Wand of teleportation

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Revision as of 15:29, 2 October 2015 by FIQ (talk | contribs) (tbx/tby is not set for a monster when defensive items are concerned, leading to a bug regarding usage of teleportation on the player)
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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 May be used defensively 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.[1] 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, monsters may zap themselves with this wand to escape. If they have the Amulet of Yendor, they may zap you instead, though this happens extremely rarely, and due to a bug, will usually not work.[2][3][4][5] On a no-teleport level, a monster will zap you with a wand of teleportation just once, wasting a charge, and will not try to teleport you again.[6]

References

  1. teleport.c in NetHack 3.4.3, line 1169
  2. muse.c in NetHack 3.4.3, line 447: Monsters with the amulet can choose to use their teleport wands on you.
  3. muse.c in NetHack 3.4.3, line 599: Here the function mbhit is called when a monster wants to use a wand of teleportation on you. Note that mbhitm is passed in as an argument.
  4. mbhit in muse.c: Note the comment above the function: "Unlike buzz(), bhit() doesn't take into account the possibility of a monster zapping you, so we need a special function for it."
  5. muse.c in NetHack 3.4.3, line 1209: Here's where mbhitm is called to zap you with the wand.
  6. muse.c in NetHack 3.4.3, line 605: Monsters only bother trying to teleport you on a no teleport level once. Then they learn it doesn't work.

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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

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