Patch History Archive 2019 to 2022
Every recorded balance change from 2019 to 2022, per unit, hero weapon and game-wide system, newest first. Pick a name below, 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: 2019 to 2022. 59 units, 13 hero weapons, and 4 game-wide categories on this page, 669 changes.
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21 Jul 2020MY.GAMES Season IV Blood of the Empire update, 21/07/2020 (community mirror)Patch notes ↗
21 Apr 2020MY.GAMES Season III Soldiers of Fortune update, 21/04/2020 (community mirror)Patch notes ↗
18 Dec 2019MY.GAMES Season II Wrath of the Nomads update and balancing notes (community mirror)Patch notes ↗
Hero weapons 13
Bow24 changes · 24 sourced · latest 30 Dec 2022
Source ↗ - [Lightning Bolt]: no longer deals increased damage based on charge level. Now deals: I 125% base + 5,196 piercing; II 125% + 5,529; III 125% + 5,824. Charge Effect: deals 35% extra base piercing damage on Full-Charge and penetrates 5-12 enemies based on charge level.
- [Bodkin-Tipped]: no longer deals increased damage based on charge level. Now deals: I 61% base + 1,060 piercing; II 61% + 1,212; III 61% + 1,333. Charge Effect: inflicts Concussed for 0.3-1.1 seconds based on charge level. Cooldown increased to 18 seconds (was 15) and no longer causes high block break.
- [Flaming Arrow]: no longer deals increased damage based on charge level. Now deals: I 71% base + 752 piercing; II 71% + 902; III 71% + 1,003. Charge Effect: fires 1-3 fire arrows based on charge level.
- [Rain of Arrows]: no longer deals increased damage based on charge level. Each arrow now deals: I 21% base + 270 piercing; II 21% + 291; III 21% + 321. Charge Effect: each arrow that hits replenishes the cooldown of [Rain of Arrows] by 0.3-0.6 seconds based on charge level.
- [Marksman]: now enables your next basic attack and all skills used within 2 seconds to attack as if they were fully charged (previously enabled your next attack within 15 seconds). Cooldown: I increased to 19 seconds (was 16); II 17 (was 14); III 15 (was 12).
- Combat Improvements: you can now chain basic attacks after skills' ending animation; you can use other skills after [Bodkin-Tipped] and [Flaming Arrow] to interrupt the animation quicker; [Rain of Arrows], [Bodkin-Tipped], [Flaming Arrow] and [Lightning Bolt] now have a fairly straight trajectory and high initial rate of fire even at no charge, and Full-charging increases projectile speed by 18%.
Source ↗ - Fixed an issue where the Bow rune [Bone Piercer] would sometimes take effect on the wrong target.
- Added a charges indicator for basic attacks at Full-Charge and when the next Full-Charge ignores defenses to the status bar.
Source ↗ - Rune [Power Shot]: increases the damage of [basic attacks] by 13% (previously increased [Basic Attacks]' damage by 10% at Super-Charge).
Source ↗ - Fixed an issue where the two-piece epic bow schematics set wouldn't take effect in some situations.
Source ↗ - Increased the projectile speed of [Basic Attacks], [Flaming Arrow], [Rain of Arrows], [Bodkin-Tipped] and [Lightning Bolt] at Full/Super-Charge by 18.2%, and reduced projectile drop at max range by 28.4%.
- Reduced the maximum damage drop based on range for [Basic Attacks] and [Flaming Arrow] to 17% (was 24%), and for [Rain of Arrows], [Bodkin-Tipped] and [Lightning Bolt] to 17% (was 50%).
- Increased the hitbox of [Basic Attack]'s arrows to 0.1m (was 0.08m) and [Lightning Bolt]'s arrows to 0.2m (was 0.08m).
- [Basic Attacks] on Super-Charge daze enemies, and their block break on Super-Charge increased to 200 (was 120).
Source ↗ - Increased the Assist Score gained with the Bow's [Bodkin-Tipped].
- Fixed an issue where the Musket and Bow heroes couldn't deal damage in some situations.
Source ↗ - The [Bodkin-Tipped], [Rain of Arrows], [Flaming Arrow], [Explosive Arrow] and [Lightning Bolt] skills no longer require Stamina to charge, but also no longer refund Stamina upon hitting an enemy.
- The [Marksman] skill effect grants [Basic Attacks] the Super-Charge effect for No-Charge / Half-Charge / Full-Charge.
- The [Marksman] nodes [Anticipation] and [Eagle-Eyed] now reduce the cooldown of [Marksman] by 1 second instead of raising piercing armor penetration by 5%.
- [Bodkin-Tipped] now reduces the defenses of enemies by 30%/30%/30% for 3/5/7 seconds (was 10%/20%/30% and 3.5/3.5/4.5 seconds).
- [Rain of Arrows] and [Lightning Bolt] now have an armor penetration coefficient of 0.7 (was 1.0).
- Corrected the skill descriptions of [Explosive Arrow] and [Lightning Bolt].
Source ↗ - Charging up [Basic Attacks] and [Mounted Attacks] no longer requires Stamina; hits or headshots no longer restore Stamina.
- A new charge stage is available for [Basic Attacks]: No-Charge, Half-Charge, Full-Charge, or Super-Charge (charge for 0.75s at Full-Charge to reach Super-Charge, which further increases armor penetration). Damage/armor-penetration multipliers changed: before, 0.22/0.75/1.5 for No/Half/Full-Charge with 1/1/1 armor penetration; after, 0.45/1.3/1.3 for Half/Full/Super-Charge with 0.7/0.7/1.25 armor penetration.
- Adjusted the damage dropout for [Basic Attacks] based on distance to 76% (was 50%).
- You move slower while charging up [Basic Attacks], [Rain of Arrows], [Flaming Arrow], [Bodkin-Tipped], [Lightning Bolt], and [Explosive Arrow].
- [Melee Combat] (Right-click) now releases on click instead of on release.
Source ↗ - [Explosive Arrow] Fixed an issue where damage was reduced when there were less than five targets. Minimum skill damage increased to 45% (was 25%).
Source ↗ - [Bodkin-Tipped] I: duration to 3.5 seconds (was 3); II: duration to 3.5 seconds (was 3); III: duration to 4.5 seconds (was 4).
- [Rain of Arrows] I: piercing damage to 26% + 343 (was 22% + 343); II: to 26% + 371 (was 22% + 371); III: to 26% + 441 (was 22% + 401).
Source ↗ - We are reducing the minimum damage based on distance to 50% (was 70%).
- [Marksman]: Skill cooldowns of Marksman I, II, and III increased by 4 seconds.
- [Lightning Bolt I]: Damage at Full-Charge: 240% Base + 4373 Piercing Damage -> 200% Base + 4573 Piercing Damage. Damage at Half-Charge: 192% Base + 3498 Piercing Damage -> 172% Base + 3698 Piercing Damage. Damage at No-Charge: 120% Base + 2186 Piercing Damage -> 120% Base + 2386 Piercing Damage.
- [Lightning Bolt II]: Damage at Full-Charge: 240% Base + 4759 Piercing Damage -> 200% Base + 4959 Piercing Damage. Damage at Half-Charge: 192% Base + 3807 Piercing Damage -> 172% Base + 4007 Piercing Damage. Damage at No-Charge: 120% Base + 2380 Piercing Damage -> 120% Base + 2580 Piercing Damage.
- [Lightning Bolt III]: Damage at Full-Charge: 240% Base + 5146 Piercing Damage -> 200% Base + 5346 Piercing Damage. Damage at Half-Charge: 192% Base + 4116 Piercing Damage -> 172% Base + 4316 Piercing Damage. Damage at No-Charge: 120% Base + 2573 Piercing Damage -> 120% Base + 2773 Piercing Damage.
Source ↗ - [Munin's Right Eye] (bow): Damage dealt by [basic attacks] has been reduced to 15% (was 20%), but critical hits no longer deal reduced damage.
Source ↗ - Corrected the skill description of the Bow's [Rain of Arrows]: [Arrows deal 22% Basic + 292 Piercing Damage with Full-Charge] -> [Arrows deal 22% Basic + 401 Piercing Damage with Full-Charge].
- Resolved an issue where the [Munin's Right Eye] (Bow) rune wouldn't take effect in some situations.
Source ↗ - Enemies hit by [Bodkin-Tipped I] have their defence reduced by 10% (down from 30%).
- Enemies hit by [Bodkin-Tipped II] have their defence reduced by 20% (down from 40%).
- Enemies hit by [Bodkin-Tipped III] have their defence reduced by 30% (down from 50%).
Source ↗ - Resolved an issue where different levels (I, II and III) of the Bow's Marksman skill displayed no cooldown time regardless of the level in the description of the skill.
Source ↗ - When you hit an enemy, stamina is replenished (headshots will replenish even more stamina).
- Added a Stamina meter next to the reticle in the center of the screen to help Bow Warlords identify how much stamina they have remaining at a quick glance.
- Marksman reworked: The skill will now instead affect your next non-charged up shot within 15 seconds (including half-charged shots) and boost its power to that of a fully charged shot. This will be shown via a UI prompt on the screen.
Source ↗ - Resolved an issue where the skills which caused damage overtime would proc one time less than expected; Bow skill affected: Flaming Arrow.
Source ↗ - When using specific ranged skills, Stamina will be consumed when charging arrows.
- When using left-click (Normal Attack), Stamina will be consumed when the arrow is charging..
- When charging, movement speed will no longer be slowed down.
- Increased the duration of time it takes to release a half-charged arrow.
- The skills "Rain of Arrows", "Flaming Arrow", "Bodkin-tipped" and "Lightning Bolt" have been altered to require charging: The longer the charge, the straighter the trajectory and the more damage it will deal.
- The skill "Explosive Arrow" will require charge. The longer the charge, the straighter the trajectory but it will not benefit from the charge damage increase.
- The Damage of the skill "Explosive Arrow" has been reduced by 50%.
- When using left-click, the longer the charge, the straighter the trajectory and the more damage it will deal.
- The damage of all skills apart from "Explosive Arrow" will be changed when charging: No Charge deals 50% piercing damage, Half-Charge deals 80% piercing damage, Full-Charge deals 110% piercing damage.
- The piercing ability of the "Lightning Bolt" skill will be affected by charging: No Charge cannot pierce, Half-Charge can pierce 2 targets, Full-Charge can pierce 5 targets.
- When the "Bodkin-tipped III" skill was used it was not reducing the enemies block correctly. It will now reduce the enemy's block correctly.
Source ↗ - When the distance exceeds 60m, arrows can no longer stun targets.
Source ↗ - Moved the position of the camera further back for Longbow, Shortbow and Musket, making it easier for them to aim.
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Sharp Exit: I changed from 32 seconds to 30 seconds, II from 30 to 28, III from 27 to 25.
- Bodkin-Tipped I/II/III: Reduces piercing damage multiple from 0.96 to 0.672 and extra piercing damage from 1646/1775/1904 to 1346/1475/1604.
- Exploding Arrow I/II/III: Reduces piercing damage multiple from 1.8 to 1.53 and extra piercing damage from 3280/3569/3859 to 2875/3164/3454. Increases max hit targets from 5 to 7.
Source ↗ - Lightning Bolt I: can shoot through 5 enemies, damage will be reduced by 20% per enemy.
- Lightning Bolt II: can shoot through 5 enemies, damage will be reduced by 15% per enemy.
- Lightning Bolt III: can shoot through 5 enemies, damage will be reduced by 10% per enemy.
Source ↗ - Flaming Arrow III: Increased piercing armour penetration by 3%
- Exploding Arrow III: Increased piercing armour penetration by 5%
- Lightning Bolt: Every time a Warlord shoots through an enemy, damage loss will be reduced by 30%.
Source ↗ - Increased damage from 10% to 30% for targets at 80 meters away when left-clicking and using Ignite.
- Fixed a bug which affected the dispersion of the Ignite skill.
Chain Dart & Scimitar2 changes · 2 sourced · latest 21 Dec 2022
Source ↗ - Fixed an issue where the Chain Dart & Scimitar's [Leap and Slash] sometimes didn't take you far enough if you were playing as a female hero.
Source ↗ - Fixed an issue where the slashing defense reduction from the Chain Dart & Scimitar's [Scorpion's Snare] and runes didn't give enough Assist Score.
Dual Blades18 changes · 18 sourced · latest 22 Jun 2022
17 changes from 2023 onwards →
Source ↗ - [Marked for Death I]: Adjusted the slashing damage to 420% + 5,856 (was 525% + 4,434 points). [Marked for Death II]: Adjusted the slashing damage to 420% + 6,924 (was 525% + 5,208 points). [Marked for Death III]: Adjusted the slashing damage to 420% + 8,244 (was 525% + 5,981 points). The poison from [Bo-Shurikens], [Skylark], and [Butterfly] now trigger [Hodur's Suffering]. Fixed an issue where, when having the [Asgard's Call] helmet rune equipped, using [Marked for Death] at close distances wouldn't trigger [Warcry].
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
Source ↗ - [Bo-Shurikens] I: piercing damage to 169% + 1,590 (was 169% + 1,490); II: to 179% + 1,642 (was 179% + 1,542); III: to 189% + 1,971 (was 189% + 1,596).
Source ↗ - Changed the time to use other skills and basic attacks for Dual Blades and Poleaxe heroes after using the [Marked for Death] and [Rough Justice] skills.
Source ↗ - When choke-type skills are interrupting mid-cast, the recipient will be knocked down and then rise again, and will no longer play the complete animation. (Choke skills include: Dual Blades' [Marked for Death], Poleaxe's [Rough Justice], and Pike's [Sky Dragon] final phases)
Source ↗ - Resolved an issue with the area of the poison from the dual blades rune [Widen Poison] and that it could pass through walls.
Source ↗ - The dual blades rune [Widen Poison]'s poison cloud effect may now only trigger 1 time every 10 seconds.
Source ↗ - When casting [Great Thunderbolt], you now have to hold down the button while moving, with the skill being used as you release the button. Previously you had to hold down while moving and use the left mouse button to use it.
- Each basic attack phase has had its damage multiplier reduced by 20%.
Source ↗ - Dual Blades are currently performing well. [Ambush] used from stealth does however have a bit too high armour penetration.
- [Ambush]: Reduce the armour penetration by 30%.
Source ↗ - Bo-Shurikens: 189% Base Damage + 1,142 Piercing Damage, 8 seconds cooldown changed to 169% Base Damage + 1,490 Piercing Damage, 7 seconds cooldown.
- Bo-Shurikens II: 189% Base Damage + 1,364 Piercing Damage, 7 seconds cooldown changed to 179% Base Damage + 1,542 Piercing Damage, 6 seconds cooldown.
- Skylark I: 9 second cooldown changed to 8 second cooldown.
- Skylark II: 8 second cooldown changed to 7 second cooldown.
- New Dual Blades characters will start with the skill 'Great Thunderbolt' instead of 'Butterfly'.
Source ↗ - Fixed an error of the text descriptions regarding DoT effects on the Dual Blade heroes' Butterfly and Skylark skills.
Source ↗ - Resolved an issue where the skills which caused damage overtime would proc one time less than expected; Dual Blade skills affected: Butterfly, Skylark and Bo-Shurikens.
- Fixed an error with the descriptions of the Dual Blade 'Butterfly' and 'Skylark' skills.
Source ↗ - The "Dance of Death" skill will now display the right buff name.
Source ↗ - Marked for Death: Duration reduced by 1/3, which leads to a reduction in attack time. Dual Blades can now gain control of themselves earlier once casting the skill, making it easier to use other skills. Total Damage dealt remains the same.
- The Dance of Death: the timer of the skill now starts when the skill is cast. I: Increased cooldown from 60s to 65s, II: from 55s to 58s, III: from 45s to 46s.
- Fixed a bug which caused the "Marked for Death" skill to be interrupted.
Source ↗ - Fixed a bug that caused Dual Blades to become invincible for a short time after using "Alchemical Vapours" and "Infiltrator" in some situations. Now Invisibility will not be cancelled if the Dual Blades take damage in the first 2 seconds it enters Invisibility.
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Butterfly I/II/III: Changed from 15 seconds to 14 seconds.
Source ↗ - Marked for Death III: Increased slashing armour penetration by 5%
- Fixed a bug that Dual Blade heroes couldn't use the "Alchemical Vapours" and "Infiltrator" while blocking.
Source ↗ - Added a stealth effect when dismount ability used for 3 seconds.
- Fixed issue where Dual Blades couldn't break stealth after dismount.
Glaive15 changes · 15 sourced · latest 3 Aug 2022
Source ↗ - Increased the Assist Score gained with the Glaive's [God of Battles].
Source ↗ - [Heat of Battle]: Damage reduction increased to 13% (was 10%) and extra damage reduction for the first 3 seconds increased to 26% (was 20%).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
Source ↗ - [Hail of Blades] Hail of Blades I: Adjusted the slashing damage to 289% + 5,670 (was 289% + 5,162 points). Hail of Blades II: Adjusted the slashing damage to 289% + 6,108 (was 289% + 5,962 points). Hail of Blades III: Adjusted the slashing damage to 289% + 7,404 (was 289% + 6,761 points).
Source ↗ - Fixed an issue where the Glaive's [God of Battles] increased damage by less than what the description said.
Source ↗ - Combat Dismount skill no longer costs stamina.
- Glaive skills no longer share cooldowns.
- It will now be more coherent to weave in dash attacks.
- Minimum damage increased to 40% (was 25%) when attacking multiple targets.
- [Charge] Increases piercing defense by 20%.
- [Charge] Attacks now knock enemies down or knock them off their horses.
- [Charge] Dash attacks can now be used during [Charge].
- [Charge] First Attack: [Charge I] 44% + 1,018 slashing damage; [Charge II] 44% + 1,165 (was 64% + 1,165); [Charge III] 44% + 1,312 (was 64% + 1,312).
- [Charge] Second Attack: [Charge III] 52% + 1,415 slashing damage (was 35% + 715).
- [God of Battles] Increases your slashing armor penetration by 8%/12%/16% during its duration; [God of Battles I] affects multiple units.
- [Heat of Battle] Knocks back nearby enemies when used; grants 30% damage reduction, reduced to 10% after 3 seconds, lasts for the skill's duration.
- [Hail of Blades] now knocks enemies off their horses and knocks them back.
- [Breaker of Shields] First Attack: [I] 130% + 1,507 blunt (was 244% + 1,861); [II] 130% + 1,988 blunt (was 244% + 2,224); [III] 130% + 2,262 blunt (was 244% + 2,587).
- [Breaker of Shields] Second Attack: [II] 155% + 941 slashing (was 69% + 1,175); [III] 155% + 1,067 slashing (was 69% + 1,367).
Source ↗ - Blunt skill change, Breaker of Shields phase 1: Attribute Bonus 375% and Skill Damage 1,253 changed to 244% and 2,587.
- Blunt skill change, Flying Reaper: Attribute Bonus 681% and Skill Damage 2,064.8 changed to 443% and 4,358.
Source ↗ - The glaive rune [Lethal Strikes] has had its [basic attack] damage increased to 12% (up from 10%).
- Glaive rune [Great Resilience] change: Using [God of Battles] or [Heat of Battle] reduces damage taken by 12% for 10 seconds, stacking up to 2 times.
Source ↗ - Block break of [Basic Attack] has been increased.
- Block break of [Arc of Steel] has been increased, and reduced cooldown from 20s to 16s.
Source ↗ - Increase the block break of basic attacks.
- Increase the area of its attack and the number of units it may hit. This serves to increase its overall AoE damage.
Source ↗ - Added 'Charge' as an additional starting skill when creating a new Warlord.
Source ↗ - Optimised the way Ultimate attacks are controlled when mounted. When holding down the right mouse button, Glaive gets ready to strike, when the button is released, he strikes.
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Breaker of Shields: I changed from 14 seconds to 13 seconds, II from 13 to 12, III from 11 to 10.
- Charge: I changed from 25 seconds to 20 seconds, II from 24 to 19, III from 22 to 17.
Source ↗ - Arc of Steel III: Increased slashing damage by 3%
Source ↗ - Concussion duration extended from 1s to 1.5s for Warlord's Greeting
- Increased the mastery point income from killing enemies in battle.
Longsword & Shield19 changes · 19 sourced · latest 14 Dec 2022
10 changes from 2023 onwards →
Source ↗ - [Clash of Shields]: Charges forward while blocking against frontal attacks.
Source ↗ - Fixed an issue where the Longsword & Shield rune [Shared Fate] would sometimes trigger multiple times in a short period of time.
- Fixed an issue where rolling immediately after casting the Longsword & Shield skills [Mercy of Heaven] or [Knightly Vows] would prevent the skills from taking effect.
Source ↗ - Merged the [Knightly Vows] and [Mercy of Heaven] skills so you can switch between healing and speed. Using one replaces it with the other and refreshes the cooldown (both cooldown 10 seconds).
- [Mercy of Heaven]: immediately recovers 10% health and 3% health every second for 10 seconds; restores allies' health by 1% every second for 10 seconds; grants 15% melee damage reduction for 3 seconds. New: grants Piety (+50% all defenses for 3 seconds), then Unswerving (+20% defenses for 5 seconds, refreshed by hitting an enemy with any skill).
- [Knightly Vows]: I/II/III increase the movement speed of yourself and allies by 10%/15%/20% for 9 seconds; no longer removes Concussed. New: grants Spearhead (+30% all armor penetration for 3 seconds), then Spirited (+15% armor penetration for 5 seconds, refreshed by hitting an enemy with any skill).
- [Paladin] remade into [Crusade Counter]: first stage can knock enemies back (I 113% + 944 / II 127% + 1,062 / III 141% + 1,180 blunt); second stage inflicts 200 bleed per second for 5 seconds (I 93% + 1,128 / II 104% + 1,269 / III 116% + 1,410 slashing) and removes Dazed and Knocked Down; 15-second cooldown.
- [Martial Prowess]: hitting an enemy no longer restores 3% health. I 59% + 711 slashing, -5% enemy defenses for 6 seconds; II 66% + 800, -10%; III 73% + 889, -15% (stacks up to 2). Removes Dazed and Knocked Down.
