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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.

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. For example given two holy mountains A and B, both having a reroll cost of 200 g, rerolling in B for 200 g, going back to A rerolling for 200 g increases the cost for rerolling again in B to 400 g and in A to 800 g.

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 will have no stacking effect. The full list of stacking effects is yet to be determined.

Normal Perks

Icon Name Message Notes
Perk critical hit
Critical Hit + Increased critical hit chance. Increases critical hit chance all of the player's spells by 10%.
Perk breath underwater
Breathless You won't drown when submerged. Immunity to suffocating in liquids, gasses, and even being buried in powders, like snow and coal. You will still be damaged by acid and lava.

If you are polymorphed into a small worm or similar and transform back while inside of a wall, you will not suffocate in the wall.

Perk extra money
Greed You gain 2x gold per nugget. Stacking doubles the previously collected amount of gold.

For example, stacking twice will grant 4x the gold, and thrice 8x, and so on.

Perk extra money trick kill
Trick Greed 4x instead of 2x gold is dropped when death is an accident. Extra gold spawns on the condition that the enemy dies via physics kills, chemistry kills, and infighting kills.
Perk Money is Forever
Gold is Forever Gold nuggets never disappear. Gold nuggets can still be destroyed via Luminous Drill and Black Hole.
Perk Trick Blood Money
Trick Blood Money Blood money is dropped when death is an accident. You can easily farm blood money (which heals a small amount when picked up) with spells like Summon Rock and by throwing Emerald Tablets...

...as well as using the Electric Charge modifier or spells that can light enemies on fire.

Perk exploding gold
Exploding Gold Nuggets of gold explode once they expire. The Nuggets explode when they're picked up as well. The explosion can destroy terrain, but doesn't hurt the player.
Perk hover boost
Strong Levitation You can fly 100% longer. Your levitation bar is doubled.

Because it is a direct extension, to recharge your flight to max capacity, you must also wait on the ground for twice as long.

Stacking doubles the levitation bar again with every stack.

Perk faster levitation
Faster Levitation You levitate 75% faster.
Perk movement faster
Faster Movement Your movement speed is increased. You move about ~40% faster. Stacking increases speed further.
Perk low gravity
Low Gravity All creatures, you included, have lower personal gravity. Reduces the player's gravity by 60%, making it far easier to remain airborne, and reduces your falling speed.
Perk high gravity
High Gravity All creatures, you included, have higher personal gravity. Increases the player's gravity, making it harder to remain airborne and increasing falling speed.

This also increases the speed liquids fall off of you while moving. More research is needed.

Perk speed diver
Fast Swimming You are an expert swimmer! This affects fall speed as well.

Stacking a couple or more makes movement in liquid essentially identical to dry land.

Perk strong kick
Never Skip Leg Day Your kicks deal extra damage and knockback. Increases kick damage from 1 to 61 and greatly increases enemy knockback.

Kicking physical objects (carts, crates, etc) will send them flying.

Perk Telekinetic Kick
Telekinetic Kick You gain new telekinetic powers. Pressing the kick button now causes objects the player is looking at to hover directly in front of them.

Pressing kick again with a held object launches it in the direction the player is looking.

This may be used to collect gold nuggets from a distance.

Perk repelling cape
Repelling Cape Stains drop at a fast rate (when moving). Stains go away much faster while you are moving. This also applies to potions, making the effects they grant much harder to maintain.

Synergizes well with perks that require a clean cape, such as Invisibility or Stainless Armor.

Being constantly dry will make you much more likely to be set on fire.

Stacking makes stains fall off even faster. Just two stacks dries stains practically as soon as you exit the liquid.

Perk exploding corpses
Exploding Corpses Enemies explode upon death. Explosions often scatter gold, set off traps, and start fires.

By destroying at least most of the corpse, this perk may lessen the amount of blood and overall clutter.

Perk saving grace
Saving Grace If you would die and have more than 1 HP, your HP is set to 1 instead. Prevents death from a single high-power attack, but is ineffective against rapid damage.
Perk invisibility
Invisibility You're invisible. Stains, casting spells, kicking and taking damage removes the effect temporarily. Grants the player an infinite Invisiblium effect. Synergizes well with Repelling Cape.

Having two instances of the perk removes the wait time to go invisible when a stain is removed, but not when you kick or use a wand.

Spell affected by a Boomerang modifier will not arc towards the player while invisible.

Perk global gore
More Blood Blood blood blood. All creatures (including the player) bleed more.

