Pascal's Wager Wiki

Viola's talent tree has 34 nodes over four pages. Maxing all of them takes 57 Immundus stones, 51 once the six free starting nodes are subtracted. This page lists every node with its prerequisite, stone cost and the real numbers behind it.

Overview#

Viola is the gunslinger. Her Attack page has two branches, the bayonet (Light Combo, Spin Kick) and the musket (Powerful Shooting, Snipe), plus Rapid-Fire. Her Special page is about Backstab and Execution follow-ups and the coloured special bullets. Her Sanity page is the most offensive of the first three heroes: critical damage and Bleed (rules in Abnormal state#How talents reshape these effects). See Viola for the character and Talents for the shared rules.

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 Immundus93
Immundus2222
Immundus Crystal2020
Immundus Diamond66
Total5751

By page (all levels): Attack 12, Special 20, Alchemy 13, Sanity 12.

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 (10 nodes)#

SlotTalentRequiresCost per levelEffectData
101Light Combo (starts unlocked)noneL1 Chipped ImmundusLight, then Heavy: a 30-Rage bayonet strike; on a knocked-down enemy it follows with a stronger close-range finisher.SkillOpen moves 14, 1014, 2014
102Spin Kick101 Light ComboL1 ImmundusDodge, then Light: a leg sweep after a dodge; other skills can follow it.SkillOpen moves 12
103Light Combo: Enhanced102 Spin KickL1 Immundus; L2 Immundus CrystalLight Combo and its weakening version deal 10% / 20% more damage.SkillDamageAdd 10% / 20% (moves: Light Combo, Light Combo: Weakening)
105Light Combo: Weakening102 Spin KickL1 Immundus CrystalUnlocks a version of Light Combo that deals much more resilience damage.SkillOpen moves 23, 1023, 2023
107Powerful Shooting (starts unlocked)noneL1 Chipped ImmundusHeavy, then Light: a 30-Rage musket shot that interrupts the enemy and pushes Viola back.SkillOpen moves 15, 1015, 2015
108Powerful Shooting: Enhanced107 Powerful ShootingL1 Immundus; L2 Immundus CrystalPowerful Shooting (and the knockback version) deals 10% / 20% more damage.SkillDamageAdd 10% / 20% (moves: Powerful Shooting, Powerful Shooting: Knockback)
109Powerful Shooting: Knockback108 Powerful Shooting: EnhancedL1 ImmundusPowerful Shooting knocks enemies back and down.SkillOpen moves 24, 1024, 2024
110Snipe107 Powerful ShootingL1 ImmundusHold Heavy: a 100-Rage sniper shot for very heavy damage.SkillOpen moves 2, 3, 29, 30, 31, 32
113Rapid-Fire (starts unlocked)noneL1 Chipped ImmundusHold Special to empty the magazine in a burst. The move is always available; the node is only a path.no effect (display node)
116Rapid-Fire: Timing113 Rapid-FireL1 Immundus DiamondUnlocks a faster version of Rapid-Fire with a shorter wind-up.SkillOpen moves 17, 18, 19, 20, 21

Page 2: Special (12 nodes)#

SlotTalentRequiresCost per levelEffectData
201Counter Attack (starts unlocked)noneL1 Chipped ImmundusSpecial at the right instant counters an attack. The move is always available; the node is only a path.no effect (display node)
202Break Out201 Counter AttackL1 Immundus; L2 Immundus CrystalAfter a Backstab or Execution, crit rate rises by 15% / 20% of its base for 12 seconds.StatusChange status 10038 is swapped for the id +1/+2 (see Hidden mechanics)
203Lucky Shooter202 Break OutL1 Immundus Crystal20% chance that a shot does not use a bullet.NoBullet 20%
204Bloody201 Counter AttackL1 ImmundusHits on bleeding targets have their crit rate multiplied by 1.2.StatusBloodCritRateAdd 20%
205Special Bullet - Burst204 BloodyL1 Immundus; L2 Immundus CrystalBlue special bullets deal 10% / 20% more damage.SkillDamageAdd 10% / 20% (21 blue-bullet move rows, index + 2000: the Heavy shots, Snipe, Rapid-Fire and the Light Combo and Powerful Shooting shots, including their Weakening and Knockback versions)
207Backstab (starts unlocked)noneL1 Chipped ImmundusInteract behind an unaware enemy. Footsteps alert enemies; walking slowly keeps them quiet.SkillOpen moves 107
208Backstab: Enhanced207 BackstabL1 ImmundusBackstab damage +10%.SkillDamageAdd 10% (moves: Backstab)
209Condemn208 Backstab: EnhancedL1 Immundus; L2 Immundus CrystalBleed lasts 15 s, then 20 s (from 10 s): +50% / +100%.StatusChange status 10034 is swapped for the id +1/+2 (see Hidden mechanics)
213Execution (starts unlocked)noneL1 Chipped ImmundusInteract on a weakened enemy.SkillOpen moves 108
214Improved Magazine213 ExecutionL1 Immundus; L2 Immundus Crystal; L3 Immundus DiamondSpecial bullet capacity +2 / +4 / +6 (base 12).ColorBulletMaxAdd 2 / 4 / 6
216Execution: Enhanced213 ExecutionL1 Immundus; L2 Immundus Crystal; L3 Immundus DiamondExecution damage +10% / +20% / +30%.SkillDamageAdd 10% / 20% / 30% (moves: Execution)
217Bullets Recycling214 Improved MagazineL1 Immundus; L2 Immundus CrystalKilling an enemy can drop special bullets: 20% for 2 bullets, then 30% for 3 (base 10% for 1).ColorBulletAdd 1 / 2

