recursal/Fanatic-Fandom huggingface dataset:
Zeta

Copies a random spell in another wand you're holding

 A group of spells designed to copy other spells and effects.
Ignores both mana drain and charges of copied spells, and are unlocked by killing Ylialkemisti.

A spell that copies a spell from another wand in your inventory. It has the lowest mana drain of all the Greek Letter spells.

## Tips

* Given that the effect it picks can be practically anything else you're carrying in your other wands, this spell can be hard to control.
* Like all the other Greek Letter spells, it can copy spells that are normally limited by charges, and is the cheapest way to do so if you can somehow cope with its randomness.
* If a wand held in another inventory slot contains an always cast spell, Zeta may choose that spell from the wand’s spell pool instead. Keep this in mind when using Zeta while holding wands with dangerous always casts.
Vacuum Field

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

Sucks nearby projectiles and creatures into the middle of the field instantaneously

## Tips

* This spell can be used to teleport through terrain. Travelling upwards is easier. You might need to use the 'unstuck' movement to create breathing spaces. (Twitch demo)
* Perk Reroll Machines and Pickups are valid targets for this spell.

## See also

* Powder Vacuum Field
* Liquid Vacuum Field
Unohdettu

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

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

* Unohdettu
* Häive

## Characteristics

### Attacks

None
Curse

## Damage Multipliers

### Proj.

1.0x
1.0x
0.0

### Ice

0.1
0.5
1.0x

### Tox.

1.0x
0.5
1.0x

## Traits

Only damageable when close to a Paha Silmä, can go through any material.

## Drops

* Aurigonsiemen
* Full Health Regeneration

## Characteristics

### Attacks

None
Explosion

## Damage Multipliers

### Proj.

1.0x
1.0x
1.0x

### Ice

1.0x
1.0x
1.0x

### Tox.

1.0x
1.0x
1.0x

## Traits

Explodes when close, more visible when close to a Paha Silmä

The **Forgotten** (in-game name **Unohdettu**) is a boss found in the Forgotten Cave, west of the Snowy Chasm. It moves in unpredictable ways, which combined with the nearby enemies, makes for a chaotic fight.

## Behavior

The Ghost will stay in the middle of the arena until the player approaches, at which point, the fight begins. The being will move towards the player, while constantly launching Häive from its mouth, which explode dealing high damage when close. In addition, when inside of the boss's body you will take very high curse damage per second.

The Forgotten and Fade cannot be damaged, and shoots 4 rotating Plasma-Beam like projectiles unless a Paha Silmä is close. This means that in order to kill the boss, the item must be strategically placed in a spot where it's safe and in range. Despite all of this, the real danger comes from the surrounding enemies. The Ghost Stone in the center, summoning illusions of dangerous creatures that cannot be damaged, and the two Regeneration Crystals to the side, healing and granting invincibility.

On death, it will fade into a white cloud of particles, as the full health regeneration and Sun Seed fall on the ground

## Combat Tips

* Due to its resistances, spells that deal both high explosion and electricity damage (such as Lightning Bolt, Ball Lightning or Thunder Charge) are best fit for this fight.
* Make sure to rid of the crystals and nearby enemies as quickly as you can. If left alone, they make the fight much harder.
* Remember to keep a safe distance away, to avoid taking high curse damage, and have time to destroy the Fades.
* Take caution when using matter destroying spells as they may destroy the Paha Silmä while it is on the ground.
Vuoksikivi

*This small rock is hard and solid, yet seems to be gushing with water.*

### Effect

When held, gives the Wet status effect, turns lava into volcanic rock that will not melt, and removes the need to breathe. If any other status effects are present, they will be removed.

The **Water Stone** (in-game name **Vuoksikivi**) is an Inventory item. It gives a small watery effect around the player, and adds the Wet status effect at 100%, removing any other stain. It has a chance to be dropped from Greater Chests.

This item will protect the player from fire without extinguishing them. It will solidify lava into volcanic rock. While held, the player's oxygen bar will not decrease, similar to the Breathless Perk. It will not, however, allow you to regain breath if you pull it out while you have lost your breath.

While it will replace status effects with Wet, it will not do so if the player is submerged. For example, if the player is in a pool of Toxic Sludge and doesn't have Toxic Sludge Immunity, they will receive damage until they exit the pool. Upon leaving, the toxic sludge effect will immediately be removed.

If water is fungal shifted the water stone will stain with the new material's properties instead of Wet.

## Tips

* This item is especially useful for navigating through lava or fire.
* Equipping this around enemies will also give them the Wet status effect. Keep this in mind when around Healers that have been doused in Pheromone. This can be used to very quickly kill certain enemies with vulnerability to water.

## Other methods of obtaining

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

A **Vuoksikivi** can be reliably obtained by picking up the Essence of Water and removing it via the Essence Eater.

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

A **Vuoksikivi** can be reliably obtained by picking up the Essence of Water and removing it via the Essence Eater.

A **Vuoksikivi** can be reliably obtained by picking up the Essence of Water and removing it via the Essence Eater.
Vaihdosmestari

* Vaihdosmestari

"Master of Exchange"

## Spawn Locations

Fungal Caverns, Temple of the Art, Wizards' Den, Cloudscape

## Drops

* **40**

The **Master of Exchange** (in-game name **Vaihdosmestari**) is one of the many Master spellcasters. It takes the appearance of a single-eyed blue humanoid and is dressed in a white robe.

