ISEPS Talents Guide

Talents in ISEPS is another way to make your progression easier by adding additional multipliers. This Guide will help you to figure out which is the best order of talents, how to do talent reset, talent dancing and overall explanation of talent mechanics. For Beginner guide check out ISEPS Beginners Guide

ISEPS Talents System video Guide

1. Basics of ISEPS Talents.

1.1 What are talents in ISEPS?

Unlocked at level 50, ISEPS Talents are a feature that provides a branching tree of perks that you can pick. Each talent can have multiple levels, and require 1 level point to buy or upgrade. This provides a linear growth based on talents spent in that node, and has various effects. You are allowed to reset your talents once every simulation

1.2 How do I buy ISEPS talents?

Talents use Level Points or “LP” as their currency to buy. This is the same currency you use to buy automation, however you need 53 LP spent to start talents, which means you won’t be losing out on much automation. With level up rewards, you should have 54 points at level 50, meaning you can purchase one talent, and more whenever you level up, or get LP from a level-up reward. Once you unlock talents, I recommend never buying automations again, so use your first 53 points wisely!

1.3 Multiple Talent Trees to pick from?!

As of .70 ISEPS patch we currently have two trees unlocked. “Pioneering Particulator” focused on increasing raw Particle output. The second tree, newly introduced with .70 is “Interplanetary Contractor” which is focused on the menus of ISEPS, such as the Laboratory, Archive, City of Tomorrow, and so on. Later on we will receive the third three, focused on resetting, such as simulation and singularity resets.

1.4 Naming System

ISEPS Talents will be referred to by the abbreviation of their tree name, as well as numbers correlation top to bottom, and then left to right. IC1-2 would refer to the IC tree, the top row, and the 2nd perk to the right.

Example of the IC trees naming system.

(Talents may be different from this image, but naming scheme remains the same)

2. Beginner ISEPS Talent Route

2.1: Intro

This section is dedicated to providing an easy to understand route for early game talent taking. There will only be one mandatory respec in this section, but there is a way to respec multiple times and get more benefit out of it. This is covered in Section 2.6 but is not mandatory. Just follow the initial guide and the one mandatory respec if you want an easy progression.

2.2: Starting Out

To begin, you should put points into IC1-1, and IC2-1 after this This will start you out with a good artifact modifier, and alpha bonus from your laboratory.

After grabbing both artifacts and solutions gained, put points into IC1-2 for a nice boost to alpha.

In the PP tree, grab PP1-1 and then 2-1 for a nice gamma bonus. Then move down the center of the tree, PP1-2, then PP2-2. By this point you should be 83 LP spent total. Move right for the next point spent, and then you will respec when you have 85 LP to spend.

2.3: 85 total LP Spent

After a total of 85 LP has been, you should respec and allocate points a bit differently to get way more overall particle output. This time you will ignore the two gamma talents, PP1-1, and PP2-1 and go straight down for PP1-2, PP2-2, PP3-2 and 4 points into PP2-3. Then you will finally grab the first capstone, PP4-1 for a massive boost.

2.4: Maxing out PP Tree

Now that you have the capstone talent of the PP tree, it is time to finish maxing out PP. You will grab every talent, aside from PP3-1. Start out with PP2-3, then PP3-3, then finally grab the gamma perks in PP1-1, and PP2-1.

2.5: IC Tree maxed out.

With most of the PP tree completed, your goal is grabbing the capstone of the IC tree, which is only effective if you have the lime perk. First you should grab IC2-3, then IC 3-1, and afterwards you need to grab IC 3-3 to connect to IC 3-2 and that connects to IC2-2 and IC4-1. If you have over 10 billion solutions at this point, grab IC 2-2, otherwise grab IC4-1 if you have lime perks.

2.6: ISEPS Beginner Talent Recap:

Talent Choices TLDR

  1. IC1-1
  2. IC2-1
  3. IC1-2
  4. PP1-1
  5. PP2-1
  6. PP1-2
  7. PP2-2
  8. PP2-3 (Until 85 total LP reached)

Respec

  1. IC1-1
  2. IC2-1
  3. IC1-2
  4. PP1-2
  5. PP2-2
  6. PP3-2
  7. PP2-3 (3 points)
  8. PP4-1
  9. PP2-3 (Finish the rest)
  10. PP3-3
  11. PP1-1
  12. PP2-1

IC Tree:

  1. IC 2-3
  2. IC 3-1
  3. IC1-2
  4. IC3-3
  5. IC3-2
  6. IC2-2 (Only if there are over 10 billion solutions in CoT!)
  7. IC4-1(Only if you have lime perks!)

