You ever wonder how female video game characters survive more than three seconds in their terribly impractical armor? This mod adds a new Wizard archetype skill that lets you find out those secrets, and apply them in Dungeons of Dredmor. It is helpful to males as well, along with people who like being in armor. Level 1: Your Basic Ward The bread and butter of a barrier maiden, these energy shields orbit you and provide some basic defense: 2 2 4 2 Although tough, these do not last forever, and will eventually overload upon blocking a blow. Level 2: Ward Tosser This skill lets you fling one of your basic wards at an enemy to zap them. It does formidable damage for a low price at casting, but it will only do something if you have a basic ward up already, which this skill will consume. If you do not have a basic ward up when you cast it, the mana cost will be wasted. This attack deals (6 + 0.5). If this seems too strong, remember that it is a missile spell, and can only be cast up to 5 times consecutively, afterward effectively having a 1 turn cooldown. Level 3: Major Ward This ward substantially helps your defenses. If you do not have a basic ward up when you cast it, the mana cost will be wasted. Its buffs are: 10 10 2 3 It's more stable than a basic ward, and thus will tend to last longer. You can detonate this ward by casting its summoning spell a second time. Level 4: Tattoos of Warding Your bare skin is far more defensive if only from the sheer numbers of tattoos on it, but probably more to do with these being magic tattoos. You gain 1 , 1, 1. Sometimes, when attacked, your tattoos will conjure a basic ward for you, free of charge. They are magic tattoos after all. Level 5: Dredmor or Alive XTREME! Beach Volleyball Champ You've gotten good at hitting balls (and spells, given how you tend to conjure wards on your hands at a moment's notice) back toward their source, and have gotten a lovely tan in the bargain. 1 1 8 1 Sometimes, when you block, you will have six turns where you return blows with crushing foot-based counters that scale off of your Level 6: Hula Ward You gain 2 from the workout that led up to perfecting this technique. It involved a lot of shaking of hips. To cast a hula ward, you need to sacrifice your major ward. If you do not have a major ward up when you cast it, the mana cost will be wasted. While up, it provides you with the following bonuses: 20 20 3 3 It is more stable than the Major Ward, and thus should last a tad longer. Cast the hula ward summoning spell a second time to detonate it! Level 7: Freestyle Offensive Warding You imbue your weapons with their own special kinds of wards, not especially protective or sentient but definitely extremely sharp. This makes your weapons keener and more resilient, and all in all you gain the following passive buffs: 1 3 2 Whenever you attack in melee, fragments of wards will pull at enemy flesh and temporarily expose their weak points so that you can hit the crab for massive damage, debuffing them with -3 and -1. This means you will gradually do more damage with repeated hits, especially on weapons that do some piercing damage. Level 8: Complexio When you're in a tight spot, you can absorb your Hula Ward to temporarily dump all your remaining mana into becoming a living embodiment of lightning for 11 turns. This is a complicated spell and I am too lazy to explain it here, but in addition to some AoE centered around you, you will recieve a massive buff to your evasiveness and voltaic damage, and regenerate mana at an accelerated pace.