recursal/Fanatic-Fandom huggingface dataset:
Stendari

* Stendari

"Fire Mage"

## Traits

Takes rapid damage when wet. Passive if holding Brimstone.

## Drops

* **30**

The **Fire Mage** (in-game name **Stendari**) is an enemy encountered in the Mines.

## Behaviour

Stendari patrol the Mines on foot, and while it cannot fly, it jumps surprisingly high. Once in range, it fires a weaker version of the Fireball spell, exploding either on impact or when the fireball reaches the player's location at the time of casting, and has a weak explosion that will damage solid material.

They are not harmed by fire and will cause nearby flammable materials, powders, and liquids to combust. Additionally, they bleed Lava, which can prove a highly threatening hazard, particularly in the early game where they are normally encountered. Solidifying the lava with water first can help in collecting their dropped gold, but be aware that the gold may be stuck beneath the rock that forms.

Water does considerable damage to the Stendari, and immersion quickly proves fatal. They will avoid deep water, but may overlook small puddles, which still damage them. Also, if the water is below a liquid harmless to Stendari, they will not avoid it. They will not bleed if damaged or killed by water.

If the player is holding a Brimstone the Fire Mage will become peaceful.

## Combat Tips

* The Stendari is one of the most dangerous enemies that spawns normally in the mines, especially to new players.
* It will often jump towards the player and fire at the same time, which can throw off players that are trying to dodge its attacks.
* Make sure you are doused in a fire-proof liquid. Even if you manage to not get hit, the frequent fire particles generated by fighting it will likely dry you off and ignite you.
* Wands with the Rain Cloud spell are often found in the Mines, which are convenient for killing it with water.
* You can douse a Stendari with a Water (or Swamp, Brine, etc.) Potion by dropping the liquid from above, but also by pouring it into the ground the Stendari is standing on, from below, which will cause the game to spawn the sprayed liquid above at the nearest open space, in this case, right underneath the Stendari.

## Trivia

* Stendari is a Finnish slang word for a lighter

## See Also

* Ukko
* Eldari
Sima

Sima is a rare liquid material. Submerging yourself in it gives you the Wet effect - however, it does not behave like water, i.e. it does not turn toxic sludge into water, does not react with lava, and cannot be frozen. Consumption will give you the Mildly Boozed effect for a maximum of one second. It reacts with Strange Brickwork to create small amounts of Teleportatium and slightly more smoke in comparison.

It may have a chance to spawn in regular play.

Kiuaskivi does not destroy the liquid when submerged

On April 30 and May 1 (holiday of Vappu), Sima has 20% chance spawning in every potion.
Reduce Recharge Time

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

Reduces the time between spellcasts

Despite its name and in-game description, this modifier reduces *both* the recharge time of the entire wand and the cast delay of the spell it's attached to.

## Tips

* While expensive to use, this modifier can improve the fire rate of any wand. Usually works best early in the wand slot list.
* Is essentially the counterpart to Increase Mana, as that spell increases cast delay but reduces mana usage.
	+ Assuming you have enough wand slots and copies of the spells, using two Reduce Recharge Time for every one Increase Mana will break even on mana usage but have a net decrease in cast delay.
Runestones

*A runestone with a strong magical aura. You feel like kicking it.*

**Runestones** are physics objects that cause certain effects when activated by the player. They can be found naturally in the world on small pedestals or from Chests. Kicking a runestone will activate it, indicated by circles of magic particles emanating from it. Kicking it again deactivates it. The effects vary, but usually include modifying projectiles that pass through its area of effect. This affects enemy projectiles too, when applicable.

Due to an unknown glitch to do with Runestone probability range being set to 72, the Runestone of Edges is significantly more common than other Runestones to the point of it theoretically being near impossible to find anything other than a Runestone of Edges outside of Chests. *[Can this be confirmed for the current patch? I've found several varieties of runestone recently, and never an Edges yet]*

## Trivia

* Runestones can also be thrown and used for accidental kills in a similar manner as Emerald Tablets.
* There is a 10% chance for a Runestone to be active upon spawning in
Summon Deercoy

Summons a seemingly-innocuous deer

The Summon Deercoy spell creates a deer at the point of casting. The deer will walk back and forth on any solid surface and attract enemy fire. Upon taking enough damage, it will explode.

Deer also explode shortly after contact with 'prey' creatures, such as Lammas (or even other deer).

It is unlocked once the Orb under the Snow Chasm has been collected.

## Trivia

The Summon Deercoy spell was originally named Summon Deer Decoy, but was renamed after a petition on reddit caught the developers' attention.
Teleporting Cast

Casts a spell from the closest enemy

A spell modifier that makes a nearby enemy the point of origin of the attached spell(s) being cast. The range is not infinite, and casting outside of it will cause the projectile to appear from your wand normally.

## Tips

* The modifier ignores line of sight, so can be used to cast spells through walls.
* Has good synergy with Explosion, although the immunity to explosions Perk is recommended to prevent mishaps.
* Its very high mana drain means that if you don't have enough in reserve to cast both this and the spell after it, the spell will fire from you instead.
* If an enemy is in range, projectiles modified by this spell will hit that enemy and stop there (unless you also have Piercing Shot)
* Range is short! It's somewhere between 2-3 unmodified Luminous Drills in length

## See Also

* Long-Distance Cast
* Warp Cast
The End of Everything

**This page contains spoilers for hidden content. Tread with care.**

**This page contains spoilers for hidden content. Tread with care.**

You're heavily advised not to cast this spell.

