Manual/Protocol Surface/Entity ID reference
v1.0.364 notes · build 2026-11-07 12:10 UTC

Entity ID reference

830 ids · 6 domains · wire enums
#ids #reference

Numeric ID catalog for every building, monster, hero, troop line, resource, and item/equipment type the client can reference — extracted from Global_EnumType.lua + table_decompiled/*.lua, cross-referenced to English locale strings. 830 entries across 6 domains; building enums reflect 1.0.364, others 1.0.351.

DomainEntriesSource
Building299BuildingTypes + DragonBuildingTypes
Monster170LWWorldMonsterType, WorldMonsterSpecialType, lw_world_monster.lua
Resource155ResourceType + RewardType + 6 mapping tables
Item/Equip108item enums + equipment tier catalog
Hero66lw_hero.lua filtered type=1
Unit/Troop32lw_soldier.lua, soldier_eleven.lua

Buildings

5 sub-families: legacy prototype FUN_BUILD_*/APS_BUILD_* (e.g. 10100000 main, 401000, 701000–733000, wormholes 791000–795000); alliance territory 10000–32000 (ALLIANCE_RES_*), 41000–47000, flags 80000–84000, 91003; season event 200000–404000, 735000–787000, 800000–831000, 851000, 10218000, 10227000–10230000, 10261000; core city 10101000–10156000, 10201000–103516000 (e.g. 10102000 Shelter, 10201000 Farmland, 10107000 Wall, 10124000 Hospital); dragon/cross-server 10000–10050 (DragonWarBuild, DragonHospitalBuild). 1.0.364 adds 10310000 LW_BUILD_CRYSTAL_STONE (Crystal Factory), BuildingTypes 299→300.

Monsters

LWWorldMonsterType values 1–22, 1001 (ResMetal, ResFood, Boss, City, ResGold, Radar, MonsterInvade, RunningMonster, ResObsidian, ResFlint, FlowerCar, S4Tank…S4RunningBoss, Lockhart); WorldMonsterSpecialType 0–106 (Lockhart variants, challenge bosses, sandworms 28/29/40/42, Crocodile 53); kinds e.g. 9 boss_big, 100500 zombie City, 1030000 MonsterInvade, 1002001 ResMetal, 1004001 ResGold, 2000001+ S6 bosses; 12,115-row per-level table deduped to distinct kinds; 3 unmapped type codes (12, 23, 30).

Resources

ResourceType: 1 = Metal (Iron), 2 = Wood (displayed "Coin"), 10 = OBSIDIAN (Mutant Crystal), 13 = FLINT (Immune Protein), 14 = Food, 15 = Gold (Diamond), 23 = Petroleum, 11014 = AllianceStone; 9002 collides (MasteryPoint & PAID_GOLD). RewardType 0–50 plus 888/999/1001–1024/9001–9002/7038/11014–11019; includes grantables HOUSE, HOSPITAL, HERO, WORKER. ResourceItemId: 3005, 6001, 7001, 8001; tables ResourceItemType, ResourceItemRealType, TaskResourceType, ResourceTypeScience, ResourceTypeTxt (several stale keys). On the wire: food = money, coins = wood, iron = metal.

Items / equipment

BagItemType 1–4; EquipmentSlotType 1–4 (Weapon/Armor/Core/Radar); ItemColor 1–6 (WHITE→GOLDEN); SpecialItemId 200001–200021. Tiers: M2 110xxx–120xxx GREEN, M3 21xxxx–23xxxx BLUE, M4-A 31xxxx–33xxxx PURPLE, M5-A 41xxxx–43xxxx ORANGE, M6-A 51xxxx–53xxxx GOLDEN (per-vehicle Tank/Robot/Plane variants). ~30 gathering goods RES_ITEM_2002–2031 + 1100/1101/10000. item.lua is a generic config, not an item catalog.

Heroes

Real ids 10002–10060, 20001–20002, 30002–30010, 40006–40020, 50006–50024 (~43 collectible from 393 raw rows after filtering PVP-dummy/skirmish/dominator); Dominators 1000000 Gorilla Overlord, 1100000 Skybreaker. Enums: HeroCamp 0–3, HeroType 0–3 (Tank/Missile/aircraft), HeroTemplateType 1–4, HeroJob 1–3, HeroQualityType 1–5.

Units

4 lines only (no Infantry/Lancer/Marksman split): type=1 Player 3005–3015, type=2 Monster 4001–4015, type=3 Dragon 5005–5015, type=4 Mummy 12001–12011, each T1–T11. Soldier Eleven: 1001/1002 Armored Trooper, 2001/2002 Assault Raider. Enums: SoldierType 1–4, UnitType bitmask 0–63, BattleUnitType 1–4, OldSoldierType 1–3.

Wire enums (1.0.364)

NewQueueType: 0, 1, 3, 6, 8, 9, 34, 35, 36, 39, 40, 41–43, 104, 107, 111–117, 120. CollectRewardType 0–30 (MONSTER…RALLY_JOIN_CROCODILE_LIMIT, skipping 23). TaskState −2…2; AllianceHelpState 0–3; DetectEventState 0–3; SalaryStatus 0–2. Quirks: MarchTargetType 85 has two names; visitor-queue type numbering is absent from EnumType.

notes build 2026-11-07 12:10 UTC · lw-notes@9c47e1b · sources: own capture/analysis cross-checked against the public dossier