Prototype via Drinkbox Studios

The Ward system in Nobody Saves the World mandates that yous keep your moveset varied, regardless of which form you're using. If you assail an enemy, hear a clanking racket, and see that your assault did no impairment, in that location's a pretty solid chance your foe has an Elemental Ward, and you'll have to go rid of it before taking them downward.

Enemies with Elemental Wards are invulnerable to all attacks except ones that friction match the element of their Ward. You tin can typically tell an enemy'south Ward by looking at the icon higher up their life bar. If you lot see a sword, the enemy's Ward is Sharp; a hammer icon means the enemy's Ward is Blunt; if y'all meet an icon featuring a dark cloud and a crescent moon, that ways the enemy's Ward is Dark; finally, a vivid yellow cloud with stars in it signals a Low-cal Ward.

Upon identifying your enemy's Ward, you'll want to hit them with an assault matching the said Ward. For case, Dark Warded enemies should be hit by Dark-blazon attacks. This will intermission the Ward and make them vulnerable to all types of attacks. One time the Ward is broken, it usually can't be restored. Nevertheless, there are certain types of enemies constitute later in the game that practice have this ability, and must have their Wards cleaved over again prior to taking damage.

When preparing to become into a dungeon, y'all can as well see what Wards enemies will have earlier entering. Either step up to the dungeon entrance or hover the cursor over a dungeon on the map to see the icons indicating what Wards you can wait.

Screenshot past Gamepur