Dragonwilds:Lifeward
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File:Lifeward Icon.png Lifeward acted as additional Dragonwilds:Health to shield the player from damage. Players do not naturally have a lifeward bar and must equip an Dragonwilds:armour set chest piece of power level 2 or greater to gain access. Depending on the Dragonwilds:Power Level of the chest piece equipped, the player's lifeward bar had different maximum thresholds.
Certain player status effects, such as Dragonwilds:poison and Dragonwilds:bleed, bypass Lifeward altogether and damage the player’s Dragonwilds:health directly.
Thresholds
The maximum Lifeward threshold was based on the Dragonwilds:Power level of the equipped chest piece and is uniquely calculated per the chest piece equipped. No other armour piece (Helm, Leggings, Cloak, Trinket) had any bearing on what the maximum lifeward bar will be.
From power level 2 onward, the maximum threshold was increased by 25.
| Power level | Maximum lifeward |
|---|---|
| 2 | 25 |
| 3 | 50 |
| 4 | 75 |
| 5 | 100 |
| 6 | 125 |
Lifeward does not refill automatically, and the player must use Dragonwilds:wardstones to charge the lifeward bar. The Dragonwilds:player can also eat food to restore small portions of their lifeward bar.
Recharging Lifeward
Freshly created armour used to have a full lifeward bar; however, once depleted, it does not refill naturally and must be refilled using Dragonwilds:wardstones, Dragonwilds:Soul Food-granting consumables, or Dragonwilds:Enchanted Steel Bolts.
Wardstones
There are three types of Dragonwilds:wardstones, each of which grants a certain amount of lifeward and the same substantial Dragonwilds:Soulscourge:
- Dragonwilds:Small Wardstone: Restored 30 lifeward
- Dragonwilds:Medium Wardstone: Restored 60 lifeward
- Dragonwilds:Large Wardstone: Restored 90 lifeward
Notes
Lifeward charges were kept track of for each unique chest piece, meaning a player could recharge their lifeward bar by creating a new chest piece; recharging lifeward using wardstones only charges the currently equipped chest piece. Switching to a different armour set or even the same type of chest piece had different charges based on when each armour piece was uniquely created or charged.
With the release of Dragonwilds:Fishing, players were able to make foods that can increase a wardstone's capacity to restore lifeward energy by 50% before the lifeward mechanic was removed from the game.