7.3.6 Afflicting Denizens

Denizens are not immune to fear, pain, confusion, or injury. Some hunting abilities can afflict them in ways that disrupt their attacks, weaken their defences, slow their actions, or cause them to harm themselves. Understanding these afflictions can help you plan your attacks and take advantage of the windows they create.

Compared to adventurer afflictions, denizen afflictions are broader and more generalized. Although the two systems may use similar names, their effects are separate and may behave very differently.

Denizen afflictions are divided into four general categories:

  State-based   : Last until their effect occurs.
  Stack-based   : Last for a number of stacks, losing stacks when triggered.
  Chance-based  : Have a chance to cure themselves whenever they act or tick.
  Timer-based   : Last for a set duration, usually measured in seconds.


State-Based Afflictions
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These afflictions remain until their effect occurs.

Stunned
  The denizen will skip its next attack.

Fallen
  The denizen has fallen down and will stand back up when it next attacks or
  moves.

Bleeding
  The denizen suffers damage over time. Bleeding can stack.

Marked
  The next attack against the denizen is guaranteed to critically hit.


Stack-Based Afflictions
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These afflictions last for the number of stacks specified by the ability that applied them. Stacks are consumed when the listed trigger occurs.

Feeble
  Trigger: On attack.
  The denizen's damage output is reduced by 25%.

Charmed
  Trigger: On your attack.
  The denizen will attack alongside you when you strike another denizen.

Dazed
  Trigger: On attack.
  The denizen's next attack is delayed by 1 second.

Confused
  Trigger: On action.
  The denizen's next action is delayed by 1 second.

Blinded
  Trigger: On attack.
  The denizen's next single-target attack will miss.

Wounded
  Trigger: On attack.
  Each time the denizen attacks, it will hurt itself.

Shocked
  Trigger: On effect proc.
  When the denizen takes non-passive damage, it suffers an additional instance
  of electric damage.

Poisoned
  Trigger: On damage from effect.
  The denizen suffers poison damage over time.


Chance-Based Afflictions
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These afflictions have a chance to cure themselves whenever their effect occurs.

Ablaze
  Cure chance: 25%.
  The denizen suffers fire damage over time.

Shivering
  Cure chance: 25%.
  Each shiver slows the denizen's next attack by 1 second.

Reeling
  Cure chance: 25%.
  The denizen attacks a random target in the location.

Panicking
  Cure chance: 10%.
  The denizen will run away from its attacker.


Timer-Based Afflictions
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These afflictions last for the duration specified by the ability that applied them, usually measured in seconds.

Taunted
  The denizen cannot switch away from its current target.

Vulnerable
  The denizen takes 20% increased damage.

Buckling
  Each non-passive blow against the denizen has a 16% chance to make it fall.

Mesmerized
  The denizen cannot attack unless it is attacked first.

Winded
  The denizen tracks targets 2 seconds more slowly.

Mollified
  The denizen's aggressive desires are temporarily suppressed.