place when contacting enemies and activating [Cover Commander].
  4. Source ↗
    • Initial health increased from 7260 to 8508.
    • Piercing damage increased from 978 to 1181.
    • Maximum unit size increased from 32 to 40.
    • Adjusted [Cover Commander] combat style: leveraging the spear's length for more aggressive attacks to enhance attack efficiency, which now reduces enemies' penetration values by 10% per hit, stacking up to 5 times.
    • During [Cover Commander], maximum movement speed increased from 5.2 to 7, with added block effects during movement and attack.
  5. Source ↗
    • [Cover Commander] skill description update: Order soldiers to rush to the hero's side and form a guard formation. Upon activation, the unit gains 20% damage reduction and 15% increased damage dealt, both gradually decreasing to 0 over 4 seconds.
  6. Source ↗
    • Fixed missing text in the [Demesne Spearmen] and [Spear Sergeants] Mastery.
  7. Source ↗
    • When in Cover Commander mode, damage taken is immediately reduced by 60% → 40%, damage dealt is increased by 45% → 30%, and the decay rate of this effect is accelerated within 6 seconds.
  8. Source ↗
    • Mastery node 1: Increase maximum health.
    • Mastery node 2: Increase slashing defense value.
    • Mastery node 3: Increase maximum health.
    • Mastery node 4: Increase piercing defense value.
    • Mastery node 5: [Straight Push] When in contact with an enemy, initiate an attack dealing triple damage.
    • Mastery node 6: Reduces damage received from Infantry Units.
    • Mastery node 7: Health recovers when taking damage.
    • Mastery node 8: When [Cover Commander] is activated, it restores 3% of the hero's maximum health per second.
  9. Source ↗
    • Leadership 220 → 215.
Sunward Phalanx8 changes · 8 sourced · latest 25 Mar 2026
  1. Source ↗
    • Base Health: 7000 → 7800; Base Health Growth: 70 → 78.
    • [Imperial Spears]: damage from [Brace] attacks increased by 23%; minimum damage scaling for skills set to 0.2; speed difference threshold for bonus damage lowered by 1.
    • [Ares' Flurry]: damage increased by 15%.
    • Fixed an issue where some soldiers might remain stationary while using [Roaming Brace].
  2. Source ↗
    • Leadership 300 → 295.
  3. Source ↗
    • Fixed an issue where [Sunward Phalanx] equipped with [Sunward Phalanx: Overwhelm] did not display the [Divine Gaze] skill in the [U - Units] interface.
  4. Source ↗
    • [Ares' Flurry]: Base cooldown increased by 4 seconds.
    • [Ares' Flurry]: Damage reduced by 10%.
    • Fixed an issue where the duration text description for [Ares' Flurry] was incorrect, but the actual effect remains unchanged.
  5. Source ↗
    • Fixed the Bronze Coin issue with replenishing kits for [Psiloi Slingers], [Sunward Phalanx], [Reitar Pistoleers], [Swinefeathers], [Lionroar Crew].
  6. Source ↗
    • Fixed the issue where the Sunward Phalanx's damage increase gained from the growth node and the reduction of damage from enemy heroes under bracing do not take effect.
  7. Source ↗
    • Fixed the issue where [Sunward Phalanx] experienced damage loss during [Free Attack] state.
  8. Source ↗
    • Fixed the issue where [Epic Storm Doctrine] could not be applied to [Sunward Phalanx].
    • Fixed the issue where the [Divine Gaze] skill icon does not display in the initial state when entering the battlefield after applying [Sunward Phalanx: Overwhelm] to [Sunward Phalanx].
Swinefeathers8 changes · 8 sourced · latest 25 Mar 2026
  1. Source ↗
    • [Attack Area] base cooldown: 10s → 5s.
    • [Triple Shooting]: base cooldown 40s → 35s; can still be cast even if the unit is already in the 3-rank formation it deploys.
    • [Cheval de Frise] base cooldown: 60s → 40s. After casting: current base movement speed additionally increased by 10%, base rate of fire increased by 12%.
  2. Source ↗
    • Base Leadership: 215 → 205.
  3. Source ↗
    • Base Leadership 230 → 215.
  4. Source ↗
    • Leadership 245 → 230.
  5. Source ↗
    • [Triple Shooting]: Base cooldown reduced from 50s to 40s, and base duration increased from 12s to 16s.
    • After [Triple Shooting], the Unit gains +30% damage for 10 seconds.
    • Ammo capacity increased from 600 to 700.
  6. Source ↗
    • Fixed the Bronze Coin issue with replenishing kits for [Psiloi Slingers], [Sunward Phalanx], [Reitar Pistoleers], [Swinefeathers], [Lionroar Crew].
  7. Source ↗
    • Fixed the issue where [Swinefeathers] cannot equip [Epic Arquebus Doctrine IV].
  8. Source ↗
    • Fixed the abnormal interruptions of the [Cheval de Frise] of [Swinefeathers].
    • Fixed the issue where damage taken and control effects imposed by [Cheval de Frise] of [Swinefeathers] were not included in the battle statistics.
Symmachean Paladins2 changes · 2 sourced · latest 15 Jan 2025
  1. Source ↗
    • Normal attack damage was reduced by 15%.
    • [Shield Bash]: Attack interval in shield stance increased by 0.5s, target count reduced from 4 to 3, and range reduced from 7m to 3m.
    • [Shield Bash]: No longer causes stagger effects.
    • [Battle Prayer]: Healing reduced from 350 every 0.5s for 6 seconds to 350 every 1 second for 6 seconds.
  2. Source ↗
    • Leadership 245 → 235.
Symmachean Stalwarts9 changes · 8 sourced · latest 25 Jun 2026
  1. Source ↗
    • Damage hitbox upon touching [Brace] reduced by 12%, [Brace] stab damage hitbox reduced by 18%.
  2. Source ↗
    • Leadership 240 → 250.
  3. Unverified
    • Fixed the position error of the Stand Fast skill after equipping the Epic Spear Doctrine VI.
    • Fixed an issue where using the [Ctrl] Unit interaction key to interact with supply points caused abnormal Unit skill order.
  4. Source ↗
    • Fixed an issue where increased [Symmachean Stalwarts] headcount caused skill commands to fail for some soldiers.
  5. Source ↗
    • Fixed an issue where the attack range of [Symmachean Stalwarts]'s [Brace] was abnormal.
    • Fixed an issue where the damage reduction description of [Symmachean Stalwarts]'s [Brace] was incorrect. The correct damage reduction is 30%.
  6. Source ↗
    • Maximum health increased from 7252 to 8432.
    • Piercing damage increased from 1003 to 1237.
    • Maximum unit size increased from 32 to 40.
    • The damage reduction effect during successful blocks in brace state temporarily increased from 12% to 30%, with life recovery effects boosted from 7% to 9%.
    • The brace attack's range remains unchanged, but the attack will be launched early as enemies are about to enter the attack range.
  7. Source ↗
    • New Unit Mastery added.
    • Node 1: +100 Slashing Defence.
    • Node 2: +100 Piercing Defence.
    • Node 3: +420 Health.
    • Node 4: +25 Block Recovery.
    • Node 5: In [Brace] state, Brace attacks cause stagger and deal 15% increased damage.
    • Node 6: Take 300 less damage from Cavalry.
    • Node 7: +300 damage against Cavalry.
    • Node 8: In [Brace] state, every 5 hits trigger a [Devout Strike], increasing damage by 30% and knocking back Units (one Unit at most).
  8. Source ↗
    • Removed the 12% extra damage bonus of [Brace]. The damage reduction effect and HP recovering effect upon successful block remained unchanged.
  9. Source ↗
    • Blocks during [Brace] no longer consume less block than when not in [Brace].
Tercio Arquebusiers5 changes · 5 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base Rate of Fire increased by 20%.
    • Base [Piercing Damage]: 2748 → 2927.
    • Leadership 280 → 270.
  2. Source ↗
    • Base piercing damage: 2488 → 2748.
    • Attack interval reduced by 20%.
  3. Source ↗
    • Unit size 18 → 21 soldiers.
  4. Source ↗
    • Base piercing damage 2184 → 2488.
