recursal/Fanatic-Fandom huggingface dataset:
Chain Spell

Causes a projectile to cast a copy of itself upon expiring, up to 5 times

A projectile modifier that creates a copy of the projectile after it expires.

## Tips

* Pairs great with Black Hole, as it causes the spell to gain 6 times the range, enough to pierce a Holy Mountain with a single cast.
* Dangerous to pair with explosives if no explosive immunity perk. The chained explosives do not respect modifiers on the original projectile.
* Is a core ingredient in infinite lifetime spells
Cloud

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

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

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

* Cloud
* Lighter

## Biomes

Cloudscape, The Work (Sky)

**Cloud** is a pale grey gaseous material that forms semi-solid cloud formations high above the main world of Noita. It is solid enough for living creatures to walk upon, but allows liquids and dense items like Gold Nuggets to fall through it.

## Characteristics

It is the main terrain material of the Cloudscape and The Work (Sky) biomes, and comes in two types, distinguished only by their densities. Both forms of cloud are labelled simply **Cloud** in-game, and their appearance is quite similar.

As Cloud is a **[gas]** material, it will be burnt away when the player has the Gas Fire perk, which makes the Cloudscape and The Work (Sky) biomes significantly less navigable.
Bone

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

* Dust
* Wall

## Bone Dust

**Bone Dust** is a white powdery solid that is most commonly seen as the blood material from seemingly-undead enemies, such as Stevari and Hahmonvaihtaja.

It is generally very inert and does not react with most other materials.

## Bone Wall

**Bone Wall** is the solid, static form of Bone Dust. It is only found in the Desert, being the material the giant skull is composed of.
Copy Trail

Makes a projectile leave a trail of copies of itself

A projectile modifier that causes a projectile to leave copies of itself along its arc.

## Tips

* This spell limits the lifetime of a projectile it modifies to a maximum of 200 frames or ~3.3(3) seconds. Only the initial projectile gets limited lifetime, copies are unaffected.
* Pairing this modifier with spells with long lifetime, such as Bombs, Summon Fly Swarm and the like, will create a massive amount of copies.
* Created copies don't inherit any modifiers that affect the parent projectile.
Alpha

Casts a copy of the first spell in your wand

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

An Other type spell that casts a copy of the first spell in your wand.

## Tips

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

Schedule**Overview**

**Excelerate Gaming** is an American team.

## Timeline

* 2018

* August 19, **Achieved**, **b1ologic**, **Shlongii**, **Krusher**, and **Nicks** join.
* November 6, **Intrinsic** joins as manager and analyst.
* November 26, **Tomas** joins as coach.

## References

1. ↑ Excelerate Gaming's Tweet - *twitter.com*
2. ↑ Excelerate Gaming's Tweet - *twitter.com*
3. ↑ Excelerate Gaming's Tweet - *twitter.com*
Bloodlust

A projectile gains a hefty damage boost, but is also able to hurt you

 Spell modifiers that adjust the damage of the affected projectiles.

Bloodlust is a spell modifier that greatly boosts the amount of damage a projectile can cause, but also makes it friendly-fire enabled (if it wasn't so already).

It also greatly increases the amount of blood generated when firing on enemies, their corpses or rotten meat — similar to the effects of Chainsaw or Triplicate Bolt. This can synergize with Vampirism.

## Tips

* While being slightly less powerful than Heavy Shot, it doesn't come with any speed reductions at all. This means it's more useful for wands without any triggers to deliver the payload. In fact, using a trigger with this modifier can be very risky as the spells may fire off in your direction on impact.
* A bloodlusted spark bolt is almost completely safe, but it can sometimes bounce off enemy shields and hurt you.
* If the lifetime of the projectile is no longer than 5 frames, then friendly-fire will not actually be enabled. (In this case the projectile will not be able to hit the player at all, so triggers, for example, won't work on the player, but they will still work on enemies and the ground).
Bounce

Makes a projectile bounce on impact

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

A projectile modifier that causes all spells fired with it to gain some bouncing properties, like Bouncing Burst.

This effect is also available as a perk, making it affect all your spells for the rest of the run.

## Tips

* If combined with a spell that explodes on impact, it will make it bounce instead. This makes some spells much harder to use properly, like if you want to dig with Energy Orbs.
Mousesports

Schedule**Overview**

**mousesports** is an former American team.

## Timeline

* 2018

* March 19, **Beastly**, **vndl**, **MarkTheShark**, **VertcL**, and **Neptunez** join. **morxzas** joins as coach.
* June 25, MarkTheShark leaves. **Hyper** joins.
* August 3, Neptunez leaves.
* September 6, **England** joins.
* November 15, Beastly, vndl, VertcL, Hyper, England, and morxzas leave.

