P-Drinks & Customizations

28 P-drinks you sip mid-stage and 107 customization pieces you bolt onto skill cards — rarity, plan, unlock level, price per level and the real effects straight from the engine data.

What this page covers

All 28 P-drinks and 107 customizations, with effects translated from the engine code (numbers untouched) and a toggle to reveal the raw code. Filter by plan, rarity or piece type; search by name or by effect.

P-Drink table

All 28 drinks are used mid-stage and cost no card play. A drink tied to a plan only appears when you produce on that plan.

28
Name Rarity Plan Unlock How to get Effect
Hatsuboshi Water R Free P-Lv 1
Owned from the start
Appears in Sense, Logic produce
Score +10
Oolong Tea R Free P-Lv 1
Owned from the start
Appears in Sense, Logic produce
Genki +7
Vitamin Drink R Sense P-Lv 1
Owned from the start
Appears in Sense produce
Good Condition (turns) +3
Iced Coffee R Sense P-Lv 1
Owned from the start
Appears in Sense produce
Concentration +3
Rooibos Tea R Logic P-Lv 1
Owned from the start
Appears in Logic produce
Good Impression (turns) +3
Hot Coffee R Logic P-Lv 1
Owned from the start
Appears in Logic produce
Motivation +3
Ginger Ale R Anomaly P-Lv 1
Owned from the start
Appears in Anomaly produce
Switch stance: Strength
Full Power charge +1
Houjicha (Roasted Tea) R Anomaly P-Lv 1
Owned from the start
Appears in Anomaly produce
Switch stance: Preservation
Full Power charge +2
Mixed Smoothie SR Free P-Lv 8
Unlocked at PLv 8
Appears in Sense, Logic produce
Exchange all cards in hand
Stamina (direct) +2
Recovery Drink SR Free P-Lv 15
Unlocked at PLv 15
Appears in Sense, Logic produce
Stamina (direct) +6
Fresh Vinegar Drink SR Free P-Lv 1
Owned from the start
Appears in Sense, Logic produce
Upgrade all cards in hand
Stamina (direct) +3
Boost Extract SR Free P-Lv 55
Unlocked at PLv 55
Appears in Sense, Logic produce
Score gain buff 0.3 (3 turn(s))
Half cost (turns) +3
Stamina (direct) −2
Powerful Herbal Drink SR Free P-Lv 60
Unlocked at PLv 60
Appears in Sense, Logic produce
Move a random card to hand (cards: P-idol signature card and in deck or in discard pile)
Half cost (turns) +3
Senburi Soda SR Free P-Lv 61
Unlocked at PLv 61
Appears in Sense, Logic produce
Score gain buff 0.1 (5 turn(s))
Draw 2 card(s)
Stamina (direct) −2
After start of turn → Draw card (max 5 time(s) per stage)
Stamina Burst Drink SR Sense P-Lv 21
Unlocked at PLv 21
Appears in Sense produce
Perfect Condition (turns) +1
Genki +9
Stylish Herbal Tea SR Logic P-Lv 21
Unlocked at PLv 21
Appears in Logic produce
Score +Good Impression (turns)
Genki +3
Warm Green Tea SR Anomaly P-Lv 21
Unlocked at PLv 21
Appears in Anomaly produce
Hold a selected card (cards: in deck or in discard pile)
Switch stance: Preservation II
Hatsuboshi Whey Protein SSR Free P-Lv 1
Owned from the start
Appears in Sense, Logic produce
Extra card uses +1
Hatsuboshi Special Green Juice SSR Free P-Lv 15
Unlocked at PLv 15
Appears in Sense, Logic produce
Add a random upgraded SSR card to hand
Premium Hatsuboshi Macchiato SSR Sense P-Lv 27
Unlocked at PLv 27
Appears in Sense produce
End of turn → Concentration +1
Hatsuboshi Boost Energy SSR Sense P-Lv 26
Unlocked at PLv 26
Appears in Sense produce
Perfect Condition (turns) +2
Upgrade all cards in hand
Hatsuboshi Black Vinegar SSR Sense P-Lv 61
Unlocked at PLv 61
Appears in Sense produce
Move a selected card to hand (cards: in deck or in discard pile)
Zero-cost cards +2
Stamina (direct) −2
Double cost (turns) +1
Premium Hatsuboshi Tea SSR Logic P-Lv 27
Unlocked at PLv 27
Appears in Logic produce
End of turn → Good Impression (turns) +1
Premium Hatsuboshi Blend SSR Logic P-Lv 26
Unlocked at PLv 26
Appears in Logic produce
End of turn → Motivation +1
Special Hatsuboshi Extract SSR Logic P-Lv 55
Unlocked at PLv 55
Appears in Logic produce
When a card is used (cards: Active card) → If card rarity ≠ rarity L → Double-effect cards +1 (max 1 time(s) per stage) (lasts 1 turn(s))
Stamina (direct) −2
Double cost (turns) +1
Hatsuboshi Super Soda SSR Anomaly P-Lv 26
Unlocked at PLv 26
Appears in Anomaly produce
Switch stance: Strength II
Half cost (turns) +1
Premium Hatsuboshi Chai SSR Anomaly P-Lv 27
Unlocked at PLv 27
Appears in Anomaly produce
Start of turn → Full Power charge +1
Hatsuboshi Hot Water SSR Anomaly P-Lv 60
Unlocked at PLv 60
Appears in Anomaly produce
Turns remaining +1
Stamina (direct) −2
Double cost (turns) +1

