The Build Your Own Tournament!

Kat: Hey guys, DJ got really bored tonight, so he took me through the Highlands. another gem shrine added my second flawed topaz to my ring mail. Still no good weapons yet, but we're managing. I still hate LE enchanted things (They seem to be attracted to me)

Heather: Yep, fortunately, we have a bunch of chipped diamonds that will be cubed up and put into a bone shield..... Really weird shield for an Assassin isn't it?

Kat: Still in the future for that though. Currently still really need a better wrist blade.

Heather: Night guys.

Katarina the now level 17 3/4 Assassin with her cold girl Heather in the Outer Cloister, next up, the rest of the Cloister and Barracks.
 
I am now entering this with Kraxian, the Ten-Tourney Druid.

These are the ten tournament rule sets that Kraxian will be bound by:

The Tournament:

Characters created in this tournament are strongly tied to a theme. However, that theme should be flexible enough for everyone to make something they like. Even the hardcore farmers may find a way to spice up their runs.

Old Gods: Players will choose a God when creating a character. Doing so will add additional options, modify rules for their characters, and greatly change their overall experience.

Talents: The second step of creating a character is choosing between various talents to customize the character further.

Legacy: The legacy system is basically a long term plan for your characters and God. Even after their death, your characters may still be useful. It also helps to plan for expensive and exotic builds, making them possible over time. Players who wish to team up may also find this system useful.


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Basic Rules:

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

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

  3. RWM/RRM may be used.

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

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

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

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

  8. Buying/Gambling permitted en encouraged.

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

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

  11. Respec is not allowed.

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Legacy


Each character you create that shares a God's allegiance will be part of a legacy, which mean that they will share their story, even if not in the same timeline. Each character should be viewed as a cultist part of a grander story. With proper backstory, you can even make a family line if you want.

Concretely, this means that muling is allowed with the following rules:
  • Make a stash for your God and mule whatever you want there from a cultist of this tournament aligned with that God.
  • Use your God's stash for any cultists you have aligned with the same God.
  • You may have multiple character active at the same time, provided that they serve the same God.
  • If you wish to create cultists aligned with other Gods, you should create new stashes accordingly, as they do not share the same Legacy.
  • In the event of death or retirement of your cultist, you may retrieve his/her items and move them to the appropriate God stash. (Yes, your god's influence can only grow.) Keep in mind that dead HC characters shouldn't be stripped from gear as per the forum rule. This is why SC is optimal for this Tournament.
  • Keep scores of every character you use in the code section. However, their points do not stack, only your highest counts towards “winning”.
Other specific rules may alter this process. [see Jörmungandr (God) & Secret Finder (Talent)]

Of course, you can mule things out of this tournament completely if you wish.


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Duration


I do not intend to give this Tournament any fix duration.


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Scoring, & Rewards


+ 2 point per Quest done.
+ 5 points for completing Normal.
+ 10 point for completing Nightmare.
+ 10 points for completing Hell.

Any character who finishes Hell also grants 10 permanent points to his god. (Even if the characters dies, the God will retain those 10 points). Also, he may choose a Locked Talent and unlock it for everyone.


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Winning


Players will have an influence over Sanctuary directly tied to their God. As such, this tournament as an ongoing winner at all times: the God who's cultist has the highest score. If two players are tied for highest, their level will determine the current winner. If there is a tie for highest score/level, then the next highest characters are considered (and so on).

The ultimate goal is to have your God sitting at the top, dominating the tournament. And also to have fun and possibly a great Legacy that tells an interesting story.


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All characters: Cultists


Skills:

+ Cultist may put points into any of their passives & synergies of their class.
(Synergies can't be used themselves if not permitted by their God & talents).
+ Cultists may use any skills permitted by their God & talents, either from their skill-tree, charges or gained from items.

Basic equipment:

+ All cultists may begin with muled in items from their Legacy*. This also includes The Horadric Cube. Of course the first character of each player will start with nothing muled in.

Items:
+ That can be used by all:
  • All consumable potions.
  • All scrolls, keys.
  • All gems, runes and jewels.
  • All quest items.
  • Any normal (white, no sockets): Cap, Quilted Armor, Leather Gloves, Boots, Sash.
  • Shrines (not items but usable by all)
+ For the rest, only items permitted by your cultist's God & talents may be used.

Mercenaries:

+ Any is permitted, but they follow the same rules for items & skills and only use what you can use.
+ Rogue mercenaries can be used by everyone regardless of their cold/fire arrow skill usage.

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Gods:


When creating your cultist, choose his class and his God.

Sol, Sky Eater

Conquest – Exploration - Light
1wyFlTR.png


High cultist of Sol are often mistaken for angels by other mortals. The confusion is short lived.
If the primary attack skill of the cultist is Lightning based, he may also use & invest points into defensive auras and use items & mercenaries with defensive auras. If the primary attack skill of the cultist is Magic based, he may also use & invest points into offensive auras and use items & mercenaries with offensive auras.
*primary attack: Main damaging skill used by the cultist.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Favored weapons: Bows, Javelins, Sceptres.
A cultist can use any Normal (white, no sockets) version of these weapons.

Skills:
  • Movement skills (Charge, Dragon Flight, Leap, Teleport, etc.)
  • All Lightning Skills
  • All Magic Skills

Equipment:
  • Items with Magic Find.
  • Items with Light Radius.
  • Any “Chance To Cast Nova” items.
  • Any “Chance To Cast Chain Lightning” items.
  • Any “Chance To Cast Lightning ” items.
  • Any Angelic Raiment set items.

Talents (Points: 100)

After choosing your class and God, you may now use 100 points to personalize your cultist further. Each talents cost an amount of points. Some may be good for early game, other for late, its all up to you.

Boon
  • Any skill that gives you a temporary “buff”. (ex: Fade, Chilling armour)
  • Items with “Magic damage reduced”

Code:
Burst of Speed | Fade | Venom | Cloak of Shadows
Blade Shield

Bone Armor

Shout | Battle Orders | Battle Command
Frenzy

Holy Shield

Enchant
Frozen Armor | Shiver Armor | Chilling Armor
Thunder Storm | Energy Shield

Werewolf | Werebear | Feral Rage | Maul
Cyclone Armor

One With Nature
  • Druid Summoning (skills).
  • Charms with Life.
Specialist
  • You may use any item that boosts an entire usable skill-tree (for example, if you have access to all curses, then a +1 to curses charm is usable).
  • You may use any item that boosts a skill that you can use. (+ skill)
Weapon Expert [Two-Handed Swords]
  • Favored weapons: choose one weapon type.
    • The cultist can use any Normal (white) version of that type.
    • The cultist can use any Unique version of that type.

The tournament of the Ring.

As the fellowship of the ring set out to find the best path to destruction no one could help wondering what would happen if they put the Ring of Power to their own use. Would the wizard step up and claim it? Only if the swift hobbit would let him or if the Elf would sleep. Suddenly the strange influence of the Ring worked his magic and the Ring was lost. The fellowship knew that it would find its way back to the dark Lord, the Lord of Destruction...
As they set out they knew they would have to split up and claim it back in order to destroy the very pillars they had build upon.


