Healing

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Full Health Restore.png Extra Max Health.png
Unoccupied Kammi.png
Health Pickups: Full Health Restore, as seen in a Holy Mountain (left); Extra Max Health, found in a level (right); an unoccupied Kammi (bottom).

Healing is a key part of Noita's roguelike experience. Although healing comes more commonly in the form of Health Pickups in the Holy Mountain, there exist other sources of healing, some based on magic and some not.

HP (health points, hit points, or simply health) is presented as a numerical value representing the amount of health you have. You begin each game with 100HP and can gain an increase in maximum health by collecting Extra Max Health, which will typically increase the maximum health you can have by 25HP. These pickups are not healing items. They only increase your maximum health.

Once you reach 0HP health, you will die. This is a permanent death and is only reversible if you have the Extra Life perk.

Health Pickups

Health Pickups are Pickups that grant the player healing, increased maximum HP, or both.

Heart default.gif

Full Health Regeneration

Full Health Regeneration is a pickup which fully heals the player. The version found in Holy Mountains also grants 10HP extra max HP, which is not increased by Stronger Hearts or limited by Glass Cannon. Full Health Regeneration can be found:

Heart extrahp default.gif

Extra Max HP

Extra Max HP is a pickup which grants 25HP extra max HP. The effect of this pickup is multiplied 2 - 4x by the Stronger Hearts perk, depending on the number of perk stacks, and is subject to the HP cap from Glass Cannon. Extra Max HP can be found:

Large Extra Max HP pickups provide twice the effect of Extra Max HP, and are otherwise identical in appearance and mechanics. They can be found more rarely in Treasure Chests, and are dropped by Limatoukka when killed.

Cursed Extra Max Health

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Heart extrahp evil default.gif

Cursed Extra Max Health is a pickup which can only be found in Parallel Worlds. It is found inside Orbs Of Corrupted Knowledge, which take the place of all orbs in parallel worlds, and appears as a sickly purple version of the other health pickups.

It shares the base effect of the Large Extra Max Health pickups, but also applies a hefty Effect poisoned.png Poisoned effect to you for 33.3 seconds, which will slowly chip away a large portion of your health. While this cannot kill you in the normal game, in New Game + the Poison Damage Poison damage is heavily amplified and can kill you on its own. By New Game ++++ (NG+4) the poison will deal more than your full health in damage per tick.[1]

Ambrosia is highly recommended for collecting these pickups; waiting out the poison with a small amount of ambrosia effectively negates the negative impact.

Saving Grace is a must have perk to prevent the Poison Damage Poison damage from one-shotting you, while Glass Cannon can prevent a cursed heart from having any effect, if HP is already past the HP cap.

  1. 2000 frames of poison (60fps = 33.3secs). The poison does 2% of your max HP of damage per 60 frames. It scales 3x more every NG+ further. By NG+2 you are taking (2*3^2%) 18% of your HP in damage per second.
healing
Healthful Spells
Deadly Heal
Deadly Heal
A projectile that at first deals damage, then heals over time
Deadly Heal
Healing Bolt
Healing Bolt
A magical bolt that heals other beings
Healing Bolt
Circle of Vigour
Circle of Vigour
A field of regenerative magic
Circle of Vigour
Spells that inflict healing damage.

Spell-Based Healing

Healing Bolt

  • Healing Bolt has 20 charges, each healing 8.75HP, but since it's a spell, it can be modified to increase its efficiency.

Deadly Heal

  • Deadly Heal fires a projectile that will first hurt oneself, but over time, will heal it for roughly the same amount as Circle of Vigour. Note - this can only heal you if it can somehow target you, like with Piercing Shot or Bloodlust modifiers.

Circle of Vigour

  • Circle of Vigour has 2 charges, but a scaling effect. A single circle can heal between 1/4 and 2/3 of your max HP plus up to 21 additional flat HP, depending on whether and how well you stay in its center.

