Official player guide

Reverie Farm: Tending the Signal Fields

The Farm begins where the route leaves something behind: a cable in wet grass, a microphone near moving water, a small station room still holding its electrical hum. Once a hotspot has been opened, it keeps gathering ☎ SONO or 🧩 Relic Fragments while the operator is elsewhere. The field stores time as resource, then waits for a deliberate Harvest.

Every node has its own pace, silo, upgrade ceiling and bonus character. Some are dependable resource banks. Others can surface Sonic Relics, extend a listening circuit, keep the Craft bench active, accelerate one local production cycle or send a quiet share of the harvest through a mutual Farm link. The Resonance Orchard adds eleven school-bound nodes whose access changes with the relics currently held in Active Resonance.

This guide begins with the first three shoreline hotspots and continues through the complete RFV178 system: map access, production and capacity, Harvest settlement, all bonus profiles, both relic routes, upgrades and refund, seasonal layers, Farm-school builds, mutual-partner effects, Grandmaster infrastructure, achievements and every configured hotspot.

Last updated: August 5, 2026
Updated by: Aliaksandr Siletski
Mechanics baseline: RFV178

The whole Farm in one reading

Open the Expedition map, choose an available 🌾 hotspot and let its silo fill. Speed raises the amount produced each hour. Capacity increases the amount that can wait. Luck strengthens the node’s bonus signals. Harvest moves whole units into the account and leaves the fractional remainder in the field. The primary profile opens at 65% fill. Ordinary non-relic nodes also carry an independent relic signal from 85%. Upgrade prices are shown in 🪙 WOS, follow the current in-game pool rate and can be reclaimed through a protected full reset.

The first twenty nodes belong to the main expedition route. Four more live on BG Farm in Crete. Eleven school nodes form the Resonance Orchard. Main-route access can become permanent; Orchard access remains tied to the live equipped board. A good Farm plan therefore has two parts: infrastructure that keeps working every day, and a harvesting rhythm chosen for the reward you need.

35configured production hotspots
65% / 85%primary and secondary gates
+50% / +30%Speed and Capacity per level
35 daysFarm-earned buff stack ceiling

What Farm hotspots are

A hotspot is a passive production node attached to a place on the Expedition map. It keeps time on the server, fills toward a fixed capacity and waits for a manual Harvest. Finishing the nearby expedition opens access; it does not move Farm resources into the player balance.

☎ SONO fields

Produce in-game SONO Store Balance. Explorer, Mining Pass, Pathfinder, Task Artisan, Farm Banks Builder, Speed and Farm Fill Speed can raise their hourly pace.

🧩 Fragment fields

Produce Relic Fragments. Explorer, Pathfinder, Crafting Adept, Farm Banks Builder, Speed and Farm Fill Speed support their hourly pace.

🎁 Bonus fields

Each node owns one primary profile: extra resource, a local cycle, Craft support, listening support or a relic signal.

🗺 Permanent map infrastructure

Once a hotspot opens through expedition progress or a valid early-unlock build, the server records that access permanently.

The Farm rewards two rhythms. Frequent operators can favor Speed and local cycles. Operators who return after long gaps can favor Capacity. Relic hunters wait for deep fill and invest in Luck, Sound Interpreter and Farm relic signals.

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The practical Farm loop

Complete Expeditions Open a hotspot group Let the silo fill Choose the harvest window Collect whole units Resolve primary and secondary signals Upgrade or reroute the build
  1. Open the Expedition map and tap a Farm hotspot.
  2. Read current stored amount, exact fill percentage, rate per hour, capacity and local bonus preview.
  3. Harvest early when the resource is needed immediately, or wait past 65% when the primary bonus matters.
  4. Wait past 85% when the independent secondary relic signal matters.
  5. Spend WOS on the branch that fits the node’s role.
  6. Revisit the map after changing talents, statuses or Active Resonance; the live rate and capacity are recalculated.
The Farm calculates time between server timestamps

Closing the tab does not stop production. A node fills until its current capacity, then waits at the cap.

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Maps and access

The Farm is distributed across several maps. Opening a map and opening a hotspot are separate checks. A player may see a map while later nodes remain locked, or satisfy a node’s expedition group while the map itself still has a special gate.

Main Reverie Map

Twenty production hotspots arranged through six expedition-driven groups. This is the normal progression route, beginning at the shoreline and moving through forest, river, railway and city recordings.

Second Map

The portal and map shell exist, but RFV178 contains no authoritative producing Farm hotspot configuration there yet. Sound points and future territory should not be mistaken for active silos.

BG Farm / Crete

Four production nodes behind a mutual-referral route connected with bgiannarakis80. Once the map gate is satisfied, its Tomatoes, Olives, Beans and Cabbage nodes have no expedition-group requirement.

Resonance Orchard

Eleven school-bound nodes read the current Active Resonance board. The map asks for eight equipped relics at Lv5+, and each tree asks for five relics from its own school. This access is live and can change when the build changes.

Permanent access and live access are different

Main-route early unlocks are persisted when the node opens. Resonance Orchard does not write the same permanent access mark: it is a working extension of the equipped relic board. Harvest important Orchard storage before dismantling the build that opens it.

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Main Map unlock groups

A node marked Group N normally opens after every Expedition in groups 0 through N−1 has been completed. The current group itself is the territory you are opening next.

Farm group Field region Normal requirement Hotspots opened
G0 Shoreline Open from the beginning Campfire by the beach hut · Pier near the water · Sea Waves
G1 Forest and Storm Complete the Sea expedition group Rain puddles and cables · Forest anthill · Forest floor ambience
G2 River and Field Complete Sea, Forest and Storm groups Waterfall · Hydrophone in the river · Bridge over the river
G3 Railway Complete Sea, Forest, Storm, River and Field groups Waveform Station building · Train station atmosphere · Steam locomotive engine
G4 City Complete all earlier groups through Train and Station Square with kids and people · City tram · City fountain · Shop front · Snowy church · Pedestrian crossing
G5 Metro Edge Complete all earlier groups through Tram City and Square Main road traffic · Tram station atmosphere
Unlocked Farm access survives weekly Expedition reuse

When the server sees an available Farm group, it writes a permanent unlock flag for those hotspots. A later Expedition replay cycle cannot close the equipment you already reached.

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Early group unlocks

Main Map groups normally follow expedition completion in order. Two late-game circuits can each reduce the effective group requirement by one step. They can operate together.

