Difference between revisions of "Teleportation"

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m (Preventing Teleport)
m (Preventing Teleport: cancellation removes -Move too)
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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 (most often from the scroll), then they can either use a [[potion of cancellation]] or read another [[scroll of teleport]] to end it.  
  
The {{LightRed|-Tele}} (from [[Dimension Anchor]]) and {{LightRed|-Move}} (from [[miscast effect|miscasting]] Translocations) statuses both prevent teleportation entirely. The former can be ended by quaffing a [[potion of cancellation]].
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The {{LightRed|-Tele}} (from [[Dimension Anchor]]) and {{LightRed|-Move}} (from [[miscast effect|miscasting]] Translocations) statuses both prevent teleportation entirely. These statuses can be removed by quaffing a [[potion of cancellation]].
  
 
[[Formicid]]s cannot teleport, except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation (-Tele).
 
[[Formicid]]s cannot teleport, except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation (-Tele).

Revision as of 20:51, 13 August 2022

Version 0.28: 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 have no range limit while blinks are limited to visible destinations; and, blinks are instantaneous while teleports generally 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

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.

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).

Teleports never place the player over in dangerous clouds, and only over lava or deep water with a permanent source of flight. Amphibious characters may also teleport into deep water.

Preventing Teleport

If the player has the 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.

The -Tele (from Dimension Anchor) and -Move (from miscasting Translocations) statuses both prevent teleportation entirely. These statuses can be removed by quaffing a potion of cancellation.

Formicids cannot teleport, except for the occasional automatic shifts which occur in the Abyss. Certain artefacts also prevent teleportation (-Tele).

History

  • Prior to 0.28, monsters could cast Teleport Other, to teleport other. And Teleport Self, in order to teleport themselves.
  • Prior to 0.26, the *Tele intrinsic could be obtained from a ring of teleportation, acting like teleportitis.
  • Prior to 0.25, suffering a Translocations miscast effect could teleport the player, and being hit by a distortion weapon could too.
  • 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.
  • Prior to 0.13, the teleport control status effect did not delay teleports.
  • Prior to 0.9, players had access to Teleport Self.