Noita – Wand Statistics Guide
/Wand Statistics
Shuffle
- -Can be Yes or No.
- -If the wand is Shuffle, casting it will randomly select a spell from the available pool and fire it.
- -(Do Shuffle wands respect the queue, or will they cast the same spell multiple times? How does Recharge Time precisely affect Shuffle wands?)
- -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.
- -Shuffle wands typically have good stats to compensate for the randomization. You can still have consistency by applying multiple copies of the same or similar spell.
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.)
Cast delay
- -A decimal number. How long it takes to cast the next spell in the queue.
- -This number can be higher than Recharge Time, but it seems very uncommon.
- -Wands often spawn with multiple copies of the same spell. While this seems uselessly redundant at first, it is actually desirable. The more spells in the queue, the faster it will fire, as it takes longer before the longer recharge timer occurs.
Recharge time
- -A decimal number. When the spell queue reaches the end, the wand must recharge, resetting the queue to the beginning.
- -Wands often spawn with multiple copies of the same spell. While this seems uselessly redundant at first, it is actually desirable. The more spells in the queue, the longer it takes before the recharge occurs.
- -If you switch away from a wand that is still recharging, and you switch back, you must still wait for the recharge to complete.
- -A low recharge time is desirable for constant combat.
- -A high recharge time can still be useful for spells not used often, eg. Bomb, Rain Cloud.
Mana max
- -A flat number representing how much mana the wand can hold at maximum.
- -Trigger/Timer spells that leave the wand will try and consume mana to cast the next spells upon activation. They might fail to cast if there isn’t enough mana. You, too, may also fail to cast another spell due to your previous spell consuming 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 useless.
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.
Capacity
- -A flat number that determines how many slots are available to insert spells and modifiers into.
- -The wand will cast spells from left to right. This can be imagined as a queue.
- -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. This is your cone of fire.
- -High negative spread does not result in inaccuracy. It simply helps mitigate (positive) increased spread.
- -A positive spread value causes inaccuracy. Conversely, a negative spread will encourage precision accuracy.
- -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 Reduced 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, 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.
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.
- -Pedestals holding wands can occasionally be found in custom-designed rooms, often containing traps.
- -Wands which are still on pedestals emit a light-ray effect, even while in the dark.
- -Wands on the ground will rotate around the handle’s tip, though sometimes they won’t rotate. Probably a physics bug. They can be kicked for a very slight shift.
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