Noita 1.0 Perks Guide
Perks are a large assortment of passive abilities that the player obtains as they descend deeper into the mountain, augmenting the player and their abilities in many ways.
A set of three perks are offered on an altar at the end of each Holy Mountain that the player visits. Upon selecting one, the other two perks disappear.
Noita Perk Rerolling
Perks can be rerolled using the ‘perk reroll’ structure resembling a set of scales at the exit of the Holy Mountain. This replaces any perks on the altar with a new draw from the pool.
The perk reroll initially costs 200 gold and will double in price every use. i.e. 200 g, 400 g, 800 g, et cetera.
Rerolling only affects perks that are currently on the altar and will not spawn new perks if they’ve been taken.
Rerolling will pull from the entire pool of perks, allowing for the possibility of collecting multiple instances of the same perk.
Rerolling will not affect the price of previously visited holy mountains (eg. rerolling once ups the price from 200 g to 400 g, but the price of all previously visited holy mountains remains 200 g). This is potentially useful if you intend to travel into parallel worlds since this will allow cheap rerolls of several holy mountains. –> someone please double check this
Noita Perk Stacking
Many of the perks in Noita, including essences, can be repeatedly stacked by means of going to east/west world or making use of the reroll altar. The effects of stacking varies greatly: For perks such as the essences or Electricity, stacking means adding extra fire rate to the perk. Perks such as Lukki Mutation and Permanent Shield will grant an additional copy. Perks such as Stainless Armour and Perk Lottery will exponentially get more effective, while perks such as Trick Greed or Glass Cannon will have no stacking effect. The full list of stacking effects is yet to be determined.
Rating System in this Article
Description. Any additional notes that stray from the Perk’s actual description will be written out of bold here, like explaining exactly what a vague effect is or any hidden effects people discover.
The “Ratings” are a shorthand I’m using to essentially make a Perk tier list, so those who don’t want to think about the game much can just grab whatever’s good. The tiers mean:
- Provides amazing bonuses, perhaps too strong. You will essentially always want to pick these up unless other S-tier or A-tier perks are present.
- Not quite as overpowered as S but still very strong. Most players will want to take these upon seeing them, but an individual A-tier perk might not make or break a run.
- A pretty good perk, but there are a reasonable number of situations where you might not want to take it. B perks might be situational, have big upsides and big downsides, be a matter of preference, or simply be solid perks, but aren’t as impressive as A or S perks.
- An okay perk and certainly better than nothing, but you can do a lot better. Maybe the effects of the perk can easily be replicated by a Wand/Item or around by good players, but these are still okay to have.
- Mostly bad perks you should avoid taking in comparison to other perks. While these are positive effects, (or positive for some playstyles, and not others) most players will not get much use out of these.
- An exclusive category that I would rather not use, F tier perks include anything that I would actually argue is either overall detrimental to a run, or just plain useless.
Noita List of Perks
Noita Offensive Perks
Any Perk that directly increases your damage or makes it easier for you to deal damage.
Critical Hit + C
Increased critical hit chance. While I’m unsure exactly what % of crit this gives, I assume it’s the same as the wand version, +15%.
Essentially a permanent damage increase. Not very flashy and I’d prefer a lot of perks over it, but more damage is never a bad thing especially with how much health some later-game enemies have. However, I’d like to note that a good Wand will always outdo any bonus crit chance in terms of damage output.
Getting more health so you can explore more to get more gold, or perks to increase your gold gains, all in the name of getting an OP wand, is generally going to help your run a lot more than this.
You’re immune to electric damage but metal and liquids around you electrify constantly. Look out! Note that Oil at the least seems to be an exception to liquids that get electrified.
Look out for what, killing your enemies too fast? Electricity not only makes you immune to electric damage, which while rare is good to have, but also makes it so essentially any enemy sharing a liquid with you is going to die very, very quickly. If you can soak the zone with water, everything dies.
Well, to be fair, this DOES come with some additional hazards like potentially accidentally triggering traps, blowing up nearby barrels or lighting oil fires, but as long as you’re aware of the risks, this is potentially very powerful.
Glass Cannon B
Your spells deal x5 damage and have larger blast ranges, but your maximum health is capped to 50. Also increases the terrain deformation potential of spells dramatically, spells that normally can hardly deform terrain like Spark Bolt can now be used to dig with ease. The max health cap overrides everything, excluding effects that lower your max health. Any effects that would raise your max health at all (including other perks) are nullified, but effects that reduce your max health further (eg. Vampirism) still do so.
