Luck

Description
Luck modifies the appearance rates of several in-game events.

Forms of Luck

 * Normal Luck, the stat visible on the Deck screen
 * Brand Focus Luck, a passive bonus of 2 Luck per brand focus set to "None" that does not affect enemy tiering or enemy artifact quantity
 * Bonus Luck, a temporary form of Luck that is applied during certain scenarios and makes the outcome of the item reward screen have less commons

Acquiring Luck

 * Each zone visited increases your Luck by 1.
 * Setting Focuses to None gives 2 Luck per None Focus. Unlike other sources of Luck, this Luck does not affect enemy strength.
 * The artifacts, , and grant Luck.
 * Pacts can have 5 Luck as a possible reward.
 * Executing the Bunny in a Camp zone gives 1 Luck.
 * Clearing a Miniboss zone gives a temporary 5 Bonus Luck to the resulting reward drops.
 * Executing Bosses gives a temporary 15 Bonus Luck to the resulting reward drops.
 * Hell Pass 7 gives 20 Luck.

Item Rarity Drop Chance
Luck is clamped between 0 and 100 in regards to rarity calculation.

Calamities also can't appear below 16 Luck.

Upgrade Quantity on Spell Rewards
Spells obtained from combat zones can drop with up to two upgrades on them. At 25 Luck and below, or if the spell already has an upgrade on its natural drop, there is no drop chance for a spell with an extra upgrade on it. Increases by roughly 3% per point after 25 Luck, up to a cap of over 55 where it is guaranteed.

A second upgrade can be obtained after 40 points of Luck. Increases by roughly 3% per point after 25, up to a guaranteed rate to get both upgrades at over 70 Luck.

Enemy Artifact Amount
At over 25 and over 35 Luck, enemies gain an additional artifact. This stacks with Hell Passes 1 and 6.

Enemy Tier Value
Every 10 Luck, enemies scale up by one tier, up to a current maximum of 3 tier boosts at 30 Luck.

Harder Enemy Groupings
Increases the difficulty modifier by 1, up to a cap of 3. This difficulty modifier influences the amount of enemies that spawn in a zone. Can't occur below 50 Luck. Caps at 100% chance rate at over 125 Luck.

Hazard In Battle Zone
The chance that a Hazard will spawn. Cannot occur at 15 Luck or below. Increases by 0.12% per point after 15. Caps at 5%, at 51 Luck.

With Hell Pass 2 enabled, the scaling changes from 0.12% per point to 0.2% per point, capping at 6.3% at 42 Luck.

Additional Serapile in Hazard or Treasure Zone
Cannot occur at 45 Luck or below. Increases by roughly 3.23% per point after 45. Caps at 100% chance rate at over 70 Luck.

Additional Chest in Treasure Zone
Cannot occur at 50 Luck or below. Increases by 1.96% per point after 50. Caps at 100% chance rate at over 101 Luck.

Strategy and Synergy

 * Negative effects activate at 10 Luck.
 * Positive effects start to diminish after 100 Luck, as most of the positive effects have been either been capped by that point or have very minor gains afterwards.
 * Luck is soft-capped at 126 points, meaning that any further acquisition has no useful effect.

Trivia

 * At 55 Luck, Common rarity spells become rarer than Rare spells.
 * At 67 Luck, Common rarity spells become rarer than Epic spells.
 * At 96 Luck, Common rarity spells become rarer than Legendary spells.