Season 14: Scorpio



Strike from the shadows in Conqueror’s Blade: Scorpio, launching as a free update on November 24. Ready your daggers to command units inspired by ancient Persia and its factions, and take on a new Seasonal Campaign featuring two reworked Maps!

Table of Contents:


THE STORY

Information Coming Soon


CAMPAIGN SCHEDULE

Daicheng is the main seasonal objective of the season. Players will be able to start out their journey in either Anadolou or the Borderlands.

Campaign Stage Dates & Accessibility Seasonal Seals
Stage I: Opening Moves November 24 - December 4   Territory War takes place in:
  • Anadolou
  • The Borderlands
  • Deployable Units: 1-Star to 3.5-Star
  • Armour Set bonus: Inactive
  • Crafted Equipment bonus: Inactive
  • Auxiliary Points: 300
  • No Extra Leadership
Stage II: Eye of the Storm December 5 - December 25   Territory War takes place in:
  • Anadolou
  • The Borderlands
  • Liangyun
  • Deployable Units: 1-Star to 4.5-Star
  • Armour Set bonus: Active
  • Crafted Equipment bonus: Inactive
  • Auxiliary Points: 400
  • +20 Extra Leadership
Stage III: All is Chaos December 26 - January 8   Territory War takes place in:
  • Anadolou
  • The Borderlands
  • Liangyun
  • Deployable Units: All Units
  • Armour Set bonus: Active
  • Crafted Equipment bonus: Inactive
  • Auxiliary Points: 500
  • +40 Extra Leadership
Stage IV: Usurp the Thrones January 9 - January 22   Territory War takes place in:
  • Anadolou
  • The Borderlands
  • Liangyun
  • Anadolou Capital - Reginopolis
  • Deployable Units: All Units
  • Armour Set bonus: Active
  • Crafted Equipment bonus: Active
  • Auxiliary Points: 600
  • +40 Extra Leadership
Stage V: Imperial Dawn January 23 - February 5   Territory War takes place in:
  • Anadolou
  • The Borderlands
  • Liangyun
  • Anadolou Capital - Reginopolis
  • Liangyun Capital - Daicheng
  • Deployable Units: All Units
  • Armour Set bonus: Active
  • Crafted Equipment bonus: Active
  • Auxiliary Points: 700
  • +100 Extra Leadership
Stage VI: Seasonal Settlement February 6 - To Be Announced   No Territory Wars will take place during this period. N/A

NEW WEAPON

CHAIN DART & SCIMITAR
December 8th, 2022

Sting like a scorpion with the Chain Dart & Scimitar (arriving December 8); the only weapon of choice for a true assassin. It will be the first addition to the player arsenal since the Pike in Season VIII: Dynasty, and becomes the thirteenth Weapon Class in Conqueror’s Blade.

Wait for the perfect opportunity to use the hook to break into the enemy's formation, and cut down foes with the scimitar.

BASIC WEAPON INFORMATION:

  • Armour Type: Light
  • Weapon Unlock Requirement: Complete the first stage of the Weapon Challenge in the F5 interface.
  • The new weapon: Chain Dart & Scimitar will be available on December 8.

SKILLS:

Skill Icon
Stinging Strike
Consume stamina and throw darts to the fan-shaped area in front, causing damage
 
Leap and Slash (Normal Skill)
Jump up and slash downward with the Scimitar, causing high damage
 
Scorpion’s Snare (Normal Skill)
Jump forward, grab the first enemy you encounter, turn to the back of the target and attack it, causing damage
 
Sandstorm (Normal Skill)
Throw a smoke bomb on the spot, causing small damage and a slowing effect to surrounding enemies, and jump back a short distance
 
Trap Prey (Ultimate Ability)
Throw chains at enemy Units or Heroes and pull yourself to the target after hooking
Controls the target
Can also be used on mounts
 
Combat Dismount (Dismount Skill)
Leap forward from your mount and slashes downward, dealing damage
 

Specialization:

Complete the first hero challenges in the F5 menu to unlock this weapon and its specialization which will allow you to use Skill Points to level up its skills.

Runes:

Runes for the Chain Dart & Scimitar will appear on December 8.

