(Created page with "__TOC__ <div style="background-color: #1a1a2e; border: 2px solid #c9a959; border-radius: 8px; padding: 16px; margin-bottom: 20px;"> <span style="font-size: 1.4em; color: #c9a959; font-weight: bold;">⚔ Luck System — Player's Guide</span> <br/> <span style="color: #b0b0b0;">Understanding how Luck affects your loot, magic items, and rare drops across Banes World.</span> </div> == Overview == <div style="background-color: #12121f; border-left: 4px solid #c9a959; paddi...")
 
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
__TOC__
__TOC__


<div style="background-color: #1a1a2e; border: 2px solid #c9a959; border-radius: 8px; padding: 16px; margin-bottom: 20px;">
{| style="background: #1a1a2e; border: 2px solid #c9a84c; width: 100%; margin-bottom: 20px; border-radius: 4px;"
<span style="font-size: 1.4em; color: #c9a959; font-weight: bold;">Luck System — Player's Guide</span>
| style="padding: 20px; text-align: center;" |
<br/>
<span style="font-size: 28px; color: #c9a84c; font-weight: bold;">Luck System</span><br/>
<span style="color: #b0b0b0;">Understanding how Luck affects your loot, magic items, and rare drops across Banes World.</span>
<span style="font-size: 14px; color: #8a7234; letter-spacing: 3px;">HOW LUCK AFFECTS YOUR LOOT</span>
</div>
|}


== Overview ==
== Overview ==


<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 16px;">
'''Luck''' is a character stat that improves the quality and quantity of loot dropped by creatures you kill. It is derived from equipment — certain magic armor, weapons, and jewelry can provide Luck bonuses that stack together.
'''Luck''' is a character stat that improves the quality and quantity of loot dropped by creatures you kill. It affects magic item generation, bonus item properties, and rare artifact drop chances from Paragons and other encounters. Luck is derived from equipment — certain magic armor, weapons, and jewelry can provide Luck bonuses that stack together.
 
</div>
Luck affects:
* Whether a bonus loot roll occurs when a creature dies
* The number of magic properties on dropped equipment
* Points earned in the [[Doom |Doom Gauntlet]] and [[Tamer's Gauntlet|Tamer's Gauntlet]] artifact systems
* Your chance at receiving a [[Paragons|Paragon]] artifact


Luck does '''not''' affect:
Luck does '''not''' affect:
* Gold amounts dropped by creatures
* Skill gain rates
* Skill gain rates
* Gold amounts dropped by creatures
* Crafting success or exceptional chance
* Crafting success or exceptional chance (that is a separate system)
* Resource gathering (mining, lumberjacking, etc.)
* Resource gathering (mining, lumberjacking, etc.)


Luck '''does''' affect:
== The Luck Formula ==
* Whether a bonus loot roll occurs when a creature dies
* The number of magic properties on dropped equipment
* Your chance at receiving a Paragon artifact
* Artifact drops in Doom and other special encounters
 
== How Luck Works ==


When a creature dies, the server determines who receives the '''luck benefit''' by finding the player who dealt the most total damage among everyone with looting rights. That player's Luck stat is then converted into a '''Luck Chance''' value using the following formula:
When a creature dies, the server determines who receives the luck benefit by finding the player who dealt the most total damage among everyone with looting rights. That player's Luck stat is then converted into a '''Luck Chance''' value:


<div style="background-color: #0d0d1a; border: 1px solid #444; padding: 12px; font-family: monospace; margin: 12px 0;">
<div style="background-color: #0d0d1a; border: 1px solid #444; padding: 12px; font-family: monospace; margin: 12px 0;">
Line 33: Line 31:
</div>
</div>


This produces a number that is compared against a random roll out of 10,000. Higher Luck means a higher Luck Chance, but with diminishing returns — each additional point of Luck gives slightly less benefit than the last.
This produces a number compared against a random roll out of 10,000. The formula has diminishing returns — each additional point of Luck gives slightly less benefit than the last. There is '''no hard cap''' on Luck, and extremely high values will '''never''' reduce your loot quality or wrap around to hurt you.


=== Luck Chance Reference Table ===
=== Luck Chance Reference ===


{| class="wikitable" style="text-align: center; border-collapse: collapse; margin: 12px 0;"
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
|- style="background-color: #1a1a2e; color: #c9a84c;"
! style="padding: 6px 16px;" | '''Luck Stat'''
! style="padding: 6px 16px;" | '''Luck'''
! style="padding: 6px 16px;" | '''Luck Chance'''
! style="padding: 6px 16px;" | '''Luck Chance'''
! style="padding: 6px 16px;" | '''Effective %'''
! style="padding: 6px 16px;" | '''Effective %'''
Line 45: Line 43:
|-
|-
| 0 || 0 || 0.0% || No luck benefit
| 0 || 0 || 0.0% || No luck benefit
|-
| 50 || 878 || 8.8% ||
|-
|-
| 100 || 1,291 || 12.9% ||
| 100 || 1,291 || 12.9% ||
|-
|-
| 200 || 1,898 || 19.0% ||
| 200 || 1,898 || 19.0% ||
|- style="background-color: #1a1a2e;"
| 300 || 2,377 || 23.8% ||
|-
|-
| 400 || 2,789 || 27.9% ||
| 400 || 2,789 || 27.9% ||
|-
|-
| 500 || 3,158 || 31.6% ||
| 600 || 3,494 || 34.9% ||
|-
|-
| 600 || 3,494 || 34.9% ||
|- style="background-color: #1a1a2e;"
| 800 || 4,100 || 41.0% ||
| 800 || 4,100 || 41.0% ||
|-
|-
| 1,000 || 4,641 || 46.4% ||
| 1,000 || 4,641 || 46.4% ||
|- style="background-color: #1a1a2e;"
| 1,200 || 5,136 || 51.4% || ''Historical pre-SE cap (not enforced)''
|-
|-
| 1,200 || 5,136 || 51.4% || ''Pre-SE cap (not enforced here)''
| 1,500 || 5,814 || 58.1% ||
|-
|-
| 1,500 || 5,814 || 58.1% ||
|- style="background-color: #1a1a2e;"
| 2,000 || 6,821 || 68.2% ||
| 2,000 || 6,821 || 68.2% ||
|-
|-
Line 76: Line 68:
| 3,500 || 9,309 || 93.1% ||
| 3,500 || 9,309 || 93.1% ||
|- style="background-color: #0d3300; color: #88ff88;"
|- style="background-color: #0d3300; color: #88ff88;"
| '''~3,981''' || '''10,000''' || '''100.0%''' || style="color: #88ff88;" | '''← Effective soft cap'''
| '''~3,981''' || '''10,000''' || '''100.0%''' || '''← Effective soft cap'''
|-
|-
| 4,000+ || 10,000+ || 100.0% || No additional benefit
| 4,000+ || 10,000+ || 100.0% || No additional loot benefit
|}
|}
Anything above approximately '''4,000 Luck''' provides no further benefit for standard loot generation. The returns flatten significantly after about '''1,200 Luck'''.


