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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

This is going to be a little complicated.

Code
Starting Dice: [6][3][2][3]
[3][3] > Splinter+ (Once each) > [2][2][1][1]
[2] > Distortion > [5]
[5] > Splinter+ > [4][1]
Dice: [6][4][2][2][1][1][1]
[2][2] > Holy Water > 13/20 Stockpiled
Nisha Boost > -2 HP, +1 Mana, [6][4][1][1][1] becomes [6][5][2][2][2][1] (3 Mana, 25 HP, 11 Limit)
[2][2][2] > Holy Water > 16/20 Stockpiled
[6] > Flexible Mind+ > -6 CD, +1 Mana (4 Mana, CD 12)
[1] > I`m Helping! > [4], [1] becomes [4]
[5][4][4] > Flexible Mind+ > -13 CD, +3 Mana, Full Limit, Astral Power (7 Mana)


Declining to use my Limit right now, as I don't really need it; I can use it to resummon Simon next turn if needed.
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.
🎶 Boss Music: Chipzel - Lifeline 🎵
- At the end of each battle, scrap 1 of 3 equipment and get a gadget with four uses.

Drake:

HP: 25/310
Dice: 4

Innate: Vampire - Can only be killed by Wooden Stake, which I wished away so prepare to lose I guess.

Condition:
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer Vs. Bunjurer




The Bun puts [1], [3] and [6] in Absolute Zero+ α, doing 25 damage and inflicting 4 Freeze. [5] is used in Nasty Words Σ for 5 more damage and a curse, and [6] in Create Bonfire M to do 1 burn and Vanish and return a [2], then expends [2] to prepare Infliction to slot 4. (30 damage total)
The Robot does "Roll [5] (CPU: 5) -> Glitch+ with [5], 5 damage. -> Roll [3] (CPU: 8) -> NaN Error with [3] (CPU: 9), get a [3] and [0] back -> Glitch+ with [3], 9 damage. -> Cartridge Tilt+ with [0], get a [6] back. -> (Heads (1) - consumed), 1 damage. -> Roll [4] (Jackpot!) -> Pick Snake Eyes and put both [1]s in Glitch+, 26 damage! -> PC LOAD LETTER+ with [6] and [4], get a [4] back, 6 damage, +1 Confuse." (total 47 damage and 1 Confuse)
The Sage summons Simon with her limit break, duplicates [2] to get another [2], breaking it and getting a Junk Aspect, puts both [2]s in Holy Water (8/20 [2]s stockpiled), [4] in Reflect to give everyone Parry 4, then [5], [5] [1] and [1] in Meteor to reduce the CD to 8.
The Trainer's Dice Monsters assist Simon's battle strategy, with the Dragon rerolling [4] to [W] with three combat twirls, using [W] in Wing Attack for 6 damage, returning the [W], [4] in Dual Wingbeat for 4 more damage, then [2] [W] and [W] in Holy Water (11/20 [2]s stockpiled). Dual Wingbeat hits again for 4 more damage.
The Brawler does "[3][3] > Splinter+ (Once each) > [2][2][1][1] > [2] > Distortion > [5] > Splinter+ > [4][1] > [2][2] > Holy Water > 13/20 Stockpiled > Nisha Boost > -2 HP, +1 Mana, [6][4][1][1][1] becomes [6][5][2][2][2][1] (3 Mana, 25 HP, 11 Limit) > [2][2][2] > Holy Water > 16/20 Stockpiled > [6] > Flexible Mind+ > -6 CD, +1 Mana (4 Mana, CD 12) > [1] > I`m Helping! > [4], [1] becomes [4] > [5][4][4] > Flexible Mind+ > -13 CD, +3 Mana, Full Limit, Cosmic Power (7 Mana)" Ends turn with 7 Mana, Cosmic Power, Holy Water has (16/20 [2]s stockpiled)

Drake give you all a cruel glare and rolls [5], [2], [4] and [4].
VS. Robot: Uses [2] in Blood Suck, draining 2 HP, then [4] and [4] in Smog Cloud, reducing it's CD to 0 and inflicting 3 Poison and 3 Blind. Takes 2 confusion damage.
VS. Brawler: Uses [2] in Blood Suck, draining 2 HP, then [4] and [4] in Smog Cloud, reducing it's CD to 0 and inflicting 3 Poison and 3 Blind.
VS. Sage: Uses [2] in Blood Suck, draining 2 HP, then [4] and [4] in Smog Cloud, reducing it's CD to 0 and inflicting 3 Poison and 3 Blind.
VS. Trainer: Uses [2] in Blood Suck, draining 2 HP, then [4] and [4] in Smog Cloud, reducing it's CD to 0 and inflicting 3 Poison and 3 Blind.
VS. Bunjurer: All dice are frozen to [1]! Excess [1]s Vanish! Drake is cursed! Drake uses his single [1] in Smog Cloud, reducing it's CD to 0 and inflicting 3 Poison and 3 Blind.

Everyone who's Poisoned takes 4 Poison damage (bun takes 3), and their poison reduces by 1. The Dragon recovers 1 HP from leftovers.

Party Condition:
Robot Brawler Sage Trainer (Dragon) Bunjurer
CPU 13 [3?], [5?], [2?], [4?] [5?], [1?], [2?], [3], [6] [4?], [2?], [5?], [1] [4?], [6?], [1?], [5]
3 Poison, 3 Blind 7 Mana, Cosmic Power, 3 Poison, 3 Blind 3 Poison, 3 Blind 3 Poison, 3 Blind 2 Poison, 3 Blind











The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 26/40 Limit 12/12 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 19/40 Limit 12/12 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 30/44 Limit 0/13 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 5/12 Dice 4
Dragon (Lead) HP: 16/20
Tyrant HP: 14/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 21/40 Limit 12/12 Dice 4

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
This shouldn't be anywhere near as complicated as last turn, but I'll do the codebox anyway for posterity. Also I'm assuming [4?] is actually supposed to just be [4] since I have 3 Blind, not 4 Blind.

Code
Starting Dice: [3?][5?][2?][4]
Summon Simon > Limit Consumed
[2?] > Holy Water (17/20)
[4] > Splinter+ (twice) > [2][1][1]
[3?] > Splinter+ > [2?][1]
Nisha Boost > -2 HP, +1 Mana, [5?][2?][2][1][1][1] becomes [6?][3?][3][2][2][2] (8 Mana, 17 HP)
[2][2][2] > Holy Water (20/20!)
[6?] > Flexible Mind+ > -1 CD, +1 Mana (9 Mana, 24 CD)
[3?][3] > Nisha Is Pocket > -2 HP, +2 Mana, 11 Damage (11 Mana, 15 HP)


Only 14 more damage needed to end this.
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.
W in Hyper Beam.
🎶 Boss Music: Chipzel - Lifeline 🎵
- At the end of each battle, scrap 1 of 3 equipment and get a gadget with four uses.

Drake:

HP: 0/310
Dice: 4

Innate: Removed Vampire - "Hey, 'remove vampire'? What the heck does that mean!!! You can't just remove the vampire from me I am a vampire!"

Condition:
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer Vs. Bunjurer




The Brawler and Simon team up to end a vampire with "Summon Simon > Limit Consumed > [2?] > Holy Water (17/20) > [4] > Splinter+ (twice) > [2][1][1] > [3?] > Splinter+ > [2?][1]
Nisha Boost > -2 HP, +1 Mana, [5?][2?][2][1][1][1] becomes [6?][3?][3][2][2][2] (8 Mana, 17 HP) > [2][2][2] > Holy Water (20/20!) > [6?] > Flexible Mind+ > -1 CD, +1 Mana (9 Mana, 24 CD) > [3?][3] > Nisha Is Pocket > -2 HP, +2 Mana, 11 Damage (11 Mana, 15 HP)"
Noivern takes the [W] and gives Drake a taste of the light with a 18 damage Hyper Beam!

