Expert Guide: Draw

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At its heart, Noita's wand-building system is a card game. This guide will explain the mechanics of Draw - namely, how the Deck, Hand, and Discard piles work, and how simple spells interact with them. This guide is a prerequisite to understand technical spells and will help with evaluating wands in general.

There is also a 25 minute video which covers a lot of the content below:

Intro to Advanced Wandcrafting Noita Guide -- APOTI -- (25 min) -- 2024-10

Card Game Nature

As you cast a wand, the spells on the wand continuously move between the following three piles:

Deck - contains all the spells that are available to be drawn. Before a wand is used, all of its spells are initially stored in the Deck. On non-shuffle wands, it contains them in the order you have them on the wand. On shuffle wands, the order of these spells is randomized in one of the following scenarios: before the first cast of the wand, on wand reload, on wand wrap, on Wand Refresh cast.

Hand - contains all the spells that you're casting during a given wand cast. It exists to prevent spells from being cast twice since spells only get removed from the Hand at the end of the cast or if Wand Refresh gets called (which allows you to cast the same spell twice in the same cast).

Discard - contains all spells that have been cast (or skipped due to other reasons). When a wand cast has finished, all spells in the Hand are moved to the Discard.


There are 2 actions the game uses to move spells between those piles:

Draw - the action of moving a spell from the top of the Deck to the Hand. Projectile spells don't draw, unless they are a trigger, Modifiers draw one spell, multicasts draw multiple spells.

Discard - the action of moving a spell from the Deck directly to the Discard. It will happen naturally if the spell can't be drawn (no mana / no charges). Some spells can discard as a part of their action (mainly endgame spells: the Divide By series, the Add Trigger series, the Requirement series).


Spells are effectively cards that get drawn from the Deck and played (called).

Spell Evaluation

The Deck is where all of the spells are initially. Spell/cast stat of the wand is how many spells a wand will draw at the start of cast.


Consider a wand with 1 Spell/Cast: when you click the mouse button to cast the wand, the wand draws the first spell from the Deck and puts it in the Hand. Then, the spell is cast. That is, the spell's action (function) is called. The cast ends, some in-game effect is potentially produced and then all the spells in the Hand are moved to the Discard.

The wand cast ends after all the draw has been spent or when there are no more spells to draw. Since spells themselves can draw more spells, multiple spells can be evaluated on the same cast.


If the spell is out of charges or there is not enough mana to cast that spell, then instead of going into the Hand it goes straight into the Discard and the spell after it gets drawn instead (the spell is effectively skipped). This happens so long as the failed spell isn't the very last spell in the Deck, in which case it eats 1 draw but still gets discarded.

Example 1:
Wand 0058.png
Shuffle
No
Spells/Cast
1
Double Spell
Damage Plus
Spark Bolt
Spark Bolt

The spell evaluation tree for this wand (on its first cast) looks like this:

  • Wand's draw
    • Double Cast
      • Damage Plus
        • Spark Bolt
      • Spark Bolt

This should be interpreted as:

Cast 1

  1. The wand's initial cast draws. The first spell in the Deck is Double Cast. Double Cast is drawn -> it doesn't add any effects and it draws 2 spells.
    1. The next spell in the Deck is Damage Plus. Damage Plus is drawn -> its effects are added, and it draws 1 spell.
      1. The next spell in the Deck is Spark Bolt. Spark Bolt is drawn -> its effects are added but it doesn't draw any spells.
      2. Damage plus has finished all of its draws.
    2. The next spell in the Deck is Spark Bolt. Spark Bolt is drawn -> its effects are added but it doesn't draw any spells.
    3. Double cast has finished all of its draws.
  2. Wand's cast has finished all of its draws. The cast has finished.


The wand will shoot out the projectiles - 2 spark bolts, each with Damage Plus applied. Now all spells have been cast and the reload is triggered.

