Skunkbelly's Ultimate Tournament Challenge 2011

Re: Skunkbelly's Ultimate Tournament Challenge 2011

OFFICIAL FINAL RULES - Please Read Carefully, there are several changes!

Skunkbelly’s Ultimate Tournament Challenge 2011


Boris the Barbarian sat in the Rogues’ Camp, warming his toes by the fire and ogling the scantily clad “maidens.” Again. He was getting tired of it. How had he earned this terrible, eternal torment. He’d killed those Prime Evils so many times now, he couldn’t count them all… not that math had ever been his strong suit. Or any barbarian’s, for that matter. But he had detected a pattern… kill ‘em all three times, then the rules all seemed to change. And the last time he heard the Cow King moo his last, it was a multiple of three.

Boris smiled. If only his mother had been here to hear him think the word “multiple.” Maybe all those sages in Kurast were rubbing off on him after all.

Anyway, when that old hag Akara approached him with that same old look in her cloudy eyes, Boris sighed deeply. Again?

“There is a place of great evil…” Akara began.

“Yeah, yeah, I know, I’m on it,” Boris grumped. But the moment he stood up, he knew something was wrong. He seemed to only have a few of his old powers… the basic Barbarian stuff, sure. He was still tough. But he used to know… well, at least 20 or 30 tricks. Now he only had a few. And his gear… it was like it was made by mortals or something.

“Gods… here we go, I guess.”

***

It’s been a while, but in honor of the long wait for Diablo 3, I thought it was finally time to have another SUTC tournament. In this tournament, like all previous SUTC tournaments, you will not want to get too attached to your characters. You will play your character for one act… then you will pass it on to the next player, who will be randomly determined each week. They will then takeover that character’s fate… while you will have a new character to push ahead with. And so on and so on, until all characters either achieve Guardian status or take a more humble title, such as Daisy-Pusher-Upper.

As if that wasn’t enough challenge, there are several skill and item restrictions that will affect your gameplay. The idea, this time around, is to give magic a different feeling… a more “realistic” feeling. Magic items are harder to come by, and must mostly be made, not simply found. Characters will also have certain key abilities, and then some special additional Powers, but in general, the number of skills that may be used is smaller than usual.

BASIC RULES

- Hardcore characters only.
- V 1.13 only, please.
- No S&E to avoid death, or other similar cheese. Be honorable.
- You may play on any /players setting.
- Respecs are banned for this tournament.
- You must complete all quests before passing along your character to the next player. This means the icon on the quest page must be turned to gray. Please check before passing.
- You do NOT have to visit all waypoints… whether you get waypoints is entirely up to you.
- Any mercenary may be used, but they are subject to the same equipment rules as characters are. Also, if you wish to select a new merc, you cannot go backwards in time to a previous town to select one… you may use the merc passed along to you, or you may hire a new one in the act you are playing. No exceptions.
- You may re-run areas for the act that you are playing, but you cannot go “back in time” to a previous act, except to shop in town (which is permitted… you may even switch difficulty levels for shopping purposes). However, you are limited to killing the Countess and all act bosses a maximum of *10 times* per difficulty level.
- We will switch characters every two weeks. Therefore, you must be able to play through an act in two weeks’ time. If you cannot, you will be disqualified. Act 4 will only be given one week, due to its brevity.
- All items must be found within the game… no bringing in items from your other characters. You may, however, mule off items that you cannot use to your own stashes, if you so choose. You may also keep a stash for your characters (see equipment rules for details on this).
- No cooperative gameplay… you can only play solo.
- In order to join, you must sign up in this thread by December 25th.
- The tournament will begin on December 27th. All starting characters and classes will be posted then.
- When you sign up, list your forum name and your email address (necessary for sending character files).
- Please do not discuss the characters you are playing/have played until we reach ACT 5 in normal difficulty. After that, discussion is fair game.

