API¶
Main Interface¶
- class pobapi.api.PathOfBuildingAPI(xml)[source]¶
Instances of this class are single Path Of Building pastebins.
- Parameters
xml (
bytes
) – Path of Building XML document in byte format.
Note
XML must me in byte format, not string format. This is required because the XML contains encoding information.
Note
To instantiate from pastebin.com links or import codes, use
from_url()
orfrom_import_code()
, respectively.- active_item_set¶
Get the item set a character is currently wearing.
- Returns
Item set.
- Return type
- active_skill¶
Get a character’s main skill.
- Returns
Main skill.
- Return type
- active_skill_group¶
Get a character’s main skill setup.
- Returns
Main skill setup.
- Return type
- ascendancy_name¶
Get a character’s ascendancy class.
- config¶
Namespace for Path Of Building config tab’s options and values.
- Returns
Path Of Building config.
- Return type
- item_sets¶
Get a list of all item sets of a character.
Note
Slot IDs are 0-indexed.
- keystones¶
Namespace for a character’s keystones.
Iterate over the keystones property to only get active keystones.
- Returns
Keystones.
- Return type
- second_weapon_set¶
Get whether a character primarily uses their second weapon set.
- Returns
Truth value.
- Return type
- skill_groups¶
Get a character’s skill setups.
- Returns
Skill setups.
- Return type
- pobapi.api.from_import_code(import_code)[source]¶
Instantiate build class from an import code generated with Path Of Building.
- Raises
- Parameters
import_code (
str
) – import code generated with Path Of Building.- Return type
Data Models¶
- class pobapi.models.Gem(name, enabled, level, quality, support)[source]¶
Class that holds the data of an ability granted by a skill gem.
- class pobapi.models.GrantedAbility(name, enabled, level, quality=None, support=False)[source]¶
Class that holds the data of an ability granted by an item.
- class pobapi.models.Item(rarity, name, base, uid, shaper, elder, crafted, quality, sockets, level_req, item_level, implicit, text)[source]¶
Class that holds an item.
- Parameters
Note
Items created in Path of Building do not have an UID.
- Parameters
shaper (
bool
) – Whether the item is a Shaper base type.elder (
bool
) – Whether the item is an Elder base type.crafted (
bool
) – Whether the item has a crafted mod.quality (
Optional
[int
]) – Item quality, if the item can have quality.sockets (
Optional
[Tuple
[Tuple
[str
]]]) – Item socket groups, if the item can have sockets.
Note
Example: The format used for a 5 socket chest armour with 2 socket groups of 3 linked blue sockets and 2 linked red sockets would be ((B, B, B), (R, R)).
- Parameters
Note
For items existing in-game, their item text is just copied. For items created with Path Of Building, their affix values are calculated to match in-game items in appearance.
- class pobapi.models.Keystones(acrobatics, ancestral_bond, arrow_dancing, avatar_of_fire, blood_magic, chaos_inoculation, conduit, crimson_dance, eldritch_battery, elemental_equilibrium, ghost_reaver, iron_grip, iron_reflexes, mind_over_matter, minion_instability, mortal_conviction, necromantic_aegis, pain_attunement, perfect_agony, phase_acrobatics, point_blank, resolute_technique, runebinder, unwavering_stance, vaal_pact, wicked_ward, zealots_oath)[source]¶
Class that holds keystone data.
- Parameters
acrobatics (
bool
) – Whether the player has Acrobatics.ancestral_bond (
bool
) – Whether the player has Ancestral Bond.arrow_dancing (
bool
) – Whether the player has Arrow Dancing.avatar_of_fire (
bool
) – Whether the player has Avatar of Fire.blood_magic (
bool
) – Whether the player has Blood Magic.chaos_inoculation (
bool
) – Whether the player has Chaos Inoculation.conduit (
bool
) – Whether the player has Conduit.crimson_dance (
bool
) – Whether the player has Crimson Dance.eldritch_battery (
bool
) – Whether the player has Eldritch Battery.elemental_equilibrium (
bool
) – Whether the player has Elemental Equilibrium.ghost_reaver (
bool
) – Whether the player has Ghost Reaver.iron_grip (
bool
) – Whether the player has Iron Grip.iron_reflexes (
bool
) – Whether the player has Iron Reflexes.mind_over_matter (
bool
) – Whether the player has Mind Over Matter.minion_instability (
bool
) – Whether the player has Minion Instability.mortal_conviction (
bool
) – Whether the player has Mortal Conviction.necromantic_aegis (
bool
) – Whether the player has Necromantic Aegis.pain_attunement (
bool
) – Whether the player has Pain Attunement.perfect_agony (
bool
) – Whether the player has Perfect Agony.phase_acrobatics (
bool
) – Whether the player has Phase Acrobatics.point_blank (
bool
) – Whether the player has Point Blank.resolute_technique (
bool
) – Whether the player has Resolute Technique.runebinder (
bool
) – Whether the player has Runebinder.unwavering_stance (
bool
) – Whether the player has Unwavering Stance.vaal_pact (
bool
) – Whether the player has Vaal Pact.wicked_ward (
bool
) – Whether the player has Wicked Ward.zealots_oath (
bool
) – Whether the player has Zealots Oath.