## References

1. ↑ The new season of the @Rainbow6Game Pro League has started - *twitter.com*
2. ↑ Hyper Joins mousesports, Replaces Mark - *siege.gg*
3. ↑ Leaving mousesports - *twitlonger.com*
4. ↑ We officially welcome @BoxForEngland to the mouz #RainbowSixSiege team! - *twitter.com*
5. ↑ morxzas' Twitlonger - *twitlonger.com*
Damage Field

Gives a projectile an energy field that constantly deals 3.5 damage to nearby creatures

### Spawn Probability per Tier ⓘ

0.5,0.5,0.5,0.5,0.5

A modifier that causes the affected spell(s) to gain a purple aura which constantly causes small amounts of damage (about 3-4 per game tick) to every enemy it touches.

## Tips

* The damage amount of the aura cannot be increased without adding an additional one.
* This modifier synergizes very well with Triplicate Bolt due to the multiple projectiles it produces.
* It also works well with projectiles that don't dissipate for a while, such as Bouncing Burst, especially when paired with Homing which causes them to grind through most enemies in seconds.
* Works well with projectiles that don't disappear when hitting an enemy, such as Mist spells, usually combined with homing.
* Combine the effect with larger multicast modifier that spread projectiles wide, such as Quadruple Scatter Spell, to produce waves of aura projectiles.
Expiration Trigger

A Expiration Trigger is defined as a spell that casts another spell after the projectile has run out of lifetime or is destroyed by a spell like Spells To Power.

Expiration Triggers will ignore the usual cast delay modifiers of the spells they contain.

For more information, see Triggers

## List of spells with an expiration trigger

* Add Expiration Trigger
* Black Hole with Death Trigger
* Unstable Crystal with Trigger
* Dormant Crystal with Trigger
* Summon Hollow Egg
* Long-Distance Cast
* Warp Cast
* Teleporting Cast
Circle of Stillness

A field of freezing magic

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

A Spell that conjures up a circular field of chilling magic that will freeze enemies solid, making them killable in a single hit from a physical attack, like a kick or Tentacle swipe. It has no effect on the player. The field lasts for ~2 minutes.

Comes with 15 charges.

## Tips

* The field can be made to follow you with the Boomerang Spells modifier, making any enemy approaching you an easy target.
* This can be used to net an easy kill on Stevari, by casting this spell such that you essentially spawncamp him.
* Lava will harden into Rock in the presence of the field.
* Be careful when using this while submerged in liquids, like water, as the player can become stuck inside ice.
Energy Shield

* Normal
* Sector

Deflects incoming projectiles

Deflects incoming projectiles

A passive Spell that generates a shield upon being placed in a wand and stay active until taken out or the wand is de-selected.

This spell is triggered as if it were any other spell. Thus, its mana cost is applied *when it is encountered in the wand's spell cycle*, not as a subtraction to wand regeneration.

The shield will deflect all projectiles, taking damage while doing so and can eventually break. When it breaks it will take a few seconds to recharge and then reappear. The shielded area is a bit larger & stronger than the one produced by the Permanent Shield perk.

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

After the projectile is reflected by the shield, the player becomes its owner. This will cause the projectiles to harm the enemies et cetera.

## Tips

* Like all shield effects in the game, this spell is extremely valuable and should always be considered. The 10 mana/s it drains is well worth the extra protection it provides.
* Keep in mind that it only guards against projectiles; It does nothing against liquids and falling debris. Also, enemies who get inside the shield radius can shoot you normally.
* Does not guard against Giga Disc or Omega Discs.
Downwards Larpa

Makes a projectile cast copies of itself with a downwards trajectory

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

A spell modifier that causes affected projectiles to fire duplicates of itself downwards as it moves. The rate of fire is on a set timer, so faster projectiles will space them further apart than slow ones.

Copies will be launched at much higher speed than the original. They also don't contain any spell modifiers the original spell has.

## Tips

* This spell limits the lifetime of a projectile it modifies to a maximum of 300 frames or 5 seconds. Only the initial projectile gets limited lifetime, copies are unaffected.
* Use with powerful but slow projectiles for best effect
* Causes a lot of damage when used with Magic Missile or other explosive spells.
* Synergizes well with Healing Bolt as it allows for shooting multiple heals towards yourself at the cost of one use

## Trivia

* **Larpa** is a reference to *Liero*, an old Finnish MS-DOS game that has been cited as inspiration for Noita. In *Liero*, Larpa shot a missile that drops bullets as it travels through the air.
Evergreen Seed

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

* Evergreen Seed

**Evergreen Seed** is a very rare powder which can create various forms of shrubbery when scattered in the world. It is typically only encountered as the material projectile attack used by Kauhuhirviö.

The only other known method of obtaining Evergreen Seed is from a Random Material Potion, which can be obtained from Treasure Chests.
Boomerang

*For the perk, see Perks#Boomerang Spells.*

Gives a projectile a path that curves towards you

 Spell modifiers that redirect projectiles to seek out targets.

The **Boomerang** spell is a modifier that causes projectiles to travel in an arc back towards the player after casting. As it applies a constant force on the projectile, so the effect is more noticable on slower or static spells.

The path the projectile takes back towards you is not necessarily straight back at you, but more like if you had a magnetic field that attracted them towards your location.

