recursal/Fanatic-Fandom huggingface dataset:
Sähikäismenninkkäinen

The **Firecracker Goblin** (in-game name **Sähikäismenninkäinen**) is an uncommon enemy in the Coal Pits. Its only attack is lobbing Glitter Bombs at the player.

## Behavior

This enemy leaps around frequently, throwing glitter bombs at the player every few seconds. There is a distinct cooldown in its attack pattern following each grenade toss during which it may move and jump, but will not attack.

## Combat Tips

* Similar to Tappurahiisi's Dynamite, the grenades explode on a set timer, so can be avoided in a similar manner. However, due to the secondary explosions covering a much wider area and lingering after the initial explosion for a few seconds, it's generally better to keep as much distance as possible so as to avoid being forced into a tricky situation with the glitter explosions blocking potential avenues of retreat.
* Keep your distance to avoid the explosives; although the secondary explosives can and do hurt, they spread out over a fairly wide area. It's possible to dodge the secondary explosive particles, but they do limit the player's available movement options and so can prove very dangerous if other enemies are also nearby.
* This enemy is as much a danger to itself as it is to you, and will kill itself often with the secondary "glitter" explosives.
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Haulikkohiisi

The **Shotgun Hiisi** (in-game name **Haulikkohiisi**) is a humanoid Hiisi found in various areas that uses a shotgun as its primary weapon.

The **Weak Shotgun Hiisi** (in-game name **Heikko haulikkohiisi**) is a weaker version of the Shotgun Hiisi found in the Mines with less damage output, health and slower reactions, but otherwise identical in its behaviour.

## Gameplay and Behaviour

The Shotgun Hiisi will take aim and fire their shotgun at their targets. They can also fire in mid-air while jumping or falling.
In close range of a target they will swing their shotgun at them dealing melee damage.

The weaker version found in the Mines are slow to fire and have low HP, allowing the player to kill them quickly, but Haulikkohiisi fire much quicker, have good precision, and have more HP, making them much more threatening.

## Combat Tips

* As with other Hiisi , it will typically attack all other enemies, but will not attack other Hiisi.
* The shotgun blast has travel time which can be avoided.
	+ Be careful of the projectile arc - the wide radius of the blast combined with the curvature of the shot means hiding behind cover can be difficult.
	+ Oftentimes, the bullets will bounce instead of getting destroyed on impact.
* Shotgun pellets will destroy soft materials, so care should be taken not to stand next to fragile reservoirs of dangerous liquids such as toxic sludge if being fired upon.
* Haulikkohiisi has trouble shooting straight upwards.
* They have head hitbox, which have 2,5x dmg modifier
Suur-Ukko

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.
Kirottu kristalli

The **Cursed Crystal** (in-game name **Kirottu Kristalli**), is a purple physics-based enemy that spawns in the Temple of the Art and The Tower. It can sustain a fair amount of damage, and is very dangerous if allowed to open fire, so is a high priority target. It is harmless if kept at a distance though, as its only attack is very short range.

## Appearance

Kirottu Kristalli appears as a purple crystal that leaves a distinct afterimage behind itself as it moves, however it is not emissive and so cannot be seen through the Fog of War. It does not make any sounds while moving through air, but frequently bumps into nearby surfaces, which produces a distinct clinking noise.

## Behavior

Kirottu Kristalli can fly, and will haphazardly navigate through the air, patrolling its location or attempting to chase targets. Despite being rather clumsy and frequently bumping into nearby surfaces, it can move deceptively fast across open space. If shot, it will spin out while dropping to the ground, appearing to be stunned for a brief moment, before taking off again to continue normal behaviour.

When Kirottu Kristalli gets close enough to a target, it will being rapidly firing purple plasma bolts at a rate of 6 per second, as long as the target stays within range. These bolts have very short range, but can deal a huge amount of damage in a short period of time, given their high base damage of 20 and staggering rate of fire.

## Combat Tips

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

## Trivia

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

## See also

* Verikristalli
* Taivaskristalli
Eldari

The **Hellfire Mage** (in-game name **Eldari**) is an elusive enemy encountered in multiple areas throughout the game, including the Temple of the Art, the Fungal Caverns and The Vault, among others.