## Behaviour

The Master of Exchange specializes in Swapper magic, casting homing bolts that don't deal damage but causes the target and itself to immediately exchange positions. More importantly, this effect also triggers when the Master is damaged by another entity. This can cause the player to be hurt by projectiles that can deal self damage, such as Summon Disc Projectile or any spell with the Piercing Shot spell modifier.

## 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.
* Slower, hard-hitting spells are recommended to reduce the amount of swapping performed. The Vaihdosmestari has relatively low health, so it should be easier to kill it in one hit, which will prevent the swapping effect from happening.
	+ If the player does not have such a spell, be sure to fight this enemy in isolation. Its slow speed and unaggressive behavior should make it easy to pick where you fight.
	+ Accidental kills are another option, as they won't trigger the swapping effect.
* Be careful when using spells that linger or home in on enemies, such as the common late-game **Homing + Drilling Shot + projectile** combination, as this may cause the player to swap unexpectedly some distance away; possibly into the middle of a crowd of enemies.
Worm Blood

* Worm Blood

Worm blood is a runny yellow-green liquid that can be obtained by attacking most worms. Drinking the liquid will grant Wormy vision and a bright purple vignette-like effect, but it has no stain effect of its own.

Wormy vision is one of the few ways of seeing in the Dark Cave, Magical Temple, and other dark areas.

## Uses

* Worm Blood can be used to clear other stains like most fluids, however it does this while granting no stain of its own, this is useful if you have the Invisibility and/or Stainless Armor perk(s) as you can effectively bottle it and use it as water without having to make yourself wet.
* The Wiggling Egg in the Giant Tree is a readily-available source of Worm Blood, and can be used to gain the necessary visibility in the Dark Cave early on.
* You can use Chainsaw or other Slice spells to get a lot of extra worm blood from a worm's corpse.
Spells To Death Crosses

Transforms every projectile currently in the air into a death cross

 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 Death Cross.

## Tips

* Converted projectiles immediately stop when they are transformed.
* Can be incredibly lethal when combined with spells with multiple projectiles, such as Triplicate Bolt or Infestation.
Water (Spell)

Transmute drops of water from nothing

 Spells that conjure a small amount of material with a short arcing trajectory. Explosive Projectile can be applied to deal large amounts of damage, which is treated as accidental damage, although it can hurt the player as well.

A spell that conjures a single drop of Water from thin air.

## Tips

* As water is more readily available from other more easily found sources, this spell's effect can be seen as something of a by-product.
* Has powerful reduction modifiers for Cast Delay and Recharge time, useful for making wands fire faster similar to using a Chainsaw.
* Sets the 'wet' status on enemies hit by multicasted projectiles, even if they do not actually get stained by the produced water, and even if water has been shifted to a different material. In combination with Critical on Wet (Water) Enemies, this guarantees criticals.
Upwards Larpa

Makes a projectile cast copies of itself with an upwards trajectory

 Spell modifiers that cause projectiles to throw out duplicates of themselves.

A spell modifier that causes affected projectiles to fire duplicates of itself upward as it moves. The rate of fire is on a set timer, so faster projectiles will space them further apart than slow ones.

Copies will be launched at much higher speed than the original. They also don't contain any spell modifiers the original spell has.

## Tips

* This spell limits the lifetime of a projectile it modifies to a maximum of 300 frames or 5 seconds. Only the initial projectile gets limited lifetime, copies are unaffected.
* Use with powerful but slow projectiles for best effect
* Causes a lot of damage when used with Magic Missile or other explosive spells.

## Trivia

* **Larpa** is a reference to *Liero*, an old Finnish MS-DOS game that has been cited as inspiration for Noita. In *Liero*, Larpa shot a missile that drops bullets as it travels through the air.
Trigger

A trigger is defined as a spell that casts another spell after it has hit an object or terrain during its animation cycle and/or done its damage. There are many types, the vast majority of which also come with normal variants without triggers. There is also a double variant which casts two spells instead of one.

Another type of trigger is called a Timer. These will cast spells after a set time limit if it doesn't hit anything, otherwise it'll act as a trigger and cast on impact.

Last type of trigger is called an Expiration Trigger. These will cast spells only after the projectile has run out of lifetime or is destroyed by a script.

Triggers will ignore the usual cast delay modifiers of the spells they contain, which is most prominent with spells such as Luminous Drill with Timer

## How it works

When firing a spell with a trigger or timer attribute, the game checks for the combined mana drain of the trigger spell and the spell after it. If the wand has enough reserves to fire the whole combination, it's all cast as expected: first the trigger spell, then the spell after it when the conditions are met.

If the wand does NOT have enough mana reserves to fire the whole sequence, the trigger spell itself is prioritized and (some or all) spells after it are omitted. An exception is if the trigger spell is too expensive even by itself, in which case cheaper spells after the trigger will cast instead ***without*** the trigger (this can potentially be dangerous).

You can increase the amount of spells a trigger will cast by using a multicast modifier like Double Spell in between the trigger and the spells you want it to cast.

