Teleportation

Teleportation is the instant travel, usually magical, from any location to a specific location elsewhere.



Ways to Teleport
Teleportation may be performed by any of the following:
 * Casting teleportation spells.
 * Walking through portals.
 * Targeted by Teleother and Group Teleportation spells.
 * Speaking to various NPCs, who sometimes teleports the player using a teleport phrase
 * Rubbing enchanted jewellery.
 * Using the Skull sceptre.
 * Using the Pharaoh's sceptre.
 * Using the Spirit tree network.
 * Using the Fairy ring network.
 * Invoking certain items, such as:
 * Emptying the Ectophial.
 * Playing the Enchanted lyre.
 * Breaking Magic tablets.
 * Reading Teleport scrolls.
 * Activating the Karamja gloves 3.
 * Rubbing the Enchanted key.
 * Using the Elf teleport crystal.
 * Flying with a Broomstick.
 * Breaking a Teleport sphere
 * Operating Ardougne cloak
 * Rubbing the Ring of kinship.
 * Using summoning familiars teleport options.
 * Activating the various Teleportation obelisks in the Wilderness.
 * Being targeted by random events. (involuntary teleportation)
 * Completing various quests.

Teleport Error
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.

Standard Spellbook
Basic teleports: Teleother:

To teleport other players, they must have Accept Aid on and agree to be teleported.

Ancient Magicks
Players must have completed Desert Treasure to use these spells.



Lunar Spells
Player must have completed Lunar Diplomacy to use these spells.

Basic Teleports: Tele Group:

Dungeoneering Spellbook
''This spellbook is only accessed whilst on a floor of Daemonheim.

Enchanted Jewellery
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, while wielded, and click on the name of the place you want to go.

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

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
The Pharaoh's sceptre is a rare and highly expensive item obtained during the Pyramid Plunder activity based in Sophanem. The sceptre provides 3 charges of teleports between 3 pyramids in the Kharidian Desert:
 * Jalsavrah - the Pyramid Plunder activity.
 * Jaleustrophos - the Agility Pyramid, next to Simon Templeton.
 * Jaldraocht - Azzanadra's pyramid in Desert Treasure, where the player can switch between Ancient Magicks and normal Magic spellbooks.

When the sceptre's charges are empty, players may recharge it using the Mummy in the Pyramid Plunder activity. 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 artefacts from the Pyramid Plunder activity to recharge the staff - 24 pottery artefacts, 12 stone artefacts, or 6 gold artefacts are needed.

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:


 * 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.

Spirit Trees
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:
 * North-east of Grand Exchange.
 * Battlefield, north-west of the Clock Tower.
 * North of Mobilising Armies.
 * Centre of the Tree Gnome Village maze.
 * Tree Gnome Stronghold, west of the entrance to the Agility Course.
 * The mountain pass to the east of the Poison Waste Slayer Dungeon. (Unlocked during The Path of Glouphrie)

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.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 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
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.

The Runecrafting Teleport Tablets are untradeable Teleportation spell tablets obtained at the Great Orb Project activity 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:

Teleport scrolls
These scrolls are the newest method of teleportation, released along with the Elite Treasure Trails. They can also be bought from other players or by using the Grand Exchange. Their prices usually range between 1000 and 4000 coins. They can only be received from doing Treasure Trails (any level) and are popular due to taking you to inhospitable places, them being:


 * Bandit Camp
 * Lumber Yard
 * Miscellania
 * Nardah
 * The Phoenix Lair
 * Tai Bwo Wannai

POH
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.
 * Varrock
 * Falador
 * Camelot
 * Lumbridge
 * Ardougne
 * Watchtower
 * Kharyrll (as it was known during the God wars, its modern name is Canifis)

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):


 * The east portal teleports you to the Wizards' Tower south of Draynor Village.
 * The south portal teleports you to the Dark Wizards' Tower located north of the Crafting guild.
 * The west portal teleports you to Thormac the Sorcerer's Tower south-west of Seers' Village.



Into the Wilderness

 * 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: do not 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.

This lever can also be used as a free teleport to West Ardougne, because once the lever is pulled and a player arrives in the Deserted Keep, they can pull the lever once more to arrive in Ardougne.

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.
 * 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

 * Zandar Horfyre of the Dark Wizards' Tower will teleport the player to the Lumbridge Swamp should they refuse to leave the tower
 * The Sorceress' Apprentice can teleport you to the Sorceress's Garden upon request and the completion of certain favours.
 * The Winter, Spring, Autumn, and Summer Elementals in the Sorceress's Garden will teleport the player just outside of its assigned garden if you there are at least two spaces between them and the player.
 * The Mage of Zamorak can teleport you into the Abyss for any number of times upon your completion of the Abyss miniquest; this teleport is unaffected by even the Tele-block of Revenants.
 * Tool leprechauns can teleport you to Winkin's Farm.
 * The Mystic Thug, located at the south-west of the Stealing Creation camp has a teleport option and will teleport you back to your respawn point by hitting you in the head with a club and knocking you out.
 * Pirate Pete of eastern Morytania can teleport the player to Braindeath Island by knocking them unconscious, though without inflicting any life point damage. This method can be utilised any number of times, and also back and forth.
 * The Monks of Entrana will automatically appear before you should you somehow manage to smuggle an item onto the island and instantly teleport you back to Port Sarim.
 * One can be teleported from Lunar Isle to Rellekka by speaking to any moonclan member without a seal of passage.
 * Wizard Cromperty, during the Tribal Totem quest, can teleport the player to various places, such as the RPDT depot and the house of Lord Handelmort. During the quest, if one falls into a trap, Cromperty can teleport you back into the house any number of times.
 * During The Hand in the Sand, Zavistic Rarve of Yanille can teleport the player directly to Betty if he is given an empty vial in addition to a player's own vial, redberries, whiteberries and a lantern lens.
 * During Witch's House, should the player fail to elude the gaze of Nora T. Hagg, the witch will automatically cast a spell to teleport them out of her house.

Miscellaneous

 * 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.
 * If you get a Random Event in a members' area and log into a F2P world and do the event, you will be teleported in the tower near Lumbridge Castle.
 * The entrance to Entrana Dungeon is one way, but at the end of the dungeon is a portal which will teleport players to the Mini obelisk just South of Draynor Village.

Theory
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.

Trivia

 * 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.
 * The Magic Door Portal in Entrana Dungeon used to teleport players into level 28 of the Wilderness.
 * There is a glitch that if you teleported from Daemonheim entrance, you will not see any markings of your teleportation.
 * There is currently a glitch that happens when you use a skillcape emote, and teleport, you will continue to do the emote while the teleporting animation doesn't show up.

Teleportatie