recursal/Fanatic-Fandom huggingface dataset:
Spiraalikalma

* Spiraalikalma

"Spiral Phantom"

## Spawn Locations

Pyramid
Magical Temple
Temple of the Art
Snow Chasm

## Drops

* **30**
* **120**  (Temple of the Art)

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

## Behaviour

The Spiraalikalma 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 blue orbs which arc toward 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 sends out smaller blue orbs in a counter-clockwise fashion. This continues until the original orb disappears, then, the Spiraalikalma sends another orb to continue its attack.

## Combat Tips

* Both this and the Kiukkukalmas a 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.
Suurlepakko

* Suurlepakko

"Large Bat"

## Drops

* **30**

The **Large Bat** (in-game name **Suurlepakko**) is a large flying bat that spawns in the Coal Pits.

## Behavior

The Suurlepakko summons bats, flinging them towards the player making them fill the role of projectile attack. The resulting Lepakko behaves exactly like normal once it hits or misses the player. The newly created Lepakko will drop Gold Nuggets, like their naturally spawned cousins.

The Suurlepakko will also lunge at enemies in its melee range similar to its smaller offspring.

## Notes

Summoned Lepakko are considered projectiles until impact, and can be affected by Projectile Repulsion Field, Projectile Eater or Gravity Field.

This initial attack is far faster than the Lepakko's regular movement speed, but slightly slower than the normal Lepakko's dash attack.

## Trivia

It is unique in that it is one of only two enemies (the other being the Hiidenkivi) that attacks by summoning other enemies. While the Toimari also summons enemies, it only does so as a reaction to damage, not actively.
Quantum Split

Makes a projectile split into three projectiles whose existences are entangled

## Description

A projectile modifier that splits the projectile into three in a tight, trifurcated pattern. The middle projectile will be created further into the front. If one of the projectiles hits its target, the other two will disappear.

## Tips

* Some modifiers have a different effect or no effect on the red and blue copies; for example, pathing modifiers will only affect the initial direction of the copies.
* Projectile with triggers only release its payload if middle projectile hits ; red and blue copies only make all 3 copies disappear. The add trigger on expiration modifier still works; only original projectile releases payload if any of 3 hits.
* While projectiles such as Bombs will create copies, only one explosion will occur. Summon Explosive Box spells appear to be exceptions, with all connected boxes exploding whenever one does. Modifiers that extend projectile lifetimes can also be combined with projectiles like Quantum Split Bombs; in this case, the two copies will often both explode rather than just the primary.
* Can pair nicely with bounce modifiers, allowing split projectiles to impact surfaces without disappearing and potentially trigger additional bounce effects.
* Pairs extremely well with projectiles that don't impact or expire to cause their effect, as it means this modifier can very cheaply triple the effect of a spell. For example, black holes, luminous drill or any plasma beam spell.
* When multiple Quantum Split modifiers are applied to the same projectile, not all of the generated projectiles will disappear when the first one hits. More copies are preserved if the original projectile and blue copies hit before the red copies.
* Pairs with some spells that require multiple projectiles, but Arc-type spells will not form arcs between the copies generated by this modifier.
Single cast and instant recharge trick

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

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

The **single cast and instant recharge trick** allows one to perform a single cast from a wand and instantly recharge with a single key press or mouse click; holding has no additional effect. It is useful for both increasing and decreasing rate of fire of wands. It requires a certain wand configuration and special control bindings.

## Setup

Wand reload times are only triggered after the final spell has been cast, and wands can be reset by switching to another item and back to the wand (see Guide To Wand Mechanics). This trick is simply combines casting, switching away, and switching back all into one.

### Control setup

A key press or mouse button must be configured (in the escape menu > Input tab > Configure controls) as a binding for at least the three below actions:

* "use wand"
* "next item"
* "previous item"

Other actions, such as "throw", can still be bound to the same control. A convenient choice for this control is the middle mouse button.

### Wand configuration

The most basic configuration is to use a nonshuffle wand that will not cast all its spells at once (multicast wands can make this difficult or impossible). For example, on a single-cast nonshuffle wand:

The first cast of this wand will only cast the (Double Spell and) Spitter Bolts, not the Energy Orb. By switching to this wand and casting only using the special control above, one can repeatedly cast the Spitter Bolts without casting the Energy Orb or encountering recharge time. However, any cast delay will remain, so low cast delay wands and cast delay reductions are valuable.

Shuffle wands can be set up similarly, but if they are multicast and/or have Tuple Spells, there may be a chance or a guarantee of casting the last spell and still triggering the recharge time.

More complicated setups can be used that allow mixing regular casts with the cast-and-instant-recharge control, as long as at least one spell remains on the wand.

