Pascal's Wager Wiki

This page is about the boss fight. For the character and his story, see Rosen Cavalier Patrick (character); for the quest, see Headless Knight.

Rosen Cavalier Patrick is an optional duel in the first area of Exilium, fought after Jenny of Exilium in the same scene. The game's own text calls him a Rosen cavalier; the Unity files call the model the "Headless Knight". He fights like a player character instead of a typical monster: he raises a guard, dodges in four directions (7 to 9 m) and, if you attack into the guard with the wrong move, parries you with a 300-power unblockable riposte. His weak side is how fragile he is: only 10 Poise.

Overview#

Internal names蔷薇骑士帕特里克 (hero 20017, story monster 3071, scene Arena10007)
Fight startsWalk toward where Jenny fell; within about 19 m, knight walls close around the arena and the duel starts
OptionalYes; skipping him does not block the story
Backstab / executionBoth possible (HitBackstab 1, HitExecute 1)
Weak pointsWeak-point multipliers 1 / 1 / 1 in the table, i.e. x2 damage, Poise and Resilience on a weak collider (the game adds 1 to each multiplier (animalbase_value.lua:2340-2341, 2646); whether his model has one is unverified)
PhasesNone (BossFinal 0)
SanitySanDamage 5 (almost nothing), SanKill 0

Stats#

Built as described in Enemies#How enemy stats are built from ES_HeroData 20017 and ES_StoryMonsterProperty (story 3, monster 3071).

StatJourney 1Journey 2Journey 3Journey 4+
Enemy level8406589
HP2,2925,2907,4908,640
Attack (physical)264590792912
Physical defence119224250260
Fire / poison / arcane / dark resistance82 / 82 / 82 / 82173 / 173 / 173 / 173185 / 185 / 185 / 185189 / 189 / 189 / 189
Poise / Poise recovery10 / 5010 / 5010 / 5010 / 50
Resilience / Resilience recovery70 / 2070 / 2070 / 2070 / 20
  • Poise 10 is the lowest of the Chapter 1-5 bosses, with 5% recovery per second. A single normal hit empties it. He is protected by his guard and dodge instead of armour.
  • Defence 119 at journey 1 is high for his level, and his four resistances are equal, so no damage type is better against him.
  • His Resilience is 70 with a 2% recovery, the slowest Resilience recovery of the first five bosses, so repeated hits wear it down.

Moves#

He has no phase 2, so there is no phase column in the table below.

MoveWhat it doesPhaseAI (range, cone, chance, cooldown)
LPHold-Light thrusts (3 parts)any≤5 m · 60%/35% · cd 5s
LLLLFour light thrustsanycd 2s
HPLLHold-Heavy → Light → Light: opens with a 9.7 m lungeanycd 2s
HHHThree heavy strikesanycd 2s
LAttack while getting upany5–6 m · 75°
DefenceGuard (then counters)any≤5 m · 55° · cd 7s
XLLLight war art: 2 parts, ~6 m of travel eachany≤5 m · 60° · 40%
XHPHeavy war art (3 parts)any≤5 m · 45° · 40%
OOOPower art: 3 parts (150/150/225 damage)any30% · cd 15s
OOPower art, short version (2 parts)any-
#102 (dodge)Dodgeanycd 5s
#105 (riposte)Parry / riposteanycd 8s

Skill entries 106, 109 and 110 of the model have no name or effect in the table and are left out. Notes:

  • HPLL opens with a lunge of about 9.7 m, the longest dash in his set.
  • Dodges (#102) go back 7.2 m, forward 5.7 m, right 8.9 m or left 9.3 m. The cooldown is 5 s.
  • Defence (guard) starts only at 5 m or closer in a 55 degree cone with a 7 s cooldown.
  • OOO (power art, 3 parts) is his strongest attack: 150, 150, 225 flat power with a 15 s cooldown and a 30% chance.

Damage#

attack = his attack x BaseRate / 1000 + flat power. The table shows the strongest hit of each move before defence. All the BaseRates are 1000, except the riposte.

MoveTypeFlat power per hitStrongest hit, Journey 1Journey 2Journey 3Journey 4+Guard breakPoise / Resilience hitExtras
LPphys603246508529725032 / 25-
LLLLphys803446708729925032 / 25-
HPLLphys105369695897101715032 / 25-
HHHphys12038471091210326064 / 25-
Lphys10536969589710175032 / 25-
XLLphys75-10536969589710177564 / 25-
XHPphys30-453096358379575032 / 25-
OOOphys150-2254898151017113715074 / 25-
OOphys150-2254898151017113715074 / 25-
#105 (riposte)phys30056489010921212unblockable10 / 20-
  • His hits take 32 Poise (64 for HHH and XLL, 74 for the power art) and 25 Resilience from you, lower than the Ascetic's 94 per hit.
  • The riposte (#105) takes only 10 Poise from you, but it is unblockable and deals 300 flat power, the biggest single hit in his kit.

