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Leader talents: farming, war and calculator

All 47 talents with per-level bonuses and prerequisites. Plan 278 points through player level 60, research extras, the screenshot food farm and infantry, ranged, cavalry or mixed builds.

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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.

Budget: 278Spent: 237Remaining: 41

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

5/5

Food Production Rate: +12%

Starting talent

Stone Production I

2/15

Stone Production Rate: +2%

Requires: Food Production I 2/5

Construction Speed I

10/10

Construction Speed: +40%

Requires: Stone Production I 2/15

Timber Production I

2/15

Timber Production Rate: +2%

Requires: Stone Production I 2/15

Research I

10/10

Research Speed: +40%

Requires: Construction Speed I 3/10

Ore Production I

2/15

Ore Production Rate: +2%

Requires: Timber Production I 2/15

Gold Production I

0/15

Gold Production Rate: +0%

Requires: Ore Production I 2/15

Food Production II

20/20

Food Production Rate: +70%

Requires: Ore Production I 2/15

Max Load I

0/15

Army Capacity: +0%

Requires: Food Production II 5/20

Stone Production II

5/20

Stone Production Rate: +5.5%

Requires: Food Production II 5/20

Gathering I

0/15

Resource Gathering Speed: +0%

Requires: Max Load I 5/15

Ore Production II

5/20

Ore Production Rate: +5.5%

Requires: Stone Production II 5/20

Timber Production II

0/20

Timber Production Rate: +0%

Requires: Ore Production II 5/20

Construction Speed II

20/20

Construction Speed: +65%

Requires: Ore Production II 5/20

Gold Production II

0/20

Gold Production Rate: +0%

Requires: Timber Production II 5/20

Research II

20/20

Research Speed: +65%

Requires: Construction Speed II 5/20

Gathering II

50/50

Resource Gathering Speed: +100%

Requires: Research II 5/20

Max Load II

36/50

Army Capacity: +54%

Requires: Gathering II 5/50

Food Production III

50/50

Food Production Rate: +518%

Requires: Gathering II 5/50

Timber Production III

0/50

Timber Production Rate: +0%

Requires: Food Production III 5/50

Ore Production III

0/50

Ore Production Rate: +0%

Requires: Timber Production III 5/50

Stone Production III

0/50

Stone Production Rate: +0%

Requires: Timber Production III 5/50

Gold Production III

0/50

Gold Production Rate: +0%

Requires: Ore Production III 5/50

Points by level 1–60
LevelNew pointsTotal before research
100
211
312
424
526
628
7210
8212
9214
10317
11320
12323
13326
14329
15332
16335
17338
18341
19344
20448
21452
22456
23460
24464
25468
26472
27476
28480
29484
30589
31594
32599
335104
345109
355114
365119
375124
385129
395134
406140
416146
426152
436158
446164
456170
466176
476182
486188
496194
507201
517208
527215
537222
547229
558237
568245
578253
588261
598269
609278

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
TalentMax levelBonusPrerequisite
Food Production I5+12%—
Stone Production I15+32%Food Production I · 2
Timber Production I15+32%Stone Production I · 2
Ore Production I15+32%Timber Production I · 2
Gold Production I15+32%Ore Production I · 2
Construction Speed I10+40%Stone Production I · 2
Research I10+40%Construction Speed I · 3
Max Load I15+17%Food Production II · 5
Food Production II20+70%Ore Production I · 2
Stone Production II20+48%Food Production II · 5
Timber Production II20+48%Ore Production II · 5
Ore Production II20+48%Stone Production II · 5
Gold Production II20+48%Timber Production II · 5
Construction Speed II20+65%Ore Production II · 5
Research II20+65%Construction Speed II · 5
Gathering I15+17%Max Load I · 5
Max Load II50+100%Gathering II · 5
Food Production III50+518%Gathering II · 5
Stone Production III50+288%Timber Production III · 5
Timber Production III50+288%Food Production III · 5
Ore Production III50+288%Timber Production III · 5
Gold Production III50+288%Ore Production III · 5
Gathering II50+100%Research II · 5
Infantry Offense I15+7%Ranged Offense I · 3
Cavalry Offense I15+7%Squad Offense I · 2
Ranged Offense I15+7%Cavalry Offense I · 3
Siege Engine Offense I15+7%Infantry Offense I · 3
Trap Offense I15+7%Squad Defense I · 3
Squad Offense I5+5%—
Squad Defense I15+13%Infantry Offense I · 3
Squad Health I15+13%Squad Defense I · 3
Training Speed I15+30%Trap Building I · 3
Trap Building I15+30%Cavalry Offense I · 3
Infantry Offense II20+10%Ranged Offense II · 5
Cavalry Offense II20+10%Infantry Offense II · 5
Ranged Offense II20+10%Squad Health I · 3
Siege Engine Offense II20+10%Ranged Offense II · 5
Trap Offense II20+10%Trap Building II · 5
Trap Building II35+92%Infantry Offense II · 5
Infantry Offense III50+53%Cavalry Offense II · 5
Cavalry Offense III50+53%Infantry Offense III · 5
Ranged Offense III50+53%Cavalry Offense III · 5
Siege Engine Offense III50+53%Cavalry Offense III · 5
Trap Offense III50+53%Ranged Offense III · 5
Squad Defense II50+87%Squad Health II · 5
Squad Health II50+87%Ranged Offense III · 5
Training Speed II35+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
Farm talents, part 1Farm talents, part 2Farm talents, part 3Farm talents, part 4Farm talents, part 5Farm talents, part 6Farm talents, part 7

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.

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