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Как в Noita восстановить здоровье? Гайд по хитовому «рогалику»

Этот великолепный приключенческий «рогалик» предлагает геймерам тонну разнообразных возможностей. Изучим, как в Noita восстановить здоровье, поскольку с этим могут возникнуть проблемы. В рассматриваемой indie-игре присутствует масса интересных механик, раскрывающихся постепенно и во внезапные моменты.

Вариантов с доведением уровня HP до 100 % предусмотрено минимум. Оптимальный – это поиск артефактов на ярусах, которые осваиваете. В результате вы сможете восстанавливать шкалу самочувствия протагониста до нужного уровня. Интересные фичи не заканчиваются, ведь речь о магии и способности главного героя использовать доступные скиллы.

Ниже перечислю варианты, при которых волшебница активнее возвращается к первоначальному запасу хит-поинтов. Если знаете другие, опишите их в комментариях ниже.

Как в Noita восстановить здоровье? Гайд по игре:

  • Extra HP. Позволяет выбить до 50 % дополнительной живительной энергии. Максимальный запас снижается, поэтому эффект сомнительный;
  • Стать вампиром. Именно вампиризм – один из полезнейших скиллов, когда вы можете пить кровь из окружающих;
  • Extra Max-HP. Удваивает предельный запас, отличнейший выбор перед зачисткой местности.

В завершении отмечу, что существует немало предметов, снижающих ваши характеристики. Поэтому внимательно проверяйте подобранный девайс перед тем, как экипировать его.

Источник

Endings

This content includes possible gameplay spoilers or secrets. Tread carefully.

Once you obtain the Sampo and (optionally) defeat Kolmisilmä, Noita has four possible endings. All of the following endings are activated by ‘completing the work’ with the Sampo in your possession, and they lead to a credits screen once you die. The ending you achieve depends on the location you do this in and the number of Orbs of True Knowledge you have acquired to this point. Each of the endings will unlock a piece in the Achievement Pillars.

Contents

The Greed Ending [ ]

Defeating Kolmisilmä will open a portal to The Work (End), although the area can also be accessed by digging past the brickwork, extremely dense rock, and the lava in the Volcanic Lake. Completing the work here will turn the world into gold, including the player.

The Toxic Ending [ ]

Completing the work can also be done at the Mountain Altar on the surface; If you lack more powerful spells such as Black Hole or Luminous Drill to backtrack, you can head backwards through The Tower as long as you have something capable of digging through dense rock.

If you have between 0-4 or between 12-31 Orbs of True Knowledge (in NG, NG+1-5), completing the work here will turn the world into toxic gold, but will leave the player alive. Toxic gold quickly kills the player unless they have Toxic Immunity; additionally, all potions and magical liquids are transmuted, so surviving the damage with Ambrosia is not feasible.

The Pure Ending [ ]

If you complete the work at the Mountain Altar with exactly 11 Orbs of True Knowledge, the world instead turns into normal gold without harming the player. Many particle effects are given a gold version, all potions are transmuted into gold, powders, liquids, and rigid body objects are turned into the powdery ‘gold’ material, and solid objects are turned into solid ‘gold veins’. Corpses are turned into gold veins, but any new enemies killed don’t drop a corpse.

Spells that create materials, such as Cement, Blood Cloud, and Acid Ball, produce powdered gold, while explosive spells and Ground to Sand will turn gold veins into powdered gold.

Although rigid body objects are collected quickly when touched, they retain many of their typical properties; for example, light fixtures and explosive objects still explode if you collect the powder they are made of, and the Worm Crystal will similarly give the ‘you feel less safe’ notification. Spells that create rigid body objects such as Rock and Hollow Egg create gold versions of themselves, but similarly retain their usual properties. One exception to the rule are the green crystals in the Temple of the Art; although the red and purple ones yield their usual effects, the green ones no longer produce cursed rock.

The Curse of Greed can still be picked up, but the white circular transmutation waves it produces do not transmute any material. As a result, you can easily head through The Tower and unlock the Divide by 10 spell without risk.

The cursed rock that separates parallel worlds retains the curse if you walk into the space it used to be, and the lack of Ambrosia or other magical liquids makes travel into parallel worlds more difficult.

The Peaceful Ending [ ]

Completing the work at the Mountain Altar with 33 orbs is only possible in a New Game Plus world, because it requires the two missing Lava Lake orbs from the east and west parallel worlds. Doing this will cause a day to pass, before the screen cuts to black. After this, enemies will no longer attack you, the world’s terrain will be regenerated, and the message «The world has been restored — and everyone is much happier» will display. No additional orbs can be collected at this point.

See the Peaceful Ending Guide for many additional details.

New Game Plus and changes to orb requirements [ ]

In a standard run of the game, completing the work at the Mountain Altar with between 5 to 10 orbs will trigger New Game Plus, causing many terrain changes and an increased difficulty. In addition, it will change the orb requirements for each ending; in general, you need an additional orb for each level of New Game Plus to reach the next level. The full chart of orb requirements is as follows:

Red is Toxic, Orange is NG+, Blue is Pure, Green is Peaceful, Black is impossible to attain. The x axis depicts the level of NG+, with 1 being the normal game; the y axis depicts the number of Orbs of True Knowledge.

