Reverie Farm (Official Guide)

Last updated: 2026-04-05.
Reverie Farm is the quiet engine under the world map. A hotspot keeps working while you do other things: it fills, stores, waits, and then pays out when you return. Sometimes it pays in a simple, practical way. Sometimes it opens into a buff, a relic roll, or a much better harvest than the bar suggested a minute ago.


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What Farm Hotspots are

🌾 Farm = passive production on the map

Each Farm Hotspot is a map node that produces one resource over time. Some nodes produce SONO. Others produce Relic Fragments. Every hotspot revolves around three local upgrade branches: Speed, Capacity, and Luck.

Those upgrades are per hotspot. The map is not built around one universal farm level. You shape each node separately, and over time that gives the whole map a personality: one node becomes your relic hunter, another becomes your buff machine, another simply becomes a reliable bank.

Hotspot = one producing node Yield = rate per hour Capacity = storage size Luck = harvest bonus power

Farm rewards rhythm. If you learn when to leave a node alone and when to return, the map starts feeling much richer than a row of passive timers.

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How to read the Farm modal

The Farm modal is your real control room. At a glance it should tell you four things: how much is ready, how fast the node is growing, how close it is to a strong bonus window, and whether this hotspot is worth upgrading right now.

🧩 Core UI blocks
  • Harvest Ready (X / Y) — how many whole units are collectible now, and the total storage cap of that hotspot.
  • Yield (… / hour) — the current production rate. SONO hotspots show SONO/hour. Fragment hotspots show Fragments/hour.
  • Fill bar and labels like “to cap” or “full in …” — how much of the silo is filled and how long until the node stalls at capacity.
  • Wallet — your current SONO, WOS, and Relic Fragments balances.
  • Pool rate — the current economy rate that affects how farm upgrade prices are shown in WOS.
  • Farm upgrades — the three local upgrade branches: Speed, Capacity, and Luck.
  • Bonus preview — the hotspot’s main bonus profile, its current trigger chance, and, on relic nodes, the rarity spread.
🧺 Harvest Ready = collect now ⏱️ Yield = rate 🧱 Capacity = storage 🎁 Bonus preview = what can happen on harvest
🔎 Whole units and partial units

The modal shows only the whole part as collectable. If a hotspot effectively holds 14.8, you collect 14 now and the remaining 0.8 stays inside the silo. Nothing is lost. The partial remainder continues growing until it becomes the next full unit.

🎧 The Listen button

Hotspots also have their own ambience. The Listen button lets you sit inside that location for a moment while checking the map. Farm works as a resource system, but it is also one of the strongest worldbuilding layers in Reverie Field.

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Map QoL and Farm interaction

Farm is designed around the map, not around repetitive modal reopening. Recent UI work made that much more visible.

🗺️ What the map does well now
  • Live farm progress can be read directly on the map.
  • Pinned tooltips stay readable instead of fighting your cursor or tap flow.
  • Double-click / double-tap logic is handled much more cleanly.
  • Fullscreen farm mode keeps your position and feels like one continuous surface instead of a reset.
  • Mobile long-press now opens hotspots more reliably without making the map clumsy to scroll.

A good farm map should let you make decisions before you open anything. Which node is almost full, which one is in a better harvest zone, which one is worth visiting right now — that should be visible from the world view.

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How production works

⛏️ Production keeps running between visits
  • Each hotspot has a base rate per hour.
  • Each hotspot has a base capacity.
  • The node accumulates resource over real elapsed time since the last update.
  • Once the silo reaches cap, growth stops until you collect.
  • Harvest collects whole units only; partial residue remains and keeps growing.
🕰️ Works in the background 🧱 Stops at cap 🧮 Partial storage persists 🧺 Harvest = whole units only

If you harvest every node too early, you stay safe from overflow, but you also spend most of your time below the thresholds where Farm becomes genuinely rewarding.

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Hotspot upgrades

Every hotspot has three local upgrade branches. They shape the node in different ways, and none of them are decorative.

⚙️ Speed
  • What it changes: how quickly the node produces resource.
  • What it feels like: more value between visits and a faster climb back into the good harvest zone.
  • Why it matters: it is the most direct growth branch and often the first thing you feel on an active playstyle.
🏺 Capacity
  • What it changes: how much the node can hold before stalling.
  • What it feels like: more breathing room and fewer painful “I left it capped for hours” moments.
  • Why it matters: it also helps you live in the high-fill region where bonus rolls become meaningful.
🍀 Luck
  • What it changes: the strength of your harvest bonus roll.
  • Luck bias: some hotspots come with an innate advantage such as +1 or +2 Luck bias.
  • Luck weight: each Luck level counts as 3 Luck power, then the hotspot’s own bias is added on top.
  • What it feels like: more procs, especially on well-timed, near-full collections.

