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Stonewards Wall Repair & Base Defense Guide

Stonewards wall repair and defense: stone delivery mechanics, base protection during waves, archer priority, and practical tips from community footage.

8/19/2026 Last updated: 9/24/2026

Last verified: September 24, 2026 — Game version: Stonewards Early Access 0.2.2 hotfix on top of 0.2.0 “Later Summer” (current). Facts come from official Steam sources and verified player reports.

The central wall is your main line of defense. Enemies will focus it during waves, and letting it fall ends the run. Stone is the key resource for repairs.

How Wall Repair Works

  • Bring stone to the repair NPC or station near the forge/camp.
  • “Oh, you can bring stone to him and they and they repair our wall” (community gameplay, 11:25).
  • Repairs happen automatically when stone is delivered. You do not need to stand there the whole time.
  • The wall has significant HP early on, so it can tank a few hits while you reposition or mine (community gameplay, 38:06).

Defensive Priorities During Waves

PriorityActionWhy it matters
1Repair wall with stonePrevents collapse
2Kill archers firstThey chip the wall from range and are annoying (community gameplay, 34:55)
3Use choke pointsForce enemies into narrow paths near the wall
4Fall back to campfire if overwhelmedThe revive area is safer and lets you regroup

Practical Tips

  • Don’t ignore the wall. Even if you have high damage, a collapsed wall means instant failure.
  • Stockpile stone between waves. Miners should prioritize bringing stone back when the timer is low.
  • Use the environment. Players have used the wall to buy time for deep mining runs.
  • Retreat when needed. “RETREAT, BOYS” was called when too many archers appeared (community gameplay, 34:55).

Defense Changes Since Hotfix 0.1.5

  • Enemies can no longer hit the wall from across the map. 0.1.8 fixed enemies that kept targeting and attacking the Wall or King from a distance, and added the first anti-stall measure: if combat stays at very low intensity for too long, enemies disengage and return to attacking the Wall or King.
  • Collision was reworked twice. 0.1.7 rebuilt Dungeon Map collision (invisible projectile blockers, oversized prop and rampart colliders, walls that let projectiles through) and fixed incorrect blocking zones on the Bastion battlefield; 0.1.8 fixed another invisible collision on the Dungeon Map.
  • Defenses now pay for themselves. Since 0.2.2, enemies killed by Mercenaries or Ballistas can drop Gold for all players, so a base that holds the line also funds the next round of repairs.
  • The Max Health potion was missing on the Dungeon map until 0.2.1 fixed it, so defensive runs there were one survivability option short.
  • Nobody starts the next attack early (0.1.8). In multiplayer the game stays paused after everybody picks their End-of-Wave upgrade until any player presses Continue, and 0.1.7’s 60-second auto-select keeps one AFK player from blocking the run.
  • Upgrades like Armor and Max Health help you stay alive while repairing.
  • Warriors are naturally better at holding the line while Miners focus on hauling stone and ore.

For upgrade choices that help defense, see the upgrade options cheat sheet. For full wave and boss info, read the bosses and waves guide.

Sources


Fan-made guide. This site is not affiliated with Banana Tiger Studio, Steam, or Valve; all game content and media belong to their respective owners.

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