EQUIPMENT RULES

1. All jewelry may be used, without exception or restriction.

2. All charms may be used.

3. All Crafted items may be used. Please note that this does NOT mean simply using the Cube to make an item… it means making an item using one of the Crafted Item recipes (i.e., Hit Power, Blood, etc.).

4. All unique quest items (The Gidbinn, the Viper amulet, etc. etc.) may be used while they are in your possession. Wirt’s Leg may also be used throughout the game, if you’re that hard-up.

5. Any white, gray socketed item, or non-magical ethereal item may be used.

6. Aside from the categories listed above, items must meet one of the following requirements:
- Items that have been imbued by Charsi.
- Items that have been personalized using the act 5 quest reward.
- Anya rescue quest reward class-specific items.
- Items that have been socketed by Larzuk through his quest reward. (Yes, this is a nice change!).
- Please note that ALL quest related rewards must be used before you leave the act. They may not be saved for future players.

7. Sockets in any item may be filled with anything you like. This includes “vanilla” runewords. Ladder-only runewords are banned.

8. You may use the Cube in any way you like, at any time… but in order for a Cube-created item to be equipped, it must meet all other applicable equipment rules.

9. You may obtain items by gambling, shopping, or picking them up off the ground… but again, in order for you to equip them, they must meet all applicable equipment rules.

10. All potions, keys, tomes, arrows, bolts, and scrolls may be used without restriction.

11. Staff mods, skill charges, and oskills on any item *may* be used, assuming the item itself meets the restrictions above.

ATMA USE

You may keep an ATMA stash for your character; however, you may only use it to hold gold that cannot be contained in-game (because your in-game gold bank is maxed out), or to hold socket-fillers, extra potions, and extra charms. All other items must be held in your in-game inventory, with one important exception: at all times, you may keep TWO items in your ATMA stash to save for the possibility of using them in either the Act 5 personalization or Larzuk rewards. But that is all: two items, socket-fillers, extra potions, spare charms, and gold you can’t hold in your in-game stash.

PASSING CHARACTERS

Before each switch day, I will post a list of who must send their character to whom. Then, assuming you survive the act, you will email your .d2s file (and nothing else!) to the next player WITH ALL OF THEIR EQUIPMENT AND GOLD, including equipped charms and potions. The ONLY items you may keep for yourself are items that you are permitted to keep in your ATMA stash (see above).

If you are going to have a problem passing your character on time, please be sure to communicate that. We can be a little flexible, if we know where things stand… but if you just vanish, that’s a problem.

For the purposes of switching acts, the Cow Level is considered part of Act 5. It is, however, completely optional. You may go back to Tristram to retrieve a Leg, if necessary, but you may not pick up anything that you find along the way. If you are fortunate enough to become a Guardian, do NOT play the Hell Cow Level… it will be used for tie-breaking purposes.

CLASS AND SKILL RULES

For each class, a character may use the “Core Skills” listed, and *three* additional skills, which we’ll call “Powers.” These Powers will be determined by the people who play the characters, with the following rules in mind:

1. A point may only be put into a skill if it is a Core Skill, a Power, or a prerequisite for a Power or Core Skill.

2. If a skill is only a prerequisite for a Core Skill or a Power, it cannot have more than one point in it. These skills can only be used in Normal difficulty.

3. Once more than one point is put into any non-Core skill, it becomes a Power skill. This includes all synergies… if you want to put points into a synergy skill, it must be either a Core Skill or a Power.

4. Power Skills, and prerequisites for those skills, may be assigned at the following times:
- NONE in act 1.
- In Act 2, players may not select Power Skills. HOWEVER, they may assign *single skill points* to non-Core skills (with the idea that those skills will either be selected by later players as Power Skills, or used as prerequisites for Power Skills that are higher up the skill tree).
- ONE in act 3 normal
- ONE in act 4 normal
- ONE in act 5 normal

5. After completing Normal difficulty, you may not use skills except for Core Skills and Power Skills.

6. You are never obligated to assign a character’s skill points… feel free to leave them for the next player. If a player in act 3, 4 or 5 Normal does not select a Power Skill by placing more than one point into it, then the next player to receive the character may use the opportunity (so if the act 3 player does not select a Power Skill, the act 4 player could select *two*).

