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* HigherUnderstandingThroughDrugs: Consuming fungus, fungal blood, frogs, or glue causes the Tripping effect. Maintaining this effect for several minutes at various sites is the only way to see the clues for creating [[spoiler:the New and Dark Suns]].



* HigherUnderstandingThroughDrugs: Consuming fungus, fungal blood, frogs, or glue causes the Tripping effect. Maintaining this effect for several minutes at various sites is the only way to see the clues for creating [[spoiler:the New and Dark Suns]].

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* ArrowsOnFire: Spell modifiers can set projectile spells on fire or cause them to leave a trail of fire behind them.



* ArrowsOnFire: Spell modifiers can set projectile spells on fire or cause them to leave a trail of fire behind them.
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** If the player collects enough Orbs but not all of them (5-10) and completes the game, it allows the player to transfer their character for a New Game+. A new world is generated with a significantly altered layout and more difficult enemies. This process can be repeated, each time adding an additional + to the game mode, with each iteration requiring more Orbs, eventually reaching the cap at +28.

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** If the player collects enough Orbs but not all of them (5-10) and completes the game, game correctly, it allows the player to transfer their character for a New Game+. A new world is generated with a significantly altered layout and more difficult enemies. This process can be repeated, each time adding an additional + to the game mode, with each iteration requiring more Orbs, eventually reaching the cap at +28.

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* MidasTouch: The Draught of Midas turns any solid material it touches to gold. There's also the Touch of Gold spell which converts any material it is cast at to gold, including the player. [[spoiler:When you complete The Work and beat the game via the normal method, the entire world turns to gold... including ''you'', which kills you unless you have at least 5 Orbs of True Knowledge or have the Saving Grace perk, in which case the effect will be an HPToOne.]]

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* MidasTouch: The Draught of Midas turns any solid material it touches to gold. There's also the Touch of Gold spell spell, which converts any material it is cast at to in its area of effect into gold, including the player. [[spoiler:When you complete The Work and beat the game via the normal method, the entire world turns to gold... including ''you'', which kills you unless you have at least 5 Orbs of True Knowledge or have the Saving Grace perk, in which case the effect will be an HPToOne.]]



** The Greed Ending: [[spoiler:Completing the Work at the Hell altar turns the entire world into gold... yourself included.]]
** The Toxic Ending: [[spoiler:Completing the Work at the sky altar with too few (less than five) or too many (more than eleven) Orbs turns the entire world into toxic gold, which kills you without protective perks (and leaves you stuck otherwise). In successive NewGamePlus runs, these numbers are adjusted based on how many iterations the player has gone through.]]
** The Pure Ending: [[spoiler:Completing the Work at the sky altar with the 11 main world Orbs turns the entire world into gold and gives the player infinite money. Since there's nothing to do after this, your only choice is to kill yourself.]]
** The Peaceful Ending: [[spoiler:Completing the Work at the sky altar with 33 Orbs (only possible in NewGamePlus) regenerates the world and turns all enemies peaceful. A variant of this ending, the Amulet of Yendor, requires an exceedingly rare 34th Orb and gives the player infinite health and immunity to virtually all forms of damage. Both endings reward a necklace, with a shiny red jewel for the latter.]]



** Acquiring enough [[spoiler:Orbs and placing the final boss drop on the sky altar]] allows the player to transfer their character for a New Game+. A new world is generated with a significantly altered layout and more difficult enemies. This process can be repeated, each time adding an additional + to the game mode.

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** Acquiring If the player collects enough [[spoiler:Orbs Orbs but not all of them (5-10) and placing completes the final boss drop on the sky altar]] game, it allows the player to transfer their character for a New Game+. A new world is generated with a significantly altered layout and more difficult enemies. This process can be repeated, each time adding an additional + to the game mode.mode, with each iteration requiring more Orbs, eventually reaching the cap at +28.


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** Chaotic Transmutation turns any material into another, random material.
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* CriticalStatusBuff: The "Living on the Edge" perk causes all spells to do triple damage when the player is below 25% of their maximum HP.


