| Modifier ↓ | Equipment · level ↑ |
|---|---|
| +8 | Platinum Star +5; Royal Bulwark +8 |
| +5 | Ancient Tablet +2; Magic Jack o' Lantern +4; Painted Buckler +5; Star Map of Valtris +5 |
| +4 | Deceiver's Orb +5; Golden Knight +5; Golden Lamp +5; Golden Skull +5; Golden Stake +5; Lamp of Light +5 |
| +3 | Odd Skull +1 |
| +2 | Lost Mariner's Bauble +3 |
| -5 | Vile Lamp +8 |
Luck
Luck is a character stat that influences several chance-based systems. It does not simply add the same percentage to every random event: each system decides how Luck is used.
Luck tiers
Many world events group the player's current Luck into one of five tiers. Equipment and temporary stat changes count toward current Luck. Raising Luck within the same tier does not improve these tier-based bonuses; crossing a threshold does.
Tier formula
The current Luck check contains a calculation error that can prevent it from completing. The formula and calculator below describe its configured tier comparison; they should not be treated as a guarantee that an affected game has updated its tier.
The tier is based on character level and current Luck. First calculate the level-based reference value:
B = Level × 1.5
Then calculate the integer Luck boundaries below. The intermediate calculation keeps fractions; 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)
Compare current Luck with the thresholds in this order:
- If Luck is at or below the Very Unlucky maximum, the tier is Very Unlucky.
- Otherwise, if Luck is at or below the Unlucky maximum, the tier is Unlucky.
- Otherwise, if Luck is at or above the Very Lucky minimum, the tier is Very Lucky.
- Otherwise, if Luck is at or above the Lucky minimum, the tier is Lucky.
- Otherwise, the tier is Normal.
The comparison order resolves overlapping thresholds at the first few levels.
Luck threshold calculator
Expand the range containing the character's level, then compare current Luck with the four listed thresholds using the comparison order above. These tables round only the final boundaries to the integer Luck values that satisfy each comparison.
Note: The comparison order resolves overlapping thresholds at the first few levels.
| Level | Very Unlucky Luck ≤ |
Unlucky Luck ≤ |
Lucky Luck ≥ |
Very Lucky Luck ≥ |
|---|---|---|---|---|
| 1 | 0 | 1 | 2 | 3 |
| 2 | 1 | 2 | 4 | 5 |
| 3 | 1 | 3 | 6 | 8 |
| 4 | 2 | 4 | 8 | 10 |
| 5 | 2 | 5 | 10 | 13 |
| 6 | 3 | 6 | 12 | 15 |
| 7 | 3 | 7 | 14 | 18 |
| 8 | 4 | 8 | 16 | 20 |
| 9 | 4 | 9 | 18 | 23 |
| 10 | 5 | 10 | 20 | 25 |
| 11 | 5 | 11 | 22 | 28 |
| 12 | 6 | 12 | 24 | 30 |
| 13 | 6 | 13 | 26 | 33 |
| 14 | 7 | 14 | 28 | 35 |
| 15 | 7 | 15 | 30 | 38 |
| 16 | 8 | 16 | 32 | 40 |
| 17 | 8 | 17 | 34 | 43 |
| 18 | 9 | 18 | 36 | 45 |
| 19 | 9 | 19 | 38 | 48 |
| 20 | 10 | 20 | 40 | 50 |
| Level | Very Unlucky Luck ≤ |
Unlucky Luck ≤ |
