Skill-less tournament (3rd edition)

You can move Adynate to the RIP section, btw. When picking her up, I hadn't played her for a while and forgot when to use which wand, so in a situation involving a Cursed Devilkin bosspack, I tried to DV some Shamans instead of terroring the minions --> mobbed in the Pit in NM.
 
@felixbavaria - sorry for your deeds! I hear you on that wand confusion when first coming back from a break.


Meanwhile, for Unlikely Act 4 flew by!

The monsters with bigger life meant that Jemali took more than 1-2 hits to kill them. This showed how annoying the Hit causes Flee could be! Almost dead monsters racing away from the pack with Jemali in hot pursuit … leaving Unlikely staring at the rest of the pack with only the CG holding them back. If the CG died or poofed, then Unlikely got to put on the trainers and RUN!!! Other times the monsters would flee towards Unlikely, race past him, then when the Flee wore off come racing back to start hitting him from behind. It was very hard to hold a steady battle front and keep a safe spot for Unlikely to curse from. Still, it kept us on our toes and stopped me from getting careless. Unlikely is robust enough to take a few hits, so we weren't in any real danger (yet) and Jemali does kill things fast! Once that first corpse is down then it is time to watch the joy that is CE, then mop up those that ran away.

CE spam is seeing us use up our mana way faster than it can be replaced, so blue pots have been getting some heavy use. Likewise reds got some use when that battle front breaks down and Unlikely takes a few hits. A few times we even needed to buy some pots as the drops weren't enough to keep us supplied (maybe more than a few times).

I'm also realising that Jemali's 10,000+ defense is quite alot! He hardly ever gets hit, even when completely surrounded by Venom Lords and Urdar. If he would stop chasing fleeing monsters he would be super at holding that battle line steady.

Izual was close to the entry stairs and went down super fast to Jemali, the battle was almost over before it began. There were however a few pesky PIs around that took a bit more time. Thankfully all of them could be broken but killing them usually involved a trip back to town to grab the PMH poignard and maybe the Amp Dam wand as well:
View attachment 1309

View attachment 1310

View attachment 1311

Here you can see our trail of carnage as we CE through the RoF:
View attachment 1312

And Hephasto got himself nicely caught behind this wall allowing us to clear most of the monsters before he joined the party:
View attachment 1313


Diablo wasn't a problem once we tele'd on top of him to get Jemali a spot under his hose. Even the CG thought the fight was pretty easy, only needing one recast. One purple for Jemali and victory!

I had made an effort to drag monsters onto Diablo's spawning platform to kill them, hoping the corpses would stay around long enough to use CE on them once the Big D turned up. Unfortunately, I found out that corpses are cleared from the platform when he spawns, so no CE short-cut.

Drops were not at all exciting, the odds are balancing out after Act 2. Hell Forge gave a Lum and Diablo dropped Tiamat's Rebuke and Humungous (along with failed Assault Helm (blue), Monarch(blue) and Fascia(yellow)) … and Bladebone dropped in the City of the Dammed.

And so we head on to Act 5! I certainly wasn't expecting to get out of Normal, let alone into Hell. Nor was I expecting to have a character that I am feeling very confident about reaching Guardian with in a Skill less tournament. I think it will take some especially stupid play to stuff things up from here, but who knows what tricks Act 5 will throw our way.

Unlikely, Jemail and the CG, lvl 83, Hell Act 5 Harrogath
 
Unlikely has reached the Frozen Tundra. No NDEs but the most challenge so far and regularly seeing life and mana bulbs somewhat depleted.

Monster spawns have been pretty good, although not always CE friendly. No sign of Frenzytaurs or Gloams yet.

Drops have been lousy. Best rune has been a Shael and only 4 S/Us for the Act so far: Vidala's Barb (Frigid Highlands), Cleglaw's Tooth (Crystal Passage), Cloudcrack (Glacial Trail) and Corpsemourn (Frozen Tundra). MF is 174% with 218% on Jemali's kills.

After defeating Shenk, I thought I'd try something a bit different. I had a 2os head with +1 Iron Golem/+1 Revive and made Rhyme in it. Then made an Insight Partizan to become an Iron Golem, thinking that the Meditation aura would be nice, and the IG should be as decent a tank as the CG. Unfortunately, CE was on switch and so the IG 'poofed' after only a short time. Experiment over, back to the tried and tested.