Speed decides how fast a hotspot becomes interesting again. Capacity decides how forgiving your schedule is. Luck decides how often a harvest turns into a story instead of a routine pickup.

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Bonus profiles

Every hotspot has one main bonus profile. That profile is rolled only when you press Harvest. It is not an offline payout. It is the reward for timing.

🎁 Main bonus profiles
  • Micro Drop — instant extra resource on Harvest.
  • Yield Bonus — extra units based on what you just collected, with clear minimum and maximum caps.
  • Cycle Boost — a local production-speed buff for that hotspot only, usually for 2 hours.
  • Craft Boost — a timed crafting buff: +10% to craft odds for a limited duration, often up to 3 days. While active, it applies to your craft attempts and is not consumed by one successful craft.
  • Relic Roll — a direct relic trigger on the hotspot’s main bonus line.
  • Double Boost — a timed ×2 boost buff, usually 1 day, with rarer longer variants.
  • Multiplier Cap Lift — a timed cap-lift buff, usually 1 day, with rarer longer variants.
🧩 Micro Drop 📈 Yield Bonus ⏱️ Cycle Boost 🧪 Craft Boost 💎 Relic Roll ✖️2 Double Boost 🧯 Cap Lift

Timed farm buffs are managed by their own duration logic. Some refresh behaviors depend on the kind of buff and the way it was granted, so the correct mindset is simple: treat them as timed windows, not as endlessly stackable permanent states.

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Why 65% and 85% matter

Farm bonuses are not just about upgrading the right node. They are about meeting the right fill threshold at the moment you collect.

🧱 65% — the main bonus threshold
  • Below 65% fill, the hotspot’s main bonus does not roll.
  • After 65%, the main bonus chance scales upward as you approach 100% fill.
  • That means an early harvest is still valid, but it is a practical collection, not a high-value one.
💎 85% — the secondary relic threshold
  • Most non-relic hotspots also carry a secondary relic roll.
  • It only enters the picture at 85%+ fill.
  • At full silo it starts around 0.18% base, can rise somewhat with Luck, and stays under a hard ceiling around 0.4%.

This is the real Farm rhythm: below 65% you are clearing storage, above 65% you are harvesting for value, and above 85% you are letting the quieter relic layer wake up as well.

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How bonus chance is built

🎯 Bonus chance breakdown

A Farm bonus starts from the hotspot’s own base trigger chance. Then your effective Luck is added in — and effective Luck is calculated as Luck level × 3 plus the hotspot’s built-in Luck bias. After that, Sound Interpreter multiplies bonus trigger chance by +15% per level. If the hotspot is relic-based, Field Recordist Bag 10+ also adds +0.45% flat relic trigger chance and unlocks a 5% duplicate chance on the primary relic drop. Finally, the whole result is scaled by the silo fill: below 65% the main roll stays off, and near 100% it reaches full strength.

🌑 Secondary relic roll

The secondary relic roll is separate from the main bonus profile. It appears on most non-relic hotspots once the node reaches 85%+ fill. It is intentionally rare, but it is real, and it also benefits from the same general farm relic-improvement layers that affect relic-oriented farming.

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Active Resonance and Farm-school bonuses

Farm is no longer isolated from the relic build layer. If your Active Resonance is built for it, the map feels different.

🎛 Farm-facing Active Resonance affixes
  • Farm Yield % — improves farm production/harvest value.
  • Farm Capacity % — increases silo size.
  • Farm Buff Duration % — extends timed farm buffs.
  • Farm Relic Roll % — improves farm relic roll pressure.
  • Farm Upgrade Cost % — reduces displayed farm upgrade prices.
🏫 Farm school set bonuses
  • 3 pieces: +8% Farm Yield
  • 5 pieces: +3.5% Farm Capacity
  • 8 pieces: +4% Farm Buff Duration, +7% Farm Relic Roll, +3% any relic-drop pressure
  • 11 pieces: +22% Farm Yield, +8% Farm Capacity, +9% Farm Buff Duration, +13% Farm Relic Roll, +5% any relic-drop pressure, and +2.5% Rare-tier roll pressure
🧴 Soothe Sauce and Farm-school relics

Soothe Sauce can amplify equipped relic affixes from the matching school. For Farm relics, the matching talent is Farm Banks Builder. The applied amplification is 2% × the lower of your Soothe Sauce level and the matching talent level. That means a proper Farm-school relic setup can be pushed much further than a plain “equip and forget” loadout.

