Difference between revisions of "Scroll of teleportation"

From CrawlWiki
Jump to: navigation, search
(add order of events section, which is relevant information)
Line 23: Line 23:
 
| In [[the Abyss]] (even when carrying the Orb) || 8-19 turns
 
| In [[the Abyss]] (even when carrying the Orb) || 8-19 turns
 
|}
 
|}
 +
 
The duration is always a whole number of turns. Note that the time spent reading the scroll counts towards the timer. Say that you 1. read a scroll (1.0 turn passed), 2. [[wait]] (2.0 turns passed), then 3. wait again (3.0 turns passed). In this case, you can be teleported ''as soon as the second wait'', as that action brings you to 3.0 turns passed (the minimum tele duration is 3 turns).
 
The duration is always a whole number of turns. Note that the time spent reading the scroll counts towards the timer. Say that you 1. read a scroll (1.0 turn passed), 2. [[wait]] (2.0 turns passed), then 3. wait again (3.0 turns passed). In this case, you can be teleported ''as soon as the second wait'', as that action brings you to 3.0 turns passed (the minimum tele duration is 3 turns).
  
Line 36: Line 37:
 
# You [[wait]] for the time of the action
 
# You [[wait]] for the time of the action
  
For example, if you 1. read the scroll (1.0 turn), 2. wait (2.0 turns), and 3. cast [[Fireball]] (3.0 turns), you can be teleported on the turn you cast Fireball. If you teleport, you'll get the effect of Fireball, then teleport, then wait 1.0 turn in the new location.
+
For example, say you cast [[Fireball]] with the Tele status. If you teleport, you get the effects of Fireball, then teleport, then wait 1.0 turn in the post-teleport location.
 
 
Another example. Going up the stairs takes 2.5 turns, or 3.5 turns when counting the turn to read the scroll. However, stair travel is split into "going up" (1.0 turn) and "already up" (1.5 turns). The sequence is: 1. read (1.0 turn), 2. going up (2.0 turns), and 3. already up (3.5 turns). So if you start going up the starts immediately after reading the scroll, you always get to go to the new floor before teleporting.
 
  
 
==Strategy==
 
==Strategy==
Line 44: Line 43:
 
*A [[potion of cancellation]] will also end a teleport (along with any other effects you may have).
 
*A [[potion of cancellation]] will also end a teleport (along with any other effects you may have).
 
**Monsters with [[Quicksilver Bolt]] can also cancel your teleportation, whenever you'd like it or not.
 
**Monsters with [[Quicksilver Bolt]] can also cancel your teleportation, whenever you'd like it or not.
 +
*"[[Identification|Blind reading]]" a scroll of teleport is safe if you are on a cleared level, or if on the [[stairs|upstairs]] going to cleared level.
  
 
==History==
 
==History==

Revision as of 05:04, 4 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Type Scroll
Name Scroll of teleportation
Icon Scroll of teleportation.png
A scroll that translocates the reader to a random position after a short delay.

Reading a scroll of teleportation will cause the player to teleport to a random location after several turns have passed.

Useful Info

When read, it inflicts the Tele status if you don't already have it.

You feel strangely unstable.

After a set duration, you will be teleported. This duration (in decaAut, a.k.a "turns") depends on where you are and if you have the Orb status:[1]

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

The duration is always a whole number of turns. Note that the time spent reading the scroll counts towards the timer. Say that you 1. read a scroll (1.0 turn passed), 2. wait (2.0 turns passed), then 3. wait again (3.0 turns passed). In this case, you can be teleported as soon as the second wait, as that action brings you to 3.0 turns passed (the minimum tele duration is 3 turns).

Teleports send you to any random location on the floor, that 1. you can move to, 2. does not contain a dangerous cloud, and 3. not part of certain vaults. This includes the tile you are currently on.

If you already have the Tele status, then using another scroll will cancel it.

You feel strangely stable.

Order of Events

On the turn you teleport, the following happen, in order:

  1. You get the full effect of whatever action you did.
  2. You are teleported instantly to the new destination
  3. You wait for the time of the action

For example, say you cast Fireball with the Tele status. If you teleport, you get the effects of Fireball, then teleport, then wait 1.0 turn in the post-teleport location.

Strategy

  • Keep in mind that the teleport is entirely random. If you are attempting to escape a dangerous situation, there is a chance that you only teleport a few tiles away, or even into a whole new can of worms!
  • A potion of cancellation will also end a teleport (along with any other effects you may have).
    • Monsters with Quicksilver Bolt can also cancel your teleportation, whenever you'd like it or not.
  • "Blind reading" a scroll of teleport is safe if you are on a cleared level, or if on the upstairs going to cleared level.

History

  • Prior to 0.19, scrolls of teleportation worked normally in The Realm of Zot, before picking up the Orb of Zot.
  • Prior to 0.17, it was possible to perform controlled teleports.
  • Prior to 0.17, there was a 20% chance that the Abyss would not add time to teleportation.
  • Prior to 0.13, controlled teleports did not have a longer delay. In older versions, the Orb did not add time to teleportation.

References

Scrolls
AcquirementAmnesiaButterfliesBlinkingBrand weaponEnchant armourEnchant weaponFearFogIdentifyImmolationNoisePoisonRevelationSilenceSummoningTeleportationTormentVulnerability