Season 8: Dynasty

Inspired by the real history of the Tang Dynasty—whose near 300-year rule brought a cultural and cosmopolitan golden age to China—Season VIII: Dynasty features an anthology of stories across a new Campaign, spotlighting crucial moments in time that gave rise to the mighty Qian Dynasty.

Table of Contents:

 

Campaign Schedule

  • July 7th: Opening Moves
    A new generation of noble warriors will be born on the field of battle. Available Regions: Longting & Liangyun
  • July 26th: Eye of the Storm
    Chaos spreads as the ambitious expand their territories. Available Regions: Longting, Liangyun, Maoyang
  • August 9th: All is Chaos
    A conqueror believes that any land beneath the hooves of their horse is their own. Available Regions: Longting, Liangyun, Maoyang, Borderlands
  • August 23rd: Usurp the Thrones
    Through endless conflict, kings are born. Conquerable Capital: Daicheng. Available Regions: Longting, Liangyun, Maoyang, Borderlands
  • September 6th: Imperial Dawn
    A true conqueror is never satisfied until there are no lands left to conquer. Conquerable Capital: Daicheng & Anliang. Available Regions: Longting, Liangyun, Maoyang, Borderlands
  • September 20th: Post Season Festivities
    The war is over and it is time for celebration. Traditionally seasons are followed by 2 weeks of drill mode for rest, relaxation, and silver farming.
 

New Region: Longting

Longting. This expansive, golden land is inspired by China and East Asia, influences clear in its architecture, landscapes, cultures, and warriors.

Longting is surrounded by hills and mountains that form natural borders, defences that have long deterred enemies of the ruling Qian Dynasty from launching incursions here. The region borders the nomad-settled Steppes in the north, while its southern and eastern reaches consist of rich, fertile lands that are suitable for farming and herding horses. Its forestry and agricultural industries are of great importance, as many of its provinces rely on the grain grown, wood harvested, and horses bred here for both everyday life and war provisions. The rivers flowing here make it especially easy to transport goods throughout Longting.

The western regions of Longting feature harsh, arid terrain, unsuitable for farming. Resources are incredibly scarce here, making life hard for the small part of the population living here.

The central southeastern parts of Longting are prosperous areas, with the capital of Hao Jing serving as the beginning of the Golden Road, a recently-opened trade route that connects Longting to the wider world of Conqueror's Blade; a vital connection between the east and west. The area is, naturally, filled with merchants selling precious goods from across the known world.

View Region

 

New Capital: Hao Jing

Longting is the new starting region in Season VIII: Dynasty, and at the heart of this golden land lies Hao Jing, the capital city where all players will begin their latest Conqueror's Blade journey.

Hao Jing is the economic and cosmopolitan capital of Longting. The city marks the beginning of the Golden Road trade route that connects Longting to the lands of the west, and as such is a thriving metropolis bustling with trade and life. Many merchants can be found here, with a new influx of travellers and even warlords taking advantage of the hospitality of the Qian Dynasty.

Notably, Hao Jing is the first peaceable Capital in Conqueror's Blade. This is due to its status as a key centre of trade, an agreement signed by every region connected to and served by the Golden Road. The city is not contestable in Territory Wars, nor can it be attacked under any circumstances. Keep your blades sheathed!

Behold Hao Jing's stunning architecture as you explore its streets, climb its towers, and meet its denizens—there are lots of NPCs to interact with, so be sure to say hello!

New Weapon Class: Pike

With a new age of warfare dawning, we’re upgrading our arsenal. The roster of available Weapon Classes will soon expand to 12 with the introduction of the Pike! This thrusting spear can dish out long-reaching attacks to keep enemy units out of melee range, while its devastating combos hammer the point home.

The pike is one of the most important defensive weapons in the entire history of warfare. Evolved from the humble spear to better deter cavalry units with their heavier, shorter lances (which also evolved from the spear, of course), the pike and its many variants became as ubiquitous across the ancient battlefields of Greece and Rome as during the wars of the Renaissance almost 2,000 years later, when mass-produced firearms finally made the weapon untenable.

Armour Class: Medium

Skills

The Pike has 3 skills that can be used to make combos by switching the order in which you use them. You can chain together 3 skills, followed by an elite skill and a finishing main skill to make a 5 skill combo. 

