ItemPT common drop rules

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ItemPT (Item Pattern Table) is PSO’s common-drop rule table. When an enemy or box drops a non-rareitem, it determines the type, attributes, grind, special and Meseta amount. Rare drops are controlled by ItemRT ; base item parameters such as ATP, ATA and level requirements come from ItemPMT . ItemPT chooses what drops and the generated item’s variations.

Overview

A common-drop event follows roughly this sequence:

  1. Check whether anything drops: each enemy type has a drop probability of 0–100%. This first check determines whether the event produces a drop.
  2. Choose the item category: use the item category table for the enemy/box area to select Weapon/Frame/Barrier/Unit/Consumables/Meseta .
  3. Choose the specific item: use the category’s subtable, such as the 26-entry consumable probability table or weapon type/subtype table.
  4. Generate additional properties: for weapons, determine grind (+0 to +9), attributes (Native / A.Beast / Machine / Dark / Hit) and special (Charge / Spirit / Berserk…).

ItemPT stores subtables by difficulty × area, so item distributions differ between difficulties and areas. Familiar patterns such as Mechguns in Mines and high attributes in Ruins come from these tables.

Consumables (Tools)

ItemPT’s consumable category contains the following 26 common tools . Each area has its own 26-entry distribution to select the drop.

Tool drop weight table

  • Monomate Monomate
  • Dimate Dimate
  • Trimate Trimate
  • Monofluid Monofluid
  • Difluid Difluid
  • Trifluid Trifluid
  • Antidote Antidote
  • Antiparalysis Antiparalysis
  • Sol Atomizer Sol Atomizer
  • Moon Atomizer Moon Atomizer
  • Star Atomizer Star Atomizer
  • Telepipe Telepipe
  • Trap Vision Trap Vision
  • Monogrinder Monogrinder
  • Digrinder Digrinder
  • Trigrinder Trigrinder
  • Power Material Power Material
  • Mind Material Mind Material
  • Evade Material Evade Material
  • HP Material HP Material
  • TP Material TP Material
  • Def Material Def Material
  • Hit Material Hit Material
  • Luck Material Luck Material
  • Scape Doll Scape Doll
  • Technique disk
  • Photon Drop Photon Drop

Technique disks use a second Technique × level table to choose the Technique and its level. High-level disks appear only in the corresponding areas and difficulties; for example, Lv30 Rafoie is described here as restricted to Ultimate Ruins.

Category-based common drops

Besides consumables, ItemPT handles non-rare drops in these categories:

  • Weapon (Weapon): selected by type (sword/handgun/mechgun/shield/…) and subtype. The area determines the available subtype range.
  • Frame (Armor / Frame): tier depends on area, the upgrade probability table and type bias.
  • Barrier (Shield / Barrier): follows the frame rules.
  • Unit (Unit): the area determines the maximum star rating (unit_max_stars_table).
  • Empty: some area/enemy combinations specify no drop.

Enemy drop categories

Base values for all common items, such as frame DFP/EVP and weapon ATP ranges, come from ItemPMT; ItemPT only chooses which item drops.

Weapon attribute generation (Bonus)

When ItemPT selects a common weapon, attribute generation determines its 0–3 bonuses.

Generation order

Attribute generation proceeds through area probability → pattern → attribute value :

  1. Area probability: the area determines the chances of Native / A.Beast / Machine / Dark / Hit.
  2. Pattern: determines the number of attributes and each attribute’s tier.
  3. Attribute value: look up the pattern’s percentage table to obtain each bonus value, positive or negative.

A common weapon can have at most three attributes (weapons limited to two attributes, such as Lame d'Argent / Sealed J-Sword, can have only two). If the same attribute is selected twice, the second becomes None, so three useful bonuses must all be different.

