Why this reference
Every drop rate and respawn timer you have seen for this game was a guess — someone killed a thing a few hundred times and posted a number. Those numbers are in the server's own tables. This page says which ones we read, which ones we worked out and how, and which ones we do not have.
Where the data comes from
The shard database
A restored vSRO shard database: 211 tables, 2,177 columns, 395 stored procedures. It is richer than the client — 18,250 item rows against the client's 13 625 — and it is the only place drops, spawns, shops and sieges exist at all.
The client archives
Media.pk2 and Data.pk2, read directly. The database stores no readable name — only string ids — so every name, description, mastery and region name on this site comes from here, along with 5,789 icons and 2920 3D models.
db:IRONSRO_SHARD · client:IronSro v3.2 · pack v3 · baked 19 days ago · 40,367 English strings of 41,166
Read, not derived
| What | Where it comes from |
|---|---|
| Item stats, ranges and requirements | _RefObjItem joined on _RefObjCommon.Link |
| Monster HP, defences, experience | _RefObjChar |
| Skill levels, timing, targets, raw params | _RefSkill |
| Spawn points and radii | Tab_RefNest |
| Respawn windows | Tab_RefNest.dwDelayTimeMin / dwDelayTimeMax— milliseconds, straight from the row |
| Champion spawn chance | Tab_RefNest.nChampionGenPercentage |
| Assigned drop chances | _RefMonster_AssignedItemDrop.DropRatio— already a probability, 0..1 |
| Gold drops by level | _RefDropGold |
| Monster behaviour | Tab_RefTactics |
| Shop stock and prices | _RefShopGoods → _RefPricePolicyOfItem |
| Experience and job curves | _RefLevel |
| Names, descriptions, mastery names, region names | client Media.pk2 textdata |
| Skill window layout | _RefSkill.UI_SkillTab / Page / Column / Row |
Computed — and by what
Each of these shows its formula on the page where it appears, not just its result. Where a number has not been checked against a live shard, it is labelled unverified there too.
| Quantity | Formula | Basis | |
|---|---|---|---|
| Class drop chance | ClassSel[monsterLevel][group] × Prob_Relative / Σ Prob_Relative in group | _RefDropClassSel_* + _RefDropItemAssign | unverified |
| Drop group for equipment | group = _RefObjItem.ItemClass (not AssignedGroup, which is −1) | checked against _RefDropClassSel_Equip.ProbGroup1..31 | checked |
| Degree | degree = (ItemClass − 1) ÷ 3 + 1 | 2 415 of 2 416 equipment rows agree with their codename | checked |
| Plus level stats | stat = base + Inc × plus | _RefObjItem.PDInc / PAttackInc / HRInc … | checked |
| Magic Pop odds | chance = Ratio ÷ Σ Ratio within the same set | _RefGachaItemSet | checked |
| Opcode direction | high nibble of the opcode; a declared direction always wins | 121 of 123 declared directions agree; the 2 that do not are shown as unsettled | checked |
| Skill param codes | big-endian four-letter code packed into 32 bits | 6 000 skills decoded both ways — one direction gives words, the other noise | checked |
| Training spot ranking | Σ (spawn count × expToGive × 3 600 ÷ mean respawn seconds), shown relative | Tab_RefNest + _RefObjChar | unverified |
| Damage | see /mechanics/damage — read from SR_GameServer.exe with RVA references | Ghidra 11.2.1 headless over the 2013-09-11 binary | unverified |
What is missing
| Area | Why |
|---|---|
| drops.verified | Class drop chances are computed from ClassSel x SelectRatio and have not been checked against a live shard. |
| descriptions | 4107 of 18250 items carry a description — the client's string tables have no text for the rest. |
- · No live-shard check yet. Computed drop chances and respawn windows have not been compared against a running server. Until they are, they carry the unverified label wherever they appear.
- · 518 icons do not exist in this client. The database describes 18,250 items; the client shipped far fewer. Those pages show a placeholder rather than a broken image.
- · Most items have no description. The client's string tables carry English tooltip text for roughly one item in six. The rest have stats and nothing else, and inventing flavour text would be the one thing this site should not do.
- · Byte layouts for opcodes. 514 opcodes are catalogued with direction and provenance, but the field-by-field layout lives inside parser code in each project and has not been transcribed.
How this is different
The scene infers these figures from watching the game. We read them out of the tables the server reads them from. Where we could not — where a number had to be worked out — the working is on the page next to the answer, and where the working has not been checked, the page says so instead of rounding the doubt away.
Found something wrong?
A wrong number here is worse than a missing one, because someone will use it. If you can show a figure on this site disagreeing with a live server, that is the most useful thing you can send — and the fix will appear in the changelog, not silently.