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** The Jarated stain from Urine increases the chance of incoming attacks dealing a critical hit.
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* DamageEnhancingDebuff:

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* DamageEnhancingDebuff:DamageIncreasingDebuff:

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* DamageEnhancingDebuff:
** Weakening curses cause a target to take more damage from a specific damage type, even if they would otherwise be immune to it.
** One of the mage enemies has an attack that disables the player's protective perks, which may or may not render them vulnerable to their own weapons in addition to those of enemies they might otherwise be immune to.



** The final boss has increased health based on how many [[spoiler:Orbs of True Knowledge]] the player has gathered. With enough [[spoiler:orbs]] it becomes this, going as high as 131,481 HP when you have found all [[spoiler:11]] of them. [[spoiler:By visting parallel worlds in New Game+, you can get a maximum of 33 orbs, which increases the bosses health to half a TRILLION, while enough iterations of New Game Plus can take it as high as one one SEPTILLION. Good thing the fight is optional at those stages of the game.]]

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** The final boss has increased health based on how many [[spoiler:Orbs of True Knowledge]] the player has gathered. With enough [[spoiler:orbs]] it becomes this, going as high as 131,481 HP when you have found all [[spoiler:11]] of them. [[spoiler:By visting parallel worlds in New Game+, you can get a maximum of 33 orbs, which increases the bosses health to half a TRILLION, while enough iterations of New Game Plus can take it as high as one one SEPTILLION. Good thing the fight is optional at those stages of the game.]]
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seeing as this is also the zero-orb ending, i think it doesn't cuont


* EarnYourBadEnding: Depending on how far you go, it's possible to make your ending worse by doing more work. Specifically, [[spoiler:completing The Work in the proper place with precisely eleven orbs (the normal number possible without visiting parallel worlds) nets you an already esoteric happy ending where the entire world turns to gold, which you now have no use for. But if you collect a few more orbs, without going all the way to 33 - impossible to reach before NewGamePlus in any case - you get... an even ''worse'' ending, where the world turns into ''toxic'' gold; this is also the ending if you collect a mere zero to four orbs, meaning that collecting just some of the parallel world orbs without going all the way makes your ending actively worse.]]

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** Chain Spell will let a projectile shoot another copy of itself after it expires, up to five times, but decreases the lifetime of the spell as a tradeoff.

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** Chain Spell will let a projectile shoot another copy of itself after it expires, up to five times, but decreases the lifetime of the spell as a tradeoff. The EliteMook Thunder Mage has this attribute attached to its projectiles.



* ReducedToDust:
** The Ground to Sand modifier causes a projectile to reduce any solid, non-living material within a short radius of the projectile to be converted into powdery sand. This works regardless of the toughness of the material. It's a great digging tool is the limited charges can be bypassed.
** The Thunder Charge spell (and its equivalent cast by Thunder Mages) causes any material it hits to dissolve into a powder equivalent of itself.



** Triplicate Bolt does the same for the player, firing a three-bullet shot that increases spread and thus lowers accuracy. Modifieds affect all three bullets, however, making it synergize incredibly well. It also causes rather excessive bleeding.

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** Triplicate Bolt does the same for the player, firing a three-bullet shot that increases spread and thus lowers accuracy. Modifieds Modifiers affect all three bullets, however, making it synergize incredibly well. It also causes rather excessive bleeding.

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* DefeatEqualsExplosion: The flaming skull enemy releases a large amount of exploding gunpowder on death. Similarly, the ice flame skull explodes into a cloud of Freezing Vapor. The Suur-Ukko also generates a Thunder Charge explosion on death. Kauhuhirviö will unleash a massive slime explosion on death.

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* DeathOrGloryAttack: Mana To Power is a modifier that completely drains a wand's mana and converts it into damage for a single attack. Depending on the wand's mana total, this can translate to a couple thousand damage before other calculations. Unlike other "To Power" modifiers, this one has a use limit because it's a fairly powerful effect on a fast-charging wand.
* DefeatEqualsExplosion: The flaming skull enemy releases a large amount of exploding gunpowder on death. Similarly, the ice flame skull explodes into a cloud of Freezing Vapor. The Suur-Ukko also generates a Thunder Charge explosion on death. Kauhuhirviö will unleash a massive slime explosion on death. Mecha-Kolmi explodes on death, which can be deadly if you're too close and don't have immunity.
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* BrutalBonusLevel: The Tower is a bonus area unlocked after beating the boss, though the portal is out of the way. This section is a marathon level revisiting all the biomes and a random assortment of all enemies from the game. Going around the levels isn't possible as the entire Tower is encased in Cursed Stone. As a reward at the top are three incredibly powerful wands.

