Grats @Chaostar on completing Act 1 normal. I still have to finish the necro (summoner), druid, and sorc. You can let us know just how bad act 2 is
Unlocking magic and rare items can make a huge difference so you may want to consider doing that. A nice weap with +cold dmg on a barb can be nice. Or some bow using amazon to start the act. Doable, but better move slow
@zarfen You may be right !
I have a lot of fear for act II, especially for one or 2 characters.
We'll see soon, I may start with the paladin or the amazon, I think.
thanks @CaseyJones. You're right. And I have the grat luck to possess the scroll allowing a merc, who will benefit the same ability as my char. So I could be with 1 rare, 1 set and 1 magic item for chars & merc, which is not so bad.
Bushwhacker, which I learned was a thing and not just a goblin in Magic: the Gathering last week, the druid was a shapeshifter from the start. To be honest, this werebear was a pain to play.
He is very slow and looks stupid.
Well. I guess we better stay friends since we have a long road ahead. Sorry!
He found some enemies his own size in athe Hole, but that was about where his werebear career topped out.
He didn't spend too much time in werebear form after this because of his slow attack speed, apart from when he needed the boost in life. But honestly, he resorted to strangling gas potions against most tougher enemies and used them far more than any of my previous characters. I tried to snap some nice action shots against various boss packs to show off his strength and honor, but most tough fights looked like this:
There were more NDEs than I can remember, but he managed to somehow sneak down to the bottom of the catacombs alive. He ended up having to use javelins against Andariel because I couldn't really stand toe-to-toe against her and I was slightly lower level from having skipped a lot of monsters (some from boredom, some from being too dangerous).
It took a while and a few stacks of javelins but Bushwhacker was victorious. Finishing the act at level 14 which is not bad considering how much of the act he skipped. I got lucky with experience shrines and boss packs I think. This is so far character I had the most trouble with.
I didn't spend any WTs while playing him and he was rewarded with scroll 81 which would allow the zarfs to equip a magic class-specific item each for 1 WT. Seems pretty useful and I could see myself unlocking this soon, but so far I don't have any good magical class item sitting and waiting on either character IIRC.
He found Hsaru's buckler as the only notable drop.
I am not looking forward to act 2 with this guy. I really hope for some good scrolls like hiring mercs or opening up another skill tree to give him some extra help. Otherwise, I fear he won't make it past the desert.
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Next up was one of the rogues themselves, Kyoko the Amazon using the Bow & Crossbow tree.
To keep "in character" and to have a nice break from the well-rehearsed play pattern of previous characters(play pattern being a fancy term for whacking stuff with a scepter in this case), I decided to grab a longbow as soon as I could and start her career as a bowazon. This is a playstyle I enjoy a lot, although she was not very powerful without gems in her bow or other sources of +damage.
She took down Blood Raven in a duel, avenging her fallen sisters.
Playing with a bow early game took more of my attention and it was also rather safe for the most part, so for a long time there was nothing interesting to record in her journal.
At level 12 she unlocked exploding arrow for some much welcome AoE damage. Since she has a terrible mana pool to spell cost-ration I ended up trying to herd monsters together to make the most out of each shot, meaning it almost became a melee attack for her. The splash range is quite all right.
A level 1 exploding arrow started to run out of steam pretty quickly, however. I did some thinking (I know, right...) and because a) I will need some help in act 2 and I have a pretty long way to level 24 for Immolation arrow, b) Exploding arrow gains a lot of extra fire damage(for this stage in the game at least) for each additional point invested in it, and c) exploding arrow is a synergy for immolation arrow, I decided to cash my scroll of skill improvement for 3 WTs and chose to improve Exploding arrow to apprentice tier for Kyoko.
Each level added a noticeable punch, but the very real mana problems were still there, so when cheesy opportunities like champion or boss packs behind bars presented themselves, she was not shy to shoot some fish in a barrel.
Most of the Jail and Catacombs went by fairly easy with some trips to town to stock up on the blue drink.
The only real incident was then I (once again) tried to take a nice picture with Pitspawn Fouldog but had an NDE while fiddling with the print screen button. I better learn this lesson soon.
