Season of Conquest – Heroic Anthem Guide
Heroic Anthem is the latest and the third variation of The Lost Kingdom preceded by Light & Darkness. So far, only a handful of kingdoms are selected to test things out before it becomes available for the rest of the Kingdoms. Let’s dive into what we know so far about this iteration of Season of Conquest.
Disclaimer: This is NOT A GUIDE (at least not right now) and it’s an incomplete section. I’ll continue to update it as more information becomes available and provide a more in-depth explanation/tips about it.
New Countdown Screen/Choose Story

It’s an interesting idea to allow the Kingdoms to choose whichever KvK mode they prefer. Although, if a Kingdom has completed 2 turns of regular KvK and 1 turn of Light & Darkness they are automatically locked for Heroic Anthem in this turn. Here are the rules:
- Kingdoms can unite as one to choose their Story. Once the king of a kingdom has chosen and registered, all governors of that kingdom will be considered registered.
- After the registration period, kingdoms cannot change their Story. Kingdoms in the same Story will be matched up according to event regulations.
- Multiple camps will be placed in the same Story. Camps may be comprised of multiple kingdoms.
- Kingdoms who did not participate 3 times in a row be automatically registered to a random Story during the next registration period.
Heroic Anthem Rules
Heroic Anthem takes some elements from both the previous iteration of Season of Conquest while adding many new and unique flavors of it’s own as you will see below.
General

Following the footsteps of our ancestors, we set out on a mysterious journey. Do the great generals stationed here share our dreams and beliefs? With their favor, we can work together to restore our glory and compose the anthem of a new era! If you can visit commanders and gain their Favor, your troops will be able to use additional support skills from the corresponding commanders.
![]() Return of Fog (y tho?) | After the season has started, the map will be covered in fog. Governors must send scouts out to explore and clear the fog to truly understand the terrain. |
![]() Bastions | While clearing fog, scouts may come upon bastions. A commander and their troops are stationed at each garrison. This season, there are a total of 14 commanders waiting for governors to discover them. |
![]() Favor | Complete quests are given by commanders to increase their Favor, along with crystal mine work speed. At high enough Favor levels, your troops can use one of the commander’s abilities as a support skill. |
![]() Support Skills | Each troop can use an additional two support skills, whose levels will be based on your corresponding commander. If you do not yet have that commander, you cannot use that skill. |
Special Content

In the “Heroic Anthem” Story, governors will experience brand-new content.
![]() Crystal Mines | After the season has begun, governors can build a new structure in their cities: Crystal Mines. |
![]() Working the Mines | You can Work’ in the crystal mines to get crystals. Working the mines costs food, wood, stone, and gold. |
![]() Upgrade | Upgrading the crystal mine will increase the maximum amount of work that can be ordered. At the same time, completing quests given by commanders will increase the work speed. |
![]() Crystals | The crystals which can be mined here are a precious resource. Governors can use them to open up a whole new frontier of research. |
![]() Resource Protection | During the season, crystals cannot be plundered by attackers or sent as an aid. |
![]() Reset | Crystals will be removed once the season is over. Crystal mines, the crystal research center, and any the effects of any research completed therein will be reset and removed. |
Coalition System

During the “Heroic Anthem” Story, governors will rally their strength and do battle together.
![]() Join Coalition | Governors can join a coalition along with their alliance (coalitions are created by alliance leaders). Alliances must be of the same camp to join the same coalition. |
![]() Coalition Features | Governors in the same coalition can join each other’s rallies and garrisons, reinforce and repair each others’ buildings, grant alliance help, etc. |
![]() Teleport | After the “Past Glory” event is over, coalition members can teleport to any member alliance territory. |
![]() Reward Sharing | All coalition members will receive first occupation rewards for holy sites and passes. |
![]() Boosts | All coalition members will receive boost effects from holy sites and passes, and passes will be open to all member alliances. |
![]() Building Occupation | All coalition members will share the occupation bonuses from altars of darkness and ancient ruins. |
Rewards System

During the “Heroic Anthem” Story, governors can exchange season coins and conquest coins for a wide variety of prizes.
![]() Season Coins | Complete research projects in the crystal research center to earn season coins. |
![]() Conquest Coins | Complete Crusader Achievements in the Lost Kingdom to earn |
![]() Saved Coins | Unused season coins and conquest coins will automatically be saved for next season. |
Camp System

In the “Heroic Anthem” Story, governors and their kingdoms will be grouped into different camps. Each camp must contain at least 1 kingdom. In order to guarantee balanced camps, the power of all kingdoms in each camp will be counted by the system, and these calculations will be used to arrange fair matchmaking.
![]() Fire Camp | Warriors, honoring their ancestors’ covenant, answer the king’s call Gathering at the flame altar, they swear allegiance to the ancestors and the flame. They shall be a raging, inextinguishable fire. |
![]() Earth Camp | Pious warriors rallied to their kings at the earth altar, kissing the sacred land in an oath to restore their ancestors’ honor. Their knowledge of the land allows them to march effortlessly. |
![]() Wind Camp | Kings lead their warriors toward the sanctum in the eye of the storm. Only those who pass the trials of the winds are worthy allies. For those that do, the blessings of the wind are well worth it. |
![]() Water Camp | On the orders of their kings, the warriors gathered at the surge altar. Dreaming of huge waves each night, they are as relentless and unending as the sea itself. |
Heroic Anthem Shop
You can use your Season Coins and Conquest Coins to purchase various items from previous Seasons of KvK including Season 1 exclusive items that couldn’t be obtained later unlike the following seasons.
Here is a list of every item, their price and quantity.
Item | Quantity | Price per unit |
---|---|---|
Legendary Commander Sculpture | 25 | 10,000 Season Coins |
Legendary Equipment Material Crate | 10 | 12,000 Season Coins |
Twilight Falls | 1 | 200,000 Season Coins |
Persian Dream | 1 | 200,000 Season Coins |
Divine Adobe | 1 | 200,000 Season Coins |
Flight of the Heron | 1 | 200,000 Season Coins |
“Ring of Doom” Blueprint | 1 | 180,000 Season Coins |
“Greatest Glory” Blueprint | 1 | 180,000 Season Coins |
“Horn of Fury” Blueprint | 1 | 180,000 Season Coins |
“Scolas’ Lucky Coin” Blueprint | 1 | 180,000 Season Coins |
“Vengeance” Blueprint | 1 | 180,000 Season Coins |
Avatar Frame: Wild Spirit | 1 | 80,000 Season Coins |
Avatar Frame: Horn of Victory | 1 | 80,000 Season Coins |
Name Plaque: Wild Spirit | 1 | 5,000 Season Coins |
Name Plaque: Insatiable | 1 | 5,000 Season Coins |
Topkapi Palace | 1 | 3 Conquest Coins |
“Sacred Dominion” Blueprint | 1 | 2 Conquest Coins |
“Hammer of the Sun and Moon” Blueprint | 1 | 2 Conquest Coins |
“The Hydra’s Blast” Blueprint | 1 | 2 Conquest Coins |
“Pride of the Khan” Blueprint | 1 | 2 Conquest Coins |
“Helm of the Conqueror” Blueprint | 1 | 2 Conquest Coins |
“Ancestral Mask of Night” Blueprint | 1 | 2 Conquest Coins |