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Read this guide on Noita and see a list of all perks. Includes info on each perk's description, tier list, tips, guides, and more! For example, Vampirism which heals you by drinking blood becomes very strong healer when you have the spell Lava To Blood. This might be common knowledge, but I thought I'd make a quick demonstration of how the order of spells in a wand can drastically change their effect. This is the starting double spark bolt wand with chainsaw, double scatter, and spark bolt placed in different positions.
Sorry, this thread is not maintained anymore:(In Noita-beta branch you can create and launch ingame mods! YAY!All mod developing instructions are available in folders 'toolsmodding', 'mods', also very useful info can be found in 'docs'(noitadev.exe will create this folder on first launch). You can place your mods here in comments, also you can discuss about modding here.How to use mods:1.
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Switch to beta-branch 'noitabeta'2. Put mod folder from.zip to Noita/mods3. Launch your game4. Go to Menu/Mods5. Apply checkbox against mods you want to use6. Tap button Restart game with enabled modsWARNING! Mods with same overridden files are incompatible.If you want to see your mod in Mod Repository, you need to comment here your mod with name of your mod, short description and download link to.zip-file with folder of your mod!You also can find a lot of other mods modworkshop.net.
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Mods RepositoryMagic NumberAuthor - SH42913It's the very simple mod. The mod let you change some game constants(named Magic Numbers) in mods/magicnumbers/files/magicnumbers.xml and have fun.s000.tinyupload.comx10 Gold DropAuthor - XIII Deimos RoadwyrmHeres a mod I threw together that drops x10 gold.s000.tinyupload.comMore BloodAuthor - XIII Deimos RoadwyrmHere is another mod that adds more blood to kills and hits, it also adds more liquid to containers so be careful!s000.tinyupload.comEdit Wands EverywhereAuthor - Prince SilvermaneThis one I made starts you off with Edit Wands Everywhere. It's really convenient and fun to do that.www.dropbox.comRandom PerkAuthors - SH42913, Games DeanThe mod will add to you random perk on spawn.drive.google.comGlass Cannon StartAuthor - ForevenerI love playing with Glass Cannon perk, so here's my mod which starts the game with it.drive.google.comDire DucksAuthor - n33kosI decided to get my feet wet by making a new enemy type and it ended up being a good way to learn about the item, projectile, entity, and biome systems all at once. So now I present to you:Dire Ducks mod with updated art assets, can dash attack, shoot egg grenades, eat meat, players spawn with a dire duck pet egg next to them. Dire ducks (and some normal ducks for them to eat) spawn initially in the hills outside of the coal mine.s000.tinyupload.comHeavenly CapeAuthor - n33kosThe obligatory god mode mod. This one in the form of a pickup.
The heavenly cape spawns next to the player and provides invulnerability when picked up. If you want to be that guy.s000.tinyupload.comEverlasting GoldAuthor - ForevenerAnother cheat-ish mod which makes gold dropped from enemies never disappear.I haven't tested that very thoroughly, but I think that large amount of gold drops could cause negative impact on game's performance, so exercise caution.drive.google.comHearts HealAuthor - ForevenerCheat-ish mod again! MaxHP hearts will also heal you for the same amount.drive.google.comFall DamageAuthor - n33kosThis mod enables fall damage and tweaks the default numbers a bit to be slightly more forgiving.s000.tinyupload.comBleed GoldAuthor - n33kosThis mod makes the player bleed gold instead of blood. Its an interesting mechanic because both health and gold are valuables000.tinyupload.comAllow Multiple PerksAuthor - n33kosThis mod prevents the default behavior of deleting all perks entities in the scene when one is picked up.
It should allow for multiple mods that add perks on spawn to work well together. The caveat is that at the end of a level you get to pick up all three perks instead of just one.Files Overridden: scriptsperksperkpickup.luas000.tinyupload.comGood GodsAuthor - Shazbot!It disables lich spawning without affecting anything else i think.yadi.skChainsaw VampireAuthor - DrTeaSpoonStart with chainsaw & 50% filled blood potion. Drain blood to restore heath & gain max hp (if hp is full). Water hurts.Files Overriden: dataentitiesplayer.xmlwww.dropbox.comShovelAuthor - n33kosEver find yourself needing a good ol' shovel to get the job done? Me too.Start the game with a shovel in your inventory (as well as usual wands)Shovels use no mana and the spells cant be swappedShovels do a small amount of damage to enemies if you hit them in the right spotShovels will destroy explosive objects, so be carefuls000.tinyupload.comA Long Time AgoAuthor - KamakaziLlamaIt gives players a lightsaber and a blaster- a simple weapon that fires laser bolts and is a reliable killer up until midgamewww.wolfegames.comRandom WandAuthor - Games DeanGives a random wand on startup just like daily rundrive.google.com.
I started looking into making a custom perk for fun, then realised I'm kind of big dummy and modding is beyond me. I mean, I unpacked the files and everything, and I think I got it mostly right but I couldn't make it work.If I had an example mod to work with, I could find out what I'm doing wrong but so far there's not a whole lot out there.Otherwise, I'm using a mod that switches around the starting wands a bit (a bit like Daily Run does).
