Open main menu

UESPWiki β

ON-icon-skill-Daedric Summoning-Conjured Ward.png Conjured Ward
Line Daedric Summoning
Line Rank 30 Cost 4320 Magicka
Cast Time Instant Duration 6 seconds
Target Self
Morphs
Morph ON-icon-skill-Daedric Summoning-Hardened Ward.png Hardened Ward
Damage shield absorbs more and has a higher capped value.
ON-icon-Question Mark.png Regenerative Ward
Reduces the cost, increases the duration of the shield, and also grants you and your allies Minor Intellect and Endurance. The self heal now always applies.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Conjured Ward
Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs [5324 / 5382 / 5441 / 5499] damage for 6 seconds. If no pets are affected, you also heal for 1613 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.
Hardened Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs [7149 / 7227 / 7306 / 7384] damage for 6 seconds. If no pets are affected, you also heal for 1613 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 72% of your Max Health.
Regenerative Ward: Cost: [4050 / 3960 / 3870 / 3780] Magicka, Duration: 10 seconds, Area: 20 meters, Target: Area.
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5499 damage for 10 seconds, heals you for 1613 Health, and grants Minor Intellect and Minor Endurance to you and nearby allies for 10 seconds. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 55% of your Max Health.

Conjured Ward creates a protective Damage Shield around the caster and any summoned creatures which negates any damage. It lasts for 6 seconds or until the target has received a certain amount of damage, dependent upon the level of the spell and skill of the caster. Hardened Ward increases the strength of your shield (but not your pets'), while the Regenerative Ward reduces the cost and increases the duration, and also grants you and your allies Minor Intellect and Minor Endurance, increasing their Magicka and Stamina Recovery for the duration.

While active, your health bar will appear as below, the purple section showing how much shield you have remaining:
ON-misc-Status Damage Shield.png
Your pet(s) will have a similar change to their health bar:
ON-misc-Status Damage Shield (target).png

NotesEdit

  • Only you and your own pet(s) will be affected by the Damage Shield, not your allies or their pets, though Regenerative Ward does benefit your allies with Magicka Recovery and Stamina Recovery.
  • It has a radius of effect, so it will only work on your pets if they are fairly close to you.
  • Before update 8.3.5, Regenerative Ward was named Empowered Ward.
  • Hardened is a recommended morph for the Elemental Arcanist build, while Regenerative Ward is recommended for Eldritch Mender.

GalleryEdit

Patch NotesEdit

  • Hardened Ward: This ability now has a unique icon.
  • The abilities Hardened Ward and Negate Magic no longer share the same icon.
  • Empowered Ward:
    • This morph now grants the Minor Intellect buff to you and nearby allies, and will not be removed if the caster's damage shield is removed.
    • This morph no longer provides the Minor Mending buff.
  • Conjured Ward: Reduced the duration of this ability and the Hardened Ward morph to 6 seconds from 20 seconds.
  • Empowered Ward: Reduced the duration of this morph to 8 seconds from 20 seconds.
  • Conjured Ward: Increased the strength of the damage shield summoned by this ability and its morphs by approximately 10%.
  • Hardened Ward: Decreased this morph's bonus to your own damage shield to 20% from 30%.
    • Developer Comment: Combined with the change to the base ability, Conjured Ward, there is no net change to the strength of the shield that Hardened Ward provides.
  • Conjured Ward: The total strength of this ability is now limited to 50% of caster's max health.
  • Hardened Ward: This morph now only ranks up the damage shield strength, instead of shield strength and caster self-shield bonus.
    • Developer Comment: We want players to make interesting choices when making damage shield builds. These builds now require a balance of offensive and defensive stats, where previously a damage shield user could go for all offensive stats and also get a large damage shield that mitigated the fact that they had low max health.
  • Fixed an issue with Annulment and its morphs, and Conjured Ward and its morphs, where you could occasionally get stuck in the casting animations when using the abilities in quick succession with other abilities such as Block.
  • Hardened Ward: Fixed an issue where this ability was getting a 40% bonus to strength, rather than a 20% bonus. Please note that the previous bonus could not circumvent the health cap of 50%, so if you were already over that bonus, you will see no change to power.
  • Reduced the shield size of this ability and the Empowered Ward morph by approximately 18%, and increased the cost of this ability and the Hardened Ward morph to 4320 from 3510. These changes were done to make them more comparable to the damage shield / burst heal standard.
  • Increased the shield size limit for this ability and the Empowered Ward morph to 50% of your Max Health from 40%. Hardened Ward is increased to 60% from 50%. If you would like additional insight to these changes, please read the developer comment under the Light Armor Annulment changes, which has similar adjustments.
  • Empowered Ward: The final cost of this ability is now 3780, and it no longer gains 1.1% shield size per rank as it already has a cost reduction rank up.
  • Hardened Ward: Reduced the shield size of this ability by approximately 9%.
  • Empowered Ward (morph): This morph now also grants you and allies Minor Endurance as well.
  • Increased the damage shield size of this ability and the Regenerative Ward morph by 10%.
  • Increased the Max Health cap of these abilities to 55%, up from 50%.
  • This ability and its morphs now dynamically scale between the higher of your Max Health or Magicka, rather than only Magicka.
    • Hardened Ward (morph): Increased the damage shield size of this morph by approximately 7% and increased the Max Health cap to 72%, up from 60%.
    • Empowered Ward/Regenerative Ward: Renamed this morph to prevent confusion with the buff type.
    • Developer Comment: Shields are a primary defense identity for the Sorcerer class, but since the balance adjustments to shields in years past, the class has struggled a little bit to keep up defensively in ways that helped reinforce this feeling. We're making a targeted adjustment to try and help their core class shield to make them stand out above others, while avoiding the concerns of shield stacking in years past. We're hoping this also helps the class's kill potential go up a little in PvP environments, where they don't have to spend as much time recasting shields and heals to avoid death, and they can spend an extra second or so spell slinging on the offensive. We're also hoping the dynamic scaling of Magicka or Health will help out those few Sorcerer tanks out there have a shinier tool in their kit.