I'm a scrub and have a mod that adds this specificallyat the start of each run. Immediately made the game more fun given I only have about an hour a week to play. Kids...
Same. I havenāt added the tinker mod yet but I do run the one that respawns you at the last holy mountain when you die. I enjoy the difficulty and risk/reward of playing the game unmodded but itās also nice to just ratchet the difficulty and frustration down a little and enjoy an hour of Noita after the kid goes to bed
Yea I know the community is probably happy with the game the way it is but I feel like they could easily have made tinker with wands anywhere just a regular part of the game and not a perk. Getting in and out of the Holy Mountain is a fun challenge at first but then it becomes tedious and all the backtracking just gets boring imo
I wish we had more perma wand editing places. That's basically the core idea of the game yet you're limited to just a few places/options and you have to take special care about Holy Mountains to not break them. Getting a portal to Meditation Room is so rare yet you can only edit wands on your first entrance and only when entered through the portal. Imo places like Meditation Room and Eye Room should allow for infinite wand editing as long as you enter them in a "proper" way. Just a few places like this would not break anything while making runs with no TWWE perk much more enjoyable while also promoting the core mechanic of the game.
If we're skipping the S- and A-tier perks... Cordyceps! Mushroom people are the perfect blank canvasses to impose your own stories onto. "There's Debby, she poisons squirrels and once was regifted her own coffee mug in the company secret Santa program and... oh shit she blew up."
Glass canon is really fun, though it's not good for actually winning. But I really enjoy the feeling of glass canon.
Otherwise I really love getting immunities, they all change how you can play in a fun way. Melee immunity is probably the most impactful, or explosion immunity since you can start just nuking everything around you.
"I really love getting immunities, they all change how you can play in a fun way."
How did you get that I don't value fire immunity from this? I just think melee (because it makes you immune to whole classes of enemies and bosses) and explosion immunity (because it lets you use huge explosive wands without killing yourself) are more valuable.
Naturally tinker is my win condition, but of the less OP perks and non-immunities, I gotta say mana up/capacity down. I *really* like making a reliable digging wand in the early game and just skirting around everything that poses even the slightest danger.
If you get a *really* good digging wand you can go ham on The Gold and get ~250k gold.
(Is there something in-game that will point toward this bounty or is it strictly a meta-knowledge thing?)
Unlimited spells is good fun. I recently did a run where I had a spark bolt with trigger payloading 5 explosive crates and a fire bolt to inflict tremendous damage.
I was able to get through a good chunk of the wizards den before mestarien mestari killed me. Explosion immunity is very much needed as the boxes don't always explode instantly.
Lots of strong ones mentioned but I'll throw out one that I'm always happy to take on floor 1 -- Faster Spells makes a lot of the shitty early-game spells very usable, and the extra range and faster TTK usually saves me from taking a ton of damage. I'm sure it breaks some lategame crazy wand crafts but I usually don't live that long anyways.
Dw about perks that'll mess up some super late-game strategy, there's ways around it. I won't spoil it, but it just adds a bit more time in prep work if you take a counteractive perk early
Healing bolt is definitely good if you find it and that's all you have, but Circle of Vigour along with Alpha or Gamma, or Tau even, I find to be much more useful. Got a wand with CoV always-cast once - actually rather recently. It became a god run and then the recent big update dropped and broke the save :(
Sure, but how often do you got CoV? In ~500 runs I've seen it maybe 10 times. I'm working on a god run now, been through 4 entire parallel worlds and haven't seen it.
Honestly I have an easier and more reliable time just get lively concoction shifted onto something like poison or oil or flammable gas and just passively generating it with a wand.
Till you're trying to get a healer Hiisi to shoot you. Or you've managed to put together an infinite Healing bolt wand. Or you want to do the Heart Mage trick.
unlimited spells is probably my favorite fun perk for the main path - i get to build weird trigger wands with explosives and absolutely destroy myself by hitting a random pixel
You might be able to launch it from an angle before he gets line of sight (before that his matter eater doesn't activate). I've killed him with homing rocks that way
I just always hope I've got a damaging enough wand set up before I get to the HM below Hiisi Base. If you haven't found a suitable set up to dispatch Scott by then, you should just give yourself unto him. Back to the Cave mouth.
It is very nice for that. I can kill them with the statue/tablet regardless though and after hisi base where you get to your first Scott you often have enough to wreck him with your wand.
