Kingdom Transfer Feature – Guide & Schedule Updates

Kingdom Transfer Features

The much-anticipated kingdom transfer feature has been introduced in the game, marking a new chapter for players seeking flexibility in their strategic alliances. The initial transfer window took place from September 14 to September 20, 2025, allowing eligible governors to move their kingdoms within their respective groups.

Typically, these transfer events occur every four to seven weeks, providing regular opportunities for players to optimize their positions. To stay ahead, it’s important to monitor official channels as announcements about upcoming transfers are usually made a few days in advance. Following the game’s official social media pages is highly recommended to receive timely updates and detailed information.

To participate in a transfer, your kingdom must have transfer passes available in the alliance shop. These passes are represented by a scroll icon and can be purchased using 150,000 alliance tokens. Ensuring you have enough tokens and keeping an eye on the shop will help you take advantage of these transfer opportunities when they arise.Many successful governors often seek new opportunities in neighboring kingdoms to enhance their fame and wealth.

When transferring, restrictions ensure that only nearby kingdoms within similar development levels are accessible.

Specifically, the following conditions must be satisfied:

  • The target kingdom's age must be within 90 days of your current kingdom's age.
  • Both kingdoms must have unlocked the latest generation of heroes.
  • The same Gold Era must be active in both kingdoms.

Additional prerequisites include:

  • The governor's power level must not exceed the established cap.
  • The city must have reached the necessary town center level.
  • The city must be free from ongoing combat.
  • The governor should not be part of an alliance.
  • The individual must not be a king or transfer manager.
  • At least 25 days should have elapsed since the last transfer.
  • The target kingdom must have fewer than four characters.In the upcoming event, kingdoms eligible for transfers are divided into two distinct categories: leading kingdoms and standard kingdoms. Leading kingdoms are characterized by their superior strength, with transfer scores ranking them at the top of the list.

A kingdom’s transfer score is calculated by summing the transfer scores of its top 100 active governors, providing a comprehensive measure of the kingdom's overall attractiveness and strength.

Before the transfer process begins, the kingdom transfer manager holds the authority to establish a transfer power cap. This threshold determines the maximum transfer power allowed for governors wishing to join the kingdom, helping to maintain balance and control over incoming transfers.

Currently, the specific transfer power cap limits that have been disclosed are as follows, setting the rules for prospective transfer applicants.During the initial phase of the transfer event, kingdoms are categorized into three main groups based on their size and power levels.

  • Group 1 comprises kingdoms 1 through 25, with an associated power cap of 2.
  • Group 2 includes kingdoms 26 to 67, with a power cap of 3.
  • Group 3 contains kingdoms 68 to 175, with a power cap of 4.

The transfer power limit for each kingdom is calculated by summing the gouvernor’s current power, injured soldiers in the infirmary, and reserves in the enlistment office. If your total power exceeds the kingdom's transfer cap, you will be restricted from transferring into that kingdom during phase 3.

At the start of the event, each kingdom's king is automatically assigned as the transfer manager. In kingdoms ruled by a high king, the transfer manager role goes to the most recent governor who was crowned king. Transfer managers may reassign the transfer manager role to any alliance member once during the event.

During this phase, transfer managers can invite governors from other kingdoms to facilitate early transfers. Ordinary kingdoms begin with three special invites, which allow players to bypass transfer power limits—these do not reduce the number of transfer passes required. Special invites refresh monthly on the 1st, up to a maximum of three. Regular transfers are limited to 35 players per ordinary kingdom, while leading kingdoms can invite up to 20 players, with no special invites issued to them.

Transfer managers have unlimited invitation capacity but are constrained by maximum invite limits—once reached, additional invites expire. Note that invites do not eliminate the need for transfer passes, which are required for each transfer and vary from 1 to 50 depending on your battle strength.

Transfer passes are sold in monthly packs:

  • 1 pass for $5 (one available)
  • 2 passes for $10 (one available)
  • 3 passes for $20 (one available)
  • 4 passes for $50 (one available)
  • 5 passes for $100 (fifteen available)

Purchasing the $5 to $50 packs is recommended to build up a reserve of transfer passes, offering flexibility in future transfers. The $100 pack is generally only worthwhile for high-spending players or "whales."

In the final phase of the event, all governors can transfer freely within their group, provided they meet the transfer power cap. It's crucial to act quickly if you're interested in transferring to a specific kingdom and haven't received an invite. During this period, transfer managers can offer special invites to bypass power restrictions, but leading kingdoms do not have access to these.

Transfer costs depend on your transfer score relative to the target kingdom’s transfer rating. A higher transfer score, based on battle strength (excluding troops and overall power), results in more transfer passes needed. Moving from a leading to an ordinary kingdom is generally cheaper than the reverse.

To meet transfer caps, players can reset heroes to level 1 and unequip gear to reduce their transfer score without losing troops. Establishing relationships and scouting potential kingdoms before the event begins can facilitate smoother transfers.

Note that your current king cannot prevent you from transferring. Full alliance transfers are not possible in a single event; multiple transfers and prior agreements are necessary. As kingdoms age, transfer caps will increase, allowing larger transfers over time.

Upon transferring, your city will be relocated randomly within the target kingdom’s badland area, and you'll receive a 24-hour shield. You will be removed from all group chats related to your previous kingdom. Arena points and rankings reset to 1,000, and ongoing events like armament competitions and officer projects will be finalized before reset.

Hero rallies are discontinued, with unclaimed rewards reissued if a pass was purchased. Similarly, the age of renewal and fishing tournaments will end, and unclaimed rewards will be sent via in-game mail. If these events are active in your new kingdom, you may participate again.

Progress in ongoing events such as Call of the Sovereign, Arcane Trove, Mystical Divination, Buccaneer Bounty, and Forsaken Temple will carry over if both your old and new kingdoms host them. Purchase limits for packs like the Top-Up Center and event packs reset, enabling new acquisitions. Resources exceeding your storehouse capacity—except secured resources and unopened items—will be discarded.

Please note that these procedures and rules are subject to updates and may change in future game versions.

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