Trail Choir 11/11

Equip eleven Expedition-school relics and complete the full Expedition set threshold. The set supplies one early Farm-group step.

Builder–Pathfinder bridge

Reach effective 🏦 Farm Banks Builder 15 and effective 🧭 Expedition Pathfinder 15. Together they supply one additional early step.

With both circuits active, a Group 5 node can be evaluated as Group 3. When this dynamic route opens an ordinary Main Map hotspot, RFV178 records the access so the node remains available after the build changes. The shortcut changes the access check; it does not lower upgrade prices, node ceilings or the expedition requirements of unrelated systems.

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BG Farm / Crete

The third map is a field-recording tribute to BG and his real farm on Crete. Its access route is deliberately personal. bgiannarakis80 always has access. Another operator needs an activated mutual referral relationship in both directions.

Tomatoes Farm

Produces 🧩 Fragments and carries a primary Farm relic signal.

Olives Farm

Produces 🧩 Fragments and carries the stronger Crete relic rarity table.

Beans Farm

Produces ☎ SONO and can grant the account-wide Double Boost listening circuit.

Cabbage Farm

Produces ☎ SONO and can grant Cap Lift for the listening Total Multiplier.

After the mutual gate is satisfied, these four hotspots have no expedition-group locks. They still keep their own upgrade levels, WOS costs, fill windows and bonus rolls. BG Farm Guest requires access plus at least one upgrade on a Crete hotspot. Fully maxing all four nodes opens Crete Field Chief.

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Resonance Orchard

The Orchard is the late-game Farm map inside Active Resonance. Field recordists describe it as the place where the last open microphone keeps listening after its operator has gone. Its gates are live: the map reads the relics currently equipped, not a permanent achievement mark.

Map gate

At least 8 occupied Active Resonance slots, and every equipped relic must be Lv5 or higher.

Tree gate

Each node requires at least 5 equipped relics from its matching school.

Live access

Removing a required relic can close the map or a tree again. Orchard access is intentionally not stored as permanent Farm access.

What makes an Orchard node different

  • Every node uses the primary relic profile and always generates its matching school.
  • The base relic trigger is ×3 the ordinary Farm relic baseline.
  • Five matching pieces open the node. Pieces six through ten add +10% relative trigger pressure each, up to another ×1.50.
  • School depth also opens an initial relic-level roll. Orchard relics can begin from Lv0 to Lv10; the live preview shows the current curve.
  • SONO trees begin at 1.62/h with a base silo of 110. Fragment trees begin at 2.90/h with a base silo of 285.
  • Every Orchard node reaches Speed 16 / Capacity 9 / Luck 10 and costs 20% more to calibrate than an equivalent Group-0 node before other cost layers.

How school depth changes the relic

Five matching pieces do two jobs: they open the tree and begin the initial-level curve. Pieces six through ten strengthen the same progression route used by other advanced relic-generation systems. The generated relic may still begin at Lv0; deeper school coverage improves the chance of entering Lv1–Lv10. Rarity, quality and starting level are separate rolls.

A tree always writes its own school onto the relic. This remains true for a Bag duplicate. A partner mirror also follows the school of the originating tree, while its starting level is evaluated from the receiving player’s matching school depth.

The eleven school nodes

SONO trees

Listening, Learn, Referral, Expedition, Economy and Tasks.

Fragment trees

Craft, Phrase, Daily, Farm and Relic Hunt.

Harvest before changing a fragile Orchard build

Production already stored remains attached to the hotspot, but access follows the live board. Harvesting before a major rebuild avoids leaving a developed node behind a closed school gate.

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How to read a hotspot

Field Meaning
Stored The whole collectible amount currently visible. The server also keeps a hidden fractional remainder.
Exact stored amount The fractional server value used to calculate fill and future production.
Rate / hour Current production pace after Speed, statuses, talents, Farm Fill Speed, GM Reset and an active local Cycle Boost.
Capacity The current silo ceiling after Capacity upgrades, Long Take Legend, Farm Capacity and GM Reset.
Fill Exact stored amount divided by capacity. Primary and secondary bonus gates read this value before Harvest.
Speed / Capacity / Luck The three local branch levels on this one hotspot.
Effective Luck Luck level ×3, plus the hotspot’s hidden bias, then multiplied by Farm Luck from Active Resonance.
Primary bonus preview Current chance at the current fill, full-silo chance, gate and profile-specific outcome.
Secondary relic preview The independent 85%+ relic signal on non-relic primary hotspots.
Active local buffs Cycle Boost state and remaining time for this particular hotspot.

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Production rate: what makes the silo fill faster

Base rate × Speed × Explorer × Mining Pass when eligible × Pathfinder × resource talent × Farm Banks Builder × Farm Fill Speed × GM Reset × active Cycle Boost

The hotspot card shows the result of this chain as Rate / hour. Pathfinder, the resource-specific talent and Farm Banks Builder are part of that live fill rate in RFV178. The separate Farm Yield affix acts later during Harvest and should not be confused with the hourly number.

Layer Current RFV178 effect
Speed upgrade Multiplier = 1 + 0.50 × Speed level. Each level adds 50% of the node’s base rate.
🌌 Sonic Explorer ×1.20 to all SONO and Fragment hotspot production.
⛏ Mining Pass ×1.10 on SONO hotspots only.
🧭 Expedition Pathfinder ×(1 + 3% × effective level) on every hotspot.
🎭 Task Artisan ×(1 + 3% × effective level) on SONO hotspots.
⚒️ Crafting Adept ×(1 + 3% × effective level) on Fragment hotspots.
🏦 Farm Banks Builder ×(1 + 3% × effective level) to Farm fill speed.
Farm Fill Speed Active Resonance percentage applied to the completed hourly rate.
🧠 Grandmaster Reset ×5 to hourly production.
Cycle Boost ×1.50 on its own hotspot during the active interval.
Farm Yield is a harvest layer

Farm Yield, Achievement Rank and Summer or Winter reward maps can enlarge the collected payout. They do not change the silo’s stored amount per hour unless the effect explicitly says Fill Speed.

Simple example

A 1.00/h node at Speed 4 begins with a Speed multiplier of 3.00. Explorer raises that to 3.60/h. Pathfinder 10 raises it to 4.68/h. Farm Banks Builder 10 raises it to 6.084/h. The example omits resource-specific talents, Mining Pass, resonance and GM Reset.

