Originally posted by JoeBruce on Apr 29, 2009:
Guardian Crazy Cho - The "100% vanilla" Amazon
Warning - verbose posting ahead
Wow - where to begin? I suppose I'll address the thread title, because if you're like me you're dying to know what's up with those quotes. They are there simply to antagonize you :whistling:
But seriously, I wrote it like that because vanilla means different things to different people - so here's what it means to me: This character utilized no 3rd party programs to aid in her quest. I don't play with RWM/RRM, but like most SPers I use a muling program (ATMA, to be specific). However, when I set out to make this character, I decided she would receive no extended stash. She would just use the handy little crate that the game designers provided her, and she would attempt to go through as much of the game as she could without any outside help or influence. Granted, there were plenty of occasions when her character file was opened in ATMA to mule things off (I'm not throwing away elite unique's I don't even have in
softcore - more on that later), but once an item left her possession she never saw it again. Additionally, this was a single-pass character. There were a few occasions (especially after a long hiatus of playing) where she had to traverse already cleared areas, but the only thing she ever got out of those rare occassions was a sol rune in act five normal (and I finished the game with two sol runes still in her stash, so it's inconsequential).
With that being said - this character has been a
long time coming. I'm not exactly sure, but I know I started her over two years ago. When started she was my only hardcore character (I now have several scattered throughout normal, plus random tournament characters). Once she got to somewhere in Act 2 nightmare I started a word file with notes on her adventures. Upon completion I have about 12 pages of stuff, so I'm going to do what I can to scale it down. Here's a "quick" recap of her earlier days (if you're just interested in her exploits through Hell see below, but shame on you for skipping my chronicle):
As my first single player Hardcore character, I decided to make a tribute to my first hardcore character ever, made years ago on B.net. It was an amazon of the same name and build (editors' note: the name is adapted from my younger days when I played Age of Empires 2, and the unique chinese archer the "chu ko nu" - those familiar with the game will know that a multishot zon would be far better suited to this name, but oh well, sue me (actually don't I have negative dollars). The editor would also like to add that this character should have been named "I Need Mana," because that was her battle-cry for basically every encounter). The build is what I believe is referred to as a Magezon - maxed Freezing and Immolation arrows. Extra points would go into synergies, valkyrie, and pierce. I would start at /players 5, to limit all the gems/runes I was sure would fill up my stash.
Now, when I first made this character I didn't know nearly as much as I do now about her skills and build development. As such, she has way too much dexterity. But, I had wanted to be able to use most any bow I found, and I thought that I would be using a lot of mana leech. So much for those ideas. Still, throughout normal and nightmare she did try to get as much physical damage and mana leech as possible (although in hindsight both were very negligible). I netted a mana leech amulet somewhere in act three, and was using Cleglaw's gloves, which I had picked up back in act one. My first truly useful, long-term item came (amazingly enough) from Anya's quest reward:
Code:
Bramble Bolt
Reflex Bow
Two-Hand Damage: 12 to 43
(Amazon Only)
Required Dexterity: 60
Required Strength: 35
Required Level: 20
Bow Class - Fast Attack Speed
+40% Enhanced Damage
+90 to Attack Rating
+17 to Maximum Damage
Adds 1-25 lightning damage
20% Increased Attack Speed
103% Damage to Undead
+76 to Attack Rating against Undead
+1 to Bow and Crossbow Skills (Amazon Only)
My biggest problem upon entering Nightmare was a mercenary weapon. Baal dropped me the unique Scythe, which I upgraded and socketed with an Amn rune, but that was working pretty poorly by Act two or so. My first decent rune drop came in the Catacombs when I found Io. I was actually hoping for a Lum to make smoke - but when life gives you lemons, you make a "Black" runeword in a flail for some crushing blow. By Act 2 I had nothing useful on my weapon switch, and when I found myself in possession of a 3-socket flail, 2 socket shield, and all the necessary runes, I made said Black and Rhyme to go along with it. It would prove to be one of the best decisions I made for this character.
By Act three I had managed to socket a gothic plate and stuff it with 4 topazes, and then the uniques started coming. My merc finally received a new weapon when the Spire of Honor dropped in Upper Kurast. Shortly after I found a normal Partizan (after seeing low quality, superior, and 1 socket partizans all through the act). I had all the runes available, so I socketed the weapon with the cube and got lucky with 5. I made Honor and all of a sudden the mercenary was rocking. It's too bad this would be his last weapon upgrade for the rest of the game. I almost forgot about my crushing-blow weapon switch in the fight with Mephisto, but used it the end to bring the demon down.
