Talent planner
Local planning only; nothing changes in your game account. Raising a talent adds its minimum prerequisites; lowering a prerequisite refunds unreachable descendants. Changing player level preserves the plan and flags any overspend.
Points gained at selected level: 9 · Enter research points actually earned, not the number of saved sets.
Selected bonus totals
Talents only: excludes gear, research and familiars. Different stats are not added to each other.
- Food Production Rate
- +600%
- Stone Production Rate
- +7.5%
- Timber Production Rate
- +2%
- Ore Production Rate
- +7.5%
- Construction Speed
- +105%
- Research Speed
- +105%
- Army Capacity
- +54%
- Resource Gathering Speed
- +100%
Food Production I
5/5Food Production Rate: +12%
Starting talent
Stone Production I
2/15Stone Production Rate: +2%
Requires: Food Production I 2/5
Construction Speed I
10/10Construction Speed: +40%
Requires: Stone Production I 2/15
Timber Production I
2/15Timber Production Rate: +2%
Requires: Stone Production I 2/15
Research I
10/10Research Speed: +40%
Requires: Construction Speed I 3/10
Ore Production I
2/15Ore Production Rate: +2%
Requires: Timber Production I 2/15
Gold Production I
0/15Gold Production Rate: +0%
Requires: Ore Production I 2/15
Food Production II
20/20Food Production Rate: +70%
Requires: Ore Production I 2/15
Max Load I
0/15Army Capacity: +0%
Requires: Food Production II 5/20
Stone Production II
5/20Stone Production Rate: +5.5%
Requires: Food Production II 5/20
Gathering I
0/15Resource Gathering Speed: +0%
Requires: Max Load I 5/15
Ore Production II
5/20Ore Production Rate: +5.5%
Requires: Stone Production II 5/20
Timber Production II
0/20Timber Production Rate: +0%
Requires: Ore Production II 5/20
Construction Speed II
20/20Construction Speed: +65%
Requires: Ore Production II 5/20
Gold Production II
0/20Gold Production Rate: +0%
Requires: Timber Production II 5/20
Research II
20/20Research Speed: +65%
Requires: Construction Speed II 5/20
Gathering II
50/50Resource Gathering Speed: +100%
Requires: Research II 5/20
Max Load II
36/50Army Capacity: +54%
Requires: Gathering II 5/50
Food Production III
50/50Food Production Rate: +518%
Requires: Gathering II 5/50
Timber Production III
0/50Timber Production Rate: +0%
Requires: Food Production III 5/50
Ore Production III
0/50Ore Production Rate: +0%
Requires: Timber Production III 5/50
Stone Production III
0/50Stone Production Rate: +0%
Requires: Timber Production III 5/50
Gold Production III
0/50Gold Production Rate: +0%
Requires: Ore Production III 5/50
Points by level 1–60
| Level | New points | Total before research |
|---|---|---|
| 1 | 0 | 0 |
| 2 | 1 | 1 |
| 3 | 1 | 2 |
| 4 | 2 | 4 |
| 5 | 2 | 6 |
| 6 | 2 | 8 |
| 7 | 2 | 10 |
| 8 | 2 | 12 |
| 9 | 2 | 14 |
| 10 | 3 | 17 |
| 11 | 3 | 20 |
| 12 | 3 | 23 |
| 13 | 3 | 26 |
| 14 | 3 | 29 |
| 15 | 3 | 32 |
| 16 | 3 | 35 |
| 17 | 3 | 38 |
| 18 | 3 | 41 |
| 19 | 3 | 44 |
| 20 | 4 | 48 |
| 21 | 4 | 52 |
| 22 | 4 | 56 |
| 23 | 4 | 60 |
| 24 | 4 | 64 |
| 25 | 4 | 68 |
| 26 | 4 | 72 |
| 27 | 4 | 76 |
| 28 | 4 | 80 |
| 29 | 4 | 84 |
| 30 | 5 | 89 |
| 31 | 5 | 94 |
| 32 | 5 | 99 |
| 33 | 5 | 104 |
| 34 | 5 | 109 |
| 35 | 5 | 114 |
| 36 | 5 | 119 |
| 37 | 5 | 124 |
| 38 | 5 | 129 |
| 39 | 5 | 134 |
| 40 | 6 | 140 |
| 41 | 6 | 146 |
| 42 | 6 | 152 |
| 43 | 6 | 158 |
| 44 | 6 | 164 |
| 45 | 6 | 170 |
| 46 | 6 | 176 |
| 47 | 6 | 182 |
| 48 | 6 | 188 |
| 49 | 6 | 194 |
| 50 | 7 | 201 |
| 51 | 7 | 208 |
| 52 | 7 | 215 |
| 53 | 7 | 222 |
| 54 | 7 | 229 |
| 55 | 8 | 237 |
| 56 | 8 | 245 |
| 57 | 8 | 253 |
| 58 | 8 | 261 |
| 59 | 8 | 269 |
| 60 | 9 | 278 |
Where points come from
Open Leader portrait → Talents. Points come from player levels, not Castle levels or individual hero levels. Level 60 awards the last 9 level-up points, bringing the total to 278. Level 55 has 237; level 59 has 269.