- class pobapi.models.Set(weapon1, weapon1_as1, weapon1_as2, weapon1_swap, weapon1_swap_as1, weapon1_swap_as2, weapon2, weapon2_as1, weapon2_as2, weapon2_swap, weapon2_swap_as1, weapon2_swap_as2, helmet, helmet_as1, helmet_as2, body_armour, body_armour_as1, body_armour_as2, gloves, gloves_as1, gloves_as2, boots, boots_as1, boots_as2, amulet, ring1, ring2, belt, belt_as1, belt_as2, flask1, flask2, flask3, flask4, flask5)[source]¶
Class that holds an item set.
- Parameters
weapon1_as1 (
Optional
[int
]) – Primary weapon abyssal socket 1.weapon1_as2 (
Optional
[int
]) – Primary weapon abyssal socket 1.weapon1_swap_as1 (
Optional
[int
]) – Second primary weapon abyssal socket 1.weapon1_swap_as2 (
Optional
[int
]) – Second primary weapon abyssal socket 2.weapon2_as1 (
Optional
[int
]) – Secondary weapon abyssal socket 1.weapon2_as2 (
Optional
[int
]) – Secondary weapon abyssal socket 1.weapon2_swap_as1 (
Optional
[int
]) – Second secondary weapon abyssal socket 1.weapon2_swap_as2 (
Optional
[int
]) – Second secondary weapon abyssal socket 2.body_armour_as1 (
Optional
[int
]) – Body armour abyssal socket 1.body_armour_as2 (
Optional
[int
]) – Body armour abyssal socket 2.
- class pobapi.models.SkillGroup(enabled, label, active, abilities)[source]¶
Class that holds a (linked) socket group.
- Parameters
enabled (
bool
) – Whether the socket group is in active use.label (
str
) – Socket group label assigned in Path Of Building.active (
Optional
[int
]) – Main skill in socket group, if given.abilities (
List
[Union
[Gem
,GrantedAbility
]]) – List ofGem
orGrantedAbility
objects in socket group.
Character Stat-Sheet¶
- class pobapi.stats.Stats(average_hit=None, average_damage=None, cast_speed=None, attack_speed=None, trap_throwing_speed=None, trap_cooldown=None, mine_laying_speed=None, totem_placement_speed=None, pre_effective_crit_chance=None, crit_chance=None, crit_multiplier=None, hit_chance=None, total_dps=None, total_dot=None, bleed_dps=None, ignite_dps=None, ignite_damage=None, total_dps_with_ignite=None, average_damage_with_ignite=None, poison_dps=None, poison_damage=None, total_dps_with_poison=None, average_damage_with_poison=None, decay_dps=None, skill_cooldown=None, area_of_effect_radius=None, mana_cost=None, strength=None, strength_required=None, dexterity=None, dexterity_required=None, intelligence=None, intelligence_required=None, life=None, life_increased=None, life_unreserved=None, life_unreserved_percent=None, life_regen=None, life_leech_rate_per_hit=None, life_leech_gain_per_hit=None, mana=None, mana_increased=None, mana_unreserved=None, mana_unreserved_percent=None, mana_regen=None, mana_leech_rate_per_hit=None, mana_leech_gain_per_hit=None, total_degen=None, net_life_regen=None, net_mana_regen=None, energy_shield=None, energy_shield_increased=None, energy_shield_regen=None, energy_shield_leech_rate_per_hit=None, energy_shield_leech_gain_per_hit=None, evasion=None, evasion_increased=None, melee_evade_chance=None, projectile_evade_chance=None, armour=None, armour_increased=None, physical_damage_reduction=None, effective_movement_speed_modifier=None, block_chance=None, spell_block_chance=None, attack_dodge_chance=None, spell_dodge_chance=None, fire_resistance=None, cold_resistance=None, lightning_resistance=None, chaos_resistance=None, fire_resistance_over_cap=None, cold_resistance_over_cap=None, lightning_resistance_over_cap=None, chaos_resistance_over_cap=None, power_charges=None, power_charges_maximum=None, frenzy_charges=None, frenzy_charges_maximum=None, endurance_charges=None, endurance_charges_maximum=None, active_totem_limit=None, active_minion_limit=None)[source]¶
Class that holds character stat-sheet data.
