recursal/Fanatic-Fandom huggingface dataset:
Peitsivartija

* Peitsivartija

"Lance Sentry"

## Spawn Locations

Underground Jungle, The Vault, Frozen Vault, Cloudscape (rare), The Work (Sky)

## Drops

* **90**

The **Lance Sentry** (in-game name **Peitsivartija**) is a large robotic sentry mainly found in The Vault, and occasionally in the Underground Jungle and the Cloudscape. It has a thrown lance attack that deals heavy damage and extreme knockback, which can send the player flying several screens away unless stopped by terrain.

## Behaviour & Combat

Like other robotic enemies, it is heavily armored and resistant to most attacks. Due to its large size, it has a problem fitting into tight spaces and can usually be shaken off rather easily by a fleeing player. If it sees the player, it will give chase and throw its lance from medium range (about half a screen). If it takes a lot of damage at once, it may flee.

Unlike other robotic enemies, it is **completely immune** to explosions. Combined with its natural resistances as a robotic enemy, this makes it extremely resistant to damage, being primarily vulnerable only to electrical damage.

Projectiles that deal a lot of damage in a single hit are preferable to fast-firing low damage wands due to its naturally high resistances. Lightning Bolt's range is a little low and its main damage source is explosive rather than electrical, so it will be less effective than normal, but can do the job if you can land enough hits. If you must use a fast-firing wand, consider adding Electric Charge for additional damage and the added stun effect. Keep your distance as much as possible and watch for their throwing animation to avoid getting hit with their lance attack. Melee combat is *not* recommended.

## Notes

Although the Lance Sentry has legs, it can hover and fly. Do not assume that it can't due to its appearance.

Very rare encounter at the very left edge in Collapsed Mines in the following seed: 620705821
Lohkare

* Lohkare

"Rock Spirit"

## Spawn Locations

Summoned by Hiidenkivi and Summon Rock Spirit

## Health

2.5 ♥

The **Rock Spirit** (in-game name **Lohkare**) is a small floating enemy produced by the hiidenkivi and the Summon Rock Spirit spell.

## Behavior

It floats back and forth in the air, exploding into a highly damaging cloud of freezing vapour in a kamikaze attack when it gets close enough to a target. They do not immediately beeline for the player like homing spells, unlike what one would expect.

## Combat Tips

* Be careful when dealing with multiple, a large number of Rock Spirits can easily overwhelm a player.
* Their erratic movement can make them difficult to hit with projectile wands. "Spraying" can work well, especially against large numbers of them.
Pikkumato

* Pikkumato

"Small Worm"

## Drops

* Nothing

The **Small Worm** behaves similarly to the regular Mato, but lacks the ability to carve out tunnels as it digs. It commonly spawns from the eggs in the Giant Tree, and uncommonly in the Snowy Depths. Biomes that receive the Roomy modifier may also have several small, normal, or giant worms spawn throughout the area.

## Behaviour

Small worms behave similarly to their larger cousins, although their lack of an ability to dig the earth makes them harder to track down and much more mobile, as they don't reduce their potential tunneling area by consuming the material. However, their bite is significantly less harmful than larger worms.
Mist (Material)

* Blood
* Toxic
* Slime

## Slime Mist

**Blood Mist**, **Slime Mist**, and **Toxic Mist** are three variants of very similar materials which are typically only created by their associated Mist spells.

## Characteristics

Mist materials are considered liquids, although their typical lifetime is quite small, having a lifetime of only 10 frames (1/6th of a second) when in the world, and can be bottled in a Potion flask.

When in contact with a Mist material, entities receive the same Stain as their associated normal liquid material; Slime Mist confers the Slime stain, Blood Mist confers the Blood stain, and Toxic Mist confers the Toxic stain.
Matkija

* Matkija
* Jalkamatkatavara

"Mimic"

## Drops

* **30**
* Leggy Mutation

The **Mimic** (in-game name **Matkija**) is a rare enemy that looks exactly like a normal chest. It cannot move and it will not attack you until you are touching it.

The **Leggy Mimic** (in-game name **Jalkamatkatavara**) is a rare variant which will grow limbs when awakened and use them to attack the player. It will drop the Leggy Mutation perk when killed.

## Strategies

There are several ways to distinguish between a chest and a mimic:

* If there is no 'Treasure chest' tooltip displayed when hovering over a chest with the mouse, then it is a mimic.
* If you attack it and it displays a damage value, it is a mimic.
	+ It's generally safer to just shoot chests open since there's no known penalty compared to opening one by interacting with it. One possible risk, however, is that Treasure Chests may drop flasks, which may accidentally become shattered or broken in the process, especially with wands that shoot projectiles rapidly.
* If it is floating in water, it is a mimic.
* If it is not perfectly level, it is not a mimic.
* If a stain indicator appears on top of the chest, then it is a mimic.

**Note:** None of the above strategies will help you identify a **Leggy Mimic**. Their disguises are significantly more sophisticated, and they will not awaken until you approach them and press the interact key to "open" the chest. Once you do, they will sprout legs and try to attack.

