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(→‎Cast delay: Verified trigger delay suppression, added observation on wand recharge behavior)
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* An integer number representing how many different spells are cast every time the player fires the wand.
 
* An integer number representing how many different spells are cast every time the player fires the wand.
 
* It essentially acts as the Burst spell modifiers, as if they are applied before each of your spells. (Spells/Cast will still skip over what has been cast already; you will not fire every possible permutation.)
 
* It essentially acts as the Burst spell modifiers, as if they are applied before each of your spells. (Spells/Cast will still skip over what has been cast already; you will not fire every possible permutation.)
*When using a spell with trigger on a wand with 2 or more spells/cast, the trigger will reserve the spells connected to it (for example: a [[Spark Bolt|sparkbolt with trigger]] and a [[Lightning Bolt|lightning bolt]] next to each other. In this case, the wand will consider this combination a single cast).
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* When using a spell with trigger on a wand with 2 or more spells/cast, the trigger will reserve the spells connected to it (for example: a [[Spark Bolt|sparkbolt with trigger]] and a [[Lightning Bolt|lightning bolt]] next to each other. In this case, the wand will consider this combination a single cast).
   
 
=== Cast delay ===
 
=== Cast delay ===
   
 
* A decimal number, measured in seconds. How long it takes to cast the next spell in the wand queue; a cool down before the next spell in the wand's inventory is cast.
 
* A decimal number, measured in seconds. How long it takes to cast the next spell in the wand queue; a cool down before the next spell in the wand's inventory is cast.
*Usually shorter than Recharge time; loading multiple identical spells will cast faster if the cast delay is shorter than the Recharge time.
+
* Usually shorter than Recharge time; loading multiple identical spells will cast faster if the cast delay is shorter than the Recharge time.
*Each individual spell in a multi-cast group will be summed together to determine the cast delay.
+
* Each individual spell in a multi-cast group will be summed together to determine the cast delay.
*If a group of spells brings the cast delay below 0, the wand will automatically fire the next spell, similar to a multicast.
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* If a group of spells brings the cast delay below 0, the wand will automatically fire the next spell, similar to a multicast.
*Spells packaged inside a trigger or timer are ignored for calculating cast delay.
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* Spells packaged inside a trigger or timer are ignored for calculating cast delay.
*Cast delay is ignored after a recharge. (please verify -> seems that cooldown timers of both wand cast and recharge run concurrently on reload, i.e. when using wand with single spell with total recharge time much shorter than cast time, it is still needed to wait cast cooldown time before firing it again)
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* Cast delay occurs simultaneously with recharge time. At the end of a wand, if the recharge time is low but the cast delay is high, the cast delay will have to be waited out before the wand can be cast again. Similarly, if the cast delay is low and the recharge time is high, the recharge time must be waited out. However, they don't ''add'' to each other; a wand with 0.5s cast delay and 0.5s recharge time will only be waiting 0.5s to recharge, during which the cast delay will also tick down on its own.
   
 
=== Recharge time ===
 
=== Recharge time ===
   
 
* A decimal number, measured in seconds. When the spell queue reaches the end, the wand must recharge for this long in seconds, refreshing the spell queue. It's like a cool-down effect for the whole wand.
 
* A decimal number, measured in seconds. When the spell queue reaches the end, the wand must recharge for this long in seconds, refreshing the spell queue. It's like a cool-down effect for the whole wand.
  +
* Recharge time is cumulatively affected by any spells that add or remove recharge time as they are cast, but the cooldown is only triggered after all spells in the wand have been cast.
* Recharge time is only calculated for the final cast spell group cast before a recharge occurs. (please verify)
 
 
* Hot-swapping the equipped wand does not cancel a recharge once triggered, but it will instantly refresh the spell queue if not recharging.
 
* Hot-swapping the equipped wand does not cancel a recharge once triggered, but it will instantly refresh the spell queue if not recharging.
 
* A low recharge time is desirable for ongoing combat, and can be lowered using some spells like chainsaw or luminous drill.
 
* A low recharge time is desirable for ongoing combat, and can be lowered using some spells like chainsaw or luminous drill.

Revision as of 18:11, 12 January 2021

Wands are your primary tool of combat and utility in Noita. They take up the first four spots of your inventory bar, and can have many different uses and powers depending on the Spells that are in them.

While exploring through the caves in Noita, you can come across new wands on pedestals spread throughout the map, akin to those which can hold potions. Unclaimed wands create a sizeable shining light effect to make them easy to see, even through the unexplored darkness known as the Fog of War, which goes away once the wand has been picked up. Unclaimed Items also shines in the dark, but much more dimly.

Starting Wands

When you start in New Game mode in Noita, you are given two wands. As of version 1.0, the wands are the same but have random spells.

