Guard Points

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Guard Points is a game mechanic that is added by the Mod of Redemption, which functions as a secondary health bar that must be broken before being able to properly damage the enemy.

While an enemy has Guard Points, any direct damage they take is reduced by a certain amount, which differs depending on the enemy. Additionally, they become immune to knockback and cannot receive critical strikes. If a hit deals more damage than the amount of Guard Points the enemy has, the rest of the hit's damage will be dealt to that enemy's health. The enemy will also receive bonus fixed damage when their Guard Points are broken.

Explosive weapons will deal 100% more damage to Guard Points. Equipping the Wardbreaker Ring makes Arcane or magic weapons deal 100% more damage as well. Hammer weapons have a 300% damage bonus against Guard Points and additionally ignore the knockback immunity they grant. All of the above damage bonuses stack additively with each other.

Hitting enemies with Spear weapons, Energy-based projectiles or hitting those afflicted with either Broken Armor or Stunned! debuffs will additionally deal 25% of the hit's base damage directly to the enemy's health and will inflict half of the original hit's knockback to them.

Psychic damage and indirect sources, such as damaging debuffs, will completely ignore Guard Points.

Enemy list

The following enemies from the mod have guard point values.

Enemy Guard Points DR Damage on break Notes
Ancient Gladestone GolemAncient Gladestone Golem 32 90% 10 n/a
Skeleton WardenSkeleton Warden 20 90% 40 Only applies to the shield. Changes behavior once the shield breaks.
Skeleton NobleSkeleton Noble 20 75% Max Life / 4 n/a
Jolly MadmanJolly Madman 25 75% 2 Loses its shadow appearance once the guard breaks.
Eaglecrest GolemEaglecrest Golem 320 75% 500 Only active during its roll attack. Loses 50% defense once the guard breaks.
Calavia, Warrior of the Iron RealmCalavia, Warrior of the Iron Realm 300 75% 500 Only applies to the shield. Gains a dodge ability once the shield breaks.
The JanitorThe Janitor 10,500 75% 1,000 Loses all Guard Points after slipping or being stunned by a mop. Regenerates Guard Points to full once he recovers from those states.
Cursed SamuraiCursed Samurai 300 75% 150 n/a
MACE ProjectMACE Project 40,000 75% 4,000 Enters subphase 1 below 50% Guard Points. Enters phase 2 once all Guard Points are depleted.
UkkoUkko 2,560 75% 2,000 Starts the fight with 0 Guard Points. Only gains Guard Points after performing the Stoneskin attack.
AkkaAkka 2,160 75% 2,000 Starts the fight with 0 Guard Points. Only gains Guard Points after performing the Barkskin attack.

Vanilla changes

Several enemies from the base game have been given Guard Point values. These changes can be disabled by toggling the Disable Guard Points on Vanilla Enemies option in the mod's configuration settings.

Enemy Guard Points DR Damage on break
Angry BonesAngry BonesAngry BonesAngry Bones(Big, Big Muscle, and Big Helmet variants) 25 65% Max Life / 4
HopliteHoplite 25 75% Max Life / 4
Goblin WarriorGoblin Warrior 25 60% Max Life / 4
Armored SkeletonArmored Skeleton 80 65% Max Life / 4
Armored VikingArmored Viking 80 65% Max Life / 4
Possessed ArmorPossessed Armor 80 75% Max Life / 2
Blue Armored BonesBlue Armored Bones 160 65% Max Life / 4
Rusty Armored BonesRusty Armored BonesRusty Armored BonesRusty Armored Bones(Axe, Flail, and Sword variants) 160 65% Max Life / 4
Hell Armored BonesHell Armored Bones 160 65% Max Life / 4
PaladinPaladin 500 80% Max Life / 3

History

  • 0.8.0.4043: Decreased damage reduction for Angry Bones, Armored Skeleton, Armored Viking, Blue Armored Bones, Rusty Armored Bones, and Hell Armored Bones from 75% to 65%
  • 0.8: Introduced.