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Teleportation: Misc


Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

The act of teleportation.

Teleportation is a form of matter transmission and can be one of either a process of physical/psychological will or a technological interaction.

Physiological teleportation

The Kitlings and those affected by the Cheetah World could teleport away from their home to hunt for prey, and then return through what was a physical (or possibly psychological/instinctual) process. The ability could also be transferred as Ace, Midge, the Master and the Doctor all acquired the ability, although it was not permanent in the majority of those who were affected. (DW: Survival)

The Eight Legs of Metebelis III could also teleport, both themselves and the Humans that they hung onto, most likely through the psychic link that was developed between the Eight Legs and the Human. (DW: Planet of the Spiders)

Technological teleportation

In the case of a technological process, Clockwork Droids possessed a short-range teleporter (DW: The Girl in the Fireplace) and Lady Cassandra O'Brien possessed a long-range teleporter, although her use of teleportation was forbidden under Peace Treaty 5.4/Cub/16. (DW: The End of the World)

Also, in the case of teleportation through technology, a signal is needed for the teleport to work. The signal needs to be broadcast close to the person or item being teleported. The signal can also be reworked to teleport a person back after they had teleported away. (DW: The End of the World, Boom Town).

The planet Sto (or at least Max Capricorn Cruiseliners) also has a form of teleportation, the full range of which is unknown, however it’s range is at least enough to teleport from a ship in orbit to the Earth’s surface. It uses bracelets, which can detect whether any mishap has befallen the wearer, and can signal the system to hold the molecules of the wearer in stasis as a safety feature. The wearer can then be brought back to the ship, provided that their pattern has been stored in the buffers. (DW: Voyage of the Damned)

Teleportation when power is low can result in an incomplete transfer causing part of units to not materialise. (NSA: The Pirate Loop)

Sontarans had to use pods at areas for dematerialisation and rematerialisation. (DW: The Sontaran Strategem / The Poison Sky)

Captain Jack Harkness's Time Agent Wrist Strap contained a teleport as well. The Doctor, Martha and Jack used it to teleport to the Valiant and Martha later used it to escape the Master. (DW: The Sound of Drums)

It was taken from her by him later and he teleported to Earth with it to try to force the Doctor to stop, but the Doctor called his bluff and later teleported them back to the ship. The Doctor deactivated the wrist strap's ability to teleport and travel through time. (DW: Last of the Time Lords)

Jack was able to re-initialise the teleport function with a missing bit of information gleaned through Project Indigo thanks to Martha. Jack then teleported with it to the Doctor and the TARDIS. UNIT created Project Indigo using Sontaran technology to create a teleporter of their own. Martha Jones managed to use this experimental teleporter to escape UNIT's headquarters when the Daleks attacked and was able to use part of the code in it to help Jack bring his own teleport back online. The Doctor disabled it again after the crisis was over. (DW: The Stolen Earth / Journey's End)

At some point, Jack apparently got his teleport working again, as he teleported to a cold fusion crusier nearby in the solar system to start a new life. His teleport seems to have a very long range however, as he stated that that ship was at the edge of the solar system and that's the furthest teleport done on the series. (TW: Children of Earth: Day Five)


This article uses material from the "Teleportation" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010

From Dofus

This is a disambiguation page: a list of similarly named articles. If an internal link referred you to this page, please change the link to point directly to the intended article.


  1. Teleportation (Feca)
  2. Teleportation (Xelor)

This article uses material from the "Teleportation" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

Teleportation is the movement of objects or elementary particles from one place to another, more or less instantaneously, without traveling through space.

With present techniques, "exact" quantum teleportation is possible only with photons and atoms. "Inexact" teleportation (where quantum states are not preserved), is possible by encoding information about an object, transmitting the information to another place, such as by radio or an electric signal, and creating a copy of the original object in the new location. Teleportation has also been proposed to explain various anomalous phenomena, and the concept has been widely used in science fiction.

Similar is apport, an earlier word used to describe what today might be called teleportation; and bilocation, when something is said to occupy two places simultaneously. The word "teletransportation" (which simply expands Charles Fort's abbreviated term) was first employed by Derek Parfit as part of a thought exercise on identity.

Teleportation in the Marvel Universe is accomplished by a variety of means. One common method is to open a portal or hole in space and walk through it, appearing at the desired location. Another method, employed by Nightcrawler among others, is to bodily shift to another dimension with different physical laws, and then shift back out at the new location.

Known teleporters include:

For a list of characters who can teleport, see Category:Teleporters

This article uses material from the "Teleportation" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

A useful map of the places commonly teleported to.
A player breaking magic tablets to teleport.
Teleportation is the instant travel, usually magical, from any location to a specific location elsewhere. Teleportation may be performed by any of the following:


Teleport Error

A visit to lost and found. Random Event.

