Noita
Aarmik Oct 14, 2019 @ 12:59pm
Neat tricks when building wands people might not know
List yours!

These are mine:
1. A non-shuffling wand that is able to fire multiple spells at once(innately or with a modifier) will fire faster the more chainsaw spells it has at the end of it's queue. You can create a crazy fast firing wand with just a single offensive spell, some chainsaws and a double spell modifier.

2. Putting a magic arrow in the second starting wand instead of the bomb will get you a faster firing, higher DPS wand in a pinch if you got nothing better on the first level.

3. Mist spells with trail modifiers can be used to create a large amount of liquid. Works especially well with infinite mist spells like Slime Mist, essentially allowing you to create infinite amount of water, oil, gunpowder or acid easily in one spot!

4. Rarely a wand with an innate matter eater modifier will spawn allowing you to freely traverse around the world, except through lava. Spoilers await you!

5. Reduce Recharge Time works best at the end of non-shuffling wand's queue and with extra damage can somehow cause multiple projectiles be fire at times? Still testing this one.
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Showing 1-5 of 5 comments
Botji Oct 14, 2019 @ 6:21pm 
I think you have missed something with the chainsaws, they come with a reduction to the wands recharge so thats why you get higher rate of fire if you put them in a wand, doesnt have to be a multi spell wand. Fairly sure the Drill spells also have a recharge reduction on them.

Reduce recharge modifier seem to work no matter where you put them, I put mine in the first slot.

For ridiculous results, put a spell trigger, formation/multicast and chainsaws with a reduce recharge mod on the same wand(non-shuffle ofc). Pretty much deletes anything you point it at :)
ShnitzelKiller Oct 14, 2019 @ 7:20pm 
I have noticed some strange behavior when putting double cast modifier at or near the end of a non-shuffling wand, where it will fire the extra spell without adding any delay (since it applies the recharge instead of cast delay). Also, you still get to fire all the spells starting from the first, so despite the extra draw apparently looping back to the front.

I'm not entirely sure how many of a spell you need for this to work, and it's different with cast 2, cast 3, etc.
jackal[ronin] Oct 14, 2019 @ 9:54pm 
Originally posted by Botji:
For ridiculous results, put a spell trigger, formation/multicast and chainsaws with a reduce recharge mod on the same wand(non-shuffle ofc). Pretty much deletes anything you point it at :)

so you would need a minimum 5 slot wand?
<arrow w/hit trigger> <double cast> <chainsaw><chainsaw> <reduce recharge>
Jallad Oct 15, 2019 @ 12:41am 
Originally posted by ShnitzelKiller:
I have noticed some strange behavior when putting double cast modifier at or near the end of a non-shuffling wand, where it will fire the extra spell without adding any delay (since it applies the recharge instead of cast delay). Also, you still get to fire all the spells starting from the first, so despite the extra draw apparently looping back to the front.

I'm not entirely sure how many of a spell you need for this to work, and it's different with cast 2, cast 3, etc.
Yup, even crit modifiers at the end of the wand queue can do some interesting things.
https://i.imgur.com/q9rsTJs.mp4
Spagootnoodels Oct 15, 2019 @ 7:31am 
6. If you have a "Always Casts: [projectile]" wand, put a couple of Chainsaw cards on it. Your PC might die but hey, at least now you won't have to worry about getting another wand ever again. Chainsaws in general are amazing "modifiers".
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Date Posted: Oct 14, 2019 @ 12:59pm
Posts: 5