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Trophy enhancement is the first half of the Enchant tab in the Alchemy menu (the second half is Trophy reforging). You place a trophy in the main slot, press confirm, and it gains one level. The trophy keeps its name and gets a "+N" suffix. Every step is guaranteed: the game has no failure roll, no gold cost and no second trophy to sacrifice. The only price is a small number of Blackwater stones, and the stat lines of the trophy rise by a fixed amount per level. The special effect of a trophy (see Trophy effects) does not scale at all.

How it works#

  1. Open the Enchant tab and choose the Enhance (Blackwater stone) mode.
  2. Pick a trophy for the main slot. The list shows trophies that are enhanceable, are below +5, and may be equipped or in the bag. The six equipment slots are grouped as two Scars, two Resistance and two Nightmare slots, and equipped trophies are listed first.
  3. The sub slot is locked in this mode. The right-hand panel shows a preview of the next level (inferred from the preview call) and the stones needed.
  4. Confirm (a confirmation prompt names the trophy first). The game adds 1 to the trophy's level, removes the stones, recalculates your stats at once and, if the trophy is still below +5, puts it back in the main slot so you can keep going.

Only trophies whose data flag allows enchanting are accepted. That is 77 base trophies out of the 477 trophy rows (25 Scars, 26 Resistance, 26 Nightmare). Everything else is refused, including all random-property trophies (254 rows, which roll their own numbers), the six "destroyed on death" trophies (36 rows), the ten Melos Bottles and the Marcion Puzzle Ball (see Hidden mechanics).

Stone costs#

The stone depends on the trophy's current level. The game picks the stone whose tier is half the level rounded up, and asks for 1 stone on odd levels and 2 on even levels.

StepStoneAmount
+0 to +1Blackwater Debris1
+1 to +2Blackwater Debris2
+2 to +3Blackwater Rubble1
+3 to +4Blackwater Rubble2
+4 to +5Blackwater Crystal1
Total3 Debris, 3 Rubble, 1 Crystal7 stones

Six trophies at +5 therefore cost 18 Debris, 18 Rubble and 6 Crystal. Crystals are the bottleneck, see "Where the stones come from" below.

How stat values grow#

Each stat line of a trophy is a row in the TrophyProperty table, and the rows for consecutive levels sit next to each other (property id +1 per level). Enhancing moves each line to the next row. Nothing is random and there are no multipliers: the table simply lists a bigger flat number for each level (the +0 and +5 ranges per stat are in Trophies#Levels, quality and bonuses). Values are flat bonuses; Crit Rate, Crit Damage and the "Atk vs" lines are stored in tenths of a percent (150 means +15%).

StatStep per level (differs by trophy)Typical +0 to +5 gain
Attack+4, +6 or +8+20, +30 or +40 total (start values 8 to 40)
Crit Damage+0.8% or +1.0%+4% to +5% total
Crit Rate+0.6%, +0.8% or +1.0%+3% to +5% total
Atk vs Humanoid / Beasts / Sendril+1.0%, +1.5%, +2.0% or +2.5%+5% to +12.5% total
Defence+3 to +6+15 to +30 total
Element / Poison / Arcane / Shadow Res+3, +4 or +9; a few grow 5,6,7,8,9+15 to +45 total
Health+40 flat, or growing steps (15,20,25,30,35 or 25,30,35,40,45)+125, +175 or +200 total
Stamina+5, +6 or +7+25 to +35 total
Stamina Regen+6, +8 or +10+30 to +50 total
Sanity+1+5 total

Every stat line grows in a straight line except three kinds of grade (counted in TrophyProperty: 24 of the 170 six-level grades step unevenly). Six of the ten Health grades and three of the ten grades of each of the four resistances grow faster at each step, so the last enhancement is the best value for them. Two grades of each Atk vs line start with a big first step: +2.5% and then +1.5% four times (tier 111), or +2.5%, +1.5%, +1.5%, +1.5%, +2.5% (tier 101). Crazy Mask's Atk vs Humanoid is the tier 101 grade and goes 60, 85, 100, 115, 130, 155, so its first and last steps are +25 and the middle ones +15. The same grades give the reforge values, see Trophy reforge cycles#Hidden mechanics.