Here's a little exerpt from my notes document about Act 4:
"I took a rather long hiatus from this character after reaching the river of flame and completing the hell forge quest. It was apparently something disappointing and forgettable, because I have no decent rune in my stash; probably a sol. Since I went for a lengthy period of time without playing, I don't remember the beginning of Act 4 very well, but it is safe to say I made it through alive. Found a decent pair of rare boots, with faster run, cold resist, and 9% mf. Other than that, no equipment changes. I decided to use my levels and quest reward points on Freezing Arrow, because my physical damage was pretty negligible by now, and I knew there would be a lot of fire resistant enemies ahead of me.
The rest of the river and the chaos sanctuary went slow and steady, with a handful of trips to town for arrows and revivals. Diablo was handled with respect, but proved just as susceptible to my crushing blow setup as previous bosses. The mercenary actually lasted for a little while, maybe to half Diablo's health. After he was down to around a quarter, things were starting to get hairy being so close, and I had to run for some health potions -- there were numerous ones still on the ground. In the end, I killed Diablo without having to go to town, and with seven arrows left in my quiver. He dropped a face of horror mask and a blade of ali baba. At least he gave me some uniques."
Crazy Cho started Act Five Nightmare at level 66.
My first really
exciting drop came in the Bloody Foothills in Nightmare - Rattlecage armor and Cat's Eye amulet. I gambled a rare bow with +max damage per level and my first mana leech ring (it took 69 levels and 9.5 acts to find one) As you can see, I was still stuck on that physical damage/leech idea. Notable finds within the act include mavina's belt and a 14 resist all grand charm. Players was increased to 8 in the Glacial Trail, in order to gain as much experience as possible before Hell. Baal dropped nothing useful. I finished Nightmare at 74. My imbue was crap and I had nothing to socket so I saved it.
Entering Hell, Crazy Cho was under-leveled and lacked proper gear; this would be no cake-walk. My Hel rune was used to un-socket my armor, and two of the four slots were used to ensure I had positive resistances. I picked up a pair of gloves with 29% fire resistance and +1 passive skills. Resitance rings were donned, and most of my MF was gone. It was hard. I stopped playing her for almost a year.
Hell
I hope you've stayed with me so far. Because we're now caught up to (almost) present day. I started this character back up on the 14th of April. Throughout Hell, I was going through almost constant gear changes. I managed to shop a pair of boots with 30% faster run and 38 lightning resistance which I wore up until my final fight with Baal. I switched some gear around to gain more magic find, but ended up with negative fire and poison resistance, though I had 18 cold, 56 lightning, 109% mf, and 80% faster run (mavina's belt, cat's eye, and the boots).
I played at /players 3 until the Underground passage, when I had to skip level 2 after I got too overwhelmed and backed out, too afraid to go back down into the madness (it would have been instant death). The pit was also done at /players 3, and another
attempted stair-trap was foiled this time. I had saved a Matriarchal bow to imbue, but decided it was crap and I tossed in favor of a rare composite bow with the fools' prefix I was using. In hindsight this Mat bow would have been better, because it had IAS, +1 skills, and lightning damage, but I had yet to convince myself that AR was useless for this character (she definately does more damage when she hits enemies, but the explosions from Freezing and Immolation arrow go off regardless). Andariel was also taken down at /players3, and surprisngly enough I got my
first decent boss drop (the drops through nightmare were crap). Good thing it was basically the
worst roll ever, to temper my excitement.
Act two is when I finally realized that physical damage and leech were things I should simply not bother with, and I made a switch when I found a rare long bow with +1 bow skills. I also got a lucky drop in an almost forgotten corner of the dry hills, and found a +1 bow skills grand charm. The desert also granted me an
upgrade to my mercenary's blood helm. I had my first NDE in the maggot lair when I got a little too close to one of the dead-end chambers while amp'd. The claw viper temple was a challenge, and decoy was swiftly becoming my new best friend. The no-drop on Hell Fangskin always annoys me.
The winds of fortune shifted in my direction while I was clearing out the false tombs with this
amazing game changing drop. I cannot begin to describe my excitement upon seeing this item on the ground. Literally the perfect bow for an Immolation Arrow amazon. It meant those extra skills in pierce and extra stats in dex were basically wasted, but I didn't care.
