spoiler alert ofc, but You unlock them first by killing the Ancient Alchemist boss. he's in the leftmost side of the alchemy lab, which is left from the dark cave, which is left from the abandoned mines. so 1st level and go straight left. he'll drop 4 random greek letter spells and a crystal key (an item needed for another secret, opening 2 chests to unlock other spells) once you unlocked a spell, you'll be able to find them with low chance in holy mountains, or in the Eye room for free. and you get there this way: th-cam.com/video/Wi9opCoM8aA/w-d-xo.html
This was one of my favorite wands when I first came across this synergy (but with above and below). It made coal pits laughable until I blew myself up.
I've found that "Increase Lifetime" also makes your drills fly further, same as bouncing shot, but they don't return towards you in a sine pattern. I've used it reliably to get to parallel worlds, into and out of holy mountains in seconds. It's pretty great.
11:10 You're dividing the multicast. Multicasts just add draw, nothing actually happens when you divide them or use any other spell type on them because they don't actually cast anything themselves, they just change the cast state so it includes a few more spells. If you divided the luminous drills themselves you would have more projectiles. The only way to divide multiple spells at once is to divide an add trigger spell followed by modifiers, and that's most likely a glitch.
If you add the increase lifetime modifier to a wand that fires luminous drill endlessly you can basically drill your way through a entire floor from the entrance. It's like a black hole but a lot more messy :). Learned that in my current run were I did not find any teleport spells in the first four floors, but lots of luminous drills. Now I have the dilemma of hopefully ending this run get my first win after almost 100 hr and 200-300 deaths. Or dont use it and explore......
Chainsaws force cast time to 0 (1 frame technically). Though any modifiers to cast time after the spell may change it You can put a chainsaw in a multicast with drill, after an add mana, and it would have 0 cast time
I know this is a few months old, but if you haven't already, DunkOrSlam's videos on chainsaws could vastly improve this process (especially when you wrap add mana to apply it twice per recharge).
Haha, yeah! Omg, this whole game is a meme-fest, you can do so much weird shit in it. For many people the "every pixel is simulated" premise is the hook, but for me it's the almost endless possibilities for wand building. I just love this modular system, it's brilliant imho. Oh, and check out this absolutely batshit crazy thing we can do with black holes, lol th-cam.com/video/vWxlbC03t3Q/w-d-xo.html
yes! that's how I discovered this synergy first, actually. ^^ it's just that perk makes every projectiles bouncy, and it's very annoying to use teleport bolt that way (at least to me)
I got an always cast homing wand from an anvil in a previous run that I put bubbles on. My current run, a ghost appeared with that wand in the second biome and i killed it. That wand is my main damage wand even now after going to parallel worlds and breaking the reroll machine - it's got lumi drill with rainbow glimmer and two ping pong path spells to further increase lifetime. Plus, the electricity modifier i put on it frequently causes trick kills
I dont understand why the chainsaw does that sometimes. It only reduces the reacharge time so is a positive there, and it is always cast instantly itself. So how can it ever make a wand slower? I makes no sense. I recently played around with Freeze. It can be a benefit to put it as late as possible, Instead of making your entire bundled 3 drills freeze, just modify one of them with freeze. You get the same effect in game with 1/3rd as much snow.
Honestly it's really surprising to me how well the ping pong path works with something like a luminous drill The icon is completely undescriptive so I always just yeeted it when I got one
I haven't tested it specifically but I experienced no, it doesn't. The lower it is, the faster the wand will cast the spell, and the more frequent it'll eat mana. And that's why the wand needs high mana recharge, or Reduce Mana spells. Cast delay is not as important here as recharge time. As per noita wiki: Cast Delay: "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." Recharge Time: "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." noita.fandom.com/wiki/Wands#Cast_Delay
@@daveinthemicrowave I had the same question once, and as far as I remember yes, in that case only recharge time is relevant. one single lumi drill with a medium-slow wand sucks, but if you put a second lumi there both speeds up the cast. for more subtle mechanics I suggest checking this out: noita.fandom.com/wiki/Advanced_Guide_To_Wand_Mechanics
how much time do you put in your runs? i usually try to do the everything run everytime i play but if something goes wrong like fungalshifting (it happens all the time), i end my run. Also great video.
