Draft:Rampart Explorers' Club: Difference between revisions

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补全LOCUS地点及任务人物关联:city-maps
建立法术总览与施法机制,补齐八种侦察探索法术并连接获取和物品入口
 
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=== Northwest streets ===
=== Northwest streets ===
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=== Northeast streets ===
=== Northeast streets ===
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=== Southwest streets ===
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=== Southeast streets ===
=== Southeast streets ===
Line 404: Line 404:
Find the club and read its sign to discover its travel destination. Characters below level 2 are turned away; eligible characters can pay 100 Au to join. There is no alignment or competing-guild restriction. Membership itself does not take a share of guild experience.
Find the club and read its sign to discover its travel destination. Characters below level 2 are turned away; eligible characters can pay 100 Au to join. There is no alignment or competing-guild restriction. Membership itself does not take a share of guild experience.


Joining immediately teaches '''Return'''. Visit again to select '''s''' for the shop or '''l''' to listen for rumors.
Joining immediately teaches '''[[Draft:Return (spell)|Return]]'''. Visit again to select '''s''' for the shop or '''l''' to listen for rumors.


{| class="wikitable"
{| class="wikitable"
! Shop item !! Price !! Use
! Shop item !! Price !! Use
|-
|-
| Magic key || 40 Au || Unlocks a locked, non-secret closed door; the ordinary club key is consumed by a successful use
| [[Draft:Magic key|Magic key]] || 40 Au || Unlocks a locked, non-secret closed door; the ordinary club key is consumed by a successful use
| Torch || 20 Au || Portable illumination while in use
|-
| [[Draft:Torch|Torch]] || 20 Au || Intended illumination; ordinary use has a lighting fault in 0.90.4
|}
|}


Both purchases are fully identified. These are fixed shop offerings, available without waiting for random stock at [[Draft:Knight's Pawn Shop|the pawn shop]].
Both purchases are fully identified. These are fixed shop offerings, available without waiting for random stock at [[Draft:Knight's Pawn Shop|the pawn shop]].
The torch's lighting fault is a source-inspection finding: hand placement does not enable its light effect, and activating a normal unused torch subtracts illumination instead. Fuel still decreases while held. See [[Draft:Torch#Lighting and fuel|Torch]] before relying on the club for light.<ref>{{Source|inv.c|1537|1572}}; {{Source|command2.c|100|125}}; {{Source|itemf1.c|941|952}}; {{Source|aux2.c|310|334}}.</ref>


Listening costs nothing and draws from the game's general hints. The club remembers the hour of the last useful conversation and refuses another while the clock shows that same hour. This is an hour-of-day check, not a rolling sixty-minute cooldown: revisiting at the same hour on a later day can still produce no hint. The initial remembered hour is midnight.<ref name="site1-c-l_club" /><ref name="iinit-h-20-22">{{Source|iinit.h|20|22}}.</ref><ref name="itemf1-c-i_key">{{Source|itemf1.c|628}} (<code>i_key</code>).</ref><ref name="itemf1-c-i_perm_illuminate">{{Source|itemf1.c|941}} (<code>i_perm_illuminate</code>).</ref>
Listening costs nothing and draws from the game's general hints. The club remembers the hour of the last useful conversation and refuses another while the clock shows that same hour. This is an hour-of-day check, not a rolling sixty-minute cooldown: revisiting at the same hour on a later day can still produce no hint. The initial remembered hour is midnight.<ref name="site1-c-l_club" /><ref name="iinit-h-20-22">{{Source|iinit.h|20|22}}.</ref><ref name="itemf1-c-i_key">{{Source|itemf1.c|628}} (<code>i_key</code>).</ref><ref name="itemf1-c-i_perm_illuminate">{{Source|itemf1.c|941}} (<code>i_perm_illuminate</code>).</ref>


== Return ==
== Return ==
Return has a base casting cost of '''10 mana''', modified by the moon like other spells. Knowing it does not bypass the need for mana or the restriction on casting while afraid.
[[Draft:Return (spell)|Return]] has an initial casting cost of '''10 mana''', modified by research and the [[Draft:Spellcasting#Mana cost|moon]]. Knowing it does not bypass the need for mana or the restriction on casting while afraid.


