Difference between revisions of "Teleportation"

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''For the obsolete ability, see [[Teleportation (ability)]].''
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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 can send you to any valid location on the floor, while blinks are limited to [[LOS|visible]] locations. And blinks are instantaneous, while many teleports take some time to kick in.
 
 
'''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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==Sources==
 
There are several ways to teleport in ''Crawl'':
 
There are several ways to teleport in ''Crawl'':
 
*Reading a [[scroll of teleportation]].
 
*Reading a [[scroll of teleportation]].
*Being zapped by a [[wand of teleportation]] (your own or a monster's).
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*Stepping on a [[teleport trap]].
*Being hit by a monster's [[Teleport Other]] spell.
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*You occasionally teleport while wandering in [[the Abyss]].
*Stepping on a [[Teleport trap]].
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*Being randomly or intentionally teleported by the [[ring of teleportation]].
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A few methods will try to teleport you next to monsters:
*Being randomly teleported by the [[Bad mutations#Teleport|Teleport]] mutation.
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*The teleport effect from [[sourceless malevolence]] (i.e an explore-based teleport trap).
*Being hit by a [[distortion]] [[brand]]ed weapon, or by the [[Dispersal]] spell.
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*Being randomly teleported by the [[Bad mutations#Teleportitis|Teleportitis]] mutation.
*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect.
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*Unwielding a [[distortion]] [[brand]]ed weapon.
*Drawing a [[Deck_of_transport#Portal_card|Portal card]].
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*You will occasionally teleport while wandering in [[the Abyss]].
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You can instead teleport monsters by casting [[Teleport Other]] or the [[Dispersal]] spell.
  
Generally, teleportation as a result of a distortion weapon or trap takes place immediately. For spell-, card-, or wand-initiated teleports, there is a delay of 3-5 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. If [[Control Teleport]] is active (or it is activated before the teleport takes effect), this delay will be 4-8 turns. In the Abyss, there is an 80% chance that this delay will be 8-19 turns. If you have the [[Orb of Zot]], this delay will be 8-14 turns.
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==Useful Info==
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Teleport scrolls and Teleport Other (which give the {{LightBlue|Tele}} status) 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. Other sources of teleport happen instantly, though the player does not have as much control with them.
  
To avoid teleport delays, step onto a [[Teleport trap]]. 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 stopping other [[clouds]] from existing).
  
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. The teleport control [[status effect]] will be lost after this. 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, over [[lava]] without a permanent source of flight, or over [[deep water]] if not flying or [[amphibious]]. Also, teleports cannot send the player into most [[door#Runed Door|runed door]] and [[transporter]] [[vault]]s, or into any [[player ghost]] vault. A notable exception is the [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Hall of Blades]] in [[Elven Halls|Elf]]:2, which allows teleport inside.  
  
Teleports will never place the player over [[lava]] or in dangerous [[cloud]]s, and never over [[deep water]] unless they are [[amphibious]] ([[merfolk]], [[octopode]], grey [[draconian]], et al). Teleports caused by the [[Bad mutations#Teleport|Teleport]] mutation will place the player within a region near his current position. The radius of this region depends on the rank of the mutation and the number of equipped items which give teleportitis (rings of teleportation or artifacts). At 3 or more mutation ranks/items, the destination can be any position in the level.
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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.").
  
All forms of teleportation are blocked by [[stasis]] except for the occasional automatic shifts which occur in the Abyss.
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==Preventing Teleport==
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If the player has the {{LightBlue|Tele}} status, then they can either use a [[potion of cancellation]] or read another [[scroll of teleport]] to end it. A [[Quicksilver Bolt]] will also end the Tele status.
  
==Teleportation Failure==
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The {{LightRed|-Tele}} (from [[Dimension Anchor]]) and {{LightRed|-Move}} (from [[miscast effect|miscasting]] Translocations) statuses both prevent teleportation. These statuses can be removed by quaffing a [[potion of cancellation]]. -Tele may also be obtained via certain [[artefact]]s or by playing a [[Formicid]]; Formicids do not ignore shifts in the Abyss.
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). This can be useful for stabbing purposes. If no space can be found, the teleport fails entirely.
 
  
 
==History==
 
==History==
Prior to [[0.13]], the [[teleport control]] [[status effect]] did not delay teleports.
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*Prior to [[0.28]], monsters could cast [[Teleport Self]].
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*Prior to [[0.27]], non-[[player ghost]] monsters could cast [[Teleport Other]].
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*Prior to [[0.26]], the *Tele intrinsic could be obtained from a [[ring of teleportation]], acting like teleportitis.
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*Prior to [[0.25]], suffering a [[Miscast effect#Translocation|Translocations miscast]] effect could teleport the player, and being hit by a distortion weapon could too.
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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.
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*Prior to [[0.9]], players had access to Teleport Self.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 02:04, 7 April 2023

Version 0.29: 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 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:

A few methods will try to teleport you next to monsters:

You can instead teleport monsters by casting Teleport Other or the Dispersal spell.

Useful Info

Teleport scrolls and Teleport Other (which give the Tele status) 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. Other sources of teleport happen instantly, though the player does not have as much control with them.

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 stopping other clouds from existing).

Teleports never place the player over in dangerous clouds, over lava without a permanent source of flight, or over deep water if not flying or amphibious. Also, teleports cannot send the player into most runed door and transporter vaults, or into any player ghost vault. A notable exception is the Hall of Blades in Elf:2, which allows 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.").

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 will also end the Tele status.

The -Tele (from Dimension Anchor) and -Move (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; Formicids do not ignore shifts in the Abyss.

History