Difference between revisions of "Teleport trap"

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Permanent teleport traps are only encountered as part of a manmade [[vault]], most notably the [[Hall of Zot]] on [[Zot]]:5. Like temporary traps, they are always visible, though as their name suggests, do not disappear.
 
Permanent teleport traps are only encountered as part of a manmade [[vault]], most notably the [[Hall of Zot]] on [[Zot]]:5. Like temporary traps, they are always visible, though as their name suggests, do not disappear.
  
Items on a permanent teleport trap are stuck and cannot be accessed normally, even with [[autopickup]]. You must use the [[Apportation]] spell or have the -Tele intrinsic in oredr to get it out.
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Items on a permanent teleport trap are stuck and cannot be accessed normally, even with [[autopickup]]. You must use the [[Apportation]] spell or have the -Tele intrinsic in order to retrieve it.
  
 
===Exploration===
 
===Exploration===
When uncovering tiles, you may encounter [[sourceless malevolence]] that manifests itself as a teleport trap. The player has no influence on when this occurs. Unlike the physical traps, the exploration effect will always teleport you next to monsters (if possible), similar to [[teleportitis]].
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When uncovering dungeon tiles, you may randomly encounter [[sourceless malevolence]] that manifests itself as a teleport trap. Unlike the physical traps, the exploration effect will always teleport you next to monsters (if possible), similar to [[teleportitis]]. It does not have a physical presence.
  
 
==History==
 
==History==

Revision as of 12:11, 30 July 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
A magical trap that will displace anyone passing over it to a random place on the same dungeon level.

Temporary teleport trap.png Teleport trap.png

A teleport trap is a magical trap that instantly teleports any player or monster that walks on it to another location on the level, even if flying. Because they are an instantaneous form of teleportation, they make for good emergency escape routes, especially if you've already explored most of the current floor.

Types

Temporary

Temporary teleport traps are randomly generated, and are always visible. Once a player or monster has passed over it once, the trap will disappear. This includes if the subject was not actually teleported (e.g. a Formicid with stasis).

Permanent

Permanent teleport traps are only encountered as part of a manmade vault, most notably the Hall of Zot on Zot:5. Like temporary traps, they are always visible, though as their name suggests, do not disappear.

Items on a permanent teleport trap are stuck and cannot be accessed normally, even with autopickup. You must use the Apportation spell or have the -Tele intrinsic in order to retrieve it.

Exploration

When uncovering dungeon tiles, you may randomly encounter sourceless malevolence that manifests itself as a teleport trap. Unlike the physical traps, the exploration effect will always teleport you next to monsters (if possible), similar to teleportitis. It does not have a physical presence.

History

  • Traps were overhauled in 0.23 - see the Traps#History section for more details.
  • Prior to 0.16, there was still a 'disarm trap' command, and traps did care about whether the player is flying.
  • Prior to 0.15, all teleport traps were permanent.