Official Player Guide

Listening Sessions & Relic Generation

The Radio is the oldest instrument in Reverie Field. It listens while the player listens, keeps the shape of every safe take, and turns sustained attention into Points, Relic Fragments, seasonal time and the occasional Sonic Relic. This guide follows the entire path from pressing Start Listening to the final relic roll.

Current rules for listening, recovery, daily reward bands and listening-born relics.

๐ŸŽง One session: up to ย 4 hours ๐Ÿ”ข Base rate: ย 900 Pointsย per effective minute ๐Ÿบ Relic gate: ย 10 effective reward minutes ๐Ÿ“… Daily bands reset by ย UTC day ๐Ÿ“ก Safe recovery follows the last reliable signal
The field note to remember

A clean listening session has a clear beginning, a stable middle and a readable ending. Keep the Radio open when practical, return to the game if the device has been asleep for a long time, and press Stop Listening when the take is finished. Recovery systems protect honest listening; they cannot turn missing signal into unlimited paid time.

1. What a listening session records

Every take leaves several traces. The visible timer follows the room, while the reward system also remembers how much of the UTC day has already been used, which part of the take belongs to the current season, and whether enough rewarded time remains for a relic attempt. These traces can agree perfectly during a normal session and separate when a take crosses a daily threshold, midnight UTC, a long background gap or the four-hour boundary.

๐ŸŽง Accounted time

The safe real duration written into listening history and lifetime progress.

๐Ÿ”ข Reward time

The weighted duration used for Points and listening relic eligibility.

๐Ÿ Season time

The part of the take accepted by the active seasonโ€™s listening counter.

๐Ÿบ Relic time

The effective rewarded duration judged by relic generation and long-take pressure.

A normal uninterrupted take

During the first sixteen listening hours of a UTC day, all four clocks usually move together. Ten real minutes are ten reward minutes, ten seasonal minutes and enough time to open the listening relic path.

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2. Start, live signal and Stop

Starting the Radio creates a fresh take and reserves it for the current player. The game confirms that start, watches the signal while the take is alive, and seals the safe interval when Stop Listening is pressed or a recovery rule closes the session.

โ–ถ๏ธ StartA new take receives its own identity and start time.
โœ… AcceptThe current device confirms the session and begins live tracking.
๐Ÿ“ก ListenRegular signals preserve the latest reliable point in the take.
โน๏ธ StopThe game calculates the safe ending and closes the take.
๐Ÿ“š ArchiveThe final result remains available if the page returns later.
Clean start
  • Use one active listening device for the same account.
  • Wait for the session to enter its live state before treating the timer as established.
  • If an older session result appears first, read it before beginning the next long take.
Clean ending
  • Press Stop Listening while the game is open whenever possible.
  • A repeated Stop after a slow response reuses the settled result instead of paying twice.
  • The next Start can surface a previously completed result if the old take closed in the background.
Very short takes

A session under roughly 30 seconds is too short for a normal reward settlement. It usually produces no Points, no Relic Fragments and no relic attempt. The Radio treats it as a start that never developed into a usable field take.

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3. The four-hour shape

One listening session can account for at most four hours. When the take reaches that boundary, the final safe settlement stops there even if the page or device stays open longer. Begin another session for the next block of listening.

Session age What is available Important detail
0โ€“30 sec Start and signal establishment Usually too short for a normal reward.
8 min Field Recordist Bag fragment gate Requires Bag Lv3+ and a rewarded settlement.
10 effective min Listening relic eligibility The gate follows weighted reward time, not the timer alone.
1 effective hour Long-session relic curve begins Long Take Legend can amplify the curve from this point.
2h 10m real First LTL fragment milestone in the full-reward band The talent ignores the final ten-minute buffer when reading endurance.
3h 10m real Second LTL fragment milestone in the full-reward band Requires Long Take Legend Lv10+.
Just before 3h 50m effective Peak first-pass relic pressure The long-session curve approaches ร—8 before LTL amplification.
3h 50mโ€“4h effective Protected final buffer The base relic curve returns to ร—1; LTL can retain a smaller stability multiplier.
4h Hard session boundary Further time belongs to a new session.
Why the last ten minutes matter

A full four-hour take remains excellent for listening Points, lifetime time and the deepest fragment milestones. For the first relic pass, the sharpest long-session pressure lives immediately before 3h 50m of effective reward time. The final ten minutes are a stability buffer. Long Take Legend keeps part of the pressure there, but the earlier near-ร—8 peak has ended.