    • Leadership 300 → 280.
  5. Source ↗
    • Tercio Arquebusiers 310 → 300
Tiger and Leopard Cavalry1 change · 1 sourced · latest 22 Jul 2026
  1. Source ↗
    • Base Leadership 320 → 315, Current Season 310 → 305.
    • Base Health growth 75 → 165.
    • [Leopard's Pursuit]
    • Reining sweep Damage increased by 22%, Guard Break Damage increased by 200 points;
    • Charge maximum target count: 5 → 6. Damage increase based on the relative speed difference with the target boosted by 30%;
    • Bonus Damage against Shield Units increased by 300 points, Guard Break Damage increased by 30%.
    • [Tiger Roar Breakthrough]
    • Reining jump attack Damage increased by 20%, Guard Break Damage increased by 180 points;
    • Charge maximum target count: 5 → 7. Damage increase based on the relative speed difference with the target boosted by 23%;
    • Bonus Damage against Shield Units increased by 600 points, Guard Break Damage increased by 20%.
Vanguard Archers3 changes · 3 sourced · latest 13 Nov 2024
  1. Source ↗
    • Increased basic leadership from 150 to 170.
    • [Move and Fire] is modified as: [On]: When ordering the unit into formation, the unit can shoot while moving, but the damage of [Move and Fire] attacks is reduced by 18%. [Off]: The unit will prioritize movement and will not shoot while moving.
    • Movement fire rate under [Move and Fire] is reduced by 15%.
    • Mastery Node 1: Increased piercing damage by 70.
    • Mastery Node 2: Increased piercing armor penetration by 70.
    • Mastery Node 3: Increased piercing armor penetration by 70.
    • Mastery Node 4: Increased health by 420.
    • Mastery Node 5 (modified): Gain [Howl of Bowstrings]: In [Move and Fire], hitting enemy infantry units when moving will trigger the [Panic Arrow] effect, with a 20% chance to make the enemy fear for 0.5s.
    • Mastery Node 6: The movement shooting damage on units under [Move and Fire] will not be reduced.
    • Mastery Node 7: Increase damage versus polearm unit by 300.
    • Mastery Node 8 (modified): Gain [Rain of Arrows]: In [Move and Fire], there is a 30% chance to shoot two arrows when moving.
  2. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Increase Ammo, Increase Health".
  3. Source ↗
    • Piercing Armor Penetration 1186 → 1376.
    • Leadership 160 → 150.
Varangian Guards10 changes · 10 sourced · latest 25 Mar 2026
  1. Source ↗
    • [Raging Onslaught]: gains the [Unbreakable] effect when switching weapons, granting a Block effect.
    • [Great Sweep], [Colossal Strike], and [Shatter Shields]: hitting targets additionally restores 10% of lost Health for the unit; maximum number of targets attacked increased by 1.
  2. Source ↗
    • Base [Health]: 11550 → 12627.
  3. Source ↗
    • Base Piercing Damage: 1218 → 1326.
    • Base Slashing Armour Penetration: 1650 → 1800.
    • Base Slashing Damage: 1588 → 1755.
    • During [Raging Onslaught], gain a temporary Health limit increase of 3000; this bonus disappears when switching weapons.
    • The duration of [Great Sweep], [Colossal Strike], and [Shatter Shields] is increased from 1.5 seconds to 3 seconds.
    • [Great Sweep] Block Break increased from 150 → 300.
    • Fixed an issue where the exclusive Doctrine [Varangian Axe Doctrine] incorrectly reduced skill cooldowns.
  4. Source ↗
    • Fixed the issue with [Varangian Guards]' abnormal attack damage when pressing and holding [V].
  5. Source ↗
    • Fixed the issue where the shield of the [Varangian Guards] did not have a blocking effect in the shield-back position.
  6. Source ↗
    • The Varangian Guards' abnormal attack animation was fixed when they activated Unbreakable while in formation.
  7. Source ↗
    • The effect of damage reduction in the [Unbreakable] has been increased from 30% to 40%.
    • [Raging Onslaught]: All types of armor penetration increased from 300 to 400.
  8. Source ↗
    • Increased the number of targets attacked with battle-axe attacks by 1, allowing you to hit 4-5 enemies with each swing.
    • Leadership 300 → 290.
  9. Source ↗
    • Varangian Guards 315 → 300
  10. Source ↗
    • Fixed an issue where the Varangian Guards' crowd-control immunity had too short duration when using skills in axe form.
Vassal Longbowmen5 changes · 5 sourced · latest 21 Jan 2026
  1. Source ↗
    • The effect of the Veterancy node [Precision Training] has been changed: Increases damage dealt to Ranged Units and Javelin Infantry by 40%.
  2. Source ↗
    • [Overwatch] cooldown increased from 5 → 15 seconds. The first two volleys now gain 100% increased fire rate.
    • Leadership 245 → 225.
  3. Source ↗
    • [Steel Spike Arrow]: Attack speed bonus reduced from 30% to 25%.
    • [Wall of Agincourt]: Bonus damage from consecutive hits reduced from 40% to 30%, and the double effect against Cavalry reduced proportionally.
  4. Source ↗
    • Unit Mastery launched. Node 1: increases Piercing Armor Penetration by 80 points
    • Node 2: increases health by 420
    • Node 3: increases piercing damage by 40
    • Node 4: increases health by 450
    • Node 5: [Steel Spike Arrow] Hitting a target unit with [Normal Ammunition] & [Overwatch] will reduce the target's movement speed by 25% with the effect doubled against cavalry. It also increases the rate of fire by 30%, lasting for 10 seconds.
    • Node 6: increases shooting accuracy of [Covering Fire] by 50%.
    • Node 7: deals an additional 400 piercing damage with [Normal Ammunition] & [Overwatch] against Ranged Infantry.
    • Node 8: [Wall of Agincourt] [Normal Ammunition] & [Overwatch] hitting a unit consecutively within 5 seconds will increase the damage dealt from Vassal Longbowmen by up to 40%. The effect doubles on cavalry.
  5. Source ↗
    • Piercing Armor Penetration 1464 → 1598.
White Plume Guards3 changes · 3 sourced · latest 5 Aug 2026
  1. Source ↗
    • [White Plume Defense]: Defence boost reduced from 80% to 40%, duration reduced from 10s to 8s.
    • [White Plume Defense]: Block drain reduction decreased by 25%.
    • [Shattering Bash]: Defence boost reduced from 120% to 80%.
    • [Shattering Bash]: Block drain reduction decreased by 30%.
    • [Long Live the Han]: Applying [Resolve] to the skill, the [Last Stand] state duration increased from 3.5s to 5s.
  2. Source ↗
    • Fixed an issue where the White Plume Guards could incorrectly gain crowd control immunity on repeated [X] key presses.
  3. Source ↗
    • Base Leadership 315 → 320, Current Season 305 → 310;
    • Active skill [Long Live the Han] consumes [Resolve] to enter the [Last Stand] state duration: 10 seconds → 3.5 seconds;
    • Trait label [Plumed Resolve]'s [Resolve] damage absorption capability across all phases reduced by 30%;
    • Fixed the issue where the White Plume Guards' [Weak Spot] and [Guard Break Weak Spot] vulnerability failed to function;
    • Fixed the text description error of the Unit Training bottom-line node [Iron Will] for White Plume Guards, which does not affect actual combat.
Winged Hussars9 changes · 8 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base Max [Health]: 7143 → 7890.
    • Leadership 305 → 300.
  2. Unverified
    • Removed the mechanic that allowed the Hussar Charge skill to ignore blocking. The corresponding hit detection range is reverted to 0.31 meters.
  3. Source ↗
    • While in high-speed state, [Hussar Charge] damage will ignore the target's Block. The hitbox for lance damage during Charge is shortened by 0.31 meters, but detection frequency is increased for more precise damage registration.
    • Fixed an issue where [Hussar Charge] in high-speed state could occasionally fail to deal damage.
  4. Source ↗
    • Reduced cooldown time for [Hussar Charge] by 5 seconds.
    • Base piercing damage: 828 → 1028.
    • Base slashing damage: 947 → 1097.