## Uses

Uses of this trick include:

* Making low-cast-delay, high-recharge-time wands rapidly fire by rapidly pressing the cast-and-instant-recharge control.
* Holding unlimited-use and limited-use spells on a nonshuffle wand, using the special cast control to repeatedly cast the unlimited-use spell, and regular casts to cast the unlimited use spell followed by the limited use spell. (E.g., Teleport Bolt and Black Hole.)
* Slowing down a wand that casts too quickly by using the special cast control to require one press/click per cast. This is useful, e.g., if using a rapid-fire wand with explosives; using the regular casting control on extremely rapid-fire wands may sometimes register as being held, and cause the superimposed explosives to trigger each other at the location the wand was cast.
Tabula Smaragdina

Redirect to:

* Emerald Tablet
**Tabula Smaragdina** is an item in Noita. It appears as a sort of scroll or tablet.

## Text

"If all the mountains were of silver and gold, what would they profit a man who lives in constant fear of death? Hence there cannot be in the whole world anything better than our Medicine, which has the power to heal all the diseases of the flesh."

## Location

The tablet appears to spawn far to the right side of the Mines near a pool of lava.
Slimeball

A dripping ball of poisonous slime

A early-mid game spell that fires a slow slimy projectile in a straight line from the caster. When present in a wand it will slowly emit Flammable Gas that floats upward. The slimeball is similar to the projectiles shot by the Limanuljaska, however the trail of Toxic Sludge emitted from the spells does not damage or stain, and disappears very quickly after contact with anything.

It will do minor explosive damage on hit that can destroy some soft materials, like wood, as well as soft powders like Coal. It can be used to slowly dig through ground (but not rock).

## Tips

* Due to the slow speed of the projectile and moderate mana drain, this spell is best used as part of a combo with a fast travelling trigger spell such as Spark Bolt to reduce the chances of wasting your shots.
* It does a surprising amount of damage for such an unassuming spell.
* The hidden speed-modifier will be added to any other spells that Slimeball is multicast with.
Toveri

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

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

* Toveri
* Toveri (Hostile)

## Characteristics

### Bleeds

None
Blood

### Faction

Meat of an Innocent Creature
`Hiisi`

## Damage Multipliers

### Proj.

1.0x
1.0x
1.0x

### Ice

1.0x
1.0x
1.0x

### Tox.

1.0x
0.2x
1.0x

## Characteristics

### Bleeds

Immune

Blood

## Damage Multipliers

### Proj.

0.0x
1.0x
1.0x -(0.1x) \* Kauhuhirviö killed

### Ice

1.0x -(0.1x \* Kauhuhirviö killed)
0.0x
0.0x

### Tox.

0.0x
0.0x
1.0x

## Drops

* **305 \* (1.5 \* Kauhuhirviö killed)**

**Friend** (in-game name **Toveri**) is a secret enemy.

## Location

It can be found in the Friends' Room, which is generated in one of 6 random locations, and is most easily found with the Spatial Awareness perk, which highlights the room's location with a green square.

## Behaviour

It will follow the player while spitting seeds, and performing a melee kick once you get close enough.

However once you kill at least one Kauhuhirviö, it will become a hostile miniboss attacking with a fast blue projectile.
With every consecutive kill it will become exponentially stronger, increasing its HP, firing rate, and immunities.

For every Kauhuhirviö killed, its HP will be multiplied by 1.5, take 0.1x less damage from Projectile and Slice sources, and reduce its firing delay by 1 frame. Firing rate maxes out at 10 buffs, but other scaling has no limit.

When at least 1 has been killed, it'll gain immunity to Melee, suffocation, polymorph, fire, explosions, Touch Of spells, both Freezing and Electric stuns, and Curse damage.

## Achievements

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

There are 2 achievements involving Toveri:

1. Defeating the Toveri after killing 9 of the smaller Kauhuhirviö will unlock one of the Achievement Pillars.
2. Similarly to with Kauhuhirviö, bringing Toveri to the Avarice Diamond at the top-left of The Tower and have it fly into the diamond, in order to unlock the Giga Holy Bomb.

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

There are 2 achievements involving Toveri:

1. Defeating the Toveri after killing 9 of the smaller Kauhuhirviö will unlock one of the Achievement Pillars.
2. Similarly to with Kauhuhirviö, bringing Toveri to the Avarice Diamond at the top-left of The Tower and have it fly into the diamond, in order to unlock the Giga Holy Bomb.

There are 2 achievements involving Toveri:

1. Defeating the Toveri after killing 9 of the smaller Kauhuhirviö will unlock one of the Achievement Pillars.
2. Similarly to with Kauhuhirviö, bringing Toveri to the Avarice Diamond at the top-left of The Tower and have it fly into the diamond, in order to unlock the Giga Holy Bomb.
Thundercloud

Creates a thundercloud

 Static projectile spells that summon a cloud to rain down liquid below.

This spell creates a roaring cloud above the casting location which rains down water and periodically fires lightning bolts downwards.