The Daily Run game mode may change the contents of either of both wands; such as turning the bomb wand into a Fireball wand. You will also be given different loadouts if you start with the official class mod enabled.

Strategies & Tips

  • Remember to swap the positions of your wands around by dragging and dropping. Place wands in comfortable spots on your hotbar to allow for quick use.
  • While tempting, it is usually not desirable (especially with Shuffle wands) to completely fill a wand with spells. Each spell and modifier costs mana, and the stacking mana costs can cause a decent combat wand to become useless in extended fights.
  • Enemies may pick up wands and consume spell charges as they fire it. This can be very dangerous and destructive - either to yourself or the enemy.
  • If an enemy cannot cast the wand (due to it containing only something like All Seeing Eye, not having spells, or not having a high enough mana max), it is possible for the enemy to stand around and fire nothing. However, they may still use their normal attacks even while holding a wand (usable or otherwise), so be careful.
  • You can throw a wand currently in your inventory onto the ground by dragging it and dropping it out of the inventory menu. This allows enemies to pick it up and use it.
  • Unlike looking at the Inventory screen, trying to pick up a wand off the ground completely pauses the game. You can take some time to think, but action will resume immediately upon choosing what to do.
  • Wands dropped in a pool of Pheromonium will cause them to come to life and start following the player as long as they are stained with the liquid. However, charmed wands will disappear after a few minutes, so it is advised to only apply this strategy when a wand is no longer needed, but more firepower is.

Wand Statistics

Shuffle

  • Can be Yes or No.
  • If the wand is Shuffle, the wand will go through the spells assigned to it in random order, as if the spells were randomly shuffled on every recharge.
  • Each modifier or multi-cast is treated by a shuffle wand as a valid starting point for combos within a recharge cycle. ex. a Double Cast and two individual spells will result in two single spell casts and a double spell cast, at random, within a single recharge window. Similarly a fire trail and single projectile spell will fire both a fire trail and a regular trail spell within a single recharge cycle.
  • Shuffle wands respect the queue, just not the order within a single recharge cycle. For example a wand with 5 magic missile spells will use one charge from each magic missile spell until it has used one charge from all 5 spells, then it will recharge before randomizing its cast order again and repeating this pattern.
  • If the wand has Formations, Modifiers, Triggers, or Timers, the structure of your custom spell may not work properly due to the nature of Shuffle. The wand may select a spell ahead of your modifiers, bypassing it completely and casting the basic form of the spell. If it hits a modifier though, it will apply it and move one slot to the right and try again. This repeats until it hits a valid spell. Therefore it's advisable that, if you're using many modifiers, to put your most important modifier to the right of the others.
  • Shuffle wands typically have better stats to compensate for how they restrict and impair spell setup. You can improve consistency by adding multiple copies of the same or similar spell.
  • Shuffle can be useful for rapid-fire low-mana spells, if you have fewer spells available in inventory, or for creating variable distance casting with trigger and timer spells.
  • Shuffle is generally considered inferior to No-Shuffle, especially for limited quantity, high mana, and dangerously powerful spells.

Spells/Cast

  • An integer number representing how many different spells are cast every time the player fires the wand.
  • It essentially acts as the Burst spell modifiers, as if they are applied before each of your spells. (Spells/Cast will still skip over what has been cast already; you will not fire every possible permutation.)
  • When using a spell with trigger on a wand with 2 or more spells/cast, the trigger will reserve the spells connected to it (for example: a sparkbolt with trigger and a lightning bolt next to each other. In this case, the wand will consider this combination a single cast).

Cast delay

  • A decimal number, measured in seconds. How long it takes to cast the next spell in the wand queue; a cool down before the next spell in the wand's inventory is cast.
  • Usually shorter than Recharge time; loading multiple identical spells will cast faster if the cast delay is shorter than the Recharge time.
  • Each individual spell in a multi-cast group will be summed together to determine the cast delay.
  • If a group of spells brings the cast delay below 0, the wand will automatically fire the next spell, similar to a multicast.
  • Spells packaged inside a trigger or timer are ignored for calculating cast delay.
  • Cast delay occurs simultaneously with recharge time. At the end of a wand, if the recharge time is low but the cast delay is high, the cast delay will have to be waited out before the wand can be cast again. Similarly, if the cast delay is low and the recharge time is high, the recharge time must be waited out. However, they don't add to each other; a wand with 0.5s cast delay and 0.5s recharge time will only be waiting 0.5s to recharge, during which the cast delay will also tick down on its own.

