recursal/Fanatic-Fandom huggingface dataset:
Concentrated Light

A pinpointed beam of light

This spell will project a fast hitting beam of light in a completely straight line to the target, doing damage and creating a minor (barely visible) explosion. The explosion is capable of damaging harder terrain like rock, but it's a fairly slow way to do so. The projectile notably behaves as if it always has the Avoiding Arc spell modifier affecting it (possibly to emulate it "reflecting" off of surfaces), so using it in cramped areas may throw off its trajectory. This behavior also prevents it from being used underwater. It also has a slight acceleration effect, making longer range shots on moving targets slightly more difficult. Briefly stuns enemies that it hits.

It is one of the few spells in the game with negative Cast Delay.

## Tips

* The negative cast delay modifier enables some interesting synergies with this spell, where you can make even a slow wand fast by incorporating a Concentrated Light into a Multicast modifier (such as Double Spell), albeit at a fairly high mana cost.
* To make the most out of the Cast Delay reducing properties of this spell, you may want to find and use an Increase Mana modifier.
* Use caution if you have this spell in combination with the Homing or Bouncing Perks or Modifiers - it is capable of damaging the caster.
* Most enemies killed by this spell are instantly vaporized, leaving no trace of a corpse behind. Larger enemies, such as Jättimatos, powderize and turn into soil.
Cocktail Flask

* Cocktail

## Biomes

Collapsed Mines
 Coal Pits

A **cocktail flask** is a special kind of potion thrown by the fire hiisi. Upon impact after being thrown, it will explode and spread the cocktail inside it wide, setting anything near ablaze. The cocktail is a bright yellow liquid, indistinguishable from liquid fire, apart from its higher viscosity. Due to the higher viscosity, one needs to be careful as the liquid falls close to the player when sprayed.

## More Information

* The cocktail potion can be picked up by the player, either in mid-air as it flies or on the floor if it didn't break on impact. (For example, if it landed in a pool of water that broke its fall.)
* The flask actually contains 50% liquid Fire and 50% Oil. As a result, emptying the flask will be twice as fast as a normal potion.
* The cocktail flask cannot be refilled, even if completely empty. The empty canister will still explode on impact when thrown or dropped.
* It has no alchemical uses.
* A cocktail potion can be found in seed 408461558 and seed 305482234 in the collapsed mining caves
Digging Blast

More powerful digging

This spell is a more effective version of Digging Bolt, but will not damage most enemies. Though it has a damage value registered, and shows it does drill damage in the spell card, its projectile is configured to simply not collide with regular enemies.

Digging Blast can dig through materials of hardness 4.

## Tips

* Along with Digging Bolt, this spell has the property of overriding any other sounds generated by the spell. Because of this, adding Explosive Projectile will cause the explosion sound not to play. This is particularly useful when making endgame teleport wands in order to avoid constant loud sounds.

## See Also

* Digging Bolt
* Chainsaw
Circle of Buoyancy

A field of levitative magic

 Static projectile spells that conjure a small field of magic with varying properties.

This spell creates a sizeable field of levitation magic, causing all creatures caught inside it to float. The field can be slowly moved by aiming your wand in different directions.

## Tips

* Don't couple this spell with Boomerang in the hope of giving yourself eternal levitation. You will get stuck and only able to move around through the air extremely slowly for the entire duration of the spell, which is quite long.
* (PATCHED - Does not work)Casting this in the Holy Mountain shop lets you float purchasable spells around. If you move them up into the ceiling and back down the prices will be gone and you can collect them all for free. Does not work on wand shops.
* The Concentrated Spells, Boomerang Spells and Eat Your Vegetables perk will cause this spell to harm you.
Ambrosia

* Ambrosia

Ambrosia is an orange magical liquid rarely found in flasks underground. A creature stained with it blocks absolutely all health damage. It wears off very quickly with movement, so is best used while standing still. Drinking it will not give you invincibility; instead, it will simply cause food poisoning.

It should be mentioned it provides no protection against offensive effects that do not do health damage, and other liquids can wash it off, making you vulnerable again.

## Tips

* Provides immunity against the damage from cursed rock, making travel to the parallel worlds significantly easier.
* Due to how quickly it wears off, it is best used when *anticipating* damage, such as before using a particularly dangerous spell like Nuke.
* Using Teleport Spell does not count as moving, so won't reduce the stain level. This means that you can be protected more or less indefinitely as long as you're only teleporting around. Note that the slight movement from falling after teleporting to midair (or slightly off the ground) will still count, so it is difficult to teleport with no 'movement' at all.
* The effects of this potion even protect you from the normally insta-kill explosion that happens from exceeding 200% satiation, allowing the player to explode multiple times in a row.

## Notes

* The liquid will only appear inside procedurally generated flasks. It was added as part of Patch #8 on Dec 19 2019.
* It's somewhat rare in the biomes along the main path, but can be more frequently found in the Fungal Caverns due to the increased amount of potions spawning there.