## Tips

* A mimic stained with Pheromone will drop gold nuggets of varying size and rarely Potions, while slowly losing health.
	+ By putting a friendly mimic in a pool of Ambrosia, you can take advantage of this mechanic to get infinite gold and potions (albeit very slowly).
Murkku

* Murkku

"Ant"

## Drops

* **50**

The **Ant** (in-game name **Murkku**). These enemies appear first in the Fungal Caverns to the left of the Coal Pits.

## Behavior

They are able to jump and, if the player gets too close, will make use of a short-range Acid spitting attack that can deal tremendous amounts of damage to the player in a very short amount of time.
Nelikoipi

* Nelikoipi

"Deer"

## Health

20 ♥

An entity widely known as "Deer", normally found in the Lake. It will run away upon being attacked.

## Trivia

* There was a petition which was accepted by Nolla Games to rename the "Deer Decoy" spell to "Deercoy". More information is showcased in This Tweet by Nolla Games.
* In older versions of the game, the deers used to emit Urine when it ran away, a material that is now rare.

A quote from the Nolla games AMA by Gummikana (developer), Sep 21 2019:

*"My favorite bug was the deers drowning in their own piss :)*

*So back in the day we put some animals and had them roam around in the world. And also they had to urinate from time to time. Because the game is 2D, the urine would fall into these ditches. And what ended up happening is that deers would also hang around in the ditches urinating themselves. Eventually there would be so much urine that deers would drown in it. And the landscape was littered with these ditches full of urine and dead deers. Good times."*
Lukki Lair

Biome Navigation

Lukki Lair

Underground Jungle
→

The Vault
↘

The Lukki Lair is a biome found to the west of the Underground Jungle and The Vault. This area will always have the darkness biome modifier on. So, while you can see through the darkness without the All-Seeing Eye perk, areas you left will quickly get dark once again. It is extremely dangerous and unless the player has reliable means of taking down the Toothy Spiders, it should not be wandered into.

The Lukki Lair is a tight cave system composed of much more durable versions of materials seen in the Underground Jungle; mostly lush ground with chunks of flammable barren soil. In addition to that, there are many pools of ominous liquid of various sizes. In addition, fungus can be found in here, although in smaller quantities than in Fungal Caverns

The biome seem to have quite a few Extra Max Health pickups laying around, and the Wands are at least as powerful as the ones found in the Underground Jungle.

## Survival Tips

To navigate this biome more safely, a good source of slicing damage is recommended. Chainsaw on a ranged Trigger is very helpful for two reasons: First, the huge Toothy Spiders are vulnerable to this damage type. Second, slicing damage increases blood output of slain enemies, such as the Headless spider. This creature bleeds Worm Blood for you to consume to greatly increase your view radius, and with some careful rationing with a spare Empty Potion, it should last for the entire visit.

The spiders are also susceptible to ice damage from spells like Freezing Gaze, but this will prevent them from bleeding.

A handly source of large amounts of Water is also very helpful, as it's not easily found here and necessary to wash off any poison stains you might sustain from the Ominous Liquid. Water Trail is ideal, but simply overwriting the poison with another stain (such as Slime, either from the spiders or slime mist) will also work.

Finally, some means for effective digging should be considered. The purple variant of Lush Ground found here is very compact, and even rapid fire Luminous Drill will take some time to chew through it.

## Points of Interest

At the top left of the biome is a small Wizards' Den area. At the very bottom is an Orb Room.

## Enemies

* Faceless spider
* Toothy spider
* Shadow Bubble
* Spider
* Daddy Longlegs
* Safety Drone
* most Master Mages

... and more

## Connected Areas

The biome connects the Underground Jungle with The Vault, and can be used to bypass the Holy Mountain in between.

If players can dig through Extremely Dense Rock, by mining down and slightly to the left from the Orb Room, they will find a room with a portal to the Tower. Reaching this area normally requires going through a significant portion of Temple of the Art.
Music Machine

**Music Machines** are mysterious machines scattered around the world, usually sitting atop gray brickwork hands, which can be kicked to activate them. When active, they will play a music track for a few minutes before falling silent. They can be damaged by shooting them, which will cause them to explode, though their shell often remains.

## Uses

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

Playing all four music boxes is required in order to use the Crystal Key to open the Coral Chest, which unlocks most of the *Divide By* Spells.

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

Playing all four music boxes is required in order to use the Crystal Key to open the Coral Chest, which unlocks most of the *Divide By* Spells.

Playing all four music boxes is required in order to use the Crystal Key to open the Coral Chest, which unlocks most of the *Divide By* Spells.

## Locations

* On top of the Giant Tree next to the player's starting point.
* In the Snowy Wasteland, just before the Lake, atop the pillar with a Paha Silmä sigil.
* At the bottom of the pond full of fish, on the right side of the Forest.
* Far to the right of the Pyramid, resting on top of a stone hand.

They do not appear in New Game Plus, but they will appear in the nearest East and West Parallel Worlds.

