Fire Trail -> Spark Bolt -> Bouncing Bolt -> Magic Bolt. The only thing shuffled wands tend to be good for is rapid fire low damage wands. When that occurs, the shuffle wand will cast the 3 spells handled by the multicast as if it was a normal non-shuffle wand, regardless of whether or not the 3 spells have been cast before or not! The triple scatter looks for three projectiles, so first it finds the first timed bolt, but now the magic bolt looks for its spell to cast, so the next spell that is read after the timed bolt is what comes out of the timed bolt, modifiers and all. 2. The recharge time will suck if it’s really high, but pretty much anything sub 1 second is fine. Example: This sequence would first cast an Energy Orb, then a Bouncing Burst, a Spark Bolt and lastly a Magic Bolt. look for an unspent slot and cast that next. This one minimizes the chance of the Triplicate Bolt being fired from melee range by putting both the Spark Bolt with Trigger and Burning Trail in front of it, giving the shuffle two chances to make the shotgun pellet spell to go off as intended (at range from the trigger) as well as mixing in some regular Spark Bolts for consistency. When you shoot the first time, the wand will read all of those modifiers and add them to that first spark bolt, and then the second spark bolt is read next with no modifiers, and it comes out a plain bolt. Wands with at least 200 mana, 50 regen, and as close to zero recharge rate as possible. Necessary cookies are absolutely essential for the website to function properly. Multicast – These spells interact like modifiers, but instead of affecting only the next spell read, they affect however many are listed. You have to play the odds or nullify them by using only 1 spell (type or amount) in the wand. One step further – Now consider you have a multicast/formation that selects three timed spells that all select their own spells. but FEAR NOT for i will try and explain it as fully as possible. And at this point your only limit is the regen rate of your wand. In this very basic example, a shuffle wand would pick any of these 4 spells at random and cast it. Also meteorite strike and greater magic missile are up there too. In this example (for a non-shuffle wand): This part is a little more complicated, but should still be logical. If you find a wand with a cast time of .10 or below a single bubblespark or giant spitter can reduce the cast time to almost zero. Starting with the left click…”. Once you’ve shot all the spells slotted in the wand, you will not be able to use the spells (you will see a yellow “Recharging…” pop up over your head if you click while the wand is recharging) until this amount of time has passed. Consider Fire Trail -> Timed Spark -> Triple Scatter -> Damage+ -> Crit+ -> Sawblade -> Sawblade -> Sawblade. While using the wand, it will go from left to right, keep that in mind. Note that this takes up 1 Capacity, even though it seems like iit wouldn't. Now add in modifiers to that mix – Modifiers only affect the right most projectile unless being collected by a multicast modifier. Those spells are just rarer, higher in mana cost, and limited in uses. (Always slot your passives in the first slots.) Noita is a magical action roguelite set in a world where every pixel is physically simulated. A Multicast is a modifer that instead of affecting how a spell behaves will affect how many spells are cast at once. Observant readers could maybe see, that the build in the picture is not what you should do, because the passive I was hovering over is on the last slot and therefore will never be used. For passive effects that will use more than one attacking spell (like in the picture), you actually need to place two or more attacking spells for the full effect. If No, the wand will apply each spell slotted in order before recharging, and i will go into depth about how modifier, timed, triggered and passive spells all interact later. This means you can have a trigger bolt with a scatter multicast after it, and the trigger bolt casting the next spell will read the multicast and then cast however many the scatter (or formation) dictates after it. Look at the wand above again, now... what a shuffle wand would normally do is: But what happens when it hits a slot with a multicast modifer in it? Example: You put a damage mod, speed mod, and crit mod all in a row, and then you have two spark bolts following. *quick note about mana, if your wand does not have enough mana to cast the next spell in its list, it will just skip it if there is another castable spell after it. Every wand will shoot all of the projectile spells in its slots at the rate of its Cast Delay + if the spell being spent has a modifier to that cast speed, and once all of the slotted spells are shot, the wand will take its Recharge Time to be able to shoot through the spells again. 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The only thing shuffled wands tend to be good for is rapid fire low damage wands. When that occurs, the shuffle wand will cast the 3 spells handled by the multicast as if it was a normal non-shuffle wand, regardless of whether or not the 3 spells have been cast before or not! The triple scatter looks for three projectiles, so first it finds the first timed bolt, but now the magic bolt looks for its spell to cast, so the next spell that is read after the timed bolt is what comes out of the timed bolt, modifiers and all. 2. The recharge time will suck if it’s really high, but pretty much anything sub 1 second is fine. Example: This sequence would first cast an Energy Orb, then a Bouncing Burst, a Spark Bolt and lastly a Magic Bolt. look for an unspent slot and cast that next. This one minimizes the chance of the Triplicate Bolt being fired from melee range by putting both the Spark Bolt with Trigger and Burning Trail in front of it, giving the shuffle two chances to make the shotgun pellet spell to go off as intended (at range from the trigger) as well as mixing in some regular Spark Bolts for consistency. When you shoot the first