A ward is an ancient totem-like object you can place on the ground which applies a magical effect to entities within an 8-block radius. Some will buff you like a beacon, while others harm your enemies. Line of sight is required to be affected by a ward.
To get a powerful ward, you need to power one found in the world. Wards can be found in chests within very old and mystical locations – not in the blacksmith’s shop! These wards look different based on where they were found, representing the cultures which created them.
Wards are found in:
Dungeons
Witch Huts
Woodland Mansions
Desert Temples
Jungle Temples
Ocean Monuments
Nether Fortresses
Strongholds
End Cities
A ward on its own is useless, though. You have to power it. To do this, you must craft essence, another new type of item. There are many types of essences, each with different recipes.
Once you’ve crafted some essence, you can use it on any placed ward to immediately power that ward. Alternatively, if you want to use wards on the go, you can put a ward and some essence into the crafting menu to create a powered ward in your inventory to place later. The essence in a ward will manifest in its model graphically. For example, the essence will appear inside the three wards pictured in the spoiler above, visible through the holes made for the faces depicted. Some wards may not include faces though, and may display their essences differently.
Destroying any ward, powered or not, will drop an unpowered ward.
Powered wards have a variety of useful effects which work within an 8-block radius around them, as long as line of sight is maintained. Below is a very work in progress list of wards:
Searing Ward: Shoots fireballs at enemies within its radius
Requires Searing Essence:
Healing Ward: Provides a small healing over time effect to players and tamed pets within its radius, around half a heart every second.
Requires Healing Essence:
Destructing Ward: Self-destructs on detecting an enemy within its radius – a great trap!
Requires Destructing Essence:
Darkening Ward: Applies a blindness effect to enemies within its radius – watch where you’re going!
Requires Darkening Essence:
Repelling Ward: Any hostile mobs entering its radius will stop whatever they're doing and run away at all costs, not stopping until they are about 16 blocks away from the ward.
Requires Repelling Essence:
That's all for now - thanks for reading! Please do give feedback, and if you feel like you've settled on a view, do vote in the poll as it helps me keep track of the section's overall opinion on the idea.
Let me explain why this is the worst idea ever. That's a joke, idea is fine but - not that this is a big deal - but I'd consider adding images from the get go as that might boost your support immediately. This is probably well developed enough to almost require more than the presented three.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
You presented only 3 wards. I know this is already mentioned in the OP, an idea like this could easily have much more than that.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
You presented only 3 wards. I know this is already mentioned in the OP, an idea like this could easily have much more than that.
Oh right. I totally agree, I just couldn't think of any at the time. BookWyrm on this forum already suggested to me in Discord that I could have one which repels monsters, which seems obvious now in all honesty.
And I'm not even sure about one of the ones I have - the darkening ward - honestly. Just potion effects feels lazy. Healing is an exception because of how it fits a certain fantasy in using them in the first place. I'm inspired somewhat by the shaman class in World of Warcraft, which places totems which can harm enemies and support allies. Same rough idea, and I think the healing ward kind of helps with the shamanic healer fantasy.
Also, you might be glad to hear I've been working on those pictures.
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Formerly Gamelord. Pixelmon Server Owner. Server IP: pixelmonprisma.mc-server.net | Server Discord:https://discord.gg/HkK855b
The four you have here right now re pretty great. The only one that concerns me a bit is the searing ward, but that all depends on how much cooldown there is between each flame shot. And are these Blaze fireballs, or Ghast fireballs? I assume Blaze, and I'd prefer that as well.
I could try and mess around with textures if you'd like me to, if you like semidecent Totem of Undying reskins.
I literally just edited it - probably a little after you clicked the page. You can check out my mockups. I'm decent enough with pixel art so I don't need help with that, I was just concerned that that kind of art isn't the best way to demonstrate what a placed block would look like.
Also, adding the Repelling Ward, stay tuned (suddenly everyone is posting too fast while I'm trying to add stuff after a day of nothing, typical).
EDIT: I forgot to talk about the searing ward. I like it a lot as a concept because I think it really fits what the ward is all about, which is holding a certain area either by supporting you and your allies or by harming your enemies. It shouldn't always do that in the same way or the same kind of way, so the variety is good and I like the idea of having it serve as a sort of turret.
As far as balance is concerned, yes, it would be more like a blaze fireball I should think. Certainly not with the same rapid fire that blaze's get, however - they'd be more medium-slow and you'd need to be careful you don't get hit yourself, so maybe not the best support for your melee combat. It'd be a super cool defense for a base though.
They're not really supposed to be giving you potion effects aside from a couple of exceptions.
The healing essence just sounds like a ridiculously OP regen II beacon. With 1hp/s, it takes twenty seconds to go from 0hp to full (20).
It's a touch faster than regen 2 (I wasn't quite comparing them at the time), but a lot more expensive to make. And it isn't mobile either. I'm not entirely sure in what situation it's anywhere near as OP as you say, but of course I've not exactly playtested it.
Also, what potions are in the recipes? You don't say.
I assumed people could tell. Fire Resistance, Healing and Night Vision. Sorry about that.
Especially for the repelling ward, the potion is incredibly important- think about it for a sec. Any hostile mob will cease fire and RUN AWAY. Half the defences in the game just went "poof". A few of these and you don't even need to light up your base- any mob spawned will run like hell from your base, not even attacking you because it's in the description- stops anyting it's doing.
The radius isn't that large, and the wards themselves should be rare enough that it's not a case of "just find a few of em and poof no defence is ever needed again".
And considering that defending your base is pretty much a case of walls and torches, I don't see it as being a massive power gain. Defending a base from monsters isn't as massive or interesting a task as you seem to suggest.
