Language…
10 users online: Alansanchez412, arthur4272, autisticsceptile1993,  BeeKaay, FerpyMcFrosting, Josuke Yoshikage, King_Koopa, Nanashi, TomatoPhalanges, tony2686 - Guests: 253 - Bots: 119
Users: 70,557 (2,468 active)
Latest user: eljoako123

Dicey Dungeons - Forum Fangame Edition (One Slot Open)

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 57
  • 58
  • 59
Touch a 2 for the burning damage and max Limit. 3 in Gust ends the battle.
Put all of my dice into Fire, meaning I should survive with 1 HP, and hopefully we'll even win.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
🎶 Battle Music: Chipzel - Step Right Up 🎵


Innate: Sorceress changes equipment each turn.
Mysterious Influence: Sorceress uses a limit break after losing 50% of HP. Extra rewards after the battle.
Vs Thief Jr Vs. Dragon Vs. Mage Vs. Brawler Vs. Cleric Vs. Robot
No Status No Status No Status No Status No Status No Status



The Cleric Limit Breaks to conjure a [6], using it in Healing Word to recover for everyone +2 HP. He then bumps [3] into [4], uses both [4]s in Warhammer for 8 damage and 1 shock, then bumps [2] to [3] (taking 2 burn damage) and uses it in Judge to inflict 1 Weaken.
Thief Jr. Uses [6] with Ember, returning a [3] and dealing 1 damage/burn. [3] and [3] go into Double Kick for 12 damage, then [1] and [1] go into Rabbit's foot at the cost of 2 HP, two [1]s go into Dagger, Limit Break swaps equipment, and then [1] is re-rolled into [1] with cauldron, dealing 1 damage, and [1] goes into Infliction for 3 damage.
The Robot uses Limit Break, getting [3B], [2B] and [6], uses the Bear Smash payout ability, dealing 10 damage, combines the burning [2] and [3] with Spanner (-4 HP), uses the [5] produced in Plasma Blaster for 5 damage and the [6] in Buster Sword for 6 damage.
The Dragon touches [2B] to unburn it (-2 HP), then uses [3] with Gust for 3 damage. The Sorceress is defeated!


Baby Squid:
Wow! That one was really close! I'm glad you're all mostly okay!
I don't remember seeing minions use limit breaks in the dungeons before.

The party gets 3 XP and 6 Coins.

Level Up! Everyone gets +4 Max HP, and everyone but the Brawler is fully healed (the Brawler is revived at half HP).
The Dragon, Brawler, Mage and Thief Jr. all get +1 Dice.
The Cleric gets +1 Fate.
The Robot gets +2 CPU.

Oh, and the Sorceress seems to have left other rewards behind...
You'll have to decide who gets them. Once you pick, you can't exchange it.


β Infusion - Infuse 1 Equipment : Status effects are swapped to their Parallel Universe versions.




Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment





The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Personally, I don't care about the cauldron. I think the Beta Infusion should be applied to either my Judge or Determined Fate, though - its sheer versatility is ridiculous, not to mention how I plan to start using Determined Fate instead of Warhammer, now that I have the dice to support that lifestyle.

Speaking of, swap Warhammer out for Determined Fate and my second Bump. I will defer my vote to Segment - whatever he thinks is best probably will be.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Don't take anything; I already have space problems and bump/nudge is better for me right now.

Swap out Nudge for Tackle and Whirlwind for Air Slash.
Honestly I don't really need these, my loadout as of now is pretty okay so I guess I'm not taking anything.

To add to that, Beta Infusion is basically useless to me because I don't have status effects on any of my equipment except small shield, and cauldron is... meh.
I can see some use in Cauldron. Maybe it'd be best to swap out Pyroball with Cauldron, since even if it gives out a crap reroll, it'll still deal as much damage as a single use of Pyroball, minus the incremental dice requirement. Seeing as nobody so far is willing to take it, I'll be taking it unless someone who hasn't said anything yet objects, to which I'll edit my post accordingly.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

No thanks, I don't want either of them.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
🎶 Floor Music: Chipzel - The Volcano Stage 🎵

Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 12


Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment





The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Time to shop. If Hex wants an apple for healing, they can grab it. But as far as I'm aware, it's shopping time.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Shop shop shop shop shop shop shop, go!
shop
🎶 Shop Music: Chipzel - Prize Money 🎵

Yolanda:
Sorry, no frozen fish sticks this time. All I have is vegetable fingers.

