Sol's RNG biomes at a glance
Sol's RNG biomes are rolled once per second, the same way you roll auras. A biome with a "1 in 7,500" rate gets a 1-in-7,500 check every second, and if it passes, the map changes. According to the Sol's RNG Wiki (read on October 24, 2026), the game currently has 11 regular biomes (Normal, Windy, Snowy, Rainy, Sandstorm, Hell, Starfall, Heaven, Lost Forest, Corruption and Null), five rare biomes (Glitched, Dreamspace, Cyberspace, Singularity and The Radiant Forest) and seven event biomes. The wiki's Biomes page describes that count as of the Eon 1-30 update. Day and night run on a separate Time cycle that also has its own auras.
Every number below comes from the wiki pages listed in Sources. The probability math (expected wait, chance within an hour) is ours, and the formula is shown so you can check it.
| Biome | Spawn chance | Duration | Breakthrough multiplier | Grail offering bonus |
|---|---|---|---|---|
| Windy | 1 in 500 per second | 2 minutes | x3 | +2% Luck, +1% Roll Speed |
| Snowy | 1 in 600 per second | 2 minutes | x3 | +2% Luck, +1% Roll Speed |
| Rainy | 1 in 750 per second | 2 minutes | x4 | +2% Luck, +1% Roll Speed |
| Sandstorm | 1 in 3,000 per second | 650 s (10 min 50 s) | x4 | +3% Luck, +1.5% Roll Speed |
| Hell | 1 in 6,666 per second | 666 s (11 min 6 s) | x6 | +5% Luck, +2.5% Roll Speed |
| Starfall | 1 in 7,500 per second | 650 s | x5 | +5% Luck, +2.5% Roll Speed |
| Heaven | 1 in 7,777 per second | 240 s (4 min) | x5 | +5% Luck, +2.5% Roll Speed |
| Lost Forest | 1 in 8,128 per second | 450 s (7 min 30 s) | x2 | not listed |
| Corruption | 1 in 9,000 per second | 650 s | x5 | +10% Luck, +5% Roll Speed |
| Null | 1 in 10,100 per second | 99 s (1 min 39 s) | x1000 | +10% Luck, +5% Roll Speed |
The Grail column is the bonus you get by offering that biome's item (Wind Essence, Icicle, Rainy Bottle, Hour Glass, Eternal Flame, Piece of Star, Feather Vial, Curruptaine or NULL?) to the Grail of Resonance while the biome is still active. The wiki's Lost Forest entry doesn't list an item or Grail bonus, so we left that cell empty rather than guess.
Biome-Native vs Biome-Exclusive auras
This is the part most biome lists skip, and it decides whether a biome is worth waiting for.
The wiki sorts biome auras into two categories:
- Biome-Native auras have a "native rarity" inside their biome and a worse "breakthrough" rarity everywhere else. You can still roll them outside the biome. You just pay the multiplier.
- Biome-Exclusive auras can't be obtained through breakthrough at all. If you're not in that biome (or holding an item that grants its pool), the aura is off the table.
The Breakthrough page uses Abyssal Hunter as the example: 1 in 100,000,000 while Rainy is active, 1 in 400,000,000 anywhere else, because Rainy carries a x4 multiplier. The same page corrects a common belief: an active biome does not boost your luck. It only lowers the rarity of the auras tied to it.
Here's the cross-reference, counting only permanent auras listed on the Biomes page (limited event auras left out):
| Biome | Biome-Native (breakthrough possible) | Biome-Exclusive (no breakthrough) | Rarest exclusive |
|---|---|---|---|
| Windy | 7 (Wind to Maelstrom) | 0 | none |
| Snowy | 5 (Glacier to Eisveil) | 0 | none |
| Rainy | 11 | 1 | Leviathan, 1 in 1,730,400,000 |
| Sandstorm | 6 | 0 | none |
| Hell | 9 | 1 | Hellborn, 1 in 2,644,600,640 |
| Starfall | 11 | 0 | none |
| Heaven | 12 | 0 | none |
| Lost Forest | 17 | 0 | none |
| Corruption | 6 | 1 | Monarch, 1 in 3,000,000,000 |
| Null | 4 | 1 | Empty, 1 in 11,111,111 |
| Daytime | 2 (Solar, Solar : Solstice) | 0 | none |
| Nighttime | 8 | 1 | Dream Catcher, 1 in 2,222,222,222 |
| Singularity | 3 (Comet, Galaxy, Gargantua) | 9 | Astraios, 1 in 1,750,000,000 |
| The Radiant Forest | 4 (Jade and Kyawthuite lines) | 4 (Watcher, Rekindle, Moonchild, Cor Lunae) | Cor Lunae, 1 in 50,000,000 |
| Cyberspace | 17 | 2 (Meta, Illusionary) | Illusionary, 1 in 10,000,000 |
| Dreamspace | 0 | 5 | Dreammetric, 1 in 320,000,000 |
| Glitched | 0 | 4 | Oppression, 1 in 220,000,000 |
Read the table this way. Windy, Snowy, Sandstorm, Starfall, Heaven and Lost Forest have nothing you can only get there, so missing one costs you a multiplier, not an aura. Rainy, Hell and Corruption each hide exactly one huge exclusive at the top of the pool (Leviathan, Hellborn, Monarch). The rare biomes flip the ratio: Singularity has nine exclusives against three natives, and Dreamspace and Glitched are pure exclusive pools.
