[Simple+] Tournament of Tournaments!

Naranja, Hammerdin, Orange You Glad Tourney, Level 83 (A3 H)
It's been awhile, almost 17 months, since my last update. But my annual goals included finishing my HC Tourney Sept, and after I ticked off my second-to-last remaining goal with the untwinked 99er Sorc hitting 98, I figured it was time. Paladin was the last remaining character, and the third attempt was sitting in A1 Hell, so time to dust him off.

Act I
There was a reason he was sitting there, as noted in my last update above: Zeal with Holy Freeze barely cut it at p1 for the Moor and Den, and no weapon upgrades were imminent. When I started back up at Plains WP, a Champ pack of CI Wailing Beast types was right by the WP. My merc went down twice with barely a dent in any of their HPs, so I called it for the HF build and used the respec to Hammerdin. Much better! His strength wasn't as high, so I crafted a Hitpower Scepter, and then, at first S&E, this wand on second attempt:
Craft Wand.jpg
A blue War Fork dropped, so crafted a meh weapon, which was a slight upgrade over the Imbued Partizan, with the fire damage pretty nice with the IAS:
Craft Elite Spear .jpg
Akara reward ring was useless, and Countess drop was Amn and Ith. Mixed in was a caster ring that was generally unhelpful but had loads of mana, which eased quality of life, and Dim Vision charges, which I thought would be nice for Pit and other areas with projectile nasties, and a helm upgrade now that blood helm was unnecesary (it was the best of three attempts):
Craft Caster Ring.jpgCraft Safety Helm.jpg
I shifted to p3 after Countess and kept it there the rest of way for A1 and all of A2. Smooth sailing, and Andy dropped with ease. A 27@ 4os Akaran Targe also dropped along the way, so I went back to NM to personalize:
H A1 (35 FCR Spirit).jpg
H A1 (Andy Down).jpg
Act II
Pretty straightforward, if a bit slow due to Unravellers. Things started off with a nice Cold resists SC of Vita, and then some Magic Immune / PI goodness.
H A2 (Cold SC of Vita).jpgH A2 (MI PI 1).jpgH A2 (MI PI 2).jpg
You can see that I initally planned to use Holy Bolt, but it was too slow, so I gave Smite a shot, and it worked well. The merc also got a weapon upgrade in early A2 (forgot the screenie): a Hyperion Spear drop crafting into 76% ED with Prevent Monster Heal.
The tombs were rough, with four areas spawning MI Unravellers, including several overlapping boss packs, and some with the Sarcophagi (that seem to produce mummies indefinitely when Unravellers are around?) Anyhow, we tackled the true tomb first and took down Duriel.
H A2 (Duriel Down).jpg
Kaa's tomb was especially challenging, with multiple boss Unravellers, including one with a Champ pack mixed in; lots of retreating to draw out the skeletons, and a few times needing to approach from another side, and sometimes just exploring another if I was getting frustrated to avoid making a mistake. But he got an Ist for his troubles, before taking down Kaa from a safe distance with Holy Bolt the only option:
H A2 (Ist).jpg
H A2 (Kaa).jpg
I will transition to p1 the rest of the way. I'm also going to abandon the full clear, especially for A3 jungles, with the main focus on getting him through safely at this point. Depending on monster rolls and areas, I may full clear along the way though. Highlight of A2 was this drop in AS, maybe to become an Insight for the merc for the end of A5:
H A2 (eth 4os Thresher).jpg

* * *

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   83    H A3           0      HC            N/A
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Naranja, Hammerdin, Orange You Glad Tourney, Level 84 (A4 H)
Sorry for double post, but this warranted it:
H A3 (Cham).jpg
Act III
I dropped to p1 as noted above, but I ended up full clearing because the map was Spider Forest -> Marsh -> Flayer. And p1 was pretty easy and safe, and I'd kept the full clear so far . . . Smooth through the jungles, with a nice Ormus reward that replaced the Dim Vision craft ring (but that will be in stash for A5 in case nasty projectiles), and then through Kurast city areas and Temples with only one stair trap to navigate:
H A3 (Ormus Ring).jpg
H A3 (MI Stair Trap).jpg
Then Trav dropped a bomb with the Cham from Council :oops: The rune luck continued with a Pul in Durance, and Meph fell with ease:
H A3 (Pul).jpg
H A3 (Meph Down).jpg
He also found a 12@/9 strength jewel. I'm going to keep crafting safety and hitpower headgear, hoping for 2os, and maybe give him some CBF and extra strength and resists :LOL:

* * *

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   84    H A4           0      HC            N/A
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Guardian Naranja, Hammerdin, Orange You Glad Tourney, Level 86
Guardian Naranja.jpg
He made it!

Act IV
Very smooth sailing at p1, no Gloams in the Plains, kept the full clear for the Act. HF was an Ist, so a Gul could be cubed, but no real need or option. Duriel's dropped in CS, and then Diablo fell.
H A4 (HF Ist).jpgH A4 (Duriels).jpg
H A4 (Diablo Down).jpg
It was really that straightforward, the open areas make it quite easy for the Hammerdin.

Act V
The full clear was abandoned after the Foothills, due to Slingers, teleporting demon sprites, and Skeleton archers. I didn't have patience to chase the former two down, so we just freed the Barbarians and then played direct.

Rolls were very helpful, only gloams for Anya, but safely managed. Nihl had Unravelers in Halls 2 and Hierophant healers, and I chanced it to just run to stairs (after checking first option), and then much care for his CEs. That then opened up the eth Thresher for Insight, which was then personalized:
H A5 (Nihl).jpg
Screenshot001.jpg
Along the way, we found a nice jewel to fill the last open socket for the merc, and then smooth to Ancients, who were kittens, without amp. I didn't even get screenie for Talic, but not really missing because they were very manageable rolls. WSK full cleared as an A85 zone was quite easy, and then waves simple:
H A5 (Baal Down).jpg
We did a few mobs of Cows at p3 to hit lvl 86, and then called it. Guardian thread will be posted in the next few days, and then Sept post. Hoping to finish my oSkill Sept before the New Year, which I think is doable with holidays and quieter work schedule.

* * *

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   86    Guardian       0      HC            N/A
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Act 4 went quite easily and Holybolt with the changes continues to wreck in /p8. I did avoid Izual on /p8 though because he isn't a demon.




My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614

Total Score: 2679

Fashion for Act 5 NM is Gold find. This is going to mess me up, I have to equip the Alibaba and remove my lovely spirit sword.
 
Act 5 wasn't the best with so many non-demon/undead spawns. Did find an Ohm in a Terror zone though!

Screenshot005.png


My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337

Total Score: 3016

Fashion for Act 1 H is Gold find. Great thing I just gambled more gold find stuff...ugh survival is changing rapidly.
 
  • Like
Reactions: Swamigoon
My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474

Total Score: 3490

Fashion for Act 2 H is Health. I'm going to have to see how this plays out, going to run some Andy in Hell before I commit to moving forward.
 
My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Total Score: 4410

Fashion for Act 3 H is Life Steal. Spirit provides a nice 7% and rings and such, let's see how much + we can get to balance this out.
 
Act 3 was interesting, but provided minimal items. I'm debating on running a Mephisto some as I have a good map before I proceed. A few tough spots, but nothing I couldn't handle.

My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Act 3 H: 25 (x15): Score 375
Total Score: 4785

Fashion for Act 4 H is Attack Rating. I have an angelic combo, so that is great for points, but not great as a caster.
 
Act 4 had attack rating, and my gear switched out quickly. I went from dual spirit in Act 3 to no spirit. Found a random magical paladin shield which provided attack rating and decided to place an p.amythest in my Blade of Ali Baba after I found a repeating bow with 170ish AR so that I could at least use a shield, albeit a useless one.

Again had to equip angelic combo for the AR bonus (not life bonus this time) for a massive point boost. Hellforge yielded a Gul rune and Diablo dropped a unique ring (low % Nagel)

The final act has given me Crushing Blow/Deadly Strike/Open Wounds as my option and I found a Razor's Edge, which with Griswold's Heart, I can easily equip it, thus I must equip it.

