Graveyard Keeper 2 Zombie Talent Tree: 85 Nodes, 49 Perks
Graveyard Keeper 2 zombie talent tree: all 85 nodes across five lines, the 49 named perks, and the red, green and blue cost of every one.
How many nodes are in the Graveyard Keeper 2 zombie talent tree?
Eighty-five, spread across the five building mastery lines. Every line carries exactly seven mastery nodes, and the rest are perk nodes: 10 each on Building, Smithing and Farming, 12 on Book writing, 8 on Anatomy. Not one of the 85 is available at the start or behind a lock, so every node is bought with tech points and nothing else.
Line (talent_id) |
Nodes | Mastery | Perk | Red | Green | Blue |
|---|---|---|---|---|---|---|
Building (talent_orange) |
17 | 7 | 10 | 4,600 | 0 | 0 |
Smithing (talent_red) |
17 | 7 | 10 | 4,450 | 0 | 0 |
Farming (talent_green) |
17 | 7 | 10 | 0 | 4,650 | 0 |
Book writing (talent_yellow) |
19 | 7 | 12 | 1,500 | 0 | 835 |
Anatomy (talent_blue) |
15 | 7 | 8 | 1,500 | 0 | 1,075 |
| Total | 85 | 35 | 50 | 12,050 | 4,650 | 1,910 |
Source: talent_level_ups.csv → talent_id, is_zombie_perk, tech_red, tech_green, tech_blue, lock_type, available_at_start, build 25509347.
The colour columns decide the order you buy in. Farming is the one line finished entirely in green. Anatomy and Book writing are the odd ones: each wants a red foothold and then pays most of its body in blue. This branch is separate from the research tree on the tech tree overview — that is 206 research nodes, this is 85 worker nodes, counted in different places. Branch-by-branch totals are on the tech tree full cost list.
Why does the perk count come out as 49 and not 50?
Fifty nodes carry a linked_perk value, but two point at the same perk. Factory Operative sits on both the Building and the Smithing line, 500 red each time, so the shipped data holds 50 perk links and 49 distinct perks. Quote 49. All 49 carry a shipped English name and tooltip, so no name here is reconstructed.
A third number exists because the perk table is larger than the tree. perks.csv defines 56 perks whose id begins zperk_, and 7 are wired to no talent node: Deft zombie, Smart zombie, Speed Master, Strong zombie, Zombie tools, Undead researcher and Dead author. The shipped game data does not record how or whether the game grants those seven. For what these perks mean in play rather than as data rows, see zombie mastery and perks.
What are the five zombie mastery lines actually called?
Building, Smithing, Farming, Book writing and Anatomy — the same five the player trains. The internal ids are less tidy: the green line is talent_green, but its mastery nodes are prefixed z_gardening, not z_farming, so searching for “farming mastery” finds nothing. Book writing is talent_yellow and Anatomy talent_blue, matching neither word nor colour.
| Display name | Line id | Mastery node prefix |
|---|---|---|
| Building | talent_orange |
z_building_lvl_up |
| Smithing | talent_red |
z_smithing_lvl_up |
| Farming | talent_green |
z_gardening_lvl_up |
| Book writing | talent_yellow |
z_bookwriting_lvl_up |
| Anatomy | talent_blue |
z_anatomy_lvl_up |
Source: localization/lng_en.csv keys building_lvl_up_1, smithing_lvl_up_1, farming_lvl_up_1, bookwriting_lvl_up_1, anatomy_lvl_up_1, cross-checked against talent_level_ups.csv → talent_id, build 25509347.
How do zombies buy mastery levels?
Each line sells seven mastery nodes in a fixed ladder. Building, Smithing and Farming are single-colour — 50, 100, 100, 200, 200, 500, 500, so 1,650 of one colour for all seven. Book writing and Anatomy alternate blue and red instead — blue, blue, red, blue, red, blue, red — for 800 red and 375 blue each.
The player-side nodes on the same lines cost no points. Their exp_price is 1 and they are paid with mastery experience, drawn from a shared 30-row table where the first three levels cost 2, 3 and 4 and every level from 4 to 30 costs a flat 5. The zombie branch sets exp_price to 0 on all 85 nodes and ignores that table, which is the entire difference between training a zombie and training yourself. Earning those points is covered in tech points farming.
What does every one of the 49 zombie perks do?
