RokHub

Perguntas frequentes de Rise of Kingdoms: KvK e eventos

Temporadas de KvK, MGE, Roda da Fortuna e Arca de Osíris

What order do KvK seasons come in? Lost Kingdom, Heroic Anthem, Light and Darkness, SoC?

  • Your first KvK is the Lost Kingdom story, which teaches the basic loop of pushing through passes toward a central ziggurat.
  • The next early KvKs run on the classic eight-kingdom style maps such as Light and Darkness.
  • After the early seasons your kingdom moves into Season of Conquest (SoC), where the king picks a story each season, for example Heroic Anthem or Tides of War, and you are matched with kingdoms that picked the same story.
  • Exact numbering and which stories are available shift with updates, so check the in-game KvK screen for your kingdom.

When does my kingdom get its first KvK and how often after that?

The first KvK usually opens when a kingdom is roughly three to four months old. After that a new season starts about every couple of months, with a short break between seasons. Older and newer kingdoms are not mixed in matchmaking, so a young kingdom only meets kingdoms of similar age.

How does KvK matchmaking work? Can we sandbag to get an easy draw?

Matchmaking compares kingdom strength, mainly the power of each kingdom's top players, and puts similar kingdoms together. Kingdoms of very different age are never paired. Sometimes a camp holds several smaller kingdoms that together match one bigger kingdom. Deliberately dropping power rarely works well, because the top accounts still dominate the calculation.

What should I do to prep before KvK starts?

  • Stack speedups, especially healing speedups, and avoid burning them in normal events.
  • Upgrade your hospital capacity and stock up resources, since healing is where KvK drains you.
  • Lock in one or two marches you will actually fight with, with talents and equipment finished, rather than spreading thin.
  • Get your city hall to the required level for the season (25 for most newer stories).
  • Plan your shield and teleport items so you can always move back to alliance territory.

What city hall level do I need to join KvK?

The early Lost Kingdom style seasons let you cross into the KvK map from city hall 17. Newer stories, including the Season of Conquest stories such as Heroic Anthem, require city hall 25. Below the requirement you stay in your home kingdom and can still do home kingdom events.

How do I farm honor points in KvK efficiently?

  • Honor mostly comes from killing barbarians and barbarian forts in the Lost Kingdom, plus fighting and holding objectives.
  • Higher level barbs and forts give more honor per action point, so use your AP on the highest level you can clear cleanly.
  • Peacekeeping commanders with AP reduction talents stretch your action points a lot.
  • Honor feeds individual honor rankings and rewards, so check the reward breakpoints before going all in. If the top ranks are out of reach, spending AP just to clear the next tier is usually enough.

How do flags and teleporting work in KvK? Why do people keep telling me to stay in territory?

Alliance flags and fortresses create alliance territory, and you can teleport into your own territory with territorial teleports. Outside territory you are exposed and much easier to zero. Always park inside territory, preferably behind the front, and use a shield or teleport back home when you go offline. If enemies burn your flags or forts the territory disappears, so do not assume a spot is safe forever.

What troop type should I send to flags, forts and rallies?

Send whatever your alliance calls for, and match your commander to the troop type you put under them. Mixing troop types under a commander built for one type can stop that commander's troop type skills and talents from working. As a rule, infantry garrisons hold well, and rally leaders bring their strongest specialized march. Leave hospital space before joining big fights.

What is MGE and is it worth trying as F2P?

Mightiest Governor is a multi-stage ranking event where the top players win sculptures for the featured legendary commander. Stages cover things like troop training, barbarians, gathering, power gain and kills, and points from every stage add up. It is usually only worth chasing a top rank if you have saved speedups for months and the featured commander really matters to you. Many F2P players just take the milestone rewards and skip the top ranks.

Which MGE stages give the most points for the least cost?

  • Training: upgrading T4 to T5 (or training T5) gives the best points per speedup, so stockpile T4 and upgrade during the stage.
  • Power: building upgrades and research both count; time big finishes for this stage.
  • Gathering: gold is worth the most, so send gatherers out before the stage and time returns into it.
  • Kill stage: points scale steeply with troop tier, so T4 and T5 kills are where the score comes from.

Point values change between seasons, so check the event screen before planning.

How do I get kill points in MGE without wrecking my troops?

Hit empty or inactive cities with catapults, pick off gathering marches, and team up with alliance mates to trade on targets you agreed on. Avoid long duels, because healing costs a lot of resources and time and can easily outweigh the reward. Some top contenders use a friendly farm account as a target, but be aware your kingdom may have rules about that.

What is a controlled MGE and why does my kingdom have MGE rules?

Many kingdoms run controlled MGEs where leadership decides who gets which rank, and others agree to stay under a point cap. This stops a gem war where several players burn huge amounts for the same rank. If your kingdom does this, register for a rank through leadership and respect the cap, since breaking it can get you zeroed or kicked.

Is Wheel of Fortune worth spinning?

  • In Season 2, Season 3 and Season of Conquest kingdoms each spin needs a Spin Ticket, bought with gems or from bundles, so you still pay gems through tickets.
  • The cheap early spins, including free and discounted ones, are the best value per sculpture.
  • The 10 spin milestone guarantees a batch of sculptures for the featured commander, so many players stop there.
  • Going further gets expensive per sculpture, so only push deep when the featured commander is a key part of your setup.
  • Rewards are random apart from the milestone chests.

How do I beat Ceroli Crisis on higher difficulties?

Ceroli Crisis is a co-op boss event where a small team clears a chain of bosses across difficulty levels up to Hell. Go with alliance or kingdom mates you can talk to instead of random matchmaking. Bring strong, well-talented marches, learn each boss's skills, and use buffs since they apply here. Clearing the hardest difficulty gives the best rewards, and you have a limited number of reward claims.

Do we need a tank in Ceroli Crisis?

Yes, coordinated teams usually assign one player to soak the boss while the others deal damage. Pick a tanky commander and troop setup for that role, and have damage dealers stay out of the boss's area attacks. Agree on roles before entering so nobody wanders into the boss at the same time.

How does Champions of Olympia work?

It is a 5v5 battle mode with a timer of around 10 minutes. You win by capturing and holding flags to score points; standing in a flag's circle captures it, and the side with more presence there wins a contested flag. Held flags also let you revive faster. You can only use commanders you own, and your commander decides the troop type you fight with.

Best tips for Champions of Olympia?

  • Do not overstay in the middle lane; spread out to take side flags.
  • Fight where your team has numbers, and back off if your morale is dropping.
  • Use your best owned commander with a solid talent build, since talents affect morale and tower behavior.
  • Talk with your team and rotate together instead of chasing kills alone.

What roles are there in Ark of Osiris and what do they do?

  • Teleporters: jump to obelisks and key buildings at the start to grab them fast.
  • Rally leaders and rally fillers: take enemy buildings.
  • Garrisons: hold your buildings with strong defensive marches.
  • Field fighters: fight in the open once the team has grouped up.
  • Gatherers: collect resources, which are a big part of the score.

