recursal/Fanatic-Fandom huggingface dataset:
Pysäyttäjä

*This article is a stub. You can help Noita Wiki by expanding it.*

* Pysäyttäjä

"Stopper"

## Drops

* **140**

The **Stopper** (in-game name **Pysäyttäjä**) is a flying robotic enemy found exclusively in the Power Plant.

Periodically fires special projectiles that make the damaged creature move much slower horizontally.
Unstable Teleportatium

* Unstable Teleportatium

Unstable Teleportatium is a aqua blue colored magical liquid, in contrast to Teleportatium's cyan color, that can spawn randomly in Potions. It causes creatures stained with it similarly, to be teleported away. Be wary while using it, as you could unintentionally teleport into dangerous obstacles. Unlike Teleportatium, unstable will choose a direction randomly.

## Rules of Teleportation

Unstable Teleportatium starts out as 0% accurate, meaning it looks for a valid teleport destination in any direction.

There is a biome restriction on the teleports due to how the game loads areas, the teleport can only take you:

* From a Holy Mountain into another biome
* From a biome into a Holy Mountain
* Into the same biome

The minimum distance of a teleport is 128 pixels and the maximum is 1024 pixels, which is equal to two biome pixels or chunks.

If there are no valid teleport destinations, no teleport happens.

## Notes

\*Further testing needed to determine if unstable teleportatium is controlable. (Using seed 20201111 for testing, slime bottle on the right of the entrance, and unstable teleportatium on the left bottom shelf)

*I don't want to remove the post above in case something changes but here are my own results*

\*Prior to the public branch release on January 13th, 2020, Teleportatium and Unstable Teleportatium functioned identically. The release on December 21, 2020 is the latest release with old Unstable Teleportatium functionality. You can even find this as being so within the files of the game.
Toimari

* Toimari

"Hiisi Leader"

## Spawn Locations

Snowy Depths, Hiisi Base, Underground Jungle, The Vault, Frozen Vault, Sandcave, Desert Chasm

## Health

Normal100 ♥Underground Jungle200 ♥The Vault300 ♥

## Characteristics

### Bleeds

None
Blood

### Attacks

Meat
Grenades (x2)

## Damage Multipliers

### Proj.

0.3x
0.5x
1.0x

### Ice

1.0x
0.1x
1.0x

### Tox.

0.4x
0.8x
1.0x

## Drops

* **40**
* **80**   (Underground Jungle)
* **120**   (The Vault)

The **Hiisi Leader** (in-game name **Toimari**) is a Hiisi enemy that will fly and wields a large gun that shoots a sort of upgraded firebolt, which deals more damage and is less affected by gravity than the Kranuhiisi's projectile.

## Behavior

They are larger than their counterparts and wear a strange headdress-like object, though this could just be the shape of their head.

If you see one, prepare your area-affect spells, because Kranuhiisi congregate around them. Additionally, it will spawn more of those when damaged.

## Combat Tips

* It will spawn a total of 6 Kranuhiisi at set health intervals.
	+ It doesn't matter if you do short bursts of damage or kill the Toimari in a single hit. The reinforcements will spawn even if the attack that spawns them kills the Toimari.
* If you aren't well equipped to take the Hiisi Chief out quickly it may be advised to avoid attacking it altogether and simply running away.
* The Toimari's corpse may protect any subsequently spawned Kranuhiisi from your projectiles, so be careful when attempting to gather gold or attacking remaining enemies, as the spawns might take you on in melee combat or move out of cover and shoot at you.

## Trivia

* Toimari is a finnish slang word for chief executive officer
Tappurahiisi

* Tappurahiisi
* läinen
* Chef

"Miner Hiisi"

## Drops

* **10**

The **Miner Hiisi** (in-game name **Tappurahiisi**) is a Hiisi that throws dynamite sticks that can destroy terrain, start fires, activate other explosives, and deal moderate damage to the player if they explode close enough.

The **Weak Hiisi Miner** (in-game name **Tappurahiisiläinen**) is a weaker version that appears in the Mines and the Coal Pits.

The **Hiisi Chef** (in-game name **Kokkihiisi**) is rare variant that can only spawn if the Hiisi Base's Kitchen is present, or from Chaotic Polymorphine. It is dressed as a chef, and throws sausages instead of dynamite. The amount of sausages is limited, and after running out it will only be able to perform a short ranged melee attack

## Behavior

Attacks at range by throwing dynamite at its target. If in melee range it will instead hit its target with the dynamite in its hand.

The Tappurahiisi follows the same AI as the rest of the Hiisi and will attack other enemies if provoked. This Hiisi variant is particularly troublesome as it may end up destroying or burning resources that the player would like to reach first, such as breaking flasks or blowing up treasure chests.

Their dynamite only explodes after a set amount of time; it does not explode on contact with the player or terrain and does not collide with the player or other entities. Players may find that moving towards the Tappurahiisi is the best option to dodge one of their attacks as the dynamite will overshoot them. Take care not to get too close as their melee attack also deals a decent amount of damage.

It's attack deals a lot of damage at once should the player be in the center of the blast, but more often than not, it tends to miss the player. The small explosion radius combined with a very low rate of fire makes this an enemy on the easier side of the spectrum, but they could still pose a threat to an inexperienced player.

## Combat Tips

* As soon as it sees you, it will throw dynamite in your direction. Unless you are in a closed space, just fly a bit to dodge the attack and spam one of your wands on it.
* Take care not to get too close as their melee attack also deals a decent amount of damage.
* The dynamite can be deflected by the player's own projectiles, offering another option to counter them.
	+ The dynamite can also be kicked, though due to the unpredictable throwing arc and the short fuse, this is not a common opportunity or safe to attempt.
* Players may deliberately keep the Tappurahiisi alive and kite its explosions to their advantage, typically to damage or open up terrain.
	+ There are very few fire particles in the explosion, so it may take a few tries to ignite your target (though by then whatever you're trying to burn may be gone already).
* Making the Tappurahiisi kill itself or other enemies does not count as an accidental kill and will award the standard amount of gold.
* It has an 80% resistance to explosion damage.

