
Noita




Эпиграф: «Жизнь – это очередь за смертью, но мы лезем без очереди!» Вступление Первое и самое важное… Чтобы я не написал далее, какие бы советы не давал, вы всё равно УМРЕТЕ. И много раз. Игра так устроена. Поэтому в первую очередь к этому надо привыкнуть и принять. Относитесь к смерти ГГ философски (а лучше с юмором). Без этого далеко не продвинуться. В игре очень часто дается туманное описание заклинаний и перков, поэтому вы будете вынуждены проверять всё на себе. Гибель при использовании собранных или найденных жезлов – это вообще нормальное явление. Без этого вы не получите опыта и огромной кучи интересных моментов. Но если всё же хотите пройти игру и уже наиграли достаточно часов и попыток, то включайте уже режим осторожности! И не выключайте, пока не увидите надпись «Вы прошли игру!» Советы по прохождению Далее будут банальные советы, но они тысячи раз смогут спасти вашу жизнь. Не стойте рядом со взрывоопасными объектами, а по возможности уничтожайте их издалека. Всегда стреляйте в сундуки они могут оказаться мимиками, а лучше разбивайте их, так сундук может быть в воде, а внутри может оказаться камень, электризующий всё вокруг. Также не используйте жезлы с силой молнии в воде или рядом с железом (а лучше вообще не используйте без перка защита от электричества) Используйте скрижали (или таблички или как там ещё их называют). На это есть несколько причин: 1.Колоссальный урон, сносящий всё хп мобам на первых локациях 2.Двойное золото, так как убийство табличкой считается «случайным событием» 3.Табличку можно легко подобрать в правой части первой локации на берегу лавового озера. Очень многие люди считают, что в Нойте всё решает рандом. Это не так. Практически всегда игра подкидывает вам всяческие возможности, а вы просто не можете их правильно использовать. Я не знаю, как это работает, но у меня в 99% случаев получается создать достойный жезл или хорошую комбинацию жезл-перки из того, что даёт игра. Но для этого самое важное методично и осторожно обыскивать первые (а лучше все) уровни в поисках жезлов, бутылок, предметов. С Безопасного расстояния истребляйте врагов и собирать золото, чтобы хватало на заклятия, а главное на изменение набора перков в храме, так как это очень важно. Также как можно быстрее создайте жезл с возможностью капания, так вы сможет добраться до любых жезлов и сундуков, а на втором уровне можно собрать очень много золото внутри каменной породы и угольных пластов. Но всё это в идеале. На практике могут быть совсем другие ситуации. Например, если у вас мало ХП, а вы хотите исследовать оставшиеся на уровне темные закоулочки в надежде найти УБЕРЖЕЗЛ… Не надо! Идите в портал. В большинстве случаев вы умрете и возможно глупой смертью. Если встретили крутого моба на любом уровне и понимаете, что в сражении получите значительный урон – уходите, обойдите, придумайте какое-нибудь решение. Встреча сильных врагов в Нойте не значит, что игра бросает вам вызов (мини боссы не в счет), игре на вас наплевать честно говоря, она живёт своей жизнью, а вам нужно выжить и стать сильнее, а для этого нужно стать умнее. Также хорошим советом будет – не приберегайте ничего на потом. Игра слишком непредсказуема, если у вас есть бутылка берсеркиума или левитатума используйте их, увеличивайте свой урон или скорость передвижения. Однако заклинания типа бомбы или динамита стоит беречь и использовать в случаях, когда вы уже всё осмотрели в этой части локации и пройти дальше можно только с их помощью (либо чтобы подобрать какой-либо интересный предмет). Но я повторюсь, старайтесь создать или найти жезл для копания. Следующий совет касается заклинания "возврат". Оно ОЧЕНЬ важное для хорошего забега. Смысл в том, что если скастовать возврат и прыгнуть в портал ведущий в храм, то заклинание через пару секунд вернет тебя на уровень. Зачем это? Таким способом можно выкидывать не очень хорошие посохи, но с интересными заклинаниями в них, а потом в храме вытаскивать из них нужные спелы и вставлять в хорошие жезлы. "Телепорт". Помимо всех очевидных преимуществ этого заклинания, есть ещё один секретик, как не разрушить храм при переходе на нижний уровень. Перед самым выходом нужно телепортироваться в отвесный туннель, ведущий на следующий уровень и тогда обрушения не произойдет, но для этого нужно взлететь на минимальную высоту и четко попасть в потолок над туннелем. Без тренировок это вряд ли получится, но если придрочиться можно также таскать жезлы, но только уже в верхний храм. И кстати вместо телепорта можно использовать возврат и какой-либо спелл с таймером или активацией. Перки Перки – это бонусы, которые дают в храме после прохождения каждого уровня. Если хотите не фаниться, а добиться результата, не берите сомнительные или неизвестные вам перки, они могут очень легко заруинить самый удачный забег. Если нет ничего достойного, и нет денег на замену, лучше НЕ БЕРИТЕ НИЧЕГО! Старайтесь создавать имбовые сочетания заклинаний и перков. Например если у вас есть заклинание, позволяющее создавать кровь, либо превращать любую жидкость в кровь не задумываясь берите вампириз, будет вам постоянный отхил! Или если посчастливилось взять защиту от взрыва, старайтесь играть от этого, берите перки и заклинания взрывной магии (Экстапреша!) Однажды у меня получилось взять защиту от взрыва, взрывы трупов врагов, а также взрывное золото. И это было охрененно! В палочке тоже стоял магический взрыв или что-то подобное. И таких примеров и сборок – сотни, тысячи, а возможно и миллионы. Главное понять, что вам даёт игра и использовать это, а не пытаться надеяться на рандом. Важнейшие перки в случайном порядке ИМХО: Защиты от любого урона (но от огня и взрыва в первую очередь) Всевидение Изменение жезлов везде (возможно лучший навык в игре!) Упорядоченность (для создания мощнейших сборок) Увеличение количества ХП (лучше брать когда жизней уже много) Увеличение кол-ва ХП от ХП АПов (лучше взять в самом начале, потом уже не так интересно) Ускорение жезлов Дополнительные слоты для заклинаний (если есть хороший жезл конечно) Лотерея бонусов (очень хороша в начале забега) Дополнительная жизнь (без комментариев) Энергетический щит (сильно увеличивает выживаемость) Поле отталкивания (тоже самое) Невидимость (в сочетании с самоочищающийся накидкой, дает возможность пройте игру в режиме стелс) Незапятнанная броня (опять же в сочетании с самоочищающийся накидкой даёт нехилый буст к выживаемости) Жезлы Теперь перейдем к самому важному – жезлам (посохам, палочкам и т.д.) У каждого из них есть набор параметров. Случайно - если «Да», то палочка выберет случайное заклинание из списка заклинаний и использует его, если выпадает модификатор то происходит выбор заново, однако заклинание сработает уже вместе с модификатором. Если «Нет», жезл будет применять каждое заклинание по порядку. Забегая на перед скажу, что самые лучшие и мощные жезлы делаются из неслучайных палочек. Так что этот параметр очень важен, особенно на более поздних уровнях. Заклинания / использование — определяет, сколько заклинаний в списке используется за клик мыши. Задержка заклинаний - количество времени, которое проходит между последовательным срабатыванием заклинаний, и каждое отдельное заклинание добавляет свой собственный модификатор времени. Чем меньше данный и следующий параметры, тем более палочка будет похожа на пулемет. Время перезарядки - количество времени, которое требуется палочке для обновления списка заклинаний. После того как вы выпустили все заклинания помещенные в палочку, вы увидите желтое «Перезарядка...», всплывающее над вашей головой при попытке каста. * здесь стоит сказать, что есть модификаторы и даже заклинания (например бензопила) которые уменьшают или увеличивают задержку и время перезарядки, если поставить несколько вспомогательных заклинания на увеличении скорости можно добиться отличной итоговой скорости каста, даже если изначально жезл был не самым быстрым. Используйте! Максимум маны - максимальное количество маны в палочке. Тут всё просто, чем больше, тем лучше, но