The luck formula is Luck = (((1 + Basic Luck) x Bonus Roll Multiplier) + Special Luck) x VIP Multiplier.
VERIFIED Source: Sol's RNG Wiki (Fandom), checked 2026-10-16
Guide · Sol's RNG · 2026-10-16
Luck in Sol's RNG runs on a denominator formula with basic buffs, bonus rolls, one-roll potions and a VIP multiplier. Here are the real numbers.
Direct answer
Baseline date: 2026-10-16. Always confirm in-game for anything time-sensitive.
Key facts
Each fact lists the source that supports it.
VERIFIED Source: Sol's RNG Wiki (Fandom), checked 2026-10-16
VERIFIED Source: Sol's RNG Wiki (Fandom), checked 2026-10-16
VERIFIED Source: Sol's RNG Wiki (Fandom), checked 2026-10-16
VERIFIED Source: Sol's RNG Wiki (Fandom), checked 2026-10-16
| Item | Luck bonus |
|---|---|
| Luck Glove | +25% |
| Volcanic Device | +290% |
| Exoflex Device | +340% |
| Fortune Potions#Fortune_Potion_III | +100% |
| Frozen Gauntlet | +150% |
| Galactic Device | +250% |
| Ragnaröker | +455% |
| Source | Multiplier |
|---|---|
| Default bonus roll | x2 |
| Gravitational Device | x6 bonus roll |
| Blessed Tide Gauntlet | x3 every 6th roll |
| Flesh Device | x1.3 every roll |
FAQ
Yes - it is the main stat affecting aura odds, acting as a coefficient that divides aura base values.
Luck = (((1 + Basic Luck) x Bonus Roll Multiplier) + Special Luck) x VIP Multiplier.
Ragnaroker at +455%, rising to +500% in RAINY, WINDY or HELL biome - though the practical best depends on whether you pair it with a bonus roll.
Only partly: bonus rolls multiply your basic luck, while one-roll special potions are added afterwards - then VIP multiplies the total.
Pump King's Blood at +700,000, then Oblivion Potion at +600,000 - both clear most other buffs.
Details
Written from verified facts; labels mark how strong each statement's evidence is.
Luck is handled as a coefficient that modifies aura denominators, turning a base 1/1,000,000 into something closer to 1/35,000 on a strong roll setup.
The order matters: luck sources are mostly additive before multipliers, bonus-roll multipliers apply only to the basic-luck part, one-roll special potions are added after that multiplication, and VIP multiplies the final total.
That structure is why a huge one-roll potion can be diluted or amplified depending on what else you are running at the time.
The written form is Luck = (((1 + Basic Luck) x Bonus Roll Multiplier) + Special Luck) x VIP Multiplier.
The rule of thumb is that +100% luck equals +1.0 in formula notation, so every figure below can be read directly as a term.
Luck Glove gives +25% (+0.25) and Fortune Potion III gives +100% (+1.0).
Volcanic Device gives +290% (+2.9) and Exoflex Device gives +340% (+3.4).
Frozen Gauntlet gives +150% (+1.5) but carries a roll-speed downside, while Galactic Device gives +250% (+2.5) plus roll speed.
Ragnaroker gives +455% (+4.55) with biome-conditional extra luck: in RAINY, WINDY or HELL it gains another +45%, reaching +500% (+5).
The standard bonus roll multiplies your current basic-luck portion, so it scales whatever gear you have rather than adding a flat amount.
The default bonus roll is x2.
Gravitational Device gives a x6 bonus roll and Flesh Device gives x1.3 on every roll.
Blessed Tide Gauntlet gives x3 every 6th roll, and The Thing gives x11 - the highest listed.
Darkshader reduces cooldown and adds periodic 2.5x roll-streak behaviour.
Special buffs are high-value, one-roll luck potions, and they are added after bonus-roll multiplication rather than multiplied by it.
Popping Potion and Potion of the Dune each give +10,000, Red Moon Potion I gives +11,000 and Potion of Bound gives +50,000.
Heavenly Potion gives +150,000, Red Moon Potion II gives +200,000 and Godlike Potion gives +400,000.
Oblivion Potion gives +600,000 and Pump King's Blood gives +700,000, but both also clear most other buffs before the final multiplier stage.
Because they are one-roll effects, timing is everything: popping one without a bonus roll and VIP active wastes most of its value.
VIP applies a final multiplier to total luck, currently x1.2.
VIP+ is x1.2 on its own, or x1.3 when normal VIP is also active.
Crucially, VIP is the multiplier that still affects one-roll special buffs after they have been added, which is why it has outsized value in high-end potion setups.
That also means VIP is the one upgrade whose value grows the more you spend on potions.
The game cycles through a list to determine which aura to select, and each aura's displayed chance is a base value used in the real calculation.
The true probability is produced by listing every base value in the current roll pool, sorting from highest visible rarity to lowest, then dividing each value by your total Luck.
The floor of that division is the list value, and any aura that lands on a list value of 1 is removed from the pool.
The system then starts at the highest-rarity aura whose requirements are satisfied - in CORRUPTION biome it starts at MONARCH, otherwise at EQUINOX when requirements are unmet - and rolls a random number within that aura's list value.
This is why luck-unaffected auras behave differently: no amount of luck changes their position in the pool.
Luck-unaffected auras are rolled through true odds and ignore potions entirely, with illusionary (1 in 10,000,000) and meta as the standard examples.
Neferkhaf is another aura the wiki lists as not affected by luck.
Some auras require their biome regardless of luck, such as GLITCH and LEVIATHAN, and a few are locked to rare biomes like CYBERSPACE and SINGULARITY.
CHALLENGED and CHALLENGED+ auras have a condition to meet before they can be rolled at all, so no amount of luck bypasses the gate.
Auras exclusive to a biome and below 9,999,998 rarity receive the class two tiers above what they would otherwise have, which is why some modest-looking rolls are labelled UNIQUE.
The practical consequence is simple: spend potions on the auras that respond to luck, and treat the rest as patience targets.
What you can use right now, and what must be re-checked before publishing or by the next update.
| Field | Ready now | To verify |
|---|---|---|
| Facts & sources | 4 verified fact(s), each with its source. | Re-check with the next data pull. |
| Update cadence | Baseline 2026-10-16. | Codes/news re-checked every 3–7 days, daily around events. |
The game
Evidence boundary
Opened and used as the reference for the facts above.
Open source ↗Opened and used as the reference for the facts above.
Open source ↗Opened and used as the reference for the facts above.
Open source ↗Labels: VERIFIED official source · BOUNDED attributable secondary source · COMMUNITY player report pending verification. Re-check time-sensitive data in-game.
Last checked: 2026-10-16Related
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