How to get: compiled from multiple independent community sources — updated 13/07/2026. PLv values cross-checked 28/28 against the game data.

Customization table

All 107 upgrade pieces that slot onto skill cards. Price is listed per level, not cumulative; which piece fits which card is decided by the card itself.

107
Name Type Price per level Max level Effect
Motivation +
motivation1
Buff 70 1
Before the stage → Permanently upgrades this card: Motivation +3
Motivation +
motivation2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Motivation +1
Level 2: Before the stage → Permanently upgrades this card: Motivation +4
Motivation +
motivation3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Motivation +1
Level 2: Before the stage → Permanently upgrades this card: Motivation +2
Level 3: Before the stage → Permanently upgrades this card: Motivation +5
Motivation added
motivationAdd1
Buff 70 1
Motivation +2
Full Power charge +
fullPowerCharge1
Buff 70 1
Before the stage → Permanently upgrades this card: Full Power charge +2
Full Power charge +
fullPowerCharge2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Full Power charge +1
Level 2: Before the stage → Permanently upgrades this card: Full Power charge +3
Full Power charge +
fullPowerCharge3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Full Power charge +1
Level 2: Before the stage → Permanently upgrades this card: Full Power charge +2
Level 3: Before the stage → Permanently upgrades this card: Full Power charge +4
Full Power charge added
fullPowerChargeAdd1
Buff 70 1
Full Power charge +2
Good Impression +
goodImpressionTurns1_2
Buff 70 1
Before the stage → Permanently upgrades this card: Good Impression (turns) +2
Good Impression +
goodImpressionTurns1_3
Buff 70 1
Before the stage → Permanently upgrades this card: Good Impression (turns) +3
Good Impression +
goodImpressionTurns2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Good Impression (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Good Impression (turns) +4
Good Impression +
goodImpressionTurns3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Good Impression (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Good Impression (turns) +2
Level 3: Before the stage → Permanently upgrades this card: Good Impression (turns) +5
Good Impression added
goodImpressionTurnsAdd1
Buff 70 1
Good Impression (turns) +2
Good Condition +
goodConditionTurns1
Buff 70 1
Before the stage → Permanently upgrades this card: Good Condition (turns) +2
Good Condition +
goodConditionTurns2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Good Condition (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Good Condition (turns) +3
Good Condition +
goodConditionTurns3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Good Condition (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Good Condition (turns) +2
Level 3: Before the stage → Permanently upgrades this card: Good Condition (turns) +4
Good Condition added
goodConditionTurnsAdd1
Buff 70 1
Good Condition (turns) +2
Stamina cost reduction added
halfCostTurnsAdd1
Buff 70 1
Half cost (turns) +2
Cost reduction +
halfCostTurns1
Buff 70 1
Before the stage → Permanently upgrades this card: Half cost (turns) +2
Cost reduction +
halfCostTurns2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Half cost (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Half cost (turns) +3
Cost reduction +
halfCostTurns3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Half cost (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Half cost (turns) +2
Level 3: Before the stage → Permanently upgrades this card: Half cost (turns) +4
Perfect Condition +
perfectConditionTurns1
Buff 70 1
Before the stage → Permanently upgrades this card: Perfect Condition (turns) +2
