The short version
- Claim every free level. 58 inspiration levels cost no Faith: level I of 52 inspirations plus level II of six of them. That is two to four talent points in each tree before you spend anything.
- Pay the story first. Keep 3 Faith for Herbert’s Fighting Spirit Required, and bank 100 for Goddess in the Swamp later in the main story.
- Open each tree with its first mastery node, then buy Priest (Book writing) and Researcher (Anatomy).
- Buy cheap chains before expensive levels. Chill Guy and Older Scrolls finish for 4 Faith each; Steel Maker wants 775.
- Raise mastery with tools before talents. A steel axe, pickaxe, hammer or shovel in the belt adds +6, more than all five mastery nodes of its tree combined.
- Do not plan to finish the Farming tree. It has 21 nodes and the green inspirations only pay for 18 of them.
Talents vs technology: two trees, two currencies
Graveyard Keeper 2 runs two progression systems that look alike and take different money. The tech tree, in six tabs of the Character window, is paid with red, green and blue tech points from crafting, gathering, autopsies and the Study Table. It decides which recipes and blueprints exist for you. The five talent trees are paid with inspiration points, and they decide two things: your mastery in each craft and the perks that bend the rules (more ingots per smelt, cheaper studies, more Faith per sermon).
| Technology | Talents | |
|---|---|---|
| Currency | Red, green and blue tech points | Orange, red, green, yellow and blue inspiration points |
| Earned by | Crafting, gathering, autopsies, studying items | Claiming inspiration levels, often for Faith |
| Size | 206 researchable techs plus 20 cooking entries | 5 trees, 93 nodes (25 mastery nodes, 68 perks) |
| Price per node | From free to 400 points | Always 1 point of the tree’s colour |
| Decides | Which recipes and buildings you know | Whether you can start a recipe, how fast, with what bonus |
| Zombies | Earn their own points at their station | Never use inspirations |
Why you need both
A normal recipe cannot be started below its mastery requirement, no matter how much technology you own. Star crafts (Stories, prayers, newspapers, embalming mixes) and autopsies can be attempted from mastery 1, with each tick succeeding at roughly your mastery divided by the requirement; too few successes and the craft fails.
Mastery also buys speed. Every tick moves the progress bar by your mastery divided by the requirement, rounded down and capped at 3. At double the requirement a craft takes half the ticks and half the energy; at triple, a third. Extra mastery therefore pays in steps: 1.5 times the requirement is no faster than exactly meeting it, and anything past triple adds nothing.
Technology unlocks inspirations
The link runs both ways: several inspirations stay hidden until a technology or quest opens them, so research feeds your talent bars.
| Inspiration | Appears with |
|---|---|
| Home Sweet Home, Shop Owner | Market Stalls I |
| Furniture Maker | Woodworking II |
| Marble Madness | The Concept of Marble |
| Tool Upgrade | Bronze Forge |
| Armed and Ready | Bronze Equipment |
| Defense Architect | Simple Barricades |
| Iron Worker | Iron Smithing |
| Steel Maker | Steel Smithing |
| Undead Power | Bioreactor |
| Book Maker | Books I |
| Church Builder, Holy Routine, Sacred Interior | Holy Moly! |
For the order to research all of this, see the tech priorities guide.
Zombies never touch inspirations. Each one buys nodes in its own tree with the tech points it earns at its station, plus red points from won battles. The cheapest full fighter build (one weapon perk, Impaler or Blindseye, plus Tin Can and Undead Resilience and the nodes in front of them) costs 1,350 red points, or 1,550 with both weapon perks. Details in the zombies guide.
How inspirations turn into talent points
Each inspiration counts one kind of action: beers drunk, bodies buried, steel items crafted, bridges crossed. When the counter reaches a level’s goal, open the Inspirations menu and claim it. The claim costs between 0 and 250 Faith and adds 1 notch to the bar of that colour, usually 2 for the last level of a chain. A full bar turns into 1 inspiration point for the tree of the same colour.
Goals are running totals that never reset. If you have already buried 25 bodies, Last Respects levels I to IV are all waiting for you at once, so you lose nothing by claiming later, when the Faith is there.
| Talent point | Notches it needs | Notches in total |
|---|---|---|
| 1st | 2 | 2 |
| 2nd | 3 | 5 |
| 3rd | 4 | 9 |
| 4th and every later one | 5 | 14, 19, 24 and so on |
| 10th | 5 | 44 |
| 18th | 5 | 84 |
The first three points are cheap; after that every point costs a flat five notches. Claiming 150 levels earns the Stroke of Genius achievement, and the 150 cheapest levels in the game add up to only 129 Faith.
