REVERIE FIELD · SCHOOL SPECIALIZATIONS
Sonic Relic illustration

School Specializations

An equipped school can grow stronger simply by staying together. Five relics begin the work. Eight change the possibilities. Eleven can turn an ordinary reward into something worth organizing an entire rack around.

You have probably already seen a school bonus in Active Resonance. Specializations go further: they ask you to keep a working arrangement in place, and they reward the patience with effects that belong to that school alone.

Mechanics checked against the current game · RFV312 · November 1, 2026

Start with five matching relics

Open Relics → Active Resonance and look at the dominant school on your equipped Sonic Relics. Every school is a direction for your build: Craft, Farm, Tasks, Phrase, Daily, Learn, Listening, Referral, Expedition, Relic Hunt or Economy. Their names sound like disciplines because that is more or less what they have become.

Pick one you actually use. If you do most of your work in Learn, there is little value in wearing eleven Craft pieces merely because you happened to collect them. Specialization is a reason to build deliberately; it is not a compulsory second job.

01 · CHOOSE

Find five equipped relics of one school. Their rarity and quality can differ. A relic’s dominant school is what matters for the count.

02 · KEEP THEM IN PLACE

The first specialization begins its own waiting period. Ordinary school-set bonuses can already work while the specialization is still stabilizing.

03 · CHECK THE RESULT

Return to Active Resonance → School Specializations. It shows your equipped count, ready tier, next threshold and time remaining.

The distinction that saves the most confusion: an ordinary School Set is available when enough matching relics are equipped. A School Specialization is a separate reward. It can still be waiting even when the five-piece set is already visible.

For the complete rules of ordinary 3 / 5 / 8 / 11 set bonuses, the rack, Secret Phrase chains and upgrade inheritance, use the Relic Upgrades & Active Resonance guide. Here we are concerned with the specialization earned by keeping a school together.

The three independent clocks

For most schools, your first clock starts when your equipped school count reaches five. Reach eight and a second clock begins. Reach eleven and a third clock begins. The five-piece reward does not disappear while you are working toward eight; the eight-piece reward does not have to be earned again just because you have reached eleven.

School Time for each 5 / 8 / 11 tier What changes at eleven?
Daily 2 hours ×10 rewards; own relic copy; stronger starting-level checks
Learn 12 hours ×5 rewards; double final daily descriptions
Craft, Farm, Tasks, Phrase, Listening, Expedition, Relic Hunt, Economy 48 hours A distinct extra effect for each school
Referral Immediate capacity; separate 7-day Master Network Unlimited network capacity; premium rewards after unchanged membership

One school’s timer belongs to that school and threshold, not to a particular saved Fader Bank. Replacing relics, swapping banks or temporarily reducing the matching count can affect the tier that no longer has enough pieces. Raising a relic’s level without removing the required school does not, by itself, reset the specialization.

Example: moving from five to eight

You wear five Farm relics for 48 hours and unlock Farm 5. Add three Farm relics. Farm 8 starts counting its own 48 hours; your ready Farm 5 headroom remains available, assuming its other requirements are met. You do not have to begin the entire progression from zero.

Example: one accidental swap

You remove a required Listening relic and the matching count drops below eight. There is a 120-second repair window to put the school back together without losing the tier’s original start time. The missing tier is not paying its reward while you are below the threshold.

The two-minute repair window

If you briefly lose a threshold, the game can remember the start of that threshold for up to two minutes. Restoring the required count inside that window preserves the earlier progress. If you remain below the count for longer, the affected threshold starts again when it is restored. A qualifying reward claimed while that tier is missing can also close its grace early. The grace is a correction for mistakes, not a way to claim the strongest build and immediately switch to another.

Fader Bank recall does not make a new specialization instantly ready. Saved banks are excellent for organizing several different builds, but each school and each threshold still has its own stability history. Some one-time Daily/Learn rewards also have separate protection when changing banks; those safeguards are distinct from the specialization clocks.

Does the Crew Grandmaster Relay count?