- Parameters
average_damage (
Optional
[float
]) – Average hit damage after accuracy check.trap_throwing_speed (
Optional
[float
]) – Trap throwing speed.totem_placement_speed (
Optional
[float
]) – Totem placement speed.pre_effective_crit_chance (
Optional
[float
]) – Crit chance as displayed in-game (doesn’t factor in accuracy and luck).crit_chance (
Optional
[float
]) – Effective crit chance, factors in accuracy and luck.crit_multiplier (
Optional
[float
]) – Critical strike multiplier.total_dot (
Optional
[float
]) – Total damage over time (per second).total_dps_with_ignite (
Optional
[float
]) – Total damage per second including ignite damage.average_damage_with_ignite (
Optional
[float
]) – Average hit damage including ignite.total_dps_with_poison (
Optional
[float
]) – Total damage per second including poison damage.average_damage_with_poison (
Optional
[float
]) – Average hit damage including poison.area_of_effect_radius (
Optional
[float
]) – Area of effect radius.intelligence_required (
Optional
[float
]) – Intelligence required.life_unreserved_percent (
Optional
[float
]) – Percent unreserved life.life_leech_rate_per_hit (
Optional
[float
]) – Percent life leeched per hit.life_leech_gain_per_hit (
Optional
[float
]) – Flat life leeched per hit.mana_unreserved_percent (
Optional
[float
]) – Percent unreserved mana.mana_leech_rate_per_hit (
Optional
[float
]) – Percent mana leeched per hit.mana_leech_gain_per_hit (
Optional
[float
]) – Flat mana leeched per hit.energy_shield_increased (
Optional
[float
]) – Percent increased energy shield.energy_shield_regen (
Optional
[float
]) – Flat energy shield regeneration.energy_shield_leech_rate_per_hit (
Optional
[float
]) – Percent energy shield leeched per hit.energy_shield_leech_gain_per_hit (
Optional
[float
]) – Flat energy shield leeched per hit.evasion_increased (
Optional
[float
]) – Percent increased evasion rating.melee_evade_chance (
Optional
[float
]) – Chance to evade melee attacks.projectile_evade_chance (
Optional
[float
]) – Chance to evade projectiles.armour_increased (
Optional
[float
]) – Percent increased armour.physical_damage_reduction (
Optional
[float
]) – Physical damage reduction.effective_movement_speed_modifier (
Optional
[float
]) – Effective movement speed modifier.spell_block_chance (
Optional
[float
]) – Chance to block spells.attack_dodge_chance (
Optional
[float
]) – Chance to dodge attacks.spell_dodge_chance (
Optional
[float
]) – Chance to dodge spells.lightning_resistance (
Optional
[float
]) – Lightning resistance.fire_resistance_over_cap (
Optional
[float
]) – Overcapped fire resistance.cold_resistance_over_cap (
Optional
[float
]) – Overcapped cold resistancelightning_resistance_over_cap (
Optional
[float
]) – Overcapped lightning resistance.chaos_resistance_over_cap (
Optional
[float
]) – Overcapped chaos resistance.power_charges_maximum (
Optional
[float
]) – Maximum power charges.frenzy_charges_maximum (
Optional
[float
]) – Maximum frenzy charges.endurance_charges_maximum (
Optional
[float
]) – Maximum endurance charges.active_totem_limit (
Optional
[float
]) – Maximum active totems.active_minion_limit (
Optional
[float
]) – Maximum number of minions.
