- Any of this tier / position
- 99.064%
- Any of this tier / full roll
- >99.999%
- One specific symbol / position
- 1 in 36.34
- One specific symbol / full roll
- 28.455% · 1 in 3.5143
Standard character reveal
Current symbol chances, trait rules, rewards and progression.
OFFICIAL RULES · 2026-10-19.1Your grade compares total XP against a fixed reference distribution of possible rolls, weighted using the official character odds. It does not depend on player results. The three C bands cover 63% of the target distribution, leaving more room for grades below C− and at B−. Increasingly rare grades sit toward either end.
| Grade | Percentile range | Target share |
|---|---|---|
| Z- | 0%–0.05% | 0.05% |
| F | 0.05%–0.25% | 0.2% |
| D- | 0.25%–1% | 0.75% |
| D | 1%–3% | 2% |
| D+ | 3%–12% | 9% |
| C- | 12%–27% | 15% |
| C | 27%–56% | 29% |
| C+ | 56%–75% | 19% |
| B- | 75%–88% | 13% |
| B | 88%–94% | 6% |
| B+ | 94%–97% | 3% |
| A- | 97%–98.5% | 1.5% |
| A | 98.5%–99.3% | 0.8% |
| A+ | 99.3%–99.7% | 0.4% |
| A++ | 99.7%–99.9% | 0.2% |
| S- | 99.9%–99.96% | 0.06% |
| S | 99.96%–99.985% | 0.025% |
| S+ | 99.985%–99.995% | 0.01% |
| SS | 99.995%–99.999% | 0.004% |
| SSS | 99.999%–100% | 0.001% |
Estimated from 176,896 simulated rolls across 73 groups defined by highest symbol tier and its count. Each group has an exact probability weight; its XP distribution is sampled. Equal-XP ties use their midpoint rank, so actual grade frequencies can differ from the target bands. Extremely rare tails are provisional, not exact odds or proof of fairness. Scores outside the sampled range receive the end grade without a claim of an exact percentile.
Reference: xp-percentile-2026-10-19.1 · scoring rules 2026-10-19.1. Saved rolls use their stored XP and the current grade reference. Any historical re-analysis is listed in the changelog. Grades never award extra XP, currency or better odds. Settings can shorten reveals or reduce motion; full reveals remain the default.
One official roll is available in each window, with at least three hours between any two rolls. Windows follow America/New_York time, including daylight saving. Unused windows do not accumulate.
Roll at 3:59 PM, and your next roll becomes available at 6:59 PM—even though the next window starts at 4 PM.
Characters reveal at 850 ms each. Special discoveries have longer showcases. Traits and XP come from the completed saved roll; refreshing shows your existing result instead of granting another roll.
Each position is sampled independently. Symbols within a tier are equally likely. “Any in a roll” means at least one of that tier anywhere in 12 positions; “one specific symbol” means one chosen character such as Ω.
Chance of at least one special symbol in a full roll · about 1 in 9.3679.
Standard character reveal
10-second discovery showcase
12-second discovery showcase
14-second discovery showcase
16-second discovery showcase
18-second discovery showcase
20-second discovery showcase
Displayed chances use up to five significant digits. Extremely small chances use scientific notation so they never round down to 0%. Symbol tiers and trait rarity tiers are separate systems.
Every scored trait earns at least 10 XP. XP follows an anchored curve with wider everyday and mid-tier differences and compressed rewards at extreme odds. Each trait is capped at one trillion XP; at most 500 distinct traits can score, keeping the entire roll within trillions. Probability determines rarity independently; XP does not determine a trait’s chance.
| Trait odds | XP |
|---|---|
| 1 in 1 | 10 |
| 1 in 2 | 22 |
| 1 in 5 | 45 |
| 1 in 10 | 90 |
| 1 in 25 | 190 |
| 1 in 100 | 650 |
| 1 in 500 | 2,400 |
| 1 in 5,000 | 12,000 |
| 1 in 50,000 | 45,000 |
| 1 in 500,000 | 150,000 |
| 1 in 5,000,000 | 450,000 |
| 1 in 50,000,000 | 1,200,000 |
| 1 in 5,000,000,000 | 12,000,000 |
| 1 in 1,000,000,000,000 | 120,000,000 |
| 1 in 1e+15 | 1,000,000,000 |
| 1 in 1e+20 | 10,000,000,000 |
| 1 in 1e+30 | 100,000,000,000 |
| 1 in 1e+50 | 1,000,000,000,000 |
| Rarity | Odds range | Dust bonus |
|---|---|---|
| Basic | Less than 1 in 2 | +0 |
| Common | 1 in 2–5 | +0 |
| Unique | Above 1 in 5–10 | +0 |
| Uncommon | Above 1 in 10–25 | +0 |
| Rare | Above 1 in 25–100 | +3 |
| Epic | Above 1 in 100–500 | +5 |
| Legendary | Above 1 in 500–5,000 | +10 |
| Exotic | Above 1 in 5,000–50,000 | +18 |
| Cosmic | Above 1 in 50,000–500,000 | +28 |
| Divine | Above 1 in 500,000–5 million | +40 |
| Astral | Above 1 in 5–50 million | +55 |
| Transcendent | Above 1 in 50 million–5 billion | +75 |
| Paradoxical | Above 1 in 5 billion; below 1 trillion | +100 |
| Singularity | 1 in 1 trillion or rarer | +150 |
Between anchors, XP interpolates continuously in log-odds / log-XP space, then rounds to whole XP. Rewards stop rising at the final anchor. Saved awards are retained unless a balance update explicitly re-analyzes history; those updates are listed in the changelog.