Recharge time

  • A decimal number, measured in seconds. When the spell queue reaches the end, the wand must recharge for this long in seconds, refreshing the spell queue. It's like a cool-down effect for the whole wand.
  • Recharge time is cumulatively affected by any spells that add or remove recharge time as they are cast, but the cooldown is only triggered after all spells in the wand have been cast.
  • Hot-swapping the equipped wand does not cancel a recharge once triggered, but it will instantly refresh the spell queue if not recharging.
  • A low recharge time is desirable for ongoing combat, and can be lowered using some spells like chainsaw or luminous drill.
  • A higher recharge time can be used to prevent repeat casting of powerful spells or long duration spells, e.g. Bomb, Rain Cloud.

Mana max

  • An integer. This is how much mana the wand holds when full. The relative current mana of your held wand is shown alongside your other stats in the top right corner of the screen as a blue bar.
  • Spells will consume mana instantly for every single spell and modifier in the cast. If there are Trigger/Timer spells, then mana is consumed for every spell that could be fired - even if the Trigger condition does not get fulfilled. If there is insufficient mana for a modifier or connected Trigger spell, the chain will ignore it.
  • Spells, or even just spell modifiers, might fail to be linked to the cast if there isn't enough mana. For example, if you have a Freeze Charge modifier that costs 10 mana and a Chainsaw spell costing 0 mana, you will always be able to cast the Chainsaw, but Freeze Charge will only apply to it when there is enough mana.
  • A high mana max is useful for wands that have many modifiers and/or heavy-duty spells.
  • A low mana max may be unable to cast even a single spell, eg. A wand in the Mines that spawns with Black Hole, but not enough max mana, rendering the wand and the spells it contains useless until it can be modified in the Holy Mountain.

Mana charge speed

  • A flat number representing how much mana is regenerated per second.
  • Mana will still recharge when the wand is not held in the hand, unlike the Recharge time.
  • A high mana charge speed is desirable for constant combat.
  • A low mana charge speed can still be useful for spells not used often, eg. Bomb, Rain Cloud.
  • Increase Mana can be used to alleviate a low Mana Charge speed.

Capacity

  • A flat number that determines how many slots are available to insert spells and modifiers into.
  • A no-shuffle wand will cast spells from left to right. This can be imagined as a queue. A shuffle wand casts its spells in a random order before recharging.
  • Related to the recharge time. The more spells there are to cast, even if it is the same copy, the longer it takes before the wand reaches the end of the spell queue and must recharge.

Spread

  • A decimal number that represents the potential random spread of your spell's projectiles, as measured in degrees. This is your cone of fire.
  • A positive spread value causes inaccuracy. Negative spread does not result in inaccuracy. It simply helps mitigate (positive) increased spread.
  • The final spread is calculated by adding together the wand's spread and the spell's spread with modifiers added.
  • Therefore, a wand with negative spread can counteract a spell with positive spread, or vice versa.
  • Positive spread values can also be mitigated by the Homing perk and modifiers Homing and Reduce Spread. These are not always reliable if you are using Formation modifiers, however.

Always casts

  • Often highly desirable. Every spell emitted from the wand's first cast itself will have the Always Casts spell or modifier added on, BUT, the Always Casts bonus does not apply to secondary/tertiary casts from Trigger/Timer spells being fired.
  • The effect appears to spend zero additional mana per cast and never run out of charges, no matter what it is.
  • The effect is chosen once the wand is randomly generated. It cannot be changed by the player.
  • May be difficult to rediscover what it casts. If you forgot the spell's description, know that you can drag and drop your wands out of your hand and onto the floor, letting you pick the wand up again and see its full description. You may also read the descriptions of your already picked up wands on this screen, so attempting to pick up other wands also works. Another option could be going to the Progress entry in the pause menu and finding the spell's icon among discovered spells.

Trivia

  • Wand appearances are procedurally-selected. Similar wand appearances may appear between runs, due to containing the same general spells and/or stats. This is primarily demonstrated in the earliest biomes.
    • Wands that have multiple ends (looking like a trident) are likely to cast multiple spells at once.
    • Wand slot amounts are at least somewhat related to the size of the wand model, larger looking wands usually have many slots and tiny wands usually have only a few.
    • Wands without shuffle have a rhombic core in them.
  • Pedestals holding wands can occasionally be found in custom-designed rooms, often containing traps. These pedestals are made of Glowing Stone that is impervious to most explosions and spells.
  • Wands on the ground will rotate around the handle's tip, though sometimes they won't rotate if an enemy has picked it up before. Non-rotating wands will be in the same pose a creature last put it in.
  • Wands on the ground can be kicked for a very, very slight shift.
  • Wands that contain a electricity spell or modifier (I.e Lightning Bolt, Thunder Charge, Electric Arc, etc) that are held and submerged in a liquid will cause electric particles coming off the wand to intensify and then send out continuous electric shocks after ~3 seconds which will only stop when the wand is pulled out, put away or dropped.

See Also