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 v1.1.79

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
eStageTypeStageTypeGame mode: Main, Chronos, EvoChronos, BountyHunt, Raid, etc.
iSectorintTop-level grouping (chapter)
iWorldintMid-level grouping within a sector
iStageintStage number within the world
iWaveIDintFK to GeneralWaveTable — defines the enemy formation
iBossIDintFK to GeneralContentsBossTable (0 if no boss)

Reward Fields

FieldTypeNotes
fGoldQuotient / iGoldExponentfloat / intGold reward (quotient × 10^exponent)
fExpQuotient / iExpExponentfloat / intExperience reward (same encoding)
iDropItemIDsstring (CSV)Comma-separated item IDs that can drop
fDropRatesstring (CSV)Corresponding drop rates for each item
iFirstClearRewardIDintOne-time reward for first completion
Open Questions
  • How does enemy power scale per stage? Is there a direct power field or is it derived from the wave table?
  • What is the full set of StageType enum values?
  • Are reward values affected by difficulty settings or mode-specific multipliers?
  • How are repeat/farming rewards calculated vs. first-clear rewards?