Official Reverie Field player guide

Listening Sessions & Relic Generation

Reverie Field began with a radio and a very simple idea: time spent paying attention could leave a persistent trace. Listening is still the central engine of the game. A session turns time with the Field into 🔢 Points, 🧩 Relic Fragments, season progress and — when the conditions line up — a recovered 🏺 Sonic Relic.

The system is deliberately deeper than a timer. The Field distinguishes real accounted time, reward-weighted time, season time, long-take endurance and the duration used for relic pressure. Once those clocks are separated, the entire Radio becomes much easier to read.

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

1. What a listening session records

A listening session is the game’s record of one continuous visit to the Radio. The audio itself remains a living broadcast; the game follows the listening take beside it and only turns the safely accepted part into progression when that take is sealed. You do not need to understand every layer before pressing ▶️ Start Listening. The important thing is that the final reward is built from the part of the take the Field can confidently keep.

🔢 Points

Begin at 900 Points per reward minute, then pass through your account, talent, relic, Rank and Crew layers.

🧩 Fragments

Long enough takes can earn Listening Fragments through 🎒 Field Recordist Bag and ✒️ Long Take Legend.

🏺 Relics

A rewarded piece with at least 10 reward minutes can open the Listening relic roll.

🏁 Time

Accounted listening can grow lifetime records; only the full daily reward band adds season listening time.

The radio came first

The ordinary Radio is intentionally continuous and somewhat anonymous: you enter the Field and hear whatever the station is carrying. The game adds a second layer around that attention. The recording does not need to become a task or a production asset; sometimes it can simply be listened to, and the account remembers that you were there.

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2. Start, live signal and Stop

A normal Radio take follows a simple visible rhythm. Start creates the take, the current device confirms it, regular signs keep the session alive, and Stop seals the safest available ending. If a finished result already exists, the Field returns that result instead of inventing another one.

▶️ StartA new take begins and receives its own start time.
✅ ConfirmThe take changes from On Air to Tuned In.
📡 ListenRegular signs preserve the latest reliable place in the take.
⏹️ StopThe safe interval is sealed and rewards are calculated.
📚 ArchiveThe final receipt can be returned later without paying twice.
For the cleanest long take
  • Use one current listening device for the account rather than trying to run the same take from several places.
  • Wait until the session visibly settles into its live state before treating the timer as established.
  • If Start first shows a previous finished result, read that receipt before beginning the next long take.
  • Changing into Live from the Field is a new listening mode; finish the current Radio take first.
For the cleanest ending
  • Press Stop Listening while the game is open whenever possible.
  • If the connection is slow, repeating Stop can recover the same finished result; it cannot create a second reward.
  • A take that safely finished while the page was away can appear again at the next Start.
  • At four hours, the take has reached its complete listening boundary and should be followed by a new session.
Very short takes

A safely accounted piece shorter than roughly 30 seconds is too short for a normal reward settlement. It produces no ordinary Points, no Listening Fragments and no Listening relic attempt. Think of it as a start that never developed into a usable take.

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3. The four-hour shape

One listening take can account for at most four hours. Several important systems live inside that same four-hour frame, but they do not all read the same clock. The table below deliberately says real accounted time or reward time where the distinction matters.

Milestone What opens Which clock matters
~30 sec Normal reward settlement becomes meaningful. Safely accounted time.
8 min 🎒 Bag fragment route can open at Bag Lv3+. Safely accounted time, with positive reward value.
10 min First ordinary 🏺 Listening relic attempt. Reward time. Ten real minutes are not always ten reward minutes.
1 h Long-session relic pressure begins at ×1.2. Reward time of the settled piece.
90 min ✒️ LTL Lv5+ second-chance relic pass becomes eligible after a miss. Reward time of the settled piece.
~2 h 10 m real First LTL endurance-fragment milestone at LTL Lv3+. Real accounted endurance time minus the final 10-minute buffer.
~3 h 10 m real Second LTL endurance-fragment milestone at LTL Lv10+. Real accounted endurance time minus the final 10-minute buffer.
3 h 50 m reward The rising relic-pressure curve ends; the protected final buffer begins. Reward time.
4 h real Hard end of one listening take. Real elapsed/accounted session boundary.
One timeline, several meanings

A four-hour take is excellent for lifetime listening, LTL endurance Points and the complete fragment route. It is not automatically the strongest first-pass relic roll. That relic curve peaks immediately before 3h50 of reward time, then deliberately drops into a protected buffer for the last ten reward minutes.

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4. UTC daily reward bands

Listening has a 24-hour daily accounting window that resets at 00:00 UTC. It is not twenty-four hours of full rewards. The day is intentionally divided into a generous main band, a reduced band and a final no-reward band.

First 16h100% reward time · Points · relic pressure · season time
16h → 20h50% reward time · half-speed Points/relic clock · no season time
20h → 24h0% reward time · no Points · no relic roll · no season time
Reward time = full-band time + half-band time ÷ 2
What the 50% band really means

Ten real minutes after the first sixteen daily hours become five reward minutes. Base Points are therefore halved, and the relic-duration clock moves at half speed. An ordinary ten-minute relic gate takes twenty real minutes if the whole piece lies in this band.