An eligible Crew Grandmaster Relay can contribute one matching school piece toward the specialization count and its 5 / 8 / 11 progress. If that Relay changes school, the specialization count follows the change. This additional contribution does not produce another ordinary School Set relic, an extra Phrase-chain member, or a new regular equipment slot. Referral’s exact-membership Master Network check is a separate case, explained in its section below.

The game counts each eligible equipped relic once. You cannot fill a school by placing the same item in several imagined slots. Also remember that special privileges sometimes require Talents or minimum relic levels in addition to reaching the school count.

Choose a direction for your rack

Each school has a different purpose. Read the short descriptions first, then open the school you care about. The detailed formulas and exceptions are inside the relevant sections; there is no reason to memorize all eleven disciplines before earning your first five-piece set.

Craft · Studio Workflow

48 hours per specialization threshold

5 school relics50 rolls per order

The regular order limit grows from 25 to 50 rolls.

8 school relics100 rolls per order

You can arrange longer production runs.

11 school relics500 rolls per order

The largest multi-roll order becomes available.

Craft is for players who spend an improbable amount of time at the Forge Bench. The main reward is convenience: you can queue a larger order while each individual craft still follows its own normal costs, availability and odds. A 500-roll order is not 500 extra daily attempts. The order can be completed in smaller portions, and there is no automatic purchase of additional attempts.

There is also a starting-level route for successfully crafted relics. Without Grandmaster Reset, effective Crafting Adept 10+ allows exceptionally rare Lv1–Lv5 results. After Grandmaster Reset, a ready Craft specialization at 5+ replaces that path with an equally rare Lv1–Lv3 route. Neither turns a failed craft into a success or raises the rarity of the relic by itself.

In practice

If you have 8 Craft relics and the five-piece timer is ready but the eight-piece timer still has six hours left, your maximum order remains 50 until the second timer finishes.

Exact rules and the things that do not change

Normal account, effective Crafting Adept 10+. Lv1: 0.065%; Lv2: 0.013%; Lv3: 0.0025%; Lv4: 0.0006%; Lv5: 0.0001% per individual level check on a successful craft.

After Grandmaster Reset, ready Craft 5+. Lv1: 0.035%; Lv2: 0.0025%; Lv3: 0.0003% per individual level check on a successful craft.

Rare → Epic ceiling. At 5+ live Craft-school pieces, the ceiling is 3.5%; otherwise 3%. This particular ceiling uses the live count, not the 48-hour-ready tier.

Back to the school index

Farm · Field Storage

48 hours per specialization threshold

5 school relics+5% harvest headroom

Up to five percent extra beyond the ordinary base harvest ceiling.

8 school relics+10% harvest headroom

The possible extra room increases.

11 school relics+15% and two cycles

A larger ceiling and room to accumulate two production cycles.

Farm rewards patience, although there is a difference between being patient and leaving a farm untouched for the wrong reason. Headroom increases the possible maximum payout if you have enough harvest power to reach it. It does not simply add five, ten or fifteen percent to every collection.

All three Farm rewards require an effective Farm Banks Builder level of at least 10. At the eleven-piece tier, the farm can hold a second normal production cycle. This is storage, not faster generation: if one production cycle normally takes six hours, filling two cycles normally takes twelve. Cycle Boost can shorten the elapsed time. Already accumulated reserve can remain after you change builds, but a disabled second-cycle benefit does not keep adding new reserve.

In practice

A farm that reaches only 70% of its ordinary ceiling will not receive a full +15% merely because Farm 11 is ready. First increase the farm’s actual earning power; the specialization raises the room above the ceiling.

Exact rules and the things that do not change

Headroom calculation. Potential added headroom = ordinary base ceiling × 0.05, 0.10 or 0.15. The payout still depends on real accumulation and harvest power.

Cycles. Farm 11 can store two normal production cycles, but does not double production per minute.

Other bonuses. Rank, Warped modifiers and random harvest bonuses remain separate.

Back to the school index

Tasks · Field Assignments

48 hours per specialization threshold

5 school relics×3

Direct Task rewards and Task relic-roll chance.

