Pascal's Wager Wiki

Terrence's talent tree has 34 nodes spread over four pages (Attack, Special, Alchemy, Sanity). Maxing all of them takes 52 Immundus stones, 49 once the three free starting nodes are subtracted. This page lists every node with its prerequisite, stone cost per level and the effect the data actually applies.

Overview#

Terrence is the cane-and-sword knight. His tree splits into two weapon branches on the Attack page: the cane lunges (Lunge Attack, Multi Lunge Attack) and the knight's sword (Discipline, Sanction, Rising Slash, Spin Attack). The Special page holds the defensive moves and the damage upgrades for Backstab and Execution. See Terrence for the character and Talents for the rules shared by all trees.

  • Damage upgrades: Backstab: Enhanced and Execution: Enhanced give 7% per level and cost an Immundus, an Immundus Crystal and an Immundus Diamond. Knight's Instinct, one Diamond level, is the only damage node on the Sanity page and only matters in the Abnormal state (and so also when Lunatic).

Stone budget#

Every level costs one stone of a fixed kind (Talents#Immundus stones). Nodes that start unlocked already hold level 1 for free, so the real bill is the second column.

StoneAll levelsAfter the free starting nodes
Chipped Immundus96
Immundus1515
Immundus Crystal2121
Immundus Diamond77
Total5249

By page (all levels): Attack 12, Special 13, Alchemy 13, Sanity 14.

The tree#

"Requires" is the node that needs level 1 before this one can be bought (Talents#Prerequisites and learning); no requirement means open from the start of the page. "Data" gives the internal effect type (Talents#Effect types) and the numbers the game actually applies (permille values shown as percent). Effect descriptions are paraphrased.

Page 1: Attack (11 nodes)#

SlotTalentRequiresCost per levelEffectData
101Lunge Attack (starts unlocked)noneL1 Chipped ImmundusLight, then Heavy: a 30-Rage cane thrust that lunges forward.SkillOpen moves 7
102Multi Lunge Attack101 Lunge AttackL1 ImmundusLight, then hold Heavy: a 100-Rage flurry of thrusts that is hard to interrupt.SkillOpen moves 6
103Lunge Attack: Knockback102 Multi Lunge AttackL1 Immundus CrystalThe lunge now knocks enemies back and down.SkillOpen moves 12
106Sanction: Broken Sin108 SanctionL1 Immundus Crystal; L2 Immundus DiamondRaises Sanction and Discipline damage by 10% / 20%. The game text mentions only Sanction.SkillDamageAdd 10% / 20% (moves: Sanction, Discipline)
107DisciplinenoneL1 Chipped ImmundusHeavy, then Light: a 30-Rage two-handed sword slash.SkillOpen moves 9
108Sanction107 DisciplineL1 ImmundusHeavy, then hold Light: a 100-Rage chain of slashes, hard to interrupt.SkillOpen moves 8
111Knight's Tenacity108 SanctionL1 Immundus CrystalAdds 15 armour (the temporary Toughness pool) to the Heavy combo that follows Rising Slash (move 4) and the one that follows Spin Attack (move 5), so they are interrupted less. The Heavy combo entered from a Light combo or a dodge (move 15) gets none.SkillToughnessAdd 15 (moves 4, 5)
113Rising SlashnoneL1 Chipped ImmundusHold Heavy: a 30-Rage rising strike that punishes guarding enemies; a full charge launches them.SkillOpen moves 2, 3, 4
114Spin Attack113 Rising SlashL1 ImmundusDodge, then Heavy: a quick turn and slash right after a dodge.SkillOpen moves 10
115Rising Slash: Enhanced114 Spin AttackL1 Immundus CrystalUnlocks a faster-charging version of Rising Slash.SkillOpen moves 13
117Rising Slash: Tenacity114 Spin AttackL1 Immundus CrystalAdds 38 armour while Rising Slash (and the faster version) is being performed.SkillToughnessAdd 38 (moves: Rising Slash full and short charge, Rising Slash: Enhanced)

