Conqueror's Blade Wiki

Units are squads of soldiers commanded by heroes in battles. In most cases, they are the primary fighting strength of any army.

Overview[ | ]

In almost all gamemodes (excepting Deathmatch), players can take a number of units into battle. In battle, each player can command a maximum of one unit at a time. Units are controlled via various commands which direct them to act in certain ways (e.g. attack, follow, formation, etc.). Units also possess formations and unit orders which enhance their combat potential. Good positioning and usage of unit commands, formations, and orders is paramount to performing well in battles.

Acquisition[ | ]

The most common paths to acquire new units come from either the Unit Tree accessible via the warband menu (default key U when not in battle) or via Seasonal Challenges accessible in the season menu (default key F5 when not in battle). The former requires Honour or Signacula to unlock units and unit upgrades, while the latter entails completing various tasks in battles & the open world.

Other ways to permanently acquire units include the following:

Units unlocked via the Unit Tree are not initially available for use; they must then be mustered by using up a free barracks slot, paying a certain amount of bronze, and supplying 20x of their unit kit (purchasable directly for bronze; units which do not use kit do not require this cost). Units that are obtained by any other means will automatically be mustered in a new (free) barracks slot at no additional cost. All unlocked units can be mustered again in the same way that units from the Unit Tree are initially mustered.

Temporary contracts can also be obtained by various means. These include:

  • Completing the first tier of Seasonal Challenges for most units obtained in this way will grant a 3-day contract for a level 12 version of that unit,
  • Auxiliaries,
  • 3-day contracts for Sons of Fenrir and Cudgel Monks are obtained as part of the first 7 day login rewards.
  • Certain events can give temporary contracts for units.

Units obtained through contracts cannot be levelled or given doctrines. They will still consume unit kit and will automatically be disbanded once the contract period is over.

More units can be made randomly available for use via a House's shared units function, or temporarily via the 7-day volunteer unit contract and the 30-day volunteer unit contract available in the Drillmaster's rewards.

Unit Stats[ | ]

All units have the following stats listed:

Stat Name In-Game Description
Health The individual health points of each soldier in the unit.
Strength The number of soldiers in the unit.
Leadership The leadership cost of a unit. The stronger a unit is, the more leadership it requires.
Speed How fast a unit can move on the battlefield without using any special abilities.
Range The weapons range for units carrying ranged weapons such as bows, guns, and javelins.
Ammo How much ammunition a unit carries. Units can refill their ammunition during a battle by standing at a Supply Point.
Labour A unit's ability to gather resources such as wood, food, etc.
Piercing Armour Penetration Piercing Armour Penetration covers things like fire-hardened spears, bodkin arrowheads, and the thrust of lances and swords.
Slashing Armour Penetration The ability for slashing attacks to break slashing defence. Slashing attacks include the swiping attacks of most melee weapons.
Blunt Armour Penetration The ability for blunt attacks to break blunt defence. Blunt attacks include the strikes of blunt weapons along with kicks and shield-bashing.
Piercing Damage Piercing damage includes the strikes of ranged weapons, spears, etc.
Slashing Damage Slashing damage comes from most edged weapons, such as swords, axes, and spears.
Blunt Damage Blunt damage attacks include shield-bashing, kicks, and striking with the grip or butt of a ranged weapon.
Piercing Defence Ability to defend against piercing attacks, thereby reducing piercing damage.
Slashing Defence Ability to defend against slashing attacks, thereby reducing slashing damage.
Blunt Defence Ability to defend against blunt attacks, thereby reducing blunt damage.

In addition to the listed stats, units also possess 'hidden' attributes that are not directly listed on the unit page, but are referred to by various doctrines and veterancy nodes:

  • Accuracy - A ranged unit's ability to hit their shots.
  • Block - A stat possessed by some units (most commonly those with shields) that allows them to nullify damage from attacks.
  • Block Recovery - The rate at which units with Block can restore it.

Unit Traits[ | ]

Units also possess traits. Some traits are purely descriptors (e.g. the 'Peasants' trait), while others confer tangible bonuses (e.g. the 'Swamp' trait). Refer to the specific unit pages for details about their traits.

Categorization[ | ]

Stars & Era[ | ]

All units have a star rating ranging from 0 to 5 stars (inclusive) in increments of 0.5 stars. Units are divided into eras (the equivalent of rarity systems in other video games) as follows:

Era Stars
Rustic 0 - 0.5
Feudal 1 - 1.5
Chivalric 2 - 2.5
Silver 3 - 3.5
Heroic 4 - 4.5
Golden 5

In general a unit is supposed to be stronger than other units whose star ratings are lower by having higher stats and/or more impactful unit orders (although in practice this is often untrue due to the difficulty of balancing units). In exchange, units with lower star ratings generally have a lower leadership cost and so are easier to bring in a warband.

