Difference between revisions of "Teleportation"

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(Valid destinations: a few corrections and additions)
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* 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]].<ref>{{sourcecode|teleport.c|61}}; for some reason, the code checks for <code>HLevitation</code>, which means intrinsic levitation only, rather than <code>Levitation</code>, which means levitation in general.</ref> Due to what may be a [[bug]], extrinsic levitation (from the [[levitation boots|boots]] or [[ring of levitation]]) does ''not'' count.
 
* 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]].<ref>{{sourcecode|teleport.c|61}}; for some reason, the code checks for <code>HLevitation</code>, which means intrinsic levitation only, rather than <code>Levitation</code>, which means levitation in general.</ref> Due to what may be a [[bug]], extrinsic levitation (from the [[levitation boots|boots]] or [[ring of levitation]]) does ''not'' count.
  
* You also cannot teleport onto [[lava]], unless you have intrinsic levitation.<ref>{{sourcecode|teleport.c|69}}</ref> 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 laval).
+
* You also cannot teleport onto [[lava]], unless you have intrinsic levitation.<ref>{{sourcecode|teleport.c|69}}</ref> 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.<ref>{{sourcecode|teleport.c|67}}</ref>
 
* If you're polymorphed into a [[sea monster]], you only have a 1 in 13 chance of successfully teleporting onto dry land.<ref>{{sourcecode|teleport.c|67}}</ref>

Revision as of 13:30, 4 April 2015

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:

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 rare chance to land 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 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.
  • You cannot teleport into the Wizard's Tower from outside it, nor outside it from the inside.[12]

There is also some code the 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