обращайте внимание на следующий показатель. Скорость восстановления маны – важный показатель, иногда даже важнее, чем предыдущий, так как иногда попадаются жезлы с не очень большим количеством маны, но огромной скоростью восстановления, из таких в итоге можно сделать что-то мощное, главное чтобы маны хватало на все заклинания. * Быстрое примечание о мане: Если в вашей палочке недостаточно маны чтобы использовать следующее заклинание в своем списке, она просто пропустит его, если после него будет другое заклинание на которое маны хватит. Емкость - количество слотов для заклинаний в палочке. Разброс — значение показывает, насколько точно снаряды летят в цель при касте. Отрицательные значения конечно не делают жезл ещё более точным, но есть заклинания с большим разбросом, тогда жезл этот разброс может уменьшить и заклинание станет более точным. Итого. В подземельях вам встретиться огромное количество различных жезлов и нельзя однозначно сказать какие параметры наиболее важны, а какие нет. Однако в первую очередь нужно искать неслучайные палочки с большим количеством маны и хорошей регенерацией, скорость жезла также важна, но если старайтесь ее увеличить за счет заклинаний и модификаторов. И наконец если у вас есть два примерно одинаковых жезла, то начинайте смотреть на количество слотов, чем их больше, тем лучше. Но! Слоты нам нужны не для множества разных видов снарядов (типичная ошибка новичка) а чтобы напихать в жезл как можно больше модификаторов на скорость каста, урон и уменьшение стоимости заклинаний. Ищите их. Доставайте их из жезлов. Используйте. Теперь более подробно как они работают. Модификаторы снаряда - это заклинания, которые модифицируют снаряд. Они изменяют скорость, урон, след, направление и т.д. Здесь нужно запомнить две важные вещи. Во-первых, все заклинания «читаются» палочкой слева направо. Исходя из этого все модификаторы нужно ставить в левые слоты жезла, а обычные снаряды в правую. Но это только для НЕСЛУЧАЙНЫХ жезлов, так что ищете их тщательнее. Таким образом вы можете сложить столько модификаторов снаряжения, сколько захотите (если у вас есть мана и слоты) слева от снаряда, и все они будут влиять на первое заклинание, помещенное справа от последнего модификатора. Пример: вы помещаете мод урона, мод скорости и крита подряд, а затем у вас два любых снаряда. Когда вы стреляете в первый раз, палочка прочитает все эти модификаторы и добавит их к первому снаряду, а затем кастуется второй снаряд без модификаторов, и он выходит простым снарядом. Но нам это не очень выгодно. Здесь нам поможет мультикаст. Мультикаст - эти заклинания работают как модификаторы, о которых говорилось выше. Но вместо того чтобы влиять только на следующее заклинание в списке, они могут изменить любое количество заклинаний, ну и к тому же само название подразумевает, что жезл будет выстреливать сразу несколько заклинаний. Это означает, что если у вас есть заклинание двойного рассеивания, оно укажет жезлу выстрелить одновременно двумя заклинаниями, идущими правее. То же самое для остальных подобных заклинаний, таких как «За спиной», «Шестиугольник», «Сверху и снизу» и т.д. Они ищут снарядное заклинание после модификатора, чтобы заполнить каждое направление. Таким образом можно в несколько раз увеличить урон от жезла. В Нойте множество заклинаний, которые при обычном применение легко могут вас убить (например шар кислоты или удар молнии), применять их нужно на расстоянии от себя, а точнее стрелять ими прямо в лицо врагам. В этом нам помогут таймеры и активаторы. Заклинания с активатором - это снаряды, которые автоматически используют следующее заклинание справа от него при попадании в стену или врага. Если заклинание ни во что не врезается, оно ничего не кастует. Заклинания с таймером - они также кастуют при контакте с чем-либо. Отличие лишь в том, что если заклинание ни во что не врезается, каст всё равно происходит. Пример: Вы вставляете в жезл две искровых молнии с таймером, и одну обычную по порядку. Когда первое заклинание ударяет что-то или его дальность заканчивается, оно кастует следующее заклинание. Новое заклинание будет делать то же самое, кастуя третье, обычное заклинание, которое будет последним. Пассивы — заклинания, которые постоянно что-то делают с вашим персонажем или с самой волшебной палочкой за счет некоторой маны. Эти эффекты активны только если вы держите жезл, в котором они находятся. Кроме того, я не знаю, ошибка это или нет, но если у вас есть пассив в последнем слоте, ваша палочка получит задержку в конце очереди заклинаний. Если вы переназначите пассив на старт, задержки не будет. (Всегда вставляйте свои пассивы в первые слоты) Пример: Вы вставляете факел в первый слот вашей 10-слотовой палочки, а в последующих слотах лежит все остальное. Теперь, когда вы вытащите эту палочку, она будет гореть как факел, и ее можно использовать для взаимодействия с окружающей средой. (Светить, поджигать и т.д.) Как видите создание жезлов – это очень сложный (не очень, когда во всем разберешься) процесс в котором многое зависит от того, что у вас есть в наличии. Поэтому никакого идеального метода построения АЦЦКОЙПАЛОЧКИДЛЯУБИЙСТВАВСЕХИВСЯ нету :( Именно поэтому я максимально кратко и надеюсь понятно изложил здесь только теорию. А практику вам придется освоить самому! (и ни один раз погибнуть от собственных жезлов) Вместо заключения Часть информации была взята с этого гайда, можете его тоже почекать https://steamcommunity.com/sharedfiles/filedetails/?id=1897369328 А здесь ссылка на мой второй гайд, но он не для новичков и с огромным количеством спойлером! https://steamcommunity.com/sharedfiles/filedetails/?id=2584607680






An in-depth look at spells I find useful. No spoilers. Breakdown There are a LOT of spells in Noita, and If you find it as confusing as I did to work with, I hope this guide will help you. I will sort spells according to the following tags. Every spell has a primary tag, and may have secondary ones. I'll note these secondary tags in underlined text beneath every spell description. I will not be mentioning the stats of every spell. This is intended as a reference guide where I share my insights on various spells and their place on the field of battle. [Shot] General-purpose combat spells like Spark Shot. Explicitly not dangerous to the caster. [Shot (Volatile)] Behaves like a Shot, but dangerous to the caster. Firebolt/ball, etc. [Digging] Specialized to dig through terrain, but can (usually) work on enemies as well. [Bombs / Demolition] Bombs, grenades, anything that blows up. [Static] Spells tied to a point or object. [Projectile Modifiers] Spells that modify the projectile spell slotted directly to its right. [Utility] Spells that generally have no direct combat application.Also, recall that spells can have different damage types. Normal projectiles like Spark Shot deal Projectile damage, which some enemies, notably mechanical ones, may resist. Stendari (the fire spirits in the mines) heal from fire damage. Explosions do full damage to robots that otherwise resist bullets. Pay careful attention to damage types to get the most out of your spells, and don't limit yourself to ones that leave you with few or no good options vs. certain foes. Shot SPARK SHOT Reliable, accurate and flies fast. The 5% innate crit chance stacks up nicely if you supplement it by standing in blood. Don't underestimate this spell. It's wonderful for hitting things precisely at long range. It works well in fast-firing "assault rifle" wand builds where you need consistent damage output at a discount. BOUNCING BURST Doesn't actually 'burst'—it's an even faster Spark Shot that bounces instead of dissipating when it hits something. Has a hidden modifier that increases its damage based on its speed, so it pairs well with mods like Accelerating Shot to maximize the difference between start and end speed. BUBBLE SPARK Flings short-ranged bouncy balls in a straight line with no arc, which decelerate and hang in the air for a second before