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Boosters (referred to as “boosters” in the game—players often call them “boosters”) are temporary items that you activate manually and that provide a temporary bonus to expeditions, loot, your fleet, and so on. Below is an explanation of how they work and what each one provides. All figures are taken from the game’s code.
Where the data comes from. The names and numbers of the effects come directly from the game engine (the War of Alliances universe). The cards for each booster can be found in the Boosters section of the encyclopedia.
How Amplifiers Work
- Duration: 4 hours. Once activated, the booster operates for 4 hours, then turns off (a game message appears indicating that it has ended).
- Up to 3 can be active at the same time. You cannot have more than three amplifiers on at once.
- The effects stack. Bonuses from active boosters stack with each other and with other bonuses (research, Senate, alliance, premium).
- For the entire account. The booster affects the player as a whole, not just one planet.
- One type at a time. You cannot activate an amplifier of the same type that is already active.
Types of Amplifiers
Most amplifiers have three power levels. Below is a breakdown by category.
Expedition
| Amplifier | Effect (Level 1 / 2 / 3) |
|---|---|
| A Researcher's Luck | More rewards on the expedition: +25% / +50% / +75% |
| The Wealth of Ruins | More resources after a victory in the Ruins: +30% / +65% / +85% |
| Point-by-point analysis | More details on the wins at "Hostail": +30% / +65% / +85% |
| Magnetic Trap | Higher chance of finding dark matter: +2% / +5% / +6% |
| Dust Detector | Higher chance of finding starlore ore: +0.025% / +0.05% / +0.1% |
| Guardian of the Fleet | eliminates the chance of losing the fleet during the expedition |
| Multitasking | +1 simultaneous expedition |
Economics
| Amplifier | Effect (Level 1 / 2 / 3) |
|---|---|
| Overtime production | Higher contributions to the Production Fund: +35% / +65% / +125% |
| Payment under the pact | Higher contract bonuses: +25% / +50% / +75% |
Fleet
| Amplifier | Effect (Level 1 / 2 / 3) |
|---|---|
| Hyper pull | Increased fleet flight speed: +25% / +50% / +75% |
| Lunar Shield | reduces the chance of destroying the moon by 30% |
| Contract Experience | speeds up fleet construction (listed in the game as +200% / +300% / +400%) |
How to Get Amplifiers
Boosters are stored in your account's inventory and activated from there. Check the game itself for specific ways to obtain them—they aren't explicitly defined in the code, so we won't be making them up here.
Frequently Asked Questions
How long does the amplifier last? 4 hours from the time of activation.
How many can be kept active at the same time? Up to three.
Do the effects add up? Yes, the bonuses from active amplifiers can be combined with each other and with other bonuses.
Does the booster apply to a single planet or to the entire account? For the entire account.
Where can I find the exact specifications? In the Boosters section of the encyclopedia and in the game itself.

