Warding

| Type | Equipment intrinsic |
|---|---|
| Maximum level | ✟ 4 |
| Applies to | Nazar, Warding Sword, Silver Sword, Warding Shield, Wooden Cross, Electrum equipment, Prayer of Man |
| Added in | 0.4-alpha or earlier |
| Tooltip | |
| Resource location | matcha:warding_1 … matcha:warding_4 |
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 |
|---|---|---|
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Main hand or off hand | ||
| Electrum armor | Worn |
The Prayer of Man blessing stores
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]
- The levels of the items in the main hand and off hand are added together, and the total is capped at
3. - 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
1 Warding Sword in the main hand and a
2 Nazar in the off hand give
3. Held items and armor don't stack: a player wearing one electrum piece and holding a
1 item still has
1.
4 is only reached by wearing the full set of electrum armor, which is why the electrum set bonus reads
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_worldtype, so it ignores armor and Resistance.[9][10]
| Level | Pulse | Slowing radius | Slowness | Damage radius | Damage per pulse | Damage per second | Wither |
|---|---|---|---|---|---|---|---|
| 1 s | 8 blocks | II | 3 blocks | 1 ( |
1 ( |
Never damaged | |
| 1 s | 10 blocks | II | 6 blocks | 1 ( |
1 ( |
1 ( | |
| 0.5 s | 14 blocks | III | 8 blocks | 1 ( |
2 ( |
1 ( | |
| 0.5 s | 24 blocks | III | 12 blocks | 2 ( |
4 ( |
2 ( |
Targeting
Each pulse picks a single target to damage, in this order:[13]
- 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]
- The Wither, if it is inside its own, larger radius (see the table). At
1 the Wither is never damaged. - The nearest undead mob inside the damage radius.
At
4 the copper armor's protection is pierced. A copper-wearing mob is still chosen first, but it takes 1 (
× 0.5) of damage. Copper-wearing mobs are also slowed at
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 |
| Zombie Nautilus | No | Yes, except at |
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 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 |
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
- Warding Stone
- Apotropaic
- Doom, the adamant armor counterpart
- Electrum equipment
Notes
- ↑ The release notes say warding was removed from electrum tools, but the electrum axe (
2) and electrum mattock (
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
- ↑
blessing/warding.json - ↑
exclusive set/intrinsic weapon.json - ↑
value/equipment 2.mcfunction - ↑
value/electrum armour.mcfunction - ↑
value/calculate.mcfunction - ↑
1s/warding enchantment.mcfunction - ↑
1s/warding enchantment.mcfunction - ↑
0 5/warding enchantment.mcfunction - ↑
warding/apply damage.macro.mcfunction - ↑
warding/apply slowness.macro.mcfunction - ↑
warding/power 1.mcfunction - ↑
warding/power 4.mcfunction - ↑
warding/power 3.mcfunction - ↑
predicate/wearing copper armour.json - ↑
warding/apply warding resistance.mcfunction - ↑
entity type/warding targets.json - ↑
entity type/warding targets slowed.json - ↑ 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."
- ↑ 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?"
- ↑ Unreleased changelog (
changelog.md)- "Lightning Rod/Conductive: redirects all "aura"-based nonsense to itsself, and nullifies it"
| Mechanics |
|
|---|---|
| Warding items | |
| Gems | |
| Jewelry | |
| Other | |