recursal/Fanatic-Fandom huggingface dataset:
Gunpowder

* Gunpowder

## Biomes

Coal Pits

Gunpowder is a volatile powder that most often appears in large piles in the Coal Pits, but can occasionally spawn in other biomes as well (though this is rare).

There are 2 variants of this material, one that explodes and one that only burns, but they are called the same thing when mouse-overed in the game. Generally speaking, the variant that spawns naturally is always the one that explodes, whereas the variant that only burns comes from the Gunpowder Trail modifier.

## More information

* There are only two spells that produces the exploding variant, being the Gunpowder Arc and Firecrackers modifiers. As the powder from them explode immediately it is not useful for Alchemy.
* The large explosive crates in the Hiisi Base contain explosive gunpowder.
* Like most explosives, exploding gunpowder can set creatures on fire.

## Trivia

The exploding variant is sometimes known as Firecrackers, just like the spell.
Kolmisilmän silmä

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

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

* Kolmisilmän silmä

## Characteristics

### Bleeds

None
Liquid Fire

### Faction

Rocket Barrage, Plasma Beam
`Robot`

## Damage Multipliers

### Proj.

0.0x
1.0x
0.0x

### Ice

0.6x
0.0x
1.0x

### Tox.

0.8x
0.0x
1.0x

## Drops

* Spatial Awareness perk

**Three-Eye's Eye** (in-game name **Kolmisilmän silmä**) is a spider-like robotic miniboss, found deep within the Power Plant, bearing dangerous attacks and unique traits. It is often referred to as "Mecha Kolmi"

## Behaviour

This foe resides inside of a circular arena, a bit down and straight left from the height of the Experimental Wand. It has 1250 health, along with immunities to projectile, explosive, melee, and fire damage. Therefore, the only sources of damage that will work are: Slice, Ice, Curse & Electrical.

While not performing attacks, a projectile eating shield will follow the boss, which means that in order to reliably deal damage without getting too close you must wait for an attack.

It has two attacks: a burst of 10 rockets that quickly accelerate towards the player, each dealing total of 2530 damage, and a long, red plasma beam that expands after a few seconds, dealing 150 damage per second.

On death the main body explodes, leaving behind a pile of metallic limbs and a special Spatial Awareness perk.

## Combat Tips

* The rockets deal a combined 2530 damage, resulting in death for all but the heartiest Minä. Finding some cover that the explosions won't destroy is a good way to stay safe.
	+ If there's nothing to hide behind, you can use teleport bolts, preferably short ones, to dodge the missiles until they expire.
	+ Ambrosia can work, with the benefit of allowing you to stay in one spot and possibly damage the boss.
* Make sure to not accidentally lose the boss. It might leave the arena and wander off deeper into the chasm, or explore the Power Plant.
	+ If you do lose track, look for a tunnel-like path. The boss probably left one behind. Remember to keep your guard up, it could unexpectedly attack as soon as you get close.

## Trivia

* The spinning rockets that Kolmisilmän silmä fires were inspired by a boss in the freeware indie game IJI.

## Gallery

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

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

* Haulikkohiisi
* Heikko

"Shotgun Hiisi"

## Spawn Locations

Mines, Collapsed Mines, Coal Pits, Snowy Depths, Hiisi Base

## Drops

* **10**

The **Shotgun Hiisi** (in-game name **Haulikkohiisi**) is a humanoid Hiisi found in various areas that uses a shotgun as its primary weapon.

The **Weak Shotgun Hiisi** (in-game name **Heikko haulikkohiisi**) is a weaker version of the Shotgun Hiisi found in the Mines with less damage output, health and slower reactions, but otherwise identical in its behaviour.

## Gameplay and Behaviour

The Shotgun Hiisi will take aim and fire their shotgun at their targets. They can also fire in mid-air while jumping or falling.
In close range of a target they will swing their shotgun at them dealing melee damage.

The weaker version found in the Mines are slow to fire and have low HP, allowing the player to kill them quickly, but Haulikkohiisi fire much quicker, have good precision, and have more HP, making them much more threatening.

Also Shotgun Hiisi, at least weaker version, has ultra low chance to be spawned with not usual shotgun bullets as progectile, but with disks. Very dangerous. I met him in mines once in about my 200-300 runs. And yes, it totally wasn't wand, he shot discs himself

## Combat Tips

* As with other Hiisi , it will typically attack all other enemies, but will not attack other Hiisi.
* The shotgun blast has travel time which can be avoided.
	+ Be careful of the projectile arc - the wide radius of the blast combined with the curvature of the shot means hiding behind cover can be difficult.
	+ Oftentimes, the bullets will bounce instead of getting destroyed on impact.
* Shotgun pellets will destroy soft materials, so care should be taken not to stand next to fragile reservoirs of dangerous liquids such as toxic sludge if being fired upon.
* Haulikkohiisi has trouble shooting straight upwards.
* They have head hitbox, which have 2,5x dmg modifier
Kiukkukalma

* Kiukkukalma

"Angry Phantom"

## Spawn Locations

Pyramid
 Magical Temple
 Temple of the Art
Snow Chasm

## Drops

* **30**
* **120**
Temple of the Art

The **Angry Phantom** (in-game name **Kiukkukalma**) is an enemy found in the Magical Temple and the Temple of the Art. It closely resembles the Spiraalikalma, with the only difference being its 'hair' and number of eyes.

## Behaviour

Much like the Spiraalikama, the Kiukkukalma is floating creature, passively patrolling the Magical Temple and Temple of the Art until it learns the player's location. Once it knows the whereabouts of the player, it approaches until it has a clear line of sight, then shoots green orbs towards the player.