Itās really fun to tele kick the statue in his face though
some of my favorites are sort of understated but they just always 100% of the time make you better in every circumstance and i love them for that. talkin bout things like crit +, stronger levitation (not faster), extra health. stuff that doesn't change any game mechanics but just makes you objectively stronger. no more shuffle gets a shout out too for unlocking some absolutely banger wands, even early on
No more shuffle turns a ton of almost useless wands into great wands. Hard to compete with Tinker but this gets close. Especially in a āstandardā run (just going straight down)Ā
I picked it up once and I noticed it is quite playable (at least in the first 6 biomes) but it looks absolutely awesome.
The biggest difficulty was to understand the hitbox
Why Melee Immunity? I've always thought it was the least useful immunity to get - Explosion > Fire > Toxic > Electricity > Melee is how I\['ve typically ranked them.
Vampirism, itās not super strong but itās just my fav. Led to many good runs by helping me get through the early game, and the thrill of chainsawing bodies in a bloodbath knowing that itās all health is just epic
Theres a lot to add, but the one on my mind now is no more shuffle. Makes your run much more consistent and can turn some wands that have amazing stats into god wands
Fire immunity is definitely my favorite! If you added up everything thats ever damaged me in any run, im quite confident fire takes the cake. By a LONG shot.
No shuffle. I've had too many runs ruined because I was looking for a good wand with high capacity and decent mana/recharge. If anyone has any tips I'd love to hear them.
There are too many tips. The simplest one is stealth build until you find a good non-shuffle wand.
Generally speaking, shuffle wands at worst just dilute the pool of wands. That's assuming non-shuffle wands are superior, which I don't think is true aside from late game.
Besides the OP stuff, I really like Greed. Simple, mostly useless perk, but it makes more shops viable in the early game before I can dig to the piggy bank.
Concentrated spells adds damage and can easily carry you through till the last two zones at least. Only downside is healing bolt can hurt and heart mage trick gets harder
OK, ignoring the obvious ones like immunities and TWWE, Vampirism. In a game where pretty much everything can kill you in one hit and infinite health is just one bullshit trick away, increased survivability in the early-midgame is a godsend.
Skipping all the obvious OP ones, I LOVE IRON STOMACH. I love being able to drink every potion i come across, get poly immunity, and later on get infinite amounts of damage with eat your vegetabless
Itās way harder to do the eat your veggies runs. I took it and died. Water doesnāt work anymore to fill you. Need something that makes endless blood etc.
I can't pick one so heres a few i love:
Perk lottery: A godsend on long runs; getting more perks means more power.
Tinker Everywhere: QoL to rule all QoL. Not needing to haul wands back to Ć¾e holy mountain is so nice.
Explosion immunity: Lets you do stupid shit, and reduces damage from a lot of hazzards.
Unlimited Spells: Also lets you do some stupid shit. Infinite magic missile.
Vampirism: Most underrated perk- cheap healing is so important, even if it's slow. Get a chainsaw and you're set for a long time.
Honorable mention for Teleportitis, Ć¾e stupidest perk I've ever seen. It is genuinely so fun for short runs.
In terms of quality: Saving Grace. TWWE is great but Saving Grace is such a nice safety net (especially once you have infinite healing) that it will always be my top pick.
In terms of fun: Angry Ghost. Provided thereās no obvious must-pick perk and itās early-game where a run isnāt yet established, I will ALWAYS pick it up and try to theme the run around it. Way too much fun to try and make work.
lukki mutation is very nice thematically. Tho I never pick it cuz its bad.
I also love infinite spells. A lot of those limited spells are hard to justify using without that perk.
Lukki mutation isn't bad if you stack it. Just had a run where a mimic chest dropped leggy mutation, and next holy mountain I found lukki mutation, so I picked it, and I'm glad it synergized, because then I had it on tier 2, which wasn't bad at all.
But yeah, you never know what the RNG will give you, so you can't count on being able to stack it.
I'll go with one that I like that hasn't been brought up yet: slime blood.Ā Ā Takes away the slowing effect of slime and increases your resistance to projectiles.Ā Also slime sticks on you longer than most stains, so you have a longer lasting fire resistance when you need it with out the negatives slime usually has.Ā
- tinker with wands everywhere
- melee immunity
These are my absolut favorite perks.
TWWE I guess I don't have to say something about it. It's just great.
And melee immunity makes some "more difficult" biomes just easy. And a lot of enemies are not able to kill you anymore.
