Teleport control

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Teleport control is a property that occurs in NetHack, and allows the hero or a monster to control the destination square of a teleportation attempt.

Sources

Teleport control is granted extrinsically by either putting on a ring of teleport control, or by carrying The Master Key of Thievery in open inventory.

Teleport control is granted intrinsically via the following methods:

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.

Reading a blessed scroll of teleportation gives the hero teleport control for one turn, allowing them to perform a controlled teleport with it - this also makes it possible to perform two controlled teleports or more in one game turn with very fast speed.

Monsters

The following monsters have teleport control intrinsically:

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.

As part of changes made so that they can better emulate the Furies, commit f930a12f allows for erinyes to gain teleport control if a character abuses their alignment record enough.

Description

If the hero is not stunned or unconscious, teleport control allows them to select a destination square when teleporting across a level by any means.[1] If the hero selects a square on the level that they cannot occupy (e.g., inside solid rock without phasing) or else contains a trap, boulder or monster, they will instead be sent to a random point on the level.[2] Being stunned or unconscious will cause any teleportation to place the hero on a random safe square as if they did not have the property.[3]

Vault teleporters ignore teleport control:[4] they are keyed to the four squares of the level's vault and will teleport the hero or any monster that activates one onto one of those squares, unless the target square is currently occupied.[5][6][7] If a vault teleporter would send a hero to an occupied square, it behaves as a regular teleportation trap.

If the hero is level teleporting and are not stunned, the player is prompted to enter the number of a target level to warp to, with the number corresponding to that level in their current dungeon branch: if successful, the hero will be placed on a random safe square on that level, while selecting the current level will simply leave them on their current square. Level teleporting while stunned will send the hero to a random level as if they did not have the property; level teleporting while confused has a luck-dependent chance of placing the hero on a random level instead.[8]

For controlled level teleports, a target level that is too shallow will levelport the hero to the parent dungeon branch - e.g., selecting "1" while in Gehennom, the Gnomish Mines or Vlad's Tower takes the hero to the entrance floor of the Dungeons of Doom - while a target level that is too deep will take the hero to the bottom of your current dungeon branch. This means that a controlled level teleport from anywhere in the main dungeon cannot take the hero deeper than the Valley of the Dead, while a controlled levelport from anywhere in Gehennom can take them only as deep as the vibrating square level, or within Moloch's Sanctum if they have performed the invocation ritual.[9][10]

Level teleporting to level 0 will send the hero to "Nowhere", causing them to cease existing and ending the game unless they have life saving, which instead returns them to the square they were on.[11] Levelporting to any negative level will always end the game regardless of the hero's survival:

  • Levelporting to any level from −1 to −9 will send the hero to the sky, causing them to plummet several thousand feet to their death, with a levelport to −9 printing a unique message before the plummeting occurs[12][13] - if the hero has levitation, flying or life saving, they will instead land, float or be revived back on the surface accordingly. The game will end regardless of the outcome.[14]
  • Levelporting to −10 and beyond will send the hero to heaven, with life saving placing them on the surface as before, and the game will end in either case.[15]

The Quest branch is a major exception for the above rules regarding level teleports: the levels are counted relative to the branch, e.g. levelporting to 1 will take the hero to the home level of the quest branch, and they cannot level teleport out of the branch.[16] Fort Ludios is another exception, as the hero cannot level teleport outside of the branch to any non-negative levels.[17]

If a hero steps into a pool of water and is not able to survive within it, having teleport control lets them attempt a teleport to escape drowning if they have teleportitis or are in the form of a teleporting monster.

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 bb238b5e, activating a level teleporter and being sent to another level will confuse a hero instead of stunning them, which is also ignored if the character has teleport control.

