# Defending your village

> Garrison, Wall, home advantage, defender hero and reinforcements, and how to read and react to an incoming attack.

Military · https://jds-game.com.br/portal/wiki/guia/defesa-da-aldeia?lang=en

Your village defends itself even when you are offline. What counts is what is inside it at the moment of impact.

# Who defends

- The **troops at home**. Troops out on a march don't defend.
- Stationed **reinforcements** from your other villages.
- The village's **defender hero**, if one is assigned and available.

Every unit at home counts toward the defense, including scouts, siege engines and transports. The triangle matters here too: infantry holds off cavalry, and units with specialized defense resist the class that threatens them better ([Combat and the triangle](https://jds-game.com.br/portal/wiki/guia/combate-e-triangulo?lang=en)).

# Wall and home advantage

Against players, your whole defense, troops and hero, is multiplied by:

- The **home advantage** of +25%, which applies even without a Wall;
- The [Wall](https://jds-game.com.br/portal/wiki/construcoes/muralha?lang=en), at +4% per level;
- The **Guild Wall**, an Order Tree bonus, if your guild has it.

The Wall only loses levels to a **siege** with rams ([Scouting and sieges](https://jds-game.com.br/portal/wiki/guia/espionagem-e-cerco?lang=en)). A regular attack doesn't damage it. It also hinders catapults: every level left after the rams cuts their hit chance by **6%**. And a siege that knocks anything down leaves the village **under repair for 12 hours**, safe from another siege.

# Defender hero

Assign a hero to each village under **Movements › Strongholds**. The hero adds their attack and part of their health to the defense and earns XP defending. The damage they take is capped by the size of the attack, so a weak attack won't bring down a strong hero.

- A hero defends one village at a time and has to be in it, alive and with health left.
- If the hero leaves on a march, the village fights **without a hero** until they return. The assignment stays in place.
- If the hero falls or is transferred to another village, the village has no defender until you assign a new one.

# Reinforcements

Troops from your other villages can be stationed here as a garrison ([Marches and reinforcements](https://jds-game.com.br/portal/wiki/guia/marchas-e-reforcos?lang=en)). They fight alongside yours and share losses in proportion to what each origin had. Your defense report shows how many reinforcement troops were there (or "no reinforcements"), but not the losses split by origin: the split between local garrison and reinforcements is shown to the attacker who won, in their report.

# If the defense falls

- The defender has a **loss cap** per attack, lower than the attacker's. Even a bad defeat usually leaves part of the garrison standing for the next one.
- The attacker takes up to 85% of each resource in the warehouse, within the cargo they brought. Hitting the same lord over and over yields less each time: the dampening counts that attacker's successful raids against that lord, in any of their villages, within a window of 1 day.
- The Order Tree's Deep Vault reduces the share an invader can carry off, and applies to all of that lord's villages.

# Incoming attack

Attacks and sieges from players show up on the map, with an alert and a countdown, once they are **59 minutes** from impact. Shorter trips are visible from the moment they leave. The Order Tree, [Technology](https://jds-game.com.br/portal/wiki/guia/tecnologia?lang=en) ([Road Sentinels](https://jds-game.com.br/portal/wiki/tecnologia/tronco-sentinelas?lang=en)) and some Omens cards extend this warning; the attacker's cards and the orcs' [Oath of the Horde](https://jds-game.com.br/portal/wiki/tecnologia/orcs-jur-horda?lang=en) can shorten it.

The alert shows the village the attack came from and the time of impact, never the troops or the hero, and it doesn't say whether it is an attack or a siege unless you have the right card. Scouting triggers no alert: only your scout patrol can catch it.

When the alert goes off:

- **Scout back** the village it came from to size up the threat.
- **Bring in reinforcements** from another village, as long as they land before the impact.
- **Check your defender hero**: if they are on a march that hasn't reached its target yet, cancelling it may bring them home in time.
- **Spend resources** on buildings and training: what has been spent can't be plundered.

Activating the Peace Pact doesn't cancel an attack that is already on its way ([Attacking players](https://jds-game.com.br/portal/wiki/guia/atacando-jogadores?lang=en)).

# Neighboring warbands

Besides players, warbands from neutral lords attack villages that already have an army, with strength in proportion to yours. Defense works the same way, and driving off a warband can earn rewards. Accounts under novice protection or a Peace Pact don't get these attacks.
