Lord's Specialty opens with the Era of Revival: together with it the Lord Statue building appears in your city. It has two sections - Specialty and Resistance. Resistance is needed to kill the stronger monsters of the era, and here we cover the Specialty: which branch to pick and which skills in it are the best.
Choosing a branch and resetting
There are two branches: Handyman and Legion Commander. The choice is made in the Specialty Hall window, and it cannot be changed just like that:
- Specialty Reset Book - switch to the other branch;
- Skill Reset Book - reset the invested skills and get the points back.
There are very few books in the game, so decide in advance.

There are 40 specialty levels, each gives 1 skill point: without purchases that is about 40 points per branch. A new pair of skills opens every 5 levels, and each skill has 1 to 5 levels.
In short: the Handyman helps you develop your account faster, the Legion Commander helps you win the season.
Handyman: who it is for
A development branch. It suits you if:
- you are still heading to Sanctuary Lv.30 and all your attention is on that;
- you are researching heavy tech (the path to T10, finishing the Hero branch and others that are expensive in resources and speedups);
- you decided to farm resources actively for a few weeks.
The Handyman saves resources and speedups.
Handyman: skills by level
| Lv. | left | right |
|---|---|---|
| 1 | Instant Produce: instantly get the Grain, Timber and Herb production of your territory for 3-24 h, once per 23.5 h | Outstanding Contribution: contribution to tech and help to alliance members +100% |
| 5 | Vitality & Vigor: daily free Stamina +50% | Siege Frenzy: wall durability damage +80-500 and access to Ruin Demolition |
| 10 | Free Build +40-240 min | Free Research +40-240 min |
| 15 | Instant Build: all construction in the queue is shorter by 90-600 min | Instant Research: research in the queue is shorter by 180-1200 min |
| 20 | Swift Stride: speed of joining a rally and returning +10-50% | Siege War Flag: allies in the radius get +100 wall durability damage for 30 min |
| 25 | Combat EXP: specialty EXP from era monsters +10-30% | Alliance Aid: troop losses of a member you reinforce -3-25% |
| 30 | Help Building: +10-20% construction speed for you and an ally for 60 min | Help Research: the same for research |
| 35 | Art of Architecture: construction resource cost -1-5% | Material Recycle: research resource cost -1-5% |
| 40 | Healing Force: Infirmary capacity for you and an ally +6-50% for 240 min | Bond Shield: a shield on yourself or an ally for 1-5 h |
The author's opinion by level:
- 1: take both. Instant Produce is a good resource boost, especially with leveled-up farms. Outstanding Contribution in practice returns as many Alliance Shop coins for contributing to alliance tech as you got before the era started: with the era there became fewer of them. The coins are badly needed.
- 5: free Stamina is an excellent skill, Stamina is the most valuable resource. Siege Frenzy burns the rival's houses faster (in Elixir Scramble too) and lets you demolish the ruins left from a burned rival: squads are sent there. The author advises being careful with it.
- 10 and 15: a fork over what is the priority - construction or tech. You can take both sides, but then you will not have points left for the rest. The instant reduction at 15 works on all started constructions or researches at once.
- 20: Swift Stride is useful if the alliance plays rallies rather than solo attacks: march speed gives huge mobility. The flag is a must for a fighting alliance: bonuses from allies' flags add up.
- 25: Combat EXP is for those who farm all day: the specialty grows faster. The author would skip Alliance Aid: it is situational, needed at most against trap castles.
- 30: the equivalent of positions for construction and research speed, applied to an ally before the construction starts. Choose by priority.
- 35: the best skills of the branch. On late constructions and tech the savings are huge, take both to the max.
- 40: weak for a development branch. If you have a point left, you can take the shield at level 1 - to survive a critical situation when someone forgot their shield.
Handyman: spending points
Option 1 (both construction and tech):
- 20 points into levels 10 and 15, both sides;
- 4 points into level 30, both sides;
- 10 points into level 35, both sides;
- the remaining 6 - the first row: Instant Produce and Outstanding Contribution.
Option 2 (construction only or tech only) - the author would pick this one, it is more versatile:
- 12 points into levels 10, 15 and 30 on your side;
- 10 points into level 35, both skills, whatever you are leveling;
- 6 points into the first row and 6 into the second (Stamina and Siege Frenzy);
- Siege War Flag at 20;
- 3 points into Combat EXP at 25;
- 1 point into Bond Shield;
- the rest - into Swift Stride.

