Crown and Cross



The expedition commences — the clash of Crown and Cross awaits. This time, whom will you fight for?
Beneath the cracks of a new era, faith clashes with ambition.
Will you enforce bold reforms with an iron fist, or defend ancient creeds to the end?
Your choice will shape the fate of Sacrum Romanum!

Order is forged in the fires, and honor is defined by steel.
Will you stand as the steadfast lord, honing your blade in blood and mire?
Or rise as the Emperor himself, ending the age of chaos with an iron will?
The fate of the empire hangs upon the Crown and Cross.
Forge your legacy!

Table of Contents

  1. The Story
  2. Seasonal Units
  3. Battle Pass
  4. Season Vault
  5. Season Map
  6. World Campaigns
  7. Season Challenges
  8. Season Runes
  9. Season Fame
  10. System Optimizations
  11. Balance Adjustments

Seasonal Story

Coming soon


Seasonal Unit

3- Star: Doppelsoldner

Unit Background

The Doppelsoldner are an elite infantry unit hailing from the ranks of mercenaries in the Holy Roman Empire during the late 15th and early 16th centuries. Named for the heavy two-handed swords they bore and the double wages they earned, these warriors fought on the very front lines, risking their lives for twice the pay of ordinary mercenaries. Founded by Emperor Maximilian I to counter the famed Swiss mercenaries, the unit was composed primarily of seasoned veterans. Their weapon—the flamberge two-handed greatsword—measured up to 180 centimeters in length and weighed over 3.5 kilograms, specially crafted and carried wrapped in leather for protection. It is said that these double-pay mercenaries wielded their immense swords to break through pike formations, particularly those of the Swiss. With mighty swings, they shattered spearheads or swept aside pikes, striking directly at the enemy and collapsing their ranks.

Unit Characteristics:

  • Imperial mercenaries with unique effects against specific enemies and in certain scenarios.
  • Masters of the two-handed greatsword, unleashing sweeping area damage with every swing.
  • Their battle song carries a silencing effect, disabling enemy skills within range.

Skill Design:

  • Skill 1: Windmill (Unleash a flurry of greatsword attacks)
  • Skill 2: Song of Landsknecht (Battle song silences enemies)

4- Star: Zealot

Unit Background

They are the most faithful guardians of imperial creed, clad in Milanese plate with sigil shields and hammers of judgment. They hold the line like stone and purge heresy with crushing blows.

Yet years facing the dark have stained their souls with a touch of madness. When the heretics surge without cease, the guards' repressed bloodlust is loosed. They cast aside shields, tear of livery of order, and become inquisitors wielding great two‑handed mauls — each swing carrying the purging fire and sacred wrath.

Unit Characteristics:

  • Carnage on the field lays bare the Zealots' nature, increasing [Mad Malice]. Killing 3‑star‑and‑below units and other Heraldic units grants more [Mad Malice]. At max, transform into "Inquisitor".
  • The smooth, shell‑like plates can deflect blows, reducing damage taken by 18% and offering some fire resistance; the asymmetrical left pauldron provides superior protection for blocking when meeting the foe.
  • While transformed into "Inquisitors", they will anoint their weapon with black powder. Each strike burns the target and triggers a small blast

Skill Design:

  • Normal State
    • Skill 1: Righteous Charge – Launches a fearless charge toward the target location.
    • Skill 2: Zeal Whirlwind – Spins the sacred hammer around a pivot of faith, sweeping through foes.
    • Skill 3: Judgment Day – Takes on the aspect of the judge, purging all in divine fire!
  • Judge State
    • Skill 1: Dies iræ – Slams the holy hammer into the earth, unbalancing nearby enemies before sending them flying.
    • Skill 2: Saeclum in Favilla – Unleashes a flurry of holy hammer swings, each blow erupting in a cascade of small blasts.

5- Star: Order of the Dragon

Unit Background

Drawn from the highest nobility and armored in plate etched with the ouroboros, they fight not for coin or fame — for their very being is the Empire's highest honor.

