recursal/Fanatic-Fandom huggingface dataset:
Orb of True Knowledge

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

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

**Orbs of True Knowledge** are collectibles that can be picked up by the player in the world. They are always accompanied by an Emerald Tablet, and many are also housed in Orb Rooms, which have hidden messages about the lore of the World when their basins are filled with specific contents.

## Effects

When first collected, they will give the player a specific message depending on which Orb was collected and an accompanying spell, which also unlocks the spell for future runs, as well as newly generated wands in the current run. In all future runs, the player will instead receive a slightly different message (referring to the Orb as a *Familiar Orb of True Knowledge*) and an Extra Max Health pickup (+25 ♥). Shortly after an orb is collected, an eerie sound will play with an accompanying ominous screen shake effect, hinting that something more is going on as well.

When at least one orb has been collected, a counter will appear below the wand mana or potion capacity bar indicating how many orbs have been collected. This counter does not appear until the player has obtained at least 1 orb.

Kolmisilmä's health increases exponentially with each orb; reaching 131,481 ♥ if all 11 orbs in the main world have been collected.

## Orbs of Corrupted Knowledge

Parallel Worlds have an alternate version known as Orbs of Corrupted Knowledge. They always drop Cursed Extra Max Health pickups instead of a spell or Extra Max Health.

## Gallery

* A Familiar Orb of True Knowledge with its Extra Max Health pickup inside.
* An Orb of True Knowledge with nothing inside.
* An Orb of Corrupted Knowledge with its Cursed Extra Max Health pickup inside.
* Collecting an Orb of Corrupted Knowledge atop the Pyramid in the Desert in a parallel world.

## Secret orb

It is possible, but astronomically unlikely, to obtain a 34th orb from a randomly generated Great Treasure Chest, and 35-36 via Parallel Worlds. You will also need an Infinite Platform or Wall.

The only guaranteed ways to obtain these currently, are either:

1. via kaliuresis's Noita Orb Atlas, which lets you find the correct `X,Y` coordinates for your own random seed. Note, if using the player.xml file to exact your coordinates, you must account for rounding (1200.6 => 1201).
2. via a set seed.
	* This text walkthrough by kaliuresis explains the details: https://pastebin.com/raw/PSDpYsWY
	* Or, these videos explain the details:

## See Also

* Guiding Powder
* Endings

## Notes

1. ↑ Kolmisilmä also receives additional buffs, weaknesses, and/or new abilities with each orb collected. See this spreadsheet (spoilers!) for a full breakdown.
Modding: Special tags

Modding Pages

This is a list of known "special" tags, which have **in-engine** custom functionality attached to them. Usually most tags are simply for entity/component categorization.

For the basics of tag system, see here.

### Entity tags

* `ui_use_raw_name`
	+ Prevents the game from trying to look up a translation string for the entity name and shows the name as is
* `fish_attractor`
	+ Attracts any entities with `AdvancedFishAIComponent`
* `firemage`
	+ Affects the behaviour of `AnimalAIComponent`
	+ Makes Brimstone neutral in player's hands
* `thundermage`
	+ Affects the behaviour of `AnimalAIComponent`
	+ Makes Thunder stone neutral in player's hands
* `gold_nugget`
	+ Entity is attracted by `TelekinesisComponent`
	+ Also attracted by the Attract Items perk (on Lua side, `data/scripts/perks/attract_items.lua`)
* `player_unit`
	+ `IsPlayer()` returns true for this Entity
	+ Gets more stains than other entities
	+ "...and much more". You can assume this to have a lot of random stuff tied to it.
* `polymorphable_NOT`
	+ Makes the entity not polymorphable duh
* `teleportable_NOT`
	+ *Supposedly* makes the entity not teleportable, but apparently the in-engine code is too messy to know right away.
* `wand`
	+ Forces the Entity's name to "$item\_wand" (a translation string)
* `workshop`
	+ If an entity with this tag also has a `HitboxComponent`, allows wand editing in the area defined in said component.
* `workshop_untouched`
	+ When used together with the `workshop` tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.

### Component \_tags

* `enabled_in_hand`, `enabled_in_world`, `enabled_in_inventory`
	+ These toggle the enabled / disabled status of the Component. Requires an `ItemComponent` somewhere in the Entity to work.
	+ Super handy for eg. defining different sprites as Wand's inventory icon, world model, etc.
* `shop_cost`
	+ Components with this tag are removed from the entity, when the entity is picked up
* `fire`
	+ Used by `TorchComponent`, will toggle all components with this tag enabled/disabled depending on the lit status.
Mätänevä ruumis

* ruumis
* kroppa
* pää

"Rotting Corpse"

## Spawn Locations

The Vault
Frozen Vault
Fungal Caverns (rare)

## Traits

When killed, splits into *kroppa* (body) and *pää* (head).

## Spawn Locations

Spawns along with Rotting Head when Rotting Corpse dies.

