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{{item infobox
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{{buff infobox
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| image = [[File:Buff25.png]]
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| type = Furniture
 
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| placeable = Yes
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| type = Debuff
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| effects =+ Melee, - Defense
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| width = 3
 
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| tooltip = Increased melee abilities, lowered defense
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| height = 1
 
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| stack = 99
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| duration = 2 minutes
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| consumable = True
 
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| use = 14
 
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| buy = {{gc|2}} {{sc|50}}
 
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| sell = {{sc|50}}
 
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| id = 235
 
 
}}
 
}}
   
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The '''Teleporter''' is an advanced travel [[mechanism]] sold by the [[Steampunker]]. When two Teleporters are [[wire]]d together with a triggering mechanism, they can instantaneously exchange players, [[NPC]]s, or [[enemies]] between them. Teleporting is always instantaneous, has no load time or cooldown, and costs no [[Mana]].
 
   
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[[Tipsy]] is a [[debuff]] that decreases a player's defenses while at the same time improving their effectiveness in melee. The exact effects are as follows:
== Usage ==
 
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*-4 [[defense]]
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The two Teleporters must be placed on a surface of solid [[block]]s or platforms and connected by wire, along with a trigger mechanism (eg. a [[Switch]] or [[Pressure Plate]]). When the trigger is activated, an entity within the Teleporter's area-of-effect is instantly transported to the other. The activation looks similar to [[Magic Mirror]] use.
 
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*+2% [[critical hit]] on melee attacks
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*+10% melee [[attack speed]]
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*+10% melee damage
   
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Note that although the effects of this debuff are mostly beneficial, it still counts as a [[debuff]] and therefore can't be removed at will by right clicking its icon. Also note that if you're healed by a nurse, you won't have Tipsy.
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A Teleporter will transport '''players''', '''NPCs''', or '''enemies''' (but '''not''' background [[Critter]]s, items, or other entities) touching the '''3x3 tile area''' above it. A player standing a maximum of three tile heights above the Teleporter can still be transported, and burying a Teleporter two tiles deep can still transport players walking on the surface.
 
   
 
== Causes ==
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A [[Pressure Plate]] can be placed directly on top of a Teleporter as the triggering mechanism, along with a short wire connection, which will allow activation simply by walking onto its surface. For Teleporters used with Pressure Plates to access safe zones, use Pressure Plate types that are player-activated only (gray, brown, blue), to better ensure that [[enemies]] can't inadvertently activate them and teleport inside.
 
 
=== From item ===
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{| class="terraria"
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Teleporting is always two-way: when a connection is activated, both ends will '''exchange''' all players, NPCs, and hostile mobs, that are at least partially occupying any square of 3x3 space above Teleporter pads. Players should keep this in mind when constructing Teleporter paths, as enemies could unintentionally be brought into a base, for example.
 
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!From
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!Duration
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A single Teleporter can be wired to multiple destinations: With access to only a single wire color, each end of a Teleporter pad can be wired to one destination each, for a total of two possible destinations (each must have its own triggering mechanism). Using all three wire colors, each of the three can be connected simultaneously to each end of the Teleporter, for a total of six possible destinations (3+3).
 
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|-
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| {{item link|Ale}}
=== Range ===
 
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| 2 minutes
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As of 1.2.3 the wire length limit was removed. This effectively allowed the teleporter infinite range. Prior to 1.2.3 the teleporter was limited by wire length which was only about 4000 feet (2000 blocks).
 
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|-
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| {{item link|Sake}}
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== 3+ Teleporters on a circuit ==
 
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| 4 minutes
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[[File:Multiple_teleports_example.png|400px|thumb|In this example, each Pressure Plate connects the Teleporter below it to the top Teleporter.]]
 
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|}
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It is not possible to activate more than two Teleporters at once on a single circuit, but 3+ Teleporters on a single circuit can be still be used in order to target a specific destination from a given origin.
 
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When a wire network is activated with more than two Teleporters connected, only two will activate. The following algorithm determines which pair will activate:
 
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* Start at the trigger mechanism which caused the wire to activate and explore the network one square at a time. When there is a choice of adjacent wires to explore, move left as the first choice, then right, then up, then down.
 