  5. Source ↗
    • Fixed the issue where the Winged Hussars occasionally fail to cause damage during a charge attack on slopes.
  6. Source ↗
    • Charge cooldown: 60 seconds → 48 seconds.
    • Charge Piercing Damage percent 200% → 260%; minimum damage caused by charge 5% → 25%.
    • Formation: Wedge added, Serpent removed.
    • Unit trait [Highspeed] changed to [Long-distance Charge].
  7. Source ↗
    • Leadership 315 → 305.
  8. Source ↗
    • Fixed an issue where the charge detection range of the Winged Hussars would decrease after completing some unit training nodes.
  9. Source ↗
    • Fixed an issue where the hit box of Winged Hussars' [Hussar Charge] was not properly based on the position of the lance tip.
Wuwei7 changes · 7 sourced · latest 22 Jul 2026
  1. Source ↗
    • Base Leadership 235 → 220.
    • Base Slashing Damage value 1125 → 1325;
    • [Brutal Sweep] Guard Break Damage increased by 150 points.
  2. Source ↗
    • Fixed an issue where [Wuwei Mansion Guard] could not equip certain basic piercing and slashing doctrines. Further adjustments will be made to the descriptions about the applicable range of some exclusive doctrines.
  3. Source ↗
    • Adjustment of the [Brutal Sweep] knockback effect: a hero can only be knocked back by [Brutal Sweep] once within 7 seconds. (The effect on the units remains unchanged.)
  4. Source ↗
    • Fix the issue of animation error when [Wuwei Mansion Guard] was pushing the Siege Tower.
  5. Source ↗
    • Fixed the issue where Wuwei Mansion Guard defeating enemy units with rotating skill use did not reduce the cooldown of the "Soul Breaking Claws" skill.
  6. Source ↗
    • Fixed the issue where the cooldown of [Wuwei Mansion Guard] remained after killing an enemy with [Brutal Sweep].
  7. Source ↗
    • Fix the issue where Wuwei Mansion Guard may have missing attack judgments.
    • Increase the number of targets for Wuwei Mansion Guard's area attack.
Wuxing Pikemen2 changes · 2 sourced · latest 25 Jun 2026
  1. Source ↗
    • [Fiery Blast] damage radius expanded by 20%. Upon skill activation, the Unit will now instantly unleash the attack in place.
  2. Source ↗
    • Leadership 170 → 155.
Xuanjia Heavy Cavalry6 changes · 6 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base Max [Health]: 8150 → 9645.
    • Base [Piercing Damage]: 1405 → 1545.
    • Leadership 315 → 295.
  2. Source ↗
    • During high-speed [Disciplined Assault], damage increased by 6%.
    • Base Leadership 325 → 315.
  3. Source ↗
    • [Disciplined Assault]: Maximum number of attack targets reduced by 1.
    • [Disciplined Assault]: Damage reduced by 15%.
    • Base leadership cost increased by 10 points.
  4. Source ↗
    • The [Weapon Veteran] can be interrupted by the Startle the Horses effect of brace, Arquebus, and crossbow.
  5. Source ↗
    • Fixed the issue where the unit's name did not change after fully upgrading the nodes at the bottom line in the [Xuanjia Heavy Cavalry] Veterancy.
  6. Source ↗
    • Optimized the description of the Xuanjia Heavy Cavalry: Ophiuchus Doctrine, making it consistent with its actual effect.
Yanyuedao Cavalry9 changes · 9 sourced · latest 21 Jan 2026
  1. Source ↗
    • Base Max [Health]: 8207 → 8825.
    • Leadership 315 → 305.
  2. Source ↗
    • Fixed an issue where the Yanyuedao Cavalry's [Fire-Resistant] tag did not function properly.
  3. Source ↗
    • Leadership 320 → 315.
  4. Source ↗
    • After the Yanyuedao Cavalry initiates an attack with [Dread Unleashed], it maintains its charged status for 1 second and will attack again if there are enemies within its attack range.
  5. Source ↗
    • After [Dread Unleashed], at least 2.5s should be charged to throw enemy.
    • Slashing Damage 967 → 929.
  6. Source ↗
    • [Mounting Dread] and [Dread Unleashed] reduce the Yanyuedao Cavalry's defenses by 150.
    • [Dread Unleashed]'s maximum slashing damage bonus obtained at full charge: 1650 → 1521.
  7. Source ↗
    • Lowered the duration of the Yanyuedao Cavalry's [Dread Unleashed] and reduced the maximum slashing damage by 230. In most situations, they will now only be able to strike once.
  8. Source ↗
    • Fixed an issue where using the "Follow, Formation, Attack" command repeatedly during the [Mounting Dread] of the Yanyuedao Cavalry would quickly cause multiple instances of [Mounting Dread] damage.
  9. Source ↗
    • Improved the AI logic of [Dread Unleashed], improving its attack prediction and accuracy, and reducing its dispeasing range after attacking an enemy.
    • [Dread Unleashed] now deals an additional 230 base slash damage when fully charged, and its damage increase effect lasts for an additional 1.5 seconds.
    • Fixed an issue with the Yanyuedao Cavalry's veterancy node [Discipline] where it would lose an attack target when dealing double damage.
Yellow Turban Chanters1 change · 1 sourced · latest 1 Jul 2026
  1. Source ↗
    • Fixed an issue where the cooldown of the [Cleansing Waters] skill would abnormally refresh due to the reduction in Unit headcount.
Yeomen2 changes · 2 sourced · latest 26 Sept 2023
  1. Source ↗
    • Add the [Long-distance Charge].
  2. Source ↗
    • Leadership 240 → 225.
Yorkist Household Knights5 changes · 5 sourced · latest 25 Jun 2026
  1. Source ↗
    • Base Leadership 245 → 265.
    • Max unit roster 20 → 18.
    • The maximum relative speed bonus multiplier for all skills reduced from 4 → 2.5.
  2. Source ↗
    • Base Leadership: 225 → 245.
    • Damage dealt to Heroes decreased: 30% → 60% reduction.
    • Damage dealt to Artillery decreased by 80%.
  3. Source ↗
    • Fixed an issue where text descriptions were missing from the initial training node for [Yorkist Household Knights].
  4. Source ↗
    • Added the [Combat Penalty vs Heroes] tag: all attacks by this unit deal 30% less damage to Heroes.
    • Optimized the formation logic when triggering [Knight's Resolve] and improved the skill description.
  5. Source ↗
    • Base unit size: 17 → 20.
    • The Unit trait tag [King's Guard] now gains: damage taken reduced by 15%, plus an additional 25% reduction to ranged damage taken.
    • Piercing Defence: 470 → 505; Slashing Defence: 530 → 562; Blunt Defence: 440 → 474.
    • Normal attack damage in both mounted and on-foot states increased by 10%.
    • Speed-based bonus damage while mounted increased by 19%.
    • During [Knight's Resolve], cavalry charge damage increased by 18% and the Unit stays closer to the Hero while following.
    • Adjusted the control lockout duration of [Grand Descent] and [Call to Saddle]; optimized on-foot attack logic.
    • Fixed an issue where the unit could not equip [Flatland Doctrine] and [Epic Lifesever Doctrine].
Zealot2 changes · 2 sourced · latest 22 Jul 2026
  1. Source ↗
    • Base Leadership 235 → 225.
    • Base Blunt Damage value 1476 → 1586;
    • Normal Attack and skill attack Guard Break Damage increased by 50 points.
  2. Source ↗
    • Optimized the casting movement logic for active skills [Zeal Whirlwind] and [Saeclum in Favilla]; the Unit moves closer to targets to reduce casting into empty space.
    • Optimized the ground-effect indicator radius of [Dies irae] so it matches the actual area of effect.
    • Adjusted [Zealot] damage against large siege engines; damage reduced by approximately 55%.
Zweihanders9 changes · 9 sourced · latest 25 Jun 2026
  1. Source ↗
    • [Knight's Gambit] target limit per attack +1.
    • [Prepared Stance] grants an additional effect when health is fully restored: the next skill gains a 30% damage reduction.
    • [Knight's Defence] now removes crowd-control/daze effects upon casting.
