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Version 0.18: 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, there is an 80% chance for this delay to be 8-19 turns. If you 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. Potentially only one turn slower, use the Warpwright card and then step on the newly created 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. Teleports caused by the Teleport mutation place the player within a region near his current position.

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.


Prior to 0.17, teleport destination could be controlled with teleport control.

Prior to 0.13, the teleport control status effect did not delay teleports.