Unit Type[ | ]

Units are also divided based on their unit type. All units fall within one of the following types:

  • Melee Infantry
  • Ranged Infantry
  • Cavalry

Furthermore, all units also have one of the following as a second type:

For example, Demesne Arbalists are categorized as 'Ranged Infantry - Crossbowman'. These categorizations are used by certain veterancy bonuses (e.g. 'reduces ranged damage taken by 10%') and by doctrines.

Pre-Game Deployment[ | ]

After matchmaking succeeds for a battle but before the battle begins, all players awaiting the battle are placed in a pre-game lobby where they can choose a warband of units from their barracks to bring into the battle. All units have an associated leadership cost, and all heroes have a leadership value of 700 with possible additional bonuses granted by their armour.

A valid warband consists of a set of units in which:

  • There are no duplicate units,
  • The sum of the leadership cost of all units in the set is equal to or less than their commanding hero's leadership value, and
  • There are at most 10 units in total.

The following are exceptions:

  • During certain phases of the current season, a seasonal seal is placed upon units of certain eras during standard siege battles, field battles, bandit raids, and open world excursions.
    • During the phase Opening Moves, only 3.5 star and below units can be deployed, and armour bonuses are turned off.
    • During the phase Eve of the Storm, only 4.5 star and below units can be deployed, and armour bonuses are turned off.
    • No restrictions are placed during the phases All is Chaos, Usurp the Thrones, Imperial Dawn, and The Dust Settles.
  • In free battles, there is no limit on the combined leadership cost of units but the maximum number of units in a warband is 5.
  • For open world excursions/territory wars, duplicate units can be brought but the maximum number of units in a warband is 5.
  • Event game modes such as Colosseum, All or Nothing, or Battle Roulette have their own event-specific rules on warbands.

Gameplay[ | ]

During a battle, only 1 unit can be commanded at a time; the rest of the units do not appear on the battlefield and are held in reserve until they are deployed. Units can be deployed either when the player spawns or by being switched out at a supply point. Note that when a player spawns, they must always spawn together with a unit unless the player has no units available to deploy at the moment, either due to units retreating or units having been destroyed.

Units do not have collision with themselves or their allies. That is, units can clip into each other without limit or any detriment to movement. This also extends to unit attacks, and units will attack without any regard to their allies. Units also cannot 'friendly fire' or hit their allies. This means, for example, that a cavalry unit can charge through a mass of allied units without damaging them, that a melee infantry unit can swing through other soldiers to hit an enemy with no consequences, and that ranged infantry can target enemies even if their line of sight is blocked by allies and fire through allies to hit them.

As opposed to heroes, units also cannot fall off ledges, even if they are thrown or ragdolled by certain attacks. Instead for the purposes of their movement and positioning they will treat ledges much like walls.

Basic Commands[ | ]

All commands issued to a unit can be done no matter where the unit is in relation to the hero. In all cases, the unit will respond to the command instantly.

Command Hotkey Description Notes
Hold X Orders the unit to stand in the currently selected formation in front of the hero. Can be double-tapped to also cycle the formation to the next available formation. Holding X will zoom out the camera, enabling the ability to place the formation further away, as well as the capability to rotate the formation and freely cycle between available formations.
  • Units that cannot attack while moving will not attack enemies while executing this command, and will instead attempt to walk through them.
  • Some units will automatically execute certain unit orders or take on certain properties when standing in formation, such as Orochi Samurai and Halberdiers.
Follow C Orders the unit to go to their commanding hero. Can be double-tapped to make the unit run to their commanding hero instead.
  • The unit will attempt to form a highly dispersed formation around their commanding hero. They will assume a dispersed formation regardless of their current formation or even if they ordinarily have a dispersed formation capability at all.
  • Units which cannot attack while moving will not attack enemies unless they are nearby their commanding hero (~10m), after which the unit will attack similarly to the attack command while staying nearby their commanding hero.
  • Can be used while dead. In this case the unit will follow the hero whose perspective is focused on.
Attack V Orders the unit to attack nearby enemies.
  • The behaviour of this command is different amongst unit types:
    • Melee infantry will spread out while approaching nearby enemies and attacking them.
    • Ranged units will stand still and fire upon nearby enemies. If not already performing the attack order, all soldiers in the unit will initially attack at the same time in a single volley, after which individual soldiers will fire at will.
    • Cavalry (if using their melee attack) will ride through nearby enemies while attacking them.
  • If there are no nearby targets, the unit will not move.
  • Can be used even if the commanding hero is dead.
Retreat B Orders the unit to retreat.
  • Can only be manually used while dead; the button must be held for 2 seconds to issue the order.
  • The unit will become uncontrollable once this order is used. It will disperse and attempt to run towards some map-dependent location (usually nearby the back of the commanding hero's team's starting positions) for 15 seconds, after which the unit will disappear and be ready again for deployment assuming enough soldiers survive. If the unit reaches the location early, then it will disappear immediately upon reaching it. The unit cannot be deployed again until it has disappeared.
  • Units will gain an indicator above their heads while retreating.
  • Retreating units will not attempt to fight back against enemies.
  • This order is automatically used if the unit is swapped out at a supply point, when the commanding hero's death timer reaches 5 seconds, or if the commanding hero disconnects from the game.
Use Object LCtrl + Left Click Orders the unit to travel to a selected allied supply point, siege engine or siege ladder.
  • Can only be used on allied supply points, siege engines, and siege ladders.
  • The object being used must be at most 200m away from the commanding hero. The position of the unit does not matter for the capability of using this command.
  • If used on a supply point, the unit will go to the supply point and assume a dispersed formation once it arrives at the supply point.
  • If used on a siege engine, the unit will attempt to push the siege engine. Note that cavalry cannot push siege engines.
  • If used on a siege ladder, the unit will attempt to climb the ladder. Note that cavalry cannot climb ladders.

