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'''Charms''' are items that can change the behavior of a single card for the remainder of that run. They can be applied from one's [[Inventory]] between battles; if a charm is added to a card after entering a battle, it will only count for following battles.
'''Charms''' are equippable trinkets that can change the behavior of a single card for the remainder of a run. They can be applied from one's [[Inventory]] between battles. It's possible to open the inventory and attach a Charm mid-battle, but that Charm's effect will not count during that battle, only the following ones.


==Charm Behaviors==
==Charm Behaviors==
When a Charm becomes attached to a card, it modifies the card immediately and cannot be removed or undone. A single card can have a up to 3 Charms at once. Charms do not persist between runs, except for the [[Injured Companion|injured Companion]] event, in which a [[Companions|Companion]] from the previous run is found [[Stats#Special Keywords|injured]] with all their Charms still intact.
When a Charm becomes attached to a card, it modifies the card immediately and ''cannot'' be removed or undone. A single card can have a up to 3 Charms at once. Charms do not persist between runs, except for the [[Injured Companion|injured Companion]] event, in which a [[Companions|Companion]] from the previous failed run is found [[Stats#Special Keywords|injured]] with all their Charms still intact.


The effect of a Charm is immediately applied to the card as it is at that point in time, and it will not be reapplied or recalculated when future modifications are applied. This makes the order in which a player attaches Charms very important. For instance, attaching the {{Charm|Boonfire Charm}} to a [[Scrappy Sword]] causes its {{Stat|attack}} to become 0, and it will instead apply 2 {{Stat|Overburn}}. If the {{Charm|Battle Charm}} is then applied to that Scrappy Sword, it will deal 2 damage and apply 2 Overburn. If these Charms are applied in the reverse order (Battle Charm then Boonfire Charm), the Scrappy Sword will deal 0 damage and inflict 4 Overburn instead.
The effect of a Charm is immediately applied to the card as it is at that point in time, and it will not be reapplied or recalculated when future modifications are applied. This makes the order in which a player attaches Charms very important. For instance, attaching the {{Charm|Boonfire Charm}} to a [[Scrappy Sword]] causes its {{Stat|attack}} to become 0, and it will instead apply 2 {{Stat|Overburn}}. If the {{Charm|Battle Charm}} is then applied to that Scrappy Sword, it will deal 2 damage and apply 2 Overburn. If these Charms are applied in the reverse order (Battle Charm then Boonfire Charm), the Scrappy Sword will deal 0 damage and inflict 4 Overburn instead.
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Additionally, Charms cannot be attached to cards if they would modify a characteristic that the card does not have, with some exceptions. For instance, a Charm that increases the card's {{Stat|Scrap}} can only be attached to a [[Clunkers|Clunker]] card, and a Charm that increases the card's {{Stat|health}} can only be attached to Companions and [[Leaders]]. The exception to this rule are cards that don't have an {{Stat|attack}} icon, such as [[Bonnie]]. These cards do not attack when they trigger, but by applying certain Charms to such cards, they gain an attack stat of 0. In this case, the card will become able to attack when triggering. The Charms that cause this to happen are:
Additionally, Charms cannot be attached to cards if they would modify a characteristic that the card does not have, with some exceptions. For instance, a Charm that increases the card's {{Stat|Scrap}} can only be attached to a [[Clunkers|Clunker]] card, and a Charm that increases the card's {{Stat|health}} can only be attached to Companions and [[Leaders]]. The exception to this rule are cards that don't have an {{Stat|attack}} icon, such as [[Bonnie]]. These cards do not attack when they trigger, but by applying certain Charms to such cards, they gain an attack stat of 0. In this case, the card will become able to attack when triggering. The Charms that cause this to happen are:


* Any Charms that cause the card to inflict [[Stats#Debuffs|debuffs]], such as the {{Charm|Snowball Charm}} and {{Charm|Truffle Charm}}
* Any Charms that cause the card to inflict [[Stats#Debuffs|debuffs]] on hit, such as the {{Charm|Snowball Charm}} and {{Charm|Truffle Charm}}


* {{Charm|Hook Charm}}
* {{Charm|Hook Charm}}


Charms also cannot be attached to a card if they would grant a [[Stats#Keywords|keyword]] that the card already has. For instance, the {{Charm|Pomegranate Charm}} cannot be attached to any card that already has [[Stats#Keywords|Barrage]], and the {{Charm|Cake Charm}} cannot be attached to a card that already has [[Stats#Keywords|Consume]]. Barrage, [[Stats#Keywords|Aimless]], and [[Stats#Keywords|Longshot]] are also all mutually exclusive, so a card that has one of these keywords cannot have any Charm attached that would grant another. For instance, the {{Charm|Gnome Charm}} cannot be attached to a card with Barrage.
Charms also cannot be attached to a card if they would grant a redundant [[Keywords|keyword]], or one that is incompatible with a keyword or ability the card has. For instance, the {{Charm|Pomegranate Charm}} cannot be attached to any card that already has {{Keyword|Barrage}} or {{Keyword|Aimless}}, since Barrage is redundant and Aimless is incompatible with Barrage and {{Keyword|Longshot}}. Similarly, the {{Charm|Cake Charm}} cannot be attached to a card that already has {{Keyword|Consume}}.  


==Charm List==
==Charm List==
Some Charms are exclusive to specific [[Tribes]], while others are available no matter what. The exclusive Charms are usually related to Tribe-specific mechanics.


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