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Ward VFX

In the alpha Art · facts checked 2 November 2026

Ward VFX is the effect group for Ward and Stand Fast in turn-based rooms. Its main job is honesty: a ward shares the load of a hit. It never blocks the hit completely, so it must never look like a shield bubble.

How it works#

CuePhaseWhat the player sees
AimPreviewSmall teal crosses on legal tiles; on a hovered tile, ghost plates over the exact tiles of the engine's dry run
PlantResolveA down-chevron stamps on the centre tile; plates fill outward; round stakes stand up, one per round left
ShareResolve, on each strikeA row of five slots lifts above the connection. Three plates catch three load pieces; two pieces drop through the gaps
Root (Stand Fast)ResolveRoot ticks grow under the feet and two brackets close beside the body
Held hitResolveThree pieces fall onto a cap over the head, which thins to a dotted line and is spent. There is no squeeze on the body
Stake sinks, ExpiryRoom tickOne stake sinks each round; at zero the plates lift away and nothing is left

Each warded tile always shows its five plates and corner ticks, drawn from the game state every frame. Undo and rewind have no cue: a rewound ward is simply not drawn.

Attune has no cue of its own. It makes Link a bonus action and grows supported ground; the astro group's Link preview shows both.

Hover titles carry the numbers, for example "Ward: a front does 40%" or "Ward holds 60%: last round".

Development#

See also#

Sources#

  1. 5d708bc10:docs/vfx/groups/ward.md
  2. b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/.pinned/vfx/ward-turns.PIN.json
  3. docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
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