Follow TV Tropes

Following

Video Game / Noita

Go To

https://static.tvtropes.org/pmwiki/pub/images/noita_logo.png
Noita is a roguelite action platformer with heavy simulation aspects, released on itch.io and Steam in Early Access on September 24th, 2019. It was created by Helsinki-based Nolla Games, a team comprised of three members who have each made a notable indie game in The New '10s- specifically, Crayon Physics Deluxe, The Swapper, and Baba Is You. The word "noita" comes from the Finnish word for "Witch", though in practice it's probably closer to "Shaman" or "Medicine-man".
Advertisement:

The premise follows a mysterious cloaked individual who descends down into a dark mountain to... it isn't really clear what. Either way, they meet all sorts of odd and deadly creatures as they descend further. The gameplay is a platformer rougelite where every pixel is simulated. What this means is that every single individual pixel seen on screen has its own properties, and the game heavily incentivizes manipulating the environment and using the elements over just straight up shooting your enemies to death. You can drain entire pools of water by blowing out the bottom, set entire massive structures on fire with a single tap of actual flame, and use different liquids to flood entire caverns.

Advertisement:

Noita contains the following tropes:

  • Abandoned Mine: The first two levels take place in abandoned mines.
  • Action Bomb: The Lokhare flies at enemies and explodes.
  • Alien Blood: Several enemies bleed slime, acid, poisonous ooze, or even lava instead of blood. With the right perk, the Noita bleeds slime or oil instead of blood as well.
  • All Trolls Are Different: Hiisi take their name from a mythical Finnish creature often considered a troll. This helps to explain their bulky and somewhat ape-like posture in comparison to other humanoids.
  • Ambiguously Human: The Noita can consume endless amounts of any liquid without being harmed (although stepping into some will harm them), and while they bleed, at no point do we see anything under their robe - no face, no limbs. Even when they die, their robe falls in a way that implies there's nothing inside.
  • Advertisement:
  • Artificial Brilliance: Humanoid enemies are smarter than monsters. They can pick up wands and use them against you. If they caught fire, they sometimes go into a nearby water body and extinguish fire.
  • Alchemy Is Magic:
    • The game has an Alchemy system where the various liquids can interact with other materials and each other to create different substances. While most of these are logical in nature (poison + oil = toxic sludge), there are three magical substances which can be created: The Lively Concoction, Alechmical Precursor, and the Draught of Midas. The recipe for these substances are randomized with each world.
    • There exist several spells that can transform one material into another as well as spells that create materials.
  • Arrows on Fire: Spell modifiers can set projectile spells on fire or cause them to leave a trail of fire behind them.
  • Baleful Polymorph: Creatures who touch Polymorphine will be changed to a winged sheep for awhile. They become very weak and can't attack at all. Chaotic Polymorphine randomizes the transformation, which can result in an enemy being much more dangerous.
  • Bat Out of Hell: The Lepakko and Suurlepakko enemies mean "bat" and "large bat" in Finnish, but they look less like bats and more like winged eyeball monstrosities that bleed purple ooze.
  • Beef Gate: The mountain and its surrounding surface terrain can be investigated with some creative use of spells and items. While traveling east normally requires some way to fly efficiently, teleport, or dig through the earth, the tree to the west of the starting area can be climbed by anyone; instead, if you ascend too high you'll find it is guarded by large numbers of powerful flying enemies, preventing players from climbing it without proper preparation.
  • Big Eater / Extreme Omnivore: Once you kill an enemy, you can crouch over their corpse and begin feeding on them until there is nothing left but a pool of blood, which you can then drink dry as well. This includes sapient humanoid enemies.
  • Bilingual Bonus: Many enemies have Finnish names.
  • Blackout Basement: Some areas have little to no lighting, forcing the Noita to use spells or eat certain materials that grant night vision.
  • Blood-Splattered Warrior: It's possible for both you and enemies to be soaked in blood, which protects against burning and also gives a chance to deal a Critical Hit more often.
  • Bonus Boss:
    • At the far right of the Underground Jungle there is a blocked entrance to the Dragon Cave which contains a single massive egg. Breaking the egg summons a giant worm boss which drops a max quality wand on death.