- [Shield Bash]: first hit reduces enemy movement speed by 75% for I 1s / II 2s / III 3s; second hit stuns (I 112% + 931 / II 126% + 1,047 / III 139% + 1,164 blunt). Block reduction increased to 25%. Cooldown increased to 12 seconds (was 10).
- [With Valor]: damage values adjusted across three stages; cooldown reduced to 15 seconds (was 16).
- [Sally Forth]: first stage ignores block effects; second stage stuns; damage values adjusted across stages; cooldown adjusted to 45 seconds.
- [Clash of Shields]: no longer slows for 75%; damage no longer diminishes when hitting multiple enemies; damage values adjusted (I 166% + 1,388 / II 187% + 1,562 / III 208% + 1,735 blunt).
- [Combat Dismount]: armor penetration multiplier reduced to 1.77 (was 2.06).
- Other Improvements: improved the movement trajectory of all skills so multi-strike skills are easier to hit; piercing damage reduced by 12% but now inflicts Dazed; maximum block increased by 12.5%; slightly increased shield block hitbox.
Source ↗ - [Shield Bash]: Reduced the cooldown to 10 seconds (was 12).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
Source ↗ - [Clash of Shields] Clash of Shields I: Cooldown reduced to 55 seconds (was 60). Clash of Shields II: Cooldown reduced to 50 seconds (was 55). Clash of Shields III: Cooldown reduced to 45 seconds (was 50). [With Valor] With Valor I: Adjusted the slashing damage of the first strike to 93% + 1,100 (was 93% + 1,086 points). Adjusted the slashing damage of the second strike to 93% + 1,100 (was 93% + 1,086 points). With Valor II: Adjusted the slashing damage of the first strike to 103% + 1,305 (was 103% + 1,294 points). Adjusted the slashing damage of the second strike to 103% + 1,305 (was 103% + 1,294 points). With Valor III: Adjusted the slashing damage of the first strike to 113% + 1,355 (was 113% + 1,306 points). Adjusted the slashing damage of the second strike to 113% + 1,466 (was 113% + 1,306 points). III: Adjusted the blunt damage of the third strike to 207% + 1,673 (was 207% + 1,306 points).
Source ↗ - [Sally Forth] I: first strike slashing to 150% + 2,011 (was 150% + 1,901); second strike blunt to 274% + 1,851 (was 274% + 1,731); third strike piercing to 250% + 3,368 (was 250% + 3,169).
- [Sally Forth] II: first strike slashing to 150% + 2,127 (was 150% + 2,190); second strike blunt to 274% + 2,134 (was 274% + 1,934); third strike piercing to 250% + 3,759 (was 250% + 3,649).
- [Sally Forth] III: first strike slashing to 158% + 2,775 (was 158% + 2,602); second strike blunt to 288% + 2,574 (was 288% + 2,245); third strike piercing to 263% + 4,885 (was 263% + 4,336).
Source ↗ - Fixed an issue where Longsword & Shield could heal artillery.
Source ↗ - Triggering Mercy of Heaven will grant a 15% reduction to melee damage taken for 3 seconds. Also heals you for 5% of your health every 3 seconds during its duration.
Source ↗ - Resolved an issue where the healing effect of the Longsword & Shield [Obscure Hide Design] would remain when switching weapons.
Source ↗ - Resolved an issue where [Paladin] of longsword & shield heroes wouldn't correctly reduce the defence of enemies hit.
Source ↗ - The Longsword & Shield currently has too low damage output and so we are raising the damage its skills deal.
- [With Valour]: Increase each attacks' base damage by 10%.
- [Paladin]: Replaced its slow effect. Enemies hit instead have their defence reduced by 15% for 6 seconds.
- [Shield Bash]: Increase each attacks' block break by 150.
- [Sally Forth]: The final attack knocks enemies back in a small range.
- Increase the block break of basic attacks.
Source ↗ - With Valour II: 20 second cooldown changed to 18 second cooldown
- With Valour III: 20 second cooldown changed to 16 second cooldown
- Martial Prowess I: damage of each attack 50% Basic + 817 Slashing Damage changed to 60% Basic + 917 Slashing Damage.
- Martial Prowess II: damage of each attack 55% Basic + 825 Slashing Damage changed to 70% Basic + 925 Slashing Damage.
- Martial Prowess III: damage of each attack 60% Basic + 837 Slashing Damage changed to 80% Basic + 937 Slashing Damage.
- Paladin I: first attack 60% Basic + 858 changed to 80% Basic + 958 Slashing Damage, second attack 90% Basic + 1124 changed to 110% Basic + 1224 Slashing Damage.
- Paladin II: first attack 75% Basic + 953 changed to 90% Basic + 1053 Slashing Damage, second attack 105% Basic + 1364 changed to 120% Basic + 1464 Slashing Damage.
- Paladin III: first attack 80% Basic + 1047 changed to 100% Basic + 1147 Slashing Damage, second attack changed to 130% Basic + 1565 Slashing Damage.
Source ↗ - With Valour I: One-hit attack, 100% Basic + 954 Slashing Damage, 28 second cooldown changed to Two-hit Combo with each hit dealing 83% Basic + 1,086 Slashing Damage, 20 second cooldown.
- With Valour II: Two-hit Combo with each hit dealing 100% Basic + 1,107 Slashing Damage, 24 second cooldown changed to Two-hit Combo with each hit dealing 93% Basic + 1,294 Slashing Damage, 20 second cooldown.
- Paladin I: One-hit attack, 75% Basic + 758 Slashing Damage changed to Two-hit Combo, with the first attack dealing 60% Basic + 858 Slashing Damage, and the second hit dealing 90% Basic + 1,124 Slashing Damage.
- Paladin II: first hit 75% Basic + 903, second hit 105% Basic + 1,264 Slashing Damage changed to first hit 75% Basic + 953, second hit 105% Basic + 1,364 Slashing Damage.
- Martial Prowess I: 60% Basic + 607 Slashing Damage, 1% Recovery changed to 50% Basic + 817 Slashing Damage, 3% Recovery.
- Martial Prowess II: 60% Basic + 722 Slashing Damage, 2% Recovery changed to 55% Basic + 825 Slashing Damage, 3% Recovery.
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- With Valour: I changed from 32 seconds to 28 seconds, II from 28 to 24, III from 24 to 20.
- Sally Forth: I changed from 50 seconds to 47 seconds, II from 45 to 42, III from 40 to 37.
Source ↗ - Knightly Vow I: The "Increases Longsword & Shield hero's movement speed by 30% for 9 seconds" effect has been changed to "Increases the movement speed of Longsword & Shield hero and nearby allies by 15% for 9 seconds."
- Knightly Vow II: The "Increases Longsword & Shield hero's movement speed by 40% and the movement speed of nearby allies by 20% for 9 seconds" effect has been changed to "Increases the movement speed of Longsword & Shield hero and nearby allies by 20% for 9 seconds."
- Knightly Vow III: The "Increases Longsword & Shield hero's movement speed by 50% and the movement speed of nearby allies by 20% for 9."
- Fixed a bug that Longsword & Shield's skill: Mercy of Heaven animation would cause low frame issue when there were too many soldiers nearby.
Source ↗ - Removed the "Repelled" effect for the first hit with Shield Bash.
Source ↗ - With Valour III: Increased damage by 3%
- Paladin III: Increased slashing damage by 5%
- Sally Forth III: Increased damage by 5%
- Adjusted the repelled animation and displacement distance for Shield Bash III.
Source ↗ - Fixed a bug where Longsword & Shield were occasionally locked in defense while fighting back.
Maul14 changes · 14 sourced · latest 21 Nov 2022
Source ↗ - [Ukko's Doom] remade into [Rockslide Smash]: blunt damage adjusted to I 69% + 620 (was 110% + 350); II 80% + 994 (was 125% + 425); III 90% + 1,142 (was 140% + 500). New effect: enemies hit are affected by [Armor Crush], reducing their defenses by 12% for 6 seconds.
Source ↗ - Slightly enlarged the hitbox of [Earthsplitter], the last strike of [Bonebreaker], and the first strike of [Ground Smash].
- Adjusted the damage of [Maelstrom]: first attack 82% base blunt + 1,005 (was 80% + 1,005), armor piercing 1.03 (was 1); second 97% + 1,225 (was 95% + 1,225), armor piercing 1.05; third 118% + 1,526 (was 115% + 1,526), armor piercing 1.07; fourth 120% + 2,194 (was 130% + 1,917), armor piercing 1.10; fifth 124% + 2,194 (was 120% + 2,009), armor piercing 1.10.
- Adjusted the control of [Ground Smash]'s movement so the Maul hero can change direction during the skill.
- Improved the hitbox of the first strike of [Strike and Grapple]; it can now cause daze and damage to units.
Source ↗ - Fixed an issue where skills that make you move forward (such as the maul's [Strike and Grapple] and the poleaxe's [Rough Justice]) would be interrupted if there was a difference in elevation.
Source ↗ - Stamina consumption adjustments: [Maelstrom] now consumes 9%/13%/17%/21% based on charge (was 20% each); [Up from Hel] 10%/13%/17% (was 20% each); [Bonebreaker] and [Earthsplitter] 20%/20% (was 30%/30%).
- [Maelstrom]: first attack 80% base blunt + 1,005 (was 60% + 875); second 95% + 1,225 (was 80% + 1,225); third 115% + 1,526 (was 105% + 1,540); fourth 130% + 1,917 (was 125% + 2,125); fifth 120% + 2,009 (was 125% + 2,245), and you are now immune to crowd controls during the attack.
- [Up from Hel]: first 110% + 1,150 (was 100% + 1,447); second 125% + 1,475 (was 122% + 1,843); third 150% + 1,894 (was 146% + 2,000) and now ignores defenses; fourth 200% + 2,205 (was 180% + 2,500) and now knocks enemies down instead of sending them flying.
- [Bonebreaker]: <1s charge 120% + 950 (was 120% + 713); >1s charge 130% + 1,500 (was 120% + 1,500), armor penetration 1.05; >2s charge 176% + 2,314 (was 195% + 2,314), armor penetration 1.1.
- [Earthsplitter]: <1s charge 80% + 920 (was 49% + 713), hits no longer knock soldiers back; >1s charge 150% + 2,139 (was 148% + 2,139), armor penetration 1.1; >2s charge 175% + 3,876 (was 192% + 2,781), armor penetration 1.2.
- [Mighty Mjolnir]'s movement speed increased by 11%; the following connected skill only deals 80% damage.
- [Ukko's Doom] can now be weaved in after the final hit of Bonebreaker/Earthsplitter/Maelstrom/Up from Hel, but only deals 80% damage.
- [Strike and Grapple]'s movement speed reduced by 22.5%.
- [Ground Smash]: first attack 50% + 1,075 (was 50% + 428) and now dazes; second attack 307% + 4,840 (was 307% + 4,450), no longer knocks enemies down but instead sends them flying.
- Rolling forward, left, or right now dazes enemies hit.
Source ↗ - [Mighty Mjölnir]'s cooldown reduced to 11/10/9 seconds (was 15/12/9).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
Source ↗ - [Maelstrom] Maelstrom I: Adjusted the blunt damage of the first strike to 60% + 875 (was 59% + 856 points). Adjusted the blunt damage of the second strike to 80% + 1,225 (was 79% + 1,141 points). Adjusted the blunt damage of the third strike to 105% + 1,540 (was 100% + 1,500 points). Maelstrom II: Adjusted the blunt damage of the first strike to 60% + 875 (was 59% + 856 points). Adjusted the blunt damage of the second strike to 80% + 1,225 (was 79% + 1,141 points). Adjusted the blunt damage of the third strike to 105% + 1,540 (was 100% + 1,500 points). Adjusted the blunt damage of the fourth strike to 125% + 2,125 (was 120% + 2,000 points). Maelstrom III: Adjusted the blunt damage of the first strike to 60% + 875 (was 59% + 856 points). Adjusted the blunt damage of the second strike to 80% + 1,225 (was 79% + 1,141 points). Adjusted the blunt damage of the third strike to 105% + 1,540 (was 100% + 1,500 points). Adjusted the blunt damage of the fourth strike to 125% + 2,125 (was 120% + 2,000 points). Adjusted the blunt damage of the fifth strike to 125% + 2,245 (was 120% + 2,000 points).
Source ↗ - [Combat Dismount] Adjusted the blunt damage to 225% (was 195%).
- Fixed a bug where the actual damage didn't match that of the description.
Source ↗ - [Forge of War]'s first wave (including Ground Smash I and Ground Smash II) has been adjusted to 50% of base blunt plus 428 points.
Source ↗ - Corrected the skill description of the Maul's [Fast Forward]: [Deal 100% base + 0 blunt damage] -> [Deal 100% of your base blunt damage].
- Resolved an issue where the [Hugin's Remains] (Maul) rune wouldn't take effect in some situations.
Source ↗ - The Maul is currently too strong when it comes to breaking the enemy's formation.
- [Fast Forward]: Increase the stamina cost when running. Can no longer run once stamina has been depleted.
- [Combat Grapple]: Increase the stamina cost of running after having grappled an enemy.
- Reduce the block break of the first and second hits of [Maelstrom I/II/III].
- Reduce the block break of the first and second hits of [Up from Hel I/II/III].
- Increase stamina recovery speed by 10%.
Source ↗ - Resolved an issue where the skill "Strike and Grapple" could grab enemies when they were hiding amongst their soldiers.
Source ↗ - Fixed a bug that caused targets to take fall damage when thrown from a position lower than the position they were caught by the Strike and Grapple skill used by the Maul.
- Fixed a bug where the Maul consumes no Stamina when sprinting with a target caught with Strike and Grapple. Maul now loses Stamina when he sprints with an enemy. When Stamina drops to 0, he will drop the enemy.
- Fixed a bug when unlocking challenge stages of the Maul, the skills would not unlock correctly.
Source ↗ - Increased the movement distance of Roll when using the Maul from 3 meters to 3.5 meters.
Musket18 changes · 18 sourced · latest 7 Dec 2022
Source ↗ - Fixed an issue where the [Deploy Caltrops] of the Musket would sometimes retain their effect after leaving the area.
Source ↗ - [Liquid Fire]'s ignition efficiency increased to 60%.
- [Deploy Caltrops]: II's damage over time increased to 200 (was 130) and III's damage over time increased to 250 (was 140).
Source ↗ - Fixed an issue where the Musket and Bow heroes couldn't deal damage in some situations.
Source ↗ - [Five Rounds Rapid] Five Rounds Rapid I: Cooldown reduced to 50 seconds (was 55). Five Rounds Rapid II: Cooldown reduced to 45 seconds (was 50). Five Rounds Rapid III: Cooldown reduced to 40 seconds (was 45). [Deploy Caltrops] Slow effect against units increased to 40% (was 25%). Deploy Caltrops I: Cooldown increased to 30 seconds (was 27). Deploy Caltrops II: Cooldown increased to 28 seconds (was 25). Deploy Caltrops III: Cooldown increased to 26 seconds (was 22).
Source ↗ - Fixed an issue where the Musket skill [Blackpowder Grenade] would deal damage to heroes and units through gates.
Source ↗ - Fixed an issue where the Musket hero's caltrops didn't work in some areas.
Source ↗ - After receiving feedback and analyzing data, it has become apparent to us that the musket is somewhat too strong against units, which is why we're making a range of changes to it.
- [Deploy Caltrops] slow against units reduced to 50% of its original value.
- [Blackpowder Grenade]'s damage radius reduced to 2.25m (was 2.5m).
- Blunt skill change, Blackpowder Grenade: Attribute Bonus 710% and Skill Damage 2,662 changed to 497% and 4,764.
Source ↗ - Resolved an issue where equipping the [Deft Fingers] Musket rune made it impossible to chain [basic attack] after using [Fine Gunpowder].
Source ↗ - Resolved an issue with the cooldown reduction on the musket rune [Contraption Mastery].
Source ↗ - [Liquid Fire]'s hitbox radius has been changed to 2.5 meters (up from 2 meters).
Source ↗ - [Hugin's Lament] (Musket) no longer reduces the cooldown of [Blackpowder Grenade] by 2 seconds.
Source ↗ - Resolved an issue where equipping the [Hugin's Lament] rune on a Musket hero would incorrectly alter the damage of [Blackpowder Grenade].
Source ↗ - The "Grenades" skill will now display the right buff name.
Source ↗ - Added a cast animation when Musket uses the "Fine Gunpowder" skill, it no longer casts the skill immediately.
Source ↗ - Moved the position of the camera further back for Longbow, Shortbow and Musket, making it easier for them to aim.
Source ↗ - Deploy Caltrops: Decreased the attacking radius from 3.5m to 3m for level I and level II, from 4m to 3.5m for level III
- Deploy Caltrops I: decreased skill duration from 8s to 5s
- Deploy Caltrops II: decreased skill duration from 8s to 6s, increased the bleeding damage from 100 points/s to 130 points/s
- Deploy Caltrops III: decreased skill duration from 8s to 7s, increased the bleeding damage from 100 points/s to 140 points/s
Source ↗ - Fixed a bug where the Musket warlord's skills: Grenade, Liquid Fire and Deploy Caltrops could easily be interrupted and would then enter cooldown status.
Source ↗ - Maximum shot range from left-clicking reduced from 25m to 16m in an effort to compensate for damage from stun effects.
Nodachi24 changes · 24 sourced · latest 21 Nov 2022
Source ↗ - Maximum damage decay from hitting multiple enemies increased to 25% (was 20%).
- [Samurai's March]: adjusted movement trajectory to make it easier to hit enemies. Cooldown reduced to 10 seconds (was 11). The second attack knocks heroes down.
- [Monstrous Blade]: critical value is increased by I 30% (was 125 points); II 45% (was 175 points); III 60% (was 225 points).
- [Fearless & Steadfast]: crowd-control immunity during [Bloodcraze] increased to 2.5 seconds (was 2).
- [Tiger's Claw]: damage increased during [Bloodcraze] increased by 25% (was 20%).
Source ↗ - Lowest damage when hitting 6 or more targets reduced to 20% (was 25%).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
- Fixed an issue where no [Health Drain] was gained when a Nodachi hero's skill was interrupted too quickly.
Source ↗ - [Avalanche] Avalanche I: Adjusted the slashing damage to 370% + 5,916 (was 370% + 4,869 points). Avalanche II: Adjusted the slashing damage to 370% + 7,188 (was 370% + 5,654 points). Avalanche III: Adjusted the slashing damage to 400% + 8,196 (was 400% + 6,760 points).
Source ↗ - [Fearless & Steadfast] I: slashing damage to 85% + 984 (was 80% + 975); II: to 88% + 1,099 (was 83% + 1,094); III: to 91% + 1,207 (was 86% + 1,136).
- [Bloodthirsty] I: piercing damage to 79% + 1,098 (was 74% + 1,098); II: to 85% + 1,198 (was 80% + 1,198); III: to 91% + 1,374 (was 86% + 1,258).
Source ↗ - [Bloodcraze]: The buff [Bloodcraze] will no longer end when casting [Monstrous Blade] or [Dragon's Leap].
- [Samurai's March]: Increased the second strike's block break.
- [Blood Oath III]: Now grants 2 stacks of [Health Drain] (previously refreshed the duration of Bloodcraze).
- [Basic Attack]: Adjusted the attack interval between the three stages of basic attacks, making it possible to chain attacks.
- [Sprint Attack]: Adjusted Sprint Attack's attack animation.
Source ↗ - Resolved an issue where the nodachi's [Blood Oath] led to being unable to trigger the second phase of [Samurai's March].
Source ↗ - Resolved an issue where the Nodachi hero's [Blood Oath] skill didn't reset the cooldown of [Samurai's March].
Source ↗ - Resolved an issue with the stacking buff of the [Nodachi] hero's [Monstrous Blade] skill.
Source ↗ - Resolved an issue where the [Vengeance] and [Nemesis] nodes of the [Nodachi] hero skill [Monstrous Blade] didn't take effect.
Source ↗ - Resolved an issue with the nodachi hero skill [Monstrous Blade]'s description: [Monstrous Blade II]: 'Each hit on an enemy transfers 10% of the damage taken by your enemy to your health' (was 5%). [Monstrous Blade III]: 'Each hit on an enemy transfers 15% of the damage taken by your enemy to your health' (was 5%).
Source ↗ - Resolved an issue where the [Monstrous Blade] skill of nodachi heroes deal extra piercing armour penetration and slashing armour penetration.
Source ↗ - Our goal is for Nodachi heroes to attempt to chain mechanics together, a profession of both high gain and high risk.
- Increase the block break of basic attacks.
- [Bloodcraze]: Grants 20% health steal, reduces damage taken by 15%, and increases movement speed by 10% during its duration.
- [Monstrous Blade I]: Each hit on an enemy transfer 5% of the damage taken by your enemy to your health for 12 seconds. [Health Drain] and [Bloodcraze] effects are also consumed. Each stack of [Health Drain] grants an extra 5% health steal, and [Bloodcraze] grants an extra 30% health steal. Bloodcraze caps out at 45% health steal.
- Extra Effect: Consumes [Health Drain]/[Bloodcraze] effects and converts them into health. Recover 200 health per second for each stack of [Health Drain] and 1200 health per second for [Bloodcraze]. The healing lasts for 4 seconds, and caps out at 1800 health per second.
- [Monstrous Blade II]: Each hit on an enemy transfer 10% of the damage taken by your enemy to your health for 12 seconds.
- [Monstrous Blade III]: Each hit on an enemy transfer 15% of the damage taken by your enemy to your health for 12 seconds.
- [Dragon's Leap]'s damage is dealt faster, and its range has been adjusted.
Source ↗ - The initial starting skill for the Nodachi has been changed from 'Monstrous Blade' to 'Tiger's Claw'.
- Bloodthirsty I: 86% Base + 892 Piercing Damage changed to 74% Base + 1098 Piercing Damage, plus new Extra Effect: Knocks enemies down.