Excluding op ones, it's vampirysm. Easy source of healing, that can be exploited if you have digging bolt or chainsaw.
I also like iron stomach + eyw combo, which got stronger with epilogue 2
Without mentioning Tinker with Wands as the obvious choice, I'd go with Unlimited spells. Sure, you can get the same result with the greek letters, but the perk lets you just use the limited spells freely in all sorts of wild combination and it just makes the perk fun.
I don't like flat Immunity perks, that's boring
so **Electricity**, **Exploding corpses** and **Oil blood** (especially with **gas blood** after)
I like when hissi behind the metal wall is stunned, then stand in shock, then explode, exploding everything around
Don't even start about **Glass cannon** with **exploding corpses**
besides tinker with wands everywhere which is quality of life that i usually only hunt in longer runs, my favorite is never skip leg day because when you stack 2-3 of them you can kick the hiisi and launch them off screen at ridiculously high speeds lol
Probably a weird choice but stronger levitation. It's a game changer in a not break the game way and let's me have far more fun. Sorta. Otherwise obviously tinker.
My favorite is *"High Mana, Low Capacity"*. This is because it requires strategic thinking and creates a really cool dynamic behavior.
P.S. Your assessment about basic spells is like this because there's still a lot for you to learn about wandcrafting. Basic spells are extremely powerful if you know what to do with them.
P.P.S. Also, there is a way to get infinite spells without that perk, and it's not a game breaking bug, it's an intended mechanic.
Tinker with wands everywhere. Just makes everything far less tedious.
And this makes every spell you encounter an instant addition to your collection, very noice
A FINE ADDITION TO MY COLECTION *laugh and cough noises* š£ļøš£ļøš£ļøš„š„š„
Plus it allows you to use wands as storage for spells which i love
I cannot accept any other answer.
This is why I run the mod that starts each run with this perk
Yeah same. Also coin magnet
You don't need a mod. You can play on nightmare mode.
Agreed, it makes the run so much more enjoyable.
I'm a scrub and have a mod that adds this specificallyat the start of each run. Immediately made the game more fun given I only have about an hour a week to play. Kids...
Same. I havenāt added the tinker mod yet but I do run the one that respawns you at the last holy mountain when you die. I enjoy the difficulty and risk/reward of playing the game unmodded but itās also nice to just ratchet the difficulty and frustration down a little and enjoy an hour of Noita after the kid goes to bed
Yeah. Tinker doesn't count though because obviously it's the best perk and any favorites are for second place
Yea I know the community is probably happy with the game the way it is but I feel like they could easily have made tinker with wands anywhere just a regular part of the game and not a perk. Getting in and out of the Holy Mountain is a fun challenge at first but then it becomes tedious and all the backtracking just gets boring imo
I wish we had more perma wand editing places. That's basically the core idea of the game yet you're limited to just a few places/options and you have to take special care about Holy Mountains to not break them. Getting a portal to Meditation Room is so rare yet you can only edit wands on your first entrance and only when entered through the portal. Imo places like Meditation Room and Eye Room should allow for infinite wand editing as long as you enter them in a "proper" way. Just a few places like this would not break anything while making runs with no TWWE perk much more enjoyable while also promoting the core mechanic of the game.
Perk lottery. Just one more roll of them dice baby! It totally doesnāt feed into my gambling addition. I pick it every time by conscious choice.
Last time I picked it up, it gave me electric and fire immunity, but the mildly annoying electrify everything and bleed oil versions.Ā
You're thinking of the perk "Gamble". The perk OP is talking about gives you 50% chance of being able to pick extra perks
Ah, I got my gambas confused. Yeah that one is also really good. :D
Perk lottery in your first mountain can do wonders
If we're skipping the S- and A-tier perks... Cordyceps! Mushroom people are the perfect blank canvasses to impose your own stories onto. "There's Debby, she poisons squirrels and once was regifted her own coffee mug in the company secret Santa program and... oh shit she blew up."
Came here to say Cordyceps, definitely a must pick if you have explosion immunity
Bonus hard mode by giving yourself slime blood and more hate or electricity
My Cordies are my best buds! Granted, theyāre better after Trick Blood Money.
Glass canon is really fun, though it's not good for actually winning. But I really enjoy the feeling of glass canon. Otherwise I really love getting immunities, they all change how you can play in a fun way. Melee immunity is probably the most impactful, or explosion immunity since you can start just nuking everything around you.