My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Act 3 H: 25 lifesteal (x15): Score 375
Act 4 H: 1,438 Attack Rating: Score 1,438
Total Score: 6223
 
  • Like
Reactions: PhineasB
Act 5 was not super hard, but Ancients posed a challenge. I ended up shopping for a life tap wand and used a teleport amulet to separate one of the Ancients so I could let my mercenary using a Grim Scythe Insight (best 4os polearm I found) slowly kill them.

I ran pindleskin to go from 82 to 83 and was rewarded handsomely.

Screenshot011.png

Baal dropped me Kinemil's Awl as my glorious reward.

Overall, the tournament setting changed my gear a fair amount. Maybe if I decide to play another character in this tournament of tournament's I'd probably do a sorceress and roll her here as I feel she would be okay. Most found unique: Buriza. I found 3 of them.

Salvation was used as my primary Aura with a base of 8 (12 total with Spirit Shield and Griswold's Heart (SolSolSol)


My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Act 3 H: 25 lifesteal (x15): Score 375
Act 4 H: 1,438 Attack Rating: Score 1,438
Act 5 H: 5% CB, 50% OW/DS, score 315
Final Score: 6538
 
  • Like
Reactions: PhineasB
I know this tournament is essentially completed, and there's another tournament that just started, but I decided I wanted to try skoolbus' All Alone Tournament. This seems like as good a place as any to record my attempt at it, but I can post somewhere else if the organizer would rather count this tournament as finished.

A quick summary of the tournament rules:
  1. Hardcore.
  2. Untwinked.
  3. Single-pass.
  4. No save and exit to avoid danger.
  5. No going to town unless required to advance the game, and you may only speak to people absolutely necessary to continue. In effect, this means:
    • No use of town portals (except to reroll ancients).
    • No shopping or gambling, including for potions.
    • No town identification. Scrolls of identify are precious!
      • The rules specifically allow you to buy a Tome of Identify from Drognan when you have to talk to him in Act II, if you don't find one earlier in the Jail.
    • No NPC repairs. Can still use the cube recipe to occasionally repair specific items.
    • No mercenary.
    • No respecialization.
    • No stash. Everything you want to keep must be carried on your back.
    • Most quests cannot be resolved for rewards, and some areas are inaccessible (Tristram, Nihlathak's temple, cow level).
      • However, the tournament specifically allows for killing Radament for his reward (and then leaving back through town without talking to anyone). And you also automatically get the reward for killing Izual when leaving Act IV, since you have to talk to Tyrael.
In addition, a couple of bonus personal rules:
  • /players 1 only.
  • No ladder-only runewords (e.g. no Spirit).
I will be playing this on 1.14d. I also wanted to try an alternative to Sven's glide wrapper this time around called D2GL. Preliminary investigation seems promising: the graphics look quite nice to me, with no bugs that I've noticed.

Without further ado, introducing Dio, the misanthropic sorceress! She aspires to use primarily Frozen Orb and Blaze to dispatch her enemies, with Fire Wall as an additional spell to kill those pesky monsters that won't run into her trail of fire. This has the important benefit of allowing me to use Warmth as a primary synergy, so mana will (hopefully) be manageable.
dio.png

I've already played for a few days with Dio; here are some details of her journey thus far.

Playing a sorceress without easy access to mana potions can be a bit tricky. Dio had to resort to some dirty tricks to kill a pair of dangerous depraved archers. Eventually she acquired access to a 3-socketed ranged weapon, but even then she regularly ran completely out of potions against some enemies.
Screenshot001.pngScreenshot005.pngScreenshot010.png

Worse than that, though, was the complete dearth of identify scrolls! From perusing a bit of the old All Alone tournaments I knew they were dear, but I was quickly finding out that I could hardly afford to identify half of what I wanted to. I was hoping to alleviate the strain by finding a Tome of Identify in the Jail, but the fates conspired against me. By the end of Act I, I had to drop a bunch of enigmatic jewelry, and my inventory was still filled with red items!
Screenshot013.pngThe Countess was really helpful!Screenshot018.pngScreenshot036.pngScreenshot051.png

In Act II, Dio relied heavily on her crossbow in the sewers, but its efficacy was quickly waning. This culminated in a dicey encounter with Radament, resulting once again in every last potion getting used. From there things improved, as a few levels into Blaze and fewer skeleton archers meant most enemies were turned into ash. And per the revised tournament rules, since Dio was forced to talk to Drognan to get into the palace harem, she was allowed to finally acquire a valuable Tome of Identify from his stock! With spirits renewed, Dio pushed through into Duriel, who quickly fell to a combination of Frost Nova, Static Field, Blaze, and a couple of crossbow bolts.
Screenshot052.pngScreenshot057.pngScreenshot068.pngScreenshot076.png

Having recently unlocked Blizzard, Act III found Dio experimenting with a new source of damage. Between that, Fire Wall, and Blaze, all enemies were simple to handle. Dio also found a staff with two sockets partway through the act, to which she added the nice runes the Countess gave her to make Leaf. This combined with her hard points gave her a total Warmth level of 12! Mana worries were indeed diminishing, and the act was finished with blazing speed, though Mephisto was a bit scary with such low resistances.
Screenshot082.pngScreenshot083.pngScreenshot085.pngScreenshot086.png

In act IV, the main inconveniences facing Dio were broken equipment and inventory space limitations. She decided to use the other Ral she had fortunately acquired to fix her boots, since there was a good chance fire damage would be a problem. Her fancy Bloodfist gloves, though, which had similarly broken about halfway through Act III, would have to stay that way for awhile yet. After dispatching Izual, Dio reluctantly parted with her pretty Death's Guard sash; hopefully she'd have a Rhyme to give her CBF in the nearish future! With extremely cautious use of potions (and health shrines) she made her way to Diablo and dispatched him in a blazing crucible of fire.
Screenshot088.pngScreenshot091.pngScreenshot093.pngScreenshot094.pngScreenshot097.pngScreenshot100.png

In the Frigid Highlands of Act V Dio acquired her most long awaited skill: the potent Frozen Orb. This spell laid waste to everything that stood before her, only set aside occasionally for Blaze to let her mana regenerate. Fortune smiled on Dio, giving her several nice finds in a row: an endgame-worthy lightning resist charm, a 3-socketed kris to make Malice in, and a 2-socketed circlet along with Ort and Sol runes to make Lore! However, this only compounded her inventory space issue, and there were many stops to empty out the cube for jewelry recycling and hard decisions on what to leave behind. Potions began to run a bit low towards the end of the act once again, but the efficient fire spells proved sufficient to handle the enemies in the throne and ultimately Baal himself, who typically dropped nothing of value.
Screenshot107.pngScreenshot109.pngScreenshot113.pngScreenshot119.pngScreenshot122.png

Dio the Sorceress, Level 35
Str 30/30, Dex 60/61, Vit 110/110 (298 life), Ene 35/45 (123 mana)
Resists (NM): -8/32/37/-40
Equipment:
Code:
Leaf
Battle Staff
TirRal
Two Hand Damage: 6 - 13
Durability: 39 of 40
Required Level: 19
Fingerprint: 0x2d0d33d
Item Level: 22
Version: Expansion 1.10+
+3 to Fire Skills
Adds 5 - 30 Fire Damage
+3 to Inferno (Sorceress Only)
+3 to Warmth (Sorceress Only)
+3 to Fire Bolt (Sorceress Only)
+1 to Nova (Sorceress Only)
+70 Defense (Based on Character Level)
Cold Resist +33%
+2 to Mana after each Kill
2 Sockets (2 used)
Socketed: Tir Rune
Socketed: Ral Rune

Malice
Kris
IthElEth
One Hand Damage: 2 - 23
Durability: 20 of 24
Required Level: 15
Required Dexterity: 45
Fingerprint: 0x20797a52
Item Level: 41
Version: Expansion 1.10+
33% Enhanced Damage
+9 to Maximum Damage
-25% Target Defense
+50 to Attack Rating
100% Chance of Open Wounds
Prevent Monster Heal
-100 to Monster Defense Per Hit
Replenish Life -5
+0 to Light Radius
3 Sockets (3 used)
Socketed: Ith Rune
Socketed: El Rune
Socketed: Eth Rune