There you have it. The fellowship fell apart and you are picking one of the characters up to play with in order to claim the ring back. You can choose any class you want with of course a few limitations in order to keep this tournament within the right paths. Also, there are more goals to this tournament then one. The first is naturally to try to get a Guardian.. you need to find the Lord of Destruction and defeat him. Also, since there are three LoD’s (three difficulties) you will need to find 3 rings. You must find the ring Baal has stolen!! Take a screenshot on each difficulty level proving Baal has dropped you a ring, the item quality doesn’t matter. If you have ATMA you can also provide us with an ATMA read-out.

On to the rules.

This tournament will not have a time limit. It’s almost vacation so I’m sure the interest will lay low after a while but I’ll close it when I see fit (when everyone dies, is Guardian or no one updates anymore).
This will be a Hardcore tournament. You may play any Diablo version you want, however I recommend using either 1.10 or 1.11. You may also play with the RRM and RWM. No limitations on RWM usage.

Now the characters..
I’ve picked each character class to represent a fellowship of the Ring member, however it doesn’t fit entirely so here goes:
Amazon = Elf
Assassin = Hobbit
Barbarian = Dwarf
Druid = Sorcerer
Paladin = Human
That’s right, no Necromancer or Sorceress... sorry.

Stats: You may use your stats in any way you can think off.
Town: You may wander around town and use everything you can think off.
Multiplayer: You will play alone.. the party split up remember?
Stash: You can store any item. No limitations on stash or inventory.
Muling: Muling off is allowed, no muling on.
You may use any player setting you seem fit. You may switch at all times.

Skills and Equipment:

Elf
Weaponry: Bows & Spears. This means you’re two handed at all times.
Skills: Magic Arrow, Guided Arrow, All the Fire Arrows, All the Passive Skills, Fend, Impale and Jab.

Hobbit:
Weaponry: You cannot use a shield.
Skills: No trap skills allowed, No elemental Martial Art skills allowed (so no Fists of Fire, Claws of Thunder, Blades of Ice, Phoenix Strike or Dragon Tail), All Shadow Disciplines.

Dwarf:
Weaponry: Axes for weapons. No shield.
Skills: All skills allowed except for Double Throw, Find Item, Find Potion and Grim Ward.

Sorcerer:
Weaponry: Staves and Swords. No Shield.
Skills: All Summoning Skills, No Shape Shifting Skills, All Elemental Skills.

Human:
Weaponry: Swords, Knives and Shield. You may choose to go two handed.
Skills: Combat Skills allowed are Sacrifice, Zeal, Charge and Holy Shield, No Offensive Aura’s, all Defensive Aura’s.

There are no limitations on other gear you want to wear.. if you find a Barbarian helm with +3 to Grim Ward you may use the helm, but not the skill. Same goes for any item you find with charges. You may use the charges if you are allowed the skill, this also means no cross class charge using (so no Enchant for anyone but also no charges of Cloak of Shadows for anyone except for Assassins). No limitations on items which have chance to cast.

The tournament will have a winner of course. It is the person who claims the most ground before dying or if more people have found all three rings it is the person who has the lowest level. I will just give a hint: Don’t go playing the game trough as fast as possible.. you won’t gain a lot by playing on /players one instead of /players eight. The tournament will not have a prize stash. I will play this tournament for fun and I hope others will too. Winning will give you glory and honour.

I think that’s it. Some classes will have it easier then others, however I think that the Role-Playing involved was more important then to keep every class equal :smiley:

TOURNAMENT: THE SWORD OF DESTINY

The legends are many. A single warrior. A single blade. Together, no host of evil can stand against them. They are linked through prophecy and legend. Aragorn and Anduril. Rand al'Thor and Callandor. King Arthur and Excalibur.

This tournament plays off the classic stories of the hero and his trusty sword. You find or make a legendary sword, and then are linked to that blade for the rest of your career.

THE RULES:

1) The Sword of Destiny: The first unique or set two-handed sword that drops is your character's "Sword of Destiny," the weapon that has been linked to him/ her through prophecy. Once that weapon drops, it is the only weapon that is permitted to be used, with one exception (see #2). If you do not meet the requirements, it remains your Sword of Destiny no matter what other drops occur. At level up, all future skill points must be devoted to becoming qualified to use that sword. You may socket your sword of destiny, upgrade it, enhance it in any way you wish, but it must be the only weapon you use. There is only one way to change your weapon after the first unique or set two-handed sword has dropped . . . see #2.

2) The Runesword: No warrior is more intimately linked to his sword than the warrior who has crafted his or her own sword. Once, and once only per character, you may use runes to create a runeword out of a two-handed sword. Once that is done, the character can never use any other weapon, with no exceptions. It replaces or supercedes any set or unique sword you have found or drops in the future. A character who creates a runesword has essentially made his final weapon choice. This is, however, a way to upgrade your weapon if your Sword of Destiny turns out to be less than endgame powerful. If you make a "Steel" runesword with Tir and El in Act I normal, however, that is your sword until your character dies or wins the tournament.

3) Two-handed swords are the only weapons permitted for use in this tournament. Your character has devoted his life to swordcraft. Barbs must use two-handed swords two-handed and cannot dual wield. You can use any rare or mundane sword that drops during gameplay until you find your Sword of Destiny, but you cannot purchase anything but a white or grey sword. No blues ever, at any time. You can also use the imbue quest for a two-handed sword if you choose, though that can be used for other gear as well.

4) If your Sword of Destiny drops as ethereal, you must use that sword until its durability expires. Then, once it is useless, the gods will grant you another Sword of Destiny (i.e., you must go back to using whites, greys or rares until the next unique or set two-handed sword drops. No sword that drops while you are using the Ethereal blade is permitted for use.

5) Untwinked, hardcore, or softcore until first death. Players may choose their players setting and change it at will. Enter as many times as you wish.

6) Re-running of areas is permitted. The hero will search every corner of the world to find the blade of prophecy, but consider: re-running low-level areas is a good way to ensure your Sword of Destiny will be low-level as well.

7) Classes: Any, though some characters have clear disadvantages. (More info below).

8) Other gear: All other gear (including jewelry) must be mundane (white or grey), rare, or crafted. No blues allowed anywhere on your character, and no set or uniques except the Sword of Destiny.

9) All charms are permitted.

10) Socketing rules: You are a swordsman, not a jeweler. You cannot socket anything in ANY gear except your sword, as you are intimimately familiar with it. Anything you find (gems, runes, jewels, facets) is fair game for socketing in your sword--including any sword you use before your Sword of Destiny drops, but you can't socket any other gear. And remember, only one runeword sword allowed per game as described in rule 2.

11) No gambling. Heroes of Destiny do not find their gear by gambling.

