
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!
2026-02-18 19:00:13 发布在
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