An original 10% chance becomes 19% when Lucky, 25% becomes 43.75%, 50% becomes 75%, 75% becomes 93.75%, and 90% becomes 99%. A 0% or 100% chance does not change.
Related: Critical Hit, Block, DeflectMechanic
Lucky
A Lucky value is rolled twice and the better result is used. Luck applies only to the roll named by the modifier, such as Hit damage, Critical Hit chance, Block chance, or Deflect chance.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Lucky does
Current rulesRead the words immediately before Lucky. If Hit Damage is Lucky, roll the eligible Hit damage range twice and keep the higher damage. If Critical Hit chance is Lucky, make the success roll twice and succeed if either roll succeeds. Lucky damage does not make Accuracy, Critical Hit chance, or ailment damage Lucky unless they are named separately.
- Roll twice, keep the better result
- Lucky repeats the affected roll once and uses the result that is better for the entity receiving the Lucky modifier.
- The named roll controls the scope
- Hit Damage is Lucky affects the Hit's damage range. Critical Hit chance is Lucky affects whether a Hit is critical. Chance to Block Damage is Lucky affects the Block roll. These are separate rolls.
- Binary chance formula
- For an original success chance p, a Lucky binary roll succeeds with probability 2p minus p squared. For example, 40% Critical Hit chance becomes a 64% effective chance when that Critical Hit chance is Lucky.
- Damage uses the eligible final range
- Wording that makes Damage or Damage with Hits Lucky rolls within the eligible damage range after applicable increased and more modifiers. It does not reroll only the weapon's base damage.
- Lucky Hit damage does not reroll ailment damage
- Damaging ailments roll their damage independently. Making the Hit damage Lucky does not make the resulting Ignite, Bleeding, or Poison damage roll Lucky unless the ailment damage is explicitly affected.
- A chance to be Lucky is conditional
- A modifier such as 30% chance for Spell Damage with Critical Hits to be Lucky first checks whether the eligible damage roll receives Luck. It does not add 30% Critical Hit chance and does not make every spell Hit Lucky.
- Lucky and Unlucky cancel for the same roll
- If the same stat or mechanic is both Lucky and Unlucky, the two modifiers cancel and that roll is made normally. Different named rolls can still be Lucky and Unlucky at the same time.
Common Lucky scopes
6 casesChance to Block Damage is Lucky. This rerolls the Block chance, not the amount of damage taken from a successful Block.
Currency: Legacy of SvalinnRelated: Svalinn, BlockHit Damage from the supported Attack is Lucky while you are Surrounded. Critical Hit chance and Accuracy are not named by this modifier.
Related: Defy I, Defy II, SurroundedEligible Spell Damage with Critical Hits has a stated chance to be Lucky. The modifier applies to the damage range after the Hit is already critical.
Related: Seed of Cataclysm, Critical Hit, SpellUlaman's Gaze can make Critical Hit chance Lucky against Parried enemies. Emergent Instinct can make Thorns Damage Lucky against targets with Fully Broken Armour.
Currency: Ulaman's Gaze, Emergent InstinctRelated: Parried, Thorns, Armour BreakLimits and exceptions
4 rules- Lucky does not mean every random event performed by the character is rolled twice.
- Multiple sources of Lucky for the same roll do not keep adding rerolls.
- A partial chance for a roll to be Lucky is not the same as increasing the original success chance by that percentage.
- Lucky damage affects only the damage types and delivery method named by the modifier.







