Daily Voyage

Revision as of 01:06, 2 June 2023 by Hopeless (talk | contribs) (Modifiers without bells)

The Daily Voyage is generally more difficult than the main game mode. Each day, a new adventure will be generated with random cards and modifiers. All cards, tribes, events and charms are unlocked during Daily voyage runs. You only get one attempt. Good luck!

The Daily Voyager

General Modifiers

Each day, the Daily Voyage is generated by applying four possible types of modifiers:

  1. Deck randomizers
  2. Good modifiers
  3. Bad modifiers
  4. Neutral modifiers

Many, but not all, modifiers come with associated Modifier Bells. The ones that don't are listed below.

Deck Randomizer

Note: All of these apply to every Daily Voyage run.

  • Remove 1-2 cards from your deck
  • Add 1-4 Items to your deck
  • Attach 0-3 Charms to cards in your deck

Good Modifiers

Name Description Notes
Boosted Leader Your leader has better stats Gain 3 upgrades: +2/4   Attack / +0-4   Health / +2   Health / -1   Counter / +1 card effects
Helping Hand Start with a random companion instead of a pet
Parting Gift Start with some random items Add 2 Items, excluding Clunkers to your starting inventory

Bad Modifiers

Modifier Notes
Bad starting cards Add 1-2 Junk to your starting inventory
Bad starting charms Add Weakness Charm or Bread Charm to 2 of your starting Items or Clunkers
Remove starting cards Removes 1-2 Companions, Items or Clunkers from your starting inventory

Modifier Bells

2-3 Modifier Bells are randomly selected every Daily Voyage. Most of them have negative or neutral effects, increasing the difficulty of Daily Voyages compared to normal runs.

Image Bell Name Description Notes
  Battle Bell Enemies have +1  Attack and +1  Health
  Bell of Death Companions die forever when they die in battle
  Blingsack Bell Goblings drop double s but their   Counter is reduced by 1
  Blingsnail Bell Some items in shops are more expensive Affects 2-3 items. Affected items, charms and crowns cost up to 50% more than usual. Discounts have 50% chance of being removed.
  Blood Bell Your Leader loses 1   Health after each battle The HP of your leader won't drop below 1.
  Bombskull Bell All friendly and enemy Clunkers have Bombskull Charms
  Broken Bell Redraw Bell counter increased by 2
  Fog Bell Your starting items are all Aimless
  Frenzy Bell Bosses & Minibosses gain x1  Frenzy
  Frozen Heart Bell Minibosses have less   Health, but start with some   Block
  Goat Bell Your leader starts with 1   Demonize
  Gold Blade Bell Combos give double s but enemies no longer drop s when killed
  Heart Bell All companions and enemies have +2   Health
  Lumin Bell All effects on all cards are boosted by 1
  Party Bell No more Companion limit!