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{{Iconbox|Luck|caption=no}}
{{Iconbox|Luck|caption=no}}


You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. There is no limit to luck but there may be a soft cap.
Luck improves the following things:
* It increases the amount of [[Consumable|Consumables]] dropped by enemies.
* It increases the chance that a consumables dropped is a [[crate|Loot Crate]] (including those from [[Trees]]).
* It Improves the Tier of [[Items]] found in Loot Crates and in the [[Shop]].
* It Improves the Tier of [[Upgrades]] being offered when leveling up.
* Some Characters, Items, and Weapons scale with Luck for damage.  


Check [[Shop]] to see [[Luck]]'s effect on shop rarities
Positive Luck multiplies your chances, so 100% luck doubles your chances. While negative luck divides your chances of finding higher tier upgrades, items, and weapons. So -100% luck halves your chances. For Consumables, negative luck multiplies your chances, so -50 Luck halves the amount of consumables dropped and -100 Luck means no consumables will drop at all, except from Loot Hoarders, Elites, and Bosses, which are guaranteed to drop Consumables.


Item box spawn chance is multiplied by [[Luck]].
While luck in itself has no limit, several of its benefit have maximums or diminishing returns.


Formula for item box spawn chance:
For example, the rarity of items and upgrades offered, already naturally increases with the wave number, and has a maximum chance, that you already hit in the later waves naturally even with 0 luck. So additional luck only helps earlier in the game with getting Tier 2 and 3 items and upgrades. However it takes about 290 Luck before you reach the maximum on Legendary items and Upgrades.
 
Check [[Shop#Rarity of Shop Items and Luck|Rarity of Shop Items]] to see details on Luck's effect on shop rarities.
 
 
 
Whenever an enemy drops a consumable, that consumable has a chance to be a Loot Crate. This chance is multiplied by Luck. Since 100 Luck both doubles the chances for a consumable to drop, and doubles the chance for that consumable to be a loot chest, 100 luck increases the chance for the first chest to drop by 300%.
 
But note that each Item Box dropped reduces the chance of the next dropping, giving you some diminishing returns.
 
Formula for loot crate drop chance:
<pre>
<pre>
Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave)
Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave)
</pre>
</pre>


Luck can be seen as an investment into your economy, and even become a powerful method of [[Healing]] when combined with [[Lemonade]] and [[Weird Food]], if you have high enough luck. There isn't diminishing returns on the chance for [[Consumables]] to drop.


==Items ==
==Items ==


=== Positive ===
=== Positive ===
The following [[Characters]] have a higher chance to find these items in the Shop: [[File:Lucky.png|link=Lucky|x30px]] [[Lucky]]
{{ItemTagText|Luck}}


