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.
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'''Passage of Golubria''' is a level 4 [[Translocations]] spell which creates a wormhole, allowing instantaneous passage between two points.  
  
Entering one portal immediately teleports you to another portal, noisily destroying the entry portal in the process. The destination portal remains and is usable if there are any other existing portals; otherwise, it is inert.
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==Useful Info==
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When cast, you select a target tile within range. Two portals are immediately created: one within 2 tiles of your location, one within 2 tiles of the targeted tile. Portals can only form on ground tiles; [[shallow water|shallow]] or [[deep water]], [[lava]], [[stairs]], [[altar]]s, [[door]]s (closed or open), [[trap]]s, or any other dungeon feature are ineligible.<ref>The portals are technically considered traps, so they can only generate where traps can.</ref> There must be at least one valid spot for both portals to spawn.  
  
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 (30-49 turns<ref>{{source ref|0.25.0|traps.cc|104}}</ref>, regardless of [[spell power]]). All portals disappear when you leave the level.
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Entering a portal's tile (if on top of one, use '''<''' or '''>''') will immediately teleport you to another portal, noisily destroying the entry portal in the process. The destination portal remains - it can be used if there are other portals. Since each casting creates two ''additional'' portals, casting PoG multiple times will leave you with 3+ portals. In this case, the destination tile is randomly chosen. Monsters can enter portals, if the portal is in their path; they won't explicitly try to enter portals.
  
A portal will only form on ground tiles; [[shallow water|shallow]] or [[deep water]], [[lava]], [[stairs]], [[altar]]s, [[door]]s (closed or open), or any other dungeon feature are inelgible. A portal can be formed on tiles with [[cloud]]s or [[stash]]es; in the former case, its location will not be obvious (use '[[X]]' to examine the map and locate it). A portal can even form underneath the player, requiring him to enter it with '''<''' or '''>'''.
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Portals last for 10-19 turns; this does not depend on [[spell power]].<ref>{{source ref|0.31-b1|traps.cc|93}}</ref> Portals also expire if you leave the floor.
 
 
This is not an authentic teleport, so even [[Formicid]]s can use it as a makeshift [[Blink]] with enough time to prepare.
 
 
   
 
   
On any level of the [[Realm of Zot]], or while holding the [[Orb of Zot]], the Passage will be less accurate and expire more quickly. It is completely unusable in the [[Gauntlet]].
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This spell is completely unusable in the [[Gauntlet]]. However, Passage of Golubria is not considered a teleport, so [[Formicid]]s can use portals normally.
  
 
==Strategy==
 
==Strategy==
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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A good escape spell, if you have decent power, and if you use it proactively. You get to control the direction of the portals. Even if the exact location isn't precise, getting 4-5 tiles of distance can make it ''much'' easier to escape. But it isn't perfect. Monsters may step in a portal, and sometimes either the entry or destination portal won't be in a great location (monsters in the way of the entry portal, for instance).  
  
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.
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As mentioned, it's best to use the portal proactively; cast this spell before entering a dangerous fight. That way, you don't waste time casting mid-battle, and know the destination before things get dangerous.
  
As an escape spell, be careful when casting more than once. If, say, you are running away while a horde is in fast pursuit, an immediate second casting of the spell has a 50% chance of delivering you right back where you were, with the horde now interposed between yourself and your original destination. On the other hand, if you have run 20 tiles after the first use, being blinked to your original site might not be an unwanted outcome.
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The destination portal lasts after you use a passage, so watch out if you're casting it more than once. An immediate second cast has a 50% chance of delivering you to the entry portal. Thankfully, you can use '''>''' to enter the portal you're on, so this just means you lose a turn. You can also use this property to your advantage:
 
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*You can "juke" enemies; cast Passage once, run away for a bit, then cast it again to go back to the first portal. Since enemies will be traveling towards the second location, going back to the original location can let you get away.
==History==
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*You can mess with [[teleport]]s. Cast a passage, then teleport. If you want to go back, cast it again, and you'll likely end up at the pre-teleport destination. Note the very short duration.
*Prior to [[0.25]], this spell did not function at all in the [[Realm of Zot]].
 
*Prior to [[0.19]], this spell functioned in the Realm of Zot.
 
*Prior to [[0.10]], only one set of gateways could exist at one time.
 
  
==References==
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===Tips & Tricks===
<references />
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Other than escape, Passage of Golubria can be used for these purposes:
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*[[Kiting]]. Each cast of PoG gives you a couple tiles of distance. With a large enough MP pool, you can shoot at melee enemies without ever getting in melee range. Using the destination portals, as mentioned above, is very helpful.
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*[[Stab]]bing. You make a soft noise on cast, and the portals are noisy when destroyed. However, the creation of the portals is silent. Passages can be used to approach an enemy using fewer turns. Don't cast when in [[line of sight]] of the victim, since the destroyed portal can wake them up.
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*Lowering your [[turn]]count. During exploration, you can cast a passage in a direction, regenerate MP (while walking), then have the MP to cast it again. Mostly relevant to turncount [[speedrun]]s that use magic (e.g. [[high score]] runs).
  