- Bloodthirsty II: 86% Base + 1075 Piercing Damage with heavy daze changed to 80% Base + 1198 Piercing Damage, Extra Effect 1 changed to: Knocks down enemies.
- Tiger's Claw I: 86% Base + 1449 Slashing Damage changed to 117% Base + 1649 Slashing Damage
- Tiger's Claw II: 123% Base + 1667 Slashing Damage changed to 123% Base + 1767 Slashing Damage
Source ↗ - Fearless & Steadfast I: each hit 86% Basic + 837 Slashing Damage changed to 80% Basic + 975 Slashing Damage
- Fearless & Steadfast II: each hit 86% Basic + 984 Slashing Damage changed to 83% Basic + 1094 Slashing Damage
- Samurai's March I: Two-hit Combo of 86% Basic + 892 and 92% Basic + 956 Slashing Damage changed to 80% Basic + 974 and 86% Basic + 1,074 Slashing Damage
- Samurai's March II: Two-hit Combo of 86% Basic + 1,045 and 92% Basic + 1,119 Slashing Damage changed to 83% Basic + 1,135 and 89% Basic + 1,209 Slashing Damage
Source ↗ - Added a new effect to Dragon's Leap: Using the skill while under the effect of 'Bloodbath will consume 'Bloodbath' and grant immunity to all crowd control effects for the skill's duration.
Source ↗ - Added a new effect to Monstrous Blade I and II: Consuming 'Bloodbath' will now heal the user.
- Added a new effect to Avalanche: Hits against enemies grants a stack of 'Health Drain'.
Source ↗ - Fixed an issue where skill nodes were not activating correctly in the Skills menu for Nodachi when the prerequisite skills for Blood Oath had not been learned.
Source ↗ - Bloodlust: Gain 3% life drain, can stack up to 5 times. When stacked 5 times, it will become Bloodbath, if the Nodachi already has Bloodbath, it will refresh the effect.
- Bloodbath: Gain 25% life drain. Adds an additional 15% Piercing and Slashing Armour Penetration. Cannot be stacked and lasts 8 seconds.
- Blood Heal: When activating "Monstrous Blade III" it consumes the "Bloodbath" effect. Gain 1500 health per second. Cannot be stacked, will last 4 seconds.
- Added an effect to "Samurai's March III" where it increases Block Break.
Source ↗ - The Life Drain buff obtained when hitting an enemy with the following skills (Bloodthirsty, Samurai's March, Fearless & Steadfast), now also adds 30 points of Slashing Armour Penetration and Piercing Armour Penetration
- Fixed a bug that caused Nodachi to restore HP when they inflicted damage with Trebuchets and Siege Engines.
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Samurai's March I/II/III: Changed from 12 seconds to 11 seconds.
Source ↗ - Fixed a bug where Blood Oath (Nodachi Skill) did not correctly give effects for slash damage and blunt damage.
Source ↗ - Tiger's Claw III: Increased slashing damage by 5%
- Avalanche III: Increased damage by 5%
- Samurai's March III: Increased slashing armour penetration by 5%
Source ↗ - Increased the mastery point income from killing enemies in battle.
- Fixed a bug where some Nodachi buffs didn't work correctly.
Pike12 changes · 12 sourced · latest 22 Jun 2022
Source ↗ - [Wandering Dragon] - Fourth Attack: Adjusted the slashing damage of the tip of the spear to 75% + 801 (was 80% + 776 points). Adjusted the blunt damage of the shaft to 60% + 1,003 (was 60% + 952 points).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
- Fixed an issue where the attack would fail if you fully charged up the Pike's right-click attack while mounted and ran out of stamina.
Source ↗ - [Sky Dragon] Adjusted the piercing damage of the fourth strike to 165% + 1,815 (was 180% + 1,704 points).
Source ↗ - Fixed an issue where the Pike rune [Stone Breaker] didn't increase slashing and blunt armor penetration enough.
Source ↗ - [Wandering Dragon] Reduced the second strike's damage and armor penetration to 12% (was 15%).
- [Wandering Dragon] Reduced the duration of the third strike's 30% movement speed boost to 3 seconds (was 3.5 seconds).
Source ↗ - Adjusted the speed boost of the pike's [Wandering Dragon] to no longer stack with the weapon rune [Feline Swiftness].
Source ↗ - [Wandering Dragon]: The first and second attacks of Wandering Dragon will no longer daze enemy heroes.
- [Basic Attack]: We are increasing the damage multiplier for the basic attack's second strike to 25% of base piercing damage plus 35% of base slashing damage (up from 25% of base piercing damage plus 25% of base slashing damage).
Source ↗ - When choke-type skills are interrupting mid-cast, the recipient will be knocked down and then rise again, and will no longer play the complete animation. (Choke skills include: Dual Blades' [Marked for Death], Poleaxe's [Rough Justice], and Pike's [Sky Dragon] final phases)
Source ↗ - Improved the movement during and at the end of the pike hero's victory skill [Cold Dragon].
Source ↗ - Resolved an issue where the pike hero couldn't properly chain basic attacks after using the victory skill [Stormrend].
Source ↗ - Improved the animation of the pike hero skill [Soaring Cloud]'s final phase. When hitting an enemy, the attack animations full length has been reduced to 2 seconds (down from 2.6 seconds).
Source ↗ - [Right-click] attacks while mounted now do an extra 258 blunt damage.
- Adjusted the timing for chaining [Combat Dismount] with other skills.
- [Combat Dismount]'s damage has been increased to 200% basic blunt damage plus 460 points of blunt damage (up from the previous 200% basic blunt damage).
- The first leap backward of [Wandering Dragon] also grants 30% damage reduction for 3 seconds.
- The final strike of the [Wandering Dragon]'s final phase now sends enemy units flying and knocks back enemy heroes, whereas it previously only knocked back enemies hit.
- Increased the buff duration of [Gentle Steps] and [Shock Attack] by 1 second.
- Launching the final phase of a skill will no longer apply a 3-second cooldown to base skills.
- Increases the minimum shared damage coefficient when hitting multiple enemies with the same attack has been increased to 40% (up from 25%).
- Resolved an issue where the pike hero's [basic attacks] would trigger multiple daze animations when hitting during its second phase.
- Resolved an issue where the character wouldn't turn with the camera when holding right-click with the pike hero to parry.
- Resolved an issue where the pike rune [Weakness Insight] led to [Stormrend] being unable to chain with the 4th phase of non-victory skills.
- Resolved an issue where the pike hero's non-victory skills shared cooldown was incorrect.
Poleaxe24 changes · 24 sourced · latest 21 Nov 2022
Source ↗ - [Weapon Dance]: can knock enemies back. Reduces the enemy's damage by 25% and reduces damage taken by 3.5%. Duration increased to 6 seconds (was 5).
- [Bec de Corbin]: cooldown reduced to 20 seconds (was 22).
Source ↗ - Rune [Earthen Heart]: [Sideways Sweep]'s damage now lasts for 6 seconds and each stack increases health by 2.4% (previously [Sideways Sweep] increased health by 3% for 6 seconds when hitting an enemy, stacking up to 6 times).
Source ↗ - Fixed an issue where skills that make you move forward (such as the maul's [Strike and Grapple] and the poleaxe's [Rough Justice]) would be interrupted if there was a difference in elevation.
Source ↗ - [The Old Billhook I]: Adjusted the slashing damage to 72% + 1,043 (was 68% + 1,043 points). [The Old Billhook II]: Adjusted the slashing damage to 72% + 1,158 (was 68% + 1,158 points). [The Old Billhook III]: Adjusted the slashing damage to 72% + 1,273 (was 68% + 1,273 points).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
Source ↗ - [Lochaber Strike] Lochaber Strike I: Adjusted the slashing damage to 340% + 6,016 (was 340% + 5,673 points). Cooldown increased to 70 seconds (was 50). Lochaber Strike II: Adjusted the slashing damage to 340% + 6,688 (was 340% + 6,365 points). Cooldown increased to 60 seconds (was 45). Lochaber Strike III: Adjusted the slashing damage to 340% + 7,332 (was 340% + 7,056 points). Cooldown increased to 50 seconds (was 40).
Source ↗ - [Bec de Corbin] III: first strike slashing to 105% + 1,891 (was 105% + 1,791); second to 120% + 2,091 (was 120% + 1,991); third to 140% + 2,291 (was 140% + 2,191); fourth to 160% + 2,491 (was 160% + 2,391).
- Fixed an issue where, after being hit by a Poleaxe hero's Rough Justice skill, mounting/leaving then dismounting and mounting again would teleport you back to that hero.
Source ↗ - [Weapon Dance]: Skill cooldowns of Weapon Dance I, II, and III increased by 6 seconds.
- Damage reduction per stack when hitting an enemy is being reduced to 3.5% per attack (was 5%).
Source ↗ - Resolved an issue with the descriptions regarding debuffs for the poleaxe hero's [Grim Harvest] and [Halberdier's Thrust] skills.
Source ↗ - [Push Back]: Push Back's attack distance has been increased to 4.2m (was 2.8).
- [The Old Billhook III]: Cooldown has been increased to 8 seconds (was 7). Enemies hit will be slowed by 40% for 8 seconds (was 6).
- [Weapon Dance]: Added a new extra effect: Each enemy hit will grant 5% damage reduction to all types of damage for 5 seconds, stacking up to 10 times.
- [Circle Attack]: Adjusted its extra effect. Each enemy hit will now increase damage by 5% for 3 seconds, stacking up to 10 times. Previously it reduced the armour of hit enemies.
- [Grim Harvest]: Added a new extra effect: Enemies hit will have all of their defenses reduced by 20% for 5 seconds.
- [Halberdier's Thrust]: Adjusted its extra effect. The first strike deals 300 Bleed damage per second for 3 seconds, and the second strike deals 600 Bleed damage per second for 5 seconds. Previously only the second strike dealt Bleed damage.
- [Combat Dismount]: Increased block break.
Source ↗ - Changed the time to use other skills and basic attacks for Dual Blades and Poleaxe heroes after using the [Marked for Death] and [Rough Justice] skills.
Source ↗ - Resolved an issue where the Poleaxe rune [Earthen Nourishment]'s health bonus disappeared after switching weapons.
Source ↗ - When choke-type skills are interrupting mid-cast, the recipient will be knocked down and then rise again, and will no longer play the complete animation. (Choke skills include: Dual Blades' [Marked for Death], Poleaxe's [Rough Justice], and Pike's [Sky Dragon] final phases)
Source ↗ - Resolved an issue with the third hit of poleaxe hero's [Lochaber Strike] not registering.
Source ↗ - [Weapon Dance]'s hitbox has been changed to 3 meters (up from 2 meters).
Source ↗ - Resolved an issue where the [Frost Giant's Skull] (Poleaxe) rune granted maximum health instead of actual health.
Source ↗ - Greatly increase the block break of basic attacks and skills.
- [The Old Billhook]: Slow raised to 40% (up from 20%).
- Added a new dismount skill [Power Cleave]: Roll of your mount and launch a Power Cleave, dealing 200% of your base slashing damage, while also knocking enemies down.
Source ↗ - Weapon Dance I: radius changed to 2.5m from user, reduces enemy attack by 10% for 18 seconds (previously 10 seconds), reduces enemy's attack by 20% and movement speed by 15% for 5 seconds, 20 seconds cooldown.
- Weapon Dance II: radius changed to 2.5m from user, reduces enemy attack by 15% for 16 seconds (previously 10 seconds), reduces enemy's attack by 30% and movement speed by 20% for 5 seconds, 18 seconds cooldown.
- Weapon Dance III: radius changed to 2.5m from user, reduces enemy attack by 20 for 14 seconds (previously 10 seconds), reduces enemy's attack by 40% and movement speed by 25% for 5 seconds, 16 seconds cooldown.
- Halberdier's Thrust I: Added an additional attack that reduces the enemy's Block.
- Halberdier's Thrust II: Added an additional attack that reduces the enemy's Block. The seconds attack also causes Bleed, dealing 200 damage every 1.5 seconds for 10 seconds.
- Halberdier's Thrust III: Added an additional attack that reduces the enemy's Block. The seconds attack also causes Bleed, dealing 300 damage every 1.5 seconds for 10 seconds.
- Bec de Corbin I: attacks changed from 73% Base + 1212 Slashing Damage each to 65%/80%/100% Base + 1112/1312/1512 Slashing Damage, reducing the enemy's defence by 5%/20%/40% for 5 seconds.
- Bec de Corbin II: attacks changed from 93% Basic + 1499 Slashing Damage each to 85%/100%/120% Basic + 1399/1599/1799 Slashing Damage, reducing the enemy's defence by 10%/30%/50% for 5 seconds.
- Bec de Corbin III: attacks changed from 113% Basic + 1891 Slashing Damage each to 105%/120%/140% Basic + 1791/1991/2191 Slashing Damage, reducing the enemy's defence by 20%/40%/60% for 5 seconds.
- Grim Harvest I: 17 second cooldown changed to 16 second cooldown and the first attack also reduces the enemy's Block.
- Grim Harvest II: 17 second cooldown changed to 14 second cooldown and the first attack also reduces the enemy's Block.
- Grim Harvest III: 17 second cooldown changed to 12 second cooldown and the first attack also reduces the enemy's Block.
- Lochaber Strike I: 60 second cooldown changed to 50 seconds cooldown and reduced the damage penalty when hitting multiple enemies.
- Lochaber Strike II: 55 second cooldown changed to 45 second cooldown and reduced the damage penalty when hitting multiple enemies.
- Lochaber Strike III: 45 second cooldown changed to 40 second cooldown and reduced the damage penalty when hitting multiple enemies.
- Rough Justice I: 60 second cooldown changed to 55 second cooldown
- Rough Justice II: 55 second cooldown changed to 50 second cooldown
- Rough Justice III: 50 second cooldown changed to 45 second cooldown
Source ↗ - Bec de Corbin I: One-hit attack, 100% Basic + 954 Slashing Damage, 28 second cooldown changed to Three-hit Combo with each hit dealing 83% Basic + 1,086 Slashing Damage, 20 second cooldown.
- Bec de Corbin II: Two-hit Combo with each hit dealing 100% Basic + 1,107 Slashing Damage, 24 second cooldown changed to Three-hit Combo with each hit dealing 93% Basic + 1,294 Slashing Damage, 20 second cooldown.
- Weapon Dance I: 24 second cooldown changed to 20 second cooldown.
- Weapon Dance II: 20 second cooldown changed to 18 second cooldown.
Source ↗ - Resolved an issue where the skills which caused damage overtime would proc one time less than expected; Poleaxe skill affected: Halberdier's Thrust.
Source ↗ - Weapon Dance: Increased Attack Range
- After the skill hits, the target will now face the attacker.
- When Weapon Dance hits an enemy, the "Attack Power Reduced" debuff will last for 2 additional seconds.
- Cooldown time has been reduced: Weapon Dance I: 24 seconds, Weapon Dance II: 20 seconds, Weapon Dance III: 16 seconds
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Bec de Corbin: I changed from 30 seconds to 28 seconds, II from 28 to 26, III from 26 to 24.
- Grim Harvest I/II/III: Changed from 18 seconds to 17 seconds.
Source ↗ - Bec de Corbin III: Increased slashing armour penetration by 5%
- Rough Justice III: Increased damage by 5%
- Halberdier's Thrust III: Increased damage by 3%
- Adjusted the repelled animation for Push Back II.
Source ↗ - Increased the mastery point income from killing enemies in battle.
Short Bow17 changes · 17 sourced · latest 30 Dec 2022
Source ↗ - [Basic Attack]: basic attacks grant [Armor Piercing] upon hit, increasing piercing damage by 1.5% and movement speed by 1.5% for 2.5 seconds, stacking up to 20 times. You drop 3 stacks whenever the duration runs out.
- [Roll]: no longer grants [Armor Piercing].
- [Poison Arrow]: hits mark the enemy for 3 seconds; basic attacks make the mark explode, dealing 200 Bleed damage plus 4.5% of the enemy's remaining HP over 2 seconds. Reduces paragon skill cooldown by 2 seconds when hitting an enemy. Base poison duration reduced to 3 seconds (was 8).
- [Steel-tipped Arrow]: damage changed to I 108% base + 595 piercing (was 100% + 942); II 110% + 680 (was 100% + 1,156); III 112% + 750 (was 100% + 1,370). Hits mark the enemy for 3 seconds; basic attacks make the mark explode, dealing 200 Bleed damage plus 4.5% of the enemy's remaining health over 2 seconds. Reduces paragon skill cooldown by 1 second when hitting an enemy. Removed the effects that reduced the enemy's defenses and greatly reduced their block.
- [Angry Hornets]: poison damage changed to I 50 per second + 0.3% of remaining health (was 90 per second); II 60 + 0.35% (was 105); III 70 + 0.4% (was 120). Hitting with Angry Hornets grants [Armor Piercing].
- [Wrath of Artemis]: hitting with Wrath of Artemis grants [Armor Piercing].
Source ↗ - [Wrath of Artemis]: new effect, damage when being hit by multiple [Wrath of Artemis] increased by 5%.
- [Stunning Shot]: II and III now slow for 50% for 3 seconds after the Concussed effect runs out.
- [Steel-tipped Arrow]: III's new effect greatly reduces block.
Source ↗ - Fixed an issue where [Short Bow] heroes would begin moving oddly after getting hit by Wrath of Artemis.
Source ↗ - [Rolling Escape]: Cooldown increased to 9/8/7 seconds (was 8/7/6). [Parting Shot I]: Adjusted the piercing damage to 16% + 160 (was 14% + 133 points). [Parting Shot II]: Adjusted the piercing damage to 16% + 191 (was 14% + 166 points). [Parting Shot III]: Adjusted the piercing damage to 16% + 275 (was 14% + 250 points). Extra Effect: Damage increased by 20% for 6 seconds (was 30%). The poison from [Poison Arrow] and [Angry Hornets] now trigger [Skadi's Cruelty].
Source ↗ - [Rolling Escape] Rolling Escape I: Cooldown increased to 8 seconds (was 7). Rolling Escape II: Cooldown increased to 7 seconds (was 6). Rolling Escape III: Cooldown increased to 6 seconds (was 5). Movement speed bonus increased to 20% (was 15%). [Poison Arrow] Poison Arrow I: Adjusted the piercing damage to 100% + 245 (was 100% + 176 points). Poison Arrow II: Adjusted the piercing damage to 100% + 290 (was 100% + 210 points). Poison Arrow III: Adjusted the piercing damage to 100% + 325 (was 100% + 246 points).
Source ↗ - [Parting Shot] I: piercing damage to 14% + 133 (was 17% + 159); II: to 14% + 166 (was 17% + 186); III: to 14% + 250 (was 17% + 223).
Source ↗ - Poison Arrow's cooldown reduces to 7 seconds (was 8).
- Angry Hornets' cooldown reduces to 48 seconds (was 50).
- Parting Shot's cooldown reduces to 25/23/20 seconds (was 30/28/25).
- Wrath of Artemis' cooldown reduces to 48 seconds (was 50).
Source ↗ - Adjusted the firing angle for short bow heroes when using [Steel-tipped Arrow] and [Poison Arrow]. The arrow trajectories of these skills are now closer to that of basic attacks and other skills.
Source ↗ - The short bows' [Aimed Attacks] armour penetration increase text description has been corrected to 7.5% (was written as 10%).
Source ↗ - Enemies hit by [Steel-tipped Arrow II] have their defence reduced by 20% (down from 30%).
- Enemies hit by [Steel-tipped Arrow III] have their defence reduced by 20% (down from 30%).
Source ↗ - Normal shots will now fire in sets of three. Every third shot will have increased power, and the third shot's damage, trajectory and animation have been improved.
- Every third shot will be more powerful, dealing increased piercing damage and will have a more stable trajectory. Hitting a target will also grant a stack of Armour Piercing.
- Reduced the blunt damage multiplier for basic melee attacks but added some bonus blunt damage.
Source ↗ - Resolved an issue where the skills which caused damage overtime would proc one time less than expected; Short Bow skills affected: Poison Arrow and Angry Hornets.
- Resolved an issue where Short Bow wouldn't properly gain increased armour piercing effects for their damage skills upon spending a stack of the 'Armouring Piercing' buff which they gain after rolling.
Source ↗ - The skills "Poison Arrow", "Angry Hornets" and "Steel-tipped Arrow" no longer can be cast continuously under any circumstance.
Source ↗ - Shooting skills consume a layer of buff obtained by rolling, when consumed it grants 15% extra Armour Piercing.
- Fixed a bug where the skills "Throw Bola" and "Parting Shot" would consume Stamina upon use.
Source ↗ - Fixed a bug that caused Short Bow warlords to keep enemies stunned by tapping F quickly.
- Moved the position of the camera further back for Longbow, Shortbow and Musket, making it easier for them to aim.
Source ↗ - Wrath of Artemis III: Increased piercing armour penetration by 5%
- Steel-tipped Arrow III: Every time a Warlord shoots through an enemy, damage loss will be reduced by 30%.
Source ↗ - Angry Hornets II (Short Bow): Increased the piercing damage from 103 to 143 for each attack.
- Angry Hornets III (Short Bow): Increased the piercing damage from 118 to 188 for each attack.
- Fixed a bug that the Stunning Shot (Short Bow) sometimes didn't correctly stun the enemy.
Shortsword & Shield21 changes · 21 sourced · latest 14 Dec 2022
Source ↗ - [Shielded Charge]: Charges forward while blocking against frontal attacks.
Source ↗ - [Shielded Charge]: I and II increase all types of defenses by 50%; III increases defenses by 50% (previously reduced damage taken by 90%). Adjusted the hitbox of the second shield bash. Blunt damage adjusted to I 77% + 395 (was 67% + 344); II 77% + 463 (was 67% + 402); III 77% + 531 (was 67% + 461).
- [Shield Thump]: concusses if both attacks hit.