## Tips

* Thundercloud creates a powerful crowd control area effect that decimates enemies passing underneath it, especially slower ones, making it ideal for ambushes.
* The cloud can be a bit finicky to place correctly. You can either use a spell with timer, or do so in melee range provided that you have immunity to electricity via a perk. A spell with trigger is less desirable since it will only proc on impact, which may block the lightning bolts if a ceiling is struck.

## See also

* Rain Cloud
* Lightning Bolt
Ruttorotta

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

**Ruttorotta** ("Plague rat" in Finnish) is a variant of the Rotta enemy spawned by the player with the Plague Rats perk. it deals significantly more damage than the normal Rat but usually acts similarly to enemies charmed by the player, attacking and disctracting enemies. However, under certain circumstances including the More Hatred perk, it may attack you, becoming very dangerous for an unprepared player.
Torjuntalaite

* Torjuntalaite

"Turret"

## Spawn Locations

Hiisi Base
 The Vault
 Frozen Vault

## Drops

* **30**
* **90**  (The Vault)

The **Turret** (in-game name **Torjuntalaite**) is a completely stationary mechanical enemy found primarily in Hiisi Base

## Behavior

When an enemy approaches its line of sight it will shoot a fast-moving laser in that direction dealing upwards of 50 damage a shot.

It cannot move and is only capable of firing horizontally in the direction it faces making it fairly easy to maneuver around.

## Combat Tips

* Like other mechanical enemies it is advised to combat the Turrets with electricity or explosions.
* The turret can occasionally reverse direction when knocked back by attacks or explosions, so being behind it is not perfectly safe.
Swamp

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

* Swamp

## Biomes

Fungal caverns

**Swamp** is a liquid Material that is sometimes found in the Fungal Caverns. It gives the wet stain just like ordinary water. There are two different variants which are internally called `swamp_water` and `swamp` although their name in the UI is identical.

`swamp_water` is of a murky but translucent green color, and can be made by mixing Toxic Sludge with Mud or either variant of Swamp. On occasion, mixing Toxic Sludge with Water in the proximity of Soil will also generate some Mud and thus also swamp water. When disturbed, Swamp Water tends to form Peat, which is a lighter green liquid that tends to float on the surface of swamp and other water-like liquids. Peat is very flammable, and can sometimes cause the entire body of original liquid to boil into steam if enough Peat has formed.

`swamp` is an opaque, muddy green-brown liquid. Swamp itself cannot be created, but is instead found in small pockets of biomes that receive the plant-infested modifier, as well as occasionally in the Underground Jungle and Fungal Caverns.
Spells To Black Holes

Transforms every projectile currently in the air into a black hole

 A group of spells that transform all on-screen projectiles simultaneously, regardless of origin.

A utility Spell that transforms all active projectiles into Black Holes.

## Tips

* Converted projectiles retain the original's speed and trajectory.
Shiny Orb

*It hums slightly. What happens if you kick it, you wonder...*

The **Shiny Orb** is an Inventory Item. When kicked it will grant an amount of gold in Gold Nuggets, or explode.

## Behavior

The orb outcome is like casting a 26-sided die, with 1 side yielding an explosion, 1 side yielding **200** , 1 side yielding **100** , 8 sides yielding **10** , and 15 sides yielding **20** . The first kick is fixed, and will always yield **20** . The second kick has odds as described in the table below. Starting on the third kick, each time the orb is kicked, the outcome of the highest number is changed to an explosion (so rolling a 24, 25 or 26 on the 4th kick will yield an explosion).

 2-9
 10-14, 16-19, 21-26
 15
 20

## Tips

The expected value of the next kick drops considerably after 7 kicks (after the **200**  option is removed), so if HP is scarce it's recommended to not exceed this number. The cumulative probability of an explosion after 7 kicks is 57%.

The "Explosion immunity" perk blocks the explosion damage when 1 is rolled making it safer to kick the orb. Note that measures may still need to be taken to prevent the fire from the explosion setting you alight.

Kicking the orb underwater does NOT reduce damage.

Soaking yourself with a bit of Ambrosia will nullify the damage dealt upon explosion.

"Kicking" the orb while using the "Telekinetic Kick" perk is enough to activate it, while staying safely out of explosion range.

## See also

* Cruel Orb

1. ↑ Technically, the third kick has the same odds as the second kick (kick 3 replaces 0 numbers, and kick 4 replaces 2 numbers, so the effect for kicks 4 and above is as described), but this behavior was omitted for brevity.
Tannerkivi

*It looks like it could stand the test of aeons.*

### Effect

When held, turns nearby solids into Soil. Kicking while it's in your inventory, even when not held, causes a small earthquake around the player.

The **Earth Stone** (in-game name **Tannerkivi**) is an Inventory item. It turns nearby solid materials into Soil when held and causes the player's kicks to create a miniature earthquake around them.

## Obtaining

Tannerkivi spawns in the world in a similar way to Kiuaskivi or Ukkoskivi, sometimes appearing on item pedestals.

