Terrence is the first and default playable hero of Pascal's Wager. He fights with a cane for quick strikes and a Knight's Sword for heavy ones, and everything else he does (Lunge, Discipline, Sanction, Rising Slash) is a "combat art" paid for with Rage. This page collects his numbers from the game's own tables: starting stats, how the attributes grow them, every move with its damage, costs, poise and stagger values, and the changes his Abnormal state brings.
Overview#
The game describes Terrence as a former church executioner who volunteered to become a courier so he could search for his wife, and who has spent years travelling through the Dark Mist. Mechanically he is the baseline hero: the highest starting Defence of the five campaign heroes (63, against 39 to 59), a guard stance with a counter window, three combat moves that start unlocked (Lunge, Parry guard stance, Execution) and three Health Potion slots instead of two.
His kit has three layers:
- Light and Heavy chains that build Rage (3 per Light hit, 6 per Heavy hit).
- Combat arts that spend 30 or 100 Rage and are entered by switching from one chain to the other (Light into Heavy, Heavy into Light) or by holding a button. See Rage#Spending Rage.
- Reaction moves: guard and Counter Attack, Backstab, Execution and the Drop attack.
Base stats#
Terrence starts with these attribute points (HeroData row 10001). The "hidden" seventh attribute feeds the fixed stats (Sanity, Rage, Power).
| Strength | Dexterity | Vigor | Intellect | Vitality | Endurance |
|---|---|---|---|---|---|
| 15 | 9 | 14 | 8 | 13 | 12 |
Feeding those points through the hero's rate table gives the starting stats below (computed with the game's own formula, see Hidden mechanics).
| Stat | Start | Notes |
|---|---|---|
| Health | 849 | |
| Stamina | 303 | Regenerates 40% of the bar per second, 10% while guarding |
| Attack (Physical) | 59 | The only attack stat he has; all fire, poison, arcane, shadow and pierce attack stats are 0 |
| Crit rate / Crit damage | 34 / 201 | per mille: about 3.5% chance, x1.20 damage (see Critical hits#The stats) |
| Defence (Physical) | 63 | |
| Fire / Poison / Arcane / Shadow resistance | 50 each | One shared value; they only differ once trophies are added |
| Pierce resistance | 260 | |
| Trophy shield / Skill shield | 851 / 851 | See Shields and protection#Shields |
| Sanity | 100 | Fixed, only a talent changes it |
| Rage | 100 | Fixed maximum |
| Power | 100 | Not used by his moves |
| Poise | 0 | See Poise and stagger#How a hit is resolved |
| Resilience | 10000 | Fixed internal value; see Weakness and execution#The Resilience gauge |
What each attribute feeds#
Each stat is the sum, over the six attributes, of (rate x curve value for that attribute's points) / 1000, rounded down. Terrence's rates:
| Stat | Strength | Dexterity | Vigor | Intellect | Vitality | Endurance |
|---|---|---|---|---|---|---|
| Attack | 850 | 50 | ||||
| Crit damage | 200 | 750 | ||||
| Crit rate | 600 | |||||
| Health | 900 | |||||
| Trophy shield, Skill shield | 900 | |||||
| Defence | 250 | 50 | 100 | 600 | ||
| Fire/Poison/Arcane/Shadow res. | 150 | 100 | 100 | 600 | 50 | |
| Pierce resistance | 2500 | 2500 | ||||
| Stamina | 700 |
So Strength is Attack, Dexterity is critical hits, Vigor is Health and shields, Endurance is Stamina, Vitality is Defence and Pierce resistance, and Intellect is resistances and Pierce resistance only.
Growth curves#
The curve value is looked up from HeroAttributeData by attribute points (1 to 99). For each stat the same curve is used no matter which attribute feeds it (checked for all six attributes at 15, 50 and 99 points). The curve tables, with samples for every family, are on Attributes#The curves.
The numbers show a clear elbow. Attack, Defence, Health and Stamina gain most of their value before about 40 to 50 points; from 50 to 99 points the Attack curve grows only 17 (183 to 200), which for Strength's 850 rate is about 14 Attack. The Crit damage and Crit rate curves keep rising almost in a straight line, so Dexterity does not run out.
