Official Reverie Field player guide

Crafting β€” Working the Forge Bench

The Forge Bench is where loose workshop material becomes a new Sonic Relic. You choose a Simple or Rare blueprint, check the current 🧩 Relic Fragment and β›½ GAS Coin price, and spend one available craft attempt. The assembly can fail, hold its intended rarity, rise into a stronger rarity, or β€” in a developed workshop β€” produce a second relic beside the first.

Crafting is deliberately easy to enter and unusually deep to optimize. A new player can use it as a steady way to grow a collection. A specialist can tune success chance, failure loss, included daily attempts, paid workshop capacity, school routing, resonance quality, rarity upgrades and duplication. At the far end of the system, Grandmaster builds add a very expensive economy, an exceptionally rare Legendary route, mutual Craft Mirroring and enough late-game capacity that the Forge Bench begins to resemble a small industrial district.

You do not need to understand all of that before the first craft. The Field has enough machinery already. Start with the price, the chance and the result; the deeper routing only matters when you decide to build around it.

Last updated: October 3, 2026
Updated by: Aliaksandr Siletski
Mechanics baseline: RFV233

Your first craft, without the wiring diagram

1. Open Crafting.
2. Choose Simple or Rare.
3. Read the full 🧩 Fragment and β›½ GAS price shown by the bench.
4. Check your remaining daily attempts and current success chance.
5. Press Craft. If your account uses a session password, the usual password prompt opens automatically.
6. A success creates a fresh Lv0 relic. A failure still uses one attempt, but spends only the current failure-loss share of the quoted resources.

Everything after that β€” quality, school, rarity upgrade, duplicate and Grandmaster Mirror β€” is an additional roll attached to a successful craft. None of those extra rolls costs a second daily attempt.

1. What the Crafting bench creates

The main bench has two direct blueprints. The blueprint decides the rarity you are trying to build before any advanced upgrade roll happens.

Simple blueprint

The lighter production line. An ordinary success creates a Simple relic. With the advanced rarity-upgrade route unlocked, that successful Simple can instead become Rare.

Rare blueprint

The heavier and much more expensive line. An ordinary success creates a Rare relic. An eligible workshop can lift it to Epic; a fully qualified Grandmaster forge also opens an extremely rare Legendary check.

You are not choosing the exact relic before the roll. A successful relic receives its own icon, Memory Word, school, resonance quality and affixes when it is created. The bench gives you control over the blueprint and the workshop conditions, not over a preselected finished object.

Useful distinction: Crafting creates a new relic. Relic Upgrade, merge and Quick +1 work on relics you already own. A craft rarity upgrade changes the newborn relic's rarity; it does not give that relic an upgrade level.

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2. Access, session password and workshop cooldown

Crafting itself has no player-level gate and does not require an active Listening Session. You need to be signed in, have an available daily attempt, hold the full current price of the selected blueprint, and clear the normal workshop cooldown.

πŸ” Session passwordIf you configured one, pressing Craft uses the same protected password prompt used by other sensitive game actions. There is no reason to keep a separate password field on the bench.
⏱️ Cooldown6 seconds between completed craft actions. A whole batch is one action window.
πŸ“… Workshop dayDaily craft and purchased-attempt counters reset at 00:00 UTC.

The six-second pause is an action guard, not a luck mechanic. Waiting longer does not improve the next roll.

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3. Daily attempts

A craft attempt is one roll that actually reaches the Forge Bench. Success and failure both use one. Everything that can happen after a successful primary β€” rarity upgrade, duplicate or Grandmaster Mirror β€” belongs to that same craft and does not consume another attempt.

The current system deliberately separates included attempts from paid extra attempts. That distinction is important: a build can open an enormous workshop without turning all of that capacity into free crafting.

Effective Crafting Adept Included attempts before relic bonuses
Lv0 25
Lv5 30
Lv10 35
Lv15+ 40

Crafting Adept contributes at most +15 included attempts here, even if Super Talents raise the effective talent above Lv15.

Included attempts for the UTC day
25 + min(effective Crafting Adept, 15) + floor(Craft Attempts)
then checked against the active Craft Ceiling

Craft Attempts is the flat attempt signal supplied by the live build. It can contain fractions while several relic effects are being combined, but the bench can only use complete attempts. A final +0.99 still adds 0; +1.00 adds 1; +2.87 adds 2.

Daily Limit Capacity is not part of this free formula anymore. It does not multiply the 25 base, Crafting Adept, Craft Attempts or attempts you have already bought. Instead, it increases how much additional workshop capacity you are allowed to buy. That paid side is explained in the next section.

Included, bought and currently available

Attempts bought during the current UTC day are added to the pool after the included amount is known. If your build gives 35 included attempts and you buy 20 more, the bench can process 55 attempts that day. A +20% Daily Limit Capacity signal does not turn those 55 into 66 free/current attempts; it determines how far the purchasable part of the workshop may extend.

When an attempt is charged

  • A successful Simple or Rare roll uses one attempt.
  • A failed roll uses one attempt.
  • A rarity upgrade uses no additional attempt.
  • A duplicate uses no additional attempt.
  • A Grandmaster Craft Mirror uses no additional attempt for either player.
  • If the bench cannot begin the roll β€” for example, the full price is missing or the day's available pool is exhausted β€” no attempt is spent.
  • In Batch Crafting, only rolls that were actually processed use attempts.

The Craft screen now exposes the important numbers separately: Included today, Extra available to buy and the resulting maximum crafts today. For large builds, those three values are much safer to read than trying to infer the whole workshop from one percentage.

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4. Buying extra attempts

Once the included workshop is not enough, additional attempts can be bought with 🧩 Relic Fragments. Every extra attempt costs 80 Fragments. Nothing here is a subscription or permanent unlock: bought attempts belong to the current UTC day and disappear with the daily reset.

Active Resonance state Starting extra-attempt allowance What can enlarge it
Ordinary loadout 100/day Daily Limit Capacity can open more paid capacity.
At least 5 Craft relics and 5 Daily relics equipped 500/day The larger 500-attempt starting rail is used before Daily Limit Capacity is resolved.

Think of 100 and 500 as the starting rails of the attempt shop, not necessarily the final number shown by a developed build. Daily Limit Capacity can open a substantially larger paid allowance. Every attempt above the included pool still costs 80 Fragments one-for-one.

The 5 Craft + 5 Daily configuration does not give 500 free crafts. It changes the starting paid allowance from 100 to 500. It also does not directly improve the main success roll.

Why Daily Limit Capacity can unlock more than the obvious percentage

The present system preserves the full practical workshop size that a strong Daily Limit Capacity build could reach under the older routing, but converts everything above the included pool into paid attempts. That is why a +20% capacity signal does not simply mean β€œ100 becomes 120 and stop.” The old route first expanded the attempt shop and then applied the same capacity signal to the resulting workshop total. The current bench keeps that final reach, but asks you to pay Fragments for the converted part.

Exact paid-capacity math, with a small example

Let:

  • Fraw = 25 + the capped Crafting Adept contribution + whole Craft Attempts, before the final ceiling,
  • F = min(H, Fraw), the included pool actually available under the current ceiling,
  • B = 100, or 500 with the 5 Craft + 5 Daily configuration,
  • D = Daily Limit Capacity as a percentage,
  • H = the active final Craft Ceiling.
Step 1 β€” expand the old shop rail
P = min(H, round(B Γ— (1 + D / 100)))

Step 2 β€” reconstruct the old practical workshop
T = min(H, round((Fraw + P) Γ— (1 + D / 100)))

Step 3 β€” convert everything above today's included pool into paid capacity
Paid allowance = min(max(0, T βˆ’ F), H βˆ’ F)

Example: effective Crafting Adept 10, no flat Craft Attempts, no Warped ceiling and +20% Daily Limit Capacity. The included pool is 35. With the ordinary 100-attempt shop rail, 100 first becomes 120; 35 + 120 = 155; applying +20% to that practical total gives 186. The current bench therefore keeps 35 included attempts and can open 151 paid attempts, for a maximum of 186 crafts that day.

With the 5 Craft + 5 Daily configuration, the same +20% build starts from 500: 500 β†’ 600, then 35 + 600 = 635, and 635 Γ— 1.20 = 762. The result is 35 included + 727 paid = 762 maximum crafts, still subject to the final Craft Ceiling.

How the controls behave

Your unlocked paid capacity is visible in the Craft screen before you need it. The actual purchase controls appear when the attempts already available to you are exhausted, keeping the normal bench uncluttered during ordinary use. A large remaining allowance can be bought in one protected operation instead of repeating a one-attempt purchase hundreds of times.

Bought attempts never carry over. At 00:00 UTC, unused purchased attempts and that day's purchase progress reset with the workshop day.

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5. Relic Fragment costs

Fragment price depends on the blueprint, your effective Crafting Adept and whether the account has gone through Grandmaster Reset. Grandmaster crafting now has two distinct material bands: Levels 1–59 and Level 60.

Account state Simple formula Simple floor Rare formula Rare floor
Before Grandmaster Reset 50 βˆ’ 2 Γ— Adept 20 🧩 500 βˆ’ 20 Γ— Adept 200 🧩
Grandmaster Reset Β· Lv1–59 160 βˆ’ 4 Γ— Adept 40 🧩 1,600 βˆ’ 40 Γ— Adept 400 🧩
Grandmaster Reset Β· Lv60 400 βˆ’ 10 Γ— Adept 100 🧩 4,000 βˆ’ 100 Γ— Adept 1,000 🧩

Common checkpoints

Effective Adept Normal Simple Normal Rare GM Lv1–59 Simple GM Lv1–59 Rare GM Lv60 Simple GM Lv60 Rare
0 50 500 160 1,600 400 4,000
5 40 400 140 1,400 350 3,500
10 30 300 120 1,200 300 3,000
15 20 200 100 1,000 250 2,500

The normal line reaches its floor at Adept 15. Grandmaster prices can continue falling beyond those Lv15 examples if effective Adept is pushed higher, but never below the floor shown for that Grandmaster band.

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6. GAS Coin costs

Crafting spends β›½ GAS Coins. Before Grandmaster Reset, the base price rises with player level. A Rare blueprint always starts at twice the Simple GAS price for the same level band.

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

Grandmaster level Simple base Rare base
Lv1–59 360,000,000,000 GAS 720,000,000,000 GAS
Lv60 900,000,000,000 GAS 1,800,000,000,000 GAS

Crafting Adept then discounts whichever base applies by 5% per effective level, with a 50% maximum GAS discount. The discount therefore reaches its ceiling at effective Adept 10; higher Adept levels still improve other parts of Crafting.

Final GAS price
base GAS Γ— [1 βˆ’ min(5% Γ— effective Adept, 50%)]

Example Β· normal Lv40, Adept 10

Simple: 20M base β†’ 10M GAS and 30 🧩.
Rare: 40M base β†’ 20M GAS and 300 🧩.

Example Β· GM Lv40, Adept 15

Simple: 360B base β†’ 180B GAS and 100 🧩.
Rare: 720B base β†’ 360B GAS and 1,000 🧩.

Example Β· GM Lv60, Adept 15

Simple: 900B base β†’ 450B GAS and 250 🧩.
Rare: 1.8T base β†’ 900B GAS and 2,500 🧩.

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7. Crafting success chance

The main success roll is built from flat percentage points. Every attempt is independent; a run of failures does not secretly reserve a success, and ten rolls at 60% do not promise six finished relics.

Success chance
25% + 2 percentage points Γ— effective Crafting Adept
+ 15 percentage points with 🌌 Explorer Status
+ the currently active Farm Craft Bonus
+ the current Craft Success signal from Active Resonance
Final range: 0% to 90%
Build before Farm / Resonance Success chance
Adept 0 25%
Adept 5 35%
Adept 10 45%
Adept 10 + Explorer 60%
Adept 15 55%
Adept 15 + Explorer 70%

The useful number for a player is the final Craft Success signal shown by the live build. That value can now contain several genuinely different routes at once: ordinary Craft Success affixes, the Craft-school set's built-in rewards, school-set amplification of live affixes, relevant rewards from other schools, seasonal signals and other late-game layers. The Forge Bench combines them before the main roll, then the 90% success ceiling still wins at the end.

A Farm Craft Bonus lasts for its displayed duration. It is not a one-craft coupon: multiple single crafts or batches can use it while the timer remains active.

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8. Failure penalty

Failure is not free, but it is cheaper than success. The roll uses one daily attempt and consumes a percentage of both the final discounted GAS price and the final Fragment price shown for that blueprint.

Failure resource loss
60% βˆ’ 2 percentage points Γ— min(effective Crafting Adept, 10)
Floor: 40%
Effective Adept Resource loss on failure
Lv0 60%
Lv5 50%
Lv10+ 40%

Resource loss is settled in whole units; fractional remainders are dropped. A successful craft spends 100% of the quoted price.

You must still be able to afford the full success price before the roll begins. The bench cannot know that the craft will fail in advance, so it does not start a roll on a balance that could not pay for a success.

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9. What a successful craft creates

A successful primary craft adds a fresh relic to the collection. It is its own object, not another quantity added to an existing relic stack.

🏺 New relic identityA fresh icon and collection identity are created.
Lv0The main Forge Bench always creates the relic at upgrade level 0. Other generation systems can have different birth-level rules.
🧠 Memory WordThe new relic receives its own Memory Word.
SchoolThe school is rolled through the Craft routing described below.
QualityUsually MP3; a developed Soothe Sauce route unlocks the full quality roll.
AffixesThe relic receives its own affix identity according to its final rarity, quality, level and school.

If the rarity-upgrade roll succeeds, the final rarity is established before the relic is finished. That final rarity is also the rarity a possible duplicate or Craft Mirror will inherit.

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10. Craft-school bias and school-hunting builds

Crafted relics normally favor the Craft school. This is useful when you are trying to build Forge Bench or search for Craft affixes. Effective Relic Transmuter gradually opens more space for the other ten schools.

Effective Relic Transmuter Craft school Ten other schools combined Each other school
Lv0 80% 20% 2% each
Lv5 70% 30% 3% each
Lv10+ 60% 40% 4% each

Relic Transmuter's Craft-bias effect stops changing after its first ten effective levels: the biased route never pushes Craft below 60% by talent alone.

Eight Relic Hunt relics remove the bias completely

Equip at least 8 Relic Hunt-school relics in Active Resonance and the Craft-dominant routing is switched off. The new relic then rolls evenly across all eleven schools: approximately 9.09% per school.

Forge specialist

Keep the ordinary Craft bias when the goal is Forge Bench, Craft Success, Craft Attempts or the 5 Craft + 5 Daily extra-attempt route.

School hunter

Use Relic Transmuter for a softer shift, or eight Relic Hunt pieces for a true eleven-school roll.

A Bag duplicate rolls its school independently, so the second relic can leave the same successful craft in a different school. A Grandmaster Craft Mirror is different: it preserves the primary relic's rolled school.

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11. Resonance quality and Soothe Sauce

By default, newly generated crafted relics are MP3. Once effective Soothe Sauce reaches Lv15, every crafted primary, eligible duplicate and mirror copy can use the normal generated-relic quality roll.

Quality Chance once Soothe Sauce 15+ is active Active Resonance quality multiplier
MP3 78% Γ—1.00
FLAC 16% Γ—1.24
WAV 5% Γ—1.66
DSD 1% Γ—2.25

Primary and duplicate quality rolls are independent. If a Grandmaster partner receives a mirror copy, that copy also rolls quality for the receiving player independently. The primary's DSD result does not force DSD on either copy.

Quality matters twice in a Craft build: it affects the long-term strength of a relic's active affixes, and Soothe Sauce also has a separate school-amplification role for equipped Craft relics. That second role is explained under Craft Active Resonance.

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12. Automatic rarity-upgrade roll

Rarity upgrading is a second roll that happens only after the main craft succeeds. It does not help the craft succeed and cannot turn a failed attempt into a relic.

Unlock: effective Crafting Adept 10+ and effective Field Recordist Bag 5+. Global Relic Upgrade Chance affixes can strengthen an already-open route, but they cannot open this gate by themselves.
General base upgrade signal u
min[3%, 0.2% Γ— (effective Field Recordist Bag βˆ’ 4)]
Effective Bag General base signal u Simple β†’ Rare Rare β†’ Epic
5 0.2% 0.2% 0.1%
10 1.2% 1.2% 0.6%
15 2.2% 2.2% 1.1%
19+ 3.0% base cap 3.0% 1.5%

Relic Upgrade Chance from Active Resonance scales this probability relatively rather than adding flat percentage points. If your general signal is 1.20% and your build shows +25% Relic Upgrade Chance, the new signal is 1.20% Γ— 1.25 = 1.50%, not 26.20%.

After this relative scaling, the general upgrade signal has a 12% final safety ceiling. For a Rare blueprint, the Epic branch uses half of that final signal.

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13. Rare β†’ Legendary: the Grandmaster forge

A Rare craft can open a second, much rarer upgrade branch. The Legendary check exists only when all of the following are true at the moment of the successful Rare craft:

  • the player is Level 60,
  • Grandmaster Reset has been completed,
  • a πŸ€‘ Grandmaster Relic is owned,
  • the ordinary rarity-upgrade gate is open: effective Crafting Adept 10+ and Field Recordist Bag 5+.
Rare β†’ Legendary chance
final general upgrade signal u Γ· 2000

The Legendary check is made first. If it misses, the Rare craft still receives its separate Epic check at u Γ— 0.5. The two upper-rarity checks are therefore not one shared roll with a single threshold.

Example general signal u Legendary chance Approximate frequency
0.2% 0.0001% about 1 in 1,000,000 successful eligible Rare crafts
1.2% 0.0006% about 1 in 166,667
2.2% 0.0011% about 1 in 90,909
12% final ceiling 0.006% about 1 in 16,667

Those figures apply after the main craft has already succeeded. This branch is meant to remain exceptional, even in a deliberately engineered Grandmaster workshop.

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14. Duplicate roll

A developed Field Recordist Bag can print one additional relic after a successful craft. Duplication is separate from rarity upgrading: the primary can stay at its blueprint rarity or upgrade first, and then the duplicate check happens.

Unlock: effective Crafting Adept 10+ and effective Field Recordist Bag 10+.
Base duplicate chance
min[7%, 2% + 1% Γ— (effective Bag βˆ’ 10)]
Effective Bag Base duplicate chance
10 2%
11 3%
12 4%
13 5%
14 6%
15+ 7% base cap

Relic Duplicate Chance from Active Resonance scales the unlocked probability relatively, with a 18% final safety ceiling. Like Upgrade Chance, it cannot create the route if the Adept/Bag gate is closed.

What the duplicate inherits

  • The primary's final rarity β€” including a rarity upgrade that happened earlier in the same craft.
  • Upgrade level 0, just like the primary.

What the duplicate rolls for itself

  • its own icon and collection identity,
  • its own Memory Word,
  • its own school,
  • its own resonance quality,
  • its own affix identity.

A duplicate costs no extra GAS, Fragments or daily attempt. It also does not create a second Grandmaster Craft Mirror check.

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15. Grandmaster Craft Mirror

Crafting has its own social endgame route. Every successful primary craft can echo to each eligible mutual Grandmaster partner. The receiving partner is the one whose mirror requirements and Referral-school loadout matter.

Normal eligible GM partner

1% independent mirror chance for every successful primary craft.

All 11 Referral relics equipped

The receiving partner's own check rises to 10%.

Receiving partner requirements

  • Mutual referral activation: both players have activated each other's referral route.
  • Grandmaster Reset completed.
  • Owns a πŸ€‘ Grandmaster Relic.
  • Effective Referral Resonator 15+.
  • Effective Crafting Adept 15+.
  • Effective Daily Amplifier 10+.

Effective levels include live Super Talent levels from equipped relics. A requirement of 15+ therefore accepts 15, 16, 17 and higher effective values.

What a mirror preserves β€” and what it rerolls

Preserved from the primary craft Rolled independently for the receiving player
Final rarity Icon / collection identity
Rolled school Memory Word
Lv0 birth state Resonance quality
β€” Affix identity built for that mirrored relic

A failed craft does not mirror. A Bag duplicate does not mirror. A mirror costs neither player another craft attempt or another set of resources, and a mirrored relic cannot recursively mirror itself onward.

In a batch, partner eligibility is established for the batch and every successful primary roll still receives its own independent mirror check for each eligible partner.

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16. Exact order of a successful craft

When several advanced systems are active at once, order matters. The practical sequence is:

1 Β· Entry check. The bench confirms an available attempt, the full current Fragment price and the full current GAS price.
2 Β· Main success roll. Failure stops the relic path, spends one attempt and applies the current failure-loss share.
3 Β· Rarity upgrade. On success, the newborn relic can rise in rarity if the upgrade gate is open.
4 Β· Primary relic. Final rarity, school, icon, Memory Word, quality and affixes are established for the primary Lv0 relic.
5 Β· Grandmaster Craft Mirror. Each eligible mutual GM partner receives an independent mirror check from the primary result.
6 Β· Bag duplicate. The player's own duplicate check happens after the primary's final rarity is known. The duplicate gets a fresh identity and independently rolled school / quality.
7 Β· Workshop result. The action closes with the resources, attempt count and generated relics belonging to the same finished craft result.

This order explains several edge cases: a duplicate can inherit an upgraded rarity, a mirror cannot be triggered by the duplicate, and a mirrored relic keeps the primary school while the player's own duplicate does not have to.

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17. Batch Crafting

Batch Crafting is the same workshop roll repeated inside one action. The batch size is 1–25 attempts. It does not replace the single-craft mathematics with a special bulk rate.

  • Every processed roll uses the same current per-attempt Fragment and GAS price.
  • Every processed roll has its own independent main success check.
  • Every success receives its own rarity-upgrade check when eligible.
  • Every success receives its own GM Mirror checks when eligible.
  • Every success receives its own duplicate check when eligible.
  • Only processed rolls use daily attempts.
  • The whole batch creates one six-second workshop cooldown rather than twenty-five separate button cooldowns.

Why a batch can stop early

The bench stops before the next roll when any of these becomes true:

  • the next roll would exceed the current daily craft limit,
  • the remaining GAS balance cannot cover the next roll's full success price,
  • the remaining Fragment balance cannot cover the next roll's full success price.

Earlier processed results remain valid. This means a batch can return fewer processed rolls than requested without undoing the crafts that already happened.

Failure can consume only 40–60% of a roll's price, but the next roll still requires enough balance to cover a full success. A long batch can therefore stop with some GAS or Fragments still visible in the account.

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18. Craft Active Resonance

Crafting listens to several different Active Resonance signals. They can cooperate, but they do different jobs. Treating all of them as β€œmore crafting” is the fastest way to misread a build.

Signal How the Forge Bench uses it
Craft Success Flat percentage points added to the main success chance before the 90% ceiling.
Craft Attempts Flat included daily attempts. The final combined value is floored to complete attempts.
Relic Upgrade Chance Relatively scales an already-unlocked rarity-upgrade probability. It does not open the Adept 10 + Bag 5 gate.
Relic Duplicate Chance Relatively scales an already-unlocked duplicate probability. It does not open the Adept 10 + Bag 10 gate.
Daily Limit Capacity Expands the paid extra-attempt allowance. It no longer multiplies the included/current craft pool.
Warped Craft Ceiling Raises only the final UTC-day safety ceiling, never the number of free attempts.
Warped Daily Limit Headroom Can strengthen Daily Limit Capacity and therefore the paid allowance; it is still a separate late-game layer.

Soothe Sauce amplifies equipped Craft relics

Soothe Sauce has a second function beyond unlocking the quality roll. For the Craft school it pairs with effective Crafting Adept and strengthens the live affixes on equipped Craft relics.

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

Example: Soothe Sauce 12 and Crafting Adept 15 use twelve paired levels, so the relevant equipped Craft-relic affixes receive +24% relative amplification. Soothe 15 and Adept 8 use eight paired levels, for +16%.

This does not invent a missing affix. A relic needs a live Craft Success or Craft Attempts value for that value to be strengthened.

School sets add a second, separate layer

The modern school-set system has two parts at the same time. First, reaching 3 / 5 / 8 / 11 relics unlocks built-in set rewards, and every reached tier in that first layer stacks. Second, the highest reached tier also amplifies eligible live affixes of that school by +1% / +3% / +5% / +10%. The second layer does not stack its thresholds. The full Craft example is in the next section.

Why quality and level still matter on a Craft relic

A relic's displayed active affix value already reflects the physical relic: rarity sets the underlying strength range, higher upgrade levels grow that value, better resonance quality multiplies it, and the late levels gain additional endgame growth. Retained strength from legitimate upgrades remains monotonic rather than being quietly shaved back by a smaller generic envelope.

For practical build math, use the displayed live affix value instead of reconstructing every intermediate multiplier. The current quality multipliers are MP3 Γ—1.00, FLAC Γ—1.24, WAV Γ—1.66 and DSD Γ—2.25.

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19. Forge Bench β€” the Craft school set

An eleven-piece Craft configuration is no longer described correctly by a single β€œ+10%” line. Forge Bench has two independent layers: cumulative built-in rewards for reaching its thresholds, plus a separate amplifier for the live Craft affixes actually carried by the equipped relics.

Layer one β€” built-in Forge Bench rewards

Craft relics equipped Reward unlocked at this threshold
3 +2.50 percentage points Craft Success
5 +1.25 Craft Attempts
8 +4.50 percentage points Craft Success + 6% Burn Cost effect
11 +8.00 percentage points Craft Success + 1.75 Craft Attempts + 12% Burn Cost effect

These thresholds are cumulative. At 11 Craft relics, before broader school-set scaling, the built-in Forge Bench contribution is therefore +15.00 percentage points Craft Success, +3.00 Craft Attempts and 18% of the set's Burn Cost effect. The burn effect belongs to the relic recycling/burning economy; it does not discount the Fragment or GAS price of a new craft.

Layer two β€” live Craft-affix amplification

Craft relics equipped Active live-affix amplifier Eligible Craft affixes
0–2 None β€”
3–4 +1% Craft Success and Craft Attempts
5–7 +3% Craft Success and Craft Attempts
8–10 +5% Craft Success and Craft Attempts
11+ +10% Craft Success and Craft Attempts
The amplifier thresholds do not stack. Eleven Craft relics mean +10% to eligible live affixes, not +1% +3% +5% +10%. This is different from the built-in reward layer above, where all reached tiers do stack.

Example: what 11 Craft relics really mean

Imagine your equipped Craft relics carry a combined +20.00 percentage points Craft Success and +4.00 Craft Attempts before the school-set amplifier. At 11 pieces, layer two adds 10% of those live values: +2.00 Success and +0.40 Attempts. Layer one separately contributes its cumulative +15.00 Success and +3.00 Attempts. Those are different sources; one does not replace the other.

The +0.40 attempt can still matter when combined with other fractional attempt sources, but only the final whole number enters the included daily pool.

Hybrid patchbays: multiple active schools

A school becomes active for this purpose once at least three relics from it are equipped. If several schools are active together, the built-in set-reward layer receives a substantial hybrid-build multiplier:

Schools with at least 3 equipped relics Multiplier to built-in set rewards
1 Γ—1.00
2 Γ—1.40 (+40%)
3 Γ—1.90 (+90%)
4+ Γ—2.60 (+160%)

This hybrid multiplier applies to the cumulative built-in rewards, not to the +1 / +3 / +5 / +10% live-affix amplifier. Secret Phrase collection mastery can further strengthen the built-in set-reward aggregate; use the mastery value shown by the game for that layer rather than multiplying the live-affix amplifier again.

Other school sets can feed Crafting too

School Craft-relevant built-in rewards Craft-relevant live-affix family
Relic Hunt 8 pieces: +6 Craft Success; 11 pieces: another +12. At 11, both reached tiers total +18 before hybrid/mastery scaling. Relic Upgrade Chance and Relic Duplicate Chance
Daily 8 pieces: +15 Daily Limit Capacity; 11 pieces: another +15, for +30 before hybrid/mastery scaling. Daily Limit Capacity
Economy 8 pieces: +4 Daily Limit Capacity; 11 pieces: another +7, for +11 before hybrid/mastery scaling. Daily Limit Capacity

If one live affix genuinely belongs to two school families β€” Daily Limit Capacity is the obvious example β€” each active matching school can contribute its own amplification delta. The game does not silently throw one of them away.

Generic all-relic effects, Warped Fault Lines, Seasonal Signatures, Grandmaster Relay effects and separate Phrase-chain layers are not multiplied by the school-specific live-affix amplifier. They remain their own routes.

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20. Daily Limit Capacity, Craft Ceiling and Warped

This is the part of the workshop where three different ideas are easiest to confuse. They are now deliberately separated: included attempts, the paid extra-attempt allowance, and the final Craft Ceiling.

1. Included pool

25 + min(effective Crafting Adept, 15) + floor(Craft Attempts)

This is the free/included workshop for the day. Daily Limit Capacity does not multiply it. Attempts you have already bought are then added to the current usable pool.

2. Paid extra-attempt allowance

The shop starts from 100 extra attempts, or 500 with at least 5 Craft + 5 Daily relics equipped. Daily Limit Capacity expands this paid route using the practical-equivalent calculation explained in Buying extra attempts. Every unlocked attempt still costs 80 Fragments.

3. Final Craft Ceiling

No combination of included and bought attempts may pass the active UTC-day safety ceiling. Normally that ceiling is 50,000 crafts per day.

Warped Craft Ceiling

A BUZZER-v2 Warped Craft Ceiling Fault Line can bend only that final 50,000 ceiling. Its headroom is globally bounded to +75%:

Highest possible Craft Ceiling
50,000 Γ— 1.75 = 87,500 attempts per UTC day

Raising the ceiling does not fill the space underneath it. A player still needs enough included attempts and enough purchased attempts to reach that volume. Warped Craft Ceiling is a wider room, not a crate of free materials.

Warped Daily Limit Headroom

This is a different Fault Line. It can strengthen the Daily Limit Capacity percentage, which in turn can open a larger paid extra-attempt allowance. It still does not increase the included pool directly.

Warped Fault Lines are separate late-Field effects. The school-set live-affix amplifier does not multiply them merely because their result eventually influences Crafting. Earlier BUZZER history also does not retroactively become an active v2 Fault Line; only a currently active Fault Line contributes these headroom effects.

A practical reading order

When the numbers become large, read the Craft panel from left to right: Included today β†’ Extra available to buy β†’ Maximum crafts today β†’ Active ceiling. The interface already resolves the full build, including Daily Limit Capacity and any Warped headroom; you do not need a calculator beside the Forge Bench unless you enjoy that sort of thing. Reverie Field does not judge. It has spreadsheets too.

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21. Seasonal Craft signals

Seasonal systems can feed Crafting from two different directions. They remain separate from the ordinary Craft school set, which matters when you are trying to understand why two apparently similar relics produce different final numbers.

Secret Phrase seasonal resonance

The seasonal Secret Phrase circuit changes with the Field season. The Craft-focused quarter is Autumn Forge Circuit, contributing +4 percentage points Craft Success while that seasonal resonance is active. The other quarters emphasize different systems instead of this Craft bonus.

Seasonal relic Signatures

Seasonal relics can carry a Signature of their season. For Crafting, the important Spring Signature is First Bloom Forge. The relic's recorded Top-150 season rank still establishes the base Signature strength, but the physical relic's upgrade level now lets that Signature grow gently as well.

Current Signature strength
rank-based strength Γ— [1 + 0.35 Γ— (relic level / 16)0.90]

At Lv0 the Signature is exactly its rank-based strength. At Lv16, the level layer reaches its maximum: +35% relative to that rank-based strength. This is not +35 percentage points; the season rank remains the main identity of the Signature.

While a Spring seasonal relic is live in Active Resonance, First Bloom contributes:

  • Craft Success equal to the Signature's full current strength,
  • Relic Upgrade Chance equal to 40% of that strength,
  • Relic Duplicate Chance equal to 25% of that strength,
  • plus additional Spring effects for Farm upgrades, Phrase binding and Learn outside the Forge Bench.

Seasonal Signatures are their own layer. The Craft-school +1 / +3 / +5 / +10% live-affix amplifier does not multiply a Signature merely because that seasonal relic is being used inside a Craft build.

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22. Crafting Adept β€” the complete workshop talent

Crafting Adept touches almost every part of the bench. When the guide says effective Crafting Adept, it means the level currently acting on the account, including live Super Talent levels from equipped relics.

Effect Crafting Adept contribution Limit / note
Free daily attempts +1 per effective level Only first 15 levels contribute here
Main success chance +2 percentage points per effective level Whole final craft chance capped at 90%
Normal Simple Fragment price βˆ’2 🧩 per level 20 floor
Normal Rare Fragment price βˆ’20 🧩 per level 200 floor
GM Lv1–59 Fragment price βˆ’4 Simple / βˆ’40 Rare per level 40 / 400 floors
GM Lv60 Fragment price βˆ’10 Simple / βˆ’100 Rare per level 100 / 1,000 floors
GAS price βˆ’5% per level 50% discount cap at effective Lv10
Failure loss βˆ’2 percentage points per level Only first 10 levels; 40% floor
Rarity-upgrade gate Requires effective Lv10 Also requires Bag 5+
Duplicate gate Requires effective Lv10 Also requires Bag 10+
Fragment Farm yield +3% per effective level Fragment-producing Farm Hotspots
Craft-school Soothe source Pairs 1:1 with Soothe Sauce +2% relative affix amplification per paired level
GM Craft Mirror receiver gate Requires effective Lv15+ Alongside Referral Resonator 15+, Daily Amplifier 10+, mutual referral, GM Reset and GM Relic

Before Grandmaster Reset, the ordinary talent progression has a lower natural ceiling. Grandmaster systems and Super Talents are what make the deeper effective values relevant later. Always read the effective talent breakdown when doing endgame craft math rather than assuming the visible base talent level is the whole build.

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23. Reverie Farm support

🌿 Reverie Farm supports crafting in two distinct ways: it can improve the next workshop session directly, and it can feed the material economy that makes sustained crafting possible.

Timed Craft Bonus

An active Craft Bonus adds its displayed flat value to the main Craft success chance for the duration. It remains live across multiple crafts and batches while the timer is running.

Fragment Hotspots

Crafting Adept increases 🧩 Fragment Farm yield by +3% per effective level, making the talent useful even before you press the Forge button.

For a planned batch session, the practical checklist is simple: know the full per-roll GAS and Fragment price, enter with enough material for the number of rolls you actually want, activate the Farm Craft Bonus before the run, and check the remaining daily capacity rather than assuming a selected batch size will always finish.

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24. Craft Master achievements

Craft Master progression follows lifetime crafted outputs. Successful primary relics count. A Bag duplicate counts as an additional crafted output. Failures do not count, and selling, burning, merging or trading a crafted relic later does not erase the historical craft that created it.

Lifetime crafted outputs Achievement Reward
50 Craft Master I 150 🧩 + 150 ☎ SONO
100 Craft Master II 1,500 🧩 + 1,500 ☎ SONO
500 Craft Master III 4,000 🧩 + 4,000 ☎ SONO
1,000 Craft Master IV 40,000 🧩 + 40,000 ☎ SONO
5,000 Craft Master V 100,000 🧩 + 100,000 ☎ SONO
10,000 Ten-Thousand Solder Joints 600,000 🧩 + 600,000 ☎ SONO
50,000 Factory Recall Sheet Supreme 4,000,000 🧩 + 4,000,000 ☎ SONO

A rarity-upgraded primary still counts as one primary output. If that same craft also creates a Bag duplicate, the player produced two crafted outputs from one daily attempt. A relic mirrored to a different player is a mirror reward, not another duplicate from your own Craft Master count.

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25. Safe retries and lost responses

Crafting can change resources, attempts and several relic results at once, especially in a batch. The game protects one workshop action from accidental double-submission and can recognize the same action again if the connection drops at an awkward moment.

If the Craft button appears to time out, do not immediately hammer it with a fresh batch.
1. Refresh the Crafting panel.
2. Check your current β›½ GAS Coins and 🧩 Fragments.
3. Check remaining daily attempts.
4. Check the relic collection and the last Crafting result.
5. If the interface offers the original retry / restore path, use that instead of creating a completely new action.

The important rule for the player is that an unprocessed roll should not quietly consume an attempt on its own. If a batch stopped early, the processed portion remains real and the unprocessed portion remains outside the result.

Community notifications can arrive after the collection itself updates. If an external post is late or absent, trust the in-game collection, balances and Crafting result first.

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26. Practical workshop routes

There is no single correct Craft build. The Forge Bench becomes much easier to plan when every part of the loadout has a job, rather than asking one twelve-slot patchbay to be cheap, fast, reliable, lucky, high-quality and capable of producing Legendaries before breakfast.