She eventually found Andariel deep down below, which proved to be rather easy with her level 4 exploding arrows. Her attacks hurt since Kyoko's defensive stats aren't the best, but she managed to keep her at an arms length and kept a portal to town pre-opened in case of emergency.
She finished the act at level 15 and a half, having no notable drops at all. I had fun playing her although her mana issues are a little bit too tedious, only having some 6-7 arrows in her before mana runs dry. Exploding arrow should give me a good boost to start off the next act, but I don't know how long that will last her. She found scroll number 8, granting the ability to equip any unique class-specific item. Seems very unlikely to be used for the forseeable future.
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So that's 5 of the 7 who eagerly await the caravan to the desert camp. The necromancer should be pretty easy to do, both in theory and from reading your experiences. I also enjoy the class so that should be fun. The sorceress seems fine as well even though the tourney restrictions should make her a lot more difficult than you'd expect from a sorc otherwise.
I still have 6 WTs saved for now, not really seeing a need to spend any on the scrolls I have right now. If that is still the case after finishing the remaining 2 chars, I expect I will burn some to unlock some equipment for the start of act 2.
I started act 2 with my paladin :
I immediately unlocked the Offensive aura skill tree, using 2 WT
I also hired a mercenary. He helps a lot, but he dies fast.
I started the act at lvl 11 which is really poor, I should have clean act I, but it's too late… I quickly gained lvl 12 and access to zeal, which I may upgrade to apprentice level, I guess.
I gained 2 levels just by cleaning the stony tombs and the rocky waste.
I spent 1 more WP to allow to wear 1 magic item. It will be used to wear a light resist / MF ring I just found.
1 point in blessed aim helped with my chance to hit.
I cleard the worm's lair and the claw viper temple quite easily. I have now zeal lvl 5, and blessed aim lvl 1 for the chance to hit, and things go really fine (I feel really lucky to have the mercenary with me)
In the arcane sanctuary, things get less easy. I used the 1 rare item scroll so I can put on an helm with resistance, and also because I have no room left in my stash (start selling chipped gems).
I also dropped a not so great rare chain mail, I gave to my mercenary.
The invocator was easily slained, and 3 WT was the only interesting thing he left.
I headed up to Duriel's tomb, because I was eager to see which new scroll I'l get. I was lvl 20.
In Duriel's chamber, it was really fine, he froze me, but I dealt damage slowly, and my mercenary stabbed his back.
He was at 30% life maybe, and I don't know, I had enough rejuv, but I let my life bubble go down, and I died.
I'm so mad at me, this guy should NEVER have died, with rejuv in his belts. Some death you can't avoid, but this one is all on me, I hate myself.
I had some screen, but too sad to upload, I screw everything by dying so early.
I'm so mad at me, this guy should NEVER have died, with rejuv in his belts. Some death you can't avoid, but this one is all on me, I hate myself.
I had some screen, but too sad to upload, I screw everything by dying so early.
Don't get too mad...these things happen...you're only 20 hours or so in to the tourney. So you can continue with your 6 and see how far they get without those extra scrolls and tokens, or re-enter the tourney.
I guess the question now is, does re-entering mean 7 new characters or since the rest are still just at act 1 normal, do you just have to make a new 7th?
Good to see that you only had a little trouble with act 2 though...give me hope....even if I do have to trudge through without a merc.
Finally, my family is on their way to the desert. I used the two basic scrolls, that let me equip one magical and one rare item to equip Wednesday, the Amazon and Morticia the Assassin with MF boots and gloves (which I gambled). It paid off immediately, I suppose: Wednesday found a total of 6 S/Us, among them Arctic Furs and Binding (which would grant 40% MF if combined) - but alas! I can't use them together because I don't have the correct scrolls.
Wednesday's journey was safe, but sometimes slow, because I only invested 1 pt in each of the available Bow skills and plan to choose apprentice level in Immolation arrow - not sure yet though.
I encountered a strange place for the Countess' tower - right next to two huts - maybe she was people's person after all...