There is a Random Event that is based on the teleportation network. According to the random event certain teleports occasionally go awry, such as your own Spellbook teleportations or the spells used by wizards throughout RuneScape to teleport you to the Rune essence mine. When this happens, one becomes trapped in the Abyssal network. The player must then select the lever that is different from the others to continue. Successfully extricating one's self will result in the player being compensated with a Random event gift for the inconvenience. It is also possible to be teleported here while training skills such as Woodcutting or Cooking, for unclear reasons, but possibly due to random inter-dimensional rifts.  


Basic Spellbook

Basic teleports:

A player using teleports from Basic Spellbook.
File:Lumbridge home port icon.png Lumbridge Home Teleport
File:Mobilising armies teleport.gif Mobilising Armies Teleport
File:Varrock Teleport icon.png Varrock Teleport
File:Lumbridge Teleport icon.png Lumbridge Teleport
File:Falador Teleport icon.png Falador Teleport
File:Teleport to House icon.png Teleport to House
File:Camelot Teleport icon.png Camelot Teleport
File:Ardougne Teleport icon.png Ardougne Teleport
File:Watchtower Teleport icon.png Watchtower Teleport
File:Trollheim Teleport icon.png Trollheim Teleport
File:Teleport to Ape Atoll icon.png Teleport to Ape Atoll


File:Teleother Lumbridge icon.png Tele-other Lumbridge
File:Teleother Falador icon.png Tele-other Falador
File:Teleother Camelot icon.png Tele-other Camelot

Ancient Magicks

Players must have completed Desert Treasure to use these spells.

A player using Ancient Magicks to teleport.
Edgeville Home Teleport
Paddewwa Teleport (Edgeville Dungeon)
Senntisten Teleport (Digsite)
Kharyrll Teleport (Canifis)
Lassar Teleport (Ice Mountain)
Dareeyak Teleport (Ruins, level 26 Wilderness)
Carrallangar Teleport (Graveyard of Shadows, level 18 Wilderness)
Annakarl Teleport (Demonic Ruins, level 45 Wilderness)
Ghorrock Teleport (Ice Plateau, level 54 Wilderness)

Lunar Spells

Player must have completed Lunar Diplomacy to use these spells.

A player using Lunar Spells to teleport.

Basic Teleports:

File:Telehome.gif Lunar Home Teleport
File:Moonclan teleport.png Moonclan Teleport
File:Ourania teleport.png Ourania Teleport
File:Waterbirth teleport.png Waterbirth Teleport
File:Barbarian teleport.png Barbarian Teleport
File:Khazard teleport.png Khazard Teleport
File:Fishing guild teleport.png Fishing Guild Teleport
File:Catherby teleport.png Catherby Teleport
File:Ice plateau teleport.png Ice Plateau Teleport

Tele Group:

File:Moonclan teleport group.png Tele Group Moonclan
File:Waterbirth teleport group.png Tele Group Waterbirth
File:Barbarian teleport group.png Tele Group Barbarian
File:Khazard teleport group.png Tele Group Khazard
File:Fishing guild teleport group.png Tele Group Fishing Guild
File:Catherby teleport group.png Tele Group Catherby
File:Ice plateau teleport group.png Tele Group Ice Plateau

Enchanted Jewellery

A player using enchanted jewellery to teleport.

Almost every item of jewellery in RuneScape can be enchanted and some of them can be used to teleport. These items are listed below. To use teleportation jewellery all you have to do is unequip the item, and then right-click it and select 'rub', or right-click and select 'Operate' with the item equipped.

For information on how to craft the following jewellery, please click here.

Name Made from Teleports Number of Charges
File:Sapphire necklace.PNG Games necklace Sapphire necklace Allows the user to teleport into the Burthorpe Castle games room, Barbarian Assault, Clan Wars or Wilderness Volcano This item may be used 8 times, then crumbles.
File:Emerald ring.png Ring of duelling Emerald ring Allows the user to teleport to the entrance of the either the Duel Arena, Castle Wars, or Fist of Guthix This item may be used up to 8 times, then crumbles.
File:Digsite pendant.png Digsite pendant Ruby necklace Allows 5 teleports to the Dig Site This item may be used 5 times, then crumbles.
File:Whitering.gif Ring of life Diamond ring If your Hitpoints drop below 10% then you will be teleported to your respawn point; if any hit reduces your Hitpoints to 0 you will die May be used once, then crumbles.
File:Combbracee.gif Combat bracelet Dragonstone bracelet Allows 4 teleports to either: Warriors' Guild, Champions' Guild, Ranging Guild or Monastery 4 Teleports can be recharged at the Legends' Guild totem
File:Dragonstone necklace.gif Skills necklace Dragonstone necklace Allows 4 teleports to either: Fishing Guild, Mining Guild, Crafting Guild or Cooking Guild 4 Teleports can be recharged at the Legends' Guild totem.
File:Dragonstone amulet.png Amulet of glory Dragonstone amulet Allows 4 teleports to either: Edgeville, Karamja, Draynor Village or Al Kharid 4 Teleports can be recharged at the Heroes' Guild and can also be charged via the Geyser titan.