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4. UTC daily reward bands

Listening capacity is account-wide and resets with the UTC day. It is shared by every session made during that day. A take can cross from one band into another, and a take crossing midnight UTC is divided between the two dates.

0โ€“16 hours 100% reward time ยท full Points ยท relic attempts ยท season time
16โ€“20 hours 50% reward time ยท half Points ยท relic attempts move at half speed ยท no season time
20โ€“24 hours 0% rewards ยท no fragments ยท no relic attempts ยท no season time
Daily position Reward weight Points Relic gate Season time Accounted history
First 16 hours 100% Full 10 real min = 10 effective min Yes Yes
Hours 16โ€“20 50% Half 20 real min = 10 effective min No Yes
Hours 20โ€“24 0% None Closed No Yes, up to the daily accounted cap

Example: 15h 30m used

A new one-hour take contains 30 minutes at full value and 30 minutes at half value.

Example: 18h used

A 20-minute take contributes 10 effective reward minutes and can reach the relic gate.

Example: 21h used

The take can remain in listening history, while Points, fragments, relic rolls and season time stay closed.

The half-reward band changes every long-take threshold

The relic system reads effective reward time. During hours 16โ€“20, one real minute counts as half a reward minute. A two-hour real take advances the relic curve by one effective hour. A full four-hour session made entirely in this band reaches only two effective reward hours for relic generation.

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5. The Radioโ€™s four clocks

The same take can produce several different durations in the final summary. Each duration answers a different question, so the values should be read together.

๐ŸŽง Accounted listening time

The safely accepted real duration. This feeds lifetime listening and the accountโ€™s daily listening position. It can remain larger than rewarded time after the daily reward bands become exhausted.

๐Ÿ”ข Effective reward time

Full-band seconds count at 100%, half-band seconds count at 50%, and zero-band seconds count at 0%. Base Points and the normal listening relic gate use this weighted duration.

๐Ÿ Season listening time

Only time from the 100% daily band enters season listening progress. Half-band and zero-band time remain outside the season counter.

๐Ÿบ Relic-generation time

The current rewarded segmentโ€™s effective duration. It controls the ten-minute gate, the long-session multiplier, the LTL second chance and the timing of listening-born relic levels.

Effective reward time = full-band time + half-band time รท 2

A clean uninterrupted take normally settles as one complete segment. A take recovered after a serious interruption can be sealed in safe pieces. Each paid piece keeps its own protected result and is judged by its own rewarded duration.

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6. How listening Points are built

Listening Points begin with effective reward time, then pass through the playerโ€™s progression layers. The final number can become enormous in late-game accounts, but the order remains readable.

Base recording value

900 ๐Ÿ”ข per effective reward minute

Ten full-band minutes begin with 9,000 base Points. Ten real minutes in the half-reward band begin with 4,500 because the Radio sees five effective reward minutes there.

1. TimeEffective reward seconds become base Points.
2. LTL enduranceLong takes can add up to 30% to the base at Lv15.
3. Main multiplierTotal Boost, level, referrals, tasks and daily layers combine.
4. Status & talentsExplorer and Sonic Scholar strengthen the session multiplier.
5. Final layersGrandmaster, Active Resonance and Achievement Rank finish the result.
Layer How it affects listening Points
โœ’๏ธ Long Take Legend Adds endurance Points to the time-based base before the main account multiplier. At Lv15 the endurance part can reach +30% near a full four-hour take.
Total Boost and progression Combines the accountโ€™s Total Boost, level boost, referral boost, task-derived boost and current daily boost.
๐ŸŒŒ Sonic Explorer Multiplies the final main listening multiplier by ร—1.5.
๐ŸŽ“ Sonic Scholar Adds +2% to the listening-session multiplier per talent level. Lv15 contributes +30%.
๐ŸŒฟ Farm Double Boost Can multiply the combined listening multiplier while the buff is active. Ordinary play uses the current multiplier cap; Cap Lift can remove that cap.
๐Ÿค‘ Grandmaster Relic Adds +30% to the calculated listening Points as a late reward layer.
๐ŸŽ› Active Resonance Listening-points affixes increase the already-built session reward.
๐Ÿ‘‘ Achievement Rank The accountโ€™s earned Rank bonus is applied at the final stage.
How Long Take Legend reads Point endurance

For the Point endurance layer, the talent reads the safely accounted duration, caps it at four hours and removes the final ten minutes. The first hour of that effective endurance is the foundation. Time beyond the first hour gradually builds the bonus.