## Trivia

* Weak Hiisi Miners tend to randomly throw dynamite even when you're not there.
Raukka

* Raukka

"Coward"

## Spawn Locations

Hiisi Base
Underground Jungle
The Vault
Frozen Vault

## Drops

* **20**

The **Coward** (in-game name **Raukka**) is a Hiisi that spawns in Hiisi Base, Underground Jungle, and The Vault, often in tandem with other enemies in the Hiisi faction.

## Behavior

The Coward does not have any attacks that can directly harm the player. Instead, it flies around following the player firing projectiles near the player that teleports a nearby enemy to the projectile's location. The projectiles it fires can also destroy weak materials.

The Coward also has a protective shield around it.

It has a very low aggression stat, and a single stack of More Love will be enough to make them neutral to the player.

## Combat

Raukka will not attack the player directly and poses seemingly no harm while no other enemies are nearby. However, it remains a fairly high-priority target as it can relocate enemies from completely unconnected rooms, quickly increasing the number of enemies in the vicinity that must be dealt with.

Its shield functions similarly to the Permanent Shield perk, in that it can be defeated with sustained fire, so a fast-firing wand or explosives can be effective. Attacking it with a tablet or other physics object is also effective.

## Trivia

* In Finnish, the word "raukka" also refers to a draugr, an undead creature from scandinavian folktale.
Susi

*This article is a stub. You can help Noita Wiki by expanding it.*

* Susi

"Wolf"

## Health

15 ♥

A **Wolf** (in-game name **Susi**) is a creature uniquely found throughout Noita's overworld, particularly on the Lake island. It can also sometimes be found in The Tower.

## Behavior

Upon detection of the player, the Wolf will approach and deal melee damage.
Steam

* Steam

## Biomes

Various

Steam is a gaseous Material that is created when water evaporates in contact with fire and in many other alchemical reactions. It collects in pockets in the ceiling and can restrict breathing, but just like Smoke is otherwise harmless.

It will naturally condense back into Water over time, raining down in small droplets.
Slime

* Slime

### Tags

[corrodible], [meltable\_to\_lava], [alchemy], [slime], [liquid\_common], [food]

## Behaviour

### Freezes Into

Frozen Slime

**Slime** is a very common liquid Material that slows the player on contact. It is colored purple or green with some dots in it. Some enemies bleed slime and can be affected by their own blood, slowing themselves down. Slime also extinguishes fire much more reliably than Water, able to completely extinguish even a pit of burning Oil with only a small amount of it.

Slime can also destroy a Kiuaskivi if it is dropped in a puddle of the liquid.

The Slime Blood perk makes the player immune to slime's slowdown.

Slime is the densest fluid, and will often bunch up rather than flattening out when poured due to its high viscosity. Because of its density, it is difficult for the player to fully submerge in slime.

## Drinking

Consuming slime will cause the food poisoning debuff at a rate of +20s duration for every 10% drunk, causing the player to vomit.

## Sources

The player may spawn with a Slime Potion, and it can spawn in procedurally generated potions. Other than that, it can be obtained as blood from creatures that bleed it, including the player if the Slime Blood Perk is acquired.

Another source of Slime is combining Poison and Blood. This easily achieved by having a Myrkkyhiisi shoot at the player over a pool of Blood.

## See Also

* Slime Blood perk
* Slime Mist
Syväolento

**This page or section includes possible gameplay spoilers or secrets. Tread carefully.**

**This page or section includes possible gameplay spoilers or secrets. Tread carefully.**

*This article is a stub. You can help Noita Wiki by expanding it.*

* Syväolento

## Characteristics

### Bleeds

None
Blood

### Faction

Meat
`eel`

## Damage Multipliers

### Proj.

0.01x
0.0x
0.0x

### Ice

0.01x
0.0x
0.0x

### Tox.

0.0x
0.01x
0.0x

## Drops

* Full Health Regeneration
* Great Treasure Chest
* Portal to Teleport Room

**Creature of the Deep** (in-game name **Syväolento**) is a miniboss, found deep in the Lake. It is commonly referred to as **Leviathan**. It does not spawn in Parallel worlds.

## Behaviour

Syväolento shoots highly damaging piercing orbs, fired periodically in an octagonal pattern, and in your direction for every instance of damage. It slowly sways left and right, but never leaves the spot it spawned in.

It has 7500 health and is immune to projectile damage, while being highly resistant to all other types. Weakening Curses are recommended.

On death it will disappear, and permanently shift all water into smoke for the duration of the run. It will also drop a Full Health Regeneration, a Great Treasure Chest, and a red portal leading to the Teleport Room.

## Tips

* Weakening Curses work, making projectile damage wands viable and thus making the fight relatively easy. Its projectiles will damage itself so that with projectile weakening curse it will kill itself quickly. (Projectiles shoot from below the hit box)
* Giga Black Hole works. It deals black hole damage.
* Spamming Summon Rocks at its location will cause the rocks to absorb the water, giving you an "air bubble" to fight in, e.g. if you want Stainless Armour to be active and to just tank the shots.
* Homing modifiers will completely ignore it.
* It is immune to Venomous Curse.
* Going through the portal in NG+ runs will transport the player inside the Extremely Dense Rock walls, possibly suffocating them.
* Its projectiles have unique properties, and do not trigger the Teleportitis Dodge perk. Similarly, they are not slowed or repelled by the Projectile Slower and Projectile Repulsion Field perks.
* Poison Trail works, taking it to 5%/375hp. Other methods of applying poison do not work.