## Spawn Locations

Spawns along with Rotting Body when Rotting Corpse dies.

## Drops

* **60**

The **Rotting Corpse** (in-game name **Mätänevä ruumis**) is a unique enemy found in The Vault and Frozen Vault.

## Behavior

It normally will fling Fireball projectiles at the player, but when it is killed, it splits in two. The body will move rather erratically while attacking with the same projectile, while the head will come off and fly around, charging targets when close and exploding on death. This enemy seldom jumps and moves fairly quickly.

## Combat Tips

* As with other spawning enemies, explosives can be useful to destroy both the body and head at once.
* This enemy has a deceptive amount of health and a fairly small hitbox which makes hitting it difficult with projectiles such as that of the Energy Orb spell.
Robottikyttä

* Robottikyttä

"Robo-Cop"

## Drops

* **50**
* **130**   (The Vault)

The **Robo-Cop** (in-game name **Robottikyttä**) is a dangerous robotic enemy native to the Fungal Caverns and The Vault.

## Behaviour & Combat

This is a slow and lumbering machine, not really capable of chasing you down by any means. However, their rapid fire rifle attack will quickly pin you down with its power to stun and deactivate levitation in mid-air. It is very easy to get stuck and not be able to escape due to the area above you being watched. Digging downwards is a more reliable way to flee from him than flying.

They are heavily armored and can take quite a beating before dying. Slicing, fire and normal attacks will be ineffective, but electrical and explosive damage works well. Even a lowly Firebolt can cut down this enemy with 2-3 well aimed hits, and if in contact with water then a source of electricity (such as a Thunderstone) can quickly end him. However, despite feeling confident about facing him, you may still want to consider taking another route if possible.

They are the only robotic enemy that takes damage from poison, implying they are not 100% mechanical.

## Trivia

* Both the name and design of this enemy are a reference to Robocop, from the fact that it is implied to be part organic and the name being Finnish for "robot cop".
Snipuhiisi

* Snipuhiisi

"Hiisi Sniper"

## Drops

* **?**

The **Hiisi Sniper** (in-game name **Snipuhiisi**) is a Hiisi equipped with a sniper rifle featuring a red laser sight. Their extremely high-velocity bullets can deal 25 damage to the player, as well as massive knockback.

## Behavior

These Hiisi typically attack all other enemies, but will not attack other Hiisi. They use their signature sniper rifle, as well as have a melee attack.

Hiisi Snipers have an incredibly long aggro range, which they use in conjunction with their equally long-range weapons. Before firing, they always telegraph with a red laser sight first, though it is not always visible - any material will block the laser sight, even if it is something that their bullet could easily go through, such as powdery Snow or a thin layer of Ice. Furthermore, once they spot something, they will always have nigh-perfect aim, meaning that the laser sight is merely an optional courtesy for whatever they've targeted.

## Combat Tips

* If you know that you're being targeted by a Sniper Hiisi, move perpendicularly to the laser sight the moment before the bullet reaches you.
	+ Levitating normally or even falling like a rock will help you avoid the bullet. However, if you are too close, it may be completely impossible to avoid the bullet.
* Attacking a Sniper Hiisi will interrupt their own attack, forcing them to restart from the beginning. But be careful - Sniper Hiisi have a surprising amount of health. (citation needed)
* Although their bullet can go through snow easily, it cannot go through dark blue Frozen Rock - nor can the bullet get past *other Hiisi*. Earn accidental kills by moving the Sniper's laser sight into their friends.

## Notes

* The Sniper Hiisi can be seen aiming down its sight before firing.
* They are actually less dangerous in the Hiisi Base's narrow corridors than the wide chasms of the Snowy Depths.
* On August 24 they have a very small chance of spawning in an alternate form, replacing their regular attack with throwing urine jars instead, which is a reference of Jarate in Team Fortress 2.
Toxic Sludge

* Toxic Sludge

## Biomes

Various

Toxic sludge is a liquid Material that can be found through out the game. Touching a sufficient amount of it will stain the player (or any other creature), which deals 2% of max HP in damage per second, unless current HP is at or below that amount. Because it stops at =<2% HP, the player will never actually be killed directly from stain damage.

Toxic sludge does not evaporate near normal fire but throwing Kiuaskivi into a pool of toxic sludge will evaporate it, creating toxic gas in the process.

It can be most easily washed off through the use of Water, but other liquids can also be used to overwrite it.

Hiisi enemies are vulnerable to toxic sludge as they take more damage from it than most enemies. They can be killed with it.

## Drinking

Drinking toxic sludge will cause the "poisoned" effect, gradually lowering your HP.

## Sources

* Toxic sludge is encountered throughout the game, but most frequently in pools and vats in the Mines, Coal Pits, Hiisi Base and The Vault.
* May appear in procedurally generated Potions.
* Some enemies will bleed toxic sludge when damaged, for example the Limanuljaska and its ilk.
* It will be expelled from leaking or exploding green barrels.

