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(Added box chance)
(→‎Luck: Fix Consumables)
 
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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. If it is negative you lose x materials and XP at the end of a wave. Does not further scale downwards.
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.


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


<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>
<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: 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: 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: 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">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: 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>
<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>
</tr>
<td> {{Iconbox|Alien Magic|rarity={{Item Data|Alien Magic|rarity}}}} </td>
 
<td> Tier {{Item Data|Alien Magic|rarity}} </td>
<tr>
<td> {{Item Data|Alien Magic|stats}} </td>
<td>{{Iconbox|Bowler Hat|rarity={{Item Data|Bowler Hat|rarity}}}}</td>
<td> {{Item Data|Alien Magic|price}} </td>
<td>Tier {{Item Data|Bowler Hat|rarity}}</td>
<td> {{Item Data|Alien Magic|limit}} </td>
<td>{{Item Data|Bowler Hat|stats}}</td>
<td> {{Item Data|Alien Magic|unlockedby}} </td>
<td>{{Item Data|Bowler Hat|price}}</td>
</tr>
<td>{{Item Data|Bowler Hat|limit}}</td>
<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|Lucky Coin|rarity={{Item Data|Lucky Coin|rarity}}}}</td>
<td>Tier {{Item Data|Lucky Coin|rarity}}</td>
<td>{{Item Data|Lucky Coin|stats}}</td>
<td>{{Item Data|Lucky Coin|price}}</td>
<td>{{Item Data|Lucky Coin|limit}}</td>
<td>{{Item Data|Lucky Coin|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>
 
=== Positive - Healing ===
 
These items ''positively'' affect your healing from consumables. They are also tagged as Luck, so [[File:Lucky.png|link=Lucky|x30px]] [[Lucky]] has a higher chance of finding them in the shop.
 
<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>
 
<tr>
<td>{{Iconbox|Extra Stomach|rarity={{Item Data|Extra Stomach|rarity}}}}</td>
<td>Tier {{Item Data|Extra Stomach|rarity}}</td>
<td>{{Item Data|Extra Stomach|stats}}</td>
<td>{{Item Data|Extra Stomach|price}}</td>
<td>{{Item Data|Extra Stomach|limit}}</td>
<td>{{Item Data|Extra Stomach|unlockedby}}</td>
</tr>
 
<tr>
<td>{{Iconbox|Lemonade|rarity={{Item Data|Lemonade|rarity}}}}</td>
<td>Tier {{Item Data|Lemonade|rarity}}</td>
<td>{{Item Data|Lemonade|stats}}</td>
<td>{{Item Data|Lemonade|price}}</td>
<td>{{Item Data|Lemonade|limit}}</td>
<td>{{Item Data|Lemonade|unlockedby}}</td>
</tr>
 
<tr>
<td>{{Iconbox|Spicy Sauce|rarity={{Item Data|Spicy Sauce|rarity}}}}</td>
<td>Tier {{Item Data|Spicy Sauce|rarity}}</td>
<td>{{Item Data|Spicy Sauce|stats}}</td>
<td>{{Item Data|Spicy Sauce|price}}</td>
<td>{{Item Data|Spicy Sauce|limit}}</td>
<td>{{Item Data|Spicy Sauce|unlockedby}}</td>
</tr>
 
<tr>
<td>{{Iconbox|Weird Food|rarity={{Item Data|Weird Food|rarity}}}}</td>
<td>Tier {{Item Data|Weird Food|rarity}}</td>
<td>{{Item Data|Weird Food|stats}}</td>
<td>{{Item Data|Weird Food|price}}</td>
<td>{{Item Data|Weird Food|limit}}</td>
<td>{{Item Data|Weird Food|unlockedby}}</td>
</tr>
</table>
 
=== Negative ===


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width: 90%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<td> {{Iconbox|Baby Elephant|rarity={{Item Data|Baby Elephant|rarity}}}} </td>
<tr>
<td> Tier {{Item Data|Baby Elephant|rarity}} </td>
<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>
<td> {{Item Data|Baby Elephant|stats}} </td>
<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>
<td> {{Item Data|Baby Elephant|price}} </td>
<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>
<td> {{Item Data|Baby Elephant|limit}} </td>
<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>
<td> {{Item Data|Baby Elephant|unlockedby}} </td>
<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>
</tr>
<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>


<tr>
<tr>
<td> {{Iconbox|Black Belt|rarity={{Item Data|Black Belt|rarity}}}} </td>
<td>{{Iconbox|Alien Magic|rarity={{Item Data|Alien Magic|rarity}}}}</td>
<td> Tier {{Item Data|Black Belt|rarity}} </td>
<td>Tier {{Item Data|Alien Magic|rarity}}</td>
<td> {{Item Data|Black Belt|stats}} </td>
<td>{{Item Data|Alien Magic|stats}}</td>
<td> {{Item Data|Black Belt|price}} </td>
<td>{{Item Data|Alien Magic|price}}</td>
<td> {{Item Data|Black Belt|limit}} </td>
<td>{{Item Data|Alien Magic|limit}}</td>
<td> {{Item Data|Black Belt|unlockedby}} </td>
<td>{{Item Data|Alien Magic|unlockedby}}</td>
</tr>
</tr>