Trivia [ ]

  • Orbs of Corrupted Knowledge count in the calculation of which ending is achieved. If you have the tools to reach a parallel world you can avoid the more dangerous Orbs such as the one in The Work (Hell).

A rock spell in the Pure Ending producing a solid gold rock.

Enemies killed in the Pure ending don’t produce a corpse.

The Blood Cloud spell producing gold powder instead of blood.

Источник

Perks

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.

Contents

Perk Rerolling [ ]

Perks can be rerolled using the ‘perk reroll’ structure — resembling a set of weighing scales — located 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 and will double in price every use ( 200 , 400 , 800 , 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, aka perk stacking.

Rerolling will not affect the price of previously visited holy mountains; rerolling once raises the price from 200 to 400 , but the price of all previously visited holy mountains remains 200 . For example:

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  1. Player has visited two holy mountains (A and B) without claiming a perk. Both holy mountains start at a reroll cost of 200 .
  2. Player then rerolls perks in B for 200 (cost in B goes up to 400 ).
  3. Player then goes back to A and is able to reroll for 200 (cost in A goes up to 800 , but the cost in B remains at 400 ).

There are various complexities to the local economy, including that it is only possible for a denizen to possess 2.15 billion gold (23 rerolls). However, there are also ways to circumvent some of them.

This content includes possible gameplay spoilers or secrets. Tread carefully.

The player does not have to take any perks during their first visit to each Holy Mountain, and can visit multiple Parallel Worlds. Additionally, the local monetary system only extends to 54 trillion gold, after which it all falls apart!

By visiting at least 38 machines without rolling them, and then looping back to re-visit and roll each of them once, statues will eventually start to display only single-digits. This situation will last for another few hundred rerolls (one reported at «970»), before the machines are fixed back to an unaffordably large amount.

An advanced technique is to blackhole directly downwards from a reroll machine, dropping it out of range of the Holy Mountain. This allows you to save all the reroll machines AND take perks. It speeds up the process a lot, as any perks with a stack limit can be removed from the pool, and you can take extra perks and perk lotteries on the way down the first time. The reroll machine still works from the middle of the biome, if there are perks left above, they will be rerolled, so check those again on the way back as you reroll the machines. If you find a leggy mimic, the perk he drops can be rerolled too if a reroll machine is close enough.

Click to show/hide content.

The player does not have to take any perks during their first visit to each Holy Mountain, and can visit multiple Parallel Worlds. Additionally, the local monetary system only extends to 54 trillion gold, after which it all falls apart!

By visiting at least 38 machines without rolling them, and then looping back to re-visit and roll each of them once, statues will eventually start to display only single-digits. This situation will last for another few hundred rerolls (one reported at «970»), before the machines are fixed back to an unaffordably large amount.

An advanced technique is to blackhole directly downwards from a reroll machine, dropping it out of range of the Holy Mountain. This allows you to save all the reroll machines AND take perks. It speeds up the process a lot, as any perks with a stack limit can be removed from the pool, and you can take extra perks and perk lotteries on the way down the first time. The reroll machine still works from the middle of the biome, if there are perks left above, they will be rerolled, so check those again on the way back as you reroll the machines. If you find a leggy mimic, the perk he drops can be rerolled too if a reroll machine is close enough.

The player does not have to take any perks during their first visit to each Holy Mountain, and can visit multiple Parallel Worlds. Additionally, the local monetary system only extends to 54 trillion gold, after which it all falls apart!

By visiting at least 38 machines without rolling them, and then looping back to re-visit and roll each of them once, statues will eventually start to display only single-digits. This situation will last for another few hundred rerolls (one reported at «970»), before the machines are fixed back to an unaffordably large amount.

An advanced technique is to blackhole directly downwards from a reroll machine, dropping it out of range of the Holy Mountain. This allows you to save all the reroll machines AND take perks. It speeds up the process a lot, as any perks with a stack limit can be removed from the pool, and you can take extra perks and perk lotteries on the way down the first time. The reroll machine still works from the middle of the biome, if there are perks left above, they will be rerolled, so check those again on the way back as you reroll the machines. If you find a leggy mimic, the perk he drops can be rerolled too if a reroll machine is close enough.

Perk Stacking [ ]

Many of the perks in Noita, including essences, can be repeatedly stacked by means of going to Parallel Worlds or making use of the reroll altar.Unstackable perks will be removed from the perk pool when picked. Same type of damage immunity perks will not stack as well.(e.g. Oil Blood,Fire immunity)

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 additional length or a copy. Perks such as Stainless Armour and Perk Lottery will logarithmically get more effective, while perks such as Gold Is Forever will have no stacking effect. The full list of stacking effects is yet to be determined.