In the current dungeon, Return eventually moves you from a level deeper than the first to '''level 1'''. From level 1, it moves you to the deepest level you have explored in that dungeon. It charges before taking effect, with longer charging in deeper dungeons; it is not an immediate combat escape.
In the current dungeon, Return eventually moves you from a level deeper than the first to '''level 1'''. From level 1, it moves you to the deepest level you have explored in that dungeon. It charges before taking effect, with longer charging in deeper dungeons; it is not an immediate combat escape.


In the countryside, it instead brings you back to the wilderness square '''outside Rampart'''. In the city and other environments that are neither the countryside nor the current dungeon, the completed spell has no travel effect. The club's introductory explanation mentions the dungeon shuttle but leaves out the countryside use.<ref name="spell-c-s_return">{{Source|spell.c|143}} (<code>s_return</code>).</ref><ref name="effect3-c-level_return">{{Source|effect3.c|750}} (<code>level_return</code>).</ref><ref name="aux2-c-minute_status_check">{{Source|aux2.c|186}} (<code>minute_status_check</code>).</ref><ref name="command2-c-downstairs">{{Source|command2.c|546}} (<code>downstairs</code>).</ref>
If it finishes in the countryside, it instead brings you to the wilderness square '''outside Rampart'''. The world-map commands do not include casting: start Return in a local scene and leave for the countryside before its countdown expires. The destination depends on where you are at completion, not where you originally cast. In the city and other scenes that are neither the countryside nor the current dungeon, the completed spell has no travel effect. See the [[Draft:Return (spell)#Charging time|spell's charging rules]] for the delay.<ref name="spell-c-s_return">{{Source|spell.c|143|148}}.</ref><ref name="effect3-c-level_return">{{Source|effect3.c|749|767}}.</ref><ref name="aux2-c-minute_status_check">{{Source|aux2.c|257|269}}.</ref><ref>{{Source|command1.c|255|329}}.</ref>


== Strategy ==
== Strategy ==
For a level-2 character who can cast it, Return gives the 100 Au membership value beyond the club's small shop. It shortens repeat expeditions and the trip home from wilderness travel, while the club's keys and torches cover predictable supply needs.
For a level-2 character who can cast it, Return gives the 100 Au membership value beyond the club's small shop. It shortens repeat expeditions and the trip home from wilderness travel. The club also supplies reliable magic keys, but the torch's lighting fault makes it a poor reason to join solely for illumination.


Check where you are before casting. Return from level 1 sends you downward, not toward the city; from deeper in the dungeon it still leaves you inside on level 1. Begin charging while you can survive the delay, rather than relying on it after a fight has already become unwinnable.
Check where you are before casting. Return from level 1 sends you downward, not toward the city; from deeper in the dungeon it still leaves you inside on level 1. Begin charging while you can survive the delay, rather than relying on it after a fight has already become unwinnable.

Latest revision as of 11:41, 21 September 2026

Omega 0.90.4

The Rampart Explorers' Club is an adventurers' society in Rampart. Membership teaches Return, opens a small equipment shop and provides free rumors. It does not require choosing a martial or magical career.[1]

Location City travel name Membership Opening hours
Random shop site explorers' club Level 2 or higher; 100 Au once All hours

City location

Rampart Explorers' Club has no fixed street address. The four city sectors below show all 64 shuffled building slots as x; only the actual assignment in your game identifies this business. Read its sign and use the article's travel and opening-hour details.

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

00000000001111111111222222222233
01234567890123456789012345678901
00 ################################
01 #...............................
02 #.######.#######..########..##x.
03 #.######.######x..####x###..###.
04 #.x####x........................
05 #.######.######x..#x#..#x#..##x.
06 #.######.#######..###..###..###.
07 #.................###xx###......
08 #..#######..####..########...#x.
09 #.##2#6#5##.x###.###########.##.
10 #..#.....#..###x.#.........#....
11 #.####.####.####.#.###.###.#.##.
12 #..#3...4#.......#.##x.x##.#.#x.
13 #.####.####.##...............##.
14 #....#t#....##...#.##x.x##.#.#x.
15 #................#.###.###.#.##.
16 #.#########.####.#.........#....
17 #.#########.####.#####.#####....
18 #.#########.###x................
19 #.####H.....####.....#B#...G####
20 #.#########.........#####.......
21 #.#########.######..#####.......
22 #.#########.######...###...G####
23 #...............................
24 #"""""""""""""""""""""""""""....
25 #"""""""""""""""""""""""""""....
26 #"".......................""....
27 #"".."""".##########."""".""....
28 #"".."=~1.#==#==#==#.1~=".""....
29 #"".."""".#==#~~#==#."""".""....
30 #"".......#111~~111#......""....
31 #""..""""."..~~~~.."."""".""....