Attribute probabilities by area

EP1

EP1 attribute probability by area

EP2

EP2 attribute probability by area

EP4

EP4 attribute probability by area

Hit probability reference: the approximate Hit chances on U/VH/H/N are 5% / 3% / 2% / 1%, concentrated in later areas such as Ruins.

Pattern tables

A pattern is a triple a b c giving the tiers of the three attributes. Tier N means no attribute in that slot. Higher tiers yield higher base values; see Attribute value for the corresponding percentages.

Normal difficulty

EP1 areaEP2 areaEP4 areaPattern
Forest 1VR Temple Alpha—0 N N
Forest 2VR Temple Beta—0 N N
Caves 1VR Spaceship AlphaCrater East0 N N
Caves 2VR Spaceship BetaCrater West1 0 N
Caves 3Jungle NorthCrater South1 0 N
Mines 1Jungle EastCrater North1 0 N
Mines 2MountainCrater Interior1 0 N
Ruins 1Seaside & CCADesert 12 1 N
Ruins 2Seabed UpperDesert 22 1 N
Ruins 3Seabed Lower & TowerDesert 32 1 0
Rare drops5 5 5

Hard difficulty

EP1 areaEP2 areaEP4 areaPattern
Forest 1VR Temple Alpha—1 0 N
Forest 2VR Temple Beta—1 0 N
Caves 1VR Spaceship AlphaCrater East1 1 N
Caves 2VR Spaceship BetaCrater West2 1 N
Caves 3Jungle NorthCrater South2 1 1
Mines 1Jungle EastCrater North2 1 1
Mines 2MountainCrater Interior2 2 1
Ruins 1Seaside & CCADesert 13 2 1
Ruins 2Seabed UpperDesert 23 2 1
Ruins 3Seabed Lower & TowerDesert 33 3 2
Rare drops5 5 5

Very Hard difficulty

EP1 areaEP2 areaEP4 areaPattern
Forest 1VR Temple Alpha—2 1 1
Forest 2VR Temple Beta—2 2 2
Caves 1VR Spaceship AlphaCrater East2 2 2
Caves 2VR Spaceship BetaCrater West3 2 2
Caves 3Jungle NorthCrater South3 3 2
Mines 1Jungle EastCrater North3 3 3
Mines 2MountainCrater Interior3 3 3
Ruins 1Seaside & CCADesert 14 3 3
Ruins 2Seabed UpperDesert 24 4 3
Ruins 3Seabed Lower & TowerDesert 34 4 4
Rare drops5 5 5

Ultimate difficulty

EP1 areaEP2 areaEP4 areaPattern
Forest 1VR Temple Alpha—2 1 0
Forest 2VR Temple Beta—2 1 0
Caves 1VR Spaceship AlphaCrater East2 2 1
Caves 2VR Spaceship BetaCrater West3 2 1
Caves 3Jungle NorthCrater South3 3 2
Mines 1Jungle EastCrater North3 3 2
Mines 2MountainCrater Interior3 3 3
Ruins 1Seaside & CCADesert 14 3 3
Ruins 2Seabed UpperDesert 24 4 3
Ruins 3Seabed Lower & TowerDesert 34 4 4
Rare drops5 5 5

Attribute value probabilities

  • Normal mode uses Pattern 0~4, Pattern 5 is reserved for Rare drops.
  • In Anguish, lower areas use Pattern 3, higher areas use Pattern 4, and rare drops still use Pattern 5.

Shared by EP1 / EP2 / EP4

percent patterns

Untekked common weapons and special information

Characters with the Section IDs Viridia, Greenill, Skyly, Bluefull or Purplenum , and those with Pinkal, Redria, Oran, Yellowboze or Whitill, have an additional chance in some areas to find Untekked weapons (attributes and specials are revealed by the tekker). The two percentages in the “Untekked chance” column correspond to these groups: the first five IDs have a slightly higher chance.