Build Configuration¶
- class pobapi.config.Config(resistance_penalty=- 60, enemy_level=None, enemy_physical_hit_damage=None, detonate_dead_corpse_life=None, is_stationary=False, is_moving=False, on_full_life=False, on_low_life=False, on_full_energy_shield=False, has_energy_shield=False, minions_on_full_life=False, ignite_mode=None, aspect_of_the_avian_avians_might=False, aspect_of_the_avian_avians_flight=False, aspect_of_the_cat_cats_stealth=False, aspect_of_the_cat_cats_agility=False, override_crab_barriers=None, aspect_of_the_spider_web_stacks=None, banner_planted=False, banner_stages=None, in_bloodstorm=False, in_sandstorm=False, brand_attached=False, dark_pact_skeleton_life=None, deathmark=False, feeding_frenzy=False, herald_of_agony_stacks=None, ice_nova_cast_on_frostbolt=False, infusion=False, innervate_innervation=False, intensify_stacks=None, meat_shield_enemy_nearby=False, raise_spectres_spectre_level=None, raise_spectres_enable_curses=False, raise_spectres_blade_vortex_blade_count=None, raise_spectres_kaom_fire_beam_totem_stage=None, raise_spectres_enable_summoned_ursa_rallying_cry=False, raise_spiders_spider_count=None, siphoning_trap_affected_enemies=None, stance=None, summon_holy_relic_enable_holy_relic_buff=False, summon_lightning_golem_enable_wrath=False, vortex_cast_on_frostbolt=False, wave_of_conviction_exposure_type=None, winter_orb_stages=None, enemy_physical_reduction=None, enemy_hexproof=False, less_curse_effect=None, enemy_avoid_poison_blind_bleed=None, enemy_resistances=None, elemental_equilibrium=False, no_leech=False, reduced_flask_charges=None, minus_max_resists=None, less_aoe=None, enemy_avoid_status_ailment=None, enemy_increased_accuracy=None, less_armour_block=None, point_blank=False, less_recovery=None, no_regen=False, enemy_takes_reduced_extra_crit_damage=None, curse_assassins_mark=None, curse_conductivity=None, curse_despair=None, curse_elemental_weakness=None, curse_enfeeble=None, curse_flammability=None, curse_frostbite=None, curse_poachers_mark=None, curse_projectile_weakness=None, curse_punishment=None, curse_temporal_chains=None, curse_vulnerability=None, curse_warlords_mark=None, use_power_charges=False, max_power_charges=None, use_frenzy_charges=False, max_frenzy_charges=None, use_endurance_charges=False, max_endurance_charges=None, use_siphoning_charges=False, max_siphoning_charges=None, use_challenger_charges=False, max_challenger_charges=None, use_blitz_charges=False, max_blitz_charges=None, use_inspiration_charges=False, max_inspiration_charges=None, minions_use_power_charges=False, minions_use_frenzy_charges=False, minions_use_endurance_charges=False, focus=False, onslaught=False, unholy_might=False, phasing=False, fortify=False, tailwind=False, adrenaline=False, divinity=False, rage=False, leeching=False, leeching_life=False, leeching_energy_shield=False, leeching_mana=False, using_flask=False, has_totem=False, number_of_nearby_allies=None, number_of_nearby_enemies=None, number_of_nearby_corpses=None, on_consecrated_ground=False, on_burning_ground=False, on_chilled_ground=False, on_shocked_ground=False, burning=False, ignited=False, chilled=False, frozen=False, shocked=False, bleeding=False, poisoned=False, number_of_poison_stacks=None, only_one_nearby_enemy=False, hit_recently=False, crit_recently=False, skill_crit_recently=False, non_crit_recently=False, killed_recently=False, number_of_enemies_killed_recently=None, totems_killed_recently=False, number_of_totems_killed_recently=None, minions_killed_recently=False, number_of_minions_killed_recently=None, killed_affected_by_dot=False, number_of_shocked_enemies_killed_recently=None, frozen_enemy_recently=False, shattered_enemy_recently=False, ignited_enemy_recently=False, shocked_enemy_recently=False, number_of_poisons_applied_recently=None, been_hit_recently=False, been_crit_recently=False, been_savage_hit_recently=False, hit_by_fire_damage_recently=False, hit_by_cold_damage_recently=False, hit_by_lightning_damage_recently=False, blocked_recently=False, blocked_attack_recently=False, blocked_spell_recently=False, energy_shield_recharge_started_recently=False, pendulum_of_destruction=False, elemental_conflux=False, bastion_of_hope=False, her_embrace=False, used_skill_recently=False, attacked_recently=False, cast_spell_recently=False, used_fire_skill_recently=False, used_cold_skill_recently=False, used_minion_skill_recently=False, used_movement_skill_recently=False, used_vaal_skill_recently=False, used_warcry_recently=False, used_warcry_in_past_8_seconds=False, number_of_mines_detonated_recently=None, number_of_traps_triggered_recently=None, consumed_corpses_recently=False, number_of_corpses_consumed_recently=None, taunted_enemy_recently=False, blocked_hit_from_unique_enemy_in_past_ten_seconds=False, lucky_crits=False, number_of_times_skill_has_chained=None, projectile_distance=None, enemy_in_close_range=False, enemy_moving=False, enemy_on_full_life=False, enemy_on_low_life=False, enemy_cursed=False, enemy_bleeding=False, enemy_poisoned=False, enemy_number_of_poison_stacks=None, enemy_maimed=False, enemy_hindered=False, enemy_blinded=False, enemy_taunted=False, enemy_burning=False, enemy_ignited=False, enemy_chilled=False, enemy_frozen=False, enemy_shocked=False, enemy_number_of_freeze_shock_ignite=None, enemy_intimidated=False, enemy_unnerved=False, enemy_covered_in_ash=False, enemy_rare_or_unique=False, enemy_boss=False, enemy_physical_damage_reduction=None, enemy_fire_resist=None, enemy_cold_resist=None, enemy_lightning_resist=None, enemy_chaos_resist=None, enemy_hit_by_fire_damage=False, enemy_hit_by_cold_damage=False, enemy_hit_by_lightning_damage=False, elemental_equilibrium_ignore_hit_damage=False, character_level=None)[source]¶
Class that holds build configuration data.