Set Effects:

The epic schematic set [Sand Scorpion] will grant bonuses for using a specific amount of pieces from the set:

  • 2-piece Set Effect: Reduces [Trap Prey]’s cooldown by 3 seconds.
  • 4-piece Set Effect: Increases [Stinging Strike’s damage by 30%.

NEW SEASONAL UNITS

JANGJUS (3-Star)
November 24th, 2022

This faction is specialised in melee and close-range combat, using scimitars and throwing knives. They fight fearlessly in the face of an unstoppable enemy army with unshakeable bravery.

The Jangjus wield scimitars with a long and storied history. Scimitar is used to describe a curved sword, in contrast to straight swords from the same time period. The earliest known appearance of a scimitar dates back to the 9th century in Khurasan, where it was used for its lightweight slashing capabilities, particularly when on horseback. A curved arc is better for slashing strikes, and the scimitar was widely used across the Middle East from the Ottoman period onwards for this very reason.

The Jangjus form the core of the Shahiri army. They specialise in both melee and close-range combat through the use of scimitars and throwing knives. These men were recruited from rural areas and are the foundation of General Hashem's regime in the cities. They have a reputation for unflappable courage in the face of enemy fire, though this has led them to over-extend their advances on more than one occasion.

Their throwing knife skill comes with a very short cooldown, which allows the Jangjus to attack multiple times, even while on the move. They can also launch ranged attacks in between melee strikes for extra burst potential.

Core Unit Statistics

Basic Attributes
Health 5,676 Strength (Units) 24
Leadership 170 Speed 6.0
Range - Ammo 500
Labour 4.8 Max Level 18
Combat Proficiency
Piercing AP 937 Piercing DMG 873 Piercing DEF 233
Slashing AP 1310 Slashing DMG 1398 Slashing DEF 250
Blunt AP 0 Blunt DMG 0 Blunt DEF 293

Terrain Effects:

  • Desert - Great
  • Plains - Fair
  • Hills - Bad
  • Steppe - Fair
  • Urban - Good

Unit Traits:

  • Desert Warriors: For the duration of Season XIV: Scorpio, this unit's Leadership cost is reduced by 10 points.
  • Quickdraw: Can throw knives while moving. 
  • Full Attack: May use throwing knives during melee attacks.
  • Undisciplined: This unit fights like a mob, unable to adopt orderly formations.

Formations:

  • Dispersed: A loose formation that reduces unit vulnerability to ranged weapons.

Unit Orders:

  • Honed Edge: The unit throws a knife in the current direction faced. The soldiers' movement speed and damage dealt are increased for a short period of time.
  • Throw Knives: The unit throws a knife in the designated direction. The soldiers' movement speed and damage dealt is increased for a short period of time.

Veterancy Bonuses:

Base:
  • Move as One (1): Increases movement speed by 5%.
Top Path:
  • The Soldier's Life (3): Increases health by 3%.
  • Razor-Sharp (3): Increases slashing damage by 3%.
  • Move as One (1): Increases movement speed by 5%.
  • Improved Supplies (2): Increases ammo by 10%.
  • Move as One (1): Increases movement speed by 10%.
  • Bloodbath (3): Increases slashing defence by 3%
  • Hawkeye (1): A 10% Slow effect is inflicted on enemies that are hit by the throwing knives. This effect is stackable up to 3 times and is cleared after 7 seconds.
Bottom Path:
  • Reflexes (2): Reduces ranged damage taken by 5%.
  • Hone (3): Increases slashing armour penetration by 5%.
  • Improved Supplies (3): Increases ammo by 10%.
  • Toughen Up (2): Increases piercing defence by 5%.
  • Carnage (1): Every three throwing knife hits will inflict 200 Bleed damage. You can only inflict damage on the same unit once every second.
Unique Doctrines:
  • Janguju Accuracy Doctrine:
    Increases throwing knife accuracy by 15%.

CAMEL LANCERS (4-Star)
December 5th

An elite cavalry seen as a symbol of military might. Though their speed may not match horses, their stamina is unrivalled.

Camels were often used as cavalry animals in the Middle East due to their adaptability in arid desert environments. The size of camels was also said to have alarmed horses, making them effective in battle against conventional cavalry. 

The first documented use of camels as military animals was in the Battle of Qarqar in 853 BC by the Arab king Gindibu. Even later still, the Roman Empire used camel riders in the 2nd century for desert policing, scouting, and escort duties. 