Okay, that 50 max health limit is pretty devastating, but the effects are also worth it. As long as you’re willing to bombard enemies from a distance and take a more hands off, safer approach, the payoff is amazing. x5 damage means that essentially everything you do deals what they’d normally do with a crit, and actual crits are pretty much instakills, and the enhanced terrain deformation is simply beautiful. The reason why this is a B though, is THAT DOWNSIDE! Try to end fights as quickly as possible before your wonderful run gets shattered, okay?
Also, I’d like to humbly recommend the Glass Cannon + Energy Orb (spell) synergy. Every single Energy Orb becomes a mini nuke that tears through almost all terrain in a radius larger than the default bomb, and can’t even damage you as friendly fire.
Never Skip Leg Day D
But, let’s be real, you’re going to take this anyway.
Your kicks deal extra damage and knockback As far as I can tell, this increases kick damage to 4 and roughly triples the knockback kicks do. Does not appear to affect kicking’s terrain deformation abilities.
I can’t lie, in terms of practical usage this is horrible. Being close enough to an enemy to kick them already pretty much requires Melee Immunity, and the resulting damage output really isn’t worth it at all, it barely even compares to your starter Spark Bolt wand. The real use of this Perk is the large knockback you get out of it, but the standard kick’s knockback is already okay enough, and if you want to keep enemies at bay there’s so many better perks.
You COULD kick enemies into hazards with this, that might be nice in the two situations where you get the opportunity to do so, but you’ll probably take damage in the process of trying, you might screw it up, you’ll probably not be able to benefit from the additional gold, and a spell effect could do the same job, better.
The only serious use of this perk is kicking props into enemies, which helps make more money, which is kinda neat. However, bear in mind that while the massively increased kick power on props does help a lot, it also makes it a lot easier to miss your prop kicks.
In conclusion, [this is sparta joke goes here also nolla plz buff this so we can have meme kick runs].
Lukki Mutation B
You grow curious additional limbs that fight for you Specifically, three giant spider limbs. These also allow you to climb everywhere, as long as one of these is touching a wall, at the cost of being able to actually fly.
The spider legs appear to deal 13 damage, and yeah, that’s honestly pretty good for melee range. Anyone looking to have a melee-focused playstyle or get some close-range options should look into this, as the damage can quite easily kill a lot of enemies. The ability to climb is also very useful for approaching combat from new angles or just general traversal, especially in the cave environment the game’s largely set in. Just bear in mind that’s mostly what you’ll be using this perk for in later levels with tougher opponents.
Plague Rats B
Enemies that die near you spawn hungry rats to serve your bidding Seemingly, this also makes all rats already in existence your minions. The range is pretty large, seemingly any enemy that dies on screen spawns rats. Spawned rats are of a spectral design and eventually despawn.
Pretty solid. Friendly rats sadly don’t follow you around so an endless rat army is unfortunately a pipe dream, BUT having a bunch of pals hanging around drawing enemy aggro is pretty neat. You WILL lose out on some gold from not being able to kill rats, but that’s a fine tradeoff.
Noita Defensive Perks
Any Perk that is directly focused around making death a rarer activity for you.
Permanent Shield S
You gain a small, permanent shield. Shields do all kinds of nifty things like deflecting bullets, transmuting harmful substances to harmless ones like fire to water, and so on.
While the shield is weak, it’s a free permanent shield that doesn’t require any Wand investment or anything. It will regularly save you HP, which both lowers your chances of dying and indirectly increases the amount of cash you can make each floor, making it pretty solid.
Stainless Armour C
You take 50% less damage as long as you have no active stain effect. As in, no liquid on you.
Not very good. A 50% reduction is awesome, but the requirement of being stainless is a very costly and impractical one to maintain especially considering the way you negate most fluids is with other fluids. This also means you need to choose between your 50% damage resistance and all those handy buffs fluids can give you, like increased crit damage from blood and so on.
Stainless Armour may be worth using in conjunction with Perks like Repelling Cape however, and this is where the usefulness is very much valid.
You’re invisible. Stains, casting spells, kicking and taking damage remove the effect temporarily. “Temporarily” means for roughly 5 seconds.
