Difference between revisions of "Ring of teleportation"
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The '''ring of teleportation''' induces [[teleportitis]] in its wearer so long as it is worn. It can also be evoked to deliberately cause [[teleportation]], producing the same effect as a [[scroll of teleportation]] on success. It is usually generated [[cursed]]. | The '''ring of teleportation''' induces [[teleportitis]] in its wearer so long as it is worn. It can also be evoked to deliberately cause [[teleportation]], producing the same effect as a [[scroll of teleportation]] on success. It is usually generated [[cursed]]. | ||
− | The chance to successfully evoke the teleportation ability is affected by [[Evocations]]. | + | The chance to successfully evoke the teleportation ability is affected by [[Evocations]]. The random teleports this ring afflicts you with occur without warning every so often and are unaffected by your skills, but can be prevented by [[stasis]]. [[Formicid]]s, having natural stasis, receive no benefit or penalty from rings of teleportation, and should discard them. |
==Strategy== | ==Strategy== | ||
+ | Rings of teleportation are the only renewable source of teleport in the game: thus, it is often worth keeping one around. While their high failure chance, occupation of a ring slot, and side effect of teleportitis makes them less than ideal for emergencies, they are useful for characters with [[Control Teleport]] and a [[scroll of magic mapping]] for jumping to new areas, accessing heavily guarded vaults, or ninja-ing [[rune]]s. Even with minimal Evocations training, trying repeatedly in a safe location until you succeed is an option with no serious downside. Just don't rely on them as an emergency escape option if you haven't trained the skill at all. | ||
− | + | Characters stuck with a cursed ring of teleportation on their finger may wish to wear an [[amulet of stasis]] just to avoid getting themselves randomly launched into a terribly dangerous situation. Just remember to take the amulet off quickly if you find yourself in need of a [[scroll of blinking]] to get yourself to safety. | |
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[[Category:Ring]] | [[Category:Ring]] |
Revision as of 15:22, 30 March 2015
This ring occasionally exerts its power to randomly translocate its wearer to another place, and can be deliberately activated for the same effect. |
The ring of teleportation induces teleportitis in its wearer so long as it is worn. It can also be evoked to deliberately cause teleportation, producing the same effect as a scroll of teleportation on success. It is usually generated cursed.
The chance to successfully evoke the teleportation ability is affected by Evocations. The random teleports this ring afflicts you with occur without warning every so often and are unaffected by your skills, but can be prevented by stasis. Formicids, having natural stasis, receive no benefit or penalty from rings of teleportation, and should discard them.
Strategy
Rings of teleportation are the only renewable source of teleport in the game: thus, it is often worth keeping one around. While their high failure chance, occupation of a ring slot, and side effect of teleportitis makes them less than ideal for emergencies, they are useful for characters with Control Teleport and a scroll of magic mapping for jumping to new areas, accessing heavily guarded vaults, or ninja-ing runes. Even with minimal Evocations training, trying repeatedly in a safe location until you succeed is an option with no serious downside. Just don't rely on them as an emergency escape option if you haven't trained the skill at all.
Characters stuck with a cursed ring of teleportation on their finger may wish to wear an amulet of stasis just to avoid getting themselves randomly launched into a terribly dangerous situation. Just remember to take the amulet off quickly if you find yourself in need of a scroll of blinking to get yourself to safety.