    • The bonus boss Kolmisilmän koipi can be found in the optional Pyramid zone. It was originally summoned in the desert by filling a skull with water but the boss tended to flee combat in the open area, so it was relocated. On death it drops a health boost.
  • Booby Trap: Some wands are placed on trapped pedestals which trigger when the wand is removed. Ones that are submerged in a liquid will trigger traps to ignite or electrify the liquid while those in the open air will trigger the release of substances such as acid.
  • Booze Flamethrower: A variant of this can be performed by conjuring a cloud of alcohol and setting it on fire.
  • Boring, but Practical:
    • Flasks of water or a wand that creates water. Water has somewhat limited use offensively but it is has a lot of practical uses. It douses flames on the Noita and ground, cleanses Toxic Sludge pools, removes stains, kills fire monsters, and creates safe rock on top of lava. It is so fundamental that it was even added to the default Starter Equipment.
    • Digging Spells are less flashy than Bomb spells or Blackhole spells and take a time to dig, but they have infinite uses. You can gain loads of gold by digging terrain, and escape from fighting against dangerous enemies by digging a new route.
  • Build Like an Egyptian: The Desert has a pyramid. This building houses secrets but enemies from end-game levels roam in this place, so beware.
  • Catch and Return: Flasks thrown by enemies can be caught or retrieved intact if they land in pools, allowing the Noita to throw them.
  • Chainsaw Good: The Chainsaw spell. It has quite high DPS and often gibs enemies, but you must get close to them. It's also useful for cutting through wood.
  • Cheesy Moon: At the top of the sky version of the Works is a moon made of cheese.
  • Chest Monster: The Matkija is a monster that looks like a treasure chest.
  • Combat Tentacles: The Tentacle spells which fire a large, long tentacle from the wand. Aside from attacking they can also draw items such as nuggets to the Noita.
  • Combinatorial Explosion: Spells can be placed in wand slots to make extremely varied forms of magic. The way spells can be combined in wand slots are nearly endless, giving you extremely varied effects like homing bouncy projectiles, and will interact differently with various types of environment. The various perks which effect spells only increase the variety.
  • Critical Hit: There's a chance for your attacks to deal critical damage, which increases if you're covered in blood.
  • Cycle of Hurting: Being damaged interrupts Levitation, grounding the Noita temporarily. This can leave them a sitting duck for further attacks that will also interrupt the Levitation.
  • Damage Reduction: The Oil Blood perk reduces the damage taken from explosions while Slime Blood reduces the damage from projectile attacks.
  • Deadly Disc: The Saw Blade spell fires a saw blade which hits hard but can also damage the Noita.
  • Deflector Shields:
    • The Permanent Shield Perk which gives the Noita a field that will deflect projectiles. After blocking it breaks and needs a short time to reset. There are also some spells which grant this effect.
    • The Projectile Repulsion Field Perk will repel any projectile that gets near the Noita.
    • Some enemies have this, most notably the Temple Guardian sent to kill players for damaging the temples.
  • Difficult, but Awesome: Many of the more powerful spells, such as the Nuke, are incredibly powerful but also very difficult to use without dying. Doing so requires collecting the right combination of perks, wands, and spell modifiers.
  • Disadvantageous Disintegration: More powerful destructive spells such as the Black Hole will clear out most rocks but can also destroy the contents of chests, flasks, and gold.
  • Disc-One Nuke:
    • The randomized nature of loot means it's entirely possible to pick up an endgame quality wand on the very first level. Similarly the recipe for Lively Concoction or Alchemical Precursor may allow for creation in the first area, giving the player easy access to healing and vast amounts of gold early on.
    • The Pyramid contains three mid-level wands. It is possible to get them as early as the first level depending on level geometry and acquiring a wand capable of breaking through the exterior.
    • Tablets are an inadvertent example. They can be used to block projectiles, jumped on midair to refresh Levitation, and when thrown can one-shot most enemies if thrown from high enough. A tablet can even one-shot the Temple Guardians.
    • The player's initial bomb wand appears useless due to its single slot but it has an incredibly low recharge time. If no useful wands are discovered in the first level the player can swap a basic attack into the bomb wand and use it as a magical machine gun.
  • Doppelgänger: The Shadow Noita, what looks like a Noita with no legs who flies around and attacks the Noita with a wand from one of the player's previous runs.
