There are over 100 levels of rewards in Season III: Soldiers of Fortune, and now you can make it even easier to strive for the top of the Battle Pass. From now until May 25 at 17:00 CEST (8am PDT), you’ll receive 50% more Glory from matchmaking battles! Rack up Glory to raise your Nobility Tier and earn season-exclusive rewards like the Knights of Sicania Unit Attire, Umbra Horse Attire, and the coveted Phoenix Aurora Hero Attire.
You can also give your warlords, armies, and mounts a fierce new look with a massive 30% off Attire and Banners from MY.GAMES Market:
Hero Attire
● Onibi Hero Attire ● Empyrean Order Hero Attire ● Solar Order Hero Attire
● Fort Lothar Banner ● Radiant Sun Banner ● Holy Mountain Banner ● Chivalry Undivided Banner ● Winged Hussars' Banner ● Great Lion Banner ● Twinned Trident Banner
The 50% Glory boost and MY.GAMES Market sale are active from now until May 25. The Season III Battle Pass is available to purchase from MY.GAMES Market and Steam.
Monday is, of course, Deathmatch Night, where you leave your units at the door and rely on your guile and skills as a fighter rather than as a leader. The arena event, repeated on Thursdays, traditionally is an 8v8 team battle, but for this week we are limiting access to 5v5. We hope to see more intense battles emerge, but we won’t know for sure without you telling us. Therefore we are asking for your feedback: just add your thoughts to those of your fellow warlords, either HERE, to the official Discord, or any of our social channels.
8v8 Deathmatch will return from May 18. How long for will be down to you!
Over the past 18 months we’ve published a number of guides to help you with various aspects of Conqueror’s Blade, but without really offering an easy way to reference them. That ends here!
Below you’ll find links to the most recent and important guides, as well as the date they were last updated. Obviously not all the guides listed below are fully in step with the current version of the game, but the fundamentals should still provide a solid foundation on which to expand your knowledge. Rest assured that we’ve already started the process of updating our older guides and plugging some of the gaps that have appeared as the scope of the game has expanded. We will update this list as new and improved articles are published!
The climactic battles of Season II may be fading into memory, but as we prepare for a new era of conflict on May 5th, we thought we’d approach the leaders of the four most triumphant houses to look back on their achievements - especially that, for the first time, securing the Conqueror’s City was foremost among them.
EU East: A return from exile
As a house, Exiles (part of the KingdomExiles alliance) is no stranger to longevity and success, having established itself long before open beta and coming to international prominence during last year’s Warlord League, when its team took a very respectable third place. The house became largely inactive soon afterwards, but was brought back to life when Season II started.
For its leader, Agis, capturing the Conqueror’s City was the highlight of what became a very long season. During the course of one climactic battle, against World Order, Exiles took just four minutes to eliminate 25 enemy warlords. Despite the crushing victory, Agis says he has a lot of respect for World Order and DarkTriad, both considered equals more than they are the vanquished - although whether that level of friendliness will transfer into the new season remains to be seen.
North America: All for one...
Had there been a trophy for securing the NA’s Conqueror’s City, the Hightower name would have been the most prominent upon it but, as its leader LordBuckingham is keen to point out, the achievement was a shared one: “We are not accepting this honor as a house, but as the Defiance Alliance,” he says. “Our team of BLACKSHIRTS, LatinWarriors and Hightower put in an incredible amount of work to make this goal a reality.”
Buckingham says that the Defiance victory was down to preparedness. “We did walkthroughs of every point of interest and every artillery placement. We cross trained our line 1 and line 2 artillery experts and used video reviews to grow as a team. Every day players were reaching out to leadership with notes on what went well or what went wrong.” Also, he adds “we had a lot of purple cannons.”
EU West 1: Lapin of honour
It was no surprise to see WereRabbits emerging from Season II with its biggest prize. The house, established prior to Season I, has always prided itself on its competitiveness, winning last year’s Warlord League in much the same way as it dominated last season - by honing carefully-crafted battle plans.
A highlight of Season II was having an entire region under Friendly alliance control, but this came second its Borderlands campaign. “The most memorable battle” recalls Tigz, “would have to be the capturing of the forts and the Conqueror's City. There were a lot of houses fighting for them, but thanks to a lot of preparation, hard work and a bit of luck, it paid off.”
Having spent much of last season defending its territory, WereRabbits have been preparing for Season III by practising siege battles to regain the offensive. We shall see the results of those preparations very soon!