Theoretically, Amulet of nature also counts as a transportation jewellery, if players bind the amulet to a farming patch that happens to become diseased.

Pharaohs Sceptre

A Pharaoh'ssceptre.

The Pharaoh's sceptre is a rare and highly expensive item obtained during the Pyramid Plunder minigame based in Sophanem. The sceptre provides 3 charges of teleports between 3 pyramids in the Kharidian Desert:

When the sceptre's charges are empty, players may recharge it using the Mummy in the Pyramid Plunder minigame. It is recommended that players use two charges, and teleport to Pyramid plunder to recharge if needed, saving time. In order to recharge, just "use" the sceptre on the Mummy. He will complain about the player owning it, but will go ahead and recharge it anyway. Players will need artifacts from the Pyramid Plunder minigame to recharge the staff - 24 pottery artifacts, 12 stone artifacts, or 6 gold artifacts are needed.

Skull Sceptre

A player teleporting using a Skull Sceptre
The Skull sceptre is obtained through defeating monsters in the Stronghold of Security and picking up the pieces of the sceptre. The Skull sceptre has five charges to teleport to the Barbarian Village, though Varrock armour possesses the ability to double the number of charges to ten if you assemble the sceptre whilst wearing the armour. It disappears afterwards, and it cannot be recharged. The sceptre does not work over level 20 Wilderness.

Players can only make and keep one skull sceptre at a time - a new Skull sceptre can only be made once the old Skull sceptre is either lost, destroyed, or has dissapeared. The Skull sceptre and all its parts cannot be traded. The pieces are:

File:Left skull half.PNG Left skull half (dropped by Ankous)
File:Top of sceptre.PNG Top of sceptre (dropped by Catablepons)
File:Bottom.PNG Bottom of sceptre (dropped by Flesh crawlers)
File:Right skull half.png Right skull half (dropped by Minotaurs)
  • Using the skull pieces together forms a Strange skull.
  • Using the top and bottom Skull sceptre pieces form a Runed sceptre.
  • Using the Strange skull and Runed sceptre together form a Skull sceptre.

Oldak's Spheres

Oldak, a goblin scientist, has been experimenting with runes and has developed Moving-over-distance Sphere. The moving-over-distance sphere isn't a perfect piece of arcane technology, though, so it will teleport you to any one of several locations in Dorgesh-Kaan when you break it.

A player breaking a teleport sphere from Oldak.
To get another sphere, simply take two Law runes and some Molten glass to Oldak's laboratory in north-west Dorgesh-Kaan.
If you have completed Another Slice of H.A.M., Oldak will also make spheres to take you to the Goblin Village. Again, these will require molten glass and two law runes.
If you have completed Land of the Goblins, Oldak will also make spheres to take you to the Plain of Mud. As with all teleportation spheres, these will require molten glass and two law runes.
If you have completed The Chosen Commander, Oldak will now make spheres to take you to the Bandos throne room. As with the other teleportation spheres, these will also require molten glass and two law runes.

Spirit Trees

A spirit tree.

After completion of the Tree Gnome Village quest, you can use Spirit trees to teleport. There are six different spirit tree locations, plus a choice of one player grown Spirit Tree. They are:

After completing Tree Gnome Village quest players can access the Spirit Tree in the Tree Gnome Village and the Tree Gnome Stronghold to transport to any of the other three spirit trees, the other (younger) trees will only return you to an older tree.

Once you have reached a certain stage in The Path of Glouphrie, you can use any tree to travel to any other.

With Farming level 83, players are able to grow their own spirit tree. These will take you to the spirit tree in the Tree Gnome Stronghold. You may only have one at a time. For more information click here.

Spirit Trees also provide free teleports directly to Evil Trees when the Evil Tree is full grown. There are 28 possible locations, so the free teleport is a huge advantage.

Fairy Rings

After getting permission from the Fairy Godfather during Fairytale II - Cure a Queen, you will find a new network of transportation available to you: Fairy rings.

It consists of over 38 codes spread across the land and provides a relatively fast means for accessing often remote sites in Runescape.
A player using a fairy ring to teleport.
Players can enter the fairy ring system from any node while wielding either a Dramen staff or a Lunar staff, ending up at the master fairy ring in Zanaris. From there, using three letter codes, they can teleport to most rings within the system. Several rings, however, require players to complete quests before they can be accessed. If the selected code has no corresponding fairy ring, players will be teleported a few squares from the main ring. Currently, there are 38 fairy rings working codes out of a total possible 64 codes.
The mushroom controllers.
The main fairy ring is located in Zanaris, just east of the bank. When you click on it to activate it, you will notice the three mushroom controllers pop up. Each controller has four letters assigned to it. Clicking on the right or left side of a mushroom controller will make it turn clockwise or counter-clockwise, respectively. You can make many combinations from these mushrooms, and click the teleport button to go the location.