The End of Everything is a spell found inside a steel chest within the Robotic Egg. For details on finding/unlocking it, see Broken Spell and Summon Portal. Once it is unlocked, it can additionally spawn in The Work (Sky), The Work (Hell), the hidden eye room reachable from the Hiisi Base, and randomly from Chest drops. The spell itself bears the alchemical symbol for the philosopher's stone.

Upon being cast, it will summon a series of 13 chaotic and destructive effects, titled by one of the possible names of the Sampo. The corresponding name will be displayed on-screen as each effect is invoked. The final effect will reward the player with a Great Treasure Chest that may contain rare Materials and Items as well as multiple Extra Max Health pickups. Collecting the treasure in the aftermath of the other 12 effects may prove difficult, however.

## List of Spell Effects

 Our Matter
 Hermes Bird
 White Eagle
 Green Lion
 Red Lion
 Celestial Ruby
 Magnesia
 The Vessel of the Philosophers
 Our Blessed Stone
 Magnum Opus
 Philosopher's Stone
 Sampo
 True Knowledge
The Work (Hell)

Biome Navigation
Temple of the Art
Volcanic Lake
The Laboratory
↗
??? (Essence of Water)
←

The Work (Hell)

**The Work (Hell)**
↓

The Work (Hell) is one of 3 places in the game bearing the name "The Work", and is an infinitely looping biome located below the lava ocean underneath The Laboratory.

## About

To reach this place you will need both a method capable of bypassing the massive amounts of Lava, and a wand capable of digging through extremely dense rock. Lava To Blood is recommended, but spells capable of freezing will also work, whereas Black Holes are useful for digging through the rock.

The Work (Hell) consists of its own special biome followed by all the biomes from the main path in the same arrangement and order, starting with the Mines. There are some differences, however, as most materials the dungeons are made of are changed into Hell Rock, a dark red material which is very resistant to digging.

Below the first section, none of the permanent structures or areas will be present. Only the sections that are procedurally generated will appear.

## Areas of Interest

* Near the center of the first section of this biome you will find an orb room.
* If you work your way to the most western point you will come across a room with an essence.
* There is a large area in both The Work (Hell) and The Work (Sky) that has rare and powerful spells such as the Divide By Spells, effect copying spells like Omega or Mu, the Touch Of spells, Giga Black Holes, Nukes, Blood Magic, etc. All of these spells are purchasable for approximately 36,000 gold each in the manner of a spell shop, which should not be too unaffordable given the large sums of gold dropped by hell enemies. It may be of interest for one to go there to build powerful wands.
* On the east side of the first section of the biome is the Dark Chest which can be opened with the Crystal Key.

## Enemies

Both The Work (Hell) and The Work (Sky) are inhabited by extremely dangerous enemies. The enemies present in The Work (Hell) include:

* Hell Gazer
* Hell Spitter
* Blood Crystal
* Hell Worm
* Thunder Spirit
* one of the three varieties of Creeps

## Tips

* Since nearly all enemies in this biome bleed lava, a viable source of healing is to use the Vampirism Perk together with Lava To Blood.
* Dealing with large amounts of lava can also be done with the use of Freeze Charge.
Sokaisunmestari

* Sokaisunmestari

"Master of Blinding"

## Spawn Locations

Fungal Caverns
The Vault
Temple of the Art
Wizards' Den

## Drops

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

The **Master of Blinding** (in-game name **Sokaisunmestari**) is one of the many Master spellcasters. It takes the appearance of a hooded humanoid and is dressed in a dark robe.

## Behavior

The Master of Blinding casts homing slow-moving purple projectiles inflicts the **Blinded** debuff for 20 seconds. While blinded, the player will only be able to see a small distance around themselves, however, enemy parts that glow such as eyes will still be visible. The blindness will leave players highly vulnerable, so extreme caution should be taken when fighting this Master.

## Combat Tips

* As with all Masters, exercise caution and focus on avoiding the projectiles. This is easily done by constantly moving perpendicular to the enemy's aiming trajectory (which usually means levitating up or falling down) and staying at a medium distance.
Rigid Body

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

Rigid Bodies are solid objects made of a variety of materials that move separately from the rest game world when physically acted upon.

Rigid Bodies are subtly different from solid material. For example, Spark Bolt is enough to dig through rigid body rock but not solid rock, and Acid will not melt rigid body ice.
Summon Rock

Create a mighty rock out of thin air

A spell that summons a sizeable rock at the tip of the wand. This rock obeys gravity and can deal heavy damage to enemies if it collides with them. It can be kicked by the player.

It has 3 charges (although you may find a wand with no spells and the descriptor "always casts summon rock" which will summon rocks infinitely). The Unlimited Spells Perk does affect this spell as well.

The Geomancer archetype from the official class mod starts with a wand with this spell as Always Cast, giving you an unlimited amount of them.