  2. Source ↗
    • Base [Health]: 7071 → 7778.
    • Base [Slashing Damage]: 1602 → 1800.
    • Removed the predictive aiming lead from [Knight's Gambit] attacks, ensuring each strike hits as many enemies as possible.
  3. Source ↗
    • Leadership 310 → 305.
  4. Source ↗
    • Fixed a timing issue with [Zweihanders] where [Knight's Defence] had incorrect hit registration time during sweep.
  5. Source ↗
    • Fixed the issue of the abnormal movement speed display for the Zweihanders in the unit deployment interface.
  6. Source ↗
    • Fixed the issue of [Battle Stance] skill for [Zweihanders].
  7. Source ↗
    • Fixed the issue where Zweihanders' skills would disappear after using [Battle Stance] and immediately reformatting.
  8. Source ↗
    • [Furious Zeal] has been modified to grant immunity when using skills instead of attacks and increase movement speed towards enemies by 30%.
    • [Battle Stance] Cooldown time reduced from 18 seconds to 12 seconds.
    • [Obliterate]'s first attack target number increased from 2 to 3.
  9. Source ↗
    • Zweihanders' [Furious Zeal] now targets 3 enemies for the 1st, 3rd, and 5th attack stages instead of 2.
    • Fixed the issue where the training node for [Zweihanders], which was will increase the effect of [Battle Stance], didn't work as intended.
Zykalian Militia4 changes · 4 sourced · latest 25 Jun 2026
  1. Source ↗
    • [Throw] base cooldown 10s → 16s.
    • [Rain of Fire] base cooldown 10s → 16s.
    • Basic attack reload time increased by 33%.
    • When a canister hits, defence is reduced by 6%, max 20 stacks, lasts 8s → defence is reduced by 4%, max 8 stacks, lasts 6s.
    • Unit Training node [Full Power Throw] direct explosion damage increase per level 200 pts → 150 pts.
    • Mastery node [Flash Ignition]: Reduces Armour Penetration by 72% for 4.5s → Reduces Armour Penetration by 32% for 6s.
  2. Source ↗
    • Mastery 5: Base Ammo increase 50% → 25%.
    • Mastery 6: Direct Burn damage duration against non-fireproof Units extended by 2 seconds (does not affect control effects).
    • Mastery 7: Burn damage from Burn accumulation increases by 120 per second.
    • Mastery 8: Units affected by explosions have all Armor Penetration values reduced by 72% for 4.5 seconds.
  3. Source ↗
    • Mastery now available (Heart of the Mediterranean unit tree).
    • 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.
  4. Source ↗
    • Leadership 175 → 155.

Game-wide changes 4

Game Systems & Modes53 changes · 53 sourced · latest 22 Jul 2026
  1. Source ↗
    • Added a personal Player Card system, unlocked when Warlords reach Level 20.
  2. Source ↗
    • The new PVPVE mode [Rebel Purge] is live! Say goodbye to mindless stat grinding. This is about teamwork, tactics, and high-risk, high-reward. Fight for exclusive BOSS drops, and plunder your defeated rivals' gear!
    • Two-Stage Battles: Clear enemy grunts and stack buffs to build an advantage. Once the field is clear, the legendary BOSS spawns for a final showdown between the teams.
    • Last Hit Takes All: The team that lands the final blow on the BOSS claims ALL rare rewards and high-tier resources. No shared loot.
    • Permadeath: If your team wipes, you are eliminated. Every charge and tactical decision matters. Zero room for error.
  3. Source ↗
    • New House Artillery Warehouse system: two types for all Houses, the Basic Artillery Warehouse (stores up to 100 pieces of Artillery of any quality) and the Advanced Artillery Warehouse (stores up to 40 pieces of Epic or higher quality). Withdrawals capped at 10 pieces per Territory War.
    • New Divine Reforge Trial Level: freely adjust Divine Reforge attributes and equip Divine Reforge skill effects within the level to preview visual effects and test combat performance.
    • New Equipment Honing system (via the Armourer): equipment that has been Reforged and has at least 3 qualifying attributes can have its bonus stats further enhanced. Honing does not change quality, add new attributes, or reset existing ones.
  4. Source ↗
    • New Doctrine: Unshakable Ward. Quality: Epic. Applicable Units: Special Infantry Units. Learned Skill: Acala's Aegis. Effect: Reduces continuous damage taken by 75% after activating the skill, and grants immunity to Dazed and Knockback effects caused by attacks. It lasts for 7 seconds. Cooldown: 28 seconds.
  5. Source ↗
    • New Loadouts system: Added the Hero Loadouts function to help Warlords quickly switch between different equipment combinations. The entrance for Loadouts is located in the P - Character menu. In the Loadouts menu, players can save their commonly used weapon and equipment combinations as presets, allowing for flexible and rapid switching during both the out-of-match and in-match preparation phases.
    • Doctrinal Alchemy system now features [Quick Fill] and [Auto Alchemy] functions to reduce repetitive operations. [Quick Fill]: customize the quality and quantity conditions of Candidate Doctrines in the Doctrinal Alchemy menu, then click the [Quick Fill] button and the system automatically filters and inserts idle Doctrines that meet the criteria. [Auto Alchemy]: after activating this function, the system follows the preset fill rules to automatically find suitable Doctrines and continuously perform Doctrinal Alchemy operations, stopping when you click [Stop] or when eligible Doctrines are depleted.
  6. Source ↗
    • New Doctrine: Buckler - Shattered Shaft. Quality: Epic. Applicable Units: Buckler units. Effect: Increases Block by 240 and reduces ranged Damage taken by 18%.
  7. Source ↗
    • New Unit Tree page [Soul of the Norse]: Nordic-series Units unlockable with Honour (Armiger Lancers, Landsknechts, Shieldmaidens, Berserkers, Sons of Fenrir, Houndsmen, Claymores, Bagpipers, Varangian Guards, Huskarls).
    • Knight and Squire system upgrade: new [Knight's Shared Roster] lets a Squire deploy using the Knight's Leadership and Unit attributes; new weekly group quests; the cooldown to change an assigned Training Unit reduced from 7 days to 1 hour; Hwarang added to the selectable 5-Star Seasonal Units for Squire graduation.
    • New Premium Account Privilege Doctrines: an active Premium Account can equip a customized set of Privilege Doctrines on all Units for free (cannot be unequipped, can be overwritten).
    • Inventory Expansion: up to 16 [Inventory Expansion Items] obtainable, each unlocking one additional inventory slot.
    • Item Merging: the Bound and Not Bound versions of the same permanent item can now be merged (the merged item becomes Bound).
  8. Source ↗
    • Divine Reforge System Open: the first [Divine Reforge] weapon attire is the Bastard Sword. You can reforge this weapon attire by consuming specific items to randomly change the appearance and color of its different parts. There are 5 nodes: [Color, Blade, Hilt, Pommel, Weapon Soul]. Unlocking the [Weapon Soul] node will not change the weapon's model appearance but provides cooler visual effects, and also provides the function to change skill effects for this attire.
    • When all 4 part nodes achieve specific Legendary Set attributes, the corresponding [Full Set Skill Effects] are gifted. Players can choose to equip different skill effects for different skills.
    • All nodes share a pity counter during reforging. Every 10 attempts guarantees an Epic quality attribute on a random unlocked node; every 60 attempts guarantees a Legendary quality attribute on a random unlocked node.
  9. Source ↗
    • New Doctrine: Tactic - Falcon. Quality: Epic. Applicable Units: All Units (excluding some special units). Effect: Increases damage dealt to ranged units by 15%.
  10. Source ↗
    • New Spectator System: a Spectator function has been added. Warlords can access the Spectator interface via the [ESC] menu. In the Spectator interface, you can watch the battles of high-ranking players and friends (including real-time battles and replays).
    • Secret Vault upgrade: after a victory, there is a chance to trigger the Secret Vault interface, which includes three types of vaults. Free Vault: opened without any cost, grants 1-3 rewards. Secret Vault: requires active Premium Account, grants 2-3 rewards. Locked Vault: requires Vault Key, grants 3 rewards. The weekly opening limit for each of the three vaults is 15 times, resetting every Monday at 00:00.