One player saw Faith leave their pocket without the bar moving after claiming several levels in quick succession. It is unconfirmed, but checking the bar after each claim costs nothing.
Faith cost of each talent tree
Every node in every tree costs exactly 1 point, so the real price of a tree is the Faith behind its inspirations. Our arithmetic from each inspiration’s level table:
| Tree (colour) | Nodes | Inspirations | Faith to claim all | Points if you claim all | Least Faith to fill the tree |
|---|---|---|---|---|---|
| Building (orange) | 16 | 15 | 551 | 19 | 281 |
| Smithing (red) | 18 | 13 | 1,728 | 18 | 1,478 |
| Farming (green) | 21 | 13 | 254 | 18 | Cannot be filled |
| Book writing (yellow) | 18 | 13 | 570 | 18 | 570, every level |
| Anatomy (blue) | 17 + 3 hidden | 17 | 1,232 | 22 | 330 (607 with the hidden three) |
| Total | 93 | 71 | 4,335 | 95 |
What the table means in play:
- Smithing is the Faith sink. Steel Maker (775) and Undead Power (310) make up 1,085 of its 1,728 Faith. The 18th red node needs 84 of the 86 red notches, so the cheapest route skips only Steel Maker VI. On that route the 16th red point costs 125 Faith, the 17th 255 and the 18th 550.
- That cheap Smithing route counts on battle keys. It needs Key Collector VI, which asks for 65 battle keys, while the Bathhouse fight, both Sewer Brawls and all seven Sewerena rounds pay 51 between them. If those last keys never come, skip Key Collector VI and claim Steel Maker VI instead: the full red tree then costs 1,678 Faith.
- Farming can never be finished in 1.008. 87 green notches buy 18 points for 21 nodes, so three green perks stay locked for good. Pick them on purpose (see below).
- Book writing needs every yellow claim, including Holy Routine VI (100 sermons, which at one sermon per Wrath means about 100 in-game weeks) and Milestone Hunter VI (11 milestones, 64 Faith). Plan for 17 yellow points. It is also not settled that sermons advance Holy Routine at all; if they do not, the yellow tree stops at 16.
- Building and Anatomy have slack: 3 spare orange points and 5 spare blue ones (2 if you take the three hidden Anatomy perks).
Count Tool Upgrade I, II and III as three entries and you get 73 inspirations instead of 71; the levels and Faith are the same.
What to claim first when Faith is short
Early Faith is a trickle. A Basic Prayer at 10 parishioners pays 6 Faith a week, a bronze Faith Prayer at 20 parishioners 14, and the same Faith also buys Stories (3 each), zombie collars (3, 5 or 10) and charged hypno-devices (1 each). So spend in this order:
- The 3 Faith for Fighting Spirit Required.
- Every free level, in every tree.
- The cheap full chains below.
- Paid levels in the tree whose mastery you need right now.
- Hold 100 Faith back for Goddess in the Swamp once the main story approaches it.
How to grow the weekly Faith income is covered in the church, sermons and Faith guide.
The cheapest full chains
| Inspiration | Tree | Counts | Faith for every level | Notches |
|---|---|---|---|---|
| Chill Guy | Anatomy | Beers drunk (20 for the last level) | 4 | 4 |
| Older Scrolls | Book writing | Scrolls crafted | 4 | 4 |
| Junk Fighter | Smithing | Broken barrels and trash piles destroyed | 9 | 6 |
| Marble Breaker | Building | Marble deposits smashed | 8 | 5 |
| Rock Breaker | Building | Stones smashed | 8 | 5 |
| Bait Maker | Farming | Fish bait crafted | 9 | 5 |
| Tailor | Farming | Threads, fabrics and clothes crafted | 9 | 5 |
Chill Guy pays you, in talent notches, for drinking twenty beers. The Keeper would like it noted that this counts as study.