CLASSES AND CORE SKILLS:

Sorceress Core Skills: Elemental Masteries, Teleport, Shiver Armor, Warmth

Barbarian Core Skills: Iron Skin, Natural Resistance, Battle Orders, Howl. ALSO, for barbarians, a single point may be placed into each weapon mastery (including double throw) without them counting as a Power Skill. If more than one point is placed into a weapon mastery, however, that skill then becomes one of the character’s three Power Skills.

Amazon Core Skills: Inner Sight, Critical Strike, Slow Missiles, Decoy, Penetrate

Assassin Core Skills: Claw Mastery, Cloak of Shadows, Burst of Speed, Fade, Weapon Block, Shadow Warrior

Paladin Core Skills: All Defensive Auras, Holy Shield

Druid Core Skills: Werewolf, Werebear, Oak Sage, Heart of Wolverine, Dire Wolf, Cyclone Armor

Necromancer Core Skills: All Curses, all Golems, Bone Armor

BANNED SKILLS

The following skills may not be chosen as Power Skills: Increased Stamina, Psychic Hammer, Telekinesis, Ravens, Solar Creeper, Find Potion, Grim Ward

A NOTE ON THE SPIRIT OF THE TOURNAMENT (aka, “The Brak Clause”)

One of the fun things about this tournament is the not-knowing, and also the ability to have input into a character and then pass him/her along to become someone else’s, who will do whatever they like in their own turn.

Anyway, as many have pointed out (and some of us remember all too well), the temptation is certainly there to make some characters into “bombs,” doomed to explode (implode?) at some point in their journey.

All players should understand that the idea of the tournament is to make characters who are Hell-viable. It’s going to be hard enough, with the gear restrictions and the skill limitations. Some skills have been banned as Power skill selections, to prevent the most obvious intentional nerfing of characters. But I expect everyone to adhere to both the letter and spirit of these two basic rules:

1. You will pass your character to the next player with the gear you used to beat the act, and with the gear that you honestly think is the best / most useful you have in your possession.

2. You will assign skill and stat points in ways that you think will benefit the character, and make them playable late in the game.

You know what these rules mean. Everyone still playing this game 10 years after it came out has a certain basic ability level and knowledge—especially the Diablo geniuses on this SP forum. And honestly, even with these things in place, there is so much variation in play-style and attitude that there’ll be plenty of chaos. My favorite two sorc builds are not particularly popular, but I got one to NM act 5 (inferno/static), and the other achieved guardian (nova)… so they’re doable. An Increased Speed/Bash/Leap barbarian probably isn’t.
Anyway, it all comes down to this: if you honestly assign each skill point and stat point in a way that you truly believe benefits the character, you’re fine. If you don’t, you’re missing the point. And as moderator of our journey, I reserve the right to punish you… probably by making you play your own silly character at a more difficult stage of the game. If you feel that you have received a character that has been intentionally sabotaged, send it to me for review.

I will post the characters that each player will create to start (including their name and class) by the 26th. You may begin playing as soon as I have posted the list.
 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

This sounds really fun, I'm in.