## Gallery

**This content includes possible spoilers or secrets. Tread carefully.**

**This content includes possible spoilers or secrets. Tread carefully.**
*Click to show/hide content.*
Summon Swarm

*This article is a stub. You can help Noita Wiki by expanding it.*

* Fly
* Firebug
* Wasp

Summons five flies to aid you in battle

Summons four fire bugs to aid you in battle

Summon six wasps to aid you in battle

Summon Swarm is a set of 3 spells that summons different kinds of flying bugs to your aid. The summoned creatures are very small, much smaller than regular Enemies, and attack foes by flying into them. they hover on and around you.

## Tips

* Firebugs lights things on fire that they touch, but not you.
	+ Fire immunity perks do not prevent them from damaging you if you are Polymorphed.
	+ Firebugs can disappear earlier if they come in contact with water.
* Flies can be impacted by projectiles. This can help you defensively, by blocking enemy's shots, but they may also catch your own, preventing you from attacking.
* If used with a Larpa, the swarm will continously spawn copies of itself for about five seconds. If a damage modifier is applied, the bugs may deal damage to the player when they expire.
* Bugs are affected by modifiers, same as projectiles. With homing, they can deal damage every tick, achieving potentially thousands of DPS with only a homing modifier. However, this cannot be relied on as a main attack, as many enemy hitboxes allow the wasps to hover as close as possible without dealing damage.
Sea of Oil

Summons a large body of oil below the caster

 Material spells that conjure a large body of material below the point of casting.

Causes a large rectangular area some distance beneath the caster to be filled with Oil. Only open air is filled, any existing matter remains the same at the time of casting.

## Tips

* As the conversion area is always at the same set distance beneath you, there is no chance of being immersed in the sea at the moment you cast it.
* Has decent synergy with Critical on Oiled Enemies, as you can flood an area with it and then enter to pick off the wet enemies. It's held back by its low amount of charges, though.
* Be careful not to burn yourself on burning oil.
Sea of Lava

Summons a large body of lava below the caster

 Material spells that conjure a large body of material below the point of casting.

Causes a large rectangular area some distance beneath the caster to be filled with Lava. Only open air is filled, any existing matter remains the same at the time of casting.

## Tips

* As the conversion area is always at the same set distance beneath you, there is little chance of being immersed in the sea at the moment you cast it.
* As Lava is both dangerous and semi-permanent, be very concious of where you place this sea as it may be difficult to traverse the affected area afterwards for a long time.
Return

After a period of time, you'll be returned to where you cast this spell

 Projectiles spells that involve relocation, affecting either the caster, a target, or both.

The Return spell places a small white sparkling projectile at the cast location which begins stationary. After 4 seconds have passed, you will be teleported back to this location.

## Tips

The projectile can move due to the Homing and Boomerang projectile modifiers and perk counterparts, and the Projectile Repulsion Shield perk, though this is often undesired.

Nolla and other lifetime reducing modifiers can cause Return to take effect instantaneously. Combined with a Trigger spell, this can be used to create a more flexible equivalent to a Teleport Bolt.

Return can be used to transport wands and items in a biome into the next Holy Mountain, or to briefly edit wands, before Returning back up.

Combining with Long-Distance Cast makes for an effective slow Teleport equivalent.
Sawblade Orbit

Makes four sawblades rotate around a projectile

 Modifiers that add orbiting projectiles to a spell. They cut through both terrain and enemies, and only disappear when its host projectile expires or on direct impact with an enemy.

Sawblade Orbit is a spell modifier that adds 4 rotating Giga Disc Projectiles to an affected spell. These blades will cut through and perforate all matter until its host expires or all blades have hit creatures. Like all disc projectiles, they will also cut you if you let them.

## Tips

* A very dangerous modifier, but less so than a normal Giga Disc Projectile due to the blades being locked to a host projectile and so will never home on you on its own.
* If attached to a static or slow moving projectile, the blades will easily slice through even the hardest materials, including the brickwork of the Holy Mountain.
* With sufficient projectiles, such as a multicast, it can prove to be an efficient digging tool. Drilling shot helps a lot for this purpose.
* When orbiting a summoned object, the blades will last for a very long time but do actually expire eventually even if its host does not.
* If multiple Orbits of the same or different types are placed, only the first Orbit of the spell block will work and its effect will be multiplied by the number of Orbits.
Touch of

* Blood
* Gold
* Oil
* Smoke
* Spirits
* Water

Transmutes everything in a short radius into blood, including walls, creatures... and you

### Spawn Probability per Tier ⓘ

0,0,0,0,0.1,0.1,0.1,0.5

Transmutes everything in a short radius into gold, including walls, creatures... and you

### Spawn Probability per Tier

0,0,0,0,0.1,0.1,0.1,0.5

Transmutes everything in a short radius into oil, including walls, creatures... and you

### Spawn Probability per Tier

0,0,0,0,0.1,0.1,0.1,0.1

Transmutes everything in a short radius into smoke, including walls, creatures... and you

### Spawn Probability per Tier

0,0,0,0,0.1,0.1,0.1,0.1

Transmutes everything in a short radius into alcohol, including walls, creatures... and you

### Spawn Probability per Tier

0,0,0,0,0.1,0.1,0.1,0.1

Transmutes everything in a short radius into water, including walls, creatures... and you

### Spawn Probability per Tier

0,0,0,0,0.1,0.1,0.1,0.1

A magical spell that turns everything at the casting location into a particular Material. Will instantly kill most enemies, including the player if they're caught in its radius.

## Tips

* Use with a trigger spell, such as Spark Bolt, or a distance modifier, to cast this spell at range. If cast without a trigger, you will almost certainly instantly die regardless of HP.
	+ The Saving Grace perk can prevent instant death.
* Touch of Blood has a synergy with the Vampirism perk as it creates a pool of blood for the player to drink, restoring about 30 health with the potential of 40 if the full circle is used. This is very strong in combination with Unlimited spells as this is a source of infinite healing.

## Example wand builds

### Infinite Gold

By Letaali

Shuffle
Spells/Cast

### Infinite Gold and Hearts (outdated)

By Letaali

Shuffle
Spells/Cast
Summon Rock Spirit

Summons an autonomous rock ally

A Spell that summons a small rock-like allied creature at the point of casting. The creature will seek out an enemy and self-destruct, causing explosive damage and a residual cloud of Freezing Vapors.

