Ward Unique /10
+(20–30) to Intelligence
(25–35)% increased Ward
(40–60)% faster Restoration of Ward
(15–25)% increased Light Radius
Increases and Reductions to Maximum Energy Shield instead apply to Ward
Never deal Critical Strikes
Battlemage
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
(50–80)% increased Ward
(30–50)% slower Restoration of Ward
20% increased Movement Speed
Gain Adrenaline for 3 seconds when Ward Breaks
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Has no Sockets
Triggers Level 20 Summon Arbalists when Equipped
25% increased Movement Speed
[3 to 5 of Arbalists Modifiers]
(33–48)% increased Ward
+(17–23)% to Chaos Resistance
Gain Added Chaos Damage equal to 10% of Ward
75% of Damage taken bypasses Ward
800% increased Attribute Requirements
(30–50)% increased Ward
+(15–25)% to all Elemental Resistances
80% less Flask Charges gained from Kills
Flasks gain 1 Charge per second if you've Hit a Unique Enemy Recently
(Attributes are Strength, Dexterity, and Intelligence)
(Recently refers to the past 4 seconds)
Restores Ward on use
(40–50)% increased Charges per use
Ward does not Break during Effect
85% less Ward during Effect
Restores Ward on use
(20–30)% increased Charge Recovery
Inflict Fire, Cold and Lightning Exposure on nearby Enemies when used
(20–30)% increased Effect of Non-Damaging Ailments you inflict during Effect
(Each Exposure applies -10% to the matching Resistance for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Restores Ward on use
(50–80)% increased Duration
Recover 4% of Life per Endurance Charge on use
Lose all Endurance Charges on use
Gain 1 Endurance Charge per Second during Effect
Restores Ward on use
(-10–10)% reduced Charges per use
Debilitate nearby Enemies for 2 Seconds when Effect ends
Effect is removed when Ward Breaks
Culling Strike during Effect
(Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Ward Item /10
Runic Helm
Ward: 41–47
Requires Level 25, 30 Str, 30 Dex, 30 Int
Runic Crest
Ward: 97–112
Requires Level 49, 55 Str, 55 Dex, 55 Int
Runic Crown
Ward: 164–189
Requires Level 68, 66 Str, 66 Dex, 66 Int
Runic Greaves
Ward: 24–28
Requires Level 24, 20 Str, 20 Dex, 20 Int
Runic Sollerets
Ward: 62–71
Requires Level 48, 37 Str, 37 Dex, 37 Int
Runic Sabatons
Ward: 102–117
Requires Level 69, 46 Str, 46 Dex, 46 Int
Runic Gloves
Ward: 24–28
Requires Level 24, 16 Str, 16 Dex, 16 Int
Runic Gages
Ward: 62–71
Requires Level 48, 31 Str, 31 Dex, 31 Int
Runic Gauntlets
Ward: 102–117
Requires Level 69, 38 Str, 38 Dex, 38 Int
Iron Flask
Lasts 4 Second
Consumes 40 of 60 Charges on use
Currently has 60 Charges
+200 to Ward
Requires Level 27
Restores Ward on use
Skill Gem /2
Item mods /36
NameLevelPre/SufDescriptionWeight
Farrier's3Prefix+(5–9) to Ward defencesward_armour 1000
default 0
Brownsmith's11Prefix+(10–15) to Ward defencesward_armour 1000
default 0
Coppersmith's17Prefix+(16–23) to Ward defencesward_armour 1000
default 0
Blacksmith's23Prefix+(24–35) to Ward defencesward_armour 1000
default 0
Silversmith's29Prefix+(36–52) to Ward defencesward_armour 1000
default 0
Goldsmith's35Prefix+(52–69) to Ward defencesward_armour 1000
default 0
Whitesmith's43Prefix+(70–84) to Ward defencesward_armour 1000
default 0
Engraver's51Prefix+(85–99) to Ward defencesgloves 0
boots 0
ward_armour 1000
default 0
Runesmith's60Prefix+(100–119) to Ward defenceshelmet 0
gloves 0
boots 0
ward_armour 1000
default 0
Runemaster's69Prefix+(120–139) to Ward defenceshelmet 0
gloves 0
boots 0
ward_armour 1000
default 0
Artificer's75Prefix+(140–159) to Ward defencesshield 0
helmet 0
gloves 0
boots 0
ward_armour 1000
default 0
Chiseled3Prefix(11–28)% increased Ward defencesward_armour 1000
default 0
Etched18Prefix(27–42)% increased Ward defencesward_armour 1000
default 0
Engraved30Prefix(43–55)% increased Ward defencesward_armour 1000
default 0
Embedded44Prefix(56–67)% increased Ward defencesward_armour 1000
default 0
Inscribed60Prefix(68–79)% increased Ward defencesward_armour 1000
default 0
Lettered72Prefix(80–91)% increased Ward defencesward_armour 1000
default 0
Runed84Prefix(92–100)% increased Ward defencesward_armour 1000
default 0
Calligraphic86Prefix(101–110)% increased Ward defenceshelmet 0
gloves 0
boots 0
ward_armour 1000
default 0
Improved3Prefix(6–13)% increased Ward
(6–7)% increased Stun and Block Recovery
defences
ward_armour 1000
default 0
Enhanced18Prefix(14–20)% increased Ward
(8–9)% increased Stun and Block Recovery
defences
ward_armour 1000
default 0
Bolstered30Prefix(21–26)% increased Ward
(10–11)% increased Stun and Block Recovery
defences
ward_armour 1000
default 0
Elegant44Prefix(27–32)% increased Ward
(12–13)% increased Stun and Block Recovery
defences
ward_armour 1000
default 0
Exquisite60Prefix(33–38)% increased Ward
(14–15)% increased Stun and Block Recovery
defences
ward_armour 1000
default 0
Masterwork78Prefix(39–42)% increased Ward
(16–17)% increased Stun and Block Recovery