  • At exactly one effective LTL hour, the endurance addition is still 0%.
  • The bonus rises smoothly across the following 170 minutes.
  • At Lv15 it approaches +30% near the complete four-hour session.
  • Lower talent levels receive the same shape at a proportionally smaller strength.

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7. Relic Fragments from listening

Listening fragments come from the sessionโ€™s endurance talents. The game first gathers the base fragment amount from Field Recordist Bag and Long Take Legend, then multiplies that combined listening amount by three when the session is settled.

Source Requirement Base fragments Visible settled amount
๐ŸŽ’ Bag Lv3โ€“6 At least 8 minutes of safely accounted listening +1 +3 ๐Ÿงฉ
๐ŸŽ’ Bag Lv7โ€“14 At least 8 minutes of safely accounted listening +2 +6 ๐Ÿงฉ
๐ŸŽ’ Bag Lv15 At least 8 minutes of safely accounted listening +3 +9 ๐Ÿงฉ
โœ’๏ธ LTL first milestone LTL Lv3+ and 2 effective endurance hours, reached at about 2h 10m real in the full band +2 +6 ๐Ÿงฉ
โœ’๏ธ LTL second milestone LTL Lv10+ and 3 effective endurance hours, reached at about 3h 10m real in the full band +2 +6 ๐Ÿงฉ
Maximum listening-fragment package

Bag Lv15 contributes 3 base fragments. Both Long Take Legend milestones contribute 4 more. The combined 7 becomes 21 ๐Ÿงฉ when the listening fragment multiplier is applied.

Fragment milestones follow the safely settled duration of the current paid piece. They remain closed in the 0% daily band because that section of the day has no reward value.

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8. Session summary and Previous Session Archive

The closing window is the receipt for the take. It can show the real accounted interval, effective reward duration, Points, fragment additions, daily-band effects, relic outcome and any late bonuses that changed the final number.

Current Session summary
  • Safe start and end of the settled take
  • Accounted listening duration
  • Rewarded and seasonal duration where available
  • Points and bonus explanations
  • Relic Fragments from Bag and LTL
  • Relic generation result
๐Ÿ“š Previous Session Archive
  • Appears when an earlier take finished while the page was away or recovering
  • Replays the stored final result rather than creating another reward
  • Helps explain an automatic four-hour close or safe background ending
  • Can be read before the next listening session begins
โ€œAlready finalizedโ€ is a protection message

When the game finds a completed result for the same take, it returns that result instead of calculating it again. This prevents duplicate Points, repeated fragment payouts and repeated relic rolls after a slow connection or a retried Stop request.

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9. Heartbeats, background mode and recovery

While a take is live, the game receives regular signs that the player and session are still present. The latest reliable sign gives recovery a safe place to stand if the browser sleeps, Android pauses the WebView, the network changes or the page returns after a gap.

Signal state Current protection window Player-facing meaning
Live session signal About 15 minutes The active marker tolerates normal mobile pauses and short network gaps.
Background notice After about 5 minutes without a fresh signal The client may warn that the take needs attention or resynchronization.
Extended gap Around 45 minutes The game can end the take safely instead of trusting the entire silent interval.
Recovery grace Up to 5 minutes beyond the last reliable signal A short grace tail can be included when a long-lost session is settled.
Hard boundary 4 hours from session start Recovery can never move the take beyond its maximum session length.
Background listening is safest when the app returns periodically

A phone can suspend browser work more aggressively than a desktop. Music continuing from the device does not always mean the game can keep sending live session signals. Returning to the app during a long take gives the session a fresh reliable point and keeps the closing summary easier to read.

