Draft:Rampart Explorers' Club
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
Northeast streets
Southwest streets
Southeast streets
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.
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 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.
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.[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
- ↑ 1.0 1.1 site1.c in Omega 0.90.4, line 235 (
l_club). - ↑ 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.
- ↑ inv.c in Omega 0.90.4, lines 1537–1572; command2.c in Omega 0.90.4, lines 100–125; itemf1.c in Omega 0.90.4, lines 941–952; aux2.c in Omega 0.90.4, lines 310–334.
- ↑ iinit.h in Omega 0.90.4, lines 20–22.
- ↑ itemf1.c in Omega 0.90.4, line 628 (
i_key). - ↑ itemf1.c in Omega 0.90.4, line 941 (
i_perm_illuminate). - ↑ spell.c in Omega 0.90.4, line 143 (
s_return). - ↑ effect3.c in Omega 0.90.4, line 750 (
level_return). - ↑ aux2.c in Omega 0.90.4, line 186 (
minute_status_check). - ↑ command2.c in Omega 0.90.4, line 546 (
downstairs).