After the Drifter Cavern, we took the opportunity to swap out some resist charms and replace them with +life charms. Resists still 75% fire, cold and lightning, with poison on 73%.

After the Frozen Tundra I decided to cube up all my gems that were flawed or higher (I couldn't be bothered with the 164 chippies). Then rerolled charms and cubed a few Caster belts. Nothing to show for it though.

I still have a Larzuk's quest to use and can either use it on one of Unlikely's wands or else Jemali's helm. Nothing really useful to put in the socket though. Maybe extra life for Unlikely and IAS or FHR for Jemali. For now we'll hang on to it.

We meet again!
View attachment 1334

Sometimes Jemali picks the most ridiculous target
View attachment 1335

The toughest monster so far this Act
View attachment 1336

And so Unlikely and Jemali are prepped for Nihilithak's Temple.

Unlikely the necro, Jemali the dual Forti Might merc and the CG, Lvl 83, Hell Act 5, Nihilthak's Temple next
 
Okay, so I've given the outcome away, but the journey still needs to be told.

I was very nervous heading into Nihilithak's Temple. To have come so far and then deed would be disappointing and Nihili is certainly a place for deeding. The Temple at the start was a breeze. Even without using CE Jemali took the corpses down fast. Pindle had Fanaticism but that couldn't save him from Jemali.
View attachment 1347

Hall of Anguish had Prowling Dead, Horror Mages and Flayers (the melee ones) .. a breeze. Halls of Pain had Razor Spine, Guardians and more Flayers (the blow dart ones this time). A bit less opportunity to make use of CE but still straightforward. Guardian's are super useless when they have no undead to rezz. Into the Halls of Vaught and first up we met some Prowling Dead, then some Flayers (both melee and ranged), so far so good! But then, I heard a sound I'd been dreading and the CG icon suddenly vanished. Tomb Vipers!! Crap!
View attachment 1348

The chance of deeding just went through the roof. Play became very cautious. CG cast repeatedly to scout around, at the first sign of a monster spam DV, and no moving until we were sure the coast was clear. Luckily the first wing we cleared had Nihli in it, but then the dilemma was whether to risk clearing the remaining three wings or call it quits and move on to the Ancient's Way. We persisted and slowly but surely did the clear.

Nihli's drop was interesting but useless:
View attachment 1349

Even more nervous now, one of the final hurdles cleared. I used my remaining Larzuk reward to socket Jemali's Stealskull and put a shael in it. Also personalised the Fortitude Cryptic Axe. Right, Ancient's Way had Dark Lancers, Reanimated Hordes and Afflicted. Easy. The Icy Cellar was a bit tougher, with Hell Lords, Hell Temptresses and Pit Vipers, but we prevailed.

On to the next hurdle. The Ancients. And Bamm! We were cursed and Jemali was very suddenly in a bad way. Feed Jemali some purples, spam some decrep and run to the top right corner. Followed by Korlic (FE/Stoneskin) and Talic (LE/Teleport). Make a stand for a bit, but while still cursed Talic's whirls were really hurting Jemali. So race around the edge some more and somehow isolate Madawc (CE/Cursed) in the top left corner. Block him behind a pillar between Jemali and the CG and his death was rapid. Waited a while for the curse to wear off, but got bored so headed back into the fray. Even though still cursed Jemali was able to quickly take out the other two and it was over. On to the World Stone Keep and the nervousness continues to rise.

WSK 1 had Flesh Spawners, Vile Witches and Black Lancers. Very easy for us. WSK 2 was also easy with Serpent Magus, Horror Mage and Fiends. WSK 3 was a bit more challenging, with Demon Sprite, Soul Killers and Hell Temptresses. The Hell Temptresses were PI. We could stop them from attacking with DV or remove their PI with Decrep. Large packs of them could obliterate the CG and really hurt Jemali, plus the Fortitude's Hit Causes Monsters to Flee would kick in and override the decrep on the monster Jemali was attacking, meaning he could no longer hurt it. Unlikely had to constantly keep DV on the majority of the Hell Temptresses, while spamming Decrep on the one Jemali was attacking. This took a very long time to clear, but we got there eventually.

