Damage Types
In Noita, there are many Damage Types that are dealt from sources such as spells or other types of attacks, to both you and other creatures.
Damage types are helpful to keep in mind when deciding which spells to use in a wand. Each type of creature may have different resistances, immunities, or weaknesses against certain damage types, so using specific damage types may allow you to inflict greater damage upon them.
Some damage types have unique sources that are subject to the same damage multiplier as the parent type but have unique specifics or ways to be avoided. Unusual damage types are found under a separate section below.
Standard Damage Types
Melee
Spell List: Category:Spells related to melee damage
A damage type frequently inflicted by melee attacks (note that some types of melee attacks are further described under Esoteric Damage Types).
Many enemies have melee attacks in addition to ranged attacks. Some enemies such as Konna have a dash attack. Worm enemies such as Jättimato periodically perform a 'bite' melee attack around their heads (not to be confused with the Bite damage from worm-like bosses - see Esoteric Damage Types for more information).
Melee damage inflicted on creatures with the Frozen status will apply a direct HP reduction that cannot be reduced by Stainless Armour or melee resistance (but can be blocked by melee immunity). This HP reduction will be for 50% of current HP when current HP is more than 25% of maximum, or an instant kill if current HP is at or below 25% of maximum.
It is possible to parry incoming melee-type attacks with a well timed kick.
Melee damage of Tentacle projectile and its VerletWeaponComponent
:
<ProjectileComponent
...
>
<damage_by_type
melee="1.0"
>
</damage_by_type>
...
</ProjectileComponent>
<VerletWeaponComponent
...
damage_min_step="0.01"
damage_max="0.5"
damage_coeff="0.0002"
...
>
</VerletWeaponComponent>
Projectile
Spell List: Category:Spells related to projectile damage
The most common damage type by far. The vast majority of damaging spells or modifiers you have access to deal this damage type, and most ranged attacks from enemies deal this type as well.
Robots and Lukki are among the most resistant to this damage type, and there are no creatures which are normally weak to it.
Robots that spawn in the Power Plant biome have their base projectile damage multiplier set to 0.0
, making this damage type highly ineffective there normally.
Projectile damage taken by a creature is influenced by their projectile
damage multiplier. The Weakening Curse - Projectiles can be used to increase a creature's damage multiplier by 0.25
.
Entities with the PROTECTION_PROJECTILE
effect cannot be affected by projectile damage.
Explosion
Spell List: Category:Spells related to explosion damage
One of the more common damage types. Explosion spells are fairly strong early on, but dangerous and often limited.
Explosive damage taken by a creature is influenced by their explosion
damage multiplier. The Weakening Curse - Explosives can be used to increase a creature's damage multiplier by 0.25
.
Entities with the PROTECTION_EXPLOSION
effect cannot be affected by explosive damage.
Explosion damage of Nuke:
<config_explosion
...
explosion_radius="250"
...
damage="10"
... >
</config_explosion>
Explosion damage being increased by Explosive Projectile:
c.explosion_radius = c.explosion_radius + 15.0
c.damage_explosion_add = c.damage_explosion_add + 0.2
You have a natural resistance to explosion damage:
<DamageModelComponent
... >
<damage_multipliers
explosion="0.35" >
</damage_multipliers>
</DamageModelComponent>
Fire
Spell List: Category:Spells related to fire damage
A fairly common damage type inflicted by burning and various fiery spells.
Fire damage taken by a creature is influenced by their fire
damage multiplier.
Creatures with the PROTECTION_FIRE
effect cannot be affected by fire damage.
When a creature is ignited, it takes fire damage over time based on its fire_damage_amount
value, in proportion to its fire
damage multiplier. This value defaults to 0.2
in cases where it is undefined. The rate of burning damage scales up with max HP.
Many creatures enter a panicked state when ignited, abandoning any active conflict until they stop burning. Creatures who burn to death are considered trick kills, and drop double gold.
The fire_probability_of_ignition
value determines how likely fire is to ignite the creature, and if the value is 0
, then it cannot be ignited. This value defaults to 0.5
if it is left undefined.
Fire damage dealt by Meteor:
<ProjectileComponent
... >
<damage_by_type
fire="2.25" >
</damage_by_type>
<config_explosion
... >
</config_explosion>
</ProjectileComponent>
Fire damage taken by Laahustussieni, which has a massive fire weakness:
<DamageModelComponent
... >
<damage_multipliers
fire="40.0" >
</damage_multipliers>
</DamageModelComponent>
Burning damage taken by you when ignited:
<DamageModelComponent
...
fire_damage_amount="0.2"
fire_probability_of_ignition="1"
... >
<damage_multipliers
... >
</damage_multipliers>
</DamageModelComponent>
Electricity
Spell List: Category:Spells related to electric damage
A fairly powerful, but dangerously volatile damage type.
