From Dark and Darker Wiki

Revision as of 09:42, 10 May 2024 by Raw Salad (talk | contribs) (Updated information about max achievable Luck)

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Movement Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells

Loot is rolled when you open the container or kill the mob.

Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.
(It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)

Luck is capped at 500.
It is possible to reach the Luck cap:

Loot Drop Tables and Drop Rate Tables

Each drop instance makes use of three pieces of information: the Loot Drop table, the Drop Rate table, and the player's Luck.

Loot Drop tables list all possible items for a specific drop instance, and for each item therein it associates a Luck Grade.
Drop Rate tables assign a "rate" to each Luck Grade; when normalized, these rates represent the probability of getting a drop of that Luck Grade.

Each Luck Grade's drop rate is split evenly between items that share that Luck Grade. This means that items sharing a Loot Drop table and Luck Grade, will always have the same probability of dropping.
However, be aware that Monsters and Containers can have multiple Loot Drop Tables, each with their own Drop Rate table. See Lich for example.

A Drop can be rolled more than once, but each roll is independent of the others.
Lich rolls their gear Loot and Drop tables twice, theoretically making it possible (though extremely unlikely) to get two Artifacts from a single HR Lich kill.

Luck Scalar

Luck Scalars are one piece of information needed to calculate drop probability at X Luck.
The calculation is not a simple multiplication, so do not expect Uniques to be 4.382 times more common at 500 Luck.
The true effect of Luck varies depending on Drop Rate tables and Loot Drop tables. See the Luck page for an in-depth explanation of how Luck Scalars affect probabilities of drops.

Luck Scalar Table

Luck 0 50 100 150 200 250 300 350 400 450 500
Junk 1.000 0.950 0.900 0.850 0.800 0.750 0.700 0.650 0.600 0.550 0.500
Poor 1.000 0.950 0.900 0.850 0.800 0.750 0.700 0.650 0.600 0.550 0.500
Common 1.000 0.975 0.950 0.925 0.900 0.875 0.850 0.825 0.800 0.775 0.750
Uncommon 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000
Rare 1.000 1.476 1.901 2.277 2.602 2.878 3.103 3.279 3.404 3.480 3.505
Epic 1.000 1.547 2.036 2.468 2.842 3.159 3.418 3.620 3.765 3.751 3.881
Legendary 1.000 1.618 2.171 2.659 3.083 3.441 3.734 3.962 4.125 4.223 4.257
Unique 1.000 1.642 2.216 2.723 3.163 3.535 3.839 4.076 4.245 4.347 4.382

If the Luck Scalar Table and Graph don't cover a Scalar value you wish to see, use the desmos graph. The desmos graph displays the LaTeX equations which are continuous curves, but keep in mind that fractional values of Luck do not exist.

Luck Scalar Graph

LaTeX Formula


Probabilities from Luck

To calculate the drop rate at X Luck there are three steps.

  1. For each Luck Grade's Drop Rate apply the corresponding Luck Scalar.
  2. Find the dot product between the Luck Scalar vector at X Luck and the Base Rate.
    (This is the same as adding up each term from the first step.)
  3. For each term in the first step divide by the dot product from the second step to get the new drop rate at X Luck.

The table below is the Drop Rate table of Quest Drops.

Every monster with a quest drop uses the Drop Rate table.
However, depending on the monster's Loot Drop Table, many of the Luck Grade rates will be associated with dropping nothing.

And in other instances, like Demon Centaur, a Luck Grade's rate may be split between two Loot Drops.
This will not affect the calculations below, but they will determine an individual item's probability.

Luck Grade Drop Rate
Junk 220
Poor 250
Common 200
Uncommon 150
Rare 100
Epic 50
Legendary 20
Unique 10


Click expand to see the calculations for 0 and 250 Luck.



Using the Luck Scalars at 500 Luck, the dot product is

Luck Grade Drop Probability at 500 Luck
Junk
Poor
Common
Uncommon
Rare
Epic
Legendary
Unique

It's worth noting that you can calculate probability at X Luck from either the Drop Rate table or the Drop Probability at 0 Luck table.
Using the Drop Probability at 0 Luck table works because the Luck Scalars are all 1 and you have to normalize regardless of using the Drop Rate or the Probability at 0 Luck.

The wiki does not display the Drop Rate tables themselves, however it does show the alternative.