Passive invisibility is a pretty great thing, as it allows you to easily “ghost” through parts of areas if you’re finding them too difficult, as long as you avoid liquids or hazards. You can even collide with enemies without them noticing.
The downside is that Stains are a major nuisance. However, as long as you can avoid liquids, this one perk can carry you through the whole game.
Saving Grace C
If you would die and have more than 1 HP, your HP is set to 1 instead.
There’s a very high chance that whatever killed you, like fire, a horde of enemies, or so on could just hit you again and render this perk moot. Still, this perk MIGHT just save your life, and its re-usable. If you can combo it with a source of healing outside of the Holy Mountain, it also gets a lot stronger. However, I would advise getting Perks to prevent getting in this kind of situation in the first place as opposed to prepping for failure.
You take 20% less damage. Every time you take damage, you teleport away.
Teleporting involuntarily is annoying, but getting out of bad situations can actually be quite great. If you prefer to avoid combat rather than engage in it, this is a phenomenal perk (with a bit of luck), but if you’d prefer to actually fight enemies or can’t react quickly to teleportation, not so much. Just, uh… Try not to get any DoTs on you.
Extra HP C
50% extra maximum health.
A decent perk that just doubles your max health. Preferable to Extra Max Health From Hearts, seeing as this multiplier just applies to your whole health pool. However, generally speaking Perks that allow you to more easily avoid damage are better than Perks that let you absorb more damage.
Extra Life C
Upon death you respawn with 100 health.
While it’s not reusable like Saving Grace is, the generous 100 health you have after you cheat death allows you to escape far more situations. While not bad, there are a lot of better choices, though.
You regain health by drinking blood, but you lose one third of your maximum health. Blood doesn’t affect satiation level. For those who don’t know, you drink by holding S.
Losing max health might suck, but having health regen outside of the Holy Mountain is VERY, VERY good, especially reusable regen from drinking blood. Combo this with More Blood and you’re golden, combo this with More Blood and a brutalising wand effect like Chainsaw and you’ll have tons of health to work with. Sometimes however, getting use out of it can be frustratingly difficult, and losing max health is still a tough pill to swallow.
Also, combining this with spells that can generate Blood is… Yeah. While direct Blood generation spells do actually have usage limits, there are spells like Lava to Blood that are infinite and can circumvent this.
Note that you can also empty out potion flasks, then fill them up with Blood to essentially carry artificial medkits for future areas when you might need healing.
Revenge Explosion D
Often when you take damage, you release a magical explosion that hurts enemies. Said explosion does not trigger on DoTs, and will destroy very weak substances like powders, but not hard walls.
While retaliation damage is great and all, ideally you should never be close enough to an enemy for this to be very effective, seeing as the range is quite bad. The best use for this is definitely tunnelling, but I’d much rather look for a digging-related spell than rely on this.
Revenge Tentacle B
You call a monstrous tentacle against those who harm you
Might sound unassuming, but TBH I would rank this a lot higher than Revenge Explosions. The tentacle will deal an awful lot of damage and has a far better range than an explosion, but be cautious, as it’s quite restricted by terrain, and if you get blown up and launched around the place the tentacle will likely miss.
Projectile Repulsion Field B
Most projectiles are repulsed by your presence, but you take slightly more projectile damage Doesn’t cause bullets to be disgusted, it causes bullets to move away from you. The additional damage raises average bullets from 7 to 9 damage, so it seems to be an increase of roughly 25%. Projectile repulsion starts off quite subtle but becomes very pronounced with distance.
Pretty alright. While head-on projectile attacks will still hit you quite often this does cause far more misses to happen. However, the additional projectile damage does offset this a bit.
Noita Immunity Perks
Perks that directly remove or limit specific mechanics- Eg. Damage from certain substances.
Toxic Sludge Immunity D
You take no damage from toxic sludge. Technically, this is wrong, this effect only means that Toxic Sludge will no longer Stain you. Toxic Gas and Toxic Ice, despite being different states of Toxic Sludge, still damage you.
Toxic Sludge is annoying, but can be turned into water with, well, water, and recent patches have made it so Toxic Sludge stains are less frequent and we start with a Water Flask. This makes Toxic Sludge Immunity actually quite poor, as it negates a very specific hazard that’s fairly easily worked around. It may negate damage in instances where Sludge just gets everywhere.