8 school relics×10

The same direct rewards and relic-roll chance.

11 school relics×10 + 3-day reset

Strength stays at ×10; an eligible Task-list reset needs 3 days instead of 7.

Tasks can pay very differently once you have enough pieces of their school. This specialization strengthens the direct rewards from finishing Tasks and the chance of a Task relic roll. It does not magically multiply every separate status, permanent bonus or passive part of the game.

The reset is a different privilege from ordinary task completion. The reduced three-day cooldown still requires at least three equipped Tasks relics, Task Artisan 10+ and Daily Amplifier 10+. A seven-day restriction following a Talent reset still applies; the specialization cannot erase it. Chance ceilings also remain in place, so a tenfold chance is never a promise of ten drops.

In practice

Five ready Tasks pieces give the ×3 reward. Eight pieces become ×10 only after their own 48 hours. At eleven ready pieces, the reward stays ×10 and the separate Task reset can become available sooner.

Exact rules and the things that do not change

Reward layer. The ×3 or ×10 applies to the school’s direct Task reward and Task relic-roll layer, subject to final probability limits.

Reset gate. 3+ equipped Tasks school, Task Artisan 10+, Daily Amplifier 10+, and applicable cooldowns.

Talent reset. The seven-day Talent-reset lock remains even with Tasks 11.

Back to the school index

Phrase · Mnemonic Chorus

48 hours per specialization threshold

5 school relics×2

Phrase set rewards and completed-phrase combination effects.

8 school relics×3

Those same Phrase rewards and combinations.

11 school relics×5 + word editor

The strongest Phrase scaling; a separate Lv10+ requirement opens Memory Word editing.

Phrase makes an already complicated arrangement of words and equipped relics worth planning carefully. Its multiplier works on Phrase-school set contributions and completed-phrase combinations. It does not multiply the raw power of every unrelated relic simply because that relic happens to be nearby.

The special prize at the eleven-piece tier is a Memory Word editor. The school must be fully ready and all eleven counted Phrase relics must be Level 10 or higher. You can choose a word from the official Secret Phrase pool. The edit preserves the relic’s quality, school, affixes and existing strength. The relic being edited must be safely out of equipment and other protected or bound states.

In practice

Eleven Phrase pieces at mixed levels may already receive ×5 Phrase bonuses after stabilization. If one of those pieces is only Lv9, the word editor remains closed until the full Level-10 requirement is met.

Exact rules and the things that do not change

Multipliers. ×2 / ×3 / ×5 scale the eligible Phrase set and phrase-combination contributions.

Word editor. Requires ready Phrase 11 and eleven Lv10+ counted pieces. The target must be unequipped, unlocked, unlisted, outside Fader Banks and unbound from Secret Phrases.

Word choices. Choose from the official Memory Word pool; arbitrary words cannot be typed into a relic.

Back to the school index

Daily · Dawn Sequence

2 hours per specialization threshold

5 school relics×2

Direct Daily rewards and ordinary Daily relic-roll chance.

8 school relics×3

The same Daily reward and chance layers.

11 school relics×10 + relic copy

Direct Daily rewards and chance ×10; a second copy of your own newly awarded relic and stronger starting-level checks.

Daily has the shortest stabilization. With five matching Daily pieces you begin a two-hour clock. Completing that clock opens its first specialty; higher tiers have their own clocks. The result is a substantially stronger Daily claim, especially when your account already has a good streak and talents.

At eleven ready pieces, a Daily relic you actually earn gains a second copy of that same relic, and the individual checks used for unusually high starting levels become three times as likely. This does not mean every relic starts three levels higher. Existing Daily Amplifier, Explorer, Grandmaster and streak rules remain their own parts of the calculation, and relic probability caps still apply.

In practice

You have five Daily pieces ready at ×2. Add three more and claim immediately: the eight-piece ×3 has not matured yet. Your five-piece tier is still ready while the second two-hour clock runs.

Exact rules and the things that do not change

Specialization values. ×2 / ×3 / ×10 apply to the Daily-specialization reward and ordinary relic-chance layers.

