Roulette of Golubria
The Roulette of Golubria is a chaotic, Abyss-themed Wizard Laboratory.
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.”
Contents
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):
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 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:
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 (eventually) from all other chambers, so brute force will work for fully exploring the vault. 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 deep water floor squares. The central chamber contains pre-identified 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 blocks teleport control, and no rock is used on the borders of each chamber, but use of Lee's Rapid Deconstruction on crystal walls can skip the teleporter chain sequence.
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 arrows 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). (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 obsidian statue in a cage of grates and one or two eldritch tentacles. Since the obsidian statue can summon 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 obsidian statues cannot see invisible, are vulnerable to wand of disintegration and Lee's 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.
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.
- 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 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.
- 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.
- 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.
- 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, base draconian, guardian serpent, brain worm, shadow wraith, giant orange brain, (2.13%) 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 surrounding chambers. After that, there are two 40% chances and three 16.67% chances to place more in the surrounding 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.
Rewards
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 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.
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. [source link.]
MAP XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXcccccccEEccccccccccXXXXXXXXXXXXXXXXX XXXXXccccccXXXXccaaacc.o..ccaaaaaaccXXXXccccccXXXXXX XXXEEc...Pccccccaaacc......ccaaaaaaccccccZ...cEEXXXX XXXEv.....ccaaaaaaacz......Rcaaaaaaaaaacc.....pEXXXX XXcc.......naaaaaaan..BBBB..naaaaaaaaaan.......ccXXX XXc....B...n"aaaaa"n..0B2...n"aaaaaaaa"n...B....cXXX XXc...BBB.1c"aaaaa"c...B....c"aaaaaaaa"c0.BBB...cXXX XXc....BB..cccaaaaacc......ccaaaaaaaaccc..BB....cXXX XXcM.....2...caaaaaac1.[..1caaaaaaaaac...2.....ScXXX XXccc..0..[..caaaaaacc....cc---aaaaaac..[..1..cccXXX XXXccnncc..1.ccaaaa--cc..cc-----aaaacc.1..ccnnccXXXX XXXcaa""c.....c--a--'-c+cc-''-'--a--c.....c""aacXXXX XXXcaaaacccc..c'---'-''-'-'--'-'---'c..ccccaaaacXXXX XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaacXXX Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX Xcaaaaaaaaaa--'-'--CCCCCC(CCCCCC--'-'--aaaa""aaaacXX Xcaaaaaaaaa--'---'Cn'C''CnC'^C'nC'---'--aaccnnccacXX Xcaaaaaaaaa-'----'C'@C'`'n'`'C@'C'----'-ccc...HcccXX Xcaaaa""aaa--'--'CCCC`````````CCCC'--'-cc1......ccXX Xcaccnnccaa-'----'C^'`````````''C'---'cc....0B...cXXXXXXXX XcccO...ccc-'---'CC'````mmm````'CC'---+..[.BBB..qEXXnnnnnX Xcc......1cc-'-'-'CC'``mm7mm```CC'-'-'c.....2B...EXXnA.AnX Xc.........cc-4G--(nn``m787m``nn(--G4-cc.........cXXn...nX XE...B2.....c'-'-'CC'``mm7mm```CC'-'-'-cc1......ccXXnA.AnX XEu..BBB.[..+---'CC'````mmm````'CC'---'-ccc...TcccXXnnnnnX Xc...B0....cc'---'C''`````````'^C'----'-aaccnnccacXXXXXXXX Xcc......1cc-'--'CCCC`````````CCCC'--'--aaa""aaaacXX XcccL...ccc-'----'C'@C'`'n'`'C@'C'----'-aaaaaaaaacXX Xcaccnnccaa--'---'Cn'C^'CnC''C'nC'---'--aaaaaaaaacXX Xcaaaa""aaaa--'-'--CCCCCC(CCCCCC--'-'--aaaaaaaaaacXX Xcaaaaaaaaaaa--'-G-''C'C'-'C'C''-G-'--aaaaaaaaaaacXX Xcaaaaaaaaaa--'-4-'--'-'---'-'--'-4-'--aaaaaaaaaacXX Xccaaaaaaaaa-'---'------'G'------'---'-aaaaaaaaaccXX XXccaaaaaaaccc+-'-'------4------'-'-+cccaaaaaaaccXXX XXXcaaaaaccc..c'---'-'--'-'-''-'---'c..ccccaaaacXXXX XXXcaa""cc....c--a--'-''-cc+c-'--a--c.....c""aacXXXX XXXccnncc..1.ccaaaa-----cc..cc--aaaacc.1..ccnnccXXXX XXccc..1..[..caaaaaaaaacc....ccaaaaaac..[..0..cccXXX XXcW.....2...caaaaaaaaac1..[.1caaaaaac...2.....IcXXX XXc....BB..cccaaaaaaaacc......ccaaaaaccc..BB....cXXX XXc...BBB.0c"aaaaaaaa"c....B...c"aaaaa"c1.BBB...cXXX XXc....B...n"aaaaaaaa"n...2B0..n"aaaaa"n...B....cXXX XXcc.......naaaaaaaaaan...BBB..naaaaaaan.......EcXXX XXXEt.....ccaaaaaaaaaacV......Jcaaaaaaacc.....rcXXXX XXXEEc...Kccccccaaaaaacc......ccaaaccccccU...EcEXXXX XXXXXccccccXXXXccaaaaaacc..s.ccaaaccXXXXccccccXXXXXX XXXXXXXXXXXXXXXXccccccccccEEcccccccXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ENDMAP
History
- The Roulette of Golubria was added in 0.11-be3ef029.
- Prior to 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.
- In 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.