Source ↗ - Fixed an issue where the Shortsword & Shield hero's [Ironsides] III skill didn't gain increased duration from the set effect as intended when equipping the [Wargod's Bulwark] rune along with an epic set.
Source ↗ - [Throw Shield]: Slow duration adjusted to 3/3/3 seconds (was 2/3/4).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
Source ↗ - [Thunderstruck] Thunderstruck I: Adjusted the blunt damage to 281% + 4,024 (was 281% + 3,697 points). Thunderstruck II: Adjusted the blunt damage to 281% + 4,540 (was 281% + 4,086 points). Thunderstruck III: Adjusted the blunt damage to 281% + 4,954 (was 281% + 4,407 points).
Source ↗ - Fixed an issue where the Shortsword & Shield's [Thunderstruck] increased defense by less than what the description said. Fixed an issue where the Shortsword & Shield's [Barricade] increased attack by more than what the description said.
Source ↗ - [Kick] III: first strike blunt damage to 160% + 963 (was 150% + 994); second strike to 172% + 1,083 (was 164% + 1,084); third strike to 186% + 1,107 (was 177% + 1,174).
Source ↗ - Fixed an issue where the [shortsword & shield] hero's Shielded Charge didn't work fully as described.
Source ↗ - Blunt skill change, Thunderstruck: Attribute Bonus 401% and Skill Damage 3,240 changed to 281% and 4,407.
Source ↗ - Resolved an issue where the shared cooldown of the shortsword & shield hero's [Thunderstruck] and [Centurion's Battle Drill] skills differed from other skills. Their shared cooldowns are now 0.5 seconds.
Source ↗ - Resolved an issue where the effect of the [Echoes of the Dead] (shortsword & shield) rune would override shortsword & shield set effects.
Source ↗ - Based on player feedback and gameplay data, the Shortsword & Shield skill [Ironsides] is currently performing better than expected.
- [Ironsides]: Once its defense buff runs out, you will be weakened for 4 seconds, reducing the hero's defence by 15%.
- Increase the block break of basic attacks.
Source ↗ - Kick I: One-hit attack, 147% Basic + 756 Blunt Damage changed to Two-hit Combo, with the first attack dealing 130 Basic + 806 Blunt Damage, and the second hit dealing 154% Basic + 842 Blunt Damage
- Kick II: Two-hit Combo of 147% Basic + 864 and 161% Basic + 942 Blunt Damage changed to Two-hit Combo of 140% Basic + 954 and 159% Basic + 1,034 Blunt Damage
Source ↗ - Resolved an issue where the skill "Shielded Charge" would knock enemies back when it shouldn't.
Source ↗ - The skills "Throw Shield I" and "Throw Shield II" will now display the right skill descriptions.
Source ↗ - Fixed a bug where the skill "Kick III" wouldn't knock down enemies correctly.
- Fixed a bug where you would not gain acceleration when hitting an enemy with the skill "Throw Shield".
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Shield Bash I/II/III: Changed from 18 seconds to 14 seconds.
- Kick I/II/III: Changed from 16 seconds to 12 seconds.
Source ↗ - Thunderstruck: Warlords can press T again to jump and smash to the ground while sprinting.
- Warlords can adjust the camera to choose their jump location, before jumping.
- Added a defence buff and slightly decreased the move speed upon the moment of using the skill.
- Increased the movement distance.
Source ↗ - Shield Bash III: Increased blunt damage by 5%
- Kick III: Increased blunt damage by 3%
Source ↗ - Attacks against other warlords no longer cause stagger effects and the effect is reduced against enemy units.
- Increased the cooldown to 24, 22 and 20 seconds for Shielded Charge I, II and III
- Increased the cooldown from 20s to 30s for Ironsides I
- Increased the cooldown from 20s to 27s for Ironsides II
- Increased the cooldown from 20s to 24s for Ironsides III
- Decreased the cooldown from 20s to 18s for Procris's Gift II
- Decreased the cooldown from 20s to 16s for Procris's Gift III
- 4 item bonus effect now has 120 armor points preventing penetration, slashing and stabbing
Spear17 changes · 17 sourced · latest 22 Jun 2022
Source ↗ - [Overhead Strike I]: Adjusted the slashing damage of the first strike to 63% + 724 (was 61% + 693 points). [Overhead Strike II]: Adjusted the slashing damage of the first strike to 63% + 875 (was 61% + 823 points). Adjusted the piercing damage of the second strike to 65% + 944 (was 61% + 823 points). [Overhead Strike III]: Adjusted the slashing damage of the first strike to 63% + 1,006 (was 61% + 953 points). Adjusted the piercing damage of the second strike to 65% + 1,093 (was 61% + 953 points).
Source ↗ - You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
- Fixed an issue where the attack would fail if you fully charged up the Spear's right-click attack while mounted and ran out of stamina.
Source ↗ - [Heaven's Fury] Heaven's Fury I: Adjusted the piercing damage to 600% + 7,950 (was 555% + 7,247 points). Heaven's Fury II: Adjusted the piercing damage to 600% + 9,100 (was 555% + 8,665 points). Heaven's Fury III: Adjusted the piercing damage to 620% + 11,000 (was 583% + 10,588 points).
Source ↗ - Fixed an issue where the Spear's [Lugh's March] didn't increase blunt armor penetration.
Source ↗ - Using Ready Spears without attack will consume 150 stamina per second.
- [Procris's Gift]: This ability no longer removes daze and knock down.
Source ↗ - [Dismounting Strike]: Base piercing damage caused has been reduced to 180% (was 260%)
Source ↗ - Blunt skill change, Return of Jangar phase 3: Attribute Bonus 246% and Skill Damage 1,407 changed to 172% and 2,111.
Source ↗ - Resolved an issue with the spear hero skill [Procris's Gift]'s description: It previously read 'Extra Effect: Removes "Dazed" effect.', whereas it now reads 'Removes daze and knock down effects.'
Source ↗ - The defense granted by [Stalwart Shields] (Spear) reduced to 80 (down from 100).
Source ↗ - Corrected the skill description of the Spear's [Lugh's March I & II]'s [Prophecy] node: Piercing Damage Multiplier +3% -> Slashing Damage Multiplier +3%.
- Corrected the skill description of the Spear's [Lugh's March II & III]'s [Transformation] node: Piercing Damage Multiplier +3% -> Slashing Damage Multiplier +3%.
- Resolved an issue where the Wyvern and Hydra nodes of [Dragon's Roar] for Spear heroes wouldn't work.
Source ↗ - The Spear's burst damage exceeds our expectations.
- [Full Tilt Charge]: Can no longer maintain charge once the mount's endurance has been depleted.
- [Dismounting Strike]: The skill's hit box has been changed to better conform to the visual effect.
- [Procris's Gift]: Block break reduced to 500 (down from 1,000).
- [Dragon's Roar I]: Reduce the base damage bonus to 350% (down from 367%), and its set damage to 4,183 (down from 4,783).
- [Dragon's Roar II]: Reduce the base damage bonus to 350% (down from 367%), and its set damage to 5,119 (down from 5,719).
- [Dragon's Roar III]: Reduce the base damage bonus to 350% (down from 367%), and its set damage to 6,055 (down from 6,655).
- Increase the block break of basic attacks.
- The [This attack punctures the target's armour, reducing their defense] of [Overhead Strike] and [Dragon's Roar] has been replaced with: 'Each hit increases your armour penetration by 2% and reduces your damage taken by 2%, stacking up to 10 times'.
- [Gungnir's Greeting] no longer reduces the defence of enemies hit, and the extra effect of [Gungnir's Greeting I] has been changed to: 'Each hit increases your armour penetration by 2% and reduces your damage taken by 2%, stacking up to 10 times'.
Source ↗ - Removed the "Ignore Defense" effect from Procris's Gift III.
- Added an effect "Reduces the target's block."
Source ↗ - Fixed a bug where the hit box of the Spear attack when jumping from horseback was applied earlier than the real animation.
Source ↗ - Multi-step skill cooldowns now start every time a step of the skill is cast.
- Hurricane's Edge: I changed from 24 seconds to 22 seconds, II from 22 to 20, III from 20 to 18.
- Return of Jangar I/II/III: Changed from 16 seconds to 14 seconds.
Source ↗ - Fixed a bug where Spear heroes couldn't use Q to dismount when using "Full Tilt Charge".
Source ↗ - Lugh's March III: Increased piercing damage by 3%
- Procris's Gift III: Increased piercing armour penetration by 3%
- Return of Jangar III: Increased damage by 3%
- Heaven's Fury III: Increased damage by 5%
- Fixed a bug with the Spear warlord where the buff effects of "Lugh's March", "Hurricane's Edge" and "Heaven's Fury" wouldn't stack up.
Source ↗ - Gungnir's Greeting: Increased the basic damage bonus from 122 to 153 for the second stage of level II & III.
- Increased the extra damage bonus from 1490 to 1863 for the second stage of Gungnir's Greeting II.
- Increased the extra damage bonus from 1802 to 2253 for the second stage of Gungnir's Greeting III.
- Hurricane's Edge: Increased the basic damage bonus from 183 to 214 for the first stage of all levels.
- Increased the extra damage bonus from 1627 to 1898 for the first stage of Hurricane's Edge I.
- Increased the extra damage bonus from 2001 to 2335 for the first stage of Hurricane's Edge II.
- Increased the extra damage bonus from 2392 to 2790 for the first stage of Hurricane's Edge III.
- Increased the basic damage bonus from 81 to 102 for the second stage of Hurricane's Edge II & III.
- Decreased the cooldown from 24s to 22s for Hurricane's Edge II
- Decreased the cooldown from 24s to 20s for Hurricane's Edge III
- Fixed a bug where the first part of an attack by the Spear could easily be interrupted by a normal attack.
- Fixed a bug where the Spear combat dismount didn't correctly stun the enemy.
Units 59
Alchemists2 changes · 2 sourced · latest 22 Jun 2022
Azaps5 changes · 5 sourced · latest 21 Sept 2022
Source ↗ - Fixed an issue where the [Azaps]' skill icon would disappear if they used their [Counterstrike] skill while heading toward a supply point.
Source ↗ - Block recovery rate is increased to 50/sec (was 40).
- 'Counterattack': Will enter a defensive stance upon use for 7 seconds. Using this skill again during this time will have them launch a counterattack, or they will counterattack automatically when blocking. Cooldown reduced to 21 seconds (was 27).
- 'On Watch': Blocks for up to 3 seconds, after which they will launch a round of attacks against the enemy. Cooldown reduced to 23 seconds (was 26).
Source ↗ - Blunt armour penetration increased by 55 and blunt damage by 37.
Source ↗ - Initial Health 5886 → 6565
- Health/level 164 → 183
- Slashing Armour Penetration 1232 → 1352
Source ↗ - The base cooldown of 'Counterstrike' has been reduced from 36 seconds to 27 seconds and it's base duration has been increased from 5 seconds to 7 seconds.
- The base cooldown of 'On Watch' has been reduced from 30 seconds to 26 seconds.
- Resolved an issue where the Azap's unit nodes didn't correctly display changes on the unit's ability graph.
Berserkers6 changes · 6 sourced · latest 21 Sept 2022
Source ↗ - Leadership increased to 255 (was 245).
- Reduced the block break of attacks by 25%.
Source ↗ - Their Rage growth speed when taking damages now is decreased by 15%.
- Berserkers will take 43% damage more (was 35%) when using [Frenzy].
Source ↗ - Increases the rate of rage increase by 50% when taking damage.
- The damage reduction effect of each level of 'Battle Madness' increased to 6% (was 5%).
- Changed the effect of 'Odin's Charge' to 'Reduced the damage taken from enemy troops' (was 'Reduced the damage taken from Charge skills'). Improved the skill AI to avoid rapid attrition due to dense formation.
- Reduced 'Berserker Assault' cooldown to 3 secs (was 5 secs), and Berserkers will gain 4 stacks of 'Battle Madness' as soon as they use 'Berserker Assault'. Improved the skill AI to hit multiple enemies in an easier way.
- The negative effect of damage increase in 'Frenzy' state is reduced to 35% (was 50%).
Source ↗ - Piercing defense increased by 10.
Source ↗ - Reduced the damage against heroes of attacks in Berserk by 30%.
Source ↗ - Resolved an issue where [Odin's Berserkers] could use skills while climbing ladders.
Claymores4 changes · 4 sourced · latest 28 Apr 2022
Source ↗ - In the current meta, we spotted that with the 'Fearless Heart' of Claymores, players are likely to earn overrated Assist Points, resulting in some bad in-battle behaviour.
- Now we've reduced the multiplier for Claymores to gain Assist Points via 'Fearless Heart'.
Source ↗ - Fixed an issue where the hero would also be affected by Unwavering Heart when the [Claymores] used skills.
Source ↗ - Leadership bonus ended for Highlander's units: [Claymores] 235->245.
Source ↗ - Added the [Solidarity] label to the [Bagpipers] and [Claymores] units: Part of the debuff the Claymores receive when [Roar of Faith] ends don't take effect when affected by the Bagpipers' [Bagpipe Melody].
Condottieri Guards8 changes · 8 sourced · latest 25 Nov 2022
Source ↗ - Fixed an issue where the Shock Attack of Condottieri Guards could be triggered after using the Shield Rush skill.
Source ↗ - Once [Shield Rush] ends, they gain [Shock Attack] for 4 seconds and attack the enemy once more.
- Improved the AI of [Shock Attack], making the unit more likely to charge enemies.
Source ↗ - Resolved an error with the Condottieri Guards' Ironsides doctrine.
Source ↗ - Resolved an issue where the Block wouldn't be counted first when the Condottieri Guards were attacked after having used Charge.
Source ↗ - Initial Health 5501 → 5705
- Health/level 154 → 188
- Slashing Armour Penetration 1060 → 1164
Source ↗ - Sudden Impact will no longer apply the 'Daze' effect.
Source ↗ - The "Shock Attack" skill can no longer knockback Warlords.
- Decreased Leadership Value from 185 to 170.
Source ↗ - Adjusted the movement speed of the Condottieri Guardsman in the open-world to the correct movement rate.
- Fixed a bug that caused the skill "Sudden Impact" to be wrongly displayed in the Unit Tree and Unit Details.
Coutiliers6 changes · 6 sourced · latest 1 Sept 2022
Source ↗ - Increased piercing armor penetration damage to [Charge]. It now can be increased with movement speed, up to 50%.
- The max speed of [Charge] now is 20% faster than before. The max benefits gained from movement speed now is increased to 85% (was 50%).
- The cooldown time of [Charge] now is reduced to 35 secs (was 50).
Source ↗ - Piercing Armour Penetration increased by 59.
Source ↗ - Piercing damage increased by 76.
Source ↗ - Resolved an issue where the Coutiliers' Long Charge didn't take effect.
Source ↗ - Cavalry rework: Reduced initial speed and acceleration, these units no longer need a duration of time to pass to reach max speed.
- When cavalry crashes into walls and big objects (such as shelters) at a high speed, they will take some damage, stop charging and get frightened.
- When cavalry charge is interrupted by brace weapons, muskets, and bolts, the cavalry cannot enter the charge status again.
- Altered the turning animation to be more smooth and slightly reduced turning rate for all cavalry units.
Source ↗ - Charge damage has been decreased by 20%.
- Speed-related main attack damage bonus has been reduced by 33%.
- Health increase per level is reduced from 118 to 89.
Cudgel Monks5 changes · 5 sourced · latest 1 Sept 2022
Source ↗ - The cooldown time of [Windmill Strike] now is reduced to 21 secs (was 30).
- Increased the dealing damage frequency of [Windmill Strike]. When sweeping their weapon, they could be dealing 5 times damage to enemies (was 30). They now can be more effective to fight against enemies.
- Basic attack has 22% chance to trigger [Windmill Strike].
Source ↗ - Now require 160 leadership (was 190).
Source ↗ - Piercing defense increased by 45.
Source ↗ - Health increased by 225.
Source ↗ - Raised the Cudgel Monks' level cap to 18 (was 16).
Dagger-Axe Lancers8 changes · 8 sourced · latest 28 Sept 2022
Source ↗ - [Rally to Me] no longer needs to be unlocked for Veterancy Points; the original Veterancy Point effect is changed to reduce damage taken from firearm infantry by 30%.
- [Rally to Me]'s cooldown is no longer related to [Charge]; reduced to 45 seconds (was 60).
- Improved [Rally to Me] so the unit moves and charges better than before.
- If attacked during [Rally to Me], they will now immediately launch a sweeping counterattack against nearby enemies. This attack can hit many units.
Source ↗ - Blunt Defence increased by 41.
Source ↗ - Piercing damage increased by 58 and slashing damage by 64.
Source ↗ - Blunt defence increased by 44.
Source ↗ - Resolved an issue where the additional skill for Dagger-Axe Lancers which is unlocked through the veterancy tree would not display when in battle.
Source ↗ - Cavalry rework: Reduced initial speed and acceleration, these units no longer need a duration of time to pass to reach max speed.
- When cavalry crashes into walls and big objects (such as shelters) at a high speed, they will take some damage, stop charging and get frightened.
- When cavalry charge is interrupted by brace weapons, muskets, and bolts, the cavalry cannot enter the charge status again.
Source ↗ - Charge and following charge damage has been decreased by 20%.
- Dagger-Axe Lancers' charge skill and follow charge skill share a cooldown.
- Speed-related main attack damage bonus has been reduced by 33%.
- Fear Nothing's charge damage has been reduced from 7% to 5%.
- Basic Slashing Defence is reduced from 471 to 451.
- Health increase per level is reduced from 134 to 101.
- Fixed the incorrect charge animation of Cataphract Lancers and Dagger-Axe Lancers
Source ↗ - Fixed the charge of Dagger-Axe Lancers couldn't come into effect.
Demesne Arbalists6 changes · 6 sourced · latest 29 Jun 2022
Source ↗ - Fixed a bug that when activating veteran tree's final stage, [Demesne Arbalists] will not attack in the melee mode after running out of ammo.
Source ↗ - Piercing Damage 1367 → 1529
Source ↗ - The unit tree nodes "Guild-Quality Arrows" and "Double-Wound String" now appear correctly when using Demesne Arbalists.
Source ↗ - Demesne Arbalists' damage upon hitting a second target is now 30%.
Source ↗ - Basic Piercing Damage has been reduced by 79 points.
- Health increase per level has been decreased by 13.
Source ↗ - Fixed an error with Demesne Arbalists "The Hundred Paces" skill description (+9% to the shooting distance).
Demesne Spearmen5 changes · 5 sourced · latest 28 Apr 2022
Source ↗ - Reduced the cooldown of 'Pure Attack' to 13 seconds (was 17), increased armour penetration by 33% and reduced attack interval by 30%.
Source ↗ - Improving their initial health to 6,616 (was 5,742).
- Removed their ability to switch weapons.
- Added the new skill [Sacrifice]: They shoulder their shields and abandon blocking only to charge at the enemy at high speed, charging up a lunging strike to deal massive damage, then raise their shields once more.
Source ↗ - Resolved an issue where the Demesne Spearmen would lose their Advance skill after interacting with a supply point.
Source ↗ - Initial Health 4820 → 5522
- Health/level 144 → 220
Source ↗ - Basic Piercing Defence has increased from 236 to 336.
- Basic Slashing Defence has increased from 348 to 358.
- Base HP has increased from 4400 to 4820.
- Health increase per level has increased from 132 to 145.
Falconetti Gunners3 changes · 3 sourced · latest 29 Oct 2020
Source ↗ - Resolved an issue where the following units could not properly interact with supply points: Sipahis, Winged Hussars, Selemchid Cavalry, Falconettii Gunners, and Fortebraccio Pikemen.
Source ↗ - Increased HP by 10% to slightly increase the survivability of the unit.
- Increased minimal attacking range from 4 meters to 10 meters. Falconetti Gunners cannot attack enemies within 10 meters. This change has been made to increase the threat of enemy Warlords.
- Decreased Leadership Value from 350 to 335.
Source ↗ - Fixed a bug with the Falconetti Gunners where they would cancel their setting down movement when executing other attack orders.
- Fixed the bug that prevented some quests from being counted for the Falconetti Gunner Challenges.
Fortebraccio Pikemen7 changes · 7 sourced · latest 26 Oct 2022
Source ↗ - Increased the hitbox of [Brace], and reduced the distance where they are incapable of attacking enemies to 2 meters (was 5). Their [Brace] will now follow the movement of enemies within a certain distance.
- Increased [Brace]'s armor penetration and damage by 10% and rate of attacks by 35%. Also reduced damage taken from cavalry during [Brace] by 15%.
- Improved the AI of their [free attacks]. They will now try to use their range advantage, and increased their attack rate by roughly 28%.
Source ↗ - Upped their initial health to 6,646 (was 6,543).
Source ↗ - Increased the Fortebraccio Pikemen's damage to cavalry while using Brace by 15%.
- Increased the damage of Brace based on enemy movement speed by up to 15%. Using Brace against charging cavalry will reach this number.
Source ↗ - Initial Health 5925 → 6543
- Health/level 148 → 170
- Piercing Damage 1006 → 1092
Source ↗ - Resolved an issue where the following units could not properly interact with supply points: Sipahis, Winged Hussars, Selemchid Cavalry, Falconettii Gunners, and Fortebraccio Pikemen.
Source ↗ - When in Brace formation, the minimum distance required equals the size of around two people, and they no longer attack and deal damage within this range.
Source ↗ - Resolved an issue where the 'Rare Polearm' and 'Epic Polearm' doctrine would disappear from the following units: Village Watchmen, Demesne Pikemen, Fortebraccio Pikemen
Greyhair Garrison1 change · 1 sourced · latest 4 Nov 2021
Source ↗ - Resolved a bug where Grayhair Garrison will gain extra recovery on blocking.
Halberdiers5 changes · 5 sourced · latest 26 Oct 2022
Source ↗ - Base health increased to 5,537 (was 5,191) and health growth to 166 (was 155).
- They now take greatly reduced damage from the first cavalry attack during [Stand Firm]. They need to re-enter formation to reset this effect.