Stardust assumes this is the roll’s rarest trait. This calculator shows one trait’s XP; a roll earns XP for all its detected traits.
Every roll earns a base of 6 Stardust. Day, roll and rarity bonuses stack on top.
Play on consecutive UTC dates. Each day after the first adds +1 per roll, capped at +4. Multiple rolls on one day count as one active day.
Roll in consecutive Eastern windows. Each roll after the first adds +2, capped at +14. Missing an entire window resets this chain, independently of your day streak.
Your rarest saved trait contributes one rarity bonus from the ladder above. It uses the trait’s chance, rather than the chance of your exact character string.
A missed day or window never takes away your balance, purchased cosmetics or best-ever milestones. Stardust earned before the rebalance stays in your wallet.
Level 1 starts at 0 XP. The total XP needed to enter level L is 300 × (L − 1)². That means level 2 at 300 XP, level 3 at 1,200, and level 4 at 2,700. Your level uses all-time XP and never resets.
Weekly totals reset Monday at midnight UTC; monthly totals reset on the first of each month at midnight UTC. All-time XP remains cumulative.
Each trait variant keeps its own lifetime find count. Mastery caps at 20, with faster progression for rarer traits. Singularity gains one level per find; Paradoxical starts at 1, 2, 3, 4 and 6 finds. Border upgrades arrive at levels 1, 3, 5, 10, 15 and 20. Finds beyond the cap are still counted. Mastery never changes XP or odds.
Threshold examples above are for Basic traits. Each rarer tier needs fewer finds.
The Shop has 190 looks across 8 categories: profile banners, borders, titles, sigils, personal website backgrounds, accent palettes, roll-tile styles and level badges. Paid choices cost 40–8,000 Stardust. Preview and buy in the Shop; equip owned looks in your Profile Wardrobe, or choose to equip them when a purchase succeeds.
Your website background follows you across pages and is for your own view. Friends keep their own website themes when they open your profile. Purchases are permanent and never affect roll odds, XP or eligibility.
OPEN MY WARDROBE ↗A complete run of 3–12 digits can earn a length-based equation trait. Insert an operator and equals sign while keeping every digit in order: 369 becomes 3+6=9, and 424 becomes 4!=24. Addition, subtraction, multiplication, exact division, powers and factorials count.
This single trait requires a complete written equation of 4–12 characters, such as 3!=6 or 3+6=9. Use +, -, *, /, ^ or ! with =. It is awarded once per roll, even when multiple written equations qualify.
Use nonnegative integers without leading zeroes. Fractional results, division by zero and 0^0 are excluded. Letters and symbols separate digit runs; written equations must fill the entire uninterrupted run of digits and math symbols. One digit run counts once even if several interpretations work. The exact number of matching runs determines the variant for that digit length.
Browse every active collection and its rule. A collection can contain several variants with different lengths, counts and chances; your profile’s collection book tracks the exact variants you’ve found.
Every possible frequency partition of 12 characters is represented, from all different to twelve of a kind. Exactly one complete frequency profile is awarded per roll.
Word traits depend on accepted word length and non-overlapping occurrence count. Probability covers the accepted words of that length, rather than one specific spelling. Repeated spellings can count as multiple words.
Repeated qualifying patterns use count variants when supported. Rewards are awarded once per distinct detected trait; related traits may overlap, so their probabilities should not simply be multiplied together.
510 trait and collection entries · Page 1 of 43
Fill all 12 positions with letters.
Fill all 12 positions with digits.
Get six letters and six digits.
Every letter must be A–M; at least one letter is required.
Every letter must be N–Z; at least one letter is required.
Every letter must be a vowel; at least one letter is required.
Have letters, with no vowels among them.
Have equal nonzero counts of letters from A–M and N–Z.
Every digit must be even; at least one digit is required.
Every digit must be odd; at least one digit is required.
Have digits, all from 2, 3, 5 or 7.
Have equal nonzero counts of even and odd digits.
Official rolls are generated on the server, with database-enforced timing and protected XP, wallet and purchase records. Cosmetic spending does not change your odds. Development previews do not earn official progress.
PRIVACY & SECURITY ↗