Roles can be changed before the battle begins, so check what your alliance assigns you.

How do you win Ark of Osiris?

Points come from holding buildings, gathering, and carrying the Ark, and the team with the most points wins. Grab obelisks early with fast low-tier cavalry marches so your team can teleport around the map. Do not fight before your team has grouped up, and pick up the Ark from your own side. Follow shot calls even if you disagree, because a split team loses.

Should I bring T1 or T5 troops to Ark of Osiris?

Many players send a fast T1 cavalry march to grab obelisks and empty buildings at the start, since speed matters more than strength there. For real fights, garrisons and rallies use your strongest troops. Clear your hospital and use an army size buff before the match.

Do I keep kill points and items after KvK ends?

Kill points on your profile stay with you, and season specific currency like conquest coins mostly carries over to the next KvK per guides. Seasonal strategy skills and season buildings only work during KvK. Seasonal shops close at the end, so spend what you can use before the season ends.

I have 250k action points in KvK 3. Should I spend them on honor or on Marauders?

Do both, but keep most of the AP for honor. Marauders are the stronger barbarians from the Eve of the Crusade event, and they only spawn for a short window.

  • Marauders: every kill drops a Worn Leather Satchel, which can contain Scraps of Parchment. A full set of 7 different scraps trades for a Kingdom Supply Chest and crusade points. Those points raise your kingdom's ranking buff, and that buff lasts through the Lost Kingdom. In Season of Conquest, high-level Marauders and Marauder Encampments can also drop Crystals, but they cost more AP.
  • Honor: barbarians and barbarian forts in the Lost Kingdom give honor for the whole KvK, and honor drives the individual and alliance honor rankings.

While the Marauder stage is live, spend some AP on them, since spawns are limited and the buff helps the whole kingdom. Spend the rest on honor. Use a Peacekeeping primary commander and chain attacks without returning to the city so you keep the AP discount.

If I attack Marauders with 5 marches, does that count as 5 Marauders?

Only if each march kills its own Marauder. Rewards come per Marauder defeated, not per march sent.

  • 5 marches on 5 different Marauders: 5 kills, 5 satchel drops, and each march pays its own AP.
  • 5 marches on the same Marauder: it dies once and only the march that defeats it gets the drop, so the other marches are wasted.
  • Marauder Encampments work like barbarian forts. You rally them, every march in the rally that takes part gets rewards when the encampment falls, and marches that did more damage get more. It has to be destroyed in one attempt.

For AP efficiency, send each march to a different nearby Marauder and chain the next target straight from the field instead of returning to the city.

Which commander pairings are strongest in Champions of Olympia?

There is no fixed Olympia tier list. In the current mode, the best pairs are the strongest open-field pairs you own, picked by role.

  • How it works: 5v5, and each player controls 3 marches made from your own commanders. Points come from capturing and holding flags (you stand in the circle for a few seconds). Hold flags; kills alone do not win.
  • Troop type comes from the commander: it is assigned to match their unit specialty.
  • In ranked play Balanced Mode is on. It sets commander level, stars, talents and technology to the same level for everyone and auto-assigns units, gear and armaments. You can still adjust equipment, talents and armaments in Configure Commanders.
  • Because levels are equalized, the commander's skill kit matters more than your investment. Newer meta commanders gain the most.
  • Roles: 1 tanky infantry march to hold a flag, 1 fast cavalry march to rotate between flags, and 1 archer or skill-damage march for fights.
  • Each march picks 4 battlefield skills before the match.

How does Sunset Canyon work, and what is Lost Canyon?

Sunset Canyon is a weekly PvP ranking duel against other governors' saved defensive formations. You enter it from the Campaign menu.

  • Attempts: 5 free per day. Extra attempts cost 1 Challenge Ticket each. Seasons last 7 days, and season rewards depend on your final rank.
  • What counts: commander level, skills, talents and equipment. City buffs and research do not. Troop tier is standardized, but the number of troops a march can bring rises with commander level, so a level 60 commander matters.
  • Formation: tanky infantry in the front row (it gets hit first), damage dealers behind. You can field as many marches as you have march queues, up to 5. Before attacking, look at the enemy formation and counter it. Your saved defense is what others fight, so set it carefully.
  • Commanders: strong-skill epics do well. Sun Tzu with Joan of Arc is the classic pair, and Æthelflæd is a strong support.
  • Lost Canyon is the same kind of mode during KvK, and it takes Sunset Canyon's place while KvK runs.

What is the seed, top 300 power, KvK bracket or ranking of kingdom 4077 (or any kingdom number)?

That is what RokHub's Kingdom Bot is for. It scans the kingdom from the game every hour and gives the kingdom's leadership a kingdom hub: every governor's power, kill points and deads, top 300 power, DKP on their own formula, the KvK seed of the whole bracket and migrations, plus a Discord bot. It is one plan per kingdom, set up by the RokHub team within a day. Suggest the kingdom's leadership gets it at rokhub.app/bot.

What are the stages of a KvK? (KvK timeline, KvK phases, what happens when)

Every KvK follows the same rough shape, the exact days are in the in-game Lost Kingdom Chronicles:

  • Registration and matchmaking (in Season of Conquest the King also picks the story).
  • Pre-KvK: kingdom events in your home kingdom, like Eve of the Crusade and the Marauders, that set your kingdom's starting buffs.
  • The Lost Kingdom opens: everyone teleports into their kingdom's starting zone. Early weeks are barbarians, forts, honor and the first passes.
  • Zones open one tier at a time as Chronicle stages complete, and alliances capture passes to push into the next zone. Fighting ramps up around each pass opening.
  • Endgame: the fight over the central structure (the Great Ziggurat or the story's capital).
  • KvK ends: everyone is sent home, Hall of Heroes returns part of your dead troops, and the migration window follows.

Season of Conquest stories usually run about 50 days of Lost Kingdom, earlier KvKs 50 to 60.

How do passes work in KvK? (pass level, open pass, cross zones, who can use a pass)

Passes are the gates between zones of the Lost Kingdom. You cannot march or walk your territory past a pass you do not control.

  • Each pass has a level. A level only becomes attackable once the Chronicle stage that unlocks it is done, so you see a timer on it before that.
  • To take one, an alliance needs territory touching it (flags built up to the pass), then rallies to kill the defending garrison and occupies it.
  • Once your side holds it, your marches can go through and you can build flags on the far side. The enemy is blocked until they retake it.
  • The first alliance to capture a pass gets a First Occupation reward, and holding it gives alliance and kingdom honor over time.

Losing a key pass can cut your whole kingdom off from a zone, so passes are where most of the big early fights happen.

What are Ancient Ruins in KvK and how do I get honor from them? (ruins, dark ruins)

Ancient Ruins are holy sites in the Lost Kingdom that only open for a short window on a fixed cycle. When they open, alliances fight to occupy them and every governor whose march takes part gets a big chunk of honor, much more than barbarians give for the same effort.

