Luck & Crit
Luck is the crit stat - the only thing that grows your chance of landing a critical hit. When a crit lands, your damage is multiplied by your class's crit damage multiplier, which varies by class. High Luck + high attack power + a high-multiplier class is the biggest single burst line in the game.

What Luck Does
Each point of Luck raises your critical hit chance by a small percentage. Crit chance has a hard cap - past it, more Luck doesn't increase the probability.
Crit chance is rolled on every attack. If it lands, the damage that would otherwise have been dealt is multiplied by the attacker's crit damage multiplier.
Critical Hit Damage - Class Matters
The crit chance comes from Luck. The crit damage comes from your class:
| Class | Crit Damage Multiplier |
|---|---|
| Archer | The highest in the game - much bigger than any other class |
| Rogue | Elevated - bigger than the default |
| Knight, Wizard, and all soldier / monster classes | The default |
This is why Luck is so different in value between classes. On an Archer, every 1% extra crit chance feels enormous because the crit itself hits for dramatically more. On a Knight, a crit is a welcome bonus but not the defining play.
Critical Rolls in the Damage Pipeline
Crit rolls happen after defense reduction but before dodge and parry. In order:
- Raw damage calculated from the scaling stat and the skill's multiplier.
- Damage variance rolled.
- Defender's Armor or Magic Defense reduces the hit.
- Crit rolled - on success, damage is multiplied by the attacker's crit multiplier.
- Defender's dodge rolled - on success, damage is zeroed.
- Defender's parry rolled (Knights only).
- Active damage-reduction buffs apply.
- Minimum-damage floor ensures a hit that landed does at least 1.
A crit that gets dodged still does zero. A crit that gets parried does zero too. The flashy roll doesn't override the negation rolls.
Who Should Invest in Luck
- Archers. Headline scaling stat. Every Luck point pays off bigger on an Archer than on anyone else.
- Rogues. Secondary scaling stat. Elevated crit damage combined with high baseline Speed means Rogue crits happen both often and noticeably.
- Every other class. Luck still works, but the payoff per point is smaller. Knights and Wizards typically leave Luck low - a point into Armor or Intelligence usually pays off more.
Class Starting Luck
Class baselines give some classes a crit head start:
- Archer - highest starting Luck. Crit rate is already meaningful at level one before any allocation.
- Rogue - bonus starting Luck baked in. Feels like a crit class from the first fight.
- Knight, Wizard - minimal starting Luck.
Luck Debuffs
A handful of monster skills lower your Luck temporarily. Most notable is Blinding Flash (Naga Sorcerer, others) - an AoE debuff that drops all players' Luck for a short duration. Crit-focused builds feel the loss immediately.
Related Pages
- Dodge & Parry - the defensive roll that can negate a crit
- Attack & Magic Power - what crit multiplies
- Class Perks - Archer's 2.5× crit and Rogue's 1.75× crit in detail
- Identity Attributes
