This tournament has already ended. It was originally started by @Sid Sep 17, 2011. The last post was made Nov 20, 2011.
(link to original thread on diabloii.net)
(link to original thread on diabloii.net)
Your character must equip a 'rainbow' of items, by color of the item name. The first item you equip must be white. Then blue. Then grey. Then... well, you get the idea.
1. Any class, any build, any P# (change it as you like), any merc. Respec is allowed.
2. HC or SC, but one death and you are out. You can then join again with a new character if you like.
3. Untwinked. Extended stash via ATMA/Go Mule is allowed.
5. RRM and RWM are allowed.
7. No scoring - just see how far you can get.
8. You don't have to do all the quests or get all the waypoints, but you can if you want to.
The heart of this tournament is the special rules for equipping items.
An item's color is determined solely by the color of the text of the item's name. A quick and easy way to tell the color of an item if you're not sure is to drop the item on the ground and look at the color of the text when you mouse over it. Here is a quick reference...
White - Normal
Blue - Magical
Grey - Socketed or Ethereal
Yellow - Rare
Orange - Crafted
Green - Set
Gold - Unique or Runeword or Personalized
Your character has a variable number of slots to equip. This includes all equipment slots on the character (including weapon switch) and all the equipment slots on the merc. It does not include backpack storage (exception: charms - see below). The break-down is as follows:
2 weapon slots
2 Shield slots
2 ring slots
Each identified charm you carry effectively adds a slot (since charms are 'equipped' like items - see rules for charms below).
You may reconfigure your equipment whenever you want, but you must follow the procedure outlined below whenever you do so.
1. Empty All Slots
First, strip off all equipment from all slots. Start with all slots completely empty. Also, remove all identified charms from your backpack and put them in your stash. (NOTE - Once you get used to the rules you may find you can skip this step and just alter your equipment as necessary. That's fine, so long as you are careful to ensure that all slots are legally equipped according to a legal color rotation).
2. Choose Your Color Rotation
Choose one of the 7 rotations shown below, depending on what colors of items you have available and want to equip. You must have at least 1 item of each color in your chosen rotation.
1. White -> Repeat
2. White -> Blue -> Repeat
3. White -> Blue -> Grey -> Repeat
4. White -> Blue -> Grey -> Yellow -> Repeat
5. White -> Blue -> Grey -> Yellow -> Orange -> Repeat
6. White -> Blue -> Grey -> Yellow -> Orange -> Green -> Repeat
7. White -> Blue -> Grey -> Yellow -> Orange -> Green -> Gold ->Repeat
3. Equip Your Slots
Equip your items into empty slots one at a time, following your chosen rotation.
You may never skip colors (ie - you can't equip a unique item if you haven't found a set item yet).
Once you reach the end of your rotation, as indicated by the Repeat notation, start the rotation over from the beginning by equipping a 2nd white item.
Keep equipping items in this fashion until either all slots have been filled or you don't have the appropriate color item to continue your rotation. If the latter occurs, you must leave all remaining slots empty.
All identified charms (exception: Bonus Charms - see Act Completion Bonuses below) you carry must be 'equipped' into your backpack as part of your normal rotation (it must be a charm of the appropriate color). Each charm carried effectively gives you 1 extra slot. If you ID a charm while adventuring and do not wish to count it in your rotation, you must either drop it and leave it or immediately TP to town to sell or stash it - do not adventure with it!
A two-hander is still one item, and only counts one time in the rotation. A two-hander fills both the weapon and shield slot, combining them into 1 slot.
Quest items such as Khalim's Will and the Staff of Kings may be equipped temporarily to fulfill their purpose without regard to the rotation. If, for some reason, you actually want to adventure and fight with a quest item equipped, you must count it in the rotation according to it's color.
Unequippable Items (except charms)
Any items that are carried solely in inventory and never placed in an equipment slot are unrestricted. You are free to use potions, scrolls, keys, socket-fillers, etc. as you like. Be aware that filling sockets of a grey item will change it's color to gold if you end up creating a runeword.
Assuming 16 slots, at max you can have:
8 whites and 8 blues
6 whites, 5 blues, 5 greys
4 whites, 4 blues, 4 greys, 4 yellows
4 whites, 3 blues, 3 greys, 3 yellows, 3 orange
3 whites, 3 blues, 3 greys, 3 yellows, 2 orange, 2 green
3 whites, 3 blues, 2 greys, 2 yellows, 2 orange, 2 green, 2 gold
Hagatha the Sorceress has equipped a white item, a blue item, and a grey item. She hasn't found a rare yet. She could equip a 2nd white, then a 2nd blue, then a 2nd grey, then a 3rd white, then a 3rd blue, etc, cycling through the first 3 items on the list. She follows this rotation until she has equipped an item in every slot (we'll say she hasn't found any charms). Then, joy of joys, she finds a yellow item! If she chooses to equip it, her rotation of items would now be white, then blue, then grey, then yellow, then a 2nd white, then a 2nd blue, then a 2nd grey, then a 2nd yellow. Since she doesn't have a second yellow, she wouldn't be able to equip any more items until she found a second yellow. Alternately, she could decide not to equip the first yellow she found, and keep her item rotation at white/blue/grey/repeat, so as not to have any empty slots.
ACT COMPLETION BONUSES
At the end of each act, you may choose one of the following bonuses. Bonus 1, Bonus 2, and Bonus 3 must be used before going to the next act. There is no limit to the number of times you can select each bonus over the course of your character's career (but only once per act of course).
Bonus #1. Ten Runs
You may rerun 1 map up to 10 times in the act you just completed. You must make these runs before proceeding to the next act. You must take the closest route to the target and make an honest effort not to engage any monsters along the way, unless you absolutely have to in order to get to your target.
Both levels of small dungeons (such as The Pit, The Hole, etc) count as 1 map.
- If running the Countess, all levels of the tower count as 1 map.
- Both the Crypt and the Mausoleum (at the cemetary where Blood Raven is) together count as 1 map.
- All the false tombs (plus the real tomb) in the Valley of Kings count as one map. This does not include Duriel's lair. If you want to run Duriel however, you may also clear the real tomb each run (but may not enter the false tomb).
- The 6 small dungeons in the Kurast regions (upper, bazaar, and causeway) count as 1 map. This does not include the sewers. It includes the Disused Fane, the Ruined Temple, the Forgotten Temple, the Forgotten Reliquary, the Disused Reliquary, and the Ruined Fane.
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Bonus #2. Bonus Charm
You may carry a bonus charm in your backpack. Bonus charms are not governed by the normal color rules, and are not 'equipped' as part of your color rotation as other charms. You must choose which charm is to be the bonus charm before proceeding to the next act. This charm will always be a bonus charm - you cannot swap it for another later in the game. You may choose not to carry a bonus charm and remove it from your backpack, but you may not replace it with a different charm.
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Bonus #3. Twink Gems
Twink up to 5 gems of any quality to your character from a mule or your personal stash. No, you may not twink runes.
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Bonus #4. Rez (SC Only)
This Bonus is saved until needed. When you die, you may 'cash in' this bonus in order to rez your character. You may not save more than 1 Rez at a time - if you already have a Rez saved when you complete an act, you must choose a different bonus.
And finally, the most important rule of all....
HAVE FUN! :alright: