Difference between revisions of "Magic portal"

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(i feel like "only one portal per level" is some arcane artifact of nethack's dungeon generation code, but i can't find it)
(Thanks for starting on the merge, Ion)
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A '''magic portal''', {{purple|^}}, is a type of [[trap]] that takes you to a different [[branch]] of the dungeon.
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A '''magic portal''', {{purple|^}}, is a type of [[trap]] that appears in ''[[NetHack]]''. When activated, a magic portal takes you to a corresponding square on the destination level, which can be in a different [[branch]] of the dungeon altogether.
  
 
==Generation==
 
==Generation==
Portals are never randomly generated. They can be found:
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Portals are never randomly generated, and can be found in very specific areas:
* In a normal dungeon room (with no stairs) on levels 11 to 16, leading to the [[Quest]].
 
* In a [[vault]] between dungeon level 11 and [[Medusa]], leading to [[Fort Ludios]].
 
** This portal will never be on the same level as the portal to the Quest.
 
** This is the only portal that is not guaranteed to appear.
 
* In [[Gehennom]], a portal in one of the [[fake Wizard's tower]]s leads to a portal in the entrance to [[Wizard's tower|the real one]]
 
* Somewhere on each of the [[Elemental Planes]] leading to the next.
 
  
Stepping on a portal will transport you to a corresponding portal on the destination level, with the exception of the portals on the Elemental Planes: those are strictly one-way portals
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* A magic portal leading to the [[Quest]] will occur on a dungeon level from 11 to 16, where it is placed randomly in a normal dungeon room (i.e. with no stairs).
 +
* A magic portal leading to [[Fort Ludios]] can appear in a [[vault]] anywhere from dungeon level 11 to [[Medusa]].
 +
** This portal is the only one that is not guaranteed to appear - several factors can influence this possibility, such as the limit of one portal per dungeon level and the fact that vaults are not guaranteed to appear on a compatible floor.
 +
* In [[Gehennom]], a portal in one of the [[fake Wizard's tower]]s leads to [[Wizard's tower|the real one]].
 +
* A one-way portal is randomly placed on each of the [[Elemental Planes]], leading to the next.
  
While a comment in the source code describes the [[branchport]]ing effect of the [[Eye of the Aethiopica]] as "open[ing] a use-once portal"{{refsrc|src/artifact.c|1558|version=NetHack 3.6.7}}, the effect does not actually create a portal - the player is simply sent directly to the target level.{{refsrc|src/artifact.c|1575|version=NetHack 3.6.7}}
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==Description==
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A magic portal is hidden until it is either activated by you or a monster moving onto its square, or else it is revealed through other means such as a [[wand of secret door detection]].{{refsrc|src/trap.c|1548|version=NetHack 3.6.7}}{{refsrc|src/artifact.c|2513|version=NetHack 3.6.7}} Magic portals cannot be "escaped" like other 'traps': Moving onto a portal's square will always activate it, unless you are placed there as a result of entering the other end of a portal; you can trigger a portal while on its square by using #[[sit]], provided there are no objects on that square.
  
=== Wizard mode ===
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A magic portal will not disappear when used unless it is a one-way portal, which are encountered on the Elemental Planes; a one-way magic portal can also be wished for in [[wizard mode]], and stepping on its square causes you to [[Escaping the dungeon|escape the dungeon]], ending the game immediately with no option to continue.
In [[wizard mode]], magic portals can be wished for. Stepping on them causes you to [[Escaping the dungeon|escape the dungeon]], ending the game immediately, with no option to continue the game.
 
  
==Effects==
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While a comment in the source code describes the [[branchport]]ing effect of the [[Eye of the Aethiopica]] as "open[ing] a use-once portal", the effect does not physically create a portal, instead sending the player directly to the target level.{{refsrc|src/artifact.c|1558|version=NetHack 3.6.7}}{{refsrc|src/artifact.c|1575|version=NetHack 3.6.7}}
Note that unlike the teleport trap and level teleporter, a portal will transport you even if you have [[magic resistance]].
 
  
A magic portal is always activated when you move onto its square. The Fort Ludios, Wizard's Tower and Quest portals transport you onto a corresponding return portal. While standing on the portal, it will be activated if you [[Sit|#sit]], provided there are no objects on the ground.
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{{upcoming|NetHack 3.7.0|Using a magic portal causes you to be [[stunned]] for three turns.}}
<ref>{{sourcecode|trap.c|1178}} (Magic portal on you) and {{sourcecode|trap.c|1989}} (On monsters)</ref>
 
 
 
{{upcoming|NetHack 3.7.0|Using a magic portal causes you to be stunned for three turns.}}
 
  
 
==Removal==
 
==Removal==
This trap cannot be removed, although the portal to your [[quest]] disappears if you are rejected with prejudice.
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This trap cannot be removed, although the portal to your [[Quest]] disappears if you are rejected with prejudice.
  
 
==Strategy==
 
==Strategy==
To find the portals, see [[Portal detection methods]].
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{{Main|Portal detection methods}}
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 +
There are several methods to detect portals before stumbling into them, including the usual methods of trap detection such as reading a [[scroll of gold detection]] that is cursed, or else reading a scroll of any beatitude while confused - see the linked article above for details.
  
 
==Variants==
 
==Variants==
 
 
===SLASH'EM===
 
===SLASH'EM===
 
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{{main|Alignment quest}}
The portal to the Quest will be found between levels 15 and 19 inclusive.  Furthermore, portals to each of the [[Lawful Quest|Lawful]], [[Neutral Quest|Neutral]] and [[Chaotic Quest]]s will be found in the same range of levels; all four quest portals will generate on different levels.
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In [[SLASH'EM]], the portal to the Quest will be found between levels 15 and 19 inclusive.  Furthermore, portals to each of the [[Lawful Quest|Lawful]], [[Neutral Quest|Neutral]] and [[Chaotic Quest]]s will be found in the same range of levels; all four quest portals will generate on different levels.
  
 
==Encyclopedia entry==
 
==Encyclopedia entry==
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==References==
 
==References==
 
<References />
 
<References />
{{nethack-343}}
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{{nethack-367}}
 
[[Category:Traps]]
 
[[Category:Traps]]

Revision as of 17:59, 26 October 2023

A user has suggested this page be merged with "quest portal"

^ magic portal Magic portal.png
Generates Never randomly; special levels and branches only
Effect Transports between branches

A magic portal, ^, is a type of trap that appears in NetHack. When activated, a magic portal takes you to a corresponding square on the destination level, which can be in a different branch of the dungeon altogether.

Generation

Portals are never randomly generated, and can be found in very specific areas:

  • A magic portal leading to the Quest will occur on a dungeon level from 11 to 16, where it is placed randomly in a normal dungeon room (i.e. with no stairs).
  • A magic portal leading to Fort Ludios can appear in a vault anywhere from dungeon level 11 to Medusa.
    • This portal is the only one that is not guaranteed to appear - several factors can influence this possibility, such as the limit of one portal per dungeon level and the fact that vaults are not guaranteed to appear on a compatible floor.
  • In Gehennom, a portal in one of the fake Wizard's towers leads to the real one.
  • A one-way portal is randomly placed on each of the Elemental Planes, leading to the next.

Description

A magic portal is hidden until it is either activated by you or a monster moving onto its square, or else it is revealed through other means such as a wand of secret door detection.[1][2] Magic portals cannot be "escaped" like other 'traps': Moving onto a portal's square will always activate it, unless you are placed there as a result of entering the other end of a portal; you can trigger a portal while on its square by using #sit, provided there are no objects on that square.

A magic portal will not disappear when used unless it is a one-way portal, which are encountered on the Elemental Planes; a one-way magic portal can also be wished for in wizard mode, and stepping on its square causes you to escape the dungeon, ending the game immediately with no option to continue.

While a comment in the source code describes the branchporting effect of the Eye of the Aethiopica as "open[ing] a use-once portal", the effect does not physically create a portal, instead sending the player directly to the target level.[3][4]

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Using a magic portal causes you to be stunned for three turns.

Removal

This trap cannot be removed, although the portal to your Quest disappears if you are rejected with prejudice.

Strategy

There are several methods to detect portals before stumbling into them, including the usual methods of trap detection such as reading a scroll of gold detection that is cursed, or else reading a scroll of any beatitude while confused - see the linked article above for details.

Variants

SLASH'EM

Main article: Alignment quest

In SLASH'EM, the portal to the Quest will be found between levels 15 and 19 inclusive. Furthermore, portals to each of the Lawful, Neutral and Chaotic Quests will be found in the same range of levels; all four quest portals will generate on different levels.

Encyclopedia entry

Portals can be Mirrors, Pictures, Standing Stones, Stone
Circles, Windows, and special gates set up for the purpose.
You will travel through them both to distant parts of the
continent and to and from our own world. The precise manner
of their working is a Management secret.

[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]

References