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Noita - All Perks (Buffs) and Spells for Weapons in the Game

guide

Our guide will tell you about all buffs for Persians and spells for weapons.

guide

-{Perks\buffs}-

Critical hit. Increased critical strike chance. Affects all player spells.

 


Immune to asphyxiation in liquids, gases, and even powders (snow and coal). You will still be damaged by acid or lava.

Greed You get 2x gold per nugget. Perk stacks ( x4 etc )

 

Greed Trick .4x instead of 2x gold drops from an enemy when the enemy's death is an accident. (Additional gold appears on the condition that the enemy dies through physical kills, chemical kills and internecine (he is killed by another enemy, not you.) kills)

Strong levitation, you can fly 100% longer. Your levitation time is doubled. Since this is a direct expansion, you will need to wait twice as long on the ground. (Effect stacks up)

Your movement speed is increased by approximately 40%. The effect is cumulative.

 

Low Gravity. Your movement is smoother, jump and fly higher, reduces fall speed.

 

Faster swimming and with two or more perks will allow you to walk on water.

 

Your hits deal additional damage and knockdown. Damage increased from 1 to 4. Knockdown boost for enemies is negligible, but physical objects (carts, boxes, etc.) will be sent flying

The spots go away much faster as you move. This also applies to potions, which makes the effects they provide much harder to maintain. Pairs well with perks that require a clean cape, such as invisibility or stainless armor. Being constantly dry makes you much more likely to get set on fire.

Explosions often scatter gold, set traps, and start fires. This perk can reduce the amount of blood and general mess.

 

ъPrevents death from one powerful attack, but is ineffective against quick damage.

 

Gives the player an infinite invisibility effect. Pairs well with a repulsive cloak. Having two instances of the perk eliminates the waiting time to become invisible.

All creatures (including the player) bleed more. This includes unusual "blood" such as goo or lava when they are injured. Also affects items that release liquid when broken, such as oil lamps. (May pair well with vampirism.)

Removes all darkness from the world, revealing the entire screen

 

Bloodlust. Hold [S] (down) while standing in blood to consume it and gain health. Blood drained from a flask by right-clicking also restores health.

50% additional maximum health. (The bonus is calculated based on the player's current maximum health at the time of purchase. Does not affect any future changes to maximum health.)

Hearts give twice the maximum HP. Increased from +25 to +50 for large and from +10 to +20 for small

 

Your spells deal 5 times more damage and have a longer blast range, but your maximum health is limited to 50 ( If your health is below fifty, it will be set to fifty. Getting a health increase will give the message: "health increased by [#], but some the curse prevented the increase in health!”)

When you die, you respawn (with 100 health) When you die, you don't actually "respawn" somewhere safe - you're still in the same predicament.

The worms of the world come to you. Causes worms to be attracted to the general area of ​​the player, but not necessarily to the player

 

 

The worms of the world are running from you.

 

Detects nearby enemies. Red circles will appear around you indicating the distance and direction to nearby enemies. The larger the marker, the closer the enemy.

Detects nearby wands. Green circles will appear around you indicating the distance and direction to nearby wands. The larger the marker, the closer the wand.

You take no fire damage. You can no longer be set on fire. Does not prevent damage from lava, fire blasts, and direct fire attacks

 

You take no damage from toxic sludge. Prevents toxic sludge stains, but instead removes toxic sludge stains. Does not prevent damage from acid, frozen acid, frozen toxic sludge, poisonous rock, toxic gas, poisonous liquid

You do not take direct damage from explosions. The player is still affected by harmful materials generated by certain explosions, including fire, toxic sludge, acid, electricity, and freezing steam.

You take no damage from enemy attacks at close range. Can cause many enemies to become completely harmless to the player.

You do not take damage from electric shock. You do not take damage from electric shock

 

Damage reduced by 20%. Every time you take damage, you teleport away. Any damage (including damage over time effects such as fire or toxic sludge) will cause the player to randomly teleport to a random off-screen location. Can teleport to harmful material such as lava or acid.

You take 50% less damage while you do not have a Stain Condition effect active. Pairs well with Repulsive Cloak. The effect is cumulative.

 
 
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Divine blessing allows you to edit wands everywhere.


TNT , Bomb , Glitter Bomb and Holy Bomb can be placed in the ITEMS area of ​​the inventory and thrown without a wand.