## Trivia

* Prior to The Sauna Update, music machines could not be activated after picking the Telekinetic Kick perk.

## Bugs

* Will on occasion disappear should the player pass it and climb up to ??? next to the desert. After this a bug will move the machine directly downwards and most often end up destroying it.
Myrkkyhiisi

* Myrkkyhiisi

"Hiisi Poisoner"

## Drops

* **60**
* **120**   (Underground Jungle)

The **Hiisi Poisoner** (in-game name **Myrkkyhiisi**) is a tough Hiisi enemy. It shoots a poison projectile that has a Poison Trail behind it. This poison trail can deal damage to Hiisi on the ground below the projectile, so friendly fire is possible. However, the player should not rely on the Poisoner to kill its allies. It is quite a dangerous foe.

The Poisoner has a surprising amount of health. When fighting it, it is best to stay on the ground and fly above its projectiles. Stay on the ground to conserve your levitation force. Toxic Sludge Immunity makes this enemy a lot easier, as the poison is treated by the game as Toxic Sludge except it is purple. However, the poison projectile itself ignore Toxic Sludge immunity, in the same way a Fire Mage fireball ignores fire immunity. This enemy is one of the larger Hiisi, being the same size as the Hiisi Bomber.
Light

Makes a projectile illuminate its surroundings

Light will make a projectile emit light in a circle 267 pixels in diameter as it flies, temporarily revealing darkness.

Each stack of it increases the brightness linearly by increasing the alpha channel of the particle by .55 and increasing the size of the particle by 2.5 pixels in all directions.

## Tips

* Because it is quite common early on this can be quite useful if you want to go into the Dark Cave if you can get a wand that can consistently cast it, though it should only be used as a guide to the max health that's there as using explosives is far more available and successful.
* Drilling shot, while letting you attack enemies through walls, is much more effective alongside this modifier, as it lets you attack them without having to explore where they currently are, although a lot of spells already emit some light.
* You can use this to identify threats and scope out an area although the light produced by this usually doesn't last long enough to take in that much information.

## Trivia

* Despite other modifiers having a mana drain of 0, and being objectively more useful, Light still has a mana drain of 1.
* The outer third of the circle is almost always dim and has a very hard time illuminating anything, even with a hilarious amount of them on a wand at once.
* The light created by the spell is actually just a particle (`fog_of_war_hole_128.xml`) which is used in a lot of other particles and spells that create light, like in explosions. The name of the particle is actually "explosion" not "light"

## Gallery

A player casting a drill shot spark bolt with 1 light, and a player casting the same thing but with 132 light.

## Notes

1. ↑ The actual base diameter is much higher than 267 but since the outer third is almost entirely invisible with one stack of it, the effective light is only 66% of it's diameter. The base diameter is 400 pixels.
Plasmakukka

* Plasmakukka

"Plasma Flower"

## Drops

* **50**

The **Plasma Flower** (in-game name **Plasmakukka**) is an enemy regularly encountered in the Underground Jungle.

## Behavior

Plasma Flowers remain stationary and periodically fire fast accelerating purple orbs that curve slightly toward the player. Upon death they emit a green variant of slime, which will inflict the slime debuff just as effectively as its purple counterpart.

## Combat Tips

* They are most effectively dealt with using bombs or other sources of explosive damage.
* You really don't want these things to live a second longer than you have to. Many a player have been ambushed by the sudden appearance of a speeding purple orb from off-screen in the jungle.
Mato

* Mato

"Worm"

## Spawn Locations

From Wiggling Eggs on Giant Tree, Hatched from eggs in the Underground Jungle, Various

## Characteristics

### Bleeds

None
Worm Blood

### Faction

Melee (25 damage)
`Worm`

## Damage Multipliers

### Proj.

1.0x
0.4x
1.0x

### Ice

1.0x
1.0x
1.0x

### Tox.

1.0x
1.0x
1.0x

## Drops

* Nothing

Worms are a special type of enemy in the game, and the titular "Worm" (in-game name **Mato**) is the most common one of its kind. Worms comes in many shapes and sizes, the most common trait is that they burrow through the ground leaving tunnels behind (although there are some who simply phase through matter instead).

A **Mato** may spawn by breaking the wiggling eggs on branches of the Giant Tree and, like most other blue worms, may spawn naturally anywhere in the mountain. They may also spawn from damaging cocoons in the Underground Jungle.

## Behavior & Combat

The regular Worm is aggressive to anything that isn't a worm, seemingly unable to discriminate between you and other creatures of the mountain (although it seems to prefer you over anything else). They have only a melee bite attack, and attack by burrowing in circular patterns and launching itself at you at high speeds.

Keeping yourself above the ground is the best way to avoid the worms attack, and most spells work well in taking one down. Spells with slicing damage, such as Chainsaw or Disc Projectile, are very effective and also serve to produce much more valuable Worm Blood.