What the very top of each attribute is worth, compared with Terrence's starting values (only that attribute raised to 99):
| Attribute at 99 | Gains |
|---|---|
| Strength | Attack +113, Crit damage +36, Defence +34, resistances +21 |
| Dexterity | Crit damage +143, Crit rate +54, Attack +8, Defence +8, resistances +17 |
| Vigor | Health +834, Trophy and Skill shield +949 each, Defence +14, resistances +15 |
| Intellect | Resistances +100, Pierce resistance +417 |
| Vitality | Defence +89, Pierce resistance +372, resistances +8 |
| Endurance | Stamina +285 |
If every attribute were raised to the same value, the stats would be:
| All six attributes at | 20 | 30 | 40 | 50 | 75 | 99 |
|---|---|---|---|---|---|---|
| Attack | 83 | 130 | 153 | 164 | 176 | 180 |
| Crit rate / Crit damage | 41 / 217 | 47 / 236 | 53 / 263 | 59 / 300 | 74 / 348 | 88 / 380 |
| Health | 1067 | 1371 | 1512 | 1598 | 1659 | 1683 |
| Defence | 98 | 152 | 179 | 192 | 206 | 210 |
| Stamina | 401 | 481 | 525 | 555 | 578 | 588 |
How attribute points are earned and spent is covered under Leveling and Attributes#Spending points; trophies and talents add on top of these base values (Character stats#How the number in battle is built).
Weapons and style#
Terrence holds two weapons. Light attacks and the Lunge use his cane; Heavy attacks and the sword arts use the Knight's Sword (the game's code names them WeaponStick and WeaponSword). The in-game button prompts describe Light as a swift cane attack, Heavy as a powerful sword attack (hold for a rising cut), Special as guard, and the fourth button as dodge and dash.
His Special button raises a sword guard with a counter window; see Guarding#Who can guard and Parry and counter#Terrence's Parry (a block).
Moveset#
Button names: Light, Heavy, Special (guard), Dodge, Interact. "Tap" means press and release at once.
Inputs and unlocks#
| Move | How to perform | Unlock |
|---|---|---|
| Light combo (3 hits) | Light, Light, Light | Always |
| Heavy combo (3 hits) | Heavy, Heavy, Heavy | Always |
| Lunge Attack | During or after the Light combo, tap Heavy | Starts unlocked (talent Lunge Attack) |
| Lunge Attack: Knockback | Same input; replaces the Lunge, knocks enemies down | Lunge Attack: Knockback |
| Multi Lunge Attack | After the Light combo, hold Heavy | Multi Lunge Attack |
| Discipline | After the Heavy combo, tap Light | Discipline |
| Sanction | After the Heavy combo, hold Light | Sanction |
| Rising Slash | Hold Heavy (needs 30 Rage); release early for the short version, keep holding for the full one | Rising Slash |
| Rising Slash: Enhanced | Same, but the full charge is ready sooner | Rising Slash: Enhanced |
| Spin Attack | Dodge, then Heavy | Spin Attack |
| Parry (guard stance) | Hold Special | Starts unlocked (talent Parry) |
| Counter Attack | Press Special at the right moment of the guard raise | Counter Attack |
| Backstab | Interact behind an enemy | Backstab |
| Execution | Interact on a Weakened enemy | Starts unlocked (talent Execution) |
| Jump chop (drop attack) | Press Light or Heavy while falling | Always |
| Dodge, second dodge | Dodge, Dodge | Always (second dodge: banned in the Abnormal state, see below) |
| Throwing | Throw items (high or low) | Always |
| Quick drink | Drink a potion faster | Speed Drinking |
The Rising Slash timers are in the move table: holding Heavy starts the wind-up after 0.2 s, the short slash is available on release from 0.3 s, and the full slash fires on its own after 3.0 s of holding. Rising Slash: Enhanced cuts that 3.0 s to 1.2 s.
