๐ง Accounted time
The safe real duration written into listening history and lifetime progress.
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.
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.
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.
The safe real duration written into listening history and lifetime progress.
The weighted duration used for Points and listening relic eligibility.
The part of the take accepted by the active seasonโs listening counter.
The effective rewarded duration judged by relic generation and long-take pressure.
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.
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.
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.
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 |
|---|---|---|
| 0โ30 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 ร8 before LTL amplification. |
| 3h 50mโ4h effective | Protected final buffer | The base relic curve returns to ร1; LTL can retain a smaller stability multiplier. |
| 4h | Hard session boundary | Further time belongs to a new session. |
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-ร8 peak has ended.
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.
| 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 16โ20 | 50% | Half | 20 real min = 10 effective min | No | Yes |
| Hours 20โ24 | 0% | None | Closed | No | Yes, up to the daily accounted cap |
A new one-hour take contains 30 minutes at full value and 30 minutes at half value.
A 20-minute take contributes 10 effective reward minutes and can reach the relic gate.
The take can remain in listening history, while Points, fragments, relic rolls and season time stay closed.
The relic system reads effective reward time. During hours 16โ20, 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.
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.
The safely accepted real duration. This feeds lifetime listening and the accountโs daily listening position. It can remain larger than rewarded time after the daily reward bands become exhausted.
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.
Only time from the 100% daily band enters season listening progress. Half-band and zero-band time remain outside the season counter.
The current rewarded segmentโs effective duration. It controls the ten-minute gate, the long-session multiplier, the LTL second chance and the timing of listening-born relic levels.
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.
Listening Points begin with effective reward time, then pass through the playerโs progression layers. The final number can become enormous in late-game accounts, but the order remains readable.
900 ๐ข 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.
| Layer | How it affects listening Points |
|---|---|
| โ๏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 accountโs Total Boost, level boost, referral boost, task-derived boost and current daily boost. |
| ๐ Sonic Explorer | Multiplies the final main listening multiplier by ร1.5. |
| ๐ Sonic Scholar | Adds +2% to the listening-session multiplier per talent level. Lv15 contributes +30%. |
| ๐ฟ 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. |
| ๐ค Grandmaster Relic | Adds +30% to the calculated listening Points as a late reward layer. |
| ๐ Active Resonance | Listening-points affixes increase the already-built session reward. |
| ๐ Achievement Rank | The accountโs earned Rank bonus is applied at the final stage. |
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.
Listening fragments come from the sessionโs 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 |
|---|---|---|---|
| ๐ Bag Lv3โ6 | At least 8 minutes of safely accounted listening | +1 | +3 ๐งฉ |
| ๐ Bag Lv7โ14 | At least 8 minutes of safely accounted listening | +2 | +6 ๐งฉ |
| ๐ Bag Lv15 | At least 8 minutes of safely accounted listening | +3 | +9 ๐งฉ |
| โ๏ธ LTL first milestone | LTL Lv3+ and 2 effective endurance hours, reached at about 2h 10m real in the full band | +2 | +6 ๐งฉ |
| โ๏ธ LTL second milestone | LTL Lv10+ and 3 effective endurance hours, reached at about 3h 10m real in the full band | +2 | +6 ๐งฉ |
Bag Lv15 contributes 3 base fragments. Both Long Take Legend milestones contribute 4 more. The combined 7 becomes 21 ๐งฉ 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.
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.
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.
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. |
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.
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.
A retry can retrieve the known result. It cannot create a second reward for the same time.
A missed relic roll is recorded with the same care as a successful relic.
If a take must be reconstructed, each protected piece is judged by its own duration and reward band.
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.
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.
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.
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.
The Field asks four questions in order. โDid 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.
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%.
Multiplies the starting listening chances by ร1.5 before Transmuter adds its talent values.
Strengthens the long-session multiplier and can open a second pass after a miss.
Equipped relics can add overall listening-drop pressure and dedicated Rare, Epic or Legendary tier pressure.
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.
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% |
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 |
|---|---|---|---|---|
| ๐ Explorer + Transmuter Lv5 | 12.5% | 0.725% | 0.05375% | 0.0028% |
| ๐ Explorer + Transmuter Lv10 | 17.5% | 1.225% | 0.10375% | 0.0053% |
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.
Build across long real sessions after the first effective LTL hour, reaching up to +30% at Lv15.
Uses effective reward time and climbs from ร1.2 at one hour toward ร8 near 3h 50m.
At Lv5+ and 90 effective reward minutes, a missed first pass receives a smaller scaled pass.
The curve reads the effective reward duration of the settled piece. It remains at ร1 before one hour, begins at ร1.2 when the first effective hour is reached, and rises linearly toward ร8 immediately before 3h 50m. At 3h 50m the final buffer begins and the base curve returns to ร1.
| Effective reward duration | Base long-session multiplier | With LTL Lv5 | With LTL Lv10 | With LTL Lv15 |
|---|---|---|---|---|
| Below 1 hour | ร1.00 | ร1.00 | ร1.00 | ร1.00 |
| 1 hour | ร1.20 | ร1.32 | ร1.44 | ร1.56 |
| 2 hours | ร3.60 | ร3.96 | ร4.32 | ร4.68 |
| 3 hours | ร6.00 | ร6.60 | ร7.20 | ร7.80 |
| Immediately before 3h 50m | Nearly ร8.00 | Nearly ร8.80 | Nearly ร9.60 | Nearly ร10.40 |
| 3h 50mโ4h buffer | ร1.00 | ร1.25 | ร1.35 | ร1.45 |
LTL amplification inside the rising window is +2% per talent level: ร1.10 at Lv5, ร1.20 at Lv10 and ร1.30 at Lv15. In the final buffer, LTL uses a separate stability value of 1 + 15% + 2% per level.
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.
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. |
| Lv10โ15 | 25% | The second-pass scale reaches its cap. |
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.
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.
| LTL level | Threshold multiplier |
|---|---|
| Lv10 | ร1.00 |
| Lv11 | ร1.08 |
| Lv12 | ร1.16 |
| Lv13 | ร1.24 |
| Lv14 | ร1.32 |
| Lv15 | ร1.40 |
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+.
| 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%.
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.
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.
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% |
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.
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.
1% per eligible referrer, checked independently after the listener has received a relic.
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 playerโs reward.
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.
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 LTLโs amplification reach the Bag routes. Active Resonance shapes the final Points, overall relic pressure, rarity tiers, upgrade chance and duplication chance.
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.
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 ร1 base pressure with a smaller LTL stability-retention multiplier. Four hours remain excellent for Points, lifetime time and complete fragment endurance.
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.
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.
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.
No. The settled interval and its relic outcome are remembered. A repeated request can retrieve that known result and cannot reroll it.
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.
Yes, from Long Take Legend Lv10 onward. The Lv10 threshold is exceptionally rare and is checked before every lower starting level.
Yes. The Epic must win the normal Bag upgrade roll and then pass a second confirmation at one tenth of that upgrade chance.
It keeps the final rarity and starting level. Quality is rolled independently, so the primary and duplicate can arrive in different formats.
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.