## See Also

* Pikkumato, a smaller version that doesn't delete terrain
* Jättimato, its bigger cousin that may drop Extra Max Health when killed.
Pakkasukko

* Pakkasukko

"Old Man Winter"

## Spawn Locations

Frozen Vault, Wizards' Den, Snow Chasm, Snowy Wasteland

## Drops

* **50**

**Old Man Winter** (in-game name **Pakkasukko**) is an ice elemental, somewhat like the Ukko. It is found naturally in cold underground areas, such as the Snow Chasm. It launches a swift Iceball as a form of attack, which leaves behind damaging Freezing Liquid, and solidifies liquids in an aura around itself.

## Behaviour and Combat

This foe can freeze you solid if you are hit directly, making you unable to move or use wands for a short period. This will often prove dangerous, even more so if there are other enemies around to pile on additional damage.

Because its attack also leaves behind a sizeable amount of Freezing Liquid, being hit directly can quickly drain a fair amount of health, as you can be rendered frozen and may take a lot of additional damage from the freezing liquid and/or vapour that the attack generates before you are able to move again. It is however a fairly slow projectile, similar to the Stendari's Fireball attack, and it can be easily dodged. However, lengthy fights will tend to result in large amounts of freezing vapour filling the area; prolonging the combat is generally unwise.

## Trivia

* *Pakkasukko* could also be translated as "Father Frost", which refers to a character from a fairy tale, the being that brings Winter each year.
Electric Arc

Creates arcs of lightning between projectiles (requires 2 projectile spells)

 Projectile modifier spells that add an arc of material between multiple projectiles. Arc spells require a minimum of two projectiles in order to function

Electric Arc is a modifier that causes projectiles to arc lightning between them, dealing both explosive and electrical damage. Unless the spell naturally produces more than one projectile per cast, like Triplicate Bolt, it must be used with a multicast modifier to work.

## Tips

* This is an extremely dangerous modifier that can wreak absolute havoc. Perks for immunity to both explosion and electrical damage is *heavily* recommended if there's even a chance you think you'll be hit by this.
* Synergizes well with a multicast array of Bubble Spark spells, as they're somewhat slow & very cheap.
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Propane Tank

Summons a propane tank. Be careful what you wish for.

A spell that summons a Propane Tank that propels itself away from the caster and explodes into Freezing Vapours after a few seconds.

## Tips

* Kills with the explosion from the tank as well as from the tank itself both count as trick kills.
	+ Combined with the Trick Blood Money Perk makes this a very useful spell.
* Combined with the homing spell or perk will cause the tank to slam into enemies, usually, with a lot of force.
* Spell description is misleading if a wand has multiple copies of this spell. They will intersect each other and explode immediately.
* The Gas Fire and Revenge Explosion Perks negate most damage from freezing vapour (but not the explosion).
Acid (Spell)

Transmute drops of acid 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 Acid from thin air.

## Tips

* A reliable source of acid, useful for burning through hard floors like those made of steel or brickwork.
* Has powerful reduction modifiers for Cast Delay and Recharge time, useful for making wands fire faster, similar to using a Chainsaw.
Linear Arc

Makes a projectile fly only in cardinal or diagonal lines

A projectile modifier that causes affected projectiles to fly in one of eight directions (cardinal or diagonal). The increased difficulty in use is rewarded with increased damage of the spell.

## Tips

* Pairing this projectile modifier with Trigger or Timer spells allows to easily use this modifier for increased damage with released spells.
Magic Guard

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

* Normal
* Big

Four guarding lights rotate around you for a time

Eight guarding lights rotate around you for a time

A spell that summons rotating glowing lights around you, similar to the spell Spiral Shot. These will damage enemies and knock away projectiles, both outgoing and incoming, for the duration.

The lights of the big version orbit much further away from you and deal more damage compared to the normal one. For both versions, each light can hit at most once per 20 frames.

## Tips

* Spamming a few instances of this spell makes for surprisingly effective defense against most enemies. Even bosses.
* As the rotating lights will disrupt outgoing projectiles as well, faster moving shots have a better chance to miss them and stay on track. The same goes for your enemies.
* Kills with this attack count as accidental for perks like Trick Blood Money.

## Trivia

* The lights will disrupt and slosh around liquids too, but won't delete them.
* You can cast this on enemies as well, if they are close enough and you click on them. These lights will still not be hostile to you, though. Possibly a bug.
* Despite being listed as a projectile, neither of the magic guard spells can be used to fuel Spells To Power.
Poison Arc

Creates arcs of poison between projectiles (requires 2 projectile spells)

 Projectile modifier spells that add an arc of material between multiple projectiles. Arc spells require a minimum of two projectiles in order to function

Poison Arc is a modifier that causes poisonous particles to flow between fired projectiles, inflicting that status on any creature caught in the streams. Unless the spell naturally produces more than one projectile per cast, like Triplicate Bolt, it must be used with a multicast modifier to work.

## Tips

* If you can have poison fungal shifted to something useful (or harmful to enemies), this is a very good way to create much of it.
* As poison is more dangerous to the player than the enemies, and no perk existing to block the effects, it is questionable whether there is any other effective way to use this modifier.
Phasing

**Phasing** may refer to:

* Perks#Phasing
* Phasing Arc spell

*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.*
Mu

Mu
--

Every modifier-type spell in the current wand is applied to a projectile

 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 all modifiers placed in the wand at once. It effectively behaves as a modifier.