Damaged Bone Shield <--- hopefully to be quality upgraded and socketed for Rhyme!
Bone Shield
Defense: 22
Chance to Block: 0
Durability: 6 of 13
Required Strength: 25
Fingerprint: 0x1c933792
Item Level: 24
Version: Expansion 1.10+

Lore
Circlet
OrtSol
Defense: 22
Durability: 30 of 35
Required Level: 27
Fingerprint: 0x4103fb42
Item Level: 28
Version: Expansion 1.10+
+1 to All Skills
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune

Gemmed Breast Plate
Breast Plate
Defense: 68
Durability: 22 of 50
Required Level: 12
Required Strength: 30
Fingerprint: 0xba47ab6
Item Level: 31
Version: Expansion 1.10+
48% Better Chance of Getting Magic Items
3 Sockets (3 used)
Socketed: Topaz
Socketed: Topaz
Socketed: Topaz

Bloodfist
Heavy Gloves
Defense: 18
Durability: 0 of 14 <--- still broken :(
Required Level: 9
Fingerprint: 0x24217a
Item Level: 13
Version: Expansion 1.10+
+10% Increased Attack Speed
+30% Faster Hit Recovery
+5 to Minimum Damage
+17% Enhanced Defense
+10 Defense
+40 to Life

Demonhide Sash of Balance
Demonhide Sash
Defense: 29
Durability: 9 of 12
Required Level: 24
Required Strength: 20
Fingerprint: 0x58d4ffb
Item Level: 29
Version: Expansion 1.10+
+10% Faster Hit Recovery

Hsarus' Iron Heel
Chain Boots
Defense: 8
Durability: 13 of 16
Required Level: 3
Required Strength: 30
Fingerprint: 0x2116a2f2
Item Level: 15
Version: Expansion 1.10+
+20% Faster Run/Walk
Fire Resist +25%

Ocher Amulet of Regeneration
Amulet
Required Level: 9
Fingerprint: 0xf5210333
Item Level: 19
Version: Expansion 1.10+
Replenish Life +4
Lightning Resist +20%

Felicitous Ring of the Apprentice
Ring
Required Level: 3
Fingerprint: 0x1fcdc0ed
Item Level: 20
Version: Expansion 1.10+
+10% Faster Cast Rate
9% Better Chance of Getting Magic Items

Lapis Ring of Regeneration
Ring
Required Level: 9
Fingerprint: 0x99be45a9
Item Level: 14
Version: Expansion 1.10+
Replenish Life +3
Cold Resist +17%

Charms
Amber (27) Grand Charm of Life (7)
Grand Charm of Balance
Russet (7) Small Charm of Shock
Lapis (7) Small Charm of Life (7)
Azure (5) Small Charm of Dexterity
Azure (5) Small Charm
Azure (5) Small Charm
Small Charm of Life (10)

Inventory
Mostly gems and runes for cube recipes
Jewelry for recycling
Angelic Halo
2x Flawless Sapphire Gemmed Helm
Jewels for possible orb sockets:
  • Ruby (29) Jewel
  • Camphor (15) Jewel
  • Camphor (13) Jewel of Spirit (6)
Tome of Identify
Keys

Destroyer Dio, Level 35 - Start of Nightmare
 
@softlyfalling Seeing your screenshots of all the unidentified items brings back the memories! Making it past Diablo and Baal is quite an achievement with those restrictions (and making it even tougher staying on /p1 the whole way 🤯)! Best of luck in NM!
 
@softlyfalling Seeing your screenshots of all the unidentified items brings back the memories! Making it past Diablo and Baal is quite an achievement with those restrictions (and making it even tougher staying on /p1 the whole way 🤯)! Best of luck in NM!
Thanks for the well wishes! /p1 does make the early game a bit harder since you aren't so overleveled (enemies can actually hit you!), but by late Nightmare the difference diminishes quite a bit. In Hell it's mostly just a difference of the items that have dropped, and so far the drops have been kind to me. Hopefully that will continue!


As Dio progressed into the beginning of Nightmare, the inventory shuffle became increasingly difficult. She really wanted to use the cube to create a prismatic amulet, but that meant accumulating perfect specimens of all six varieties of gem, which meant a lot of assorted flawless gems to hold onto. She lucked out and found not one, but two gem shrines in the Blood Moor, and decided to save them for as long as she could to increase her chances of finding the right gems.

The other feasible items she was hoping to find were mainly runes and runeword bases. The Countess provided her with a Shael for Rhyme, but she was still missing an appropriate base: she ideally wanted a bone shield, but she'd only managed to find a single one so far, and it was damaged and so could not be socketed as-is. Dio had found a couple of El runes in Normal, but used one for Malice and disposed of the other, thinking it wouldn't be necessary; but that was what she needed to upgrade her shoddy bone shield! Runes left behind included a Hel and a couple of Dols.
Screenshot132.pngScreenshot133.png

In the catacombs, she found a most impressive orb: a perfect companion for a Rhyme shield once she creates one. But could I afford the space to carry it and my Leaf staff in the meantime? She dumped everything she could to carry both for now, and ended up equipping the orb when she found a white buckler (another perfect ruby could be used to socket it if it all else fails). Andariel was kind enough to drop one of the remaining gems she needed, so Dio retraced her steps to the Blood Moor to make her shiny amulet (a perfect 20, but no suffix).
Screenshot142.pngScreenshot146.pngScreenshot147.png

Progress so far in Nightmare had been exceedingly smooth due to Frozen Orb, and Act II proved no different: almost everything died in one pass of her icy spheres. Occasionally blaze was used for backup or regen, but mana was fairly stable, even without Leaf, which was discarded in the Stony Tomb. In the Far Oasis, Dio caught a break when a spiked shield with two sockets fell into her lap. It's not perfect, but she quickly made Rhyme and equipped it, and also finally dumped her saved up stats (70 of them!) into dexterity for reasonable block. Dio cleared all the way through the Arcane Sanctuary before taking a break (and, notably, closing the game...), preparing to tackle the canyon and the false tombs.
Screenshot152.pngScreenshot162.pngScreenshot164.png

There were a number of notable drops in this act, all of which produced ever-more-difficult inventory and stat decisions. Dio found Nightsmoke in the Maggot Lair (do I use it now, or upgrade it and put 28 points more into strength?), rare dual-res FRW self-repairing(!) boots in the Palace Cellars, and Jade (25)/Snake (32)/Sapphire (27) grand charms in the sanctuary and the tombs. And finally... Silkweave! Unequippable at the moment, but Dio couldn't bear to drop it, so she reluctantly carved out more inventory space for it by dropping weaker charms, runes, and everything non-essential. She even dropped her keys to make room for one more potion for big bad Duriel.
Screenshot155.pngScreenshot165.pngScreenshot174.pngScreenshot176.png

Now, having made her way into the chamber before Duriel, an unsettling feeling crept over Dio: where had she left the staff and amulet again? Indeed, I made a big mistake earlier when I closed the game after finishing the Arcane Sanctuary: I forgot that I'd been storing quest items on the ground due to space concerns, and so of course they vanished! This is perhaps grounds for disqualification, but I decided the best course of action was the following: go back into the Claw Viper Temple and the Maggot Lair, clearing only what is necessary to prevent death, and picking up absolutely nothing (except the quest items). This proved a little scary: snakes made intimidating noises and surrounded the claw viper's altar after Dio teleported there, but she made it out safely. Dio even blindly teleported through some of the Maggot Lair, finding a pack of maggots with Conviction in the process! This cost her a few potions, which were quite precious with Duriel as the only remaining lootable enemy of the act, but the punishment fits the crime.
Screenshot182.pngScreenshot183.pngScreenshot184.png

Fortunately, Dio was well prepared for Duriel. She immediately ran up next to him (to avoid his Charge) and wailed on him with Static Field and Frozen Orb. Between her ~60% block and Energy Shield, Duriel couldn't threaten her significantly, and quickly fell.
Screenshot189.png

Dio has started Act III, and made it to the Great Marsh waypoint before deciding to take a break (without closing the game this time!). She has a few decisions to make: should she spend the strength and up Nightsmoke, or hold off for something better (a Fal off the Hellforge could mean Lionheart, which would mean that strength could be put into vitality)? If she has to increase her strength anyways for Nightsmoke, should she use Silkweave too? The mana per kill looks nice, but might not be that useful when it matters the most: when killing speed slows down. She just found a Ral, and is considering whether to repair her gloves.
Screenshot193.png

Finally, she also just found a curious item: a white "Swirling Crystal" orb. Her plan has been to look for a socketed or blue orb of sufficient quality to reroll using chipped/normal/flawless gems, looking for +skills, life/mana and two sockets. This orb is of exactly sufficient quality for that plan to work (Arch-Angel's prefix is available at alvl 50+), but she'd have to use a socket recipe on it, and that recipe of course requires a... Ral rune! So it'd be crazy to waste a vital repair on a white orb just to make it rerollable, right?


For any brave reader who has made it this far, a couple of questions:
  1. I've been using Telekinesis quite a lot, as it's quite useful for all sorts of things, e.g. opening doors in the false tombs when dangerous enemies could be hiding just behind them. But when I use it on shrines, it only seems to work about half the time, and I can't discern the pattern to when it fails. Sometimes even the same well or shrine will work once, and then when I come back and it's reset, Telekinesis will no longer trigger it! What's the deal?
  2. My understanding is that Energy Shield is supposed to break on any attack that is sufficient to reduce mana to zero, with any remaining mana damage then converted back into health damage. But that has not been my experience, as energy shield only very rarely seems to dissipate early, perhaps only against mana burning enemies. I found a suitably controlled enemy to test this on (see below), and it confirmed my observations: even with the mana globe empty and damage going fully(?) to health, energy shield doesn't break. My hypothesis is that only integer values of health -> mana damage are allowed, so a tiny portion of mana remains and thus mana never actually hits zero to break the spell, which is quite nice in the heat of battle.
Screenshot159.png

Destroyer Dio, Level 54 - Great Marsh Waypoint
 
  • Like
Reactions: skoolbus and Vang
Dio has made some decisions and progressed a bit further. She ditched Silkweave in favor of her rare boots, and decided to repair her gloves before facing the fearsome Kurast temples. She faced some scary enemies along the way: lots of Bone Fetishes, in the Swampy Pit, Flayer Dungeon, and the Sewers. She tried to deal with these one at a time, but even one unblocked explosion next to her was quite painful with her low health! Her fire resist was also a bit low, so the ubiquitous vampires were also frightening at times.
Screenshot196.pngScreenshot199.pngScreenshot204.pngScreenshot210.png

Dio made her way through the council carefully, and found yet more Bone Fetishes in Mephisto's Durance. Part of the way through the second level, she was staging a blazing retreat from a couple of Stygian Dolls when she turned and killed one with Frozen Orb. The explosion took her to half health, and as she retreated further to heal, the other diminutive creature died in her trail of fire, and the explosion suddenly killed her.
Screenshot216.png

The Bone Fetishes are always a bit spooky, especially when your only tools for handling them are area damage. I should've been a bit more careful in tackling them, but I also think I put too much faith in block on a character that likes to run around constantly; in hindsight the stat points would probably have been better spent in straight Vitality rather than Dexterity.

I was enjoying the All Alone idea quite a bit, though, and I feel this character could've made it with some better decision making. Perhaps Dio has a sister with similar proclivities who will take up her mantle in the near future...

Edit - Here's the updated tournament scoreboard. I added Vang's guardian as well, as best I understood the final conditions:

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   86    Guardian       0      HC            N/A
D2R    Vang          Fashionistas 2011   Pally   83?   Guardian       0      HC            15
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2L    softlyfalling All Alone III 2007  Sorc    57    Dur of Hate NM 0      HC            07
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Unwilling to let Dio die in vain, her cynical sister Cyn is taking on the All Alone challenge in her stead. She similarly aspires to be a Frozen Orb/Blaze sorceress, but with a few differences that will hopefully allow her to succeed where her sister failed. Most notably, ignoring block and potentially a shield altogether.

Gameplay so far has been mostly quite similar, though learning from experience Cyn ended up with a surfeit of identify scrolls in Act I--though still no Tome of Identify in the jail. The Countess once more strongly suggested that Cyn make a Leaf staff, so she did just that, but had to wait for level 19 to use it. Before that she had to go through the sewers to get to Radament, and this time it was significantly tougher without any items with health regeneration. With no health potions and plenty of skeleton archers, she had to play very cautiously to stay alive. After that, however, she soon attained the powers of Leaf, which helped tremendously.
Screenshot229.pngScreenshot224.pngScreenshot232.png

In Kurast and Hell, the difference in drops between the two sisters became somewhat amusing. While Dio had failed miserably at finding a decent bone shield for respectable block, Cyn found four in Act III alone, one of which was perfectly socketed for Rhyme. Unfortunately, the important drops were not as kind to her: instead of her sister's potent Bloodfist and Hsarus' Iron Heel, Cyn received and begrudgingly donned Treads of Cthon and The Centurion. In the caves of Act V she found what she thought was Tearhaunch but turned out just to be a knockoff! To add insult to injury, she still has not found an equippable three socket piece of body armor, despite investing into strength much more heavily than her sister. No wonder she's a cynic.
bone shield.pngScreenshot261.pngScreenshot278.png

Yet, despite all this, with proper planning Cyn managed one advantage over Dio: she already completed her prismatic amulet. I found a grand total of five gem shrines over the course of normal, and tried out a new strategy: leaving the game running so I could save them until the very end of the difficulty. This was a bit of a gamble, because there's always the risk Windows decides to update or crash and the gem upgrades would be lost. But the strategy ended up working out perfectly, and Cyn's new amulet came out arguably better than her sister's.
Screenshot286.png

Destroyer Cyn, Level 35 - Start of Nightmare
 
  • Like
Reactions: PhineasB
Cyn has advanced quickly in Nightmare, only hampered by the constant problem of inventory management. Her surplus of scrolls of identify quickly dwindled in Act I, and she had to resort to storing unidentified jewelry near a landmark and "identifying" it by recycling with the cube. The inventory situation was feeling particularly crushing because Cyn had been unable to make any runewords yet, but that changed in the catacombs when she found a suitable circlet for Lore and a Shael for Rhyme. Much like her sister before her, she regretfully parted with her Leaf staff before incinerating Andariel in a ring of fire.
Screenshot303.pngScreenshot321.png

In Act II, Cyn faced an issue that had been building up. She had the runes for Malice--an absolute necessity for handling dual immunes--and she was currently carrying an axe with three sockets on her weapon switch. However, she was optimistic about the chances for making a Memory staff at some point, which would mean having to lug around a 4-8(!) size staff if she should find a suitable candidate. This would have to go on her weapon switch, and the axe was too big to store in her inventory. Furthermore, she had found an orb with +1 to energy shield, a skill she had been hoping to avoid spending skills on the prerequisites for. That was also consuming inventory space: the axe had to go while a more compact Malice option could be found. The ideal choice for Cyn's attributes was decided to be a barbed club, but when a morning star with three sockets turned up, she couldn't pass on it. Of course, shortly after that, what should turn up but a barbed club with three sockets!
The constant inventory conundrumScreenshot345.png

Earlier in the act, Cyn unexpectedly found a Fal rune. While possibly useful, what she was hoping for was a Lum; she really wanted Memory, and if she got two, she could make either Lionheart or Smoke as well. Of course, the prime evils of probability, statistics, and stochasticity rarely see fit to give you what you want, and Cyn ended up finding another Fal rune in Tal Rasha's tomb. She took her frustration out on Duriel by running rings around him as he hopelessly chased her.
Screenshot329.pngScreenshot356.pngScreenshot358.png

Of course, inventory space always wins, and in Act III the importance of a second Fal rune came into question. It was unceremoniously dumped in Upper Kurast, shortly followed by a large amount of gold she had picked up out of habit. Even still, Cyn was once again ferrying a couple of runes she couldn't bear to part with back and forth, until she decided that she needed to clear her mind (and backpack) before starting the Durance of Hate, where her sister had died.
Screenshot378.pngScreenshot383.pngScreenshot388.png

Earlier in the Swampy Pit, Cyn had been mowing down enemies with Frozen Orb when she came upon a room filled with columns. She cast a Frozen Orb at a fetish shaman and immediately ran forward around a column in pursuit, when 10 bone fetish minions and their leader appeared before her, apparently having been quietly meditating in the shadows. Seemingly half of them instantly exploded, but only a few were close enough to hit Cyn, and having slammed down every potion in her belt simultaneously she somehow survived (going down to <15% health). She resolved to do two things at this point: stop brazenly advancing after casting Frozen Orb, and to use better tactics against bone fetishes, so as not to meet the same untimely demise as her sister, Dio.