## Trivia

* While it cannot be consumed to gain protection these days, this was actually possible when it was first introduced. As effects from consumption cannot be washed off and are not dependent on movement this basically meant you had godmode active for the duration, enabling you to swim long distances in lava and rush headlong into danger without much worry.
* In ancient Greek mythology, Ambrosia is the food of the gods, which grants them immortality and longevity.
Burst of Air

A brittle burst of air capable of greatly pushing objects

A spell that knocks back moveable entities including enemies, barrels, rocks and more. Will create flames when passing through fire. Will briefly stun enemies.

## Tips

* Combine in a wand with any spell that summons an item to add significant velocity to it, like Summon Rock.
* The blaze produced by casting through a fire will climb towards the caster on successive puffs, eventually lighting them on fire.
* Combine in a wand with the spell Torch, Fire Trail or Burning Trail to create a pseudo-flamethrower (be prepared with the Fire Immunity perk or a flask of water).
Collapsed Concrete

* Collapsed Concrete
* Dust

## Concrete

**Collapsed Concrete** is a unique material that is created by terrain-crumbling effects such as Earthquake, Earthquake Shot, and Giga Black Hole. It is a very soft material, roughly on par in terms of explosion resistance as the Grey Rock found throughout the Coal Pits.

## Characteristics

Unlike most materials, Collapsed Concrete does not have a particular look of its own. Instead, it takes its appearance from the terrain type(s) it was originally composed of. When initially created, chunks of Collapsed Concrete behave like rigid-body objects, able to be flung around, kicked, picked up with Telekinetic Kick, and so on.

**Collapsed Concrete rigid-body chunks are unusually dangerous**, being both much more damaging than normal rigid-body objects, as well as being able to bypass any immunity to normal physics damage; physics-immune enemies, including bosses, ghosts, and even the player themselves will be very rapidly killed if hit with chunks of Collapsed Concrete.

After the Collapsed Concrete chunks have fallen and settled, within a short period of time they will cease to be rigid-body entities and become static terrain objects, although they will retain their material composition of Collapsed Concrete.

When Collapsed Concrete is damaged or destroyed, it has a small chance to create tiny Concrete powder fragments, which are a soft powdery material. They behave somewhat similarly to the normal Collapsed Concrete, but are notably different to the normal kinds of Concrete you can get from the Cement spell.
Energy Orb

* Normal
* Trigger
* Timer

A slow but powerful orb of energy

A slow but powerful orb of energy that casts another spell upon collision

A slow but powerful orb of energy that casts another spell after a timer runs out

### Spawn Probability per Tier

0.5,0.5,0.5,0.5,1,1

**Energy Orb** is a spell in Noita. It channels magic into a large, explosive orb of energy. Unlike most explosive spells, Energy Orb is completely harmless to the player.

Variants: trigger / timer

Status effects: dazed

Digging strength: 5 – dense rock

## Tips

* The slow but strong Energy Orb synergizes well with projectile speed increasing modifiers.
* Berserkium boosts the spell's explosive radius, quickening its digging capabilities while posing no friendly fire risk to the user.
Blood Cloud

Creates a rain of blood

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

A spell that calls forth an ominous red cloud of magic, raining down droplets of blood for the duration.

## Tips

* If you have the Vampirism perk, this spell can be a decent source of healing if you cast it over a pit in the terrain to gather the liquid.
* Just like the Rain Cloud, the droplets falling from it will pop volatile enemy projectiles like firebombs and Acid Balls as well as extinguish ongoing fires.
Circle of Vigour

A field of regenerative magic

 Static projectile spells that conjure a small field of magic with varying properties.

A spell that summons forth a field of healing magic, restoring HP for a short time. The field will linger for 260 frames (4.3 seconds), but the target will only be healed for 150 frames (2.5 seconds). The amount of healing scales with your max HP, healing the target for 10% hp/s.

It has 2 charges, and is not affected by the Unlimited Spells perk.

## Tips

* Players who can bypass the charge limit on this spell, and have a suitably large HP pool, will enjoy near-invulnerability to normal damage. Effects like Polymorphine or becoming frozen may still pose a lethal threat, however.
* Lifetime modifiers like Increase Lifetime or Nolla do not change how long the healing effect lasts, however the player can still continue to apply the healing effect to themselves if they or the circle move around a bit.
* The Concentrated Spells and Boomerang Spells perk will cause this spell to harm you. However, only the initial cast is affected by this. The percentage-based life regenerating effect will continue to heal the player.
* On seed 288293073, in first holy mountain there is a wand for sale with Circle of Vigour always cast, meaning it will always cast and never run out of charges (similar wands are available in seed 1572228306 in the holy mountain at the bottom of the Snowy Depths, seed 1513248584 at the second holy mountain, seed 444741093 in the third holy mountain wand shop, seed 1989158802 at the second holy mountain, seed 1153456927 at the bottom of the Mines, and seed 1912887646 near the top of coal mines near fungal caverns). Seed 1405720746 spawns this spell in the second holy mountain as well.

