Difference between revisions of "Teleportation"

From CrawlWiki
Jump to: navigation, search
m (Sources)
m (Hostile teleport)
 
(26 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{version|028}}
+
{{version033}}
'''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 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.
  
 
==Sources==
 
==Sources==
Line 11: Line 11:
 
*The teleport effect from [[sourceless malevolence]] (i.e an explore-based teleport trap).
 
*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.
 +
*[[Wyrmhole]]s' [[Sojourning Bolt]]
 
*Unwielding a [[distortion]] [[brand]]ed weapon.
 
*Unwielding a [[distortion]] [[brand]]ed weapon.
  
Line 16: Line 17:
  
 
==Useful Info==
 
==Useful Info==
Teleport scrolls and Teleport Other 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. Other sources of teleport happen instantly, though the player does not have as much control with them.
+
===Tele Status===
 +
Scrolls of teleport, Teleport Other, and Sojourning Bolt give the {{LightBlue|Tele}} status. This status has a delay before it teleports you:
 +
{| class="prettytable" style="border:none; margin:0; padding:0;"
 +
! Circumstance || Duration
 +
|-
 +
| Normal || 3-5 turns
 +
|-
 +
| In [[the Realm of Zot]] or when carrying [[Orb of Zot|the Orb]] || 8-14 turns
 +
|-
 +
| In [[the Abyss]] (even when carrying the Orb) || 8-19 turns
 +
|}
  
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).
+
All other teleports are instantaneous, though the player does not have as much control with them.
  
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.
+
===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 [[vault]]s with the "no tele into" flag. This includes some, but not all, [[door#Runed Door|runed door]] and [[transporter]] [[vault]]s. Notably, the [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Hall of Blades]] in [[Elven Halls|Elf]]:2 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 [[blink]]ing, teleports leave a cloud of translocational energy behind; these clouds have no effect (beyond stopping other [[clouds]] from existing on their tile).
  
 
==Preventing Teleport==
 
==Preventing Teleport==
If the player has the {{LightBlue|Tele}} status (most often from the scroll), then they can either use a [[potion of cancellation]] or read another [[scroll of teleport]] to end it.  
+
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.
 +
 
 +
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.
 +
 
 +
==Strategy==
 +
===Non-hostile teleport===
 +
The teleport scroll is a useful escape tool. More likely than not, you'll be sent far away from your current location. You should generally try to teleport early into a fight, for a couple of reasons:
 +
*It takes a few turns for the scroll to activate.
 +
*There is no guarantee that you'll be transported to a safe location - you could be teleported directly into another dangerous area, or you can teleport to the same tile you were currently on.
 +
*You teleport after you finish whatever action you were doing, but before monsters get to move. Therefore, when teleporting, monsters at your teleport destination will get a turn to attack you before you can react, making tele at low HP even more dangerous. This could theoretically cause [[instant death]], although the chance of this is miniscule at full HP.
 +
 
 +
Also, in floors with large and dangerous [[vault]]s (e.g., [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Elf:2]] or [[Zot:5]]), a teleport is likely to bring you inside them. Teleporting is also less effective in tiny floors like the [[Hell]]s for a similar reason.
  
The {{LightRed|-Tele}} (from [[Dimension Anchor]]) and {{LightGrey|-Move}} (from [[miscast effect|miscasting]] Translocations) statuses both prevent teleportation entirely
+
The teleport trap can be used in a similar fashion to the scroll, although traps are far less accessible and have no delay. You can also get a monster to step on a trap.
  
[[Formicid]]s cannot teleport, except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation (-Tele).
+
===Hostile teleport===
 +
Hostile teleports (sourceless malevolence, teleportitis, wyrmholes), on the other hand, can be extremely dangerous, often getting you into situations that are difficult to retreat from. Monsters still get a chance to move before you can react. There's no way to prevent sourceless malevolence other than wearing a -Tele item, but teleportitis can be cured by [[potions of mutation]], and wyrmholes' status can be removed by reading a scroll of teleport.
  
 
==History==
 
==History==
*Prior to [[0.28]], monsters could cast [[Teleport Other]], to teleport other. And [[Teleport Self]], in order to teleport themselves.
+
*Prior to [[0.28]], monsters could cast [[Teleport Self]].
 +
*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, and being hit by a distortion weapon could too.
 
*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.

Latest revision as of 20:11, 25 October 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

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, Teleport Other, and Sojourning Bolt 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 some, but not all, runed door and transporter vaults. Notably, the Hall of Blades in Elf:2 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.

Strategy

Non-hostile teleport

The teleport scroll is a useful escape tool. More likely than not, you'll be sent far away from your current location. You should generally try to teleport early into a fight, for a couple of reasons:

  • It takes a few turns for the scroll to activate.
  • There is no guarantee that you'll be transported to a safe location - you could be teleported directly into another dangerous area, or you can teleport to the same tile you were currently on.
  • You teleport after you finish whatever action you were doing, but before monsters get to move. Therefore, when teleporting, monsters at your teleport destination will get a turn to attack you before you can react, making tele at low HP even more dangerous. This could theoretically cause instant death, although the chance of this is miniscule at full HP.

Also, in floors with large and dangerous vaults (e.g., Elf:2 or Zot:5), a teleport is likely to bring you inside them. Teleporting is also less effective in tiny floors like the Hells for a similar reason.

The teleport trap can be used in a similar fashion to the scroll, although traps are far less accessible and have no delay. You can also get a monster to step on a trap.

Hostile teleport

Hostile teleports (sourceless malevolence, teleportitis, wyrmholes), on the other hand, can be extremely dangerous, often getting you into situations that are difficult to retreat from. Monsters still get a chance to move before you can react. There's no way to prevent sourceless malevolence other than wearing a -Tele item, but teleportitis can be cured by potions of mutation, and wyrmholes' status can be removed by reading a scroll of teleport.

History