Talents

Talents are a selection of bonuses available to each hero.
==Codex Description==
Talent sockets provide a flexible way to customize your build. 
You can use it to improve a strength or make up for a weakness. Talents can be reassigned without any cost, as long as you are in a safe area. 
Talent sockets require 1 skill point to unlock. There are 3 tiers of talents, with different stat requirements in order to activate them.
==List of Tier 1 Talents==
Name 	Image	Tier	Req.	Stat 	Description
Raw Strength 	 	1 	10 	Strength 	+4 Strength
Good Health 	 	1 	10 	Strength 	
One Handed Melee Proficiency	 	1 	10 	Strength 	+1 base damage on Melee cards, +1 card rank from Blunt Weapons/Scepters.
Limit Break 	 	1 	12 	Strength 	+1 max SP
Fighting Spirit 	 	1 	12 	Strength 	Recover 1 HP on kill, +1 Physical Resist, +3 max HP
Victory's Herald 	 	1 	12 	Strength 	Restore 4 HP upon surviving a battle, Recover 15% of max HP upon completing an event challenge
Shield Proficiency 	 	1 	12 	Strength 	+2 Physical Resist, +1 card rank from Shields.
Unyielding 	 	1 	14 	Strength 	While below 30% max HP on turn start, gain Guard equal to your Strength modifier (up to 10)
Two Handed Melee Proficiency	 	1 	14 	Strength 	+2 base damage on Melee cards, +1 card rank from Two-handed Swords, Spears
Heavy Armor Proficiency 	 	1 	14 	Strength 	
Battle Rouse 	 	1 	14 	Strength 	+1 max Fury charges, +1 card draw on your first turn
Purposeful Motion 	 	1 	14 	Strength 	If your Strength is higher than Dexterity, add half your Strength modifier to your Dexterity modifier.
Iron Will 	 	1 	14 	Strength 	If your Strength is higher than Intelligence, add half your Strength modifier to your Intelligence modifier.
Acrobatic 	 	1 	10 	Dexterity 	+4 Dexterity
Quick Reactions 	 	1 	10 	Dexterity 	+10 Initiative
Self Defense 	 	1 	10 	Dexterity 	+1 base damage on Melee cards, +1 card rank from Daggers/Swords.
Stalker 	 	1 	12 	Dexterity 	If there are no enemies in your lane on turn start, gain Guard equal to your Dex modifier (up to 10)
Opportunist 	 	1 	12 	Dexterity 	Retain 30% of Critical on turn End. If there is an ally in your row on turn start, gain Critical equal to your Dex modifier (up to 10)
Ranged Weapon Proficiency 	 	1 	12 	Dexterity 	+1 base damage on Ranged cards, +1 card rank from Bows/Crossbows/Quivers.
Medium Armor Proficiency 	 	1 	14 	Dexterity 	+3 max HP, +1 card rank from Medium Armor and Dex-based headgear, gloves and boots
Well Prepared 	 	1 	14 	Dexterity 	Gain +1 max card draw.
Quickstep 	 	1 	14 	Dexterity 	Once per turn, you can use your default move to move 1 cell at no cost.
Mobility 	 	1 	14 	Dexterity 	+1 max Agility charges. +2 Initiative.
Force In Motion 	 	1 	14 	Dexterity 	If your Dex is higher than Strength, add half your Dex modifier to your Strength modifier.
Quick Thinker 	 	1 	14 	Dexterity 	If your Dex is higher than Intelligence, add half your Dex modifier to your Intelligence modifier.
Intellectual 	 	1 	10 	Intelligence	+4 Intelligence
Observant 	 	1 	10 	Intelligence	+4 Initiative, +2 bonus to all event challenges.
Wand Proficiency 	 	1 	10 	Intelligence	+1 base damage on Spell cards, +1 card rank from Wands.
Curio Attunement 	 	1 	12 	Intelligence	+1 card rank from Amulets, Rings and Belts. If these equipment slots are filled up, gain +1 max Card Draw and +2 to all Resists.
Expanded Mind 	 	1 	12 	Intelligence	+1 max Channel. +1 to Fire, Cold and Lightning Resist.
Strategic Mind 	 	1 	12 	Intelligence	+1 Retain.
Light Armor Proficiency 	 	1 	12 	Intelligence	+2 max HP, +1 card rank from Medium Armor and Intelligence-based headgear, gloves and boots
Anatomical Knowledge 	 	1 	14 	Intelligence	Bleed stacks you apply are increased by 20% of your Intelligence mod. Bleed stacks you apply have a +10% maxh HP cap.
Art of War 	 	1 	14 	Intelligence	Gain 20% more SP when playing cards in battle.
Ardent Mind 	 	1 	14 	Intelligence	Start battles with 2 Channel charges. -1 max Channel charges.
Staff Proficiency 	 	1 	10 	Intelligence	+1 max Channel when holding a Staff, +1 card rank from Staffs.
