- 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. Once all posts from this thread have been migrated, the disclaimer will be removed and the thread open to new posts.
This tournament has already ended. It was originally started by Mezion on Aug 18, 2016. The last post was made Mar 28, 2017.
(link to original thread on diabloii.net)
This tournament has already ended. It was originally started by Mezion on Aug 18, 2016. The last post was made Mar 28, 2017.
(link to original thread on diabloii.net)
- Old Gods of Chaos Tournament -
In Sanctuary, angels & demons wage wars against each others. But they are not alone, ancient beings before and after their times are lurking behind the scene.
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Intro:
About me:
Yes I realize this is a little early, my Cyberpunk Tournament is still well alive and only 3 weeks old. However, part of the designs presented here comes from various project I do outside of Diablo and so this tournament was brewing in the back of my mind for a while. Also I have time at this moment to actually write it up and do the images, which I wont have very soon (I have my marriage on the 27th and after that uni restarts, so I will have some time to play but not put this all up together).
My personal goal with this tournament is to make it as fun, large and unique as possible. Since I like to do themed builds, and so does a bunch of you guys, I hope this is yet another opportunity to do that. I've taken care to include some mechanics to make it appealing possibly to people who want to try weird things and also to people who want to participate while still enhancing their collection of items. This is also why the endgame is bigger and the items permitted includes a lot of expensive crafts.
My personal goal with this tournament is to make it as fun, large and unique as possible. Since I like to do themed builds, and so does a bunch of you guys, I hope this is yet another opportunity to do that. I've taken care to include some mechanics to make it appealing possibly to people who want to try weird things and also to people who want to participate while still enhancing their collection of items. This is also why the endgame is bigger and the items permitted includes a lot of expensive crafts.
The Tournament:
Characters created in this tournament are strongly tied to a theme. However, that theme should be flexible enough for everyone to make something they like. Even the hardcore farmers may find a way to spice up their runs.
Old Gods: Players will choose a God when creating a character. Doing so will add additional options, modify rules for their characters, and greatly change their overall experience.
Talents: The second step of creating a character is choosing between various talents to customize the character further.
Legacy: The legacy system is basically a long term plan for your characters and God. Even after their death, your characters may still be useful. It also helps to plan for expensive and exotic builds, making them possible over time. Players who wish to team up may also find this system useful.
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Basic Rules:
- Hardcore or Softcore, but moved to Legacy retirement on first death. Softcore should be used (see Legacy below).
- Retirement is possible (if you want to reroll or for whatever reason). Also moved to Legacy on retirement.
- RWM/RRM may be used.
- Diablo version is up to you. Use whatever you want, make sure to tell us. Some version may be interesting for specific Gods.
- Stats. There is no rule regarding stats allocations unless specified otherwise by a God.
- Multiplayer permitted. Characters of different allegiance may duel. Characters of the same allegiance may trade.
- Player settings can be modified to suit your needs (/p).
- Buying/Gambling permitted en encouraged.
- Replays are allowed (and even encouraged) but not of act bosses. Any other area is fair game.
- Muling is permitted but some rules needs to respected (see Legacy below).
- Respec is not allowed.
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Legacy
Each character you create that shares a God's allegiance will be part of a legacy, which mean that they will share their story, even if not in the same timeline. Each character should be viewed as a cultist part of a grander story. With proper backstory, you can even make a family line if you want.
Concretely, this means that muling is allowed with the following rules:
- Make a stash for your God and mule whatever you want there from a cultist of this tournament aligned with that God.
- Use your God's stash for any cultists you have aligned with the same God.
- You may have multiple character active at the same time, provided that they serve the same God.
- If you wish to create cultists aligned with other Gods, you should create new stashes accordingly, as they do not share the same Legacy.
- In the event of death or retirement of your cultist, you may retrieve his/her items and move them to the appropriate God stash. (Yes, your god's influence can only grow.) Keep in mind that dead HC characters shouldn't be stripped from gear as per the forum rule. This is why SC is optimal for this Tournament.