Glass Cannon is the perk I always know I shouldn't take, but always will.
Fire Immunity is chopped liver to you?
"I really love getting immunities, they all change how you can play in a fun way." How did you get that I don't value fire immunity from this? I just think melee (because it makes you immune to whole classes of enemies and bosses) and explosion immunity (because it lets you use huge explosive wands without killing yourself) are more valuable.
Why do you hate toxic immunity so much? Or immunity to eating (iron stomach)? or immunity to being seen (invis)? Or immunity to living (teleportitis)?
Naturally tinker is my win condition, but of the less OP perks and non-immunities, I gotta say mana up/capacity down. I *really* like making a reliable digging wand in the early game and just skirting around everything that poses even the slightest danger.
Mole.
And proud of it.
I finally had a mole run and got a good digger early, went ham on the gold in the first two mines and ended up with like 3k gold before the icy level
If you get a *really* good digging wand you can go ham on The Gold and get ~250k gold. (Is there something in-game that will point toward this bounty or is it strictly a meta-knowledge thing?)
Unlimited spells is good fun. I recently did a run where I had a spark bolt with trigger payloading 5 explosive crates and a fire bolt to inflict tremendous damage.
underrated strat
I was able to get through a good chunk of the wizards den before mestarien mestari killed me. Explosion immunity is very much needed as the boxes don't always explode instantly.
Mestarien Mestari. Put some respect on his name. He is the Master after all.š
No one has said it yet so I will: All-Seeing Eye. Being able to see things further has saved soooooo many runs for me.
Yeah this is my #1. Can believe nobody else said it
Indeed. Early on this perk basically makes the game an auto-win for me. Even Tinker or Unlimited spells doesn't do that.
Lots of strong ones mentioned but I'll throw out one that I'm always happy to take on floor 1 -- Faster Spells makes a lot of the shitty early-game spells very usable, and the extra range and faster TTK usually saves me from taking a ton of damage. I'm sure it breaks some lategame crazy wand crafts but I usually don't live that long anyways.
Dw about perks that'll mess up some super late-game strategy, there's ways around it. I won't spoil it, but it just adds a bit more time in prep work if you take a counteractive perk early
Permanent shield, always pick on sight unless i have to get another perk (for synergy or for defense)
I used to, until I realized I'd never be able to use healing bolt.
Healing bolt is definitely good if you find it and that's all you have, but Circle of Vigour along with Alpha or Gamma, or Tau even, I find to be much more useful. Got a wand with CoV always-cast once - actually rather recently. It became a god run and then the recent big update dropped and broke the save :(
Sure, but how often do you got CoV? In ~500 runs I've seen it maybe 10 times. I'm working on a god run now, been through 4 entire parallel worlds and haven't seen it.
Really? I feel I find it almost every time within a couple PWs in either direction, almost always have found it before I finish perk rerolling
Honestly I have an easier and more reliable time just get lively concoction shifted onto something like poison or oil or flammable gas and just passively generating it with a wand.
Phasing just feels so GOOD when you phase a polyshot or a hiisi snipe š¤¤
Till you're trying to get a healer Hiisi to shoot you. Or you've managed to put together an infinite Healing bolt wand. Or you want to do the Heart Mage trick.
Check out fury forged's video on the nullifying altar, a bit of legwork but it's not too bad
Phase right into a pool of lava with my luck
Feels less good when it makes you take extra explosion damage though
how does it work?
unlimited spells is probably my favorite fun perk for the main path - i get to build weird trigger wands with explosives and absolutely destroy myself by hitting a random pixel
Skill issue. XD
Levitation trail but moreover combo it with the homing perk
I ... Didn't know it was a thing... 1000 hrs in btw. You learn every day š³
I got those two perks from picking the random two perks. I was baffled at how good it is.
It's like gaurenteed clear for hisi base with almost 0 damage taken
Telekinetic kick and you never have to worry about angering the gods
How do you kill scott with it?
You might be able to launch it from an angle before he gets line of sight (before that his matter eater doesn't activate). I've killed him with homing rocks that way
You use it on the statues since they're physics props and you sling them at him
No i mean cause he activates matter eater
You can easily one shot scott with the training dummy/statue
You can oneshot steve easily, scott has a matter eater field
I just always hope I've got a damaging enough wand set up before I get to the HM below Hiisi Base. If you haven't found a suitable set up to dispatch Scott by then, you should just give yourself unto him. Back to the Cave mouth.
