Warding

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Warding
TypeEquipment intrinsic
Maximum level✟ 4
Applies toNazar, Warding Sword, Silver Sword, Warding Shield, Wooden Cross, Electrum equipment, Prayer of Man
Added in0.4-alpha or earlier
TooltipWarding 1 … Warding 4
Resource locationmatcha:warding_1matcha:warding_4

Warding (Warding, often written ✟) is an intrinsic of certain held items and of electrum armor that slows nearby undead and burns the nearest one with damage that ignores armor. It is the pack's main defense against the undead, and it comes in four levels.

The item most associated with warding is the Nazar, a lapis charm that wards the dead while held. The Warding Stone applies a much stronger, stationary version of the same effect.

Obtaining

Warding cannot be found as a random enchantment. It comes on the following items:

Item Level Where it works
Wooden Cross Wooden Cross Warding 1 Main hand or off hand
Warding Sword Warding Sword Warding 1 Main hand or off hand
Silver Sword Silver Sword Warding 1 (and Smite III) Main hand or off hand
Warding Shield Warding Shield Warding 1 Main hand or off hand
Electrum Mattock Electrum Mattock Warding 1 Main hand or off hand
Nazar Nazar Warding 2 Main hand or off hand
Electrum Axe Electrum Axe Warding 2 Main hand or off hand
Electrum Spear Electrum Spear Warding 2 Main hand or off hand
Electrum Sword Electrum Sword Warding 3 Main hand or off hand
Electrum armor Electrum +1 per piece, up to Warding 4 Worn

The Prayer of Man blessing stores Warding 2 and Smite II, and can add warding to a sword, axe or shield in an anvil.[1] The four warding levels are mutually exclusive, and they are also exclusive with the shakudo and adamant weapon intrinsics, so an item can carry only one of them.[2]

Mechanics

Warding level

Every tick, each held item with warding adds its level to the player's held warding, and each worn piece of electrum armor adds 1 to a separate armor count.[3][4] The player's effective level is then worked out as follows:[5]

  1. The levels of the items in the main hand and off hand are added together, and the total is capped at Warding 3.
  2. The number of electrum armor pieces worn (0–4) is compared with that total, and the higher of the two is used.

Held items therefore stack with each other: a Warding 1 Warding Sword in the main hand and a Warding 2 Nazar in the off hand give Warding 3. Held items and armor don't stack: a player wearing one electrum piece and holding a Warding 1 item still has Warding 1. Warding 4 is only reached by wearing the full set of electrum armor, which is why the electrum set bonus reads Apotropaic Max.

Only players can ward. The level is only calculated for players, so a mob holding a warding item has no effect.[6]

Effects by level

Warding runs on a timer, not every tick. Levels 1 and 2 pulse once per second, and levels 3 and 4 pulse every 0.5 seconds.[7][8] On each pulse, warding does two things:

  • It gives every undead mob inside the slowing radius Slowness for 1 second, shown by soul particles at the mob's feet.
  • It damages one target inside the damage radius, shown by soul fire flames at the target's eyes. The damage is of the out_of_world type, so it ignores armor and Resistance.[9][10]
Level Pulse Slowing radius Slowness Damage radius Damage per pulse Damage per second Wither
Warding 1 1 s 8 blocks II 3 blocks 1 (Half heart × 0.5) 1 (Half heart × 0.5) Never damaged
Warding 2 1 s 10 blocks II 6 blocks 1 (Half heart × 0.5) 1 (Half heart × 0.5) 1 (Half heart × 0.5) within 8 blocks
Warding 3 0.5 s 14 blocks III 8 blocks 1 (Half heart × 0.5) 2 (Heart × 1) 1 (Half heart × 0.5) within 12 blocks
Warding 4 0.5 s 24 blocks III 12 blocks 2 (Heart × 1) 4 (Heart × 2) 2 (Heart × 1) within 16 blocks

[11][12]

Targeting

Each pulse picks a single target to damage, in this order:[13]

  1. A mob wearing copper armor. If any non-player entity wearing at least one piece of plain copper armor is inside the damage radius, the nearest one draws the pulse like a lightning rod. It gives off electric sparks and a high-pitched trident sound and takes no damage, and nothing else is damaged that pulse. This includes armor stands. Shakudo armor, which is built on copper armor, doesn't count.[14][15]
  2. The Wither, if it is inside its own, larger radius (see the table). At Warding 1 the Wither is never damaged.
  3. The nearest undead mob inside the damage radius.

