recursal/Fanatic-Fandom huggingface dataset:
Electric Torch

Gives your wand a bright but very dangerous light!

A spell that makes the wand it's inserted into light up with electrical sparks. These sparks may light fires on combustible materials as well as electrify liquids and metals. As a passive spell, it will constantly be active as long as the wand is selected, and does not interact with your other spells or modifiers in the wand in any way.

It is one of only 4 ways to light up the darkness in the Dark Cave, and the Magic Temple.

Like all Passive spells, it will add one extra "draw" to the cast. If they are placed at the end of a wand they can be used for wrapping.

## Tips

* Keep in mind that explosive crates are made of wood, thus combustible. Also that barrels and freeze canisters are metal, thus electrifiable.
* You may want to limit your use of this spell unless you have an immunity to electricity via a perk.

## See Also

* Torch
* Worm Blood
* All-Seeing Eye (Perk)
Energy Sphere

* Normal
* Timer

A fast, arcing projectile

A fast, arcing projectile that casts another spell after a timer runs out

A Spell often found within the Mines, capable of one-shotting early enemies. Fires blue spheres that travels in an arc and will bounce off walls.

Also comes in the Timer variation.

## Tips

* This spell is best in the early game due to its average stats, but isn't bad later if modified with extra damage or other effects.
* Since this spell does slice damage in addition to projectile damage, it's useful against enemies that have resistance to projectile damage, without the potential for accidental damage to the player that spells like Disc Projectile have.
* As the spell bounces a little, it can be lobbed around corners.
* The Timer version with its much higher mana drain is less suited for the early game due to most wands at that stage being unsuitable for combos. If you need a timer then look for Spark Bolts with that suffix. They are very common.
* For advanced wand crafting, this spell will set the current recoil value of a cast to 20.
Add Mana

Immediately adds 30 mana to the wand

A spell that costs -30 mana, effectively reducing the sum total cost of a cast by 30. It does not modify any mana costs of other spells.

## Tips

* If you use this spell inside the cast of a trigger, timer, or death trigger, the cast delay will not be applied.
* Add Mana synergizes extremely well with Luminous Drill, allowing you to dig without draining mana.
* Add Mana can potentially be used to cast a spell that exceeds the maximum mana capacity of a wand, provided the sum total of the overall mana cost is not too high.
* If the sum total mana cost is less than 0, it adds mana back into the wand.

## Trivia

* Add Mana, when initially introduced, had a mana cost of -50 and had no cast delay penalty. For a common mid-game spell, this was incredibly overpowered, nearly invalidating mana as a mechanic. It may even have been on par with advanced late-game spells like Wand Refresh, which did not exist back then. Increase Mana was later nerfed into its current state by patch #8.
* In the past, since Always Casts do not cast mana costs normally, Always Cast Add Mana only increased cast delay. This was rectified later by allowing Always Casts to cast mana costs if they are negative.
Explosion of Brimstone

A fiery explosion!

 Static projectile spells that conjure a burst of, usually harmful, magic.
Unless modified to cast at range, these spells will detonate point blank.

This spell creates an explosion of fire at the point of casting. Will damage a player without the Explosion Immunity perk.

Status effects: dazed, on fire

Digging strength: 4 – Rock

## Tips

* + A timer or trigger spell, such as Spark Bolt With Trigger, allows ranged casting.
* Explosion of Brimstone is the cheapest of the Explosion spells and is efficiently repeatable.
Drilling Shot

Gives a projectile the power to go through the ground

 Spell modifiers that change how projectiles interact with solid terrain.

A spell modifier that causes a projectile to not be stopped by terrain, instead slowly moving through it.

This modifier does not remove any of the terrain.

## Tips

* This is extremely costly to use, with both high mana drain, cast delay and recharge time penalties which means that no matter where you put it in the spell order it will always slow down the wand.
* The recharge penalty makes this a particularly undesirable modifier for a wand's Always Cast, causing even the fastest of wands to shoot slowly.
* Synergizes well with Homing, making projectiles chase enemies no matter where they are.
* Speed Up or Accelerating Shot will mitigate the slow digging speed.
* Couple with Piercing Shot to get a projectile that doesn't ever stop until it times out.
* You may have to include an Increase Duration modifier to make sure certain shorter-lived spells actually reach their target.
Coal

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

* Coal
* Vein

## Powder

**Coal** is a dark grey powder material found mainly in large piles in the Coal Pits. It is a flammable solid, and can sustain a flame for quite a while before burning away.

Coal is fairly easy to dig through with most explosives, although its propensity to catch fire and remain a hazard for a solid chunk of time can be a nuisance.

## Coal Veins

**Coal Vein** is a solid, compacted form of Coal, which is much less flammable than the powder form. It comprises a fairly high portion of the terrain composition in the Coal Pits, and is a lighter grey colour, similar to the colour of the grey Rock that is also readily available in the same area.
Chainsaw

A good tool for cutting meat. Also has some magical properties...

This spell spawns a very short ranged projectile of sparks at the tip of the wand. This spell will cause the creature or piece of meat hit to quickly bleed a great amount of liquid of the type the creature uses as blood, producing blood, slime, lava or other material. When cast, it produces small amounts of smoke.