## Tips

* A fire-and-forget spell, the spirit will do its job without any additional modifiers or specfic wand stats, only held back by its rather low charge limit of 10.
* Should be used with caution, as it is pretty easy to hurt yourself with this spell.
* Kills achieved with this spells count as accidental and thus, will grant double the gold. Pairs extremely well with Trick Blood Money.
Summon Friendly Fly

*This article is a stub. You can help Noita Wiki by expanding it.*

Summons a friendly fly that attacks your enemies!

**Summon Friendly Fly** is a static projectile spell. It summons one friendly fly with 37.5 ♥. Homing modifiers can greatly increase its affectiveness. These flies last a lot longer, and are tougher, and hit harder, than their counterparts from Summon Fly Swarm.
Volcanic Lake

Biome Navigation
Temple of the Art
??? (Essence of Water)
The Gold
←

Volcanic Lake

The Laboratory
→
The Work (Hell)
↓

The Volcanic Lake is an area below The Laboratory that you may find if you wander past the game's final boss. It seems to be an enormous pool full of lava, with ***seemingly*** nothing special inside of it.

**This content includes possible spoilers or secrets. Tread carefully.**

The Egg of Technology is located somewhere in the Volcanic Lake. If you use a modifier such as Lava to Blood you can breach the walls of the egg and tunnel out into the lava. After a distance outside the egg, you are shown the "Entered Volcanic Lake" area notification. The edges of the lake are made of Extremely Dense Rock.

**This content includes possible spoilers or secrets. Tread carefully.**
*Click to show/hide content.*

The Egg of Technology is located somewhere in the Volcanic Lake. If you use a modifier such as Lava to Blood you can breach the walls of the egg and tunnel out into the lava. After a distance outside the egg, you are shown the "Entered Volcanic Lake" area notification. The edges of the lake are made of Extremely Dense Rock.

The Egg of Technology is located somewhere in the Volcanic Lake. If you use a modifier such as Lava to Blood you can breach the walls of the egg and tunnel out into the lava. After a distance outside the egg, you are shown the "Entered Volcanic Lake" area notification. The edges of the lake are made of Extremely Dense Rock.
Water

* Water

## Biomes

Various

A liquid Material. Water flows and obeys the laws of gravity. It can be found in pools and tanks, as well as water barrels in biomes with the Hot biome modifier. Submerging yourself in water applies a stain effect which resists combustion. Proximity to fire will wear away the stain quickly instead of igniting the player, until the stain is gone, and the player can then be ignited. You will float in water if no keys are pressed, and will suffocate if submerged for too long.

Players often begin a new game with a full flask of water or a similar liquid or powder (e.g., Swamp, Brine, Mud). Defensively, this can wash away unwanted stain effects by spraying on yourself or creating a pool in the environment to submerge yourself. It is particularly helpful in dealing with Fire and Toxic Sludge, neutralizing it. Water will also quickly kill the Stendari.

Drinking water is harmless in itself, but will increase your Satiation level. If your satiation level is too high you will start to be slower, take damage, and beyond that, even explode.

## Material Interactions

* When in direct contact with Lava, water will form Rock. This can be utilized to safely traverse pools of lava, though the rock will gradually melt back into lava.
* Water in cold biomes will have a layer of Chilly Water on top of it, which freezes on contact with ice.
* Brine can be made by mixing salt with water.
* When in contact with Fire, water can form Steam.
* When added to any amount of Toxic Sludge, water will convert the sludge into ordinary water.
* In Hot biomes, water exposed to the air gradually evaporates into Steam,
* When in contact with Concentrated Mana, it changes into more Concentrated Mana.

## Trivia

Prior to "The Feast" patch in late April, 2020, there was no limit as to how much liquid you could consume, resulting in players routinely draining the Dark Cave and other locations of water for safer travel by simply drinking it all.

## See Also

* Snow
* Steam
* Swamp
* Water (Spell)
* Circle of Water
TNT

Summons a small explosive

A spell that flings forth a spinning stick of dynamite at high speed, exploding after a set time.
This spell may be included in the bomb wand in slot2 at the start of a normal New Game.

## Tips

* The TNT spell has significantly more charges than the Bomb spell, but is less effective at destroying terrain making it more useful against enemies than digging.
* Due to the erratic behaviour of the thrown dynamite sticks, it may take some practice to hit properly with them. It's a good example of an easy to learn but hard to master spell.
* With the Homing modifier, dynamite sticks can be made to follow enemies but has a tendency to overshoot past them.

## Trivia

For a significant period of Early Access, spells that summoned non-magical explosives were not affected by flight-path altering projectile modifiers.
Tulikärpänen

* Pikku
* Suur

## Drops

* **10**

The **Lesser** and **Greater fireflies** (in-game names **Pikkutulikärpänen** and **Suurtulikärpänen**) are flying enemies made out of Volcanic Rock that spawn in the Coal Pits, either naturally or from a hive hanging from the ceiling.

## Behaviour

Fireflies shoot a projectile resembling the Firebomb spell, which expires after a short time or on contact. Like many enemies, their projectiles can be effectively dodged by moving vertically. Staying off the ground also helps with avoiding the Lava they bleed when damaged. They will also charge at any foes which get too close, dealing melee damage.

Their lava blood may occasionally fall into Toxic Sludge, causing it to solidify into Toxic Rock and release damaging Toxic Gas.

Like other fire-based enemies, they are vulnerable to water and will take damage from being submerged in even small amounts of water. If they become Wet, they will die shortly thereafter due to taking continuous damage from the status.

## Trivia

The English translation for the enemy's name, "Firefly" may be a pun based off of the fire and insect-like traits the enemy itself has.
Random Static Projectile Spell

*This article is a stub. You can help Noita Wiki by expanding it.*

Casts one random static projectile spell

 Wild magic that casts other spells at random, either from the wand itself or from a particular subset.
Ignores mana drain of actual copied spell, and are unlocked by killing Kolmisilmän koipi.