Example 2:
Wand 0058.png
Shuffle
No
Spells/Cast
1
Damage Plus
Double Spell
Triple Spell
Spark Bolt
Spark Bolt
Spark Bolt
Speed Up
Spark Bolt
Nuke

The spell evaluation tree for this wand (on its first cast) looks like this:

  • Wand's draw
    • Damage Plus
      • Double Cast
        • Triple Cast
          • Spark Bolt
          • Spark Bolt
          • Spark Bolt
        • Speed Up
          • Spark Bolt

This should be interpreted as:

Cast 1

  1. The wand's initial cast draws. The first spell in the Deck is Damage Plus. Damage Plus is drawn -> its effects are added and it draws 1 spell.
    1. The next spell in the Deck is Double Cast. Double Cast is drawn -> it doesn't add any effects and it draws 2 spells.
      1. The next spell in the Deck is Triple Cast. Triple Cast is drawn -> it doesn't add any effects, and it draws 3 spells.
        1. The next spell in the Deck is Spark Bolt. Spark Bolt is drawn -> its effects are added but it doesn't draw any spells.
        2. The next spell in the Deck is Spark Bolt. Spark Bolt is drawn -> its effects are added but it doesn't draw any spells.
        3. The next spell in the Deck is Spark Bolt. Spark Bolt is drawn -> its effects are added but it doesn't draw any spells.
        4. Triple cast has finished all of its draws.
      2. The next spell in the Deck is Speed Up. Speed Up is drawn -> its effects are added and it draws 1 spell.
      3. The next spell in the Deck is Spark Bolt. Spark Bolt is drawn -> its effects are added but it doesn't draw any spells.
      4. Double cast has finished all of its draws.
    2. Damage plus has finished all of its draws.
  2. Wand's cast has finished all of its draws. The cast has finished.


The wand will shoot out the projectiles - four spark bolts, each with Damage Plus and Speed Up applied. At this point, all of the spells except for the Nuke are in the Hand. Now everything that is currently in the Hand is moved to the Discard as it is the end of the wand cast. Cast Delay is then applied before it can move on to the next cast.

Cast 2

  1. The wand's initial cast draws. The first spell in the Deck is Nuke (everything else is in the Discard). Nuke is drawn -> its effects are added but it doesn't draw any spells.
  2. Wand's cast has finished all of its draws. The cast has finished.

Reload

If at any point during the cast the Deck becomes empty, the wand will start reload at the end of that cast (Wand Refresh moving all spells into the Discard thus leaving the Deck empty does not trigger this). During the 2nd cast Nuke got moved from the Deck into the Hand making Deck empty -> at the end of the 2nd cast the wand will start reload.

The reload moves all spells from the Discard back to the Deck and orders them the same way they were initially placed. Shuffle wands randomize the order instead. Both Recharge Time and Cast Delay are applied at the same time and when both finish this entire casting process (cycle) starts again from the beginning, with spells back in the Deck and ready to be drawn. Recharge Time and Cast Delay being applied at the same time means that the greater of the two is what you actually have to wait for.

Shot state

A common misconception is that spells modify other spells (Modifiers modify Projectile spells). This is FALSE. Spells never modify other spells outside of charge reduction (some spells can deduct charges from other spells). All spells modify something called a shot state

Shot state - a list of different properties such as damage, spread, cast delay, etc., as well as projectiles that spells add through their action[1]. Nearly all of the spell effects apply to the shot state[1].


Let's take Damage Plus spell as an example. When Damage Plus spell is cast, one of the things it does is modify the shot state by adding "+10 projectile damage".

Let's take a Spark Bolt now. When Spark Bolt spell is cast, one of the things it does is modify the shot state by adding a "Spark Bolt projectile" to it. Another thing it does is add "+5% crit chance" to the shot state.

Both of these spells effectively do the same thing: they, in one way or another, modify the shot state.


