Pascal's Wager Wiki

Every object you pick up in Pascal's Wager is one row in one of three data tables: the item table (ItemData, 375 rows), the throwing weapon table (WeaponData, 12 rows) and the trophy table (TrophyData, 477 rows, covered on the Trophies page). The game sorts them by a main type and a sub type, and nearly all of the rules in this page (stack size, whether you can sell it, where it appears in the bag) follow from those two numbers. This page is the map; the detailed lists are on the pages linked below.

Item types#

Main typeMeaningSub types (id)RowsDetail page
1Quest items101 Quest item76Key items
2Consumables201 Health Potion, 202 "mana" potion (unused), 203 recovery elixirs, 204 combat and utility elixirs, 206 teleport whistles, 207 cleansers, 208 revive, 209 ammo, 210 jars, 211 internal56Consumables
3Throwing weapons301 (all 12 rows; flight is straight or lobbed, set per row)12Throwables
4Bone currencies401 Bone Fragment, Big Bone, Fractured Body, Filthy Core; 402 Anthozoan Bones; 403 Dominator Crystal; 404 Spectre Mushroom7Currencies
5Talent stones501 Immundus (five tiers, 50001-50005)5Immundus
6Trophies (equipment)601, 602, 603 (scars, resistance, nightmare)477 (TrophyData)Trophies, Trophy list
7Materials701 trophy materials, 702 elixir ingredients, 706 other materials, 709 formulas, 710 documents (115), 711 Dream Chests, 712 Arcade time reducers218Materials
8Stones801 Raw Stone, 802 Active Sendril and Symbiote (elixir stones), 803 Blackwater stones (enhancement), 804 Whet Stones (unused, see Trophy reforging#Cut and unused content)13Trophy enhancement, Trophy reforging

The numbers (main types and sub types) come from MS_ItemData.Type and MS_ItemData.MainType in the game's code; the two names the game does not show are "Frog" (211) and "SubTime" (712).

Item ids#

The first digits of an item id tell you what it is. This is a convention of the data, not a rule enforced by the code, but it holds for nearly every row:

Id rangeItems
10001-10073, 20029 (Starry Honey Wine), 72100-72121, 90000, 99999Quest and key items
20001-20033 (20029 is a quest-class item), 26001-26004Consumables
21010-21027Blessed consumables (the normal item's id +1000)
30001-30013Throwing weapons
40001-40031Bone currencies
50001-50005Immundus (talent stones)
60000sTrophies (TrophyData)
70001-70074Trophy and elixir materials
71001-71118Documents
72001-72004, 72111-72120Arcade time reducers; maze copies of consumables
78001-78005Dream Chests
79001-79021Alchemy formulas
80001-80035Stones

Stack limits and capacity#

TypeLimit per stack
Health PotionNot a bag item. Each hero has a stock of 2 (Terrence 3), +1 / 2 / 3 with the talent Health Potions: Stock
Elixirs, powders, cleansers, jars, whistle10 (Fully Recovery Potion 10; Ancient Silver Key 10; the unobtainable "Revive+" 5; Broken Bronze Whistle and the Immortal Jellyfish Jar 1)
Throwing weapons10
Medium Health Potion, Large Health Potion, Ammo99 in the data (none of them is obtainable in the bag; see Consumables)
Quest itemsMostly 1 (66 of 76); 3 for Ancient Relic, Argil, Broken Slate and two Arcade items; 2 for Glimmering Pink Bud; 7 and 8 for two Arcade items; 10 for Starry Honey Wine; 99 for Condensation Honey (see Key items)
Materials, formulas, stones, Immundus99
Documents, Dream Chests1
Bone Fragment, Big Bone, Fractured Body, Filthy Core, Anthozoan Bones, Spectre Mushroom9,999
Dominator Crystal999
Trophies600 in total, counted across all trophies (TrophyCapacity)

When you pick up more than fits, the game adds only what fits, the rest is lost and a "bag is full" message appears. Health Potions on the ground cannot be picked up at all while your stock is full. Heroes have a quick menu of 7 slots (slot 7 is skipped when the game looks for a free one); see Consumables.

