import { z } from 'zod';
export declare const EquipmentStatsGeneric: z.ZodObject<{
    /** Item stat id. Can be resolved against /v2/itemstats. */
    id: z.ZodNumber;
    /** Summary of the stats on the item. Only available if the item has selectable stats. */
    attributes: z.ZodObject<{
        /** Power. */
        Power: z.ZodOptional<z.ZodNumber>;
        /** Precision. */
        Precision: z.ZodOptional<z.ZodNumber>;
        /** Ferocity. */
        CritDamage: z.ZodOptional<z.ZodNumber>;
        /** Toughness. */
        Toughness: z.ZodOptional<z.ZodNumber>;
        /** Vitality. */
        Vitality: z.ZodOptional<z.ZodNumber>;
        /** Condition Damage. */
        ConditionDamage: z.ZodOptional<z.ZodNumber>;
        /** Condition Duration. */
        ConditionDuration: z.ZodOptional<z.ZodNumber>;
        /** Healing Power. */
        Healing: z.ZodOptional<z.ZodNumber>;
        /** Boon Duration. */
        BoonDuration: z.ZodOptional<z.ZodNumber>;
    }, z.core.$strict>;
}, z.core.$strict>;
export declare const Equipment: z.ZodUnion<readonly [z.ZodObject<{
    /** Item id. Can be resolved against /v2/items. */
    id: z.ZodNumber;
    /** Equipment slot, in which the item is slotted. */
    slot: z.ZodOptional<z.ZodEnum<{
        HelmAquatic: "HelmAquatic";
        Backpack: "Backpack";
        Coat: "Coat";
        Boots: "Boots";
        Gloves: "Gloves";
        Helm: "Helm";
        Leggings: "Leggings";
        Shoulders: "Shoulders";
        Accessory1: "Accessory1";
        Accessory2: "Accessory2";
        Ring1: "Ring1";
        Ring2: "Ring2";
        Amulet: "Amulet";
        Relic: "Relic";
        WeaponAquaticA: "WeaponAquaticA";
        WeaponAquaticB: "WeaponAquaticB";
        WeaponA1: "WeaponA1";
        WeaponA2: "WeaponA2";
        WeaponB1: "WeaponB1";
        WeaponB2: "WeaponB2";
        Sickle: "Sickle";
        Axe: "Axe";
        Pick: "Pick";
        PowerCore: "PowerCore";
        FishingLure: "FishingLure";
        FishingBait: "FishingBait";
        FishingRod: "FishingRod";
        SensoryArray: "SensoryArray";
        ServiceChip: "ServiceChip";
    }>>;
    /** Infusions Ids. Can be resolved against /v2/items. */
    infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Upgrade Ids. Can be resolved against /v2/items. */
    upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Skin id. Can be resolved against /v2/skins. */
    skin: z.ZodOptional<z.ZodNumber>;
    /** Equipment stats, if the item offers a selection of prefixes. */
    stats: z.ZodOptional<z.ZodObject<{
        /** Item stat id. Can be resolved against /v2/itemstats. */
        id: z.ZodNumber;
        /** Summary of the stats on the item. Only available if the item has selectable stats. */
        attributes: z.ZodObject<{
            /** Power. */
            Power: z.ZodOptional<z.ZodNumber>;
            /** Precision. */
            Precision: z.ZodOptional<z.ZodNumber>;
            /** Ferocity. */
            CritDamage: z.ZodOptional<z.ZodNumber>;
            /** Toughness. */
            Toughness: z.ZodOptional<z.ZodNumber>;
            /** Vitality. */
            Vitality: z.ZodOptional<z.ZodNumber>;
            /** Condition Damage. */
            ConditionDamage: z.ZodOptional<z.ZodNumber>;
            /** Condition Duration. */
            ConditionDuration: z.ZodOptional<z.ZodNumber>;
            /** Healing Power. */
            Healing: z.ZodOptional<z.ZodNumber>;
            /** Boon Duration. */
            BoonDuration: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>;
    }, z.core.$strict>>;
    /** Where item is stored. */
    location: z.ZodOptional<z.ZodEnum<{
        Equipped: "Equipped";
        Armory: "Armory";
        EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
        LegendaryArmory: "LegendaryArmory";
    }>>;
    /** Tabs where this item is used in. */
    tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Amount of charges remaining. */
    charges: z.ZodOptional<z.ZodNumber>;
    /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */
    dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
}, z.core.$strict>, z.ZodObject<{
    /** Equipment binding. */
    binding: z.ZodLiteral<"Account">;
    /** Item id. Can be resolved against /v2/items. */