Note
Many map mods have different tiers for white, yellow and red maps; documented as tuples (white, yellow, red).
- Parameters
resistance_penalty (
int
) – Resistance penalty obtained by slaying Kitava. Possible values: 0, -30, -60 (default).enemy_level (
Optional
[int
]) – Level of enemies. Possible values: 1 to 100.enemy_physical_hit_damage (
Optional
[float
]) – Damage enemies deal with physical hits.detonate_dead_corpse_life (
Optional
[int
]) – Life of corpses consumed by Detonate Dead.is_stationary (
bool
) – Whether the player is stationary.is_moving (
bool
) – Whether the player is moving.is_on_full_life – Whether the player is on Full Life.
is_on_low_life – Whether the player is on Low Life.
is_on_full_energy_shield – Whether the player is on Full Energy Shield.
has_energy_shield (
bool
) – Whether the player currently has energy shield.minions_on_full_life (
bool
) – Whether the player’s minions are on Full Life.ignite_mode (
Optional
[str
]) – Controls how ignite damage is calculated. Possible values: (‘Average’, ‘Crit’).aspect_of_the_avian_avians_might (
bool
) – Whether Avian’s Might is active.aspect_of_the_avian_avians_flight (
bool
) – Whether Avian’s Flight is active.aspect_of_the_cat_cats_stealth (
bool
) – Whether Cat’s Stealth is active.aspect_of_the_cat_cats_agility (
bool
) – Whether Cats’s Agility is active.override_crab_barriers (
Optional
[int
]) – Overridden number of crab barriers.aspect_of_the_spider_web_stacks (
Optional
[int
]) – Number of web stacks on enemies.banner_planted (
bool
) – Whether the player has planted a banner.in_bloodstorm (
bool
) – Whether the player is in a Bloodstorm.in_sandstorm (
bool
) – Whether the player is in a Sandstorm.brand_attached (
bool
) – Whether the player has a brand attached.dark_pact_skeleton_life (
Optional
[int
]) – Skeleton life points used for Dark Pact damage calculation.deathmark (
bool
) – Whether the player applies Deathmark.herald_of_agony_stacks (
Optional
[int
]) – Number of Virulence stacks on Herald of Agony.ice_nova_cast_on_frostbolt (
bool
) – Whether the player casts Ice Nova on a Frost Bolt.infusion (
bool
) – Whether the Infusion Infusion buff is active.innervate_innervation (
bool
) – Whether the Innervate Innervation buff is active.intensify_stacks (
Optional
[int
]) – Number of Intensify stacks.meat_shield_enemy_nearby (
bool
) – Whether there are enemies near your minions supported by Meat Shield Support.raise_spectres_spectre_level (
Optional
[int
]) – Level of spectres raised by Raise Spectre.raise_spectres_enable_curses (
bool
) – Whether the curses of spectres are active.raise_spectres_blade_vortex_blade_count (
Optional
[int
]) – Number of Blade Vortex stacks of spectres.raise_spectres_kaom_fire_beam_totem_stage (
Optional
[int
]) – Number of fire beam stages of spectres.raise_spectres_enable_summoned_ursa_rallying_cry (
bool
) – Whether the Rallying Cry of ursa spectres is active.raise_spiders_spider_count (
Optional
[int
]) – Number of spiders from Raise Spiders.siphoning_trap_affected_enemies (
Optional
[int
]) – Number of enemies affected by Siphoning Trap.stance (
Optional
[str
]) – Controls whether the player is in Blood Stance or Sand Stance. Possible values: (‘Blood’, ‘Sand’).summon_holy_relic_enable_holy_relic_buff (
bool
) – Whether the Holy Relic buff of Summon Holy Relics is active.summon_lightning_golem_enable_wrath (
bool
) – Whether a Lightning Golem’s wrath buff is active.vortex_cast_on_frostbolt (
bool
) – Whether the player casts Vortex on a Frost Bolt.wave_of_conviction_exposure_type (
Optional
[str
]) – Controls which Exposure damage type is selected. Possible values: (‘Fire’, ‘Cold’, ‘Lightning’).winter_orb_stages (
Optional
[int
]) – Number of stages of Winter Orb.enemy_physical_reduction (
Optional
[int
]) – Whether enemies have physical damage reduction. Possible values: (20%, 30%, 40%).enemy_hexproof (
bool
) – Whether enemies are hexproof.less_curse_effect (
Optional
[int
]) – Whether enemies have reduced effect of curses on them. Possible values: (25%, 40%, 60%).enemy_avoid_poison_blind_bleed (
Optional
[int