## Tips

* Boomerang may seem useless at first glance but it does have utility with buffing spells, like the Circle of- series, to make them follow you around.
* You can also use Boomerang to make the Heal Projectile heal you, as long as you have enough empty space for it to travel.
* Conflicts with the Projectile Repulsion Perk, making it harder for boomerang projectiles to reach you.
Earthquake

Calls the anger of the earth

Causes rock and ground around and above the caster to collapse, just like the effect that occurs above the perk altar when you leave a Holy Mountain through the default exit. Very wide range- between 1 and 2 screens. Affects all materials. Can easily crush you or cause you to be become inescapably trapped.

Debris created by this spell is turned into a relatively soft material before falling, regardless of what it was originally (for example, falling Brickwork debris is much easier to dig)

It always generates a large red magic circle before triggering its effect, letting you know when it's being used.

## Tips

* If an enemy triggers it (such as from picking up and using a loose wand) you should try to leave the immediate area as fast as you can!
* If you're trapped in an area with an earthquake you can try to use a wand with digging or explosive spells to destroy the falling debris before it hits you.
Desert Chasm

Biome Navigation
Desert
↖
Pyramid
Sandcave
Desert
↗

Desert Chasm

Volcanic Lake
↙
Wizards' Den
↓
Power Plant
↘

The Desert Chasm is a very long series of small and large isolated caverns, eventually leading down to an orb room at the very bottom.

## Layout

The Desert Chasm consists mostly of rock and other easily diggable materials, arranged in spiral and wavy formations without much in the way of distinguishing features. Spells for digging are essential to get anywhere at all, as there are no continuous passages leading to the bottom.

Above the orb room is an underground lake biome called Water.

One can theorize that this biome is still a work in progress, and that the current design is just a placeholder.

## Enemies

Upper areas of the Desert Chasm are mostly populated by various Hiisi, the majority of which will be:

* Rifle Hiisi
* Grenade Hiisi
* Hiisi Chief
* Big Hiisi
* Mine Thrower Hiisi
* KK-Tankki
* IT-Tankki

These enemies sometimes make their way to the surface in the Desert due to holes in terrain generation.

As you approach the Wizards' Den hidden in the deeper reaches of the Desert Chasm, you may start to encounter enemies from the Mage faction, for example:

* Ukko
* Stendari
* Siirtäjämestari
* Sokaisunmestari
* Turvattomuusmestari
Bomb

Summons a bomb that destroys ground very efficiently

A Spell that summons a bomb that drops near the player. In New Game mode, the second starter wand might have a copy of this spell.

After the bomb explodes, parts of the terrain near and above the explosion will erode and drip a powder version (that obeys gravity) of the material it came from. It will retain the exact same material properties in other respects. This is similar to the effect from Thunder Charge.

## Tips

* The bomb summoned with this spell has a fairly large explosive radius, and will destroy most terrain. Notable exceptions are Steel, Dense Rock and Cursed Rock.
* The bomb, like any other summoned object, is subject to gravity and due to its shape will roll along the ground. Take care where you put it as it can easily roll away from the location you want it.
* You can kick bombs, which can be used to destroy overhead terrain and flying enemies that would otherwise be out of the blast radius for a bomb resting on the ground. Be sure to be out of the blast radius when the bomb goes off, of course.
* Like any explosive, you can double the explosive radius and power with Berserkium.

## Trivia

As of "The Feast" patch in april, 2020, all bombs are now also considered to be projectiles as well as physics objects, which means that they will be affected by flight-altering modifiers, such as Homing, whereas previously they just fell to the ground.
Circle of Shielding

A field of protective magic

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

This spell erects a circular field of reflective magic at the point of casting, bouncing away projectiles hitting it until its capacity is reached and fades. Projectiles can be fired out of the field unhindered. The field lasts for ~2 minutes.

## Tips

* Like some of the other beneficial Circle spells, this one can also be made to follow you with the Boomerang modifier, granting you powerful protection.
* Keep enemies from coming inside the field or it wont protect you from them.
Expert Tool: Noita Wand Simulator

The Noita Wand Simulator, created by salinecitrine, is a tool that will construct the spell evaluation tree for any sequence of spells you can come up with. If you're confused about what your wand is doing, then plugging it into the simulator will likely help you clear things up.

Here's the link: https://noita-wand-simulator.salinecitrine.com

There are many examples in the Expert Guide series, and the wand simulator has them all as presets. If you find yourself confused by an example, or just want to look at the tree, hit the presets button in the top right and select the example you're working with. From there, you can see how it's all working, and even switch things around to see what would happen if things were different. Spell mechanics get very technical at a certain point, so doing this is a great way to check your understanding.
Explosion On Drunk Enemies

* Normal
* Giant

Makes a projectile explode upon collision with creatures covered in alcohol

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

### Spawn Probability per Tier

0.1,0.1,0.1,0.1

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

A spell modifier that causes the projectile to explode when coming into contact with an enemy afflicted with the drunk status after being covered in Whiskey. The Giant version is limited by charges.

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

## Tips

* The modifer still costs mana (and expends a charge, if applicable) even if it doesn't explode by striking enemies not covered in alcohol.
* As Whiskey is a somewhat uncommon liquid, this modifier synergizes well only with Mist of Spirits and Explosion of Spirits to generate it on the spot.
* Avoid using explosive, electrical or fiery spells in a combo with this since any alcohol will just burn up before inflicting the status.
* Modifiers that affect explosions, such as Explosive Projectile, also affect the explosions created by this modifier.
Dormant Crystal

* Normal
* Trigger

A crystal that explodes when caught in an explosion

A crystal that explodes and casts another spell when caught in an explosion

A Spell that conjures a solid crystal, falling on the ground and having no effect until triggered either by Explosive Detonator or damage from another spell, upon which it will explode for heavy damage.

It comes in normal and trigger variants, the latter activating the trigger when the crystal explodes.

Both variants have 20 charges.

## Trivia

* The extra action needed to make full use of this spell means that you will have to more or less dedicate 2 wands just for this effect alone. This is unless you set both in sequence with the crystal before the detonation spell on a non-shuffle wand. Bear in mind that wands reset when deselected and will start from the first spell in the chain again.
* You can, however, combine Unstable Crystals with it in a multicast for more destructive power in a single proximity-triggered attack.
* Kills caused by the explosion count as Trick Kills.
* Combining Chaotic Transmutation with a dormant crystal, can create a useful tool for transforming materials. Each cast will create a crystal with a different effect. This crystal can be moved around the world with a kuu.
* Casting many Crystals can be used as a setup step for a Spells To Power wand build.
Eldari

* Eldari

"Hellfire Mage"

## Spawn Locations

Fungal Caverns (Rare)
The Vault
Wizards' Den
Frozen Vault

## Health

Normal250 ♥Fungal Caverns125 ♥The Vault380 ♥

## Traits

Takes very high damage from Water and being stained wet.

## Drops

* **100**
* **50**   (Fungal Caverns)
* **150**   (The Vault)

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

Its 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 its lesser counterpart.

## Combat Tips

* Though rare, the Eldari should still be avoided if you aren't properly prepared.
* Like its red-flamed counterpart, the Eldari is killed by water. While water is rare in The Vault, there's plenty of toxic liquid to purify.

## Trivia

* Eldari is a Finnish slang word for lighter, derived from the Swedish word "elda", which means "ignite".
Explosion

A powerful explosion!

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

This spell creates a small, high-powered explosion at the point of casting. Will damage the player if you do not have the Explosion Immunity perk.

## Tips

* A trigger spell, such as Spark Bolt With Trigger, is highly recommended in order to cast this effect at range.
* Explosion is the most straightforward and effective of the 5 Explosion spells. If you can manage the danger you can cause a lot of mayhem with this spell. It does, however, prevent mass spamming due to its high mana drain.
Berserkium

* Berserkium

## Biomes

Ancient Laboratory, Mines

Berserkium is a liquid that floats on top of most other substances. It causes creatures stained with it to be significantly more destructive.

## About

The berserk status gained from this liquid applies a 2x multiplier to both damage dealt and explosive radius, which means that a player will need to take great care when using Bombs and other spells with an explosive components as it is easy to misjudge the new safe distance. It does not change the other properties of the spell at all, so spells without friendly fire (like Energy Orb, for example) will blow open much larger holes while still not hurting the player. Berserkium wears off a bit faster than water and will be washed off by it. Immersion will also douse fire but being stained with it will not protect the player from catching fire in the first place.

## Transmutations

* Produced by pouring Whiskey onto Toad Meat (Corpse of a Konna or Jättikonna).
* When mixed with Flummoxium, it converts to Pheromone.

## Additional Information

* While all magical liquids can be picked up as a Potion, Berserkium is also available in pools inside the Ancient Laboratory and in vats inside the Mines.
* When creatures other than the player are stained, they'll be targeted by their brethren as an enemy to destroy.
	+ Similarly, a player stained with beserkium will be targeted by allied creatures spawned by egg items, Summon Egg or "Plague rats"-perk. This also applies to certain projectile modifiers that spawn other projectiles, such as Bubbly Bounce.
* When a player stained with berserkium casts Unstable Crystals they will start their countdown immediately when fired
* The 2x multiplier scales with all damage values, even negative. This means that healing spells will heal twice as much as well.
* Projectiles cast while berserk will not be affected by shields such as Circle of Stillness or the shields found in Hiisi Base (Energy Shields or Permanent Shield are unaffected).

## Trivia

You used to be able to stain Healer Hiisi inside the Hiisi Base with Berserkium in order to make them heal you, but this has been removed since patch #8. Nowadays you'll need to use Pheromone to get the same effect.
???

*For the spell, see ??? (spell).*

**This page contains information on various secret areas in the game and their contents. Tread with caution.**

**This page contains information on various secret areas in the game and their contents. Tread with caution.**

The **???** are secret rooms in Noita. They always consists of a hollow square at a 45 degree angle, with the contents inside. This is usually either an Essence (a class of Perk) or a Portal leading to a different location. They are always made from Holy Mountain-style brickwork with diggable rock on both sides.

