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Amplifiers (Boosters) in Xterium—What They Do and How They Work

How boosters work in Xterium: 4-hour time-limited bonuses, up to 3 at a time, with effects stacking. Explorer's Luck, Hyper Pull, Overtime, and others—here's the full list with numbers from the game code.

5 min Updated 2026-06-20 Mechanics Verified by the Xterium team
On this page
  1. How Amplifiers Work
  2. Types of Amplifiers
  3. Expedition
  4. Economics
  5. Fleet
  6. How to Get Amplifiers
  7. Frequently Asked Questions

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

AmplifierEffect (Level 1 / 2 / 3)
A Researcher's LuckMore rewards on the expedition: +25% / +50% / +75%
The Wealth of RuinsMore resources after a victory in the Ruins: +30% / +65% / +85%
Point-by-point analysisMore details on the wins at "Hostail": +30% / +65% / +85%
Magnetic TrapHigher chance of finding dark matter: +2% / +5% / +6%
Dust DetectorHigher chance of finding starlore ore: +0.025% / +0.05% / +0.1%
Guardian of the Fleeteliminates the chance of losing the fleet during the expedition
Multitasking+1 simultaneous expedition

Economics

AmplifierEffect (Level 1 / 2 / 3)
Overtime productionHigher contributions to the Production Fund: +35% / +65% / +125%
Payment under the pactHigher contract bonuses: +25% / +50% / +75%

Fleet

AmplifierEffect (Level 1 / 2 / 3)
Hyper pullIncreased fleet flight speed: +25% / +50% / +75%
Lunar Shieldreduces the chance of destroying the moon by 30%
Contract Experiencespeeds 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.

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