This tournament has already ended. It was originally started by thewamp on Sep 6, 2014. The last post was made Oct 10, 2014.
(link to original thread on diabloii.net)
(link to original thread on diabloii.net)
Andariel flicked aside the bloated corpse of her latest challenger. She knew the adventurers would keep coming. She'd heard some of them in the Outer Cloister earlier that day. But it didn't matter. Time had been rewritten and this time, it had been written right.
She knew how it had almost been. That hero, that one hero had defeated her and all the prime evils and saved the world. These pitiful humans, they had almost succeeded. But not now. Not now that the cosmic rules were so unfair. This time, the hero would fail and the humans would burn.
And there's nothing you can do about it. Still, you have to try...
This tournament combines most of the restrictions from four different tournaments (although it only uses the skill restriction from the first one). They are the following:
Lethal Weakness Tournament
All Alone Tournament
12 Labors Tournament
The specific rules and the way I've implemented the restrictions from these tournaments are listed below (those links are provided more to give credit than for you to use those restrictions since I've tweaked most of them).
1) HC, RRM/RWM allowed, (SC is fine but you're out when you die)
2) Any class. Any skills allowed.
3) Any item you find may be used.
6) No Save and Exit to escape death.
7) No re-running areas/bosses.
8) No multiplayer.
9) You do not need to get all the wps nor complete all the quests. (As you cannot, see "All Alone")
10) You can mule off any items you want, but may not mule anything back on.
EXCEPTION: you may mule on a wirt's leg just before you face normal diablo and just after you defeat nightmare and hell baal (for opening the cow level). If you want to face normal cows you'll have to lug that leg the full act. You may not socket the leg or wield it in combat except for the diablo fight.
11) Winner will be whoever has completed the most labors. If there is a tie, it's whoever has the most waypoints. If there's a tie in that then whoever has the *least* experience wins.
12) If you accidently break the rules, don't use the reward/item/merc you got from it. If it's a small breaking, you're not disqualified, but if you find yourself in act 4 with a rogue merc, that's severe enough to disqualify you.
13) Any /players setting allowed, may be changed at any time.
14) No limit to number of entries (though only one alive one at a time)
Okay, now here are the special rules for the Tournament.
Pick 8 skills. These are the only skills you may use (although their prereqs may be passive) and the only skills that you will have more than 1 point in (and only prereqs may have even that 1 point).
Label these skills "A" through "H"
Act 1 Normal: Assign skills to Skill "A" (first fulfilling its prereqs if necessary)
Act 2 Normal: Assign skills to Skill "B" (first fulfilling its prereqs if necessary)
Act 3 NM: Assign skills to Skill "H" (first fulfilling its prereqs if necessary)
Act 4 NM: Assign skills to Skill "G" (first fulfilling its prereqs if necessary)
Act 5 Hell: Assign skills to Skill "A" (first fulfilling its prereqs if necessary)
Points earned in an act must be spent on that act's skill or saved until the next time your act requires you to spend points on that skill. This means that if you choose a level 6 or higher skill for skill "A", some points will be stranded - unable to be spent - until you reach Hell Act 5.
Exception: Quest skill points (which are the book of skills and Izual's two, since you'll never be talking to Akara - see "All Alone" below) may be spent on prereqs/skills you plan to rank up in any act. This means that you can have skill "G" or "H" available in act 2 for example - although it won't have any points except quest points until you get to the appropriate acts.
Second Exception: If an act's skill is maxed out, you may spend those skill points as if they were quest skill points.
You pick one resistance out of the four. Lightning, Fire, Cold or Poison. That resistance CANNOT be raised above it's basic starting value. So 0 in Normal, -40 in Nightmare, and -100 in Hell.
- If you chose cold, thawing potions are not allowed. Neither is the Half Freeze duration or Cannot be Frozen mod.
- If you chose poison, antidotes are not allowed. The poison length reduced mod is also not allowed in that case.
- A shrine that grants resistance to your lethal weakness is not allowed.
- Mala's scroll cannot be used.
- The mod Magic Damage Reduction is not allowed.
- Any mod that grants + to all resistance types is not allowed.
- The lethal weakness resistance may not be absorbed either.
- Any skill that grants a + to your lethal weakness is not allowed.
To sum them up: The barbarian cannot use Natural Resistance. The assassin cannot use Fade, the Paladin cannot use his resist aura of the lethal weakness (the others ARE allowed, however). Nor can he use Salvation unless he has chosen poison. The Druids can't use Cyclone Armor, unless they chose poison as their lethal weakness.
