Draft:Mansions: Difference between revisions
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<div style="display:flex;flex-wrap:wrap;gap:1rem;max-width:100%"> | <div style="display:flex;flex-wrap:wrap;gap:1rem;max-width:100%"> | ||
<div style="max-width:100%"> | <div style="flex:0 1 calc(50% - .5rem);min-width:min(100%,20rem);max-width:100%"> | ||
=== Northwest streets === | === Northwest streets === | ||
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</div> | </div> | ||
<div style="max-width:100%"> | <div style="flex:0 1 calc(50% - .5rem);min-width:min(100%,20rem);max-width:100%"> | ||
=== Northeast streets === | === Northeast streets === | ||
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</div> | </div> | ||
<div style="max-width:100%"> | <div style="flex:0 1 calc(50% - .5rem);min-width:min(100%,20rem);max-width:100%"> | ||
=== Southwest streets === | === Southwest streets === | ||
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</div> | </div> | ||
<div style="max-width:100%"> | <div style="flex:0 1 calc(50% - .5rem);min-width:min(100%,20rem);max-width:100%"> | ||
=== Southeast streets === | === Southeast streets === | ||
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</div> | </div> | ||
<div style="max-width:100%"> | <div style="flex:0 1 100%;min-width:min(100%,20rem);max-width:100%"> | ||
=== Mansions interior === | === Mansions interior === | ||
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One resident position has a 50% chance to produce a [[Draft:Historical adventurer|character drawn from ordinary game history]]. A second has a 50% chance to produce one of fourteen notable office-holders: the six [[Draft:High priests|high priests]], [[Draft:Shadowlord|Shadowlord]], [[Draft:Legion Commandant|Legion Commandant]], [[Draft:Archmage|Archmage]], [[Draft:Prime Sorceror|Prime Sorceror]], [[Draft:Arena Champion|Arena Champion]], [[Draft:Duke|Duke]], [[Draft:Lord of Chaos|Lord of Chaos]] or [[Draft:Lord of Law|Lord of Law]]. Their identities follow the shared game history. The Justiciar is not in this mansion selection. | One resident position has a 50% chance to produce a [[Draft:Historical adventurer|character drawn from ordinary game history]]. A second has a 50% chance to produce one of fourteen notable office-holders: the six [[Draft:High priests|high priests]], [[Draft:Shadowlord|Shadowlord]], [[Draft:Legion Commandant|Legion Commandant]], [[Draft:Archmage|Archmage]], [[Draft:Prime Sorceror|Prime Sorceror]], [[Draft:Arena Champion|Arena Champion]], [[Draft:Duke|Duke]], [[Draft:Lord of Chaos|Lord of Chaos]] or [[Draft:Lord of Law|Lord of Law]]. Their identities follow the shared game history. The Justiciar is not in this mansion selection. | ||
These residents are generated hostile, asleep at night and awake during the day, even when another meeting with the same office-holder would be peaceful. Carried objects also depend on the encounter. The mansion Archmage carries Kolwynia, but a mansion Prime Sorceror does '''not''' receive the demesne's Star Gem. High priests carry their own religion's holy symbol, which can satisfy the appropriate priestly quest even when obtained here. Encountering a name here is not equivalent to visiting that person's usual headquarters.<ref name="house-c-load_house">{{Source|house.c|9}} (<code>load_house</code>).</ref><ref name="house-c-make_house_npc">{{Source|house.c|185}} (<code>make_house_npc</code>).</ref><ref name="house-c-make_mansion_npc">{{Source|house.c|218}} (<code>make_mansion_npc</code>).</ref><ref name="mon-c-make_hiscore_npc">{{Source|mon.c|529}} (<code>make_hiscore_npc</code>).</ref> | These residents are generated hostile, asleep at night and awake during the day, even when another meeting with the same office-holder would be peaceful. Carried objects also depend on the encounter. The mansion Archmage carries [[Draft:Kolwynia|Kolwynia]], but a mansion Prime Sorceror does '''not''' receive the demesne's Star Gem. High priests carry their own religion's holy symbol, which can satisfy the appropriate priestly quest even when obtained here. Encountering a name here is not equivalent to visiting that person's usual headquarters.<ref name="house-c-load_house">{{Source|house.c|9}} (<code>load_house</code>).</ref><ref name="house-c-make_house_npc">{{Source|house.c|185}} (<code>make_house_npc</code>).</ref><ref name="house-c-make_mansion_npc">{{Source|house.c|218}} (<code>make_mansion_npc</code>).</ref><ref name="mon-c-make_hiscore_npc">{{Source|mon.c|529}} (<code>make_hiscore_npc</code>).</ref> | ||
== Defenses and treasure == | == Defenses and treasure == | ||
Latest revision as of 03:16, 10 September 2026
Mansions are the largest and most heavily defended private residences in Rampart. Their safes and possible notable occupants make them valuable burglary targets, but guard dogs, automatons, alarms and portcullises separate them from ordinary houses.[1][2]
Location and interior maps
City x slots can become residences; h marks the two guaranteed ordinary houses. The city sectors retain global coordinates. The separate interior map resets coordinates to (0, 0), with @ marking arrival.