10) Melee kills only. Curses, auras, buffs, etc. are allowed to enhance the damage of the sword, but spells or skills which deal damage without a strike of the sword are not permitted in combat (they can, however, be used as synergies or have a point as a prequisite.) Damage return skills are OK, such as Thorns, Iron Maiden, and Spirit of Barbs, as they are essentially melee skills.

12)Summons, Minions, and Mercs: Heroes of Destiny often have companions, but they typically travel in small bands. For this tournament, you can have no more than two damage-dealing members of your party, including mercenaries. For example, a necromancer who summons a golem and a skeleton could not have a mercenary. However, a druid with a grizzly and Act I mercenary could summon his Heart of Wolverine (because it does not deal direct damage to enemies), but not a raven or poison creeper.

13) Merc gear: Mercs can only wear rare, crafted, or white/greys. No socketing of merc gear.

14) No scoring, except that the lowest level Guardian wins. This will encourage players to take risks and not do to much re-running. Tournament ends when there have been no posts for two weeks.


SPECIFIC SKILL INFORMATION:
ASSASSIN:

No traps. No mind blast.

AMAZON:
Passives tree only.

BARBARIAN:
Everything except War Cry. No dual wielding.

DRUID:
Uh . . . not much. Summons as long as they follow the summons rule. No shapeshifting, as then you're using claws and not a sword. Nothing in the elemental tree except Cyclone Armor.

NECROMANCER:
All curses are permitted in combat except Confusion and Attract. Summons as long as they follow the summons rule. No poison skills, no bone spear, teeth or bone spirit. No corpse explosion.

PALADIN:
No holy bolt, Fist of Heavens, blessed hammer, smite, or conversion.

SORCERESS:
Only skills available are Enchant, Warmth, Energy Shield, teleport, masteries, and the cold armor branch.

HI!

After deciding that there needs to be another tournament going on and racking my brain for an idea I have found an idea that will suit EVERYBODY!!


Rules
1- Untwinked(extended stash may be allowed)
2- Hardcore (or SC until first death)
3- RWM may be used
4- Mal- If you play a Necromancer you MUST wear armour that gives you red pants
5- Mal- Multi Pass
6- Mal- All posts in this thread MUST incluse at least 1 smiley in it
7- Pharphis- Must not wear any elite gear
8- ONTRTA- Hard core rule for mercs, if they die you are not allowed to revive them. Not even to retrieve their items. You may hire a new merc if they die though
9- djmbbandie- topazes of any kind are only permitted in armor.(so no weapons, helms and shields count as armour)
10- Jason - Form here on in, Malevolent may only post one smiley per post in this thread
11- Jason - One item slot must always remain unequipped. You can change which slot at any time.( 1 full weapon switch counts as 1 item slot. eg- to have your empty slot count as a weapon switch you must leave BOTH parts of it empty)
12- Jason - Each charm of the same size must look the same (there are 3 different designs for each size, I believe). Stats are irrelevant
13- ONTRTA- If you choose to wear two rings they must also have the same image
14- ONTRTA- Quest rewards, Charsi's imbue, Anya's personalization and Larzuk's socket quest must be used before competing acts 1 for Charsi and act 5 for Larzuk and Anya. You may choose not to use one, but you may not go back to receive those rewards if you complete the current act first
15- Pharphis- Any and All stashed gold must be used or discarded at the end of each difficulty.
16- Pharphis- When taking into account all of your equipment, no runes used must be the same (if you have a helmet with a zod rune, you cannot have a shield, weapon or body armor with a zod rune). This also means you cannot have 2 of the same rune in a single piece of equipment, such as 2 zods in a weapon
17- djmbbandie- Gambling is required when the accumulation of 200,000 gold pieces is reached (normal), 500,000 (nightmare), and 1,500,000 (Hell). The items you choose to gamble for may be of your own choosing. Gambling may stop only when the player cannot gamble anymore items
18- djmbbandie- All amulets are fair game and equipable (blue, gold, yellow, orange, green)
19- TrubbaNot- You may buy one town portal tome, but otherwise you may only use portal scrolls you find
20- TrubbaNot- At Level 30 and 60 you must review your charms and keep only those with both a prefix AND a suffix. After level 30/60 you may aquire new chams however. So you must mule off (or sell) your Grand Charm of Sustenance but you may keep your Lizard's Grand Charm of Dexterity
21- Jiansonz- If you want to use any kind of throwing weapon (dagger, axe, javelin), it must be rare, crafted or unique.
22- RuddyC- Resists - you may only use equipment that gives you resists to any one element or to all of the elements. Dual or tri-resist equipment are only permissible if the resistance % is the same across all 2/3 elements
23- RuddyC- Bugging Andariel is not permitted (You must IMMEDIATELY save and exit after killing her (pick up the stuff of course, DONT TALK TO WARRIV!)
24- RuddyC- All jewels on your equipment (including switches and moron equipment) must be of the same colour

This is the thread for the aura-less tournament.
First, the rules.


BASIC RULES
1. You may play either in Hardcore mode or in Softcore mode. As usual, if you are SC you must retire on your first death.

2. Single-pass only, with the exception of the WSK lvl2 onwards: if you wish, you may rerun the WSK ONCE per each difficulty before leaving that difficulty for that extra level and a second Baal drop.

3. All items used by your character must be found by your character during the gameplay of this Tournament, - there is no twinking, i.e., no bringing in items found by other characters.

4. You are permitted to use ATMA/GoMule as an extended stash for items found within the tournament gameplay.

5. It is assumed that V1.13 will be used by all players. Use of respecs is NOT allowed.

6. You are not restricted from returning to prior Acts for such reasons as shopping and gambling for items, retrieving a Wirt’s Leg, opening a Cow level or deferred use of the Charsi Imbue quest reward. After all, Warriv and Meshif are in the game specifically to support such travel within the framework of the story. However, once you have completed a Difficulty level, you not permitted to return to it from a higher Difficulty level for any reason.

7. You may play at whatever /players setting you prefer and change it at any time.

8. You are not required to complete every quest nor activate every waypoint but are welcome to do so if you prefer to.

I have shamelessly copied, pasted and edited the BASIC RULES secion from Quickdeath's "12 Labours Tournament". Many thanks to him/her for saving me a load of tedious typing.

TOURNAMENT SPECIFIC RULE

If it displays on the ground beneath your feet and has either a positive effect on your char or a negative effect on your enemies, it is forbidden. Accordingly, curses, minions, and CTC effects are allowed. If the CtC effect breaks the one rule - and I can't think of any that do -it is forbidden.

You can, however, put POINTS into aura skills. A case in point:
Sacrifice gets bonuses from Redemption and Fanatacism. It is perfectly acceptable to put points into these for the bonuses, as long as the auras themselves are not used.


From the discussion in the tournament suggestion thread, the opinion seems to be that melee characters will have a much tougher time of it than casters. Personally, I'm not so sure. I think that lack of auras is going to throw up unforeseen issues as they are so much "part of the background scenery" of playing D2, especially for me. Let's get cracking and find out!