When the horns of expedition sound, their singular "Sacred Expedition" makes their charge dragon‑swift and deadly, rending lines thought unbreakable. Beneath the imperial banner, they are both arbiters of justice and bearers of blessed light.

Unit Characteristics:

  • An elite order of knights formed by monarchs and nobles from across the land. They answer only to the Emperor's command, sworn to battle the enemies of the Empire.
  • When [Emperor's Expedition] is activated, you enter a special control mode where the Unit's movement and abilities are directed by mouse.
  • Their masterfully crafted gilded armor not only marks their noble status but also offers formidable protection.

Skill Design:

  • Skill 1: Emperor's Expedition – Enter a unique control mode: change your perspective and use the mouse to command Unit movement and unleash skills.
  • Skill 2: Sacred Verdict – Deliver swift justice with your sword; unleash a flurry of attacks to deal burst damage.
  • Skill 3: Blessing of Light – Remove continuous damage effects from yourself and restore health.

Battle Pass

During the "Sacrum Romanum" season, purchase the Battle Pass to unlock additional Battle Pass rewards.

Pass Level Rewards:

  • At Battle Pass Level 1, obtain Hero Attire: Margrave of the Border
  • At Battle Pass Level 50, obtain Unit Attire: Imperial Campaign
  • At Battle Pass Level 70, obtain Mount Attire: Gloria
  • At Battle Pass Level 100, obtain Hero Attire: Emperor in Steel 


Season Vault

During the Sacrum Romanum season, the Season Vault will feature the return of Lionfire season attire. You can redeem these attires at a 20% discount using Blades.

  • Aurora's Glory (Sealed) exchange cost reduced from 2500 to 2000.
  • Northern Lion (Sealed) exchange cost reduced from 5000 to 4000.
  • Vasa Royal Guards (Sealed) exchange cost reduced from 2500 to 2000.

The following attires will return to their original price:

  • Hellenic Court Robes (Sealed) exchange cost increased from 2000 to 2500.
  • Vergina Sun (Sealed) exchange cost increased from 4000 to 5000.
  • Twelfth Trial (Sealed) exchange cost increased from 2000 to 2500.

The following attires will be removed from the Season Vault:

  • Snow Falcon Attire (Sealed) (Hero Attire)
  • New Dawn Attire (Sealed) (Hero Attire)
  • Tiger Battalion (Sealed) (Units Attire)
  • "Dragonrise" season returning weapon attire.

Season Map

Coming Soon


World Campaigns

Explanation of World Focus Regions

Servers with three unlocked Regions:

The following servers will have Ostaria, Anadolou, and Borderlands unlocked, with Ostaria as the focal region. Ownership of Augolia will determine the Hegemon Title.

  • APAC: Lotus Ash Sea, Dragonrise Island, Jaderock Creek
  • EU/AMS: Crystal Sea, Elysium Peak

Servers with a single unlocked Region:

The following servers will have Ostaria unlocked, with Ostaria as the focal region. Ownership of Augolia will determine the Hegemon Title.

  • APAC: Khan's Edge, Aetherium Gate, Seorabeol, Eternal Reign, Sacrum Imperium
  • EU/AMS: Pantheon Warhall, Lionforge Fjord, Lakonía, Terracotta Vanguard, Ferrea Corona

Phase 1: Rising of Hero

  • Duration: 09.19(After maintance) - 09.29 12:00(UTC+8)
  • Available Unit: 3-star and below
  • Equipment Set Attributes: Disabled
  • Equipment Forge Bonus Attributes: Disabled
  • Auxiliary Unit Pool: 3-star and below
  • Auxiliary Unit Points: 6
  • Territory War Related Content:
    • APAC
      • Warlords from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can fight in Anadolou and Borderlands.
      • Warlords from Khan's Edge, Aetherium Gate, Seorabeo, Eternal Reign and Sacrum Imperiumand can fight in Ostaria.
    • EU/AMS
      • Warlords from Crystal Sea and Elysium Peak can fight in Anadolou and Borderlands.
      • Warlords from Pantheon Warhall, Lionforge Fjord, Lakonía, Terracotta Vanguard and Ferrea Corona can fight in Ostaria.