Most electrical damage sources induce a prolonged stun via a Stunned status.
Creatures with the STUN_PROTECTION_ELECTRICITY
effect cannot be affected by electricity stuns.
Most electrical damage sources are capable of conducting electric current through any liquids and metals, potentially causing additional damage to anything in contact with them.
Electrical spells also cause the wand they are in to become electrified if they are held in liquid for too long.
Robotic creatures are generally weak to this damage type, except for Peitsivartija and Vakoilija. Most Lukki resist electric damage to some extent.
Electric damage taken by a creature is influenced by their electricity
damage multiplier. The Weakening Curse - Electricity spell can be used to increase a creature's damage multiplier by 0.25
.
Creatures with the PROTECTION_ELECTRICITY
effect cannot be affected by electric damage.
Electric damage dealt by Ball Lightning:
<ProjectileComponent
... >
<damage_by_type
electricity="0.5" >
</damage_by_type>
</ProjectileComponent>
Electric area damage dealt by Explosion of Thunder:
<AreaDamageComponent
aabb_min.x="-96"
aabb_min.y="-96"
aabb_max.x="96"
aabb_max.y="96"
damage_per_frame="0.4"
update_every_n_frame="1"
damage_type="DAMAGE_ELECTRICITY" >
</AreaDamageComponent>
Drill
Spell List: Category:Spells related to drill damage
A rare damage type associated with certain digging spells, namely Digging Bolt and Digging Blast.
Most creatures resist this damage type to some extent, however stationary enemies (like Haamukivi, or the various wall traps in the Temple of the Art) tend to be weak to it.
Drill damage taken by a creatures is influenced by their drill
damage multiplier.
Drill damage of Digging Bolt projectile:
<ProjectileComponent
...
damage="0"
...
>
<damage_by_type
drill="0.3"
>
</damage_by_type>
...
</ProjectileComponent>
Slice
Spell List: Category:Spells related to slice damage
A somewhat uncommon damage type. Most of the spells that deal slice damage have friendly fire enabled, with Chainsaw and Energy Sphere being exceptions.
Robotic enemies are all quite resistant to this damage type, however it is fairly effective (to varying degrees) on most other enemies. Most Lukki are weak to slice damage, except for Kasvoton Lukki.
Slice damage taken by a creature is influenced by their slice
damage multiplier.
Slice damage of Summon Omega Sawblade projectile and its AreaDamageComponent
:
<ProjectileComponent
...
damage="0"
...
>
<damage_by_type
slice="1.5"
>
</damage_by_type>
...
</ProjectileComponent>
<AreaDamageComponent
...
damage_per_frame="0.9"
update_every_n_frame="1"
entities_with_tag="hittable"
damage_type="DAMAGE_SLICE"
...
>
</AreaDamageComponent>
Ice
Spell List: Category:Spells related to ice damage
An uncommon damage type inflicted by very few spells.
Notably, the ice damage itself does not apply the seemingly signature freezing effect that most ice spells cause. The freezing effect is applied separately, but is typically applied to spells which deal ice damage.
Only Iceball and Freezing Gaze, both limited-use spells, innately have ice-type damage. The most common option for ice damage is to use Freeze Charge, which applies ice damage and the freeze effect to any spell it is combined with.
Ice damage taken by a creature is influenced by their ice
damage multiplier.
Creatures with the PROTECTION_FREEZE
effect cannot be affected by ice damage and cannot be frozen. Enemies with the STUN_PROTECTION_FREEZE
are affected by ice damage, but cannot be frozen. Creatures that are frozen can be executed by inflicting melee damage.
Each of the 12 projectiles from Freezing Gaze deals 10 ice damage:
<ProjectileComponent
... >
<damage_by_type
ice="0.4" >
</damage_by_type>
<config_explosion
... >
</config_explosion>
</ProjectileComponent>
Freeze Charge adds 5 damage along with the Frozen status, which lasts 120 frames:
c.damage_ice_add = c.damage_ice_add + 0.2
c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_frozen.xml,"
Hiidenkivi takes negative ice damage, healing it:
<DamageModelComponent
... >
<damage_multipliers
...
ice="-1.0" >
</damage_multipliers>
</DamageModelComponent>
Healing
Spell List: Category:Spells related to healing damage
A rare damage type that specializes in replenishing health instead of depleting it.