Enemies

Hiisi Healers

Monster scavenger heal stand full.gif
  • Hiisi Healers are passive enemies that are found most commonly in the Hiisi Base. They don't have a means of directly attacking you, serving mostly as backup for other Hiisi. However, the same way a Healing Bolt fired by you can heal enemies, the bolt fired by the healers can heal you.
  • The most common method is to line-up two healers and stand in the middle. If at least one of them has less than their full HP, the other will shoot, indirectly healing you. Kicking them once each is the best way to keep them active because spells can sometimes deal too much damage to their small HP - this definitely won't work if you have the perk Never Skip Leg Day.
  • They also attempt to heal nearby wildlife, like ducks, and fish, which can be used in a similar way.
  • You can douse a single Healer in Pheromones which will trigger them to attack (heal) you.

Repair Drones

Monster Healerdrone physics.png
  • Similar to Hiisi Healers, the Repair Drones are healing robots that spawn rarely in The Vault. They also fire Healing Bolts, but at a much faster rate, making them better healers under the right conditions.
  • They are very mobile, but since they count as physical objects, the Telekinetic Kick Perk can be used to grab and position them to heal you instead of the enemies.

Masters of Returning

Monster wizard returner stand full.gif
  • Masters of Returning have the ability to copy spells fired near it, if it copies a Healing Bolt it will continuously heal you if no other spell is fired after.
  • The spells fired by the Master don't have a use-limit so the healing will never run out.
  • The Masters of Returning are common in locations inhabited by other master spellcasters.
  • If you do not have a Healing Bolt spell available, you can use Unstable Polymorphine to (eventually) polymorph into a Hiisi healer and fire their projectiles near the Master. This process is made less tedious by jumping between a deep-enough pool of Unstable Polymorphine and a pool of another liquid.

Taikasauva and Related Cases

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Monster Wand ghost.png
  • Taikasauva can be summoned to use wands you have built to shoot you directly.
    • This bypasses the need for modifiers or perks that send the spell on a trajectory to hit you, allowing a method for using healing spells if no suitable modifiers have been found, as is likely often the case early in a run.
  • You will need a reasonable quantity of Pheromone (not the grey one called Worm Pheromone - that has a different health-related use - the pink one called Pheromone), a pit larger than a wand's hitbox (ideally custom dug, ideally larger to the degree of allowing a thin layer of Berserkium to be on top), enough Berserkium to stain you reliably to any degree, a healing spell, a wand capable of casting it (the pit should be larger than this wand's hitbox in specific), and (ideally, as it gives you fine-grained control of charge use assuming that is a constraint) a source of damage capable of taking the Taikasauva out every cast, or a wand build that has the healing bolt hit the Taikasauva's enemy (you), but kill the caster (the Taikasauva) with absolute certainty and a minimum of collateral effects.
    • An acceptable substitute for a kill mechanism is a puddle of water nearby, one deep enough to remove the berserkium stain, and a wand with terrible speed (ideally multiple seconds, to give you time to wash the stain) as the platform for casting healing, and the performance of the following method in a pre-cleared zone so the Taikasauva doesn't spend charges attempting an enemy kill. With good pit topology, you will be the first thing it sees, but if it survives past cast 1, it may change targets if there it more than one; this is unideal, it is likely to expend the charges before it despawns.
      • Taikasauva like to move. Very much. They behave like trigger junkies riding the adrenaline high of a desperado shootout at the pitched peak of the old west at all times. It is hard to keep them in one place, and a demerit to this method.
  • When the Taikasauva despawns, the wand used will remain.
    • Do not use an empty wand, or you may not like the result. In any case, an empty wand wont heal you. Ever.

Detailed Guide

  • Dig a pit.
  • Pour the Pheromone into the pit, then toss the wand with the healing spell into the bottom.
  • Confirm that the Taikasauva is present by observing the wand. Once it ceases to move like a dropped wand and is animated as if glitchy (twitching around and changing directions on up-down-left-right instead of staying in place and rotating smoothly), stain yourself with Berserkium as rapidly as possible - if you do not, it will begin to move very rapidly out of the pit and out of your range in general unless you have very good movement at this stage, like Small Teleport Bolt.
  • The wand ghost will become hostile for the duration of the Berserkium stain.
  • It will attempt to attack you with your healing spells, thus healing you.
    • Deadly Heal and Healing Bolt are the ideal spells for this trick; there is not generally a trivial case where Circle of Vigour is otherwise impossible to achieve efficient self-hit with; only cases with overwhelming temporary opportunity costs for doing so.
    • Take care to not allow the Bersekium stain to persist very long after charge zeroes out. This enemy has a fallback projectile for spent wands that is more than capable of diminishing your gains before you can wash the stain, or killing you in excess carelessness: this is why a method to kill the Taikasauva is desirable.

