Teleportation
Teleportation provides a quick escape to a different (often random) location. Some escape items can teleport you away from monsters. Some monsters can also teleport themselves to flee from you.
Teleportation comes from:
- ring of teleportation
- scroll of teleportation
- spellbook of teleport away
- wand of teleportation
- teleportitis
- teleport trap
- quantum mechanic attack
- cursed spellbook, especially low-level ones
There are three teleport-related properties: teleportitis, which teleports you horizontally at random; teleport control, which lets you choose where teleports land; and teleport at will, which lets you trigger teleportitis to happen whenever you want at a power cost.
Horizontal teleportation almost always move you away from your current position, but there is a very small chance of landing on the exact same square.[1]
Valid destinations
You cannot teleport to a square that is already occupied by a monster,[2] or to one that is considered unsafe for you to occupy.[3] If you try to do so deliberately, with teleport control, you will receive the message Sorry..., and will be teleported randomly instead.[4]
In particular:
- You cannot teleport into water unless you're polymorphed into a flying, swimming or amphibious monster, or have water walking, magical breathing or intrinsic levitation.[5] Due to what may be a bug, extrinsic levitation (from the boots or ring of levitation) does not count.
- You also cannot teleport onto lava, unless you have intrinsic levitation.[6] Again, extrinsic levitation isn't enough, and neither is being polymorphed into a fire elemental or a salamander (even though both can be generated in lava).
- If you're polymorphed into a sea monster, you only have a 1 in 13 chance of successfully teleporting onto dry land.[7]
- You cannot teleport onto a trap, unless there are no other valid locations to teleport to. (The game will try 200 times to pick a safe location for you before considering trapped locations[8].) In particular, magic portals are considered traps, so you cannot teleport directly onto your quest portal.
- Only phasing monsters can teleport into solid rock, into walls, trees, iron bars or a raised drawbridge, or into a secret door or a secret corridor.[9] Teleporting onto a closed door is only possible for phasing or amorphous monsters,[10] and only giants and phasing monsters can teleport onto boulders.[11]
- You cannot teleport into the Wizard's Tower from outside it, nor outside it from the inside.[12]
There is also some code that could prevent the player from teleporting in and out of force fields,[13] but those do not exist in vanilla NetHack 3.4.3.
See also
References
- ↑ http://groups.google.com/group/rec.games.roguelike.nethack/msg/fd6ff9fff482a512
- ↑ teleport.c, line 57
- ↑ teleok in teleport.c
- ↑ teleport.c, line 444
- ↑ teleport.c, line 61; for some reason, the code checks for
HLevitation
, which means intrinsic levitation only, rather thanLevitation
, which means levitation in general. - ↑ teleport.c, line 69
- ↑ teleport.c, line 67
- ↑ safe_teleds in teleport.c
- ↑ teleport.c, line 75; teleport.c, line 77; rm.h, line 32 to line 84
- ↑ teleport.c, line 81
- ↑ teleport.c, line 83
- ↑ tele_jump_ok in teleport.c
- ↑ teleport.c, line 225, in_out_region in region.c
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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
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