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* BrutalBonusLevel: The Tower is a bonus area unlocked after beating accessed through the boss, Temple of the Art, though the portal is out of the way. This section is a marathon level revisiting all the biomes and a random assortment of all enemies from the game.game, with the added challenge that the player has to travel up instead of down. Going around the levels isn't possible as the entire Tower is encased in Cursed Stone. As a reward at the top are three incredibly powerful wands.



** In general, the large bodies of water and other liquids that are found throughout the cavern will usually be what kills a lot of enemies at once, either through drowning them out or causing a large explosion. In addition, some wands fire spells that are better used on the environment than in combat, further pushing the player towards messing with your environment. Also, enemies drop 2x gold nuggets when they were killed by environment.

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** In general, the large bodies of water and other liquids that are found throughout the cavern will usually be what kills a lot of enemies at once, either through drowning them out or causing a large explosion. In addition, some wands fire spells that are better used on the environment than in combat, further pushing the player towards messing with your environment. Also, enemies drop 2x double gold nuggets when they were killed by environment.environmental damage, which includes dropped tablets and certain spell effects.



* EscapeRope: Summon Sädekivi grants the player a single-use item which blasts a tunnel to the surface, allowing the player to retreat to less dangerous biomes even if they lack a digging wand.

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* EscapeRope: The perk Summon Sädekivi grants the player a single-use item which blasts a tunnel to the surface, allowing the player to retreat to less dangerous biomes even if they lack a digging wand.



* InfinityPlusOneSword: At the top of the Tower are the three strongest wands in the game: a wand with max capacity that casts a couple dozen spells at a time; a wand with Always Cast Nuke; and a wand with negative cast delay. A player may only choose one and the Tower is not present in New Game+.

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* InfinityPlusOneSword: At the top of the Tower are the three strongest wands in the game: a wand with max capacity that casts a couple dozen spells at a time; a wand with Always Cast Nuke; and a wand with negative cast delay.delay and higher recharge than most wands. A player may only choose one and the Tower is not present in New Game+.



* LaserBlade: The Luminous Drill spell creates a short-lived laser blade from the wand, with the secondary effect of drastically reducing the recharge and cast delay of the wand. It cuts through everything and does decent damage per hit. With the right setup, it can easily reduce the delay on a wand to 0, allowing it to fire for as long as the wand has mana to fuel it. Timer versions of the spell can be chained to make a longer beam, and certain modifiers (Ping-Pong Path, notably) will extend the range of the beam.

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* LaserBlade: The Luminous Drill spell creates a short-lived laser blade from the wand, with the secondary effect of drastically reducing the recharge and cast delay of the wand. It cuts through everything and does decent damage per hit. With the right setup, it can easily reduce the delay on a wand to 0, allowing it to fire for as long as the wand has mana to fuel it. Timer versions of the spell can be chained to make a longer beam, and certain modifiers (Ping-Pong Path, notably) will extend the range of the beam. The drawback is that, at 10 mana per cast (30 for timer) combined with its natural high fire rate, it will drain most wands in under a second unless the cost is negated by Add Mana.[[note]]To put it in perspective, a normal Luminous Drill drains 600 mana per second, assuming it fires continuously, and very few wands have a regeneration rate that high.[[/note]]
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* GiantCorpseWorld: The Meat Realm is a dangerous zone deep in the Sandy Chasm, seemingly formed from the buried corpse of a giant creature given the presence of an enormous skull. The terrain is Meat material studded with Cysts which release damaging Pus liquid. The zone itself is filled with dangerous and extremely hostile variants of the Hiisi and a mini-boss which inflicts a zone-wide curse until killed.

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** Worm and Fungal enemies bleed a greenish-yellow and glowing pink liquid, respectively, which both act as a potent hallucinogen.

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** Worm and Fungal enemies bleed a greenish-yellow and liquid that, when consumed, vastly improves vision for the duration (with a slight tint).
** Fungal enemies bleed
glowing pink liquid, respectively, liquid which both act acts as a potent hallucinogen.



