Talents

Talents are the trainer's own progression, not any single pokemon's. It is a connected tree with one root node (Power) and 6 branches. The bonuses apply to your whole operation, whichever pokemon is out.

The tree is bigger than you can fill: you cannot take everything. A level 100 trainer fills less than half of the total levels. Picking a path is part of the game.

Trainer level

The trainer has its own level curve, separate from pokemon exp. Each kill is worth the level of the region you are hunting in: taking down a monster in a level 40 region gives 40 trainer experience, in a level 10 region it gives 10. Hunting in stronger regions levels your trainer faster, and farming regions that are too easy slows it down.

Each level asks for noticeably more experience than the last. There is no level cap, the ever-steeper curve is the only brake.

What a talent level costs

Every talent level costs three things at once:

Cost Rule
1 talent point You earn 1 point per trainer level above 1. Always 1 per talent level.
Gold Each node has a base price, and every next level of the same node costs more gold than the last. Deeper nodes are pricier.
Tokens (violet-border nodes only) Prestige nodes ask for Tokens (earned from Tasks) on top of the point and the gold. Spent tokens never come back.

A node unlocks when all of its required nodes have at least 1 level.

Redistribute (reset)

The "redistribute" button undoes the tree and refunds all the points and half the gold invested in normal nodes. Prestige nodes stay as they are (the token part is permanent).

The other half of the gold is gone: redistributing is a new choice, not a free undo. The screen shows the exact amount before you confirm.

  • Free until trainer level 30. Experiment freely early on.
  • After that, each reset charges a gold fee that grows every time you use it: 25,000 the first time, 62,500 the second, 156,250 the third, and so on (always 2.5 times the previous one).

The 7 branches

Branch Focus
Combat Damage, movement speed, cooldown, crit, boss damage
Survival HP, defenses, regeneration
Wealth Gold earned, sell price, offline gold
Luck Chest chance, items per chest, chest rarity, shiny
Logistics Backpack, depot, per-rarity chest caps, auto-opening chests
Growth Experience, offline hours, incubators, egg hatching
Raising School, Apprentice Pace, Bond and Hall seats

The tree genuinely helps over the long run, but what decides a hunt is still your pokemon, its moves and the region.

Combat

Node 1st level Max levels Full total Requires Tokens
Power (root) +2.5% damage 10 +8% — —
Haste +1.2% movement speed 8 +4% Power —
Frenzy +0.9% movement speed 5 +2.5% Haste —
Focus +1.2% cooldown 8 +4% Power —
Precision +0.6% crit 6 +1.8% Focus —
Brutal Strike +2% crit damage 5 +6% Precision —
Boss Hunter +2% damage to bosses and raids 5 +6% Frenzy —
Overpower +1.5% damage 3 +3.5% Boss Hunter 10
Executioner +0.8% crit 2 +1.5% Brutal Strike 15

Survival

Node 1st level Max levels Full total Requires Tokens
Vitality +3% HP 8 +12% Power —
Armor +2% defenses 8 +8% Vitality —
Regeneration +12% regeneration 6 +48% Vitality —
Juggernaut +3% HP 3 +6% Armor 15

Wealth

Node 1st level Max levels Full total Requires Tokens
Fortune +1.5% gold 10 +6% Power —
Tycoon +1.4% gold 5 +4% Fortune —
Merchant +1.4% NPC sell price 5 +4% Fortune —
Profitable Rest +1.6% gold from offline progress 5 +5% Tycoon —
Midas Touch +1.4% gold 3 +3% Profitable Rest 12

Luck

Node 1st level Max levels Full total Requires Tokens
Lucky +1.5% chest drop chance 10 +6% Power —
Eye-catching Chest +5% items per chest 6 +18% Lucky —
Keen Eye +1.4% chance of better chests 5 +4% Eye-catching Chest —
Treasurer +1.4% chest drop chance 3 +3% Keen Eye 12
Distant Shine +5% shiny sighting chance (relative) 1 +5% Eye-catching Chest 25

Logistics

The quality-of-life branch. This is where the tree changes your day-to-day the most.