Some of my loot:
Pitspawn Fouldog, again, was kind enough to stay behind bars. From the place where I stood, the gang even couldn't shoot at me, but I was able to reach them with my Gas Potions
Some tough guys I had to keep away from my rogue merc...
Against Andariel I had to go back to town twice to heal my merc before I managed to position her safely and then it was just a matter of gulping potions and keep the mouse buttons down:
The new ability scroll I got was
# 40 You can chose to pick 2 other Ability Scrolls or 5 Wisdom Token
I used it to pick two other Ability Scrolls, rolling
#60 You can equip any unique boots
#61 Skill improvement : Pick 1 skill (per character) you already have 1 pt invested : improve your knowledge of that skill by 1 tier (Apprentice : invest up to 5 skill points, Efficient up to 10, Skilled up to 15, Master up to 20)
This is nice! I still have enough wisdom tokens to buy #61, which I will probably do before I start Act II - probably with my Necro, which leaves him with a level 14 Raise Skeleton, if I calculated correctly
Her life was much easier with all the Ability scrolls, and (without MF gear) some nice Unique dropped early on with endgame potential due to its inherent CB:
The Arctic Set seems to like me and I regret not naming all my characters "Arctic" (in order to make use of scroll #20).
I had two NDEs: One in the Countess' tower - there were a total of three (!) goat bosspacks who were Lightning Enchanted...
Although I manged to get my rogue merc through Act I again, it was quite close sometimes, e.g. against the boss above:
I kept using the Poison Potions against the LE bosses, because that way you don't trigger their Charged Bolts
the other NDE was against Pitspawn Fouldog, who unfortunately didn't spawn inside his cage...I was chilled just a moment before he died and almost killed me with his Frost Nova upon his death...but I survived!
This pic amused me, because normally I only get white and grey items from those racks in the jail (if they appear - it's a place with three racks right next to each other). This time, the quality of the items was better, but the items themselves completely non-usable...
Some more loot which might come in handy later (esp. Cleglaw's - if I find the sword, that might be a good backup attack with Blade Fury)
Nasty boss packs are nasty...again my merc almost died, but I got her safely back to town just in time.
This time I needed to reposition Blaise, my rogue, three times, until I finally managed to get the setup right. I switched to my Claws (used a Scepter throughout the whole act) in order to be able to use Fire Claws, but that was probably unnecessary *shrug*
Funnily, after #60 and #61 as my last two ability scrolls, I rolled
#62 Mulligan : You can put back in the draw pool all your (unplayed) ability scroll in your hand and draw the same number of scroll minus 1
This is quite the strong effect. But I will probably save it for later (I'd really like to keep the RW scroll and the skill scroll for example).
Now I have to gamble and shop MF gear (you can buy Boots/Gloves of Fortune in Act II) for all characters and go shopping (+3 Holy Freeze Scepter for my Paladin for example, +3 Fire Wall Staff for my Sorc).
Quite the challenging but fun tournament so far! Thanks for all the time invested in thinking this up, @Chaostar!
Nice going @Grisu! I really dig the updates/write-ups.
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I have some to share myself, although not as well documented.
Hex the sorceress started out as a brawling battle mage, something I am not used to see my sorcs have to do, expecially since re-specs were introduced. She went ahead and trained herself to 25 str for a scepter asap then started to pad her life total with all further stat points.
Nothing exciting to report for a while. I tried to clear as much as possible but her low vitality meant low stamina and low life, in addition to a decent but not sufficient-for-spamming mana pool meant killing was kinda slow even though she was my 6th character. I had decided upon the Fire skills tree for Hex, and at level 12 she unlocked Blaze, which is a lot of fun but kinda dangerous, and Fireball, which is a great early game spell.
I had fun with Blaze for a while, but soon I deemed it too dangerous and quested further with basically only fireballs from here. I also bought a +2 Fireball staff from Akara, so Hex's melee days were also mostly over.
There were a few NDEs along the way, but nothing too bad. Then in the jail I met a very nasty bone archer pack that first made quick work of my poor rogue companion, then set their sights on me. I wore some of them down while zig-zag-ing between their arrows, and then finally blew their leader up while making a final dodge around the corner with a sliver of life left. So I took the time to capture the moment.