Normal difficulty

EP1 areaEP2 areaEP4 areaUntekked chanceMaximum rarity
Forest 1VR Temple Alpha—NoneN/A
Forest 2VR Temple Beta—NoneN/A
Caves 1VR Spaceship AlphaCrater East17% / 17%1★
Caves 2VR Spaceship BetaCrater West18% / 17%1★
Caves 3Jungle NorthCrater South20% / 19%1★
Mines 1Jungle EastCrater North19% / 18%1★
Mines 2MountainCrater Interior20% / 20%1★
Ruins 1Seaside & CCADesert 116% / 16%2★
Ruins 2Seabed UpperDesert 218% / 17%2★
Ruins 3Seabed Lower & TowerDesert 320% / 19%2★

Hard difficulty

EP1 areaEP2 areaEP4 areaUntekked chanceMaximum rarity
Forest 1VR Temple Alpha—21% / 20%2★
Forest 2VR Temple Beta—21% / 20%2★
Caves 1VR Spaceship AlphaCrater East17% / 17%2★
Caves 2VR Spaceship BetaCrater West18% / 18%3★
Caves 3Jungle NorthCrater South20% / 19%2★
Mines 1Jungle EastCrater North19% / 19%3★
Mines 2MountainCrater Interior24% / 23%3★
Ruins 1Seaside & CCADesert 119% / 18%3★
Ruins 2Seabed UpperDesert 219% / 18%3★
Ruins 3Seabed Lower & TowerDesert 319% / 18%3★

Very Hard difficulty

EP1 areaEP2 areaEP4 areaUntekked chanceMaximum rarity
Forest 1VR Temple Alpha—21% / 21%2★
Forest 2VR Temple Beta—21% / 21%3★
Caves 1VR Spaceship AlphaCrater East22% / 22%3★
Caves 2VR Spaceship BetaCrater West21% / 21%3★
Caves 3Jungle NorthCrater South22% / 22%4★
Mines 1Jungle EastCrater North22% / 22%4★
Mines 2MountainCrater Interior22% / 22%4★
Ruins 1Seaside & CCADesert 123% / 23%4★
Ruins 2Seabed UpperDesert 223% / 23%4★
Ruins 3Seabed Lower & TowerDesert 323% / 23%4★

Ultimate difficulty

EP1 areaEP2 areaEP4 areaUntekked chanceMaximum rarity
Forest 1VR Temple Alpha—22% / 21%4★
Forest 2VR Temple Beta—22% / 21%4★
Caves 1VR Spaceship AlphaCrater East25% / 24%4★
Caves 2VR Spaceship BetaCrater West25% / 24%4★
Caves 3Jungle NorthCrater South25% / 24%4★
Mines 1Jungle EastCrater North28% / 27%4★
Mines 2MountainCrater Interior28% / 27%4★
Ruins 1Seaside & CCADesert 128% / 27%4★
Ruins 2Seabed UpperDesert 230% / 29%4★
Ruins 3Seabed Lower & TowerDesert 330% / 29%4★

Meseta

ItemPT also manages Meseta drops, using separate subtables:

  • For enemies, the Meseta range depends on the enemy type, with a min ~ max interval sampled at random.
  • For boxes, the Meseta range depends on the area, each with its own min ~ max).
  • Meseta and item drops are separate decisions. An event yields an item, Meseta or nothing.

Data structures

The ItemPT binary format nests Episode × difficulty × area × variable parameters. Each difficulty/area subtable has the structure below. Index probability tables do not need to sum to 100: the game sums their entries and takes a random remainder, so they contain relative weights.