## Behavior

It's behavior and attributes are identical to that of the Stendari, with two main differences — the Eldari's fireballs deal a lot more damage to the player, and it has quite a bit more health than it's lesser counterpart.

## Combat Tips

* Though rare, the Eldari should still be avoided if you aren't properly prepared.
Salamurhaajarobotti

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

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

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

## Behavior

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

## Combat Tips

* Fairly predictable and easy to deal with, but has reasonable health.
Kammolukki

The **Toothy Spider** (in-game name **Kammolukki**) is an enemy native to the Lukki Lair. It has large round jaws with many teeth. Unlike normal Lukki, it will attempt to attack with its mouth instead of its limbs. When inside its jaws you will take 60 melee damage per second.

## Combat Tips

As it heals from projectile and explosion damage, the most reliable ways to kill it are: Slice Spells, Freezing Gaze, Giga Black Hole or Tentacle (combined with Freeze Charge, a single tentacle is often enough to kill).
Susi

A **Wolf** (in-game name **Susi**) is a passive creature uniquely found throughout Noita's overworld.

Kurt (Oyun içi Susi) Noita dünyasında bulunan özel pasif yaratıktır

## Davranış

Upon detection of the player, the Wolf will approach and deal melee damage. It can be found somewhat rarely throughout The Tower.

Oyuncuyu gördüğü anda yaklaşır ve Yakın Hasar vermeye başlar. Nadirende olsa Kulede ortaya çıkar
Raukka

The **Coward** (in-game name **Raukka**) is a Hiisi that spawns in Hiisi Base, Underground Jungle, and The Vault, often in tandem with other enemies in the Hiisi faction.

## Behavior

The Coward does not have any attacks that can directly harm the player. Instead, it flies around following the player firing projectiles near the player that teleports a nearby enemy to the projectile's location. The projectiles it fires can also destroy weak materials.

The Coward also has a protective shield around it.

It has a very low aggression stat, and a single stack of More Love will be enough to make them neutral to the player.

## Combat

Raukka will not attack the player directly and poses seemingly no harm while no other enemies are nearby. However, it remains a fairly high-priority target as it can relocate enemies from completely unconnected rooms, quickly increasing the number of enemies in the vicinity that must be dealt with.

Its shield functions similarly to the Permanent Shield perk, in that it can be defeated with sustained fire, so a fast-firing wand or explosives can be effective. Attacking it with a tablet or other physics object is also effective.
Munkki

The **Monk** (In-Game name **Munkki**) is a rare enemy that can spawn naturally in The Vault, occasionally in the Underground Jungle, and more commonly in The Tower.
It has two floating hands that are detached from the body that shoot glowing green orbs towards enemies and the player. These orbs deal 20 damage per hit, and have a glowing pixelated effect.

## Hand Statues

In the Snowy Depths, statues made of Dense Rock can be found, resembling the shape of a hand with one or two fingers extended. Kicking these statues or targeting them with Telekinetic Kick will trigger at least one Monk to spawn, and the statue will disappear.

**This section contains a possible spoiler for hidden content. Tread carefully.**

A minimum of **3** statues typically spawn in the Snowy Depths, and the number of Monks spawned from activating each increases with each statue activated in a run. The first statue activated only spawns one monk, the next two, and the third statue will spawn three Monks.

Additionally, activating the third statue will spawn the Broken Spell item, which is required to begin the series of events that allows the player to unlock The End Of Everything spell.

{{#vardefine:spoilerCount|**İfade hatası: Tanınmayan "{" noktalama karakteri.**}}

**This section contains a possible spoiler for hidden content. Tread carefully.**
*Click to show/hide content.*

A minimum of **3** statues typically spawn in the Snowy Depths, and the number of Monks spawned from activating each increases with each statue activated in a run. The first statue activated only spawns one monk, the next two, and the third statue will spawn three Monks.

Additionally, activating the third statue will spawn the Broken Spell item, which is required to begin the series of events that allows the player to unlock The End Of Everything spell.

A minimum of **3** statues typically spawn in the Snowy Depths, and the number of Monks spawned from activating each increases with each statue activated in a run. The first statue activated only spawns one monk, the next two, and the third statue will spawn three Monks.

Additionally, activating the third statue will spawn the Broken Spell item, which is required to begin the series of events that allows the player to unlock The End Of Everything spell.

