LUCK — Fortune¶
Fortune turns uncertainty into opportunity. Each rank grants +0.04 Loot Luck, up to +2, applies a retry to supported chance-based states equal to 0.4% per rank of the remaining failure chance, and contributes +0.4 percentage points to a full loot-table bonus roll.
Complete Loot Luck¶
Fortune can grant one additional full roll of a compatible loot table for chests, fishing, and player-credited mob kills. Fortune alone reaches 20% at rank 50. Other equipped Loot Luck contributes to the same direct chance, up to a 50% maximum.
The state retry is a separate calculation: at rank 50, a supported 50% state chance becomes 60%—not 70%. Impossible 0% outcomes stay impossible, and guaranteed 100% outcomes stay guaranteed.
When Sol's Relic System with expanded Luck support is installed, Relic System owns the shared loot roll so the two mods do not roll independently. Leveling remains fully functional without Relic System.
Lucky Recovery¶
Taking damage may immediately restore a percentage of maximum health. The five-second cooldown starts only after a successful recovery.
| Rank | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| LUCK required | 4 | 10 | 18 | 26 | 34 |
| Player Level | 3 | 7 | 12 | 20 | 29 |
| Trigger chance | 3% | 6% | 9% | 12% | 15% |
| Healing | 5% | 5% | 8% | 10% | 20% max HP |
Lucky Drop¶
May duplicate final item drops from eligible creature kills. It does not duplicate XP or items inserted directly into inventories. Nether Stars, Dragon Eggs, and restricted NBT-heavy rewards are excluded.
| Rank | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| LUCK required | 8 | 14 | 22 | 30 | 38 |
| Player Level | 6 | 11 | 17 | 25 | 34 |
| Duplicate chance | 2% | 5% | 8% | 10% | 15% |
Fateful Strike¶
Each direct melee or projectile hit can become a Fortunate Critical or be weakened by Bad Luck. A Fortunate Critical replaces an ordinary critical hit; Bad Luck cannot critically hit.
| Rank | LUCK / Level | Good chance / damage | Bad chance / damage |
|---|---|---|---|
| 1 | 18 / 12 | 5% / 1.5x | 10% / 0.30x |
| 2 | 24 / 18 | 8% / 1.6x | 10% / 0.45x |
| 3 | 30 / 25 | 11% / 1.7x | 9% / 0.50x |
| 4 | 36 / 32 | 13% / 1.8x | 9% / 0.55x |
| 5 | 42 / 40 | 15% / 2.0x | 8% / 0.60x |
With Sol's Relic System installed, a Fortunate Critical uses the relic critical-damage calculation and adds a rank-based bonus of 10%, 20%, 30%, 40%, or 50%.
Overconfidence¶
Defeating an eligible hostile may awaken Ego, a ten-second offensive surge. It grants +10% movement speed and extra damage, but lowers defense. The effect has a 15-second cooldown and cannot refresh itself.
| Rank | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| LUCK required | 24 | 29 | 34 | 39 | 45 |
| Player Level | 20 | 26 | 32 | 38 | 44 |
| Trigger chance | 10% | 20% | 30% | 40% | 50% |
| Damage | +10% | +15% | +18% | +20% | +25% |
| Defense penalty | -8% | -10% | -12% | -15% | -20% |
Limit Breaker¶
The final Fortune passive is a complete boss-challenge system, not a passive damage roll. Under the balanced defaults, its ten ranks require 36–50 LUCK and Player Levels 32–46.
Read the full Limit Breaker ritual →
Build note
LUCK is intentionally volatile. Fateful Strike and Overconfidence can produce spectacular wins, but Fortitude or Vitality offers more predictable survival. Long Progression Mode restores the original passive gates, including 50 LUCK for every Limit Breaker rank.