Invisibility
Invisibility is a Perk which grants a permanent Invisible status effect, similar to the effect of Invisiblium. While invisible, enemies will not react to your presence, and the sprite will be rendered in low opacity.
Mechanics
Invisibility is interrupted by the following states or actions:
- Stains will disable invisibility, but you immediately become invisible again once the stain wears off.
- Some forms of attacking and taking damage disable invisibility for 300 frames (5 seconds).
- Blocked damage instances, if the immunity perk was acquired after Invisibility perk.
- Taking damage
- Attacking (including wands, kicking, and Telekinetic Kick)
- The automatic kicks that the limbs from Lukki Mutation do to nearby objects and enemies do not interrupt invisibility.
- Picking up an Orb of True Knowledge.
It will take a couple of seconds for invisibility to be restored after attacking, taking damage, or shedding all stains.
When invisibility is restored, any nearby enemies that were aware of you will continue to attack your last known location for 400 frames or 6.67s. If doing so does not reveal you, they will stop attacking. Spells affected by a Boomerang modifier will not arc towards you while invisible.
Interactions
- Repelling Cape helps to avoid staying stained by liquids and visible for too long.
- Spells affected by the Boomerang modifier or Boomerang Spells perk will not arc back towards you while you're invisible, instead aiming towards nearby targets (not limited to enemies).
- Similarly, enemies which have Homing projectiles will not be able to home in on you while you're invisible.
- Throwing objects from the inventory does not interrupt invisibility; throwing Emerald Tablets can be safely done while remaining invisible.
- However, kicking the tablet to fling it further will still cancel invisibility.
- Actions like opening the Treasure Chest, Great Treasure Chest and Utility Box or picking up any of the Pickups are completely safe, except for Cursed Extra Max Health, since the latter drains the health for the short period of time.
Stacking
Noita will stop giving the perk in Holy Mountains after the first time it's selected, stacking it has the effect of increasing the volume of the invisibility audio, and also spawning more last known invisibility locations. The increase in invisibility locations could very rarely make an enemy attack the location where it would otherwise not.
Enemies Behaviour
Non-boss behavior
- Projectile types:
- Munkki - The two hands fire projectiles toward us.
- Hohtonaamio - Fires projectiles in all directions when approached.
- Huhtasieni - When approached, it scatters pollen around it.
- Arrow Trap, Acid Trap, Fire Trap, Thunder Trap - Work as usual.
- Other types:
- Laahustussieni & other mushroom-type enemies - Automatically explodes when approached.
- Lukki & other spider-type enemies - The feet automatically attack the surrounding entities.
- Mato & other worm-type enemies - It periodically lunges at us. Contact with the mouth causes damage.
- Houre - It will track you even when you are invisible. When you get close to it, you will be damaged by the damage field.
- Kammolukki, Varjokupla, Epäalkemisti - When you get close to it, you will be damaged by the damage field.
Boss Behaviour
Each boss falls into one of a few categories in terms of how it behaves when you are invisible.
- Unaffected (continues to attack and/or chase you as normal):
- Stops following you (cannot pathfind to/around you), but will still attack:
- Kolmisilmä
- Kolmisilmän Koipi
- Sauvojen Tuntija (Periodically summons wands, which can target you while invisible, and uses its omnidirectional magical attacks, which cannot home in on you.)
- Kolmisilman Katyri
- Gate Guardian
- Kolmisilmän Silmä (Continues to summon missiles, which cannot target you and will simply stay hovering in place, but its laser attack will still track you.)
- Follows you, but does not attack:
- Stops both attacking and following you:
- Unohdettu
- Toveri
- Mestarien Mestari (Will finish its current attack cycle, then stop.)
- Ylialkemisti (Will finish its current attack cycle, then stop.)
- Alkemistin Varjo
The Kolmisilman Katyri and Alkemistin Varjo have the same behaviour as their normal counterparts.
Gallery