  • Check the opening timer on the ruin and be online, or leave a march stationed nearby so you can join instantly.
  • Honor goes to participants, so even one small march that gets in counts. You do not need to win the fight with your own troops.
  • They are hot zones, so expect enemy rallies and keep your hospital clear.

If your kingdom has no access to ruins, put your AP into barbarians and forts instead.

What is the Altar of Darkness in KvK? (altar, dark altar, altars)

The Altar of Darkness is a high-tier holy site in the Lost Kingdom that opens rarely and for a short time. Like ruins, every governor who takes part in occupying it gets a large amount of honor, and the alliance or coalition that holds it gets its buff while it lasts.

  • It opens less often than Ancient Ruins and is usually deeper in the map, so only the kingdoms that control that zone can reach it.
  • One altar run is worth several ruins in honor, so it is the single best honor source if your kingdom can contest it.
  • Expect the biggest fights of the week around it: go in with healing ready and do not send marches you cannot afford to lose.

Check the timer on the altar itself for its next opening.

What are holy sites, shrines and sanctums in the Lost Kingdom? (sanctum buffs, holy site buffs)

Holy sites are the capturable buildings of the Lost Kingdom besides passes: shrines, altars, sanctums and the central Ziggurat. They work like the ones in your home kingdom.

  • Each one gives its holder a buff, for example more attack, defense, healing or gathering, shared with the whole alliance (in Season of Conquest, the coalition).
  • The first alliance to capture each site gets a First Occupation reward, and holding sites earns alliance and kingdom honor over time.
  • Higher tier sites sit deeper in the map and give stronger buffs.

Tap any site to see its exact buff before you decide it is worth a fight. Grabbing undefended low-level sites early is cheap honor and buffs for your alliance.

What does the Great Ziggurat do and how do you take it? (Ziggurat, center of KvK, Kingsland)

The Great Ziggurat is the central holy site of the Lost Kingdom, the KvK version of the Lost Temple. Holding it gives your side an all-damage buff and a damage-taken reduction, and holding it at the end decides the biggest kingdom and alliance rewards.

  • It is shielded most of the time and only opens for a few hours between shields, so the fight happens in short, very intense windows.
  • You need control of the surrounding zone and passes first, then a coalition with strong rally leaders and garrison holders.
  • Once taken, it has to be garrisoned and defended through every open window.

For most governors the job is to fill rallies, reinforce the garrison and keep the enemy busy elsewhere.

How do you win KvK? (who wins KvK, kingdom ranking, KvK victory)

There is no single kill counter. Each kingdom (or camp in Season of Conquest) is ranked by points earned through the whole KvK:

  • Honor from every governor (barbarians, forts, ruins, altars).
  • Occupying passes and holy sites, which give points every hour plus first occupation points.
  • Holding the central structure at the end weighs the most in most stories.

Rewards come from the kingdom ranking, the alliance ranking and your individual honor. Killing enemy troops matters mostly because it is how you take and hold buildings, and because your kingdom's DKP rules usually reward it, not because kills count directly toward the KvK ranking.

What rewards do I get from individual honor in KvK? (honor ranking rewards, honor milestones)

Individual honor pays in two ways:

  • Honor ranking: the top governors in the Lost Kingdom get the best rewards, with the top spots getting legendary sculptures and a city skin.
  • Honor thresholds: your personal honor is what unlocks your share of alliance and kingdom achievement rewards. If you sit at zero honor, you can miss rewards your kingdom earned even if you were in KvK the whole time.

So even if you never fight, hit your daily free AP on barbarians and take part in ruins. Check the honor rewards tab in the KvK event panel for the exact thresholds your story uses.

What is DKP and how do kingdoms calculate it? (DKP formula, dead kill points, KvK requirements)

DKP is not a game stat. It is a score your kingdom's leadership makes up to rank who actually fought in KvK, usually built from T4 kills, T5 kills and dead troops, since raw kill points can be farmed cheaply.
A typical formula looks like: T4 kills x 10, T5 kills x 20 to 30, deads x 50 to 80. Every kingdom picks its own weights.
Kingdoms often set a requirement scaled to your power, for example a DKP or kill target equal to a multiple of your power, and governors who miss it can be asked to migrate, lose access to rewards or be zeroed.
Ask your King or council for the exact formula and your target before KvK starts, and screenshot your stats at the start so your gains can be tracked.

How many kill points does each troop tier give? Do barbarians give kill points? (KP per tier, kill points values)

Kill points come from enemy troops you severely wound or kill, per unit:

  • T1: 0.2
  • T2: 2
  • T3: 4
  • T4: 10
  • T5: 20

Slightly wounded troops give nothing. Barbarians, forts and other NPCs give no kill points, they give honor, AP-based rewards and loot instead.
Your kill points show in your governor profile, split by tier. That split is why kingdoms count T4 and T5 kills separately for DKP: a governor with lots of T1 kills may have a big number but did very little real fighting.

How does Hall of Heroes work after KvK? (HoH, dead troops return, how many deads come back)

When KvK ends, part of the T4 and T5 troops that died in that Lost Kingdom is given back to you as a mail reward shortly after you return home.

  • Season of Conquest returns 50% of those deads. Older KvK seasons return 30%.
  • A Hall of Heroes bundle and some higher KvK tiers can raise the share.
  • Since 1.0.89 it also refunds a portion of the resources you spent healing in that Lost Kingdom.

So dying for your kingdom is not a total loss: lose 1 million T4 in Season of Conquest and you get about 500k back. It also means healing at the very end of KvK is not always worth the resources.

Should I heal at the end of KvK or let troops die for Hall of Heroes? (end of KvK healing, deads vs heal)

In the last days, heal anything you can heal cheaply with speedups and help, but do not burn your whole bank of resources to heal troops just to sit in the hospital.

  • Severely wounded troops in your hospital come home with you as they are, so you can heal them later in peace.
  • Troops that die in the Lost Kingdom are partly refunded by Hall of Heroes, so dying is not a total loss, especially in Season of Conquest.
  • What you must avoid is overflowing the hospital by accident in a fight you did not choose: those deads still come back only in part.

If your kingdom pays DKP for deads, a planned final fight with T4 can be the cheapest way to hit your target.

What crystal tech helps with healing and hospital space in KvK? (Emergency Support, Special Concoctions)

Three branches matter for healing:

  • Emergency Support: raises hospital capacity, up to +30% at max level. It has no prerequisites, so it is cheap to start early.
  • Special Concoctions I and II: cut the resource cost of healing T5 troops. Only worth it if you fight with T5.
  • Celestial Guidance: unlocks automatic alliance help, which saves a lot of tapping when you heal in small batches.

If you fight with T4, take Emergency Support well before Special Concoctions.

How do I get a 6th or 7th march in KvK? (Expanded Formations, more marches crystal tech)

Through crystal tech: Expanded Formations I and Expanded Formations II each add 1 to your troop dispatch limit, so with both you can send 2 more marches than normal while in the Lost Kingdom.

  • Expanded Formations I needs Larger Camps at level 5 first and costs 3,000,000 crystals.
  • Expanded Formations II sits further down the tree.

