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Defeat The Artist during the Orientation sequence to unlock the Gap and the Talent tree. In open play, enter the Gap and interact with its shrine to spend Talent Points. The complete guide-reported list below covers all 16 tiers; exact effects and values may change with updates, so check the current in-game descriptions before building around a specific number.
How to unlock the Talent tree
- Defeat The Artist. The first Resonant encounter occurs during Orientation. Beating The Artist opens the Gap and makes Talents available, according to AllThingsHow and Beebom.
- Enter the Gap during open play. The PC guide says to hold G. Remedy’s PlayStation overview describes pressing down on the DualSense directional pad. Use the control shown for your platform; the PC input reportedly does not work in story areas or during dialogue.
- Use the shrine. Interact with the shrine, open Talents, select an available node, and confirm to spend a Talent Point.
How Talent Points and tiers work
Talent Points come from leveling zones, not from Dylan’s character level. Story missions and activities contribute XP to a zone; each zone level awards a Talent Point. Some talents require an earlier node on the same path, so reaching a tier does not necessarily make every node in it immediately selectable.
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AllThingsHow reports that spent points can be reset for free. That makes experimenting with a different combat loop practical, though the guides do not establish that every branch can be unlocked at once. Remedy describes Talents as one of three build pillars, alongside supernatural combat abilities and Aberrant weapon forms, and says not everything can be unlocked in a single playthrough. Its overview says Talents support synergy between abilities and melee attacks: Remedy’s combat and buildcrafting overview.
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This 16-tier inventory and its effects are reported by AllThingsHow and cross-checked against Beebom, rather than drawn from an official talent catalog. Values and wording are guide-reported and may be patch-sensitive. “Fairwell” is retained as spelled in the guide. Resilient’s reported wording is ambiguous, so its defensive meaning should be checked in the game UI.
#1 Best Overall
- STEP INTO A WARPED REALITY: Explore multiple areas of a ravaged Manhattan in an expansive, unfamiliar, and exciting world. Traverse perception-bending locations and grapple with gravity anomalies that distort the vertical and horizontal plane, adding additional dimensions to puzzles and new tactical decisions to combat. Meet faces old and new on a path fraught with risk but rich in opportunity as the cityscape is reshaped and reality is redefined by a godlike force.
- MASTER THE PARANATURAL: Channel the raw experiences of Dylan’s past to help understand his present and dig deeper into the inner workings of the FBC and reveal the horrors threatening humankind. Tap into power he must learn to master and take choices to shape how his abilities manifest and grow. Explore a deep progression system to define how Dylan adapts to emerging dangers. Forge connections crucial to Dylan’s fight to retain his humanity as he journeys from former test subject to paranatural superweapon
- THE FIGHT SHIFTS. YOUR WEAPON SHIFTS WITH IT: Meet constantly evolving threats head-on, utilising the environment, deploying elemental abilities and using the raw force Dylan’s shapeshifting melee weapon, the Aberrant. Wield the Aberrant in its many deadly forms. Deliver bone-crunching blows with a two-handed hammer and flow seamlessly into the swift precision of dual-wielded blades as this paranatural weapon morphs on demand to meet each new challenge.
- SHARED LEGACY. NEW THREAT: FBC Director Jesse Faden's lockdown is no longer holding. A paranatural catastrophe has spilled beyond the Oldest House and onto the streets of Manhattan, and the Bureau's grip on containment is failing. Jesse Faden walked into the Oldest House to confront the threat within. Now Dylan must walk out of it to contain the threat beyond.
Tier 1
- Dominance: After an Execution, increases melee damage for 8 seconds: 100% for Primary and Combo Finisher, and 50% for Secondary. Kills drop more Health Elements.
Tier 2
- All-Rounder: All attacks deal 5% more damage and Falter.
- Extra Impact: Combat Abilities deal 10% more Falter.
Tier 3
- Perfect Dodge: Dodging just before a hit grants Retaliation; the next attack deals 50% more damage and Falter.
Tier 4
- Extended Falter: Enemies remain Faltered longer.
- Cleansing Rush: Rush clears status ailments twice as fast.
- Extended Rush: Rush lasts three times as long.
- Retribution: Retaliation deals 25% more Falter.
Tier 5
- Guarded Formation: Take 20% less damage near Summons.
- Agile Response: Dodge attacks inflict 25% additional damage and Falter.
Tier 6
- Restorative Summons: Summon kills leave additional Health Elements.
- Sanctioned Retaliation: Retaliation recovers 50% more Power.
- Skilled Backstab: Melee hits from behind deal 50% more damage and Falter.
