Rampart: Difference between revisions

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{{towns}}
{{towns}}
'''Rampart''' is a [[alignment|good alignment]] [[town]] with the [[ranger]] and [[druid]] [[hero class]]es. Rampart represents [[AvLee]].
'''Rampart''' is a [[alignment|good alignment]] [[town]] with the [[Ranger]] and [[Druid]] [[hero class]]es. Rampart represents [[AvLee]].


''"The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids, Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy hampering abilities that can be used to turn the tide against many opponents — especially those dependent on magical attacks."{{-}}<sup>[[Restoration of Erathia Manual Page 104|RoE manual]]''</sup>
''"The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids, Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy hampering abilities that can be used to turn the tide against many opponents — especially those dependent on magical attacks."{{-}}<sup>[[Restoration of Erathia Manual Page 104|RoE manual]]''</sup>

Revision as of 17:44, 22 April 2024

Towns
Castle Castle
Rampart Rampart
Tower Tower
Inferno Inferno
Necropolis Necropolis
Dungeon Dungeon
Stronghold Stronghold
Fortress Fortress
Conflux Conflux Armageddon's Blade
Cove Cove Horn of the Abyss
Factory Factory Horn of the Abyss

Rampart is a good alignment town with the Ranger and Druid hero classes. Rampart represents AvLee.

"The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids, Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy hampering abilities that can be used to turn the tide against many opponents — especially those dependent on magical attacks." RoE manual

Rampart's native terrain is grass.

Rampart building tree

Fully upgraded Rampart
Building Category Cost
Common
 Wood
45
   Ore
40
       Gold
37000
Mage Guild
 Wood
25
 Mercury
28
 Ore
25
 Sulfur
28
 Crystal
28
 Gem
28
 Gold
6000
Dwellings
 Wood
45
   Ore
65
   Crystal
55
 Gem
15
 Gold
51500
Unique
 Wood
7
 Mercury
2
 Ore
12
 Sulfur
2
 Crystal
12
 Gem
2
 Gold
11500
Total Building Cost:
 Wood
122
 Mercury
30
 Ore
142
 Sulfur
30
 Crystal
95
 Gem
45
 Gold
106000
Troop Cost / Week: 26620 Gold, 4 Crystal

Common Buildings and Mage Guild

Halls Fortifications Miscellaneous Mage Guilds Banned spells
Village Hall Village Hall
(existing)
Fort Fort
Wood
20
Mercury
Ore
20
Sulfur
Crystal
Gem
Gold
5000
Tavern Tavern
 Wood
5
           Gold
500
Mage Guild level 1 Mage Guild level 1
 Wood
5
   Ore
5
       Gold
2000
 Bloodlust   Curse
Town Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
2500
Citadel Citadel
Wood
Mercury
Ore
5
Sulfur
Crystal
Gem
Gold
2500
Marketplace Marketplace
 Wood
5
           Gold
500
Mage Guild level 2 Mage Guild level 2
 Wood
5
 Mercury
4
 Ore
5
 Sulfur
4
 Crystal
4
 Gem
4
 Gold
1000
Death Ripple
City Hall City Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
5000
Castle Castle
Wood
10
Mercury
Ore
10
Sulfur
Crystal
Gem
Gold
5000
Resource Silo Resource Silo (1 Crystal)
     Ore
5
       Gold
5000
Mage Guild level 3 Mage Guild level 3
 Wood
5
 Mercury
6
 Ore
5
 Sulfur
6
 Crystal
6
 Gem
6
 Gold
1000
Animate Dead
Capitol Capitol
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
10000
Blacksmith
Blacksmith
Wood
5
Mercury
Ore
Sulfur
Crystal
Gem
Gold
1000
Mage Guild level 4 Mage Guild level 4
 Wood
5
 Mercury
8
 Ore
5
 Sulfur
8
 Crystal
8
 Gem
8
 Gold
1000
 Armageddon
Mage Guild level 5 Mage Guild level 5
 Wood
5
 Mercury
10
 Ore
5
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
1000
Summon Air Elemental Summon Fire ElementalSacrifice
Total Common Buildings:
 Wood
45
   Ore
40
       Gold
37000 
Total Mage Guild:
 Wood
25
 Mercury
28
 Ore
25
 Sulfur
28
 Crystal
28
 Gem
28
 Gold
6000