## Behavior & Combat

The Monk will attack the player on sight and can even target invisible players, but moves slowly and tends not to chase fleeing players, being left behind fairly easily. It is a fairly sturdy enemy, but its projectiles move fairly slowly and in straight lines, making it reasonably straightforward to avoid taking damage during a one-on-one encounter.

Although the Monk is technically a robot type enemy, it does not take damage from Concentrated Mana, and lacks most of the typical damage resistances of most robots, other than being immune to freezing and burning. It is, however, immune to being crit.
Märkiäinen

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

This enemy is immune to fire.

## Combat Tips

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

## Trivia

* Its name is the Finnish word "märkä" (wet) with the suffix -inen, possibly related to menninkäinen, a Finnish type of leprechaun. The suffix can possibly be translated as "-ling" in English, like with the Finnish word for halfling, "puolituinen". The name also sounds similar to "mäkäräinen", which refers to insects living in wet areas.
* It appears to occasionally eat corpses, similar to Hämis
Muodonmuutosmestari

The **Master of Polymorphing** (in-game name **Muodonmuutosmestari**) is one of the many Master spellcasters. It takes the appearance of a single-eyed pink humanoid with a tendrilled head and is dressed in a pink robe.

## Behavior

The Master of Polymorphing casts balls of polymorphing magic with weak homing that will transform the target into a Lammas, Lentolammas, or Suhiseva lammas, much like the effect from touching Polymorphine.

## 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.
* It doesn't move very fast, so the player should be able to choose when to fight it.
* As its attacks can turn you into a harmless entity that can be killed in one hit, this may actually be one of the most dangerous enemies in the game for a high-leveled player.
* Approach corners and open areas carefully, as they can possibly attack from offscreen, especially from above or below.
* Eating their corpses provides Polymorph Immunity, which can save your life if you're facing multiple enemies with polymorph abilities.

## Trivia

* It may be a reference to the Eggplant Wizards from the Kid Icarus series as they are both purple enemies that transform the player into a vulnerable form.
Hurtta

**Tazı** veya **Sürüngen** (Orijinal Adı **Hurtta**).Bu köpeksi iskelet Madenler ve aşağısında bulunur .Genelde oyuncular için varlığı sıkıcıdır ama düşük sağlıkta ölümcüldür. Gözleri Karanlıkta Parlar, Keşfedilmemiş bölgelerde bile kendini gösterir.

Zayıf Versiyonu (Orijinal Adı **Heikkohurtta**) Tazının Madenlerde bulunan türüdür. Hasarı, Sağlık Puanı, Yavaş Reaksiyonları vardır, bunların dışında birbirleriyle birebirler.

## **Davranış**

Tek başlarına bulunurlar ve toplu gezmezler. Etrafta rastgele gezer sonraki avlarını ararlar. Yüksek platformlardan uzağa sıçrayabilirler

Avlarına zıplayarak saldırır, yakın dövüş hasarı verir. Bu oyuncuyu büyük miktarda geriye savurur.

Genellikle herhangi bir yaratığın cesedini yerken görülebilir.

## **Savaş Taktikleri**

* Baş etmesi kolay bir düşman. Mesafenizi koruyun ve onu hep üstünüzde tutun.
* Rehavete kapılmayın saldırıları hızlı ve kısa aralıklarladır, oyuncuyu başka yaratıklara doğru itebilir.
	+ Saldırıları genelde oyuncunun çok yakınına gelir, hızlı bir şekilde icabına bakılmazsa ölümcül olabilir.
* Zayıf olan varyantın düşük sağlığı, yavaş hareketi onu çevredeki tehlikelere açık hale getirir, Ateş veya düşen objeler. Düşmanı bu şekilde öldürmek size 2 kat altın verir
Skoude

**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. Skoude also has the ability of 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.

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.
Siirtäjämestari

The **Master of Teleportation** (in-game name **Siirtäjämestari**) is one of the many Master spellcasters. It takes the appearance of a humanoid with a cat head and is dressed in a green robe.