In Mephisto's Durance, just like her sister, Cyn was faced with bone fetishes on both floors one and two. This gave her an opportunity to practice her new tactic: let the bone fetishes run up and start to smack her in the face, then teleport and attack with Frozen Orb. Done properly, it should be impossible to get hit with a death explosion, and their puny primary attacks barely scratch her with Energy Shield on. She also declined to use Blaze, as it was too hard to control when the bone fetishes would die with flames burning everywhere. These tactics proved sufficient, and Cyn triumphed where her sister had failed.

She was quickly rewarded with an incredible find: Chromatic Ire! Maybe she wouldn't need Memory after all! Still reeling at the potential inventory ramifications, she summarily dispatched Mephisto and looted his rotten corpse. Unfortunately, she only had one identify scroll left, and the first allowed waypoint in Hell wasn't until halfway through the act; she chose to identify the boots and keep the ring for later (it was garbage).
Screenshot394.pngScreenshot398.pngScreenshot400.pngScreenshot402.png

Act IV was speedy and straightforward. After facing the bone fetishes, the enemies of Hell felt simple to deal with. Cyn approached the Hellforge with hope, but unfortunately left in despair: she found only a useless Dol rune. However, forging ahead in the molten river, she did find something of value: an Io rune, which was her third! She'd been keeping a flawed topaz in her inventory since halfway through Normal difficulty for just this possible occasion, and at last she was able to make a Lum rune. Furthermore, Chromatic Ire rendered Memory at best a sidegrade, so that meant she could use her shiny new rune for either Smoke or Lionheart. Which also meant she could ditch the gothic plate she had just cubed to have four sockets a few areas ago! Inventory space at last! Diablo fell into a heap of ash as she pondered these revelations.
Screenshot413.pngScreenshot414.pngScreenshot412.png

Other useful finds so far in Nightmare:
  • Rare boots with 30% FR/W, 25% LR and 16 mana
  • Rare amulet with +18 all res and 42 mana
  • Bladebuckle (30% FHR!)
  • Several great charms (44 mana/18 life grand, 28 FR grand, 9 LR/20 life large)
Notable items left to the elements:
  • Fal rune
  • Ethereal Peasant's Crown (only 7 durability)
  • +1 Poison & Bone charm
  • Immortal King's Will, Aldur's Stony Gaze, and at least four each of Cathan's Mesh and Isenheart's Case
Destroyer Cyn, Level 59 - Nightmare Harrogath
 
Cyn's lonely adventure continued on the slopes of Mount Arreat, where she massacred many, many skeletal marksmen. Space issues and additional Ral rune drops forced her to prematurely repair her Lore circlet (13/35 durability), but for now, at least, durability was not a huge concern. The issue of the act was figuring out how to best make Smoke before Hell: armor weight and durability were both of import, but unfortunately Cyn lacked the Tal rune to socket her own armor, so really any body armor with two sockets she found might have to do. Fortunately, she found a set of splint mail with two sockets on the Arreat Plateau; unfortunately, this meant either giving up on something better or lugging it around in the meantime. She played the game of leaving it on the ground and coming back every 10 minutes to refresh its disappearance timer for a bit, but that got old quick, so she eventually dropped her fancy magic find armor--and a few other oddities--for the battered splint mail.
Screenshot448.png

Finally, just before reaching Arreat's summit, Cyn decided that the search for a better armor had to be over and made Smoke. This put her important resists well over 75%, so she temporarily switched out her resist amulet for a nifty Volcanic (+3 fire skills) amulet she had recently found. Smoke also gave her enough FHR that she decided to swap out Bladebuckle for a demonhide sash she found with +72 life. An abundance of caution gave her the idea to shuttle some potions up to the mountaintop before fighting the infamous ancients. But upon first reaching the summit, she found that the door had locked behind her, and she could not return to get more potions! Uh oh! Somehow I didn't realize this worked this way, probably because I've never had a reason to go back down to the Ancient's Way before killing the ancients, but fortunately the first trip up had me bringing everything I really needed (including a couple of TP scrolls for rerolling). This will be important to remember for Hell, though.
Screenshot456.png

Cyn was level 63 when she fought the ancients; a bit of wasted experience, but not too big of a deal. She rerolled them once to get rid of cursed Talic, then killed them fairly easily on the next roll. The only iffy moment was when she got stuck on a pillar and Talic whirled through her, but a rejuv potion at the ready saved her from that danger. Soon after she sped through the Worldstone Keep with few issues. Baal's minions were dispatched with the help of ample patches of Blaze setup on their spawn points ahead of time, and Baal himself fell soon after to Static Field and Frozen Orb.
Screenshot459.pngScreenshot473.pngconqueror_ccyn.png

Here's what her stats, gear and inventory looked like at the end of Nightmare:
Cyn the Sorceress, Level 66
Str 70/80, Dex 25/25, Vit 275/275 (809 life), Ene 35/59 (379 mana). I think GoMule must not include Chromatic Ire's life bonus; Cyn had about 1000 life upon starting Hell.
Resists (Hell): 67/30/98/4
Skills: 20 FO, 20 Blaze, 7 Warmth, 1 in CM/FM/Shiver Armor/Fire Wall/Static Field/Telekinesis/Teleport, plus prerequisites. She currently has 10 skill points saved up: more on that later!
Code:
Chromatic Ire
Cedar Staff
Two Hand Damage: 11 - 32
Durability: 26 of 35
Required Level: 35
Required Strength: 25
Fingerprint: 0xde7a08af
Item Level: 58
Version: Expansion 1.10+
+3 to Sorceress Skill Levels
+20% Faster Cast Rate
+1 to Cold Mastery (Sorceress Only)
+1 to Lightning Mastery (Sorceress Only)
+1 to Fire Mastery (Sorceress Only)
Increase Maximum Life 24%
All Resistances +36
Attacker Takes Lightning Damage of 20

Gemmed Clasped Orb
Clasped Orb
One Hand Damage: 5 - 12
Durability: 20 of 40
Required Level: 24
Fingerprint: 0x3db7a75e
Item Level: 50
Version: Expansion 1.10+
Adds 3 - 9 Fire Damage
+1 to Energy Shield (Sorceress Only)
+12 to Life
Cold Resist +22%
Lightning Resist +23%
2 Sockets (2 used)
Socketed: Ambergris Jewel of Passion
Socketed: Sapphire Jewel

Rhyme
Bone Shield
ShaelEth
Defense: 12
Chance to Block: 40
Durability: 29 of 40
Required Level: 29
Required Strength: 25
Fingerprint: 0x7066dc71
Item Level: 40
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth Rune

Lore
Circlet
OrtSol
Defense: 20
Durability: 33 of 35
Required Level: 27
Fingerprint: 0x532ef6d5
Item Level: 43
Version: Expansion 1.10+
+1 to All Skills
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune

Smoke
Splint Mail
NefLum
Defense: 164
Durability: 19 of 30
Required Level: 37
Required Strength: 51
Fingerprint: 0x36757116
Item Level: 60
Version: Expansion 1.10+
+20% Faster Hit Recovery
+75% Enhanced Defense
+280 Defense vs. Missile
+10 to Energy
All Resistances +50
-1 to Light Radius
Level 6 Weaken (18/18 Charges)
2 Sockets (2 used)
Socketed: Nef Rune
Socketed: Lum Rune

Coral Gauntlets of Light
Gauntlets
Defense: 14
Durability: 13 of 24
Required Level: 13
Required Strength: 60
Fingerprint: 0x4cb1c1f6
Item Level: 32
Version: Expansion 1.10+
+15 to Attack Rating
Lightning Resist +30%
+1 to Light Radius

Demonhide Sash of the Squid
Demonhide Sash
Defense: 29
Durability: 7 of 12
Required Level: 30
Required Strength: 20
Fingerprint: 0x6ae319ad
Item Level: 63
Version: Expansion 1.10+
+72 to Life