<div style="background-color: #1a1a2e; border: 1px solid #557733; border-radius: 6px; padding: 12px; margin: 12px 0;">
<div style="background-color: #1a1a2e; border: 1px solid #557733; border-radius: 6px; padding: 12px; margin: 12px 0;">
<span style="color: #88ff88; font-weight: bold;">💡 Key Takeaway:</span> <span style="color: #cccccc;">There is '''no hard cap''' on Luck on Banes World, and having extremely high Luck (even 12,000+) will '''never''' reduce your loot quality or wrap around to hurt you. However, anything beyond approximately '''4,000 Luck''' provides no additional benefit for standard loot generation. The returns flatten out significantly after '''1,200 Luck'''.</span>
<span style="color: #88ff88; font-weight: bold;">Note:</span> <span style="color: #cccccc;">The 4,000 soft cap applies only to standard loot rolls. [[Paragons|Paragon artifact]] drops and the [[Doom |Doom Gauntlet]] / [[Tamer's Gauntlet|Tamer's Gauntlet]] point systems use '''√Luck''' directly, so Luck continues providing meaningful benefit well beyond 4,000 for those systems.</span>
</div>
</div>


== What Luck Actually Does to Loot ==
== What Luck Does to Loot ==


Luck affects loot generation in two specific ways when a creature dies:
Luck affects loot generation in two specific ways when a creature dies:
Line 91: Line 85:
=== 1. Bonus Loot Reroll ===
=== 1. Bonus Loot Reroll ===


Each creature has a loot table made up of multiple entries, each with its own drop chance. When the game rolls each entry and the '''first one fails''', your Luck Chance is checked. If it passes, that one failed entry gets a '''second roll''' — a second chance to appear. This reroll happens at most '''once per creature kill''', not once per loot entry.
Each creature has a loot table made up of multiple entries, each with its own drop chance. When the first entry fails its roll, your Luck Chance is checked. If it passes, that one failed entry gets a '''second roll'''. This reroll happens at most '''once per creature kill''', not once per loot entry.


<div style="background-color: #12121f; border-left: 4px solid #5577aa; padding: 12px; margin: 12px 0;">
<div style="background-color: #12121f; border-left: 4px solid #5577aa; padding: 12px; margin: 12px 0;">
<span style="color: #88aaff;">'''Example:'''</span> A creature's loot table has three magic item entries with a 76.3%, 76.3%, and 61.7% chance. If the first entry (76.3%) fails its roll, and your Luck Chance passes, that first entry gets rolled again. The other two entries do not get rerolls from luck even if they also fail.
<span style="color: #88aaff;">'''Example:'''</span> A Rich-tier creature's loot table has three magic item entries with 76.3%, 76.3%, and 61.7% chances. If the first entry fails, and your Luck Chance passes, that entry gets rolled again. The other two entries do not benefit from this reroll even if they also fail.
</div>
</div>


=== 2. Bonus Magic Properties ===
=== 2. Bonus Magic Properties ===


When a magic item (weapon, armor, jewelry, or hat) is generated, the game rolls for how many '''bonus properties''' it receives. If the roll results in fewer properties than the maximum allowed, your Luck Chance is checked one more time. If it passes, the item receives '''+1 additional property'''.
When a magic item (weapon, armor, jewelry, or hat) drops, the game rolls for how many '''bonus properties''' it receives. If the result is fewer than the maximum allowed for that creature tier, your Luck Chance is checked. If it passes, the item gets '''+1 additional property'''.


The base bonus property distribution for a 5-property-max item (such as those from FilthyRich or UltraRich loot packs) is:
The base bonus property distribution for a 5-property-max item (such as those from Filthy Rich or Ultra Rich loot packs):


{| class="wikitable" style="text-align: center; margin: 12px 0;"
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
|- style="background-color: #1a1a2e; color: #c9a84c;"
! style="padding: 6px 12px;" | '''Bonus Properties'''
! style="padding: 6px 12px;" | '''Bonus Properties'''
! style="padding: 6px 12px;" | '''Base Chance'''
! style="padding: 6px 12px;" | '''Base Chance'''
! style="padding: 6px 12px;" | '''With Max Luck'''
! style="padding: 6px 12px;" | '''With Max Luck'''
|-
|-
| 0 (1 total) || 30.0% || ''Becomes 1 total → rolled up to 1 bonus''
| 0 (1 total) || 30.0% || Becomes 1 bonus (2 total)
|-
|-
| 1 (2 total) || 25.0% || May become 2
| 1 (2 total) || 25.0% || May become 2 (3 total)
|-
|-
| 2 (3 total) || 20.0% || May become 3
| 2 (3 total) || 20.0% || May become 3 (4 total)
|-
|-
| 3 (4 total) || 15.0% || May become 4
| 3 (4 total) || 15.0% || May become 4 (5 total)
|-
|-
| 4 (5 total) || 9.0% || May become 5
| 4 (5 total) || 9.0% || May become 5 (6 total)
|- style="background-color: #1a1a2e;"
|- style="background-color: #1a1a2e;"
| 5 (6 total) || 1.0% || ''Already at max — Luck has no effect''
| 5 (6 total) || 1.0% || Already at max — no effect
|}
|}


<div style="background-color: #1a1a2e; border: 1px solid #aa5555; border-radius: 6px; padding: 12px; margin: 12px 0;">
Luck adds at most '''+1 property''' per item. It cannot push an item above the creature's maximum property cap, and it does not affect property intensity (how strong each roll is) — that is determined by the creature's loot tier.
<span style="color: #ff8888; font-weight: bold;">⚠ Important:</span> <span style="color: #cccccc;">Luck adds at most '''+1 bonus property''' per item. It does '''not''' guarantee maximum properties, and it cannot push an item above the creature's maximum property cap. The intensity (how strong each property rolls) is influenced by the creature tier, not directly by Luck in the loot pack system.</span>
</div>