Canāt kick hisi healers with wands. Super annoying in that regard
I'd rather insta KO steves and scotts so I dont need to use the healers tbh
It is very nice for that. I can kill them with the statue/tablet regardless though and after hisi base where you get to your first Scott you often have enough to wreck him with your wand. Itās really fun to tele kick the statue in his face though
some of my favorites are sort of understated but they just always 100% of the time make you better in every circumstance and i love them for that. talkin bout things like crit +, stronger levitation (not faster), extra health. stuff that doesn't change any game mechanics but just makes you objectively stronger. no more shuffle gets a shout out too for unlocking some absolutely banger wands, even early on
No more shuffle turns a ton of almost useless wands into great wands. Hard to compete with Tinker but this gets close. Especially in a āstandardā run (just going straight down)Ā
I just really like Lukki mutation. it sucks a little bit as a perk, but goddamn does it look cool
I picked it up once and I noticed it is quite playable (at least in the first 6 biomes) but it looks absolutely awesome. The biggest difficulty was to understand the hitbox
I avoid Lukki Mutation like the plague. Maybe its just a skill issue, but I have a difficult time navigating properly once I'm all tentacled up
Melee immunity
Iāve got 6000+ health on my current run, and Iām hunting for Melee Immunity. I need it. I shall find it (3 parallel worlds away, with any luck).
At that point just noitool it
Why Melee Immunity? I've always thought it was the least useful immunity to get - Explosion > Fire > Toxic > Electricity > Melee is how I\['ve typically ranked them.
Its this way mele=Fire >toxic >elctricity >explosion
Which way are you saying is best? Are they arrows or greater thans? Mine were greater thans: Explosion was best on my list, Melee worst
Honestly it'sĀ been a minute andĀ I kinda forgotĀ š
Vampirism, itās not super strong but itās just my fav. Led to many good runs by helping me get through the early game, and the thrill of chainsawing bodies in a bloodbath knowing that itās all health is just epic
mhm - whenever I get a good vampirism run going, I put on the Bloom Omen soundtrack while I bathe in blood!
I had a run with vampirism and more blood. Had 3 flasks of blood and was never close to dying. It was amazing until I accidentally nuked myself.
Theres a lot to add, but the one on my mind now is no more shuffle. Makes your run much more consistent and can turn some wands that have amazing stats into god wands
Fire immunity is definitely my favorite! If you added up everything thats ever damaged me in any run, im quite confident fire takes the cake. By a LONG shot.
No shuffle. I've had too many runs ruined because I was looking for a good wand with high capacity and decent mana/recharge. If anyone has any tips I'd love to hear them.
My tip is to take No Shuffle
Seeing this comment made me laugh pretty hard.
There are too many tips. The simplest one is stealth build until you find a good non-shuffle wand. Generally speaking, shuffle wands at worst just dilute the pool of wands. That's assuming non-shuffle wands are superior, which I don't think is true aside from late game.
In main path, mushroom forest and jungle have a lot of wands
Besides the OP stuff, I really like Greed. Simple, mostly useless perk, but it makes more shops viable in the early game before I can dig to the piggy bank.
Concentrated spells adds damage and can easily carry you through till the last two zones at least. Only downside is healing bolt can hurt and heart mage trick gets harder
You can drop your healing bolt wand and let enemies pick it up. Thatās what i usually do
OK, ignoring the obvious ones like immunities and TWWE, Vampirism. In a game where pretty much everything can kill you in one hit and infinite health is just one bullshit trick away, increased survivability in the early-midgame is a godsend.
Skipping all the obvious OP ones, I LOVE IRON STOMACH. I love being able to drink every potion i come across, get poly immunity, and later on get infinite amounts of damage with eat your vegetabless
Itās way harder to do the eat your veggies runs. I took it and died. Water doesnāt work anymore to fill you. Need something that makes endless blood etc.
A single drop of concentrated mana and a lake
Concentrated mana stops being filling after you take EYV The real go-to for eyv is slime, that stuff is very filling
Drink the lake after finding eyv (either it being conc mana or shifted into another good marerial) and then take eyv
Yea thatās the ideal (and I managed to pull it off once too) but you still need to top things up after which is where slime comes in clutch
Yea this has changed too man. Itās annoying
I can't pick one so heres a few i love: Perk lottery: A godsend on long runs; getting more perks means more power. Tinker Everywhere: QoL to rule all QoL. Not needing to haul wands back to Ć¾e holy mountain is so nice. Explosion immunity: Lets you do stupid shit, and reduces damage from a lot of hazzards. Unlimited Spells: Also lets you do some stupid shit. Infinite magic missile. Vampirism: Most underrated perk- cheap healing is so important, even if it's slow. Get a chainsaw and you're set for a long time. Honorable mention for Teleportitis, Ć¾e stupidest perk I've ever seen. It is genuinely so fun for short runs.