- They will no longer move around to fill up positions during [Stand Firm]. Will now also re-form formation quicker after being hit by crowd-control effects and launch a counterattack.
- They will now form up in a tighter formation.
Source ↗ - Fixed an issue where the Stand Firm of Halberdier Sergeants and Halberdiers wouldn't deal damage while charging.
Source ↗ - Initial Health 4845 → 5191
- Health/level 135 → 155
Source ↗ - Resolved an issue where the 'Damage' node effect for Halberdiers ("increases armour penetration after sprinting by 8%") would not take effect.
Source ↗ - Basic Piercing Defence has increased from 262 to 352.
- Basic Slashing Defence has increased from 355 to 395.
- Base HP has increased from 4456 to 4845.
- Health increase per level has increased from 125 to 136.
Imperial Archers6 changes · 6 sourced · latest 28 Sept 2022
Source ↗ - Changed [Bodkin Arrows] so it now launches several volleys of armor-penetrating arrows in a small area, with greatly increased armor penetration, firing rate increased by 35%, and it now also deals some block break.
- Increased their base firing rate by 15% and the damage of [Bodkin Arrows] by 11%, but reduced [Bodkin Arrows]' extra armor penetration reduction by 18%.
- They will now fire armor-penetrating arrows and have an 18% increased rate of fire during [Arrow Rain].
- Changed the Veterancy Point node [Like Clockwork] to reduce [Bodkin Arrows]' cooldown by 1 second.
- The Veterancy Point node [Heavy Arrow Training] no longer reduces rate of fire.
Source ↗ - Piercing Armour Penetration 1224 → 1277
- Piercing Damage 1603 → 1620
Source ↗ - Resolved an issue where the 'Imperial Archers' unit wouldn't attack by themselves after switching to melee combat.
Source ↗ - Basic Piercing Damage has been reduced by 48 points.
- Basic Armour Penetration has been decreased by 52.
- Health increase per level has been decreased by 10.
Source ↗ - Veterancy point "Garrison": "each level increases accuracy during siege battles by 5%" was adjusted to "increases the shooting speed of Bodkin Arrows by 5%"
- Veterancy point "Kit Repair": "reduces resupply cost by 5%" was adjusted to "increases damage to cavalry by 10%"
- Veterancy point "Sharp Shot": "increases the shooting accuracy by 5%" was adjusted to "increases the shooting speed of Bodkin Arrows by 5%"
Source ↗ - Increased shooting speed of Bodkin Arrows by 25%
- Increased the damage of Bodkin Arrows by 12.5%
Imperial Arquebusiers7 changes · 7 sourced · latest 28 Sept 2022
Source ↗ - Improved [Volley Fire]'s AI: will now launch a volley after forming formation, after which the three rows of Arquebusiers fire in succession.
- Changed the firing order and interval of [Volley Fire], reducing the gap between shots; this should increase [Volley Fire]'s effectivity by about 40%.
- Reduced [Volley Fire]'s cooldown to 40 seconds (was 50).
- Removed the 'reduces piercing damage by 10%' effect from the [Choice] Veterancy Point node.
- Changed the Veterancy Point node [Skillful Barrels]: cavalry hit by Volley Fire take 33% increased damage for 1 second (previously the node made Volley Fire fire one extra time).
Source ↗ - Fixed the text description of the [Imperial Arquebusiers]' Veterancy Point node [Kit Repair]. It now displays 'reduces unit resupply cost by 20%' (previously displayed as 5%).
Source ↗ - Piercing Damage increased by 48.
Source ↗ - Piercing Damage 2712 → 2748
Source ↗ - The "Volley Fire" skill will now correctly take effect upon use.
Source ↗ - Volley Fire's basic firing speed has been reduced by 30%.
- Basic Piercing Damage has been reduced by 60 points.
Source ↗ - Greatly increased accuracy of Imperial Arquebusier volley; adjusting the lasting time of volley fire from 40s to 30s.
- Fixed a bug where Imperial Arquebusier skill cooldown didn't work correctly during training.
- Fixed a bug that rudimentary sights and alloyed bullets of Imperial Arquebusiers didn't come into effect.
- Fixed issue where Volley Fire Practice in the Unit Tree worked correctly only for Imperial Arquebusiers.
Imperial Javelineers6 changes · 6 sourced · latest 27 Feb 2022
Source ↗ - Initial Ammo: 60 >> 90
- Piercing Armor Penetration: 200% >> 250%
- Piercing Damage: 220% >> 280%
Source ↗ - Resolved an issue where the [Imperial Javelineers] Veterancy Point node [Acute Shield] would reduce melee damage.
Source ↗ - Initial Health 5914 → 6219
- Health/level 147 → 189
Source ↗ - Imperial Javelineers' damage has been reduced by 10%.
Source ↗ - Basic Piercing Defence has increased from 545 to 605.
- Basic Slashing Defence has increased from 458 to 468.
- Base HP has increased from 5098 to 6168.
- Health increase per level has increased from 127 to 154.
Source ↗ - Decreased the leadership from 265 to 240 for .
Imperial Pike Guards8 changes · 8 sourced · latest 26 Oct 2022
10 changes from 2023 onwards →
Source ↗ - Increase [Advance]'s base armor penetration by 12% and base damage by 10%.
Source ↗ - Increasing [Advance]'s base damage by 12%, and it will deal an extra 30% damage against units moving at high speed.
- Enemies hit by [Advance] take 2% increased damage (includes damage caused by all allies) per attack for a maximum of 16%.
Source ↗ - Piercing damage increased by 22.
Source ↗ - Resolved an issue where some of the [Imperial Pike Guards] units would change direction on their own while running into obstacles during [Advance].
Source ↗ - Initial Health 6232 → 6684
- Health/level 186 → 200
- Piercing Armour Penetration 1431 → 1455
- Piercing Damage 1018 → 1088
Source ↗ - When in Brace formation, the minimum distance required equals the size of around two people, and they no longer attack and deal damage within this range.
Source ↗ - The advancing of Imperial Pike Guards now have a bonus to damage. They will cause more damage when advancing into relatively low movement speed units. Greater speed difference will bring higher damage.
- The advancing of Imperial Pike Guards now give extra damage to charging units.
- Health growth for each level has been increased by 42 points.
- Increased the distance of damage dealt by 0.8 meters when advancing.
- Basic Piercing Defence has increased from 566 to 596.
- Basic Slashing Defence has increased from 470 to 490.
- Base HP has increased from 5377 to 6232.
- Health increase per level is increased from 176 to 187.
Source ↗ - Fixed some bugs with the movement of the Imperial Pike Guards, the unit can now move more fluently after formation is completed.
Imperial Spear Guards8 changes · 8 sourced · latest 28 Sept 2022
13 changes from 2023 onwards →
Source ↗ - Reduced their damage taken by 35% (this damage reduction does not work while crowd controlled or when their block breaks).
Source ↗ - Now require 230 leadership (was 245).
Source ↗ - We're upping their initial health to 8,730 (was 8,203).
Source ↗ - Blunt armor penetration increased by 100.
- Blunt damage increased by 75.
Source ↗ - The width of the Shield's hitbox is increased by 13% while in formation, reducing the chance of arrows passing through their defence.
- Replaced the 'Advance' skill with 'Heavy Shield Push'. The Imperial Spear Guards will gather in their formation making them immune to crowd control abilities and then they will knock back enemies as they advance.
- Empowered the skill 'Cover Commander'. While using 'Cover Commander', Imperial Spear Guards become immune to crowd control abilities for 2 seconds and gain 30% increase to all types of damage and defence for every 3 hits they take.
- The unit trait 'Heavy Shields' has been changed to 'Lock Shields': when in formation, they can repel enemies with their shields once every 20 seconds.
Source ↗ - Initial Health 6709 → 8027
- Health/level 147 → 176
Source ↗ - Basic Piercing Defence has increased from 633 to 673.
- Basic Slashing Defence has increased from 574 to 584.
- Base HP has increased from 5963 to 6709.
- Health increase per level is reduced from 149 to 148.
Source ↗ - Fixed a bug where Imperial Spear Guards can equip the Epic Spear Doctrine V and the Legendary Healing Doctrine.
Incendiary Archers5 changes · 5 sourced · latest 26 Oct 2022
Source ↗ - [Flaming Arrows] now startle horses and can interrupt charging cavalry.
- Reduced the cooldown of [Flaming Arrow] to 20 seconds (was 60). Increased the rate of fire of [Flaming Arrow] by 20% and ammo consumption by 33%.
- Adjusted [Flaming Arrows]' burn effect: Burn damage now lasts 4 seconds (was 5) and stacks up to 2 times. Can still deal burn damage against enemies with Fireproof Armor. Hitting an enemy with 2 stacks of burn with Flaming Arrow has a fairly high chance to put them into a burning terror state.
Source ↗ - Piercing Armour Penetration 927 → 1079
- Piercing Damage 1523 → 1560
- Leadership Cost 190 → 180
Source ↗ - Resolved an issue where the Incendiary Archers' Refine Incendiary Oil didn't take effect
Source ↗ - Resolved an issue where, after Incendiary Archers used the skill 'Arrow Rain', the bonus gained from 'Burn Them All' in unit training, and 'Refine Incendiary Oil' from the unit tree would be lost.
Source ↗ - Basic Armour Penetration is reduced by 76.
- Health increase per level has been decreased by 3.8.
Iron Reapers14 changes · 14 sourced · latest 25 Nov 2022
10 changes from 2023 onwards →
Source ↗ - Fixed an issue of the damage dealt by Iron Reapers' Shock skill.
- Fixed an issue of the Column formation of Iron Reapers.
Source ↗ - New Effect added to [Shock]: their flail charge will inflict [Sunder] to enemy shield infantry. Sunder greatly reduces the armor penetration and defenses of that unit for a short time, thereby bolstering the Iron Reapers' survivability when in the heat of battle.
- Flail [Shock] always breaks the enemy's block and knocks enemies down (previously sent them flying). Also dazes enemy heroes, making it easier to land more [Shock] attacks.
- Flail [Shock] now hits twice, with the first being the collision for blunt damage and then they strike for extra blunt damage.
- They now form into a tighter [Column] formation to easier use [Shock].
Source ↗ - Base blunt armor penetration and blunt damage increased by 30% when using [Charge] with their flails.
- Added characteristic to [Dual Wielders]: Damage dealt to infantry increased by 10% when using swords, and damage dealt to shield infantry increased by 30% when using flail charge.
Source ↗ - Fixed an issue where the Iron Reapers would sometimes erroneously be able to block ranged attacks after assuming formation.
Source ↗ - Resolved an issue where the Iron Reapers slide step at the spot when pressing Ctrl to interact with a siege tower by a wall.
Source ↗ - Resolved an issue where the Iron Reaper's Sweeping Strike Veterancy Point didn't increase the number of targets hit.
Source ↗ - Resolved an issue where after learning the bottom line's Regeneration, the skill wouldn't display for the [Iron Reapers].
Source ↗ - [Very Heavy Armour]'s damage taken reduction effect has been increased to 17% (up from 10%). This change will affect the [Monastic Knights]'s [Very Heavy Armour].
- A new skill [Tiger's Guile]: Passive: The Iron Reapers will readjust their position after attacking, and launch another basic attack. Active: For 12 seconds after using Tiger's Guile, Iron Reapers have a chance to shock enemies they hit for a short spell, then get up close and knock them away.
Source ↗ - Initial Health 6537 → 7540
- Health/level 117 → 135
- Blunt Armour Penetration 1281 → 1537
Source ↗ - Decreased PIercing Defence, Slashing Defence, and Blunt Defense by 10%.
- Decreased Movement Speed by 5% and Spinning Speed by 10% to make them less agile.
- Decreased Leadership Value from 350 to 320.
Source ↗ - The switch weapons skill for Iron Reapers now has a 3-second cooldown.
Source ↗ - The damage and speed-related damage bonuses of the Awestruck skill of the sword and hammer states have been removed.
- The damage effect rate of the blade state against medium armour and light armour units has been greatly increased.
- Enemy-seeking AI of the Iron Reaper has been optimized, allowing them to more frequently strike enemies.
- Base HP has increased from 6324 to 6537.
- Health increase per level is reduced from 158 to 118.
Source ↗ - Decreased the blunt damage for charge with flails by 30%.
- Increased blunt armour penetration by 15%
- Added the effect of knocking enemy heroes and units into the air.
Source ↗ - Increased all defense by 200
- Iron Reapers sword attacks now possess a stun effect, attacking with fails can now break defenses.
- Iron Reapers cannot be stunned by a normal attack.
Ironcap Archers4 changes · 4 sourced · latest 20 Apr 2022
Ironcap Scout Cavalry6 changes · 6 sourced · latest 1 Sept 2022
Source ↗ - Increased the slashing armor penetration damage to moving attack and [Charge] by 30%; the benefits earned from movement speed now is increased to 60% (was 30%).
- When attacking in high speed, Ironcap Scouts can slightly knock back enemy units.
- Increased the attack frenquency when moving, now the connection between 2 consecutive attacks is more smooth.
- Improved Ironcap Scouts' ability in predicting enemy's attack when moving, it now adapts to their movement speed.
Source ↗ - Blunt defence increased by 37.
Source ↗ - Piercing armor penetration increased by 57.
- Slashing damage increased by 71.
- Fixed an issue where the [Ironcap Scouts]' [Unit Cohesion Training] node didn't take effect.
Source ↗ - Cavalry rework: Reduced initial speed and acceleration for the following units: Ironcap Scout Cavalry, Prefecture Heavy Cavalry.
- Altered the turning animation to be more smooth and slightly reduced turning rate for all cavalry units.
Source ↗ - Optimized the layout of the Wedge formation.
Source ↗ - Charge damage has been decreased by 10%.
- Open Ground's 10% damage bonus in Field Battles has been changed to 5%.
- Fieldwork's 10% damage bonus in Field Battles has been changed to 5%.
- Health increase per level is reduced from 108 to 81.
Ironcap Spearmen6 changes · 6 sourced · latest 16 Jun 2022
Source ↗ - Now require 155 leadership (was 175).
Source ↗ - Initial health to 7,777 (was 7,275).
- Initial piercing defense to 490 (was 433).
- Initial slashing defense to 533 (was 487).
- Initial blunt defense to 282 (was 194).
- Improved positioning during [Turtle Formation] to raise the area protected by their shields.
- Added the new passive label [Steel Resolve]: The Ironcap Spearmen will quickly recover from dazed, knockdown and thrown effects while in Turtle or Schiltron formation. After which they gain a boost to their attack and defense and cannot be crowd-controlled again for 5 seconds (can trigger once every 10 seconds).
Source ↗ - Initial Health 6157 → 7029
- Health/level 153 → 246
Source ↗ - Fixed a bug which gave Ironcap Spearmen one extra soldier when in the "Turtle" formation.
Source ↗ - Basic Piercing Defence has increased from 303 to 433.
- Basic Slashing Defence has increased from 477 to 487.
- Base HP has increased from 5332 to 6157.
- Health increase per level has increased from 133 to 154.
Source ↗ - Decreased leadership from 190 to 175, increased the unit size from 32 to 36.
Ironcap Swordsmen6 changes · 6 sourced · latest 24 Sept 2021
Source ↗ - Reduced the damage against heroes of charge skills by 15%.
Source ↗ - Resolved an issue where the skill positioning of Ironcap Swordsmen would change after interacting with a supply point.
- Improved upon the logic of the Ironcap Swordsmen's Iron Recall, making them quickly respond to orders under certain situations.
- Ironcap Swordsmen's Iron Recall will grant them increased movement speed until they return to the hero.
Source ↗ - The Ironcap Swordsmen's specialty has not felt very prominent and they have been lacking in ability against heavily armored units, and so we have adjusted their skills somewhat to remedy this.
- [Charge] has been replaced with [Force Charge], and every 3rd unit of Ironcap Swordsmen that hits an enemy during their charge deal a large amount of extra armour penetration damage.
- Added a new skill: [Iron Recall]. The Ironcap Swordsmen immediately returns to the hero, and gain increased movement speed for 5 seconds if far away.
Source ↗ - Initial Health 4600 → 4873
- Health/level 160 → 204
- Slashing Armour Penetration 958 → 1038
- Slashing Damage 920 → 974
Source ↗ - Basic Piercing Defence has increased from 201 to 301.
- Base HP has increased from 4405 to 4600.
- Health increase per level has increased from 154 to 161.
- Fixed a bug where the second stage of Ironcap Swordsmens' Endurance Training skill did not take effect correctly.
Source ↗ - Fixed the stretched model issue of Pike Militia, Javelin Militia, Ironcap Swordsmen and Ironcap Bowriders after their appearance being changed by unit training.
Javelin Sergeants10 changes · 10 sourced · latest 27 Feb 2022
Source ↗ - Initial Ammo: 96 >> 120
- Piercing Damage: 320% >> 350%
Source ↗ - Resolved an issue where the second shot couldn't be triggered for the Javelin Sergeants even with the Double Shot doctrine equipped.
Source ↗ - Initial Health 6015 → 6500
- Health/level 150 → 162
Source ↗ - Resolved an issue where the 'Javelin Sergeants' wouldn't use the skill 'Marksmen' while moving.
Source ↗ - Resolved an issue where Javelin Sergeants would stack up while using the 'Column' formation.
Source ↗ - Fixed a bug that caused Javelin Sergeants to continue to throw javelins when they were dead.
Source ↗ - Javelin Sergeants have had their damage increased by 10% and Piercing Armour increased by 30%.
Source ↗ - Basic Piercing Defence has increased from 477 to 557.
- Basic Slashing Defence has increased from 392 to 404.
- Base HP has increased from 4948 to 6064.
- Health increase per level has increased from 124 to 152.
- Fixed a bug with Javelin Sergeants where they would ungroup after throwing their javelins.
- Fixed an issue where Javelin Sergeants couldn't throw javelin after using Marksmen.
Source ↗ - Javelin sergeants can shoot through the first enemy then attack one more target.
- Fixed a bug where the "Rudimentary Medicine" of Javelin Sergeants was inoperative.
Source ↗ - Decreased Leadership costs from 250 to 230 and increased the armor penetration by 20%
- Fixed the bug where Javelin Sergeants' double shot had no cooldown.
Khevtuul Cavalry8 changes · 8 sourced · latest 28 Sept 2022
Source ↗ - Upped their piercing armor penetration to 1,358 (was 1,177) and slashing armor penetration to 1,464 (was 1,373).
- Replaced their [Charge] and [Locust Swarm] skills with [Firestorm Advance]: moves toward a designated location and fires a series of flaming arrows. Fireproof units can be set ablaze if hit with enough arrows. They also draw their swords when near the enemy and charge, dealing high damage.
- Veterancy Point nodes that increased the damage and reduced the cooldown of [Charge] now also work for [Firestorm Advance].
Source ↗ - Piercing defense increased by 50 and piercing damage by 98.
Source ↗ - Slashing damage increased by 92 and piercing armour penetration by 21.
Source ↗ - The Khevtuuls should be a unit to harass, provide support damage, and be capable of breaking the enemy's ranks.
- [Locust Swarm]: Piercing damage increased by 100. Attacks weaken defence by 3% for 6 seconds, stacking up to 5 times.
Source ↗ - Interval between ranged attacks has been reduced by 15%.
Source ↗ - Fixed an issue where Khorchins, Khevtuul, Monastic Knights, Rattan Rangers and Kheshigs wouldn't count towards quest progress during mounted challenges.
Source ↗ - The skills "Charge" and "Hunting Time" can now be launched at the same time.
Source ↗ - Changed [Arrow Rain] to [Hunting Time] which will speed up this unit when they follow you and allow them to let loose volleys at a fast rate for 8 seconds. This skill has a 20 second cooldown.
Kriegsrat Fusiliers5 changes · 5 sourced · latest 26 Oct 2022
Source ↗ - Base health increased to 4,600 (was 3,898), health growth to 92 (was 77), base firing accuracy by 28%, and base rate of fire by 6%.
Source ↗ - Piercing Damage 2638 → 2698
Source ↗ - Resolved an issue where the Elite Kriegsrat Fusiliers' character model would disappear from Unit Detail.
Source ↗ - Basic Piercing Damage has been reduced by 108 points.
- Fixed a rare problem where "Follow Orders' ' would not work on Kriegsrat Fusiliers.
Source ↗ - Slightly decreased the accuracy of Ironcap Arquebusiers and Kriegsrat Fusiliers.
Liao's Rangers14 changes · 14 sourced · latest 28 Sept 2022
Source ↗ - Improved the targeting algorithms of [Bludgeon] and [Valor] so the hit coverage can be larger when the units are too clustered.
- Improved the targeting algorithm of [Flame Assault], and it will now prioritize the direction of nearby enemies.
- Increased the hitbox of [Bludgeon] and the maximum number of targets to 6 (was 4).
Source ↗ - Reducing 'Bludgeon's' cooldown to 15 seconds (was 19) and extending its duration to 4 seconds (was 3.7).
- Increasing 'Devastation's' blunt armour penetration by 21% and blunt damage by 12%, as well as 'Bludgeon's' blunt armour penetration by 16%.
- Lowering the Fire Lance's firing delay by 30% and increasing the bullet count per shot to 3 (was 2).
Source ↗ - We're adjusting the hitbox of their basic attacks to lower the chance of them hitting nothing.
- Improving the algorithm for how [Landslide] and [Valor] choose targets, enabling these skills to focus a specific area.
- Following the special attacks of [Landslide] and [Valor], they will automatically return to the hero and await further command.
- Reducing [Landslide]'s duration to 3.7 seconds (was 4.8) and its cooldown to 19 seconds (was 25).
- Reducing [Valor]'s duration to 12 seconds (was 15) and cooldown to 42 seconds (was 50).
Source ↗ - Increasing the number of bullets shot and accuracy rate of their fire lances while charging, addressing the issue that they hardly ever hit enemies while charging.
- Adjusting the damage hitbox of [Valour] so that the unit can hit enemies more accurately, reducing misses by 60%.