Lucky Luck ≥ |
Very Lucky Luck ≥ |
|---|---|---|---|---|
| 21 | 10 | 21 | 42 | 53 |
| 22 | 11 | 22 | 44 | 55 |
| 23 | 11 | 23 | 46 | 58 |
| 24 | 12 | 24 | 48 | 60 |
| 25 | 12 | 25 | 50 | 63 |
| 26 | 13 | 26 | 52 | 65 |
| 27 | 13 | 27 | 54 | 68 |
| 28 | 14 | 28 | 56 | 70 |
| 29 | 14 | 29 | 58 | 73 |
| 30 | 15 | 30 | 60 | 75 |
| 31 | 15 | 31 | 62 | 78 |
| 32 | 16 | 32 | 64 | 80 |
| 33 | 16 | 33 | 66 | 83 |
| 34 | 17 | 34 | 68 | 85 |
| 35 | 17 | 35 | 70 | 88 |
| 36 | 18 | 36 | 72 | 90 |
| 37 | 18 | 37 | 74 | 93 |
| 38 | 19 | 38 | 76 | 95 |
| 39 | 19 | 39 | 78 | 98 |
| 40 | 20 | 40 | 80 | 100 |
| Level | Very Unlucky Luck ≤ |
Unlucky Luck ≤ |
Lucky Luck ≥ |
Very Lucky Luck ≥ |
|---|---|---|---|---|
| 41 | 20 | 41 | 82 | 103 |
| 42 | 21 | 42 | 84 | 105 |
| 43 | 21 | 43 | 86 | 108 |
| 44 | 22 | 44 | 88 | 110 |
| 45 | 22 | 45 | 90 | 113 |
| 46 | 23 | 46 | 92 | 115 |
| 47 | 23 | 47 | 94 | 118 |
| 48 | 24 | 48 | 96 | 120 |
| 49 | 24 | 49 | 98 | 123 |
| 50 | 25 | 50 | 100 | 125 |
| 51 | 26 | 51 | 102 | 127 |
| 52 | 26 | 52 | 104 | 130 |
| 53 | 27 | 53 | 106 | 132 |
| 54 | 27 | 54 | 108 | 135 |
| 55 | 28 | 55 | 110 | 137 |
| 56 | 28 | 56 | 112 | 140 |
| 57 | 29 | 57 | 114 | 142 |
| 58 | 29 | 58 | 116 | 145 |
| 59 | 30 | 59 | 118 | 147 |
| 60 | 30 | 60 | 120 | 150 |
| Level | Very Unlucky Luck ≤ |
Unlucky Luck ≤ |
Lucky Luck ≥ |
Very Lucky Luck ≥ |
|---|---|---|---|---|
| 61 | 31 | 61 | 122 | 152 |
| 62 | 31 | 62 | 124 | 155 |
| 63 | 32 | 63 | 126 | 157 |
| 64 | 32 | 64 | 128 | 160 |
| 65 | 33 | 65 | 130 | 162 |
| 66 | 33 | 66 | 132 | 165 |
| 67 | 34 | 67 | 134 | 167 |
| 68 | 34 | 68 | 136 | 170 |
| 69 | 35 | 69 | 138 | 172 |
| 70 | 35 | 70 | 140 | 175 |
| 71 | 36 | 71 | 142 | 177 |
| 72 | 36 | 72 | 144 | 180 |
| 73 | 37 | 73 | 146 | 182 |
| 74 | 37 | 74 | 148 | 185 |
| 75 | 38 | 75 | 150 | 187 |
| 76 | 38 | 76 | 152 | 190 |
| 77 | 39 | 77 | 154 | 192 |
| 78 | 39 | 78 | 156 | 195 |
| 79 | 40 | 79 | 158 | 197 |
| 80 | 40 | 80 | 160 | 200 |
| Level | Very Unlucky Luck ≤ |
Unlucky Luck ≤ |
Lucky Luck ≥ |
Very Lucky Luck ≥ |
|---|---|---|---|---|
| 81 | 41 | 81 | 162 | 202 |
| 82 | 41 | 82 | 164 | 205 |
| 83 | 42 | 83 | 166 | 207 |
| 84 | 42 | 84 | 168 | 210 |
| 85 | 43 | 85 | 170 | 212 |
| 86 | 43 | 86 | 172 | 215 |
| 87 | 44 | 87 | 174 | 217 |
| 88 | 44 | 88 | 176 | 220 |
| 89 | 45 | 89 | 178 | 222 |
| 90 | 45 | 90 | 180 | 225 |
| 91 | 46 | 91 | 182 | 227 |
| 92 | 46 | 92 | 184 | 230 |
| 93 | 47 | 93 | 186 | 232 |
| 94 | 47 | 94 | 188 | 235 |
| 95 | 48 | 95 | 190 | 237 |
| 96 | 48 | 96 | 192 | 240 |
| 97 | 49 | 97 | 194 | 242 |
| 98 | 49 | 98 | 196 | 245 |
| 99 | 50 | 99 | 198 | 247 |
The displayed Fortune Teller estimates are not this calculator: some estimates use different percentages. The tier checks used by the ordinary die and the systems listed below use the 33% and 66% thresholds above.