The glyphs written on some of the rooms read:

KNOWLEDGE

KNOWLEDGE

THROUGH

THROUGH

PAIN

PAIN

WISDOM

WISDOM

THROUGH

THROUGH

SACRIFICE

SACRIFICE

There are numerous ??? rooms spread throughout the game:

## ??? (Essence of Water)

Biome Navigation
Volcanic Lake

???
(Essence of Water)

The Work (Hell)
→

A ??? room containing the Essence of Water. It is located to the left of The Work (Hell), below the Temple of the Art. As the Volcanic Lake and layers of extremely dense rock separate The Work and the Temple of the Art, spells that can dig through hard material (Ground To Sand or Black Hole) and spells that can neutralize Lava (Lava To Blood or Freeze Charge) are required.

## ??? (Essence of Air)

Biome Navigation

???
(Essence of Air)

Lake
↓
Snowy Wasteland
↘

A ??? room containing the Essence of Air. It is located in the center of the western Cloudscape far above the Lake. There are no requirements to enter this area as it can be reached by scaling the map's western wall of dense rock. However, there is a high density of dangerous enemies within the Cloudscape.

## ??? (Essence of Earth)

Biome Navigation
The Gold
↖

???
(Essence of Earth)

Desert
↙

A ??? room containing the Essence of Earth. It is located in an alcove on the map's eastern wall of dense rock. This area can be reached by crossing the Desert and climbing the wall of dense rock.

## ??? (Essence of Spirits)

Biome Navigation
Lake

???
(Essence of Spirits)

Snow Chasm
→
Volcanic Lake
The Gold
↓

A ??? room containing the Essence of Spirits. It is located at the very bottom of the Lake. The Breathless is required to dive deep enough to reach this area. Digging through the dense rock from the bottom of the Snow Chasm works as an alternative to swimming, but the ??? area itself will still be flooded with water.

## ??? (Kuulokivi)

Biome Navigation

???
(Kuulokivi)

Orb Room
↙
Magical Temple
↓
Snowy Depths
↘

A ??? containing the Kuulokivi. It is located directly above the labyrinth area of the Magical Temple west of the Snowy Depths. This area isn't particularly hard to reach, as long as the player can deal with the threats of the zone before it.

## ??? (Moon Radar)

Biome Navigation

Overgrown Cavern
←

???
(Moon Radar)

A ??? containing the Moon Radar perk, along with a book with the musical notes required to open the Dark Chest. It is located at the east of the center of the Overgrown Cavern.

## ??? (Experimental Wand)

Biome Navigation

Power Plant
←

???
(Experimental Wand)

A ??? containing an Experimental Wand. It is located at the eastern wall of the Power Plant.
Critical Plus

Gives a projectile +15% chance of a critical hit

 Spell modifiers that increase the critical chance of projectiles.

A Spell modifier that causes a spell projectile to have an extra +15% chance to critically hit a target.

## Tips

* With its low cost and good effectiveness against all enemies, this modifier is useful for pretty much every dps wand that have slots available for it.
* This modifier is also available as a Perk, Critical Hit +, affecting all your spells after picking it up. The perk provides +10% critical chance per stack.
* Increasing critical hit chance above 100% will increase the critical hit damage multiplier to 5 times the total critical hit chance. E.g. 115% critical chance means every critical hit will do 575% damage.

## Trivia

After the perk is picked up, your character will radiate cussing symbols as if you were stained with Berserkium.
Chaos Magic

Makes a projectile launch a random spell (out of a limited selection) when it hits something

### Spawn Probability per Tier ⓘ

0.3,0.6,1

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

Chaos magic casts 1 of 25 spells when the effected spell's projectile hits something and/or expires.

The possible spells are as follows in alphabetical order:

* Acid ball
* Acid cloud
* All-seeing eye
* Blood cloud
* Circle of vigour
* Death cross
* Eldritch portal
* Explosion of spirits
* Explosion of thunder
* Fireball
* Firebolts (1, 2, 3)
* Firebomb
* Giga black hole
* Giga death cross
* Lightning bolt
* Magic missiles (1, 2, 3)
* Meteor
* Nuke
* Rain cloud
* Square Barrier
* Thundercloud

This spell is affected by the unlimited spells perk.

## Tips

* Explosion immunity will massively improve your chances of survival when casting this spell and can make getting circle of vigor out of this a lot easier.
* Any projectile duplication placed after this spell will let you cast the spell multiple times (keeping randomization) without using additional charges.

## Trivia

* The game calls this a projectile but it acts more like a modifier.
* This spell is capable of endlessly casting spells that are not normally possible to be unlimited with the unlimited spells perk, like circle of vigour.
* It says it casts the projectile when it hits something but it's actually just whenever the projectile cast alongside this spell expires.
* In the game code it's called `random_explosion` but some of the spells this can cast are definitely not explosions.
Dragoncave

Biome Navigation

Underground Jungle
←

Dragoncave

The Dragoncave is a chamber on the east side of the Underground Jungle.

The entrance is located in the extremely dense rock wall and is blocked by a large rock.

Inside the chamber is a large, egg-shaped rock structure on the ground, from which the boss Suomuhauki will spawn with an Earthquake-like visual effect (without falling debris) when approaching the center of the egg after digging out parts of it.

