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'''Sun Bells''' can be obtained after defeating a [[Enemies#Bosses|boss]] (not a miniboss). After defeating each boss, the player takes exactly '''2''' rewards from a random set of Sun Bells and Charms: | '''Sun Bells''' can be obtained after defeating a [[Enemies#Bosses|boss]] (not a miniboss). After defeating each boss, the player takes exactly '''2''' rewards from a random set of Sun Bells and Charms: | ||
* The first boss gives 3 Sun Bells, 2 [[Charms]], and a [[Crowns|Crown]] to choose from. | * The first boss gives '''3''' Sun Bells, '''2''' [[Charms]], and a [[Crowns|Crown]] to choose from. | ||
* The second boss gives 3 Sun Bells and 2 Charms to choose from. | * The second boss gives '''3''' Sun Bells and '''2''' Charms to choose from. | ||
* The third boss gives 4 Sun Bells to choose from. | * The third boss gives '''4''' Sun Bells to choose from. | ||
{| class="wikitable sortable" style="text-align:left;" | {| class="wikitable sortable" style="text-align:left;" | ||
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|style="text-align:center;"|[[Sun Bell of Fellowship]] | |style="text-align:center;"|[[Sun Bell of Fellowship]] | ||
|Companion Limit and Charm Limit '''+1''' | |Companion Limit and Charm Limit '''+1''' | ||
|The team may have up to '''4''' [[Companions]] at once, instead of 3. Additionally, all | |The team may have up to '''4''' [[Companions]] at once, instead of 3. Additionally, all cards may have up to '''4''' [[Charms]] at once, instead of 3. | ||
|- | |- | ||
|{{BellArt|Sun Bell of the Bell}} | |{{BellArt|Sun Bell of the Bell}} | ||
|style="text-align:center;"|[[Sun Bell of the Bell]] | |style="text-align:center;"|[[Sun Bell of the Bell]] | ||
|Redraw Bell Counter '''-1''' | |Redraw Bell Counter '''-1''' | ||
|The Redraw Bell's counter | |The Redraw Bell's maximum counter becomes '''3''', instead of 4. | ||
|- | |- | ||
|{{BellArt|Sun Bell of Health}} | |{{BellArt|Sun Bell of Health}} | ||
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|style="text-align:center;"|[[Sun Bell of Charge]] | |style="text-align:center;"|[[Sun Bell of Charge]] | ||
|Start each Battle with the Redraw Bell fully charged | |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. | |The Redraw Bell starts the battle fully charged, allowing for '''1''' free redraw at the start of each battle. | ||
|- | |- | ||
|{{BellArt|Noomlin Sun Bell}} | |{{BellArt|Noomlin Sun Bell}} | ||
|style="text-align:center;"|[[Noomlin Sun Bell]] | |style="text-align:center;"|[[Noomlin Sun Bell]] | ||
|Add {{Keyword|Noomlin}} to '''2''' random cards in your deck | |Add {{Keyword|Noomlin}} to '''2''' random cards in your deck | ||
|'''2''' random cards in the deck immediately gain {{Keyword|Noomlin}}. | |'''2''' random Companions or cards in the deck immediately gain {{Keyword|Noomlin}}. | ||
|- | |- | ||
|{{BellArt|Sun Bell of Strength}} | |{{BellArt|Sun Bell of Strength}} | ||
|style="text-align:center;"|[[Sun Bell of Strength]] | |style="text-align:center;"|[[Sun Bell of Strength]] | ||
|Add '''+2''' {{Stat|Attack}} to all eligible [[Items]] in your deck | |Add '''+2''' {{Stat|Attack}} to all eligible [[Items]] in your deck | ||
|All [[Items]] in the deck | |All [[Items]] currently in the deck that have an {{Stat|attack}} stat immediately gain '''+2''' {{Stat|attack}}. This does not apply to Items obtained afterwards. | ||
|- | |- | ||
|{{BellArt|Breakfast Sun Bell}} | |{{BellArt|Breakfast Sun Bell}} | ||
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Like [[Charms]], Sun Bells that have instant effects (such as the [[Sun Bell of Health]] and [[Sun Bell of Strength]]) are applied to the relevant card(s) immediately, and those changes will ''not'' be reapplied or recalculated whenever those cards are modified in the future. For instance, if the player's [[Leaders|Leader]] gains 6 {{Stat|Health}} from the Sun Bell of Health and then becomes equipped with the {{Charm|Sunglass Charm}}, the Leader's max health will still be reduced to 1, effectively wasting the Sun Bell of Health. Similarly, the Sun Bell of Strength does not retroactively apply for any damaging [[Items]] obtained later; it only increases the {{Stat|attack}} of cards that were in the player's deck at the time that they obtained the Sun Bell of Strength. | Like [[Charms]], Sun Bells that have instant effects (such as the [[Sun Bell of Health]] and [[Sun Bell of Strength]]) are applied to the relevant card(s) immediately, and those changes will ''not'' be reapplied or recalculated whenever those cards are modified in the future. For instance, if the player's [[Leaders|Leader]] gains 6 {{Stat|Health}} from the Sun Bell of Health and then becomes equipped with the {{Charm|Sunglass Charm}}, the Leader's max health will still be reduced to 1, effectively wasting the Sun Bell of Health. Similarly, the Sun Bell of Strength does not retroactively apply for any damaging [[Items]] obtained later; it only increases the {{Stat|attack}} of cards that were in the player's deck at the time that they obtained the Sun Bell of Strength. | ||
The player can open the inventory and attach [[Charms]] to cards while on the screen to take rewards after a boss fight. This can be very useful for random effects, such as the [[Noomlin Sun Bell]], {{Charm|Jimbo Charm}}, and {{Charm|Mime Charm}}, allowing the player to pick their next reward in response to the outcome of the first. | The player can open the inventory and attach [[Charms]] to cards while on the screen to take rewards after a boss fight. This can be very useful for random effects, such as the [[Noomlin Sun Bell]], {{Charm|Jimbo Charm}}, and {{Charm|Mime Charm}}, allowing the player to pick their next reward in response to the outcome of the first. However, the player cannot bench or unbench [[Companions]] on this screen, so all Companions that were active in the boss battle may gain {{Keyword|Noomlin}} from the [[Noomlin Sun Bell]]. | ||
==Storm Bells== | ==Storm Bells== | ||
'''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. | '''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 | Having 10 points worth of Storm Bells active is required for the {{Card|Lumin Goop}} and {{Card|Broken Vase}} to appear, allowing access to the [[Heart of the Storm|true final fight]]. Defeating the true final fight 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. | ||
{| class="wikitable sortable" style="text-align:left;" | {| class="wikitable sortable" style="text-align:left;" |
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