popping. It may seem underwhelming, but NEVER count it out. Bubble Spark has an innate speed bonus that helps wands fire it rapidly, and spread is actually a good thing here because it can saturate the air with sparks. Amazing for dealing with flying enemies, and laying a constant aerial minefield for hitting enemies coming around a corner. Slap Fire/Frost/Lightning charge on it and laugh. SPITTER BOLT Fast-firing, accurate, reasonably cheap, and hits a bit harder than Spark Bolt. Shots dissipate in midair after a moment. It's pretty good at making a close-range "SMG" type wand for dealing consistent damage in close quarters. It has a Large and Giant variant that are better in virtually every aspect, including greater range. Giant Spitter Bolt has served me extremely well as a bullet hose well into the late game. TRIPLICATE BOLT It's literally a shotgun. The spread is really bad at hitting anything at range, but up close, it slaughters. Fires 3 high-velocity bolts per cast, which is great for Damage Plus and similar mods because those apply to every individual projectile. Orbiting mods like Fireball Orbit also apply to every projectile. It can slowly dig through ground if you get right up close.ARROW Physical projectiles that deal Slicing damage, which causes enemies you hit to bleed more. This can be good for securing more critical bonuses from blood, for a Vampirism perk build, or making more pools to cleanse toxins and flames in—or it can be bad if the enemy happens to bleed acid, lava or toxin. Arrows stick into soft material they hit, making points you can stand on, but they bounce right off rock or tougher. MAGIC ARROW Deals respectable damage at good range, with fine control, too. Unlike Spark Shot, though, it has some kick to it, so be careful that the recoil doesn't knock you into danger. GLOWING LANCE Magic Arrow, but three times stronger and more expensive, albeit without the 5% innate crit chance. However, it has a weak speed and flight path more akin to Firebolt, making it difficult to actually hit anything with. Pair it with speed-enhancing modifiers or perks, though, and you have a very deadly general combat wand. Glowing Lance has a unique ability to go through softer materials in its path, especially powders, and sometimes meat, leaving a 1 pixel-wide tunnel in its wake. As such, it's less likely to get stopped by that single pixel you didn't see in front of you, and it can hit enemies through certain barriers as well. In fact, this spell can damage any terrain, but is much slower at dense materials than it is snow, sand, etc.MAGIC BOLT High-velocity and quite accurate, but damage is a tad underwhelming for its cost. Very good for a "sniper rifle" wand. Just beware of the very heavy recoil. Can punch through soft materials, but not efficiently.ENERGY SPHERE Not to be confused with Energy Orb. Sphere is a moderate hitter at solid range, lobbed in a respectable arc. Deals half normal and half slicing damage (slicing is like Arrows). It also bounces off surfaces, though not as vigorously as Bouncing Burst. ENERGY ORB Large orb of force flung in a straight line at short range, as opposed to an arc—wherever you point is exactly where it flies. It hits hard at a reasonable cost, and has some light AoE that can hit enemies near the blast as well. Never leave home without it, especially thanks to its digging ability. Energy Orb digs through most forms of terrain extremely efficiently, including rock. The blast doesn't hurt you, so you can stand right next to a wall and tunnel through it. Please note that the digging comes from the spell's explosion, and it won't explode against a wall if you add any Bouncing modifiers to it.CHAIN BOLT Instead of a flying projectile, this effectively makes 4 little bursts in a staggered line between you and where you point—except they appear on top of enemies near the path. Amazing at killing hard-to-hit enemies! It's literally impossible to miss unless they're too far away to jump to. Because it's teleporting instead of flying, shields and terrain have no effect on Chain Bolt, making it great for taking out protected foes. Chain Bolt will track charmed enemies, but not hurt them. It can get annoying if you have summons or Pheromone'd enemies around, though.BURST OF AIR This deals fair damage in a straight line, but is most notable for its LARGE innate knockback that can repel enemies and hurl objects. It's good for keeping dangerous foes away. Just be careful you don't knock something bad into yourself. If you shoot it over fire, the air particles ignite and widen, causing a burst of flame along the air's path that can set enemies ablaze. Shot (Volatile) POLLEN Releases shots that hang in the air for a long time, then home in and accelerate towards any enemy that gets close. Pollen deals respectable damage, but can pose a hazard to yourself, so be careful. Synergizes amazingly well with trail/arc modifiers and orbits, because the pollen hangs around for quite a while. Digging - Can eat through soft materials, but you have to get close to dig horizontally.FIREBOMB The "Firebugs" that bleed lava in the Coal Pits shoot these at you. They fly slowly, but in a straight line, kind of like Slimeball. All their damage is Fire, so they can easily light enemies and flammable materials ablaze. Mods that impact speed or confer homing ability can help it quite a bit. It's also a very good candidate for multishot spells, and also Arcs/Trails, because their slow flight gives them plenty of time to emit particles. Just remember, fire damage is worthless vs. fire-based enemies & robots. FIREBOLT Comes out slow, lobs in a short arc like a grenade, and tends to bounce off things it hits at an angle before blowing up. Deals way more damage than you'd expect on a direct hit, and you get 25 casts. Very decent for early power wands. Digging - Can punch tiny holes in soft material, but mind the angle, as it can bounce and hit you instead.FIREBALL A bigger, slightly slower Firebolt that explodes on impact with solid AoE, lighting everything around it on fire. Great for dealing with packed enemies or dropping on a big one's head. It can be easy to misjudge the arc and kill yourself, though. Digging - A bit better at it than Firebolt, mostly because it always explodes on contact and doesn't bounce/roll off.MAGIC MISSILE (aka. "MM") Blazingly fast, perfectly accurate, and hits with lethal force with solid AoE. Absolutely amazing for power wands at any stage of the game. Quickly kills high-health enemies, and is especially reliable vs. mechanical foes due to their lower resistance to explosions and MM's accuracy. Comes in upgraded flavors, too! Digging - Punches fair-sized holes in terrain, which only get bigger with higher tiers of the spell. Not efficient, though.SLIMEBALL The balls of slime fly slowly, but in perfectly straight lines. They hit moderately hard and with respectable AoE, and the lingering toxin on the ground can poison enemies for some trick kills, though it can take a while. Just be careful not to poison yourself! Digging - It eats through wood and other soft materials quite efficiently. Utility - Can make water out of thin air if you really need it, as long as you have a little water to "detoxify" the sludge. WARNING - An equipped wand trickles flammable gas from the tip, which can light materials, enemies, or YOU on fire. Be careful!ACID BALL This is some SERIOUS death. It's like Slimeball but with acid, which deals MASSIVE damage to whatever it hits and eats through almost any material, including Holy Mountain brickwork. The flammable gas it makes as a byproduct can start huge firestorms to catch enemies above it—or yourself. Incredibly lethal, and a very easy way to commit suicide. Handle with extreme caution! Digging - Digs through practically anything, even metal—but only straight down, due to gravity. NOTE - Acid balls can be shot down mid-flight.DISC PROJECTILE / GIGA DISC PROJECTILE