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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

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  3. Appuyez sur Ajouter dans le coin supérieur droit.
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  1. Appuyez sur le menu à trois points (⋮) dans le coin supérieur droit du navigateur.
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  3. Confirmez en appuyant sur Installer.

Protocole Dofus

Le protocole Dofus actuellement pris en charge par Asterobot
An Ankama account's public identity: a nickname and its numeric tag, shown as Name#1234.
Kind struct · Area Game.Common
The public name of an Ankama ACCOUNT, as opposed to one of its characters: a nickname plus a short numeric tag that tells apart accounts sharing a nickname. Players see it as Name#1234.
TO READ IT
1. Read AccountTag.nickname and AccountTag.tag. 2. To show it, write the nickname, then #, then the tag. That is exactly how the client prints it in its contact messages. 3. Ignore every other member: no client code reads them.
TO SEND IT (for example as ChatPrivateMessageRequest.tag, to whisper an account instead of a character)
1. Put the part before # in AccountTag.nickname. 2. Put the digits after # in AccountTag.tag, without the #. 3. Leave every other member unset.
Not sent on its own — it travels inside ChatPrivateMessageRequest.tag, ContactInformation.account_tag and the other contact records. proven
Used by
ChatPrivateMessageRequest ContactInformation Fields
#FieldTypeMeaningYou set it 2nicknamestringThe account's nickname: the part before # in Name#1234.
The client prints it first, then #, then AccountTag.tag.conditional 3tagstringThe account's numeric tag: the digits after # in Name#1234.
A string of digits, without the #; it tells apart accounts that share a nickname.conditional
  • summary: An Ankama account's public identity: a nickname and its numeric tag, shown as Name#1234.
  • area: Game.Common
  • 5 vues
Why the server refused to add an account to one of your contact lists.
Kind enum · Area Game.Social
Carried by IgnoreEvent.Error.reason. In beta the friend, contact and block failures carry it too; those messages have no signature here yet.
All six values are named. The official client shows one fixed text per value (quoted on each value) and the "unknown reason" text for any other number.
Not sent on its own — an enum carried by IgnoreEvent.Error.reason, never sent on its own. inferred
Used by
IgnoreEvent.Error Values
ValueNumberMeaning ADD_FAILURE_REASON_UNKNOWN0No specific reason.
Beta calls it UNKNOWN. That name would collide with Alignment's UNKNOWN: both enums are top-level in Game.proto, and proto3 puts enum values in the enclosing scope.
The official client shows ui.common.unknowReason ("Unknown reason"), the same text it shows for any number it does not know. OVER_QUOTA1The list is full.
The official client shows ui.social.friend.addFailureListFull: "This list cannot exceed 200 players (100 if you are not a subscriber)." NOT_FOUND2No character or account of that name was active recently on this server.
The official client shows ui.social.friend.addFailureNotFound. EGOCENTRIC3You named yourself.
The official client shows ui.social.friend.addFailureEgocentric: "You cannot add yourself to your list." IS_DOUBLE4The account is already in this list.
The official client shows ui.social.friend.addFailureAlreadyInList: "Already in your list." IS_CONFLICTING_DOUBLE5The account is already in another of your lists, and the two exclude each other.
The official client shows ui.social.friend.addFailureAlreadyInConflictedList: "Already in another list."
  • summary: Why the server refused to add an account to one of your contact lists.
  • area: Game.Social
  • 5 vues
An alliance's identity and card: the record a character's alliance branch carries.
Kind struct · Area Game.Common
An alliance, as carried by CharacterInformation.alliance_information. Beta declares it as a uid, a tag, a name, an emblem and a card (creation date, member, subarea and tax-collector counts, recruitment); this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterInformation.alliance_information and other alliance messages, never sent on its own. inferred
Used by
AllianceOption CharacterInformation TaxCollectorListEntry No fields you may set.
  • summary: An alliance's identity and card: the record a character's alliance branch carries.
  • area: Game.Common
  • 5 vues
Your whole block list: every account you have blocked.
Kind event · Area Game.Social
The full block list. It replaces the one you hold.
