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The rewards of Deep into the Dark Mist come from three places: what enemies drop, what crates and bosses pay, and what you buy in the Mist Camp. All of them depend on the maze level: the base level of the current floor plus the +0 to +4 you bought with the mushroom offering. The maze level runs from 1 (first Border floor) to 23 (Cave final floor), and the offering can push it to 27. The data tables go up to level 30, but nothing above 27 is reachable.

Spectre Mushrooms#

The Spectre Mushroom (item 40031, item type "maze coin" 404) is the only currency of the maze. It cannot be sold (Price -1) and stacks to 9999. You spend it on:

UseCost
Lamp upgrades (Deep into the Dark Mist#Lamp tiers)100 + 200 + 300 = 600 in total
Difficulty offering25 / 50 / 75 / 100 for +1 / +2 / +3 / +4 maze levels
Camp shop (below)2 to 250 each
Cleansing Saint5 for a Health Potion; 250 Health buys 20

The Purifying Saint's mushroom buff doubles any mushroom you pick up for 5 minutes.

How drops are rolled#

Each enemy has a list of "drop ids", and each id is rolled separately. For a drop id the game takes every row of table StoryMazeDrop for the current maze level (MazeLevel, 1 to 30) and builds a weighted list:

  • The row weight is Prob. The sum of all weights is the denominator.
  • A row with item 0 is a "nothing" row. It only adds to the denominator.
  • An item row is skipped, and does not count, if it is a Health-Potion-type item (item type 201 recovery) and your potion stock is full (IsHpNumMax). The code has the same check for the second recovery type, item type 202 (IsMpNumMax), but no maze table contains such an item, so it never matters. The odds of everything else rise accordingly.
  • The Lucky Madness talent (type ItemProbAdd 43, present in the trees of the five main heroes 10001 to 10005) would add ProbAdd1 (+5) or ProbAdd2 (+10) to the weight of an item row. The talent only counts for item types listed in its condition (701 and 706, the trophy upgrade materials: its text says it raises the drop rate of materials for trophies in the Abnormal state). No maze drop table contains an item of those types (the maze rows are mushrooms, potions, consumables, throwables, whistles and trophies), so the ProbAdd1 and ProbAdd2 columns are dead data and Lucky Madness does nothing in the maze (checked against ms_herotalent.lua:175-200 and GetMazeDropItem).
  • A random number from 1 to the sum picks the row. The amount is a random number between Num1 and Num2.

Enemy drops are placed on the ground next to the corpse; a boss' reward falls at a fixed point in the arena. Normal and elite enemies use the same three-roll pattern:

EnemyRoll 1Roll 2Roll 3
Normal (1065 of 1226 placed enemies)10001 mushrooms10003 consumable10099 Health Potion
Elite (161 placements)10002 mushrooms10004 consumable10099 Health Potion

Mushrooms from ordinary enemies#

Normal enemies (drop 10001) always drop mushrooms. The table has two rows, a smaller stack and a bigger stack, and it repeats in blocks of six maze levels. Inside a block the chance of the bigger stack grows by 5 points per level.

Maze levelsSmaller stackBigger stackChance of bigger stack
1-61225% at level 1, +5% per level to 50% at level 6
7-121-22-325% at level 7 up to 50% at level 12
13-182325% to 50%
19-242-33-425% to 50%
25-303425% to 50%

(In general: chance = 25% + 5% x ((level - 1) mod 6).) At level 1 an average kill gives 1.25 mushrooms.

Elite enemies (drop 10002) give a fixed 50/50 split between two ranges:

Maze levelsRange ARange B
1-65-66-7
7-105-67-8
11-166-77-8
17-196-78-9
20-237-88-9
24-307-89-10

Consumable drops#

Rolls 2 and 3 are the item rolls. Their "nothing" share drops with the maze level.

Maze levels"Nothing"Chance of each of the 5 listed items
1-495%1% each
5-1590%2% each
16-3085%3% each

The five items come in two sets that alternate with the level's parity:

TableSet ASet B
Normal enemies (10003)Elixir of Stamina, Elixir of Health, Brute Force, Powder of Defence, Bone Whistle. Used on levels 1-5 and on every odd level after thatElixir of Stamina, Elixir of Recovery, Elixir of Epiphany, Petrification Powder, Bone Whistle. Used on every even level from 6
Elite enemies (10004)Vertebra Nail, Hound Amulet, Glowstone, Shriveled Holy Fruit, Sour Conifer Leaf. Used on levels 1-6 and on every even level from 8Vertebra Nail, Hound Amulet, Elixir of Energy, Stun Crystal (3 per drop), Blinding Smoke (3 per drop). Used on every odd level from 7

See Consumables and Throwables for what the items do. The maze-only helpers are the Vertebra Nail (quick sanity recovery, status 10100), Hound Amulet (+30% movement speed for 5 minutes, status 10099) and Glowstone (fog set to 0-40 for 5 minutes, status 10098), all of which can be used only inside the maze. The Moon Jellyfish Jar is sold, not dropped. The Bone Whistle summons Glenn to carry you back to the Carriage.