## See Also

* Timer
* Expiration Trigger

## List of spells with triggers

* Spark Bolt with Trigger
* Spark Bolt with Double Trigger
* Magic Arrow with Trigger
* Magic Bolt with Trigger
* Energy Orb with Trigger
* Bubble Spark with Trigger
* Firebolt with Trigger

## Gallery

* Spark Bolt with Trigger
* Spark Bolt with double Trigger
* Firebolt with Trigger
* Energy Orb with a Trigger
* Bubble Spark with Trigger
* Magic Arrow with Trigger
Tulihiisi

* Tulihiisi

"Fire Hiisi"

## Spawn Locations

Collapsed Mines
 Coal Pits

## Drops

* **20**

The **Fire Hiisi** (actual name **Tulihiisi**) is a tough humanoid Hiisi that is immune to fire and uses flame cocktails as its primary mode of attack.

## Behavior

The Hiisi will typically attack all other enemies, but will not attack other Hiisi. Tulihiisi use their fire immunity to stay alive while throwing cocktails that spill Liquid Fire everywhere, creating an inferno. While they will not throw them at other Hiisi, the rapidly spreading burning liquid makes friendly fire common.

## Combat Tips

* The cocktails it throws are Flasks, so if they land softly (in a liquid pool, for example), they won't explode and the player can collect them for their own use.
	+ It is also possible to hover over them a safe distance and catch the cocktails when they reach their apex.
* These cocktails can pour liquid fire, but cannot be refilled. Will explode if thrown, even if empty.
Warp Cast

Makes a spell immediately jump a long distance, stopped by walls

A spell modifier that casts the next spell a long distance from the point of casting, similar to Long-Distance Cast. However, the cast can be stopped by solid terrain.

## Tips

* Synergizes well with dangerous static projectiles, like Explosion and most of its variants.
* Also makes Touch of Water and related spells safe to cast.
* Just like Long-Distance Cast, when used with limited-use modifiers, e.g. Matter Eater, it can make that modifier unlimited. E.g. a wand with just Matter Eater and Warp Cast on it, will not deplete the remaining charges from the Matter Eater. However, if there are any other projectiles on the wand that are cast, this effect will not work.

## See Also

* Long-Distance Cast
* Teleporting Cast
Toukka

* Toukka

"Maggot"

## Spawn Locations

Underground Jungle, Fungal Caverns, The Vault, Temple of the Art.

### Faction

Shoots a bright green projectile that drops little bright green dots that will “pop,” doing damage to you.
`Slimes`

## Damage Multipliers

### Proj.

1.0x
0.7x
0.9x

### Ice

1.0x
0.1x
1.0x

### Tox.

1.0x
0.3x
1.0x

## Drops

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

The **Maggot** (in-game name **Toukka**) are enemies are seldom seen in Underground Jungle, Fungal Caverns, The Vault, and the Temple of the Art.

## Behavior

They will shoot a Slimeball like projectile that will drop many green slimeballs evenly spaced on the ground, which then all explode with a tiny radius.

## Combat Tips

* Fairly predictable and easy to deal with, but has reasonable health.
Trick Blood Money

*Blood money is dropped when death is an accident.*

**Trick Blood Money** is a passive Perk which causes any enemy killed via indirect means to drop Bloody Gold Nuggets. Collecting this "blood money" will heal the player by a small amount, depending on the value of the nugget.

## Healing

The exact amount of healing depends on the value of the collected nugget. These values are not affected by the Greed perk.

## Trick Kills

Known methods of achieving trick kills include:

* Physics damage
	+ Using Summon Rock (Can be combined with Burst of Air to make a more accurate and reliable attack wand)
	+ Throwing Emerald Tablets
	+ Any other thrown or kicked solid physics entity (However, physics kills directly using Telekinetic Kick will not give blood money)
* Environmental damage
	+ Fire
	+ Electricity
	+ Material damage (for example, Acid, Poison, or Freezing Vapour)
	+ Suffocation ( liquid or solid.)
* Explosive Projectile combined with most Material Spells or Summon Hollow Egg (Timer or Trigger spells are highly recommended, as this can damage the player)
* Touch of Spells
* Spells that summon an exploding entity such as Summon Rock Spirit or Unstable Crystal

## Synergies

* Trick Greed increases the number of bloody gold nuggets dropped, and can be stacked to further increase the amount of nuggets dropped.
* Gold is Forever prevents the blood nuggets from disappearing, so they can be left to be collected later for healing.
Wand Refresh

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

Reloads the wand immediately

The **Wand Refresh** spell is a **Utility** Spell that can be used to force a wand to enter the recharging state when it is cast, ensuring that any spells after it in the wand are effectively ignored. This can be used (in non-shuffle wands) to partition off certain spells from the rest, effectively creating storage space in part of a wand that does not affect the actual casts. However, note that casting Wand Refresh does cost 20 mana, so this utility comes at a price.

## Unlocking the Spell

The Wand Refresh spell can be obtained as one of the possible drops from killing either Ylialkemisti in the Ancient Laboratory or
Mestarien mestari in the Wizards' Den.

Once the spell has dropped at least once, this spell will be unlocked as a possible spawn for all future runs.

Note that Utility spells do not spawn on wands, however, so it will only spawn in spell shops or from Treasure Chests.

