Maze statues are the shrines scattered through the arenas of Deep into the Dark Mist. Walking up to a glowing statue opens a menu with two offers, and you may take one of them; the statue then goes dark. There are two kinds: the Purifying Saint, which hands out timed buffs for free, and the Cleansing Saint, which swaps one resource for another. The on-screen texts hide several numbers: the game halves every sanity amount, the buffs are percentages of your base stats, and the offers are not equally likely.
How a statue is chosen#
- Each arena has up to one statue. Whether it exists is decided by a pity counter, so you meet a statue at least every second arena (see Deep into the Dark Mist#The pity counter).
- There are four statue models (table StoryMazeStatue statue ids 1 to 4). Ids 1 and 2 are Holy (Purifying Saint) and carry the same six buff offers. Ids 3 and 4 are the second kind (called "Demon" internally, Cleansing Saint in the text) and carry the same six trades. The model is picked uniformly (inferred:
getRandom(1, number of statue models)), so it is an even chance of either saint. - From the six offers of the chosen saint the game shows two. The pair is fixed when the arena is built (two saved random numbers), so reloading does not reroll it.
- Each statue can be used once. If an offer is greyed out you lack the price, or (for the extra life) you already hold the maximum.
The offers are not equally likely#
The picker swaps list entries 1 and 2 with positions taken from two random numbers (Statue:SetDataList). If the two numbers are uniform from 0 to 100, the chance that a given offer is on the menu is about:
| Offer number | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Chance to be shown | 33% | 45% | 31% | 31% | 31% | 29% |
(computed from the swap rule; the total is 200% because two are shown). So the second offer of each saint, Defence for the Purifying Saint and Sanity for Health for the Cleansing Saint, turns up far more often than the rest.
Purifying Saint (buffs)#
All six offers cost nothing. Each grants a status for 300 seconds. Taking the same buff again refreshes its timer, the buffs share no cap and they are saved with the run (SaveEnable), so they survive walking through portals. They are lost when you die and return to the Mist Camp.
| # | Offer | Status | Exact effect |
|---|---|---|---|
| 1 | Attack | 10091 | +17.5% of your base Physical damage (property 1, Param5 175) |
| 2 | Defence | 10092 | +25% of your base Physical resistance (property 10, Param5 250) |
| 3 | Stamina recovery | 10093 | +35% of your base stamina recovery (property 15, Param5 350) |
| 4 | More Spectre Mushrooms | 10094 | doubles every mushroom stack you pick up while active |
| 5 | Life steal | 10095 | you heal 10% of the damage you deal (rounded up, Param5 100 per mille) |
| 6 | Slower sanity loss | 10096 | halves the maze's sanity drain (Param5 500 per mille) |
Notes:
- The "Attack" buff changes the Physical damage property only (
Param1= 1, the Physical damage id); elemental damage values are untouched (inferred from the property id). - Offer 4 is described by the game as increasing the quantity of mushrooms enemies drop. The code simply multiplies by 2 any pickup of a "maze coin" item (item type 404, the Spectre Mushroom) that goes through auto-pickup; the
Param5value of 1000 is never read (AutoGetItem). The multiplier is applied at pickup, so crate and boss stacks are presumably doubled as well (inferred). - Offer 5 is the generic life-steal logic type: every damaging hit heals
ceil(damage x 100 / 1000). - Offer 6 stacks multiplicatively with the Lunatic-survival trophy and with the Moon Jellyfish Jar, see Sanity in special areas#The maze (Deep into the Dark Mist).