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Capacity and offline accumulation

Capacity = floor(base capacity × (1 + 0.30 × Capacity level) × (1 + 0.06 × Long Take Legend level)), then Farm Capacity, then GM Reset ×5
  • Each Capacity level adds 30% of the base silo size.
  • Long Take Legend adds 6% capacity per effective level.
  • Farm Capacity from Active Resonance is applied after the local and talent capacity layers.
  • Grandmaster Reset multiplies the resulting capacity by five.
  • Production stops at the calculated cap. Time spent full cannot be recovered later.
  • A larger silo improves long absences and makes deep-fill bonus windows easier to schedule.

Current resource is accumulated under the stats that were active during each elapsed interval. A Cycle Boost applies only to the overlap between its grant and expiry timestamps.

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Harvest settlement

Accumulate exact stored amount Read fill before collection Take floor(stored) Apply Farm Yield Apply Achievement Rank Credit resource Resolve bonuses

Fractional storage

When a silo holds 12.84 units, Harvest moves 12 whole units through the main payout route and leaves 0.84 in the hotspot. The remainder continues accumulating from its new timestamp.

Main payout bonuses

  • Farm Yield from Active Resonance raises the integer main harvest.
  • Achievement Rank raises that yield-adjusted main harvest.
  • The final main amount increments the account’s lifetime SONO or Fragment Farm counter.
  • Bonus micro-drops and yield extras are credited as separate Farm bonus transactions.

Mutual referral spillover

With Farm Banks Builder 1+, 🔗 Referral Resonator 10+ and a mutual referral partner, 1% of the final main harvest is copied into the partner’s same hotspot fill. The copied amount is rounded down, respects the partner’s capacity and never reduces the harvesting player’s payout.

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Speed, Capacity and Luck upgrades

📈 Speed

Adds 50% of base rate per level. Best for regularly harvested nodes and local Cycle Boost builds.

📦 Capacity

Adds 30% of base capacity per level. Best for long offline gaps and safe 65–100% harvesting.

🎯 Luck

Adds three effective luck points per level. Best on relic, Double Boost, Cap Lift and other valuable profile nodes.

Different nodes have different ceilings

The server adds three global Speed levels and two global Luck levels to each hotspot’s individual configuration. Main Map and BG nodes currently finish between Speed 9–15, Capacity 5–8 and Luck 6–9. Every Resonance Orchard node finishes at Speed 16 / Capacity 9 / Luck 10. The Complete Hotspot Directory lists each node’s exact final `Speed / Capacity / Luck` ceiling.

Upgrading preserves current storage

Before an upgrade is applied, the server settles production under the old stats. The node keeps its stored amount, receives the new branch level and continues from the upgrade timestamp under the new calculation.

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Dynamic WOS upgrade cost

Every upgrade preview is a fresh workshop quote. It uses the node, the next branch level, the current pool ratio and the account’s active discount layers. The number shown in the button is therefore the price to trust at that moment.

Farm upgrades are priced in a SONO-equivalent workshop value, then converted into 🪙 WOS through the live SONO/WOS Frequency Pool.

Branch Base SONO-equivalent
Speed 80
Capacity 130
Luck 180
SONO-equivalent = branch base × (1 + 0.30 × hotspot group) × 1.34^(new level − 1) × node cost multiplier
Apply Token Alchemist Apply Farm Banks Builder Convert through live pool rate Apply Farm Upgrade Cost resonance Apply GM Reset ×25 Round up to whole WOS
  • 🧪 Token Alchemist reduces the SONO-equivalent cost by 4.5% per level, with a 55% floor.
  • 🏦 Farm Banks Builder reduces it by 1.5% per level, with its own 25% floor.
  • Farm Upgrade Cost from Active Resonance reduces the converted WOS value, with a 25% floor for that layer.
  • 🧠 Grandmaster Reset multiplies the resulting WOS cost by 25.
  • The live pool ratio makes a screenshot of an old WOS price an historical quote.

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Resetting a hotspot and receiving the WOS back

Each hotspot has a protected full reset route. Speed, Capacity and Luck return to zero, and the WOS value of the bought levels is refunded without a penalty.

Historical ledger covered

The refund uses the exact WOS recorded for every upgrade purchase on that hotspot.

Older incomplete history

The server uses a guarded current-formula fallback for the whole reset instead of mixing partial ledgers and estimates.

  • Stored resource is settled under the current upgraded stats before reset.
  • If stored resource exceeds the level-zero capacity, reset is blocked with Harvest Before Reset.
  • Harvest until the exact stored amount fits the reset capacity, then repeat the reset.
  • Current resource remains in the hotspot after reset when it fits.
  • The old upgrade ledger is cleared after a successful reset, and future upgrades begin a fresh exact history.
  • The refund uses an idempotent WOS transaction, so a safe retry cannot pay twice.

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Primary bonus chance: the 65% harvest window

Every producing hotspot owns one primary profile. Its chance is closed below 65% fill. At exactly 65%, the window has opened but its scale still begins at zero. From there the chance rises linearly toward the node’s full calculated pressure at 100%.

Ordinary full pressure = hotspot base + per-Luck pressure → Sound Interpreter → profile-specific layers → node cap
Current pressure = full pressure × ((fill − 65%) ÷ 35%), clamped from zero to the node maximum

The common layers

  • Each local Luck level contributes three effective Luck points. The hotspot’s own bias and Farm Luck are added to the score.
  • 🧸 Sound Interpreter multiplies primary bonus pressure by +15% per effective level.
  • At 82.5% fill, half of the full-silo pressure is active. At 100%, the complete calculated pressure is active.
  • Each profile has its own hard maximum. Ordinary primary nodes currently cap around 6–7.5%; Orchard relic nodes cap at 8.5%.

Extra layers on a primary relic profile

  • All Farm relic profiles receive the current ×1.60 Farm relic baseline.
  • 🎒 Field Recordist Bag 10+ adds an absolute +0.45 percentage points before the fill scale.
  • Farm Relic Roll and general relic-source pressure can multiply the resulting trigger chance.
  • Resonance Orchard applies an additional ×3 base trigger. Matching pieces six through ten add +10% relative pressure each, up to ×1.50.
Luck changes probability, not the rarity table

Luck and Sound Interpreter help the signal appear. Explorer, Relic Transmuter and rarity-tier affixes shape what the relic becomes after that signal succeeds. A high trigger chance does not guarantee a high-rarity relic.

