Perks are a large assortment of passive abilities that the player obtains as they descend deeper into the mountain, augmenting the player and their abilities in many ways.
A set of three perks are offered on an altar at the end of each Holy Mountain that the player visits. Upon selecting one, the other two perks disappear.
Perk Rerolling[edit | edit source]
Perks can be rerolled using the 'perk reroll' structure resembling a set of scales at the exit of the Holy Mountain. This replaces any perks on the altar with a new draw from the pool.
The perk reroll initially costs 200 gold and will double in price every use (200 g, 400 g, 800 g, and so on). Rerolling only affects perks that are currently on the altar and will not spawn new perks if a perk has already been taken. Rerolling will pull from the entire pool of perks, allowing for the possibility of collecting multiple instances of the same perk.
Rerolling will not affect the price of previously visited holy mountains; rerolling once ups the price from 200 g to 400 g, but the price of all previously visited holy mountains remains 200 g. For example:
- Player has visited two holy mountains (A and B). Both holy mountains start at a reroll cost of 200 g.
- Player rerolls perks in B for 200 g (cost in B goes up to 400 g).
- Player goes back to A and is able to reroll for 200 g (cost in A goes up to 800 g, but the cost in B remains at 400 g).
Perk Stacking[edit | edit source]
Many of the perks in Noita, including essences, can be repeatedly stacked by means of going to east/west world or making use of the reroll altar. The effects of stacking varies greatly: For perks such as the essences or Electricity, stacking means adding extra fire rate to the perk. Perks such as Lukki Mutation and Permanent Shield will grant an additional copy. Perks such as Stainless Armour and Perk Lottery will logarithmically get more effective, while perks such as Breathless will have no stacking effect. The full list of stacking effects is yet to be determined.
Normal Perks[edit | edit source]
|Critical Hit +||Increased critical hit chance.||Increases critical hit chance all of the player's spells by 10%. Stacks linearly, adding 10% critical hit chance per stack.|
|Breathless||You won't drown when submerged.||Immunity to suffocating in liquids, gasses, and even being buried in powders, like snow and coal. You will still be damaged by acid and lava.
If you are polymorphed into a small worm or similar and transform back while inside of a wall, you will not suffocate in the wall.
|Greed||You gain 2x gold per nugget.||Stacking doubles the previously collected amount of gold.
For example, stacking twice will grant 4x the gold, and thrice 8x, and so on.
|Trick Greed||4x instead of 2x gold is dropped when death is an accident.||Methods of achieving "trick kills" include, but are not limited to; killing enemies with physics damage (like from Summon Rock, thrown Emerald Tablets, etc), when enemies burn to death, as well as electric currents running through liquids and metal(such as from Electric Charge). Deaths from material damage (like Poison) will also work.
"Non-projectile" explosions from environmental explosives or explosive chemical reactions (and even a few spells like Dormant Crystal and Unstable Crystal, along with their trigger variants) can also cause trick kills.
|Gold is Forever||Gold nuggets never disappear.||This perk can be incredibly valuable, allowing you to get every bit of gold without needing to rush.
It can cause performance issues in long runs where gold nuggets may pile up.
Synergies well with perks that provide Blood Money, as you will essentially have healing nuggets of (red) gold around until they're picked up (also letting you defer picking them up if you have full health at that moment).
|Trick Blood Money||Blood money is dropped when death is an accident.||All gold nuggets dropped via "trick kills" will heal you small amounts in proportion to the value of each individual nugget. The nuggets will be ruby rather than gold, so it's quite easy to distinguish.
Methods of achieving "trick kills" include, but are not limited to; killing enemies with physics damage (like from Summon Rock, thrown Emerald Tablets, etc), when enemies burn to death, as well as electric currents running through liquids and metal(such as from Electric Charge). Deaths from material damage (like Poison) will also work.
This perk does not stack, however Trick Greed does, and will synergize well with Trick Blood Money, as it will increase the number of blood nuggets dropped.
This perk also synergizes very well with "Gold is Forever" preventing the blood nuggets from despawning, and can be left for healing later if need be.
|Exploding Gold||Nuggets of gold explode once they expire or are picked up.||The explosion can destroy terrain, but doesn't hurt the player.|
|Strong Levitation||You can fly 100% longer.||Your levitation bar is doubled.
Because it is a direct extension, to recharge your flight to max capacity, you must also wait on the ground for twice as long.
Stacking doubles the levitation bar again with every stack.
|Faster Levitation||You levitate 75% faster.||Stacking increases levitation speed further.|
|Faster Movement||Your movement speed is increased.||You move about ~40% faster. Stacking increases speed further.|
|Low Gravity||All creatures, you included, have lower personal gravity.||Reduces the player's gravity by 40%, making it far easier to remain airborne, and reduces your falling speed.|
|High Gravity||All creatures, you included, have higher personal gravity.||Increases the player's gravity by 40%, making it harder to remain airborne and increasing falling speed.
This also increases the speed liquids fall off of you while moving.
|Fast Swimming||You are an expert swimmer!||This affects fall speed as well.
Stacking a couple or more makes movement in liquid even faster than on land.
Anti-synergistic with "Freeze Field", as you will no longer be able to swim in any liquid that can be frozen by it.
|Never Skip Leg Day||Your kicks deal extra damage and knockback.||Increases kick damage from 1 to 61 and greatly increases enemy knockback.
Kicking physical objects (carts, crates, etc) will send them flying.
|Telekinetic Kick||You gain new telekinetic powers.||Pressing the kick button now causes objects the player is looking at to hover directly in front of them.
Pressing kick again with a held object launches it in the direction the player is looking.
This may be used to collect gold nuggets from a distance.
Stacking this perk with Never Skip Leg day will allow you to throw objects even harder. Stacking too many will usually cause objects to "skip" past enemies, leaving them unharmed.
You cannot perform normal kicks with Telekinesis, preventing you from kicking powders around, and no longer being able to disarm or damage enemies with direct kicks.
Objects that are grabbed and thrown with Telekinesis will not directly be able to trigger "trick kills", which can make utilizing perks that rely on them (such as Trick Blood Money) more difficult.
You may also use picked up objects to provide you with portable cover, though it may get in the way of your shots.
|Repelling Cape||Stains drop at a fast rate (when moving).||Stains go away much faster while you are moving. This also applies to potions, making the effects they grant much harder to maintain.
Synergizes well with perks that require a clean cape, such as Invisibility or Stainless Armor.
Being constantly dry will make you much more likely to be set on fire.
Stacking makes stains fall off even faster. Just two stacks dries stains practically as soon as you exit the liquid.
|Exploding Corpses||Enemies explode upon death.||Explosions often scatter gold, set off traps, and start fires.
By destroying at least most of the corpse, this perk may lessen the amount of blood and overall clutter.
|Saving Grace||If you would die and have more than 1 HP, your HP is set to 1 instead.||Prevents death from a single high-power attack, but is ineffective against rapid damage.
Unlike the "Extra Life" perk, Saving Grace is reusable, and will recharge after healing above 1 HP.
Saving Grace will not save you while polymorphed.
|Invisibility||You're invisible. Stains, casting spells, kicking and taking damage removes the effect temporarily.||Grants the player an infinite Invisiblium effect. Synergizes well with Repelling Cape.
Having two instances of the perk removes the wait time to go invisible when a stain is removed, but not when you kick or use a wand.
Spells affected by a Boomerang modifier will not arc towards the player while invisible.
|More Blood||Blood blood blood.||All creatures (including the player) bleed more.
This also affects items that give off material when destroyed, such as oil lamps.
Can synergize well with Vampirism.
Stacking increases the amount of extra blood.
|All-Seeing Eye||You can now see everywhere.||Removes all darkness from the world, revealing the entire screen without needing to see an area first.
Works everywhere, even in places the spell variant would not.
|Levitation Trail||Flying leaves a trail of magical sparks that harm passing creatures.||Similar to the Barrier spell. The sparks from this perk deal 3 damage each and may linger in the air for approximately 5 seconds.
Sparks spawned by this perk do not damage objects such as explosive barrels.
The sparks are projectiles and are affected by Homing Shots.
Possible bug (confirmation needed): the sparks are able to damage friendly characters or pets such as the Homunculus or Plague Rats, which will cause those characters to retaliate against the player. Because these pets are immune to other attacks by the player, this is probably a bug.
The sparks can collide with the Energy Shield spell and "Permanent Shield" perk, causing them to momentarily break and recharge.
You will not create a trail while invisible, however cannot become invisible while the trail is firing. If you wish to utilize the Invisibility perk, you must wait for it to activate before levitating.