Farm is strongest when the map layer and the relic layer talk to each other. A good hotspot is valuable. A good hotspot with the right resonance build feels engineered.

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Talents, statuses and synergies

Farm is touched by more systems than it first appears. Some raise production, some alter buff windows, some change relic behavior, and some start connecting your farm to other players.

🧠 Core Farm talents
  • Expedition Pathfinder — improves overall farm yield.
  • Task Artisan — strengthens SONO-side farm production.
  • Crafting Adept — strengthens fragment-side farm production.
  • Long Take Legend — adds +6% Farm Capacity per level.
  • Sound Interpreter — increases bonus trigger chance by +15% per level as a multiplier.
  • Relic Transmuter — shifts farm relic rarity direction once its level gate is met.
  • Field Recordist Bag 10+ — adds +0.45% flat relic trigger chance on relic-type bonuses and unlocks a 5% duplicate chance on primary farm relic drops.
🏦 Farm Banks Builder
  • -1% farm upgrade cost per level
  • +2% farm fill speed per level
  • +2% farm buff duration per level

Farm Banks Builder also unlocks a dedicated referral-network layer if all conditions are met: you need Farm Banks Builder 1+, Referral Resonator 10+, and a mutual referral link.

  • 1% of your farm collect is redirected into your mutual partner’s current farm fill.
  • When you roll a farm relic, there is a 2% chance to mirror that relic to your mutual partner.
🧭 Expedition synergy

The full 11/11 Expedition school set can unlock the next farm group one tier earlier. In practice, that means expedition completion is not only an adjacent system anymore — at the top end it directly changes the pace of farm map expansion.

♻️ Grandmaster effect

On Grandmaster accounts, farm rate and farm capacity receive their own late-game multipliers. That makes the map substantially stronger — and also pushes the economy pressure on upgrades much higher.

Farm is one of the most connected systems in the game now. Yield, fill speed, buff duration, relic pressure, referral spillover, set bonuses, and school amplification can all point at the same hotspot.

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Upgrade costs

Farm upgrades are shown in WOS, but they are built from a SONO-side reference and then converted through the current economy rate. That is why the number can move even if the hotspot itself did not change.

💸 Cost structure
  • Base branch prices:
    • Speed: 80
    • Capacity: 130
    • Luck: 180
  • Level growth: each next level grows by roughly ×1.34.
  • Depth multiplier: each deeper hotspot group adds about +30% to the underlying reference price.
  • Pool rate: the SONO-side reference is converted into the WOS price you actually see in the modal.
  • Farm-specific discounts: Farm Banks Builder and Farm-facing Active Resonance cost-reduction affixes can reduce the final shown price.
Speed base 80 Capacity base 130 Luck base 180 📈 ×1.34 per next level 🧭 Deeper groups cost more

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Hotspot directory (Main map)

Below is the current passport for every Main map farm node: resource type, base rate, base capacity, upgrade caps, bias, and main bonus profile. These are baseline server values. Your modal can show higher final values once talents, statuses, timed buffs and Active Resonance are applied.