Subtable fields

FieldType (size)Description
base_weapon_type_prob_tableu8[0x0C]Common weapon type probabilities: 12 entries for the 12 basic types, Saber through Wand.
subtype_base_tablei8[0x0C]Base subtype number for each weapon type. A negative value excludes the first N areas; a non-negative value allows all areas.
subtype_area_length_tableu8[0x0C]Number of consecutive areas where each subtype appears. For example, Sword starting at −2 with length 4 appears in C1–M1, then switches to Gigush.
grind_prob_tableu8[9][4]Grind probabilities, indexed by [grind][area offset within subtype] . The offset is the current area minus the subtype’s first area, clamped to 0–3.
armor_shield_type_index_prob_tableu8[0x05]Frame/barrier upgrade probabilities. Final frame type = max(area_norm + sample_from_this_table + bias − 3, 0).
armor_slot_count_prob_tableu8[0x05]Frame slot probabilities. [77, 17, 5, 1, 0] means 77% for 0 slots, 17% for 1, 5% for 2, 1% for 3 and 0% for 4.
enemy_type_meseta_rangesmap⟨Enemy, Range⟨u16⟩⟩Enemy Meseta min/max intervals, indexed by enemy type.
enemy_type_drop_probsmap⟨Enemy, u8⟩Overall probability of an enemy dropping anything (0–100), separate from the rare check.
enemy_type_item_classesmap⟨Enemy, u8⟩Enemy drop category: 00=weapon / 01=frame / 02=barrier / 03=unit / 04=consumable / 05=Meseta / other=empty.
box_meseta_rangesRange⟨u16⟩[0x0A]Box Meseta ranges indexed by area_norm (10 areas).
box_item_class_prob_tableu8[7][10]Box item category probabilities, indexed by [item_class][area_norm] .
bonus_value_prob_tableu16[6][0x17]Weapon bonus value probabilities. Dimension 1 is spec (0–5); dimension 2 is the value tier (−10% to +100% in 5% steps, 23 tiers).
nonrare_bonus_prob_specu8[3][10]Non-rare weapon bonus spec lookup, indexed directly by [bonus_index][area − 1] (not a probability table).0xFF means no bonus in that slot. Rare weapons always use spec 5.
bonus_type_prob_tableu8[6][10]Weapon bonus type probabilities. The six rows are None / Native / A.Beast / Machine / Dark / Hit; the ten columns are area − 1. Rare weapons replace area − 1 with a random value from [0, 9] .
special_multu8[0x0A]Special generation parameter 1: a sampled value of 0 means no special. Otherwise draw [0, special_mult] and truncate to integer W. If W > 3 there is no special; otherwise assign a (W + 1)-star special.
special_percentu8[0x0A]Overall chance of a special on a non-rare weapon, indexed by area − 1.
tool_class_prob_tableu16[0x1C][0x0A]Consumable probability table: 28 types × 10 areas, showing where each consumable or material is most likely.
technique_index_prob_tableu8[0x13][0x0A]Technique disk type probabilities: 19 Techniques × 10 areas.
technique_level_rangesRange⟨u8⟩[0x13][0x0A]Level range for each Technique in each area. For example, Rafoie reaches a maximum of Lv30 in Ultimate Ruins.
armor_or_shield_type_biasu8The bias term in the frame upgrade formula, used with armor_shield_type_index_prob_table .
unit_max_stars_tableu8[0x0A]Maximum star rating of units dropped in each area.

Worked example

Below is an EP1 Ultimate example of bonus_type_prob_table . Each row is a bonus type; columns are the ten areas F1–R3.

bonusF1F2C1C2C3M1M2R1R2R3
None0x460x460x3F0x3E0x3E0x3D0x3C0x3C0x3A0x3A
Native0x140x140x0A0x0A0x090x020x020x040x050x05
A.Beast0x0A0x0A0x120x110x110x090x090x080x080x08
Machine0x000x000x090x0A0x0B0x130x120x080x090x09
Dark0x000x000x000x010x010x080x0A0x130x130x13
Hit0x000x000x000x000x000x010x010x010x010x01

Sum each column to get its total weight. None accounts for over 60%; A.Beast and Machine increase in Caves and Mines respectively, Dark is concentrated in Ruins, and Hit has only one weight point everywhere. This makes Hit particularly rare.

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