Die Rolls

From Welcome to Elderfield Wiki
Jump to navigation Jump to search

Die rolls are used by Mysteries, Sleep Events, shrines, gathering checks, and other chance-based systems. The common roll begins as a six-sided die and may then be changed by Luck, items, equipment, or the event that requested the roll.

Basic roll

The base result is uniformly selected from 1 through 6.

Base result 1 2 3 4 5 6
Probability 16.67% 16.67% 16.67% 16.67% 16.67% 16.67%

Luck modifier

Luck does not change every roll. A second, independent 50% check decides whether the current Luck tier modifies the result.

Determining the Luck tier

The current Luck check contains a calculation error that can prevent it from completing in affected versions. The formulas and distributions below describe its configured behavior; they do not guarantee that an affected game has updated its Luck tier.

The tier uses character level and current Luck. Let B = Level × 1.5. Intermediate calculations keep fractions; only the final boundaries below are rounded to integer Luck values. floor rounds down and ceil rounds up:

Very Unlucky maximum = floor(B × 0.34)
Unlucky maximum      = floor(B × 0.67)
Lucky minimum        = ceil(B × 1.33)
Very Lucky minimum   = ceil(B × 1.66)

Test the result in this order: Luck at or below the Very Unlucky maximum; at or below the Unlucky maximum; at or above the Very Lucky minimum; at or above the Lucky minimum; otherwise Normal. The order matters at the first few levels, where thresholds can overlap. The full level 1–99 lookup is available at Luck#Luck threshold calculator.

Luck state Modifier when selected Chance of no Luck change Chance of listed modifier
Very Unlucky −2 50% 50%
Unlucky −1 50% 50%
Normal 0 100% 0%
Lucky +1 50% 50%
Very Lucky +2 50% 50%

Final distribution from Luck alone

Luck state Possible final results and probabilities
Very Unlucky −1: 8.33%; 0: 8.33%; 1: 16.67%; 2: 16.67%; 3: 16.67%; 4: 16.67%; 5: 8.33%; 6: 8.33%
Unlucky 0: 8.33%; 1–5: 16.67% each; 6: 8.33%
Normal 1–6: 16.67% each
Lucky 1: 8.33%; 2–6: 16.67% each; 7: 8.33%
Very Lucky 1: 8.33%; 2: 8.33%; 3–6: 16.67% each; 7: 8.33%; 8: 8.33%

Results outside 1–6

The underlying total is not universally clamped to 1–6. The standard die animation displays totals of 1 or lower as the 1 face and totals of 6 or higher as the 6 face, but the calling system may still read the actual total. Without additional die bonuses, the configured Luck modifiers can produce totals from −1 through 8. Mysteries use the final total, so different activities must document their own result ranges.

Additional bonuses can extend the total further:

  • Crimson Die adds its stored bonus to the next roll, then is consumed;
  • Lucky Die adds +1 to the next roll, then is consumed; and
  • certain rings or event-specific rules can add another bonus when their conditions are met.

Because these bonuses are added after the base and Luck steps, there is no single universal minimum or maximum for every system.

Worked example

A Lucky character rolls a base 4. Half the time Luck makes no change, leaving 4; half the time the +1 modifier applies, producing 5. If a Lucky Die is also active, the final totals become 5 or 6 instead.

Systems using modified rolls

Not every random system uses this exact die. Fishing pools, enemy drops, direct percentage effects, weighted reward tables, and Battle Points use their own rolls. An article should describe a mechanic as a die roll only when it actually uses this system.

See also