## Tips

* The spell in its normal incarnation is tricky to use, but fun. Unfortunately, only 3 charges means it doesnt last more than a few moments.
* You can combine this spell with other projectiles to have them impart their velocity into the rock, flinging it forward at great speeds. This is most easily done with Burst of Air but also works with any projectile that has an explosive effect, like Energy Orb.
* Homing modifiers will cause the rock to race around the level scoring trick kills on every enemy they can reach. Under the right conditions, a single rock can clear a large area. Don't miss out on all the gold!
* Combine with homing and burst of air to get an extremely potent trick kill weapon.
* Enemies killed with the rock count as trick kills and drop double gold, just like when you kill enemies by kicking barrels, minecarts and other items at them.
* With a wand that says "always casts summon rock", it can become an incredible movement tool. Summon it at your feet and you can use it to jump off of and travel infinitely.
* When combined with the Horizonal Path modifier, the rocks generated can float in the air for use as a platform that lasts a very long time (They do fall, but at an extraordinarily slow pace).
* You can combine the spell with Water Trail for the rock to produce infinite water.
Skoude

"Cop"

## Traits

Will spawn if 3 Stevaris are killed. Has two large protective shields that deflect moving projectiles. Dissolves nearby terrain.

## Drops

* **360**

**Skoude** (lit. *Cop*, sometimes referred to in the community as *Scott*) is a significantly stronger variant of Stevari, which will spawn in its place in Holy Mountains after angering the gods if at least 3 Stevari have been killed already.

After killing 3 separate instances of **Stevari** that were spawned from a Holy Mountain, the player receives the message The gods are enraged and all further Holy Mountains will instead spawn Skoude. Additionally, further damaging Holy Mountain brickwork after this event will give the message The gods are very angry with you

## Behaviour & Combat

Skoude is significantly stronger than Stevari, with 900 HP and two layers of shielding. In addition, it is completely immune to all freeze and electrical stun effects. Upon gaining line of sight with the player Skoude will start dissolving all terrain around itself, including Holy Mountain brickwork and physics objects. As a result, landing a hit with Emerald Tablets and Summon Rock is generally quite difficult. He will attain line of sight and start chasing even if the player is invisible.

Similarly to Stevari, the Skoude has a long range and a short range attack. At long range, the Skoude casts a pair of quickly accelerating explosive projectiles, which explode into a spread of 5 bubbles on impact. At short range, it shoots out similar little sparks to Stevari, though they are more damaging than those used by Stevari.

### Tips

* Use Pheromone ghosts to defeat Skoude. Demonstration clip.
Salamurhaajarobotti

* Salamurhaajarobotti

"Assassin Robot"

## Spawn Locations

The Vault
Frozen Vault

## Drops

* **80**
* **160**   (The Vault)

The **Assassin Robot** (in-game name **Salamurhaajarobotti**) are robotic enemies are often encountered in The Vault and Frozen Vault.

## Behavior

Has a forward-facing shield that protects it well against projectiles, but as with other shields it cannot stand sustained fire, powerful spells, or physical objects.

It follows the player around continuously, and will quickly spring forward to attack if close enough, slashing repeatedly with its sword.

## Combat Tips

* It also has very high health which makes it a force to be reckoned with.
* They are relatively slow when not attacking, so barring a very strong wand, running from them is a good option.
* Its only method of attack is through melee damage, so the Melee Immunity Perk will render them harmless.
* It is easy to get overwhelmed if you get attacked by it in combination with a projectile enemy, so try to fight it alone.
* Like most robots it has abysmal electricity resistance.
* Most explosives are too slow detonating to kill it if its chasing you.
Spiral Arc

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

A projectile flies in a spiralling pattern

This modifier causes affected spells to travel in a spiral motion around its point of origin while reducing casting delay and increasing spell lifetime.

## Tips

* The hidden lifetime modifier has a drastic affect on short-lived spells like Luminous Drill and Chainsaw, allowing the spell to travel farther and dig more effectively. Digging Bolt and Digging Blast are actually hindered by this, as their digging projectiles will only travel a very short distance and will not deal any damage to terrain until after the projectiles expire.
* Since Spiral Arc causes projectiles to spiral around its point of origin, it makes affected spells ineffective against targeting far away enemies. However, Spiral Arc can be used with Trigger spells, Timer spells, Long-Distance Cast, or Teleporting Cast, to cast spiraling projectiles around a new point of origin, making it easier for them to strike enemies.
* Is a core ingredient in infinite lifetime spells
Timer

A Timer is a type of spell variant that casts another spell after a set time limit. If it hits an obstacle before that limit is up, it'll instead act as a Trigger.

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

For more information, see Triggers

## List of spells with timers

* Add Timer
* Spark Bolt with Timer
* Magic Arrow with Timer
* Magic Bolt with Timer
* Energy Orb with Timer
* Energy Sphere with Timer
* Luminous Drill with Timer
* Spitter Bolt with Timer
* Large Spitter Bolt with Timer
* Giant Spitter Bolt with Timer
* Tentacle with Timer

* Spitter Bolt with Timer
* Tentacle with Timer
* Magic Arrow with Timer
System Requirements

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

The following are the required and recommended **system requirements** for **Noita**.

## Summary

While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## System Requirements

### Recommended Requirements

* **Processor:** The more cores the better
* **Memory**: 8 GB RAM
* **Graphics:** 1024MB VRAM, OpenGL 3.0 support
* **Storage:** 1 GB available space

### Minimum Requirements

* **Processor:** Dual Core CPU, Intel i5 or better
* **Memory:** 4 GB RAM
* **Graphics:** 512MB VRAM, OpenGL 3.0 support
* **Storage:** 1 GB available space
Tentacler

Makes a projectile cast tentacles in random directions

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

A charge-limited spell modifier that causes a projectile to cast Tentacle randomly around it while in flight. Stops when the projectile dissipates.

## Tips

* Works better for slower projectiles, like Bubble Spark, to get more strikes in a smaller area, or with static projectiles like the mist spells which essentially makes a constant AoE effect.
* The very limited amount of uses means that you will run out of charges of this very quickly in normal combat, unless you can find a wand with this as always-cast.
* Safer to use than other spells of this type, as the tentacles are limited in range. Also, melee immunity will completely block any damage from it.

## See Also

* Personal Tentacler
* Eldritch Portal
Pyramid

Biome Navigation
Cloudscape (East)
Desert
←

Pyramid

Desert
→
Sandcave
↓

A large structure found in the Desert. Most of the structure is static, however some parts are procedurally generated between each run, opening or sealing some passages.
At the top of Pyramid's exterior is an Orb of True Knowledge and an Emerald Tablet.
Below the Pyramid lies the Sandcave.

## Entrance

The entrances to the Pyramid interior are blocked by large rock walls, requiring explosives, certain spells, or a lucky transformation via Chaotic Polymorphine to gain access.

## Hazards

* Pools of lava or toxic sludge may spawn in some cases
* Wall-mounted traps (watch for round protrusions hanging off walls)
* Breakable pots - have a 50/50 chance of spilling Firecrackers (Red Pot) or several Hämikset (Blue Pot) and water when hit
* Kallorotta - flying, but relatively easy
* Kallokärpänen - large and tough flying enemies that will fire Path of Dark Flame from long range
* Alchemists - will throw flasks of various random substances
* Kiukkukalma - ghost, fires splitting projectiles

## Apex

On the top floor of the pyramid you will find Kolmisilmän koipi/Three-Eye's Legs, dormant on an altar. Approaching him will cause him to awaken and attack.

## Trivia

Prior to patch #6 on nov 5 2019, the top of the pyramid contained a room with 3 fairly powerful wands instead. The miniboss was, back then, summoned via filling the skull in the desert with water.

At the center of the Pyramid's walls there are sections filled with dense rock, brickwork and pockets of diamond; the material is reminiscent of the bottom of Orb Rooms.
Suur-Ukko

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

* Suur Ukko

"Great Thunder Mage"

## Spawn Locations

Cloudscape, The Work (Sky), Pyramid (Very Rare), Frozen Vault, Snow Chasm, Snowy Depths (NG+2 and above)

## Characteristics

### Bleeds

None
Diamond

### Attacks

None
Thunder Charge with Copy Trail and short-range Homing

### Faction

20 (Electric) + 45 (Explosion) for each charge
`Mage`

## Damage Multipliers

### Proj.

1.0x
0.7x
1.0x

### Ice

1.0x
1.0x
1.0x

### Tox.

-1.0x
0.0x
1.0x

## Traits

Spawns a live, stationary Thunder Charge upon death.

## Drops

* **200**

The **Great Thunder Mage** (in-game name: *Suur Ukko*) is an enemy found primarily in The Work (Sky) and the Cloudscape. It is a much stronger variant of the Ukko.

## Behaviour

Suur Ukko behaves much like its more diminutive counterpart, being capable of flight and generally moving around somewhat slowly. When in range of the player it will begin to attack.

Suur Ukko attacks with a variant of Thunder Charge that has both a short-range Homing and a Copy Trail effect applied to it, and releases a Thunder Charge explosion after death.
Rock

**Rock** may refer to:

* Summon Rock spell
* Summon Rock Spirit spell
* many forms of Materials

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

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

Copies the two following spells in the wand when cast

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

An Other type spell that casts a copy of the two spells directly after (to the right of) it in a wand.

## Tips

* Like Gamma and Omega, Tau is very useful for copying valuable limited charge spells like Black Hole that aren't affected by the Unlimited Spells perk, effectively making them unlimited regardless.
Short-range Homing

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

A projectile flies towards targets when near them

 Spell modifiers that redirect projectiles to seek out targets.

Short-range Homing is a modifier that will impart some constant force on projectiles to make them home in on enemies. Because of this the effect is more noticeable on slower or static projectiles. As the name suggests, this spell modifier has a shorter homing range than the Homing spell modifier and the perk of the same name.

