Scroll of teleportation
A scroll that translocates the reader to a random position after a short delay. |
Reading a scroll of teleportation will cause the player to teleport to a random location after several turns have passed.
Contents
Useful Info
When read, it inflicts the Tele status if you don't already have it.
You feel strangely unstable.
After a set duration, you will be teleported. Teleports send you to any random location on the floor, that 1. you can move to, 2. does not contain a dangerous cloud, and 3. is outside of certain "no teleport" vaults. This includes the tile you are currently on.
If you already have the Tele status, then using another scroll will cancel it.
You feel strangely stable.
Duration
The duration (in decaAut, i.e. "turns") depends on where you are and if you have the Orb status:[1]
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 |
The duration is always a whole number of turns. Note that the time spent reading the scroll counts towards the timer. See below for an example:
Action | Acculmulated Time | Teleport eligible? |
---|---|---|
Read scroll of teleport (1.0 turn) | 1.0 turn | No |
Wait (1.0 turn) | 2.0 turns | No |
Wait (1.0 turn) | 3.0 turns | Yes |
Wait (1.0 turn) | 4.0 turns | Yes |
Wait (1.0 turn) | 5.0 turns | Yes (forced) |
Order of Events
On the turn you teleport, the following happen, in order:
- You get the full effect of whatever action you did.
- You are teleported instantly to the new destination
- You wait for the time of the action
For example, say you cast Fireball with the Tele status. If you teleport, you get the effects of Fireball, then teleport, then wait 1.0 turn in the post-teleport location.
Strategy
Scrolls of teleport are powerful and reasonably common escape tools. In just a few turns, you can be sent dozens of tiles away from your original destination. However, since the teleport is entirely random, there's always a risk of a 'backfire'. You might only be teleported a few tiles away, or you could end up in a whole new can of worms! Therefore, you should try to initiate teleports earlier rather than later.
Tips & Tricks
- A potion of cancellation will also end a teleport (along with any other effects you may have).
- Monsters with Quicksilver Bolt or a wand of quicksilver can also cancel your teleportation, whenever you'd like it or not.
- "Blind reading" a scroll of teleport is safe if you are on a cleared level.
- If you are on an upstairs that leads to a cleared level, blind reading is also safe. If you read a teleport scroll, and your very next action is to start going up the stairs, the teleport will always happen at the destination floor.
- Watch out for vaults gated by runed door or transporters. While you can never teleport inside a ghost vault, you can teleport into many other types of "sealed" vault. The chance of actually teleporting in will be low, but be wary of the risk.
History
- Prior to 0.19, scrolls of teleportation worked normally in The Realm of Zot, before picking up the Orb of Zot.
- Prior to 0.17, it was possible to perform controlled teleports.
- Prior to 0.17, there was a 20% chance that the Abyss would not add time to teleportation.
- Prior to 0.13, controlled teleports did not have a longer delay. In older versions, the Orb did not add time to teleportation.
References
- ↑ spl-transloc.cc:837 (0.30.1)
Scrolls |
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Acquirement • Amnesia • Butterflies • Blinking • Brand weapon • Enchant armour • Enchant weapon • Fear • Fog • Identify • Immolation • Noise • Poison • Revelation • Silence • Summoning • Teleportation • Torment • Vulnerability |