Difference between revisions of "Apportation"

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{{Spell
 
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Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.}}
 
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. The distance you pull the item is determined by your [[spell power]]. The presence of monsters between you and the item has no impact on the spell's effect, and you can pull items over [[deep water]] and [[lava]], but the spell will not function if the object would drop in as a result. Physical obstacles, including [[iron grate]]s, will completely block your ability to affect an item, even though you can see it.
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'''Apportation''' is a level 1 [[Translocations]] spell which moves a targeted item in your [[line of sight]] toward your character.  
  
There are some limitations, however:
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==Useful Info==
*If you cast it on a stack of different items, it will only affect the top item in the stack. Multiples of the same item in 1 stack, such as gold, will be moved at the same time.
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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).
*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]] (ascension) mechanics.
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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]].
  
 
==Strategy==
 
==Strategy==
Apportation is surprisingly useful for a level 1 utility spell, and almost any non-[[Trog]] worshipper can get this spell functioning reliably with little effort. It only requires training in one skill ([[Translocations]]), thus making the [[experience]] cost to use it rather low. While your [[minotaur]] [[fighter]] is unlikely to get it anywhere near full spell power, even a moderate strength Apportation is useful for:
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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:
*Grabbing [[rune]]s without having to deal with all those inconveniently placed monsters.
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*Picking up loot in [[the Abyss]] without risk of [[teleport]]ing away or backtracking into pursuing monsters.
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*Stealing [[rune]]s without having to deal with all those inconveniently placed monsters. Especially helpful in [[the Abyss]].
*Stealing items out of [[vault]]s filled with dangerous [[cloud]]s or blocked by terrain you'd need to [[fly]] over.
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*Retrieving [[Throwing]] weapons.
*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.
*Minimizing your turncount, for turncount [[speedrun]]s.
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*Picking up loot, in general, without the chance of revealing monsters.
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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.
  
 
==History==
 
==History==
*Prior to [[0.20]], Apportation had an effective power cap of 18
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*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 [[0.19]], 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 [[0.17]], 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.

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.