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UID for weapons and discs are unique to that specific item in a game account. They will persist across upgrades to the disc/weapon and can be used to deduplicate them across multiple queries if you want to keep track of all equipment on the account that was seen in the showcase.
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Responses will always contain a minimal amount of data. To get some basic info, you have to work with parsed JSON files in API-docs/store/zzz. If you need more data to work with, please refer to the ZenlessData repository maintained by Dimbreath.
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While working with character, weapon and disc stats, you should refer to Formulas. Big thanks to Mero for reverse engineering and getting actual formulas used in the game.
Name | Description |
---|---|
uid | Player UID |
ttl | Seconds until next update |
PlayerInfo | Profile Info |
Name | Description |
---|---|
SocialDetail | Social info details |
ShowcaseDetail | Showcase details |
Name | Description |
---|---|
Desc | Profile signature |
ProfileDetail | Profile details |
MedalList | List of Badges |
Name | Description |
---|---|
MedalType | Badge Type |
Value | Progress Number |
MedalIcon | Icon Id |
Name | Description |
---|---|
Uid | Player UID |
Nickname | Player Nickname |
ProfileId | Profile Picture ID |
Level | Inter-Knot Level |
Title | Title ID |
CallingCardId | Namecard ID |
AvatarId | Main Character ID (Wise or Belle) |
Name | Description |
---|---|
AvatarList | List of Characters |
Name | Description |
---|---|
Id | Agent ID |
Exp | Agent Exp |
Level | Agent Level |
PromotionLevel | Agent promotion level |
TalentLevel | Agent mindscape level |
SkinId | Agent Skin ID |
CoreSkillEnhancement | Core Skill Unlocked Enhancements - A, B, C, D, E, F |
TalentToggleList | Mindscape Cinema visual toggles |
WeaponEffectState | W-Engine signature special effect state [0: None, 1: OFF, 2: ON] |
IsHidden | Hidden state of Agent |
ClaimedRewardList | Agent promotion rewards |
ObtainmentTimestamp | Agent obtainment timestamp |
Weapon | Equipped W-Engine |
SkillLevelList | Agent skill level dict, check the definitions for indexes |
EquippedList | List of Drive Discs |
Note: If the agent has unlocked mindscape 3, increase all skill levels by 2. If the agent has unlocked mindscape 5, increase all skill levels by 2 on the base of the previous increase (4 total).
Check Formulas to see how to get actual values from base values For more info, refer to store/zzz/weapons.json
Name | Description |
---|---|
Uid | W-Engine UID |
Id | W-Engine ID |
Exp | W-Engine Exp |
Level | W-Engine Level |
BreakLevel | W-Engine modification Level |
UpgradeLevel | W-Engine Phase Level |
IsAvailable | Available state of W-Engine |
IsLocked | Locked state of W-Engine |
Name | Description |
---|---|
Slot | Slot index |
Equipment | Equipment data |
Name | Description |
---|---|
Uid | Drive Disc UID |
Id | Drive Disc ID |
Exp | Exp |
Level | Drive Disc Level [0-15] |
BreakLevel | Amount of random stat procs |
IsLocked | Lock marked state of Drive Disc |
IsAvailable | Available state of Drive Disc |
IsTrash | Trash marked state of Drive Disc |
MainStatList | Drive Disc Main Stat, check Stat for additional info |
RandomPropertyList | Drive Disc Substat List, check Stat for additional info |
Note: Rarity of drive discs can be found in store/zzz/equipment.json.
Check Formulas to see how to get actual values from base values
Name | Description |
---|---|
PropertyValue | Property Base Value |
PropertyId | Property ID, check the definitions for IDs |
PropertyLevel | Amount of rolls, only matters if substat |
Refer to the table below and store/zzz/property.json for more info.