2.7: Dancing Early Game (More on this in Section 3)

Dancing is respeccing talents AFTER you already picked up talents such as more artifacts or solutions. Once you have all of those, once you drop these talents you will NOT lose anything, meaning you can dance to get a few more talents. 

You do NOT have to do this method to progress, however it is an alright boost if you do decide to do it early on. 

The talents you can drop are artifacts IC1-1, and solutions 2-1, after you have bought them. I would just follow the recap guide and skip these points once you have danced. This is only before you get to the point of unlocking everything in the IC tree. Afterwards it is not worth it to drop these talents. 

3: Advanced Tip: ISEPS Talent Dancing Mid Run

3.1 Talent Dancing:

Dancing with talents is using the concept of resetting talents in a simulation to start with AP pushing, and using that to buy everything you need to prepare for a Singularity. The basic concept is to buy every talent that boosts all production, gives more menu items, and so on, and then switches away from those to pure Alpha production. Switching off talents such as more artifacts does not take away the artifacts, meaning this is a very viable, and important strategy when pushing in ISEPS.

3.2: Dangers of Dancing

When you perform a dance, your next simulation will be unable to do a dance, since you won’t have some talents that you want to have. This means your simulation directly afterward is generally used to go back to a regular talent setup. If you have DCM 42, this means it is not worth it to dance -> Skip simulation, and then dance again. You mess up your talents too hard, and resetting again prevents you from keeping 5% artifacts, solutions, and GP from your last run, which is an insanely strong DCM and allows you to push for things such as Project Leros in Helion. This really means you only want to dance for a singularity or a massive gamma push that allows you to keep most companions for the rest of the singularity!

3.3: Why Dance? 

When you are pushing for a singularity, especially past SE12, you most likely don’t need a push for Gamma, Beta, getting more artifacts/solutions from each buy, and so on. Those become “wasted” talents, and since we can not max out the talent trees completely until level 150+

A good example is switching away from PP1-1, 2-1, and 3-1, giving you 11 more talent points. If you have 3 orange perks, that means you could get 300% more Alpha/Beta production, instead of Gamma and Beta. Or this allows you to swap into the 10 point dump in IC, giving you 1% more Lab/Archive/Institute power per player level. This really gives you a lot more alpha production which is what you need for an SE push. There are a lot of ways to spend these extra talents that provide a lot more benefit to SE pushing. There are also ways to use this for Gamma!

4: Advanced ISEPS Talent Build for Gamma Pushing

4.1 Dump Talents: 

This part of the guide focuses mostly on the 5th row of talents, which are nicknamed “Dump talents” This is where dancing comes in handy, while most of the regular trees are kept, dumps are pretty freeform and are useful in a lot of scenarios. This section will be primarily focused on a Gamma push route, and a Singularity or DCM push scenario. Overall this is more of a priority system, then an actual perk order like the starter talent guide.

4.2: Gamma Pushing:

Four talents are focused on Gamma or Helion/Corvus, both are critical to gamma pushing. PP5-2, PP5-3, IC5-1, and IC5-2. Until higher levels, IC5-1 is simply “alright” of a talent. 

PP5-2 is a direct gamma increase, PP5-3 is a direct delta increase which is Corvus Radar levels, which is an extra 20% G-Points per level. IC5-1 is straight G-Points, and IC 5-2 is extraction cost divider, which is more funding power, and more base g-points

4.3: Talent Priority without Dancing

The ideal priority for Gamma is PP5-2(Yellow Perks) -> PP5-3(Purple Perks) -> IC 5-2/IC5-1(Even spread in these). If you do not have yellow or purple perks, ignore PP5-2, and PP5-3 they will be useless without 1 of the colored perks.

4.4 Gamma pushing, but with Dancing.

If you want to push Gamma and do a dance, you want to start out with points in PP5-2 and IC5-2 for a Helion and Corvus cost divider. Grab as many Extractions as you can. Use PP5-2 to push as much Gamma and Helion fundings as well.

Afterwards if you stagnate with Helion/Gamma/Extractions, fully swap into PP5-3, and IC 5-1 for delta, and raw g-point conversions. This will give you as much G-Points as possible vs the no dancing build. 

5: Advanced ISEPS Talent Build for Singularity Pushing

5.1: SE Push Dump Talents

Like the gamma push, the dump talents here are just as good for singularity pushing. Again this will be more of a priority list then a set order, and it depends on your singularity perk route as well.