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

A **Tannerkivi** can be reliably obtained by picking up the Essence of Earth and removing it via the Essence Eater.
Probably the easist elemental stone to get. It can even be obtained with only the initial wand.

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

A **Tannerkivi** can be reliably obtained by picking up the Essence of Earth and removing it via the Essence Eater.
Probably the easist elemental stone to get. It can even be obtained with only the initial wand.

A **Tannerkivi** can be reliably obtained by picking up the Essence of Earth and removing it via the Essence Eater.
Probably the easist elemental stone to get. It can even be obtained with only the initial wand.

## Notes

* The Tannerkivi does not fill a solid area with soil, but rather converts solids in a ring around itself into soil.
* It bears the alchemical rune for earth.
* The Tannerkivi creates a small red glow around the player when in the inventory

## Tips

* This item can be extremely helpful for digging, as it can turn tougher and harder materials into soil which you can easily dig through. Personal Plasma Beam or Paha Silmä is useful.
* Kicking becomes extremely dangerous, as the earthquake happens even if it's not being held.
* The falling rigid body debris from any caused earthquake can be safely converted into loose soil if the item is held and the debris contacts the conversion ring. Debris within the ring will not be converted. This can speed up digging efforts and reduce the danger from debris. You can however inadvertently bury yourself in the falling soil.
* The "soilification" can also be dangerous, as it causes nearby explosive canisters and barrels to also turn into soil and detonate.
* The gods do not appreciate holy ground being transmuted to soil.
Torch

Lights your wand right up!

The Torch is a passive spell that consumes no mana. Immediately upon placing the spell, a flame will appear at the tip of the wand and stay active until that wand is de-selected.

It does not interact with other spells and modifiers within the wand.

The flame will ignite combustible materials when touched, and can interact with spell effects such as Burst of Air.

The flame will light up your surroundings and allow you to see further.

## Tips

* As it's basically a free spell, you won't lose anything by using it, besides the possibility that you may light something you didn't intend on fire, like Oil or Whiskey.
* 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.

## See Also

* Electric Torch
* Worm Blood (liquid)
* All-Seeing Eye (Perk)
Random Projectile Spell

Casts one random 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.

This spell will cast **ANY** spell with a projectile type for 20 mana. Cast delay and recharge time after use is determined by what spell gets cast.

This only occurs if you cast the spell on its own. If you use a trigger it is not only much safer to use but will negate the cast delay altogether. Spells such as nuke which affect recharge time will apply that effect regardless.

## Tips

* This *can* do quite a lot of damage to an enemy if cast at range.
* You will want explosion immunity.
* Copy trail makes this spell immensely powerful as it does not cast copies of this spell but of the created projectile instead, allowing this spell to achieve massive dps.
* Teleport bolts are also projectile spells so be wary.
* You will want to have have Teleportitis Dodge and/or a Projectile Repulsion Field or two due to the saw blades that will attempt to chase after you.
* In theory it is possible to use this as infinite healing from healing bolts but this is terribly unreliable and you'll get yourself killed unless you go very, very slowly.

## Trivia

* Because all it cares about is spell type, this can cast things that are arguably not projectiles such as Mist of Spirits or spells that do nothing on their own like Chaos Magic.
* Projectile modifiers do not effect the spell created.
Spark Bolt

* Normal
* Trigger
* Double Trigger
* Timer

A weak but enchanting sparkling projectile

A spark bolt that casts another spell upon collision

A spark bolt that casts two new spells upon collision

A spark bolt that casts another spell after a timer runs out

The most basic projectile Spell. This is one of the possible spells that a new game wand will be equipped with. Also comes in trigger, double trigger, and timer varieties, each with increased mana drain. The Double trigger also does a small amount of explosion damage.

## Tips

* The very weak damage is balanced by its very low mana drain and added critical chance, making this a choice spell for early builds and for wands with low cast delay/recharge times.
* The Trigger and double trigger versions are very useful for delivering spells that can harm the player to a safe distance away. You can also experiment and combine them with various spells, like Chainsaw, for some interesting results.
* Since the double trigger variant also has explosion damage, it will synergize well with explosion modifiers as their damage is amplified by base explosion damage. If alone, the explosion from the double trigger variant is not friendly fire enabled and thus always safe to use.
* Because of its low mana drain and good accuracy, the trigger and timer variants of the Spark Bolt remain the cheapest and most efficient ways to cast other spells at range throughout the game. Their high speed makes them even more effective and reliable.
* This spell can be made infinite with the use of only one Reduce Lifetime. See the Guide To Infinite Lifetime Spells.
Spells to

**Spells to** can refer to:

* Spells To Acid
* Spells To Black Holes
* Spells To Death Crosses
* Spells To Giga Sawblades
* Spells To Magic Missiles
* Spells To Nukes
* Spells To Power

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
 *This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
Random Spell

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

What could go wrong?

Casts a spell, any spell, at random!

