Add Trigger

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The Add Trigger spells are a group of other type spells that can be used to add one of the three types of trigger condition to most other spells. They are also powerful spells for reducing mana cost, allowing you to cast copied modifiers for free, and enable the construction of exotic trigger chains.

The three variants differ only in the kind of trigger condition they add (and their mana cost) - for more detail on each condition see the respective pages: Trigger, Timer, and Expiration Trigger. Unless noted, the three variants are interchangeable in the examples on this page.

Tips

  • This allows for trigger chains with spells that don't have trigger counterparts, such as Summon Explosive Box or Propane Tank.
  • Sadly, only one trigger condition can apply to an individual spell.
  • When applied to spells that already have a trigger, the spell will lose its previous trigger type and gain the new one. In the case of Delayed Spellcast and Sparkbolt with Double Trigger, the new projectile will only cast one spell instead of the previous amount.
  • If a target spell of Add Trigger finds a payload, then the target's side effects such as Cast Delay, Recharge Time, Crit, Recoil, Spread and others will be ignored.
  • Some target spells have a different related projectile from when you normally cast that spell. That can create some unexpected behavior. For example: Matosade heart farm
  • Can be used to get the effect of modifiers for free.
  • Add Trigger can be used to make a wand wrap multiple times in a single cast, which allows applying modifier spells multiple times and forming long chains of trigger projectiles.
  • Some spells, such as Triplicate Bolt and Freezing Gaze, produce multiple projectiles. This has an interesting effect with Add Trigger - each individual projectile gets its own payload.

Target and Payload

Add Trigger gives you the powerful capability of adding trigger conditions to almost any spell. It takes the properties of a target spell and creates a new spell which can deliver a payload when triggered.

The basic process is:

  1. Look for a potential target spell
  2. Validate the target spell
  3. Check if a payload exists
  4. Create a new spell out of the target and payload

Notes:

  • During step 1, Add Trigger reads each spell after it in sequence. Any spells of type: Passive, Other, and Multicast are completely ignored (this includes other Add Triggers)
  • Projectile Modifier spells are also skipped, but their effect is added to the current shot state (for no cost).
  • Step 1 completes (and Add Trigger stops searching) as soon as a spell of type: Projectile, Static Projectile, Utility, or Material is found.
  • For details of steps 2 and 3, see Useful Failure below.
  • Add Trigger only discards the spells it skips upon success - if it fails they remain and can be called again. This can be used with Divide By to create many copies.
Example 1:
Adding a trigger and payload

The target is Spark Bolt, the payload is Spitter Bolt.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Add Trigger
Spark Bolt
Spitter Bolt
Example 2:
Skipping spells in search of a target

Add Trigger looks for a target - Piercing Shot, Heavy Shot and Omega are skipped (they are the wrong spell type). Spark Bolt (as the first possible target) is chosen and checked for validity (see below), and the spells after it checked for a payload. Finally, the attributes of the Spark Bolt spell are used to create a new spell to deliver the Spitter Bolt upon collision.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Add Trigger
Piercing Shot
Heavy Shot
Omega
Spark Bolt
Add Mana
Spitter Bolt

Notes:

  • The Piercing Shot and Heavy Shot modifier effects are applied to the Spark Bolt for no mana cost.
  • Piercing Shot, Heavy Shot, and Omega are discarded by Add Trigger during this process - they may be 'wrapped into' later.

Free Modifiers

One of the most useful side effects of how Add Trigger works is that any Projectile Modifier spells placed between Add Trigger and its' target are effectively free of mana cost. This can be a huge boost to wand damage and utility (particularly on rapid-firing wand builds), allowing you to freely make use of expensive modifiers like Piercing.

Example 3:
Add Trigger reducing mana consumption

These wands both produce a Spark Bolt that can fly through walls to seek out enemies and hit them multiple times with a Spitter Bolt payload, and both have zero overall mana cost per cast. Note the small difference in Add Mana required.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Piercing Shot
Drilling Shot
Accelerative Homing
Spark Bolt With Trigger
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Add Mana
Spitter Bolt
Wand 0821.png
Shuffle
no
Spells/Cast
1
Add Trigger
Piercing Shot
Drilling Shot
Accelerative Homing
Spark Bolt
Add Mana
Spitter Bolt

As usual, the modifiers get copied onto other projectiles in a multicast.

