Wand of teleportation
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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 is a type of wand that appears in NetHack.
Contents
Generation
Wizards may be given a wand of teleportation as the random wand in their starting inventory.[1]
Wands of teleportation make up 9⁄200 (4.5%) of all randomly-generated wands. General stores and "quality apparel and accessories" shops can sell wands of teleportation.
Randomly generated monsters may be created with a wand of teleportation as a defensive item, which has a somewhat lower chance than other defensive items, and the game will attempt to avoid generating the wand for a monster on a no-teleport level.[2]
Wands of teleportation are created with 4 to 8 charges.
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit 95b410ee, the water-surrounded vault themed room can contain a wand of teleportation as an escape item.Description
A hero zapping a wand of teleportation in a given direction will fire a beam in that direction which teleports any monsters and items it hits, angering peaceful monsters if the hero zaps them:[3][4][5] aligned priests in their temples will always resist being teleported, and the Riders have a 12⁄13 chance of being placed on a square that is close if not adjacent to the hero, while a Rider's corpse hit by a teleportation beam is not teleported and will immediately revive.[6][7][8] A monster that is engulfing the hero and is zapped by a hero's wand of teleportation will also take the hero along with them, unless they are on a no-teleport level.
A hero zapping themselves with a wand of teleportation will teleport themselves unless they are on a no-teleport level, auto-identifying the wand.[9] A hero zapping the wand downward will teleport all items and engravings on their square, and doing so while riding will teleport both the hero and their steed.[10][11]
Monsters will use this wand defensively:[12] a hostile monster that is not a guard, a shopkeeper or an aligned priest in their temple will zap themselves to escape from the hero while they are at low enough HP, unless they are aware that the current level is no-teleport.[13] This will auto-identify the wand. A monster's attempts to teleport itself this way will fail if it either has the Amulet of Yendor, or else with a 1⁄3 chance if it is inside the Wizard's Tower.[14] It is possible for a monster to zap a wand of teleportation defensively at the hero, but this is very rare and usually requires that monster to have the Amulet of Yendor, and the monster will not attempt it again if they zap the hero and teleportation fails (i.e. the hero is on a no-teleport level).[15][16][17]
Engraving with a wand of teleportation will make any engraving currently on that square vanish, teleporting it to another spot on the level.[18]
Breaking a charged wand of teleportation by applying it, or else wresting one last charge from an applied wand, will cause an explosion that deals anywhere between 1 and (4×<charges>) damage, and teleports monsters (including the hero) and items that are caught in the explosion.[19][20]
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
There is now feedback for the hero being teleported by the wand.
Per commit 475648bd, a bug is fixed that would cause any object zapped with a wand of teleportation to result in scrambled zap targeting, causing the beam to continue from one square beyond the object's destination, rather than one square beyond where it was originally hit—this meant that the beam could affect monsters and items that were not in its path of originally, with the reported case being a Rider that was teleported next to the hero from across the Astral Plane.
Per commit f83eaade, monsters will use the wand of teleportation offensively to prevent a hero from escaping via stairs or ladders, or move them if they are standing on an engraving or scroll that scares monsters. Per commit d7d4ed3d, monsters will also zap the wand at the hero if they are situated at a choke-point and the monster zapping the wand is among a group of other monsters.
Per commit b0f33711, a monster that cannot move anywhere will use a wand of teleportation they have or other teleportation items to try and free themselves. Per commit 58031920, this will not occur in Fort Ludios.
Per commit 886394c9, a monster being zapped with the wand by either the hero or themselves produces feedback—the wand will auto-identify if the hero actually sees that exact monster end up on a square in their line of sight as a result of the wand zap.