Least Faith for your Nth point
Minimum Faith to reach a number of points in one tree, claiming the cheapest levels first. You still have to reach each goal; this is only the bill.
| Points in the tree | Building | Smithing | Farming | Book writing | Anatomy |
|---|---|---|---|---|---|
| 3 | 0 | 0 | 0 | 1 | 0 |
| 5 | 9 | 7 | 3 | 12 | 7 |
| 8 | 35 | 48 | 23 | 50 | 30 |
| 10 | 69 | 121 | 51 | 95 | 68 |
| 12 | 116 | 223 | 84 | 148 | 118 |
| 15 | 232 | 548 | 157 | 258 | 228 |
| Whole tree | 281 (16) | 1,478 (18) | 234 (18, the cap) | 570 (18) | 330 (17) |
Chains to leave for later
Steel Maker charges 25 Faith for level I and 250 for level VI, over 110 Faith per notch, against 1 Faith per notch for Chill Guy. Leave it, Undead Power (310), the Researcher inspiration (181), Alchemist, Distiller and Formula Master (176 each), Milestone Hunter (126) and Iron Worker (110) until sermons pay well.
Best talents to unlock first
Our picks for each tree, from what every perk actually does in 1.008. The game calls the yellow tree Book writing; you will also see it called Theology, like the church tech tab.
| Tree | Buy first | Buy when the need comes | Can wait |
|---|---|---|---|
| Building | Axeman (15 Firewood or Wood wedges per Chopping Spot batch instead of 10, at least +1 Log per tree), Fissure Finder (+2 Building on stone) | Splinter Proof, Carpenter, then Builder (a 30% chance per kit type to refund some kits on Tier I shops and house repairs, see the town restoration guide; about 6 to 7 points counting mastery nodes 1 and 3 and everything in front of it); Belt Master (10 Factory power per zombie walking a Zombie Carousel instead of 7, see the Factory automation guide and the Factory layouts guide) | Carrier, Jeweler, Artist |
| Smithing | Fireman (+1 ingot per smelt), Miner (+1 Copper Nugget per vein) | Sword Master, War Engineer, War Supplier before the big battles; Gold Digger then Tempering Expert before Master gear; Blacksmith then Engineer for nails and details | Gear Master, Iron Will, Deep Pockets |
| Farming | Cook (6 Bread instead of 4), Master Forager (+2 berries per bush) | Heat Saver (half the cooking fuel or less), Green Thumb then Farmer and Compost Chemist, Master Brewer then Brewer, Grape Master, Wine Master | Two or three of Sommelier, Fisherman, Fish Filleter, Cook II |
| Book writing | Priest (+0.1 to +0.5 Faith per parishioner), Paper maker (10 Clean Paper per batch instead of 6) | Cardinal, Performer, Scribe, Sermon writer; Good fellow (+10 zombie limit, at least 3 points with mastery nodes 1 and 2 in front of it) then Happy supplier (+5 to +35 Likes per Town order) | Goldsmith; Talented jeweler and Like a King mostly as steps toward mastery nodes |
| Anatomy | Researcher (studies cost 2 to 14 energy instead of 6 to 32), Surgeon (every autopsy starts 2 ticks in) | Monument builder, Grave Builder, Cremator; Cube distillations, Formula one, Alchemist; Scientist | Son of a butcher, Treasure Hunter |
Priest goes first in yellow because it adds base Faith to every sermon you preach with a Basic Prayer or a Faith Prayer, the prayers that pay the most Faith, for the rest of the game; with Priest and Performer a gold Faith Prayer at 200 parishioners pays 300 Faith instead of 220. Researcher makes the Study Table, your biggest supply of tech points, far cheaper in energy. Good fellow earns an early investment as soon as you keep around ten zombies, because the extra limit is permanent: count 3 points for it, since Book writing mastery nodes 1 and 2 stand in front.
Talent points needed for +5 mastery
Each tree holds five mastery nodes at +1 each, and they sit behind specific perks. To own all five you must buy these perks too:
| Tree | Perks in front of the mastery nodes | Points for +5 mastery |
|---|---|---|
| Building | Axeman, Splinter Proof, Fissure Finder, Glassworker, Artist | 10 |
| Smithing | Fireman, Miner, Gold Digger, Sword Master, War Engineer | 10 |
| Farming | Master Forager, Green Thumb, Farmer, Compost Chemist, Cook, Heat Saver | 11 |
| Book writing | Priest, Cardinal, Talented jeweler, Paper maker, Scribe, Like a King, Good press, Sermon writer, Voice of Faith | 14 |
| Anatomy | Researcher, Son of a butcher, Monument builder | 8 |
The yellow fifth mastery node is the very last node of the tree, which is why Book writing mastery climbs so slowly from talents and leans on tools instead.
Artist, Master Brewer, Green Thumb and Son of a butcher have no confirmed effect in 1.008, whatever their tooltips promise (Sommelier was fixed in 1.008). Buy them anyway when they sit in front of something you want: Artist and Son of a butcher each guard a mastery node, Green Thumb guards Farmer and Compost Chemist, Master Brewer guards Brewer and the whole wine branch.