Page 2: Special (9 nodes)#

SlotTalentRequiresCost per levelEffectData
201Parry (starts unlocked)noneL1 Chipped ImmundusSpecial: raise the sword to parry. A failed parry costs a little health.SkillOpen moves 11
202Counter Attack201 ParryL1 ImmundusSpecial at the right instant counters an enemy attack.SkillOpen moves 105
204Parry: Enhanced201 ParryL1 Immundus CrystalBlocking with the parry costs 30% less stamina.SkillDefenceEnergySub 30% (moves: Parry)
207BackstabnoneL1 Chipped ImmundusInteract behind an unaware enemy. Footsteps alert enemies; walking slowly keeps them quiet.SkillOpen moves 107
210Backstab: Enhanced207 BackstabL1 Immundus; L2 Immundus Crystal; L3 Immundus DiamondBackstab damage +7% / +14% / +21%.SkillDamageAdd 7% / 14% / 21% (moves: Backstab)
213Execution (starts unlocked)noneL1 Chipped ImmundusInteract on a weakened enemy.SkillOpen moves 108
216Execution: Enhanced213 ExecutionL1 Immundus; L2 Immundus Crystal; L3 Immundus DiamondExecution damage +7% / +14% / +21%.SkillDamageAdd 7% / 14% / 21% (moves: Execution)
217Rising Slash: Inhibition216 Execution: EnhancedL1 Immundus CrystalA fully charged Rising Slash deals 20 extra poise damage, so it breaks enemy attacks more easily.SkillToughnessSubAdd 20 (moves: Rising Slash, Rising Slash: Enhanced)
218Lunge Attack: Weakening216 Execution: EnhancedL1 Immundus CrystalLunge moves deal 25% more resilience damage (stagger gauge).SkillWeaknessSubAdd 25% (moves: Multi Lunge Attack, Lunge Attack, Lunge Attack: Knockback)

Page 3: Alchemy (5 nodes)#

SlotTalentRequiresCost per levelEffectData
301Health Potions: StocknoneL1 Chipped Immundus; L2 Immundus; L3 Immundus CrystalCarry 1 / 2 / 3 more Health Potions.ItemHpMaxAdd 1 / 2 / 3
304Prolonged Duration301 Health Potions: StockL1 Immundus; L2 Immundus Crystal; L3 Immundus DiamondItem buffs last 10% / 20% / 30% longer.ItemStatusTimeAdd 10% / 20% / 30%
310Speed Drinking314 Improved EffectL1 Immundus CrystalDrinking potions and elixirs takes less time.EatSpeedUp 1
313Health Potion: EvolvednoneL1 Chipped Immundus; L2 Immundus; L3 Immundus CrystalHealth Potions heal 10% / 20% / 30% more (relative to their normal amount).ItemValueAdd 10% / 20% / 30%
314Improved Effect313 Health Potion: EvolvedL1 Immundus; L2 Immundus Crystal; L3 Immundus DiamondItem buffs are 10% / 20% / 30% stronger.ItemStatusValueAdd 10% / 20% / 30%

Page 4: Sanity (9 nodes)#

SlotTalentRequiresCost per levelEffectData
401SanitynoneL1 Chipped Immundus; L2 Immundus; L3 Immundus CrystalMaximum Sanity +5% / +10% / +15%.PropertyAdd max Sanity: 5% / 10% / 15%
402Devout401 SanityL1 ImmundusYour hits drain 15% less Sanity.SanAttackSub 15%
403Sanity: Enhanced Elixir402 DevoutL1 Immundus CrystalEach potion or elixir restores a little Sanity (5 per use in the data).ItemSanAdd 5
405Lucky Madness402 DevoutL1 Immundus Crystal; L2 Immundus DiamondBetter odds for trophy-crafting materials to drop. Level 1 / 2 adds +5 / +10 drop weight.ItemProbAdd drop column ProbAdd1/ProbAdd2 for item types 701, 706
407Adapt to Abnormality: LifenoneL1 Immundus; L2 Immundus CrystalCuts the Health penalty of the Abnormal state from 30% to 20%, then 15%.SanPropertyChangeRate max HP: 33.3% / 50%
408Adapt to Abnormality: Dodge407 Adapt to Abnormality: LifeL1 Immundus CrystalLets you chain dodges in the Abnormal state (unlocks the second dodge, move 102).SkillSanPermit 1 (moves: 102)
409Knight's Instinct408 Adapt to Abnormality: DodgeL1 Immundus DiamondThe Abnormal-state damage bonus rises from +10% to +15%.SanPropertyChangeRate physical attack: 50%
413RevengenoneL1 ImmundusTaking a hit fills Rage (half of the Rage that hit would normally give).HitAddRage 50%
414Furor413 RevengeL1 Immundus; L2 Immundus CrystalEach hit of the listed moves gives +2 / +4 extra Rage.SkillRageAdd 2 / 4 (12 move rows: Light chain, Heavy combos, Spin Attack, thrown items, Counter Attack, Backstab, Execution, Drop attack)