cool! and thank you!:) - nowadays I just play ~2 hours in the evening, max 3. I discovered this sort of routine for developing and shaping a run: 1. if I can, I grab the health up and the tablet on top of the mountain at start, and then try to do kills only /w the tablet for the chest in HM. I never go into collapsed mines, not worth it. 2. coal pits is for digging for gold. I always try to visit fungal caverns to do a shift, if < 50 HP, then I skip it. I also look for ambrosia, pheromone and teleportatium there. 3. snowy depths is spatious, so a long-range dps wand is needed. by this time if I grabbed a teleport spell, I leave the HMs without collapsing them. I explore in snowy depths until I have low HP. I want to leave the level /w a digging spell if I don't have one already. 4. hiisi base is a closed area, by this time I need to have a good dps and a digging wand already. on previous levels I try to grab a (unstable)teleportatium flask for visiting the hourglass here, and if I grabbed a broken wand, the anvil too. remember that concentrated mana melts metal and mechanical enemies are weak to explosion. hiisi healers can heal you if you have pheromone or you damage a turret and stand next to it while a healer tries to heal it. 5. in the jungle everything burns and uses meelee, I pick immunities earlier if I can. if the lukki spiders dig in and Steve appears, I kite him near the statues and kick the statue at him, kills him instantly. then I try to dig out of HMs from now on. otherwise I teleport out. I make a way down to a portal then explore until I find a good wand here (~ the 600/300 range). 6. if I survived the jungle, the vault is also doable but needs more caution. everything is a trap here and I don't explore, just go through it. 7. if I survied the vault, the temple is also doable. I always clear areas first and try to dig down as straight as possible. none or minimal exploration here. 8. if I have black holes or lumi when I reach the laboratory, I dig back up to find any that is missing: black holes; ambrosia; a very strong wand build. - otherwise I finish the run casually. if I find the setup for a god run, then I visit the ancient alchemist boss for Alpha or Gamma to make an infinite black hole wand, then I visit parallel worlds, and all is set. I. I never use spells and modifiers that can kill or damage me. I favor precisely shooting wands that behave reliably. everything is about controlling the most around my environment. II. I always look for a long-distance cast + small teleport wand setup for kiting enemies and leaving HMs uncollapsed. III. I have to remind myself that ~90% of the time every level is doable if I don't risk HP for gold, wands, exploration. staying alive > discovering. (most of the time though I go "YOLO" because being cautious is boring, lol) IV. I always clear an area first, only then I leave it behind. I look for higher ground positions vs enemies and push into new areas steadily, never plunging in. also, I always try to fungal shift, and even after a bad shift, I try to make it work. once I shifted blood into poison, and I thought I messed it up, but that became a god run, lol. and I did the 33 orb run only once, it took me 3 massive days to grab all, and about a week to prepare for it. it was more exhausting than creating the 2 suns, I never do it again rofl. I hope some parts of this wall of text helps! :'D cheers!:)
@@scrage3025 thanks for replying. I aways start my runs playing carefully and cautious, but at some point I just start YOLOing the entirety of my run. It works well sometimes but isn't reliable for the long runs and btw atm i have 3600 hours in this game and I keep dying in dumb ways. For example, last time i died by casting a square barrier by accident with my inventory wand and then casting a black hole, It killed me instantly. Next time i play I'll try using your tips. Keep up the content 👍.
Yup, or the Bouncing Spells. I actually discovered this synergy when I first picked up Bouncing Spells and used a lumi wand. But I never pick Boomerang Spells for a god run, it's one of the "never ever" perks for me
Gladly! This is my favourite build because it's precise. And if you pick up the homing spells perk it will make the lumi behave like Yondu's wand in guardians of the galaxy, lol.
Doing luminous drill with timer and after that divide by 10 for gamma and then all the modifiers and the last spell as a lumi drill you can make cool shit. Also adding a heavy spread with that just deletes your save file lmfao.
@@scrage3025 thank you for that, this cleared up some of my questions, it looks very cool and the concept is original af, it just isn’t my typa game. I appreciate the response tho!
Can someone tell me how to get those Greek letter spells please?
spoiler alert ofc, but
You unlock them first by killing the Ancient Alchemist boss. he's in the leftmost side of the alchemy lab, which is left from the dark cave, which is left from the abandoned mines. so 1st level and go straight left.
he'll drop 4 random greek letter spells and a crystal key (an item needed for another secret, opening 2 chests to unlock other spells)
once you unlocked a spell, you'll be able to find them with low chance in holy mountains, or in the Eye room for free. and you get there this way: th-cam.com/video/Wi9opCoM8aA/w-d-xo.html
@@scrage3025 thanks!
This was one of my favorite wands when I first came across this synergy (but with above and below). It made coal pits laughable until I blew myself up.
haha, yeah, this is my favourite build too, I always keep an eye out for 1-2 lumi spells and pingpong or spiral path
I've found that "Increase Lifetime" also makes your drills fly further, same as bouncing shot, but they don't return towards you in a sine pattern. I've used it reliably to get to parallel worlds, into and out of holy mountains in seconds. It's pretty great.