The Dragoncave, including the boss, also appears in Parallel Worlds.
Daily Run

There are 2 time-limited game options. For 24 hours, everyone will get the same seed for these. They reset at midnight UTC.

All spells that are normally locked can spawn randomly during Daily runs, but casting them does not give the related unlocks. However, unlocks can still be acquired by killing the minibosses in the usual way.

## Daily Run

The **Daily Run** is the 2nd option in the pause menu. You get one chance to play it, after which it is un-selectable (greyed-out).

NOTE: Sometimes the option will not start correctly - to verify, open the pause menu again after starting the run, to confim that the option is now greyed-out; if it is not, then click it again.
The starting loadout is slightly different than usual:

* The wand in slot 1 is will use a random low lvl attack spell
* The wand in slot 2 will contain a different area affecting spell, often a Firebolt or Rain Cloud, among others.
* The flask has a wider range of possible liquids.

## Daily Practice Run

The **Daily Practice Run** is the 4th option in the pause menu. You can re-play this seed as much as you want each day.

NOTE: Sometimes the option will not start correctly, giving you a seemingly-different starting set - restarting the run will usually fix this, but sometimes you need to start a normal "New game" run first, and then re-start the Daily Practice Run.
It will start you at a Holy Mountain, with a set of perks, wands, spells, and gold already "collected". Sometimes you will start at the entrance to a Holy Mountain, and sometimes at the exit.

The starting conditions will sometimes follow a theme or synergize in interesting ways, such as the perks Glass Cannon, Levitation Trail and Homing Shots, which all synergize together. There are 19 different perk setups.

## Error recovery

If you experience an error, the daily run can technically be reset, by going to the folder

* `%UserProfile%\AppData\LocalLow\Nolla_Games_Noita\**save00\stats**`

and deleting the file:

* `_last_daily_played.xml`

## Trivia

Previously, the Daily Run would change your seed to the current date. (Ex: "20190925"), and allow you to replay the same world design multiple times.
Cruel Orb

*It seems to trickle with blood...*

Cruel orb is an item.

When kicked, it can produce a small amount of blood money, or a very large explosion.

It can only be found when the player has the Curse of Greed active, in which case it takes the place of any Shiny Orbs that would otherwise generate in unvisited areas.

## Behavior

The orb outcome is like casting a 21-sided die, with 1 side yielding an explosion, 1 side yielding **1,000**  (bloody), 1 side yielding **400** , 8 sides yielding **50** , and 10 sides yielding **40** . The first kick is fixed, and will always yield **40** . The second kick has odds as described in the table below. Starting on the third kick, each time the orb is kicked, the outcome of the highest number is changed to an explosion (so rolling a 21, 20 or 19 on the 4th kick will yield an explosion).

 2-9
 10-14, 16-19, 21
 15
 20

## See also

* Shiny Orb

1. ↑ As with Shiny Orb, this is a slight simplification - the 3rd kick replaces 0 sides and the 4th kick replaces 2 sides.
Acceleratium

* Acceleratium

Acceleratium is an olive green liquid that stains a creature touching it with a buff that increases horizontal movement speed by ~80% (the equivalent of 2 Faster Movement perks). It wears off quickly with movement, so will only benefit a creature touching it for a very short distance, severely limiting its usefulness.

## Tips

* You can drink it from a potion for up to a 20 second boost in speed, regardless of movement distance.

## Notes

The player may start with a potion containing Acceleratium. The liquid will also appear inside procedurally spawning Potions and liquid tanks found in The Mines. It was added as part of Patch #8 on December 19, 2019.
Chaotic Polymorphine

* Chaotic polymorphine

## Effects

### Stain

Chaotic Polymorphine is a purple liquid substance that magically transforms a creature it touches into any other random creature. It is created by mixing regular Polymorphine and Toxic Sludge.

## Behaviour

Chaotic Polymorphine turns the target into a random enemy or passive creature which can include anything from Helvetinmato to fish. The only invalid transformation *results* are the player character itself and certain select enemies, typically boss enemies.

All abilities of the new creature becomes available to the affected upon assuming the new form, which means if a weak miner hiisi turns into a worm he'll be able to tunnel around the map for the entire duration while being much harder to kill and bleeding worm blood.

Similarly, if the player turns into a fire spirit while submerged, they'll instantly die due to exposure to liquid, which snuffs its flames.

While transformed, all damage done to the player only affects the new form and won't hurt the player character once it's effect ends. If the new form dies, the player character dies too however.

This substance is extremely risky but rewarding to use, being able to turn the player into a powerful pseudo-boss enemy, or a totally defenceless fish which will die in one hit.