What does not scale#

  • Special effects. The "LogicParam" number that drives an effect such as healing on hit or damage to yourself is read from the base item and never changes with level. A +5 Father's Love heals exactly as much as a +0 one.
  • Sub-property. A bonus line added by Trophy reforging is stored separately. It stays when you enhance and does not grow.
  • Quality column. The data has a "secondary" value column for every property, but it is zero everywhere and every trophy uses the normal column.

Pre-enhanced trophies in New Game Plus#

33 of the 77 trophies have extra item rows for levels 2, 3 and 4 (+1, +2, +3). Their item ids follow a pattern: for 21 of them the id is the base id plus 100 times the internal level (for example Shimmering Shard 60064, 60264, 60364, 60464), while the 12 newest trophies (ids 60101 to 60112) use base id plus 100 times (level minus 1), so Mutated Claw is 60101, 60201, 60301, 60401. Their stat lines match an enhanced base trophy exactly. The loot tables list four items per drop, one for each New Game Plus journey (the game uses journey 1 to 4 and then stays on 4). Across the 43 drop-table rows and 15 world-pickup rows that contain these trophies, the usual pattern is plain, +1, +2, +3 for journeys 1 to 4 (22 drop rows and all 15 pickup rows). A few drop rows start higher: 16 rows give +1 already in journey 1, 4 rows start at +2, and one row stays at +1 from journey 2 on. See New Game Plus and Drops and loot. Shop stock of enhanceable trophies is different: 6 shop rows sell the plain trophy in all four loops and 4 shop rows climb plain, +1, +2, +3.

A found +3 trophy therefore needs only 2 Rubble and 1 Crystal to reach +5, which is the main reason to keep playing New Game Plus for loot. Pre-enhanced rows carry the same special effect and parameter as the base trophy (checked for all 99 rows), so a found +3 is identical to a base trophy you enhanced three times.

The six "destroyed on death" trophies (see Trophy effects) are the other trophies that come in tiers. They cannot be enhanced, but one merchant (MonsterId 1903, StoryId 99) sells all six in four overlapping tier ranges (24 shop rows, unlimited stock, paid in Anthozoan Bones). Each row climbs with the journey: the cheapest row sells +0, +1, +2, +2 in journeys 1 to 4 and the most expensive +3, +4, +5, +5. Their stats are hand-set per tier, for example Active Niter Pot gives Attack 35, 43, 51, 59, 67, 75 for +0 to +5.

Where the stones come from#

StoneWorld pickups, journey 1Merchant price (journey 1 / 2 / 3 / 4)Currency
Blackwater Debris27 spots, 30 stones125 / 185 / 275 / 405Bone Fragment
Blackwater Rubble15 spots, 17 stones25 / 35 / 45 / 65 (one shop, row 41004, charges 50 / 75 in journeys 3-4)Big Bone
Blackwater Crystal4 spots, 4 stones40 / 60 / 90 / 135Big Bone

Besides pickups, 16 enemy drop rows carry stones (5 Debris, 10 Rubble, 1 Crystal). A drop is one weighted roll per drop group: the chance of an entry is its weight divided by the sum of all weights in that group, including "nothing" entries. Two Rubble rows (drop groups 40010 and 60020) and the Crystal row (70011) are the only entry in their group, so they always drop when the group is rolled. In the other groups the weights add up to 100, so the numbers work as percentages: Debris 5% in journey 1 rising to 34-38% in journey 4, most Rubble rows 5% rising to 35%, and a few late rows fixed at 5%, 10% or 22% (group 90011: weight 20 out of 90). A talent of the "item drop chance" type can add a bonus weight from the row's ProbAdd columns. Debris shows up in 11 shop listings (a few of them sell an Immundus stone instead in journey 1), Rubble in 8, and Crystal in only 2, with a stock of one each. In a first playthrough that is roughly 4 pickups, 1 guaranteed drop and 2 shop crystals, about 7 Crystals (inferred), enough for seven +5 trophies. In New Game Plus the pickups shift (Debris falls from 30 to 15 stones by journey 4 while Rubble climbs from 17 to 38) and merchant prices rise, but the stone requirements stay the same. See Merchants, Materials and Bone Fragment.