Buying and selling#

  • Buying. Merchants sell from a list of transactions (TransactionData, 218 rows). Each row holds four versions of the item, price and stock, one per journey (journey 1 is the first playthrough; the game stops counting at four). A price is paid in one specific item, almost always Bone Fragments; Big Bones, Fractured Bodies, Dominator Crystals and Spectre Mushrooms are used by a few merchants. A stock of -1 is unlimited. Rows can appear only after a quest (ShowQuestId) and vanish after another (HideQuestId). See Merchants and Currencies.
  • Restocking. A stocked row marked as refreshing is refilled each time you respawn at an altar. All other stocks only reset when you start a new journey. Rows flagged NotReset never reset: the ten formula rows, Viola's six trophies, the four Dark Mist lamp and oil rows and the ten safe-house rows (see Merchants#Stock, restocking and New Game Plus).
  • Selling. Ordinary merchants only buy materials and bone items, and only those with a price of 0 or more (Price -1 means "cannot be sold"): the sell list excludes formulas, Dream Chests and documents. Consumables and throwables can never be sold (the Bone Whistle has a Price of 50, but the sell screen never lists it). You are paid in Bone Fragments, except at the maze merchant, who pays in Spectre Mushrooms (ui/controller/exchangectrl.lua:884-887). The sell price is the item's Price: for example Big Bone 7, Fractured Body 45, Filthy Core 260. Three merchant types buy trophies instead (see Trophies): the Viola and Norwood vendors take trophies without random properties, and the maze merchant takes trophies with random properties. A trophy sells for Ceil(Price x (1 + 0.1 x (level - 1))); the full rule is in Merchants#Selling.
  • Blessing and crafting are handled by the carriage vendor and the altar, see Blessing and Alchemy.

New Game Plus#

When you start a new journey the game runs its "restart" routine on the bag:

  • 60 items are deleted: every quest or key item flagged GamePlusRemove (keys, letters, the sword fragments, the stones of the Past, Present and Future, the Gate Key and so on). The Egg of the Bearer is one of the 60 flagged rows, and the restart routine also removes it explicitly. Consumables, throwables, materials, stones, Immundus and trophies are all kept.
  • Quest progress and map data are reset, and merchants' stocks return to their maximum (except the maze merchant).
  • Everything with four columns in the data (shop prices, shop stock, enemy drop pools, fixed pick-up quantities) switches to the next column. Shop prices usually climb every journey; most pick-ups hold more, and the Throwing Knife is replaced by the Huge Fang. See New Game Plus and Throwables.

Hidden mechanics#

  • Four of everything. Shop rows, item drops and fixed pick-ups each store four values and the game picks the one that matches the journey (never above 4). In the first journey the later columns are never seen. Arcade stages always use journey 1 and have their own copies of some items (30012, 30013).
  • Unreachable items. The data contains items that no shop, drop pool or pick-up gives: Medium Health Potion (no effect), Large Health Potion, the "Revive+" item (21027), and the "Frog" item (an internal placeholder with no English name). Ammo exists as an item but is routed straight into Viola's ammo and never enters the bag. They are leftovers, not secrets.
  • Documents are items too. 115 of the 218 materials are readable documents, one copy each. They have no use apart from their text and their quest triggers.
  • The Egg of the Bearer is a hidden beginner item. While it is in your bag, all damage you take is halved (Casual difficulty multiplies it by 0.65 on top, for 0.325 in total). A new journey removes it, and an achievement is recorded when you finish a run of the maximum journey without ever having had it. See Difficulty#Egg of the Bearer (beginner item).
  • Maze copies. Items 72111-72120 are the maze's own copies of six blessed elixirs, plain Elixir of Hallucination, Shriveled Holy Fruit, Hound Amulet and Slightly Sweet Roots+. They do not get the item talents that raise strength or duration. See Consumables.
  • Blessing is item id +1000. A blessed version is simply the id with 1000 added; the game builds it from the plain item this way when a blessing succeeds.

Sources#

  • luascript/structdata/ms_itemdata.lua:317-331 (GetAlchemyStoneId for reforging returns no stone): the Whet Stones 80031-80035 are never consumed, dropped or sold.
  • reference/lua_src/luascript/structdata/ms_itemdata.lua:12-170 (Type, MainType, constants including TrophyCapacity 600, ids for special items).
  • structdata/fs_itemdata.lua, structdata/fs_itemlist.lua:127-155 (Restart: GamePlusRemove, Egg of the Bearer), 219-255 (add, use).
  • controller/controllerstorymode.lua:5520-5580 (pick-up and stack cap), 4640-4723 (Health Potion pick-up rules), 5732-5810 (quick menu slots), structdata/fs_herodata.lua:6 (QuickMenuMax 7).
  • ui/controller/exchangectrl.lua:726-770 (what can be sold), 1521-1551 (what a merchant lists), structdata/ms_transactiondata.lua, structdata/fs_savestory.lua:1969-1979 (journey cap), 3419-3456 (stock reset and refresh).
  • Tables: es_itemdata.lua (375 rows: MainType, Type, NumMax, Price, GamePlusRemove), es_weapondata.lua, es_trophydata.lua, es_transactiondata.lua.
  • ui/controller/exchangectrl.lua:884-887 (maze merchant pays Spectre Mushrooms, ItemID_ExpAddList[7] = 40031); es_itemdata.lua rows 20001-20003, 20009 (stack 99), 20029 (quest class, stack 10), 72111-72120; GamePlusRemove counted over ItemData: 60 rows, all main type 1.
  • Egg of the Bearer multiplier: Damage formula and logic/playervalue/animalbase_value.lua:2010-2024.
Categories:Items and shops