]) – Whether enemies have a chance to avoid poison, blind and bleed. Possible values: (25%, 45%, 65%).enemy_resistances (
Optional
[str
]) – Whether enemies have increased elemental and chaos resistances. Possible values: ((20%, 15%), (30%, 20%), (40%, 25%)).elemental_equilibrium (
bool
) – Whether player have Elemental Equilibrium.no_leech (
bool
) – Whether players cannot leech life/mana/energy shield.reduced_flask_charges (
Optional
[int
]) – Whether players gain reduced flask charges. Possible values: (30%, 40%, 50%).minus_max_resists (
Optional
[int
]) – Whether players have reduced maximum resistances. Possible values: (0%, 5-8%, 9-12%).less_aoe (
Optional
[int
]) – Whether players have less area of effect. Possible values: (15%, 20%, 25%).enemy_avoid_status_ailment (
Optional
[int
]) – Whether enemies have a chance to avoid status ailments. Possible values: (30%, 60%, 90%).enemy_increased_accuracy (
Optional
[int
]) – Whether enemies hav increased accuracy. Possible values: (30%, 40%, 50%).less_armour_block (
Optional
[str
]) – Whether players have less armour and block chance. Possible values: ((20%, 20%), (25%, 30%), (30%, 40%)).point_blank (
bool
) – Whether players have Point Blank.less_recovery (
Optional
[int
]) – Whether players have less life/mana/energy shield recovery rate. Possible values: (20%, 40%, 60%).no_regen (
bool
) – Whether players cannot regenerate life/mana/energy shield.enemy_takes_reduced_extra_crit_damage (
Optional
[int
]) – Whether enemies take reduced extra damage from critical strikes. Possible values: (25-30%, 31-35%, 36-40%).curse_assassins_mark (
Optional
[int
]) – Level of Assassin’s Mark applying to players.curse_conductivity (
Optional
[int
]) – Level Conductivity applying to players.curse_despair (
Optional
[int
]) – Level of Despair applying to players.curse_elemental_weakness (
Optional
[int
]) – Level of Elemental Weakness applying to players.curse_enfeeble (
Optional
[int
]) – Level of Enfeeble applying to players.curse_flammability (
Optional
[int
]) – Level of Flammability applying to players.curse_frostbite (
Optional
[int
]) – Level of Frostbite applying to players.curse_poachers_mark (
Optional
[int
]) – Level of Poacher’s Mark applying to players.curse_projectile_weakness (
Optional
[int
]) – Level of Projectile Weakness applying to players.curse_punishment (
Optional
[int
]) – Level of Punishment applying to players.curse_temporal_chains (
Optional
[int
]) – Level of Temporal Chains applying to players.curse_vulnerability (
Optional
[int
]) – Level of Vulnerability applying to players.curse_warlords_mark (
Optional
[int
]) – Level of Warlord’s Mark applying to players.use_power_charges (
bool
) – Whether the player uses power charges.max_power_charges (
Optional
[int
]) – Whether the player is at maximum power charges.use_frenzy_charges (
bool
) – Whether the player uses frenzy charges.max_frenzy_charges (
Optional
[int
]) – Whether the player is at maximum frenzy charges.use_endurance_charges (
bool
) – Whether the player uses endurance charges.max_endurance_charges (
Optional
[int
]) – Whether the player is at maximum endurance charges.use_siphoning_charges (
bool
) – Whether the player uses siphoning charges.use_challenger_charges (
bool
) – Whether the player uses Challenger Charges.max_challenger_charges (
Optional
[int
]) – Whether the player is at maximum Challenger Charges.use_blitz_charges (
bool
) – Whether the player uses Blitz Charges.max_blitz_charges (
Optional
[int
]) – Whether the player is at maximum Blitz Charges.use_inspiration_charges (
bool
) – Whether the player uses Inspiration Charges.max_inspiration_charges (
Optional
[int
]) – Whether the player is at maximum Inspiration Charges.max_siphoning_charges (
Optional
[int
]) – Whether the player is at maximum siphoning charges.minions_use_power_charges (
bool
) – Whether the player’s minions use power charges.minions_use_frenzy_charges (
bool
) – Whether the player’s minions use frenzy charges.minions_use_endurance_charges (
bool
) – Whether the player’s minions use endurance charges.focus (
bool
) – Whether the player has Focus.onslaught (
bool