Blocking lasts: the server keeps the list and sends it again. Ignoring does not: an ignored account is never in this list. The ignore list lives only for the session; the official client starts it empty and only IgnoreEvent adds to it. No message sends an ignore list.
TO HANDLE IT
1. Replace your block list with BlockListEvent.blocked: one ContactInformation per blocked account, keyed by its account id. 2. Ignore every other member: no client code reads them.
When you may send it
Requires character_loaded inferred Related messages
Reply not yet recovered: It answers BlockListRequest, which has no signature here yet. The official client sends that empty request, together with FriendListRequest and AcquaintanceListRequest, each time its friends window refreshes its data. Fields
#FieldTypeMeaningYou set it 1blockedrepeated ContactInformationEvery blocked account, one entry each.
Each entry is a ContactInformation: an account id and its account tag.never
  • summary: Your whole block list: every account you have blocked.
  • area: Game.Social
  • 5 vues
A character's epic-mode death state and counters.
Kind struct · Area Game.Common
The epic-mode branch of CharacterBaseInformation: whether the character is alive, dead or awaiting confirmation, and its death counters. Beta declares a death state, a death count and the highest level reached at death; this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterBaseInformation.epic_information, never sent on its own. inferred
Used by
CharacterBaseInformation No fields you may set.
  • summary: A character's epic-mode death state and counters.
  • area: Game.Common
  • 5 vues
A character's rendered appearance and breed, nested inside its basic information.
Kind struct · Area Game.Character.Management
The appearance layer of a Character. Ankama calls it CharacterInformation since 3.5.9.11 (beta and 3.2-3.4: CharacterLook); the field that holds it is still CharacterBasicInformation.character_look.
look is a full EntityLook - the same appearance record used everywhere else in the protocol, so whatever you already do with actor looks works here.
breed_id is the class. It is the cheapest useful thing in this record: it tells you what the character IS without resolving any art.
Two dates come with the character when it is selected (empty in the character list): CharacterInformation.connection_date is when this session started and CharacterInformation.last_disconnection_date when the previous one ended. Both are ISO-8601 UTC strings. Sales made between the two were made while you were away.
THE COMPLEMENT IS A ONEOF - EXACTLY ONE BRANCH IS SET. Besides CharacterInformation.base_information it can be CharacterInformation.guild_information (a GuildInformation) or CharacterInformation.alliance_information (an AllianceInformation).
Not sent on its own — it is only ever a branch of CharacterBasicInformation. inferred
Used by
CharacterBasicInformation Fields
#FieldTypeMeaningYou set it 2last_disconnection_datestringWhen the character's previous session ended, as an ISO-8601 UTC timestamp. (ISO-8601 date-time (UTC))
Observed: 2026-10-26T08:26:49.450Z
The client's sales history starts its 'offline sales' window (sales made while you were away) at this date.
Empty in the character list; set when the character is selected (observed).never 3breed_idint32The character's class. (breed id)never 5connection_datestringWhen the character's current session started, as an ISO-8601 UTC timestamp. (ISO-8601 date-time (UTC))
Observed: 2026-10-28T14:35:15.681888024Z
The client's sales history keeps only sales from this date on when 'current session' is ticked, and ends its 'offline sales' window here.
Empty in the character list; set when the character is selected (observed).never 6lookEntityLookThe character's appearance.
An EntityLook.never 1base_informationCharacterBaseInformationThe base-information branch read by the client's character projection.
See CharacterBaseInformation.never 4guild_informationGuildInformationThe character's guild, when the carrying message describes one.
A GuildInformation: the oneof branch whose type the type-name table spells GuildInformation.never 7alliance_informationAllianceInformationThe character's alliance, when the carrying message describes one.
An AllianceInformation: the oneof branch whose type the type-name table spells AllianceInformation.never
  • summary: A character's rendered appearance and breed, nested inside its basic information.
  • area: Game.Character.Management
  • 6 vues
The successful branch of a character selection, carrying the character now being played.
Kind struct · Area Game.Character.Management
The branch that means you are in. It carries the Character the server accepted - which is authoritative, so take the character from here rather than assuming you got the one you asked for.
The client wraps this character and hands it to its player-state service; that handoff is what actually enters play.