When the fairy ring transportation system was released, there were only 34 fairy rings. Fairy rings codes AKQ and DKS were introduced with the Hunter skill on 21 November, 2006. AJQ to Dorgesh-Kaan was introduced on 20 March, 2007, bringing the number of fairy rings up to a total of 37. BLQ to Yu'biusk was introduced on 12 November, 2007, making the total 38. ALQ to Haunted Woods was introduced on 7 May, 2008, but the ring existed before as one-way route to Zanaris.

Teleport tablets

A player breaking tablets.
Magic tablets are created from Soft clay using a lectern in a Player-owned house. A player brings the runes for the spell, a magic staff (optional) and the soft clay to the appropriate lectern. A lectern can be found in the Study in the house. By clicking on the lectern a screen will appear showing the magic tablets that can be constructed at that lectern. After selecting a spell, the clay changes into a stackable magic tablet and the magic tablet selection window disappears. Magic tablet building requires that the player has the appropriate magic level and brings the required runes for casting the spell.

Listed below are all the teleport tablets a player can make or buy.

Varrock Tablet Lumbridge Tablet Falador Tablet Camelot Tablet Ardougne Tablet Watchtower Tablet House Tablet

The Runecrafting Teleport Tablets are untradeable Teleportation spell tablets obtained at the Great Orb Project Minigame by exchanging various amounts of tokens ranging from 15 to 45 with Wizard Elriss. In order to use any particular tablet, you must have the required runecrafting level/quest completion first.

Runecrafting tablets add yet another transport system to RuneScape. Each single-use tablet teleports the user outside the respective rune altar's ruins, or the Runecrafting Guild, and thus require a talisman, tiara, or runecrafting staff to use the altar. This makes it the quickest way to runecraft. Unlike regular teletabs, these cannot be made in your player-owned house. These tablets cannot be used over Level 20 Wilderness.

There are currently 14 types of Runecrafting Teleport Tablets:

Air Altar Teleport Mind Altar Teleport Water Altar Teleport Earth Altar Teleport Fire Altar Teleport Body Altar Teleport Cosmic Altar Teleport Chaos Altar Teleport Astral Altar Teleport Nature Altar Teleport Law Altar Teleport Death Altar Teleport Blood Altar Teleport Runecrafting Guild Teleport


Portal Chambers can be built in a Player owned house, which allow the owner and guests to take a one-way trip to one of the seven possible locations:

Those who are using a spellbook that does not contain teleportation spells to the above areas might find Portal Chambers useful.

The Greater magic cage in the Throne room gives the player who controls it the ability to teleport those inside the cage to one of the seven above areas (only works if the person being teleported has accessed the area before). Trollheim used to be one of the possible locations but it was removed due to the dangers that lurk there.

In addition, an Amulet of glory mounted on the Quest Hall of a POH functions the same way as the charged, standalone version of the amulet.

Magic guild portals

On the second floor of the Magic Guild in Yanille (level 66 Magic required to enter), there are three portals that will teleport you to the following locations (note that these are one-way teleports):

Into the Wilderness

  • Entrana to Wilderness:

Underneath Entrana, a one-way portal takes players into danger level 28 of the Wilderness. This method is hardly used by any players, because you can't take any armour or weapons to Entrana.

  • Ardougne to Wilderness:

There is a shack situated west of Ardougne Castle that contains a lever. Pulling this lever will teleport you to the Deserted Keep in level 56 Wilderness. You will need to bring a sharp object, such as a Knife, so that you can cut through the web to get out of the Deserted Keep. To return, there is a lever to pull to get back to Ardougne. Please be aware that many monsters may be waiting for you, not to mention the risk of running into Revenants: don't forget you are in the Wilderness!

  • Edgeville to Wilderness:

With the 16 June 2009 Update:Changes to PvP and Bounty Worlds, and gravestones - All teleport spells cast in Bounty Worlds will now take you to Edgeville, and there is a new switch leading to the high-level Wilderness from the ruined building south of the bank in Edgeville. The Edgeville lever is one-way only and goes to same destination as the Ardougne lever above: Deserted Keep in level 56. It can also be noted that teleporting from the Wilderness in a Bounty World, you will lose EP.

