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(Adding Traps: including Description, Tips, and Gallery)
 
(Reordered and added more information, especially in regard to the recent update.)
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Throughout the biomes you will sometimes find [[Wands|wands]] and [[Flasks|flasks]] surrounded by a trap. These traps will emit a damaging spell unless disabled. Some spells can be more easily avoided than others.
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Throughout the biomes you will sometimes find [[Wands|wands]] and (rarely) [[Flasks|flasks]] on a trap pedestal. When the item is taken, the pedestal will emit a pulse of electricity that travels along a "wire" of steel material towards an emitter. If the emitter receives the electricity it will trigger one of a few effects. Note that emitters can be triggered by ''any'' source of electricity, such as the Electricity [[Perks|Perk]] and electrical spells.
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* Acid traps will appear as an empty room surrounded be brickwork, and will send out a [[Circle of Acid]] spell when triggered.
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* Liquid traps will have an emitter somewhat buried in the ground that sends constant pulses of electricity when triggered. It can appear in a pool of water which it will electrify or a pool of oil which it will ignite.
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** Already active electric emitters may also spawn in the [[Snowy Depths]] as part of a "trap puzzle," where the player has to find a way to electrify a nearby metal capsule containing a wand, a rock blocking its opening, and a wood support under the rock. Connecting the electrical trap to the metal capsule with a conductive material will ignite the wood inside, allowing the rock to fall and opening access to the wand. Players can also either electrify the metal themselves or dig through the metal with the appropriate spell or acid.
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** A variant of the liquid trap will not use an emitter but be filled with various potions that have often undesirable effects, such as [[Teleportatium]] or [[Chaotic Polymorphine]]. Precise levitation may allow the player to take the wand without touching the liquid.
   
 
== Tips ==
 
== Tips ==
* You can disarm most traps by kicking the emitters. Some wands can also destroy them.
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* You can disarm most traps by kicking the emitters or cutting the metal wire. Some wands can also destroy them. However, traps will act in certain ways when destroyed, and not all are exposed enough to kick.
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** Acid traps when destroyed will send out the Circle of Acid spell anyways. This will happen even if the emitter was triggered previously.
* Traps that emit [[Electric Arc]] into a pool can be easily avoided by hovering out immediately after closing the wand menu
 
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** Lightning traps will turn into a ball of electricity that explodes after a few seconds much like the [[Explosion of Thunder]] spell.
 
* Traps that emit [[Electric Arc]] into a pool can be easily avoided by hovering out immediately after closing the wand menu. Conversely, the player can simply drain the liquid first as the trap will not trigger until the item is taken, or if oil, burn the oil first.
   
 
== Gallery ==
 
== Gallery ==

Revision as of 10:34, 7 February 2020

Throughout the biomes you will sometimes find wands and (rarely) flasks on a trap pedestal. When the item is taken, the pedestal will emit a pulse of electricity that travels along a "wire" of steel material towards an emitter. If the emitter receives the electricity it will trigger one of a few effects. Note that emitters can be triggered by any source of electricity, such as the Electricity Perk and electrical spells.

  • Acid traps will appear as an empty room surrounded be brickwork, and will send out a Circle of Acid spell when triggered.
  • Liquid traps will have an emitter somewhat buried in the ground that sends constant pulses of electricity when triggered. It can appear in a pool of water which it will electrify or a pool of oil which it will ignite.
    • Already active electric emitters may also spawn in the Snowy Depths as part of a "trap puzzle," where the player has to find a way to electrify a nearby metal capsule containing a wand, a rock blocking its opening, and a wood support under the rock. Connecting the electrical trap to the metal capsule with a conductive material will ignite the wood inside, allowing the rock to fall and opening access to the wand. Players can also either electrify the metal themselves or dig through the metal with the appropriate spell or acid.
    • A variant of the liquid trap will not use an emitter but be filled with various potions that have often undesirable effects, such as Teleportatium or Chaotic Polymorphine. Precise levitation may allow the player to take the wand without touching the liquid.

Tips

  • You can disarm most traps by kicking the emitters or cutting the metal wire. Some wands can also destroy them. However, traps will act in certain ways when destroyed, and not all are exposed enough to kick.
    • Acid traps when destroyed will send out the Circle of Acid spell anyways. This will happen even if the emitter was triggered previously.
    • Lightning traps will turn into a ball of electricity that explodes after a few seconds much like the Explosion of Thunder spell.
  • Traps that emit Electric Arc into a pool can be easily avoided by hovering out immediately after closing the wand menu. Conversely, the player can simply drain the liquid first as the trap will not trigger until the item is taken, or if oil, burn the oil first.

Gallery

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Example of a trap releasing Circle of Acid