Overall, the tombs were very hard on my poor mercenary, with lots of poison damage and unleechable enemies, but I made another magic find upgrade when I realized I had four perfect topazes lying around and socketed them into an Artisan's great helm.
This dropped to let me know it was working. All tombs were cleared with lots of mercenary resurrecting and potion drinking - I spent a lot of money drinking with Lysander.
Finally the Duriel fight was upon me. I was prepared for a constant running and firing of immolation arrow with narrow, hair-raising, heart-pounding misses as Duriel chased me about his tiny sanctuary. Geared up with +mana gear and my faster run/walk setup, I entered the cave. Mercenary and valkyrie tanked, I stood far far away and shot exploding arrows of death. Both held up for quite some time. Duriel was easy. I went back to town once to change into my mf gear, and was rewarded with one of the
most astounding Duriel drops I've ever seen (hint: not good).
Act three proceeded smoothly, with my newly-found Kuko and steadily increasing power. I decided to forego fire resistance in favor of as much magic find as possible, since it seemed to do so well for me at the end of Act 2. (It did here too: I started seeing a lot more
gold items drop.) My mercenary was usually pretty reliable, and when he wasn't my valkyrie was castable at level 19, meaning she was incredibly sturdy, and getting very good at the
stabbing people in the face maneuver.
Flayers were annoying, but went down quickly enough. There were a lot of lightning and poison immune enemies in this act (at least at the beginning), which was nice. The big tree creatures are a pain but immolation arrow handled them well enough. No real stair traps through the temples, but it had my heart racing regardless. A very
nice surprise at the ruined temple made me consider investing my spare stat points in strength, but I was still way short and decided kuko was plenty effective.
When I got travincal I ditched the mf gloves for fire resistance, and cautiously cleared out all the dangerous casters throughout the place. No real problems, and with a bit of coaxing I had killed the council (2 rare rings, but neither any good) and made my way into the Durance of Hate. I generally like the outdoor areas of Act three, and severely dislike all of the dungeons, Durance 2 especially. It took a while, but Crazy Cho proved formidable enough to kill everything, use the handy moat trick on mephisto, and scored a
decent drop (the belt may be useful, and it's too bad she's not a javazon). She steps through the infernal gate at just under level 83.
Something became very apparent shortly after I started act four: my mercenary needed a gear change. I switched out the Crown of Thieves for a Tal's Mask picked up in Kurast, but he hadn't had an armor or (more importantly) weapon change for the entirety of Hell. Plus, the Flee on his Rattlecage (which he'd been using for all of Hell) was starting to get very annoying. The venom lord-type monsters, all fire immune, took many many freezing arrows to bring down, and I was getting very tired of chasing them all across the map when my mercenary sent them running. Luckily I found a Boneflesh from the Plains of Despair: a bit more life leech and open wounds, a nice substitute for the crushing blow.
So Crazy Cho (abbreviated as "CC") plodded on, much as she's done through Hell. Lots of gloams in the second area, and so she geared up with all the lightning resistance and extra life she could. She had already made a switch in belt and rings to get more mana, which greatly reduced the (still) frequent trips to town. If I haven't mentioned it already CC has a serious problem with blue potions. A level up and the Izual quest allowed her to beef up both her cold and fire attacks. Stygian Hags and their spawn fell amidst immolatory flame, Pit Lords and their kin shattered at the feet of mercenary and valkyrie. Nothing could stop them (as long as we maintained enough cash to keep up her drinking habit and continuous mercenary resurrections). A notable find were the 27%
chance guards, exchanged for the 5% mf boost and lots of extra gold find.
Approaching the Hellforge, my mind raced with possibilities. I was prepared for just about anything, having different possibilities in mind for whatever may drop. I was
pleasantly surprised. For this I was thinking duress. The mercenary would love it, and it might even be handy on CC herself in a pinch. Now that I had the goods I simply needed a 3-socket armor and a shael rune (or sol + chipped sapphire, since I had 2 sol runes), and I would have a very nice armor. We will hope. Spoiler: the Um never got used.
The Chaos Sanctuary was annoying. I had two unique Oblivion Knights to
welcome me. I started noticing a serious negative trend in my retirement gold, as the mercenary (and valkyrie) fell to the dreaded iron maiden. Finally all was cleared, and I prepared to fight the deadly Infester of Souls. I had the auto-trap map role so I made a portal, hit the seal, and ran back from the waypoint. It was not necessary: a few potions *cough*
kept everybody chill and we whittled the group down to bring out Diablo himself.
