Pascal's Wager Wiki

The Noble Knight is an elite enemy of Pascal's Wager. Its name is a translation of the internal name 贵族骑士 ("noble knight"); see Enemies. It appears in the DLC and has 12 attack moves (arcane/dark/physical damage). In the reference placement (DLC (story 9)) it has 3580 HP in journey 1 and 13280 HP in journey 4. It attacks from a distance (AI range up to 12 m); it can inflict Poison; it has unblockable attacks.

Where it appears#

Each row is one area: level, HP, Physical attack and Physical defence of its placements there (a range when they differ). Reading guide: The Where it appears table.

AreaPlacementsJourney 1Journey 2Journey 3Journey 4
DLC (story 9)7Lv 18-30, HP 1660-8180, ATK 279-517, DEF 142-162Lv 35-50, HP 4980-12180, ATK 475-736, DEF 167-182Lv 50-70, HP 7980-15280, ATK 636-920, DEF 182-194Lv 70-89, HP 11080-17180, ATK 820-1048, DEF 194-200
Dance of the Throne stages (stories 1001-1007)2----

Stats#

Reference placement: story 9, monster 9076 (DLC (story 9), the area with the most placements); how to read the table: The Stats section.

StatJourney 1Journey 2Journey 3Journey 4
Level22406080
HP358071801118013280
Physical attack4256328281012
Arcane attack4146218511081
Dark attack4146218511081
Physical defence154172192197
Fire resist241288307312
Poison resist241288307312
Arcane resist241288307312
Dark resist241288307312
Pierce resist79296010221040
Poise60606060
Poise regen (per mille/s)30303030
Resilience100100100100
Resilience regen30303030
Crit damage250250250250
Crit resist800800800800
Stamina80808080
Stamina regen670670670670
Rage100100100100

Senses and rewards#

Field (StoryMonster)Value over its chapter placements
Sight radius (m)15.6-27.1
Sight angle (deg)54.8-179.9
Hearing radius (m)6.7-6.7
Hearing angle (deg)180
Lose-target radius (m)7
Cooperation range (m)0
Sanity damage per full health bar25
Sanity on kill0

Attacks#

How to read this table (move names, attack values, Poise and Resilience damage, AI column): The Attacks table.

MoveDamaging hitsTypeAttack journey 1Attack journey 4Poise dmgResilience dmgGuard breakEffectsAI use
LLL13Physical535-5451122-11325127100-150phase 17-8.5 m / 45 deg / cd 2 s
HH12Physical53511225127150phase 16-7.5 m / cd 2 s
LP11Physical41588500150phase 1120 deg / 65% / cd 4 s
S2Physical53511225127100phase 1/25-10 m / 45 deg / 35% / cd 5 s
HH22Physical53511225127125phase 25-6.5 m / 45 deg / cd 2 s
HP23Physical5351122512750phase 260 deg / 30% / cd 8 s
LLL23Physical535-5451122-11325127100phase 25-6.5 m / 45 deg / cd 2 s
LP21Physical53511225127100phase 2120 deg / 65% / cd 4 s
LLL33Physical535-5451122-1132512775phase 34-5.5 m / 45 deg / cd 2 s
O31Arcane5491216492575Poison, phase 3, armour 125-12 m / 30 deg / 40% / cd 4 s
H31Dark504117199927unblockablePoison, phase 3, armour 9999 (effectively unbreakable)3-6 m / 30 deg / 35% / cd 8 s
LP31Physical4158850075phase 345 deg / cd 2 s

Reaction and utility moves: threat roar (#106); alert (#109); idle (#110).

Move notes#

  • Three stances: lance (1), shield (2) and bare hands (3); the Phase tags in the table show which stance a move belongs to.
  • Lance: LLL1, HH1 and LP1 (a turning attack).
  • Shield: HH2, HP2 (a spinning strike), LLL2 and LP2.
  • Bare hands: LLL3, O3 (a homing arcane orb that applies Poison), H3 (a four-part grab, unblockable, dark) and LP3 (flailing all around).
  • S: a guard used in the first two stances.

Animation clip names for each move are in reports/bosses_and_enemies.md.

