Difference between revisions of "Teleportation"

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''For the obsolete ability, see [[Teleportation (ability)]].''
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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.
  
[[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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==Sources==
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There are several ways to teleport in ''Crawl'':
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*Reading a [[scroll of teleportation]].
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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).
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*Being randomly teleported by the [[Bad mutations#Teleportitis|Teleportitis]] mutation.
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*Unwielding a [[distortion]] [[brand]]ed weapon.
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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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|}
  
There are several ways to teleport in ''Crawl'':
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All other teleports are instantaneous, though the player does not have as much control with them.
*Reading a [[scroll of teleportation]]
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*Being zapped by a [[wand of teleportation]] (your own or a monster's)
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===Location===
*Being hit by a monster's [[Teleport Other]] spell
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Teleports send you to any random location on the floor, with the following conditions:
*Stepping on a [[Teleport trap]]
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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.
*Being randomly (or intentionally) teleported by the [[ring of teleportation]]
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*You cannot be teleported into a dangerous [[cloud]].
*Being randomly teleported by the [[Bad mutations#Teleport|teleport]] mutation
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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.
*Being hit by a [[distortion]] or [[Dispersal (brand)|dispersal]] [[brand]]ed weapon, or by the [[Dispersal]] spell
 
*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect
 
*Drawing a [[Deck_of_transport#Portal_card|Portal card]]
 
  
Generally, teleportation as a result of a distortion weapon or trap takes place immediately. For spell- or wand-initiated teleports, there is a delay of 3-6 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. In the [[Abyss]], there is a 4/5 chance that this delay will be 8-21 turns. If you are in the halo of the Orb, there is a 1/2 chance this delay will be 8-16 turns.
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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.").
  
To avoid teleport delays, step onto a [[Teleport trap]] or use a high power [[Portal card]]. Potentially only one turn slower, use the [[Deck of transport#Warpwright card|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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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).
  
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. 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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==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.
  
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).
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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.
  
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). If no space can be found, the teleport fails entirely.
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==History==
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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]].
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*Prior to [[0.26]], the *Tele intrinsic could be obtained from a [[ring of teleportation]], acting like teleportitis.
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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.
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*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.
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*Prior to [[0.13]], the teleport control [[status effect]] did not delay teleports.
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*Prior to [[0.9]], players had access to Teleport Self.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

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