What it does not halve

Long Take Legend’s endurance clock for Point endurance and its two fragment milestones follows the safely accounted real duration, with the final ten minutes removed. The 50% daily band lowers the Point base, but it does not turn a 2h10 real endurance milestone into 4h20.

If a take crosses UTC midnight, each part belongs to the correct day. The new day begins with a fresh 100% band. This is why a long session around midnight can contain more than one reward band without anything being lost or counted twice.

The final four hours are still accounted listening

From 20h to 24h you can still accumulate safely accounted listening time for lifetime records, but that section carries no reward value: no listening Points, no Listening Fragments, no season listening time and no Listening relic attempt.

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5. The Field’s five clocks

This is the most useful mental model in the entire guide. The same take can legitimately show several different durations because those durations answer different questions.

🎧 1. Accounted listening time

The safely accepted real duration. It feeds lifetime listening and your position inside the 24-hour UTC day.

🔢 2. Reward time

Full-band seconds count 100%, half-band seconds 50%, zero-band seconds 0%. Base Points and the ordinary relic-duration curve use this.

🏁 3. Season listening time

Only the first 16 daily hours count. The 50% and 0% bands add no season listening time.

🏺 4. Relic-generation time

The reward duration of the current safely sealed piece. It controls the 10-minute gate, long-session pressure and LTL’s second relic pass.

✒️ 5. LTL endurance time

Safely accounted real duration, capped at four hours, with the final ten minutes ignored. This clock drives LTL endurance Points and fragment milestones.

📡 Live variation

In Live from the Field, only confirmed live playback enters the listening clocks. Paused, hidden, sped-up or stale playback does not manufacture time.

Why recovery can change the relic shape of a take

A serious interruption can cause one long visit to be safely sealed in more than one rewarded piece. Your accounted total can still be correct, but each relic attempt reads the duration of its own paid piece. A stable continuous take therefore preserves the strongest long-duration relic curve.

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6. How Listening Points are built

The Point route starts with time, then passes through the account build in layers. Late-game numbers can become enormous; the order is still readable.

Base Points = reward minutes × 900

10 full-band minutes

9,000 base Points before any account bonus.

10 half-band real minutes

They become 5 reward minutes: 4,500 base Points.

10 Live full-band minutes

The same ordinary Point path is built first, then Live from the Field doubles the final listening payout.

Long Take Legend endurance is added before the main build multiplier

Let A be safely accounted minutes in the current rewarded piece, capped at 240. LTL first removes the final 10-minute buffer:

E = max(0, min(A, 240) − 10)

If E ≤ 60, there is no endurance Point bonus. Above that, the bonus rises smoothly with both LTL level and extra endurance time:

Endurance bonus = 30% × (LTL level ÷ 15) × ((E − 60) ÷ 170), with each term capped at its intended maximum.

At LTL Lv15, a complete four-hour take has E = 230 minutes and reaches the full +30% endurance addition to the time-based Point base. This addition then travels through the rest of the account’s listening build.

Player-facing order of the major Point layers

  1. Time: reward seconds become base Points at 900 per reward minute.
  2. ✒️ LTL endurance: long real takes can add up to +30% to that base at LTL Lv15.
  3. Main progression stack: Total Boost, level growth, referral progress, completed-task progress and the current Daily layer combine with the collection multiplier.
  4. 🌌 Sonic Explorer: multiplies the main session multiplier by ×1.5.
  5. 🎓 Sonic Scholar: adds ×(1 + 2% × level) to the session multiplier.
  6. 🌿 Farm listening buffs: an active Double Boost can multiply the build again. The ordinary main-multiplier safety ceiling is 10,000,000×; an active Cap Lift removes that ceiling while it lasts.
  7. 🤑 Grandmaster Relic: adds +30% to the built listening payout.
  8. 🧘🏻‍♀️ Listening Points: the current Active Resonance Listening Points total is applied to the already-built session reward.
  9. 🏅 Achievement Rank: the current Rank bonus is applied near the end of the personal payout.
  10. 👥 Reverie Crew: the Crew’s current listening bonus is applied without reducing anything else. A very small trace is mirrored into the shared Crew reserve and is not taken from the player.
  11. 📡 Live from the Field: if this was a verified live-stream session, the final listening Points are doubled.
Two different relic layers can affect Points

Your broader relic collection contributes to the general progression multiplier, while the named Listening Points affix in Active Resonance is a later dedicated Listening layer. They are related, but they are not the same number repeated twice.

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7. Relic Fragments from listening

Listening Fragments are built from two endurance talents. First the Field gathers a small base package from 🎒 Field Recordist Bag and ✒️ Long Take Legend. Normal listening then multiplies the whole package by ×3. Live from the Field applies a further ×2 to that finished Listening Fragment payout.

