[2016] Old Gods of Chaos Tournament [by Mezion]

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)


- Old Gods of Chaos Tournament -

QFZoITh.png

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.

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:

  1. Hardcore or Softcore, but moved to Legacy retirement on first death. Softcore should be used (see Legacy below).

  2. Retirement is possible (if you want to reroll or for whatever reason). Also moved to Legacy on retirement.

  3. RWM/RRM may be used.

  4. Diablo version is up to you. Use whatever you want, make sure to tell us. Some version may be interesting for specific Gods.

  5. Stats. There is no rule regarding stats allocations unless specified otherwise by a God.

  6. Multiplayer permitted. Characters of different allegiance may duel. Characters of the same allegiance may trade.

  7. Player settings can be modified to suit your needs (/p).

  8. Buying/Gambling permitted en encouraged.

  9. Replays are allowed (and even encouraged) but not of act bosses. Any other area is fair game.

  10. Muling is permitted but some rules needs to respected (see Legacy below).

  11. 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”.
Other specific rules may alter this process. [see Jörmungandr (God) & Secret Finder (Talent)]

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)
+ For the rest, only items permitted by your cultist's God & talents may be used.

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
wkllNIw.png

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)
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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.
Equipment: (Past)
  • Any jewelry.
  • Any runewords. (be careful with these)
  • Socketed unique items.
Equipment: (Descendant)
  • Any past jewelry.
  • Any runewords.
  • Any past socketed unique items.
  • Any past crafted items.
*If you choose Antediluvianis , you should take a look at various threads and guide about 1.07 around the forum.

Chimaera
Beauty – Charm – Temptation – Sin - Torture
Vu1qSar.png

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
However, they can only use Cold skills when wearing Blue items, Fire skills when wearing Red items and Magic skills when wearing Orange or Purple items.

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
BAxLku7.png

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
Equipment:
  • 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
qeLbB9s.png

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).
When using an oblation, you can still count your quest as completed for scoring purposes.
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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.
Equipment:
  • 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
eHAfDIR.png

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
Equipment:
  • 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
pEK42j8.png

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
Equipment:
  • 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
GFdmA7F.png

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
Equipment:
  • 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
yBeMlDt.png

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).
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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
Equipment:
  • 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
1wyFlTR.png

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
XrXrozA.png

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
Equipment:
  • 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
ZhmmFnN.png

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
Equipment:
  • 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
mK0kEim.png

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
Equipment:
  • 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
G0qMLaZ.png

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
rpoih2h.png

  • 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.
Corpse Chant
ItXT9ih.png

  • 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.
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:
  • Poison Dagger, Poison Nova
  • Venom
  • Blizzard, Chilling Armor, Frozen Armor, Shiver Armor, Thunder Storm
  • Cyclone Armor, Hurricane, Tornado, Twister
Equipment:
  • 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

  • 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.
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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.
(unlocked by Xios)

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.
(unlocked by NanoMist)


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

  • 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


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
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)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Have fun!

p.s - I realize that this is a huge pile of information to digest. Take your time.[/Spoiler]
 

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Oh my.

Clarification:

"However, they can only use Cold skills when wearing Blue items, Fire skills when wearing Red items and Magic skills when wearing Orange or Purple items."

Does this mean that you only need 1 "red" item to use fire skills or do you have to be wearing ONLY red items?
Also, no lightning option?
 
This is wild.

Seems like the perfect thing to make a sept (should be doable with talents to unlock skills I think) of Guardians with, since I kill off the vast majority of my traditional tournament characters. :p I'm a sucker for a strong theme, so I think you got me once again Mezion. I'll have to do some planning/theorycrafting and such, but I'm sure I'll be joining this as a (very) long term project.

I'm sure I'll have many more questions as I read into this further, but for now only the scoring system is confusing me. Is the score done per character, or per God? The table seems to indicate that it's per character, but the scoring and "winning" sections seem to lean towards it being per God. I'm wondering how the "10 permanent points to his god" upon beating Hell works (and the removal of points upon death). Is there another tally for points for the God which is a compilation of all his cultists? Should there be another table for "god rankings" or something? It's not a huge issue as it's more about the journey than the point tally for most, but I just want to make sure I'm understanding the process here.