## Transmutations

 Toxic Sludge + Swamp | more Swamp
 Toxic Sludge + Mud | Swamp
 Toxic Sludge + Polymorphine | Chaotic Polymorphine | The Toxic Sludge is not consumed by this interaction.
Sauvan Ydin

*This artefact can open the potential of wands to you even without perks...*

### Effect

Enables tinkering with wands anywhere, Transmutes non-magical liquids into Concentrated Mana

The **Sauvan Ydin** or **Wand Core** is an inventory item with a held effect, obtained by killing the Grand Master. While on the ground, the item emits white lines, akin to the ones emitted by wands.

When held, it grants the Tinker With Wands Everywhere effect, and transmutes nearby non-magical liquids into Concentrated Mana.

## Tips

* Holding the Sauvan Ydin while not in a Holy Mountain allows you to edit wands, even with No Wand Tinkering.
* This is a very useful item to have if the player wishes to swim across or into the Lava Lake or Volcanic Lake.
* When combined with a Liquid Trail and Iron Stomach, you can VERY quickly achieve hours of Concentrated Mana effect by eating the large pools you can make.
Note spells

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

* A
* B
* C
* D
* E
* F
* G#
* A2

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

* A
* D
* D#
* E
* G

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

Music for your ears!

The **note spells** are found in 2 different locations, alongside the Kantele and the Huilu (aka Ocarina).

Notes can be used to either: perform a Musical Curiosity, unlock a Crystal Key, as part of an attack spell combination, or just to add sounds to your castings!

## Using Notes as attack spells

Note spells are exceptional damage dealers as they have the fastest tick-rate in the game (this characteristic being shared with only a handful of other spells: Giga Death Cross, Summon Deercoy, Spiral Shot, Omega Disk Projectile) while notes are by far the lowest cost.

Tick-rate is amount of damage hits per frame, like piercing.

Notes do not deal damage to the player by default.

Notes are in the "Other" class of spells which means they cannot be used as a trigger, and they do not scale with boomerang spells or concentrated spells perks, however they do gain the damage benefit if paired with normal projectiles.

Notes are very shortlived so the best way to deal damage with them is to increase their lifetime using Orbiting Arc/Spiral Arc/Phasing Arc as they are all no or low cost, which can allow you to make some monstrous machine-gun wands. You will need to grant them damage so keep an eye out for any modifiers. Note that their cast delay can be solved by firing them as a payload from a trigger spell or simply pairing them with a chainsaw (as this drops cast delay of that spell block to 0, make sure chainsaw is last in the cast).
Noita Together

**Noita Together** is a mod by Soler91 that enables you to play Noita "*with*" other people. From the developer's site:

> Noita Together is an attempt to bring a slight multiplayer aspect to the game, think of it more like everyone is in different dimensions yet you can still see other players and somewhat interact with each other. You can not directly affect other player's worlds.
>
>

## Download, install, and features

Installation is very simple, and can be done in ~30 seconds.

Read the most up to date instructions and download it at: https://github.com/soler91/noita-together/releases

Alternative

Walkthrough videos by FuryForged or DunkOrSlam show exactly how to install, and some of the core features:

## FAQs

* You wont be able to move until host starts the run
* If you restart the app/game during a run, then you will need the host to click the start run button again
* Read the other FAQs at https://github.com/soler91/noita-together/wiki/Usage

## Updates

As of November 2021, a major new version is in development, by Soler91 and Tom\_is\_unlucky.

## Finding players

There is a dedicated Discord server for Noita Together: https://discord.gg/tyBXm98kyx

## Twitch

Some Twitch streamers will occasionally host open sessions, and it had been featured in some of the "Noita Summit" (roughly) monthly community-organized events on Nolla Games' own Twitch account. See for example the 1 year anniversary Summit announcement.

## Single player bank -standalone mod

"Noita Together Player bank" is a single-player mod in the Steam Workshop, that enables using the "Bank" feature in a solo game.
Sodium

* Sodium

## Biomes

Unknown

**Sodium** is a Powder, **presumably** found in rare Liquid Tanks and rare Flasks. This powder acts normally for the rules set for powders. It is solid, you can kick it, and it reacts to gravity. The special property of sodium comes into play once another liquid, deemed acceptable to react, touches it. When one of these liquids come into contact with any pixel of sodium, the sodium will violently explode. This explosion can be compared to an explosion of Gunpowder. This reaction will continue until every pixel of sodium is gone, however there is a chance this will most likely not happen due to a supposed oversight. Very few pixels of sodium might remain on the floor, and explode endlessly until the reactant is removed.