Icon Skill Name Skill Effect

Wandering Dragon

Press once: Move back 5 meters and swing pike, dealing a percentage of your base slashing damage plus additional points of slashing damage, knocking back affected soldiers. Extra Effect: Removes the "Dazed" effect.

Press twice: Move back 6 meters and swing pike, dealing a percentage of your base slashing damage plus additional points of slashing damage 2 times, knocking back affected soldiers. Extra Effect: Removes the "Dazed" effect and increases all types of damage dealt and armour penetration by a percentage for several seconds.

Press three times: Move pike backwards, then somersault backwards 8 meters.

Extra Effect: Removes "Dazed," "Knocked Down," and "Stunned" effects and increases movement speed by a percentage for several seconds.

After using an Ultimate Skill, press again for this effect:

Whirl pike, striking enemies nearby. When the pike's tip hits an enemy, it deals a percentage of your base piercing damage plus additional points of piercing damage. When the pike haft hits an enemy, it deals a percentage of your base blunt damage plus additional points of piercing damage. It deals damage 3 times and knocks back enemies.

This skill can be chained with other skills.

Water Dragon

Press once: Rush forward 3 metres until connecting with an enemy. This deals a percentage of your base piercing damage plus additional points of piercing damage.

Press twice: Rush forward 5 meters until connecting with an enemy. This deals a percentage of your base piercing damage plus additional points of piercing damage.

Press three times: Tilt pike and stab forward 3 times before jabbing pike forward once, dealing a percentage of your base piercing damage plus additional points of piercing damage. The final attack deals double damage and sends enemies flying.

After using an Ultimate Skill, press again for this effect:

Clutch pike and rush forward 5 meters, dealing a percentage of your base piercing damage plus additional points of piercing damage, sending enemy soldiers flying and knocking enemy heroes back.

This skill can be chained with other skills.

Sky Dragon

Press once: If the pike strikes an enemy, it will deal a percentage of your base piercing damage plus additional points of piercing damage. If the blunt end hits an enemy, it will deal of your base blunt damage plus additional points of piercing damage, and knock back enemies.

Press twice: Make a leaping strike which will deal a percentage of your base blunt damage plus additional points of blunt damage, and will also knock enemies back.

Press three times: Spin rapidly before slamming the pike down, dealing a percentage of your base blunt damage plus points of blunt damage, knocking enemy heroes back and knocking down enemy soldiers.

After using an Ultimate Skill, press again for this effect:

Raise the pike and stab forward. If an enemy is hit, they will be lifted up and slammed down, dealing a percentage of your base piercing damage plus points of piercing damage.

This skill can be chained with other skills.

Cold Dragon

Strike forward and deal a percentage of your base slashing damage plus points of slashing damage. This strikes 6 times in total.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Sends soldiers flying and knocks back heroes.

When this skill ends, you can use another skill's fourth stage to create a combo.

Green Dragon

After pressing once: Strikes forward.

After pressing twice or charging 15 meters: Stops charge.

Deals a percentage of your base slashing damage plus points of slashing damage. Deals damage 6 times in total.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Sends enemies flying.

When this skill ends, you can use another skill's fourth stage to create a combo.

Unique Mechanics:

  • Chain Combos: The different stages of each skill can be used with one another in a short period of time and will share the same cooldown.
  • Combo Finisher: After using an Ultimate Skill, you can use another skill's final stage.
  • Sure and Steady: Every time a normal attack hits an enemy, you can get the 'Strong As A Storm' effect, each stack of which increases all types of damage by 4%. Can stack up to 3 times.

 

New Seasonal Units

Unlock and command three new Seasonal Units and one new unit to unlock via the unit tree inspired by the heroes and legends of Longting’s history: 

Cudgel Monks (3-Star)

There are many records of holy men and women waging wars throughout history in spite of their faith. Bishop Heahmund took arms in defence of Wessex and was struck down by Halfdan Ragnarsson’s Danes at the Battle of Meretun in AD 871, monastic military orders like the Knights Templar and the Teutonic Order were initially founded to protect Christian pilgrims, and the concept of warrior monks is a common element across Asian cultures. In Sikhism, a Sant Sipahi (meaning Saint-Soldier) is a Sikh who follows the spiritual and martial teachings of Guru Hargobind. In Japan, the Buddhist sōhei were an order of warrior monks born out of and sustained by, periods of imperial rebellion.