It is also capable to digging through dense rock (with rate as usual depending on the hardness of the material).

## Tips

* The "magical properties" alluded to in the description, is the hidden stat that sets the cast delay to 0s. I.e. instead of adding or reducing the cast delay time, it overrides it entirely to exactly 0s.
* This spell is a key component of "machine gun wands" due to both its negative recharge time stat, which can lower the time it takes for a wand to reset after its spells are spent, and the fact that it sets the cast delay to 0s, which means that placing it at the end of a spell block with a large cast delay reduces the whole block's delay to a single frame.
* Since Chainsaw has negligible mana drain, it can be added to any wand at little cost (other than the slot to place it).
* When coupled with the Increase Duration modifier, the Chainsaw spell becomes a randomly hitting invisible ranged projectile, producing sparks at the points of impact.
* Can be used effectively with a trigger spell: once the trigger hits, it spawns the chainsaw projectile which will most likely instantly hit the same target. With multicast modifiers, many Chainsaw spells can be put on a single trigger for almost no extra cost.

## See Also

* Digging Bolt
* Digging Blast
Enemy Immunities

Some enemies in Noita have built-in **protections** to certain kinds of damage or status effects. This is usually separate to their *damage multiplier* stats, which can also confer partial or conditional immunity to certain damage types. Immunities generally mean that under no or very limited circumstances will the damage or effect apply to the enemy.

Some of these immunities are similar or identical to Perks available to the player, while others are not accessible to the player at all.

Note: Several of the icons used to denote immunities in this page are mock-ups created for ease of display and are not present in the actual game, while others are borrowed from unused icons, or perk icons for player immunities.
Concentrated Explosion

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

Limits the radius of a projectile's explosion heavily

A spell that drastically lowers the radius of an explosive projectile while increasing its damage.

## Tips

* Concentrated Explosion reduces explosion radius by 30 when the projectile is cast, but adds an extra entity that changes the explosion radius again after one frame to be 5. If the projectile has one frame lifetime, only -30 radius change happens.
* Due to this, the explosive will do no damage whatsoever unless it detonates inside an enemy hitbox, which makes this spell limited in practical uses.
* When stacking explosion damage on endgame wands, limiting the explosion radius while increasing damage is very desirable to keep the game running.
* This can be used to turn a nuke into a large radius Earthquake projectile.
Electric Charge

Gives a projectile an electric charge, that it will release on impact

A spell modifier that causes a projectile to gain an electric damage effect. Projectiles will electrify liquids and stun enemies, it will also deal slightly more damage. The wand itself becomes electrically charged as well, causing it to act like a less extreme version of a Thunderstone.

## Tips

* Due to the wand also being electrically charged, it will electrify liquids just like the projectiles. If you're not electrically immune you should de-select this wand before taking a bath.
* Electrical effects are always finicky, so it may be wise to have the electrical immunity perk before using this effect in any "wild" spell combos to prevent self-electrocution.
* Using this against enemies that bleed liquids will often make them get electrocuted by their own blood. As such, this modifier synergizes well with the perk Trick Blood Money, since electrocution counts as a trick/accidental kill.
Cauldron Room

**This page includes Major gameplay spoilers or secrets. Tread carefully.**

**This page includes Major gameplay spoilers or secrets. Tread carefully.**

NOTE: As of April 2021, a dev (Arvi) has said, "*I'd maybe recommend not being too concerned about the cauldron for the time being*", suggesting this content is probably not fully implemented yet. Given the date effecting the functionality this could also imply some date far in the future.

The **Cauldron Room** is one of two secrets in the game that can only be seen when playing without any mods enabled. The other is the Eye Messages.

It is located to the east of Hiisi Base's top-edge, and below the Sauvojen Tuntija's chasm. It is surrounded by extremely dense rock (EDR). It is unknown if digging is the proper way to get inside the room.

The room is surrounded by rock and is full of gray sand. In the middle of the room there is an altar with a cauldron on it, surrounded by pillars. Those three structures are made of EDR. The sand is non-magical (as opposed to the rock from which the stone shroom is built). In the background there is a giant stone tablet. It is worth noting that all of it has a custom VFX mask that doesn't disappear after material shifts (including Fungal Reality Shift or turning the world to gold).

The cauldron itself is big enough to fit a player inside, so it’s possible to teleport into it via Long-Distance Cast + Teleport Bolt.

Once the area has been found, reloading the game with mods enabled will cause the great stone tablet to vanish, but the room and cauldron remain.

When breaking into the room through digging, what is inside the "cauldron" varies based on the date. It will contain either Void Liquid - instantly breaking the cauldron and surrounding area - or nothing.

Currently, few details are known about the purpose of the room or the cauldron. Minä are continuing to investigate.

**See Cauldron Room/Test logs and notes for more details.**
Explosion of Spirits

An inebriating explosion

 Static projectile spells that conjure a burst of, usually harmful, magic.
Unless modified to cast at range, these spells will detonate point blank.

This spell creates an explosion of Whiskey at the point of casting. Will cause creatures to be hit by it to become Drunk, lowering their accuracy.