## Tips

* Wand Refresh is immensely important and very powerful when used correctly, as it boasts a massive -0.42 recharge time.
* If you use any multicast-type spell, a spell with charges, and wand refresh, you can use **any** spell infinitely.
* If the wand has casts left after the wand refresh is cast, it will continue adding spells to the casting block from the start of the wand, but only once per cast.
Venomous Curse

Imbues a projectile with a curse that makes the target hit by the projectile to waste away

### Spawn Probability per Tier ⓘ

0.6,0.8,0.4

A projectile modifier that inflicts a decay debuff to an enemy. Every projectile with this modifier that successfully hits an enemy will add a stack of Venomous Curse. Each stack ticks for 2 curse damage every 30 frames for 5 seconds. Adding another stack of Venomous Curse to an already affected enemy will reset the timer on the Curse's duration for every existing stack.

## Tips

* Damage or death resulting from this modifier will not spawn any type of blood, so has an anti-synergy with Vampirism
* Death resulting from this modifier's curse damage will not leave a corpse.
* Because it deals curse damage, this modifier is very effective to most kinds of enemies, excluding the few minibosses which are immune to Venomous Curse.
* Very effective with rapid fire wands.
* If stacks of the curse are periodically applied without allowing previous stacks to expire, the total damage grows quadratically in the number of stacks applied and time taken.
Water Trail

Gives a projectile a trail of water

 Projectile modifier spells that add a trail of a material to a projectile as it moves.

A spell modifier that causes projectiles to leave behind a trail of falling water as it flies.

## Tips

* Arguably the most useful trail spell as water is almost always very beneficial to the player. Exceptions include making so much you drown in it, or washing away beneficial stains (like Berserkium).
* With the Breathless Perk, one strategy is to flood an entire biome using this modifier.
* Synergizes well with all electrical effects, as long as you yourself have an immunity to electricity via a perk.
* Attach this to a wand to provide easy and readily available protection against being on fire or soaked in Toxic Sludge.
* As all trails leave behind material over time, a faster projectile spell may be more useful to prevent flooding (unless that is what you want, in which case you should use a slower one).
* Sets the 'wet' status on enemies hit by affected projectiles, even if they do not actually get stained by the produced water, and even if water has been shifted to a different material. In combination with Critical on Wet (Water) Enemies, this guarantees criticals.

## See Also

* Fire Trail
* Gunpowder Trail
* Oil Trail
* Poison Trail
* Acid Trail
* Critical on Wet (Water) Enemies
Whiskey

* Whiskey
* Fumes

## Whiskey Fumes

Whiskey is an uncommon highly flammable liquid material. Being stained with it causes the drunk effect, worsening your aim (gives you a "bonus" to the Spread attribute for the duration). It will not inherently make you more flammable, but it does tend to overwrite the beneficial water stain which lowers the flame protection that provides. Burning whiskey is consumed extremely quickly, whole pools vanishing in seconds at the touch of a flame.

Whiskey will slowly but steadily evaporate into **Whiskey Fumes** which can stain the player and cause the same inaccuracy debuff as the ordinary Whiskey stain. The fumes are often difficult to see until they build up quite a bit, so at times it can seem as though simply being in the proximity of a pool of Whiskey can make the player drunk.

Mixing whiskey with frog meat makes Berserkium.

## Drinking

Drinking whiskey from a flask will cause a +30s drunk effect for every 10% consumed. Consuming more of it to increase the duration above 30s will cause screen blurring and, eventually, vomiting.

There is no difference other than amount consumed when drinking from the ground compared to a flask.

## Secrets

Whiskey is used in a specific secret location.

## Sources

* Can be rarely found in large vats or Kegs in the Mines. Kegs will not explode, instead they just leak streams of whiskey when shot.
* Flasks on pedestals throughout the game, though seems to be a fairly rare spawn as well
* Created by certain spells.

## See Also

* Touch of Spirits
* Sea of Alcohol
* Explosion of Spirits
* Mist of Spirits
Water (Biome)

Water is a giant room filled with water.

## Reaching Water

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

In the main game, the biome is hidden outside of The Tower, at the bottom right corner of the rectangle of cursed rock that encloses it.

In New Game +, the biome is instead located on the far right of the map surrounded by extremely dense rock.

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

In the main game, the biome is hidden outside of The Tower, at the bottom right corner of the rectangle of cursed rock that encloses it.

In New Game +, the biome is instead located on the far right of the map surrounded by extremely dense rock.

In the main game, the biome is hidden outside of The Tower, at the bottom right corner of the rectangle of cursed rock that encloses it.

In New Game +, the biome is instead located on the far right of the map surrounded by extremely dense rock.
Two-Way Fireball Thrower

Makes a projectile fire small fireballs perpendicular to its trajectory

 Spell modifiers that cause projectiles to emit additional spells as they fly.

A more predictable version of the Fireball Thrower modifier, as this one fires the fireballs in only two directions. They are otherwise identical in function.
Turvalennokki

* Turvalennokki

"Safety Drone"

## Spawn Locations

Frozen Vault, The Tower, Power Plant, Lukki LairNG+: Hiisi Base, The Vault

NG++: Coal Pits, Fungal Caverns, Snowy Depths

## Traits

Permanent Shield (x4), Protection Field granting nearby enemies **Protection from All**.