Not sent on its own — it is only ever the success branch of CharacterSelectionEvent. inferred
Used by
CharacterSelectionEvent Fields
#FieldTypeMeaningYou set it 1characterCharacterThe character the server selected for play.
A Character. Authoritative - it is what you are now playing.never
  • summary: The successful branch of a character selection, carrying the character now being played.
  • area: Game.Character.Management
  • 6 vues
One account on a contact list (ignored, blocked): its account id and its account tag.
Kind struct · Area Game.Social
Who an entry of a contact list is: an Ankama ACCOUNT, not a character.
TO READ IT
1. Keep ContactInformation.account_id: it is the key of the entry. Removing the account from the list again is done by this id, not by name. 2. Show ContactInformation.account_tag as nickname#tag (see AccountTag). 3. Ignore every other member: no client code reads them.
The client turns each entry into one line of its contacts panel, and when an entry is added it prints the account tag in the chat.
Not sent on its own — a record carried inside the contact-list events, such as the success branch of IgnoreEvent. inferred
Used by
BlockListEvent IgnoreEvent.Success Fields
#FieldTypeMeaningYou set it 1account_tagAccountTagThe account's public name, shown as nickname#tag.
An AccountTag.never 2account_idint64The Ankama account's id: the key of the entry.
An account id, not a character id: one entry covers every character of the account.never
  • summary: One account on a contact list (ignored, blocked): its account id and its account tag.
  • area: Game.Social
  • 5 vues
Dungeon details a party carries when it joins: an int32 and an optional int64, not named yet.
Kind struct · Area Game.Party
The dungeon block of PartyJoinEvent. The official client copies its int32 into its party state (where -1 means "no dungeon" when the block is absent) and keeps its optional int64 beside it; neither member is named yet, so read it by structure only.
Not sent on its own — a record carried by PartyJoinEvent.dungeon, never sent on its own. inferred
Used by
PartyJoinEvent No fields you may set.
  • summary: Dungeon details a party carries when it joins: an int32 and an optional int64, not named yet.
  • area: Game.Party
  • 5 vues
A guild's identity and social card: the record a character's guild branch carries.
Kind struct · Area Game.Common
A guild, as carried by CharacterInformation.guild_information. Beta declares it as an id, a name, a level and its social information (emblem, leader, member count, last activity, recruitment); this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterInformation.guild_information and HumanOption.guild_information, never sent on its own. inferred
Used by
CharacterInformation HumanOption No fields you may set.
  • summary: A guild's identity and social card: the record a character's guild branch carries.
  • area: Game.Common
  • 5 vues
Buys the house whose sale window is open, at the price you confirm.
Kind request · Area Game.House
TO BUY A HOUSE
1. Open the house's sale window (the official client does it from the house itself; that path has no signature yet). 2. Send HouseBuyRequest.proposed_price = the sale price the window shows. The message names no house: the server applies it to the house whose sale you are looking at.
When you may send it
Requires context_ready inferred Raised by: the player confirms the purchase in the house window proven Related messages
Reply not yet recovered: the purchase result (HouseBuyResultEvent in beta) has no signature here, and the 3.7.12.12 client reads no answer to this request. Fields
#FieldTypeMeaningYou set it 1proposed_priceint64The price you agree to pay, in kamas: the sale price the window shows.required
  • summary: Buys the house whose sale window is open, at the price you confirm.
  • area: Game.House
  • 10 vues
Puts one of your houses on sale at a price, or takes it off sale.
Kind request · Area Game.House
TO PUT A HOUSE ON SALE
1. Send HouseSellRequest.instance_id = your house, HouseSellRequest.amount = the price in kamas, HouseSellRequest.for_sale = true. 2. Set HouseSellRequest.is_inside = true when you are standing inside that house, false otherwise.
TO TAKE IT OFF SALE
Send the same message with HouseSellRequest.for_sale = false. The official client still sends the current price.
When you may send it
Requires context_ready inferred Raised by: the player validates a sale price, or cancels a sale, in the house window proven Related messages
Reply not yet recovered: the server's sale update (HouseSellingUpdateEvent in beta) has no signature here yet. Fields
#FieldTypeMeaningYou set it 1amountint64The sale price, in kamas.