Code:
==============================================================
Forum Name              Email Address
==============================================================
Brak                    prwillia   at gmail dot com  
cenyth                  cenyth at gmail dot com
Gahzban                 gahzban at hotmail dot com
Hoop76                  BHoop76  at gmail cot com
Jason Maher             nswhorse   at gmail dot com
jiansonz                04084370   at bredband dot net
JoeBruce                JoeBruce185 at gmail dot com
Joosh                   jooshm     at gmail dot com
kestegs                 beeselectric at gmail dot com
nualum                  nualumstuff at gmail dot com
purplelocust            purple_locust at yahoo dot com
pwangsta                pwangsta at yahoo dot com
Quickdeath              qckdth@gmail dot com
scrcrw                  scrcrw.spf at gmail dot com
Skunkbelly              memmers4 at peoplepc dot com
Smilts                  smiltstomb at gmail dot com  
tavaritz                tavaritz at gmail dot com
Thomh                   lillelab at hotmail dot com
WestXylophone           WestXylophone at gmail dot com
Wolron                  wmemmer9   at comcast dot net
WoRG                    Crus8r at yahoo dot com
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

The anticipation is palpable.

I have one question:

All other items must be held in your in-game inventory, with one important exception: at all times, you may keep ONE item in your ATMA stash to save for the possibility of using it in the Act 5 personalization reward. But that is all: one item, socket-fillers, spare charms, and gold you can’t hold in your in-game stash.

Does this mean we cannot keep an item specifically for socketing by Larzuk? I noticed that addition and wasn't sure if it affected this rule or not.

Looking forward to this - it really demands a cooperative spirit. You keep virtually nothing, so you pass on a character that you have optimized to the best of your ability, hoping to get the same, with little more than crafting supplies for a toolkit. Okay, a second question just struck me: are we allowed to keep blue magic items in the atma stash for crafting purposes?

Thanks -
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Code:
==============================================================
Forum Name              Email Address
==============================================================
amne                    [email protected]
Brak                    prwillia   at gmail dot com  
cenyth                  cenyth at gmail dot com
Gahzban                 gahzban at hotmail dot com
Hoop76                  BHoop76  at gmail cot com
Jason Maher             nswhorse   at gmail dot com
jiansonz                04084370   at bredband dot net
JoeBruce                JoeBruce185 at gmail dot com
Joosh                   jooshm     at gmail dot com
kestegs                 beeselectric at gmail dot com
nualum                  nualumstuff at gmail dot com
purplelocust            purple_locust at yahoo dot com
pwangsta                pwangsta at yahoo dot com
Quickdeath              qckdth@gmail dot com
scrcrw                  scrcrw.spf at gmail dot com
Skunkbelly              memmers4 at peoplepc dot com
Smilts                  smiltstomb at gmail dot com  
tavaritz                tavaritz at gmail dot com
Thomh                   lillelab at hotmail dot com
WestXylophone           WestXylophone at gmail dot com
Wolron                  wmemmer9   at comcast dot net
WoRG                    Crus8r at yahoo dot com

I sense that I'll really mess the list up, so sorry!


 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

I sense that I'll really mess the list up, so sorry!

Yes you did. Remove quotes before posting the table or otherwise others cannot quote it. I restored the table and fixed your entry.

Code:
==============================================================
Forum Name              Email Address
==============================================================
amne                    amnesiac0210 at gmail dot com
Brak                    prwillia   at gmail dot com  
cenyth                  cenyth at gmail dot com
Gahzban                 gahzban at hotmail dot com
Hoop76                  BHoop76  at gmail cot com
Jason Maher             nswhorse   at gmail dot com
jiansonz                04084370   at bredband dot net
JoeBruce                JoeBruce185 at gmail dot com
Joosh                   jooshm     at gmail dot com
kestegs                 beeselectric at gmail dot com
nualum                  nualumstuff at gmail dot com
purplelocust            purple_locust at yahoo dot com
pwangsta                pwangsta at yahoo dot com
Quickdeath              qckdth@gmail dot com
scrcrw                  scrcrw.spf at gmail dot com
Skunkbelly              memmers4 at peoplepc dot com
Smilts                  smiltstomb at gmail dot com  
tavaritz                tavaritz at gmail dot com
Thomh                   lillelab at hotmail dot com
WestXylophone           WestXylophone at gmail dot com
Wolron                  wmemmer9   at comcast dot net
WoRG                    Crus8r at yahoo dot com


 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

The anticipation is palpable.
Does this mean we cannot keep an item specifically for socketing by Larzuk? I noticed that addition and wasn't sure if it affected this rule or not.