Strategy#

  • Do not attack into his guard. The AI raises the guard when you are within 5 m and in his front arc. It does so with a 35% chance, and with 30% when you are in the middle of a move he can counter. If your attack lands on his raised guard and your move's "counter" priority is lower than his, he answers with the riposte (inferred from IsSkillCounterAttackedStart). Wait until the guard drops or hit from the side or behind. In journey 1 the riposte is switched off until he has blocked one hit in that guard (see Rosen Cavalier Patrick#hm-the-riposte-is-switched-off-in-journey-1).
  • He dodges often. His dodge behaviour is set to a 40% chance, with a 5 to 7 m range and a 55 degree cone (Attack20017 dodge parameters), and a 5 s cooldown. He will often step out of a long wind-up. Use short combos and moves that track.
  • His light thrusts are weak (32 Poise damage, 60 to 105 flat power). His heavy hits (HHH, power art) are the ones to dodge.
  • Backstabs work: his model allows them (HitBackstab 1), unlike the big bosses. His 10 Poise makes it easy to get behind him after a hit.
  • There is no retreat. The knight walls close once the fight starts.

Rewards#

DropJourney 1Journey 2Journey 3Journey 4+
Drop 30098 (one roll)30%: Bone Fragment x15-17; 70%: Big Bone x230%: x28-33; 70%: Big Bone x415%: x39-42; 85%: Big Bone x515%: x50-52; 85%: Big Bone x6
Sanity drop 30094 (not at Normal sanity)40%: Anthozoan Bones x1-2x1-2x2-3x2-3
Story item 3044Patrick's Ring x1 (trophy material), placed at the spot where he dies; the pickup disappears once taken (quest 32044)

Bone Fragment and Big Bone are experience items; see Leveling. Patrick's Ring is an alchemy material (item type 701) used for crafting trophies, see Materials and Alchemy. Killing him restores no sanity.

Hidden mechanics#

  • He barely costs sanity. SanDamage is 5, so killing him from full HP costs 5 sanity, compared with 90 to 120 for the main bosses. Hitting him cannot push you into the Lunatic state from full sanity.
  • His guard and dodge are real combat actions, not scripts. The AI presses the same buttons a hero would (the Special button for the guard, the counter-attack slot for the parry, the dodge slot for the dodges), so the normal hit-reaction rules apply (inferred from the AI file).
  • Counter priority decides who wins the clash. The AI checks whether your current move is "counter-attackable" and whether his guard move has a higher counter priority than your move (hitSkillData.CounterAttack > attSkillData.CounterAttack). The values are in ES_SkillData (CounterAttack column), which the report does not tabulate.
  • The riposte is switched off in journey 1 until he has blocked a hit. While he is in his guard, the check that lets him answer your attack returns false in the story when the journey is 1 or less, it is not a maze boss and not a boss time challenge, and he has blocked fewer than SkillSP_BlockCountToCounterAttack (1) hits since the guard began. The block counter resets when the guard ends. From journey 2 on he ripostes at once (hero20017.lua:53-58, 92-97, 128; hero20017_define.lua:16). The Usurper has the same rule with 2 blocks (New Game Plus enemy scaling#Hidden mechanics).
  • No level scaling for Poise. His Poise (10) is the same at all four journeys, but his HP is 3.8 times higher and his attack 3.5 times in journey 4+.

Trivia#

  • The game's own text spells his name "Rosen Cavailer Patrick" (ES_HeroData 20017 and the story monster text). This wiki uses the corrected spelling.

Sources#

  • Weak-point multipliers: ES_HeroData 20017 (WeakDamageMultiplier / WeakToughnessMultiplier / WeakWeaknessMultiplier = 1 / 1 / 1); applied as (1 + multiplier) in logic/playervalue/animalbase_value.lua:2340-2341, 2646.
  • reports/bosses_and_enemies.md section 5; reports/data/boss_moves.json (hero 20017).
  • ES_StoryMonster story 3 monster 3071 (levels 8/40/65/89, DropId 30098, SanDropId 30094, StoryItemId 3044, SanDamage 5, SanKill 0, BossFinal 0); ES_StoryMonsterProperty; ES_HeroData 20017 (HitBackstab 1, HitExecute 1).
  • ES_StoryItem row 112 (item 70026, quests 31004 and 32044); ES_ItemData 70026, 40001, 40002.
  • ES_ItemDropData story 3 drop 30098 and 30094; ES_SkillData hero 20017.
  • Journey 1 riposte lock: luascript/logic/player/hero20017.lua:53-58, 92-97, 128; gamedata/playerdefine/hero20017_define.lua:16. AI: luascript/logic/ai/behaviour/attack/attack20017.lua:9-110, 462-492; counter check: luascript/logic/player/animalbase.lua:17392-17430.
  • Drops and kill flow: luascript/controller/controllerstorymode.lua:3338-3470, 5251-5274, 5355-5410.
Categories:Bosses