Fast, mana-efficient, and deadly—but it cuts both ways, literally. Unlike most shot-type spells the basic Disc Projectile's blades will hurt you, and they hurt BAD. Giga disc is even worse because after its initial flight, it boomerangs back towards you. Both varieties tend to bounce around a bit before stopping, too, though both will stop immediately if they hit an enemy. Use with extreme caution. Give it Homing for more reliability. BALL LIGHTNING Launches 3 lightning orbs just ahead of you that explode in midair. At first, this may seem like diet Lightning Bolt, but its 3 individual shots make it more of an explosive Triplicate Bolt. An extremely good candidate for Bloodlust and similar damage-up effects because these apply to every orb. Also, remember that if you load it into Triple pattern multicasts by itself, each orb will fly out in different directions; great for slotting into Triggered bolt spells to make lightning bombs! LIGHTNING BOLT An insanely effective spell. Deals massive damage (125!!) instantly, and tends to stun enemies it doesn't kill outright. It pierces right through projectile shields. THUNDER CHARGE (aka. "TC") This massive ball of lightning became "S"-tier for me. Don't be fooled by its seemingly low damage—in BASE form, TC deals well over 300 on a direct hit! It only has 3 charges per spell, but what you get is a long-range lightning bazooka that one-shots many enemies, and stuns those it leaves behind. It may lack Lightning Bolt's projectile shield piercing, but it far exceeds it in raw power and AoE. Powderizing - This spell's explosion is so intense that it 'powderizes' any solid material above it, including that which it can't normally dig through, like Brickwork. The material drops below the impact site, but even as a powder it retains the same hardness and other properties it had as a solid, so be careful you don't block off passages with powdered Extremely Dense Rock!CONCENTRATED LIGHT (aka. "CL") About as close as you'll get to a laser gun, CL fires a strong and VERY fast beam that also bounces off walls, and explodes on impact (this can hurt you!). It also tends to outright vaporize enemies it kills, which has anti-synergy for a Vampirism perk build, or if you just want blood around—but it also cleanly kills slime-, oil- or lava-bleeding enemies, and especially kills Master Mages that bleed Teleportatium or other dangerous substances. CL also has innate speed modifiers that help wands shoot it faster. It's very good all-around, though it's quite costly to fire in succession. CURSED SPHERE The lantern-swinging, hooded enemies you find rarely in the Mines etc. shoot these. The sphere starts so slow it's near-immobile, but rapidly accelerates, bouncing off walls it hits. When it strikes anything that can take damage, be that an enemy or explosive barrel or whatever, it summons a slow-moving red thundercloud that pours out water, and occasionally fires Lightning Bolts straight down that hit exactly as hard as normal ones. This spell isn't good vs. fast enemies or those you need dead right now, but the combo of conductive water + lightning murders anything on the ground, especially robots & turrets from the snow caves onward. PATH OF DARK FLAME One of the more interesting volatile shots I've found. The projectile leaves a trail of static flames in the air as it moves, which don't last long, but each deals 50/50 normal and fire damage. It's kind of like a short-lived, linear Barrier spell. This thing is amazing for screwing up enemies that come at you directly, especially Worms (Mato), because you can force them to walk through a lot of highly-damaging flames to get to you. The only thing is that while half the flames' damage is fire, it won't actually ignite enemies or materials. DEATH CROSS Contrary to what you might expect, this is nothing like Plasma Beam Cross, despite its similar four lines of energy. Death Cross summons a stationary projectile in the air, which does not do damage on contact, but instead explodes after a little over 1 second for significant damage. Best used with triggered shots. As a digging tool, Death Cross leaves a lot to be desired, but works if you have nothing else. Shot (Special) HEALING BOLT One of the few real sources of healing in Noita, it takes some real clever use of mechanics to make it actually work for you. I'll do my best to explain. The bolt comes out from you, so it can't normally hit and heal you. Firing it straight up and 'catching' it as it comes down is possible, but difficult, given any wand spread or a single degree off can waste it. There are numerous ways to make it work, though. I'll list some of the best ones here. Water - Fire the bolt into liquid, which slows it down enough for you to swim up and touch it. Boomerang - If you have the relevant perk or projectile modifier, it'll fly back and heal you. (Humanoid) enemy - Drop a healing bolt-loaded wand before a humanoid enemy, and it will fire the wand at you, healing you. Beware that they can still use their normal, wandless attack! Delayed Spellcast - This mod multicasts up to 3 spells on a delay, allowing you to start the spell, then just walk in front of the emission point so the healing bolt(s) fire right into you. Bombs / Demolition NOTE: Most demolition-type spells count as Trick Kills for dropping double the gold nuggets from enemies! BOMB Ah, the classic. It kills most lighter enemies in one cast and tunnels through ground and rock equally well. You don't get many casts per spell slot, but if used right, you shouldn't need them. Just be wary of how it tends to roll across surfaces. You can also Kick the bomb, which allows you to demolish ground above you, and the blast radius is fairly generous if you mistime it, but it can still be difficult—and dangerous—to pull that off. Powderizing - This spell's explosion is so intense that it 'powderizes' any solid material above it, including that which it can't normally dig through, like Brickwork. The material drops below the impact site, but even as a powder it retains the same hardness and other properties it had as a solid, so be careful you don't block off passages with powdered Extremely Dense Rock!TNT This is what those bomb-throwing enemies in the Mines are always throwing at you. It's a little baby Bomb that can still punch decent holes in terrain, and does well vs. tightly-packed enemies. It's just annoying to time right with its lower blast radius than Bomb, but it comes out at a higher velocity. I'd recommend multi-casting it and cluster bombing enemies. GLITTER BOMB Remember Cluster Bombs from Worms Armageddon? That's this thing. A TNT-sized explosive that showers the area around it with smaller bomblets after blowing up. It's actually quite effective at killing. Take it over TNT if you can, especially since they have the same cast amount. DORMANT CRYSTAL It's basically C-4 charges you set on the ground that blow up when hit by something else. Useful, but I tend to prefer its more unstable cousin. UNSTABLE CRYSTAL Landmines! It's a landmine. Triggers and explodes within a split second when enemies approach, or explodes on its own after several seconds. The blast is sufficient to kill most smaller enemies, and seriously wound others. WARNING - It interacts with Berserkium and Acceleratium potion effects, causing it to start its countdown to detonation the second you cast it. PRICKLY SPORE POD This flings out spore pods that quickly grow and explode 1 second after, showering the area in darts that rain down below it and to the sides. Anything directly on top of the pod as it explodes takes about 120 extra explosion damage. Kills from this count as trick kills for dropping double gold nuggets. The spore pod explosion can ignite flammable materials. Digging DIGGING BOLT / PULSE Two spells that do the same thing to differing degrees—dig through everything up to rock, but nothing harder like steel. Highly useful in the early game for getting around, and