Noita
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Mechanics
By Setokaiva
What they don't tell you about Noita's ingame mechanics.
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Combat & Spells
      You can Block melee-type attacks by using Kick right before the attack connects. Melee-type attacks include the Hurrta (glowing-eyed dogs) leaps, frog tongues, tentacles, et cetera. A successful block prevents all damage the melee attack would've done to you, and deals that much damage back to the attacker.
      Kicking a humanoid enemy holding a wand will Disarm them, causing them to drop that wand. Getting close enough for this is dangerous without invisibility, shielding or other protections, though. It's useful for getting charmed Hiisi Healers to drop wands they might've grabbed without having to kill them.
      Loading any Multicast-type spell after a Trigger/Timer etc. spell will multicast as many spells as it can when triggered. Projectile modifiers placed after the trigger but before this multicast will apply to spells fired from that trigger.
      Projectile Modifiers put in a castblock before Multicasts will apply to ALL spells in that Multicast.
      Wands that cast multiple spells per use are assumed to always have a Multicast in its castblock up to the specified number, but any Projectile Modifiers put in the castblock are still applied first. This means if you load Damage Plus at the beginning of a wand that casts 2 Spark Bolts, for instance, the modifier would apply to both bolts.
      "Wrapping" occurs when a given cast of the wand cannot find enough spells in the rest of the castblock, i.e. when Double Spell only has 1 spell to its right, or a Trigger has nothing. For instance, Spark Bolt w/ Trigger > Double Spell > Bubble Spark x2 > Spark Bolt w/ Trigger will make a 'block' out of the multicast & sparks that fires with the 1st spark bolt, but the 2nd has nothing to cast so it reads from the beginning of the entire block, finds the 1st, fires it, then triggers the wand recharge.
      Spells with certain modifiers, such as Spark Bolt's +5% crit chance, are not part of the spell themselves—they modify the individual castblock they are part of. If you load Double Spell > Bouncing Burst > Spark Bolt, just having spark will add +5% crit chance to both it AND the Bouncing Burst!
      Multicasts can stack! If you load two Double Spell mods side-by-side, with three Spark Bolts after, then a single cast of the wand reads the Double Spell to the right of the first, and fires two bolts, but this counts as only one draw, and so that cast also fires the third bolt, effectively acting as a Triple Spell mod.
      If your spell's critical hit % chance goes over 100%, the excess is converted into extra critical damage multiplier on top of the normal 5x damage critical hits inflict.
      When casting certain "throwable" spells (TNT, Bomb, etc.), how far away your cursor is from your character determines the force it's thrown with. Keeping your cursor close results in a shorter 'throw' than if the cursor is halfway across the screen.
      Increasing a spell's damage with modifiers generally also increases its recoil, i.e. how far back it pushes you when cast.
      "Homing" modifiers typically apply acceleration to the projectile(s) they modify, allowing even normally static ones (such as Barrier particles) to shoot towards enemies. However, "Rotate towards Foes" only applies homing ability at the projectile's normal speed and applies no acceleration, which will not enable static projectiles to home in.
      The damage type listed on a spell matters. Enemies composed of fire, such as the Stendari (fire spirits) in the Mines, are harmed by water and take extra damage from ice attacks. Ice-based enemies are more vulnerable to fire. Robotic enemies take only half damage from projectiles, and almost nothing from Slice, but a LOT of extra damage from explosives and electricity.
      "Mist"-type spells such as Toxic Mist will stop certain spells/attacks from passing through, most notably Concentrated Light & Flamethrower, and the delayed laser beam of the Tesla Turret. This is because mist-affected areas count as being in liquid, and the abovementioned attacks cannot pass through liquids.
      "Weakening Curse" modifiers apply an additive 25% modifier to damage received from the respective type. This means they can even make enemies vulnerable to damage who otherwise have a 0.00x modifier, as the curse sets it to 0.25x instead. This does NOT work if the enemy has full, perk-based Immunity to that damage type—it only affects their natural modifier(s).
      Fireball and certain other spells can burn away gases in their path, making them able to clear out dangerous materials like Freezing Vapor in a hurry.
Environment & Materials
      Small fires and spots of Freezing Liquid that permanently release freezing vapor can generally be neutralized by shooting the pixels they occupy, even with weak spells like Spark Bolt.
      Kicked or thrown objects tend to sink into certain powdery materials like Coal. Be mindful of explosives that may be hiding deep in piles of snow!
      Bomb, Thunder Charge and similar powerful explosions can "powderize" solid materials above the explosion, causing them to fall as a powdered form of that material with the same Hardness. This means you could dig upwards through any material, but that material could then fall and block off passages.
      Ice will crack and break in a semi-predictable manner when shot, shearing off large pieces. No matter their size, you can still Kick these pieces around.
      "Freeze Charge" and related ice-based effects will freeze toxic sludge and acid in place, which still deal damage when touched by creatures. The only clue (aside from mousing over the material) are small particles released from the surface of the ice. Be aware!
      Due to Concentrated Mana's ability to eat through metal on contact, it massively damages robots and other metal-based opponents as if it were acid.
      Electricity arcs through any liquids/metals in proximity. Damage is determined by how many electrified pixels an entity is in contact with—full immersion in shocked water is practically instant death. Arcing can also ignite flammable materials touching liquids/metals. You can use this property to burn things on the other side of a steel wall, for instance.
