The Perk System
Perks are special abilities found in dedicated perk rooms inside dungeons. Each room typically shows 3–4 randomly selected perks, and you pick exactly one.
- Theoretical maximum perks per run: unlimited (one per perk room)
- A long Noita run can accumulate 20–30 perks
- Some perks stack on repeat pickup; others are one-time only
Top-Priority Perks (Always Grab)
1. Immunity Perks
| Perk |
Effect |
| Explosion Immunity |
Self-explosion deals zero damage — mandatory for explosive wands |
| Electricity Immunity |
Negates all electrocution damage |
| Toxic Immunity |
Resistance to poison and toxic substances, including radioactive liquids — critical in poison-heavy biomes |
| Fire Immunity |
Negates burning damage — essential before lava areas |
Always take immunity perks the moment they appear. Missing them often means a preventable death later.
2. Survivability Perks
| Perk |
Effect |
| Glass Cannon |
Fixes max HP at 50 and multiplies all damage dealt by 5x. Demanding to play around due to low HP |
| Regeneration |
Slowly restores HP automatically. Extremely strong from the very start |
| Vampirism |
Drinking blood from puddles or flasks restores HP. Comes with a -25% max HP penalty on pickup |
3. Mobility and Exploration Perks
| Perk |
Effect |
| Levitation |
Extended airborne time — dramatically improves terrain navigation |
| Telekinesis |
Hover and throw nearby objects (Telekinetic Kick). This is close-range object manipulation, not long-distance item pulling |
Mid-Priority Perks
| Perk |
Priority |
Notes |
| Faster Movement |
★★★☆☆ |
+40% move speed. Watch out for mines |
| Safe Fall |
★★★☆☆ |
Negates fall damage — enables safe deep dives |
| Faster Wands |
★★★☆☆ |
Increases charge speed of all wands |
| Projectile Duplication |
★★★★☆ |
50% chance to duplicate all projectiles fired (no damage penalty, but you take +25% more damage) |
| Hematology |
★★★☆☆ |
Blood becomes usable as liquid magic |
Low-Priority / Situational Perks
| Perk |
Rating |
Notes |
| Gold is Forever |
★★☆☆☆ |
Gold nuggets no longer disappear over time (auto-collection is a separate perk, Attract Gold). Convenience only |
| Luck |
★★★☆☆ |
Better spells and wands appear more often. Very valuable early |
| Invisibility |
★★☆☆☆ |
Enemies are less likely to notice you, but the effect breaks on taking damage |
Strong Perk Combinations
| Combo |
Effect |
| Explosion Immunity + explosive spells |
Free reign with explosive wands — zero self-damage |
| Regeneration + Vampirism |
Double healing sources — dominant in long fights |
| Telekinesis + fire potions |
Throw hazardous liquids from safety |
| Levitation + Explosion Immunity |
Aerial explosive bombardment — one of the strongest combos |
Perks to Approach Carefully
- Glass Cannon: Experts only. Fixed 50 HP demands precise positioning at all times
- Fortune / Luck: Strong early, weak late
- Faster Movement: Can be a liability in mine-dense areas