Combat talents
Every combat perk the Keeper can actually buy lives in Smithing. Sword Master adds +2 damage per sword hit (+3 with the Master Sword). War Engineer, right behind it, adds +4, +4 and +6 damage per arrow to Archer Towers I, II and III and +1, +2 and +3 retaliation to Spiked Barricades. War Supplier, behind the fifth Smithing mastery node, gives towers +50, +100 and +100 health and every barricade +10% health. Defense Architect (barricades and towers built) and Key Collector (battle keys picked up) are the two combat inspirations, both red. Squad and structure planning is in the battles and army guide.
Every way to raise mastery
Mastery is the sum of what you own, what you carry and what you just ate.
| From | Bonus | Mastery | Notes |
|---|---|---|---|
| Mastery nodes | +1 each, 5 per tree | Matching tree | Permanent |
| Axe and pickaxe | +1 rusty, +2 bronze, +4 iron, +6 steel | Building | Tool belt; Steel Axe, Steel Pickaxe |
| Hammer | +1 / +2 / +4 / +6 | Smithing | Steel Hammer |
| Small tools | +1 bronze, +2 iron, +4 steel | Smithing | Steel tools |
| Shovel | +1 / +2 / +4 / +6 | Farming | Steel Shovel |
| Fishing rod | +1 Basic, +2 Amateur, +4 Advanced, +6 Pro | Farming | Pro Rod |
| Book | +1 Primer, +2 Dictionary, +4 Glossary | Book writing | Glossary |
| Talisman | +1 bronze, +2 silver, +4 golden | Book writing | Golden Talisman |
| Surgical kit | +1 Butcher’s, +2 Surgeon’s, +4 Master Surgeon’s | Anatomy | Master Surgeon’s Kit |
| Alchemist’s kit | +1 Starter, +2 regular, +4 Good | Anatomy | Good Alchemist’s kit |
| Material perks | +2 | Building on wood (Splinter Proof) or stone (Fissure Finder); Smithing on iron (Heat Handler) or steel (Tempering Expert) | Permanent, situational |
| Station perks | +4 | Monument builder (Building on gravestones and fences), Formula one (Formulation Bench), Expert anatomist (Autopsy Table), Scribe (Writing Desk), Good press (Printing Press), Voice of Faith (writing sermons), Talented jeweler (Smithing at the Jewelry Table) | Permanent, situational |
| Food | +2 | Pumpkin soup Building, Soldier’s stew Smithing, Muffin Farming | 7 min 30 s |
| Graded food | +1 / +2 / +3 by star | Bowl of sauerkraut Book writing, Vegetable salad Anatomy | Temporary |
| Third Eye Salt | +2 | All five | 7.5 minutes |
| Prayer for Excellence blessing | +1 | All five | 45, 90 or about 100 minutes by star |
Tools count from the tool belt, not only in your hand, but only one tool of each kind does. That caps tools at two per mastery: axe and pickaxe, hammer and small tools, shovel and rod, book and talisman, kits for Anatomy. Upgrade those before chasing the deep mastery nodes: a single steel axe outweighs all five Building mastery nodes.
Mastery checkpoints worth planning for
| Mastery | What it gates |
|---|---|
| Building 2 | Repairing the church Blockages in Holy Moly! |
| Book writing 2 and 4 | Science Kit I and Science Kit II |
| Book writing 6 | Every Story comes out gold |
| Book writing 8 | Every Faith Prayer and Money Prayer comes out gold |
| Book writing 14 | Every Prayer for Excellence comes out gold |
| Farming 10, 12 and 14 | Bronze, silver and gold Wine at the Wine Barrel (gold Wine is the mercenaries’ pay after Inflation) |
| Smithing 15 | Master Sword and Master Armor, with the Tempering Expert perk |
The Smithing 15 for Masterwork Equipment adds up neatly: five Smithing mastery nodes (+5), a Steel Hammer (+6) and Steel tools (+4) make 15. Tempering Expert is not optional: it is the perk that unlocks Master Sword and Master Armor crafting, and its +2 on steel work then gives you margin. It sits behind Miner, Gold Digger and the fourth Smithing mastery node, so plan that path before the steel age.
Gold Wine has two roads. One player covered the last 2 Farming points of Farming 14 with Third Eye Salt; the other road needs only Farming 10, plus the alchemy for Spices and Umami. Make bronze Wine, then upgrade each bottle at the Kitchen Table with Spices (to silver) and Umami (to gold). The wine and alcohol guide has the grades and prices.