## Drops

* **80**

The **Safety Drone** (In-Game name **Turvalennokki**) is an enemy that spawns only in the Frozen Vault, The Tower, Lukki Lair and Power Plant initially, with additional spawn locations being available in New Game Plus and a few more again in NG++. It is an extremely sturdy enemy that possesses three layers of purple shields as well as one regular light-blue shield, and grants all nearby enemies the **Protection from All** status effect for 1 2/3 seconds (100 frames) at a time, similar to the Kadotettu alkemisti. The protection effect will be reapplied continually, as long as the enemy is in range of the safety drone's protection aura.

## Behaviour & Combat

**Turvalennokki** is a very high priority target; as long as it remains alive, any enemy nearby is completely invulnerable, very similar to the effects granted by being stained with Ambrosia. Its many layers of shielding make it difficult to attack directly, but its body is relatively flimsy in comparison to the typically more sturdy enemies around it.

Physics objects like rocks, propane tanks, or tablets will penetrate the many layers of shielding and quickly dispatch it. If nothing sturdy is on hand or can be easily kicked into it, a reasonably fast machine gun wand should be able to penetrate the shielding with sustained fire. In addition, they can be attacked from inside their shield, though this may damage the player and light them on fire when the drone explodes.

Since it has no offensive capabilities of its own, once the thick shields are disrupted, it can be quickly defeated.

Encountering two of these enemies together makes them both invulnerable.
Worm Launcher

Summons a giant worm to cause havoc for a moment!

A spell that summons a worm to fly forth from the wand at high velocity. It will dig through the ground and seek to attack nearby creatures (including Minä) for the duration.

## Tips

* With Linear Arc the worm moves straightly.
* The duration seem to be only about a couple of seconds, making it much harder for the worm to turn around and hit you before it despawns.
* Can be used as a regular attack spell and a way to dig out of the Holy Mountain and Parallel Worlds.

## Unlocking

This spell is unlocked once the Orb under the Snow Chasm has been collected, along with Summon Deercoy and Flock of Ducks.
Worm Pheromone

* Worm Pheromone

Worm Pheromone is a grey liquid that stains a creature touching it with a debuff that attracts Worms (of any type) to its location. The worm is hostile to anything affected by this substance, so can be used offensively by the player if they know there are worms around.

## Drinking

Consuming worm pheromone will cause a +30s effect duration for every 10% drunk.

## Notes

The liquid will only appear inside procedurally spawning Flasks, and can be mixed with worm blood to make Flummoxium. It was added as part of Patch #8 on dec 19 2019.
Weakening Curse

* Electricity
* Explosives
* Melee
* Projectiles

Target hit by a projectile takes 25% extra electricity damage for a time

Target hit by a projectile takes 25% extra explosion damage for a time

Target hit by a projectile takes 25% extra melee damage for a time

Target hit by a projectile takes 25% extra projectile damage for a time

The **Weakening Curse** spells are a group of modifiers that causes projectiles to inflict a status effect similar to Vulnerable caused by Turvattomuusmestari, making afflicted targets take x0.25 more damage from the respective type. Since this is a status effect, using more than one curse will not give an additional effect (you can still use several different curses). Enemies afflicted with a curse will have an icon of the respective damage type above their heads.

## Tips

* Despite what the description says, the x0.25 bonus is **additive**, not multiplicative (i.e. an enemy with a x0.5 damage multiplier will take x0.75 damage with the curse, rather than x0.625).
* Meaning that enemies with a x0 damage multiplier afflicted with the respective curse will take x0.25 damage, effectively ignoring immunities such as Kammolukki and Vakoilija.
* Even have wider utility than Venomous Curse since Syväolento immune to latter.

## Curse trick - Weakening exploit

You can exploit Turvattomuusmestari to modify your damage multiplier, effectively making various attack types heal you. However, Perk immunities will block this effect. The guides below, explain in more detail. While reducing your electricity damage multipliers to 0 or less appears to block the Stunned status effect, reducing various damage multipliers to 0 or less does not appear to block the Dazed status effect from these damage sources (at least in some cases).

### Weakening mage trick

*Text version of image:*

What weakening mage's debuff does

* Disable immunities
* Remember where the target's damage multipliers were
* Set the target's damage multipliers to 1.2
* At the end of the debuff, set the multipliers back to the values in memory.

What weakening curses do

* They increase damage multipliers by 0.25, then reduce the same amount when the curse ends.

Example of the trick happening

* You have 1.0 damage multi against projectiles. Mage hits you and sets that to 1.2. You wait for the debuff to have 4 seconds remaining and hit yourself with Projectile Weakening Curse. Mage's debuff ends and sets your multi back to 1.0. Weakening curse ends and reduces it to 0.75 meaning you take less damage from projectiles. Repeat this trick to bring the multi down further, eventually becoming a negative value.
* Now projectiles heal you instead. Works with all weakening curses.
Triplicate Bolt

A formation of three small, fast bolts

**Triplicate Bolt** is a spell in Noita.

Similar to shotgun weapons used by certain enemies, each cast fires three small bolts with moderate spread. The bolts will ricochet slightly off of solid materials if shot at an oblique angle.