    id: z.ZodNumber;
    /** Equipment slot, in which the item is slotted. */
    slot: z.ZodOptional<z.ZodEnum<{
        HelmAquatic: "HelmAquatic";
        Backpack: "Backpack";
        Coat: "Coat";
        Boots: "Boots";
        Gloves: "Gloves";
        Helm: "Helm";
        Leggings: "Leggings";
        Shoulders: "Shoulders";
        Accessory1: "Accessory1";
        Accessory2: "Accessory2";
        Ring1: "Ring1";
        Ring2: "Ring2";
        Amulet: "Amulet";
        Relic: "Relic";
        WeaponAquaticA: "WeaponAquaticA";
        WeaponAquaticB: "WeaponAquaticB";
        WeaponA1: "WeaponA1";
        WeaponA2: "WeaponA2";
        WeaponB1: "WeaponB1";
        WeaponB2: "WeaponB2";
        Sickle: "Sickle";
        Axe: "Axe";
        Pick: "Pick";
        PowerCore: "PowerCore";
        FishingLure: "FishingLure";
        FishingBait: "FishingBait";
        FishingRod: "FishingRod";
        SensoryArray: "SensoryArray";
        ServiceChip: "ServiceChip";
    }>>;
    /** Infusions Ids. Can be resolved against /v2/items. */
    infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Upgrade Ids. Can be resolved against /v2/items. */
    upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Skin id. Can be resolved against /v2/skins. */
    skin: z.ZodOptional<z.ZodNumber>;
    /** Equipment stats, if the item offers a selection of prefixes. */
    stats: z.ZodOptional<z.ZodObject<{
        /** Item stat id. Can be resolved against /v2/itemstats. */
        id: z.ZodNumber;
        /** Summary of the stats on the item. Only available if the item has selectable stats. */
        attributes: z.ZodObject<{
            /** Power. */
            Power: z.ZodOptional<z.ZodNumber>;
            /** Precision. */
            Precision: z.ZodOptional<z.ZodNumber>;
            /** Ferocity. */
            CritDamage: z.ZodOptional<z.ZodNumber>;
            /** Toughness. */
            Toughness: z.ZodOptional<z.ZodNumber>;
            /** Vitality. */
            Vitality: z.ZodOptional<z.ZodNumber>;
            /** Condition Damage. */
            ConditionDamage: z.ZodOptional<z.ZodNumber>;
            /** Condition Duration. */
            ConditionDuration: z.ZodOptional<z.ZodNumber>;
            /** Healing Power. */
            Healing: z.ZodOptional<z.ZodNumber>;
            /** Boon Duration. */
            BoonDuration: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>;
    }, z.core.$strict>>;
    /** Where item is stored. */
    location: z.ZodOptional<z.ZodEnum<{
        Equipped: "Equipped";
        Armory: "Armory";
        EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
        LegendaryArmory: "LegendaryArmory";
    }>>;
    /** Tabs where this item is used in. */
    tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Amount of charges remaining. */
    charges: z.ZodOptional<z.ZodNumber>;
    /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */
    dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
}, z.core.$strict>, z.ZodObject<{
    /** Equipment binding. */
    binding: z.ZodLiteral<"Character">;
    /** Name of the character to which the item is bound. */
    bound_to: z.ZodString;
    /** Item id. Can be resolved against /v2/items. */
    id: z.ZodNumber;
    /** Equipment slot, in which the item is slotted. */
    slot: z.ZodOptional<z.ZodEnum<{
        HelmAquatic: "HelmAquatic";
        Backpack: "Backpack";
        Coat: "Coat";
        Boots: "Boots";
        Gloves: "Gloves";
        Helm: "Helm";
        Leggings: "Leggings";
        Shoulders: "Shoulders";
        Accessory1: "Accessory1";
        Accessory2: "Accessory2";
        Ring1: "Ring1";
        Ring2: "Ring2";
        Amulet: "Amulet";
        Relic: "Relic";
        WeaponAquaticA: "WeaponAquaticA";
        WeaponAquaticB: "WeaponAquaticB";
        WeaponA1: "WeaponA1";
        WeaponA2: "WeaponA2";
        WeaponB1: "WeaponB1";
        WeaponB2: "WeaponB2";
        Sickle: "Sickle";
        Axe: "Axe";
        Pick: "Pick";
        PowerCore: "PowerCore";
        FishingLure: "FishingLure";
        FishingBait: "FishingBait";
        FishingRod: "FishingRod";
        SensoryArray: "SensoryArray";
        ServiceChip: "ServiceChip";
    }>>;
