Official player guide

Crafting: Working the Forge Bench

The Crafting bench turns 🧩 Relic Fragments, β›½ GAS Coins and daily workshop time into new Sonic Relics. Every attempt follows its own signal path: the assembly can fail, hold its intended rarity, rise into a stronger rarity, or split into a second finished relic. The result receives a fresh icon, Memory Word, school, quality, affixes and collection identity.

A young account can use the bench for steady Simple and Rare production. A specialist can build around high success, cheap failures, more daily attempts, wider school distribution, rarity upgrades or duplication. A Grandmaster can open the rare Legendary branch and operate a far more expensive forge. The useful build depends on what the collection needs and which resources the player is prepared to risk.

Last updated: July 15, 2026
Updated by: Aliaksandr Siletski
Mechanics baseline: RFV151

The complete craft in one reading

Choose Simple or Rare, confirm the current Fragment and GAS price, and spend one available craft attempt. Success pays the full price and creates a Lv0 relic. Failure spends one attempt and consumes 40–60% of the quoted resources. Effective Crafting Adept, Explorer, an active Farm Craft Bonus and Active Resonance shape the success chance. After success, eligible Bag builds receive separate rarity-upgrade and duplicate checks.

25%base craft success
90%final success ceiling
25base UTC-day attempts
25maximum batch size

What the Crafting bench creates

The bench offers two direct blueprints:

Simple blueprint

The lower-cost line. It creates a Simple relic on an ordinary success and can rise to Rare when the advanced upgrade route is active.

Rare blueprint

The heavier line. It creates a Rare relic on an ordinary success and can rise to Epic or, in a qualified Grandmaster forge, Legendary.

Crafting does not select a Memory Word, icon, quality or exact school before the roll. Those are generated when the successful relic row is created. The player chooses the intended starting rarity and builds the workshop conditions around it.

Mining Pass is not required for ordinary crafting

⛏ Mining Pass is used by connected systems such as Relic Burn, Market and Auction. The main Crafting bench itself reads the account, session password, resources, attempts and crafting build.

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Access, password and workshop cooldown

A signed-in account can open the Crafting page at any player level. A configured session password protects the action and must be entered correctly. Crafting does not require an active Listening Session.

πŸ” Session password

The same account-side protection used by other sensitive relic and economy actions.

⏱️ Action cooldown

A six-second workshop cooldown separates committed craft actions. One batch occupies one action window.

πŸ“… UTC workshop day

Daily attempts and purchased-attempt counters reset at 00:00 UTC.

The cooldown protects the bench from repeated submissions. It does not change the probability of the next attempt.

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Daily attempts

Every roll that reaches the workshop consumes one attempt, including a failed roll. The daily limit is assembled from free attempts, purchased attempts and Active Resonance capacity.

Free daily attempts = 25 + min(effective Crafting Adept, 15)
Total daily limit = free attempts + purchased attempts + floor(Craft Limit affixes and set value)
Daily Limit Capacity can raise the resulting supported total
Effective Crafting Adept Free attempts per UTC day
Lv0 25
Lv5 30
Lv10 35
Lv15+ 40

When an attempt is charged

  • A successful Simple or Rare craft consumes one attempt.
  • A failed craft consumes one attempt.
  • An automatic rarity upgrade does not consume another attempt.
  • A duplicate does not consume another attempt.
  • A request that fails before a craft roll begins does not spend an attempt.
  • Batch Crafting charges only the rolls that were actually processed and committed.
The attempt ledger moves after the craft transaction commits

The server records processed batch rolls after their relics and resource changes have been committed. A rolled-back operation cannot leave a free-standing attempt charge with no corresponding craft result.

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Buying extra attempts

Additional daily workshop capacity can be purchased with Relic Fragments.

1 purchased attempt = 80 🧩 Relic Fragments
Workshop state Base maximum purchased attempts per UTC day How it expands
Ordinary account 100 Daily Limit Capacity can raise the supported purchase ceiling.
At least 5 equipped Craft relics and 5 equipped Daily relics 500 The dual-school workshop opens the larger base ceiling before Daily Limit Capacity.

Purchased attempts add to the current UTC-day limit. They do not improve success chance and do not carry over as unused rolls into the next UTC day.

Purchase capacity and craft capacity are related, then tracked separately

The purchase ceiling controls how many extra attempts can be bought during the UTC day. The total craft limit combines free, purchased and resonance attempts. Per-action Batch Crafting remains capped at 25 rolls.

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Relic Fragment costs

Fragment price depends on the chosen blueprint, Grandmaster Reset state and effective Crafting Adept.

Simple Fragments = max(20, base βˆ’ 2 Γ— effective Crafting Adept)
Rare Fragments = max(200, base βˆ’ 20 Γ— effective Crafting Adept)
Account state Simple base Rare base
Before Grandmaster Reset 50 🧩 500 🧩
After Grandmaster Reset 80 🧩 800 🧩
Effective Adept Normal Simple Normal Rare GM Simple GM Rare
Lv0 50 500 80 800
Lv5 40 400 70 700
Lv10 30 300 60 600
Lv15 20 200 50 500

The 20 / 200 floors prevent further Fragment reduction. Grandmaster Reset deliberately keeps a heavier material profile even with a mature Adept build.

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GAS Coin costs

Crafting spends β›½ GAS Coins. Several old descriptions still call this balance WOS because the original server field retained an older internal name. The current player-facing resource and profile balance are GAS Coins.

Normal account base prices

Player level Simple base GAS Rare base GAS
1–10 1,000,000 2,000,000
11–20 2,000,000 4,000,000
21–29 4,000,000 8,000,000
30–35 10,000,000 20,000,000
36–42 20,000,000 40,000,000
43–46 100,000,000 200,000,000
47–50 500,000,000 1,000,000,000
51–55 2,000,000,000 4,000,000,000
56–60 6,000,000,000 12,000,000,000

Grandmaster Reset base prices

180B GASSimple base
360B GASRare base
βˆ’5% / levelAdept discount
βˆ’50% capmaximum GAS discount
Final GAS price = base GAS Γ— (1 βˆ’ min(5% Γ— effective Crafting Adept, 50%))

Crafting Adept levels above 10 continue to help attempts, success chance, Fragment cost and other systems, while the GAS discount remains capped at 50%.

Worked prices

A normal Level 40 account with Adept 10 pays 10,000,000 GAS and 30 Fragments for Simple, or 20,000,000 GAS and 300 Fragments for Rare. A Grandmaster with Adept 15 pays 90,000,000,000 GAS and 50 Fragments for Simple, or 180,000,000,000 GAS and 500 Fragments for Rare.

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Crafting success chance

Success is built from flat percentage points and resolved independently for every attempt.

25% baseβ†’ +2 pp per effective Adeptβ†’ 🌌 Explorer +15 ppβ†’ Active Farm Craft Bonusβ†’ Forge Bench and craft-success affixesβ†’ 90% final cap
Build before Farm and Active Resonance Success chance
Adept 0 25%
Adept 5 35%
Adept 10 45%
Adept 10 + Explorer 60%
Adept 15 55%
Adept 15 + Explorer 70%

Farm Craft Bonus is read from the active farm buff or coupon and remains active for its duration. It is not consumed by the first craft in the window. The Crafting result shows the final per-roll chance used by the server.

A high chance is still a sequence of independent rolls

Ten attempts at 60% do not reserve six successes. Every roll can succeed or fail independently. Batch Crafting uses the same current per-attempt chance for each processed roll.

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Failure penalty

A failed assembly consumes one daily attempt and part of both quoted resources. Crafting Adept softens the loss through its first ten effective levels.

Failure penalty = 60% βˆ’ 2% Γ— min(effective Crafting Adept, 10)
Final range: 40% to 60%
Effective Adept Failure resource loss What is consumed
Lv0 60% 60% of final discounted GAS and final Fragment cost
Lv5 50% 50% of final discounted GAS and final Fragment cost
Lv10+ 40% 40% of final discounted GAS and final Fragment cost

Resource loss is settled as integer account amounts. A successful craft consumes 100% of both quoted costs.

The bench requires the full price before starting a roll

An account must hold the full current GAS and Fragment price to begin an attempt. A future failure may consume only the penalty portion, but the bench does not start a roll that the account could not afford on success.

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What a successful craft creates

A successful primary craft inserts a new relic into the collection. It is a fresh object rather than an increase to an existing inventory stack.

🏺 Separate relic ID

Every primary and duplicate receives its own collection record and ownership history.

Lv0 starting level

The main Crafting bench does not apply the Lv1–10 birth tables used by some other generation systems.

Fresh identity

Icon, Memory Word, school, quality and affixes are generated for the new relic.

Ordinary source labels are crafted, crafted-upgraded, crafted-duplicate and crafted-upgraded-duplicate. These sources remain part of the relic’s archive.

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Craft-school bias and school-hunting builds

Crafted relics normally favor the Craft school. Effective Relic Transmuter opens more room for the other ten schools.

Effective Relic Transmuter Craft-school chance Combined chance for ten other schools Each other school
Lv0 80% 20% 2%
Lv5 70% 30% 3%
Lv10+ 60% 40% 4%
Craft-school share = 80% βˆ’ 2 percentage points Γ— min(effective Relic Transmuter, 10)

Deep Scan removes the bias

Equipping at least eight Relic Hunt-school relics removes the Craft-dominant routing. The generated relic then selects among all eleven schools through the ordinary deterministic school generator.

Forge specialist

Keep the normal bias when the collection needs Craft relics for Forge Bench, Craft affixes or the 5 Craft + 5 Daily purchased-attempt route.

School hunter

Raise Relic Transmuter or equip eight Relic Hunt relics when the goal is wider school distribution.

A duplicate rolls its school independently. It can leave the bench in a different school from the primary relic.

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Quality and Soothe Sauce

Without effective πŸ«™ Soothe Sauce 15, generated crafted relics use MP3 quality. At effective Soothe Sauce 15+, each generated relic receives an independent quality roll.

Quality Chance at Soothe Sauce 15+
MP3 78%
FLAC 16%
WAV 5%
DSD 1%

Primary and duplicate relics roll quality independently. An upgraded rarity does not guarantee a higher quality, and a duplicate can finish with a different quality from its primary.

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Automatic rarity-upgrade roll

The advanced rarity check runs only after the main craft succeeds.

Upgrade route requirements
  • Effective βš™οΈ Crafting Adept 10 or higher.
  • Effective πŸŽ’ Field Recordist Bag 5 or higher.
Base upgrade chance u = min(3%, 0.2% Γ— (effective Bag βˆ’ 4))
Effective Bag u Simple β†’ Rare Rare β†’ Epic
Lv5 0.2% 0.2% 0.1%
Lv10 1.2% 1.2% 0.6%
Lv15 2.2% 2.2% 1.1%

Active Resonance relic-upgrade affixes multiply the eligible base chance. They do not add flat percentage points and do not open the route without the Adept and Bag requirements. The routed final chance uses a 12% safety cap.

Upgrade changes rarity, then the relic remains Lv0

A Simple blueprint can finish as Rare. A Rare blueprint can finish as Epic or, through the qualified Grandmaster branch, Legendary. This upgrade does not add a relic level.

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Rare β†’ Legendary: the Grandmaster forge

The Legendary route is available only when every endgame condition is present:

  • Rare blueprint succeeds.
  • Effective Crafting Adept 10+.
  • Effective Field Recordist Bag 5+.
  • Player Level 60.
  • 🧠 Grandmaster Reset completed.
  • πŸ€‘ Grandmaster Relic owned.
Rare β†’ Legendary chance = u Γ· 2000
Effective Bag Legendary chance before Active Resonance
Lv5 0.0001%
Lv10 0.0006%
Lv15 0.0011%

Legendary is checked first. When it misses, Rare β†’ Epic receives its own independent roll at u Γ— 0.5. The Legendary branch uses the same crafted identity generation and begins at Lv0.

Grandmaster crafting has its own material scale

Completing Grandmaster Reset changes the base Fragment and GAS branches immediately. The Legendary possibility arrives with a much more expensive workshop. Plan the operating reserve before opening a large Rare batch.

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Duplicate roll

A successful craft can create one additional relic after the final rarity has been decided.

Duplicate route requirements
  • Effective Crafting Adept 10 or higher.
  • Effective Field Recordist Bag 10 or higher.
Effective Bag Base duplicate chance
Lv10 2%
Lv11 3%
Lv12 4%
Lv13 5%
Lv14 6%
Lv15+ 7%

Active Resonance relic-duplication affixes multiply this base chance. The final crafting duplicate chance is capped at 18%. The duplicate costs no additional attempt, GAS or Fragments.

What the duplicate inherits

  • The final rarity after any upgrade.
  • Lv0 starting level.
  • Crafted or crafted-upgraded lineage.

What the duplicate rolls independently

  • Relic ID and icon.
  • Memory Word.
  • School.
  • Quality.
  • Affix set and values.

A duplicate is a second completed relic from the same workshop attempt. It is not a pixel-identical copy.

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Exact order of a successful craft

1. Verify attempt and full resources→ 2. Roll main success→ 3. Resolve rarity upgrade→ 4. Generate primary identity→ 5. Roll duplicate→ 6. Generate duplicate identity→ 7. Commit balances, relics and attempt
Stage Can happen on failure? Extra attempt or resource cost?
Main success roll Determines success or failure Consumes the one workshop attempt
Rarity upgrade No No extra cost
Primary identity generation No Included in successful craft
Duplicate roll No No extra cost
Duplicate identity generation No Included when duplication succeeds

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Batch Crafting

Batch Crafting processes up to 25 attempts in one protected workshop action. It reduces repetitive clicking while keeping every craft as a separate roll.

1–25requested rolls
Per rollsuccess and failure
Per successupgrade and duplicate
Partialsafe early completion

What each batch roll keeps

  • The same current per-attempt success chance.
  • The same current Fragment and GAS price.
  • Its own failure penalty or full success cost.
  • Its own rarity-upgrade checks.
  • Its own duplicate check.
  • Its own relic identity generation.

Why a batch can stop early

Stop reason Result
Daily attempt limit reached Already processed rolls remain committed; unprocessed rolls are not charged.
Insufficient full GAS price for the next roll The next roll does not start, even though a failure would have consumed less.
Insufficient full Fragment price for the next roll The batch ends before the unaffordable roll.

The result summary reports requested attempts, processed attempts, successes, failures, upgrades, duplicates, actual GAS and Fragment spending, remaining attempts and the stop reason.

Batch Crafting is a sequence with one commit boundary

Resource totals are accumulated from the real outcomes, then balances and generated relics are committed together. Notifications are sent after the gameplay commit and cannot reverse a finished batch.

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Forge Bench: Craft Active Resonance

πŸ§˜πŸ»β€β™€οΈ Equipped Craft-school relics form the Forge Bench set. Threshold rewards accumulate as the set grows.

Equipped Craft relics New bonuses added at this threshold
3 +2.5 percentage points Craft Success
5 +1.25 Craft Limit Flat
8 +4.5 percentage points Craft Success β€’ +6% Burn Cost Reduction
11 +8 percentage points Craft Success β€’ +1.75 Craft Limit Flat β€’ +12% Burn Cost Reduction

Raw cumulative full-set totals

+15 ppCraft Success
+3whole craft attempts
+18%Burn Cost Reduction
11 relicsfull Forge Bench

Direct Craft affixes

Affix How it acts Important boundary
Craft Success Adds flat percentage points to the main success chance. Final craft chance remains capped at 90%.
Craft Limit Flat Adds fractional workshop capacity; the total is floored to whole attempts. Several smaller values can combine into one attempt.
Relic Upgrade Chance Multiplies the eligible rarity-upgrade probability. Does not unlock the Adept 10 + Bag 5 route.
Relic Duplicate Chance Multiplies the eligible duplication probability. Does not unlock the Adept 10 + Bag 10 route.

Soothe amplification for Craft relics

Craft-school Soothe amplification = 2% Γ— min(effective Soothe Sauce, effective Crafting Adept)

This amplification strengthens direct affixes on equipped Craft relics. Forge Bench threshold bonuses are handled through the school-set layer.

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Cross-school crafting builds

The strongest workshop can combine Craft with other school sets. Active school-set scaling uses the current multi-class table.

Active school sets Set-layer multiplier
1 Γ—1.00
2 Γ—1.40
3 Γ—1.90
4 or more Γ—2.60

Craft + Daily

Five equipped relics from each school open the 500-attempt purchase ceiling before Daily Limit Capacity.

Craft + Relic Hunt

Eight Relic Hunt relics remove the Craft-school generation bias and Deep Scan adds its own Craft Success set pressure.

Craft + Farm

Farm infrastructure supplies Fragments and timed Craft Bonus windows for planned workshop sessions.

Deep Scan Craft Success

The Relic Hunt set adds +6 percentage points Craft Success at eight pieces and another +12 at eleven pieces. These cumulative bonuses can support a Forge Bench build while the same set removes school bias.

Set space is an economic choice

More schools can amplify the set layer and also occupy Active Resonance slots that could carry direct Craft affixes, a stronger Forge Bench threshold or another account priority. Compare the final preview instead of counting set names alone.

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Seasonal Craft resonance

The Q4 profile Autumn Forge Circuit features Craft, Economy and Phrase. When Seasonal Resonance is active, its Craft contribution adds +4 percentage points Craft Success.

The same profile also carries Economy and Secret Phrase effects. Seasonal Resonance is awakened through Secret Phrase collection mastery and appears as a separate layer in the Active Resonance breakdown.

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Crafting Adept: the complete workshop talent

βš™οΈ Crafting Adept costs one Talent Point per purchased level. Its normal ceiling is Lv10; Grandmaster Reset raises the ceiling to Lv15.

Workshop effect Current scaling Where scaling stops
Free daily attempts +1 per effective level +15
Main success chance +2 percentage points per effective level Final total capped at 90%
Simple Fragment cost βˆ’2 per effective level 20 Fragment floor
Rare Fragment cost βˆ’20 per effective level 200 Fragment floor
GAS cost βˆ’5% per effective level 50% discount cap
Failure penalty βˆ’2 percentage points per effective level Uses first 10 levels; 40% floor
Rarity upgrade gate Requires effective Lv10 with Bag 5+ Route stays open above Lv10
Duplicate gate Requires effective Lv10 with Bag 10+ Route stays open above Lv10
Fragment Farm yield +3% per effective level Uses current effective level
Craft-school Soothe source Pairs with Soothe Sauce Limited by the lower effective talent

Effective level

Equipped upgraded relics can add Super Talent levels. The current Crafting routes read effective Crafting Adept, Field Recordist Bag and Relic Transmuter values. Check the talent breakdown before calculating a build from purchased levels alone.

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Farm Craft Bonus and Fragment infrastructure

🌿 Reverie Farm can support the workshop in two different ways.

Timed Craft Bonus

An active Farm craft buff adds its displayed flat bonus to the main success chance for the buff’s duration. It persists across multiple crafts while active.

Fragment production

Fragment hotspots supply the main material. Crafting Adept adds +3% Fragment Farm yield per effective level, alongside other farm talents and resonance.

Serious batch sessions are easier to plan when the account enters with a known Fragment reserve, enough full-price GAS for every intended roll, an active Farm Craft Bonus and a clear remaining-attempt count.

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Craft upgrade versus upgrades for existing relics

The Crafting bench contains an automatic rarity-upgrade roll for the relic being created. Other pages improve relics that already exist in the collection.

System Target Main result
Craft rarity upgrade The successful relic being created right now Simple β†’ Rare, Rare β†’ Epic or qualified Rare β†’ Legendary; relic starts Lv0
Relic Upgrade / merge systems Relics already owned Uses feeder and target logic to improve an existing relic according to its own rules
Quick +1 An eligible existing relic Separate paid or voucher-assisted level route with its own preview and confirmation

Crafting does not automatically level the generated relic. Continue with the Relic Upgrades & Active Resonance guide after the relic enters the collection.

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Craft Master achievements

The archive counts lifetime crafted relic outputs, including successful primary relics and crafted duplicates. Failures do not count. Selling, burning or trading a crafted relic later does not remove historical progress.

Lifetime crafted outputs Achievement Archive note
50 Craft Master I First sustained workshop run
100 Craft Master II Century of completed relic outputs
500 Craft Master III Established production bench
1,000 Craft Master IV Four-digit workshop archive
5,000 Craft Master V Industrial-scale production
10,000 Ten-Thousand Solder Joints 300,000 🧩 + 300,000 ☎ SONO
50,000 Factory Recall Sheet Supreme 2,000,000 🧩 + 2,000,000 ☎ SONO

An upgraded primary contributes one completed output. A successful duplicate contributes one additional output. The lifetime ledger uses the historical craft snapshot plus newly generated crafted relics.

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Safety, retries and result records

Crafting moves two balances, a daily counter and one or more new relic rows in the same action. RFV151 protects this path with request keys, short in-flight locks and transactional resource updates.

Idempotent request

The same protected craft request can recover a stored result after a timeout without creating a second batch.

Resource row locks

GAS and Fragment balances are checked against the same workshop transaction that inserts the relic results.

Attempt charge after commit

The daily attempt counter advances for the number of rolls that were actually processed.

Notifications after gameplay

Telegram and Discord delivery is separated from the authoritative craft commit.

After a timeout
  1. Do not submit a fresh batch immediately.
  2. Refresh GAS, Fragments, remaining attempts and the relic collection.
  3. Inspect the last Crafting result when the client restores it.
  4. Use the original client retry path so the same operation key is preserved.

A browser can lose the response after the workshop has committed. The authoritative balances, attempt counter and generated relic IDs reveal whether the operation completed.

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Practical crafting routes

These routes describe coherent workshop priorities. They can be mixed as the collection changes.

The Starter Bench

Uses Simple crafts to build collection breadth, watches the full resource price and accepts lower success while Crafting Adept grows.