Taking a house off sale, the official client sends the current price here too.required 2is_insidebooltrue when you send it from inside that house.optional 3instance_idint32Your house: its instance id.required 4for_salebooltrue puts the house on sale (or changes its price); false takes it off sale.
false is the protobuf default, so taking a house off sale leaves it off the wire.optional
  • summary: Puts one of your houses on sale at a price, or takes it off sale.
  • area: Game.House
  • 13 vues
One page of the houses for sale that match your current estate-agency search.
Kind event · Area Game.House
Answers HousesToSellRequest. The search is the last HousesToSellFiltersRequest you sent.
TO READ IT
1. HousesToSellEvent.houses holds this page's houses, one entry each. 2. HousesToSellEvent.page_index is the page this is. HousesToSellEvent.total_page is how many pages the search has. The official client shows its page bar only when there is more than one page, and its next button stops at the last page. 3. To see another page, send HousesToSellRequest with that page. 4. To search again with other filters, send HousesToSellFiltersRequest, then HousesToSellRequest for page 1. 5. Ignore every other member: no client code reads it.
When you may send it
Requires context_ready inferred Related messages
Answers HousesToSellRequest Arrives after HousesToSellFiltersRequest Fields
#FieldTypeMeaningYou set it 1page_indexint32The page this list is.
The official client keeps it as its current page, and its previous / next buttons ask for the page before or after it.never 3housesrepeated type not documented yetThe houses for sale on this page.
Each entry is a nested HouseToSell record (price, owner, location, rooms, chests, skills...). It has no signature yet, so its members keep their obfuscated names.never 4total_pageint32How many pages the search has.never
  • summary: One page of the houses for sale that match your current estate-agency search.
  • area: Game.House
  • 10 vues
Sets the search of the estate agency: which houses for sale to list, and in what order.
Kind request · Area Game.House
TO SEARCH THE HOUSES FOR SALE
1. Send this with your filters: - HousesToSellFiltersRequest.area_id: an area id, or -1 for any area; - HousesToSellFiltersRequest.at_least_room_number and HousesToSellFiltersRequest.at_least_chest_number: minimums; - HousesToSellFiltersRequest.skill_requested: a skill the house must offer, or 0 for any; - HousesToSellFiltersRequest.price_max: the highest price, in kamas; - HousesToSellFiltersRequest.order_by: the sort, a RealEstateOrder. 2. Then send HousesToSellRequest for page 1. The official client always sends the two together, this one first. 3. The answer is HousesToSellEvent, the first page of results.
TO TURN PAGES, send only HousesToSellRequest: the official client does not resend the filters, so the server keeps the last ones.
When you may send it
Requires context_ready inferred Raised by: the estate-agency window opens, or the player presses Search (or Enter), or sorts by price or name proven Related messages
You will then receive HousesToSellEvent inferred — the official client sends HousesToSellRequest right after it, and the page that comes back follows these filters Fields
#FieldTypeMeaningYou set it 1skill_requestedint32Only houses offering this skill (a skill id), or 0 for any skill.
Observed: 0required 2order_byRealEstateOrderHow to sort the results, a RealEstateOrder.
The official client's price sort sends PRICE_ASC or PRICE_DSC. Its area sort sends 2 or 3 and its name sort 4 or 5, numbers RealEstateOrder does not declare.optional 3price_maxint64The highest price, in kamas.
Observed: 2147483647
With the price box empty or 0, the official client sends 2147483647.required 4at_least_chest_numberint32Only houses with at least this many chests.
The official client sends the number written on the selected entry of its chests menu.required 5area_idint32Only houses in this area (an area id), or -1 for any area.
Observed: -1required 7at_least_room_numberint32Only houses with at least this many rooms.
The official client sends the number written on the selected entry of its rooms menu.required
  • summary: Sets the search of the estate agency: which houses for sale to list, and in what order.
  • area: Game.House
  • 13 vues
Asks the estate agency for one page of the houses for sale that match the current search.
Kind request · Area Game.House
TO SEE A PAGE OF HOUSES FOR SALE
1. Set the search first with HousesToSellFiltersRequest (the official client sends it, then this one for page 1). 2. Send HousesToSellRequest.page_index = the page you want. 3. The answer is HousesToSellEvent: that page's houses and the number of pages.