Strategic Force 	 	1 	14 	Intelligence	If your Intelligence is higher than Strength, add half your Intelligence s modifier to your Strength modifier.
Calculated Actions 	 	1 	14 	Intelligence	If your Intelligence is higher than Strength, add half your Intelligence modifier to your Dexmodifier.
==List of Tier 2 Talents==
Name 	Image	Tier	Req.	Stat 	Description
Flamekissed 	 	2 	16 	Strength 	+2 Fire Resist. Burn stacks you apply are increased by 25% of your Strength modifier.
Battle Hardened 	 	2 	16 	Strength 	+1 Melee Attack damage, +2 Physical Resist.
Unstoppable Swarm 	 	2 	16 	Strength 	Your summoned/constructed units have +15% max HP and +4 to base stats.
Regeneration 	 	2 	16 	Strength 	Recover 4 HP on turn start, capped at 20 per battle.
Savage Strikes 	 	2 	19 	Strength 	Gain 25% chance per Fury charge to apply Bleed equal to 50% of your Strength mod with Melee Attacks.
Executioner 	 	2 	19 	Strength 	+2 base damage on Melee cards; if holding a two-handed weapon, gain 1 Might on turn start.
Shield Fighter 	 	2 	19 	Strength 	If holding a shield, gain 1 Avert every 3 turns.
Short Fuse 	 	2 	19 	Strength 	Effect of Might on you is increased by 50%. -1 max Fury charges.
Grounded 	 	2 	16 	Dexterity 	+2 Lightning Resist. When you apply Shock, it has a 15% chance to increase the value by 30%.
Inoculated 	 	2 	16 	Dexterity 	+2 Chaos Resist. Your Poison stacks decay 10% slower.
Feral Army 	 	2 	16 	Dexterity 	Your summoned/constructed units have +4 to base stats and gain 4 Critical on turn start.
Muscle Memory 	 	2 	16 	Dexterity 	Rolling 19-20 in events will not exhaust skill cards.
Dual Wield Mastery 	 	2 	19 	Dexterity 	While dual wielding weapons, +4 Initiative and gain 8 Critical on turn start.
Alert 	 	2 	19 	Dexterity 	Ignore Initiative penalty when ambushed. +1 Retain. +4 Initiative.
Light Footed 	 	2 	19 	Dexterity 	Once per turn, you can step onto a cell with a cell effect without triggering it.
From the Shadows 	 	2 	19 	Dexterity 	Start battle in Stealth. Retain 50% of Critical.
Snowwalker 	 	2 	16 	Intelligence	+2 Cold Resist. Damage debuff from Chill lasts 1 turn longer.
Extracted Potential	 	2 	16 	Intelligence	Healing and Status effects applied by consumables are increased by 100%.
Legion Commander 	 	2 	16 	Intelligence	+1 to max number of summoned/constructed units
Eldritch Gift 	 	2 	16 	Intelligence	When you use a Fire, Cold or Lightning Spell for the first time each turn, gain Critical equal to your Intelligence modifier (capped at 30).
Soul Reaver 	 	2 	19 	Intelligence	+1 Spell damage, Recover 2 HP on kill, or 6 if the enemy was an Elite.
Elemental Aegis 	 	2 	19 	Intelligence	Set your Fire, Cold and Lightning Resists to your highest among the three, reduced by 30%.
Adaptive Strategy 	 	2 	19 	Intelligence	On your first turn, if you have not played any cards you can reshuffle and draw a new hand.
Impulsive Behavior 	 	2 	19 	Intelligence	Gain 35% SP of your max SP on battle start, Lose all SP on battle end.
==List of Tier 3 Talents==
Name 	Image	Tier	Req.	Stat 	Description
Adrenaline Rush 	 	3 	21 	Strength 	Regain 2 HP whenever you consume a Fury charge.
Strong Fortitude 	 	3 	21 	Strength 	+2 Chaos Resist, +15% max HP, remove one debuff on yourself when you gain max Fury charges.
Tough As Nails 	 	3 	21 	Strength 	+3 Physical Resist, +15% maximum HP
Rising Tide 	 	3 	21 	Strength 	Every card in your deck above your minimum deck limit increases SP gain per card played by 1%. If your deck has at least 25 cards, gain 1 SP on battle start.
Juggernaut 	 	3 	25 	Strength 	You cannot be affected by Root or Speed Down. Gain a 25% chance to avoid any status debuffs that are applied on you.
Controlled Rage 	 	3 	25 	Strength 	Using a Melee skill grants 1 Fury. Lose all Fury charges on turn end.
Force Of Nature 	 	3 	25 	Strength 	Effect of Might on you is increased by 100%.
Surgical Precision	 	3 	21 	Dexterity 	If a target has no Bleed stacks, your first Bleed application is increased by 50% of your Dexterity mod. Bleed stacks you apply have +5% max HP cap.