Battle Over! Boss defeated! You win the episode!

Great episode everyone! This means you unlock the rest of the episodes!


Lady Luck: "Yes, a magnificent performance! Even without the wooden stake there, Drake still proved little obstacle for you. I'm quite impressed at how you've turned it around, as I'm sure the audience at home is too." 
Lady Luck: "But, unlock the other episodes? Hmm, I don't think so. It seems like our producer has been forgetting something. Yes, this episode has had a floor for nearly all of the important and famous people to appear on this show in recent memory. But, it seems she forgot the most important and famous person of all here."



Lady Luck: "Me."



Oh. Okay. Um... The episode isn't over?
I guess the party gets 6 XP and 5 coins! Good job on taking down a level 6 enemy!

You move to the next floor I guess. Oh! But you need to choose an equipment to scrap for a gadget first! Sorry!

🎶 Scrap an Equipment: Chipzel - Prize Money 🎵
(Pick 1 to scrap, Choices in character order)
NaN Error -=> Null Value (Roll a [0]) PC LOAD LETTER -=> Bamboozle (Inflict Confuse) Bit Flip -=> Megaflip (Flip all dice upside down)
Splinter -=> Meganudge (-1 to all dice) Nisha is Pocket -=> Manafy (Gain +2 Mana) I'm Helping! -=> Magic Dice (Roll a dice)
Meteor -=> Hellfire (Burn a random ammount) Convoy Access -=> Pot Luck (Borrow random equipment) Bolagnone -=> Blowtorch (Do 3 fire damage)
Combat Twirl -=> Random Roll (Reroll a random dice) Rock Throw -=> Theramin (Do 3 weaken damage) Leer -=> Mumble (Inflict 1 Weaken)
Infliction -=> Bubble Gun (Do 1 damage) Healing Crystal -=> Regenerate (Heal 3 Health) Create Bonfire -=> Ember (Inflict 1 burn)




🎶 Chipzel - Prepare to Dice 🎵

- Introduce a 7th and 8th floor. The final floor contains very special guests who are excited to meet you.
Party Level: 5 / Party XP: 9 (Next Level at 18 XP) / Party Gold: 10


Lady Luck: "Now what's that number you like to use? Your favorite number? 8? Well, in celebration of our talented producer, let's have 8 whole floors this episode!" 



Lady Luck: "That shouldn't be a problem for you, should it? After all, you're already doing so well... Wouldn't it be a shame if you failed at the last moment?"









The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 26/40 Limit 12/12 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 19/40 Limit 12/12 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 30/44 Limit 0/13 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 5/12 Dice 4
Dragon (Lead) HP: 16/20
Tyrant HP: 14/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 21/40 Limit 12/12 Dice 4

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Replace Convoy Access -> Pot Luck.

Open the chest then proceed to the first shop.
Feeling aimless, going under therapy to recover from trauma.
Kill Rock Throw. It's the weakest link honestly. I've ended up using it mostly at the end of a turn, where an additional weaken is largely pointless. I'll miss curse, though. ;_;

Scrap NaN Error (so long... partner...)

Second FPs actions. (Chest then first shop)
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
🎶 Scrap an Equipment: Chipzel - Prize Money 🎵
(Only the Brawler's choice remains)
Splinter -=> Meganudge (-1 to all dice) Nisha is Pocket -=> Manafy (Gain +2 Mana) I'm Helping! -=> Magic Dice (Roll a dice)




🎶 Chipzel - Prepare to Dice 🎵

- Introduce a 7th and 8th floor. The final floor contains very special guests who are excited to meet you.
Party Level: 5 / Party XP: 9 (Next Level at 18 XP) / Party Gold: 10

... Why not just check out everything, while you're here? No fights after all. So you should be fine.




