Peppernut Charm: Difference between revisions

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{{infobox
{{#invoke:Cards|CharmInfobox|Peppernut Charm
|name=Peppernut Charm
|image=Peppernut Charm.png
|image=Peppernut Charm.png
|width=92px
|category=Charm
|description=When {{Stat|Shell}}'d, gain {{Stat|Spice}} instead
}}
}}
'''Peppernut Charm''' is a [[Charms|Charm]] that the player can collect on a run.
'''Peppernut Charm''' is a [[Charms|Charm]] that the player can collect on a run. This Charm is exclusive to the [[Tribes#Snowdwellers|Snowdwellers Tribe]].


==Unlock==
==Unlock==
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==Strategy==  
==Strategy==  
The Peppernut Charm is a truly bizarre Charm that completely changes how the attached card behaves. When it becomes attached to a card, any mention of {{Stat|Spice}} that appears in the card's abilities becomes {{Stat|Shell}}, and any mention of Shell becomes Spice. For instance, the {{Card|Shell Shield|Shell Shield's}} "Apply 4 Shell" would become "Apply 4 Spice." As a result, a Spice or Shell deck that has obtained the Peppernut Charm should keep an eye out for the opposite archetype's cards and [[Charms]]. For instance, a Shell deck with {{Card|Chompom}} would likely not care about the {{Card|Spice Stones}}, but if the Spice Stones became a Shell-doubling card then they would fit right in. Likewise, a Spice deck might not be interested in the {{Card|Nutshell Cake}}, but if it applied 9 Spice then it would be more appealing.
Like all Charms, the Peppernut Charm modifies the card as it was at the exact moment it becomes attached. Any Spice and Shell abilities gained after it is attached, such as with the {{Charm|Shield Charm}} and {{Charm|Spice Charm}}, are ''not'' affected. If the card had the {{Charm|Acorn Charm}} attached to it previously, this will not be replaced by 8 starting Spice, since it is not an effect.
==Unique Interactions==
* {{Card|Chompom}} will deal extra damage equal to their Spice, effectively making Spice twice as potent.
* {{Card|Firefist}} will recover any damage they take to their health by gaining that much Shell, doubling their effective health.
** Similarly, the {{Charm|Spice Charm}} will give 2 Shell whenever the attached card is hit by anything, making it even stronger than the {{Card|Heartmist Station}} and {{Charm|Nourish Charm}} at the cost of two Charm slots.
* {{Card|Shelly}} can cause powerful snowballing by granting Spice to cards that kill enemies. If the Spice is maintained with the {{Card|Pepper Flag}}, the deck's offense will become more and more overwhelming as a battle progresses.
* The {{Card|Heartforge}} dramatically enhances any healing deck's longevity by granting twice as much Shell, effectively tripling all healing. However, the offensive potential of extra Spice instead may be more worthwhile depending on the deck.
* The {{Card|Moko Totem}} will trigger when it has 10 Shell. This may be a unique opportunity to stack high amounts of Spice on it, but it will require a good source of Shell to trigger (or another trigger source, such as the {{Charm|Spark Charm}} or {{Charm|Punchfist Charm}}).
* The {{Card|Spice Stones}} will double the target's Shell, granting huge defensive boosts to anything that has a decent amount of Shell to begin with.
* Although {{Card|Pimento}} and the {{Card|Pepper Flag}} mention Spice in their effects, they are ''not'' eligible for the Peppernut Charm. Because Shell lasts indefinitely, the effect to "retain Shell" is meaningless.


==History==
==History==
{{history|1.0|Added}}
{{history|1.0|Added. Effect was 'When {{Stat|Shell}}'d, gain {{Stat|Spice}} instead'}}
{{history|1.1.0|Effect changed to 'Replace {{Stat|Shell}} effects with {{Stat|Spice}} and vice versa'}}
 
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[[Category:Charms]]
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