Whiteout Survival State Transfer
State Transfer lets you move your city to another State in Whiteout Survival, and it works only during a transfer event that runs in three phases. You need Transfer Passes, from 1 to 50 depending on your power, a target State in your transfer group and no alliance. The latest event started on November 8, 2026. Checked in November 2026.
When State Transfer Opens
State Transfer is not always on. It runs as an event, and the game does not follow a fixed interval, so the Help Center sends players to the in-game calendar. Guides report one event about every 4 to 6 weeks, and the news appears in the game 3 to 4 days ahead. Before each session, State of Power or a Castle Battle is held on your server so the presidency is settled before people move.
The latest event was announced on November 6, 2026, started on November 8, 2026 and ends on November 14, 2026 or November 15, 2026. The event has three phases, and the dates below follow that run.
| Phase | Name | Length | Started | What happens |
|---|---|---|---|---|
| 1 | Pre-Transfer | 3 days | November 8, 2026 | Set Transfer Power Cap; transfers unavailable |
| 2 | Invitational Transfer | 2 days | November 11, 2026 | Ordinary or Special Invites |
| 3 | Free Transfer | 2 days | November 13, 2026 | Transfer under the cap without an Ordinary Invite; Transfer Passes still required |
In Phase I the President sets the Transfer Power Cap for the State. If the State has no President, the Chief who held the presidency most recently does it. The cap cannot change once Phase II starts. In Phase II Presidents send Ordinary and Special Invites to Chiefs of other States. In Phase III any Chief can move to any State in the group if their power fits under that State's cap, and a Chief above the cap needs a Special Invite from the target President.
Transfer Groups
You can only move inside your own transfer group. Each event announces the groups as State number ranges, and the current event has 20 of them. Find your State in the table, then pick a target from the same row.
| Group | State numbers |
|---|---|
| 1 | 4-9 or 4-19 * |
| 2 | 14-132 or 26-132 * |
| 3 | 140-312 |
| 4 | 322-529 |
| 5 | 536-803 |
| 6 | 814-1070 |
| 7 | 1082-1427 |
| 8 | 1428-1822 |
| 9 | 1823-2250 |
| 10 | 2251-2680 |
| 11 | 2681-2994 |
| 12 | 2995-3175 |
| 13 | 3176-3384 |
| 14 | 3385-3745 |
| 15 | 3746-3936 |
| 16 | 3937-4117 |
| 17 | 4118-4289 |
| 18 | 4290-4367 |
| 19 | 4368-4403 |
| 20 | 4404-4487 |
A star marks the two groups that were announced with two different edges, so use the State List in the transfer window for the exact border. Groups change from event to event, so do not assume that an old range still applies. The target State must also have the same hero generation and the same Fire Crystal level as your own State.
Transfer Pass Cost
The official Help Center answers the cost question in two sentences: the higher a player's Power, the more Transfer Passes are required, and the range is from 1 to 50. The exact formula is not published, so no calculator can give you a precise number. Check the live transfer screen for the price of your own city.
The number comes from a Chief Transfer Score. Guides list these parts of the score:
- Furnace level
- Chief Gear
- Chief Charms
- Hero Power
- Hero Gear Power
- Pet Power
- Expert Power
- Tech Power
- Fire Crystal Tech Power
- Flame Tech Power
Troop power is not part of the score. Dismissing your troops or taking off your gear does not lower it either, and the Help Center answers that question with a plain no. The Power Cap is a different check. It counts Chief Power plus the Power of injured troops in the Infirmary plus the Power of reserves in the Enlistment Office, so you cannot slip under a cap by moving troops around.
Passes are sold in packs, with 85 on sale each month. One pass also costs 150,000 Alliance Tokens in the Alliance Shop, which refreshes weekly. Collect passes before the event, because the transfer window runs only a few days. If another Chief invites you, you still pay for your own passes.
Requirements to Transfer
The Help Center lists two eligibility rules, and the game checks several more when you press the button.
- Same generation. The target State has the same hero generation and the same Fire Crystal level as your State.
- Character age. Your character must not be older than the target State by more than a threshold that depends on how developed that State is, from 90 days at minimum to 180 days at maximum.
- Furnace. The required Furnace level varies by target and can be as high as level 30. See the Furnace guide for what each level unlocks.
- No alliance. Leave your alliance before the move.
- No fighting. No troops can be in combat or deployed.
- Power Cap. Your power must fit under the target State's Transfer Power Cap, or you need a Special Invite.
- Cooldown. You can transfer again 25 days after the previous transfer.
- Room in the target. A State holds up to 4 characters, so a State with 2 characters of yours still takes another. A Transfer Manager cannot transfer.