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The seven primary bonus profiles

Profile Result Current hotspots
Relic signal Runs the hotspot’s own rarity table. Relic Transmuter, Explorer, Farm relic signals and tier signals can reshape the result. Orchard trees also force the matching school and can roll a starting level. Campfire by the beach hut · Hydrophone in the river · Snowy church · Tomatoes Farm · Olives Farm · all eleven Resonance Orchard trees
Micro-drop Adds a random amount of the same resource produced by the hotspot. Pier near the water · Sea Waves · Bridge over the river · City fountain
Yield bonus Adds a percentage of the integer pre-resonance harvest, bounded by that hotspot’s minimum and maximum extra reward. Rain puddles and cables · Forest anthill · Train station atmosphere · Tram station atmosphere
Cycle Boost Raises this hotspot’s production rate to ×1.50 for a timed cycle. Forest floor ambience · Waterfall · Pedestrian crossing
Craft Boost Grants +10 percentage points to Crafting success for a timed period. Waveform Station building · Shop front
Double Boost Grants the listening Double Boost circuit: Total Multiplier ×2 while active. Square with kids and people · City tram · Beans Farm
Cap Lift Disables the normal listening Total Multiplier ceiling while active. Steam locomotive engine · Main road traffic · Cabbage Farm

Micro-drop

Rolls a configured integer range and credits the same resource as the hotspot. Farm Yield from Active Resonance raises the rolled extra amount.

Yield bonus

Calculates a percentage from the integer harvest before Farm Yield and Achievement Rank, rounds upward, clamps to the hotspot’s minimum and maximum, then applies Farm Yield to the extra.

Cycle Boost

Applies ×1.50 production to that exact hotspot. Its base duration is 24 hours before Farm Banks Builder and Farm Buff Duration. The server tracks the real overlap period, so production before the grant or after expiry remains at normal pace.

Craft Boost

Grants +10 percentage points to Crafting success for three base days. It is a timed account buff and is not consumed by one craft.

Double Boost and Cap Lift

Double Boost multiplies listening Total Multiplier by two. Cap Lift removes the normal listening Total Multiplier ceiling. Neither changes Farm production directly after it has been granted.

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The secondary relic signal at 85% fill

Every ordinary hotspot whose primary profile is not already a relic carries a second, independent Farm relic route. It is deliberately deeper than the primary profile: the signal begins at 85% fill and reaches its full calculated pressure at 100%.

Secondary relic setting RFV178 value
Fill gate 85%
Base full-silo pressure 0.30%
Per effective Luck +0.15 percentage points
Hard chance ceiling 5%
Base rarity weights Simple 96% · Rare 3.5% · Epic 0.45% · Legendary 0.05%

Sound Interpreter, Farm Relic Roll and general relic pressure apply to this route. Explorer and Relic Transmuter can reshape its rarity weights after the signal succeeds. The primary profile and secondary relic route are separate checks, so a deep-fill harvest can grant the node’s ordinary bonus and a secondary relic in the same settlement.

No Bag duplicate on this lane

The current 5% Field Recordist Bag duplicate check belongs to a relic generated by a primary relic profile.

Partner mirror remains possible

A secondary relic can still enter the 2% mutual-partner mirror route when the Farm network is active.

Primary relic nodes do not receive a second relic check

Campfire, Hydrophone, Snowy Church, Tomatoes, Olives and every Orchard tree already use the primary profile for relic generation.

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Farm relic identity and rarity

A successful Farm relic signal creates a fresh quantity-one Sonic Relic. It receives a new ID, icon, Memory Word, quality, source and affix identity. The field never withdraws a relic from another system to satisfy the drop.

Primary source

farm:hotspot_id records a primary relic profile.

Secondary source

farm:hotspot_id:secondary records the high-fill route.

Orchard source

The ordinary primary source is retained, while school and starting level are written by the tree.

Trigger, rarity, quality and starting level

These are separate decisions. The trigger decides whether a relic appears. The rarity table chooses Simple, Rare, Epic or Legendary. Quality is rolled through the generated-relic quality route. Resonance Orchard can then add a starting level from Lv0 to Lv10 according to the number of matching school pieces.

Explorer and Relic Transmuter

🌌 Explorer gently changes the normalized rarity weights. Effective 🎯 Relic Transmuter begins shifting Farm rarity toward Rare, Epic and Legendary once the player has reached Level 30. Transmuter does not create another Farm check, increase stored resource or raise the primary profile chance by itself.

Quality through Soothe Sauce

At effective 🫙 Soothe Sauce 15, relics generated by the major gameplay systems — including Farm relics — can roll the wider quality ladder instead of remaining fixed to the base quality.

Active Resonance tier signals

Farm Relic Roll supports the Farm source. General any-relic, Rare+, Epic+ and Legendary signals can strengthen the relevant trigger or rarity lane. The in-game hotspot preview separates trigger chance from the rarity breakdown so the two are not mistaken.

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Duplication and the mutual Farm network

Farm relic generation can continue through two independent routes. One belongs to the harvesting player’s Field Recordist Bag. The other belongs to a qualified mutual Farm link. Neither route reduces the original reward.

🎒 Field Recordist Bag duplicate

Effective Bag 10+ opens a base 5% duplicate check after a relic appears from a primary relic profile. Relic Duplicate Chance can scale the probability up to the Farm route’s 20% cap.

The copy keeps the rarity but receives a new ID, icon, Memory Word and quality. On an Orchard tree it also keeps the forced school and uses the same starting-level result as the originating primary drop.

🔗 Mutual-partner relic mirror

Effective Builder 1+, Referral Resonator 10+ and a mutual activated referral link open a 2% mirror check for a Farm relic. The partner must have access to the relevant map and hotspot.

Primary and secondary Farm relics can enter this mirror route. A Bag duplicate does not create another independent chain of mirror checks. The mirrored relic receives its own identity on the partner account.

Harvest spillover

The same mutual network copies 1% of the final main harvest, rounded down, into the partner’s version of the same hotspot. The copied amount is limited by the partner’s remaining silo space. The harvesting player keeps the entire payout.

The partner needs the same piece of field infrastructure

A mutual link alone is not enough. Spillover and mirrors also respect map and hotspot access. The network cannot place production into a node the receiving player has never opened.

