Summary of commands:
CALL FOR HELP (Any citizen)
WARSTATUS <your city> (War ministry)
CITY CONSCRIPT TYPES (War and Security ministry)

The Minister of Security and his or her aides have the power to protect the city from enemies by declaring people official enemies of the city and by purchasing and deploying a variety of guards. City guards can guard specific locations within the city or go on patrol, walking around the city looking for problems.

If you're being attacked within your city and need help, you'll want to CALL FOR HELP. Doing so will attract the interest of up to fifteen city guards within a five room radius, who will come running to help. But be warned that calling for help takes equilibrium, and that the guards will -only- attack city enemies or members of organizations with which the city is at war. Guards will also act to protect other NPC citizens of your city, coming at their call when these poor civilians are attacked.

Guards also have a complacency system that dictates how lax they are about raiders. The more guards that get killed during a raid, the less complacent they become, and the harder they will fight off enemies.

The buffs include, depending on complacency:
 * Up to 50% extra damage, including an extra 20% when under 5% complacency.
 * Up to 80% damage resistance.
 * Will respond to cries for help up to an extra 5 rooms away.

They will become complacent again over time, providing no one attacks them. If you are an aide or minister of the appropriate ministry, you can see how complacent your guards are by using CITY CONSCRIPT TYPES or WARSTATUS <your city>.

Below you can find information each guard type and its strengths:

Attack / Move Speed: 3s / 4.5s
Types: Defender, Centaur, Teradrim, Templar
Attack variations:
 - 40% chance to damage x2 (blunt)
 - 40% chance to damage x2 (cutting)
 - 20% chance to stun

Attack / Move Speed: 3s / 4.5s
Types: Cabalist, Undine, Vampire, Luminary
Unique: Occasionally will stop foes from becoming incorporeal
Attack variations:
 - 80% chance to damage x2 (magic)
 - 20% chance to give weariness, drain mana, and strip a defence

Attack / Move Speed: 4s / 6s
Types: Guard, Warden, Carnifex, Daru
Attack variations:
 - 50% chance to damage (blunt), upset bal/eq, and trip
 - 50% chance to damage (blunt), give dizziness and shyness

Attack / Move Speed: 4s / 7.5s
Types: Mage, Satyr, Indorani, Ascendril
Attack variations:
 - 40% chance to entangle with ropes
 - 40% chance to room damage enemies (lightning)
 - 20% chance to damage (psychic), give impatience

Attack / Move Speed: 5s / 9s
Types: Soldier, Monk, Acolyte, Kingbound
Attack variations:
 - 100% chance to damage (cutting), give paralysis