Actions
Teleport crystals
Consumables that add teleport charges. A charge fires automatically when the walking route to the next task is long enough.
Rules and numbers
- confirmed Each crystal adds 5 charges (chargesPerUse).Source: items.json
- confirmed Route-distance thresholds: Faulty 15000 px, Stable 12000, Perfect 10000.Source: Constants.js:2793-2797
- confirmed A charge is spent only when the route distance exceeds the threshold of the highest-tier crystal held; higher tiers are used first.Source: ClientState.js:2035-2062
- confirmed Faulty sends far trips to a random bank, Stable to the nearest bank, Perfect always to the destination.Source: ItemBonusDescriptions.js:681-683
- dev note Slay tasks can teleport too.Source: LoginScreen.js:318 (patch note)
- confirmed Mob drop odds: Faulty 1/50, Stable 1/150, Perfect 1/400; the Alms Path also pays 70 crystals in total.Source: mobs.json; Constants.js:2702-2718
Connected systems
- Teleport crystals are rewarded by the Alms Path of Alms
- Teleport crystals shortcuts Bank trips
- Teleport crystals are dropped as Mob drops
- Teleport crystals skips Movement speed
Arrows show who acts on whom: → this system acts on the other, ← the other acts on this one, ↔ both do.
More in Actions
Action time · Alms · Bank trips · Beacons · Double gather · Inventory and satchels · Material save · Movement speed · Pets · Potions · Scraps · Skilling actions · Sleep mode and offline time · Success chance · Telescopes · Tools · Vigor · XP per action
Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.