Hidden Talent in Military Command can add up to 10 research points, making this planner’s maximum 288. These are separate from leveling, not a reward for player level 61.
Earn Player EXP through quests, Hero Stages, monster hunting and ordinary progression activities. Coordinate them with useful account goals; do not sacrifice troops just to obtain EXP.
Prerequisites, resets and saved sets
A lower node requires a specific earlier talent at a minimum level. Not every requirement is 2 or 5: Research I requires Construction Speed I at 3/10. You need not max every node on the way.
Each talent level costs one point. The displayed bonus is the total for that level, not the sum of every preceding row. Final levels often make a large jump; unlock the path, then finish valuable targets.
Talent Reset redistributes points in-game. Community references list 1,000 Gems or 90,000 Guild Coins; check your current shop before buying. Innate Talent in Upgrade Military unlocks saved sets, and Talent Tomes save them. A saved preset does not promise free switching: read the item confirmation in your client.
The supplied food-farm example
The seven screenshots together show 237 allocated points, matching the level-55 budget before research. They do not establish the account’s actual level. At level 60 with no extras there would be 41 points left. The screenshot preset reproduces those exact visible levels.
Food Production I 5/5 + II 20/20 + III 50/50 totals +600% food production. Construction I+II and Research I+II each give +105%. Gathering II 50/50 gives +100%; Max Load II 36/50 gives +54%. The planner also includes intermediate production nodes.
Food production applies to Farms, not food packs, and does not guarantee positive net food. Army upkeep, base building output, capacity and other boosts matter. Gathering from map tiles is a different stat.
Choosing an economic preset
- Growth: prioritize Research II/I and Construction II/I, then Training Speed II/I. Set talents and gear before starting long queues.
- Food farm: complete the valuable food-production targets while retaining the growth and gathering you need. Stone, timber, ore or gold hypers should change the production target rather than copy a food build.
- Gathering: focus on Gathering II/I and Max Load II/I. Speed and carrying capacity solve different bottlenecks; if a march already empties a tile, extra load does not make gathering faster.
- Presets follow declared priorities within your current budget. Low levels receive partial paths, not the same maxima as level 60. Allocate unused points manually.
Infantry, ranged or cavalry war builds
Single-type presets prioritize that troop’s Offense III, Squad Health II/I and Squad Offense I, then Offense II/I and Defense. With enough points, the base plan costs 246 and gives +70% chosen troop ATK, +5% Army ATK, +100% Army HP and +100% Army DEF.
Troop ATK and Army ATK contribute to the appropriate troop’s attack modifier; they do not mean a 75% increase to your current final stat or guaranteed damage. At 278 points, 32 remain for your decision instead of automatic siege or trap spending.
Military talent boosts marked Leader Deployed require your Leader in the relevant army. A Leader sheltered or on a different march does not lend gear and talent stats to this battle. Naming a hero Leader alone does not replace deployment.
Mixed troops and defense
The mixed preset first completes Health II/I, Army ATK and Offense III for infantry, cavalry and ranged, then alternates remaining points among their Offense II talents. This is a balanced starting point: adjust for troop counts, frontline, gear and enemy.
No talent set wins against every attack. Check formation, Leader, heroes, Infirmaries and account protection as well. Reinforcements and rallies follow commander-specific rules; this planner does not simulate allies inheriting stats.
Our mixed-build recommendation is to finish core ATK and HP before comparing DEF or secondary goals. That is editorial strategy, not a universal rule for every rally leader or trap account.
Reading percentages correctly
Tiers of the same stat add together: Research I +40% and Research II +65% total +105% research speed from talents. Gear and other sources of the same stat are additional contributions.
+105% speed does not remove 105% of the time. Ignoring other mechanics, duration is base time / (1 + 105/100), about 48.78% of base. Guild Help and other mechanics can change the resulting timer further.
This is a talent-only planner, not an account reader or battle simulator. It spends no game items and makes no victory, hourly production or final queue-time promise. Lowering player level preserves the plan and highlights any overspend.
Before applying in-game
- Confirm player level and research points actually earned. Saved-set research and bonus-point research are different.
- Pick a purpose: growth queues, production, gathering or a specific battle. Check totals and remaining points after switching.
- Use the relevant economic set before starting a long project. Before danger, check war talents, gear and Leader location; a preset itself is not protection.
- All 47 talents require 1,265 points to fill. With 278 points, specialize and maintain several useful sets instead of trying to max everything.
All talents: maximum bonuses and prerequisites · 47
| Talent | Max level | Bonus | Prerequisite |
|---|---|---|---|
| Food Production I | 5 | +12% | — |
| Stone Production I | 15 | +32% | Food Production I · 2 |
| Timber Production I | 15 | +32% | Stone Production I · 2 |
| Ore Production I | 15 | +32% | Timber Production I · 2 |
| Gold Production I | 15 | +32% | Ore Production I · 2 |
| Construction Speed I | 10 | +40% | Stone Production I · 2 |
| Research I | 10 | +40% | Construction Speed I · 3 |
| Max Load I | 15 | +17% | Food Production II · 5 |
| Food Production II | 20 | +70% | Ore Production I · 2 |
| Stone Production II | 20 | +48% | Food Production II · 5 |
| Timber Production II | 20 | +48% | Ore Production II · 5 |
| Ore Production II | 20 | +48% | Stone Production II · 5 |
| Gold Production II | 20 | +48% | Timber Production II · 5 |
| Construction Speed II | 20 | +65% | Ore Production II · 5 |
| Research II | 20 | +65% | Construction Speed II · 5 |
| Gathering I | 15 | +17% | Max Load I · 5 |
| Max Load II | 50 | +100% | Gathering II · 5 |
| Food Production III | 50 | +518% | Gathering II · 5 |
| Stone Production III | 50 | +288% | Timber Production III · 5 |
| Timber Production III | 50 | +288% | Food Production III · 5 |
| Ore Production III | 50 | +288% | Timber Production III · 5 |
| Gold Production III | 50 | +288% | Ore Production III · 5 |
| Gathering II | 50 | +100% | Research II · 5 |
| Infantry Offense I | 15 | +7% | Ranged Offense I · 3 |
| Cavalry Offense I | 15 | +7% | Squad Offense I · 2 |
| Ranged Offense I | 15 | +7% | Cavalry Offense I · 3 |
| Siege Engine Offense I | 15 | +7% | Infantry Offense I · 3 |
| Trap Offense I | 15 | +7% | Squad Defense I · 3 |
| Squad Offense I | 5 | +5% | — |
| Squad Defense I | 15 | +13% | Infantry Offense I · 3 |
| Squad Health I | 15 | +13% | Squad Defense I · 3 |
| Training Speed I | 15 | +30% | Trap Building I · 3 |
| Trap Building I | 15 | +30% | Cavalry Offense I · 3 |
| Infantry Offense II | 20 | +10% | Ranged Offense II · 5 |
| Cavalry Offense II | 20 | +10% | Infantry Offense II · 5 |
| Ranged Offense II | 20 | +10% | Squad Health I · 3 |
| Siege Engine Offense II | 20 | +10% | Ranged Offense II · 5 |
| Trap Offense II | 20 | +10% | Trap Building II · 5 |
| Trap Building II | 35 | +92% | Infantry Offense II · 5 |
| Infantry Offense III | 50 | +53% | Cavalry Offense II · 5 |
| Cavalry Offense III | 50 | +53% | Infantry Offense III · 5 |
| Ranged Offense III | 50 | +53% | Cavalry Offense III · 5 |
| Siege Engine Offense III | 50 | +53% | Cavalry Offense III · 5 |
| Trap Offense III | 50 | +53% | Ranged Offense III · 5 |
| Squad Defense II | 50 | +87% | Squad Health II · 5 |
| Squad Health II | 50 | +87% | Ranged Offense III · 5 |
| Training Speed II | 35 | +92% | Infantry Offense III · 5 |
Original farming allocation
Player-supplied food-focused example. The planner reproduces the visible 237-point allocation. These are not war-build screenshots. Game imagery belongs to IGG.
View 7 screenshots







Sources and verification
Checked 3 November 2026. Calculator numbers, 47 names, 1,265 levels and dependencies are extracted from public installed-client 2.206-706 tables: Talent, TalentLv, TalentTree, LevelUp and Effect. Names use the client’s Ukrainian, English and Thai localization. Screenshots are user supplied. Community guides inform strategy comparisons; presets are editorial, not official rankings. Check current rules and items in your own client.
- IGG · official Game Guide
- IGG Lords Mobile FR · talent video linked by the official guide collection; Facebook content could not be verified
- Lords Mobile Pro · war-build examples, community source
- Lords Mobile Wiki · level-up points, community source
- Marks Angry Review · economic advice, community source
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