Pressing Stop from a live, restored client can often recover an honest current interval even after the temporary active marker has faded. After a much longer absence, the safe ending follows the last reliable signal plus a small grace period.

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10. Safe settlement and repeated requests

Rewards are sealed in durable pieces. Once a piece of a take has been paid, the game remembers its ending and will not pay the same interval again. The same rule protects relic generation: a settled eligible piece receives one recorded outcome, whether that outcome is a relic or a miss.

One interval, one payout

A retry can retrieve the known result. It cannot create a second reward for the same time.

One eligible piece, one relic outcome

A missed relic roll is recorded with the same care as a successful relic.

Recovery can use safe pieces

If a take must be reconstructed, each protected piece is judged by its own duration and reward band.

Why stable long takes are valuable

Long Take Legend, long-session relic pressure and fragment milestones read the duration of the settled piece. A continuous take keeps that shape intact. Serious interruptions can divide the take into shorter protected pieces, which may reduce the long-duration effects available to each piece even when the safely accounted total remains correct.

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11. Full listening relic-generation path

A listening relic is born only after a rewarded piece of the take has been sealed. The Field then walks through a fixed sequence: the time gate, rarity pressure, a possible Long Take Legend rescue, Bag shaping, the starting-level roll, quality, duplication and the rare Grandmaster echo.

1. EligibilityAt least 10 effective reward minutes.
2. Rarity passLegendary, Epic, Rare, then Simple.
3. LTL rescueA scaled second pass can open after a miss.
4. Bag shapingPossible rarity rise and duplicate.
5. Relic identityLevel, quality, school, memory, icon and affixes.
  1. Reward gate: the settled piece needs at least 600 effective reward seconds and genuine reward value.
  2. Base rarity chances: the four listening chances are prepared.
  3. ๐ŸŒŒ Explorer: the four base chances are multiplied by ร—1.5 when Sonic Explorer is active.
  4. โ˜• Relic Transmuter: its per-level additions enter at player level 30+.
  5. โณ Long-session pressure: effective reward duration creates the time multiplier; LTL strengthens it.
  6. ๐ŸŽ› Active Resonance: overall and rarity-specific listening roll bonuses multiply the prepared chances.
  7. Independent rarity checks: Legendary is checked first, followed by Epic, Rare and Simple. The first success wins.
  8. โœ’๏ธ LTL second chance: an eligible missed first pass may receive a smaller second pass.
  9. ๐ŸŽ’ Bag rarity upgrade: the found relic may rise by one tier before it is written into the collection.
  10. โœ’๏ธ Starting level: LTL Lv10+ can create the final listening relic at Lv1โ€“10.
  11. Quality and identity: the relic receives its quality, school, memory word, icon and active affix state.
  12. ๐ŸŽ’ Duplicate and ๐Ÿค‘ Mirror: eligible extra copies are created as separate relics with their own identities.
An eligible take can still return no relic

The ten-minute gate opens the attempt; it does not guarantee success. Even a long, heavily amplified take can miss every independent rarity check and the optional LTL second pass.

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12. Base rarity chances

These are the listening chances before Explorer, Transmuter, long-session pressure and Active Resonance are applied. Each rarity has its own independent check. The order protects a high-tier success from being replaced by a later lower-tier result.

Rarity Base chance Approximate single-check frequency Check 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

Before modifiers, the combined chance of receiving any rarity is about 5.145%. This value comes from four ordered independent checks, so it should not be read as one shared bag where the rarity percentages add directly.

Why four independent checks feel different from one rarity pool

The Field asks four questions in order. โ€œDid a Legendary appear?โ€ If the answer is no, it asks about Epic, then Rare, then Simple. A successful Legendary ends the sequence immediately. The Simple check is reached only after all three rarer checks have missed.

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13. Modifier order

Listening relic bonuses enter in a deliberate order. Additive Transmuter gains act on the early chance values, while long-session and Active Resonance effects scale the prepared result. Every individual rarity chance is finally held below 100%.

BaseFour listening rarity chances.
๐ŸŒŒ Explorerร—1.5 to the base chances.
โ˜• TransmuterAdds percentage points per talent level.
โœ’๏ธ Time & LTLMultiplies all four prepared chances.
๐ŸŽ› ResonanceScales overall and selected rarity tiers.

