Expert Guide: Waypoints
Waypoints refers to a technique where you can place down a teleport at your current location, and later teleport to this point from anywhere in the world. This would be achieved by having a teleportation spell inside a trigger, which is detonated remotely with an Explosive Detonator or Spells to series.
Normally this would not be possible, when you go too far from the chunk in which the waypoint is located, the chunk would unload preventing the trigger from being interacted with. However there are different ways that chunks can remain loaded without your presence.
Restarting the game does not save the spells inside of a trigger, thus doing so will nullify any existing waypoints.
Waypoints for loaded chunks
These wand builds are extremely simple, but depend on chunks which are always loaded.
Namely, the following entities keep the chunks they reside in loaded at all times:
- Kolmisilmä
- Sun Child
- Sun
- Dark Sun
Spells used to detonate
One way build
Two-way build
Two-way builds work by having you place down a waypoint at point A, detonate, then go to point B and place down another waypoint. Now when you detonate, you will teleport to point A (optionally placing down another waypoint here), then detonating again teleports you back to point B.
If you keep placing down a new waypoint after each teleportation, you can keep teleporting between the 2 points repeatedly. This is mainly useful for carrying items between Kolmi's lair and the Suns, due to being restricted to already loaded chunks.
The following build floats in air ignoring gravity, Explosive Projectile is optional, allowing the use of Explosive Detonator spell for detonating when the trigger is not normally explosive.
Self-loading waypoints
These builds are capable of keeping the chunk they are placed in loaded without relying on other entities, by abusing the mechanics of the Summon Tentacle spell.
The above wand build simplified by using Inner Spell.
- Using Spells to X series of spells for detonating is generally more reliable due to a glitch in Explosive Detonator, which causes its script to fail without destroying all projectiles.
Many other optional conveniences can be added if you are willing to sacrifice additional wand slots.
- Boomerang ensures the homebringer will hit you even if you are moving
- Damage Field visualizes where the waypoint is, normally it would be completely invisible
- Summon Portal is used to prevent projectile after it from spawning (a very long series of obnoxious explosions in the case of Glittering Field), while still copying the spells passive effects (removes all speed from the Homebringer).
Self-loading 2-way waypoints without Wand Refresh
Self-loading 2-way waypoints with Wand Refresh
These variants can be used as storage wands, and the limited use spells (in builds that use Summon Portal, Glittering Field or Spells to X) do not consume any charges.
Cap | Mana | Wand |
---|---|---|
19 | 378 |
2-way with WR, Spells to X, DS, Glitter |
19 | 480 |
2-way with WR, Spells to X, DS, Tentacle Timer |
19 | 459 |
2-way with WR, Spells to X, LDC, Glitter |
19 | 357 |
2-way with WR, Spells to X, LDC, Tentacle Timer |
Other self-loading waypoints
It is possible to have three or more way waypoints, where you can teleport between multiple locations in the order placed. Those wand builds are listed here
Waypoints | Cap | Mana | Wand |
---|---|---|---|
3 | 24 | 772 |
3-way with boomerangThe following wand can teleport between 3 waypoints, it has a built-in detonator.
|
4 | 26 | 775 |
4-way with boomerangThe following wand can teleport between 4 waypoints, it has a built-in detonator.
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