- The Paladin may not use Cleansing if he has chosen poison.
No going to town unless it is essential for progressing in the game AND you may only speak to those necessary people solely for the purpose of going on, not to buy anything. Note that this means NO MERC.
Exception to this rule is you may go to town after killing Radament (which may be before setting off to cube the staff or after it is completely finished).
Also, if at the end of act 1 you don't have a tomb of identify (from scroll racks), you may purchase one - but you must drop identify scrolls equal to the number it spawns with.
No using the stash in town.
3 Labors of Vengeance
The Labors of Vengeance are to be performed against Normal Diablo, Nightmare Lord DeSeis, and Hell Lister at the time when you first encounter them in the normal course of questing.
Kill Normal Diablo while wielding a Wirt's leg. Even for casters, the killing blow should be accomplished by striking with the Leg.
Decease DeSeis -Revenge of the A2 Merc
You must avenge the genocide of A2 mercs by the Iron Maiden aura of Oblivion Knights that has occurred in previous versions of D2! In NM difficulty you must use a Polearm or Spear and your gear or the runes in them must contain the letters D, E, S, E, I, S (in any order). So you could have a Superior cloth armor count for an "S" or you could have an "El" socketed superior cloth armor count for an "E" and an "S". Prepare your gear for when you get here. If you don't have the right equipment, you must either return to areas you have not cleared yet (single pass!) to fulfill the requirement or unequip all gear and refrain from using all skills while you attempt to defeat DeSeis (so I hope you have godly runes and the world's biggest potion stash).
You must exact vengeance against Hell Lister for his role in making Baal-running so unattractive for Magic Finding! On /P8 setting, you must face Hell Lister and his minions and kill them. The armor, jewelry and weapon that you are equipped with when fighting Hell Lister must have at least +200% MF. You are advised to plan ahead for this requirement. If, for whatever reason, you are unable to equip yourself with at least +200% Magic Find, then you must face Lister naked except for a belt, and any combination of weapon(s) and shield that you choose. Again, please plan ahead.
Note: You are allowed to clear the Throne of Destruction of all other monsters, including the previous four minion waves, with no restrictions on your equipment.
3 Labors of Power
These Labors will test your Hero's power and courage. They must be accomplished on /P8 at the point in your character’s Quest when he would naturally encounter and fight these adversaries.
Kill Duriel (N)
On /P8, kill Duriel in Normal difficulty.
Kill Ancient Kaa (NM)
On /P8, you must kill Ancient Kaa on Nightmare Difficulty. For this one test, because you are facing a Lightning Enchanted Boss, you must outfit in non-metallic (leather or wooden) armor and use a non-metallic weapon.
Allowable non-metallic armor and weapons for use by your character in this Labor includes any grade of the following base items and their Exceptional and Elite versions:
Gloves, Boots, and Body Armor: Quilted, Leather, Heavy Leather and Studded Leather variants
Shields: Small, Bone and Spiked Shields, the Paladin Heraldic and Zakarum Shields, and all Necro Shrunken Heads
Helms: Cap, Bone Helm, all Circlets and Coronas, all Druid Pelts and all non-metal Barb helms
Belts: All except Plated Belts
All Amulets and Rings are allowed
All wands, staves, scepters, orbs, bows and cross-bows
All clubs, specifically the Club and Spiked Club
Clarification: You don't have to equip this gear until you encounter him within his tomb - at which point you may retreat and change equipment.
The ultimate test: Defeat the Hell Ancients on /P8. This a death-cage match involving your character and any summons against Korlic, Talic and Madawc. No rerolling.
Labor of Persistence
There is one Labor of Persistence.
Overpower the Towers
Destroy one (1) Fire Tower in Normal Difficulty, two (2) Fire Towers in NM, and all the Fire Towers in Hell. Note: Fire Towers are found in the A2 Lost City area and in the A2 Valley of the Snakes guarding the entrance to the Claw Viper Temple. For this labor, there are no restrictions on equipment, skills or /players setting.
For each difficulty level, you must kill the required number of fire towers prior to entering the Claw Viper Temple for the first time.
5 Labors of Survival
These Labors require you to travel and accomplish a goal without actively attacking any monsters. The first Labor of Survival is with your newly created character but for the other Survival labors you should use a combination of speed, defense/res, blocking, Monster AI skills, passive chilling and healing to survive. The intent is that your character not kill any monsters during a Labor of Survival.
