Bells: Difference between revisions

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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.


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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 Companions may have up to '''4''' [[Charms]] at once, instead of 3.
|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 resets to '''3''' when rung, instead of 4.
|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 with 0 or more {{Stat|attack}} immediately gain '''+2''' {{Stat|attack}}. This does not apply to Items obtained afterwards.
|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 [[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.
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.


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