Damage#
"Raw attack" is the figure that enters the Damage formula: Attack stat x rate + flat power, before the target's Defence, crits and other multipliers. All of Terrence's moves deal Physical damage and none applies a status effect.
| Move | Flat power | Rate | Raw attack at 59 Attack | Raw attack at 180 Attack |
|---|---|---|---|---|
| Light combo | 61 / 65 / 74 | 80% | 108 / 112 / 121 | 205 / 209 / 218 |
| Light combo (from a Heavy chain) | 61 / 65 / 74 | 80% | 108 / 112 / 121 | 205 / 209 / 218 |
| Heavy combo (after Spin Attack) | 85 / 88 / 94 | 120% | 156 / 159 / 165 | 301 / 304 / 310 |
| Heavy combo (from a dodge or Light combo) | 85 / 88 / 94 | 120% | 156 / 159 / 165 | 301 / 304 / 310 |
| Heavy combo (after Rising Slash) | 85 / 88 / 94 | 120% | 156 / 159 / 165 | 301 / 304 / 310 |
| Spin Attack | 100 | 80% | 147 | 244 |
| Rising Slash (short charge) | 151 | 144% | 236 | 410 |
| Rising Slash (full charge) | 250 | 180% | 356 | 574 |
| Rising Slash: Enhanced | 250 | 180% | 356 | 574 |
| Lunge Attack | 181 | 120% | 252 | 397 |
| Lunge Attack: Knockback | 181 | 120% | 252 | 397 |
| Multi Lunge Attack | 110 / 91 | 88% / 150% | 162 / 180 | 268 / 361 |
| Discipline | 193 | 150% | 282 | 463 |
| Sanction | 125 / 163 | 150% / 162% | 214 / 259 | 395 / 455 |
| Counter Attack | 136 / 181 | 160% | 230 / 275 | 424 / 469 |
| Backstab | 88 | 89.6% | 141 | 249 |
| Execution | 105 | 160% | 199 | 393 |
| Jump chop | 100 / 150 | 80% / 160% | 147 / 244 | 244 / 438 |
Multi Lunge and Sanction are listed as two rows each in the game data (an opening hit and a repeating part); the number of repeats is set by the animation, not by the table, so only the per-row figures are shown.
Costs and side effects#
| Move | Rage needed / spent | Rage gained per hit | Stamina | Poise damage | Resilience damage | Armour | Guard Break (rear x) |
|---|---|---|---|---|---|---|---|
| Light combo | - | 3 / 3 / 3 | 65 / 65 / 65 | 12 / 12 / 14 | 10 / 10 / 12 | 0 | 40 (x1.25) |
| Light combo (from a Heavy chain) | - | 3 / 3 / 3 | 65 / 65 / 65 | 12 / 12 / 14 | 10 / 10 / 12 | 0 | 40 (x1.25) |
| Heavy combo (after Spin Attack) | - | 6 / 6 / 6 | 95 / 95 / 95 | 20 / 20 / 20 | 17 / 17 / 22 | 26 | 60 (x1.25) |
| Heavy combo (from a dodge or Light combo) | - | 6 / 6 / 6 | 95 / 95 / 95 | 20 / 20 / 20 | 17 / 17 / 22 | 26 | 60 (x1.25) |
| Heavy combo (after Rising Slash) | - | 6 / 6 / 6 | 95 / 95 / 95 | 20 / 20 / 20 | 17 / 17 / 22 | 26 | 60 (x1.25) |
| Spin Attack | - | 5 | 120 | 20 | 17 | 26 | 60 (x1.25) |
| Rising Slash (short charge) | 30 / 30 | 0 | 150 | 20 | 20 | 26 | 60 (x1.25) |
| Rising Slash (full charge) | 30 / 30 | 0 | 180 | 50 | 40 | 26 | 80 (x1.25) |
| Rising Slash: Enhanced | 30 / 30 | 0 | 180 | 50 | 40 | 26 | 150 (x1.25) |
| Lunge Attack | 30 / 30 | 0 | 95 | 30 | 32 | 64 | 100 (x1.25) |
| Lunge Attack: Knockback | 30 / 30 | 0 | 95 | 20 | 32 | 64 | 150 (x1.25) |
| Multi Lunge Attack | 100 / 100 | 0 | 150 | 24 / 24 | 16 / 20 | 94 | 500 (x1.25) |
| Discipline | 30 / 30 | 0 | 120 | 20 | 22 | 64 | 80 (x1.25) |
| Sanction | 100 / 100 | 0 | 210 | 30 / 30 | 20 / 20 | 94 | 500 (x1.25) |
| Counter Attack | - | 10 / 10 | 0 | 20 / 20 | 20 / 20 | 0 | 999 (x1.25) |
| Backstab | - | 10 | 0 | 20 | 20 | 0 | 999 (x2) |
| Execution | - | 10 | 0 | 20 | 20 | 0 | 999 (x1.25) |
| Jump chop | - | 5 / 5 | 0 | 20 / 20 | 20 / 20 | 0 | 999 (x2) |
How to read this table:
- Rage needed / spent: the Rage you must have to start the move and the amount taken when it triggers. See Rage#Spending Rage.