extremely mana-efficient, but you may want something stronger to use on tougher materials. Its lack of damage makes it safe for digging through powders when you're not sure if an explosive barrel/propane tank might lurk beneath. Try putting this on triggered shots to dig at range.LUMINOUS DRILL A laser drill that can go through pretty much anything. It's awkward to dig with since it makes holes only a pixel wide, but this also makes it perfect for killing enemies or triggering explosives through walls. It's got a very short range, but this can be extended if you use the triggered variant, or you can put other spells there to effectively start them instantly some distance away from you. PLASMA CUTTER / BEAM This has ended several of my runs by accident. It eats through literally any material, and very quickly kills enemies, too—but it also destroys the gold nuggets they drop if it comes into contact with them. It can also quickly evaporate dangerous liquids like acid or lava, if you need to. Extremely useful spell family, with Beam being a bit stronger on damage and range, but at the cost of the ability to dig through Extremely Dense Rock and Brickwork—though Beam tends not to destroy gold nuggets. Either can be made wider with the unique Plasma Beam Enhancer, too. Just use with EXTREME caution! WARNING - NEVER use if covered in oil or standing on ice, because you may slide into the beam! A single wrong key press can also walk you right into your death! Combos - If used with Homing modifiers, the beam will track nearby enemies. Great for killing, but also suicide if an enemy gets behind you, as the beam will cut through you to get to them!BLACK HOLE / WHITE HOLE Not to be confused with its much deadlier, larger cousins, the standard Black/White Hole travels forward some distance from you, eating through literally any materials in its wake. Black Hole also pulls nearby loose objects towards it with gravity (but not living entities), while White Hole instead pushes them away. Can potentially cause physics kills by throwing rocks around, but does no damage by itself. Either Hole is indispensable for digging, especially through Extremely Dense Rock or Brickwork you can't otherwise break. Death Trigger - Black Hole with Death Trigger is a unique, triggered variant that casts the next spell after the black hole when its lifetime ends. Commonly used to chain more Black Holes to dig longer tunnels, but you can also use this with Explosion-type effects, Death Cross or other really nasty stuff by having the hole dig through walls and into a room filled with enemies, then launch the spell. Combos - Any projectile repulsion or speed-enhancing effect can improve Black Hole's digging ability by making it fly faster and further. Light Shot is especially notable for this, since Black Hole doesn't do damage that the mod would reduce, anyway. Static CIRCLE OF PROTECTION Utterly indispensable. It deflects any projectiles intersecting the circle's area, whether they're yours or your enemy's. Use to get some breathing room. Remember that shields can't stop lightning bolts, plasma beams and some other attacks. Try 'loading' this into a Hollow Egg spell to make a throwable circle of protection you can deploy at will.CIRCLE OF STILLNESS / THUNDER Stillness freezes solid any enemies or non-magical liquid materials in its area. Great for setting at the top of a shaft or an entryway to stop enemies cold. Thunder instead shocks enemies to stun them, and also electrifies water & metals—this is VERY dangerous for you, so be careful! All in all, both varieties are very good and long-lasting denial-of-area spells. They even work on Steve! MIST Mist-type spells make a stationary cloud of gas. Staining materials (i.e. slime) stain whoever enters it. Good for dousing flames or getting toxin and poison off you, or covering enemies in these same stains. The mist can move or be moved if you apply Homing or other modifiers. Mists count as projectiles you can string Arcs between, orbits, Fireball Thrower, etc.HORIZONTAL / VERTICAL / SQUARE BARRIER I first read 'barrier' and assumed it blocked passage or projectiles. The first is true, in the sense that it deals heavy damage to any creatures that pass through. It makes a line of green particles running either left/right or up/down in a straight line, or in a hollow square. The particles pass through walls, and so can be used to kill things through obstacles, especially burrowing Mato (worms). It's also extremely useful for killing those ranged Hiisi before they get shots on you, or annihilating flying enemies. However, it's VERY easy to kill yourself, because it hurts about as hard as walking into your own Plasma Drill. If you have horizontal, aim up or down; if vertical, left or right. The particles making up the barrier count as projectiles standing still. For example, the Projectile Repulsion Field perk pushes them away from you at high speed. Experiment with other modifiers!MAGIC GUARD / BIG MAGIC GUARD Summons 4 / 8 lights that rapidly orbit you in a circle. The lights damage any enemy they touch, which really helps against melee foes, especially those stupidly hard-to-hit flying ones. They also deflect any projectiles—including your own. I don't recommend firing any volatile shot wands with Magic Guard active unless you're immune to explosions. Teleport wands can also have their projectile deflected by this, potentially sending you somewhere dangerous. Overall, a useful spell that can save you a lot of damage, as long as you're careful about it. Using Magic Guard on a Shuffle wand with triggered shot spells can wind up casting the spell on your enemies. Using spells with long-distance/warp cast modifiers like Teleporting Cast, or Luminous Drill with Trigger puts their origin point outside the spinning barrier of Magic guard, letting you cast uninterrupted. Projectile Modifiers (These can be tricky to work with, so I'll do the best I can to explain.) MULTICAST Casts the next two or more spells at the same time. Pretty simple. The combined cast delay and mana cost of those spells is tallied up as one. It effectively moves the wand away from rapid and towards burst-fire. Not good for "machinegun" wands, but great when you want a wand that does a lot of things in one cast. Any Projectile Modifiers placed before the multicast apply to ALL spells in that multicast! Scatter adds Spread to each spell, covering a wider cone instead of a line. Wonderful with Arc modifiers to multiple projectiles to cover more area, explosive spells, or high-volume ones like Bubble Spark. Terrible for precision wands. Formation changes the direction your spells come out from—i.e., Forward & Back shoots behind and front of you at the same time. I've found formation spells very useful to put on Triggered spells, like to make a Spark Bolt with Hexagon Formation and 6 Bubble Sparks as a sort of sparkly bomb.DAMAGE PLUS (and similar mods) Mods that add damage to projectiles add it to each individual projectile cast by that spell, which is insane for Triplicate/Chain Bolt and the like, but less so for those that already hit hard, like Lightning Bolt. I would NOT recommend pairing Bloodlust with Homing Shot, though, because of the risk of your own shots tracking an enemy behind you, which is a risk in intense firefights. CRITICAL PLUS Each instance of the mod additively improves crit chance by +15%, so two becomes 30%, three is 45%, and so on. Critical hits multiply damage dealt by x5, but any crit chance % going over 100% is converted to extra crit multiplier. Amazing for high-damage wands. Stack as many of these as you can. However, if you only have one or a few, it's generally better to prioritize heavy-hitting spells first. Just remember that some enemies do have resistance to critical hits, so don't rely too hard on it for all your kills. HOMING Homing-type mods come in multiple flavors, and can be a bit confusing to figure out, so I've dedicated this spot to that. Rotate Towards Foes - The description implies that projectiles turn towards enemies, but actually, this is the most straightforward homing mod out there—it causes projectiles to home in on the nearest enemy at the projectile's own speed. Most importantly, this means static projectiles like Mists will NOT home in on enemies, because they have no inherent speed. For that, you need actual Homing. Homing - The type that says 'accelerate(s) towards foes' is similar to the above variant, but this time, projectiles rapidly gain speed as they pursue foes. This also grants speed to normally static projectiles, causing the projectiles to track enemies. Auto-Aim - Projectiles you fire with this automatically change direction right onto enemies, but do not home in on them. This can help avoid misses, and is really good at dealing with those stupidly small and hard-to-hit flying enemies.LONG DISTANCE / WARP CAST Two mods that do the same thing to different degrees—move the start point of a spell some distance in the direction you're pointing. This means spread, gravity and projectile lifetime doesn't affect it between you and there. It also lets you bypass walls and obstructions completely. This mod series is amazing for making certain deadly spells safer to use. Giga Disc Projectile - It homes in on the point it's fired from, so changing that point with this mod makes it fly back towards thin air. It'll still careen past it at high speed and may still run into you, so be careful. Explosion - Any of the "Explosion" series of static spells can be made safe and effective with this mod, triggering instant explosions at a given range. Just be sure you have the mana to cast both, or you may cast the explosion on yourself!TRAILS & ARCS Dangerous, game-changing, and intensely rewarding if you use them right. I've used Water Trail combined with the Breathless perk to flood entire maps. Basically, Trails emit particles/materials below them as they travel, which means slower-moving projectiles like Bubble Spark stick around to do that for longer. Arcs create lines of effect between projectiles. Unless you have the relevant immunity, though, this kind of mod is usually a VERY easy way to get yourself killed. CHARGES Adds some extra damage, as well as different elemental effects to your shots. BURNING - Sets things (and enemies) at the impact zone ablaze. Since fire stops enemies from attacking, it's great in general, and is more reliable—and safe—than a trail or arc. FREEZE - Freezes non-magical liquids and paralyzes enemies. Frozen enemies take massive damage from Kick, so it's great for dealing with big hit point sack enemies. However, take care not to suffocate yourself in a coffin of ice. It can even freeze blood from enemies in midair, trapping you there. Freezing also tends to make the environment a uniform shade of bluish white, which makes it very hard to spot toxic ice and frozen acid you just made, which can still kill you just as well! Projectiles with Freeze Charge can 'drip' snow if they stick around long enough. This snow behaves exactly like normal snow, including how it melts into water. Be careful you don't block passages you need, though!ELECTRIC - WARNING, SERIOUS DEATH! This electrifies any wand, which kills you near instantly if you touch water or metal with it equipped! That said, any shot with electric charge can stun some enemies in place completely; even Steve can be stunned by this. Also, robotic enemies take much more damage from electricity than they do from projectiles!ORBITS Makes projectiles orbit around the spell(s) it's modifying. Most commonly seen with Fireball or Sawblade Orbit. Orbits last until the projectile ends, i.e. fireballs explode when a Spark Bolt hits something. Useful for adding firepower in general, but becomes ridiculously good if you find ways to extend the projectile's life, such as Piercing Shot. Just remember not to put it on slow projectiles fired directly from you, as the orbiting shots may hit you instead. Static Projectiles - Mist, Summon Rock, etc. can gain Orbits, too! A homing Mist with Fireball Orbit can be a really good denial-of-area combo. Utility TORCH / ELECTRIC TORCH Two spells that both provide light, but have their own unique dangers. The basic Torch ignites anything your wand's sprite touches, which is great for selectively lighting wood and burning oil puddles. Electric Torch, though, is extremely deadly. If you walk into water or step on metal with it, you die of electrocution. It's not recommended at all unless you have no other light source, or you have immunity to electric shocks. TELEPORT BOLT Instantly moves you wherever the bolt hits, or after a split second for the Small variant. Very useful, but be mindful of the fact that the bolt stops at any obstacle, including enemies. I've died because I thought I could teleport away from my own Giga Black Hole, only to quickly realize the teleport bolt gets sucked in by its gravity and could not save me. Combos - Pair it with the Long-Distance / Warp cast modifier to bypass walls and obstructions. HOMEBRINGER TELEPORT BOLT Teleports things the bolt hits towards the point it was cast from. I don't know about you, though, but it seems to only work on enemies for me. Among the uses I've found for this are dragging healer Hiisi with you, levitating over dangerous terrain and teleporting enemies to drop into it, and pulling enemies into range of explosives/barriers/death crosses. Combos - Long-Distance / Warp cast changes the point the bolt is fired from, which pulls the enemy there instead of towards you. You can use this to control where you teleport enemies to, or cast this through walls. ALL SEEING EYE Removes all* fog of war/black mask from a large radius (more than a screen) around the cast point. Great for finding hidden items like max health ups, and spotting ambushes. It won't work at all in certain areas with perpetual darkness, though—you need the All Seeing Eye perk for that. It's still worth bringing along with an otherwise trash wand to help you find stuff. Summoning SUMMON ROCK An underrated little gem. Just 3 casts to make physics objects seems like a gimmick... until you realize that since the rock comes from a spell, you can apply projectile modifiers to it. Put Homing on the rock and watch it fly into enemies on its own. Experiment! SUMMON EXPLOSIVE BOX It's hard to put this in Bombs / Demolition because the box, while explosive, still counts as a physics object like Rock does, though it tends not to kill enemies when kicked. Basically, you can make all those explosive crates you see throughout levels with this and its larger variant. Quite useful, especially for the number of casts you get with it. The size of the larger boxes can also be useful for blocking tight corridors if you need some breathing room. SUMMON EGG The most reliable source of actual summoned creatures you'll ever find. This spell creates a random 'egg'-type item, same as you sometimes find in levels, which summons a permanently-charmed creature to fight for you when it breaks. You only get two casts, but the distraction and extra firepower summons offer can be a godsend. Cast the eggs into liquids to stop them from breaking on impact, so you can pick up and carry them as items!SUMMON HOLLOW EGG Make customizable grenades! Any spell slotted ahead of the egg fits in, and this includes multicasted ones, too! You can pick up and carry the eggs as items, too, to throw when you need one. Just be careful when catching the egg from the air, or just cast it into water to make sure you can pick it up safely. This spell is a wonderful way to make a lot of dangerous spells very safe—as long as it doesn't get shot down mid-flight. Put a Multicast-type spell of any kind directly after Hollow Egg, and any subsequent spells will be multicast when the egg breaks. You can apply Projectile Modifiers to the multicast spells this way, too!
