Section IDs are classifications assigned to characters upon creation. A character's section ID determines which items will drop from monsters. Each section ID has a "set" of items that drop from each monster, and some items will only drop for characters of certain IDs. Section IDs are represented by colored badges present on each character, usually on the torso or neck.
Bluefullpartisans the most often, and wands the least often.
Greenillrifles the most often, and swords the least often.
Orandaggers the most often, and rods the least often.
Pinkalwands the most often, and rifles the least often.
Purplenummechguns the most often, and swords and partisans the least often.
Skylyswords the most often, and mechguns the least often.
Viridiashots and partisans the most often, and slicers the least often.
Whitillslicers, which are found the most often, and shots the least often.
Calculating section IDs
Section IDs are calculated based on the characters in that character's name. Each number, letter and punctuation mark is assigned a single-digit value. The values are listed below:
A few tests with Blue Burst show differences for some character values :
' = 9
` = 6
} = 5
When using a number, the following table is used :
All in all, the value for each character can be retrieved by keeping the rest of the divition by 10 of the Unicode value, i.e. if the character is A it's Unicode value is 65 (41 in Hex) so the character value will be (65 Modulo 10) which is 5.
(Unicode Value of character) Modulo 10
When a character's name is entered into the game, the game adds together the individual values for all the characters. The ones digit of the sum is what determines the ID:
- 0: Viridia
- 1: Greenill
- 2: Skyly
- 3: Bluefull
- 4: Purplenum
- 5: Pinkal
- 6: Redria
- 7: Oran
- 8: Yellowboze
- 9: Whitill
On Blue Burst, each character class has a class offset value. This value gets added to the final result and prevents two characters, with the same names and different classes, from having the same ID.
- HUmar: 5
- HUnewearl: 6
- HUcast: 7
- HUcaseal: 4
- RAmar: 8
- RAmarl: 6
- RAcast: 9
- RAcaseal: 0
- FOmar: 5
- FOmarl: 1
- FOnewm: 2
- FOnewearl: 3
As an example, suppose someone were to create a character called PSO Lover:
The game would add all the values together and get 34. Now the ID depends on the class. If this character were to be a RAmar, the game would add the offset value for RAmars, 8, to the total from the name and get 42. The last digit of this number is 2, so this produces the section ID Skyly. On the other hand, a FOnewearl with this name would be an Oran.