Node Effect per level Max levels Full total Requires Tokens
Packrat +2 backpack slots 10 +20 (20 → 40) Power —
Archivist +1 depot tab 4 +4 (2 → 6) Packrat —
Collector +1 hoardable chest (all rarities) 5 +5 Packrat —
Common Warden +2 Common chest cap 5 +10 Collector —
Rare Warden +1 Rare chest cap 4 +4 Common Warden —
Epic Vault +1 Epic chest cap 3 +3 Rare Warden —
Reliquary +1 Legendary chest cap 3 +3 Epic Vault —
Opener unlocks "Open all" 1 — Collector —
Quick Hands unlocks auto-open 1 — Archivist + Opener 20
Greased Gears auto-open runs 10% faster 6 -60% Quick Hands —
Clockmaker another 5% per level 3 -15% Greased Gears 15

Greased Gears and Clockmaker stack, and the total also decides which chests auto-open touches: up to 29% it only opens Commons, from 30% it includes Rares, and from 70% it includes Epics. Legendary, Arena and Champion chests never open on their own: those are yours to open by hand.

A Premium account comes with Opener switched on, so "Open all" works without spending a point or gold on it. The talent is still worth buying if you want to keep the button after Premium ends.

How auto-open works: with Quick Hands, every 10 minutes of hunting all the chests it can take are opened at once, starting with Commons, and the items land in your backpack. It only opens what fits: if the backpack has no room for a new item type, that chest waits for you. With Greased Gears and Clockmaker maxed, the cycle drops from 10 minutes to 2.5 minutes.

The real win is room: an emptied tray has space for new chests again, so you lose far fewer chests to a full buffer, including while you are away. Over a 12-hour break, a trainer without the talent loses close to 3 out of every 4 chests to the buffer cap; with the branch complete that loss drops to almost nothing.

The chest tray shows the status at all times: how long until the next cycle, whether it is up to date, or a warning that it stalled because the backpack is out of room. The report you get when you come back says how many chests were opened for you.

Growth

Node 1st level Max levels Full total Requires Tokens
Scholar +1.5% experience for the pokemon 10 +6% Power —
Veteran +1% experience for the pokemon 5 +3% Scholar —
Endurance +1h offline progress 6 +6h Scholar —
Stamina +1h offline progress 4 +4h Endurance —
Incubator +1 incubator 1 +1 Veteran —
Quick Hatch eggs hatch 3% faster 5 -10% time Veteran —
Timeless +2h offline progress 3 +6h Stamina 20

The experience from Scholar and Veteran all goes to the pokemon that is hunting. Your trainer level works another way: it goes up with your kills, each worth its region's level, and no talent speeds that up.

Raising

The branch for players who raise pokemon from scratch. No node here touches damage: they move the School, the Apprentice Pace, Bond and the Hall.

Node Effect per level Max levels Full total Requires Tokens
Tutor +1 School slot 2 +2 slots Scholar —
Pedagogy +3 percentage points of School exp 5 25% becomes 40% Tutor —
Affinity +10% Bond pace 3 +30% Tutor —
Gym Master moves you one step up the Apprentice Pace 2 +2 steps Pedagogy —
Legacy +1 seat in the Hall of Veterans 2 +2 seats Gym Master 20

See School, Bond, Hall of Veterans and the Apprentice Pace.

Branch milestones

Once you pile enough points into a branch, you get a one-time extra bonus on top of the nodes' sum. It rewards going deep into a branch instead of spreading points across all of them. Each branch has one milestone, shown with a progress bar in the Trainer panel.

Branch Milestone On spending Bonus
Combat Hunter's Instinct 12 points +5% damage
Survival Iron Lungs 10 points +8% HP
Wealth Gold Vein 10 points +6% gold
Luck Blessed Hand 10 points +5% chest drop chance
Logistics Deep Pockets 12 points +2 backpack slots
Growth Second Nature 10 points +5% experience
Raising Raiser's Hand 8 points +1 School slot

How talents become bonuses

Levels of each type add up. Premium enters as extra percentage points stacked on top (exp, loot, offline hours and incubator), so it adds freely even on a full tree.

v6.67.1
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