At Warding 4 the copper armor's protection is pierced. A copper-wearing mob is still chosen first, but it takes 1 (Half heart × 0.5) of damage. Copper-wearing mobs are also slowed at Warding 4, while at levels 1–3 they are left out of the slowing.

Affected mobs

Mob Damaged Slowed
Zombie, Zombie Villager, Drowned, Zombified Piglin, Zoglin Yes Yes
Skeleton, Stray, Bogged, Wither Skeleton, Parched Yes Yes
Phantom Yes Yes
Wither Yes (see above) Yes
Husk Yes Only at Warding 4
Zombie Nautilus No Yes, except at Warding 4

[16][17]

Zombie horses, skeleton horses and camel husks are not affected.

Notes

  • Warding works through walls. Only distance matters.
  • The damage has no attacker, so a mob killed by warding is not counted as killed by the player.
  • Because only one target is damaged per pulse, warding is strongest against single undead and weakest against crowds, which it can only slow.

Advancements

Crafting a Nazar grants Apotropaic Jewellery ("Holding a Lapis Nazar will Ward the Dead. It can also be attached to some Equipment"). Smithing a Nazar onto a sword or shield grants Fae-Slayer, Sabbatarian or Convoymaster.

History

0.4-alpha Added the Silver Sword, Warding Sword, Warding Shield and Wooden Cross.

Fixed warding not working on electrum tools and weapons.

1.03 Nerfed the Silver Sword, Warding Sword and Warding Shield.
1.10 Undead wearing copper armor became immune to warding. The Warding Stone and the electrum set bonus bypass this.

Zombie horses, skeleton horses and camel husks were removed from the warding targets.

1.12.1-alpha The warding levels became exclusive with each other.

The zombie nautilus was removed from the warding targets. The Silver Sword, Warding Sword and Warding Shield became repairable only with Nazars or lapis.

1.12.2 Warding levels from held items now stack, up to Warding 3. Warding 4 was reserved for the full electrum set, and it slows husks and pierces copper armor.

Warding changed from a constant effect to pulses: once per second at levels 1 and 2 and every 0.5 seconds at levels 3 and 4. Added the targeting order: copper-wearing mobs, then the Wither, then the nearest undead. Separate particles for slowing and damage, and the particles now work on baby mobs. The Warding Shield was reduced from Warding 2 to Warding 1. Warding was removed from electrum tools.[note 1] Fixed warding effects being inconsistent between levels.

Trivia

  • The developer chose to leave warding unexplained in game: "I want players to ask their friends 'What the cross symbol mean?' I think that stuff is fun."[18]
  • In 0.4-alpha, electrum armor worn or held by non-players still warded the dead. The developer left it in, calling it a possible feature.[19] In the current code only players ward.
  • The in-development plans describe a future copper intrinsic, "Lightning Rod/Conductive", that "redirects all 'aura'-based nonsense to itself, and nullifies it".[20]

See also

Notes

  1. The release notes say warding was removed from electrum tools, but the electrum axe (Warding 2) and electrum mattock (Warding 1) still carry it in the code (smithing/electrum axe.json, smithing/electrum mattock.json). The electrum pickaxe, shovel, hoe and dolabra have none.

References

  1. blessing/warding.json
  2. exclusive set/intrinsic weapon.json
  3. value/equipment 2.mcfunction
  4. value/electrum armour.mcfunction
  5. value/calculate.mcfunction
  6. 1s/warding enchantment.mcfunction
  7. 1s/warding enchantment.mcfunction
  8. 0 5/warding enchantment.mcfunction
  9. warding/apply damage.macro.mcfunction
  10. warding/apply slowness.macro.mcfunction
  11. warding/power 1.mcfunction
  12. warding/power 4.mcfunction
  13. warding/power 3.mcfunction
  14. predicate/wearing copper armour.json
  15. warding/apply warding resistance.mcfunction
  16. entity type/warding targets.json
  17. entity type/warding targets slowed.json
  18. Matcha Flavoured 1.12.1-alpha release notes
    "I don't think enchantments should be explained much at all. I want players to be curious and explore what an enchant does."
  19. Matcha Flavoured 0.4-alpha release notes
    "I saw that Electrum armour if held/worn by non-players still wards the dead...but i think Ill leave that bug for now, it seems like a feature?"
  20. Unreleased changelog (changelog.md)
    "Lightning Rod/Conductive: redirects all "aura"-based nonsense to itsself, and nullifies it"