The Certain Death Tournament.

Re: The Certain Death Tournament.

@Alfonso: +vit/+stats are ok, +life jewels are ok (but rubies can't be socketed for +life), and the +30 life restriction is only on magic/rare items (crafts, runewords, etc are ok)

I never played ZAngband much, but I did play Angband. The RNG was similarly capricious.
 
Re: The Certain Death Tournament.

Several great updates guys. We might have more than one player in Hell difficulty soon! :thumbup:

Welcome to the tournament, crazy_bear! Nope, no shield restriction. If someone actually completes this one, then I will remake it two years from now with no mercs, summons, or shields allowed. (And a few more restrictions, such as no life charms allowed at all, no life on magicals/rares/crafts, etc)

ancalagon, you should be able to shop better boots than that from normal Anya. If the portal is still open, it won't take you long at all. I've scores 35+ res/30+ MF boots several times from her. (I only keep fire and lightning resist boots, and only if the resist is over 35 and the mf is over 30. I have yet to find a perfect 40res/35MF pair though.)

Alfonso, great update dude! Since +vitality (and +stats) items can't be shopped, they are not restricted. Your "couple of uniques" are the same screenshot, by the way. Also, were those set light gauntlets Iratha's or Arctics?
 
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Re: The Certain Death Tournament.

Whoopsie. As you can see, you didn't miss out on that much.

The gauntlets were Iratha's. If another piece (specifically the Crown) decides to drop for me in the near future I would very much welcome the resists. I'm still praying for an awesome rare Snowy Circlet of Luck with fire/lightning resists though.
 
Re: The Certain Death Tournament.

The drops are about what I should have expected from the hateful RNG.

Don't blaspheme. Lady Fortuna is capricious even fickle, but never hatefull. She's the most evenhanded being there is.She doesn't hate, but she doesn't love either.

@Tarantella: Thanks!

Ulla


 
Re: The Certain Death Tournament.

Mara zipped through Act 3 at Players 7 leaving nothing standing. Mara’s Lightning Sentry was more than a match for every monster so the biggest problems were bug related (I think).

First, this happens to me all the time so maybe it isn’t a bug . . . but I can’t say I remember it ever happening on Bnet . . . so maybe it is . . . The issue was that throughout Act 3 and beyond (and for reasons unknown to me) the monsters would stop targeting Mizan (the merc) and everything would go after Mara. Mizan would be closer to the monsters, he uses melee attacks, and he could even be using a melee attack on a monster and every monster would still ignore Mizan and go after Mara (even the one getting attacked)! . . Needless to say that this was rather alarming when it happened in Travincal and the Council Memembers pretended that Mizan didn’t exist and in the Durance when groups of Dolls ran right past Mizan and swarmed Mara . . . she made it out alive but in Nightmare this is going to be fatal. I don’t know why it happens (i.e. how to prevent it in the future) and the only thing that seems to reset the monster AI to how it normally operates is exiting the game which really doesn’t work well with single pass full clears. Anyone know anything about this ‘bug’?

Past the issue with the merc the biggest obstacles in Act 3 were the six Kurast temples. Three of the six temples were trapped (the worst being the two on the Kurast Causeway . . . one had a ton of snakes, the other had an archer group that was cursed and lightning enchanted). I was a bit concerned about Mephisto (only because NM Mephisto killed my first character coming out of nowhere) . . . but he turned out to be really easy . . . so easy that even the merc didn’t die. Mephisto got hit with the moat maneuver and things couldn’t have been safer or simpler.

Mephisto didn’t drop anything useful . . . and that pretty much summed up the drops for Act 3. The best drops were probably Cleglaw’s Sword and Cleglaw’s Gloves (not great by themselves but if Mara could get the shield I’d probably equip the set and add Blade Fury to Mara’s repertoire). Other set/uniques included: Iratha’s Gloves, Isenhart’s Armor, and an eth Steelclash.

Here were Mara’s stats at the end of Act 3.

Act 4 continued to be very easy for Mara. Players 7 was used and full clears were performed. There weren’t really any obstacles and Mara’s only close call came in the Chaos Sanctuary when the last seal was activated and the Infector of Souls’ group came charging (Mara had the bad map layout where your character is cornered after activating the seal) . . . anyhow, a couple Venom Lords came around the corner and got a good hit in on Mara (cutting her life in half) before she could get through her pre opened tp . . . that wouldn’t have been too bad but I then did some real world things, forgot the tp was hot and then sent Mara back through it :doh: I then nearly had a heart attack but managed to maneuver Mara through the Venom Lords and out of danger . . . but what a lousy way to go that would have been . . . Diablo was then engaged at Players 7 and going in I really wasn’t sure what to expect. For a moment it appeared that Mara might be able to kill Big D without ever seeing him . . . but then Mizan wandered too close and then Diablo came charging. Big D’s elemental attacks all hurt but he didn’t use his bone prison so Mara was able to dodge everything with ease and Diablo soon fell without incident.