So basically:
1. Pick a God
2. Create one or more cultists (characters) aligned with that God, pick talents to customize
3. All cultists with the same God can share from the same greater stash (within their rules, obviously)
4. Do whatever you want with the cultists (ie, try to complete hell for me)

Amazing work, the effort is very much appreciated.

EDIT: another question, maybe I missed it.

For the favoured weapons, you state that a character can use any white version of them. Does that mean he can't use a magical (or rare, set, whatever) one unless it meets another criteria of the God/talents? Can he use weapons other than these types if they meet another criteria, or only those weapon types?
 
Pb_pal said:
Seems like the perfect thing to make a sept (should be doable with talents to unlock skills I think) of Guardians with, since I kill off the vast majority of my traditional tournament characters. :p I'm a sucker for a strong theme, so I think you got me once again Mezion. I'll have to do some planning/theorycrafting and such, but I'm sure I'll be joining this as a (very) long term project.
I totally agree with you there, @Pb_pal . I'd love to have a sept of characters for one tournament. Haven't attempted that since Wolron's Heptad Team Tournament, which was insane.

Now, just to figure out which God I will be bringing glory (or shame) to.
 
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@Pb_pal Thanks!

As of now I didn't include the Gods in the point code since it will take a while before someone finishes Hell. The idea for the scoring is like the usual one (who ever is in the lead is at the top with the most points) but also, that represents which God is leading.

When we do get to the part where multiple people finishes Hell, then the Gods will start gaining 10 permanents points for every Cultist who did this perilous task. So at that point, it becomes possible for multiple characters/players of the same God to stack permanent points and get their God higher than their competitor. Also this way, if the leading players dies, the God doesn't lose all his points.

At that point, the Code will look like:
Code:
~ God ~
Name ----------- Permanent points ------------------------------------------ Score

~ Cultists ~
Character ----- Type / God      ----- Forum Name ----- Level ----- Act ----- Score

~ Legacy ~
Character ----- Type / Class    ----- Forum Name ----- Level ----- Act ----- Score
We can use that right now if you want, but that top part will not be updated anytime soon.

@Pb_pal & @Dazliare about the Favored weapons:
these are weapons that you can use in addition to what is already permitted in the All characters: Cultists section, your other God equipment specification and your talents.

So yes you can use any weapons if they match other criteria.

The favored weapons should be a good way for everyone to start their character without the hassle of punching everything to death until some rare weapon rolls an appropriate property. Also most favored weapon matches the class/builds preferred by their God.


@Vildecor I had a feeling that you would like this.
 
@Mezion - Thanks! That answers my questions perfectly. I'm all for leaving the God portion of the table off until we have our first Mat/Pat/Guardian, I was more just making sure I understood everything. One last question just for clarification, under the talents such a Pyromanie, does Fire skills apply to any skill that is fire based, or only the sorceress' fire skills?

Time to start planning some builds!
 
I think I'll have to start off representing Sol, the Sky Eater. A couple of questions first:

1. When we start calculating God Points, I'm assuming it doesn't matter whose cultists are boosting him (i.e. if two forumites pick the same God and defeat Hell Baal, that God gets +20 points rather than Forumite A's version of that God gets +10 and Forumite B's version of that God gets +10) and we'll only see at most the 13 available Gods and their total points.

2. For movement skills allowed for Sol would Leap Attack be available as well?
 
Awesome.

As tempted as I am to start off with a Lightning Sorceress, LF Zon, or Lightning Trapper, it's more fun to go oddball.