) – Whether the player has Onslaught.unholy_might (
bool
) – Whether the player has Unholy Might.phasing (
bool
) – Whether the player has Phasing.fortify (
bool
) – Whether the player has Fortify.tailwind (
bool
) – Whether the player has Tailwind.adrenaline (
bool
) – Whether the player has Adrenaline.divinity (
bool
) – Whether the player has Divinity.rage (
bool
) – Whether the player has Rage.leeching (
bool
) – Whether the player is leeching.leeching_life (
bool
) – Whether the player is leeching Life.leeching_energy_shield (
bool
) – Whether the player is leeching Energy Shield.leeching_mana (
bool
) – Whether the player is leeching Mana.using_flask (
bool
) – Whether the player is using a flask.has_totem (
bool
) – Whether the player has a totem.number_of_nearby_allies (
Optional
[int
]) – Number of nearby allies.number_of_nearby_enemies (
Optional
[int
]) – Number of nearby enemies.number_of_nearby_corpses (
Optional
[int
]) – Number of nearby corpses.on_consecrated_ground (
bool
) – Whether the player is on consecrated ground.on_burning_ground (
bool
) – Whether the player is on burning ground.on_chilled_ground (
bool
) – Whether the player is on chilled ground.on_shocked_ground (
bool
) – Whether the player is on shocked ground.burning (
bool
) – Whether the player is burning.ignited (
bool
) – Whether the player is ignited.chilled (
bool
) – Whether the player is chilled.frozen (
bool
) – Whether the player is frozen.shocked (
bool
) – Whether the player is shocked.bleeding (
bool
) – Whether the player is bleeding.poisoned (
bool
) – Whether the player is poisoned.number_of_poison_stacks (
Optional
[int
]) – Number of poison stacks on the player.only_one_nearby_enemy (
bool
) – Whether there is only one enemy nearby.hit_recently (
bool
) – Whether the player has hit recently.crit_recently (
bool
) – Whether the player has crit recently.skill_crit_recently (
bool
) – Whether one the player’s skills has crit recently.non_crit_recently (
bool
) – Whether the player has not crit recently.killed_recently (
bool
) – Whether the player has killed recently.number_of_enemies_killed_recently (
Optional
[int
]) – Number of enemies killed by the player recently.totems_killed_recently (
bool
) – Whether the player’s totems killed recently.number_of_totems_killed_recently (
Optional
[int
]) – Number of enemies killed by the player’s totems recently.minions_killed_recently (
bool
) – Whether the player’s minions killed recently.number_of_minions_killed_recently (
Optional
[int
]) – Number of enemies killed by the player’s minions recently.killed_affected_by_dot (
bool
) – Whether the player has killed an enemy affected by damage over time recently.number_of_shocked_enemies_killed_recently (
Optional
[int
]) – Number of shocked enemies killed by the player recently.frozen_enemy_recently (
bool
) – Whether the player has frozen an enemy recently.shattered_enemy_recently (
bool
) – Whether the player has shattered an enemy recently.ignited_enemy_recently (
bool
) – Whether the player has ignited an enemy recently.shocked_enemy_recently (
bool
) – Whether the player has shocked an enemy recently.number_of_poisons_applied_recently (
Optional
[int
]) – Number of poisons applied by the player recently.been_hit_recently (
bool
) – Whether the player has been hit recently.been_crit_recently (
bool
) – Whether the player has been crit recently.been_savage_hit_recently (
bool
) – Whether the player has been savage hit recently.hit_by_fire_damage_recently (
bool
) – Whether the player has been hit by fire damage recently.hit_by_cold_damage_recently (
bool
) – Whether the player has been hit by cold damage recently.hit_by_lightning_damage_recently (
bool
) – Whether the player has been hit by lightning damage recently.blocked_recently (
bool
) – Whether the player has blocked recently.blocked_attack_recently (
bool
) – Whether the player has blocked an attack recently.blocked_spell_recently (
bool
) – Whether the player has blocked a spell recently.energy_shield_recharge_started_recently (
bool
) – Whether the player’s energy shield recharge started recently.pendulum_of_destruction (
str
) – Controls Pendulum of Destruction mode. Possible values: (‘Area’, ‘Damage’).elemental_conflux (
str
) – Controls Elemental Conflux mode. Possible values: (‘Chilling’, ‘Shocking’, ‘Igniting’, ‘All’).bastion_of_hope (
bool
) – Whether the player has Bastion of Hope.her_embrace (
bool
) – Whether the player is in Her Embrace.used_skill_recently (
bool
) – Whether the player has used a skill recently.attacked_recently (
bool
) – Whether the player has attacked recently.cast_spell_recently (
bool
) – Whether the player has cast a spell recently.used_fire_skill_recently (
bool
) – Whether the player has used a fire skill recently.used_cold_skill_recently (
bool
) – Whether the player has used a cold skill recently.used_minion_skill_recently (
bool
) – Whether the player has used a minion skill recently.used_movement_skill_recently (
bool
) – Whether the player has used a movement skill recently.used_vaal_skill_recently (
bool
) – Whether the player has used a vaal skill recently.used_warcry_recently (
bool
) – Whether the player has used a warcry recently.used_warcry_in_past_8_seconds (
bool
) – Whether the player has used a warcry in the past 8 seconds.number_of_mines_detonated_recently (
Optional
[int
]) – Number of mines detonated recently.number_of_traps_triggered_recently (
Optional
[int
]) – Number of traps triggered recently.consumed_corpses_recently (
bool
) – Whether the player has consumed corpses recently.number_of_corpses_consumed_recently (
Optional
[int
]) – Number of corpses consumed by the player recently.taunted_enemy_recently (
bool
) – Whether the player has taunted an enemy recently.blocked_hit_from_unique_enemy_in_past_ten_seconds (
bool
) – Whether the player has blocked a hit from an unique enemy in the past ten seconds.lucky_crits (
bool
) – Whether the player’s hits are lucky.number_of_times_skill_has_chained (
Optional
[int
]) – Number of times the main skill has chained.projectile_distance (
Optional
[int
]) – Projectile travel distance.enemy_in_close_range (
bool
) – Whether enemies are in close range.enemy_moving (
bool
) – Whether enemies are moving.enemy_on_full_life (
bool
) – Whether enemies are on full life.enemy_on_low_life (
bool
) – Whether enemies are on low life.enemy_cursed (
bool
) – Whether enemies are cursed.enemy_bleeding (
bool
) – Whether enemies are bleeding.enemy_poisoned (
bool
) – Whether enemies are poisoned.enemy_number_of_poison_stacks (
Optional
[int
]) – Number of poison stacks on enemies.enemy_maimed (
bool
) – Whether enemies are maimed.enemy_hindered (
bool
) – Whether enemies are hindered.enemy_blinded (
bool
) – Whether enemies are blinded.enemy_taunted (
bool
) – Whether enemies are taunted.enemy_burning (
bool
) – Whether enemies are burning.enemy_ignited (
bool
) – Whether enemies are ignited.enemy_chilled (
bool
) – Whether enemies are chilled.enemy_frozen (
bool
) – Whether enemies are frozen.enemy_shocked (
bool
) – Whether enemies are shocked.enemy_number_of_freeze_shock_ignite (
Optional
[int
]) – Number of enemies frozen, shocked, or ignited recently.enemy_intimidated (
bool
) – Whether enemies are intimidated.enemy_unnerved (
bool
) – Whether enemies are unnerved.enemy_covered_in_ash (
bool
) – Whether enemies are covered in ash.enemy_rare_or_unique (
bool
) – Whether enemies are rare or unique.enemy_boss (
Union
[bool
,str
]) – Whether enemies are bosses. Possible Values: (False, True, ‘Shaper’).enemy_physical_damage_reduction (
Optional
[int
]) – Enemy physical damage reduction.enemy_lightning_resist (
Optional
[int
]) – Enemy lightning resistance.enemy_chaos_resist (
Optional
[int
]) – Enemy chaos resistance.enemy_hit_by_fire_damage (
bool
) – Whether enemies were hit by fire damage.enemy_hit_by_cold_damage (
bool
) – Whether enemies were hit by cold damage.enemy_hit_by_lightning_damage (
bool
) – Whether enemies were hit by lightning damage.elemental_equilibrium_ignore_hit_damage (
bool
) – Whether to ignore skill hit damage resetting Elemental Equilibrium.character_level (
Optional
[InitVar
]) – Overridden character/enemy level used to estimate hit and evasion chances, enemy life and damage.