Auras are equippable VFX obtained by rolling or crafting, and obtaining them is the primary objective of the game.
VERIFIED Source: Sol's RNG Wiki (Fandom), checked 2026-10-16
Guide · Sol's RNG · 2026-10-16
Sol's RNG is built around rolling auras, and biome multipliers, Breakthroughs and the luck formula decide what you get. Here is the new-player picture.
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: Roblox official API, checked 2026-10-16
FAQ
By rolling or crafting; a few are limited-time event rewards only.
Rolling a biome aura outside its native biome, which increases its rarity above the native value.
It is a coefficient that divides aura base values, improving your effective odds - added additively, then multiplied by bonus rolls and VIP.
illusionary at 1 in 10,000,000, which is luck-unaffected and locked to the CYBERSPACE biome.
Eight, including MASTER-HAND, the game's only DIMENSIONAL aura.
Details
Written from verified facts; labels mark how strong each statement's evidence is.
Auras are equippable visual effects, and the game is built around rolling them - that is the core loop rather than a side activity.
Auras vary enormously in design and rarity, becoming far more detailed and impressive the higher the rarity gets.
Two routes exist: rolling and crafting, plus a small number obtainable only through limited-time events.
Some auras have abilities that affect other players and the user, and those abilities are generally more impressive the rarer the aura is.
Some auras belong to a specific biome, and rolling one inside its own biome gives a native rarity that is always lower than its normal rarity.
Each biome carries its own multiplier that decreases the rarity of its auras while that biome is present - so waiting for weather is the single biggest lever a normal player has.
Rolling a biome aura outside its biome is a Breakthrough (BT): same aura, worse odds.
A few auras are breakthrough-locked with no native biome at all, such as Perpetual, CHROMATIC: GENESIS, Symphony, Overture and Sophyra.
Others are locked entirely to a biome - GLITCH and LEVIATHAN are the standard examples - and some require rare biomes like CYBERSPACE and SINGULARITY.
TRANSCENDENT auras have a rarity over 1 in 999,999,999 and come with the most unique cutscenes: nyctophobia, PIXELATION, LUMINOSITY, BREAKTHROUGH and EQUINOX, plus two craftable ones.
DIMENSIONAL auras exceed 1 in 7,500,000,001 and only MASTER-HAND qualifies - and it can only be crafted.
Eight auras are craftable in total, which matters because those cannot be rolled at all.
The rarest non-limited aura is illusionary at 1 in 10,000,000, which is luck-unaffected and locked behind the CYBERSPACE biome.
CHALLENGED and CHALLENGED+ auras have a condition that must be met before you can even roll them.
Luck is a coefficient that modifies aura denominators - a strong setup can pull a 1/1,000,000 aura toward roughly 1/35,000.
Luck comes from gears, talismans, items, effects, bonus-roll mechanics and VIP or VIP+.
Sources are mostly additive before multipliers, bonus-roll multipliers apply to the basic-luck part, one-roll special potions are added after that multiplication, and VIP multiplies the final total.
The practical version is: raise your basic luck first, then stack a bonus roll, then add a one-roll potion if you have one.
Learn which biome you are in and roll during the biomes that matter to you rather than rolling blind.
Accept that some auras are luck-unaffected - illusionary and meta among them - so potions will never help on those specifically.
Crafting is a separate progress path worth tracking, since it covers the only DIMENSIONAL aura and several TRANSCENDENT ones.
Watch for limited-time event auras such as PUMP and Wonderland: they are only available during their event window.
Do not judge a roll by the animation alone - cutscenes map to rarity tiers, so a four-pointed star and deep bass means UNIQUE while an eight-pointed star with a bell chime means MYTHIC.
Special potions are one-roll effects, so their value depends entirely on what else is running when you use them.
The one-roll luck potions range from Popping Potion and Potion of the Dune at +10,000 up to Godlike Potion at +400,000.
Oblivion Potion (+600,000) and Pump King's Blood (+700,000) are the two strongest, but each also clears most other buffs before the final multiplier stage - they are not simply better versions of the cheaper ones.
VIP applies a final x1.2 multiplier to total luck, and it is the multiplier that still affects one-roll potions after they are added.
Because biome multipliers lower the rarity of their auras, a mediocre potion used during the right biome often beats a strong potion used blind.
Some auras ignore all of this: illusionary and meta are luck-unaffected, so no potion changes their odds.
The game keeps a list of every aura in the current roll pool, sorted from highest visible rarity to lowest.
Your total luck divides those base values, the result is floored, and any aura whose list value collapses to 1 is removed from the pool.
The system then starts at the highest-rarity aura whose requirements are satisfied and rolls a random number within that aura's list value.
This is why a huge luck total can shift a 1/1,000,000 aura toward roughly 1/35,000 - the denominator is what luck is actually reducing.
It also explains why luck-unaffected auras behave identically regardless of your setup, and why biome-native rolls are easier than Breakthroughs.
Understanding that order is the difference between stacking luck randomly and stacking it for a specific target.
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 ↗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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