5.2: Alpha/Singularity Pushing

Everything but the IC5-1 helps with alpha in some way. The main ones for this path are PP5-1, PP5-2, PP5-3, IC 5-2, and IC5-3. 

Since you don’t run orange perks until SE 20, PP5-1 is out of the picture. IC5-3 and PP5-3 are the best choices, if you have purple. This is the most alpha output and most singularity cube gains. 

5.3: SE Push Talent Priority without Dancing.

The ideal priority for singularity is PP5-3 -> PP5-2 -> IC 5-3 ->IC5-2. Skip out on the PP talents if you do not have the right colored perks!. I also recommend a decently even spread on this route aside from IC5-2, that should be last. Any Delta that results in a radar gain in a reasonable time is FAR more worth it than anything else however. 

5.4 Alpha/Singularity Pushing, but with Dancing.

Like Gamma, Extractions are a huge deal, so starting with as many from the cost divider is really good. As well as any extra funding stages and so on. Once you are done with this, move on to IC5-3, and PP5-2 for as much lab bonus and delta bonus.

6: Glossary and Talent List

6.1: Terms

PP Tree: Pioneering Particulator: The red talent tree focused on Particle output

IC Tree: Interplanetary Contracter: The green talent tree focused on Menu output.

Dancing: Respeccing in the middle of a run to get rid of unneeded talents

6.2: ISEPS Talent List

PP1-1: Gamma Output Increased by .4% (2% at max) for each player level.

PP1-2: Beta/Cet/Delta output increased by .4% (2% at max) for each Alpha Velocity Level

PP2-1: Gamma output increased by 1% (3% at max) for each Gamma Volatility Level

PP2-2: Epsilon/Fenix/Gamma increased by .2% (1% at max) for each Beta Sphere Size level.

PP2-3 All Particles Output increased by 1% (5% at max) for each Singularity Perk owned.

PP3-1: Beta Output increased by 4% (12% at max) for each player level.

PP3-2: Helion/Ixion output increased by .2% (1% at max) for each Fenix Horizon level.

PP3-3: All Particles output increased by 5% (10% at max) for each White Singularity Perk owned.

PP4-1: All Particles Output increased by 5% (5% at max) for each player level.

PP5-1: Alpha/Beta/Fenix output increased by 10% (100% at max) for each Orange Singularity Perk owned.

PP5-2: Ceti/Gamma/Helion output increased by 30%(300% at max) for each Yellow Singularity Perk owned.

PP5-3: Delta/Epsilon/Ixion output increased by 30%(300% at max) for each Purple Singularity Perk Owned

IC1-1: Artifacts gained are increased by .2% (1% at max) per player level

IC1-2: Equipment/Morale bonus increased by .002% (.010% at max) for each lab scientist hiring round done

IC2-1: G-Points/Gamma increased by 0.0000000006% (0.0000000006% at max) for each solution.

IC2-2: Solutions gained increased by 1% (2% at max) for each player level.

IC2-3: Trinkets/Output bonus increased by .003% (.015% at max) for each archive bot hiring round done.

IC3-1: Energy Price increased by .2% (0.1% at max) for each outpost in the Archive

IC3-2: Base hiring amount of Scientists, Arch-bots, and Rebirthologists are increased by 1(5 at max) for each perk owned in the Blue, Yellow, and Orange tree.

IC3-3: Infusion and Institute bonus increased by .002% (.010% at max) for each Rebirthologist hiring round done.

IC4-1: Morale, Outposts, Institutes bonus increased by 25% (25% at max) for each Lime Perk owned.

IC5-1 G-Points output increased by 0.1% (1% at max) for each player level

IC5-2: Corvus extractions and Tiberius tokens cost divided by 50 (500 at max) and Tiberius tokens gained increased by 0.1% (1% at max) for each Singularity Perk owned.

IC5-3: Beta Lab, Archive, and Institute output increased by 0.1%(1% at max) for each player level

Made by Zarandra, math by Axziom

Conclusion

If you need more guides on ISEPS, check out out ISEPS Guide Collection and if you want your guide posted, contact me in the Discord

Check out other ISEPS Guides that you might find useful

  1. ISEPS Beginners Guide
  2. ISEPS Singularity and Simulation Reset Guide
  3. ISEPS Talents guide
  4. ISEPS Beginner Tools (Crystals, Perks & Talent calculators Etc)
  5. ISEPS Tasks Guide
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