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).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 (7 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; L2 Immundus CrystalBetter odds for Raw Stone and Blackwater materials to drop. Level 1 / 2 adds +5 / +10 drop weight.ItemProbAdd drop column ProbAdd1/ProbAdd2 for item types 801, 803
407Adapt to Abnormality: Critical StrikenoneL1 Immundus; L2 Immundus CrystalIn the Abnormal state the crit damage bonus rises from +10% to +20% of base at level 1, and +30% at level 2.SanPropertyChangeRate crit damage: 100% / 200%
408Adapt to Abnormality: Stamina407 Adapt to Abnormality: Critical StrikeL1 Immundus; L2 Immundus CrystalSoftens the Abnormal-state stamina penalty after Viola is wounded (see Hidden mechanics).SanPropertyChangeRate stamina recovery speed: 25% / 50%
409Brutality408 Adapt to Abnormality: StaminaL1 Immundus DiamondIn the Abnormal state, a critical hit has a 20% chance to make the target bleed.SanCritStatusRate 20%

Hidden mechanics#

  • Starts with six nodes. Light Combo, Powerful Shooting, Rapid-Fire, Counter Attack, Backstab and Execution are all open from the start. Rapid-Fire and Counter Attack are display nodes with no effect: the moves exist regardless, and the nodes only serve as roots for other nodes.
  • Break Out only exists with the talent. After a Backstab or Execution the game looks for a status swap; without the node nothing is applied. Level 1 applies status 10038 (crit rate +15% of base, 12 s), level 2 applies 10039 (+20%, 12 s). The bonus is relative to base crit rate, not extra percentage points (inferred from the status formula).
  • Bloody multiplies crit rate by 1.2 against bleeding targets. With a 20% crit rate that is 24%, not 40%.
  • Condemn changes which Bleed Viola applies. Her moves that apply Bleed (status 10034, 10 s) apply 10035 (15 s) at level 1 and 10036 (20 s) at level 2.
  • Bullets Recycling has a base of 10%. Whenever Viola is the leading hero, every kill already has a 10% chance of dropping 1 special bullet; the talent turns it into 20% for 2 and 30% for 3.
  • Improved Magazine raises the special bullet cap from 12 to 14, 16 or 18.
  • Lucky Shooter rolls once per bullet spent: on a 20% success the shot is free.
  • Adapt to Abnormality: Critical Strike works on the built-in Abnormal-state bonus (+10% of base crit damage). The talent multiplies that bonus by 2 at level 1 and by 3 at level 2, so the real result is +20% and +30%.
  • Adapt to Abnormality: Stamina acts on a built-in penalty. While in the Abnormal state and carrying the "Wounded (Gunner)" status (id 10004, internal name), exhaustion recovery is slowed by 50%. The talent trims that penalty to 37.5% and then 25% (inferred reading of the property: the property lowers the recovery speed, so subtracting less is better). The text speaks of bleeding, but status 10004 is not Bleed (Bleed is 10001).
  • Brutality inflicts true Bleed (status 10001) with a 20% chance per critical hit, only in the Abnormal state (and so also when Lunatic). It has a single level; the code checks IsHeroSanNotNormal(10002) (animalbase_value.lua 2476).
  • Devout multiplies the Sanity drained by your own hits by 0.85; see Sanity talents and trophies#Hidden mechanics.
  • Lucky Madness adds drop weight to item types 801 (Raw Stone) and 803 (Blackwater materials); the mechanism is in Talents#hm-lucky-madness-does-not-use-percent-it-adds.

Where the game text disagrees with the data#

NodeThe game text saysThe data and code give
407 Adapt to Abnormality: Critical StrikeCrit damage +20% / +40%+20% / +30%: the built-in 10% bonus is multiplied by 2 and 3, not 2 and 4.
408 Adapt to Abnormality: StaminaRecovery time from Exhaustion reduced by 25% / 50% when BleedingThe talent reduces a built-in 50% recovery penalty to 37.5% / 25%; the trigger is the Wounded (Gunner) status, not Bleed.
403 Sanity: Enhanced ElixirRestore 10 SanityThe applied value is 5.
405 Lucky MadnessDrop rate +5% / +10% in the Abnormal StateAdds drop weight 5 / 10; no Sanity condition in the code (inferred).
204 BloodyCrit rate +20%Crit rate x1.2 (relative).
205 Special Bullet - Burst(no number)Value 100 / 200 permille: +10% / +20% on 21 listed bullet moves.

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).
  • Viola rows: ES_HeroTalent ids with HeroId 10002. Re-read in the heroes_a pass: Condition of Special Bullet - Burst (21 entries, indexes 2002-2029), Snipe (2,0;3,0;29,0;30,0;31,0;32,0) and Brutality (StoneLevel 4, Value 200).
  • luascript/logic/player/hero10002.lua:213-221 (Break Out status swap), 228-240, 388-396 (magazine size), 413-423 (Lucky Shooter).
  • luascript/logic/player/animalbase.lua:7499-7512 (Condemn status swap).
  • luascript/logic/playervalue/animalbase_value.lua:420-436 (Abnormal-state bonuses for Viola), 2425-2450 (crit rate, Bloody), 2468-2480 (Brutality), 1563-1569 (stamina recovery delay = (100 - recovery time) / 10 s).
  • luascript/controller/controllerstorymode.lua:5276-5300 (special bullet drops); reference/lua_src/gamedata/playerdefine/hero10002_define.lua:77-95.
  • Table StatusData rows 10034-10036 (Bleed 10/15/20 s), 10038-10039 (crit rate 150/200, 12 s), 10001 (Bleed), 10004 (Wounded (Gunner)).