Ward is the Warden's signature action. It plants a protective ring that holds back most, but never all, of the harm to what is inside.
How it works#
- A 3×3 ring centred up to 4 tiles away, lasting 2 rounds.
- It holds back 60% of the harm:
- a connection under a front inside it takes 40% of the strike;
- a neuron or tract segment inside it loses 40% of each step. The room keeps the rest, so the loss comes later, never not at all.
- Debris flows cannot enter it, and a spill cannot spread into it.
- It does not lower a unit's Composure loss. It protects the tissue, not the cells working in it.
Numbers#
| Modifier | Effect |
|---|---|
| Supported ground | Lasts 1 round longer |
| Wide Ring upgrade | 5×5, but lasts 1 round |
| Real-time (kit v4) | Radius 48 px, cooldown 16 s, 10 s |
The 60% rule#
The user ruled on 31 October: "go for the 60% ring Warden". A Ward must never read as immunity. The share is fixed at 0.6, so Claude B does not change it when bots struggle.
In the brain#
Support shares a load rather than abolishing it. That is the idea behind a partial ring.
Development#
- Kit v1–v3: "Hold" rings paused escalation, mainly in the Breach.
- Kit v4: Hold became Ward. At first a ring fully shielded neurons and segments, and held back part of a front. On 31 October the user set 60% for all harm.
- Turn version: in the alpha. A bot bug searched Ward rings only to range 3 (the 32 px range); fixing it lowered Warden expert failures in the simulations.
See also#
Warden · Flex Ward · Ward stake · Stand Fast
Sources#
b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js215bfbf88:docs/game-balance/31-turn-based-encounters.md215bfbf88:docs/game-balance/28-recruits-rest-stops-economy.md