Various items

Quest items

A player playing on an Enchanted lyre to teleport to Rellekka.
File:Broomstick.png Broomstick A Broomstick is an item given by Maggie in Swept Away, the 2008 Hallowe'en event quest. She asks players to enchant it by bringing it to three witches: Hetty in Rimmington, Aggie in Draynor Village, and Betty in Port Sarim. If the broomstick is taken to the Sorcerer's apprentice in Al Kharid, players may use the broomstick to teleport to the Sorceress's Garden by operating it. The broomstick does not require periodic recharging.
File:Ectophial.png Ectophial The Ectophial is a reward from the Ghosts Ahoy quest. By emptying it, you'll be teleported to the Ectofuntus north of Port Phasmatys. To recharge it, use the ectophial with the Ectofuntus, or alternatively, wait for the player to recharge it automatically whenever you use it. This item can be used as a one-click teleport.
File:Elfcrystal.PNG Elf teleport crystal An Elf teleport crystal is obtained during the Mourning's Ends Part I quest. It teleports you to the elven city Lletya, and can be recharged by Eluned for a fee. If lost, new crystals can be obtained as drops from Elf warriors. After Within the Light Eluned can help you enchant your crystal(s) to also take you to the Temple of Light.
File:Key.png Enchanted key The Enchanted key is obtained during the Making History quest. After the quest is completed, the key can be used in Meeting History to teleport the player to the past. However, it can only be used north of East Ardougne and if the player is carrying no items other than the key. If lost or destroyed, another key may be obtained from Jorral at the beginning of the quest.
File:Enchanted lyre.PNG Enchanted lyre An Enchanted lyre is obtained during The Fremennik Trials quest. You're able to re-enchant the lyre by offering the Fossegrimen some kinds of fish. When you play the lyre you will be teleported to Rellekka. When you have used all the teleport charges on your lyre, you'll have to re-enchant it.
File:Sled waxed.png Sled A Sled is obtained during the Troll Romance quest. It's used to ride down a mountain, near the Troll Stronghold, to reach an area to pick the Trollweiss flowers. While sledding you can pick up various spawns of chaos runes and additional sleds along your route.
File:Camulet.png Camulet The Camulet is obtained as a reward for the Enakhra's Lament quest. When rubbed, it will teleport you to Enakhra's Temple. The Camulet has 4 uses, and when it runs out you will need to use a bucket of Camel dung on it to recharge it.
File:Bandos sphere.png Bandos throne room sphere Oldak's newest moving-over-distance Sphere is obtained during The Chosen Commander, and can be smashed to teleport the player to the Bandos throne room. A sphere can be used once. To get another, take Molten glass and two Law runes to Oldak in Dorgesh-Kaan.
File:Goblin Village Orb.png Goblin Village Sphere Oldak's Goblin Village moving-over-distance Sphere is obtained during Another Slice of H.A.M., and can be smashed to teleport the player to Goblin Village. A sphere can be used once. To get another, take Molten glass and two Law runes to Oldak in Dorgesh-Kaan.
File:Plain of Mud sphere.PNG Plain of Mud Sphere Oldak's Plain of Mud moving-over-distance Sphere is obtained during Land of the Goblins, and can be smashed to teleport the player to the Plain of Mud. A sphere can be used once. To get another, take Molten glass and two Law runes to Oldak in Dorgesh-Kaan.
File:Sphere.png Dorgesh-kaan sphere The third of the trio of Oldak's moving-over-distance Spheres. These can be smashed to teleport the player to Dorgesh-Kaan. A sphere can be used once. To get another, take Molten glass and two Law runes to Oldak in Dorgesh-Kaan.
File:Bone sack.png Bonesack(e) Bonesack(e) is a reward from the Fur 'n' seek wishlist. It allows you to teleport back to the Skeletal Horror once a week, when the Odd Old Man had reconstructed the skeleton. It's an upgrade to the Bonesack reward from Rag and Bone Man quest's follow-up wishlist. This item can be switched at any time for the Ram skull helm(e).
File:Ram skull.PNG Ram skull helm(e) Ram skull helm(e) is a reward from the Fur 'n' seek wishlist. It allows you to teleport back to the Skeletal Horror once a week, when the Odd Old Man had reconstructed the skeleton. It's an upgrade to the Ram skull helm reward from Rag and Bone Man quest's follow-up wishlist. This item can be switched at any time for the Bonesack(e).
File:JennicasRing.png Jennica's ring Jennica's Ring is obtained during Spirit of Summer, and can be operated while worn in several locations around the Wilderness to access a Spirit realm parallel to RuneScape. To recover the ring, search the rubble near the house where you are first transported to this strange realm. Completion of Summer's End gives you an improved version, which gives access to addition portals.
File:Strange teleorb.png Strange teleorb The Strange Teleorb is obtained during While Guthix Sleeps. Players can teleport themselves to Lucien's camp by operating it inside the room above Dark Squall's Room with a Law rune and a Death rune in the inventory. It is found inside Dark Squall's Room on the southernmost desk by searching it.