Glyph Greaves
Light Plated Boots
Defense: 43
Durability: 9 of 18
Required Level: 29
Required Strength: 50
Fingerprint: 0x210f6f4c
Item Level: 47
Version: Expansion 1.10+
10% Chance to cast level 3 Charged Bolt when struck
+30% Faster Run/Walk
+33 Defense (Based on Character Level)
+16 to Mana
Lightning Resist +25%
42% Extra Gold from Monsters

Havoc Heart
Amulet
Required Level: 31
Fingerprint: 0x4102fcbd
Item Level: 54
Version: Expansion 1.10+
+1 to Maximum Damage
+3 to Energy
+36 to Mana
+5 Maximum Stamina
All Resistances +18
33% Extra Gold from Monsters

Dread Grasp
Ring
Required Level: 48
Fingerprint: 0xe9855112
Item Level: 61
Version: Expansion 1.10+
+5 to Strength
+1 to Energy
+85 to Mana
Regenerate Mana 8%
Half Freeze Duration

Garnet Ring
Ring
Required Level: 13
Fingerprint: 0x1c01ac22
Item Level: 45
Version: Expansion 1.10+
Fire Resist +29%

Charms
Serpent's (44) Grand Charm of Life (18)
Ruby (28) Grand Charm of Greed
Snake's (33) Grand Charm of Strength
Grand Charm of Sustenance (32)
Cobalt (11) Large Charm of Sustenance (25)
Ocher (9) Large Charm of Sustenance (20)
Lapis (6) Small Charm of Life (7)
Cobalt (9) Small Charm
Russet (6) Small Charm of Shock

Inventory
Malice Morning Star (72/72)
Volcanic Amulet
Wyrm's (59) Ring
Coral (29) Ring of the Ox
Cobalt (30) Ring
Angelic Halo (emergency life regen)
PAmethyst
Runes: Eth, Tal, Ral (x8!), Ort, Thul, Amn, Sol, Shael
Extra ring, amulet for recycling
Tome of Identify
Keys

Since town was off-limits, there would be no shopping or crafting spree prior to Hell; Cyn would have to dive right in. Much of her equipment was quite good, but her gloves, belt, and rings were still notably below par. She had started to craft a bit as inventory space started to become available in Act V NM, but all she had to show for it so far was a caster ring with 87 mana. A "Bahamut's" ring would be greatly appreciated! Still, her resists were acceptable; if they were a bit better, though, she'd be able to equip her mighty +3 fire skills amulet full-time, which tremendously boosts the damage of her walls of fire.

The main decision confronting our heroine enroute to the desecrated cathedral was what to do about Energy Shield. She had yet to find anything better than an orb with +1 to ES, which combined with her Lore circlet gave her a measly 25% ES. This was unlikely to hold off the minions of Hell, especially considering she had invested no points into Telekinesis yet. But, she currently had 10 skill points saved up. Here were the options she considered:
  1. Invest skill points in ES and its prerequisities--four total--and put the rest in Telekinesis, eventually hoping to max it. This combined with Chromatic Ire's and Lore's bonuses would yield a 40% ES with full synergy, which would be quite potent.
  2. Put everything in Telekinesis and hope she finds a +3 orb, giving a 35% ES (but still requiring Malice to be kept in the inventory instead of on swap).
  3. Put nothing in Telekinesis and instead put the points into Fire Wall and/or Static Field, to help better deal with certain tricky monsters for her skillset, like the CI and stationary greater mummies in Act II. Sometimes the best defense is a strong offense!
There was one final possibility: if she should happen upon another Lum (and Io) rune, she could still switch to Memory and get a very strong ES that way. Ultimately, she decided that *some* kind of strong ES would be necessary, but which route remained uncertain; so she invested her points in Telekinesis and put off the question of *how* to get a strong ES until after the Countess had been dealt with, as she may provide the runes for Memory.



Hell's first challenge came from an unexpected source: Rakanishu, Cyn's first FI/CI opponent. He was also extra fast and cursed, which made swinging at him with her Malice morning star a painful affair: she could tolerate at most two blows before having to retreat and recover. Fortunately, the Blood Moor and Cold Plains had a well and several health/refilling shrines, and she used them all several times as she worked on her strategy. She hit him a few times, but strangely Malice's PMH seemed to wear off sometimes and let Rakanishu heal; apparently, leaving the zone causes PMH to wear off on the next hit. So instead of continuing to whack him in melee and retreat to heal, she just hit him once and then used Telekinesis to slowly finish the job.
Screenshot480.pngScreenshot484.pngScreenshot485.png

A bit more nervous about her defenses, she continued on. The Underground Passage was a bit scary, and she routinely set whole caverns ablaze as she evaded CI rogues rushing at her. They setup a potent ambush at the entrance to the second level, and after leaving and reentering once, Cyn boldly teleported into a side tunnel to try to even the odds a bit. She donned her Volcanic amulet to take on the boss pack of skeleton archers from afar with Fire Wall before moving in to Blaze down the enemies around the stairs.
Screenshot486.pngScreenshot490.png

As Cyn had started looking for crafting ingredients and had resumed jewelry recycling, her inventory was once more starting to overflow, and she had to setup a temporary stash. She put this near a waypoint in the stony fields, and at first it was just jewelry, so she only had to visit it every 20 minutes to keep items from disappearing (assuming this information is accurate). But then she found an Io rune and a four socket Battle Staff, which could be critical ingredients for Memory if the Countess was generous; this, however, meant she had to visit her stash every 10 minutes. With teleport this wasn't such a huge deal, but it was distracting, which is dangerous. This couldn't be done for too much longer. Fortunately, the Countess was close, and she moved her stash to the Forgotten Tower.
Screenshot496.pngScreenshot512.png

Cyn knew beforehand that the Countess was always(?) FI/CI, and so would potentially be a formidable opponent. But she had encountered another FI/CI enemy in the Hole and dispatched it with little difficulty, so it was unclear how painful the encounter would be. A single hit from her sword answered that question: although not cursed like Rakanishu, Cyn could still hardly tolerate a couple of blows before being forced to retreat. Although the Countess was extra fast, she was quite easy to evade because of her strange refusal to go past a certain point in the hallways adjacent to her lair. Just going back and forth around this point made it extremely simple to kite her indefinitely.
Screenshot514.pngScreenshot519_fence.png

Unfortunately, Cyn had something else to think about: her stash was still on a ten minute timer upstairs, and potions were also in short supply! To circumvent this obstacle, she elected to move her stash and every potion she could find in the tower down to the fifth floor, giving her ample opportunity to (eventually) land a hit with Malice and then use Static Field and Telekinesis to whittle the Countess down to death. Phew! Unfortunately, the Countess appeared to frown upon Cyn's tactics, and dropped only an Eld rune. She also apparently magically sealed her chest shut, as it never opened, even though the quest was marked as completed!
Screenshot521.pngScreenshot524.pngScreenshot525.png

After facing foes that seem to hurt so much and lacking a Lum rune for Memory, Cyn finally had to face reality and put a hard point in Energy Shield. She also unloaded some other now-useless objects and runes, for once giving her empty inventory slots. And, she could finally abandon the trying task of dealing with her timed stash. A glorious moment, indeed.
Screenshot526.pngScreenshot527.png

By comparison, the rest of the act was straightforward, especially with her now-greatly-improved 40% ES. The Pit was cleared with little resistance, and even the irritating vampires of the Catacombs were burned to dust with Fire Wall, boosted by the now mostly worn Volcanic amulet. All that remained was Andariel, and she failed to poison Cyn a single time before similarly falling in a blazing inferno.
Screenshot538.pngScreenshot552.pngScreenshot557.pngScreenshot561.png

Notable items left to the elements:
  • The other Fal rune
  • Phase blade with five sockets
  • Tiamat's Rebuke, Carin Shard, Dark Clan Crusher, and Deathbit
Conqueror Cyn, Level 73 - Hell Lut Gholein
 