## See Also

* Healing
* Healing Bolt
Charm On Toxic Sludge

Makes a projectile charm creatures covered in toxic sludge

 Spell modifiers that cause projectiles to gain additional effects when striking targets with certain stains.

This projectile modifier spell causes affected projectiles to charm enemies hit that are wet with Toxic Sludge.

## Tips

* At 70 mana drain, this is a costly modifier to use but can be quite powerful in the right setup.
* The only spell that can reliably stain enemies with toxic sludge is Toxic Mist. Since toxic effects are quite dangerous to the player if left unchecked (especially at high HP-max levels), the Toxic Sludge Immunity perk is recommended.
* Toxic sludge can be found in most biomes, but is very prevalent in The Vault.
* The duration of the charm is independent of whether the target remains stained with toxic sludge. The charm lasts around 10s, like many effects.
* Hiisi-type enemies are vulnerable to Toxic Sludge, making them a prime target for a combo with this spell.
* Getting hit by a shot with this effect, while taking damage from the Toxic status, will align you with the faction of the shooter for a limited time, which can be useful in some biomes.
Emerald Tablet of Thoth

Redirect to:

* Emerald Tablet

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

The **Emerald Tablet of Thoth** is an item in Noita.

## Location

This Tablet can be found on the top of the pyramid in the Desert, located to the far right of the Mines at the surface level.

## Text

"The necessity of concealing the Art is one of the chief anxieties of alchemists. We are sworn to secrecy by heaven and earth and hell, by the four elements, by the height and the depth, by Hermes, by Anubis, and by the howlings of Kerkoros. An oath has been required of us to reveal nothing clearly to any uninitiated being."
Eldritch Portal

Summons a one-way portal to a sinister realm

Spawns a portal at melee range from which tentacles reach out to strike anyone nearby, including the player, for high damage.

## Tips

* Usage with a Trigger is recommended, as the user may otherwise be hit. Since the tentacles are considered melee attacks, Melee Immunity Perk will completely negate the tentacle's damage, making the spell safe at close proximity to the user.
* Effective in places with many bodies as the tentacles don't seem to be blocked by them.
BULLET???

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

???

This mysterious spell is unlocked once it is found on the Unique Wand within the Power Plant.

The ??? is a special bullet spell that fires a small but fast yellow projectile. It also leaves behind a brass casing after every shot, which can quickly create a large pile.
Burning Trail

Gives a projectile a tail of fire

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

**Burning Trail** is a spell modifier that causes a projectile to emit a small fiery aura in its flight path. This fire will not drop to the ground, as with Fire Trail.

## Tips

* A cheap projectile modifier that can light burnable materials on fire as well as light up dark areas when firing into them.
* Synergizes well with most projectile spells, but you may want to use non-bouncing types if you are not immune to fire via a perk, because you might just set yourself on fire otherwise.
Damage Plus

Increases the damage done by a projectile

 Spell modifiers that adjust the damage of the affected projectiles.

A modifier that improves the damage done by a projectile, but also slightly increases the recoil from firing it.

## Tips

* Since the damage done is a flat +10 it will add damage even to projectiles that normally don't deal any, such as Slime Mist.
* Synergizes best with cheap projectiles that deal very little damage, like Spark Bolt or Bouncing Burst for example, making them become real powerhouses of damage while keeping their low mana drain. It is useful for pretty much everything, though.
* Couple with a multicast modifier, such as Double Spell, to grant the damage bonus to several spells at once
* Will reduce the healing done by Heal Projectile due to the heal effect simply being negative damage. (Can result in inflicting damage instead of healing if stacked multiple times.)
Circle of Fervour

A field of berserk magic

 Static projectile spells that conjure a small field of magic with varying properties.

A spell that creates a circle of berserk power, making mobs fight each other.

## Tips

* Combine with the homing modifier to have the field follow your foes around to create complete mayhem as enemy after enemy turns on each other.
Cursed Sphere

A projectile that brings bad luck to anyone it hits

A spell that casts a quickly accelerating red orb, that bounces a few times before vanishing, similar to the attack of the Märkiäinen. If it hits a target (anything that can take damage), a red thunder cloud will slowly follow it for about 11 seconds, pouring down rain and occasionally shooting out lightning.

Note that while the spheres themselves will not harm the caster, lightning shot out of the thunder clouds can damage and possibly stun the caster, as well as electrify materials such as water and steel.

## Tips

If used with Piercing Shot modifier, It can bring bad luck to the caster.
Chain Bolt

Fires a mysterious bolt that jumps from enemy to enemy

A unique short-distance spell that shoots a bolt of energy that jumps several steps. If, at a jump destination, the projectile encounters something it cannot damage, like solid terrain, it stops. Will jump towards an enemy if within range. Will not seek a same enemy more than once.