EU West 2: A war of aggression
Being successful rarely translates into being popular, as PatPatrouille and the Firenation alliance found when last season it faced a wall of non-aggression pacts. For leader Pouik, it seemed like the entire server was united against it. “But we are strong” he says. “We hold and we win, even if we have 15 alliances in hostile and only one in friendly.”
That win was hard fought, with the final victory to claim the Conqueror’s City achieved by close coordination and determination between PatPatrouille and it’s closest alliaes, ENDGEGNER and Huargos. Of all their enemies, Schwarzfeder was the most challenging: “They had a very good strategy that put us in trouble” says Pouik. “All of our players did incredibly well during the battle by following the lead - and I really need to thank all the players. It was a lot of fun.”
Winning the Conqueror’s City has emboldened Pouik to continue with a policy of waging war militarily rather than to achieve only partial dominance through diplomacy. The challenge, he feels, will be to retain and attract the best players to the cause.
Thank you to Agis, LordBuckingham, Tigz and Pouik for answering our questions and a final congratulations to their alliance members, whose collective achievements are celebrated on this page. Good luck to you all in the battles and seasons ahead.
Further to their unfurling last week, we’re pleased to announce that the Labour Day banners are now available. The Peasants' Revolt and Labour Day banners can be bought from the in-game Store for 100 Sovereigns, or for 1,00 € / $1,00 from the MY.GAMES Market. Both will be withdrawn from sale at 17:00 CEST (8am PDT) on May 14, so if you want to display your solidarity with the international proletariat, don’t leave it too long!
Added two new time-exclusive flags related to Labour Day for 100 Sovereigns each.
Seasonal Store:
Updated the contents of the Doctrine chests:
Season Doctrine Selection Kit (Rare) :
Halberdiers' Doctrine I (3 Day)
Imperial Pike Guards' Doctrine III (3 Day)
Rare Polearm Doctrine I (3 Day)
Season Doctrine Selection Kit (Epic):
Halberdiers' Doctrine II (1 Day)
Imperial Pike Guards' Doctrine I (1 Day)
Imperial Pike Guards' Doctrine IV (1 Day)
Epic Polearm Doctrine II (1 Day)
NEW PLAYER OPTIMISATION:
We have adjusted the original equipment stats for new characters in this update by doing the following:
Improved the quality of armour earned for finishing the Training Yard to Rare (Blue). Increased the stats for weapons and armour.
Added Level 20 Normal Equipment (Common) to the Armourer’s store tabs: “Weapons for Sale”, “Armour for Sale”.
IMPERIAL RESTORATIONISTS:
Adjusted Influence needed for Eastern and Western Martial Titles.
600 Influence:
Lord Commander
450 Influence:
General of the West / General of the East
300 Influence:
Praefectus / Imperial Prefect
0 Influence:
First Legate / Lord Minister
Deputy Legate / Minister
Centurion / Major
Optio / Adjutant
Tessarius / Captain of Guards
Hastilarius / Captain
Decurion / Lieutenant
Draconarius / Sublieutenant
Decanos / Patrol Leader
Aquilifer / Flagbearer
Legionary / Legionary
Venator / Ranger
Munifex / Corporal
Veles / Trooper
WARLORD BALANCING AND OPTIMISATION:
Adjusted the balance of the Maul:
Increased the movement distance of Roll when using the Maul from 3 meters to 3.5 meters.
MAP ADJUSTMENTS FOR SIEGE AND FIELD BATTLES:
Based on players feedback and in-game data, we have made adjustments to the following maps:
Valley Fortress (Siege):
Increased the number of Defenders by 1, now making the battles a 15 vs 15.
Added ladders on the wall so attackers have a higher chance to access the area. Some ladders will be able to carry 3 lanes of units instead of 2.
Added 2 additional Trebuchets for attackers.
We adjusted the location of the supply point behind point C, making it possible for attackers Trebuchets to reach the area.
Extended the time for the battle from 9 minutes to 10 minutes.
Adjusted point B by slightly shrinking the range of the point making it harder for defenders to interrupt the flag capturing process.
Sun City (Siege): After reviewing the data and player feedback for this map, we found that the win-rate for attackers was lower than expected due to the length of time it required to capture point C. Due to this we have made the following changes:
Added 1 additional Trebuchet for attackers.
Extended the time after taking point A and B from 3 minutes to 4 minutes,
Slightly adjusted the location of the front supply points between point A and point B.
