🔢 Points
Begin at 900 Points per reward minute, then pass through your account, talent, relic, Rank and Crew layers.
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
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.
Begin at 900 Points per reward minute, then pass through your account, talent, relic, Rank and Crew layers.
Long enough takes can earn Listening Fragments through 🎒 Field Recordist Bag and ✒️ Long Take Legend.
A rewarded piece with at least 10 reward minutes can open the Listening relic roll.
Accounted listening can grow lifetime records; only the full daily reward band adds season listening time.
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.
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.
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.
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. |
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.
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.
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.
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.
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.
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.
The safely accepted real duration. It feeds lifetime listening and your position inside the 24-hour UTC day.
Full-band seconds count 100%, half-band seconds 50%, zero-band seconds 0%. Base Points and the ordinary relic-duration curve use this.
Only the first 16 daily hours count. The 50% and 0% bands add no season listening 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.
Safely accounted real duration, capped at four hours, with the final ten minutes ignored. This clock drives LTL endurance Points and fragment milestones.
In Live from the Field, only confirmed live playback enters the listening clocks. Paused, hidden, sped-up or stale playback does not manufacture time.
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.
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.
9,000 base Points before any account bonus.
They become 5 reward minutes: 4,500 base Points.
The same ordinary Point path is built first, then Live from the Field doubles the final listening payout.
Let A be safely accounted minutes in the current rewarded piece, capped at 240. LTL first removes the final 10-minute buffer:
If E ≤ 60, there is no endurance Point bonus. Above that, the bonus rises smoothly with both LTL level and extra endurance time:
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.
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.
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 🧩 |
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.
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.
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.
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.
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.
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.
A repeated Stop can recover the same receipt but cannot pay the same seconds twice.
A miss is remembered just as firmly as a successful relic recovery. Retrying the same piece does not reroll it.
If more than one safely paid piece contains at least 10 reward minutes, each eligible piece can carry its own relic opportunity.
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.
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.
The ordinary listening reward is built first. A completed Live session doubles the final Listening Point payout.
Bag and LTL build the same Fragment package as normal Listening, including the ordinary ×3 Listening multiplier, then Live doubles the result.
If a Live relic appears, its starting level uses a dedicated Live table instead of the normal LTL Lv10+ starting-level roll.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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:
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.
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.
| 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.
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.
| 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.
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.
☕ 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% |
🌌 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% |
✒️ 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.
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.
From one reward hour to just under 3h50 reward time, the base relic multiplier rises from ×1.2 toward ×8.0.
At LTL Lv5+ and 90 reward minutes, a complete first-pass miss can receive a smaller second ordered rarity pass.
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 |
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:
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%.
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.
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.
🎒 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.
| 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.
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:
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
No. A finished eligible piece keeps its original relic outcome — including a miss. Retrying can recover that outcome, not reroll it.
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.
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.
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.
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.
No. Live sessions are their own listening route and explicitly do not enter the BUZZER crossing.
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.
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.
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.
No. “Recovered from Listening” describes how the relic entered your collection. School describes its Active Resonance family. Those are separate pieces of identity.
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.