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Danger Ward

A standing ward against harm: destructive rune-work is smothered within its circle.

Pattern​

Hover a tile to name it. Reading pattern diagrams explains the symbols.

3 × 3, 3 layers high. Drawn flat on the ground, facing any compass direction.

Layer 1 (bottom)
AATAA
Layer 2
????B????
Layer 3 (top)
AATAA
  • Tier block × 2
    Every T is the same block, and that block’s Tier sets the rune’s strength.
  • Optional cell × 8
    Leave it empty or place a block here; the rune wakes either way.
  • Air or a Tier 0 block × 8
    Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
  • Activation block
    The glowing cell is the one to click.

Keys

  • Cobblestone Stairs × 8
    stays after use
  • Emerald Block × 1
    stays after use

How it works​

The Danger Ward smothers destructive and world-changing runes within its sphere. Turrets, flares, Reality runes, Mineshaft, Mound, Topsy Turvy, the builders' masters, and Faith island magic all stay cold or stand idle inside it.

Raise one over a town or a build you want kept safe from large-scale magic. Its cobblestone stairs set it apart from the other wards.

Wards lists every rune a Danger Ward stops and covers raising, chains, and lowering.

Configuration​

These are the defaults in plugins/Runic/runes/dangerward.yml. Every rune file also carries the shared settings described in Rune files.

SettingDefaultWhat it does
max-chain256

Settings by Tier​

SettingTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7
radii-by-tier
Effect radius in blocks per pattern Tier (1 = Tier 1 … 7 = Tier 7).
16243240485664

Messages​

5 messages this rune can show
KeyDefault text
not-ownerThis ward answers only to its maker.
lowered{display} lowered{chain}.
obstructedClear the eight blocks around the emerald before raising the ward.
raised{display} raised (radius {radius}). {hint}{chain}
brokenThe ward falls — its pattern no longer stands.