A Luck stat that improves drops, gold, gathering, crafting quality and enchant/upgrade odds.
Luck
Luck is a character stat that nudges the rolls a player makes outside a fight: what a mob drops, how much gold it leaves, what a gathering node gives, how good a crafted item comes out, and whether an enchant or upgrade succeeds. You grant it like any other stat, and you decide what each point is worth in Combat → Luck.
A world that never grants luck plays exactly as before: luck 0 changes nothing.
Where to author it#
Luck is in every stat list in the editor, so it can come from:
| Source | Where |
|---|---|
| Everyone's starting luck | Database → Characters → Character Sheet → Utility → Luck |
| A class | Database → Characters → Classes → a class → Additive (+) or Multiplicative → luck |
| Gear | Items → an item → Stats → Base Stats → Luck, or an affix or rune that targets Luck |
| Skills | a skill's level bonuses (Luck per level) |
| Passives | a passive's stat bonuses → Luck |
| Buffs and curses | a status effect's stat modifier → Luck (negative for a curse) |
| Pets | a pet trait or owner boost → Luck |
Setting it up#
- Open Database → Combat and pick the Luck tab.
- Set what one point of luck is worth for each roll (the fields below). The defaults are modest: 20 luck means about 20% better drop chances.
- Give players a way to get luck. For example, add Luck to a ring's Base Stats, or make a "Four-Leaf Clover" status effect with +10 Luck for an hour.
- Publish. Players see Luck on their character sheet as soon as they have any.
Fields (Combat → Luck)#
| Field | What it does | Default |
|---|---|---|
| Loot Chance / Point | Each point multiplies a mob's drop chances. Stacks with the loot find world bonus from passives. A guaranteed drop stays guaranteed. | 1% |
| Gold / Point | Each point adds to the gold a kill drops. Stacks with gold find. | 1% |
| Gathering Yield / Point | Each point adds to what a node gives. Stacks with harvest yield. Small bonuses come up as an extra item some of the time: a 30% bonus on one ore gives a second ore 30% of the time. | 0.5% |
| Max Loot / Gold / Yield Bonus | The most luck can add to any one of the three above. 100% means it can at most double them. | 100% |
| Craft Quality Levels / Point | Each point counts as this many extra crafting skill levels when a crafted item's quality is rolled. It doesn't make a craft succeed or fail. | 0.25 |
| Enchant Success / Point | Chance each point adds to applying a rune. | 0.2% |
| Upgrade Success / Point | Chance each point adds to a +N upgrade attempt. | 0.2% |
| Max Success Bonus | The most chance luck can add to (or a curse take from) an enchant or upgrade. | 20% |
How the rolls use it#
- Drops use the luck of the player who gets the kill credit, the same player whose loot it is.
- Enchants and upgrades stay inside your world's own minimum and maximum success (Itemization and the balance settings). Luck can't push past the maximum. A material that guarantees an upgrade still guarantees it.
- The upgrade and enchant windows show the odds with luck included, so what a player sees is what the server rolls.
- Buffs count. A status effect that adds luck works for as long as it lasts.
Gotchas#
- Negative luck is a curse. It lowers drop chances, gold, yield and success the same way, but never below half of a find roll, and never below a roll's minimum success.
- Luck doesn't change combat. It doesn't touch crit chance or damage. To make luck feel lucky in a fight too, give the same item a little Crit Chance as well.
- A character's own base luck comes from their class and the world default each time they log in. Luck set on a player from the in-game admin console lasts until they log out. For a lasting gift, use an item, a passive or a long status effect.
- Your game server has to be up to date. An older server ignores luck entirely, and the client then shows the odds without it.