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.

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.
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.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.

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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.

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.
| Tier | Talent | Effect |
|---|---|---|
| 1 | Dominance | +100% Melee Damage after an Execution (Primary and Combo Finisher), +50% for Secondary; kills drop more Health Elements; lasts 8s. |
| 2 | All-Rounder | +5% Damage and Falter from all attacks. |
| 2 | Extra Impact | +10% Falter from Combat Abilities. |
| 3 | Perfect Dodge | Dodge just before a hit lands to gain Retaliation; next attack deals +50% Damage and Falter. |
| 4 | Extended Falter | Enemies stay Faltered for longer. |
| 4 | Cleansing Rush | Rush clears status ailments twice as fast. |
| 4 | Extended Rush | Rush lasts three times as long. |
| 4 | Retribution | Retaliation deals 25% more Falter. |
| 5 | Guarded Formation | Take 20% less damage near summons. |
| 5 | Agile Response | Dodge attacks inflict 25% additional Damage and Falter. |
| 6 | Restorative Summons | When Summons kill enemies, they leave behind additional Health Elements. |
| 6 | Sanctioned Retaliation | Retaliation recovers 50% more Power. |
| 6 | Skilled Backstab | Melee hits from behind deal 50% more Damage and Falter. |
| 7 | Enduring Ally | +50% lifetime for all Summons. |
| 7 | Mold Colony | +1 active Mold ally. |
| 7 | Reactive Detonation | Perfect Dodge during Ignite applies Burn to nearby enemies. |
| 7 | Back Stab Recovery | Melee hits from behind recover 50% more Power. |
| 7 | Decisive Step-up | Execution grants Keen: +20% Critical Chance to Melee for a short time. |
| 7 | Resurgence | Enemies attacking during Ignite or Shield gain Vengeance, taking 50% Damage and Falter from Melee and Shield Bash. |
| 8 | Better Together | Summons deal 25% more Damage and Falter during Dominance. |
| 8 | Heightened State | +20% Power during Dominance. |
| 8 | Sustained Assault | Repeated Melee hits on the same enemy can drop Health Elements. |
| 9 | Extended Retaliation | Adds a Retaliation charge, boosting the next two attacks within 5s of a Perfect Dodge. |
| 9 | Restorative Dodge | A Perfect Dodge restores a little Health. |
| 10 | Battle Alignment | Summons apply Tracked, making affected enemies take 30% extra Damage and Falter from Combat Abilities. |
| 10 | Optimized Projectiles | +25% projectile Damage and Falter. |
| 10 | Impressive Comeback | +20% Power recovery when Health is below 25%. |
| 11 | Parting Blast | Destroyed Summons send out a shockwave dealing Damage and Falter in a small area. |
| 11 | Anti Air | Against Airborne enemies, Summons inflict 20% additional Damage and Falter. |
| 11 | Avid Execution | Increases Execution range. |
| 11 | Restorative Dominance | Hitting enemies during Dominance makes them drop a Health Element. |
| 11 | Shield Blast | Tap light attack with Shield active to trigger an explosion. |
| 12 | Friendly Fairwell | When a Summon dies, it leaves behind one Health Element. |
| 12 | Combat Recharge | +10% Power from all Melee attacks. |
| 12 | Peak Condition | +20% Falter at full Health. |
| 12 | Status Spread | Push and Ground Slam spread the target’s active Status Ailments to nearby enemies hit. |
| 12 | Rising Heat | Using Inferno repeatedly in a short time boosts its Damage and Falter. |
| 12 | Executive Finisher | Executing a Heavy enemy replenishes a large amount of Power. |
| 13 | Summoned Reserves | Heavy enemies killed by Summons have a 20% chance to drop a Command Charge. |
| 13 | Morale Boost | +20% Power recovery while a Commanded enemy is on the field. |
| 14 | Thought Leader | Commanding low-Health enemies costs 1 less Command Charge (minimum 1). |
| 14 | Crowd Conversion | Drone enemies slain by Commanded enemies return as allies. |
| 14 | Command Provision | Enemies killed by Combat Abilities have a 20% chance to drop a Command Charge. |
| 14 | Lethal Authorization | Commanded enemies detonate upon death. |
| 14 | High Morale | Commanded enemies inflict 25% extra Damage and Falter. |
| 15 | Exploit Ailments | Summons inflict more Damage and Falter on enemies affected by Burn, Infected, or Astralized. |
| 15 | Stored Command | +5% Combat Ability Damage and Falter per unused Command Charge. |
| 15 | Strong Presence | +30% lifetime for Commanded enemies. |
| 15 | Energized Melee | +5% Melee Damage and Falter per unused Command Charge. |
| 15 | Command Advantage | While a Commanded enemy is present, Dylan and all Commanded characters receive Keen. |
| 16 | Team Morale | Take 5% less damage per Summon on the field. |
| 16 | Field Master | When a Commanded enemy is present, Combat Abilities other than Summons deal 20% extra Damage and Falter. |
| 16 | Command II | +1 Command Charge. |
| 16 | Resilient | With Dominance active, Dylan takes 25% Damage. |
| 16 | Extended Dominance | Dominance 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.