🎶 Music: Chipzel - What's in the Box? 🎵


(in character order) (trainer's move can be given to either pokemon)
Kludge - [Parity] : Return the last dice used in this. If [ ] is Odd: Increment CPU by 1. If [ ] is Even: Increase CPU range by 1. (2 uses each turn)
Vestiege of Soul : [Stockpile [3] [4] [5] [6]] - Do 5 damage, then double further damage dealt this turn.
(3) Forblaze - [Min 3]+[Min 3]+3 : Do [ ] damage, inflict 3 burn and Hellfire. (once per battle)
Link Box - [6] : Snap all other Moves (Activate them for free)
<Stockpile 2 to prepare> Glassblower - [Min 3]=[Min 3] : Get +1 dice this battle, repeat every [ ] turns.






Chester


"Well hey there! Have I got a deal for you! Free blessings, already paid for to be handed out just to you. And a delcious apple pie too! Typically I trade things for money, but I'm on strict instructions from the boss of this place.


Speaking of trading things for money, she didn't say anything about not buying stuff off of you, and I happen to be low on stock myself. I'll take any items you don't need for a gold coin each, maybe they'll help someone back home."


Maximum of ONE blessing per contestant
Wisdom and Power : Level up to level 8
(Can be obtained by multiple players)
Vampiric Blessing : Become a Vampire? Limits Broken : Fully charge your Limit Break each turn
Character Specific Blessing (Can be obtained by multiple players) Ankh Shield : Immunity to Weaken, Freeze, Shock, Burn, Curse and Lock status effects Cyborgify : Gain +11 CPU (in addition to existing Dice/CPU)
(Character specific blessings) (in order)
Error Handling : When you would Error, Jackpot instead Eternity Winner : Gain Fury each turn Royal Supply Convoy: Convoy equipment is always Upgraded and you discover a new convoy equipment when it breaks
Genesis Grace : The Genesis joins your party, but reduce Dice Monster HP to 15 (at current level) Absolute Expertise : All Upgraded or Infused slots can now contain Prepared Spells. Slots that could already contain Prepared Spells are now Upgraded too.  


Sell any equipment for 1 Gold





🎶 Shop Music: Chipzel - Prize Money 🎵

Yolanda
"Guess I finally get to sell someone the premium reserve stock again. It's been like, 100 years or something."

Shared Options - 4 Gold Each
Hyperdrive - [6] : Roll 3 sixes

Bumpdagger - [Max 2] : Do 1 damage, return dice value +1.
(Reusable)


Triplicate - [Max 3] : Triplicate a dice.
Trinity Ragnarok - [3] : Charge 3 Limit. If Limit is full, consume it to do 2x<Limit> damage Sunlight - [1] : Do 1 damage. Repeat this each turn. Forte - [ ] : Gain 3x[ ] Shield. (Once per battle)
Hot Chocolate : Increase Max HP by 8 and charge Limit. Judgement - [ ] : Do 3x[ ] damage. Hat wearers take only 1 damage. Shh don't tell Val : Trade 1 equipment with another player.
Individual Options (in Character Order) (moves per pokemon) - 2 Gold Each
F00F Bug - [Min 3] : Trigger Jackpot and lock 1 dice, but error all equipment. Just a Club - Passive : Damage you would take on your turn is dealt to your opponent instead. (3) Repair Ring - [6] : Restore 2 uses to all other equpment.
Echoed Voice - [Max 3]+1 : Do [ ] damage, increase bonus by 1. Snarl - [Max 2] : Do 3 weaken damage, inflict 1 weaken. <Needs 3 to prepare> Fire Storm - [Min 4]+[Min 4]+[Min 4]+[Min 4] : Do [ ] fire damage, inflict 4 burn.








The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 40/40 Limit 12/12 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 40/40 Limit 12/12 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 44/44 Limit 0/13 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 5/12 Dice 4
Dragon (Lead) HP: 20/20
Tyrant HP: 20/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 40/40 Limit 12/12 Dice 4

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Scrap I'm Helping!, as it contributes the least to my current build.

