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Defending Your Village

Sooner or later something will come for your village. Zombies at night, skeletons, and eventually proper raids. The good news: your villagers can defend themselves if you give them the right people and buildings.

Your defenders

Guards

The backbone of your defence. Guards work day or night shifts, patrol between Guard Posts, and fight anything hostile in the village. They use shields and whatever armor and weapons the blacksmith makes for them, and they train on the armor stands in the Barracks.

Captain

The elite guard, one per Barracks. You get a free Captain token when you buy a Barracks. The captain trains the guards and leads the fight, and unlocks new abilities as they level up: a rallying cry at level 25, a shield bash shockwave at 50, and more after that. If you give a guard the Captain job, they keep their guard experience.

Archers

Fight from range with a bow. They don't need a building, but they get much better with one:

  • At an Archery Range they practise and make their own arrows.
  • On a Watchtower they keep a lookout, and if there's a bell up there they'll ring it when trouble shows up.

Their settings let you choose things like hunting monsters, which arrows they can use, and whether they pick up arrows after a fight.

Mages

Spell casters, hired at a Mage Tower or a Barracks. They work the same shifts as guards and learn new spells as they level up:

  • Arcane Bolt from the start
  • Frost Nova at level 25
  • Blink at level 40
  • Ward at level 50
  • Chain Spark at level 75
  • Starfall at level 100

Their spells never hurt your own villagers. The bigger spells use up amethyst shards or lapis from storage, so keep some around. At night they also leave little floating lights around the village that fade at dawn.

A mage's starfall raining down on a pack of zombies at night
A mage's starfall raining down on a pack of zombies at night

Clerics

Not fighters, but a huge help. They heal hurt villagers during fights, can bless your guards with extra defence and healing for a short while, and at level 100 they can save one villager from death once a day.

Hurt defenders back off

A badly hurt defender will retreat indoors to recover instead of fighting to the death.

The bell

Right click a bell inside your village to sound the alarm. Every defender goes on alert (even the ones off duty) and everyone else heads indoors. A lookout on a Watchtower will ring the tower bell for you when monsters hurt someone. In a Bad Omen raid, the first guard who spots the raiders runs to ring it.

Raids

Raids don't start right away. The first one comes after about 8 days, and only once you have at least 6 grown villagers. After that, on the default setting, there's a raid every 5 to 8 days. You can change this in the Mayor's settings: Off, Rare, Normal or Often.

There are a few kinds of raid:

  • Illager warband: comes at dusk from a camp, with looters, a banner carrier and a war chest.
  • Night horde: a crowd of zombies.
  • Skeleton riders: show up at dawn, but only if your village has farms.
  • Kidnappers: exactly what it sounds like. Protect your villagers.
  • Bad Omen raid: the big one, see below.

Bad Omen raids and the Warlord

If you walk into your village with Bad Omen, there's a 30 second countdown and then a raid starts in waves. The last wave is always led by the Illager Warlord, a giant boss who swings, spins, slams the ground, charges at your defenders and tries to pound down doors. He gets angrier at half health. Beat him and the rest of the raiders run away, and he drops the Warlord's Helm as a trophy.

Town alerts

When villagers get hurt or killed you get a message in chat, and during fights a bar at the top of the screen counts how many monsters are left. You can choose how chatty this is in the Mayor's settings: All, Normal, Deaths only, or Off. That setting is just for you, so it won't affect other players on a server.

Written by easykill. Original page on Google Sites.