I wrote this in a different post, but I might as well dump it here (SORT of a repost?). It fits better with the Topic~ [* is a reworked Talent. + is a new Talent.]
+Anti-Venom: Immunity to Poison/Acid. Cannot be taken with Demon, Ice King, Loyalty or Superstition. *Bigger and Better: Gives one extra Attribute every (x) level. *Comeback Kid: Once per combat, block a killing blow and restore the character to 50% health and remove all debuffs. *Demon: Immunity to Flaming debuff. Cannot be taken with Anti-Venom, Ice King, Loyalty or Superstition. *Escapist: Ignore Opportunist. *Ice King: Immunity to Freezing debuff. Cannot be taken with Anti-Venom, Demon, Loyalty or Superstition. *Glass Cannon: Lower total vitality by 30% instead of being vulnerable to all CC. *Leech: Heal 5% of total health for x blood. Ideally, spending 1-3 AP on movement should fully heal you with a lot of blood nearby. +Loyalty: Immunity to Charm. Cannot be taken with Anti-Venom, Demon, Ice King or Superstition. +Masochist: While affected by Bleeding or Flaming debuff, deal 10% more damage and gain 1 AP. *Morning Person: Allows the revived character to take their turn before that round of combat ends. Similar to if they delayed their turn. +Superstition: Immunity to Cursed Debuff. Cannot be taken with Anti-Venom, Demon, Ice King or Loyalty. +Vile: When struck, create a pool of poison at your feet. If already standing in poison, propagate the poison field. *Walk It Off: At the start of your character's turn, spend 1 AP to remove a debuff from your character. This can happen no more than 1 time a turn. +Weapon Expert: Equipping Weapons in combat no longer has an AP cost. *What a Rush: While under the effects of Adrenaline or Rage, move 35% faster and gain 1 AP. Does not stack.