💎 Relics & Relic Memories
Relics are the permanent archive of Reverie Field: the objects your sessions, systems and decisions leave behind.
Relic Memory adds playback to that archive. Sometimes it is a private echo attached to a single piece. Sometimes it is the voice of the relic type itself.Last updated: 2026-04-05.
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What a relic is
A relic is a collectible record of play. It keeps the trace of where it came from, what kind of piece it is, how far it has been developed, what school it belongs to, what quality state it carries, which affixes are currently active, and whether it is free for your next action or already committed elsewhere.
Some relics will stay in your archive for a long time because their identity matters. Some will move into Active Resonance. Some will be upgraded. Some will become market inventory. Some will leave the archive through a system sale or a burn-side economy route.
A good relic library feels coherent when each piece has a role. You can read it quickly, separate long-term keepers from utility pieces, and move through the archive without second-guessing every card.
Rarity ladder
- Simple — the broad foundation of the archive, common in appearance and important in volume.
- Rare — the next step up in weight, value and long-term utility.
- Epic — a narrower layer where single pieces begin to matter more strongly on their own.
- Legendary — the flagship tier, rare and visually distinct.
- Grandmaster — a special late-game category with its own place in the wider progression loop.
Archive value
Rarity shapes scarcity, visual identity and the way a piece reads at a glance.
System value
Rarity also affects what kind of role a relic is likely to play across resonance, upgrade planning, sale flow and memory playback.
What you see on a relic card
The current Relics view is built as a readable card browser. Each card is meant to answer the practical questions first: what the relic is, what state it is in, and what can be done with it right now.
- Relic ID
- Rarity chip
- Quality chip
- Level chip
- School
- Source
- Memory word
- Status
- Visible active affixes
In practice, the relic card is the archive condensed into one screen: identity at the top, current lines in the middle, actions at the bottom.
Detailed affix logic, school sets, phrase chains, merge rules and preserved upgrade paths are already covered in the dedicated guide for Relic Upgrades & Active Resonance. This page stays with the archive view itself.
Relic sources
Source is part of the relic’s identity line. It shows which part of the game produced the piece you are looking at.
- Listening
- Crafting
- Daily Claim
- Tasks
- Learn
- Referrals
- Expeditions
- Farm
- Special late-game and milestone routes
Two relics can share the same rarity and still feel completely different in the archive because they arrived from different places and belong to different loops.
Why source matters
Source is one of the first lines worth checking in the Memory window. It puts the relic back into context: which system created it, what kind of session or mechanic produced it, and why it belongs in your archive in that exact form.
When a relic feels unusually strong, unusually personal, unusually strange, or simply out of rhythm with the rest of your inventory, the source line is usually where the answer begins.
Memory word
Memory word is one of the most recognizable identity lines in the Relics tab. It appears directly on the card and again in the Memory window, which makes it easy to scan visually and easy to search for later.
- Memory word is part of the relic’s collectible character.
- It is searchable in the browser.
- It naturally connects relics into the phrase-side layer of the game.
- It is one of the reasons relic cards feel distinct even before you compare affixes or resonance details.
Memory words give the archive its vocabulary. They are short, memorable anchors that make the collection feel authored rather than anonymous.
The full phrase-side system lives on its own page. Here it is enough to treat memory word as a major part of a relic’s visible identity.
Memory window
The Memory button opens the relic’s private detail space. This is the view for reading one piece carefully rather than browsing a list of many.
- It gathers the relic’s identity lines into one place.
- It gives the cleanest look at the piece away from the inventory grid.
- It is the natural home of Relic Memory playback when sound is available.
- It is where many players decide whether a piece is meant to stay, be equipped, be upgraded, or leave the archive.
The Relics tab is built for movement through the archive. The Memory window is built for attention.
Relic Memory playback
When a relic has playable memory audio, the button appears as 🎧 Hear Relic Memory. Pressing it starts playback from the relic itself. Pressing it again while the memory is already playing stops the sound.
How playback currently works
- Epic and Legendary relics can play the sound file attached to that specific relic.
- Simple and Rare use a type-based sound selection rather than a unique recorded file per individual piece.
- The playback volume follows the current in-game volume level.
What happens when a sound is not ready
- Some relics answer with an echo-style message instead of opening a file.
- That answer is part of the presentation: the relic still reads as a memory-bearing object, even when the playback side is quiet.
Relic Memory gives the archive an audible dimension. It turns a relic from a seen object into a revisitable one.
Relics tab: search, filters and sorting
The browser is structured for large inventories. It supports quick narrowing from several directions, which matters once the archive stops being small enough to scan by eye alone.
Current browser controls
- Text search
- Type filter
- School filter
- Quality filter
- Status filter
- Sort order
- Refresh Relics
- Fullscreen
Current status filter values
- Equipped
- Listed on market
- Locked
- Unlocked
Current sort options
- Newest ID
- Oldest ID
- Highest level
- Lowest level
- Type
- School
- Memory word
Above the list, the section also carries a small Active Resonance summary, while the archive itself remains separate and scrollable below it.
The browser works best when you approach it with one question at a time: a school you want to isolate, a word family you want to inspect, a level band you want to clean up, or a status you want to resolve.
When the archive is long, the list can continue through a dedicated Load more relics control instead of overwhelming the screen all at once.
Status lines and availability
Status is the part of the card that tells you whether the relic is currently free for action. It carries operational meaning, not just flavor.
- Equipped — the relic is already in Active Resonance.
- Listed on market — the relic is already committed to market flow.
- Locked — the relic is reserved by another action or system.
- Unlocked — the relic is free to move.
If no blocking state is active, the card can also read as available for build, upgrade and market actions.
Status is the archive’s traffic signal. Before any action button matters, this line tells you whether the path is open.
Card actions
The lower row of each relic card is built as a working control surface. It keeps the most common archive actions attached directly to the piece itself.
- Memory — opens the Memory window
- Equip / Unequip — moves the relic into or out of Active Resonance
- Upgrade — sends the relic into the upgrade builder
- List on Market — starts the market route for that piece
- Sell — available when the relic is eligible for system sale
Upgrade and market actions are automatically held back when the relic is already locked or already listed. System sale is also blocked when the relic is equipped or already committed to the market.
Card actions read best as a sequence of possible futures for the same object: inspect it, equip it, develop it, move it into trade, or convert it out of the archive.
The full market logic lives in Relic Market & Off-Market. The full upgrade and resonance logic lives in Relic Upgrades & Active Resonance. This page keeps those links visible without retelling their whole rulebooks.
System sale and cleanup flow
The Relics tab also covers a practical cleanup route for the lower archive tiers. Simple and Rare cards can display a built-in System sale line with the current return in 🔢 Points and 🧩 Fragments.
- System sale appears directly on the card for Simple and Rare.
- The visible return is tied to the relic type and your current state.
- Equipped relics must be unequipped first.
- Listed relics must leave market state first.
- Locked relics stay unavailable until that lock is resolved.
Cleanup matters because the archive is part of the economy. When the lower tiers accumulate, the Relics tab gives them a clean route back into the broader loop.
Fast handoff into SONO
Clicking a relic ID is also part of the archive workflow. The ID link can carry that exact relic into the SONO screen and place the number directly into the relic input field there.
- The interface switches to the SONO tab.
- The relic ID is inserted for you.
- The view scrolls to the relevant action area automatically.
This makes the archive feel continuous with the economy side of the game. The piece does not disappear into a separate menu structure; it moves there through its own ID.
The most elegant archive flows are fast: see the relic, decide its fate, move it forward without friction.
Ingame Relics interfaces