Wands
Wands allow you to cast spells in Noita, and are your primary means of interacting with the world. You may hold up to four wands, each with their own set of spells.
You can find new wands across the map on pedestals similar to those you can find items on. Additionally, there are some wands that spawn in special locations not on pedestals. Wands that have not yet been picked up by you or any enemy that can hold wands will emit a gold-colored sparkle that can be seen even in the dark. There are a finite number of wand graphics in game - 900 are used for randomly generated wands, and 20 for special wands like the two below. Stats influence the graphic selected for randomly generated wands, for nonrandom wands, the graphic sets the potential for stats. With practice, some information about an unpicked wand's stats, but not spells, can be determined at first glance.
Starting Wands
When a new game is started in Noita, you are usually given two wands: One for regular combat, and one for utility spells, usually for digging. The wands contain a random assortment of spells by default, picked from a small pool. Stats on the wands are also picked at random, with the utility wand usually having less Mana Recharge than the regular combat wand, in exchange for faster reloading times.
Note that the Starter Bomb Wand has a seemingly unnecessary Shuffle stat, which usually has no effect since the wand can only hold one Spell, unless one acquired the Extra Wand Capacity perk.
STARTER WAND

Starter spells
There is a 50% chance for the starting spell to be Spark Bolt, and a 16.7% chance of each of the other options.
There will be 1-3 copies of a set spell placed on the wand, depending on capacity.
Starter bomb spells
There is a 60% chance for the starting bomb spell to be Bomb, and a 10% chance of each of the other options.
The Daily Run game mode may change the contents of either of both wands; such as turning the bomb wand into a Fireball wand. You will also be given different loadouts if you start with the official class mod enabled.
Unlike with the other starter wand, the bomb wand always carries just one spell.
Strategies & Tips
- Wand-ordering: Remember to swap the positions of your wands around by dragging and dropping. Place wands in predictable spots on your hotbar to allow for quick use.
- E.g. You might always keep your: Primary damage in position #1, teleport in #2, digging in #3, and storage in #4.
- Spare slot(s): Whilst exploring, you will likely find new wands you want to grab. Try to keep an empty slot or more.
- Mana drain: While tempting, it is usually not desirable (especially with Shuffle wands) to completely fill a wand with spells. Each spell and modifier costs mana, and the stacking mana costs can cause a decent combat wand to become useless in extended fights.
- Pausing the game: When you click to pick up a wand it completely pauses the game, unlike looking at the Inventory screen. Pausing can give you some time to think.
- You can throw a wand currently in your inventory onto the ground by drag-and-dropping it out of the inventory menu, throwing it nearer or further depending on where your target-reticle is.
- Some types of enemies may pick up and use wands.[1] This can be very dangerous, or destructive, or useful - either to yourself or the enemy. For example:
- If an enemy cannot cast the wand (due to it not having spells, or not having a high enough mana max, or containing only something like All Seeing Eye), then it is possible for the enemy to stand around and fire nothing. However, they may still use their normal attacks even while holding a wand (usable or not).
- Some enemies have reflection abilities or shields, but can still hurt themselves. You might throw a wand with an Earthquake on it (and then run away!).
- Charmed Wands: Wands with spells that are dropped in a pool of Pheromone will cause them to come to life and start following you as long as you are stained with the liquid. However, these charmed wands will disappear after a minute, so it is advised to only apply this strategy when a wand is no longer needed, but more firepower is.
- The wand's entire hitbox must be covered, which might require throwing it into a slightly deeper pool, or digging away underneath it.
- Empty wands will instead be sold, paying 200 gold per wand tier.
- Before this feature was introduced, dropping an empty wand without Always Cast spells into a pool of pheromone would result in an infinite amount of wand ghosts spawning, which would subsequently not pick up the wand since it is empty.
Notes:
- ↑ Generally the Hiisi, Mages, and Robots
Wand editing
Wand editing is one of the main game mechanics of Noita, changing which spells and orderings are used in each wand. Wands can usually only be edited while inside the Holy Mountain or with the Tinker with Wands Everywhere perk.
See the Tinker with Wands Everywhere page for more details on additional methods.