Achievements#

Reaching +5 is tracked by two achievements. "Ingenuity" counts the first three trophies that reach +5; once it is complete, each further +5 trophy counts towards "Great Master" (3 more, so 6 in total). The game counts the enhancement events, not the trophies you currently own, so a +5 trophy that is later lost would still have counted (inferred). When a save from before the 2020-04-10 patch is loaded, the game counts trophies currently at +5 (bag and equipped) and, if there are six or more, records Great Master six times, which completes it (Ingenuity is not touched by this patch). Neither is recorded in Arcade or boss-time-challenge modes. Both have a minimum difficulty of 1, the value of Casual, so they count on either difficulty. See Achievements.

Enhanceable trophies and their stat range#

Values are the +0 and +5 totals for each stat line. Percent values are written in percent.

TrophyItem idCategoryStat lines (+0 to +5)
Sinister Claw60016ScarsAttack 15 to 45
Discipline60020ScarsCrit Damage 4.6% to 9.6%; Attack 25 to 65
The Soul-Eroding Chain60021ScarsAtk vs Humanoid 5% to 10%
Father's Love60024ScarsAttack 30 to 70; Atk vs Humanoid 6% to 13.5%
Wither60030ScarsAttack 19 to 49; Atk vs Beasts 5% to 10%
The Withered60034ScarsCrit Damage 4% to 9%
Half-hilted Bone Sword60035ScarsCrit Damage 4% to 9%
Fully-hilted Bone Sword60036ScarsCrit Damage 5% to 10%; Crit Rate 3.1% to 7.1%
Crazy Mask60041ScarsAtk vs Humanoid 6% to 15.5%; Crit Rate 2.5% to 6.5%
Savage Reaper60042ScarsAttack 19 to 49; Sanity 5 to 10
Tristram's Residue60049ScarsCrit Damage 6.6% to 11.6%; Atk vs Sendril 8% to 18%
Basilisk's Epiphany60052ScarsCrit Damage 6.6% to 11.6%; Atk vs Sendril 8% to 18%
The Ring of the Colossus Guardian60058ScarsAttack 11 to 31
Double-star Brooch60059ScarsHealth 30 to 155
Brass Ring of Handel60062ScarsAttack 19 to 49; Crit Damage 3.2% to 7.2%; Crit Rate 3% to 6%
Fanatical Sand60066ScarsAttack 35 to 75; Crit Damage 5% to 10%
Brooch with Sacred Pattern60067ScarsCrit Rate 6% to 11%; Atk vs Humanoid 6% to 13.5%; Atk vs Beasts 6% to 13.5%; Atk vs Sendril 6% to 13.5%
Tristram's Mercy60076ScarsCrit Damage 5.4% to 10.4%
Blessed Basilisk60077ScarsCrit Damage 6.6% to 11.6%
Slumber Vessel60082ScarsAttack 40 to 80; Atk vs Humanoid 10% to 22.5%; Crit Rate 7% to 12%
Night's Embrace60089ScarsAttack 40 to 80; Atk vs Sendril 10% to 22.5%
Mutated Claw60101ScarsAttack 8 to 28
Knight's Spear60105ScarsAttack 11 to 31
Knight's Poleaxe60107ScarsCrit Damage 3.2% to 7.2%; Atk vs Beasts 3.5% to 8.5%
Mask of Happiness60110ScarsCrit Damage 3.2% to 7.2%
Defiled Shell60017ResistanceDefence 10 to 30
Bone Necklace60022ResistanceElement Res 20 to 40
Loneliness Whisper60027ResistanceSanity 5 to 10
Toxic Fang60029ResistancePoison Res 23 to 43; Sanity 4 to 9
Power of the Church60031ResistanceHealth 35 to 210; Shadow Res 20 to 40
Dreamland60032ResistanceStamina 40 to 70; Arcane Res 20 to 40
Crystal Antler60038ResistanceArcane Res 23 to 43; Shadow Res 23 to 43
Lost Badge60039ResistanceStamina 40 to 70; Poison Res 20 to 40