This tournament will continue until there have been no updates for a month.

Of course, anyone who gets a Paladin to Guardian in this tournament will, I will be the first to say, have acheived a mighty feat. To recognise this, they can have their own progress table:


Intro
The Gods looked down upon Bart, the Broadaxe-wielding Bash/Battle Cry Barbarian and considered his fate.
"He is my Champion. Strong he is, and pure of heart" said Talon, the God of Strength.
Xara, the Goddess of Chaos, stifled a yawn. "That he may be - but let's see if he can handle this..."


General Rules
1. HC or SC - IF you play SC, you are out of the tourney after your first death.
2. You can re-enter the tourney with a different character as many times as you like.
3. NOT single pass - rerun as much as you like.
4. FAM allowed, ATMA/GoMule allowed only as extended stash. You should probably start a new stash dedicated to your tourney character, and don't use it for anything else.
5. Any /players settings are allowed, and you can change it as you like.
6. You don't have to complete all quests or get all waypoints.
7. No MP. This is the SPF, after all.
8. Any version that includes LoD.
9. No twinking or trading allowed. You can't mule anything onto your character, except stuff in your extended stash that your character previously found/bought/gambled and muled to the stash.
10. Respec is allowed.


Tourney Specific Rules
1. Any skills you pump past Skill Level 1 must have a skill name that starts with a DIFFERENT LETTER than any other skill that you pump past Skill Level 1. For example, if you have a Sorceress with Fireball level 20, you may not pump Fire Mastery beyond Skill Level 1. Merc skills are irrelavant, and need not be considered.
2. All items equipped on your character and on your merc must have a name that starts with a DIFFERENT LETTER than any other item you or your merc equip. For example, if you are wearing a Dragon's Ring of ____, you (or your Merc) may not carry a Deadly Longsword of _____. Only the first letter of the item name matters.
3. Runeword items are considered to have 2 names, and thus each use up 2 letters - the item name proper as well as the rune string that creates that item. For example, if you create an Enigma, the letters E (for Enigma) and J (for Jah rune, which is the first rune for an Enigma) are both used. You may not use a runeword item if both of it's names start with the same letter. For example, Beast is disallowed because it's first rune is Ber.
Note that this rule ONLY applies to runewords - not all socketed items. For example, it is permissable to put a Shael rune in a socketed Sharp Claymore so long as it doesn't create a runeword item.
4. Consumable items are exempt (potions, scrolls, arrows, bolts, etc.)
5. Quest items are also exempt.
6. Note that personalizing an item via Anya's quest will change the first letter of that item's name. Wise players will consider this when naming their characters.
7. Charms are NOT exempt. If you pick up a charm and ID it and find that it violates the rules, you must either unequip the conflicting item, or immediately go back to town and stash or sell the offending the charm.
8. The 'first letter' restrictions of skills and items are mutually exclusive. Skills and items are totally separate for this purpose. For example, it is permissable for a Paladin with 20 levels of Sacrifice skill to wear a Serpent's Ring (not that he would want to).
9. The most important rule of all.... HAVE FUN! That's what these tourneys are all about, right? Put some thought into your character and your equipment, challenge yourself, and have a good time!

There have been many opinions expressed in the recently revived "What do you think is the most useless thing in D2" thread.

This tournament will give you a chance to prove just how useless some of those things are, or are not.

There are skill and gear restrictions so that you must think outside the box and find a use for some of those useless things. Points will be awarded for using useless things.

Rules:
1. Version 1.13, Untwinked, HC, Single Pass, FAM. You may play SC but please retire the character upon death. You may use GoMule or ATMA as an extended stash.
2. You may alter the players setting as desired, but please refrain from killing on /p1 and then opening things on /p8.
3. Follow the restrictions outlined below. Be creative.
4. Update your score fairly regularly so we can see how useless your character is! That's a good thing, here.
5. The tournament begins on September 15 in your timezone. The tournament will last until someone makes a Useless Guardian or people lose interest.

Mercenary Restrictions:
*No Act 2 mercs.
*The merc may use any equipment, with the exception of Banned Runewords (see below).
*You get more points if your merc uses useless gear (see Scoring, below).

Useless Skills/Banned Skills:
Some skills are more useless than others...
Choose a Useless Skill when you create your character. That Useless Skill must have 20 hard points put into it by the time you finish Nightmare. Other Useless Skills may have any number of points. Skills not listed as Banned may have any number of points and may be used freely.

Banned Skills may only have 1 point if used as a prerequisite. Banned skills may not be used as synergies beyond 1 point. Banned skills may never be used.
Code:
Amazon:
Useless - Jab, Poison Javelin, Impale, Lightning Bolt, Lightning Strike, Inner Sight, Magic Arrow, Fire Arrow, Cold Arrow, Immolation Arrow
Banned - Charged Strike, Plague Javelin, Lightning Fury, Valkyrie, Multiple Shot, Strafe, Freezing Arrow

Assassin:
Useless - Dragon Claw, Fists of Fire, Dragon Tail, Blades of Ice, Dragon Flight, Psychic Hammer, Fire Blast, Shock Web, Blade Sentinel, Charged Bolt Sentry, Wake of Inferno, Blade Shield
Banned - Dragon Talon, Phoenix Strike, Shadow Master, Lightning Sentry, Death Sentry

Barbarian:
Useless - Howl, Find Potion, Shout, Taunt, Battle Cry, Grim Ward, Spear Mastery, Increased Stamina, Iron Skin, Bash, Stun
Banned - Battle Orders, Battle Command, Frenzy, Whirlwind, Berserk

Druid:
Useless - Arctic Blast, Twister, Armageddon, Hunger, Raven, Poison Creeper, Summon Spirit Wolf, Carrion Vine, Solar Creeper, Spirit of Barbs
Banned - Tornado, Fury, Oak Sage, Heart of Wolverine, Summon Grizzly

Necromancer:
Useless - Golem Mastery, Skeletal Mage, Blood Golem, Iron Golem, Fire Golem, Teeth, Poison Dagger, Poison Explosion, Bone Armor, Weaken, Iron Maiden, Terror, Confuse
Banned - Raise Skeleton, Clay Golem, Revive, Corpse Explosion, Poison Nova, Bone Spear, Amplify Damage, Decrepify

Paladin:
Useless - Prayer, Resist Fire, Resist Lightning, Resist Cold, Defiance, Cleansing, Vigor, Meditation, Holy Fire, Thorns, Blessed Aim, Sacrifice, Smite, Holy Bolt, Conversion
Banned - Might, Fanaticism, Holy Shock, Holy Freeze, Conviction, Zeal, Blessed Hammer, Holy Shield

Sorceress:
Useless - Ice Bolt, Frozen Armor, Frost Nova, Shiver Armor, Chilling Armor, Charged Bolt, Nova, Thunder Storm, Fire Bolt, Inferno, Blaze, Hydra
Banned - Blizzard, Frozen Orb, Static Field, Lightning, Chain Lightning, Fireball, Meteor, Enchant