Perfect Condition +
perfectConditionTurns2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Perfect Condition (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Perfect Condition (turns) +3
Perfect Condition +
perfectConditionTurns3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Perfect Condition (turns) +1
Level 2: Before the stage → Permanently upgrades this card: Perfect Condition (turns) +2
Level 3: Before the stage → Permanently upgrades this card: Perfect Condition (turns) +4
Perfect Condition added
perfectConditionTurnsAdd1
Buff 70 1
Perfect Condition (turns) +2
Concentration +
concentration1
Buff 70 1
Before the stage → Permanently upgrades this card: Concentration +2
Concentration +
concentration2
Buff
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Concentration +1
Level 2: Before the stage → Permanently upgrades this card: Concentration +3
Concentration +
concentration3
Buff
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Concentration +1
Level 2: Before the stage → Permanently upgrades this card: Concentration +2
Level 3: Before the stage → Permanently upgrades this card: Concentration +4
Concentration added
concentrationAdd1
Buff 70 1
Concentration +2
Cost -
cost1
Cost 20 1
Before the stage → Permanently upgrades this card: Cost +2
Cost reduction (with Motivation)
motivationCost1
Cost 40 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Stamina cost -
staminaCost1
Cost 20 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Cost reduction (with Full Power)
fullPowerChargeCost1
Cost 40 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Cost reduction (with Good Impression)
goodImpressionTurnsCost1
Cost 40 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Cost reduction (with Good Condition)
goodConditionTurnsCost1
Cost 40 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Cost reduction (with Perfect Condition)
perfectConditionCost1
Cost 40 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Cost reduction (with Concentration)
concentrationCost1
Cost 40 1
Before the stage → Permanently upgrades this card: Stat-type cost +1
Extra card use +
cardUsesRemaining1
Effect 100 1
Extra card uses +1
Card upgrade added
upgradeHand1
Effect 70 1
Upgrade all cards in hand
Removes the 1-per-lesson limit
removeLimit1
Effect 40 1
Hold added
holdSelectedFromDeckAdd1
Effect 70 1
Hold a selected card (cards: in deck)
Effect changed
kyorikanEffect1
Effect 100 1
Start of turn → If Stamina ≥ Max stamina × 0.5 → Concentration +2
Effect changed
onigiriEffect1
Effect 100 1
When a card is used (cards: Active card) → Effect counter +1
When a card is used (cards: Active card) → If Effect counter divided by 3 leaves remainder 2 → Genki +12 × Cards used + 2 (max 2 time(s) per stage)
Effect changed
seisouEffect1
Effect 100 1
Good Condition multiplier = 2; Score +18
Concentration multiplier = 3; Score +20
Add effect
goodImpressionTurnsEffectBuffAdd1_50_5
Effect 100 1
Good Impression effect buff 0.5 (5 turn(s))
Add effect
lsmEffectAdd1
Effect 100 1
End of turn → Score +5; Stamina (direct) −1 (max 4 time(s) per stage)
Add effect
turnAdd1
Effect 100 1
Turns remaining +1
Strength +
strength1
Effect 70 1
Before the stage → Permanently upgrades this card: Stance level +1
Strength added
strengthAdd1
Effect 70 1
Switch stance: Strength
Growth changed
ichibanTakaiHoshiGrowth1
Effect 100 1
After a card is used → If card has the Strength effect → Permanently upgrades this card: Score +15; Score hits +1 (max 2 time(s) per stage)
Growth added
growAllScoreAdd1
Effect 70 1
Permanently upgrades all cards: Score +3
Growth added
growAllScoreAdd2
Effect
Level 1 40
Level 2 70
2
Level 1: Permanently upgrades all cards: Score +1
Level 2: Permanently upgrades all cards: Score +4
Growth added
growAllScoreAdd3
Effect
