Teleportation
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:
- Reading a scroll of teleportation.
- Stepping on a teleport trap.
- You occasionally teleport while wandering in the Abyss.
A few methods will try to teleport you next to monsters:
- The teleport effect from sourceless malevolence (i.e an explore-based teleport trap).
- Being randomly teleported by the Teleportitis mutation.
- Unwielding a distortion branded weapon.
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 flight counts). You can't be teleported into an occupied or solid tile.
- 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
- 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 0.25, 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.