Image via Drinkbox Studios

The Ward system in Nobody Saves the Globe mandates that you keep your moveset varied, regardless of which form you're using. If you attack an enemy, hear a clanking dissonance, and meet that your attack did no impairment, there's a pretty solid chance your foe has an Elemental Ward, and you'll accept to go rid of it before taking them downwards.

Enemies with Elemental Wards are invulnerable to all attacks except ones that match the element of their Ward. Y'all tin typically tell an enemy'southward Ward by looking at the icon above their life bar. If y'all meet a sword, the enemy's Ward is Sharp; a hammer icon ways the enemy's Ward is Edgeless; if y'all see an icon featuring a dark cloud and a crescent moon, that means the enemy's Ward is Dark; finally, a bright yellowish deject with stars in it signals a Light Ward.

Upon identifying your enemy's Ward, y'all'll want to hitting them with an attack matching the said Ward. For example, Dark Warded enemies should be hit by Dark-type attacks. This will break the Ward and make them vulnerable to all types of attacks. Once the Ward is broken, it usually can't be restored. Notwithstanding, in that location are certain types of enemies constitute later in the game that do have this ability, and must take their Wards broken again prior to taking damage.

When preparing to go into a dungeon, you tin also see what Wards enemies will have before inbound. Either step up to the dungeon archway or hover the cursor over a dungeon on the map to see the icons indicating what Wards you can await.

Screenshot past Gamepur