LUCKY
- ELITE
- THE RIFT
- SPAREABLE
LUCKY is a named elite on THE RIFT, a place of entities.
A leprechaun who stepped out of a fairy ring some centuries ago and has kept his pot of gold parked well off the main road since. He maintains the gold is real and that he gave all his bad luck away — two claims, one of them true.
The numbers
- BASE HEALTH300
- CONTACT DAMAGE20
- HITS EVERY0.70s
- SPEED22/s
- SIZE18 across
- CRIT CHANCE12%
- DODGES25%
- ABOVE THE HORDE+3 levels
- NOTICES YOU AT250
The monster at its baseline, before a venue has placed it. What it really fields on each difficulty is under “Where you meet it”.
Where you meet it
THE RIFT
It is placed by hand on THE RIFT and waits at its post until you come close.
| DIFFICULTY | LEVEL | HEALTH | DAMAGE | XP |
|---|---|---|---|---|
| EASY | 25 | 300 | 34 | 1427 |
| MEDIUM | 26 | 450 | 35 | 1664 |
| HARD | 29 | 690 | 37 | 1941 |
| NIGHTMARE | 53 | 1800 | 51 | 15263 |
What to know
- SPAREABLEBeaten, it kneels instead of dying and the run pauses for the verdict. Spared, LUCKY joins the party.
- THE ENTRANCECloses at 120/s until it has said its piece, then fights at its own pace.
- WHAT IT WAS CARRYINGA shift's pay, and only about one body in five is carrying any of it when it falls.
- WHEN STRUCKIt bleeds. A blow that overwhelms it bursts it, and there is a face among what lands.
Mechanics
Every dangerous move is telegraphed — it roots, it winds up, and you get the beat you need to be somewhere else.
- ORBIT GUARDIt roots for 0.6s first, then 5 motes come up and turn around it at 32 out, for 7s. Anything the ring sweeps through takes 50% of its contact damage, no more than once every 0.7s however many motes pass at once. The ring does not chase — it only means the last stride into contact costs something. Time the gaps, or fight it from outside. Once every 10.5s.
- SNARE FIELDIt roots for 0.6s first, then lays a field 46 across on the ground where you were standing, from as far out as 190. It lies there for 4.4s and cuts your pace to 60% while you are in it. It deals NO damage whatsoever — its whole strength is what else is on the field while it has hold of you. Walk out of it; a jump clears it too. Once every 9s.
What it drops
Every kill pays one piece of gear, one medkit and one XP scroll.
Its drops roll 50% better on the rarity ladder than the level's ordinary loot.
Guaranteed pieces by rarity: 1 magic, and a 50% chance of one more and a 50% chance of a rare. A rarity the monster's own level has not unlocked yet is skipped, so the same fight pays better on a harder rung.
Always drops
What it says
Spoilers for this fight, covered until you ask for them.
LUCKYWELL WELL. A BIG ONE, WALKED RIGHT INTO ME RING. THAT'S THREE CENTURIES OF BAD LUCK.
THE HEROA LEPRECHAUN. OF COURSE. AFTER GHOSTS AND LIZARDS, WHY NOT. I DON'T WANT YOUR GOLD, WEE MAN.
LUCKYEVERYONE WANTS THE GOLD. IT'S REAL - FELL THROUGH WITH ME. ME BAD LUCK? I GAVE IT TO ALL.
LUCKYTELL YOU WHAT. BEAT ME AND IT'S YOURS. NOBODY'S MANAGED YET. FEELING LUCKY?
Last words
AH WELL... ...LUCK ALWAYS RUNS OUT...
Beaten, it kneels rather than dies, and the run stops for your verdict. Spare it and LUCKY fights at your side for the rest of the campaign, handing over its story items but keeping its own kit. Kill it and the withheld blow lands.
What this scene is part of — everything said and found around it — is its chapter of the story.