      If there is no space for a created/emitted material to enter the world, it tends to clip through the terrain directly above it and emerge into the first open space available. You can use this with a Water Potion by levitating to the bottom of a surface with Toxic Sludge on the other side, pointing up, then spraying water. The water will emerge on the other side and detoxify the sludge. This can be helpful when using acid, too, since acid can only eat straight down through materials, but it's also quite dangerous. Experiment!
      Shooting into mixed liquids can 'stir' them up and help them mix faster. This is especially useful for helping water to quickly detoxify toxic sludge, for instance.
      Berserkium causes certain spells to behave differently. For instance, Unstable Crystal starts its countdown to detonation immediately after being cast.
      Certain enemies and volatile objects leak liquid or gaseous material when shot; the slimeball-spewing fliers in the Mines leak toxic sludge, and fuel barrels can leak oil, for instance.
      Many liquids, including magical ones, that contact lava or fire can turn into gaseous variants, i.e. Toxic Gas or Chaotic Polymorphine Gas.
      Weird Fungus (the pink stuff) allows solids/entities to pass through, but not liquids. This can make for effective "potion baths" or airlocked corridors where nothing can pass through without touching the Polymorphine inside, for instance.
      If a Wand is submerged in Pheromone, one of two things will happen—a wand with spells becomes a flying, charmed creature that fights for you; or an empty wand turns into 200 x Wand tier worth of gold nuggets.
      You can safely collect dangerous materials such as acid, lava or polymorphine in a bottle by Levitating yourself to the bottom of a thin solid layer separating you from that material.
      Being in contact with fire will rapidly evaporate certain stains from you, including Slime.
      Materials that can mix will do so if they're both inside a bottle/pouch. For instance, even a tiny quantity of Water in a bottle of Toxic Sludge will quickly turn all the Toxic Sludge into more Water.
      Steam will slowly recondense back into Water, and fall like rain.
      When Polymorphed into another creature, you or another entity are treated as a creature belonging to the same 'group' as that creature. For instance, Unstable Polymorphine, because it always turns you into a Hiisi-type creature, will make all other Hiisi neutral to you and not shoot at you. Berserkium removes group target filters and causes creatures to shoot everything on sight.
Perks
      Collecting multiple perks in a given 'set' of like perks, such as all the rat-based perks, can grant your character unique bonuses and cosmetic attachments for that run.
      "Projectile Repulsion Field/Sector" doesn't just push incoming projectiles away—it also pushes those you yourself cast away from you at higher speed. Even normally static projectiles such as Barriers or Mists are pushed as well.
      "Projectile Slower" has some anti-synergy effects vs. homing attacks, as it can slow them down enough that shots which you might otherwise dodge and let hit a wall could instead curve back around and hit you. However, it synergizes well with Projectile Repulsion Field, as both effects drain momentum from incoming projectiles.
      "Gas Fire" will effectively erase all dangerous gases, including Freezing Vapor and Polymorphine Cloud. It is one of the only sure ways to protect yourself from Freezing Vapor.
      "Homing Shots" will apply homing not just to every projectile you cast, but the sub-projectiles those might create, even if they're from modifiers such as Downwards Bolt Bundle.
      "Melee Immunity" applies to any melee-type attack, not just an enemy touching or striking you in proximity. Tentacles, tongues and other physical strikes are completely nullified. By contrast, "Contact Damage" only prevents any damage from entities practically touching you, not tentacles, etc.
      "Telekinetic Kick" can be used to grab the flying healer/repair drones, because these enemies also count as physics objects. Try grabbing, holding, then positioning it so it tries to heal an enemy but its healing bolts heal you instead!
      "Iron Stomach" may seem like a gimmick at first, but it has some very interesting synergies and effects. First, it lets you eat literally anything, even lava, without taking damage. Second, you can increase Satiation without dying. You can thus drink effectively infinite Concentrated Mana to extend the mana regen buff until it's practically endless. It makes the Vampirism perk more convenient, as you don't need to worry about harmful substances like oil mixing with blood and damaging you. It also synergizes with Eat your Vegetables, letting you consume Slime and Slimy Meat as food sources.
      "Freeze Field" does not say so, but it confers true immunity to fire damage, even vs. direct fire attacks, whilst the Fire Immunity perk simply stops you from catching fire. It is also the closest you'll get to Poison immunity, as it can neutralize poison (the liquid) before it ever touches you. It also instantly extinguishes fires in close proximity.
9 Comments
Swaying Hemlock 14 Jul @ 2:18am 
G*d I wish I could read right now
SquidMaster50 9 Jul @ 7:27am 
Very helpful
CosmicVitamins 28 Jun @ 9:15pm 
this is so cool. thank you!
Krisez677 19 Feb @ 1:21am 
Ty
LankyBoy15 17 Feb @ 12:37pm 
yup
Ath 3 Jan @ 9:49am 
thx
spy 28 Dec, 2024 @ 2:21pm 
a
ognenplayer 22 Dec, 2024 @ 9:53am 
:steamthumbsup:
GhostDog 7 Oct, 2024 @ 9:03pm 
cool:cozybethesda: