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.
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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 can send you to any valid location on the floor, while blinks are limited to [[LOS|visible]] locations. And blinks are instantaneous, while many teleports take some time to kick in.
  
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==Sources==
 
There are several ways to teleport in ''Crawl'':
 
There are several ways to teleport in ''Crawl'':
 
*Reading a [[scroll of teleportation]].
 
*Reading a [[scroll of teleportation]].
*Stepping on a [[Teleport trap]].
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*Stepping on a [[teleport trap]].
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*You occasionally teleport while wandering in [[the Abyss]].
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A few methods will try to teleport you next to monsters:
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*The teleport effect from [[sourceless malevolence]] (i.e an explore-based teleport trap).
 
*Being randomly teleported by the [[Bad mutations#Teleportitis|Teleportitis]] mutation.
 
*Being randomly teleported by the [[Bad mutations#Teleportitis|Teleportitis]] mutation.
*Being hit by a [[distortion]] [[brand]]ed weapon, [[Teleport Other]], or by the [[Dispersal]] spell.
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*Unwielding a [[distortion]] [[brand]]ed weapon.
*You occasionally teleport while wandering in [[the Abyss]].
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You can instead teleport monsters by casting [[Teleport Other]] or the [[Dispersal]] spell.
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==Useful Info==
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===Tele Status===
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Scrolls of teleport and Teleport Other give the {{LightBlue|Tele}} status. This status has a delay before it teleports you:
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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! Circumstance || Duration
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|-
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| Normal || 3-5 turns
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|-
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| In [[the Realm of Zot]] or when carrying [[Orb of Zot|the Orb]] || 8-14 turns
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|-
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| In [[the Abyss]] (even when carrying the Orb) || 8-19 turns
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|}
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All other teleports are instantaneous, though the player does not have as much control with them.
  
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, the delay is 8-19 turns. If you are in the [[Realm of Zot]] or have the [[Orb of Zot]], this delay is 8-14 turns.
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===Location===
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Teleports send you to any random location on the floor, with the following conditions:
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*You must be able to step on the tile. E.g. you can't be sent into [[lava]] if you don't have [[flight]] (temporary or not). You can't be teleported into an occupied or solid tile, either.
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*You cannot be teleported into a dangerous [[cloud]].
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*You cannot be teleported into [[vault]]s with the "no tele into" flag. This includes most [[door#Runed Door|runed door]] and [[transporter]] [[vault]]s, and every [[player ghost]] vault. A notable exception is the [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Hall of Blades]] in [[Elven Halls|Elf]]:2, which does allow teleport inside.  
  
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]].
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Other than those restrictions, it can bring you to ''any'' random tile, including the one you were on originally ("Your surroundings flicker for a moment.").
  
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 stopping other [[clouds]] from existing).
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Like [[blink]]ing, teleports leave a cloud of translocational energy behind; these clouds have no effect (beyond stopping other [[clouds]] from existing on their tile).
  
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. Teleportations due to [[teleportitis]] only occur if they would land you in sight of monsters.
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==Preventing Teleport==
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If the player has the {{LightBlue|Tele}} status, then they can either use a [[potion of cancellation]] or read another [[scroll of teleport]] to end it. A [[Quicksilver Bolt]] (including from the [[wand of quicksilver]]) will also end the Tele status.
  
[[Formicid]]s cannot teleport except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation.
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The {{LightRed|-Tele}} (from [[Dimension Anchor]]) and {{LightRed|Stuck}} (from [[miscast effect|miscasting]] Translocations) statuses both prevent teleportation. These statuses can be removed by quaffing a [[potion of cancellation]]. -Tele may also be obtained via certain [[artefact]]s or by playing a [[Formicid]]; having these won't stop shifts in the Abyss.
  
 
==History==
 
==History==
*Prior to [[0.28]], monsters could cast [[Teleport Other]], to teleport other. And [[Teleport Self]], in order to teleport themselves.
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*Prior to [[0.28]], monsters could cast [[Teleport Self]].
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*Prior to [[0.27]], non-[[player ghost]] monsters could cast [[Teleport Other]].
 
*Prior to [[0.26]], the *Tele intrinsic could be obtained from a [[ring of teleportation]], acting like teleportitis.
 
*Prior to [[0.26]], the *Tele intrinsic could be obtained from a [[ring of teleportation]], acting like teleportitis.
*Prior to [[0.25]], suffering a [[Miscast effect#Translocation|Translocations miscast]] effect could teleport the player.
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*Prior to [[0.25]], suffering a [[Miscast effect#Translocation|Translocations miscast]] effect could teleport the player, and being hit by a distortion weapon could too.
 
*Prior to [[0.17]], teleport destination could be controlled with [[teleport control]]. Also, 20% of Abyss teleports had a delay of only 3-5 turns.
 
*Prior to [[0.17]], teleport destination could be controlled with [[teleport control]]. Also, 20% of Abyss teleports had a delay of only 3-5 turns.
 
*Prior to [[0.13]], the teleport control [[status effect]] did not delay teleports.
 
*Prior to [[0.13]], the teleport control [[status effect]] did not delay teleports.

Latest revision as of 03:44, 4 October 2023

Version 0.30: 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 can send you to any valid location on the floor, while blinks are limited to visible locations. And blinks are instantaneous, while many teleports take some time to kick in.

Sources

There are several ways to teleport in Crawl:

A few methods will try to teleport you next to monsters:

You can instead teleport monsters by casting Teleport Other or the Dispersal spell.

Useful Info

Tele Status

Scrolls of teleport and Teleport Other give the Tele status. This status has a delay before it teleports you:

Circumstance Duration
Normal 3-5 turns
In the Realm of Zot or when carrying the Orb 8-14 turns
In the Abyss (even when carrying the Orb) 8-19 turns

All other teleports are instantaneous, though the player does not have as much control with them.

Location

Teleports send you to any random location on the floor, with the following conditions:

  • You must be able to step on the tile. E.g. you can't be sent into lava if you don't have flight (temporary or not). You can't be teleported into an occupied or solid tile, either.
  • You cannot be teleported into a dangerous cloud.
  • You cannot be teleported into vaults with the "no tele into" flag. This includes most runed door and transporter vaults, and every player ghost vault. A notable exception is the Hall of Blades in Elf:2, which does allow teleport inside.

Other than those restrictions, it can bring you to any random tile, including the one you were on originally ("Your surroundings flicker for a moment.").

Like blinking, teleports leave a cloud of translocational energy behind; these clouds have no effect (beyond stopping other clouds from existing on their tile).

Preventing Teleport

If the player has the Tele status, then they can either use a potion of cancellation or read another scroll of teleport to end it. A Quicksilver Bolt (including from the wand of quicksilver) will also end the Tele status.

The -Tele (from Dimension Anchor) and Stuck (from miscasting Translocations) statuses both prevent teleportation. These statuses can be removed by quaffing a potion of cancellation. -Tele may also be obtained via certain artefacts or by playing a Formicid; having these won't stop shifts in the Abyss.

History