Source Requirement Base Normal settled amount Live settled amount
🎒 Bag Lv3–6 At least 8 minutes safely accounted, with positive reward value +1 +3 🧩 +6 🧩
🎒 Bag Lv7–14 Same 8-minute gate +2 +6 🧩 +12 🧩
🎒 Bag Lv15 Same 8-minute gate +3 +9 🧩 +18 🧩
✒️ LTL first milestone LTL Lv3+ and E ≥ 2h, usually about 2h10 real +2 +6 🧩 +12 🧩
✒️ LTL second milestone LTL Lv10+ and E ≥ 3h, usually about 3h10 real +2 +6 🧩 +12 🧩
Maximum single-piece endurance package

Bag Lv15 contributes 3 base Fragments and both LTL milestones contribute 4 more. The base package is therefore 7. Ordinary listening settles that as 21 🧩. A qualifying Live from the Field session doubles it again to 42 🧩.

The Bag’s eight-minute gate and LTL endurance milestones use safely accounted real time, but the piece still needs positive reward value. The 0% daily band therefore cannot create a Listening Fragment payout even if the timer is long.

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8. Session summary and Previous Session Archive

The closing window is the receipt for the take. It exists so that a long session does not disappear into one mysterious number. Depending on the take, it can show accounted duration, reward duration, season time, daily-band effects, Points, Fragments, relic outcome and the bonus layers that changed the result.

Current session receipt
  • Start and safe ending of the take.
  • Safely accounted listening duration.
  • Reward and season duration where relevant.
  • Points and important bonus explanations.
  • Listening Fragments from Bag and LTL.
  • Relic recovery, miss, duplicate or mirror information when applicable.
📚 Previous Session Archive
  • Can appear on the next Start when an earlier take finished while the page was away.
  • Returns the known final result instead of creating another payout.
  • Helps explain an automatic four-hour close or a recovered background ending.
  • Live sessions are identified separately so an older Live receipt is not mistaken for an ordinary Radio take.
“Already finalized” is good news

It means the Field already knows where that take ended. The same interval will not be paid twice, and the same relic opportunity will not be rerolled simply because Stop was repeated after a slow response.

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9. Heartbeats, background listening and recovery

A live take periodically leaves signs that it is still present. Phones are allowed to be phones: iOS and Android can freeze a page even while audio continues. Current listening recovery is designed around that reality instead of assuming that every JavaScript timer will run perfectly for four hours.

Situation Typical protection What it means for the player
Normal live signal Active marker is kept for about 15 minutes Ordinary mobile pauses and short network gaps do not immediately kill the take.
Return after a noticeable gap Information threshold around 5 minutes The game may tell you that the session was resynchronized.
Supported mobile background playback Can preserve honest wall-clock listening up to the 4h boundary Leaving the app/PWA with the Radio genuinely expected to keep playing is treated more generously than an unexplained silent page.
Long unexplained gap Around 45 minutes The take can be safely ended near the last reliable place instead of trusting the entire silent interval.
Recovery grace Up to about 5 minutes A small tail can be kept after the last reliable sign so normal mobile scheduling delay does not erase the end of a take.
Hard boundary 4 hours from the start of the take No recovery path can extend one session beyond four hours.

On supported mobile/PWA flows, leaving the page while the Radio was genuinely playing creates a small handoff that tells the Field the audio was expected to continue. That handoff does not make invisible time magical: the same account ownership and four-hour limits still apply. Explicitly pausing or stopping clears the expectation of continued playback.

Stable audio and stable session tracking are related, not identical

A phone can keep audio alive while freezing the page around it. The current client is built to survive normal background use much better than older versions, including lock-screen / media-session handoff, but an extremely long unsupported gap can still make the Field settle at the last trustworthy point plus a short grace tail.

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10. Safe pieces and repeated requests

A long take can be sealed in one piece or, after recovery, in several safe pieces. This distinction matters most for relic generation. Time that has already been paid is remembered; asking again retrieves the known result rather than manufacturing another copy of the same reward.

One time interval, one payout

A repeated Stop can recover the same receipt but cannot pay the same seconds twice.

One eligible piece, one relic outcome

A miss is remembered just as firmly as a successful relic recovery. Retrying the same piece does not reroll it.

Recovered takes can have several pieces

If more than one safely paid piece contains at least 10 reward minutes, each eligible piece can carry its own relic opportunity.

Why uninterrupted long takes remain valuable

The relic-duration curve belongs to the current rewarded piece. A serious interruption can split a long visit into shorter pieces, so the total accounted time can remain correct while each individual relic attempt receives less long-session pressure than one continuous 3-hour take would have carried.

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11. Live from the Field

When an official live broadcast is active, the Radio can expose a separate Live from the Field route. It is still Listening, but the time source changes: instead of assuming the whole wall-clock session was heard, the Field follows the live player and only keeps playback that remains visibly and plausibly on the live signal.

×2 🔢 Listening Points

The ordinary listening reward is built first. A completed Live session doubles the final Listening Point payout.

×2 🧩 Listening Fragments

Bag and LTL build the same Fragment package as normal Listening, including the ordinary ×3 Listening multiplier, then Live doubles the result.

Lv5–12 🏺 recovered relic

If a Live relic appears, its starting level uses a dedicated Live table instead of the normal LTL Lv10+ starting-level roll.

