Stages Data
The full stage progression table covering all game modes. Organized in a three-level hierarchy: Sector, World, Stage. Each record defines enemy scaling and reward drops.
Table Structure
Source
TableDataManager.stage_dict
Struct
GeneralStageTable (value type)
Key Type
int — unique stage ID
Records
4,903 stages across all game modes
Stages are the core progression unit. Every game mode (Main, Chronos, Evo Chronos, Bounty Hunt,
Raid, etc.) defines its levels as entries in this table. The iSector → iWorld → iStage
hierarchy organizes content into chapters and sub-sections.
Stage Hierarchy
iSector
→
contains
→
iWorld
→
contains
→
iStage
A Sector is the top-level grouping (e.g., a chapter or major content block). Each sector contains multiple Worlds, and each world contains multiple Stages. The stage number within a world determines the display order.
Key Fields
Core + Rewards| Field | Type | Notes |
|---|---|---|
ID | int | Primary key; unique stage ID |
eType | StageType | Game mode enum (0x4). See StageType values below. |
iSector | int | Top-level grouping (chapter) |
iWorld | int | Mid-level grouping within a sector |
iStage | int | Stage number within the world |
fPowerQuotient / iPowerExponent | float / int | Enemy power scaling (0x24/0x28). Value = quotient × 10^exponent |
fMaxHPQuotient / iMaxHPExponent | float / int | Enemy max HP (0x2C/0x30). Same encoding |
iLimitTime | int | Time limit for the stage (0x74) |
Reward Fields
| Field | Type | Notes |
|---|---|---|
fKillRewardQuotient / iKillRewardExponent | float / int | Kill reward (0x3C/0x40). Value = quotient × 10^exponent |
iKillVoltReward | int | Volt currency awarded per kill (0x44) |
fKillCrystalReward | float | Crystal reward per kill (0x48) |
fOfflineRewardQuotient / iOfflineRewardExponent | float / int | Offline/idle reward (0x4C/0x50). Same encoding |
iClearRewardId | int | Reward ID granted on stage clear (0x60) |
fClearRewardQuotient / iClearRewardExponent | float / int | Clear reward amount (0x64/0x68). Same encoding |
fRandDropRate | float | Random drop chance (0x6C) |
iRandRewardId | int | Reward ID for random drops (0x70) |
Open Questions
StageType Enum (confirmed from dump.cs)
| Name | Value |
|---|---|
| None | -1 |
| Main | 0 |
| Battle1 | 1 |
| Battle2 | 2 |
| Battle3 | 3 |
| Battle4 | 4 |
| Battle5 | 5 |
| Synopsys | 99 |
| Starwars | 1001 |
| WorldBoss1 | 2001 |
| EvolutionWorldBoss1 | 2002 |
| Arena | 3001 |
Remaining Questions
- No direct
iWaveIDFK exists on GeneralStageTable. Waves are linked via matchingiSector/iWorld/iStagevalues in GeneralWaveTable. - Are reward values affected by difficulty settings or mode-specific multipliers?
- How are repeat/farming rewards calculated vs.
iClearRewardIdrewards? - What do the
sPower,sMaxHP,sAutoRepair,sKillRewardstring fields encode? Likely pre-formatted display strings.