Difference between revisions of "Wand of teleportation"

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(monsters with Amulet may zap you)
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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]] has a 12/13 chance 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 may wish to gamble upon that 1/13 chance by zapping an already adjacent rider or breaking a wand of teleportation.
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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 chance of teleporting them to a square as close as possible 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 may wish to gamble upon that 1/13 chance by zapping an already adjacent 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).
  
Breaking a wand of teleportation (one that has charges) by applying it will teleport everything in the 3x3 area around you, which can be really useful if you're surrounded in a tight spot or just need some room to maneuver.
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Breaking a wand of teleportation that has charges by applying it will teleport everything in the 3x3 area around you, which can be really useful if you're surrounded in a tight spot or just need some room to maneuver.
  
Zapping a [[peaceful]] monster with this wand will [[anger]] it ([[shopkeeper]], [[aligned priest]]).
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Zapping a [[peaceful]] monster with this wand will anger it.
  
 
Wands of teleportation, along with [[wand of cancellation|cancellation]] and [[wand of make invisible|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.
 
Wands of teleportation, along with [[wand of cancellation|cancellation]] and [[wand of make invisible|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.

Revision as of 16:06, 21 March 2012

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Name teleportation
Appearance random
Abundance 4.5%
Base price 200 zm
Weight 7
Type beam
Maximum charges 8
Spell teleport away
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 chance of teleporting them to a square as close as possible 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 may wish to gamble upon that 1/13 chance by zapping an already adjacent 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).

Breaking a wand of teleportation that has charges by applying it will teleport everything in the 3x3 area around you, which can be really useful if you're surrounded in a tight spot or just need some room to maneuver.

Zapping a peaceful monster with this wand will anger it.

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.

Monsters may be generated carrying a wand of teleportation as a defensive item. When fleeing, they may zap themselves with this wand to escape. If they are covetous and have the Amulet of Yendor, they may zap you instead, though this happens extremely rarely.[1]

References