Gear Restrictions:

The following Armor and Weapons are not Useless and cannot be used (but see below):
Code:
Circlet-class Helms:
Circlet, Coronet, Tiara, Diadem

Light Armor:
Quilted Armor/Ghost Armor/Dusk Shroud
Leather Armor/Serpentskin Armor/Wyrmhide
Hard Leather Armor/Demonhide Armor/Scarab Husk
Studded Leather/Trellised Armor/Wire Fleece
Breastplate/Cuirass/Great Hauberk
Light Plate/Mage Plate/Archon Plate

Belt:
All belts with 4 potion rows

Light Shields:
Buckler/Defender/Heater
Small Shield/Round Shield/Luna
Kite Shield/Dragon Shield/Monarch
Spiked Shield/Barbed Shield/Blade Barrier
Bone Shield/Grim Shield/Troll Nest

1-handed Axes:
Berserker Axe

2-handed Axes:
Large Axe

Bows:
Crusader Bow, Hydra Bow

Maces:
Morning Star, Flail

Hammers:
Maul, Great Maul

Polearms:
Poleaxe, Halberd, Bill, Partizan, Bec-de-Corbin, Grim Scythe, Thresher, Cryptic Axe, Great Poleaxe, Giant Thresher

1-handed Swords:
Phase Blade

2-handed Swords:
Balrog Blade, Champion Sword, Colossus Sword, Colossus Blade

Amazon Weapons:
Matriarchal Bow, Grand Matron Bow

Assassin Weapons:
Feral Claws, Runic Talons, Scissors Suwayyah

The Following Runewords are not Useless and therefore cannot be used, either by you or the merc:
Code:
Beast
Black
Breath of the Dying
Call to Arms
Chains of Honor
Crescent Moon
Death
Delirium
Dream
Duress
Edge
Enigma
Exile
Faith
Fortitude
Grief
Harmony
Heart of the Oak
Infinity
Insight
Leaf
Lionheart
Lore
Oath
Pride
Rhyme
Smoke
Spirit
Stealth
Treachery

There are no restrictions on Sets and Uniques. If you find them, you may use them.

You may socket runes, gems, and jewels as you wish, as long as you don't make any banned runewords.

The following quest rewards may always be used, in fact, their use is encouraged:
Charsi Imbue
Larzuk Socket
Anya class item reward
Anya Personalization reward

This means that anything you imbue, socket, or personalize is forever considered useless! Hurray!

Additionally, you may use a light armor or a light shield provided one or more of the following Useless conditions apply:
*Item has only one socket
*Item is cracked, crude, damaged, or low quality


Scoring

Points are awarded for the following useless things:
*Bonus Gear Score points for wearing useless things (see below).

*Collecting the Horadric Scroll from the chest next to Radament (this means you must not have the Horadric Cube when you open that chest): +5 points in each difficulty

*Activating the following waypoints: Jail 1, Sewers 2, Halls of the Dead 2, Palace Cellars 1, Great Marsh. +1 point for each one activated.

*Posting a screenshot of your character talking to Flavie, Geglash, Natalya, Lysander, and/or Hadriel: +1 point for each per difficulty.

*Each personalized piece of gear worn: +1 point

*Killing the Cow King: +5 points in each difficulty.

*Completion of each difficulty: +5 normal, +10 nightmare, +20 hell

Gear Score:
At the end of each Act, calculate your character's gear score. Do this by adding up all the Useless Gear Mod Bonuses described below for each item worn. Only gear you used to kill the Act Boss counts. You may add your merc's gear score to yours. Gear on Weapon Switch counts.

Sets, Uniques, and banned items rendered usable by a quest reward do not get gear score bonuses.

Your score for the Act is the sum of points earned in that Act from useless things (waypoints, NPC screenshots, difficulty completion, killing the cow king, getting the horadric scroll) plus your gear score at the end of that Act. Your total score is the sum of each of the Act scores.

Useless Gear Mod Bonuses:
Code:
General:
Item has only one socket: +1
Item is cracked, crude, damaged, or low quality: +1
Item is broken, and thus completely useless: +5
Item is ethereal and worn by the character rather than the merc: +1
Each piece of Isenhart's Armory worn: +5
Each piece of crafted gear worn: +1
Weapon is an elemental throwing potion: +5
No weapons equipped on either weapon switch (punching things): +1

Armor:
Adds % to defense or Faithful or defense vs. missile: +1
Adds to Stamina: +1
Adds to light radius: +1
Attacker takes damage of: +1
Bonus to class skills worn by another class: +1
Mnemonic, of Memory, of the Centaur, of the Elephant: +1
of Thawing: +1
of Flame: +1
Chance to Cast: +1
Charges: +1
Charges of Useless Skill: +1 (in addition to the point for charges)
Staff mod for Useless Skill: +1
Self-repairing and indestructible combo: +5

Weapons:
Adds to defense (%, added defense, defense vs. missile): +1
Adds to light radius: +1
Adds AR and Damage against Demons: +1
Adds AR and Damage against Undead (not just a blunt weapon): +1
Bonus to class skills worn by another class: +1
Prevent Monster Heal worn by merc: +1
Chance to Cast (not Amplify Damage): +1
Charges (not Lifetap, Lower Resist, Enchant, or Teleport): +1
Charges of Useless Skill: +1 (in addition to the point for charges)
Staff mod for Useless Skill: +1
Increased Stack Size: +1
Self-repairing and indestructible combo: +5

Jewelry (Rings and Amulets):
Adds to Stamina: +1
Adds to light radius: +1
of Thawing: +1
of Flame, Shock, Frost, or Blight: +1
of Memory, of the Centaur: +1
Bonus to class skills worn by another class: +1
+1 (and only one) to max damage, life, mana, str, dex, energy, damage reduction or magic damage reduction: +1
Chance to Cast: +1
Charges (not Teleport): +1
Charges of Useless Skill: +1 (in addition to the point for charges)

Jewel Socketed into something:
Adds to Defense: +1
Adds to Stamina or reduces stamina drain: +1
Adds to Attack Rating: +1
Adds AR and Damage to Demons or Undead: +1
Attacker takes damage of: +1
of Avarice: +1
Adds both maximum and %ED, socketed in a helm/armor/shield: +5

Charms:
Adds to Defense: +1
Adds to Stamina: +1
Adds fire damage and nothing else: +1
of Greed: +1
Adds just 1% mf: +1
Bonus to class skills worn by another class: +1

Scoring Example:
Say I've got a theoretical sorceress named Tetris whose useless skill is Frost Nova. In Act 1, she activated the Jail 1 waypoint (+1), took a screenshot talking to Flavie (+1), and defeated Andariel wearing some useless stuff (say, +7 total for her gear and the merc's). Her score at the end of Act 1 would be 9.