## Tips

* The explosion creates a sizeable amount of liquid, useful if you have Whiskey as a component for your seeds' unique alchemy recipes.
* A trigger spell, such as Spark Bolt, is recommended in order to cast this effect at range
* Explosion of Spirits can synergize well with Explosion On Drunk Enemies, creating untold mayhem if spammed.
Auto-Aim

Makes a projectile turns towards the nearest visible enemy

 Spell modifiers that redirect projectiles to seek out targets.

Auto-Aim is a modifier that causes projectiles to redirect themselves into the direction of enemies and summons. Unlike Homing or Rotate Towards Foes, Auto-Aim simply changes the projectiles direction once.

## Tips

* Of all enemy-seeking spells, Auto-Aim has the lowest mana cost. This makes it a cheaper alternative to its peers, balanced by a reduced ability to track moving targets.
* Can be used to shoot enemies around corners, especially when combined with a trigger spell.
Brine

* Brine

## Biomes

None

Brine is a liquid material that belongs to the Starter Material pool, with a 6.5% chance of being the player's starter potion. It behaves similarly to Water, albeit slightly denser, and can be used as water to gain the wet stain. Moreover, it can also be brought in contact with Lava to create Glowing Matter, or be evaporated to form Salt. As of now, Brine does not occur naturally in any biome. Wooden pools of brine have been found in the mines.*[Verify?]*

## Material Interactions

* When in direct contact with Lava, it will form Glowing Matter
* When evaporated, it will leave behind Salt.
* Inversely, it can also be created by bringing Salt and Water in contact.

## Trivia

* Brine is defined as a high concentration solution of salt in water.
Egg

*Equip and throw*

**Eggs** are Inventory Items. When thrown they will easily crack open on impact with the terrain or projectile damage. After cracking they spawn a charmed enemy themed after the type of egg. *Wiggling Eggs* exclusively spawn Worm enemies, which are never charmed.

## Notes

* Wiggling Eggs can be reliably found on the branches of the Giant Tree.
* If you're under the effects of Berserkium or Circle of Fervour, all hatchlings will start attacking you.

## See also

* Summon Egg
* Summon Hollow Egg
Bomb Cart

Summons a self-propeled mine cart loaded with explosives

A Spell that summons a mine cart filled with explosives that rolls in the direction the spell is cast.

## Tips

* Unlike most spells, Bomb Cart can only be cast directly left or right. Attempting to cast it upwards or downwards simply has no effect.
* Spell modifiers that modify a projectile's speed or trajectory such as Homing, Speed Up, or Chaotic Path have no effect on Bomb Cart.
	+ Other modifiers such as Freeze Charge, Electric Charge, or Fire Trail work as with any other projectile.
* Using the Bomb Cart itself to crush enemies can net you trick kills.
	+ Although, unlike Propane Tank, the explosion from Bomb Cart does *not* count as a trick kill.
Death Cross

* Normal
* Giga

A deadly energy cross that explodes after a short time

A giant, deadly energy cross that explodes after a short time

A projectile spell that spawns a cross of glowing magic that explodes after a short time.

## Tips

* Caution! The Death Cross is created at the point of casting, which means that if you use it in isolation it will appear right beside you!
* The Giga version, despite being very powerful, is held back significantly by its low amount of charges.
* Even with explosion immunity, the Giga version can still damage the player since the *projectiles* it releases are friendly-fire enabled and will damage the player if they hit directly.
* To make this spell more useful it is advisable to use a spell with a Trigger to place it for you, such as Spark Bolt.
* If paired with the Homing Projectiles modifier (or Perk) the cross will actually move and seek out enemies in the time before it explodes.
* One of the few explosive spells that doesn't include fire particles on detonation and thus won't ignite anything. This is due to the energy-based nature of the spell, which also makes it weaker against durable solid materials, but capable of destroying liquids.
* Death Cross has a homing component not mentioned in its description which only targets creatures with the "prey" tag - i.e. passive creatures, such as the fish found in each Holy Mountain.
* Using Freeze Charge or Electric Charge will allow the Death Cross to freeze or stun enemies that touch it.
Avoiding Arc

Makes a projectile shy away from obstacles

 Spell modifiers that change how projectiles interact with solid terrain.

A modifier that causes a projectile to try and avoid hitting terrain, veering off in a free direction most in line with its current trajectory. The modifier has a limited amount of strength, so projectiles that are too fast or shot perpendicular enough to terrain will still hit it, as well as enclosed spaces or dead ends.

## Tips

* Has some synergy with the Homing modifier/perk, as projectiles will a have better chance to reach what they're tracking instead of crashing into terrain.
* Concentrated Light will always act like it has this modifier.
Broken Wand

*This wand has snapped in half but it still crackles with magical energy*

The *Broken Wand* is an Inventory Item. While no longer in its original condition, it still crackles with magical energy. After throwing, the wand will start to cast spells in from its tip for a few seconds before becoming idle once again. The recoil from the spells it casts will cause it to tumble randomly, affecting where it shoots.

Broken wands can be **repaired** by throwing them onto the anvil to the far right side of the Hiisi base. Doing so will spawn a random Tier 5+ wand, typically with good stats or strong spells.

## Notes

* The spells available to the wand are Spark Bolt, Summon Arrow, Bubble Spark, Magic Arrow, and Summon Disc Projectile. Which one the wand will cast is decided upon throwing the item. Subsequent throwing actions may select another spell from the list, so there's no way of knowing in advance exactly what it will cast.
* Anything shot out of the broken wand can hurt players and enemies, as well as set off nearby explosives, so caution is advised if you want to use it.
* If the player is killed by the broken wand, the death message shows *Killed By: ''*
Alchemic Precursor

* Alchemic precursor

A blue liquid created by mixing 3 different materials. The components vary for each run, based on the world seed. Drinking it gives you Food Poisoning  for 10 seconds, and Poison  for 10 seconds.

Can be transformed into Draught of Midas by adding Meat. Currently, it has no other purpose, though it is highly flammable, similar to Whiskey.

## See Also

* Alchemy#Lively Concoction and Alchemic Precursor, which includes links to cheat methods for determining the recipe
Essence Eater

**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 **Essence Eater** is an entity of unknown origin found in both the Snowy Wasteland and Desert, each upon a small altar between two stone columns. It resembles a tiny Orb of True Knowledge. When damaged, it will emit small bluish sparks.

## Usage

The Essence Eaters can be used to convert any carried Essences into their corresponding elemental stone Items. To do so, attack the Essence Eater until it is destroyed. Doing so fully removes the essence perks from the player, effectively "cleansing" them, and displays the message:

The air trembles!You're safe again... for now

Depending on which essences were removed, one or more of the following elemental stones will be awarded. Multiples of the same stone can be received at once if the player has managed to obtain multiple instances of individual essences.

They DO spawn in NG+ iterations of the world.

Note: There are TWO Essence Eaters in any given run, use them wisely!
Cement

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

* Cement
* Concrete

## Concrete

**Cement** is a dull grey liquid material most commonly spawned from the Cement spell. It hardens into **Concrete** fairly quickly on contact with air, and even more swiftly in contact with Water.

**Concrete** is a reasonably soft but sturdy solid grey material which can be very quickly destroyed with explosions. It will cause any nearby Cement to also harden into Concrete.

One of the seed where Cement in a bottle can be found is this one: 1029592875. Found on the left side of the second layer in a chest.

## Reactions

 80
 100
 100
Earthquake Shot

Makes a projectile crumble the earth it hits

Earthquake Shot is a projectile modifier that causes affected spells to trigger a small Earthquake at the point of impact, splitting solid material into chunks and sending it crumbling downwards. Crumbling pixels are transformed into Collapsed Concrete.

The amount of damage inflicted depends on falling velocity.

## Tips

* The affected area seems to be about 1/4 of the Earthquake spell, making this version potentially much safer to use.
* Can be used as a substitute for Black Hole in certain situations as long as you have a digging wand, since Collapsed Concrete is fairly brittle and can be easily dug through.
* Kills made from collapsing pixels count as accidental damage, and will reward double Gold as well as trigger the Trick Blood Money perk.
* As nothing protects against collision damage (aside from Ambrosia), this is an effective weapon to use against enemies resistant to spells.
Dropper Bolt

A very heavy explosive bolt

The Dropper Bolt spell will create a powerful bolt that immediately falls downward, exploding once it cannot go down any further or hitting an enemy.

It has 25 uses.

## Tips

* The heavy damage of the Dropper Bolt makes it an attractive option for hitting enemies in pits, but is of limited use otherwise.
* A large amount of uses make it useful for digging straight down.
* A trigger spell, like Spark Bolt, can be used to deposit the bolt at range. This makes it useful even against enemies on the same height or above you.
Circle of Displacement

A field of teleportative magic

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

A Spell that creates a field of glowing magic that will teleport creatures away to a random location a fair distance away, as if they had been sprayed with Teleportatium.

## Tips

* This spell provides a way to get rid of enemies non-lethally - which is especially useful when attempting full pacifist run.
* Caution is advised when using this spell - the player is affected by the spell as well.
* As with Teleportatium, the direction of the teleport is influenced by the position of the mouse.
* The field applies a status effect that lasts 5 seconds, which will result in 3 teleports.

## See Also

* Teleportatium Flask
* Teleport Spell
* Enemy: Siirtäjämestari
Cheese

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

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

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

* Cheese

## Details

### Tags

[static], [corrodible], [meltable\_to\_lava], [alchemy], [solid], [earth]

## Effects

### Ingest

Increases satiation.

**Cheese** is a solid material that is found only in the Moon, high above The Work (Sky). It does not naturally spawn anywhere else, and serves as the Moon's physical structure.

It is relatively easy to destroy, and is one of few solid non-powder materials that can be eaten directly. Apart from the reactions inherited from its tags, Cheese has no alchemical reactions of its own that it is affected by.
Biome Modifiers

**Biome Modifiers** are applied to some of the generated biomes randomly according to the world seed. These modifiers are presented with a flavor text message indicating which one is active after the **Entered <Biome>** notification message, accompanied by a decorative border for the message matching the biome modifier. For example, the *Humid* modifier's message is decorated with water droplets. Note that biomes that do not announce themselves (for example, the lava lake) may still have preset modifiers.