== Luck and Tamers / Pets ==
== Luck and Tamers / Pets ==


<div style="background-color: #12121f; border-left: 4px solid #aa77cc; padding: 12px; margin: 12px 0;">
<div style="background-color: #12121f; border-left: 4px solid #aa77cc; padding: 12px; margin: 12px 0;">
<span style="color: #cc99ff; font-weight: bold;">🐉 Great news for tamers:</span> <span style="color: #cccccc;">Your Luck stat applies fully regardless of whether your pet did all the damage or landed the killing blow.</span>
<span style="color: #cc99ff; font-weight: bold;">Great news for tamers:</span> <span style="color: #cccccc;">Your Luck stat applies fully regardless of whether your pet did all the damage or landed the killing blow.</span>
</div>
</div>


The looting rights system is specifically designed to credit pet damage to the owner. When your pet attacks a creature, the game internally records you (the owner) as the '''responsible party''' for that damage. When the creature dies and the server determines whose Luck to use, it looks at the looting rights list — and only '''PlayerMobile''' entries appear on that list. Pets are filtered out entirely.
The looting rights system credits pet damage to the owner. When your pet attacks a creature, the game records you as the responsible party for that damage. When the creature dies and the server determines whose Luck to use, only player entries appear in the looting rights list — pets are filtered out entirely.
 
'''The chain works like this:'''
 
# Your pet deals damage to a creature
# The damage entry records the pet as the direct source, but also records ''you'' as the responsible master
# When the creature dies, <code>GetLootingRights()</code> credits pet damage to you
# <code>GetLuckChanceForKiller()</code> finds the highest-damage player with looting rights — that's you
# Your '''RealLuck''' (from your gear) is used for all luck calculations


This means:
This means:
Line 146: Line 130:
* It does '''not''' matter if your pet dealt 100% of the damage
* It does '''not''' matter if your pet dealt 100% of the damage
* '''Your''' Luck stat on '''your''' gear is what counts
* '''Your''' Luck stat on '''your''' gear is what counts
* The pet's own Luck value (which is typically 0) is never used
* Your pet's own Luck value (which is typically 0) is never used
 
=== Tips for Tamers ===
 
* Stack Luck on '''your character's''' equipment — your pet's gear has no effect on luck
* If you are in a party, fame and karma are split among party members, but the luck benefit comes from whoever dealt the most total damage (including via pets)
* If multiple players are fighting the same creature, the one whose combined personal + pet damage is highest will have their Luck used
 
== Paragons ==
 
<div style="background-color: #1a1a2e; border: 2px solid #c9a959; border-radius: 8px; padding: 16px; margin-bottom: 16px;">
<span style="font-size: 1.2em; color: #c9a959; font-weight: bold;">✦ Paragon Creatures</span>
</div>
 
Paragons are elite versions of normal creatures that spawn with the distinctive '''golden hue''' (hue 0x501). They are significantly more powerful than their base counterparts but offer better loot, a chance at unique artifacts, and can carry locked Paragon Chests.
 
=== Where Paragons Spawn ===
 
Paragons can appear on the following facets:
* '''Ilshenar'''
* '''Felucca'''
* '''Tokuno Islands'''
* '''Ter Mur'''
 
They do '''not''' spawn in Trammel, Malas, or custom facets.


=== Spawn Chance ===
Stack Luck on '''your character's''' equipment. Your pet's gear has no effect on luck calculations.


Any eligible creature has a chance to spawn as a Paragon based on its Fame. Higher-fame creatures are slightly more likely to become Paragons:
If multiple players fight the same creature, the player whose combined personal + pet damage is highest will have their Luck used for that creature's loot.
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Creature Fame'''
! style="padding: 6px 12px;" | '''Paragon Chance'''
|-
| 500 – 3,199 || 1 in 20 (5.0%)
|-
| 3,200 – 6,399 || 1 in 19 (5.3%)
|-
| 6,400 – 9,599 || 1 in 18 (5.6%)
|-
| 9,600 – 12,799 || 1 in 17 (5.9%)
|-
| 12,800 – 15,999 || 1 in 15 (6.7%)
|-
| 16,000 – 19,199 || 1 in 14 (7.1%)
|- style="background-color: #1a1a2e;"
| 32,000 || 1 in 10 (10.0%)
|}
 
The following creatures '''cannot''' become Paragons: Champion Bosses, the Harrower, Vendors, Escorts, and Clones.
 
=== Paragon Stat Buffs ===
 
When a creature becomes a Paragon, it receives substantial bonuses:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Stat'''
! style="padding: 6px 12px;" | '''Buff'''
|-
| Hit Points || '''×5.0''' (500% of normal)
|-
| Strength || ×1.05
|-
| Intelligence || ×1.20
|-
| Dexterity || ×1.20
|-
| All Skills || ×1.20
|-
| Movement Speed || ×1.20 faster
|-
| Min/Max Damage || +5
|-
| Fame || ×1.40
|-
| Karma || ×1.40
|}
 
Paragons also receive +40 bonus to hit point, stamina, and mana regeneration rates. They cannot flee and cannot be tamed.
 
