User blog:K'eth, Undercover Agent/Testing Ground 3: The Afflicted Slums

Document 3: Another Testing Ground has appeared, due to the Testing Ground's interesting location, it is usually found in areas of where no cities or towns can exist natrually. Or in places of high nobility, like all Testing Grounds, no normal being without magical help can see it from outside in and vice versa.

Apperance: The Afflicted Slums is one of the more unique Testing Grounds in that, it looks like it sort of came from the slums of a Mist Continent city or Zipangu town. The buildings all seem to be stacked in strange boxy like ways. Windows of rooms high above with no other windows for a couple hundred feet leading to random doorways that go up. In the middle of this Testing Ground are a couple of bottomless pits, usually 3-4 but there have been more documented. (Since this place is pretttty big, I'm going to add more then 2 images for this)

Those pits aren't just for Sparta referances: They are the enemy spawners of the place and sort of unable to be destroyed. But don't worry there can only be like 18 dozen of them at a time...more have been documented.

Enemies: The enemies that roam these slums are called the Afflicted, horrific abominations that can use magic and explode upon death because they have unstable souls...Don't worry it's fun...I promise.

Afflicted Assassin: These creatures usually roam the rooftops with Afflicted Rangers to deal with any threat that tries to escape from above. However they can still be found on the ground floor, most of the time alone...most of the time.

Death Blossom: (Dual Attack) Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +55 damage and all adjacent foes take 55 damage.

Jagged Strike: (Lead Attack) If Jagged Strike hits, The Afficted Assassin's target suffers from Bleeding for 26 seconds.

Shadow Form: (Elite Enchantment Spell) For 26 seconds, the Afflicted Assassin cannot be the target of enemy spells, and it gains 5 damage reduction for each Assassin enchantment on it. The Afflicted Assassin cannot deal more than 32 damage with a single skill or attack.

Shadow Refuge: (Enchantment Spell) For 6 seconds, the Afflicted Assassin gains 12 Health regeneration. When Shadow Refuge ends, the Afflicted Assassin gains 120 Health if it was attacking.

Wild Strike: (Off-Hand Attack) Must follow a lead attack. If it hits, this attack strikes for +45 damage and any stance being used by target foe ends. This attack cannot be blocked.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Assassin dies, all nearby foes take 112 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Assassin

Afflicted Ranger: Along with the Afflicted Assassins, they patrol the rooftops of the Afflicted Slums for anyone that dare trespass into the area. But also like the Assassins they can be found on the ground in groups of 3-5 usually with other Afflicted with them.

Broad Head Arrow: (Elite Bow Attack) The Afflicted Ranger shoots a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 26 seconds, and if target foe is casting a spell that spell is interrupted.

Kindle Arrows: (Preparation) For 24 seconds, your arrows deal fire damage and hit for an additional 31 fire damage.

Marauder's Shot: (Bow Attack) If Marauder's Shot hits, the Afficted Ranger strikes for +45 damage and all of its non-attack skills are disabled for 10 seconds.

Throw Dirt: (Skill) Target touched foe and foes adjacent to the Afflicted Ranger's target become Blinded for 19 seconds.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Ranger dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Ranger

Afflicted Necromancer: Spellcasters that resemble Driders....They are usually found on the ground floor and never in the buildings. They are sometimes found in groups of 2-5 and most of the time, back up Afflicted Mesmers and Warriors.

Bitter Chill: (Spell) Target foe is struck for 78 cold damage. If that foe had more Health than the Afflicted Necromancer, Bitter Chill recharges instantly.

Blood Drinker: (Spell)  If the Afflicted Necromancer's Health is above 50%, it begins Bleeding for 10 seconds. Steal up to 83 Health from target foe.

Jaundiced Gaze: (Enchantment Spell) Remove an enchantment from target foe. If an enchantment is removed, for the next 21 seconds, the Afflicted Necromancer's next enchantment spell casts 1 second faster and costs 14 less Energy.

Order of Apostasy: (Elite Enchantment Spell) For 5 seconds, whenever a Afflicted within 60 feet of the Afflicted Necromancer hits a foe with physical damage, that foe loses one enchantment. For each Monk enchantment removed, the Afflicted Necromancer loses 11% maximum Health.

Vile Miasma: (Hex Spell) Target foe is struck for 87 cold damage. If suffering from a condition, that foe is hexed with Vile Miasma and suffers -7 Health degeneration for 10 seconds.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Necromancer dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Necromancer

Afflicted Warrior: Two-handed hammer users, they are the most common of the Afflicted and can be found everywhere in the Afflicted Slums. They usually go on patrols of 2 looking for trespassers, but can be found in larger groups mainly on the ground floor.

"On Your Knees": (Shout) Lose all adrenaline. If any adjacent foes are knocked down, all of the Afflicted Warrior's stances are recharged.

Auspicious Blow: (Hammer Attack) If Auspicious Blow hits, you strike for +26 damage and gain 10 Energy. If target foe is suffering from Weakness, this attack is unblockable.

Endure Pain: (Skill) For 22 seconds the Afflicted Warrior has an additional 384 Health.

Enraged Smash: (Elite Hammer Skill) If Enraged Smash hits, the Afflicted Warrior gains 5 strikes of adrenaline. If it hits a moving foe, the Afflicted Warrior strikes for +52 damage, and target foe is knocked down.

Frenzy: (Stance) For 8 seconds, the Afflicted Warrior attacks 33% faster but takes double damage.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Warrior dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Warrior

Afflicted Mesmer: Powerful illusionists, they are usually found in the buildings due to their more human build, but have also been found on the roofs and ground floor, they work in tandem with Afflicted Nercomancers and Afflicted Elementalists to deal the most damage possible.

Accumulated Pain: (Spell) Target foe takes 99 damage. If target foe is suffering from 2 or more hexes, that foe suffers a Deep Wound for 26 seconds.

Drain Enchantment: (Spell) Remove an enchantment from target foe. If an enchantment is removed, the Afflicted Mesmer gains 21 Energy and 152 Health.

Ether Feast: (Spell) Target foe loses 3 Energy. The Afflicted Mesmer is healed 83 health for each point of Energy lost.

Images of Remorse: (Hex Spell) For 12 seconds, target foe suffers -4 Health degeneration. If that foe was attacking, that foe takes 69 damage.

Kitah's Burden: (Hex Spell) For 10 seconds, target foe moves 50% slower. When Kitah's Burden ends the Afflicted Mesmer gains 21 Energy.

Stolen Speed: (Elite Hex Spell) For 14 seconds, spells cast by the target foe and all adjacent foes take 100% longer to cast. Spells targeting these foes that are cast by the Afflicted Mesmer or it's allies take 50% less time to cast.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Mesmer dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Mesmer

Afflicted Elementalist: Spellcasters that along with the Afflicted Mesmer, roam inside of the buildings for anything hiding inside. Though like the Afflicted Mesmer, they can be found on the ground floor with Afflicted Necromancers or Monks. They can also be found in the large groups that mainly happen in the ground floor.

Air Attunement: (Enchantment Spell) For 70 seconds, the Afflicted Elementalist is attuned to Air. The Afflicted Elementalist gains 1 Energy plus 30% of the base Energy cost of the skill whenever it uses Air Magic.

Lava Arrows: (Spell)  Lava Arrows fly toward up to 3 foes near the Afflicted Elementalist's target and strike for 83 fire damage if they hit.

Lighting Orb: (Spell) Send out a Lightning Orb that strikes target foe for 136 lightning damage. This spell has 25% armor penetration.

Mind Burn: (Elite Spell) Target foe and all adjacent foes take 78 fire damage. If the Afflicted Elementalist has more Energy than target foe, that foe and all adjacent foes take an additional 78 fire damage and are set on fire for 14 seconds.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Elementalist dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Elementalist

Afflicted Monk: 'Divine' spellcasters that only appear on the ground floor, usually supported by either Afflicted Warriors and Elementalists. They are the only Afflicted that heal others, but aren't exactly good at it.

Aegis: (Enchantment Spell) For 13 seconds, all Afflicted within earshot have a 50% chance to block attacks.

Draw Conditions: (Spell) All negative conditions are transferred from target other ally to the Afflicted Monk. For each condition acquired, the Afflicted Monk gains 34 Health.

Ray of Judgment: (Elite Spell) Invoke a Ray of Judgment at target foe's location. For 5 seconds, target foe and all foes adjacent to this location take 61 holy damage each second and begin Burning for 4 seconds.

Retribution: (Enchantment Spell) While the Afflicted Monk maintains this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (maximum 26 damage).

Reversal of Fortune: (Enchantment Spell) For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 106.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Monk dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Monk

Afflicted Ritualist: These things can only be found in the ground floor, rarely and for good reason due to the fact that they can resurrect fallen Afflicted back into the fight. And are actually better healers then the Afflicted Monks are.

Flesh of My Flesh: (Spell) The Afflicted Ritualist loses half of it's Health. Resurrect target Afflicted with the Afflicted Ritualist's current Health and 26% Energy.

Life: (Binding Ritual) Create a level 19 spirit of life. When this spirit dies, all non-spirit allies within its range are healed for 9 Health for each second this spirit was alive. This spirit dies after 20 seconds.

Nightmare Weapon: (Weapon Spell) For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 66 damage and steal up to 66 Health.

Recuperation: (Binding Ritual) Create a level 19 spirit of recuperation. Non-spirit allies within its range gain +4 Health regeneration. This spirit dies after 57 seconds.

Spirit Transfer: (Spell) The spirit nearest to the Afflicted Ritualist loses 68 Health. Target ally is healed for 5 for each point of Health lost.

Weapon of Quickening: (Elite Weapon Spell) For 33 seconds, target ally has a Weapon of Quickening, and spells and binding rituals recharge 33% faster.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Ritualist dies, all nearby foes take 122 armor-ignoring damage.

Variations: http://wiki.guildwars.com/wiki/Afflicted_Ritualist

Afflicted Ravager: These creatures roam around the roofs and ground floor of the Afflicted Slums, most of the time in packs of 4-8. They sometimes go with Afflicted Rangers as if to be pets of some kind.

Frenzy: (Stance) For 8 seconds, the Afflicted Ravager attacks 33% faster but takes double damage

Gash: (Sword/Claw Attack) If this attack hits a Bleeding foe, the Afflicted Ravager strikes for 26 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 26 seconds.

Sever Artery: (Sword/Claw Attack) If this attack hits, the opponent begins Bleeding for 33 seconds, losing Health over time.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Ravager dies, all nearby foes take 122 armor-ignoring damage.

Afflicted Bull: Though these things don't have many abilites they are still plenty strong and rare too, only encounted on the the ground floor and usually alone. Though sometimes in the company of Ravagers or Afflicted Rangers

Signet of Rage: (Signet) Target foe takes 68 holy damage and +12 holy damage for each adrenaline skill that foe has.

Trample Underfoot: (Monster Skill) The Afflicted Bull moves 50% faster, all attacks do knock-down, and the Afflicted Bull attacks 33% faster for 15 seconds.

Afflicted Soul Explosion: (Monster Skill) When the Afflicted Bull dies, all nearby foes take 122 armor-ignoring damage

Relations: K'eth commands the Testing Ground, and can do just about anything to them, whenever. The monsters here don't attack K'eth and Co, and are subservient to him.

Misc: As you may have guessed, yes these monsters more or less have immunity to Demonic Energy,