    • [Stop Siege] conditions modified: earliest initiation time moved from 10 minutes to 9 minutes; Attacker's remaining troops requirement changed from ≤200 to ≤300; difference in remaining troops between Attackers and Defenders changed from ≤300 to ≤200.
  11. Source ↗
    • Doctrines added to the Doctrinal Alchemy production pool (each Doctrine Type: Other):
    • Whistling Arrow Doctrine IV (Archer Units): Every 3 successful hits inflict Bleed damage equal to 8% of the target Unit's current Health. Can be triggered in coordination with other Units.
    • Whistling Arrow Doctrine V (Archer Units): Every 3 successful hits inflict Bleed damage equal to 12% of the target Unit's current Health. Can be triggered in coordination with other Units.
    • Winged Bolt Doctrine IV (Crossbow Units): Hitting Infantry with Tower Shields or Bucklers slows them by 30% for 3 seconds.
    • Winged Bolt Doctrine V (Crossbow Units): Hitting Infantry with Tower Shields or Bucklers slows them by 30% for 6 seconds.
    • Victory Rush Doctrine IV (Sword Cavalry Units): Melee attacks reduce the damage of Infantry Units and Lancer Cavalry Units by 60% for 2 seconds and become unable to move.
    • Victory Rush Doctrine V (Sword Cavalry Units): Melee attacks reduce the damage of Infantry Units and Lancer Cavalry Units by 80% for 2 seconds and become unable to move.
    • Vanguard Doctrine IV (Special Infantry Units): After each attack, gain 20% increased movement speed for 5 seconds.
    • Vanguard Doctrine V (Special Infantry Units): After each attack, gain 30% increased movement speed for 5 seconds.
    • Flatland Doctrine IV (Special Cavalry Units): Movement speed increased by 10%.
    • Flatland Doctrine V (Special Cavalry Units): Movement speed increased by 15%.
    • Linebreaker Doctrine V (Special Infantry Units): Every 3 attacks, greatly increases Block-break effect against Units for 2 seconds.
  12. Source ↗
    • New Unit Tree page [Heart of the Mediterranean]: Mediterranean-series Units unlockable with Honour (Soldiers of Fortune except Pavise Crossbowmen, Blood of the Empire, Legacy of Fire).
    • Unit Mastery now available for three Mediterranean Units: Zykalian Militia, Janissaries and Fortebraccio Pikemen.
    • Auxiliaries system upgrade: fewer low-tier filler Units in the pool, preset strength of all Auxiliaries increased (higher levels and official preset Doctrine loadouts), improved interface.
    • New Knight system: eligible veterans can become Knights and recruit Squires, designate a Teaching Unit usable by Squires in any mode except Territory War and World exploration, with Squire graduation rewards.
    • New [Cease Siege] vote feature in Siege Battles.
    • Bandit Raid overhaul: the per-week attempt cap removed (replaced with a weekly rewards cap), per-match Unit EXP, Hero EXP and Season Fame increased.
  13. Source ↗
    • Adjusted Medal requirements for Units: Units must now unlock the Silver Medal before obtaining the Gold Medal.
  14. Source ↗
    • New Player Experience rebuild: freshly created characters immediately experience the latest combat stages and personal tent; the [Unit Training Camp] completely rebuilt with more battle demonstrations and counter-play content; some weapons now unlock [Specialisation] automatically with a trial function; weapon and equipment panels now show armor-compatibility info with a removal warning; all matchmaking battle modes gain mouse-hover tooltips.
    • Battlefield Replay now supports player-created training scenarios (crafted via [Sheriff] in the Capital).
    • Territory War: defending forces must now meet Prestige requirements on front regions; a defending House Alliance below the minimum regional Prestige cannot reinforce the frontline until the battle ends.
    • House Reputation rework: Reputation is earned only from Weekly House Challenge Quests, is consumed when declaring war on a Fief, and is deducted twice weekly based on the number of Fiefs held (150 per Fief).
    • New [Battlefield Score] system: real-time scores for in-match actions, viewable via [Tab], ranking players by total score.
    • Personal Storage expandable by 80 additional slots, and higher max stack sizes for several common items.
  15. Source ↗
    • New Doctrine: Epic Bloodthirsty Doctrine. Quality: Epic Polearm Doctrine. Applicable Units: Polearm Infantry Units. Effect: After dealing damage, gain 12% Life Drain for 6 seconds. If Units' health falls below 30%, gain an additional 12% Life Drain for 3 seconds; if Units' health exceeds 60%, damage dealt increases by 12%.
  16. Source ↗
    • Unit Building process reworked: unlocking a Unit in the Unit Tree now automatically completes its build without consuming any materials or Bronze Coins. Manual Unit Build is no longer restricted by the Units Capacity limit. For Units already built, repeating the build consumes the item Expansion Permit *1, and only Units built multiple times can be disbanded.
    • New Player Privileges: before reaching level 100, warlords can reset Unit levels, Unit Mastery, and Veterancy Points for free. Additionally, Doctrine removal and sealing of unit tree nodes are also free.
    • New matching mode [Training Battle] introduced, and the required level to unlock matched Siege Battles adjusted to level 15. The New Player Training Camp is not affected by World Campaigns and allows deployment of up to 5-star Units.
    • Territory War Cross-Region Migration: on the listed servers, migration and expeditions between Longting, Liangyun, and Ostaria Regions can be conducted via Cross-Server Forts or Agents.
  17. Source ↗
    • Replay System: The [Battlefield Replay] system is now available to all. Warlords can view recent [Ranked Battles] replays on the [ESC] - [Career] - [Battlefield Replay].
    • [Ranked Battles] Settlement Time and Rewards Update: Starting from the Silla season, [Ranked Battles] settlement time will be changed to 00:00 (server time) on the Monday of the last week of the season. The settlement will last until the new season, during which [Ranked Battles] will be temporarily closed.
  18. Source ↗
    • Weekly Settlement Reward Rules Optimization: Original Rule: Rewards were based on weekly victories. New Rule: Rewards will now be calculated based on the [Highest Season Rank] and [Weekly Victories].
    • New Ranked Battles Exchange Shop: A new Ranked Battles currency [Rank Bounty] has been added. It can be obtained by completing Ranked Battles.
    • The [Rank Shop] (located at the top right corner of the [J] - Ranked Battles interface) is now open. You can use [Rank Bounty] to exchange for valuable rewards, including Rank Boost Card, Rank Protection Card, Epic Hero Schematic Crate, Legendary Artillery Selection Box, Epic Artillery Selection Box, Epic Wisdom, Pure Wisdom, Treatise, and others.
  19. Source ↗
    • Simplified the Entry for Matchmaking: after this maintenance, some game modes will be closed. The [Expeditions] mode will be temporarily closed. Related quests will have their difficulty and requirements adjusted, while retaining current quest progress.
    • As a classic PvE gameplay, [Expeditions] is not gone for good. We plan to optimize and integrate it with existing PvE modes in the future.
  20. Source ↗
    • Territory War Settlement Rewards Upgrade: Starting from the [Silla] season, warlords from the Free Houses and the Legion will receive Triumph based on their accumulated battle report scores in Territory Wars. Triumph Distribution by Accumulated Battle Report Score: 400-999: 100; 1000-1999: 150; 2000-2999: 200; 3000 and above: 300.
  21. Source ↗
    • Fief war declaration Prestige requirements added: declaring war on a city requires House Prestige of 150 or more, a fort 200 or more, a village none.
    • The House level required to declare war raised from Level 3 to Level 4 in a list of city strongholds.
    • New [Item Lock] inventory feature: armor, weapons and doctrines can be locked. Locked armor and weapons cannot be salvaged, reforged, listed on the market, sold, discarded or donated, and locked doctrines cannot be upgraded, equipped, salvaged or reforged.
    • BOT AI optimization (wall-defense ladder behavior, roll logic, group-movement formation awareness).
  22. Source ↗
    • New Ranked Battle Items. Rank Boost Card: Grants an extra star after a Ranked Battle victory (below the Grand Champion stage). Rank Protection Card: Prevents losing stars and Crowd Points after a Ranked Battle defeat (below the Grand Champion stage).
