Version Status v92 Full v90 - v86 -
Abnormality.xml defines buffs and debuffs : status effects applied to entities with attributes controlling type, duration, stacking, visibility, and nested effect children that define stat modifications and visual effects.
Abnormality data is organized across regional variant XML files:
Suffix File (base) Abnormality.xml_CNAbnormality_CN.xml_EPAbnormality_EP.xml_JPAbnormality_JP.xml_KRAbnormality_KR.xml_NAEUAbnormality_NAEU.xml_RUSAbnormality_RUS.xml_THAAbnormality_THA.xml_TWAbnormality_TW.xml
Entity: abnormalities
Operations: create, update, delete, upsert
Providing effects in an update replaces all existing effect children.
Creates the entry if it doesn’t exist, or updates it if it does.
Property Type Required Since Description idintYes v92 Unique abnormality identifier namestringNo v92 Internal abnormality name kindintNo v92 Abnormality kind classification categorystringNo v92 Content category string propertyintNo v92 Property type code (1-4) groupAbnormalityGroupNo v92 Abnormality group classification
Property Type Required Since Description isBuffbooleanNo v92 Whether this is a buff (true) or debuff (false) levelintNo v92 Abnormality level priorityintNo v92 Display and override priority isShowAbnormalityIsShowNo v92 UI visibility mode mobSizeAbnormalityMobSizeNo v92 Target mob size filter elementTypeintNo v92 Element type code
Property Type Required Since Description timeintNo v92 Duration in milliseconds infinitybooleanNo v92 Whether duration is infinite. Structural default: false. realTimebooleanNo v92 Whether to use real time instead of game time maintainTimebooleanNo v92 Whether to maintain time across zone changes accumulateTimebooleanNo v92 Whether duration accumulates across applications accumulateTimeIdintNo v92 Shared accumulation group ID maxAccumulateTimeintNo v92 Maximum accumulated duration
Property Type Required Since Description maxStackCountintNo v92 Maximum stack count clearStackbooleanNo v92 Whether to clear stacks on reapplication. Structural default: false. infinityStackbooleanNo v92 Whether stacks are unlimited startStackCountintNo v92 Initial stack count on first application stackCountShareIdintNo v92 Shared stack count group ID
Property Type Required Since Description noRefreshbooleanNo v92 Whether reapplication does not refresh duration noOverwritebooleanNo v92 Whether existing instance cannot be overwritten cancelConditionstringNo v92 Condition that cancels the abnormality cancelConditionProbintNo v92 Cancel condition probability cancelConditionValuestringNo v92 Cancel condition threshold value bySkillCategorystringNo v92 Required skill category to trigger judgmentOncebooleanNo v92 Whether effect triggers only once isStancebooleanNo v92 Whether this is a stance-type abnormality saveImmediatebooleanNo v92 Whether to save state immediately canHoldbooleanNo v92 Whether effect can be held isTransformbooleanNo v92 Whether this is a transformation effect switchOffSkillTemplateIdintNo v92 Skill template ID to deactivate
Property Type Required Since Description hideBuffFailMessagebooleanNo v92 Whether to hide buff application failure messages. Structural default: false. isHideOnRefreshbooleanNo v92 Whether to hide icon on duration refresh. Structural default: false. isHideOnRaidbooleanNo v92 Whether to hide in raid UI showPartybooleanNo v92 Whether to show on party frames showOtherUsersbooleanNo v92 Whether to show on other players useDamageFontbooleanNo v92 Whether to use damage font for values hitEffectTargetTypestringNo v92 Hit effect visual target type isBlockOtherSpecialShaderbooleanNo v92 Whether to block other special shaders
Property Type Required Since Description notCareBattleFieldbooleanNo v92 Whether to persist across battlefields notCareDeathbooleanNo v92 Whether to persist through death. Structural default: false. skipByReactionbooleanNo v92 Whether to skip reaction checks. Structural default: false. balancedByTargetCountbooleanNo v92 Whether effect scales by target count peaceOnlybooleanNo v92 Whether effect applies only in peace zones. Structural default: false. isKeepingWorldChangebooleanNo v92 Whether to keep across world changes isSameInvokerPartyAndWorldbooleanNo v92 Whether invoker must be in same party and world needHaveAbnormalIdintNo v92 Required prerequisite abnormality ID
Property Type Required Since Description levelOverintNo v92 Minimum character level required levelUnderintNo v92 Maximum character level allowed
Property Type Required Since Description effectslist[nested]No v92 List of AbnormalityEffect children. See effect properties below.
Each effect in the effects list defines a stat modification or visual effect.
Property Type Required Since Description typeintYes v92 Effect type code methodintYes v92 Application method code valuestringYes v92 Effect value mindecimalNo v92 Minimum value. Structural default: 0. maxdecimalNo v92 Maximum value. Structural default: 0. variationdecimalNo v92 Value variation range. Structural default: 0. tickIntervaldecimalNo v92 Tick rate in milliseconds. Structural default: 0. defenceBonusRateintNo v92 Defence bonus rate modifier
Property Type Required Since Description effectIdintNo v92 Primary effect ID effectPartstringNo v92 Body part for effect attachment overlayEffectIdintNo v92 Overlay effect ID appearEffectIdintNo v92 Effect played on appear disappearEffectIdintNo v92 Effect played on disappear damageEffectIdintNo v92 Effect played on damage tick effectTimeintNo v92 Effect duration override attackEffectIdintNo v92 Effect played on attack arcaneFxIdintNo v92 Arcane FX system ID
Property Type Required Since Description shaderOnMystringNo v92 Shader applied on self shaderOnOtherstringNo v92 Shader applied on enemies shaderOnAllystringNo v92 Shader applied on allies appearShaderstringNo v92 Shader played on appear disappearShaderstringNo v92 Shader played on disappear
Property Type Required Since Description postProcessIdintNo v92 Post-process effect ID postProcessEffectIdsintNo v92 Additional post-process effect IDs postProcessAppearTimeintNo v92 Post-process appear transition time postProcessDisappearTimeintNo v92 Post-process disappear transition time isStartPostProcessEffectbooleanNo v92 Whether to start post-process on apply
Property Type Required Since Description linkEffectResourcestringNo v92 Linked effect resource path linkEffectDurationdecimalNo v92 Linked effect duration isEnemyCheckintNo v92 Enemy check type code
Value Since Description Truev92 Show icon and system message Falsev92 Hidden from UI OnlyIconv92 Show icon only, no system message OnlySystemMessagev92 Show system message only, no icon OnlyIconNoCoolTimev92 Show icon without cooldown display
Value Since Description allv92 All mob sizes anyv92 Any mob size playerv92 Player-sized targets only largev92 Large mobs only mediumv92 Medium mobs only smallv92 Small mobs only
Value Since Description skillv92 Skill-related abnormality etcv92 Miscellaneous abnormality dopingv92 Consumable buff nonev92 No group
Value Since Description 1v92 Property type 1 2v92 Property type 2 3v92 Property type 3 4v92 Property type 4
@infinity (structural default: false)
@hideBuffFailMessage (structural default: false)
@isHideOnRefresh (structural default: false)
@notCareDeath (structural default: false)
@clearStack (structural default: false)
@peaceOnly (structural default: false)
@skipByReaction (structural default: false)
@... (53 total attributes)
└── AbnormalityEffect (0..∞)
@min (structural default: 0)
@max (structural default: 0)
@variation (structural default: 0)
@tickInterval (structural default: 0)
@... (30 total attributes)
Effects use clear-and-replace: Providing effects in an update removes all existing effect children and creates new ones. Omitting effects preserves existing children.
Effect required fields: Each effect requires type, method, and value. Missing any produces an error.
Structural defaults on create: Seven boolean attributes are set to false automatically: hideBuffFailMessage, infinity, isHideOnRefresh, notCareDeath, clearStack, peaceOnly, skipByReaction.
Effect structural defaults: Four decimal attributes are set to 0 on each effect: min, max, variation, tickInterval.
String-typed enums: isShow, mobSize, and group are string values, not integers. Values are matched case-insensitively, so isShow: true, isShow: True, and isShow: "True" are all accepted.
Regional variants: Data is spread across regional variant files. The pipeline resolves the correct file automatically.
ID uniqueness: Abnormality IDs must be unique within each XML file.
Companion schema: AbnormalityIconData uses the same abnormality IDs for icon mappings.