These are spoiler maps. Coordinates are (column, row), starting at zero. Letters and highlighted symbols are article keys for sites and initial placements, not a literal game screenshot or a promise that a creature remains there.
Northwest streets
Northeast streets
Southwest streets
Southeast streets
Mansions interior
Map key
City slot assignment and inhabitants vary; the interior geometry and safe positions shown here are fixed. Room letters describe floor regions rather than solid furniture. The mansion file contains 15 rows; its unfilled last row remains initialized wall in the 64 by 16 scene.
Generation and inhabitants
A mansion may be assigned to a random residential entrance when the city is created. Most residential front doors start locked. After gaining entry, you arrive in a western corridor; leaving returns to the same city building.
The layout has 18 concealed safes, secret passages, three random trap sites, sixteen floor sirens, five doberman death-hounds and four minor automatons. Two portcullises begin lowered, and additional gate tiles can drop when nearby triggers are crossed. Release tiles raise the gates, but do not disarm the triggers.
One resident position has a 50% chance to produce a character drawn from ordinary game history. A second has a 50% chance to produce one of fourteen notable office-holders: the six high priests, Shadowlord, Legion Commandant, Archmage, Prime Sorceror, Arena Champion, Duke, Lord of Chaos or Lord of Law. Their identities follow the shared game history. The Justiciar is not in this mansion selection.
These residents are generated hostile, asleep at night and awake during the day, even when another meeting with the same office-holder would be peaceful. Carried objects also depend on the encounter. The mansion Archmage carries Kolwynia, but a mansion Prime Sorceror does not receive the demesne's Star Gem. High priests carry their own religion's holy symbol, which can satisfy the appropriate priestly quest even when obtained here. Encountering a name here is not equivalent to visiting that person's usual headquarters.[4][5][6][7]
Defenses and treasure
The safe-opening rules are the same as in other residences, but successful contents use the mansion's higher treasure difficulty. Picking favors Dexterity and thieves' rank; forcing favors combat damage. Neither approach removes the separate floor traps around the building.
Floor sirens normally summon law enforcement directly. Safe alarms have their own city-return sequence. The distinction matters for a paladin facing expulsion and after the destruction of the Order.
The walls are much harder to tunnel through than house or hovel walls. Shadowform bypasses walls, bars and ordinary trap interactions, but also prevents opening safes while it lasts. It can get you into position without supplying a complete looting plan by itself.[4][8][9][10][11]
Strategy
Prepare for a guarded expedition rather than treating a mansion as eighteen free safe attempts. A garage-door opener can raise gates once, but stepping onto another trigger can drop them again. Nighttime can help with generated residents; it does not switch off the dogs, automatons, sirens or traps. An automaton's poison cloud remains active even if it becomes nonhostile, so pacification alone is not a complete answer to the guards.
The possible guild leaders make mansions relevant to more than cash. Consult the individual's article before fighting or stealing: carried quest objects, hostility and succession consequences differ by person. Plan a way out of the interior before taking an action that wakes a strong resident or starts an alarm.
References
- ↑ city.c in Omega 0.90.4, line 303 (
assign_city_function). - ↑ site2.c in Omega 0.90.4, line 892 (
l_mansion). - ↑ lib/city.dat in Omega 0.90.4; city.c in Omega 0.90.4, lines 9–285; city.c in Omega 0.90.4, lines 303–447. lib/home2.dat in Omega 0.90.4; house.c in Omega 0.90.4, lines 9–189; aux2.c in Omega 0.90.4, lines 900–925; gen1.c in Omega 0.90.4, lines 30–62.
- ↑ 4.0 4.1 house.c in Omega 0.90.4, line 9 (
load_house). - ↑ house.c in Omega 0.90.4, line 185 (
make_house_npc). - ↑ house.c in Omega 0.90.4, line 218 (
make_mansion_npc). - ↑ mon.c in Omega 0.90.4, line 529 (
make_hiscore_npc). - ↑ site2.c in Omega 0.90.4, line 913 (
l_safe). - ↑ trap.c in Omega 0.90.4, line 11 (
l_trap_siren). - ↑ move.c in Omega 0.90.4, line 397 (
l_portcullis_trap). - ↑ move.c in Omega 0.90.4, line 452 (
l_raise_portcullis).