Some biomes will generate with a modifier by default, such as the Fungal Caverns which usually has Humid and the Desert which always has Hot. Any of the main biomes can randomly get one of the modifiers listed below, which may override the default modifier if that biome has one.

Each of the main biomes has a 10% chance to be generated with a modifier, with two exceptions:

1. The Mines has a 20% chance
2. The Coal Pits has a 15% chance

When a biome succeeds the initial modifier chance roll, each of the modifiers have a probability value that affects the likelihood of that specific modifier being chosen.

The *Mountain Hall* (tutorial area at the very entrance to the Mountain and the Mines) will always receive the same biome modifier as the Mines, unless the modifier is not applicable for the Hall itself, as noted in the table below.

Some biomes have *default* modifiers which will be used if no other biome modifier is selected for them, such as the Fungal Caverns which is generated with the *Moist* modifier by default.

Holy Mountain areas never receive biome modifiers.
Content Policy

In addition to the Fandom User Conduct, The Noita Wiki has some general rules and guidelines about content. This is nothing fancy, it's just to make sure that the content that goes into the site keeps a certain level of quality and keeps with the vision of a free and useful source of information about the game.

## Rules

Breaking these rules may result in action taken against you or the content you produce here. There are more, but these are some of the most relevant ones.

* **No profanity.** Self explanatory.
* **Keep it civil.** Disagreements are bound to happen. Keep them away from content pages and use the Talk pages or Discord instead to hash out a solution that works for both parties. This is a collaborative effort, and we all want the wiki the best it can be.
* **No advertising of your own content.** This means you shall not post videos and other content that explicitly calls attention to your other works or social media. Stay relevant to the topic you're discussing.
* **Do not spam.** This will be deleted.
* **No page vandalism.** This will result in a ban.

## Guidelines

These are not rules, but following them anyway will help make the wiki better. No action will be taken if they're not followed (except perhaps getting your stuff quickly written over by other editors).

* **Aim for objectivity when describing game content.** Opinions are all well and good, but this will keep the site from becoming a place to complain or rant about features you like or don't like.
* **Avoid speculation.** If something needs verifying, don't type in "needs verification". It's perfectly fine to speak in general terms if you don't know the specifics, but guesswork should be avoided unless you're on a Talk page.
* **Follow established formats.** In order to keep a consistent style across the wiki, try to copy the layout of existing, similar, pages when making a new one.
* **When in doubt, ask.** The Discord is right over here. :)
Concentrated Light Bounce

Makes a projectile release a bundle of concentrated light as it bounces

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

**Concentrated Light Bounce** is a projectile modifier that causes a projectile to fire four Concentrated Lights in each cardinal direction after every bounce. Makes all projectiles bounce one more time - even those, which normally aren't able to.

## Notes

* Modifiers such as Homing or Rotate Towards Foes work on the projectile, but don't affect created beams.
* The beams can deal friendly fire to the player.
Dark Cave

Biome Navigation
Snowy Wasteland
↖
Giant Tree
Forest
↗
Ancient Laboratory
←

Dark Cave

Collapsed Mines
→

The **Dark Cave** is located west of the Collapsed Mines, and connects to the Ancient Laboratory further west.

## About

The interior of the cave is filled with water, and won't be revealed by entering it like most other locations. To see inside the cave, there are currently 6 known methods:

* The player can drink worm blood, which is obtained by killing a blue worm. A wiggling egg to hatch one from is conveniently available from the Giant Tree above. The night vision effect of the worm blood is temporary, so it's recommended to either bring the egg with you to kill the worm near the cave entrance, or use an empty flask to collect the worm blood after killing it so you can take it where it's needed.
* A wand with Torch will light the player's immediate surroundings. Electric Torch also works but may electrocute the player on contact with water. Wands with the former can sometimes be found in the Mines biome.
* Projectiles with the Light modifier will illuminate a small area around themselves. Long-lasting or permanent spells such as Circle of Stillness or Rock can be used as lights.
* Many explosive spells, such as Bomb or Lightning Bolt, will create a brief flash of light about twice the size of the explosion itself. The Explosive Bounce modifier can be used to create small repeating explosions but may be dangerous without Perks.
* Finally, you can return here via the eastern shaft from the Snowy Depths after getting the All-Seeing Eye Perk (not the spell), which will remove the darkness completely.

A Max health upgrade and a Full Health Regeneration (much like the one in the Holy Mountain) can be found within, making this one of the few sources of healing.

While a bit dangerous and tricky, it's absolutely possible to navigate this cave without using any light source at all. Just make sure to drain the water first so you won't drown, and pray you won't have any enemies wander in from the west to shoot you in the dark. Good ways of doing this include cutting a hole near the bottom towards an open cave, or bringing a Kiuaskivi and holding it.

## Possible layouts

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

Below are the 5 currently available Dark Cave layouts. Red for Max HP bonus, yellow for the Full Health Regeneration.

