In-Depth Kingdom Transfer Guide

Kingdom transfers have finally been added to the game with the first one occurring between 9/14/2025 to 09/20/2025. This event allows governors to transfer Kingdoms that are in their respective grouping.

The occurrence of this event will usually happen every 4 to 7 weeks and the information related to the event will appear a few days prior to the event starting.

Be sure to follow the official social media accounts to make sure that you don’t miss any early announcements as this is where they will post them first.

Your kingdom will be eligible for transfers when Transfer Passes appear in the Alliance Shop. These Transfer Passes appear as a scroll and cost 150,000 Alliance Tokens.


Overview, Limits, and Status

Many of the most prosperous Governors have been known to seek greater fame and fortune elsewhere in other, more promising Kingdoms.


            During the event, transfers will only be available to neighboring kingdoms that are within similar progress to your current kingdom. This means the following

  • Kingdom cannot be 90 days younger or older than the kingdom you originate from
  • Latest generation of heroes must be unlocked on both kingdoms.
  • The same Truegold era are available on both kingdoms.

These following requirements must also be met

  • Governor does not exceed the power cap.
  • Governor reached the required Town Center level.
  • City is not in combat.
  • Not in an Alliance.
  • Not a King or Transfer Manager.
  • More than 25 days have passed since the last transfer.
  • Has fewer than 4 characters in target kingdom.

Kingdoms available for transfers in the event will be categorized into two groups: Leading Kingdoms and Ordinary Kingdoms. Leading Kingdoms are the stronger kingdoms with Transfer Scores ranked at the top.

Kingdom Transfer Scoring = Sum of the Transfer

Score of top 100 active governors of that kingdom.

Transfer Phases

Phase 1: Pre-Transfer

The pre-transfer phase is where the kingdoms Transfer Manager has the power to set a Transfer Power Cap threshold for Governors interested in transferring into their kingdom.

The current Transfer Power Caps that have been revealed are the following

A screenshot of a cell phone

AI-generated content may be incorrect.

The first event were kingdoms 1 to 175 placed in the following groups with the respective number from the chart above to show what the Ordinary and Leading power caps were.

  • Group 1 – Kingdom 1 to 25 (2)
  • Group 2 – Kingdom 26 to 67 (3)
  • Group 3 – Kingdom 68 to 175 (4)

Transfer Power is calculated by adding the Governo’s Power, Injured Soldiers’ Power in the infirmary, and Reserves’ Power in the Enlistment Office. If your power exceeds the Transfer Power Cap you will not be able to freely transfer to that kingdom in Phase 3.

The King of each kingdom will automatically be assigned as Transfer Manager at the start of the event. If your kingdom is ruled by a High King, then the Transfer Manager role will go to whichever Governor was the most recent King. (You’re entitled to transfer the Transfer Manager role to any alliance member but only once.)

Phase 2: Invitational Transfer

            During this phase the kingdoms Transfer Managers can invite Governors of other kingdoms for early transfers to their kingdoms through Ordinary and Special invites.

  • Ordinary Kingdoms begin with 3 Special Invites that are used to bypass the Transfer Power limit, allowing stronger players to join the kingdom. This does not affect the amount of Transfer Passes needed to transfer. One Special Invite is renewed on the 1st of every month up to a maximum of 3. The remaining spots are free to take by any player fulfilling the Transfer Power limit. Ordinary Kingdoms can invite up to 35 players with normal invites plus the 3 special invites totaling 38 invites.
  • Leading Kingdoms can invite up to 20 players. These kingdoms do not receive Special Invites because they’re already strong kingdoms.
  • Transfer managers can send unlimited invites but once the cap (20 for Leading, 35+3 for Ordinary) is reached the rest of the invites expire.
  • Invites do not get rid of the cost of transferring, you will still need enough Transfer Passes (1-50 depending on your battle strength)

Transfer Pass Packs (Packs Reset Monthly)

  • 1 Transfer Pass for $5 – 1 Available
  • 2 Transfer Passes for $10 – 1 Available
  • 3 Transfer Passes for $20 – 1 Available
  • 4 Transfer Passes for $50 – 1 Available
  • 5 Transfer Passes for $100 – 15 Available

It is recommended to buy the $5 to $50 packs every month and save up on Passes just in case you decide to ever transfer. The $100 packs are not worth it unless you’re a whale as the price of passes increase dramatically from the $50 pack.