Take Limits Broken blessing, as Eternity Winner isn't very useful for my current build. (Given the first thing I generally do is split dice, and getting an additional 1 per turn... isn't really all that helpful compared to what Fury is capable of.)

Buy Just a Club and equip it where I'm Helping! was, then swap out Splinter+ with Mirrored Reality. Retrieve Vestige of Soul so Noivern can trade for it, then sell off everything else I have in my backpack, plus the theoretically-incoming Hyper Beam.
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.
Take the Wisdom and Power blessing to level up to level 8.

Level up options (from Discord):

Quote
Upgrade Switch Dice Monster to + (Roll a dice when used)
OR
Infuse Switch Dice Monster (Discover an infusion)


Choose Infuse Switch Dice Monster, options (from Discord):

Quote
Ω Omega Infusion - Equipment turns into a gadget after use, then turns back to normal at the end of the turn. (Gadget is: Quick Thinking: Gain 1 Dodge)
Τ Tau Infusion - Also gain 1 Coin.
Σ Sigma Infusion - Also inflicts Curse.


Choose Ω Omega Infusion. Love me some Dodge.


Sell Dual Wingbeat and Wing Attack. Buy Hyperdrive and Bumpdagger, and 4 coins for Shh don't tell Val to trade Hyper Beam for Hex's Vestige of Soul.

Hyperdrive and Vestige of Soul go to Dragon, Bumpdagger goes to Tyrant. Grab Link Box from the Chest for Dragon. Upgrade Bumpdagger at Ned's.


Rearrange my moves as follows:

Dragon

Link Box - [6] : Snap all other Moves (Activate them for free) Vestige of Soul : [Stockpile [3] [4] [5] [6]] - Do 5 damage, then double further damage dealt this turn.
Hyperdrive - [6] : Roll 3 sixes Combat Twirl - [ ] : Reroll a dice (3 uses this turn)


Tyrant

Leer+ - [ ] : Inflict 2 Weaken. Earthquake+ - [Odd]+[Odd]: Do [ ] damage, inflict 2 Weaken
Stealth Rock+ - [ ] : Do 1 damage twice, return the dice. Bumpdagger+ - [Max 3] : Do 1 damage, return dice value +1.
(Reusable)


I'm ready to go.

EDIT: I'm NOT ready to go, because impetus decided everyone gets the level 8 blessing for free. So in addition to my loadout, I'll also take Ankh Shield.
First, combine all my aspects together except for one Junk Aspect:

Knife Aspect + Junk -> Bronze Knife
Junk + Junk -> Stone x2

Sell both Stone tomes, Bronze Knife, and Steel Knife, and Unlock Staff for 5 Gold total.

Take Royal Supply Convoy for a blessing.

Buy Repair Ring and equip it. Equip Blizzard as well.

Okay, I'm ready.
Feeling aimless, going under therapy to recover from trauma.

Pick Error Handling as a blessing (the best one by far for me =P).

Buy Triplicate and place it in the empty slot in my equpment then upgrade Robo-Tweak (probably a bad idea idk) and replace Abnormal End with it.

I'm ready, let's do this.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
If anybody has enough to sell in their backpack, I'd also like to buy Hot Chocolate.
The Bunjurer decides that actually, being a minion looks like a pretty sweet deal, and decides to leave while he's ahead and get cosy in the dungeons. Yolanda decides to give him the tour around while you now have to fight the final battle a bit more alone than before.

The rest of you feel a bit abandoned, but you make your preparations for the final conflict undeterred.

You then head up the stairs.


Not sure why, but summons felt different somehow since Simon left to go home.




🎶 Boss Music: Chipzel - Against All Odds 🎵

Warrior and Inventor

Innate: One Dice Person is Guarding, the other is Evading. Only the Guarding Dice Person can be attacked. When a player activates Limit Break, you may also swap their positions.
Warrior Innate: Warrior applies and receives Current Universe status effects. When both are applied simultaneously, effects combine.
Inventor Innate: Inventor applies and receives Alternate Universe status effects. When both are applied simultaneously, effects combine.