## List of reactants

* Water
* Invisiblium
* Polymorphine
* Chaotic Polymorphine
* Pheromone
* Ambrosia
* Acceleratium
* Teleportatium
* Worm Pheromone
* The Unused Gate-opener
* Healthium
* Lively Concoction
* Concentrated Mana
* Flummoxium
* Alcemical Precursor
* Drought of Midas

## Wet Sodium

Wet sodium is a variant of sodium that simply doesn't need a reactant to begin exploding. It **presumably** only spawns in rare flasks, however there's a very big chance it simply goes unused. This powder also suffers the same oversight that regular sodium has. Once wet sodium is poured on to the ground, it will explode endlessly. To stop it you will need to manually remove it via a digging bolt / blast.
Sylkyri

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

* Sylkyri

"Spitter"

## Drops

* **30**

The **Spitter** (in-game name **Sylkyri**) is a very rare enemy in Noita, which seems to only be found in The Tower and New Game+ in Temple of the Art.

## Behavior

An enemy which rapidly fires two smaller versions of the Acid Ball projectile at short range. Cannot fly, and moves quite slow. This enemy isn't a threat unless you get too close.
Orbiting Arc

A projectile orbits the point of its origin

**Orbiting Arc** is a projectile modifier that causes projectiles to orbit where cast/triggered

## Combat Tips

* Orbit has a very tight radius, roughly the width of the player character
* Very limited offensive capabilities unless you want to set traps for enemies to move into
* Synergizes well with Piercing Shot and Healing Bolt
* Makes weird effects when paired with Luminous Drill.
* The direction the projectile orbits depends on which direction the player is facing.
* Works well when paired with a trigger and any dangerous or unpredictable projectile spell, such as a giga disc projectile. As it will prevent them bouncing back toward the player, and ideally release directly on top of the enemy.
* Is a core ingredient in infinite lifetime spells
* Works well with explosives, as they will stay airborne while orbiting. Coupled with a long distance cast or trigger spell, it can be an effective way to deliver explosives to floating enemies and bosses.
Nightmare mode

Nightmare mode is an extra difficulty that is unlocked upon completing the game. It is designed as a built-in mod to the vanilla game in which enemies deal double damage, are more aggressive, and some biome changes apply.

## Notable changes

Some of the notable changes are:

* The player starts the game with 3 random early game wands, three random perks, and the Tinker with Wands Everywhere perk. These perks do not disappear when one of the perks is selected.
* The player takes extra damage:
	+ 3x damage from melee and poison
	+ 2x damage from projectiles, explosions, electricity, fire, drill, slice, toxic and ice
* The list of materials for 'magical' potion spawns has been modified:
	+ Unstable Teleportatium is replaced with Teleportatium
	+ Invisiblium, Levitatium, Ambrosia and Concentrated Mana are removed
* Enemies have more HP and attack faster, by an increasing amount per biome. See the table below for exact values. Kolmisilmä is not affected by this buff.
* Enemies will drop only 1/4 of the gold that they would normally drop for the amount of maximum HP they have.
* Enemies have a 1 in 15 chance to spawn with a perk.
* The map layout is different and often randomized. For instance, the first biome is always the Coal Pits, bordered by the Collapsed Mine and sometimes the Sandcave or the Mine. Additionally, the Hiisi Base and Snowy Depths are combined on either the second depth or the third depth (random). There are many random pools of water and even cursed rock in deep areas underground. (See Biomes#Current Maps)
* Terrain in the Coal Pits is covered with diamonds.
* Orbs of Knowledge will be replaced with their corrupt variants but if the player is able to pick only the orbs up they will turn into regular health increases.
* The Invisibility perk is removed.
Sea of Water

Summons a large body of water below the caster

 Material spells that conjure a large body of material below the point of casting.

Causes a large rectangular area some distance beneath the caster to be filled with Water. Only open air is filled, any existing matter remains the same at the time of casting.

## Tips

* As the conversion area is always at the same set distance beneath you, there is no chance of being immersed in the sea at the moment you cast it.
* Water is nearly always helpful (unless you drown in it), so while this spell is a charge limited source it is still always at least somewhat useful.
Sea of Flammable Gas

Summons a large body of flammable gas below the caster

 Material spells that conjure a large body of material below the point of casting.

Causes a large rectangular area some distance beneath the caster to be filled with Flammable Gas. Only open air is filled, any existing matter remains the same at the time of casting.

## Tips

* Considering the harmlessness of Flammable Gas itself, this spell can be considered rather weak. Even if you light it on fire it will only last for a couple of seconds, and since gas rises upward you'll probably be immersed by it by then which mean you'll mostly just torch yourself.
Sea of Alcohol

Summons a large body of tasty alcohol below the caster

 Material spells that conjure a large body of material below the point of casting.

Causes a large rectangular area some distance beneath the caster to be filled with Whiskey. Only open air is filled, any existing matter remains the same at the time of casting.

## Tips

* As the conversion area is always at the same set distance beneath you, there is no chance of being immersed in the sea at the moment you cast it.
* Whiskey burns quickly and causes creature accuracy to drop, but may be more useful as a source of alcohol to be used in Alchemy as it can be a difficult substance to find on many world seeds.
Speed Up

Increases the speed at which a projectile flies through the air

 Spell modifiers that adjust the speed of the affected projectile.

