Difference between revisions of "Ward"

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*White: [[:Category:Miscellaneous rituals|Miscellaneous]]
*White: [[:Category:Miscellaneous rituals|Miscellaneous]]
*Red: [[:Category:Offensive rituals|Offensive]]
*Red: [[:Category:Offensive rituals|Offensive]]
*Green: [[:Category:Curing rituals|Curing]]
*Green: [[:Category:Healing rituals|Healing]]
*Blue: [[:Category:Defensive rituals|Defensive]]
*Blue: [[:Category:Defensive rituals|Defensive]]

Revision as of 07:06, 8 June 2010

A ward is a priest ritual that has been bestowed on an item, that can take effect when the item is stolen from someone or taken from their corpse. It is one use only--after being triggered, or after failing to trigger, it's gone.

Using wards

Up to three wards may be bestowed on an item. The item must be consecrated to your deity for you to be able to ward it. It is perfectly possible to mix wards from different deities by, for example, consecrating something to Gapp, warding it with a Gappic ritual, then consecrating it to Sandelfon and using Divine Sentinel to put a Sandelfonic ritual on it, but remember that for faith rods and prayer beads, it will destroy the item's charge (or, for impressed rods, nearly destroy it) to be reconsecrated.

To ward an item, you must first perform one of the following rituals on it:

  • Divine Guard, which allows you to bestow a ward on an item that does not already have one
  • Divine Sentinel, which allows you to bestow a ward on an item that already has up to two wards on it
  • Wicker Ward, which allows you to bestow a ward on an item of furniture (and seems not to require that the item be consecrated)

If the ritual is successful, you'll then be able to bestow a ritual on the item. This uses faith.items.scroll. Note that you can only bestow a ritual that you know--you can't bestow from a faith rod.

Each ritual that can be bestowed as a ward has a different effect. Offensive rituals affect the thief, defensive rituals affect the victim, curing rituals generally reverse themselves and affect the thief (dealing damage or whatnot), and miscellaneous rituals vary in whether they affect the thief, the victim, or the item.

It's thought that the victim's faith.items.scroll bonus affects whether the ward triggers, though this is uncertain. It's also unknown whether the bonuses of the priest who bestowed the ward matterresearch.

Recognizing wards

If you look at a warded item in someone else's inventory, it will be obvious that it is warded, because it will have this like after its description:

The <item> looks as if it might violently object to being stolen.

If, on the other hand, the item is in your own inventory, or on a corpse, you will get more detailed information. The line looks something like this, instead:

It is bathed in a white aura.

Or perhaps like this:

It has a colourful aura, with flickers of dark white and red.

Anyone can see this line, even those who worship no deity.

The colour, or colours, of the aura show the kind of ritual, or rituals, the item has on it.

If the colour is "dark", that means that there are two rituals of that type on the item. If it's "ominous", that means there are three rituals of that type.

Triggering wards

Stealing a warded item from someone, or taking it from their corpse, can trigger a ward! By doing this, obviously, you're taking your life into your hands, since there are several fun ward combinations that can kill you outright. However, since you've read the previous section, you know how to avoid this... right? Right.

Taking warded items from corpses uses faith.items.scroll, and stealing them probably does, too.

Note that if a container contains warded items, and you take or steal the container, all of the wards inside of it may trigger.

Scouring wards from an item can also trigger them, and it seems to be more difficult to scour multiple wards at a time without triggering them.

If you an item was recently planted on someone, then stealing it from them will not trigger the ward normally (it seems to do a small amount of damage instead). The same is true for placing an item on a corpse.

Who uses wards?

Obviously, any player might have their items warded. Aside from players, npc priests often have wards on some of their items, which range from the merely entertaining (Summon Fluff), to the annoying (Paralysis, Stasis), to the potentially deadly (triple Cure Serious Wounds--watch out for those ominous green auras!). If you're uncertain whether it's something you can survive, it may be best to wait for the corpse to decay, or use Withering Touch to destroy the corpse (taking items from the ground doesn't trigger wards).

Ward effects

A summary of the effects different rituals have when bestowed as wards.

Ritual Effect
Artefact Inquisition
Breathe Underwater
Celestial Anchor
Creeping Doom
Cure Drunkenness
Cure Knurdness
Cure Light Wounds Thief is hurt.
Cure Medium Wounds Thief is hurt.
Cure Serious Wounds Thief is hurt.
Dark Sight
Detect Alignment
Detect Magic
Devout Inquisition
Divine Guard Cannot be bestowed as ward.
Divine Hand Thief is transported to place ward was bestowed, or to butchers' guild freezer.
Divine Sentinel Cannot be bestowed as ward.
Dust Devil
Endless Halls Thief is put into Endless Halls maze.
Far Sight
Find Corpse
Food of Life
Great Stasis
Holy Aegis
Holy Couturequisition
Holy Insight
Holy Sacrifice
Holy Sanctuary
Holy Weapon
Life of the Party
Longsight Cannot be bestowed as ward.
Lost Highways
Major Shield
Minor Shield
Odiferous Wrath
Paralysis Thief is paralysed.
Parasitic Vision
Piscatorial Patulous
Profound Darkness
Raise Dead Pet
Raise Dead Cannot be bestowed as ward.
Remember Place Cannot be bestowed as ward.
Resurrect Cannot be bestowed as ward.
Sacred Fins
Searing Touch
Security Blanket
See Alignment
See Consecration
Soothing Rain
Sotto Voce
Sparkling Shelter
Stasis Thief is trapped in stasis sphere.
Summon Fluff
Turn Undead
Unquiet Spirit
Unwilling Host
Weft Warping
Wicker Ward
Withering Touch