Diablo’s drop was useless (the set crown turned out to be Milabrega’s). There were two other set/uniques dropped: Sigon’s Shield (plus one to skills is nice but no resistances . . . no thanks), and The Face of Horror (which the merc is using . . . the 50% chance to cause monsters to flee can be nice when they flee away from Mara but is a bit scary when they flee the merc towards Mara . . . I might need to get Mizan a new helm soon). The Forge drop would wasn’t too good in terms of the rune but would certainly appeal to topaz enthusiasts. Also notable was the finding of a large charm with +5 to all resistances (which couldn’t be used because Mara’s resists would go too high . . . oh well maybe later).

Here were Mara’s stats at the end of Act 4.

(If you’re still reading I’m really impressed with your commitment). Mara then continued into Act 5 still doing full clears at Players 7. Things continued to easy and the only problems encountered were related to the ‘bug’ where the monsters pretend the merc isn’t there and everything targets Mara. That ‘bug’ made for a really interesting clear of the Arreat Plateau, the Pit of Acheron, the Crystalline Passage, and Frozen River. The most dangerous events were battling an extra strong Frenzytaur group in the Pit and the Champion Frenzytaurs in the Crystalline Passage . . . both encounters made the Brave Sir Robin maneuver necessary (run away! run away!). After Anya was rescued I was able to restart the program and reset the AI and the rest of Act 5 was easy once more.

The usual dangerous monsters were all handled with ease. Nihlathak was nearly defeated without Mara ever seeing him (let’s hear it for dropping Lightning Sentry at the edge of the screen)! Baal’s Minions were all easy (but hey, as long as she doesn’t get hit Mara’s pretty much a regular character so what would you expect). Baal was done at Players 7 and didn’t put up much of a fight . . . well he did but Mara’s damage was too great and the battle was over in a couple of minutes.

Baal’s drop was more useless items but some good things had fallen leading up to the boss. Set/uniques found included: Isenhart’s Armor (again), Angelic Ring (now if only I could get that ammy), Cathan’s Helm, Sparking Mail (which the merc is using), Isenhart’s Armor (again, again), Civerb’s Grand Scepter, Nightsmoke, Death’s Sword, and Iratha’s Helm. The top rune find of Act 5 (and all of normal) was a Thul Rune :unimpressed: .

http://i722.photobucket.com/albums/ww224/Hanshotfirst-Pics/Screenshot573-1.jpgHere were Mara’s stats at the end of Act 5.

Destroyer Mara then went off to destroy the cows . . . which she did with great ease. The drops were decent and included this handy rare ring and set item heavy boots! . . that turned out to be . . . spoiler . . . yeah. The Cow King continued to refuse to drop any of his set items. Mara then reorganized some equipment and . . .

Here were Mara’s stats entering NM.

[highlight]Mara, Traps, NM Rogue Encampment, Level 48[/highlight]

Holy smokes that was long . . . way too long :dizzy: . . . never again, never again . . .
 
Re: The Certain Death Tournament.

@Hans. Awesome progress for Mara!

Iago started off by whacking some Zombie’s heads in with his starter club, until he was able to create a small army. During the early stages of the game Ravens and Poison Creeper are great at dispatching monsters. The Oak’s and the Creeper are also excellent at distracting their attention, allowing Iago more time to move around and position himself, away from danger. With Poison Creeper being a synergy to Rabies, I pumped it up early and wasn’t disappointed with its output! I also invested 5 early skill points into Raven. I think I will leave them at that for now. Iago will benefit greatly from their ability to “blind targetsâ€.

In the Dark Wood’s, Iago found a nice +3 to Poison Creeper Wolf helm, allowing him to pre-buff his Creeper to an impressive slvl 7, not bad for Act 1 normal! Soon I gambled some Large Axes, I noticed Druids can swing some big two-handers "Very Fast", according to their stats as I browsed Charsi. After a few attempts I eventually scored a keeper! A Brutal Large Axe of Readiness (49% Ed, 10% IAS). Not bad for this stage of the game!