This includes unusual 'blood', such as slime (some monsters such as Turso) or lava (fire-themed enemies such as Stendari) when hurt.

This also affects items that give off material when destroyed, such as oil lamps.

Can synergize well with Vampirism.

Stacking increases the amount of extra blood.

Perk remove fog of war
All-Seeing Eye You can now see everywhere. Removes all darkness from the world, revealing the entire screen without needing to see an area first.

Works everywhere, even in places the spell variant would not.

Perk Levitation Trail
Levitation Trail Flying leaves a trail of magical sparks that harm passing creatures. Similar to the Barrier spell. The sparks from this perk deal 3 damage each and may linger in the air for approximately 5 seconds.

Sparks spawned by this perk do not damage objects such as explosive barrels.

The sparks are projectiles and are affected by Homing Shots.

Possible bug (confirmation needed): the sparks are able to damage friendly characters or pets such as the Homunculus or Plague Rats, which will cause those characters to retaliate against the player. Because these pets are immune to other attacks by the player, this is probably a bug.

Perk vampirism
Vampirism You lose 25% maximum health, but can replenish health by drinking blood. Blood doesn't affect satiation level. Blood can be drank from the world or from a flask, the latter restoring 2 HP per 10%.

Health per amount of blood drank is the same whether drank from a flask or the world.

Max health removed is calculated from your current total max health.

Perk extra hp
Extra Health 50% extra maximum health. Bonus calculated from player's current maximum Health at time the time of acquiring. Does not affect any future changes to max health.
Perk hearts more extra hp
Stronger Hearts Hearts bestow double the maximum HP. Increases from +25 to +50 HP for future Extra Max Health pickups.
Perk glass cannon
Glass Cannon Your spells deal 5x damage and have larger blast ranges, but your maximum health is capped to 50. Explosions and blasts caused by the player are 5x larger.

If health is below 50, it will be set to 50. Max health can still be reduced below 50 via Vampirism or the Destruction spell.

Picking up a health increase will give the message: "Health increased by [#], but a some sort of curse prevented the health increase!"

This perk can be stacked once, making any projectile shot by the player weakly explosive.

Perk Living on the Edge
Living on the Edge When under 25% HP, your spells deal 3x damage. You can stack this perk up to three times. This perk will multiply the last damage multiplier by three, ending up squaring (x9) or even cubing it (x81).

Glass Cannon can stack itself once. When having this perk, the damage can be multiplied once more, but only once.

The exact way the damage gets calculated while having both is complicated, however the most effective combination would be having two Glass Cannon perks first and then adding this perk, as the Glass Cannon perk will nullify any previous instance of this one as long as health is below 25, potentially making the output worse.

Perk respawn
Extra Life Upon death you respawn with 100 health. Upon dying, your health is set to 100 once.

You do not 'respawn' somewhere safe.

Perk worm attractor
Worm Attractor Worms of the world come to you. Causes worms to be attracted towards the player's general area but not necessarily the player.

Seems to also increase rate of Jättimato and decrease the rate of smaller worms.

Perk worm detractor
Worm Detractor Worms of the world run from you.
Perk enemy detector
Enemy Radar Detects nearby enemies. Red circles will appear around you, indicating the distance and direction to nearby enemies.

The larger a marker is, the closer the enemy.

Perk wand radar
Wand Radar Detects nearby wands. Green circles will appear around you, indicating the distance and direction to nearby wands.

The larger a marker is, the closer the wand.

Perk protection fire
Fire Immunity You take no damage from fire. You can no longer be set on fire. Does not prevent damage from lava, fiery explosions, and direct fire attacks like those from Stendari.
Perk protection radioactivity
Toxic Immunity You take no damage from toxic sludge and other toxic things. Prevents the toxic sludge stain, causing toxic sludge to remove stains instead.

Does not prevent damage from acid, frozen acid, toxic rock, toxic gas, poison liquid, and/or poison stains.

Perk protection explosion
Explosion Immunity You take no direct damage from explosions. Player is still affected by harmful material generated by certain explosions, including fire, toxic sludge, acid, electricity, and/or freezing vapour.
Perk protection melee
Melee Immunity You take no damage from close-range enemy attacks. Can cause many enemies to become completely harmless to the player.

This includes 'tentacle-type' attacks such as the Jättikonna's tongue and the Turso's tentacle.

