Hopefully I've caught all talents there are. If there's one missing, please tell me and I might add it to the list.
Talents unlock at certain deck sizes: 14, 18, 22, 26, 30, 34 cards.
There is a treasure to reduce the necessary deck size by four cards for each tier.
The probability to get a certain talent should be:
at the start of the run:
(number of talents picked up total (determined by deck size)) / (number of talents inside the branch you want to get the talent from)
during the run:
(number of talent picks left (determined by deck size)) / (number of talents inside the branch you want to get the talent from - number of talents already picked in total (doesn't matter which branch))
2 Talents picked already that were not the talent you are looking for. Your deck will probably reach 30 cards, so you expect to pick up three more talents. Sharra has 9 Talents in total, 2 of them are already out of the pool. The chance to get a certain talent of the remaining seven within the next three talent unlocks is:
3 / (9 - 2) = 3 / 7 = 43%.
Please note that different heroes seem to have a different numbers of possible talents.
Amphibian Affinity - Start each battle with 8 Frogs. (Ally – 1 Spirit – Aggressive, Swarm, at the end of each turn, this loses 1 spirit.)
Brain Size Matters - Vaults of Wisdom can be visited twice.
Cold Blood - At the start of your turn, if Aurora has 5 life or less, draw a card.
Kappa Strength - Whenever you Dissolve a card, Aurora gains 1 Power.
Longevity - At the end of your turn, Aurora heals life equal to your hand size.
Perfect Clarity - When you block an attack for the exact right amount, draw two cards. The cost 0 for the rest of the battle.
Sagacity - Start each battle with 3 Sips in hand.
Seven Inches Taller - Aurora has +7 maximum life.
Sixth Sense Each turn, the sixth card you draw costs (1) less this turn.
Soothing Mists - The leading enemy has -2 Power.
Tea for Two - Whenever you use Aurora’s teapot, heal the other hero for half the amount.
Adamant Blood - Receive no wounds when Seifer dies.
Blood Bond - Damage dealt to the other hero also increases Seifer's Rage.
Boiling Blood - At the start of each battle, Seifer gains 10 Rage.
Burning Mind - Whenever Seifer becomes enraged, draw a card and gain (1)
Dark Thoughts - Once per battle, click Seifer to gain 10 Rage and move him to the front.
Face to Face - At the end of each turn, if Seifer is leading he gains 5 Rage.
Feet of Fire - Whenever the heroes swa, Seifer gains 3 Rage.
Greed - Gain 15 more gold per battle.
Life Tap - When an enemy dies, if it wasn’t a summon, Seifer heals 3 life.
Loyal Minion - Start each battle with a Brute (Ally – 5 Spirit – Aggresive)
Malice - When an enemy takes damage, Seifer gains 1 Rage.
Ringleader - Damage from allies inflict 1 Bleed.
Alacrity - Once per battle, click on Sharra to attack the leading enemy for 15 and Retreat
Courageous - Sharra starts each battle with 3 Courage.
Fly Weight - Whenever you end your turn with no cards in hand, Sharra gains 1 Power
Hidden Blades - Start each battle with 4 Daggers.
Knife Juggling - Whenever Sharra adds a Dagger to your hand, add twice as many.
Momentum - Whenever you swap, Sharra gains 1 Power this turn.
Resilience - Whenever Sharra takes damage, she gains two stacks of Courage
Take Cover - Whenever Sharra takes damage from an enemy attack, she retreats and gains 4 Power next turn.
Warmed Up - Every 3 times your characters swap, gain (1).
Adaptive Hide - The first time Sorocco takes damage each turn, he gains 5 Block.
Bouncer - If you still have block at the end of enemies’ turn, add a Headbang to your hand.
Brew Master - Increase Fortifying Brew’s Block to 5.
Daredevil - At the start of your turn, if Sorocco is leading draw a card.
Fortune - Vaults of Wisdom always offer 1 card with one random gem in it.
Guardian - Whenever either of the heroes play a Defend, draw a card
Insatiable - All future cards gained have 2 gem sockets.
Powered Fist - The first attack Sorocco makes each turn gains +5 Power.
Quick Reflexes - Once per battle, click on Sorocco to gain 15 Block and move him to the front.
Regeneration - At the End of each battle, Sorocco heals 8 life.
Stone Skin - Sorocco has +1 max life for each card in your deck,
Strongman - Each turn, the first time you play a card that costs (2) or more, gain (1).
Bargain Hunter - The shop chargest 25% less gold.
Charismatic - Allies cost (1) less.
Expert Looter - At the end of each battle, gain 1 gold for every two cards in your deck.
Hardy - At the end of each battle, both heroes heal 3.
Head Start - Gain (1) and draw a card at the start of each battle.
Heroic Bond - Both Heroes gain +1 Power.
Quick Thinking - When you have no cards in hand, draw a card
Rending Blow - The first hit of the battle inflicts Bleed equal to half the damage dealt.
Second Wind - At the start of turn 5, the heroes gain 3 Power
Stoicism - At the start of each turn, gain 5 Block. This effect ends once you shuffle your deck.
Story Teller - Start each battle with a Story Teller. (Ally – 2 Spirit – Activate: Draw a card.)
Wayfarer - Whenever you use a brush, reveal two extra adjacent tiles at random.
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