Difference between revisions of "Teleportation"

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'''Teleportation''' is the act of moving from one place to another instantaneously. Teleports differ from [[blink]]s 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.
  
''For the obsolete ability, see [[Teleportation (ability)]].''
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There are several ways to teleport in ''Crawl'':
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*Reading a [[scroll of teleportation]].
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*Being hit by a monster's [[Teleport Other]] spell.
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*Stepping on a [[Teleport trap]].
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*Being randomly teleported by the [[ring of teleportation]].
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*Being randomly teleported by the [[Bad mutations#Teleportitis|Teleportitis]] mutation.
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*Being randomly teleported by [[artefacts]] with the *Tele property.
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*Being hit by a [[distortion]] [[brand]]ed weapon, or by the [[Dispersal]] spell.
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*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect.
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*You occasionally teleport while wandering in [[the Abyss]].
  
[[Teleportation]] is the act of moving from one place to another instantaneously. Teleports differ from [[blink]]s 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.
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Most teleports 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.
 
 
There are several ways to teleport in ''Crawl'':
 
*Reading a [[scroll of teleportation]]
 
*Being zapped by a [[wand of teleportation]] (your own or a monster's)
 
*Being hit by a monster's [[Teleport Other]] spell
 
*Stepping on a [[Teleport trap]]
 
*Being randomly (or intentionally) teleported by the [[ring of teleportation]]
 
*Being randomly teleported by the mutation [[Bad mutations#Teleportitis|teleportitis]]
 
*Being hit by a [[distortion]] or [[Dispersal (brand)|dispersal]] [[brand]]ed weapon, or by the [[Dispersal]] spell
 
*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect
 
*Drawing a [[Deck_of_transport#Portal_card|Portal card]]
 
  
Generally, teleportation as a result of a distortion weapon or trap takes place immediately. For spell- or wand-initiated teleports, there is a delay of 3-6 turns between starting a 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]], there is a 4/5 chance that this delay will be 8-21 turns. If you are in the halo of the Orb, there is a 1/2 chance this delay will be 8-16 turns.
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Teleportation as a result of a trap takes place immediately, as do some teleports caused by weapons of distortion. To avoid teleport delays, step onto a [[Teleport trap]].
  
To avoid teleport delays, step onto a [[Teleport trap]] or use a high power [[Portal card]]. Potentially only one turn slower, use the [[Deck of transport#Warpwright card|Warpwright card]] and then step on the newly created teleport trap. High levels of the [[Traps & Doors]] skill is helpful in detecting where the trap was placed.
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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 being a pretty color.
  
Once a teleport takes effect, the player is instantly teleported to the destination. If the player has [[teleport control]], the teleport is not the result of a distortion weapon, and the level does not [[teleport control#Exceptions|restrict]] teleport control, the player may choose the new location. Like blinks, teleports leave a cloud of translocational energy behind, though this has no game effect other than being a pretty color.  
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Teleports never place the player over in dangerous [[cloud]]s, and only over [[lava]] or [[deep water]] with a permanent source of flight. [[Amphibious]] characters may also teleport into deep water. Teleportations due to [[teleportitis]] only occur if they would land you in sight of monsters.
  
Teleports will never place the player over [[lava]] or in dangerous [[cloud]]s, and never over [[deep water]] unless they are [[amphibious]] ([[merfolk]], [[octopode]], et al).
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[[Formicid]]s cannot teleport except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation.
  
If the space the player is teleporting into is currently holding a monster, an attempt will be made to teleport the monster out of the way. If that fails, (not all monsters can be teleported) attempts are made to teleport to the spaces next to the monster (monsters there may also be teleported out of the way). If no space can be found, the teleport fails entirely.
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==History==
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*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.
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*Prior to [[0.13]], the teleport control [[status effect]] did not delay teleports.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 15:56, 7 July 2018

Version 0.21: 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.

There are several ways to teleport in Crawl:

Most teleports 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.

Teleportation as a result of a trap takes place immediately, as do some teleports caused by weapons of distortion. To avoid teleport delays, step onto a Teleport trap.

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 being a pretty color.

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. Teleportations due to teleportitis only occur if they would land you in sight of monsters.

Formicids cannot teleport except for the occasional automatic shifts which occur in the Abyss. Certain artefacts also prevent teleportation.

History

  • 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.