defences
ward_armour 1000
default 0
Annest's30Prefix+(15–20) to Ward
+(18–23) to maximum Life
resource life defences
ward_armour 1000
default 0
Owen's46Prefix+(21–30) to Ward
+(24–28) to maximum Life
resource life defences
ward_armour 1000
default 0
Gwayne's62Prefix+(31–40) to Ward
+(29–33) to maximum Life
resource life defences
boots 0
gloves 0
ward_armour 1000
default 0
Cadigan's78Prefix+(41–50) to Ward
+(34–38) to maximum Life
resource life defences
shield 0
boots 0
gloves 0
helmet 0
ward_armour 500
default 0
of Artifice46Suffix(33–37)% faster Restoration of Ward defencesward_armour 1000
default 0
of Etching57Suffix(38–42)% faster Restoration of Ward defencesward_armour 1000
default 0
of Engraving68Suffix(43–47)% faster Restoration of Ward defencesward_armour 1000
default 0
of Inscription76Suffix(48–52)% faster Restoration of Ward defencesward_armour 1000
default 0
of Runes85Suffix(53–58)% faster Restoration of Ward defencesward_armour 1000
default 0
68ScourgeUpsideWicked Ward defencesbody_armour 10
default 0
30WeaponTreeWicked Wardwand 40
staff 20
sceptre 20
dagger 20
claw 20
default 0
Monsters mods /6
NameLevelPre/SufDescriptionWeight
1UniqueRemoves all Energy Shield
monster gain base ward equal to total maximum life % [10]
1UniqueRemoves all Energy Shield
monster gain base ward equal to total maximum life % [20]
1UniqueRemoves all Energy Shield
monster gain base ward equal to total maximum life % [30]
1UniqueRemoves all Energy Shield
monster gain base ward equal to total maximum life % [5]
1AzmeriDustattack cast movement speed +% [0]
azmeri monster slain experience +% final [0]
from league item quantity +% permyriad [0]
has azmeri dust buff warden [0]
monster damage +% final from azmeri dust [0]
monster difficulty tankiness +% [0]
1Uniquenecropolis exclusive craft ward armour [50]
Misc mods /9
NameLevelDomainPre/SufDescriptionWeight
of Runegleaming12FlaskSuffix(19–21)% increased Ward during Effect defencesexpedition_flask 750
default 0
of Runeshining26FlaskSuffix(22–24)% increased Ward during Effect defencesexpedition_flask 750
default 0
of Runeflaring52FlaskSuffix(25–27)% increased Ward during Effect defencesexpedition_flask 750
default 0
of Runeblazing78FlaskSuffix(28–30)% increased Ward during Effect defencesexpedition_flask 750
default 0
1FlaskUnique50% reduced Ward during Effect defences
1FlaskUniqueWard does not Break during Effect defences
1FlaskUniqueRestores Ward on use
73ExpeditionRelicPrefixMonsters have base Ward equal to 20% of their maximum Lifedefault 1000
1SanctumSpecialCorruptedWicked Ward defencesdefault 100
Item /2
Lycia's Invocation of Wicked Ward
Stack Size: 1 / 10
Adds Wicked Ward to a Sanctified Relic
Iron Flask
Lasts 4 Second
Consumes 40 of 60 Charges on use
Currently has 60 Charges
+200 to Ward
Requires Level 27
Restores Ward on use
Unique /8
+(20–30) to Intelligence
(25–35)% increased Ward
(40–60)% faster Restoration of Ward
(15–25)% increased Light Radius
Increases and Reductions to Maximum Energy Shield instead apply to Ward
(33–48)% increased Ward
+(17–23)% to Chaos Resistance
Gain Added Chaos Damage equal to 10% of Ward
75% of Damage taken bypasses Ward
800% increased Attribute Requirements
(30–50)% increased Ward
+(15–25)% to all Elemental Resistances
80% less Flask Charges gained from Kills
Flasks gain 1 Charge per second if you've Hit a Unique Enemy Recently
(Attributes are Strength, Dexterity, and Intelligence)
(Recently refers to the past 4 seconds)
(50–80)% increased Ward
(30–50)% slower Restoration of Ward
20% increased Movement Speed
Gain Adrenaline for 3 seconds when Ward Breaks
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Restores Ward on use
(40–50)% increased Charges per use
Ward does not Break during Effect
85% less Ward during Effect
Restores Ward on use
(-10–10)% reduced Charges per use
Debilitate nearby Enemies for 2 Seconds when Effect ends
Effect is removed when Ward Breaks
Culling Strike during Effect
(Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(20–30)% increased Stun Duration on Enemies
Regenerate (30–50) Life per second
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
Gain Ward instead of 50% of Armour and Evasion Rating from Equipped Body Armour
+(10–20) to maximum Life
(10–15)% Chance to Block Spell Damage
+(100–150) to Ward
-10% to maximum Chance to Block Attack Damage
-10% to maximum Chance to Block Spell Damage
Chance to Block is Lucky
Trigger a Socketed Elemental Spell on Block, with a 0.25 second Cooldown
shield trigger a socketed skill on block [1]
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
(Maximum Chance to Block Spell Damage cannot be raised above 90%)
(Lucky things are rolled twice and the best result used)
Passive /1
Mastery: Labyrinth
Labyrinth Trials in your Maps have 20% chance to award an Improved Offering to the Goddess
Your Maps have +4% chance to contain a Trial of Ascendancy