  • Dungeon Bypass: Careful use of items or spells will allow players to bypass seemingly impassable obstacles, potentially allowing them to reach later or earlier levels of the game out of standard order.
  • Dungeon Shop: The Holy Mountain areas always have a shop, and you can buy wands or spells with gold in this place. Similar shops have a chance to spawn inside levels as well.
  • Easter Egg: Messages in the runic language are hidden in extremely out-of-the-way areas such as in the hardest bedrock where few if any players will be digging normally or at the top of otherwise empty caves. At least one asks what exactly the player is doing there of all places.
  • Emergent Gameplay: This is heavily incentivized by the game.
    • In general, the large bodies of water and other liquids that are found throughout the cavern will usually be what kills a lot of enemies at once, either through drowning them out or causing a large explosion. In addition, some wands fire spells that are better used on the environment than in combat, further pushing the player towards messing with your environment. Also, enemies drop 2x gold nuggets when they were killed by environment.
    • Basic projectile wands deal decent damage and are useful at all ranges, but there is a wide array of modifier and unusual spells. Something as simple as adding a single spell or changing the spell order can result in a vastly different effect. This encourages players to experiment with the full array of possible spells rather than relying on straightforward attack wands.
  • Enemy Summoner: Some large enemies have the ability to generate lesser enemies, such as the Suurlepakko which can summon additional Lepakkos.
  • Exploding Barrels: There are versions for most of the game's liquids. A little damage will cause them to leak all of their contents rather than explode which reveals they contain more liquid than suggested by their size.
  • Explosive Stupidity:
    • Careless use of wands by the Noita can easily cause this as they are not immune to their own spells.
    • Enemy mobs also get a helping of this as they may recklessly destroy explosives with their attacks or even bounce their own bombs back in their face. Hiisi with wands are especially prone to this as their AI does not identify the dangers inherent in certain spell layouts such as firing a Nuke at point blank range.
  • The Faceless: Nothing is seen of the Noita except their face-concealing robe (and their blood, when they bleed.) Their gender, appearance, or even species are all unknown.
  • Fantastic Nuke: The "Nuke" spell will cause a extremely large and powerful explosion, and the said explosion destroys any material.
  • Featureless Protagonist: The Noita wears a form-concealing robe, uses magic, and bleeds when struck. Outside of what we can guess about their goals based on context, that's just about all we know about them.
  • Five-Finger Discount: If a wand or spell is removed from a store they can be picked up without costing any gold. This can be accomplished by either destroying the ground under the item so it falls out of the store or using the Tentacle spell to drag it away.
  • Five-Second Foreshadowing: In the final room of the game the Noita discovers a gold statue of a Noita. This foreshadows that this is the wrong place to complete the Work, as it will turn the Noita into gold.
  • Flaming Skulls: The Liekkiö and Jäätiö are flying, burning skulls. The former has standard fire while the second has blue cold fire.
  • Foreshadowing: Some of the tablets warn alchemists that attempting to rush their work will have poor results and any good alchemist will first focus on preparing a solid foundation. If the Noita completes the Work in the easiest manner, skipping all the Orbs and using the obvious location, they will die.
  • Frickin' Laser Beams: With Concentrated Light spell, you can shoot a beam made of light.
  • Gas Cylinder Rocket: Freezing Vapor containers in the Hiisi bases will fly around if damage before exploding, filling the area with Vapor.
  • Glass Cannon: The name of a perk, appropriately enough. It caps your health at a mere 50, but quadruples your damage output... and also causes your explosive spells to have 5 times the radius.
  • Gotta Catch Them All: There are a number of orbs and essences hidden around the game world. Collecting them all is not needed to complete the game but they do impact the ending.
  • Grenade Hot Potato: Bombs thrown by enemies can be deflected mid-air, though their timer is short enough to allow for more than one or two hits.
  • High-Pressure Blood: Landing a critical hit on an enemy (or otherwise killing them in a brutal way) can have them spurt out quite a bit of blood. This is useful in some circumstances and less useful in others: becoming covered in red blood increases your critical chance, but not all monsters bleed said red blood. Some bleed acid, which hurts you, or slime, which slows you down.