Before a serious batch, read six things from the interface: included/current attempts, paid attempts still available, final success chance, full per-roll GAS price, full per-roll Fragment price, and the current school / upgrade / duplicate routing. Once those are known, most Forge Bench surprises are at least the interesting kind rather than the accounting kind.

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27. FAQ

Does Crafting spend GAS Coins or WOS?

The Forge Bench spends β›½ GAS Coins together with 🧩 Relic Fragments. WOS is a separate game resource.

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

No. Crafting itself needs a signed-in account, the correct session password when configured, an available attempt, enough resources and a clear workshop cooldown.

Why did a failed craft still remove an attempt?

Because success and failure are both processed craft rolls. The failure then charges only the current 40–60% resource-loss share.

Why do I need the full price when failure spends less?

The result is unknown when the roll begins. The bench therefore starts only when the account can afford a success; if the roll fails, only the failure share is actually consumed.

Why is Grandmaster crafting suddenly so expensive?

Grandmaster Reset deliberately switches Crafting to a separate economy: 360B / 720B GAS base at GM Levels 1–59 and 900B / 1.8T at GM Level 60, before the Adept discount. Fragment formulas also move to their Grandmaster bands.

Can Crafting Adept reduce GAS by more than 50%?

No. The GAS discount reaches its 50% ceiling at effective Adept 10. Higher levels still improve success, included attempts, Fragment prices until their floors, Craft-school Soothe pairing and other gates.

Why didn't Daily Limit Capacity increase β€œIncluded today”?

Because it no longer creates free Craft attempts. Included today is built from the base 25, Crafting Adept and whole Craft Attempts. Daily Limit Capacity expands the paid extra-attempt allowance instead.

Why can +20% Daily Limit Capacity unlock more than 20 extra attempts?

The current bench preserves the full practical reach of the older two-stage capacity route, then converts everything above the included pool into paid attempts. The exact result is shown as Extra available to buy and Maximum crafts today; see section 4 for the formula and examples.

Does the 5 Craft + 5 Daily setup give 500 free attempts?

No. It raises the starting paid extra-attempt allowance from 100 to 500. Daily Limit Capacity may enlarge it further, but every extra attempt still costs 80 Relic Fragments.

Can Relic Upgrade Chance unlock upgrades without Bag 5?

No. The main route first requires effective Crafting Adept 10 + Field Recordist Bag 5. The resonance signal only scales an existing eligible probability.

Can Relic Duplicate Chance unlock duplication without Bag 10?

No. Duplication first requires effective Crafting Adept 10 + Field Recordist Bag 10.

Does a Rare craft check Legendary instead of Epic?

An eligible Grandmaster Rare craft checks the exceptionally rare Legendary branch first. If that misses, it still receives a separate Epic check at half of the final general upgrade signal.

Does a duplicate copy the same school and quality?

No. It keeps the primary's final rarity and starts at Lv0, but school, quality, Memory Word, icon and affix identity are rolled independently.

Does a Grandmaster Craft Mirror copy the duplicate?

No. Mirror checks come only from the successful primary craft. Bag duplicates do not create a second mirror wave.

What exactly does an 11-piece Forge Bench setup give now?

Two things. Its cumulative built-in Craft rewards total +15 percentage points Craft Success, +3 Craft Attempts and the set's 18% Burn Cost effect before broader set scaling. Separately, 11 pieces give +10% relative amplification to eligible live Craft Success and Craft Attempts affixes. The built-in tiers stack; the +1/+3/+5/+10% amplifier thresholds do not.

Do hybrid-school bonuses also multiply the +10% live-affix amplifier?

No. Two / three / four active schools scale the cumulative built-in school-set rewards by Γ—1.40 / Γ—1.90 / Γ—2.60. The separate live-affix amplifier remains at the highest threshold of each school.

Can Daily and Economy both amplify the same Daily Limit Capacity affix?

Yes, when that live affix genuinely belongs to both school families and both sets are active. Each matching school contributes its own amplification delta.

How do I remove the normal Craft-school bias?

Equip at least eight Relic Hunt-school relics in Active Resonance. The crafted school then becomes an even eleven-school roll. Relic Transmuter only softens the bias.

Why did my batch stop before the number I selected?

The next roll would have exceeded the available daily pool or the remaining GAS / Fragment balance could no longer cover its full success price. Already processed rolls remain valid.

Is the craft hard cap still 50,000?

50,000 is the normal final Craft Ceiling. An active Warped Craft Ceiling Fault Line can raise only that ceiling, with bounded +75% headroom, so the absolute maximum is 87,500 attempts per UTC day.

Does Warped Craft Ceiling give me attempts?

No. It only raises the final ceiling. You still need included attempts and/or paid extra attempts to occupy that additional headroom.

Does upgrading a Spring seasonal relic strengthen First Bloom Forge now?

Yes. The season rank still sets the base Signature strength, while relic level adds a gentle relative multiplier from Γ—1.00 at Lv0 up to Γ—1.35 at Lv16.

Can a new crafted relic start above Lv0?

Not through the main Forge Bench. Crafting can change rarity through its advanced roll, but the newborn primary and duplicate both start at Lv0.

The Craft button timed out. Should I press it again?

First refresh the Crafting panel, balances, remaining attempts and relic collection. Use the original restore / retry path when available rather than immediately creating a new batch.

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Crafting sits between resource production, relic identity, Active Resonance and the wider account economy. These are the current Field Archive routes around the Forge Bench.

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