## Additional Information

* Like a few other Magical Liquids, Chaotic Polymorphine can spawn naturally in pools in the Ancient Laboratory.
* There is a maximum limit of polymorphing attempts before the transformation becomes ***permanent***. The game will display a message indicating the gods are getting angry with the player at 70 transformations, eventually issuing the message ***The gods are very angry with you*** at 85 transformations. Every transformation thereafter has a chance to be permanent, and once a permanent transformation has occurred, polymorph will no longer affect the player. Washing off a polymorph stain can free the player from permanent polymorph, but not all creatures can be stained.
* While polymorphed into an enemy, you will not be attacked by other enemies not hostile to that faction (for example, Hiisi will not attack other Hiisi). This will not ignore Berserkium, though, which makes an enemy creature attack everything regardless of faction. It is common for summoned or charmed creatures, including Plague Rats and Homunculi to attack a polymorphed player on sight.
* You can dispel the effects of Personal Fireball Thrower on an enemy or yourself by polymorphing it.
* The player will become a valid target for Homing while polymorphed. If you shoot a wand with the Homing modifier on the spells and are then polymorphed, the shots will target you as well.
* In "The Work" Sky Gazers bleed **Chaotic Polymorphine**.

## See Also

* Unstable Polymorphine
* Polymorphine
* Circle of Unstable Metamorphosis
Acid Trail

Gives a projectile a trail of acid

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

A spell modifier that causes a projectile to leave behind a corrosive stream of flowing Acid. The acid will melt through most materials and causes heavy damage over time to creatures.

## Tips

* A very reliable (and unlimited) source of Acid, but also very dangerous to use. Handle with extreme care.
* As acid melts through steel and brickwork, this modifier pretty much guarantees easy access through the floors of The Vault, Hiisi Base, and Holy Mountain.
* Use with non-bouncing projectiles is recommended to prevent self-injury. Slower moving spells will leave behind a lot more acid than fast ones, so the Energy Orb is a good option.

## See Also

* Fire Trail
* Gunpowder Trail
* Oil Trail
* Poison Trail
* Water Trail
Cement (Spell)

Transmute drops of wet cement from nothing

 Spells that conjure a small amount of material with a short arcing trajectory. Explosive Projectile can be applied to deal large amounts of damage, which is treated as accidental damage, although it can hurt the player as well.

A spell that conjures a single drop of Cement from thin air.

## Obtaining Cement

Cement is the only basic material spell that needs to be unlocked before it will appear in shops. It can be unlocked by retrieving the Orb of True Knowledge hidden deep inside the Wizards' Den.

## Tips

* One of only 2 sources in the game for Cement (the other being an extremely rare flask), a grey liquid rock that hardens after a few seconds into solid matter.
* Has powerful reduction modifiers for Cast Delay and Recharge time, useful for making wands fire faster similar to using a Chainsaw.
* Cement will harden almost instantly when combined with water, but will still harden fairly quickly simply on contact with air, making it a fairly versatile building material.
Copper

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

* Copper
* Molten

## Molten Copper

**Copper** is a metallic orange-brown powder Material which conducts electricity, found naturally in the Mines. It can also be obtained by damaging the laser-traps within the Ancient Laboratory.

Copper can melt in the presence of Lava or Liquid Fire into **Molten Copper**. It will remain in this state until something cools it down, such as Water, allowing it to resume its solid state. Molten Copper will set any living creature that touches it on fire.

### Reactions

Copper can be used or obtained in various transmutation-themed alchemical reactions.
Kuu

*This tiny celestial object has a strong gravitational pull.*

The **Moon** (in-game name **Kuu**) is an Inventory item. It produces a large spherical gravity field that draws in projectiles, gold and items alike. Its gravitational field reduces the effect normal gravity has on it, so if thrown it will fall to the ground very slowly.

## Tips

* This item is especially useful for drawing out gold and other items from hazardous liquids such as acid, lava or pools of burning oil.
* This item can be used to great effect against enemies that cast slow projectiles, such as Stendari, by drawing their attacks away from the player character.
* Firing a Black Hole at a Kuu will cause the black hole and Kuu to both accelerate extremely rapidly in the direction of the Black Hole projectile, effectively greatly increasing its range.
* Kuu can be useful for completing some of the Achievement Pillars.

## Trivia

* Kuu means moon in Estonian and Finnish.
Circle of Water

An expanding circle of water

 Spells that conjure an expanding circle of material.

A spell that creates a large orb of rapidly expanding water at melee range. The flow will keep going until it is stopped by terrain or other solid materials.

## Tips

* As water is generally harmless to the player, this is the safest circle conjuration spell to use. There's a risk of drowning, however, due to the large amounts of water created.
* With the Electricity Perk, the player can quickly flood a wide area and electrocute everything inside, without fear of electrocuting them self.
	+ Beware of self-electrocution if not immune.
Creepy Liquid

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

* Creepy Liquid

**Creepy Liquid** is a liquid Material that expands infinitely unless contained in a completely closed off area. It can be turned into water with Purifying Powder.

Creepy Liquid is identical to Water in most respects, except for the fact it's purple and it glows. Additionally, bathing in creepy liquid will not remove stains, unlike water. As long as you have the Breathless perk, you will be safe from its effects. Creepy Liquid will irreversibly choke and drown the world unless you are extremely careful.

## Example

\*seed in above video does not spawn creepy liquid flask in recent versions ( october 2021 ) , the 2120801315 does , in chest at spawn.

## Trivia

* Creepy Liquid is likely a reference to the Creeper World games, where you fight against the spread of a substance called the Creeper with similar function and color.
Circle of Fire

An expanding circle of burning air

 Spells that conjure an expanding circle of material.