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Talents, statuses and Grandmaster infrastructure

Build layer Authoritative Farm effect What it does not do
🌌 Sonic Explorer +20% production rate on every resource hotspot. Does not expand capacity.
⛏ Mining Pass +10% production rate on SONO hotspots. Does not affect Fragment hotspots.
🧭 Expedition Pathfinder +3% production rate per effective level on all hotspots. Does not raise capacity or bonus chance.
🎭 Task Artisan +3% production rate per effective level on SONO hotspots. Does not affect Fragment hotspots.
⚒️ Crafting Adept +3% production rate per effective level on Fragment hotspots. Does not affect SONO hotspots.
✒️ Long Take Legend +6% capacity per effective level. Does not raise rate per hour.
🧸 Sound Interpreter Multiplies Farm bonus-proc pressure by +15% per effective level. Does not guarantee a proc.
🎒 Field Recordist Bag At 10+, adds +0.45pp to primary relic chance and opens 5% Farm relic duplication. Does not improve non-relic primary profiles.
🎯 Relic Transmuter At player Level 30+, reshapes Farm relic rarity weights. Does not create an extra roll.
🧪 Token Alchemist Reduces Farm upgrade SONO-equivalent cost by 4.5% per level, with a 55% floor. Does not improve production.
🏦 Farm Banks Builder −1.5% upgrade cost, +3% fill speed and +2% Farm buff duration per effective level. Does not directly add harvest yield.
🧠 Grandmaster Reset ×5 rate, ×5 capacity and ×25 upgrade cost. Does not bypass map access.

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Farm Banks Builder: the dedicated infrastructure talent

−1.5% / levelFarm upgrade cost
+3% / levelFarm fill speed
+2% / levelFarm buff duration
Lv15 bridgeone early group with Pathfinder 15

Builder is applied as an effective talent, so Grandmaster super levels and the current talent snapshot matter. Its fill-speed layer works across all resources. Its duration layer extends Double Boost, Cap Lift, Cycle Boost and Craft Boost before those rewards are stacked onto an active Farm-earned timer.

Builder also opens the mutual Farm network when it is at Level 1+ together with Referral Resonator 10+ and a mutual referral link. That network supplies 1% harvest spillover and a 2% Farm relic mirror chance. Builder also powers Farm-school equipped relics through Soothe Sauce. The applied direct-affix amplification is 2% × the smaller of effective Soothe Sauce and effective Farm Banks Builder.

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Active Resonance and Farm affixes

Farm modifier Where it acts
Farm Yield Main harvest and resource bonus amounts after their base integer roll.
Farm Capacity Final silo capacity before the Grandmaster ×5 layer.
Farm Fill Speed Current rate per hour.
Farm Luck Multiplies effective Luck after local Luck levels and hotspot bias.
Farm Buff Duration Extends Farm-earned Double Boost, Cap Lift, Cycle Boost and Craft Boost grants.
Farm Relic Roll Strengthens Farm relic source pressure.
Farm Upgrade Cost Reduces converted WOS upgrade prices, with a 25% floor for this layer.
Any-relic and tier signals Support Farm relic triggers and conditional Rare+, Epic+ or Legendary weighting.
Relic Duplicate Chance Scales the Bag-enabled Farm duplicate roll.

Soothe Sauce and Farm school

Direct Farm-affix amplification = 2% × min(effective Soothe Sauce, effective Farm Banks Builder)

This amplification applies to equipped Farm-school relic affixes. School-set bonuses are resolved through the broader set layer and the multi-class multiplier.

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Harvest Loop: the Farm-school set

Equipped Farm relics New set bonuses at this threshold
3 Farm Yield +8%
5 Farm Capacity +3.5%
8 Farm Buff Duration +4% · Farm Relic Roll +7% · any-relic signal +3%
11 Farm Yield +22% · Capacity +8% · Buff Duration +9% · Farm Relic Roll +13% · any-relic +5% · Rare+ +2.5%

Thresholds accumulate. The five-piece threshold also opens the Farm-school tree in Resonance Orchard when the eight-slot Lv5+ map gate is satisfied. At eleven equipped Farm relics, the raw Harvest Loop totals are: Farm Yield +30%, Capacity +11.5%, Buff Duration +13%, Farm Relic Roll +20%, any-relic +8% and Rare+ +2.5%.

Multi-class set scaling

  • One active school set: ×1.00 to its aggregate set layer.
  • Two active school sets: ×1.40.
  • Three active school sets: ×1.90.
  • Four or more active school sets: ×2.60.

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Seasonal Farm layers

Ranked Season relics and Secret Phrase Seasonal Resonance create two separate seasonal Farm sources.

Summer — Solstice Broadcast

Applies the ranked relic’s Signature strength to Farm Yield.

Autumn — Amber Signal Hunt

Applies Signature strength to Farm Relic Roll and adds smaller any-relic, Rare+, Epic+ and Legendary signals.

Winter — Frostline Reserve

Farm Yield +S · Capacity +2S · Fill Speed +1.5S · Buff Duration +S · Luck +0.5S.

Spring — First Bloom Forge

Farm Upgrade Cost reduction equal to half of the ranked Signature strength.

Different Season Signatures can stack. Several relics from the same exact Season use the strongest equipped Signature for that Season while retaining their ordinary relic affixes.

Spring Field Chorus from Secret Phrases

The current Spring phrase profile includes Farm Yield +8% and Farm Relic Roll +5% after the first complete Secret Phrase bundle has unlocked the seasonal phrase layer.

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Farm-earned buffs

Buff Farm source Current behavior
🎧 Double Boost Square, City Tram, Beans Farm Listening Total Multiplier ×2. Base roll grants 1 day or 7 days; weekly chance is 12%.
🔓 Cap Lift Locomotive, Main Road Traffic, Cabbage Farm Disables the normal listening Total Multiplier ceiling. Base roll grants 1 day or 7 days; weekly chance is 8%.
⚒️ Craft Boost Waveform Station building, Shop Front +10 percentage points Crafting success. Base duration 3 days. Timed and non-consumable.
⏩ Cycle Boost Forest Floor, Waterfall, Pedestrian Crossing ×1.50 production on that exact hotspot. Base duration 24 hours.

Builder and Farm Buff Duration extend the grant before it is stored. A larger duration affects the amount added to an active timer.

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Buff duration and stacking

Farm-earned timers stack on an already active timer. Their combined remaining time is capped at 35 days.

