Sentry

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Sentries are floating projectiles with high air friction, causing them to move a slight bit forwards before coming to a standstill. Sentries perform their action once every second: casting a spell for the regular variant, and selecting the closest entity for the selection variant.

The regular variant casts a spell every second aiming at the closest enemy in line of sight. If the selected entity is nearby, the sentry will fire at the selected entity even if the selected entity is not the closest, and not in line of sight. If there are no nearby enemies, it fires in a random direction. A laser goes between the sentry and it's target, letting you know what entity it is attempting to shoot at.

The selection variant selects the closest entity every second. If entities move around between each check, the sentry will select the new closest entity.

The maximum range of both types of sentries is 64 units, but the normal sentry can shoot up to 96 units to hit the selected entity.

The trigger sentry, introduced in v1.2.0, checks its 32 unit radius every second. If an entity (including you!) is found within the area when checking, it will cast the next spell.

Tips

  • Since the normal variant fires at selected entities, you can make it shoot at things that aren't enemies, such as explosive boxes.
  • If the normal sentry dies before casting all its spells it will cast the remaining spells in random directions. This may happen if you use Reduce Lifetime. Increasing the lifetime will cause the sentry to do nothing for the extra time; it will not create/cast new spells.
  • The selection sentry can benefit from increased lifetime, as it will activate more times before expiring.

Gallery

A sentry killing enemies. (Outdated v1.3.2)
A sentry selecting lanterns. (Sprite Outdated v1.3.2)