Status Effects: dazed

Digging strength: 4 – Rock

## Tips

* Projectile modifiers affect each bolt individually — including damage modifiers.
	+ Damage Plus increases the total damage from **15** (5 × 3) to **45** ((5 + 10) × 3)
* The multiple bolts will trigger material creating "Arc" modifiers, such as Fire Arc.
* The spread modifier controls the bullet spread of each cast.
	+ Multicasting multiple copies of Triplicate Bolt applies the total spread to each individual cast.

## Trivia

* When used with a multicast modifier with only one copy of Triplicate Bolt, each bolt of the spell is handled separately. With Formation - Above And Below, for example, one bolt would go upward, one forward and one downward.
	+ Multicast with multiple spells including Triplicate Bolt functions normally.
* Triplicate Bolt generates more blood than most other projectiles, both when fired upon enemies and when used to destroy corpses and meat. This can synergize with Vampirism.
Äitinuljaska

* Äitinuljaska
* Heikko

"Mother Slime"

## Traits

Spawns 3 Limanuljaska when its health is low.

## Traits

Spawns 3 Limanuljaska when its health is low.

## Drops

* **20**

The **Mother Slime** (in-game name **Äitinuljaska**) is a sphere-shaped creature with multiple eyes found in various biomes.

The **Weak Mother Slime** (in-game name **Heikko äitinuljaska**) is a weaker version of the Mother Slime that is only found in the Mines with less damage output and health, but otherwise identical in behavior.

## Behaviour

Mother Slimes will tend to lazily fly towards the player, attempting to bite the player once they get close enough. This giant Slime bleeds acid that can quickly dissolve the surrounding terrain. When close to death, it will spawn 3 **Limanuljaska**. On being killed, it will create a small acid explosion that has a fairly high chance of killing its children if they are still too close.

## Combat Tips

* Killing the Mother quickly after it spawns slimes will often cause the explosion to take them out as well.
Turvattomuusmestari

* Turvattomuusmestari

"Master of Vulnerability"

## Spawn Locations

Temple of the Art, Desert, The Tower, Pyramid, Frozen Vault, Cloudscape, Wizards' Den, Lukki Lair

## Characteristics

### Faction

None
`Mage`

## Damage Multipliers

### Proj.

1.0x
0.7x
1.0x

### Ice

1.0x
1.0x
1.0x

### Tox.

1.0x
1.0x
1.0x

## Drops

* **240**

The **Master of Vulnerability** (in-game name **Turvattomuusmestari**) is one of the many Master spellcasters. It takes the appearance of a humanoid wearing a white mask and is dressed in a white robe.

## Behavior

The Master of Vulnerability casts fast-moving homing projectiles that inflict the **Vulnerable** debuff for 20 seconds. This causes all of the players protective perks to be temporarily disabled.

## 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.

## Weakening curse trick

See Weakening Curse#Curse trick - Weakening exploit
Verikristalli

* Verikristalli

"Blood Crystal"

## Drops

* **400**

The **Blood Crystal** (in-game name **Verikristalli**) is an enemy that is normally only encountered in The Work (Hell). It is made of a unique material known as "Purple Crystal", and is able to survive having parts of it destroyed.

## Behavior

It hovers passively until it detects the Noita or another enemy nearby. When it does, it will hover near them. If they get too close to the Verikristalli, it will fire eight purple energy spheres in all directions that do heavy damage. It should be noted that invisibility does not prevent the Verikristalli from firing if the player draws too close, it only prevents the crystal from detecting the player's presence.

## Combat Tips

* Like other rigid body enemies, it will die instantly when its material body is completely destroyed or erased, even if no damage is dealt to it. This means that, in a pinch, a player can one-shot it with the Black Hole spell (best done in close range as to not miss). It does not count as a trick kill but will drop the regular amount of gold, though the gold is often immediately erased by the black hole.

## Trivia

* Since its body is made up of rigid body material, the player can actually grab and kick it away with the Telekinetic Kick perk. (Not normally advised since the player will put themselves into its attack range). Kicking it away using the perk will not damage it.

## See also

* Taivaskristalli
* Kirottu kristalli

[[ru:Verikristalli
]
]
Varjokupla

* Varjokupla

"Shadow Bubble"

### Damage

Launches itself as a projectile at the player to deal projectile and curse damage.
15 (12.5 projectile, 2.5 curse), piercing.

## Damage Multipliers

### Proj.

0.0x
0.5x
1.0x

### Ice

0.0x
1.0x
1.0x

### Tox.

1.0x
1.0x
0.0x

## Traits

Deals 25 damage per second on contact as Curse damage.

## Drops

* **60**

The **Shadow Bubble** (in-game name **Varjokupla**) is a strange magical enemy in Noita. It is only seen in the Lukki Lair or via the use of Chaotic Polymorphine.

## Behaviour

The Shadow Bubble shoots projectiles that look very similar to itself which act both as an attack and its main method of moving around, appearing to launch itself at foes. It does not appear to be vulnerable to damage while moving in this fashion, and its moving / attack projectile has an effect similar to Phasing Arc where it appears to teleport short hops along its path rather than moving more conventionally.