 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.
Seed

The **seed** is the number that is used by the world generation algorithm to create a unique world for each playthrough. The seed is normally generated by a pseudo random number generator however the Daily run uses the current system date as the seed. Because the seed determines the structure and contents of the world players who have the same seed will play through identical worlds.

The current seed number is displayed in the bottom-left corner of the Pause menu screen, or when starting a new run.

Seeds for your prior runs can be found in `../save00/stats/sessions`. Gifs made with the in-game replay recorder also have the seed as part of the filename, e.g. "**date-time-seed**" within "noita-**20200514-225517-1698460614**-00054896.gif"

## Changing seeds

There are a few methods to change the seed.

* Steam Workshop - Seed Changer - by Evaisa
* Mod Workshop - Start with custom seed - by Dregu
* mod-less with Windows PowerShell - script on github - by vexx32 - (demo video)

## Cheating to analyze the seed

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

It is possible to see details about any seed via the Noita Seed Tool. Be warned, as with any cheats, this can spoil some of the fun for yourself or others.

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

It is possible to see details about any seed via the Noita Seed Tool. Be warned, as with any cheats, this can spoil some of the fun for yourself or others.

It is possible to see details about any seed via the Noita Seed Tool. Be warned, as with any cheats, this can spoil some of the fun for yourself or others.

## See also

* The links under the table at Biomes#Current Maps for the code used to generate those maps.
Rain Cloud

Creates a watery weather phenomenon

 Static projectile spells that summon a cloud to rain down liquid below.

This spell conjures up an ethereal magical cloud at the point of casting. The cloud will start raining down water for the duration and then dissipate. It has 10 charges.

## Tips

* While limited in value due to the prevalence of water in the game, the cloud can be used to help extinguish large fires, neutralise toxic sludge, and block acid, fire and slime projectiles which will burst upon contact with the falling water. It can also be used as a quick cleaning shower to remove unwanted stains, such as poison.
* It is frequently found in the mines level, and so is a perfect way to kill the fiery Stendari which can otherwise be tough to deal with so early in the game.
* Since it's just water, it is usually harmless to use without trigger spells.
* Eating curse meat will make a cloud rain follow you. Glitch: Eating curse meat and puking at the same time will cause the cloud rain timer to disappear, the cloud rain will follow you forever.
Rotta

* Rotta

"Rat"

## Spawn Locations

Mines
 Coal Pits
 Fungal Caverns
 Snowy Depths
 Hiisi Base

## Drops

* **10**

The **Rat** (in-game name **Rotta**) is a common enemy in the starting areas of the caves.

Doesn't pose much of a threat on their own, but they tend to often aggro gun enemies, which may cause problems, even if the player is invisible. For example, enemies may shoot explosives next to the rat. Very frequent in Snowy Depths. The More Love perk mitigates this.

It is, without a shadow of a doubt a lovely lil' creature.

Similar to the player-spawned Ruttorotta.
The Laboratory

Biome Navigation
Temple of the Art
↖

The Laboratory

The Work (Hell)
↙
Volcanic Lake
↓

The Laboratory is the final biome for a regular run after entering a red portal from the Temple of the Art. It is the lair of the Final Boss.

## Description

The Laboratory consists of an unusual Holy Mountain that leads horizontally out to a long brickwork bridge. Underneath the bridge is a massive sea of lava. This lava ocean stretches far to the west and east, blocking off any access further down.

The boss area lies on the eastern part of the bridge, consisting of two platforms and the boss itself. The platforms are made of true brickwork and do not destroy easily, whereas the bridge is just as destructable as normal rock. Above the platforms there are 4 large vats of lava that will start to drain as the fight begins, blocking off your escape.

Defeating the boss will summon a red portal which leads to the end of the game.

## Connected Areas

The Laboratory does not have any other direct connection with other areas aside from the portal leading to The Work (End) which spawns after defeating the boss. However, it is still possible to escape this place in two other ways:

* After the lava has completely drained from the chamber above the boss you can work your way through the rock diagonally left and up to find your way back to the Temple of the Art. The rock blocking this route is not the extremely dense variant that normally marks biome borders, and thus is more easily diggable.
* You can return to the boss arena, albeit painfully, if you have both the Freeze Field perk and a Teleport wand, with Fire Immunity recommended. If you have a good digging tool, like a Black Hole spell, you can create a hole to the lava directly above The Works. Your Freeze Field will cool the lava, and by attempting to teleport at the new rock, you appear above it. You will take ~6 damage and likely be set on fire, but the Freeze Field will prevent you from being drowned in lava. Continue this until you reach the surface.
* With the right spells at your disposal, you can remove/transform the lava in the sea below, allowing you to create a passage down into The Work (Hell).
Spells To Magic Missiles

Transforms every projectile currently in the air into a magic missile

 A group of spells that transform all on-screen projectiles simultaneously, regardless of origin.

A utility Spell that transforms all active projectiles into a random Magic Missile.

