Norwood's talent tree has 34 nodes across four pages (Attack, Special, Alchemy, Sanity) and costs 45 stones to finish. Most of the Attack page is move unlocks for his coffin and chain moves; the Special and Alchemy pages are small; the Sanity page only matters once Norwood is in the Abnormal State (see Lunatic state). Part of the larger Talents system.
Overview#
- 34 nodes: 11 Attack, 7 Special, 7 Alchemy, 9 Sanity. The other 38 of the 72 grid slots are empty.
- Three nodes start learned: Iron Fist, Furious Griminess and Execution. Backstab does not, so Norwood must pay a Chipped Immundus for it (Viola, Benita and Jerold start with Backstab; Elena has no Backstab node; Terrence buys it like Norwood).
- Stones are spent at an altar, one per level (see Leveling). Nothing in this hero's tree needs Sea Tooth Bone, which is Jerold's stone.
Reading the tables. Cost per level lists the stone spent for each level, one stone per level (Chipped = Chipped Immundus, Crystal = Immundus Crystal, Diamond = Immundus Diamond). After is the node that must already be learned. Data gives the game's internal effect type and values (permille: 100 = 10%). A * means the node starts at level 1 for free, so the stone named on its first level is never spent.
Stones needed to finish the tree#
| Page | Chipped Immundus | Immundus | Immundus Crystal | Immundus Diamond | Total |
|---|---|---|---|---|---|
| Attack | 2 | 4 | 4 | 1 | 11 |
| Special | 1 | 4 | 2 | 0 | 7 |
| Alchemy | 3 | 5 | 5 | 1 | 14 |
| Sanity | 2 | 4 | 5 | 2 | 13 |
| All pages | 8 | 17 | 16 | 4 | 45 |
That is 8 Chipped Immundus, 17 Immundus, 16 Immundus Crystal and 4 Immundus Diamond (45 in all), after the three free starting levels.
Page 1: Attack#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 101 | Iron Fist | - | L1 free * | Lets you hold Light to charge the Iron Fist punch for a heavier hit. | SkillOpen moves 25 |
| 102 | Furious Griminess | 101 Iron Fist | L1 free * | Light then Heavy: swing the front of the coffin. Costs 40 Griminess and is hard to interrupt. | SkillOpen moves 25 |
| 103 | Furious Griminess: Poised | 102 Furious Griminess | Immundus | Hold Heavy to charge Furious Griminess. A well-timed release can interrupt the enemy and shields Norwood from damage. | SkillOpen moves 9, 11, 13, 19, 23, 24 |
| 104 | Soul Shackling Eddy : Elapse | 107 Soul Shackling Eddy | Immundus | Press Light again during Soul Shackling Eddy to chain into the Elapse follow-up. | SkillOpen moves 32, 33 |
| 106 | Soul Shackling Eddy: Destroy | 104 Soul Shackling Eddy : Elapse | Crystal | Press Light again during Elapse to chain into the Destroy finisher. | SkillOpen moves 34 |
| 107 | Soul Shackling Eddy | - | Chipped | Heavy then Light. Costs 30 Rage and is hard to interrupt while casting. | SkillOpen moves 32 |
| 108 | Liberate the Chained Soul | 104 Soul Shackling Eddy : Elapse | Immundus | Heavy then hold Light. Costs 100 Rage; Norwood keeps burning Rage to power up his Light attacks until it runs out. | SkillOpen moves 15, 16, 17, 18, 31 |
| 111 | Liberate the Chained Soul: Revenge | 108 Liberate the Chained Soul | Crystal | While Liberate is active, press Heavy to spend all Rage on one huge strike. Deals much more if the coffin has just blocked an enemy attack. | SkillOpen moves 26 |
| 113 | Coffin of Chained Soul: Stored Strength | - | Chipped | Hold Heavy and release for stronger Coffin of Chained Soul attacks. | SkillOpen moves 1, 2, 3, 4, 5, 6 (+4) |
| 116 | Coffin of Chained Soul: Fortress | 113 Coffin of Chained Soul: Stored Strength | L1 Immundus; L2 Crystal; L3 Diamond | Take 15% / 30% / 45% less damage while performing the Stored Strength coffin attacks. | SkillDamageSubAdd value 150 +150/level |
| 117 | Coffin of Chained Soul: Intercepting | 116 Coffin of Chained Soul: Fortress | Crystal | If a Heavy coffin attack is interrupted at exactly the right moment, Norwood takes no damage and the attack recharges at once. A successful interception halves the Sendril Souls needed. | SkillBeatBack value 1 |
Empty slots: 105, 109, 110, 112, 114, 115, 118. The Attack page is mostly a chain tree: the Soul Shackling Eddy line (107 to 104 to 106) leads to Liberate (108) and its Revenge finisher (111).
