Rampart: Difference between revisions
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Rampart's [[native terrain]] is [[grass]]. | Rampart's [[native terrain]] is [[grass]]. | ||
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==Rampart building tree== | ==Rampart building tree== | ||
[[File:RampartBuildingTree.png|600px | {| style="margin-right:20px; float:left;" | ||
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[[Image:Rampart-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]] | [[Image:Rampart-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]] | ||
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* [[Thorgrim]] is banned by default for having [[Resistance]] specialty, being replaced with [[Giselle]], as Resistance is also banned by default.}} | * [[Thorgrim]] is banned by default for having [[Resistance]] specialty, being replaced with [[Giselle]], as Resistance is also banned by default.}} | ||
'''Banned secondary skills:''' | |||
Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es. | Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es. | ||
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* [https://www.celestialheavens.com/viewpage.php?id{{=}}446 Strategy Guide for Rampart von Jolly Joker on Celestial Heavens] | * [https://www.celestialheavens.com/viewpage.php?id{{=}}446 Strategy Guide for Rampart von Jolly Joker on Celestial Heavens] | ||
'''Pros:''' | |||
* [[Centaur]]s and [[Centaur Captain]]s are among the best 1st level creatures. | * [[Centaur]]s and [[Centaur Captain]]s are among the best 1st level creatures. | ||
* Several [[Treasury|Treasuries]] can become extremely powerful in longer games as every treasury's 10% bonus is cumulative. | * Several [[Treasury|Treasuries]] can become extremely powerful in longer games as every treasury's 10% bonus is cumulative. | ||
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* 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 [[Manticore and Scorpicore|Scorpicores]] and [[Wyvern and Wyvern Monarch|Wyvern Monarchs]] have higher price and lower stats than War Unicorns (while being quite faster than the latter and able to fly). | * 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 [[Manticore and Scorpicore|Scorpicores]] and [[Wyvern and Wyvern Monarch|Wyvern Monarchs]] have higher price and lower stats than War Unicorns (while being quite faster than the latter and able to fly). | ||
'''Cons:''' | |||
* Only 1 shooter (The [[Wood Elf]]/[[Grand Elf]]) which is only 3 lvl and has low hit points. | * Only 1 shooter (The [[Wood Elf]]/[[Grand Elf]]) which is only 3 lvl and has low hit points. | ||
* [[Dendroid Guard]]s/[[Dendroid Soldier]]s and [[Dwarf|Dwarves]]/[[Battle Dwarf|Battle Dwarves]] slow armies down. | * [[Dendroid Guard]]s/[[Dendroid Soldier]]s and [[Dwarf|Dwarves]]/[[Battle Dwarf|Battle Dwarves]] slow armies down. |
Revision as of 04:57, 3 December 2023
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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
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Common Buildings and Mage Guild
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||
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Village Hall (existing) |
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Fort
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Tavern
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Mage Guild level 1
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Town Hall
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Citadel
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Marketplace
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Mage Guild level 2
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City Hall
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Castle
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Resource Silo (1 ![]()
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Mage Guild level 3
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Capitol
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Mage Guild level 4
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Mage Guild level 5
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Total Common Buildings: |
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Total Mage Guild: |
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Creature Dwellings
Structure | Base Cost | Upgrade Cost | Creature | Max Grw |
Upg Cr Cost |
Cost/ Week | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Centaur Stables |
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28 | 90 ![]() |
2520 ![]() | ||||||||||||||
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Dwarf Cottage |
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20 | 150 ![]() |
3000 ![]() | ||||||||||||||
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Homestead |
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14 | 225 ![]() |
3150 ![]() | ||||||||||||||
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Enchanted Spring |
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10 | 275 ![]() |
2750 ![]() | ||||||||||||||
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Dendroid Arches |
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8 | 425 ![]() |
3400 ![]() | ||||||||||||||
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Unicorn Glade |
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4 | 950 ![]() |
3800 ![]() | ||||||||||||||
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Dragon Cliffs |
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2 | 4000 ![]() 2 ![]() |
8000 ![]() 4 ![]() | ||||||||||||||
Total Dwelling Cost: |
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Weekly Troop Cost: | 26620 ![]() 4 ![]() |
Unique Buildings
Structure | Effect | Cost | ||||||||
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Mystic Pond | Produces 1-4 of a random resource (except gold) on day 1. |
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Fountain of Fortune | Gives +2 luck to defending hero temporarily. |
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Treasury | On day 1, it produces (10% * gold on day 7) extra gold. The effect is cumulative. |
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Miners' Guild | Horde Building. Growth +4/week for ![]() ![]() |
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Dendroid Saplings | Horde Building. Growth +2/week for ![]() ![]() |
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Spirit Guardian | Grail Structure. +5000 ![]() Increases the luck of all of the owner's heroes by 2. |
n/a | |||||||