Also, do the fireballs have explosive power? Imagine- "The fireballs! They're destroying my base! My defences are killing me!"
They do not. This was mentioned in an earlier post.
Oh, and you don't need to buy Curse Premium, btw. (I saw it in your Citric Squad Post) I realise I'm probably docking my loyalty cred here, but all you need is a Curse account and it's a vanity heading that comes for free with using that (for 1 year, at least). At least, that's what I did. And I don't think I put my credit details in.
This isn't really the place, though I don't recall ever saying anything about the vanity heading though, I'm not sure what you're talking about. That said, message me or post on my wall or something.
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Formerly Gamelord. Pixelmon Server Owner. Server IP: pixelmonprisma.mc-server.net | Server Discord:https://discord.gg/HkK855b
A ward is an ancient totem-like object you can place on the ground which applies a magical effect to entities within an 8-block radius. Some will buff you like a beacon, while others harm your enemies. Line of sight is required to be affected by a ward.
To get a powerful ward, you need to power one found in the world. Wards can be found in chests within very old and mystical locations – not in the blacksmith’s shop! These wards look different based on where they were found, representing the cultures which created them.
Wards are found in:
A ward on its own is useless, though. You have to power it. To do this, you must craft essence, another new type of item. There are many types of essences, each with different recipes.
Once you’ve crafted some essence, you can use it on any placed ward to immediately power that ward. Alternatively, if you want to use wards on the go, you can put a ward and some essence into the crafting menu to create a powered ward in your inventory to place later. The essence in a ward will manifest in its model graphically. For example, the essence will appear inside the three wards pictured in the spoiler above, visible through the holes made for the faces depicted. Some wards may not include faces though, and may display their essences differently.
Destroying any ward, powered or not, will drop an unpowered ward.
Powered wards have a variety of useful effects which work within an 8-block radius around them, as long as line of sight is maintained. Below is a very work in progress list of wards:
Searing Ward: Shoots fireballs at enemies within its radius
Requires Searing Essence:
Healing Ward: Provides a small healing over time effect to players and tamed pets within its radius, around half a heart every second.
Requires Healing Essence:
Destructing Ward: Self-destructs on detecting an enemy within its radius – a great trap!
Requires Destructing Essence:
Darkening Ward: Applies a blindness effect to enemies within its radius – watch where you’re going!
Requires Darkening Essence:
Repelling Ward: Any hostile mobs entering its radius will stop whatever they're doing and run away at all costs, not stopping until they are about 16 blocks away from the ward.
Requires Repelling Essence:
That's all for now - thanks for reading! Please do give feedback, and if you feel like you've settled on a view, do vote in the poll as it helps me keep track of the section's overall opinion on the idea.
Let me explain why this is the worst idea ever. That's a joke, idea is fine but - not that this is a big deal - but I'd consider adding images from the get go as that might boost your support immediately. This is probably well developed enough to almost require more than the presented three.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I WILL BE SENDING YOU A STRONGLY WORDED PM ABOUT THIS.
April 1st, well played sir.
Truth is I'm lazy and lack graphic design skills. I could make some MS Paint stuff though.
Not sure what you mean by this.
You presented only 3 wards. I know this is already mentioned in the OP, an idea like this could easily have much more than that.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Oh right. I totally agree, I just couldn't think of any at the time. BookWyrm on this forum already suggested to me in Discord that I could have one which repels monsters, which seems obvious now in all honesty.
And I'm not even sure about one of the ones I have - the darkening ward - honestly. Just potion effects feels lazy. Healing is an exception because of how it fits a certain fantasy in using them in the first place. I'm inspired somewhat by the shaman class in World of Warcraft, which places totems which can harm enemies and support allies. Same rough idea, and I think the healing ward kind of helps with the shamanic healer fantasy.
Also, you might be glad to hear I've been working on those pictures.
I literally just edited it - probably a little after you clicked the page. You can check out my mockups. I'm decent enough with pixel art so I don't need help with that, I was just concerned that that kind of art isn't the best way to demonstrate what a placed block would look like.
Also, adding the Repelling Ward, stay tuned (suddenly everyone is posting too fast while I'm trying to add stuff after a day of nothing, typical).
EDIT: I forgot to talk about the searing ward. I like it a lot as a concept because I think it really fits what the ward is all about, which is holding a certain area either by supporting you and your allies or by harming your enemies. It shouldn't always do that in the same way or the same kind of way, so the variety is good and I like the idea of having it serve as a sort of turret.
As far as balance is concerned, yes, it would be more like a blaze fireball I should think. Certainly not with the same rapid fire that blaze's get, however - they'd be more medium-slow and you'd need to be careful you don't get hit yourself, so maybe not the best support for your melee combat. It'd be a super cool defense for a base though.
I may have missed this, but what's the point of different wards if the essence is what determines the ability?
They look neato.
They're not really supposed to be giving you potion effects aside from a couple of exceptions.
It's a touch faster than regen 2 (I wasn't quite comparing them at the time), but a lot more expensive to make. And it isn't mobile either. I'm not entirely sure in what situation it's anywhere near as OP as you say, but of course I've not exactly playtested it.
I assumed people could tell. Fire Resistance, Healing and Night Vision. Sorry about that.
The radius isn't that large, and the wards themselves should be rare enough that it's not a case of "just find a few of em and poof no defence is ever needed again".
And considering that defending your base is pretty much a case of walls and torches, I don't see it as being a massive power gain. Defending a base from monsters isn't as massive or interesting a task as you seem to suggest.
They do not. This was mentioned in an earlier post.
This isn't really the place, though I don't recall ever saying anything about the vanity heading though, I'm not sure what you're talking about. That said, message me or post on my wall or something.