Difference between revisions of "Teleport trap"

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{{flavour|This magical trap can displace anyone hapless enough to step on it - or even fly above it - to a random place on the same dungeon level.}}
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{{flavour|A magical trap that will displace anyone passing over it to a random place on the same dungeon level.}}
  
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A '''teleport trap''' is a magical [[trap]] that instantly [[teleport]]s any player or monster that walks on it to another location on the level, even if [[fly]]ing. 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.
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==Types==
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===Temporary===
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[[File:Temporary_teleport_trap.png]]
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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]]).
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===Permanent===
 
[[File:Teleport trap.png]]
 
[[File:Teleport trap.png]]
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Permanent teleport traps are only encountered as part of a pregenerated [[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.
  
A '''teleport trap''' is a magical [[trap]] that instantly [[teleport]]s any character or monster that walks on it to another location on the level. Teleport traps are not mechanical and cannot be disarmed or avoided by [[flight|flying]]. Because they are an instantaneous form of teleportation, they make for good emergency escape routes, especially if you happen to have a source of [[teleport control]].
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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 (or be a [[Formicid]]) in order to retrieve it.
 
 
Teleport traps come in two varieties: temporary and permanent. Temporary teleport traps vanish after activating once, while permanent teleport traps allow for unlimited use. Permanent teleport traps are only found in particular [[vault]]s, often serving to guard specific items. If you come across a teleport trap that is blocking you from reaching an item or area you wish to explore, remember that a source of [[stasis]] will render it ineffective. Alternatively, [[Apportation]] will allow you to simply grab the items from a distance, and [[teleport control]] allows you to simply cancel the teleport outright.
 
  
If an item is ''on'' a teleport trap, moving onto the trap (with [[autopickup]] on) will ''not'' gain you the item; you will always teleport before any pickup attempt can be made. If the trap was temporary, however, you may simply return to the spot and grab the now-unguarded item.
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===Exploration===
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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==
Prior to [[0.15]], all teleport traps were permanent.
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*Traps in general were overhauled in [[0.23]] - see the [[Traps#History]] section for more details.
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*Prior to [[0.16]], there was still a 'disarm trap' command, and traps did care about whether the player is flying.
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*Prior to [[0.15]], all teleport traps were permanent.
  
 
[[Category: Traps]]
 
[[Category: Traps]]

Latest revision as of 18:45, 9 August 2023

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.

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 trap.png 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

Teleport trap.png Permanent teleport traps are only encountered as part of a pregenerated 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 (or be a Formicid) 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 in general 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.