Excellent question... the one item rule was before the Larzuk addition was made. I have edited the equipment rules to allow TWO items in Atma, one for Larzuk, one for personalizing.

I will continue to allow sign-ups today, but once I have posted the character table (tonight or tomorrow morning), the tournament will be closed. Happy Christmas, all!



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Here it is: the table of your starting characters. You must start a level 1 character with the class stated, and with the name given. Once you have done this, YOU MAY BEGIN. The first switch date will be in two weeks, or January 9th, 2011. You must have completed Act 1 by that time.

Code:
==============================================================
Forum Name              Character Name       Character Class
==============================================================
amne                    Chewbacca        Barbarian
Brak                    Organa           Sorceress
cenyth                  Amidala          Amazon
Gahzban                 Wendu            Paladin         
Hoop76                  Offee            Assassin
Jason Maher             Palpatine        Necromancer
jiansonz                Kenobi           Druid      
JoeBruce                Solo             Barbarian
Joosh                   Stass            Sorceress
kestegs                 Ahsoka           Amazon
nualum                  Skywalker        Paladin
purplelocust            Beru             Assassin
pwangsta                Vader            Necromancer
Quickdeath              Ackbar           Druid
scrcrw                  Biggs            Barbarian
Skunkbelly              Yaddle           Sorceress
Smilts                  Mothma           Amazon
tavaritz                Antilles         Paladin
Thomh                   Dorme            Assassin
WestXylophone           Dooku            Necromancer
Wolron                  Binks            Druid
WoRG                    Fisto            Paladin
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

checking in to say, I'll be busy but will have my char done in time.

good luck all!
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

OK, it's three o'clock in the morning for me, it's already Monday (grrrr...), and I'm either very emotional or my eyes are sore from 2 hours' reading of other SUTCes to find some info. Info that I've probably already seen somewhere but the letters insist on dancing and that makes me dizzy(er).
Sooo, read this about the Atma stash you're allowed to keep for your character, and have some questions (apologies for annoying everyone, but better safe than sorry):
- are we allowed to keep one stash for each of the characters we play, that is, at the end of Act5 Normal, am I supposed to have 5 stashes X 2 items, plus the socketables for each?
- since the idea of the tournament is to know nothing about what character you're about to play, and regardless of what the answer might be for the above posted question, that means that everyone is most likely to keep items that are of general use for personalization and Larzuk?
- personalized/Larzuked items stay with the player/character that used these quest rewards? For instance if I get to Act5 with a Sorc and choose to personalize a Homunculus I previously stashed, then what? In other words, what items are acceptable to use these rewards for? And should I opt to personalize said Homunculus with my presumed Sorc, would I be able to keep it and equip it on the first Necro I get? Or the last, on the way to my first Guardian? :yes:
- I'd honestly try to use the rewards as to best help the character that I'm about to pass on, but if I have to choose between personalizing the said Homunculus and some underpar equipment for a Sorc... I don't know.

As the rule goes, there are a maximum of 10 Countess and Act boss runs. What about the Council, Pindi, Shenk, Eldritch and the like? And this is related to my question about Act5 quest rewards: since I can keep all "excess" socketables I might be inclined to use said rewards for gear intended to aid rune finding/MFing, which is not the best way to help the character that does the MFing, but is very useful for the player. I'm confused...

The extra gold is still to be accounted for on paper or has there been an upgrade on Atma that I don't know about? I managed to save some money with my 2 chars fresh from restart and I don't feel like gambling it all yet, since I haven't found a Gheed's.

Finally (very, very sleepy): I've just upgraded my Atma to 1.13, as I've only switched to D2X 1.13 for the purpose of this tournament. As I am not sure if everything's OK, should the rule I saw used in previous SUTCes, id est email confirmation to sender that character works, stand?

