Talents

**Talents** are a selection of bonuses available to each hero.

## Codex Description

> *Talent sockets provide a flexible way to customize your build.*
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> *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.*
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> *Talent sockets require 1 skill point to unlock. There are 3 tiers of talents, with different stat requirements in order to activate them.*
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## Strategy

### General

* Quickstep: Gives a free movement
* Quick Reactions: Extra Initiative is nice for weighting Party turn order and staying ahead of enemies (especially toward later Realm levels)
* Dynamo: Extra AP on first turn
* 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 +15 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 and 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~~