Flame of Vengance60043ResistanceHealth 75 to 250; Element Res 27 to 47
Pale Egg60047ResistanceDefence 16 to 41; Health 90 to 290
Tristram's Roil60051ResistanceDefence 20 to 45; Shadow Res 21 to 56
Basilisk's Nirvana60054ResistanceDefence 20 to 45; Shadow Res 21 to 56
The First Seed60055ResistanceHealth 110 to 310; Defence 16 to 41; Element Res 26 to 61
The Skull of the Proponent60056ResistanceCrit Rate 2% to 5%
Black Manus60060ResistanceStamina Regen 28 to 58; Health 30 to 155
Figurine of Sorrowful Nun60063ResistanceElement Res 23 to 43; Poison Res 23 to 43; Arcane Res 23 to 43; Shadow Res 23 to 43
The Rose60065ResistanceHealth 50 to 225; Defence 12 to 32
Seal of the Pious60081ResistanceElement Res 25 to 70; Poison Res 25 to 70; Arcane Res 25 to 70; Shadow Res 25 to 70
Fallen Saint's Spear60083ResistanceHealth 130 to 330; Defence 25 to 55
Halo Pendant60084ResistanceDefence 25 to 55; Health 130 to 330; Shadow Res 25 to 70
Handel's Knights Emblem60088ResistanceDefence 25 to 55
World-Devouring Promise60091ResistanceHealth 130 to 330; Defence 25 to 55
Ore Shell60102ResistanceDefence 7 to 22
Knight's Armor60106ResistanceDefence 10 to 25
Air-Dried Antler60108ResistanceArcane Res 19 to 34; Shadow Res 19 to 34
Church Hangings60111ResistanceHealth 40 to 165
Skull of Delirium60018NightmareStamina 35 to 65
Disc of Blights60019NightmareCrit Rate 2.5% to 6.5%
Mother's Love60023NightmareStamina Regen 20 to 60
Truth60025NightmareSanity 5 to 10
Crystal Debris60026NightmareSanity 5 to 10
Oath60033NightmareCrit Damage 5.2% to 10.2%; Atk vs Sendril 6% to 13.5%
Strange Gall Bladder60037NightmareDefence 12 to 27; Element Res 23 to 38
Eternity60040NightmareStamina Regen 45 to 95; Crit Damage 5.2% to 10.2%
Adamina's Protection60044NightmareStamina 40 to 70
Glory60045NightmareStamina 40 to 70; Stamina Regen 30 to 70
Ambition60046NightmareCrit Rate 4% to 8%; Atk vs Beasts 8% to 18%
Scarlet Egg60048NightmareCrit Rate 4.7% to 9.7%; Crit Damage 5.2% to 10.2%
Tristram's Lie60050NightmareStamina Regen 55 to 105; Crit Damage 6.1% to 11.1%
Basilisk's Protection60053NightmareStamina Regen 55 to 105; Crit Damage 6.1% to 11.1%
Non-Existent Boots60057NightmareStamina 20 to 45; Sanity 5 to 10
Concentration Rune60061NightmareStamina 50 to 85; Defence 10 to 25
Shimmering Shard60064NightmareAtk vs Humanoid 6% to 13.5%; Atk vs Beasts 6% to 13.5%; Atk vs Sendril 6% to 13.5%
Broken Eternity60078NightmareStamina Regen 35 to 85; Crit Damage 4.3% to 9.3%
Cocoon of Deceit60085NightmareStamina Regen 65 to 115; Stamina 65 to 100; Crit Rate 6.6% to 11.6%
Strong Spirit Casket60086NightmareCrit Rate 6.6% to 11.6%; Crit Damage 7.1% to 12.1%; Defence 25 to 55
Chaos Silk60087NightmareDefence 25 to 55; Health 130 to 330; Stamina 65 to 100
Wheel of Reversal60090NightmareStamina 65 to 100; Stamina Regen 65 to 115
Cursed Hood60103NightmareStamina 20 to 45
Blood-stained Scissors60104NightmareAtk vs Humanoid 3.5% to 8.5%
The Guilt Mirrior60109NightmareStamina 27 to 52
Demiurge's Will60112NightmareStamina 35 to 60