At Book writing 8 every Faith Prayer is gold, and a gold copy cannot even start a sermon below 50 parishioners. Scribe (+4 at the Writing Desk) and Voice of Faith (+4 on sermons) add exactly those 8 points on their own, and the nodes in front of them already give you more than zero. Write a bronze and a silver Faith Prayer before you buy them, with your book and talisman off the belt if they already push you to 8. Prayers are never consumed, so one copy of each grade lasts the whole game. The full list is in the prayers guide.
Keep a few blue points in reserve
The Anatomy tree holds three nodes you cannot see at the start, which is one reason to keep a small stock of blue points unspent in the late game.
Late-story spoiler: the three hidden Anatomy talents
If you keep the Red Eye in Friend or Foe and refuse the Old God again in the Six characters talk, three Dark talents appear in the Anatomy tree: Gluttony and Pride, Lust and Envy, and Wraith and Sloth (the game spells the talent Wraith and Sloth, but the quest it starts is Wrath and Sloth). Each costs 1 Anatomy point, has no prerequisite, and triggers a nightmare and a gift quest for one pair of friends: Gluttony and Pride, Lust and Envy and Wrath and Sloth. Keep three blue points free before the Red Eye choice if you plan to keep the eye. Both routes are compared in the choices and endings guide.
Common mistakes
- Spending the quest Faith. Inspirations happily drain the 3 Faith Herbert needs or the 100 a later story step needs. Count those first.
- Claiming Steel Maker early. 775 Faith for 7 notches; the same Faith claims dozens of cheap levels elsewhere.
- Planning a full Farming tree. Only 18 of its 21 nodes can ever be bought. Choose the three to skip before you spend.
- Skipping a “useless” perk that guards a node. Artist and Son of a butcher seem to do nothing in 1.008, yet each stands in front of a mastery node.
- Ignoring tools. Tool belt bonuses dwarf the talent nodes: +6 from one steel axe, pickaxe, hammer or shovel against +5 from a whole tree.
- Buying a technology and expecting to use it. A normal recipe also needs its mastery; check the requirement before you spend the points.
- Writing your Faith Prayers after Scribe and Voice of Faith. Every Faith and Money Prayer then comes out gold, and a gold Faith Prayer needs 50 parishioners to start.
- Selling Faith to Homobonus (5 silver for 10 Faith) while inspiration levels still wait to be claimed.
- Forgetting that claims wait for you. Counters keep running after a claim, so there is no rush to claim the moment a level lights up when the Faith is needed elsewhere.
FAQ
How do you get inspiration points in Graveyard Keeper 2?
Repeat the action an inspiration counts (burying bodies, crafting steel, catching fish), then claim the level in the Inspirations menu. Each claim adds 1 notch to that colour's bar (usually 2 for a chain's last level). The 1st point needs 2 notches, the 2nd 3, the 3rd 4 and every later point 5.
How much Faith do inspirations cost?
Level I is free for 52 of the 71 inspirations, and 58 levels in total cost nothing. Claiming all 382 levels costs 4,335 Faith: Smithing 1,728, Anatomy 1,232, Book writing 570, Building 551 and Farming 254. Steel Maker alone asks 775 Faith.
What talents should I unlock first?
Buy the first mastery node of each tree, then Priest for more sermon Faith and Researcher for cheaper studies at the Study Table. After that, Paper maker, Fireman, Miner, Axeman and Cook pay off quickly, and Good fellow is worth an early point once you run about ten zombies.
How do I increase my mastery in Graveyard Keeper 2?
Mastery comes from the five mastery nodes in each talent tree (+1 each), tools in the tool belt (+1 rusty, +2 bronze, +4 iron, +6 steel for axes, pickaxes, hammers and shovels), situational perks (+2 or +4), food buffs (+1 to +3), Third Eye Salt (+2 to all) and the Prayer for Excellence blessing (+1 to all).
What is the difference between technology and talents?
Technology uses red, green and blue tech points and unlocks recipes and buildings. Talents use inspiration points in five colours and set your mastery and perks. A normal recipe needs both: the technology that teaches it and the mastery level to start it.
Can you unlock every talent?
Not in Farming: the green tree has 21 nodes but claiming every green inspiration pays for 18 points, so three green nodes stay locked. Building, Smithing and Anatomy can be completed with enough Faith, and Book writing needs every single yellow claim, 100 sermons included.