Allenburg (Siege): After reviewing the data and player feedback for this map, we found that the win-rate for attackers was lower than expected, so we decided to make the following changes:
Adjusted the location of 2 supply points outside of the city for attackers, allowing attackers to launch more effective attacks on the fief.
Adjusted the location of the supply point between point A and B,
Adjusted the location of spawn points for both sides on phase 1.
Dasuo Fort (Siege): After reviewing the data and player feedback for this map, we have found that defenders win-rate was higher than expected due to the capture rate on point B and C. Due to this we have made the following changes:
Increased the reward time from 3 minutes to 4 minutes after taking point A.
Added 1 additional Trebuchet for attackers.
Adjusted the location of supply points between point B and C.
Augolia (Siege):
Increased the number of Defenders by 1, now making the battles a 15 vs 15.
Added more ladders to the wall so attackers have a higher chance of accessing the area. Some ladders will be able to carry 3 lanes of units instead of 2.
Added 2 additional Trebuchets for attackers.
Added 1 Supply point to the east side and the west side respectively.
Small-sized Siege Maps:
After reviewing the data and player feedback, we found that defenders have an advantage that was higher than expected according to our designs due to the map size and structure of small-sized siege maps (Frontier Camp, The Storehouse, Greenpeak Camp). Due to this, we have made the following changes:
Frontier Camp:
Extended the opening time from 7 minutes to 8 minutes.
Added 1 additional Trebuchet for attackers.
Adjusted the location of the supply point outside of point B for attackers.
Added 1 Scorpio at the gate of point A and B.
Greenpeak Camp:
Extended the opening time from 7 minutes to 8 minutes.
Added 1 additional Trebuchet for attackers.
Added 3 Small Catapults outside of the fief, improving the firepower for attackers.
The Storehouse:
Added a route for attackers to sneak into the west of Point A.
Added a path that connects to the stable area near the centre between Point A and B.
Extended the time for taking point A and B from 2 minutes to 3 minutes.
Added 1 additional Trebuchet for attackers.
OPTIMISATIONS AND BUG FIXES:
Warlords and Units:
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.
Fixed a bug that prevented the timer of the “Infiltrator” skill for Dual Blades to be displayed incorrectly.
Fixed a bug that caused the skill “Sudden Impact” to be wrongly displayed in the Unit Tree and Unit Details.
Fixed a bug which caused units to charge in the opposite direction in some situations.
Fixed a bug where the weapons for the Maul class would lose no durability on weapons.
Adjusted the movement speed of the Condottieri Guardsman in the open-world to the correct movement rate.
Fixed a bug that caused Short Bow warlords to keep enemies stunned by tapping F quickly.
Fixed a bug that caused DMG boost of Breakthrough Doctrine to be applied in an incorrect way.
Moved the position of the camera further back for Longbow, Shortbow and Musket, making it easier for them to aim.
Maps:
Fixed a bug that allowed some warlords to jump to the roof of buildings in some maps (Ghost Town, Canyon, Westwood and Grassland)
Fixed a bug that prevented some modules from being displayed in the Drill Ground (Duel) map.
Fixed a bug that caused warlords to get stuck at a module near point C in Allenburg (Siege).
Optimized the deployment UI of Canyons in Ghost Town.
Updated the map point display in Ghost Town.
Fixed a bug that caused Artillery (defenders side) to float in Sun City.
Fixed a resource error on the display screen of Greenpeak Camp.
Fixed a bug that caused fiefs of other regions to be displayed in targets (attack and defence) when M was pressed.
Adjusted the attack level requirements for some fiefs in the open-world.
Miscellaneous:
Fixed an issue where players could not access the last ultimate with the Maul as all challenges were displayed as complete.
Fixed a bug which caused players to lead more units than their leadership allowed in the Warband Build interface.
Fixed an issue where the weapons for the Maul had no recommended price in the Market.
Fixed a bug which prevented the next stage from being unlocked after a unit challenge was cleared in Season 2.
Fixed the bug that caused data issues with the crafting lists at some select fiefs.
Fixed a display issue with the supply dump when interacting with a fief. When you submit a fief quest at a specific fief where your supply dump is located, you no longer need to move resources from your wagon.
Fixed a bug that caused delivery system notification errors.
Fixed a bug that prevented the ! (exclamation mark) from being removed when more than required quests were completed at the same time.
Fixed a bug that caused the ambiguous purchase notice appearing when switching between seasons.
Fixed a bug that caused Mount Care to move abnormally when camping in the world.
Optimised the UI for Seasonal Challenges: Incomplete challenges will now appear at the top, whereas challenges you can turn in for rewards will be displayed at the bottom.