This perk does work decently if you use Toxic Sludge in alchemy, and it does allow you to use Sludge as a potential weapon. Other than those two instances, it’s tough to recommend this. IMO, it should also provide immunity to Poison, but that’s just my opinion, man.
Fire Immunity A
Take no damage from fire.
Fire is a very dangerous and common hazard, so being immune to it is great and offers all kinds of incredible options. Set the world ablaze without consequence! Go crazy with oil-creating spells!
Explosion Immunity A
You take no direct damage from explosions.
You REALLY should not be getting exploded in the first place. Still though, this Perk will potentially save you a lot of HP or your life in a bad situation, and allows you to be far, far more reckless with wand customisation than normal. Plus, there are a lot of enemies that attack primarily with explosions, so this is worth noting- It’ll save you a lot of health.
Electricity Immunity D
Take no damage from electricity.
Electrical damage is so rare that you’re unlikely to get much use out of this. IF you have an item like a Thunderstone, this perk gets a LOT better, but Thunderstones are rare enough that I still think this Perk deserves a D tier. Admittedly, electrical damage IS devastating when it comes up thanks to that extended hitstun, but I don’t think this is worth the perk investment.
Melee Immunity C
You take no damage from close-range enemy attacks.
Okay, making some enemies essentially totally unable to damage you is pretty cool and the only reason this isn’t a D. However, this perk isn’t particularly practical considering that most serious threats in this game are either physics-induced DoTs, or powerful ranged attacks, not melee.
You won’t drown when submerged
Totally removes the oxygen meter from the game. While drowning in liquids is generally not something that’ll kill you, totally removing the need to worry about it opens up a lot of new opportunities with using liquids. If you want a crazy build involving flooding the world in water to drown everything in your path, this is a must-have.
Worm Detractor D
Worms of the world run from you
Essentially removes Worms from your run. If you want to remove that small chance of angering the gods, then sure, but Worms in general are so rare and honestly not that threatening in your run that I personally do not see the value in this perk, when you could grab perks that’d make the Lich easier to deal with if a Worm DOES smash through the Holy Mountain, especially with the new Worm Crystal making that unlikely. I guess if you just hate worms for some reason, Worm Detractor is usable, and I’ll admit unless you’re diving into alchemy/hallucinogenics and need worm blood, there aren’t really many downsides to taking this.
Noita Greed Perks
Any Perk that is not focused around the benefit it gives you in the moment and more about allowing you to accumulate more stuff in the long run.
Perk Lottery S
When you pick a perk, there’s a 50% chance the others won’t disappear.
Yeah, this is insane. Even just when you pick it up, you have a 50/50 chance of it paying for itself immediately. Sure, you are leaving the overall strength of your run to RNG, but a 50% chance is really, really good odds.
Honestly, I think this perk is crazily overpowered and could probably use a total rework, such as being able to use the Perk Reroller for free once per shrine, or giving you two completely random perks immediately upon taking it. Until that happens, a perk that gets you more perks is a total no-brainer, and every time you can pick up all 3 perks in a Shrine is incredibly satisfying and ridiculous.
Trick Greed C
4x instead of 2x gold when death is an accident. For those unaware, killing enemies “accidentally” through use of the environment, like by burning them alive or blowing them up, gives twice the cash, now it gives four times the cash.
Doubling your gold income sounds pretty alluring, but accident kills are pretty impractical and hard to set up. Even if you do hit the jackpot and kill a big loot enemy/a horde with an accident kill, it needs to be a situation where you can actually grab the loot, and on top of that, uses for gold are somewhat limited. Would be a lot better if it had something like healing with accident kills, maybe?
Note that some in the comments section have helpfully pointed out easier ways to trigger Trick Greed, like throwing emerald tablets at foes. These are great points, though I still feel confident with ranking Trick Greed a C. It can help, but for it to really pay off and earn you a wand purchase that you wouldn’t have been able to make otherwise for example, you need to go out of your way and take risks- Unlike something like Greed, which accomplishes the same thing passively, or perks that indirectly allow you to save on health and explore more of the floor.
Extra Perk B
From now on, you will find an extra Perk in every Holy Mountain.
More choices, and a higher chance of you getting a Perk you want, are both good. The only downside is the “wasted” Perk slot, so only take this if the other Perks in the shrine aren’t looking appealing. The chances of getting a really good Perk out of Extra Perk is its true benefit, and if you get Extra Perk and Perk Lottery in the same run, even better.