time, the wand will read all of those modifiers and add them to that first spark bolt, and then the second spark bolt is read next with no modifiers, and it comes out a plain bolt. Wands with at least 200 mana, 50 regen, and as close to zero recharge rate as possible. Necessary cookies are absolutely essential for the website to function properly. Multicast – These spells interact like modifiers, but instead of affecting only the next spell read, they affect however many are listed. You have to play the odds or nullify them by using only 1 spell (type or amount) in the wand. One step further – Now consider you have a multicast/formation that selects three timed spells that all select their own spells. but FEAR NOT for i will try and explain it as fully as possible. And at this point your only limit is the regen rate of your wand. In this very basic example, a shuffle wand would pick any of these 4 spells at random and cast it. Also meteorite strike and greater magic missile are up there too. In this example (for a non-shuffle wand): This part is a little more complicated, but should still be logical. If you find a wand with a cast time of .10 or below a single bubblespark or giant spitter can reduce the cast time to almost zero. Starting with the left click…”. Once you’ve shot all the spells slotted in the wand, you will not be able to use the spells (you will see a yellow “Recharging…” pop up over your head if you click while the wand is recharging) until this amount of time has passed. Consider Fire Trail -> Timed Spark -> Triple Scatter -> Damage+ -> Crit+ -> Sawblade -> Sawblade -> Sawblade. While using the wand, it will go from left to right, keep that in mind. Note that this takes up 1 Capacity, even though it seems like iit wouldn't. Now add in modifiers to that mix – Modifiers only affect the right most projectile unless being collected by a multicast modifier. Those spells are just rarer, higher in mana cost, and limited in uses. (Always slot your passives in the first slots.) Noita is a magical action roguelite set in a world where every pixel is physically simulated. A Multicast is a modifer that instead of affecting how a spell behaves will affect how many spells are cast at once. Observant readers could maybe see, that the build in the picture is not what you should do, because the passive I was hovering over is on the last slot and therefore will never be used. For passive effects that will use more than one attacking spell (like in the picture), you actually need to place two or more attacking spells for the full effect. If No, the wand will apply each spell slotted in order before recharging, and i will go into depth about how modifier, timed, triggered and passive spells all interact later. This means you can have a trigger bolt with a scatter multicast after it, and the trigger bolt casting the next spell will read the multicast and then cast however many the scatter (or formation) dictates after it. Look at the wand above again, now... what a shuffle wand would normally do is: But what happens when it hits a slot with a multicast modifer in it? Example: You put a damage mod, speed mod, and crit mod all in a row, and then you have two spark bolts following. *quick note about mana, if your wand does not have enough mana to cast the next spell in its list, it will just skip it if there is another castable spell after it. Every wand will shoot all of the projectile spells in its slots at the rate of its Cast Delay + if the spell being spent has a modifier to that cast speed, and once all of the slotted spells are shot, the wand will take its Recharge Time to be able to shoot through the spells again. 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noita wand guide

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Then the wand goes into recharge mode and starts over from the beginning when its done. light wood or oil on fire. Here you can find the Noita's Wiki, walkthrough guide, tips & strategy on how to beat Noita, database of all spells, perks, enemies and more! I was confused at how wandbuilding worked at first so I wanted to make this website for myself, and to help others in their wandbuilding endevours. An example as how a shuffle wand could play this out: As you can imagine, using a dangerous melee spell (like Explosion) in a shuffle wand is basically playing russian roulette (with worse odds). https://noita.gamepedia.com/Guide_To_Wand_Mechanics?oldid=9701. This in and of itself is also a fairly simple effect. These numbers can be confusing, so here is an explanation of how wands work. Okay onto the convoluted stuff: Then sele… Then select one of the 3 remaining, 2 remaining and then the last one left over. However, it might have ended up much simpler. That will allow "my_wand.xml" to run "my_wand_setup.lua" and add the "always cast X" spell. This wand is effectively what i took to my deepest run so far, and it was dishing out FAT damage. Consider this array of spells in a huge wand in this exact order: Save my name, email, and website in this browser for the next time I comment. *****************************************************************************************************************. If the wand has shuffle set to “Yes”, then it will randomly pick a slot. The damage, critical, and homing mods all make a trio of sparks do anywhere between 20 and 80 damage per cluster depending on crits. It can select the spell after a trigger to fire before the trigger itself, just like before. This means with triggers, that if you put a fire trail trigger in front of a magic bolt trigger that has a normal spark bolt after it, the magic bolt will have the fire trail, but the spark bolt that is casted from the first bolt will not. Shuffle wands are harder to make do what you want, but since they always come with elevated stats compared to their non-shuffle brethren you can usually make some really fast firing wands with them, for example using one of the golden wands frequently found in the Mines. The spark bolts were useful because they have a good speed, low