Spells with a certain number of casts can become unlimited (Doesn't work for: Black Hole , Heal Projectile , Circle of Vigor , Matter Eater and Summon Taikasauva )


From now on, there are no more shuffling wands. Also converts equipped wands into non-shufflers.

Adds a random "Always Cast" spell to an equipped wand.

Self-guided shots. Static projectiles like Death Cross, Slime Mist, and Levitation Trail Sparks will follow targets reliably, while fast projectiles like Magic Arrow will only flex slightly.

Almost all of your spells are directed at you; you have higher projectile resistance. Beware of using explosives with this perk. Long-lasting spells like Sleeping Crystal can follow you indefinitely. Conversely, high speed spells like Spark Bolt can curve up or down weirdly

Freezes liquids around you. Puts out fires, instantly cools lava and freezes other liquids. However, it does not freeze liquids that have no analogues in the form of frozen materials (for example, oil or magic potions). Frozen Toxic Sludge will still deal damage to players who are immune to Toxic Sludge.


Sand and other soft powdery materials dissolve quickly in your presence. A small radius around the player will instantly destroy things like coal, gunpowder, sand, snow, bone dust, and more.


You bleed slime, but the slime no longer slows you down. (Hidden 40% projectile resistance stat.)


You bleed from rapidly burning oil. (Hidden stat 40% explosion proof.)

You gain a small permanent shield. The small shield will cause smaller projectiles to bounce and break after a certain amount of damage. The shield will reappear shortly after being hacked. Stacks with other shield spells for increased defense.


Often, when you take damage, you release a magical explosion that hurts enemies. The perk works with any amount of damage.

You summon a monstrous tentacle against those who harm you. Causes the tentacle to fly out of the player and hit anything that damages the player. This also includes taking damage from various passive damage sources such as lava or damage over time effects. It can also attack creatures that shoot healing projectiles at you.

You grow curious extra limbs to fight for you. *Note* These limbs will attack nearby explosives as well as enemies.
Slightly increases movement speed and grants the player unlimited flight, but the player can only fly when at least one limb touches a solid surface.


You grow strange and unsettling looking limbs that fight for you. Cannot be found on the Holy Mountain. Dropped by Mimics (Matkija). Same effects as perk above.


Enemies that die near you spawn hungry rats that serve your orders.

Most projectiles are reflected by your presence, but you take slightly more projectile damage. You take 26% more projectile damage. Projectile spells you cast travel faster/further as they are reflected off the field, e.g. black holes now pass 3 times the distance. However, this also causes a very slight deviation of their flight pattern from your body.


You are immune to electric shock, but metal and liquids are constantly electrified around you. Be careful.


Attracts gold nuggets to the player the stronger, the closer they are to the player.


Your spells knock enemies back harder.


Your spells have less spread, but they push you back more.


Almost all of your spells bounce.


Each temple now spawns an additional perk to choose from. Stacking creates additional perk slots.


When you pick a perk, there is a 50% chance that the others won't disappear.

Creatures in the world are more aggressive towards each other. Causes enemies from different groups (such as Hurtta and Haulikkohiisi) to attack each other when they spawn.


Creatures in the world are friendlier to each other. Reduces infighting, such as making most enemies passive to Rats.

Pressing the hit button now causes objects the player is looking at to hover directly in front of them. Pressing a hit boost with a held object launches it in the direction the player is facing. This can be used to collect gold nuggets from a distance.

If you are below 25 health, your spells deal 3 times more damage. Having this perk three times, it no longer stacks. This perk will multiply the final damage multiplier by three, eventually squaring or even cubed it.


Gold nuggets never disappear

Blood money drops when death occurs in an accident. You can easily farm blood money with spells like Summon Rock and throwing Emerald Tablets, as well as spells that can set enemies on fire.

 
 
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Wands cannot be edited, but enemies can drop blood money.

Shooting new and unedited wands heals you. This perk heals approximately 23 health per wand over 8 uses, each use halves the amount of health restored per use. The perk still works even if there are no spells or torch-like spells on the new and unedited wand that have no cost or cast effect.

The flight leaves behind a trail of magical sparks that harm passing creatures. The sparks from this perk deal 3 damage each and can linger in the air for approximately 5 seconds.

That's all for today, I hope this guide came in handy for you!

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