- Increasing the buff the Northern Lance Cavalry gains from movement speed. They will now gain a boost to attack while moving: their damage increases with more movement speed, capping out at 15% extra damage.
Source ↗ - Landslide: As Landslide locks on to one target, the attack itself is difficult to land exactly right. And so we have improved upon the skill targeting and it will no longer prioritize attacking the same target.
- Landslide's damage is somewhat delayed, making the attack slower and less accurate. We have thus changed it so that the damage triggers earlier in the attack, as well as making it more accurate.
- Valour: As it was quite difficult to use Valour and reach the target cap, we've improved upon how it is calculated so that the skill may hit as many targets as possible.
- Resolved an issue where pressing C could reset the basic attack of [Fire Lance Cavalry].
Source ↗ - We've reduced the target cap of the Northern Lance Cavalry's Landslide and Valour skills, and increased the blunt armour penetration of Landslide by 15% and blunt damage by 10%.
Source ↗ - Resolved an issue where Northern Lance Cavalry would stop attacking after using the "Valour" skill in close quarters.
Source ↗ - Resolved an issue where the 'Liao's Ranger's' 'Devastation' skill wouldn't deal damage as intended.
Source ↗ - Bludgeon reworked. Before: The unit uses its weapons to their full potential, bashing enemies in melee and firing at point-blank range. After: The soldiers wield their fire lances like bludgeons, dealing area damage and knockback. During this period, they are immune to Dazed.
- Blast reworked. Before: The unit fires at the designated target. The closer the target is, the higher the chance of hitting them. After: The fire lances are fired straight ahead in three volleys. The shots cover a large area but are relatively low in damage and accuracy. Suitable against cavalry.
- Resolved an issue where the 'Liao's Rangers' unit would sometimes stop when attacking freely.
- Resolved an issue where the 'Liao's Rangers' unit would stop charging mid-charge and also refuse to attack nearby enemies.
Source ↗ - Resolved an issue where the 'Liao's Rangers' unit would sometimes stop moving after using the 'Gun Charge' or 'Bludgeon' skills.
Source ↗ - Resolved an issue where the ability graph for Rattan Rangers, Fire Lance Cavalry and Cataphract Lancers were not displayed correctly.
Source ↗ - Decreased Leadership Value from 350 to 320.
Source ↗ - Fire Lance Cavalry's blunt damage is increased by 260 points.
Source ↗ - Fire Lance Cavalry will shoot bullets during their normal melee attack, with 20s cooldown.
- Basic Piercing Defence is reduced from 592 to 502.
- Basic Slashing Defence is reduced from 577 to 527.
- Basic Piercing Defence is reduced from 522 to 422.
- Basic Blunt Damage is reduced from 1483 to 965.
- Basic Piercing Damage is reduced from 2135 to 1842.
- Health increase per level is reduced from 105 to 83.
Martellatori1 change · 1 sourced · latest 17 Mar 2021
Source ↗ - Health 3787 → 4562
Men-At-Arms9 changes · 9 sourced · latest 26 Oct 2022
Source ↗ - Base health increased to 6,906 (was 6,485) and health growth to 172 (was 167).
- After being attacked while in Cover Commander, they will take 60% reduced damage and deal 45% increased damage. This effect decays quickly over 6 seconds.
Source ↗ - Blunt armor penetration increased by 29.
Source ↗ - Now require 220 leadership (was 240).
Source ↗ - [Benedicto Militis] will no longer be a pre-requisite node for the [Men-at-Arms], and can be picked up after the [Men-at-Arms]. Grants [Men-at-Arms] an extra 100 block.
Source ↗ - Initial Health 5938 → 6485
- Health/level 148 → 162
- Piercing Armour Penetration 1521 → 1621
Source ↗ - Resolved an issue where the Spear Sergeants and Men-at-Arms units could be promoted, and in doing so they would become unsealed.
Source ↗ - Fixed an issue where the Men-art-Arms and Yeomen displayed incorrect attributes.
- Resolved an issue where the training effect of Men-at-Arms' 'Cannot be stunned by ordinary attacks whilst in shield formation' Favoured Veterancy Point didn't work as intended;
- Resolved an issue where, for the Heroic Era units Men-at-Arms and Yeomen, the actual data of the season balance changes didn't correspond to changes of the previous season;
Source ↗ - Skill: Decreased cooldown of Recover from 60s to 50s.
- Increased damage and defence by 10%.
- Slightly increased its desire to attack enemies.
Source ↗ - Basic Piercing Defence has increased from 633 to 641.
- Basic Slashing Defence has increased from 534 to 544.
- Base HP has increased from 5746 to 5938.
- Health increase per level has increased from 144 to 148.
- Optimized the formation of Men-at-Arms, making it can block enemies while protecting Warlords.
- Fixed a bug where sometimes Men-at-Arms couldn't attack enemies while protecting Warlords.
Modao Battalion4 changes · 4 sourced · latest 9 Nov 2022
15 changes from 2023 onwards →
Source ↗ - [Imperative Orders] changed to: takes 60% less melee damage from cavalry while in [Modao Defence] (this includes cavalry charges).
- [Modao Defence] and [Modao March] both increase piercing defense and slashing defense by 100 for 3 seconds with each hit, stacking up to 15 times.
Source ↗ - We are replacing the 20% damage reduction against all types of damage while in [Battalion] formation with a [33% damage reduction against cavalry, and 8% damage reduction against Infantry].
Source ↗ - Resolved an issue where the Modao Battalion's [Imperative Orders] skill reducing their damage taken from sword and spear cavalry also reduced their damage taken from Fire Lance Cavalry and Northern Lance Cavalry.
- Resolved an issue where the Modao Battalion's lower node Unswerving III didn't take effect.
Source ↗ - Resolved an issue where the Modao Battalion would stack too densely.
Monastic Knights9 changes · 9 sourced · latest 28 Oct 2022
Source ↗ - Fixed issues where the cooldown reduction of Monastic Knights' [Judgment Rush] could be triggered erroneously: when the rush was interrupted by the wall, and when arriving at the aiming area.
- Adjusted the cooldown reduction effect: when [Judgment Rush] is interrupted by the crowd control of hero skills, the cooldown reduction can only be triggered up to 3 times.
Source ↗ - The first part of [Judgment Rush] cannot be interrupted by crowd-control effects.
- The skill cooldown of [Judgment Rush] is reduced by 6 seconds for each knight that is interrupted during it.
Source ↗ - Improved their [Charge]: when their charge is interrupted, enemy heroes and units before them will be concussed for a short duration and take 30% increased damage.
Source ↗ - Resolved an issue where the Monastic Knights' Long Charge continued to take effect after their charge had ended.
Source ↗ - [Very Heavy Armour]'s damage taken reduction effect has been increased to 17% (up from 10%). This change will affect the [Monastic Knights]'s [Very Heavy Armour].
Source ↗ - Resolved an issue that prevented warlords from unlocking the unit 'Monastic Knights'.
Source ↗ - Fixed an issue where Khorchins, Khevtuul, Monastic Knights, Rattan Rangers and Kheshigs wouldn't count towards quest progress during mounted challenges.
Source ↗ - Decreased their Normal Attack Damage when slowed down by 15%.
- Decreased Leadership Value from 350 to 330.
Source ↗ - Charge damage has been decreased by 10%.
- Speed-related main attack damage bonus has been reduced by 20%.
- Basic Piercing Defence is reduced from 849 to 615.
- Basic Slashing Defence is reduced from 794 to 584.
- Basic Piercing Defence is reduced from 709 to 609.
- Basic Piercing Damage has increased from 897 to 908.
- Health increase per level is reduced from 170 to 84.
- Fixed a display problem of Monastic Knight' units veterancy bonuses.
Myrmillones5 changes · 5 sourced · latest 14 Dec 2022
Source ↗ - Myrmillones will attack the surrounding enemies when arriving at the target destination of skill [Myrmillo's Guard]. They will take over that area after send the enemies flying.
Source ↗ - Improved the description of the [Myrmillones]' [Shield Wall] label. The [Myrmillones] must leave the area where they first formed formation to use [Shield Wall] again.
Source ↗ - Fixed an issue where the Myrmillones' [Ironwall] doctrine increased piercing defense by 90 instead of reducing ranged damage taken by 90.
Source ↗ - Fixed an issue where the Myrmillones' skill [Myrmillo's Guard] couldn't move toward the target destination, but rallied in formation when the target area was not reachable.
Source ↗ - Fixed an issue where the [Myrmillones]' movement speed in battle didn't match the movement speed shown on the unit screen.
- Fixed an issue where the [Myrmillones] health recovery after assuming formation wasn't elicited under their label.
Outriders4 changes · 4 sourced · latest 1 Sept 2022
Source ↗ - Adjusted the decreasing speed of [Ride Like the Wind]. The total number of denfense increased for the duration remains the same, but the max number that can be gained is reduced by 25%.
Source ↗ - Fixed an issue where the Outriders couldn't always toss javelins properly while moving.
Source ↗ - Piercing defense reduced by 21.
Source ↗ - Resolved an issue with the Outriders' skill descriptions and unit labels would differ from their actual effects.
Palace Guards6 changes · 6 sourced · latest 2 Jun 2021
Source ↗ - There was an issue with the Palace Guards when chaining together several skills. Now, after Palace Guards have used their Hold Position skill, they will no longer perform other actions before they have crouched down and entered defence stance.
- Thet Palace Guards' Shield Advance skill has had its cooldown adjusted to 8 seconds.
- Resolved an issue where an effect would appear indicating that the Palace Guards were immune to crowd control when crowd-controlled while in defence stance.
Source ↗ - Shield Charge has had its cooldown reduced to 45 seconds (down from 60).
- A new skill: [Hold Position]. The Palace Guards squat down and assume defensive position, reducing the charge damage they take from the front, and becoming immune to crowd control effects for 5 seconds.
- Their attacks while in defensive position increase the damage enemies take from the Palace Guards' other skills.
- While in defensive position the Palace Guards gain access to the [Shield Advance] skill: The Palace Guards gain a quick boost to their movement speed and they move toward the enemy and knocking them back with their shields.
Source ↗ - Resolved an issue where [Palace Guards] would sometimes not be able to use Shield Bash when attacking at very close distances.
Source ↗ - Initial Health 6034 → 7146
- Health/level 144 → 200
- Slashing Damage 1215 → 1314
Source ↗ - Basic Piercing Defence is reduced from 622 to 582.
- Basic Slashing Defence is reduced from 538 to 498.
- Base HP has increased from 5807 to 6034.
Source ↗ - Added a new trait "Staunch Defenders": reduces damage taken from pikemen, shortsword & shield infantry, archers and crossbow infantry by 12%.
Prefecture Heavy Cavalry5 changes · 5 sourced · latest 6 Jul 2022
Source ↗ - [Echoes of Achelous] skill change: when the units move at high speed by an enemy, they will use Breakthrough and gain 25% movement speed for 2 seconds while knocking down enemies. Can be triggered while in formation, on follow, or attacking.
- [Breakthrough]'s base damage increased by 22% and bonus damage from movement speed by 80% (was 45%).
- Movement speed increased to 12 (was 10), acceleration to 7 (was 4), and turning speed to 2.2 (was 1.8), giving them better mobility.
Source ↗ - Piercing defence increased by 33.
Source ↗ - Slashing damage increased by 87.
Source ↗ - Cavalry rework: Reduced initial speed and acceleration for the following units: Ironcap Scout Cavalry, Prefecture Heavy Cavalry.
- Altered the turning animation to be more smooth and slightly reduced turning rate for all cavalry units.
Source ↗ - Charge damage has been decreased by 10%.
- Open Ground's 10% damage bonus in Field Battles has been changed to 5%.
- Basic Slashing Damage has been reduced from 1237 to 1137.
- Health increase per level is reduced from 126 to 94.
Prefecture Pikemen10 changes · 10 sourced · latest 16 Jun 2022
Source ↗ - The Prefecture Pikemen and Black Dragon Pikemen's 'Assault' and 'Push of Pike' skills have been merged into a single skill: 'Pike Assault'. The Prefecture Pikemen will no longer be prevented from charging due to changing skills.
- While not in Column formation, 'Pike Assault' deals damage equal to the former 'Assault' skill.
- While in a fully formed Column formation, 'Pike Assault's damage is greatly increased and deals damage equal to the former 'Push of Pike' skill.
Source ↗ - Resolved an issue where holding V with the [Prefecture Pikemen] would play a red special effect, and holding V while moving in F3 formation would trigger 2 charges.
Source ↗ - Resolved an issue where the Prefecture Pikemen couldn't deal damage with the first attack after a charge.
Source ↗ - Reduced the damage against heroes of charge skills by 35%.
Source ↗ - Improved the Prefecture Pikemen's charge skill logic when in Column formation. When [Push of Pike] cannot trigger, they will instead use a normal charge.
Source ↗ - We've improved their charge skill, tuning its speed and hitbox.
- A new passive [Close Quarters]: Boosted their charge, and will now launch a series of attacks together following a charge.
Source ↗ - Resolved an issue where the Prefecture Pikemen would lose their Charge skill after interacting with a supply point.
Source ↗ - Initial Health 5239 → 5572
- Health/level 130 → 167
- Piercing Damage 1069 → 1147
Source ↗ - Basic Piercing Defence has increased from 215 to 335.
- Basic Slashing Defence has increased from 354 to 364.
- Base HP has increased from 4366 to 5239.
- Health increase per level has increased from 87 to 131.
Source ↗ - Increased the charge distance by 10m.
- Extra piercing armour penetration for charging will be increased by 15%.
Rattan Marksmen2 changes · 2 sourced · latest 22 Jun 2022
Rattan Pikemen4 changes · 4 sourced · latest 17 Mar 2021
Source ↗ - Initial Health 4937 → 5054
- Health/level 162 → 227
Source ↗ - Resolved an issue for the 'Rattan Pikemen' unit, where when activating the 'To the Bone' node, the poison of 'Underhandedness' would not work as intended.
Source ↗ - Damage reduction of units affected by their poison has been increased from 15% to 25% and its duration increased from 6 to 8 seconds.
Source ↗ - Basic Piercing Defence has increased from 578 to 588.
- Base HP has increased from 4082 to 4937.
- Health increase per level has increased from 143 to 163.
- Rattan Pikemen's weapon poison damage now can stack up to 5 times (previously 3 times)
- Decreased enemy's damage by 15% (previously 5%)
- Slows enemy by 20% (previously 15%)
Rattan Roundshields3 changes · 3 sourced · latest 12 May 2022
Rattan Vipers4 changes · 4 sourced · latest 7 Apr 2022
Source ↗ - Blunt defence increased by 48.
Source ↗ - Piercing Armour Penetration 828 → 1018
- Piercing Damage 1171 → 1260
- Leadership Cost 195 → 165
Source ↗ - Damage reduction of units affected by their poison has been increased from 15% to 25% and its duration increased from 6 to 8 seconds.
Source ↗ - Basic Armour Penetration has been decreased by 68.4.
- Health increase per level has been decreased by 3.
- Increased the shooting accuracy by 30%.
- Battle Technique: increased the chance of shooting poison arrows by 50% (previously 30%)
- Underhandedness: increased the chance of shooting poison arrows by 80% (previously 60%)
- Attack speed improved by 15%
- Piercing Armour Penetration improved by 20%
Retiarii2 changes · 2 sourced · latest 18 Oct 2022
Source ↗ - Fixed an issue where Retiarii's throw range could be changing during battles. Now the throw range will be the same as the displayed UI.
Source ↗ - The Retiarii's melee skills will now more easily hit enemies when used as openers or when pursuing an enemy.
- The Retiarii's melee skill attacks are made up of two stages, where the second stage applies [Mark of Death].
- Reduced the armour penetration of their [Doom Throw] by 37.5%, however, it now deals an extra 80% piercing damage.
- Changed the targeting algorithm of [Doom Throw]. When at close to mid-range, the Retiarii will now more often throw spears in the aiming direction rather than at enemies near them.
- After using [Doom Throw], the Retiarii will now stand in place instead of actively chasing after the enemy.
- Fixed a display error with the Retiarii's movement speed. It is now correctly displayed as 5.6 (previously shown as 5.3).
- Fixed an issue with the aiming of [Doom Throw]. You can now choose an area for them to throw their javelins even when there's a big difference in elevation.
Serfs4 changes · 4 sourced · latest 22 Jun 2022
Shenji Grenadiers5 changes · 5 sourced · latest 18 May 2022
Source ↗ - Fixed a bug where Shenji Grenadiers throw grenades will trigger a performance issue. Now [Show Units Health Bar] is temporarily unavailable to turn on in [Settings].
Source ↗ - Fixed an issue where the [Shenji Grenadiers] weapons would disappear while attacking in melee.
Source ↗ - Fixed an issue where the [Shenji Grenadiers]'s [Fireproof Armor] label wouldn't take effect.
Source ↗ - Resolved an issue with the [Shenji Grenadiers] kit forging formula.
Source ↗ - Adjusted the Shenji Grenadiers portrait in the unit menu.
- Adjusted the Shenji Grenadiers Throw Grenades skill description to make it easier to understand how it actually works.
- Throw grenades uses a method depending on the target area, dealing area damage, and knocking down enemy units hit. This skill has its own ammo cost. After the Shenji Grenadiers use this skill, the unit will gain an increased rate of fire and accuracy, enabling them to pressure the target area for 10 seconds. Giving them another command will interrupt this effect.
- Resolved an issue where the Shenji Doctrine III doctrine didn't take effect if only a few units were remaining.
Shieldmaidens5 changes · 5 sourced · latest 14 Dec 2022
Source ↗ - When switching to shield while in the [Cover Commander] state, they no longer permanently retain the defence increase effect of [Cover Commander].
- When switching to shield while in the [Cover Commander] state, they retain the mobility and block ability of the skill, but no longer take 10% less damage. When attacking with spears, their attacks reduce damage taken by the unit by 15% (was 10%).
Source ↗ - Adjusted 'Triple Strike' from 3 stages attack to 1 stage. Increased its damage dealt by 25% and reduced its cooldown to 8 secs (was 25 secs).
- Reduced 'Switch Weapons' cooldown to 3 secs (was 6 secs).
- Shieldmaidens now can switch their weapons with quicker speed (40% increased) in any state.
- Shieldmaidens can increase 150 points of all types of defence in 4 secs after dealing damage with spears; switching weapons to the sword in that state, they can increase 300 points of Slashing Armour Penetration in 4 secs.
- Shieldmaidens can increase 15% damage in 4 secs after dealing damage with swords; switching weapons to spear in that state, they will recover 8% of their maximum health.
Source ↗ - Activating [Odin's Bulwark] will make them take 10% reduced damage and render their attacks able to knock back enemies.
- Revamp the [Shatter Bash] skill: Sigrun's Shieldmaidens rush forward and knock enemies back, then they defend at the spot. Their next sword skill attack will strike three times for fairly high damage.
Source ↗ - We resolved the issue with Sigrun's Shieldmaidens increasing defence while in basic formation in a fix on April 29th.
Source ↗ - Adjusted the timing of the buff acquired when using Defensive Measure while the Shieldmaidens wield their spears. They will now buff allies when they are close enough and will no longer be forced to raise their shields.
- Improved the AI of Odin's Bulwark while the Shieldmaiders wield their spears. Sigrun's Shieldmaidens will now battle more actively when near the hero, and will use Shield Bash more often.
- Boosted their Last Stand. Now, when Sigrun's Shieldmaidens are in spear-formation they will no longer be knocked down by cavalry shield charges. Yet, cavalry units can still attack them from behind to break their formation.
- Sigrun's Shieldmaidens may now use Sprint while Odin's Bulwark is active
Silahdars9 changes · 9 sourced · latest 13 Oct 2022
Source ↗ - Fixed an issue where pressing C wouldn't command the Silahdars to follow you.
Source ↗ - Fixed an issue where the [Silahdars]' skills were displayed in the wrong order in the Unit Training menu.
Source ↗ - 'Ingenious Armour' Buff: Will quickly recover from dazed or crowd control after every 3rd hit they take, after which they take 26% reduced damage and become immune to interrupts for a short while.
- Reduced the duration of 'Deathstrike' and 'Decapitate' to 6 seconds (was 8), while increasing the rate at which these attacks are triggered.
- They will no longer attack on the spot if there are enemies nearby when using 'Deathstrike' or 'Decapitate', and will instead move toward the enemy and attack once they get in range.
- Improved the attack algorithm of 'Deathstrike' and 'Decapitate' so that they attack earlier.
- 'Decapitate' attacks will now daze units.
- 'Deathstrike' no longer sends enemies flying but knocks them down instead.
- Basic attacks no longer trigger the attack effect of 'Decapitate'.
Source ↗ - Blunt defence increased by 26.
Source ↗ - Slashing damage increased by 45.
Source ↗ - Initial Health 6000 → 6852
- Health/level 108 → 123
Source ↗ - Resolved an issue where the attribute graph would not display attribute increases for the Silahdar's unit tree node "Stalwart".
- Resolved an issue where the effects for the 'Violence' node of the Silahdars would not take effect.
Source ↗ - Changed a challenge in the 4th Stage of the Silahadars from "In Siege or Field Battles, bring 5 different era units and get 10 wins" to "In Siege and Field Battles, bring 4 different era units and get 10 wins".
Source ↗ - Increased Piercing Defence by 80.
- Increased Slashing Defence by 80.
- Increased Blunt Defence by 80.
- Increased the damage reduction effect from 10% to 20% for the Unit Trait 'Imperial Fervor'.
- Improved the skill effect for the Silahdars' skill 'Deathstrike'.
Sipahis5 changes · 5 sourced · latest 22 Jun 2022
Source ↗ - Blunt damage increased by 15.
Source ↗ - Reduced the cooldown of 'Burst' to 25 seconds (was 35).
- Hitting an enemy with 'Burst' and then again with 'Trample' within 5 seconds will stun them for 4.5 seconds. Enemies stunned will take 50% increased damage (won't stun heroes but the damage increase applies).