Andariel was overwhelmed by my mob and dropped nothing, but rubbish rares :(.

Onwards!

[highlight] Iago the Fury/Rabies Druid, Level 20.5 (:(), Normal Lut Gholein, Life = 92 (161 with Oaks + Wolf Form) [/highlight]

PS. Unfortunately I won’t be able to play with Iago for a while now. I accidently broke the USB to my wireless mouse and won’t be able to get a replacement until I am back in Melbourne :(. Damn!

PPS. Don't worry about the above, i managed to fix it :).
 
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Re: The Certain Death Tournament.

The issue was that throughout Act 3 and beyond (and for reasons unknown to me) the monsters would stop targeting Mizan (the merc) and everything would go after Mara. Mizan would be closer to the monsters, he uses melee attacks, and he could even be using a melee attack on a monster and every monster would still ignore Mizan and go after Mara (even the one getting attacked)! . .

This is the well-known 'ignore the merc' bug. It can happen (and the probability for it is substantial, actually) if you get so far away from the merc that he/she gets teleported next to you. The only way to fix it is to Save & Exit and start a new game.

Not in this tourney, obviously, but if you have a strong summon to tank for you (bear, golem, valkyrie, shadow) the bug can actually be beneficial, because now the merc can only be hurt by ranged attacks and LE bolts, etc that he happens to get in the way of. Makes him survive much better. When this happens, I try to save as soon as practically possible, so I am not taking advantage of a stupid bug.



 
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Re: The Certain Death Tournament.

Kurast Sewers was as lovely as ever to clear out (no, I am not ironic, it really is my absolute favourite area in the whole game) but this is not what you want to find on the very last square yards of the place you explore. I hate when that happens...

I found Sigon´s Wrap in one of the Upper Kurast temples. Nice find - it was much better than my current belt.

Disused Reliquary showed its ugly face to me again and put a Champ pack of beetles (and their following HORDE of regular beetles) in the first room. Thankfully, I could Dim the mass of monsters, so I only had to deal with the Champs by the stairs. It was crowded for them to advance, so not all of them got to us at once. Decrepify kept their hits bearable but the lightning bolts hurt quite a bit. First time in the game I have used some rejuves.

I experimented with Bone Prisons against some of the council bosses. It seems very random whether they will attack the bone segments or not.

Not surisingly, I Moat Tricked Mephisto. Here, Morte is trying out his new-fangled level 3 Bone "Not enough mana!" Spirit.
(Damn, what a mana hog! Just as bad as Freezing Arrow or Lightning Bolt...)


[Highlight]Morte the Mojo/Bonemancer and Iantha the Cold Rogue, level 32, Outer Steppes next.[/Highlight]
 
Re: The Certain Death Tournament.

There were two other set/uniques dropped: Sigon’s Shield (plus one to skills is nice but no resistances . . . no thanks)

[snip

Also notable was the finding of a large charm with +5 to all resistances (which couldn’t be used because Mara’s resists would go too high . . . oh well maybe later).

Nice progress, but why not combine these two? If your current shield has resists why nit change it to the sigon's and put that charm into your inventory?

Kurast Sewers was as lovely as ever to clear out (no, I am not ironic, it really is my absolute favourite area in the whole game) but this is not what you want to find on the very last square yards of the place you explore. I hate when that happens...

I sympathize. I've have had the same experience. Another that I hate if it would have been an experience shrine. If I don't plan on saving an experience shrine for some other area I normally find that they expire before I've killed couple of monsters.

Ulla


 
Re: The Certain Death Tournament.

As promised I'm reentering with a pure Light sorc, cunningly named "of_Worlds" (I considered Roberta, because she has a death wish :scratchchin: greetings fellow germans *g).

Since it is my first uber roxxor litesorc, I logged on to battle.net to ask some friendly people in the chat channnel for advice (level 90+! they must be some sort of pro-gamers, right?). Taking all information gathered there (couldn't undertand half of what they were telling me), I formulated the following plan:
For Normal some simple gear should be enough, like 2xspirit, viper, shako etc.
In early NM I hope to find a griffons and finally hit 200fcr. The countess also should drop the missing runes for Infi. Hope this will be enough to beat NM Andy... If not, where do those hax beta ctas drop I hear so much about?
However I probably won't have much of a chance since there are no anni and torch in sp. Lame :yuck:
At this point I'm a bit confused though, since I've been told to never - under any circumstances - put points in strength and energy. Dex only for max block, haven't found any blocks yet unfortunately. Which leaves me with vit, which is not allowed here...
As a result Bloodraven was rather hard. But I managed eventually (lvl 1 static 4tw) :crazyeyes:

Anyways, here is of_Worlds with her trusty swiss army knife (I like to pretend it's a wizzy).
And, yes, I caved and put points into energy ;)

[highlight]of_Worlds, Light Sorc, level 14, Underground Passage [/highlight]
 
Re: The Certain Death Tournament.