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Permanently upgrades all cards: Score +1
Level 2: Permanently upgrades all cards: Score +2
Level 3: Permanently upgrades all cards: Score +5
Growth added
growHandScoreAdd1
Effect 70 1
Permanently upgrades in hand: Score +5
Growth added
growHandScoreAdd2
Effect
Level 1 40
Level 2 70
2
Level 1: Permanently upgrades in hand: Score +3
Level 2: Permanently upgrades in hand: Score +8
Growth added
growHandScoreAdd3
Effect
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Permanently upgrades in hand: Score +3
Level 2: Permanently upgrades in hand: Score +6
Level 3: Permanently upgrades in hand: Score +11
Growth added
growHeldScoreAdd1
Effect 70 1
Permanently upgrades held: Score +5
Growth added
growHeldScoreAdd2
Effect
Level 1 40
Level 2 70
2
Level 1: Permanently upgrades held: Score +3
Level 2: Permanently upgrades held: Score +8
Growth added
growHeldScoreAdd3
Effect
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Permanently upgrades held: Score +3
Level 2: Permanently upgrades held: Score +6
Level 3: Permanently upgrades held: Score +11
Growth added
onFullPowerGrowThisAdd1
Effect 70 1
When the stance changes → If Stance = Full Power → Permanently upgrades this card: Score +3
Growth added
onStrengthGrowThisAdd2
Effect
Level 1 40
Level 2 70
2
Level 1: When the stance changes → If direct effect and in Strength stance → Permanently upgrades this card: Score +2
Level 2: When the stance changes → If direct effect and in Strength stance → Permanently upgrades this card: Score +5
Lasting effect +
bishittoEffect1
Effect 70 1
After Good Impression increases → If direct effect → Score +Good Impression (turns) × 1.3 (lasts 4 turn(s))
Lasting effect +
daydreamingEffect3
Effect
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Start of turn → Score +Genki × 0.7 (max 4 time(s) per stage)
Level 2: Start of turn → Score +Genki × 0.8 (max 4 time(s) per stage)
Level 3: Start of turn → Score +Genki × 0.95 (max 4 time(s) per stage)
Lasting effect +
kagakimi1
Effect 100 1
When a card is used → Score +Good Impression (turns) × 0.5; Good Impression (turns) +1
Condition changed
bishittoCondition1
Effect 70 1
Condition: Usable only if Good Impression (turns) ≥ 6
Condition changed
daydreamingCondition1
Effect 70 1
Condition: Usable only if Genki ≥ 15
Condition changed
hachikuCondition1
Effect 70 1
Condition: Usable only if Good Condition (turns) ≥ 4
Condition changed
toughnessCondition1
Effect 70 1
Condition: Usable only if Preservation stances ≥ 1
Condition changed
yumelipEffect1
Effect 70 1
Usable only if Good Impression (turns) ≥ 10
Condition changed (Good Condition)
ukenagashiEffect1_2
Effect 70 1
Usable only if Good Condition (turns) ≥ 8
Condition changed (Concentration)
ukenagashiEffect1_1
Effect 70 1
Usable only if Concentration ≥ 10
Preservation +
preservation1
Effect 70 1
Before the stage → Permanently upgrades this card: Stance level +1
Preservation added
preservationAdd1
Effect 70 1
Switch stance: Preservation
Preservation added
preservationNextTurnAdd1
Effect 70 1
On a later turn → Switch stance: Preservation (max 1 time(s) per stage)
Enters hand at start
forceInitialHand1
Effect 70 1
Genki +
genki1_4
Genki 70 1
Before the stage → Permanently upgrades this card: Genki +4
Genki +
genki1_9
Genki 70 1
Before the stage → Permanently upgrades this card: Genki +9
Genki +
genki2
Genki
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Genki +4
Level 2: Before the stage → Permanently upgrades this card: Genki +13
Genki +
genki3
Genki
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Genki +4
Level 2: Before the stage → Permanently upgrades this card: Genki +8
Level 3: Before the stage → Permanently upgrades this card: Genki +17
Genki added
genkiAdd1_3_mm_1.5
Genki 100 1
Motivation multiplier = 1.5