Phase 2: Eve of Turmoil

  • Duration: 09.29 12:00 - 10.13 12:00(UTC+8)
  • Available Unit: 4-star and below
  • Equipment Set Attributes: Enabled
  • Equipment Forge Bonus Attributes: Disabled
  • Auxiliary Unit Pool: 4-star and below
  • Auxiliary Unit Points: 6
  • Territory War Related Content: 
    • APAC
      • Warlords from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can fight in Ostaria, Anadolou, and Borderlands.
    • EU/AMS
      • Warlords from Crystal Sea and Elysium Peak can fight in Ostaria, Anadolou, and Borderlands.

Phase 3: All is Chaos

  • Duration: 10.13 12:00 - 11.03 12:00(UTC+8)
  • Available Unit: 5-star and below
  • Equipment Set Attributes: Enabled
  • Equipment Forge Bonus Attributes: Enabled
  • Auxiliary Unit Pool: 5-star and below
  • Auxiliary Unit Points: 6

Phase 4: Usurp the Thrones

  • Duration: 11.03 12:00 - 11.17 12:00(UTC+8)
  • Available Unit: 5-star and below
  • Equipment Set Attributes: Enabled
  • Equipment Forge Bonus Attributes: Enabled
  • Auxiliary Unit Pool: 5-star and below
  • Auxiliary Unit Points: 6
  • Territory War Related Content:
    • APAC
      • Warlords from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can contend for Reginopolis and Conqueror's City.
      • Warlords from Khan's Edge, Aetherium Gate, Seorabeol, Eternal Reign and Sacrum Imperium can contend for Augolia.
    • EU/AMS
      • Warlords from Crytal Sea, Elysium Peak, Pantheon Warhall, Lionforge Fjord, Lakonía, Terracotta Vanguard and Ferrea Corona can contend for Augolia.

Phase 5: King of Kings

  • Duration: 11.17 12:00 - 12.01 12:00(UTC+8)
  • Available Unit: 5-star and below
  • Equipment Set Attributes: Enabled
  • Equipment Forge Bonus Attributes: Enabled
  • Auxiliary Unit Pool: 5-star and below
  • Auxiliary Unit Points: 6
  • Territory War Related Content:
    • APAC
      • Warlords from Lotus Ash Sea, Dragonrise Island, and Jaderock Creek can contend for Reginopolis, Conqueror's City and Augolia.
    • EU/AMS
      • Warlords from Crytal Sea and Elysium Peak can contend for Reginopolis, Conqueror's City and Augolia.

Season Challenges

Doppelsoldner (Complete 6 out of 8 tasks per stage)

Challenge Unlock Date: September 19, 2025 (After Maintenance)

  • First Stage Reward: 3-day Unit trial
  • Second Stage Reward: Permanent Unit
  • Third Stage Reward: Unit-exclusive Rare Doctrine – [Doppelsoldner - Gilded Echo]: The silence effect of [Song of Landsknecht] against enemies is extended.
  • Fourth Stage Reward: Unit Cartoon Avatar

Zealot (Complete 8 out of 10 tasks per stage)

Challenge Unlock Date: September 29, 2025, 12:00 (UTC+8)

  • First Stage Reward: 3-day Unit trial
  • Second Stage Reward: Unit Medal ×120
  • Third Stage Reward: Permanent Unit
  • Fourth Stage Reward: Unit-exclusive Epic Doctrine Doctrine – [Zealot - Martyr's Rebirth]: When using [Judgment Day], restore 50% of Max Health
  • Fifth Stage Reward: Unit Cartoon Avatar

Order of the Dragon (Complete 10 out of 12 tasks per stage)

