[2006] The "Diablo Playes" Thespian Troupe Tournament i [by Wolron]

Jan 3, 2007
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This tournament has already ended. It was originally started by @Wolron on Aug 20, 2006. The last post was made Dec 11, 2006.
(link to original thread on diabloii.net)



The "Diablo Playes" Thespian Troupe Tournament

I have just lost my third tournament character this week. I need a new tournament like I need a hole in the head, but here is another one. Maybe you like to collect equipment. If so, this should be fun for you!
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The "Diablo Players" Thespian Troupe Tournament

Someone once said that the whole world is a stage. It is no different in the Realm of Sanctuary. We, the actors, pick up our script and play the role that we have been given. We insert a bit of ourselves in each part we play, and we have the freedom to mold our character to our own talents, but there is always the script that must be followed. The play involves five acts and our character must work with the supporting cast to bring the story across to the audience. The play runs three times and each time the audience is tougher to please.
The Script:
Act 1 - You are a struggling adventurer without resources or benefactors. Therefore, your costume (gloves, belt, boots, torso armor, helm and shield) must be drab to get this across to the audience(white or gray items only, including ethereal, normal, superior, socketed, and runeword items). All jewelry that you wear can only be those items that are helpful in resisting the glare from the stage lighting (All jewelry must be blue items only and they can only have resist attributes). The skills you use are also somewhat lack-luster (Only skills that are available to a level 1 or 6 character may be assigned in Act 1). NOTE: Your weapons do not need to follow the color rules in any of the acts.

Act 2 - You have begun to dabble in the arcane arts. You have not mastered the world of magic yet, but you are on your way. Therefore, your costume (gloves, belt, boots, torso armor, helm, shield and jewelry) must be in tune with that degree of magic (blue items only) to get this across to the audience. Your skills should also reflect this advancement (Only skills that are available to a level 12 or 18 character may be assigned in Act 2).

Act 3 - Your arcane skills are becoming much more powerful. You are well on your way to mastering the world of magic. Therefore, your costume (gloves, belt, boots, torso armor, helm, shield and jewelry) must display that level of expertise (yellow items only) to get this across to the audience. Your powers have continued to advance, so your skills should also reflect this advancement (Only skills that are available to a level 18 or 24 character may be assigned in Act 3).

Act 4 - Now, you begin to attract the attention of important benefactors. You are recognized for your skills and many rich and powerful sponsors are ready to support you. Therefore, your costume (gloves, belt, boots, torso armor, helm, shield and jewelry) must be made up of gifts from those benefactors (Green items only) to get this across to the audience. It is important that your skills also display this new found support (Only skills that are available to a level 24 or 30 character may be assigned in Act 4).

Act 5 - You have reached the towering heights of Arreat and your unique talents (including crafting and cubing) match that achievement. Therefore, your costume (gloves, belt, boots, torso armor, helm, shield and jewelry) must be made up of truly unique or expertly crafted items (Gold or orange items only) to get this across to the audience (since you are allowed to use rune words in Act 1, they cannot be used in Act 5 even though they are gold colored items!!!). Since you have reached the top of your profession, you no longer need to worry about your skills (All skill levels can be assigned during Act 5).

Prior to beginning your debut with the acting troupe, you must decide upon an attitude (attribute) for your character (strength, dexterity, vitality, energy) to use in each act and get this across to the audience by investing all of your being in just that attitude during that act. It is important that this part of the script (your part) is not changed after it has been decided upon. Your fellow players will be planning their own attitudes based on interplay with your character. An example of this might be:
Play 1 Act 1 - Strength Act 2 - Vitality Act 3 - Vitality Act 4 - Strength Act 5 - Mana
This must be done afresh at the beginning of each play (difficulty level). Note that there is no need to use all attribute types, you could use only Vitality in all acts if that is your wish.

Mercenary:
In every act, you have an opportunity to work closely with one of the supporting cast (a mercenary!). This will change from one act to the next as your character precedes through the story. When you begin act 2 must immediately hire an Act 2 merc to replace your rogue merc. You will keep the Act 2 mercenary until you complete the Gidbin quest, and then you must hire an Act 3 merc. You keep this merc through Act 4 and into Act 5. When you free the Barbarian soldiers, you must hire a barbarian mercenary and keep that mercenary through the cow level (if you choose to play it) and into Act 1 of the next difficulty . Then you must change to the new mercenary type as soon as you kill Blood Raven. Mercenaries must adhere to the color code of the act, just as you must. But, weapons do not need to follow the color code.
Character:
Any character type is allowed and any build is allowed, but study those skill assignment restrictions and make sure you have a build that will allow you to usefully assign the various types of skills depending on the Act. You will need to be able to assign only level 1 and level 6 skill points for all Act 1's, even in NM and Hell.
Equipment: (See the script above to determine the costume that you must wear in each act.)
Your weapons are not dictated by the color code. However, everything else that you wear must adhere to the color code.
A word to the wise:
In act 1, you will be using rather plain equipment. This will also be true in Act 1 of NM and Hell difficulty. Obviously, socketed exceptional and elite items will be very useful for your role in Act 1. The biggest challenge of this tournament will be to accumulate and perfect your various costumes. ATMA will be an essential storage area for these pieces, and you will be finding items in a current Act that you will want to mule off so that you can wear it in a later Act.
Attributes: For each play (difficulty level) you must decide which attribute to develop in each act. In a given Act, only one attribute (chosen by you) can receive points and all stat points must be used by the end of the act. If you earn the points, you must spend them!
Skills: In Act 1 you must invest all of your skill points in level 1 or level 6 skills. In Act 2, you must invest all of your skill points in level 12 or level 18 skills. In Act 3, you must invest all your skill points in level 18 or level 24 skills. In Act 4 you must invest all your skill points in level 24 or level 30 skills. In Act 5 you can put your points in any skill that the want. NOTE: All skill points must be used in the act in which they are earned. You may save them for a while if you like, but they must all be used by the end of the act. ALSO NOTE: In NM Act 1, you are back to assigning only level 1 and level 6 skills! Maybe they are synergies for that level 30 skill you have begun to develop.