Analysis

This method is drastically suboptimal compared to direct use of healing spells, due to your possible lack of fine control over finite charges spent and the involvement of a quite literally hostile entity. It is even less optimal than the Master of Return as that has a ratio of one charge used for arbitrary healing gained and (depending on what you can put together) possible failure modes centred around fallback projectiles. It shines, however, in portability, and early game accessibility. Pheromone and berserkium are rather common spawns. It also shines in the capacity to be executed in any scenario where you have a form of to-any-degree jailbroken wand editing without even needing a dedicated heal wand. Given that any seed where one can gain a tablet - which is, with practice, every seed - is a seed where a holy mountain can in principle be jailbroken (via the unstuck digging technique), and the presence of other sources of wand editing, it is a fairly strong strategy in the absence of access to other methods, and goes to considerable lengths to lift the value of Pheromone and Berserkium. Particularly as this may practically be as much or more healing than similar uses of an inventory slot (discounting a top tier option like Healthium) with less effort on runs where it is applicable. This, because with care, the necessary quantity of pixels of both needed magical liquids can be held in a single flask, and held in a single slightly diagonal, mostly vertical pool - the two liquids separate my density, allowing a "stain" section and a "summon" section.

Further, the game almost goes out of its way (relative to the usual difficulty of various objectives) to provide a deeply ideal digging tool for this methods use at a location that can be reached with certainty in any run with movement practice alone. This tool would be the Paha Silmä, which in combination with another guaranteed-contingent-on-good-movement item, the Tannerkivi, allows very nearly any scenario in game to be converted into a functional healing setup, bypassing the most common limitations the Paha Silmä faces. This is then a method to salvage a Healing Bolt or Deadly Heal in even the last favourable conditions otherwise. Sufficiently bold players can also harvest almost guaranteed pools of pheromone and berserkium in a certain location easily reachable with the tools mentioned. Theorywise, this method allows any run in which a player is lucky enough to attain one of these spells to be made a run with guaranteed healing.

It is also arbitrarily repeatable contingent on spell refresher pickups being collected on an as-needed basis: all the liquid spent to create the pools may be retrieved by removing all but a thin layer from the underside of the pit dug to hold it. If a Tannerkivi is present, it must be used either with care, or the pit dug so that the bottom layer is outside its effect - soil falls and this ruins infinite repeatability by creating uncontrolled leaks. This method is as follows.

  • Dig out the underside, possibly carefully using a Tannerkivi to greatly speed the process, but very carefully.
  • Once a thin layer exists, hover into it with a flask help up into the liquid. The reticle should be above your head. This can be practiced with teleportatium; if you are teleporting, you have dug properly and your flask will fill. Note that if you every use this method for any polymorphine, you may wish for a thicker barrier, but that doesn't matter here. So long as you are not using explosives.
    • Regarding how many pixels to leave between you and liquid - Three to four Four pixels should work, less is increasingly risky without good room topology for fine grained Y-axis control. The difference between 4 pixels and 1 is 3 pixels, the difference between 1 and 0 is a leak of your budget Healthium potion into a very hard to collect state.
    • Note that if you dig a proper arrangement for perfect collection, then go far enough away, due to how the game saves fluids, the pit may leak even though there is no actual hole. It will never do this if it is on screen or very nearly on screen, but travelling half a biome away at this stage is a recipe for potential disappointment. You can observe similar leaks occurring with natural liquids if you pay close attention. The mines are full of them.
  • If most of the fluid has drained but there are stray pixels on the bottom, wiggle yourself and wiggle the flask too. They should collect into it. The mouth of the flask has a collection radius that they were outside of.
  • If some fluids get trapped on ledges, there are two options; low skill and high skill.
    • Low - pour something not so vital and non-reacting into the hole. It should be less dense than whatever is left. Stir with your wand. You may have to do a few iterations of collecting impurities and pouring them off. Ideal hole design is basically vertical with just enough diagonality for you to control your stain state by standing on a 1px ledge. Practice makes perfect-enough.
    • High - cut a new boundary along the edge. The boundary must not be soil or this cannot be guaranteed to work. 2px is the critical limit, fluids can pour through 1px thick diagonal holes sometimes, especially when already moving.
  • If you have a Paha Silmä, don't use it to resurface the area from the top if there are desirable liquids present. It destroys liquids, and these liquids are a health potion.

