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Wand Fusion
   
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4 Oct @ 7:54pm
5 Oct @ 12:37am
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Wand Fusion

Description
Fuse picked wands anywhere with a Yes/No prompt. Better-stat policy selector (replace/difference + optional fusion bonus), and tinker grace.

TL;DR — Pick up a new wand → choose to fuse it into your left-most equipped wand. Spells drop to the ground, your main wand keeps (and improves) the good stats, and it even gets a fresh, random look. Fuse wands, keep the stats.

WAND FUSION
Fuse wands, keep the stats

Fuse any wand you find into your current “main” wand. The donor wand is consumed, its spells are dropped on the floor, and your main wand inherits (and can improve) the best parts—deck size, cast rate, mana, etc. Each fusion also gives your wand a new, iconic shape.

How it works
  • When you pick up a wand, a prompt appears: Fuse into your left-most equipped wand?
  • If you confirm, the donor wand is destroyed and its spells are dropped around you.
  • Your main wand’s stats are recalculated using your chosen Best-of rule (see Options).
  • Your wand can gain a configurable % improvement and +X slots.
  • The wand’s sprite changes to a random vanilla shape with proper grip & muzzle alignment.
  • The name is tagged with +1, +2, +3… and keeps a generated base title (e.g., “Staff of Echoes +3”).

Mod Options
All options are available from the in-game Mod Settings menu.
  • Improve % — Flat bonus applied to stats when fusing (default: 10%).
  • +Slots — Extra deck capacity to add on fusion (default: +1).
  • Best-of rule — How a stat is chosen:
    • Take donor if better (classic best-of).
    • Take target (only apply the % bonus).
    • Blend by difference (interpolate toward the better stat by a %).
    • Pure blend (interpolate between the two).
  • Blend % — How strongly to lean toward the better stat in blend modes.
  • Randomize Wand Shape — On/off (enabled by default).
  • Gift: spell drops — Chance per try (%) and number of tries. Set tries to 0 to disable.
  • Prompt delay (frames) — Small delay before the fusion prompt appears (useful after pickups).

What gets improved?
  • Good when higher: Mana Max, Mana Charge, Actions per Round, Deck Capacity, Projectile Speed Multiplier.
  • Good when lower: Reload Time, Fire-Rate Wait, Spread.
  • Each stat is compared and combined using your Best-of rule, then the Improve % bonus is applied in the direction that actually makes the wand better.

Visuals
  • On fusion, the wand’s sprite is swapped to a random vanilla wand.
  • Grip and muzzle (shoot tip) offsets are read from the game’s wand table, so the new shape is properly held and fires from the tip.
  • Name tagging: the mod stores a base title and increments +X each fusion.

Balance tips
  • Lower the Improve % or switch to a blend mode for a slower power curve.
  • Set +Slots to 0 if you want strictly horizontal progress.
  • Disable Randomize Wand Shape if you prefer a consistent silhouette.

Compatibility
  • Uses a lightweight pickup hook; should play well with most mods.
  • Mods that replace the base wand pickup or hijack the same pickup script may conflict.
  • Safe to add to existing saves. Removing mid-run simply stops new fusions; your wand and its name remain.

FAQ
Q: Can I choose which equipped wand to upgrade?
A: By design the target is the left-most equipped wand to keep the flow quick. (Future option: selector UI.)

Q: Why are some stats going down with a positive %?
A: For stats where lower is better (e.g., Reload, Spread, Fire-Rate Wait), the bonus is applied in the helpful direction.

Q: The sprite looks off.
A: The mod aligns to vanilla wand sprites. If a custom PNG looks wrong, it’s likely not in the vanilla table—ping me with its path and I’ll add an override.

Credits
  • Code & design: Wand Fusion team.
  • Thanks to the Noita modding community for references and testing.
  • Inspired by a certain legendary fusion dance. 😉

Changelog
  • v1.0 — First release: fusion prompt, stat rules, % bonus, +slots, random sprite with proper alignment, optional spell gifts, naming stack.
6 Comments
CristoElMago  [author] 13 hours ago 
@OutbackCatgirl (kot) Oh really? I thought I tested to pick up wands already picked up from minions... gonna watch that too
OutbackCatgirl (kot) 13 hours ago 
I mean that the wand the enemy drops is permanently un-fuseable even after picking it up myself, dropping it again, picking it up, etc. It's not consistent, either, it's happened twice so far (possibly due to multiple enemies picking the wands up after the original enemy died? not sure the exact causal chain, but it's definitely not every single time that a wand is picked up by an enemy).
CristoElMago  [author] 7 Oct @ 12:59am 
@OutbackCatgirl (kot) Thanks for the feedback, gonna watch that soon.

"wands picked up by enemies do not seem to trigger the fusion dialogue, even when dropped and picked up again"
That's right, isn't it? I had a bug of dialogue appearing when minions pick up a wand, but it's solved before release.
OutbackCatgirl (kot) 6 Oct @ 9:05pm 
-wands picked up by enemies do not seem to trigger the fusion dialogue, even when dropped and picked up again
OutbackCatgirl (kot) 6 Oct @ 8:59pm 
Another bug: When spells are dropped by a wand, they drop at the mouse cursor's position rather than the wand or the player's position, often ending up inside terrain.
OutbackCatgirl (kot) 6 Oct @ 7:16pm 
@CristoElMago

Possible bug: When the number of slots increases to the point where it should wrap, it doesn't wrap, and instead the wand's slots continue off the right of the screen indefinitely. I have tried dropping and picking it up just in case it was some sort of temporary thing but please add something to force wands to wrap and institute a maximum cap setting, default to something like 40 slots or the maximum vanilla wand slot capacity if UI wrapping is hardcoded.

Screenshot while testing:
https://i.imgur.com/VS0zHfs.png