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

Below are the 5 currently available Dark Cave layouts. Red for Max HP bonus, yellow for the Full Health Regeneration.

Below are the 5 currently available Dark Cave layouts. Red for Max HP bonus, yellow for the Full Health Regeneration.

## Face

* In the top left of the dark cave underneath the dense rock, there is a hidden face, a reference to Crayon Physics Deluxe

## References

Template:Reflist

1. ↑ In case the game will ever update this feature, the new files will most likely be located under `Nolla_Games_Noita/data/biome_impl/` folder, unless the generation is made procedural.
Blood To Acid

Makes any blood within a projectile's range turns into acid

 Spell modifiers that cause projectiles to transmute nearby materials.

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

## Tips

* A very dangerous modifier, as it can convert blood into acid right on a struck enemy. Has devastating synergy with Summon Disc Projectile and Summon Giga Disc Projectile.
* Since acid is very dangerous to the player, great care should be taken when using this modifier.
* This spell synergises poorly with the Vampirism perk since it removes blood and replaces it with a material which deals heavy contact damage.
Chunk of Soil

Don't soil yourself

This Spell conjures a ball of Soil at the casting location.

If used without a Trigger, it may spawn the soil on the player, preventing movement and breathing.

## Tips

* A rare spell. It can be used to suffocate enemies or block off passages to stop anyone from following you.
* If used with Summon Hollow Egg, this spell can create a barrier to protect yourself with in case of polymorphing. Simply make sure to have the means to dig out afterwards.
* In the case you have no means to dig, moving in a rotating pattern can destroy a small amount of surrounding terrain, enabling you to breathe and escape some of the soil trapping you.
Aiming Arc

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

A projectile rotates towards the direction you're aiming

 Spell modifiers that redirect projectiles to seek out targets.

**Aiming Arc** is a modifier that makes the projectile home in the direction of player's aim relative to their current position. That means that a player can control the projectile's flight direction by moving the cursor around their character, virtually steering the projectile until the end of its lifetime.

This effect can be used to guide slower projectile around corners, redirect bouncy projectiles back into intended target, and course-correct faster projectiles that might suffer from wand or multicast scattering and/or fall down due to mass. Aiming Arc works directly on the flight direction, meaning that it does not accelerate the projectile towards the given flight path nor decelerate it in a tight turn.

Note that Aiming Arc can interfere additively with other Homing modifiers, causing the spells to miss otherwise easy hits, so using it simultaneously with such spells is not recommended.

## Tips

* Spells like Glowing Lance, slow and arcing, benefit the most from this spell, since it allows them to be controlled freely, cancelling out the effects of gravity.
* Static spells like Plasma Beam can swivel around the casting point with almost no restrictions. Useful for safely tracking enemies.
Accelerative Homing

A projectile homes towards enemies at an increasing pace

 Spell modifiers that redirect projectiles to seek out targets.

**Accelerative Homing** is a projectile modifier which works similarly to Homing, with the exception that the affected projectile will first be brought to a standstill and then slowly accelerated towards the target.

## Tips

* Slowed initial speed means many spells' lifetime will run out before reaching the enemy when used on a projectile shot directly from the wand. Increase Lifetime or Trigger spells may help.
* Static projectiles such as Death Cross are an especially good use case for this modifier, since the reduced initial speed will not affect them as much.
Arrow

Summons an arrow

A Spell that shoots a physical arrow. Note that this spell can cause damage to caster.

It is mostly found in the early parts of the game.

## Tips

* While the arrow can hurt you, it does not have any bouncing or ricocheting properties and will become harmless after hitting something, making it safe to use on its own unless you fire straight up. If you use a trigger spell with Summon Arrow and hit a wall, however, the arrow can very easily hit you so be aware of the risks.
* With its -20 spread modifier it's one of the most accurate spells in the game tied with Glowing Lance, and can even added to a multicast as a sort of improvised Reduce Spread modifier.
* After impacting terrain the arrow model changes to have plant matter at the base. By making the arrow fall feather down, such as shooting a ceiling, one can stack the plant matter and turn it into soil. Effectively, arrows can create terrain. Plant matter turns into soil when it no longer has any air blocks around it.
Barrier

* Horizontal
* Vertical
* Square

A thin, horizontal barrier that harms passing creatures, including you

A thin, vertical barrier that harms passing creatures, including you

A thin, square-shaped barrier that harms passing creatures, including you

The Horizontal, Vertical and Square **Barrier** spells are functionally identical aside from the shape of the glowing barrier they create, although the Square Barrier also has a limited use amount whereas the first two are infinite. They are static projectile spells, which means the barriers they create appear right at the point of casting.

Any creature (including you) walking into them take heavy damage and deplete spell particles from the barrier as they move.

## Tips

* You are highly recommended to use a trigger spell, such as Spark Bolt, to make sure the barrier is created far away from you to avoid any untimely deaths.
* The square barrier is the only one that is safe to use at melee range, though you do confine yourself to a very small area so dodging will be very difficult.
* The Barrier spells are very useful to fight melee-oriented enemies as they'll fly headlong into them without thinking. Shields will not protect them, either.
* Barrier spells have extremely good synergy with Spells To Power, as it concentrates the high damage potential of the barrier on to a single projectile spell.
* Modifiers do not affect the barrier particles.

## Trivia

* The particles themselves are not affected by homing (except homing perk) or gravity. Conversely, effects such as projectile repulsion field will push away the particles, allowing the player to use the spell much more safely and even offensively.
* Despite appearing to be composed of many small particles, this is actually just a cosmetic effect. There are actually only 19 evenly spaced projectiles created by the Horizontal and Vertical Barrier spells (76 by the Square Barrier spell), each of which does 32.25 damage. These projectiles have a lifetime of 400 frames.
Coal Pits

Biome Navigation
Mines
Fungal Caverns
←

Coal Pits

Snowy Depths
↓

The Coal Pits is the second biome on the main path, located directly below the Mines.

The theme that plays within the Coal Pits is Liekkiö.

## Layout

The Coal Pits consists mostly of wide open passages and deep shafts composed of thick sections coal vein and rock, with wooden beams blocking off certain areas or providing platforms to stand on. Large piles of coal are common. The long tunnels are frequently dead ends which necessitates lots of backtracking to progress further, unless digging or explosives are used. Gold deposits litter the terrain which can be dug out with suitable spells (Chainsaw, Digging Bolt, Energy Orb, etc). Note that coal vein is much easier to dig through than grey rock. Deep pools of water and pools of toxic sludge are also abundant. Because the biome has no "safety room" present in later biomes, it is possible for pools of toxic sludge to generate directly under the Holy Mountain exit. Wooden Mining machinery can occasionally be spotted, serving no functional purpose.

## Hazards

While more open than the Mines, enemy conflicts can frequently make large areas hazardous, with frequently appearing Slimes, toxic sludge tanks, and pools of sludge mixing with lava bled by Fireflies to create unpurifiable toxic rock and gas. Toxic sludge tanks hanging by chains and sea mines also make their first appearance here as well as easily ignited vats of gunpowder. Often, surfaces are covered with toxic sludge, so having a Water Potion is recommended.

## Structures

* A possible wand (green) and heart (red) spawn point. Wooden structure and nest can help in finding it.
* A possible heart spawn recognizeable from the wooden platforms and the shape of the wall on its left side.

## Enemies

The Coal pits feature several new creatures as well as other types of Hiisi, including:

* Miner hiisi
* Shotgun hiisi
* Lesser Firefly
* Rat
* Firecracker Goblin
* Greater Fireflies
* Large Bat
* Hives
* Mine Thrower
* Fire Spirit
* Mimic
* Ghost

## Puzzles

### Capsule Puzzle

A metal capsule-shaped structure will sometimes appear, with a small pool of Water in the bottom. Emblazoned on the inside of the capsule is the alchemical symbol of Water, the downward-pointed triangle, and an image of a cloud is etched into the ceiling of the capsule.

**Solution**

Evaporating the water the capsule contains into a sufficient quantity of Steam or creating enough Smoke inside the capsule will reward you with the Kiekurakeppi, a unique Wand.

**Solution**
*Click to show/hide content.*

Evaporating the water the capsule contains into a sufficient quantity of Steam or creating enough Smoke inside the capsule will reward you with the Kiekurakeppi, a unique Wand.

Evaporating the water the capsule contains into a sufficient quantity of Steam or creating enough Smoke inside the capsule will reward you with the Kiekurakeppi, a unique Wand.
Critical Hits

Critical hits are a game mechanic that gives a percent chance for a projectile to deal five times its base damage. Minä starts with a 0% chance to perform a critical hit, but this chance can be improved in many ways, including:

* Blood stains increase the chance of a critical by 5% per projectile in the cast state
* The Critical Plus spell
* The Critical Hit + perk, among others
* Critical on Wet (Water) Enemies or similar modifiers
* Many spells affect critical chance, in a similar way to how spells can affect wand stats like cast delay or recharge time

This mechanic applies to damage of any type, not just Projectile Damage.

## Damage above 100%

If the chance of a critical hit is increased over 100%, not only will every hit be a critical, but the additional % chance will be added to the critical hit multiplier.

For example, with 7 Critical Plus modifiers , Magic Arrow will deal 55 damage on every hit ( (105% chance from Critical Plus + 5% base chance from Magic Arrow itself) \* 5 base critical multiplier \* 10 base damage). This can be an efficient way of boosting damage for late-game wand builds.

## Resistances

Some enemies are resistant or immune to critical damage, meaning they will take only the base damage of the projectile, plus a fraction (or zero) of the increased damage that would come from a critical hit.

For example, a Sätkymestari has 40% resistance to critical damage, so from the previous example a Magic Arrow with 7 Critical Plus modifiers will deal 37 damage per hit: (10 base damage + (100-40)% resistance \* (55 critical damage - 10 base damage))

Notable examples:

* Sauvojen Tuntija and Mestarien mestari are immune to critical damage
* Ylialkemisti has 80% resistance to critical damage
* Skoude has 50% resistance to critical damage
* Minä is immune to critical damage, so the player need not worry about receiving a random critical hit from an enemy, although this also means the player cannot boost the critical hit chance of a Healing Bolt to heal more
Acid Cloud

Creates a rain of acid

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

A spell that calls forth a sickly green cloud at the casting location, raining droplets of dissolving acid down from underneath it.

