Terrence's talent tree has 34 nodes spread over four pages (Attack, Special, Alchemy, Sanity). Maxing all of them takes 52 Immundus stones, 49 once the three free starting nodes are subtracted. This page lists every node with its prerequisite, stone cost per level and the effect the data actually applies.
Terrence is the cane-and-sword knight. His tree splits into two weapon branches on the Attack page: the cane lunges (Lunge Attack, Multi Lunge Attack) and the knight's sword (Discipline, Sanction, Rising Slash, Spin Attack). The Special page holds the defensive moves and the damage upgrades for Backstab and Execution. See Terrence for the character and Talents for the rules shared by all trees.
Damage upgrades: Backstab: Enhanced and Execution: Enhanced give 7% per level and cost an Immundus, an Immundus Crystal and an Immundus Diamond. Knight's Instinct, one Diamond level, is the only damage node on the Sanity page and only matters in the Abnormal state (and so also when Lunatic).
Every level costs one stone of a fixed kind (Talents#Immundus stones). Nodes that start unlocked already hold level 1 for free, so the real bill is the second column.
Stone
All levels
After the free starting nodes
Chipped Immundus
9
6
Immundus
15
15
Immundus Crystal
21
21
Immundus Diamond
7
7
Total
52
49
By page (all levels): Attack 12, Special 13, Alchemy 13, Sanity 14.
"Requires" is the node that needs level 1 before this one can be bought (Talents#Prerequisites and learning); no requirement means open from the start of the page. "Data" gives the internal effect type (Talents#Effect types) and the numbers the game actually applies (permille values shown as percent). Effect descriptions are paraphrased.
Heavy, then Light: a 30-Rage two-handed sword slash.
SkillOpen moves 9
108
Sanction
107 Discipline
L1 Immundus
Heavy, then hold Light: a 100-Rage chain of slashes, hard to interrupt.
SkillOpen moves 8
111
Knight's Tenacity
108 Sanction
L1 Immundus Crystal
Adds 15 armour (the temporary Toughness pool) to the Heavy combo that follows Rising Slash (move 4) and the one that follows Spin Attack (move 5), so they are interrupted less. The Heavy combo entered from a Light combo or a dodge (move 15) gets none.
SkillToughnessAdd 15 (moves 4, 5)
113
Rising Slash
none
L1 Chipped Immundus
Hold Heavy: a 30-Rage rising strike that punishes guarding enemies; a full charge launches them.
SkillOpen moves 2, 3, 4
114
Spin Attack
113 Rising Slash
L1 Immundus
Dodge, then Heavy: a quick turn and slash right after a dodge.
SkillOpen moves 10
115
Rising Slash: Enhanced
114 Spin Attack
L1 Immundus Crystal
Unlocks a faster-charging version of Rising Slash.
SkillOpen moves 13
117
Rising Slash: Tenacity
114 Spin Attack
L1 Immundus Crystal
Adds 38 armour while Rising Slash (and the faster version) is being performed.
SkillToughnessAdd 38 (moves: Rising Slash full and short charge, Rising Slash: Enhanced)
Level 1 is enough to continue. The tree check only asks that the previous node has any level above 0, so you can pass through the cheap first levels of a chain and spend the Diamond levels later (Talents#Prerequisites and learning).
Three nodes are free. Lunge Attack, Parry and Execution start at level 1. Terrence does not start with Backstab or Rising Slash: each costs one Chipped Immundus.
Level N always uses the Nth stone type of the node. A level cannot be paid with a different stone (Talents#Immundus stones).
Abnormal-state nodes scale the built-in penalty, not a flat number. In the Abnormal state Terrence loses 30% max Health and gains 10% attack (both relative to base; rules in Abnormal state#How talents reshape these effects). Adapt to Abnormality: Life multiplies the 30% penalty by (1 - 0.333) and then (1 - 0.5), giving 20% and 15%. Knight's Instinct multiplies the 10% bonus by 1.5, giving 15%.
Lucky Madness is a drop weight, not a percentage. For Terrence it adds 5 / 10 to the weight of drop entries of item types 701 and 706 (trophy materials), and the "Abnormal State" condition in its text is not enforced. The mechanism is explained once in Talents#hm-lucky-madness-does-not-use-percent-it-adds.
Revenge scales with the hit. It gives 50% of the attacker's own "Rage on hit" value. Most enemy moves carry 6, so a typical hit gives about 3 Rage; moves with 0 give nothing. At or below 30% Health a trophy bonus can raise it further.
Furor and the poise nodes add flat points. Furor adds Rage per hit to 12 listed move rows; Knight's Tenacity (+15) and Rising Slash: Tenacity (+38) add to the move's own armour pool; Rising Slash: Inhibition adds +20 to the poise damage dealt. None of these are percentages.
Parry: Enhanced reduces the stamina lost when a block lands through the parry move (the formula multiplies the stamina cost by 0.7). It does not change the parry window.
reference/lua_src/gamedata/structdata/exportdata/es_herotalent.lua: every node (columns TalentPos, PreTalent, StoneLevel, Type, Condition, Value, ValueAdd, TextValue, TextValueAdd, DefaultOpen). English text: GameTextData.HeroTalent.
luascript/structdata/fs_talentdata.lua:5-45, 119-127 (level cap = number of stones listed, DefaultOpen forces level 1, level-up).
luascript/structdata/fs_herodata.lua:401-434 (GetHeroTalentValue: value = Value + ValueAdd x (level - 1), summed over all learned nodes of a type).
luascript/structdata/ms_herotalentcondition.lua:5-63 (how the Condition column is matched).
luascript/ui/controller/playerinfoctrl.lua:4280-4315 (stone check), 4405-4455 (prerequisite: previous node level above 0), 4562-4600 (editing only at an altar), 4850-4925 (confirm, stone consumption, achievements).
Terrence rows: ES_HeroTalent ids with HeroId 10001 (TalentId 11101 and up). Re-read in the heroes_a pass: Condition of Knight's Tenacity (4,0;5,0), Rising Slash: Tenacity (2,0;3,0;13,0) and Furor (1,0;4,0;5,0;10,0;14,0;15,0;103,0;104,0;105,0;107,0;108,0;111); the Heavy combo move indexes come from SkillChainData HeroId 10001 (see Terrence#Sources).
luascript/logic/playervalue/animalbase_value.lua:420-428, 511-552 (Abnormal-state penalties and the talent multiplier), 2339-2380 (resilience, poise damage), 2519-2523 (parry stamina), 2639-2641 (damage), 2700-2716 and 2755-2761 (Revenge, Furor), 783-791 (poise).
luascript/logic/player/animalbase.lua:4242-4247 (move 102 allowed in the Abnormal state), 16722-16735 (Devout), 6609-6640 (potions, Sanity per use).