A spell that creates a large orb of rapidly expanding flame at melee range. The expanding inferno is stopped by terrain and other materials.

## Tips

* A fairly dangerous spell for the player to use, as you are pretty much guaranteed to be set on fire by it unless you have the right immunity perk.
* Has a fair effect on enemies, but as fire can be put out by blood from their own wounds it is of limited use. Additionally, robots will not burn and are unaffected.
* Can be useful as a panic-button for when you are surrounded by enemies to pacify them and leave you alone for a while, as an enemy on fire will not shoot at you.
Ankka

* Ankka

"Duck"

## Health

3 ♥

The **Duck** (in-game name **Ankka**) is a passive animal that can only be found on the small island in the middle of the Lake. As it is a passive creature, it has no attacks and drops no gold when killed.

The Flock of Ducks spell summons several of these to fly around the area, however unlike their natural counterparts these ducks only live for a short while until they explode in a shower of blood and gore.
Circle of Oil

An expanding circle of slick oil

 Spells that conjure an expanding circle of material.

A spell modifier that summons an expanding orb of oil at melee range, creating massive amounts of liquid as it grows. The flow is stopped by terrain and other solid materials.

## Tips

* Remember that oil is flammable. If you do not possess the immunity to fire perk, you may want to think twice before using this spell.
* Synergizes well with Critical on Oiled Enemies, as you can quickly soak a large number of enemies in it.
Destruction

Instantly decimates foes around you, at the cost of your HP

Destruction is a fairly rare spell that, at the cost of 10% of your current HP (but at minimum 20), will make every enemy on the screen disappear. The HP cost to cast the spell can't kill you and will instead leave you at 1 HP. You can continue to cast the spell even at 1 HP.

Enemies killed by it will drop no gold. If an enemy is holding a wand when destroyed, that wand will be destroyed along with them.

The spell is unlocked by performing a secret event at the Moon.

It has no effect on Bosses. Curiously, Lukki also appear to be immune to it.

## Tips

* As this spell causes damage to the player, it shouldn't be overused, but as the HP cost is a percentage of your current HP, it will actually become cheaper to use the spell, the more damaged you are.
* Due to the extremely high mana drain only high tier wands can even fire this spell to begin with.
* As the spell ignores enemy HP levels it can be used to good effect in the last few biomes in Nightmare mode or New Game+, unless you intend to explore further after defeating the boss.
* If you intend to use this spell regularly throughout a run, it should be used in conjunction with a healing spell like Circle of Vigour.
Bouncing Burst

A very bouncy projectile

**Bouncing Burst** is a projectile spell which fires a fast projectile which bounces off surfaces many times before stopping, decelerating slightly with each bounce. It will also stop whenever it hits an enemy, or if it loses too much speed. It is often found in the first few levels.

This spell's damage scales down when the projectile decelerates, down to a minimum damage of **0.04**. This effect can be advantageous, as it also makes the damage increase as the projectile speeds up. The damage modifier is calculated based on the initial velocity of the projectile, so combining a modifier like Heavy Shot with Accelerating Shot to start slow and then accelerate will typically be quite effective in amplifying the projectile damage.

## Tips

* Its low damage of 3 and mana drain of 5 makes it on par with the Spark Bolt in terms of efficiency.
* The spell synergizes well with all trail modifiers (for example Water Trail), since the projectile stays in the world for quite a while, bouncing around.
* It also works very well with arc modifiers (such as Electric Arc), which can tend to arc all over the place as the projectiles bounce around. This can prove very dangerous if the player is not immune to the effects of the trail itself.
* Combining it with Freeze Charge tends to create quite a lot of Snow, which can be useful for blocking narrow passages, but can also have a negative performance impact.
Add Trigger

* Trigger
* Timer
* Expiration

Makes a projectile cast another spell upon collision

Makes a projectile cast another spell after a short time

Makes a projectile cast another spell upon expiring

The Add Trigger spells are a group of *other* type spells that causes the affected spell to behave like a Trigger, Timer, or Expiration Trigger spell respectively, making it cast another spell when the conditions are met.

Projectile Modifiers placed between the Add Trigger spell and the spell you want to give a trigger to have no mana cost. However, those modifiers can be wrapped into. Doing that will make them cost mana, but it will also double their effects.

## Tips

*Main article:* Expert Guide: Advanced Spell Specifics#Add Trigger Spells
* This allows for trigger chains with spells that don't have trigger counterparts, such as Summon Explosive Box or Propane Tank.
* When applied to spells that already have a trigger, the spell will lose its previous trigger type and gain the new one. In the case of Delayed Spellcast and Sparkbolt with Double Trigger, the new projectile will only cast one spell instead of the previous amount.
* If a **target** spell of Add Trigger finds a payload, then the **target's** side effects such as Cast Delay, Recharge Time, Crit, Recoil, Spread and others will be ignored.
* Sometimes **target** spell has a different *related projectile* from when you normally cast that spell. That can create some unexpected behavior. For example: Matosade heart farm