Crafting System (Official Guide)
Crafting is the studio-side of Reverie Field.
Listening and side systems bring in the raw material. Crafting decides how much of that material becomes structure. Every attempt carries weight. Every discount matters. Every batch changes your dayβs momentum.Last updated: 2026-04-05.
Quick Navigation
- What crafting is for
- What crafting uses
- What you can craft directly
- Daily attempts, reset and bought attempts
- Batch crafting
- Fragment costs
- $gameWOS costs
- Success chance
- Failure penalty
- Upgrade paths on success
- Duplicates on success
- Active Resonance crafting bonuses
- Grandmaster crafting
- Practical craft rhythm
What crafting is for
Crafting is the controlled route from accumulated materials into relic inventory. It serves a different purpose than random drops. Drops capture a moment. Crafting builds a direction.
What crafting contributes to the wider loop:
- turns π§© Fragments and $gameWOS into relics,
- lets talents and Active Resonance push results upward,
- creates the cleanest repeatable route into upgraded relic inventory,
- and gives surplus materials a purposeful sink instead of leaving them idle.
Direct craft lane
Simple and Rare relics are the direct entry points.
Advanced craft lane
Upgrades, duplication, bought attempts, farm craft bonuses and Active Resonance bonuses shape the higher-end results.
What crafting uses
Every crafting roll consumes two materials:
- π§© Relic Fragments
- $gameWOS
The Crafting screen now also shows your current level, your Crafting Adept level, your live $gameWOS balance, your current daily limit and, when relevant, your Active Resonance crafting bonuses and batch-crafting controls.
Crafting attempts are now fully βrealβ attempts.
A failed roll still consumes an attempt and still burns part of both costs.
The system treats every roll as a committed action.
What you can craft directly
- Simple Relic
- Rare Relic
Higher rarities are not selected directly from the crafting buttons. They appear through successful upgrade rolls during the crafting result itself.
The craft screen is intentionally narrow in its direct inputs: it asks you to choose the base lane, then lets the system resolve upgrades and duplicates from there.
Daily attempts, reset and bought attempts
Base daily limit
- Base daily attempts: 25
- Crafting Adept bonus: +1 attempt per level
- Talent-side cap on that bonus: +15
- Milestones: L0 = 25, L10 = 35, L15 = 40
- Reset time: 00:00 UTC
What consumes an attempt
- Every successful craft
- Every failed craft
- Every roll inside batch crafting
Bought attempts
Once Remaining today reaches 0, the Crafting screen opens the extra-attempt purchase box. Bought attempts are added on top of the free daily limit and last until the current UTC day resets.
- Current price: 80 π§© per extra attempt
- Purchase amount: the current UI supports buying more than one at once
- Current UI safety range: 1β100 attempts per purchase
The current screen also shows a reset timer, so the daily cap is presented as a live cycle: max, used, remaining, bought attempts, and time until the next UTC reset.
Batch crafting
Batch crafting processes several attempts in one protected action. It does not flatten the logic into one giant coin flip. It resolves the batch one roll at a time.
- Each roll inside the batch consumes its own attempt.
- Each roll checks its own success or failure.
- Each roll can upgrade.
- Each roll can duplicate.
- Each roll consumes its own fragment and $gameWOS cost.
The live batch UI now includes:
- attempts-per-click selector,
- cost preview for the selected batch size,
- status feedback,
- and a combined result summary instead of forcing endless single taps.
A good way to think about batch crafting: the button is grouped, the math is not. The batch is only a faster wrapper around a sequence of fully separate craft rolls.
Fragment costs
Fragment cost scales with Crafting Adept. The stronger your crafting discipline becomes, the lighter the fragment tax gets.
| Craft type | Fragment cost formula |
|---|---|
| Simple | 80 β 2 Γ Crafting Adept level |
| Rare | 800 β 20 Γ Crafting Adept level |
The current craft preview updates these numbers live from your current talent state, and batch mode multiplies the current per-attempt fragment cost by the selected batch size for the visible total.
Even when a craft fails, a portion of the fragment cost is still consumed. Fragment management matters just as much on bad runs as on good ones.
$gameWOS costs
$gameWOS cost is tied to your player level bracket first, then modified by crafting discounts and any active Grandmaster pricing rules.
| Player Level | Simple | Rare |
|---|---|---|
| Lv 1β10 | 1,000,000 | 2,000,000 |
| Lv 11β20 | 2,000,000 | 4,000,000 |
| Lv 21β29 | 4,000,000 | 8,000,000 |
| Lv 30β35 | 10,000,000 | 20,000,000 |
| Lv 36β42 | 20,000,000 | 40,000,000 |
| Lv 43β46 | 100,000,000 | 200,000,000 |
| Lv 47β50 | 500,000,000 | 1,000,000,000 |
| Lv 51β55 | 2,000,000,000 | 4,000,000,000 |
| Lv 56β60 | 6,000,000,000 | 12,000,000,000 |
Crafting Adept discount
- -5% $gameWOS cost per Crafting Adept level
- Cap: -50%
The visible craft buttons and batch preview use the current per-attempt price after your live discounts are applied.
Success chance
Craft success is now built from several live layers at once:
- Base craft chance: 25%
- Crafting Adept: +2% per level
- Explorer Status: +15%
- Farm craft bonus: added when an active craft-boost coupon or farm craft bonus is running
- Active Resonance craft success: adds extra flat percentage points on top of the crafted base chance
Final cap: the total success chance is clamped to 90%.
The crafting result popup is now meant to reflect the exact final chance used for the roll, including the current resonance contribution. In batch mode, that displayed chance is the per-roll chance applied inside the batch.
Failure penalty
Failure is partial loss, not a total wipe. The system burns part of both costs and moves on.
- Penalty formula: 60% β 2% Γ min(Crafting Adept, 10)
- Worst case: 60%
- Best case: 40%
What a failed craft consumes
- one craft attempt,
- partial $gameWOS,
- partial π§© fragments.
This is why the current crafting loop rewards stable, discounted throughput more than emotional single-roll gambling. The failure state is manageable, but it is still economically real.
Upgrade paths on success
Upgrades are not part of the base craft button. They are part of the result resolution after a successful craft.
Upgrade requirements
- Crafting Adept β₯ 10
- Field Recordist Bag β₯ 5
Upgrade chance
- Formula: 0.2% Γ (Bag β 4)
-
Examples:
- Bag 5 β 0.2%
- Bag 10 β 1.2%
- Bag 15 β 2.2%
- Server safety cap: 3%
Upgrade paths
- Simple β Rare
- Rare β Epic
- Rare β Legendary through the Grandmaster craft path
Upgrade checks happen only on successful craft rolls. A failed craft never reaches the upgrade stage.
Duplicates on success
A duplicate is an extra relic produced by the same successful craft at no additional cost.
Duplicate requirements
- Crafting Adept β₯ 10
- Field Recordist Bag β₯ 10
Duplicate chance
- Formula: 2% + 1% Γ (Bag β 10)
- Cap: 7%
Duplicates can appear on both:
- regular successful crafts,
- and upgraded successful crafts.
This is one of the reasons Bag thresholds matter so much inside the crafting loop. Bag 5 opens the upgrade lane. Bag 10 opens the duplication lane.
Active Resonance crafting bonuses
Crafting now sits directly inside the Active Resonance layer. The Crafting screen has its own resonance bonus box because those bonuses are part of the live result, not background flavor.
What Active Resonance can affect in crafting
- Craft success chance
- Daily craft attempt limit
- Burn cost shaping through Craft-school relic structure
Craft-school set progression
| Craft set threshold | Effect |
|---|---|
| 3 pieces | +2.5% craft success |
| 5 pieces | +1.25 flat craft attempts |
| 8 pieces | +4.5% craft success, +6% burn-cost bonus |
| 11 pieces | +8% craft success, +1.75 flat craft attempts, +12% burn-cost bonus |
The extra attempt side is accumulated as a flat value and only becomes visible in your daily craft limit when enough value has collected into a whole attempt.
Farm craft bonuses and Active Resonance crafting bonuses stack into the same final craft rhythm. One lives in temporary boost logic. The other lives in the build itself.
Grandmaster crafting
Grandmaster crafting is the endgame version of the same system. It keeps the same structure but changes the price pressure and opens the rare Legendary upgrade route.
Grandmaster price rule
When Grandmaster Reset is active, the baseline $gameWOS cost stops following your current level bracket and switches to the endgame override:
- Simple: 30 Γ the Lv60 Simple base = 180B
- Rare: 30 Γ the Lv60 Rare base = 360B
Crafting Adept discount is applied after that baseline is set.
Grandmaster Legendary craft path
- Player level β₯ 60
- Active Grandmaster Relic
- Grandmaster Reset enabled
- Legendary chance: current upgrade chance Γ· 1000
Grandmaster crafting is not a separate screen. It is the same craft structure running under a much heavier price profile and a rarer upper branch.
Practical craft rhythm
- Bag 5 is the first real craft threshold. That is where upgrades enter the system.
- Bag 10 is the second real threshold. That is where duplicates start to matter.
- Crafting Adept remains the central craft talent because it improves throughput, cost and success all at once.
- When extra attempts appear, they work best as an extension of a strong day rather than a substitute for one.
- Batch crafting is strongest when you already know why you are spending the dayβs attempts β not when you are fishing blindly.
-
A strong craft session is usually built from four layers together:
- discounted costs,
- high but honest success chance,
- Bag thresholds,
- and a resonance board that is actually supporting craft play.
Crafting principle:
The system gets better when your day is structured before the first roll starts.
Materials, attempts, bonuses and build all matter more than any single lucky outcome.