Perhaps one of the best-known examples of warrior monks is that of the legendary Shaolin Monastery in Dengfeng, China. The Indian Buddhist monk Bodhidharma was its first abbot in the early sixth century and is credited with training the very first Shaolin monks in what would become one of the world’s most famous martial arts: Shaolin Kung Fu. Though the monks led a largely peaceful, meditative way of life, frequent incursions forced their hand and often saw them fighting invaders off from Shaolin. 

In the wake of an uprising and the assassination of the Sui Dynasty’s Emperor Yang in AD 618, the general and future Emperor Li Yuan attempted to retake the city of Luoyang, but soon found himself staring down defeat when his forces were wildly outnumbered by reinforcements. In the midst of the chaos and bloodshed, it was said that 13 Shaolin monks could be seen fighting off invaders in the heart of the city and helped turn the tide to an eventual victory for Li Yuan. The monks were honoured by the new Emperor of the ascendant Tang Dynasty, who granted them the rights to train their warrior monks and dubbed Shaolin a “supreme temple”.

Unit Overview:

In Conqueror’s Blade, doctrines of harmony have long prevailed in the lands west of Hao Jing, but even a land as harmonious as this cannot enjoy peace forever. The Cudgel Monks, like their historical counterparts, are a monastic order of spiritual warriors who detest war yet fight when they must. These benevolent monks are said to be favoured by the gods and use their blessed martial arts abilities to safeguard those in need. When they come down the mountain and return to the world, they do so to eradicate evil and preserve good. 

The Cudgel Monks dress in narrow-sleeved robes, are quick to act and are adept at using staves. Though not as sharp or daunting as a blade, their staves strike swiftly and deal considerable levels of continuous damage. Following a momentum-building charge towards enemies, the Monks can unleash a powerful flying kick to hit hard and break ranks.

Core Unit Statistics

Basic Attributes
Health 6,554 Strength (Units) 18
Leadership 175 Speed 5.5
Range - Ammo -
Labour 2.52    
Combat Proficiency
Piercing AP TBD Piercing DMG TBD Piercing DEF 275
Slashing AP TBD Slashing DMG TBD Slashing DEF 283
Blunt AP 976 Blunt DMG 1,090 Blunt DEF 256

Terrain Effects:

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

Unit Traits:

  • Six Way Staff - The unit performs a powerful attack. If it hits the enemy, the unit recovers 500 health.
  • Swamp - Increases damage against cavalry by 16%, and reduces an attacked cavalry unit's movement speed by 45% for 2 seconds.
  • Suppression of Evil - Each attack increases own movement speed by 6%, reduces enemy movement speed by 6%, and their defense by 10%. Can be stacked up to 5 times.
  • Qian Dynasty - Leadership cost reduced by 15 during Season VIII.

Formations:

  • Dispersed - The unit spreads out a little to lessen the damage from ranged attacks.
  • Column - A narrow formation effective for charging.
  • Schiltron - The unit arranges in the Arhat formation, concentrating attacks.

Unit Orders:

  • Six Way Staff - The unit charges toward their enemies at a high speed. During the charge, they block enemy arrows. Afterward, they will jump up and use their staves to attack with an extra block breaking effect.
  • Windmill Strike - A powerful attack is triggered, restoring 500 health as it strikes the enemy. Monks quickly swing their staves for 10 seconds, dealing continuous damage to the enemy.

Veterancy Bonuses:

Core Path:

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

Top Path:

  • Bloodbath (2): Each level increases slashing defence by 3%
  • Toughen Up (2): Each Level Increases piercing defence by 3%
  • The Soldiers Life (2): Each level increases Health by 3%
  • Opportune Block (2): Each level increases damage reduction obtained when Six Way Staff triggers a powerful attack by 5%.
  • Unswerving (2): Each level increases blunt defense by 3%.
  • Reflexes (2): Each level reduces ranged damage taken by 5%.
  • Braves (1): Increases Six Way Staff's health recovery effect by 500 points.

Bottom Path:

  • Second Wind (2): Each level reduces Six Way Staff cooldown by 2 seconds.
  • Butcher's Bill (2): Each Level Increases blunt damage by 2%.
  • Recklessness (2): Each level reduces Windmill Strike cooldown by 2 seconds.
  • Facehardened (2): Each level increases blunt armour penetration by 5%.
  • Reflexes (2): Each level increases ranged resistance by 5%.
  • Move as One (2): Each level increases movement speed by 5%.
  • Heavies (1): Increases the number of enemies each monk can attack with a single normal strike by 1.