## Tips

* Converted projectiles retain the original's speed and trajectory.
* Can be incredibly lethal when combined with spells with multiple projectiles, such as Triplicate Bolt or Infestation.
Teleport Bolt

* Normal
* Small

A magical bolt that moves you wherever it ends up flying

A shortlived magical bolt that moves you wherever it ends up flying

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

A spell that fires a white projectile that after a set distance teleports the caster to its location, provided that a suitable vacant space exists in the vicinity. If the space is too small, or the nearest valid space is too far away, the teleport fails. Comes in two variants: Normal and Small, differing mainly in distance and speed.

The projectile itself deals no damage to enemies, but, rather surprisingly, can damage and destroy fragile objects such as lanterns as well as crack ice.

## Tips

* This spell can greatly improve your rate of travel while exploring, especially above ground.
* It also increases your mobility greatly if used well to help with avoiding projectiles, enemies, and other hazards.
* You can boost the distance teleported with Speed Up, Increase Duration, Accelerating Shot, and, for open spaces, even timer spells.
* Long-Distance Cast can allow the user to teleport through some walls.
* Luminous Drill With Timer can achieve a similar feat, provided that the wall is soft enough for the drill to cut through the wall before the Teleport Spell is cast on the other side.
* This spell needs a clear line-of-sight between you and its final location. If a wall is in its path, you will only teleport as far as the obstruction.
* Combining the small teleport bolt with Nolla and Speed Up on an already fast wand produces a very fast teleport wand which you can use to fly around the world with relative ease
Release Notes/Update 14

# Oct 29 2020 - Update #14

Release Notes — Steam Announcement

We managed to cram so much content in this ~~HOTFIX~~ ~~release~~ ~~PATCH~~ that it makes sense to call it an UPDATE, which makes this the first proper update since Noita 1.0 released two weeks ago. Yay! This update comes with the usual bunch of new content, changes and fixes. There are also some performance optimizations, and some of the more powerful spell combos will now sound better.

## Features

* A new (WIP) challenge awaits you
* New perk: Exploding Gold
* New perk: Faster Projectiles
* New perk: Remove Worm and Lukki Digging
* New perk: Extra Wand Slots
* New perk: Teleportitis Dodge
* New perk: High Mana, Low Capacity
* New perk: Homunculus
* New spell: Quantum Split
* New spell: Chain Spell
* New spell: Wand Refresh
* New spell: Mu
* New spell: Larpa Explosion
* New spell: Larpa Bounce
* New enemy: Haavoittajamestari
* New enemy: Sätkymestari
* New item: Kammi
* New stream event: Summon Random Homunculus
* New stream event: Spawn perk
* New stream event: Give Perks To Enemies
* New stream event: Extreme Spread
* New stream event: Matter Eater
* New stream event: Excess Gas
* New stream event: Summon Shielding Ghost
* New stream event: Personal Invisibility
* New stream event: Invisible Enemies
* New stream event: Neutralized Spells

## Updates

* Updated to FMOD 2.0 audio engine
* Added more variation to some spells sounds
* Improved audio mix when using loud or high cast rate wands
* Made Unstable Crystal destroy ground better
* Made some end-level spells more expensive
* Familiars spawned from eggs area bit more useful (maybe)
* Certain rare wands hold more spells
* The Hiisi have a new weakness
* New Game+ boss is bit more difficult
* "Install streaming integration mods" links to the category page on Steam Workshop
* Remove Worm Digging also affects lukki digging
* Ancient Laboratory has a new danger for you
* Removed raincloud from the starting wand pool, added unstable crystal to replace it
* Made several previously non-stackable perks stackable
* Made spells that deal with recursion be able to stack up to a point
* Changed "Extra wand slots" to "Extra wand capacity"
* Made Destruction's downside a bit less severe

## Bugfixes

* Fixed certain spells not seemingly duplicating properly
* Hopefully fixed issues with certain new spells and their interactions with infite-cast spells
* Friendsip is now friendship, as it should be
* Made certain overworld areas not overly dark during daytime
* Fixed an item not updating its description
* Desert water evaporated too fast
* Lava appeared out of nowhere in some places
* Several spells ignored limited uses of other spells
* Certain sprites had the wrong info on them
* Destroying lanterns and some other objects counted towards 'Enemies slain'
* A tank enemy had wrong laser sight color
* Fixed a cause of audio stuttering when using high cast rate wands
* Summon portal spell worked anywhere
* Fixed typo in Chain spell spawn level
* Fixed certain spells not seemingly duplicating properly

## Modding

* Fixed very large biome areas not working
Spells To Power

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

Converts any nearby projectiles cast by you into extra damage

 A group of spells that modify damage output by absorbing other things.

**Spells to Power** is a Projectile Modifier that absorbs any other projectiles owned by the player currently in flight in a radius from the modified projectiles point of origin, and adds their damage to the spell the modifier is applied to. It cannot affect other spells which also have a Spells to Power modifier applied.

