Pascal's Wager Wiki

Besides tougher enemies (see New Game Plus enemy scaling), every new journey changes what the world gives and what it charges. The game stores four values for each affected entry (journeys 1 to 4; journey 5 onwards reuses journey 4) and swaps the whole table when a journey starts. This page lists those swaps: enemy drops, items lying in the world, and merchants.

Overview#

TableRowsRows that differ by journeyWhat changes
ItemDropData (enemy drops)874134drop weight, amount, item (51 swap the item)
StoryItem (items in the world)1,212216amount (170), item (58), quest conditions (20)
TransactionData (shops)218198price (198), item (42), amount (8)
TrapData, TrickData, ShellData8 / 60 / 16 traps, 47 tricksdamage only (see New Game Plus enemy scaling#Environmental damage)

Nothing else in these tables has journey columns. In particular enemy spawn lists are identical in every journey: no enemy is added or removed by the journey number itself.

Enemy drops#

How a drop table works#

A monster names one or more drop table ids. For each table the game collects every row of that table, gives it a weight, rolls a number between 1 and the total weight and takes the row it lands in. The "Prob" column is therefore a weight, not a percentage, and the tables include a row with item 0 meaning "nothing". If the weights add up to 100 they read as percentages, which most do not exactly.

Two details the game never shows:

  • If your hero already carries the maximum number of one of the two flask types the code tracks (items of type 201, such as the Health Potion and Fully Recovery Potion, and type 202, the Medium Health Potion), drop rows holding that type are left out of the roll completely, which raises the odds of the other rows. The code names these types "HP recovery" and "MP recovery", but in the data both are health potions.
  • Talents that raise item drop odds add a bonus to the weight of matching rows only (the ProbAdd columns, 5 or 10 in nearly every row).

What changes in later journeys#

Of the 874 rows, 740 keep the same item, the same weight and the same amount in every journey. The 134 that change fall into these groups.

Kind of changeRowsExample (journey 1 / 2 / 3 / 4+)
Trophy tier only43Knight's Poleaxe at Heggem table 10018 drops as +0 / +1 / +2 / +3
Weight only22Heggem table 10018 (a rare enemy): "nothing" 69 / 59 / 49 / 39
Amount only28Anthozoan Bones, Heggem table 10021: 1-2, then 2-3
Weight and amount33Bone Fragment, Heggem table 10014 (the common beast table): weight 65 / 85 / 65 / 65 and amount 3 / 16-24 / 23-31 / 30-38
Item swap4Throwing Knife becomes Huge Fang (two tables) and Bone Fragment becomes Big Bone (two tables)
Item swap plus new amount or weight4the same kinds of swap, with changed amounts or odds

Some full tables:

TableRowWeight J1 / J2 / J3 / J4+
Heggem 10018nothing69 / 59 / 49 / 39
Chipped Immundus (1)20 / 30 / 40 / 50
Raw Stone (1)10 (all)
Knight's Poleaxe, +0 to +3 by journey1 (all)
Exilium 30006nothing30 / 20 / 10 / 1
Blackwater Debris (1)5 / 15 / 25 / 34
Rusty Armor, Broken Poleaxes, Knight's Poleaxe (+0 to +3), Knight's Armor (+0 to +3)15, 15, 15, 10 (all journeys)
Raw Stone (1)10 (all)
Ichthyosauria 90097Bone Fragment95 / 20 / 30 / 30, amount 17-25 / 22-30 / 29-37 / 36-44
Big Bone5 / 80 / 70 / 70, amount 3 / 3-4 / 4 / 5
Karst Cave 70008Bone Fragment3 (all), amount 50 / 60 / 70 / 80
Big Bone3 (all), amount 5 / 6 / 7 / 8

Summing the expected yield of all 187 distinct drop tables (a "roll every table once" figure, useful only for comparing journeys) gives:

ItemJ1J2J3J4+
Bone Fragment301281328398
Big Bone33597180
Anthozoan Bones13.818.218.618.6
Chipped Immundus2.262.362.462.56
Blackwater Debris0.330.630.931.22
Blackwater Rubble2.573.073.574.07
Active Sendril11.611.611.311.1
Active Symbiote4.64.64.34.1
Chance of "nothing" (mean over tables)25.3%24.8%24.4%24.0%

Read it like this: the currencies (Bone Fragment and Big Bone) and the Blackwater trophy-enhancement parts grow every journey, while Active Sendril and Active Symbiote (alchemy ingredients) get slightly rarer. The "nothing" chance falls a little. The journey 2 dip in Bone Fragment is because many tables swap part of it for Big Bone, which is the higher-value currency (see Currencies and Bone Fragment). Immundus stones barely change in drops (only Chipped Immundus becomes a little more likely); the higher grades come mainly from upgraded pickups.

