Difference between revisions of "Wand of teleportation"

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(Teleporting the riders' corpse does NOT teleport them. It only revives them.)
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A '''wand of teleportation''' can [[teleport]] away [[monsters]] and [[items]]. You can even [[zap]] it at yourself as a way to teleport.
 
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; even on no-teleport levels, you can use it to teleport dangerous monsters away from you. However, trying to teleport any of the three [[Riders]] (or their corpses) has a 12/13 of teleporting them to a square adjacent to you (and reviving them if necessary), and so is generally a [[Bad Idea]].
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It's one of the few universally useful items; even on no-teleport levels, you can use it to teleport dangerous monsters away from you. However, trying to teleport any of the three [[Riders]] has a 12/13 of teleporting them to a square adjacent to you. Attempting to teleport away the Riders' corpses will cause them to immediately revive, but will not teleport them. Teleporting one of the Riders is generally a [[Bad Idea]], but if you are already in an unfavorable position you wish way to gamble upon that 1/13 chance by zapping an already adjascent rider or breaking a wand of teleportation.
  
 
In high density areas like [[Moloch's Sanctum]] and the [[Astral Plane]], wands of teleportation are invaluable. You can also use them to get out of engulfing monsters such as [[Elemental#Air elemental|air elementals]] (by zapping yourself if it's a teleport-allowed level, or zapping them from the inside on no-teleport levels only - otherwise you and the monster will be teleported together).
 
In high density areas like [[Moloch's Sanctum]] and the [[Astral Plane]], wands of teleportation are invaluable. You can also use them to get out of engulfing monsters such as [[Elemental#Air elemental|air elementals]] (by zapping yourself if it's a teleport-allowed level, or zapping them from the inside on no-teleport levels only - otherwise you and the monster will be teleported together).

Revision as of 01:09, 3 October 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; even on no-teleport levels, you can use it to teleport dangerous monsters away from you. However, trying to teleport any of the three Riders has a 12/13 of teleporting them to a square adjacent to you. Attempting to teleport away the Riders' corpses will cause them to immediately revive, but will not teleport them. Teleporting one of the Riders is generally a Bad Idea, but if you are already in an unfavorable position you wish way to gamble upon that 1/13 chance by zapping an already adjascent rider or breaking a wand of teleportation.

In high density areas like Moloch's Sanctum and the Astral Plane, wands of teleportation are invaluable. You can also use them to get out of engulfing monsters such as air elementals (by zapping yourself if it's a teleport-allowed level, or zapping them from the inside on no-teleport levels only - otherwise you and the monster will be teleported together).

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.