11:10 You're dividing the multicast. Multicasts just add draw, nothing actually happens when you divide them or use any other spell type on them because they don't actually cast anything themselves, they just change the cast state so it includes a few more spells. If you divided the luminous drills themselves you would have more projectiles. The only way to divide multiple spells at once is to divide an add trigger spell followed by modifiers, and that's most likely a glitch.
you're right, thanks!
y'all saves my hours to test these builds. thanks a bunch
This is exactly what i was looking for, thank you!
If you add the increase lifetime modifier to a wand that fires luminous drill endlessly you can basically drill your way through a entire floor from the entrance. It's like a black hole but a lot more messy :). Learned that in my current run were I did not find any teleport spells in the first four floors, but lots of luminous drills. Now I have the dilemma of hopefully ending this run get my first win after almost 100 hr and 200-300 deaths. Or dont use it and explore......
yeah, either increase lifetime, pping-pong path, or the bouncy spells perk work.
and I absolutely understand your dilemma, hahaha!
Chainsaws force cast time to 0 (1 frame technically). Though any modifiers to cast time after the spell may change it
You can put a chainsaw in a multicast with drill, after an add mana, and it would have 0 cast time
And then you can put a modifier or multicast at the end and have it cast add mana again
Thanks man
I know this is a few months old, but if you haven't already, DunkOrSlam's videos on chainsaws could vastly improve this process (especially when you wrap add mana to apply it twice per recharge).
Recently got into the game and holy shit. I didn't know U can build a portable death Star in game lmao
Haha, yeah! Omg, this whole game is a meme-fest, you can do so much weird shit in it. For many people the "every pixel is simulated" premise is the hook, but for me it's the almost endless possibilities for wand building. I just love this modular system, it's brilliant imho.
Oh, and check out this absolutely batshit crazy thing we can do with black holes, lol th-cam.com/video/vWxlbC03t3Q/w-d-xo.html
That nuke orbit had me dying
Just used this to get my first win, nice video!
awesome!!! I'm happy for you! \o/
I think the bouncy spells perk also makes luminous drill into a laser cannon.
yes!
that's how I discovered this synergy first, actually. ^^ it's just that perk makes every projectiles bouncy, and it's very annoying to use teleport bolt that way (at least to me)
I got an always cast homing wand from an anvil in a previous run that I put bubbles on. My current run, a ghost appeared with that wand in the second biome and i killed it. That wand is my main damage wand even now after going to parallel worlds and breaking the reroll machine - it's got lumi drill with rainbow glimmer and two ping pong path spells to further increase lifetime. Plus, the electricity modifier i put on it frequently causes trick kills
I dont understand why the chainsaw does that sometimes. It only reduces the reacharge time so is a positive there, and it is always cast instantly itself. So how can it ever make a wand slower? I makes no sense.
I recently played around with Freeze. It can be a benefit to put it as late as possible, Instead of making your entire bundled 3 drills freeze, just modify one of them with freeze. You get the same effect in game with 1/3rd as much snow.
World eater: the wand form
Honestly it's really surprising to me how well the ping pong path works with something like a luminous drill
The icon is completely undescriptive so I always just yeeted it when I got one
Even watching vids like this I feel I'm about to get noita'd
I had a slow cast wand and just put a drill on it. It made wonders to it :D
Does it make a difference how much lower than zero cast delay you have?
I haven't tested it specifically but I experienced no, it doesn't.
The lower it is, the faster the wand will cast the spell, and the more frequent it'll eat mana. And that's why the wand needs high mana recharge, or Reduce Mana spells. Cast delay is not as important here as recharge time. As per noita wiki:
Cast Delay: "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."
Recharge Time: "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."
noita.fandom.com/wiki/Wands#Cast_Delay
@@scrage3025 If you only have 1 spell in a wand is the cast delay irrelevant?
@@daveinthemicrowave I had the same question once, and as far as I remember yes, in that case only recharge time is relevant. one single lumi drill with a medium-slow wand sucks, but if you put a second lumi there both speeds up the cast.
for more subtle mechanics I suggest checking this out: noita.fandom.com/wiki/Advanced_Guide_To_Wand_Mechanics
how much time do you put in your runs? i usually try to do the everything run everytime i play but if something goes wrong like fungalshifting (it happens all the time), i end my run. Also great video.
cool! and thank you!:) - nowadays I just play ~2 hours in the evening, max 3. I discovered this sort of routine for developing and shaping a run:
1. if I can, I grab the health up and the tablet on top of the mountain at start, and then try to do kills only /w the tablet for the chest in HM. I never go into collapsed mines, not worth it.
2. coal pits is for digging for gold. I always try to visit fungal caverns to do a shift, if < 50 HP, then I skip it. I also look for ambrosia, pheromone and teleportatium there.
3. snowy depths is spatious, so a long-range dps wand is needed. by this time if I grabbed a teleport spell, I leave the HMs without collapsing them. I explore in snowy depths until I have low HP. I want to leave the level /w a digging spell if I don't have one already.