Down to the Throne and Undead Soul Killers in a stair trap both to the left and right of the entrance. We ran! Just around the corner was a Champion and Possessed Death Lord. Could things get any worse. Jemali had stayed by the entry to fight the Undead Soul Killers, so Unlikely was on his own with the Possessed Death Lord breathing down his neck, having already smacked Unlikely as he ran past (taking a big chunk of his life). Decrep doesn't work on him (obviously) but did slow the Champion down. If I keep running Unlikely will end up back in the Undead Soul Killers by the entrance, probably just as Jemali kills one. If I stop, then that Death Lord is going to spread Unlikely all over the walls. If I run further into the ToD … don't even think about it!!!

Then a miracle happened. The Possessed Death Lord stopped. Just for a moment. Maybe it stubbed it's toe? But it gave a small gap between us, which gave me enough confidence to try casting a portal which Unlikely dived through. Okay, regroup in Harrogath and then back through the portal. Jemali to tank with the CG and the Undead Soul Killers left by the entry for afters. No problems. Some starting space cleared so we were set to press on further into the ToD and we hadn't taken more than a few steps when Hell Witches appeared cursing the lot of us. More Death Lords, a boss pack this time and Jemali dies way too quickly. His first death of the Act. So glad I decided not to run this way when being chased by that Possessed Death Lord. Okay, retreat to Harrogath, regroup and return a bit more cautiously this time. Draw monsters out, kill them and move on.

Into the Throne Room and time for the Minions. The first 4 waves were easy enough and we hit level 85 during the 4th wave. Now for Lister and co. These guys could be a problem. Jemali wanted to race into them and tank:
View attachment 1350

And tank he did, barely moving the entire fight.
View attachment 1351

So time for Baal. I spent Unlikely's hoarded stat points on an extra 30 Vitality (60 life) and put a wand with lvl 1 Enchant charges into the inventory. Jemali's biggest weakness was his low AR (1948 according to GoMule), meaning he missed a fair bit, so I figured an extra 20% would be better than nothing against Baal. The fight was safe with Baal slowed by the CG and under decrep but took about 15 mins because Jemali really did miss alot. When he did hit there was a very noticeable drop in Baal's life. No potions used, no recasting the CG, no trips back to town.
View attachment 1352

Unlikely's LCS at Baal
Jemali's stats at Baal

Cows up and I decided to see how it went only using Attract and CE. Attract to build massive piles of beef and then CE to blast them all to pieces once Jemali made a kill. It almost started in disaster when a Cursed/PI boss snuck into the starting pack right near the red portal. Things had been going well but then Jemali was suddenly dead and a huge pack of cows was charging at Unlikely. Oops! We managed to retreat and portal out. Rezz Jemali and return. Blow up the rest of the cows and then Decrep the boss and take him down. The rest of Cows was simple and fast. Attract and CE is a good combination at /p1.

THE END
 
And the stats:

Name: Unlikely
Class: Necromancer
Experience: 1060050928
Level: 85

Naked/Gear
Strength: 75/77
Dexterity: 41/44
Vitality: 374/376
Energy: 25/48
HP: 949/1319
Mana: 193/337
Stamina: 522/522
Defense: 10/686
AR: 160/188

Fire: 178/138/78
Cold: 176/136/76
Lightning: 182/142/82
Poison: 173/133/73

MF: 174 Block: 7
GF: 50
FR/W: 35
FHR: 59
IAS: 0
FCR: 20

Amplify Damage: 0/8
Dim Vision: 0/10
Weaken: 0/0
Iron Maiden: 0/0
Terror: 0/7
Confuse: 0/0
Life Tap: 0/8
Attract: 0/8
Decrepify: 0/8
Lower Resist: 0/0

Teeth: 0/6
Bone Armor: 0/0
Poison Dagger: 0/0
Corpse Explosion: 0/6
Bone Wall: 0/0
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 0/0
Raise Skeleton: 0/0
Clay Golem: 0/8
Golem Mastery: 0/0
Raise Skeletal Mage: 0/0
Blood Golem: 0/0
Summon Resist: 0/7
Iron Golem: 0/0
Fire Golem: 0/0
Revive: 0/0

Necromancer's Yew Wand of Zeal
Yew Wand
One Hand Damage: 2 - 8
Durability: 15 of 15
Required Level: 42
Fingerprint: 0xa34bf103
Item Level: 54
Version: Expansion 1.10+
+2 to Necromancer Skill Levels
+1 to Life Tap (Necromancer Only)
+1 to Decrepify (Necromancer Only)
+2 to Summon Resist (Necromancer Only)
Level 2 Zeal (25/25 Charges)

