Whiteout Survival Invitational Transfer Guide: Secure Your Invite, Transfer Passes, and Phase III Backup
The October Whiteout Survival State Transfer has reached the part where conversations become commitments. Phase II, Invitational Transfer, runs from October 14 through October 15, 2026 UTC. Transfer Managers can now issue Ordinary Invites and Special Invites, while accepted players can move before the wider Phase III rush begins.
An invitation is useful, but it is not the whole transfer plan. It does not pay your Transfer Pass cost, it does not make an incompatible State eligible, and it does not protect a place forever. Before spending Frost Stars or leaving your alliance, confirm the invitation type, live Power Cap, remaining capacity, exact pass requirement, and the receiving alliance's plan for your account.

Phase II and Phase III times in your region
The current State Transfer announcement sets the full event at October 11, 00:00 through October 17, 23:59:59 UTC. Phase II covers October 14-15 UTC, followed by Phase III on October 16-17 UTC. The in-game countdown is the final authority.
In US Eastern Daylight Time, Invitational Transfer runs from October 13 at 8:00 p.m. through October 15 at 7:59 p.m.; open transfer begins October 15 at 8:00 p.m. In the UK, Phase II runs from October 14 at 1:00 a.m. through October 16 at 12:59 a.m.; Phase III then continues through October 18 at 12:59 a.m.
What to confirm before accepting an invitation
Start with the character and State number. President Invites cannot be withdrawn after they are issued, so both sides should verify the exact player, destination State, alliance, and invitation type before the Transfer Manager confirms anything. A screenshot of the State List and invitation screen is more reliable than a promise buried in chat.
Next, confirm whether the destination is a Leading State or an Ordinary State and check its remaining places in the State List. Slots are first come, first served. A recruiting officer saying that a place is “reserved” does not change the game's capacity counter. The complete October State Transfer guide contains all 20 group ranges; movement still has to remain inside the group shown for your account.
Ordinary Invite and Special Invite solve different problems
An Ordinary Invite is for a chief who meets the target State's Power Cap. A Special Invite is for a specifically approved chief above that cap. According to the official State Transfer help center, Leading States cannot issue Special Invites, while Ordinary States have a limited supply.
Neither invitation removes the Transfer Pass requirement. Special Invites generate in-game mail, but Ordinary Invites may not. Keep direct contact with the receiving alliance and inspect the event page instead of assuming that no mail means no invitation.
If your invitation has not arrived
Do not buy a large pass pack just to demonstrate commitment. Ask the receiving alliance four direct questions: Has the manager selected the correct character? Is the account above or below the live Power Cap? Is a Special Invite actually available? Is there still a transfer place allocated to this recruitment group?
If the answer remains uncertain, prepare a second destination inside the same transfer group. Chiefs who meet the Power Cap can still use Phase III when transfers open on October 16 UTC, provided the target State has capacity. Players above the cap cannot treat open transfer as a substitute for a Special Invite. A backup should therefore be a State your account can genuinely enter, not simply another popular name.
Calculate the Transfer Pass gap before using Frost Stars
The official support range is 1 to 50 Transfer Passes, and the exact cost is shown in game. Dismissing troops or unequipping gear does not reduce Transfer Score. Use the live number rather than trying destructive last-minute experiments.
Write down the required passes, passes already owned, passes still available from the Alliance Shop, and the resulting shortfall. Only that shortfall belongs in a purchase plan. If a verified pack is needed, compare the live offer through the Treabar Whiteout Survival top-up page and recheck the account, server, package screenshot, promotion, and final total before payment. Frost Stars should close a confirmed gap, not finance an invitation that may never arrive.
Complete the eligibility and loss check
The target must match the hero generation and Fire Crystal conditions shown for your account, and a second transfer is subject to a 25-day cooldown. Before pressing Transfer, review every condition in the event interface, leave the alliance at the required time, finish or recall active marches, and check time-limited activities.
State Transfer is permanent. Resources above Storehouse protection are lost, and unfinished leaderboard events do not award final ranking rewards after the move. Friends and private chats remain, but Chat Groups are removed. These are easy details to overlook when a recruitment team is urging everyone to move at once.
Make sure the new State fits your routine
Power is only one part of a healthy destination. Confirm the main language, Bear Trap schedule, Foundry and Canyon times, SvS expectations, NAP rules, rally leadership, spending expectations, and whether the promised alliance position still exists. A slightly quieter State with compatible event times often provides a better long-term experience than a famous State that expects attendance while you are asleep.
Ask who will meet you after the transfer and what happens if the intended alliance is full. That answer tells you more than a recruitment slogan. State Transfer changes the community around your city; it should improve the way you actually play, not merely change the number beside your profile.

Whiteout Survival Invitational Transfer FAQ
When does Invitational Transfer end?
Phase II ends on October 15 at 23:59:59 UTC. Phase III opens immediately afterward on October 16 UTC and the full event closes October 17 at 23:59:59 UTC. Follow the in-game countdown for your exact local deadline.
Does an invitation include the required Transfer Passes?
No. The invited chief still pays the full Transfer Pass cost displayed by the game.
Can I use Phase III if I miss Phase II?
Yes, if you meet the target State's Power Cap, remain eligible, and a slot is available. An above-cap account still needs a valid Special Invite from an eligible Ordinary State.
Should I lower troop power to reduce the pass cost?
No. Official support states that dismissing troops and unequipping gear do not change Transfer Score.
When should I top up Frost Stars for State Transfer?
Only after the destination, invitation or open-transfer route, remaining capacity, eligibility, exact pass requirement, and current pass balance are confirmed. That sequence keeps the purchase tied to a move that can actually be completed.











