Extra Maximum HP From Hearts C
Hearts bestow double the maximum HP. Is not retroactive, so your HP will remain exactly the same before and after you pick up this perk. Only applies to future hearts collected.
This is solid, especially if you enjoy exploring as much of every floor as possible. However, having to find the hearts in the first place is a bit cumbersome and will put you in more danger, and maximum HP can only really do so much. Still, hard to say no to this one especially on a run that’s already going well, where you know you’ll be able to get all the Hearts on a given floor.
You gain 2x gold per nugget.
Aha, this segment’s namesake. Greed is simple and rewarding, will just flat out double your gold income allowing you to better optimise your wand selection between floors. You can do a lot worse, and while sometimes a solid Perk might be better, Greed is still perfect for ensuring you get your dream superwand if you’re struggling in that department.
Attract Gold D
Gold nuggets gravitate towards you The radius is fairly short, about the size of two minecarts stretching out from you in all directions.
Honestly… Pretty bad. Being able to retrieve gold nuggets is a neat utility, but the radius is so low that the only real utility I can see here is catching nuggets flying through the air. It isn’t large enough to reliably grab nuggets from seriously dangerous situations, as one example.
Any other perk that indirectly saves you health will make you more money than this, which is the hallmark of a bad money-making perk.
Wand Radar D
Detects nearby wands. Adds a little indicator showing where nearby wands are. Range is roughly two full “screens” away, so essentially triples your capability of detecting wands.
While getting more wands is important to a run, so you can strip them for spells or find wands with good stats and create a super-wand, I would much rather have a Perk that allows me to survive longer (and thus safely explore more of the floor) or have more Gold to buy more wands/spells than this Perk.
When combined with Edit Wands Everywhere, it does get more tempting, and I will say that if you’re getting into the deeper floors (where Wand drops are strong but exploring the floor’s very dangerous) and still haven’t made a Wand you think you can rely on, I think Wand Radar can be justified. For general use though, there’s probably better options.
Enemy Radar D
Detects nearby enemies. Adds indicators showing where enemies are from roughly an extra screen away. Will somewhat tell you how close said enemies are, but if they get that close you’re probably aware of them.
Neat for allowing you to plan for encounters and removing troublesome surprises, but in the later floors this radar will pretty much be showing you pips everywhere constantly and it doesn’t help much when the spells are actually hitting the fan.
Noita Utility Perks
Any Perk that doesn’t directly boost your combat capabilities or anything like that, but provides some kind of utility.
Repelling Cape C
Stains drop at a fast rate (when moving). Very fast, moving for only a few seconds will remove all stain effects.
Very useful for getting rid of stuff like Oil or Toxic Sludge, and synergises greatly with some other Perks. However, also removes almost all potential for things like invisibility, using Beserk potions to amplify your damage, using Water stains as a buffer against fire, and so on. If you’d rather play without dealing with Stains this option exists, but in my opinion, excluding Perk synergies, a good player can get more upsides out of the Stains system than downsides.
Low Gravity D
Your movement is floatier and you jump higher.
Moon gravity might sound fun, but this comes with some big caveats. The main issue with this perk is that it makes dodging in the air a lot more difficult, and makes descending generally harder. This actually means it makes your character almost LESS mobile than when you took the perk.
The upside, however, is that with correct levitation, you can actually use this Perk to regenerate enough flight time in the air consistently to fly infinitely. So, this Perk is essentially a trade-off between combat effectiveness and exploration potential.
If you love secret-hunting and want to fly around the map, maybe give Low Gravity a shot, especially in combination with something like Strong Levitation, but just be aware of its drawbacks.
Bombs Materialised C
Bomb-like spells can be placed in the ITEMS space in your inventory and thrown without a wand. “Bomb-like” includes TNT, Holy Hand Grenade, and potentially Nuke.
Considering you start with a Bomb wand, this saves you a Wand slot, which is pretty neat to have. This is a very nice utility especially if you can find a bunch of bombs, but nowhere near as good as some other Perks.
Strong Levitiation B
You can fly 100% longer.
Levitation is an extremely versatile tool for traversing the environment, avoiding damage and so on, so being able to do that for twice as long is a great bonus.
Faster Movement A
Your movement speed is increased. While I’m not exact about how much, I believe this is an x2 modifier to movespeed. Applies both while grounded and in the air, but won’t increase vertical levitation speed, only horizontal movement.