## Tips

* Spells that create many high damage particles, like Barrier spells, are especially effective as a power source. Each particle absorbed by Spells To Power's effect will add their damage to a "pool" which will then be added to the modified spell.
* Spells to Power can only absorb Projectile and Explosion damage.
* Spells to Power is best used to concentrate damage into a single castblock which will usually result in one or more high damage projectile. Their damage can further be increased with Crit Chance or modifiers like Piercing Shot.
* Applying multiple Spells to Power to the same projectile increases the damage multiple times.
* If you modify the absorbed projectiles damage with modifiers like heavy shot or damage up, the added damage will be absorbed as well. This means that you can increase the damage of your chosen projectile by the amount of projectiles absorbed, the damage of the absorbed projectiles and the amount of Spells to Power applied to the chosen projectile.
* Spells To Power can repeatedly absorb itself with Tentacle With Timer, which can cause the damage to increase exponentially.
Sädekivi

*This artefact has a picture of a celestial beam.*

### Effect

Creates a beam of light that will damage creatures and destroy all ground directly above

The **Beamstone** (in-game name **Sädekivi**), is an inventory item. It can be obtained by collecting the Summon Sädekivi perk.

## Usage

If you kick the item while it's on the ground (or try pulling it with Telekinetic Kick perk), it will vanish, and a beam of light will appear in its place. Along with it, a message: You feel like you should move...

This beam will charge up for a few seconds, before exploding, dealing 375 damage to any creature unfortunate enough to be inside. Additionally, all solids above the beam, even unloaded ones, will be removed in a wavy pattern.

If any spells within Holy Mountain shops are in the range of the beam, they will drop down to the point of origin, including spells with a price tag on them (this will also make them free).

It makes for a great tool to get back to the surface.
Speedrun and Win Streak records

Many Noita records have been pursued.

## Speedruns

See **speedrun.com/noita** for records.

Categories there include :

* Any%
* Teleportless
* All (12) Bosses
* 11 Orb
* 33 Orb
* Low%
* Nightmare
* Hitless

in both Random Seed & Set Seed.

## Win streaks

Known\* **win streak** records include:

* Regular:
	+ 137 wins - だー/Daa130 - (youtube) - 2021-10-20
	+ 66 wins (ongoing) - jaytothejee - (twitch) - 2022-09-16
	+ 53 wins (ongoing) - touhoku\_slug - (twitch) - 2022-07-28
	+ 36 wins - DunkOrSlam - no clip, but widely witnessed on Twitch (has a cosmetic!) - 2021
	+ 36 wins - BaumJames - (twitch) - 2022-08-27
	+ 34 wins - Letaali - (twitch) - 2021-06
	+ 34 wins - スウィー/Swee356 - (twitch) - 2022-03-19
	+ 24 wins - Wito - no clip, but widely witnessed on Twitch - 2021
* Nightmare:
	+ 48 wins - だー/Daa130 - (youtube) - 2022-02-11
	+ 36 wins - 神コップ/gotcoppu - (youtube) - 2022-05-30
	+ 20 wins (ongoing) - キャノン\_半霊の人 - (twitch) - 2022-09-06
	+ ?

\* = Limited to entries where proof was given during streams, of playing with no mods enabled that affect game-mechanics. "Streamer Wands" and purely-aesthetic mods are generally considered acceptable.
Sea of Acid

Summons a large body of acid 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 Acid. 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.
* You can use the acid sea to clear out vast areas of enemies, useful in dangerous territory like the Fungal Caverns or other treacherous places.
Random Modifier Spell

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

Casts one random modifier 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.

This modifier attaches a random modifier to a projectile spell. Nearly any kind of modifier can be selected, including path and movement modifiers, material trails, larpa duplication effects, and more.

Chaos Magic is one of the possible modifiers despite technically being classified as a projectile.

## Tips

* Explosion Immunity is *highly* recommended if you want to avoid an untimely death. Expect to see Nuke Orbit and Nukes.
* Fire Immunity and Electricity Immunity are also extremely helpful in preventing damage from modifiers such as Lightning Thrower and Fireball Thrower
* The mana cost of the selected modifier will be ignored, but the effect of Mana To Damage can be chosen and drain the wand's remaining mana.
The Work (Sky)

Biome Navigation
**The Work (Sky)**

The Work (Sky)

Giant Tree
↙
Forest
↓

The Work (Sky) is one of 3 places in the game bearing the name "The Work", and is an infinitely looping biome high in the skies above the Forest.

## About

In order to even reach this place you will require some form of infinite flight, such as a wand with Teleport Spell. Far more reliable, however, is a wand with enough recoil to push you into the air when shooting downwards.

The Work (sky) consists of all the biomes from the main path in the same arrangement and order, which means that since you're approaching from below you will start out in a version of the top layer of The Work (Hell) and then proceed up to the Temple of the Art. There are some differences, however, as most materials the dungeons are made of are changed into a cloud-like substance that is (strangely) very resistant to digging and is also hard to see.