Creature Dwellings

Structure Base Cost Upgrade Cost Creature Max
Grw
Upg Cr
Cost
Cost/
Week
 Centaur Stables 
 Wood
5
           Gold
500
 Wood
5
           Gold
1000
Centaur Centaur
Centaur Captain Centaur Captain
28 90 Gold 2520 Gold
 Dwarf Cottage 
 Wood
5
           Gold
1000
 Wood
5
           Gold
1000
Dwarf Dwarf
Battle Dwarf Battle Dwarf
20 150 Gold 3000 Gold
 Homestead 
 Wood
10
           Gold
1500
 Wood
10
           Gold
1500
Wood Elf Wood Elf
Grand Elf Grand Elf
14 225 Gold 3150 Gold
 Enchanted Spring 
         Crystal
10
   Gold
2000
         Crystal
5
   Gold
2000
Pegasus Pegasus
Silver Pegasus Silver Pegasus
10 275 Gold 2750 Gold
 Dendroid Arches 
             Gold
2500
             Gold
1500
Dendroid Guard Dendroid Guard
Dendroid Soldier Dendroid Soldier
8 425 Gold 3400 Gold
 Unicorn Glade 
 Wood
5
   Ore
5
     Gem
10
 Gold
4000
           Gem
5
 Gold
3000
Unicorn Unicorn
War Unicorn War Unicorn
4 950 Gold 3800 Gold
 Dragon Cliffs 
     Ore
30
   Crystal
20
   Gold
10000
     Ore
30
   Crystal
20
   Gold
20000
Green Dragon Green Dragon
Gold Dragon Gold Dragon
2 4000 Gold
2 Crystal
8000 Gold
4 Crystal
  


[[File: Creature portrait small.gif link=]] [[|]]
[[File: Creature portrait small.gif
link=]] [[|]]
Total Dwelling Cost:
 Wood
45
   Ore
65
   Crystal
55
 Gem
15
 Gold
51500
Weekly Troop Cost: 26620 Gold
4 Crystal

Unique Buildings

Structure Effect Cost
Mystic Pond Produces 1-4 of a random resource (except gold) on day 1.
 Wood
2
 Mercury
2
 Ore
2
 Sulfur
2
 Crystal
2
 Gem
2
 Gold
2000
Fountain of Fortune Gives +2 luck to defending hero temporarily.
         Crystal
10
   Gold
1500
Treasury On day 1, it produces (10% * gold on day 7) extra gold. The effect is cumulative.
 Wood
5
   Ore
10
       Gold
5000
Miners' Guild Horde Building. Growth +4/week for Dwarf Dwarf / Battle Dwarf Battle Dwarf
             Gold
1000
Dendroid Saplings Horde Building. Growth +2/week for Dendroid Guard Dendroid Guard / Dendroid Soldier Dendroid Soldier
             Gold
2000
Spirit Guardian Grail Structure. +5000 Gold/day, +50% creature growth
Increases the luck of all of the owner's heroes by 2.
n/a
Total Cost:
 Wood
7
 Mercury
2
 Ore
12
 Sulfur
2
 Crystal
12
 Gem
2
 Gold
11500

Heroes

Banned secondary skills:

Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.

Necromancy Necromancy and Fire Magic Fire Magic are not available for rangers.

Necromancy Necromancy and Interference Interference Horn of the Abyss are not available for druids.

Creatures

+ colspan = 14 style="background-color:#Template:Blue 0; font-size: 120%; color:white; height:28px;" | Rampart creatures
 Name   Town   Lvl   Att   Def   Dmg-   Dmg+   HP   Spd   Grw   AI Val   Cost   Special 














