Separate numerical Luck from the five tiers
Luck affects common die rolls, some combat status calculations, incoming damage variation, fishing checks, and item quality. It does not improve every random outcome. Ordinary double-forage chance, double-ore chance, enemy EXP, and ordinary enemy gold use other calculations.
There are two important forms of influence: calculations that use the numerical Luck stat and activity checks that use one of five Luck tiers. A current tier-calculation bug can prevent the expected tier check from completing. The tier formulas and probability tables below describe the configured rules, rather than guaranteeing that every current interaction applies the predicted result.
Bug quality has another implementation issue: only Very Lucky applies its extra quality adjustment. The other four tiers currently leave that bug-quality calculation unchanged.
Calculate the configured tier relative to level
Let B = character level × 1.5. The configured boundaries are:
| Tier | Boundary |
|---|---|
| Very Unlucky | Luck at or below floor(B × 0.34) |
| Unlucky | Luck at or below floor(B × 0.67), after excluding Very Unlucky |
| Normal | Between the unlucky boundaries and the lucky boundaries |
| Lucky | Luck at or above ceil(B × 1.33), after excluding Very Lucky |
| Very Lucky | Luck at or above ceil(B × 1.66) |
The checks run in the order Very Unlucky, Unlucky, Very Lucky, Lucky, then Normal. Equipment and active modifiers contribute to current Luck. These thresholds are relative to character level, so one fixed Luck number does not describe the same tier throughout a playthrough.
At level 20, B is 30. The configured ranges are Very Unlucky at 10 or lower, Unlucky at 11–20, Normal at 21–39, Lucky at 40–49, and Very Lucky at 50 or higher. This example follows the stated rounding rules; the calculation bug remains relevant to whether the expected tier actually applies.
Once two values are in the same functioning tier, the tier-specific activity adjustment is the same. Extra Luck within that tier can still matter to numerical combat formulas. The tier boundary is therefore useful for understanding gathering checks, but it is not the only reason the number can matter.
Understand common die modifiers
The common die begins with a uniform result from one through six. Independently, half of rolls receive the tier modifier:
| Tier | Modifier applied on half of rolls |
|---|---|
| Very Unlucky | −2 |
| Unlucky | −1 |
| Normal | 0 |
| Lucky | +1 |
| Very Lucky | +2 |
Separate bonuses are applied afterward. The final working result can be below one or above six even if the animation displays only the usual six faces. That distinction matters for tables with a 7+ branch or a result of zero or lower.
Without additional bonuses, the configured probabilities for high results are:
| Tier | Result 6 or higher | Result 7 or higher |
|---|---|---|
| Very Unlucky | 8.33% | 0% |
| Unlucky | 8.33% | 0% |
| Normal | 16.67% | 0% |
| Lucky | 25% | 8.33% |
| Very Lucky | 33.33% | 16.67% |
A requirement of exactly 6 is different from 6 or higher. A final result of 7 or 8 can pass a minimum threshold while missing an exact-number branch. More Luck is therefore not automatically better for every reward table.
The Corpse Tree guide is one example where the initial die selects a riddle before your answer resolves it. Luck can change the configured chance of selecting a branch; it cannot substitute for that riddle's correct answer or restore a limited reward already claimed.
Apply Luck to combat statuses correctly
For ordinary physical and magical state application, the numerical Luck factor is:
max(1 + (user Luck − target Luck) × 0.001, 0)
The base application chance is multiplied by the target's state rate and this Luck factor. A ten-point advantage changes the factor by 1% relatively. It does not add one percentage point directly to every status chance.
For an action with a 25% base chance and otherwise normal rates, a twenty-point Luck advantage gives 25% × 1.02 = 25.5%. A twenty-point disadvantage gives 24.5%. Neither case changes the duration or strength of the state when it lands.
Attack-state effects include their own attack-state chance. Ordinary debuffs use their applicable debuff rate with the Luck factor. Certain-hit actions can bypass the ordinary Luck calculation; Touch of Death's Soulrot is an example of a separate application rule.
A high number does not override an immunity. It also does not directly increase Critical Rate, Hit Rate, Evasion, healing, or outgoing damage. Those have their own parameters and calculations. Use the combat guide for the full battle system rather than treating Luck as an all-purpose damage stat.
Read incoming damage variation separately from defense
Numerical Luck also affects the custom variation range for standard incoming physical and magical enemy damage. The reference Luck value 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. Intermediate levels interpolate; above level 50, the reference increases by one per level.
Let L be current Luck, with negative values treated as zero, and E be the reference value. The calculation uses:
x = max(0, (L − E) / (L + E))
The minimum multiplier is 0.85 + 0.08x, and the maximum is 1.15 − 0.16x. At or below the reference value, this range stays at 85–115%.
At level 20 with Luck 50, the resulting range is approximately 87.67–109.67%, averaging 98.67%. With Luck 75, it becomes 89–107%, averaging 98%. At extremely high Luck, it approaches 93–99%, averaging 96%.
