Rampart
The Rampart is the elven forest town of Heroes of Might and Magic 3, a good town native to grass whose heroes are the Ranger (might) and the Druid (magic); it recruits Centaurs, Dwarves, Wood Elves, Pegasi, Dendroid Guards, Unicorns and Green Dragons, each with an upgrade, and is known for the spell-immune Gold Dragon and its hunger for crystal.
The Rampart is the forest town of the elves of AvLee in Heroes of Might and Magic 3: native to grass, led by Rangers (heroes of might) and Druids (heroes of magic), and recruiting Centaurs, Dwarves, Wood Elves, Pegasi, Dendroid Guards, Unicorns and Green Dragons, which upgrade to Centaur Captains, Battle Dwarves, Grand Elves, Silver Pegasi, Dendroid Soldiers, War Unicorns and Gold Dragons. It is known for the Gold Dragon, immune to every spell, for the double-shooting Grand Elves, and, in the words of the official strategy guide, for being "stunningly dependent on a ready supply of Crystal". It is one of the eight towns of the 1999 game, The Restoration of Erathia.
Quick facts
| Alignment | Good (AvLee fights beside Catherine's Erathia in the campaigns) |
| Native terrain | Grass |
| Hero classes | Ranger (might), Druid (magic) |
| Level 7 creature | Green Dragon, upgraded to Gold Dragon |
| Grail building | Spirit Guardian: +2 luck for all allied heroes |
| Mage Guild | Up to level V |
| Resource Silo | 1 crystal a day |
| Blacksmith sells | First Aid Tent |
| Special buildings | Mystic Pond, Fountains of Fortune, Treasury, Miners' Guild, Dendroid Saplings |
Sources for the table: the official guide's town chapter, pp.107-111 and 117, and its terrain table, pp.165-166.
Rampart creatures
The numbers below are The Restoration of Erathia's, from the official strategy guide, pp.117 and 146-148: attack, defense, damage, health, speed in hexes, weekly growth of the basic dwelling, and cost. The Shadow of Death manual lists no changes to Rampart creatures (SoD manual, pp.24-25).
| Level | Creature | Attack | Defense | Damage | Health | Speed | Growth | Cost (gold) |
|---|---|---|---|---|---|---|---|---|
| 1 | Centaur | 5 | 3 | 2-3 | 8 | 6 | 14 | 70 |
| 1 | Centaur Captain | 6 | 3 | 2-3 | 10 | 8 | 14 | 90 |
| 2 | Dwarf | 6 | 7 | 2-4 | 20 | 3 | 8 | 120 |
| 2 | Battle Dwarf | 7 | 7 | 2-4 | 20 | 5 | 8 | 150 |
| 3 | Wood Elf | 9 | 5 | 3-5 | 15 | 6 | 7 | 200 |
| 3 | Grand Elf | 9 | 5 | 3-5 | 15 | 7 | 7 | 225 |
| 4 | Pegasus | 9 | 8 | 5-9 | 30 | 8 (flies) | 5 | 250 |
| 4 | Silver Pegasus | 9 | 10 | 5-9 | 30 | 12 (flies) | 5 | 275 |
| 5 | Dendroid Guard | 9 | 12 | 10-14 | 55 | 3 | 3 | 350 |
| 5 | Dendroid Soldier | 9 | 12 | 10-14 | 65 | 4 | 3 | 425 |
| 6 | Unicorn | 15 | 14 | 18-22 | 90 | 7 | 2 | 850 |
| 6 | War Unicorn | 15 | 14 | 18-22 | 110 | 9 | 2 | 950 |
| 7 | Green Dragon | 18 | 18 | 40-50 | 180 | 10 (flies) | 1 | 2,400 + 1 crystal |
| 7 | Gold Dragon | 27 | 27 | 40-50 | 250 | 16 (flies) | 1 | 4,000 + 2 crystal |
Centaurs have a good attack and speed for their level, which in the guide's words makes them "some of the best level 1 creatures" (p.148).
Dwarves resist magic: a 20% chance to shrug off a spell, 40% for Battle Dwarves. They are slow, and the Miners' Guild adds 4 Dwarves a week (pp.117, 146).
Wood Elves are the Rampart's only shooters, with 24 shots; Grand Elves shoot twice per attack (p.146).
Pegasi carry a "Magic Damper": enemy spells cost 2 more spell points while they are on the field (p.147).
Dendroids Bind the creatures they hit; the Dendroid Soldier is the slowest upgraded creature in the game, the guide notes (pp.147, 149).
Unicorns have a 20% chance to cast Blind at Power 3 with each attack and 20% magic resistance (p.148).
Green Dragons are immune to spells below level 4; Gold Dragons are immune to all spells (p.148). Every creature's full entry is on Creatures.
