Difference between revisions of "Teleportation"

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''For the obsolete ability, see [[Teleportation (ability)]].''
 
''For the obsolete ability, see [[Teleportation (ability)]].''
  
[[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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[[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. All the teleportations are blocked by [[stasis]] except the abyssal shifting that happens from time to time.
  
 
There are several ways to teleport in ''Crawl'':
 
There are several ways to teleport in ''Crawl'':
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*Drawing a [[Deck_of_transport#Portal_card|Portal card]]
 
*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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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. In the [[Abyss]], there is a 4/5 chance that this delay will be 8-19 turns. If you have the Orb, there is a 1/2 chance this delay will be 8-14 turns.
  
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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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.
  
 
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.  
 
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.  
  
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).
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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 with give teleportitis (rings of teleportation or artifacts). At level 3, the destination can be any position in the level.
  
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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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==

Revision as of 14:07, 15 April 2013

Version 0.11: This article may not be up to date for the latest stable release of Crawl.

For the obsolete ability, see Teleportation (ability).

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. All the teleportations are blocked by stasis except the abyssal shifting that happens from time to time.

There are several ways to teleport in Crawl:

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. In the Abyss, there is a 4/5 chance that this delay will be 8-19 turns. If you have the Orb, there is a 1/2 chance this delay will be 8-14 turns.

To avoid teleport delays, step onto a Teleport trap. Potentially only one turn slower, use the 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.

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 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.

Teleports will never place the player over lava or in dangerous clouds, and never over deep water unless they are amphibious (merfolk, octopode, grey draconian, et al). Teleports caused by the 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 with give teleportitis (rings of teleportation or artifacts). At level 3, the destination can be any position in the level.

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

In 0.13 controlled teleports will have a higher delay.