I wasn't sure if I wanted to do a full clear of the arcane sancturary with GeneralJoe. The game however, decided that I had no say in the matter as the Summoner was on the 4th branch:crazyeyes:

So now, we're in the Canyon of the Magi, ready to go find the big bug who is hiding in the tomb with the smile. I've got decrepify, a clay golem and some cold mages. If I can somehow manage to find Clegaw's gloves, Duriel will be frozen in place wondering what's going on.

[highlight]GeneralJoe, summon necro, lvl 25, Canyon of the Magi[/highlight]
 
Re: The Certain Death Tournament.

For Normal some simple gear should be enough, like 2xspirit, viper, shako etc.

I hope this was sarcastic joke, as no way can you have 2xSpirit in normal. The first 4os capable shield you'll find is Monarch and they don't drop usually before hell. And what comes to strength, Monarch needs 156 strength to wear, so if you gonna have 2xSpirit, you'll need more strength.

Ulla


 
Re: The Certain Death Tournament.

...[highlight]I logged on to battle.net[/highlight] to ask some friendly people in the chat channnel for advice (level 90+! they must be some sort of pro-gamers, right?). Taking all information gathered there (couldn't undertand half of what they were telling me), I formulated the following plan:
For Normal some simple gear should be enough, like 2xspirit, viper, shako etc.
In early NM I hope to find a griffons and finally hit 200fcr. The countess also should drop the missing runes for Infi. Hope this will be enough to beat NM Andy... If not, where do those hax beta ctas drop I hear so much about?...

I hope this was sarcastic joke, as no way can you have 2xSpirit in normal. The first 4os capable shield you'll find is Monarch and they don't drop usually before hell. And what comes to strength, Monarch needs 156 strength to wear, so if you gonna have 2xSpirit, you'll need more strength.

Ulla

I think the tipoff was the bit about battle.net



 
Re: The Certain Death Tournament.

[highlight]As promised I'm reentering with a pure Light sorc[/highlight], cunningly named "of_Worlds" (I considered Roberta, because she has a death wish :scratchchin: greetings fellow germans *g).

Since it is my first uber roxxor litesorc, I logged on to battle.net to ask some friendly people in the chat channnel for advice (level 90+! they must be some sort of pro-gamers, right?). Taking all information gathered there (couldn't undertand half of what they were telling me), [highlight]I formulated the following plan:[/highlight]
For Normal some simple gear should be enough, like 2xspirit, viper, shako etc.

I think the tipoff was the bit about battle.net

How about that?

Ulla


 
Re: The Certain Death Tournament.

Can't...seem....to...leave...this...tournament...alone...must...resist...at...all...costs....oh...dammit....what...have...I...done....

*Note to self -no more playing D2 at work.* (In case anyone remembers I got caught at work playing D2 on friday - boss called me to his office, to "tell me not to do it again as it's against University regulations to have games installed on work machines". He had UT2004 running on his machine at the time, so it was all very tongue-in-cheek...)

[highlight]Circe, Sorceress, Enchantress, lvl1, Rogue Camp[/highlight]
 
Re: The Certain Death Tournament.

This is the well-known 'ignore the merc' bug. It can happen (and the probability for it is substantial, actually) if you get so far away from the merc that he/she gets teleported next to you.

Thank you much! That should be really easy to prevent in the future. :alright:

UllaV - I agree that using the Sigon's Shield would be nice but the large charm only had +5 to all resistances and my shield had +18 to all resistances . . . +38 (soon to be +57) now that I'm in NM . . . so sadly using the Sigon's would really hurt my resistances. :nod:

scrcrw - Too funny :D

EmperorMoo - Glad to hear everything worked out at work :thumbup:


 
Re: The Certain Death Tournament.

... And what comes to strength, Monarch needs 156 strength to wear, so if you gonna have 2xSpirit, you'll need more strength...