Moving faster might sound just convenient, but this makes dodging enemy attacks entirely so much easier and makes general traversal faster. Might not define your build like some other perks but very useful all around.
Oh, and if you’re lucky enough to find some Acceleratium with this Perk, the movespeed effect stacks, and you’ll move SO fast it’s actually possible to move through levels faster than enemies can react to your presence. Fantastic and fun, though a bit useless in tight corridors.
Fast Swimming B
You are an expert swimmer! Liquids no longer impede your movement. Vertical speed is also dramatically increased with the player able to sink through liquids at high speed or rise to the top incredibly quickly.
If you’re the kind of person who likes it better down where it’s wetter, this is pretty perfect. It allows you to more consistently use liquids as a weapon as they no longer impede your dodging capabilities, which is golden when you’re using strategies like say coating a stage in water with the Electricity perk. Even if you aren’t one of those people, it’s undeniable that being able to escape the many pools of blood, water, and slime in this game faster has a moderate chance of saving your butt.
All-Seeing Eye B
You can now see everywhere Light restrictions still apply, so heavy terrain walls still block vision somewhat.
Really good, actually. Totally removes any chance of ambushes and particularly on maze-like floors, which are some of the game’s most hazardous, allows you to plan around enemy encounters before they even see you.
Telekinetic Kick A
You gain new telekinetic powers Removes your ability to kick. The kick is replaced with a “gravity gun” of sorts that pulls any physics object in front of you, allows you to reposition/move them, then launch it by pressing the kick button again.
Extremely useful. You will likely need to rely on the level to provide objects to use, but this offers not only massive utility for purposes like moving explosive items around, but also allows for things like grabbing chunks of ice to use as a mobile shield, or launching physics objects at enemies to deal damage. You can expect throwing a physics object into an enemy to deal a few hundred points of damage at MINIMUM and it’ll count as an “environment kill” which means better gold gains, too.
Downsides? Well, the game’s physics seems a bit inconsistent at damage dealing, and excluding some spell exceptions you’ll largely be relying on environmental items to get use out of this perk. Still, it’s unique, fun as hell, and powerful.
Noita Chaos Perks
Any Perk that directly interacts with the world around you to do crazy stuff, or just introduces an element of CHAOS to the game.
More Blood B
Blood blood blood. Enemy bleeding is magnified. This applies to their corpses as well, and applies to any substance the enemy bleeds as a blood equivalent, such as Toxic Sludge or Slime. Note that enemies still need their bodies to be seriously damaged to bleed at all.
Aside from simple fun factor, this Perk is extremely handy for covering levels in blood, letting you crit more and more easily suppress fires. Combine with a chainsaw/drill you can use to maul corpses and you can generate actual lakes of blood. The only downside is enemies with hazardous bloodtypes like Lava or Toxic Sludge, so if you’re not good at dealing with said enemies, you may want to avoid this perk.
More Hatred D
Creatures in the world are more aggressive towards each other.
Enemies being more likely to kill each other isn’t unusable, but really not something you should be relying on.
Slime Blood B
You bleed slime. As in, whenever you get hit, Slime spawns around you. Gain 50% projectile resistance. Become immune to the slowing effects of the Slimed stain. Slime now counts as a “blood” for the purposes of Vampirism.
Actually really damn good with the update improving it. 50% projectile resistance saves you a fair bit of health, as might the extra liquid around the place to put out fires or the ability to no longer get slowed by being slimed. However, I believe that slime is still as goopy as ever, so try not to get stuck in your own blood.
Oil Blood D
You bleed fast-burning oil Gain 40% increased Explosion Resistance. Oil counts as “blood” for the purposes of Vampirism.
Oil is still crazily flammable, so ONLY consider this perk if you have Fire Immunity already. If you do have Fire Immunity, it’s alright, but I’d seriously advise staying away otherwise.
Well, with perhaps one other major exception. This + Vampirism + any Oil Trail modified infinite projectile wand = infinite health. A similar principle likely applies to Slime Blood but oil producing magic is way easier to find. HOWEVER, for the average run, I don’t recommend this.
Dissolve Powders B
Sand and other soft, powdery materials dissolve quickly in your presence. So quickly, that you cannot even stand on powders, you will just straight up fall through them with this perk.