The orb travels through the air at a somewhat slow speed and stops upon reaching a wall or object. Once it has stopped, it remains stuck to what it has hit for a few seconds.
Along its flight, the orb will rhythmically shoot smaller orbs in an octagonal pattern. This continues until the original orb disappears, then, the Kiukkukalma sends another orb to continue its attack.
The large primary orbs have a piercing effect and hence deal significantly more damage.

If shot while in the air, the Kiukkukalma will become stunned momentarily, and drop to the ground.

## Combat Tips

* Both this and the Spiraalikama are similar in behavior and attack pattern, so they share practically the same advice.
* This enemy is a slow flier, so you should be able to choose where you fight.
* Both the primary and secondary projectiles it fires are quite slow, but numerous. Use the corners and geography of the Temple of the Art and Magical Temple to reduce its area control.
	+ The slow speed of the projectiles mean that the Projectile Repulsion Perk will render this enemy practically unable to hurt you.

## Trivia

Despite looking and acting identical the Kiukkukalmas in the Temple of the Art have more health and drop more gold than those in the Magical Temple.
Hyypiö

* Hyypiö

"Creep"

## Spawn Locations

Temple of the Art, The Tower, The Work (Hell), Cloudscape

## Drops

* **140**

The **Creep** (in-game name **Hyypiö**) is a red ghostly apparition mainly found in the Temple of the Art. It has no offensive ability, but emits a large Projectile Gravity Field from its center wherever it goes. Like its brethren, the Hohtava hyypiö and Ukkoshyypiö, it will relentlessly chase the player until blocked off or killed.

## Behaviour & Combat

The weakest variant of the creep family, Hyypiö is a tanky enemy to fight but does not usually present much of a problem on its own. The gravity field emitted from its body mostly serves to attract more damage onto itself, making even very low accuracy attacks against it effective. They tend to draw projectiles away from more important/dangerous targets, however.

Bear in mind that if they actually reach your position then all projectiles, enemy and otherwise, will be homing in on *you*. Keeping your distance from it is recommended.
Kammolukki

* Kammolukki

"Toothy spider"

## Traits

Can dig through any material with its mouth

## Drops

* **240**

The **Toothy Spider** (in-game name **Kammolukki**) is an enemy native to the Lukki Lair. It has large round jaws with many teeth. Unlike normal Lukki, it will attempt to attack with its mouth instead of its limbs. When inside its jaws you will take 60 melee damage per second.

## Combat Tips

As it heals from projectile and explosion damage, the most reliable ways to kill it are: Slice Spells, Freezing Gaze, Giga Black Hole or Tentacle (combined with Freeze Charge, a single tentacle is often enough to kill).

## Tips

* Kammolukki attacks destroy all sorts of terrain, if you have Melee immunity you can use them as a highly effective digging tool to other areas.
Hearty Porridge

* Hearty Porridge

### Tags

[soluble], [evaporable\_by\_fire], [food], [liquid\_common], [impure], [liquid], [corrodible]

## Effects

### Ingest

heals for a percentage of the player's health

* **Hearty Porridge** is a white-ish liquid. A flask of Hearty Porridge will be dropped if the perk Eat Your Vegetables is taken.
* Drinking the whole flask will grant the player 15 seconds of Regeneration, as well as fill 80% of the player's stomach. It has no staining effect and disappears when in contact with lava.

## Gallery

* A bottle of Hearty Porridge summoned atop the Perk Altar.
Freezing Vapour

* Freezing Vapour

## Biomes

Various

A gaseous Material that evaporates from freezing liquid, bleeds from certain enemies (such as Jäätiö), and is produced by the purple propane tanks found in the Snowy Depths and Hiisi Base. Freezing liquid may linger without fully evaporating, creating constant trails of freezing vapours.

Creatures in contact with the gas take significant damage while exposed to it, depending on how many pixels of the gas they are in contact with. Being caught directly in the explosion of a propane tank will often lead to a quick death from the high concentration of freezing vapour.
Freezing Gaze

A heart-freezingly sinister aura

A spell that casts 12, quickly vanishing projectiles in a fan formation that freeze any liquids or enemies they hit (enemies will only remain frozen for 50 frames). These projectiles emit a dim greenish light that can be used to explore dark areas.

## Tips

* This spell combines very well with Homing to deal high damage, as each projectile deals 10 damage for a maximum of 120 damage if all hit one target.
* Damage-adding modifiers like Heavy Shot, Damage Plus, Freeze Charge, or Electric Charge are applied to each individual projectile of the spell, meaning they are 12x more effective than when applied to single-projectile spells. With a single Heavy Shot modifier, if all of the projectiles hit you can deal 648 damage.
* Just like Long-Distance Cast and some other spells, Freezing Gaze is a special projectile that can only hit once per entity, but in return it won't die on collision with said entities. That means even if you put Piercing Shot on Freezing Gaze, each enemy can be hit only once with each of the 12 projectiles that it creates. However, Damage Field, Plasma Beam Orbit and some other modifiers that can deal damage independently from the projectile will be unaffected by that property.
Kadotettu alkemisti

* Kadotettu alkemisti

"Damned Alchemist"

## Spawn Locations

Ancient Laboratory, Magical Temple, Temple of the Art, Wizards' Den

## Traits

Emits a protective field that grants nearby enemies **Protection from All**.

## Drops

* **80**

The **Damned Alchemist** (in-game name **Kadotettu alkemisti**) is a large skeletal alchemist, found often in the Ancient Laboratory and less commonly in Temple of the Art, Magical Temple, and Wizards' Den.

## Behavior

The Damned Alchemist walks a little more slowly than most ground-based enemies, and jumps a little more quickly than it normally walks. Some instances possess an innate protection field that makes all enemies in its area of influence immune to all damage, similar to Ambrosia. This effect is not shared by *all* Damned Alchemists, but it is a fairly common trait. The effect of the field does not extend to itself, but **can** affect other nearby Damned Alchemists.

## Combat

The Damned Alchemist's only attack is melee, so it is generally safe to dispatch from range. The variants which possess a protection field are very high-priority targets, as it is completely impossible to damage other enemies in the vicinity while the Damned Alchemist remains near them. Alternatively, a player can kite the other enemies away from their protector until they are vulnerable, as Damned Alchemists move much slower than most enemies.

If two protection field-bearing Damned Alchemists happen to be near each other, your only options are to flee or attempt to kite one of them far away enough for it to lose the other's protection. If there are other enemies nearby in this situation, it can be safest to kite them away first and dispatch them before attempting to deal with the Damned Alchemists themselves.
Fly Upwards

Causes a projectile to aim straight upwards a short time after casting

Causes spells to fly directly upwards a moment after casting. The modifier locks the trajectory of the projectile, making it impossible for it to move in any other direction.

## Tips

* Can be used with Horizontal Path to lock a projectile in place, preventing it from moving at all.
* This makes Summon Giga Disc Projectile more safe to use when activated with a trigger at range, as the disc will fly into the ceiling if it misses instead of coming back towards you.
Hahmonvaihtaja

* Hahmonvaihtaja

"Shapechanger"

## Health

Magical Temple125 ♥Temple of the Art425 ♥

## Drops

* **50**  (Magical Temple)
* **170**  (Temple of the Art)

The **Shapechanger** (in-game name **Hahmonvaihtaja**) is an enemy which appears in the Magical Temple and the Temple of the Art.

## Behavior

Floats around firing slow projectiles which explode into a purple haze, applying the effect of Chaotic Polymorphine to anything hit.

## Combat Tips

* As with anything that involves polymorphing, engage with caution: you can be killed instantly if attacked while in a weak form.

## Trivia

* If killed, Shapechanger's body can be eaten. It is made out of cursed meat and will grant the Rain Curse effect that spawns a rain cloud that follows the player. If the duration of the Rain curse is higher than 14s the rain cloud will turn into a thunder cloud that occasionally will shoot lightning. If it's higher than 44s the thunder cloud will turn into an acid cloud.
Kalmamato

* Kalmamato

"Death Worm"

## Traits

Does not destroy ground.

The **Death Worm** (in-game name **Kalmamato**) is a large ghostly worm native to the Temple of the Art.

## Behaviour & Combat

Kalmamato moves around in the same way as the regular Mato, with the exception that it doesn't eat any terrain and instead just passes right through it. This makes it harder to detect its presence before it strikes, as it leaves no tunnels to indicate that it's nearby. It can take a sizeable amount of punishment before dying, and unlike Jättimato it doesn't drop anything when killed.

Since it doesn't eat through terrain it's possible to find the worm stuck in an infinite loop of trying to burrow upward, not having ground to burrow through, and falling back down only to try again. It can sometimes manage to turn itself around, but in many cases this makes killing it quite easy.

As with some other ghostly enemies like Houre, Kalmamato seems to be able to detect the player even if they are invisible.

Kalmamato seems to be hostile towards the traps frequently encountered in the Temple of the Art, yet is unable to actually damage them, thus it ends up stuck in place until the trap is destroyed.

## See Also

* Jättimato
* Helvetinmato
Orb Room

Orb Rooms are secret areas that appear throughout the world. They always contains an Orb of True Knowledge and an Emerald Tablet, and have a small pool of water on each side.

Beneath the room typically is an area of (extremely) dense rock with diamond veins and air pockets.

For information about the orbs and the location of all the orb rooms, see the list of orb room locations.

## Secret Messages

Each Orb Room has a secret message, revealed by adjusting the contents of the pools by the sides. The combinations varies by room, requiring much experimentation to discover them all. The combinations that work are hinted at by the Stone Tablets that can be created from certain Emerald Tablets.

For details on the lore these messages contain, see Game Lore.
Potions/zh

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

**烧瓶**是在穿过 Noita 的洞窟时能找到的，位于底座上的液体容器。它们占据你的物品栏的后四格，并且可以被装备。

玩家以一个**水烧瓶**开始。

**烧瓶**可以被用鼠标左右键分别**投掷**或**喷射**出去。**投掷**创造一个投射物，它会在与敌人或地形撞击时破碎，排出烧瓶的内容物。**喷射**会在不破坏烧瓶的情况下缓慢地倒空它，可以使烧瓶变空。

通过打开物品栏并右键它，一个烧瓶的内容物可以被瞬间**喝干**。但是由于地上的魔药液体可以被再利用，这可能会很浪费。

在 PC 端，通过进入物品栏界面并点击将它拖入世界，你可以把一个烧瓶**掉落**在地上。然而烧瓶是易碎的，如果掉落得不够平缓的话可能会破碎。

投射物可能会在世界里的烧瓶上戳出洞，导致液体大量喷出。足够的伤害会使得烧瓶完全破坏，就像玩家将它们丢出一样，造成液体的喷发，并阻止玩家捡起烧瓶。通常，破坏没有玩家的参与，导致玩家发现魔药池子出现在一般不会生成它们的地方。

烧瓶可以被手动填充到最多 100%，并且一般生成时就被填充到 100%。它们也可能在生成时被填充到 200%，但如果被倒空就只能被填充到 100%。

当主角在手中持有一个有不到 100% 储量的烧瓶，无论玩家想不想将液体存入瓶中，世界中的液体可能接触到它并被存入其中。这允许用混合液体填充烧瓶，可以一次喷射出多种物质。 once.