Example 4:
Use of Add Trigger to get free modifiers on multicast spells

In this example, both Spark Bolt and Bouncing Burst have a homing modifier applied. Note that an extra spell is cast between the Spark Bolt and Bouncing Burst, as this is the payload of the Spark Bolt's trigger which does not receive the modifier.

Wand 0821.png
Shuffle
No
Spells/Cast
1
Double Spell
Add Trigger
Accelerative Homing
Spark Bolt
Digging Bolt
Bouncing Burst

This also allows you to copy modifiers onto spells that usually do not work with Add Trigger spells, e.g. "Other" category spells like Greek letters.

Example 5:
Copying modifiers onto spells of type Other

Here, we use a multicast to copy modifiers onto Gamma to cast cheap & unlimited Healing Bolts with infinite lifetime (see: Guide: Infinite Lifetime Spells#Cheap_Unlimited_Infinite_Healing_Bolt).

Wand 0821.png
Shuffle
No
Spells/Cast
1
Double Spell
Add Trigger
Piercing Shot
Drilling Shot
Boomerang
Chain Spell
Chain Spell
Digging Bolt
Digging Bolt
Gamma
Wand Refresh
Healing Bolt

Add Mana

Add Mana works by having a negative mana cost - when cast the wand subtracts -30 mana, and N - -30 is the same as N + 30. Since Add Trigger ignores the mana cost of spells it copies if you put the Add Mana modifiers in between Add Trigger and its' target then you will not get the additional mana.

Example 6:
Add Mana with Add Trigger

Don't do this. Add Mana provides no benefit when it is copied and discarded by Add Trigger (it's worse than useless, since you still incur the Cast Delay penalty).

Wand 0821.png
Shuffle
No
Spells/Cast
1
Add Trigger
Add Mana
Spark Bolt
Spitter Bolt

Instead, put Add Mana inside the trigger payload. You then get the 30 mana, and the Cast Delay penalty is ignored.

Wand 0821.png
Shuffle
No
Spells/Cast
1
Add Trigger
Spark Bolt
Add Mana
Spitter Bolt

Cast Delay & Recharge

While Add Trigger removes the mana cost of modifiers it copies, it does not remove time penalties. You still have to mitigate these for rapid-fire wands. Nesting triggers does let you avoid Cast Delay at least.

Example 7:
Nesting triggers to avoid Cast Delay

Long-Distance Cast is an Expiration Trigger that costs zero mana and can fire through walls. By putting everything else on the wand inside it as a payload, all Cast Delay penalties are avoided. Blood Magic is best kept outside the payload - you get no benefit from reductions or increases to Cast Delay inside trigger payloads.

Wand 0821.png
Shuffle
No
Spells/Cast
1
Blood Magic
Long-Distance Cast
Add Trigger
Piercing Shot
Spark Bolt
Spitter Bolt

Useful Failure

Add Trigger can 'fail' in two ways: not finding a valid spell to add a trigger to, or not finding a valid trigger payload. Both of these failure modes can be useful.

Failed to find target

Add Trigger adds a trigger condition to a specific target spell. It seeks a target by looking at each subsequent spell in the wand, searching for a spell of type: Projectile, Static Projectile, Material, or Utility. The first of these found is the target. The target spell may still be invalid if:

  • It has no charges remaining
  • It is one of these spells:
Blood Magic
Blood To Power
Gold To Power
Wand Refresh
Summon Missile
Spells To Acid
Spells To Black Holes
Spells To Death Crosses
Spells To Magic Missiles
Spells To Nukes
Spells To Giga Sawblades

Why these spells? - see the Technicalites section below.