Genki +3
Genki added
genkiAdd1_4
Genki 70 1
Genki +4
Genki added
genkiAdd1_9
Genki 70 1
Genki +9
Parameter +
score1_12
Score 70 1
Before the stage → Permanently upgrades this card: Score +12
Parameter +
score1_6
Score 70 1
Before the stage → Permanently upgrades this card: Score +6
Parameter +
score2_3
Score
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Score +3
Level 2: Before the stage → Permanently upgrades this card: Score +11
Parameter +
score2_6
Score
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Score +6
Level 2: Before the stage → Permanently upgrades this card: Score +22
Parameter +
score3_3
Score
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Score +3
Level 2: Before the stage → Permanently upgrades this card: Score +6
Level 3: Before the stage → Permanently upgrades this card: Score +15
Parameter +
score3_6
Score
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Score +6
Level 2: Before the stage → Permanently upgrades this card: Score +12
Level 3: Before the stage → Permanently upgrades this card: Score +30
Parameter-gain count +
scoreTimes1
Score 100 1
Before the stage → Permanently upgrades this card: Score hits +1
Parameter added
oneMoreStepEffect1
Score 100 1
On a later turn → Score +5 (max 2 time(s) per stage)
Parameter added
scoreAdd1_12
Score 70 1
Score +12
Parameter added
scoreAdd1_6
Score 70 1
Score +6
Parameter from Motivation +
scoreByMotivation1
Score 70 1
Before the stage → Permanently upgrades this card: Score from Motivation (rate) +1.4
Parameter from Motivation +
scoreByMotivation2
Score
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Score from Motivation (rate) +0.7
Level 2: Before the stage → Permanently upgrades this card: Score from Motivation (rate) +2.1
Parameter from Motivation added
scoreByMotivationAdd1
Score 70 1
Score +Motivation × 1.1
Parameter from Genki +
scoreByGenki1_100
Score 70 1
Before the stage → Permanently upgrades this card: Score from Genki (rate) +1
Parameter from Genki +
scoreByGenki1_40
Score 70 1
Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.4
Parameter from Genki +
scoreByGenki1_60
Score 100 1
Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.6
Parameter from Genki +
scoreByGenki2_20
Score
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.2
Level 2: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.6
Parameter from Genki +
scoreByGenki2_30
Score
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.3
Level 2: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.9
Parameter from Genki +
scoreByGenki3
Score
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.2
Level 2: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.4
Level 3: Before the stage → Permanently upgrades this card: Score from Genki (rate) +0.8
Parameter from Genki added
scoreByGenkiAdd1
Score 70 1
Score +Genki × 0.3
Parameter from Good Impression +
scoreByGoodImpressionTurns1_160
Score 100 1
Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +1.6
Parameter from Good Impression +
scoreByGoodImpressionTurns1_80
Score 70 1
Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +0.8
Parameter from Good Impression +
scoreByGoodImpressionTurns2
Score
Level 1 40
Level 2 70
2
Level 1: Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +0.35
Level 2: Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +1.15
Parameter from Good Impression +
scoreByGoodImpressionTurns3
Score
Level 1 40
Level 2 40
Level 3 70
3
Level 1: Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +0.35
Level 2: Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +0.7
Level 3: Before the stage → Permanently upgrades this card: Score from Good Impression (rate) +1.5
Parameter from Good Impression added
scoreByGoodImpressionTurnsAdd1
Score 70 1
Score +Good Impression (turns) × 0.6

