Class Talents

## **Overview**

Class Talents are unlocked by beating Stage 475.

They are a sub-section of the Classes tab.

Each class has active and perma talents.

For each 100 class levels you get 1 talent point **(TP)** you can spend on these. From 100 TP onwards, you need 200 class levels for 1 TP. From 200+ TP you will need 300 class levels for 1 TP.

Each first talent level costs 1 TP, every level after costs 1 TP more, but requires a rising amount of total TP spent on levels.

1st level = 1 TP

2nd level = 2 TP & 10 TP spent total

3rd level = 3 TP & 30 TP spent total

4th level = 4TP & 60 TP spent total

5th level = 5TP & 100 TP spent total

You can also reset your current allocation of TP, but the cooldown is 6 days until you can do that again.

**Active Talents**

Only active when the corresponding class is either main or sub. Sub class gives only 50% of the effect (tested on Demonist active)

**Perma Talents**

Always active even when the class isn't main or sub, the class doesn't even have to be unlocked.

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### **Battle Mage**

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**Active Talent**: Quest Rewards x2 (multiplicative)

**Perma Talent**: Spells get 1 extra level per tick, if you generate enough excess Spell Exp.

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### **Druid**

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**Active Talents**:

1st level: Mana Refill x3

2nd level = Mana Refill x3 & Spirit Refill x3

3rd level = Mana Refill x10 & Spirit Refill x3

4th level = Mana Refill x10 & Spirit Refill x10

5th level = Mana Refill x25 & Spirit Refill x25

**Perma Talent**: Reduce Max Spirit Refill timer by 0.05s/talent level (0.50s base)

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### **Conjurer**

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**Active Talent**: Increase Conjuring Bonus by 0.01%\* total Conjuring levels/talent level

**Perma Talent**: Reduces Conjurer Perma trait by 2 levels/talent level

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### **Demonist**

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**Active Talent**: Increase Baby Exp by 20%/talent level (additive)

**Perma Talent**:

1st level = Reduces Meditation Exp cost by ^ 0.9

2nd level = Reduces Meditation Exp cost by ^ 0.8

3rd level = Reduces Meditation Exp cost by ^ 0.7

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### **Beast Master**

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**Active Talent**: + 1 Adventure Item level (drop)/talent level

**Perma Talents**:

Reduces "Buff Stats" cooldown by 10s/talent level

(+) 20% chance (additive) to auto use double attack (every 6s)/talent level

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### **Animist**

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**Active Talent**:

1st level = increases training exp by 50%

2nd level = increases training exp by 150%

3rd level = increases training exp by 300%

4th level = increases training exp by 600%

5th level = increases training exp by 1000%

**Perma Talent**: Reduces Slime leveling penalty by 5%/talent level (additive)

This also reduces the Bonus penalty from leveling, resulting in higher Slime Bonus %'s for a given level. Effects all slimes, even in museum.

(Tested on 1140 level slime, bonus Perks++, from Level 3 to Level 4 talent, increase of ~23% to bonus, ~97e6% to ~120e6%)

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### **Machinist**

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**Active Talent**: Reduces Gen V2 charge time by 5%/talent level (additive)

**Perma Talent**: Raises Gen V2 Charge Reward by 20%/talent level (additive)

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### **Cultist**

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**Active Talent**: Increases Dungeon Damage by 0.1% \* total Dungeon floors cleared/talent level (additive)

**Perma Talent**: Increases Cultist Perma Trait Max by 1%/talent level (multiplicative)

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### **Necromancer**

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**Active Talent**: Buildings also summon 50% of the lower tier units/talent level (additive)

**Perma Talent**:

1st level = Reduces Demonic Essence & Hell Spirit Shop cost by ^ 0.95

2nd level = Reduces Demonic Essence & Hell Spirit Shop cost by ^ 0.90

3rd level = Reduces Demonic Essence & Hell Spirit Shop cost by ^ 0.85

4th level = Reduces Demonic Essence & Hell Spirit Shop cost by ^ 0.80

5th level = Reduces Demonic Essence & Hell Spirit Shop cost by ^ 0.75

**doesn't reduce Summon Buildings costs**