Unit Orders[ | ]

In addition to the commands listed above, units also have a variety of unit orders (by default hotkeyed to the number keys 1-0). Note that unlike the basic commands, which cause the unit to spread out to avoid soldiers clipping into themselves, most unit orders have no such behaviour and individual soldiers within the unit will stack on top of each other when carrying out the order if applicable. Like the basic commands, unit orders can be used irrespective of the relative position of the unit with their hero, and the unit will always respond immediately once the unit order is issued. For more information on unit orders see the specific unit pages.

Formations[ | ]

Each unit has a set of formations that define how they position themselves when issued the formation command (X) (by default hotkeyed to the keys F1-F4). For more information see the specific unit pages.

Unit Upgrades[ | ]

Units can be upgraded in various ways, enhancing their combat capabilities.

Levels & Veterancy[ | ]

Units gain experience from being deployed in battles, and once enough experience is gained the unit will level up (up to a maximum level that is defined on a per-unit basis). The specific amount of experience gained per unit depends on:

  • Whether the unit was used in the battle or not,
  • Whether other units were used in the battle (in this case most of the gained experience is divided equally between all used units, and a small remaining amount is divided equally between all unused units),
  • The type of battle (e.g. Bandit Raids give more experience than siege battles),
  • The player's performance in the battle.

If a unit is already at maximum level, then experience will be contributed to the shared experience pool instead. Shared experience can be given to unit unit via the warband page (U).

The following are the required experience amounts for each individual level up:

Level Experience Required Cumulative Experience Required
2 10,000 10,000
3 12,000 22,000
4 15,000 37,000
5 26,000 63,000
6 42,000 105,000
7 62,000 167,000
8 87,000 254,000
9 117,000 371,000
10 152,000 523,000
11 192,000 715,000
12 242,000 957,000
13 300,000 1,257,000
14 300,000 1,557,000
15 300,000 1,857,000
16 300,000 2,157,000
17 300,000 2,457,000
18 300,000 2,757,000
19 300,000 3,057,000
20 300,000 3,357,000
21 300,000 3,657,000
22 300,000 3,957,000
23 300,000 4,257,000
24 300,000 4,557,000
25 300,000 4,857,000
26 300,000 5,157,000
27 300,000 5,457,000
28 300,000 5,757,000
29 300,000 6,057,000
30 300,000 6,357,000

Unit maximum levels are as follows:

Era Max Level
Rustic 10 or 12 (for 0 and 0.5 star units respectively)
Feudal 12
Chivalric 18
Silver 18
Heroic 24
Golden 30

Mercenaries have a higher maximum level than other units of their era; Martellatori have a maximum of 13 while all other mercenaries have a maximum level of 20.

When a unit levels up, it receives a small increase to its maximum HP as well as a single veterancy point. Veterancy points can be allocated to nodes on a unit's veterancy tree, and each node confers a certain bonus ranging from a stats increase to a new formation or unit order to a new effect on an existing unit order or formation. Once a veterancy point has been allocated, it can only be deallocated by using a Scroll of Renewal (which will also deallocate all veterancy points used).

Doctrines[ | ]

All units can equip up to 5 doctrines which grant various boosts. See the doctrines page for more details.

Mastery[ | ]

A certain set of units have access to a separate upgrade tree which confers additional stats increases and effects. See the mastery page for more details.

