Breakthrough

== Native Rarities ==
The breakthrough system is a mechanic where the aura is obtained outside of its native biome, while increasing the chance of getting the aura. A unique cutscene that differs between a regular pulling animation and a breakthrough animation does not exist, however if an aura is 1/10k+ or 1/100k+, the star and shatter parts of the pulling animation, respectively, will appear when obtained by breakthrough, even if the aura's breakthrough rarity is lower (e.g.; at 1/12,000 will show a star, even when it's found at a rate of 1/2,000 per pull during Hell).
It is a common misconception that, when a certain biome is active, your luck is boosted by that biome's breakthrough multiplier. This is mostly incorrect; for starters, your luck isn't boosted at all whenever the map biome changes, it remains as it was before the biome switch. Depending on which biome the map switches to, however, the probability of rolling certain biome exclusive auras is increased instead. While in the correct biome, biome exclusive auras are rolled at their native rarity. The native rarity of an aura can be calculated by dividing their normal rarity by the biome's breakthrough multiplier (e.g.; has a normal rarity of 1 in 5,000,000 outside Starfall biome. Starfall has a breakthrough multiplier of x10. Dividing 5,000,000 by 10 gives 1 in 500,000, which is the native rarity of inside Starfall).
Currently, in collection, the openings of aura with any native biome, shows the opening of the breakthrough opening, even if you got it by native first time. For example: if you get by native, in collection, it will show you the opening with eight-pointed star. However, the aura's rarity will always stay as the breakthrough rarity. For example: if you got from Null and , although you got with higher rarity, in "your stats" board, will be shown as your rarest aura.
Breakthrough multipliers, per biome.
Windy	Snowy	Rainy	Sandstorm	Corruption	Hell	Day	Night	Starfall	Null 	Glitched
×3 	×3 	×4 	x4 	×5 	×6 	×10	×10 	×10 	×1000	Infinite
==Auras With Breakthroughs==
<tabber>
|-|Windy=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 900
|1 in 300
|-
|
|1 in 90,000
|1 in 30,000
|-
|
|1 in 13,500,000
|1 in 4,500,000
|-|Snowy=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 2,304
|1 in 768
|-
| 
|1 in 73,500
|1 in 24,500 
|-
|
|1 in 225,000,000(Unobtainable)
|1 in 75,000,000
|-|Rainy=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 4,000,000
|1 in 1,000,000
|-
|
|1 in 12,000,000
|1 in 3,000,000
|-
|
|1 in 80,000,000
|1 in 20,000,000
|-
|
|1 in 400,000,000
|1 in 100,000,000
|-|Sandstorm=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 512
|1 in 128
|-
| 
|1 in 777 
|1 in 194
|-
| 
|1 in 360,000,000
|1 in 90,000,000
|-|Corruption=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 7,000
|1 in 1,400
|-
| 
|1 in 12,000 
|1 in 2,400
|-
| 
|1 in 70,000
|1 in 14,000
|-
| 
|1 in 1,336,000
|1 in 267,200
|-
|
|1 in 200,000,000
|1 in 40,000,000
|-|Hell=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
| 
| 1 in 12,000 
|1 in 2,000
|-
|
|1 in 120,000
|1 in 20,000
|-
|
|1 in 6,666,666
|1 in 1,111,111
|-
|
|1 in 300,000,000
|1 in 50,000,000
|-|Day=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 50,000
|1 in 5,000
|-
|
|1 in 5,000,000
|1 in 500,000
|-|Night=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 50,000
|1 in 5,000
|-
|
|1 in 5,000,000
|1 in 500,000
|-
|
|1 in 6,000,000
|1 in 600,000
|-
|
|1 in 60,000,000
|1 in 6,000,000
|-|Starfall=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 50,000
|1 in 5,000 
|-
|
|1 in 50,000
|1 in 5,000 
|-
|
|1 in 120,000
|1 in 12,000
|-
|
|1 in 250,000 (Unobtainable)
|1 in 25,000
|-
|
|1 in 5,000,000
|1 in 500,000
|-
|
|1 in 10,000,000
|1 in 1,000,000
|-
|
|1 in 14,000,000
|1 in 1,400,000
|-
|
|1 in 100,000,000
|1 in 10,000,000
|-
|
|1 in 430,000,000
|1 in 43,000,000
|-|Null=
{| class="fandom-table"
|+Biome-Exclusive Auras
!Aura
!Rarity
!Native Rarity
|-
|
|1 in 1,111,000
|1 in 1,111
|-
|
|1 in 2,222,000(UNOBTAINABLE)
|1 in 2,222
|-
|
|1 in 9,000,000
|1 in 9,000
|-|Glitched=
Biome-Exclusive Auras
Aura	Native Rarity
 	1 in 3,000
 	1 in 12,210,110
 	1 in 220,000,000
 
</tabber>
== Trivia== 
*When obtaining an aura from a biome, a tag will be attached saying “[From <biome name>!]” in both the equip/skip screen and in the chat.
*Glitched, Graveyard and Pumpkin Moon are the only biomes to have auras that can only be obtained in that specific biome (which are , and For glitch), making the three biomes the only biomes with auras that cannot be obtained exclusively through breakthrough.
*The breakthrough system was overhauled in the Era 7 update, where biome-exclusive auras now show their respective breakthrough chances. In addition to this, the [BREAKTHROUGH!] tag was also deprecated from the game and only auras obtained in biomes will have their respective tags.
* The buff provided by runes causes the auras native to the rune's biome to be set to their native rarities.
* is the lowest rarity aura that utilizes the breakthrough system.
*Before Era 7, breakthrough functioned the opposite to how it does now. Previously, breakthrough allowed players to roll biome-exclusive auras at a higher rarity outside of their native biomes at a lower rate and the breakthrough multipliers had different values. For example, the rainy biome used to have a breakthrough multiplier of x10 and used to have a regular rarity of 1 in 100,000,000. This means that used to have a breakthrough rarity of 1 in 1,000,000,000 outside of the rainy biome.
*7 out of 19 globals have a native biome.
Category:System
Category:Features