Rhyme
Zombie Head
ShaelEth
Defense: 5
Chance to Block: 25
Durability: 20 of 20
Required Level: 29
Required Strength: 14
Fingerprint: 0x2a49e264
Item Level: 13
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Adds 2 - 7 Poison Damage Over 3 Secs (75 Frames)
+1 to Teeth (Necromancer Only)
+3 to Dim Vision (Necromancer Only)
+1 to Corpse Explosion (Necromancer Only)
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

Golemlord's Bone Wand of the Vampire
Bone Wand
One Hand Damage: 3 - 7
Durability: 15 of 15
Required Level: 48
Fingerprint: 0xab52467f
Item Level: 66
Version: Expansion 1.10+
+3 to Summoning Skills (Necromancer Only)
9% Mana stolen per hit
+3 to Attract (Necromancer Only)

Rhyme
Zombie Head
ShaelEth
Defense: 8
Chance to Block: 25
Durability: 20 of 20
Required Level: 29
Required Strength: 14
Fingerprint: 0x544d126
Item Level: 13
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Adds 2 - 7 Poison Damage Over 3 Secs (75 Frames)
+2 to Clay Golem (Necromancer Only)
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

Unlikely's Harlequin Crest
Shako
Defense: 102
Durability: 12 of 12
Required Level: 62
Required Strength: 50
Fingerprint: 0x27beaed5
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
All Stats +2
+127 to Life (Based on Character Level)
+127 to Mana (Based on Character Level)
Damage Reduced by 10%
74% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Perfect Topaz

Smoke
Mage Plate
NefLum
Defense: 420
Durability: 60 of 60
Required Level: 37
Required Strength: 55
Fingerprint: 0x6c6bb1
Item Level: 64
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

Trang-Oul's Claws
Heavy Bracers
Defense: 67
Durability: 16 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0x8b4b8b04
Item Level: 44
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%

Cruel Cord
Mesh Belt
Defense: 47
Durability: 15 of 16
Required Level: 30
Required Strength: 58
Fingerprint: 0xece937b
Item Level: 55
Version: Expansion 1.10+
+17% Faster Hit Recovery
+33% Enhanced Defense
+60 to Life
Lightning Resist +6%
Fire Resist +22%
Required Level +5

Shadow Trample
Greaves
Defense: 26
Durability: 24 of 24
Required Level: 29
Required Strength: 70
Fingerprint: 0x56f6afd4
Item Level: 52
Version: Expansion 1.10+
12% Chance to cast level 4 Nova when struck
+30% Faster Run/Walk
+65% Enhanced Defense
Cold Resist +37%
Lightning Resist +10%
25% Better Chance of Getting Magic Items

Order Wing
Amulet
Required Level: 27
Fingerprint: 0x795ea7a5
Item Level: 54
Version: Expansion 1.10+
+1 to Necromancer Skill Levels
+13 to Attack Rating
+11 to Energy
+33 to Life
Poison Length Reduced by 75%

Jade Ring of Fortune
Ring
Required Level: 31
Fingerprint: 0x1b2255a4
Item Level: 60
Version: Expansion 1.10+
Poison Resist +23%
25% Better Chance of Getting Magic Items

Coral Ring of Fortune
Ring
Required Level: 31
Fingerprint: 0x54c3cbde
Item Level: 46
Version: Expansion 1.10+
Lightning Resist +26%
20% Better Chance of Getting Magic Items

Snake's Battle Staff of Teleportation
Battle Staff
Two Hand Damage: 6 - 13
Durability: 40 of 40
Required Level: 24
Fingerprint: 0x6a6a0904
Item Level: 36
Version: Expansion 1.10+
+6 to Mana
Level 1 Teleport (20/33 Charges)

Plague Stinger
Poignard
One Hand Damage: 6 - 18
Durability: 16 of 16
Required Level: 19
Required Strength: 25
Fingerprint: 0x623fc1a1
Item Level: 85
Version: Expansion 1.10+
+84 to Attack Rating
+192% Damage to Undead
+187 to Attack Rating against Undead
Adds 1 - 7 Lightning Damage
Adds 12 Poison Damage Over 3 Secs (75 Frames)
4% Mana stolen per hit
Prevent Monster Heal