Makes becoming polymorphed even more hazardous, as they may damage you and kill you.
|Vampirism||You lose 25% maximum health, but can replenish health by drinking blood. Blood doesn't affect satiation level.||Blood can be drank from the world or from a flask, the latter restoring 4 HP per 10%.
Health per amount of blood drank is the same whether drank from a flask or the world.
It synergizes well with the "More Blood" perk, and any other means of generating more blood from enemies. The "Unlimited Spells" perk is also great with Vampirism, since spells which produce blood (such as Materialize Blood) will have unlimited uses.
Anti-synergistic with "Freeze Field", as all blood near you will freeze, and getting blood into a flask will become significantly more difficult. It also pairs poorly with "Exploding Corpses", because you won't be able to dig or blow up corpses for additional blood.
Max health removed is calculated from your current total max health.
Recommended to fill a flask with blood and drink from it, rather than the ground directly as this will prevent you from becoming sick due to accidentally eating rotten meat, and will allow you to 'filter' what you end up drinking, in case other liquids are in the vicinity (especially ones that cause you to throw up like invisiblium and ambrosia, which make collecting blood harder)
|Extra Health (One-off)||50% extra maximum health.||Bonus calculated from player's current maximum Health at time the time of acquiring. Does not affect any future changes to max health. May be stacked.|
|Stronger Hearts||Hearts bestow double the maximum HP.||Increases from +25 to +50 HP for future Extra Max Health pickups.
Unknown if it increases max health gained from rare Large Extra Max Health pickups (which normally bestow +50 maximum HP).
|Glass Cannon||Your spells deal 5x damage and have larger blast ranges, but your maximum health is capped to 50.||Explosions and blasts caused by the player are 5x larger.
If health is below 50, it will be set to 50. Max health can still be reduced below 50 via Vampirism.
Picking up a health increase will give the message: "Health increased by [#], but a some sort of curse prevented the health increase!"
The player's maximum HP can still be increased using the Holy Mountain Health Regeneration pickups, but re-applying this perk will reset your max HP to 50. Picking up Maximum Health upgrades will not reset the health to 50.
You can only have two copies of Glass Cannon, any additional stacks after that will have no effect.
Glass Cannon has a peculiar interaction with "Living on the Edge" when stacked, see below.
|Living on the Edge||When under 25% HP, your spells deal 3x damage.||You can stack this perk up to three times. This perk will multiply the last damage multiplier by three, ending up squaring (x9) or even cubing it (x81).
Glass Cannon can stack itself once. When having this perk, the damage can be multiplied once more, but only once.
The exact way the damage gets calculated while having both is complicated, however the most effective combination would be having two Glass Cannon perks first and then adding this perk, as the Glass Cannon perk will nullify any previous instance of this one as long as health is below 25, potentially making the output worse.
|Extra Life||Upon death you respawn with 100 health.||Upon dying, your health is set to 100 once.
You do not 'respawn' somewhere safe.
You will not be saved from death while polymorphed.
|Worm Attractor||Worms of the world come to you.||Causes worms to be attracted towards the player's general area.
This perk can make getting Worm Blood much easier. It synergizes well with Melee Immunity quite well, allowing you to use the worms to dig through extremely durable materials like temple brickwork without risk of direct harm. However, the ghastly Death Worms("Kalmamato" in-game), which deal curse damage, will still be a threat.
|Worm Detractor||Worms of the world run from you.|
|Enemy Radar||Detects nearby enemies.||Red circles will appear around you, indicating the distance and direction to nearby enemies.
The larger a marker is, the closer the enemy.
|Wand Radar||Detects nearby wands.||Green circles will appear around you, indicating the distance and direction to nearby wands.
The larger a marker is, the closer the wand.
|Fire Immunity||You take no damage from fire.||You can no longer be set on fire. Does not prevent damage from lava, fiery explosions, and direct fire attacks like those from Stendari.|
|Toxic Immunity||You take no damage from toxic sludge and other toxic things.||Prevents the Toxic Sludge stain, causing Toxic Sludge to remove stains instead.
Also prevents damage from Toxic Gas, Toxic Ice, Toxic Rock, and Toxic Gold.
|Explosion Immunity||You take no direct damage from explosions.||Player is still affected by harmful material generated by certain explosions, including fire, toxic sludge, acid, electricity, and/or freezing vapour.|
|Melee Immunity||You take no damage from close-range enemy attacks.||Can cause many enemies to become completely harmless to the player.|
|Electricity Immunity||You take no damage from electric shocks.||This perk may be preferable over the Electricity perk, which is capable of activating traps and triggering explosives.