Every perk is listed once, with the point cost of the node that unlocks it. Rows are grouped by line in tree order — Building, Smithing, Farming, Book writing, Anatomy — so ten Building perks come first and the eight Anatomy perks last. A red or blue cost means that node mixes both colours.
| Perk | Cost | Effect |
|---|---|---|
| Excavator | 50 red | Faster digging, clay and sand |
| Tailor | 100 red | Fewer scraps, more goods |
| Apprentice Carpenter | 200 red | +2 Building mastery on wood |
| Logger | 200 red | Faster woodcutting |
| Quarryman | 200 red | Faster quarrying |
| Novice Stonemason | 200 red | +2 Building mastery on stone |
| Master Carpenter | 500 red | +4 Building mastery on wood |
| Magpie’s Eye | 500 red | Recovers gems in mine |
| Factory Operative | 500 red | Works better on conveyors |
| Master Stonemason | 500 red | +4 Building mastery on marble |
| Zombie Miner | 100 red | Tolerates the mine fumes |
| Novice Blacksmith | 100 red | +2 Smithing mastery on bronze |
| Puff Master | 200 red | +3 Smithing mastery on glass |
| Advanced Blacksmith | 200 red | +4 Smithing mastery on iron |
| Impaler | 200 red | Higher spear damage |
| Blindseye | 200 red | Higher bow damage |
| Tin Can | 400 red | Higher defense |
| Undead Resilience | 400 red | Higher health |
| Factory Operative | 500 red | Works better on conveyors |
| Master Blacksmith | 500 red | +6 Smithing mastery on steel |
| Novice Fisherman | 200 green | Better chance, common fish |
| Miller | 100 green | Yields more flour |
| Farmer I | 100 green | Better seeds, bigger crops |
| Brewer | 200 green | +3 Farming mastery, brewery |
| Presser | 200 green | +4 Farming mastery, pressing |
| Fertilizer Expert | 200 green | +3 Farming mastery, fertilizer |
| Veteran Fisherman | 500 green | Better chance, rare fish |
| Farmer II | 500 green | Bigger crops, better seeds still |
| Winemaker | 500 green | +5 Farming mastery, wine |
| Preserver | 500 green | +4 Farming mastery, canning |
| Novice Musician | 10 blue | Slight choir or organ gain |
| Dead Shakespeare | 25 blue | Writes better stories |
| Dead printer | 25 blue | More paper and newspapers |
| Dead King | 25 blue | Faster books, stories, papers |
| Skilled Musician | 25 blue | Better at choir or organ |
| Ghostwriter | 50 blue | +4 Book writing mastery, stories |
| Dead tree society | 50 blue | +4 Book writing mastery, paper |
| Maestro | 50 blue | Greatly better at choir or organ |
| Dead pen | 100 blue | +4 Book writing mastery, desk |
| Dead press | 100 blue | +4 Book writing mastery, press |
| Dead jeweler | 200 red | Creates jewelry faster |
| Corpse jeweler | 500 red | +4 Book writing mastery, jewelry |
| Dead distiller | 50 blue | More items from the cube |
| Dead alchemist | 50 blue | Sometimes extra items, bench |
| Zombie alchemist | 100 blue | +4 Anatomy mastery on potions |
| Holy corpse | 100 blue | +4 Anatomy mastery, church goods |
| Rotten distiller | 200 blue | +4 Anatomy mastery, cube |
| Mad necrochemist | 200 blue | +4 Anatomy mastery, bench |
| Dead grave builder | 200 red | Faster gravestones and fences |
| Grave architect | 500 red | +4 Building mastery on gravestones |
Source: talent_level_ups.csv → linked_perk, tech_red, tech_green, tech_blue and localization/lng_en.csv keys <perk_id> and <perk_id>_d, build 25509347.
Two details in that table are worth flagging. The mastery bonuses are the numbers the shipped tooltip shows; for the ten station perks, perks.csv → craft_mastery_bonus records 3 where the tooltip reads +4, so trust the tooltip. And Grave architect is the one perk paying Building mastery while sitting on the Anatomy line, which its tooltip states outright. The Formulation Bench perks only pay if you run that station — the recipes behind them are on the alchemy recipes page.
Which zombie perks are the cheapest way in?
Novice Musician at 10 blue is the cheapest node in the tree, and the only one that low. Four more sit at 25 blue. 200 red is the crowded middle tier with 10 nodes on it, while the top tier holds eight 500-red and four 500-green nodes, worth 6,000 points on their own.
Points come from the work itself, and the supply chain feeding a zombie is on the zombie production line; getting the workers in the first place is on how to get zombie workers.
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