Rampart heroes
The Rampart's two classes, from the official guide (pp.42-43 and 52-53); each has eight heroes in the 1999 game (Heroes):
| Class | Type | Starting Attack / Defense / Power / Knowledge | Starts with |
|---|---|---|---|
| Ranger | Might | 1 / 3 / 1 / 1 | Varies: Resistance, Archery, Leadership and others |
| Druid | Magic | 0 / 2 / 1 / 2 | Wisdom (one Druid starts with Advanced Wisdom) |
Rangers are "combat oriented, with an emphasis on defense": the guide says their high starting defense makes them "excellent garrison commanders", and calls them "the best leaders of ranged combat troops" when backed by Resistance, Tactics, Archery and Armorer (p.52). Druids are most likely to be offered Luck, then Wisdom, Scholar, First Aid, Eagle Eye and Intelligence, and have "a low chance of advancing their spell school skills" for a magic class (p.42).
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Rangers: Clancy (Unicorns), Ivor (Elves), Jenova (+350 gold a day), Kyrre (Logistics), Mephala (Armorer), Ryland (Dendroids), Thorgrim (Resistance), Ufretin (Dwarves) (p.53).
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Druids: Aeris (Pegasi), Alagar (Ice Bolt), Coronius (Slayer), Elleshar (Intelligence), Gem (First Aid), Malcom (Eagle Eye), Melodia (Fortune), Uland (Cure) (p.43). Ivor is the usual starting hero in online play, according to Alex_The_Magician's Rampart guide, which plays with today's online balance rather than the 1999 rules: he starts with two stacks of Elves and his specialty strengthens them as he levels. The official guide's table agrees on the troops: Ivor starts with Centaurs and two stacks of Wood Elves (p.53).
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Gelu, a Ranger added in Armageddon's Blade, "can upgrade Archers, Marksmen, Wood Elves and Grand Elves to Sharpshooters", a neutral shooter of the expansions (AB manual, pp.9-10).
Buildings and the Grail
The Rampart's own buildings, from the guide (p.117):
- Mystic Pond (2,000 gold and 2 of each resource): 1 to 4 random resources on day 1 of each week. The guide reckons it takes "six weeks to recoup your investment", so build it when resources are not short.
- Fountains of Fortune (1,500 gold and 10 crystal, needs the Mystic Pond): +2 luck for the garrison hero in a siege.
- Treasury: 10% interest on the player's gold each week.
- Miners' Guild (1,000 gold): +4 Dwarves a week.
- Dendroid Saplings (2,000 gold): +2 Dendroids a week.
- Dragon Cliffs: 10,000 gold, 30 ore and 20 crystal, after Mage Guild II and the Unicorn Glade; the upgrade for Gold Dragons costs 20,000 gold, 30 ore and 20 crystal and needs Mage Guild III.
Crystal is the Rampart's bottleneck: many buildings and both dragons cost it, so the guide says "you'll definitely want to build this town's Resource Silo early on", which gives 1 crystal a day (pp.109, 117). The Rampart's Grail building, the Spirit Guardian, gives +2 luck to all of the player's heroes, besides the +50% creature growth and 5,000 gold a day every Grail building gives (p.111). Luck +2 means an 8.3% chance of double damage on each attack (p.165). General building advice is on Town Build Order. The dragons are also slow to reach: Alex_The_Magician, in a Rampart guide aimed at online play, says that dragons in the first week mean committing to them on day 1 and skipping the Centaur and Elf upgrades, because the Dragon Cliffs need Mage Guild II, as the official guide's building table also shows.
How the Rampart plays
The guide's plan for a young Rampart is "a standoff ranged-attack tactic": put the Wood Elves (better, Grand Elves) in a corner of the battlefield guarded by the Dwarves, and let the Centaurs finish stacks the Elves have whittled down (p.148). A full Rampart army is "a mix of fast and slow": Battle Dwarves and Dendroid Soldiers on the slow side; Centaur Captains, War Unicorns, Silver Pegasi and Gold Dragons on the fast. The Dendroids' Bind and the Unicorns' Blind "divide your enemies and set them up for gang attacks", and for a fast force the guide suggests leaving the Dendroids, Dwarves "and maybe the Elves" at home in the garrison (p.149). More on fighting is on Combat. The Remake's gameplay overview, shown in the clip, gives elven shooters the same patient role: "Use Elven sharpshooters to wear down slow Undead with patience and precision."
Quick Save's town ranking puts the Rampart third of nine, for "a good balance of unit production and growth": it calls the Centaur the best level 1 creature and praises the Elves' double shot, but judges the Gold Dragon basically a weaker version of the Dungeon's Black Dragon. That is Quick Save's opinion; the official guide also calls Centaurs "some of the best level 1 creatures".
The Rampart in the campaigns
The Rampart is the town of AvLee, the elven kingdom that, with the wizards of Bracada, helps Queen Catherine retake Steadwick in The Restoration of Erathia (Wikipedia). Its heroes lead several campaigns: in the secret campaign, Seeds of Discontent, the Ranger Ryland must carry the Grail to the town of Welnin while Faruk Welnin tries to free the Contested Lands "from both Erathia and AvLee forever" (p.339); Gelu fights beside Catherine in Armageddon's Blade, and in The Shadow of Death he leads Elixir of Life and the Druid Gem leads New Beginning, working for Lord Fayette of AvLee (SoD manual, pp.13-14). The full stories are on Campaigns.