This narrows the damage variation and modestly changes its average. It is not a 96% reduction in damage, and it does not replace Defense, Magic Defense, elemental rates, or other applicable effects. The figures describe one stage of the calculation.
Distinguish fleeing from Dizzy failures
The usual flee success threshold is a die result of 4 or higher. Hard uses 5 or higher, and Nightmare uses 6 or higher. Tutorial restrictions can prevent fleeing regardless of the ordinary threshold.
| Tier | Usual threshold | Hard | Nightmare |
|---|---|---|---|
| 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% |
These are configured tier probabilities without separate bonuses. They are not a promise of a safe exit from every scripted fight.
Dizzy uses a different failure threshold. For a Dizzy player, an action fails on a die result of 2 or lower: configured failure chances are 50%, 41.67%, 33.33%, 25%, and 16.67% across the five tiers.
For a Dizzy enemy, the failure threshold is 3 or lower, and the check uses the player's Luck tier. The configured enemy failure chances are 66.67%, 58.33%, 50%, 41.67%, and 33.33%. That produces a counterintuitive result: a better player tier makes this enemy-failure check less likely. These probabilities concern failing an action while Dizzy, not the chance of applying Dizziness in the first place.
Separate fishing's three checks

Fishing uses independent checks for a doubled catch, treasure, and fish quality. Improving one does not establish success in the others, and Luck does not choose a particular fish species or improve the target bar automatically.
Doubled catches
The tier adjustments are −10, −5, 0, +5, and +10 percentage points. The base is zero; rain adds ten points, a rainstorm adds twenty, and a Sturdy Reel adds five. Negative totals are treated as zero. When the catch is doubled, the two fish have the same quality.
Treasure
The treasure check uses a denominator starting at 40. Tier adjustments to that denominator are +6, +3, 0, −3, and −6. Rain subtracts ten, and a Lucky Reel subtracts two.
Under configured Very Lucky rules with rain and a Lucky Reel, the denominator is 22, giving 1/22, or approximately 4.55%. Rainstorms do not add another special treasure bonus beyond that rain adjustment. Carnival fishing does not use this special treasure check.
Luck influences whether the treasure branch is reached, rather than choosing every item inside it. A Gem Bag opened afterward has its own die-dependent contents. The September 22 version 1.0.2 update fixed a Lucky Reel issue that had previously decreased the treasure rate; older behavior should not be assumed to describe the corrected effect.
Fish quality
The initial quality chance starts at 2% plus Fishing level, with a minimum one-point skill contribution. Tier adjustments are −5, −3, 0, +3, and +5 percentage points. Rain adds five, a rainstorm ten, Premium Reel five, Angler's Luck fifteen, and Perfect Cookie ten.
The fishing tutorial handles the fishing interface and method. These Luck calculations explain the additional reward checks without replacing that activity's basic controls or bait requirements.
Interpret silver, gold, and purple quality
For fish, crops, and animal products, quality uses two stages. First, an initial quality chance decides whether the item has improved quality. A successful branch then selects 70% silver, 20% gold, or 10% purple.
If the initial chance is 20%, the overall outcomes are 14% silver, 4% gold, and 2% purple. If it rises to 25%, the outcomes become 17.5%, 5%, and 2.5%. A five-point increase to the initial chance does not add five points to purple quality alone.
Crop quality begins with 2% plus Farming level, subject to a minimum one-point skill contribution, then uses the farm's applicable plot bonus, Luck adjustment, fertilizer, and states. Farmer's Luck contributes fifteen points and Perfect Cookie ten. This quality calculation does not speed crop growth or directly multiply crop quantity.
Animal-product quality begins at 15% plus Husbandry level, again with the minimum contribution, and includes the Luck adjustment. Rancher's Luck adds fifteen points and Perfect Cookie ten. This covers the relevant eggs, milk, goat milk, and Cloudberries. Friendship-dependent large products are separate from Luck.
Timing matters. Fish quality is assigned when caught, crop quality at harvest, and spawned animal-product quality when the product is generated. Changing equipment afterward does not retroactively reroll an existing item's quality.
Keep ordinary forage and mining bonuses separate
Ordinary double-forage chance uses the base bonus, Foraging level, Forager's Luck, and Ring of Plenty. It does not use numerical Luck or the five tiers. The Foraging guide lists the relevant pickups and the confirmed level bonus.
Ordinary double-ore chance similarly uses its base bonus, Mining level, Miner's Luck, and Ring of Plenty. Mining hazards such as encounters, curses, and debris do not use Luck merely because they are random.
Bug quality is the special related case. It starts at 15% plus Foraging level, with the minimum one-point contribution. Very Lucky adds five points; the other four tier adjustments currently do not reach the calculation because of the implementation bug. A successful quality branch uses the same 70/20/10 distribution.