| Tier | Ordinary die modifier | Good sleep outcome | Bad sleep outcome |
|---|---|---|---|
| Very Unlucky | −2 when the Luck adjustment is selected | 1/3 (33.33%) | 2/3 (66.67%) |
| Unlucky | −1 when the Luck adjustment is selected | 5/12 (41.67%) | 7/12 (58.33%) |
| Normal | No modifier | 1/2 (50%) | 1/2 (50%) |
| Lucky | +1 when the Luck adjustment is selected | 7/12 (58.33%) | 5/12 (41.67%) |
| Very Lucky | +2 when the Luck adjustment is selected | 2/3 (66.67%) | 1/3 (33.33%) |
The ordinary die's Luck adjustment is selected on half of rolls. See Die Rolls for the complete distributions.
Combat
State application and resistance
For ordinary physical and magical state effects, Luck compares the user's current stat with the target's current stat, without using the five Luck tiers:
Luck multiplier = max(1 + (user Luck − target Luck) × 0.001, 0) State chance = base application chance × target state rate × Luck multiplier
Every 10 points of Luck advantage increases the multiplier by 0.01. This is a relative change to the application chance, not an extra percentage point of success. For example, a 25% effect becomes 25.5% with a 20-point Luck advantage, or 24.5% with a 20-point disadvantage, against a target with no state-rate reduction. Higher Luck therefore helps the user apply qualifying states and helps a target resist them. It does not change their duration or strength.
Examples include the ordinary state effects of Mark of Death, Mark of Insight, Evil Eye and Cosmic Premonition. The following distinctions matter:
- Ordinary state effects on certain-hit actions bypass this Luck multiplier. Touch of Death's Soulrot is one example.
- Attack-state effects also multiply by the attacker's chance to apply that attack state.
- Ordinary parameter debuffs use
target debuff rate × Luck multiplier; their stored duration is not an additional success percentage. - Directly imposed states and separately rolled secondary effects do not automatically use this formula. Increasing Luck does not improve every skill's listed secondary-effect chance.
- Luck does not increase ordinary buff success or state-removal chances, and it does not override explicit state immunity.
Incoming damage
Luck also affects the custom damage range of enemy attacks that use the standard physical or magical damage formulas. It uses the defending player's numerical Luck, not the gathering tier. This includes enemy Basic Attack and many damaging skills and rituals; fixed-damage and other specially calculated effects need not use it.
The reference Luck is 10 at level 1, 15 at level 10, 25 at level 20, 35 at level 30, 45 at level 40, and 55 at level 50. Values between these levels are linearly interpolated; above level 50, the reference increases by 1 per level.