=== Paragon Bonus Loot ===
 
In addition to their normal loot table, Paragons receive an extra loot pack based on their Fame:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Fame Range'''
! style="padding: 6px 12px;" | '''Bonus Loot Pack'''
|-
| Under 1,250 || Meager
|-
| 1,250 – 2,499 || Average
|-
| 2,500 – 4,999 || Rich
|-
| 5,000 – 9,999 || Filthy Rich
|-
| 10,000+ || Ultra Rich
|}
 
=== Paragon Chests ===
 
Every Paragon has a '''10% chance''' to carry a locked Paragon Chest. The chest level is determined by the creature's treasure map level. The chest requires Lockpicking to open and is protected by an explosion trap.
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Chest Level'''
! style="padding: 6px 12px;" | '''Gold'''
! style="padding: 6px 12px;" | '''Scrolls'''
! style="padding: 6px 12px;" | '''Magic Items'''
! style="padding: 6px 12px;" | '''Reagent Stacks'''
! style="padding: 6px 12px;" | '''Gems'''
! style="padding: 6px 12px;" | '''Treasure Map'''
! style="padding: 6px 12px;" | '''Lockpicking Required'''
|-
| 1 || 200 || 1 || 2 || 1 (40–60 ea.) || 1 || Level 2 || 36
|-
| 2 || 400 || 2 || 4 || 2 (40–60 ea.) || 2 || Level 3 || 76
|-
| 3 || 600 || 3 || 6 || 3 (40–60 ea.) || 3 || Level 4 || 84
|-
| 4 || 800 || 4 || 8 || 4 (40–60 ea.) || 4 || Level 5 || 92
|-
| 5 || 1,000 || 5 || 10 || 5 (40–60 ea.) || 5 || Level 6 || 100
|-
| 6 || 1,200 || 6 || 12 || 6 (40–60 ea.) || 6 || Level 7 || 100
|}
 
Paragons also have a '''20% chance''' to drop a chocolatiering ingredient (Cocoa Butter, Cocoa Liquor, Sack of Sugar, or Vanilla).
 
=== Paragon Artifacts ===
 
Paragons have a chance to drop one of the following unique artifacts when killed. The drop chance is based on the creature's Fame and the killer's Luck.
 
'''Artifact List:'''
<div style="column-count: 3; -moz-column-count: 3; -webkit-column-count: 3; padding: 8px;">
* Gold Bricks
* Phillip's Wooden Steed
* Alchemist's Bauble
* Arctic Death Dealer
* Blaze of Death
* Bow of the Juka King
* Burglar's Bandana
* Cavorting Club
* Enchanted Titan Leg Bone
* Gwenno's Harp
* Iolo's Lute
* Luna Lance
* Night's Kiss
* Nox Ranger's Heavy Crossbow
* Orcish Visage
* Polar Bear Mask
* Shield of Invulnerability
* Staff of Power
* Violet Courage
* Heart of the Lion
* Wrath of the Dryad
* Pixie Swatter
* Gloves of the Pugilist
</div>
 
=== Paragon Artifact Drop Chance ===
 
The artifact chance formula incorporates both the creature's Fame and your Luck. Both matter significantly:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Creature Fame'''
! style="padding: 6px 12px;" | '''0 Luck'''
! style="padding: 6px 12px;" | '''500 Luck'''
! style="padding: 6px 12px;" | '''1,000 Luck'''
! style="padding: 6px 12px;" | '''2,000 Luck'''
! style="padding: 6px 12px;" | '''4,000 Luck'''
|-
| 5,000 || 1 in 90 || 1 in 70 || 1 in 62 || 1 in 50 || 1 in 33
|-
| 10,000 || 1 in 60 || 1 in 47 || 1 in 41 || 1 in 33 || 1 in 22
|-
| 15,000 || 1 in 43 || 1 in 33 || 1 in 29 || 1 in 23 || 1 in 15
|-
| 20,000 || 1 in 30 || 1 in 23 || 1 in 20 || 1 in 16 || 1 in 11
|-
| 25,000 || 1 in 20 || 1 in 16 || 1 in 14 || 1 in 11 || 1 in 7
|- style="background-color: #1a1a2e;"
| 32,000 || 1 in 10 || 1 in 7 || 1 in 7 || 1 in 5 || 1 in 3
|}
 
<div style="background-color: #1a1a2e; border: 1px solid #557733; border-radius: 6px; padding: 12px; margin: 12px 0;">
<span style="color: #88ff88; font-weight: bold;">💡 Tip:</span> <span style="color: #cccccc;">Unlike the standard loot system where Luck soft-caps around 4,000, the Paragon artifact formula uses a '''square root''' of your Luck. This means Luck continues to provide meaningful benefit for artifact drops well beyond 4,000. For Paragon farming specifically, stacking as much Luck as possible is worthwhile.</span>
</div>


== Loot Tiers ==
== Loot Tiers ==


Different creatures use different loot packs, which determine the base quality and quantity of their drops. Here is a summary of the standard tiers:
Different creatures use different loot packs, which determine the base quality and quantity of their drops:


{| class="wikitable" style="text-align: center; margin: 12px 0;"
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
|- style="background-color: #1a1a2e; color: #c9a84c;"
! style="padding: 6px 12px;" | '''Tier'''
! style="padding: 6px 12px;" | '''Tier'''
! style="padding: 6px 12px;" | '''Gold Range'''
! style="padding: 6px 12px;" | '''Gold Range'''
Line 366: Line 163:
|}
|}


The '''Intensity Range''' determines how strong each individual property rolls. A 25–100% minimum intensity means the worst possible roll on any property is still 25% of its maximum value — this is why Ultra Rich and Super Boss tier creatures tend to drop items with noticeably higher-quality stats.
The '''Intensity Range''' determines how strong each individual property rolls. A minimum intensity of 25% means the worst possible roll on any property is 25% of its maximum value — this is why Ultra Rich and Super Boss tier creatures tend to drop items with noticeably higher-quality stats.
 
== Doom Gauntlet ==
 
<div style="background-color: #1a1a2e; border: 2px solid #c9a959; border-radius: 8px; padding: 16px; margin-bottom: 16px;">
<span style="font-size: 1.2em; color: #c9a959; font-weight: bold;">💀 Doom Gauntlet — Artifact System</span>
</div>
 
The Doom Gauntlet features a progressive '''points-based''' artifact system. Each boss kill awards you points, and your accumulated points increase your chance of receiving a Doom artifact. When an artifact drops, your points reset to zero and you begin building toward the next one.
 
=== Doom Bosses ===
 
The following bosses qualify for the Doom point system:
 
<div style="column-count: 3; -moz-column-count: 3; -webkit-column-count: 3; padding: 8px;">
* Abysmal Horror
* Darknight Creeper
* Flesh Renderer
* Impaler
* Shadow Knight
* Demon Knight
</div>
 
=== How Doom Points Work ===
 
When you land the killing blow on a Doom boss, you earn points using this formula:
 
<div style="background-color: #0d0d1a; border: 1px solid #444; padding: 12px; font-family: monospace; margin: 12px 0;">
Points = ( Boss Fame × (1 + √Luck ÷ 100) ) ÷ 2
</div>
 
Your Luck directly increases the points earned per kill. Higher-fame bosses also award more points.
 