Previously I used a trainer, but now I'm using something called Cheatgui when I'm fooling around. Originally posted by:how about a mod where you start with alchemic precursor and lively concoctions? Some alchemists fancy that the work from beginning to end is a mere idle entertainment; but those who make it so will reap what they have sown -nothing. We know that next to the Divine Blessing, and the discovery of the proper foundation, nothing is so important as unwearied industry and perseverance in this First Operation. It is no wonder, then, that so many students of this Art are reduced to beggary; they are afraid of work, and look upon our Art as mere sport for their leisure moments. For no labour is more tedious than that which the preparatory part of our enterprise demands.
Originally posted by UnluckyNinja:There should be a way to keep the spells on the old wand when player find a new good wand. (It's ok to keep the spells while destorying the wand, and can only use these spells next map.)Or it's potentially forcing players to leave a slot with useless wand and spells between maps, to prepare for better loot. Making 4 slots to be actually 3. Or is it by design to have this loot-only slot, and let the player decide to keep 1 or 3 of it? Once you set a spell, it's set for good. Originally posted by UnluckyNinja:There should be a way to keep the spells on the old wand when player find a new good wand. (It's ok to keep the spells while destorying the wand, and can only use these spells next map.)Or it's potentially forcing players to leave a slot with useless wand and spells between maps, to prepare for better loot.
Making 4 slots to be actually 3. Or is it by design to have this loot-only slot, and let the player decide to keep 1 or 3 of it? For exmaple, there's a wand that has one empty slot, and a ' useless ' spell.
The spell on it, takes whatever spell you equip to it - and fires it in three directions, up, down and straight forward.if you could unequip spells at will, it would make finding new wands pointless. Originally posted by UnluckyNinja:There should be a way to keep the spells on the old wand when player find a new good wand. (It's ok to keep the spells while destorying the wand, and can only use these spells next map.)Or it's potentially forcing players to leave a slot with useless wand and spells between maps, to prepare for better loot. Making 4 slots to be actually 3. Or is it by design to have this loot-only slot, and let the player decide to keep 1 or 3 of it? For exmaple, there's a wand that has one empty slot, and a ' useless ' spell. The spell on it, takes whatever spell you equip to it - and fires it in three directions, up, down and straight forward.if you could unequip spells at will, it would make finding new wands pointless.No, it's never pointless.
Keeping old spells only gives more choices, rather than a permanent solution. If the old ones were good enough, you wouldn't be considering that new wand. It can't be easy to found a 'pefect' wand ingame, you always have a reason to pick up a new wand.I think it actually make pick up new wands more frequently. Because a good spell a good wand, like the bomb spell, it's possibly the only way you can destory walls. You will never change that off unless you find another wand can destory walls. But what if you can get the spell off the wand in a map?
You will definitly pick up the new wand.;)And I think I have to clarify that, I'm not saying making players can change a wand at will in a map. It's just destroying a wand can get the spells inside back (and you still can't use these spells!). It has no change to the gaming experience within current map (wand thrown is like destroyed, spell thrown is also unusable). It only gives more choices when a player goes to next map. After all, he still need to decide which spell to dispose because his spell inventory can be full, too.A lot of grinding games have this mechanism: keep the gear or keep the enchantment/gem. It's very reasonable.
Originally posted by:for exmaple, there's a wand that has one empty slot, and a ' useless ' spell. The spell on it, takes whatever spell you equip to it - and fires it in three directions, up, down and straight forward.if you could unequip spells at will, it would make finding new wands pointless.No, it's never pointless. Keeping old spells only gives more choices, rather than a permanent solution. If the old ones were good enough, you wouldn't be considering that new wand. It can't be easy to found a 'pefect' wand ingame, you always have a reason to pick up a new wand.I think it actually make pick up new wands more frequently. Because a good spell a good wand, like the bomb spell, it's possibly the only way you can destory walls.
You will never change that off unless you find another wand can destory walls. But what if you can get the spell off the wand in a map? You will definitly pick up the new wand.;)And I think I have to clarify that, I'm not saying making players can change a wand at will in a map.
It's just destroying a wand can get the spells inside back (and you still can't use these spells!). It has no change to the experience within current map (wand thrown is like destroyed, spell thrown is also unusable). It only gives more choices when a player goes to next map. After all, he still need to decide which spell to dispose because his spell inventory can be full, too.A lot of grinding games have this mechanism: keep the gear or keep the enchantment/gem.
It's very reasonable. I agree and then don't at the same time.
But the game is still Early Access, so I'm sure they're gonna take all the feedback they can:). Originally posted by UnluckyNinja:There should be a way to keep the spells on the old wand when player find a new good wand. (It's ok to keep the spells while destorying the wand, and can only use these spells next map.)Or it's potentially forcing players to leave a slot with useless wand and spells between maps, to prepare for better loot. Making 4 slots to be actually 3. Or is it by design to have this loot-only slot, and let the player decide to keep 1 or 3 of it?
For exmaple, there's a wand that has one empty slot, and a ' useless ' spell. The spell on it, takes whatever spell you equip to it - and fires it in three directions, up, down and straight forward.if you could unequip spells at will, it would make finding new wands pointless. Fallout 2020. There'sa perk that l;ets you edit wands anywheere.
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