  • High-Voltage Death: If a liquid is electrified it stuns and causes massive damage to any non-immune creature. This can be accomplished with an electrified projectile, Lightning Stone, an electrified wand, or the Noita with the Electricity perk. Certain enemies can also electrify water, such as mechanical enemies and the lightning wizard.
  • Hollywood Acid: Acid is highly destructive, able to kill enemies and dissolve most stone. It also produces a damaging gas which is highly flammable.
  • Homing Projectile: The "Homing Projectiles" perk makes all projectile spells slightly turn to pursue nearby enemies. The same can be accomplished by adding a Homing modifier to the wand, thought this increases the mana cost. These abilities can stack to increase the rate of homing. Amusingly, homing projectiles will target the Noita if they are transformed by Polymorphine.
  • I Believe I Can Fly: The Noita has the ability to levitate but the energy pool will run out quickly over large flights.
  • Interface Screw: A mage enemy with dark face (Sokaisunmestari) can inflict blind curse with their projectiles. With this blind curse, your screen periodically fades into black.
  • Jet Pack: Some of the Hiisi fly around with jet packs.
  • Kill It with Fire: Fire is a surprisingly useful resource in the early two areas. It does quite a bit of damage, spreads easily, can be created easily (even without a bomb, since the oil lamps in the mines can be shot to cause an explosion and a common spell allows you to set the tip of your wand on fire indefinitely) and tends to chew through any wood material. The result is that it's often much safer to cover an entire cavern in fire than it is to descend down into it yourself.
  • Kill It with Water: Enemies that are made of fire are weak against water. Use spells that generate a body of water or spill water from a water flask for easy kill. More generally, most enemies will drown if submerged in water so it's entirely possible to drown them by flooding the level.
  • Knockback: Attacks have varying levels of knockback. A spell modifier and perk can be used to increase knockback on enemies.
  • Laser Blade: The Laser Sabre spell creates a short-lived laser blade from the wand. It can be modified with other spells, including additional Laser Sabres to increase its length.
  • Laser Sight: Snipuhisii and the tankii variants have one of these which tracks the Noita just prior to firing.
  • Lava is Boiling Kool-Aid: Lava has similar physics to other liquids in the game, flowing like water and not emitting any dangerous heat. It can be carried around in a flask and some enemies even bleed lava instead of blood when killed. That said it has some nods to realism as it emits a red/orange glow, is opaque, and causes massive damage if the Noita touches it.
  • Lightning Gun: The Lightning Bolt spell works like this. It shoots a bolt of lightning, and destroys things with an electric explosion. This can also be replicated with a combination of a timer spell and the Explosion of Thunder, where the timer spell will shoot out and then trigger the Explosion at a distance.
  • MacGuffin: After defeat the final boss the player receives an item which is used to trigger the Work. The MacGuffin itself has a different name based on how many orbs the player has recovered.
  • Made of Indestructium: Brickwork in the temples is extremely resistant to damage and won't break to anything but black holes, matter eater, acids, or tunneling Worms. It is highly advised to not cast those spells while you're in the temple. Steel and Extremely Dense Rocks are also this to a lesser extent. Cursed Rock is even more resistant to damage than other materials as it even resists Matter Eater.
  • Mad Scientist Laboratory: An alchemist's lab can appear on various levels. Inside will be shelves stocked with flasks of various liquids, a brewing pit filled with lava, and either an Alkemisti or a caster inside as the alchemist.
  • Magic Wand: The Noita's arsenal consists of a variety of wands with different properties and capacity for spells.
  • The Magic Versus Technology War: There's an enemy faction, the Hiisi, made up of strange humanoids with guns, jetpacks and robots, who are just as aggressive towards monsters as they are towards you.
    • According to the translated runes/glyphs Magic and Nature were born from the eggs of a loon, Magic wants to give a soul to the creations of Nature (animals and substances), breaking the laws of Nature. Finally, in the last egg Technology was born, giving the creatures of Nature the ability to use devices and machines.
  • Mêlée à Trois: Hiisi enemies and monster enemies hate each other, and they often fight.