When the cast completes, all of the projectiles stored in the shot state are spawned in and all of the modifications that have been stored in the same shot state are applied to those projectiles. This is why one Damage Plus "applies" to every projectile that you multicast together.

Note that no reference is made to any of the spells in the Deck, Hand, or Discard - only the shot state is used when the spells are actually fired. This is important because some spells can change the position of other spells within those piles. E.g., Wand Refresh will remove spells from the Hand while leaving the shot state untouched.


The way you separate modifications is by having spells modify separate shot states.

There are 2 ways to create a shot state:

  • Base shot state - each new wand cast creates a base shot state. It start with the wand's stats as a base (cast delay / spread / speed). Only base shot state's cast delay is taken into account when calculating the delay before the next cast (spells inside triggers don't affect the real cast delay).
  • Trigger shot state - each trigger creates a new shot state for its payload thus separating it from the base shot state or any other triggers' shot states (each trigger has a separate shot state for its payload).

Which means that using different wand casts or triggers is the only way to separate specific modifications from specific projectiles.


Example 3:

Separate wand casts

Wand 0309.png
Shuffle
No
Spells/Cast
1
Double Spell
Spark Bolt
Spark Bolt
Damage Plus
Spark Bolt

Cast 1

  1. The Wand draws Double Spell.
    1. Double spell draws 2 Spark Bolts.
    2. Double spell has finished all of its draws.
  2. Wand's cast has finished all of its draws.

Base shot state:

  • 2 Spark Bolts
  • +10% crit chance
  • etc.

The first 2 Spark Bolts are cast together and modify the same shot state. +5% crit chance is applied to the same shot state and adds up to +10% crit chance which affects both of the Spark Bolts.

Cast 2

  1. The Wand draws Damage Plus.
    1. Damage Plus draws Spark Bolt.
    2. Damage Plus has finished all of its draws.
  2. Wand's cast has finished all of its draws.

Base shot state:

  • 1 Spark Bolt
  • +5% crit chance
  • +10 projectile damage
  • etc.

Damage Plus and the last Spark Bolt are cast together in a separate wand cast and modify a shot state separate from the first 2 Spark Bolts. Only +5% crit chance from the last Spark Bolt is added to the new shot state.

Example 4:

Triggers

Wand 0309.png
Shuffle
No
Spells/Cast
1
Double Spell
Spark Bolt With Trigger
Damage Plus
Digging Bolt
Speed Up

Cast 1

  1. The Wand draws Double Spell.
    1. Double Spell draws Spark Bolt With Trigger.
      1. Spark Bolt With Trigger creates a new payload shot state and draws Damage Plus.
        1. Damage Plus draws Digging Bolt
        2. No more draws leftover in the payload. The wand exits the payload shot state and return to the base shot state.
    2. Double spell draws Speed Up.
      1. Speed Up has nothing to draw.
  2. Wand's cast has finished all of its draws.

Base shot state:

  • 1 Spark Bolt (trigger)
  • +5% crit chance
  • 2.5x speed
  • etc.

Spark Bolt's payload shot state:

  • Digging Bolt
  • +10 projectile damage
  • etc.


Spark Bolt With Trigger creates a new separate shot state that becomes active until the draw of Spark Bolt finishes. Damage Plus and Digging Bolt are evaluated while the payload shot state is active -> they modify the payload shot state. Speed up gets drawn by the Double Spell after the payload's draw ran out -> it modifies the base shot state.

Global values

Recharge time, recoil, mana - these are not dependent on the shot state, meaning you can change them from anywhere. More specifically:

  • Recharge Time - can be changed by spells from anywhere. Gets reset to the wand's base value after reload.
  • Recoil - can be changed by spells from anywhere during the wand's cast. Gets reset to 0 at the start of each new wand cast.
  • Mana - mana charge is how much mana the wand gains per second. It gets capped to the wand's max mana at the start of each cast but can go above that cap during the cast.