- Keep scores of every character you use in the code section. However, their points do not stack, only your highest counts towards “winning”.
Of course, you can mule things out of this tournament completely if you wish.
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Duration
I do not intend to give this Tournament any fix duration.
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Scoring, & Rewards
+ 2 point per Quest done.
+ 5 points for completing Normal.
+ 10 point for completing Nightmare.
+ 10 points for completing Hell.
Any character who finishes Hell also grants 10 permanent points to his god. (Even if the characters dies, the God will retain those 10 points). Also, he may choose a Locked Talent and unlock it for everyone.
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Winning
Players will have an influence over Sanctuary directly tied to their God. As such, this tournament as an ongoing winner at all times: the God who's cultist has the highest score. If two players are tied for highest, their level will determine the current winner. If there is a tie for highest score/level, then the next highest characters are considered (and so on).
The ultimate goal is to have your God sitting at the top, dominating the tournament. And also to have fun and possibly a great Legacy that tells an interesting story.
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All characters: Cultists
Skills:
+ Cultist may put points into any of their passives & synergies of their class.
(Synergies can't be used themselves if not permitted by their God & talents).
+ Cultists may use any skills permitted by their God & talents, either from their skill-tree, charges or gained from items.
Basic equipment:
+ All cultists may begin with muled in items from their Legacy*. This also includes The Horadric Cube. Of course the first character of each player will start with nothing muled in.
Items:
+ That can be used by all:
- All consumable potions.
- All scrolls, keys.
- All gems, runes and jewels.
- All quest items.
- Any normal (white, no sockets): Cap, Quilted Armor, Leather Gloves, Boots, Sash.
- Shrines (not items but usable by all)
Mercenaries:
+ Any is permitted, but they follow the same rules for items & skills and only use what you can use.
+ Rogue mercenaries can be used by everyone regardless of their cold/fire arrow skill usage.
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Gods:
When creating your cultist, choose his class and his God.
Antediluvianis
Ancient – Secret - Time
Cultists of Antediluvianis are older and mostly a thing of the past. Yet, they still have a lot of influence in Sanctuary.
Favored weapons: Any.
A cultist can use any Normal (white, no sockets) weapon.
Skills: (Past & Descendant)
Cultists of Antediluvianis are older and mostly a thing of the past. Yet, they still have a lot of influence in Sanctuary.
- The cultist must be created in version 1.07 (Past cultist)
- If at least one exist and his active for the player, a new cultist can be created in any version (descendant).
- The past cultist may send his item to his future descendant via muling. (Be careful how you manage your stash)
Favored weapons: Any.
A cultist can use any Normal (white, no sockets) weapon.
Skills: (Past & Descendant)
- All Combat skills (Barbarian, Paladin).
- All Auras.
- All Curses.
- All Poison skills.
- Corpse Explosion.
- Teleport.
- Any jewelry.
- Any runewords. (be careful with these)
- Socketed unique items.
- Any past jewelry.
- Any runewords.
- Any past socketed unique items.
- Any past crafted items.
Chimaera
Beauty – Charm – Temptation – Sin - Torture
Cultist of Chimaera are unafraid to show their true faith.
Favored weapons: Sceptres, Staves, Swords.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Equipment:
Cultist of Chimaera are unafraid to show their true faith.
Favored weapons: Sceptres, Staves, Swords.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- Chimaera's cultist may use any skills that are:
- Cold
- Fire
- Magic
Equipment:
- Any rings
- Chimaera's cultist may use any items that are:
- Light Purple
- Dark Purple
- Light Red
- Dark Red
- Crystal Red
- Light Blue
- Dark Blue
- Crystal Blue
- Orange
Fractured One
Destruction – Pain - Torment
Cultist of the Fractured One are very dangerous individuals. The great merging required by their God demands a lot of sacrifice, and body parts. The cultist may use any barbarian combat skill or any Martial art skill, as long as they are using a dagger or polearm.