What counts as verified live time

  • The official live signal still needs to be active and match the current broadcast.
  • The video needs to be playing, visible, at approximately 1× speed, and kept near the live edge.
  • Pausing, hiding the player or moving away from ordinary live playback pauses the verified-time growth.
  • A connection gap does not erase time that was already confirmed. After a freeze, seek or long gap, the route establishes a new trustworthy position rather than inventing the missing seconds.
  • The same four-hour session boundary and 16h / 20h daily reward bands still apply to the verified seconds.
You do not need to babysit the math

The player-facing rule is simple: keep the live player visible and playing at 1× near the current broadcast. The progress display shows the confirmed time. Finish the Live session to seal the reward. A very short Live visit still needs roughly 30 confirmed seconds before it can become a normal reward settlement, and a Live relic still needs 10 reward minutes after the daily-band weighting.

Live relic starting level

The rarity still comes from the normal Listening relic path — Explorer, Transmuter, long-session pressure, LTL second chance and Active Resonance can all matter. What changes after a relic exists is the starting level. Live from the Field uses this exact distribution:

Starting level Chance Reading
Lv5 50% The most common Live recovery.
Lv6 28% Common upgraded recovery.
Lv7 14% Strong recovery.
Lv8 5.5% Uncommon.
Lv9 1.8% Rare.
Lv10 0.55% Very rare.
Lv11 0.14% Exceptional.
Lv12 0.01% About one in ten thousand Live-level rolls.

Live sessions are never BUZZER sessions. They are their own route. A Grandmaster Mirror can still echo a recovered Live relic for a qualified referrer; if that happens, the mirrored copy keeps the final rarity and this already-rolled starting level.

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12. BUZZER — The Other Shore and Warped relics

Ordinary Radio sessions have a very small chance to cross into BUZZER / The Other Shore. The choice is made once for that listening take and stays attached to it until the take ends. At the current baseline the chance is 0.5% per normal listening session — roughly one normal Radio start in two hundred.

BUZZER is not a secret Point multiplier

The crossing changes the carrier and, most importantly, the nature of relics recovered from that take. Ordinary Points, daily bands and session limits continue to follow the normal Listening rules. If a primary Listening relic is recovered during the crossing, it returns Warped.

What makes a Warped relic different

A Warped relic still has an ordinary rarity, level, quality, school, memory and normal affix identity. On top of that it receives a separate set of Fault Lines — endgame headroom effects that can bend selected safety ceilings without deleting those ceilings.

Fault Line What it can expand
Warped Daily Limit Headroom Supported Daily Limit Capacity headroom.
Warped Farm Harvest Headroom Farm production / harvest safety headroom.
Warped Referral Crate Headroom Referral crate reward ceiling headroom.
Warped Craft Ceiling The final daily Craft safety ceiling.
Warped Silo Ceiling Farm silo capacity ceiling.
Warped Harvest Ceiling Farm harvest payout ceiling.

The number of Fault Lines depends on the relic’s final rarity: Simple 2 · Rare 2 · Epic 3 · Legendary 4. The selected set is stable for that recovered object. Fault Lines are active from Lv0, while their strength still responds to the relic’s rarity, quality and level. Across a build, each supported headroom family is bounded to a maximum of +75% above its ordinary ceiling.

🎒 Bag duplicates stay Warped

If Field Recordist Bag duplicates the relic recovered from a BUZZER take, that duplicate is also a Warped recovery and receives its own Fault Line identity.

🧠 Grandmaster mirrors do not copy the crossing

A Listening GM Mirror keeps the final rarity and starting level, but it rolls its own ordinary identity. The Warped Fault Lines belong to relics actually recovered by the listener’s BUZZER take.

Warped Fault Lines are a separate layer and are deliberately excluded from school-set live-affix amplification. They are not ordinary Listening, Daily, Farm or Craft affixes wearing a different name.

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13. Full Listening relic-generation path

A Listening relic is not decided by one percentage. The Field prepares four rarity chances, shapes them with your current build and the duration of the rewarded piece, then walks through a fixed sequence. If something appears, Bag, starting level, quality, identity, duplication and Grandmaster echo all happen afterward.

1. GateAt least 10 reward minutes and a genuine reward.
2. RarityLegendary → Epic → Rare → Simple.
3. RescueLTL may grant a smaller second pass after a complete miss.
4. BagPossible one-tier rarity rise and later duplicate.
5. IdentityStarting level, quality, school, memory, affixes and optional echo.
  1. Eligibility: the safely sealed piece needs at least 600 reward seconds and positive Listening Points.
  2. Base rarity chances: Legendary, Epic, Rare and Simple begin from their own independent values.
  3. 🌌 Sonic Explorer: multiplies those four starting values by ×1.5.
  4. ☕ Relic Transmuter: at player level 30+, adds a flat amount to each prepared rarity chance.
  5. ⏳ Long-session pressure: the current piece’s reward duration supplies the rising time multiplier.
  6. ✒️ Long Take Legend: amplifies that duration curve and, at Lv5+, may open a second pass after a miss.
  7. 🧘🏻‍♀️ Active Resonance: overall Listening / Any Relic pressure and rarity-tier pressure multiply the prepared chances.
  8. Ordered independent checks: Legendary is checked first, then Epic, Rare and Simple. The first success wins.
  9. 🎒 Bag rarity shaping: at Bag Lv5+, the found rarity may rise one step; Epic → Legendary needs an extra confirmation.
  10. Starting level: normal Listening uses the LTL Lv10+ table; Live from the Field uses its separate guaranteed Lv5–12 table.
  11. Relic identity: icon, memory, quality, school and affix state are established for the recovered object.
  12. 🎒 Bag duplicate: at Bag Lv10+, a separate duplicate check may create another relic with the same final rarity and starting level but its own identity.
  13. 🤑 Grandmaster Mirror: each fully qualified referrer receives an independent 1% chance to hear an echo of the primary recovery.
Ten reward minutes open the door; they do not guarantee a relic