**Random Static Projectile Spell** summons a single Static Projectile Spell of any kind, even ones you haven't unlocked yet.

Although it ignores the mana cost of the spell it casts, it does still have the cast delay of whatever spell it casts.

## Tips

* There is no reasonable completely-safe distance for casting this spell, even with a trigger, due to Meteorisade.
* Rapid firing this spell even with a trigger is a very bad idea, as a cast may summon insects which can block the trigger causing a random static projectile to be cast much closer to you.
Vomit

* Vomit

**Vomit** is a liquid, produced when drinking or eating something in the environment that wasn't digestible. The player character will expel the substance after receiving the food poisoning or wasted debuff, and will regularly throw up vomit onto the ground, losing 10% satiation every time. Certain status effects (both positive and negative) such as poison will be removed when vomiting. The player will produce vomit even if there is no remaining satiation.

As vomit does not stain the player, it will remove any active stains if you completely submerge yourself in it. Vomit is the lowest-density liquid in the game and sits on top of all other liquids, which may make retaining a stain more difficult if vomit is present.

Spontaneous Generation allows you to turn nearby vomit into rat minions.
Status Effects

Status effects are a number of certain afflictions or buffs that can affect both the players and enemies independently from perks. They are gained through staining and consuming potions and materials (usually liquids), enemy attacks, and certain spells. All status effects will work at full strength for their entire duration or as long as there's at least one percent stain left on the player.

Note that not all potions will give the same effects when consumed instead of stained, and will often cause vomiting instead. There are a few perks that have effects similar to status effects.

When you re-enter the game, there are some effects that are doubled, so you can exploit it for example Greased Lightning, Haavoittajamestari's Heartache and Hungry Ghost's Extra modifiers.

## Trivia and Tips

* The Food Poisoning effect is particularly useful for emptying the player's stomach in case the player needs to consume a lot of material in a short amount of time.
* Take care when immersing yourself in a potion for its beneficial effect, as the stains will not protect you from fire. However, complete immersion in a potion will at least extinguish any fire the player has on themselves.
* The explosion from extreme overeating is larger than the standard bomb spell.
* Before the Feast Update, players could consume an unlimited amount of material, with damage being the only harmful effect.
* Many stains can be retained for longer by simply not moving.

* Obtaining a flask of solid or powder material not normally found in flasks (usually through cheats) and that doesn't already have consumption effect (snow) and "drinking" it from the flasks will only fill satiation, but otherwise have no other effect.

* The urine's stain – Jarated – is a reference to Team Fortress 2, a free-to-play class shooter. One of the playable characters, the Sniper, can throw a jar of urine, also called "Jarate". It causes similar effects to the ones shown in Noita: makes enemies susceptible to mini crits (which make attacks deal 35% more damage) and can extinguish teammates who are on fire.

1. ↑ Using the Weakening Curse trick with melee weakening curse, the player can heal from melee type damage.
Rotate Towards Foes

Makes a projectile turn towards your foes

 Spell modifiers that redirect projectiles to seek out targets.

Rotate Towards Foes is a modifier that causes projectiles to curve towards enemies similar to Homing. While Homing causes a projectile to accelerate towards its target, Rotate Towards Foes only adjusts the direction an already moving projectile is traveling.

## Tips

**Key differences from Homing**

* Homing "pushes" projectiles towards your enemies, changing the projectile's velocity over time. Rotate Towards Foes adjusts the direction but not the speed of the projectile.
* Notably slow and "heavy" projectiles may have trouble reaching targets above them when they run out of velocity and will lightly bob up and down in mid air for the remainder of their duration if this happens.
	+ The Speed Up, or more ideally, Accelerating Shot modifier can help offset this.
* Since it only "turns" already moving projectiles, Rotate Towards Foes does **not** cause Static Projectile spells to move.
* In general, this modifier is most useful with faster spells that would normally overshoot the target when using Homing (see gif below)
* If you are polymorphed into a creature, by Polymorphine for example, you are counted as an enemy by the game and this will cause your fired projectiles to head for you instead of your targets (if you are closer).
Summon Tiny Ghost

Summons a tiny ethereal being to your help

A passive Spell that summons a spectral friend to attack enemies while floating around the player's shoulder at all times. If an enemy is in its line of sight, it automatically fires at the target. The spells it casts cannot be modified.

Like all Passive spells, it will add one extra "draw" to the cast. If they are placed at the end of a wand they can be used for wrapping.

It casts increasingly damaging spells depending upon how much HP the player has lost.

## Tips

* The Tiny Ghost engages all nearby enemies. This will cause the player problems if they're trying to avoid combat.
* The rate of fire is similar to the default wand, making it a powerful early game tool.
* Being very cute, it may be able to boost the player's morale.

## Trivia

It's unclear whether it's frowning due to the actions of the player or the unsavory conditions of its environment.
Turso

* Turso

"Tentacler"

## Spawn Locations

Fungal Caverns
 The Vault
 Temple of the Art

## Health

Fungal Caverns125 ♥The Vault375 ♥Temple of the Art425 ♥

## Drops

* **50**  (Fungal Caverns)
 **150**  (The Vault)
 **170**  (Temple of the Art)

The **Tentacler** (in-game name **Turso**) is a large, flying enemy resembling a pink octopus.

## Behavior

Flies slowly towards the player. Will pursue the player from a decent distance.

Has two attacks:

* **Tentacle whip:** Sends a tentacle out a decent distance, similar to the Jättikonna's tongue attack. Also shares the property of being a "ranged" melee attack.
* **Freeze Field:** Will produce a freeze field if enemies get too close. Will induce the *Frozen* Status Effect.

The combination of freezing and melee attacks means that getting too close will likely end the player's current run.

Will briefly lose flight capabilities when taking moderate amounts of damage.