Challenge Unlock Date: October 13, 2025, 12:00 (UTC+8)

  • First Stage Reward: 3-day Unit trial
  • Second Stage Reward: Unit-exclusive Rare Doctrine – [Order of the Dragon - Imperium]: [Sacred Verdict] deals 200 additional damage
  • Third Stage Reward: Unit Medal ×120
  • Fourth Stage Reward: Permanent Unit
  • Fifth Stage Reward: Doctrine Spirit (Season-limited) + Unit Medal ×200
  • Sixth Stage Reward: Unit-exclusive Epic Doctrine – [Order of the Dragon - Imperial Edict]: Movement Speed during [Emperor's Expedition] increases by 15%
  • Seventh Stage Reward: Unit Cartoon Avatar

Season Runes

Armor Runes

Helm:

  • [Blood Rain]: Reduces unit damage taken by 20%; upon death, deals damage equal to 30% of the enemy's current health to up to 10 nearby enemy units; costs 3 rune power.
  • [Venom Claw]: Reduces unit damage taken by 20%; upon death, inflicts poison on nearby enemy units, dealing 0.2% of their maximum health per second, increasing by 0.2% per second for 20 seconds. If the enemy leaves the affected area, the effect is immediately removed; costs 3 rune power.
  • [Crimson Gaze]: Reduces unit damage taken by 20%; upon death, inflicts burning on nearby enemy units, dealing 1.5% of their maximum health per second while accumulating burning value for 10 seconds. If the enemy leaves the affected area, the effect is immediately removed; costs 3 rune power.
  • [Vital Essence]: Restores 2% maximum health per second while at a supply point; costs 2 rune power.

Armour:

  • [Warding Banner]: Reduces damage taken by 8% while on a Capture Point; costs 3 rune power.
  • [Winged Havoc]: Javelin throw skills of Javenlin Infantry deal 15% more damage to Towel Shield units; costs 3 rune power.
  • [Sacred Light]: Reduces [Bandage]'s duration by 40%, while keeping the total heal amount unchanged; costs 2 rune power.
  • [Blood for Blood]: For [Polearm] units, 30% of healing from Lifesteal is converted into damage to the target; units only; costs 2 rune power.
  • [Mountainbreaker]: [Melee Infantry - Special] units' Blunt Damage increases by 20%; units only; costs 3 rune power.

Bracers:

  • [Iron Cavalry]: Lance Cavalry gain [Immunity] while Charging, and exit [Immunity] after they take 1 hit or after 10s; costs 3 rune power.
  • [Full Quiver]: [Javelin], [Bow], [Musket], and [Crossbow] units restore 2 Ammo for each enemy unit killed; costs 3 rune power.
  • [Piercing Fang]: Javelin Infantry's attacks deal an additional 200 block damage to units; costs 3 rune power.
  • [Fertile Blessing]: Increases maximum health by 3%; upon death, nearby allies restore 10% of their maximum health; costs 2 rune power.
  • [Stone Shell]: Increases hero maximum health by 2500; when health is below 30%, reduces damage taken from units by 20%; costs 2 rune power.

Boots:

  • [Gale Stride]: Reduces the [Chargers] amplification interval from 1.5 seconds to 0.5 seconds; costs 3 rune power.
  • [Judgment Horn]: Increases damage dealt by 8% while at a Capture Point; costs 3 rune power.
  • [Amber Veil]: While using [Bandage], the slowdown effect is lowered from 50% to 30%; costs 2 rune power.
  • [Ghost Wind]: Increases speed by 4%; upon death, nearby allies gain a 8% speed boost for 10 seconds; costs 2 rune power.

Weapon Runes

Poleaxe:

  • [Minotaur's Axe]: [Sideways Sweep] can now be used fourth time; costs 3 rune power.
  • [Shattering Axe]: For each enemy hit by [Weapon Dance], the [Ultimate]'s cooldown is reduced by 0.5s; costs 3 rune power.
  • [Hercules' Final Battle]: Reduces damage taken by 10% when using ultimate skill; costs 2 rune power.