## Tips

* You can put this in a wand to cast all of its modifiers twice for only 120 mana.
* Exercise caution as you can easily make a wand much stronger with just this spell and there are numerous modifiers that can harm you.
Märkiäinen

* Märkiäinen

"Swampling"

## Spawn Locations

Mines, Collapsed Mines, Underground Jungle

## Drops

* **50**

The **Swampling** (in-game name **Märkiäinen** or the **Shaman** in the game's files) is a rare enemy encountered in the Mines, Collapsed Mines, and Underground Jungle. It casts Cursed Spheres that quickly accelerate towards the player and bounce off of walls, dealing 15 damage as well as summoning the Rain Cloud or Thundercloud spell on contact.

This enemy is immune to fire.

## Combat Tips

* This enemy, while rare, can be dangerous to newer or less experienced players, much like the Stendari
* Unlike the Stendari, it is fairly slow and not an aggressive chaser, so players should find it easier to choose when to fight it and take cover when it attacks.

## Trivia

* Its name is the Finnish word "märkä" (wet) with the suffix -inen, possibly related to menninkäinen, a Finnish type of leprechaun. The suffix can possibly be translated as "-ling" in English, like with the Finnish word for halfling, "puolituinen". The name also sounds similar to "mäkäräinen", which refers to insects living in wet areas.
* It appears to occasionally eat corpses, similar to Hämis
* The water that comes from from its rain cloud spell is called water\_fading in the code, and doesn't interact with Concentrated Mana. Further testing required to discover more differences.
* It will spawn more frequently with the "Flooded" biome modifier.
Path of Dark Flame

A trail of dark, deadly flames

A spell that leaves a trail of non-moving damaging magical fire projectiles as it moves. These projectiles will stay in the world for a few seconds before dissipating.

## Tips

* While the main projectile of the spell deals 20 damage, the individual trail projectiles left behind deal 6.25 projectile and 6.25 fire damage.
	+ The static flames created by this spell are not affected by the Homing Projectiles effect, but can be drawn into the Vortex created by some enemies.

* As it comes with 60 charges this spell is one of the more useful use-limited spells in the game.
* Kallokärpänen will attack the player using this spell.
* When Epäalkemisti's ball is destroyed, similar dark flames will be thrown in all directions.
* The dark flames are not actually Fire and do not ignite flammable materials.
* Very effective against Mato and other worms due to their segmented nature.
Personal Tentacler

Makes creatures hit by a projectile grow tentacles in a chaotic manner

 Spell modifiers that cause projectiles to afflict targets with a long-lasting debuff.

A spell modifier that causes its projectile to "infect" a creature with the Personal Tentacler effect, making it lash out with tentacles in random directions until it dies. If the projectile strikes the player, either by enemy wand use or friendly-fire projectiles, the modifier will affect the player too.
Poison (Material)

* Poison

## Poison

Poison is a dark purple liquid Material that stains creatures with the poison effect, doing small amounts of damage over time. While the stain itself cannot kill the player or other creatures under normal conditions, the material itself can do appreciable amounts of contact damage. It will quickly evaporate on its own, creating Poison Gas if burned.

It can be washed off with Water, just like Toxic Sludge.

## Sources

Poison never appears naturally. It is only created by spells, enemies or alchemical reactions, most notably by Myrkkyhiisi in the Underground Jungle. Apart from the poisonous plant bulbs that can grow in the Underground Jungle, there are no barrels or other containers filled with poison and no vats or pools naturally occur, making this substance a fairly rare occurrence outside of player spells like Poison Arc or Poison Trail.

## Transmutations

At present, the only known set transmutations are with Lava that creates Poisonous Rock and Blood that creates Slime. Like most liquids, it can also be a component for the random Alchemy recipes.

## Damage

Poison damage from the status effect deals damage of 2% of player's HP per hit in NG. With each cycle of New Game + damage triples.

For example on NG+++ poison will deal 54% of HP damage per tick. By NG+4 this can instantly kill the player.

The player takes damage from being in contact with the liquid, dealing 0.025 damage per tick, for each pixel touching the player's hitbox. The amount of damage this deals to other creatures varies between different species.

## Behaviour

### Condenses Into

Air

Poison Gas is a gaseous Material that emits from evaporating poison liquid. It's flammable, but contrary to the name not actually poisonous. It has a dark purple color, similar to the poison it emits from. Functionally, it is identical to Flammable Gas.

## Tips

* "Freeze Field" perk can be use to neutralize liquid poison, as frozen poison does not inflict stains, and the player does not take any material contact damage from it, unlike Toxic Ice or Frozen Acid.

## See Also

* Poison Trail
* Water To Poison

* Poison Arc
* Explosion of Poison
Meteorisade

"Alea iacta est"

Meteorisade is a static projectile spell that designates a point in space (melee range, if unmodified) to be the target of a barrage of Meteor spells.