Drops#

Rolls, groups and lists work as described in The Drops section.

AreaPlacementsRolls (group ids)First-kill rollsRolls only while you are not in a normal sanity state
DLC (story 9)390003, 90096, 90098-90005
DLC (story 9)290013, 90096, 90095-90005
DLC (story 9)290023, 90096, 90098-90005

Group DLC #90096 (used by 7 placement-rolls)

ResultJourney 1Journey 2Journey 3Journey 4
Nothing65.0%65.0%65.0%65.0%
Health Potion35.0% x135.0% x135.0% x135.0% x1

Group DLC #90098 (used by 5 placement-rolls)

ResultJourney 1Journey 2Journey 3Journey 4
Bone Fragment30.0% x40-4815.0% x41-4715.0% x49-5515.0% x58-60
Big Bone70.0% x5-685.0% x5-685.0% x6-785.0% x7

Group DLC #90003 (used by 3 placement-rolls)

ResultJourney 1Journey 2Journey 3Journey 4
Nothing54.0%54.0%54.0%54.0%
Shrivelled Sea Spider15.0% x115.0% x115.0% x115.0% x1
Bygone Shadow15.0% x115.0% x115.0% x115.0% x1
Soul River Water8.0% x18.0% x18.0% x18.0% x1
Sea Barnacle8.0% x18.0% x18.0% x18.0% x1

Group DLC #90013 (used by 2 placement-rolls)

ResultJourney 1Journey 2Journey 3Journey 4
Nothing45.0%45.0%45.0%45.0%
Shrivelled Sea Spider20.0% x120.0% x120.0% x120.0% x1
Bygone Shadow20.0% x120.0% x120.0% x120.0% x1
Blackwater Rubble5.0% x15.0% x15.0% x15.0% x1
Soul River Water10.0% x110.0% x110.0% x110.0% x1

Group DLC #90095 (used by 2 placement-rolls)

ResultJourney 1Journey 2Journey 3Journey 4
Big Bone100.0% x8100.0% x8100.0% x8100.0% x8

Group DLC #90023 (used by 2 placement-rolls)

ResultJourney 1Journey 2Journey 3Journey 4
Nothing62.0%62.0%62.0%62.0%
Sea Barnacle8.0% x18.0% x18.0% x18.0% x1
Bygone Shadow15.0% x115.0% x115.0% x115.0% x1
Raw Stone15.0% x115.0% x115.0% x115.0% x1

Hidden mechanics#

  • Scaling. Level 22 / 40 / 60 / 80 in the reference placement for journeys 1-4 (fixed per placement, rising with each New Game Plus journey); HP goes from 3580 to 13280 (x3.7) and Physical attack from 425 to 1012 by journey 4. Poise and Resilience never scale; the rule is in How enemy stats are built.
  • Body flags. It has a large body, so it ignores other hit reactions while Weakened.
  • Unblockable moves. H3 have Guard Break 999. An ordinary guard cannot hold against it: the hit lands as a normal hit and the defender's poise drops to 0, unless the guard value itself is higher (see Guarding#How a blocked hit is resolved).
  • Status effects. Its moves can apply: Poison (see Status effects).
  • Per-placement bonuses. StoryMonsterProperty adds flat extras (see How enemy stats are built): Hp -4200--3000 in 5 placements; PhysicDamage -100 in 2 placements.

See How to read the enemy pages for what the sections mean and How enemy stats are built for the stat rules.

Sources#

  • es_storymonster.lua: 9 rows with HeroId 20050 (stories 9, 1006, 1007); es_storymonsterproperty.lua rows for the same story/monster ids; es_herodata.lua row HeroId 20050; es_heropropertydata.lua rows HeroId 20050; es_enemyattributedata.lua (attribute point to property curves).
  • Moves: es_skilldata.lua rows HeroId 20050 (_id 1728-1756); AI tables logic/ai/behaviour/attack/attack20050.lua; move names gamedata/playerdefine/hero20050_define.lua.
  • Shared rules (stat formula, drop roll, Dark Mist level rule, AI senses): see the Sources of Enemies.
Categories:Enemies