Extra marches matter for honor farming (more barbarian chains) and for filling rallies and garrisons. For a pure field fighter, the troop-type attack, defense and health techs usually come first, since an extra march is only useful if you have the commanders and troops to fill it.

Can I use gems to bring troops home instantly in KvK? (Rapid Retreat)

Yes, once you research Rapid Retreat in the crystal tech tree. It unlocks a button that uses gems to send a defeated march straight back to your city, 80 gems per march.
It is a single-level tech that costs 3,000,000 crystals, so it is a late pick for most players. It is most useful for governors who rally or fight far from home and keep losing time while beaten marches walk back.

How much do flags cost in KvK? (alliance flag cost crystals, flag limit)

In the Lost Kingdom, alliance flags are paid with crystals plus food, wood, stone and gold from the alliance's resources:

  • Flags 1 to 20 cost alliance credits, no crystals.
  • From flag 21 on they cost crystals, starting at 10,000 each and rising every 10 flags, reaching 150,000 around flag 300 and 300,000 from flag 401.
  • Alliance technology Architecture I and II reduce every cost.

So every member's crystal donations decide how far the alliance can expand. Donate your spare crystals to the alliance when leaders ask, and do not let flags get burned, because rebuilding costs the same again.

What do rally leaders, garrison leaders and joiners do in KvK? (alliance roles, rally vs garrison)

Alliances split KvK work by role:

  • Rally leaders: the strongest governors with rally-focused commanders. They start rallies on flags, passes, holy sites and enemy cities. Their commander pair and buffs decide the result, so only a few people should lead.
  • Rally joiners: everyone else sends their best troops into the rally. Joiners add troops, not commander skills, so troop count and tier matter most.
  • Garrison leaders: tanky defensive commanders who sit in passes, holy sites and the Ziggurat. The first march into a building leads its garrison.
  • Reinforcers: fill garrisons and keep them topped up.
  • Field players and scouts: hit enemy rallies on the way, burn flags, and report movements.

Ask your officers which role you have before KvK so you prepare the right commanders.

How can I contribute in KvK as F2P or a small account? (F2P KvK, low power KvK help)

A lot, and none of it needs a whale account:

  • Honor: spend your daily free AP on barbarians and forts, and join every ruin and altar run you can. Honor counts toward the kingdom ranking.
  • Rallies and garrisons: send T4 into rallies and reinforce buildings. Your troops count even if your commanders are weak.
  • Deads: if your kingdom rewards deads, dying in a planned fight is real contribution, and Hall of Heroes gives part back.
  • Crystals and resources: donate to alliance flags and tech.
  • Support: scout, watch flags, and burn undefended enemy flags.
  • Do not feed: avoid solo fights against big accounts and keep your city in territory with a shield when you log off.

Ask your officers what your kingdom's DKP counts so your effort shows up.

I'm getting zeroed in KvK, what should I do? (zeroing, city getting hit, shield in KvK)

Act fast, every hit costs troops:

  • Shield up if you can. Peace Shields work in the Lost Kingdom unless your story or stage says otherwise, and any attack you send breaks it.
  • If you cannot shield, teleport into your alliance's territory near friendly garrisons and call for help.
  • Send your troops out (gathering, into a garrison or a rally) so they are not in the city when it is hit. Troops in the city fill the hospital and the overflow dies.
  • Heal only what you can protect.

To avoid it next time: never log off without a shield in a contested area, stay in your alliance's territory, and keep your marches home or garrisoned. Zeroing is often planned by the enemy in advance, so watch for scouts on your city.

How does migration work after KvK? (migrate after KvK, passports, transfer kingdom)

Migration opens again for your kingdom after KvK ends. You need:

  • Passport Pages: the number depends on your power, from 1 under 10M up to 75 above 100M. Moving within your own KvK group is much cheaper at higher power.
  • No alliance: leave yours first. Your alliance credits stay with you.
  • No marches out and not in combat.
  • A target kingdom that is open for migration, accepts your power, has free space and is not in KvK.

Resources above your Storehouse's protected amount are lost when you move, so spend them first. There is a cooldown after you move, and many kingdoms want an application with DKP or power requirements, so talk to their migration officer first.

How do I get Passport Pages? (passports, passport page cost, alliance shop passports)

Main sources:

  • Alliance Shop Weekly Limit: alliances with a member limit of 100 or more restock Passport Pages every week, bought with your Individual Credits. The stock is personal and unbought pages pile up to a cap of 75, so buy every week long before you plan to move.
  • Bundles: passport bundles, the small ones limited per month, so buying over several months is much cheaper.

Count what you need first: 10M to 15M power needs 2 pages, 50M needs 20, and 100M needs 70. Moving within your KvK group is much cheaper, and governors on a Vacation Permit need fewer pages.

Can I migrate during KvK or right before it? (migration lock, join a kingdom in KvK)

No. Kingdoms in KvK are closed to migration, and you cannot migrate while your own kingdom is in the Lost Kingdom. Migration also usually locks before a new KvK once matchmaking starts.
If you want to move, do it in the window after KvK ends and before the next one is matched. If you arrive just before a KvK, check that you meet the City Hall requirement for that season and that the new kingdom will take you into its KvK.

What is special about Heroic Anthem? (Heroic Anthem KvK, crystal mine, bastions)

Heroic Anthem is the original Season of Conquest story. What sets it apart:

  • Crystals: you build a Crystal Mine in your city once you enter the Lost Kingdom, and crystals pay for crystal tech and alliance flags.
  • Bastions: buildings on the map that hold commanders. You upgrade them with your coalition and take daily Bastion quests for crystals and favor.
  • Camps and coalitions: kingdoms are split into camps of different sizes, and alliances in the same camp form coalitions that share holy site and pass buffs.
  • Duration is 50 days. The fog system was removed except in the Preparation Season.

Crystal tech is the main progression, so plan your crystal spending from day one.

What is different in Siege of Orleans? (Orleans KvK, auxiliary commanders, Writ)

Siege of Orléans is a Season of Conquest story with six camps fighting toward the city of Orléans in the middle.

  • Auxiliary skills: each commander can carry up to 3 extra skills from 3 different auxiliary commanders. Slot 2 takes another commander's 2nd skill, slot 3 their 3rd, slot 4 their 4th. They only work in the Lost Kingdom, and Chronicles unlock the auxiliary commanders.
  • Rough timeline: camps meet around day 10, neighbouring provinces of Orléans open around day 21, and the level 7 pass into Orléans around day 36.
  • Siege of Orléans campaign: the alliance holding the Orléans Guildhall can start it and defend against waves of English troops.

It runs up to 50 days. Writs cap at 10,000.

How does Tides of War work? (Tides, directives, merits)

Tides of War is a Season of Conquest story where the Lost Kingdom cycles through phases called Tides. Each Tide lasts 4 days and has its own rules that affect every governor.

  • Personal Directives: at the start of each Tide you pick 1 of 4 personal buffs that last for that Tide.
  • Alliance Directives: the leader and officers pick 2 to 3 alliance-wide effects per Tide.
  • Merits: killing or severely wounding other governors' troops earns Merits, which you spend in the Alliance Merit Shop.
  • Alliance supplies refill from gathering and Barbarian Patrols during certain Tides.