<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
{{TableHeaders|items}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
    {{TableRowItem|Bowler Hat}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
    {{TableRowItem|Clover}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
    {{TableRowItem|Lost Duck}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
    {{TableRowItem|Lucky Charm}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Limit</th>
    {{TableRowItem|Lucky Coin}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th><tr>
    {{TableRowItem|Metal Detector}}
<td> {{Iconbox|Bowler Hat|rarity={{Item Data|Bowler Hat|rarity}}}} </td>
    {{TableRowItem|Panda}}
<td> Tier {{Item Data|Bowler Hat|rarity}} </td>
    {{TableRowItem|Potato}}
<td> {{Item Data|Bowler Hat|stats}} </td>
    {{TableRowItem|Propeller Hat}}
<td> {{Item Data|Bowler Hat|price}} </td>
    {{TableRowItem|Shady Potion}}
<td> {{Item Data|Bowler Hat|limit}} </td>
    {{TableRowItem|Wolf Helmet}}
<td> {{Item Data|Bowler Hat|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Clover|rarity={{Item Data|Clover|rarity}}}} </td>
<td> Tier {{Item Data|Clover|rarity}} </td>
<td> {{Item Data|Clover|stats}} </td>
<td> {{Item Data|Clover|price}} </td>
<td> {{Item Data|Clover|limit}} </td>
<td> {{Item Data|Clover|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Lost Duck|rarity={{Item Data|Lost Duck|rarity}}}} </td>
<td> Tier {{Item Data|Lost Duck|rarity}} </td>
<td> {{Item Data|Lost Duck|stats}} </td>
<td> {{Item Data|Lost Duck|price}} </td>
<td> {{Item Data|Lost Duck|limit}} </td>
<td> {{Item Data|Lost Duck|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Lucky Charm|rarity={{Item Data|Lucky Charm|rarity}}}} </td>
<td> Tier {{Item Data|Lucky Charm|rarity}} </td>
<td> {{Item Data|Lucky Charm|stats}} </td>
<td> {{Item Data|Lucky Charm|price}} </td>
<td> {{Item Data|Lucky Charm|limit}} </td>
<td> {{Item Data|Lucky Charm|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Metal Detector|rarity={{Item Data|Metal Detector|rarity}}}} </td>
<td> Tier {{Item Data|Metal Detector|rarity}} </td>
<td> {{Item Data|Metal Detector|stats}} </td>
<td> {{Item Data|Metal Detector|price}} </td>
<td> {{Item Data|Metal Detector|limit}} </td>
<td> {{Item Data|Metal Detector|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Panda|rarity={{Item Data|Panda|rarity}}}} </td>
<td> Tier {{Item Data|Panda|rarity}} </td>
<td> {{Item Data|Panda|stats}} </td>
<td> {{Item Data|Panda|price}} </td>
<td> {{Item Data|Panda|limit}} </td>
<td> {{Item Data|Panda|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Potato|rarity={{Item Data|Potato|rarity}}}} </td>
<td> Tier {{Item Data|Potato|rarity}} </td>
<td> {{Item Data|Potato|stats}} </td>
<td> {{Item Data|Potato|price}} </td>
<td> {{Item Data|Potato|limit}} </td>
<td> {{Item Data|Potato|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Propeller Hat|rarity={{Item Data|Propeller Hat|rarity}}}} </td>
<td> Tier {{Item Data|Propeller Hat|rarity}} </td>
<td> {{Item Data|Propeller Hat|stats}} </td>
<td>  {{Item Data|Propeller Hat|price}} </td>
<td> {{Item Data|Propeller Hat|limit}} </td>
<td> {{Item Data|Propeller Hat|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Shady Potion|rarity={{Item Data|Shady Potion|rarity}}}} </td>
<td> Tier {{Item Data|Shady Potion|rarity}} </td>
<td> {{Item Data|Shady Potion|stats}} </td>
<td> {{Item Data|Shady Potion|price}} </td>
<td> {{Item Data|Shady Potion|limit}} </td>
<td> {{Item Data|Shady Potion|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Wolf Helmet|rarity={{Item Data|Wolf Helmet|rarity}}}} </td>
<td> Tier {{Item Data|Wolf Helmet|rarity}} </td>
<td> {{Item Data|Wolf Helmet|stats}} </td>
<td> {{Item Data|Wolf Helmet|price}} </td>
<td> {{Item Data|Wolf Helmet|limit}} </td>
<td> {{Item Data|Wolf Helmet|unlockedby}} </td>
</tr>
</table>
</table>


=== Negative ===
=== Negative ===
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Limit</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
<tr>
<td>  {{Iconbox|Alien Magic|rarity={{Item Data|Alien Magic|rarity}}}} </td>
<td> Tier {{Item Data|Alien Magic|rarity}} </td>
<td>  {{Item Data|Alien Magic|stats}} </td>
<td>  {{Item Data|Alien Magic|price}} </td>
<td>  {{Item Data|Alien Magic|limit}} </td>
<td>  {{Item Data|Alien Magic|unlockedby}} </td>
</tr>


<tr>
<td>  {{Iconbox|Fin|rarity={{Item Data|Fin|rarity}}}} </td>
<td> Tier {{Item Data|Fin|rarity}} </td>
<td>  {{Item Data|Fin|stats}} </td>
<td>  {{Item Data|Fin|price}} </td>
<td>  {{Item Data|Fin|limit}} </td>
<td>  {{Item Data|Fin|unlockedby}} </td>
</tr>