Total Cost: |
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Heroes
[Switch to Shadow of Death]
Rampart heroes (Horn of the Abyss) | |||||||||||||
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Name | Class | ![]() |
Specialty | Skill 1 | Skill 2 | Spell | |||||||
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{{{{{exp}}} map icon}} | ![]() |
Unicorns | ![]() |
Basic Interference | ![]() |
Basic Pathfinding | |||||
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{{{{{exp}}} map icon}} | ![]() |
Elves | ![]() |
Basic Archery | ![]() |
Basic Offense | |||||
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{{{{{exp}}} map icon}} | ![]() |
Gold | ![]() |
Advanced Archery | |||||||
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{{{{{exp}}} map icon}} | ![]() |
Logistics | ![]() |
Basic Archery | ![]() |
Basic Logistics | |||||
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{{{{{exp}}} map icon}} | ![]() |
Armorer | ![]() |
Basic Leadership | ![]() |
Basic Armorer | |||||
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{{{{{exp}}} map icon}} | ![]() |
Dendroids | ![]() |
Basic Leadership | ![]() |
Basic Diplomacy | |||||
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{{{{{exp}}} map icon}} | ![]() |
Resistance | ![]() |
Advanced Resistance | |||||||
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{{{{{exp}}} map icon}} | ![]() |
Dwarves | ![]() |
Basic Interference | ![]() |
Basic Luck | |||||
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{{{{{exp}}} map icon}} | ![]() |
Sharpshooters | ![]() |
Basic Leadership | ![]() |
Basic Archery | |||||
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{{{{{exp}}} map icon}} | ![]() |
Pegasi | ![]() |
Basic Wisdom | ![]() |
Basic Scouting | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Ice Bolt | ![]() |
Basic Wisdom | ![]() |
Basic Sorcery | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Slayer | ![]() |
Basic Wisdom | ![]() |
Basic Scholar | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Intelligence | ![]() |
Basic Wisdom | ![]() |
Basic Intelligence | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
First Aid | ![]() |
Basic Wisdom | ![]() |
Basic First Aid | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Eagle Eye | ![]() |
Basic Wisdom | ![]() |
Basic Eagle Eye | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Fortune | ![]() |
Basic Wisdom | ![]() |
Basic Luck | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Cure | ![]() |
Basic Wisdom | ![]() |
Basic Ballistics | ![]() | ||||
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{{{{{exp}}} map icon}} | ![]() |
Interference | ![]() |
Advanced Interference |
Notes:
- Gem's starting
Summon Boat is replaced by
Bless on maps without water.
- Thorgrim is banned by default for having Resistance specialty, being replaced with Giselle, as Resistance is also banned by default.
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 and
Fire Magic are not available for rangers.
Necromancy and
Interference
are not available for druids.
Creatures
+ colspan = 14 style="background-color:#Template:Blue 0; font-size: 120%; color:white; height:28px;" | Rampart creatures | |||||||||||||
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Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
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1 | 5 | 3 | 2 | 3 | 8 | 6 | 14 | 100 | 70 ![]() |
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1+ | 6 | 3 | 2 | 3 | 10 | 8 | 14 | 138 | 90 ![]() |
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2 | 6 | 7 | 2 | 4 | 20 | 3 | 8 | 138 | 120 ![]() |
Resistance +20% | |
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2+ | 7 | 7 | 2 | 4 | 20 | 5 | 8 | 209 | 150 ![]() |
Resistance +40% | |
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3 | 9 | 5 | 3 | 5 | 15 | 6 | 7 | 234 | 200 ![]() |
Ranged (24 shots) | |
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3+ | 9 | 5 | 3 | 5 | 15 | 7 | 7 | 331 | 225 ![]() |
Ranged (24 shots), Double attack | |
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4 | 9 | 8 | 5 | 9 | 30 | 8 | 5 | 518 | 250 ![]() |
Flying, Magic damper | |
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4+ | 9 | 10 | 5 | 9 | 30 | 12 | 5 | 532 | 275 ![]() |
Flying, Magic damper | |
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5 | 9 | 12 | 10 | 14 | 55 | 3 | 3 | 517 | 350 ![]() |
Binding | |
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5+ | 9 | 12 | 10 | 14 | 65 | 4 | 3 | 803 | 425 ![]() |
Binding | |
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6 | 15 | 14 | 18 | 22 | 90 | 7 | 2 | 1806 | 850 ![]() |
Blind, Aura of Resistance +20% | |
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6+ | 15 | 14 | 18 | 22 | 110 | 9 | 2 | 2030 | 950 ![]() |
Blind, Aura of Resistance +20% | |
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7 | 18 | 18 | 40 | 50 | 180 | 10 | 1 | 4872 | 2400 ![]() |
1 ![]() |
Dragon, Flying, Breath attack, 1-3 lvl spells immunity |
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7+ | 27 | 27 | 40 | 50 | 250 | 16 | 1 | 8613 | 4000 ![]() |
2 ![]() |
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
- 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.
- Strategy Guide for Rampart von Jolly Joker on Celestial Heavens
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.
- 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:
- Only 1 shooter (The Wood Elf/Grand Elf) which is only 3 lvl and has low hit points.
- Dendroid Guards/Dendroid Soldiers and Dwarves/Battle Dwarves slow armies down.
- Gold Dragons can not be resurrected, but unlike Black Dragons can be killed by Implosion.
- Gold Dragons are very fast, but they are immune to Haste and Prayer. Therefore, Necropolis and Fortress have an opportunity to overtake Rampart by top speed since they both have creatures faster than Silver Pegasi.
- Pegasi are very fragile and not very strong, having the lowest HP among 4th-level melee units and no combat abilities like Crusaders' double attack or Basilisks' petrification. Moreover, their dwelling requires high amount of Crystals, and without it you will never get Unicorns and Dragons.
- Unlike Dungeon, Rampart cannot have Armageddon in the Mage Guild, decreasing the possibility of Dragogeddon. Moreover, Rangers cannot learn Fire Magic, which disallows them to use Armageddon spell in the most effective way. On the other hand, Prayer spell is allowed in Rampart and banned in Dungeon, and it strongly buffs Green Dragons (but not Gold Dragons).
- Grass which is Rampart's native terrain doesn't give any movement penalty to the enemy.