Priority: Adept levels, Fragment income, steady daily attempts.

The Reliable Engineer

Combines Adept, Explorer, Farm Craft Bonus and Forge Bench success to approach the 90% ceiling.

Priority: success percentage and reduced failure pain.

The Throughput Workshop

Builds free attempts, Craft Limit Flat, purchased attempts and the 5 Craft + 5 Daily ceiling before running planned batches.

Priority: attempts, GAS reserve, Fragment reserve, Daily Limit Capacity.

The Craft-School Foundry

Preserves the normal Craft bias to complete Forge Bench sets and search for strong Craft affixes.

Priority: low Relic Transmuter or deliberate school-bias control.

The Wideband School Hunter

Raises Relic Transmuter or equips eight Relic Hunt relics to reach schools outside Craft.

Priority: school diversity, Deep Scan and broad collection needs.

The Duplicate Press

Reaches Adept 10 and Bag 10+, then adds multiplicative duplicate affixes. Strong results can become two independent relic identities.

Priority: Bag level, duplicate affixes, high success volume.

The Rarity Forge

Uses Adept 10, Bag 5+, upgrade affixes and Rare blueprints. A Grandmaster version opens the extremely rare Legendary check.

Priority: upgrade probability, Rare craft budget, endgame requirements.

The Quality Archivist

Reaches Soothe Sauce 15 before a large session, allowing every primary and duplicate to roll FLAC, WAV or DSD.

Priority: Soothe, collection quality and long-term relic value.

Plan a workshop session before pressing Craft

Check the UTC-day attempt ledger, current success chance, Farm Craft Bonus timer, full per-roll GAS and Fragment price, school routing and the exact Bag thresholds. The bench becomes predictable when every visible layer has a purpose.

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FAQ

Does Crafting cost WOS or GAS Coins?

It spends GAS Coins. Older variable names and guide text used WOS terminology. The current profile balance, Crafting interface and economy route identify the spend currency as GAS Coins.

Do I need Mining Pass or an active Listening Session to craft?

No. Ordinary crafting requires a signed-in account, the correct session password when configured, enough resources, an available attempt and no active craft cooldown.

Why did a failed craft use an attempt?

The bench processed the roll. Every committed roll consumes one attempt. Failure then charges the current 40–60% resource penalty.

Why did the bench refuse to start when I could afford the failure penalty?

A roll begins only when the account can afford the full success price. The outcome is unknown at the moment resources are checked.

Why is my Grandmaster craft so expensive at a low post-reset level?

Grandmaster Reset uses a separate fixed base branch: 180B GAS for Simple and 360B GAS for Rare before the Adept discount. It does not return to the ordinary low-level price table.

Can Crafting Adept reduce GAS below half price?

No. The GAS discount reaches its 50% cap at effective Adept 10. Higher levels continue improving other Crafting effects.

Why did my successful craft stay at the same rarity?

The rarity-upgrade check is separate from main success and requires Adept 10 plus Bag 5. Its base probability remains small even in a mature build.

Why did my Rare craft become Epic instead of Legendary?

The qualified Legendary check runs first at u Γ· 2000. When it misses, the independent Epic check runs at u Γ— 0.5.

Can upgrade or duplicate affixes unlock their routes?

No. Upgrade affixes need the Adept 10 + Bag 5 route. Duplicate affixes need Adept 10 + Bag 10. They scale an existing eligible chance.

Why does my duplicate have another Memory Word or quality?

A duplicate keeps final rarity and Lv0, then generates its own relic identity. Icon, word, school, quality and affixes are independent.

Why did my batch process fewer attempts than requested?

The batch stops before a roll that would exceed the daily limit or require more full-price GAS or Fragments than the account holds. Processed rolls remain valid.

Does Batch Crafting improve or reduce probability?

No. Every processed roll uses the same current per-attempt chance that a single craft would use at that moment.

Why is Craft Limit Flat shown with decimals?

Direct affixes and set bonuses can contribute fractional capacity. Their total is floored when the workshop converts it into whole daily attempts.

How do I remove the Craft-school bias?

Equip at least eight Relic Hunt-school relics. Relic Transmuter softens the bias but keeps Craft at 60% minimum through its first ten effective levels.

Can a crafted relic begin above Lv0?

The current main Crafting route creates Lv0 relics. Its advanced roll changes rarity. Starting-level tables belong to other generation systems.

What should I do after a timeout?

Refresh balances, attempts and the relic collection before submitting again. Use the original retry path so the protected operation key can recover the stored result.

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