- Rage gained per hit: gained by Terrence for each hit that connects. Combat arts give none.
- Stamina: spent when the swing triggers, per row. See Stamina#Costs of common actions.
- Poise damage removes the target's Poise; Resilience damage fills the target towards the Weakened state. See Poise and stagger#How a hit is resolved and Weakness and execution#The Resilience gauge.
- Armour is the temporary super-armour pool (Toughness) the move opens during part of its animation. Light attacks have none.
- Guard Break is compared with the guard strength of enemies who block; 999 means the move cannot be blocked. The bracketed value is the multiplier when the hit lands from behind (see Hidden mechanics).
Combo flow#
The chain table (SkillChainData) defines which move can follow which:
| After this | You can continue with |
|---|---|
| Light combo | Lunge (or Lunge: Knockback), Multi Lunge, Heavy combo, Dodge, second dodge; the third hit also loops back into the Light combo |
| Heavy combo | Discipline, Sanction, Rising Slash (hold; release early for the short cut) or Rising Slash: Enhanced, Light combo |
| Rising Slash (any) | Heavy combo (the version entered after Rising Slash), nothing else |
| Spin Attack | Heavy combo (the version entered after Spin Attack), Light combo |
| Dodge | Spin Attack (if unlocked) or Heavy combo (the version entered from a dodge or Light combo) |
| Second dodge | Light combo, Spin Attack, Heavy combo |
| Lunge, Multi Lunge, Discipline, Sanction | No chains: these end the string |
Talents that change moves#
| Talent (id) | Effect on the moveset |
|---|---|
| Sanction: Broken Sin (106) | +10% / +20% damage on Sanction and Discipline |
| Knight's Tenacity (111) | +15 armour on the Heavy combo after Spin Attack and the one after Rising Slash (SkillData moves 5 and 4; not the one entered from a Light combo or dodge, move 15) |
| Rising Slash: Tenacity (117) | +38 armour on Rising Slash and Enhanced |
| Rising Slash: Inhibition (217) | +20 Poise damage on the full Rising Slash (inferred: value 20 added to the 50) |
| Lunge Attack: Weakening (218) | +25% Resilience damage on Lunge, Knockback and Multi Lunge |
| Backstab: Enhanced (210) | +7% / +14% / +21% Backstab damage |
| Execution: Enhanced (216) | +7% / +14% / +21% Execution damage |
| Parry: Enhanced (204) | -30% stamina lost on a successful parry |
| Furor (414) | +2 / +4 Rage on each hit of the Light and Heavy chains, Spin Attack, Counter, Backstab, Execution, Drop attack and thrown items |
| Revenge (413) | Gain Rage when taking damage |
The full tree, with every cost, is on Terrence talent tree.
Abnormal state#
Every hero has a side effect that switches on when Sanity runs low (Abnormal state#Effects by hero compares them). Terrence's, as the game words it: he cannot dodge twice in a row, his maximum Health falls by 30% and his damage rises by 10%. The effects start at 70% Sanity and stay on in the Lunatic state below 50%, because the game only checks "not normal".
| Effect | Value | Where it comes from |
|---|---|---|
| Maximum Health | -30% of base Health (e.g. 849 becomes about 594) | SanCrazyHpSubRate = 300 per mille |
| Physical Attack | +10% of base Attack (e.g. 59 becomes about 65) | SanCrazyPhysicDamageAddRate = 100 per mille |
| Second dodge | Not allowed (move 102 is flagged "normal sanity only") | SkillSan = 1 on move 102 |
| Everything else | Unchanged |
The 10% bonus is a percentage of the base Attack stat, so it only enlarges the stat part of a hit, not the flat power of the move. Talents soften or extend the state (rules in Abnormal state#How talents reshape these effects):
- Adapt to Abnormality: Life (407) shrinks the Health penalty: the reduction is multiplied by (1 - value/1000), giving -20% at rank 1 and -15% at rank 2.