Note that many electricity-based spells also deal explosive damage, and so this perk is not sufficient to grant immunity to Lightning Bolt and similar spells.
|Teleportitis||Damage is reduced by 20%. Every time you take damage, you teleport away.||Any amount of damage (including damage-over-time effects like fire or toxic sludge) will make player randomly teleport to a random off-screen location. This includes blocked damage, and even healing damage from healing projectiles.
Can teleport into harmful material, such as lava or acid.
|Teleportitis Dodge||You teleport a short distance away when an enemy projectile is near.|
|Stainless Armour||You take 50% less damage as long as you have no active stain status effect.||Synergizes well with Repelling Cape and Freeze Field. Stacking halves damage every time.|
|Tinker with Wands Everywhere||Divine blessing allows you to edit wands everywhere.||Enables the editing of wands outside of Holy Mountains.
Allows you to strip away the spells from any wand you find, as well as replace spells with depleted charges with fresh counterparts on a whim.
|No Wand Tinkering||Wands cannot be tinkered with, but enemies may drop blood money.||Gives a 6% chance for an enemy to drop blood money instead of normal gold.
Removing wand editing in exchange for enemies sometimes dropping blood money (which heals a small amount when picked up) is a bad play in almost any situation...
...because without wand editing, you will have to rely entirely on a wand you built before receiving the perk, or randomly generated wands found in the game.
If the player has both this perk and the Edit Wands Everywhere perk, the player can edit wands in the Holy Mountain as normal, but not outside of it.
Having multiples of either/both perks does not seem to change this interaction.
|Wand Experimenter||Firing newly found and unmodified wands heals you.||This perk heals approximately 23 health per wand over the course of 8 casts with each cast halving the HP healed per use.
The perk still works even if the new and unedited wand has no spells on it or a spell similar to Torch that has no cost or cast effect.
|Bombs Materialized||Bomb-like spells can be placed in the ITEMS space in inventory and thrown without a wand.||The TNT, Bomb, Glitter Bomb, Propane Tank and Holy Bomb spells may now occupy item slots.
Spells can only be moved around the inventory in Holy Mountain, except with Tinker with Wands Everywhere perk.
|Homing Shots||All your spells home towards enemies very slightly.||Static projectiles such as Death Cross, Slime Mist and the sparks of "Levitation Trail" will reliably follow targets, while fast projectiles like Magic Arrow will only curve slightly.|
|Boomerang Spells||Your spells arc towards you, but gain extra speed and deal extra damage.||Be wary of using explosives with this perk. Long-lasting spells, such as Dormant Crystal, can follow you around indefinitely.
Conversely, high-velocity spells like Spark Bolt may curve up or down in an odd manner due to their attraction to you.
This quirk can throw off your aim, so this perk is not recommended for novice players.
Confers 30% projectile and explosion resistance. The resistances stack, multiplying your damage taken by 0.7 for each instance of the perk taken...
...at 10 stacks, without other resistance effects, you would have 98% resistance to both forms of damage.
|Unlimited Spells||Most spells are now unlimited.||Does not work for: Black Hole, Heal Projectile, Circle of Vigour, Matter Eater, Spells To Nukes, Spells To Black Holes, Spells To Death Crosses, Spells To Magic Missiles, Matosade, Meteorisade, Summon Taikasauva, and The End of Everything.
Full list of exempt spells to be determined.
|Freeze Field||Freezes liquids around you.||Extinguishes fires, and freezes most liquids near you, but will not freeze liquids that do not have a frozen material counterpart (like oil or magic potions).
Also gives immunity to fire damage, even to some direct fire attacks like those from a Pikkutulikärpänen. Additionally makes the player virtually immune to Lava and Poison, as those normally extremely dangerous liquids are harmless when frozen.
Synergizes poorly with "More Blood", frequently causing the player to become trapped in their own frozen blood mid-battle. Also removes the ability to gather freezable liquids.
Synergizes well with "Stainless Armor", as fewer liquids will be able to stain you, even preventing your own blood from getting on you (however you may get stuck in your frozen blood, especially if you have "Slime Blood"). If you have "Oil Blood", you can prevent getting stuck in ice, as oil will not freeze, however this is anti-synergistic with Stainless Armor.
|Gas Fire||Gases near you ignite automatically.||Will ignite any gas in a decent radius around you.
