The first roll with the dragon was to see if I was to add new lands. You can move to new lands for free, it just takes one turn now.
Melee attacking to a diffrent island will lead to very… unforseen consiquences, but ranged attack will be for the most part unhibited.
====
[Afklol] Buh Bo
I try again at crafting the necklace of balance for my allies. (6)
You craft two of them for your allies, but you could not finish the rest for an odd unexplainable reason. (Tell me who to put them on)
[arkenarken] ?
I craft a Ring of warding light. (9 & 10) (3)
Stops 20 to 200 damage per turn, heals 20 to 200 hp with a 60% chance, and takes away 100 Max HP. (You get 2 turns next round, as your Amulet of the Guardian Angel rolled a turn boost.)
[Rokrokrok] Tireris
Move to deep forest island. (No roll)
With all the trees, it will be hard to hit people, but it could grant some stealth and sneak attack bonus.
[Pulsaris] ?
I summon a nuke. (5)
It misses the floating islands, and plummets to the ground below.
[wercooler] ???
Attack the zombie (10)
You punch him and he starts flying. He lands in a lava pit on Lava Land, and proceeds to start burning. The impact, combined with the lava deals over 700 damage.
-————
Sword Master
Go to Lava Land. (No roll needed)
You are now with all your friends.
Red Dragon
Fly high to avoid attacks (8)
You fly high, melee attacks will now not reach you, and ranged attack will have a slight penalty.
Zombie
Call in more zombies (2)
It adds insult to injury that nobody will come to your calls. You are very depressed.
-————
[Afklol] Buh Bo [Grass Land]
550/1000
>Thunder Parrot (40/110) [Grass Land]
> Pirate Ship V2.5 (185/220) {Needs 1 pirate to command} [Grass Land]
> Pirate Captain (265/1000) [Grass Land {Pirate Ship}]
> Pirate (165/300) [Grass Land {Pirate Ship}]
Necklace of Balance
Necklace of Balance (Ally Size)
Necklace of Balance (Ally Size)
Pirate Pokemon Trainer (Can attack and summon allies same turn, and can choose 3 to use per turn)
[Rokrokrok] Tireris [Deep Forest Land]
400/1000
>Strong Spectral Warrior Ally (0/400) (Dead) [Grass Land]
Sword, Bastard Sword, Sharpshooter Bow, Water Saber, Crossbow and Bolts, Enchanted Hatchet, Plants, Rocks.
[helltank] Helltank DoFDoSBoCHoAFoEFGFR [Grass Land]
825/1000
[arkenarken] ? [Grass Land]
63/300
Ring of Cursed Luck, Ring of Warding Light & Amulet of the Guardian Angel
[wercooler] ??? [Grass Land]
900/1000
Combo Smash [Current Combo – 1]
(+10% Damage per combo {attack without getting hit})
[Pulsaris] ? [Grass Land]
800/1000
[thijs956] Thijsington Robert William Edward Laurence the Fourth [Grass Land]
900/1000
>Genesect 1 (120/120) [Grass Land]
>Genesect 2 (120/120) [Grass Land]
-————
Sword Master [Grass Land]
1500/1500
Swift (Can attack twice a turn)
Red Dragon [Lava Land]
2000/2000
Flying (Immune to melee, -1 to ranged attacks)
Zombie [Grass Land]
299/1000
Burning!!! (70 Damage per turn)
-————
Sword (Tireris)
~Nothing
Bastard Sword (Tireris)
~Nothing
Crossbow & Bolts (Tireris)
~Nothing
Sharpshooter Bow (Tireris)
+ 1 Bonus to roll when firing the bow.
Enchanted Hatchet (Tireris)
+ 5 extra damage against wood
Rock (Tireris)
~Nothing
Plants (Tireris)
~ Needs Identifying
Necklace of Balance (Buh Bo)
+ Cannot roll 2 or 3
– Cannot roll 10
Water Saber (Tireris)
+ Can attack twice per turn
– Half Damage
+ 5 Water damage per attack.
Lightning Glove (?)
+ Deals 25 Lightning Damage per attack
- Damages 50 HP per attack.
Ring of Cursed Luck (?)
+ Roll 2 Times & Use highest roll (70% of time)
– -150 max hp
Ring of Warding Light (?)
+ 20 to 200 barrier ( Ten dice rolls to see how much you protect x 2 )
+ 20 to 200 Healing (60 percent) ( Dice roll out of ten to see if you heal ) ( Ten dice rolls to see how much you heal x 2 )
– 100 Max Hp
Amulet of the Guardian Angel (?)
+ Random Buff (60%)
+ Self-Revive (60%)
– -400 Max HP
– Cannot Roll a 10
Amulet of the Guardian Angel Buff Table (2)
1. Strength (1.25 x Damage)
2. Speed (2 action turns for next turn)
3. Defence (Damage taken -30%)
4. Accuracy (+1 or +2 50% each, 1-5 = +1 / 6 – 10 = +2 )
5. Healing (50 HP regained)
6. Fury (10 Damage to each enemy)
7. Posion (50 HP damage)
8. Weakness ( +30% Damage dealt to)
9. Puniness (0.75 Damage)
10. Stun (No move next turn)