Running back to town to equip all my resist gear and random charms (did I mention I found a perfect small charm of vitality?), I met Diablo on his big flaming pentagram thingy. We had a fun time, he threw a lot of fire at me. My companions were mostly dead, and I tried to stay as far away as possible whilst shooting him with immolation arrows. There was a heart-stopping moment when he landed a bone prison on me, then started up with his firestorm (mind you I have around 20 fire resistance). I took the opportunity to drink my last red and a few full rejuvs as I desperately shot arrows at the prison. I broke free and made my way through a town portal to take a few seconds and allow my circulatory system to recover. The drop was
less than stellar, but I though about keeping the armor for the mercenary (10% pdr) -- and why couldn't the Tiara roll unique?
Act Five
I really couldn't believe she'd made it this far. I was so close I could almost taste it. CC had some decent resistance gear available in her stash, but was still donning around 170% magic find in her attempts to find a new mercenary weapon. She also has a very nice ethereal rare belt - 22% light resistance, 19% fire, 17 FHR - but it is down to its final durability point, and she's using gloom's trap for the life and mana boost.So with all of this in consideration, CC proceeded onto the Bloody Foothills.
What fun. Spear-throwing cats and quill rats (oh my!). With piercing javelins and tiny needles (which blended in perfectly with the falling snow, btw --
damn scenery) flying everywhere, slow missiles was used extensively. Both were fire immune so Immolation arrow was reserved for catapults and the battle at the top with Shenk. Another annoying aspect of this area was the poison attack from the quill rats (and maybe the others too, who knows?) With negative 60 poison resistance, I made it a habit to carry around an antidote or two, but I was still making trips back to town for health potions almost as much as mana (a first for her).
After trouncing the overseer CC continued into the Highlands. Fire immune enslaved and burning archers -- looks like freezing arrow and slow missiles are going to have another big show. Oh wait more piercing javelins flying in from all directions. Another area with lots of ranged attackers. A boss skeleton archer pack (right) and the super unique lasher monster (left) gave me a very
interesting drop. The river of flame dungeon had horror archers, with their insane magic arrows and poison damage. Things were getting very edgy, but very fun at the same time. Still she was victorious.
The barbarians were rescued, and then the Plateau (with dreaded imps on their stupid towers) and Pit of Acheron (burning mages with Horadrim resurrectors and Carvers) were cleared. More uniques were found (including a second glooms trap, offering 4 extra defense), but none useful to me. With Thresh Socket eating tundra, CC ventured into the Crystalline passage in search of her old friend, Anya. I had a decent monster roll: Leapers (CI), Succubi (FI), and Cold Mages. However, I found the waypoint rather quickly and decided it would be a good time for a break. Hopefully the next roll was as nice.
My monster re-roll brought back the Cold mages, but changed out the other two for rogue archers and vipers -- nasty but manageable. I made my way to the Frozen River to find it filled with more vipers, ghosts, and gloams. Very nasty, and I donned a lightning resist ring instead of my nagel, and brought out my 1 durability-remaining belt to max out my lightning resistance. It was stressful but I made it through without too much trouble. Lots of decoys were killed in the rescuing of Anya, who gave me a rare Grand Matron bow for my troubles. Granted it was crap, but still nice to see an elite. I decided to put Nihlathak on hold and my way to the Glacial Trail.
The good news was there were reanimated monsters -- slow and vulnerable to fire. The bad news was the fire-immune Blood Lords. It took usually two mana potions to take one down, and my mercenary couldn't handle two at the same time without assistance. I believe I encountered three Blood Lord boss packs in all (two at one time), and
this guy gave me some trouble, but I managed. At first I really didn't think I'd be able to handle the blood lords, but patience was the name of the game. The Drifter cavern brought back rogue archers and ghosts, and tossed in those big frozen things -- no problems, as decoy and slow missiles were at this point my two favorite skills. So favorite I almost dropped my clvl 84 skill point into slow missiles, but decided with exploding arrow again.