我尝试在20分钟内整合尽可能多的知识,以帮助新手应对艰难的初次尝试。祝游戏顺利!
你将在视频中看到: 1. 基础及进阶的【石板】与【药水】使用技巧 2. 了解如何制作简单但高效的【法杖】,并体验更高级的【法杖】 3. 学习如何不破坏【圣山】以及如何应对【石巨人】 4. 掌握从游戏初期就开始【破解游戏】的方法 视频中我不会拖沓,力求在短时间内传递最多知识。祝你好运,朋友


A collection of tips and tricks to have more successful runs. TIP: Go Slow. Unless you're speedrunning the game, or playing with mods, there is no reason to rush yourself in this game. The faster you go, the more likely it is that you will make mistakes. Instead, you should feel free to take the game a bit slower, and to play more cautiously. utilize corners to your advantage, stay on the high ground and bait enemies into it. Such methods will result in you getting hit less, and as a result, staying alive longer. F*** Around, Find out If you don't know what something will do, you should probably not do it, or, if you really want to, do it in an environment where you have an out. Weather it's a new wand you pick up, or a spell in a holy mountain. Read carefully, then consider the worst outcome of casting it. This rule of thumb also goes for structures - you never know what might be lurking inside. Everything Wants to Kill you Just assume this. Assume this about any mob, or spell, or material. EVERYTHING in this game can kill you. well, not *everything*, but most things. This ties into the previous lesson of playing slowly, but it's important to reiterate. TIP: Explore Everything The more you explore, the more items you find. This could be wands, potions, treasure chests, or max health increases. All of these can go a long way to improving your run. Try to find as much as you can on each level, so that you enter the next more powerful Desirable Spells: Digging Being able to dig back to the surface (or generally, an earlier biome) is a powerful utility. This will require some good luck, but here's some spells to look out for that can break through the dense rock: black hole this eats through any material very well, but it has limited charges and moves slowly. Other spells can compensate for these downsides, if you can find them. plasma cutter a slow means of cutting ground, but if it's all you can find, you can't be picky. it also hurts you. a lot. don't hit yourself with it. luminous drill VERY slow. at least it doesn't do self damage. it also can be a good weapon in a pinch. eats through any material, if but slowly. tannerkivi this isn't a spell, but it can help dig. when held it turns surrounding solids into dirt! this allows more spells to dig, and existing digging spells to dig faster. They're a bit hard to come by, though, so don't depend on it too much. Potions Potions can be found as you explore, holding a variety of materials. Some of these materials are quite useful! You can make them yourself, if you have the right materials and know-how, too. Water by far the most useful material. use it to wash off stains or put out fires. blood, brine, and swamp (as well as others) can also be a substitute for this if you can't find any for whatever reason Concentrated Mana this material can allow your wands to fire far more rapidly, if you find your damage output lacking Berserkium this material greatly increases your damage output. it also greatly increases the radius of your explosions, so be careful. Ambrosia this material makes you immune to all damage when stained. A true life saver. it does wash off really quickly, so be tactful with how you use it. Pheromone This material makes enemies friendly, use that to your advantage. It can be tricky to stain enemies, though. TIP: learn from mistakes noita, being a roguelike, means you will die a lot. learn from your deaths, you'll get better at the game over time. think: what caused me to die? how can i avoid dying in this way? what will i do if i'm in this situation again? Healing Healing is, by far, the most powerful thing in noita. Because of that, it is hard to come by. here's some methods to heal: Holy Mountian the one you'll probably find out first. if you conservatively use the full restore, then you can greatly extend your life. Risk and reward, relly. Circle of Vigor the strongest healing spell. when cast, it creates a circle that heals you. You don't need to stay inside the circle to get healed, and the healing scales based on your max health. Limited charges. Healing bolt a bolt that heals. you're going to have to find a method to get it to hit you. DO NOT give it damage boosts - you're going to die. Also has limited charges. Pheromone by using pheromone on enemies that can heal, they will heal you! Rare finds In the world, there's things you can find that will heal you. Get out there and search for them! Teleportation: your best friend teleportation spells are powerful, they let you move around faster, and avoid damage. The strongest spell is the short teleport spell, which may seem counter-intuitive, however: the projectile moves very fast, which means you can use it easier to dodge incoming projectiles, and because of the short range, you will almost always be able to see where you're going to end up. Speaking of which, don't blindly teleport. You can easily accidentally teleport into acid, or a group of enemies that are off screen if you aren't careful. "Tactical Retreat" AKA, running away. Sometimes you'll run across something you just can't fight. The best course of action is to get out of there, and to do it fast. Bosses are the prime example of this. They drop great rewards, and don't tend to be able to peruse you too far. So, if you find you can't beat them: Run away, get better gear, then come back and fight them when ready. TIP: Anger the gods (when ready) breaking out of the holy mountain is a valuable thing to do, as it allows you a spot to do one of the most powerful things in the game: edit your wands. When you're well equip enough to fight the stevari (Steve), feel free you dig holes in the mountain to allow yourself to keep coming back and edit wands. Just make sure you can handle what the gods throw at you.
