A new reward or store session resets the cost. Count only rerolls that were paid successfully.
02 · Refill your inventory
Recharge & purchase costs
Recharge: 0 Globes
Enter the remaining durability of Eyes you still own. A consumed Eye already removed from inventory cannot be restored here. Loyalty Card affects rerolls only.
How the costs are calculated
Reroll: base × 2successful rerolls, capped at 2,147,483,647 per base charge. Loyalty Card halves the current base using the game's float32 calculation, then rounds up. A zero base remains free.
Recharge: round up the total of (non-negative store price ÷ maximum durability × missing durability × 0.5), capped at 2,147,483,647. Rounding occurs once, after all owned Eyes are added.
Exclusions: infinite and ability-managed durability, plus all signature Eye families and their upgrades. The calculator rejects duplicate inventory entries.
Purchase: the Eye's configured store price, with negative prices treated as zero. No Loyalty Card discount.
Evidence and limits
The reward and store charge paths, Loyalty Card cost service, and inventory recharge method were cross-checked against serialized scene defaults in the Demo installed on October 10, 2026. Timed and event scene zero-cost configurations are shown explicitly; their reachability has not been verified. This predicts code-derived charges, not a live game session.
Catalog stats and unlock conditions are package configuration. Descriptions may retain developer placeholders. Mutation cooldown fields are excluded from the display because their active behavior is unverified. Boss records describe configured stats and moves; they are not a tested Boss strategy guide.
Why there is no universal reward percentage
Reward candidates depend on unlocks, character restrictions, owned and consumed items, context, and pending rewards. The first Eye offer also has a special priority rule. Rarity weights are not individual-item drop rates; publishing one unconditional percentage would be misleading.