  23. Source ↗
    • New Doctrine: Epic Balance Doctrine. Quality: Epic. Type: Defence. Effect: When above 50% health, damage dealt is reduced by 5% and damage received is reduced by 6%; when below 50% health, damage dealt is increased by 6% and damage received is increased by 5%.
    • New Doctrine: Scorching Doctrine V. Applicable Units: Incendiary Archers, Wuxing Pikemen, Zykalian Militia, Khevtuul Cavalry, and Siphonarioi. Effect: Increases burning damage per second by 50.
  24. Source ↗
    • New doctrines added to the Past Season Doctrine Selection Box: Swinefeathers - March Order (increases movement speed by 15% after deploying Brace; the buff disappears after resupplying at a Supply Point) and Lionroar Crew - Guard (reduces the cooldown of [Defense Shooting] by 3 seconds).
  25. Source ↗
    • New [Warriors Showdown] mode in Territory Wars (live for testing): during Territory Wars, Fort battle rules change to the 15v15 Warriors Showdown mode. Only the Command House selected after a Declare War action can attack a Fort; both sides run a 5-minute registration phase and select 15 participants; each participating player has two respawns and cannot return after losing a third life; Units cannot be replenished during the battle; each player can deploy up to three Artillery. If the attacking side wins, the fief belongs to the commander's House.
    • New self-built Fief [Artillery Warehouse]: House Leaders, Deputy Leaders, Marshals and Treasurers can construct one for 100,000 House Funds during Territory Wars or their preparation periods (up to 3 at a time, 300 seconds to build, self-destructs after 7,200 seconds). It stores up to 40 Artillery; each member has 4 Artillery Retrieval slots, one regenerating every 60 seconds. When a warehouse holding artillery is destroyed, 50% of the Artillery is randomly removed and the rest is returned to the players who stored it.
  26. Source ↗
    • Territory War contribution calculation: if the attacking side wins the fief, alliance totals are compared, and the highest-contribution house under the highest-contribution winning alliance takes ownership.
    • Any role with Strategist permissions can now manage defensive or offensive fronts for any house within the alliance.
    • If a house's Reputation drops below the requirement for declaring war, it is automatically removed from the declaration queue.
    • Fishing Ports can now be used during Territory Wars.
  27. Source ↗
    • During Territory War, the [Unit Resupply] and [Replenish Food] functions of Border Forts are unavailable, similar to Wayside Inns.
    • AI defending units of fiefs in Territory War had their behavior and distribution optimized and their overall strength increased, scaling up as the fief level increases.
    • Two-star units can join the house's shared units after unlocking all mastery.
    • Conqueror's Reckoning excavation improved: when Ancient Treatises are in the inventory, the corresponding doctrine pool appears in the War Scholar interface, and the required drawing times were reduced from 20 to 10.
    • In Custom Lobbies, you can now set whether artillery is consumed in the room settings (default: not consumed).
  28. Source ↗
    • New doctrine: Epic Impale Doctrine
    • Quality: Epic
    • Applicable Units: Pavise Crossbowmen, Demesne Arbalists, Demesne Crossbowmen, and Feathered Crossbowmen
    • Effect: Enables the crossbow bolt unit to penetrate 1 additional target when attacking.
  29. Source ↗
    • New Territory War battlefield mechanic [Warrior King]: when the Liege participates, all House warlords and units on the battlefield gain the [Warrior King] buff (increased damage to enemy units). If the Liege dies, the House loses it and gains [Glory Revenge] (double the Warrior King damage bonus, lasting 30 seconds). The Imperial Restorationists variant grants a 10% damage increase to enemy troops.
    • Ranked Battle: the limited-time weekly rank titles now require reaching Legendary Commander rank to obtain.
    • Supply Tokens can be exchanged for Gold Dust (2 Supply Tokens for 10 Gold Dust, twice a week), and the character level required to open the family system lowered to 12.
    • One-click equipment replenishment buttons and filters added on the camp homepage and the unit interface homepage.
  30. Source ↗
    • Ranked Battle Adjustments. Before: Rewards for the [Ranked Battle] Season were based on the rank at the time of settlement.
    • After: Rewards for the season will now be based on the highest rank achieved during the current Ranked Battle Season.
  31. Source ↗
    • New Doctrine Info: Artemis
    • Usable on: Archer Infantry
    • Unlocks: Double Strings (Cannot be used with Attack Area)
    • Doctrine effects: Fire 2 arrows per shot for 12 seconds when the skill is active, but the second one deals 80% damage. Cooldown: 40 seconds (Cannot be upgraded)
  32. Source ↗
    • MVD: awarded to the player with the most damage taken in the match.
    • MVS: awarded to the player with the highest assist point in the match.
    • MVO: award is given to the player with the highest contribution points in the match.
    • The [Heroic Exploits] category has been added to the [P-Career].
    • The amount of Valor Points for achieving MVP or SVP in [Ranked Battle] has been increased, and additional Valor Points will also be granted for MVD, MVS, and MVO.
    • Now players can forcibly take over the artillery they built on the battlefield.
  33. Source ↗
    • Ranked Battle: the new season no longer features a 4,000 Score cap for the Marshal rank, and adds limited-time titles awarded weekly by rank and score.
    • Ranked Battle participation requirements added: bring at least one 4-star or better unit; bring units that equal at least 600 Leadership; and have enough units in the Barracks to matchmake.
  34. Source ↗
    • New Doctrine: Devastation. Quality: Epic. Applicable Units: Iron Reapers, Fire Lance Cavalry, Liao's Rangers, Sipahis, Tseregs, Mace Sergeants, Martellatori. Doctrine Effect: In basic attack, every 6 seconds, you can trigger a heavy attack with high Armor Penetration and Knockdown effects. This attack applies Devastation to the units, reducing their Piercing, Slashing, and Blunt defenses by 12%, movement speed by 10% for 12 seconds, up to a maximum of 3 stacks.
  35. Source ↗
    • New Doctrine: Tactic-Trench Warfare
    • Applicable Unit: Arquebusier Unit
    • Effect: When the arquebusier units are not under the move command, they will gain 'Defensive Works' after 10 seconds. 'Defensive Works' cannot be stacked; non-move commands will reset the timer will not remove 'Defensive Works'. Any move command will remove 'Defensive Works'.
  36. Source ↗
    • In matchmaking siege maps, all preset Divine Crow artillery will be replaced with other artillery such as the Cannon, Arrow Launcher, Ballista, etc.
  37. Source ↗
    • New applicable units for the [Great Tolerance] Doctrine: Great Tolerance V and Great Tolerance IV became usable on Feathered Crossbowmen, Wuwei Mansion Guard and Xuanjia Heavy Cavalry.
  38. Source ↗
    • Unit details (U) page reorganized (system architecture and information hierarchy).
    • New-player experience: the early matchmaking map pool adjusted to seasonal themes, and first-two-battle guidance optimized.
  39. Source ↗
    • New Doctrine: Epic Melee Cavalry Doctrine II. Quality: Epic. Applicable Units: Sword Cavalry units. Effect: When [Epic Melee Cavalry Doctrine II] is activated, melee cavalry's causes extra double damage. This effect cannot be triggered when using active skills.
  40. Source ↗
    • Champion Trove mode rules completely revamped: consecutive victories accumulate stars (1 Star Iron Chest, 2 Stars Silver Chest, 3 Stars Gold Chest; the first Gold Chest guarantees a Seasonal Weapon Attire Selection Box), and a single defeat resets all stars to zero. A Protection Ticket used in the deployment phase prevents star loss on a defeat (consumed only on loss).
    • Champion Trove now uses a Leadership-return system (Units no longer return Leadership on death, but 50% of the remaining force's Leadership is returned on Retreat), opens all Units except Avalon Season Units, Chevaliers and Martellatores, provides system equipment (Hero equipment is Reforged), gives each warlord 1800 Leadership, caps Cavalry at 3 per player, lets only Heroes interrupt flag captures, and grants a 30% movement-speed boost for 8 seconds on respawn or supply-point switch.
