Bouncing Spells

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Bouncing Spells is a perk that adds 3 bounces and 60 frames (1 second) of lifetime to your projectile spells. These increases are applied again for each projectile in the shot state, meaning if you multicast 3 projectiles, each will gain 3-9 bounces and 60-180 frames (1-3 seconds) of lifetime.

Interactions

Spells like Energy Orb, Magic Missile, and Digging Bolt now bounce off terrain rather than digging through it. They still dig if they use up their bounces, or if they happen to be touching terrain when their duration expires.

Trigger spells still release their payload the first time they hit terrain, but don't despawn. They only release their payload once, even if they hit terrain or an enemy after bouncing.

Teleport Bolt and Small Teleport Bolt now last a very long time, making them almost useless for moving quickly or precisely. Consider combining them with Nolla or Quantum Split to make them work again.

Luminous Drill benefits from the increased lifetime and does not bounce, making it a great digging or attack tool.

Long-Distance Cast isn't a projectile, so Bouncing Spells won't affect it unless you're also casting a projectile. When multicasted, the increased duration means it'll travel a very long distance before deploying its payload.

Note spells aren't projectiles, but multicasting them alongside projectiles still gives them an increased duration.

Modifier interactions

Nolla and Reduce Lifetime work as normal, and can help bring the spell's duration under control.

Quantum Split's red and blue projectiles don't gain the effects of the perk, meaning the modified spell will end after its original duration or upon contact with a wall. 0-duration spells seem to be an exception to this, but even they end much more quickly than normal.

Gallery

Using Spark Bolt with the Bouncing Spells perk.

History