๐บ Rarity
Simple, Rare, Epic and Legendary define the broad power lane, Active Resonance slot lane and standard affix capacity.
A Sonic Relic is one of the few things in Reverie Field that is both a game object and a small piece of the archive. It has a rarity, quality, school and working modifiers, but it also has an ID, a source, a Memory Word and โ for many relics โ something you can actually hear. That combination is why two objects that look similar at first glance can end up having completely different lives in the same account.
This guide is about reading those objects properly. It explains what Relic Memory shows, how sound Memory works, what the four rarities mean today, where relics come from, how to search and protect a large archive, and how to decide whether a particular object belongs in Active Resonance, a Fader Bank, a Secret Phrase, the Market or an upgrade route. The heavy upgrade mathematics has its own guide; here the useful question is simpler: what is this relic, and what should I do with it?
When a relic arrives, there is no need to calculate the whole game around it. Open its Memory and read six lines first: rarity, quality, level, school, Memory Word and current state. Then look at its active affixes. That already tells you whether the object deserves immediate attention or can safely wait in the archive.
If the answer is still unclear, leave it alone. An untouched relic is easy to reconsider later. A consumed feeder, completed system sale or burn is a different story.
Every normal Sonic Relic is an individual object. Its ID stays with it as it moves through the game. The same object can be equipped, routed into a saved Fader build, upgraded, listed, offered to another player or used as material. Its identity is useful because the Field has enough moving parts now that โone Rare relicโ is nowhere near enough information.
Simple, Rare, Epic and Legendary define the broad power lane, Active Resonance slot lane and standard affix capacity.
mp3, flac, wav and DSD scale the relicโs own power and the values of its normal affixes.
One of eleven gameplay schools tells you which kind of build the relic naturally supports.
Level, active affixes, Super Talent Boosts and merge history describe what the object can actually do.
The archival side is equally important. The relic remembers where it came from, carries a Memory Word, may carry a playable sound trace, and can accumulate enough history that deleting it for short-term value becomes a poor trade. Some players collect strange words or IDs. Some build around schools. Some keep a particular Epic because its sound Memory is attached to a recording they like. All of those are valid reasons for an object to stay.
When a generation route creates a duplicate or mirror, the result enters the archive as its own relic with its own ID. Fresh generated copies normally receive their own Memory Word as well. This matters for collection and Secret Phrase planning: a duplicate event is new inventory, not two references to one physical relic.
Open Relic Memory whenever you are about to make a decision that could be expensive or irreversible. The Memory window gathers the important lines in one place: the objectโs power reading, identity, current state, working affixes, Super Talents, Memory Word and its audio action when one is available.
The raw affix values shown in Memory belong to the object itself. When the relic is equipped, the live Active Resonance card can show larger values because build-level effects are applied afterward: Soothe Sauce, school depth, Secret Phrase collection mastery and same-phrase chains can all change the live result. The Memory window therefore answers โwhat does this relic carry?โ while Active Resonance answers โwhat is this relic doing inside this build?โ
You can inspect your own relics from the Relics archive, Active Resonance and Fader Banks. Public Profiles and trading rooms can expose a public Memory view as well, so another player can understand the object before a trade. Owner-only actions stay owner-only: a public Memory can be read and, when available, heard, but it cannot quietly inherit your Fader or management controls.
Upgrade material disappears. A one-line glance at rarity is not enough once the archive contains good qualities, useful schools, phrase words, Seasonal Signatures, Super Talents and long-lived Fader plans. Memory is the cheapest place to catch a bad decision.
Hear Relic Memory is the audible side of the archive. It does not start a Listening Session, award resources or alter ownership. It simply plays the trace associated with the Memory system. Pressing the button again stops playback, and its level is controlled by the separate Relic memory sounds volume setting.
These use shared sound-memory pools for their rarity. Opening the same Simple or Rare on another occasion can therefore return a different trace from that pool. The individual relic identity still remains its ID, word, source, school, quality, level and working state.
These play the sound trace stored with that individual object when one exists. Their audible Memory is therefore tied much more directly to the specific relic you are inspecting.