## Behaviour

The Master of Teleportation casts a special teleportation spell which inflicts the **Teleporting** debuff, which functions identically to Teleportatium. The projectile is rather fast, with slight homing ability, so it can be hard to dodge if you aren't immediately aware of its presence. If you are struck with it, you will teleport around randomly 2-3 times before stopping, which can be incredibly dangerous due to the possibility of relocating into other enemies like Turso and Robottikyttä. The Master itself is permanently stained with the Teleportatium effect, which may result in it disappearing midbattle, only to encounter the same one again in a different location. It also may relocate into neighboring biomes, such into the Coal Pits or Underground Jungle.

## 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.
* As it bleeds Teleportatium, attacking with a short range/melee spell (such as Chainsaw) is generally unadvised.
Tulihiisi

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

## Behavior

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

## Combat Tips

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

Ruh Ateşi (oyun içi "**Liekkiö"**) alevler içinde uçan kafatası, genellikle Madenlerde ve Kömür çukurunda bulunur

## Davranışı

Oyuncuyu takip eder ve yakın saldırı için yaklaşmaya çalışır. eğer hasar görürse etrafa az hasar veren Barut saçar.

## Savaş ipucu

* Barut kanı çevreyi yok edebildiğinden işe yarayabilir, patlayıcıların yakınında savaşırken sorun yaratabilir.

## Küçük bilgi

* Eğer oyuncu Kaotik Polymorphine kullanarak "Liekkiö" dönüşürse, normale döndüğünde alev alacaktır.
Kranuhiisi

The **Hiisi Grenadier** (in-game name **Kranuhiisi**)

This enemy will fly around and shoot what appears to be a grenade launcher, firing firebolt-like projectiles. These projectiles are affected by gravity, and do not travel far, so stay on the same plane vertically and attack from long range. Alternatively, the player can float directly above or stay directly below a Kranuhiisi, since they cannot fire their projectiles directly up or down. They behave like other Hiisi, as in they don't attack other Hiisi and may attack other creatures. They can often be found with others of their kind and Rynkkyhiisi.

Occasionally, they and Rynkkyhiisi will be found as part of a large group with a Toimari. One or more Kranuhiisi will also spawn whenever a Toimari is damaged.
Isohiisi

The **Big Hiisi** or **Hiisi Bomber** (in-game name **Isohiisi**) is a large Hiisi that shoots grenades, found in many areas around Noita.

## Behavior

In medium to long range, prefers to use grey timed mine projectiles which will detonate in a moderate explosion a couple of seconds after hitting a solid surface. In short range, shoots grenades similar to Kranuhiisi's, sometimes shooting 2 at once.

## Combat Tips

* Their projectiles have a heavy arc so be prepared to dodge away from where they fall.
Kallokärpänen

The **Skull Fly** (actual name **Kallokärpänen**) is a large flying enemy found in the Pyramid and in the Temple of the Art.
It has high HP and uses Path of Dark Flame at range, which makes it difficult to handle for players using only the starting wand.

## Behavior

The Kallokärpänen will slowly fly towards players in its line of sight, pausing to fire Path of Dark Flame every few seconds. If it loses sight of the player, it will give chase for a short while, before resuming its more meandering passive behaviour. While the projectile itself is generally slow enough to dodge, the dark flame trail confines the player's movement for a few seconds, sometimes drastically.

## Combat Tips

* Try to stay behind cover as much as possible, and avoid fighting them in rooms with too many other enemies wherever possible.
* Once they've cast their ranged attack, you have a few seconds to deal damage before they can prepare another shot.
* Medium to long range spells are recommended, so that you have time to see and dodge their incoming attacks.
* Avoid crossing the dark flame trail as much as possible until it starts to fade, but remember also that taking one or two hits from it may in some cases be preferable to being hit with something stronger or more dangerous. For example, it may be advantageous to fly through the dark flames to avoid being hit by nearby wizards' debuffs.
Helvetinkatse

The **Hell Gazer** (in-game name **Helvetinkatse**), is a very dangerous enemy prowling The Work (Hell).

## Behavior

Will float around and fire extremely damaging projectiles at the player which create lava, eating through a lot of health if not dodged. The Hell Gazer has a low rate of fire however, and the projectiles fired move relatively slowly, but the Gazer still has extremely high health.

