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.
A common-drop event follows roughly this sequence:
Weapon/Frame/Barrier/Unit/Consumables/Meseta .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.
ItemPT’s consumable category contains the following 26 common tools . Each area has its own 26-entry distribution to select the drop.
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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.
Besides consumables, ItemPT handles non-rare drops in these categories:
unit_max_stars_table).![]()
Base values for all common items, such as frame DFP/EVP and weapon ATP ranges, come from ItemPMT; ItemPT only chooses which item drops.
When ItemPT selects a common weapon, attribute generation determines its 0–3 bonuses.
Attribute generation proceeds through area probability → pattern → attribute value :
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.
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Hit probability reference: the approximate Hit chances on U/VH/H/N are 5% / 3% / 2% / 1%, concentrated in later areas such as Ruins.
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.
| EP1 area | EP2 area | EP4 area | Pattern |
|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 0 N N |
| Forest 2 | VR Temple Beta | — | 0 N N |
| Caves 1 | VR Spaceship Alpha | Crater East | 0 N N |
| Caves 2 | VR Spaceship Beta | Crater West | 1 0 N |
| Caves 3 | Jungle North | Crater South | 1 0 N |
| Mines 1 | Jungle East | Crater North | 1 0 N |
| Mines 2 | Mountain | Crater Interior | 1 0 N |
| Ruins 1 | Seaside & CCA | Desert 1 | 2 1 N |
| Ruins 2 | Seabed Upper | Desert 2 | 2 1 N |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 2 1 0 |
| Rare drops | 5 5 5 |
| EP1 area | EP2 area | EP4 area | Pattern |
|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 1 0 N |
| Forest 2 | VR Temple Beta | — | 1 0 N |
| Caves 1 | VR Spaceship Alpha | Crater East | 1 1 N |
| Caves 2 | VR Spaceship Beta | Crater West | 2 1 N |
| Caves 3 | Jungle North | Crater South | 2 1 1 |
| Mines 1 | Jungle East | Crater North | 2 1 1 |
| Mines 2 | Mountain | Crater Interior | 2 2 1 |
| Ruins 1 | Seaside & CCA | Desert 1 | 3 2 1 |
| Ruins 2 | Seabed Upper | Desert 2 | 3 2 1 |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 3 3 2 |
| Rare drops | 5 5 5 |
| EP1 area | EP2 area | EP4 area | Pattern |
|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 2 1 1 |
| Forest 2 | VR Temple Beta | — | 2 2 2 |
| Caves 1 | VR Spaceship Alpha | Crater East | 2 2 2 |
| Caves 2 | VR Spaceship Beta | Crater West | 3 2 2 |
| Caves 3 | Jungle North | Crater South | 3 3 2 |
| Mines 1 | Jungle East | Crater North | 3 3 3 |
| Mines 2 | Mountain | Crater Interior | 3 3 3 |
| Ruins 1 | Seaside & CCA | Desert 1 | 4 3 3 |
| Ruins 2 | Seabed Upper | Desert 2 | 4 4 3 |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 4 4 4 |
| Rare drops | 5 5 5 |
| EP1 area | EP2 area | EP4 area | Pattern |
|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 2 1 0 |
| Forest 2 | VR Temple Beta | — | 2 1 0 |
| Caves 1 | VR Spaceship Alpha | Crater East | 2 2 1 |
| Caves 2 | VR Spaceship Beta | Crater West | 3 2 1 |
| Caves 3 | Jungle North | Crater South | 3 3 2 |
| Mines 1 | Jungle East | Crater North | 3 3 2 |
| Mines 2 | Mountain | Crater Interior | 3 3 3 |
| Ruins 1 | Seaside & CCA | Desert 1 | 4 3 3 |
| Ruins 2 | Seabed Upper | Desert 2 | 4 4 3 |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 4 4 4 |
| Rare drops | 5 5 5 |
Pattern 0~4, Pattern 5 is reserved for Rare drops.Pattern 3, higher areas use Pattern 4, and rare drops still use Pattern 5.![]()
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.