举个例子：如果你尝试喷射岩浆或毒性淤泥，但是水被弄进了烧瓶，这个混合特性可能会不利。用其中一种烧瓶混合水进行喷射，会导致流体迅速被水抵消。

矿场中的一个结构可能会包含几架子的烧瓶。它一般伴有炼金术士。

作为他们的首要攻击手段，炼金术士可能会投掷出无限量的烧瓶。

**烧瓶**在生成时可能装有更多普通的液体。玩家可以在烧瓶中装入许多在世界中可以收集到的其它的液体，包括外部的材料，例如真菌，通过破坏背景元素生成。不清楚是否有不能被装入烧瓶的液体。
Items

Items are utilities, that occupy the four slots to the right of your inventory. Most items can deal physical damage to enemies when thrown. Some of them have secret interactions with certain structures and/or enemies.

## List of treasure items

All of these items can be found on pedestals or inside chests in any of the main biomes. Some of them have additional strange & esoteric uses.

## List of summoned items

These items can be obtained by casting specific spells.

## List of special Items

These items can only by found in specific locations, and there is a set amount of them per world. Most of them have strange esoteric additional attributes or uses.

## Item Telekinesis Glitch

There is a glitch in the game code which allows moving an item from a distance. Doing so with a flask can be be helpful for picking up Teleportatium. These videos explain some details and problems:

* Noita Kinesis Exploit Guide - Aliasbot
* "Item Possession" and Other Useful Noita Glitches - FuryForged
* Stealing spells with only a table in Noita - FuryForged
* Tablet Telekinesis Glitch/Bug! - Nymphspyre

Additional notes:

* This glitch can be pretty reliably triggered with the help of custom key bindings to simultaneously activate the "down", "throw", and "select item in slot {i}" actions while standing on the ground. For example, if the desired item is in slot 6, the C key could be bound to all three of "down", "throw", and "select item in slot 6", and the glitch can be triggered by switching to slot 6 and pressing C. Alternatively, one key could be bound to just "throw" and "select item in slot {i}" and pressed while holding down a separate key for "down".
* The "interact" (default E) key can be used to reclaim the "possessed" item into the inventory.
* Standing on top of a "possessed" tablet and repeatedly, gently, not-too-rapidly "throwing" directly upward (by aiming the cursor about one character height above the character) allows for a tricky form of flight without use of any levitation energy. A more complex but faster and reliable method is to precede each throw with a short jump, and to throw upward forcefully (aiming cursor higher up the screen).
Jäähdytyslaite

* Jäähdytyslaite

"Icer"

## Spawn Locations

The Vault
Frozen Vault

## Drops

* **20**
* **60**  (The Vault)

The **Icer** (in-game name **Jäähdytyslaite**) are Flying robots found primarily in The Vault and Frozen Vault.

## Behavior

Icers fly around with their jetpacks and use an ice-elemental flamethrower, dealing high damage up close.

## Combat Tips

* Its projectiles are fairly slow and easy to dodge at range, but mind that they unleash small clouds of Freezing Vapour where the shots land or expire, which often deals more damage than a direct impact.
* It shoots quite quickly, and is best dispatched as soon as possible to avoid them filling the whole area with freezing vapour.
Juhannussima

**Juhannussima** ("Midsummer Mead"), is a rare potion which applies the wet status effect (same as water) when applied to clothes, and the mildly boozed status effect when consumed. It is not as effective as water at removing toxic sludge from your clothes.

During the late June Midsummer holiday event it will rarely appear in the world.

Unlike whiskey, Juhannussima is not flammable.

## Seeds during holiday event

During the holiday event, it can be found in the seeds:

* 1629387662 in the snowy depths, (right, down, right)
* 1709914910 in the mines (almost directly under start position)
* 592814217 in the mines (after entering the mine, go down and slightly to the left)
* 382868887 in the mines (near spawn position X-1731, Y-65 )
* (2x) 829054484 in the mines in the lower third on the left side in a chest and on the ground below the chest
* 328482662 in the mines (almost directly under start position)
* 2042432055 | 1051065633 in the Fungal Caverns
* 747877324 directly underneath spawn
* 616587815 in the mines (go right upon entering mines to the wall, drop down, it's immediately left below the Berserkium tank.)
* 348888588 near the top center-left of the mines
* 767703859 in a potion shop in the center-right of the mines mines.
* 1784606094 in the mines diagonally right of the entrance
* 1107903343 in the mines at the bottom almost under the stairs
* 1722859918 in hiisi base
* 1242514639 in the mines (go down and slightly to the right)
* 458295181 in the mines (A little below the entrance)
* 1924469339 in the mines in a chest to the right and down from the entrance
* 1495728995 in the alchemy lab, walk at the bottom two screens to the left
* 801469991 in the mines (just above the third portal from the end)
* 273672298 in the collapsed mines (at the right just above the first portal)
* 783196861 in the mines (when you enter go left, then slightly down after the gunpowder pile)
* 1944494491 in the mines (shortly after the entrance on the left side)
* 540420075 in the fungal caverns
* 1620850720 in the collapsed mines (at the beginning of the topmost path)
* 134512819 in the mines (immediately to the left)
* 489275148 in the mines (center right)
Firecrackers

Makes a projectile release firecrackers when it disappears

 Spell modifiers that change how projectiles interact with solid terrain.

