All ideas tagged "teleportation"

#5035

 · 
vanilla

Replace the wand of teleportation with a potion of teleportation (leave the ring and scroll, and possibly the spell of teleport away, as-is). You could still teleport monsters, but possibly not objects any more, by throwing the potion of teleportation which would then randomly teleport everything that it gets on or which breathes its vapors.

This also is intended to make the Astral Plane more difficult by removing easy zaps and snaps of the wand, making it a much more limited resource.

Wand of jumping. When you zap it in a direction, the beam finds the first square in that direction you can’t occupy because a monster, boulder, wall, or edge of the map is blocking it, and moves you to the square right before it. There is no maximum range, meaning the “jumps” could be very long and might be better off flavored as teleports at a certain distance. Liquids count as a square you can occupy, so zapping it at e.g. a wall on Medusa’s level with water preceding it would result in you falling into the water and possibly drowning. Not specified what the behavior would be if you tried to zap it diagonally through an open door.

There is the potential issue of using this wand on the Astral Plane to zip around much faster than usual and without needing to spend resources on jumping boots or the spell. One possible solution is to make this wand very rare, about as rare as the wand of enlightenment, so you find about 0-2 of them per game.

#4930

 · 
vanilla

Amulet of contingency:

  • When you are reduced to critical HP, it auto-uses itself and crumbles to dust, and teleports or warps you away to get away from whatever threat you are facing.
  • Teleportation makes a bit more flavor sense, but warping allows it to be effective even on non-teleport levels.
  • The destination could be the up stairs, but that could be abused on the ascension run. If the amulet is uncommon enough, this could be OK and using them to get through a few levels could be a viable tactic. Otherwise, they could send you to a random destination, or a random destination from among the set of places with no imminently threatening monsters.
  • If you die without passing through critical HP range (i.e. any non-HP death, or getting hit with a very powerful attack) it does not trigger.
  • Possibly, the amulet slot is the wrong one for such an item because most people would still probably prefer life saving over it. It could possibly be a piece of magical armor, or else be a charged amulet, good for multiple uses.

Ideas for a leprechaun race:

  • Gets unlimited gold-stealing attacks that allow you to teleport each time you steal gold from a monster’s inventory or beneath their feet, which allows you to set up teleportations in advance by luring a monster onto a pile of gold pieces. Stealing gold gives +1 alignment record.
  • Has weak attribute maximums.
  • Can enchant any boots to +7.
  • Has naturally better AC from being smaller, or instead you sometimes automatically leap and evade in response to an incoming attack.
  • Rigid body armor won’t fit because of the small size.
  • Luck either starts temporarily at +1 or times out permanently to +1.

New artifact dagger that, when thrown, teleports you to wherever it lands. Some attributes it might have:

  • If it lands in liquid, you could be teleported to the nearest available land, or to the liquid square, where you promptly fall in, possibly drowning or burning up. A nicer implementation could prevent it from landing in liquid in the first place, teleporting itself elsewhere, since it would be tough to get out.
  • If it falls to another level, you levelport to where it falls.
  • If a monster somehow eats it, you teleport inside its stomach, killing it (unless it’s capable of engulfing you, in which case you teleport to being engulfed inside it).
  • A side proposal is that instead of a dagger, this is an artifact gem.

#4500

 · 
vanilla

Chaotic artifact weapon that has a 10 or 20 percent chance of randomly teleporting its target somewhere else on the level, assuming the level isn’t non-teleport. Possibly, enchanting it increases the chance of the teleport happening.

#4170

 · 
vanilla

A monster, probably in the y or e class, with an attack that steals an item (or a few items, excluding equipped gear) from your inventory and randomly teleports it somewhere on the same level. This makes object detection and detect treasure nice to use even after a level is fully explored.

#4038

 · 
vanilla

Change the Master Key of Thievery’s invoke power, since it already gives you guaranteed untrapping passively. The new invoke power is to magic map a moderate radius around you (maybe 10) and then teleport you (which will be controlled because the Key gives you teleport control), but you must pick a space within the mapped radius to teleport to.

