(edited per new information)

Originally Posted by Ichthyic
uh, wrong.

When you open a container, the Lucky Find message pops up, and you see some gold, a Precious Item, or a Common shield, and also a Rare helmet. Before Lucky Charm 5, we know that Lucky Charm generated one of the first three and that it had nothing to do with the Rare helmet.

The information in my original post was taken directly from TreasureTable.txt, which are the rules used by the treasure generation system to generate treasure. TreasureTable.txt is not a mod.

TreasureTable.txt: Lucky Charm (default)
Code
new treasuretable "_Luck"
new treasuretable "Luck1"
new subtable "0,98;1,2"
object category "Scroll",25,100,0,0,0,0,0,0
object category "Arrow",30,100,0,0,0,0,0,0
object category "Gold",30,100,0,0,0,0,0,0
object category "Precious",15,100,0,0,0,0,0,0

new treasuretable "Luck2"
new subtable "0,97;1,3"
object category "Scroll",25,100,0,0,0,0,0,0
object category "Arrow",25,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",25,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0

new treasuretable "Luck3"
new subtable "0,96;1,4"
object category "Scroll",20,100,0,0,0,0,0,0
object category "Arrow",20,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",20,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",20,100,0,0,0,0,0,0
object category "Precious",20,100,0,0,0,0,0,0

new treasuretable "Luck4"
new subtable "0,94;1,6"
object category "Scroll",20,100,0,0,0,0,0,0
object category "Arrow",20,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",20,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",20,100,0,0,0,0,0,0
object category "T_ST_WeaponNormal",20,100,0,0,0,0,0,0
object category "Precious",20,100,0,0,0,0,0,0

new treasuretable "Luck5"
new subtable "0,93;1,7"
object category "Scroll",10,100,0,0,0,0,0,0
object category "Arrow",10,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",10,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",10,100,0,0,0,0,0,0
object category "T_ST_WeaponNormal",10,100,0,0,0,0,0,0
object category "GoldBig",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",10,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",10,100,0,0,0,0,0,0
object category "T_ST_WeaponMagic",10,100,0,0,0,0,0,0
object category "Precious",10,100,0,0,0,0,0,0

new treasuretable "Luck6"
new subtable "0,92;1,8"
object category "Scroll",15,100,0,0,0,0,0,0
object category "Arrow",15,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",10,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",10,100,0,0,0,0,0,0
object category "T_ST_WeaponNormal",10,100,0,0,0,0,0,0
object category "GoldBig",15,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",5,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",5,100,0,0,0,0,0,0
object category "T_ST_WeaponMagic",5,100,0,0,0,0,0,0
object category "Precious",10,100,0,0,0,0,0,0

To break it down further:

Code
new treasuretable "Luck6"
new subtable "0,92;1,8"

92 is the % chance that a Lucky Find at Lucky Charm 6 will produce 0 extra items (i.e., a 92% chance to not get a Lucky Find.)

8 is the % chance that a Lucky Find at Lucky Charm 6 will produce 1 extra item.

Code
object category "T_ST_SecGearNormal",10,100,0,0,0,0,0,0

10 is the weighting, as a percent, attributed to the object category.

100 is the weighting, as a percent, attributed to the item rarity.

100,0,0,0,0,0,0 means 100% Common, 0% Magic, 0% Rare, 0% Legendary. The three remaining zeroes are extraneous.

Taken together, at Lucky Charm 6, you'll have an 8% chance to get a Lucky Find (i.e., to roll for 1 extra item.)

When you roll for that 1 extra item, 10% of the time, you'll get an item from the T_ST_SecGearNormal category and 100% of the time that item will be of the Common rarity.

As you can see, it is impossible for a Lucky Find to generate Magic items before Lucky Charm 5 or Legendary items. However, it is possible at Lucky Charm 5 to generate Rare items because the Magic tables have a 20% chance to generate Rare items.

Last edited by fireundubh; 31/07/14 06:26 PM. Reason: Rare items are possible at and above Lucky Charm 5