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Reforging is the second half of the Enchant tab in the Alchemy menu (the first half is Trophy enhancement). You put a trophy in the main slot, sacrifice a trophy of a different category, and the main trophy gains one extra bonus line, its sub-property. The game's tutorial calls this "a random attribute bonus" and hides the result behind "???", but the code shows that only the very first reforge of a trophy is random. Every later reforge moves the sub-property exactly one step around a fixed cycle. The sacrificed trophy decides which way it moves and how large the new value is.

How to reforge#

SlotWhat is allowed
Main trophyAny trophy that can be enchanted, equipped or not, at any level (also +5)
SacrificeA trophy of a different category (Scars / Resistance / Nightmare) that can be enchanted, is not equipped and is not locked (a locked one is refused with "This Trophy has been locked."; locking is described in Trophies#Selling and discarding)
CostOnly the sacrificed trophy. No Blackwater stones or other materials are consumed

Trophies that say "Enhancement and Reforging are not possible", and all trophies with Random trophy properties, cannot take part in reforging, either as main trophy or as sacrifice.

A trophy has at most one sub-property. Reforging again replaces it. The reforge screen shows the line you are about to lose, but the new line always appears as "???".

Which property you get#

The three cycles#

Every sub-property belongs to one of three closed loops. The loop a trophy uses comes from its first main property, not from its category. That is why, for example, the Scars trophy Double-star Brooch reforges into defensive stats.

CycleOrder (Forward →)
OffenseAttack → Atk vs Humanoid → Atk vs Beasts → Atk vs Sendril → Crit Damage → Crit Rate → (back to Attack)
DefenseDefence → Element Res → Poison Res → Arcane Res → Shadow Res → Health → (back to Defence)
EnduranceStamina Regen → Stamina → Sanity → Crit Rate → Crit Damage → (back to Stamina Regen)

The cycle skips every stat the trophy already has as a main property (and the current sub-property). A trophy can therefore never roll a duplicate of its own stats. What remains is the trophy's effective cycle, which has 2 to 5 entries. Trophy reforge cycles lists the effective cycle of every trophy.

Direction: decided by the sacrificed trophy's category#

The three categories form a ring: Scars → Resistance → Nightmare → Scars.

Main trophySacrifice NightmareSacrifice ScarsSacrifice Resistance
ScarsForward(not allowed)Backward
ResistanceBackwardForward(not allowed)
Nightmare(not allowed)BackwardForward

As a rule: sacrifice the category before the main trophy's category in the ring to go Forward, and the one after it to go Backward. When you open the slot, the game preselects the Forward category if you own a trophy of it.

First reforge: the only random step#

If the trophy has no sub-property yet, the game starts at its first main property and takes a random 1 to 10 steps along the effective cycle, then 1 more. Depending on the length of the effective cycle, the chances are as below. "1st entry" is the first stat after the trophy's first main property: going Forward it is the first stat in the trophy's row on Trophy reforge cycles, going Backward it is the last.

Effective cycle length1st entry in your direction2nd3rd4th5th
520%20%20%20%20%
420%30%30%20%-
330%40%30%--
250%50%---

Every later reforge: exactly one step#

Once a sub-property exists, reforging moves it exactly one entry Forward or Backward in the effective cycle. Nothing else is random. This is why players see trophies "cycle" through the same properties in the same order.

How large the value is#

The new value depends only on:

  1. the sacrificed trophy's level: +0 gives the lowest column and +5 the highest;
  2. the main trophy's value tier, a fixed property of each trophy (see Trophy reforge cycles).

The main trophy's own enhancement level plays no part. Enhancing the trophy later also never raises its sub-property, because only the main properties go up.

Example for tier 100 (Sinister Claw):

Sacrifice level+0+1+2+3+4+5
Atk vs Humanoid / Beasts / Sendril5%6%7%8%9%10%
Crit Damage3%4%5%6%7%8%
Crit Rate2.8%3.6%4.4%5.2%6%6.8%

The best offense tier (123) reaches Attack +80, Atk vs X +22.5%, Crit Damage +12.6% and Crit Rate +12% with a +5 sacrifice; the best defense tier (223) reaches Health +330 or Element Res +70.

Worked examples#

Sinister Claw (Scars, main property Attack, tier 100). Effective cycle: Atk vs Humanoid → Atk vs Beasts → Atk vs Sendril → Crit Damage → Crit Rate.

#SacrificeDirectionResult
1Nightmare +0 (first reforge; the random roll took 3 steps)ForwardCrit Damage +3%
2Nightmare +5ForwardCrit Rate +6.8%
3Nightmare +5ForwardAtk vs Humanoid +10% (wrapped around)
4Nightmare +1ForwardAtk vs Beasts +6%
5Resistance +5BackwardAtk vs Humanoid +10%

Brooch with Sacred Pattern (Scars, mains Crit Rate + all three Atk vs, tier 122). Only Attack and Crit Damage are left, so every reforge after the first one simply alternates between them, in either direction: Attack +35 to +75 or Crit Damage +6.6% to +11.6%, depending on the sacrifice's level.