Wand appearance
Wand appearances are usually procedurally-selected from the pool of 900 possible designs mentioned prior.[1] Similar designs may appear between runs, due to containing the same general spells and/or stats. This is primarily seen in the earliest biomes, especially the Mines.
There are a few identifiable relationships between a wand's design and its statistics:
- Gemstone: Non-Shuffle wands have a rhombic core (gemstone) in them.
- Length: Longer wands usually have a larger Capacity and short wands usually have only a few spell slots.
- Width: Wider wands usually have a higher cast delay.
- Tip(s): Wands that have multiple tips will usually have a Spells/Cast equal to or greater than the number of tips. Wands with 2 tips are always 2 Spells/Cast.
- Purple Glow: Rare wands will have a faint glow to them, and an Always Cast spell. The intensity of this glow diminishes as you approach.
The other two wand properties to affect appearance are recharge time and spread, however there is no clear pattern as to how they affect wand appearance, and can often vary greatly without affecting appearance at all. There is a small tendency for wands with less spread to be very wide.
Below are some examples:
Some spells, when loaded onto a wand, cause the wand to emit sprites or particles. For more information, see Wand Appearance or individual spell pages. These particles will not appear until the wand is held by an entity able to hold it.
Notes:
- ↑ Except for the #Unique wands
Wand Statistics
Shuffle
- Can be Yes or No.
- If the wand is Shuffle, the wand will go through the spells assigned to it in random order, as if the spells were randomly shuffled on every recharge. The fixed order in UI is only for your convenience in building, and will only be used in times out of all casts, where s is the number of spells in the wand.
- Each modifier or multi-cast is treated by a shuffle wand as a valid starting point for combos within a recharge cycle. ex. a Double Cast and two individual spells will result in two single spell casts and a double spell cast, at random, within a single recharge window. Similarly a fire trail and single projectile spell will fire both a fire trail and a regular trail spell within a single recharge cycle.
- Shuffle wands respect the queue, just not the order within a single recharge cycle. For example a wand with 5 magic missile spells will use one charge from each magic missile spell until it has used one charge from all 5 spells, then it will recharge before randomizing its cast order again and repeating this pattern.
- If the wand has Formations, Modifiers, Triggers, or Timers, the structure of your custom spell may not work properly due to the nature of Shuffle. The wand may select a spell ahead of your modifiers, bypassing it completely and casting the basic form of the spell. If it hits a modifier though, it will apply it to the next chosen spell. If a modifier is followed by another modifier, both modifiers apply to the next chosen spell. This repeats until it hits a valid spell, wrapping back to it’s first chosen spell if no spells are left to choose from. This can lead to shuffle wands varying slightly in the amount of projectiles shot per burst.
- Shuffle wands typically have better stats to compensate for how they restrict and impair spell setup. You can improve consistency by adding multiple copies of the same or similar spell.
- Shuffle can be useful for rapid-fire low-mana spells, if you have fewer spells available in inventory, or for creating variable distance casting with trigger and timer spells.
- Shuffle is generally considered inferior to No-Shuffle, especially for limited quantity, high mana, and dangerously powerful spells.
- By taking the Perk called No More Shuffle you can use Shuffle wands as non-Shufflers, and wands that would have been Shuffle spawn as non-Shuffle but keep the higher stats.
Spells/Cast
- A positive integer ranging from 1 to 26, fuzzily softcapped around 7. Represents how many different spells are cast every time you fire the wand. 1 is considered desirable.
- It essentially acts as the Burst spell modifiers, as if they are applied before each of your spells. (Spells/Cast will still skip over what has been cast already; you will not fire every possible permutation.)
- When using a spell with trigger on a wand with 2 or more spells/cast, the trigger will reserve the spells connected to it (for example: a sparkbolt with trigger and a lightning bolt next to each other. In this case, the wand will consider this combination a single cast).
- There is no way to modify this behaviour such that the wand casts less spells. Only more.
- Generally, higher Spells/Cast wands will have longer Recharge Time.
Cast Delay
- A decimal number, measured in seconds. How long it takes to cast the next spell in the wand queue; a cool down before the next spell in the wand's inventory is cast.
- Usually shorter than Recharge time; loading multiple identical spells will cast faster if the cast delay is shorter than the Recharge time.
