Load a save to inspect permanent reward levels, next-run charge, and training.
Permanent rewards
Next-run reward charge
Charge grows with real waiting time, not Paying Respect training. Starting a normal story consumes it. After the linear window it keeps growing, more slowly. Run performance determines the levels earned; there is no fixed levels/day conversion.
Paying Respect training
Training hours strengthen minigame stats and unlock milestones. They are not permanent reward levels and do not speed up reward charge. The daily figure is one character's single 24-hour claim; claims must exceed 3,599 seconds and round down.
Bravery
Right-most sword damage boost
Run state is not saved. Enter the current enemy and boost count. For the finishing-blow calculation, let every other sword land before the right-most sword; an earlier kill ends the fight before a later sword can grant a boost.
Fresh-roll odds use continuous uniform damage and no rethrows. A rethrow replaces the last sword's old damage; it does not add another hit. Its new roll uses the current rethrow count before that count decreases. The HP input should exclude that sword's old hit when planning a rethrow.
Justice
Response advisor
A local worksheet, not a live-game connection. Use current values after this visitor's arrival effects. Select the case you actually received; the advisor does not predict random visitors. Nothing here changes your save.
Active deals, promises & investments
Unchecked effects are absent. A checked numeric effect may legitimately contain zero.
Record the response and, for random offers, the outcome that actually occurred. Then select the next observed case and open it once to settle timers and visitor payments. To join an ongoing story, start a fresh worksheet, then enter its case number, current stats and active effects directly. The rare-glass offer uses the source's 1-in-3 roll, despite its 1-in-4 description.
Wisdom
These are normal-story starting stats. Practice mode instead uses 30 attempts, no attempt gains or insta-matches, a 1,000-second match timer, and does not consume reward charge.