A spell modifier that causes a projectile to release small amounts of exploding Gunpowder on impact, digging through terrain, causing minor damage and setting things on fire.

## Tips

* As the effect is triggered upon impact you can multiply the output by using projectiles that impact multiple times by bouncing, such as with Bouncing Burst.
* Also synergizes well with Triplicate Bolt due to the extra projectiles it produces & slight ricochet.
* Be careful to not set yourself on fire.
Glowing Stone

* Glowing Stone

## Biomes

Holy Mountain, Various

**Glowing Stone** is a glowing green or yellow material that is often seen embedded in Brickwork altars and pedestals. It is often first seen in the brickwork pedestals where Potions and Wands spawn in the Mines, but is present in most areas in the game in one form or another.

There are several variants of Glowing Stone in the game, mainly differing in colour. They all behave in very similar ways.

## Characteristics

Glowing Stone is just as strong as the brickwork which usually surrounds it, although in many cases when an item has been retrieved from the pedestal it's contained in, or a perk has been picked from the perk altar, the Glowing Stone is converted into Blood (or, in certain cases for the Perk Altar, Water).

It is otherwise fairly unremarkable, apart from its bright glowing colour which is sometimes used to display glyphs with hidden messages.
Kakkakikkare

*This mysterious spiral-shaped artefact smells horrible and feels warm to the touch*

## Details

### Effect

When held, causes damage over time to the player, and causes the player to vomit.

The **Poopstone** (in-game name **Kakkakikkare**, lit. *poop*) is an Inventory item. It causes damage over time to the player, and causes the player to vomit, emptying the stomach as well as removing any ingested effects. It has a chance to be dropped from Greater Chests.

When thrown, it will transmute most liquids (including water, teleportatium, and lava) into excrement. Excrement prevents breathing but doesn't limit player movement, and it removes all stains.

## Tips

* This item can be useful for navigating through lava.

## Other methods of obtaining

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

A Kakkakikkare can be reliably obtained by picking up the Essence of Spirits and removing it via the Essence Eater.

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

A Kakkakikkare can be reliably obtained by picking up the Essence of Spirits and removing it via the Essence Eater.

A Kakkakikkare can be reliably obtained by picking up the Essence of Spirits and removing it via the Essence Eater.

## Gallery

* Lava transmuted by a thrown Kakkakikkare
Infestation

A bunch of magical sparks that fly in every direction

A projectile Spell that shoots multiple bouncing projectiles that do 1 damage each. They can damage the player, if they aren't careful.

## Tips

* This spell works exceptionally well with Bubbly Bounce
* It also works with modifiers such as Fire Arc, however it's advised to use such combo with Trigger or Timer.
* The Electric Arc modifier works a little too well. Recommend both Explosive Immunity and Electric Immunity perks before test firing.
* The Infestation base type has 10 projectiles, which is only relevant in combination with add trigger, where you suddenly gain 10 projectiles instead of the normal 6 projectiles.
* The spell seems to also scale damage like the bouncing burst spell
Hiisi

The **Hiisi** (pl. *Hiidet*) are a diverse type of hostile humanoid Enemies which use various technology such as firearms, jetpacks, explosives, robots, etc. They are commonly found in the Mines, Collapsed Mines, Snowy Depths, Hiisi Base, among other locations throughout the game.

Häivehiisi
*Stealth Hiisi*

Kilpihiisi
*Shield Hiisi*

Parantajahiisi
*Hiisi Healer*

Raukka
*Coward*

Alkemisti
*Hiisi Alchemist*

Haulikkohiisi
*Shotgun Hiisi*

Heikko haulikkohiisi
*Weak Shotgun Hiisi*

Isohiisi
*Hiisi Bomber*

IT-Tankki
*Rocket Tank*

Jouluhiisi
*Christmas Hiisi*

Kauhuhirviö
*Horror Monster*

KK-Tankki
*Tank*

Kranuhiisi
*Hiisi Grenadier*

Laser-Tankki
*Laser Tank*

Liimahiisi
*Glue Hiisi*

Miinankylväjä
*Hiisi Mine Thrower*

Myrkkyhiisi
*Hiisi Poisoner*

Rynkkyhiisi
*Hiisi Gunner*

Sähikäismenninkäinen
*Firecracker Goblin*

Snipuhiisi
*Hiisi Sniper*

Kokkihiisi
*Hiisi Chef*

Tappurahiisi
*Miner Hiisi*

Tappurahiisiläinen
*Weak Hiisi Miner*

Toimari
*Hiisi Leader*

Torjuntalaite
*Turret*

Tulihiisi
*Fire Hiisi*

Toveri
*Friend*

## Tactics

All Hiisi have projectile attacks, though the types of projectiles they can use vary quite a bit. See the individual enemy pages for detailed information on handling each type of Hiisi. All humanoid Hiisi are capable of using wands found in the world. Wands can be kicked out of their hands, and they will quickly drop a wand that has spent all its spell charges.

Hiisi are weak to Toxic Sludge, and will take damage fairly quickly from it. Unlike other enemies, Hiisi can die due to toxic sludge damage.