Hidden mechanics#

  • Level 1 is enough to continue. The tree check only asks that the previous node has any level above 0, so you can pass through the cheap first levels of a chain and spend the Diamond levels later (Talents#Prerequisites and learning).
  • Three nodes are free. Lunge Attack, Parry and Execution start at level 1. Terrence does not start with Backstab or Rising Slash: each costs one Chipped Immundus.
  • Level N always uses the Nth stone type of the node. A level cannot be paid with a different stone (Talents#Immundus stones).
  • Abnormal-state nodes scale the built-in penalty, not a flat number. In the Abnormal state Terrence loses 30% max Health and gains 10% attack (both relative to base; rules in Abnormal state#How talents reshape these effects). Adapt to Abnormality: Life multiplies the 30% penalty by (1 - 0.333) and then (1 - 0.5), giving 20% and 15%. Knight's Instinct multiplies the 10% bonus by 1.5, giving 15%.
  • Lucky Madness is a drop weight, not a percentage. For Terrence it adds 5 / 10 to the weight of drop entries of item types 701 and 706 (trophy materials), and the "Abnormal State" condition in its text is not enforced. The mechanism is explained once in Talents#hm-lucky-madness-does-not-use-percent-it-adds.
  • Revenge scales with the hit. It gives 50% of the attacker's own "Rage on hit" value. Most enemy moves carry 6, so a typical hit gives about 3 Rage; moves with 0 give nothing. At or below 30% Health a trophy bonus can raise it further.
  • Furor and the poise nodes add flat points. Furor adds Rage per hit to 12 listed move rows; Knight's Tenacity (+15) and Rising Slash: Tenacity (+38) add to the move's own armour pool; Rising Slash: Inhibition adds +20 to the poise damage dealt. None of these are percentages.
  • Parry: Enhanced reduces the stamina lost when a block lands through the parry move (the formula multiplies the stamina cost by 0.7). It does not change the parry window.
  • Devout multiplies the Sanity drained by your own hits by 0.85; its limits are in Sanity talents and trophies#Hidden mechanics.
  • Sanction: Broken Sin boosts two moves. The node's condition lists Sanction (move 8) and Discipline (move 9).

Where the game text disagrees with the data#

NodeThe game text saysThe data and code give
106 Sanction: Broken SinRaises Sanction damage by 10% / 20%Also applies to Discipline (move 9).
403 Sanity: Enhanced ElixirRestore 10 SanityThe applied value is 5 (Value 5, TextValue 10). The Sanity gauge may be displayed on a different scale, which is not verified.
405 Lucky MadnessDrop rate of trophy materials +5% / +10% in the Abnormal StateAdds +5 / +10 weight to eligible drop entries; no Sanity condition in the code (inferred).
413 RevengeGain Rage when taking damage50% of the attacker's move value for Rage on hit.

Sources#

  • reference/lua_src/gamedata/structdata/exportdata/es_herotalent.lua: every node (columns TalentPos, PreTalent, StoneLevel, Type, Condition, Value, ValueAdd, TextValue, TextValueAdd, DefaultOpen). English text: GameTextData.HeroTalent.
  • luascript/structdata/fs_talentdata.lua:5-45, 119-127 (level cap = number of stones listed, DefaultOpen forces level 1, level-up).
  • luascript/structdata/fs_herodata.lua:401-434 (GetHeroTalentValue: value = Value + ValueAdd x (level - 1), summed over all learned nodes of a type).
  • luascript/structdata/ms_herotalentcondition.lua:5-63 (how the Condition column is matched).
  • luascript/ui/controller/playerinfoctrl.lua:4280-4315 (stone check), 4405-4455 (prerequisite: previous node level above 0), 4562-4600 (editing only at an altar), 4850-4925 (confirm, stone consumption, achievements).
  • Terrence rows: ES_HeroTalent ids with HeroId 10001 (TalentId 11101 and up). Re-read in the heroes_a pass: Condition of Knight's Tenacity (4,0;5,0), Rising Slash: Tenacity (2,0;3,0;13,0) and Furor (1,0;4,0;5,0;10,0;14,0;15,0;103,0;104,0;105,0;107,0;108,0;111); the Heavy combo move indexes come from SkillChainData HeroId 10001 (see Terrence#Sources).
  • luascript/logic/playervalue/animalbase_value.lua:420-428, 511-552 (Abnormal-state penalties and the talent multiplier), 2339-2380 (resilience, poise damage), 2519-2523 (parry stamina), 2639-2641 (damage), 2700-2716 and 2755-2761 (Revenge, Furor), 783-791 (poise).
  • luascript/logic/player/animalbase.lua:4242-4247 (move 102 allowed in the Abnormal state), 16722-16735 (Devout), 6609-6640 (potions, Sanity per use).
  • luascript/controller/controllerstorymode.lua:5360-5385, 5428-5445 (drop weights); reference/lua_src/gamedata/playerdefine/hero10001_define.lua:26-29 (Abnormal-state constants).
  • Table StoryMazeDrop columns ProbAdd1/ProbAdd2; table SkillData column RageAddHit (value 6 on 502 of 1216 enemy moves).