 
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==History==
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*Prior to [[0.31]], portals lasted for 30-39 turns. In the [[Realm of Zot]], or while holding the [[Orb of Zot]], the portals would spawn within 4 tiles of current location/target location, and portals lasted for 10-19 turns.
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*Prior to [[0.28]], this spell could create passages from full [[LOS]], regardless of spell power.
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*Prior to [[0.26]], this spell did not function at all in the [[Realm of Zot]] or while holding [[Orb of Zot|the Orb]].
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*Prior to [[0.19]], this spell functioned normally in the Realm of Zot.
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*Prior to [[0.17]], you couldn't enter portals while standing on them.
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*Prior to [[0.11]], portals didn't make a noise when they timed out.
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*Prior to [[0.10]], only one set of gateways could exist at one time.
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==References==
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<references />

Latest revision as of 12:43, 15 January 2024

Version 0.31: 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) Great Wizards, Vol. VII
Book of the Moon
Casting noise 3
Spell noise 8
Power Cap 100
Range 2-7
Flags Escape, Neutral, Selfench, Target
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.

Useful Info

When cast, you select a target tile within range. Two portals are immediately created: one within 2 tiles of your location, one within 2 tiles of the targeted tile. Portals can only form on ground tiles; shallow or deep water, lava, stairs, altars, doors (closed or open), traps, or any other dungeon feature are ineligible.[1] There must be at least one valid spot for both portals to spawn.

Entering a portal's tile (if on top of one, use < or >) will immediately teleport you to another portal, noisily destroying the entry portal in the process. The destination portal remains - it can be used if there are other portals. Since each casting creates two additional portals, casting PoG multiple times will leave you with 3+ portals. In this case, the destination tile is randomly chosen. Monsters can enter portals, if the portal is in their path; they won't explicitly try to enter portals.

Portals last for 10-19 turns; this does not depend on spell power.[2] Portals also expire if you leave the floor.

This spell is completely unusable in the Gauntlet. However, Passage of Golubria is not considered a teleport, so Formicids can use portals normally.

Strategy

A good escape spell, if you have decent power, and if you use it proactively. You get to control the direction of the portals. Even if the exact location isn't precise, getting 4-5 tiles of distance can make it much easier to escape. But it isn't perfect. Monsters may step in a portal, and sometimes either the entry or destination portal won't be in a great location (monsters in the way of the entry portal, for instance).

As mentioned, it's best to use the portal proactively; cast this spell before entering a dangerous fight. That way, you don't waste time casting mid-battle, and know the destination before things get dangerous.

The destination portal lasts after you use a passage, so watch out if you're casting it more than once. An immediate second cast has a 50% chance of delivering you to the entry portal. Thankfully, you can use > to enter the portal you're on, so this just means you lose a turn. You can also use this property to your advantage:

  • You can "juke" enemies; cast Passage once, run away for a bit, then cast it again to go back to the first portal. Since enemies will be traveling towards the second location, going back to the original location can let you get away.
  • You can mess with teleports. Cast a passage, then teleport. If you want to go back, cast it again, and you'll likely end up at the pre-teleport destination. Note the very short duration.

Tips & Tricks

Other than escape, Passage of Golubria can be used for these purposes:

  • Kiting. Each cast of PoG gives you a couple tiles of distance. With a large enough MP pool, you can shoot at melee enemies without ever getting in melee range. Using the destination portals, as mentioned above, is very helpful.
  • Stabbing. You make a soft noise on cast, and the portals are noisy when destroyed. However, the creation of the portals is silent. Passages can be used to approach an enemy using fewer turns. Don't cast when in line of sight of the victim, since the destroyed portal can wake them up.
  • Lowering your turncount. During exploration, you can cast a passage in a direction, regenerate MP (while walking), then have the MP to cast it again. Mostly relevant to turncount speedruns that use magic (e.g. high score runs).
Wormhole tile
Golubrian passage.png

History

  • Prior to 0.31, portals lasted for 30-39 turns. In the Realm of Zot, or while holding the Orb of Zot, the portals would spawn within 4 tiles of current location/target location, and portals lasted for 10-19 turns.
  • Prior to 0.28, this spell could create passages from full LOS, regardless of spell power.
  • Prior to 0.26, this spell did not function at all in the Realm of Zot or while holding the Orb.
  • Prior to 0.19, this spell functioned normally in the Realm of Zot.
  • Prior to 0.17, you couldn't enter portals while standing on them.
  • Prior to 0.11, portals didn't make a noise when they timed out.
  • Prior to 0.10, only one set of gateways could exist at one time.

References

  1. The portals are technically considered traps, so they can only generate where traps can.
  2. traps.cc:93 (0.31-b1)