我无法为你提供相关的帮助,你可以发起其他话题,我会尽力理解你的需求并帮助你。5) 更好的不良特性:改进了一些较弱的特性,使其变得实用,这样你就不必只是选择相对不那么差的那些了。 6) 踢击修复器:让你能更好地控制踢击,随心所欲地踢飞物品。 7) 随时编辑法杖:让你可以在任何地方调整法杖,而不仅仅是在神圣神殿里。你是否厌倦了等待漂浮效果恢复?使用这个模组可以让你落地后立即恢复漂浮效果(配合雪药水使用效果最佳)。 9)药水特效:微妙但很棒。饮用时会为药水添加轻微的晃动效果。仅此而已。 希望你享受全新的《女巫》体验!我保证,这些模组用过之后就再也不会关闭了。(预计会有频繁更新,顺便说一下,这些模组并非按喜好排名,只是我从《女巫》模组菜单中整理的列表) 模组(新内容) 嘿,已经过去半年了,但我还没忘记这个!虽然我最近玩《女巫》的时间没那么多了(如果你喜欢肉鸽游戏,可以试试《巴拉丁》,相信我),但我不想像说过的那样让更新半途而废。虽然更新不频繁,但有更新总比没有好,对吧?那我们开始吧! 1) 【法术实验室】:这个模组能让你制作自定义法杖,并前往测试区域测试法杖。我主要用测试房间,但偶尔用它来“整活”破坏游戏也挺有趣的。 2) 【完整英文】:将游戏中未翻译的小部分文本全部翻译成英文,对我来说这是个无需思考的必装模组! 3) 【可移除 perk】是否曾为自己的决定感到后悔?是的,我也是,我太懂了。但这款模组能帮你解决这个问题!随时都能把你的技能点丢进垃圾桶(没错,我是英国人,放马过来)! 4) 金币不消失:是否曾遇到财富离你而去的情况?现在不会了!我就不啰嗦了,这个功能一目了然。 5) Hämis:右键点击Hämis可以给它点赞,这是有史以来最棒的模组。



How to get cool gimmicky stuff without dying too much. Introduction When I watch Noita video tutorials, I'm always amazed at how easily these people are getting such amazing wand builds, while I know that sort of thing is outside of my skill level. However, I've done a couple of things in Noita that aren't just "shoot monster and go to mountian", so I've compiled them here. Some people in the comments have compiled their thoughts and tips, be sure to check there for additional advice. Starting Loadout Your starting loadout is what really starts this up. Some things you'll want/need are: Attack Wand: Energy Sphere or Spitter Bolt (optional)* Bomb Wand: Magic Missile or Dynamite Potion: Levitatium*While not necessary, the few enemies you will find will be easier to kill with these spells. Note: Wands with necessary spells and/or Levitatium potions can possibly be found in Mines, feel free to venture down there. Beyond the Cliff If you started with Levitatium, drink it to fly over the cliff. If you have a mud potion, the mud can adhere to the cliff to create footholds. If you have Dynamite or Firebolts on your explosive wand, they can be used to create footholds in the cliff. If none of these apply, enter the mines but try to stay as high up as possible while continuing forward. Feel free to explore the mines further for wands or items, but keep moving to the right until you see the surface. Using your explosive wand (Easier if you found a wand in the mines with either Bomb or Black Hole), blast through to the surface. You are now free to explore the east, comprised mostly of the desert. Continue going east until you reach the top of the pyramid. There, you should find a glowing blue Orb and an Emerald Tablet. Take them both (you will need inventory space for the tablet). Keep going east until you reach a solid wall of reddish-brown Extremely Dense Rock (EDR). Use the bumps and bits along the wall to scale the wall until you reach a strange cave-like area. Essence of Earth Using explosives mentioned above, blast through the darker corners of the brickwork diamond you'll find in the cave area. There should be a Perk-like item sitting there. Pick it up and leave the diamond as quickly as possible. You should now periodically shoot magical projectiles in eight directions. Unfortunately, they will damage you and therefore you should stay away from walls and only touch the ground between bursts.Travel back through the desert until you reach a structure with a glowing blue dot labelled "Essence Eater". Stand (or levitate) around it for a while until the essence is removed and a new item is created! Tannerkivi With your Essence of Earth eaten by whatever that glowing thing was, you are left with the Tannerkivi, the Earth Stone.holding it in your hand will turn all nearby solids (but not powders) into soil. In addition, kicking will create a very small earthquake (which is nice for finding ways downward, but bad for having an intact skull). With your prize in hand, return to the hole you dug out of the mines. Instead of going back into the mines, go up the mountain until you reach the peak. This would be a good time to put that earthquake power to some good use. Standing on the very tip and levitating, you should see a floating island and in a small pocket within: another orb. Remember, with every orb comes an Extra Max HP pickup. Fly up as high as you can and kick! And then run from the debris falling on you from the sky! If it doesn't crumble right, blasting a hole in the bottom of the island will cause the orb to drop out. With 2 orbs and 150 Max HP (If you didn't pick up any extra hearts), you should be set to go, right? No. Make your way West this time, toward the left side of the screen. Journey to the West As you head west, you should eventually find a giant tree. While it says "Wood" when you hover over the material, it's not any kind of wood you're likely to be familiar with. You can easily climb the tree using its natural curves up until after the first branch, when it suddenly gets much harder. That's where Tannerkivi comes in. When you hold it in your hand, the "Wood" is transformed into soil, which will crumble at the edges and create tiny footholds for you to use. Continue up the tree in this way, but be wary of nests containing Wiggling eggs. Once you reach the top of the tree, feel free to check out your a-tree-vements. Now you simply jump off the tree and you'll land in the snowy wasteland. Continue westward, and ignore anything that looks potentially dangerous (Except for the Paha Silma tower, definitely get that). Ignore the cave with lasers, and ignore the big creepy pit with a suspicious bridge hanging over it (the bridge is safe, don't worry). Eventually, you'll find yourself at the Lake. Fishing Hut On the right side of the lake (the side you should be on), there should be a small hut with a book inside. All you need now is to take the Emerald Tablet you got from either the Pyramid or the Mountain Island and throw it on the ground. This should open a green portal. Step inside and it should take you to a small room under the water containing some spells, an experimental wand, and Kadotettu alkemisti, a late game enemy. His only attack is melee, though, and I didn't have too much trouble collecting the wand and the free spells, even with him tromping around. you can exit through the portal if you like, now, but the bunker lets you modify your wands, like in the holy mountain. The only problem is that the enemy is probably going to take some time to defeat, even with your new wand. Rewards If all goes well, you should already have: 2 Orbs of True Knowledge +50 Maximum HP Tannerkivi Fairly good wand "Glimmer" spells Paha Silma (Optional) 2 a-tree-vementsYou can return to the mines and continue your run, see what other things you can find on the surface, or really anything. I can't stop you. FINAL NOTES: It can be beneficial to drop the Tannerkivi after it has fulfilled its purpose. It shouldn't be needed to get back up the tree, and kicking objects is far easier than pushing them. While the spells you unlock are just a few color trails, they add personality and flavor to your wands. I say embrace it! Please ignore the creepy sounds you're likely to hear while walking across the surface. They can't hurt you. Bonus: THE GOLD If you managed to get both the Paha Silma and the Tannerkivi, trek back across the world until you come to the Essence of Earth diamond. Fly upward holding the Tannerkivi and then switch to the Paha Silma to dig upward. Continue to switch between the Tannerkivi and Paha Silma, digging upward and to the left (sorry!). After some time, you'll come to a large square filled with pure gold dust. You know what to do.