Wrapping

Wrapping - The action of moving all the spells from the Discard into the Deck and ordering them. Wrapping occurs in 2 scenarios:

  • When a spell tries to draw but the Deck is empty (no more spells left to cast). The wand then wraps, and continues drawing from the new deck.

In this case You have reached the end of the wand which makes it so that at the end of the cast the wand will reload.

  • When Wand Refresh gets cast.

The end of the wand is not reached, therefore the wand will not be forced to reload at the end of the cast.

Action Causes a wrap Causes a reload
Spell trying to draw when the Deck is empty Yes Yes
Casting Wand Refresh Yes No
Final draw spent on the last spell in the Deck (except Wand Refresh) No Yes

Note: The wand's "Spells/cast" can not cause a wrap. Only a spell's draw will do so. However, after a wrap happens, any remaining spell/cast will be able to keep drawing spells from the newly-formed Deck.

Example 5:
Wand 0309.png
Shuffle
No
Spells/Cast
1
Double Spell
Spark Bolt
Spark Bolt
Spark Bolt
Light


Cast 1

  1. The wand draws Double Cast.
    1. Double Cast draws the first 2 Spark Bolts.
    2. Double cast draw finishes and no spells are drawing anything more, so the cast finishes and the two Spark Bolts are shot.
  2. Double Cast and the Spark Bolts are moved from the Hand to the Discard.
  3. Cast Delay is applied.

Cast 2

  1. Spark Bolt is drawn, shot and discarded
  2. Cast delay is applied.

Cast 3

  1. The wand draws Light.
    1. Light tries to draw, but the Deck is empty -> a wrap is initiated. Double Cast and the three Spark Bolts are returned to the Deck.
    2. Light can now draw Double Cast.
      1. Double Cast draws two Spark Bolts.
      2. Double cast draw finishes and no spells are drawing anything more, so the cast finishes and the two Spark Bolts are shot.
  2. At this point, Light, Double Spell, and two Spark Bolts are in the Discard. Nothing is in the hand, and there is one Spark Bolt in the deck. However, the Deck was empty before the wrap happened -> the reload is triggered.
  3. Recharge Ttime and Cast Delay are applied.
Example 6:
Wand 0021.png
Shuffle
No
Spells/Cast
3
Chainsaw
Chainsaw
Chainsaw
Spark Bolt
Light


On its first cast, this wand will shoot 3 Chainsaws. On its second cast:

  1. The wand draws Spark Bolt.
  2. The wand draws Light.
    1. Light draws and since spell draw can cause wrapping -> a wrap is initiated. 3 Chainsaws are returned to the Deck.
    2. Light can now draw Chainsaw from the Deck.
  3. The wand still has 1 draw remaining, so it draws the second Chainsaw that has been returned to the Deck.
  4. One Spark Bolt and 2 Chainsaws are fired with a Light modifier.
  5. The wand reloads. The third Chainsaw was available in the Deck after the wrap, but since the Deck was empty when the Light was drawing -> the reload is triggered.
  6. Recharge Time and Cast Delay are applied.

Conclusion

Hopefully you now have a good understanding of how Draw works, along with the Deck, Hand, and Discard. The examples in this guide go into extreme detail on every step of the process to make sure you have a strong grasp on exactly what is happening, because that nuance will be very useful when it comes to understanding how spells like the Greek Letters, the Divides, and various other late-game spells are actually working.

Notes

  1. Under the hood projectiles are actually not added to the shot state and instead use a projectile tree system. However there is no practical reason to separate those terms as there is no difference whether you separate those or not. All it does is add an extra unnecessary operation (combining projectile tree + shot state) which will always happen either way.

Thanks for reading! If you want to learn more about general wand mechanics, you can check out the Calling and Recursion Guide.

If you want to learn about how specific spells work, you can read either the Divide By Guide (you're ready for it now) or the List of Advanced Spell Details (recursion guide recommended).

Rewritten by Noby. Initially written by Zoldort with help from Mahtisauvanoita Nira.