## Notes & Tips

* Can be shot through walls if they are thin enough as the spell only interacts with the world on its jump destinations and phases through it otherwise.
* The enemy-seeking effect will only activate if a valid target in range of 1 single jump.
* Very effective against shielded enemies, as the damaging portion of the projectile will jump straight through without touching or activating the shield.
* Trigger spells and spells such as Long-Distance Cast work well with this spell, as they help make up for its lack of range.
* Speed modifiers such as appear to change the distance between jumps, rather than the rate at which the jumps occur. For example, Light Shot will increase the distance between jumps, while Heavy Shot will decrease the distance between jumps. Note that excessive speed/range may cause the bolt to pass by enemies completely without connecting.
* Increasing the lifetime will result in additional jumps, Ping-Pong Path can make it jump about 2 more times before it stops.
5 wand glitch

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

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

The **5 wand carry/glitch**, or **wand smuggling**, is a glitch in the game's code that enables an exploit: You can carry an extra wand temporarily, although you cannot fire any wand whilst doing so. Most commonly, this enables smuggling an extra wand into the Holy Mountain for tinkering with.

## Method

* If you press "3"(Any number) and "e" [*interact key*] at the exact same time, and then "3" again (or click the 3rd wand in the pickup-menu), then you will glitch-carry an extra wand.
* 2 temporary visual glitches will appear: in your hands, and at the origin location. This indicates success!
* You can drop the wand at any time with 1-4 keys or "e".

## Warning

Enemies can effectively 'steal' the 5th wand from out of your hands, if they can touch it. This can be very dangerous.

## Ethics

Many regular players, but not all, consider this an acceptable exploit in normal play or live-streams, including in record speedruns.
Eväkäs

* Eväkäs

"Fish"

## Spawn Locations

Holy Mountain, Lake, Snowy Depths, Hiisi Base, The Pond east of the Mountain

## Immunities

The **Fish** (in-game name **Eväkäs**) is a passive enemy that spawns in water on the surface and can sometimes inhabit the pools of water in the holy mountain along with the Suureväkäs.

The amount of fish in this pool is dependent on your current record of Orbs of True Knowledge collected before finishing the game.

## Behaviour

The fish will move away from the player if you get near them and are unable to move if not in a liquid. They also can be seen attempting to avoid projectiles if they happen to come near them.

They die if exposed to concentrated mana.

They (and Suureväkäs) are the only creature that will die from fall-damage, as wonderfully demonstrated by Chereazi.
Chaotic Path

Causes a projectile to chaotically fly wherever it wishes

## Description

A modifier that makes projectiles travel in an erratic pattern that cannot be predicted.

## Tips

* Even though the description implies that the projectile will go anywhere, there is still some logic to it as it will generally spread out in a cone, especially with faster travelling spells (visible when rapid-firing).
* Can be used to completely saturate an area with projectiles if attached to bouncing spells, like Bouncing Burst.
Alkemisti

For the High Alchemist, see Ylialkemisti.

* Alkemisti

"Hiisi Alchemist"

## Spawn Locations

Mines
Coal Pits
Fungal Caverns
Pyramid
Overgrown Cavern

## Traits

Immune to Lava, and cannot be set on fire.

## Drops

* 30 Gold

The **Hiisi Alchemist** (in-game **Alkemisti**) is an uncommon enemy that drops a high amount of gold. It throws random types of Potions, that will sometimes hurt itself.

## Behavior

Hiisi Alchemists can be used to gain potions that you cannot make on your own, such as the Lava potion. A somewhat reliable way to collect their thrown potions is to have them throw the potions at you while you (and/or they) are submerged in deep water or other liquid, as sufficient amounts of liquid will slow the potions down enough to prevent them breaking.

They can also be useful in helping you obtain potions useful in Alchemy.

It is immune to lava, but not Acid, which it will sometimes throw and end up being killed by its own acid potion.

## Potions

The Hiisi Alchemist can throw potions containing anything in the Aggressive material list.

Potions thrown by Alchemists contain the amount of liquid equal of a regular bottle, but labeled as 200% full. If emptied the bottle cannot be refilled back up to 200% again and will only fill to 100%, equal to half the capacity of a normal flask.
Elvytyskristalli

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

"Recovery Crystal"

## Immunities

The **Recovery Crystal** (in-game name **Elvytyskristalli**) is a stationary enemy found in the Snow Chasm.

Every so often if the player, and another enemy are in the **Recovery Crystal's** ability radius. **Recovery Crystal** will attempt to heal the enemy to full health, in addition to making it temporarily block all damage.

Unknown Ability Use Limit

Code name: hpcrystal
Circle of Unstable Metamorphosis

A field of transformative magic

 Static projectile spells that conjure a small field of magic with varying properties.

A spell that erects a circular field of volatile transformative magic, turning creatures inside it into something else. Does not affect the player unless using Piercing Shot. Transformed creatures may drop gold.

## Tips

Preserves the charmed status of creatures from Summon Egg; requires Piercing Shot to be able to apply to them. E.g., to summon an egg "containing" a random charmed creature that turns into a charmed Hurtta after some time:

Shuffle
NoSpells/Cast
1
Here, the Reduce Lifetimes and Orbiting Arcs are used for timing adjustments to roughly match the delay between an egg breaking and the summoned creature hatching, while the Digging Blasts are to prevent unintended spell wrapping. If unwanted dangerous creatures are produced and one is outside of battle, one can simply wait for unwanted creatures to revert to Hurtta. They can also be pared down more quickly without generating blood, corpses, or retaliation, but possibly producing hit-triggered switching and death-triggered explosions and hostile summons, using a wand such as the following:

Shuffle
NoSpells/Cast
1
Replacing the Venomous Curse here with an Electric Charge here allows one to obtain desirable corpses without retaliation, but with a little blood and dangerous death triggers. This may be useful for obtaining gold and Stinky Meat. (Unfortunately, Circle of Transmogrification does not work on any of these already-polymorphed creatures, so automatically filtering down to a small set of creature types including Muodonmuutosmestari, the most notable of which is the set of polymorph-immune creature types, may not be simple.)

Other summoning spells can also be used to feed random creature generators, including those from Projectile Transmutation Field. This enables other approaches to farming drops more convenient than dealing with Summon Eggs. E.g., to use a Spark Bolt with Timer positioned to go off in mid-air, summoning a random hostile creature, eliminating lower-health ones immediately and leaving corpses, and some higher-health ones without leaving corpses, reducing terrain destruction from on-death explosions, but not handling some annoyances such as creatures with shields, on-hit swapping, on-death material and hostile mob generation, and lag accumulation between trips to pick up gold:

Shuffle
NoSpells/Cast
1
Some of these components may be useful in building dedicated gold, Teleportatium, Stinky Meat, or other farming wands.
Desert

Biome Navigation
Cloudscape (East)
???
↗
Forest
←

Pyramid
Desert

East Lake
→
Desert Chasm
↙
Sandcave
↓
Desert Chasm
↘

A desolate landscape of sand and cacti. The **Desert** is devoid of enemies and consists mostly of barren dunes of sand with the occasional cactus here and there, along with a music machine. The most notable feature here is the large Pyramid in the center.

Crumbling ruins are scattered within the area, sometimes including Hiisi patrols nearby.

## The Giant Skull

There is an unnamed feature to the west of the pyramid consisting of a giant skull.

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

Digging into its eye-socket and filling approximately half of it with water (about five and a half flasks worth) will spawn portal leading to the Lake on the western side of the world for the current run.

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

Digging into its eye-socket and filling approximately half of it with water (about five and a half flasks worth) will spawn portal leading to the Lake on the western side of the world for the current run.

Digging into its eye-socket and filling approximately half of it with water (about five and a half flasks worth) will spawn portal leading to the Lake on the western side of the world for the current run.

## Tips

* Sometimes world generation makes a hole in the ground here which allows enemies from the Desert Chasm to reach the surface. These are mid-game enemies and can be hard to fight in the beginning.

## Soundtrack

The music as the player enters Desert is track 6 of *Noita Official Soundtrack vol. 1* and is titled "There's Sand in My Wand".

## References

1. ↑ There's Sand in My Wand | From Grotto & Niilo Takalainen | Niilo Takalainen on Bandcamp.com
Downwards Bolt Bundle

Makes a projectile separate into a bundle of 5 explosive bolts as soon as it moves downwards

### Spawn Probability per Tier ⓘ

0.2,1,1,1

This projectile modifier spell transforms an affected projectile into 5 small falling explosive bolts a short delay after it moves downwards for the first time. This means that the direction of the trajectory is anything angled lower than horizontal.

## Tips

* Since the damage inflicted isn't actually explosive, the Immunity to Explosions perk will not work against it, but Slime Blood will.
Blood To Power

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

A projectile gains additional damage at the cost of 20% of your health

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

**Blood To Power** is a utility spell. it damages you for 20% of your current HP and adds damage to the projectile. The damage gained from Blood to Power is equal to 0.44 times your current HP, capped at 24K damage. Thus reaching the damage cap requires at least 55K HP.

The damage received by the player can be reduced with the Stainless Armour perk or completely blocked with Ambrosia without affecting the projectile's bonus damage.

The spell cannot kill the player. The minimum health to use is 26 hp, if it is less, no damage will be received, as a result, the projectile will not receive additional damage but mana will be spent.

If you use several spells, they will take away health sequentially. For example: 5 spells will deal 68% damage, not 100%.
Digging Bolt

A bolt that is ideal for mining operations

This spell creates a short-lived spherical area at the point of casting which is capable of digging through dense rock, but nothing harder (such as extremely dense rock).

It is not very effective for combat, but can be used in a pinch.

## Tips

* A really useful tool if combined with the right wand with sufficiently low cast delay and, to a lesser extent, recharge time (for example the second starting wand).

* It can be used to dig through soft ground very easily, and to get gold really fast. Hundreds of gold can be fairly easily amassed without any real danger, especially in the second biome on the main path, Coal Pits.

* If the duration is increased via Increase Duration or Bouncing Spells, the spell will "drip" white balls, digging in the ground beneath the cast area only when they expire. This is not recommended, as it makes digging horizontally more difficult.

* Just like Chainsaw, Digging Bolt can be used to reduce the recharge time of any wand in which it is cast, though with slightly less efficiency due to its small positive modifier to cast delay.
* Along with Digging Blast, this spell has the property of overriding any other sounds generated by the spell. Because of this, adding Explosive Projectile will cause the explosion sound not to play. This is particularly useful when making endgame teleport wands in order to avoid constant loud sounds.

## See Also

* Digging Blast
* Chainsaw
Chaos Larpa

Makes a projectile cast copies of itself in random directions

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

A spell modifier that causes affected projectiles to fire duplicates of itself in random directions 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.
Draught of Midas

* Draught of Midas

Draught of Midas is an extremely rare, golden liquid. It will turn any solids or powders into Gold on contact. It is created by combining Alchemic Precursor with Meat or some already made Draught of Midas.

Due to the rarity of Alchemic Precursor and the difficulty of creating it or finding the recipe in-game, most players are unlikely to have seen either Midas or Precursor in-game without having consulted either a mod or a recipe calculator to determine their game seed's Precursor recipe.

## Behaviour

If you pour powders into Midas, it turns the whole powder pile into gold. This is a good way to get more out of a tiny bit of Midas.

One liquid other than Alchemic Precursor is known to react with Draught of Midas; adding Alchemic Precursor will quickly convert it into more Draught of Midas.

Most solids react and turns to gold, Mud does not. In spite of being a liquid, Peat will react with Draught of Midas and produce gold as well.

The liquid itself is relatively safe; being submerged will inflict the Drunk stain, just like being soaked in Whiskey, but drinking it gives you 10 seconds of both Food Poisoning, and Poison. Be careful with holding the flask while doing a Fungal Reality Shift, as there's a risk of any material being turned into more Draught of Midas. If Gold is the material replaced, the Draught of Midas will become a world-destroying self-replicating weapon of mass destruction, as it'll turn everything it touches into more Draught of Midas.
Greed-cursed Crystal

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

Collecting the Curse of Greed will cause a **Greed-cursed Crystal** to spawn within all unvisited Holy Mountains, except for the final ones. The Curse will make the ground around you toxic groud and will this effect will follow you.

Being near to the Crystal causes the progression of the Curse to pause temporarily.

When broken, the Curse is broken, and the message is shown: The crystal shatters!The curse has gone away, but so have the treasures it grants.

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

There is an Achievement for sacrificing the Crystal upon the mountain altar.

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

There is an Achievement for sacrificing the Crystal upon the mountain altar.

There is an Achievement for sacrificing the Crystal upon the mountain altar.
Kammi

*Can be thrown to summon a cozy hut.*

The **Kammi** is an inventory item. It can be thrown, and after a few seconds it will create a glowing aura and eventually summon a wooden hut covered with some soil. Upon creation, several activated Heal Projectile spells will start bouncing around inside of it for a short period of time; they will however dissipate after 4.5 seconds if not collected. In addition to the spells, a wooden explosive crate and a bed can be found inside.

The number of bolts as well as the healing per bolt scales with the player's maximum HP. The total healing from all bolts is approximately 60% of the player's maximum HP.

## Trivia

* In real life, kammi is a type of *kota*, a Sami dwelling.
Fire Trail

Gives a projectile a trail of fiery particles

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

A spell modifier that creates a stream of falling fire as it goes, lighting anything flammable underneath the flight path on fire.

## Tips

* As fire is fairly easily extinguished by most many liquids, notably splashed blood from enemies, this modifier can be more dangerous to you than your foes if you dont have the fire immunity perk.
* That said, enemies lit on fire will run around in panic and cannot attack you. Just keep in mind that robots will not burn.
* Has good synergy with Critical on Burning.

## Trivia

Allegedly, fire trail works by leaving a mostly burning trail of oil which can actually soak you. However it should be said that fire is *technically* a liquid in game terms, and can be frozen into powder pixels. Additionally, a pool of fire will, for some reason, conduct electricity whereas oil will not.

## See Also

* Gunpowder Trail
* Oil Trail
* Poison Trail
* Acid Trail
* Water Trail
Essence To Power

Increases a projectile's damage based on the number of creatures nearby

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

Increases spell damage based on multiple factors related to nearby creatures.

* For each valid enemy (able to be marked by Essence to Power and in range), add either (0.25 x Enemy Health) OR a flat 12.5 to a variable
* Projectile damage (and explosive damage) is then increased by 0.25x the aforementioned total value, capped at 3000.
* Explosion radius is additionally increased by the logarithm of 0.22 times the aforementioned variable.

## Notes

* If the creature has no max HP, or there is an error getting its max HP, then the max HP is treated as 2.5.
* There is a short cooldown on enemies marked by Essence to Power.
* This may give misleading results when tested on Holy Mountain statues, as statues have 30000 HP, resulting in an additional 1875 damage.
	+ This behavior can also be exploited by carrying around a statue with Telekinetic Kick to buff Essence to Power.
* With a piercing projectile, Essence to Power will be able to kill any enemy with less than 48000 HP in 16 frames given that they do not have projectile resistance.
Circle of Transmogrification

A field of sheep-like magic

 Static projectile spells that conjure a small field of magic with varying properties.

Conjures a circular field of polymorphing magic, turning all creatures touched by it into a sheep. Has no effect on the player.

## Tips

* Unlike Polymorphine, this is actually safe to use. It does not affect the player unless using Piercing Shot.
* Can be used in a pacifist-style run, since polymorphing enemies into harmless sheep does not count as killing them.
Jättilaser-lennokki

* Jättilaser-lennokki

"Giant Laser-Drone"

## Drops

* **30**

The **Giant Laser-Drone** (in-game name **Jättilaser-lennokki**) is a common robotic enemy found patrolling the Hiisi Base and The Vault.

Unlike other constructs created by the Hiisi, the Jättilaser-lennokki has considerably less defense, making it an easily dispatch-able encounter. However, it's high rate of fire and damage dealt, combined with this enemy's inherent knowledge of the Concentrated Light spell's reflective properties, makes it so this enemy still poses quite the threat. Killing the Jättilaser-lennokki by way of close quarters is not advised, as it bleeds oil whenever any sort of damage is dealt to it, much like other mechanical enemies. Its attack has two different parts: first a static projectile is created, secondly the static projectile is destroyed sending intense concentrated light in the direction the previous projectile was destined to.

### Combat tips

* Jättilaser-lennokki's attacks are well telegraphed, giving some time to react if there is space to dodge.
* Due to its low defences, fast sustained fire can be enough to kill it, unlike most other robotic enemies.
* On its own it isn't very dangerous, though if other enemies stun you then it can quickly deal substantial damage. Try dispatching other enemies first if Jättilaser-lennokki is being annoying.
Copy Random Spell

* Single
* Triple

Casts a random spell among the spells in your wand

Casts a random spell among the spells in your wand three times!

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

Copies a spell (modifier, projectile, etc.) on your wand at random. Does not allow you to cast spells with no charges left.

Copied spells will affect cast delay, recharge time and spread (but not mana drain) as if they had cast normally. Spells placed after a Wand Refresh are eligible for selection.

## Tips

* This spell can't copy spells that are already in the hand, which can be used to manipulate which spells it copies.
	+ Example: Spark Bolt With Trigger + Double Spell + **Copy Random Spell** + Plasma Beam will result in Copy Random Spell always copying Plasma Beam.
* You can control the randomness by placing this with a single other spell.
	+ Example: **Copy Random Spell** + Luminous Drill With Timer
* A trigger wand that delivers explosives can gain additional damage on average and at a steep mana discount
	+ Example: Spark Bolt With Trigger + Quadruple Spell + 3\*Death Cross + **Copy Random Spell**
* **Copy Random Spell Thrice** only uses one charge of the spell it copies.
Kuulokivi

*This artefact is covered in note-shaped engravings and is pulsing at a steady pace. Is that the sound of distant music?*

## Details

### Effect

It plays the music from the biome you are in when you hold it.

The **Music stone** (in-game name **Kuulokivi**) is an Inventory item.

When held, it plays the music from the biome you are currently in. It additionally has a massive gravitational affect on certain celestial bodies.

It is located through and above the Magical Temple (Snowy Depths), inside a floating, diamond-shaped shrine with runic writing. ???
A spell that burrows/blasts through rock is needed to penetrate into the shrine.
Giant Tree

Biome Navigation
The Work (Sky)
Snowy Wasteland
←

Giant Tree

Forest
→
Ancient Laboratory
↙
Dark Cave
↓
Collapsed Mines
↘

The Giant Tree is an enormous tree which is found a short distance west of the spawn point, the entrance to the Mines and the mountaintop. On its west side is the Snowy Wasteland.

The wood comprising the Tree is a different material to that normally found, much harder and more resistant to explosions than usual, as well as being impervious to fire and acid. Instead, to reach the other side, the player must use explosives, digging spells, wands with spell recoil powerful enough to generate "thrust" for upwards flight, certain magical potions, teleportation or a mud potion to create small landing areas to regenerate levitation. It is also possible for a Worm to dig a hole through the Giant Tree or to the upper branches where you can easily levitate to the treetop.

The Tree currently does not spawn in Parallel Worlds.

## Right side

At the base of the Tree is a pool of water which leads to an air pocket inside the tree. Inside is the Secretorum Hermetis. The entrance to the water may be blocked by terrain depending on the world seed, requiring a way to dig past it.

On its east face are branches at various heights that hold nests containing special eggs. The eggs in these nests will often be *wiggling eggs*, containing a worm of a random size. If the player navigates slightly above the level of the first nest, **10** Happonuljaska will spawn offscreen to the right and fall to the surface, providing a nasty surprise for unprepared players looking to walk back to the Mines.

The first branch on the east face is connected to an alcove that harbours the Curse of Greed challenge perk.

## Top

The Achievement Pillars are found along the top of the giant tree.