Tier 7
- Enduring Ally: Summons last 50% longer.
- Mold Colony: Allows one additional active Mold ally.
- Reactive Detonation: A Perfect Dodge during Ignite applies Burn to nearby enemies.
- Back Stab Recovery: Melee hits from behind recover 50% more Power.
- Decisive Step-up: Execution grants Keen, reported as 20% more melee critical chance for a short time.
- Resurgence: Enemies attacking during Ignite or Shield gain Vengeance and take 50% damage and Falter from Melee and Shield Bash.
Tier 8
- Better Together: Summons deal 25% more damage and Falter during Dominance.
- Heightened State: Gain 20% more Power during Dominance.
- Sustained Assault: Repeated Melee hits on the same enemy can drop Health Elements.
Tier 9
- Extended Retaliation: Adds a Retaliation charge; after a Perfect Dodge, it boosts the next two attacks within 5 seconds.
- Restorative Dodge: Perfect Dodge restores a small amount of Health.
Tier 10
- Battle Alignment: Summons apply Tracked; affected enemies take 30% extra damage and Falter from Combat Abilities.
- Optimized Projectiles: Projectiles deal 25% more damage and Falter.
- Impressive Comeback: Gain 20% more Power recovery below 25% Health.
Tier 11
- Parting Blast: Destroyed Summons send out a small-area shockwave that deals damage and Falter.
- Anti Air: Summons deal 20% more damage and Falter against airborne enemies.
- Avid Execution: Increases Execution range.
- Restorative Dominance: Hitting enemies during Dominance makes them drop a Health Element.
- Shield Blast: Tapping light attack while Shield is active triggers an explosion.
Tier 12
- Friendly Fairwell: A Summon leaves one Health Element when it dies.
- Combat Recharge: Melee attacks generate 10% more Power.
- Peak Condition: Gain 20% more Falter at full Health.
- Status Spread: Push and Ground Slam spread the target’s active status ailments to nearby enemies hit.
- Rising Heat: Repeated Inferno use in a short time boosts its damage and Falter.
- Executive Finisher: Executing a Heavy enemy replenishes a large amount of Power.
Tier 13
- Summoned Reserves: Heavy enemies killed by Summons have a 20% chance to drop a Command Charge.
- Morale Boost: Gain 20% more Power recovery while a Commanded enemy is present.
Tier 14
- Thought Leader: Commanding low-Health enemies costs one fewer Command Charge, with a minimum cost of one.
- Crowd Conversion: Drone enemies slain by Commanded enemies return as allies.
- Command Provision: Combat Ability kills have a 20% chance to drop a Command Charge.
- Lethal Authorization: Commanded enemies detonate when they die.
- High Morale: Commanded enemies deal 25% more damage and Falter.
Tier 15
- Exploit Ailments: Summons deal more damage and Falter to enemies affected by Burn, Infected, or Astralized.
- Stored Command: Gain 5% Combat Ability damage and Falter per unused Command Charge.
- Strong Presence: Commanded enemies last 30% longer.
- Energized Melee: Gain 5% Melee damage and Falter per unused Command Charge.
- Command Advantage: With a Commanded enemy present, Dylan and Commanded characters receive Keen.
Tier 16
- Team Morale: Take 5% less damage per Summon on the field.
- Field Master: With a Commanded enemy present, non-Summon Combat Abilities deal 20% more damage and Falter.
- Command II: Adds one Command Charge.
- Resilient: During Dominance, Dylan takes “25% damage,” according to the guide; the wording does not make clear whether this describes damage reduction or damage taken.
- Extended Dominance: Dominance lasts 15 seconds.
Which talents should you prioritize?
Choose nodes around the combat loop you want rather than treating one path as universally best. These are examples based on the effects reported in the guides:
- Close-range and dodge play: Perfect Dodge, Retribution, Agile Response, and Restorative Dodge reward well-timed evasion and melee follow-ups.
- Summon-focused play: Enduring Ally, Better Together, Restorative Summons, and related nodes support longer-lived allies, damage, and Health Element drops.
- Status combinations: Status Spread and Exploit Ailments point toward spreading ailments and boosting Summons against affected enemies.
- Command builds: Later tiers include Command Charge generation, longer-lasting Commanded enemies, and damage bonuses tied to having one present or keeping charges unused.
Because nodes can require earlier choices on the same path, check prerequisites at the shrine before planning around a later-tier effect. Reported free resets let you try a different setup without treating an early choice as permanent.
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- The action RPG sequel to Control, developed and published by Remedy Entertainment.
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