## Tips

* Short-range Homing may have a shorter homing range than the plain Homing spell modifier, but this can be useful if you want your projectile to hit a target behind an obstacle. Having a shorter distance to activate the homing means you have more control over where the projectile goes, while plain Homing projectiles will likely begin homing in on the closest target as soon as the projectiles are fired.
* Static projectiles such as Mist spells do not benefit as much from Short-ranged Homing as they do with Homing, as enemies will have to be significantly closer before the homing activates.
* Short-range Homing has a significantly reduced mana cost when compared to Homing, making it easier to manage your mana.
Spell Duplication

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

Duplicates every spell cast before it

Spell Duplication duplicates all spells that have been cast in the current cast before it. If you have modifiers in front of Spell Duplication in the same cast state, Spell Duplication will act as a X multicast, where X is the amount of modifiers (Multicast spells works too, but the math becomes a bit more messy). Spell Duplication can't cast other instances of itself.

Useful guides:

Expert guide: Draw

The spell description can be rephrased as "Cast all spells in the Hand", which can't be understood without reading the guide above.
Random Materials

The three random materials needed for Lively concoction and Alchemic precursor are rolled from two different lists: a list of liquids and a list of powders. Roughly half of the recipes will require only liquids, the other half will require one powder.
When transmuting, the second material chosen is the catalyst that will be converted into the new liquid.

For a complete list & descriptions of all materials, see:

* List of all materials

## Source

The possible ingredients are from this list:
https://github.com/SaphireLattice/noita\_unicorn/blob/master/Program.cs
Release Notes/Snowy Update

# Dec 19 2019 - Snowy Update

Steam Announcement

Hello everyone and snowy holidays!
This update adds a whole slew of new features, including 5 entirely new magical liquids, a New Game+ mode, new spells, new creatures and more! Over the upcoming days you will notice additional festive spirit within the game...

## Features

* 15 new spells!
* New, very elusive creature roams a certain area...
* New creature. Very bomb.
* 5 new weather phenomena
* 5 new magical materials
* New Game+

## Updates

* No restart when entering nightmare game via main menu
* Downwards bolt bundle has unlimited uses
* Changed item attraction perk to gold attraction to make it more useful
* A hidden creature has an extra tool
* Tweaked a boss' sounds
* Foggy nights are darker
* Cosmetic tweaks to fire immunity perk
* Optimization - tentacles are more CPU-friendly
* Various gameplay tweaks
* Gold nuggets come in various different sizes
* Summon Hollow Egg has unlimited uses

## Bugfixes

* Nightmare Mode - some of the entrances were blocked
* Nightmare mode - empty chunks were appearing in places
* Thunderstone could be placed into spell inventory
* Fungal caverns had no potion spawns
* Healers etc were friendly with player
* Revenge explosion and tentacle did nothing
* Fixed TNT explosions
* Several randomized effects were broken
* Loading screen audio didn't fade smoothly
* Autosave should work better now
* Crash - Boss crashes, general stability fixes (thanks to Captain\_Duck for helping investigate this!)
* Crash - relating to the Light modifier (thanks to Efi)

## Modding

* Mods can define new game modes (see mods/nightmare for an example)
* Lua/BUGFIX - dofile handling when file doesn't exist was a bit broken and didn't log errors
* Lua/BUGFIX - fixed a lua sandbox escape exploit
* Lua - added ProceduralRandomf()
* Lua - added Randomf()
* Lua - added GetComponentTypeName()
* Lua - added GameGetDateAndTimeLocal()
* Lua - added GameGetDateAndTimeUTC()
* Lua - added GameEmitRainParticles()
* Lua - added GetRandomAction()
* Lua - added script\_kick to LuaComponent
* Tags - now there are 256 tag slots available for Entities
Spells To Nukes

Transforms every projectile currently in the air into a nuke; not a good idea

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

A utility Spell that transforms all active projectiles into Nukes.

## Tips

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

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

The reload time of the wand is set to exactly 1.5 seconds

The spell **Slow But Steady** is a projectile modifier that forces the recharge time to exactly 1.5 seconds.

Unlocking the spell requires accessing the second container under the Abandoned Hut. Once it has been unlocked, by visiting that area, the spell will appear randomly in the future.
Summon Egg

Summons an egg that houses a friendly creature

A spell that summons a creature egg projectile. It will fly in an arc and crack open when hitting an enemy or hard surface, birthing a random monster under the effects of Pheromone. The monster will follow you and fight at your side unless you hit it, upon which it will retaliate before returning to its friendly state.

It has 2 charges.

## Tips

* With only 2 charges, this spell is of very limited use.
* Creatures spawned this way will have more health than their hostile counterparts, and will not drop gold.
* Creatures spawned by this spell will attack players under the effect of Berserkium, much like how most creatures will attack their allies under the effect.
* Can be used to awaken the Gate Guardian in the Temple of the Art.
* Synergises extremely well with the Unlimited Spells perk, allowing the player to rapidly create huge armies and potentially avoid any direct engagements; however, being surrounded by creatures that bleed toxic sludge and lava is obviously dangerous, even more so when you consider that this combination can encase the player in toxic rock or surround the environment with damaging toxic gas.
* If multiple eggs are summoned at the same time (using Multicasts, a wand with Spells/Cast of greater than 1, or otherwise), they will all be of the same type.
* Used as the target of Add Trigger along with a payload, the summons always are always Hurtta and the payload is not emitted.
Rainbow Trail

*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.**

## Rainbow Trail

###  Type

Projectile modifier

Gives a projectile a trail of rainbow

### Spawn Probability per Tier ⓘ

0

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

The **Rainbow Trail** spell will add a trail of Rainbow Liquid to projectiles. The liquid is very colourful.