Not necessarily, 18x 5str lc + perf anni + perf torch + 20str marrows should provide enough strength for a monarch (and still allow 200fcr) :thumbup:
But, yes, you're obviously right, usually it's unavoidable to put some points in strength. Unless you put an enigma on your sorc (not as absurd as it sounds).

My previous post was of course meant as satire (except for the part about entering the sorc). Sorry if I confused you UllaV.
I do have some (make that way too much...) experience of what I'm talking about.

BTT: Lightning is surprisingly good in early game. If I pay attention to the pierceline it offers decent damage return for my Mana. I feared that I'd have to play static-***** for my merc longer.
Countess drop was a Tir (forgot to drop the player setting). If an El drops soon, I might make Leaf just for the points in Warmth. Additionally I finally managed to gamble some MF boots and gloves and found 2 6mf rings (but only 2 chipped topazes yet).


 
Re: The Certain Death Tournament.

(Delayed update, I couldn't access the forums all weekend!)

After the stress of Diablo, I was looking forward to relaxing a little during Act 5. This I was able to do - the monster rolls were kind, with only a couple of Boss packs (and one Champion pack) of Frenytaurs plus a solitary Possessed Blood Lord from a monster Shrine. These monsters cannot be Dimmed and therefore presented an enormous risk. We got through it somehow. One thing I noticed - no matter what, the Frenzytaurs never targetted the merc. No once. Not even when they were dimmed and the merc was wailing on them. The only thing that interested them was me! What the Hell is that about? (NB, only Frenzytaurs behaved this way)
Sometimes, I needed to be creative (read cowardly). In case anyone asks what a Daggermancer needs with a crossbow, here is your answer. Or here, take your pick. Really, I am not a hero. Other times, Dim Vision ruled the roost and life was relatively simple.

Decent drops did occur in Act 5 - an Amn rune (which enabled me to make Strength in a Kris). Cleglaw's Pincers were not put to immediate use when found - my existing gloves had Fire Res plus MF/GF and I wanted these for the time being - and were put to one side as I had a very definite idea of what I wanted their 25% slowing for. Best drop of the entire game so far was ... no, I won't spoil the surprise. Also dropped was a Sigon's Tower Shield - I nearly threw it before I realised that it was almost perfect for my character. I just need to socket it with a Shael (when I find one), as the slow blocking is a little hazardous to my health.

The Nihlathak quest was something that gave me pause, once it became available. I normally play full-clear, single-pass Softcore, but then again, I normally put points in Vitality and/or max my resists! This is Hardcore and I need to be sensible. I decided that although I have been full-clear so far, and to my knowledge I have not left a single monster alive, I would, if need be, forego the pleasure of killing Pindleskin. Need be turned out to be just so, as I was left with the whole of Pindles garden rising up against me one side, and Pindle heading straight for me on the other. I did what any sensible Daggermancer would do - I dived through the doorway and into Nilly's realm. Call me a coward, I don't care :)

WSK and the Throne Room where simply a case of careful, patient play (except for that Possessed Frenzytaur I mentioned early, that required a lot of running around and yelling). Nevertheless, the Waves were triggered and dealt with but ... I was not feeling brave. I turned things down from /Players 8 to P3. The only waves to give me any cause for concern were Ventar's (just took a bit of patience, splitting them up) and Lister's, who were Hell on Earth. Took me an age to split them up using Decrepify, they constantly threatened to mob me - that would have been game over, of course.

Baal was taken on at P3, and I prepared myself by donning Cleglaw's Pincers and stocking up on potions. The first foray ended in near disaster - I managed to Decrep Baal but his icy blast knocked me back into some Tentacles. Baal promptly cloned himself and both started emitting rings of fire - to Hell with this, I TP'd out. Attempt No.2 and I cast a decrep on the last of the Evils (now on his own, thankfully) and ran past him, in an effort to encourage the merc to follow me. We engaged, with me Poison-Daggering, Decrepifying and slowing Baal, and the merc applying his hurty-stick. I was glad I had the Strength Kris, with its Crushing Blow and +10 to Vitality. Eventually, we had Baal slivered, but I was running out of blue pots! The usual dilemma hit me, TP out to re-stock, but lose the excellent position I had Baal in, or use up my Full Rejuvs and risk a sucker punch. I risked it and ...

... this happened.

My first ever HC character and so my first ever Destroyer.
Baal drops included Ichorsting (an upgrade for my crossbow), the Salamander unique staff and a couple of yellow swords. Baal could have dropped nothing at all, I would still have be stoked! :D

Speaking of drops, what item was it that made me so happy? Here it is, an amazing item to find untwinked, in this competition.