Read each new Tide's rules the moment it starts, the right directive choice depends on what that Tide rewards.

Who picks which Season of Conquest story we play? (SoC registration, story selection, skip KvK)

The King chooses during the registration period before each Season of Conquest. Once registration closes you cannot change the story.

  • A kingdom can skip registration a limited number of times. After that it is assigned, in the by-election phase, to a story more likely to match, and the King cannot refuse it.
  • When the match is announced each camp votes: if more than 80% of a camp's votes reject it, that camp refuses the match. If every camp refuses, the match is cancelled.
  • New stories are often tried first through a Pioneer event before they open to everyone.

If you care which story you get, raise it with your King and council before registration opens.

Can I farm crystals with Barbarian Bounties? (Barbarian Bounties crystal tech, crystals from barbarians)

Yes. Barbarian Bounties is a crystal tech that raises your damage to Barbarian Patrols and Barbarian Forts in the Lost Kingdom and the crystals you get from defeating them, up to +25% crystals at max level.
It pays for itself if you spend a lot of AP on barbarians and forts, because higher-level barbs and forts already drop more crystals per kill. If you rarely hit barbarians, put those crystals into combat tech instead.

Can my kingdom refuse a Season of Conquest match? (matchmaking vote, reject match, 80% vote)

Yes, since version 1.1.03 (January 2026). When matchmaking results are announced, each kingdom votes. Votes are counted per camp: if more than 80% of a camp's votes reject the result, that camp refuses the match; otherwise it is accepted. If every camp in the Lost Kingdom refuses, the match is cancelled and all kingdoms go back to story registration.
Skipping has a limit: a kingdom that has used up its registration skips gets assigned, in the by-election phase, to a story more likely to match successfully, and the King cannot refuse it.

What is Rest Mode in Season of Conquest? (rest mode vote, skip fighting season)

Added in version 1.1.08 (June 2026) as a Pioneer feature in select kingdoms. For stories that start after the update, Kings of registered kingdoms can vote to enable Rest Mode once matchmaking results are announced. If more than 50% of the kingdoms in that Lost Kingdom vote yes, Rest Mode is on for the season.
Domains vote separately for their own Lost Kingdom, and a King's vote applies to all of the kingdom's domains.
The patch notes do not spell out what Rest Mode changes in play; check the in-game rules page.

What are the Lost Kingdom tiers A, A+, S and S+? (Lost Kingdom tier rewards, Star of Champions, Autarch Testimonies)

Since version 1.1.03 Lost Kingdoms are tiered A, A+, S and S+. On top of each tier's normal rewards:

  • A+ or higher: camps that do not take the Great Ziggurat still get extra Autarch Testimonies, handed out by the leader of the coalition that captures the Crusader Fortress.
  • S or higher: the coalition that takes the Great Ziggurat gets extra Legendary Autarch Testimonies.
  • S+: the Ziggurat coalition can share a Star of Champions with any other coalition.

This applies to Lost Kingdoms that began after the update.

Do Marauders drop crystals, and where do they spawn? (Marauder crystals, Eve of the Crusade marauders)

Since version 1.1.03: while Eve of the Crusade and the Lost Kingdom are open at the same time, high-level Marauders and Marauder Encampments spawn in both your Home Kingdom and the Lost Kingdom. Beating them has a chance to give Crystals, but they cost more action points.
This applies to Season of Conquest Lost Kingdoms that began after the update, except the first run of a Season of Conquest story.

How does Kingdom Merger work now? (kingdom merger requirements, team up kingdoms)

After version 1.1.03:

  • A team needs at least 2 kingdoms (was 3) and 150 active governors in total (was 200).
  • Kingdoms in the same exclusive Kingdom Merger story can team up even if they were in different Lost Kingdoms.
  • Team power cap: the team's power is the sum of its top 300 governors, and it cannot exceed that of the top 24 kingdoms.
  • If you got special immigration permission to a kingdom registered for a merger before the process began, it is reset after the merger and you must reapply.

Can I attack cities in my home kingdom during Season of Conquest? (home kingdom territory protection)

Not inside another alliance's territory. Since version 1.1.03, once your kingdom enters Season of Conquest, territory protection applies in the Home Kingdom: governors can no longer attack cities that sit within other alliances' territories. Moving your city inside your alliance's territory is what protects it.

How are camps and coalitions formed in Season of Conquest? (4 camp stories, coalition size, team composition)

Since version 1.1.03:

  • In stories with 4 camps, each camp is built as S, AABB or CCCDDD kingdom types (it used to be S, AB and CCDD).
  • A coalition starts with 4 alliances instead of 2, and the Coalition Recruiter chapter was removed from the Lost Kingdom Chronicles.

Both apply to Lost Kingdoms that started after the update.

What is Acclaim in Season of Conquest? (acclaim points, crusader achievements)

Acclaim was fully launched in version 1.1.01. In Lost Kingdoms that opened after that update, you earn Acclaim from the severe wounds and kills you inflict and suffer, scaled by troop tier. Battle reports show how much you got. Some Crusader Achievements now require Acclaim, so fighting (on either side of it) feeds your season rewards.

What is an Army Group? (army group, give troops to another player)

An Army Group Pioneer feature from version 1.1.01, available in some Lost Kingdoms. Someone creates the group from Alliance, War. Other governors either assign troops as reserves or hand over part of their troops directly to the creator. The creator can then use those troops to attack enemy field troops and rallied armies.
It lets a skilled player command a bigger force in field fights.

When do Lost Kingdom domains open, and can I immigrate into a Lost Kingdom? (domains 600 governors, SoC immigration)

Since version 1.1.01:

  • A domain unlocks when there are 600 or more active governors, and each domain holds up to 600 governors.
  • You can immigrate into a Lost Kingdom that has entered the settlement phase (only for Lost Kingdoms opened after the update).
  • Story Previews stay available for good once Season of Conquest begins, and you can mark the stories you want to play; their popularity can affect what content unlocks next.

What are Heliamber and Daybreak Trials? (Endless War story, Heliamber mines)

They belong to the Endless War Season of Conquest story, added in version 1.1.01. Heliamber is a resource: upgrading Heliamber Mines earns Valor. Daybreak Trials is a game mode in that story that gives large rewards for taking part.

What is Duel of Heroes in Heroic Anthem? (duel of heroes event, red blue duel)

A limited-time event added to Heroic Anthem in version 1.1.09. It unlocks through the chronicle once level 5 passes open. You join the Red or Blue side and assign troops; in the arena the system controls all troops and schedules them to duel in order, so your part is choosing the side and the troops you send.

What is the King of All Britain story? (Season 3 pioneer, King of All Britain)

A story that select Season 3 kingdoms could play as a Pioneer before entering Season of Conquest, added in version 1.1.07. The same update fixed its Battlefield Appropriations and Ant Crusher Stratagems so they work as described.