Trophy drops get stronger#

A trophy exists as four items, one per level +0 to +3 (for example Knight's Poleaxe: ids 60107, 60207, 60307, 60407, whose critical-damage bonus is 32 / 40 / 48 / 56 and whose bonus against beasts is 35 / 45 / 55 / 65). Trophy drop tables hold a different id per journey. The 43 trophy-only changes by region (level stored as +n):

Region (data id)Rows that follow +0 / +1 / +2 / +3Other pattern
Heggem (1)1
Adamina (2)21 row +0 / +1 / +1 / +1 (Blood-stained Scissors, a certain drop)
Exilium (3)5
Edith (4)35 rows +1 / +1 / +2 / +3
Katib (5)9
Blessedland (6)211 rows +1 / +1 / +2 / +3
The Karst Cave (7)4 rows +2 / +2 / +2 / +3

So the first journey already hands out up to +2 in the late chapters, and every region gives +3 from journey 4. The journey ladder only covers +0 to +3. Rows for +4 and +5 trophies exist in the tables, but they are the same in every journey (331 of the 374 trophy drop rows keep their item in all four columns, across all levels from +0 to +5); see Trophy sources and Trophy enhancement.

Items in the world#

StoryItem lists every pickup placed in a chapter (chests, corpses, plants). 996 of the 1,212 rows are identical in every journey. The rest:

ChangeRowsDetails
More of the same148plants, mushrooms, parts and potions. The total amount in these rows is 302 in journey 1, 416 in journey 2, 529 in journey 3 and 603 in journey 4 (+38%, +75%, +100%)
Trophy goes up a level15+0 / +1 / +2 / +3 (for example the Knight's Poleaxe pickup in Exilium)
Bone Whistle gift9an empty spot in journey 1 becomes a Bone Whistle in journeys 2+ (see below)
Blackwater ladder17Blackwater Debris becomes Rubble in journey 3 (7 pickups) or journey 4 (7 pickups); 3 more Chipped Immundus pickups first become Debris then Rubble
Throwing Knife to Huge Fang5from journey 2
Chipped Immundus to Immundus7from journey 2 or 3 (4 rows go Chipped, Chipped, Immundus, Immundus)
Raw Stone to Blackwater Rubble2from journey 2
Big Bone to Fractured Body2Ichthyosauria only, from journey 3 (4 / 8 Big Bone become 1 / 2 Fractured Body)
Fire Jar to Blessed Antitoxin Potion1journey 4 only (Fire Jar 5 becomes 1 potion)

The Bone Whistle gift#

The game lets you collect the Ancient Relic, Argil and Broken Slate once per save, and the quest flag for them (for example 22009 for the Adamina Argil) is NotReset, so they stay hidden in journey 2 once you have taken them. In their place (the same map position) the game adds a Bone Whistle in journeys 2 to 4. Its conditions in Adamina: show only when a chapter progress quest (22106) and the permanent collected flag (22009) are both complete, hide once the whistle has been taken (22047) or the collectible was picked up again in this journey (22147). The other eight follow the same pattern with their own quest numbers. Nine positions work this way (Adamina 1, Exilium 2, Edith 2, Katib 3, Blessedland 1). Reading the logic, the whistle is a consolation prize for collectibles you cannot take twice (interpretation of the show/hide conditions, partly inferred). A Bone Whistle summons Glenn to take you back to the Carriage from anywhere.