Drinking the liquid will give you the Rainbow farts status effect, making you emit Unicorn farts.

## Location

**The location of this spell is considered a spoiler, although it is primarily a "for fun" spell more than anything else.**

Rainbow Trail can only be found on a floating platform, located high in the sky, directly above the Lake Island's wooden figure, in the Main world.

**The location of this spell is considered a spoiler, although it is primarily a "for fun" spell more than anything else.**
*Click to show/hide content.*

Rainbow Trail can only be found on a floating platform, located high in the sky, directly above the Lake Island's wooden figure, in the Main world.

Rainbow Trail can only be found on a floating platform, located high in the sky, directly above the Lake Island's wooden figure, in the Main world.
The Gold

**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 Gold** are 2 large biomes filled with gold powder, each with approximately **250,000** .

The first can be found above the Essence of Earth, which is at the east wall past the Desert.

The second can also be found below the Essence of Spirits, which in turn is below the West Lake.

Be prepared with a few Black Holes, as these rooms are entirely covered by Extremely Dense Rock.

## Trivia

* You can drown in the gold, so be sure to either levitate upwards to breathe, or have the Breathless perk.
* It is definitely worth visiting early in the game if you want extreme spending privileges.

## Tanna Silmä Method

A method of getting to the first The Gold before one even goes into the first level, known as the Tanna Silmä Method, is as follows:

1. Go to the far right, collect the Essence of Earth, which will require the use of the starting bomb wand, and kill the Essence Eater, obtaining a Tannerkivi
2. Go back to the left, and scale the giant tree. The Tannerkivi will make the side of the tree more coarse and therefore climbable without any other tool required, though the Wiggling Eggs found in the nests in the tree will break open and hatch when they come within the radius of the player if they are holding the Tannerkivi, so be careful.
3. After scaling the giant tree, venture left until the player finds the Paha Silmä in the Snowy Wasteland, and pick it up.
4. Venture *back* to the far right (this process is vastly improved with some Acceleratium), fly up from the platform that the player obtained the Essence of Earth from, equip the Tannerkivi, and fly up to the Extremely Dense Rock.
5. The Tannerkivi will turn this to Soil, and the player can drill through Soil effectively with the Paha Silmä. Carve out a platform in the area above the platform, land on it, and begin drilling north-west, by equipping the Tannerkivi, moving up and down the dug tunnel a bit, and carving out a path with the Paha Silmä.
6. If the player goes directly north-west from the ceiling of Extremely Dense Rock above the Essence of Earth's cage, they will intersect with The Gold, and all of the gold needed for much of the game can be obtained without killing a single enemy.
7. Be cautious of turning too much of The Gold's Gold into Soil, of kicking, which has a good chance of killing the player due to the earthquakes made by the Tannerkivi, or of tossing the Paha Silmä, which has a high chance of killing the player if thrown in an enclosed space, such as the tunnel dug to The Gold.
Recoil

*For a community-members's guide to reducing recoil, see https://note.com/hanrei\_7/n/ndcc58424aff4 for listings of spells.*

## Recoil

###  Type

Projectile modifier

Increases the recoil when casting spells

### Spawn Probability per Tier ⓘ

0.6,0.6

**Recoil** is a modifier that will add more recoil to a spell it is attached to, pushing the player in the opposite direction when fired.

## Tips

* The only real use of this effect is to create a wand that enables you to fly using recoil alone, extending the distance of your levitation. With several copy of the spell or a rapid fired wand,you can fly extremely fast in horizontal direction.
Unstable Polymorphine

* Unstable polymorphine

## Effects

### Stain

Unstable Polymorphine is a variant of Chaotic Polymorphine that differs in looks, viscosity and transformation selection (seemingly only into various Hiisi). It resembles slime, and is heavier so tends to sink to the bottom if collecting in a lake with other liquids.
It also has different alchemical reactions.

## Alchemy

* Is created by mixing Flummoxium, Oil and Blood

## See Also

* Polymorphine
* Chaotic Polymorphine
Tarkkailija

* Tarkkailija

"Observer"

## Drops

* **140**

The **Observer** (in-game name **Tarkkailija**) is a flying robotic enemy found exclusively in the Power Plant.

## Behavior

This foe, like most flying enemies, moves around in the air, at a slow but steady pace.

When it spots the player, or a creature it is aggressive towards, it will first attempt to make it a target, using a special projectile. When the projectile hits, the marked creature will be a target for the next 10 seconds. During this period, all creatures in the world (with the exception of minions), regardless of previous relations, will attempt to attack the target. If its target has already been targeted, it fires fast blue bolts at them.

This means that you can trick the Observer into making a previously allied creature a target. Additionally when targeted, enemies will be able to see you through invisibility.
Teleportitis

*Damage taken reduced by 20%. Every time you take damage, you teleport away.*

**Teleportitis** is a defensive Perk that causes you to teleport to a nearby location whenever you take damage. All instances of damage will trigger this effect, including damage that is blocked. Much like using Teleportatium, the direction of the teleport is influenced to some degree by the direction of the player's aiming reticule.