  41. Source ↗
    • Fusion adjustments added five new Rare doctrines usable on All Units (produced when Fusion Force is less than 60): [Piercing Ward] (Health +200, Piercing Defence +60), [Slashing Ward] (Health +200, Slashing Defence +60), [Blunt Ward] (Health +200, Blunt Defence +60), [Advance Guard] (damage to Commander +65, all penetration +60), [Clash Offense] (damage to Unit +65, all damage types +40).
    • Fusion output probability adjusted for the Reforged Value range 16 to 59 (probability and output unchanged for Reforged Values 60 to 1200).
    • Quests previously exclusive to Ranked Battles can now also be completed in regular mode.
  42. Source ↗
    • New Doctrine: Epic Javelin Doctrine IV
    • Effect: Throw Javelin immobilizes the enemy for 1.5 seconds.
    • Usable on javelin infantry.
  43. Source ↗
    • 3 Unit Medals can be exchanged with 1 War Token, with up to 10 exchanges allowed weekly.
    • 1 Magistrate's Memoir can be exchanged with 4 War Tokens, with up to 4 exchanges allowed weekly.
    • Honor Medal, Vault Keys, selection or random Artillery Chests, and artillery components now can stack up to 9,999.
  44. Source ↗
    • The [Uncommon Infantry Scroll of Mastery] is renamed to [Uncommon Scroll of Mastery], which can be used to unlock the potential of both Infantry and Ranged Units.
    • The name of the [Rare Infantry Scroll of Mastery] has been changed to [Rare Scroll of Mastery], which can be used to unlock the potential of Infantry and Ranged Units.
  45. Source ↗
    • [Regional Bonus] Modified the Unit XP Bonus effect in the level settlement as follows:
    • For Levels 1-100, Unit XP +100%.
    • For Levels 101-200, Unit XP +80%.
    • For Levels 201-300, Unit XP +60%.
    • For Levels 301-400, Unit XP +40%.
    • For Levels 401-500, Unit XP +20%.
    • Closed the Latent Potential. Expedition - Officer and Expedition - Recruit have been merged into Expeditions, and some quests involving Latent Potential have been removed and adjusted.
  46. Source ↗
    • New exchange resource [War Token]: stored up to 1,000 in the Inventory and the Supply Dump, earned from the Daily Quests [Warming Up] and [First Victory] and the weekly Page's, Squire's, Knight's and Marshal's Gifts, and spent via a weekly-capped exchange table.
    • [Deploy & Defend] now drops the same items as [Expeditions·III]; Uncommon, Rare and Epic Doctrine Reagents and Doctrine Reagent Boxes no longer drop there.
    • [Latent Potential] now drops the same items as [Expeditions·III]; Uncommon and Rare Infantry Scrolls of Mastery no longer drop there, and the once-a-day (maximum four times) reward cap was removed.
  47. Source ↗
    • New Doctrine: Ardent Knight. Applicable Units: Chivalric Units. Effect: When taking ranged damage, 100 points are converted into bleed damage, during which damage and movement speed is increased by 15%.
  48. Source ↗
    • New doctrine added: Paradox Doctrine
    • Doctrine Quality: Epic
    • Applicable Units: Special Unit
    • Doctrine effect: Every 3rd attack increases the damage of the next attack by 11%, every 6th attack restores 15% of max health, and every 9th attack grants 2.5 seconds of crowd-control immunity.
  49. Source ↗
    • You can now access Obtaining Mastery Items from the Unit Mastery Level-up screen (Include exchanging Uncommon Infantry Scrolls of Mastery for Rare Infantry Scrolls of Mastery).
  50. Source ↗
    • New Doctrine: Power Champion Doctrine
    • Quality: Epic
    • Usable on lancer cavalry.
    • Effect: Enhances a lancer cavalry unit's charge damage. Charge damage increases damage by 6% for 3 seconds, stacking up to 5 times (individually for each cavalry).
    • New Item [Scroll of Forgetfulness]: enables a unit of your choosing to fully reset their Mastery, refunding all Scrolls of Mastery in the process. Available in the Seasonal Store, limited to 1 purchase per season.
  51. Source ↗
    • Unit Mastery system introduced. First units to receive Mastery: Pike Militia, Prefecture Guards, Mace Sergeants, Palace Guards and Halberdier Sergeants.
    • Latent Potential system introduced.
  52. Source ↗
    • The level cap of 2- and 3-Star Units increased to 18.
    • The level cap of 4-Star Units increased to 24.
    • This does not apply to Janissaries.
  53. Source ↗
    • Damage algorithm and critical-hit system reworked: the Critical Defense stat was removed and two new stats, Critical Damage and Critical Resistance, were added; overall skill damage increased by roughly 1 to 10%.
Armor & Gear3 changes · 3 sourced · latest 8 Jul 2026
  1. Source ↗
    • The new Epic Glaive schematic [Warlord Schematic] can be used to forge [Sunbreaker].
    • [Right-Click Block] is replaced by the attack skill [Crescent Strike]. Click [Right-Click] to cast from [Crescent Strike · I] to [Crescent Strike · III]. It can also directly chain into [Crescent Strike · III] after an active skill/roll.
    • The new Epic Spear schematic [Condemner Schematic] can be used to forge [Spear of Judgment].
    • [Right-Click Block] is replaced by the attack skill [Stormsweep]. Hold Right-Click to continuously spin the spear: [Stormsweep]. Looping phase: Deals 60% basic Slashing damage per hit and continuously consumes Stamina. Release Right-Click to thrust forward: [Judgment Pierce].
  2. Source ↗
    • Five new Rare-quality Hero schematic sets added, each with 3-piece and 5-piece set effects.
    • Warbreaker (Light Armour): 3-set increases Critical Rate to 25% for 5 seconds after using [Enhance]-type skills; 5-set attacks inflict Bleed equal to 9% of current Health, at most once every 3 seconds per target.
    • Windrider (Medium Armour): 3-set increases Movement Speed by 25% for 6 seconds when [Sprint Attack] is triggered; 5-set [Sprint Attack] deals 30% increased damage and refunds the Stamina consumed on hit.
    • Earthshatter (Medium Armour): 3-set increases Armour Piercing and damage by 5% against targets with Piercing Defence above 800; 5-set [Ultimate Skill] leaves Unit and Hero Concussed for 0.8 seconds.
    • Flameshackle (Heavy Armour): 3-set breaks the enemy's guard when a [Control]-type skill is blocked; 5-set [Control]-type skills ignite Units for 2 seconds, dealing 500 Burning damage total.
    • Stoneguard (Heavy Armour): 3-set reduces all damage taken by 20% while Concussed, Knocked down or knocked up; 5-set cleanses control effects and restores 5% Health after taking damage from Units 15 times.
  3. Source ↗
    • Epic hero schematic set effects reworked across all weapon types (2-set and 4-set bonuses; 3-set effects unchanged).
    • Longsword & Shield 2-set: [Knightly Vows]' cooldown increased by 3 seconds. 4-set: Crowd-control immunity during [Paragon Skill] and [Clash of Shields]' duration extended by 2 seconds.
    • Shortsword & Shield 2-set: [Ironsides]'s cooldown reduced by 2 seconds. 4-set: [Ironsides] no longer debuffs but instead replenishes health once over.
    • Glaive 2-set: [Warlord's Greeting]'s cooldown reduced by 2 seconds. 4-set: [Combat Dismount] grants crowd-control immunity for 2 seconds.
    • Poleaxe 2-set: [Weapon Dance]'s damage and movement speed reductions are increased by 75%. 4-set: Crowd-control immunity and 10% increased health during [Paragon Skill].
    • Maul 2-set: [Rockslide Smash]'s cooldown reduced by 2 seconds. 4-set: Skills consume 20% less stamina.
    • Spear 2-set: [Lugh's March]'s duration increased by 3 seconds. 4-set: [Mounted Right Click]'s stamina cost reduced by 15%.
    • Nodachi 2-set: [Bloodcraze]'s duration increased by 2 seconds. 4-set: Crowd-control immunity during [Sakurai Onslaught].