<div style="background-color: #1a1a2e; border: 1px solid #aa5555; border-radius: 6px; padding: 12px; margin: 12px 0;">
<span style="color: #ff8888; font-weight: bold;">⚠ Important:</span> <span style="color: #cccccc;">In Doom, only the player who lands the '''killing blow''' receives points. This is different from the Tamer's Gauntlet, which distributes points to all qualifying participants based on damage dealt.</span>
</div>


=== Points Per Boss Kill ===
== Luck Investment Guide ==


{| class="wikitable" style="text-align: center; margin: 12px 0;"
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
|- style="background-color: #1a1a2e; color: #c9a84c;"
! style="padding: 6px 12px;" | '''Boss Fame'''
! style="padding: 6px 16px;" | '''Luck Range'''
! style="padding: 6px 12px;" | '''0 Luck'''
! style="padding: 6px 16px;" | '''Benefit Level'''
! style="padding: 6px 12px;" | '''500 Luck'''
! style="padding: 6px 16px;" | '''Recommendation'''
! style="padding: 6px 12px;" | '''1,000 Luck'''
! style="padding: 6px 12px;" | '''2,000 Luck'''
! style="padding: 6px 12px;" | '''4,000 Luck'''
|-
|-
| 10,000 || 5,000 || 6,118 || 6,581 || 7,236 || 8,162
| 0 – 200 || Minimal || Very little difference in loot quality
|-
|-
| 15,000 || 7,500 || 9,177 || 9,871 || 10,854 || 12,243
| 200 – 600 || Noticeable || Good starting point; each upgrade feels meaningful
|-
|-
| 18,000 || 9,000 || 11,012 || 11,846 || 13,024 || 14,692
| 600 – 1,200 || Strong || Sweet spot for cost vs. benefit on most gear setups
|-
|- style="background-color: #1a1a2e;"
| 22,000 || 11,000 || 13,459 || 14,478 || 15,919 || 17,957
| 1,200 – 2,000 || Very Strong || Significant advantage; reroll chance above 50%
|-
|-
| 25,000 || 12,500 || 15,295 || 16,452 || 18,090 || 20,405
| 2,000 – 4,000 || Near Maximum || Approaching 100% reroll; still helps artifact systems
|}
 
=== Artifact Drop Chance ===
 
Your artifact chance increases exponentially as points accumulate. The chance per kill follows the formula:
 
<div style="background-color: #0d0d1a; border: 1px solid #444; padding: 12px; font-family: monospace; margin: 12px 0;">
Chance = 0.000863 × 10<sup>(0.00000426 × Points)</sup>
</div>
 
This creates a "pity timer" effect — the longer you go without an artifact, the higher your chance becomes on the next kill, eventually reaching 100%.
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Accumulated Points'''
! style="padding: 6px 12px;" | '''Artifact Chance'''
! style="padding: 6px 12px;" | '''~Boss Kills (18k Fame, 0 Luck)'''
|-
| 0 || 0.09% || 0
|-
| 50,000 || 0.14% || ~6
|-
| 100,000 || 0.23% || ~11
|-
| 200,000 || 0.61% || ~22
|-
| 300,000 || 1.63% || ~33
|-
| 400,000 || 4.35% || ~44
|-
| 500,000 || 11.58% || ~56
|-
| 600,000 || 30.86% || ~67
|- style="background-color: #0d3300; color: #88ff88;"
|- style="background-color: #0d3300; color: #88ff88;"
| '''720,000''' || '''100%''' || '''~80'''
| 4,000+ || Capped for Loot || No further loot benefit; still helps Paragons, Doom & Gauntlet artifacts
|}
 
=== Average Kills Per Artifact ===
 
Since points reset on each artifact drop, the practical average number of boss kills between artifacts depends on your Luck:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Boss Fame'''
! style="padding: 6px 12px;" | '''Your Luck'''
! style="padding: 6px 12px;" | '''Avg. Kills Per Artifact'''
|-
| 18,000 || 0 || ~46
|-
| 18,000 || 500 || ~40
|-
| 18,000 || 1,000 || ~37
|-
| 18,000 || 2,000 || ~35
|-
| 22,000 || 0 || ~40
|-
| 22,000 || 1,000 || ~32
|}
 
<div style="background-color: #1a1a2e; border: 1px solid #557733; border-radius: 6px; padding: 12px; margin: 12px 0;">
<span style="color: #88ff88; font-weight: bold;">💡 Key Insight:</span> <span style="color: #cccccc;">Unlike the standard loot system where Luck soft-caps at ~4,000, the Doom point system uses '''√Luck''' directly in the points formula, so Luck continues to provide meaningful benefit well beyond the standard cap. Every point of Luck makes each boss kill worth more progress toward your next artifact.</span>
</div>
 
=== Doom Artifact List ===
 
The following artifacts can drop from the Doom Gauntlet:
 
<div style="column-count: 3; -moz-column-count: 3; -webkit-column-count: 3; padding: 8px;">
* Legacy of the Dread Lord
* The Taskmaster
* The Dragon Slayer
* Armor of Fortune
* Gauntlets of Nobility
* Helm of Insight
* Holy Knight's Breastplate
* Jackal's Collar
* Leggings of Bane
* Midnight Bracers
* Ornate Crown of the Harrower
* Shadow Dancer Leggings
* Tunic of Fire
* Voice of the Fallen King
* Bracelet of Health
* Ornament of the Magician
* Ring of the Elements
* Ring of the Vile
* Aegis
* Arcane Shield
* Axe of the Heavens
* Blade of Insanity
* Bone Crusher
* Breath of the Dead
* Frostbringer
* Serpent's Fang
* Staff of the Magi
* The Berserker's Maul
* The Dryad Bow
* Divine Countenance
* Hat of the Magi
* Hunter's Headdress
* Spirit of the Totem
</div>
 
Additionally, the following exclusive rewards may drop:
 
<div style="column-count: 2; -moz-column-count: 2; -webkit-column-count: 2; padding: 8px;">
* Glenda
* Bow of the Infinite Swarm
* The Deceiver
* The Scholar's Halo
* Doom Recipe Scroll
* Random Reforged Artifact (runic-quality random item)
</div>
 
== Tamer's Gauntlet ==
 
<div style="background-color: #1a1a2e; border: 2px solid #c9a959; border-radius: 8px; padding: 16px; margin-bottom: 16px;">
<span style="font-size: 1.2em; color: #c9a959; font-weight: bold;">🐉 Tamer's Gauntlet — Rewards & Luck</span>
</div>
 
The Tamer's Gauntlet is a custom PvE encounter featuring six boss fights with a three-tier reward system: guaranteed drops, bonus consumables, and a progressive artifact system. Unlike Doom, the Tamer's Gauntlet distributes rewards to '''all qualifying participants''' based on damage dealt, making it group-friendly.
 