Act 2 is kind to Tetris. She activates 3 more useless waypoints and gets photo ops with 2 more useless NPCs. Her gear score when she kills Duriel is, let's just say 13, maybe she found some more useless rings. Her score for Act 2 is (3 waypoints) + (2 NPC screenshots) + (13 gearscore bonus) = 18. Her total score is the sum of all her Act scores, so that would be 27.

I decided to sum the Act scores to encourage questing with the useless gear. If only the latest boss kill's gear score counted, it would make more sense to always wear mf gear for bosses early on, and that wouldn't be nearly as useless.

FAQ

Q: You didn't say anything about stat points!
A: That's right. You can allocate stat points however you want. You might even put some into Energy, just for kicks.

Q: Some skills are missing from the Useless/Banned List!
A: That's true. Some skills are neither completely useless nor completely overpowered. Skills that aren't on the list can have any number of points spent on them but they cannot be chosen as a Useless Skill at the beginning.

Q: Can I use the 1.13 respec?
A: Um... within reason I guess. Please don't change your Useless Skill though.

Q: What if I make a mistake and don't have 20 hard points in my Useless Skill when I kill Nightmare Baal?
A: In this case, you must use a respec to get those 20 hard points in your Useless Skill before you kill Nightmare Cows or move on to Hell. Please plan carefully so that you don't have to do this.

Q: If I die, can I re-enter?
A: Yes. You may enter as many times as you like, with any combination of characters.

Q: Can I return to previous Acts or difficulties for any reason?
A: Yes. You may return to collect the Imbue, Socket and Personalization quest rewards even if you have moved on to the next difficulty. You may return to previous Acts or difficulties to shop or hire a new mercenary, however you may not leave town if you do. Try to minimize the size of areas you must reclear if you change maps this way. If you must reclear an area, always reclear on /players 1 and don't open chests and such on your way back to where you were.

Q: Do I get points for socketing runes or gems?
A: No. Only jewels in sockets give points. Exception: If an allowed Runeword has one of the Useless Gear mods that give points, you do get those points for using that Runeword.

Q: What about a Runeword that gives negative light radius?
A: That mod would be worth +1 point.

Q: Do I get points for Set Bonuses?
A: No.

Q: If I leave an inventory space blank, do I get points for it?
A: No. There is an exception though. If you have no weapons equipped on either weapon switch (you are punching things), you get +1 point.

Q: But that's almost the same as leaving a broken item in an armor slot!
A: Functionally, yes. Flavor-wise, no.

Q: Do I get points for the extra defense on Superior versions of armor?
A: No. 'Superior' is like the opposite of 'useless', even though the distinction in-game is quite fine.

Q: Do I get the '+class skills worn by another class' bonus if my merc wears an item with +class skills?
A: No.

Q: If an item has charges of a banned skill, can I still use the item?
A: Yes.

Q: Can I activate the charges of a banned skill?
A: Yes. Most charged items are at such a low level that it is likely not a problem. Plus, most charged items are useless.

Q: What about a staffmod for a banned skill?
A: You can still use the item, but don't use the banned skill.

Q: If an item has a banned skill staffmod, do I get a point for it if the banned skill is one of my class skills?
A: No.

Q: Can I use an item with chance to cast a banned skill?
A: Yes. Most of those are Uniques or expensive runewords. If you find them, feel free to use them.

Q: Can I use an item with a banned skill oskill?
A: Yes, but don't use the banned skill at all.

Q: Couldn't I just use regular gear through an Act and then switch to useless stuff for the boss?
A: There's no way for us to tell if you do this, but it's against the spirit of the thing. Quest through in your Useless gear or there is no point.

Q: Couldn't I just choose a Useless Skill and then wait to put points into it until the rest of my unrelated build is complete?
A: You could, but that would defeat the entire point of the tournament. So please do not do this.

Q: Can I mule off my Horadric Cube before Radament so that I can pick up the Horadric Scroll?
A: Yes, you could do it that way. But notice that you get points for the useless Halls of the Dead waypoint as well. Why not delete the cube and get another one in each difficulty?

Q: Can I imbue a white plated belt/phase blade/circlet and then use it?
A: Yes.

Q: Can I use the Larzuk reward to socket a staff and then make Insight in it?
A: No.

Q: Can I use the Larzuk reward to socket a Low Quality Phase Blade which I have altered in the cube to be Normal quality so that it gets 3 sockets and then make King's Grace in it?
A: Yes.

Q: Can I use Thundergod's Vigor/Azurewrath/M'avina's True Sight?
A: Yes, if those happen to drop.

Q: Why is Breath of the Dying banned in a Single Pass tournament?
A: It isn't useless, however unlikely it is.

Q: Psst. Indestructible is a blue only suffix, and the self-repairing mods are also suffixes. The only item other than a phaseblade (which is banned anyway) that can get the 5 points for that combo is something socketed with a Zod. Is this right?
A: Oops. Knew I made a mistake somewhere. (5 points here is nothing. If you find a Zod in this tourney, use it for something else. Or in the Zod God tourney.) Thanks for catching this mistake WoRG.


Welcome to the Passive Aggressive Tournament! This is a tournament where it pays to be passive (and just a little bit aggressive too ;)).

Instead of using all those high-powered skills that our enemies are expecting and prepared for, we will beat them with our superior intellect, cunning strategies, and the seemingly never-ending supply of patience and endurance that is the SPF.

Let's get to the rules!


General Rules:

1. HC, or SC with disqualification upon first death (feel free to continue to update, although you cannot win the tournament.)
2. Single-pass, untwinked only. (You may, of course, sprint from a WP to an uncleared area when starting a new session. Keep kills to an absolute minimum while maintaining safety, but all drops are off limits)
3. You may defer completion of "rewards" quests (Charsi Imbue, Anya Personalization, etc.) and return for the rewards at any point. You may also return to previous acts/difficulties for shopping purposes as you please.
4. ATMA/GoMule may be used as an extended stash (you may also hot-mule off, as long as you adhere to the rules. Please take extra care to avoid any problems, and you must declare if you are using it (as per the forum rules). I will be. Here is the relevant quote from the SPF Rules FAQ:



5. You may re-enter as many times as you wish, or enter multiple characters at once. You may sign-up any time.
6. Version 1.10+, RRM/RWM/FAM allowed. No MP, no Trading.
7. Any /players setting may be used at any time.
8. Save + Exit to avoid death is NOT allowed, and results in disqualification from the tournament. (you may, however, S+E if running from a previously cleared area and you get yourself in trouble.)
9. I will make and maintain a table with progress. This will hopefully eliminate mix-ups and missed updates(it's also less work for you!).