Example 8:
Failed to find target

Add Trigger targets Blood Magic (not a valid target) and fails. The effects of Piercing Shot and Heavy Shot have already been applied to the shot state, and will affect both the Spark Bolt and Spitter Bolt since they are in the same casting group due to the Triple Spell multicast.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Triple Spell
Spark Bolt
Spitter Bolt
Add Trigger
Piercing Shot
Heavy Shot
Blood Magic

Failed to find payload

If the target is valid, one further check is made by Add Trigger - is there any spell (with or without charges) following the target of type: Projectile, Static Projectile, Material, or Utility.

If this check fails then the target doesn't get a trigger condition attached, and is instead simply called and discarded. This doesn't cost mana and can be useful as a way to reduce mana cost for expensive projectiles to the cost of the Add Trigger. Discarding directly also makes the target spell available to be wrapped into - potentially multiple times.

Example 9:
Failed to find payload

Add Trigger targets Intense Concentrated Light, having added the +10 damage from Damage Plus to the shot state, and then looks for a payload. Since it finds none, Intense Concentrated Light is called and discarded. You get Intense Concentrated Light with +10 damage from the wand for only the 10 mana cost of Add Trigger.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Add Trigger
Damage Plus
Intense Concentrated Light
Example 10:
Wrapping into spells discarded by failure

Since Add Trigger has directly discarded the Damage Plus and Intense Concentrated Light, these spells can be 'wrapped into' by the wand by adding a multicast giving a second copy of each. This does incur the actual mana cost of the spells since they're being cast 'normally', you will get 2 Intense Concentrated Light with +20 damage each (both Damage Plus apply to both Intense Concentrated Light) for 125 mana. (But note that Intense Concentrated Lights cast together don't play well, and in this case act similarly to just one.)

Wand 0821.png
Shuffle
no
Spells/Cast
1
Double Spell
Add Trigger
Damage Plus
Intense Concentrated Light

Duplicate Modifiers

Combining the failure modes of Add Trigger with either many copies of Add Trigger, or one divided by the Divide By spells allows you to duplicate many modifiers many times, essentially for free.

Example 11:
Wrapping more than once

Add Trigger skips (and discards) spells of type other - like itself. By adding multicast and more copies of Add Trigger you can cause the wand to wrap multiple times. Matching the multicast to the number of Add Triggers avoids actually paying for them. This version gives 4 Intense Concentrated Light, each benefiting from +160dmg (4 Damage Plus x4), for only 45 mana cost. (But note that Intense Concentrated Lights cast together don't play well, and in this case act similarly to just one.)

Wand 0821.png
Shuffle
no
Spells/Cast
1
Quadruple Spell
Add Trigger
Add Trigger
Add Trigger
Add Trigger
Damage Plus
Damage Plus
Damage Plus
Damage Plus
Intense Concentrated Light
Example 12:
Combining with Divide By

By using Divide By and Blood Magic, this version copies the modifiers 800 times, then casts the original copies, for 1602 Damage Plus in total. We get Intense Concentrated Light with +12107.5 damage (2 Damage Plus x800 copies, plus the two original, minus penalties), for only 220 mana cost.

Wand 0821.png
Shuffle
no
Spells/Cast
1
Double Spell
Divide By 10
Divide By 10
Divide By 4
Divide By 2
Add Trigger
Damage Plus
Damage Plus
Blood Magic
Intense Concentrated Light

Technicalities

This section uses terminology described in Expert Guide: Draw, and covers edge cases necessary to fully understand this spell, but not necessary to make use of it.

Invalid target spells

There's a specific list of spells which Add Trigger can't work with - this is due to these spells lacking a 'related projectile'. This is one of the configuration parameters used in defining spells for the game engine, and is used by Add Trigger to work out what it should use as a base for the spell it creates. If this field is missing then Add Trigger just can't do anything (although as mentioned under Useful Failure - this has beneficial side effects).

Video

The Best Spell In Noita? - DunkOrSlam

Explaining why the Add Trigger is one of Noita's best spells. Leading to some of the most destructive wand in the game - Suffer