If you don't yet have Toxic Immunity, this will provide protection against Toxic Gas. Exceptionally useful for its unique ability to protect against Freezing Vapours. This perk will also nullify the risk of suffocating in gas clouds without "Breathless".
While you are normally not likely to catch on fire as a direct result of the gas ignitions, teleporting into gas clouds will likely cause you to catch fire. The player should also be wary of fires which may start as a result of igniting small amounts of common gases in the environment, such as Smoke or Steam.
Note that Cloud, although static and solid to non-physics bodies, is actually a gas, so navigating the Cloudscape with this perk may be difficult.
|Dissolve Powders||Sand and other soft, powdery materials dissolve quickly in your presence.||A small radius around the player will instantly destroy things like coal, gunpowder, sand, snow, bone dust, and more.
See the Materials page for more details.
This is especially useful when utilizing the Ground To Sand spell.
|Slime Blood||You bleed slime, but slime no longer slows you down and you have higher projectile resistance.||Confers 25% projectile resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of projectile resistance.
Also increases how much the player bleeds (more stacks will further increase the amount bled).
Taking this perk after "Oil Blood" will overwrite the material bled by the player, causing them to bleed slime instead of oil, but the player will still retain the increased blood multiplier (which will stack with the one given by Slime Blood) and the fire immunity.
|Oil Blood||You bleed fast-burning oil, but are immune to fire.||One of three perks which can grant immunity to fire(the others being Fire Immunity and Freeze Field), making it very useful when you don't already have either of the others.
This perk will not make you immune to the slippery effects of oil, which can be a nuisance.
Also increases how much the player bleeds (more stacks will further increase the amount bled).
Taking this perk after "Slime Blood" will overwrite the material bled by the player, causing them to bleed oil instead of slime, but the player will still retain the increased blood multiplier (which will stack with the one given by Oil Blood) and the projectile resistance.
|Permanent Shield||You gain a small, permanent shield.||A small shield will make smaller projectiles bounce off and break after a certain amount of damage. The shield will reappear shortly after breaking.
Stacks with other shield spells for increased protection. Damaging projectiles bounce off of shields, potentially hitting enemies or explosives.
Due to its smaller size, the shield may not always protect you from very high-velocity or large-hitbox projectiles.
The shield is damaged by Levitation Trail sparks, even though the player is not.
Stacking the perk will result in more layers of shield which must be broken individually, giving several layers of resistance to projectile damage.
|Revenge Explosion||You release a magical explosion upon taking damage, and gain 25% resistance against explosions.||The perk will trigger on any amount of damage.
Your explosion can activate other explosives and create fires, but will not itself set the player on fire.
Confers 25% explosion resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of explosion resistance.
|Revenge Tentacle||You summon a monstrous tentacle upon taking damage, and gain 25% resistance against projectiles.||Causes a tentacle to emerge from the player and hit anything that damages the player.
This also includes taking damage from various passive sources of damage, like lava or damage-over-time effects, causing the tentacle to sometimes flail randomly.
Confers 25% projectile resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of projectile resistance.
|Revenge Bullets||You return projectiles back to enemies upon taking damage, and gain 20% resistance against projectiles & explosions.||The perk has a 'cooldown' of 10 frames, or 1/6th of a second, during which it will not trigger.
The return projectile is not guaranteed to hit, but will be aimed at the enemy which fired the shot (if it is still alive).
The speed of the return projectile is random, typically somewhere around the speed of a Spark Bolt, and the damage of the return projectile is double the damage of the received shot.
Confers 20% projectile and explosion resistance, applied directly to the player's current damage multipliers. This effect can stack, and also stacks with other sources of projectile or explosion resistance.
|Lukki Mutation||You grow curious additional limbs that fight for you.||Slightly increases movement speed and gives the player unlimited flight, but the player can only fly while at least one limb is touching a solid surface. Good for claustrophobic areas but severely limits your vertical mobility in large open spaces.
This perk can be stacked multiple times.
|Plague Rats||Enemies that die near you spawn hungry rats to serve your bidding.||Rats no longer attempt to harm you, except after friendly fire, due to Berserkium or possibly with the More Hatred perk.
Plague Rats are much stronger than regular rats but disappear after a while. Good for combating and distracting groups of ground based opponents.
