Luck

Luck is one of the stats in Vampire Survivors. It affects various random chance events, giving the player higher odds at positive outcomes.
The player has 100% base Luck before modifications, such as the characters bonuses or PowerUps. The Luck in the stat panel is given as the difference to the base Luck, meaning that Luck stat of +30% equals to 130% total Luck, for example. Luck modifications stack additively.
There is no upper limit to how much Luck the player may have.
==Effects==
Luck increases the following:
*The chance of getting a fourth option to choose from when leveling up
*The chance of getting pickups other than Gold Coins or Coin Bags when destroying light sources
*The respawn rate of light sources
*The chance of getting more than one reward from a Treasure Chest
*The chance of positive weapon effects triggering, which includes:
**Dealing critical hits
**Freezing, slowing down or defanging enemies
** exploding
** attacking, starting a scuffle and activating certain pickups on the player instead of wasting them or causing a detrimental effect on themselves
** turning enemies and pickups into Gold Coins
**The chance of firing more Amount of and 
* The damage of if Luck is higher than Curse
* The chance of spawning additional stage items
* The chance to be offered weapons already in your inventory
* The cooldown of traps in Dairy Plant and Gallo Tower
Luck reduces the following:
*The chance of map events, such as Swarms and Flower Walls, taking place
*The chance of negative weapon effects triggering, which includes
** to attack the player
** destroying Experience Gems, Treasure Chests and Pickups
*The chance of firing more Amount of 
==PowerUp==
Luck PowerUp increases Luck by 10% per rank, with a maximum rank of 3. At rank 3, it provides +30% Luck. It initially costs .
Rank	Luck
1 	+10%
2 	+20%
3 	+30%
==From Items==
Luck's associated passive item is , which provides +10% Luck per level, up to a maximum of +50% Luck at level 5.
Additionally, pickup increases Luck by 10% when collected. 
 permanently increases Luck by 1% for the character that collected it.
==From Arcana==
 Wicked Season (XIII) doubles Luck in certain 10 second intervals, and gives +0.5% Luck every level.
==From Characters==
*Ambrojoe starts with +20% Luck.
*Exdash start with +100% Luck, and gains +10% Luck every 10 levels, up to +50% at level 50.
*Toastie start with +100% Luck, and gains +20% Luck every 10 levels, up to +100% at level 50.
*Smith start with +100% Luck, and gains +0.7% Luck every level, with no cap.
*Divano and Santa start with +30% Luck.
*Cosmo starts with +20% Luck, and gains +1% Luck every level, with no cap.
*Sigma and Avatar start with +50% Luck.
===Legacy of the Moonspell===
*Menya and Megalo Menya start with +10% Luck.
=== Tides of the Foscari ===
* Keitha starts with +10% Luck, and gains +1% Luck every level, with no cap.
===Emergency Meeting===
* Ghost starts with +100% Luck.
* Scientist can select to gain +1% Luck per level every 10 levels until level 50, for a maximum of up to +5% Luck per level.
===Operation Guns===
* Lucia gains +5% Luck after reviving, with no cap.
* Browny starts with +20% Luck.
===Ode to Castlevania===
* Sonia starts with +10% Luck.
* Grant starts with +40% Luck.
* Young Maria starts with +80% Luck.
* Sniper gains +1% Luck every level, with no cap.
* Joachim can select to gain +1% Luck per level.
* Blackmore can select to gain +1% Luck per level after defeating 1000, 5000, 9000, 13000 and 17000 enemies, for a maximum of up to +5% Luck per level.
* Leon gains +10% Luck upon obtaining the Vampire Killer.
==From Stages==
The hyper modes of all stages, except Mad Forest, Holy Forbidden, The Bone Zone, and Eudaimonia Machine, introduce a Luck bonus:
*+10% from Inlaid Library, Dairy Plant, Gallo Tower, Cappella Magna, Green Acres, Boss Rash, Bat Country, and Tiny Bridge.
*+20% from Il Molise and Moongolow.
===Legacy of the Moonspell===
*+10% from Mt.Moonspell.
The inverse modes of all stages, except Holy Forbidden and Eudaimonia Machine give a +20% luck bonus additively.
==Mechanics==
===Fourth level up option===
It is possible to sometimes gain four item choices upon leveling up. This depends on the character's Luck. The chance to receive a fourth option is:
:chanceFourth = 1 - \left( \frac{1}{totalLuck} \right)
===Higher rarity pickups===
Luck increases the chance to get pickups other than Gold Coins and Coin Bags from light sources by increasing their weight (="rarity") in the item pool:
:itemWeight = rarity \cdot totalLuck
===Respawn rate of light sources===
Each stage introduces a chance of spawning light sources just out of sight every second, which is increased by Luck:
: destructibleSpawnChance = mapDestructibleChance \cdot totalLuck 
===Treasure Chest level===
Each Treasure Chest has a base level, ranging from 1-3 uniquely for each chest and carries 3 separate chances for a level 3, 2, and 1 treasure, these chances are also unique to each chest. The game checks for each level of treasure, starting from level 3 (5 item chest) proceeding to a lower level if the previous check fails. If all attempts fail, the chests base level is used. Luck increases the chance of each check succeeding:
: chanceWithLuck = levelChance \cdot totalLuck 
===Chance based weapon effects===
Weapon effects, such as critical hits from Bloody Tear or Pentagram's item erasing, that are based on a chance are affected by Luck. The probability of these effects triggering is:
: chanceWithLuck = positiveEffectChance \cdot totalLuck 
===Additional stage items===
Some stage items can spawn in multiples in Mad Forest and Inlaid Library. The chance of additional items spawning is increased by Luck and can be calculated as:
: spawnChance = 1 - \frac{chance}{totalLuck} 
Note, that this check is performed by only once at the start of the run and is thus only affected by your starting Luck from character, PowerUp and stage bonuses.
===Owned items on level up===
The chance to be offered items already in your inventory is affected by Luck as follows:
: ownedChance = 1 + 0.3x - \frac{1}{totalLuck}
where x=2 if the player's level is even and x=1 if the level is odd. The check is performed twice and, if successful, an item already owned by the player will be randomly selected to appear as an option for each successful check. However, if the second roll selects the same item as the first it discarded and a new item is pulled from the pool of all items.
===Skipping events===
Most map events feature a chance for it to happen, which is unique to each event. Luck affects the chance as follows:
: chanceWithLuck = \frac{eventChance}{totaLluck} 
===Trap cooldown===
Luck increases the cooldown of traps as follows:
: effectiveCooldown = trapGlobalCooldown \cdot totalLuck 
==Tips==
*Luck bonuses stack additively. The highest possible Luck stat without picking up any Little Clovers is (player level + 120)%. It can be obtained by playing as Cosmo, who starts with +20% and gains +1% per level, with 3 levels of the Luck PowerUp (+30%), 5 levels of Clover (+50%), and playing on Il Molise or Moongolow on hyper mode (+20%).
*In terms of dealing damage and surviving, Luck benefits seem weak, but it has a large influence on many other game mechanics. These effects are extremely desirable and can be a large difference maker in a run.
*Due to how Luck's effect is calculated, some chance based events can become guaranteed if the player has enough Luck. For example, +54% Luck would be enough to completely eliminate the chance of Pentagram erasing items past level 7.