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Rise to Ruins Tips and Tricks

Each entry below is one mechanic, what it costs you, and the update it was last checked against. Filter by category or difficulty to narrow the list, and use the anchor beside any heading to link straight to a single tip.

Category
Difficulty

Defenses

#Curtain walls stopped blocking Specters back in Update 1

AdvancedCombat

Crylithium is the usual answer, but it is not the only one: Crylithium curtain walls and gates, Crylithium firepits, natural crystal, rock, forest, and the God Wall spell all block them too. None of it is absolute, because a Specter with no route attacks the weakest point and breaks through.

Verified on Update 2

#A curtain wall stops your own towers as well as their attacks

IntermediateCombat

It blocks projectile line of sight in both directions, which is what shuts down Fire Elemental blasts and also what silences your defenses. Only the Ballista and Attract towers shoot over one. Sling towers cannot clear any wall, though they do shoot through gates.

Verified on Update 2

#Ice damage is a tier-4 tower upgrade, not a building

IntermediateCombat

No Ice Tower exists to hunt for in the build menu. Against Fire Elementals, do not try to funnel them with water either. They never walk into it and will demolish whatever stands in the way instead, so leave a clear dry route and cover it properly.

Verified on Update 2

God Powers

#Banish cannot dump enemies onto your weak flank

AdvancedCombat

It costs 500, hits an 8-tile radius for around 17 seconds rather than one target, and teleports what it catches to a random low-desirability tile outside your village. The reason to aim it carefully is the confusion Update 2 added for friendlies caught in the radius.

Verified on Update 2

Golems

#Crystal golems are fragile specialists, not the ranged default

IntermediateCombat

They have very low health even at maximum tier and shatter under direct fire, and a fully upgraded Stone or Wood golem gains a ranged attack anyway. They also cannot shoot over curtain walls, which block almost everything in both directions.

Verified on Update 2

Hydration

#A stalled purifier in winter is starved, not broken

IntermediateSurvival

Lake water freezes in extreme cold and stays unharvestable until it thaws, cutting off the dirty water your Water Masters were carrying in. Wells keep running, Rain Catchers still catch rain, and stored buckets and bottles are untouched. A large or deep dug lake may not fully freeze.

Verified on Update 2

#Wells produce almost nothing, and that is not the point

IntermediateSurvival

They generate clean water year round at a very low rate, so judging them on output makes them look skippable. Their real value is that they never freeze, which turns a handful of them into your fallback for the weeks the lakes are locked up.

Verified on Update 2

Corruption

#Fire pits stopped pushing back corruption, so build Outposts

IntermediateBuilding

The developer removed their corruption resistance during Early Access, first for ordinary pits and then for large ones, and introduced the Outpost with the old Large Fire Pit's range explicitly to replace them when expanding. Any guide still recommending pits predates that.

Verified on Update 2

Hydration

#Rain Catchers are not dead all winter, they follow the rain

IntermediateBuilding

They fill whenever it rains rather than on a seasonal schedule, and you can force a fill with the Storm spell. Capacity upgrades too, running roughly 320 at base and around 480 fully upgraded by community measurement.

Verified on Update 2

#Water Bottles exist so defenders stop leaving the wall to drink

AdvancedBuilding

The station takes stored clean Water Buckets rather than raw resources and packages them into bottles that villagers carry in their own inventories. Water Masters do the distributing, not organizers, so staff accordingly before a siege rather than during one.

Verified on Update 2

God Powers

#Grab is free for 120 ticks and always costs faith

IntermediateEconomy

It opens at 40 influence, holds free for 120 ticks, then drains 1 influence every 2 ticks at a flat rate, so a 130-tick hold totals 45. The cost nobody mentions is that it lowers the faith of whatever you picked up, and faith now feeds your influence cap.

Verified on Update 2

#Recall moves faith in either direction, unlike Grab

AdvancedEconomy

It costs 200 and covers an 8-tile radius for about 17 seconds. It does cause confusion, but the faith change depends on where the subjects left and where they arrived, so pulling someone out of danger can raise it. Swapping to Grab to be gentle gets it backwards.

Verified on Update 2

Golems

#A golem reserves its summon cost for as long as it lives

IntermediateEconomy

That is 270 against your maximum bar for a Labor Golem and 500 for a Holy Golem, held rather than spent. Casting Dispel Golem hands it straight back, and so does the golem dying, which makes your standing army a budget you can rebalance before a siege.

Verified on Update 2

Hydration

#Water Masters ignore a lake until you mark it for harvest

New PlayerEconomy

Use the Harvest Food and Water tool or they stand around doing nothing beside a full lake. The other half people miss is that adding more Water Masters only speeds up collection. To raise actual output you have to upgrade the purifier or build a second one.

Verified on Update 2

Logistics

#Harvesters deliver by priority, not to the nearest building

IntermediateEconomy

Each building carries a per-resource priority, and harvesters walk to the highest one even when a closer option exists, while organizers move goods from low priority buildings to high ones. Use placement to shorten walks and priority to choose destinations.

Verified on Update 2

World Map

#A fallen region is gone permanently, with nothing left to loot

New PlayerProgression

There are no ruins to pick over and you cannot even visit it again, which the developer has confirmed directly. It does not end your run, though, because you hold many regions at once and your perks and God Experience are untouched by the loss.

Verified on Update 2

Corruption

#Walling the corruption in makes tonight's wave bigger

AdvancedHidden Mechanics

Wave size runs on Corruption Threat, which reads the current day and how much space the corruption wants but cannot have. Older guides tie it to the number of corruption buildings, which was only true between 2018 and 2019. Denying it room is now the thing that feeds it.

Verified on Update 2

#Destroying a Corrupted Graveyard does not shrink tonight's siege

IntermediateHidden Mechanics

Because wave size comes from Corruption Threat rather than building count, the monsters that were going to spawn still spawn. What you have removed is a focal point, so they now appear on a random corrupted tile instead of a predictable one.

Verified on Update 2

#Jailing drones does not throttle the corruption's spawn rate

AdvancedHidden Mechanics

Drones keep spawning even on blocked tiles, and there is no live-entity cap to exploit. The only way to stop them is reducing corrupted tiles to zero. What jailing genuinely buys is one high-level drone removed for good, and one outside the corruption still gathers resources you can Attract away.

Verified on Update 2

Influence

#Your influence cap is not population multiplied by 40

AdvancedHidden Mechanics

That figure circulated because the developer gave it on the forums in 2018, alongside a hard ceiling of 5000 that no longer applies either. Update 1 cut the per-villager value and Update 2 rewrote the calculation outright, so any build order budgeting from the old number is over-spending.

Verified on Update 2