This is my closest NDE that I have a screenie of with this family so far IIRC.
I didn't have any health potions left in my belt to recover, but hey they're all dead now and they ought to have dropped some potions, right?
Near Death Experience
Whoops! So I guess they weren't ALL dead. One sneaky bastard laid in ambush to avenge his band of bones. After the fact it's obvious that I should not have risked it and gone to town once my potions ran out. Possibly even before they ever did run out. This is where my inexperience with hardcore shows (well she was technically SC, but for the sake of the tourney). Losing out on the ability scroll reward kinda of stinks. And losing the sorceress with all her spells hurts a little too for untwinked play, but oh well the remaining Zarfs must push on.
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Last in line for the Zarf family was Dio the necromancer. He started out as a summoner from level 1, and then increased his Raise Skeleton to Apprentice Tier. That made the early game very smooth and relaxing. Dio went through the outskirts of the battlefield, looting chests and picking up loot from dead enemies while his summons did all the hard work, like a true fishymancer.
He was very unlucky with gold in the early levels, finding very few items worth much gold at the vendors. This made it so that he was already level 6 when he had enough gold to start looking for good wands at Akara. Because so much else had started to show up as +skill options on wands, I settled for just +3RS with no SM. At least it was on a normal wand, so no extra ability scrolls were needed to equip it.
He did use the scroll to allow him to equip magical items though, and shopped for some MF gloves a little later in the act, taking a hint from @Grisu.
He smacked some enemies with the heavy end of his wand a few times early on, but soon became too lazy and pre-occupied with looting the battlefields that he never went close to another enemy for the rest of the act (well, at least willingly). His damage is, of course, embarrassing at best anyway.
He had been told of Hex's ugly fate, so he was extra cautious around archers (disregard previous screenshot ), so when he came across the fabled Coldcrow, he made sure to keep his distance.
She dropped him a fitting present, too bad it's pretty bad and easily outclassed by shoppable wands summoners.
The travel from the Cold plains on was pretty uneventful and I didn't make any special notes while playing. Partially because I had to split his journey up in a few separate sessions, which made me forget to document most of it.
I did however finally manage a selfie with Pitspawn (it appears that I didn't learn my lesson to stop attempting them). He wasn't locked in, but my buddies made a nice and safe gate between the two walls for me to comfortably hide behind.
Somewhere at the inner cloister I started to run into some problems, my army started to drop a skeleton or two when we were up against boss packs. Uh-oh, this was not something I was expecting, especially not after reading that @Grisu didn't even need to resummon his army against Andariel herself! He managed to go deeper through the catacombs anyway, taking things a little slower but still being very safe. He lost his whole army in Catacombs level 3 (save for his merc) against a Tainted boss back that I unfortunately forgot to screenshot. Luckily there were still some weaker enemies on the level left, that I could use for new army fodder to then take the boss pack down.
Then he faced Andariel, and in one fell *Schwooop* (it's the poison cloud wave), his skeletons were dead
He was able to stay in the fight by re-raising skeletons from nearby bodies and summoning the clay golem on the opposite side from the rest of us to draw her attention, which seemed to work for a while. Eventually, though, I ran completely out of bodies! At first I was at a complete loss of how on earth I was supposed to deal with her now. Then I remembered that we were still only in normal act 1, so Dio went back to town to pick up a couple of stacks of javelins and finished her off with the help of his clay golem distraction.
My mercenary made it too! And it's the first and only Rogue from the Zarf family that made it all the way past Andariel.
As for drops: In addition to the Torch of Iro he also found Death's Sash and Crushfangle, which would have been much more useful on either of my melee characters.
The fact that my skeletons are so weak is concerning, especially since I first intended to start off Act 2 with Dio. I think the fact that I didn't find a wand with +SM along with +3RS really hurt when you're so limited in skill point allocation. He is also still wearing a shield after completing normal so no +skills from his offhand! For the longest time a preserved head just refused to drop! And I think that he found just 3 or 4 total from all of act 1, doing full clears and opening most poppables and all racks and chests. The ones he found were unfortunately completely useless. He even went to charsi and begged her to turn a normal head into something useful, but she must have misunderstood him (to be fair, what was a blacksmith to do with a preserved head anyway?)
