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Powerful Starting Loadouts
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4 Apr, 2021 @ 8:31pm
18 Apr, 2021 @ 9:16am
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Powerful Starting Loadouts

Description
A collection of some higher-powered, and hopefully fun, starting loadouts.

As the name implies, these do have more mid-game powered spells, and the initial starting supplies have been slightly balanced around that. But these will probably make some of the earlier areas easier.

Loadouts
There are 25 loadouts in total now. I may continue to add more, but this is a good amount, i think, to keep up variety. All of these should hopefully feel distinct, and interesting to play.

Plasma Mage
A powerful warrior utilizing the newer magiks of plasma.
Starts with a basic offensive wand and digging wand. Both plasma themed, of course.

Plasma Engineer
A class who focuses on the more interesting applications of plasma. Equipped with an aim-able plasma beam, and a Plasma Grenade Launcher for sticky situations.

Knight
A melee class who isn't afraid to get up close and personal.

Brawler
A potent melee class who utilizes teleportation as their primary means of offense.

Apprentice Ritualist
A class who takes their time, but is powerfully rewarded.

Lightning Mage
A wizard who utilizes the very powerful but very deadly forces of Lightning.

Chaos Mage
More random, than chaos really.

Cryomancer
A mage who uses ice-y magic to control and devastate foes.

Defensive Wizard
While this class lacks offensive options from the start, they more than make up for it in their defensive prowess.

Pyromancer
A familiar fiery mage who can easily dispatch most enemies.

Vampire
A classic tale of a Vampire, their Shotgun, and a Chainsaw.

Crystal Mage
Tired of merely observing, this powerful mage takes to the front-lines.

Psionic
Uses the power of the mind (and telekinesis) to fight.

Earth Mage
A mage using the natural elements to their advantage.

Master Ritualist
More experienced, the ritualist has become even more powerful.

Spirit Caller
Calls forth one of several ghosts to their aid.

Explosive Mage
An enthusiast for explosions. Maybe too enthusiastic.

Evocationist
A mage who utilizes only the most powerful and destructive spells.

Homing Mage
A mage who utilizes the power of homing.

Homing Aspirant
A class equipped with the tools to one day reach the heights of homing magic.

Seer
A mystic who can see all, and defeat their enemies through most obstacles.

Spell Crafter
A class who doesn't pack much of an initial punch, but has the tools to create whatever you need.

Electric Mage
A class who utilizes the power of Electricity.

Trap Mage
A mage who entangles their foes, then delivers the killing blow.
17 Comments
LittleEvo 3 Mar, 2023 @ 10:39pm 
playing this mod for about 50 hours, i'm loving the classes! but i think some of them can use some serious improvement. for example,
the trap mage has trouble actually entangling their foes. i suggest their primary wand be changed to a spark bolt with trigger that launches 4-6 spread out glue balls, and a secondary that's good for trick killing, like explosive crystal or propane tank.

the defense mage is very unique but also kind of unfun. they could use a physics object like a tablet, or an ambrosia flask, or some kind of immunity perk in place of one of their already existing ones. or maybe a weak, defensive wand like orbiting lights.

the cryomancer makes more trouble for himself than for enemies. freeze field makes the smallest toxic sludge puddles hurt like hell, and getting stuff underwater becomes a chore. i would remove freeze field and give homing on his freezing sphere.

regardless, thank you so much for such a fun mod! looking forward to new classes!
The_MixMaster™ 16 Dec, 2022 @ 12:26pm 
Knight gang. Also anyone who wants to get rid of certain classes, you can go into the workshop folder and find the list of classes, just delete or edit the ones you don't like. It looks like the code just looks over everything in that list but doesn't need it in order. I've gotten rid of probably a third of them and it still functions fine after many start ups.
jay jem 4 Jun, 2021 @ 8:11pm 
idk if its just me, but i have gotten exclusivly the shite classes for the past several dozen games. anyone else just getting plasma mage, trap mage, and ritualists? theyre fun sure, but I'd really like to play some of the others sometimes
•Leeco• 8 May, 2021 @ 10:45am 
Oh ok It must be one of my other addons then.

This is by far the best loadout mod, why is it not on the first page yet...

Brawler is stilll my favorite. <3
Currann  [author] 23 Apr, 2021 @ 7:05pm 
@Leeco I don't know why it's showing up without the Egg. It still has it on my tests.

@SonOfCar A selection menu is on the short list of features. Just gotta figure out the Ui stuff first.
SonOfCar 23 Apr, 2021 @ 5:19pm 
You should be able to remove classes you don't want (Like the Trap Mage)
•Leeco• 22 Apr, 2021 @ 9:06pm 
yo dawg lovin the new loadouts! BUT for about a wek now, Plasma Engineer wand #2 has been missing the summon egg which makes that wand a no no.
Currann  [author] 15 Apr, 2021 @ 6:28pm 
@MunkeGutz They kinda are. Still fiddling with the proper offsets for them.

@telepathic coral I'm glad you're liking them! Making them interesting/distinct in playstyle is part of my motivation for making these, so it's good to hear that it's working.

@SonOfCosmicZap A Telekinetic Kick based class, the Psionic, should be out in the next update!
SonOfCosmicZap 15 Apr, 2021 @ 1:25pm 
Can you add some sort of physics-based class? I was thinking that maybe they could start with Telekinetic Kick, and one of their wands would shoot rocks or something else that can be grabbed by that perk.
evil wizard 14 Apr, 2021 @ 4:40pm 
like with get me to actually play differently then i usually would. with the lightning mage, i stood a good distance and chose my target carefully. with the plasma mage, i couldnt go fast, cuz then i would just fucking get shredded, so i played slowly, which was actually really fun for a change.