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Noita Tips and Tricks

Each entry below is one mechanic, what it costs you, and the update it was last checked against. Filter by category or difficulty to narrow the list, and use the anchor beside any heading to link straight to a single tip. Endgame entries are marked as spoilers and stay collapsed until you open them.

Category
Difficulty

Achievements

#The million damage achievement counts damage you take

ExpertCombat

Taking it is in fact the only documented route, through roughly 143 million health plus the Eat Your Vegetables hunger curse. The Divide By method that circulates makes little sense on its own terms, since Divide By splits into more projectiles each dealing less.

Verified on Epilogue 2

#A Stevari killed while Polymorphed does not count

AdvancedCombat

Your third kill in a run fires the achievement on its own, with no need to damage brickwork afterwards, and doing that gives a different message entirely. The other trap is Peace with Gods, which stops Stevari spawning at all and quietly ends the attempt.

Verified on Epilogue 2

Final Boss

#Boss scaling locks the moment you pick up the Sampo

ExpertCombat
Spoiler, tap to reveal

Collecting orbs afterwards changes nothing about the fight you are walking into. Immunities land at thresholds rather than per orb, with 0x electric, fire, and ice at 3 orbs, acid at 4 and 7, and heartache immunity at 33. Between 12 and 16 it gains temporary material weaknesses.

Verified on Epilogue 2

Holy Mountain

#Kicking a Temple Statue one-shots Stevari for 2x gold

AdvancedCombat

The Holy Mountain holds two of them and you need no wand at all, because the shield only deflects projectiles and a kicked statue is not one. A trick kill pays double gold, or quadruple with Trick Greed. They are Temple Statues, not the pacifist statues.

Verified on Epilogue 2

Trigger Wands

#A trigger payload's cast delay is ignored entirely

IntermediateCombat

That is what hides Magic Missile's hefty plus 1.00 second behind a Spark Bolt with Trigger in the first slot. Do not reach for Firebomb as the payload, since it deals 10 fire damage in a small radius on unlimited charges and is the least explosive fire spell in the game.

Verified on Epilogue 2

Hazards

#There is nothing to wash off after acid touches you

IntermediateSurvival

It works like lava and deals 20 to 500 contact damage per second rather than staining. Throwing water at the pool actively makes things worse, since water is corrodible and gets eaten and turned into Flammable Gas. Use Purifying Powder to neutralize acid into water.

Verified on Epilogue 2

Stains

#Water is not the only stain that stops you burning

IntermediateSurvival

Bloody, Slimy, and Toxic all prevent ignition too. Blood also raises critical hit chance by 5 percent per spell in the casting state, toxic sludge costs 2 percent of your health per second but cannot kill you, and oil makes you slippery and long-burning.

Verified on Epilogue 2

Cast Delay

#Cast Delay and Recharge Time do not stack back to back

IntermediateBuilding

Your effective wait is whichever of the two is larger, so a wand carrying 0.5 seconds of each waits 0.5 seconds rather than a full second. A 1-slot wand still does not bypass cast delay, but it is not paying both timers either, which changes how a wand should be read.

Verified on Epilogue 2

#Negative cast delay cancels, it never pays a bonus

AdvancedBuilding

A value of minus 3.0 seconds on a wand carrying 2.5 seconds of spell delay nets minus 0.5, and it can only negate up to what your spells add. The floor is 1 frame, which is 60 casts per second, and Recharge Time floors at zero rather than going negative.

Verified on Epilogue 2

Rapid Fire

#A wrapping Double Spell draws your Chainsaw twice

ExpertBuilding

Chainsaw cuts recharge by 0.17 seconds and zeroes cast delay for 1 mana, so a Double Spell at the end of the wand that wraps and draws it again collects that reduction twice in one cycle. The spell is Double Spell, since there is no Double Cast in Noita.

Verified on Epilogue 2

Shuffle Wands

#A shuffle wand reorders at four moments, not every draw

AdvancedBuilding

It randomizes when you switch to the wand, on a wrap, on a recharge, and on a Wand Refresh, and it holds that order in between. The real cost is inconsistency rather than self-damage, and the No More Shuffle perk converts one while keeping its better stats.

Verified on Epilogue 2

Wisps

#Exactly minus 1 frame is infinite, anything lower is not

ExpertBuilding

That value is a deliberate sentinel rather than an integer underflow, so a lifetime below minus 1 dies after a single frame instead of lasting forever. No spell sets it for you. Stack additive modifiers such as Reduce Lifetime at minus 42 until you land exactly on it.

Verified on Epilogue 2

Holy Mountain

#The perk reroll machine doubles its price every use

IntermediateEconomy

It opens at 200 gold, so a third reroll in one Holy Mountain costs 800 and a fourth 1,600. Do not overlook the Worm Crystal in the same room either, since it is what keeps a worm from smashing the mountain open before you have finished shopping.

Verified on Epilogue 2

New Game Plus

#Count your orbs before you touch the Mountain Altar

ExpertProgression
Spoiler, tap to reveal

You offer the Sampo there, and your orb count decides what happens next. Five to ten starts New Game Plus. Exactly eleven gives the Pure Ending and finishes the run. Anything else turns the world to Toxic Gold and normally kills you on the spot.

Verified on Epilogue 2

#Each New Game Plus doubles the damage you take

ExpertProgression
Spoiler, tap to reveal

It triples for Poison and Melee. Enemy minimum health follows 7 plus 2.5 times level minus one, maximum 25 plus 10 times the same, and attack intervals shrink by 0.5 to the power of the level. The map is rearranged and every biome gets more enemies.

Verified on Epilogue 2

Parallel Worlds

#Every orb in a Parallel World is a cursed one

ExpertProgression
Spoiler, tap to reveal

They are all Orbs of Corrupted Knowledge, granting no spell and handing you a poisonous Cursed Extra Max Health. Those worlds also hold 6 Holy Mountains rather than 7, and the Giant Tree, Lava Lake, Dark Cave, Moon, and Hiisi Anvil are simply not out there.

Verified on Epilogue 2

Alchemy

#Stirring sludge works by layering, not surface area

IntermediateHidden Mechanics

Water converts toxic sludge back at reaction rate 13, and the reaction only runs top down while sludge floats on water. Shooting into the pool or dropping physics objects in gets water sitting above the sludge. The projectile does not need to be low damage.

Verified on Epilogue 2

#A held flask decides the reaction 75 percent of the time

ExpertHidden Mechanics

Within that 75 there is an even split over which side of the equation it lands on, so the real breakdown is 37.5 percent as the source, 37.5 percent as the destination, and 25 percent ignored outright. Plan potion mixing around three outcomes rather than two.

Verified on Epilogue 2

Wand Wrapping

#A draw-wrap forces the reload, it does not skip it

AdvancedHidden Mechanics

Wrapping the deck at the end of a cast triggers Recharge Time rather than beating it, which is why so many rapid-fire builds copied off a forum feel slower than promised. Wand Refresh is the mechanic that wraps without a reload, and real engineering is built on that.

Verified on Epilogue 2

#An empty Deck causes a wrap, not the spell's position

ExpertHidden Mechanics

The engine moves everything from the Discard pile back into the Deck and reorders it the moment a spell tries to draw and finds nothing. Putting a modifier or multicast at the end is only the usual way to run the Deck dry, so build around the count rather than the slot.

Verified on Epilogue 2