Draft:Rampart Explorers' Club

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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

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 Portable illumination while in use

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

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][2][3][4]

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.[5][6][7][8]

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.

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