A Spell modifier that multiplies the speed that a spell projectile will travel by 2.5. This drastically extends the range of almost every spell.

## Tips

* Synergizes well with spells like Black Hole and Lightning Bolt, greatly extending their reach.
* Also works well with the Energy Orb spell, making it easier to hit moving enemies with it and dig across long distances.
* Reduces effectivness of the Homing effect, as the projectile will have less time to accelerate towards the enemy, so you should not speed up anything you want homing to effectively work with. On the other hand, if you have the Homing Perk you can use Speed Up to reduce (but not remove) the effect for specific spells you don't want to home.
Sätkymestari

* Sätkymestari

"Master of Twitching"

## Spawn Locations

Fungal Caverns
Underground Jungle
Magical Temple
The Vault
Temple of the Art
Pyramid
Wizards' Den

## Health

125 ♥

Twitching projectiles

## Drops

* **?**

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. Its body is made of Wobbly meat.

## 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.
Toxic Sludge To Acid

Makes any toxic sludge within a projectile's range turn into acid

 Spell modifiers that cause projectiles to transmute nearby materials.

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

## Tips

* You will essentially be turning a dangerous substance into a *more* dangerous but short-lived substance, so take care when using this spell.
* Is very effective for opening paths and removing hazards when used in The Vault due to the frequent vats of toxic sludge found there.
* If acid is desired (typically for terrain destruction), then Acid Trail will be a more reliable way of producing it. This spell is thus more suited to removing hazardous toxic sludge.
* Makes extremely powerful digging tool when paired with Toxic Mist.
Spells To Acid

Transforms every projectile currently in the air into a pool of acid

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

A utility Spell that transforms all active projectiles into small pools of Acid.

## Tips

* Can be incredibly lethal when combined with spells with multiple projectiles, such as Triplicate Bolt or Infestation.
Refreshing Gourd

*Can be thrown to deal damage. Upon breaking, releases a refreshing aura.*

The **Refreshing Gourd** is an item found in a small cave to the west of the Cloudscape, as well in the friend room. It can deal damage when thrown at enemies, but is much more useful when broken, as it releases a refreshing aura: a small, circular field that heals the player while they are inside it, similar in duration to Circle of Vigour. The cave it is found in has 5 gourds, a Haulikkohiisi and the Book of The Key in it.

## Secret Usages

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

The Refreshing Gourd transforms the final boss when thrown at it, which is part of some questlines.

See Moon#The Gourd Moon, Dark Moon#Heretic!, and "Secret Fruit" in Achievement Pillars for further details.

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

The Refreshing Gourd transforms the final boss when thrown at it, which is part of some questlines.

See Moon#The Gourd Moon, Dark Moon#Heretic!, and "Secret Fruit" in Achievement Pillars for further details.

The Refreshing Gourd transforms the final boss when thrown at it, which is part of some questlines.

See Moon#The Gourd Moon, Dark Moon#Heretic!, and "Secret Fruit" in Achievement Pillars for further details.
Snow

* Snow

### Tags

[static], [sand\_ground], [corrodible], [frozen], [meltable\_to\_water], [alchemy]

## Biomes

Snowy Depths, Snowy Wasteland, Snow Chasm, Hiisi Base, Frozen Vault

## Effects

### Ingest

You're feeling cold inside. Movement is difficult. Cause: Ingesting snow.

**Snow** is a powder material. It is commonly found in Snowy Depths, Snowy Wasteland, Snow Chasm, Hiisi Base, and Frozen Vault.
Taivaankatse

* Taivaankatse

"Sky Gazer"

## Drops

* **100**
* **600**   (The Work (Sky))

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.
Spitter Bolt

* Normal
* Timer
* Large
* L. Timer
* Giant
* G. Timer

A short-lived magical bolt

A short-lived magical bolt that casts another spell after a timer runs out

A more powerful version of Spitter Bolt

A more powerful version of Spitter Bolt that casts another spell after a timer runs out

### Spawn Probability per Tier

0.5,0.5,0.5,1

The most powerful version of Spitter Bolt

### Spawn Probability per Tier

0.8,0.8,1,1

The most powerful version of Spitter Bolt that casts another spell after a timer runs out

### Spawn Probability per Tier

0.5,0.5,0.5

A Spell that creates a colorful bolt with medium spread, travelling forward in a straight line for a short to medium distance before fizzling out. Comes in 3 sizes, each with a timer variant. The larger the spitter, the further it will travel and the more damage it will do.

The standard Spitter Bolt has the second-best mana drain-to-damage ratio in the game for a non-explosive unlimited projectile, only slightly edged out by the Giga Disc Projectile spell.

