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 ----------------------- 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 ----------------------- 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 ------------------------ 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 ----------------------- 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.