Greyhair Garrison (4-Star)

The Golden Road, beginning in Longting’s capital Hao Jing and crossing through the Borderlands, conveys much wealth in both directions. In order to ensure the security of the trade route, the Qian Dynasty’s Emperor built a fort in the desert to deter bandits called Linwu Fortress. As professional soldiers, the men garrisoning it are compensated for their service by the state and dedicate their lives to standing watch over the desert.

As the Qian Empire gradually declined over decades, the people of the Zang Kingdom to the west saw a chance to invade, but they were defeated by Linwu’s warriors on the frontiers. The Zang general attacking the desert fort changed his siege strategy, and instead cut off all supply channels between Linwu and the interior in order to starve the garrison to death. As experienced as these soldiers were, they were helpless in the face of these ruthless tactics. While some died in battle and others of illness, a few weathered the siege… for 40 years. This self-titled Greyhair Garrison guarded the frontier for decades in spite of old age and the ravages of time, and to this day, it’s said that they remain capable warriors who will never back down from a fight.

A great man once said that all good stories deserve embellishment. The legend of the Greyhair Garrison is loosely based on the real siege of Ansi, a fortress-city in the Liaodong Peninsula defended by Goguryeo against Tang forces in AD 645. The Tang Dynasty, attempting to press into Goguryeo, sought to claim Ansi Fortress as a strategic foothold. An early clash between the forces resulted in heavy losses, including horses and cattle, for Gorguryeo’s forces, and succeeded in isolating the Fortress from other territories. The Tang forces then commenced a heavy siege and launched the full force of their engines against Ansi, but their efforts were repelled repeatedly. After three months of unsuccessful attempts to breach the stronghold, and with the weather turning colder and food supplies growing thin, the Tang forces eventually retreated, leaving Goguryeo’s defenders victorious.

Unit Overview:

The Greyhair Garrison may be long in the tooth, but these soldiers will fight to the last while they still draw breath. They employ spears, swords, and shields to slash, bash, and stun or knock down enemies. When they get into the swing of things, they can increase their attack at the expense of slowly draining their health. However, when their health reaches a critical point, they’ll further increase their attack and receive more health with the more hits they successfully land.

Core Unit Statistics

Basic Attributes
Health 8,841 Strength (Units) 24
Leadership 225 Speed 4.6
Range - Ammo -
Labour 3.36    
Combat Proficiency
Piercing AP 1,415 Piercing DMG 1,218 Piercing DEF 403
Slashing AP 1,446 Slashing DMG 1,363 Slashing DEF 501
Blunt AP 907 Blunt DMG 790 Blunt DEF 520

Terrain Effects:

  • Desert - Poor
  • Plains - Good
  • Hills - Good
  • Steppe - Fair
  • Urban - Good

Unit Traits:

  • Grizzled Veterans - An experienced veteran can use a variety of weapons in battle. Each weapon inflicts a different effect on enemies. 

    Swordsword & Shield: Excels at defensive counterattacks. Can blook while attacking and get around enemy blocks to daze enemy units.

    Longsword: Uses powerful attacks while in formation and is capable of attacking multiple targets at once.

    Polearm: Waits for opportunities to attack the enemy's weak points, increasing the amount of damage they take.
  • By The Book - When Health falls below 40% (appears red), damage is increased by 25% and each attack restores 10% Max Health.
  • Duty Until Death - This unit is not affected by Headcount restrictions.
  • Qian Dynasty - Leadership cost reduced by 15 during Season VIII.

Formations:

  • Three Rank Formation - Soldiers form a dense three-stage formation to resist enemies ahead. The unit gains the Last Stand skill while in this formation.
  • Wedge - Soldiers form a wedge formation used for charging enemies. The unit gains the Shield Rush skill while in this formation.

Unit Orders:

  • Charge - The Greyhairs charge as directed. This charge has a strengthened effect, and is even better if the unit is in the wedge formation.

    Swordsword: Protects the front while charging.

    Longsword: Charging will attack all targets within range.

