Expert Guide: Long Distance Travel

A few methods have been invented, initially by Kaliuresis, for using spell combinations to travel long distances.

To use most of them, you shoot *the opposite direction* from which you want to travel, and then *very* slightly move towards the projectiles. Do expect a bit of lag while the wand teleports you.

**WARNING:** Teleporting to a location that is in the middle of unloading can delete the player character. Reduce the amount of backtracking you need or wait longer between teleports to avoid this.

## Deerswapper travel wand

Deerswapper is generally faster and easier to use than homebringer versions, because there is no need to wait for a projectile to fly back and hit the player. Downside of this build is that Projectile Repulsion Field makes it unusable.

By Haiku:

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### NG+ Version

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### Alternative Deerswapper Travel Wand

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### Deerswapper Travel Wand with wand refresh

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### Deerswapper Travel Wand with wand refresh NG+ Version

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### Explanation

By Three Hamburgers:

Notice that only the expiration trigger can travel to unloaded location(Such as pw).

## Letaali's adaptable travel wands

These wands are easily adaptable for multi-directional travel.

### Deerswapper variant

Wand design based on Haiku's deerswapper wands. This version works with Repulsion Fields.

You aim in the direction you want to go.

Requirement spell is used to easily switch between the two distances the wand is designed to go:

* Parallel world teleport in NG+ and Nightmare, 32760 pixels (234 phasings) and
* Surface to last Holy Mountain/Boss, 13160 pixels (94 phasings)

Swap the places of the first Divide by 10 and Divide by 3 to go different distances. With Divide by 10 first it's the shorter distance version.

To configure the distance for NG parallel world travel, 35840 pixels (256 phasings), switch the first Divide by 10 with the Divide by 3 so that the requirement ignores D3. Then, replace the two Divide by 4's with three Divide by 3's.

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How this wand works:

* **Requirement** stop the first divide after it from being cast. This makes switching between shorter distance to parallel teleport easier. You just need to move the first Divide by 10 and the first Divide by 3. With Divide by 10 first it is the short distance version, with Divide by 3 first it's parallel world teleport in NG+ and Nightmare. The requirement spell can be substituted with **Requirement - Enemies or Requirement - Projectiles**.
* **Divided Add Triggers** cast modifiers, but hit Blood Magic which makes them fail. This keeps the modifiers untouched on the wand for other Divided Add Triggers to also cast. Also note that when Add Trigger is being divided, on any wand build, it can be replaced by Add Timer or Add Expiration Trigger. They all function the same for the setup.
	+ Phasing calculation for the above setup is as follows: [(10 \* 3) + (4 \* 4)] \* 2 + 2 = 94 phasings. The parenthesis terms are the divide by's. Add trigger can be thought of as addition here. We multiply by 2 because we are dividing two phasing modifiers, and we add 2 because there are 2 "real" phasing modifiers left after we finish dividing.
* We divide **Phasing Shots** an exact amount of times, because each one teleports the projectile 28 pixels every 12 frames. If you know how long the timer lives, you can teleport an exact amount of distance with this. On this particular wand the All-Seeing Eye expires on frame 64, so we get 5 jumps from each phasing.
* **Linear Arc, Boomerang and Decelerating Shot** makes it travel in a predictable path, in the direction the wand is fired, with 8 possible directions.
* **A damage modifier** is needed for Swapper to hit the deer and cause a swap to happen. In this case Damage Plus is used, but any kind of damage modifier should function.
* **All-Seeing Eye** expires differently from other spells, always ending after 64 frames. For swapper to hit the deer, we need to use Add Expiration Trigger. A timer would spawn the deer and the swapper spell in a way that they miss each other.

### Homebringer variant

* Have both marked (above) spell slots empty (as below).   Mana/shot: 638.
* For parallel world travel, add green (Divide by 4).   Mana/shot: 778.
* For teleporting from surface to final holy mountain, add red (Divide by 2).   Mana/shot: 708.

The mana costs above do not count the 200 mana added from blood magic. The wand below uses gamma to cast Divide by 10s to save 340 mana.