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* '''The first and last Teleporters encountered in this fashion will activate''', while the rest will do nothing.
 
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A fixed wiring layout will always activate the same Teleporters. The wiring layout can be chosen to target the desired Teleporter.
 
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Note: As of [[1.2.4.1]] the algorithm apparently has changed.
 
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== Notes ==
 
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* Although Teleporters will teleport most enemies, they will not teleport [[Worms]], [[Boss]]es, or other enemies that travel through blocks.
 
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* Teleporter placement behavior is unusual, but similar to [[Boulder]]s. They act as solid foreground blocks (measuring 3 tiles wide and 1 high), in that they share a layer with other blocks and the player, so you cannot walk "over" them as you would background [[furniture]]. However, they act as furniture in that they must be placed atop a solid surface or platform, and background [[walls]] will not support them alone.
 
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* Other blocks or [[furniture]] can be placed on Teleporters. Placed items will not be teleported, nor will they "block" teleportation of entities above them, as long as the entities are still within the 3x3 area of effect.
 
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* As Teleporters act like foreground blocks, they require enough clearance above them for a player to stand, even for when you merely need to get past them without using them. Passages should be four blocks tall, or the Teleporter itself can be embedded as the floor (as long as something solid is still underneath them). Teleporters can be [[actuator|de-actuated]], but nothing can remain placed on them in this state.
 
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* The three blocks composing the teleporter can, like other solid blocks, be shaped using a [[Hammer]]. This doesn't affect the teleporter's function, except that the 3x3 space to be teleported and the position of the teleported entity are both relative to the teleporter's surface; if the teleporter is flattened to half blocks, they will both move down half a block (if the three blocks are different shapes, the height is determined by the first block encountered in the algorithm below). Note that pressure plates can only be placed on full blocks.
 
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* Using a grappling hook before activating a teleporter can cause a glitch where the grappling hook extends all the way to your previous position, and while mildly amusing, is mostly harmless or even beneficial.
 
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* Teleporting a few screens away at [[night]] will cause [[NPC]]s that haven't moved into their assigned housing to instantly do so, which can be useful.
 
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* Teleporters won't transport liquids, item drops, [[Boulder]]s, or [[Critter]]s.
 
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* When teleporting rapidly, using the [[Hoverboard]] (other [[wings]]?) on one end of the teleporter and continuing to fly on the other will allow you to fly through solid blocks above you, for a short period of time.
 
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{{bug|Sometimes, if you are teleporting down and scrolling through your hotbar, you will suffer fall damage, and if rapidly teleporting, the damage can easily be enough to kill you.}}
 
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{{bug|If a teleporter is placed close to an edge of the world, attempting to teleport to it will consistently crash the game.}}
 
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{{bug| {{console icon}} It's possible that if you have a friend on teleporter, and you activate it, it could crash your friend's game.}}
 
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== Tips ==
 
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* Teleporters can be used to create entrances into sealed bases.
 
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* Teleporters with Pressure Plate triggers are very useful in [[Boss]] [[Arena]]s, as they enable instantaneous dodging between remote locations. A player can jump between them continuously while firing [[Ranged]] or [[Magic Weapon]]s.
 
   
 
== History ==
 
== History ==
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{{history|1.2.1.2|You can no longer teleport into the jungle temple}}
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{{history|1.0.6|Introduced.}}
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{{history|1.2|Introduced.}}
 
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{{debuffs}}
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{{Wiring}}{{Decorative items}}
 

Revision as of 03:50, 28 June 2014


Tipsy is a debuff that decreases a player's defenses while at the same time improving their effectiveness in melee. The exact effects are as follows:

Note that although the effects of this debuff are mostly beneficial, it still counts as a debuff and therefore can't be removed at will by right clicking its icon. Also note that if you're healed by a nurse, you won't have Tipsy.

Causes

From item

From Duration
AleAle 2 minutes
SakeSake 4 minutes

History

Template:Debuffs