With no additional attack/defense-state adjustment to the random range:
L = max(current Luck, 0) E = reference Luck for the player's level x = max(0, (L − E) / (L + E)) Incoming damage multiplier ranges from 0.85 + 0.08x to 1.15 − 0.16x
At or below the reference, this step ranges from 85% to 115% of the damage calculated before the random multiplier. More Luck raises the minimum slightly, lowers the maximum more strongly, and lowers the average. For example, at level 20:
| Luck | Incoming damage range | Average multiplier |
|---|---|---|
| 25 or less | 85%–115% | 100% |
| 50 | 87.67%–109.67% | 98.67% |
| 75 | 89%–107% | 98% |
These percentages describe this one damage step, before later modifiers and rounding. Defense or Magic Defense states can also alter the range, and a skill can apply its own additional variance afterward. Luck alone approaches a 93%–99% range, averaging 96%, at extremely high values; it does not eliminate damage. See Combat Calculations for the complete formula and state adjustments.
Luck does not directly raise outgoing damage, healing, Hit Rate, Evasion Rate or Critical Rate. The corresponding custom random range for player attacks uses Agility.
Fleeing and Dizzy
The Flee action uses the player's Luck-adjusted die. It requires a final roll of at least 4 on the usual difficulties, at least 5 on Hard, or at least 6 on Nightmare. The tutorial prevents fleeing regardless of the roll. Without separate die bonuses:
| Luck tier | Usual difficulties: 4+ | Hard: 5+ | Nightmare: 6+ |
|---|---|---|---|
| Very Unlucky | 33.33% | 16.67% | 8.33% |
| Unlucky | 41.67% | 25% | 8.33% |
| Normal | 50% | 33.33% | 16.67% |
| Lucky | 58.33% | 41.67% | 25% |
| Very Lucky | 66.67% | 50% | 33.33% |
The action-start checks for Dizzy also use this die. A Dizzy player loses the action on 2 or less: the chance is 50%, 41.67%, 33.33%, 25%, or 16.67%, from Very Unlucky through Very Lucky. A Dizzy enemy's check fails on 3 or less, giving 66.67%, 58.33%, 50%, 41.67%, or 33.33% across those same tiers. The enemy's check also uses the player's Luck tier, so raising player Luck makes that particular enemy action-failure check less likely. These are checks while already Dizzy, not the chance of initially inflicting Dizzy.
World activities
The tier bonuses below stay the same until Luck crosses a tier boundary. For example, two Luck values that both qualify as Lucky give the same fishing and quality bonuses. Combat's numerical Luck comparisons are separate.
Fishing
Fishing has three separate Luck checks: extra-large catches, treasure, and quality. Passing one does not guarantee either of the others.
| Luck tier | Extra-large catch modifier | Fish quality modifier | Treasure chance without rain or Lucky Reel | Treasure chance in rain, without Lucky Reel |
|---|---|---|---|---|
| Very Unlucky | −10 percentage points | −5 percentage points | 1/46 (2.17%) | 1/36 (2.78%) |
| Unlucky | −5 percentage points | −3 percentage points | 1/43 (2.33%) | 1/33 (3.03%) |
| Normal | No change | No change | 1/40 (2.50%) | 1/30 (3.33%) |
| Lucky | +5 percentage points | +3 percentage points | 1/37 (2.70%) | 1/27 (3.70%) |
| Very Lucky | +10 percentage points | +5 percentage points | 1/34 (2.94%) | 1/24 (4.17%) |
Extra-large catches award two copies of the caught fish instead of one. Their chance starts at 0%, adds 10 percentage points in rain or 20 in a rainstorm, then adds the Luck modifier and 5 points for an attached Sturdy Reel. Negative totals give no chance. With no reel, Very Lucky therefore gives 10% in ordinary weather, 20% in rain, or 30% in a rainstorm. The extra copy uses the same quality as the first.
Treasure is rolled when fishing starts and is awarded through the successful catch sequence. Its chance is 1 / N, where N starts at 40, increases by 6 or 3 for Very Unlucky or Unlucky, and decreases by 3 or 6 for Lucky or Very Lucky. Rain subtracts another 10, and an attached Lucky Reel subtracts 2. For example, Very Lucky with rain and a Lucky Reel gives 1/22, approximately 4.55%. The rainstorm bonus used for extra-large fish and quality does not apply to this treasure denominator. The carnival fishing minigame skips this treasure check.