The official client starts at page 1. Its next button stops at the last page (HousesToSellEvent.total_page), and turning a page sends only this message: the filters are not sent again.
When you may send it
Requires context_ready inferred Raised by: the player turns a page of the estate-agency results, or a new search asks for page 1 proven Related messages
You must then send HousesToSellEvent inferred — the window shows the page the answer carries Fields
#FieldTypeMeaningYou set it 2page_indexint32The page you want, starting at 1.
Observed: 1required
  • summary: Asks the estate agency for one page of the houses for sale that match the current search.
  • area: Game.House
  • 11 vues
The outcome of an ignore request: the account now ignored, or why it was refused.
Kind event · Area Game.Social
Answers IgnoreRequest with one of two outcomes, carried in a oneof.
TO HANDLE IT
1. Check which branch of IgnoreEvent.result is set. 2. IgnoreEvent.success: the account is now on your ignore list. Its payload is an IgnoreEvent.Success: add IgnoreEvent.Success.ignored, a ContactInformation, to your list, keyed by its account id. The client also prints a chat line naming the account as nickname#tag. 3. IgnoreEvent.error: nothing was added. Its payload is an IgnoreEvent.Error: tell the user its reason, an AddFailureReason. 4. Ignore every member outside the oneof: no client code reads it.
When you may send it
Requires character_loaded inferred Related messages
Answers IgnoreRequest Fields
#FieldTypeMeaningYou set it 1successIgnoreEvent.SuccessSet when the account was added; carries the new ignore-list entry.
Its payload is an IgnoreEvent.Success, whose one member is the added ContactInformation.never 2errorIgnoreEvent.ErrorSet when the request was refused; carries the reason.
Its payload is an IgnoreEvent.Error, whose one member is the AddFailureReason.never
  • summary: The outcome of an ignore request: the account now ignored, or why it was refused.
  • area: Game.Social
  • 11 vues
The failure branch of an ignore result: why the account was not ignored.
Kind struct · Area Game.Social
Set as IgnoreEvent.error when the server refused IgnoreRequest. Nothing was added to the ignore list.
TO HANDLE IT
1. Read IgnoreEvent.Error.reason, an AddFailureReason. 2. Tell the user why (the official client's text for each value is listed on AddFailureReason). 3. Leave your ignore list as it was.
Not sent on its own — it is only ever the error branch of IgnoreEvent. inferred
Used by
IgnoreEvent Fields
#FieldTypeMeaningYou set it 1reasonAddFailureReasonWhy the server refused to ignore the account.
An AddFailureReason.never
  • summary: The failure branch of an ignore result: why the account was not ignored.
  • area: Game.Social
  • 9 vues
The success branch of an ignore result: the account now on your ignore list.
Kind struct · Area Game.Social
Set as IgnoreEvent.success when the server accepted IgnoreRequest. The account is ignored for the rest of the session.
TO HANDLE IT
1. Read IgnoreEvent.Success.ignored, a ContactInformation. 2. Add it to your ignore list. Nothing sends that list again: it lasts only for the session. 3. Tell the user, naming the account as nickname#tag from ContactInformation.account_tag.
Not sent on its own — it is only ever the success branch of IgnoreEvent. inferred
Used by
IgnoreEvent Fields
#FieldTypeMeaningYou set it 1ignoredContactInformationThe account you now ignore.
A ContactInformation: the account id and its account tag.never
  • summary: The success branch of an ignore result: the account now on your ignore list.
  • area: Game.Social
  • 7 vues
Put a player's account on your ignore list, looked up by character name.
Kind request · Area Game.Social
Ignore a player: their account goes on your ignore list.
TO SEND IT
1. Put the player in IgnoreRequest.player_search, a PlayerSearch: a character name goes in its by-name branch; an account (nickname#tag) goes in its by-account branch, nickname and tag apart. 2. Leave every other member unset.
The server answers with IgnoreEvent: the added entry on success, or why it was refused (not found, yourself, list full, already there).
The client sends it from "Ignore" in a player's context menu, from the ignore box of a party invitation, and from the add box of the contacts panel's ignored tab. Blocking a player is a different request, with the same shape.