Core Unit Statistics

Basic Attributes
Health 14,071 Strength (Units) 12
Leadership 225 Speed 7.0
Range - Ammo -
Labour 1.34 Max Level 22
Combat Proficiency
Piercing AP 1,401 Piercing DMG 1,313 Piercing DEF 651
Slashing AP 0 Slashing DMG 0 Slashing DEF 614
Blunt AP 0 Blunt DMG 0 Blunt DEF 443

Terrain Effects:

  • Desert - Great
  • Plains - Good
  • Hills - Bad
  • Steppe - Good
  • Urban - Bad

Unit Traits:

  • Desert Warriors: For the duration of Season XIV: Scorpio, this unit's Leadership cost is reduced by 10 points.
  • Unstoppable Momentum: Camels are decked out in thick scale armour, granting them high health and strong protection. They are not easily affected by control effects.
  • Anti-cavalry: The unique smell of camels is repellent to horses. Camel Lancers are able to frighten equine cavalry just by being present.
  • Thick Hides: A camel's thick fur is highly flammable, increasing the amount of burn damage it takes.

Formations:

  • Dispersed: A loose formation that reduces unit vulnerability to ranged weapons.
  • Wedge: The unit forms a wedge, which is good for breaking through enemy line formations.

Unit Orders:

  • Barricade: The unit's camels plant themselves in place while the riders lift their lances to resist oncoming enemies. Effective against cavalry. The unit gains immunity to all control effects except being on fire.
  • Charge: The unit braces their lances and moves to attack nearby enemies. Reduces movement speed by 20%. Effective against cavalry.

Veterancy Bonuses:

Base:

  • The Soldier's Life (1): Each level increases health by 3%.

Top Path:

  • Anti-Cavalry (2): Each level increases damage dealt to cavalry by 5%.
  • Resilient (3): Each level increases piercing defence by 3%.
  • Bloodbath (3): Each level increases slashing defence by 3%.
  • Unwavering (3): Increases blunt defence by 3%.
  • Top Fork:
    • Cold Blood (3): Each level increases piercing damage by 3%.
    • Assault Training (2): Each level increases Barricade damage by 5%.
    • Force (3): Each level increases piercing armour penetration by 3%.
    • Desert Riders (1): When Camel Lancers assume Wedge formation, their damage versus infantry will increase by 10% for 5 seconds.
  • Bottom Fork:
    • Rearguard (3): Each level reduces damage taken from rear attacks by 5%.
    • Reflexes (3): Each level reduces ranged damage taken by 5%.
    • The Soldier's Life (2): Each level increases health by 5%.
    • Lord of the Sun (1): When Camel Lancers assume Dispersed formation, their damage taken from infantry will decrease by 10% for 5 seconds.

Bottom Path:

  • Force (3): Each level increases piercing armour penetration by 3%.
  • Quick March (3): Each level reduces Charge cooldown by 2 seconds.
  • Cold Blood (3): Each level increases piercing damage by 3%.
  • Butcher's Bill (3): Each level increases Charge's damage by 3%.
  • Anti-Cavalry (2): Each level increases damage dealt to cavalry by 5%.
  • In the Blink of An Eye (2): Each level increases blocking break inflicted by attacks by 10%.
  • The Soldier's Life (3): Each level increases health by 3%.
  • Loyal Lancers (1): When Camel Lancers use Charge, they might send soldiers flying.
Unique Doctrines:
  • Camel Lancer Defence Doctrine:
    Increases slashing defence by 80 points.
    Increases piercing defence by 80 points.
    Increases blunt defence by 80 points.

HASHASHINS (5-Star)
December 26th

Dangerous, elusive, determined. The Hashashins are trained in agility and stealth, allowing them to sneak attack any foe with their guard down.

Their notoriety and skill spread across the Middle East, in particular their use of “psychological warfare”, which instilled fear into their enemies, and often led to submission from their target. 

In Conqueror’s Blade, the Hashashins have a long if much-obscured history, serving not only as assassins but also as dedicated reconnaissance and infiltration troops for the Shahiri army. Their training emphasises agility, fast reflexes, and the utmost dedication to the missions they are entrusted with. 

Supposedly, a single Hashashin is capable of defeating any number of conscripted peasants in combat, but they are best used to cause maximum casualties among the enemy's troops and officers.

