Bells

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Bells are effects that add extra rules to the game. Active bells appear in the top left corner, and hovering over them explains their effects. Bells can have positive and negative effects, sometimes both.

Sun Bells

Sun Bells become active when you beat a Boss (not a Miniboss). After defeating a boss, you're presented with a set of 5 from a randomized collection of sun bells and charms, plus a crown after the fist boss. You may take exactly 2 rewards.

Image Bell Name Description Notes
Sun Bell of Hands.png Sun Bell of Hands Card Draw +1 When you draw a hand, draw an additional card.
Sun Bell of Fellowship.png Sun Bell of Fellowship Companion Limit +2 Lets you take 5 companions into battle instead of 3.
Sun Bell of the Bell.png Sun Bell of the Bell Redraw Bell Counter -1 The Redraw Bell Counter resets to 3 instead of 4 when you ring it.
Sun Bell of Health Leader Health +6 Your leader gains 6 Health.png Health.
Sun Bell of Time Enemy Wave Bell Counter +1 Enemy waves take +1 turn to arrive.
Sun Bell of Recall Recalling a Companion will count down the Redraw Bell by 2 When you recall a Companion (not a Clunker), the Redraw Bell counts down by 2.
Sun Bell of Charge 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 combat.

Storm Bells

Storm Bells, once unlocked, can be selected while choosing your leader, and have negative effects that affects your entire run. Each bell will cost Storm Strength Points, which limits the amount of bells takable to under a Storm Strength Threshold. The Threshold starts at 5, but increases by 1 every time the Frost Guardian is beaten at max threshold, until 10 points is reached.

Having 10 points worth of Storm Bells active is required for Lumin Goop and Broken Vase to appear. Completing Vanquishes with Storm Bells gives them a gold frame, and having gold frames for all Storm Bells unlocks Overcrank Mode, in which all Storm Bells are active.

Image Bell Name Storm Strength Description Notes
Blingsnail Bell.png Blingsnail Bell 1 All shop prices are increased by 5 and Crown prices increase by 10 after each purchase
Bell of Death.png Bell of Death 1 Companions temporarily become Injured when they die in Battles
Titan Bell.png Titan Bell 2 Bosses and Minibosses will be upgraded with Charms Charms are picked from a limited pool unique to each enemy.
Swarm Bell 1 Reduced Enemy Wave Bell counter during Boss Battles During the 3rd, 6th, and 8th combats, enemies will appear 1 round earlier.
Gunk Bell 1 Gain a Gunk Fruit after each Boss Battle After the 3rd, 6th, and 8th combats, a Gunk Fruit will be added to your deck. Gunk Fruits are items that have 1 Attack.png Attack and Consume.
Icebourne Bell 2 Some enemies in the Ice Caves will be upgraded with Battle Charms During the 4th through 6th combats, 2 random enemies (around one enemy per wave) are upgraded with a Battle Charm, granting it +2 Attack.png Attack.
Horde Bell.png Horde Bell 2 Reduced enemy wave counter Enemies will appear 1 round earlier, by default 4 rounds instead of 5.
Gloom Bell 1 Some card rewards will have Cursed Charms Cursed Charms are negative charms. Card rewards affected may include: Frozen Travellers, Treasure Chests, Gnome Travellers, The Woolly Snail, Charm Merchant.
Frostbourne Bell 2 Some enemies in the Frostlands will be upgraded with Sun Charms From the 7th combat onwards, 2 random enemies (around one enemy per wave) are upgraded with a Sun Charm, granting it -1 Counter.png Counter. This cannot affect Frost Junker.
Gobbler Bell 2 Add a Gobbler to each Boss Battle A Gobbler is added to the 3rd, 6th, and 8th combats. Gobblers are 7 Health.png Health 1 Attack.png Attack 3 Counter.png Counter enemies that gain their allies' Attack.png Attack when said allies die.
Tyrant Bell 2 Some Crowns will be Cursed Some Crowns offered will be Cursed Crowns. Curse Crowns cannot be removed, and when equipped it reduces a card's Attack.png Attack and Health.png Health by 1 each if possible.
Dread Bell.png Dread Bell 3 Some enemies will be upgraded with Charms Each fight, 2 random enemies will gain a random charm.
Blood Bell.png Blood Bell 2 Your leader loses half Health before entering the Frostlands After the end of the 6th combat, your leader loses half of their max Health.png Health. This applies before Sun Vault rewards such as Bell of Health.

Modifier Bells

Outdated as of v1.1.0

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.png Battle Bell Enemies have +1Attack.png Attack and +1Health.png Health
Bell of Death.png Bell of Death Companions die forever when they die in battle
Blingsack Bell.png Blingsack Bell Goblings drop double s but their Counter.png Counter is reduced by 1
Blingsnail Bell.png 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.png Blood Bell Your Leader loses 1 Health.png Health after each battle The HP of your leader won't drop below 1.
Bombskull Bell.png Bombskull Bell All friendly and enemy Clunkers have Bombskull Charms
Broken Bell.png Broken Bell Redraw Bell counter increased by 2
Fog Bell.png Fog Bell Your starting items are all Aimless
Frenzy Bell.png Frenzy Bell Bosses & Minibosses gain x1Frenzy.png Frenzy
Frozen Heart Bell.png Frozen Heart Bell Minibosses have less Health.png Health, but start with some Block.png Block
Goat Bell.png Goat Bell Your leader starts with 1 Demonize.png Demonize
Gold Blade Bell.png Gold Blade Bell Combos give double s but enemies no longer drop s when killed
Heart Bell.png Heart Bell All companions and enemies have +2 Health.png Health
Lumin Bell.png Lumin Bell All effects on all cards are boosted by 1
Party Bell.png Party Bell No more Companion limit!