If the game says a sound is unavailable, the relic is still a complete gameplay object. It can keep its Memory Word, source, quality, school, level, affixes and every other mechanical property. Sound availability is an archive feature, not a requirement for the relic to function.
Public Profiles can also expose Hear Memory for a visible relic. Hearing another playerโs trace changes nothing about the object itself; it remains in that playerโs archive.
The easiest way to understand an unfamiliar relic is to read it in the same order every time. This keeps โrare colour = goodโ from doing all the thinking for you.
| Field | What it means | Why it matters |
|---|---|---|
| Relic ID | The permanent identifier of the object. | Useful for exact searches, public sharing, trade, support and tracking one long-lived target. |
| Rarity | Simple, Rare, Epic, Legendary, or a special Grandmaster identity. | Sets the broad power lane, slot lane, affix capacity and upgrade-material rules. |
| Quality | mp3, flac, wav or DSD. | Scales the relicโs base power and its normal affix values. |
| Level | Current upgrade level from Lv0 to Lv16. | Changes equipped scale and opens more standard affixes at rarity-specific thresholds. |
| Dominant school | The relicโs main gameplay family. | Counts toward school sets and decides which matching Talent can amplify the relic through Soothe Sauce. |
| Active affixes | The working modifiers unlocked at the current level. | They are the practical job of the object: Listening, Craft, Learn, Daily, Farm, trade, phrase and other focused effects. |
| Super Talent Boosts | Extra effective levels carried by eligible Rare/Epic/Legendary relics. | They matter while the relic is equipped and can push a build through important Talent thresholds. |
| Seasonal Signature | A special Season-linked property on eligible reward relics. | It has its own layer and does not consume one of the normal affix slots. |
| Merge-power history | Extra equipped level scale earned by certain upgrade combinations. | Explains why two relics with the same visible level can have different power. |
| Source | Where this object entered the archive. | Useful for collecting, trade context and understanding special generation rules. |
| Memory Word | The word carried by this relic. | Searchable identity, collection value and the bridge into Secret Phrases. |
| Current state | Equipped, routed, listed, locked, phrase-bound or otherwise committed. | Determines which actions are safe or even available right now. |
Reverie Field has been producing relics for a long time. Older objects can carry histories created under earlier parts of the game, while newly generated and newly upgraded relics use the current structures. Stable identity is more useful than forcing every old object to pretend it was born yesterday.
Rarity still matters, although the archive is no longer a simple exercise in owning as many coloured objects as possible. The live build gives Simple and Rare their meaning; Epic and Legendary keep a reduced collection layer and then become much stronger when a good object earns an Active Resonance slot.
| Rarity | While stored | When equipped | Why it can be worth keeping |
|---|---|---|---|
| Simple | No personal Total Boost contribution merely from sitting in inventory. | Its rarity base, quality, Field Recordist Bag, level scale, merge history and active affixes enter the live build. | Five normal slots, school completion, phrase words, feeder planning and enormous late-level selected-slot growth. |
| Rare | No personal Total Boost contribution merely from storage. | A focused live Total Boost instrument with up to five standard affixes and access to Super Talent Boosts. | Three slots, strong level growth, good school anchors, Super Talents and upgrade value. |
| Epic | Every owned Epic keeps a small passive collection multiplier. | The chosen Epic also gains its level/lineage scale and live affixes; up to three can eventually fit in the rack. | Six standard affixes, scarce slots, quality, sound identity and strong upgrade history. |
| Legendary | Every owned Legendary keeps a reduced passive collection multiplier. | The single normal Legendary slot can turn one carefully built relic into a major anchor. | Eight standard affixes, the strongest normal rarity identity, quality and valuable merge paths. |
This is why a Simple relic can be excellent and an untouched Legendary can be the wrong choice for a particular account. The useful comparison is between jobs: which object improves the build you are actually running, and what does it cost you to replace, upgrade or consume that object?
Quality and level answer different questions. Quality tells you how strongly the relicโs current shape is transmitted. Level tells you how far that object has travelled through the upgrade system. A high-quality Lv0 relic can be a beautiful target; a heavily upgraded mp3 relic can still contain a lot of useful work.
mp3 ร1.00 ยท flac ร1.24 ยท wav ร1.66 ยท DSD ร2.25. The multiplier applies to the relicโs own power layer and to standard affix values.