The Hashashins make use of smoke to slip into the shadows and can utilise this to cover their own attack or make a hasty retreat. Order your Hashashins to quickly approach a target while avoiding arrows, and quickly destroy enemies with low defence stats.

Using the Hashashins’ skills temporarily uses up its "Action Points" which will then recover over a short period of time

Core Unit Statistics

Basic Attributes
Health 8,128 Strength (Units) 10
Leadership 295 Speed 6.2
Range - Ammo -
Labour 1.40 Max Level 30
Combat Proficiency
Piercing AP 1,130 Piercing DMG 1,778 Piercing DEF 416
Slashing AP 1,757 Slashing DMG 1,971 Slashing DEF 423
Blunt AP 981 Blunt DMG 1,272 Blunt DEF 366

Terrain Effects:

  • Desert - Great
  • Plains - Fair
  • Hills - Bad
  • Steppe - Fair
  • Urban - Good

Unit Traits:

  • Desert Warriors: For the duration of Season XIV: Scorpio, this unit's Leadership cost is reduced by 10 points.
  • Shadow Walk: The Hashashins charge the designated area, dodging enemy ranged attacks along the way. They use smoke and daggers to wreak havoc while stringing together deadly attacks.
  • Liquidate: Every time Prowl and Murderous Aura are used, 2 Action Points are consumed. One Action Point is recovered every 7 seconds.
  • Damage Penalty vs Heroes: Damage dealt to heroes by this unit is reduced by 50%.

Formations:

  • Dispersed: A loose formation that reduces unit vulnerability to ranged weapons.
  • Three Ranks: The unit forms three ranks, greatly improving their ability to deal with oncoming attacks.

Unit Orders:

  • Prowl: The unit approaches the designated area. Along the way, they will break through all obstacles, then hunt down the target and inflict a high amount of damage. Costs 2 Action Points.
  • Eviscerate: The unit will automatically search for targets to attack nearby and deals a high amount of damage. Costs 2 Action Points.
  • Smoke Bomb: The unit throws a special smoke weapon at the enemy. It doesn't inflict damage, but the chances of being targeted while in the smoke is greatly reduced.

Veterancy Bonuses:

Base:

  • The Soldier's Life (3): Each level increases health by 2%.

Top Path:

  • Unmounted Stamina (3): Each level increases movement speed by 2%.
  • The Soldier's Life (3): Each level increases health by 2%.
  • Resilient (3): Increases blunt defence by 3%.
  • Toughen Up (3): Each level increases piercing defence by 3%.
  • Bloodbath (3): Each level increases slashing defence by 3%.
  • Quick March (1): Each level reduces Smoke Bombs cooldown by 1 seconds.
  • Melee Attack (3): Each level increases damage dealt to ranged infantry by 2%.
  • Intrepid (1): Shortens Action Point recovery interval by 2 seconds.

Middle Path:

  • Cold Blood (3): Each level increases piercing damage by 2%.
  • The Soldier's Life (3): Each level increases health by 2%.
  • Ambush (3): Each level reduces damage target takes from rear attacks by 10%.
  • Bloodbath (3): Each level increases slashing defence by 3%.
  • Razor-Sharp (3): Each level increases slashing damage by 2%.
  • Assault Training (2): Each level reduces interval between normal attacks by 5%.
  • Second Wind (3): Each level reduces damage taken from cavalry by 2%. 
  • Killing Frenzy (1): The damage boost effect against dying targets now triggers when enemies are down to 20% health, instead of 10%.

Bottom Path:

  • Force (3): Each level increases piercing armour penetration by 2%.
  • The Soldier's Life (3): Each level increases health by 2%.
  • Ambush (3): Each level reduces damage target takes from rear attacks by 10%.
  • Toughen Up (3): Each level increases piercing defence by 3%.
  • Fierce Strikes (3): Each level increases slashing armour penetration by 2%.
  • Quick March (2): Each level reduces Smoke Bombs cooldown by 1 second.
  • Melee Attack (3): Each level increases damage dealt to ranged Infantry by 2%.
  • Formless (3): As Hashashins surmount obstacles, they will throw smoke bombs to confuse enemy units.
Unique Doctrines:
  • Hashashin Attack Doctrine:
    Increases Hashashins piercing armour penetration by 70 points.
    Increases Hashashins slashing armour penetration by 70 points.
    Increases Hashashins blunt armour penetration by 70 points.
  • Hashashins Combat Doctrine:
    Increases the number of enemies each Hashashin can attack with a single normal strike by 1.