Union Rules:
1. New hardcore characters only.
2. Versions 1.11 and 1.10 only. RWM is allowed.
3. Avoiding death with ESC key is not allowed. If you get cornered and cannot fight your way clear, RIP.
4. Any players setting can be used; however, it should not be abused (i.e., killings monsters on p1 and popping chests on p8).
5. Except in Act 1 and Act 4, you must change your mercenary at the beginning of each act as soon as you qualify. In Act 1 you start out with no merc (In NM and Hell you can keep your act 5 barbarian merc until you kill blood raven) and must kill Blood Raven to earn your merc. In Act 4 you must keep your Act 3 merc. When you begin an act you may keep your mercenary until you qualify for the mercenary of the new act. Then you must change to the new mercenary type. Mercenaries must adhere to the color code of the act, just as you must. But, weapons do not need to follow the color code.
6. To keep your costume trunk prepared for your many different Acts, you will need to use ATMA to store the various pieces of your costume. Any item that you find may be transferred to ATMA for storage; this includes potions/charms/socket fillers/etc.. Obviously, you will be trying to collect an array of costume items that meet the color code for all of the acts that you are playing in. However, you cannot use any items that you have not found during this tournament (No Tweaking!).
7. No multiplayer games.
8. You may do quests in any order (or not at all if you wish) & they will only count in the scoring once it is totally completed (grayed out). Same goes for Way Points. Skip them if you like, but that hurts your score.
9. You may not redo areas. Note, this is intended to stop people from stocking up on items/runes/etc. by doing countess runs, Mephisto runs, etc. If you have to leave the game and get some sleep, try to do so in such a way that will limit replaying areas. If you must rerun an area that you have already played, just don't pick up any new items and kill as few of the monsters as possible without getting killed.
10. You may not go back to a previous Act or a previous difficulty level. That means that you must use all your quest rewards by the end of the Act or you will not be able to get credit for the score points.

Scoring
-1 pt for each Character Level
+1 pt for each Waypoint (all town WPs count)
+2 pts for each Completed Quest
+5 points for finishing an Act and having a complete costume (gloves, belt, boots, torso armor, helm and all three pieces of jewelry) that meets that act's requirements NOTE: Shield is not required in meeting this reward requirement. In NM, this bonus can only be claimed if all your five pieces of armor (gloves, belt, boots, torso armor, helm) are exceptional items. In Hell, this bonus can only be claimed if all your five pieces of armor (gloves, belt, boots, torso armor, helm) are elite items. Obviously, getting this bonus is tougher as the game progresses.

Start Date - The target date is Wednesday, August 23. Newcomers are welcome at any time. If you die, you can try again, but each time you restart, you start with an additional ten points in the hole (-10 for second game, -20 for third game, etc.).
End Date - If a month goes by without any update posts, everyone has lost interest & the tournament will be considered over.
Prize - Maybe you will be nominated for an Academy Award!
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Here is the information and the preferred format that you must provide to enter:
Forum Name: Gorebutton
Role: Sir Boone (Paladin majoring in Vengeance and Conviction)
Play 1
Act 1 - Strength
Act 2 - Vitality
Act 3 - Vitality
Act 4 - Strength
Act 5 - Strength
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Posts should be provided at the end of each Act. They should be of the following format:

Sir Boone has finished Act 1 (elaborate on the action as much as you like!) (You might mention items found that will be used in later acts)

Final Act 1 Costume:
Sir Boone
Magic Scepter with +2 to Holy Bolt and +3 to Sacrifice and +2 to max damage
Large Shield with three sockets (2 chipped diamonds and 1 flawed diamond)
Skull Cap with two sockets (two chipped topaz)
Superior Chain Mail with +18% defense
Heavy Gloves
Chain Boots
Belt
Ring with +8 fire resistance
Ring with +6 poison resistance
Amulet with +12 lightning resistance
Rogue Merc
Skull Cap
Superior Ring Mail with two sockets (two chipped rubies)

Score:
Level 18 = -18
9 WP = 9
6 Quests = 12
5 point bonus for having a complete drab costume = 5
Total: 8 points

Code:
ALIVE
Character          Class             Actor                 Level   Act       WP                   Score
Sir Boone          Paladin         Gorebutton        18        A2         Lut Gholein       8

DEAD/RETIRED
D.Master         Assassin        Trinity                39        A5         Ancients          51 RIP
 
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