- Each individual spell in a multi-cast group will be summed together to determine the cast delay.
- Spells packaged inside a trigger or timer are ignored for calculating cast delay.
- Cast delay occurs simultaneously with recharge time. At the end of a wand, if the recharge time is low but the cast delay is high, the cast delay will have to be waited out before the wand can be cast again. Similarly, if the cast delay is low and the recharge time is high, the recharge time must be waited out. However, they don't add to each other; a wand with 0.5s cast delay and 0.5s recharge time will only be waiting 0.5s to recharge, during which the cast delay will also tick down on its own.
- All Cast Delay can be removed from a wand by ensuring there is a Chainsaw spell as the last spell in every cast in the queue. For this reason, this stat being bad is considered less of a demerit than bad recharge time, which enjoys no equivalent mechanic.
- A negative Cast Delay value is treated as zero if the wand's spells do not incur cast delay. Otherwise it negates up to that amount of Cast Delay.
- Exempli gratia: You own a wand that has Cast Delay of -3s, and it has spells that add up to 2.5s of Cast Delay. The wand takes -2.5s out of its bank of -3s total, and allows you to fire with 0 Cast Delay. If there is enough capacity, you can add spells equal to another 0.5s of Cast Delay before you need to start using spells that Cast Delay to be made 0, like Chainsaw, to balance the equation.
Recharge Time
- A decimal number, measured in seconds. When the spell queue reaches the end, the wand must recharge for this long in seconds, refreshing the spell queue. It's like a cool-down effect for the whole wand.
- Recharge time is cumulatively affected by any spells that add or remove recharge time as they are cast, but the cooldown is only triggered after all spells in the wand have been cast.
- Hot-swapping the equipped wand does not cancel a recharge once triggered, but it will instantly refresh the spell queue if not recharging.
- A low recharge time is desirable for ongoing combat, and can be lowered using some spells like Chainsaw or Luminous Drill.
- Recharge time can be avoided using some techniques, see Single cast and instant recharge trick.
- A higher recharge time can be used to prevent repeat casting of spells that are powerful, have long duration, or finite quantity.
- A negative Recharge Time value is treated as zero if none of the wand's spells incur recharge time. Otherwise it negates up to that amount of Recharge Time.
- This works just like negative Cast Delay, except for the obvious fact that it applies to Recharge Time instead.
Mana Max
- A non-negative integer. This is how much mana the wand holds when full.
- The percentage of mana your wand currently has of this total value is shown alongside your other stats in the top right corner of the screen as a blue bar.
- Spells will consume mana at cast and instantly for every single spell and modifier in the cast, according to the Mana cost listed in their description. Some are free. or (like the one linked directly below) have negative cost.
- Add Mana can be used to allow a wand to cast spells it otherwise lacks the Mana Max to cast at all.
- If there are Trigger/Timer spells, then mana is consumed assuming that every spell in the trigger chain will be fired once.
- Even if the Trigger condition does not get fulfilled, the mana is lost.
- Conversely, if the Trigger condition is fulfilled multiple times, such as the modifier Piercing Shot allows, the extra copies do not cost more Mana.
- If there is insufficient mana for a modifier or connected Trigger spell, the chain will ignore it.
- If there is insufficient mana for a Trigger/Timer, but enough mana for a spell that would normally be consumed by the Trigger/Timer in question, then connected spell will be casted instead.
- Exempli gratia: Consider the spell sequence Magic Arrow with Trigger (35 mana) → Explosion of Brimstone (10 mana). If the wand is down to 34 Mana, it cannot cast the Trigger spell, but can cast the explosion. So it will.
- So there are four possible behaviours, one of which will cost HP without a relevant immunity perk.
- The wand casts a magic arrow, which casts an explosions as many times as it can, or not if the Trigger condition is not met. This occurs until Mana < 45.
- The wand casts the Magic Arrow but not the explosion. This occurs from Mana = 44 to Mana < 35.
- The wand casts the explosion alone. This occurs from Mana =34 to Mana < 10.
- The Wand casts nothing at all. This occurs from Mana = 9 to Mana = 0.
- This specific example fully generalises to all possible combinations of triggers and payloads.