After finding the way point at the base of the Frozen Tundra I went after that "treacherous snake" Nihlathak. I dislike his Halls. Even more so because all my great mf rolls come up with bad item rolls:
failed set and
failed unique (extra durability on blue items signifies it was supposed to be a set, while for rares it was supposed to be a unique; it is failed either because the monster cannot drop the item, or, in this case, it doesn't not exist). I did get one nice item - Thundergod's Vigor - to stick into my hardcore stash, as well as a 4 socket wyrmhide (468 defense) and a +3 bow skills, 10% superior Grand Matron bow, so it wasn't all bad -- but if that rare had rolled as a different elite polearm my mercenary would have been much happier.
Nihlathak himself was dispatched in due course -- his level had horror archers (with cold arrows) fire immune arachs (with nasty poison damage which kept killing my minions), and the unique, transparent ape creatures from act three (physical immune, I forget what they're called in this area). I donned any fire resistance gear I had, although I only took one hit from a corpse explosion, which drained ~1/3 of my life. My valkyrie had an amp-damage mod which came out on Nihlathak, and the battle was over. I now know for a fact that personalizing an ethereal item
does not improve it's durability (I remember reading this somewhere, but I know I've seen it work on non-ethereal items).
Back through the Frozen Tundra and into the Ancients Way, I finally found myself on the Summit. I prepared for a
lengthy ancients battle. I'm glad I did, too. I probably had to re-roll the ancients at least 15-20 times. At first I would check their stats, but after a few times I just focused on trying to split them up. As my mercenary kept dying quickly and my potion supply was running low, I was really starting to think I wouldn't be able to win this battle. But, as always, she managed to prevail. Getting a Fire-immune only talic and a lightning/cold immune madawac at the
base of the hill allowed me to take those two out first. Afterwards I went hunting for Korlic, who had a
great roll (Stone Skin/Magic Resistant). My mercenary's open wounds was about the only thing chipping away at him, and I was afraid I did not have enough health potions to keep the mercenary alive long enough to kill him. Lobbing magic arrows was doing nothing, and I searched frantically for some way to aid my mercenary I suddenly remembered the ace up my sleeve: I still had the "black" flail on switch! A little crushing blow (with 52% chance to hit!) helped get the job just in time (zero healing potions and 1 full rejuv left).
The Worldstone went smoothly for the first two levels (although the ghoul lords on level one were annoying). Level three had two easy monster types and Death Lords. They were resiliant foes, but not
resiliant enough (my "black" flail gets another honorable mention). The throne room had Pit Lords, those cold immune Succubi, and Gloams. Nothing survived. Steady potion drinking was the name of the game, and Baal's minions fell amidst incendiary arrows and iced projectiles. Finally the last battle was at hand. Baal opted to clone himself right off the bat, so I said screw that noise and went back to town to gamble away the last of my gold (I had a full stash at that point). I netted a really nice sorceress circlet and some boots with cold/fire resistance, but that was it. I forgot to leave any gold to resurrect the mercenary, so he was gone pretty quick. The fight took a little while, and I killed at least two Baal clones, but eventually the real one fell and her long journey was
finally finished.
The Stats:
Code:
Guardian Crazy Cho: Level 85 Amazon
Stats (w/ gear):
Str: 75 78
Dex: 195 211
Vit: 220 235
Eng: 15 39
Life: 878 943
Mana: 141 316
Skills:
Immolation Arrow: 20 28
Freezing Arrow: 20 25
Exploding Arrow: 14 19
Cold Arrow: 10 15
Valkyrie: 13 19 (pre-buff)
Pierce: 6 7
1 point in all other passive skills.
Gear: As I stated above in my rant, she changed gear
a lot throughout the quest. This is what she finished hell with.