Choose base 1d / 7d / 3d / 1d Add Builder duration Add Farm Buff Duration Stack on remaining timer Clamp at 35 days
Store buffs follow a different timer rule

The In-game Store refreshes a selected buff duration instead of adding the complete old remainder. Its refresh window opens near expiry: the remaining time must be at or below 20% of the selected duration, with a safety window of at least eight hours for a one-day route and twenty-four hours for a weekly route. Farm-earned outcomes use explicit stack-on-active behavior and are clamped to the 35-day ceiling.

A Cycle Boost belongs to one map and one hotspot. Double Boost, Cap Lift and Craft Boost belong to the account.

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Complete RFV178 hotspot directory — all 35 production nodes

The directory keeps every configured production node in one place. Base rate and base silo are the location’s starting values before account layers. Maximum upgrades already include the current global +3 Speed and +2 Luck calibration. Orchard access and school requirements remain live even after a node has been upgraded.

Main Map

20 nodes across Groups 0–5. Access follows expedition progress and permanent early-unlock records.

BG Farm

4 nodes behind the mutual Crete route.

Resonance Orchard

11 live school nodes bound to the current Active Resonance board.

Hotspot
Map / access
Production
Primary profile
Max upgrades
Campfire by the beach hutcampfire
Main MapGroup 0
☎ SONO0.50/h · base silo 28
Primary relicRelic · S 95% / R 4.5% / E 0.45% / L 0.05%
10 / 6 / 6Speed / Capacity / Luck
Pier near the waterpier_water
Main MapGroup 0
☎ SONO0.50/h · base silo 32
Micro-dropMicro-drop · 1–15 SONO
9 / 5 / 6Speed / Capacity / Luck
Sea Wavessea_waves
Main MapGroup 0
🧩 Fragments1.50/h · base silo 90
Micro-dropMicro-drop · 1–20 Fragments
9 / 5 / 6Speed / Capacity / Luck
Rain puddles and cablesrain_area
Main MapGroup 1
☎ SONO0.60/h · base silo 36
Yield bonusYield +10% · extra 1–15
11 / 6 / 7Speed / Capacity / Luck
Forest anthillanthill
Main MapGroup 1
🧩 Fragments1.50/h · base silo 90
Yield bonusYield +10% · extra 1–15
11 / 6 / 7Speed / Capacity / Luck
Forest floor ambienceforest_floor
Main MapGroup 1
🧩 Fragments2.40/h · base silo 150
Cycle BoostLocal rate ×1.50 · 24h base
11 / 6 / 7Speed / Capacity / Luck
Waterfallwaterfall
Main MapGroup 2
☎ SONO1.05/h · base silo 42
Cycle BoostLocal rate ×1.50 · 24h base
12 / 6 / 7Speed / Capacity / Luck
Hydrophone in the riverhydrophone
Main MapGroup 2
☎ SONO1.11/h · base silo 42
Primary relicRelic · S 94% / R 5.2% / E 0.7% / L 0.1%
12 / 6 / 7Speed / Capacity / Luck
Bridge over the riverbridge
Main MapGroup 2
☎ SONO0.66/h · base silo 42
Micro-dropMicro-drop · 1–15 SONO
12 / 6 / 7Speed / Capacity / Luck
Waveform Station buildingstation_building
Main MapGroup 3
🧩 Fragments2.70/h · base silo 210
Craft BoostCraft success +10pp · 3d base
13 / 7 / 8Speed / Capacity / Luck
Train station atmospheretrain_station
Main MapGroup 3
☎ SONO0.75/h · base silo 48
Yield bonusYield +12% · extra 1–20
13 / 7 / 8Speed / Capacity / Luck
Steam locomotive enginelocomotive
Main MapGroup 3
☎ SONO1.14/h · base silo 54
Cap LiftCap Lift · 1d or 7d
13 / 7 / 8Speed / Capacity / Luck
Square with kids and peoplesquare_people
Main MapGroup 4
☎ SONO1.38/h · base silo 78
Double BoostDouble Boost · 1d or 7d
14 / 7 / 8Speed / Capacity / Luck
City tramtram
Main MapGroup 4
☎ SONO1.08/h · base silo 57
Double BoostDouble Boost · 1d or 7d
14 / 7 / 8Speed / Capacity / Luck
City fountainfountain
Main MapGroup 4
☎ SONO0.81/h · base silo 51
Micro-dropMicro-drop · 1–25 SONO
14 / 7 / 8Speed / Capacity / Luck
Shop frontshop
Main MapGroup 4
🧩 Fragments2.25/h · base silo 270
Craft BoostCraft success +10pp · 3d base
14 / 7 / 8Speed / Capacity / Luck
Snowy churchchurch
Main MapGroup 4
☎ SONO1.29/h · base silo 102
Primary relicRelic · S 95.5% / R 4% / E 0.45% / L 0.05%
14 / 7 / 8Speed / Capacity / Luck
Pedestrian crossingcrosswalk
Main MapGroup 4
☎ SONO1.14/h · base silo 87
Cycle BoostLocal rate ×1.50 · 24h base
14 / 7 / 8Speed / Capacity / Luck
Main road trafficroad_traffic
Main MapGroup 5
☎ SONO1.50/h · base silo 54
Cap LiftCap Lift · 1d or 7d
15 / 8 / 9Speed / Capacity / Luck
Tram station atmospheretram_station
Main MapGroup 5
🧩 Fragments2.64/h · base silo 156
Yield bonusYield +10% · extra 1–50
15 / 8 / 9Speed / Capacity / Luck
Tomatoes Farmtomato_fields
BG FarmMutual BG route
🧩 Fragments1.10/h · base silo 30
Primary relicRelic · S 95% / R 4.5% / E 0.45% / L 0.05%
13 / 7 / 8Speed / Capacity / Luck
Olives Farmolive_grove
BG FarmMutual BG route
🧩 Fragments1.25/h · base silo 40
Primary relicRelic · S 94% / R 5.2% / E 0.7% / L 0.1%
13 / 7 / 8Speed / Capacity / Luck
Beans Farmbean_rows
BG FarmMutual BG route
☎ SONO0.55/h · base silo 26
Double BoostDouble Boost · 1d or 7d
13 / 7 / 8Speed / Capacity / Luck
Cabbage Farmcabbage_patch
BG FarmMutual BG route
☎ SONO0.58/h · base silo 30
Cap LiftCap Lift · 1d or 7d
13 / 7 / 8Speed / Capacity / Luck
Listening Set Node · Deer Ridgeresonance_listening
Resonance OrchardLive school gate
☎ SONO1.62/h · base silo 110
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Craft Set Node · Campfireresonance_craft
Resonance OrchardLive school gate
🧩 Fragments2.90/h · base silo 285
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Learn Set Node · Fallen Leavesresonance_learn
Resonance OrchardLive school gate
☎ SONO1.62/h · base silo 110
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Phrase Set Node · Wooden Bridgeresonance_phrase
Resonance OrchardLive school gate
🧩 Fragments2.90/h · base silo 285
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Referral Set Node · Snowlineresonance_referral
Resonance OrchardLive school gate
☎ SONO1.62/h · base silo 110
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Daily Set Node · Forest Mono Micresonance_daily
Resonance OrchardLive school gate
🧩 Fragments2.90/h · base silo 285
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Expedition Set Node · Forest Stereo Pairresonance_expedition
Resonance OrchardLive school gate
☎ SONO1.62/h · base silo 110
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Farm Set Node · Sunset Beyond the Streamresonance_farm
Resonance OrchardLive school gate
🧩 Fragments2.90/h · base silo 285
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Economy Set Node · Water Microphoneresonance_economy
Resonance OrchardLive school gate
☎ SONO1.62/h · base silo 110
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Relic Hunt Set Node · Field Caseresonance_relic_hunt
Resonance OrchardLive school gate
🧩 Fragments2.90/h · base silo 285
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck
Tasks Set Node · Satellite Dishresonance_tasks
Resonance OrchardLive school gate
☎ SONO1.62/h · base silo 110
School relicSchool-fixed relic · base trigger ×3 · S 93.5% / R 5.5% / E 0.85% / L 0.15%
16 / 9 / 10Speed / Capacity / Luck

