Difference between revisions of "Roulette of Golubria"

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The '''Roulette of Golubria''' is a chaotic, [[Abyss]]-themed [[Wizard Laboratory]].
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{{flavour|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.}}
  
According to the in-source header, “''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 [[transporter]]s.
  
 
==Layout==
 
==Layout==
This wizlab has several sections: a static abyss-like random spray of walls and floor, several disconnected chambers that surround the edges of the vault, and a central chamber that concludes the vault. The first section is entered from an enclosed, threat-less chamber via teleporter, and the second from a door into a randomly-chosen chamber. From there, there are complex [[teleporter]] chains. There are three sets of teleporters, shown here in their default position as they correspond to the map’s chambers (inside grid teleport locations from teleporters on outside ring, and with 9 having 7 / 3 outward teleporters):
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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):
 
<pre>
 
<pre>
 
  2 8 4 9
 
  2 8 4 9
Line 17: Line 19:
 
  4 8 3 7
 
  4 8 3 7
 
</pre>
 
</pre>
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 teleporter goes to the teleporter 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 teleporters 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 teleporter rotation correspondence) along with what it would look like outside of said knowledge:
+
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:
 
<pre>
 
<pre>
 
  4 2 7 5        1 2 3 4
 
  4 2 7 5        1 2 3 4
Line 29: Line 31:
 
  4 1 6 8        1 6 8 7  
 
  4 1 6 8        1 6 8 7  
 
</pre>
 
</pre>
Despite such complicated rules, all chambers are still reachable (eventually) from all other chambers, so brute force will work for fully exploring the vault. Such knowledge is unnecessary short of optimizing vault exploration.
+
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 [[Wall|metal, stone, crystal, or rock,]] with selective translucent stone windows and random [[Dungeon_features#Deep_water|deep water]] floor squares. The central chamber contains pre-identified [[teleport trap|teleport traps]] with translocational energy cloud generators under them, and exits are placed in the central chamber, one random surrounding chamber, and the starting room. The level [[Teleport_control#-cTele|blocks teleport control]], and no rock is used on the borders of each chamber, but use of [[Lee%27s Rapid Deconstruction]] on crystal walls can skip the teleporter chain sequence.
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Walls randomly consist of [[Wall|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 trap|teleport]] or [[dispersal trap]]s that spew [[cloud]]s 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.
  
 
==Monsters==
 
==Monsters==
Unlike most wizlabs (outside of the [[Tomb of Doroklohe]]), this map uses a very wide range of monsters. Each chamber has a group consisting of 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 explicit chance for [[distortion]] (3) and otherwise darts 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-residing threat (6).  
+
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 [[boomerang]]s of [[dispersal (brand)|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.)
 
  
The central chamber contains a [[silver statue]] in a cage of [[Wall#Iron_Grate|grates]] and one or two [[eldritch tentacle|eldritch tentacles]]. Since the silver statue can summon [[common demon|many demons]] to surround the player while the tentacles will move into any gaps created in the grates and have extreme [[Chaos]]-branded melee, a dilemma is created between gathering the loot without freeing the eldritch tentacles or fighting both targets. It should be noted that silver statues cannot [[see invisible]], are vulnerable to [[wand of disintegration]] and [[Lee%27s Rapid Deconstruction]] (the latter of which can pass by the grates freely), and are nullified by [[Aura of Abjuration]]. Even without any of these aides, Haste, [[Apportation]], and selective gathering can decently deal with the demon summons, though there is a decent chance for mutations and/or item destruction. If one frees the eldritch tentacles, it is also worth noting that as tentacles with an immobile source that one can stay out of their five-tile range with care, and hit them from a distance with irresistible damage or summons.
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(Of minor note is that the random monster list also contains a spread of such monsters, for use by both [[boggart]]s and [[shadow demon]]s within the vault.)
  
 
Monster set definitions (refer to the map below):
 
