Difference between revisions of "Wand of teleportation"

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==Generation==
 
==Generation==
  
[[Wand]]s comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in hell.  There is a 4.5% chance that a randomly-generated wand will be a wand of teleportation.
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[[Wand]]s comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom.  There is a 4.5% chance that a randomly-generated wand will be a wand of teleportation.
 
[[Category:Wands|Teleportation]]
 
[[Category:Wands|Teleportation]]

Revision as of 14:45, 26 August 2010

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Name teleportation
Appearance random
Base price 200 zm
Weight 7
Type beam
Maximum charges 8
Monster use Will not be used by monsters.

A wand of teleportation can teleport away monsters and items. You can even zap it at yourself as a way to teleport.

It's one of the few universally useful items; the only time it doesn't always work is against the three Riders (but even then it has a small chance to succeed). Wands of teleportation work even on no teleport levels, unless you're trying to teleport yourself.

In high density areas like Moloch's Sanctum and the Astral Plane, wands of teleportation are invaluable.

Zapping a peaceful monster with this wand will anger it (shopkeeper, aligned priest).

Wands of teleportation, along with cancellation and make invisible, will make engravings vanish. Unlike those wands, however, you can find the engraving somewhere else on the level. If you engrave-ID a vanishing wand, you can test if it's teleportation by zapping a monster or item.

Generation

Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. There is a 4.5% chance that a randomly-generated wand will be a wand of teleportation.