<tr>
<td>  {{Iconbox|Medikit|rarity={{Item Data|Medikit|rarity}}}} </td>
<td> Tier {{Item Data|Medikit|rarity}} </td>
<td>  {{Item Data|Medikit|stats}} </td>
<td>  {{Item Data|Medikit|price}} </td>
<td>  {{Item Data|Medikit|limit}} </td>
<td>  {{Item Data|Medikit|unlockedby}} </td>
</tr>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<td>  {{Iconbox|Mushroom|rarity={{Item Data|Mushroom|rarity}}}} </td>
{{TableHeaders|items}}
<td> Tier {{Item Data|Mushroom|rarity}} </td>
{{TableRowItem|Alien Magic}}
<td>  {{Item Data|Mushroom|stats}} </td>
    {{TableRowItem|Fin}}
<td>  {{Item Data|Mushroom|price}} </td>
    {{TableRowItem|Medikit}}
<td>  {{Item Data|Mushroom|limit}} </td>
    {{TableRowItem|Mushroom}}
<td>  {{Item Data|Mushroom|unlockedby}} </td>
    {{TableRowItem|Terrified Onion}}
</tr>


<tr>
</table>
<td>  {{Iconbox|Terrified Onion|rarity={{Item Data|Terrified Onion|rarity}}}} </td>
<td> Tier {{Item Data|Terrified Onion|rarity}} </td>
<td> {{Item Data|Terrified Onion|stats}} </td>
<td>  {{Item Data|Terrified Onion|price}} </td>
<td>  {{Item Data|Terrified Onion|limit}} </td>
<td>  {{Item Data|Terrified Onion|unlockedby}} </td>
</tr></table>


=== Mechanics ===
=== Affected Items ===
 
Some items that deal damage based on your Luck stat or scales with your Luck stat.
These items use or affect your Luck, without directly increasing/decreasing the stat.


<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
{{TableHeaders|items}}
{{TableHeaders|items}}
{{TableRowItem|Baby Elephant}}
{{TableRowItem|Cyberball}}
{{TableRowItem|Cyberball}}
{{TableRowItem|Baby Elephant}}
    {{TableRowItem|Pearl}}
</table>
</table>


==Characters==
==Characters==


These [[Characters]] start with different Luck, or have mechanics related to their Luck:
These [[Characters]] start with different Luck, or have mechanics related to their Luck:
===Positive Characters===


<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
{{TableHeaders|characters}}
{{TableHeaders|characters}}
    {{TableRowCharacter|Chef}}
    {{TableRowCharacter|Druid}}
    {{TableRowCharacter|Glutton}}
{{TableRowCharacter|Lucky}}
{{TableRowCharacter|Lucky}}
{{TableRowCharacter|King}}
</table>
===Negative Characters===
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
{{TableHeaders|characters}}
{{TableRowCharacter|Gladiator}}
{{TableRowCharacter|Gladiator}}
    {{TableRowCharacter|Vagabond}}
</table>
</table>
==Weapons==
These [[Weapons]] scale with Luck for their damage.
<table class="wikitable sortable jquery-tablesorter" style="color:#eee; background:transparent; text-align: center">
{{TableHeaders|weapons}}
{{TableRowWeapon|Flute}}
    {{TableRowWeapon|Lute}}
</table>
==Weapon Classes==
These [[Weapons#Weapon Classes|Weapon Classes]] affect Luck:
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
{{TableHeaders|sets}}
{{TableRowWeaponClass|Musical}}
</table>
{{NavBoxStats|topmargin=1}}

Latest revision as of 15:18, 12 November 2024

Luck

Luck

Luck improves the following things:

  • It increases the amount of Consumables dropped by enemies.
  • It increases the chance that a consumables dropped is a Loot Crate (including those from Trees).
  • It Improves the Tier of Items found in Loot Crates and in the Shop.
  • It Improves the Tier of Upgrades being offered when leveling up.
  • Some Characters, Items, and Weapons scale with Luck for damage.

Positive Luck multiplies your chances, so 100% luck doubles your chances. While negative luck divides your chances of finding higher tier upgrades, items, and weapons. So -100% luck halves your chances. For Consumables, negative luck multiplies your chances, so -50 Luck halves the amount of consumables dropped and -100 Luck means no consumables will drop at all, except from Loot Hoarders, Elites, and Bosses, which are guaranteed to drop Consumables.