Monster set definitions (refer to the map below):
*''1'': (28% chance) [[spatial vortex]], (40%) [[blink frog]], (12%) [[insubstantial wisp]], or (20%) nothing. There are sixteen of these, with two per surrounding chamber.
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*'''''1'' (Translocation monsters):''' [[Spatial vortex]] (31.82%), [[blink frog]] (45.55%), or nothing (22.73%). There are sixteen of these, with two per outer chamber.
*''2'': (33.33% chance each) [[boggart]], [[wizard]], (16.67% chance each) [[deep elf summoner]], or [[rakshasa]], each without a weapon but a 57.14% chance for a stack of [[Dispersal_(brand)|darts of dispersal]], 14.29% chance for ordinary darts, and a 28.57% chance for nothing extra. There are three 75% chances to place them within the random surrounding chambers.
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*'''''2'' (Unarmed spellcasting monsters):''' [[Boggart]] (33.33%), [[Wizard (monster)|wizard]] (33.33%), [[deep elf knight]] (16.67%), or [[rakshasa]] (16.67%). Each comes without a weapon, but has a 57.14% chance to carry [[boomerang]]s of [[dispersal (brand)|dispersal]], 14.29% chance for ordinary boomerangs, and a 28.57% chance for nothing extra. There are three 75% chances to place them within the outer chambers.
*''3'': (50% chance) wizard, (25% chance each) rakshasa, or boggart, with a 62.5% chance of [[distortion]] brand and 37.5% chance of [[vorpal]] brand on an equal chance for a whip, a spear, or a dagger. They also are guaranteed darts of dispersal. There are two 20% chances and three 8.33% chances to place one of these specifically-equipped monsters in the random surrounding chambers.
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*'''''3'' (Armed spellcasting monsters):''' Wizard (50%), rakshasa (25%), or boggart (25%). Each is armed with a [[whip]], [[spear]], or [[dagger]]; their weapons have a 62.5% chance of a [[distortion]] brand; otherwise, they will have a [[vorpal]] brand. They also are guaranteed to carry boomerangs of dispersal. There are two 20% chances and three 8.33% chances to place one of these better-equipped monsters in the outer chambers.
*''0'' and ''4'': Can be (13.64% chance each) [[thrashing horror]], [[skeleton]], [[ugly thing]], (11.36% each ) [[lesser demon]], (6.82% each) [[large abomination]], [[small abomination]], (4.54% each) [[hellwing]], [[orange demon]], [[hell hound]], (2.27% chance each) [[chaos spawn]], [[red devil]], [[mana viper]], [[fire elemental]], or [[air elemental]]. Ten of these place in the map, one per surrounding chamber for six surrounding chambers and four of the eight evenly-spaced monsters in the initial abyss-like section.
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*'''''0'' and ''4'' (lesser Abyss-dwellers A):''' Can be (13.64% chance each) [[thrashing horror]], [[skeleton]], [[worldbinder]]; (11.36% each ) [[lesser demon]]; (6.82% each) [[large abomination]], [[small abomination]]; (4.54% each) [[hellwing]], [[orange demon]], [[ice devil]], [[hell hound]]; (2.27% chance each) [[unseen horror]], [[freezing wraith]], [[chaos spawn]], [[red devil]], [[mana viper]], [[fire elemental]], or [[air elemental]]. Ten of these place in the map, one each for six of the outer chambers and four of the eight evenly-spaced monsters in the initial Abyss-like ring.
*''5'' and ''9'': (12.77% Chance) [[tentacled starspawn]], (8.51%) [[ancient zyme]], (4.26%) [[ynoxinul]], [[smoke demon]], [[sixfirhy]], [[demonic crawler]], [[raiju]], [[lurking horror]], [[water elemental]], [[very ugly thing]], [[List_of_draconians|base draconian]], [[guardian serpent]], [[brain worm]], [[shadow wraith]], [[flaming corpse]], [[giant orange brain]], (2.13%) [[sun demon]], [[efreet]], [[soul eater]], [[hell knight]], [[vapour]], [[earth elemental]], [[eidolon]], anaconda skeleton, [[great orb of eyes]]. Four are guaranteed to place in the initial entry ring, plus two in the surrounding chambers. After that, there are two 40% chances and three 16.67% chances to place more in the surrounding chambers.
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*'''''5'' and ''9'' (lesser Abyss-dwellers B):''' (13.95% Chance) [[tentacled starspawn]], (9.30%) [[ancient zyme]], (4.65%) [[ynoxinul]], [[smoke demon]], [[sixfirhy]], [[demonic crawler]], [[raiju]], [[lurking horror]], [[water elemental]], [[ugly thing]], [[List_of_draconians|any base draconian]], [[guardian serpent]], [[shadow wraith]], [[glowing orange brain]], (2.33%) [[sun demon]], [[efreet]], [[soul eater]], [[hell knight]], [[earth elemental]], [[eidolon]], [[anaconda]] skeleton, [[great orb of eyes]]. Four are guaranteed to place in the initial entry ring, plus two in the outer chambers. After that, there are two 40% chances and three 16.67% chances to place more in random outer chambers.
*''6'': Can be a (16.67% chance) [[starcursed mass]], (11.11% chance each) [[tentacled monstrosity]], [[draconian shifter]], [[apocalypse crab]], (5.56% chance each) [[cacodemon]], [[shadow demon]], [[blizzard demon]], [[reaper]], [[angel]], (2.78% chance each) [[executioner]], [[balrug]], [[hellion]], [[tormentor]], [[lorocyproca]], [[lich]], [[profane servitor]], or [[death drake]]. One is guaranteed to be in a random surrounding chamber, and there are two 40% chances to place another in random surrounding chambers.
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*'''''6'' (greater Abyss-dwellers):''' Can be a (16.67% chance) [[starcursed mass]], (11.11% chance each) [[tentacled monstrosity]], [[draconian shifter]], [[apocalypse crab]], (5.56% chance each) [[cacodemon]], [[shadow demon]], [[blizzard demon]], [[reaper]], [[angel]], (2.78% chance each) [[executioner]], [[balrug]], [[hellion]], [[tormentor]], [[lorocyproca]], [[lich]], [[profane servitor]], or [[death drake]]. One is guaranteed to be in one of the outer chambers, and there are two 40% chances to place another in random outer chambers.
 +
 