Per commit d036116d, a bug is fixed that causes a hiding monster under an item to remain hiding even if the item is zapped by the wand and teleported away.Strategy
The wand of teleportation is a versatile escape item: a hero can relocate a major threat further from the hero, or else teleport themselves out of a situation where they are surrounded by hostiles, and can also free themselves from engulfing monsters such as air elementals; on a no-teleport level, the hero can instead zap the monster from inside to teleport it away without teleporting themselves as well; breaking the wand can also work for tight spots where you are surrounded or else need to clear some room to maneuver.
If you engrave-ID a "vanishing" wand, you can test it by zapping a monster or item—it is a wand of teleportation if the affected item disappears, or if the monster disappears and cannot be found by searching or moving into it.
When on the ascension run in areas such as Moloch's Sanctum or the Astral Plane, it is often faster and less resource-intensive to teleport enemies out of the way than it is to fight them. While teleporting one of the Riders is generally a Bad Idea, if you are already in an unfavorable position you may want to gamble upon that 1/13 chance by zapping an already-adjacent Rider or else breaking a wand of teleportation.
History
The wand of teleportation first appears in Hack 1.21 and Hack PDP-11, which are based on Jay Fenlason's Hack, and is included in the initial item list for Hack 1.0. From these initial versions to Hack 1.0.1, it is known as the wand of teleport monster, and is given its current name in Hack 1.0.2.
In NetHack 3.4.3 and earlier versions, including some variants based on those versions, code is present that allows monsters to use the wand of teleportation offensively against the hero, specifically if the hero does not have teleport control and is standing on a stair, ladder, an engraved Elbereth, or a scroll of scare monster[21][22][23]—however, the code is bugged and is deferred in NetHack 3.6.0 via commit 8d1e0d17, as the relevant function can never actually select a wand of teleportation as an offensive option.
Messages
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
The following messages are added.- You materialize in a different location!
- You were teleported by a wand of teleportation or other source.
- You materialize in the same location!
- As above, but you have teleport control and chose your current square.
- <The monster> vanishes!
- A monster was zapped with a wand of teleportation and landed on a square out of your sight. This message can also occur if a monster is zapped by a wand of make invisible and you do not have see invisible.
Variants
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, a wand of teleportation can be used to repair the blink subsystem of imperial elven boots, allowing them to grant teleportitis while worn.
NetHack Fourk
In NetHack Fourk, a hero that zaps a wand of teleportation at themselves with Expert skill or higher in wands can teleport on no-teleport levels, though it will ignore teleport control.
FIQHack
In FIQHack, a hero that zaps a wand of teleportation at a monster with Master skill in wands can choose the destination square for that monster.
References
- Jump up ↑ src/u_init.c in NetHack 3.6.7, line 164
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 1028
- Jump up ↑ src/zap.c in NetHack 3.6.7, line 295
- Jump up ↑ src/zap.c in NetHack 3.6.7, line 1995
- Jump up ↑ src/teleport.c in NetHack 3.6.7, line 1561
- Jump up ↑ src/teleport.c in NetHack 3.6.7, line 1432: Rider corpses revive instead of relocating when teleported
- Jump up ↑ src/teleport.c in NetHack 3.6.7, line 1567: priests in their temples resist teleportation
- Jump up ↑ src/teleport.c in NetHack 3.6.7, line 1576: teleported riders will stick close to the hero
- Jump up ↑ src/zap.c in NetHack 3.6.7, line 2438
- Jump up ↑ src/zap.c in NetHack 3.6.7, line 2684
- Jump up ↑ src/zap.c in NetHack 3.6.7, line 2968
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 550
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 675
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 690
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 699
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 1314: mbhit function
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 1349
- Jump up ↑ src/engrave.c in NetHack 3.6.7, line 740
- Jump up ↑ src/apply.c in NetHack 3.6.7, line 3353
- Jump up ↑ src/apply.c in NetHack 3.6.7, line 3390
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 1157: as noted with other deferred code: "disabled because find_offensive() never picks WAN_TELEPORTATION"
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 1279
- Jump up ↑ src/muse.c in NetHack 3.6.7, line 1443