- Spells, including Spells of the Projectile Modifier class, might fail to be linked to the cast if there isn't enough mana. For example, if you have a Freeze Charge modifier that costs 10 mana and a Digging Bolt spell costing 0 mana, you will always be able to cast the Digging Bolt, but Freeze Charge will only apply to it when there is enough mana.
- A high mana max is useful for wands that have many modifiers and/or heavy-duty spells.
- A low mana max may be unable to cast even a single spell, e.g. a wand in the Mines that spawns with Black Hole, but not enough max mana, rendering the wand and the spells it contains useless until it can be modified in the Holy Mountain.
Mana Charge Speed
- A non-negative integer. Represents how much mana is regenerated per second.
- Mana will still recharge when the wand is not held in the hand, unlike the Recharge time.
- A high mana charge speed is desirable for constant combat.
- A low mana charge speed can still be useful for spells not used often, eg. Bomb, Rain Cloud.
- Add Mana can be used to alleviate a low Mana Charge Speed.
- A small fraction of wands have higher Mana Charge Speed than their Mana Max.
- These are referred to as reverse mana wands and are often considered rather desirable if their other stats do not cripple them.
Capacity
- A non-negative integer from 1 to 66, softcapped at 26 for nearly all wands. Determines how many slots are available to insert spells and modifiers into.
- A no-shuffle wand will cast spells from left to right. This can be imagined as a queue that might have other queues "embedded" in it.
- We define embedded here. Imagine that this bullet point is a wand with Capacity 4 (the number of subitems this bullet point has), and that the subitems of this bullet point are all spells in it.
- "Embedded" means certain spells, especially Triggers and Multicasts, create their own queues within the main queue, like this thing you are reading - imagine this item in the numbered list as a Double Cast Spell containing the next two bullet points.
- If it were a triple Cast, this section would be 3 "spells" long.
- You can keep the wand acting like a single queue without embeddings by avoiding these spells, but this is mechanically suboptimal to great degree.
- And that is how it works - this "paragraph-wand" has a capacity of 4, but only casts twice - because the Double Cast bullet point above used 2 of those slots for its embedded queue, plus the slot it itself took. Those slots are not numbered because Double Cast, in game, fires both at once.
- "Embedded" means certain spells, especially Triggers and Multicasts, create their own queues within the main queue, like this thing you are reading - imagine this item in the numbered list as a Double Cast Spell containing the next two bullet points.
- The concept of embedding is useful, because something like a trigger will take "1 item" in a queue, but that "1 item" includes all of its embeds, all else being equal.
- We define embedded here. Imagine that this bullet point is a wand with Capacity 4 (the number of subitems this bullet point has), and that the subitems of this bullet point are all spells in it.
- A shuffle wand casts its spells in a random order before recharging. Whether or not there are embedded queues depends on the cast order, but even if there are, it is the wand, not the spell that creates the embedded queue, that decides what gets put there, unfortunately.
- The more spells there are to cast, even if it is the same copy, the longer it takes before the wand reaches the end of the spell queue and must recharge. By maximizing this, you can decrease the relative ratio of time that a wand spends casting vs recharging, so it can be said the stats are related.
Spread
- A decimal number that represents the potential random spread of your spell's projectiles, as measured in degrees. This is your cone of fire.
- A positive spread value causes inaccuracy. Negative spread does not result in inaccuracy. It simply helps mitigate (positive) increased spread, which various spells may add.
- This works like negative cast delay and recharge time.
- The final spread is calculated by adding together the wand's spread and the spell's spread with modifiers added.
- Therefore, a wand with negative spread can counteract a spell with positive spread, or vice versa.
- Positive spread values can also be mitigated by the Homing Shots perk, and modifiers Homing and Reduce Spread. These are not always reliable if you are using Formation modifiers, however.
Always Casts
- A single spell held apart from the normal queue.
- Often highly desirable. Each cast from the wand will have the Always Cast spell or modifier added to the front of the block. Keep in mind this means it won't apply to cast states within a Trigger/Timer.
- Always Casts don't cost more than 0 mana ergo they're free unless it's something like Add Mana or Blood Magic
- Mana To Damage's cost is 0 but its action modifies the mana amount so it is an "exception".
- Spells which normally have limited charges will be unlimited when Always Cast.