The Help Center says Chiefs who hold a position or have an offender status can still transfer, and so can Chiefs with troops in the Infirmary or Enlistment Office. A Transfer Manager cannot transfer. Those troops still count toward the Power Cap, so heal and train them before the event if you sit close to a limit.
Invitations and Slots
Presidents hand out two kinds of invitations during Phase II, and each State has a cap on how many Chiefs can arrive.
| State type | Transfer cap | Ordinary Invites | Slots in Phase III |
|---|---|---|---|
| Ordinary State | 55 | 35 | 20 |
| Leading State | 30 | 20 | 10 |
Ordinary Invites go to Chiefs who already meet the target Power Cap. Special Invites are for Chiefs above the cap. Each State starts with 3 Special Invites and gets one spent invite back on the 1st of each month at 00:00 UTC, and the stock never goes above 3. A Special Invite is deducted when it is sent and returns if the Chief turns it down, moves elsewhere or has not moved by the end of the event. Special Invites sit outside the transfer cap, and one guide puts the total at up to 58 people in an Ordinary State once they are counted.
Leading States are the top States in the transfer. Their Power Cap can be set within the top three tiers and starts at the lowest. Everything else is an Ordinary State. A President cannot withdraw an invitation, so use them with care, and a Chief that cannot find a slot can ask the target President for an early invite in Phase II.
Invitations only open the door. A reached cap stays reached even when you have an invitation, and the Chief you invite has to cover the Transfer Passes. If you are also thinking about a short hop inside your own State instead, read the teleport guide.
What You Keep and Lose
A State Transfer is permanent. After you move, other players see only your current State, not the one you came from. Here is what happens to your account.
- City. It lands at a random location in the target State's Icefield with a 24-hour Shield.
- Resources. Resources above your Storehouse protection limit are lost, and some guides say every resource that is not secured goes. Secured Resources are safe, so spend or secure what you can before the move. The Storehouse calculator shows how much your level protects.
- Chats. Friends and private chats stay, all chat groups are removed.
- Arena. Your Arena Points reset to 1,000 and your ranking resets with them.
- Alliance. It does not move with you. Join one or create one in the new State.
- Leaderboard events. Final rankings are not settled when you leave, so you get rewards for your event progress only. Decide before you move if a ranking reward is close.
- Island progress. Your Daybreak Island progress does not change the number of passes you need.
Some events keep your progress when they run in both States: Journey of Light, Vision of Dawn, Vault of Enigma, Mia's Fortune Hut, Frosty Fortune, Tundra Adventure. When the event is not running in the new State, you get settlement and mail rewards instead.
Transfer Event Video
The video follows one transfer on a phone: the State List, the Transfer Essentials window with its rules, and the last confirmation before the city moves.
Common Transfer Mistakes
- Thinking dismissed troops cut the pass price. They do not. The score ignores troops, and unequipping gear does not lower it.
- Expecting a Special Invite to pay for passes. It only lets you pass the Power Cap. You still buy the passes.
- Trusting an invitation over a full State. A reached cap stays closed, and an application does not open it.
- Moving with a full Storehouse. Anything above the protection limit goes when you transfer. Spend it on upgrades first.
- Using an old group list. Groups and caps change, so read the State List in the current event.
- Keeping alliance duties. You must leave the alliance, so hand over any role before the event starts. The alliance guide covers the roles.
Frequently Asked Questions
How many Transfer Passes do I need for a State Transfer?
The official Help Center says the higher your Power, the more Transfer Passes you need, and the range is from 1 to 50. The score behind it adds your Furnace level, Chief Gear, Chief Charms, Hero Power, Hero Gear Power, Pet Power, Expert Power, Tech Power, Fire Crystal Tech Power and Flame Tech Power. Troop power is not part of it.
Where do I get Transfer Passes?
Transfer Passes are sold in packs, and 85 passes in total are on sale each month. The Alliance Shop also sells one pass for 150,000 Alliance Tokens and refreshes weekly. If a Chief invites you with an invitation, you still pay for your own passes, because the invitation does not include any.
When does State Transfer open on my server?
There is no fixed schedule, and the Help Center tells players to follow the in-game calendar. Guides report an event every 4 to 6 weeks, announced in the game 3 to 4 days ahead. Your State must be inside one of the announced transfer groups, so open the State List in the transfer window to see where your State sits.
Can I transfer while I am in an alliance?
No. You must leave your alliance before you transfer, and the alliance does not move with you. After the move you join an alliance in the new State or create a new one. Your friends and private chats are kept, but all of your chat groups are removed.
Can I transfer back to my old State?
A State Transfer is permanent and the game does not send you back to your previous State. You can move again after a 25 day cooldown if you have enough Transfer Passes and the new target accepts you, and the new target must be in your group.
Read Next
Plan the move with the account guide, check the beginner guide if you are new to a State, or see which events a new State runs on the events page. The heroes by generation page explains the hero generation rule.