Shields

The basic, Dragon, Jewel, Mirror, and Spiked Shields are items. They share an item slot.

Dragon Shield

 * Raise your Shield, passively losing 2 temporary Speed and gaining Fire Immunity.

Jewel Shield

 * Raise your Shield, passively losing 2 temporary Speed and gaining Jeweled Protection.
 * Jeweled Protection grants a random Magic Crystal when activated. It can be activated by being hit by a Sword, Swordfish, Demon Sword, or any variant of Bow & Arrows.
 * Jeweled Protection won't activate if the Shield is destroyed by a Demon Sword.


 * Consume a Magic Crystal to gain 3 Rounds of Temporary Fire Immunity, Temporary Frost Immunity, and Temporary Poison Immunity. This action doesn't require a raised Shield. Like raising, this action puts the entirety of the item's standard use on cooldown. Note that the Buffs gained from this action aren't tied to the Shield.

Mirror Shield

 * Raise your Shield, passively losing 2 temporary Speed and gaining Spell Reflection and Silenced.
 * Spell Reflection: This effect automatically reflects a targeted "harmful" Spell back at the caster when you are the target. The following Spells meet the criteria:
 * Blind, Burden, Curse Of Relativity, Curse Of Resurrection, Curse Of Riches, Cursed Wounds, Death, Deny, Disarm, Doom, Evil Barrier, Inverted Dice, Life Link, Liquidize, Mark For Death, Polymorph, Scare, Slow, Spellsteal, and Steal Item cast by another player. (Self-targeting won't trigger the effect.)
 * Catapulted Dark Orb charged with an above spell, Mystical Bob in The Haunted Mansion, The Witch in the Middle Ages, Salem's Curse in The Magic Shop, Saruman The Grey's Lesser Curse, Saruman The White's Greater Curse, and the Cursed Gate in the Archaeology Dig.
 * When you reflect a Spell originally cast by a player, you are treated as the caster as long as no other spell protection activates.
 * You aren't treated as casting a Spell if you reflect any Spell cast by an NPC (including a Catapulted Orb) in an event.

Spiked Shield

 * Raise your Shield, passively losing 2 temporary Speed and gaining Spiked Protection.
 * Spiked Protection gives 5 Rounds of Bleeding to a player that attacks you and activates it. It can be activated by Sword, (Holy) Hammer, Swordfish, Hammerhead Shark, Demon Sword, non-Amethyst Lightsaber, Torch, Fish, Banana Fish, Pegasus Boots, Assassinate, Bear Form: Maul, and Snake Form: Venomous Bite; this includes standard use and items used with Power Gloves. (The 5 Round duration can stack with a previous Bleeding Debuff.)

Any non-basic Shield

 * You can lower your Shield to stop its additional effects. If you die with a raised Shield, it is lowered, stopping the effects. Its effects also stop if it is removed from your inventory.
 * Raising puts the Shield on cooldown. Lowering doesn't put a Shield on cooldown, but it cannot be done if a Shield is currently on cooldown.

Any Shield

 * If you are alive, Sword, Swordfish, and all variants of Bow & Arrows fail to affect you if used standardly or with Power Gloves against you.
 * Demon Sword will fail to kill you if used standardly or with Power Gloves against you. Instead, either you will be sent 4-8 spaces back, the Demon Sword user will be sent 4-8 spaces forward, or the Shield will be destroyed. (The Shield destruction can only occur while you are alive.)

Any Shield

 * Shield Mastery
 * Raised Shields no longer grant you -2 temporary Speed. Also, if you have a Shield and are alive:
 * When you are hit by a Hammer or Hammerhead Shark, you move 2-3 spaces forwards instead of moving backwards.
 * When you are hit by a Holy Hammer, you only move 2/3 of the normal spaces back.
 * When you are hit by a Torch, you don't move and don't gain a stack of Fire.
 * The 3 cases above apply to standard use and also use with Power Gloves. The 2nd of the 3 applies to use with Autohammer.

Any Shield

 * Prevents death from the Deadly Pyramid's Burning Arrows; the Shield burns unless Fireproof
 * Increases chance of success when trying to slay The Dragon
 * Use against The Bear! to lose your Shield and then run backwards as if no item was used.

Dragon Shield or Jewel Shield

 * Give to Marceline in Ooo.

Mirror Shield

 * Use against the Demon Eye of the Archaeology Dig; can be done even if on cooldown

Any Shield

 * Destroy the Shield with Brahmastra, Claíomh Solais, Odin's Shieldbreaker, or the Demon Sword.

Shield or Spiked Shield

 * Generic Magnetic-related other item use (Magneto Gloves)
 * Steal it with an ACME Magnet. The (Spiked) Shield has a chance to Incapacitate the Magnet user.
 * Anvil

Jewel Shield

 * Generic Jewelry-related other item use (Goth Marieke Doll, Jewel Juicer)

Item Combining

 * Any Shield + Dragonskin = Dragon Shield
 * Any Shield + Lovely Crystal + Night Crystal + Happy Crystal = Jewel Shield
 * Any Shield + Broken Glass + Dark Crystal + Fairy Crystal = Mirror Shield
 * Any Shield + War Helmet = Spiked Shield

Strategy

 * TBD

Shield

 * Generic random item-givers (Multiversal Flux, D6, Opal Necklace, Auction, Minigames)

Events

 * The Market
 * Lakeesha Lightningbolt's Fashion Stand
 * The Lever's Reinforcements Activation Panel
 * Treasure Inside The Cave
 * Use Holy Water against A Z-Z-Zombie! in The Haunted Mansion's Graveyard
 * Large Wooden Crate in The Cellar of The Haunted Mansion
 * Wishbone Wish
 * Hit the drunk with a (Holy) Hammer in The Wild West
 * Jackpot in The Wild West
 * The Blacksmith in Winterfell
 * Archaeology Dig Lv 1 reward
 * Dungeon Crawl Lv 1 reward
 * Improbability Device (event)
 * Dig with Shovel at the Archaeology Dig, in Ooo, or in Westeros
 * Liquid Luck subevent from Drinking Liquid Luck or a Random Drink
 * The Dragon's Hoard
 * Shield (event)
 * Choose An Item Phase events
 * Pawn Shop
 * Oh Really?
 * Questions!?
 * Early Reinforcements
 * Reinforcements!

Items

 * Anvil
 * Thieving Imp

Effects

 * Marieke's Magic

Item Combining

 * See above under Item Combining under Usage

Jewel Shield

 * Generic random Jewelry item-givers (Jewelizer)