Unit Kit[ | ]

All units above the Rustic era (excepting Mercenaries and Mace Sergeants) have their own unit kit, and have the capacity to hold up to a certain number of their own unit kit; this capacity varies across units. When the equivalent of the entire unit is lost across any number of battles (excepting those where kit loss does not apply), the unit will lose a kit. Units will suffer losses to their fighting capability based on the number of unit kits they have:

  • If a unit has at least 50% of their capacity in unit kits, no adverse effects are conferred.
  • If a unit has between 20% and 50% of their capacity in unit kits, the unit will deal 10% less damage and take 10% more damage.
  • If a unit has below 20% of their kit then it cannot fight.

When a unit's kit drops below 50% of their capacity the game will notify the player via the warband tab (U) outside of battle.

Unit kits can be resupplied either from the player's supply dump or by being directly bought with bronze. Unit kits can be purchased at a fixed bronze cost up to the amount needed to resupply (and are otherwise unlimited), as long as the player is either at their camp or in a safe zone. Unit kits bought with bronze are automatically used to resupply the respective unit. Unit kits can also either be crafted using resources obtained from the open world or be bought from the market.

Cosmetics[ | ]

Units have access to various cosmetics. Note that none of the following cosmetics change anything about any unit's gameplay, only their appearance.

Unit Attire[ | ]

Units can equip unit attire to change their appearance. All unit attire is one of helm, armour, mount, and weapon. Any piece of unit attire can only be equipped by a single unit, but players can own multiple copies of a piece of unit attire. Note that only cavalry can equip mount attire.

A few units have unique attire that is only equippable by them, and additionally a few units can only equip attire specifically made for them. All weapon attires and a small subset of helm, armour, and mount attires are made for specific units.

Banners[ | ]

Units can equip banners, which will be displayed in their respective pages in the warband tab as well as in their entries in the Unit Stats tab at the end of any battle. Banners otherwise do not appear ingame.

Unit Colours[ | ]

The colours of personal, allied, group, and enemy units can be edited in the Game Settings. The colour options are as follows:

Unit Type Options
Your Units Golden (Default)
Dark Yellow
Allies Units Green (Default)
Allied Units Blue (Default)
Sky Blue
Enemy Units Red (Default)
Mustard Yellow
Slate Grey

A player's unit colours settings have no effect on how other players see units.

Units of Conqueror's Blade
⬛ Rustic Era MartellatoriSerfsTenant FarmersVillage WatchmenWoodcutters
⬛ Feudal Era Archer MilitiaDemesne PikemenLevy BowmenSpear MilitiaSword Militia
🟩 Chivalric Era Black Dragon ArchersCoutiliersDemesne ArchersDemesne CrossbowmenDemesne JavelineersDemesne SpearmenIroncap ArchersIroncap ArquebusiersIroncap BowridersIroncap Scout CavalryIroncap SwordsmenJavelin MilitiaPike MilitiaRattan PikemenRattan Roundshields
🟦 Silver Era AlchemistsBagpipersBlack Dragon JavelineersBlack Dragon PikemenBlack Dragon SpearmenCaradoc's CavalryCondottieri GuardsCudgel MonksDemesne ArbalistsDemesne ArquebusiersDimachaeriFeathered CrossbowmenHalberdiersIncendiary ArchersIroncap SpearmenJangjusJanissariesKhorchinsLandsknechtsMace SergeantsNaginata MonksNamkhan ArchersOutridersPrefecture ArchersPrefecture GuardsPrefecture PikemenPsiloi SlingersRattan MarksmenRattan VipersRoninSchutzdienersSea Stag DeathdealersSelemchid CavalrySons of FenrirSquiresVanguard ArchersWuxing PikemenZykalian Militia
🟪 Heroic Era Armiger LancersAxe RaidersAzapsBanner GuardsBerserkersCamel LancersClaymoresCompanion CavalryCrescent MonksDagger-Axe LancersFortebraccio PikemenGreyhair GarrisonHalberdier SergeantsHuskarlsImperial ArchersImperial ArquebusiersImperial JavelineersImperial Pike GuardsImperial Spear GuardsJavelin SergeantsKhevtuul CavalryKriegsbrudersKriegsrat FusiliersMatchlock AshigaruMen-at-ArmsMyrmillonesOnna-mushaPalace GuardsPerceval's Royal GuardsPrefecture Heavy CavalrySipahisSpear SergeantsSymmachean PaladinsSymmachean StalwartsTseregsVassal LongbowmenWuwei Mansion GuardYeomen
🟨 Golden Era Cataphract LancersChevaliersFalconetti GunnersFire LancersHashashinsHoundsmenIron ReapersKheshigsLiao's RangersModao BattalionMonastic KnightsOrochi SamuraiPavise CrossbowmenQueen's KnightsRattan RangersRetiariiShenji GrenadiersShieldmaidensSilahdarsSiphonarioiSunward PhalanxTercio ArquebusiersVarangian GuardsWinged HussarsXuanjia Heavy CavalryYanyuedao CavalryZweihanders