Community Wiki

Edit

Ward

Path of Exile: Expedition introduced a new defence type, Ward. For Expedition base type items, instead of Armour, Evasion and Energy Shield, these items have Ward.

Ward is a new defensive property. It protects you from all damage types, taking damage from a hit before your energy shield or life up to the amount of Ward you have. Ward is broken when any damage is taken from it, even if the damage taken was lower than the amount of Ward you have. Ward is instantly restored after 5 seconds.

As the right example shown, the outmost is Ward, Shield is in the middle, and Life is in the innermost. A rare Runic Helm grants 73 Ward and get +39 to ward mods that improve it. Ward is a defence and Ward Restoration Time is 5 seconds.

For the undead enemies you unearth in Expedition encounters, they also have Ward rather than traditional defenses.

Ward Items

Ward Build Guide

Ward does not modify damage taken, it changes how/where you take damage. For example, a skill supported by CWDT will still count damage that breaks ward.

Damage breaks Ward before being taken from your life or energy shield, and breaking Ward is treated the same as taking an amount of that damage up to the value of your ward (thus that much damage from the hit doesn't get taken from life/mana/es). Aegises, Guard Skills, etc get at the damage first, so if all damage is taken from "external" things like those, there will be none left to break ward, and thus ward will not break.

However unlike all the other things that damage is taken from, Ward is not a pool that can be depleted. The value of ward is always the same, that value just doesn't do anything while it's broken. There is no "Maximum Ward" with a current value that changes to zero, there's just "Ward", and whether or not it's broken, which is a boolean state.

Ward is restored (stops being broken) after a set delay from when it was broken (default 5 seconds). As you correctly surmised, taking more hits while ward is broken has no effect on this.

Ward Mods & Items

  • Mods: +x to Ward
  • Mods: x% increased Ward
  • Helmet: Runic Helm, Runic Crest, Runic Crown. It provides 34 - 629 wards.
  • Boots: Runic Greaves, Runic Sollerets, Runic Sabatons. It provides 20 - 388 wards.
  • Gloves: Runic Gloves, Runic Gages, Runic Gauntlets. It provides 20 - 416 wards.
  • Flask: Iron Flask. +200 to Ward. Restores Ward on use.

Currently, there is no passive skill tree or gem related to ward.

How to restore Ward?

When you’re hit, your Ward is completely depleted and reduces the damage dealt to you by that amount.

  • It will restore automatically after 5 seconds. If you are dealt with damage, it also restore after five seconds. Your ward replenishes itself and you’re protected from the next hit.
  • Restores Ward instantly on using one of these flasks: Elixir of the Unbroken Circle, Olroth's Resolve, Starlight Chalice, and Vorana's Preparation.

As the following example shown, when you are dealt with damage, Ward removes firstly, then decreases Shield, last decreases Life. Meanwhile, Ward will restore automatically after 5 seconds.

Ward Uniques


Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.