    Polearm: Strikes enemy's weak points, increasing the enemies' damage taken from infantry charges.
  • Last Stand - The Greyhairs ignite their last bit of life force and strengthen their morale. This can only be activated in Three Ranks formation; changing to a different formation will weaken the effect.

    Shortsword: Uses shield to defend the formation, enhancing the ability to resist damage.

    Longsword: Cuts down enemies ahead.

    Polearm: Stabs enemies, reducing the damage they deal.

Veterancy Bonuses:

Core Path:

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

Top Path:

  • Recklessness (2): Each level increases movement speed by 5%.
  • Razor-Sharp (3): Each level increases slashing damage by 2%
  • Cold Blood (3): Each level Increases Piercing Damage by 3%
  • Breakthrough (2): Each level increases blocking break by 30%.
  • Toughen Up (3): Each Level Increases piercing defence by 3%
  • Butcher's Bill (2): Each Level Increases blunt damage by 2%.
  • Second Wind (3): Each level reduces Last Stand cooldown by 5 seconds.
  • Harbingers (1): Damage dealt during Last Stand is increased by 15%.

Bottom Path:

  • Bloodbath (3): Each level increases slashing defence by 3%
  • Razor-Sharp (2): Each level increases slashing damage by 2%
  • Hone (3): Each level Increases slashing armour penetration by 5%
  • Unswerving (3): Each level increases blunt defense by 3%.
  • Fear Nothing (3): Each level Increases charge damage by 5%.
  • The Soldiers Life (2): Each level increases Health by 3%
  • Recklessness (2): Each level increases movement speed by 5%.

Modao Battalion (5-Star)

A disciplined and elite force deployed often as first-wave attackers.

Core Unit Statistics

Basic Attributes
Health 6,959 Strength (Units) 24
Leadership 245 Speed 5.0
Range - Ammo -
Labour 3.36    
Combat Proficiency
Piercing AP 1,455 Piercing DMG 1,232 Piercing DEF 696
Slashing AP 1,536 Slashing DMG 1,485 Slashing DEF 624
Blunt AP 0 Blunt DMG 0 Blunt DEF 450

Terrain Effects:

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

Unit Traits:

  • Wall of Blades - Unit attacks can stop enemy cavalry for 1 second and also inflict 60% Slow against them.
  • Immovable - The Madao Battalions have strict military discipline and will not fall into disarray. When normally sent flying by enemies, this unit will simply be knocked back instead. While in under the Immovable effect, 50% damage taken from cavalry and lancers is converted to stable bleed damage.
  • Fire-Resistant - This unit's armour is less vulnerable to thermal weapons than other units of the same era.
  • Qian Dynasty - Leadership cost reduced by 15 during Season VIII.

Formations:

  • Three Rank - The unit lines up in three rows, greatly improving ability to deal with charging attacks.
  • Trapezoid Formation - The unit spreads out a little to lessen the damage from concentrated attacks.

Unit Orders:

  • Modao Advance - The unit immediately enters battle formation and focuses on defending against the enemy.
  • Modao March - Madao March - Upon hearing the order, the unit immediately launches a forward attack, dazing nearby enemies and knocking them back, while stabbing enemies that are farther away. If unable to attack enemies, the unit's movement speed will increase for a short period as they move towards the enemy.
  • Carnage - The unit holds their blades in front of them and sprints in the designated direction. Upon encountering an enemy, they slash as hard as they can.

Veterancy Bonuses:

Core Path:

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

Top Path:

  • Razor-Sharp (3): Each level Increases piercing defence by 3%
  • Hone (3): Each level Increases slashing armour penetration by 5%
  • Anti-Cavalry (2): Each level increases damage dealt to cavalry by 5%.
  • Hone (3): Each level increases Modao Order damage by 5%.
  • Cold Blood (3): Each level Increases Piercing Damage by 3%
  • Force (3): Each level increases piercing armour penetration by 5%.
  • Reflexes (2): Each level increases ranged resistance by 5%.
  • Hone (3): Each level increases damage dealt to cavalry by 5%.
  • Anti-Cavalry (2): Reduces Carnage cooldown by 10 seconds.
  • Overthrow (1): TBA

Bottom Path:

  • Bloodbath (3): Each level increases slashing defence by 3%
  • Toughen Up (3): Each Level Increases piercing defence by 3%
  • Rearguard (2): Each level reduces damage taken from rear attacks by 5%
  • The Soldiers Life (2): Each level increases Health by 3%
  • Reflexes (2): Each level reduces ranged damage taken by 5%.
  • Unswerving (3): Each level increases blunt defense by 3%.
  • Toughen Up (3): Each level reduces damage taken when attacked from the rear by 5%.
  • The Soldiers Life (2): Each level increases Health by 3%
  • Toughen Up (3): Each level increases all defenses by 10%.
  • Traps (1): TBA
 

New Siege Map: Linwu Fortress

Deploy your new warriors to defend or attack Linwu Fortress, a legendary stronghold whose defenders once held out for 40 years in the face of insurmountable odds. This new Siege map invites two teams of 10 players to battle for supremacy over it, and is certain to be the theatre for countless epic battles throughout the season and beyond.

 

Season 8 Battle Pass

The Season VIII Battle Pass will be available to pre-order from June 24, alongside instant rewards when purchased before July 8. Over 100 levels of Premium rewards await warlords who complete Seasonal Challenges, amass Glory, and level up during Season VIII. Battle to claim the treasures of the Qian Dynasty, from spectacular Hero and Unit Attire to Emotes, weapon skins, and so much more. Conqueror’s Blade is of course a free-to-play game, so if you don’t want to pay, there are plenty of rewards to be found on the Free Pass.

Sacred Relics

The Rune system introduced in Season VII: Wolves of Ragnarok returns! You can further augment your loadout with all-new sacred relics inspired by Wuxing philosophy and its Five Phases.