Beginning my legacy for Sol will be Derevus, the FoH/Charge Paladin. Talents: Charm Expert, Egyptian Descendant, Preparation, Prismatic Obsessive Thoughts
 
I won't create my character until tonight, but I know what I'll start with! I'll be following Xiu-Matesh with a fire druid. Talents will be Charm Expert, Mind's Eye, Specialist, and Maleficium. Two questions (for now):

1) I can use weapons with fire damage if my base energy is equal to double my level - what about my mercenary?Is the energy requirement based on their level, or mine? If it's theirs, then finding a mercenary weapon will be especially challenging

2) If I don't have any auras between my god and talents, I'm excluded from act 2 mercenaries right?
 
@Vildecor Sounds like a pretty good plan.

@Dazliare
1) Since they mimic your item usage it would be your Energy. They don't even have the stat I believe since they don't use mana so it would be very weird to do it for them.

2) Yes. However you bring a very good subject. Since we have no control over the skill usage of our mercenary (beside not hiring them, act2 are the best example) I think it might be fair to be more flexible for act1 rogue since otherwise people might be locked out of a mercenary for a while in some cases. So I will update my rule to allow the Rogues for everyone by default regardless of the Fire/Cold arrow usage. Act2,3 & 5 Merc must however respect your skill usage.

edit: Besides, the rogue merc is basically a quest reward most of the time.
 
Mezion said:
@Vildecor Sounds like a pretty good plan.

@Dazliare
1) Since they mimic your item usage it would be your Energy. They don't even have the stat I believe since they don't use mana so it would be very weird to do it for them.

2) Yes. However you bring a very good subject. Since we have no control over the skill usage of our mercenary (beside not hiring them, act2 are the best example) I think it might be fair to be more flexible for act1 rogue since otherwise people might be locked out of a mercenary for a while in some cases. So I will update my rule to allow the Rogues for everyone by default regardless of the Fire/Cold arrow usage. Act2,3 & 5 Merc must however respect your skill usage.

edit: Besides, the rogue merc is basically a quest reward most of the time.
Thanks for the clarification. This includes act V mercenaries right? Xiu-Matesh doesn't have any skills that any mercenaries use, but the barbarians only use stun, bash, and auto-attack. Unless I reassess talents, I can only use a rogue right?
 
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Mezion said:
If the primary attack skill of the cultist is Lightning based, he may also invest points into defensive auras or use items with defensive auras.
Curious how this will work. My planned primary attack will be Fist of the Heavens. Until it actually is my primary attack, will I need to wait before I'm able to use defensive auras/Act II merc?
 
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@Mezion - Makes sense. Nah, I'll go back and grab one. I don't plan on synergizing the holy bolt portion of FoH, so I'll still be melee attacking until that skill does enough damage. On the plus side, with it being magic and lightning based, I open up both offensive and defensive auras.
 
Xiu_Atesh had humble beginnings punching the red demons of the blood moor. He tried to make friends with the zombies, but quickly found out they weren't too friendly. It wasn't long before he began the long journey of mastery of the flame. Firestorms engulfed the denizens of the moor, and it wasn't long before the firestorms evolved into flaming boulders of destruction.

I'm not much of a writer, so here's the update. I'm lvl 19. Andariel is dead because I found a gem shrine right at the stony field waypoint, and I was hoping Andariel would drop an amethyst. Unfortunately, she dropped a topaz, which I bumped to a flawless just because. I then started farming countess for the runes for Leaf. I can use it because it has fire damage on it, and my energy is at 38. She dropped 4 eths in a row, so tomorrow will involve some more farming. I'll make a nice bow for my mercenary as well. Since I'm a specialist, I found a wolf head with molten boulder and fire resist that's usable. Everything else is white

So with that out of the way, here's my tentative plan for this character:

Use Leaf until I can use insight. I could use an Ancient's Pledge for awesome resistances, but I'm not sure what I would do for a weapon. Maybe a decent rare with fire damage and resists will drop
The helmet slot shouldn't be a problem because I'm a specialist. I'll likely end up crafting most of my jewelry unless I find a lucky rare with MPK
I think I'll likely end up using a rogue mercenary. The Edge runeword is within my usable items and provides some good bonuses, and radiance helmet is also an option until nightmare when demonhide gear becomes an option

Last thing to mention. Fissure is completely overpowered at low levels. Absolutely silly.
 
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