Damage and HP of Plague Rats scales with their Y coordinate, meaning they will be stronger the deeper you are below the mountain.
|Remove Worm & Lukki Digging||Worms and lukkis no longer destroy ground while burrowing.||Primarily used to prevent the gods from being angered by Worms and Lukki from destroying the brickwork around the Holy Mountain sanctuaries.
A major downside to this perk is that you can no longer use Worm/Lukki tunnels as a means of returning to previous areas, and polymorphing into a worm will likely result in getting stuck in the terrain (and suffocating if you don't have "Breathless").
|Projectile Repulsion Field||Most projectiles are repulsed by your presence, but you take slightly more projectile damage.||You take 26% more damage from projectiles.
Projectile spells you cast fly faster / further as they are repelled from the field, such as Black Holes now going 3x+ the distance.
However, this also causes a very slight variation in their flight pattern from your body, i.e. you'll point straight and it will go slightly up or down.
|Projectile Slower||Projectiles near you slow down.||Every stack will cause projectiles to decelerate quicker, including the player's.
This can be countered by Projectile Repulsion Field's projectile acceleration, and even synergizes with Projectile Repulsion Field for increased projectile protection.
|Projectile Repulsion Sector||Projectiles that fly into a small sector in front of you get blown away.||Behaves as a much stronger version of the Projectile Repulsion Field.
Goes outward in a cone formation with a repulsion zone behind the barrier, which throws enemy projectiles off course.
Repulsion sector gets stronger with each perk stack.
The player's projectiles will also be affect as they pass the edge of the sector.
|Projectile Eater||Projectiles that fly into a small sector behind you disappear.||Stacking has no effect and all projectiles, including the player's, will be consumed by the field.
Does not appear to affect static projectiles.
|Phasing||Projectiles seemingly phase through you.||Every frame that a projectile in a small radius around you moves slower than a basic Spark Bolt, there is a 50% chance for that projectile to teleport behind you instead of hitting you.
Slower projectiles will be more likely to phase. Does not protect you from your own spells.
Applies to healing projectiles from Hiisi Healers, making them much less effective at healing you when charmed.
Synergizes with Projectile Repulsion Field and Projectile Slower, because the field will slow down projectile speeds, giving more opportunities for phasing.
(Hidden stat): Increases damage taken by projectiles and explosives by 33%.
|Angry Ghost||An angry spirit comes to your aid, copying nearby spells and projectiles||Spawns a red ghost that follows you around. This ghost will copy and shoot projectiles shot by you, enemies, and traps.
The ghost's shots will disable your Invisibility, making the combination of both Perks not effective. If taken alongside More Hatred, the ghost will fire at you if there are no enemies nearby.
Projectiles fired in this manner do not appear to harm you, but Heal Projectile will heal you if fired by the ghost.
|Homunculus||Every time you leave a Holy Mountain, a helpful homunculus is summoned.||A homunculus will spawn whenever you leave a Holy Mountain for the first time. Triggering the collapse is not necessary and it doesn't matter if you leave towards the bottom or top.
There is no limit to how many homunculi can follow the player at any time. The homunculus attacks with one of 4 different types of projectiles.
They will attack any non-player creatures and will teleport to the player if they are separated.
The homunculus will attack the player if they are polymorphed, so be careful to not die to the homunculus.
They will drown themselves in liquids even if it would be possible to swim to safety.
They can damage the player. Given their tendency to teleport close to the player they are a hazard for players with little health or close to dangerous environment.
|Electricity||You're immune to electric damage but metal and liquids electrify around you constantly. Look out!||Electrified metals and liquids can cause combustion and activation of explosives. Also makes collecting flasks in liquids much harder.
Synergizes well with perks relying on "trick kills" (such as Trick Blood Money), as enemies killed by the electric current will be considered as such.
Has an anti-synergy with Teleportitis, as even though the damage from the electric current is blocked, it may still activate Teleportitis, and makes it even harder to control.
|Attract Gold||Gold nuggets gravitate towards you.||Attracts gold nuggets towards the player and increases in strength the closer it is to the player.
Additional stacks increase the attraction strength, but not the attraction range.
Does not apply to gold powder.
|Extra Knockback on Spells||Your spells knock enemies back more.||This perk is likely to cause any enemy to flinch, at the expense of flinging them far away. Useful for fighting melee enemies.