Warrior Condition:
HP: 176/176 Limit: 0/52 Dice: 5 (Evading)
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer



Inventor Condition:
HP: 176/176 Limit: 0/52 Dice: 5 (Guarding)
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer





Warrior
"Hey everyone! I'm a boss now! Lady Luck always said she wanted me to be a boss for her and I thought maybe it'd be a good way to promote my new brand of weights by appearing on the show again but I asked her to give me a work out first because just waiting in the boss room is boring!


Inventor
"I'm just here to gather new data about how these interdimensional portal things work! Lady Luck also said she'd tell me some of the secrets of the dungeons. Maybe eventually I'll fully figure it out, and I'll be able to grant my own wish of ultimate knowledge! By the way hey Robot, helping the new contestants be their best selves huh?"


Lady Luck: "You won't, darling. But thank you for reminding me about the Robot. It's rude to fight your former friends with such a powerful starting item, no? I think I'll have to take you down a peg."

Glitch+ has been adjusted so you can't do 289 damage on turn 2. nevermind c=

Party Condition:
Robot Brawler Sage Trainer (Dragon)
CPU 17 [4], [6], [4], [4], [1], [2] [1], [2], [5], [6], [2], [2], [3] [W], [4], [W], [5], [4], [5]








The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.

Innate: On Error, Jackpot instead.
Robot HP 52/52 Limit 15/15 CPU 17



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.

Innate: Fully charge Limit Break each turn.
Brawler HP 52/52 Limit 15/15 Dice 6



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 56/56 Limit 0/16 Dice 7



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).

Innate: Immunity to Weaken, Freeze, Shock, Burn, Curse and Lock status effects
Trainer Limit 15/15 Dice 6
Dragon (Lead) HP: 30/30
Tyrant HP: 30/30

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


Summons


Convoy Bag
Specified this on Discord, but might as well say it again here for the sake of simplicity- taking the Vow of Friendship bonus for level 8.

With that in mind, I'm going to start by immediately using Nisha Boost, which makes my dice [5][6][1][5][5][2][3]; the [1] can immediately go into Mirrored Reality, then [2] into Distortion to become [5], then Limit Break, and throw one [5] and the [3] into Nisha is Pocket. Everything else, totaling three [5]s and a [6], can go into Flexible Mind, which should be 4 CD now.

Part of me's tempted to summon the Birb, but I don't know what Stack threshold is needed for that, or if it's even doable at all. (I will not be upset if it's not doable, to be clear, because the Birb having absurd, unmeetable requirements to use equipment that's basically an instakill is exactly on brand.)
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.
Reroll 4 with Combat Twirl -> 2, Reroll 4 -> 1 W

W in Link Box: snaps Vestige of Soul (stockpile [3][4][5] remaining), Hyperdrive (rolls 6 6 6 W W W), last activation of Combat Twirl (rolls 1 W).

Swap to Tyrant.

W in Leer, 5 5 in Earthquake, 2 in Bumpdagger (returns 3), 3 W W W W W in Bumpdagger (returns 4 4 4 4 4 4), 4 in Stealth Rock (returns 4).

Summon Zero. (rolls 6)

4 4 4 4 4 4 (6) in Z-Saber.
[2] + [2] -> Pair Up
Everything else -> Meteor (CD 20 -> 3)

I'm also tempted to use our Limit breaks to summon Florina for a shitton of damage, but we're already stacked anyway and we could need Limit Breaks for swapping around what our target is, so I don't think I will.

Regardless, Hex and I will likely need the extra health and power for this fight, so I decided to finally use Pair Up. I'm gonna unleash a blaze on them next turn.
Feeling aimless, going under therapy to recover from trauma.
🎶 Boss Music: Chipzel - Against All Odds 🎵

Warrior and Inventor

Innate: One Dice Person is Guarding, the other is Evading. Only the Guarding Dice Person can be attacked. When a player activates Limit Break, you may also swap their positions.
Warrior Innate: Warrior applies and receives Current Universe status effects. When both are applied simultaneously, effects combine.
Inventor Innate: Inventor applies and receives Alternate Universe status effects. When both are applied simultaneously, effects combine.

