KvK guides: First KvK · Season of Conquest · Migration
Quick Answer
KvK means Kingdom versus Kingdom. Multiple kingdoms compete in a Lost Kingdom season, coordinating territory, passes and objectives. Your kingdom's season screen provides the actual timeline and rules. There is no universal start date that applies to every kingdom.
Your practical first steps are to join your kingdom's plan, choose a usable commander pair, budget resources and healing, and learn which battles can kill troops permanently. More power alone does not make a march ready.
Find the Right Stage
| Stage | What to prepare | Detailed guide |
|---|---|---|
| Before your first Lost Kingdom | An active alliance, a useful pair, resources and a realistic battle budget | KvK 1 preparation |
| Later early seasons | Eligible commanders, diplomacy, territory timing and the kingdom's contribution rules | Commander pairings |
| Season of Conquest | The selected story's mechanics and crystal systems | Season of Conquest |
| Moving kingdoms | Destination eligibility and immigration timing | Passports and migration |
Seasons and stories can use different maps and objectives. Read the current story's rules rather than applying a list of holy sites from another season.
Prepare Before the Map Opens
Choose a march you can sustain
Build around commanders, troop types and equipment you actually have. One well-prepared pair is usually a more manageable starting point than spreading your healing budget across several weak marches. T4 accounts can contribute; T5 is not a prerequisite for joining the kingdom's plan.
Keep resource items unopened until needed
Inventory resource items let you choose when to add resources to the open balance. There is no ordinary conversion that packs loose resources back into those items. Do not open everything at the beginning of the season. Plan opening items around research, training and healing costs.
Set a loss and healing budget
Check hospital capacity and the resources required to heal the march you intend to field. Resources in your bag, resources already open and healing speedups are separate limits. When one becomes the bottleneck, stop and reassess before sending more troops.
Learn the leadership rules
Ask which rallies and garrisons need reinforcements, which troop type to send, when to withdraw and what contribution targets apply to your account. Avoid joining a rally with the wrong troop type simply to fill a space.
Open Field, Rallies and Garrisons Have Different Risks
| Activity | Useful contribution | Main caution |
|---|---|---|
| Open field | Support the group, protect objectives and focus targets together | Hospital overflow and being isolated can make a fight expensive |
| Rally reinforcement | Supply the requested troop type under a suitable lead | Attacking structures can cause permanent deaths; it is not a risk-free way to collect points |
| Garrison reinforcement | Help hold a called objective | Structure defence can also cost troops permanently |
| Gathering and support | Sustain the war effort and logistics | Follow territory and access rules; exposed gatherers can be attacked |
Check the current mode's wounded and death rules and your battle reports. A troop-return mechanic at the end of a particular season is not permission to ignore costs during it.
Passes, Territory and Objectives
Passes control access between areas. Their opening times and the ability to capture or reinforce them are part of the season's progression. Treat them as alliance operations: leadership needs the correct territory connection, rally timing and enough support to hold the result.
Do not assume every story uses the same objective names or bonuses. Read the objective panel and current chronicle. A generic map diagram cannot replace those details.
Kill Points and DKP
Kill points are a game statistic; a kingdom's DKP or contribution score is a local formula. Leadership may weight troop kills, deaths, resource assistance and participation differently.
Before fighting, request the formula and measurement window. Afterward, retain the relevant reports and compare progress against that agreed definition. A high headline power number is not a substitute for the requested contribution.
A Simple Session Checklist
- Read the next call and identify the objective.
- Confirm your march, troop type and remaining hospital space.
- Check the healing resources you can afford to use.
- Join the group and follow retreat instructions.
- Read battle reports after significant losses.
- Refill and return only while your budget supports it.
If the kingdom's schedule does not fit your available time, agree another useful role before the season starts. Gathering, logistics and a smaller number of well-timed sessions can be more practical than sending marches you cannot watch.
Your Season Determines the Next Guide
Start with the season displayed for your character. A later-season pairing list does not establish that you can use those commanders in the Lost Kingdom you are entering.
| Season or system | What changes the preparation | Read next |
|---|---|---|
| KvK 1 | First sustained kingdom war, early roster and limited fighting reserves | KvK 1 preparation |
| KvK 2 | More developed opponents, migration history and a broader eligible roster | KvK 2 guide |
| KvK 3 | Light and Darkness rules where that format applies, objectives and eligibility checks | KvK 3 guide |
| Season of Conquest | Story-specific mechanics and seasonal progression | SoC story comparison |
| Crystal technology | Temporary season investment and the route to your fighting role | Crystal planning |
Prepare one march you can keep fighting with. That means the right troop type, a developed pair, equipment on the primary and enough resources to heal repeatedly. A second march that empties the hospital budget after one bad engagement can reduce your total contribution.
Before a pass opens, confirm your alliance, rally or reinforcement assignment, teleport destination and fallback location. Read the chronicle's actual opening condition. “Pass day” in an old guide is not a timer for your current kingdom.
During fighting, treat hospital space as a live limit. Pull damaged marches back before a routine fight becomes an overflow problem, and separate field wounded from the permanent deaths that some objectives can cause. The healing guide explains those distinctions.
After each session, record resources spent, troops remaining and the next objective. Kill points show activity; they do not tell you whether the account can afford another evening of the same trades.
Reference: Lost Kingdom structure and preparation. Source reviewed 9 September 2026; examples are editorial scenarios, not measured results.
FAQ
When does my KvK start?
Use your kingdom's season screen and chronicle. Kingdom age, progression and the selected season affect timing.
Do I need T5?
No. A developing account should follow its assigned role and manage costs. See the T5 requirements guide before deciding that unlocking T5 is the next priority.
Are rallies safer than open-field fighting?
They require less personal commander investment when you reinforce a strong lead, but structure battles can kill troops permanently. Understand the target and rules before joining.
Can I turn open resources into inventory packs?
Not through a normal reverse-conversion feature. Keep existing packs unopened until the resources are needed.
Can I migrate halfway through?
Check the destination's eligibility and the current immigration mode. Migration requirements are separate from the ability to participate in your present season.
Sources and Review
Editorial review: 9 September 2026. This is a preparation guide, not a live season timetable. The current Lost Kingdom rules, objective panels and battle reports are the primary references for your kingdom.