Shops#

Prices, items and amounts have four columns each. Typical movement for the chapter Black Sprites (details and the full list on Chapter merchants, Carriage supplies, Norwood's sundries and Viola's collection):

CurrencyRowsPrice vs journey 1 (mean), J2 / J3 / J4Range
Bone Fragment117x1.49 / x2.19 / x3.2x1.0 to x4.0
Big Bone38x1.49 / x1.98 / x2.84x1.0 to x4.33
Fractured Body5x1.57 / x2.28 / x2.95
Dominator Crystal (Viola)6unchanged
Spectre Mushroom (safe house)10unchanged

Typical price triples: Elixir of Sanity 5 / 7 / 10 / 15, Elixir of Health 10 / 15 / 25 / 35, broken-weapon scraps 15 / 25 / 35 / 50, the Truth trophy 100 / 120 / 140 / 180. Norwood's shop uses trophy tiers that rise with the journey and cost 33 / 44 / 55 / 66, 44 / 55 / 66 / 88, 55 / 66 / 88 / 111 and 66 / 88 / 111 / 150 Anthozoan Bones for tiers 1 to 4.

Item and stock swaps:

  • Chipped Immundus stalls (Heggem, Adamina, Exilium) sell Blackwater Debris from journey 2 at 185 / 275 / 405 Bone Fragments instead of Chipped Immundus at 20.
  • Throwing Knife stalls (3 to 8 Bone Fragments in journey 1) become Huge Fang from journey 2 or 3, at 25 to 85 Bone Fragments.
  • Viola gets four extra consumables from journey 2 (Starry Honey Wine 8, Ancient Silver Key 7, Shriveled Holy Fruit 5, Fully Recovery Potion 6 Dominator Crystals each; stock 5 of each).
  • The Chipped Immundus slots at Heggem, Adamina and Exilium hold 2, 3 and 3 stones in journey 1 but only 1, 2 and 2 Debris from journey 2. The Katib Debris slot grows from 1 to 2.
  • Some single items follow their own price ladder: "Non-Existent Boots" at the Exilium stall cost 875 / 900 / 950 / 999 Bone Fragments, the Concentration Rune in the Karst Cave 2 / 3 / 4 / 5 Filthy Cores, and the World-Devouring Promise in the DLC chapter 5 / 6 / 7 / 8 Fractured Bodies.

Which shop rows reset in a new journey is described in New Game Plus#What carries over and what is removed (the NotReset flag).

Hidden mechanics#

  • A "nothing" row is part of the roll. In the common drop tables the odds of getting nothing really are 24 to 25% on average and are never zero, and they shrink in the late journeys of tables that carry the Blackwater items (Exilium 30006 goes from 30 to 1).
  • The save decides. The tables are swapped whenever a journey starts or a save is loaded (SetLoop), so loading any save applies that save's journey. Journey 5 and above are the same as journey 4, including prices.
  • Big Bone takes over from journey 2. The guaranteed beast tables 10015 (Heggem and Adamina) pay 8-10 or 10-12 Bone Fragments in journey 1 but only 3-4, 5 and 5-6 Big Bone in journeys 2 to 4 (4 in Adamina's journey 2), and one of the two rows of table 10014 swaps to Big Bone too.
  • Prices rise, but the safe house does not. Safe-house and Viola prices do not scale; chapter stalls and the Carriage do.
  • Instant-kill damage never scales. Three tricks stay at 99,999 damage in every journey (see New Game Plus enemy scaling#Environmental damage).

Sources#

  • structdata/fs_savestory.lua:1956-1967 (SetLoop swaps the six tables), 1969-1979 (GetLogicLoop, cap 4).
  • structdata/ms_storyitemdrop.lua:9-46 (drop swap), structdata/ms_storyitem.lua:9-47, structdata/ms_transactiondata.lua:9-39, structdata/ms_trapdata.lua:19-24, structdata/ms_shelldata.lua:20.
  • controller/controllerstorymode.lua:5355-5417 (GetStoryDropItem: weighted roll, Hp/Mp full rows skipped, ProbAdd talent bonus).
  • controller/controllermodebase.lua:429-455 (CheckShowQuestComplete needs all quests, CheckHideQuestComplete any).
  • Tables: ES_ItemDropData (874 rows, e.g. rows for DropId 10014, 10018 in story 1, 30006 in story 3, 90097 in story 9, 70008 in story 7), ES_StoryItem (1,212; rows 2/2009, 2/2047, 3/3061, 3/3062, 4/4076, 4/4077, 5/5094-5096, 6/6089), ES_TransactionData (218), ES_TrophyData (ids 60107, 60207, 60307, 60407 with Property1 11611-11614 and Property2 11301-11304), ES_TrophyProperty rows 322-436, ES_ItemData (26002 Bone Whistle).
  • Numbers were computed by diffing the four columns of each table (scripts in build/wiki/scripts/ngplus/).
Categories:Game modes