Perk protection electricity
Electricity Immunity You take no damage from electric shocks. This perk may be preferable over the Electricity perk, which is capable of activating traps and triggering explosives.

Note that many electricity-based spells also deal explosive damage, and so this perk is not sufficient to grant immunity to Lightning Bolt and similar spells.

Perk teleportitis
Teleportitis Damage is reduced by 20%. Every time you take damage, you teleport away. Any amount of damage (including damage-over-time effects like fire or toxic sludge) will make player randomly teleport to a random off-screen location.

Can teleport into harmful material, such as lava or acid.

Perk teleportitis dodge
Teleportitis Dodge You teleport a short distance away when an enemy projectile is near.
Perk stainless armour
Stainless Armour You take 50% less damage as long as you have no active stain status effect. Synergizes well with Repelling Cape and Freeze Field. Stacking halves damage every time.
Perk edit wands everywhere
Tinker with Wands Everywhere Divine blessing allows you to edit wands everywhere. Enables the editing of wands outside of Holy Mountains.

Allows you to strip away the spells from any wand you find, as well as replace spells with depleted charges with fresh counterparts on a whim.

File:Perk No Wand Editing.jpg
No Wand Tinkering Wands cannot be tinkered with, but enemies may drop blood money. Removing wand editing in exchange for enemies sometimes dropping blood money (which heals a small amount when picked up) is a bad play in almost any situation...

...because without wand editing, you will have to rely entirely on a wand you built before receiving the perk, or randomly generated wands found in the game.

If the player has both this perk and the Edit Wands Everywhere perk, the player can edit wands in the Holy Mountain as normal, but not outside of it.

Having multiples of either/both perks does not seem to change this interaction.

Perk Wand Experimenter
Wand Experimenter Firing newly found and unmodified wands heals you. This perk heals approximately 23 health per wand over the course of 8 casts with each cast halving the HP healed per use.

The perk still works even if the new and unedited wand has no spells on it or a spell similar to Torch that has no cost or cast effect.

Perk ability actions materialized
Bombs Materialized Bomb-like spells can be placed in the ITEMS space in inventory and thrown without a wand. The TNT, Bomb, Glitter Bomb, Propane Tank and Holy Bomb spells may now occupy item slots.

Spells can only be moved around the inventory in Holy Mountain, except with Tinker with Wands Everywhere perk.

Perk projectile homing
Homing Shots All your spells home towards enemies very slightly. Static projectiles such as Death Cross, Slime Mist and the sparks of Levitation Trail will reliably follow targets, while fast projectiles like Magic Arrow will only curve slightly.
Perk projectile homing shooter
Boomerang Spells Your spells arc towards you, but gain extra speed and deal extra damage. Be wary of using explosives with this perk. Long-lasting spells, such as Dormant Crystal, can follow you around indefinitely.

Conversely, high-velocity spells like Spark Bolt may curve up or down in an odd manner due to their attraction to you.

This quirk can throw off your aim, so this perk is not recommended for novice players.

Confers 30% projectile and explosion resistance. The resistances stack, multiplying your damage taken by 0.7 for each instance of the perk taken...

...at 10 stacks, without other resistance effects, you would have 98% resistance to both forms of damage.

Perk Unlimited Spells
Unlimited Spells Most spells are now unlimited. Does not work for: Black Hole, Heal Projectile, Circle of Vigour, Matter Eater and Summon Taikasauva.

Full list of exempt spells to be determined.

Perk freeze field
Freeze Field Freezes liquids around you. Extinguishes fires, causes lava to instantly cool, and freezes various other liquids, but will not freeze liquids that do not have a frozen material counterpart (like oil or magic potions).

Also gives immunity to fire damage, even to some direct fire attacks like those from a Pikkutulikärpänen.

Synergizes poorly with "Slime Blood" and "More Blood" perks, frequently causing the player to become trapped in their own frozen blood mid-battle. Also removes the ability to gather freezable liquids.

Perk gas fire
Gas Fire Gases near you ignite automatically. Useful for protecting against Freezing Vapours. Note that clouds are made of gas, so navigating the Cloudscape with this perk may be difficult.

Radius is slightly larger than a Circle spell.

Perk dissolve powders
Dissolve Powders 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.

See the Materials page for more details.

Perk slime blood
Slime Blood You bleed slime, but slime no longer slows you down and you have higher projectile resistance. Confers 40% projectile resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of projectile resistance.
Perk oil blood
Oil Blood You bleed fast-burning oil, but are immune to fire.
Perk shield
Permanent Shield You gain a small, permanent shield. A small shield will make smaller projectiles bounce off and break after a certain amount of damage. The shield will reappear shortly after breaking.

