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State Transfer

From Whiteout Survival Wiki
State Transfer
State Transfer
Game mechanic
CategoryServer

State Transfer is a periodic event in Whiteout Survival that lets a player move their city to a different state (server), using Transfer Passes. It is the voluntary counterpart to a State Merge, which the developers carry out automatically.

How it works

Each State Transfer event runs for seven days, split into three phases:

  • Pre-Transfer (3 days) — players browse eligible states and state Presidents set a transfer power limit; no transfers happen yet.
  • Invitational Transfer (2 days) — Presidents send invitations to selected players.
  • Open Transfer (2 days) — any player who meets the requirements can transfer while spots remain.

Requirements

To transfer, a player must have reached the required Furnace level — a threshold that varies with how many days the state has been active, up to a maximum of level 30 — be out of combat, not be a state President, and leave their Alliance. Each account can transfer only once per event.

A Chief cannot be more than 90, 120 or 180 days older than the state they are transferring to — the exact limit varies with the age of the states — and the target state must share the same hero generation and Fire Crystal level. A player may hold at most four characters in a single state.

When it runs

The event returns irregularly, roughly every four to six weeks, and the game announces the next one about three or four days beforehand. A state only becomes eligible once it has unlocked FC5.

What blocks a transfer

Beyond the conditions above, a Chief cannot move while over the Power Cap, while their city is in combat, while holding the office of Transfer Manager or Tyrant, or within 25 days of a previous transfer. Only one transfer is allowed per event, and a Chief may hold at most four characters in the destination state.

The President of the state being left has no way of preventing one of their players from transferring, and the Power Cap is not a fixed figure: it rises as the state grows older.

The destination itself must match: its age may differ from the origin's by no more than 90, 120 or 180 days depending on how old the states are, and both must share the same latest hero generation, the same Furnace era, and the same unlocked buildings, beasts, and Chief and hero equipment. The in-game /timeline command lists the differences between two states.

Transfer Passes

Transfer Passes are the items spent to move states. The number required depends on the player's Transfer Score, which is the sum of the Chief's current Furnace level, Chief Gear and Charms, Hero Power, Hero Gear Power, Pet Power and Expert Power — troop power does not count — and ranges from 1 to 50 passes. The cost is relative rather than absolute: the higher a Chief's Transfer Score against the transfer rating of their group of states, the more passes the move takes.

Passes are bought in a series of packs — 1, 2, 3, 4 and then 5 passes — each unlocked by having bought the one before it, and the whole series resets at the start of every month. The alliance shop also carries one pass for 150,000 alliance tokens, restocked weekly.

The five packs cost €5.99, €11.99, €23.99, €59.99 and €119.99, or $4.99, $9.99, $19.99, $49.99 and $99.99.

Leading and Ordinary states

States are sorted into Ordinary and Leading, the Leading status being decided by the summed Transfer Scores of a state's hundred strongest Chiefs.

An Ordinary state accepts at most 58 arrivals per event: 38 by invitation from its President — or from the former President while the office is vacant, which is what happens after a lost State vs State season — and 20 open places for any player within the power limit. A Leading state accepts at most 30: 20 by invitation and 10 open, and the power limit it sets for newcomers is lower.

A President may send as many ordinary invitations as they wish; only those actually used count against the quota, and an invitation is only usable by a player who respects the power limit that President has set.

Special Transfer Invitations bypass that power limit, which is how a very strong player is brought in. Every Ordinary state and its President start with three; one regenerates on the first of each month at 00:00 UTC, up to that same maximum of three. They do not change the number of Transfer Passes the move costs. Leading states receive none on a regular basis — a Leading state earns one only after holding that status through three consecutive transfer events.

What the move costs

The city arrives teleported to a random spot in the destination's icefield, under a 24-hour shield. Every unsecured resource is lost, while resources and items held in the bag come through untouched. Thorns from the Emporium of Enigma survive only if the Emporium is already open in the new state; otherwise they are removed from the bag, so they have to be exchanged before leaving. The alliance does not follow either: a Chief joins an existing alliance in the new state or founds one.

Arena points are reset to 1,000 and the arena ranking is cleared. Pack purchase counters, regular and limited-time alike, are reset, so every pack can be bought again.

Participation in running state events stops at once, and unclaimed rewards are mailed out — this covers the Fishing Tournament including its Ice Fishing Club, the Vault of Enigma, Mia's Fortune Hut and Symphony of Changes. For the Armament Competition and the Officer Project, the personal-phase milestone rewards already earned are settled and paid before the ranking data is deleted; the Hero Rally is likewise settled. In Alliance Mobilization every reward can be earned again in the new alliance, the Chief's score counts towards it and personal ranking rewards stay available; in Alliance Showdown, only milestone rewards remain, the score does not count towards the alliance and no personal ranking reward is given. The Chief is also removed from every active group chat.

See also