Extending the Principle

While the Taikasauva variant is what is required to make this trick fully portable to anywhere other than lava or water, you can perform it with a minimal set of the wand, a healing spell, and any naturally occurring enemy that might be present anywhere with an AI that picks up wands. For example, a Hiisi Shotgunner. Isolate a would-be wand-user before you need healing, and then, when you do need it, toss them a wand, and approach them once they have claimed it. Kill them when the healing is sufficient. Due to the apparent necessity for a kill to reclaim wand and healing spell, this method is not repeatable indefinitely. It is recommended to leave enemies in pocket caves alive for this purpose if they are wand users. In nearly any run, it is possible to get digging safe enough to free them only when a healer is needed. Do not use a build that immediately kills the caster: generally, it is more ideal to have a wand that you can fire yourself to immediately kill the enemy when they have used a sufficient number of charges to get the maximum effect to value ratio. Using a self-kill wand here is undesirable because unlike Taikasauva, which are an imperishable product, that dead enemy is probably not coming back without the use of other, similarly finite resources and much-less-readily-availible ones at that. It is more important to use as few enemies as possible so your prepared healing stations become permanently defunct only after they have maximally topped you up...

Or just kick them - it usually makes them disarm.

Note that charmed wand using enemies will become hostile if you have a Berserkium Stain, and happily attack you with healing. Most charmed enemies will not otherwise fire at you, their AI lacks condition handling for healing spells being a good thing. They think wands are for harm alone. Healer enemies are an exception to this logic, as noted in their own entries.

Turvattomuusmestari and Weakening Curses

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Monster wizard weaken stand full.gif
  • Masters of Vulnerability have a projectile that sets all of your resistances to take 120% damage regardless of other factors. When their status effect ends, the values return to normal for your character without checking if there is something that should make them abnormal.
  • Weakening Curses set your resistance from whatever it is to that value plus 25%, for example, from 120% to 145%. When their effect is over, it subtracts the same value it added without checking if the value changed.
  • Due to both of these things not checking if other effects were active, you can intentionally take a hit from the Master of Vulnerability and then intentionally take a hit from one or more Weakening Curse modified projectile. So long as the Weakening Curse(s) end after the the Vulnerability effect does, they will subtract the value of 25% from your relevant resistances after their initial effect is nullified. Due to the way Noita's damage calculations work, the lower the value, the less damage you take. The effect of this method is permanent resistance to the type (or types) of damage that the Weakening Curse, or curses, amplified.
  • Weakening Curses last only four seconds, so this should be done in the final four seconds of the Master of Vulnerability's status effect.
  • 1 loop of this process on a perkless character results in taking 75% damage from the type of damage the Curse was for. 8 loops results in -100% damage, i.e. you heal for the full amount of damage the projectile would have done.
  • Note that some projectiles deal multiple types of damage. As such, even if you have granted yourself healing from all projectiles, the attack might deal explosion damage that kills you. Take care and read the wiki to ensure your healers truly are healers.
  • Note also that this effect is totally permanent and will fundamentally change gameplay. Be sure you truly wish to play such a run before initiating.
  • Weakening Curse modifiers exist for the following damage types: Projectile, Electricity, Melee, and Explosion. No other damage type can be turned into healing by this exact method, but creativity might allow adaptation.