General Store


3 Gold




4 Gold



Dice Block - [ ] : Gain [ ]+4 Shield. -1 Dice this fight. (Large Equipment)

Apple - Recover 10 HP to 1 Contestant


2 Gold


Upgrade 1 Equipment
3 Gold
Upgrade 1 Equipment
3 Gold
Character Equipment Store (In Character Order)


2 Gold



Flare Blitz - [ ] - Do []+4 Fire damage. Burn ALL your dice next turn. (Large Equipment)


2 Gold

Tailwind - [ ]=[ ]  : Give a copy of [ ] to everyone else this turn. (Large Equipment)


3 Gold



Screech - [Min 3] : Inflict [ ]-3 Weaken.


2 Gold



Elthunder (6 Uses) - [Even]+[Even] : Deal [ ] Shock damage. For each 6, inflict 1 shock.


2 Gold



Blizzard (6 Uses)  - [CD 12] - Deal 8 Freeze damage and Freeze 2 dice.


2 Gold



Stamina Drink (3 uses) - [6] : Reduce all countdowns to 0.


2 Gold



Butterfly Balm - [Odd] [Even] : Deal 8 damage. 4 Mana: And remove all debuffs from allies. (Large Equipment)

4 Gold


Dududu - [Even] : Deal [ ] damage. 1 Mana: Re-equip this.

2 Gold

Cure Wounds - [ ]+[Max 4] : For the character in the slot matching the left dice, recover health equal to the right dice. Return the lowest dice.


2 Gold



Smite - [ ] : Deal [ ]x2 Damage. Reduce Fate by 1 this battle.


1 Gold




4 Gold




2 Gold



Party Gold: 12


Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment





The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Finally Upgrade Plasma Blaster, and switch Pea Shooter for Midnight Charm.
Actually, I feel like buying Lockpick. Replace Ember with it.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Upgrade Inner Aurora. All I'll do for now. Actually, if Giga doesn't want anything, I'll snag that apple.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
Do not.

Don’t forget my item swaps please thank.
I choose Blizzard. I'll come back for Elthunder after the fight.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
🎶 Shop Music: Chipzel - Prize Money 🎵

You spend 11 Gold. The Brawler recovers 10 HP.

General Store


3 Gold




4 Gold



Dice Block - [ ] : Gain [ ]+4 Shield. -1 Dice this fight. (Large Equipment)

Sold Out!


2 Gold


Sold Out! Sold Out!
Character Equipment Store (In Character Order)

Sold Out!


2 Gold



Flare Blitz - [ ] - Do []+4 Fire damage. Burn ALL your dice next turn. (Large Equipment)


2 Gold

Tailwind - [ ]=[ ]  : Give a copy of [ ] to everyone else this turn. (Large Equipment)


3 Gold



Screech - [Min 3] : Inflict [ ]-3 Weaken.


2 Gold



Elthunder (6 Uses) - [Even]+[Even] : Deal [ ] Shock damage. For each 6, inflict 1 shock.


2 Gold



Sold Out!

Stamina Drink (3 uses) - [6] : Reduce all countdowns to 0.


2 Gold



Butterfly Balm - [Odd] [Even] : Deal 8 damage. 4 Mana: And remove all debuffs from allies. (Large Equipment)

4 Gold


Dududu - [Even] : Deal [ ] damage. 1 Mana: Re-equip this.

2 Gold

Cure Wounds - [ ]+[Max 4] : For the character in the slot matching the left dice, recover health equal to the right dice. Return the lowest dice.


2 Gold



Smite - [ ] : Deal [ ]x2 Damage. Reduce Fate by 1 this battle.


1 Gold




4 Gold




2 Gold




🎶 Floor Music: Chipzel - The Volcano Stage 🎵

Party Level: 4 / Party XP: 0 (Next Level at 14 XP) / Party Gold: 1

The Cleric gives up, and leaves the party. β Infusion and the two Upgrades may be reapplied to a different equipment. All other equipment is lost. Enemies are now a bit weaker.


Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Originally posted by Giga
@Impetus are people free to take two characters for this round?
considering the situation

Originally posted by Impetus
if anyone wants to


Picking up Cleric too if there are no objections. The mass healing is too valuable to lose, at the very least.

Can't afford anything and can't get to the door to the next floor. Time to fight that last enemy.
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 57
  • 58
  • 59