 +
===Central chamber===
 +
The central chamber contains an [[obsidian statue]] in an open structure of [[Wall#Iron_Grate|grates]] and one or two [[eldritch tentacle]]s. 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.
  
== Rewards ==
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Alternatively, a [[potion of haste]], [[Apportation]], and judicious gathering can let one abscond with the majority of the treasure before getting overwhelmed.
There are many potential loot items, themed around translocations and Abyss escape aides, scattered between each surrounding chamber and the central chamber. Some of these include: [[scroll of blinking]], [[scroll of teleportation]], [[ring of teleportation]], [[ring of teleport control]], [[book of Spatial Translocations]], [[book of the Warp]]. The center chamber has several [[Cloak#Egos|ego]], [[randart]], and even unrand cloaks (the [[Cloak of Flash]], the [[Cloak of Starlight]], and the [[Cloak of the Thief]]), as a reference to the spell [[Shroud of Golubria]].
+
 
 +
==Rewards==
 +
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]], [[ring]]s, [[spellbook]]s ([[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 [[cloak]]s that may be [[artefact]]s 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.
  
 
== Source ==
 
== Source ==
Walls are cC, glass is E, monsters are on 0-9 as written out above. Teleporters 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.
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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.<ref>{{source ref|0.28.0|dat/des/portals/wizlab.des|1420}}</ref>
[[http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/portals/wizlab.des;hb=7225c62f196562aaa461aaba55639fb25dfc82fc#l1574|0.14.1 source link.]]
 
 
<pre>
 
<pre>
 
MAP
 
MAP
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Xcaaaa""aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX
 
Xcaaaa""aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX
 
Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX
 
Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX
XcccO...ccc-'---'CC'````mmm````'CC'---+..[.BBB..qEXXnnnnnX
+
XcccO...ccc-'---'CC'````m`m````'CC'---+..[.BBB..qEXXnnnnnX
 
Xcc......1cc-'-'-'CC'``mm7mm```CC'-'-'c.....2B...EXXnA.AnX
 
Xcc......1cc-'-'-'CC'``mm7mm```CC'-'-'c.....2B...EXXnA.AnX
Xc.........cc-4G--(nn``m787m``nn(--G4-cc.........cXXn...nX
+
Xc.........cc-4G--(nn```787```nn(--G4-cc.........cXXn...nX
 
XE...B2.....c'-'-'CC'``mm7mm```CC'-'-'-cc1......ccXXnA.AnX
 
XE...B2.....c'-'-'CC'``mm7mm```CC'-'-'-cc1......ccXXnA.AnX
XEu..BBB.[..+---'CC'````mmm````'CC'---'-ccc...TcccXXnnnnnX
+
XEu..BBB.[..+---'CC'````m`m````'CC'---'-ccc...TcccXXnnnnnX
 
Xc...B0....cc'---'C''`````````'^C'----'-aaccnnccacXXXXXXXX
 
Xc...B0....cc'---'C''`````````'^C'----'-aaccnnccacXXXXXXXX
 
Xcc......1cc-'--'CCCC`````````CCCC'--'--aaa""aaaacXX
 
Xcc......1cc-'--'CCCC`````````CCCC'--'--aaa""aaaacXX
Line 110: Line 121:
  
 
==History==
 
==History==
* The Roulette of Golubria was added in [[0.11|0.11-be3ef029]].
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* 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.
* Prior to [[0.14|0.14-9ae1ffb6]], the wizlab contained 12 surrounding chambers instead of 9. The teleporter rotational rules were roughly the same, except sets contained four chambers each rather than three.
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* [[Brain worm]]s were removed in [[0.18]].
* In [[0.15|0.15-cc8d26d1]], 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.
+
* 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]].
 +
 
 +
==References==
 +
<references />

Latest revision as of 05:09, 26 February 2022

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.

Layout

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.

Monsters

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.

Rewards

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.

Source

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]

MAP
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Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX
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Xcaaaaaaaaa-'----'C'@C'`'n'`'C@'C'----'-ccc...HcccXX
Xcaaaa""aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX
Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX
XcccO...ccc-'---'CC'````m`m````'CC'---+..[.BBB..qEXXnnnnnX
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History

  • 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.

References