Starting-level checks at 11. Each eligible individual level-check chance is multiplied by ×3, within the normal roll rules. This is not a guaranteed higher level.

Older Daily major rewards. Earlier ×1.5 / ×4 major effects and their Fader protection are handled together with the specialization; do not add both as independent multipliers.

Back to the school index

Learn · Interpretation Archive

12 hours per specialization threshold

5 school relics×1.5

Final Learn rewards, SONO chance and Learn relic chance.

8 school relics×2

The same Learn rewards and chances.

11 school relics×5 + double attempts

Those rewards and chances ×5; final daily description allowance ×2.

Learn cares about the way you describe the recordings. The school grows the final reward from a successful description, the SONO chance and the chance of a relic finding its way back to you. Unlike Daily, its thresholds each require twelve hours.

An effective Sound Interpreter Level 10 or higher is required before these bonuses apply. At ready Learn 11, the final number of daily descriptions doubles after the normal allowances from your talents, status and equipped modifiers have been included. That is an increase in how often you may participate, not a reduction in cooldown or an extra doubling of every already multiplied reward.

In practice

If all your other allowances produce 23 descriptions per day, ready Learn 11 with Sound Interpreter 10+ makes the final allowance 46. It does not automatically let you submit descriptions without waiting for the normal cooldown.

Exact rules and the things that do not change

Talent requirement. Effective Sound Interpreter 10+ for 5, 8 and 11 rewards.

Final daily allowance. At ready 11, final allowance = 2 × the allowance after other eligible limits and bonuses.

Chance ceilings. A multiplied percentage still obeys the maximum allowed chance.

Back to the school index

Listening · Long Take Archive

48 hours per specialization threshold

5 school relics×2

The positive contributions of Long Take Legend and Level Booster.

8 school relics×3

Those same talent contributions.

11 school relics×5 + guaranteed copy

Those contributions ×5; one extra copy whenever a listening-session relic is awarded.

Listening is for the long take: leaving a recording alone long enough for its texture to change. The specialization strengthens the extra value contributed by Long Take Legend and Level Booster. It does not multiply the whole listening settlement by five. The ordinary long-session curve and the base player-level reward remain separate.

At the fully ready eleven-piece tier, a relic earned from a listening session receives one guaranteed extra copy. That is attached to an actual successful relic find; it is not a separate Legendary roll, and no relic is created if none was earned. The four-hour session limit, rarity protection, and other eligibility rules still apply.

In practice

If a relevant talent adds 20 units to the calculation, a ready ×3 Listening specialization can turn that particular talent contribution into 60 units. It does not turn an unrelated 1,000-unit base reward into 3,000.

Exact rules and the things that do not change

Talent layer. Only the eligible positive contributions of Long Take Legend and Level Booster are multiplied.

Guaranteed second relic. At ready Listening 11, a genuine listening-session relic generates one matching copy.

Unchanged limits. Listening session duration, long-take curve and relic rarity limits still apply.

Back to the school index

Referral · Master Network

Immediately applied capacity tiers; seven days for Master Network

5 school relics×1.5 capacity, immediately

Activation, network and passive-credit capacities grow.

8 school relics×2 capacity, immediately

Those network capacities expand again.

11 school relicsUnlimited capacity + Master lock

Network capacities become unlimited; a separate seven-day unchanged-membership test opens premium rewards.

Referral plays by its own clock. Its capacity tiers at five, eight and eleven apply as soon as the required set is present. They do not use the 48-hour waiting period that many other schools have.

The premium eleven-piece Master Network is stricter: it remembers the exact Referral relics in the equipped set. Keep that membership unchanged for seven days to unlock ×3 eligible instant referral rewards, ×3 passive boost and an extra +50% final Referral Crate reward. Upgrading one of the same relics can preserve the membership; replacing it with a different ID starts the seven-day count again. Referral relationships you already earned are not erased by swapping builds.

In practice

If eleven Referral relics have stayed in place for six days and you swap one for a “better” copy, you still have the eleven-piece capacity, but your seven-day Master Network clock begins again. Wait until you have claimed the reward you care about before rearranging the exact members.