## Combat Tips

* Stay out of range of its tentacle attack and freeze ability.
* Unless you have a hard-hitting wand, you may find yourself backpedaling a good distance.
	+ Don't get tunnel vision when backing up while fighting it; its low speed should allow the player to take care of other enemies or even dig a way out with an appropriate wand.
* Its size means that the player can escape into a narrow tunnel and allow it to wander away before resuming the fight.
* The Melee Immunity Perk will negate their damage, even if you're frozen.

## Trivia

* Turso's name is in reference to a creature in Finnish mythology, Iku-Turso. It was described as a rather vague, if immensely large and powerful sea monster.
Remove Explosion

Makes a projectile no longer explode

A spell that lowers cast delay, explosion radius, and explosion damage.

## Tips

* The cast delay reduction of this spell is very useful in making rapid-fire wands when other relevant spells, such as chainsaw, are not available.
* The negative explosion damage has no effect on projectiles that do not explode to begin with. For instance, spark bolt will still deal its 3 damage while this modifier is applied, making it a free 0.25s cast delay reduction.
* The radius reduction only applies when exploding projectiles are fired at a range. For example, when this modifier is applied to Energy Orb, the projectile will not destroy terrain when fired at range, but will still be a digging tool when fired point blank on the terrain. Additionally, spells such as Explosion will not have radius reduced (at least regarding terrain destruction) regardless of how many copies of this modifier are applied or whether the spells are cast point blank on terrain or not.
04.17

*This article is a stub. You can help Block'hood Wiki by expanding it.*

## Changes

* Resource trend recalculated. Now you have 'Resources per Second' data that drives arrows.
* Added tooltip to resources amounts and resources trends.
* Blocks can only be deleted if they don't have other blocks on top.
* Corrections to main UI.
Summon Explosive Box

* Normal
* Large

Summons a box of explosive matter

Summons a large box of explosive matter

A Spell that summons a box of explosives. The box doesn't collide with the player, but otherwise behaves identically to the normal explosive boxes typically found in the Mines.

## Tips

* Can be effectively used to set traps for enemies to walk into.
* Enemies killed by these count as accidental kills, so will yield double Gold and trigger Trick Blood Money (if you have it).
* They can't be used to score Physics kills, and if paired with any variant of Homing, they'll simply orbit around the nearest enemy until it's destroyed.
* It is possible to drown in the boxes if you are standing in them for too long.
* Burst of Air will not detonate explosive boxes and can be multicast to launch them further.
Wands/zh

**魔杖**是《Noita》中有着战斗和各种功能的你的主要工具。它们占据物品栏的前四个位置，并根据内部的法术拥有许多不同的功能和力量。

探索《Noita》中的洞穴时，你可以碰见新的**魔杖**。它们放置在遍布地图各处的底座上，就像烧瓶那样。

## 初始魔杖

当你在《Noita》中出生的时候，你被给予两个**魔杖**，一个有着两个叫做火花弹的低伤害投射物法术，另一个有一个炸弹法术。

每日游戏模式可能会改变一两个魔杖的内容；例如将炸弹魔杖变成火球魔杖。

# 策略&建议

记得通过拖放来改变魔杖的位置。把魔杖放置在方便的热键上可以快速取用。

虽然这很吸引人，但并不总是值得去填满一个魔杖的栏位。每个法术和投射修正消耗法力，并且累积的法力消耗可以导致一个不错的战斗魔杖在长时间战斗中变得没用。

敌人可能会捡起魔杖并且在射击的时候消耗法术使用次数。这会变得——对于你或敌人来说——非常的危险并具有破坏性。

如果一个敌人不能使用法术（由于里面只有类似全知之眼的法术，或者没有足够的法力最大值），它可能会光是站着但什么也不发射。然而，它们可能仍然会在拿着魔杖（可以使用或不可以使用）的时候使用普通的攻击手段，小心一点。

通过拖动魔杖并在物品栏外施放，你可以将你物品栏中当前拥有的魔杖扔在地上。这会让敌人捡起并使用它。

和查看物品栏时不一样的是，尝试从地上捡起魔杖会完全暂停游戏。你可以花点时间想一想，但游戏会在做出选择后立即恢复运行。

# 魔杖数据

### 乱序

* 可以是**是**或**否**
* 如果魔杖是乱序的，施放时会从可用的法术池中**随机选择**一个法术并射出。
* 乱序魔杖会顾及队列。例如一个只有多个魔法飞弹法术的魔杖会从消耗每个法术的充能一次，知道每个都被使用了一遍。（充能时间是怎么精确影响乱序魔杖的？）
* 如果魔杖有阵型，修正，触发或定时，**乱序**的特性可能会使得你定义的法术结构不会正常运作。
* 乱序魔杖基本上会拥有不错的数值来弥补随机性。你仍然可以通过使用多个相同或相似的法术来保持一致性。

### 法术数/施放

* 一个整数，代表玩家每次使用魔杖时，释放多少个不同的法术。
* 基本上和**多重施放**修正的效果一样，如同它被放置在你的每一个法术之前。（**法术数/施放**仍然会跳过已经被施放的法术；你不会发射出每种可能的排列组合）

### 施放延迟

* 一个小数。要花多久才能释放施放队列中的下一个法术。
* 这个数字可能比**充能时间**还要大，但不常发生。
* 魔杖在生成时经常会带有多个相同的法术。尽管这刚开始看起来多余并且无用，这其实是不错的。由于需要花更久才会到达更长的充能时间，队列中的法术越多，射击速度就越快。

### 充能时间

* 一个小数。法术队列到达末尾时，魔杖必须充能，将队列重置到开头。
* 魔杖在生成时经常会带有多个相同的法术。尽管这刚开始看起来多余并且无用，这其实是不错的。队列中的法术越多，需要花更久才会开始充能。
* 如果你在充能时切换魔杖，并再切换回来，你仍需要等待充能完成。
* 短充能时间对于持续作战很有用。
* 长充能时间对不常使用的法术来说还是有用的，例如炸弹和雨云。

