Charms
0/12 Charms
How one charm is chosen
A draw reads no birthday, no name, no chart. Each draw takes a single number between 0 and 1 and lets it fall onto one of the 12 charms. The 4 tiers carry different weights, and that is the whole of it. The fraction below is the exact value; the percentage beside it is that same fraction, rounded.
| Charm | Tier | Chance in one draw |
|---|---|---|
| Four-leaf Clover | Common | 1/6 · 16.7% |
| Healing Herb | Common | 1/6 · 16.7% |
| Lucky Coin | Common | 1/6 · 16.7% |
| Red Thread | Uncommon | 1/12 · 8.3% |
| Scholar's Brush | Uncommon | 1/12 · 8.3% |
| Guiding Compass | Uncommon | 1/12 · 8.3% |
| Wind Bell | Uncommon | 1/12 · 8.3% |
| Tiger Guardian | Rare | 1/24 · 4.2% |
| Moon Charm | Rare | 1/24 · 4.2% |
| Lotus | Rare | 1/24 · 4.2% |
| Wishing Star | Legendary | 1/48 · 2.1% |
| Golden Pouch | Legendary | 1/48 · 2.1% |
Counted by tier, one draw lands on Common 1/2 · Uncommon 1/3 · Rare 1/8 · Legendary 1/24.
A draw never sets aside what is already held, so the same charm can come up again. A repeat is not a wasted draw: it gives 10 experience, and a charm held for the first time gives 20.
Holding every one of them takes about 83 draws on average. With only the free draw of each day, that is about as many days.
The list, the tiers and these odds are the same for everyone and the same every day. Nothing here shifts with who is drawing, or when.
How Bokki grows
Experience comes from walking, not from paying: the daily pouch gives 5, drawing a charm gives 10, a charm held for the first time gives 20, and finding a world fortune not met before gives 15. Clearing the day's three quests adds more on top.
| Stage | Form | Experience to reach | Pouches a day |
|---|---|---|---|
| 1 | 1 | 0 | 1 |
| 2 | 1 | 50 | 1 |
| 3 | 1 | 125 | 2 |
| 4 | 1 | 225 | 2 |
| 5 | 2 | 350 | 3 |
| 6 | 2 | 500 | 3 |
| 7 | 2 | 675 | 4 |
| 8 | 2 | 875 | 4 |
| 9 | 3 | 1100 | 5 |
| 10 | 3 | 1350 | 5 |
| 11 | 3 | 1625 | 6 |
| 12 | 3 | 1925 | 6 |
| 13 | 4 | 2250 | 7 |
| 14 | 4 | 2600 | 7 |
| 15 | 4 | 2975 | 8 |
| 16 | 4 | 3375 | 8 |
| 17 | 5 | 3800 | 9 |
| 18 | 5 | 4250 | 9 |
| 19 | 5 | 4725 | 10 |
| 20 | 5 | 5225 | 10 |
Stages run to 20. The form changes every 4 stages, so there are 5 forms in all.
The daily pouch grows with the stage: 1 at stage 1, 10 at stage 20. One draw a day is free; another costs 3 pouches. Clearing the day's three quests adds 5 more.
There is no payment on this page. Pouches are not sold, and they never expire, so saving them costs nothing. The stage, the pouches and the charms stay in this browser alone.
What the charm pouch actually is
A free, collectible game — each charm has a rarity tier (common to legendary) and a short, warm wish-meaning.
Charms are earned through daily engagement (opening your pouch), not calculated from your birth chart — collecting them is a light, ongoing game, separate from the chart-based readings elsewhere on the site.
Charms are not a divination method — they don't read your chart, they carry no probability of anything coming true, and owning one isn't a prediction. For an actual chart-based reading, see /reading.
What the charm pouch actually is
No — charms are a collectible daily game, not calculated from your chart. For a chart-based reading, see /reading.
No — a charm's rarity only reflects how uncommon it is to collect, not a prediction about your life. It's a warm decorative wish, not a forecast.
Draws are weighted by rarity, not equal chance — common charms carry weight 8, uncommon 4, rare 2, legendary 1 (48 total across the 12 charms), so any single legendary charm lands about 1 in 48 (≈2.1%), and there are 2 of them for roughly 4.2% combined. Commons make up half the deck (24 of 48) by weight.