He rolled scroll 93, allowing the family to equip any unique helm. Not something right now, but if we're lucky it might be nice later on. So far I am not too happy with my ability scroll rewards. Nothing to really help me in the early game, when I was really hoping for something nice to give me a boost for Act 2. Losing the sorceress and her rewards of course hurts as well.
I don't know how to tackle the next Act yet, but it will definitely start with some shopping
Very nice write-up, @zarfen! Man, what a bummer with your sorceress! I'm very sorry for her early demise!
And about the Necro: Apparently, some levels in Skeleton Mastery really do the trick. There is a good pet calculator for D2 out there - you can check if it's better to have an extra level or three in SM or RS (I don't have the link atm, I'm on my mobile...) And yes, of course Clay Golem is the secret star of any boss fight. I think my skeletons very pretty good positioned - clay golem in front, Skeletons more to the side or back. Have you made use of recasting your golem to reposition it in those cases?
Good luck for Act 2! I already started with my Paladin first this time and immediately went shopping and got me a nice +3 HF/+2 Zeal Scepter after some hundred shopping trips... Just retrieved the Horadric Cube. More progress tomorrow.
@Chaostar what an innovative and interesting idea for a tournament! I really already have more than enough D2 projects, but I find myself quite intrigued by this tourney and may well end up joining myself soon...
I do have a few questions about skill progression...Is there any way to unlock a skill for improvement before unlocking its whole tree via an Initiation scroll?
It takes 4 Skill Improvement scrolls to max out a skill...if you later unlock the ability to respec, can you change what skills are improved?
There are 3 scrolls (11, 67, 127) that unlock tier1&2 (up to lvl6) skills in a tree if you already have a maxxed skill in that tree; Scroll 72 unlocks up to tier4 (lvl18) skills in a tree if you already have 2(!) maxxed skills in that tree... there are none that unlock tier3 (lvl12), or tier5(lvl24), was this an oversight? The requirement for 2 maxxed skills on scroll 72 seems especially harsh given the singlepass/mostly p1 playstyle, those 40 skillpoints likely represent half of the character's total!
There is a scroll that rewards having multiple characters of the same class in the sept...you should definitely consider adding a scroll that rewards having a character from each class in the sept!
Also, about scroll 20 "You can equip any item named after one of your characters" does this apply only to the character so named, or to any of the 'family', and does this apply only to the personalization quest reward, or could I name a character 'Immortal King' and equip that whole set?
Nooo @zarfen, what about the rejuvs ?!!
archers are the worst threat in act1, really sorry for you
Thank you @WoRG !!
Some good questions here, I knew some of them would come, about the last one I never imagined that
- Abouts skills, there is no way to improve a skill before you unlocked the tree it belongs to.
- You need 4 improvements scrolls to upgrade 1 skill to the max.
- about respec : You shouldn't be able to change the unlocked skill tree when you respec. Of course, you can change all upgraded skills. Let's say you have 5 upgrade skills scrolls activated when you respec' your chars. You can assign those 5 scrolls abilities to the skill you want. For instance, I can decide to go with that :
* My sorceress : initialy : 2 upgrades to fireball, 2 upgrades to ice blast, 1 upgrade to heat
after respec = 4 upgrade to Blizzard, 1 to Fireball
* My barbarian : initialy : double swing 2 upgrade, frenzy 3 upgrade, after respec : 2 upgrade to berserk, 2 to Battle orders, 1 upgrade not decided yet (don't have to assign the skill immediately, even if I guess everybody will)
etc....
* about your remark about scrolls 11, 67, etc. : you are probably right, because I had a lot of trouble to make something working about the skills oriented scrolls. I was dubitative about this part, still note completely satisfied with that....
Maybe some part of the deck should be refounded, it's still a beta version of the tournament, I never tried it deeply. Or maybe, some scrolls are unbalanced / perfectly useless. At least, this one can be used in another way, as fodder for some other special scroll.