Page 2: Special#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 201 | Backstab | - | Chipped | Press Interact behind an enemy for a Backstab. Footsteps alert enemies; hold Walk to move quietly. Not free for Norwood. | SkillOpen moves 107 |
| 204 | Shield of Griminess | 201 Backstab | Immundus | A perfectly timed guard gives +5 extra Griminess (on top of the base 12). | BlockAddPower value 5 |
| 207 | Execution | - | L1 free * | Press Interact on a Weakened enemy to Execute. | SkillOpen moves 108 |
| 210 | Craze | 207 Execution | Immundus | Backstabs and Executions grant +15 Rage on hit. | SkillRageAdd value 15 |
| 211 | Execution: Deterrence | 210 Craze | Crystal | Executions also damage the enemies around the victim. | ExecuteRangeDamage value 1 |
| 213 | Absorbing Griminess | - | L1 Immundus; L2 Crystal | Being hit builds Griminess: an extra 50% (level 1) or 100% (level 2) of the incoming attack's built-in per-hit Griminess value. | HitAddPower value 500 +500/level |
| 216 | Lightweight Armor | 213 Absorbing Griminess | Immundus | Dodges are 10% faster (text only; the data node just unlocks the dodge move). | SkillOpen moves 101 |
Empty slots: 202, 203, 205, 206, 208, 209, 212, 214, 215, 217, 218.
Page 3: Alchemy#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 301 | Health Potions: Stock | - | L1 Chipped; L2 Immundus; L3 Crystal | Raises the number of Health Potions you can carry by 1 per level (up to +3). | ItemHpMaxAdd value 1 +1/level |
| 302 | Prolonged Duration | 301 Health Potions: Stock | L1 Immundus; L2 Crystal | Buff items last 10% longer at level 1 and 20% longer at level 2 (27 buff items qualify). | ItemStatusTimeAdd value 100 +100/level |
| 307 | Health Potion: Patience | - | Chipped | Drinking a Health Potion is harder to interrupt (+100 resilience while the drinking move plays). | SkillToughnessAdd value 100 |
| 308 | Health Potion: Toughness | 307 Health Potion: Patience | Immundus | You take 20% less damage while drinking a Health Potion (the description gives no number). | SkillDamageSubAdd value 200 |
| 313 | Health Potion: Evolved | - | L1 Chipped; L2 Immundus; L3 Crystal | Health Potions heal 10% / 20% / 30% more. | ItemValueAdd value 100 +100/level |
| 314 | Improved Effect | 313 Health Potion: Evolved | L1 Immundus; L2 Crystal; L3 Diamond | Item buffs are 10% / 20% / 30% stronger (24 buff items qualify). | ItemStatusValueAdd value 100 +100/level |
| 317 | Speed Drinking | 314 Improved Effect | Crystal | Health Potions and Elixirs are drunk faster. | EatSpeedUp value 1 |
The Alchemy page is shared in layout with Jerold and Elena; only the stone types and a few level counts differ.
Page 4: Sanity#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 401 | Sanity | - | L1 Chipped; L2 Immundus; L3 Crystal | Maximum Sanity +5% / +10% / +15%. | PropertyAdd Sanity value 50 +50/level |
| 402 | Devout | 401 Sanity | Immundus | Your own hits drain 15% less Sanity (the description gives no number). | SanAttackSub value 150 |
| 403 | Sanity: Enhanced Elixir | 402 Devout | Crystal | Drinking a Potion or Elixir also restores Sanity: 5 per use in the data (28 items qualify). | ItemSanAdd value 5 |
| 405 | Lucky Madness | 402 Devout | L1 Crystal; L2 Diamond | Trophy drops get extra weight in the drop roll: +5 at level 1, +10 at level 2. | ItemProbAdd value 1 +1/level |
| 407 | Obstinate | - | Crystal | In the Abnormal State, resilience is +5 higher than the state already gives (+15 total). | SanPropertyChangeValue value 5 |
| 408 | Adapt to Abnormality: Inertia | 407 Obstinate | L1 Immundus; L2 Crystal | In the Abnormal State, the resistance penalty on fire, poison, arcane and dark shrinks from 50% to 30% (level 1) or 10% (level 2). | SanPropertyChangeRate value 400 +400/level |
| 409 | Berserker Instinct | 408 Adapt to Abnormality: Inertia | Diamond | In the Abnormal State, certain fully charged Iron Fist or coffin hits have a 30% chance to Weaken (fill the weakness bar of) a non-boss enemy outright. | SanSkillWeaknessRate value 300 |
| 413 | Furious Griminess: Irritability | - | Chipped | Furious Griminess and Iron Fist hits grant +20 Rage each. | SkillRageAdd value 20 |
| 414 | Soul Shackling Eddy: Reincarnation | 413 Furious Griminess: Irritability | Immundus | Soul Shackling Eddy (all three stages) grants +15 Griminess per hit. | SkillPowerAdd value 15 |
Only Obstinate, Inertia and Berserker Instinct (407 to 409) really depend on Norwood's Abnormal State (Abnormal state#Effects by hero). Sanity, Devout, Enhanced Elixir and Lucky Madness are shared with the other heroes (Sanity talents and trophies#Talents shared by all five heroes with a tree). The other nodes are normal bonuses that are always on.