That quality check happens when a bug spawns. Catching an already visible bug after changing Luck does not reassign its quality. Luck does not change the separate initial chance that the bug spawns.
Read mining and reward thresholds literally
Small Key checks use the common die: a pickup survives on a result above 3, and the door-opening check succeeds above 2 rather than breaking the key. For the latter threshold, the configured probabilities range from 50% at Very Unlucky to 83.33% at Very Lucky.
Some equipment branches use 5 or higher, while others use 4 or higher. One-time allocations and prerequisites still apply. A threshold only tells you which branch is reached; it does not guarantee that an already exhausted item appears again.
There are also exceptions where high results are less useful. The listed Staff of Valtris, Kaal's Executioner, Razor Tooth, and Spellbook equipment pool uses exact results 1–4. Its configured chance falls from 66.67% at Normal to 50% at Very Lucky; results above 4 enter a scrap branch. This is why a “higher is always better” rule is unsafe.
Ordinary corpse searches occur before the subsequent loot die. Luck is not a confirmed improvement to that initial search chance. See the corpse loot explanation for the separate checks and the unresolved exact message trigger. Ordinary EXP and enemy-stat gold are not universally multiplied by Luck.
Understand bags, garbage, and sleep outcomes
Garbage searches give an ordinary reward on 4 or higher, then choose the contents separately. The configured initial chance is 50% at Normal and 66.67% at Very Lucky.
A Tier 1 Bait Pack selects Worms on 3 or lower, Leeches on 4–5, and Bugs on 6 or higher. A Tier 2 pack selects Dragonflies on 2 or lower, Fireflies on 3–4, and Lugworms on 5 or higher. Quantity is a separate roll, so a higher result does not necessarily mean more individual bait.
A Gem Bag gives two Chipped gems on 1 or lower, Lesser and Chipped gems on 2–4, or Greater and Clear gems on 5 or higher. A Rare Gem Bag gives Rare and Greater gems on 6 or higher, otherwise Greater and Lesser, with a Clear gem in either case. The exact gem type within each selected category is chosen separately.
Sleep's usual good branch uses 4 or higher, while the bad branch uses 3 or lower. Configured good-branch probabilities range from 33.33% to 66.67%. Luck does not pick the exact good event or eliminate every bad night. Restful Sleep forces a 4–6 good result, tutorial sleep can be forced good, and nightly event selection has separate rules.
Grotto searches add five times the Luck-adjusted die to another search roll. That can affect thresholds but does not guarantee peaceful exploration. Availability, event selection, and later independent rolls remain separate checks.
Raise Luck without confusing permanent and active changes
Natural base Luck is 1 at level 1, 10 at level 10, and continues to 99 at level 99. Current displayed Luck combines base growth, permanent changes, and equipment, then applicable percentage modifiers, with rounding. The stat cap is 999.
A Luck Flask gives a permanent +1. A qualifying full-moon sleep reward below level 30 can select one of eight core stats for a permanent +1, subject to that event's limit; Luck is not guaranteed to be the selected stat. The ancient-book stat reward does not roll Luck.
Older sleep descriptions include a permanent −1 to a selected core stat. The September 18, 2026 release update removed permanent stat loss from bad sleep rolls on Normal or lower difficulty; the September 22 patch fixed remaining cases for some players using those settings. Do not apply that older penalty to the patched Normal experience or extend the protection to harder or custom settings without checking their rules. These sleep changes do not remove unrelated permanent stat losses: Edwin's first-question answer about being a person of apathy reduces Luck by one, while the separate Corpse Tree encounter has its own documented Agility-loss outcome.
Equipment bonuses apply while equipped. Greed blessings and Doom curses instead modify active Luck: common versions have up to five stacks, giving a 10–50% increase or reduction. Bathing and the applicable removal effects clear those states. They are distinct from permanently gaining or losing a point.
Angler's Meal applies a 5% Luck multiplier until midnight. Rich Cookie and Perfect Cookie each apply a 10% Luck multiplier until midnight; Perfect Cookie's effect is relevant even though its description emphasizes item quality. Reapplying the same one-stack effect does not add another copy.
Forge upgrades can add flat Luck to eligible armor. Lesser Greed Gem adds one point at item levels 0–5; Greater Greed Gem adds two at levels 0–10; Perfect Greed Gem adds two at levels 10–15; Treasure Gem adds four at levels 10–15. The level range is checked before the upgrade, and Clear Gem removes the most recent upgrade and its changes.
These methods change different layers of the stat. A permanent point remains a base change, an equipped bonus depends on the item being worn, and a temporary multiplier depends on the active state. Use the current displayed value to evaluate numerical formulas, while retaining the tier-calculation caveat for activity tables.
Editorial verification
This guide was source-checked on . Confirmed game details, community observations, older-build behavior, and unresolved evidence gaps are identified in the article instead of being presented as equally certain.
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