Barb Crush?
anonymous | Posted on Oct 5, 2024 at 9:04 pm

Does Luck have any effect on when using Barbarians Crush perk for any type of containers?

anonymous | Posted on Oct 16, 2024 at 10:07 pm

Additionally can anyone confirm if Rogue’s Lockpicking Perk and Bard’s Unchained Harmony song have effect when performed?

Raw Salad | Posted on Oct 18, 2024 at 8:38 pm

Whether luck works or not isn't confirmed. SDF recently stated that "it should work". If for whatever reason it doesn't work, we have a bug on our hands.

But proving it doesn't work requires testing, which few people are willing to do rigorously as it takes a lot of effort.


There have been numerous anecdotal experiences where people have been exceedingly unlucky. Promoz had a stream where he killed 70 Elite Skeleton Champs in a 440 Luck kit but received 0 keys.

The odds of not receiving a single key in that span is on the order of 1 in a 1 million. That is, assuming luck works. If you assume luck doesn't work, the odds are a much more reasonable 11.8%.


There are a few contexts that need testing: crush, unchained harmony, regular interaction/lock picking, and killing mobs. Regular Interaction and Lock Picking have very similar structures and presence in game files, so testing one is likely good enough for covering both.

Repeating Promoz's attempt at Golden Keys is ideal for testing mobs since the supposed effect luck has on key drops is incredibly strong.

The other contexts are harder to test though. There are no container loot tables where luck has such a strong effect as with Skeleton Champion and Golden Keys. So to make up for that one would need to collect a larger sample size for good confidence.


An additional complication is that the devs have not confirmed the wiki's loot tables are accurate.

We create them on a set of assumption that feels reasonable to us given what information we can find in the files. From playing the game and reflecting on anecdotal experience, the assumptions feel correct.

But there may be edge cases where we are wrong. So if you want to be completely certain, not only does a luck sample need to be collected, we also need a control sample too.


As of yet no one has made an attempt to test luck rigorously.

Raw Salad | Posted on Feb 28, 2025 at 2:03 am

Luck has been confirmed to work.

Unfortunately, however, the effect it has is far weaker than previously believed; it's approximately 10 times weaker.

As with many other pages, the rest of the gold item line has been left out as sources of luck
Connor Sinclair Cavin | Posted on Sep 23, 2024 at 6:49 am

here are the amounts: Armor set; +10 each for a +40 total (only the hands were in the list above for some reason? also, they Can be enchanted with luck it seems, i have now seen two cases of it, just possibly at a much lower odds? makes me wonder if the golden weapons have similar chances of getting luck ultra rarely? no confirmation on That, just speculation, would be amazing if true though. also do not know if the range is different, but i do know i have seen several 25s and 2 50s) Cape; +40 (this was mentioned) there are two weapons that give luck, the golden felling axe, and the golden viking swords, they both give +10, but, since the swords are dual wieldable, you can technically get +20 out of those as either fighter or barbarian. sadly there is not equal opportunity support for all classes the Grimsmile rings give 6~12 luck, and you can wield both for a potential +24 the Fangs of Death necklace gives 18-25 luck

  • note, these can all then have more luck via the enchantments, i have seen several people with golden lucky gear, one today even... as they killed me...

this set of gear can give a bonus 129(most classes), 139, or 149 luck before enchants or other effects, much better than the reported 50.

with this set on a loot run character you can have a passive total bonus of 149 from full gold set + 300 from enchants (might be higher as stated above, but i am lowballing to only what i can confirm) + 65 from faith = 494/**504/**514 luck, no longer needing the potion if you have one of the weapons, or, if not running a gold weapon (as many classes cannot), you can use the bard, or a potion to get the last push, but, even without that, 6 points shy of the cap with not extras needed is pretty dang good. sad that only the two gold based weapons gain luck, they should give it to all the gold recipe weapons since then every class could have at least 1 option to max out the luck.

    • rounded down to 500 due to the reported cap, although i do wonder if it is a mechanical cap or a visual cap

would need to do a whole bunch of grinding above my current capabilities to stress test the other gold items for potential ranges/enchants.

Raw Salad | Posted on Oct 18, 2024 at 7:21 pm

This is a public wiki. Rather than go to the comments, please edit the page yourself.

(It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
anonymous | Posted on Jul 15, 2024 at 5:10 pm
i test this end  Unchained Harmony work wis luck
Sur | Posted on Jul 17, 2024 at 1:06 am

Would you mind sharing a link to the research on this?

anonymous | Posted on Oct 5, 2024 at 9:02 pm

kind of bonkers seeing someone loot two Violas from one Frost Wyvern kill O.o very low % im guessing