When using weak, but fast spells like Bouncing Burst, you may find yourself disadvantaged by the fact that your aim is thrown off by the enemy's recoiling.
|Concentrated Spells||Your spells have lower spread but they push you back more.||Reduces spread by 15 degrees and increases projectile speed by 20%.
In addition to the direct benefit of more accurate spells, the added recoil can be used as a crude jetpack or jump extender by firing opposite of where you wish to go.
Might slow digging operations, as you will be pushed back from whatever you're digging without careful spell arrangement. Chainsaw wands in particular become a jetpack.
Has a hidden effect which increases damage by 13 points and cast delay by 12 frames (1/5 of a second).
|Low Recoil||Recoil caused by your spells is greatly reduced, but your spells fly slightly slower.||Decreases projectile speed by 20%.|
|Bouncing Spells||Almost all your spells bounce around.||This perk will cause spells like Energy Orb and Magic Missile to no longer immediately detonate on impact with terrain.
As a result, their digging potential becomes greatly hampered.
Increases spell lifetime by 60 frames (1 second) and makes them bounce 3 more times.
|Faster Projectiles||Your projectile spells fly faster than before.||Increases projectile speed by 75%.|
|Always Cast (One-off)||Adds a random spell as "Always Cast" to the equipped wand.||A wand can have a maximum of 4 Always Cast slots.
Taking this perk is always a gamble, and can give you any spell that is categorized as either a Projectile, Projectile Modifier, or Multicast.
It will never give you a spell that is categorized as Utility, Static Projectile, Material, or Other.
|High Mana, Low Capacity (One-off)||Your currently held wand loses half its capacity, but gains more mana.||Increases max mana of the wand between 100-400.
Multiplies the mana charge speed anywhere between 1.5x to 3.5x.
Halves the wand's capacity, rounding down. It is possible for a wand to have a capacity of zero.
|No More Shuffle||From now on there are no more shuffling wands. The wands you carry with you turn into non-shufflers too.||All carried wands have shuffle set to 'no'.
All future wands generated will be non-shuffle. Wands that would have been shufflers still have their superior stats.
Does not affect wands that have already generated if they are outside of the loaded area when the perk is picked up. Will also not affect wands that have already been picked up and left on the floor.
|No More Knockback||Enemies can't knock you back.||Also prevents you from being knocked out of the air when hit.|
|Projectile Duplication||Your projectile spells have a chance to duplicate, but you're more vulnerable to projectile damage||You have a 50% chance to shoot a projectile spell twice, but you take 25% more damage from projectiles.
Applies to every projectile individually (i.e. a triple multicast of a spell can fire between 3-6 projectiles)
All projectile modifiers apply, including cast and recharge delay, but not mana drain.
|Faster Wands (One-off)||All wands you're currently carrying gain a bonus to their cast delay & reload time.||Reduces the reload time and cast delay of all held wands by 20% + 5 frames and increases their mana charge speed by 30.
Wands with a cast delay or reload time of -1s or lower will be made slower by this perk.
|Extra Wand Capacity (One-off)||The wands you're currently carrying gain 1-3 additional spell slots (to a maximum of 25).||Adds 1-3 spell slots to every wand you're carrying, up to a max of 25.|
|Extra Perk||From now on, you will find an extra perk in every Holy Mountain.||Stacking creates additional perk slots. Note that if you previously visited another holy mountain, it will not gain another perk.
Synergizes well with Perk Lottery, and re-rolling perks.
|Perk Lottery||When you pick a perk, there's a 50% chance the others won't disappear.||Can also trigger when Perk Lottery itself is first picked.
The effect can be stacked if multiple instances are picked up via perk re-rolling.
If the effect triggers, re-rolling perks will only re-roll the amount of perks remaining on the altar.
|Extra Item in Holy Mountain||Additional item in every shop you haven't visited.||Wand shops will contain one extra wand, and spell shops will contain two extra spells.|
|More Hatred||Creatures in the world are more aggressive towards each other.||Causes enemies not of the same group (e.g. Hurtta and Haulikkohiisi) to attack each other on sight.
With three stacks, enemies will attack each other regardless of affiliation.
This perk may result in unpredictable and chaotic behavior from groups of enemies as they constantly attack each other, often breaking flasks of potentially hazardous or otherwise valuable magical liquids in the process.
Synergizes with "Gold is Forever", preventing gold being lost by off-screen deaths.
Can cause allies to turn on you.
|More Love||Creatures in the world are more friendly to each other.||Reduces infighting, such as making most enemies passive to Rats.