Glaive:

  • [Demigod Authority]: Grants immunity to all control effects except [Winded] when using [Hail of Blades] and [Flying Reaper]; costs 3 rune power.
  • [Dragon Aflight]: The stamina cost of Glaive's [Sprint Attack] is reduced by 30, and damage is increased by 30%; costs 3 rune power.
  • [Titanic Physique]: Grants immunity to all control effects except [Winded] during [Turn and Attack]; costs 2 rune power.

Maul:

  • [Tortoise's Boon]: The stamina cost of all skills of [Maul] is reduced by 30%; costs 3 rune power.
  • [Titanic Shockwave]: Increases [Earthsplitter] impact area by 25%; costs 3 rune power.
  • [Hermes' Leap]: Reduces stamina consumption for [Dodge] by 20%; costs 2 rune power.

Longsword & Shield:

  • [Jason's Golden Fleece]: After using ultimate, restores 0.5% maximum health per second for 10 seconds; costs 3 rune power.
  • [Hippocrates' Oath]: [Mercy of Heaven] increases nearby allies' defense by 10% for 5 seconds; costs 3 rune power.
  • [Perfect Provisions]: When health is above 70%, increases all damage dealt by 100 points; costs 2 rune power.

Sword & Shield:

  • [Spartan Resolve]: Grants immunity to all control effects except [Winded] when using [Centurion's Battle Drill] and [Thunderstruck]; costs 3 rune power.
  • [Realm Bulwark]: When using [Ironsides], your unit's Defense increases by 30%; costs 3 rune power.
  • [Discus Thrower]: [Throw Shield]'s slowdown effect reduced to 20%, with cooldown reduced to 3 seconds, and range increased by 20%; costs 2 rune power.

Spear:

  • [Serpent's Malice]: Each stack of [Hard-Hitting] additionally increases all types of damage by 2%; costs 3 rune power.
  • [Great Horsemanship]: Reduces stamina consumption by 20% when using [Mounted Right Click]; costs 3 rune power.
  • [Unified Charge]: Increases damage of mounted attacks by 5%; costs 2 rune power.

Pike:

  • [Dionysus's Ecstasy]: [Water Dragon], [Sky Dragon], [Green Dragon], and [Cold Dragon] skills apply [Strong as a Storm] when hitting enemies. [Strong as a Storm] increases piercing armour penetration by 15% per stack; costs 3 rune power.
  • [Treads the Sea]: When using [Green Dragon], gain the damage and knock‑up of a 1‑second charge without charging; costs 3 rune power.
  • [Shadow Pursuit]: Each time using the third strike of [Wandering Dragon], [Water Dragon], or [Sky Dragon], the cooldown of the [Ultimate] is reduced by 2s; costs 2 rune power.

Nodachi:

  • [Heroic Strike]: [Ichi-no-Tachi] no longer requires charging to achieve the damage and knockback effect of a 2-second charge, also refreshing all cooldowns except ultimate. Hitting enemies with skills grants [Heroic Blessing], increasing damage by 2% and life drain by 1.5% per stack (up to 15 stacks, lasting 6 seconds). When the effect ends, 3 stacks are removed; costs 3 rune power.
  • [Ares' Sacrifice]: During [Bloodbath], increases critical value by 120% +1000; costs 3 rune power.
  • [Macedonian Costume]: During [Bloodbath], reduces damage taken by 15%, but the reduced damage is steadily dealt to you over the next 10 seconds; costs 2 rune power.

Musket:

  • [Thunder in Tandem]: After using [Blackpowder Grenade], you can cast it 1 more time within 10s; triggers only 1 time per cooldown cycle; cooldown increases by 15s; costs 3 rune power.
  • [Poseidon's Tide]: Changes [Five Rounds Rapid] to fire grape shot; using [Five Rounds Rapid] also increases critical value by 120% +2000 for 10 seconds; costs 3 rune power.
  • [Yang Metal]: [Normal Attack] are now grapeshot; costs 2 rune power.