=== Tamer's Gauntlet Bosses ===
 
The following bosses are part of the Tamer's Gauntlet:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Boss'''
|-
| Feral Packmother
|-
| Venomous Broodqueen
|-
| Primal Behemoth
|-
| Spectral Wyrm
|-
| Ancient Beast Lord
|-
| Beastmaster Kael
|}
 
=== Who Qualifies for Rewards ===
 
To qualify for rewards, a player must meet '''all''' of the following:
 
* Dealt enough damage to earn looting rights on the boss
* Be '''alive''' when the boss dies
* Be on the '''same map''' as the boss
* Be within '''100 tiles''' of the boss when it dies
 
Pet damage counts toward the owner's total, just like standard looting rights.
 
=== Reward Tier 1: Guaranteed Drops ===
 
Every qualifying participant receives these rewards on '''every boss kill''', regardless of damage dealt:
 
<div style="background-color: #12121f; border-left: 4px solid #88ff88; padding: 12px; margin: 12px 0;">
<span style="color: #88ff88; font-weight: bold;">✓ 20 Pet Powerscroll Credits</span> — added directly to your backpack on each boss kill, every time.
</div>
 
=== Reward Tier 2: Bonus Consumables (40% Chance) ===
 
Each qualifying participant has an independent '''40% chance''' to receive a bonus consumable. If triggered, one item is selected at random from the following table:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Consumable'''
! style="padding: 6px 12px;" | '''Chance If Triggered'''
! style="padding: 6px 12px;" | '''Overall Chance Per Kill'''
|-
| Double Pet XP Scroll || 14.3% || 5.7%
|-
| Mating Cooldown Potion || 14.3% || 5.7%
|-
| Pet Bonding Potion || 14.3% || 5.7%
|-
| Pet Title Deed || 14.3% || 5.7%
|-
| Pet Gender Change Potion || 14.3% || 5.7%
|-
| Pet Level Deed || 14.3% || 5.7%
|-
| Pet Powerscroll (130.0) || 14.3% || 5.7%
|}
 
=== Reward Tier 3: Artifact System (Points-Based) ===
 
The Tamer's Gauntlet uses the same progressive points system as the Doom Gauntlet, but with one key difference: '''points are scaled by your share of the total damage'''.
 
<div style="background-color: #0d0d1a; border: 1px solid #444; padding: 12px; font-family: monospace; margin: 12px 0;">
Points = ( Boss Fame × (1 + √Luck ÷ 100) ) ÷ 2 × ''Your Damage %''
</div>
 
Your accumulated points increase your chance of receiving an artifact on each subsequent kill. When you receive an artifact, your points reset to zero.
 
==== Damage Scaling Example ====
 
<div style="background-color: #12121f; border-left: 4px solid #5577aa; padding: 12px; margin: 12px 0;">
<span style="color: #88aaff;">'''Example:'''</span> Three players fight a boss with 18,000 Fame. All have 0 Luck. The base point award would be 9,000 points.
 
* '''Player A''' deals 50% of total damage → receives '''4,500 points'''
* '''Player B''' deals 30% of total damage → receives '''2,700 points'''
* '''Player C''' deals 20% of total damage → receives '''1,800 points'''
* All three still receive 20 PetPSCredits and the 40% consumable roll regardless of damage share
</div>
 
If you solo a boss, you receive 100% of the points — identical to how Doom works.
 
==== Artifact Chance Curve ====
 
The artifact chance formula is the same as Doom:
 
<div style="background-color: #0d0d1a; border: 1px solid #444; padding: 12px; font-family: monospace; margin: 12px 0;">
Chance = 0.000863 × 10<sup>(0.00000426 × Points)</sup>
</div>
 
See the [[#Artifact Drop Chance|Doom artifact chance table]] above — the same curve applies here. The difference is that your points accumulate more slowly if you share damage with other players.
 
==== How Luck Helps ====
 
Luck benefits you in '''two ways''' in the Tamer's Gauntlet:
 
# '''More points per kill''' — Luck directly increases the point formula via √Luck, so every kill moves you closer to the guaranteed artifact threshold
# '''Standard loot on the boss''' — The boss's regular loot table also benefits from your Luck (reroll chance and bonus properties), just like any other creature
 
=== Tamer's Gauntlet Artifact Rewards ===
 
When the artifact system triggers, you receive one of the following unique rewards:
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 12px;" | '''Artifact Reward'''
|-
| Breeding Claim Book
|-
| Pet Living Statue Deed
|-
| Noble Cu Sidhe Trapped in Crystal
|-
| Shadow Horse Trapped in Crystal
|-
| Breeder's Talisman
|-
| Beastcaller Whip
|-
| Druid's Pet Whistle
|-
| Pet Accessory Key
|}
 
Each artifact has an equal chance of being selected. If your backpack is full, the item will be placed in your bank box. If both are full, it will drop at your feet.
 