  • Minus World:
    • If you use powerful matter-dissolving spells to dig through the walls at the very edge of the world - past already-secret hidden areas reachable by less dramatic means - you can eventually reach alternate versions of the main world, complete with their own treasures and rewards; these get increasingly glitchy the further you go from the main universe. The glitches are relatively minor at first, getting more extreme the further you go, so the comparative coherence of these worlds makes it unclear if they're genuine unintentional Minus Worlds or just references to this trope.
    • Similarly, if you dig below the bottom of the game, you'll find one unusual "hell" version of the final level; if you dig further, you'll find repeats of the game's biomes, but increasingly glitchy and with steadily-increasing system instability until the game crashes. The same can be found directly above the mountain itself.
  • Midas Touch: The Draught of Midas turns anything it touches to gold. When you complete The Work and beat the game via the normal method, the entire world turns to gold... including you, which kills you.
  • Molotov Cocktail: Tulihiisi throw a flask of Liquid Fire at enemies. The Alkemisti can also manage this by throwing a flask of Lava or, if there's a fire source, Whiskey or Oil. Using any of the above flasks, the Noita can get the same effect.
  • Money Multiplier: Enemies drop double nuggets if they are killed by another enemy or environmental damage. This also includes any environmental damage created as a side effect of wands, such as acid left behind by a spell. There are perks that increase amounts of gold nuggets from enemies, too.
  • Mook Maker: Certain enemies are able to constantly spawn smaller enemies until they are killed.
  • More Dakka:
    • Wands with low Cast Delay or/and Recharge Time stat can cast spells very fast, so you can shoot projectiles rapidly. Although casting spells fast tends to consume your Mana quickly, it can be mitigated by using spells with low Mana cost like Spark Bolt.
      • Pairing one of these wands with three Chainsaws, a multi-cast spell, and a projectile effectively turns the wand into a machine gun.
    • Wands with Always Cast projectile or bomb spells can be paired with the Chainsaw. The Chainsaw has low mana cost and while active it will constantly trigger the Always Cast spell, causing such absurdities as spawning dozens of bombs in seconds.
    • Combining a Mist spell with a Personal Fireball Thrower will cause the Mist to shoot off sixty volleys of fireballs every second.
  • Multi-Directional Barrage:
    • With the Formation Hexagon multicast spell, you can fire projectiles in six directions. You can use two or more Formation Hexagon spells to fire projectiles in even more directions, but you will need wands with very high Capacity stat.
    • The Personal Fireball Thrower will shoot off multiple fireballs when the effect triggers.
    • The Liekkiö and Jäätiö (flying skulls) fire off multi-direction barrages when far from their target.
  • Multiple Endings: Depending on where you place the MacGuffin at the end of the game and how many hidden orbs you've collected, you will receive a different ending reward.
  • Mushroom Samba: Consuming Fungus, Fungus liquid, or Worm Blood causes the screen to begin flashing in psychedelic colors.
  • Mystery Cult: Based on the tablets, the Noita's order functions as this to protect the secrets of their alchemy.
  • Nigh-Invulnerability: The Temple Guardian, due to its extremely tough shields.
  • Nintendo Hard: Like other Roguelike games, Noita is very hard. This game has lots of deadly enemies, and sometimes you die to your own deadly spells if you were not careful.
  • No "Arc" in "Archery": Averted as all projectiles are subject to gravity. Slower and heavier projectiles tend to have much more notable arcs than the faster, smaller projectiles.
  • No Fair Cheating:
    • While the Holy Mountain areas between levels are made of a stone that resists casual explosions and digging, it's possible to burn through it with acid or various matter-eating spells. Doing so lets you travel easily back and forth between levels (rather than one way, as intended) and allows you to go back to alter your wands whenever you want; however, it also causes the gods to send a powerful Lich-like avatar of death to punish you for your sacrilege.
    • Chaotic Polymorphine can give the player several useful forms such as the Worm, which can be used to burrow between levels and into the Minus Worlds. To prevent players constantly using Polymorphine to get desired forms, after 85 transformations the Noita risks being trapped in the transformation.
    • The game's ending is based on the number of orbs the player has acquired during the run. Most are located in hard-to-reach locations so a player might be tempted to take the easier ones from the Minus Worlds. However doing so not only doesn't count for the ending but also damages the player rather than giving the typical health boost.