Bow:

  • [Sun Chaser]: Each enemy hit by [Lightning Bolt] reduces cooldown by 3s; costs 3 rune power.
  • [Hydra's Fangs]: [Normal Attack] apply [Wound] stack, which explodes at 3 stacks, dealing 3% of current health +300 damage per second for 3 seconds. [Wound] also reduces speed by 5%; costs 3 rune power.
  • [Hippolyte's Demise]: Increases damage to ranged units by 15%; costs 2 rune power.

Short Bow:

  • [Plague Arrow]: markers and explosions can now spread to up to 5 nearby targets. The bleed damage from spreading is reduced by 50% and is not affected by the [Desert Warrior] set bonus; costs 3 rune power.
  • [Hunt of Hercules]: [Wrath of Artemis] and [Angry Hornets] apply markers to enemies, which can be detonated by [Normal Attack]; costs 3 rune power.
  • [Animus of Kronos]: Each stack of [Enhanced Attack] now increases pierced damage by 4.5% and speed by 4.5%, but the maximum number of stacks is reduced to 5, and duration is increased by 2 seconds; costs 2 rune power.

Dual Blades:

  • [Selene's Warding]: Increases [Quick March]'s damage by 30%; costs 3 rune power.
  • [Shadowstep]: Entering [Sneak] via [Infiltrator] allows Sprinting and Jumping; costs 3 rune power.
  • [Troy's Tragedy]: Increases damage to units by 15%; costs 2 rune power.

Chain Dart & Scimitar:

  • [Achilles' Sorrow]: Each [Stinging Strike] hit reduces [Scorpion's Snare]'s cooldown by 1 second; costs 3 rune power.
  • [Yin Metal XVI]: [Scorpion's Snare] now gain Armour Piercing effect for an additional 1 second; costs 3 rune power.
  • [Hephaestus' Blade]: Increases damage dealt to enemies with over 600 slashing defence by 10%; costs 2 rune power.

Shield & Spear:

  • [Spartan Greeting]: During [Spartan Kick], reduces damage taken by 30% and grants immunity to all control effects except [Winded]; costs 3 rune power.
  • [Skull‑Taker]: [Heracles' Throw] and [Heracles Mounted Throw] deal 10% more damage on headshots; costs 3 rune power.
  • [War Steps]: Reduces stamina consumption for [Sidestep] and [Sidestep Attack] by 25%; costs 2 rune power.

Season Fame

Fame Store

Fame of the Dynasty Awakening Season will be reset, and be replaced by Sacrum Romanum Fame for the Sacrum Romanum Season.

[Fame Store] rewards are as follows:

Items Fame Required Bronze Coins Price Purchase Limit
Artificer's Stone 0 2000 10
10-Battle Hero XP Card 500 1500 3
Powdered Silver 1000 1400 50
Sirocco 1000 10000 1
Brigand's Armour Set 2000 10000 1
Sentinel's Armour Set 2000 10000 1
House Trooper Armour Set 2000 10000 1
Artificer's Stone 2000 5000 10
Unit Medal 3000 2000 100
Artificer's Stone 4000 5000 10
Lotus Water 5000 5000 5
Artificer's Stone 6000 5000 10
Rare Doctrine Selection Box 6500 5000 1
Rare Weapon Schematic 8000 10000 2
Rare Armour Schematic 8000 10000 4
Lotus Water 9000 5000 5
Treatise 9500 10000 5
Artificer's Stone 9500 5000 15
Epic Hero Schematic Crate 12000 60000 1
Epic Doctrine Selection 12000 10000 1
Pure Wisdom 15000 10000 1
Legendary Artillery Selection Box 17000 40000 1
Treatise 19000 10000 5
Epic Hero Schematic Crate 21000 60000 1
Legendary Hero Attire: Victory Masterwork 23000 100000 1
[S24 - Sacred Authority] - Title 25000 100000 1

Other Adjustment

[Field Battles] and [Ranked Battles] now grant Season Fame. The weekly Season Fame cap for all matchmaking modes is 1,500.


