Difference between revisions of "Passage of Golubria"

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'''Passage of Golubria''' is a level 4 [[Translocations]] spell which creates a wormhole, allowing instantaneous passage between two points. When cast, you select a target tile within your [[line of sight]]. Two portals are immediately created; one will be near you, and the other will be on or near the selected tile.
 
'''Passage of Golubria''' is a level 4 [[Translocations]] spell which creates a wormhole, allowing instantaneous passage between two points. When cast, you select a target tile within your [[line of sight]]. Two portals are immediately created; one will be near you, and the other will be on or near the selected tile.
  
Entering one portal immediately teleports you to another portal, destroying the entry portal in the process. (The destination portal remains and is useable if there are any other existing portals; otherwise, it is inert.)
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Entering one portal immediately teleports you to another portal, noisily destroying the entry portal in the process. The destination portal remains and is useable if there are any other existing portals; otherwise, it is inert.
  
Each casting creates two ''additional'' portals, and when there's more than one possible destination, one is randomly selected to serve as a destination. This makes it difficult to use the spell with any degree of precision after its first use, though existing portals do deteriorate rather quickly (30-50 turns, regardless of [[spell power]]).
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Each casting creates two ''additional'' portals, and when there's more than one possible exit portal, one is randomly selected to serve as a destination. This makes it difficult to use the spell with any degree of precision after its first use, though existing portals do deteriorate rather quickly (30-50 turns, regardless of [[spell power]]).
  
 
This is not an authentic teleport, so it won't be blocked by [[stasis]]. Nevertheless, casting Passage of Golubria on any floor that blocks [[teleport control]] (eg, [[Elven Halls]]:3, [[the Abyss]]) will cause the spell to fail:
 
This is not an authentic teleport, so it won't be blocked by [[stasis]]. Nevertheless, casting Passage of Golubria on any floor that blocks [[teleport control]] (eg, [[Elven Halls]]:3, [[the Abyss]]) will cause the spell to fail:
 
{{crawlquote|A powerful magic interferes with the creation of the passage.}}
 
{{crawlquote|A powerful magic interferes with the creation of the passage.}}
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Also, a portal will never form over [[shallow water|shallow]] or [[deep water]], [[lava]], [[stairs]], [[altar]]s, [[open door]]s, or any other dungeon feature. Only empty ground tiles will do.
  
 
==Strategy==
 
==Strategy==
The portals operate on monsters also: used carefully, they can be used as traps to slow the progress of a pursuing horde.
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As this spell ignores stasis, [[formicid]]s can use this as one of the few methods for "blinking," although it requires significantly more time to set up.
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The spell is not entirely silent; any portal that is entered or allowed to dissipate will make a modest amount of noise. Creating portals or exiting from a portal ''is'' silent, however, so feel free to use this to help close the distance to an enemy with fewer turns spent in its line of sight. Just be sure that your entrance portal is some distance away and preferably behind a door or wall.
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Monsters will enter your portals as well, if they're dumb enough or if there's no alternate route between you and them. This allows you to create traps and separate bands of enemies. In areas with lots of lava or deep water, you may be able to strand dangerous enemies on islands or on the opposite side of a river, effectively preventing their pursuit.
  
 
==History==
 
==History==
 
Prior to [[0.10]] only one set of gateways could exist at one time.
 
Prior to [[0.10]] only one set of gateways could exist at one time.

Revision as of 16:11, 7 January 2015

Version 0.15: This article may not be up to date for the latest stable release of Crawl.
Passage of golubria.png Passage of Golubria
Level 4
School1 Translocation
Source(s)
Casting noise 3
Spell noise 0 (8 when the portal closes)
This spell opens two gateways (one always near the caster), which allow instantaneous transport to random other open gateways to any creature entering them. There is no limit to the number of gateways that can be open at one time, but a gateway will close when entered or after a moderate amount of time.

Passage of Golubria is a level 4 Translocations spell which creates a wormhole, allowing instantaneous passage between two points. When cast, you select a target tile within your line of sight. Two portals are immediately created; one will be near you, and the other will be on or near the selected tile.

Entering one portal immediately teleports you to another portal, noisily destroying the entry portal in the process. The destination portal remains and is useable if there are any other existing portals; otherwise, it is inert.

Each casting creates two additional portals, and when there's more than one possible exit portal, one is randomly selected to serve as a destination. This makes it difficult to use the spell with any degree of precision after its first use, though existing portals do deteriorate rather quickly (30-50 turns, regardless of spell power).

This is not an authentic teleport, so it won't be blocked by stasis. Nevertheless, casting Passage of Golubria on any floor that blocks teleport control (eg, Elven Halls:3, the Abyss) will cause the spell to fail:

A powerful magic interferes with the creation of the passage.

Also, a portal will never form over shallow or deep water, lava, stairs, altars, open doors, or any other dungeon feature. Only empty ground tiles will do.

Strategy

As this spell ignores stasis, formicids can use this as one of the few methods for "blinking," although it requires significantly more time to set up.

The spell is not entirely silent; any portal that is entered or allowed to dissipate will make a modest amount of noise. Creating portals or exiting from a portal is silent, however, so feel free to use this to help close the distance to an enemy with fewer turns spent in its line of sight. Just be sure that your entrance portal is some distance away and preferably behind a door or wall.

Monsters will enter your portals as well, if they're dumb enough or if there's no alternate route between you and them. This allows you to create traps and separate bands of enemies. In areas with lots of lava or deep water, you may be able to strand dangerous enemies on islands or on the opposite side of a river, effectively preventing their pursuit.

History

Prior to 0.10 only one set of gateways could exist at one time.