Upon casting, 3 waves of meteors, arriving from all sides and phasing through terrain, will strike the target point.

## Tips

* Cast this at range with a Trigger (or other means) if you value your life.
* Even if the meteors do not strike you, they may still light you on Fire if they come too close.
* The spell **isn't** made unlimited by the Unlimited Spells Perk.

## Trivia

* Meteorisade is finnish for "Meteor Rain"
* "Alea iacta est" is Latin for "the die has been cast," most famously said by Julius Caesar as he and his army crossed the Rubicon river in 49 BCE.
Myrkkynääpikkä

* Myrkkynääpikkä

"Funeral Bell"

## Traits

Explodes on death.

The **Funeral Bell** (in-game name Myrkkynääpikkä) is found in the Overgrown Cavern. They are the tiny fungus that is created from the material the green exploding mushrooms spawn.

They will generally ignore the player, but if you get too close, it will jump at you and violently explode, dealing a good chunk of damage. Killing them has the same result, so engaging at a distance is recommended.

They are **not** listed on the progress page at all, but can be polymorphed into using Chaotic Polymorphine; dying while polymorphed into one will show their name.
Pollen

A small, floating projectile that homes towards nearby creatures

This spell will shoot a projectile with a fast initial speed that rapidly slows to a stop after traveling a short distance. It will then proceed to slowly float toward any enemies in homing range, creating a small explosion on contact. Enemy projectiles and self-harming projectiles(such as Pinpoint of Light or Piercing Shot modifier) can collide with floating Pollen, allowing large clouds of Pollen to double as a shield against enemy fire. Floating Pollen will harm the player on contact.

It is possible to use Pollen to dig due to their small explosion upon contact with creatures or material. Paired with rapid fire wands makes them a cheap tool to infinitely dig through soft materials up to the hardness of rocks. However, this method is somewhat unreliable, because Pollen tend to bounce off of sloped surfaces or home in on enemies through walls. So it is best to dig with them at a small distance.

There appears to be a bug where this spell's projectiles will spawn without a damaging hitbox, resulting in situations where the projectiles will appear stuck harmlessly on an enemy until they expire.

Modifiers which cause spells to harm the player, such as Bloodlust and Piercing Shot, have a detrimental effect which causes Pollen projectiles to collide with other Pollen projectiles and cancel each other out.

## Tips

* The spell's movement speed while homing is very slow, and will often fail to catch retreating enemies until they are well offscreen. This can be remedied with speed up and homing modifiers.
* The unreliable hitbox on the spell means modifiers which attach additional damaging effects to a projectile, such as Damage Field and Fireball Orbit, can provide a greater benefit than modifiers which directly increase projectile damage. Damage Field in particular can deal a lot of damage if Pollen projectiles get stuck on an enemy.
* Projectile Repulsion Field will render Pollen almost entirely harmless to the player

## Pollen Feedback Loop

Since pollen can be hit by a player created piercing projectile such as Pinpoint of Light, it's possible to use add trigger to create a feedback loop where a projectile hits pollen which then triggers another pollen to spawn which is then also hit, etc.

Shuffle
noSpells/Cast
1
Pinpoint of Light works especially well but can be replaced with other piercing projectiles:

Shuffle
noSpells/Cast
1
The Long Distance Cast prevents the first Pollen from getting the piercing modifier.

More spells can then be added to the trigger to make, for example, a travel wand:

Shuffle
noSpells/Cast
1
Oil (Spell)

Transmute drops of oil 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 Oil from thin air.

## Tips

* A decent source of Oil, but of limited use for this purpose as oil is plentiful in the game.
* Has powerful reduction modifiers for Cast Delay and Recharge time, useful for making wands fire faster, similar to using a Chainsaw.
* Sets the 'oily' status on enemies hit by multicasted projectiles, even if they do not actually get stained by the produced oil, and even if oil has been shifted to a different material. In combination with Critical on Oiled Enemies, this guarantees criticals.
Lepakko

* Lepakko

"Bat"

## Drops

* **10**

The **Bat** (in-game name **Lepakko**) is a very common flying Enemy found in the Coal Pits. It is fairly small and purple in color, and bleeds Slime when hit or killed.

## Behaviour

Bats float around until they see the player and then will fly towards the player. Once they get in range they will lunge directly at the player, damaging them on contact. Suurlepakko can often be found nearby, and will spawn additional bats, quickly making combat more difficult.

## Combat Tips

* Despite generally moving slowly, at close range they will attack quite quickly; groups of bats can easily surround and stun the player repeatedly.
* Prioritise Suurlepakko over these smaller bats to avoid getting crowded.
* If combat is not an issue (for example, with the Melee Immunity perk), bats can be farmed from Suurlepakko for additional gold.
Orbit Larpa

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

Makes four copies of a projectile rotate around it

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

A spell modifier that causes affected projectiles to have four duplicates rotating themselves.

