Luck

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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:

  1. If Luck is at or below the Very Unlucky maximum, the tier is Very Unlucky.
  2. Otherwise, if Luck is at or below the Unlucky maximum, the tier is Unlucky.
  3. Otherwise, if Luck is at or above the Very Lucky minimum, the tier is Very Lucky.
  4. Otherwise, if Luck is at or above the Lucky minimum, the tier is Lucky.
  5. 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.

Levels 1–20
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
Levels 21–40
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
Levels 41–60
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
Levels 61–80
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
Levels 81–99
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:

  1. Roll for whether the item has improved quality. A failed roll gives the ordinary item.
  2. 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.

Equipment without a confirmed current source

These entries are kept separate from obtainable equipment.

Weapon (2)
Modifier ↓ Equipment · level ↑
+3 Ritual Spear +5 — No confirmed acquisition method
-100 Blade of the Hopeless +10 — No confirmed acquisition method
Neck (1)
Modifier ↓ Equipment · level ↑
-2 Brutal Medallion +1 — No confirmed acquisition method
Ring (3)
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
Offhand (2)
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.

See also