๐ŸŒŒ Sonic Explorer

Multiplies the starting listening chances by ร—1.5 before Transmuter adds its talent values.

โœ’๏ธ Long Take Legend

Strengthens the long-session multiplier and can open a second pass after a miss.

๐ŸŽ› Active Resonance

Equipped relics can add overall listening-drop pressure and dedicated Rare, Epic or Legendary tier pressure.

Equipped relics matter

Active Resonance bonuses come from the relics currently installed in the rack. Listening Points, any-relic pressure, rarity-tier pressure, Bag upgrade chance and duplication chance can all be shaped by an equipped build. Use the dedicated Active Resonance guide when planning those slots.

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14. Relic Transmuter

Relic Transmuter changes the base texture of listening relic odds. The talent can be upgraded from player level 20, while its listening effects awaken at player level 30. The ordinary ceiling is Lv5; Grandmaster Reset can extend it to Lv10.

Rarity Base Added per Transmuter level Transmuter Lv5, no Explorer Transmuter 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%
Transmuter examples with Sonic Explorer

Explorer multiplies the original base chances first. Transmuter then adds its talent values. Before long-session and Resonance scaling, the results are:

Build Simple Rare Epic Legendary
๐ŸŒŒ Explorer + Transmuter Lv5 12.5% 0.725% 0.05375% 0.0028%
๐ŸŒŒ Explorer + Transmuter Lv10 17.5% 1.225% 0.10375% 0.0053%

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15. Long Take Legend deep dive

Long Take Legend governs three separate listening paths: Point endurance, long-session relic pressure and a rescue roll after the first relic pass misses. At Lv10 it also opens the chance for listening relics to arrive already upgraded.

๐Ÿ”ข Endurance Points

Build across long real sessions after the first effective LTL hour, reaching up to +30% at Lv15.

๐Ÿบ First-pass pressure

Uses effective reward time and climbs from ร—1.2 at one hour toward ร—8 near 3h 50m.

โœ’๏ธ Second chance

At Lv5+ and 90 effective reward minutes, a missed first pass receives a smaller scaled pass.

The long-session relic curve

The curve reads the effective reward duration of the settled piece. It remains at ร—1 before one hour, begins at ร—1.2 when the first effective hour is reached, and rises linearly toward ร—8 immediately before 3h 50m. At 3h 50m the final buffer begins and the base curve returns to ร—1.

Effective reward duration Base long-session multiplier With LTL Lv5 With LTL Lv10 With LTL Lv15
Below 1 hour ร—1.00 ร—1.00 ร—1.00 ร—1.00
1 hour ร—1.20 ร—1.32 ร—1.44 ร—1.56
2 hours ร—3.60 ร—3.96 ร—4.32 ร—4.68
3 hours ร—6.00 ร—6.60 ร—7.20 ร—7.80
Immediately before 3h 50m Nearly ร—8.00 Nearly ร—8.80 Nearly ร—9.60 Nearly ร—10.40
3h 50mโ€“4h buffer ร—1.00 ร—1.25 ร—1.35 ร—1.45

LTL amplification inside the rising window is +2% per talent level: ร—1.10 at Lv5, ร—1.20 at Lv10 and ร—1.30 at Lv15. In the final buffer, LTL uses a separate stability value of 1 + 15% + 2% per level.

Full-reward time and half-reward time produce different real-session routes

One effective hour requires one real hour in the 100% band and two real hours in the 50% band. The near-3h 50m relic peak cannot be reached inside a single four-hour session made entirely in the half-reward band.

The LTL second-chance pass

When the first ordered rarity pass misses, Long Take Legend Lv5+ can open another pass after at least 90 effective reward minutes. The second pass uses the final first-pass chances after all modifiers, scaled down by the talent level.

Long Take Legend level Second-pass scale Meaning
Lv5 15% Each prepared rarity chance is reduced to 15% of its first-pass value.
Lv6 17% Independent ordered checks repeat at the scaled values.
Lv7 19% The rarity order remains Legendary โ†’ Epic โ†’ Rare โ†’ Simple.
Lv8 21% A success ends the second pass immediately.
Lv9 23% The result still continues through Bag shaping and quality.
Lv10โ€“15 25% The second-pass scale reaches its cap.