Luck changes how often treasure is found, not the direct random selection of its contents. A die animation during the treasure reward does not mean the reward itself used the Luck-adjusted die. A Gem Bag obtained from a chest has its own Luck-dependent roll when opened.
Quality starts with a base chance of 2%, adds the Fishing level with a minimum contribution of 1 point, and adds the Luck modifier above. Other additions are 5 points in rain, 10 in a rainstorm, 5 for a Premium Reel, 15 for Angler's Luck and 10 for Perfect Cookie. The quality result only changes fish with corresponding quality versions. The separate silver/gold/purple selection is described below.
These Luck checks do not directly enlarge the fishing minigame's target bar, conserve bait, or choose the hooked fish species.
Crops, animal products and item quality
For fish, crops and animal products, Luck changes the initial chance of getting a quality item by −5, −3, 0, +3 or +5 percentage points from Very Unlucky through Very Lucky. It does not independently add that amount to each quality grade.
The normal calculation has two stages:
- Roll for whether the item has improved quality. A failed roll gives the ordinary item.
- If successful, make another roll: 70% silver, 20% gold and 10% purple. Luck does not alter this second distribution.
For example, if all non-Luck bonuses total 20%, Normal gives a 20% quality chance: 14% silver, 4% gold and 2% purple overall. Very Lucky raises the quality chance to 25%: 17.5% silver, 5% gold and 2.5% purple. Quality chances at or below 0% never pass, and chances at or above 100% always pass the initial roll.
Crops start at 2%, then add the Farming level with a minimum contribution of 1 point, the farm's all-plot quality bonus, the Luck modifier, and applicable fertilizer and state bonuses. Farmer's Luck adds 15 points and Perfect Cookie adds 10. Luck affects the harvested item's quality through this check; it does not directly accelerate crop growth or multiply the crop's normal harvest quantity.
Animal products start at 15%, then add the Husbandry level with a minimum contribution of 1 point, the Luck modifier, 15 points for Rancher's Luck and 10 for Perfect Cookie. This check is used for eggs, milk, goat milk and Cloudberries. Animal-product processing also uses the quality calculation; large input products can receive a separate quality-grade adjustment. The separate chance for a large egg or milk product uses animal friendship rather than Luck.
The relevant Luck is the value when the quality is rolled. Fish are checked on catching, crops during harvest, and spawned animal products when their quality is assigned. Increasing Luck afterward does not upgrade an existing item.
Bugs and ordinary foraging
For the ordinary bug-spawn quality check, the base quality chance is 15%, plus the Foraging level with a minimum contribution of 1 point. Very Lucky adds 5 percentage points. Due to an implementation bug, Lucky, Normal, Unlucky and Very Unlucky all leave the bug-quality chance unchanged. The other three intended adjustments do not reach the bug-quality calculation. The successful quality roll uses the same 70% silver, 20% gold and 10% purple distribution.
This is checked when a bug is spawned, rather than when an already spawned bug is caught. Luck does not change the separate initial spawn-chance roll.
Ordinary double-forage chance is a different calculation: its base bonus, Foraging level, Forager's Luck and Ring of Plenty are used, but the numerical Luck stat and its five tiers are not. Forager's Luck is a named activity bonus, not a general improvement to every Luck calculation. Luck can still affect a particular gathering interaction when that interaction explicitly uses the common die, such as searching garbage or handling an unusual farm object.
Mining
Luck affects certain mining finds and interactions, rather than every pickaxe strike:
- Small Mine Key pickup: the key survives on a roll above 3. This gives the same 33.33%–66.67% progression across Luck tiers as an ordinary 4+ check.
- Trying a Small Mine Key in the mine's metal doors: the door opens on a roll above 2; otherwise the key breaks. With no separate die bonus, this is 50%, 58.33%, 66.67%, 75% or 83.33% from Very Unlucky through Very Lucky.