| EP1 area | EP2 area | EP4 area | Untekked chance | Maximum rarity |
|---|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | None | N/A |
| Forest 2 | VR Temple Beta | — | None | N/A |
| Caves 1 | VR Spaceship Alpha | Crater East | 17% / 17% | 1★ |
| Caves 2 | VR Spaceship Beta | Crater West | 18% / 17% | 1★ |
| Caves 3 | Jungle North | Crater South | 20% / 19% | 1★ |
| Mines 1 | Jungle East | Crater North | 19% / 18% | 1★ |
| Mines 2 | Mountain | Crater Interior | 20% / 20% | 1★ |
| Ruins 1 | Seaside & CCA | Desert 1 | 16% / 16% | 2★ |
| Ruins 2 | Seabed Upper | Desert 2 | 18% / 17% | 2★ |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 20% / 19% | 2★ |
| EP1 area | EP2 area | EP4 area | Untekked chance | Maximum rarity |
|---|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 21% / 20% | 2★ |
| Forest 2 | VR Temple Beta | — | 21% / 20% | 2★ |
| Caves 1 | VR Spaceship Alpha | Crater East | 17% / 17% | 2★ |
| Caves 2 | VR Spaceship Beta | Crater West | 18% / 18% | 3★ |
| Caves 3 | Jungle North | Crater South | 20% / 19% | 2★ |
| Mines 1 | Jungle East | Crater North | 19% / 19% | 3★ |
| Mines 2 | Mountain | Crater Interior | 24% / 23% | 3★ |
| Ruins 1 | Seaside & CCA | Desert 1 | 19% / 18% | 3★ |
| Ruins 2 | Seabed Upper | Desert 2 | 19% / 18% | 3★ |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 19% / 18% | 3★ |
| EP1 area | EP2 area | EP4 area | Untekked chance | Maximum rarity |
|---|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 21% / 21% | 2★ |
| Forest 2 | VR Temple Beta | — | 21% / 21% | 3★ |
| Caves 1 | VR Spaceship Alpha | Crater East | 22% / 22% | 3★ |
| Caves 2 | VR Spaceship Beta | Crater West | 21% / 21% | 3★ |
| Caves 3 | Jungle North | Crater South | 22% / 22% | 4★ |
| Mines 1 | Jungle East | Crater North | 22% / 22% | 4★ |
| Mines 2 | Mountain | Crater Interior | 22% / 22% | 4★ |
| Ruins 1 | Seaside & CCA | Desert 1 | 23% / 23% | 4★ |
| Ruins 2 | Seabed Upper | Desert 2 | 23% / 23% | 4★ |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 23% / 23% | 4★ |
| EP1 area | EP2 area | EP4 area | Untekked chance | Maximum rarity |
|---|---|---|---|---|
| Forest 1 | VR Temple Alpha | — | 22% / 21% | 4★ |
| Forest 2 | VR Temple Beta | — | 22% / 21% | 4★ |
| Caves 1 | VR Spaceship Alpha | Crater East | 25% / 24% | 4★ |
| Caves 2 | VR Spaceship Beta | Crater West | 25% / 24% | 4★ |
| Caves 3 | Jungle North | Crater South | 25% / 24% | 4★ |
| Mines 1 | Jungle East | Crater North | 28% / 27% | 4★ |
| Mines 2 | Mountain | Crater Interior | 28% / 27% | 4★ |
| Ruins 1 | Seaside & CCA | Desert 1 | 28% / 27% | 4★ |
| Ruins 2 | Seabed Upper | Desert 2 | 30% / 29% | 4★ |
| Ruins 3 | Seabed Lower & Tower | Desert 3 | 30% / 29% | 4★ |
ItemPT also manages Meseta drops, using separate subtables:
min ~ max interval sampled at random.min ~ max).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.
| Field | Type (size) | Description |
|---|---|---|
base_weapon_type_prob_table | u8[0x0C] | Common weapon type probabilities: 12 entries for the 12 basic types, Saber through Wand. |
subtype_base_table | i8[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_table | u8[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_table | u8[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_table | u8[0x05] | Frame/barrier upgrade probabilities. Final frame type = max(area_norm + sample_from_this_table + bias − 3, 0). |
armor_slot_count_prob_table | u8[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_ranges | map⟨Enemy, Range⟨u16⟩⟩ | Enemy Meseta min/max intervals, indexed by enemy type. |
enemy_type_drop_probs | map⟨Enemy, u8⟩ | Overall probability of an enemy dropping anything (0–100), separate from the rare check. |
enemy_type_item_classes | map⟨Enemy, u8⟩ | Enemy drop category: 00=weapon / 01=frame / 02=barrier / 03=unit / 04=consumable / 05=Meseta / other=empty. |
box_meseta_ranges | Range⟨u16⟩[0x0A] | Box Meseta ranges indexed by area_norm (10 areas). |
box_item_class_prob_table | u8[7][10] | Box item category probabilities, indexed by [item_class][area_norm] . |
bonus_value_prob_table | u16[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_spec | u8[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_table | u8[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_mult | u8[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_percent | u8[0x0A] | Overall chance of a special on a non-rare weapon, indexed by area − 1. |
tool_class_prob_table | u16[0x1C][0x0A] | Consumable probability table: 28 types × 10 areas, showing where each consumable or material is most likely. |
technique_index_prob_table | u8[0x13][0x0A] | Technique disk type probabilities: 19 Techniques × 10 areas. |
technique_level_ranges | Range⟨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_bias | u8 | The bias term in the frame upgrade formula, used with armor_shield_type_index_prob_table . |
unit_max_stars_table | u8[0x0A] | Maximum star rating of units dropped in each area. |
Below is an EP1 Ultimate example of bonus_type_prob_table . Each row is a bonus type; columns are the ten areas F1–R3.
| bonus | F1 | F2 | C1 | C2 | C3 | M1 | M2 | R1 | R2 | R3 |
|---|---|---|---|---|---|---|---|---|---|---|
| None | 0x46 | 0x46 | 0x3F | 0x3E | 0x3E | 0x3D | 0x3C | 0x3C | 0x3A | 0x3A |
| Native | 0x14 | 0x14 | 0x0A | 0x0A | 0x09 | 0x02 | 0x02 | 0x04 | 0x05 | 0x05 |
| A.Beast | 0x0A | 0x0A | 0x12 | 0x11 | 0x11 | 0x09 | 0x09 | 0x08 | 0x08 | 0x08 |
| Machine | 0x00 | 0x00 | 0x09 | 0x0A | 0x0B | 0x13 | 0x12 | 0x08 | 0x09 | 0x09 |
| Dark | 0x00 | 0x00 | 0x00 | 0x01 | 0x01 | 0x08 | 0x0A | 0x13 | 0x13 | 0x13 |
| Hit | 0x00 | 0x00 | 0x00 | 0x00 | 0x00 | 0x01 | 0x01 | 0x01 | 0x01 | 0x01 |
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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