Laughless Saint Fast Travel and Return Spells

How movement actually works here

This is a Morrowind-inspired RPG in the structural sense, which means there is no map-click fast travel network. You cross the island on foot, by swimming, and by using magic. Players searching for a fast travel system are usually looking for the spell pair below.

Anchor and Recall

The confirmed mechanism is a two-spell pattern:

  • Anchor — sets a return point. It is sold by the apprentice jinn in the starting town.
  • Recall — returns you to the anchor you set.

The practical advice from a quest walkthrough that requires a long and dangerous overland trip is explicit: buy the Anchor spell from the jinn before you leave, and set your anchor at your destination once you arrive. That way the hard journey is a one-time cost and you can return instantly later.

For the Mentoring Magic delivery in particular, the route runs through the Tower and out the other side. Setting an anchor outside the destination house turns a fifteen-minute trek into a single cast on repeat visits.

You need to be taught magic before you can use any of this — see how to cast spells.

Fortify effects as traversal

The more unusual movement option comes out of the spell crafting system. Fortify effects are not capped tightly, and extreme skill fortification can produce movement fast enough to cross huge portions of the map.

The game is notably relaxed about this. If a combination feels absurd, that is not automatically a bug — some of that system abuse is the point. See spell crafting.

Sprinting is also a levelling skill in its own right, and one player observed their movement speed climbing noticeably as it rose, wondering what a maxed sprint would look like. So baseline travel speed improves passively just by running everywhere.

Swim the coastline

The cheapest traversal trick requires no magic at all. Multiple quest routes are safer by water than by land, because the inland routes are populated with enemies well above an early character’s level. Walkthroughs recommend swimming along the shore to reach:

  • The Tsaffon ruins to the east
  • The southern island where a hermit’s journal is found

If a destination is coastal, consider swimming to it rather than fighting through.

Companions keep up on their own

If you are travelling with a co-op partner or an NPC companion, two Update 6 and Update 7 changes matter:

  • Companions are shown on the map and are given an auto-teleport if they stray too far (Update 6)
  • Co-op companions are visible on the compass (Update 7)
  • You can teleport to teammates by clicking their map marker (Hotfix 5)

That last one is the closest thing to conventional fast travel in the game, and it only exists in multiplayer. See co-op and multiplayer.

Quest markers are not the navigation system

Worth stating because it changes how you travel: rumours, dialogue and environmental directions are the navigation system. If an NPC gives you a place name or a direction, that is the objective. Update 7 also noted that quests “now correctly mark areas on your map in a TES3-style way” and that directions to many quests were improved — so map marking exists, but in the deliberately vague tradition it is imitating.

Sources

  • NerveLabs official announcements, Hotfix 5 / Update 6 / Update 7, 19–21 Aug 2026.
  • “Where Is Bartolomaeus? (Mentoring Magic Quest)” walkthrough for the Anchor and Recall advice.
  • “10 Things the Game DOESN’T Tell You” for fortify traversal and the rumours-as-navigation point.
  • “First Look” gameplay playthrough for sprint speed scaling.
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