SEASONAL RUNES

Information Coming Soon


DOCTRINAL ALCHEMY

The Shahiri have discovered a new means of excavating doctrines in the desert.

You can process [Pure Wisdom], [Doctrines] and [Wisdoms] into new types of Doctrines which are not obtainable via any other method.

Entry Point:

Complete the quest which starts at the Warden to gain access to the [Doctrinal Alchemy] system.

Press [X] or talk to the War Scholar and select [Doctrinal Alchemy].

Yields:

Doctrinal Alchemy has a chance to grant [Doctrines] or Epic-quality [Wisdoms].

[Doctrines] can be tempered into 5 different tiers: I, II, III, IV and V.

Wisdom:

Each tempering requires 8 [Doctrines] or [Wisdoms], you can mix and match what you use here out of the 2 types.

[Wisdom] can be obtained from Weekly Quests, Daily Sign-in, the Battle Pass, and various events.

Processing:

You gain Tempering Value during the processing of a new [Doctrine] through Doctrinal Alchemy. Tempering Value is based on the quality of [Doctrines] and [Wisdoms] you add before starting the process.

When at a maximum Tempering Value, all of your Tempering Value will be expended during the process to grant you a Tier V Doctrine.

Pure Wisdom:

You can choose whether or not you use a [Pure Wisdom] during each process.

[Pure Wisdoms] greatly increase the Tempering Value gained when used, they are consumed on use.

[Pure Wisdoms] can be obtained from Daily Sign-in, the Battle Pass, Premium Rewards, Imperial Store Fame Store, and various events.

Doctrine Spirit:

Doctrine Spirits can be used to open a special Doctrine Selection Box which allows you to select from exclusive Epic Doctrines.

You can earn Doctrine Spirits from Tier 100 in the Battle Pass and the fifth stage of the Hashashins 5-Star Unit Challenge, you will be only able to claim the Doctrine Spirit from the fifth stage during the Scorpio season.

DROP RATES:

In order to help you better understand the Doctrinal Alchemy system, we are listing the Drop rates of Doctrines.

Tempering Value per Item:

  • Common Doctrine: 2
  • Uncommon Doctrine / Uncommon Wisdom: 5
  • Rare Doctrine / Rare Wisdom: 10
  • Epic Doctrine / Epic Wisdom: 50

Input Tempering Value and Output Probability:

Note: The numbers in the table below are the minimum drop chance:

Tempering Value x1 Rare Wisdom x1 Epic Wisdom x2 Epic Wisdom Tier I Epic Doctrine Tier II Epic Doctrine Tier III Epic Doctrine Tier IV Epic Doctrine Tier V Epic Doctrine
16 to 39 85% 13% 2% /
40 to 59 38% 50% / 7% 5%
60 to 99 / 75% / 15% 1% /
100 to 149 / / 60% 20% 15% 5%
150 to 199 / / / 50% 35% 15%
200 to 299 / / / 60% 30% 10%
300 to 399 / / / / / 70% 25% 5%
400 to 1199 / / / / / 30% 55% 15%
1200 / / / 50%. 50%
  • The quality of the result in a certain range will be higher when the Tempering Value is higher.
  • When the Tempering Value bar is full, you are guaranteed a Tier V Epic Doctrine.
  • When using a Pure Wisdom, the tempering value of a single use can be calculated at x3 the output.

Note: Please note that there have been some adjustments to Doctrinal Alchemy drop rate and functionality since the Preview Event based on player feedback.


NEW MAPS

KURAK CASTLE REDUX:

  • The structure of the final base and areas behind it have been adjusted, as well as the position of the flag, which will provide the attacker with more routes
  • Expanded the second-floor structure of the final base to offer more strategic options for defence and attack
  • Point B’s defensive ability has been strengthened with a complex building layout and a roadblock on the path
  • Lighting, terrain and decorations are improved, making for a more engaging and immersive battle experience

EMPYREAN SANDS:

  • Point A’s defensive capability is improved as the staircase at Point A is now inaccessible to cavalry
  • Block a road from Point A to the final camp, meaning attackers will take longer to reach the final camp, allowing the defenders more time to set up a defence

NEW PVE MODE

DEPLOY & DEFEND

Strike from the shadows in the new PvE Mode: Deploy & Defend. Deploy units to set up a defence and fight off the invaders in this new Tower Defence inspired mode! Defeat all enemies to achieve victory.