## Tips

* The Spitter Bolt can be of limited use on its own, but can be made to produce a shotgun effect with a multicast modifier like Double Spell.
* Due to its great mana efficiency, the normal Spitter Bolt is a very good fit for triggered combos on fast firing wands. Try experimenting with it together with trigger spells, large multicast formations (with multiple copies of spitter bolts) and any other projectile modifiers you find. You may be suprised at what this seemingly unassuming spell can do.
* The timer variants are less useful due to their spread and inherent short range. Usually, a Spark Bolt or Magic Arrow is a better choice if you need a trigger or timer.
* The Large and Giant versions of the spell are more useful on their own than the normal variant due to the increased range and damage, but be aware of their *significantly* higher mana drain.
Setting Recommendations

List of *subjective*  improvements to game options.

## Controls and Key bindings

**Settings > Input > Configure controls**

### Throwing

It's not uncommon to see new players accidentally throw their water flask. This is because the default "throw" key binding is MOUSE RIGHT. The "throw" key binding does throw objects but it does not work the way new players often think it does. Items like tablets and broken wands do not need the "throw" key binding, because the throw action can also be done with "use wand". Objects and flask can also be thrown from the inventory screen by using drag and drop. Since "use wand" pours a flask instead of throwing it, flasks are the only thing that benefits from the "throw" key binding.

Many players will not need the throw key binding, so it can be demoted to a more obscure key. Example: map "throw" to G.

### Picking up items

A much more important key to map to right click would be "interact". The default key binding is awkward when moving to the right (pressing d and e). This also makes tablet throwing more enjoyable: pickup tablet with right click ("interact"), throw with left click ("use wand"). Using right click for picking up items can also be helpful in tricky situations like picking up a wand that's barely submerged in Teleportatium.

### Kick

The default kick key is awkward when moving to the right (pressing d and f). I'd recommend moving the kick key to something that can be pressed at the same time as any combination of movement keys. Example: map kick to w.

### Potion slots

Potion slots can be mapped to easy-to-press keys like Q, E, R, and F. It's great to get these setup early so you can be super fast at hotkeying to the correct slot. For example, quickly switching to your water flask to remove fire and toxic effects.

## Mouse

**Input > Mouse**

* Click on icon switches item: Off - Can lead to switching wands and items unintentionally
* Show hovered material/item name next to mouse: On - Not that intrusive and kind of handy.
* Allow firing of wands while inventory is open: On - Enables faster defense whilst you're editing wands.

## Replay Recorder

**General > Replay Recorder**

Replay recorder has multiple uses. It can be used to save your best (and worst) gameplay. It can also help better understand what happened. For example, an enemy appeared for a split second but you didn't catch which mage type they were.

* Replay recorder: On
* Replay budget: set to max (it only uses 500mb memory so most people should be able to do the max)

## Screen shake

**Graphics > Accessibility**

* Screen Shake Intensity: set lower or lowest

## Steam Cloud

**General > Online**

Turn this off. Cloud save will make closing/reloading your game take a long time (depending on how much of the world you've explored), because the save folder contains thousands of small files which Steam can't deal with efficiently.

* Steam Cloud: Off
The Work

**The Work** may refer to:

* The Work (Sky), an infinite biome in the skies above the Forest.
* The Work (Hell), an infinite biome below the lava lake under The Laboratory.
* The Work (End), a room where you win the game after defeating the final boss.

*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.*
Siirtäjämestari

* Siirtäjämestari

"Master of Teleportation"

## Spawn Locations

Fungal Caverns, Temple of the Art, Wizards' Den, The Work (Sky), Cloudscape

## Drops

* **40**

The **Master of Teleportation** (in-game name **Siirtäjämestari**) is one of the many Master spellcasters. It takes the appearance of a humanoid with an animal 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.
Toxic Gas

* Toxic Gas

## Biomes

Various

Toxic Gas is a damaging gaseous Material that is created alongside Toxic Rock when Toxic Sludge reacts with Lava or the Kiuaskivi. Not to be confused with Flammable Gas, which is a darker green. Similar to Toxic Sludge, Toxic Gas has a faint yellow-green glow.

Even extremely small amounts of toxic gas will do damage on contact with the player, so watch out. Having either of the Perks "Gas Fire" or "Toxic Immunity" will protect you from it.

While it can occur in any biome where both Toxic Sludge and Lava are present, it will most commonly be encountered in the Coal Pits.
Secretorum Hermetis

Redirect to:

* Emerald Tablet
*The sacrifice of oneself to the pursuit of knowledge is the highest tribute to the gods.*

**To obtain:**
Once starting a new game, instead of going to the right, go to the left. You will come across a fairly deep pool of water. Jump into the water and continue going left. If you can't get through the water without drowning, you can drink it instead. A path will emerge going upwards. Once surfaced, you will find this tablet.

