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Alliance specializations

20 points, five paths: with specializations your alliance gives every member lasting bonuses – and commits to them for at least 14 days.

Every alliance has 20 specialization points, and they cost nothing. The alliance leader and everyone with member rights administration assign them in the Specializations tab to five paths: Trader, Healer, Bandit, Attacker and Defender. The bonuses apply to all members in all their castles.

How the paths work

Each path has three tiers. The first works per point and grows with every further point in that path. The second unlocks at 10 points ("10 Activations"), the third at 20. The values are in the table below; in the game you also see what your current distribution adds up to.

  • Trader – more resource production, then merchants that carry more and travel faster (see merchants).
  • Healer – more gems, then more amber and more healing.
  • Bandit – a bigger troop queue, then faster attacks on bandit camps and more loot from them.
  • Attacker and Defender – faster troops and combat bonuses for attacking, or a stronger wall and combat bonuses for defending.

The 14-day rules

  • A point that has been set is locked for 14 days. Only then can it be reset and assigned again – so a rebuild needs planning.
  • The bonuses only apply to members who have been in the alliance for at least 14 days (336 hours). Anyone who joins or switches alliances has to wait first.

Strategy

The big jumps come at 10 and 20 points. Two paths with 10 points each, or one path with all 20, are therefore usually stronger than spreading them thin. War alliances go for Attacker or Defender, economic alliances for Trader. If you raid bandits a lot or build troops in bulk, the Bandit path pays off, and Healer suits alliances that need lots of gems and amber.

SpecializationPer pointFrom 10 pointsFrom 20 points
Trader+3% resource production+100% trader carrying capacity+50% trader run speed
Healer+5% gems production+25% amber mining+25% healing amount
Bandit+1% troop queue size+50% faster bandit attacks25% stealing rate (before 10%) on bandit camps
Attacker+1% troop speed+5% attackpower as attacker+5% attackpower as attacker
Defender+5% stronger wall+5% defense as defender+10% defense as defender