Screaming Wand of Brilliance
Wand
One Hand Damage: 2 - 4
Durability: 15 of 15
Required Level: 12
Fingerprint: 0x10cced0c
Item Level: 12
Version: Expansion 1.10+
+3 to Amplify Damage (Necromancer Only)
+2 to Terror (Necromancer Only)
Hit Causes Monster to Flee 25%
+8 to Energy

Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x48c4ad41
Item Level: 83
Version: Expansion 1.10+
+39 to Life

Lizard's Grand Charm of Balance
Grand Charm
Required Level: 9
Fingerprint: 0x2a94ee8a
Item Level: 17
Version: Expansion 1.10+
+12% Faster Hit Recovery
+17 to Mana

Amber Small Charm of Balance
Small Charm
Required Level: 32
Fingerprint: 0xce27b939
Item Level: 65
Version: Expansion 1.10+
+5% Faster Hit Recovery
Lightning Resist +10%

Amber Small Charm of Balance
Small Charm
Required Level: 32
Fingerprint: 0x106e112c
Item Level: 64
Version: Expansion 1.10+
+5% Faster Hit Recovery
Lightning Resist +11%

Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x8e77eb15
Item Level: 55
Version: Expansion 1.10+
5% Better Chance of Getting Magic Items

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x483e2c69
Item Level: 85
Version: Expansion 1.10+
+18 to Life

Emerald Grand Charm
Grand Charm
Required Level: 22
Fingerprint: 0x6d9ed0ef
Item Level: 31
Version: Expansion 1.10+
Poison Resist +29%

Ruby Grand Charm of Life
Grand Charm
Required Level: 22
Fingerprint: 0x5be388c9
Item Level: 43
Version: Expansion 1.10+
+11 to Life
Fire Resist +29%

Ruby Large Charm of Inertia
Large Charm
Required Level: 27
Fingerprint: 0xc847ef14
Item Level: 44
Version: Expansion 1.10+
+5% Faster Run/Walk
Fire Resist +14%

Shimmering Small Charm of Dexterity
Small Charm
Required Level: 25
Fingerprint: 0xf9194d52
Item Level: 54
Version: Expansion 1.10+
+1 to Dexterity
All Resistances +4

Amber Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xb31dd40
Item Level: 63
Version: Expansion 1.10+
+19 to Life
Lightning Resist +10%

Viridian Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x25c55cf2
Item Level: 41
Version: Expansion 1.10+
+15 to Life
Poison Resist +6%

Crimson Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x9f16698a
Item Level: 17
Version: Expansion 1.10+
+7 to Life
Fire Resist +4%

Viridian Small Charm of Shock
Small Charm
Required Level: 10
Fingerprint: 0xbd3f6c37
Item Level: 49
Version: Expansion 1.10+
Adds 1 - 5 Lightning Damage
Poison Resist +6%

Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0x5d549b95
Item Level: 84
Version: Expansion 1.10+
+27 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x3624f37a
Item Level: 80
Version: Expansion 1.10+
+14 to Life


Mercenary:

Name: Jemali
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 74563154
Level: 85
Dead?: false

Naked/Gear
Strength: 186/186
Dexterity: 150/150
HP: 1767/2010
Defense: 1302/2646
AR: 1913/1963

Fire: 203/163/103
Cold: 203/163/103
Lightning: 203/163/103
Poison: 203/163/103

Fortitude
Dusk Shroud
ElSolDolLo
Defense: 1125
Durability: 12 of 20
Required Level: 59
Required Strength: 77
Fingerprint: 0x9c0b16f6
Item Level: 85
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+127 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +25
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

Unlikely's Fortitude
Cryptic Axe
ElSolDolLo
Two Hand Damage: 141 - 600
Durability: 65 of 65
Required Level: 59
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0x8a575250
Item Level: 83
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+9 to Minimum Damage
+50 to Attack Rating
20% Deadly Strike
Hit Causes Monster to Flee 25%
+200% Enhanced Defense
+116 to Life (Based on Character Level)
All Resistances +29
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

Stealskull
Casque
Defense: 219
Durability: 24 of 24
Required Level: 35
Required Strength: 59
Fingerprint: 0xa5640044
Item Level: 54
Version: Expansion 1.10+
+10% Increased Attack Speed
+30% Faster Hit Recovery
5% Mana stolen per hit
5% Life stolen per hit
+200% Enhanced Defense
44% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Shael Rune

Misc:
258 Full rejuvs in GoMule stash
Unused Runes: Vex, 2x Lem, 2x Fal, 3x Lum, …

Great tourney and great journey. I'll never look at skill restrictions quite the same way ever again!
 