- Adapt to Abnormality: Dodge (408) lifts the double-dodge ban.
- Knight's Instinct (409) raises the damage bonus by half: 10% becomes 15%.
- Lucky Madness (405) adds drop weight, not a percentage, and works at any sanity; see Talents#hm-lucky-madness-does-not-use-percent-it-adds.
Hidden mechanics#
- Three free Health Potion slots. Terrence starts with a capacity of 3 Health Potions, the other heroes with 2; every hero has
MpAddNum4, a separate second potion pool whose exact in-game item I did not trace (unverified). Talents add to the cap (Health Potions: Stock +1 / +2 / +3). - Flat power rules the early game. At the starting Attack of 59, a Light hit's raw attack is 61 + 59 x 0.8 = 108: more than half is the flat part. Light and Heavy chains deliver almost the same raw attack per stamina (about 1.7), so the choice between them is about Rage, poise and armour, not damage. At the theoretical maximum of 180 Attack the rates take over and the multipliers matter more.
- Rage per stamina favours Heavy. A Light hit gives 3 Rage for 65 stamina (0.046 per stamina); a Heavy hit gives 6 Rage for 95 (0.063), about 37% better. A full Heavy chain is 18 Rage, a full Light chain 9.
- The Lunge is the most stamina-efficient art. At 59 Attack it deals about 2.65 raw attack per stamina (252 for 95), against 2.35 for Discipline, 1.98 for the full Rising Slash and 1.57 for the short one. At 180 Attack the Lunge (4.18) is level with Multi Lunge (4.20) and ahead of everything else; Sanction reaches 4.05.
- Armour mostly grows with Rage cost. Light attacks have no armour at all, the Heavy chain 26, the 30-Rage arts Lunge and Discipline 64 and the 100-Rage arts (Multi Lunge, Sanction) 94. Rising Slash is the exception: it costs 30 Rage but has only 26. Enemy hits are mostly 51 Poise (see Poise and stagger#Enemy Poise values), so only the arts survive one hit; the 100-Rage arts also carry Guard Break 500, which breaks even strong guards.
- Rear hits. Every move row has a rear multiplier (
BackGuardBreak). Most moves deal x1.25 when they land on an enemy's back and Backstab and the Jump chop deal x2; thrown items have x1. Enemy rows all have aBackDamageRateof 1, so the move's number is the whole bonus. See Backstab#Damage. - Counter finisher is tied to its target. The second part of the Counter Attack (power 181) can only hit enemies that were just struck by the first part (power 136); other enemies in the way are ignored by it (
Hero10001:IsMutekiForSkill). Both parts ignore Poise and cannot crit. See Parry and counter#What the counter does. - Moves that cannot crit or be out-poised. Counter Attack, Backstab, Execution and the Jump chop have
CritIgnore1 andToughnessIgnore1: they never crit, and they stagger the target whatever its Poise. The opening hit of Sanction also cannot crit. All other hits can crit (see Critical hits#Moves that can never crit). - Dodge chains fall back. If Spin Attack is not unlocked, Dodge then Heavy simply starts the ordinary Heavy combo. If it is unlocked, Spin Attack (priority 10) wins.
- No second Rage payment after Rising Slash. The data row that opens the Heavy combo after Rising Slash carries a 30-Rage requirement, but the chain table sends Rising Slash (and its short and Enhanced versions) straight into the second row of that combo, which has no requirement. Nothing in the chain table points at the Rage-gated first row, so it appears to be unused (inferred from
SkillChainDataandSkillDatarows 8-11). - "Not enough Rage" warning only for three moves. Only Lunge, Discipline and Lunge: Knockback have the
Tipsflag that shows the Rage-insufficient message; the other arts just fail silently. - Poise never regenerates for him. Terrence's base Poise is 0 and his Poise Regen is 0. On Casual difficulty he receives +130 Poise that also never regenerates (see Poise and stagger#Hidden mechanics and Difficulty#Casual in detail).
- Stamina recovery. Regeneration is 400 per mille of the bar per second (121 per second at 303 Stamina), but only 100 per mille while guarding. When the bar hits 0 there is no extra lock-out (his recovery-time stat is 100); see Stamina#Regeneration.