Tournament Specific Rules:

10. You may ONLY place points in and use skills allowed under the "Allowed Skills" list.. This also applies to synergies. If they are not on the allowed list, you cannot pump them. The only exception to this is pre-reqs, which will be allowed 1 point only.
11. All Ctc items, and charges may be used. These are NOT limited to "Allowed Skills".
12. +Class-Specific Skills granted from items may only be used if they they fall under the "Allowed Skills" category. IE. if you are playing a paladin and you find a Scepter with "+1 to Zeal (Paladin Only)", the item may be used but the skill (Zeal in this case) may NOT. This includes all class-specific aura-type skills as well.
13. All Skills granted from items that grant +Skills as a universal (non-class specific) skill MAY be used on any character. IE. +1 to Berserk from the Passion Runeword or the Fanaticism aura from the Faith Runeword. These skills are NOT restricted by the "allowed skills" category.
14. There are no restrictions on Stat-point allocation.
15. There are no restrictions on equipment for you or your mercenary.
16. Act 2 Mercenaries must abide by the "Allowed Skills" restrictions. IE. no Might(NM Offensive), Holy Freeze(NM Defensive). All other mercenaries are allowed (including all A3 Ironwolves).
17. Respec is banned for this tournament. (contact me directly if there are extenuating circumstances that need to be addressed)
18. The winner(s) of the tournament will be anyone who achieves Guardian status. The prize is my eternal admiration. ;)
19. Have fun!


Allowed Skills

As stated in the rules, points may be placed in skills that do not comply with this list as pre-reqs, however, they may NEVER be used in combat (the only exception being any skills which satisfy the conditions under rule 13).

Amazon:
Javelin and Spear Skills: None
Passive and Magic Skills: All skills are permitted.
Bow and Crossbow Skills: None

Assassin:
Martial Arts: None
Shadow Disciplines: All skills are permitted.
Traps: Blade Sentinel, Blade Shield

Necromancer:
Summoning Spells: All Golems, Summon Resist, Golem Mastery
Poison and Bone Spells: Bone Armor, Bone Wall, Bone Prison
Curses: All are permitted

Barbarian:
Warcires: All except War Cry are permitted
Combat Masteries: All are permitted
Combat Skills: Leap

Paladin:
Defensive Auras: All are permitted
Offensive Auras: Blessed Aim, Thorns
Combat Skills: Holy Shield, Holy Bolt, Conversion

Sorceress:
Cold Spells: Frozen Armor, Shiver Armor, Chilling Armor, Cold Mastery
Lightning Spells: Teleport, Energy Shield, Thunderstorm, Lightning Mastery
Fire Spells: Warmth, Enchant, Fire Mastery

Druid:
Elemental: Cyclone Armor
Shapeshifting: Werewolf, Werebear, Lycanthropy
Summoning: All are permitted

A most unusual tournament

As the nights draw in (in the Northern Hemisphere, anyway), my thoughts have turned towards a D2 project to keep me going on the long, cold dark nights...

One of the true joys about D2 is the huge variety of possible character builds. We've all (I expect) made frost zealots, hammerdins, fishys, but who has made an auraless paladin? a skeleton-mage-mancer? or a practically naked entirely passive tree 'zon (http://www.purediablo.com/forums/showthread.php?t=480035)?

The idea for the "A most unusual tournament" is very simple. In fact, there are only three rules:

1) HC only: just because it's unusual, doesn't mean Darwinism doesn't apply.

2) No muling on. This makes it fairer on those of us who have no stash.

3) The character build must be unusual in a fundamental way. It will be up to each person's discretion how the character is unusual, but at the very least it must be a build you personally have never made before.

Also, don't be afraid to experiment or worry about low damage. These are in fact the objects of this tournament. This will be a slow progress, long term project. As it is so open-ended, measuring progress will be difficult, as well as (ultimately) pointless. In fact, calling this a "tournament" at all may well be a misnomer, as I envision it being more of a support group.

If this takes off, and people are interested in joining, I hope we will put a table in the thread which allows people to keep a track of level, WP, difficulty and a brief build description.

Recursion! :p

I am ignoring rules in those tournaments that require specific earlier versions of the game. I'll be playing 1.13, and possibly 1.14. I am also ignoring any rules about donating to prize stashes, since, you know those tourneys are long done for the most part. To reconcile the opposing gambling requirements of the Sword of Destiny and the Compilation Tournament, I will gamble away all of my gold at the required intervals, but I will be forbidden from using any gambled items. They must all either be sold for more gambling or muled out of the tournament.

Other than that, everything should work. Kraxian's Useless Skill is Poison Creeper.

Kraxian is already level 12, and just about to head into the Stony Fields. He is using a pair of Boots, a Cap, some Leather Gloves, and a Two-Handed Sword, all plain white items. For skills, he has one point in Arctic Blast, one point in Cyclone Armor, and 10 points in Poison Creeper.

And, for the Most Useless tournament, here's a picture of him with Flavie:
View attachment 3951
 
Kraxian has completed Act I. It was pretty easy; the poison creeper basically soloed everything. The fight with Andariel took almost half an hour though. The only S/U drop so far was Hsaru's Iron Fist. The Countess dropped a Tir rune.

Andariel dropped:
screenshot015-jpg.3953


No charms yet, gear is currently limited to white boots and two-handed sword, two rings, and a wolf head.

He stopped wearing Leather Gloves so the merc could use a Longbow. He had a sash for a while, but gave it up for the ring.

All quests are completed, this was the imbue:
screenshot013-jpg.3954

It's too bad Kraxian can't use it.

Kraxian finished Act I with a cultist score of 12 and a useless score of 11.

Aliza was killed by some lightning enchanted Dark Stalker. Kraxian was then accompanied by Fiona, who died during the battle with Andariel. Now he has been joined by Elly. We'll see how long she lasts... Off to the desert!
 
@ranagrande - Thank you for using the rules from the tourney I made (the Useless one)! That's quite an eccentric combination of restrictions for Kraxian to follow. Good luck!

So many tournaments, so little time. If I were to join this, it'd be Sword of Destiny all the way. I have thought about doing that one since forever.
 
Since I got the brilliant idea to delete all my game data a month ago, my "Sword of Destiny" Barbarian is no longer available. Therefore, I really like @Pb_pal 's idea of the Revivemancer after reading it once again, so I'm going to run one as well following his same rules. I haven't started yet, so I've yet to come up with a name for him. Flying all day today, so I'll probably hit it hard over the weekend. I've been missing D2 during my travels!
 
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I'm putting Katarina on hiatus to do something I've always wanted to try.....

Sorceress-

HC

First item she picks up with skills determines the skill trees she can use throughout. No restrictions on skills used in the trees from the item.

Untwinked

no equipment restrictions

Any players settings

Must drop first item and go punch things

Destiny, Level 1 Sorc about to start Blood Moor......
 
I'm putting Katarina on hiatus to do something I've always wanted to try.....

Sorceress-

HC

First item she picks up with skills determines the skill trees she can use throughout. No restrictions on skills used in the trees from the item.

Untwinked

no equipment restrictions

Any players settings

Must drop first item and go punch things

Destiny, Level 1 Sorc about to start Blood Moor......
Good luck with this endeavor, definitely sounds interesting. I'll be looking forward to seeing what she ends up with in skills.
 