🟩 Group 0 — starter nodes
  • campfireSONO
    Base rate: 0.50/hour • Base cap: 28 • Luck bias: +1
    Max levels: Speed 7, Capacity 6, Luck 4
    Primary bonus: Relic Roll
    Trigger at full silo: base 1.0% + 0.15% per effective Luck, capped at 7.0%
    Rarity weights: 95.0% Simple, 4.5% Rare, 0.45% Epic, 0.05% Legendary
  • pier_waterSONO
    Base rate: 0.50/hour • Base cap: 32 • Luck bias: +0
    Max levels: Speed 6, Capacity 5, Luck 4
    Primary bonus: Micro Drop
    Trigger at full silo: base 0.7% + 0.14% per effective Luck, capped at 6.5%
    Reward: +1…15 SONO
  • sea_wavesFragments
    Base rate: 1.50/hour • Base cap: 90 • Luck bias: +0
    Max levels: Speed 6, Capacity 5, Luck 4
    Primary bonus: Micro Drop
    Trigger at full silo: base 0.8% + 0.15% per effective Luck, capped at 6.2%
    Reward: +1…20 Fragments
🟦 Group 1 — after the sea
  • rain_areaSONO
    Base rate: 0.60/hour • Base cap: 36 • Luck bias: +0
    Max levels: Speed 8, Capacity 6, Luck 5
    Primary bonus: Yield Bonus
    Trigger at full silo: base 0.75% + 0.14% per effective Luck, capped at 6.5%
    Reward: +10% of collected, clamped to +1…15 SONO
  • anthillFragments
    Base rate: 1.50/hour • Base cap: 90 • Luck bias: +0
    Max levels: Speed 8, Capacity 6, Luck 5
    Primary bonus: Yield Bonus
    Trigger at full silo: base 0.75% + 0.14% per effective Luck, capped at 6.5%
    Reward: +10% of collected, clamped to +1…15 Fragments
  • forest_floorFragments
    Base rate: 2.40/hour • Base cap: 150 • Luck bias: +0
    Max levels: Speed 8, Capacity 6, Luck 5
    Primary bonus: Cycle Boost
    Trigger at full silo: base 0.60% + 0.13% per effective Luck, capped at 6.0%
    Effect: ×1.15 rate for 2 hours
🟨 Group 2 — after forest and storm
  • waterfallSONO
    Base rate: 1.05/hour • Base cap: 42 • Luck bias: +1
    Max levels: Speed 9, Capacity 6, Luck 5
    Primary bonus: Cycle Boost
    Trigger at full silo: base 0.65% + 0.13% per effective Luck, capped at 6.0%
    Effect: ×1.18 rate for 2 hours
  • hydrophoneSONO
    Base rate: 1.11/hour • Base cap: 42 • Luck bias: +2
    Max levels: Speed 9, Capacity 6, Luck 5
    Primary bonus: Relic Roll
    Trigger at full silo: base 0.8% + 0.20% per effective Luck, capped at 7.0%
    Rarity weights: 94.0% Simple, 5.2% Rare, 0.70% Epic, 0.10% Legendary
  • bridgeSONO
    Base rate: 0.66/hour • Base cap: 42 • Luck bias: +0
    Max levels: Speed 9, Capacity 6, Luck 5
    Primary bonus: Micro Drop
    Trigger at full silo: base 0.65% + 0.14% per effective Luck, capped at 6.0%
    Reward: +1…15 SONO
🟥 Group 3 — after river and field
  • station_buildingFragments
    Base rate: 2.70/hour • Base cap: 210 • Luck bias: +0
    Max levels: Speed 10, Capacity 7, Luck 6
    Primary bonus: Craft Boost
    Trigger at full silo: base 0.55% + 0.13% per effective Luck, capped at 6.0%
    Effect: +10% craft odds for up to 3 days
  • train_stationSONO
    Base rate: 0.75/hour • Base cap: 48 • Luck bias: +0
    Max levels: Speed 10, Capacity 7, Luck 6
    Primary bonus: Yield Bonus
    Trigger at full silo: base 0.8% + 0.14% per effective Luck, capped at 6.5%
    Reward: +12% of collected, clamped to +1…20 SONO
  • locomotiveSONO
    Base rate: 1.14/hour • Base cap: 54 • Luck bias: +1
    Max levels: Speed 10, Capacity 7, Luck 6
    Primary bonus: Multiplier Cap Lift
    Trigger at full silo: base 1.8% + 0.16% per effective Luck, capped at 7.5%
    Effect: timed cap-lift buff, usually 1 day
🟪 Group 4 — after station and train
  • square_peopleSONO
    Base rate: 1.38/hour • Base cap: 78 • Luck bias: +0
    Max levels: Speed 11, Capacity 7, Luck 6
    Primary bonus: Double Boost
    Trigger at full silo: base 1.4% + 0.15% per effective Luck, capped at 7.0%
    Effect: timed ×2 boost buff, usually 1 day
  • tramSONO
    Base rate: 1.08/hour • Base cap: 57 • Luck bias: +0
    Max levels: Speed 11, Capacity 7, Luck 6
    Primary bonus: Double Boost
    Trigger at full silo: base 1.2% + 0.15% per effective Luck, capped at 7.0%
    Effect: timed ×2 boost buff, usually 1 day
  • fountainSONO
    Base rate: 0.81/hour • Base cap: 51 • Luck bias: +0
    Max levels: Speed 11, Capacity 7, Luck 6
    Primary bonus: Micro Drop
    Trigger at full silo: base 0.65% + 0.14% per effective Luck, capped at 6.0%
    Reward: +1…25 SONO
  • shopFragments
    Base rate: 2.25/hour • Base cap: 270 • Luck bias: +0
    Max levels: Speed 11, Capacity 7, Luck 6
    Primary bonus: Craft Boost
    Trigger at full silo: base 0.55% + 0.13% per effective Luck, capped at 6.0%
    Effect: +10% craft odds for up to 3 days
  • churchSONO
    Base rate: 1.29/hour • Base cap: 102 • Luck bias: +1
    Max levels: Speed 11, Capacity 7, Luck 6
    Primary bonus: Relic Roll
    Trigger at full silo: base 0.7% + 0.20% per effective Luck, capped at 7.0%
    Rarity weights: 95.5% Simple, 4.0% Rare, 0.45% Epic, 0.05% Legendary
  • crosswalkSONO
    Base rate: 1.14/hour • Base cap: 87 • Luck bias: +0
    Max levels: Speed 11, Capacity 7, Luck 6
    Primary bonus: Cycle Boost
    Trigger at full silo: base 0.60% + 0.13% per effective Luck, capped at 7.0%
    Effect: ×1.15 rate for 2 hours
⬛ Group 5 — late main-map nodes
  • road_trafficSONO
    Base rate: 1.50/hour • Base cap: 54 • Luck bias: +0
    Max levels: Speed 12, Capacity 8, Luck 7
    Primary bonus: Multiplier Cap Lift
    Trigger at full silo: base 2.0% + 0.16% per effective Luck, capped at 7.5%
    Effect: timed cap-lift buff, usually 1 day
  • tram_stationFragments
    Base rate: 2.64/hour • Base cap: 156 • Luck bias: +1
    Max levels: Speed 12, Capacity 8, Luck 7
    Primary bonus: Yield Bonus
    Trigger at full silo: base 0.75% + 0.14% per effective Luck, capped at 7.5%
    Reward: +10% of collected, clamped to +1…50 Fragments
💎 Secondary relic route