Every rarity check can miss, and the LTL rescue can miss too. A session can be long, heavily amplified and completely valid while still returning no relic. That absence is a finished outcome, not a lost roll.

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14. Base rarity chances

These are the naked Listening chances before Explorer, Transmuter, time, LTL and Active Resonance. They are four ordered independent checks rather than one shared rarity bag.

Rarity Base chance Approx. single-check frequency Order
Legendary 0.0002% 1 in 500,000 1st
Epic 0.0025% 1 in 40,000 2nd
Rare 0.15% about 1 in 667 3rd
Simple 5% 1 in 20 4th
P(any relic) = 1 − (1−pL) × (1−pE) × (1−pR) × (1−pS) ≈ 5.145061%

The order matters. A Legendary success ends the sequence immediately. Epic is only asked after Legendary misses; Rare is only asked after both higher checks miss; Simple is reached after all three rarer checks fail. This protects a high-tier success from being replaced by a later lower-tier result.

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15. Relic modifier order

The Listening relic route mixes additive and multiplicative effects, so order matters. Explorer changes the starting values first; Transmuter then adds its flat percentage-point gains; duration and LTL multiply the prepared values; Active Resonance shapes the final first-pass chances by overall and tier-specific pressure.

BaseFour independent rarity chances.
🌌 Explorer×1.5 to each base chance.
☕ TransmuterFlat percentage-point additions.
⏳ Time + ✒️ LTLLong-session multiplication.
🧘🏻‍♀️ ResonanceOverall + Rare/Epic/Legendary tier multipliers.

How tier pressure nests

Let O be the overall Listening / Any Relic multiplier, R the Rare-tier multiplier, E the Epic-tier multiplier and L the Legendary-tier multiplier. The rarer checks inherit the lower rarity-tier pressure beneath them:

Simple × O  ·  Rare × O × R  ·  Epic × O × R × E  ·  Legendary × O × R × E × L

This is why a build with Any Relic, Rare Tier and Epic Tier pressure can change the upper end far more than it changes Simple drops. Extremely large prepared values are bounded before the roll so one build cannot turn the ordered rarity model into nonsense.

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16. Active Resonance and Listening-school sets

Current Active Resonance has two separate school-set layers. This is easy to misread because both appear around the same rack. The older set rewards remain cumulative at 3 / 5 / 8 / 11 pieces; the newer school-depth layer amplifies matching live affixes and uses only the highest reached tier.

Layer A — cumulative Listening-school rewards

Listening pieces equipped New reward unlocked at that tier
3 / 11 +2.5% Listening Points
5 / 11 +5% Listening Relic Roll
8 / 11 +5% Listening Points · +8% Listening Relic Roll · +2% Any Relic
11 / 11 +7.5% Listening Points · +12% Listening Relic Roll · +3% Any Relic · +3% Rare Tier · +1.5% Epic Tier

Because these tiers accumulate, a complete 11-piece Listening set carries the reached rewards together: +15% Listening Points, +25% Listening Relic Roll, +5% Any Relic, +3% Rare Tier and +1.5% Epic Tier before other mastery / hybrid layers.

Legacy hybrid-school synergy

If several school sets are active at once, the preserved standalone set rewards can still receive the older hybrid scaling: 2 active schools = +40%, 3 = +90%, 4 or more = +160% to that aggregate legacy set layer. This legacy multiplier belongs only to the cumulative standalone rewards above. Different school sets do not multiply the newer live-affix layer; that layer follows the direct school-depth percentages shown below.

Layer B — live-affix amplification

School depth Live-affix amplification Rule
3 pieces +1% Highest reached tier only
5 pieces +3% Replaces +1%
8 pieces +5% Replaces +3%
11 pieces +10% Replaces +5%

For the Listening school, this newer layer amplifies only live Listening Points and Listening Relic Roll affixes that already exist on equipped relics. It does not amplify generic Any Relic, Global relic pressure, rarity-tier pressure, Seasonal Signatures, Warped Fault Lines or the Grandmaster Relay.

Why Relic Hunt can still matter to a Listening build

The older Relic Hunt set rewards include global relic pressure and Rare / Epic / Legendary tier pressure, so those preserved standalone rewards can feed a Listening relic roll. A complete 11-piece Relic Hunt set has reached +33% global relic-drop pressure, +11% Rare Tier, +7% Epic Tier and +2.5% Legendary Tier before hybrid scaling. The newer Relic Hunt live-affix amplifier is different: it amplifies Relic Upgrade and Duplication affixes, not those generic rarity rewards.