Warrior Condition:
HP: 176/176 Limit: 0/52 Dice: 5 (Evading)
Vs. Robot Vs. Brawler + Sage Vs. Trainer
9 Shield 20 Shield 7 Shield



Inventor Condition:
HP: 0/176 Limit: 52/52 Dice: 5 (Guarding)
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer



(i'm doing a speed update because it's almost 7am and I haven't slept but i gotta get back into updating)
The Brawler uses Nisha Boost (2 damage, +1 Mana), then Mirrored Reality, uses Distortion sum(3 damage, 8 Mana, 1 Thorns), Limit Breaks sum(14 damage, 11 Mana, 1 Thorns), Nisha is Pocket sum(29 damage, 14 Mana, 2 Thorns), everything else in Flexible Mind (18 Mana).
The Trainer fricking goes wild and the Dice Monsters thirst for blood and destruction. 113 damage. Zero does a lil dance too.
The Sage Pairs Up with the Brawler, then readies meteor to CD 3.
The Robot does 38 damage and confuse. The Inventor is defeated!


Inventor
"Guess Lady Luck should have given me some more HP! I hope this doesn't mean she's not going to teach me how the dungeons work."

The Warrior readies his Shield and rolls [1], [2], [1], [4], [3]. The Warrior Combat Rolls [1] to [5], [1] to [2] and [2] to [1].
VS. Robot: Uses [5] in Cresent Moon Blade for +7 Shield (-1 from confuse), [4] in Iron Shield for +5 Shield (-1 from Confuse), [2] in Shield Bash for 10 damage (-1 Shield) and then [3] and [1] in Sledgehammer (CD 6).
VS. Brawler and Sage: Uses [5] in Cresent Moon Blade for +7 Shield, [4] in Iron Shield for +5 Shield, [2] in Shield Bash for 12 damage (-2 Shield from thorns damage) and then [3] and [1] in Sledgehammer (CD 6). Uses [5] in Cresent Moon Blade for +7 Shield, [4] in Iron Shield for +5 Shield, [2] in Shield Bash for 22 damage (-2 Shield from thorns damage) and then [3] and [1] in Sledgehammer (CD 2).
VS. Trainer: Everything is weakened. Uses [4] in Cresent Moon Blade- for +4 Shield, [3] in Iron Shield- for +3 Shield and [5], [2], [1] in Sledgehammer to reduce the CD to 2.

The Inventor is KO'd.

Party Condition:
Robot Brawler + Sage Trainer (Dragon)
CPU 17 [3], [3], [4], [4], [2], [6], [3], [3], [1], [5], [1], [1], [3] [5], [2], [3], [4], [2], [1]
19 Mana








The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.

Innate: On Error, Jackpot instead.
Robot HP 52/52 Limit 15/15 CPU 17



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.

Innate: Fully charge Limit Break each turn.
Brawler HP 52/52 Limit 15/15 Dice 6



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 56/56 Limit 0/16 Dice 7



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).

Innate: Immunity to Weaken, Freeze, Shock, Burn, Curse and Lock status effects
Trainer Limit 15/15 Dice 6
Dragon (Lead) HP: 30/30
Tyrant HP: 30/30

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws. Recover 1 HP at the end of each turn.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


Summons


Convoy Bag
Oh yeah Convoy item, forgot about that. Elthunder+ I guess.

[4] -> Meteor (CD: 0) (20 damage, 5 burn)
[6] + [6] -> Forblaze (15 damage + 6 burn)
[5] + [5] -> Bolganone (5 + 11 x 2 = 32 damage!)

Let Hex take care of the rest.
Feeling aimless, going under therapy to recover from trauma.