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Farm achievements and lifetime harvests

Hotspot Cartographer

A hotspot counts as maxed when Speed, Capacity and Luck all reach that node’s current ceiling. The ladder records 1, 3, 5, 10, 15, 20 and 30 fully upgraded hotspots. RFV178 exposes 35 production nodes, so the complete 30-node archive tier is now reachable.

Orchard nodes count when all three local branches are maxed, although opening the tree still depends on the live school build. Resetting a maxed node removes its current maxed state until the branches are rebuilt.

Lifetime SONO and Fragment harvest ladders

The account tracks the final main amount harvested from each resource lane after Farm Yield and Achievement Rank. Primary micro-drops, yield extras and partner spillover do not replace the main lifetime counter route.

Archive step Requirement One-time reward
First harvest 1 lifetime SONO or 1 lifetime Fragment 100 Fragments
1K 1,000 lifetime units 500 Fragments + 100 SONO
5K 5,000 lifetime units 1,500 Fragments + 250 SONO
20K 20,000 lifetime units 5,500 Fragments + 1,500 SONO
50K 50,000 lifetime units 20,000 Fragments + 10,000 SONO
100K 100,000 lifetime units 55,000 Fragments + 50,000 SONO
500K 500,000 lifetime units 100,000 Fragments + 100,000 SONO
1M 1,000,000 lifetime units 250,000 Fragments + 250,000 SONO

BG Farm archive badges

BG Farm Guest

Hold the mutual Crete access route and make at least one upgrade on any BG Farm node.

Reward: 500 Fragments + 500 SONO.

Crete Field Chief

Max Speed, Capacity and Luck on Tomatoes, Olives, Beans and Cabbage.

Reward: 25,000 Fragments + 25,000 SONO.

Achievement Rank

Farm achievements join the wider badge archive. Achievement Rank adds its permanent percentage after the Active Resonance Farm Yield layer during Harvest. The current rank is shown in the Farm breakdown and the Operator Ledger.

Harvest history and badge sync are separate

Harvest writes the lifetime counters immediately. Use the game’s achievement sync route when a newly crossed threshold has not yet appeared in the badge or Discord-role layer.

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Integrity, protected operations and safe retries

Authoritative timestamps

The server calculates elapsed production and capacity before every state-changing action.

Row locks

Harvest, upgrade and reset lock the player’s hotspot record during settlement.

Idempotent balance records

SONO, WOS and other protected balance movements carry operation keys that block duplicate application.

Compact state patch

The client can redraw the harvested node immediately from the server’s stored remainder and capacity.

Rate limits

Read-only map bursts have a separate allowance from Harvest, Upgrade and Reset mutations.

Post-commit notifications

Referral fanout and notifications happen after the authoritative Farm commit.

After a Harvest timeout

  1. Reload the hotspot state and player balance.
  2. Look at the exact stored remainder and lifetime balance before harvesting again.
  3. Read any returned event list for a relic, bonus resource or timer.

After an Upgrade or Reset timeout

  1. Reload branch levels and WOS balance.
  2. Check whether the level changed or the reset returned all branches to zero.
  3. Repeat only after the current server state is clear.
A notification is not the source of truth

The Farm balance, hotspot state, relic collection and buff timers are authoritative. A delayed Discord or Telegram message does not reverse a committed harvest.

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Complete Reverie Farm system map

The Farm becomes easier to read when each layer is kept in its own lane. Production determines what reaches the silo. Capacity determines when that production stops. Harvest payout determines what moves into the account. Bonus pressure decides whether a separate event happens. Relic rarity and quality are later decisions inside that event.

1 · AccessExpeditions, mutual Crete access or a live Orchard board open the node.
2 · AccumulationElapsed time is settled through the current rate and capacity.
3 · HarvestWhole units move; the exact fraction remains.
4 · Main payoutFarm Yield and Achievement Rank increase the whole-unit route.
5 · NetworkA qualified mutual partner can receive 1% spillover.
6 · Primary profileThe 65–100% window resolves the node’s own bonus.
7 · Secondary relicEligible ordinary nodes run the independent 85–100% signal.
8 · Relic continuationBag duplication and partner mirroring can follow a successful relic.

Terms used throughout the guide

Base rate
The node’s production per hour before every local, account and relic layer.
Stored amount
The exact server value inside the silo, including the fractional remainder.
Fill
Exact stored amount divided by current capacity; primary and secondary gates read this value before Harvest.
Effective level
The talent level used by the current calculation, including eligible super-talent levels from equipped relics.
Primary profile
The node’s native bonus route, open from 65% fill.
Secondary relic route
The independent deep-fill relic check attached to ordinary non-relic nodes.
Farm Fill Speed
An Active Resonance rate layer already included in the displayed hourly production.
Farm Yield
An Active Resonance Harvest layer applied after the whole stored amount has been selected.
Permanent hotspot access
A stored Main Map or qualified route unlock that survives later build changes.
Live Orchard access
A gate recalculated from the relics currently equipped in Active Resonance.