### 法力最大值

* 一个数字，代表魔杖能存有的最大法力。你当前持有的魔杖中的当前法力数量在屏幕的右上角，作为一个蓝色条显示。
* 法术在释放时会根据每个法术和修正消耗法力。如果有触发/定时法术，*会根据每个**潜在**施放的法术消耗法力*——即使触发条件**并没有**被满足。
* 法术，或只是法术的修正，可能在没有足够法力的情况下无法被一起施放。举个例子，如果你有一个消耗10法力的冰冻放射修正，与一个消耗0法力的链锯法术，你总能施放链锯，但冰冻放射只会在有足够足够法力的情况下被附加到链锯上。
* 高最大值对于有着大量修正和/或高耗能法术的魔杖很有用。
* 低最大值可能甚至无法施放一发法术，例如在矿山中的一个魔杖在生成时带有黑洞，却没有足够的法力最大值，意味着这个魔杖没有作用。

### 法力充能速度

* 一个数字，代表每秒回复多少法力。
* 当魔杖不在手上拿着的时候，法力仍然会回复，这和充能时间不同。
* 高充能速度对于持续作战很有用。
* 低充能速度对不常用的法术来说仍然有用，例如炸弹和雨云。

### 容量

* 一个数字，决定有多少个用于嵌入法术和修正的格子。
* 一个非乱序魔杖会从左到右施放法术。这可以被想象成一个队列。一个乱序魔杖会在充能前以随机顺序施放法术。
* 与充能时间相关。即便是相同的法术，需要施放的法术越多，需要越久的时间到达队列末尾并强制充能。

### 散射

* 一个小数，代表法术的投射物可能的随机散射。这是你的弹道束。
* 高的**负散射**并**不会**导致低精度。它只是**帮助减轻（正的）增加的散射。**
* 最终散射是通过将魔杖的散射和法术与修正的散射加在一起来计算得出的。
* 因此，一个有着负散射的**魔杖**可以抵消一个**法术**的正散射，反之亦然。
* 正散射值也可以被追踪魔弹以及修正追踪和降低散射抵消。然而在使用阵型修正时，它们并不总是可靠。

### 始终施放

* 通常非常值得拥有。*每个被**作为该魔杖初级施放**所发射的法术都会被加上始终施放的法术或修正，''***但是，***始终施放法术**不会**被应用在被触发/定时所施放的第二/第三级法术上。*
* 无论是什么法术，似乎这个效果不会在每次施放时消耗额外的法力，*并且*从不会用完使用次数。
* 在魔杖被随机生成时效果就被选定了。它无法被玩家更改。
* 可能难以重新查看它的效果。如果你忘记了法术的效果，要知道你可以将其从手上拖放到地上，让你再次捡起魔杖并查看它的完整描述。

# 你知道吗

* 魔杖的外观是顺序生成的。由于有着大致相同的法术和/或数据，可能在不同的游戏中发现相似的魔杖外观。这主要被展示在最开始的地形中。
* 放有魔杖的底座有事可以在定制的房间中被发现，一般含有陷阱。
* 即使在黑暗中，还在底座上的魔杖会发出光线效果。
* 在地上的魔杖会绕着魔杖的尖端旋转，但是如果之前有敌人捡起过它们，它们有时不会旋转。不旋转的魔杖会保持一个生物上次放置它的姿态。
* 地上的魔杖可以被非常非常轻微地踢动。

en:Wands
Twitch Integration

**Twitch Integration** is a feature.

When Twitch integration is turned on, the Twitch viewers can periodically vote for 1 of 4 randomly chosen events by typing the associated number in the streamer's chat. The event that gets the most votes wins. When there is a tie, an event is randomly chosen between the winners.

### Discord

Although not built-in to the game, Discord Integration is available using a third-party relay such as NDR.
Tuonelankone

*This article is a stub. You can help Noita Wiki by expanding it.*

* Tuonelankone

"Necrobot"

## Drops

* **160**

The **Necrobot** (in-game name **Tuonelankone**) is an enemy.

## Behaviour

Upon seeing the player, Necrobots will fire an accelerating skull-shaped projectile in the player's direction, inflicting minimal damage. Much like one of its deadlier cousins, it comes equipped with a forward-facing shield. Much like other robotic enemies in general, it bleeds Oil and can withstand quite a few hits before being downed due to its high defense.

When an enemy is killed in the presence of a Necrobot, a green skull icon will appear in the exact position where the enemy was killed, and after an indeterminate amount of time (up to three seconds), that enemy will be revived. If, however, you kill the enemy as soon as it is revived, it won't be revived again. This can be done an infinite amount of times - the only way to kill the enemy for good is to destroy the Necrobot reviving the enemy.

Necrobot can pick up and use wands.

Necrobots aren't found anywhere in the game except the Frozen Vault, The Tower , and Power Plant.
Tuple Scatter Spell

* Double
* Triple
* Quadruple

Simultaneously casts 2 spells with low accuracy

Simultaneously casts 3 spells with low accuracy

Simultaneously casts 4 spells with low accuracy

A multicast modifier that causes the next set of spells to fire at the same time, the amount depending on the variant. Any modifiers either next to it on the left side, or mixed in before the last spell in the chain will affect all the spells in the set at no extra mana cost. The difference between this set and the regular tuple spells set is that each multicasted spell will have extra spread added to it as well as the modifier itself costing less mana to use.

## Tips

* All the scatter multicasts are useful to create a shotgun-like effect for spells, either right away or as part of a trigger, to make sure at least some projectiles will hit the enemy.
* Since they're cheaper than the regular multicasts, they work even better for rapid fire wands.