It has 4 charges.

## Tips

* The Acid Cloud is useful for digging through hard materials as almost nothing is immune against it, except Glass.
* It is of limited use against enemies, but if they're caught in tight quarters theres a case to be made for it. For the fun of it, if nothing else.
* Be aware that acid is very dangerous for your health, so use a Trigger or Timer to place it at range.
* You can attach this spell at the end of a sequence of Luminous Drill with Timer to be able to place the cloud where ever you want, even through walls.
Critical On Bloody Enemies

Makes a projectile always do a critical hit on bloody enemies

 Spell modifiers that increase the critical chance of projectiles.

A Spell modifier that makes enemies wet with blood to suffer a 100% greater chance to be critically hit.

## Tips

* Blood is the most common liquid emitted from struck enemies, so this modifier is useful almost everywhere.
* Synergizes very well with slicing attacks, like the Summon Disc Projectile and Chainsaw spells.
* Remember that you can put a Chainsaw on a trigger spell to use it at range.
* When cast together with Blood and a projectile, the projectile will always crit.
Density

Density is a property of liquids which causes heavier (more dense) liquids to sink, and lighter (less dense) liquids to rise. This property can be used to purify your liquids by use of an empty potion to skim the least dense liquids from the top, or the most dense liquids from the bottom. Liquids of the same density will mix, and are unable to be sorted out in this method.
Expanding Sphere

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

A slow projectile that increases its damage over time

Extremely slow, and unaffected by gravity.

Deals a minimum of 2.5 damage, and a maximum of 75. Damage modifiers increase the minimum damage, but not the maximum damage.

Near the end of the lifetime of the projectile, it emits a pulse to indicate that it has reached maximum damage. Changing the lifetime of the projectile does not change how long it takes to reach maximum damage.

## Tips

This spell has a very strong synergy with emitter modifiers, as the long lifetime and slow speed allows it to stay in the air for a long time even without any modifiers, meaning far more projectiles in total will be emitted.

It also couples well with matter eater, as it is slow enough that it will erase terrain before it can collide with it, and in fact can be sped up quite a lot before it can collide with terrain, allowing you to dig long tunnels with single casts thanks to the long lifetime of this spell.
Auringonsiemen

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

*It glows, full of promise*

The **Sunseed** (in-game name **Auringonsiemen**) is an Inventory item, dropped by Unohdettu when defeated.

When held, it gives the All Seeing Eye perk effect, and converts powder materials into exploding Gunpowder.

## The New Sun

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

## Details

### Effect

Gives the All Seeing Eye effect; Turns powders into fire

If placed on top of the Pyramid, in evolves into a second phase, becoming the **Aurinkokivi** or **Sun Stone**. Caution should be taken, as the particles it emits after its transformation will quickly deal large amounts of curse damage. After obtaining the **Aurinkokivi** for the first time, it no longer emits curse damage.

Aurinkokivi is much less affected by gravity than other objects.

When held, it gives the All Seeing Eye perk effect, and converts powder materials into fire.

When caught in multiple simultaneous explosions, it transforms into Aurinkomuna, leading into the Uusi Aurinko quest.

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

## Details

### Effect

Gives the All Seeing Eye effect; Turns powders into fire

If placed on top of the Pyramid, in evolves into a second phase, becoming the **Aurinkokivi** or **Sun Stone**. Caution should be taken, as the particles it emits after its transformation will quickly deal large amounts of curse damage. After obtaining the **Aurinkokivi** for the first time, it no longer emits curse damage.

Aurinkokivi is much less affected by gravity than other objects.

When held, it gives the All Seeing Eye perk effect, and converts powder materials into fire.

When caught in multiple simultaneous explosions, it transforms into Aurinkomuna, leading into the Uusi Aurinko quest.

## Details

### Effect

Gives the All Seeing Eye effect; Turns powders into fire

If placed on top of the Pyramid, in evolves into a second phase, becoming the **Aurinkokivi** or **Sun Stone**. Caution should be taken, as the particles it emits after its transformation will quickly deal large amounts of curse damage. After obtaining the **Aurinkokivi** for the first time, it no longer emits curse damage.

Aurinkokivi is much less affected by gravity than other objects.

When held, it gives the All Seeing Eye perk effect, and converts powder materials into fire.

When caught in multiple simultaneous explosions, it transforms into Aurinkomuna, leading into the Uusi Aurinko quest.
Critical Hit +

*Increased critical hit chance.*

**Critical Hit +** is a passive perk that grants 10% increased Critical Hit chance.

## Synergies

* The effect stacks with other sources of crit, like the Critical Plus modifier, or any of the *Crit on <Material>* modifiers.

## Trivia

* While they look very similar, the Critical Plus modifier and this perk have slightly different effects. The projectile modifier grants **15%** additional crit chance, while this perk only grants **10%**.