Masterwork:Armoks ward

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Armoks ward




· Genderless · No Stun · No Pain · No Exert

Tamed Attributes
Pet value 100

Template:Tame attrib proc/Masterwork

Not trainable 

Adult: 25,000 cm3
Cannot be butchered
This article is about a mod.

MDF: v1.31

This ward has the power to unveil the cultmaster of the carp god. Be sure that you want to do this before you use it. A nuisance while hidden, he is rather docile. But if you threaten or corner him, you will have a real fight on your hands. You are warned. Station this ward near the dwarf you suspect and wait for the reaction.


An Armok's Ward is a creature that can be purchased at Embark for 51 points, or when the Dwarven Caravan arrives for a base value of 100. You may also create one for yourself at a Temple of Armok with a bar of Orichalcum and a dwarf with the Praying Labor enabled. You will also need a Changeling or Sprite to transform into the Ward as well.


It's purpose is to identify certain threats to your fortress that could be lurking among your population, such as the Cult Leader, Vampires, Werewolves, Necromancers, and others.

Useful Tips[edit]

An Armok's Ward itself is immobile, so to move it you will need to create a pasture and assign it to the pasture, then wait for one of your Dwarves to move it.

Be careful when scanning your population, however, as an unprepared player can quickly lose a Fort to one of these hidden threats should one be detected. Station your militia nearby so they can respond quickly if necessary.