Who can be put on the Watchlist, and what does it do? (watchlist rules, banish, king skills)

Since version 1.1.01:

  • Governors in the top 100 by individual power in Imperium Kingdoms (top 50 in non-Imperium kingdoms) cannot be added.
  • Anyone under 50,000,000 power can be added regardless of rank.
  • Governors in a Lost Kingdom can be added; they are sent back to their Home Kingdom and cannot return until removed.
  • Cooldown for adding is 10 seconds.

Since 1.1.03 both the King and rulers can manage the watchlist, and Kings and rulers cannot be targeted by watchlist or banishment. The Inspire King skill has a shorter cooldown and adds ranged damage resistance based on the number of ranged attackers.

What changed in Champions of Olympia? (Olympia morale removed, solo queue, matchmaking range)

Recent official changes:

  • 1.1.01: Morale was removed and skills tied to it changed. Ascendant Sage and above can only solo queue in ranked. Activity Points per battle and Repute rules adjusted. Equipment and armament loadout presets added in Commander Settings.
  • 1.1.03: ranked matches you with a similar league bracket. Ascendant Sage or higher can turn off Expand matchmaking range. You can block up to 20 governors a week. If detected passive play affects your ranked match, you get compensation.

What changed in the crystal tech rework? (new crystal technology, Infantry Expert)

The reworked crystal tech was Pioneer tested from 2025 and spread to most stories:

  • Unit Capacity techs unlock earlier.
  • You can invest in the unit type you use without researching the others to unlock the next tier.
  • Tough Skin, Mantlets, Pike Wall and Shatterproof were replaced by Infantry, Cavalry, Archer and Siege Expert, which also raise damage dealt to that unit type.
  • Crystal Research Center upgrades cost fewer crystals.
  • New QoL techs: summon a rune of your choice near your city, and Rapid Retreat with an automatic mode at 80 gems per troop (was 200).
  • In reworked stories the first Past Glory buff also boosts damage against rallies and garrisons.

Old crystal tech guides may not match your story.

What is the Lost Kingdom tier system? (Lost Kingdom points, tier up)

Since 1.0.94, every dead and severely wounded unit in your Lost Kingdom adds Lost Kingdom points. Enough points upgrade the Lost Kingdom to the next tier, which unlocks new Crusader Achievements, gives a lot of gems and raises the Hall of Heroes return rate.
In other words, a Lost Kingdom where people actually fight pays everyone more at the end, including more deads returned.

Do I get healing resources back after KvK? (Hall of Heroes resource refund)

Yes. Since 1.0.89, at the end of the Lost Kingdom the Hall of Heroes returns a portion of the resources you spent on healing units in that Lost Kingdom, on top of the usual return of dead troops. It applies to Lost Kingdoms that started after December 2024.
It lowers the cost of healing during KvK, so healing is a bit less punishing than older advice suggests. The exact percentage is not given in the patch notes.

What is a Vacation Permit? (on vacation, KvK matchmaking)

Kings in the Season of Conquest can issue Vacation Permits. A governor who accepts is on vacation for the rest of the season:

  • Not counted in the kingdom's matchmaking score.
  • Can enter the Lost Kingdom but cannot leave the starting province, join PvP rallies, reinforce alliance buildings or take part in ranking events like honor rankings.
  • Needs fewer Passport Pages to migrate out.

Permits refresh monthly for free. The monthly amount and storage cap depend on kingdom activity. Kings can revoke a permit before it takes effect.

What are Lost Kingdom domains and the battle roster?

Large kingdoms can be split into domains, each matched into the Lost Kingdom as its own team.

  • Since 1.0.91 the split is based on kingdom activity, not head count.
  • Each domain has its own titles that only work in the Lost Kingdom. The king's domain titles work in both.
  • Kings can open a signup period so governors pick their domain.
  • Since 1.1.00 only one domain is active at registration. The king can activate more up to the kingdom's domain cap, and domains lock when registration ends. Single-domain kingdoms also get a battle roster, so the king picks who participates.

Roster members who leave the alliance must be removed by hand.

How does Eve of the Crusade work? (pre-KvK event, Scraps of Parchment)

Eve of the Crusade runs before the Lost Kingdom opens and gives buffs based on ranking.

  • Stage 1: collect Scraps of Parchment.
  • Stage 2: Attack Marauder Encampments.
  • Stage 3: Train Troops.

Since 1.1.00 the rankings and ranking rewards are by camp, not by kingdom. Event items stay until the Lost Kingdom ends. King of All Britain uses the same ranking-buff rules since 1.0.98.

What is Past Glory in KvK?

Past Glory is a Lost Kingdom event where your kingdom completes stages to earn Glory buffs.

  • The first stage buff was Damage +40%. In stories with the crystal tech rework it is Damage +30%, and it also boosts damage dealt to rallies and garrisons.
  • Stage 2 reward chests can be claimed in bulk.
  • Stage difficulty was retuned in 1.0.88.

Custom Ark of Osiris matches can also grant Past Glory buffs if the admin turns it on.

What is the Midseason Review event?

Midseason Review is a Lost Kingdom event in the middle of each Season of Conquest, replacing Enemy Elimination since 1.0.92. You earn individual and coalition points by occupying Holy Sites, killing enemy units, healing units and other feats, and get rewards by your point ranking.

How do I get an Autarch Testimony if I'm not picked? (Autarch rewards)

Since August 2024:

  • Top 10 on any Autarch Point Leaderboard (kill points, death points or heal points) gets 1 Autarch Testimony automatically, even if not selected as an Autarch.
  • Otherwise, completing the Autarchy Crusader Achievement gives 1 Autarch Testimony Fragment, and 3 fragments combine into 1 Testimony.

The number of Legendary Autarch Testimonies assignable to other camps was also raised (for example 210 regular and 90 Legendary in 6-camp stories).

What is Song of Troy? (Song of Troy KvK, Pantheon, Trojan Horse)

Song of Troy is the 2025 key Season of Conquest story (Pioneer from October 2025).

  • Pantheon: choose a Greek deity as Patron for unique buffs and skills.
  • Trojan Horses: once your camp takes its Crusader Fortress, it builds Trojan Horses for camp alliances. A horse can move anywhere except Altars of Darkness and become a Horse Fort (not in the King's Land) that counts as alliance territory. While building it is temporary territory: you can teleport in, but cities are not protected.
  • Olympian Arena: opens periodically, you pick a side and your troops duel automatically.
  • Artifacts for Achilles and Hector make their skills apply to all unit types.

What is King of All Britain? (Holmgang, Stratagems, Burh Raiding)

King of All Britain is the 2024 key Season of Conquest story with English and Viking sides.

  • Holmgang: team duels for Stratagem Points, titles and camp buffs.
  • Stratagems: buy them with Stratagem Points to build your combination, more unlock as Chronicles progress. Not sold in bundles.
  • Burh Raiding: raid enemy Burhs for loot. Open phase 12 hours, protected phase 60 hours.
  • Starting province is assigned by matchmaking since 1.0.98 (it used to be picked).
  • Prime Ragnar Lodbrok's artifact Megingjörð makes his skills apply to all unit types in this story only.

