- Feb 23, 2006
- 3,146
- 852
- 113
So I've been bouncing around an idea the last few days in my head and figure I'd get feedback.
Your a nephalem. But are unaware of your potential. One morning you wake up and the village elders witnessed your power while you slept. They have been foretold of a village born nephalem would arrive and be clumsy and quite unskilled at the task to protect us. Thus they contacted Kaysha, Greiz, The Ironwolves and the Barbarians to train you. You are to follow them into battle and learn the ways of combat.
During Act 1 you will either hire a mercenary at level 8 or upon Blood Ravens death, and drop your primitive tools and learn the ways of the bow. You may utilize a bow -1, the same, or +1 from what they are using. (detailed later)
Act 2, you shall contact Greiz and enlist a guard of your choice. Weapon falls under the same restrictions.
Act 3, you shall enlist an Iron Wolf of your choice and learn about the elements. For those untrained in elemental magics, you shall apply that element to your weapon attacks at a minimum of 15 cold, 20 fire, 25 lightning (In normal difficulty). If you are trained in the elementals, you shall only use this damage type during Act 3. (Skeletal Mages maybe of poison and your element only, and fire golem maybe summoned if you are fire)
Act 4, you may hire any mercenary. But beware, they will not return if they faulter as the Lord of Terror literally terrifies them.
Act 5, you may hire any mercenary to head out into the the hordes of Baal's minions. Once you stop the Overseer and wander further, you will enlist a barbarian. You shall learn the ways of the sword, weapon falls under same restriction, though 1 and 2 handed swords have their own lines.
Once you defeat Baal, if you need more experience, you may run Act 5 only with any mercenary, following the restrictions.
Nightmare shall follow the same path. For those of you that make it to Hell difficulty, you may now specialize in a weapon and learn from the master you hire before heading to hell difficulty.
Restrictions
You are restricted to the weapon type of your mercenary for Act 1,2, and 5 mercenaries. You may use a weapon of their type at a -1, same or +1.
Example given is you may use a Short Bow, Hunting Bow, or Long Bow if your Rogue is using a Hunting Bow. If they are using a Long War Bow, you may use a Short War Bow, Long War Bow, or Edge Bow.
Your Act 2 mercenary can equip Spears, Javelins, and Polearms. Each type follows its own path. You may use a shield if using a javelin.
Barbarians utilize one or two handed swords and each are considered separate types for the +-1 weapon. You may utilize a shield, or dual wield.
Act 3 Mercenaries force you to specialize in an elemental type. *You may cast armors, teleport, energy shield if a soreress. Traps only of the element type.
Spirit of the tournament
The idea is depending on your class to mimic your master if you reach hell difficulty. (Example, a sorceress will be a teleporting crazed single element fool with a hardy backup weapon)
Some classes will thrive more than others.
Standard tournament rules apply, though you may use any patch including 1.07 for the duration of the tournament.
Rerunning is allowed as stated before it is my preferred playstyle, but characters will have be noted and lose bragging rights if they are victorious against the minions of Hell and Baal.
Your a nephalem. But are unaware of your potential. One morning you wake up and the village elders witnessed your power while you slept. They have been foretold of a village born nephalem would arrive and be clumsy and quite unskilled at the task to protect us. Thus they contacted Kaysha, Greiz, The Ironwolves and the Barbarians to train you. You are to follow them into battle and learn the ways of combat.
During Act 1 you will either hire a mercenary at level 8 or upon Blood Ravens death, and drop your primitive tools and learn the ways of the bow. You may utilize a bow -1, the same, or +1 from what they are using. (detailed later)
Act 2, you shall contact Greiz and enlist a guard of your choice. Weapon falls under the same restrictions.
Act 3, you shall enlist an Iron Wolf of your choice and learn about the elements. For those untrained in elemental magics, you shall apply that element to your weapon attacks at a minimum of 15 cold, 20 fire, 25 lightning (In normal difficulty). If you are trained in the elementals, you shall only use this damage type during Act 3. (Skeletal Mages maybe of poison and your element only, and fire golem maybe summoned if you are fire)
Act 4, you may hire any mercenary. But beware, they will not return if they faulter as the Lord of Terror literally terrifies them.
Act 5, you may hire any mercenary to head out into the the hordes of Baal's minions. Once you stop the Overseer and wander further, you will enlist a barbarian. You shall learn the ways of the sword, weapon falls under same restriction, though 1 and 2 handed swords have their own lines.
Once you defeat Baal, if you need more experience, you may run Act 5 only with any mercenary, following the restrictions.
Nightmare shall follow the same path. For those of you that make it to Hell difficulty, you may now specialize in a weapon and learn from the master you hire before heading to hell difficulty.
Restrictions
You are restricted to the weapon type of your mercenary for Act 1,2, and 5 mercenaries. You may use a weapon of their type at a -1, same or +1.
Example given is you may use a Short Bow, Hunting Bow, or Long Bow if your Rogue is using a Hunting Bow. If they are using a Long War Bow, you may use a Short War Bow, Long War Bow, or Edge Bow.
Your Act 2 mercenary can equip Spears, Javelins, and Polearms. Each type follows its own path. You may use a shield if using a javelin.
Barbarians utilize one or two handed swords and each are considered separate types for the +-1 weapon. You may utilize a shield, or dual wield.
Act 3 Mercenaries force you to specialize in an elemental type. *You may cast armors, teleport, energy shield if a soreress. Traps only of the element type.
Spirit of the tournament
The idea is depending on your class to mimic your master if you reach hell difficulty. (Example, a sorceress will be a teleporting crazed single element fool with a hardy backup weapon)
Some classes will thrive more than others.
Standard tournament rules apply, though you may use any patch including 1.07 for the duration of the tournament.
Rerunning is allowed as stated before it is my preferred playstyle, but characters will have be noted and lose bragging rights if they are victorious against the minions of Hell and Baal.
Last edited: