Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

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krokots
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Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Post by krokots »


Wandmaster is an extensive gameplay mod where you create your own wands, like in Noita.

Main Features:
- Wands: Create nearly infinite weapons using a slot-based system.
- Powerful magical accessories: Equip accessories with unique effects.
- Quest system: Take on various challenges and earn rewards.
- Perk system: Unlock abilities from a large perk tree.







[TODO: ADD VIDEO]


Wands
Wands are randomly generated and function similarly to those in Noita. They can shoot fast or slow, have quick or delayed reload times, vary in accuracy, and feature numerous bonuses. Shuffle wands, like in Noita, will randomly reorder spells every time they reload. A detailed explanation of how wands work is included in the mod (check the Help menu).


Spells
The mod currently includes 91 castable spells, mainly projectiles, but also hitscan and special spells. These range from weak to extremely powerful. Spells feature different damage types, unique properties, and even some silly or "useless" spells, much like in Noita.

- Multicast Spells: Cast normal spells in various styles - simultaneously, as clones, in formations, like a shotgun, or evenly spread.
- Modifier Spells: Alter spells’ flight paths, strength, size, speed, physics, homing capabilities, and much much more!
- Triggers: As in Noita, spells can trigger other spells from the wand’s spell list. The mod adds a chance-based trigger system (instead of Noita’s guaranteed triggers), and almost every normal spell can have a trigger or timer. Timer spells fire another spell after a delay.


Accessories
There are 8 types of accessories: books, orbs, backpacks, lights (candles), robes, boots, rings, and amulets. These provide a wide variety of magical effects - currently, there are 77 effects available.
Effects range from increasing health, mana, or damage (both general and specific types) to more unique powers, like summoning a wall of projectiles that follows the player or causing monsters to attack each other with magic.
Backpacks: Increase inventory size but are damaged if you take damage. Repair them using repair packs.

Inventory
The mod features a grid-based inventory system navigable with the mouse. Many items in Wandmaster can be picked up and stored, so expanding your inventory is crucial—invest in backpacks or perks to increase its size.

HQ Level

At the end of each level, you’ll be teleported to the "HQ" level, inspired by Noita’s Holy Mountain. Here, you can:
- Buy items, spells, or wands.
- Trade artifacts.
- Purchase perks.
- Accept quests.
- Receive a free full heal and refill manas.

Perks
The mod includes a large perk tree. In the HQ, you can pick one perk after each level. Perks cost resources, which replace ammo in the game. Collect resources throughout levels to afford higher-tier perks, as their prices increase.
Some perks grant effects similar to magical accessories, while others affect gameplay more broadly, such as increasing shop inventory.

Shops
There are two shops in the HQ:
- Item Shop: Purchase general items.
- Spell/Wand Shop: Purchase spells and wands.
Earn money for shopping by killing monsters.

Quests
Visit the quest giver in the HQ to accept quests, such as killing a certain number of a specific monster type or dealing a specific amount of damage with a certain element. Complete quests to earn rewards!


Artifacts & Trading
Weapons in Wandmaster are replaced by artifacts, which can be traded for accessories and wands. The trading system works like a card game—artifacts have a value that increases with duplicates (e.g., doubles, triples, quadruples).


Chests & Keys
Doom backpacks are replaced by chests, which contain useful items but require keys to open. Always keep a key in your inventory!

Gibs
Includes an integrated gibbing system based on damage types for extra flair!

Sandbox Mode
Activate sandbox mode in the options menu to access additional panels in the player menu. This allows you to spawn any spell available in the game.



Planned Features / Updates
- Compatibility with monster mods: Add a "NOITA" file to mods to define monster properties, like gib types.
- Runes: Items to modify wand or spell properties.
- Other planned additions (time permitting).



Current Issues
- Cluster text appears on every level exit. While cloning HQ levels for every cluster would fix this, there should ideally be an option to disable cluster texts in MAPINFO or ZScript. (UMapinfo did not resolve this I think)
- Missing tooltips for some items.
- Rare incorrect prefix/suffix generation for magical items.
- Various other issues (details omitted for brevity).
- Possible f-ton of bugs.



Compatibility
- DamNums: Fully compatible - just load it before Wandmaster.
- CorruptionCards: compatible.
- Monster mods: compatible, but gibs will use default properties. (check planned features).
- Weapon mods: compatible, but weapons in levels are replaced by artifacts, so you'll have to spawn them.
- Any mod that changes player class will be incompatibile!

REQUIRES GZDOOM at least 4.14.1

LATEST:
Wandmaster 0.2c
OTHER FILES:
PDF of perk tree


Credits
- Gibs: NashGore
- ZForms: Gutawer
- JSON: RicardoLuis0
- ArraySort: Sir Robin

If I missed your contribution, please message me, and I’ll update the credits. I’ve collected many assets (sprites, sounds) over time, and some sources are unclear.

BE SURE TO BIND NECESSARY KEYS! Wands use custom key bindings, as they don’t follow standard Doom bindings (due to possibility to change wand slots).

CHANGELOG:
Spoiler:
Last edited by krokots on Mon Feb 03, 2025 2:09 pm, edited 24 times in total.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Dr_Cosmobyte »

This looks really interesting. I like the concept, even though a lot of friends have recommended me Noita and i haven't played it.

Eager to see what's coming next. I'll post feedback as soon as i play it.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Zhs2 »

Image

Found on picking up a randomized wand in the middle of the hurtpool on E1M1.

ArcherLP streamed this earlier today and his conclusion was that experimenting with wands is painful (you can't test wands in the hub) and the first wand really doesn't help you get started - quite literally Doom pistol damage or thereof with no guarantee you will actually be getting a shotgun to make up for it. Will edit this post to include his stream archive later.
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krokots
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by krokots »

Yeah this mod isn't really for Doom 1 IWADs but I'm gonna take a look.

Also in the earlier version there was a completely other type of hub which had a "testing" area. I might just implement it.
Thing is - the first wand really is a replacement for pistol - It's slightly higher DPS but works with projectiles, with infinite ammo I think it's a fair replacement. But next wand is pure random, so you could find either something better than shotgun, or some worthless crap. I don't know yet what I'll do with this, because after couple of levels you will get really strong wands, you just have to survive until then.

Edit:
After some testing, this mod should work on any Doom IWAD. Also the bug above was fixed.
Last edited by krokots on Tue Dec 31, 2024 10:57 am, edited 1 time in total.
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krokots
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by krokots »

Updated to 0.1b
New wand generation algorithm and option in the options - choose "balanced" wand generation for more reasonable wands. Hopefully the first few levels won't be a nightmare now, wands should be generally be more powerful. But still there can be daft modifiers attached to wands (like rotate) - I'm gonna do something with it next time. Old wand generation is now as an option "random", and third option "mix it up" just adds a 50/50 chance for any of these wand generation types.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Ron_Dallas »

Cool mod, but 9:28 on AV map01 is too long)
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Brohnesorge »

I got some bad news for you if you think mods changing how fast maps go is a negative
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by ApexMX »

Making this first time for DOOM 1 and 2 is genius because if it were made for first time and only for Heretic there are almost no community mapset wads which DOOM 1 and 2 has the most community mapset wads.
Interesting mod and attracted me a lot until (Because I'm a person who are interested for wizardy fantasy medias)... This should have a game mode where at the start you could modify the spells freedomly and place them in a long inventory.
In the some future you should add guns as wands like rifles, miniguns and shotguns. (They appear secretly in the Noita game and can be used)

And if says it, Yes, Noita is basically like Raven Software's Heretic but being retro pixel 2D where you can make or modify own silly powerful wands and destroying Worms/Lemmings-like pixel terrain.
Last edited by ApexMX on Fri Dec 20, 2024 3:46 am, edited 2 times in total.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Ron_Dallas »

Brohnesorge wrote: Thu Dec 19, 2024 1:07 pm I got some bad news for you if you think mods changing how fast maps go is a negative
Yea, i play Noita couple of hours. But some Doom maps don`t work like Noita - they may have Cyberdemon on map01 (hello Anchient Aliens). And drill it with start wand is verry annoying. Also, Noita by itself have random first wand and explosive second one right from the start. So, yep, i feel less armed than in vanilla Doom and Noita.
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krokots
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by krokots »

I don't really like wads that put Cyberdemons in MAP01, but I'm open to suggestions what should be added to aid those type of situations. Adding a second wand with bombs - or let's say rockets with limited ammo won't do because it will work temporarily. I'd rather just add something to Level Post Processor that reads let's say "total health" of enemies on first map, and adds some bonuses accordingly. But don't know what yet. And honestly there are other stuff that I plan to add before.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Someone64 »

Found 2 interesting bugs. First is that if you sell your cursed amulet and your money goes into the negative, it overflows and gives you a massive amount of money instead. Second is that if you leave your wand in the wand workshop, you can still select it with the scrollwheel even if it isn't in your wand inventory.

On a side note, I'd really like to see QoL features for reminding the player to take a quest and pick perks every holy mountain visit as well as a way to test unsealed wands in some kind of mini shooting range in the level. The wand sealing system doesn't work well as a concept if you can't even do a little testing and it just encourages save scumming.

Overall I'm really impressed at the breadth and depth of this mod! It really feels like a fully fledged RPG experience.

As for early game weakness, yeah it can be really annoying when a mod increases the RNG by making weapon drops even more random. Usually when I get a bad early game in Wandmaster, I just repeatedly restart my run until I get a good set of wands to carry me through early game. As an example in my first run, 4 maps in and my starting wand was better than anything I could find. My third restart I'd picked up like 6 wands by map03 and most of them were pretty reliable off the bat. I get similar issues when playing mods like DRLA sometimes but it can be pretty bad in Wandmaster due to the sheer randomness. Maybe you can determine whether or not a wand spawns and its strength by the type of weapons the map gives. If the map gives you a ton of high tier ammo (like energy ammo) and a plasma gun and a BFG, make it guaranteed a wand will drop on top of the weapon spawners and make it much more likely for it to be strong. What determines these things should be based on the weapons, ammo, and powerups the map has rather than the enemies. With the example Ron_Dallas brought up you're supposed to telefrag the Cyberdemon instead of shooting it to death so if the map is designed around doing things like that, it won't give you the tools to just kill the Cyberdemon by hand otherwise you'd be too strong early game.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by krokots »

Someone64 wrote: Sat Dec 21, 2024 4:41 am Found 2 interesting bugs. First is that if you sell your cursed amulet and your money goes into the negative, it overflows and gives you a massive amount of money instead. Second is that if you leave your wand in the wand workshop, you can still select it with the scrollwheel even if it isn't in your wand inventory.
YES those are the bugs I was waiting for! (just kidding)
Someone64 wrote: Sat Dec 21, 2024 4:41 am On a side note, I'd really like to see QoL features for reminding the player to take a quest and pick perks every holy mountain visit as well as a way to test unsealed wands in some kind of mini shooting range in the level. The wand sealing system doesn't work well as a concept if you can't even do a little testing and it just encourages save scumming.
I'm thinking:
- add the "speak to me" bubble if the quest is available
- also I could add "speak to me" bubble to the fountain if the player is wounded / mana not maxed, etc.
- adding a "testing range" will absolutely be impelented. Already I have an "alternative" hub that I ditched (waaay bigger) that have exactly the thing. So adding this testing place will be pretty quick and easy. It works with both sealed and unsealed wands. Also it has DPS information.
Someone64 wrote: Sat Dec 21, 2024 4:41 am Overall I'm really impressed at the breadth and depth of this mod! It really feels like a fully fledged RPG experience.

As for early game weakness, yeah it can be really annoying when a mod increases the RNG by making weapon drops even more random. Usually when I get a bad early game in Wandmaster, I just repeatedly restart my run until I get a good set of wands to carry me through early game. As an example in my first run, 4 maps in and my starting wand was better than anything I could find. My third restart I'd picked up like 6 wands by map03 and most of them were pretty reliable off the bat. I get similar issues when playing mods like DRLA sometimes but it can be pretty bad in Wandmaster due to the sheer randomness. Maybe you can determine whether or not a wand spawns and its strength by the type of weapons the map gives. If the map gives you a ton of high tier ammo (like energy ammo) and a plasma gun and a BFG, make it guaranteed a wand will drop on top of the weapon spawners and make it much more likely for it to be strong. What determines these things should be based on the weapons, ammo, and powerups the map has rather than the enemies. With the example Ron_Dallas brought up you're supposed to telefrag the Cyberdemon instead of shooting it to death so if the map is designed around doing things like that, it won't give you the tools to just kill the Cyberdemon by hand otherwise you'd be too strong early game.
Thanks for the amazing feedback. I don't know if you played with the "balanced" wand generation - it works basically like this :
There are 6 wand "archetypes":
- fast (chaingun) wands - guaranteed high shooting speed + standard reset. Only spawns with standard spell packs.
- "cast multiple" wands - generate with "cast x" and then x spells - so works kinda like a very random shotgun.
- clone / scatter x wands - about 2 times slower than fast wands, but shoots 2 or more projectiles at once - have "clone x" or "scatter x" every other spell.
- spray wands - have "spray" multicast spell attached to every projectile - so it's basically a shotgun wand
- "strong" wand - slower but generally spawn with already much more powerful spells (emulates rocket launcher)
- ultra fast wands - has almost maximum speed but slower reload - just as an alternative to fast wands.

All of these wand types, even on game stage of 1 (this is a internal value in wandmaster that increases every level) should generate useful wands. If this is still not enough, I might balance it out even more.

And wand spawning in levels (with the corpse) - it depends on how many weapons are in the level. Basically works ile this:
- Every level let's count every weapon that is there from the beginning (we ignore all weapons dropped by enemies, etc).
- Weapons have value. For example - shotgun : 0.2, chaingun : 0.3, BFG : 1.0.
- If this "accumulated weapons value" is greater than "corpse value" - a corpse is spawned - with a wand (or a pouch - but I disabled it for now).
- For every corpse spawned, the "corpse value" needed for a corpse spawn is increased by 0.6.
- The "corpse value" is set to 0.6 at the start.
- And the "accumulated weapons value" already starts at 1.0.

So for example for Doom 2 first map:
- Corpse value is 0.6.
- Weapons value is 1.0 (starting value) + 0.2 (shotgun) + 0.6 (rocket launcher) = 1.8.
- First corpse is spawned (1.8 > 0.6)
- The cost of next corpse increases (0.6 + 0.6) = 1.2
- The rest of the weapons value still can trigger next corpse spawn (1.8 - 0.6 = 1.2)
- And again next corpse spawns (1.2 = 1.2)
- Next corpse will spawn at 1.8 accumulated weapons value.

Sorry if this all sounds confusing, but I like to be transparent with the mechanics. All this is meant to aid players more at the earlier levels - the later you are in the game, the rarer will be the corpse spawns. But the wands generated with them should scale to the level.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by Someone64 »

Another issue with the corpse spawning style is weapon placement. This again is mostly an early game issue as by later you should be more prepared for anything. Part of what makes good map design is giving the player the right weapon at just the right time and so part of how you can get badly screwed by corpse weapon spawning RNG is not just what wand it is but where it's placed. So as an example if a big weapon is to be given to the player before a big fight but Wandmaster decides to spawn the corpse in a place that can only be accessed after it, you're screwed. Part of what makes this extra difficult is that you don't have the movement speed to avoid attacks as easily (presumably to accommodate for the accessory system which affects movement speed) so you can't quite as easily sheer skill play your way through hard fights with shitty wands or sometimes, even the starting wand. Honestly at this point, I wouldn't be opposed to the solution being make the player OP early game so the first levels are a breeze as they should be and let the map catch up to the player. I know this can be tricky if relying entirely on the map design to do this but mods like Corruption Cards and any mods that add some kind of enemy scaling help but it doesn't seem like Wandmaster has any such mechanics.

A heavy handed way to approach this is to provide extra early game strength as an option that can be toggled. Basically give the player temporary buffs, wands, accessories, or whatever you can think up and allow them to last for a user configurable number of maps before they vanish and allow the player to turn this off entirely.

As for the holy mountain, I honestly think you should move the quest and perk NPCs nearer to the portal and even combine them into one NPC somehow. Part of what makes me forget talking to these NPCs sometimes is that when playing Doom and sometimes Noita, you're kinda in the mood for instant gratification and the tedium of slow walk speed and the NPCs being far off just makes you want to run in, do what you need, and run back out. Perhaps you should place them right beside the portal and have the portal itself have some kind of indicators sitting on it (like glowing rune symbols of quest and perks) and have it finally ask you with a yes or no prompt if you really want to leave without having talked to the quest and perk NPCs. Make it also not ask about the perk NPC when you leave if you simply don't have the resources to buy any perks available to begin with.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by ZikShadow »

Ron_Dallas wrote: Sat Dec 21, 2024 1:49 am
Brohnesorge wrote: Thu Dec 19, 2024 1:07 pm I got some bad news for you if you think mods changing how fast maps go is a negative
Cyberdemon on map01 (hello Anchient Aliens). And drill it with start wand is verry annoying.
Probably not the finest example to use, considering you're not meant to shoot it with starting weapons even in vanilla. Some mappers like to put heavy health enemies acting as turrets that you have to telefrag to kill.
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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Post by MsrSgtShooterPerson »

Amazing mod so far! I'm admittedly not good at crafting my own stuff yet - most of the time, I seem to end up making weak BFG wands that eat up all wand charges and barely hit anything, but I think I appreciate as part of the learning process. :D

I do have some notes:
1) Could there be a UI feature where we can see which part of the wand are we on especially for non-shuffles? It could be something like the spell icons at the bottom of the screen or for something cleaner, even just little colored spheres or dots to show how far into the spell queue we are.
2) While grabbing new quests from the hub, there was one involving a wear-a-cursed object quest - however, it was a soulsphere with a negative health value that instantly 'kills' me upon putting it on - I can still move and fire wands by my screen is rotated like 120-degrees
3) I obtained an accessory that cast Repel on chance if you are hit - well, turns out I was the one being thrown all the way to the end of the map especially when confronted with chaingunners. Not sure if this is a delibarate negative effect or perhaps a bug.
4) I'm playing on mobile and while I can activate a mouse-style cursor, I don't seem to have right click - is it possible to apply double-click as an alternative? I think it can be context-sensitive too i.e.
* Double-click to use an item in your inventory.
* If the shop is open, double-click sells the item or purchases an item.
* If you have a chest open, double-click sends the item between inventory grids (backpack or the chest)

What do you think? Once again, an absolutely terrific mod with a lot of content that pretty much looks complete off-the-bat :D
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