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		<id>http://www.erfworld.com/wiki/index.php?title=Luck&amp;feed=atom&amp;action=history</id>
		<title>Luck - Revision history</title>
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		<updated>2013-05-20T17:58:57Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60646&amp;oldid=prev</id>
		<title>Bcent1234 at 17:15, 27 March 2012</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60646&amp;oldid=prev"/>
				<updated>2012-03-27T17:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:15, 27 March 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;{{needsimprovement|Need help adding references. Ideally this page should become a list of various theories about Luck by different characters, with proper references.}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with [[Clay Dice]]) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with [[Clay Dice]]) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Stats]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Stats]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bcent1234</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60644&amp;oldid=prev</id>
		<title>Bcent1234 at 17:14, 27 March 2012</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60644&amp;oldid=prev"/>
				<updated>2012-03-27T17:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:14, 27 March 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with [[Clay Dice]]) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with [[Clay Dice]]) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Stats]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bcent1234</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60643&amp;oldid=prev</id>
		<title>Bcent1234 at 17:13, 27 March 2012</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60643&amp;oldid=prev"/>
				<updated>2012-03-27T17:13:27Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:13, 27 March 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with Clay Dice) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;Clay Dice&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bcent1234</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60207&amp;oldid=prev</id>
		<title>71.53.122.73: Created page with &quot;Luck is an unknowable &quot;natural&quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a ...&quot;</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php?title=Luck&amp;diff=60207&amp;oldid=prev"/>
				<updated>2012-03-22T21:30:34Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Luck is an unknowable &amp;quot;natural&amp;quot; magical stat. In this way, it affects all units to one degree or another. It has been known to change from time to time, and may be affected by a unit's actions, items, or other things. [[Luckamancy]] is the one magical discipline which takes advantage of this stat. It has been implied that a unit may have a naturally high or low luck, and potentially even negative luck. Luck could be taken or given in theory. It has also been implied (by those units interacting with Clay Dice) that luck tends to return to its default or natural value after a period of time if it has been recently boosted through magical means. That could be likened to a gambler's winning streak. At some point the streak will end, perhaps even abruptly, and after that point he wouldn't seem to have any more or less luck than he normally had. It goes without saying that luck behaves in strange ways. It has no concept of time or turns. Luck tends to act more predictably at very high levels, and more randomly at lower levels.&lt;/div&gt;</summary>
		<author><name>71.53.122.73</name></author>	</entry>

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