Useful for reducing unfavorable situations that result from infighting, such as flasks getting broken, nukes being fired, etc.
|Peace with Gods||You make peace with your gods.||Applies a permanent charm effect to all Stevari and also prevents the gods from being angered by defiling the Holy Mountain.
However, since you cannot anger the gods, you will not be able to summon Stevari in future Holy Mountains.
This means that aside from any that have already spawned before picking this perk up, the only Stevari you will encounter are from very rare natural spawns in certain areas, or created by The End of Everything.
This also means that you will not be able to use Stevari as a reliable source of gold.
|Kills to Mana||Every time an enemy near you dies, you release mana-recharging liquid.||Gives same effect as being doused in Concentrated Mana.
Amount seems to depend on health of enemies killed.
Can be anti-synergistic with "Stainless Armor", as the effect of Kills to Mana is applied through a stain.
Is anti-synergistic with invisibility effects, as the stain is applied for any enemy near you that dies, rather than ones killed by you (so enemies fighting each other near you may cause you to become visible when one dies)
|Pinpointer||Your wand arm emits a beam to help with aiming!||Your wands emit an orange laser sight, similar to that of a Snipuhiisi.
Has a hidden effect that reduces spread by 20 degrees and increases projectile speed by 40%.
This effect is applied per projectile, so casting multiple at once will have an increased effect.
May be used to cause Black Holes to cover extensive distances by multicasting a black hole with other projectiles.
|Personal Plasma Beam||You constantly fire a devastating plasma beam, but you fire spells much slower.||While holding a wand, you emit a constant stream of plasma, similar to a miniature version of the plasma beam emitters that are normally found in The Vault.
You will not emit a beam while holding an item. The beam can dig through materials with a durability of 11 or less. This can be useful for getting rid of pools of dangerous liquids, namely Polymorphine, although the process can be rather tedious. The rate of destruction can be increased with more stacks.
It also deals damage to enemies in its path (rate of damage still needs to be measured).
Special Perks[edit | edit source]
These perks are special in that they cannot be found in Holy Mountains, because they are hidden elsewhere.
|Leggy Mutation||You grow disturbing looking limbs that fight for you.||Dropped by Leggy Mimics (Matkija)
Same effects as Lukki Mutation, but with human-like legs instead of spider-like arms.
|Curse of Greed!||You gain 3x gold, but are terribly cursed!||You gain more gold, but a curse will haunt you.
This has no effect on powders, such as coal or gunpowder.
Received by picking up the Eternal Wealth in the shrine next to the first branch of the Giant Tree
Has some synergy with Lukki Mutation / Leggy Mutation as the unlimited flight means you may come into contact with it less often.
Essences[edit | edit source]
This section and the following table contains spoilers for game secrets. Tread with care.
Essences are special perks that are not in the normal perk rotation, and instead only spawn in specific locations on the map. Having 4 or more essences in hand allows the player to break open the Moon.
Essences are special perks that are not in the normal perk rotation, and instead only spawn in specific locations on the map. Having 4 or more essences in hand allows the player to break open the Moon.
|Essence of Fire||Your entire being is fluctuating!||Found in the center of the island at the Lake, under the wooden statue.
Explodes a few tiles around the player, blocks invisibility, the explosion doesn't deal damage to the player but will subject them to fire.
|Essence of Water||The earth flows around your being!||Found in ??? to the left of The Work (Hell).
Regularly shoots a projectile from the player in a random direction from the player, which turns a small radius around whatever material it hits into lava.
Unlike the "Touch of X" spells, which have similar effects, it does not transmute you or normal enemies, only materials.
The projectile will home in on nearby enemies, regularly killing material-based enemies (such as Kirottu kristalli) in one hit.
|Essence of Air||Your being controls the air around you!||Found in ??? in the center of the Cloudscape.
Regularly shoots air blast projectiles in a circle around the player, pushing away powders, enemies, and objects.
|Essence of Earth||Your being releases damaging light!||Found in ??? along the map's east wall.
Every few seconds it fires 8 evenly-spaced explosive projectiles from the player that destroy terrain.
The explosions can damage the player unless the player has Explosion Immunity.
|Essence of Spirits||That was not the best of ideas||Found in ??? at the lowest point of the Lake.
Adds an alcohol trail to every projectile spell. Will likely cause a large amount of lag with rapid-fire wands.