Code:
Kuko Shakaku
Cedar Bow
Two-Hand Damage: 25 to 73
Required Dexterity: 49
Required Strength: 53
Required Level: 33
Bow Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x2b955a09
+153% Enhanced Damage
Adds 40-180 fire damage
+3 to Immolation Arrow (Amazon Only)
Piercing Attack [50]
Fires Explosive Arrows
+3 to Bow and Crossbow Skills (Amazon Only)
Gemmed Gothic Plate
'RalThul'
Defense: 133
Durability: 55 of 55
Required Strength: 70
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 47
Fingerprint: 0x616e7861
Fire Resist +30%
Cold Resist +30%
48% Better Chance of Getting Magic Items
Socketed (4: 4 used)
Order Torc
Amulet
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x3cee87b8
+19 to Energy
+13 to Mana
Regenerate Mana 7%
Magic Damage Reduced by 2
Lightning Resist +39%
+1 to Amazon Skill Levels
6% Faster Cast Rate
^a one-time, completely random craft that turned out to be awesome; made in Act 3 hell
Grim Turn
Ring
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x6ae3e4cb
+3 to Strength
+5 to Energy
+90 to Mana
+89 to Attack Rating
All Resistances +4
Adds 1-5 fire damage
Chance Guards
Chain Gloves
Defense: 27
Durability: 16 of 16
Required Strength: 25
Required Level: 15
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x17252a1b
+22% Enhanced Defense
+25 to Attack Rating
+15 Defense
200% Extra Gold from Monsters
27% Better Chance of Getting Magic Items
+2 to Light Radius
Amber Greaves of Speed
Defense: 14
Durability: 24 of 24
Required Strength: 70
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x5e0443f8
Lightning Resist +38%
30% Faster Run/Walk
^worn throughout hell, but these were gambled for the Baal fight:
Dire Nails
Greaves
Defense: 12
Durability: 24 of 24
Required Strength: 70
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x2d032b66
+5 to Dexterity
Fire Resist +37%
Cold Resist +21%
11% Better Chance of Getting Magic Items
Repairs 1 durability in 33 seconds
Corpse Finger
Heavy Bracers
Defense: 70
Durability: 16 of 16
Required Strength: 58
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 65
Fingerprint: 0x163d17a6
+57% Enhanced Defense
Fire Resist +29%
+1 to Passive and Magic Skills (Amazon Only)
^used for pre-buffing valkyrie, along with a +3 passive coronet and a +2 passive amulet
*Weapon Switch*
Black
Flail
'ThulIoNef'
One-Hand Damage: 2 to 52
Durability: 30 of 30
Required Dexterity: 35
Required Strength: 41
Required Level: 35
Mace Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 48
Fingerprint: 0xb00e97ff
+10 to Vitality
+120% Enhanced Damage
+200 to Attack Rating
Magic Damage Reduced by 2
Adds 3-14 cold damage over 3 seconds
Knockback
15% Increased Attack Speed
150% Damage to Undead
40% Chance of Crushing Blow
Level 4 Corpse Explosion (12/12 Charges)
Socketed (3: 3 used)
Rhyme
Grim Shield
'ShaelEth'
Defense: 117
Chance to Block: 65%
Durability: 70 of 70
Required Strength: 58
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xfcb5ece5
+20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
40% Faster Block Rate
Cannot Be Frozen
Socketed (2: 2 used)
Mercenary Gear:
Code:
Honor
Partizan
'AmnElIthTirSol'
Two-Hand Damage: 97 to 204
Durability: 61 of 65
Required Dexterity: 67
Required Strength: 113
Required Level: 27
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 54
Fingerprint: 0xd40a15c7
+10 to Strength
+160% Enhanced Damage
+250 to Attack Rating
+9 to Minimum Damage
+9 to Maximum Damage
7% Life stolen per hit
Replenish Life +10
+1 to Light Radius
+1 to All Skill Levels
+2 to Mana After Each Kill
25% Deadly Strike
Socketed (5: 5 used)
Tal Rasha's Horadric Crest
Death Mask
Defense: 126
Durability: 17 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x392808d3
+60 to Life
+30 to Mana
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit
Boneflesh
Plate Mail
Defense: 235
Durability: 55 of 60
Required Strength: 65
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x7ca5ef57
+101% Enhanced Defense
+35 to Attack Rating
5% Life stolen per hit
25% Chance of Open Wounds
^used the Rattlecage until Act4 hell
Well I think that should about do it. I might post some screenshots of the LCS tomorrow - I am very burnt out on making this post. I've never done one nearly this large, or with all the screenshots and all. Let me know if anything is cooky or not working, or if there's something else you want to know about I didn't add.
This is my first true guardian (I had one back in Skunkbelly's "Pass it on" tournament number 2 - but I don't really count that since those characters were played by a number of different people). She was quite an accomplishment, and I am very proud (in case you couldn't tell by my gi-normous post). With that being said, I'd like to thank the SPF for keeping me addicted to D2 over the years. I'd also like to thank my valkyrie, decoy, and slow missiles - I couldn't have done this without you guys. Emilio deserves an Honorable Mention - he certainly died enough to earn it. Also thank you to Akara, Lysander, Ormus, Jamela, and Malah, for selling me all those mana potions.
And lastly, thanks to those that read at least half of this.