System Optimizations

New Player Experience Optimizations

This Season, our revamped new player flow will be available across all servers—freshly created characters can immediately experience the latest combat stages and personal tent.

The [Unit Training Camp] has been completely rebuilt, with more battle demonstrations and counter-play content added.

We've also introduced enhanced trigger-based tutorials: aspiring warlords will encounter context-aware tutorial pop-ups on the battlefield at just the right moment.

Some weapons now unlock [Specialisation] automatically and feature a trial function—access this via the bottom-right "Trial" button under [P] – [Specialisation].

The weapon and equipment panels now display armor compatibility information. Should you equip incompatible armor, a prompt will warn you before removal.

All matchmaking battle modes now include mouse-hover tooltips for added clarity.

Battlefield Replay Improvements

The [Battlefield Replay] function now supports player-created training scenarios: Talking to [Sheriff] in the [Capital] to craft custom combat stages, then review these battles under [ESC] – [Career] – [Battlefield Replay].

Unit Skill Tags Added

All [Units] skills now display relevant tags in the Barracks, Deployment, and Battle screens, providing clearer function at a glance. Note: In the battle interface, these skill tags may adjust the icons' positions. If you'd like to restore their previous location, turn off [Show Unit Skill Tags in Battle] under [ESC] – [Settings] – [UI].

Territory War Optimizations

  • The World Fief info panel now features a rules overview—click the [Rules] button (bottom right) for gameplay explanations on Fief and Territory War mechanics. The rules section also now details how ownership is determined after battles conclude.
  • For Territory War, defending forces must now meet Prestige requirements on front regions within cities or forts. If a defending House's Alliance falls below the minimum Prestige in that region, its members will be unable to reinforce the frontline until battle ends. (The front itself will remain active.)

House Reputation Adjustments

The methods of acquiring [Reputation] have been updated: [Reputation] can now only be earned by completing Weekly House Challenge Quests. Additionally, higher House levels grant increased Reputation rewards and higher weekly caps.

The use of Reputation has also changed: it is now only consumed in the following cases:

  • Declaring War on a Fief. The required Reputation varies by Fief type and level.
  • Every Tuesday and Saturday at 22:00, Reputation will be deducted based on the number of Fiefs held—150 for each Fief.
  • If the Command House fails to open a Front within 3 minutes, 1,000 Reputation is deducted.
  • Minimum Reputation required to declare war now varies by Fief type and level.
  • A new Fief Reputation value has been added, indicating how much Reputation is currently in effect for each Fief. This value determines Front commanders for each Fief.
  • At the start of every Territory War, all Fiefs reset their Fief Reputation to equal the House's current Reputation.
  • When a House becomes Front commander for a Fief and fails in attack, Fief Reputation for that Fief will decrease by 20% (up to a maximum total reduction of 100%), but overall Reputation remains unchanged. Fief Reputation is reset after each Territory War.

Battlefield Score

  • To enhance in-battle feedback, a new [Battlefield Score] system has been introduced.
  • Players are now awarded real-time scores for various in-match actions.
  • You can press [Tab] during battle to view the score panel, where players are ranked by total score—higher scores grant higher rankings.

Battle Pass Experience Storage

  • The [Power Growth] bonus function of the [Battle Pass] has been improved.
  • 50% of the bonus Glory earned from [Power Growth] will be stored in a special pool if you have not purchased the [Battle Pass].
  • After purchasing the [Battle Pass], all stored bonus experience will be granted at once, allowing you to receive the full [Power Growth] bonus no matter when you make your purchase during the Season.