Roll 3 (drop 10099): 90% nothing, 10% one Health Potion (item 20001), at every level, and no potion if your potion stock is full.

Crates#

Crates pay mushrooms only. The amount is a single flat range per kind:

KindRangeLevel 1Level 10Level 20Level 30
Common (drop 10096)19 + L to 25 + L20-2629-3539-4549-55
Elite (10097)31 + L to 37 + L32-3841-4751-5761-67
Nightmare (10098)43 + L to 49 + L44-5053-5963-6973-79

The kind is a random pick from the three (not the 60/30/10 weighting stored in the table), and the harder kinds wake more guards. See Deep into the Dark Mist#Crates.

Boss rewards#

Every maze boss rolls two ids and both always pay out, because neither list has a "nothing" row:

BossDrop ids
Maddened Ascetic, Holy Father, Jenny of Exilium, Fused Sprenger, Rosen Cavalier Patrick10005 + 10006
Edith, Frollo10005 + 10007
Proxy Higgins, Elena10005 + 10008
Usurper10005 + 10009
Terror Obsession10005 + 10010

Mushrooms (10005). Two equal rows. For maze level L up to 26 the amount is 39 + 2L to 48 + 2L (the lower half 39 + 2L-43 + 2L, the upper half 44 + 2L-48 + 2L, each 50%). The ranges stop rising at 91-100 from level 26. At levels 27 to 30 the upper half becomes more likely: 55% / 60% / 65% / 70%. Examples: level 1: 41-50, level 10: 59-68, level 20: 79-88, level 27: 91-100.

Trophies (10006-10010). Each table is a list of trophies, always one drop. The difference between maze levels is the upgrade tier of the trophy: the item id hundreds digit is the tier (+0 to +5, ids 67001 to 69515). Most trophies come in three id families, 67xxx, 68xxx and 69xxx, with the same name and tier but a different effect strength: the descriptions read small, medium and large boost, and the LogicParam rises accordingly (for example Bloodthirsty Eye 125 / 170 / 200, Raw Gem Amulet 400 / 550 / 700). Edith's and Frollo's table (10007) only offers the 67xxx versions (one strength, LogicParam 500). The names for each table are:

TableTrophies
10006Bloodthirsty Eye, Beastheart Stone, Glowing Crystal, Poison Arrowleaf, Pagan Icon, Hunting Claw, Daemon Mask
10007Beast Chain, Flamel's Ring, Meteor Bracelet, Skullcutter
10008Brass Mask, Executioner's Gloves, Mist Bracer, Stag Rings
10009 and 10010Raw Gem Amulet, Zealot's Crest

The tier schedule by maze level (percent chance of each tier; read it as "the boss drops tier A with x% and tier B with the rest"):

Maze level10006 (first bosses)10007 (Edith, Frollo)10008 (Higgins, Elena)10009 (Usurper)10010 (Terror Obsession)
1+0+0+0+0-
2+0 50 / +1 50+0+0+0-
3+1 50 / +2 50+0+0+0-
4+2 80 / +3 20+0+0+0-
5+2 67 / +3 33+1+0+0-
6+2 50 / +3 50+1 50 / +2 50+0+0-
7+3 90 / +4 10+2 50 / +3 50+0+0-
8+3 83 / +4 17+3 91 / +4 9+0+0-
9+3 75 / +4 25+3 89 / +4 11+0+0-
10+3 50 / +4 50+3 86 / +4 14+3 91 / +4 9+3-
11+3 50 / +4 50+3 80 / +4 20+3 91 / +4 9+3-
12+3 50 / +4 50+3 67 / +4 33+3 91 / +4 9+3-
13-14+3 50 / +4 50+3 50 / +4 50+3 91 / +4 9+3-
15+3 50 / +4 50+3 50 / +4 50+3 89 / +4 11+3-
16+4 91 / +5 9+3 50 / +4 50+3 86 / +4 14+3 91 / +4 9-
17+4 89 / +5 11+3 50 / +4 50+3 80 / +4 20+3 91 / +4 9-
18+4 86 / +5 14+3 50 / +4 50+3 67 / +4 33+3 91 / +4 9-
19+4 80 / +5 20+4 91 / +5 9+3 50 / +4 50+3 91 / +4 9-
20+4 75 / +5 25+4 89 / +5 11+4 91 / +5 9+3 91 / +4 9-
21+4 67 / +5 33+4 86 / +5 14+4 89 / +5 11+4 91 / +5 9-
22+4 50 / +5 50+4 80 / +5 20+4 86 / +5 14+4 89 / +5 11-
23+4 50 / +5 50+4 67 / +5 33+4 80 / +5 20+4 86 / +5 14+4 50 / +5 50
24+4 50 / +5 50+4 50 / +5 50+4 67 / +5 33+4 83 / +5 17+5
25+4 50 / +5 50+4 50 / +5 50+4 50 / +5 50+4 67 / +5 33+5
26-27+4 50 / +5 50+4 50 / +5 50+4 50 / +5 50+4 50 / +5 50+5