LCS readout prior to Cows is here. NB, my Fire Res was 44% with the rare gloves I used for everything except Baal himself.

Stuff
Skills
Amp, Weaken, IM, Terror, Decrep, Life Tap. Lower Res - 1 pt (3 pts)
DV - 10 (12)
BA - 1 (3)
BW - 13 (15)
PDag - 20 (22)

BA - 235
Block - 75%
MF - 108% (85% with Cleglaws)

Useful charms, GC 23 Life, LC 16 Life, SC 12 Life plus some with FHR, resists and AR.

I can't use my resistance scroll from Malah until Nightmare. LOL :D

Act Highlight - beating Baal :D

Bring on the Beef!

[highlight]WitherStick, Poison Daggermancer, Level 48, The Secret Cow Level
[/highlight]
 
Re: The Certain Death Tournament.

Awesome updates, guys. Han, believe me, your updates aren't too long. I read every one of 'em and I bet alot of other people do, too. You'd be surprised. ;) I loathe the merc bug. As jian said, the best way to stop it is not making your merc teleport to you. That's interesting that a trapper could kill Diablo without waking him up. If I ever play one I might let my merc stay dead in the sanctuary, and just kill him that way. Funny. :D

P.S. Han, that is one of the best normal Forge drops I've ever seen! In normal, my opinion is that the rune is irrelevant, and only topazes matter. I would take a single flawless topaz over an Amn rune any day!

EmperorMoo, hehe, welcome back bro. I'm glad to hear that your boss encounter wasn't too harsh.

Loz, see my comments to Han about the merc glitch. By the way, it's generally safer to handle Pindle's garden by clearing the outside before you wake up Pindle. This can still be extremely dangerous for some characters due to the charge attack, but your Dim Vision should prevent that. (I have a nasty feeling that DV also prevents them raising up again, but getting 1 kill is better than none in any case.) Congrats on beating Baal!

I will be away from home for Thanksgiving so I won't be able to play any D2. I should have internet access though, so I'll continue updating the thread.
 
Re: The Certain Death Tournament.

wakiki, thanks for the advice re Pindle. I normally do this but my main concerns here were a.) surviving the garden and b.) making sure I could get into Nilly's temple. I preferred the risk of skipping Pindle to skipping Nihlathak.
Weighing all the possibilities, I decided to plan for a break past Pindle. My previous experiences in the garden, with an under-powered character and no reliable source of corpse disposal, were that the corpses revive faster than I can kill them and the whole thing quickly becomes a mess (I really don't think DV changes the way the corpse revive themselves but will accept it if proved wrong!). My plan was to lure Pindle away from the entrance to the underground temple, and create a DV bottleneck, with the whole garden behind it, with (hopefully) my merc engaging Pindle himself. Way too ambitious, I know, but it allowed me the back-up plan of sneaking past to enter the temple. The other plans I had considered had no back-up in case anything went badly wrong.

Anyway, a quick update:

The Cows have all been herded to the nearest McDonalds and all is well with the World of Sanctuary.

Big equipment changes in readiness for NM have been made. The 3 flawless topazed breast plate is stashed in favour of a Stealth breast plate. Nightmare will be no laughing matter and MFing will be the least of my worries. Gloves, rings and belt have also been changed.

The Cow level was trivially easy with DV breaking up the herds into manageable chunks. Two to three pokes with PDagger did for a Cow at /Players 8.

A nice drop, shame I'm no Pally ...

Monk's Amulet of Fortune
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 36
Fingerprint: 0x60f6b523
21% Better Chance of Getting Magic Items
+1 to Paladin Skill Levels

LCS readout after Cows is here. Cold Res is somewhat worrying :tombstone:

Stuff
Skills
Amp, Weaken, IM, Terror, Decrep, Life Tap. Lower Res - 1 pt (3 pts)
DV - 10 (12)
BA - 1 (3)
BW - 13 (15)
PDag - 20 (22)

BA - 235
Block - 75%
MF - 18% - down 90 percentage points!

Useful charms, GC 23 Life, LC 16 Life, SC 12 Life plus some with +Max Dam, +FHR, +Str, +AR and resists. I'm wearing Sigon's Plated Belt now in addition to the Shield - hooray for 17% LL (inc the Strength Kris).

[highlight]Destroyer WitherStick, Poison Daggermancer, Level 48, The Rogue Encampment (NM)[/highlight]
 
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