## Combat Tips

* Dispatch it quickly, from a distance, taking care to avoid its attacks and firing only as it is finishing a movement / attack action to ensure attacks make contact.
* Avoid attacking it at close range when possible, as the Ominous Liquid it bleeds stains the player with a fairly strong Poison effect.
* While Ominous Liquid can spawn naturally in the Lukki Lair in small to large pools, it can also often be a sign that Shadow Bubbles are around.
* The darkness in their home biome can make them a very tough enemy to spot before they engage. Teleportation spells are highly recommended for quickly moving to medium or long range to make dodging its attacks easier. Falling down a screen or two can also be an effective way of gaining a lead for kiting, but as always be very cautious of any potential enemies below.
* If forced into close range without means of escape, focus purely on attacking and dodging. In close quarters it's very likely to receive a poison stain from their blood, but in most cases this is a lesser immediate concern than surviving the direct attacks.
* Keep a Water Potion (or other harmless liquid, like Slime or Invisiblium) handy to rinse off any poison stains accumulated from their blood at the first opportunity.
Twisty Passages

## Early Access Remnant

**As of Noita 1.0, the Twisty Passages has been replaced with the Ancient Laboratory**

## Description

The Twisty Passages was a cramped cavern area accessible by digging below Snowy Wastelands or traversing the Dark Cave from the Mines.

It contained some of the enemies from the Mines and had puddles of Berserkium, Teleportatium, Pheromone, and Chaotic Polymorphine. It was otherwise empty of both items and wands.
Lamps here were a different, larger version that could block player movement, unlike the smaller versions found in the Mines and elsewhere.

Structured to feel like a maze of sorts. The puddles of Teleportatium would either make you more lost or discover other sections of the passages.

The true danger here came from the many puddles of Chaotic Polymorphine which would often cause weak enemies to suddenly turn into much more dangerous creatures like the Jättimato, or the player into a weaker creature. Despite this, it was often worth an early visit in order to bottle some of the valuable magical liquids that spawned there.
Ukkoshyypiö

* Ukkoshyypiö

"Thunder Creep"

## Traits

Maintains a permanent Projectile Thunder Field, rendering it immune to most attacks.

## Drops

* **180**

The **Thunder Creep** (ingame name **Ukkoshyypiö**) is a ghostly enemy, mainly found floating around The Tower and the Cloudscape. It possesses no attacks of its own, but is constantly surrounded by an always-active Projectile Thunder Field. Like the Hyypiö and Hohtava hyypiö, it will chase the player relentlessly until killed or blocked by terrain.

## Behaviour

Because this creature is entirely non-aggressive, it will never attack the player. The real danger comes from its innate Thunder Field that constantly surrounds it. Upon being attacked by a projectile from afar, it will reflect it back as a Lightning Bolt. If shot from within the circle, the lightning will strike out from it instead, away from the player. This can be beneficially exploited by the player as a potentially cheap and rapid way to produce lightning bolts, albeit \*only\* lightning bolts. The usual considerations and risks of using lightning spells still apply, so use carefully.

## Combat Tips

The Ukkoshyypiö's unique properties require a less conventional approach to defeating it.

* The most reliable and effective way is to attack it from within the Projectile Thunder Field itself, as only spells that cross the Projectile Thunder Field border will be turned into lightning.
	+ Modifiers such as Long-Distance Cast or Teleporting Cast can bypass the field entirely for a similar effect, though these are not always available.
* You can also kick it, but with your foot's low damage output you'd be at it for quite a while. The Never Skip Leg Day perk makes this a much more viable option.
* You can suffocate it by drowning it in a powdery substance or terrain.
* Explosive spells will also work, as long as the projectile is detonated outside of the influence of the thunder field and the explosion is large enough to reach.
* Dropping/kicking physics entities like rocks, tablets or barrels at it will quickly finish it, and may be the safest option if no other means are available.
* It is immune to its own lightning, and highly resistant to the explosions from it.
* The Paha Silma is able to slowly kill it through its shield without any backlash.

If you lack the means to kill it, however, the safest option is to keep your distance as much as possible.
World generation

Please edit and improve!

The Biomes are pseudorandomly generated via a combination of "Wang tiles" and "Pixel scenes".

## Herringbone Wang Tiles

These tiles are slotted together. Looking at Horscht's awesome web-based wang tiler gives a clear visual explanation. See this page and this page for technical info about Herringbone Wang tiles.

This example of a single wang tile from the Coal Pits generates the associated structure

Examples of the wang tiles from the Mines (full, and zoomed section) can be seen below.

* coalmine.png from the game code
* A zoomed-in section
* All the guaranteed chest spawns in Mines. One of them being a pixel scene.

A catalog of the HP Up Locations has been compiled.

## Pixel scenes

Pixel scenes are added to the rendered biome.

## Material colors

The colors in the wang tiles represent materials, as assigned by `data/materials.xml` and documented in the image at right.

## See also

* Modding: Making a custom environment
* Modding: Making a custom material
* alter\_ukko's Noita World Maker documentation has many details
Unstable Crystal

* Normal
* Trigger

A crystal that explodes when someone comes nearby

A crystal that explodes and casts another spell when someone comes nearby

A spell that summons the wizarding equivalent of a proximity mine, exploding when a creature comes close (including you).