Centaur Centaur Centaur Centaur 1 5 3 2 3 8 6 14 100 70 Gold  
Centaur Captain Centaur Captain Centaur Captain Centaur Captain 1+ 6 3 2 3 10 8 14 138 90 Gold  
Dwarf Dwarf Dwarf Dwarf 2 6 7 2 4 20 3 8 138 120 Gold   Resistance +20%
Battle Dwarf Battle Dwarf Battle Dwarf Battle Dwarf 2+ 7 7 2 4 20 5 8 209 150 Gold   Resistance +40%
Wood Elf Wood Elf Wood Elf Wood Elf 3 9 5 3 5 15 6 7 234 200 Gold   Ranged (24 shots)
Grand Elf Grand Elf Grand Elf Grand Elf 3+ 9 5 3 5 15 7 7 331 225 Gold   Ranged (24 shots), Double attack
Pegasus Pegasus Pegasus Pegasus 4 9 8 5 9 30 8 5 518 250 Gold   Flying, Magic damper
Silver Pegasus Silver Pegasus Silver Pegasus Silver Pegasus 4+ 9 10 5 9 30 12 5 532 275 Gold   Flying, Magic damper
Dendroid Guard Dendroid Guard Dendroid Guard Dendroid Guard 5 9 12 10 14 55 3 3 517 350 Gold   Binding
Dendroid Soldier Dendroid Soldier Dendroid Soldier Dendroid Soldier 5+ 9 12 10 14 65 4 3 803 425 Gold   Binding
Unicorn Unicorn Unicorn Unicorn 6 15 14 18 22 90 7 2 1806 850 Gold   Blind, Aura of Resistance +20%
War Unicorn War Unicorn War Unicorn War Unicorn 6+ 15 14 18 22 110 9 2 2030 950 Gold   Blind, Aura of Resistance +20%
Green Dragon Green Dragon Green Dragon Green Dragon 7 18 18 40 50 180 10 1 4872 2400 Gold 1 Crystal  Dragon, Flying, Breath attack, 1-3 lvl spells immunity
Gold Dragon Gold Dragon Gold Dragon Gold Dragon 7+ 27 27 40 50 250 16 1 8613 4000 Gold 2 Crystal  Dragon, Flying, Breath attack, 1-4 lvl spells immunity

Town names

Unless specified by the mapmaker, towns will generate with a random name. Rampart towns will use one of these following names:

Bath'iere Ceiliedgh Elfwind Emerald Moor
Forest Forest Glen Fortune Keep Gladeroot
Green Falls Marishen Rainhaven Serenity
Still Water Strongglen Wild Willow Wise Oak

If there are more Rampart towns on the map than possible names, they will use names taken from other towns.

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

  • With two slow creature types, dwarves and dendroids, rampart armies may be best suited to defensive tactics. Most of Rampart creatures, however, have enemy hampering abilities that can be used to turn the tide against many opponents, especially those dependent on magical attacks.
  • Silver Pegasi are among the fastest creatures in the game, which often offers chance to act first in combat. However, they are quite fragile and should be used with caution.
  • Gold Dragons' spell immunity is a double-edged sword, their skills cannot be enhanced but nor can they be diminished.
  • Beware of Green and Gold Dragons' breath attack which can damage your own troops.
  • Having only Gold Dragons in your army and having learnt Armageddon spell somewhere, you may rush through the map with Dragogeddon manoeuvre. Green Dragons cannot be used for Dragogeddon as they are susceptible to 4-5 level spells.
  • Dwarves and Dendroids are tough and useful in shielding Elves (or other shooters).
  • The Grand Elf is a nice shooter, but is often blinded or damaged through spells. Thus, protecting this ranged attacker with Double attack by anti magic spells like Anti-Magic (4th or 5th level spells only, up to spell immunity) or Magic Mirror (20% to 40% chance of reflecting spells back to the enemy and then target a random stack) can be useful.
  • It is beneficial to build and upgrade Homestead prior to all the other dwellings.
  • Defending a town, it is possible to use Dendroids to bind enemies in the moats.
  • Try to build Treasury as soon as possible. Having a Treasury, don't spend money on Days 5-7 if it isn't necessary, and try to sell resources for gold at a Marketplace or Trading Post. You will earn interest when the new week begins.

Pros:

  • Centaurs and Centaur Captains are among the best 1st level creatures.
  • Several Treasuries can become extremely powerful in longer games as every treasury's 10% bonus is cumulative.
  • Grand Elves are fast ranged units that can be acquired early in the game and, what is even more important, shoot twice.
  • Several units with high speed rating can form a very potent force in the late game.
  • Rampart produces the most hit points per week of all towns.
  • The weekly income with Capitol and the Resource Silo is enough to recruit all the units without any external mines.
  • Many anti-magic abilities of creatures. This includes Dwarves' resistance, ability of Pegasi to increase cost of a spell casted by the enemy hero, Unicorns' aura of resistance, and finally Green and Gold Dragons' immunity to the majority of spells (Gold Dragons can be part of Dragogeddon).
  • Unicorns are versatile high-level warriors, useful in both attack and defense. After being upgraded, they become one of the fastest creatures unable to fly, and have brilliant health. Moreover, they are very cheap, as Scorpicores and Wyvern Monarchs have higher price and lower stats than War Unicorns (while being quite faster than the latter and able to fly).

Cons:


See also