Trophies are the pieces of loot that act as equipment in Pascal's Wager. A hero has no armour or rings; instead the player wears up to six trophies, and each one adds flat stat bonuses and sometimes a special effect such as a shield after resting or a stamina refund on critical hits. Trophies are found, bought, crafted and rolled from chests, and they can be improved with Trophy enhancement and Trophy reforging. The special effects are explained on Trophy effects; the random numbers of maze trophies are on Random trophy properties.
Slots and categories#
There are six equipment slots in three pairs. Each pair accepts only one category, which the game shows as a coloured icon, and the category of a trophy is fixed by its data (Type 601, 602 or 603).
| Slots | Category | Typical stats | Trophies |
|---|---|---|---|
| 1 and 2 | Scars (601) | Attack, Atk vs Humanoid / Beasts / Sendril, Crit Damage, Crit Rate | 34 (27 fixed-stat, 7 random-stat) |
| 3 and 4 | Resistance (602) | Defence, Health, Element / Poison / Arcane / Shadow Res, some Stamina and Sanity | 34 (29 fixed-stat, 5 random-stat) |
| 5 and 6 | Nightmare (603) | Stamina, Stamina Regen, Sanity, Crit stats | 51 (38 fixed-stat, 5 random-stat, 8 unused placeholders) |
The category names only describe the typical theme. The first main property of a trophy also decides which stat cycle it uses when it is reforged. The full catalogue by slot is the Trophy list.
Equipping rules#
- Some trophies cannot be doubled up in a pair. Only 43 of the 119 trophies carry an "equip group" id (
EquipUniqueId): the 4-level families such as Truth or The Rose, the quest and boss-weapon trophies, the ten Melos Bottles (one shared group) and Eternity with Broken Eternity (another shared group). If the other slot of the same pair holds a trophy with the same group id, the game refuses with the message that only one such trophy can be equipped at a time. The other 76 trophies have group 0, which the check ignores, so two copies of them can be worn together. - One-of-a-kind trophies. Six trophies carry a unique id; you can own only one copy of each, in the bag or equipped.
- Equipped trophies are shared by the whole team. The trophy list is stored once for the save, not once per hero, and its bonus is added to whichever hero you currently control. Switching hero does not change the six slots.
- Obsession Challenge, Standard Mode replaces your trophies with a fixed preset per hero (table in Trophy sources#Challenge presets, rules in Obsession Challenge#Standard Mode (preset heroes)). Custom Mode keeps your own trophies.
- Some quests equip a trophy for you: a quest action can force a given trophy into a slot.
Levels, quality and bonuses#
A trophy's level (the Level field, shown as "+N" after the name) runs from 1 to 6, displayed +0 to +5. The cap is the code constant TrophyStrengthLevelMax = 6. Each level has its own row in the property table, so the stat jumps are table values, not a formula. Most properties gain a fairly even amount per level, but 24 of the 170 six-level property grades step unevenly (compare the +0 and +5 values rather than assuming a straight line).
Percent-type stats are stored in tenths of a percent (a stored 46 means 4.6%).
| Stat | Grades | +0 values | +5 values | Gain per level |
|---|---|---|---|---|
| Attack | 10 | 8-40 | 28-80 | 4-8 |
| Crit Damage | 20 | 2%-7.6% | 6%-12.6% | 0.8%-1.0% |
| Crit Rate | 20 | 1.8%-7% | 4.8%-12% | 0.6%-1.0% |
| Health | 10 | 20-130 | 145-330 | 15-45 |
| Sanity | 10 | 3-10 | 8-15 | 1 |
| Defence | 10 | 7-25 | 22-55 | 3-6 |
| Stamina | 10 | 20-65 | 45-100 | 5-7 |
| Stamina Regen | 10 | 10-65 | 40-115 | 6-10 |
| Element / Poison / Arcane / Shadow Res (each) | 10 | 17-27 | 32-70 | 3-9 |
| Atk vs Humanoid / Beasts / Sendril (each) | 10 | 3.5%-10% | 8.5%-22.5% | 1%-2.5% |
A "grade" is one row group of TrophyProperty (six consecutive ids, +0 to +5; 170 such grades exist). The ten Melos Bottles are the exception: their Attack, Crit Damage and Crit Rate use 30 single rows (ids 40101-40110, 40201-40210, 40301-40310), one step per bottle instead of per level. A trophy has one to four main properties, each pointing at a grade, plus up to one sub-property added by reforging. Counting the 94 fixed-stat trophies, 35 have one property, 37 have two, 18 have three and 4 have four.
Quality. The code distinguishes two quality values, Common and Secondary, which would select the PropertyValue or the SecondaryValue column. Every trophy is Common (Value1 = 1) and every SecondaryValue in the table is 0, so the second tier is unused. In practice the only tiers are the levels +0 to +5.
Enhancement and reforging#
A trophy can be raised one level at a time with Trophy enhancement, up to +5. 17 of the 94 fixed-stat trophies cannot be enhanced or reforged (the Melos Bottles, Marcion Puzzle Ball and the six death-bound pots; the data flag is EmotionType = 1), and neither can any random-stat trophy. Trophy reforging adds a sub-property by sacrificing a trophy from another category.