## Trivia

* In Finnish, the word *Hiisi* describes a type of troll, giant, or (more commonly in modern Finnish) goblin, that protects sacred mountains or hills, much as the Hiisi of Noita seek to prevent the player from descending into the depths of the Holy Mountain.
Lammas

* Normal
* Flying
* Buzzing

"Sheep"

## Health

5 ♥

A **sheep** is a passive animal that may be seen on the island in the center of the Lake frolicking or being chased by the wolf.

Sheep, along with **flying sheep** (**Lentolammas**) and **buzzing sheep** (**Suhiseva lammas**), are the three possible results of drinking or being stained with polymorphine, and one of many more from chaotic polymorphine. You cannot attack when transformed into a sheep. However transforming into one of the flight-capable sheep is very useful to reach certain areas, or escape from a Holy Mountain without angering the gods.

## Trivia

* A rock spell with homing will try to hit a sheep, but cannot damage it.
Homing

Makes a projectile accelerate towards your foes

 Spell modifiers that redirect projectiles to seek out targets.

Homing is a modifier that will impart some constant force on projectiles to make them home in on enemies. Because of this the effect is more noticeable on slower or static projectiles.

Also available as a perk, which has a weaker effect than the spell version.

## Tips

* Almost every offensive spell in the game can benefit from this modifier in one way or another. You'll need to deal with its rather heavy mana drain, however.
* In addition be very cautious of using this with Summon Disc Projectile. Standing between two enemies and killing one with a homing disc WILL result in the projectiles then flying through you to reach their next target.
* Try combining with Mist spells (Slime Mist, Toxic Mist, Mist of Spirits) affected by a modifier which increases damage (Damage Plus, Heavy Shot).
* If you are polymorphed into a creature, via Polymorphine or Chaotic Polymorphine, your own shots can home in on you, because the game counts you as a creature rather than a player.
	+ On that note, look out for Hahmonvaihtaja in the Temple of the Art.
Kohdennusmestari

* Kohdennusmestari

"Master of Homing"

## Spawn Locations

Temple of the Art, The Tower, Cloudscape, Wizards' Den, Lukki Lair

## Drops

* **?**

The **Master of Homing** (in-game name **Kohdennusmestari**) is one of the many Master spellcasters. It takes the appearance of a singled-eyed red humanoid with appendages surrounding its head and is dressed in a blue robe.

## Behavior

The Master of Homing casts what is essentially a short-lived Personal Gravity Field, causing projectiles to home in on the player and move faster when close.

## Combat Tips

* As with all Masters, exercise caution and focus on avoiding the projectiles. This is easily done by constantly moving perpendicular to the enemy's aiming trajectory (which usually means levitating up or falling down) and staying at a medium distance.

## Trivia

* This enemy was renamed from **Master of Withering** (in-game name **Kuihduttajamestari**) in April 2021.
Glue Ball

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

A projectile that explodes into a sticky mess

The Glue Ball spell launches a projectile that splits into two balls after a short time. These balls seek out a target to attach to, which can be any creature or terrain within a short distance, as well as other glue balls. Once attached, the balls form a stretchy link between the two surfaces they stuck to, opposing movement that would lengthen this link. The link weakens over time and will eventually break, and can also be severed if it is stretched too far, subjected to too much force, or if it exceeds a certain length. The globs can pull the player, enemies or physics objects through thin sections of terrain provided they are small enough (this effect is inconsistent).

* Glue Balls are also fired by Liimahiisi.
* Glue Balls emit a hallucinogenic glue material when damaged.
* A single pixel of Brass will also be created.
Huhtasieni

* Huhtasieni

"Pollen Morel"

## Traits

Emits flammable gas, explodes violently when killed.

## Drops

* **160**

The **Pollen Morel** (in-game name *Huhtasieni*) is an Enemy found in Overgrown Cavern.

It attacks by releasing Pollen projectiles, similar to the player spell, doing about 270 damage, and releasing pollen when near it, plus the violent explosions that come with most fungal enemies. This makes them very annoying to fight. These projectiles can block shots, useful for both defensive and offensive applications. This means that while the safest way to eliminate them is from afar, extreme caution must be held.
Flammable Gas

* Flammable Gas
* Static

## Biomes

Specific pre-rendered pixel scenes only

Flammable Gas is a non-toxic, green gaseous Material emitted from Acid corrosion and from players with the **Gassy** Status Effect. It is extremely flammable and gathers in large pockets as it floats up into the ceiling.

Although the gas is safe for all creatures to touch, it can cause suffocation. Flammable gas can be distinguished from the contact-damage-dealing Toxic Gas by its brighter color and lack of greenish aura.

As Acid is fairly prevalent throughout the game this gas can be found in most biomes. Sealed rooms filled with concentrated amounts of it can be found in the Fungal Caverns, usually near several pedestals with Flasks, and certain structures in the Snowy Depths. When flammable gas is generated as part of a static structure like this, it will be generated as a static, motionless variant similar to normal Flammable Gas.

### Gameplay

Flammable gas is common and relatively safe. Although it can catch fire and set the player alight, the gas immediately burns away, so the player can extinguish themselves with a quick splash of water without worrying about relighting. The gas will ignite on contact with torch, Electric Torch, Kiuaskivi, and Ukkoskivi.

Since setting most enemies on fire prevents them from attacking, a scrappy Noita can ignite a pocket of gas to disable an entire group of monsters.

Remember that fire spreads to many other objects, potentially releasing a flood of flaming oil, detonating explosive mushrooms, and turning gunpowder boxes into time bombs. Find cover before lighting up a cloud.

It's a good idea to douse yourself in water before passing through a large cloud of gas, in case it catches fire before the player can find safety.