The Rampart in the Remake
Ubisoft says the Heroes of Might and Magic 3 Remake will have "all factions" from day one and covers the original game and both expansions (Ubisoft on Steam, Aug 27, 2026). Its store screenshots show a unicorn among the attackers in a siege, but Ubisoft has not shown the Rampart town itself or listed changes to it, as of Oct 21, 2026.
Frequently asked questions
What are the Rampart units in Heroes 3? In Heroes of Might and Magic 3 the Rampart recruits Centaurs, Dwarves, Wood Elves, Pegasi, Dendroid Guards, Unicorns and Green Dragons, which upgrade to Centaur Captains, Battle Dwarves, Grand Elves, Silver Pegasi, Dendroid Soldiers, War Unicorns and Gold Dragons.
How strong is the Gold Dragon in Heroes 3? In The Restoration of Erathia the Gold Dragon has 27 attack, 27 defense, 250 health and speed 16, deals 40-50 damage and is immune to all spells; it costs 4,000 gold and 2 crystal.
What resource does the Rampart need in Heroes 3? The Rampart in Heroes 3 needs crystal above all: its buildings and dragons cost it, so the official guide advises building its Resource Silo, which gives 1 crystal a day, early.
What heroes belong to the Rampart in Heroes 3? The Rampart's heroes in Heroes 3 are Rangers, the might class, and Druids, the magic class, eight of each in the 1999 game, plus campaign heroes such as Gelu and Gem.
What is the Rampart's Grail building in Heroes 3? The Rampart's Grail building in Heroes 3 is the Spirit Guardian, which gives +2 luck to all of the player's heroes on top of +50% creature growth and 5,000 gold a day.
What is the Rampart's native terrain in Heroes 3? The Rampart's native terrain in Heroes 3 is grass, which it shares with the Castle; creatures fighting on their native terrain get +1 attack, defense and speed, per the official strategy guide.
Sources
- Heroes of Might and Magic III: Prima's Official Strategy Guide, Prima Publishing, 1999, pp.42-43, 52-53, 107-111, 117, 146-149, 165-166, 339
- Heroes of Might and Magic III: The Shadow of Death user manual, The 3DO Company, 2000, pp.13-14, 24-25
- Heroes of Might and Magic III: Armageddon's Blade manual, The 3DO Company, 1999, pp.9-10
- Heroes of Might and Magic III, Wikipedia, revision of Oct 19, 2026
- Heroes of Might and Magic III Remake news, Ubisoft on Steam, Aug 27, 2026
- Heroes of Might and Magic III Remake - Gameplay Overview Trailer, Ubisoft, Aug 26, 2026 (video)
- Heroes of Might and Magic III: Ranking the Town Factions, Quick Save, Jun 7, 2018 (video)
- Heroes 3 rampart strategy || Basic overview || Heroes 3 rampart guide, Alex_The_Magician, Feb 12, 2021 (video)
Moments
Heroes 3 rampart strategy || Basic overview || Heroes 3 rampart guide || Alex_The_Magician
Alex_The_Magician
Heroes of Might and Magic III Remake - Gameplay Overview Trailer
Ubisoft
Heroes of Might and Magic III: Ranking the Town Factions
Quick Save
Photos
See also
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CreaturesEach of Heroes of Might and Magic 3's nine towns recruits seven levels of creatures, each with one upgrade (126 town creatures in the Complete game), plus neutral creatures found on the map such as golems and the Azure Dragon. Level 7 is the Archangel, Gold Dragon, Titan, Arch Devil, Ghost Dragon, Black Dragon, Ancient Behemoth, Chaos Hydra and Phoenix. -
HeroesHeroes of Might and Magic 3 has 16 hero classes with 8 heroes each (128 in all), a might class and a magic class for each of the eight towns of 1999, and Armageddon's Blade adds two more with the Conflux. Every hero has a specialty, four primary skills (Attack, Defense, Power, Knowledge) and room for eight secondary skills, and costs 2,500 gold in a Tavern. -
Armageddon's BladeArmageddon's Blade is the first expansion for Heroes of Might and Magic 3, released Sep 29, 1999, which added the Conflux town of elementals, six campaigns, 38 new maps and the random map generator. It is included in the Complete edition but not in the HD Edition.
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Town Build OrderThe official guide's fastest build order in Heroes of Might and Magic 3 is Town Hall, Mage Guild I, Blacksmith, Marketplace, City Hall, Citadel, Castle and Capitol on days 1 to 8, which reaches 4,000 gold a day on Day 1 of Week 2; its safer "balanced" order puts two creature dwellings and the Citadel before the Mage Guild. -
CombatBattles in Heroes of Might and Magic 3 are fought on a 15 x 10 hex grid where each creature stack moves in order of Speed and attacks, shoots, waits or defends, while each hero casts one spell a round; morale can grant an extra turn, luck extra damage, and sieges add walls, arrow towers and a moat. -
The Shadow of DeathThe Shadow of Death is the second, stand-alone expansion for Heroes of Might and Magic 3, released Mar 21, 2000 with the full base game, seven campaigns about the necromancer Sandro, 38 new maps and combination artifacts. Its rules are the base that Horn of the Abyss and competitive play build on.