Type | Description |
---|---|
11101 | HP [Base] |
11102 | HP% |
11103 | HP [Flat] |
12101 | ATK [Base] |
12102 | ATK% |
12103 | ATK [Flat] |
12201 | Impact [Base] |
12202 | Impact% |
13101 | Def [Base] |
13102 | Def% |
13103 | Def [Flat] |
20101 | Crit Rate [Base] |
20103 | Crit Rate [Flat] |
21101 | Crit DMG [Base] |
21103 | Crit DMG [Flat] |
23101 | Pen Ratio [Base] |
23103 | Pen Ratio [Flat] |
23201 | PEN [Base] |
23203 | PEN [Flat] |
30501 | Energy Regen [Base] |
30502 | Energy Regen% |
30503 | Energy Regen [Flat] |
31201 | Anomaly Proficiency [Base] |
31203 | Anomaly Proficiency [Flat] |
31401 | Anomaly Mastery [Base] |
31402 | Anomaly Mastery% |
31403 | Anomaly Mastery [Flat] |
31501 | Physical DMG Bonus [Base] |
31503 | Physical DMG Bonus [Flat] |
31601 | Fire DMG Bonus [Base] |
31603 | Fire DMG Bonus [Flat] |
31701 | Ice DMG Bonus [Base] |
31703 | Ice DMG Bonus [Flat] |
31801 | Electric DMG Bonus [Base] |
31803 | Electric DMG Bonus [Flat] |
31901 | Ether DMG Bonus [Base] |
31903 | Ether DMG Bonus [Flat] |
Type | Description |
---|---|
4 | S |
3 | A |
2 | B |
Type | Description |
---|---|
1 | Shiyu Defense |
2 | Simulated Battle Tower |
3 | Deadly Assault |
4 | Simulated Battle Tower - Last Stand |
Index | Description |
---|---|
0 | Basic Attack |
1 | Special Attack |
2 | Dash |
3 | Ultimate |
5 | Core Skill |
6 | Assist |
To calculate the base stats of an Agent, you need to use store/zzz/avatars.json.
- Base Total:
BaseTotalValue = BaseProps[PropertyId] + GrowthValue + PromotionValue + CoreEnhancementValue
- Growth:
GrowthValue = (GrowthProps[PropertyId] * (Avatar.Level - 1)) / 10000
- Promotion:
PromotionValue = PromotionProps[Avatar.PromotionLevel - 1][PropertyId]
- Core Enhancement:
CoreEnhancementValue = CoreEnhancementProps[Avatar.CoreSkillEnhancement][PropertyId]
NOTE: It is recommended to floor results before summing them up with stats from other sources, including those from other sources.
To work with W-Engine stats, you need to use:
- WeaponLevelTemplateTb.json
- WeaponStarTemplateTb.json
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Main Stat:
Result = MainStat.PropertyValue * (1 + WeaponLevel.FIELD_XXX / 10000 + WeaponStar.FIELD_YYY / 10000)
Example (Level 60, BreakLevel 5):
684 = 46 * (1 + 94090 / 10000 + 44610 / 10000)
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Secondary Stat:
Result = SecondaryStat.PropertyValue * (1 + WeaponStar.FIELD_ZZZ / 10000)
Example (BreakLevel 5):
2400 = 960 * (1 + 15000 / 10000)
NOTE: The W-Engine Steel Cushion [14102]
was used in the example.
To work with Drive Disc stats, you need to use EquipmentLevelTemplateTb.json
This file determines the Drive Disc value based on its level and rarity.
- Main Stat:
Result = MainStat.PropertyValue * (1 + EquipmentLevel.Field_XXX / 10000)
Example (Level 14, Rarity 4):
2090 = 550 * (1 + 28000 / 10000)
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Main Stat:
Result = MainStat.PropertyValue * (1 + 0.1568166666666667 * Level + 0.8922 * BreakLevel)
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Secondary Stat:
Result = SecondaryStat.PropertyValue * (1 + 0.3 * BreakLevel)
- Main Stat:
Result = MainStat.PropertyValue + (MainStat.PropertyValue * Level * RarityScale)
- Rarity Scales | Rarity | Scale | | :----- | :------ | | 4 | 0.2 | | 3 | 0.25 | | 2 | 0.3 |
All the icon names are included in the parsed data at API-docs/store/zzz.
For any additional info, check the ZenlessData repository.
For the names used in Enka.Network, refer to store/zzz/locs.json
For any additional info about names, descriptions, etc., check the TextMap Data, only includes languages supported by the game.
Currently none