Two Cyberspace exclusives deserve a note. The wiki says Meta (1 in 10,000) and Illusionary (1 in 10,000,000) are not affected by luck, the same treatment Oblivion and Memory get. Stacking potions during Cyberspace does nothing for those two.
You can filter the full catalog by biome and by obtainable status on the Sol's RNG auras page, or see them grouped by rarity tier on the tier list.
How long will you wait for each biome?
A per-second chance of 1 in N means the expected wait is N seconds. The chance of seeing at least one spawn in an hour is 1 โ (1 โ 1/N)^3600. That assumes the check runs every second without pause, which is how the wiki describes it, though it doesn't say whether the roll keeps running while another biome is already on screen. Treat these as upper-bound estimates.
| Biome | Average wait | Chance in 1 hour | With its Lantern (2x) |
|---|---|---|---|
| Windy | ~8.3 min | ~99.9% | ~100% |
| Rainy | ~12.5 min | ~99.2% | ~100% |
| Sandstorm | ~50 min | ~69.9% | ~90.9% |
| Hell | ~111 min | ~41.7% | ~66.0% |
| Starfall | ~125 min | ~38.1% | ~61.7% |
| Heaven | ~130 min | ~37.1% | ~60.4% |
| Lost Forest | ~135 min | ~35.8% | no lantern listed |
| Corruption | ~150 min | ~33.0% | ~55.1% |
| Null | ~168 min | ~30.0% | ~51.0% |
The Lantern column uses the pocket gears from Stella's Cauldron. Each one doubles the spawn chance of one biome, and each needs 20 of that biome's item, one aura native to that biome and one Lantern aura, which is Lost Forest native at 1 in 166,666 (1 in 333,333 elsewhere). The full recipe list is in our gears and crafting guide.
So a Corruption Cell Lantern takes you from a one-in-three hour to slightly better than a coin flip. That's the real value of lanterns: they don't add luck, they add attempts at Monarch.
The regular biomes, one by one
Windy, Snowy, Rainy. The three two-minute biomes show up constantly. Windy's pool runs from Wind (1 in 300 native) to Maelstrom (1 in 103,333,333 native, 1 in 309,999,999 elsewhere). Snowy tops out at Eisveil (1 in 276,666,666 native). Rainy is the deep one: Poseidon at 1 in 1,000,000 native is the reason most players craft a Godly Potion (Poseidon) during rain, and Poseidon : Atlantis sits at 1 in 212,500,000 native.
Sandstorm. Added in Era 9, it lasts 650 seconds and has some of the cheapest auras on any biome table: Gilded at 1 in 128 native (only Heaven's Divinus, at 1 in 6, is cheaper). It's also the farm biome for Jackpot (1 in 194 native), which matters because the Jackpot Gauntlet needs 77 of them.
Hell. 666 seconds long with a x6 multiplier, the second highest among regular biomes. Hades drops from 1 in 6,666,666 to 1 in 1,111,111 here, and Hellborn (1 in 2,644,600,640) can't be rolled anywhere else.
Starfall. Eleven native auras, from Starlight and StarRider (1 in 10,000 native) up to Astral : Zodiac (1 in 53,400,000 native), with Starscourge : Radiant at 1 in 20,000,000 native in between. While it's active, Stella's Star has a 1 in 20 chance to spawn inside the cave in place of regular potions and coins. Starfall is also the only door into Singularity (see below).
Heaven. Released in Eon 1-12, 240 seconds. The pool starts at Divinus (1 in 6 native) and runs to Ascendant (1 in 187,000,000 native). Zeus is native here at 1 in 900,000, which makes Heaven the place to farm the Zeus for a Godly Potion (Zeus). The wiki's Godly Potion page still says Zeus has no native biome in one paragraph; the recipe table on the same page already shows the Heaven rate.
Lost Forest. The newest regular biome (Eon 1-30), 450 seconds, but only a x2 multiplier. It ties Cyberspace for the biggest native pool of any biome at 17 auras, ending with Tree House at 1 in 1,900,000,000 native. The low multiplier cuts both ways: outside Lost Forest these auras only get twice as hard.
Corruption. Era 7, 650 seconds, x5. The headline is Monarch at 1 in 3,000,000,000, exclusive. The Luck page uses Corruption as its example of how the roll list starts: in Corruption the system begins checking at Monarch.
Null. The short one: 99 seconds. Its x1000 multiplier is the most extreme number on the Breakthrough page. Nihility is 1 in 9,000 inside Null and 1 in 9,000,000 outside it. Null is also required to enter The Limbo. The wiki adds one odd rule: the Breakthrough aura (1 in 1,999,999,999) is obtainable in every biome except Null.