Also appears in the Trigger variety. Unlike other trigger spells which cast another spell on contact with terrain or an enemy, Unstable Crystal with Trigger casts a spell upon the destruction of the crystal.

## Tips

* Enemies killed by this explosion count as "trick kills".
* Being an explosion effect, this spell will cause heavy damage to mechanical enemies, completely ignoring any shields.
* Being stained with Berserkium may cause the crystal to trigger immediately as you launch it (considering you an enemy target), unless modified to be deposited at range.
* You can combine this spell with a trail effect (Like Water Trail) to make a fountain.
* Use Dormant Crystal to increase the explosive potential of a trap laid with this spell.
* Has a powerful synergy with the Homing Shots perk, but tends to overshoot when launched directly at the target.
Events

**Events** are statuses that will affect different aspects of your hood for a short time. Active events can be seen on the top-right of the screen. Some events will trigger due to the state of your hood. By example, high levels of some specific resource. Others events are random or dependent of the season, like weather or wildlife events. Upcoming events will be forecasted on the timeline at the top-center of the screen short before they activate.

Every positive or negative point stated in the infobox ingame equals 0,2 RPS (Resources Per Second).

## Known events

\*Livestock is not actually obtainable in any way right now without save editing.
More Love

*Creatures in the world are more friendly to each other.*

**More Love** is a passive Perk that reduces enemy aggression and infighting, such as making most enemies passive to Rats.
Useful for reducing unfavorable situations that result from infighting, such as flasks getting broken, nukes being fired, etc.

## Effects

Improves the relations stats of enemies by **25** with each stack. If the relation of an enemy is higher than their aggression, then that enemy will be neutral towards the player. An enemy's base aggression is determined when it is spawned, within a range set for that enemy type. As an example, Raukka have a very low aggression range, so only a single stack of More Love is needed to pacify all of them.

At 4 stacks of More Love, almost every enemies will become neutral, or even friendly towards the player. Friendly healers and other support enemies, such as Parantajahiisi, will actively help the player by applying their respective buffs or healing effects.

The effect also applies to minions like the Homunculus(which has an aggression of 95 to 100), making them neutral after 4 stacks. This means that they will be fairly useless in boss fights at max relation, since they will not actively attack the boss.
1.0.81

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

## New Features

* Restoring: allows to restore decayed blocks by consuming some resources.
* Freezing or speeding up the simulation.
* Localization for: Spanish, Japanese, Chinese, Russian, French, German and Portuguese.
* Steam achievements.

## Changes

* Optimizations to performance
* Increased max number of Blocks (from 800 to 3000).
* Changes to Inhabitants' spawning conditions and look of the database.
* Changes to existing Events and new events.
* Input and outputs have been rebalanced.
Blocks

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

Blocks are the basic unit that comprise the contents of every level in Block'hood. Blocks can range from modular apartment buildings, business storefronts, machinery, public installations, circulation spaces, to patches of natural flora. The intent behind abstracting the elements of an inhabited environment into these modular components is to clarify ecological relationships between the elements so that they are more digestible and to facilitate creativity and experimentation with an urban fabric.

## Anatomy of a Block

Besides their name and description, every block in the game will have most, if not all, of the following mechanical components: Input, Output, Resilience, Production Rate, Synergy, Decayed Form and Regeneration Cost.

## Block Inventory Categories

When accessing and building in Block'hood, all blocks are generally categorized into one of four inventory Categories: Public Space, Production, Buildings, and Organics.

### Public Space

Public Space blocks are manmade installations intended for public use by inhabitants of a 'Hood. Circulation and structural blocks that provide Access can be found here as well as many spaces geared toward community use and activities.

### Production

Production blocks tend to be blocks specialized in providing specific Outputs for the 'Hood or particular production chain. Generators, factories, storage facilities, and farms are sorted here, as well as intermediate processing machinery. Most means of producing Water and Electricity will be found here.

### Buildings

Building blocks will be blocks that most closely resemble aspects of urban buildings and skyscrapers. Apartments, shops and offices can be found here, as well as several community resources that are normally housed in buildings.

### Organics

Organic blocks encompass aspects of the natural environment that can be included in a 'Hood. Wild plants, varieties of trees, and different kinds of terrain can be found in this category.
Water To Poison

Makes any water within a projectile's range turns into poison

 Spell modifiers that cause projectiles to transmute nearby materials.

This projectile modifier spell causes affected projectiles to transmute water into poison in a moderate radius around them as they travel.

## Tips

* This spell is of questionable use in combat, since it turns a very useful substance into one that is harmful, *and* removing a potential means of protecting against it. Use with care.
* Can be used effectively for alchemy to remove unwanted water. It is also of course useful for producing poison, which evaporates and is otherwise hard to acquire, though the Poison Trail spell is likely more suited to this purpose.
Turvonnu velho

* Turvonnu velho

"Bloated Wizard"

## Drops

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

The **Bloated Wizard** (in-game name **Turvonnu velho**) is a mage which uses toxic sludge to harm the player.

## Behavior

It produces toxic sludge and throws it at the player, this doesn't pose a big threat since the toxic sludge can be easily neutralized with water.

## Combat Tips

* Maintaining distance is a good option since it moves slowly and the toxic sludge spell doesn't have good reach.
* Throwing water in the area can help with the toxic sludge it produces.