From the diary of Destiny.....

Day 1

The rogues gave me weird looks when I dropped my staff. However, destiny led me to my fate, and upon punching a fallen by the cold plains entrance. I got my first eagle orb. As I looked at it, it was +1 firebolt. I knew.

(This girl has had insane luck with charms in lightning (LR is at 50) without wearing anything with higher resists.)

Day 1 cont.....

As I traveled, Blood Raven was a pain to kill due to LE arrows and a chance to cast amp. The Tower was one of the most terrifying places I had experienced. Archers everywhere with scary auras.

(welcome to Level 1, have 4 champion archers + boss pack with fanaticism) (level 2, Might pack)

Day 1......

In the Barracks, yellow things started dropping, when a decent long bow dropped, I went to Kashya. She said," This girl has been waiting for quite a while for you. " A rogue walked out. I could tell by the scars on her hands that she was actually battle tested. Unlike most of her rogue mercs.

(Completely ignored merc until found a nice long bow with ED, poison, and fire damage, then got )

She spoke: "Hi, My name's Blaise. Although I have a fiery name, I'm actually a cold archer. I looked at her and shrugged, "Hi Blaise, I'm Destiny. Here is your bow. Be safe."

And now here we are in the Inner Cloister, resting and preparing for the final march to Andy. With fire, I should be unstoppable.......

Destiny, the now level 19 fire sorc in the Inner Cloister accompanied by Blaise, her cold rogue at level 17.

(Her build is primarily fireball. I do plan to try out both meteor and hydra, since I've never actually used meteor much, and I've never used hydra at all. Fire Immunes are kind of annoying with her, so I decided on getting a merc for her. Thinking about Act III cold in order to be different.)
 
The premise is to use only what the monsters supply to vanquish Baal.

1. Only equipment dropped from enemies may be used.
- Nothing from poppables, shopping, or gambling
- Exceptions: scrolls/pots may be bought from vendors, gold-lettered quest items are also exempt for obvious reasons

2. Allowed skills:
- Revive
- Iron Golem (made only from supplies dropped by enemies)
- 1 pt CE, 1 pt all curses
Ronin was excited to join with the Rogues in their quest to regain control of their lands surrounding the tiny encampment and so his journey begins.
 
@Southpaw8668 - Glad you liked the idea, good luck! I just looked back through and looks like I neglected to mention that I lost Aikido to a crash quite a while back. :(
Hopefully you can avenge him, I'll be rooting for you. :)
 
Day 2

Not much here. First set item was some guy's buckler. Andy killed Blaise when she unfortunately got pinned to the inside of door while I was on the outside. Since she wanted to stay with the rogues, I released her from my service and headed to Lut Gholein. There I picked up Waheed. He seems a much more sturdy person, although I have to command him to attack.

We cleared the sewers together and called it a day. Fortunately, Atma let us have our rooms free as thanks for killing the mummy in the sewers.

(Lightning resist is at 65. She has it higher than the previous Katarina of Random Tournament 2013 memory) Scarabs should be much less painful for her. She has a three fireball staff with no sockets, so waiting on some things to make Leaf.)

Destiny, the now level 21 Fire Sorc with her new merc Waheed in Lut Gholein. Next up: Rocky Waste
 
The premise is to use only what the monsters supply to vanquish Baal.

1. Only equipment dropped from enemies may be used.
- Nothing from poppables, shopping, or gambling
- Exceptions: scrolls/pots may be bought from vendors, gold-lettered quest items are also exempt for obvious reasons

2. Allowed skills:
- Revive
- Iron Golem (made only from supplies dropped by enemies)
- 1 pt CE, 1 pt all curses
Ronin started off his quest through the Blood Moor and almost immediately found a nice rare dagger that really helped him out early on. His strict beliefs in only taking that which comes from his fallen foes has began to bless him apparently with some early useful treasures.
View attachment 4148
Early in his adventures he found that weakening his enemy was an effective way for him to tank large groups of attackers, while his Rogue traveling mate Rozene applied good DPS even with a early found rare short bow with measly three element damage. Eventually a three socketed Long Bow would drop and Ronin elected to place three chipped Rubies in it, providing the pair with even better DPS while he was managing to tank their foes.
View attachment 4149
A Quill Rat boss was obviously guarding something rather shiny as he was sitting atop it like a chicken on an egg with his Fanaticism Aura ablaze. After Rozene filled him full of arrows Ronin gave him a boot to the side and uncovered this strange little shield. It was the perfect size for a warrior like him, he was rather pleased and made sure to show it off sufficiently back in the Rogue Encampment.
View attachment 4150
They eventually made their way down deep into the Catacombs to see if they could find this demon Andariel. They did and she was quite a challenge for Ronin, who needed to go back to town multiple times to purchase potions and resurrect his running mate. The rare belt and ring mail she parted with was put to good use by the adventures.
View attachment 4151
After journeying East with Warriv they purchased the potions they needed for their journey into the town's sewer system to find a creature they called the Radament. Along the way they confronted a boss pack of skeleton archers who were holding an interesting Unique Mace that Ronin finds quite enjoyable to swing, as it seems to make him feel like a more strapping man when he's swinging it and he loves the thumping sound it makes when he smashes it against enemy skulls driving them back five paces with ease.
View attachment 4152
As they approached the second level of the Claw Viper Temple he readied his powerful Crushflange weapon and stood slightly behind Razan the Healing Town Guard. Razan was utilizing an ethereal three socketed Bardiche that Ronin had held onto before confronting Andariel. He was told by Gheed to perhaps hold onto it, that it might be useful in the hands of a skilled assassin such as those employed to guard the palace of Lut Gholein, if he were to make it there eventually. He placed two chipped Skulls and a chipped Sapphire in it and stuck it back in his chest for safe keeping. Gheed was right these desert assassins were very skilled with a Polearm and he was now able to tank less and curse more, which he was very skilled at. He just loves manipulating the minds of simple creatures such as these to do his bidding.
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After the Claw Vipers all collapsed from fighting one another while Razan was beheading them with their backs turned he found to his pleasure an Angelic Amulet and a rare Dragon Chang Spear. The spear was worthless to Razan even though he liked the coloring of it, so Ronin took it back to town to sell.
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After assembling the magical staff in the cube as instructed by Cain the pair of adventurers are poised at the palace to try and find this false Summoner and put this poser out of commission.

Ronin and Razan, Level 24, Palace
 
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Day 3

I have good items because it was my destiny to find them (no mf at all). I have found the Nagelring, which I proudly wear on my finger, as well as two other set items:

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I am now level 25 and await Jerhyn to let me in his palace. Waheed has also leveled quite nicely and is at level 24.


(Did I tell you she is having the best luck I have had with an untwinked no mf character?)

Destiny the happy fire sorc, level 25 with her merc Waheed resting at Atma's

Next up: The Harem,
 
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