Northeast streets

33333333444444444455555555556666
23456789012345678901234567890123
00 ################################
01 ...............................#
02 ...x##.#########..###.###.###..#
03 "".###.#########..#######.##x..#
04 "".....#########..#######.###..#
05 "".###.####........####s.......#
06 "".x##.###C.......#######.###..#
07 "".....###C.......#######.###..#
08 "".x##.####.......###.###.#x#..#
09 "".###.#########...............#
10 "".x##.#########...............#
11 "".....#########..##....##...#.#
12 "".##.............###MM###..##.#
13 "".##..######..##..######..#x#.#
14 "".x#..#####x..###..####..####.#
15 "".##..######........##..#####.#
16 ...##..######.######....####x..#
17 ##.....######.#####x#..#x###.###
18 ##...........................#G#
19 ##############################G#
20 ...............................X
21 ...............................X
22 ##############################G#
23 .............................#G#
24 ...###########.###.#############
25 ...#####x#####.###.#####x#####.#
26 ...............................#
27 ...######..#######.##x.##x.##x.#
28 ...x#####..##x#x##.###.###.###.#
29 ...######......................#
30 ...######..#####...##...##.###.#
31 ...........#####x#.##...##.....#

Southwest streets

00000000001111111111222222222233
01234567890123456789012345678901
32 #""..""""."""1..1"""."""".""....
33 #"".......................g.....
34 #"".#.""""""""""""""""""""""....
35 #"#y#"m"""""""""""""""""""""....
36 #"#-#"."...".....".".."...""....
37 #"#.#"..."."."-".".?".""".""....
38 #"#u#"""""."."?"."."."..".""....
39 #"#.#".......""".""".""...""....
40 #"#.#"-"""""."....."".""".""....
41 #"#-#"?".....".""""""?..".""....
42 #"#.#"""."."""."""""""".".""....
43 #"#.#"..."..?".""O?.....".""....
44 #"#u#"-"""""""."""""""""".""....
45 #"#.#"?..?""."."""""".".".""....
46 #"#.#""""">?"-......."."?.""....
47 #"#.#"""""""""""""""""""""""....
48 #"#u#######################"....
49 #"#.....-.....u-1-$U$U$U$U#"....
50 #"#########################"....
51 #"""""""""""""""""""""""""""....
52 #.####~~~~~~~~~~~~~~~~~~####....
53 #.####:#####################....
54 #.###:###:#^################....
55 #.##:###:#^#v#!!!!!!########....
56 #..#:##:####D#!!!!!!####c.......
57 #..#^#!#####V!!!!!!!####c.......
58 #.###:######!!!!!!!!########....
59 #.##########################....
60 #.##########################....
61 #.####..................####....
62 #...............................
63 ################################

Southeast streets

33333333444444444455555555556666
23456789012345678901234567890123
32 ...#######......##.####.##x###.#
33 ...x######.#x##....####.####x#.#
34 ...#######.####.##.##x#.....##.#
35 ...x######.x###.##..........##.#
36 ...#######.####....######...##.#
37 ...................######.####.#
38 ...###......###.##........##x#.#
39 ...x##.####.###.##.#x##x#...##.#
40 ...###.x###........######...##.#
41 .......####.#x##x#.######.#.##.#
42 ...###......######........#....#
43 ...x##.####.....##.##.###.#.##.#
44 ...###.####.###.#x.#x.###...##.#
45 ...x##......###.......##x##.##.#
46 ...###..####x##.##.##.#####.##.#
47 ........####...................#
48 ...###.......##..###.#######.#.#
49 ...###..####.##..###.####x##.#.#
50 ...##x##h###.##..#h#.###..##.#.#
51 ...............................#
52 ...##*##*##*##.....######......#
53 ...##*##*#*###...###....###....#
54 ...##T#T#T#T##..###..##..###...#
55 ...##|#|#|#|##..##..####..##...#
56 ...##R#R#R#R##..##..####..##...#
57 ...##.......##..###..##..###...#
58 ...####GJG####..####....####...#
59 .................####..####....#
60 ...####GPG####.....##AA##......#
61 ...#####:#####.................#
62 ...####GjG####.................#
63 ################################

