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There are many different materials in Noita, each with their own special properties and effects.
Materials all fall into the following categories:
|Solids||Materials that consist of solid pixels that do not move. They can be removed or be transformed into other types by spells.|
|Liquids||Substances that form flat pools and lakes inside suitable pits. They can be bottled in Flasks and often inflict various Status Effects. Each liquid has its own Density, causing it to layer above or below other liquids.|
|Magical Liquids||Similar to normal liquids, but all have some sort of transmutative or magical effect. Most of them commonly spawn inside Flasks on pedestals.|
|Gaseous||Non-collision pixels that obey gravity inversely, flowing upwards instead of down and forming "lakes" in pits in cave ceilings.|
|Powders||Materials that flow downwards and are subjected to gravity. They will naturally form piles on the ground.|
|Organic and Others||Anything else that doesn't quite fit into the other categories, such as background objects, meat, or fire.|
|Soil||Can be displaced by kicking.|
|Ground||Can be displaced by kicking.|
|Rock (disambiguation)||Will slowly melt into lava while in contact with lava.|
|Damp Rock||Rarely changes surrounding air to water.|
|Brittle Glass||Rarely appears as the lining of a box structure (sometimes with a random amount of enemies, liquid and/or wand inside). Unaffected by acid.|
|Wood (Giant Tree)||Wood which the Giant Tree is made of. Unlike regular wood, isn't flammable, and is unaffected by acid.|
|Steel||Conductive. Slowly melts when in contact with lava, and rusts with water. Dissolved by acid and concentrated mana.|
|Dense Steel||Conductive. Does not rust in contact with water, is dissolved by concentrated mana, but not acid.|
|Rusted Steel||Much more easily destroyed than steel. Only produced where water contacts steel directly, making steel objects only produce a thin coat of rusted steel.|
|Aluminium||Flammable, burns blue.|
|Rusted Metal||Unique material separate from steel and rusted steel. Conductive, and explosive containers will react violently.
Rusts when water touches it, though this seems to be only cosmetic.
|Ice||Breaks into ridged body objects when damaged which deal collision damage to enemies but not to you. Converted to water when touching fire. Enemies turned into Ice do not deal damage to other enemies when moving fast.
Unlike other ice types, melts at a very slow rate on it's own or when exposed to water.
|Toxic Ice||Deals contact damage but is prevented by the Toxic Immunity perk.
Converted to toxic sludge when touching fire. Otherwise functions like ice.
|Frozen Acid||Deals damage on contact, though much less than acid (on par with toxic ice).
Converted to acid when touching fire. Otherwise functions like ice.
|Frozen Blood||Converts to blood when touching fire. Otherwise functions like ice.|
|Frozen Slime||Converts to slime when touching fire. Otherwise functions like ice.|
|Poisonous Rock||Likely deals damage.|
|Dense Rock||Unaffected by acid.|
|Extremely Dense Rock||Found as part of level boundaries. The strongest material available.
Unlike Dense Rock, only Black Hole, Matter Eater, and Luminous Drill can damage it.
Explosion of Thunder can turn it to powder, but not destroy it. Tannerkivi will turn it to soil, but not directly destroy it.
|Brickwork (Holy Mountain)||Acid, Black Hole, Matter Eater and Luminous Drill will destroy it, as well as giant worms. If too much brickwork surrounding the Holy Mountain room is destroyed, the gods are angered.|
|Brickwork (Other)||Unlike Holy Mountain Brick, this brick can be damaged by various explosions.|
|Packed Snow||Can melt into water and turns water into chilly water and chilly water into ice. Isn't a powder like snow and so isn't affected by the Dissolve Powders perk.|
|Frozen Rock||Converts water into chilly water and then chilly water into ice.|
|Cursed Rock||Deals high damage when touched but also while in the area where it spawns. As with all damage, this can be blocked with ambrosia. Matter Eater does not work on cursed rock.|
|Greed-Cursed Rock||Deals high damage while touched, dealing more damage per second the more your body is in contact with it.|
|Wax||Can appear as candles in the Mines, Coal Pits, and Magical Temple.|
|Toxic Rock||Deals damage when moving on toxic rock,which is not prevented by the Toxic Immunity perk. Often spawns forming small caves containing a treasure chest or wand inside. Otherwise generates from contact between Lava and Toxic Sludge.|
|Volcanic Rock||Created when blood mixes with lava.|
|Glowing Matter||occasionally converts surrounding air into slime.|
|Lush Ground||Changes neaby air into soil|
|Barren Soil||Highly flammable, burning at a similar rate to oil.|
|Frozen Steel||When mixed with fire creates steel and steam.
When mixed with lava creates steel and volcanic rock.
Turns water to ice on contact
|Meteorite||Rarely found in some structures, specifically certain trap rooms that spawn in the Mines.|
|Brick Wall||Unobtainable ingame.|
|Creepy Brick Wall||Unobtainable ingame. When set on fire, it spawns Creepy Liquid, which rapidly consumes all the surrounding air.|
Molten materials are always-burning materials created when a solid or powder material comes into contact with lava or melted in some other way. They will in most cases cause the On fire! debuff when touched. These are materials tagged with [molten] or [molten_metal].
While most liquids and powders can spawn in a Flask, Magical Liquids nearly always do, aside from some that also appear in pools or are created with Alchemy. These mostly consist of materials tagged with [magic_liquid].
The following materials do not have a [magic_liquid] tag but do have some incredible effect.
|Alchemic precursor||Precursor for Draught of Midas.|
|Draught of Midas||Converts almost anything it touches to gold.|
There are very few gasses in the game, the most common of which are Smoke and Steam.
Ground & Soil
Materials with the [food] tag can be consumed to receive benefits while having the Eat Your Vegetables perk, although some also have negative consequences.
Organic and Other
|Green Slimy Meat||Toxic-slime blooded enemies, Kolmisilmä||Consuming grants Food Poisoning.|
|Blue Fungus||Fungal Caverns||Consuming grants food poisoning and gassy.|
Determines resistance to damage. Projectiles like Luminous Drill, and all explosions such as those from Bomb, have a maximum durability that they can be used to destroy. If a material's durability exceeds this value, the projectile or explosion will not damage or destroy it.
Determines resistance to damage (secondary to Durability). Each pixel of material has an 'HP' value. An explosion traces multiple rays around the point of explosion. These rays have a maximum "ray energy" that is used to consume the HP of each pixel of the material the ray is travelling through, up to the maximum radius of the explosion. When the "ray energy" is used up, the material is no longer destroyed. This is why, for example, Unstable Crystal is worse at digging than TNT; TNT, in addition to being able to damage materials up to 11 durability (vs. 10 for Unstable Crystal), has more than 30 times the "ray energy" of Unstable Crystal, meaning that for materials with a lot of hardness like rock, explosions from Unstable Crystal will only destroy 2-3 pixels of material, whereas TNT is likely to remove material up to its full radius of 28 pixels.
For example, this is the size of an explosion from Energy Orb (ray_energy=350,000) in coal (HP = 25,000) vs. rock (HP = 100,000).
This is called
hp in the materials file.
|per pixel||material||material in-game||dps when submerged (96 pixels)|
- World generation#Material colors
- Full table of all material properties on the wiki (Cargo table)
- Materials spreadsheet by Vexx32