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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