Perks

Vampirism

  • The Vampirism Perk is a reliable but weak source of healing, because most enemies bleed blood but a full flask of it can only heal 40HP. Under the perfect conditions (a huge pool of blood and a flask to drink from), this perk can heal 8HP per second.
  • It synergizes very well with the More Blood Perk or the Blood spell, because these give you more access to blood. It could also work well with Glass Cannon because a single flask of blood could heal 80% of your health.

Blood Money

  • The Trick Blood Money Perk is another reliable source of healing, which causes enemies to drop Blood Money when killed by trick kills rather than your spells (rocks, explosive, drowning, etc.). Healing scales with the amount of gold provided by the nugget, with small gold nuggets starting at 2HP each. Note that trick kills provide double gold, so at least 4HP can be dropped per enemy.
  • Healing becomes trivial when combined with the Unlimited Spells Perk and the Rock spell, especially when casting it alongside Burst of Air and various homing spells. Note that Damage Field is considered a spell kill, so will not provide blood money when applied to Rock.
  • Also synergizes very well with the Gold is Forever and Trick Greed perks. Note that Trick Greed can be stacked up to 5 times, making even basic enemies drop large amount of blood money on a trick kill.
  • The No Wand Tinkering perk also makes enemies drop blood money (20% chance), but at the normal rate for spell kills at the trade-off of not being able to edit wands at all. Having Tinker with Wands Everywhere at the same time allows editing only in Holy Mountains.

Wand Experimenter

  • Wand Experimenter: This perk heals a different amount for shuffle and non-shuffle wands, over the course of 7 casts with each cast halving the HP healed per use.

Healthy Exploration

Extra Life

  • Extra Life: When your health reaches 0HP, you are instantly respawned with 100HP.

Extra Health

  • Extra Health: This perk instantly increases your current HP by 50% on collection.

Healing items

Refreshing Gourd

Item gourd.png

Refreshing Gourd is an item found in the West Cloudscape and in the Friend Room, that releases a small field similar to the Circle of Vigour. It is one of the few sources of healing with a consistent, albeit dangerous, spawn location.

Kammi

Item safe haven.png

The Kammi is an item found in chests around the world that, when thrown, summons a wooden cottage filled with healing bolts whose number scales with your health. This cottage also contains a wooden explosive crate which is the only way out without digging or teleportation. Use care in detonating this.

Healing Materials

From left to right: Healthium, Lively Concoction Hearty Porridge and a Refreshing Gourd.

There are three Magical Liquids and one gas capable of healing you:

  • Healthium PotionHealthium is an incredibly rare liquid found in flasks around the world. This can either be poured out and then absorbed through contact (restoring 1HP per pixel) or drunk to give 7.5 seconds of Effect hp regeneration.png Regeneration - effectively healing 75% of your health.
  • Healium is a gas created when Healthium touches Lava, or when Divine Ground touches Urine. It applies a rapidly-removed (by movement) Stain of Regeneration. The only thing that removes this stain is movement and other stains. Divine Ground and Urine can be created with Touch of Grass and Touch of Gold? respectively.
  • Lively Concoction PotionLively Concoction is an alchemical product unique to each seed. Being stained by it gives the Rapid Healing effect, similar to Healium, being a very efficient albeit difficult source of healing. The necessary materials can be found in-game by extreme experimentation (or rather more easily using this calculator).
  • The Hearty Porridge PotionHearty Porridge is a liquid that inflicts 15 seconds of the Regeneration buff for a whole bottle, being capable of healing around 150% of your health. The only way to obtain it is to take the Eat Your Vegetables perk.

Notes

  • Healing Bolts have a lot of synergies and anti-synergies. See the spell's page for more details.
    • Healing Bolt can be made infinite by setting its lifetime to exactly -1 by using lifetime modifiers, such as 2 Chain Spells.
  • The Circle of Vigour is in the pool of Random Static Projectile Spell, so it could be cast from there. Be very careful though, because Matosade and Giga Black Hole are also in the pool.

Gallery

All You NEED To Know About Healing In Noita - LetsSufferTogether

History

  • Nov 5 2019: Full Health Regeneration now states how much HP you've regained.
  • Oct 11 2019: Full Health Regeneration now increases max HP by
    10HP
    .