


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.
Vs Thief Jr | Vs. Dragon | Vs. Mage | Vs. Brawler | Vs. Cleric | Vs. Robot |
Special: +1 Dice | 1 Dodge | No Status | Special: +1 Dice | No Status | No Status |
Thief Jr | Dragon | Mage | Brawler | Cleric | Robot |
[5], [5], [6], [1], [1B] | [2], [2], [1] | [5B], [4B], [2] | [1], [6], [1] | [1], [2], [1], [1], +[1] | CPU 11 |
2 Poison, 1 Burn, 1 Dodge, Stolen 1 Gold | 1 Dodge | 2 Burn | 2 Shock, 1 Mana | 2 Freeze, 1 Poison | 2 Burn, 1 Poison |
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 Forsight.
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
Vs Thief Jr | Vs. Dragon | Vs. Mage | Vs. Brawler | Vs. Cleric | Vs. Robot |
Special: +1 Dice | No Status | No Status | Special: +2 Dice | No Status | Special: +1 Dice |
Thief Jr | Dragon | Mage | Brawler | Cleric | Robot |
[5], [3], [5], [2], [1B] | [3], [5], [5] | [2], [3], [2] | [5], [1], [6] | [1], [2], [1], [1], +[1] | CPU 11 |
1 Poison, 2 Freeze, 1 Burn, 1 Dodge, Stolen 1 Gold | 1 Dodge | 3 Poison | 2 Shock, 4 Mana | No Status | No Status |
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 Forsight.
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
Rabbitpick - [Range 2-4] : Break dice into 1s. | OR | Pyro Ball - [1] : Deal 1 damage. Inflict 1 burn. Increase the burn, damage and dice required by 1 this combat. |
Dragon Pulse - [ ]+[ ] : Deal [ ] damage. | OR | Air Slash - [W]+[W] : Needs windy dice. Cuts the enemy's current HP down by 20%. |
(4 Uses) |
OR | Staff Licence (1 Use) - [6]+[6] : You can now find staffs in shops and chests. Transform this into a random Staff. |
Super Laby Bomb - [ ] : 6 Mana: Deal 20 damage. | OR | Be Healthy - N/A - Start of turn: Gain 1 Mana. |
Determined Fate - [ ]+[ ]+[ ]+[ ] : Gives all party members a buff based on [] divided by 6. 1: 3 Shield 2: Reduce damage by 1. 3: 1 Dodge 4: 1 Re-Equip 5: 1 Fury 6: 1 Survive |
OR | Shattered Fate - [ ] : Give all party members [ ] this turn. Reduce your fate by 1 this battle. |
OR |
General Store | ||
Sold Out! |
Smash Dice - [Min 4] : Halve dice value, then deal [ ] damage. Return the dice. 3 Gold |
|
Upgrade 1 Equipment - 2 Gold | Upgrade 1 Equipment - 3 Gold | Upgrade 1 Equipment - 4 Gold |
Character Equipment Store (In Character Order) | ||
Sold Out! |
Sold Out! |
|
Leech Life - [Max 2] : Drain [ ]+1 Life. 2 Gold |
Sold Out! |
|
Tactical Bolt - [CD 8] : Deal 4 damage. Doubled if the enemy has no ability. (6 Uses) 3 Gold |
Knife - [ ] : Deal 2 damage. (6 uses) 1 Gold |
Bullion - [6]+[6] : Gain 2 Gold. (3 uses) 1 Gold |
Sold out! |
Sold Out! |
|
Sold Out! |
Throw Hammer - [ ] - Deal [ ]x2 damage. Disable this equipment next turn. 3 Gold |
|
3 Gold |
Sold Out! |
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 Forsight.
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