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17. Relic Transmuter

☕ Relic Transmuter changes the starting texture of Listening odds. The talent itself opens at player level 20, while its Listening relic effect becomes active at player level 30. The ordinary ceiling is Lv5; Grandmaster progression can extend the effective talent to Lv10.

Rarity Base Added per Transmuter level Lv5, no Explorer Lv10, no Explorer
Simple 5% +1.0 percentage point 10% 15%
Rare 0.15% +0.1 point 0.65% 1.15%
Epic 0.0025% +0.01 point 0.0525% 0.1025%
Legendary 0.0002% +0.0005 point 0.0027% 0.0052%

Explorer is applied before Transmuter

🌌 Sonic Explorer multiplies the four naked base chances by ×1.5 first. Transmuter then adds its flat values. Before time and Resonance:

Build Simple Rare Epic Legendary
🌌 Explorer + Transmuter Lv5 12.5% 0.725% 0.05375% 0.0028%
🌌 Explorer + Transmuter Lv10 17.5% 1.225% 0.10375% 0.0053%

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18. Long Take Legend deep dive

✒️ Long Take Legend is the specialist talent for genuine long-form listening. It touches several systems at once, but its clocks must be kept separate: Point endurance and fragment milestones use real accounted endurance time; relic pressure and the second-chance gate use reward time.

🔢 Endurance Points

After the first endurance hour, the bonus rises smoothly and can reach +30% at LTL Lv15 near the end of a full four-hour take.

🏺 First-pass pressure

From one reward hour to just under 3h50 reward time, the base relic multiplier rises from ×1.2 toward ×8.0.

✒️ Second chance

At LTL Lv5+ and 90 reward minutes, a complete first-pass miss can receive a smaller second ordered rarity pass.

The long-session relic curve

Below one reward hour the base multiplier is ×1. At exactly one reward hour it steps to ×1.2, then climbs linearly to almost ×8 immediately before 3h50. At 3h50 the final ten-minute reward buffer begins and the base curve returns to ×1. LTL keeps a smaller stability multiplier alive inside that buffer.

Reward duration of the piece Base LTL Lv5 LTL Lv10 LTL Lv15
Below 1 hour ×1.00 ×1.00 ×1.00 ×1.00
1 hour ×1.20 ×1.32 ×1.44 ×1.56
1h30 ×2.40 ×2.64 ×2.88 ×3.12
2 hours ×3.60 ×3.96 ×4.32 ×4.68
3 hours ×6.00 ×6.60 ×7.20 ×7.80
Immediately before 3h50 near ×8.00 near ×8.80 near ×9.60 near ×10.40
3h50 → 4h buffer ×1.00 ×1.25 ×1.35 ×1.45

The second-chance pass

If the first four rarity checks all miss, LTL Lv5+ can open a second pass once the piece has at least 90 reward minutes. The second pass reuses the prepared first-pass rarity chances at a smaller scale:

Second-pass scale = min(25%, 5% + 2% × LTL level)

That gives 15% of the prepared chances at Lv5, 17% at Lv6, 19% at Lv7, 21% at Lv8, 23% at Lv9 and the capped 25% from Lv10 through Lv15. Each second-pass rarity chance is itself capped at 25%.

Why Expedition Pathfinder Lv10 matters to Bag

Long-session time always strengthens the Bag’s base upgrade and duplication routes. The extra LTL amplification component joins those Bag chances only when 🧭 Expedition Pathfinder is Lv10+. Before 3h50 this means the Bag can inherit the LTL +2% per level multiplier; inside the final buffer, Pathfinder Lv10+ also lets the Bag retain LTL’s smaller buffer multiplier instead of falling back to ×1.

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19. Listening relics born above Lv0

Normal Radio relics begin at Lv0 unless ✒️ Long Take Legend has reached Lv10. From LTL Lv10 onward, a recovered Listening relic receives an additional ordered roll for Lv1–10. Higher starting levels are checked first, so a rare Lv10 success cannot be overwritten by the much more common Lv1 check.

Starting level checked LTL Lv10 threshold LTL Lv15 threshold Reading
Lv10 0.00001% 0.000014% Checked first.
Lv9 0.000048% 0.0000672% Checked if Lv10 misses.
Lv8 0.00024% 0.000336% Extremely rare.
Lv7 0.0012% 0.00168% Very rare.
Lv6 0.006% 0.0084% Very rare.
Lv5 0.03% 0.042% Rare celebration hit.
Lv4 0.16% 0.224% Uncommon.
Lv3 0.8% 1.12% Noticeable.
Lv2 4% 5.6% Occasional.
Lv1 16% 22.4% Final upgraded-start check before falling back to Lv0.

These are ordered independent thresholds, not final exclusive probabilities. A Bag duplicate inherits the already-rolled starting level. A successful Grandmaster Mirror also inherits that starting level. Live from the Field is the exception: its relics use the separate guaranteed Lv5–12 table from Section 11 instead of this LTL table.