("+N" is the item level of each separate trophy id (the hundreds digit of the id), not an enhancement tier: random-property trophies cannot be enhanced (Random trophy properties#Pools). Each cell lists the level and the percent of the roll. Within a tier every trophy and every id family has equal weight. The tables exist for every level 1-30, but a boss only appears on the floors of its pool: the Usurper on Cave floors 6-7 (maze levels 21-22, up to 26 with the offering) and the Terror Obsession only on the final floor, level 23 (27 at most). Level 23 is the only floor where the Terror Obsession table is not all +5.) The best trophies of the mode therefore come from the last Cave floors; the early bosses cannot give a +5 until level 16.

Because the tier follows the maze level, buying levels with the mushroom offering also upgrades every trophy you win. See Trophies and Trophy list for what the trophies do.

The Mist Camp shop and boss gifts#

The keeper (the Black Sprite model, StoryMonster 499001) sells for mushrooms (TransactionData 4990001-4990013, every entry is unlimited):

ItemPriceCondition
Vertebra Nail (20030)15always
Hound Amulet (20031)15always
Glowstone (20033)5always
Moon Jellyfish Jar (26004)2always
Big Bone (40002)2always
Dream Chest 1 (78001)250until Border is cleared
Dream Chest 2 (78002)250after Border, until Interior is cleared
Dream Chest 3 (78003)250after Interior, until Depths is cleared
Dream Chest 4 (78004)250after Depths, until Cave is cleared
Dream Chest 5 (78005)250after Cave is cleared

Each clear unlocks a better Dream Chest. The Moon Jellyfish Jar costs 2 mushrooms against 15 for the Vertebra Nail. It does not restore sanity: it leaves a jellyfish on the ground for 60 seconds and sanity does not drain while you stand near it (item text and SceneMarkItemMazeTime = 60), so it is the cheap way to stop the drain, and the Nail is the way to refill. After a boss falls, another Black Sprite offers a free pick of potions, the revival of your second hero or a mushroom gift (20 + 10 x level, or 20 + 20 x level after a full area clear); see Deep into the Dark Mist#Boss rewards from the Black Sprite.

Enemy scaling#

Level by maze level#

Maze enemies do not use the story level tables. Their level is looked up in StoryMazeMonster by hero id and maze level (column Level_1 to Level_27), and the game then builds their stats from that level like any other enemy.

Enemy groupMaze levels 1 / 2 / 3 / 4 / 5After that
Club Fiend, Archer Fiend, Scissor Crone, Smoke-Pot Man, Maddened Ascetic8 / 12 / 15 / 18 / 21+3 per level
Holy Father8 / 10 / 14 / 18 / 21+3 per level
Most enemies and bosses (Dog, Poison Fiend, Shrew, Spearman, Axeman, Jenny, Edith, Frollo, Sprenger, Elena, Higgins, Usurper and others)6 / 10 / 14 / 18 / 21+3 per level
Tentacle Monster, Butcher, Claw Horse, Machete Horse, Rosen Cavalier Patrick4 / 8 / 12 / 16 / 19+3 per level
Two-Faced Man2 / 6 / 10 / 14 / 17+3 per level
Boar Man1 / 5 / 9 / 13 / 16+3 per level
Terror Obsession6 / 10 / 14 / 18 / 21+3 per level, then +4 at levels 26 and 27

So from maze level 5 onward nearly every enemy is at level 3 x L + 6: level 36 at maze level 10, 51 at 15, 66 at 20, 75 at 23 and 87 at 27. The Boar Man, the Two-Faced Man and the horse-type enemies are 2 to 5 levels lower on the same curve (the Boar Man, which fills a quarter of the bar by itself, is the weakest per kill).