Normal relics can reach Lv16. Levels raise equipped scale and open additional standard affixes at rarity-specific checkpoints.
Fresh generated relics begin as mp3 for most accounts. Once effective Soothe Sauce reaches 15, eligible new relic generation can roll quality: 78% mp3, 16% flac, 5% wav, 1% DSD. Upgrade routes have their own quality behaviour; the dedicated upgrade guide explains those rolls and Premium Preserve in detail.
| Rarity | Standard affix unlock levels | Maximum standard affixes |
|---|---|---|
| Simple | 0, 10, 13, 16 | 4 |
| Rare | 0, 5, 10, 13, 16 | 5 |
| Epic | 0, 4, 7, 10, 13, 16 | 6 |
| Legendary | 0, 2, 4, 6, 8, 10, 13, 16 | 8 |
Seasonal Signatures and Warped Fault Lines are special layers and do not consume these standard slots.
Two Lv10 Rares can have different qualities, different schools, different affixes, different Super Talents and different merge-power history. Compare the full Memory before treating level as a score.
Every normal relic belongs to one dominant school. The school is the quickest clue to the kind of account routine the object supports. It also decides school-set membership in Active Resonance and which matching source Talent works with Soothe Sauce.
Listening Points and listening relic pressure.
Craft success, capacity and related relic-economy support.
Learn rewards, attempts and Learn relic pressure.
Secret Phrase rewards, bind pressure and phrase-chain work.
Referral rewards, crate Points and referral relic pressure.
Daily Points, Daily Total Boost, relic pressure and capacity support.
Expedition rewards, relic pressure and exploration progression.
Farm yield, capacity, buff duration and Farm relic pressure.
Fragment conversion, fees, burn yield/cost and economy capacity.
General relic pressure, rarity tiers and cross-support.
Task rewards, persistent Task growth and Task relic pressure.
Older relics that predate the full school layer still resolve to a stable school when they are read. Opening Memory again does not turn that object into a different school; the archive identity remains consistent.
Matching relics reach thresholds at 3, 5, 8 and 11 equipped pieces. The familiar school reward packages accumulate: reaching a deeper threshold keeps the earlier packages and adds the next one. If several different schools are simultaneously active at three pieces or more, those school-reward packages receive the established hybrid scaling: two active schools ร1.40, three ร1.90, four or more ร2.60.
Separately, each school has a direct amplifier for its own live affix family. That layer uses only the highest threshold reached by that school: 3 pieces +1% ยท 5 +3% ยท 8 +5% ยท 11 +10%. The values are thresholds, so an eleven-piece school uses +10% for this layer. Generic all-relic/rarity rolls, Seasonal Signatures and Warped Fault Lines live outside this particular amplifier.
The full set tables, Soothe Sauce pairings, phrase mastery and exact Active Resonance arithmetic belong in the Relic Upgrades & Active Resonance guide. Here the practical reading is enough: school tells you where the object wants to work and how close it brings a real build to its next threshold.
Source is part of a relicโs story and sometimes part of its mechanics. The game can create new objects through many routes; the Market and Auction usually move an existing object from one archive to another instead.