Cleansing Saint (trades)#
The costs below are what the text says; the right-hand column is what the code really charges or pays.
| # | Text offer | Real cost | Real reward |
|---|---|---|---|
| 1 | Dedicate 1 Health Potion, recover 30% sanity | 1 Health Potion (item 20001) | +15 sanity (30% of the half-scale, see below), plus the maze lift out of Lunatic |
| 2 | Dedicate 10 sanity, recover 70% Health | 5 sanity | +70% of maximum Health |
| 3 | Dedicate 250 Health, get 20 Spectre Mushrooms | 250 Health | 20 Spectre Mushrooms |
| 4 | Dedicate 5 Spectre Mushrooms, get a Health Potion | 5 Spectre Mushrooms | 1 Health Potion |
| 5 | Dedicate 250 Health, recover 30% sanity | 250 Health | +15 sanity |
| 6 | Dedicate 20 sanity, survive a fatal injury once (stackable) | 10 sanity | one stack of the Extra Life status (10090) |
Sanity is halved#
The sanity numbers in the table were written for a scale of 0 to 200 and the code halves them on both sides (StatueUICtrl):
- A price of
Nsanity removesN / 2(10 becomes 5, 20 becomes 10). - A gain of
ppercent addsmax sanity x p / 2(30% of 100 gives 15, not 30). The text "recovers 30% Sanity" therefore overstates the gain by a factor of two. Because every maze sanity gain is also lifted to the Lunatic line (see Lunatic state), a hero below the line still ends up at 50 plus the gain. - To be allowed to pay, your sanity must be strictly above
50 + N/2of 100 (the check converts sanity above the 50% line back to the doubled scale and requiresN < that value). The 10-sanity offer needs sanity above 55; the 20-sanity offer needs sanity above 60. A Lunatic hero can use neither.
The Extra Life (status 10090)#
Status 10090 ("免死累加", no-death stack) has no time limit and stacks to 3. When an ordinary hit would bring your Health to 0, Health is set to 1, one stack is removed, and you carry on. It only triggers on plain damage with no special reason tag (SubPropertyCommon skips it for tagged damage reasons, inferred). When you already hold 3 stacks the offer is greyed out ("Buff full"). Unlike the buffs it never expires, but it is wiped by dying (the camp clears all statuses) (ControllerMain:EnterMazeStart calls ClearStatusAll).
Health trades can kill#
The check for a Health price is "price is at most your current Health", so you can still pay when you have exactly 250 Health or a little more. The payment is a normal property reduction and would reduce you to 0, unless you hold an Extra Life stack (inferred from SubProperty; not tested in play).
Hidden mechanics#
- Two saints, even odds, but buffs are not even. Offer 2 appears about 45% of the time per saint, the last offer about 29%.
- Sanity trades are half price and half reward. The percentages in the descriptions are twice the real values.
- Stamina recovery buff is the biggest percentage (+35%), attack is the smallest (+17.5%).
- Mushroom doubling covers every pickup that uses auto-pickup, probably including the 41 to 100 mushrooms a boss drops (see Maze rewards#Boss rewards); it is the strongest offer when taken before a boss or a Nightmare crate.
- Potions are convertible. A Health Potion costs 5 mushrooms and an offering of 250 Health buys 20 mushrooms; mushrooms are the maze's money, see Maze rewards#Spectre Mushrooms.
Sources#
- Table StoryMazeStatue (24 rows; statue ids 1-4, index 1-6): ES_StoryMazeStatue
GetStatusId10090-10096,UseItemId/UseItemNum,UseProperty/UseValue,GetItemId/GetNum,GetProperty/GetRate; English text GameTextData.StoryMazeStatue (24 descriptions; the Title field is empty). luascript/ui/controller/statueuictrl.lua:64-215(price checks, halving, rewards, Extra Life cap).luascript/logic/scene/statue.lua:46-80(two-offer pick, Holy/Demon type),:85-95(one use).luascript/logic/scene/scenebase.lua:612-653(statue placement and model choice).- Table StatusData rows 10090-10096:
StatusType309-315,Param1,Param5,Time300,Overlay3 (10090). Logic:logic/status/statusbase.lua:284-345(percent-of-base formula),logic/playervalue/animalbase_value.lua:1060-1085(Extra Life),:2672-2685(life steal),controllerstorymode.lua:4608(mushroom doubling),:2232-2236(sanity drain slow). - See also Sanity in special areas, Deep into the Dark Mist.