Actually a lot better than you would think. Sure, you can’t stand on powders anymore and this can sometimes backfire, but the ability to cut through these forms of terrain can actually be very handy for skipping fights and navigating the map, especially in areas of snow. Plus, just fun to use. However, it’s worth noting that if you already have a reliable digging spell like Chainsaw, this is just kinda useless.
More Love F
Creatures in the world are more friendly towards each other.
…Why? I guess less creature-on-creature killings mean you can loot easier and makes for a more stable environment? But, even then, the benefit seems minimal, generally speaking enemies killing each other from far away is preferable to them all teaming up against you. I’d ask Nolla to buff this, if I wasn’t convinced this was probably a joke perk.
Freeze Field D
Freezes liquids around you.
A very mixed perk. For one, it makes getting caught on fire very improbable, as fire in this game is technically a liquid. However, Toxic Sludge remains harmful even in ice form, it renders it impossible to coat yourself in blood, in the event you DO get lit on fire good luck putting yourself out, and it renders it easy to trap yourself in ice. However, when synergised with Invisibility… Hoo boy.
Exploding Corpses C
Enemies explode upon death.
In case you’re worried about friendly fire, relax- In my testing, it doesn’t appear that these explosions can harm you. Said explosions are fairly short range, but have a few potential advantages, like instantly blasting enemies into chunks of probably-flaming giblets upon death, and enemies that explode by default on death actually seem to always drop the accident gold bonus with this perk.
Honestly, this perk is a lot less destructive than it sounds, which is both a relief and a mild disappointment. It won’t ruin your run if you grab it, though!
Worm Attractor B
Worms of the world come to you This essentially means the Giant Worm on the map will start making a beeline for your location and you will almost certainly anger the gods.
Okay, me rating this a B perk might sound absolutely insane, but hear me out. The Giant Worm is one of the best potential terrain deformation tools in the game. If you have Melee Immunity, it can’t even hurt you, and even if you don’t, hovering above it is a pretty simple affair.
Worm Blood is also potentially quite valuable for alchemy (if you’re diving into that). Be prepared for the consequences when you pick this up, but if you feel confident you can kill the shopkeep lich, and that you can manipulate the Giant Worm into helping you, this is pretty good. (note: it’s worth bearing in mind that there’s a potion liquid called Worm Pheromones that does the exact same thing, though)
Noita Wand Perks
Perks that might not immediately do something, but are all about the inbetween stage of making the best wand possible. Might allow you to do things with certain Spells you couldn’t before, for example.
Unlimited Spells S
Most spells are now unlimited. As it says. I’m still looking to find which spells are the exceptions to this rule, but I would guess the limit is solely on healing-related Spells, as some of the strongest Spells in the game are made unlimited thanks to this.
This is bonkers, plain and simple. Even if you haven’t found any crazy good spells for this already, having unlimited Bombs is a fantastic power boost. This also means that many strong Spells you previously had to hold back on are now infinite, including stuff like Nukes, Fireballs, all that good stuff. The only situation in which I would advise against taking this is if you’re nearing up on the end of your run and you’ve already created some ludicrous superwands without relying on limited-use spells.
No More Shuffle B
From now on, there are no more shuffling wands. Also converts equipped wands to non-shufflers. “Shuffling” refers to spell shuffling, the wands that reroll the spell order every time they run dry.
Situational, but alright. Makes creating that superwand we all dream of much easier, as it removes one of the potential wand-ruining variables from the equation. However, it’s entirely possible to create superwands despite spell shuffling, or you might get a wand that doesn’t have shuffling in the first place and be able to make a superwand out of it, so you may still not get value out of this perk if you take it. If you prefer to have total control of your wands, or if you’ve got an idea for a wand setup you could make that could work if only it wasn’t for spell shuffling, you can do much worse.
Boomerang Spells D
Almost all your spells arc towards you; you have higher projectile resistance As far as I can tell, the projectile resistance roughly halves all damage, standard bullets deal 3 instead of 7. However, what is and isn’t a “projectile” is pretty limited, so explosions and the like still hurt like hell.
Projectile resistance is a solid and wise bonus to throw onto this, but unfortunately universal boomerangs can be tough to adapt to for most builds. There’s some cool interactions, like cloud spells following you around, but for most standard use spells like projectiles it makes sniping and the like impossible. However, this is still a fun modifier to play around with, and if you’re trying to make a melee build, this is pretty excellent.