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Favored weapons: Daggers, Polearms, Swords.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultist of the Fractured One are very dangerous individuals. The great merging required by their God demands a lot of sacrifice, and body parts. The cultist may use any barbarian combat skill or any Martial art skill, as long as they are using a dagger or polearm.
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Favored weapons: Daggers, Polearms, Swords.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- All Offensive auras
- All Combat skills (Paladin)
- Heart of Wolverine, Spirit of Barbs
- Iron Maiden, Blood Golem
- Death, Destruction, Edge, Famine, Grief runewords.
- Any “Chance To Cast Amplify Damage” items.
- Any Dagger.
- Any Polearm.
- Any charms with +damage (elemental or min/max).
Jörmungandr, The World Serpent
Myth – Poison - Sea
Jörmungandr loves offerings from his cultists, and so you have the Oblation (ability).
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[Oblation] : You may offer your quest reward to Jörmungandr. In exchange you will receive his blessing.
Quest rewards that you can offer:
Act II: Quest 1: Radament's Lair - Book of Skills
Act III: Quest 1: The Golden Bird - Jade Figurine
Act III: Quest 4: Lam Esen's Tome - Lam Esen's Tome
Act V: Quest 3: Prison of Ice - Scroll of Resistance
In exchange, you may:
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Favored weapons: Claws, Javelins, Swords.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Jörmungandr loves offerings from his cultists, and so you have the Oblation (ability).
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[Oblation] : You may offer your quest reward to Jörmungandr. In exchange you will receive his blessing.
Quest rewards that you can offer:
Act II: Quest 1: Radament's Lair - Book of Skills
Act III: Quest 1: The Golden Bird - Jade Figurine
Act III: Quest 4: Lam Esen's Tome - Lam Esen's Tome
Act V: Quest 3: Prison of Ice - Scroll of Resistance
In exchange, you may:
- Mule an item of your choice to this cultist from any God's Legacy stash of this Tournament.
- Mule a Perfect gem from ANY stash (even outside this tournament).
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Favored weapons: Claws, Javelins, Swords.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- Cobra Strike, Dragon Claw, Dragon flight, Dragon Tail, Dragon Talon, Venom
- Blaze, Enchant, Firewall, Hydra, Warmth.
- Corpse Explosion.
- Poison Javelin, Plague Javelin.
- Bramble, Breath of the Dying, Dragon, Fortitude, Obedience, Phoenix runewords.
- Any items with the words: Snake, Serpent, Drake, Dragon, Bahamut
- Any items with the words: Venom, Venomous
- Any ring or amulet with Fire &/or Poison Resists.
- Any “Chance To Cast Fire Bolt” item.
- Any “Chance To Cast Hydra” item.
- Any “Prevent Monster Heal” item.
Malstrom
Chaos - Trickery
Cultist of Malstrom may use the Anya quest reward (personalize) to make any equipment usable for themselves and all their Legacy.
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Favored weapons: Axes, Claws, Staves.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultist of Malstrom may use the Anya quest reward (personalize) to make any equipment usable for themselves and all their Legacy.
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Favored weapons: Axes, Claws, Staves.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- All Traps
- Telekinesis, Mana Shield, Static Field, Teleport, Warmth
- Frost Nova, Frozen Orb, Nova
- Any Chaos Armor armor.
- Hit Power Items (craft).
- You may use ANY item with charges and may use these charges.
- Any ring or amulet with “Chance to cast” on attack or when hit..
- The Oculus.
- Chaos, Enigma, Malice runewords.
Ouroboros
Circle – Growth - Restoration
Cultist of Ouroboros may equip any shield, provided that it has a higher block chance than their currently equipped shield.
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Favored weapons: Any.
A cultist can use any Normal (white, no sockets) version.
Skills:
Cultist of Ouroboros may equip any shield, provided that it has a higher block chance than their currently equipped shield.
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Favored weapons: Any.
A cultist can use any Normal (white, no sockets) version.