Stacks with other shield spells for increased protection. Damaging projectiles bounce off of shields, potentially hitting enemies or explosives.

Due to its smaller size, the shield may not always protect you from very high-velocity or large-hitbox projectiles.

The shield is damaged by Levitation Trail sparks, even though the player is not.

Perk revenge explosion
Revenge Explosion You release a magical explosion upon taking damage, and gain 25% resistance against explosions. The perk will trigger on any amount of damage.

Your explosion can activate other explosives and create fires, but will not itself set the player on fire.

Confers 25% explosion resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of explosion resistance.

Perk revenge tentacle
Revenge Tentacle You summon a monstrous tentacle upon taking damage, and gain 25% resistance against projectiles. Causes a tentacle to emerge from the player and hit anything that damages the player.

This also includes taking damage from various passive sources of damage, like lava or damage-over-time effects, causing the tentacle to sometimes flail randomly.

Confers 25% projectile resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of projectile resistance.

Perk revenge bullets Revenge Bullets You return projectiles back to enemies upon taking damage, and gain 20% resistance against projectiles & explosions. The perk has a 'cooldown' of 10 frames, or 1/6th of a second, during which it will not trigger.

The return projectile is not guaranteed to hit, but will be aimed at the enemy which fired the shot (if it is still alive).

The speed of the return projectile is random, typically somewhere around the speed of a Spark Bolt, and the damage of the return projectile is double the damage of the received shot.

Confers 20% projectile and explosion resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of projectile or explosion resistance.

Perk attack foot
Lukki Mutation You grow curious additional limbs that fight for you. Slightly increases movement speed and gives the player unlimited flight, but the player can only fly while at least one limb is touching a solid surface. Good for claustrophobic areas but severely limits your vertical mobility in large open spaces.

This perk can be stacked multiple times.

Perk plague rats
Plague Rats Dying enemies release rats to serve your bidding! All creatures think you're a rat. Rats no longer attempt to harm you, except after friendly fire, due to Berserkium or possibly with the More Hatred perk.

Plague Rats are much stronger than regular rats but disappear after a while. Good for combating and distracting groups of ground based opponents.

Damage and HP of Plague Rats scales with their Y coordinate, meaning they will be stronger the deeper you are below the mountain.

This perk makes all creatures in the game see you as a rat. That means everyone will attack you, even Pheromoned creatures, Homunculi, (possibly Angry Ghosts) and the Stevari despite having the Peace with Gods perk.

Perk remove worm and lukki digging Remove Worm and Lukki Digging Worms and lukkis no longer destroy ground while burrowing.
Perk worm bigger holes
More Worm Digging Worms now dig a larger area around them.
Perk projectile repulsion
Projectile Repulsion Field Most projectiles are repulsed by your presence, but you take slightly more projectile damage. You take 26% more damage from projectiles.

Projectile spells you cast fly faster / further as they are repelled from the field, such as Black Holes now going 3x+ the distance. However, this also causes a very slight variation in their flight pattern from your body, i.e. you'll point straight and it will go slightly up or down.

Perk projectile repulsion sector Projectile Repulsion Sector Projectiles that fly into a small sector in front of you get blown away. Behaves as a much stronger version of the Projectile Repulsion Field, but does not affect the player's projectile spell velocity.

Goes outward in a cone formation with a repulsion zone behind the barrier, which throws enemy projectiles off course.

Repulsion sector gets stronger with each perk stack.

Perk projectile eater sector Projectile Eater Projectiles that fly into a small sector behind you disappear. Stacking has no effect and all projectiles, including the player's, will be consumed by the field.
Perk projectile slow field Projectile Slower Projectiles near you slow down. Every stack will cause projectiles to decelerate quicker, including the player's. This can be countered by Projectile Repulsion Field's projectile acceleration, and even synergizes with Projectile Repulsion Field for increased projectile protection.
Perk Phasing Phasing Projectiles seemingly phase through you. Every frame that a projectile in a small radius around you moves slower than a basic Spark Bolt, there is a 50% chance for that projectile to teleport behind you instead of hitting you. Slower projectiles will be more likely to phase. Does not protect you from your own spells. Applies to healing projectiles from Hiisi Healers, making them much less effective at healing you when charmed.

