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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) -
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) -
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.
Python - https://github.com/seriaati/enka-py - seriaati
C# - https://github.com/aliafuji/EnkaDotnet - aliafuji
Go - https://github.com/kirinyoku/enkanetwork-go - kirinyoku