But I like all these remarks, this should lead to a version 1.00 more fun / challenging / etc....
* about rewarding the 7 different characters : I though about it, but the reward is in the final points attribution system, but NOW I realized I didn't write this part !! Will complete when I'm home.
* scroll 20, I never though about that Well I intended to allow each char to use one item personalized by him or one of his siblings. Maybe too powerful, I don't know.
Thanks @Grisu!
My re-casting of golems could use some practice. I often failed to keep the golem engaged when re-casting it, because it got summoned a bit away from where it was last standing while I thought I clicked as close as I could. I guess it will come in due time since I foresee a big need for various golem tactics in his future
Thanks for reminding me about the pet calculator! I remember I used to toy with that a bunch back in the day, completely forgot it existed.
Good luck to you too, good sir!
@Chaostar Hehe, yes they are all still there in the belt, unfortunately I wasn't quick enough on the draw since I was convinced there was no danger left around that corner. Thanks, hopefully the rest of the family will grow strong to compensate.
Well, I was going to post another quick text only update on family Sol but when I looked back where I left off, too much has happened since.
Short of it:
Uranus the Assassin defeated Andariel
Neptune the Summonmancer defeated Andariel
Saturn the Fire Sorceress defeated Andariel
Jupiter the Druid just defeated Blood Raven and is at level 9.5
Fester, the Paladin, made it through Act II, netting me another 3 WTs (which I spent on my Skill improvement scroll #61).
The new ability scroll I obtained was
#18 You can equip any set belt
That makes 3 set items I may use if I use all scrolls (the basic one, the set belt one and the set boot one). Might consider this if I find enough set items (e.g. my Amazon could equip Arctic Binding and Furs for a nice MF boost and some resistances)
The journey was pretty unexciting, save for the fight against Duriel, which is always a slog in Normal single pass, esp. with the tournament restrictions. I'll comment on that later - but first things first:
My last days as a Holy Fire Paladin were spent clubbing Radament - a pretty easy fight: Lured out most of the skeletons, then fought Radament. Easypeasy.
My 2nd Nagelring find in this tournament - man, I could really use the AR and the MF, but alas - no unique rings for me so far! Hope to get a scroll sometime soon that allows me to equip unique rings.
I don't know if this is common knowledge, but I thought I'd share it - jiansonz was the one who told me, that you could block the sarcophagi if you placed yourself in front of it: this is the sweet spot: No more spawning of mummies (the ones spawned by sarcophagi don't give XP or items anyway).
Found another gem shrine and got my first Perfect Gem this way - now if only I was allowed to use it xD
I was really afraid of the boss fight in the claw viper temple, but luckily, no parseltongue was needed, only my trusty HF aura and my +3 HF/+2 Zeal Scepter (although I am not allowed to use Zeal - yet
Another sweet drop with endgame potential (IAS, FHR, Life), but not usable so far (and I have some nice rare +19% MF/55% GF gloves equipped)
And then there was Duriel...phew, what can I say? Chance to hit Duriel: 69%. 55-60 Holy Freeze aura damage per hit. Duriel has a 50% Cold resistance, so my 55-60 Holy Freeze damage aura only did half damage (I simply neglect the low physical damage for my calculations). 3995 Hit points means roughly 130 hits...or roughly 200 hits while under a Holy Freeze aura effect myself, slowing me by 30%...taking me from a 14 fpa to 21 fpa...so I had to survive around 3 minutes of melee against Duriel. (Maybe less, because my merc kept shooting at him with her amazing 10 damage or whatever it is she's dealing )
I did, but made sure to save that Combat shrine in his tomb, so the first 45 seconds or so were important. Note for sensitive players: Paladin doing ballet moves in the following picture.
Not exactly the drops I was expecting...wait, it's Duriel - exactly the bad drops I was expecting!
Now I'm unsure on which character to play next: The Necormancer ist strong and safe, but the Duriel fight will be a big pain - I will have to leave some areas uncleared in the tombs or the Canyon of the Magi and when my Skeletons are down go back through TP and WP to fight some monsters, raise them, go back through WP and TP and fight Duriel again. Sounds complicated...