- Equipment finds: the early equipment reward table enters its equipment-selection branch on 5+, rising from 16.67% at Very Unlucky to 50% at Very Lucky. A later equipment table enters its equipment-selection branch on 4+. Which item is then chosen, and whether a previously obtained item is replaced by scrap, are separate checks.
- An exception among equipment finds: the table containing Staff of Valtris, Kaal's Executioner, Razor Tooth and Spellbook awards those items on exact rolls 1–4 and sends rolls above 4 to scrap. Higher Luck does not improve that table: ignoring already-claimed items, its 1–4 branch totals 66.67% at Normal but 50% at Very Lucky. Its listed roll-5 and roll-6 equipment branches are bypassed by the earlier scrap check.
- Special mine encounters and shrines: Luck shifts the common die used by interactions such as the ancient statue and the object trapped beneath a creature. Their own reward thresholds determine the result; some distinguish a roll above 6 from a displayed six.
The regular double-ore chance uses its base bonus, Mining level, Miner's Luck and Ring of Plenty, not the numerical Luck stat. The normal mining-hazard rolls for encounters, curses and falling debris also do not use Luck. Raising Luck is therefore not a general way to prevent mining hazards or double every mined resource.
Mysteries, shrines, loot and other die checks
The common die starts with a uniform roll from 1 to 6. Independently, half of rolls receive the tier modifier: −2 for Very Unlucky, −1 for Unlucky, none for Normal, +1 for Lucky, or +2 for Very Lucky. Separate die bonuses are applied afterward. The underlying result can fall below 1 or exceed 6 even when the animation displays only one through six.
Without separate bonuses, a result of 6 or more occurs 8.33%, 8.33%, 16.67%, 25% or 33.33% of the time across the five tiers. A result of 7 or more is impossible at Normal or either unlucky tier, but occurs 8.33% of the time at Lucky and 16.67% at Very Lucky. This matters for rewards that require an unusually high roll. An exact-number condition is different from a minimum: a reward requiring exactly 6 does not accept 7 or 8.
Uses include:
- Mysteries and God Shrines: the final die selects the appropriate reward, penalty, encounter or other outcome. Availability conditions and one-time reward limits still apply. This includes small shrines and the Ancient Totem; the totem's equipment branch requires exactly 6.
- Enemy reward rolls: many post-battle reward tables use the common die for special equipment, reward quantity, and material or gold bonuses. For example, the early Mall loot table uses 6+ for additional meat, improved material/gold checks and some special rewards, with another special reward at 7+. Luck does not multiply every enemy's ordinary gold, EXP or independent item-drop chance.
- Garbage searches: the ordinary search gives a reward on 4+, then selects the contents separately. At Normal this initial check is 50%; at Very Lucky it is 66.67%.
- Bait Packs: Luck shifts the bait selection. Tier 1 gives Worms on 3 or less, Leeches on 4–5, or Bugs on 6+. Tier 2 gives Dragonflies on 2 or less, Fireflies on 3–4, or Lugworms on 5+. Quantity is rolled separately, so a higher die result is not necessarily more individual bait.
- Gem Bags: a Gem Bag gives two Chipped gems on 1 or less, Lesser and Chipped gems on 2–4, or Greater and Clear gems on 5+. A Rare Gem Bag gives Rare and Greater gems on 6+, or Greater and Lesser gems otherwise, plus a Clear gem in either case. The exact gem within the selected category is rolled separately.
- Grotto searches: five times the Luck-adjusted die is added to a separate search roll before checking the grotto's reward and encounter thresholds. Luck can change the outcome, but does not guarantee a peaceful search.
- Special encounters and farm objects: the Gift Demon, Coat Man, Staring Woman, the judgement at Nezroth's hand and a reward in the Void use die-dependent outcomes. Mutant Pumpkin and Mutant Egg interactions also use the die: a result of 5 or less takes their attack branch.
