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DISCLAIMER: Migration finished
This tournament has already ended. It was originally started by PSYCHO on Jun 24, 2015. The last post was made Jan 7, 2016.
(link to original thread on diabloii.net)
This tournament has already ended. It was originally started by PSYCHO on Jun 24, 2015. The last post was made Jan 7, 2016.
(link to original thread on diabloii.net)
Greetings fellow forumites, another bold tournament to behold!
What is the Living Colour Tournament, you may ask? Very simply put, it is a Hardcore Only tournament that stretches the limits of item finding, rune hunting; space management and undergeared gameplay to the extreme!
The rules are very restrictive, and extremely unique so it is fitting that a lot is left to luck and chance – just like a grand tournament should! A backing story if you shall...
The Zod God has grown tiresome of godly-geared insolent whelps seeking to repetitively destroy his magical chests in Lower Kurast, hunt down his right-hand henchmen like Pindleskin and Mephisto ad nauseum, and then even ruin his future BBQs by invading the free-range ranch known as the 'Moo Moo Farm'.
In order to restore parity to the world, the Zod God has decided to drag down the collective egos of used-to-twinking-travellers by inviting them to a tournament of his own design – a tournament that will make you slam your face into a keyboard harder than getting whacked with an Ethereal Upped Ribcracker, socketed with a Zod Rune.
It's time to set the run-counters to "zomgwtfbbq" mode and make every kill count... It's time to play in Living Colour!
Basic Gameplay
1.A player may enter three characters of any Stat/Skill build into the tournament – all are to be Hardcore and it is strictly self-found/untwinked – Dual-Wield Barbarians must state their intentions to be Dual-Wielders (the reasoning for this appears later);
2.Player characters must stay within ONE Act of each other and all quests are completely optional except for obvious end-of-Act bosses;
3.All Forum Accepted Mods are permitted and welcomed and any /players setting is allowed – including Cheesy Chest-Popping;
4.Re-rolling maps is forbidden, so is revisiting previous Acts and Difficulties (unless it is to complete Imbue quests/Skill resets etc);
5.Full clearing is not required, but is highly suggested as item/run restrictions are deliciously devious;
6.Post-Deeds Muling is strictly forbidden – if it was on your character/in that character's inventory/in-game stash when you died, that's where it stays.
Space Management
1.One 3rd party program (GoMule etc) Stash may be kept to mule off an unlimited amount of items – but none can be put back onto tournament characters once they have been transferred to the stash;
2.All useable items must be kept on the three tournament characters – in other words, you can move items you want to use from character to character (including inventory and in-game stash etc), but no other characters/stashes;
3.Useable items include any physical in-game object such as Runes and Gems, Quest Rewards and alternate gear used for Magic Find or that you have collected for later use;
Gear Restrictions
This is where it gets tricky, but bear with me and I'm open to answer any and all questions that pop up regarding this section of the Rules:
Player Gear Restrictions
1.Tournament characters can not share equipped gear between each other – if you find a nice Rare Amulet on one character and equip it, it can't be equipped on your other characters, they must each find their own Rare Amulet;
2.Charged Items are perfectly fine as long as they are on gear that is appropriate to your gear tier.
Gear Tiers
(White/Socketed/Plain Ethereal/Magic) -> (Rare) -> (Set/Crafted) -> (Runeword/Unique) (Non-Plain Etheral items are legal within each other gear tier)
1.A player must equip all item slots on his/her character with the same tier items before being allowed to change gear over to the next tier;
2.A player's character can not mix tiers of gear together. For example, if they can not equip a Magical Item in all available slots, they can not equip Rare gear to "make up for it";
3.If a player wishes to move onto the next tier of items but hasn't found items to fit all slots in the next gear tier, they are to wear no gear at all in those slots until they find the appropriate tier gear. For example, a Druid has finally equipped Rare items in ALL slots – the player decides that the Druid will advance to the next gear tier but doesn't have any Set/Crafted Amulets or Rings – the Druid can wear all other Set/Crafted items in all other slots, but he can not wear an Amulet or Ring unless he finds/crafts a Set/Crafted Amulet/Ring;
4.A player can not revert back to a lower gear tier if they find "better" items – either they stay in a lower tier indefinitely or move up.
Mercenary Gear
Mercenaries, admitting to a strict Code of Honour, are bound by the same gear tier restrictions as characters. Ergo, Mercenary items can be transferred to the two other character inventories/in-game stashes, but can not be equipped on other character's Mercenaries. Mercenaries must MATCH a player's gear tier or suffer the same consequences (no gear equipped in slots where gear isn't available for the appropriate tier).
Otherwise there are no Mercenary restrictions for type – use any and all that you please, switch them around if you like and replace them with others if need be.
Exceptions to Gear Tier and basic restrictions
Each player may have a dedicated set of Magic Find gear that can be used to run Superuniques and Bosses – this same gear can be shared between all three tournament characters for the strict purpose of those runs only. The Magic Find gear can only be found/created on those three tournament characters using in-game materials found on the three tournament characters – no muling from outside characters or stashes whatsoever!
[--Interesting Aside--]If a player decides to keep a character in the First Gear Tier, they can theoretically use Magic Find gear all the time (like Topaz-socketed Armour/Magical items with Magic Find) as long as they don't upgrade to the Second Gear Tier (Rare). If a player decides to do this, the Magic Find gear can still be used on the other two tournament characters, bypassing the no-shared-gear rule.
Magic Finding and Rune Hunting
1.Magic Find gear is defined as: Any non-Set, non-Unique item with Magic Find that is NOT used as part of a characters standard gear tier set (unless that player has chosen to stay in the first gear tier). For example, a Gull Dagger is considered to be Magic Find gear that can be used by any of your tournament characters to run Act Bosses/Superuniques, even if another character uses it as their main/switch weapon. However a Crafted set of Blood Boots that have plenty of Magic Find and are worn by a Barbarian to quest can not be switched over and used on another tournament character to kill Act Bosses/Superuniques (but if the Blood Boots were put aside specifically for Magic Finding and not for regular questing, they'd be alright – does that make sense?).
2.Act Bosses (Andariel, Duriel, Mephisto, Diablo and Baal) can only be run 50 times each in Normal and Nightmare, and 100 times each in Hell difficulty;
3.Superuniques (Pindleskin, Nihlathak, Bishibosh etc etc), can only be run 25 times each in Normal and Nightmare, and 50 times each in Hell difficulty;
4.The Countess may be run 75 times in Normal and Nightmare and 150 times in Hell difficulty;
5.Although this pertains more to Hell difficulty, "Areas" of any given difficulty may only be run 25 times WITHOUT Magic Find gear (unless said character has decided to stay in first tier gear);
6.Noteable High-TC areas in Hell Difficulty (like Ancient Tunnels and Pits etc), can be run WITH Magic Find gear for a total of 100 times;
7.Gambling for items is limited to 50 gambles PER SLOT, PER CHARACTER (Rings can be gambled 100 times – Dual Wielding Barbarians in particular can gamble 100 weapons instead of 50).
First time Act Boss/Countess Quest kills are not considered part of the overall tally.
How Participation Ends
1.You Deeds it like an undergeared Hardcore hero (cue Bon Jovi's 'Blaze of Glory' for added effect);
2.You break the rules in any fashion;
3.It becomes so difficult to play your character that you voluntarily quit.
There are no prizes for this tournament except bragging rights. The player who advances the farthest with the most amount of characters will be declared the winner. Sign-ups begin immediately and continue indefinitely, but the tournament will be declared "Over and Ended" on October 6th, 2015.
If you have any questions please feel free to post them in this thread at any time – I will answer them as soon as possible, and be as clear as I can in explaining anything that is not clearly understood. I don't mind what the question is so don't hesitate to ask anything at all regarding the tournament and its rules!
Good luck to all, and happy hunting!
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