Skills:
- All Defensive Auras
- All neutral & bear Shapeshifting
- All Warcries
- Raven, Oak Sage, Carrion Vine
- Clay Golem
- Any Unique Druid Pelt.
- Any Unique Necromancer Shrunken Head.
- Any “Replenish Life” Items.
- Any “Life On Hit” items.
- Duress, Heart of the Oak, Leaf, Lore, Melody, Peace, Prudence, Rhyme, Stone, Wind runewords.
Pherydimox
Despair – Madness - Terror
Cultist of Pherydimox may use items from the sets: Death's Disguise, Sander's Folly, Tancred's Battlegear & The Disciple. They may only use the socket quest reward on these items.
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Favored weapons: Daggers, Throwing, Wands.
A character can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultist of Pherydimox may use items from the sets: Death's Disguise, Sander's Folly, Tancred's Battlegear & The Disciple. They may only use the socket quest reward on these items.
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Favored weapons: Daggers, Throwing, Wands.
A character can use any Normal (white, no sockets) version of these weapons.
Skills:
- All Auras
- All Warcries.
- All Curses.
- Double Throw
- Any “Damage Goes To Mana“ items.
- Any “Faster Cast“ items.
- Any “Hit Causes Monsters to Flee” items.
- Any “Ignore Target's Defense” items.
- Any “Open Wounds” items.
- Any “Replenishes Quantity” Throwing weapons.
- Chaos, Delerium, Doom, Dream, Grief, Last Wish, Treachery runewords.
Requiem
Decay - Undead
Cultists of Requiem who are Non-Necromancer's may:
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Favored weapons: Daggers, Polearms, Wands.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultists of Requiem who are Non-Necromancer's may:
- use ANY Necromancer skills (from charges or procs)
- use ANY items with a Necromancer skill name on it (charges, procs or +skills).
Favored weapons: Daggers, Polearms, Wands.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- All Necromancer Summoning skills
- All Cold skills
- Corpse Explosion, Decrepify, Poison Explosion
- Any Bone Visage helm.
- Any Death Mask helm.
- Any item with the word “Undead”.
- Any item with the word “Death”.
- Any “Deadly Strike” items.
- Any “Cannot Be Frozen” items.
- Carrion Wind.
- Tomb Reaver.
- Breath of the Dying, Death, Faith runewords.
Sol, Sky Eater
Conquest – Exploration - Light
High cultist of Sol are often mistaken for angels by other mortals. The confusion is short lived.
If the primary attack skill of the cultist is Lightning based, he may also use & invest points into defensive auras and use items & mercenaries with defensive auras. If the primary attack skill of the cultist is Magic based, he may also use & invest points into offensive auras and use items & mercenaries with offensive auras.
*primary attack: Main damaging skill used by the cultist.
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Favored weapons: Bows, Javelins, Sceptres.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Equipment:
High cultist of Sol are often mistaken for angels by other mortals. The confusion is short lived.
If the primary attack skill of the cultist is Lightning based, he may also use & invest points into defensive auras and use items & mercenaries with defensive auras. If the primary attack skill of the cultist is Magic based, he may also use & invest points into offensive auras and use items & mercenaries with offensive auras.
*primary attack: Main damaging skill used by the cultist.
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Favored weapons: Bows, Javelins, Sceptres.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- Movement skills (Charge, Dragon Flight, Leap, Teleport, etc.)
- All Lightning Skills
- All Magic Skills
Equipment:
- Items with Magic Find.
- Items with Light Radius.
- Any “Chance To Cast Nova” items.
- Any “Chance To Cast Chain Lightning” items.
- Any “Chance To Cast Lightning ” items.
- Any Angelic Raiment set items.
Thoth, Secluded Schemer
Darkness – Hidden - Night - Scheme
Cultist of Thoth may use any equipment in their secondary weapon/shield slots for the sole purpose of pre-buffing.
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Favored weapons: Claws, Bows, Crossbows, Daggers, Swords, Wands.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultist of Thoth may use any equipment in their secondary weapon/shield slots for the sole purpose of pre-buffing.
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Favored weapons: Claws, Bows, Crossbows, Daggers, Swords, Wands.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- All Shadow Disciplines
- All Bow & Crossbow skills
- Blade Sentinel, Blade Fury, Blade Shield
- Dim Vision, Weaken
- Teleport
- Cultist can't equip any equipment with positive light radius on it.
- Any equipment with “Blinds on hit”.
- Any equipment with Dim Vision, Weaken, Cloak of Shadows or Teleport (Charges/+skill).
- Any Black coloured equipment.
- Any Shadow Plate armor.
- Any Ghost Armor armor.
- The Oculus.
- Black, Enigma, Gloom, Silence, Smoke, Stealth runewords.
Ullr
Glory - Violence - War
Cultists of Ullr with an amount of Dexterity (without bonus) at least equal to twice their level may use any Ethereal armor/belt/boots/glove/helm. Cultists with an amount of of Strength (without bonus) at least equal to twice their level may use any Ethereal melee weapons/shield.
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Favored weapons: Axes, Maces, Polearms, Spear, Swords.
A character can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultists of Ullr with an amount of Dexterity (without bonus) at least equal to twice their level may use any Ethereal armor/belt/boots/glove/helm. Cultists with an amount of of Strength (without bonus) at least equal to twice their level may use any Ethereal melee weapons/shield.
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Favored weapons: Axes, Maces, Polearms, Spear, Swords.
A character can use any Normal (white, no sockets) version of these weapons.
Skills:
- All melee attack skills
- Enchant, Teleport
- Bone Armor, Corpse Explosion, Blood Golem
- Amplify Damage, Life Tap
- Any Sacred Armor armor.
- Any War Gauntlets gloves.
- Any War Boots boots.
- Any War Belt belt.
- Any item with the word: “Slaying, Gore, Carnage, Slaughter, Butchery, Evisceration”
- Fury, Holy Thunder, Honor, Kingslayer, Passion, Pride, Steel, Strength, Wrath runewords.
Xiu-Matesh
Demon – Mind - Souls
Cultists of Xiu-Matesh with an amount of Energy (without bonus) at least equal to their level may use any Infernal Tools or Trang-Oul's set items. If their amount of Energy (without bonus) is at least equal to twice their level, they may use any weapon with fire damage.
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Favored weapons: Daggers, Maces, Staves.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultists of Xiu-Matesh with an amount of Energy (without bonus) at least equal to their level may use any Infernal Tools or Trang-Oul's set items. If their amount of Energy (without bonus) is at least equal to twice their level, they may use any weapon with fire damage.
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Favored weapons: Daggers, Maces, Staves.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- All skills that leech life &/or leech mana
- All Martial Arts skills
- Inferno, Fireball, Meteor, Warmth
- Firestorm, Molten Boulder, Fissure, Volcano, Armageddon
- Solar Creeper
- Any Balrog Skin armor.
- Any Demonhead helm.
- Any Demonhide Armor armor.
- Any Demonhide Gloves gloves.
- Any Demonhide Boots boots.
- Any Demonhide Sash belt.
- Any Succubus Skull Shrunken Head.
- Any item with +% Damage to Demons
- Any ring or amulet with “Life/Mana After Each Kill”
Zisla
Deep Sea - Storms - Wealth
Cultist of Zisla may use any Exotic items.
What are exotic items?:
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+ Weird items*.
+ Any1.07 Runewords (be careful with these).
+ High Runewords (with 2+ runes Mal and up).
*Obviously the definition of a weird and exotic item is somewhat loose. Here's some examples:
Ultimately it comes down to you and your judgment. If you strongly feel that the item is exotic, use it and also present it since it should be quite interesting.
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Favored weapons: Daggers, Swords, Wands.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
Cultist of Zisla may use any Exotic items.
What are exotic items?:
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+ Weird items*.
+ Any1.07 Runewords (be careful with these).
+ High Runewords (with 2+ runes Mal and up).
*Obviously the definition of a weird and exotic item is somewhat loose. Here's some examples:
Skull Spell
- Nice name.
- Nice green color.
- +2 Necro skills & faster cast & Bone Spirit.
- But you can also melee with it since it got good fire damage, self-repairs and even allow you to use stun! Oh and some lightning resist in there.
- Weird item thematically, but very interesting.
- Nice name for a melee staff.
- Nice red color.
- + Fire & Lightning damage. Some good life steal as-well.
- Also gives you some resist, some life regeneration and boost shiver armor to protect you some more.
- Thematically a well rounded up Battle Staff, which is not something commonly used.
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Favored weapons: Daggers, Swords, Wands.
A cultist can use any Normal (white, no sockets) version of these weapons.
Skills:
- Poison Dagger, Poison Nova
- Venom
- Blizzard, Chilling Armor, Frozen Armor, Shiver Armor, Thunder Storm
- Cyclone Armor, Hurricane, Tornado, Twister
- Items with Gold Find.
- Any Kraken Shell armor.
- Any item with the word “Squid, Whale”.
- Rain, Rift runeword.
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Talents (Points: 100)
After choosing your class and God, you may now use 100 points to personalize your cultist further. Each talents cost an amount of points. Some may be good for early game, other for late, its all up to you.
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50 Points each:
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Alchemy
Fleshcrafting
Legendary Aim
Necromancy
Physical Training
Pyromania
25 Points each:
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Anima
Bloodbond
Boon
Charm Expert
Construct
Egyptian Descendant
Fearskin
Jewel Expert
Maleficium
Mind's Eye
One With Nature
Preparation
Pride
Prismatic Obsessive Thoughts
Secret Finder
Specialist
Splice [skill]
The Spirit Realm
Venomology
Weapon Expert [weapon]
50 Points each:
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Alchemy
- Throwing Potions
- All Poison (Skills)
- Charms with poison damage or resistance.
Fleshcrafting
- Blood Items (craft).
- Items with the word “Blood”.
- Shapeshifting (skills).
- Beast runeword.
Legendary Aim
- Bow & Crossbow skill (skills).
- Any Bow/Crossbow runeword.
Necromancy
- Bones (Skills)
- Skeletons (Skill)
- Bone runeword.
Physical Training
- All Martial Arts (skills)
- Charms with dexterity or strength.
Pyromania
- Fire (skills).
- Charms with fire damage or resistance.
25 Points each:
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Anima
- You may use items with charges of skills you can use.
- You may use items that procs skills you can use.
Bloodbond
- Blood Items (craft)
- Any item with the words: Locust, Lamprey.
- Any item with the words: Bat, Vampire.
Boon
- Any skill that gives you a temporary “buff”. (ex: Fade, Chilling armour)
- Items with “Magic damage reduced”
Code:
Burst of Speed | Fade | Venom | Cloak of Shadows
Blade Shield
Bone Armor
Shout | Battle Orders | Battle Command
Frenzy
Holy Shield
Enchant
Frozen Armor | Shiver Armor | Chilling Armor
Thunder Storm | Energy Shield
Werewolf | Werebear | Feral Rage | Maul
Cyclone Armor
Charm Expert
- May use any charm.
Construct
- Decoy, Golems, Revives (Skill).
Egyptian Descendant
- Any item with the words: Cat, Preserved, Mummified, Scarab.
- Any rare or unique Circlets.
Fearskin
- The cultist may use any items that are:
- Light Green
- Dark Green
- Crystal Green
Jewel Expert
- May use any Unique Amulet or Ring.
- May use any item socketed with a Unique Jewel.
Maleficium
- All Curses (skills)
- Items with the word “Dark”.
Mind's Eye
- Caster Items (craft)
- Any “Damage Goes To Mana“ items
- Enlightenment, Insight runewords.
One With Nature
- Druid Summoning (skills).
- Charms with Life.
Preparation
- Safety Items (craft)
- Steel, Stealth runewords.
Pride
- The cultist may use any items that are:
- Light Yellow
- Dark Yellow
- Light Gold
- Dark Gold
Prismatic Obsessive Thoughts
- Phoenix Strike, Skeletal Mage, Vengeance
- Any item with the word: Prismatic.
- Whenever you level, you must place at least 1 point in each stat.
Secret Finder
- You may mule an item of your choice to this cultist from any God's Legacy stash of this Tournament.
- You may mule up to 5 gem &/or runes of your choice to this cultist from any God's Legacy stash of this Tournament.
Specialist
- You may use any item that boosts an entire usable skill-tree (for example, if you have access to all curses, then a +1 to curses charm is usable).
- You may use any item that boosts a skill that you can use. (+ skill)
Splice [skill]
- Choose a skill you can already use (from your God or other Talents). You can use all the synergies of that skill as well.
The Spirit Realm
- Spirit runeword.
- Bone Spirit (skill).
Venomology
- Any item with the words: Blight, Venom, Pestilence, Anthrax, Septic, Foul, Corrosive, Toxic, Pestilent.
Weapon Expert [weapon]
- Favored weapons: choose one weapon type.
- The cultist can use any Normal (white) version of that type.
- The cultist can use any Unique version of that type.
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Locked Talents
These Talents are not usable until Tournament players unlock them. Every time someone becomes a Guardian, he chooses a Talent from this list to add to the regular pool of talent, making it available for any new cultist, of anyone.
These talents are more "niche" and shouldn't have a major impact. See them as a nice way to customize your future cultists and add a chance of doing very specific builds that you may have in mind.
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25 Points each:
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Abandon the Boundaries
Biogenesium [Attribute]
Corpse Tyrant
Dance Macabre
Deep Denizen
Defiler
Eccentric Equilibrium
Forbidden Knowledge
Path of Horror
Path of Torment
Path of Suffering
Voice from Beyond
The Withering
Peel Reality
Otherworldly Pallet
25 Points each:
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Abandon the Boundaries
- You can use Beast, Chaos, Enigma, Kingslayer, Passion runewords.
- You may use any oSkill on these runewords.
- If the Cultist possess a skill found as an oSkill on these runewords, he may use it while wielding the runeword.
Biogenesium [Attribute]
- Choose an attribute: Strength or Dexterity.
- Whenever you level, you must place at least 3 point in the chosen attribute.
- You may use ANY item with a requirement of 175 or more of the chosen attribute.
Corpse Tyrant
- Any item with the word: Corpse.
- Carrion Vine (skill).
- Corpse Explosion (skill).
- Death Sentry (skill).
Dance Macabre
- Fend (skill)
- Blade Sentinel (skill)
- Frenzy (skill)
- Fury (skill)
- Zeal (skill)
Deep Denizen
- Hunger (skill).
- Teeth (skill).
- Sharkskin Gloves.
- Sharkskin Boots.
- Sharkskin Belt.
- Sharktooth Armor.
Defiler
- Bone Armor (skill)
- Poison Dagger (skill)
- Cloak of Shadows (skill)
Eccentric Equilibrium
- You may use set items IF their set bonus (partial or full) contain any bonus that is specifically allowed by your God or other Talents. You may only equip these set items when you can activate the set bonus.
Forbidden Knowledge
- Teleport (skill)
- You can use any item with Teleport (charges, oSkill, proc, +skill).
Path of Horror
- Glacial Spike (skill).
- Lich Wands.
- Eldritch Orb.
- Dream Spirit.
- Whenever you level, you must place at least 1 point in Energy.
Path of Torment
- Iron Maiden (skill).
- Carnage Helm.
- Vortex Shields.
- Vortex Orb.
- Whenever you level, you must place at least 1 point in Dexterity.
Path of Suffering
- Enchant (skill).
- Crystal Sword.
- Dimensional Blade.
- Phase Blade.
- Whenever you level, you must place at least 1 point in Strength.
Voice from Beyond
- Any item with +% Cold Skill Damage
- Any item with -% To Enemy Cold Resistance
The Withering
- Any item with +% Fire Skill Damage
- Any item with -% To Enemy Fire Resistance
Peel Reality
- Any item with +% Lightning Skill Damage
- Any item with -% To Enemy Lightning Resistance
Otherworldly Pallet
- Any item with +% Poison Skill Damage
- Any item with -% To Enemy Poison Resistance
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Code
Code:
~ Cultists ~
Character ----- Type / God ----- Forum Name ----- Level ----- Act ----- Score
~ Legacy ~
Character ----- Type / God ----- Forum Name ----- Level ----- Act ----- Score
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Background:
For the sake of keeping the code light, you should present your choices when creating your character. This way, you do not need to include all the talents chosen in the code.
Also, if I've forgotten anything or things aren't clear enough, feel free to ask and I will edit and update.
I will update the code with Gods permanent points when we get there.
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Additional information:
+ Cube upgrading recipes:
If an item allowed by your God or talent is upgraded with the Cube recipes (ex: 1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon = Exceptional Version of Weapon) the new item will be allowed as-well.
For example, you may upgrade Xiu-Matesh Demonhide allowed equipment to their elite version and still wear them.
+ About coloured items may be found here:
The Show Your Colours Tournament (link to original thread on diabloii.net)
Colored Items: Prefix/Suffix (transform)
So I was searching for information about the color alteration of items due to various prefix and suffix. To my surprise, the information was relatively missing. I've seen some posts explaining how it works (basically if the item gets a prefix or suffix that alter its color, it will change to that, once) as explained here.
For the sake of making it easy to find the said prefix/suffix I've listed them. This could be useful for tournaments or personal projects (which is why I'm doing this after-all). For example, if you want to be dressed all in green, well you have various green colors possible and now you also know the mods that comes with that (aside from putting emerald in your gear, and to my surprise, not all quality of gems gives the same color).
So here we go, I tried to put my tables in the code, but its a huge mess (I might continue to fix it later). But for now, here's 2 pdf I made with the results and some basic info.
PDFs:
> Prefix
> Suffix
I hope you enjoy.
1) Antediluvianis
2) Chimaera
3) Fractured One
4) Jörmungandr
5) Malstrom
6) Ouroboros
7) Pherydimox
8) Requiem
9) Sol
10) Thoth
11) Ullr
12) Xiu-Matesh
13) Zisla
2) Chimaera
3) Fractured One
4) Jörmungandr
5) Malstrom
6) Ouroboros
7) Pherydimox
8) Requiem
9) Sol
10) Thoth
11) Ullr
12) Xiu-Matesh
13) Zisla
Alchemy (50)
Fleshcrafting (50)
Legendary Aim (50)
Necromancy (50)
Physical Training (50)
Pyromania (50)
Bloodbond (25)
Boon (25)
Charm Expert (25)
Construct (25)
Egyptian Descendant (25)
Fearskin (25)
Jewel Expert (25)
Maleficium (25)
Mind's Eye (25)
One With Nature (25)
Preparation (25)
Pride (25)
Prismatic Obsessive Thoughts (25)
Secret Finder (25)
Specialist (25)
The Spirit Realm (25)
Venomology (25)
Weapon Expert (25)
Fleshcrafting (50)
Legendary Aim (50)
Necromancy (50)
Physical Training (50)
Pyromania (50)
Bloodbond (25)
Boon (25)
Charm Expert (25)
Construct (25)
Egyptian Descendant (25)
Fearskin (25)
Jewel Expert (25)
Maleficium (25)
Mind's Eye (25)
One With Nature (25)
Preparation (25)
Pride (25)
Prismatic Obsessive Thoughts (25)
Secret Finder (25)
Specialist (25)
The Spirit Realm (25)
Venomology (25)
Weapon Expert (25)
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Have fun!
p.s - I realize that this is a huge pile of information to digest. Take your time.[/Spoiler]
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