Name Items Power Season Level Description
Breaking Might Common 1 1 Increases Strength and Toughness by 2 points.
Conciliation Common 1 1 Increases Agility and Armour by 2 points.
Black Tortoise: Garrison Helm 3 25 While at an ally's Supply Point, restores 2% of Max Health every second.
Black Tortoise: Remedy Helm 2 5 Bandage healing improved by 25%.
Black Tortoise: Demise Helm 2 20 Increases Health by 3%. After death, nearby allies will recover 8% Health.
Black Tortoise: Vitality Helm 2 35 Bandage Duration is reduced by 50% and cooldown is reduced by 50%.
Black Tortoise: Testudo Helm 1 20 Increases critical value by 30 points.
Black Tortoise: Brightness Helm 1 45 Increases Toughness by 7 points.
Azure Dragon: Blessing Armour 3 5 After using a bandage, you will be immune to bleeding and poison for 5 seconds.
Azure Dragon: Ambition Armour 2 20 Reduces damage taken by 3%. After death, nearby allies will take 10% less damage for 10 seconds.
Azure Dragon: Sentry Armour 2 25 While on a Capture Point, your damage taken decreases by 10%.
Azure Dragon: Insight Armour 2 35 Increases Critical Defence by 220 points.
Azure Dragon: Draco Armour 1 5 Increases Max Health by 300 and all Defences by 10 points.
Azure Dragon: Tempering Armour 1 45 Increases Armour by 7 points
Vermilion Bird: Apothecary Boots 2 5 Healing can be performed while moving. Cooldown increases by 15 seconds.
Vermilion Bird: Casualty Boots 2 20 Increases movement speed by 5%. After death, nearby allies will move 10% faster for 10 seconds.
Vermilion Bird: Breeze Boots 2 30 While on a Capture Point, your Stamina recovery increases by 20%.
Vermilion Bird: Lightness Boots 2 40 Reduces fall damage by 30%.
Vermilion Bird: Avem Boots 1 20 Increases armour piercing by 40 points.
Vermilion Bird: Circulation Boots 1 50 Increases Agility by 7 points.
White Tiger: Retreat Bracers 2 5 Each time you kill 5 enemy soldiers, your damage dealt increases by 10% for 10 seconds.
White Tiger: Exacting Bracers 2 20 Increases damage dealt by 3%. After death, nearby allies will deal 10% more damage for 10 seconds.
White Tiger: Hazard Bracers 2 30 While on a Capture Point, your damage dealt increases by 10%.
White Tiger: Beheading Bracers 2 40 Each time you kill 1 enemy hero, your damage dealt increases by 10% for 10 seconds.
White Tiger: Tigris Bracers 1 5 Increases all damage by 30.
White Tiger: Ease Bracers 1 50 Increases Strength by 7 points.
Rat: Avarice Dual Blades 3 30 Each time you kill 1 enemy hero, 12% Health is restored.
Rat: Reprisal Dual Blades 3 45 Skylark and Butterfly bleeding duration is increased by 50%, and bleeding damage is also increased by 25%.
Rat: Obscura Dual Blades 2 15 After using Infiltrator or Alchemical Vapours, nearby enemies are poisoned and their movement speed is reduced by 12% for 5 seconds.
Tiger: Divinity Glaive 3 25 Normal attack damage is increased by 10%, and defence break is increased by 10%.
Tiger: Justice Glaive 3 40 While Wild Frenzy and Heat of Battle are in effect, damage taken is reduced by 10%.
Tiger: Constraint Glaive 2 10 Reduces damage taken from rear attacks and headshots by 15%.
Rooster: Meteor Longbow 3 35 Increases damage dealt against units by 11%.
Rooster: Envy Longbow 3 50 Increased movement speed by 8% and increases damage by 10%.
Rooster: Flight Longbow 2 15 Reduces Stamina costs of normal attacks by 50% and reduces damage by 15%.
Goat: Mystery Longsword & Shield 3 30 When your Health is above 70%, all damage dealt is increased by 100 points.
Goat: Vibrancy Longsword & Shield 3 45 When using Mercy of Heaven and Knightly Vows, nearby allies will take 6% less damage for 8 seconds.
Goat: Warmth Longsword & Shield 2 15 When Health falls below 25%, Health is continuously restored until Health reaches 50% again.
Horse: Vivacity Maul 3 30 Each time you kill or assist killing an enemy hero, you recover 2 Stamina.
Horse: Ferocity Maul 3 45 While Up from Hel and Maelstrom skills are in effect, defence is increased by 6% for 6 seconds. Can be stacked up to 5 times.
Horse: Striding Maul 2 10 Dodge distance is increased by 20%.
Rabbit: Wonder Musket 3 30 All normal shots are now grapeshot.
Rabbit: Vicissitude Musket 3 45 Use Liquid Fire, Caltrops, or Grenade to reduce the cooldown of the other two skills by 2 seconds.
Rabbit: Opportunism Musket 2 10 Using Fine Gunpowder now reduces the cooldown of Five Rounds Rapid and Scatter Shot by 1 second.
Dog: Vanquishing Nodachi 3 35 50% of Health gained from Life Drain is coverted into damage and dealt against your enemy.
Dog: Exhibition Nodachi 3 50 When Health falls below 50%, damage taken is reduced by 12%. When Health falls below 25%, this effect is doubled.
Dog: Purity Nodachi 2 15 Every time you kill or help kill 1 hero or kill 3 soldiers, you get 1 stack of Bloodlust.
Dragon: Flexibility Pike 3 25 Azure Dragon and Cold Dragon cooldowns are reduced by 5 seconds and damage dealt is reduced by 10%.
Dragon: Usurpation Pike 3 40 After using Cold Dragon or Azure Dragon, armour penetration is increased by 12% for 6 seconds.
Dragon: Bloodlust Pike 2 10 After dodging, movement speed is increased by 20%. This effect rapidly diminishes afterward.
Ox: Forthrightness Poleaxe 3 35 Skill grants 5-second immunity to all control effects. Can only be used 1 time every 30 seconds.
Ox: Severity Poleaxe 3 50 For every 700 Health acquired, Attack is increased by 0.5%.
Ox: Imperius Poleaxe 2 15 After entering battle, Max Health is gradually increased over 300 seconds, for a maximum of 3000 points. Resets after death.
Snake: Venom Short Bow 3 35 Poison damage is increased by 100%, while duration is reduced by 50%.
Snake: Capricious Short Bow 3 50 Every time 3 normal attacks hit, an extra 2 arrows are fired.
Snake: Extraordinary Short Bow 2 15 Increases armour penetration by 7.5%. The cooldown times of Repulsing Shot, Poison Arrow, and Parting Shot are reduced by 12%.
Boar: Surrounding Shortsword & Shield 3 25 Each time you kill or assist killing an enemy hero, the damage dealt by nearby allies is increased by 8% while their damage taken is decreased by 8% for 10 seconds. This effect can only be triggered once every 30 seconds.
Boar: Balance Shortsword & Shield 3 40 When your Health is above 50%, all damage dealt is increased by 12%. When your Health falls below 50%, all defences are increased by 8%.
Boar: Desperation Shortsword & Shield 2 10 Damage taken from units is reduced by 8%.
Monkey: Mortality Spear 3 25 Increases all Defences by 70 points.
Monkey: Adroitness Spear 3 40 Reduces all specialized skill cooldowns by 8%, with the exception of paragon skills.
Monkey: Sacrifice Spear 2 10 Each time you kill 5 enemy soldiers, your critical value increases by 20 for 20 seconds. Max 8 stacks.