## Tips

* Use with Black Hole or Worm Launcher for larger digging area.
* Causes a lot of damage when used with Magic Missile or other explosive spells.
* If multiple Orbits of the same or different types are placed, only the first Orbit of the spell block will work and its effect will be multiplied by the number of Orbits.

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

A projectile launches a plasma beam upon bouncing

 Spell modifiers that make projectiles bouncy, sometimes with additional effects.

**Plasma Beam Bounce** is a projectile modifier that causes a projectile to fire an extremely dangerous Plasma Beam after every bounce in the opposite direction of the impact. Makes all projectiles bounce one more time - even those which normally aren't able to.

## Tips

* This a lethal spell that can end a run immediately if used without caution.
* Spells that bounce around unpredictably like Bouncing Burst are not recommended.
Light Shot

Makes a projectile move considerably faster, but deal less damage

 Spell modifiers that adjust the damage of the affected projectiles.

A spell modifier that causes the affected projectile to move at incredible speeds, but greatly reduces its damage potential.

## Tips

* Utility spells not meant to deal damage will reap the benefits of Light Shot without its consequence.
* Black Hole synergizes very well, going so fast it's likely to reach the end of simulation distance before dissipating. Excellent for attempting to dig through the Cursed Rock to reach the East or West Parallel worlds.
	+ In contrast, Matter Eater dissipates prematurely at high projectile speeds, cancelling the digging effect.
* Explosive spells such as Dormant Crystal will not be appreciably weakened by this modifier.
Octagonal Bolt Bundle

Makes a projectile launch 8 magical bolts if it moves slowly enough

Octagonal Bolt Bundle is a spell modifier that causes the affected projectile to launch 8 missiles in cardinal and diagonal directions if it slows down enough
(the projectile's speed needs to be lower than 50 units).
Each missile is affected by gravity.

## Tips

* The missiles will hurt the player even if they have Explosion Immunity.
* Because of the destructive nature of this modifier, it is advised to use it with Trigger or Timer spells.
* Accelerative Homing pairs greatly with this spell, as spells affected by it will immediately explode into a bouquet of missiles.
* Decelerating Shot can be used to slow down the projectile enough for it to explode.
* Will trigger on chain bolt when the bolt "stops" after the first jump.
Limanuljaska

* Limanuljaska
* Heikko

"Slimeball"

## Drops

* **10**

The **Slimeball** (in-game name **Limanuljaska**) is a green flying creature which roams many of the early levels. A weaker variant, the **Weak Toxic Slime** (in-game name **Heikko limanuljaska**), is found only in the Mines which deals less damage and has less health.

## Behavior

Toxic Slimes shoot accurate, slow flying slime balls from long range, similar to the Slimeball spell. Unlike the player-spell counterpart, the attack used by the normal variant (not the weak variant) has a Toxic Sludge trail which can pool on the ground, or coat the player if the projectile is overhead. They will chase after the player if they move out of their line of sight, making them vulnerable to kiting strategies, especially in more cramped areas.

In environments with the humid modifier such as the Fungal Caverns, the projectiles shot will spray more toxic sludge, and hang in the air for several seconds.

They will bleed Toxic Sludge when hit, quickly coating nearby entities and the terrain with the toxic liquid, though the weak variant tends to bleed much less. When killed, its corpse will also bleed a fairly large quantity of toxic sludge.

When on fire, they will actively go to a known water source to extinguish the fire.

## Combat Tips

* Their projectiles fly slowly and can usually be avoided, though the toxic sludge trail it emits can be more of a concern.
* If fighting more than one at a time, it can be useful to spray a small amount of water around to help minimize the amount of toxic sludge that sticks around.
* Kiting strategies can be quite effective for forcing them into close range, as they'll quickly give chase as soon as the player moves out of sight.
* They remain still when firing, so it is effective to dodge their projectiles and retaliate while they are stationary.
* Make sure to kill them quickly once you damage them. When damaged, they can begin bleeding a small geyser of Toxic Sludge that can make it very difficult and/or dangerous to navigate. Their corpses can sometimes continue this bleeding jet.
* Throwing a bomb into the path of the projectiles is very effective at dispatching it, as the bomb has a tendency to disappear and the projectile flung back at the enemy.

## Trivia

* Despite bleeding Toxic Sludge when hurt and killed, their corpses will emit Slime when damaged by spells such as Chainsaw.
* The slimeballs fired by the weak variant do, in fact, have a Toxic Sludge trail as well, but it's so weak that it's only noticeable if the projectile is severely slowed (for example via the 'humid' biome trait).
Plasma Beam Orbit

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

Makes four plasma beams rotate around a projectile

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

Plasma Beam Orbit is a spell modifier that adds 4 rotating particle beams to an affected spell projectile. The beams have no effect on the terrain, they only do damage to creatures and unlike the other orbits seem to not lose particles when doing damage.

## Tips

* If multiple Orbits of the same or different types are placed, only the first Orbit of the spell block will work and its effect will be multiplied by the number of Orbits.
Polymorphine

* Polymorphine

## Biomes

Ancient Laboratory

Polymorphine is a liquid substance that transforms the creatures it touches into harmless sheep.