(Hidden stat): Increases damage taken by projectiles and explosives by 33%.

Synergises with Projectile Repulsion Field, because the field will slow down projectile speeds, giving more opportunities for phasing.

Perk Angry ghost Angry ghost An angry spirit comes to your aid, copying nearby spells and projectiles Spawns a red ghost that follows you around. This ghost will copy and shoot projectiles shot by you, enemies, and traps. The ghost's shots will disable your Invisibility, making the combination of both Perks not effective. If taken alongside More Hatred, the ghost will fire at you if there are no enemies nearby.

Projectiles fired in this manner do not appear to harm you, but Heal Projectile will heal you if fired by the ghost. Requires further testing.

Perk homunculus Homunculus Every time you leave a Holy Mountain, a helpful homunculus is summoned. A homunculus will spawn whenever you leave a Holy Mountain for the first time. Triggering the collapse is not necessary and it doesn't matter if you leave towards the bottom or top.

There is no limit to how many homunculi can follow the player at any time. The homunculus attacks with one of 4 different types of projectiles, but can also pick up a wand. They will attack any non-player creatures (will attack passives, further testing required) and will teleport to the player if they are separated. The homunculus will attack the player if they are polymorphed, so be careful to not die to the homunculus.

If a homunculus exists when the perk room of the Holy Mountain collapses, it will disappear and leave behind its wand. Be careful the wand is not lost in the collapse of the room.

They will drown themselves in liquids even if it would be possible to swim to safety.

They can damage the player. Given their tendency to teleport close to the player they are a hazard for players with little health or close to dangerous environment.

Can and will use decremental wands like summon summon giga disc.

Further documentation may be required.

Perk electricity
Electricity You're immune to electric damage but metal and liquids electrify around you constantly. Look out! Electrified metals and liquids can cause combustion and activation of explosive boxes. Also makes collecting flasks in liquids much harder.
Perk attract items
Attract Gold Gold nuggets gravitate towards you. Attracts gold nuggets towards the player and increases in strength the closer it is to the player.

Additional stacks increase the attraction strength, but not the attraction range.

Does not apply to gold powder.

Perk extra knockback
Extra Knockback on Spells Your spells knock enemies back more. This perk is likely to cause any enemy to flinch, at the expense of flinging them far away. Useful for fighting melee enemies.

When using weak, but fast spells like Bouncing Burst, you may find yourself disadvantaged by the fact that your aim is thrown off by the enemy's recoiling.

Perk no more knockback No More Knockback Enemies can no longer knock you back.
Perk low recoil Low Recoil Recoil caused by your spells is greatly reduced, but your spells fly slightly slower.
Perk lower spread
Concentrated Spells Your spells have lower spread but they push you back more. Reduces spread by 15 degrees and increases projectile speed by 20%. In addition to the direct benefit of more accurate spells, the added recoil can be used as a crude jetpack or jump extender by firing opposite of where you wish to go. Might slow digging operations, as you will be pushed back from whatever you're digging without careful spell arrangement. Chainsaw wands in particular become a jetpack.
Perk bounce
Bouncing Spells Almost all your spells bounce around and last longer. This perk will cause spells like Energy Orb and Magic Missile to no longer immediately detonate on impact with terrain.

As a result, their digging potential becomes greatly hampered.

Perk projectile duplication
Projectile Duplication Your Projectile Spells have a chance to duplicate, but you're more vulnerable to projectile damage. You have a 50% chance to shoot a projectile spell twice, but you take 25% more damage from projectiles.

Applies to every projectile individually (i.e. a triple multicast of a spell can fire between 3-6 projectiles)

All projectile modifiers apply, including cast and recharge delay, but not mana drain.

Perk fast projectiles
Faster Projectiles Your projectile spells fly faster than before. Increases projectile speed by 75%.
Perk always cast
Always Cast Adds a random spell as "Always Cast" to the equipped wand. Stackable infinitely but randomization is done once per wand so it will add the same spell as always cast every time it is picked up.
Perk No More Shuffle
No More Shuffle From now on there are no more shuffling wands. Also converts equipped wands to non shufflers. All carried wands have shuffle set to 'no'.

All future wands generated will be no-shuffle. Does not affect wands already generated.