Most non-relic hotspots also carry a small secondary relic route once the node reaches 85%+ fill. That chance starts very low, but it is part of the real value of high-fill collecting, especially once your Farm-school resonance and relic-roll layers are properly developed.

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Practical tips

✅ What to upgrade first
  • If you check the map rarely: start with Capacity. It gives you buffer, keeps you away from dead time at cap, and makes high-fill harvesting easier.
  • If you check the map often: start with Speed. You will feel the difference immediately.
  • If you are hunting buffs or relics: invest into Luck, but only if you actually harvest in the strong fill window.
🎣 How to fish for good harvests
  • Below 65%, the main bonus is asleep.
  • At 65%+, the node becomes worth timing.
  • At 85%+, non-relic nodes gain a real secondary relic angle.
  • If you proc Cycle Boost, return to that hotspot while the local buff window is still active.
  • If your build includes Farm-school resonance, stop treating nodes as identical. Some should be harvested for resource, some for buffs, some almost entirely for relic pressure.
🛑 If you click too fast

Farm has its own anti-spam protection. If you hammer refresh, collect and upgrade actions too quickly, the game can temporarily throttle the requests. It is normal behavior. Pause for a moment and continue.

The best farm accounts are built with intent. One player turns the map into passive income. Another turns it into a relic laboratory. Another turns it into a timed-buff engine. The hotspots stay the same; the account around them decides what they become.

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FAQ

❓ Common questions

I pressed Harvest and got less than I expected

  • The hotspot may have held a partial amount and only the whole number was collectible.
  • The remaining fraction stays in the silo and continues growing.

Why does the main bonus chance show 0%

  • Because the hotspot is below the main threshold.
  • The main bonus line only wakes up at 65%+ fill.

I upgraded Luck, but bonuses still feel rare

  • Luck needs fill.
  • If you harvest too early, you are paying for a stat you are not letting work.
  • Sound Interpreter and high-fill timing make Luck feel dramatically better.

What happens to Craft Boost after one successful craft

  • Nothing special happens to it.
  • Craft Boost is a timed buff, not a one-use ticket.
  • While it is active, it keeps applying to your craft odds until the timer ends.

Why do farm upgrade prices move

  • Because the displayed WOS price is built through the current economy rate.
  • The node is local, but the price language is global.

Does Farm interact with Active Resonance now

  • Yes.
  • Farm has its own resonance-facing affixes and its own school set bonuses.
  • That interaction is one of the biggest reasons the modern farm system feels deeper than the early version.

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