- Increased the Assist Score gained when the Sipahis stuns enemies.
Source ↗ - 'Quick Charge' has been changed to 'Charge' which grants an extra 15% movement speed.
- Added 'Impassioned', which can be used while 'Charge' is active. Enemies that have been hit with 'Charge' within the last 3 seconds are stunned for 4.5 seconds and take increased damage from the Sipahis.
- Using 'Croupade' grants immunity to control effects and increases all defences by 20% for 1 second.
Source ↗ - Resolved an issue where the following units could not properly interact with supply points: Sipahis, Winged Hussars, Selemchid Cavalry, Falconettii Gunners, and Fortebraccio Pikemen.
Source ↗ - Resolved an issue where, when the Sipahi Cavalry killed an enemy hero whilst in formation, using Croupade would trigger multiple tramples.
- Resolved an issue where the effect of the Sipahi Cavalry's Croupade would continue for a longer duration than it should.
Siphonarioi4 changes · 4 sourced · latest 22 Jun 2022
Source ↗ - Slashing damage increased by 54.
Source ↗ - Resolved an issue where the Siphonarioi unit's 'Refined Hellfire' node had the wrong effect.
Source ↗ - Resolved an issue where Siphonarioi could shoot their fire through gates.
Source ↗ - For Siphonarioi challenges and quests, completion conditions have been changed from 'take any of the seasonal Empyrean units' to 'take any of the Empyrean or Symmachean units'.
- Resolved an issue where, after having trained the A Land of Fire and Refined Hellfire nodes of Siphonarioi, their ability graph would point toward Defence. This has been corrected and the ability graph should now point toward Attack.
Spear Sergeants7 changes · 7 sourced · latest 26 Oct 2022
Source ↗ - After being attacked while in Cover Commander or in formation, they will take 60% reduced damage and deal 45% increased damage. This effect decays quickly over 6 seconds.
Source ↗ - Now require 220 leadership (was 250).
Source ↗ - [Sergeancy Oath] will no longer be a pre-requisite node for the [Spear Sergeants], and can be picked up after the [Spear Sergeants]. Grants [Spear Sergeants] an extra 100 block.
Source ↗ - Initial Health 6497 → 7083
- Health/level 162 → 177
Source ↗ - Resolved an issue where the Spear Sergeants and Men-at-Arms units could be promoted, and in doing so they would become unsealed.
Source ↗ - Resolved an issue where, when Spear Sergeants attacked an enemy while in a tight formation, some units would remain stuck in place and stop moving if the 'Cover Commander' skill was used.
Source ↗ - Basic Piercing Defence has increased from 236 to 336.
- Basic Slashing Defence has increased from 348 to 358.
- Base HP has increased from 4400 to 4820.
- Health increase per level has increased from 132 to 145.
- Fixed an issue where some doctrines didn't work on Spear Sergeants.
Symmachean Paladins6 changes · 6 sourced · latest 26 Oct 2022
Source ↗ - Base health increased to 7,014 (was 6,494) and health growth to 175 (was 162).
- [Battle Prayer] immediately restores 8% health (was 5%), and now also restores 350 health every 0.5 seconds for 6 seconds (previously restored 250 health every second for 15 seconds). They also take reduced damage during the skill animation.
- Reduced the block cost of free attacks and increased damage by 16%. After taking damage they will take 30% reduced damage and deal 15% increased damage. This effect decays quickly over 6 seconds.
- Increased damage taken from their [Weak Spot] characteristic reduced to 10% (was 20%).
- New effect added to their [Elite Warriors] characteristic: Damage taken from the front is reduced by 36% while they have their shields raised.
Source ↗ - When under the [Attack Freely] state, they will retaliate with their shields when attacked by an enemy (even when the attack is blocked), dealing extra damage (affected by blunt damage) and dazing heroes and units.
Source ↗ - Now require 245 leadership (was 255).
Source ↗ - Blunt damage increased by 33.
Source ↗ - Initial Health 5941 → 6494
- Health/level 148 → 162
Source ↗ - Resolved an issue where the 'Symmachean Paladin' unit's 'Battle Prayer' skill wouldn't heal friendly units.
Symmachean Stalwarts10 changes · 10 sourced · latest 28 Dec 2022
Source ↗ - Fixed an issue where the Symmachean Stalwarts' skill icons would disappear if they had the Epic Spear Doctrine equipped and interacted with a supply point.
Source ↗ - Each successful block during [Brace] greatly reduces block cost for 1 second. After taking damage they will take 30% reduced damage and deal 15% increased damage. This effect decays quickly over 6 seconds.
- Increased damage taken from their [Weak Spot] characteristic reduced to 10% (was 20%).
Source ↗ - [Brace] increases damage by 12% and reduces damage taken by 12%. If they succeed in blocking an enemy attack during [brace], they recover 7% health over 2 seconds.
- We're increasing the hitbox size of the unit and their shields during [brace], enabling them to get more use of their shields.
Source ↗ - Fixed an issue where some soldiers of the Symmachean Stalwarts would remain in Advance if holding down the V button after issuing the Advance command.
Source ↗ - Fixed an issue where the [Loyal Guards] would sometimes stop in place when using Advance.
Source ↗ - Now require 240 leadership (was 260).
Source ↗ - Block increased by 100.
Source ↗ - Initial Health 6561 → 7110
- Health/level 131 → 142
- Based on player feedback and gameplay data, the Loyal Guard far exceed our intention, and so we are making the following adjustments.
- Movement Speed 5.2 → 4.7
- Resolved an issue where their shields would provide defence on the sides as well. The shield will now only provide defense from the front.
Source ↗ - Resolved an issue where Symmachean Stalwarts would ignore enemies shields and walk right through them.
Source ↗ - Changed the Stage 4 Symmachean Stalwarts challenge from 'In Siege Battle or Field Battles, take the Spear Sergeants unit into battle 7 times while getting a K/D of more than 1' to 'In Siege Battle or Field Battles, take the Spear Sergeants unit into battle and win 4 times'.
Tercio Arquebusiers11 changes · 11 sourced · latest 27 Feb 2022
Source ↗ - Fixed an issue where the [Tercio Arquebusiers] would holster their guns immediately upon using Bullet Barrage when at their max auto-shoot distance to an enemy.
- Fixed an issue where the effect of the [Tercio Arquebusiers]' melee skill differed from the description.
Source ↗ - Added a new ranged skill 'Fusillade'. The Tercio Arquebusiers load extra bullets and fire at a faster rate. 'Fusillade' consumes plenty of ammo but has impressive firepower. Following the barrage, their barrels need to cool down and they will switch to melee stance.
- Added a new melee skill 'Dashing Blades'. The Tercio Arquebusiers will raise their blades and charge forward, striking twice in quick succession.
Source ↗ - When ordering [Tercio Arquebusiers] to attack in a certain direction, they will now prioritize attacking enemies in that direction more than they previously did.
- Resolved an issue where [Tercio Arquebusiers] wouldn't respond to formation commands quickly enough when reloading.
Source ↗ - Piercing Damage 1903 → 2184
Source ↗ - Fixed an issue where the 'Elementary Archery' and 'Harsh Regimen' unit nodes would affect the Tercio Arquebusiers in the Ranged unit tree.
Source ↗ - Decreased Leadership Value from 350 to 310.
Source ↗ - The movement speed for this unit was incorrect. Its speed now matches its description.
Source ↗ - Tercio Arquebusiers's Startle the Horses trait has been removed.
- Melee damage has been increased by 30% from this version.
- Basic Piercing Defence has increased from 432 to 592.
- Basic Slashing Defence has increased from 508 to 578.
- Basic Blunt Defence has been reduced from 304 to 204.
- Basic Slashing Damage has been increased from 1648 to 1703.
- Basic Piercing Damage is reduced from 3319 to 1903.
- Basic Slashing Armour Penetration has increased from 1521 to 1950.
- Base HP has increased from 4021 to 5908.
- Health increase per level is reduced from 80 to 59.
- In addition to the above changes, we have also improved their AI so they no longer tend to melee attack enemies with their sword when their enemies are out of reach.
- Fix an AI problem which was causing Tercio Arquebusiers to repeat sword attack animations.
Source ↗ - Optimized the weapon structure, greatly increased the reloading speed and aiming speed
- Fixed the bug that sometimes Tercio Arquebusiers could repeatedly switch between ranged and melee weapons.
Source ↗ - Increased the accuracy of attacking surrounding/nearest units by 25%
- Increased the accuracy of attacking designated area by 20%
- Decreased the shooting gap by 30%
- Optimized the animation when switching ranged weapons to melee weapons
- Increased the attacking speed of melee attacks.
- Increased the melee attack damage by 20%.
- Fixed a bug that "Elementary firearms training", "Tactical Formations", "Espirit de Corps" and "Volley Fire Practice" was inoperative for Tercio Arquebusiers.
Source ↗ - Fixed a bug with the Tercio Arquebusiers dealing too high damage in close quarters.
Vanguard Archers6 changes · 6 sourced · latest 23 Mar 2022
Source ↗ - Slashing defense increased by 20.
Source ↗ - Piercing Armour Penetration 984 → 1186
- Piercing Damage 1670 → 1692
Source ↗ - Increased damage, armour penetration, rate of fire and accuracy by 7%.
Source ↗ - Basic Piercing Damage is reduced by 18.
- Basic Armour Penetration is reduced by 27.
- Health increase per level has been decreased by 6.1.
Source ↗ - Veterancy point "Open Ground": "increases damage during field battles by 100 points" was adjusted to "during 'move and fire', the move speed will be increased by 10% each shoot"
- Veterancy point "Move as One": "increases move speed by 5%" was adjusted to "during 'move and fire', slowing the targets by 15% for 6s."
Source ↗ - Fixed a bug where the first two levels of "Marching Drill" of Vanguard Archers were inoperative.
Varangian Guards6 changes · 6 sourced · latest 14 Dec 2022
10 changes from 2023 onwards →
Source ↗ - While [Raging Onslaught] is active, all skills share a cooldown of 2 seconds, during which the Varangian Guards will attack freely with their axes.
Source ↗ - Adjusted the number of hit targets of Varangian Guards in [Raging Onslaught] state to between 2 and 4 enemies, and increased the damage of the strike by 25%.
- Adjusted the number of strikes of [Colossal Strike] to 1 (down from 2) and increased the damage of the strike by 50%.
- Adjusted the number of strikes of [Shatter Shields] to 3 (up from 2), making every strike deal more accurate damage, and increased the damage of the strike by 25%.
- Fixed a bug where the Varangian Guards had a chance to attack the enemy before them after throwing their axes, and where they would sometimes strike the air when launching multiple attacks.
Source ↗ - Reduced the health gained by the Varangian Guards for each level to 69.3 (was 115.5).
- Health at level 30 has been reduced to 13,629 (was 15,015) (not including Doctrines or Veterancy Points).
Source ↗ - Fixed the [Unbreakable] skill's description: the extra damage reduction from successful blocks lasts 1.4 seconds (was 1 second).
- Fixed an issue where using [Unbreakable] to block multiple times in quick succession would sometimes stack the damage reduction effects (up to 90%).
- Fixed an issue where the [Unbreakable] skill's fixed 30% damage reduction might disappear for 0.4 seconds after the extra damage reduction from a successful block ran out.
Source ↗ - Adjusted the speed at which they raise their shields after formation.
- Improved the hitbox during [Raging Onslaught].
- Improved skill speeds during [Raging Onslaught].
Source ↗ - Fixed a bug where Varangian Guards would lag when releasing skills while in the [Raging Onslaught] state.
Vassal Longbowmen6 changes · 6 sourced · latest 28 Sept 2022
Source ↗ - Increased their base attack speed by 32% and their skill damage by 11%.
- Improved the targeting algorithm of [Covering Fire] so it now targets the enemy nearest the hero; if there are obstacles between the Longbowmen and the enemy, they will shoot toward the hero.
- Improved the targeting algorithms for all their attacks and their accuracy, increasing their accuracy at max range by 45%, giving them over 90% accuracy against faraway stationary targets.
Source ↗ - Fixed the text description of the [Vassal Longbowmen]'s Veterancy Point node [Kit Repair]. It now displays 'reduces unit resupply cost by 20%' (previously displayed as 5%).
Source ↗ - Piercing armor penetration increased by 75.
Source ↗ - Resolved an issue with the displacing Attribute stats of Houndsmen and Vassal Longbowmen.
Source ↗ - Piercing Armour Penetration 1180 → 1389
- Piercing Damage 1692 → 1776
Source ↗ - Firing Accuracy has been improved by 20%.
- Basic Piercing Damage has been reduced by 96 points.
- Basic Armour Penetration has been decreased by 114.
- Health increase per level has been decreased by 8.
Winged Hussars7 changes · 7 sourced · latest 12 May 2022
Source ↗ - Piercing Damage increased by 38.
Source ↗ - Resolved an issue where the following units could not properly interact with supply points: Sipahis, Winged Hussars, Selemchid Cavalry, Falconettii Gunners, and Fortebraccio Pikemen.
Source ↗ - Decreased Leadership Value from 350 by 320.
Source ↗ - Cavalry rework: Reduced initial speed and acceleration, these units no longer need a duration of time to pass to reach max speed.
- When cavalry crashes into walls and big objects (such as shelters) at a high speed, they will take some damage, stop charging and get frightened.
- When cavalry charge is interrupted by brace weapons, muskets, and bolts, the cavalry cannot enter the charge status again.
- 'Dispersed' Winged Hussars could get more intense when there were not enough soldiers. Some players exploited this fact to gain unfair advantages. We've increased the intensity level for the Dispersed formation so it's scale remains when the number of soldiers decreases.
Source ↗ - Fixed a bug where sometimes the model of Winged Hussars' soldiers separated from their mounts.
Source ↗ - Fixed a bug that Winged Hussars' charge couldn't be interrupted by projectiles from Crossbowmen/Javelineers/Arquebusiers units.
- Decreased piercing defence by 60 and blunt defence by 80.
- Optimized the layout of Winged Hussars' Scatter Formation and Line formation.
- Basic Piercing Defence is reduced from 531 to 471.
- Basic Slashing Defence is reduced from 508 to 488.
- Basic Slashing Damage has been reduced from 1163 to 947.
- Health increase per level is reduced from 143 to 71.
- The Winged Hussar Rapid Strike node effect (charging is not halted by braced weapons) and the Spear Parry effect (damage dealt to polearm units has increased 15%) have been switched
- The Fear Nothing node effect's charge damage has been reduced from 10% to 5%.
- Charge damage has been decreased by 20%.
- Speed-related main attack damage bonus has been reduced by 21%.
- Winged Hussars will no longer be totally suppressed by Imperial Pike Guards advance. Now both units suffer certain losses at the same time.
Source ↗ - Fixed a bug where the "Move as One" of Winged Hussars was inoperative.
Yeomen6 changes · 6 sourced · latest 14 Jan 2021
Source ↗ - Resolved an issue where some of the Yeomen's unit tree nodes wouldn't work for the Armiger Lancer's unit.
- Resolved an issue where the Inner Growth data of Yeomen would carry over to Armiger Lancers after promotion.
Source ↗ - Fixed an issue where the Men-art-Arms and Yeomen displayed incorrect attributes.
- Resolved an issue where, for the Heroic Era units Men-at-Arms and Yeomen, the actual data of the season balance changes didn't correspond to changes of the previous season;
Source ↗ - Increased unit size from 16 to 18.
- Increased damage and defence by 15%.
Source ↗ - Cavalry rework: Reduced initial speed and acceleration, these units no longer need a duration of time to pass to reach max speed.
- When cavalry crashes into walls and big objects (such as shelters) at a high speed, they will take some damage, stop charging and get frightened.
- When cavalry charge is interrupted by brace weapons, muskets, and bolts, the cavalry cannot enter the charge status again.
Source ↗ - Charge damage has been decreased by 20%.
- Speed-related main attack damage bonus has been reduced by 33%.
- Fear Nothing's charge damage has been reduced from 7% to 5%.
- Garrison's 10% damage bonus in Siege Battles has been reduced to 5%.
- Basic Piercing Damage is reduced from 878 to 848.
- Health increase per level is reduced from 140 to 105.
Source ↗ - Fixed a bug where The Middling Sort of Yeomen didn't come into effect.
Zykalian Militia3 changes · 3 sourced · latest 21 Nov 2022
Source ↗ - Base movement speed increased to 6 (was 5.7) and base ammo to 48 (from 33).
- Explosion damage from canisters reduces the enemy's defenses by 6% for 8 seconds.
Source ↗ - Resolved an issue where players that completed the 'Zykalian Militia' season challenge's fourth phase couldn't claim the final reward.
Source ↗ - Resolved an issue where flames left behind by Zykalian Militia were not affected by rainy weather.
- Resolved an issue where, when a 'Burning' Zykalian Militia was set 'Ablaze', their oil canister wouldn't explode upon death.
Game-wide changes 4
Game Systems & Modes21 changes · 21 sourced · latest 20 Dec 2021
53 changes from 2023 onwards →
Source ↗ - We are adding [Assist Points], which you gain depending on your assistance in any given battle. Ways in which to gain Assist Points are: healing allied heroes or units and buffing their attack or defense; crowd-controlling enemy heroes or units; debuffing the attack or defense of enemy heroes or units. Your Assist Points also affect your final battle score.
Source ↗ - Now, you can replace your primary unit while on the world map and not in a battle by pressing the units button. There you can also check the units of your allies.
- Made adjustments to how the Warband Builds and Pre-battle Deployment windows work. Now, your primary unit will always be shown in the leftmost slot. When used, the second unit will instead take its place. Should your primary unit fall and you haven't set another unit as your primary unit, your second one will automatically take its place.
Source ↗ - Territory War overhaul: Prestige replaces Influence, with war-declaration Prestige costs (200 for houses with 3-4 fiefs, 500 for 5 or more), penalties for abrupt declarations and assaulting weak fiefs, a 10-fief cap with rising Prestige losses, weekly Prestige caps, and variable fief battle durations.
- World Map speed changes: Heroes 4 to 6.5; Light Infantry 2.6 to 3.5, General Infantry 2.2 to 3, Heavy Infantry 1.9 to 2.8; Light Cavalry 4 to 5.4, General Cavalry 3.5 to 5, Heavy Cavalry 3.1 to 4.8; Large Artillery 1.4 to 1.9, Heavy 1.6 to 2.2, Medium 2 to 2.8, Light 2.2 to 3.
- Food changes: overall unit food costs increased by 1.5x, food no longer auto-collected in safe zones and house territory (movement there consumes none), consumption rate reduced to 0.8x, and cavalry speed reduced to 3.5 while consuming food.
- War Rally system introduced (NPC factions initiate rallies; Station Battles follow the Siege Battle ruleset), and Imperial Restorationists no longer auto-declare war.
- Hero Specialization: [Skill Pages] are no longer required to unlock and upgrade [Victory Skills]; they unlock with [Mastery Points], and unused pages convert to [Skill Points].
- Unit Tree: we've removed the era requirements of unlocking units and nodes, with many pre-requisite nodes relocated per the post's appendix.
Source ↗ - Star Unit will be replaced with Unit Kill Details in the Personal Stats page of the battle result menu. This will elicit the number of unit types and soldiers you killed during the battle.
Source ↗ - Added [Unit Kill Score]. This score is affected by unit star level and squad size and affects the final score.
- Added [Unit Kill Score] to the scoring menu.
Source ↗ - Mercenary (auxiliary unit) rework: fixed levels by star (3-star level 8, 4-star level 12, 5-star level 15), XP goes to the Shared XP Pool, pre-set doctrines and veterancy that cannot be altered, 600 initial auxiliary points (plus 100 premium), costs of 200/300/400 points for 3/4/5-star units, a weekly refresh of seven units with previous seasonal units joining the rotation, and recruits expiring at the weekly rotation instead of being sealed.
Source ↗ - We have increased the health of all Siege Towers to 111,500 (up from 82,500).
Source ↗ - Rune system introduced: after reaching level 15, head to the [War Scholar] and complete the Rune Mysteries quest to unlock runes, socketed into equipment via the [Runes] button.
Source ↗ - The damage 'Siege Ballista' deals against Siege Towers, Gates, Battering Ram (or other destructible objects) is reduced by 50%.
- The 'Epic Siege Ballista's' health has reduced from 12,938 to 8,500.
Source ↗ - Improved how units retreat after the hero dies. Warlords may now actively command units to retreat. Units will now also automatically begin retreating 5 seconds before the hero respawns (was 10 seconds after the hero dies).
Source ↗ - Shared Unit XP system introduced: 1,000,000 point pool cap, unleveled units add 10% of earned XP to the pool, and all XP from maxed units flows to the pool.
- Reduced the maximum respawn time in Siege Battles from 90 seconds to 75 seconds.
- Upon dying, in-battle units will start retreating after a countdown of 10 seconds.
- Artillery rebalanced globally: reduced the health, damage and ammo of uncommon, rare and epic artillery, reduced the central explosion damage radius of mortars and cannons, reduced ballista accuracy, and changed the deployment time of all artillery pieces.
Source ↗ - Territory War Ruling House redesign: region Influence comes from Outposts, Field Camps and Subfiefs, subfief battles are 15v15 single-front, and the highest-Influence house commands each next battle.
- Seasonal Doctrine changes: permanent versus seasonal stacking rules, new seasonal doctrines, and wider drop sources.
Source ↗ - Penalty adjustments to friendly fire: dealing less than 30,000 damage to allies deducts no score; dealing more than 30,000 deducts 30 score, and each further 10,000 friendly fire damage deducts another 10 score, rounded upward to each full 10,000. In effect in Field, Siege and Ranked Battle.
- Siege towers and battering rams added to the minimap.
Source ↗ - Ranked Battles: The MVP of the winning side now gains an additional 5 stage score while the MVP of the losing side gains an additional 10 stage score.
Source ↗ - In Siege battles, heroes and units will now have 3-second protection once they respawn.
Source ↗ - Replaced the unit recruitment limit with Auxiliary points so players can be more flexible with their recruitment choices.