Special effects#
54 of the 94 fixed-stat trophies and all 25 random-stat and placeholder trophies carry a special effect (LogicType, with 29 different types in the data). Examples: heal on hit, survive one fatal blow after resting, a shield after resting, cheaper dodges, silent footsteps, automatic item pick-up, and "while Abnormal" bonuses (see Sanity and Lunatic state). All of them are described on Trophy effects.
When several equipped trophies have the same effect type their strengths add up, except for the two random-stat effects 124 (slower sanity drain in the Lunatic state) and 125 (more Rage at low Health), which use the highest value only. The full rule is under Trophy effects#How effects combine.
Getting trophies#
See Trophy sources for the full tables. In short:
- Alchemy: 39 fixed-stat trophies can be crafted from monster parts plus one Raw Stone.
- Merchants: 16 trophies, paid in the material currencies (see Currencies).
- Ground pickups (16) and quest rewards (16, including the ten Melos Bottles, see Gravedigger).
- Enemy drops: low-chance drops from common enemies; later regions give higher levels.
- Dream Chests and Dark Mist bosses: the only source of random-stat trophies. See Deep into the Dark Mist and Maze rewards.
- New Game Plus: raises the level of shop stock, pickups and drops by one per journey, up to +3. The six death-bound pots are the exception: their shop stock climbs to +5. See New Game Plus loot and shops#Trophy drops get stronger.
Selling and discarding#
- A trophy whose
Priceis -1 cannot be discarded and cannot be sold. 57 of the 94 fixed-stat trophies and the 8 placeholder entries are like this. The discard command asks for a hold-to-confirm, refuses locked trophies, and gives nothing in return. - Trophies can be locked to protect them from being discarded, sold or used as reforge material.
- Selling is possible on the sell screens of Viola and Norwood (fixed-stat trophies only) and on the Dark Mist exchange (random-stat trophies only, see Deep into the Dark Mist). The value is
ceil(Price x (1 + 0.1 x (Level - 1))), paid in Bone Fragments, or Spectre Mushrooms at the Dark Mist exchange. Base prices run from 4 to 40 for fixed-stat trophies and 10 to 20 (rising with the item's level) for random-stat trophies.
Hidden mechanics#
- The cap on what you can hold is 600 trophies including the six equipped ones. When the bag is full, pickups, chest purchases and automatic collection are refused.
- Equipped trophies are not per-hero. One loadout serves all heroes; the bonuses go to the hero on screen.
- Level and stats are table lookups. The trophy keeps its original item id when enhanced; its level is stored separately and shifts each property id by one grade step per level. That is why enhancing never changes a trophy's name, only adds "+N".
- Death-bound trophies. Six pots are destroyed on death (effect 114; the exact rule is under Trophy effects#Hero-specific and death effects).
- The "second quality" column is dead data: 1,050 property rows carry a
SecondaryValueof 0 (see Quality above). - Drop cap by cycle. New Game Plus raises loot levels only until journey 4 (see Trophy sources#Hidden mechanics).
- Eight trophies cannot be obtained: item ids 67068 to 67075 are placeholders with untranslated developer labels (rows in Trophy list#Placeholder trophies).
Sources#
- Tables:
TrophyData(477 rows),TrophyProperty(1,050 rows; grades fromPropertyId// 10),TrophyRandomProperty(948 rows),GameTextkeyUI_PLAYERINFO_PROPERTY_TYPE(stat names). - Code:
structdata/ms_itemdata.lua:57-60, 99, 156-157(quality enum,TrophyMax,TrophyStrengthLevelMax,TrophyCapacity);structdata/fs_trophyitemdata.lua:7-87, 97-139;structdata/fs_trophyequiplist.lua:88-139(equip),194-257(property and effect totals, stacking),259-283(death),329-341(pair partner);ui/controller/playerinfoctrl.lua:2034-2327(slot categories),2338-2357(equip-group refusal),2444-2470(discard rules),3376-3412;ui/controller/exchangectrl.lua:728-750, 878-900(selling);structdata/ms_trophyproperty.lua:30-60;logic/playervalue/animalbase_value.lua:202-221(bonus added to the hero's base property);ui/controller/exchangectrl.lua:728-750, 878-900(sell lists and the sale value). - Counts were computed from the tables in
build/wiki/scripts/trophies/. Re-checked in the consistency pass: 119 distinct names (94 fixed, 25 random incl. 8 placeholders), 43EquipUniqueIdtrophies, 6UniqueId, 57 fixedPrice-1, 54 fixed with aLogicType, 17 fixed withEmotionType1; per-level gains recomputed fromTrophyProperty(Health steps 15-45, 24 uneven grades of 170); death-bound shop stockTransactionDataTransactionId 10015-10038; Obsession Challenge presetsStoryChallengeHero1-5 (build/wiki/pass/scripts/trophies/v1.py-v5.py).