While other damage types never go below zero, healing damage cannot go above zero, and deals negative damage instead.
friendly fire is needed to be hit by healing, so spells which reduce or remove damage such as null Shot should be used on healing spells in cases where you have perks or modifiers that increase other damage types. In the case of the boomerang Spells and concentrated Spells perks, copying healing spells via greek Spells can bypass the perk's damage bonus.
Like other damage types, it can be affected by damage multipliers such as from Berserkium or the Glass Cannon perk, which will multiply the amount of healing you receive. Note that the Regeneration status granted by Circle of Vigour will not be affected, however the healing damage dealt while in contact with the circle will be.
Healing damage taken by a creature is influenced by their healing
damage multiplier.
Normally, if a creature has a negative damage multiplier for certain damage type, it will heal them, however if a creature happened to have a negative healing damage multiplier it would cause them to be hurt by it instead.
Healing Bolt is one of the few projectiles that deals Heal damage. Unlike Deadly Heal, it conveniently has Friendly Fire enabled by default, allowing it to damage you back to good health. In common with most Friendly Fire spells there is a 'grace period' (in this case, 4 frames) during which the projectile can't hit you at all.
<ProjectileComponent
...
damage="0"
...
collide_with_shooter_frames="4"
friendly_fire="1" >
<damage_by_type
healing="-0.35" >
</damage_by_type>
<config_explosion
... >
</config_explosion>
</ProjectileComponent>
Radioactive
A damage type primarily inflicted by the Toxic status from Toxic Sludge stains. The status damages for approximately 2% of maximum HP every 1.5 seconds, but cannot normally kill, instead reducing HP to 5% of maximum. Creatures with the
ALLERGY_RADIOACTIVE
effect, such as Haulikkohiisi, are not affected by this limit and can die from Toxic damage.
Poison
A damage type primarily inflicted by the Poisoned status from Poison stains. The status damages for approximately 2% of maximum HP every 1.5 seconds, but cannot normally kill, instead reducing HP to 5% of maximum.
Curse
Curse damage taken by an creature is influenced by their curse
damage multiplier. There are no creatures that override the default value, meaning it is universally effective. Damage reduction that applies to all damage however, does not make an exception for curse damage and as such effects like the Stainless Armour perk can be used to survive normally lethal curse damage.
Damage dealt by material converters if they have convert_entities="1"
. Converters do damage equal to 100 times the current hp of the target per instance.
Normally it is instantly lethal without sufficient damage protection such as the PROTECTION_ALL
effect, or stacking the Stainless Armour perk. With 7 Stainless Armour perks, the damage is always less than the hp of the target, but can still lead to death at very small hp values. Having 8 or more Stainless Armors will prevent material converters from ever killing a stainless target.
Creatures with the touchmagic_immunity
tag cannot be affected by material converters.
Creatures which have the curse_NOT
tag cannot be afflicted by the Venomous Curse effect (which is your primary means of utilizing this damage type), but does not protect them from other sources of curse damage like Omega Black Hole.
Notable examples of creatures in possession of this tag include Sauvojen tuntija, Ylialkemisti, Unohdettu, and Syväolento.
Curse contact damage dealt by a Houre, which only affects you and your allies:
<DamageNearbyEntitiesComponent
radius="16"
time_between_damaging="3"
target_tag="player_unit"
damage_type="DAMAGE_CURSE"
ragdoll_fx="NONE" >
</DamageNearbyEntitiesComponent>
Curse area damage dealt by a collapsed Holy Mountain:
<AreaDamageComponent
aabb_min.x="-391"
aabb_min.y="-99"
aabb_max.x="63"
aabb_max.y="78"
damage_per_frame="0.01333"
update_every_n_frame="10"
death_cause="$damage_holy_mountains_curse"
damage_type="DAMAGE_CURSE" >
</AreaDamageComponent>
Holy
Spell List: Category:Spells related to holy damage
Holy damage was added in the Epilogue 2 Update. It is uniquely dealt by the Holy Lance spell and area damage of Omega White Hole, and by several enemies (incl. Peitsivartija, Taivaankatse, Hohtava hyypiö, Kolmisilmä, Tapion vasalli, Unohdettu).