Oh, and as Chewbacca is hopping along Act1 at a very cautious p5 setting, throwing plain javas all over the place, he was wondering if the Andariel bug is considered to be cheesy? I, for one, consider that 1.13 is cheesy, tp's in belt - very cheesy, but, AFAIK, the Andy bug is accepted as ok, or not?
 
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Re: Skunkbelly's Ultimate Tournament Challenge 2011

Arrggh, missed the sign up cos I was away camping. Was looking forward to this!

Enjoy the tournie everyone! Best of luck
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Sooo, read this about the Atma stash you're allowed to keep for your character, and have some questions (apologies for annoying everyone, but better safe than sorry):
- are we allowed to keep one stash for each of the characters we play, that is, at the end of Act5 Normal, am I supposed to have 5 stashes X 2 items, plus the socketables for each?

The way I understand it, is that each player will have a stash for their socketables (gems, jewels, runes) that is not tied to a character. Once you decide to use any of the socketables to make (runeword, craft, amulet/ring recipe, etc.) or modify an item, that item is then going to stay with the character that you are currently playing.

As for the two special items, you keep them in an ATMA stash. If at any time you find another item you´d rather have in that stash, you remove (and sell, I think) one of the two items.

- since the idea of the tournament is to know nothing about what character you're about to play, and regardless of what the answer might be for the above posted question, that means that everyone is most likely to keep items that are of general use for personalization and Larzuk?

Pretty much, but if there is a pattern to how the characters are switched (who knows, 'da skunk' might make it completely random...) it may be possible to guess what class you are going to play in Act V. Providing that character doesn´t die before you get it, though.


- personalized/Larzuked items stay with the player/character that used these quest rewards?

They stay with the character.



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Just realised I can't stash a heap of purple potions. Skunkbelly is now officially off my Christmas card list. :p
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

- are we allowed to keep one stash for each of the characters we play, that is, at the end of Act5 Normal, am I supposed to have 5 stashes X 2 items, plus the socketables for each?

No, you should have *one* stash for yourself. The stashes are tied to the player, not the character. Anything you are able to save according to the rules goes into one stash.

- since the idea of the tournament is to know nothing about what character you're about to play, and regardless of what the answer might be for the above posted question, that means that everyone is most likely to keep items that are of general use for personalization and Larzuk?
This would be smart in my book, but I can't speak for what other players will decide to do.

- personalized/Larzuked items stay with the player/character that used these quest rewards? For instance if I get to Act5 with a Sorc and choose to personalize a Homunculus I previously stashed, then what? In other words, what items are acceptable to use these rewards for? And should I opt to personalize said Homunculus with my presumed Sorc, would I be able to keep it and equip it on the first Necro I get? Or the last, on the way to my first Guardian? :yes:
All EQUIPPED items must be passed along with the character, UNLESS it is something you want to save for the Act 5 Personalizing or Larzuk quests. SO, in your example, you would then keep that Homunculus, because your Sorc cannot equip it. But if you later played a Necro, and used the Homunculus, then you would need to pass it along with the Necro. And of course, saving it in the meantime also takes up one of your two item slots in Atma, so that's a small potential obstacle. Saving the personalized Homunculus would not break any rules, because you could still be potentially saving it for the next Socketing quest reward.

Also, while it seems obvious, I'm gonna say it: if you've both personalized and socketed an item, you can't still keep it in Atma... because obviously, you cannot keep it for a future reward again.

As the rule goes, there are a maximum of 10 Countess and Act boss runs. What about the Council, Pindi, Shenk, Eldritch and the like? And this is related to my question about Act5 quest rewards: since I can keep all "excess" socketables I might be inclined to use said rewards for gear intended to aid rune finding/MFing, which is not the best way to help the character that does the MFing, but is very useful for the player. I'm confused...