** Consuming Worm Blood tints the screen slightly and grants an All-Seeing Eye like effect for the duration. This does trump environmental effects, but the darkness comes back once the effect wears off.

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** Consuming Worm Blood tints the screen slightly and grants an All-Seeing Eye like Eye-like effect for the duration. This does trump environmental effects, but the darkness comes back once the effect wears off.



* DoorToBefore: Defeating the final boss opens a portal to the Tower, the most difficult area in the game. At the top of the tower is a portal which deposits the player back where they began the game.

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* DoorToBefore: Defeating In the final boss opens Temple of the Art, there's a hidden portal to the west which leads to the Tower, the most difficult area in the game. At the top of the tower Tower is a portal which deposits the player back where they began the game.



** The Iron Stomach perk removes all negative consequences of eating, both in terms of overeating and the negative side effects of certain materials. If the player consumes certain liquids with a negative effect (polymorphine, for example) they gain brief immunity to those substances. The one drawback is that Berserkium no longer grants its effect if consumed, as it is considered a negative side effect despite also having beneficial properties.

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** The Iron Stomach perk removes all negative consequences of eating, both in terms of overeating and the negative side effects of certain materials. If the player consumes certain liquids with a negative effect (polymorphine, for example) they gain brief immunity to those substances. The one drawback is that Berserkium no longer grants its effect if consumed, as it its property of increasing aggression of nearby enemies is considered a negative side effect despite also having beneficial properties.



* ForcedTransformation: Creatures who touch Polymorphine will temporarily become a winged sheep with no attack and little health. Unstable Polymorphine will choose a random Hiisi while Chaotic Polymorphine can transform into any creature in the game, which can result in an enemy or hazard being more or less dangerous. Polymorphers use this as their primary attack and are actually dangerous, since your helpless animal form can be one-shot by just about anything. Being hit by a polymorph spell while already polymorphed is a guaranteed OneHitKill. And, of course, there are ways that [[https://www.youtube.com/watch?v=XIGZ75W0r9Q Noita may either protect themselves from or exploit Polymorphine]], despite lacking the Wands to cast it yourself.

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* ForcedTransformation: Creatures who touch Polymorphine will temporarily become a winged sheep with no attack and little health. Unstable Polymorphine will choose a random Hiisi while Chaotic Polymorphine can transform into any creature in the game, which can result in an enemy or hazard being more or less dangerous. Polymorphers use this as their primary attack and are actually among the most dangerous, since your helpless animal form can be one-shot by just about anything. Being hit by a polymorph spell while already polymorphed is a guaranteed OneHitKill. And, of course, there are ways that [[https://www.youtube.com/watch?v=XIGZ75W0r9Q Noita may either protect themselves from or exploit Polymorphine]], despite lacking the Wands to cast it yourself.

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** Ambrosia grants complete resistance for the duration of the stain.

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** The Fire, Lightning, and Water Stones all provide complete protection against their various elemental dangers (burning, shocking, drowning) when held, though the latter only works if you weren't already drowning. The Water Stone also notably displaces all other stains with water, assuming you aren't presently submerged in such a substance.
** Ambrosia grants complete resistance to all damage for the duration of the stain.stain. To prevent the player from abusing it, it's one of the few liquids that won't grant the effect when consumed.
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** Random Damage is perhaps the tamest version, simply adding a positive or negative damage modifier to each shot. The damage cannot be reduced below one, and statistically it is more likely than not to generate a positive average over time, especially in rapid-fire, low-damage wands.
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* ThisIsADrill: Digging Bolt and Digging Blast are drill-type spells that are intended for mining. They can dig through all but the hardest materials, have a radius as large as the Noita, and reduce recharge time (but slightly increase cast time, unlike the Chainsaw). They even use drills as their icons.
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* BigEater: Once you kill an enemy, you can crouch over their corpse and begin feeding on them until there is nothing left but a pool of blood, which you can then drink dry as well. [[IAmAHumanitarian This includes sapient humanoid enemies.]]

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* BigEater: Once you kill an enemy, you can crouch over their corpse and begin feeding on them until there is nothing left but a pool of blood, which you can then drink dry as well. [[IAmAHumanitarian This includes sapient humanoid enemies.]]]] While this poisons you normally, the Iron Stomach perk allows the Noita to consume infinite food with no consequences.