**Usage:**
You can throw it.
Does not appear to do anything with it in inventory and dying. It can kill many enemies, including the Skeleton God.
Spells To Giga Sawblades

Transforms every projectile currently in the air into a giant sawblade

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

A utility Spells that transforms all active projectiles into Giga Disc Projectiles.

## Tips

* Converted projectiles retain the original's speed and trajectory.
* Projectiles converted into Giga Discs will home into their conversion point when they rebound.
* Can be incredibly lethal when combined with spells with multiple projectiles, such as Triplicate Bolt or Infestation.
Summon Taikasauva

Summons a possessed wand to aid you

**Summon Taikasauva** summons forth a flying wand to fight for you. The wand created is randomly generated, just like any other wand you find in the world. It behaves just like a charmed enemy and will retaliate if you shoot at it.

It will drop gold nuggets when defeated, as well as the wand itself for you to pick up.

It has a single charge.

## Spells

This spell calls forth Tier 3 wands, which will spawn with a random selection of Tier 2 spells most of the time.

Wand generators pull spells from one tier lower, so a tier 3 wand will have tier 2 spells in it for example. There is also a 10% chance that a wand will take a projectile from a higher tier. This check is done multiple times until the 10% roll fails, meaning the chosen projectile can be from many tiers higher. However, considering the chances of a Tier 3 wand spawning with a Tier 4 spell or higher are extremely low, the best you can hope for is a random Tier 3 Projectile spell.

## Tips

* As you cannot control what type of wand this spell calls forth, it can potentially be extremely dangerous to you if, for example, it contains Earthquake or Nuke spells.
* This spell can also be used to reanimate any existing dropped wands if they are close by when you cast it.
* With the right combination of spells, this spell can be used to generate countless spells and wands.
Snow Chasm

Biome Navigation
Snowy Wasteland
Ancient Laboratory
↗
Frozen Vault
←

Snow Chasm

Volcanic Lake
↓

The Snow Chasm is a region located underneath the Snowy Wasteland to the west of the large tree, about halfway to the bridge. It descends all the way down to the bottom of the map, stopping just short of the lava sea running underneath The Laboratory. At the very bottom, you'll find an orb room.

## Layout

The Snow Chasm consists of several layers of two differing tilesets, one with blocky shapes and wide open spaces, and one with swirly patterns. Just like in the Desert Chasm you will need spells for digging to get anywhere as there are no continuous corridors, only dead ends.

Just like for the Desert Chasm, a case can be made for the layout in this region to just be a placeholder. A patch may come someday that does something to revamp the area.

## Enemies

This area contains many dangerous, powerful enemies, some of which can not be damaged unless a Paha Silmä is nearby.

* Houre
* Haamukivi
* Ukko
* Olematon
* Elvytyskristalli
* Jäätiö
* Sähkiö
* Suur-Ukko
* Rynkkyhiisi
* Kranuhiisi
* KK-Tankki
* Limanuljaska
* Happonuljaska
* Äitinuljaska
* Kiukkukalma
* Spiraalikalma

and possibly some others...
Teleportatium

* Teleportatium

## Biomes

Ancient Laboratory

Teleportatium is a cyan colored magical liquid that causes creatures stained with it to be teleported away. The direction of the teleport can be adjusted by aiming in the direction you want to go, but this is not always effective due to terrain interference in which case you will end up in a random direction instead.

A quick stain can last anywhere between 1 to 3 teleport jumps. Drinking 10% from a Potion will give 5 seconds of the effect, resulting in usually a single teleport.

Teleportatium is part of world generation in the Ancient Laboratory, rarely in large vats in Hiisi Base and rarely spawns in Potions. Another location is under the portals leading to a Holy Mountain. It can also spawn in Liquid Tanks in the Mines.

It's a highly flammable material, and will very quickly burn up when in contact with fire, leaving behind Freezing Vapours.

## Rules of Teleportation

Teleportatium starts out as 100% accurate, attempting to teleport exactly in the direction the player is pointing. If this fails, it does rapid attempts with 0% accuracy, meaning it looks for a valid teleport destination in any direction.

There is a biome restriction on the teleports due to how the game loads areas, the teleport can only take you:

* From a Holy Mountain into another biome
* From a biome into a Holy Mountain
* Into the same biome

The minimum distance of a teleport is 128 pixels and the maximum is 1024 pixels, which is equal to two biome pixels or chunks.

If there are no valid teleport destinations, no teleport happens.

## Tips

* While a finicky substance, it can nonetheless be used to escape from being cornered by dangerous enemies.
* You can use teleportatium to access the Floating Island above the starting point in the Forest. Make a small hole in the ground, fill it with the liquid, and then jump into it while aiming up. Alternatively, you can aim directly up and spray some of the potion on yourself. This will both cover you in teleportatium and put your cursor above you. You'll be teleported enough distance into the sky to be able to levitate to the cliff above the entrance. Do the same thing again on top of the snowy mountain to reach the island above.
* You can also use teleportatium to both escape and re-enter the Holy Mountain without triggering the collapsing entrance and curse that prevents wand editing.