## See Also

* Tuple Spell
* Formation

## Trivia

The term 'tuple' originated as an abstraction of the sequence: single, couple/double, triple, quadruple, quintuple, sextuple, septuple, octuple, ..., n‑tuple, ..., where the prefixes are taken from the Latin names of the numerals. Wikipedia
Underground Jungle

Biome Navigation
Hiisi Base
Lukki Lair
←

Underground Jungle

Dragoncave
→
The Vault
↓

The Underground Jungle is a mid-game biome filled with greenery. The enemies start to get tanky at this point, and pose a real test for your current wand arsenal. Fortunately, the wands spawning here are very potent.

## Layout

The Underground Jungle is reminiscent of the Coal Pits in how the terrain is formed, but with more dropshafts leading straight down and choking greenery all over. Trees grow in the background at various places, which turn into Rigid Body solids that block your path if damaged. The ground consists mostly of dirt, with patches of dry soil that bursts into flames when set alight, opening up new passages. Fast growing plants sprout in bundles when approached, creating poisonous buds that pop when damaged.

## Points of Interest

The jungle is the only place that has a sub-biome in the middle of it, in this case a piece of the Fungal Caverns. Other than that, the Jungle also plays host to a fairly large amount of Max health upgrade pickups, randomly scattered in the area.

Within the Underground Jungle are four statues, depicting the robot Munkki that are found in the Snowy Depths above, with small variations in their carved designs that provide clues to a secret.

## Enemies

With the bulk of the Hiisi forces left behind in the Hiisi Base, only their most hardened troops venture into the jungle. You may encounter:

* Wasp
* Bloom
* Plasma Flower
* Small Spider (Hatches from large spider egg clusters)
* Spider
* Daddy Longlegs
* Hiisi Bomber
* Hiisi Poisoner
* Hiisi Mine Thrower

.. and more.

Bear in mind that the large specimens of the spider family can, and will, try to dig through terrain to get to you, even through the brickwork of the Holy Mountain and triggering the angry gods event to summon Stevari.

## Hazards

Explosive crates and toxic sludge barrels are less frequent in this biome than in previous ones. However, due to abundance of plants and easily flammable dry soil, fire is a major hazard in here.

## Connected Areas

The portals at the bottom will take you onwards toward The Vault.

A lucrative opportunity lies in the Dragoncave that always spawn inside the eastern wall. Killing the boss inside may provide you with a Max health upgrade and a powerful wand.

Access to the dangerous Lukki Lair lies to the west, connecting with The Vault below as well as an Orb room further west (and down).
Tuple Spell

* Double
* Triple
* Quadruple
* Octuple
* Myriad

Simultaneously casts 2 spells

Simultaneously casts 3 spells

Simultaneously casts 4 spells

Simultaneously cast 8 spells

Simultaneously casts as many spells as you have left uncast in your wand

The normal multicast series of spells (not to be confused with the Multicast spelltype) is the regular, no-frills incarnation of this particular class of spells. Any modifiers placed before or within the affected spells will apply to all of them at no extra mana cost.

## Tips

* The 'Double' variant does not cost any mana to use, and so is a great choice for rapid-fire wands.
* You can chain multicasts together to be able to cast more spells at the same time (at the cost of wand slots).
* The Myriad Spell variant is the only one that is charge limited, but its capability is only eclipsed by the Wand of Multitudes in The Tower.

## Unlocking

* Double, triple and Quadruple spell are unlocked from the beginning
* Octuple and Myriad Spell are unlocked by opening the Coral Chest

## See Also

* Tuple Scatter Spell
* Formation

## Trivia

The term 'tuple' originated as an abstraction of the sequence: single, couple/double, triple, quadruple, quintuple, sextuple, septuple, octuple, ..., n‑tuple, ..., where the prefixes are taken from the Latin names of the numerals. Wikipedia
Tentacle

* Normal
* Timer

Calls a terrifying appendage from another dimension

Calls a terrifying appendage from another dimension! Comes with a timer

A Spell that calls forth a tentacle from the wand, reaching out a short distance doing damage, then retreating back to the casting point. It will grab loose items like corpses, gold or even spell projectiles, and pull them back towards you. It is not affected by Homing and will always fire in a straight line.

It will not damage crates or barrels by itself.

Also has a timer variant.

## Tips

* As the tentacle will pull all (most?) projectiles, it presents a very real risk when using it. For example if a grenadier shoots at the extended tentacle, the retracting tentacle will pull the grenade back into you, so be careful.
* Casting a tentacle with the Matter Eater modifier will localise the terrain-destroying effect on the casting position for the duration of the effect, allowing the player to tunnel through the ground like a worm.
* Speed Up and Light Shot can make the tentacle stretch insanely far, making the combo with Freeze Charge powerful at incredible range. Combining both at the same time allows the tentacle to ignore obstacles, though it won't reliably freeze and kill enemies instantly.
* Plasma Beam Orbit will damage enemies but not the player.
* A Tentacle with increased speed can be used to 'steal' spells from Holy Mountain spell shops.

## Advanced Guides

* Spells To Power can repeatedly absorb itself with Tentacle With Timer, which can cause the damage to increase exponentially. Spells to Power scales with projectile and explosion damage, so the damage modifier can be anything that adds those types. Divide by 10 can be replaced with Divide by 4 for less lag. **Warning**: If this combination results in negative damage, Spells To Power creates an infinite loop that freezes the game. Make sure you add enough damage if you use damage reducing spells like Light Shot, Divide By, or Piercing Shot.

Shuffle
NoSpells/Cast
1
Alternative wand build for less lag and spell storage.

Shuffle
NoSpells/Cast
1
* When used with Orbit modifiers, the tentacle will become a "child entity" and always stick to Minä. When Minä dies or is polymorphed, the tentacle expires. Guide To Infinite Lifetime Spells is a good way to use it. Spells to spells can remove the tentacle.

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* A Plasma Beam Orbit will also not harm you, and can be made into plasma armor

Shuffle
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## Trivia

It is possible to make the projectile-pulling effects of the Tentacle With Timer to work for you by flinging a spell in a different direction, as shown in this Video. While a fun stunt, the value of the move in combat is debatable.