Exact rules and the things that do not change

Base / five / eight. Normal activation capacity: 100 (150 after Grandmaster Reset), rising ×1.5 at 5 and ×2 at 8. Network size 1,000 → 1,500 → 2,000; passive-credit cap follows the same early tiers.

Eleven. Unlimited applicable activation, network and passive-credit capacities.

Master Network. Seven days with the same eleven Referral relic IDs; then ×3 qualifying instant reward, ×3 passive boost and ×1.5 final crate reward.

Crew Relay distinction. A Crew Grandmaster Relay can add a school piece to the specialization display; Master Network membership is checked against actual equipped Referral relics and their identities.

Back to the school index

Expedition · Field Cartography

48 hours per specialization threshold

5 school relics×2

Final Expedition Points, Fragments and Epic/Legendary relic chance.

8 school relics×3

The same Expedition reward and rarity-chance layers.

11 school relics×5 + 3½-day reuse

These final rewards and chances ×5; eligible replay cooldown falls from 7 to 3.5 days.

Expedition works on the reward that comes back after completing a recording route. The specialization is applied to final Expedition Points and Fragments and to the chance of Epic or Legendary relics, after other relevant Expedition progress has been accounted for.

It does not create progress for a route you have not properly completed. Verified listening requirements, rarity caps and existing Talent gates remain. At an effective Expedition Pathfinder 10+ and Daily Amplifier 10+, an Expedition relic that actually drops can begin above Level 0 through the current starting-level checks (up to Lv10). The advanced eleven-piece tier shortens the separate replay/reuse interval; the seven-day restriction following a Talent reset still stands.

In practice

If your replay is locked because of an old Talent reset, ready Expedition 11 does not bypass that lock. It only shortens the separate regular replay interval once all prerequisites are satisfied.

Exact rules and the things that do not change

Reward layer. ×2 / ×3 / ×5 apply to final Expedition Points, Fragments and Epic/Legendary chances, with their respective ceilings.

Replay at 11. Eligible reuse cooldown becomes 3 days 12 hours; seven-day Talent-reset restriction remains.

Expedition starting levels. Pathfinder 10+ and Daily Amplifier 10+ permit rare starting Lv1–Lv10 checks for genuine Expedition drops.

Back to the school index

Relic Hunt · Signal Extraction

48 hours per specialization threshold

5 school relics×1.5

Relevant relic-generation affix contributions.

8 school relics×2

Those same generation-affix contributions.

11 school relics×3 + Legendary copy

Generation affixes ×3; one extra copy with an original Legendary found through eligible gameplay.

Relic Hunt is useful if your favourite question is not how many Points you earned, but whether the Field handed over another Sonic Relic. Its strength is focused: it amplifies generation-related equipped affix values, including bonuses for general and rarity-specific rolls and appropriate duplicate or upgrade affixes. It does not multiply every unrelated reward on the account.

At ready Relic Hunt 11, an original Legendary that drops from an eligible game reward gains one guaranteed copy. That copy never triggers a new copy, and buying or trading a Legendary does not count as a newly recovered one. Separately, a live count of eight or more Relic Hunt pieces can remove the usual Craft-school bias from newly crafted relic schools; that specific rule concerns the current rack, without waiting for this school’s 48-hour reward tier.

In practice

With a ×2 Relic Hunt specialization, a matching +6% generation affix contribution can be treated as +12% before normal limits and the rest of the roll are applied. A base chance without that affix is not doubled just because the school is active.

Exact rules and the things that do not change

Affix targets. Relic generation chance, rarity-specific chance/weight, suitable upgrade and duplicate affix values.

At 11. One matching copy of an eligible original Legendary drop; no recursion and no market-purchase duplication.

Craft-school bias. 8+ currently equipped Relic Hunt pieces can disable the standard Craft-school preference when a crafted relic receives its school.

Back to the school index

Economy · Studio Exchange

48 hours per specialization threshold

5 school relics×1.5 limits; burn ×1.2

Economic daily limits grow; Simple/Rare seller ceilings become 800 / 2,400 SONO.

8 school relics×2 limits; burn ×1.5

Economic limits rise again; Simple/Rare seller ceilings become 1,200 / 3,600 SONO.

11 school relics×3 limits; burn ×2

WOS/conversion/swap daily limits ×3; the gameplay Market daily cap and Simple/Rare seller price ceilings are removed.

Economy gives you more room to use the resources you already earned. It raises the limits on WOS printing, fragment-to-points conversion, pool swaps and WOS-to-GAS conversion. Earlier stages also raise the daily Market batch limits. These are limits, not free currency: you still need the Points, Fragments, GAS, WOS or SONO for each operation.

SONO received from a qualifying relic burn uses a separate ×1.2 / ×1.5 / ×2 factor. On the Market, the maximum listing price for Simple and Rare relics moves from the ordinary 400 / 1,200 SONO ceiling to the levels shown above; at ready Economy 11 that upper ceiling is removed. Minimum prices and sale fees still apply. Removing a gameplay daily batch cap does not remove the limit on how many individual listings fit into a single protected batch.

In practice

At Economy 8, a daily economic limit of 1,000 units before other capacity bonuses becomes 2,000. If the same action costs currency, you must still pay for all 2,000 units you actually use.

Exact rules and the things that do not change

Economy 5 / 8 / 11. Daily WOS/conversion/swap limits ×1.5 / ×2 / ×3, before generic Daily Limit Capacity where applicable.

Market. Ready 5/8 increase daily batch capacity; ready 11 removes the gameplay daily batch cap, while each individual order remains limited.

Relic burn. Qualifying SONO burn payout ×1.2 / ×1.5 / ×2.

Seller price ceilings. Baseline Simple/Rare: 400/1,200 SONO; ready 5: 800/2,400; ready 8: 1,200/3,600; ready 11: no upper listing-price ceiling.

Back to the school index

Try the specialization clocks

Here is a small planning desk for your next build. Select a school and the number of matching pieces you expect to equip. Enter how long each threshold has been continuously held. Since the three clocks are independent, their start times can be different. This is an illustration you can experiment with; your actual current timers are shown inside the game.

Include an eligible Crew Relay if it counts for this school.
Ready to plan

Choose your rack and enter how long each threshold has been held.

For Referral, the capacity tiers are immediate. The eleven-piece premium Master Network uses a separate seven-day unchanged-membership timer; enter those hours in the eleven-piece field. This desk cannot verify which specific relics have stayed in your rack.

Reading the numbers correctly

Most confusion happens after a school is ready, when a familiar-looking multiplier appears in a place where it does not belong. A ×5 can sound as if your whole game has suddenly become five times faster. In practice, each school multiplies a particular part of the reward.

Type of effect How to read it
Reward multiplier Applies to the named eligible reward, such as the direct Daily return or final Expedition Fragments. Other bonuses may belong to separate layers.
Chance multiplier Changes an eligible chance calculation before its final limits. Ten times the chance never means ten guaranteed relics.
Affix multiplier Changes the matching equipped affix contribution. It does not multiply every base probability or every unrelated statistic.
Capacity multiplier Raises how much you may do or store. It does not create free resources or magically finish more work.
Guaranteed copy Copies one eligible relic that was genuinely awarded. It is attached to a successful original find, not an extra independent random roll.

A useful sanity check: if an in-game breakdown already includes your specialization, do not multiply the displayed final value by the same bonus again. The finished number is intended to be the finished number.

One more distinction: school levels and relic levels

The specialization thresholds refer to the number of equipped relics belonging to a school: five, eight and eleven. They are not a demand for five Level-5 relics or eight Level-8 relics. Most of these benefits work with relics of mixed levels. Special rewards may add a requirement — Phrase 11’s word editor needs eleven Level-10 pieces, while Farm and Learn require their named Talents.

Likewise, wearing eleven pieces does not grant the lower-tier effects three separate times unless that school’s wording says so. A 5/8/11 school typically selects its highest ready tier. For example, ready Expedition 11 is ×5 for the eligible Expedition layer, not ×2 × ×3 × ×5.

