Kingdom Transfer

A week-long window to move your city to another kingdom of the same generation, using Transfer Passes.

How it works

Kingdoms are ranked by the combined Transfer Score of their top 100 active players: the strongest are Leading Kingdoms, which accept 30 newcomers, and the rest are Ordinary Kingdoms, which accept 55 plus 3 special invites. Kings or Transfer Managers set a power cap and send invites; anyone else transferring needs enough Transfer Passes and to meet the requirements below.

Phases

PhaseDaysWhat happens
Pre-TransferSunday to TuesdayKings and Transfer Managers set the power cap; the transfer chat opens for scouting. No transfers yet.
InvitationalWednesday and ThursdayInvites go out: up to 20 for Leading Kingdoms, 35 plus 3 special invites for Ordinary Kingdoms.
OpenFriday and SaturdayFirst come, first served from 0:00 UTC Friday: 10 places in Leading Kingdoms, 20 in Ordinary ones.

Requirements

  • Power under the target kingdom's transfer cap, unless you have a special invite.
  • Town Center at the required level, which depends on the kingdom's age (25 for the first event).
  • Not in an active battle, not in an alliance, and not King or Transfer Manager.
  • At least 25 days since your last transfer, and fewer than four characters in the target kingdom.
  • Both kingdoms in the same generation with similar features unlocked.

What a transfer changes

FeatureOutcome
TownTeleported to a random place in the Badlands of the new kingdom, with a 24-hour shield.
Group chatsYou leave all active group chats.
ArenaPoints reset to 1,000 and your rank is cleared.
Armament Competition and Officer ProjectPersonal milestone rewards are issued and your ranking data is deleted.
Hero RallyParticipation ends; unclaimed rewards are reissued as described in the event.
Age of RenewalParticipation ends; unclaimed rewards are sent by mail.