When you press ESC to exit details in the Seasonal Challenges screen it will not close the entire menu.
Optimised the processing logic when Seasonal Doctrines effects were over. Now Seasonal Doctrines will disappear from the slot when their effect ends.
Added level criteria for joining Territory Wars.
Changed the headcount size to 100 for Cohorts (Imperial Restorationist system).
Added Martial Titles to the Cohorts member list (Imperial Restorationist system).
Fixed an issue that prevented Houses with the Founders Pack Custom House Emblems being displayed. If you are still encountering this issue, please reach out to our Support
Soldiers will now carry torches in the open-world during the night.
Some players may find progression has been reset in up to five challenges where Ranked Challenges have been removed. We will identify affected users and issue compensation via the in-game mail system soon.
QueenCrescentine is the founder and leader of MoonManor, as well as its house siblings (MoonHouse and MoonDojo) in the Lunatic alliance (Luna-tic, geddit?). So successful has the house been at recruiting new members that a Moon Academy has also been established to help new players ease into their new feudal lives!
How did you personally find out about Conqueror’s Blade and what was it that attracted you to the game?
I am a streamer (https://www.twitch.tv/crescentine) and I was sponsored to stream the game several times in the past. I got my community hooked and I haven’t stopped playing since! I have always been a fan of medieval strategy games and I feel Conqueror’s Blade is the ultimate medieval strategy MMORPG because you actually need to do diplomacy and war with real people and that makes it so unique and exciting!
Why did you decide to set up MoonManor?
The original MoonManor was inspired by my Twitch stream’s dedicated Discord server and MoonHouse was a text channel in that server. The idea for MoonDojo came recently when we got more and more recruits. Since I was the streamer that introduced the game to everyone, I made the house. It used to just be for fun but our house has grown by a lot ever since and the community has evolved outside of my stream.
What do you think makes your house different from those around you?
A lot of players and other house leaders have told me that it’s really rare to see a female liege leading a big house and alliance in the game. This brings a very motherly vibe to the house and alliance. I’m always there to calm the others when things get heated in battle or diplomatic relations. We are also very community-centric, we prioritize the person over the player which is why we have a lot of different levels in our house and we try our best to make each and every person feel included like family and not just pieces on a chessboard.
What have been your house goals and how have you met them?
When I started out in the game, I would have been happy to bring at least 10 people to Territory Wars but now we are recruiting to full capacity and having fully active members, which has been our dream from the start. This was possible because of my dedicated seneschal and co-leader, Xarin, who believed in our potential and has never left my side from the start - as well as a lot of our officers that joined us on this journey and never left us along the way.
What has been the most difficult aspect of managing a house - and what has been the most rewarding?
Training, leading, organizing and making new members feel welcome as they start their Conqueror’s Blade journey has always been one of the most challenging parts of the game but seeing them become full-fledged warlords, working together in battle and developing real friendships make me so happy.
In the long term, what does the house hope to achieve?
A big, strong community of like-minded friends and dedicated players that stick together no matter what during times of plenty or famine!
What’s your favourite class in the game and why?
Definitely the long bow because I am an archer in real life. I own two bows, a carbon compound bow and an olympic carbon recurve bow. I sometimes stream my archery training sessions and a lot of people would consider that quite cool.
What is your favourite unit to complement it?
Definitely serfs. Kidding! I love the Iron Reapers, they dish out so much damage and are very tanky at the same time. There is so much I can do with them on the attack and the defense. They are useful for absolutely everything.
Who are your most trusted warlords and what roles do they have within the organization?
I might not be able to mention everyone as it’s a very long list but there is Xarin, my seneschal and co-leader. I have a lot to thank him for because without him, I would have quit the game a long time ago but he kept me going. Did I mention he was also the first place winner of CB’s Christmas art contest last year?
There is also Switcheroo, my seneschal and tech genius. My amazing war commanders Kingfox, RaydanDK, Wallsy, Sylane, Justinian, NutNut and Vadar. My magnificent recruitment and training officers BigMoo, Caligula and GoldenCrow. Special thanks to my arena champion, SpadeSSDD, my bard, Tasner and my jester, verdislio as well as to all my squad leaders and moonlings in the rice fields who are so loyal and committed to our cause!
If someone wanted to join your house or start a dialogue towards trade or establishing a pact, what should they do?