Will occasionally spawn (with much less health) if player places Emerald Tablets on the Floating Island, if the player has already sacrificed at least two tablets.
Taivaankatse

The **Sky Gazer** (in-game name **Taivaankatse**), is a turquoise enemy with pink eyes, very similar in appearance to the Hell Gazer. Found exclusively in The Work (Sky).

## Behavior

It will aimlessly, slowly float around, until it spots the player. Then it will slowly give chase, shooting pinkish bubble projectiles that spill some Chaotic Polymorphine on expiring. It is immune to all polymorph effects.

Due to its ability to polymorph the player, and the fact it bleeds Chaotic Polymorphine, it is an extremely dangerous enemy to fight regardless of the amount of HP or protections the player has. Approach with caution at all times.

## Combat Tips

* Landing a killing blow with Concentrated Light will disintegrate the corpse, minimizing the amount of Chaotic Polymorphine spread around.
Vaihdosmestari

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

## Behaviour

The Master of Exchange specializes in Swapper magic, casting homing bolts that deal damage but causes the target and itself to immediately exchange positions. More importantly, this effect also triggers when the Master is damaged by another entity. This can cause the player to be hurt by projectiles that can deal self damage, such as Summon Disc Projectile or any spell with the Piercing Shot spell modifier.

## Combat Tips

* As with all Masters, exercise caution and focus on avoiding the projectiles. This is easily done by constantly moving perpendicular to the enemy's aiming trajectory (which usually means levitating up or falling down) and staying at a medium distance.
* Slower, hard-hitting spells are recommended to reduce the amount of swapping performed. The Vaihdosmestari has relatively low health, so it should be easier to kill it in one hit, which will prevent the swapping effect from happening.
	+ If the player does not have such a spell, be sure to fight this enemy in isolation. Its slow speed and unaggressive behavior should make it easy to pick where you fight.
	+ Accidental kills are another option, as they won't trigger the swapping effect.
* Be careful when using spells that linger or home in on enemies, such as the common late-game **Homing + Drilling Shot + projectile** combination, as this may cause the player to swap unexpectedly some distance away; possibly into the middle of a crowd of enemies.
Valaistunut alkemisti

The **Enlightened Alchemist** (in-game name **Valaistunut alkemisti**) is a large floating alchemist that can cast destructive spells, depending on the glyph that floats above it.

## Behavior

Enlightened Alchemists can conjure large spectral wands, similar to Intense Concentrated Light, that will cast a powerful spell after a short delay. The type of spell corresponds to the glowing sigil floating above the alchemist:

* **White** - Three Pinpoint of Lights that detonate on contact rather than after a short pause.
* **Blue** - A single Lightning Bolt.
* **Orange** - A single Meteor.
* **Purple** - A purple Intense Concentrated Light.
Eväkäs

The **Fish** (in-game name **Eväkäs**) is passive enemy that spawns in water on the surface and can sometimes inhabit the pools of water in the holy mountain along with the Suureväkäs. The amount of fish in this pond is dependant on your currect record of Orbs of True Knowledge collected before fighting the last boss.

## Behaviour

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

They die if exposed to concentrated mana
Syväolento

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

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

**Creature of the Deep** (in-game name **Syväolento**) is a miniboss, found deep in the Lake. It is commonly referred to as **Leviathan**. It does not spawn in Parallel worlds.

## Behaviour

Syväolento shoots highly damaging piercing orbs, fired periodically in an octagonal pattern, and in your direction for every instance of damage. It slowly sways left and right, but never leaves the spot it spawned in.

It has 7500 health and is immune to projectile damage, while being highly resistant to all other types. Weakening Curses are recommended.

On death it will disappear, and permanently shift all water into smoke for the duration of the run. It will also drop a Full Health Regeneration, a Great Treasure Chest, and a red portal leading to the Teleport Room.

## Tips

* Poison Trail works well, taking it to 5%/375hp. Other methods of applying poison do not work.
* Weakening Curses work, making projectile damage wands viable and thus making the fight relatively easy.
* Spamming Summon Rocks at its location will cause the rocks to absorb the water, giving you an "air bubble" to fight in, e.g. if you want Stainless Armour to be active and to just tank the shots.
* Homing modifiers will completely ignore it.
* Going through the portal in NG+ runs will transport the player inside the Extremely Dense Rock walls, possibly suffocating them.
* Its projectiles have unique properties, and do not trigger the Teleportitis Dodge perk. Similarly, they are not slowed or repelled by the Projectile Slower and Projectile Repulsion Field perks.