Bouncing Spells B
Almost all your spells bounce around.
Adding a bit of bounce to everything is a very strong bonus that allows all kinds of projectiles to excel in ways they couldn’t before. If your main wand isn’t something that self-damages you, take this without any doubt, as it’ll seriously increase your kill potential, but if you’re carrying a lot of potentially self-harmful wands, it’s better to be safe than sorry.
Extra Enemy Knockback C
Your spells knock back enemies more Appears to be an x3 modifier or so for enemy knockback.
Does exactly what it says on the tin. The large knockback increase does make combat significantly more chaotic and makes follow up shots a lot harder, BUT also makes kiting far easier as you can keep enemies at bay. It’s a trade-off but one worth making in my opinion, though there’s a lot of perks I’d rather have.
Concentrated Spells B
Your spells have lower spread but knock you back more. Will add dramatic amounts of recoil even to spells that have essentially none by default, allowing you to even fly infinitely with fast, repeating spells like Chainsaw/Drill.
While this makes hitting stuff a whole lot harder, it’s difficult to deny the utility of infinite flight and being able to rapidly propel yourself in any direction, which is definitely the real benefit here. This’ll make map exploration a lot faster and easier, and is perfect for secret hunting.
However, just be prepared to deal with the consequences, try doing things like backing up into a wall, using bouncing spells, or single-shot, high damage spells to mitigate the recoil, because using a traditional machinegun playstyle with Concentrated Spells is pretty tough.
Homing Shots B
All projectiles home towards enemies very slightly. Sometimes hard to notice on some wands like the basic starting blaster, but very easily noticeable on bouncing projectiles.
A pretty solid perk, but I would say it largely depends on your wand/spell loadout as to if you should take this or not. If your main damage output wand involves lots of bouncy/rolly/slow/piercing projectiles, the perk’s very much worth it, otherwise however the perk doesn’t really provide any benefits that good aim wouldn’t get you.
Edit Wands Everywhere A
Divine blessing allows you to edit wands everywhere.
Pretty incredible. You can strip wands of their useful spells right as you grab them instead of being forced to leave wands behind, you can leave niche spells like say digging-focused spells in your inventory and take them out when you need them… Yeah, this has a lot of potential.
The only complaint is that if you already have a set of four wands that you feel are already good for most situations, this really won’t do anything for you. (Plus, it’s also worth noting that if you tunnel back into a shop, you can change up your Wands there without this perk)
Some people have advocated this as an S, but I personally believe A is still a good place for it. Edit Wands Everywhere is a great help, but I do not believe it’s on the level of Permanent Shield, Perk Lottery or Invisibility, where the bonuses they provide are potentially so good they are arguably runbreaking perks.
Edit Wands Everywhere is fantastic, but most of the time (Invisibility is arguably the only exception, because it does have weaknesses, it’s just that when it works, it flat out wins you the game) I would take an S perk instead of it.
Always Cast C
Adds a random spell as Always Cast to the equipped wand. Always Cast effects don’t consume mana and never run out of charges. This is essentially a one-time bonus for the wand you have selected upon picking up this Perk, so choose that carefully before you grab this.
Always Cast effects are a GREAT modifier to have on a Wand. They let you get a lot of extra potential power out of your Wands and can turn an okay wand into a ludicrously overpowered superwand.
However, this Perk is a complete cointoss as to if it’ll give you something useful, something useless, or something inbetween. A potentially extremely powerful “screw it” run-risking Perk, but not consistent.
Noita Secret – Special Perks
Perks that don’t appear in the normal Perks pool.
Essence of Earth D
Causes constant projectiles to emit from the player that explode, destroy terrain, and can damage you.
Please note I haven’t actually found this one yet as it’s a secret Perk that spawns in a very specific location. Essence of Earth isn’t really so much of a perk as it is a challenging modifier, and it’s quite likely it’s either related to a secret that’s already in the game/will be implemented, or that it’s an impractical reward from the devs for exploring. Essence of Eartwill kill lots of stuff around you, but the constant damage means you’ll have to rush through zones just to stay alive.
Note that there is one situation in which Essence of Earth is great, and that’s if you have Explosion Immunity as Essence of Earth deals explosions. You’ll still be involuntarily causing nonstop chaos around yourself and destroying terrain everywhere, but it does become usable. Without Explosion Immunity though, it’ll most likely be a run killer.