| Source | What arrives | What is worth remembering |
|---|---|---|
| ๐ง Listening | A normal relic roll after enough eligible listening time. | Long Take Legend and the listening build can shape rarity pressure and starting level. See the Listening guide for the full roll order. |
| Live from the Field | The normal listening rarity route, with a special high starting-level table when a relic is recovered from verified Live. | Live relics begin between Lv5 and Lv12; the exact table is below. |
| ๐ Daily | Daily-source relics after the relevant progression gates are active. | Daily school, quality generation and later duplication can matter to the result. |
| ๐ญ Tasks | Task-source relics from eligible completions and later mirror routes. | A finite task route can become a long-term relic lane after deeper progression. |
| ๐งธ Learn | Learn-source relics when the Learn relic line is open. | The description system and Learn build live in their own guide. |
| ๐งญ Expeditions | Expedition reward relics and related mirror outcomes. | Verified-listen history can strengthen expedition reward pressure; expeditions also open Farms. |
| ๐ฆ Farms | Farm relic events from sufficiently developed harvests. | Farm relics can be shaped by fill, luck, build and network conditions. |
| ๐งต Secret Phrases | Phrase-linked relics, bind relics and eligible upgraded starts. | Memory Words are central here; phrase-bound state must be checked before moving or consuming the relic. |
| โ๏ธ Crafting | A fresh crafted object after a successful craft, with later rarity/quality/school/duplicate rolls. | Crafting has its own daily limits and result routing; use the Crafting guide for the complete order. |
| ๐ Referrals & mirrors | Activation relics and eligible Grandmaster mirror objects. | A mirror creates a new object in the receiving archive; it does not remove the source playerโs relic. |
| ๐ Seasons | Eligible seasonal reward relics, including objects with Seasonal Signatures. | Rank can become part of the relicโs long-term identity. |
| BUZZER / The Other Shore | Special Warped recoveries that can carry Fault Lines. | Warped rules are intentionally separate from ordinary affixes and belong to the special-relic layer. |
| Store / special packs | Some current offers can create relics when the offer explicitly says so. | Read the offer itself; a Store-created object is still a normal archive object afterward unless the offer says otherwise. |
| ๐ท๏ธ Market / Direct Offer / Auction | The same existing relic changes owner. | ID, word, source, quality, school, level and history travel with the object. |
When verified Live produces a relic, the rarity roll follows the listening route, then the recovered object receives one of these starting levels:
| Starting level | Chance |
|---|---|
| Lv5 | 50.00% |
| Lv6 | 28.00% |
| Lv7 | 14.00% |
| Lv8 | 5.50% |
| Lv9 | 1.80% |
| Lv10 | 0.55% |
| Lv11 | 0.14% |
| Lv12 | 0.01% |
The complete verified Live reward flow is documented in Listening Sessions & Relic Generation.
State is the line to check before any destructive or ownership-changing action. A relic can be mechanically brilliant and still be unavailable because it is already doing something elsewhere.
| State | Meaning | Practical consequence |
|---|---|---|
| Unequipped | Stored outside the live Active Resonance rack. | It may still belong to a Fader Bank, Phrase route, listing or future plan. Keep reading the state lines. |
| Equipped | Occupies an Active Resonance slot. | Removing it can change live power, affixes, Super Talents, school counts and phrase chains immediately. |
| Market-listed | Committed to a fixed-price listing. | Cancel the listing before trying to use the object in incompatible routes. |
| Auction-locked | Committed to an active auction lot. | The exact lot is protected until cancellation, expiry or settlement. |
| Phrase-bound | Connected to a Secret Phrase. | Read the phrase state before removing, selling or consuming it. Some upgraded anchors remain protected until their reset route releases them. |
| Fader-banked | One or more saved builds remember this relic. | The object is protected from feeder selection and automated Fast Forward / Quick +1 material chains. It may still be upgraded as the surviving target. |
| Locked | The game is protecting the relic for a current commitment or special state. | Read the lock reason. The correct action depends on what created the lock. |
| Grandmaster | A special account-bound relic identity. | It follows its own rules and is not ordinary Simple/Rare/Epic/Legendary trade or feeder material. |
Manual Merge, Fast Forward and Quick +1 ultimately need material relics. The selected surviving target keeps going; feeder objects disappear. Use locks and Fader Banks for anything you would be annoyed to rediscover only after the commit screen is gone.
Fader Banks are five saved Active Resonance routings. They solve a very ordinary problem: a good Listening rack, a Craft rack and a Phrase rack may need different relics, and rebuilding every slot by hand gets old quickly. The Master Bank is the read-only view of what is equipped right now; Banks 1โ5 are saved plans.
A third Epic lane, Echo III, opens when Soothe Sauce 10, Sonic Scholar 10, Daily Amplifier 10, Long Take Legend 10 and Relic Transmuter 5 are all active. A complete late-game rack can therefore hold twelve relics instead of eleven.