spread, and low mana cost. When you left click, the scatter spell is read, then the fire trail is read and added to the collection of modifiers, then the next three bolts are all read. (the multicast and the bouncing burst are marked as spent), reset and recharge (no unspent slots remain), select slot 1, cast all 3 spells and mark all 4 slots as spent, Reset and recharge (no unspent slots left), The flying spark bolt would then cast another. Also i don’t know if this is a bug or not, but if you have the passive in the last slot, it will take cast delay to get through, so it feels like your wand hangs at the end of what you are actually shooting. READ: Noita Wand&Spell Interactions Guide Now put those two concepts together to get a sort of cluster spell and you get great damage and range. UNIQUE – Arc modifiers are unique to formations/scatter multispells, they cause whatever element it is to jump between all of the projectiles that get shot out together. Your email address will not be published. Then the wand resets. This website is meant to be a guide for wands and wandbuilding in the game Noita. Example: Triple Scatter Spell -> Fire Trail -> Spark Bolt -> Bouncing Bolt -> Magic Bolt. The only thing shuffled wands tend to be good for is rapid fire low damage wands. When that occurs, the shuffle wand will cast the 3 spells handled by the multicast as if it was a normal non-shuffle wand, regardless of whether or not the 3 spells have been cast before or not! The triple scatter looks for three projectiles, so first it finds the first timed bolt, but now the magic bolt looks for its spell to cast, so the next spell that is read after the timed bolt is what comes out of the timed bolt, modifiers and all. 2. The recharge time will suck if it’s really high, but pretty much anything sub 1 second is fine. Example: This sequence would first cast an Energy Orb, then a Bouncing Burst, a Spark Bolt and lastly a Magic Bolt. look for an unspent slot and cast that next. This one minimizes the chance of the Triplicate Bolt being fired from melee range by putting both the Spark Bolt with Trigger and Burning Trail in front of it, giving the shuffle two chances to make the shotgun pellet spell to go off as intended (at range from the trigger) as well as mixing in some regular Spark Bolts for consistency. When you shoot the first time, the wand will read all of those modifiers and add them to that first spark bolt, and then the second spark bolt is read next with no modifiers, and it comes out a plain bolt. Wands with at least 200 mana, 50 regen, and as close to zero recharge rate as possible. Necessary cookies are absolutely essential for the website to function properly. Multicast – These spells interact like modifiers, but instead of affecting only the next spell read, they affect however many are listed. You have to play the odds or nullify them by using only 1 spell (type or amount) in the wand. One step further – Now consider you have a multicast/formation that selects three timed spells that all select their own spells. but FEAR NOT for i will try and explain it as fully as possible. And at this point your only limit is the regen rate of your wand. In this very basic example, a shuffle wand would pick any of these 4 spells at random and cast it. Also meteorite strike and greater magic missile are up there too. In this example (for a non-shuffle wand): This part is a little more complicated, but should still be logical. If you find a wand with a cast time of .10 or below a single bubblespark or giant spitter can reduce the cast time to almost zero. Starting with the left click…”. Once you’ve shot all the spells slotted in the wand, you will not be able to use the spells (you will see a yellow “Recharging…” pop up over your head if you click while the wand is recharging) until this amount of time has passed. Consider Fire Trail -> Timed Spark -> Triple Scatter -> Damage+ -> Crit+ -> Sawblade -> Sawblade -> Sawblade. While using the wand, it will go from left to right, keep that in mind. Note that this takes up 1 Capacity, even though it seems like iit wouldn't. Now add in modifiers to that mix – Modifiers only affect the right most projectile unless being collected by a multicast modifier. Those spells are just rarer, higher in mana cost, and limited in uses. (Always slot your passives in the first slots.) Noita is a magical action roguelite set in a world where every pixel is physically simulated. A Multicast is a modifer that instead of affecting how a spell behaves will affect how many spells are cast at once. Observant readers could maybe see, that the build in the picture is not what you should do, because the passive I was hovering over is on the last slot and therefore will never be used. For passive effects that will use more than one attacking spell (like in the picture), you actually need to place two or more attacking spells for the full effect. If No, the wand will apply each spell slotted in order before recharging, and i will go into depth about how modifier, timed, triggered and passive spells all interact later. This means you can have a trigger bolt with a scatter multicast after it, and the trigger bolt casting the next spell will read the multicast and then cast however many the scatter (or formation) dictates after it. Look at the wand above again, now... what a shuffle wand would normally do is: But what happens when it hits a slot with a multicast modifer in it? Example: You put a damage mod, speed mod, and crit mod all in a row, and then you have two spark bolts following. *quick note about mana, if your wand does not have enough mana to cast the next spell in its list, it will just skip it if there is another castable spell after it. Every wand will shoot all of the projectile spells in its slots at the rate of its Cast Delay + if the spell being spent has a modifier to that cast speed, and once all of the slotted spells are shot, the wand will take its Recharge Time to be able to shoot through the spells again.

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