At the western edge lies a large Music Machine which plays music when struck. Shooting the instrument with certain projectiles can damage it and eventually cause it to explode, rendering it useless.

Some explosive mushroom spore pods can also be found on the treetop.

## Left Side

On the West side of the tree is another alcove where a monument seemingly constructed from 28 heads of Kolmisilmä, bearing glyphs that can be translated to read **BAMMALAM**/**552** and a final sigil representing an Orb of True Knowledge.

This is a monument to the Twitch streamer Bammalam, who was the first to venture to New Game + **28** and defeat Kolmiisilmä with all **33** orbs, which requires 552 orbs to be gathered across all the NG+ cycles during that single run, before successfully defeating the boss who will have 141 quintillion HP.

## Inside

In the centre of the tree is an isolated area that needs to be reached by digging, containing the Kantele and its set of musical notes spells.

As a Holiday gift, this area grants the power to edit wands between 23rd and 27th of December.
Explosion On Slimy Enemies

* Normal
* Giant

Makes a projectile explode upon collision with creatures covered in slime

Makes a projectile explode powerfully upon collision with creatures covered in slime

### Spawn Probability per Tier

0.1,0.1,0.1,0.1

 Spell modifiers that cause projectiles to gain additional effects when striking targets with certain stains.

A spell modifier that causes the projectile to explode when striking an enemy wet with Slime. Also comes in a larger charge-limited variant.

The normal version creates a 69 damage explosion of radius 15, while the giant version creates a 125 damage explosion of radius 100.

## Tips

* Consumes mana (and charges) on casting, so will be wasted when striking enemies not covered in slime.
* As slime is a very abundant liquid in the game, this modifier is more situationally useful than its alcohol-based counterpart.
* Synergizes well with Slime Mist, and since slime does not burn can be comboed with every other spell element.
* Modifiers that affect explosions, such as Explosive Projectile, also affect the explosions created by this modifier.
Guiding Powder

* Guiding Powder

**Guiding Powder** is a powder Material, created by mixing Flummoxium with Unstable Teleportatium.

This substance will ignite and evaporate on contact with air in rainbow fireworks that point towards the nearest Orb of True Knowledge location, guiding you towards it. Note that it does not distinguish whether the orb has been collected or not, so if you are too close to an already-collected orb, the powder will just point to that location.

## Notes

* The rainbow fireworks count as projectiles, so they can be deflected by projectile repulsion field or permanent shield perks, potentially pointing towards the wrong direction.
* Very small quantities of Flummoxium and Unstable Teleportatium are needed to start the reaction and create multiple fireworks, so a single potion of each material could locate multiple orbs.
* Both materials are commonly found in the Fungal Caverns, alongside many other Items and Potions, therefore it is a good location to go to when looking for orbs.
* Since Unstable Teleportatium is highly flammable, pouring Flummoxium into a pool of it will cause most of the Unstable Teleportatium to burn, giving only a little bit of Guiding Powder.
* Since Worm Pheromone + Worm Blood = Flummoxium, a potion of Worm Phermone could be turned into a potion of Flummoxium by creating vast quantities of Worm Blood from worm enemies, especially from the cocoons in Underground Jungle or the eggs in the Giant Tree
Blood (Spell)

Blood blood blood

 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 Blood from thin air.

## Tips

* A decent source of blood, possibly good for Alchemy or the Vampirism perk, but as blood is rather plentifully available from enemies anyway it is of limited value.
* Can provide *some* healing with Vampirism, but players are likely better off investing in a chainsaw wand.
* The amount of blood contained in the full 250 charges can heal for almost 60 health through Vampirism, if it is cast into a narrow channel to reduce waste.
* Has powerful reduction modifiers for Cast Delay and Recharge time, useful for making wands fire faster, similar to using a Chainsaw if it weren't for the charge limit.
* Sets the 'bloody' status on enemies hit by multicasted projectiles, even if they do not actually get stained by the produced blood, and even if blood has been shifted to a different material. In combination with Critical On Bloody Enemies, this guarantees criticals.

## Trivia

* It is the only drop-conjuring spell with a limited number of charges, although it is affected by the Unlimited Spells perk so it is possible to obtain limitless amounts of blood with this spell.
Copy Three Random Spells

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

Casts three random spells among the spells in your wand

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

This will pick three random spells, including duplicates, from the wand and cast them. If the picked spell is out of charges, the slot is wasted. The picked spells will modify the cast-delay and recharge speed, but will not use additional mana.
Heavy Spread

Gives a projectile a much lower cast delay, but no respect to your aim

A projectile modifier that reduces the cast delay of the attached spell but causes it to fly in a completely random direction.

## Tips

* Can be used to cheaply speed up casting of spells in melee range where direction is irrelevant, such as the Dropper Bolt, Chainsaw or Digging Bolt.
* If this modifier is impractical, remember that you can bypass casting delay penalties completely by setting spells after a Trigger.
* Can be used as a substitute Formation - Hexagon to cause spells after a Trigger to burst in random directions.