One relic can appear in several numbered banks, although it can only occupy one lane inside each individual bank. That is useful for scarce Legendary or Epic pieces shared by several builds. Routing also protects the relic from automated feeder selection.
If no exact channel is chosen, the first open lane of the matching rarity can be used. When that lane group is full, choose which saved channel to replace.
The same object can appear in several numbered banks, but it occupies only one channel inside any one bank.
Copies the currently live Master Bank into the chosen numbered bank and replaces the previous saved routing there.
Checks the saved relics and swaps the complete valid build together, instead of making you rebuild it slot by slot.
Give banks useful names, remove individual saved lanes or clear a whole numbered bank without touching the live Master Bank.
Ownership, rarity lane, available slots, listings, locks and protected phrase anchors are checked again at recall time.
A Fader-banked relic is excluded from feeder chains, including Fast Forward and Quick +1 material planning.
The same object may still be chosen as the surviving upgrade target. The saved bank keeps pointing at that object, so its later level remains part of the plan.
Recall is rechecked against current reality: you must still own the object, the lane must still exist, and the relic cannot be trapped in an incompatible listing or lock. Printed Fader Banks and recall stabilization are deeper build-management mechanics; the Active Resonance guide covers them in full.
Listening school, Listening Points, relic pressure and long-session support.
Daily, Learn and Tasks pieces for short visits, claims and regular Fragment work.
Craft, Relic Hunt and Economy pieces for crafting, burns and planned upgrade sessions.
Farm and Expedition pieces for collection windows, capacity, yield and map progression.
Phrase-school objects and exact same-phrase chains used during mnemonic work.
A temporary build for replacement candidates before you decide which object deserves the live slot or the Market.
A Memory Word is the short textual trace attached to a relic. Fresh generated relics usually receive one word from the current weighted Memory pool when the object is created. The word is useful long before you care about Secret Phrases: it gives you a human-sized way to remember and search a large archive.
Later, words become structural. Secret Phrases ask for particular words, and a matching relic can be bound into the phrase route. That immediately changes the value of some otherwise ordinary objects. A low-rarity mp3 relic with the word you need may be more useful today than a beautiful high-quality relic whose word does nothing for the phrase you are building.
Resonance Merge advances the surviving target. Its identity โ including its ID and Memory Word โ continues with that object; the feeder is the object that disappears. This is why a phrase word you care about can be worth choosing as a long-term target instead of treating it as anonymous material.
Phrase binding, completion rewards, starting levels, Seasonal Reset and same-phrase Active Resonance chains are documented in Secret Phrases & the Mnemonic Archive. This guide only needs one rule: check the word before you erase the relic.
Most archive objects can be read with the normal rarity / quality / school / level / affix model. Three important layers deserve their own mental note because they do not fit neatly into the standard affix slots.
Eligible Season reward relics can carry a Signature associated with the season and rank. It scales with the physical relicโs level and sits beside normal affixes instead of occupying a standard slot.
Warped relics recovered through the current BUZZER / Other Shore route can carry Fault Lines. They use their own bounded rules and are kept separate from normal school-affix amplification.
A special account-bound relic identity with account-wide progression effects. Its Memory window shows its own perks; it does not behave like ordinary trade or feeder inventory, and it is not a Secret Phrase Memory piece.
These are good examples of why โnumber of affixesโ is not a complete relic score. A Seasonal Signature, a Fault Line or a Grandmaster identity may carry meaning outside the ordinary slot count.
Once the archive reaches hundreds or thousands of objects, scrolling becomes the wrong tool. The Relics browser can search by the identity you actually remember and then narrow the result by rarity, school, quality or state.
A useful habit is to search narrowly before a destructive action. If you are about to consume several Rares, filter the relevant rarity and then check school/word/state. If you are finishing a Secret Phrase, use the dedicated Memory Word modes instead of asking a broad search to guess what you mean.
Search helps you find an object. A Fader Bank also protects the object from feeder planning. Use search for discovery and Faders for builds you already know you want to preserve.
Every relic eventually needs a role. You do not have to choose that role on the day it arrives, and the answer can change as the account grows.
Keep unusual words, scarce qualities, signatures, interesting IDs, memorable sounds and objects that may complete a future school or phrase.
Equip when the relic improves a live slot through its own power, affixes, school count, phrase connection or Super Talent levels.
Use a Fader when the object belongs to a known future build and should be protected even while unequipped.
Choose targets with a long-term identity you actually want to keep: useful school, quality, affixes, word, Signature, lineage or Super Talents.
Do this only when you are genuinely ready to erase the feeder. Check Faders, phrases, trade value, quality and school first.
Move a relic to another player when its object-level value is real but it does not earn a slot, phrase role or upgrade budget in your own account.
Only Simple and Rare use the ordinary system-sell route. The shown return depends on progression. The exact relic is destroyed, so this is still a final decision.
Use destructive routes only after reading every identity and state line. Burn economics belong in the Economy guide; the archive consequence is simple: the object is gone.
Upgrade planning has enough mathematics to deserve a separate page. For feeder compatibility, Standard vs Premium Preserve, Fast Forward, Quick +1, quality rolls and exact costs, use the Relic Upgrades & Active Resonance guide.
Reverie Field deliberately has no universal relic score. A single number would have to pretend that a market trader, a Listening specialist, a Phrase collector and a player preparing a Lv16 upgrade all want the same object. They do not.
The exact improvement when this object enters a live slot or completes a school / phrase threshold.
Usefulness as a long-term target, compatible feeder, quality anchor, lineage carrier or Super Talent carrier.
The ID, word, source, sound, rank-linked Signature or simply the fact that you care about this particular object.
The safest high-level rule is to preserve options. A relic with several plausible future jobs is usually a poor feeder until one of those jobs clearly stops mattering.
A relicโs public face is useful because trading and collecting make more sense when another player can inspect the actual object. Public views expose the relicโs meaningful archive identity without handing over owner controls.
Other players can inspect visible relic information and hear an available Memory trace. Ownership and management remain unchanged.
The Share action can create a visual archive card and a direct public link to the relicโs current object view.
If your Discord connection is active, your own relic can be transmitted to the Field Assembly with an optional short field note of up to 160 characters.
Market, Direct Offer and Auction views use the same principle: show enough of the object for another player to understand what is being offered, while locks protect the exact relic during the commitment. A successful trade transfers the object; simply viewing, hearing or sharing it does not.
Shared object links use the live relic state, so an upgraded relic can continue evolving while remaining the same ID. This makes a long-lived relic surprisingly pleasant to follow: the archive card changes because the object changed, not because you made a new collectible every time.
Use this routine until relics stop feeling like a wall of coloured cards. It takes less time than recovering from a feeder you meant to keep.
Early on, clutter feels like the problem. Usually the real problem is that you have not yet learned which school, word, quality, affix or state makes a relic useful. Once you can recognise those things, cleanup becomes much safer and much faster.
You can play perfectly well without memorising this section. It exists for the moment when two relics look close and you want to know exactly why one object reads stronger than the other.
Field Recordist Bag scales the relicโs base layer before quality: +15% per effective Bag level for Simple/Rare and +3% per effective Bag level for Epic/Legendary. Quality then multiplies that value.
Simple and Rare contribute that value only while equipped. Their equipped result then uses the relicโs level scale plus any stored merge-power scale. Epic and Legendary keep their reduced passive base for every owned object; if one is equipped, its selected-object total rises to the same level/lineage-scaled value.
| Rarity | Current rarity base | Bag factor per effective level |
|---|---|---|
| Simple | 10,000 in the Total Boost percent layer | +15% |
| Rare | 100,000 in the Total Boost percent layer | +15% |
| Epic | +0.0025ร multiplier layer | +3% |
| Legendary | +0.15ร multiplier layer | +3% |
These are the current selected-object level-scale anchors before stored merge-power is added. Simple and Rare intentionally grow very steeply at late levels because only the equipped objects receive this selected-slot scale.
| Level | Simple | Rare | Epic | Legendary |
|---|---|---|---|---|
| Lv0 | 1.0ร | 1.0ร | 1.0ร | 1.0ร |
| Lv5 | 46.0ร | 76.0ร | 6.0ร | 10.0ร |
| Lv10 | 1,342.875ร | 1,698.444444ร | 15.0ร | 20.0ร |
| Lv16 | 18,249.125ร | 86,068.814815ร | 30.0ร | 60.0ร |
The complete Lv0โ16 table and merge-power arithmetic are in Relic Upgrades & Active Resonance.
Fresh generated relics use mp3 until effective Soothe Sauce reaches 15. Once that quality-generation gate is active:
| Quality | Generation chance | Power multiplier |
|---|---|---|
| mp3 | 78% | ร1.00 |
| flac | 16% | ร1.24 |
| wav | 5% | ร1.66 |
| DSD | 1% | ร2.25 |
This is the creation roll. Upgrades can follow different quality rules, including DSD preservation; see the upgrade guide.
| Relic type | Hear Memory behaviour |
|---|---|
| Simple | Chooses a trace from the current Simple sound-memory pool. |
| Rare | Chooses a trace from the current Rare sound-memory pool. |
| Epic | Plays the sound trace stored with that individual relic when available. |
| Legendary | Plays the sound trace stored with that individual relic when available. |
| Grandmaster / special unsupported types | No ordinary Relic Memory sound is assumed; the object follows its own special presentation. |
Simple and Rare use the selected Active Resonance model. Their own relic power enters the account when that specific object is equipped. Stored copies remain useful as future build pieces, phrase pieces, Fader plans, trade stock and upgrade material.
Yes. Every owned Epic and Legendary keeps a reduced passive collection multiplier. Equipping one adds the much stronger selected-object level/lineage scale plus its live affixes and other build effects.
Quality, effective Field Recordist Bag and stored merge-power history can differ. The visible level is only one factor in the objectโs own power reading.
Memory shows the raw active affixes carried by that relic. The equipped view can include build-level amplification from Soothe Sauce, school depth, Secret Phrase collection mastery and same-phrase chains.
Simple and Rare use rarity-based sound-memory pools, so Hear Memory can select another trace on a later play. Epic and Legendary use their own stored trace when one is available.
No. Audio Memory is an archive layer. The objectโs ID, word, source, rarity, quality, school, level, affixes and gameplay state remain valid even when no sound trace is currently available.
A relic visible through a Public Profile or public object view can expose Hear Memory when audio is available. That action does not grant ownership, Fader access or editing controls.
Fader routing is an owner action for your own normal relics and belongs to your Relics / Active Resonance / Fader contexts. Active Resonance also needs to be available to the account. Public, Market and Auction Memory views do not offer owner routing controls.
No. A numbered Fader Bank is a saved plan. Master Bank reflects the live rack. Recall / Equip Bank is the action that attempts to activate the saved routing.
Yes. One object can be remembered by several numbered banks, once per bank. This is useful when multiple builds share a scarce Legendary, Epic or high-level school anchor.
Yes, as the surviving target. Fader protection keeps it out of feeder selection and automated material chains. Because the saved bank points to the same object ID, later upgrades remain visible when you recall that bank.
The game rechecks the objects and lanes before recall. Ownership, rarity lane, available slots, listings, locks and protected phrase anchors can all make an old saved plan temporarily invalid. Resolve the conflict or edit the bank.
A phrase-bound relic can still be a surviving upgrade target when the route allows it. Removal and replacement can be more restricted once an upgraded phrase anchor is protecting an active phrase state. Read the Secret Phrases guide before dismantling that structure.
Do not assume so. Duplicate and mirror generation creates a new relic object and fresh generated objects normally receive their own Memory Word. Read the new objectโs Memory.
No. The ordinary system-sell route accepts Simple and Rare. Player trade and other routes have their own rules.
Open the dedicated Relic Upgrades & Active Resonance guide. This page concentrates on reading identity, Memory, source, state and value before you enter those routes.
Use Listening Sessions & Relic Generation. It covers the session clocks, rarity roll, Long Take Legend, Active Resonance listening bonuses, Live from the Field and the current relic-generation order.