Difference between revisions of "Apportation"

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{{Spell
 
{{Spell
 
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|name=Apportation
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|school3=
 
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|sources=<div>
 
|sources=<div>
*[[Book of Burglary]]
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<!-- *[[Book of Burglary]] -->
 
*[[Book of Cantrips]]
 
*[[Book of Cantrips]]
 
*[[Book of Party Tricks]]
 
*[[Book of Party Tricks]]
*[[Book of Spatial Translocations]]
 
 
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{{Flavour|This spell allows the caster to pull the top item or group of similar items from a distant pile to the floor near the caster. The mass of the target item(s) will make the task more difficult, with some items too massive to ever be moved by this spell.<br>
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{{Flavour|Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.
<br>
 
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.
 
}}
 
  
It teleports an object in LoS to your character's feet. It does not work[http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/spells4.cc;h=7074551310e294277a01618d04b48e7ebfb47e06;hb=e240f6d8e578c4eb0b39dcc66efd4b553c0fd298#l1865] through translucent rock walls.
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Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}
  
Max mass is 3-5 [[aum]] per point of spell power. If you fail to apport a pile, and cannot apport any part of it, nothing happens; otherwise the non-apported part is lost. To apport the [[Orb of Zot]] (30 aum), you should be able to apport giant clubs (33 aum) or scale mail (35 aum). To apport stacks of two large rocks safely, you should be able to apport [[sheep]] or [[yak]] [[corpse]]s. [[Hydra]] corpses for three large rocks.
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'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character.  
  
==Strategy==
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==Useful Info==
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Apportation pulls an item towards you; the distance is determined by [[spell power]]. It always drags the top set of items in the pile (the one assigned to the '''a''' slot). Monsters will not block Apportation, however [[iron grate]]s, translucent walls, and other solid features do. It can pull items past [[deep water]] and [[lava]], but if the item would fall in, this spell fails (wasting a turn).
  
Uses:
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The [[Orb of Zot]] resists 1/3 of Apportation attempts. Successfully apporting the Orb - even if you don't pick it up - will create a massive [[noise]] and immediately begin the [[orb run]].
  
* Great for sneakily grabbing [[rune]]s and the [[Orb of Zot]]. Grabbing the Orb is [[nerf]]ed in [[0.8]] (see below).
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==Strategy==
* Picking up loot in [[the Abyss]] without having to move in a different direction.
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Apportation is a very useful level 1 spell, and almost any non-[[Trog]] worshipper can reliably use this spell with little effort. While a [[Minotaur]] is unlikely to reach max power, even a moderate power Apportation can be useful for the following:
* Retrieving ammo for ranged-combat characters and weapons for [[Tukima's Dance]] users.
 
  
In 0.8, the distance the Orb travels depend on your [[spell power]] and the
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*Stealing [[rune]]s without having to deal with all those inconveniently placed monsters. Especially helpful in [[the Abyss]].
maximum distance. Most caster's only have a spell power of around 50 or so. For instance, if you have to apport the orb six squares, and your spell power is fifty, it will only move four (50/10-1).
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*Retrieving [[Throwing]] weapons.
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*Minimizing your turn count, for turncount [[speedrun]]s. The less time walking to an item, the less turns you use. If you find an item in a suspected dead-end, no need to walk to it. In addition, picking up 3 items in 3 separate tiles takes 3 turns, but picking up 3 items in 1 tile only takes 1 turn.
  
There is a flat one-in-three chance that the orb will "become a dead weight" and straight out resist apportation. Regardless of success, attempting to apport the orb results in it shrieking noisily (with a power of 30).
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Apportation is ''technically'' optimal for picking up any item, since it lets you pick up items without revealing tiles. Not revealing tiles means you won't inadvertently reveal monsters. It also means that you'll avoid traps from [[sourceless malevolence]]. E.g. if you see a [[wand]], you could be [[shaft]]ed before you grab the wand. If you use Apportation, you'll be shafted after getting the wand.
  
In addition, the Orb chamber now has statues blocking the Orb of Zot, so no more "Yoink! You grabbed the Orb!"
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==History==
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*Prior to [[0.20]], Apportation had an effective power cap of 18.
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*Prior to [[0.19]], Apportation was available in the [[Book of Spatial Translocations]], the starting book for the Warper background.
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*Prior to [[0.17]], the act of apporting the Orb of Zot did not start the orb run. This allowed the player to apport the Orb to the nearest staircase before picking it up.
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*Prior to [[0.12]], the Orb only caused Apportation to fail 1-in-6 times.
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*Prior to [[0.8]], the Orb did not resist Apportation at all.
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*In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.

Latest revision as of 08:17, 17 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Apportation.png Apportation
Level 1
School1 Translocation
Source(s)
Casting noise 1
Spell noise 0 (30 when apporting the Orb of Zot)
Pulls the top item or group of similar items from a distant pile to the floor near the caster. With low power, items might not be moved all the way to the caster's position.

Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.

Apportation is a level 1 Translocations spell which moves a targeted item in your line of sight toward your character.

Useful Info

Apportation pulls an item towards you; the distance is determined by spell power. It always drags the top set of items in the pile (the one assigned to the a slot). Monsters will not block Apportation, however iron grates, translucent walls, and other solid features do. It can pull items past deep water and lava, but if the item would fall in, this spell fails (wasting a turn).

The Orb of Zot resists 1/3 of Apportation attempts. Successfully apporting the Orb - even if you don't pick it up - will create a massive noise and immediately begin the orb run.

Strategy

Apportation is a very useful level 1 spell, and almost any non-Trog worshipper can reliably use this spell with little effort. While a Minotaur is unlikely to reach max power, even a moderate power Apportation can be useful for the following:

  • Stealing runes without having to deal with all those inconveniently placed monsters. Especially helpful in the Abyss.
  • Retrieving Throwing weapons.
  • Minimizing your turn count, for turncount speedruns. The less time walking to an item, the less turns you use. If you find an item in a suspected dead-end, no need to walk to it. In addition, picking up 3 items in 3 separate tiles takes 3 turns, but picking up 3 items in 1 tile only takes 1 turn.

Apportation is technically optimal for picking up any item, since it lets you pick up items without revealing tiles. Not revealing tiles means you won't inadvertently reveal monsters. It also means that you'll avoid traps from sourceless malevolence. E.g. if you see a wand, you could be shafted before you grab the wand. If you use Apportation, you'll be shafted after getting the wand.

History

  • Prior to 0.20, Apportation had an effective power cap of 18.
  • Prior to 0.19, Apportation was available in the Book of Spatial Translocations, the starting book for the Warper background.
  • Prior to 0.17, the act of apporting the Orb of Zot did not start the orb run. This allowed the player to apport the Orb to the nearest staircase before picking it up.
  • Prior to 0.12, the Orb only caused Apportation to fail 1-in-6 times.
  • Prior to 0.8, the Orb did not resist Apportation at all.
  • In earlier versions, apporting only part of a pile of similar items would cause the remaining items to be destroyed.