I think the rules are pretty clear here. Act bosses and the Countess are limited, everyone else is not. Run Shenk a thousand times if you want, I don't care. The risk is yours to take. And I suppose yes, if you want your two permitted ATMA items to be MF gear that you would later personalize or socket, that's permitted within the rules... but of course, if you find something worth keeping that you *really* want to save, you'll have to make room.

The extra gold is still to be accounted for on paper or has there been an upgrade on Atma that I don't know about? I managed to save some money with my 2 chars fresh from restart and I don't feel like gambling it all yet, since I haven't found a Gheed's.
Yes, you have to go old school, paper and pencil here.

Finally (very, very sleepy): I've just upgraded my Atma to 1.13, as I've only switched to D2X 1.13 for the purpose of this tournament. As I am not sure if everything's OK, should the rule I saw used in previous SUTCes, id est email confirmation to sender that character works, stand?
I would suggest that if anyone receives a character they cannot play, email both me and the person who passed you the character immediately.

Oh, and as Chewbacca is hopping along Act1 at a very cautious p5 setting, throwing plain javas all over the place, he was wondering if the Andariel bug is considered to be cheesy? I, for one, consider that 1.13 is cheesy, tp's in belt - very cheesy, but, AFAIK, the Andy bug is accepted as ok, or not?

Well, considering how many patches have been made to D2 since this "bug" was discovered, I would say: it's a feature! :teeth:



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Jiansonz - thanks.
Anybody know a nice crafting recipe without using the Cube? Chewbacca is lvl 17 now and hasn't seen a single drop of gold or green (not that it would matter) on p8, the bling also sucked, but I can call him "Chippie"... So, if you happen to know a good recipe to be forged on Charsie's anvil pass it along, I'll send you the 40 odd purples I just muled back from stash after reading Maher's post...
Good luck everyone and may your blingies shine like the sun!

Just read it, Skunkbelly, thanks a million!

2nd edit: yay, I can stuff my stash full of juvies I'll never use! :D
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Just realised I can't stash a heap of purple potions. Skunkbelly is now officially off my Christmas card list. :p

This was an oversight on my part. Spare potions may be muled to your ATMA stash. Thanks for noticing this!



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

Anybody know a nice crafting recipe without using the Cube?

There are none. The only item manipulation you can do without the cube is to put stuff in sockets (including making runewords).

So, if you happen to know a good recipe to be forged on Charsie's anvil pass it along

Any non-magical and unsocketed (white text) item can be imbued. The result will be a rare item with item level = character level +4. See it as a free gamble that always pruduces a rare.

If you want the character to be as powerful as possible for the next acts, it would be smart to imbue something for a slot that can´t hold a runeword, like gloves, belt or boots. Or a throwing weapon.

Or just imbue whatever you think might help for the Andariel fight. Your choice...



skunkbelly said:
Spare potions may be muled to your ATMA stash.

Are we supposed to bring those potions back to the character before passing it on?



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

So would it be considered bad manners to take all of the charms out of your characters inventory into your stash before passing it? Or is that just what is expected, so you don't end up without some essential charms on your next round?

And for example if you were to have 3 quest reward helms you had for a character, do you send the extra gear in their inventory, or if it's not equipped before you transfer do you need to sell any extra gear.
 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

And for example if you were to have 3 quest reward helms you had for a character, do you send the extra gear in their inventory, or if it's not equipped before you transfer do you need to sell any extra gear.

I've been assuming that you can keep whatever you want in the character's in-game stash/inventory, but it would be nice to get official approval. Otherwise, my character will suddenly get much richer from selling off all the spare rings/ammys I've been keeping in the in-game stash for the Act 2 guy to cube :jig:



 
Re: Skunkbelly's Ultimate Tournament Challenge 2011

I've been guessing that any charms used by the character go with the character, and that "spare charms" would be any that were never used (for example Skywalker the paladin doesn't need any mana charms, so he could drop them in the stash in case I survive long enough to play a character who does... and the charms would then move with the character that does use them when they go to the next player). Does that sound correct?
 
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