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Kummitus (listen Audio.svg) (or Ghost) is a flying enemy that can only be found once per run, but that single appearance can be found in almost any of the main areas in the game. It is the ghost of a player's previous run, always spawning with a wand you previously died with. Depending on the wand, this can make Kummitus extremely lethal, or harmless, or even beneficial.


Kummitus floats around quite slowly, mercilessly attacking every living thing in sight. It is hostile to all creatures, and this can be utilized to help destroy particularly bothersome enemies with some creative kiting. However, be aware the Kummitus has a tendency to swap targets to you if you are in its range. It will also deliberately drop the wand if there are no usable spells left. When not armed with a wand, it will attempt to kick you, dealing moderate damage.

Combat Tips

  • It takes half damage from most projectiles, even less from melee attacks, and less again from fire. Slice, Ice, and Explosion damage tend to fare the best.
  • If it is encountered in the early game and holding a dangerous wand, an easy way to dispatch of Kummitus is by sneaking up on it behind a corner and dropping a tablet on it. This will not only kill it quickly but make it drop 1000 gold.
  • As with all enemies who can pick up wands, kicking the ghost will force it to drop its wand, effectively disarming it.
  • As a ghostly enemy it is immune to stains, which includes Polymorphine. However, spell-based polymorphing effects can still apply.


Kummitus has a unique set of spawning conditions, where it only appears once you have 35 deaths that create a "bones" file.[1]


Bones files are only created when:

  1. No game-mods are used,
  2. You are not killed by a disintegration type (e.g. Midas Damage from the normal ending),[2]
  3. You are not killed while polymorphed,
  4. You are carrying at least one wand that is not just an unmodified starting wand.[3]

Each death in this manner causes a bones file to generate in your persistent save data. When you die holding multiple wands, one of the valid wands will be picked at random to be stored in the bones collection.

To check how many you have, see how many files are in the folder:

  • /Nolla_Games_Noita/save00/persistent/bones_new

Bones files are essentially just wand entity data, stored in individual .XML files.

Only 50 are ever stored. When the folder has 50 items in it, a new one being added will remove a random one.

Examine your bones

Alter_Ukko's tool

Alter_Ukko also made a tool that can display bones contents.

You may wish to delete the boring or insta-death bones.


Unlike most enemy spawn triggers, which use the same 3-4 pixel-based triggers in the biome terrain wang tiles to spawn random enemies, Kummitus has a separate spawn function that is tied to a very specific trigger which is used by nothing else. This function has five states[4] where it does different things:

  • State 0 - Spawns nothing, but has a chance to advance to the next state.
  • State 1 - Spawn 4 candles and advance the state.
  • State 2 - Next possible spawn point will have 4 candles and will advance the state.
  • State 3 - Next possible spawn point will spawn the ghost and will advance the state.
  • State 4 - Spawn nothing. (This possibly prevents another ghost from ever spawning in the same run, but is unconfirmed.)

When the state is 0, every time a spawn point is loaded it's a chance to advance to the next state. The likelihood of this happening depends on the amount of outdoors fog (specifically the fog property on the WorldStateComponent). If the fog level is below or equal to 10% then there's a 3.33% chance of advancing to the next state, with the fog level above 10% the chance increases to 8.33%.

The check to advance from state 0 could fail several times and result in no ghost spawning in the whole run. The function has a random variable not tied to the seed or the coordinates, which causes high variance in the ghost spawn even in the same seed. If the check is successful, the game will advance from state 0 to state 2 near instantly. State 2 and 3 last as long as it takes to load in the next possible spawn point for a ghost.

Lua Code Sample: State 0 to 1 Advancement
-- This Lua code approximates how the engine determines whether to advance from
-- state 0 to state 1.

-- In unmodded Noita BIOME_APPARITION_CHANCE is always 30.
-- The engine uses a different number generator from the one used by Lua.

if state == 0 then
    local apparition_chance = tonumber(MagicNumbersGetValue("BIOME_APPARITION_CHANCE"))

    local world_component = EntityGetFirstComponent(GameGetWorldStateEntity(), "WorldStateComponent")
    local fog = ComponentGetValue2(world_component, "fog")

    if fog > 0.1 then
        -- Increase likelihood when there's some fog outside
        apparition_chance = math.floor(apparition_chance / Random(2, 3))

    if Random(1, apparition_chance) == 1 then
        state = 1


Spawn Locations

The following table lists which biomes Kummitus can and cannot currently spawn in, as well as the number of spawn locations currently in the wang tiles[5] for the corresponding biome. The precise probability of Kummitus spawning is unknown, but in general the more possible spawn locations for a given biome, and the larger the biome region, the more likely it is that Kummitus will be seen in that biome.

Biome Spawns
Biome Spawn Locations
Mines 4
Collapsed Mines 9
Coal Pits 8
Fungal Caverns 6
Snowy Depths 9
Magical Temple Cannot Spawn
Hiisi Base Cannot Spawn
Underground Jungle 12[6]
Lukki Lair 6
The Vault 8
Temple of the Art 7
Wizards' Den 8
Ancient Laboratory Cannot Spawn
Snowy Chasm Cannot Spawn
Frozen Vault 11
Overgrown Cavern 6
Power Plant 11
Pyramid Cannot Spawn
Sandcave Cannot Spawn
Cloudscape Cannot Spawn
The Work (Sky) Cannot Spawn[7]
The Work (Hell) Cannot Spawn[7]


  • Internally, this entity is named playerghost.
  • While most enemies spawn with full HP, Kummitus spawns with only
    250 ♥
    of its
    1250 ♥
    total health. As a result, it drops more gold than a normal enemy with 250 health would drop. A side effect of this is that a Kummitus can spawn with a healing spell on its wand, allowing it to heal itself past its initial health.


  1. This is a reference to the traditional Nethack game's Bones files.
  2. that will delete wands before being saved
  3. i.e. The 2 starting wands will not count, unless the spells on them are changed at some point.
  4. The state value is visible in save00/world_state.xml, in an array called "apparitions_per_level".
  5. This information was mined out of the wang tile data using this PowerShell script, and may change in future updates.
  6. The Underground Jungle is technically split into two similar biomes, with one generating more roomy areas. Both sub-biomes have 6 spawn locations each, but keep in mind that the total area of the Underground Jungle is roughly half normal Jungle, and half "roomy" Jungle, so the additional spawn locations here are mostly a function of how the biome is implemented as a whole.
  7. 7.0 7.1 The repeating biomes known as The Work have 6 Kummitus spawn triggers in their wang tile files, but explicitly override the spawn_apparition() function in their biome script with a no-op function. This prevents Kummitus from ever spawning in these areas.