Pascal's Wager Wiki

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#

PageChipped ImmundusImmundusImmundus CrystalImmundus DiamondTotal
Attack244111
Special14207
Alchemy355114
Sanity245213
All pages81716445

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#

SlotTalentAfterCost per levelWhat it doesData
101Iron Fist-L1 free *Lets you hold Light to charge the Iron Fist punch for a heavier hit.SkillOpen moves 25
102Furious Griminess101 Iron FistL1 free *Light then Heavy: swing the front of the coffin. Costs 40 Griminess and is hard to interrupt.SkillOpen moves 25
103Furious Griminess: Poised102 Furious GriminessImmundusHold 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
104Soul Shackling Eddy : Elapse107 Soul Shackling EddyImmundusPress Light again during Soul Shackling Eddy to chain into the Elapse follow-up.SkillOpen moves 32, 33
106Soul Shackling Eddy: Destroy104 Soul Shackling Eddy : ElapseCrystalPress Light again during Elapse to chain into the Destroy finisher.SkillOpen moves 34
107Soul Shackling Eddy-ChippedHeavy then Light. Costs 30 Rage and is hard to interrupt while casting.SkillOpen moves 32
108Liberate the Chained Soul104 Soul Shackling Eddy : ElapseImmundusHeavy 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
111Liberate the Chained Soul: Revenge108 Liberate the Chained SoulCrystalWhile 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
113Coffin of Chained Soul: Stored Strength-ChippedHold Heavy and release for stronger Coffin of Chained Soul attacks.SkillOpen moves 1, 2, 3, 4, 5, 6 (+4)
116Coffin of Chained Soul: Fortress113 Coffin of Chained Soul: Stored StrengthL1 Immundus; L2 Crystal; L3 DiamondTake 15% / 30% / 45% less damage while performing the Stored Strength coffin attacks.SkillDamageSubAdd value 150 +150/level
117Coffin of Chained Soul: Intercepting116 Coffin of Chained Soul: FortressCrystalIf 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#

SlotTalentAfterCost per levelWhat it doesData
201Backstab-ChippedPress Interact behind an enemy for a Backstab. Footsteps alert enemies; hold Walk to move quietly. Not free for Norwood.SkillOpen moves 107
204Shield of Griminess201 BackstabImmundusA perfectly timed guard gives +5 extra Griminess (on top of the base 12).BlockAddPower value 5
207Execution-L1 free *Press Interact on a Weakened enemy to Execute.SkillOpen moves 108
210Craze207 ExecutionImmundusBackstabs and Executions grant +15 Rage on hit.SkillRageAdd value 15
211Execution: Deterrence210 CrazeCrystalExecutions also damage the enemies around the victim.ExecuteRangeDamage value 1
213Absorbing Griminess-L1 Immundus; L2 CrystalBeing 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
216Lightweight Armor213 Absorbing GriminessImmundusDodges 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#

SlotTalentAfterCost per levelWhat it doesData
301Health Potions: Stock-L1 Chipped; L2 Immundus; L3 CrystalRaises the number of Health Potions you can carry by 1 per level (up to +3).ItemHpMaxAdd value 1 +1/level
302Prolonged Duration301 Health Potions: StockL1 Immundus; L2 CrystalBuff items last 10% longer at level 1 and 20% longer at level 2 (27 buff items qualify).ItemStatusTimeAdd value 100 +100/level
307Health Potion: Patience-ChippedDrinking a Health Potion is harder to interrupt (+100 resilience while the drinking move plays).SkillToughnessAdd value 100
308Health Potion: Toughness307 Health Potion: PatienceImmundusYou take 20% less damage while drinking a Health Potion (the description gives no number).SkillDamageSubAdd value 200
313Health Potion: Evolved-L1 Chipped; L2 Immundus; L3 CrystalHealth Potions heal 10% / 20% / 30% more.ItemValueAdd value 100 +100/level
314Improved Effect313 Health Potion: EvolvedL1 Immundus; L2 Crystal; L3 DiamondItem buffs are 10% / 20% / 30% stronger (24 buff items qualify).ItemStatusValueAdd value 100 +100/level
317Speed Drinking314 Improved EffectCrystalHealth 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#

SlotTalentAfterCost per levelWhat it doesData
401Sanity-L1 Chipped; L2 Immundus; L3 CrystalMaximum Sanity +5% / +10% / +15%.PropertyAdd Sanity value 50 +50/level
402Devout401 SanityImmundusYour own hits drain 15% less Sanity (the description gives no number).SanAttackSub value 150
403Sanity: Enhanced Elixir402 DevoutCrystalDrinking a Potion or Elixir also restores Sanity: 5 per use in the data (28 items qualify).ItemSanAdd value 5
405Lucky Madness402 DevoutL1 Crystal; L2 DiamondTrophy drops get extra weight in the drop roll: +5 at level 1, +10 at level 2.ItemProbAdd value 1 +1/level
407Obstinate-CrystalIn the Abnormal State, resilience is +5 higher than the state already gives (+15 total).SanPropertyChangeValue value 5
408Adapt to Abnormality: Inertia407 ObstinateL1 Immundus; L2 CrystalIn 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
409Berserker Instinct408 Adapt to Abnormality: InertiaDiamondIn 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
413Furious Griminess: Irritability-ChippedFurious Griminess and Iron Fist hits grant +20 Rage each.SkillRageAdd value 20
414Soul Shackling Eddy: Reincarnation413 Furious Griminess: IrritabilityImmundusSoul 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 HP skill family and combo 3 of its LP family), 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#

NodeIn-game textData / code
Sanity: Enhanced Elixir (403)Restore 10 SanityRestores 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 takenBased 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, via build/wiki/kit/tables/HeroTalent.jsonl and reports/talent_trees.md lines 222 to 285.
  • luascript/structdata/fs_talentdata.lua lines 1 to 50 and 79 to 130 (level cap, free first level for DefaultOpen, stone list per level).
  • luascript/structdata/fs_herodata.lua lines 401 to 470 (talent values are summed, plus level scaling).
  • luascript/ui/controller/playerinfoctrl.lua lines 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.lua lines 40 to 60, 287 to 299; gamedata/playerdefine/hero10004_define.lua lines 51 to 58.
  • luascript/logic/playervalue/animalbase_value.lua lines 410 to 446, 466 to 550, 1925 to 1950, 2400 to 2425, 2720 to 2740, 2896 to 2910.
  • luascript/logic/player/animalbase.lua lines 6630 to 6645, 16715 to 16735.
  • luascript/controller/controllerstorymode.lua lines 5350 to 5416 and 5418 to 5445 (weighted drops); luascript/structdata/ms_storyitemdrop.lua lines 20 to 48.
  • Tables ItemDropData and StoryMazeDrop (trophy rows carry ProbAdd1/ProbAdd2), TrophyData (types 601 to 603).
  • luascript/common/mathhelper.lua lines 193 to 225.