Specialists

The official specialist descriptions can be found here.

 Specialists can be hired every 18 hours starting at hour 4 from the start of the game.  The specialists presented for hire are mostly random but will consist of 1 Offensive, 1 Defensive, and 1 Other specialist.

The selection process as outlined by the dev:

**Here's the process from the devs:**

* Each specialist is classified as attack, defense, or other
* We take 3 copies of all attack specialists and put them in a "deck" and "shuffle" it
* We similarly create defense and other decks
* Each round we draw one specialist from each deck and present it to the player
* The player selected specialist depletes the pool of specialists in the deck for the next pick, making duplicates less likely

Some more information available over at the Strategy page.

### **Specialist Types**

* **Offensive**: Tends to be best used when attacking in combat
* **Defensive**: Tends to be best used when defending
* **Other**: Grants other attributes such as speed or power
* **Promoted**: Cannot be hired directly, must be promoted from other specialists

### **Effect Types**

* **Local effect**: Takes place only at the site of the sub, outpost or specialist
* **Ranged effect**: Takes place within a designated range of the sub, outpost or specialist
* **Global effect**: Takes place everywhere on the map and is cumulatively stacked with like effects

### **Glossary**

* **Attack**: Non-defensive or sub to sub combat
* **Amount**: Number of specialists awarded when hired
* **Combat priority**: The order in which specialists abilities trigger when multiple specialists are present. Specialist with identical combat priority act simultaneously
* **Production cycle**: The interval at which new drillers are produced by a factory
* **Promotes to**: Type of specialist an existing specialist can be upgraded to
* **Promotes from**: Type of specialist an existing specialist was promoted from
* **Range**: The range which an effect or ability is effective
* **Victorious Combat**: Any combat which your sub or specialist(s) survive

## Specialists

### **Queen**

* Local effect: Adds 20 to her outpost's maximum shield charge.
* Global effect: If you hypnotize an enemy's Queen the new Queen becomes a Princess.
* Special Ability: Queens hire specialists (+1 Specialist every 18 hours)

## Offensive Specialists

### **Assassin**

* Local effect: Destroys all enemy specialists in combat including the Queen
* Amount: 2
* Combat priority: 6

### **Infiltrator**

* Local effect: -20 shield charge from defending outpost
* Combat priority: 4

### **Lieutenant**

* Local effect: -5 enemy drillers in combat
* Local effect: 150% speed
* Combat priority: 7
* Promotes to: General

### **Pirate**

* Local effect: Can target enemy subs in addition to bases
* Local effect: 200% speed when attacking enemy subs
* Local effect: 400% speed when returning to friendly outposts after victorious sub-to-sub combat

### **Thief**

* Local effect: When attacking, steals 15% of enemy's drillers (rounded up)
* Combat priority: 4

## Defensive Specialists

### **Double Agent**

* Local effect: In sub to sub combat all drillers on both sides are destroyed
* Local effect: Ownership of all specialists aboard are swapped and combat ends
* Combat priority: 5

### **Inspector**

* Local effect: Fully charges shields when arriving at your outposts
* Local effect: Fully charges shields after combat at your outposts
* Promotes to: Security Chief

### **Martyr**

* Ranged effect: All subs, outposts and specialists are destroyed
* Explosion Range: 20% of an outposts’ standard sonar range
* Combat priority: 1

### **Revered Elder**

* Local effect: Specialists do not participate in combat, unless subs on both sides carry a Revered Elder
* Combat priority: 2

### **Saboteur**

* Local effect: Redirects surviving enemy sub to its owner's nearest outpost. This sub cannot change course
* Amount: 2
* Combat priority: 3

### **Sentry**

* Ranged effect: -5% (rounded up) to the largest enemy sub in range every 2 hours
* Range: 50% of stationed outposts’ sonar range
* Promotes to: War Hero

### **Smuggler**

* Local effect: 300% speed when traveling to your outposts
* Promotes to: Tycoon

## Other Specialists

### **Diplomat**

* Ranged effect: Your specialists which have been captured are released to your closest owned outpost
* Range: Outposts’ sonar range

### **Foreman**

* Local Effect: +6 additional drillers per production cycle
* Promotes to: Engineer

### **Hypnotist**

* Local effect: Take control of all captured specialists
* Promotes to: King

### **Intelligence Officer**

* Global effect: +25% to your outposts' sonar range
* Global effect: Display all outposts’ types (Factory, Generator, Mine) outside your sonar range

### **Navigator**

* Local effect: May change course of sub at will (no limit)
* Promotes to: Admiral

### **Princess**

* Local effect: +50% sonar range
* Global effect:. The closest Princess becomes a new Queen if you lose control of your current Queen

### **Tinkerer**

* Local effect: +300% of outpost’s max shield charge added to your total electrical output
* Local effect: -3 shield charge per hour
* Promotes to: Minister of Energy

## Promoted Specialists

### **Admiral**

* Global effect: +50% speed to subs not carrying a specialist
* Local effect: 200% speed
* Promoted from: Navigator

### **Engineer**

* Global Effect: Repair 25% of your lost drillers after any victorious combat
* Local Effect: +25% repair of your lost drillers after any victorious combat.
* Promoted from: Foreman

### **General**

* Global effect: -10 enemy drillers when one or more specialists are in combat
* Local effect: 150% speed
* Promoted from: Lieutenant

### **King**

* Global effect: For every 3 drillers owned after specialist phase, destroy 1 enemy driller in combat (does not stack)
* Global effect: -20 to max shield charge
* Local effect: +20 to max shield charge (-20 effect does not apply)
* Promoted from: Hypnotist

### **Minister Of Energy**

* Global effect: +300 electrical output
* Global effect: -1 driller per production cycle
* Promoted from: Tinkerer

### **Security Chief**

* Global effect: +10 to max shield charge of your outposts
* Local effect: +10 to max shield charge at stationed outpost
* Promoted from: Inspector

### **Tycoon**

* Global effect: +50% driller production rate
* Local effect: +3 drillers per production cycle
* Promoted from: Smuggler

### **War Hero**

* Local effect: -20 enemy drillers in combat
* Combat priority: 7
* Promoted from: Sentry

1. ↑ reference needed