Plasma Beam Cross

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Plasma Spells
Plasma Beam Cross
Plasma Beam Cross
Four deadly plasma beams in a cross-shape. Look out, they can hurt you as well!
Plasma Beam Cross
Plasma Beam
Plasma Beam
An instantaneous, dangerous beam of light
Plasma Beam
Plasma Cutter
Plasma Cutter
A plasma beam specialized in cutting materials!
Plasma Cutter
Plasma Beam Bounce
Plasma Beam Bounce
A projectile launches a plasma beam upon bouncing
Plasma Beam Bounce
Plasma Beam Orbit
Plasma Beam Orbit
Makes four plasma beams rotate around a projectile
Plasma Beam Orbit
Plasma Beam Enhancer
Plasma Beam Enhancer
Makes plasma beam spell's beam wider
Plasma Beam Enhancer
Plasma Beam Thrower
Plasma Beam Thrower
A projectile fires beams of light in random directions
Plasma Beam Thrower
Spells that emit deadly beams of light.

Plasma Beam Cross is a projectile spell that create a four-way cross of plasma beams.

Tips

  • Plasma beam can dig through materials up to durability 11.
  • Due to the risk of self-damage, it is best to only cast Plasma Beam while standing still or moving away from the direction you aim it in, otherwise you may run headlong into your own beam. Long-Distance Cast can mitigate this danger. Projectile Repulsion Field will also repel the beam's origin point, giving you a bit more space to maneuver.
  • Damage from the beam does not trigger Saving Grace, so using the spell should be avoided at low health. This seems to be the same reason for this spell to ignore Sauvojen tuntija's damage protection.
  • The beam can evaporate all liquids including magical ones, making it possible to remove otherwise dangerous or bothersome liquids like teleportatium, flummoxium, and especially polymorphine.
  • Extremely efficient against Ylialkemisti, since it can only absorb and reflect the beams if its shield touches their point of origin. Staying a short distance away allows you to completely ignore the shield.
  • Stacking multiple Plasma Beams together will essentially create a single beam with their combined damage and digging power.
  • Critical Hits only apply to the initial projectile and origin of the beam, not its entire length.
  • Null Shot will also stop the beam from doing damage.
  • Exercise extreme caution when applying any path-altering modifiers to Plasma Beam - these can both move the emitting particle around and make the beam change direction, which can have truly chaotic results.
  • A bug sometimes causes enemies killed with this spell not to count towards progress.
  • Chaotic Transmutation disables scripts from spells, making this spell a safe piercing projectile.
  • Most enemies killed by this spell itself are instantly vaporized, leaving no trace of a corpse behind. Larger enemies, such as Jättimatos, powderize and turn into soil.

"Wrong" related projectiles

Some spells define a sequence of "related" projectiles that don't match the sequence of projectiles added when normally casting the spell, meaning that they can have different behavior with Add Trigger and Plicate series of spells. They may produce different kind(s) of projectile(s) and/or a different number of projectiles. The "related" projectiles will be used:

  • when Add Trigger/etc. targets this spell and the payload search succeeds
  • when Plicates target this spell, if this spell is of type Projectile or Static Projectile and there is enough mana

If the original spell is also drawn and cast (which is very often the case with Plicates), then both "related" and "normal" projectile sequences may appear in the result.

  • Plasma Beam Cross has a single Plasma Beam as its related projectile.

Gallery

Testing Plasma Beam Cross in a Holy Mountain and regretting it.

History

  • Apr 8 2024: Changed the spawn probabilities on tier 2 from 1 to 0.9, and tier 3 from 0.2 to 0.3.
  • Mar 30 2021: Added to the game.