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20. Field Recordist Bag: rarity upgrades and duplication

🎒 Field Recordist Bag begins affecting the rarity of a Listening relic at Lv5 and opens duplication at Lv10. The talent itself requires player level 30+ and ☕ Relic Transmuter Lv1+. Its listening-generation calculations use effective Bag levels up to Lv15.

Rarity upgrade route

Bag level Base upgrade chance Possible rise
Lv5 0.8% Simple → Rare · Rare → Epic · Epic enters the Legendary confirmation route
Lv6 1.6% Same one-tier route
Lv7 2.4% Same one-tier route
Lv8 3.2% Same one-tier route
Lv9 4.0% Same one-tier route
Lv10 4.8% Upgrade route + duplication unlock
Lv11 5.6% Same one-tier route
Lv12 6.4% Same one-tier route
Lv13 7.2% Same one-tier route
Lv14 8.0% Same one-tier route
Lv15 8.8% Maximum base Bag upgrade chance

The base upgrade chance is multiplied by long-session pressure. Active Resonance Relic Upgrade Chance affixes then apply as a relative bonus, with the final Listening upgrade chance capped at 30%. If a Relic Hunt school set is deep enough, the newer school amplifier can also strengthen those live upgrade affixes by +1 / +3 / +5 / +10% at 3 / 5 / 8 / 11 pieces.

Epic → Legendary needs two successes

An Epic first has to win the ordinary Bag upgrade roll. Only then does it receive a second confirmation at one tenth of the final upgrade chance. If the final upgrade chance is u as a decimal, the total Epic → Legendary probability is approximately:

P(Epic → Legendary) = u × (u ÷ 10) = u² ÷ 10

Example: at an 8.8% final upgrade chance, the second confirmation is 0.88%, so the combined route is about 0.07744% for a found Epic. At the 30% final cap, the combined route is 0.9%.

Duplication at Bag Lv10+

Duplication begins from a 5% base chance, receives the same long-session upgrade/duplicate multiplier, then accepts the live Relic Duplication Chance affix layer. The final Listening duplication chance is capped at 35%.

A duplicate keeps the primary relic’s final rarity and starting level, but receives its own icon, memory word, quality and normal relic identity. During BUZZER, the Bag duplicate is also Warped. It is a second recovered object, not a quantity counter attached to the first one.

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21. Quality, school and relic identity

A relic’s source tells you how it entered the Field. Its school tells you which family of mechanics its Active Resonance identity belongs to. Those are different ideas. A relic recovered while Listening does not have to become a Listening-school relic.

Listening-born is a source, not a guaranteed school

The recovered object receives a school and affix identity of its own. That is why a long Radio session can give you something useful for Craft, Daily, Farm, Relic Hunt or another route instead of only feeding the Listening rack. Warped relics keep that ordinary identity and add their Fault Lines as a separate layer.

Generated relic quality

Until 🫙 Soothe Sauce reaches Lv15, newly generated Listening relics arrive as MP3. At Soothe Sauce Lv15+, each newly created copy receives its own quality roll:

Quality Chance
MP3 78%
FLAC 16%
WAV 5%
DSD 1%

The primary relic, Bag duplicate and Grandmaster Mirror copy roll quality independently. A single Listening event can therefore leave an MP3 primary with the listener while a duplicate or mirror arrives as FLAC, WAV or DSD. Live and Warped recoveries use the same generated-quality rule.

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22. Grandmaster Mirror

When a player successfully recovers a primary Listening relic, every fully qualified referrer can receive a separate one-percent echo of that event. The listener keeps the original relic and any Bag duplicate; the mirror is an additional object for the qualified referrer.

Requirements for each referrer
  • 🤑 Grandmaster Reset completed.
  • 🤑 Grandmaster Relic owned.
  • Referral Resonator Lv15.
  • 🧭 Expedition Pathfinder Lv15.
  • ✒️ Long Take Legend Lv15.
The echo itself
  • 1% chance per qualified referrer, checked independently.
  • Keeps the primary relic’s final rarity.
  • Keeps the primary relic’s starting level, including a Live Lv5–12 recovery.
  • Rolls its own icon, memory word, quality and ordinary relic identity.
  • Does not copy a BUZZER relic’s Warped Fault Lines.
Listening Mirror is not the Craft 11-piece Mirror rule

Crafting has its own Grandmaster Mirror interaction with the Referral set. The Listening echo described here remains the dedicated 1% per eligible referrer route. Do not import the Craft percentage into Radio relic generation.

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23. Practical listening routes

There is no single “correct” session length because different rewards read different clocks. The best stop point depends on whether you are hunting Points, Fragments, first-pass relic pressure, upgraded starting levels or simply listening to the station.