The Amazon has some nice gear, but bad skills - no Immolation Arrow for her in Act II, so I might choose Exploding Arrow as my first apprentice skill, if Duriel proves too resilient to normal attacks.
Barb? I don't even have the slightest clue as to what build I should go for, so he's probably last.
Druid? Summoner/Hunter is a pain to play againt Duriel.
Assassin? Hmm, might be able to beat Duriel even with Standard attack and/or Tiger Strike level 1. maybe
Sorceress? I will gain access to Fire Wall soon, so she will be able to take down Duriel quickly, but is quite fragile, too...
Nice progress ! Didn't know the sarcofago trick !
Yep, Duriel will be tough for many of our characters, I fear... Good luck with the next in line !
About my attempt, after my lame death on Duriel with my 1st Acte 2 char, I decided to start all over. I mean, it's ok if I don't get all seven to beat Hell Baal, but to lose (that stupidly) an efficient char (we're not talking about my necro here ) so early is a huge handicap. Ans as I'm just at the beginning of the tourney, I fugured it wouldn't cost a lot to restart, except I lose the mercenary scroll I was lucky to pull....
Anyway, to be short, I start with the same chars (Barbarian, then Paladin, then Sorceress). I cleaned a lot with the 3, unlike last time I went too fast with the 2 first chars. Things were pretty easy, even for the barb.
I activated the same scrolls than first time, except I didn't promote Ice blast to tier 1, I saved it for glacial spike.
So I got 3 chars lvl 14, ready for act II.
The 3 scrolls I get are :
18 You can equip any set belt
14 You can equip 1 item with the ethereal property
93 You can equip any unique helm
For the 4rth char, I wont go with the wolf this time, but with first the assassin, probably next build than the first time, It wasn't difficult.
OK, starting where I left off with picture updates:
4th Sol family member to tackle the task at hand, Uranus the Assassin. The first to have access to the /players command.
After killing the Countess:
She unlocked the apprentice a skill scroll (6) using the 3 WT to apprentice Fists of Fire.
Onwards to the catacombs where the AR on Fists of Fire and Dragon Claw were able to overcome the hit chance issues the other Sol members faced but I still lowered the players setting back to 1 for the end of the act due to killing time vs the higher monster stats.
The catacombs brought the Sol family our first unique!
Bloodfist is a nice early unique...shame I can't use it. Stashed for now.
Then minutes later in the next level of Catacombs another unique!
Blood Crescent is light on damage but has several other nice mods...again, unable to use so stashed. (not a claw anyway )
Fists of Fire were too much for Andariel and she gave up her loot
Uranus rolled 103 for Can craft any belt recipe - might be useful down the road...stashed for now. Finished Act 1 at Level 18, much higher than the Sol members without access to the /players command.
Next up was Neptune the Necromancer, used the /players command to set to 8 for a quick stint to level 7 but as a summoner did not want to deal with the increased kill time so ran at /players1 after that for the remainder of the act, clearing additional sub areas to make up the xp difference.
Apprenticed Raise Skeleton, with a point in Skeleton Mastery and Clay Golem. Found a useful head before countess: picture link broken
Dropped countess with ease:
Used the 3 WT to unlock scrolls 4 and 5 (can equip 1 magic item, can equip 1 rare item) and put on a magic fire res ring and a rare skull cap.
At level 12 added a point to raise skeletal mage and golem mastery and then shopped a new wand:
With my army, 4 skeletons, 3 mages, and a golem strong...we tackled the Monastery. Gumby even delivered the killing blow to Adariel after raising multiple armies from all of the fallen corpses in the area.
Returned to town and rolled 113 - You can equip 2 more small charms (I didn't have any WT left so stashed for now - forgot I had this one too actually, it still isn't unlocked after getting more WT...might do so at the start of Act 2). Neptune finished the act at level 15, a bit higher than non /players command members but lower due to playing at 1 most of the act.
With 5 Sol members triumphant, that leaves only 2 left...Saturn the Sorceress and Jupiter the Druid. Next up, the Sorceress
Used the /players command early for faster leveling
She started down the fire path only placing 1 point in each available, waiting for level 12 to apprentice Fireball (which won't reach lvl 5 until she is char level 16)
Found a nice rare armor along the way and was gladly able to use it:
Countess was fireball fodder!
