- Odds & luck
- Guide
- Luck
How luck works
Every luck bonus is added: multiplier = 1 + min(5, sum of the bonuses), so ×6 at most. It boosts chance-based drops and the best grades of the guardian spoils.

Quick facts
- Type
- Odds & luck
The rule
Every luck bonus is added up: multiplier = 1 + min(5, sum of the bonuses) (Lucky pass +0.5, a x2 boost +1, guild perk +0.05 a level...), so x6 at most.
| Source | Bonus |
|---|---|
| Lucky game pass (Monarch includes it; they do not stack) | +0.5 |
| Luck boost (special item) | +1 |
| Personal luck boost (shop 30 / 120 min, or All boost 60 min) | +1 |
| Server luck boost (shop, 30 min) | +1 |
| Global luck boost (shop, 30 min) | +1 |
| Lucky Surge (staff event, 20 min) | +1 |
| Guild perk Luck | +0.05 per level (5 levels) |
| Guild boost Luck (1 h) | +1 |
Examples
| Your bonuses | Multiplier | Elite item drop (8%) | Chest item (25%) |
|---|---|---|---|
| None | ×1 | 8% | 25% |
| Lucky pass | ×1.5 | 12% | 37.5% |
| Lucky pass + personal boost | ×2.5 | 20% | 62.5% |
| Everything at once (+5 or more) | ×6 | 48% | 100% (capped) |
Where luck counts
- Chance-based drops: the elite item (8%), the items of chests, any drop with a chance. Chance × multiplier, 100% at most.
- Guardian spoils: only the equipment grades above the centre rank are multiplied, by min(multiplier × stars bonus, 3), then the weights are renormalised. Dungeon stars add ×1.1, ×1.25 or ×1.4 for 1, 2 or 3 stars. The daily weapon of the group follows the same rule.
- The XP and shard multipliers use the same addition rule.
Where luck does not count
- The rarity weights of normal drops (luck changes whether an item drops, not its rarity).
- The Nation edition roll, gemstones, chest tiers, the market stock and events.
In the odds hub
Tick the bonuses you have in the odds hub: each table is recomputed with your multiplier. Lines marked with ✨ are the ones luck affects.
The Lucky pass is +50% (×1.5), not ×1.25, and bonuses are added, not multiplied. Older notes of this wiki were wrong.
Odds tables with luck
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