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16. Listening relics born above Lv0

At Long Take Legend Lv10+, a listening-born relic can emerge already carrying upgrade history. This roll happens after the rarity has been chosen and after Field Recordist Bag has had its chance to raise that rarity. The highest level is checked first, from Lv10 down to Lv1.

What inherits the starting level

The primary relic, a Field Recordist Bag duplicate and any Grandmaster Mirror copy inherit the same rolled starting level. Each copy still receives its own relic identity, memory word, icon and quality roll.

Starting level checked LTL Lv10 threshold LTL Lv15 threshold Reading the value
Lv10 0.00001% 0.000014% Checked first.
Lv9 0.000048% 0.0000672% Checked if Lv10 missed.
Lv8 0.00024% 0.000336% Checked if higher levels missed.
Lv7 0.0012% 0.00168% Independent threshold.
Lv6 0.006% 0.0084% Independent threshold.
Lv5 0.03% 0.042% Independent threshold.
Lv4 0.16% 0.224% Independent threshold.
Lv3 0.8% 1.12% Independent threshold.
Lv2 4% 5.6% Independent threshold.
Lv1 16% 22.4% Final upgraded-start check before Lv0.

These are ordered independent thresholds rather than final exclusive probabilities. A Lv10 success prevents every lower-level check. If all ten checks miss, the relic begins at Lv0.

How LTL Lv10โ€“15 scales the starting-level route
LTL level Threshold multiplier
Lv10 ร—1.00
Lv11 ร—1.08
Lv12 ร—1.16
Lv13 ร—1.24
Lv14 ร—1.32
Lv15 ร—1.40

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17. Field Recordist Bag: rarity upgrades and duplication

Field Recordist Bag begins shaping listening relics at Lv5. The talent can raise the found rarity by one step, and at Lv10 it opens a separate chance to create a second relic. Bag upgrades require player level 30+ and Relic Transmuter Lv1+.

Rarity upgrade route

Bag level Base rarity-upgrade chance Possible rise
Lv5 0.8% Simple โ†’ Rare ยท Rare โ†’ Epic ยท 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 plus 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

Long-session pressure multiplies this base upgrade chance. The LTL amplification component joins upgrade and duplication scaling only when Expedition Pathfinder is Lv10+. Active Resonance upgrade affixes can strengthen the final chance, which is capped at 30%.

Epic โ†’ Legendary has an extra confirmation

An Epic relic must first win the normal Bag upgrade roll. It then faces a second confirmation at one tenth of that upgrade chance. This keeps the final jump far rarer than Simple โ†’ Rare or Rare โ†’ Epic. Legendary relics cannot rise further through this route.

Duplication route

Bag Lv10+ gives a 5% base duplicate chance after a primary listening relic has been found. Long-session scaling can increase it, LTL joins that scaling with Pathfinder Lv10+, and Active Resonance duplication affixes can raise the final chance up to its 35% cap.

Shared with the primary relic
  • Final rarity after any Bag upgrade
  • Rolled starting level from Long Take Legend
  • The source session and general generation path
Rolled independently
  • Relic ID
  • Icon
  • Memory word
  • Quality
  • Individual resonance identity

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18. Quality rolls

Ordinary generated relics enter the collection as MP3 quality until Soothe Sauce reaches Lv15. At that level, every newly generated listening relic receives an independent quality roll.

Quality Chance with Soothe Sauce Lv15
MP3 78%
FLAC 16%
WAV 5%
DSD 1%
Each copy rolls quality for itself

The primary listening relic, a Bag duplicate and a Grandmaster Mirror copy do not have to share quality. One origin event can leave MP3 with the listener while a duplicate or mirror arrives as FLAC, WAV or DSD.

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19. Grandmaster Mirror

When a player receives a listening relic, each fully qualified referrer can hear a separate one-percent echo of that event. A successful echo creates another relic for the referrer while the original player keeps the primary relic and any Bag duplicate.

Requirements for each eligible referrer
  • ๐Ÿค‘ Grandmaster Reset completed
  • ๐Ÿค‘ Grandmaster Relic owned
  • ๐Ÿ”— Referral Resonator Lv15
  • ๐Ÿงญ Expedition Pathfinder Lv15
  • โœ’๏ธ Long Take Legend Lv15

Mirror chance

1% per eligible referrer, checked independently after the listener has received a relic.