None of the permanent areas that are the same every game will be present, only the sections that are procedurally generated will appear in The Work (Sky).

## The Moon

Above the top area before the biome starts looping you'll find the Moon some distance above where the new game mine entrance would've been.

## Points of Interest

* There is a large area in both The Work (Hell) and The Work (Sky) that has very powerful spells like Omega or Mu. It may be of interest for one to go there to build powerful wands.

## Enemies

Both the The Work (Sky) and The Work (Hell) play host to some of the most challenging enemies in the game. The enemies present in The Work (Sky) include:

* Sky Gazer
* Lance Sentry
* Master of Teleporting
* Celestial Crystal
* Thunder Spirit
* Death Worm
* Great Thunder Mages
* and rarely, one of the three different varieties of Creeps

## Tips

* Sky Gazers fire Polymorphine projectiles, and bleed Chaotic Polymorphine. Their prevalence in this biome makes traversing it a very hazardous prospect, regardless of the player's health or perks.

## Trivia

* The presence and the order of The Work (Sky) is most likely a reference to the Hermetic principle of "As Below, So Above" which appears on The Emerald Tablet and is a key principle in European alchemy
Slithering Path

Makes a projectile move rapidly in a slithering manner, like a snake

## Description

This modifer causes your spells to slither forward in snake-like pattern. It will also double the speed of the projectile.

## Tips

* This modifer may be useful in making projectiles travel through a wider area, increasing the chances it will hit something. More useful in bursting-style combos using formations with wide spread.
* If applied to a projectile that cannot slither, like Lightning Bolt, it will only adjust its initial firing angle and speed. In the case of this particular spell, it'll make the lightning travel twice as long before exploding.
* Can be very risky to use with friendly-fire and exploding projectiles.
* The amount of slithering differs based on the speed of the affected spell. Faster projectiles will produce longer waves.
Swapper

For the enemy mage, Master of Exchange, see Vaihdosmestari

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

It was theorized that the source of qualia would be transferred ...But it turns out it was the whole body all along.

### Spawn Probability per Tier ⓘ

0.05,0.05,0.05,0.05,0.05,0.05

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

Shoots a projectile. If it hits an enemy, you swap places with it.

If two swapper projectiles hit an enemy at approximately the same time, such as from a wand with 2 or more spells per cast, you won't swap places at all.

## Tips

* Long-Distance Cast then multicast with Summon Deercoy allows you to teleport past a wall.

## Trivia

* "The Swapper" is also the name of a 2013 game that was co-created by one of the developers of Noita; see The Swapper on Steam.
Sähikäismenninkkäinen

* Sähikäismenninkäinen

## Drops

* **10**

The **Firecracker Goblin** (in-game name **Sähikäismenninkäinen**) is an uncommon enemy in the Coal Pits. Its only attack is lobbing Glitter Bombs at the player.

## Behavior

This enemy leaps around frequently, throwing glitter bombs at the player every few seconds. There is a distinct cooldown in its attack pattern following each grenade toss during which it may move and jump, but will not attack.

## Combat Tips

* Similar to Tappurahiisi's Dynamite, the grenades explode on a set timer, so can be avoided in a similar manner. However, due to the secondary explosions covering a much wider area and lingering after the initial explosion for a few seconds, it's generally better to keep as much distance as possible so as to avoid being forced into a tricky situation with the glitter explosions blocking potential avenues of retreat.
* Keep your distance to avoid the explosives; although the secondary explosives can and do hurt, they spread out over a fairly wide area. It's possible to dodge the secondary explosive particles, but they do limit the player's available movement options and so can prove very dangerous if other enemies are also nearby.
* This enemy is as much a danger to itself as it is to you, and will kill itself often with the secondary "glitter" explosives.
Rynkkyhiisi

* Rynkkyhiisi

"Hiisi Gunner"

## Spawn Locations

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

## Drops

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

The **Hiisi Gunner**  (in-game name **Rynkkyhiisi**) is a flying enemy commonly encountered in a variety of biomes. The player will usually first see them in the Snowy Depths.

## Behavior

Hiisi Gunners hover slowly with their jetpacks and fire alarmingly accurate bullets at the player. Their shots arc slightly as they fly, but still have enough range to hit the player from off-screen. The gunners are often seen in small groups accompanying Grenadier Hiisi, or accompanying a Hiisi Leader. If shot while hovering they will sometimes be knocked out of the air.

Their attacks deal 4 damage and temporarily disable levitation.
Multiple Rynkkyhiisi can easily pin you to the floor, which can prove fatal if an enemy that has the capable to pack a punch
(such as the Ukko) are around to take advantage of the reduced mobility of the player.

Their weakness is not being able to shoot vertically downwards, making them vulnerable to attacks from below and above.