Last edited:
  • Like
Reactions: Swamigoon
Cyn began Act II by seeking out Radament below Lut Gholein. Unfortunately, she was completely out of identification scrolls, and so she had to resort to cubing unidentified jewelry once again. This particularly hurt because she was really looking to improve her accessories--mostly her rings--and potent prefixes should be available. But while Cyn daydreamed of Bahamut's fabled rings, one thing she did find in Radament's lair was a +3 ES orb, attempting to taunt her for her earlier choices.
Screenshot567.png

After easily slaying Radament and emerging into the desert, Cyn reluctantly setup another temporary stash to store her unidentified loot. By the Halls of the Dead the pile was still growing, but she was becoming stingier about what to identify and she was confident that eventually the undead would relinquish some of their valuable scrolls. She even resisted identifying her first elite unique, an ettin axe dropped by an FI/CI bat! By the end of the Halls of the Dead, she had enough scrolls to nearly completely clear her backlog of crimson items. As she made her way back to the surface for the last time, she teleported into a dark void; sadly, there were no extra scrolls hidden there.
Screenshot572.pngScreenshot580.pngScreenshot587.png

Cyn started to look through her haul. She found a somewhat interesting rare belt (29 life, 13 LR, 20 FR); barely an improvement, and she lacked the perfect amethyst to upgrade it, but she kept it in storage. But the real prize was a ring that she immediately put on her finger, sure to never be removed: Bahamut's Ring of Brilliance! 133 mana, just what she was looking for. She had been saving up some stat points, unsure of whether she'd need to put them into energy at some point to keep a roughly 2:1 ratio of life to mana to keep ES healthy. But now, she safely dumped them into vitality, with fears of mana shortages suppressed by her beautiful new accessory.
Screenshot582.png

The maggots proved unchallenging, and Coldworm was burned mercilessly, though she left the staff in place for the moment. The vipers were a more worthy foe. One CE/Extra Fast/Conviction snake was particularly scary, his death nova leaving Cyn at around 35% life! While focusing on the snakes, the CI skeletons swarmed and worried at the durability of her equipment, getting her body armor, boots and belt all down to a single point of durability. She repaired the body armor immediately, and the boots before facing Fangskin and his buddies, but left the belt since she might be replacing it soon anyways. Fortunately, Fangskin was not guarding the entrance to his lair, so Cyn had ample time to set up a suitably warm welcome for him. He was not disappointed.
Screenshot593.pngScreenshot610.pngScreenshot612.png

Cyn was forced to endure the presence of humanity once more as she passed through Lut Gholein to get to the palace cellars. Here, she found a peculiar FI/CI blunderbore that seemed not to regenerate health; she killed it with Static Field and Telekinesis alone (no Malice!). She attempted to repeat this feat on other monsters, including another unique blunderbore, but failed miserably. She did find one other enemy that seemed not to regenerate, a unique skeleton mage, but that explained little. Neither of the two uniques were super uniques, according to this list. And then Fire Eye, who is super unique and shouldn't regenerate, was regenerating! What gives?
Screenshot615.pngScreenshot623.pngScreenshot629.pngScreenshot634.png

Shrugging off these oddities, Cyn filled her Tome of Identify to the brim in Horazon's sanctuary before facing Tal Rasha's many tombs. At least five FI/CI vampire lords awaited her, but all fell to Malice + Static Field + Telekinesis. More dangerous were the champion packs of CI unravelers that seemed to lurk around every corner. But patience won the day, and Cyn slowly whittled down the hordes of skeletons with Frozen Orb--and a bit of Glacial Spike to ensure they shattered and weren't resurrected. Even the mighty Ancient Kaa was taken down, surprisingly easily in fact since he seemed determined to follow Cyn, and her blazing trail, wherever she went. Despite occasionally running completely out of healing potions, the purples never ran out, and the tombs were cleared.
Screenshot674.pngScreenshot685.png

If ever there were a time to stockpile crafting ingredients in a central location, this was it. She amassed quite the horde of potentially useful items, but ultimately it proved fruitless: the single item she crafted in an attempt to replace her nearly broken gloves ended up being useless. She finally found the last flawless amethyst she needed to upgrade her rare belt--immediately after finding a FR grand charm that made it obsolete. She decided to repair her old broken sash instead. Cyn decided that the time for crafting was at an end, and left behind an array of items before heading off to face Duriel. Essentially the same strategy as in previous difficulties was employed, and proved sufficient.
Screenshot688.pngScreenshot694.pngScreenshot702.png



Apart from Cyn's precious Bahamut's Ring of Brilliance, her only particularly useful finds in Act II were a few assorted charms, particularly a Russet (20) Grand Charm of Inertia (7). This charmed life continued in the initial spider-y part of Act III, where she found a Serpent's (50) Grand Charm in the Spider Cavern and a Snake's (37) Grand Charm of Sustenance (23) in the Arachnid Lair! Since she was abandoning crafting she had a bit of room, but these finds caused her to have to start dumping some of her older charms as well. When the adjustments were completed, Cyn wound up with a total of 1222 life and 651 mana: quite impressive, considering her circumstances!

The layout of the Kurast swamps was a bit peculiar: the Spider Forest extended in a straight line through a fourway crossroads, with the Flayer Jungle to the northwest and the Great Marsh to the southeast. Heading into the marsh, the enemies that awaited Cyn were gloams. And more gloams. And boss gloams. And champion packs of gloams. Perhaps because the other two types of enemies were frogs, which are pretty scarce, the game absolutely filled the marsh with gloams. Cyn regularly ran out of potions and had to retreat to wells to heal after getting sniped by lightning bolts from offscreen. Fortunately, the gloams would sometimes chase her and kill themselves in her puddles of blaze; Frozen Orb was devastating against them as well, but mainly didn't have the range to approach larger groups. After conquering the marsh, Cyn realized she probably should've equipped her stored Coral Ring: she only had 50% LR without it. She'll have to remember that for the future.
Screenshot711.pngScreenshot713.png

Speaking of the future, the next big challenge awaiting Cyn resides in the watery depths of the Swampy Pit. Probable bone fetishes, and, of course, more gloams. If she can conquer the undead monstrosities in there, her confidence for dealing with what remains of Hell will increase dramatically. Remarkably, her gloves are still unbroken, with one durability left. But her Smoke splint mail is already down to 5/30 durability. Hopefully her stockpile of Ral runes (six left) will hold out, or some tough choices will have to be made.

Notable items left to the elements:
  • Rune Master ettin axe (Halls of the Dead L1)
  • Another Fal rune (Claw Viper Temple L1)
  • Pul rune (Canyon of the Magi)
All Alone Cyn, Level 79 - Hell Great Marsh
 
Last edited:
En route to the dreaded Swampy Pit, Cyn predictably faced ample numbers of flayers, who took their toll on her equipment's durability. This required using up another Ral rune to repair her body armor once again; she was starting to get nervous about how flimsy her items were! She found the Flayer Dungeon first, and fortunately it had no tricky enemies. The Swampy Pit, on the other hand, had both gloams and bone fetishes on its first two floors. These guys hurt! Cyn donned her resist amulet for the gloams and stopped using her fire skills, resolving to eliminate the undead soul killers one at a time. They mostly cooperated, though occasionally Teleport was required to split up some of the extra fast boss packs. One of the uniques got so confused he stopped moving altogether until I poked him a couple times with Telekinesis!
Screenshot745.pngScreenshot750.pngScreenshot754.png

As Cyn started getting into Kurast proper, her gloves finally broke. They weren't particularly fantastic, just a pair of crafted caster gloves with 30% FR and a measly maximum durability of 12, so she put off repairing them in hopes of finding anything at all to replace them with. With the threat of the Kurast temples looming, she found a rare pair of heavy bracers that seemed sufficient, and importantly came with 13/16 durability!
Screenshot776.png

With all her gear unbroken, Cyn was ready to face the temples and their probable stair traps. She started with the Disused Fane, and was greeted by... nothing. The whole temple was completely empty! A bit confused, she moved on to the Ruined Temple, which was a different story. The entrance was packed with spider maguses and flesh hunters. Cyn immediately had to run for her life: she got poisoned, used an antidote and almost instantly got poisoned again. The spiders' poison was intolerable; she desperately teleported to the exit and went to heal at a well before trying again.
Screenshot781.png

With many of the flesh hunters dead from Blaze, Cyn eventually cleared out the entrance. It soon became apparent that she had actually gotten lucky with the stairtrap. Just inside the main chamber were waiting the temple's two rulers: CE/magic resistant Battlemaid Serena, and a terrifying extra fast/conviction/?? spider magus. Even chilled, the spider and his ilk could not be outrun; Cyn frantically teleported back and forth between the side rooms adjacent to the entrance to try and get some space. Annoyingly, the abundant CI flesh hunters kept blocking Frozen Orb's projectiles from even hitting the FI spiders, so the goal was just to survive while Blaze gradually whittled down the flesh hunters' numbers.
Screenshot783.png

More than once Cyn had to leave to heal and cure poison at a well, before returning and hoping not to get trapped in hit recovery as she teleported around inside the temple. Eventually, though, the plan worked: the flesh hunters dead, the spiders started to die to Frozen Orb, and the day was won. If that unique spider magus had been at the entrance, though, things might have turned out differently.

The rest of the temples were a bit more typical, fortunately. No major stairtraps, and run-of-the-mill kiting was sufficient to clear them. For her efforts, Cyn was rewarded with Sigon's Belt: she decided to save it to replace her current belt after it breaks, leaving her Rals to repair her more important gear.
Screenshot793.png

The next areas were more manageable. Kurast's sewers had a potentially scary combination of unchillable bone fetishes and horadrim to revive them, but the ample obstacles available made it easy to lure away and kill the dolls at a distance. Champion packs of hierophants in Travincal caused potions to run low, but the long range of Fire Wall and a well-positioned well eventually wore them down. FI/CI council members couldn't regenerate, so they were simple, if tedious, prey for Static Field and Telekinesis. And unlike in Nightmare, the Durance of Hate was completely free of stygian dolls! Hooray! Mephisto himself only got a couple of hits in before Cyn remembered how to dodge properly and he died, dropping nothing of value.
Screenshot807.pngScreenshot811.pngScreenshot812.pngScreenshot815.pngScreenshot823.pngScreenshot829.pngScreenshot843.pngScreenshot845.png



The Outer Steppes of Hell were infested with spawner flesh beasts and leapers. Much like the flayers of Act III, these quick enemies did a number on Cyn's gear, and by the end of the area her circlet was down to 1/35 durability, her sash was down to 2/12, and the rest of her gear was down to about half of max. Considering she had just repaired her body armor in the Flayer Jungle, this meant durability may indeed be a problem, and she felt good about refraining from repairing her gloves in the previous act.
Screenshot852.png

Feeling an urge to kill Diablo soon, she pressed on. Burning souls covered the Plains of Despair. Cyn dutifully equipped her LR ring, and it must have helped, because compared to her experiences in the Great Marsh these wisps felt much less threatening. The City of the Damned and the River of Flame proved relatively tame, and Cyn's circlet and sash remained unbroken. The Hellforge gave up an interesting rune: a Gul. Unsure what to do with it but unwilling to drop it, Cyn decided to keep it, for now.
Screenshot858.pngScreenshot869.png

Cyn was getting a bit tired at this point, but Diablo was close: the Chaos Sanctuary was all that stood between them. Most of Hell thus far had been straightforward, and Cyn hoped this last obstacle would be the same, but the oblivion knights had other ideas. Gut Tongue the Unclean challenged her first: FI/CI with conviction. Hitting him with Malice was the first step, and decrepify made that pretty tricky, requiring several healing potions. Even with that accomplished, his ranged attacks wore her down: she could mostly dodge his elemental projectile, but bone spirit was tough in the tight entrance tunnel. Unfortunately, the starting shrine in the sanctuary was not a healing shrine, and the last one was back somewhere in the River of Flame, which would mean leaving the sanctuary and ending Malice's PMH on the next hit! Eventually Gut Tongue fell to Telekinesis, but not before Cyn was forced to consume all of her healing potions and at least one big purple. Feeling a bit delusional, she imagined herself trapped in the River of Flame itself. Eek!
Screenshot878.pngScreenshot882.pngScreenshot888.png

Wrath Snarl the Axe challenged Cyn next, the last enemy of the sanctuary prior to touching the seals. Another FI/CI, this time with multiple shot and spectral hit, Cyn was quickly running around in circles as 6+ bone spirits chased her. Yikes! However, this time she had two advantages: first, the entire sanctuary was clear, so she had space to dodge properly. Second, she knew ahead of time this would be a slog, so she refused to use a single healing potion before tagging her enemy with Malice. This meant, unfortunately, that after one or two failed mace swings, she'd have to teleport back and find a shrine to heal at. Eventually she got him, and after a few hits with Static Field, the real fight commenced.
Screenshot896.pngScreenshot901.png

At first the triple bone spirits regularly hit her, but gradually she improved her dodging skills, and could often trick them with teleport to escape. Still, her potion supply was limited, and killing with Telekinesis while being forced to constantly dodge projectiles is slow. She needed a new tactic. She tried to push him into a tunnel to outrange him, but that didn't work. But in the process she found that Telekinesis could hit through the ornate corners of the sanctuary, while Wrath Snarl's many projectiles could not. He would occasionally wander his way over to her and she'd have to relocate, but overall this strategy was highly effective. After a long battle and (again) completely running out of healing potions, Wrath Snarl was defeated.
Screenshot905.pngScreenshot913.pngScreenshot914.png

Not to be outdone by these mere subordinates, the Infector of Souls also showed up immune to Cyn's primary elements. Cyn eliminated his minions with Frozen Orb, then tickled him with Telekinesis to test his regeneration. He did not regenerate, as anticipated. He was, however, extremely quick and durable, so kiting him with Telekinesis would take intolerably long. But unlike his colleagues he lacked ranged attacks, so Cyn laboriously tickled him to death with Telekinesis while he started longingly at her across a moat of magma. This took a really long time, at least fifteen minutes, even with Static Field starting him at 50% life!
Screenshot915.pngScreenshot919.png

Now it was time for De Seis. And, you guessed it: FI/CI. Magic resistance apparently has the extremely unfortunate property that it always adds resistances in the order Cold -> Fire -> Lightning, so FI/CIs are likely to be more common than the other two elemental combinations. Regardless, De Seis was truly an abomination: extra strong and fanaticism, of course, in addition to conviction, magic resistance, and extra fast. He threw out projectiles at lightning speed, and even worse: they were poisoned! With limited healing, I wasn't as worried about being instantly obliterated as gradually worn down, so poison was the worst possible option. And the icing on the cake: tickling him with Telekinesis showed that he was regenerating! Argh!
Screenshot927.png

Cyn employed the same strategy that she used against Wrath Snarl: only start using healing potions once de Seis has been tagged with PMH. Before that, retreat to healing shrines instead to conserve valuable potions. It's always a bit scary to walk up and melee FI/CIs with a mace as a sorceress, but against an opponent with those modifiers, attacking that fast, and that can cast decrepify it felt particularly terrifying. Cyn would wait for De Seis to cast a non-decrepify curse, then quickly run in and try to snag an attack before fleeing to (likely) teleport all the way back to the River of Flame or earlier to heal. But eventually, inevitably, she hit him, and her confidence began to grow. Static Field brought him down to half life, and then she could once more retreat to the sanctuary's weird corners for safety. De Seis' speed made him much more active at wandering to her than Wrath Snarl, but he couldn't outwander teleport, and once he was dead Cyn made all sorts of lewd gestures over his corpse.
Screenshot929.pngScreenshot932.pngScreenshot936.pngScreenshot947.png

After De Seis, the worst was over. The Grand Vizier could not be FI/CI, thankfully, but not for want of trying: he was again magic resistant. But he fell in only a couple of volleys of Frozen Orb, and Diablo was a joke compared to De Seis. Remarkably, her circlet survived to the end of the difficulty at 1/35 durability. Cyn decided to leave something for the Chaos Sanctuary to remember her by: she put the Gul rune she found earlier on top of Diablo's carcass. Her journey is almost over, and she won't need it where she's going.
Screenshot952.pngScreenshot958.png

Notable items left to the elements:
  • Gul rune (Chaos Sanctuary)
All Alone Cyn, Level 81 - Hell Harrogath
 
Last edited:
PurePremium
Estimated market value
Low
High