Difference between revisions of "Teleportation"

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'''Teleportation''' is the act of moving from one place to another instantaneously. Teleports differ from [[blink]]s in two main ways: teleports have no range limit while blinks are limited to visible destinations; and, blinks are instantaneous while teleports generally take some time to kick in.
 
'''Teleportation''' is the act of moving from one place to another instantaneously. Teleports differ from [[blink]]s in two main ways: teleports have no range limit while blinks are limited to visible destinations; and, blinks are instantaneous while teleports generally take some time to kick in.
  
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*Being hit by a monster's [[Teleport Other]] spell.
 
*Being hit by a monster's [[Teleport Other]] spell.
 
*Stepping on a [[Teleport trap]].
 
*Stepping on a [[Teleport trap]].
*Being randomly or intentionally teleported by the [[ring of teleportation]].
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*Being randomly teleported by the [[ring of teleportation]].
 
*Being randomly teleported by the [[Bad mutations#Teleport|Teleport]] mutation.
 
*Being randomly teleported by the [[Bad mutations#Teleport|Teleport]] mutation.
 
*Being hit by a [[distortion]] [[brand]]ed weapon, or by the [[Dispersal]] spell.
 
*Being hit by a [[distortion]] [[brand]]ed weapon, or by the [[Dispersal]] spell.
 
*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect.
 
*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect.
*Drawing a [[Portal card]].
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*You occasionally teleport while wandering in [[the Abyss]].
*You will occasionally teleport while wandering in [[the Abyss]].
 
  
Generally, teleportation as a result of a distortion weapon or trap takes place immediately. For spell-, card-, or wand-initiated teleports, there is a delay of 3-5 turns between starting a teleport and the teleport taking effect. Because of this, teleportation cannot be completely relied upon to get the player out of trouble. If [[teleport control]] is active (or is activated before the teleport takes effect), this delay will be 4-8 turns. In the Abyss, there is an 80% chance that this delay will be 8-19 turns. If you have the [[Orb of Zot]], this delay will be 8-14 turns.
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Most teleports have a delay of 3-5 turns between starting the teleport and the teleport taking effect. Because of this, teleportation cannot be completely relied upon to get the player out of trouble. In the Abyss, there is an 80% chance for this delay to be 8-19 turns. If you have the [[Orb of Zot]], this delay is 8-14 turns.  
  
To avoid teleport delays, step onto a [[Teleport trap]]. Potentially only one turn slower, use the [[Warpwright card]] and then step on the newly created teleport trap. High levels of the [[Traps & Doors]] skill is helpful in detecting where the trap was placed.
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Teleportation as a result of a trap takes place immediately, as do some teleports caused by weapons of distortion. To avoid teleport delays, step onto a [[Teleport trap]]. Potentially only one turn slower, use the [[Warpwright card]] and then step on the newly created teleport trap.
  
Once a teleport takes effect, the player is instantly teleported to the destination. If the player has [[teleport control]], the teleport is not the result of a distortion weapon, and the level does not [[teleport control#Exceptions|restrict]] teleport control, the player may choose the new location. The teleport control [[status effect]] will be lost after this. Like blinks, teleports leave a cloud of translocational energy behind, though this has no game effect other than being a pretty color.  
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Once a teleport takes effect, the player is instantly teleported to the destination. Like blinks, teleports leave a cloud of translocational energy behind, though this has no game effect other than being a pretty color.  
  
Teleports will never place the player over [[lava]] or in dangerous [[cloud]]s, and never over [[deep water]] unless they are [[amphibious]] ([[merfolk]], [[octopode]], grey [[draconian]], et al). Teleports caused by the [[Bad mutations#Teleport|Teleport]] mutation will place the player within a region near his current position. The radius of this region depends on the rank of the mutation and the number of equipped items which give teleportitis (rings of teleportation or artifacts). At 3 or more mutation ranks/items, the destination can be any position in the level.
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Teleports never place the player over in dangerous [[cloud]]s, and only over [[lava]] or [[deep water]] with a permanent source of flight. [[Amphibious]] characters may also teleport into deep water. Teleports caused by the [[Bad mutations#Teleport|Teleport]] mutation place the player within a region near his current position.
  
All forms of teleportation are blocked by [[stasis]] except for the occasional automatic shifts which occur in the Abyss.
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Teleportations due to teleportitis only occur if they would land you in sight of monsters.
  
==Teleportation Failure==
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[[Formicid]]s cannot teleport except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation.
If the space the player is teleporting into is currently holding a monster, an attempt will be made to teleport the monster out of the way. If that fails, (not all monsters can be teleported) attempts are made to teleport to the spaces next to the monster (monsters there may also be teleported out of the way). This can be useful for stabbing purposes. If no space can be found, the teleport fails entirely.
 
  
 
==History==
 
==History==
Prior to [[0.13]], the [[teleport control]] [[status effect]] did not delay teleports.
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Prior to [[0.17]], teleport destination could be controlled with [[teleport control]].
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Prior to [[0.13]], the teleport control [[status effect]] did not delay teleports.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 23:59, 22 May 2016

Version 0.18: This article may not be up to date for the latest stable release of Crawl.

Teleportation is the act of moving from one place to another instantaneously. Teleports differ from blinks in two main ways: teleports have no range limit while blinks are limited to visible destinations; and, blinks are instantaneous while teleports generally take some time to kick in.

There are several ways to teleport in Crawl:

Most teleports have a delay of 3-5 turns between starting the teleport and the teleport taking effect. Because of this, teleportation cannot be completely relied upon to get the player out of trouble. In the Abyss, there is an 80% chance for this delay to be 8-19 turns. If you have the Orb of Zot, this delay is 8-14 turns.

Teleportation as a result of a trap takes place immediately, as do some teleports caused by weapons of distortion. To avoid teleport delays, step onto a Teleport trap. Potentially only one turn slower, use the Warpwright card and then step on the newly created teleport trap.

Once a teleport takes effect, the player is instantly teleported to the destination. Like blinks, teleports leave a cloud of translocational energy behind, though this has no game effect other than being a pretty color.

Teleports never place the player over in dangerous clouds, and only over lava or deep water with a permanent source of flight. Amphibious characters may also teleport into deep water. Teleports caused by the Teleport mutation place the player within a region near his current position.

Teleportations due to teleportitis only occur if they would land you in sight of monsters.

Formicids cannot teleport except for the occasional automatic shifts which occur in the Abyss. Certain artefacts also prevent teleportation.

History

Prior to 0.17, teleport destination could be controlled with teleport control.

Prior to 0.13, the teleport control status effect did not delay teleports.