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### Explanation

The very base of the design and the function of every spell:

* **Homebringer teleport** - Needed because it's one of the few ways to teleport into an unloaded chunk, other teleport spells would fail.
* **Phasing** - Teleports projectiles exactly 28 pixels every 12 frames. for pixel perfect movement you can count, this is needed.
* **Matter eater** - Limits the lifetime of the spitter timer, just there to reduce lag.
* **Formation behind the back and Wand Refresh** - So you can make the timer go off and fire back into you from the parallel world.

So we need to send the timer into a parallel world and then come back and hit us with with a homebringer teleport to send us there. The correct amount of phasings teleports the timer there and the homebringer back. Light shots, linear arcs and decel shots make sure the projectile hits 0 speed and only moves by teleportation via phasing.

Add trigger is divided for more effective way to get the right amount of all the modifiers. The spell fails when it sees blood magic, which we need. Otherwise add trigger would make a trigger, discard modifiers and the following add trigger copies had no targets. Blood magic isn't exactly needed, 0 charge spell, gold to power or blood to power would also work here. Wand refresh and end of the wand also work for add trigger setups but not on this wand. You can chain divided add triggers like on the wand, because they skip over each other.

The start of the wand needs enough draw to reach the timer, so on the example wand that is 6. Using Myriad spell makes sure you draw enough.
and when counting what amount of phasings you need, here is some numbers: before the timer goes off, it has time to teleport 3 times thanks to phasings. So it ends up:

* **[number of phasings]** x 28 x 3 pixels away from the end of the wand
	+ NG world is 70 x 512 pixels wide
	+ NG+ world is 64 x 512 pixels wide

## The "budget parallel world travel wand"

Uses 664 mana/shot.

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Matter Eater can be skipped at the cost of game performance in a pinch. Gold to Power can be used instead of Blood Magic in a pinch as well. Add Timer or Add Expiration Trigger Can be used instead of Add Trigger. Changing the number of Divide By spells will change how far the player travels (unsafe but potentially useful). For example, removing one of the divide by four spells would allow from traveling from the entrance on the surface down to the Vault.

## Alternate parallel world travel wand

Uses 728 mana/shot.

*Note: This order is inaccurate by around 30 pixels. To fix this, replace Quadruple cast with Octuple cast, and place an Add Trigger between the two Phasing Arcs.*
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**Corrected Version:** *(after applying the two fixes from above)*

Uses 798 mana/shot.

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## Teleport to parallel world in Newgame+

Uses 1178 mana/shot.

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## Teleport to sky moon from spawn

Uses 728 mana/shot.

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## Teleport to hell moon from spawn

Uses 728 mana/shot.

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## Kaliuresis' alternative Parallel World version

Uses 1596 mana/shot.

Might help in some cases. (the Rainbow Glimmer is not required)

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## Alternative NG+ Parallel World version

Uses 700 mana/shot.

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## Understanding Long Distance Travel Wands

Casting a Homebringer Teleport Bolt on a Trigger/Timer causes the bolt to teleport the target to the location where the Homebringer Teleport Bolt was cast from.

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Energy Orb travels away from the player and then when the timer expires a homebringer teleport bolt shoots backward towards the player. The Spitter Bolt in this example is just to complete the Formation.

This can be rearranged to look like:

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The benefit of this version is any modifiers added in the blank space will apply to both the first energy orb (before the refresh) as well as the wrapped homebringer teleport.

Add Trigger looks for a projectile to add a trigger to, but instead when it finds blood magic it will stop (Blood magic is a utility spell that does not create a projectile.) Modifiers cast after Add Trigger cost no mana.

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Divide By spells can be used to cast Add Trigger multiple times. Add Trigger will in turn cast all the modifiers after it.

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What modifiers to use?

Stacking many Phasing Arc modifiers will allow the projectile to teleport over long distances.

Linear Arc will keep the path of travel constrained to a line.

Light Shot will negate the damage from Linear Arc (which becomes significant with all the Divide By spells).