Monster teleport control

A monster with teleport control can control its destination when teleporting across the level, with the exact behavior depending on the monster:

  • A tengu will teleport directly to within a few squares of the hero's location whether or not it is hostile, and will warp a reasonably far distance away when fleeing from the hero.
  • The Wizard of Yendor will always land on the up stairs of the current floor if teleported, and will always end up on the down ladder if the hero is inside his Tower.[18]
  • The Riders have a 1213 chance of appearing on a square next to the hero if they are teleported while alive.[19]

Other covetous monsters do not have teleport control, but will always try to warp to or near the hero's current position.

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 10a1befc, other monsters with teleport control also have a 1213 chance of appearing on a square next to you if they are teleported.

Strategy

Teleport control is an immensely useful property to have, enough that some players will occasionally risk teleportitis so that their characters can obtain the intrinsic, e.g. via reverse genocide of tengu. Some others may prefer an extrinsic source in order to avoid the risk so that their character can make reliable use of vault teleporters.

Combining controlled teleports with magic mapping in either form is a great method for quickly traversing Gehennom.

History

Teleport control first appears in Hack 1.0 with the ring of teleport control.

Messages

You feel controlled!
You gained teleport control through gaining experience levels.
You feel uncontrolled!
You lost teleport control, e.g. through level drain.
You feel in control of yourself.
You gained teleport control from eating a corpse.
You feel centered in your personal space.
As above while hallucinating.
Where do you want to be teleported?
You teleported while you have teleport control.
To what level do you want to teleport?
You level teleported while you have teleport control.
Sorry...
Your teleport attempt did not place you on the square you selected.
Oops...
You level teleported while confused, and a random level was selected rather than the one you entered.

Variants

SLASH'EM

In SLASH'EM, additional sources of teleport control are introduced:

GruntHack

In GruntHack, monsters with teleport control can choose which square to land on when teleporting.

UnNetHack

In UnNetHack, the uranium imp and Cthulhu have teleport control. Uranium imps have a teleportation ability that warps them and a monster that hits them to another location: when used against the hero, this ability ignores teleport control 413 of the time (with the specific odds being a reference to Homestuck, where uranium imps originate from).

dNetHack

In dNetHack, more artifact sources of teleport control are added:

More monsters also have intrinsic teleport control:

While uranium imps are present in dNetHack, they no longer have the ability to override teleport control when they warp after being attacked.

FIQHack

In FIQHack, blessed scrolls of teleportation allow you to perform a controlled teleport.

Teleport control is one of the intrinsic properties a non-cursed potion of wonder can confer when quaffed; dipping an appropriate item in a non-cursed potion also has a chance of giving it water walking as an object property.

xNetHack

In xNetHack, the Amulet of Yendor suppresses all forms of teleport control while in the character's possession.

notdNetHack

In notdNetHack and notnotdNetHack, in addition to dNetHack details, the Illithanachronounbinder role gains teleport control at experience level 17.

EvilHack

In EvilHack, the chance of getting teleport control from a tengu corpse or tin is reduced to 110.

The Sewers of Waterdeep variant of Mines' End has various sections that can only be reached by teleporting, making teleport control quite valuable in the level - The Rat King (who makes his lair in the Sewers) has a 23 chance of generating with a ring of teleport control, which can make navigating these teleporters much less difficult.

Cerberus is given teleport control to prevent characters from easily bypassing him. Monsters will wear the ring of teleport control to obtain the property, and monster that have the property are very likely to appear on a square adjacent to you when teleported.

The Amulet of Yendor suppresses all forms of teleportation while in a character's possession, making teleport control less useful for the ascension run.

SlashTHEM

In SlashTHEM, in addition to SLASH'EM details, Geeks can gain teleport control by reaching experience level 8, and nymphs can gain the property by reaching experience level 15.

The Flute of Slime, The Harp of Lightning, The Pick of the Grave, and The Whistle of the Warden all grant teleport control while carried.

Hack'EM

In Hack'EM, Origin is an artifact weapon staff of escape that confers teleport control and spellcasting bonuses while wielded.

References