    /** Infusions Ids. Can be resolved against /v2/items. */
    infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Upgrade Ids. Can be resolved against /v2/items. */
    upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Skin id. Can be resolved against /v2/skins. */
    skin: z.ZodOptional<z.ZodNumber>;
    /** Equipment stats, if the item offers a selection of prefixes. */
    stats: z.ZodOptional<z.ZodObject<{
        /** Item stat id. Can be resolved against /v2/itemstats. */
        id: z.ZodNumber;
        /** Summary of the stats on the item. Only available if the item has selectable stats. */
        attributes: z.ZodObject<{
            /** Power. */
            Power: z.ZodOptional<z.ZodNumber>;
            /** Precision. */
            Precision: z.ZodOptional<z.ZodNumber>;
            /** Ferocity. */
            CritDamage: z.ZodOptional<z.ZodNumber>;
            /** Toughness. */
            Toughness: z.ZodOptional<z.ZodNumber>;
            /** Vitality. */
            Vitality: z.ZodOptional<z.ZodNumber>;
            /** Condition Damage. */
            ConditionDamage: z.ZodOptional<z.ZodNumber>;
            /** Condition Duration. */
            ConditionDuration: z.ZodOptional<z.ZodNumber>;
            /** Healing Power. */
            Healing: z.ZodOptional<z.ZodNumber>;
            /** Boon Duration. */
            BoonDuration: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>;
    }, z.core.$strict>>;
    /** Where item is stored. */
    location: z.ZodOptional<z.ZodEnum<{
        Equipped: "Equipped";
        Armory: "Armory";
        EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
        LegendaryArmory: "LegendaryArmory";
    }>>;
    /** Tabs where this item is used in. */
    tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    /** Amount of charges remaining. */
    charges: z.ZodOptional<z.ZodNumber>;
    /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */
    dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
}, z.core.$strict>]>;
/**
 * /v2/characters/:id/equipment definition
 */
export declare const CharacterEquipmentDTO: z.ZodObject<{
    /** Character equipment. */
    equipment: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{
        /** Item id. Can be resolved against /v2/items. */
        id: z.ZodNumber;
        /** Equipment slot, in which the item is slotted. */
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        /** Infusions Ids. Can be resolved against /v2/items. */
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Upgrade Ids. Can be resolved against /v2/items. */
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Skin id. Can be resolved against /v2/skins. */
        skin: z.ZodOptional<z.ZodNumber>;
        /** Equipment stats, if the item offers a selection of prefixes. */
        stats: z.ZodOptional<z.ZodObject<{
            /** Item stat id. Can be resolved against /v2/itemstats. */
            id: z.ZodNumber;
            /** Summary of the stats on the item. Only available if the item has selectable stats. */
            attributes: z.ZodObject<{
                /** Power. */
                Power: z.ZodOptional<z.ZodNumber>;
                /** Precision. */
                Precision: z.ZodOptional<z.ZodNumber>;
                /** Ferocity. */
                CritDamage: z.ZodOptional<z.ZodNumber>;
                /** Toughness. */
                Toughness: z.ZodOptional<z.ZodNumber>;
                /** Vitality. */
                Vitality: z.ZodOptional<z.ZodNumber>;
                /** Condition Damage. */
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                /** Condition Duration. */
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                /** Healing Power. */
                Healing: z.ZodOptional<z.ZodNumber>;
                /** Boon Duration. */
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        /** Where item is stored. */
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        /** Tabs where this item is used in. */
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Amount of charges remaining. */
        charges: z.ZodOptional<z.ZodNumber>;
        /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>, z.ZodObject<{
        /** Equipment binding. */
