Elemental Status Effects

This is a framework for the addition of Elemental Status Effects. These
are negative conditions that elemental damage can impose upon players
and monsters. Partially magical attacks, such as touch spells or
dedicated weapons, apply only half as much as fully magical attacks.

* Shocked - lightning damage reduces defense by a multiple of damage
dealt.

* Chilled - cold damage slows attack and cast timers by a certain number
of ms multiplied by damage dealt (only takes effect in 250 ms steps).

* Burning - fire damage inflicts more fire damage each time status
effects are reduced. The damage is dependent on the initial fire damage.

* Corroded - acid damage can reduce armor temporarily by a portion of
damage dealt.

* Humbled - holy damage can reduce resistances by a portion of damage
dealt (but not less than zero).

* Mantled - unholy damage can reduce the effect of healing by a portion
of damage dealt. This is very significant against low values of healing
(such as heal rods) and less so against spells like Major Heal.

This is an attempt to give elements their own unique identities and
reasons for use. Monsters can and will inflict these status effects,
and, additionally, because they're based on damage dealt, resistances
help resist these status effects.