BASIC MODE INFORMATION:

    • Amount of Players: Solo
    • Availability: All Day, Every Day
    • Map: Greenpeak Camp
  • Special Drops: 
    • You can earn 2 [Uncommon Wisdom] as a 100% chance when achieving Victory in battle.
    • You can earn up to 4 [Uncommon Wisdom] per day.

MECHANICS

Deploy & Defend is a new PvE Mode where solo players can deploy multiple Units at the same time to defend the camp by themselves.

DEPLOYMENT:

The map features multiple flags, interacting with one enables you to deploy units or change the ones who are stationed at the point where the flag is located.

The units you can deploy will refresh each time you deploy new units or when you press the Change Unit button. The units you can deploy also change as the match progresses.

The number of times you can deploy and change units is limited and replenishes over the course of the match.

VICTORY & DEFEAT

  • 100% chance drop on victory: Uncommon Wisdom.
  • You can earn up to 4 Uncommon Wisdoms per day.

Victory Conditions: Defeat all enemies within the allotted time.
 

  • The map features multiple flags. Interacting with one enables you to deploy Units or change the ones stationed there. 
  • The Units you can deploy will refresh each time you deploy new Units or when you press the Change Unit button, and the Units you deploy can change as the match progresses. 
  • Think before you act! The number of times you can deploy and change Units is limited and can be replenished over the course of the match. 

Defeat Conditions: You will be defeated if enough attackers reach the safe area behind the base, or you fail to defeat all your enemies within the allotted time.

  • Take advantage of a unique effect on your Hero on this map. Exchange for Increased movement speed at the cost of significantly reduced damage and defences.

You can play Deploy & Defend on the Lesser Greenpeak Camp map.

Deploy & Defend employs tower defence-like gameplay, and we’re excited to see what you make of it. We'll keep an eye on your feedback and continue to adjust the Deploy & Defend map to ensure as great an experience as possible.

SPECIAL MECHANIC:

You also acquire a unique effect which allows you to gain increased movement speed but deal greatly reduced damage and have greatly reduced defences.


BATTLE PASS

A new Battle Pass has been added to the Seasonal Menu (F5), this time themed around Persia.

TIER 1: GUILD AGENT HERO ATTIRE

TIER 100: NOBILE HASHASHIN HERO ATTIRE

ADDITIONAL REWARDS:

  • You can earn [Wisdom] and [Pure Wisdom] from the Battle Pass.
  • Weekly Challenge rewards have been replaced with [Guild Gifts] which have a chance to give you [Epic Equipment Schematics], [Curios], [Fragments], Treatise, and crafting materials.

PROGRESSION CHANGES:

We have made a small adjustment to the requirements of leveling up the Battle Pass.

  • The incremental Glory required between tiers has been adjusted to 200 (was previously 100).
  • The cap of required Glory to level up to the next level remains at 10,000 Glory


WEAPON CHANGES

Information Coming Soon


WEAPON SKINS

Information Coming Soon


QUALITY OF LIFE IMPROVEMENTS

PING SYSTEM

With this season, we are also planning to launch our quick-communication system to make it easier for the team to discuss tactics and issue commands. We are planning for this new system to be introduced on December 1.

You can press the [Middle Mouse] button (default hotkey) to mark units. Units you mark will be lit up and a sound prompt will be played. Only your allies will be able to hear this sound prompt.

We have also made improvements to the original hotkey voice wheel. By holding down the [Middle Mouse] button (default hotkey) to call out the wheel. With this, you can place markers for your allies to see, such as “Deploy Ranged Units” or “Break Through!”.

You can change your settings for this new system within the personalisation menu.


PATCH NOTES

View the Seasonal Patch notes on the Official Conqueror's Blade website.

Data Gathered By: Foghladha of Gaiscioch    |    Last Update: April 19th, 2024 at 7:44PM PDT