Property overrides#

The table StoryMazeMonsterProperty (2200 rows: 39 hero ids x levels 1 to 40 x grades) is mostly zero. A value in it is added to the enemy's base property (animalbase_value.lua:229). The only non-zero rows are for the Maddened Ascetic in its second phase (grade 2) on maze levels 1 to 10:

Maze levelExtra HealthExtra physical resistance
1+1000+50
2+900+45
3+800+40
4+700+35
5+600+30
6+500+25
7+400+20
8+300+15
9+200+10
10+100+5

Level 11 and up has none. In other words the Ascetic is tougher at low levels, a compensation for the fact that its level is low and the player has more health (inferred purpose). All other enemies, all other bosses and every third-phase row are zero. The boss' grade up also tops its Health up to 50% when the phase starts (animalbase.lua:1531-1540).

Traps and hazards#

The maze reads the New Game Plus journey of traps and tricks from the maze level (ControllerMain:SetMazeTrapAndTrickData):

Maze levelTrap and trick loop
1-71
8-142
15-213
22 and up4

This is the same selector that scales trap damage on New Game Plus journeys (Traps and tricks#Which journey is used; the numbers are in New Game Plus enemy scaling#Environmental damage), so the Cave's last floors have the harshest traps.

Hidden mechanics#

  • The number of mushrooms per kill is tiny; bosses and crates are the bank. A level 1 kill gives about 1.25 mushrooms, an elite 6 and a Nightmare crate 44-50, a boss 41-50.
  • Potions refill themselves. The Health Potion roll disappears when your potion stock is full, so full-stock hero kills do not waste a roll on potions.
  • Item chance triples over the run. The item share goes 5% to 10% to 15% per roll at maze levels 1, 5 and 16.
  • Guaranteed trophy. Every boss kill drops exactly one trophy (no "nothing" row), and its tier is fixed by the maze level, not luck.
  • Low-level trophies are +0. Maze level 1 is always +0. The Edith/Frollo and Higgins/Elena tables do start at +0 or +1 in their first levels, but those bosses can only appear from level 7 (Frollo), 8 (Edith) and 14 (Higgins, Elena), where the tables already give +2 or +3 (Frollo at 7), mostly +3 (Edith at 8) and mostly +3 (Higgins and Elena at 14), so those weak rows are unreachable.
  • Trophy strength is a second roll. Within a tier, the small, medium and large versions of a trophy have equal weight, so each drop has a one in three chance of each strength (except Edith's and Frollo's trophies, which have one strength).
  • Traps scale in four steps (maze levels 8, 15, 22).
  • Mushrooms are not a score. Nothing in the code converts leftover mushrooms to anything; a won run just leaves you with the coins.

Sources#

  • ES_TrophyData EmotionType 1 on all 254 random-property rows (fs_trophyitemdata.lua CanEnchant): they cannot be enhanced.
  • Tables: StoryMazeDrop (2947 rows, drop ids 10001-10010, 10096-10099, MazeLevel 1-30), StoryMazeCrate (90 rows), StoryMazeMonster (39 rows, Level_1-Level_27), StoryMazeMonsterProperty (2200 rows; non-zero rows ids 162-180), TransactionData ids 209-218 (4990001-4990013), StoryMonster columns DropId and mazeAdd for stories 401-414 and 501-599, TrophyData ids 67001-69515.
  • luascript/controller/controllerstorymode.lua:3396-3415 (drop id routing for maze), :5163-5217 (maze drop placement), :5419-5470 (weighted pick GetMazeDropItem, ProbAdd), :7270-7310 (crate payout), :4608 (mushroom doubling), :1904-1921 (call hero death rewards), luascript/ui/controller/dialogctrl.lua:1072-1092 (AddDarkShard 20 + level x action).
  • luascript/structdata/ms_storymazedrop.lua, ms_storymazemonster.lua, ms_storymazemonsterproperty.lua, ms_storymazecrate.lua.
  • luascript/logic/player/animalbase.lua:1505-1535 and :1594-1600 (maze property override), logic/playervalue/animalbase_value.lua:226-231 (additive property).
  • luascript/controller/controllermain.lua:4864-4883 (trap and trick loop by maze level).
  • Related pages: Maze statues, Deep into the Dark Mist, Trophies, Dream Chest.
Categories:Game modes