* BlackoutBasement: Some areas have little to no lighting, forcing the Noita to use spells or eat certain materials that grant night vision. While some areas have this effect by default, others can have it randomly added as a modifier.

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* BlackoutBasement: Some areas have little to no lighting, forcing the Noita to use spells or eat certain materials that grant night vision. While some areas have this effect by default, others can have it randomly added as a modifier. The worst is the Dark Cave, which is pitch black permanently.



** The "Gold is Forever" perk removes the [[EverythingFades timed-despawning of gold nuggets dropped after enemies die]], removing a source of pressure to collect them immediately, especially when doing so is risky. It also means that gold dropped by enemies killed well away from the Noita (such as when enemies fight each other) also remain indefinitely and can be collected at leisure. The result is a large amount of more easily accessible gold that almost eliminates scarcity problems.

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** The "Gold is Forever" perk removes the [[EverythingFades timed-despawning of gold nuggets dropped after enemies die]], removing a source of pressure to collect them immediately, especially when doing so is risky. It also means that gold dropped by enemies killed well away from the Noita (such as when enemies fight each other) also remain indefinitely and can be collected at leisure. The result is a large amount of more easily accessible gold that almost eliminates scarcity problems.problems in the first few levels.



* BuildLikeAnEgyptian: The Pyramid is located in the middle of the Desert. It contains end-game mobs, a mini-boss, and an entrace to the various caves beneath that portion of the world. An Orb can be acquired on top of the Pyramid [[spoiler:which is also where the new Suns can be created]].

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* BuildLikeAnEgyptian: The Pyramid is located in the middle of the Desert. It contains end-game mobs, a mini-boss, and an entrace entrance to the various caves beneath that portion of the world. An Orb can be acquired on top of the Pyramid [[spoiler:which is also where the new Suns can be created]].
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* DoorToBefore: Defeating the final boss opens a portal to the Tower, the most difficult area in the game. At the top of the tower is a portal which deposits the player back where they began the game.


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* EscapeRope: Summon Sädekivi grants the player a single-use item which blasts a tunnel to the surface, allowing the player to retreat to less dangerous biomes even if they lack a digging wand.

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* DungeonBypass: Careful use of items or spells will allow players to bypass seemingly impassable obstacles, potentially allowing them to reach later or earlier levels of the game out of standard order. Some areas are surrounded by Cursed Rock to prevent this, but even that can be bypassed with some preparation.

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* DungeonBypass: DungeonBypass:
**
Careful use of items or spells will allow players to bypass seemingly impassable obstacles, potentially allowing them to reach later or earlier levels of the game out of standard order. Some areas are surrounded by Cursed Rock to prevent this, but even that can be bypassed with some preparation.preparation.
** There are various secret rooms in the game that are accessed through puzzles that generate a portal when completed, usually holding a wand or some other reward. Not all of these puzzles spawn in every run, but the rooms themselves do, and a player with a wand capable of digging and an idea of their location can simply dig to the room itself. The only penalty is that the ability to edit wands in these rooms, normally granted when solved the right way, doesn't activate. The exception is the room which is opened by way of [[spoiler:beating Levithan, which has portals to the game's major areas]]. This room only performs its function if the player gets there by way of portal. If not, it's just an empty room.
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** The Telekinetic Kick power is normally used to hurl objects at enemies, but is also very handy for grabbing gold nuggets from a distance.

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** The Telekinetic Kick power is normally used to hurl objects at enemies, but is also very handy for grabbing gold nuggets from a distance.distance or carrying items that you can't normally pick up.



** Every spell has a hidden Digging rating which determines what materials it can destroy as a digging tool.
** Wand Refresh can be used to turn a large capacity wand into storage for spells you want but don't have inventory space to carry without rendering it useless.

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** Every spell has a hidden Digging rating which determines what materials it can destroy as a digging tool.
tool. A fair portion of the game will be spent devising more efficient methods of digging.
** Wand Refresh forces a wand to reset regardless of any spells placed after it. This can be used to turn a large capacity wand into storage for spells you want but don't have inventory space to carry without rendering it useless.



* RealityWarper: Getting more than 180 seconds of the Tripping effect allows the Noita to replace one substance throughout the world with a different substance - for example, all lava being replaced with water.

