[2007] Transmutation Fascination Tournament [by Brak]

Jan 3, 2007
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DISCLAIMER: Please do NOT post in this thread yet. We still need to migrate all posts from the old thread on diabloii.net to this thread. If you want to help, feel free to do so :)

This tournament has already ended. It was originally started by @Brak on Mar 17, 2007. The last post was made Jul 16, 2007.
(link to original thread on diabloii.net)



Transmutation Fascination Tournament

FOREWARD

Billy the Bubble Boy lived in a quiet village on the moors of Sanctuary’s western coast. He had always been a sickly child. His parents told him he had an insufficient immune response. To Billy this simply meant he had to live life in a bubble to keep him safe from evil germs. But one day a greater evil descended upon his lonely village. When the minions of Hell ravaged Billy’s home he didn’t hear them coming. He only observed a smoke in the distance before a stray arrow pierced his own sanctuary. As his bubble deflated, Billy hyperventilated and passed out. At least he was fortunate enough not to witness his families demise.

Being mistaken for dead by the ransacking monsters would likely have made little difference to Billy’s survival given his condition. Luckily a roaming sorcerer had seen the village ablaze and quickly came to the aide of the sole survivor. Recognizing the bubble apparatus, the sorcerer cast a protective spell and over time Billy recovered.

The boy was raised an apprentice to the sorcerer. And at his coming of age the sorcerer gave him a wonderful gift. It was called the Horadric Cube. This was the secret to curing Billy’s disease. As the sorcerer explained, when items were imbued with magical properties there was a latent protection against disease that was also given to each item. By adorning himself with the products of the Horadric Cube, Billy was freed from his bubble. All along the sorcerer had been providing the bubble boy with these liberating items. But knowing his quest to avenge his families death would begin, he left Billy with this most critical of possessions.

TOURNAMENT SYNOPSIS

In this tournament there are only restrictions on gear. You will only be able to use items that have been fashioned in your Horadric Cube. This will hopefully allow for using items that most wouldn’t normally go for but at the same time will make participants more familiar with all of the overlooked Cube recipes.

BASIC RULES
Updated rules are here. Hrus

-HC or SC, but if playing SC first death means your character is out of the tourney.
-v1.10, 1.11, 1.11b, vanilla, RRM/RWM all permitted.
-No multiplayer
-Players setting may be changed at will, but do not engage in killing monsters at p1 and popping chests a p8 it will give you herpes.
-No save and exit to escape your imminent demise.
-ATMA extended stash is permitted. In fact I recommend making two stashes for this tourney, one that is uncubed (dirty) and one that is transmutated (clean).
-You may only twink one item, a Horadric Cube. For those that do not wish to twink, alternatives for Act 1 play will be discussed below.
-Quests and WPs are all optional, but will aide in your scoring.
-You may rerun areas, but you can only revisit previous acts/difficulties to perform functions in town. Thus no running Countess once you have left Act 1 of that difficulty. Quests must also be completed before you leave. If you wish to save imbues/sockets for after the tourney the quest will be considered completed without performing this act, but you may not return later while still in the tournament.

EQUIPMENT RULES

-ALL non-consumable items must be made in the Horadric Cube before you equip said item. This includes any gear you or your merc wear, any charms placed in your inventory and any socket fillers you wish to place into an item. (I know it makes no sense to allow him to drink dirty potions off the ground, but the gameplay would be too tedious).
-Consumables are defined as potions, arrows/bolts, keys, and scrolls.
-If at any time you doubt whether or not a particular item has already been cubed assume it to be ‘dirty.’
-The recipe must change the inherent properties of the item. Thus the repair recipe may not be used to ‘cleanse’ an item and make it equipable. It may be used to repair already cubed items.
-Quest reward items are also allowed to be equipped without transmuting. Assume these are produced with a similar cleansing magic as the Cube. The personalization quest can be used to wild card any item in the game for your character’s use.
-If you do not wish to twink a Horadric Cube onto your character for Act 1 you may use the following strategy. If you have the ingredients for producing a magical item. Discard (do not sell) those ingredients and gamble the resultant item from Gheed. You are allowed a single gambling attempt for each set of ingredients. If you are using the cube to make white items, buy said white item from the appropriate vendor. For white items that have class specific skills, use a random number generator to select said item (ie wand). For those items that cannot be purchased, sorry. Once you reach Act 2 you may no longer equip items from vendors.
-If you happen to autoequip an empty slot please take said item off ASAP.
-You may use your starting gear.

**Acceptable items by type**

-Uniques-
No elite uniques can be used in this tourney since the only way to make a unique wearable is by upping it. Only upped normal and exceptional uniques may be worn.

-Sets-
No set items may ever be equipped since sets can’t be upped.

-Rares-
Rares can come from two places (unless you like burning all the SoJ’s you find with this character) either certain quest rewards, or from the 6 PSkull recipe.