## See Also

* Unstable Teleportatium
* Circle of Displacement (spell)
* Siirtäjämestari (enemy)
* Teleportitis (perk)
Taivaskristalli

* Taivaskristalli

"Celestial Crystal"

## Spawn Locations

The Tower
 Cloudscape
 The Work (Sky)

## Drops

* **160**  (Cloudscape)
* **600**  (The Work (Sky))

The **Celestial Crystal** (in-game name **Taivaskristalli**) is a floating crystal exclusively found hovering around The Tower and the Cloudscape. It has a very large health pool and takes a lot of damage to destroy.

## Behavior

It's primary attack is rapidly firing a blue variation of the Concentrated Light spell, further making it a tricky, fearsome encounter.

## Combat Tips

* Like other rigid body enemies, it will die instantly when its material body is completely destroyed or erased. 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
* Kirottu kristalli
Steam Achievements

There are 14 Steam Achievements. Playing with any Mods will prevent the completion of these achievements.

## List

https://steamcommunity.com/stats/881100/achievements

## FAQ

Why were there (previously) so many more people with the "Victory" achievement than the "Temple of Art" achievement?
The "Victory" achievement existed during Noita's early access period, whereas "Temple of Art" was added at launch.
*(Copied from Noita Discord)*
Toxic 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.**

* Toxic Gold
* Static

## Details

### Tags

[sand\_metal], [corrodible], [meltable\_metal\_generic], [alchemy], [gold], [solid], [earth], [meltable\_metal]

## Details

### Tags

[corrodible], [alchemy], [gold], [solid], [earth], [burnable]

## Stats

### Hardness

2,000

**Toxic Gold** is a glowing green variant of Gold which is not normally present in the world. It only appears when The Work is completed Endings#The Toxic Ending in a particular way.

## Characteristics

Toxic Gold comes in both a solid and a powder variant, and both are quite damaging. The powder gold is especially harmful, as it can be collected by the Player just like regular powdered gold. However, Toxic Gold will harm the player when touched, and collecting it makes room for even more of the material to harm the player.

Standing on Toxic Gold will usually quickly kill the player, unless they have the Toxic Immunity Perk.
Poro

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

* Poro

"Reindeer"

## Health

25 ♥

The **Reindeer** (in-game name **Poro**) is a neutral creature that can sometimes be found wandering the island in the Lake

It has also been spotted in the Ancient Laboratory, probably due to the effects of the Chaotic Polymorphine in the pools there.
Puska

* Puska

"Bloom"

## Drops

* **40**
* **80**  (Underground Jungle)

The **Bloom** (in-game name **Puska**) is an enemy commonly encountered in the Underground Jungle. It moves around on the ground very slowly and has an acid burst ranged attack.

## Behavior

The Puska moves slowly back and forth, occasionally shooting out 8 evenly spaced slimeballs up and to the sides. It rarely ever moves far from the place it spawned.

## Combat Tips

* Due to the heavy arc of its projectiles its attack range is fairly short so it can be easily damaged from outside its range.
* Its slimeballs also emit Flammable Gas allowing fire to spread very easily.
Teloittaja

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

"Executioner"

## Drops

* **200**

The **Executioner** (in-game name **Teloittaja**) is a flying robotic enemy found exclusively in the Power Plant. It shoots out slow, but highly damaging explosive bolts.

## Behavior and Combat

The Executioner hovers to move around and attacks the player with powerful blue bolts. These bolts are slower in flight than those used by other Power Plant enemies, but deal heavy damage. The Executioner, like most other Power Plant enemies, is completely immune to projectile damage.

## Combat Tips

* The Executioner's slow projectiles are easier to dodge at range. Remain at a distance to avoid its powerful shots.
* Although immune to projectile damage, electric damage can damage it, and additionally stuns it. Lightning Bolt and Electric Charge work well.
Taikasauva

* Taikasauva

"Magic Wand"

## Drops

* Wand
* **10**

The **Magic Wand** (in-game name **Taikasauva**) is an enchanted or possessed wand that appears in the Magical Temple to the west of the Snowy Depths.

Is only visible as a wand floating without any entity holding it, seemingly possessed or animated by a spirit.

## Behavior

As with all wands, its attacks are derived from the spells it contains, which can only be determined through observation. It may be harmless and fire Teleport Spell, or may cast Earthquake, dropping the walls on the player. Multiple spells/cast can be detected through the number of prongs on the wand, and the capacity is associated with the size of the wand. Some spells may also cause particle effects at the end of the wand, such as Eldritch Portal or Tentacle producing a swirling purple effect. Other than this, little can be determined from immediate observation alone.

## Combat Tips

* It is best to keep a safe distance until the spells it casts are known. It can be damaged and killed like a normal enemy, dropping the wand itself on death along with a small amount of gold.
* It is immune to fire damage.