Danger Sense 	 	3 	21 	Dexterity 	Gain 1 Agility charge if you successfully Guard against damage.
Uncanny Reflexes 	 	3 	21 	Dexterity 	Once per battle you can exchange 1 Fate to become invulnerable for 1 turn.
Vicious Onslaught 	 	3 	21 	Dexterity 	On turn start gain 9 Critical for each of your Agility charges.
Deadly Precision 	 	3 	25 	Dexterity 	At max Agility charges, all Attacks are Piercing. At 0 Agility charges, gain +1 max card draw.
Phantom 	 	3 	25 	Dexterity 	On turn start, gain a 5% chance to gain up to 1 Avert. For every turn this does not trigger, gain a bonus +10% chance. The bonus is reset when this triggers.
Dynamo 	 	3 	25 	Dexterity 	Every 2 rounds you gain +1 AP on turn start.
Hidden Reserves 	 	3 	21 	Intelligence	+1 max card draw. Expended skills have a 30% chance to be discarded instead.
Savant 	 	3 	21 	Intelligence	Burn, Chill and Shock stacks you apply are increased by 25% of your Intelligence modifier.
Innate Power 	 	3 	21 	Intelligence	+1 max Channel charges. When applying Burn, Chill, Shock or Poison gain a 15% chance to apply 1 extra stack.
Hubris 	 	3 	25 	Intelligence	Gain 2 Channel on turn start if at max HP, otherwise lose 1 Channel instead.
Arcane Battery 	 	3 	25 	Intelligence	+3 max Channel
Overlord's Will 	 	3 	25 	Intelligence	Your summoned/constructed units have +10 base stats.
Vainglorious 	 	3 	25 	Intelligence	Gain 1 Intelligence for every 10 levels you have. Lose 1 Strength and Dexterity for every 20 levels you have.
==Strategy==
===General===
* Quickstep: Gives a free movement each turn
*Quick Reactions: Extra Initiative is nice for manipulating Party turn order and staying ahead of enemies (especially toward later Realm levels)
*Dynamo: Extra AP on second and even turns
*Art of War, Impulsive Behaviour: +20% SP generation 
===== Card Draw: =====
* Curio Attunement (when active)
* Well Prepared
*Battle Rouse (first turn)
* Hidden Reserves
*Deadly Precision (at 0 Agility)
===Early game===
Flat stats - strong early, convenient for reaching a Talent/Item breakpoint:
* Raw Strength
* Acrobatic
* Intellectual 
Healing - Consider using until one acquires a stock of potions and/or healing cards:
* Fighting Spirit
*Victory's Herald
*Regeneration
*Soul Reaver
The following are reasonably efficient at low levels, but should be replaced (due to low/capped scaling):
* Eldritch Gift: Up to +30 Critical per turn with Fire/Cold/Lightning Spells
*Dual Wield Mastery: 8 Critical per turn if Dual Wielding
*Adaptive Strategy: useful for redrawing an opening hand if prone to 'bricking'.
The bonus modifier talents can be extremely efficient for a deck that can utilize them. Often worth picking up early, these usually can be replaced with Conversion Runes.
* Purposeful Motion
* Iron Will
* Force In Motion
* Quick Thinker
* Strategic Force
* Calculated Actions
===Damage===
* Force of Nature + Short Fuse: Increases effectiveness of Might.
* Deadly Precision: Piercing (which makes damage ignore 50% of resist) becomes a damage boost.
* Controlled Rage: Very efficient for Melee attackers.
* 
===Status Effects===
====== Burn/Shock/Poison/Chill: ======
*Savant: Burn/Shock/Chill 
*Innate Power
*Flamekissed: Burn
*Grounded: Shock
*Inoculated: Poison
*Snowwalker: Chill (defensive)
===== Bleed: =====
* Surgical Precision
* Anatomical Knowledge
* Savage Strikes (strong with Controlled Rage)
===Defence===
* Phantom
* Uncanny Reflexes
* Adrenaline Rush (with Controlled Rage)
===== Percent Health stacking: =====
* Good Health
* Strong Fortitude
* Tough as Nails
===Summons===
* Legion Commander: Increases number of max summons (from 2 to 3)
* Overlord's Will: +10 base stats
* Unstoppable Swarm: +4 base stats, + 15% HP
* Feral Army: +4 base stats, +4 Crit on turn start
===Situational===
* Rising Tide: Rewards classes that can run large deck sizes (E.g. Scoundrel, Bard, Golemancer?), but the 25 card breakpoint is usually beyond what most classes can comfortably manage. 
* Snowwalker: can use against the Asva boss: in high difficulties (and with poor luck) she can string multiple Cold-type AOE nukes
Out of Combat: Obsessive min-maxers can temporarily swap these in before entering Events/Trapped modified battles/using a potion out of combat, though it's hardly worth the hassle.
* Observant/Muscle Memory/Alert/Light Footed/Extracted Potential