While luck in itself has no limit, several of its benefit have maximums or diminishing returns.

For example, the rarity of items and upgrades offered, already naturally increases with the wave number, and has a maximum chance, that you already hit in the later waves naturally even with 0 luck. So additional luck only helps earlier in the game with getting Tier 2 and 3 items and upgrades. However it takes about 290 Luck before you reach the maximum on Legendary items and Upgrades.

Check Rarity of Shop Items to see details on Luck's effect on shop rarities.


Whenever an enemy drops a consumable, that consumable has a chance to be a Loot Crate. This chance is multiplied by Luck. Since 100 Luck both doubles the chances for a consumable to drop, and doubles the chance for that consumable to be a loot chest, 100 luck increases the chance for the first chest to drop by 300%.

But note that each Item Box dropped reduces the chance of the next dropping, giving you some diminishing returns.

Formula for loot crate drop chance:

Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave)

Luck can be seen as an investment into your economy, and even become a powerful method of Healing when combined with Lemonade and Weird Food, if you have high enough luck. There isn't diminishing returns on the chance for Consumables to drop.

Items

Positive

Due to Item Tags, the Character(s) Chunky.png Chunky, Curious.png Curious, Druid.png Druid, Glutton.png Glutton, Lucky.png Lucky have a higher chance to find these items in the Shop.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 3 +15 Luck
+18 Harvesting
-5 % Attack Speed
-3 % Crit Chance
75 Win a run with Entrepreneur.png Entrepreneur Luck, Harvesting
Tier 3 +20 Luck
+6 % Dodge
-2 % Life Steal
65 Luck, Dodge
Tier 1 +8 Luck
-1 Elemental Damage
25 Luck
Tier 3 +30 Luck
-2 Melee Damage
-1 Ranged Damage
75 Win a run with Lucky.png Lucky Luck
Tier 4 +2 Luck for every 1 % Crit Chance you have
-2 Armor
105 1 Crit Chance, Luck
Tier 2 +5% chance to double the value of picked up materials
+6 Luck
+2 Engineering
-5 % Damage
40 20 Luck, Engineering, Pickup, Economy
Tier 4 +12 Max HP
+25 Luck
-5 % Damage
100 Win a run with Pacifist.png Pacifist Max HP, Luck
Tier 4 +3 Max HP
+2 HP Regeneration
+1 % Life Steal
+5 % Damage
+5 % Attack Speed
+3 % Speed
+3 % Dodge
+1 Armor
+5 Luck
95 Win a run with Well Rounded.png Well Rounded Max HP, HP Regeneration, Damage, Speed, Luck
Tier 1 +10 Luck
-2 % Damage
28 Luck
Tier 2 +20 Luck
-2 HP Regeneration
48 Luck
Tier 4 +10 Elemental Damage
+20 Luck
-5 Engineering
90 Elemental Damage, Luck

Negative

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 3 +8 Max HP
+3 HP Regeneration
-8 Luck
85 Max HP, HP Regeneration
Tier 3 +10 % Speed
+3 % Life Steal
-8 Luck
65 Win a run with Speedy.png Speedy Speed, Life Steal
Tier 4 +10 HP Regeneration
+2 HP Regeneration every 5 seconds until the end of the wave
-10 Luck
95 Win a run with Doctor.png Doctor HP Regeneration
Tier 1 +3 HP Regeneration
-2 Luck
25 HP Regeneration
Tier 1 +4 % Speed
-5 Luck
15 Speed

Affected Items

Some items that deal damage based on your Luck stat or scales with your Luck stat.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 1 25% chance to deal 1 (25%Luck.png) damage to a random enemy when you pick up a material 22 Luck, Pickup
Tier 2 25% chance to deal 1 (25%Luck.png) damage to a random enemy when an enemy dies 30 Luck
Pearl

Pearl(DLC)
Tier 2 +1 % Damage for every permanent 10 Luck you have
+3% chance of finding an extra Pearl in a crate
60 20 Win a run with Curious.png Curious Luck

Characters

These Characters start with different Luck, or have mechanics related to their Luck:

Positive Characters

Name Stats Unlocked By Unlocks Item Tags
Chef

Chef(DLC)
+35 Luck
+200% damage from non elemental sources against burning targets
Consumables explode for 5x1 (+100%Elemental Damage.png) burning damage when picked up
You start with 1 Scared Sausage
+100 % Enemy health
Elemental Damage modifications are reduced by 75%
Have at least 25 enemies burning at the same time None
Druid

Druid(DLC)
+5 Max HP
+15 Luck
Enemies have a higher chance of dropping fruits
33% chance to get +1 Luck when you pick up a fruit
33% of fruits are poisoned and hurt you (ignores Dodge and Armor)
-100 HP Regeneration
-100 % Life Steal
Engineering modifications are reduced by 50%
Collect 250 consumables by the end of wave 20 Consumable, Luck
+50 Luck
+1 % Explosion Damage when picking up a consumable while at maximum health
Consumable have a 100% chance to explode for 10 (500% Melee Damage.png) damage when picked up
+25 % Items Price
-25 % XP Gain
Pick up 20 consumables during a run Luck, Explosive (Item Tag), Melee Damage
+100 Luck
Luck modifications are increased by 25%
+75% chance to deal 1 (15%Luck) damage to a random enemy when you pick up a material
-60% Attack Speed
-50% XP Gain
Collect 300 materials Luck, Pickup, Exploration
+50 Luck
+25 % Damage for every Tier IV weapon you have
+25% Attack Speed for every Tier IV weapon you have
+5 Max HP for every different Tier IV item you have
-15% Damage for every Tier I weapon you have
-15% Attack Speed for every Tier I weapon you have
-2 Max HP for every different Tier I item you have
UNLISTED BONUS: Starting weapon is Tier II
Get 3 tier IV weapons at once None

Negative Characters

Name Stats Unlocked By Unlocks Item Tags
+20% Attack Speed for every different weapon you have
+5 Melee Damage
You can't equip ranged weapons
-40% Attack Speed
-30 Luck
Kill 20000 enemies Melee Damage
Equipped weapons always contribute to the class bonuses of other equipped weapons
You can't equip two of the same weapon at the same time
-5 Armor
-5 % Dodge
Luck modifications are reduced by 50%
Harvesting modifications are reduced by 50%
Have 6 different weapons at once None

Weapons

These Weapons scale with Luck for their damage.

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Flute

Flute(DLC)
Musical

5(+50%Ranged Damage.png+10%Luck.png)
8(+50%Ranged Damage.png+15%Luck.png)
11(+50%Ranged Damage.png+20%Luck.png)
15(+50%Ranged Damage.png+25%Luck.png)

1.2s
1.12s
1.03s
0.95s

4.2(41.7%Ranged Damage.png8.3%Luck.png)/s
7.2(44.8%Ranged Damage.png13.4%Luck.png)/s
10.6(48.4%Ranged Damage.png19.4%Luck.png)/s
15.8(52.6%Ranged Damage.png26.3%Luck.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

300
325
350
375

0
0
0
0

0
0
0
0

Hitting an enemy that has less than 60%/65%/70%/75% health has a 10%/15%/20%/25% chance to charm it for 8 seconds

20
45
80
165

Win a run with Romantic
Lute

Lute(DLC)
Musical, Support

4(+50%Melee Damage.png+10%Luck.png)
8(+50%Melee Damage.png+15%Luck.png)
12(+50%Melee Damage.png+20%Luck.png)
16(+50%Melee Damage.png+25%Luck.png)

1.31s
1.25s
1.2s
1.14s

3.1(38.1%Melee Damage.png7.6%Luck.png)/s
6.4(39.9%Melee Damage.png12%Luck.png)/s
10(41.7%Melee Damage.png16.7%Luck.png)/s
14(43.8%Melee Damage.png21.9%Luck.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

150
175
200
225

2
2
2
2

0
0
0
0

Enemies hit take 10% more damage for 3 seconds (max: 30%/50%/70%/100%)

15
31
61
122

Default

Weapon Classes

These Weapon Classes affect Luck:

Class Bonuses Weapons
Musical (2)+5 Luck
(3)+10 Luck
(4)+15 Luck
(5)+20 Luck
(6)+25 Luck
Flute
  Flute

Lute
  Lute