## Tips

* The effect functions similarly to a single sip of Teleportatium, where the direction the player is looking influences where the teleport will target.
* Very dangerous, as it can teleport you into harmful liquids or gases, such as lava, acid, or freezing vapour.
* Can be very useful for speedruns, as it allows you effectively unlimited teleports, provided you're very careful about where you're aiming when you take damage.
* Combine with a damage over time effect (such as: the stain from Poison or Toxic Sludge, setting yourself on Fire) to get rapid, regular teleports.

## Synergies

* Combines well defensively with Teleportitis Dodge, allowing you to avoid teleporting too far when only a few enemies are firing at you, but escape to a different location entirely as soon as they land a hit.
* Slime Blood confers projectile resistance, adding to this perk's damage reduction.
* The Revenge perks (Revenge Tentacle, Revenge Bullet, Revenge Explosion) also confer additional resistances, but their revenge effect is somewhat less useful with the player teleporting around.

## Trivia

* Possibly a reference to the intrinsic/extrinsic in NetHack.

## Possible Problem

* There is a chance to get transported to next location, meaning you will skip one visit in Holy Mountain.
Void Liquid

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

* Void Liquid

Void Liquid is a super dense liquid.

You can create a small amount of it by combining toxic sludge + worm blood + fungus/fungus powder or Chaotic Poly + Toxic Sludge + Diamond. It can also be obtained by combining all the essences (except essence of spirits ) and converging on the moon.

Upon creation, void liquid will quickly drill through the world because of its density, but will not destroy materials, unlike acid.

Converts fungus or toxic sludge to more void liquid on contact.

As of the Feast Update, Void Liquid can be consumed. Upon consumption, no effects will be given to the player character and your stomach will be filled by 8%.
Reduce Lifetime

Reduces the lifetime of a spell

 Spell modifiers that adjust the lifetime of the affected projectiles.

A spell modifier that causes a projectile to have a shorter period to live before timing out and dissipating. This can cause a projectile to not being able to reach the target you're aiming at, but reduces cast delay to compensate which causes the next spell to fire faster.

## Tips

* Reduced projectile lifetime is often a detriment, so you'll essentially be buying reduced cast delay for 10 mana and less range.
* As cast times are ignored when spells are fired by a Trigger, using it as part of a delivered spell package in this way is not a good idea if rapid fire is what you're after.
* Can be used to make timed spells like Death Cross or Bomb explode faster. Useful when delivering them with a Trigger spell.
* Is a core ingredient in infinite lifetime spells
Snowy Wasteland

Biome Navigation
Cloudscape (West)
↖

Lake
←

Snowy Wasteland

Giant Tree
→
Frozen Vault
↙
Snow Chasm
↓
Ancient Laboratory
↘

The Snowy Wasteland is a biome found on the surface, west of the Giant Tree and east of the Lake. There are some enemies populating the ruins found on the surface, mainly Hiisi.

A short distance away from the Giant Tree there's the stone pillar, with the Paha Silmä resting on top.

There is a flimsy wooden bridge over a chasm, similiar to the one before the Mine's Orb Room, that connects to the Frozen Vault.

Just before the bridge above the Frozen Vault, there's the western Essence Eater altar.

It ends on a cliff to the Lake area, where you can find the Music Machine previously present on the Lake island. Here there is also a pillar with an eye symbol. Holding the Paha Silmä on top of it will reveal a series of red platforms overhead that lead to the western Cloudscape.

## Connecting Areas

* Below the bridge in the west you will find the Frozen Vault, a variant of the normal vault with a snowy theme.
* To the west from the bridge you will find the Lake.
* Below the eastern half of the land you can dig down to reach the Snow Chasm.
* At the east end you will find the Giant Tree and the Forest (which is probably where you came from).
* Just before the tree, you can dig down to reach the Ancient Laboratory.
Thunder Charge

A projectile with immense stored electricity

A spell that calls forth a slow ball of electricity and flings it forward in a straight line. When hitting a creature or solid object, it will explode for extreme damage in a large radius. This attack is identical to the one used by Ukko.

After the spell explodes, parts of the terrain near and above the explosion will erode and drip a powder version (that obeys gravity) of the material it came from. It will retain the exact same material properties in other respects.

## Tips

* The damage potential of this spell is not to be underestimated. Take extreme care when firing it as it can very easily kill you if you don't have the Immunity to Electricity perk (and preferably the Immunity to Explosions perk as well).
* Liquids and steel conduct electricity causing this spell to potentially shock enemies indirectly, or the player.
* Due to the powder-creating effect of the explosion, you can use this spell to slowly scrape away from below at undiggable materials like Steel, or the brickwork of Holy Mountain. However, be aware that despite being turned into powder these materials retain their hardness, and so the powder can block passages it falls into.
* Wands that contain electric-based spells such as this one in one of their slots will also impart the Electric Torch effect, so care must be taken around conductive material.

## See Also

* Ball Lightning
* Lightning Bolt
Spiral Shot

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

A mystical whirlwind of magic sparks

Fires four spinning magical sparks that disappear after a fairly short period of time. Hitting a wall or an enemy will not despawn the projectile.