Perk faster wands
Faster Wands All wands you're currently carrying gain a bonus to their cast delay & reload time. Reduces the reload time and cast delay of all held wands by 20%+5 frames and increases their mana charge speed by 30. Wands with a cast delay or reload time of -1s or less will be made slower by this perk.
Perk extra slots Extra Wand Capacity The wands you're currently carrying gain 1-3 additional spell slots (to a maximum of 25). Adds 1-3 spell slots to every wand you're carrying, up to a max of 25.
Perk extra mana High Mana, Low Capacity Your currently held wand loses half its capacity, but gains more mana. Increases max mana of the wand between 100-400.

Multiplies the mana charge speed anywhere between 1.5x to 3.5x.

Halves the wand's capacity, rounding down.

Perk extra perk
Extra Perk Every temple from now on spawns an additional perk to choose from. Stacking creates additional perk slots. Note that if you previously visited another holy mountain, it will not gain another perk.
Perk perks lottery
Perk Lottery When you pick a perk, there's a 50% chance the others won't disappear. Can also trigger when Perk Lottery itself is first picked.

The effect can be stacked if multiple instances are picked up via perk re-rolling.

If the effect triggers, re-rolling perks will only re-roll the amount of perks remaining on the altar.

Perk genome more hatred
More Hatred Creatures in the world are more aggressive towards each other. Causes enemies not of the same group (e.g. Hurtta and Haulikkohiisi) to attack each other on sight.

With three stacks, enemies will attack each other regardless of affiliation. May cause a loss of gold from off-screen deaths.

Perk genome more love
More Love Creatures in the world are more friendly to each other. Reduces infighting, such as making most enemies passive to Rats.
Perk peace with gods Peace with Gods You make peace with your gods. Applies a charm effect to Stevari and also prevents the gods from being angered by defiling the holy mountain.
Perk kills to mana Kills to Mana Every time an enemy near you dies, you release mana-recharging liquid Gives same effect as being doused in Concentrated Mana

Amount seems to depend on health of enemies killed; testing required.

Perk laser aim Pinpointer Your wand arm emits a beam to help with aiming! Does not affect the spread of wands and spells.
Perk personal laser Personal Plasma Beam You constantly fire a devastating laserbeam, but you fire spells much slower. Kills done with the laser count as trick kills. Can still kill while invisible.
Perk extra shop item Extra Item in Holy Mountain There will be an additional item in every Holy Mountain you haven't discovered yet.

Special Perks

These perks are special in that they cannot be found in Holy Mountains, because they are hidden elsewhere.

Icon Name Message Notes
Perk leggy feet Leggy Mutation You grow weird and disturbing looking limbs that fight for you. Dropped by Leggy Mimics (Matkija)

Same effects as Lukki Mutation.

TransparentEternalWealth Curse of Greed! You gain 3x gold, but are terribly cursed! You gain more gold, but a curse will haunt you.

Triples the amount of gold that is dropped from enemies, but periodically turns every material or liquid into Greedcursed Rock and Greedcursed Liquid respectively, which damage the player on contact.

This has no effect on powders, such as coal or gunpowder.

Spawns a Greedcursed Crystal inside the Holy Mountain which, when broken, removes the curse completely. Materials that have already been cursed will not revert to their original state.

Received by picking up the Eternal Wealth in the shrine next to the first branch of the Giant Tree

Essences

Essences are special perks that are not in the normal perk rotation, and instead only spawn in specific locations on the map. Having 4 or more essences in hand allows the player to break open the Moon.

Icon Name Message Notes
Special Perk essence fire Essence of Fire Your entire being is fluctuating! Found in the center of the island at the Lake, under the wooden statue. Explodes a few tiles around the player, blocks invisibility, the explosion doesn't deal damage to the player but will subject them to fire.
Special Perk essence water Essence of Water The earth flows around your being! Found in ??? to the left of The Work (Hell). Regularly shoots a "touch"-type projectile from the player in a random direction from the player, which turns a small radius around whatever material it hits into lava.
Special Perk essence air Essence of Air Your being controls the air around you! Found in ??? in the center of the Cloudscape. Regularly shoots air blast projectiles in a circle around the player, pushing away powders, enemies, and objects.
Special Perk essence earth Essence of Earth Your being releases damaging light! Found in ??? along the map's east wall. Every few seconds it fires 8 evenly-spaced explosive projectiles from the player that destroy terrain. The explosions can damage the player unless the player has Explosion Immunity.
Special Perk essence alcohol Essence of Spirits That was not the best of ideas Found in ??? at the lowest point of the Lake. Adds an alcohol trail to every projectile spell. Will likely cause a large amount of lag with rapid-fire wands.


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