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.
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.
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 |
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 |
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 | Amonaly 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.
BaseTotalValue = BaseProps[PropertyId] + GrowthValue + PromotionValue + CoreEnhancementValueGrowthValue = (GrowthProps[PropertyId] * (Avatar.Level - 1)) / 10000PromotionValue = PromotionProps[Avatar.PromotionLevel][PropertyId]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
Main Stat:
Result = MainStat.BaseValue * (1 + WeaponLevel.FIELD_XXX / 10000 + WeaponStar.FIELD_YYY / 10000)
Example (Level 60, BreakLevel 5):
684 = 46 * (1 + 94090 / 10000 + 44610 / 10000)
Secondary Stat:
Result = MainStat.BaseValue * (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.
Result = MainStat.PropertyValue * (1 + EquipmentLevel.Field_XXX)2090 = 550 * (1 + 28000 / 10000)Main Stat:
Result = MainStat.BaseValue * (1 + 0.1568166666666667 * Level + 0.8922 * BreakLevel)
Secondary Stat:
Result = SubStat.BaseValue * (1 + 0.3 * BreakLevel)
Result = MainStat.PropertyValue + (MainStat.PropertyValue * Level * RarityScale)| 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