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.

4,903 records GeneralStageTable v1.1.80

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
FieldTypeNotes
IDintPrimary key; unique stage ID
eTypeStageTypeGame mode enum (0x4). See StageType values below.
iSectorintTop-level grouping (chapter)
iWorldintMid-level grouping within a sector
iStageintStage number within the world
fPowerQuotient / iPowerExponentfloat / intEnemy power scaling (0x24/0x28). Value = quotient × 10^exponent
fMaxHPQuotient / iMaxHPExponentfloat / intEnemy max HP (0x2C/0x30). Same encoding
iLimitTimeintTime limit for the stage (0x74)

Reward Fields

FieldTypeNotes
fKillRewardQuotient / iKillRewardExponentfloat / intKill reward (0x3C/0x40). Value = quotient × 10^exponent
iKillVoltRewardintVolt currency awarded per kill (0x44)
fKillCrystalRewardfloatCrystal reward per kill (0x48)
fOfflineRewardQuotient / iOfflineRewardExponentfloat / intOffline/idle reward (0x4C/0x50). Same encoding
iClearRewardIdintReward ID granted on stage clear (0x60)
fClearRewardQuotient / iClearRewardExponentfloat / intClear reward amount (0x64/0x68). Same encoding
fRandDropRatefloatRandom drop chance (0x6C)
iRandRewardIdintReward ID for random drops (0x70)
Open Questions

StageType Enum (confirmed from dump.cs)

NameValue
None-1
Main0
Battle11
Battle22
Battle33
Battle44
Battle55
Synopsys99
Starwars1001
WorldBoss12001
EvolutionWorldBoss12002
Arena3001

Remaining Questions

  • No direct iWaveID FK exists on GeneralStageTable. Waves are linked via matching iSector/iWorld/iStage values in GeneralWaveTable.
  • Are reward values affected by difficulty settings or mode-specific multipliers?
  • How are repeat/farming rewards calculated vs. iClearRewardId rewards?
  • What do the sPower, sMaxHP, sAutoRepair, sKillReward string fields encode? Likely pre-formatted display strings.