Stable daily progress
  • Spend your most important listening inside the first 16 UTC hours whenever possible.
  • Ten full-band minutes are enough to open the ordinary relic gate.
  • Use a clean Stop when practical so the receipt is immediately readable.
  • Start a new take after the four-hour boundary.
Fragment endurance
  • Bag Fragments begin after 8 accounted minutes at Bag Lv3+.
  • LTL’s first big milestone is about 2h10 real at Lv3+.
  • The second is about 3h10 real at Lv10+.
  • Bag15 + both LTL milestones settle 21 🧩 normally or 42 🧩 in Live from the Field.
First-pass relic pressure
  • Build past one reward hour to enter the long-session curve.
  • The curve climbs all the way to immediately before 3h50 reward time.
  • Stopping exactly at four hours is excellent for endurance but uses the smaller final-buffer relic multiplier.
  • In the 50% daily band, the relic clock moves at half speed: a four-hour real take there reaches only two reward hours.
Endgame Listening workshop
  • 🌌 Explorer enlarges the naked rarity bases.
  • ☕ Transmuter adds flat probability after Explorer.
  • ✒️ LTL adds long-session pressure, rescue rolls and normal starting levels.
  • 🎒 Bag can raise rarity and duplicate the finished object.
  • 🧘🏻‍♀️ Listening / Relic Hunt sets can shape overall and rarity-tier pressure in different ways.
  • 🧭 Pathfinder Lv10 lets the LTL component strengthen the Bag route too.
  • 🫙 Soothe Sauce Lv15 opens the full generated-quality table.
Live from the Field route
  • Stay visible, playing at 1× and near the live edge.
  • Use it when the actual broadcast matters to you; verified time pauses when the player does.
  • Enjoy ×2 final Listening Points and ×2 Listening Fragments.
  • A successful relic recovery is always born somewhere from Lv5 to Lv12.
BUZZER route
  • You cannot deliberately force the crossing; normal Radio selects it rarely at the beginning of a take.
  • The ordinary listening economy remains ordinary.
  • If a relic is recovered, inspect its Warped Fault Lines rather than judging it only by rarity.
  • Bag duplicates remain Warped; a GM mirror does not copy the crossing.

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24. FAQ

Why did ten real minutes fail to open a relic roll?

The relic gate uses reward time. In the 100% band, ten real minutes are ten reward minutes. In the 50% band they become five, so you need twenty real minutes for the same gate. The 0% band has no Listening relic attempt.

Does the 50% daily band also halve Long Take Legend’s 2h10 fragment milestone?

No. The LTL endurance-fragment clock uses safely accounted real duration minus the final ten-minute buffer. The 50% band halves the Point base and relic-duration clock, not that endurance milestone.

Does a four-hour session have the strongest relic multiplier?

No. The rising first-pass curve is strongest immediately before 3h50 of reward time. From 3h50 to 4h reward time the protected buffer returns the base curve to ×1, with LTL retaining only its smaller 1.17–1.45 stability multiplier.

Can a four-hour take entirely in the 50% band reach the 3h50 relic peak?

No. Four real hours in the half band become two reward hours. The session boundary arrives long before the relic-duration clock can reach 3h50.

Why did my session close while the audio was still playing?

Mobile systems can keep audio alive while freezing the page. Supported background handoff protects normal mobile listening much better now, but a long unexplained gap can still be settled near the last reliable place plus a short grace tail. Every take also ends at four hours.

Why did the next Start show an older result?

The previous take likely finished while the page was away. Previous Session Archive returns the stored receipt so the reward remains visible before a new take begins.

Can retrying Stop produce another relic roll?

No. A finished eligible piece keeps its original relic outcome — including a miss. Retrying can recover that outcome, not reroll it.

Can one recovered session ever produce more than one relic opportunity?

Yes, but only when recovery genuinely seals the take into more than one separately rewarded piece and more than one of those pieces reaches the 10-reward-minute relic gate. Each qualifying piece receives its own one-time outcome.

Does Long Take Legend guarantee a relic?

No. It strengthens the long-session curve, can open a smaller second pass and can roll an upgraded starting level after a normal Radio relic appears. Every rarity check can still miss.

Can a normal Listening relic begin at Lv10?

Yes, from LTL Lv10 onward, but the Lv10 threshold is exceptionally rare. Normal Listening checks Lv10 down to Lv1. Live from the Field uses a different guaranteed Lv5–12 distribution.

Does Live from the Field double the relic drop chance?

No. Live doubles final Listening Points and Listening Fragments. The relic rarity still travels through the normal Listening chance path. Its special reward is the dedicated Lv5–12 starting-level roll after a relic appears.

Can Live from the Field become BUZZER?

No. Live sessions are their own listening route and explicitly do not enter the BUZZER crossing.

Does BUZZER increase my Points?

Not by itself. BUZZER changes the carrier and turns relics recovered from that normal Radio take into Warped objects with Fault Lines. The ordinary Listening reward layers still build Points in the usual way.

Can Field Recordist Bag turn an Epic relic into Legendary?

Yes. The Epic must first win the normal Bag upgrade roll and then pass a second confirmation at one tenth of that final upgrade chance.

Will a Bag duplicate have the same quality?

Not necessarily. It keeps the final rarity and starting level, but quality is rolled independently. The primary can be MP3 while the duplicate arrives as FLAC, WAV or DSD.

Is a Listening-born relic always Listening school?

No. “Recovered from Listening” describes how the relic entered your collection. School describes its Active Resonance family. Those are separate pieces of identity.

Do Simple and Rare Listening relics still matter?

Yes. School, memory, quality, upgrade level, affixes, set depth and special Warped Fault Lines can matter far more than rarity alone. A modest relic with the right place in the rack can remain useful for a very long time.

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