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* RealityWarper: Getting more than 180 seconds of the Tripping effect allows the Noita to replace one substance throughout the world with a different substance - -- for example, all lava being replaced with water.water. This process is mostly random, though the player can influence one of the substances by holding a flask full of it.



** Climbing the tree to the left of the spawn point (which is very easy once you have a basic grasp of levitation) leads you to a Wiggling Egg (which, [[SmashedEggsHatching when thrown, hatches]] into a hostile worm) and an Eternal Wealth perk. [[spoiler:Also known as Curse of Greed, this perk triples all gold drops, but follows you with magic bursts of turning everything into highly-dangerous greed-cursed rock and liquid.]]

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** Climbing the tree to the left of the spawn point (which is very easy once you have a basic grasp of levitation) leads you to a Wiggling Egg (which, [[SmashedEggsHatching when thrown, hatches]] into a hostile worm) and an Eternal Wealth perk. [[spoiler:Also known as Curse of Greed, this perk triples all gold drops, but follows you with magic bursts of turning everything into highly-dangerous greed-cursed rock and liquid.]]]] Climbing further up, which requires a method of extending flight or a way to make footholds, summons a swarm of acid-spewing Slimeballs to make your return trip mich deadlier without a decent wand.
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* ShotgunsAreJustBetter:
** Shotgun Hiisi early on and the rarer flying, bomb-throwing version fire a three-pellet shot that does decent damage, especially by the standards of the Mines. It has poor spread over range, but travels fast and can be hard to dodge if you don't spot them or hear them chamber a shot.
** Triplicate Bolt does the same for the player, firing a three-bullet shot that increases spread and thus lowers accuracy. Modifieds affect all three bullets, however, making it synergize incredibly well. It also causes rather excessive bleeding.
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* RealityWarper: Tripping while at a Fungal Altar allows the Noita to replace one substance throughout the world with a different substance - for example, all lava being replaced with water.

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* RealityWarper: Getting more than 180 seconds of the Tripping while at a Fungal Altar effect allows the Noita to replace one substance throughout the world with a different substance - for example, all lava being replaced with water.
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** Timer projectiles cast the following spell in the wand after they expire; for example, a Luminous Drill with Timer will cast another spell at the end of its extremely short duration, such as another copy of itself.
** Similarly, Trigger spells cast the following spell in the wand after making contact with an obstacle or an enemy. This is key to safely delivering some of the game's most dangerous spells. Double Trigger spells do the same but cast the next ''two'' spells.

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** Timer projectiles cast the following spell in the wand after they expire; for example, a Luminous Drill with Timer will cast another spell at the end of its extremely short duration, such as another copy of itself.
** Similarly,
Trigger spells cast the following spell in the wand after making contact with an obstacle or an enemy. This is key to safely delivering some of the game's most dangerous spells. Double Trigger spells do the same but cast the next ''two'' spells.spells.
** Similarly, Timer spells cast the following spell in the wand after a set time limit or when they hit an obstacle, whichever happens first. For example, a Luminous Drill with Timer will cast another spell at the end of its extremely short duration, such as another copy of itself.



** The various Larpa modifiers will cause projectiles to constantly fire out copies of themselves or other projectile types as they travel.
** The Orbit modifiers cause every projectile to fire with a group of other projectiles orbiting it. This can range from simple fireballs to deadly sawblades to ridiculously excessive ''nukes''.

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** The various Larpa modifiers will cause projectiles to constantly fire out copies of themselves under certain conditions (traveling upward or other projectile types as they travel.
downward, on impact, etc).
** The Orbit modifiers cause every projectile to fire with a group of other projectiles orbiting it. This can range from simple fireballs to deadly sawblades to ridiculously excessive ''nukes''. The Orbit Larpa, truer to the spirit of the trope, casts orbiting copies of the projectile itself.

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* BlowYouAway: The Burst of Air spell creates a concentrated gust of wind that deals minor damage and has high knockback. The spell also interacts with ambient particle effects, fire most notably.



** The [[MinusWorld East and West Worlds]] were difficult to reach initially only due to the thickness of the separating walls which made plundering them for additional perks and wands a default strategy. To counter this, a large section of Cursed Rock was added to the wall between worlds which will quickly kill unprepared players. Additionally, Orbs in the alternate worlds were also modified to damage the player rather than boosting their health.