- Breakables. Every attack row also has a
DurabilitySub(40 to 999), which the object code (shell.lua) subtracts from destructible objects' durability. The short and full Rising Slash have 999 (inferred: enough to break any breakable in one hit); Rising Slash: Enhanced has 80. - Start unlocks. Lunge, Parry and Execution are the only combat moves that begin unlocked. Everything else, including Backstab and Counter Attack, costs talent nodes.
Trivia#
- The Obsession Challenge achievement "For Teresa" asks you to beat The First Messenger with any hero except Terrence. See Obsession Challenge#Achievements and Teresa.
- Terrence has two outfits: the default and the "Herald Outfit", sold as downloadable content and changed by talking to Glenn's Owl in the Carriage. See Skins#All skins.
- The game contains an AI script for Terrence (
attack10001.lua) with Counter Attack range and probability tables, and a death hook that notifies the First Messenger boss when a summoned Terrence copy dies. These copies are presumably how the First Messenger fight turns your own hero into an enemy (inferred). - In the Chinese internal names the combat arts are "swordsman battle skill light" and "heavy" (full-Rage versions are marked "full"), and the Light chain is literally "light light light".
Sources#
- Data:
es_herodata.luaHeroId 10001 (Attribute_1-7, HpAddNum 3, MpAddNum 4, GuardEnergyRatio 0.35, UIRageMin 30, BackDamageRate 1);es_heropropertydata.luaPropertyId 1-42 for HeroId 10001 (rates);es_heroattributedata.luaAttributeId 1-6, AttributePoint 1-99 (curves; stat computation re-implemented fromFS_HeroData.GetPropertyAllByList);es_skilldata.luaHeroId 10001, rows 1-47 (all move numbers);es_skillchaindata.luaHeroId 10001;es_uiheroinfo.luaandes_uiskillinfo.luaHeroId 10001; text sections HeroData (10001 Name, UIDescription, UISanityDescription), StorySkin 1000-1001, Achievement 50004, GameText UI_DLC_ITEM_DETAIL_INTRO_hero11001. - Talents:
reports/talent_trees.md, Terrence section (ids 101-414). Move indexes behind the three Heavy combo rows (heroes_a pass):SkillChainDataHeroId 10001 sends Rising Slash into move 4, Spin Attack into move 5 and the Light chain or a dodge into move 15;HeroTalent111 (Knight's Tenacity) lists moves 4 and 5, talent 414 (Furor) lists moves 1, 4, 5, 10, 14, 15, 103-105, 107, 108 and 111. - Code:
logic/player/hero10001.lua23-46 (IsMutekiForSkill), 140-150;gamedata/playerdefine/hero10001_define.lua26-29 (weapons, lunatic constants);logic/playervalue/animalbase_value.lua420-428 (lunatic Health/Attack), 511-552 (Add/SubSanPropertyDiffRate with talent), 1572-1580 (stamina recovery), 1663-1686 (GetSanType), 2499-2502 (rear multiplier);gamedata/playerdefine/animalbase_value_define.lua13-17 (SanBound 1 / 0.7 / 0.5);logic/player/animalbase.lua4060-4069 (drop attack), 4240-4252 (SkillSan checks), 4256-4268 (Required Rage), 17214-17224 (IsHeroSanNotNormal);structdata/fs_herodata.lua190-235 (potion capacity). - Move columns (re-checked in the heroes_a pass):
SkillDataHeroId 10001 rows 1-47.RageAddis the Rage the attacker gains per hit;RageAddHitis what a target with a "rage when hit" talent gains, so it is not used here. Abnormal-state wording follows Abnormal state#Effects by hero. - Growth-curve samples moved to Attributes#The curves (heroes_a pass); the curve values are
HeroAttributeDataAttributePoint 1-99. - Verification:
logic/playervalue/animalbase_value.lua1735-1761 and 2202-2206 (raw attack = stat x rate x (1+ratio) + flat Attack), 2456-2475 (crit damage),structdata/fs_herodata.lua575-608 (stat formula),logic/player/animalbase.lua8051-8076 (ToughnessIgnore);es_herotalent.luaHeroId 10001 (TalentPos, Condition, Type, Value); stats re-derived withbuild/wiki/scripts/verify_terrence/.