- Golden Era units are now available to be recruited once players reach level 80.
- Optimised unit climbing actions, your unit will now listen to commands while climbing a ladder.
Source ↗ - Food system rework: food is now free and replenishes automatically, with reduced consumption in friendly regions; a warband with no food cannot fight in Territory War or pursue others.
- Siege-equipment sharing now awards points: a warlord using someone else's siege equipment receives 70% of points gained and the owner 30%, and destroying newly deployed siege equipment grants bonus points.
- Unit kits can now only be created in specific fiefs: Eastern kits in Maoyang and Liangyun fiefs, Western kits in Ostaria and Ungverija fiefs, with Golden and Heroic Era kits limited to a few fiefs per region.
Source ↗ - Conqueror's City became accessible, with the first Territory Wars run in Drill Mode.
- Siege ladder interaction rework: both sides can build or kick down ladders.
- Deployed artillery self-destructs 30 seconds after running out of ammo.
Source ↗ - Imperial Restorationists system activated.
Source ↗ - Season Level system, Season II Battle Pass, eight weeks of Weekly Challenges with 2 rerolls, the Seasonal Store (Fangs) and Campaign Mode introduced.
- Conqueror's City system introduced: four gates plus the inner city, with Legion Alliance NPC houses to follow.
- Warband Builds introduced, war declaration no longer required during Territory War, units no longer wounded or lost after dying in Expeditions I, II and III, and unit level-up XP reduced.
Source ↗ - Siege equipment rebalance: siege tower minimum pushers 8 to 7; Hwacha Arrow Launchers damage from 2400 to 3600 for all levels with accuracy and speed raises; Grapeshot Cannons 700 to 800, 840 to 1000 and 1050 to 1200 by level; Ballistas reloading time decreased by 2s for all levels; Trebuchet damage 9000 within 3m, 8000 within 2m, 5000 otherwise.
Armor & Gear12 changes · 12 sourced · latest 24 Sept 2021
Source ↗ - To reduce the difficulty of forging equipment, we will be merging some schematics into new items with the start of the Tyranny season.
- Uncommon and Rare armour-piece schematics merge into Uncommon and Rare Armour Schematics; twelve named epic weapon schematics merge into the Epic Weapon Schematic and eleven named legendary ones into the Legendary Weapon Schematic; mount armour schematics merge likewise. We will be reclaiming all schematics you own with the start of the Tyranny season, and convert these into the new schematics.
Source ↗ - Lowered level requirements to equip weapons/armors and for forging equipment.
Source ↗ - On July 19th, 12:00, equipment set attributes will be removed, as will the seasonal seals on Heroic Era units and the Grayhair Garrison unit.
Source ↗ - Runes may now also be equipped onto two new equipment slots: Hands and Boots.
- Weapon rune energy was previously capped at 6 and has been reduced to 5. Armour rune energy was previously capped at 6 and has been reduced to 3.
- Equipment crafting: increased chance of multiple attributes; crit rate, anti-crit rate and leadership easier to craft; Steel Plates and Steel Bars merged into Superior Steel; Paint & Lacquer, Wire & Thread and Metal Rings merged into Enameled Leather; outdated materials convert 1:1 via in-game mail.
- Fame Treasury: new series of Link equipment, each piece 8 leadership; Frost Steel equipment removed from the Fame Treasury.
Source ↗ - Epic Doctrines activated at the War Scholar, obtainable with Treatise, covering the Epic weapon-line doctrines plus Siege Fighter, Open Ground, Logistics, Healing Arts and Labour.
- The Epic Assassination and Epic Battle Line Doctrines have been removed from the available Doctrine list, as they were previously added in error.
- Barber-Surgeon's Doctrine removed from the War Scholar, and a new Rare Defence Doctrine added (increases piercing defence by 80, increases slashing defence by 80).
- Epic Crossbow Doctrine V: Rattan Marksmen with this doctrine gain a passive enabling them to launch one extra arrow with every shot.
Source ↗ - Removed the item weight from hero weapons and equipment.
Source ↗ - Fixed an issue where some Epic Doctrines did not appear within specific units' Doctrine Pools.
Source ↗ - Resolved an issue where it was possible to deploy units exceeding the Leadership cap after using the temporary Leadership reduction doctrine had expired.
Source ↗ - Fixed a bug that caused DMG boost of Breakthrough Doctrine to be applied in an incorrect way.
Source ↗ - Seasonal Doctrines introduced: sealed to the unit they are equipped to, extendable with a same-name doctrine, cannot be salvaged, and expire at the end of the Season.
- 4-piece set effect changes for Season III: Carnifex Set from Adds 100 Leadership to Adds Strength, Agility, Armour and Toughness by 10 respectively; Desert Hawk Set from Increases duration of damage bonus after rolling by 50% to Increases armour penetration effects of the rolling buff from 3% to 5% and extends its duration by 50%; Fearless Paladin Set from Increases Bec de Corbins final step of damage by 40% to Increases attack steps for Bec de Corbin from 3 to 4.
Source ↗ - Decreased the Culverin's damage dealt to large artillery (Trebuchet, Battering ram and Siege tower), city gate and city wall, similar to the damage of Cannon with same-quality.
- Battering ram destination mechanics rework: the gate becomes non-interactable, an open gate is destroyed instantly with the ram self-destructing, and an unmanned ram self-destructs.
Source ↗ - Players can no longer use two doctrines of the same effect at the same time, with four pairing restrictions across Epic and Legendary doctrines.
- Increased the block break effect towards Javelinist unit Epic from 100% to 200% caused by Javelin Doctrine III.
Class-Wide Balance19 changes · 19 sourced · latest 26 Oct 2022
Source ↗ - Polearm Infantry: damage to cavalry of all [Impeding Force] characteristics increased to 26% (was 16%).
Source ↗ - Hitbox changes for spear & pikeman units: Damage hitbox length reduced by 9% in Brace and Stand Firm formations.
- Attack hitbox length extended by 15% for Brace and Stand Firm. The attack prediction area expanded so that they attack earlier against charging cavalry.
- Units affected: Imperial Pike Guards, Halberdier Sergeants, Halberdiers, Pike Militia, Demesne Pikemen, Village Watchmen.
Source ↗ - Firearm Infantry: Reducing the damage decay based on the range for firearm units. 20m damage decay reduces to a maximum of 10% (down from 20%); 20-40m reduces to a maximum of 18% (down from 30%); maximum decay range increases to 56m (up from 48m), leading to a minimum of 65% damage.
- Firearm Infantry: Increasing the overall accuracy of firearm units. Attacking enemies at around 30m has the highest increase of 15% accuracy.
Source ↗ - [Heroic Era] and [Golden Era] Cavalry Units: Reduced the damage against heroes of all charge skills by 15%.
- Firearm Infantry: Reduced the damage against heroes of all shots by 25%.
Source ↗ - Bows and firearms no longer deal damage to [artilleries] and [breakable walls].
Source ↗ - Adjusted the slow effect of [Feudal Era] earlier [Polearm] units: Slow reduced to 30% (down from 60%) and slow duration reduced to 1.5 seconds (down from 2).
- Adjusted the slow effect of [Silver Era] and [Chivalric Era] [Polearm] units: Slow effect reduced to 45% (down from 60%).
Source ↗ - All Professions: Base health increased by 2,500.
Source ↗ - We have increased the block break of all sword & shield infantry units by 60%.
- Increase the accuracy of all bow units against targets far away.
- Reduce the reloading time of all musket units by 8% (excluding the use of skills).
- All polearm units: the [Anti-Cavalry] tag (Deal 10% increased damage against cavalry) is replaced by [Impeding Force]: Deal 16% increased damage to cavalry. Damaging a cavalry unit also slows them by 60% for 2 seconds.
Source ↗ - Resolved an issue where units would charge in the opposite direction when the hero is standing with its back toward a wall while issuing the Charge skill.
Source ↗ - Fire and Burn mechanics redesigned game-wide: Burn debuffs will no longer be simply "burning" or "not burning", but it can be stacked to increase potency.
- [Fireproof] has been changed to [Fire Resistant], and fire-resistant units will be capable of withstanding greater amounts of fire attacks before being set ablaze.
- Warlords can roll to reduce ablaze duration, and the Rain debuff makes it more difficult for normal fire damage to set enemies ablaze.
- Brace Formation: When in Brace formation, the minimum distance required equals the size of around two people, and units no longer attack and deal damage within this range.
Source ↗ - All Warlords: Total damage bonus provided by Critical, Headshots, Backstabs and Altitude cannot exceed 250%.
Source ↗ - Fixed a bug which caused units to charge in the opposite direction in some situations.
- Fixed a bug which prevented escape skills (such as "Light-Footed" for Longbow, and "Rolling Escape" for Shortbow) and melee skills (such as "Push Back" for Poleaxe and "Shield Bash" for Shortsword and Shield) from being cast correctly and ignoring stunned status caused by base attacks.
- Warlords standing on narrow steps and slopes are no longer mistakenly flagged as falling when using offensive skills.
Source ↗ - Cavalry rework: cavalry crashing into walls and big objects at high speed take damage, stop charging and get frightened; a charge interrupted by brace weapons, muskets or bolts cannot re-enter charge; turning rate slightly reduced for all cavalry.
- Multi-step hero skills: reduced cooldowns across all multi-step skills, with the cooldown now starting every time a step of the skill is cast.
- Removed the "Bull Horn" formation from the game as it was almost identical to the "V" Formation.
- Unit control after death: when your Warlord dies, your units will attack freely or follow the Warlord you are spectating, cannot line up or use unit skills, and units in the retreat status will no longer be able to take orders.
Source ↗ - Reduced the effect of snow weather on units: slowed units' speed from 30% to 20%.
- When poleaxe units use Brace Weapons, they can intersperse this skill with normal attacks (previously, they were only able to use normal attacks in the brace weapons formation).
- Fixed issue where units could not be dazed by enemy attacks when using Brace Weapons or Stand Firm.
Source ↗ - Leadership for Tier-5 units has been adjusted to 350.
Source ↗ - A lower limit has been set on the damage weakening applied when a hero is attacking multiple targets at 25% damage.
- The amount of damage related to movement speed a hero takes when coming into contact with Brace Weapons and Stand Firm states has been greatly reduced.
- The charge loss of lancers (especially winged hussars) was reduced when they charged into Pikemen and Halberdiers units in brace.
- When Lancer and Melee infantry charging against each other, now Lancer would have significant advantages.
- Optimized the scatter formation for all cavalry units.
Source ↗ - We have received a lot of feedback regarding cavalries bracing and charging, where the damage would continue to be taken by other units when walking through that area. We have resolved this issue with this update.
Source ↗ - Decreased the damage loss cap from 30% to 20% for all javelin units
- Decreased the damage loss rate by 0.5% per meter for all javelin units
- Ranged hero shoot-through: Every time a Warlord shoots through an enemy, damage loss will be reduced by 30%.
Source ↗ - Barricade skill now has a shorter cooldown of 3s.
- Javelin Infantry can only use directional throw skill when enemies are inside their attack range.
Maps & Seasons40 changes · 40 sourced · latest 7 Dec 2022
22 changes from 2023 onwards →
Source ↗ - New hero weapon debut: Chain Dart & Scimitar (the [Blade of the Sands] weapon).
Source ↗ - Season [Colosseum] launched.
- New unit debuts: Dimachaeri (3-Star), Myrmillones (4-Star), Retiarii (5-Star).
- New mode: Colosseum, a 6v6 Roman-arena PvP mode (no cavalry, one artillery per player, 500-point flag control, 10 minutes).
Source ↗ - Quinn Ruins stage improvements: Removed the anti-horse spikes at A. Adjusted the supply point at the defender's base. Upon occupying B, the map timer will be extended by 120 seconds (up from 90 seconds).
Source ↗ - Season Highlanders launched December 21. Season unit debuts: Bagpipers (3-star), Claymores (4-star) and Houndsmen (5-star), with seasonal bonuses: Requires 10 less Leadership. Resupply cost is reduced by 50%.
- Season map: Quinn Ruins, a Siege Map for two teams of 12 players with tar traps and incendiary catapults.
- Campaign: The Burning Lands (12/21-1/2), Rising in Flames (1/3-1/16), Great Ambitions (1.17-1.30), Ode to the Chaos (1.31-2.13), The Supreme Glory (2.14-2.27). Defiance Fame reset; Celtland Fame becomes available.
Source ↗ - [Conqueror's City - Counterattack] is being added to the matchmaking pool of siege battles.
Source ↗ - [Conqueror's City - Counterattack]: The map's initial timer is now 8 minutes (down from 10 minutes). Upon occupying B, the map timer will be extended by 1 minute (down from 2 minutes)
Source ↗ - Added an extra spawn point for the attackers on the [Valley Fortress] siege map to give more offensive options.
Source ↗ - Season Tyranny launched September 28. The season's core region is the Borderlands, with campaign phases Great Ambitions (9/28-10/10), Rising in Flames (10/11-10/24), The Burning Lands (10/25-11/7), Ode to the Chaos (11/8-11/21) and The Supreme Glory (11/22-12/5), when Conqueror's City can be contended for.
- Season unit debuts: Outriders, Shenji Grenadiers and Axe Raiders, unlocked by completing their corresponding [Challenges]. Seasonal Bonuses: Requires 10 less Leadership. Resupply cost is reduced by 50%.
- Some resources sites and small fiefs can no longer be contended for.
Source ↗ - After checking through our data, we have decided to reduce the number of participants on defense side to 14 (was 15) for the [Hidden City], [Harbour City], and [Sun City] siege maps in Free Battle, bringing them in line with other maps.
Source ↗ - Adjusted the respawn point for the attackers on the [Allenburg] siege map, by adding an extra respawn point outside the walls.
Source ↗ - Adjusted the attackers' spawn points on the [Allenburg] map to improve the gameplay experience, we have added a safe spawn point near the attackers' base during each stage. Players may opt to spawn here, however, we have not made any changes to the default spawn points at the front lines.
Source ↗ - The map Linwu Fortress was relatively difficult for Attackers side to win for its narrow and comprehensive paths. To address this, we have adjusted the location of Supply Points and added a capturable Supply Point in Defenders' orbit.
- We have also added two Trebuchets on the east side of Attackers' camp to balance the winning chance of two sides.
Source ↗ - The new seasonal map Linwu Fortress will be added to the Siege Battle map pool following the August 5th update.
Source ↗ - The new seasonal map Linwu Fortress will become available after the July 29th update. It will be available every day between 12:00-14:00 and 18:00-20:00.
Source ↗ - Season Dynasty launched. Campaign regions: Longting, Liangyun, Maoyang and The Borderlands, with Maoyang as the core region and staged openings from Great Ambitions (7/8) through The Supreme Glory (9/6).
- New weapon debut: Pike, the Seasonal Hero, with the Wandering Dragon, Hidden Dragon and Soaring Cloud skills and the Cold Dragon and Stormrend Victory Skills.
- Season units: Cudgel Monks, Grayhair Garrison and Modao Battalion, unlocked by completing their corresponding [Challenges]. Seasonal Bonuses: Requires 15 less Leadership. Resupply cost is reduced by 50%.
- Season Map Linwu Fortress: Launch Date: Stay tuned for our official announcements as to when the Linwu Fortress goes live.
Source ↗ - Adjusted the respawn point for the attackers on the [Wall Fort] siege map. After taking control of C, the attackers may now select between multiple spawn points.
Source ↗ - Improved the layout around B on the Grassland Assault map by reducing the coverage of artillery fire to raise the survivability of those at the red respawn point.
- Improved the routes and supply point of A on the White Elk Fort map to grant the attackers more strategic choices.
- Adjusted the position of the trebuchet on Dasuo Fort so that it may now reach the end of the camp.
Source ↗ - We've added four new maps to the Ranked Battle map pool: Continopolis, Border Fort, Sun City, and Heilung Fjord.
Source ↗ - Made it possible to break the stone houses on both sides of A on the siege map [Border Fort].
- The siege map [Border Fort] is once again available in the map pool.
Source ↗ - Added the seasonal [Heilung Fjord] map to the Siege Battle pool.
Source ↗ - Added two new maps to Siege Battle matching: [Continopolis] and [Hidden City].
- Reduced the health of breakable walls on the [Heilung Fjord] map to 1/3 of its previous health.
Source ↗ - Season Northmen launched. New season map: Heilung Fjord.
- Seasonal unit debuts: Fenrir's Pack (3-star), Odin's Berserkers (4-star) and Sigrun's Shieldmaidens (5-star).
- This season's Campaign will be made up of 5 phases. If an alliance has ownership of Turul Varos, their ruling house's liege have the chance to be bestowed the Hegemon title.
Source ↗ - Augolia unlocked: any Alliance controlling it can craft Epic-grade Artillery and Kits.
Source ↗ - Added 'Desert Fortress' to the Siege rotation.
- 'Kurak Castle' supply point distribution adjusted to stop units sticking in narrow passages.
Source ↗ - Added 'Hidden City' to the Siege rotation.
- Snowstorm spawn and respawn points equalized between sides, and siege tower and battering ram push distance adjusted on 'Harbour City'.
Source ↗ - Added 'Combat Arena (Field)' and 'Grassland Assault (Conquest)' to the Field Battle rotation.
Source ↗ - Season VI: Scourge of Winter launched. Added 3 Promoted Units available from Season VI Unit Challenges with a seasonal Leadership discount of 10: Landsknechts (3-Star), Armiger Lancers (4-Star) and Liao's Rangers (5-Star), this season's debut of Liao's Rangers.
- Dynamic Weather system introduced: per-region climates, with snow on the world map reducing movement speed and stopping food self-supply; weather also affects fiefs and Territory War.
Source ↗ - Field Battle pacing on Grassland Assault and Emerald River: Reduced match length from 15 minutes to 12 minutes.
- Reduced the rate at which the respawn timer increases upon death from 20 seconds to 15 seconds and increased the maximum respawn time from 90 seconds to 60 seconds.
- Territory War match length raised from 25 to 30 minutes for the Anadolou fiefs and Reginopolis.
Source ↗ - Season V: Legacy of Fire launched. Season unit debuts via Season V Unit Challenges, with a seasonal Leadership discount of 10 and a 50% decrease to Unit Kit resupply: Zykalian Militia (3-Star), Symmachean Stalwarts (4-Star), Symmachean Paladins (4.5-Star) and Siphonarioi (5-Star).
- Unit promotion introduced: Spear Sergeants can be promoted to Symmachean Stalwarts, and Men-at-Arms can be promoted to Symmachean Paladins. Promoted units retain Level, Career Data, Doctrine Pool and Veterancy Points, and promoted units cannot be reverted back to their original state.
- New region Anadolou added to the world map, with Ostaria and Maoyang removed; Ports and Trading Posts introduced.
Source ↗ - Reginopolis: The Last Stand: the wall by Point B and the leftmost wall at Point C are now destructible, making it possible to completely surround the fortress.
- A ballista on the left road by the attackers' base has been replaced by a Mortar.
Source ↗ - Removed the Gunpowder Barrels from Reginopolis as they did not meet the developers expectations, they will return in a future patch after we've applied some changes.
Source ↗ - Reduced the number of players on the defending side from 15 to 14 on the map: Reginopolis (Ingenious Devices).
- Added an additional 15 seconds for the deploying units screen in Siege and Field battles.
Source ↗ - Season IV: Blood of the Empire launched. Season unit debuts via Season IV Unit Challenges: Janissaries (3-Star), Azaps (4-Star), Sipahis (4.5-Star) and Silahdars (5-Star), with a Seasonal bonus decreasing their Leadership requirements by 5 and a 50% decrease to Unit Kit resupply.
- Two new maps: By Land and Sea (Field) and Reginopolis (Siege).
- Season IV Battle Pass, Seasonal Levels, Unit Challenges, Weekly Challenges, Campaigns and the Seasonal Store activated; the Doctrine Ability system and House Funds system also went live.
Source ↗ - Siege map pass: White Elk Fort defenders increased to 15v15 with siege towers moved closer, more ladders and Point A adjustments; The Great Wall attackers gained an extra minute after Point A, a tighter capture radius and additional ladders near Points B and C.
Source ↗ - Siege map pass: Harbour City and Kurak Castle defenders increased to 15v15 with 2 extra Trebuchets and more ladders; Augolia battle time raised from 10 to 11 minutes with siege engines moved closer and 2 uncovered Mortars added outside Point A.
Source ↗ - Siege map pass: Valley Fortress and Augolia defenders increased to 15v15 with extra ladders and Trebuchets; Sun City, Dasuo Fort, Frontier Camp, Greenpeak Camp and The Storehouse gained attacker-side time, artillery or route improvements.
Source ↗ - Season III: Soldiers of Fortune launched. New weapon class: Maul. Season unit debuts via Season III Unit Challenges: Condottieri Guards (Tier 3, from April 21st), Fortebraccio Pikemen (Tier 4, from May 5th), Falconetti Gunners (Tier 5, from May 19th) and Pavise Crossbowmen (Tier 5, from June 2nd), plus Martellatori (Tier 1, store unit).
- Field Battle maps gained brace weapons and shelters around fiefs to weaken cavalry's advantages, and capturing Flag A or C now activates a closer respawn point.
- Siege maps: rooftops which cannot be accessed through standard jumping have been sealed off.
Source ↗ - Season II: Wrath of the Nomads launched. Season unit debuts, the Sons of the Steppe line unlocked via the new Unit Challenges: Kheshigs, Khevtuul Cavalry and Tseregs.
- Maps added: Allenburg (Siege), Desert Fortress (Field), Emerald River (Field 15v15) and Cliff Duel (Deathmatch); removed for rework: Hidden City, Harbour City, Ghost Town, Grassland Conquest and Battle in the Mountain.
Source ↗ - The Rattan Army Units have been added to the Unit Interface.
Source ↗ - Season 1: Seize the Crown launched: Season 1 Interfaces, Season 1 Battle Pass, Nobility and Glory System, Seasonal Weekly Challenges, Seasonal Store, and new cosmetics and consumables.
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