## Gallery

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

{{#vardefine:spoilerCount|**İfade hatası: Tanınmayan "{" noktalama karakteri.**}}

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

The **Delirium** (in-game name **Houre**) is a ghostly enemy found in the Temple of the Art.

## Behavior

Deliriums slowly float towards the player, phasing through walls and ignoring all hazards. On contact, they rapidly deal curse damage. It can detect invisible players and will pursue them in the same fashion.

It is unaffected by all damage, with the exception of Acid and physics damage. Earthquake is capable of killing the Phantom itself with the falling terrain.

## Combat Tips

* The easiest way to destroy it is to destroy a large purple crystal located nearby. Acid of any kind also works well, from flasks, or spells like Acid Ball or Acid Trail. Earthquake and all of Touch of X spells can be used as well.
* The creature can't move far from its crystal and will abruptly stop if it would move too far from it, as though physically tethered.
* Because they move towards you until they reach the end of their "tether", you can use the direction between it and yourself to help find the direction of the crystal.
* The crystals can sometimes spawn in completely enclosed rooms, which always have small sections of softer brickwork that can be dug out with normal spells.
* Touch of X spells can kill the creature itself as well.

## Trivia

* When broken, the Delirium's crystal produces freezing vapour and blue sand.
* During Early Access, Deliriums dealt melee damage.
* Dying from a Delirium's attack will give the cause of death simply as "bite".
Noita Wiki/Section 4

Oyunun Eşsiz Özellikleri

* Piksel Bazlı Simülasyon: Her piksel bağımsız olarak simüle edilmektedir . Herşeyi, Yak, Dondur, Erit. Düşmanlarının Kanında Yüz!
* Kendi Büyün: Dünyada derinlere daldıkça yeni Büyüler Oluştur. Büyünü Kullanarak Düşmanlarını yok et ve çevrendeki dünyayı şekillendir.
* Aksiyon rogue-lite: Ölüm Kalıcı Ve Her zaman bir tehdit. Öldüğünde bunu bir sonraki maceranda ders olarak kullan .
* Eşsiz Oluşmuş Dünya: Her Oynadığında farklı bir dünyayı keşfet. Maceran İlerledikçe yeni Biyomlar keşfet.
Möykky

The **Blob** (in-game name **Möykky**) is a small enemy that spawns from Kiukkumöykky.

## Behavior

Jumps around in the air attempting to attack the player. It can jump midair in such a way that it is able to almost fly.

## Combat Tips

* Moves quickly and can be hard to hit due to their small size.
	+ It is advised to use a spell with a large projectile as to make hitting them easier.
Hahmonvaihtaja

The **Shapechanger** (in-game name **Hahmonvaihtaja**) is an enemy which appears in the Magical Temple and the Temple of the Art.

## Behavior

Floats around firing slow projectiles which explode into a purple haze, applying the effect of Chaotic Polymorphine to anything hit.

## Combat Tips

* As with anything that involves polymorphing, engage with caution: you can be killed instantly if attacked while in a weak form.

## Trivia

* If killed, Shapechanger's body can be eaten. It is made out of cursed meat and will grant the Rain Curse effect that spawns a rain cloud that follows the player. If the duration of the Rain curse is higher than 14s the rain cloud will turn into a thunder cloud that occasionally will shoot lightning. If it's higher than 44s the thunder cloud will turn into an acid cloud.
Hyypiö

The **Creep** (in-game name **Hyypiö**) is a red ghostly apparition mainly found in the Temple of the Art. It has no offensive ability, but emits a large Projectile Gravity Field from its center wherever it goes. Like its brethren, the Hohtava hyypiö and Ukkoshyypiö, it will relentlessly chase the player until blocked off or killed.

## Behaviour & Combat

The weakest variant of the creep family, Hyypiö is a tanky enemy to fight but does not usually present much of a problem on its own. The gravity field emitted from its body mostly serves to attract more damage onto itself, making even very low accuracy attacks against it effective. They tend to draw projectiles away from more important/dangerous targets, however.

Bear in mind that if they actually reach your position then all projectiles, enemy and otherwise, will be homing in on *you*. Keeping your distance from it is recommended.
Kiukkumöykky

The **Angry Blob** (in-game name **Kiukkumöykky**) is an enemy generally found in the Fungal Caverns, but may also appear in The Vault.

## Behavior

They float around and will attempt to ram the player. Will spawn smaller blobs when damaged.

## Combat Tips

* Do not pose much of a threat on their own, but, tend to be in groups which can be hard to deal with.
* Because they spawn more mini Blobs when damaged it is advised to use slower, higher damage spells rather than rapid fire low damage spells.
Torjuntalaite

The **Turret** (in-game name **Torjuntalaite**) is a completely stationary mechanical enemy found primarily in Hiisi Base

## Behavior

When an enemy approaches its line of sight it will shoot a fast-moving laser in that direction dealing upwards of 50 damage a shot.

It cannot move and is only capable of firing horizontally in the direction it faces making it fairly easy to maneuver around.

## Combat Tips

* Like other mechanical enemies it is advised to combat the Turrets with electricity or explosions.
* The turret can occasionally reverse direction when knocked back by attacks or explosions, so being behind it is not perfectly safe.
Suurlepakko

Büyük Yarasa/Oyun İçi **Suurlepakko**) Kömür Çukurunda bulunan küçük yarasaların yuvasıdır.

## Davranış

Suurlepakko küçük "lepakko" oluşturup oyuncuya fırlatır. Bunları oyuncuya doğru fırlatırken atılan yarasa oyuncuya veya bir yee değene kadar "fırlatılan nesne" olarak davranır. Sonrasında ortaya çıkan "lepakko" tamamen normal biçimde oyuncuya yönelir.

"Suurlepakko" aynı zamanda oyuncuya yakın menzildende saldırır.

## Not

Asıl Saldırı "lepakko"nun hareket hızından hızlı, ama "lepakko"nun normal saldırısından biraz yavaş.
Sätkymestari

The Master of Twitching (in-game name Sätkymestari) is one of the many Master spellcasters. It takes the appearance of a humanoid with a giant mouth as a head and is dressed in a green robe.

## Behavior

The Master of Twitching casts fast-moving homing projectiles that inflict the Twitchy debuff for 20 seconds. This will cause the player to randomly fire their currently equipped wand at random intervals and make your projectiles able to hit you as well.

## 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.
* The debuff effect only applies to wands, so holding an item or potion can prevent accidental casts until the effect wears off.
* Be very careful if you have an overpowered wand and get hit by the Twitchy Debuff! Switch to a lesser wand or an item to avoid hurting yourself.
Kilpihiisi

The **Shield Hiisi** (in-game name **Kilpihiisi**) is a rare creature found in the Fungal Caverns.

## Behavior

Shoots others with his shield gun to grand them temporary protection against projectiles.

## Combat Tips

These shields are similar in size and power to the Permanent Shield Perk, but does not recharge after it has been depleted.
Äitinuljaska

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

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

## Behaviour

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

## Combat Tips

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

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

## Behavior

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

## Getting Healed

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

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

## Trivia

* Oddly, Hiisi healers spawned in the Underground Jungle have over 2x the HP of healers that are spawned anywhere else, even from more hazardous biomes like The Vault or Sandcave.

## See Also

* Korjausdrone
* Healing
Limanuljaska

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

## Behavior

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

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

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

## Combat Tips

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

## Trivia

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

## See Also

* Äitinuljaska
Konna

The **Toad** (in-game name **Konna**) is a small enemy that appears in the Collapsed Mines and Fungal Caverns.

## Behavior

They appear fairly benign, not moving at all, but if the player gets too close they will quickly lunge at them, dealing surprisingly high damage.

Interestingly, if caught on fire they will not react in any way.

## Trivia

* If consumed, will induce the Tripping status effect. This is a reference to the fact that Bufotenin is excreted by some toads.

## See Also

* Jättikonna
Kalmamato

The **Death Worm** (in-game name **Kalmamato**) is a large ghostly worm native to the Temple of the Art.

## Behaviour & Combat

Kalmamato moves around in the same way as the regular Mato, with the exception that it doesn't eat any terrain and instead just passes right through it. This makes it harder to detect its presence before it strikes, as it leaves no tunnels to indicate that it's nearby. It can take a sizeable amount of punishment before dying, and unlike Jättimato it doesn't drop anything when killed.

