Roulette of Golubria

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Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Golubria's fascination with translocations led him to warp out a sub-realm of the Abyss into his own translocations playground, with some nasty and wild security systems built in to defend his many assorted possessions.

The Roulette of Golubria is a chaotic, Abyss-themed Wizard Laboratory consisting of several enclosed chambers linked by transporters.


This wizlab has several sections. Players first enter in an enclosed, threatless chamber that contains a transporter that leads to a ring of broken, Abyss-like terrain patrolled by a few Abyssal monsters. Note that while this terrain may resemble the Abyss, it is static and will not shift over time. This ring surrounds an enclosed central chamber that contains the majority of the level's loot, and is surrounded in turn by a ring of eight outer chambers. Both the outer and inner chambers have sections of transparent stone walls that allow players to see the monsters and items within them.

The majority of travel in the Roulette of Golubria is done via transporter; one outer chamber will have a door granting access, but the rest can only be reached by using transporters. There are three sets of transporters, shown here in their default position as they correspond to the map’s chambers (inside grid teleport locations from transporters on outside ring, and with 9 having 7 / 3 outward transporters):

 2 8 4 9
6\  |  /5
  8 1 2 
1       1
 -7 9 3-
5       6
  6 5 4
9/  |  \2
 4 8 3 7

147 make one set, 258 another, and 369 the third. Sets 147 and 258 are randomly rotated clockwise (thus producing potential arrangements 714 or 471 plus 825 or 582). Before these set rotations, every clockwise / counter-clockwise transporter goes to the transporter 3 plus from the base or 2 minus from the base (so, 1 links to 8 and 4, 2 to 7 and 5, etc), though which of these goes in which direction has a 50% chance to be flipped per set (and the ninth chamber places its transporters completely randomly). On top of this, the map can be mirrored or rotated before it is placed (though with its rotational symmetry and starting placement, this is still derivable). An example result (with the base rotated 90 degrees clockwise, the 147 set rotated clockwise once, the 258 set rotated clockwise twice, and the 258 set flipping the outward transporter rotation correspondence) along with what it would look like outside of said knowledge:

 4 2 7 5        1 2 3 4
9\  |  /9      9\  |  /9
  6 4 2          8 1 2  
6       5      8       4
-8 9 7-        -7 9 3- 
2       1      2       6
  1 3 5          6 5 4  
8/  |  \3      7/  |  \5
 4 1 6 8        1 6 8 7 

Despite such complicated rules, all chambers are still reachable from all other chambers, so brute-force experimentation will eventually allow one to fully explore the laboratory. Such knowledge is unnecessary short of optimizing vault exploration.

Walls randomly consist of metal, stone, crystal, or rock, with selective translucent stone windows and random tiles of deep water. The central chamber contains a section of iron grates surrounding an altar to Lugonu, as well as teleport or dispersal traps that spew clouds of translocational energy. Exits are placed in the central chamber, one random outer chamber, and the entry chamber. No rock walls are used in the borders of individual chambers, but use of Shatter or Fedhas's Overgrow ability can be used to bypass the transporter chain sequence.


Unlike most wizlabs, this map uses a very wide range of monsters. Each chamber has a group consisting of members from several sets: one abyss-like native (the list under 4 and 5), one monster directly linked to translocation (1), and a vaguely-themed casting monster with a minor chance of carrying a weapon of distortion (3) or else boomerangs of dispersal (2). The last of these can be randomly replaced with a version of the monster equipped with an explicit chance of distortion, or (at least once) a much higher-tier Abyss-themed or Abyss-dwelling threat (6).

(Of minor note is that the random monster list also contains a spread of such monsters, for use by both boggarts and shadow demons within the vault.)

Monster set definitions (refer to the map below):

Central chamber

The central chamber contains an obsidian statue in an open structure of grates and one or two eldritch tentacles. Since the obsidian statue can flood players with demons while the tentacles reach out with their extreme chaos-branded melee attacks, successfully retrieving the loot is easier said than done.

It should be noted that obsidian statues are vulnerable to Lee's Rapid Deconstruction (which can be targeted through the grates). While the eldritch tentacle has enough AC to reliably shrug off shrapnel damage, every little bit helps. It is also worth noting that the tentacles can only reach out to five tiles away; canny fighters can stand back and hit them from a distance with irresistible damage or summons.

Alternatively, a potion of haste, Apportation, and judicious gathering can let one abscond with the majority of the treasure before getting overwhelmed.


There are several loot items scattered about, many themed around Translocations and Abyss escape aides. The outer chambers may contain an item or two, but the bulk of the loot will be in the central chamber. Some of these include: scroll of blinking, scroll of teleportation, rings, spellbooks (There-And-Back Book, Book of Displacement, or an artefact spellbook with a Translocations focus), or a manual of Translocations. The center chamber has an array of such items; as a reference to the spell Shroud of Golubria, it also includes several high-quality cloaks that may be artefacts or even unrandart cloaks (such as the Cloak of Starlight or the Cloak of the Thief).

You also have a decent chance to grab a weapon of distortion off of one of the enemies within the Roulette, should you desire one.

Should you desire to worship Lugonu, there is an altar placed under the obsidian statue in the central chamber as well as a decent chance of others showing up throughout the roulette.


Walls are cC, glass is E, monsters are on 0-9 as written out above. Transporters are on O-W, }) which link to corresponding spots o-w, {( [&@ having a special randomized relationship]. a and - are randomly floor, wall, or water, B is randomly wall or floor, and ‘. are always floor.[1]



  • In previous versions, the obsidian statue and eldritch tentacles in the central chamber were completely enclosed in iron grates, forcing players to choose between fighting them or just trying to escape with the loot.
  • Brain worms were removed in 0.18.
  • In 0.16 Obsidian statues replaced Silver statues, which had previously occupied the center.
  • In 0.15, the grates were removed due to changes in how silver statues work: thus, by default, the tentacles are free to attack, while silver statues no longer directly surround per summon but are resistant to disintegration.
  • Prior to 0.14, the wizlab contained 12 surrounding chambers instead of 9. The transporter rotational rules were roughly the same, except sets contained four chambers each rather than three.
  • The Roulette of Golubria was added in 0.11.