Keep an eye on the oxygen meter, especially if you're moving directly from water to a gas cloud. Prepare yourself in advance to ignite the gas in an emergency.

Be very cautious around plumes of gas in The Vault. If set ablaze, the flame can travel down the column and detonate the machinery emitting it.
Homebringer Teleport Bolt

Brings the target hit closer to you

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

A spell that teleports many types of things onto the point that it was cast from. It can affect a large variety of enemies, wands, pickups, orbs, and environmental objects.

## Tips

* Sadly, this spell cannot be used to transport a Treasure Chest, as the chest will open when hit by any projectile.
* Try casting it with Long-Distance Cast to provide some avoidance or precision.
* Try pre-freezing your enemies, and tap toes in a dance!
* You might want to transport objects for long distances, or to specific places.
* Some good enemies to teleport are Hiisi Healer and Master of Wounding.
* It's somewhat good as a digging tool. If used with a trigger spell it can embed the player halfway in terrain, which will be excavated after a few moments trying to move. This can be used to very slowly dig out of the Holy Mountain.

## See Also

* Raukka (Enemy)

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

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

A magical ball of frozen fire

An icy version of the Fireball spell. On impact it will spread both Freezing Liquid and Freezing Vapour. Will freeze both materials and enemies alike.

## Tips

* Enemies not killed by the initial explosion will take extra damage from the hazardous materials it creates, making it synergize well with Trick Blood Money (as indirect kills triggers it).
Fire

*See also:* Category:Fire

* Fire
* Blue
* Flame

**Fire** is a Material in Noita, as well as a whole class of materials. Explosions, spells, and objects such as lanterns and volatile barrels can all produce various forms of fire. Fire comes in three variants, all of which are labelled **Fire** in-game, and can be yellow-red or bluish in color depending on the variant.

Any creature or flammable object or terrain which touches fire will ignite, suffering 2% of their Max HP as damage per second while ablaze. Water and many other liquids put out fire. Conversely, some liquids make creatures more flammable, such as Oil or Whiskey.

## Interactions

* Enemies lit on fire stop attacking and move around in panic for the duration.
	+ Creatures may be immune to panic, and some are immune to fire itself.
* Creatures on fire move 25% faster.
* Being wet with oil increases flammability.
	+ Whiskey also increases flammability.
* Being wet will water decreases flammability, briefly negating it. Exposure to fire quickly dries out wetness. When wetness expires, the creature becomes vulnerable.
	+ Many other liquid stains also grant fire resistance in this fashion.
* The Immunity to Fire perk blocks all damage associated with fire, though the player can still be lit on fire and ignite flammable materials they touch.
	+ Immunity to Fire does not block damage caused by explosions.
* Fire can be captured in a flask if the flask is held over flame particles.
* Different materials burn at different rates. Whiskey burns almost instantly, as does Flammable Gas. Coal is the slowest burnable substance with Oil somewhere between.
* Burning produces smoke which cannot be breathed and can suffocate a creature who stays surrounded.
	+ Burning water will produce steam, some of which will turn back into water and rain down again.
* Fire can be frozen with certain spells, producing solid, powdery fire pixels. These may re-light themselves after a while. Frozen fire will not stain the player.

## Sources

#### Objects

* Lantern
* Red Barrel
* Fire Potions

#### Phenomena

* Heat + flammable material
	+ Lava
	+ Many types of explosions
* Fire spells

## Reactions

*For more reactions, see the [fire] and [hot] pages.*
Kranuhiisi

* Kranuhiisi

"Hiisi Grenadier"

## Spawn Locations

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

## Drops

* **10**
* **20**  (Underground Jungle)

The **Hiisi Grenadier** (in-game name **Kranuhiisi**) is a common Hiisi enemy.

This enemy will fly around and shoot what appears to be a grenade launcher, firing firebolt-like projectiles. These projectiles are affected by gravity, and do not travel far, so stay on the same plane vertically and attack from long range. Alternatively, the player can float directly above or stay directly below a Kranuhiisi, since they cannot fire their projectiles directly up or down. They behave like other Hiisi, as in they don't attack other Hiisi and may attack other creatures. They can often be found with others of their kind and Rynkkyhiisi.

Occasionally, they and Rynkkyhiisi will be found as part of a large group with a Toimari. One or more Kranuhiisi will also spawn whenever a Toimari is damaged.
Kallokärpänen

* Kallokärpänen

"Skull Fly"

## Drops

* **40**
* **140**   (Temple of the Art)

The **Skull Fly** (actual name **Kallokärpänen**) is a large flying enemy found in the Pyramid and in the Temple of the Art.
It has high HP and uses Path of Dark Flame at range, which makes it difficult to handle for players using only the starting wand.

## Behavior

The Kallokärpänen will slowly fly towards players in its line of sight, pausing to fire Path of Dark Flame every few seconds. If it loses sight of the player, it will give chase for a short while, before resuming its more meandering passive behaviour. While the projectile itself is generally slow enough to dodge, the dark flame trail confines the player's movement for a few seconds, sometimes drastically.

## Combat Tips

* Try to stay behind cover as much as possible, and avoid fighting them in rooms with too many other enemies wherever possible.
* Once they've cast their ranged attack, you have a few seconds to deal damage before they can prepare another shot.
* Medium to long range spells are recommended, so that you have time to see and dodge their incoming attacks.
* Avoid crossing the dark flame trail as much as possible until it starts to fade, but remember also that taking one or two hits from it may in some cases be preferable to being hit with something stronger or more dangerous. For example, it may be advantageous to fly through the dark flames to avoid being hit by nearby wizards' debuffs.
Giga Disc Projectile

Summons a large, serrated disc with a curious flight pattern

 Projectile spells that summon deadly sawblades.