Since it doesn't eat through terrain it's possible to find the worm stuck in an infinite loop of trying to burrow upward, not having ground to burrow through, and falling back down only to try again. It can sometimes manage to turn itself around, but in many cases this makes killing it quite easy.

As with some other ghostly enemies like Houre, Kalmamato seems to be able to detect the player even if they are invisible.

Kalmamato seems to be hostile towards the traps frequently encountered in the Temple of the Art, yet is unable to actually damage them, thus it ends up stuck in place until the trap is destroyed.

## See Also

* Jättimato
* Helvetinmato
Jättimato

A larger, stronger and faster variant of Mato that can rarely spawn naturally or through the use of Matosade.

They destroy all solids while traveling, leaving tunnels that the player can move through. There is a risk that they will damage the Holy Mountain enough to anger the gods. The Worm Crystal reduces the chance of this happening by deterring the worm, but this may still happen on occasion.

Giant Worms have a chance to spawn from the wiggling egg found in the Giant Tree nest.

It is advised to kill them for their extra max health pickup, as well as their blood since it's a valuable consumable for increasing your viewing radius.

## Combat Tips

* Freezing spells or spell modifiers allow you to kick it and kill it instantly. Although it doesn't stay frozen for long so find the right chance.
	+ If it dies like that, you won't get Worm Blood.
* As the enemy has multiple segments you can shred through it quickly using piercing shot.
* Melee Immunity will render this enemy harmless, other than the damage to terrain it will cause trying to damage you.
* You can kill it very easily by staying far away and using a long distance spell, even something as weak as spark bolt.
* The worm can't move where there's no terrain to move through, so going to areas with sparse terrain can help avoid it.
	+ However, it can build up a lot of speed and fly a surprising distance up into the air when lunging for you, so stay on your toes.
* Its head is the only part of it that can deal damage, allowing the player to use spells like chainsaw for a high risk/reward payoff.
* Try to fight near a fire or create one if possible, the larger the better. The worm is not immune to burn damage and will catch fire if it tunnels through burning material. If the fire is large enough it may reignite several times.

## Notes

In the next update/the beta branch, you might not be able to one shot it by freezing and kicking it and any of these spawned with matosade will no longer be dropping max health upgrades.
Lepakko

**Yarasa** (oyun içi **Lepakko**) **Kömür Çukurunda** bulunan yaygın uçan **Düşmandır**. Öldüğünde veya hasar aldığında Balçık ortaya çıkarır

## Davranışı

Oyuncuyu görene kadar etrafta rastgele dolaşırlar. Gördükleri anda oyuncuya doğru yönelir ve üzerine atlayarak yakın hasar verir. Suurlepakko(Büyük Yarasa) genelde takında bulunur ve daha çok yarasa ortaya çıkararak işleri zorlaştırır
Pikkumato

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

## Behaviour

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

The **Damned Alchemist** (in-game name **Kadotettu alkemisti**) is a large skeletal alchemist, found often in the Ancient Laboratory and less commonly in Temple of the Art, Magical Temple, and Wizards' Den.

## Behavior

The Damned Alchemist walks a little more slowly than most ground-based enemies, and jumps a little more quickly than it normally walks. Some instances possess an innate protection field that makes all enemies in its area of influence immune to all damage, similar to Ambrosia. This effect is not shared by *all* Damned Alchemists, but it is a fairly common trait. The effect of the field does not extend to itself, but **can** affect other nearby Damned Alchemists.

## Combat

The Damned Alchemist's only attack is melee, so it is generally safe to dispatch from range. The variants which possess a protection field are very high-priority targets, as it is completely impossible to damage other enemies in the vicinity while the Damned Alchemist remains near them. Alternatively, a player can kite the other enemies away from their protector until they are vulnerable, as Damned Alchemists move much slower than most enemies.

If two protection field-bearing Damned Alchemists happen to be near each other, your only options are to flee or attempt to kite one of them far away enough for it to lose the other's protection. If there are other enemies nearby in this situation, it can be safest to kite them away first and dispatch them before attempting to deal with the Damned Alchemists themselves.