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** The [[MinusWorld East and West Worlds]] were difficult to reach initially only due to the thickness of the separating walls which made plundering them for additional perks and wands a default strategy. To counter this, a large section of Cursed Rock was added to the wall between worlds which will quickly kill unprepared players. Additionally, Orbs in the alternate worlds were also modified to with Cursed Health Pickups that damage the player rather than boosting their health.health, though a careful player can collect the former without touching the latter.



* OrbitingParticleShield: The Magic Guard spells create and orbiting group of magic orbs that reflect attacks. Unlike the regular shields, this has to be cast to activate it and doesn't refresh on its own.

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* OrbitingParticleShield: The Magic Guard spells create and an orbiting group of magic orbs that reflect attacks. Unlike the regular shields, this has to be cast to activate it and doesn't refresh on its own.



** Spells with infinite lifetimes can be created via an underflow error. Every projectile has a variable lifetime measured in the numbers of frames it will exist, which can be increased or decreased with various modifiers. By combining the right set of modifiers and projectile, it is possible to create a spell with a -1 frame lifetime which the game treats as infinite. This error is very particular however, as a lifetime of -2 or less will be treated as having a lifetime of 0.

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** Spells with infinite lifetimes can be created via an underflow error. Every projectile has a variable lifetime measured in the numbers of frames it will exist, which can be increased or decreased with various modifiers. By combining the right set of modifiers and projectile, it is possible to create a spell with a -1 frame lifetime which the game treats as infinite. This error is very particular however, as a lifetime of -2 or less will be treated as having a lifetime of 0. Doing so nets an achievement.



** Timer projectiles cast the following spell in the wand after a set duration; for example, a Luminous Drill with Timer will cast another spell at the end of its extremely short duration, such as another copy of itself.

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** Timer projectiles cast the following spell in the wand after a set duration; they expire; for example, a Luminous Drill with Timer will cast another spell at the end of its extremely short duration, such as another copy of itself.



** Fireball Thrower causes any projectile to randomly shoot fireballs around it as it flies.

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** Fireball Thrower causes any projectile to randomly shoot fireballs around it as it flies. Personal Fireball Thrower causes whatever the projectile hits to do so.



** Chain Spell will let a projectile shoot another copy of itself after it expires, up to five times.

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** Chain Spell will let a projectile shoot another copy of itself after it expires, up to five times.times, but decreases the lifetime of the spell as a tradeoff.
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** If the player can find a means to get over or through the tree to the west of the mine entrance (the Mines usually contain a method of doing so) , they can walk to the Lake and sacrifice a tablet to get a decent mid-game wand preloaded with an attack spell, which is never randomized. The wand itself has fairly consistent stats, though it tends to be on the slower side. There is the risk of fighting a few enemies on the surface, but running into something your starter wand can't kill is rare.
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** Creepy Liquid transforms any air it touches into more of itself, expanding at an exponential rate to fill all available space. A few pixels released in an open area will drown the entire world in the material.

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* ExtremeOmnivore: As launched, the Noita could consume a wide range of items including the corpses of enemies, fungus, and most liquids. The only materials that gave trouble were oil, which caused ticking damage, and lava, which made the Noita catch fire. Later updates added a food poisoning mechanic for materials the Noita logically shouldn't consume, he duration increasing as more is consumed. However, the Noita can still consume a wide array of materials and the Iron Stomach perk allows them to consume pretty much anything safely, even lava and oil.

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* ExtremeOmnivore: As launched, ExtremeOmnivore:
** At launch,
the Noita could consume a wide range of items items, including the corpses of enemies, fungus, and most liquids. The only materials that gave trouble were oil, which caused ticking damage, and lava, which made the Noita catch fire. Later updates added a food poisoning mechanic for materials the Noita logically shouldn't consume, he the duration increasing as more is consumed. However, the Noita can still consume a wide array of materials and the materials.
** The
Iron Stomach perk allows them to consume pretty much anything safely, even lava removes all negative consequences of eating, both in terms of overeating and oil.the negative side effects of certain materials. If the player consumes certain liquids with a negative effect (polymorphine, for example) they gain brief immunity to those substances. The one drawback is that Berserkium no longer grants its effect if consumed, as it is considered a negative side effect despite also having beneficial properties.