@Dezrok: Impressive work man! Big congratulations to you. A special table post ensues:

Code:
Guardians                                      
Forum Name       Class      Char Name    LVL   Version	Notes
------------------------------------------------------------------------------
jiansonz         Assassin   Helena        86   1.13     Complete Game Clearance
Dezrok           Necro      Unlikely      85   1.13 	Sheer Awesomeness :)

Alive characters:
Forum Name       Class      Char Name    LVL   ACT     WP             Version
------------------------------------------------------------------------------
Sput             Sorc       Skilllass     85   A3(H)   Travincal
japanzaman       Barb       Babs          57?  A3(N)   Travincal         1.13
Naturallog       Necro      Spineless     30   A3      Spider Forest     1.13d
michajo2k       *Paladin    Meridian      20   A2      Lut Gholein         
Jocular         *Paladin    Raft          16   A1      The Barracks
BulletJon       *Druid      Denzi          8   A1      Cold Plains       1.13
imakeigloospat   Druid      Glenn          1   A1      Rogue Enc         1.13d
xXxGrimmxXx      Amazon     WaffleStrike   1   A1      Rogue Enc         1.13d
Atroz           *Assassin   ?              1   A1      Rogue Enc
------------------------------------------------------------------------------

Dead ones:
Forum Name       Class      Char Name    LVL   ACT     Place of Deeds  Version
------------------------------------------------------------------------------
SunsetVista      Necro      Yredelemnul   81   A3(H)   Travincal        1.13 
HanShotFirst  ***Sorc       Two           86   A3(H)   Flayer Jungle         
Dazliare        *Barb       Vladimir    >=81   A3(H)   Kurast Jungle
felixbavaria    *Paladin    Incompetentus 72   A5(N)   WSK 1            1.13d
epaminondas     *Assassin   Adriana       56   A2(N)   Palace Lvl 2     1.11
felixbavaria     Amazon     Adynate     >=50   A1(N)   The Pit          1.13d
illya_           Barb       Mentor        35   A4      Diablo           1.13c
helvete          Barb       Slow          35   A4      Diablo           1.13
illya_          *Assassin   Maxwell       22   A2      Rocky Waste      1.13c
Southpaw8668    *Paladin    Lucious      >19   A2      Duriel           1.13
xXxGrimmxXx    **Druid      Roland      >=17   A1      Monastery        1.13d
Southpaw8668     Necro      Goulash       14   A1      retired          1.13
xXxGrimmxXx    **Assassin   Noctyria       9   A1      Cave Lvl 1       1.13d
------------------------------------------------------------------------------

Notes: 
*  = this class has been randomly chosen
** = this class has been somewhat randomly chosen
*** = this character needed a random decision that it would not be random :)
 
Congrats to the Guardian, and thanks for all the great write-ups!
That Throne level start sounds scary indeed, not to mention what happened in the cow level...
 
Congrats on the Guardian!!

Incredible journey, awesome write-ups. What a scary throne that was end, and that is some seriously incredible gear you ended up with.

Amazing job!
 
Congrats Dezrok! That Throne of Destruction start, wow! And double Fortitude lets the merc just tank the Minions of Destruction, that's awesome!
 
Congrats on your Guardian! Loved reading your posts and drooling over your epic single pass gear. That was a tough final act, and you did well to finish it!
 
I just found this awesome Assassin weapon in the Passive Aggressive Tournament which would have been absolutely perfect for this tournament. Just thought I'd show it off here before Charsi takes ownership.

Superior Scissors Quhab
One-Hand Damage: 19 to 40
Durability: 78 of 78
(Assassin Only)
Required Dexterity: 82
Required Strength: 82
Required Level: 40
Claw Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 71
Fingerprint: 0x611f16a6
+2 to Attack Rating
Increase Maximum Durability 15%
+2 to Shadow Master (Assassin Only)
+2 to Phoenix Strike (Assassin Only)
+1 to Death Sentry (Assassin Only)
Socketed (2: 0 used)
 
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