Mirror inheritance

The mirrored relic keeps the final rarity and starting level, then rolls its own ID, icon, memory word and quality.

Several eligible referrers can succeed from the same origin relic because each referrer receives an independent mirror check. The echo never removes or downgrades anything from the listening playerโ€™s reward.

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20. Practical listening routes

The strongest route depends on the reward you are pursuing. A daily Point route, a fragment route and a first-pass relic route favor different stopping points.

Stable daily progress
  • Listen inside the first 16 UTC hours whenever possible.
  • Use clean sessions that you can stop and read.
  • Return to the app during very long mobile sessions.
  • Begin a fresh take after the four-hour boundary.
Fragment endurance
  • Bag rewards begin at eight accounted minutes.
  • LTLโ€™s first major fragment route reaches about 2h 10m in the full band.
  • The second reaches about 3h 10m and requires LTL Lv10+.
  • A full Bag15 + LTL route can settle 21 fragments.
First-pass relic pressure
  • Build beyond one effective reward hour.
  • The curve continues rising toward 3h 50m effective time.
  • The sharpest pressure sits immediately before the final buffer.
  • A full four-hour stop uses LTLโ€™s buffer-retention value instead of the near-ร—8 base peak.
Endgame listening build

Relic Transmuter prepares stronger base odds. Sonic Explorer enlarges those bases. Long Take Legend supplies duration pressure, a second pass and possible starting levels. Field Recordist Bag can raise rarity and create a duplicate. Expedition Pathfinder lets LTLโ€™s amplification reach the Bag routes. Active Resonance shapes the final Points, overall relic pressure, rarity tiers, upgrade chance and duplication chance.

A compact route map
  • 10 effective minutes: first normal relic attempt.
  • 90 effective minutes with LTL Lv5+: second-chance eligibility.
  • About 2h 10m real in full rewards: first LTL fragment milestone.
  • About 3h 10m real in full rewards: second LTL fragment milestone at LTL Lv10+.
  • Immediately before 3h 50m effective: strongest first-pass duration multiplier.
  • Four hours: complete session boundary and strongest Point-endurance route.

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21. FAQ

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

The gate uses effective reward time. Ten real minutes are enough in the 100% daily band. During the 50% band they become five effective minutes, so the take needs twenty real minutes. The 0% band has no listening relic attempts.

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

The highest base first-pass pressure occurs immediately before 3h 50m of effective reward time. From 3h 50m to four hours, the final buffer uses ร—1 base pressure with a smaller LTL stability-retention multiplier. Four hours remain excellent for Points, lifetime time and complete fragment endurance.

Can the half-reward band reach the 3h 50m relic peak in one session?

No. A full four-hour take entirely inside the 50% band produces two effective reward hours for relic timing. The session hard cap arrives before 3h 50m effective time can be reached.

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

Mobile systems can keep audio alive while pausing the page that sends session signals. A long signal gap can trigger a safe ending near the last reliable heartbeat, and every take is also capped at four hours.

Why did the next Start show an older result?

The earlier take likely finished while the page was away. Previous Session Archive returns its stored receipt so the reward is visible before the next take begins.

Can retrying Stop produce another relic roll?

No. The settled interval and its relic outcome are remembered. A repeated request can retrieve that known result and cannot reroll it.

Does Long Take Legend guarantee a relic?

No. It amplifies the duration curve, can open a smaller second pass and can roll an upgraded starting level after a relic appears. Every rarity check can still miss.

Can a listening relic begin at Lv10?

Yes, from Long Take Legend Lv10 onward. The Lv10 threshold is exceptionally rare and is checked before every lower starting level.

Can Field Recordist Bag turn an Epic relic into Legendary?

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

Will a duplicate have the same quality?

It keeps the final rarity and starting level. Quality is rolled independently, so the primary and duplicate can arrive in different formats.

Do Simple and Rare listening relics still matter?

Yes. Active Resonance gives equipped relics a direct job in the build, and upgrades greatly expand their affix strength. A useful school, memory, quality and upgrade path can make a modest rarity valuable for a long time.

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