    • Pike 2-set: [Wind's Swiftness], [Gentle Steps], [Shock Attack] and [Unshakeable]'s duration increased by 1 second. 4-set: [Cold Dragon] and [Green Dragon]'s cooldown reduced by 1 second for each enemy hit, up to a maximum of 6 seconds.
    • Musket 2-set: [Blackpowder Grenade]'s cooldown reduced by 3 seconds. 4-set: [Deploy Caltrops] quantity +2.
    • Bow 2-set: [Marksman]'s duration increased by 1 second. 4-set: [Basic Attacks]' damage increased by 25% and armor penetration by 10%.
    • Short Bow 2-set: Duration of [Poison] and [Bleed] from skills increased by 1 second. 4-set: Damage interval of [Poison] and [Bleed] from skills reduced by 0.2 seconds.
    • Dual Blades 2-set: [Alchemical Vapours] and [Hide] grant invulnerability for 0.4 seconds. 4-set: Killing a hero resets the cooldowns of all skills except the paragon skill, and reduces the cooldown of [Infiltrator] by 30 seconds.
    • Chain Dart & Scimitar 2-set: [Trap Prey]'s cooldown reduced by 3 seconds. 4-set: [Stinging Strike]'s target quantity +1.
Class-Wide Balance9 changes · 9 sourced · latest 7 Feb 2026
  1. Source ↗
    • Arquebus Units: Added [Startle the Horses] trait: Ranged attacks can stop charging cavalry or cause them to deviate slightly from their path upon impact. Additionally, increases damage against cavalry by 26% and reduces cavalry speed by 60% for 2 seconds.
  2. Source ↗
    • [Archer Infantry] and [Crossbow Infantry] will be unable to use the [Double Strings] and [Double Shot] skills in melee mode.
  3. Source ↗
    • Firearm Infantry: Formation commands can interrupt the after-shoot animation.
  4. Source ↗
    • Fixed the issue where some Units were unable to recover HP when [Cover Commander] is active after climbing the ladder and assist Hero-type skills can no longer be used when climbing the ladder.
  5. Source ↗
    • The [Long-distance Charge] effect will persist for a short duration after charging, and its special effects have been modified to better match the charging animation.
  6. Source ↗
    • [Long-distance Charge] is a common characteristic for lancer cavalry. All lancer cavalries have already incorporated it.
    • Adjust the [Stubborn Resilience] troop trait: Sword & Shield: Excel at defending and counter-attacking. They will reduce damage taken during counterattacks while repelling enemy units.
  7. Source ↗
    • Sword & Shield Units: Improved block ability against ranged attacks, with the ability to block arrows while moving and fighting.
    • Cavalry Units: The Unit Traits of Long-distance will be Changed: After Charge Start stage, every 1.5 seconds of charging will increases charge damage by 20% and charge speed by 20%, up to 3 times. Follow charge will be the same. However, it won't be active when Dagger-Axe Lancers counterattack.
    • Crossbowmen: Shooting from a long distance, the maximum damage decay with distance: 65% → 45%. However, the rate of damage reduction increases.
  8. Source ↗
    • Fixed an issue where the charge of some sword & shield units didn't block ranged attacks.
  9. Source ↗
    • Sword & Shield Infantry: Improved the hitbox of sword & shield units' charge skills, reducing the chance of these missing completely.
Maps & Seasons22 changes · 22 sourced · latest 24 Jul 2026
  1. Source ↗
    • Conqueror's Blade: Three Kingdoms is now officially live.
  2. Source ↗
    • Season [Chaos: A Realm Divided] launched.
    • New map [Sishui Pass] added, introducing the Heroes Guan Yu and Hua Xiong as tactical map mechanics.
    • New unit debuts: Yellow Turban Chanters (3-Star), Tiger and Leopard Cavalry (5-Star), White Plume Guards (5-Star).
  3. Source ↗
    • Season [Season Echo] launched.
  4. Source ↗
    • Alnwick Castle has been added to the Siege Battle matchmaking pool.
  5. Source ↗
    • Season [Roses: Ash and Bloom] launched.
    • New hero weapon debut: Bastard Sword.
    • New unit debuts: Lancastrian Billmen (4-Star), Yorkist Household Knights (4-Star), Royal Longbowmen (5-Star).
  6. Source ↗
    • Season [Sacrum Romanum: Crown and Cross] launched.
    • New unit debuts: Doppelsoldner (3-Star), Zealot (4-Star), Order of the Dragon (5-Star).
  7. Source ↗
    • Season [Dynasty Awakening: Terracotta's Art of War] launched.
    • New unit debuts: Qin's Footbow, Halberd Elite, Empire Chariot.
    • New Season Map: a new Siege Battle map based on Hangu Pass added at the start of the season.
  8. Source ↗
    • New Season Map [Snowland] available: a 15v15 Field Battles map with three contested central points and a camp for each side (control more than two points to unlock the enemy camp for a limited time), and special mechanics (Snowland Guards, Warhorse Herd, Acceleration Bonfires).
  9. Source ↗
    • Season [Silla] launched.
    • New unit debuts: Silla Guards (3-Star), Tiger Fists (4-Star), Hwarang (5-Star).
    • A new field battle map to be added mid-season.
  10. Source ↗
    • Season [Sparta] launched.
    • New hero weapon debut: Shield & Spear.
    • New unit debuts: Helot Auxilary (T3), Laconic Javelins (T4), Spartan Chosen (T5).
  11. Source ↗
    • Lionfire Season new map [Star Bastion] launched: two parts, the trenches outside the city walls and the streets and alleys within, connected by bastion walls and sloped terrain.
    • Unique mechanism: the attacker gains access to the trebuchet upon capturing the first strategic point; capturing the second strategic point resets the trebuchet's use count.
  12. Source ↗
    • Season [Lionfire] launched.
    • New unit debuts: Reitar Pistoleers (T3), Swinefeathers (T4), Lionroar Crew (T5).
    • A new fortress-based siege map to be added mid-season.
  13. Source ↗
    • New siege map [Mystara Castle] added mid-season during the Alexander season.
  14. Source ↗
    • Season [Alexander] launched.
    • New unit debuts: Psiloi Slingers (3-Star), Companion Cavalry (4-Star), Sunward Phalanx (5-Star).
    • A new Siege Battle map to be added mid-season.
  15. Source ↗
    • Adjust the matchmaking for [Siege Battle] and remove [Border Fort]. We will continue to optimize the design of [Border Fort-Preparation] to improve the experience.
  16. Source ↗
    • Season [Dragonrise] launched.
    • New unit debuts: Feathered Crossbowmen (3-Star), Wuwei Mansion Guard (4-Star), Xuanjia Heavy Cavalry (5-Star).
    • [Border Fort] contested-area structure modified with new supply points, renamed [Border Fort·Preparation] in Matched Siege Battles.
  17. Source ↗
    • Season [Avalon: Knights of the Round Table] launched.
    • New unit debuts: Bedivere Rangers (3-Star), Galahad Spearmen (4-Star), Lancelot Knights (5-Star).
  18. Source ↗
    • Three maps added to the Ranked Battle map pool: Dasuo, Sun City and Kurak Castle.
    • Updated Ranked Battle pool: Hidden City, Harbour City, Grassland, Heilung Fjord, Kurak Castle, Dasuo, Sun City, Wall Fort.
  19. Source ↗
    • Season [Knightfall] launched (as a free update on September 14).
    • New unit debuts: Schutzdieners (3-Star), Kriegsbruders (4-Star), Zweihanders (5-Star).
  20. Source ↗
    • Four new maps added to the Siege Battle map pool: La Grande Gloire, The Great Wall, Quinn Ruins and Turul Varos.
  21. Source ↗
    • Season 17 Sengoku: Blazing Katana launched.
    • New units debuted this season: Onna-Musha (4-Star), Orochi Samurai (5-Star), Ronin, Naginata Monks, Mace Sergeants and Matchlock Ashigaru.
    • New hero weapon debuted: Nodachi.
    • New seasonal map introduced for the Sengoku season.
  22. Source ↗
    • Season [Eternal: The Jade Realm] launched.
    • New unit debuts: Wuxing Pikemen, Crescent Monks, Yanyuedao Cavalry.

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