Legion Commander: skills by level
The author's branch - for those who have finished the main leveling and are ready to fight everywhere and always.
| Lv. | left | right |
|---|---|---|
| 1 | Return Now: troops outside the territory return at once when you relocate, 1-5 times a day | Train Now: instantly 40-250 soldiers of the maximum level, once per 23.5 h |
| 5 | Barracks Expansion +2-10% | Infirmary Expansion +2-10% |
| 10 | Frenzy: damage +1-5% while in the frenzy state | Emergency Treatment: heals up to 750-5000 soldiers in the Infirmary, once per 71.5 h |
| 15 | Concentrated Fire: enemy losses +1-5% when attacking burning targets | Intensive Training: soldier training speed +3-25% |
| 20 | Wasteland March: march speed in the Cursed Land during Royal City Scramble +20-50% | War Supply: resource plunder limit +6-50% |
| 25 | Boost Morale +1-10% | Reinforcement Speedup: march speed when reinforcing the alliance +6-50% |
| 30 | Team Raid: damage +1-5% in a rally | Concealed Identity: disguise for 30 min |
| 35 | Full Power Buff: when you reinforce an ally, attackers' losses +1-5% | Reinforcement Enhance: ATK, DEF and HP of defending heroes when reinforcing +1-5% |
| 40 | Weakened: up to 1000 severely wounded enemy soldiers a day lose 1 level | Charging War Flag: allies in the radius get +2% ATK for 30 min, up to 5 flags |

The author's opinion by level:
- 1: Return Now is one of the best skills, it has saved the author more than once. In Kingdom War, while your marches have not returned to the castle, relocating is unavailable, and a rival's top player who flew in burns you. The free return to your home kingdom saves you, but it has a 5 minute cooldown. This skill has no cooldown, up to 5 times it lets you pull back your troops at once and use any relocate, including random and alliance. Everyone who fights for the throne and burns cities should take it. Train Now gives a decent amount of troops over a week, but is not worth the points.
- 5: the author took Barracks: troops are short for Elixir Scramble and Crystal Cluster Valley, and healing there is expensive. Those who play through the Infirmary should take the Infirmary. Taking both is not worth it.
- 10: Frenzy turns on when you attack a Sanctuary on the map or scout: for 15 minutes you cannot put on a shield. The author notes that +5% damage in frenzy exists even without the specialty, but with the skill the gain is bigger, take it for sure. Emergency Treatment is on the right.
- 15: both skills are useful to those who fight constantly and spend troops. Concentrated Fire zeroes the rival faster and in the long run saves a lot of speedups.
- 20: Wasteland March is a top skill, a huge speed advantage. War Supply is good for those who wipe out farms, the author did not take it to save points.
- 25: Boost Morale is the best skill of the branch. The difference in morale between you and the rival turns into a damage multiplier for whoever has higher morale. Reinforcement Speedup helps you run faster in Kingdom War through allies' houses - put the leftover points here.
- 30: Team Raid gives damage, not ATK: for the throne and breaking fat targets, if you do not play solo attacks. Concealed Identity hides who is scouting or hitting the rival, but the march traces are visible - a skill more for fun.
- 35: both are for playing through reinforcements and traps, a pity to spend points there.
- 40: the author tried Weakened and saw no use: 1000 soldiers is half a rival squad. The Charging War Flag is placed on an empty tile, flags add up to 5, that is up to +10%.
Legion Commander: spending points
As the author did: 5 points into Return Now, Barracks Expansion, Frenzy, Concentrated Fire, Intensive Training, Boost Morale and Team Raid; 2 into Wasteland March; 1 each into Reinforcement Speedup, Concealed Identity, Weakened and Charging War Flag. Now he would take a point each from Weakened and Concealed Identity and put them into Reinforcement Speedup.

Summary
The Handyman branch helps you develop your account faster, the Legion Commander branch helps you win the season. Weigh the pros and cons against your play style and choose consciously.