-Magicals-
There are many recipes for magical items. Most broad is the 3PGem but astute users of the cube will know many ways to create jewelry as well as certain shields and weapons.

-Crafts-
Um…of course you can use these that’s the point.

-Sockets-
Socketed items can be made in the cube or come from Larzuk. What to put into them is another matter.

-Runes-
Any rune can be used in the production of an item, but for socketing purposes the rune used must come from the rune upgrade recipe. Sorry folks this means you can’t use your Zods. Also means making mid to high tier runewords will be a little bit tricky.

-Jewels-
Your jewels must be re-rolled before putting them into an item. Are jewels worth it? As with runes they do not need to be rerolled if being used for ingredients.

-Gems-
Gems must be upgraded before socketing. Thus no socketing chippies (I know you’re all very sad). As with other socketables these do not need to be cubed before use as ingredients.

-Charms-
You must re-roll your charms before use. This will severely limit people’s ability to use charms. But think of the vast swaths of open inventory space for picking up all the items you can’t use. Also if you’re lucky enough to find a Gheed’s you’re not lucky enough to use it. Charms may be carried unided but please do not accidentally take them into battle.

SCORING

-One point for each WP activated (note if you do not wish to activate Nihlithak’s WP simply find it and call it activated).
-Two points for each completed quest.
-One bonus point for each item of a different Horadric Cube recipe regularly equipped. (This works for different crafted item family, or blues generated with different recipes etc etc. Quest rewards do not count.)
-Five bonus points for choosing your character class at random.
-Subtract five points for each restart.
-Subtract one point for RWM enabled runewords.




final official rules:

BASIC RULES

-HC or SC, but if playing SC first death means your character is out of the tourney.
-v1.10, 1.11, 1.11b, vanilla, RRM/RWM all permitted.
-No multiplayer
-Players setting may be changed at will, but do not engage in killing monsters at p1 and popping chests a p8 it will give you herpes.
-No save and exit to escape your imminent demise.
-ATMA extended stash is permitted. In fact I recommend making two stashes for this tourney, one that is uncubed (dirty) and one that is transmutated (clean).
-You may only twink one item, a Horadric Cube. For those that do not wish to twink alternatives for Act 1 play will be discussed below.
-Quests and WPs are all optional, but will aide in your scoring.
-You may rerun areas, but you can only revisit previous acts/difficulties to perform functions in town. Thus no running Countess once you have left Act 1 of that difficulty. Quests must also be completed before you leave. If you wish to save imbues/sockets for after the tourney the quest will be considered completed without performing this act, but you may not return later while still in the tournament. The cow level is considered a portion of Act 5. You may venture back to Tristram in order to retrieve more legs, but do not pick up any items (for use in this tourney) while doing so.

EQUIPMENT RULES

-ALL non-consumable items must be made in the Horadric Cube before you equip said item. This includes any gear you or your merc wear, any charms placed in your inventory and any socket fillers you wish to place into an item. (I know it makes no sense to allow him to drink dirty potions off the ground, but the gameplay would be too tedious).
-Consumables are defined as non-throwing potions, arrows/bolts, keys, tomes and scrolls.
-If at any time you doubt whether or not a particular item has already been cubed assume it to be 'dirty.'
-The recipe must change the inherent properties of the item. Thus the repair recipe and the clear sockets recipe may not be used to 'cleanse' an item and make it equipable. It may be used to effect already cubed items.
-Most quest reward items are also allowed to be equipped without transmuting. Assume these are produced with a similar cleansing magic as the Cube. Rewards that do not make an item equipable are the Larzuk socket reward, the soldier rescue reward, and the Hell Forge reward. The personalization quest can be used to wild card any item in the game for your character's use.
-If you do not wish to twink a Horadric Cube onto your character for Act 1 you may use the following strategy. If you have the ingredients for producing a magical item. Discard (do not sell) those ingredients and gamble the resultant item from Gheed. You are allowed a single gambling attempt for each set of ingredients. This does apply to recipes that would normally give a preset mod (ie shield of spikes). If you are using the cube to make white items, buy said white item from the appropriate vendor. For white items that have class specific skills, use a random number generator to select said item from the vendor window (ie wand). For those items that cannot be purchased, sorry. Once you reach Act 2 you may no longer equip items from vendors.
-If you happen to autoequip an empty slot please take said item off ASAP.
-You may use your starting gear.
-Iron Golems can be made of any item.

**Acceptable items by type**

-Uniques-
Only upped normal and exceptional uniques may be worn. Elite uniques may only be acceptable after personalization. Unique Jewels, Charms and Jewelry may never be equipped.

-Sets-
Only set items that have been personalized can be used. Set Jewelry may never be equipped.

-Rares-
Rares can come from multiple Cube recipes as well as the Imbue, Anya gift and ring rewards.

