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World Transfer

When: no fixed schedule — roughly every 2 to 3 months, lasting 3 days, 00:00 UTC to 00:00 UTC. You always get an in-game mail a few days to a week before it opens. What it is: a scheduled window in which you can relocate your account to another world within your published server grouping. Why it matters: dying servers are a real problem in this game, and this is the only fix. Miss the window and you wait months.

The short version

  1. Read the system mail when it arrives. It names your server grouping and the passport costs.
  2. Check you can reach your target — transfers only work within published groupings.
  3. Collect World Passports: one free per week from the alliance shop.
  4. Confirm you meet the gates: Basecamp above 14, all queues idle, not in migration cooldown, not the Sovereign.
  5. Apply. The destination world's Sovereign must approve.
  6. Confirm from your mail. Everything in your outpost comes with you.
  7. You then cannot transfer again for 15 days.

Step 1 — The system mail is the document that decides everything

A few days before the window opens you receive a mail containing two facts that determine whether you can move at all.

Your server grouping. You cannot move to any world you like. Servers are pooled, and you may only move within your own pool. The first published phase grouped servers 1 to 5 and servers 6 to 7. If your target is not in your group, nothing else in this guide matters.

The grouping exists to stop strong players flooding newer worlds. There is no workaround.

The passport cost table for your Basecamp level.

Step 2 — World Passports

Passports are the transfer currency. They live in your inventory under the war section.

Free source: the alliance shop, one per week. This is the route that matters. The window comes every two to three months, which is eight to twelve weekly passports — comfortably enough if you start collecting before you need them.

Paid source: passport bundles during the event window.

Cost by Basecamp level (community-sourced):

Basecamp Passports Basecamp Passports
15 1 23 5
16 1 24 5
17 2 25 6
18 2 26 7
19 3 27 8
20 3 28 10
21 4 29 12
22 4 30 15

The cost rises steeply with Basecamp level. If you already know your server is dying, the cheapest time to leave is now, not after another month of growth.

Step 3 — The requirements

  • Basecamp level above 14.
  • All marching queues idle — recall anything gathering or in transit.
  • Not in migration cooldown — 15 days since your last transfer.
  • Not the Sovereign of your current world.
  • You must meet the target world's Migrant Basecamp level requirement, which the destination sets.
  • Belong to an alliance.

Conflict flagged — resolve this before you apply

The official-server compilation lists "belong to an alliance" as a requirement. An older video guide states the opposite: that you must leave your alliance to apply. These cannot both be true; the rule may have changed, or the video may have been describing the practical step of moving to a new alliance rather than a gate. Check the requirements panel in game during the live window before you do anything irreversible to your alliance membership. See the conflicts register item 2.

You move individually. An alliance cannot transfer as a group. Everyone applies separately, which means coordinating a group move takes planning and a destination that can absorb you — see the cap below.

Step 4 — Apply and wait for approval

Open the event page. It lists every world you can reach and the passport cost for each. Select a destination, tap transfer, confirm the requirements screen, and apply.

Your application goes to the destination world's Sovereign, who approves or rejects it. In practice they normally approve, but it is another player's decision and it is not instant. Apply early in the three-day window, not in the last hour.

Once approved you receive a mail with a transfer button. Press it, the game reloads, and you arrive.

There is a cap of roughly 200 commanders per destination world per migration. Popular destinations fill.

Step 5 — After you arrive

Everything in your outpost is retained — heroes, troops, buildings, resources, inventory.

But event progress can reset. Worlds sit at different stages of the event calendar, so transferring can drop you into a different point in the cycle. Unclaimed rewards are mailed to you, but ranking rewards cannot be claimed once you have moved.

You cannot transfer again for 15 days.


Migration is not the Season

A common and expensive confusion: World Transfer and the Titan Spine Isle season are two different events. You do not need migration passports to join a season. For a season you apply directly to an alliance and their R5 accepts you, and the Seasonal Assembly recruitment system moves you separately. See Titan Spine Isle.

Between transfer events you can only create a new character on another world, not move an existing one. You may hold two characters per world on one account.


For sovereigns

Incoming applications appear on your event screen. The convention is to accept. Rejecting is worth considering only for a specific reason — an incoming account that would destabilize your world's balance, for instance.

Common mistakes

Finding out about the grouping on day three. Read the mail when it lands.

Not banking the free weekly passport. Two months of ignoring the alliance shop means paying cash or missing the window entirely.

Taking irreversible action on your alliance before checking the requirement. See the conflict flagged above.

Waiting until your Basecamp is higher. The cost curve is steep and only goes one way.

Applying in the last hour. Approval depends on another player being online.