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.
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.
| 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
|
No entry matches these filters.
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.
| 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
|
No entry matches these filters.
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.
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.