The Giga Disc Projectile summons a large spinning sawblade. After a few seconds, it will arc back to the location it was first summoned at. Upon hitting an enemy, it will do its damage and become harmless. It also deals high damage over time if it comes close to an enemy without directly coming into contact, which very quickly adds up if it is moving slower. If it reaches its maximum flight distance it will drop to the floor. If it hits a solid object before its flight time is over, it will bounce in a random direction and then quickly home in back to the initial location. It can also dig through solid terrain (including brickwork) if it comes close enough to it.

Like the Chainsaw and normal Disc Projectile, it will cause creatures hit with it to bleed more.

## Tips

* This spell has excellent mana drain-to-damage ratio and thus is a very efficient spell to use. If you survive.
* Aiming Arc makes this spell "completely" safe to use. The flight path will initially arc towards the mouse, and at the apogee instead of returning it moves very slowly along the its last trajectory until it expires (speed about 100, tested by comparing with Giga Disc + Projectile Energy Field) . It *is* still active until it stops spinning, so take care not to run into it head first...
* Not even the Projectile Repulsion perk is quite enough to stop the self-homing effect of this spell. It'll help, but optimally you'll need two copies of the perk for it to be effective here. Homing is effective in making it more usable, as long as one is absolutely sure an enemy is nearby before shooting it. Having both Projectile Repulsion and Homing, however, allows the disc to both be pushed away from you and towards enemies, making it very safe to use.
* You can also use a trigger spell, like Spark Bolt, and couple the Disc with Heavy Shot to limit its range. Be advised that it'll still fly towards you an unlimited distance, even if it's slower.
* Path-forcing modifiers such as Horizontal Path or Fly Upwards/Fly Downwards will severely hamper the disc's ability to strike you in all vectors except one. Using both at the same time will cause it to freeze in mid-air after a short distance. You'll need a Trigger to deliver it to the enemy, but this is probably the safest method to use this spell.
* Light shot makes it more accurate and the momentum usually carries it away before it can have a chance to home but it also reduces many of its advantages.
* Energy shield does not provide protection against this type of projectile
* When combined with Remove Bounce Bounce modifier, this spell become relatively safer to cast.
Flags

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

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

When you complete secrets, cast new spells, or take new perks, it is saved by creating a small file for each one of them in your game-folder named:

`%appdata%\..\LocalLow\Nolla_Games_Noita\save00\persistent\flags`
## Missing progress bug

For a few achievements, especially the 34 orb amulet-gem, there is a bug where game sometimes won't properly save the achievement. You can fix this by simply copying any of the existing files in that folder, and renaming it to the appropriate flag.

Note: Fixing missing progress for Enemies is a different bug.
IT-Tankki

* IT-Tankki

"Rocket Tank"

## Spawn Locations

Snowy Depths
Hiisi Base
Sandcave
Frozen Vault

## Drops

* **50**
* **150**  (The Vault)

The **Rocket Tank** (in-game name **IT-Tankki**) is one of the 3 different mobile turrets used by the Hiisi, this one firing homing rockets.

## Behaviour & Combat

The Rocket Tank behaves in the same manner as its other two variants, the Tank and Laser Tank, meaning it has a rotating gun turret that slowly adjusts itself to target you once you are in sight. It is also equipped with a small amber colored signal light that reveals its presence through the unexplored darkness. Upon getting a fix on your position, this tank will additionally signal it is about to fire with a blue targeting laser. The launcher has a cooldown of about 3 seconds, so you have a bit of time between shots to reposition yourself.

The homing effect of the missile is fairly strong, but not infallible. With some quick maneuvering you can cause the missile to impact the terrain near you instead, evading the attack. If it does hit you however you will suffer large amounts of damage and high knockback, sending you flying into the nearest wall and making you vulnerable to follow up attacks.

Do not fight this enemy in corridors or open caverns. Being without cover to dodge behind means that the rockets will almost certainly hit you.

Like the other tanks the Rocket Tank will not attack its Hiisi masters, but may attack other creatures such as Ice Skulls and Rats. Also just like other robots it's resistant to slicing, normal and fire damage, but susceptible to explosives and electricity. All variants of the Firebolt spell work well against them due to their high damage and arcing projectile path, making it easier to attack from behind cover.

Similar to its other tankki bretheren it has no melee atack, as such it can be exploited for healing by standing within it,
kicking/ hiing it with low damage, and having a Parantajahiisi atempt to heal it, healing you instead.
Be carefull during the *cleanup* of this exploit as the IT-tankki explodes on death.
Häivehiisi

* Häivehiisi

"Stealth Hiisi"

## Spawn Locations

Fungal Caverns
 Frozen Vault
 Sandcave

## Drops

* **10**

The **Stealth Hiisi** (in-game name **Häivehiisi**) is a Hiisi most commonly roaming the Fungal Caverns. He will follow and shoot both players and enemies with an invisibility charge.

## Behaviour

The Häivehiisi cannot actually hurt you, but will attempt to turn everyone near him invisible, making it harder for the player to spot incoming enemies. As being stained with a liquid will prevent invisibility from triggering, he can often be spotted continuously shooting the same creature over and over with no effect.

## Combat Tips

* Observe that some flying enemies can still be fairly easily spotted even when invisible due to their animated tentacles still being shown.