Questions that come up in real builds

Most mistakes here are avoidable. Check these before breaking a rack that has already been stable for a day and a half.

I have five matching relics. Why does it still say stabilizing?

The ordinary set is active from the matching count. The specialization has its own clock. Daily takes two hours, Learn twelve, most schools forty-eight. Referral capacity is the exception and can apply immediately.

If I add three more relics, do I lose the five-piece bonus?

No. Each 5, 8 and 11 threshold keeps its own timer. A ready lower tier stays active while a higher tier waits, provided the lower threshold is still met.

Can I activate two school specializations at once?

If the equipped rack can satisfy both counts, yes. School progress is tracked independently. Eleven-piece builds naturally require considerable commitment to one school.

Do all eleven relics need to be upgraded to Level 11?

No. The tier counts matching pieces. Phrase 11 is the special exception for Memory Word editing: all eleven counted Phrase pieces must be Level 10 or higher.

What if I take one piece off and put it straight back?

The affected threshold has a two-minute repair window. Restore it within that window to preserve earlier progress. A qualifying reward while the school is incomplete can close that grace early.

What happens after the two minutes have passed?

A threshold that remained below its required equipped count begins a fresh waiting period when restored. Other lower tiers that remained satisfied can keep their progress.

Can switching to a saved Fader Bank give me a ready bonus immediately?

No. Fader Banks recall an equipment arrangement. They do not instantly complete a school’s separate stabilization period. Other one-time reward protections may also apply.

Does upgrading an already equipped relic reset the wait?

Not by itself. Changing the level while the required school remains continuously present is different from removing a needed piece or changing its dominant school.

Does a Grandmaster Relic help?

An eligible Crew Grandmaster Relay can contribute one school piece to specialization progress. It does not count as an ordinary extra school-set or Secret Phrase-chain relic. Referral Master Network uses its own exact-membership rule.

Is a Ready Tier 11 the same as 11 current pieces?

No. Eleven currently matching pieces can still be waiting on the 11 threshold. The Ready Tier is the highest threshold whose own conditions and waiting time are fulfilled.

Why is my Farm headroom not visible even with eleven pieces?

All Farm specialization effects require effective Farm Banks Builder 10+. The percentage is also possible extra headroom, not a guaranteed harvest increase.

Why does Learn show no specialization multiplier?

Learn requires effective Sound Interpreter 10+. After that, each eligible 5/8/11 tier also needs its own twelve-hour wait.

Does Tasks 11 let me reset Tasks whenever I want?

No. The eligible reset cooldown becomes three days instead of seven, while the original Talent prerequisites and the seven-day Talent-reset restriction remain.

Does ready Listening 11 give me a guaranteed Legendary?

No. It guarantees an additional copy only when a listening-session relic has already been awarded. The original rarity chance is still a real roll.

Does ready Relic Hunt 11 copy a Legendary I bought?

No. Its guaranteed copy is for a genuine, eligible Legendary generated as a gameplay reward, not a Market purchase or another bonus copy.

Does ready Economy 11 let me buy an infinite number of relics in one click?

No. It removes the applicable gameplay daily batch cap. Individual purchases and listings still have protected per-operation limits and ordinary prices.

Why did the Referral Master Network timer restart?

The premium timer follows the exact equipped Referral relic membership. Swapping an ID can restart its seven-day clock, even when the total number stays at eleven.

Can I edit any Memory Word after Phrase 11?

You can edit an eligible relic’s word only after the full gate is ready and by choosing from the official word pool. The particular relic must also be free of the listed equipment, listing, lock, Bank and Phrase bindings.

Is the specialization multiplier added to the ordinary school-set bonus?

They are different contributions that the game includes in the final total for the relevant activity. Do not treat their labels as permission to multiply a finished displayed total again.

How can I see the actual remaining time for my account?

Open the in-game Active Resonance school specialization panel or its school details. The calculator on this Wiki page is for exploring example builds, not for reading your private account state.