Normal Perks [ ]

Icon Name Message Stacks Notes
Critical Hit + Increased critical hit chance. Yes Increases critical hit chance all of the player’s spells by 10%. Stacks linearly, adding 10% critical hit chance per stack.
Breathless You can no longer drown, and can move in liquids with ease. Yes You swim faster, and have 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.

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.

Greed You gain 2x gold per nugget. Yes 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. Yes

Max 5, but not removed from the pool

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.

Stacks exponentially, i.e. 2 stacks will grant 8x gold, 3 stacks 16x gold etc.

Gold is Forever Gold nuggets never disappear. No 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.

Gold nuggets can still be destroyed via Luminous Drill and Black Hole.

Synergizes 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. No 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. No The explosion can destroy terrain, but doesn’t hurt the player.
Strong Levitation You can fly 100% longer. Yes 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. Yes Stacking increases levitation speed further.
Faster Movement Your movement speed is increased. Yes You move about

40% faster. Stacking increases speed further.

Low Gravity All creatures, you included, have lower personal gravity. Yes (Currently removed from the game)

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. Yes (Currently removed from the game)

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.

Never Skip Leg Day Your kicks deal extra damage and knockback. Yes Increases kick damage by 60 and greatly increases enemy knockback.

Kicking physical objects (carts, crates, etc) will send them flying.

Telekinetic Kick You gain new telekinetic powers. No 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.

This perk also synergizes with #Lukki Mutation allowing player to fly by pressing up and using hovering object.

Repelling Cape Stains drop at a fast rate (when moving). Yes

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 Armour.

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, but you gain immunity to explosive damage. No 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. No 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

Saving Grace will not save you while polymorphed.

Invisibility You’re invisible. Stains, casting spells, kicking and taking damage removes the effect temporarily. No 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.

Makes throwing Emerald Tablet safely.

More Blood Blood blood blood. Yes All creatures (including the player) bleed more.

This includes unusual ‘blood’, such as Worm Blood (such as Mato) or lava(fire-themed enemies such as Stendari) when hurt.

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. No 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.(such as Dark Cave)

Levitation Trail Flying leaves a trail of magical sparks that harm passing creatures. Yes 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. No Blood can be drank from the world or from a flask, the latter restoring

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.Also synergizes well with slice damage spells.

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.Remember to pick Full Health Regeneration after pick up the perk.

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)

Anti-synergistic with #Eat Your Vegetables as blood can no longer be used for that.

Extra Health (One-off) 50% extra maximum health. Yes 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.

This will not work if Glass Cannon has been taken.

Stronger Hearts Hearts bestow double the maximum HP. Yes

Increases HP gained from Extra Max Health and the rarer Large Extra Max Health pickups. Works by increasing a multiplier for these pickups. The player starts out with a 1x multiplier for these pickups (

This will not have any benefit if Glass Cannon has been taken.

Glass Cannon Your spells deal 5x damage and have larger blast ranges, but your maximum health is capped to 50. Yes

Explosions and blasts caused by the player are 5x larger. If health is below

Picking up a health increase will give the message: «Health increased by [#] ..but some sort of curse blocked the increase of maximum health!»

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

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 the perk #Living on the Edge when stacked (see details there).

Living on the Edge When under 25% HP, your spells deal 3x damage. Yes

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

, potentially making the output worse.

Extra Life Upon death you respawn with 100 health. Yes Upon dying, your health is set to

You do not ‘respawn’ somewhere safe.

You will not be saved from death while polymorphed.

Can trigger multiple times when having several stacks.

Worm Attractor Worms of the world come to you. Yes Causes worms to be attracted towards the player’s general area.

Seems to increase rate of Jättimato and other worms. Also seems to increase the number of Kalmamato that spawn in the Temple of the Art.

This perk can make getting Worm Blood and Health Pickups much easier. It synergizes 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. ? (currently removed,combined with Feared by Worms)
Enemy Radar Detects nearby enemies. No Red circles will appear around you, indicating the distance and direction to nearby enemies.Enemies inside the screen will also be marked by their locations.

The larger a marker is, the closer the enemy.

Wand Radar Detects nearby wands. No 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. No 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. No 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.

Does not prevent damage from Acid, Frozen Acid, Poison, and/or poison stains.

Explosion Immunity You take no direct damage from explosions. No 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. No Can cause many enemies to become completely harmless to the player.

This includes ‘tentacle-type’ attacks such as the Jättikonna’s tongue and the Turso’s tentacle.

Electricity Immunity You take no damage from electric shocks. No 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. No 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 be used when speed running. Can teleport into harmful material, such as lava or acid.

Teleportitis Dodge You teleport a short distance away when an enemy projectile is near. No A much more stable and reliable version of Teleportitis.
Stainless Armour You take 50% less damage as long as you have no active stain status effect. Yes Synergizes well with #Repelling Cape, Gas Blood and #Freeze Field. Stacking halves damage every time.

With many stacks will makes you immune to any damage.

Tinker with Wands Everywhere A divine blessing allows you to tinker with wands everywhere. No 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. No 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 #Tinker with 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.

Источник

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