=== Doom vs. Tamer's Gauntlet: Key Differences ===
 
{| class="wikitable" style="text-align: center; margin: 12px 0;"
|- style="background-color: #1a1a2e; color: #c9a959;"
! style="padding: 6px 16px;" | '''Feature'''
! style="padding: 6px 16px;" | '''Doom Gauntlet'''
! style="padding: 6px 16px;" | '''Tamer's Gauntlet'''
|-
| Who gets points || Killing blow only || All qualifying damagers
|-
| Point scaling || 100% to killer || Scaled by damage %
|-
| Guaranteed drops || None || 20 PetPSCredits per kill
|-
| Bonus consumable || None || 40% chance per kill
|-
| Artifact formula || Same || Same
|-
| Points reset on artifact || Yes || Yes
|-
| Luck affects points || Yes (√Luck) || Yes (√Luck)
|-
| Proximity requirement || N/A || Within 100 tiles
|-
| Must be alive || Yes || Yes
|}
|}


== Frequently Asked Questions ==
== Frequently Asked Questions ==


<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<div style="background-color: #12121f; border-left: 4px solid #c9a84c; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: Does Luck have a cap?</span><br/>
<span style="color: #c9a84c; font-weight: bold;">Q: Can having too much Luck hurt me?</span><br/>
<span style="color: #cccccc;">There is no hard cap. However, for standard loot generation, anything above ~4,000 Luck provides no additional benefit. For Paragon artifacts, higher Luck continues to help beyond 4,000.</span>
<span style="color: #cccccc;">No. There is no overflow, wraparound, or negative effect from extremely high Luck values. 12,000 Luck is functionally identical to 4,000 Luck for standard loot, and strictly better for Paragon and Doom/Gauntlet artifact systems.</span>
</div>
 
<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: Can having too much Luck hurt me?</span><br/>
<span style="color: #cccccc;">No. There is no overflow, wraparound, or negative effect from extremely high Luck values. 12,000 Luck is functionally identical to 4,000 Luck for loot, and strictly better for Paragon artifacts.</span>
</div>
 
<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: Does my pet's Luck matter?</span><br/>
<span style="color: #cccccc;">No. Pet damage is attributed to the owner for looting rights purposes. Only '''your''' character's Luck stat (from your gear) is used for loot calculations, even if your pet did 100% of the damage.</span>
</div>
</div>


<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<div style="background-color: #12121f; border-left: 4px solid #c9a84c; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: Does the killing blow matter for Luck?</span><br/>
<span style="color: #c9a84c; font-weight: bold;">Q: Does the killing blow matter for Luck?</span><br/>
<span style="color: #cccccc;">No. The system uses '''total damage dealt''' to determine whose Luck applies, not who landed the final hit. The player (including their pets' damage) who dealt the most overall damage has their Luck used.</span>
<span style="color: #cccccc;">For standard loot — no. The system uses total damage dealt. For the Doom Gauntlet specifically — yes, only the killing blow earns Doom points. The Tamer's Gauntlet awards points to all qualifying damagers.</span>
</div>
</div>


<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<div style="background-color: #12121f; border-left: 4px solid #c9a84c; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: Does Luck affect how much gold a creature drops?</span><br/>
<span style="color: #c9a84c; font-weight: bold;">Q: Does Luck affect how much gold drops?</span><br/>
<span style="color: #cccccc;">No. Gold amounts are determined by fixed dice rolls per creature type and are not influenced by Luck.</span>
<span style="color: #cccccc;">No. Gold amounts are fixed dice rolls per creature type.</span>
</div>
</div>


<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<div style="background-color: #12121f; border-left: 4px solid #c9a84c; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: In a party, whose Luck is used?</span><br/>
<span style="color: #c9a84c; font-weight: bold;">Q: In a party, whose Luck is used?</span><br/>
<span style="color: #cccccc;">Luck is determined individually, not by party. The single player who dealt the most total damage (including their pets) among those with looting rights has their Luck applied to the loot generation. Party membership does not pool or average Luck.</span>
<span style="color: #cccccc;">The single player who dealt the most total damage (including pets) among those with looting rights. Party membership does not pool or average Luck.</span>
</div>
</div>


<div style="background-color: #12121f; border-left: 4px solid #c9a959; padding: 12px; margin-bottom: 12px;">
<div style="background-color: #12121f; border-left: 4px solid #c9a84c; padding: 12px; margin-bottom: 12px;">
<span style="color: #c9a959; font-weight: bold;">Q: Where is the best place to farm Paragons?</span><br/>
<span style="color: #c9a84c; font-weight: bold;">Q: Does my pet's Luck matter?</span><br/>
<span style="color: #cccccc;">Paragons spawn in Ilshenar, Felucca, Tokuno, and Ter Mur. High-fame creatures in these facets have the best chance of spawning as Paragons (up to 10% for 32,000 fame creatures) and offer the best artifact drop rates. Felucca also doubles certain carving resources.</span>
<span style="color: #cccccc;">No. Pet damage is attributed to the owner. Only your character's Luck from your gear is used, even if your pet dealt 100% of the damage.</span>
</div>
</div>


== Summary: Luck Investment Guide ==
== See Also ==


{| class="wikitable" style="text-align: center; margin: 12px 0;"
* [[Paragons]]
|- style="background-color: #1a1a2e; color: #c9a959;"
* [[Doom |Doom Gauntlet]]
! style="padding: 6px 16px;" | '''Luck Range'''
* [[Tamer's Gauntlet]]
! style="padding: 6px 16px;" | '''Benefit Level'''
! style="padding: 6px 16px;" | '''Recommendation'''
|-
| 0 – 200 || Minimal || You'll notice very little difference in loot quality
|-
| 200 – 600 || Noticeable || A good starting point; each upgrade feels meaningful
|-
| 600 – 1,200 || Strong || Sweet spot for cost vs. benefit on most gear setups
|- style="background-color: #1a1a2e;"
| 1,200 – 2,000 || Very Strong || Significant advantage; reroll chance above 50%
|-
| 2,000 – 4,000 || Near Maximum || Approaching 100% reroll chance; still helps Paragon artifacts
|- style="background-color: #0d3300; color: #88ff88;"
| 4,000+ || Capped for Loot || No further loot benefit; still helps Paragon artifact chance
|}


[[Category:Guides]]
[[Category:Guides]]
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
[[Category:Loot]]
[[Category:Loot]]

Latest revision as of 21:26, 5 July 2026

Luck System
HOW LUCK AFFECTS YOUR LOOT

Overview

Luck is a character stat that improves the quality and quantity of loot dropped by creatures you kill. It is derived from equipment — certain magic armor, weapons, and jewelry can provide Luck bonuses that stack together.

Luck affects:

  • Whether a bonus loot roll occurs when a creature dies
  • The number of magic properties on dropped equipment
  • Points earned in the Doom Gauntlet and Tamer's Gauntlet artifact systems
  • Your chance at receiving a Paragon artifact

Luck does not affect:

  • Gold amounts dropped by creatures
  • Skill gain rates
  • Crafting success or exceptional chance
  • Resource gathering (mining, lumberjacking, etc.)