First you must bend the knee, then you can add me on Discord or my seneschals for diplomatic talks: Crescentine#2828, Xarin#4651 or Switcheroo#5346 and for recruitment talks: GoldenCrowTime#5023 or BigMoo#3977
Are there other houses that you admire (friend or foe)?
I would like to give a shoutout to everyone from MoonManor, MoonHouse and MoonDojo, I hope you know I love you guys and to my beautiful alliance partners, StonedCrusaders, Jensaarai and Crestfallen. You’re all breathtaking!
Many thanks to QueenCrescentine for answering our questions. If you know of a house that is deserving of similar recognition that we should profile in the future article, please make your nomination via our Discord channel.
Celebrate Labour Day in Conqueror’s Blade with a special in-game event and discounts, running from now until May 8at 17:00 CEST (8am PDT). There are also two new Banners coming next week!
With a massive 50% extra Hero XP and Unit XP from every matchmaking battle, you can well and truly kickstart your conquest in Season III: Soldiers of Fortune! You can also enjoy 30% off consumables from the MY.GAMES Market, including:
Vault Key
10-Battle Hero XP Card
10-Battle Unit XP Card
Expansion Pack
Expansion Permit
Unit Training Plan
Cross-region Migration Token
Martial Arts Manuscript
Personal History
Horse Trough
New Identity Document
Scribal Service
Personal Storage Expansion
Two new Banners will also be available from the MY.GAMES Market for a limited time next week. Prepare to rally your troops beneath the Peasants' Revolt and Labour Day banners! Stay tuned to our social channels to find out when they’re going live.
The Labour Day Sale and XP boosts will be active until May 8, so make the most of them. See you on the battlefield!
25/05/20 UPDATE: Stage 3 of Season III's campaign (due to begin May 29) is to be extended by a week. This is to allow more time for changes to the Conqueror's City to be completed. The updated schedule is below and we'll be providing more detail on those planned changes soon.
07/05/20 UPDATE: The dates for each stage of the Season III Campaign were previously incorrect and have been amended below.
As well as unlocking and improving new units, a new Conqueror’s Blade Season means that full-scale war is once again on the horizon. Starting on May 5th (prior to which Territory Wars will remain in ‘Drill Mode’) will be Season III’s Campaign, an ever-escalating conflict that will lead armies into the heart of the Borderlands and the fight to secure the game’s ultimate prize, the Conqueror’s City!
Closely mirroring Season II’s road to war, the new campaign will comprise of five stages. If you want to follow along, bring up the Seasons interface (F5) and select the ‘Campaigns’ panel:
May 5-21
The Baron’s War is the opening stage of the season-long conflict, allowing houses and alliances (and Cohorts and Legions), to capture and hold fiefs within their current region. Building up a secure heartland and securing the resources necessary to fund future advances is an important first stage in any campaign.
May 22-28
Crossing Frontiers is when the border forts that guard the access routes into neighbouring regions open up to allow armies to expand their territories into regions that offer resources that are hard to secure at home. During this important period, while the Borderlands will be accessible, the fiefs within will remain independent and unconquerable.
May 29 - June 25
Heart of the World is the stage of the campaign during which houses and alliances can start to settle the fiefs of the Borderlands, where the stakes and potential rewards are much higher. As well as securing valuable resources, warlords will want to occupy a favourite position for the season’s most climactic battles.
June 26 - July 9
Conqueror’s Crown sees the iconic gatehouses that guard the Conqueror’s City open up, allowing players to fight for the right to claim the ancient city as their own. The city is due some alterations, as are the rewards for its eventual occupation (on which we’ll shre in a future article), but as before, houses and alliances will have to secure and hold onto a gatehouse fief in order to be able to take the city. Members of the house and/or alliance that holds the city at the end of final Territory Wars on June 29 will be crowned as World Conquerors.
July 10
Imperial Dawn is when peace breaks out! Houses and alliances put down their arms in homage to the new World Conquerors and begin the long march home, to make preparations for a new season. Rewards will be handed out and warlords will have the opportunity to wrap up their unfinished seasonal business, by completing Unit Challenges, maximising Glory and making sure all their Barbutes are put to good use before they expire.
Ahead of the commencement of formal hostilities, we’d like to wish good fortune to all houses and alliances. May the best of them win, and may you all have fun trying!
Please be aware that the above dates are subject to change and it may become necessary to extend the Season. We will, of course, provide full updates in any such circumstances.
Please be aware that from 8:00 CEST on Thursday 30th April (11pm PDT, 4/29), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 3 hours.
Challenges relating to ranked matchmaking are being removed.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.