The only Summons that are allowed during a Labor of Survival are Clay Golem, Decoy, Ravens, Carrion Vine, Solar Creeper and any of the three Druid Spirits. Bonewall, bone prison, and passive attacks such as shiver armor and the Holy Frost Aura are also allowed. A lvl 1 Warcry and a lvl 1 Mindblast are both allowed but must have no augmentation from + skills. A Paladin may use the Conversion skill with a very low-damage weapon. An Assassin’s Traps and the Sorceress’ Hydra are not allowed.
Stealth on the Moors
As the first actions of your brand new character, perform the following three actions in this order without attacking a monster:
- Find and activate the special chest in the house on Blood Moors. You may equip yourself from this chest and from any other Blood Moors’ chest or non-monster object that you find.
- Speak to Flavie and activate the Cold Plains WP.
- Sneak through the Den of Evil, and with your character’s very first blow, strike Corpsefire.
Deathtrap in Drifter Cavern
In Normal difficulty, this Labor of Survival begins when your character enters the Glacial Trail for the first time. You must travel through the Glacial Trail (without actively attacking any monsters, per the rules stated above) and locate the entrance to the Drifter Cavern. You must then descend to Drifter Cavern and travel to the Sparkly Chest. Once you have activated the Sparkly Chest, you are no longer restricted from attacking monsters.
During the course of this Labor, the skills “Teleport”, “Leap”, "Leap Attack" and "Pheonix Flight" may be used by any character while in the Glacial Trail, but may NOT be used in the Drifter Cavern until the Drifter Cavern Sparkly Chest is activated.
On NM difficulty, your test begins when you leave the Stony Fields and enter the Underground Passage for the first time. You must travel through the Underground Passage without actively attacking a monster and emerge in the Dark Woods. During the course of this Labor, the skills “Teleport”, “Leap”, "Leap Attack" and "Pheonix Flight" may not be used.
A Caress for Andariel
On Hell difficulty, this Labor begins when you enter Catacombs level 3. You must traverse this level and then descend to Catacombs Level 4 without striking a monster. You must continue traveling through Level 4 to Andariel. Once arriving at Andariel, you must “caress” her, i.e., you must strike her with your ungloved and unweaponed hand (and no weapons allowed on your switch either!). At that point you are no longer restricted from attacking monsters. This may be small consolation, however, as your gloves and weapon are in your backpack and more than one angry monster may be converging on you. During the course of this Labor, the skills “Teleport”, “Leap”, "Leap Attack" and "Pheonix Flight" may not be used until you caress Andariel.
Mad Cow Disease
On Hell Difficulty, you must enter the Cow Level. During the course of this Labor, the skills “Teleport”, “Leap”, "Leap Attack" and "Pheonix Flight". You must circle (circumnavigate) the cow level completely and stay alive for 30 seconds without actively attacking a cow. After the 30 seconds are up....umm...lol.... you may do whatever you want! But, you don't win until there aren't any cows. So, you know, good luck!
Here is the sequence of Labor-related activities you must perform.
A1 Rogue Encampment (Start): Stealth on the Moors Labor
A2 Lost City or Valley of the Snakes: Kill 1 Fire Tower, Overpower the Towers Labor
A2 Duriel Lair: Kill Duriel Labor
A4 Diablo: Wirt’s Revenge Labor
A5 Glacial Trail: Deathtrap in the Drifter Cavern Labor
A1 Underground Passage : Dark Passage Labor
A2 Lost City or Valley of the Snakes: Kill 2 Fire Towers, Overpower the Towers Labor
A2 Canyon of the Magi/False Tombs: Kill Ancient Kaa Labor
A4 Chaos Sanctuary: Decease DeSeis Labor
A1 Catacombs Level 2 Waypoint: A Caress for Andariel Labor
A2 Lost City & Valley of the Snakes: Overpower the Towers Labor
A5 Arreat Summit: Hell Ancients Labor
A5 Throne of Destruction: Blister Lister Labor
A5 Cow Level: Mad Cow Disease Labor
That's it. That enough for you? Let me get this started:
Name Level Class Lethal Weakness Progress Waypoints Labors Muhndie 4 Barbarian Cold Act I N 2 1
A. Mace Mastery
B. Find Item
C. Leap Attack
F. Battle Orders
G. Battle Cry