When you may send it
Requires character_loaded inferred Related messages
You must then send IgnoreEvent observed — the server answers with the added entry, or with the failure reason Fields
#FieldTypeMeaningYou set it 1player_searchPlayerSearchThe player to ignore.
A PlayerSearch: the by-name branch for a character name, the by-account branch for nickname plus tag.required
  • summary: Put a player's account on your ignore list, looked up by character name.
  • area: Game.Social
  • 14 vues
A character's details as a member of a party you are invited to.
Kind struct · Area Game.Common
The party-invitation branch of CharacterBaseInformation: what an invitation shows about one member of the inviting party. Beta declares its map coordinates and companions; this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterBaseInformation.party_invitation_member_information, never sent on its own. inferred
Used by
CharacterBaseInformation No fields you may set.
  • summary: A character's details as a member of a party you are invited to.
  • area: Game.Common
  • 7 vues
A character's details as a member of your party.
Kind struct · Area Game.Common
The party-member branch of CharacterBaseInformation: what the party shows about one member. Beta declares its common party stats, initiative, alignment, map coordinates, status, companions and rank; this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterBaseInformation.party_member_information, never sent on its own. inferred
Used by
CharacterBaseInformation No fields you may set.
  • summary: A character's details as a member of your party.
  • area: Game.Common
  • 7 vues
Sets the share of experience your character keeps, from 0 to 100 percent.
Kind request · Area Game.Character
TO LIMIT THE EXPERIENCE YOUR CHARACTER RECEIVES
1. Send PlayerExperienceSetRequest.percentage = the share to keep, from 0 to 100. 100 removes the limit. 2. Wait for ServerExperienceModifierEvent: the official client takes the current limit only from that message, never from what it sent.
The official client offers 0 to 100 in a number popup, and sends only when the value differs from the current limit. While the limit is below 100, its fight result window shows an "experience limited" warning.
When you may send it
Requires character_loaded inferred Raised by: the player confirms a new value in the experience-limit popup (character sheet, XP gauge menu or fight result window) proven Related messages
You must then send ServerExperienceModifierEvent inferred — the client never stores the value it sends; its only write of the limit is from ServerExperienceModifierEvent Fields
#FieldTypeMeaningYou set it 1percentageint32The share of experience to keep, from 0 to 100. 100 removes the limit.
Observed: 50required
  • summary: Sets the share of experience your character keeps, from 0 to 100 percent.
  • area: Game.Character
  • 13 vues
A guild rank: the record a character's rank branch carries.
Kind struct · Area Game.Common
A guild rank, as carried by CharacterBasicInformation.rank. Beta declares it as an id, a name, its order and icon, and its rights; this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterBasicInformation.rank, never sent on its own. inferred
Used by
CharacterBasicInformation No fields you may set.
  • summary: A guild rank: the record a character's rank branch carries.
  • area: Game.Common
  • 15 vues
How the estate agency sorts the houses for sale.
Kind enum · Area Game.Common
Set in HousesToSellFiltersRequest.order_by. Both values are named: price ascending or descending.
The official client's sort menu has more orders than this enum: its area sort sends 2 and 3, and its name sort 4 and 5. RealEstateOrder declares none of them.
Not sent on its own — an enum carried by HousesToSellFiltersRequest.order_by, never sent on its own. inferred
Used by
HousesToSellFiltersRequest Values
ValueNumberMeaning PRICE_ASC0Cheapest first. PRICE_DSC1Most expensive first.
  • summary: How the estate agency sorts the houses for sale.
  • area: Game.Common
  • 12 vues
A guild or alliance member's social card: the record a character's social-member branch carries.
Kind struct · Area Game.Common
A member of a guild or alliance, as carried by CharacterBasicInformation.social_member. Beta declares it as breed, gender, state, hours since last connection, account id, status, rank id, enrollment date, AvA role and a guild-member block (given experience, mood, achievement points, note); this build's members are not named yet, so read it by structure only.
Not sent on its own — a record carried by CharacterBasicInformation.social_member, never sent on its own. inferred
Used by
CharacterBasicInformation No fields you may set.
  • summary: A guild or alliance member's social card: the record a character's social-member branch carries.
  • area: Game.Common
  • 11 vues

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