Other Improvements

  • Increased maximum storage: The [Supply Dump] – [Personal Storage] can now be expanded by 80 additional slots.
  • Improved the UI for the new player sign-in event.
  • Raised the max stack size for several commonly used items and resources.
  • Added interaction: In your personal tent, clicking on a [Unit] model will trigger a special Unit interaction animation.

Balance Adjustments

Bow Balance Adjustment

The Bow's weapon trait—"Dealing 36% more Armor Penetration to Units target, but 36% less to non-Units target"—has been removed.

Empire Chariot Balance Adjustment

Base Leadership reduced from 320 to 310

Current Health and Damage

  • When Health is between 80% and 100%, damage dealt is increased by 15%.
  • When Health is between 60% and 80%, damage dealt remains unchanged.
  • When Health is between 30% and 60%, damage dealt is reduced by 30%.
  • When Health is between 0% and 30%, damage dealt is reduced by 70%.

Instant Speed and Control Effects

  • When Instant Speed is ≥12, all types of Units and Heroes are affected by Knock Up.
  • When 12 > Instant Speed > minimum collision speed, the Knock Back effect only applies to Infantry Units. Heroes and Cavalry Units are no longer affected by additional control effects.
    • The impact damage effect during [Squall Edict] status is not included.
  •   *If the corresponding Unit Training Node is activated, the minimum collision speed is set to 6.

"Instability" System

  • The Empire Chariot Instability System has been added:
    • Heavy Weapons inflict more Instability Value per hit, such as the Maul.
    • Melee Weapons inflict greater Instabilityty Value per hit than Ranged Weapons.
    • Weapons with combo damage or high-frequency attacks accumulate more Instability Value, such as Dual Blades.
    • All Ultimate Skills of Weapons inflict extremely high Instability Value, even if they do not have Knock Up effect.
    • Ambush and Accurate strike both grant additional single-hit Instability Value.
    • Melee Units generate greater Instability Value compared to Ranged Units.
    • Burning Damage causes higher Instability Value than other damage types.
    • Cavalry Units inflict higher Instability Value when dealing damage.
    • Chariot collisions result in extremely high Instability Value.
    • Ambush and Accurate strike both grant additional single-hit Instability Value.
    • If a Hero is controlling the Chariot at this moment, the Hero will be knocked off and will fall to the ground.
    • If there are allied Heroes from the same faction near the Chariot during "Overturn", they will also receive the Knock Up effect due to the overturn.
    • Initial Instability Value is 0.
    • When the Empire Chariot receives damage from different Weapons, Instability Value varies according to Weapon type and skills:
    • When all Units deal damage to the Empire Chariot, various Unit types and damage types will inflict extra Instability Value:
    • Large Siege Artillery, such as Trebuchet, now inflict higher Instability Value damage. Player-deployed small Artillery will inflict varying Instability Value damage depending on the ammo type.
    • When the Empire Chariot's Instability Value reaches its maximum, it will "Overturn": the Chariot's maximum speed reduces to 0; speed is decreased by 100% and this effect lasts for 8 seconds. The effect occurs even if the Chariot is not being controlled by a Hero.
    • After the "Overturn" effect ends (after 8 seconds), Instability Value resets, and all negative effects caused by the "Overturn" are removed. Instability Value accumulation starts again.
    • If the maximum value is not reached, Instability Value will decrease over time.
    • Instability Value Recovery reduced by 25 points every 3 seconds
  • The Empire Chariot's battlefield Health bar and the Units' Health display in the lower left corner will now show information related to the Instability System.
  • Updated the description text for the active skill [Thunder Mandate] and the unit's trait tag [Thunderous Gallop].
  • When a target is hit again by the Empire Chariot in a short period, the damage received is reduced by 25%. If struck continuously, damage can be reduced by up to 85%. This effect lasts for 5 seconds.
  • A corresponding resistance buff will now be displayed and explained in the player character's status bar.
Data Gathered By: Foghladha of Gaiscioch    |    Last Update: September 18th, 2025 at 11:56AM PDT