From the projectile definition of Holy Lance:
<ProjectileComponent
damage="0" >
<damage_by_type
holy="1.75" >
</damage_by_type>
</ProjectileComponent>
Omega White Hole's Area Damage:
<AreaDamageComponent
aabb_min.x="-72"
aabb_min.y="-72"
aabb_max.x="72"
aabb_max.y="72"
damage_per_frame="0.14"
update_every_n_frame="1"
entities_with_tag="mortal"
death_cause="$action_white_hole_giga"
damage_type="DAMAGE_HOLY" >
</AreaDamageComponent>
From Hohtava hyypiö's retaliate projectile:
<damage_by_type
holy="0.35" >
<DamageModelComponent
... >
<damage_multipliers
holy="1.5" >
</damage_multipliers>
</DamageModelComponent>
Esoteric Damage Types
Bite
Damage dealt by worm bosses (Suomuhauki or Limatoukka) every frame in a radius around their head.
Contact damage from these bosses is simultaneously melee damage, that means Melee Immunity, Frozen, Parrying applies to this damage.
However, bite damage taken by a creature is not influenced by its melee
damage multiplier.
Safe-API mods cannot implement custom multi-type damage like this, due to EntityInflictDamage only taking one damage type. This is a unique capability of BossDragonComponent.
The bite of Limatoukka:
<BossDragonComponent
...
target_kill_radius="36"
target_kill_ragdoll_force="10"
... >
</BossDragonComponent>
Material
Damage dealt to a creature when its hitbox touches a particular substance. Material damage is dealt per pixel of the material touching the creature's hitbox.
Creatures with materials_damage="0"
will take no material damage even if damaging materials have been defined by their individual file, or any of their base files.
Material damage is not affected by damage multipliers of the target. For example poison damage gets multiplied in Nightmare mode, but the material damage poison deals remains the same. The multiplier only affects the damage over time from the poison stain.
Material damage taken by you:
<DamageModelComponent
...
materials_damage="1"
materials_that_damage="acid,lava,blood_cold_vapour,
blood_cold,poison,radioactive_gas,
radioactive_gas_static,rock_static_radioactive,
rock_static_poison,ice_radioactive_static,
ice_radioactive_glass,ice_acid_static,
ice_acid_glass,rock_static_cursed,
magic_gas_hp_regeneration,
gold_radioactive,gold_static_radioactive,
rock_static_cursed_green,cursed_liquid,poo_gas"
materials_how_much_damage="0.005,0.003,0.0006,
0.0009,0.001,0.001,
0.001,0.001,
0.001,0.001,
0.001,0.001,
0.001,0.005,
-0.005,
0.0002,0.0002,
0.004,0.0005,0.00001"
... >
</DamageModelComponent>
Fall
Damage dealt by collision with solid matter at/above a certain velocity.
This damage type is typically disabled for most creatures, including you. The only exceptions are Eväkäs, and Suureväkäs (as wonderfully demonstrated by Chereazi) .
It is primarily used for objects such as lanterns so that they break when hitting the ground or wall, or for certain throwable items so that they activate on impact, such as a Chaos Die.
Creatures with falling_damages="0"
will not take fall damage.
Physics
The only source of "pure" physics damage in the game is Giga/Omega Black/White Holes as well as both of the Suns and kicking.
Physics damage taken by a creature is influenced by their physics_hit
damage multiplier.
Heavy Impact
Damage dealt by collision with Collapsed Concrete rigidbody entities is based on the momentum from both sides of the collision. Creatures normally immune to kinetic damage like players can still die to Heavy Impacts caused by effects like the Earthquake spell and Earthquake Shot modifier.
Kinetic
Damage dealt by collisions with physics objects, scaling with velocity.
Creatures with physics_objects_damage="0"
will not take impact damage, but may be subject to other forms of physics damage.
Physics damage of Omega Black Hole is dealt through BlackHoleComponent
:
<BlackHoleComponent
particle_attractor_force="8"
damage_probability="0.55"
radius="160" >
</BlackHoleComponent>
Overeating
Damage dealt by choking, and stomach bursting when you overeat. This damage type is only experienced by you, since nothing else suffers from satiation effects.
See "Satiation" for more details on this mechanic.
Stomach damage taken by you is influenced by your overeating
damage multiplier.
The player ingesting too much food.
Suffocation
Damage dealt to a creature over time when their air_in_lungs
reaches 0.
The rate at which health is lost from suffocation is determined by the air_lack_of_damage
value.
If a creature has air_needed="0"
then they will not lose air, and won't take suffocation damage even when they have 0 air.
The Vuoksikivi (when held in hand) and the Breathless perk are both capable of setting your air_needed
to 0.
Suffocation damage taken by you:
<DamageModelComponent
...
air_in_lungs="7"
air_in_lungs_max="7"
air_lack_of_damage="0.6"
air_needed="1"
... >
</DamageModelComponent>
History
- Apr 8 2024: Added holy damage type.