Other items

A player using the Explorer's ring 3.
A player using the Karamja gloves 3
File:ExplorerRing3.png Explorer's ring 3 After completing all medium tasks in the Lumbridge and Draynor Diary, players may get an Explorer's Ring. This ring provides the same bonuses as the other rings, as well as providing the user with 3 run recharges, and also acts as a free teleport to the cabbage field south of Falador. The teleport has unlimited charges.
File:Karamja gloves 3.PNG Karamja gloves 3 Karamja gloves 3 are your reward for completing all the Hard tasks in the Karamja Achievement Diary, given to you by the Foresters near the entrances to the Kharazi Jungle. They allow free, unlimited teleportation to a gem mine underneath Shilo Village. To activate the teleport, right-click on the gloves for the option or wear them and selecting the 'Operate' option).
File:Ardougne Cloak 1.pngFile:Ardougne cloak 2.pngFile:AD Cape 3.png Ardougne cloak Ardougne Cloak is your reward for completing all the Easy, Medium, and/or Hard tasks in the Ardougne Achievement Diary, given to you by Doctor Orbon, the Ardougne town crier and Aleck respectively in Ardougne. All versions of the Cloaks allows their wearer to teleport to the monastery south of Ardougne an unlimited number of times, while the Ardougne Cloaks 2 and 3 can teleport you to the farm north of Ardougne once a day. This daily limit is removed upon completing the especially challenging Elite tasks, with the ability to teleport yourself there an infinite number of times gained.
File:Rum Mos Le Harmless red.pngFile:Rum Mos Le Harmless blue.png Mos Le Harmless 'rum' The Mos Le Harmless 'rum' can only be obtained from the Trouble Brewing minigame. They come in 2 colours, but they do not differ in functionality. When drunk, the player is teleported to the Trouble Brewing location on Mos Le'Harmless.
File:Mystic jewel.gif Mystic jewel The Mystic jewel can only be obtained from the Rogue's Den minigame, given to the player by Brian O'Richard. It teleports the player from the minigame's maze to the waiting room (the starting point of the minigame) when activated. Only one jewel can be obtained at a time.
File:Slayer ring.png Slayer ring The Slayer ring (or Ring of slaying) can be used to teleport players to four Slayer destinations and to contact Slayer Masters. Players obtain the ring from slayer masters using Slayer reward points, which players earn by completing multiple slayer tasks. Players can purchase actual rings, at a cost of 75 points per ring, and can purchase the knowledge of how to craft the rings, at a one-time cost of 300 points.
File:Teleport sphere.gif Tele-orb Tele-orbs are used in the Fist of Guthix minigame. When the orb is broken, the player is transported to the middle of the playing field. At the beginning of the game each player receives one of these. If you try to break it while in the waiting room, you will receive a message stating that you should save it for when you really need it.
File:Golden ticket.gif Circus ticket A Circus ticket is used in Balthazar Beauregard's Big Top Bonanza part of the Distractions and Diversions. The ticket is provided by the Ticket vendor, and may be used to leave the circus. To leave the circus, the ticket must be torn, and the players will be transported back to where they found the Ticket vendor.


All Players

  • A number of people around RuneScape, such as Sedridor or Aubury, can teleport multiple people to the ice fields of Gielinor's north, which have been magically sealed off, for the Rune Essence Mine
  • The Sorceress can teleport you right outside her house should she see you trespassing and expressing no remorse
  • Shantay provides a free one-way teleport to the Port Sarim Jail; players can use this teleport by telling Shantay they are an outlaw and then refusing to pay his fine.
  • North of Rimmington and east of the Crafting Guild, Wendy can teleport you to an isolated, hidden area where Maggie can be found, simply by talking to her and asking her of Maggie's whereabouts; Maggie can instantly teleport you back to Wendy upon request.
  • During certain holiday events, various NPCs, such as Snow imps, can teleport you to other realms inaccessible through any other means, though this form of teleportation only during their respective events. For instance, Isidor can teleport even free players to the Land of Snow if they have started the quest.
  • If there is a drop in the party room greater than 1,000,000 coins (or items worth this much), most bankers will offer a free teleport to the party room.

Members Only


  • If a player has a combat level of at least 20 and has never accessed a PvP World, one can do so to be automatically teleported back to Lumbridge Castle. Note that this method is not necessarily dangerous, due to the player's ability to simply log out and switch to a non-PvP World should they desire to only reach Lumbridge. This is only really useful if your Lumbridge Home Teleport has not yet been recharged, and can be used only once. This method can be used almost anywhere, even up to any level of the Wilderness.
  • On a PvP world, if the player dies, the player will respawn in Edgeville. One can make use of this by simply banking all items, switching to such a world, allowing oneself to be killed, and switching back to a non-PvP world after respawning.
  • Members, if having access to the Ancient Magicks, can switch to a Free-to-play World, where the Home Teleport spell will teleport you to Lumbridge as opposed to Edgeville. Note that this teleport will still take thirty minutes to recharge (for example, you cannot teleport to Lumbridge on a free world, switch to a member's world, and repeat the teleport to reach Edgeville).
  • Entering the Rune essence mine from a members' entrance, switching to a Free world and trying to leave gives you a warning about not being able to go here on a Free server. Trying again will cause a teleport interception, bringing you to Sedridor at the Wizards' Tower.
  • Certain guilds, Member and Free, can be accessed through temporary boosts. However, in some of these guilds, such as the Fishing Guild, should you log out while your character still remains within the guild, you will be brought outside of the guild upon logging back in.
  • If your membership expires and your player was last in a member-only location, you will automatically be sent to Lumbridge when you next log in. However, this teleport is of minimal use to the player, as when one logs in back again, one's Home Teleport is also recharged.