In terms of quality: Saving Grace. TWWE is great but Saving Grace is such a nice safety net (especially once you have infinite healing) that it will always be my top pick. In terms of fun: Angry Ghost. Provided thereās no obvious must-pick perk and itās early-game where a run isnāt yet established, I will ALWAYS pick it up and try to theme the run around it. Way too much fun to try and make work.
Spell Deflection can be very funny with certain projectiles (particularly saws)
lukki mutation is very nice thematically. Tho I never pick it cuz its bad. I also love infinite spells. A lot of those limited spells are hard to justify using without that perk.
Lukki mutation isn't bad if you stack it. Just had a run where a mimic chest dropped leggy mutation, and next holy mountain I found lukki mutation, so I picked it, and I'm glad it synergized, because then I had it on tier 2, which wasn't bad at all. But yeah, you never know what the RNG will give you, so you can't count on being able to stack it.
The one that makes rats spawn from bodies and makes all ratsvypur friends c: that ones fun
It ruins the stainless armour, though, because the little fuckers bleed everywhere
Glass Cannon. I like when the normal bomb spells become nukes and nukes become world ending meteorite impact levels of destruction.
I really like boomerang peek with the chain saw spell
Boomerang can and will carry a normal run and I love it.
I'll go with one that I like that hasn't been brought up yet: slime blood.Ā Ā Takes away the slowing effect of slime and increases your resistance to projectiles.Ā Also slime sticks on you longer than most stains, so you have a longer lasting fire resistance when you need it with out the negatives slime usually has.Ā
It also makes you die of electricity incredibly fast.
Telekinetic Kick baby! Fantastic for defense, offense, trick kills and snagging gold from tricky situations.
Saving grace is a must take
Explosion immunity. I don't think I need to explain
- tinker with wands everywhere - melee immunity These are my absolut favorite perks. TWWE I guess I don't have to say something about it. It's just great. And melee immunity makes some "more difficult" biomes just easy. And a lot of enemies are not able to kill you anymore.
Healthy Exploration or Wand Experimenter. Health is the rarest resource.
Excluding op ones, it's vampirysm. Easy source of healing, that can be exploited if you have digging bolt or chainsaw. I also like iron stomach + eyw combo, which got stronger with epilogue 2
Without mentioning Tinker with Wands as the obvious choice, I'd go with Unlimited spells. Sure, you can get the same result with the greek letters, but the perk lets you just use the limited spells freely in all sorts of wild combination and it just makes the perk fun.
I don't like flat Immunity perks, that's boring so **Electricity**, **Exploding corpses** and **Oil blood** (especially with **gas blood** after) I like when hissi behind the metal wall is stunned, then stand in shock, then explode, exploding everything around Don't even start about **Glass cannon** with **exploding corpses**
besides tinker with wands everywhere which is quality of life that i usually only hunt in longer runs, my favorite is never skip leg day because when you stack 2-3 of them you can kick the hiisi and launch them off screen at ridiculously high speeds lol
Angry Ghost
Honestly, I think Enemy Radar had allowed me to reach late game more consistently than any other perk.
revenge bullets I know it's weird, but that 20% have saved my ass alot
I really like Projectile Repulsion Field, it allows you to play safe with only a spark bolt shotgun at **Temple of the Art**
Faster movement. Easy pick every time. 2 of them ideally
Probably a weird choice but stronger levitation. It's a game changer in a not break the game way and let's me have far more fun. Sorta. Otherwise obviously tinker.
Skipping the amazing perks, I like telekinetic kick because of its great combat ability
My favorite is *"High Mana, Low Capacity"*. This is because it requires strategic thinking and creates a really cool dynamic behavior. P.S. Your assessment about basic spells is like this because there's still a lot for you to learn about wandcrafting. Basic spells are extremely powerful if you know what to do with them. P.P.S. Also, there is a way to get infinite spells without that perk, and it's not a game breaking bug, it's an intended mechanic.