    • As a general response to players exploiting the Minus Worlds to gather extra perks, Cursed Rock was added to the wall between the worlds. Not only is the rock the hardest material in the game, touching it causes massive damage and even hovering above it still causes significant damage. While it is possible to get through with a large amount of HP and fast digging abilities farming the Minus Worlds is significantly less viable.
  • No-Sell: Immunity perks allow the player to completely ignore certain types of damage, such as Melee, Electrical, and Explosion.
  • Oculothorax: There are several floating eye monsters.
  • Our Vampires Are Different: Vampirism is a perk which allows the Noita to consume blood puddles and flasks to slowly regenerate their health. There are not other effects from taking the perk.
  • Overdrawn at the Blood Bank: Taking the More Blood perk makes enemies bleed MUCH more.
  • Pacifist Run: Difficult but possible; each level will award you with a bonus chest at the end if you make it through it without killing any monsters. Completing the entire game as a pacifist is a valid "challenge run" and will spawn an additional gold statue in the Work.
  • Philosopher's Stone: Alchemical Precursor, while not a stone, serves this role, being the ultimate goal of the game's alchemy system and allowing you to both heal your wounds and convert materials to gold. The stone itself is also one of the possible names for the MacGuffin at the end of a playthrough, depending on how many orbs you've collected (if you've collected eleven, to be precise.)
  • Pinball Projectile: Some projectiles will bounce around for a brief period before dispersing. The "Bouncing Spells" perk will turn all projectiles from your wands bouncy. A similar effect can be achieved by linking multiple "with Trigger" spells such that each time a spell hits a surface it triggers another spell which will do the same thing.
  • Powerup Letdown: There are several perks that may make your life harder.
    • Taking the Boomerang Spells perk makes your spells arc toward you. Like the My Reflection item from The Binding of Isaac, this perk reduces the effective range of projectiles, and firing explosive or flaming projectiles becomes much more dangerous because they would fly into your face and harm you.
    • With the Essence of Light perk, your body periodically fires bolts of light in 8 directions. The problem is, you will take 1 damage from a bolt's explosion. So you shouldn't stand on the ground when your body fires bolts, or you will receive some damage.
    • Electricity grants immunity to Lightning effects which is important when using those spells. However it can also inadvertently activate traps, electrifies nearby liquids, and will cause explosive barrels to detonate after a short while. Given just how many explosive barrels litter the game, this makes navigating more dangerous.
  • Press X to Die: Thanks to diverse spells and its effects, the game sometimes generates wands that are very dangerous or outright suicidal to use, like ones that generate a fiery explosion in front of your face, or shoot nukes in six different directions. They are not entirely useless because you can take spells from the wands and use them for creating safer wands.
  • Quad Damage: Beserkium can empower characters and increase the effectiveness of their attacks. If you are under its effect, your spells deal much more damage, and the radius of explosions will be increased.
  • Randomly Generated Levels: While the layout of zones is constant across worlds, each seed generates a unique version of those zones.
  • Randomly Generated Loot: Wands in this game are randomly generated. They have different stats and spells, though you can take spells from wands and install them into other wands.
  • Recoiled Across The Room / Recoil Boost: Spells with high recoil will push the Noita around. With the Low Gravity perk or a high fire rate it's possible to be thrown clear across the screen by the force of the wand. This can be used as a replacement or supplement for levitation when accessing otherwise inaccessible areas.
  • Recursive Ammo:
    • Timer projectiles function as this, travelling a set time before triggering a second spell. Similarly, Trigger spells cast a second spell on impact with an obstacle; Double Trigger spells do the same but cast two spells.
    • Fireball Thrower causes any projectile to randomly shoot fireballs around it as it flies.
  • Required Secondary Powers: Some spells are too dangerous or unwieldy to use as-is and must be paired with a perk or modifier spell. For example, a point blank explosion will damage the Noita but this can be avoided either with the Explosion Immunity perk or a projectile timer that casts the explosion after it has traveled a distance.
  • Sand Worm: Worms are monsters which can burrow through any substance, leaving behind tunnels. They come in various sizes and small ones can even be hatched from eggs the player finds.
  • Shapeshifter Mode Lock: Abuse of Polymorphine eventually locks the Noita in their polymorphed form permanently.