Hidden mechanics#
- How stones really work. Each level eats exactly one stone of the type named for that level, and a node can be bought whenever its "After" node is at level 1 or higher; it does not need to be maxed (inferred from the tile logic in the talent screen). Confirming spends the stones for good: I found no refund path, the minus buttons only undo changes you have not confirmed.
- Effects add up. The game sums the values of every node with the same effect type and matching move. Several of Norwood's numbers therefore stack with the hero's built-in values rather than replace them.
- Shield of Griminess is +5, not a multiplier. A perfectly timed guard already gives 12 Griminess. The talent adds 5, for 17 per timed block. The same block also refills 30% of his stamina bar regardless of the talent.
- Absorbing Griminess is not tied to damage. Despite its description, the game scales the bonus from a per-attack value on the incoming skill (
PowerAddHit): level 1 adds 50% of it, level 2 adds 100%. A hit that deals no damage gives nothing, and periodic damage ticks also feed it (inferred). - Devout is 15% and hits your own damage output. The Sanity drained from Norwood is proportional to the damage he deals, and Devout cuts it by 15%.
- Adapt to Abnormality: Inertia is stronger than it reads. The Abnormal state normally lowers fire, poison, arcane and dark resistance by 50%. The talent multiplies that penalty by 0.6 (level 1, leaving 30%) or 0.2 (level 2, leaving 10%). The in-game text says "reduced by 40% / 20%", which is the talent number shown, not the resulting penalty.
- Berserker Instinct never works on bosses. It rolls a 30% chance, only on a few specific hits (combo 3 or 5 of the code's
HPskill family and combo 3 of itsLPfamily), only if the enemy is not blocking the hit or is hit from behind, and only against enemies that are not bosses. - Obstinate stacks with the base bonus. The Abnormal State already gives Norwood +10 resilience (Toughness); Obstinate makes it +15.
- Lucky Madness is a weight, not a percentage. Every trophy entry in an enemy's or a maze's drop table has a second and third weight (nearly always +5 and +10). The drop roll picks a random number up to the total weight, so adding +5 or +10 to a trophy with weight 5 doubles or triples its share. Every trophy entry gets the bonus at once, so it improves trophy odds against other drops. The talent text says this applies "in the Abnormal State", but the code that reads the talent never checks Sanity (inferred; see Sanity talents and trophies#Lucky Madness by hero).
- Enhanced Elixir mismatch. The text says 10 Sanity per potion; the number in the data and used by the code is 5.
- Free Execution, paid Backstab. Execution is a free starting node for every hero, but Norwood (like Terrence) has to buy his Backstab; Viola, Benita and Jerold start with it and Elena has no Backstab node.
Differences between the text and the data#
| Node | In-game text | Data / code |
|---|---|---|
| Sanity: Enhanced Elixir (403) | Restore 10 Sanity | Restores 5 |
| Adapt to Abnormality: Inertia (408) | Resistances reduced by 40% / 20% | Penalty falls from 50% to 30% / 10% |
| Lucky Madness (405) | +5% / +10% drop rate when Abnormal | +5 / +10 drop weight, no Sanity check |
| Absorbing Griminess (213) | Based on damage taken | Based on the attack's own Griminess value |
| Lightweight Armor (216) | Dodge Speed +10% | Data only opens the dodge move; the 10% is text (inferred) |
Sources#
reference/lua_src/gamedata/structdata/exportdata/es_herotalent.lua: Norwood rows (HeroId 10004), TalentPos 101 to 414, viabuild/wiki/kit/tables/HeroTalent.jsonlandreports/talent_trees.mdlines 222 to 285.luascript/structdata/fs_talentdata.lualines 1 to 50 and 79 to 130 (level cap, free first level for DefaultOpen, stone list per level).luascript/structdata/fs_herodata.lualines 401 to 470 (talent values are summed, plus level scaling).luascript/ui/controller/playerinfoctrl.lualines 90 to 96 (stone types), 4283 to 4330 (stone check), 4548 to 4560 ({a}/{b}text), 4366 to 4446 (prerequisite display), 4850 to 4915 (confirm and consume).luascript/logic/player/hero10004.lualines 40 to 60, 287 to 299;gamedata/playerdefine/hero10004_define.lualines 51 to 58.luascript/logic/playervalue/animalbase_value.lualines 410 to 446, 466 to 550, 1925 to 1950, 2400 to 2425, 2720 to 2740, 2896 to 2910.luascript/logic/player/animalbase.lualines 6630 to 6645, 16715 to 16735.luascript/controller/controllerstorymode.lualines 5350 to 5416 and 5418 to 5445 (weighted drops);luascript/structdata/ms_storyitemdrop.lualines 20 to 48.- Tables
ItemDropDataandStoryMazeDrop(trophy rows carry ProbAdd1/ProbAdd2),TrophyData(types 601 to 603). luascript/common/mathhelper.lualines 193 to 225.