The Luck Formula

When a creature dies, the server determines who receives the luck benefit by finding the player who dealt the most total damage among everyone with looting rights. That player's Luck stat is then converted into a Luck Chance value:

Luck Chance = Luck(1 ÷ 1.8) × 100

This produces a number compared against a random roll out of 10,000. The formula has diminishing returns — each additional point of Luck gives slightly less benefit than the last. There is no hard cap on Luck, and extremely high values will never reduce your loot quality or wrap around to hurt you.

Luck Chance Reference

Luck Luck Chance Effective % Notes
0 0 0.0% No luck benefit
100 1,291 12.9%
200 1,898 19.0%
400 2,789 27.9%
600 3,494 34.9%
800 4,100 41.0%
1,000 4,641 46.4%
1,200 5,136 51.4% Historical pre-SE cap (not enforced)
1,500 5,814 58.1%
2,000 6,821 68.2%
2,500 7,722 77.2%
3,000 8,545 85.5%
3,500 9,309 93.1%
~3,981 10,000 100.0% ← Effective soft cap
4,000+ 10,000+ 100.0% No additional loot benefit

Anything above approximately 4,000 Luck provides no further benefit for standard loot generation. The returns flatten significantly after about 1,200 Luck.

Note: The 4,000 soft cap applies only to standard loot rolls. Paragon artifact drops and the Doom Gauntlet / Tamer's Gauntlet point systems use √Luck directly, so Luck continues providing meaningful benefit well beyond 4,000 for those systems.

What Luck Does to Loot

Luck affects loot generation in two specific ways when a creature dies:

1. Bonus Loot Reroll

Each creature has a loot table made up of multiple entries, each with its own drop chance. When the first entry fails its roll, your Luck Chance is checked. If it passes, that one failed entry gets a second roll. This reroll happens at most once per creature kill, not once per loot entry.

Example: A Rich-tier creature's loot table has three magic item entries with 76.3%, 76.3%, and 61.7% chances. If the first entry fails, and your Luck Chance passes, that entry gets rolled again. The other two entries do not benefit from this reroll even if they also fail.

2. Bonus Magic Properties

When a magic item (weapon, armor, jewelry, or hat) drops, the game rolls for how many bonus properties it receives. If the result is fewer than the maximum allowed for that creature tier, your Luck Chance is checked. If it passes, the item gets +1 additional property.

The base bonus property distribution for a 5-property-max item (such as those from Filthy Rich or Ultra Rich loot packs):

Bonus Properties Base Chance With Max Luck
0 (1 total) 30.0% Becomes 1 bonus (2 total)
1 (2 total) 25.0% May become 2 (3 total)
2 (3 total) 20.0% May become 3 (4 total)
3 (4 total) 15.0% May become 4 (5 total)
4 (5 total) 9.0% May become 5 (6 total)
5 (6 total) 1.0% Already at max — no effect

Luck adds at most +1 property per item. It cannot push an item above the creature's maximum property cap, and it does not affect property intensity (how strong each roll is) — that is determined by the creature's loot tier.

Luck and Tamers / Pets

Great news for tamers: Your Luck stat applies fully regardless of whether your pet did all the damage or landed the killing blow.

The looting rights system credits pet damage to the owner. When your pet attacks a creature, the game records you as the responsible party for that damage. When the creature dies and the server determines whose Luck to use, only player entries appear in the looting rights list — pets are filtered out entirely.

This means:

  • It does not matter if your pet lands the killing blow
  • It does not matter if your pet dealt 100% of the damage
  • Your Luck stat on your gear is what counts
  • Your pet's own Luck value (which is typically 0) is never used

Stack Luck on your character's equipment. Your pet's gear has no effect on luck calculations.

If multiple players fight the same creature, the player whose combined personal + pet damage is highest will have their Luck used for that creature's loot.

Loot Tiers

Different creatures use different loot packs, which determine the base quality and quantity of their drops:

Tier Gold Range Max Properties Intensity Range Magic Item Chances
Poor 20–40 5 0–100% 1.0% (×1)
Meager 40–80 2 / 5 0–50% / 0–100% 20.4% + 10.2%
Average 100–180 3 / 4 / 5 0–50% / 0–75% / 0–100% 32.8% + 32.8% + 19.5%
Rich 225–375 4 / 4 / 5 0–75% / 0–75% / 0–100% 76.3% + 76.3% + 61.7%
Filthy Rich 400–700 5 / 5 / 5 0–100% / 0–100% / 25–100% 79.5% + 79.5% + 77.6%
Ultra Rich 600–1,200 5 (×6) / 5 25–100% / 33–100% 100% (×7)
Super Boss 800–1,800 5 (×10) 25–100% / 33–100% / 50–100% 100% (×11)

The Intensity Range determines how strong each individual property rolls. A minimum intensity of 25% means the worst possible roll on any property is 25% of its maximum value — this is why Ultra Rich and Super Boss tier creatures tend to drop items with noticeably higher-quality stats.

Luck Investment Guide

Luck Range Benefit Level Recommendation
0 – 200 Minimal Very little difference in loot quality
200 – 600 Noticeable Good starting point; each upgrade feels meaningful
600 – 1,200 Strong Sweet spot for cost vs. benefit on most gear setups
1,200 – 2,000 Very Strong Significant advantage; reroll chance above 50%
2,000 – 4,000 Near Maximum Approaching 100% reroll; still helps artifact systems
4,000+ Capped for Loot No further loot benefit; still helps Paragons, Doom & Gauntlet artifacts

Frequently Asked Questions

Q: Can having too much Luck hurt me?
No. There is no overflow, wraparound, or negative effect from extremely high Luck values. 12,000 Luck is functionally identical to 4,000 Luck for standard loot, and strictly better for Paragon and Doom/Gauntlet artifact systems.

Q: Does the killing blow matter for Luck?
For standard loot — no. The system uses total damage dealt. For the Doom Gauntlet specifically — yes, only the killing blow earns Doom points. The Tamer's Gauntlet awards points to all qualifying damagers.

Q: Does Luck affect how much gold drops?
No. Gold amounts are fixed dice rolls per creature type.

Q: In a party, whose Luck is used?
The single player who dealt the most total damage (including pets) among those with looting rights. Party membership does not pool or average Luck.

Q: Does my pet's Luck matter?
No. Pet damage is attributed to the owner. Only your character's Luck from your gear is used, even if your pet dealt 100% of the damage.

See Also