Phase 3: Transfers Open

This is the last phase of the event. During this time, transfers open up to all Governors to be able to transfer to any kingdom in their group as long as they meet the designated Transfer Power Cap.

Be sure to be quick if you have a kingdom that you are looking at transferring to and did not receive an invite.

You can still ask for a Special Invite to bypass the Transfer Power Cap during this time frame from the Kingdom Transfer Manager. (Leading Kingdoms do not receive these)

  • Leading Kingdoms can only accept up to 30 Governors (20 Invite Slots – 10 FFA Slots)
  • Ordinary Kingdoms can only accept up to 55 Governors (35 Invite Slots – 20 FFA Slots – 3 Special Invites

Transfer Costs

The number of Transfer Passes required to transfer will be determined by your Transfer Score. The higher your Transfer Score is versus eligible Kingdom’s Transfer Rating the more passes must be used.

It is cheaper to go from a Leading Kingdom to Ordinary Kingdom than what it is to go from an Ordinary Kingdom to Leading Kingdom.

Your Transfer Score is determined by your overall battle strength (your stats) this is the sum of your Town Center level, Governor Gear and Charms, Hero Power, Hero Gear Power, and Pet Power.

(Troops do not play a role in this nor does your overall power)

Tips

  • To meet power cap, you can reset your heroes to level 1 through the drill camp and unequip all hero gear. This saves you from having to kill all your troops.
  • Make connections and start looking at different Kingdoms prior to the transfer event starting to make it easier to form a decision on where you may go when the event does start.
  • Don’t spend much time in the Transfer Chat that becomes available for your transfer group, check it every once in a while, but it is primarily people spamming text art.
  • Buy the $5 to $50 packs every month and save up on Passes just in case you decide to ever transfer. The cost per Transfer Pass is significantly cheaper. Only buy the $100 packs if you’re looking to get out of your Kingdom quickly.
  • Your current King cannot stop you from transferring to another Kingdom.
  • You will not be able to move your entire alliance; it will take multiple transfer events and prior agreement to the kingdom you’re transferring to.
  • The power caps will change and increase as the kingdoms get older.

Key Details

  • City will be relocated randomly to an area of the Badland in the target kingdom, and you’ll be provided with a 24 hour shield.
  • You will be removed from any group chats following a transfer
  • Arena points will be reset to 1,000 as well as your ranking
  • Events such as Armament Competition and Officer Project will have their Milestone Rewards tallied and issued out before being reset.
  • Hero rally will be discontinued and rewards tallied. (If you purchased a pass, unclaimed rewards of all tiers will be reissued. If you have not purchased a pass, only unclaimed rewards of tiers you have achieved will be reissued.)
  • Age of Renewal involvement will stop, and unclaimed rewards will be sent via mail.
  • Fishing Tournament involvement will stop, and your Fishing Tournament event (including Fishing Guild) will stop whatever stage it is at. (If you have a pass, unclaimed rewards of all tiers will be reissued. If you have not purchased a pass, only unclaimed rewards of the tiers you have achieved will be reissued.) If you transfer during the Master Fisher Leaderboard tally, ranking rewards will be given to you based on your previous kingdom.

You can participate in these events again if they are active in your new kingdom

  • Call of the Sovereign, Arcane Trove, Mystic Divination, Buccaneer Bounty, Forsaken Temple, will all have their progress carried over as long as your current and new kingdom both have the events ongoing.
  • Packs such as Top-up Center including standard packs, event packs will have their purchase limit reset and you may purchase them again.
  • Resources over your storehouse protection will be discarded (the only resources protected are secured resources and unopened resource items)

Details are subject to change with later updates not necessarily reflected in writing.

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