Additional option, Luck and Skill
The pink option from +4 to +28, what Luck really does and why Skill is worth money.
Beyond the +N level, a piece of equipment can carry three independent attributes: additional option, Luck and Skill. They appear in blue in the tooltip and change the item's price drastically.
Additional option (the "pink option")#
It's the bonus that goes from +4 up to +28, in steps of 4. Each option point is worth:
| Item type | Per option point |
|---|---|
| Weapons and wings | +4% damage |
| Armors, shields and capes | +4 defense |
At the maximum (+28, seven points) that gives +28% damage on a weapon or +28 defense on a piece.
Notice the asymmetry: on weapons the option is percentage-based, so it grows along with the weapon. On a high-damage weapon, +28% is worth much more than on any armor piece. The option priority is always the weapon.
How to add it: Jewel of Life#
Right-click the Jewel of Life and then the item.
- Chance: 60%, fixed.
- Each success adds 1 option point, that is, +4.
- Cap: 7 points (+28).
- On failure nothing happens to the item — only the jewel is lost.
That last line is the good news: the Jewel of Life is safe. Unlike the Soul, it never ruins what you already have. The only cost of trying is the jewel.
Taking an item from +0 to +28 of option costs, on average, about 12 Jewel of Life (7 successes at 60%).
Luck does not increase the Jewel of Life chance.
Luck#
Luck is not an option you add: either the item is born with it, or it isn't. It comes from the drop table and the wing creation rolls.
What Luck does:
| Effect | Value |
|---|---|
| Crit rate | +5% per item with Luck |
| Daily Luck | +1 on the Rare cap every 2 pieces worn with Luck (weapon, shield, armor, wing — up to +4) and +1 on the Epic cap with 8 pieces |
| Jewel of Soul chance | from 50% to 75% |
| Chaos Machine chance | +20 percentage points |
| Item price | +25% |
The first three effects stack per piece. A character with five Luck pieces has +25% crit — the game's base is 5%, so that's six times more crit.
Luck is, along with excellent, the attribute that raises an item's value the most on the market. If you drop a good piece with Luck, think twice before selling.
Skill#
An item with +Skill grants a skill. The tooltip shows which one — for example, a sword that gives Twisting Slash or a staff that gives a specific spell.
Several skills in the game only exist through the weapon: if you don't have the right weapon equipped, the skill doesn't appear on the bar or appears marked as "requires weapon". The bar slot shows a warning when that happens.
Skill is the attribute that raises an item's shop price the most: +150%, meaning the item is worth 2.5 times more.
How all of this enters the price#
The game's value formula multiplies the attributes together. Starting from a common item:
| Attribute | Multiplies the value by |
|---|---|
| +Skill | ×2.5 |
| +Luck | ×1.25 |
| Option +4 | ×1.6 |
| Option +8 | ×2.4 |
| Option +12 | ×3.8 |
| Option +16 or more | ×6.6 |
| Each excellent bit | ×2 |
| Each refinement level | grows up to ×365 at +15 |
A common Dragon Armor and an excellent Dragon Armor with two bits, Luck, +16 option and +13 are not the same item: the second is worth thousands of times more.
Practical priority#
If you can only improve one thing:
- Weapon: additional option. +28% damage is the biggest single jump in the game.
- Any piece: Luck, if it shows up. You don't choose, but prioritize keeping the ones that have it.
- Armor: +N level, which is cheaper and safer than hunting options.
- Skill: sell it, don't use it, unless the skill is for your class and you're really going to use it.