Map key

Key Meaning
! Concealed alarm and treasure
" Hedge
# Wall
$ Treasure pile
* Weak wall
- Closed door
. Floor or open ground
1 Statue
2 Odin altar
3 Set altar
4 Athena altar
5 Hecate altar
6 Destiny altar
: Concealed passage
: Concealed passage
= Enchanted pool
> Sewer stairs
? Random maze encounter
A Coliseum
B Bank and ATM
C Collegium Magii
D Time-lock barrier, initially a wall
G Guard post
H Orphanage and Hospice
J Gaol
M Legion of Destiny
O Oracle
P Order of Paladins
R Portcullis release
T Portcullis trigger
U Greater undead
V Inner vault and treasure
X City gates
^ Concealed trap
c Castle audience
g Botanical Gardens
h Fixed ordinary house
j Justiciar's office
m Hedge maze entrance
s Circle of Sorcerors
t Pantheon
u Lesser undead
v Vault approach
x Shuffled shop or residence candidate
y City Cemetery
| Portcullis, initially raised
~ Ordinary water

The x markers are candidates, not 64 copies of this shop. Two h sites are always ordinary houses and are not shop candidates. Maze layout 1 supplies context in the southwest; other layouts do not change the building slots. See the full city map for a continuous view.

[2]

Membership and services

Find the club and read its sign to discover its travel destination. Characters below level 2 are turned away; eligible characters can pay 100 Au to join. There is no alignment or competing-guild restriction. Membership itself does not take a share of guild experience.

Joining immediately teaches Return. Visit again to select s for the shop or l to listen for rumors.

Shop item Price Use
Magic key 40 Au Unlocks a locked, non-secret closed door; the ordinary club key is consumed by a successful use
Torch 20 Au Intended illumination; ordinary use has a lighting fault in 0.90.4

Both purchases are fully identified. These are fixed shop offerings, available without waiting for random stock at the pawn shop.

The torch's lighting fault is a source-inspection finding: hand placement does not enable its light effect, and activating a normal unused torch subtracts illumination instead. Fuel still decreases while held. See Torch before relying on the club for light.[3]

Listening costs nothing and draws from the game's general hints. The club remembers the hour of the last useful conversation and refuses another while the clock shows that same hour. This is an hour-of-day check, not a rolling sixty-minute cooldown: revisiting at the same hour on a later day can still produce no hint. The initial remembered hour is midnight.[1][4][5][6]

Return

Return has an initial casting cost of 10 mana, modified by research and the moon. Knowing it does not bypass the need for mana or the restriction on casting while afraid.

In the current dungeon, Return eventually moves you from a level deeper than the first to level 1. From level 1, it moves you to the deepest level you have explored in that dungeon. It charges before taking effect, with longer charging in deeper dungeons; it is not an immediate combat escape.

If it finishes in the countryside, it instead brings you to the wilderness square outside Rampart. The world-map commands do not include casting: start Return in a local scene and leave for the countryside before its countdown expires. The destination depends on where you are at completion, not where you originally cast. In the city and other scenes that are neither the countryside nor the current dungeon, the completed spell has no travel effect. See the spell's charging rules for the delay.[7][8][9][10]

Strategy

For a level-2 character who can cast it, Return gives the 100 Au membership value beyond the club's small shop. It shortens repeat expeditions and the trip home from wilderness travel. The club also supplies reliable magic keys, but the torch's lighting fault makes it a poor reason to join solely for illumination.

Check where you are before casting. Return from level 1 sends you downward, not toward the city; from deeper in the dungeon it still leaves you inside on level 1. Begin charging while you can survive the delay, rather than relying on it after a fight has already become unwinnable.

References