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


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


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


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


<tr>
=== Negative - Healing ===
<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>
These items ''negatively'' affect your healing from consumables.
<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>
<table class="wikitable sortable jquery-tablesorter" style="width: 90%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<td> {{Iconbox|Medikit|rarity={{Item Data|Medikit|rarity}}}} </td>
<tr>
<td> Tier {{Item Data|Medikit|rarity}} </td>
<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>
<td> {{Item Data|Medikit|stats}} </td>
<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>
<td> {{Item Data|Medikit|price}} </td>
<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>
<td> {{Item Data|Medikit|limit}} </td>
<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>
<td> {{Item Data|Medikit|unlockedby}} </td>
<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>
</tr>
<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>


<tr>
<tr>
<td> {{Iconbox|Metal Detector|rarity={{Item Data|Metal Detector|rarity}}}} </td>
<td>{{Iconbox|Alien Worm|rarity={{Item Data|Alien Worm|rarity}}}}</td>
<td> Tier {{Item Data|Metal Detector|rarity}} </td>
<td>Tier {{Item Data|Alien Worm|rarity}}</td>
<td> {{Item Data|Metal Detector|stats}} </td>
<td>{{Item Data|Alien Worm|stats}}</td>
<td> {{Item Data|Metal Detector|price}} </td>
<td>{{Item Data|Alien Worm|price}}</td>
<td> {{Item Data|Metal Detector|limit}} </td>
<td>{{Item Data|Alien Worm|limit}}</td>
<td> {{Item Data|Metal Detector|unlockedby}} </td>
<td>{{Item Data|Alien Worm|unlockedby}}</td>
</tr>
</tr>
</table>


<tr>
=== Affected Items ===
<td>  {{Iconbox|Mushroom|rarity={{Item Data|Mushroom|rarity}}}} </td>
Some items that deal damage scale with your Luck stat.
<td> Tier {{Item Data|Mushroom|rarity}} </td>
<td>  {{Item Data|Mushroom|stats}} </td>
<td> {{Item Data|Mushroom|price}} </td>
<td> {{Item Data|Mushroom|limit}} </td>
<td> {{Item Data|Mushroom|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|Panda|rarity={{Item Data|Panda|rarity}}}} </td>
{{TableHeaders|items}}
<td> Tier {{Item Data|Panda|rarity}} </td>
{{TableRowItem|Baby Elephant}}
<td> {{Item Data|Panda|stats}} </td>
{{TableRowItem|Cyberball}}
<td> {{Item Data|Panda|price}} </td>
</table>
<td> {{Item Data|Panda|limit}} </td>
 
<td> {{Item Data|Panda|unlockedby}} </td>
==Characters==
</tr>


<tr>
These [[Characters]] start with different Luck, or have mechanics related to their Luck:
<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>
===Positive Characters===
<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>
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<td> {{Iconbox|Shady Potion|rarity={{Item Data|Shady Potion|rarity}}}} </td>
{{TableHeaders|characters}}
<td> Tier {{Item Data|Shady Potion|rarity}} </td>
    {{TableRowCharacter|Glutton}}
<td> {{Item Data|Shady Potion|stats}} </td>
{{TableRowCharacter|Lucky}}
<td> {{Item Data|Shady Potion|price}} </td>
{{TableRowCharacter|King}}
<td> {{Item Data|Shady Potion|limit}} </td>
</table>
<td> {{Item Data|Shady Potion|unlockedby}} </td>
</tr>


<tr>
===Negative Characters===
<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>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<td> {{Iconbox|Wolf Helmet|rarity={{Item Data|Wolf Helmet|rarity}}}} </td>
{{TableHeaders|characters}}
<td> Tier {{Item Data|Wolf Helmet|rarity}} </td>
{{TableRowCharacter|Gladiator}}
<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>
{{NavBoxStats|topmargin=1}}

Latest revision as of 22:22, 24 August 2023

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.

Positive Luck multiplies your chances, so 100% luck doubles your chances. While negative luck divides your chances of finding hier 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

The following Characters have a higher chance to find these items in the Shop: Lucky.png Lucky

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

Positive - Healing

These items positively affect your healing from consumables. They are also tagged as Luck, so Lucky.png Lucky has a higher chance of finding them in the shop.

Name Rarity Effects Base Price Limit Unlocked By
Tier 4 +1 Max HP when picking up a consumable while at maximum health (max +10 per wave) 100 1
Tier 1 +1 HP recovered from consumables 15
Tier 2 +3 Max HP
Consumables have a 25% chance to explode for 10 (100%Max HP.png) damage when picked up
40 4 Win a run with Glutton
Tier 1 +2 HP recovered from consumables
-2% Dodge
20

Negative

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 +8 Max HP
+3 HP Regeneration
-8 Luck
85
Tier 3 +10% Speed
+3% Life Steal
-8 Luck
65 Win a run with Speedy.png Speedy
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
Tier 1 +3 HP Regeneration
-2 Luck
25
Tier 1 +4% Speed
-6 Luck
15

Negative - Healing

These items negatively affect your healing from consumables.

Name Rarity Effects Base Price Limit Unlocked By
Tier 1 +2 HP Regeneration
-1 HP recovered from consumables
+3 Max HP
15

Affected Items

Some items that deal damage scale with your Luck stat.

Name Rarity Effects Base Price Limit Unlocked By
Tier 1 +25% chance to deal (25%Luck.png) damage to a random enemy when you pick up a material 25
Tier 2 +25% chance to deal (25%Luck.png) damage to a random enemy when an enemy dies 35

Characters

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

Positive Characters

Name Stats Unlocked By Unlocks
+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
+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
+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

Negative Characters

Name Stats Unlocked By Unlocks
+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