The rare biomes
Glitched is the rarest. It has a 1 in 30,000 chance on every biome change (not every second), lasts 164 seconds and has no breakthrough multiplier. Its special rule is bigger than its own pool: while Glitched is active, every native aura from the regular biomes ignores breakthrough odds and rolls at its native rarity. Its four exclusives are Fault, Content Deleted, Glitch and Oppression.
Dreamspace has a 1 in 3,500,000 per-second chance and, per the wiki, only spawns during the Normal biome. At one check per second that averages out to about 40 days of continuous Normal-biome time, so nobody "plans" a Dreamspace. It lasts 192 seconds, has no multiplier, and holds five exclusives. It also drops Heavenly Potions: 3% every 10 seconds, plus one guaranteed when the biome starts (if you were in the server for the spawn).
Cyberspace can't spawn on its own. It has a 1 in 5,000 chance whenever someone uses a Strange Controller or a Biome Randomizer, and lasts 12 minutes with a x2 multiplier.
Singularity replaces Starfall 1 in 100 times, however Starfall spawned (natural, Strange Controller or Biome Randomizer). A Singularity Catalyst also spawns it. It runs 20 minutes or until someone in the server rolls Astraios. Players who watch the spawn cutscene get the Accretion Disk buff. Its exclusives (Constella, Pulsar, Pleiades, Vega, Astronaut, Centurion) are also ingredients of the Singularity Gauntlet, the top right-hand gear.
The Radiant Forest is spawned only by using a Condensed Memory inside Lost Forest at night. It lasts 900 seconds, locks time to Nighttime, and adds Moon Catch: catching falling stars gives Cor Lunae's Blessing stacks (+0.015x final luck each, up to 10). Rolling specific auras lights the "Seven Radiant Moons", which unlock True Jade, True Kyawthuite and True Twilight; lighting all seven guarantees Tomorrow on the next roll.
Time: Daytime and Nighttime
Time isn't a biome, but it behaves like one for auras. Both phases carry a x10 multiplier. Daytime has Solar and Solar : Solstice; Nighttime has eight natives (Lunar through Twilight : Withering Grace) plus the exclusive Dream Catcher at 1 in 2,222,222,222. Solar and Lunar are both 1 in 5,000 native and 1 in 50,000 outside their phase. That tenfold gap matters a lot if you're farming the thousands of Solar and Lunar that late gears ask for.
Event biomes
| Event biome | How it spawns | Duration |
|---|---|---|
| Pumpkin Moon | 1 in 3 per Nighttime in the latest Halloween update (1 in 4 in 2024), overrides all but Glitched and Dreamspace | until night ends |
| Graveyard | Same 1 in 3 per Nighttime rule as Pumpkin Moon | until night ends |
| Blood Rain | Use a Cursed Rune Fragment (Fischl's shop) during Graveyard or Pumpkin Moon | 10 minutes |
| Blazing Sun | 1 in 4 whenever it turns Daytime during Summer events | 3 minutes |
| Incinerator | 1 in 10 after firing the Event Turret (Summer 2026) | 200 seconds |
| Aurora | Glowing Snow Globe during Snowy, or 1 in 50,000 per second (Christmas 2025) | 5 minutes |
| Eggland | Replaces Normal during Easter 2026; egg drops every 30 s instead of 1 min | event length |
Every Halloween aura listed under Pumpkin Moon, Graveyard and Blood Rain is marked as non-breakthrough, which makes them event-only exclusives. On Halloween 2026 specifically: as of our read, the wiki's update log ends at Eon 1-26.5 (August 15, 2026) and its Biomes page doesn't yet list a 2026 Halloween aura pool. Check the Sol's RNG update log and the biomes page for what changes once the wiki catches up.
Forcing a biome: Strange Controller vs Biome Randomizer
The Strange Controller rerolls the biome using natural spawn weights, so most uses land on the common three. The wiki's table: Windy 33.18%, Snowy 27.65%, Rainy 22.12%, Sandstorm 5.53%, Hell 2.49%, Starfall 2.19%, Heaven 2.13%, Corruption 1.84%, Null 1.63%, Singularity 0.0221%, Cyberspace 0.02%, Glitched 0.003%. It has a 20-minute personal cooldown and a 20-minute server cooldown.
The Biome Randomizer ignores natural rates and gives each biome a 1/9 chance (Glitched stays at 1 in 30,000; Dreamspace can't be spawned). It costs four Strange Controllers plus eight auras, and has a 35-minute personal cooldown. If you want Corruption or Null on demand, the Randomizer's flat 1/9 beats the Controller's under-2% by a wide margin. If you only want Windy for a Godly Potion (Zeus) ingredient, the Controller is fine.
To turn any of these rarities into an expected roll count for your own luck, plug them into the Sol's RNG probability calculator. For how luck stacks on top of a biome, see the potions guide.