Hidden mechanics#

  • It is a cycle, not a lottery. After the first reforge the result is fully predictable: one step along the trophy's effective cycle, in the direction set by the sacrificed category.
  • Cheap steering, one expensive finish. Only the last sacrifice decides the value. Walk the sub-property to the entry just before the stat you want using +0 junk trophies, then make the final step with a +5 trophy. If you own spare trophies of both other categories, you never need more than one junk step: take the shorter direction, and to raise the value of the stat you already have, step away once with junk and come back with the +5.
  • No duplicates. Stats the trophy already has as main properties are skipped. A trophy with 4 main stats in its cycle (e.g. Figurine of Sorrowful Nun, Brooch with Sacred Pattern) only flips between two values.
  • The first roll uses the clock. The 1 to 10 random steps come from a generator that is reseeded on every call from the system clock (the last six digits of the Unix time in seconds, reversed), not from the save's seed. Reloading a save does not repeat it. The preview on the reforge screen runs the same simulation but only shows "???"; the real reforge rolls again when you confirm, so the preview never reveals the outcome. Side effect of the per-second seed: two first reforges confirmed within the same clock second take the same number of steps (not something a player can realistically exploit).
  • The sacrifice counts at its current level. The value uses the sacrificed trophy's level as it is now (GetLevel), so a trophy you enhanced to +5 counts as +5, exactly like a trophy that dropped as +5.
  • No hidden modifiers. The reforge code reads only the main trophy's own data, its current sub-property, the sacrifice's category and the sacrifice's level. Difficulty, New Game Plus journey, hero and the trophy's quality play no part (quality only selects a value column, and every trophy is quality 1).
  • Sub-properties are permanent across New Game Plus (inferred). The New Game Plus item purge (FS_ItemList:Restart) only removes flagged bag items and does not touch the trophy list, so reforged trophies keep their sub-property.
  • The cycle belongs to the stat, not the category. Some Scars trophies use the defense cycle (Double-star Brooch) and some Resistance and Nightmare trophies use the offense or endurance cycle; the rule and the per-trophy list are on Trophy reforge cycles.
  • Main level is irrelevant. A +0 trophy reforged with a +5 sacrifice gets the same sub-property as a +5 trophy reforged with a +5 sacrifice. Reforge order relative to enhancement does not matter.
  • Equipped trophies can be reforged in the main slot, and your stats update at once. An equipped trophy can never be the sacrifice.
  • Crit Rate and Crit Damage exist in two cycles (offense and endurance) with slightly different values. Both add to the same stat.

Cut and unused content#

  • Five "Whet Stone" items (80031-80035, internal type "recast stone", levels 1-5) exist, but the reforge cost lookup always returns no stone, and no drop, shop or reward table references them. They only appear (99 of each) in a developer test save string embedded in the game code.
  • Every property row has a SecondaryValue column for a second trophy quality. All 477 trophies are quality 1 and all 1,050 secondary values are 0, so it is never used.
  • Property family 40xxx (30 rows, used only by the 10 Melos Bottle Nightmare trophies) has no Forward/Backward links (both are 0). Those trophies are all marked "Enhancement or Reforging is not possible", so the missing links are never reached; if one were reforged, the cycle lookup would hit a nonexistent property (inferred: a script error rather than a clean refusal).
  • Data quirk: tier 122 gives Atk vs Sendril 8% to 18% but Atk vs Humanoid and Atk vs Beasts 9% to 21.5%, probably a copy error (details and row ids).

Sources#

  • reference/lua_src/luascript/structdata/fs_trophyitemdata.lua:7-87 (main property list, sub-property), :141-147 (Strength only raises main properties), :149-207 (Recast, RecastSimulate, JumpRecast).
  • reference/lua_src/luascript/ui/controller/playerinfoctrl.lua:3376-3410 (trophy lists; equipped ones only for the main slot), :6684-6694 (locked trophy refused when picked as sacrifice), :8647-8683 (slot filters), :8848-8910 (preview, "???" text), :9012-9050 (default sacrifice category), :9074-9099 (apply result, consume sacrifice), :9101-9125 (direction table), :7491-7562 (confirm, lock check).
  • reference/lua_src/luascript/structdata/ms_itemdata.lua:13-32 (types 601/602/603, 804 RecastStone), :57-59 (quality), :156 (max level 6), :317-331 (GetAlchemyStoneId returns no stone for reforging).
  • reference/lua_src/luascript/structdata/ms_trophyproperty.lua:30-62 (value lookup; percent stats shown as value/10).
  • reference/lua_src/luascript/structdata/fs_trophyequiplist.lua:42-65, 107-130, 194-232 (sub-property saved and added to stats; UpdateAll recomputes equipped stats).
  • reference/lua_src/luascript/common/mathhelper.lua:226-238 (getRandom reseeded from os.time).
  • gamedata/structdata/exportdata/es_trophyproperty.lua: PropertyId 10101-10706 (offense tier 100), 12221-12226 and 12321-12326 (tier 122 Humanoid/Beasts) vs 12421-12426 (tier 122 Sendril, the anomaly), Forward/Backward columns; es_trophydata.lua: ItemId 60016 Sinister Claw, 60067 Brooch with Sacred Pattern, 60059 Double-star Brooch; es_itemdata.lua: ItemId 80031-80035.
  • Text: StoryGuide 2007, StoryTips 5, GameText UI_ALCHEMY_IS_CONFIRM_RECAST, UI_PLAYERINFO_TROPHY_LOCKED.
  • reference/lua_src/luascript/structdata/fs_itemlist.lua:137-153 (New Game Plus Restart purges bag items only); structdata/ls_game.lua:356 (developer test save holding Whet Stones).
  • Simulation: build/wiki/scripts/trophy_reforge/sim.py (a Python port of RecastSimulate used for the examples and percentages). Independently re-checked by build/wiki/scripts/refute_trophy_reforge/check.py: all 77 effective cycles, the first-reforge odds for every trophy in both directions, and the Sinister Claw example match.
Categories:Trophies