How to read the tables

Effects are translated token by token from the engine code, with every number kept exactly as-is. Any token missing from our dictionary is printed as raw code — rough beats wrong.

The unlock column on drinks is the producer P-Lv you must reach; the strongest drinks sit at high P-Lv.

Multi-level customizations have their own price and effect at each level — the table splits Level 1 / Level 2 rows so you cannot misread them.

The engine data only carries Japanese names for drinks and customizations, so the tables keep the original names for in-game cross-checking.

Quick guide
This page collects the two things every producer touches in a produce run but few sites list in full: the 28 P-drinks (ドリンク — consumables you drink mid-stage to swing a run) and the 107 customizations (カスタマイズ — upgrades bolted directly onto skill cards). Every table below is pulled straight from the engine data: rarity, plan and unlock P-Lv for drinks; type, price per level, max level and effect for each customization.

What a P-drink Is and When to Drink It

A P-drink is used mid-stage: you tap it on any turn, the effect fires immediately and it does not consume a card play. The engine data splits the 28 drinks into three rarities (8 R, 9 SR, 11 SSR) and four plans: 10 are free (any plan can drink them), while Sense, Logic and Anomaly get 6 exclusive drinks each — an off-plan drink simply never shows up in your bag.

Each drink has its own unlock P-Lv, ranging from P-Lv 1 up to P-Lv 61. In other words, a fresh account only ever sees the basic pool; the run-swinging drinks (double card effect, extra turn, pull an upgraded SSR card into hand) only unlock at high P-Lv.

The effect column is a token-by-token translation of the engine code with every number kept intact. Anything the decoder cannot map is printed as raw code so you can check it yourself — we do not guess.

Customization: Upgrades Bolted Onto Skill Cards

A customization is not a standalone item — it is an upgrade slotted onto one specific skill card. In the engine each card carries its own list of allowed customizations; you pay the listed price to raise it one level, up to the "max level" column (1, 2 or 3 levels depending on the piece).

The 107 pieces fall into five groups: Effect (38), Buff (29), Score (25), Cost (8) and Genki (7). Cost pieces shave a card's cost, Score pieces add flat score or score scaled off Genki, Buff pieces stack Motivation / Good Impression / Concentration, and Effect pieces bolt on extra mechanics (stance switches, triggered effects).

Because which piece fits which card is decided per card, this table is the full catalogue of pieces and their real effects — read it next to the skill-card page to see what the card you plan to train actually accepts.

Reading the Tables: Effects, Price and Levels

Customization prices are listed PER LEVEL. A one-level piece shows a single number; a two- or three-level piece shows a comma-separated series, e.g. 40 then 70 — meaning level 1 costs 40, level 2 costs 70, and reaching level 2 costs both combined.

Multi-level effects differ per level too: the engine stores a separate block for each level, so the table shows "Level 1 / Level 2" as distinct rows. Do not read the level-2 number and assume level 1 already gives it.

Effects carry trigger points: before the stage, start of turn, end of turn, on card use, on stance change. A "before the stage" piece grants its stat the moment the stage begins; an "end of turn" piece accrues turn by turn — the two suit completely different play patterns.

Frequently asked questions

How many P-drinks and customizations are there?

The engine data currently holds 28 P-drinks (8 R, 9 SR, 11 SSR) and 107 customizations (38 Effect, 29 Buff, 25 Score, 8 Cost, 7 Genki). Both tables on this page list every single one, nothing trimmed.

Can I drink an off-plan P-drink?

The data ties each drink to exactly one plan. The 10 free-plan drinks are universal; the other 18 split 6-6-6 across Sense, Logic and Anomaly and only appear when you produce on that plan. Use the plan filter above the table to see only your pool.

What does it cost in total to take a customization to level 2?

The price column lists the cost of EACH level, not the running total. A piece priced "40, 70" costs 40 to reach level 1 and another 70 to reach level 2 — 110 in total. Single-level pieces show one number only.

Why do some effect cells still show raw code?

Effects are translated token by token from the engine code. When a token is not in our dictionary, the page prints the RAW code instead of guessing — rough beats wrong. Every row also has a toggle to reveal the original code for cross-checking.

What to check next

Updated: 05/08/2026 · surisuririsu/gakumas-tools (BSD-3) + vertesan/gakumasu-diff

Tap the wrong field…