Bells are effects that add extra rules to the game. Active Bells appear in the top left corner, and hovering over them explains their effects. Bells can have positive and negative effects, sometimes both.
Sun Bells can be obtained after defeating a boss (not a miniboss). After defeating a boss, the player takes 2 exactly rewards from a set of 2 Sun Bells, 2 Charms, and a Crown (a Crown is only offered after defeating the first 2 bosses).
|Sun Bell of Hands
|Card Draw +1
|Draw 7 cards when drawing a hand, instead of 6.
|Sun Bell of Fellowship
|Companion Limit +2
|The team may have up to 5 Companions at once, instead of 3.
|Sun Bell of the Bell
|Redraw Bell Counter -1
|The Redraw Bell's counter resets to 3 when rung, instead of 4.
|Sun Bell of Health
|Leader Health +6
|The Leader immediately gains +6 health.
|Sun Bell of Time
|Enemy Wave Bell Counter +1
|Enemy waves take +1 turn longer to arrive.
|Sun Bell of Recall
|Recalling a Companion will count down the Redraw Bell by 2
|When a Companion is recalled (not a Clunker), the Redraw Bell counts down by 2.
|Sun Bell of Charge
|Start each Battle with the Redraw Bell fully Charged
|The Redraw Bell starts the battle fully charged, allowing for 1 free redraw at the start of each battle.
Storm Bells are unlocked after finishing a run for the first time. These can be selected while choosing a Leader and have negative effects that affect the whole run. Each Storm Bell is worth a certain number of Storm Strength Points, which limits the amount of Bells that can be active at once. This threshold starts at 5 points, but increases by 1 every time a run is beaten at the max threshold, up to 10 points.
Having 10 points worth of Storm Bells active is required for the Lumin Goop and Broken Vase to appear. Vanquishing a run with Storm Bells active gives each of them a gold frame. Having gold frames for all Storm Bells unlocks Overcrank Mode, in which all Storm Bells are active at once.
|All shop prices are increased by 5 Blings, and Blings after purchasing a Crown.
|Bell of Death
|Companions become temporarily injured when they die in battle.
|An injured Companion's health and attack are halved at the beginning of battle. If the player wins a battle, all injured Companions who were not killed in that battle will fully recover. There is no penalty for an injured Companion being killed again in battle; they will simply remain injured.
|Bosses and Minibosses are upgraded with Charms.
|Charms are picked from a limited pool unique to each enemy. See each miniboss's page for their respective Charm pool, i.e. Big Peng.
|Reduced enemy Wave Bell counter during boss battles.
|During the 3rd, 6th, and 8th combats, enemies will appear 1 round earlier.
|Gain a Gunk Fruit after each boss battle.
|After the 3rd, 6th, and 8th combats, the player is forced to accept a Gunk Fruit. Gunk Fruits are Items that have 1 attack and
|Some enemies in the Ice Caves will be upgraded with Battle Charms.
|During the 4th through 6th combats, 2 random enemies are upgraded with a Battle Charm, granting each enemy +2 attack.
|Reduced enemy wave counter.
|Enemies will appear 1 round earlier, by default 4 rounds instead of 5.
|Some card rewards will have Cursed Charms.
|Cursed Charms have negative effects on the attached card and occupy one of the card's 3 Charm slots. Card rewards affected may include: Frozen Travellers, Treasure Chests, Gnome Travellers, The Woolly Snail, and the Charm Merchant.
|Some enemies in the Frostlands will be upgraded with Sun Charms.
|From the 7th combat onwards, 2 random enemies are upgraded with a Sun Charm, granting each -1 Counter. This cannot affect Frost Crusher, Frost Junker, or Gobling.
|Add a Gobbler to each boss battle.
|A Gobbler is added to the 3rd, 6th, and 8th combats. Gobblers are enemies with 7 health. 1 attack. 3 Counter, and gain their killed allies' attack.
|Some Crowns will be cursed.
|Cursed Crowns cannot be removed, and reduces a card's attack and health by 1 each if possible. Exactly 1 shop between the 2nd and 6th fights will contain a Cursed Crown. This shop is not guaranteed to be on the player's path.
|Some enemies will be upgraded with Charms.
|Each fight, 2 random enemies will gain a random Charm.
|Your Leader loses half health before entering the Frostlands.
|After the end of the 6th combat, the Leader loses half of their max health. This applies before the Bell of Health.
2-3 Modifier Bells are randomly selected every Daily Voyage from the list below and all Storm Bells. Most of them have negative or neutral effects, increasing the difficulty of Daily Voyages compared to normal runs.
|All companions have +1 Attack
|Goblings drop double
|All friendly Clunkers have Bombskull Charms
|Draw 3 additional cards if you hit the Redraw Bell when it is not charged
|Some enemies will have Ooba Charms
|Each fight, 2 non-boss enemies, excluding Gobling and Naked Gnome will gain the charm
|Your starting items gain x1 Frenzy
|Frozen Heart Bell
|Some card rewards will have Block Charms
|Between each fight, this bell adds the charm to exactly 1 card reward, which is not guaranteed to be the path chosen
|Some enemies will have Demon Eye Charms
|Each fight, 2 non-boss enemies will gain the charm
|Gold Blade Bell
|Combos give double
|All companions and enemies have +2 Health
|All effects on all cards are boosted by 1
|No more Companion limit!