* FantasticNuke: The "Nuke" spell will cause a extremely large and powerful explosion, and the said explosion destroys any material.

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* FantasticNuke: The "Nuke" spell will cause a extremely large and powerful explosion, explosion (if you can see where the missile lands, you're too close), and the said explosion destroys any material.

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* AbnormalAmmo: Aside from standard magical and non-magical projectile spells, there are also weapons that fire off projectiles such as Deercoys, explosive-filled Minecart, and a flock of Ducks.

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* AbnormalAmmo: Aside from standard magical and non-magical projectile spells, there are also weapons that fire off projectiles such as Deercoys, explosive-filled Minecart, Minecarts, and a flock of Ducks.



** A perk causes all corpses to explode. It also makes you explosion-proof, which is a pretty decent trade.



** Vampirism lets you heal by drinking blood but you lose a third of your health and actually healing a reasonable amount requires a ''lot'' of blood, more than any single enemy is likely to bleed unmodified. And of course many of the enemies don't bleed actual blood, instead bleeding [[HollywoodAcid Acid]], [[MyBloodRunsHot Lava]] or slime. If you can find a way to summon blood infinitely on demand, it's a lot more practical, but getting to this point likely means more common means of infinite healing are available.

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** Vampirism lets you heal by drinking blood blood, but you lose a third of accepting the perk cuts your health current max HP by one-third and actually healing a reasonable amount requires a ''lot'' of blood, more than any single enemy is likely to bleed unmodified. And of course many of the enemies don't bleed actual blood, instead bleeding [[HollywoodAcid Acid]], [[MyBloodRunsHot Lava]] or slime. If you can find a way to summon blood infinitely on demand, it's a lot more practical, but getting to this point likely means more common means of infinite healing are available.



** Compared to gameplay impacting perks like Glass Cannon and Teleportitis, many of the perks are relatively tame but useful. Extra Maximum HP From Hearts for example will double the rate at which a player increases their HP bar, which adds up quickly if you get the perk early.

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** Compared to gameplay impacting perks like Glass Cannon and Teleportitis, many of the perks are relatively tame but useful. Extra Maximum HP From Hearts Stronger Hearts, for example example, will double the rate at which a player increases their bonus HP bar, from Hearts, which adds up quickly if you get the perk early.



* CannibalismSuperpower: Eating the corpse of a Master of Polymorphing grants temporary Polymorph Immunity.

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* CannibalismSuperpower: Eating the corpse of a Master of Polymorphing grants temporary Polymorph Immunity. It unfortunately doesn't last very long, unless you can engineer a way to eat a lot of them.



* CatchAndReturn: Flasks thrown by enemies can be caught in the air if you're deft enough, or retrieved intact if they happen to land without breaking, allowing the Noita to throw them.

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* CatchAndReturn: Flasks thrown by enemies can be caught in the air if you're deft enough, or retrieved intact if they happen to land without breaking, allowing the Noita to throw them. The Alchemist enemy can be exploited for materials like Teleportium through this method, or just an extra flask.

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* LethalJokeItem: Flock of Ducks seems like a goofy spell with no real use. However, the Ducks are one of the few projectiles with an inherent piercing property and their death explosion is capable of hurting the caster. Modifiers applied to the spell also applies to each of the summoned Ducks, multiplying the effect.

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* LethalJokeItem: LethalJokeItem:
**
Flock of Ducks seems like a goofy spell with no real use. However, the Ducks are one of the few projectiles with an inherent piercing property and their death explosion is capable of hurting the caster. Modifiers applied to the spell also applies to each of the summoned Ducks, multiplying the effect.effect.
** Music note spells work as projectiles but have such short lives they seem to only be usable for flavor or the handful of musical mysteries. However, notes are one of the few spells with inherent piercing and they also have one of the highest tick rates in the game. Paired with a few modifiers to extend their life and home on enemies, they become an extremely powerful projectile.
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* LethalJokeItem: Flock of Ducks seems like a goofy spell with no real use. However, the Ducks are one of the few projectiles with an inherent piercing property and their death explosion is capable of hurting the caster. Modifiers applied to the spell also applies to each of the summoned Ducks, multiplying the effect.

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