-Magicals-
There are many recipes for magical items. You will receive a single blue ring from Akara.

-Crafts-
Um...of course you can use these that's the point.

-Sockets-
Socketed items can only be made in the cube. What to put into them is another matter.

-Runes-
Any rune can be used in the production of an item, but for socketing purposes the rune used must come from the rune upgrade recipe. Sorry folks this means you can't use your El's and thus the following runewords: Honor, Malice, Steel, Breathe of the Dying (not so much due to tourney rules), Wind, Death, Fortitude, Voice of Reason. Also means making mid to high tier runewords will be a little bit tricky.

-Jewels-
Your jewels must be re-rolled before putting them into an item. Are jewels worth it? As with runes they do not need to be rerolled if being used for ingredients. Facets are also not usable in this tourney.

-Gems-
Gems must be upgraded before socketing. Gem shrines will also 'clean' gems for socketing. Thus no socketing chippies unless it comes from a shrine (I know you're all very sad). As with other socketables these do not need to be cubed before use as ingredients.

-Charms-
You must re-roll your charms before use. This will severely limit people's ability to use charms. But think of the vast swaths of open inventory space for picking up all the items you can't use. Also if you're lucky enough to find a Gheed's you're not lucky enough to use it. Charms may be carried unided but please do not accidentally take them into battle.

-Quest Reward Items-
Akara-Yes
Charsi-Yes
Ormus-Yes
Hell Forge-No
Larzuk-No
Qual-Kehk-No
Anya-Yes and Yes

SCORING

-One point for each WP activated (note if you do not wish to activate Nihlithak's WP simply find it and call it activated).
-Two points for each completed quest.
-One bonus point for each item of a different Horadric Cube recipe family (listed below) regularly equipped by yourself or your merc (charms count). Quest rewards do not count towards bonus points.
-Five bonus points for choosing your character class at random.
-Subtract five points for each restart.
-Subtract one point for each RWM enabled item in your party.


Cube recipe families:
Code:
Each group of recipes preceded by a dash represents a unique recipe family.
For crafting there are four families such that a blood helm and boots would score a single point.

-1 axe + 1 dagger -> throwing axe

-1 spear + 1 arrow quiver -> javelins

-Eld + 1 chipped gem + low weapon -> normal weapon
El  + 1 chipped gem + low armor  -> normal armor

-1 perfect gem of each type + 1 amulet -> prismatic amulet

-1 ring + 1 perfect ruby + 1 exploding potions -> garnet ring
1 ring + 1 perfect sapphire + 1 thawing potions-> cobalt ring
1 ring + 1 perfect topaz + 1 rejuvenation -> coral ring
1 ring + 1 emerald + 1 antidote potions -> jade ring

-3 rings -> amulet
3 amulets -> ring

-3 chipped gems + 1 magic weapon -> socketed, magic weapon
3 standard gems + 1 socketed weapon ->  magic, socketable weapon
3 flawless gems + 1 magic weapon -> socketed, magic weapon

-1 magic small shield + 1 spiked club + 2 skulls -> shield of spikes

-4 health potion + 1 ruby + 1 magic sword -> sword of the leech

-1 diamond + 1 kriss + 1 staff + 1 belt -> savage polearm

-3 perfect gems + 1 magic item -> magic item

-6 perfect skulls + 1 rare item -> 1 low level rare item
1 perfect skull + 1 rare item + soj -> 1 high level rare item

-3 perfect skull + 1 rare item + stone of jordan-> add 1 socket to rare

-Hitpower craft:
<see AS>

-Blood craft:
<see AS>

-Caster craft:
<see AS>

-Safety craft:
<see AS>

-Add sockets:
<see AS>

-Upgrade Unique:
<see AS>

-Upgrade Rare:
<see AS>

For a complete list of cube recipes visit the Arreat Summit

Scoring example. You have equipped:
2-caster rings
1-safety amulet
6-magical charms
1-Stealth armor
1-Spirit sword
1-3 Pdiamond shield
1-Rare circlet (rolled with skulls not from imbue)
1-Up'd magefists
1-Caster boots

and your merc has on
1-Insight Polearm
1-Blood Helm
1-Magical Armor

You would score
+1 for caster rings/boots
+1 for safety amulet
+1 for magical charms/merc armor (assuming all rerolled with 3Pgem)
+1 for socket recipe (stealth, spirit, insight and 3PD shield)
+1 for rare circlet
+1 for unique upping recipe
+1 for blood helm
-1 for Spirit
-1 for Inisight

Total score for gear = 5
Now if you switch out your Mercs Insight for an up'd unique you get 1 point back because you have removed the penalty, but are reusing the up'd unique recipe. If you switch it out for a Magical socketed polearm using the 3chippy + weapon recipe you will gain two points, 1 for removing Insight penalty and 1 for adding a new recipe to your gear.



Happy Cubing!
 
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