- Other than the above changes, Always Casts behave identically to a normal spell and all of the other modifications apply.
- The Always Cast spell is chosen when the wand is randomly generated, and can't be removed or changed to another spell.
- There is a perk that can add Always Cast spells to a wand, up to a maximum total of 4, but the spell chosen is random.
- May be difficult to rediscover what it casts. If you forgot the spell's description, know that you can drag and drop your wands out of your hand and onto the floor, letting you pick the wand up again and see its full description. You may also read the descriptions of your already picked up wands on this screen, so attempting to pick up other wands also works. Another option could be going to the Progress entry in the pause menu and finding the spell's icon among discovered spells.
- Always Cast spells with Timer or Trigger variations applied will never activate their trigger/timer function. However Spark Bolt With Double Trigger will activate once, as will Delayed Spellcast.
Speed Multiplier
- A hidden stat changing the velocity of projectiles cast by the wand.
- Set to 1 for most wands.
Wand Length
Wands come in different lengths, and while generally a longer looking Wand has a higher capacity, the visual length of the Wand's sprite is not directly related to either Capacity or the distance away from you that projectiles are spawned (grip-to-tip length). Each Wand Sprite has arbitrary, fixed values for the latter (which means that any specific one of the 1000 possible Wand Sprites always has the same grip-to-tip length.
Since projectiles spawn at the tip of the wand, they effectively gain extra range/speed for the first frame of their life. This can make a huge difference to how fast you can teleport - with a long wand more than doubling your top speed.
A selection of wands of various lengths. Grip location is indicated with a pink bar, tip with a green bar.
From left to right:
- Starting Wand - 8px
- Starting Bomb Wand - 6px
- Wand of Swiftness - 15px
- Wand of Multitudes - 15px
- Wands # 0207, 0213, 0657, and 0483 - The longest wands you can get, 25px.
- Wands # 0177, 0621, and 0232 - Examples of wands that look long, but either have length taken away by the grip position, the tip position, or both.
- Wand # 0775 - One of the longest looking short wands you can get.
Unique wands
There are also some unique named wands, which can be obtained from secret locations or solving puzzles.
- Varpuluuta (listen
) (Twig Broom)
Source: The Vault puzzle (30% chance)
Passive: removes stains from terrain. - Hauen Leukaluu (listen
) (Pike Jawbone)
Wand Tiers
Wands have a level/tier number between 1 and 6, and in rare cases it can be 10[2]. Higher wand tiers generally have higher stats, and a larger spell pool from which to pick spells to generate with.
Detailed info about Wand Tiers can be found on this page: Wand and Spell Tiers
Notes:
- ↑ 1.0 1.1 "Traditionally vihta was used more often in Western Finnish, while vasta was used in Eastern Finnish." - https://en.wiktionary.org/wiki/vihta
See this glorious image explaining it: https://i.imgur.com/IKN4g1M.jpg - ↑ When a level 10 wand is spawned, the game actually calls for a level 11 wand to be generated, allowing Tier 10 Spells to appear on the wand.
Wand Generation Procedure
Trivia
- Pedestals holding wands can occasionally be found in custom-designed rooms, often containing traps. These pedestals are made of Glowing Stone that is impervious to most explosions and spells.
- Wands on the ground will rotate around the handle's tip, with the exception of some wands found in the Mines.
- Wands that contain a electricity spell or modifier (i.e Lightning Bolt, Thunder Charge, Electric Arc, etc.) that are held and submerged in a liquid will cause electric particles coming off the wand to intensify and then send out continuous electric shocks after ~3 seconds which will only stop when the wand is pulled out, put away or dropped.
- There is about a 5% chance to get a "Rare" wand, and about 4% chance for a wand to have an AC without being Rare.
- Wands have a 1/10,001 chance to naturally break past the soft-cap of 26, meaning the true highest capacity in NG is the elusive 62 capacity wand (however this is beyond astronomically unlikely, and would need to be dropped by the SPOILER: Limatoukka boss)
See Also
- Guide To Wand Mechanics
- Modding: Useful Tools#Wand tools
- Noita Know Your Wand - External web tool that is an atlas of all random generated wand graphics sortable by stats. Can be used to determine which graphics are linked to which stats, according to your desires.