        binding: z.ZodLiteral<"Account">;
        /** Item id. Can be resolved against /v2/items. */
        id: z.ZodNumber;
        /** Equipment slot, in which the item is slotted. */
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        /** Infusions Ids. Can be resolved against /v2/items. */
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Upgrade Ids. Can be resolved against /v2/items. */
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Skin id. Can be resolved against /v2/skins. */
        skin: z.ZodOptional<z.ZodNumber>;
        /** Equipment stats, if the item offers a selection of prefixes. */
        stats: z.ZodOptional<z.ZodObject<{
            /** Item stat id. Can be resolved against /v2/itemstats. */
            id: z.ZodNumber;
            /** Summary of the stats on the item. Only available if the item has selectable stats. */
            attributes: z.ZodObject<{
                /** Power. */
                Power: z.ZodOptional<z.ZodNumber>;
                /** Precision. */
                Precision: z.ZodOptional<z.ZodNumber>;
                /** Ferocity. */
                CritDamage: z.ZodOptional<z.ZodNumber>;
                /** Toughness. */
                Toughness: z.ZodOptional<z.ZodNumber>;
                /** Vitality. */
                Vitality: z.ZodOptional<z.ZodNumber>;
                /** Condition Damage. */
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                /** Condition Duration. */
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                /** Healing Power. */
                Healing: z.ZodOptional<z.ZodNumber>;
                /** Boon Duration. */
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        /** Where item is stored. */
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        /** Tabs where this item is used in. */
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Amount of charges remaining. */
        charges: z.ZodOptional<z.ZodNumber>;
        /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>, z.ZodObject<{
        /** Equipment binding. */
        binding: z.ZodLiteral<"Character">;
        /** Name of the character to which the item is bound. */
        bound_to: z.ZodString;
        /** Item id. Can be resolved against /v2/items. */
        id: z.ZodNumber;
        /** Equipment slot, in which the item is slotted. */
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        /** Infusions Ids. Can be resolved against /v2/items. */
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Upgrade Ids. Can be resolved against /v2/items. */
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Skin id. Can be resolved against /v2/skins. */
        skin: z.ZodOptional<z.ZodNumber>;
        /** Equipment stats, if the item offers a selection of prefixes. */
        stats: z.ZodOptional<z.ZodObject<{
            /** Item stat id. Can be resolved against /v2/itemstats. */
            id: z.ZodNumber;
            /** Summary of the stats on the item. Only available if the item has selectable stats. */
            attributes: z.ZodObject<{
                /** Power. */
                Power: z.ZodOptional<z.ZodNumber>;
                /** Precision. */
                Precision: z.ZodOptional<z.ZodNumber>;
                /** Ferocity. */
                CritDamage: z.ZodOptional<z.ZodNumber>;
                /** Toughness. */
                Toughness: z.ZodOptional<z.ZodNumber>;
                /** Vitality. */
                Vitality: z.ZodOptional<z.ZodNumber>;
                /** Condition Damage. */
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                /** Condition Duration. */
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                /** Healing Power. */
                Healing: z.ZodOptional<z.ZodNumber>;
                /** Boon Duration. */
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        /** Where item is stored. */
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        /** Tabs where this item is used in. */
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** Amount of charges remaining. */
        charges: z.ZodOptional<z.ZodNumber>;
        /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>]>>;
}, z.core.$strict>;