4. hiisi base is a closed area, by this time I need to have a good dps and a digging wand already. on previous levels I try to grab a (unstable)teleportatium flask for visiting the hourglass here, and if I grabbed a broken wand, the anvil too. remember that concentrated mana melts metal and mechanical enemies are weak to explosion. hiisi healers can heal you if you have pheromone or you damage a turret and stand next to it while a healer tries to heal it.
5. in the jungle everything burns and uses meelee, I pick immunities earlier if I can. if the lukki spiders dig in and Steve appears, I kite him near the statues and kick the statue at him, kills him instantly. then I try to dig out of HMs from now on. otherwise I teleport out. I make a way down to a portal then explore until I find a good wand here (~ the 600/300 range).
6. if I survived the jungle, the vault is also doable but needs more caution. everything is a trap here and I don't explore, just go through it.
7. if I survied the vault, the temple is also doable. I always clear areas first and try to dig down as straight as possible. none or minimal exploration here.
8. if I have black holes or lumi when I reach the laboratory, I dig back up to find any that is missing: black holes; ambrosia; a very strong wand build. - otherwise I finish the run casually.
if I find the setup for a god run, then I visit the ancient alchemist boss for Alpha or Gamma to make an infinite black hole wand, then I visit parallel worlds, and all is set.
I. I never use spells and modifiers that can kill or damage me. I favor precisely shooting wands that behave reliably. everything is about controlling the most around my environment.
II. I always look for a long-distance cast + small teleport wand setup for kiting enemies and leaving HMs uncollapsed.
III. I have to remind myself that ~90% of the time every level is doable if I don't risk HP for gold, wands, exploration. staying alive > discovering. (most of the time though I go "YOLO" because being cautious is boring, lol)
IV. I always clear an area first, only then I leave it behind. I look for higher ground positions vs enemies and push into new areas steadily, never plunging in.
also, I always try to fungal shift, and even after a bad shift, I try to make it work. once I shifted blood into poison, and I thought I messed it up, but that became a god run, lol.
and I did the 33 orb run only once, it took me 3 massive days to grab all, and about a week to prepare for it. it was more exhausting than creating the 2 suns, I never do it again rofl.
I hope some parts of this wall of text helps! :'D cheers!:)
@@scrage3025 thanks for replying. I aways start my runs playing carefully and cautious, but at some point I just start YOLOing the entirety of my run. It works well sometimes but isn't reliable for the long runs and btw atm i have 3600 hours in this game and I keep dying in dumb ways. For example, last time i died by casting a square barrier by accident with my inventory wand and then casting a black hole, It killed me instantly. Next time i play I'll try using your tips. Keep up the content 👍.
@@scrage3025 I respect the grind
I honestly just want to get this game so I can mess around with wand and spell combinations as well as the physics and chemistry engine.
Luminous Kill wand
does anyone know what the red line coming from his wand is
5:40 golden shower
Boomerang spells perk is good with luminous drill builds.
Yup, or the Bouncing Spells. I actually discovered this synergy when I first picked up Bouncing Spells and used a lumi wand.
But I never pick Boomerang Spells for a god run, it's one of the "never ever" perks for me
@@scrage3025 got my first win with bouncing spells and lumi drills lol
@@jakobnordal7432 awesome!! congrats!:) always keep an eye out for lumi and teleport bolt, they're amazing spells!
Thank you, this really helped!
Gladly! This is my favourite build because it's precise.
And if you pick up the homing spells perk it will make the lumi behave like Yondu's wand in guardians of the galaxy, lol.
Doing luminous drill with timer and after that divide by 10 for gamma and then all the modifiers and the last spell as a lumi drill you can make cool shit. Also adding a heavy spread with that just deletes your save file lmfao.
LoL. thanks I'll experiment with timer as well!
How do you get add mana?
damage plus + mu + /2 and /10 = beeg recoil
i just won for my first time using a build like this but it explodes
What is this?? How did I get here I’m so confused ?? What game is this? What’s the point??
hahahaha. I know the feeling.
welcome to Noita my friend: th-cam.com/video/0cDkmQ0F0Jw/w-d-xo.html
@@scrage3025 thank you for that, this cleared up some of my questions, it looks very cool and the concept is original af, it just isn’t my typa game. I appreciate the response tho!
@@EyeMakeClips haha, no worries, anytime! take care!:)
wow
I have only seen 1 luminous drill in 130 runs... Seen plenty with timer, it's so annoying XD
And here I am stuck on hissi fuckin' base 😩
just keep pushing and chilling, that level teaches so many things!
i barely even make it to the hisi stage
This is excalibur😂
Great.. now give it to a mob!
*breaths heavily*