#3806

 · 
vanilla

If you controlled teleport to the same spot as an engulfing monster, there is a chance of teleporting inside it and being instantly engulfed instead of landing somewhere else.

#3545

 · 
vanilla

Teleporting no longer checks to see if there is a monster present on the destination tile. Teleporting into a monster’s space has a chance of telefragging and instakilling it. (Though for fairness this should also happen to the player if a monster randomly teleports onto their space.)

#3525

 · 
vanilla

Allow the player to teleport directly onto a magic portal.

#3401

 · 
vanilla

A spell or other magic item or ability that can be used to apply an effect to a monster that prevents them from teleporting, levelporting, or warping.

#3232

 · 
vanilla

Archons block teleportation on any level they’re on like demon lords do, because they’re otherwise too easy to avoid.

#3042

 · 
vanilla

If the player attacks a monster in melee immediately following a teleport (possibly only a spontaneous teleport), they get a backstab bonus on it, even if they’re not a Rogue.

Teleport vortex, a monster which moves around the level sucking up items into its inventory; items in its inventory are periodically teleported randomly around the level. If it engulfs the hero, it will do the same.

#2775

 · 
vanilla

If teleportation fails because there is a trap or monster on the destination square, and there is an adjacent free square, you get placed on that square, possibly with a message explaining why you didn’t end up exactly where you wanted.

When you attempt to teleport to a square containing a monster, you exchange places with it rather than having the teleport fail and send you somewhere random. This possibly fails based on a monster magic resistance check.

#2658

 · 
vanilla

Spell that lets you do a random uncontrolled short-range teleportation, in order to escape from a tricky situation. Actually, it might not be a bad idea to turn the spell of teleport away into this, with a reduced level (3 or 4), and make it unable to shoot a teleportation beam.

#2655

 · 
vanilla

If you release a djinni whose response is to say “It is about time” and vanish, the djinni will at least teleport you somewhere safe if you are in danger (not specified what defines danger; perhaps stuck in lava/rock or if there are a number of nearby hostile monsters).

#2448

 · 
vanilla

Teleport at will shouldn’t be gained at different experience levels for Wizards versus everyone else - it should be standardized at the same level for all characters.

#2362

 · 
vanilla

If you fall into water with teleport-at-will, the game should use casting a teleport spell as its last resort, once you have no other options for escape. It’s very annoying to attempt to teleport and lose energy and nutrition when you’re deliberately trying to jump in the water and can easily climb right back out.

#2341

 · 
vanilla

When a monster teleports away, show a message “The foo disappears!” Possibly, if you also see where they teleported to, show another message, or just print “The foo teleports!” instead of printing a disappearance message.

#2334

 · 
vanilla

In wizard mode, attempting to teleport into inaccessible terrain or into or out of a teleport region should prompt the player to confirm the teleport. If they confirm, they override any restrictions; if not, it prints “Sorry…” and works like normal.

#1946

 · 
vanilla

Breaking a wand of teleportation will teleport as many monsters around you as there are charges left in the wand, always including yourself.

#1924

 · 
vanilla

The scroll of teleportation now levelports when blessed and limits your possible teleport destinations to a small radius when cursed. Confused teleport gives you a single controlled horizontal teleport.

#1284

 · 
vanilla

The Amulet of Yendor blocks teleporting within a dungeon level, but only after a certain radius. Short-range teleports work fine.

#1120

 · 
vanilla

Armed bear traps and land mines can be teleported away if hit with a teleportation beam.

#1042

 · 
vanilla

When a pet eats a teleportitis-granting corpse, it randomly teleports (if possible).

#948

 · 
vanilla

Allow teleportation onto the vibrating square, since it isn’t really a trap.

#637

 · 
vanilla

Monster flag M3_TELWITHU. Monsters with this flag (examples: quantum mechanics, some devils) will follow you when you teleport horizontally.