## About

There are 3 possible variants of sheep that a creature can turn into:

* Sheep
* Flying Sheep
* Buzzing Sheep

A sheep (of any type) has almost no health and will in practically every instance die in a single hit from anything. Additionally, the only method to be temporarily immune to the effects of polymorphine is to eat the dead body of a Master of Polymorphing, which means that this substance can be considered **THE** most dangerous & lethal material in the whole game.

However there are methods to be safer from polymorphine. Upon polymorphing or death, you drop all eggs in your inventory, including hollow eggs. You can put helpful spells inside these eggs that will be cast upon polymorphing, such as Circle of Transmogrification that will transform any melee enemies into harmless sheep. As for ranged enemies you can put in either Circle of Shielding that will bounce projectiles away, or Projectile Transmutation Field that will turn any nearby projectiles into sheep or ducks. This method is not perfect, but offers at least some protection when polymorphed.

Enemies and players can be polymorphed but bosses are immune.

## Uses

Transformed players do not trigger the holy moutain to collapse when leaving or re-entering, meaning that polymorphine is a handy potion to find early game for preserving wand-editing abilities. The same trick can be used with other types of poly liquid.

## Trivia

Before Patch #8, polymorphing into a creature enabled you to have infinite flying due to the new shape not having a levitation limit. This has since been changed.

Can be mixed with Toxic Sludge to create Chaotic Polymorphine.

## See Also

* Chaotic Polymorphine
* Unstable Polymorphine
Parantajahiisi

* Parantajahiisi

"Hiisi Healer"

## Spawn Locations

Hiisi Base, Underground Jungle, The Vault, Sandcave, Frozen Vault

## Drops

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

The **Hiisi Healer** (in-game name **Parantajahiisi**) is a weak enemy with a healing gun that restores the HP of its allies. Each shot restores 5 health.

If you are not trying to get healed, and do not have consistent damage, **Parantajahiisi** should be dispatched quickly to avoid potential one-sided fights, especially on levels like Hiisi base, where other healers may assist the same Hiisi.

## Behavior

Healers tend to follow other Hiisi around and shoot healing projectiles at any of them who get damaged. They will actively try to follow their allies but if alone they'll stick around the player instead. They have no damaging attack and cannot hurt you.

## Getting Healed

There are multiple ways to make the Hiisi Healer heal you:

* Charm them, usually with a bottle of Pheromone. This will make them part of your faction and cause them to see you as an ally, thus making them heal you. Note, however, that this will make other enemies attack them.
* Stand between a healer and its target, intercepting the healing bolts. The easiest targets to place yourself in front of are:
	+ Other healers, which you can kick for low damage to trigger them to shoot each other.
	+ An enemy holding a wand with Blood Magic and a spell with 0 casts remaining
	+ Fish from Holy Mountains or the shops to the sides of the Hiisi Base.
* Hiisi healers will sometime stop following the player and wander off when there are no other enemies around. In this situation, homebringer teleport bolts can be helpful for gathering healers so you can kick them to initiate healing.

## Trivia

* Oddly, Hiisi healers spawned in the Underground Jungle have over 2x the HP of healers that are spawned anywhere else, even from more hazardous biomes like The Vault or Sandcave.
* they are referred to by some people as ''pinky''.

## See Also

* Korjausdrone
* Healing
Racetrack

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

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

Biome Navigation
Lava Lake

Racetrack

Chasm between the Lava Lake and Snowy Depths
→
Snowy Depths
↙

Along the left wall of the chasm between the Lava Lake and the Snowy Depths is a crack in the wall. This crack leads to a small racetrack area where you'll find a small racing cart, which automatically re-orients itself according to mouse movement while the player is holding a wand.

## Racing

Levitating will cause the cart to mimic the levitation by accelerating forwards, in whichever direction it happens to be pointing.

The set of small dials in the lower portion of the track function as timers, and will track lap times, as well as keeping track of the best time achieved thus far. The three timers are, in order:

* Segment Time
* Lap Time
* Best Time

The track can be raced either clockwise or counter clockwise, and the dials will keep track of the lap time.

## Trivia

* The little race cart has no official name, but the community has affectionately dubbed it *Karl*.
* The race cart is not confined to this area, and can be taken outside it with some careful navigating. It is impervious to everything in the world, colliding harmlessly with solid walls and surfaces, but has been known to break or bump Potions on occasion, so take care of him when bringing him out for adventures.
* The cart can carry Kauhuhirviö and make it invincible. That may be helpful to move it from Friend Room to accomplish the diamond quest in The Tower.

## Video

FuryForged records his initial thoughts, and recounts the origin.
Personal Lightning Caster

Makes a projectile turn the creatures it hits into living thunderstorms

 Spell modifiers that cause projectiles to afflict targets with a long-lasting debuff.

A spell modifier that causes its projectile to "infect" a creature with the Personal Lightning Caster effect, making strike out with Lightning Bolts in random directions until it dies. If the projectile can strike the player, either by enemy wand use or friendly-fire projectiles, it will affect you as well.