'''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>
"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
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.
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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.
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:
Only 1 shooter (The Wood Elf/Grand Elf) which is only 3 lvl and has low hit points.
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).