Summoning Familiars

File:Void shifter.gif Void shifter Teleports player to Void Knight Outpost when player below 10% health, or when special is activated
File:Void ravager.gif Void ravager Teleports player to Void Knight Outpost when special is activated
File:Void torcher.gif Void torcher Teleports player to Void Knight Outpost when special is activated
File:Void spinner.gif Void spinner Teleports player to Void Knight Outpost when special is activated
File:Spirit graahk.gif Spirit graahk Can teleport player to Karamja Hunter area
File:Spirit kyatt.gif Spirit kyatt Can teleport player to Piscatoris Hunter area
File:Spirit larupia pouch.gif Spirit larupia Can teleport player to the Feldip Hunter area
File:Arctic bear pouch.gif Arctic bear Can teleport player to the Trollweiss Hunter area
File:Lava titan pouch.gif Lava titan Can teleport player to the Lava Maze


In one edition of the Postbag From the Hedge, Mr. Mordaut explains teleportation. The usage of the power of runestones allows teleportation by boring a hole, called a teleportation matrix, into an abyss, and then looping out of it to arrive in an alternate place. There are strict rules regarding teleportations as illegal destinations are typically teleblocked, although there are also alternate ways to get around this.

There is a more detailed explanation for the puzzled player, by reading this carefully. Firstly, wind a string around your fingers as if it was dental floss. Assume that one finger is where you are now and the other is your destination. You have a distance to travel now, right? Now bring both fingers together. That piece of string is now sagging from your fingers, like a 'U' shape. The space around your fingers represent the abyss, and you have traveled the same distance, except that you left the current dimension and re-entered through an alternate dimension.

Essentially, the teleport does not 'transport' you or 'shorten' the distance, but the reason why it is instantaneous is that time is voided, so you can arrive at your destination a second later as time and space exchange places in the abyss.

There is another theory about transporting that is very similar to the teleportation matrix and looping out to a location far from where you are. This is the Theory of Tephra Travelling, which involves breaking the laws of the universe and being able to travel from one side of the Universe to the other in the blink of an eye, this is very similar to teleporting.

Imagine a piece of paper, this will be the Universe. Tephra Travelling really isn't travelling across the entire paper, more like bending it to take a very quick shortcut. Fold the piece of paper, now you have the Universe "bent", as the location of where you want to travel to is only a short distance away.

This theory has been used in a number of other works, such as the critically acclaimed novel A Wrinkle In Time, though more commonly in science-fiction novels or video games.

See also


  • According to The Great Brain Robbery, Dr. Fenkenstrain is allergic to teleportation.
  • Note that teleportation to Lumbridge from a member's world cannot be achieved through simply going to a P2P area and then switching to a free world.
  • When teleporting using the Camulet, you use the standard teleport animation and not the one used for enchanted item-based teleports.
  • If a player is resting when they use a standard teleport, there will be a glitch where the player does not get up but suddenly changes to standing, and the blue 'teleport matrix' will rise up as normal but the player will not rise too.
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This article uses material from the "Teleportation" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

Teleportation is the ability to instantly transport matter from one place to another within a very short amount of time. In the war between the Autobots and the Decepticons, such a power could be the key between victory and defeat.

Strange thing is, most Transformers who can teleport are total morons. Primus save us from idiots who can teleport.



Generation One

Skywarp possesses the ability to teleport. Though this would make him potentially deadly, without Megatron or Starscream to tell him what to do, he's useless, so his teleportation ability is not really a threat as far as the Autobots are concerned. Usually, he just uses it for immature pranks, such as pushing the other Decepticons down the stairs. Although the victim finds it unfunny, the other Decepticons enjoy it - because it's really funny.

Also, the Decepticons' space bridge was used to teleport troops and materials between Cybertron and Earth.

Beast Era

Beast Wars

While setting up a communication system, Cheetor accidentally found that when struck by lightning, they turned into a teleportation route between the Axalon and the Darksyde. Terrorsaur and Dinobot also discovered this, and Terrorsaur suggested that they use it to destroy both Optimus Primal and Megatron.

Dinobot ejected Terrorsaur through the waste system, then convinced Optimus to use the teleporter to send a bomb to the Darksyde.

Bad news was, both ships were on an energon vein that would explode catastrophically if either ship blew. So Cheetor deactivated the clamps that held it in place, and Terrorsaur then sent it into the air. Cheetor then used the teleporter to return to the Axalon, which also destroyed the communicators, destroying the teleportation system. Equal Measures


Dreadwing has the ability to teleport. Nobody knows how he got it, and since he's too stupid to have made it himself, the other Decepticons think that he stole it.

