Teleport trap
A magical trap that will displace anyone passing over it to a random place on the same dungeon level. |
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 oredr to get it out.
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.
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.