 

Quality of Life Improvements

  • Skill Pages:
    All weapon skill pages have become 1 single type of universal skill page.

  • Reduced the number of Hero Materials:
    In the current iteration of crafting, there are too many types of materials, and how to obtain these are too unclear and confusing. This has led to an artificial increase in difficulty for crafting equipment. With the new season, we have made the entire system easier to understand by merging multiple materials into singular items.

    Steel Plates & Steel Bars become Steel Ingots. Paint & Lacquer, Wire & Thread and Metal Rings become Roll of Leather.

  • Equipment Crafting Attribute Changes:
    To improve the overall gameplay experience, we're changing attributes for crafted armours (helmets, breastplates, gloves, and boots) by increasing the chance of gaining multiple attributes when crafting. It will now be easier to craft equipment with crit rate, anti-crit rate, and leadership.

  • Changes to Earning Doctrines:
    Drop rates for some doctrines have been updated. The Epic Mobility Doctrine can now be gained from Treatises (drop chance is equal to other doctrines of the same quality).

  • Strategic World Map Warpaths:
    Added a feature to create Strategic Warpaths which should serve to reduce the amount of communication needed during Territory Wars within Alliances.

  • Cross-region Migration Tokens:
    Regions that are available to move via cross-region migration tokens will gradually become available as the season progresses. For example, in Season VIII’s initial stages, Cross-region Migration Token may be used to migrate to Liangyun and Longting. Once border posts to Maoyang open up, players will also be able to migrate to Maoyang.

  • Improvements for Interaction With Stacked Models in the Open-world:
    While interacting with units or models that are stacked in a tight bunch in the open-world, it will now open a menu where you will be able to choose which character / model you want to interact with.

Auxiliary Unit Changes:

During previous versions, auxiliary units were a weekly bonus that provided some manner of strength in battle. Naturally, as you gained more and more power, their relative value and use decreased. That is why we will be upgrading this feature in the new season. Our goal is to make them relevant for Warlords of all levels.

  • Auxiliary units will have fixed levels depending on the unit's star level. Tier 3 units will be of level 8, Tier 4 of level 12, and Tier 5 of level 15. Once recruited, auxiliary units cannot be levelled up, and all experience they gained will be added to your Shared XP Pool.
  • Auxiliary units will have pre-set doctrines and these cannot be socketed, removed, or upgraded.
  • Auxiliary units will also have pre-set veterancy points and these cannot be altered.
  • All Warlords will have 600 initial auxiliary points (this is increased by 100 for premium accounts). Tier 3 units cost 200 points, Tier 4 units cost 300, and Tier 5 units cost 400.
  • 7 auxiliary units will be refreshed every week, including 3 Tier 3 units, 4  Tier 2 units, and 2 Tier 5 units. You will be able to recruit any auxiliary unit whether you have unlocked them or not.
  • Seasonal units from previous seasons will also be part of the auxiliary unit rotation.
  • Auxiliary units you recruit will disappear when the following week's rotation becomes available. They will no longer be sealed like previously.
  • Auxiliary units will not consume kits, nor will you lose units should they die.
  • We have also greatly reduced the hero level required to recruit auxiliary units.

Sealed Auxiliary Units:

Once we roll out the new changes, Warlords with sealed auxiliary units will have these dismissed. We will be issuing compensation in the form of unit XP for this with the new season, this is issued automatically on the installation of the update.

Learn More

For more information on Conqueror's Blade Season 8 take a look at the Patch Notes or visit https://conqblade.com/en/seasons 

As always you can learn more by subscribing to the official newsletter, or by following Conqueror’s Blade on TwitchFacebookTwitterInstagram, and Discord

Data Gathered By: Foghladha of Gaiscioch    |    Last Update: October 15th, 2021 at 8:30PM PDT