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Wards Mod 1.16.5, Wiki › Guides › Wards Mod 1.16.5, Mechanics

Wards Mod 1.16.5, Mechanics

Power System

Wards require fuel to function. They have an internal buffer of 100,000 units.

  • Activation: A Ward becomes active as soon as an enchanted book is placed on it (Right-click)
  • Consumption:
  • Active Drain: 20 units per action (buffing or attacking)
  • Passive Drain: Inactive Wards (no book or disabled) drain power at 1/10th the normal rate
  • Combat Cost: Firing at a target consumes 0.5 seconds worth of power

Range and Enchantments

A Ward's effective range is determined by the level of its Primary Enchantment (the highest level enchantment on the book).

  • Range Formula: 5 + (2 * Level), capped at a maximum of 15 blocks
  • Dual Enchantments: Wards support up to two enchantments. The strongest two are selected automatically. Secondary enchantments are always treated as Level 1 for their effects

Interference

Placing two active Wards within 15 blocks of each other causes magical interference. Both Wards will deactivate and pulse redstone particles toward the interfering block until one is moved.

Redstone particles indicating Ward interference

Redstone Control

Wards can be toggled using Redstone signals:

  • Power Level > 1: Disables the "Expel Magic" (offensive) function
  • Power Level > 12: Disables the Ward entirely
  • Stick Interaction: Right-clicking a Ward with a Stick toggles "Display Mode," which keeps the book open for decoration but disables all magical functions