It is unlocked once the Orb to the bottom-left of the Lukki Lair, west of the Underground Jungle and The Vault, has been collected.

## Tips

* Enemies killed by this spell count as "trick kills". Combined with the Unlimited Spells and Trick Blood Money perks, you may consistently heal with this spell.
* While spell modifiers such as Bloodlust do not hurt the player, they also do not increase the spell's damage.
* Certain Homing spells, especially Projectile Area Teleport, limit Spiral Shot's effectiveness. A homing Spiral Shot tends to 'orbit' smaller enemies, without damaging them.
Reduce Spread

Reduces the spread of a spell

A spell modifier that reduces the spread statistic of spells it is attached to.

## Tips

* Keep in mind that spell spread is also affected by the wand, not just the additional +spread of some spells.
	+ However, the majority of wands' spread modifiers are overpowered by the final negative spread modifier of this spell anyways.
* Most spells can be made to fire completely straight with this effect, including really wild ones like Bubble Spark.
	+ Triplicate Bolt will fire all three bolts overlapped with each other.
* The *Concentrated Spells* perk has a similar effect, but increases the recoil of spells as well.
The Hourglass Chamber

**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 hourglass chamber is a secret room located right above the Hiisi Base hidden shop, either in the East or West walls of the biome. Inside there is an hourglass containing a small pool of Blood in the bottom which can be filled with different liquids to activate beneficial events.

## Uses

Currently there are 3 different ways to activate the hourglass, but only one can be attained per game. If the hourglass is damaged or broken prior to activating one of these effects, it will trigger an Earthquake.

### Blood

If you fill the hourglass with enough blood, all of it will turn into about **1,000**  worth of gold powder. You can then collect it by breaking the hourglass, becoming oiled, or teleporting into the bottom of the hourglass.

Blood on the sides of the hourglass and below it will also get turned to gold. Digging below the hourglass and filling the room with blood before filling the hourglass can net you a maximum of 3500 gold powder.

### Teleportatium

If you fill the hourglass with about 70% of a regular flask of Teleportatium or Unstable Teleportatium, a portal will appear above the hourglass. The portal will take you to an eye-shaped room that contains 8 free Spells, chosen at random from all unlocked spells.

## Notes

The hourglass room does not exist in Parallel Worlds, but the eye-shaped room still does, with a different set of free spells.
Sandcave

Biome Navigation
Desert
Pyramid
Desert Chasm
←

Sandcave

Desert Chasm
→

The Sandcave is a biome that can be found in two locations: beneath the Pyramid, and in between the upper Overgrown Cavern and Power Plant.

## About

The biome consists mostly of sand, rusty ground, and sandstone arranged in solid structures, somewhat similar to the terrain formations in the Underground Jungle. Numerous unexploded naval mines litter the area, especially in the many pools of water found here. Aside from a single exception, there are no pickups or Treasure chests here, only enemies.

The entire biome is about the size of the Coal Pits, but deeper and slightly narrower.

## Points of Interest

* There is an orb room located in the middle bottom of the western Sandcave.
* There is a structure located in the middle bottom of the eastern Sandcave.

## Enemies

High level Hiisi guard the sandcave. You probably shouldn't come here unless you're properly equipped.

* Hiisi Gunner
* Hiisi Grenadier
* Hiisi Leader
* Hiisi Bomber
* Hiisi Poisoner
* Rocket Tank

...and more.

## Connections

* The western Sandcave is connected to the bottom of the Pyramid, most easily accessed by digging through a horizontal door in the floor near the entrance.
* The eastern Sandcave is connected to the upper Overgrown Cavern from above and to Power Plant from below.
Sähkiö

* Sähkiö

"Thunder Spirit"

## Spawn Locations

Snowy Depths
Underground Jungle
The Vault
Snow Chasm
The Work (Hell)

## Traits

Has an electrical aura, similar to the effect of the Electricity perk.

## Drops

* **30**

The **Thunder Spirit** (in-game name **Sähkiö**) is a flying electric skull enemy, very similar to Jäätiö. It attacks with a short-range electrical strike similar to those cast by Ball Lightning, and has an electrical aura that sends dangerous currents through any nearby conductive surface.

It spawns occasionally in the Snowy Depths, and commonly in The Vault. It can also spawn in any biome that receives the Conductive (*"Ionized"*) modifier.

## Behaviour

Thunder Spirits fly around slowly, pursuing the player and attempting to get close enough to fire its short-ranged primary attack. As they move about, any nearby material that happens to be conductive will be lit up with electricity similar to how the Electricity perk functions, though with a wider radius.

## Combat

Close-range combat is **not** recommended as their electrical short-range attack will stun the player for a few seconds, and may prove fatal if the player happens to fall onto a conductive surface too close to a Thunder Skull's electric aura. It is especially dangerous in The Vault, where large sections of the level have metal surfaces, and its electrical aura can easily be spread throughout the metal over quite a distance.

Prefer long-range attacks and avoid standing on metal surfaces that may become electrified. Electrical current from a surface near a Thunder Skull may easily travel through any connected metal objects or terrain, so be cautious about standing on or touching anything metallic while they are around.