What is Keener Blades? (elite units, mastery skills, Arena)

Keener Blades is a Season of Conquest story (Pioneer from February 2025) on a new 6-camp map.

  • Elite units and mastery skills: Chronicles and coalition tech let you turn units into elite units with unique active skills.
  • Coalition tech tree: earn Tech Tokens from tasks to unlock combat techs.
  • Arena Holy Sites: occupying one raises your coalition's occupation level, and the buff stays even if you lose the Arena.
  • Leaving a coalition freezes your mastery skills. They unfreeze in a coalition that has elite unit enhancement.
  • Level 11 Passes open late in the season so everyone can reach any Arena.

What is Shifting Gears? (Commander Revamp, Shifters, skirmisher, artillery)

Shifting Gears is a Season of Conquest story (Pioneer from mid 2024) built around ranged siege-like troops.

  • Revamp a commander with Revamp Coins (earned hourly and from Bastion Quests). A revamped primary commander turns the whole troop into shifters.
  • Shifters have siege base stats, half Load, and neither counter nor are countered.
  • Bonuses of the commander's original troop type convert into shifter bonuses, melee damage into ranged.
  • Skirmishers fire without switching to ranged mode but take more damage. Artillery has very long range but a narrow firing angle and an Arrow Tower mode.
  • Only revamped commanders or Engineering-talent commanders can use active skills with these troops.

What is Alliance Invictus? (Alliance Outposts, Flag shields, Curios)

Alliance Invictus is a Season of Conquest story (Pioneer from March 2024).

  • Alliance Outposts: upgraded Alliance Flags that can hold loaned troops, which leaders and officers use to garrison and rally.
  • Alliance Flag Shields: a shielded flag cannot be attacked, but cannot be used to build new flags or launch attacks.
  • Curios: claimed at a Chronicles chapter. If the secondary commander equips one, the whole troop converts to that curio's unit type.
  • Support Skills: Bastion commander quests unlock up to 2 support skills per troop (not for garrisons or rallies).
  • Any governor with a troop in the Altar of Darkness province earns Honor while it is open.

Can we transfer a pass or holy site to another alliance in our coalition?

Yes. Alliance leaders and titled officers can transfer an occupied Pass, Crusader Fortress or Holy Site to another alliance in their coalition. The receiving alliance needs active territory bordering the building, and protected Crusader Fortresses and Holy Sites cannot be transferred.

Can Crusader Flags be pre-planned? (plan flags, Counselor)

Yes. In the Lost Kingdom, flag placements can be pre-planned: once the requirements are met, the planned Crusader Flag starts building automatically. Since 1.0.98 the alliance leader, the Counselor and any officer with alliance management permission can plan them (in 1.0.94 only the Counselor could).

How strong are Alliance Fortresses and can they be built next to each other?

In April 2025 the developers announced fortress changes to stop fortress spam: fortress territories may not overlap at all (before, you only could not build inside another fortress's territory), and max-level Fortress Durability drops from 155,000 to 100,000.
Check the in-game building info, as this was announced as a plan for an upcoming update.

How does KvK matchmaking count power? (troop power, sandbagging)

Per the developers (October 2024), power is not the only factor and troop power has very little impact on a kingdom's matchmaking rating. Only players who reached a certain activity level in recent KvKs are counted. They said a new algorithm would stop counting troop power and better define active players, so disbanding troops or kicking inactive players to sandbag does little. Governors on a Vacation Permit are not counted at all. Domains with few high-power, high-kill governors get lower matchmaking weight.

How is kingdom power calculated? (150 million cap, top 300)

Kingdom power counts the top 300 governors by individual power. Originally each governor counted for at most 150 million. In April 2025 the developers announced a tiered rule: full power up to 150 million, power between 150 and 300 million reduced by 20%, between 300 and 500 million reduced by 50%, and nothing above 500 million. Imperium Kingdom immigration caps were to be adjusted to match.

What are the Imperium Kingdom immigration rules?

Imperium Kingdoms in the Season of Conquest have stricter immigration. Changes announced in November 2024:

  • Same-season immigration cap: 150 governors per season.
  • If an Imperium Kingdom's power drops below a threshold (23 billion on international servers), its immigration power cap is no longer fixed at 35 million.
  • The number of Imperium Kingdoms stays the same.

Special immigration quota recovery and maximum were also raised to help them recruit.

What changed in the Season of Conquest Lost Canyon? (6 troops, T5)

In the Season of Conquest Lost Canyon (Pioneer from August 2024) you can deploy up to 6 troops, each auto-filled with Tier 5 units supplied by the system, with a base unit capacity of 150,000 per troop. Indicator lines show each troop's target. Your own troop count does not matter there, commanders and their gear do.

What are Barbarian Keeps in the Lost Kingdom? (Bloodfist Bargha)

Barbarian Keeps are alliance PvE targets in the Lost Kingdom. Since July 2024 they have an extra difficulty level and Keep resource centers. If your alliance defeats Bloodfist Bargha, it automatically occupies the Keep's resource centers, and your troops cannot be attacked while gathering from them. Higher-level Keeps spawn more and richer centers, which expire and respawn over time. Bloodfist Bargha also drops Animal Bones.

Do I need City Hall 25 to register for a Season of Conquest story?

Yes, you need a level 25 City Hall to open the Season of Conquest story registration page (since 1.0.85). Kings can also choose who in the kingdom can see the registration info (1.0.99), and a kingdom can start registering for the next story as soon as it finishes the current Season of Conquest (1.0.90).

What do the king skills Watchlist, Inspire and Banish do?

  • Watchlist (added 1.1.00): governors on the watchlist cannot enter the Lost Kingdom, and the king can always locate their city quickly.
  • Inspire (Season 2+): targets one of your kingdom's troops. Your melee troops near it take less ranged damage and deal more ranged counterattack damage.
  • Banish: cooldown cut from 72 to 24 hours in 1.0.88.

What are the Ark of Osiris battlefield skills? (coordinator skills, Hidden Sentry)

Coordinators use battlefield skills with team Energy. Notable ones from 2024 and 2025 updates:

  • Hidden Sentry: generic, free for every team, store up to 3 uses.
  • Fire Arrows: boosts ranged damage and range in an area.
  • Stocking Up: Caravan visits and provisions give part of an Energy Bar.
  • Energetic: more Energy Points.
  • Inferno: burns a percentage of units of random troops near an ally, both teams.
  • Time Warp: resets all your skill cooldowns, cheaper next skill.
  • Sunsailer: two solar barques that teleport any troop between them with a speed boost.
  • Nomarch: faster captures, more occupation points, better building attack and garrison.
  • Hard Push costs 2 Energy Bars.

How does the Ark of Osiris Silver Battlefield work? (solo queue AoO)

The Silver Battlefield is the casual Ark of Osiris tier and is not tied to alliance registration.