External links

This article uses material from the "Teleportation" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Traveller Wiki - Science-Fiction Adventure in the Far future

Teleportation is a talent which allows instantaneous movement from one point to another point without regard to intervening matter. Psionic teleportation is limited to the movement of the teleported character’s body and (for highly skilled teleports) his clothing and weapons.

Teleportation always involves the movement of one’s body to another location. Independent items or other individuals may not be moved. A small animal could conceivably be carried as part of a personal load under the task to teleport one’s self with equipment. (Limited to under 15Kg mass).

Teleportation involves certain requirements in order to be completely accurate, as well as to ensure obedience of the laws of physics.

Foreknowledge of Destination

A person must always have a mental image of his destination before teleporting. This image is acquired by personally visiting the location first (including just viewing it from a distance), having the mental image implanted in one’s mind (by telepathy) by another person who has visited the destination, or by viewing the location through clairvoyance (a viewing task, not simply the easier task of sense plus a successful direction task).

Energy and Momentum

Teleportation involves serious restrictions on movement in order to assure the conservation of energy and momentum. On planetary surfaces teleportation is restricted to jumps of less than regional distance.

Jumps at very distant range involve disorientation for a period lasting from 20 to 120 seconds. Jumps at distant range are hazardous; the teleporter often stumbles or falls upon arrival.

This restriction results from the law of conservation of momentum: on a rotating planet two locations will have different rotational speeds and directions. A jump from a point on Terra's equator to its antipode would result in a total velocity difference between the character and his surroundings of over 3300 kph.

Changes in altitude (actually all movement to locations of differing gravitational potential) will result in potential energy changes manifesting themselves as changes in body temperature.

A jump of 1 km straight down will result in a temperature increase of 2.5 degrees Celsius; this is sufficient to cause extreme fever, brain damage, and even death. A jump up will cool the body by the same amount with equally serious results.

To be safe, a jump may not involve an elevation change of more than 400 meters, and multiple jumps should not involve a cumulative elevation change of more than 600 meters in one hour. These problems may be avoided through the use of technological devices: energy compensators, heat suits, and other means.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author.
Player's Manual

This article uses material from the "Teleportation" article on the Traveller wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

English: Teleportation
Attribute: Spell Cards Image:Spell.png
Property: Continuous Image:Continuous.png
Card Lore: You can Special Summon any monster that would be added to your hand from your Deck by paying Life Points equal to the original ATK of the card.
Sets with this Card: Heroes Power, HRPW-EN010

New Heroes Emerge!!

Card Limit: Semi-Limited
Other Card Information: Gallery - Rulings
Tips - Errata - Trivia
Lores - Artworks - Names
Facts about TeleportationRDF feed

This article uses material from the "Teleportation" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki



Teleportation is one of the powersets. It is one of the sets of Power Pools available to all heroes and villains, except for Kheldians. These powers grant you various teleportation abilities. To see the Warshades' Shadow Step and Shadow Recall, please see Inherent Powers.

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Recall Friend 6 Zone-Range: Teleport Teammate
Teleport Foe 6 Ranged, Teleport Foe
Teleport 14 Ranged (Location), Self Teleport
Team Teleport 20 Ranged (Location), Team Teleport


The following are powers in the Teleportation powerset.

Image:Teleportation_RecallTeleport.png Recall Friend

You can teleport one of your teammates to yourself. The target must be a teammate and can be selected from the team window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhanced. This power can be interrupted.

Recharge 4.5 seconds
Minimum Level 6 (All Archetypes)
Effects Zone-Range: Teleport Teammate
Enhancements Reduce Interrupt Time
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Teleport

Image:Teleportation_GroupTeleport.png Team Teleport

You can teleport yourself and your nearby teammates to a targeted location. Teammates must be in close proximity to you. Team Teleport costs slightly more endurance than Teleport, but you can teleport your entire team for no additional cost. You must be at least level 20 and have two other teleportation powers before selecting Team Teleport.

Recharge None
Minimum Level 20 (All Archetypes)
Effects Ranged (Location)
Team Teleport
Enhancements Reduce Interrupt Time
Reduce Endurance Cost
Enhance Range
Set Categories  ?

Image:Teleportation_Teleport.png Teleport

You can teleport long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have endurance. You must be at least level 14 and have Recall Friend or Teleport Foe before selecting Teleport.

Recharge None
Minimum Level 14 (All Archetypes)
Effects Ranged (Location)
Self Teleport
Enhancements Reduce Endurance Cost
Enhance Range
Set Categories Teleport

Image:Teleportation_TeleportFoe.png Teleport Foe

You can teleport a single foe directly next to yourself. A successful hit must be made in order to teleport the target, and some powerful foes cannot be teleported. This power can be interrupted.

Recharge 4.5 seconds
Minimum Level 6 (All Archetypes)
Effects Ranged (Location)
Teleport Foe
Enhancements Reduce Interrupt Time
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Teleport

External Links

Teleportation (Hero skin/Villain skin) at

This article uses material from the "Teleportation" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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