Mist

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Mists are projectile spells that conjure a cloud of mist at the casting location, staining the location and creatures within it with the associated material. The mist is stationary in this position until it expires, unless modified.

Characteristics

Mist spells create different types of mist material depending on the spell used. Mist materials are different from normal material, which is evident from the different material name it is given when bottled. It disappears almost instantly due to having a low lifetime. The material will stain the same as the normal material, making it useful for displacing stains such as Effect on fire.png On fire and Effect radioactive.png Toxic. It is classified separately for the purpose of fungal shifting; for example, shifting Blood to Polymorphine will not change Blood Mist to Polymorphine.

Mist materials are liquids and will slow down projectiles and creatures (less-so if you have the Breathless perk). This is magnified when casting multiple mists in the same location, which can block breathing and force enemies to "swim" upwards. Multiple stacks of mist can defend against enemy projectiles, but can make attacking more difficult.

Mist of Spirits is unique in that it has no corresponding mist material. Despite this, it still stains creatures with the drunk stain as would be expected.

Tips

  • Mists are projectiles that don't move by themselves. It is generally more useful to cast it at a distance using a trigger or timer spell, such as Spark Bolt, and with Homing.
  • Damage modifiers, like Damage Plus, will cause the mist to damage enemies within it. Combined with a homing spell like Homing, the mist can effectively seek out enemies and damage them continuously.
  • Mists have a tick rate of 25, meaning they will only hit once every 25 frames (2.4 times per sec).
  • Synergizes well with certain material-triggered spells, such as Critical On Bloody Enemies, Explosion On Drunk Enemies, Explosion On Slimy Enemies, Charm On Toxic Sludge, and Liquid Detonation.
  • You can collect mist in a bottle, but drinking blood mist does not heal you with the Vampirism perk.
    • Bottling mist is necessary to perform a Fungal Shift, since mist materials are not in the normal roster of Fungal Shift materials.
  • Toxic Sludge To Acid can transmute Toxic Mist, but Blood to Acid cannot transmute Blood Mist.
    • Changing Toxic Mist to Acid allows it to be transmuted into other materials with Chaotic Transmutation without needing to Fungal Shift.
  • Without the Iron Stomach perk, drinking slime mist will quickly cause Effect food poisoning.png Food poisoning. Thus slime mist synergizes well with Spontaneous Generation perk as a way to generate vomit, although at the risk of long-lasting food poisoning.
  • While without the Eat Your Vegetables perk (or other potentially interfering perks), drinking slime mist or blood mist (or, to a much lesser extent, whiskey fumes) will increase satiation, these do not work as sources of satiation after taking the perk.
  • Mists will stain surfaces, and can be useful for outlining terrain when using spells that scorch surroundings and make it hard to distinguish foreground from background, or digging methods that leave behind small chunks of terrain.


Gallery

Make Noita MIST SPELLS WHATEVER YOU WANT Feat. VOID LIQUID! Guide To Noita Liquid Manipulation - LetsSufferTogether

Chaotic Transmutation, Toxic Sludge to Acid, and Toxic Mist can be combined to make mists of other materials.
Mist material can be collected from the corresponding mist spell.
Blood mist can be bottled, but Mist of Spirits doesn't generate any bottleable material.

History

  • Dec 19 2019: Increased the damage tick duration for all mists from every 15 frames to every 25 frames.