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Farm build strategies

There is no single final Farm build. The best route depends on how often the player returns, which resource is short, whether bonus timers matter, and how much of the Active Resonance board can be devoted to Farm without weakening another system.

The Frequent Harvester

Builds Speed and Farm Fill Speed, collects often and treats bonuses as occasional additions.

Focus: Speed, Explorer, Builder, Pathfinder and the resource-specific talent.

The Deep-Silo Operator

Builds Capacity and Long Take Legend for long offline gaps and comfortable threshold timing.

Focus: Capacity, LTL, Farm Capacity and high-base-rate nodes.

The Relic Forager

Builds Luck, Sound Interpreter and Farm relic signals, then waits close to full.

Focus: primary relic nodes, 85% secondary routes, Bag, Transmuter and rarity signals.

The Buff Keeper

Farms Double Boost, Cap Lift, Cycle Boost and Craft Boost, extending every successful timer.

Focus: Luck, Builder, Farm Buff Duration and a visit rhythm near 100% fill.

The Network Irrigator

Builds the mutual partner circuit so large main harvests feed another copy of the hotspot and relics can echo across the link.

Focus: Builder 1+, Referral Resonator 10+, mutual access and developed shared nodes.

The Orchard Specialist

Maintains a stable eight-slot Lv5+ board and deepens one school from five to ten matching relics.

Focus: one school tree, high Luck, initial relic levels and school-fixed relic output.

The Cartographer

Moves across maps and finishes every branch on selected nodes for the maxed-hotspot ladder.

Focus: cost discounts, reset flexibility and nodes with lower ceilings first.

The Grandmaster Field

Accepts ×25 upgrade prices for ×5 rate and ×5 capacity, then uses Token Alchemist, Builder and Farm Upgrade Cost to control the rebuild.

Focus: long-term WOS planning and high-ceiling hotspots.

How to choose between Speed, Capacity and Luck

  • Choose Speed when the silo is rarely full and the node is harvested frequently.
  • Choose Capacity when the node reaches its cap before the next visit or when deep-fill timing is inconvenient.
  • Choose Luck when the node’s profile is worth planning around and Harvest usually happens above 65% or 85%.
  • Mix branches when a high-rate node needs enough storage to remain active overnight. A maxed branch is not always the next best purchase.

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FAQ

Does the Farm produce while I am offline?

Yes. Production is calculated from elapsed time until the current silo capacity is reached.

Do I lose fractions when I harvest?

No. Whole units are collected and the exact fractional remainder stays in the silo.

Should I always wait for 100%?

No. Full fill gives the strongest bonus pressure, but early harvesting can be better when you need resources, risk hitting capacity while away or do not care about the node’s bonus profile.

Why is my bonus chance zero at 65%?

The primary window begins at 65% and scales from zero there to full pressure at 100%. The same pattern begins at 85% for secondary relics.

Does Luck increase production rate?

No. Luck strengthens bonus rolls. Speed and fill-speed layers raise production.

Does Capacity increase the harvested amount?

It increases the amount the silo can store. The actual harvest still depends on how much time has passed and whether the silo reached its cap.

Does Mining Pass help Fragment fields?

No. Its Farm rate bonus applies to SONO hotspots only.

Does Pathfinder affect Farm production?

Yes. The current Farm rate calculation includes +3% per effective Pathfinder level on both resource lanes.

Can I reset only one branch?

No. A hotspot reset returns Speed, Capacity and Luck to zero together and previews the full refund.

Can a normal unlocked hotspot lock again?

Main Map and BG access are preserved according to their route. Resonance Orchard is the exception: its map and school-node access follow the live equipped board.

Can a secondary Farm relic duplicate through Bag?

The Bag’s 5% Farm duplicate check follows a relic from a primary relic profile. Secondary relics can still enter the 2% mutual-partner mirror route.

Can Farm buffs exceed 35 days?

The combined remaining stack of Farm-earned copies is capped at 35 days.

What happens to production when Cycle Boost expires offline?

Only the exact portion of elapsed time covered by the active cycle receives ×1.50 rate.

Why is Grandmaster upgrading so expensive?

Grandmaster Reset multiplies rate and capacity by five and applies a ×25 infrastructure cost. Cost talents and Active Resonance still apply before the final price is shown.

Where should a new player begin?

Use the three Group-0 nodes. Learn how often you return, then add Speed for frequent visits or Capacity for longer gaps. Luck becomes more valuable once bonus timing matters to you.

Does completing an Expedition automatically pay a Farm reward?

No. Expedition progress opens territory. The hotspot must accumulate resource and be harvested separately.

Why did the exact stored amount look larger than my payout?

Harvest moves only the whole-number part through the main payout route. Farm Yield and Achievement Rank then scale that integer. The fraction remains in the silo.

Can the primary bonus and secondary relic happen together?

Yes, on an ordinary node whose primary profile is not relic. They are independent checks against the same pre-Harvest fill.

Does Sound Interpreter improve relic rarity?

It strengthens Farm bonus trigger pressure. Rarity is shaped afterward by the node table, Explorer, Relic Transmuter and rarity-tier signals.

Why can my upgrade quote change without buying a level?

The quote uses the current SONO-to-WOS pool ratio and the current talent, Grandmaster and Active Resonance discount layers.

What is Harvest Before Reset?

The reset would reduce capacity below the exact amount currently stored. Harvest until the remaining exact storage fits the level-zero silo, then reset again.

Does a local Cycle Boost affect every hotspot?

No. It belongs to the exact map and hotspot that granted it. Double Boost, Cap Lift and Craft Boost are account-level timers.

Can I open an Orchard tree permanently?

No. Orchard map and tree access are recalculated from the live equipped board. The upgrades remain recorded, but the node can become inaccessible until the school build is restored.

Does an Orchard relic always match the tree?

Yes. The primary relic and its Bag duplicate keep the tree’s school. A partner mirror also receives that school.

Do all eleven Orchard trees produce the same resource?

No. Listening, Learn, Referral, Expedition, Economy and Tasks produce SONO. Craft, Phrase, Daily, Farm and Relic Hunt produce Fragments.

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