Hidden mechanics#

  • There is no failure, no gold cost and no sacrificial trophy. Enhancement is fully deterministic. The sacrifice mechanic belongs to reforging, which uses no stones.
  • The sub slot is locked. An old design where a second trophy was fed into enhancement still exists in the menu code (it lists same-type, same-level trophies), but the click is blocked in stone mode, so it cannot be used (inferred: a leftover of an earlier design).
  • The cap is +5 because of one code constant, not because the stones run out. TrophyStrengthLevelMax = 6 hides trophies at internal level 6 from the list. The TrophyProperty table has a row for each of the six levels of every enhanceable stat line, and the stone formula would happily continue: it would call for tier 4 and 5 stones (two "Fusion Stone" items exist with that stone type, ids 80024 and 80025, Level 4 and 5) for levels 7 to 10, and the five "Whet Stone" items are another unused stone type (see Trophy reforging#Cut and unused content); no merchant, drop or pickup supplies either kind. A built-in sample save in the game's code holds 99 of every stone including these.
  • Enhancing an equipped trophy changes your stats immediately because the equipment total is recalculated right after each step.
  • Melos Bottles, the Marcion Puzzle Ball and "destroyed on death" trophies cannot be enhanced, even though they are fixed-stat items. The code refuses them through the data flag alone (EmotionType is 1 for them). Instead the "destroyed on death" trophies have six separate item rows (+0 to +5, ids 61011, 61021, 61031 and so on) and a merchant sells the higher tiers in later journeys (see above), so their "+N" comes from the shop, never from stones.
  • A found trophy's level is stored on its own and also hinted by its item id. Saves keep a separate "Level" value for each trophy, and the pre-enhanced item rows carry the same level in their data (see above). Trophy names show "+N" only when the internal level is above 1.

Sources#

  • luascript/structdata/fs_trophyitemdata.lua:7-147 (constructor property shift Property + level - baseLevel, GetTrophyName, CanEnchant, Strength)
  • luascript/structdata/ms_itemdata.lua:156 (TrophyStrengthLevelMax = 6), :317-331 (GetAlchemyStoneId: tier ceil(Lv/2), amount 2 - Lv mod 2)
  • luascript/ui/controller/playerinfoctrl.lua:3376-3410 (trophy list incl. equipped), :6504-6515 (sub slot blocked in stone mode), :7491-7563 (confirm flow), :8647-8684 (eligible trophy filters), :8829-8847 (cost bar), :9074-9099 (Strength(1) and stone use)
  • luascript/structdata/fs_trophyequiplist.lua:194-232 (stat recalculation)
  • luascript/structdata/ms_trophyproperty.lua:30-68 (value lookup, tenths of a percent)
  • luascript/controller/controllerstorymode.lua:1549-1570 (+5 count on patch), ui/controller/playerinfoctrl.lua:7514-7520 (achievement records)
  • luascript/structdata/ms_storyitemdrop.lua:33-46, ms_storyitem.lua:32, ms_transactiondata.lua:29, fs_savestory.lua:1969-1977, battledata.lua:45 (the journey selects the 1st to 4th item column; GameLoopMax = 4)
  • Tables: TrophyData (Level, EmotionType = 0 means enhanceable, RandomProperty, Property1-4), TrophyProperty (PropertyId + level rows, SecondaryValue all 0), ItemData rows 80021-80025 and 80031-80035, Achievement 12001 and 20003, ItemDropData, StoryItem, TransactionData (stone rows), ls_game.lua:356 (sample save)
  • luascript/controller/controllerstorymode.lua:5355-5417 (weighted drop roll: weight / sum of group weights, ProbAdd talent bonus), :6290-6303 (achievement mode and difficulty checks), :1520-1570 (patch block patchId < 20200410)
  • TransactionData rows 10015-10038 (MonsterId 1903, destroyed-on-death tiers, PriceType 40011 Anthozoan Bones), row 41004 (Rubble 50/75); TrophyData rows 61011-61066
  • Per-level steps recounted from TrophyProperty in the consistency pass (build/wiki/pass/scripts/trophies/v2.py); shop level patterns from TransactionData TransactionId 11001, 10009-10038, 31001, 71007, 93001 (v3.py).
  • Scripts and raw numbers: build/wiki/scripts/trophy_enh/*.py, build/wiki/data/trophy_enh/, review checks in build/wiki/scripts/refute_trophy_enh/r1.py-r4.py
Categories:Trophies