Gaming Guide

Control Resonant: How to Unlock Every Talent (Full List)

Defeat the first Resonant, open the Gap, and spend Talent Points earned by leveling zones across all 16 tiers.

Defeat the first Resonant, open the Gap, and spend Talent Points earned by leveling zones across all 16 tiers.

Image: Remedy Entertainment

Talents are one of the core progression systems in Control Resonant, sitting inside the Gap alongside weapon forms and combat abilities. They are passive perks that strengthen the link between Dylan’s melee attacks, summons, and paranatural powers, and you buy them with Talent Points across a 16-tier tree.

Quick answer: Defeat the first Resonant, The Artist, to unlock the Gap. Then press and hold G, interact with the shrine, and spend Talent Points earned by leveling zones.

Image credit: Remedy Entertainment

How to unlock Talents in the Gap

The Talent tree is locked until you clear the game’s first major boss. Once the Gap is available, the tree stays open for the rest of your playthrough.

Defeat the first Resonant, The Artist, during the early Orientation mission. Beating this boss unlocks the Gap, the build space where Talents live.
Hold down the G key to access the Gap. You must be in open play to do this; it won’t work in a Story area or during dialogue.
Once inside the Gap, interact with the small shrine to open the Talents menu. Select the Talent you want and confirm the purchase to spend your Talent Points.

You will know it worked when the node lights up as owned in the tree and its effect is active in combat. Buying certain Talents also progresses trophies and achievements.

Many Talents sit on a path. You must own the earlier node on that same path before a later one becomes available for purchase.

Image credit: Remedy Entertainment

How to earn Talent Points

Talent Points come from leveling up zones rather than from Dylan directly. Completing story missions and clearing activities around a zone builds its XP, and each level a zone gains awards a Talent Point along with better resource and health drops there.

The tree also lets you reset every point you have spent for free, so you can respec toward a different loadout whenever you want to test a new combat setup.

Image credit: Remedy Entertainment

Every Talent by tier

The tree runs across 16 tiers, moving from core melee and dodge perks into summon, status, and Command-focused nodes at the top. Here is the full list with what each Talent does.

TierTalentEffect
1Dominance+100% Melee Damage after an Execution (Primary and Combo Finisher), +50% for Secondary; kills drop more Health Elements; lasts 8s.
2All-Rounder+5% Damage and Falter from all attacks.
2Extra Impact+10% Falter from Combat Abilities.
3Perfect DodgeDodge just before a hit lands to gain Retaliation; next attack deals +50% Damage and Falter.
4Extended FalterEnemies stay Faltered for longer.
4Cleansing RushRush clears status ailments twice as fast.
4Extended RushRush lasts three times as long.
4RetributionRetaliation deals 25% more Falter.
5Guarded FormationTake 20% less damage near summons.
5Agile ResponseDodge attacks inflict 25% additional Damage and Falter.
6Restorative SummonsWhen Summons kill enemies, they leave behind additional Health Elements.
6Sanctioned RetaliationRetaliation recovers 50% more Power.
6Skilled BackstabMelee hits from behind deal 50% more Damage and Falter.
7Enduring Ally+50% lifetime for all Summons.
7Mold Colony+1 active Mold ally.
7Reactive DetonationPerfect Dodge during Ignite applies Burn to nearby enemies.
7Back Stab RecoveryMelee hits from behind recover 50% more Power.
7Decisive Step-upExecution grants Keen: +20% Critical Chance to Melee for a short time.
7ResurgenceEnemies attacking during Ignite or Shield gain Vengeance, taking 50% Damage and Falter from Melee and Shield Bash.
8Better TogetherSummons deal 25% more Damage and Falter during Dominance.
8Heightened State+20% Power during Dominance.
8Sustained AssaultRepeated Melee hits on the same enemy can drop Health Elements.
9Extended RetaliationAdds a Retaliation charge, boosting the next two attacks within 5s of a Perfect Dodge.
9Restorative DodgeA Perfect Dodge restores a little Health.
10Battle AlignmentSummons apply Tracked, making affected enemies take 30% extra Damage and Falter from Combat Abilities.
10Optimized Projectiles+25% projectile Damage and Falter.
10Impressive Comeback+20% Power recovery when Health is below 25%.
11Parting BlastDestroyed Summons send out a shockwave dealing Damage and Falter in a small area.
11Anti AirAgainst Airborne enemies, Summons inflict 20% additional Damage and Falter.
11Avid ExecutionIncreases Execution range.
11Restorative DominanceHitting enemies during Dominance makes them drop a Health Element.
11Shield BlastTap light attack with Shield active to trigger an explosion.
12Friendly FairwellWhen a Summon dies, it leaves behind one Health Element.
12Combat Recharge+10% Power from all Melee attacks.
12Peak Condition+20% Falter at full Health.
12Status SpreadPush and Ground Slam spread the target’s active Status Ailments to nearby enemies hit.
12Rising HeatUsing Inferno repeatedly in a short time boosts its Damage and Falter.
12Executive FinisherExecuting a Heavy enemy replenishes a large amount of Power.
13Summoned ReservesHeavy enemies killed by Summons have a 20% chance to drop a Command Charge.
13Morale Boost+20% Power recovery while a Commanded enemy is on the field.
14Thought LeaderCommanding low-Health enemies costs 1 less Command Charge (minimum 1).
14Crowd ConversionDrone enemies slain by Commanded enemies return as allies.
14Command ProvisionEnemies killed by Combat Abilities have a 20% chance to drop a Command Charge.
14Lethal AuthorizationCommanded enemies detonate upon death.
14High MoraleCommanded enemies inflict 25% extra Damage and Falter.
15Exploit AilmentsSummons inflict more Damage and Falter on enemies affected by Burn, Infected, or Astralized.
15Stored Command+5% Combat Ability Damage and Falter per unused Command Charge.
15Strong Presence+30% lifetime for Commanded enemies.
15Energized Melee+5% Melee Damage and Falter per unused Command Charge.
15Command AdvantageWhile a Commanded enemy is present, Dylan and all Commanded characters receive Keen.
16Team MoraleTake 5% less damage per Summon on the field.
16Field MasterWhen a Commanded enemy is present, Combat Abilities other than Summons deal 20% extra Damage and Falter.
16Command II+1 Command Charge.
16ResilientWith Dominance active, Dylan takes 25% Damage.
16Extended DominanceDominance lasts 15 seconds.

Because points come at a steady pace and the tree respecs for free, you can start with core survivability and melee perks such as Retribution, Agile Response, and Restorative Dodge, then rebuild toward summon or Command nodes once those abilities are online. Keep leveling zones as you explore and the higher tiers open up naturally.