Charsi was confused on just what type of a sorceress I am...well...she is a thick headed smith so her imbue is vendor fodder...
Some nice fireball spam was a show stopper for Andariel
Our first set item! And a useful one at that! picture link broken
Still won't unlock that scroll...costly 3WT for only having 1 item in the family.
Ended Act 1 Normal at level 17, was pretty smooth sailing - rolled scroll 15 - You can equip any charm with poison resistance (3WT) that will be useful too but stashing for now.
Last up: Jupiter the Druid - Going the elemental route
Nothing much to report - it was fairly smooth sailing with Molten boulder apprenticed
Countess provides a unique! - 29 MF Nagel with +54 attack rating and MDR 3 though I am still not able to use it yet.
Bowling for puppies, well, Pitspawn anyway
Was feeling pretty confident with this character and even stayed at /players3 through to the end of the act, including Andariel
A few rares, but nothing real exciting.
Finished Act 1 at level 18 also, rolled scroll 33-You can equip 1 item with "mana leech" affixe (6WT) - nice scroll but a high cost, stashed for now.
Here's my current stat sheet:
Code:
Act 1 Normal
Mercury - Paladin Act 1 Complete, lvl 12, Rolled 144 - unlocked scroll 7
Venus - Amazon Act 1 Complete, lvl 12, Rolled 31 - unlocked scroll 2
Mars - Barbarian Act 1 Complete, Lvl 11, Rolled 108 - unlocked scroll 1
Jupiter - Druid Act 1 Complete, Lvl 18, Rolled 33 - banked WT
Saturn - Sorceress Act 1 Complete, Lvl 17.5 Rolled 15 - banked WT
Uranus - Assassin Act 1 Complete, lvl 18 Rolled 103 - unlocked scroll 144, unlocked scroll 6
Neptune - Necromancer Act 1 Complete, lvl 15.75 Rolled 113 - unlocked scrolls 4 and 5
Wisdom Tokens Earned: 21
Wisdom Tokens Available: 6
Wisdom Tokens Spent: 15
Scrolls Earned:
31, 108, 144, 103, 113, 15, 33
Scrolls Inventory:
3-You can equip 1 set item (2WT)
31-You can equip any charm with fire resistance (3WT)
103-Can craft any belt recipe (2WT)
108-You can give up any number of Ability Scroll and get 2 Wisdom Token by scroll (discarded Ability scrolls are destroyed) (1WT)
113-You can equip 2 more small charms (2WT)
15-You can equip any charm with poison resistance (3WT)
33-You can equip 1 item with "mana leech" affixe (6WT)
Scrolls Purchased/Consumed/Unlocked:
2-You can place attributes points in VITALITY or ENERGY
1-You can place attributes points in STRENGTH or DEXTERITY
7-Initiation : pick 1 skill tree (per character) : You can put only 1 pt in any skill from that tree, and use it skill Ability 2
144-You can modify at will monsters' strength (access to /players command)
6-Skill improvement : Pick 1 skill (per character) you already have 1 pt invested : improve your knowledge of that
skill by 1 tier (apprentice : invest up to 5 skill points, competent up to 10, Master up to 15, Divine up to 20)
4-You can equip 1 magic item
5-You can equip 1 rare item
I am thinking of starting in to Act 2 with the Druid, then Sorc and see what scrolls open up. I also think I may spend 5WT at the beginning of the act to unlock these 2 scrolls:
31-You can equip any charm with fire resistance (3WT)
113-You can equip 2 more small charms (2WT)
I think those would give quite a boost to survivability.
I've found access to the /players command to be nice, but not as useful as I hoped as the restrictions make the characters unable to kill at the higher settings reasonably fast anyway.
Note: Going to be a bit slower going for me through the holidays, a bit more time off work, but more obligations to family with that time so my updates will be fewer, probably post an update once all family members reach end of act 2 since I can play in small snippets but write-ups take a bit more time.