  • Shmuck Bait: Some spells transmute anything in their radius into things like water... including you. They specifically warn you of the latter point in their description, but nothing stops you from casting them point-blank anyway, which invariably kills you.
  • Shout-Out:
    • There is the Holy Bomb spell, and it looks like the Holy Hand Grenade from Monty Python and the Holy Grail. One tablet has the relevant passage from the Book of Armaments.
    • One of the enemies is called Robottikyttä, and it means Robot-Cop in Finnish.
  • Short-Range Shotgun:
    • The Haulikkohiisi wields a shotgun that fires multiple rounds per shot. These tend to have some spread so the Noita is more likely to take more damage at close range.
    • Wands can replicate this if they have high spread and fire multiple spells per cast. The effect is reinforced if the spells used have shorter ranges.
  • Slippy-Slidey Ice World: Third and fourth levels take place in ice caves.
  • Socketed Equipment: Wands have a variable number of spell slots. Spells can be purchased, found, or swapped in from other wands to create custom spell layouts.
  • Sphere of Destruction: Explosions carve out circular holes in levels provided there are no secondary explosions or fires.
  • Spread Shot: Supplementary spells can be used to fire two or more projectiles with a single shot. The most extreme variants fire bolts in all directions around the player.
  • Standard Status Effects: Aside from catching fire, stains on the Noita's robe apply an effect that can be harmful, beneficial, or a mix. Water will give the Noita limited immunity to fire, toxic sludge causes ticking health damage, slime slows them down, etc. The Noita can suffer multiple effects depending on how much of each stain they have as new stains displace old ones.
  • Static Stun Gun: Wet creatures struck with Lightning attacks will be temporarily stunned with the traditional white lightning running over their body.
  • Story Breadcrumbs: At first glance the game has no story. However there are tablets hidden around the world which give details on the world and the player's motivation.
  • Stuff Blowing Up: Oh good gosh yes. Throughout the caverns there are massive pools of flammable liquids, explosive containers, piles of gunpowder, and more. With the right spells and positioning you can blow surprisingly huge chunks out of the levels.
  • Summon Magic: Spells to summon monsters loyal to the Noita exist.
  • Super Not-Drowning Skills: The Breathless perk removes the Noita's oxygen meter while swimming. Combining this with Faster Swimming makes simply flooding the levels and drowning all the monsters a viable tactic.
  • Swarm of Rats: The Plague Rats perk will cause any enemy slain near the Noita to spawn Plague Rats loyal to the Noita.
  • Technicolor Toxin: Toxic Sludge and Acid are both bright neon greens while Poison is a glowing purple.
  • Teleport Spam:
    • Teleportitis causes the player to teleport a random distance and direction any time they take damage. This includes damage over time effects, which can result in a player teleporting uncontrollably every second.
    • A mage enemy with green robe (Siirtäjämestari) will constantly teleport. Their attacks also cause their targets to randomly teleport.
  • There Is No Kill Like Overkill:
    • Spells like the Nuke or Holy Bomb make quite large and powerful explosions, but you can combine it with Beserkium (increases the explosion radius by 2) or even Glass Cannon perk (increases the explosion radius by 5). We hope your game won't crash!
    • Explosive spells are usually limited to a set number unless refreshed in the Holy Mountain. However it is possible to get wands that will always cast an explosive spell meaning the player has a limitless number of bombs. Paired with a low-cost, fast-casting spell such as Chainsaw these wands can create dozens of bombs within seconds.
  • Variable Mix: The music becomes more intense when you are fighting against stronger enemies.
  • Unrealistic Blackhole: Black Hole wands create a slow moving black hole that can burrow through most stones before dispersing. The Giant Black Hole creates a single black hole where created which expands massively, destroying anything it touches.
  • Wingdinglish: The runic alphabet is a simple substitution of runes for English letters, allowing easy translation.
  • World Tree: To the left of the mine entrance is the Giant Tree with three eggs in its branches. This mirrors a legend in the translated runes where a waterfowl lay three eggs in a tree, from which came Nature, Magic, and Technology.
  • Yet Another Stupid Death: There are several ways to get killed via stupidity, such as exploding a bomb next to yourself, submerging yourself in oil and using a fire-based wand inside, using the Nuke without explosion immunity, and more.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report