  • Queue solo or with your own team; matchmaking is cross-kingdom by strength.
  • Teams are 15 governors (cut from 30), matches last 30 minutes plus preparation, 3 coordinators per team.
  • Pick a preferred role (rally, garrison or field) before matching.
  • Rewards are individual, based on your points, not on winning.
  • No-shows and leavers are replaced by bots, and returning players replace the bot.

How do Ark of Osiris custom matches work? (custom lobby, Balanced Mode)

Anyone can spend gems to create a custom Ark of Osiris match and invite governors from any kingdom.

  • Admins choose Balanced Mode: everyone picks from equal system commanders and sets talents.
  • Options include alliance skills per team, extra Unit Capacity, and Lost Kingdom buffs (Past Glory, crystal tech, both or neither).
  • Museum buffs work in Balanced Mode.
  • Up to 5 coordinators per lobby, and roles can be assigned beforehand.

Good for alliance practice without healing costs.

What is Storm of Stratagems? (Stratagems KvK, counter rally, Arrow Towers)

Storm of Stratagems is a Season of Conquest story:

  • Teams: registered kingdoms are graded S, A, B, C or D by power and form teams within their class. Six teams of similar power share a Lost Kingdom, one per camp.
  • Stratagems: you equip Stratagems for permanent buffs. Your Stratagem Folio decides which slot types you have, and each Stratagem goes in a matching slot.
  • Counter rallies: when your coalition is targeted by an enemy rally, you can launch a counter rally at it. It leaves as soon as it is full and everyone has arrived.
  • Alliance Arrow Towers: flags can be turned into Arrow Towers that hit nearby enemy cities' Wall Durability without killing garrison troops.

What is the Siege of Orléans campaign? (Orleans Guildhall, defend Orleans waves)

In the Siege of Orléans story, the alliance or coalition holding the Orléans Guildhall can start the Siege of Orléans campaign when the Guildhall is not open to contention. You then defend Orléans against waves of English troops. The campaign fails if all defending troops are defeated or the Guildhall is captured.
The story also has auxiliary commanders: each commander can equip up to 3 extra auxiliary skills from 3 different auxiliary commanders. The interface shows which Chronicle unlocks each auxiliary commander. Writs cap at 10,000.

Can we stop a certain kingdom from being in our camp? (hostile kingdom, story registration)

Yes, partly. During Season of Conquest story registration you can mark kingdoms as hostile. If a hostile kingdom ends up in the same Lost Kingdom, the system tries not to put them in your camp. It is a preference, not a guarantee. Registration also shows a preview of the next story you are signed up for.

Can I join an alliance from another kingdom in KvK, or move to a kingdom in my camp? (cross kingdom alliance, migrate within Lost Kingdom)

Yes, in Season of Conquest:

  • In the Lost Kingdom you can join any alliance in your camp, whatever its home kingdom.
  • After the Season ends and immigration opens, you can apply to move to any kingdom that was in your Lost Kingdom, for fewer Passport Pages than a normal move. Details appear on the main Season page 7 days before immigration opens.

What are Barbarian Keeps in the Lost Kingdom? (Barbarian Keep, Ironhand Baulur, keep resource center)

Barbarian Keeps in the Lost Kingdom have difficulty levels and can drop Animal Bones. After you beat the Keep's chieftain, Ironhand Baulur, the Keep's resource centers open and you can occupy and gather from them. Higher level Keeps give more output and bigger reserves.

Where can we build Alliance Fortresses in the Lost Kingdom? (fort stacking, fortress placement)

You cannot build an Alliance Fortress inside the territory of an existing Alliance Fortress, including your own alliance's. This was added to stop alliances stacking several forts at a chokepoint. Some stories add their own placement rules on top.

Can R4 or R5 remove troops from flags, forts and rallies? (kick troops from alliance building, remove garrison)

In the Lost Kingdom, yes: the alliance leader, officers and the captain can remove troops that are in alliance rallies, building an alliance building or garrisoned in one. Leaders and officers can also set a per troop unit limit for an alliance building's reinforcements.
In the home kingdom, Lilith chose not to allow forced removal, so you have to ask the player.

What happens to my leftover crystals when KvK ends? (crystals after season, Season Coins conversion)

Unused crystals are converted into Season Coins at a fixed rate when the Season of Conquest ends. There is a cap on how many Season Coins you can get this way; anything above the cap is converted into gold instead.
Quest chests left over from maxing the Crystal Quest event are also recycled at season end.
So crystals are not completely lost, but the conversion is capped. Spend them on crystal tech and flags during KvK and only let a modest amount roll into Season Coins.

Why can't I send more troops to a Trial of Kau Karuak target, and how do the hourly crystals work? (Trial attack limit, Karaku crystals per hour)

Each Trial level has a limit on attacks. Every new troop you send at the target uses one attack, and when they are used up you cannot send more at that level. So send full, strong marches instead of chipping with small ones.
The event also pays a cumulative crystal reward: the higher the level you have cleared, the more crystals you earn per hour. Clear the highest level you can early, because the hourly rate pays for the rest of the event. The Karaku Reports crystal tech raises damage to Karaku warriors and crystals per hour.

What happens to my city if its location becomes enemy territory in the Lost Kingdom? (city inside enemy territory, auto teleport)

Your city is automatically teleported back to its starting province. You do not get to stay inside territory the enemy now holds.
This usually happens when the enemy takes the buildings or flags around you. If you are living near the front, keep a teleport ready and pick your own spot before the line moves, so the game does not move you somewhere unhelpful.

Can alliance officers send troops out of a flag, holy site or pass garrison? (kick from garrison, return garrisoned troops)

Yes. In the Lost Kingdom, alliance officers and the garrison captain can send back troops garrisoned in alliance buildings, holy sites and passes.
That lets leaders clear out the wrong troop type, weak marches or inactive players so the garrison can be refilled with the right defenders. If your troops come home from a garrison without a fight, this is likely why: ask the garrison leader what they want there.

Can I join an alliance from another kingdom in my camp during Season of Conquest? (cross-kingdom alliance, camp alliance)

Yes. In Season of Conquest you can join alliances that belong to any kingdom in your camp and fight with them during the season.
This is useful in low-population kingdoms or when your own alliance is inactive: you can play the season with a stronger, organised alliance from a camp partner. Check with your own kingdom's leadership first, since many kingdoms track contribution by home alliance.

What does the King's Exile skill do? (King skill Exile, exile shielded city)

Exile is a King skill. Used on a city:

  • If the city has an active Peace Shield, it is forced to teleport randomly back to its starting province.
  • If it has no shield, it takes 5% more damage for 30 minutes.

Kings use it to remove a shielded city sitting in the wrong place, for example parked near a key building. If you are hit by it, you simply land back in your starting province with your shield still on.

What if our kingdom is not matched for the Season of Conquest story we registered for? (by-election phase, no match)

There is a by-election phase after registration closes. Kingdoms that could not be matched for their chosen story can register for another story during it.
So a failed match does not mean you sit the season out: your King gets a second chance to pick. Make sure your King is active during that window, because missing it is what leaves a kingdom without a story.

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