These checks are distinct from independent random rolls made later in the same event. A better tier changes the shared die; it does not reroll every subsequent item selection, quantity or encounter check.
Sleep
For ordinary random Sleep Events, the Luck-adjusted roll selects a good outcome on 4+ and a bad outcome on 3 or less. With no other sleep or die bonus, the good-outcome chance ranges from 33.33% at Very Unlucky through 50% at Normal to 66.67% at Very Lucky, as shown in the tier table above.
Restful Sleep replaces this result with a roll from 4 to 6, so it always selects the good branch; the forced-good tutorial sleep also bypasses the ordinary result. The choice of the particular good or bad event uses a separate nightly roll, so Very Lucky does not guarantee a specific reward or make bad sleep events impossible. Some selected events, such as the gift of bugs, then make another Luck-adjusted reward roll.
Changing Luck
Weapons, Armor, Blessings, Curses, consumables, and special states can change Luck. Common Greed Blessing and Doom Curse stacks last until bathing and follow the same stacking rules as the other common stat Blessings and Curses. Some special effects use much larger temporary modifiers and have their own removal rules.
Permanent growth and penalties
These changes remain after equipment is removed and temporary effects expire. Healing foods restore current HP or MP and are not listed as permanent growth.
Level growth
| Character level | Unmodified Luck |
|---|---|
| 1 | 1 |
| 10 | 10 |
| 20 | 20 |
| 30 | 30 |
| 40 | 40 |
| 50 | 50 |
| 99 | 99 |
The displayed stat is the rounded result of base value plus permanent and equipment additions, multiplied by the applicable percentage effects. The character stat cap is 999.
Other permanent changes
| Source | Base-stat change | Details |
|---|---|---|
| Flask of the Gods (Luck) | +1 | Each use permanently raises the unmodified stat. Equipment and percentage modifiers are applied afterward. |
| Full-moon sleep reward | +1 | The reward randomly chooses one of the eight core stats. Available below level 30, subject to the sleep event’s reward limit. |
| Stat-loss sleep event | −1 | On the difficulty settings that permit permanent stat loss, one of the eight stats is chosen at random. |
| Edwin | −1 | Answering “A person of apathy” during his first personal question in the Sewers. |
The ancient-book stat reward does not roll Luck, even though unused outcomes for it exist.
Equipment
Only equipment that directly changes this stat or rate is listed here. Values are the item’s normal values at its named item level, before additional forge upgrades. Flat bonuses add; percentage core-stat and special-rate traits multiply. Hit, Critical, Counter and Reflect bonuses add percentage points. Click an item for its other effects and acquisition methods.
Within each slot, matching modifiers are grouped from highest to lowest. Equipment within each group is ordered by the +level in its name, lowest to highest; items without a +level come first. Flat and percentage modifiers are listed separately.
Flat modifiers
| Modifier ↓ | Equipment · level ↑ |
|---|---|
| +10 | Lucky Horseshoe +1; Merchant's Pack +8 |
| +7 | Lucky Card +1 |
| +6 | Skull of the Dead God +3; Eldritch Paintbrush +5; Eye of Gatis +5 |
| +5 | Earring of Wealth +3; Trinket Sack +5; Inventor's Gear +8 |
| +4 | Razor Tooth +5 |
| +2 | Ancient Coin of Order; Fool's Gold Coin of Death; Rusty Spyglass; Earring of the Dark Sea +2; Magnifying Glass +3 |
| +1 | Cube of One +7 |
| -5 | Demon Tooth +5 |
Percentage modifiers
| Modifier ↓ | Equipment · level ↑ |
|---|---|
| +15% total Luck | Lucky Cat Statue +5 |
Equipment without a confirmed current source
These entries are kept separate from obtainable equipment.
| Modifier ↓ | Equipment · level ↑ |
|---|---|
| +3 | Ritual Spear +5 — No confirmed acquisition method |
| -100 | Blade of the Hopeless +10 — No confirmed acquisition method |
| Modifier ↓ | Equipment · level ↑ |
|---|---|
| -2 | Brutal Medallion +1 — No confirmed acquisition method |
| Modifier ↓ | Equipment · level ↑ |
|---|---|
| +5 | Orange Ring +3 — No confirmed acquisition method; Polished Stone Ring +3 — No confirmed acquisition method |
| +4 | Crude Stone Ring +1 — No confirmed acquisition method |
| Modifier ↓ | Equipment · level ↑ |
|---|---|
| +6 | Golden Tooth +5 — Not obtainable through its current reward route |
| -2 | Soul Lamp +5 — No confirmed acquisition method |
Forge upgrades
These change the equipment permanently, including eligible items that start with no bonus to this stat. The benefit applies while the item is equipped. The level range is checked before the upgrade. Clear Gem removes the most recent upgrade and its changes.
| Gem | Change per upgrade | Eligible equipment | Current item level | Notes |
|---|---|---|---|---|
| Perfect Greed Gem | +2 points | All armor slots | 10–15 | — |
| Treasure Gem | +4 points | All armor slots | 10–15 | — |
| Greater Greed Gem | +2 points | All armor slots | 0–10 | — |
| Lesser Greed Gem | +1 points | All armor slots | 0–5 | — |
Food, cookies and potions
Only the stat effect is shown; ordinary HP/MP restoration has been omitted. Reapplying the same one-stack food or cookie state does not add another copy of its percentage bonus.
| Item | Relevant effect | Duration / limitation |
|---|---|---|
| Blessing Potion of Greed | Applies Greed if absent; maximum one stack. | Persistent blessing |
| Greater Potion of Greed Fickle Potion of Greed |
Adds one Greed stack, up to five. The Fickle Potion also has a 50% chance of a random curse. | Persistent blessing / possible curse |
| Restore Potion of Doom | Removes Doom and its stacks, reversing that penalty. | Curse removal |
| Angler's Meal | ×1.05 (+5%) | Until midnight |
| Rich Cookie | ×1.1 (+10%) | Until midnight |
| Perfect Cookie | ×1.1 (+10%) Also present on Perfect Cookie despite its description mentioning only item quality. | Until midnight |
Random common blessings from Lesser Holy Water, Greater Holy Water, Blood of the Gods, Aged Rum, Soul Stew can also select Greed. Spoiled Rations, Blood of the Gods and the adverse effects of Fickle Potions can select Doom. God Shrines, Mysteries and Sleep Events can likewise award random common blessings or curses. These change the active modifier, not the permanent base stat.
Lemonade also rolls for random common effects: a 6 grants two blessings, a 5 grants one blessing, and a 3 or 4 grants one curse.
Blessings, curses and other states
| Effect | Modifier | Source / duration |
|---|---|---|
| Greed | +10% to 50% | Persistent, up to five stacks. Removed by Bathing and effects that clear the blessing. |
| Doom | −10% to 50% | Persistent, up to five stacks. Removed by Bathing or the matching Restore Potion. |
| Battle Greed / Doom | ×1.20 / ×0.80 | Separate battle states; three-turn duration, also removed at battle end. |
| Greater battle Greed / Doom | ×1.40 / ×0.60 | Separate greater battle states; three-turn duration, also removed at battle end. |
| Gift of Whispers | ×0 (-100%) | Gift of Whispers lasts two days and cannot be cured normally. |
| Cat's Luck | ×1.1 (+10%) | Reward from Big Cat. |
| Gatis's Favor | ×1.1 (+10%) | Active while the corresponding god’s favour is held. |
| Delvek's Favor | ×1.1 (+10%) | Active while the corresponding god’s favour is held. |
| Daeus's Favor | ×0.9 (-10%) | Active while the corresponding god’s favour is held. |
| Hagroth's Favor | ×1.1 (+10%) | Active while the corresponding god’s favour is held. |
