(Tourney) Alphabet Soup Resurrected

Sid

Member
Sep 20, 2021
37
16
8
ALPHABET SOUP RESURRECTED


Greetings! :cool:

This is the 3rd incarnation of this tourney. Thanks to Grisu for migrating all the tourney threads and to whoever else for the great listing of them, which preserved so much tourney wealth. And allowed me to bust this out for the final time.
The previous 2 tourneys had exactly the same rules and text. This version has a few minor updates to reflect D2R, which I assume everyone is using by now. This tourney is not meant to have an end date, and is not a competition. Just an open tourney challenge for whoever wants to give it a go.
To make it more accommodating to players (myself included) who always seem to get tourney characters killed too early, I implemented a Grace setting.


Intro
The Gods looked down upon Bart, the Broad-axe 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..."


Grace
Grace allows a player to have a chance of surviving one death (or even more than one). A character's Grace score is a number from 0 to 5.
Grace should be chosen by the player at the start of the campaign, and can be any number from 0 to 5.
To play regular HC mode, like all other tourneys (first death and you're out if playing SC), just set your Grace to 0. But if you want a little chance of salvation from death, you can set it to 1, 2, 3, 4, or 5 (your choice).
Whenever you die, roll 1d6. Be prepared to accept the result, because this roll will determine the fate of your character. Do not reroll.
If you roll less than or equal to your current Grace, you may respawn and continue to play. Reduce your Grace by 1 (to a minimum of 0). If you still have 1 or more Grace, you will have the opportunity to avoid death the next time you die (although it will be less likely, since you just reduced your Grace).
If you roll greater than your current Grace, it's Deeds for you (you are dead and done with the tourney, at least with this character).


General Rules
1. HC or SC - Choose Grace if SC - If playing SC, choose your starting Grace (0, 1, 2, 3, 4 or 5). If playing HC, Grace is automatically 0.
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. No extended stash. You can of course mule items off of your character and into Shared stash tabs or external stashes if you want, but those items may never return to your character during this tourney. Items placed in a Shared Stash tab count as being muled off your character. You should put any item that you might want to use on this character and in this tourney, into your Private tab.
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. This means you may NOT use your Shared Stash tabs in your stash - you may only use your Private tab. If you didn't find it with this character, or you found it then muled it off this character, you CAN'T use it.
10. Respec is allowed.


Tourney Specific Rules
1. Any skills that 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 higher than Skill Level 1. Merc skills are exempt, 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. Some items are exempt from the Alphabet restrictions (see rules 5-8).
3. Runeword items are considered to have 2 names, and therefore each use up 2 letters - the first letter of the item name proper as well as the first letter of 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 Runeword items - not all socketed items. For example, it is permissible to put a Shael rune in a socketed Sharp Claymore (so long as it doesn't create a Runeword item).
4. Note that items can sometimes have their names changed. It is always the CURRENT name of the item that matters. As soon as an item name changes, you should evaluate your items and make sure you are still legal. The typical example of this is socketing a gem into a grey piece of gear, which changes it's name to 'Gemmed _________'. Therefore, you can only have one piece of Gemmed gear equipped at a time (and no charms or other items that begin with G).
A wise player will be aware of Anya's Personalization quest, and name their character accordingly.
5. Consumable items (potions, scrolls, keys, etc) are exempt. This does NOT include equippable Thrown Items (spears, javelins, throwing axes, throwing knives, throwing potions, etc), which are considered ammunition. Ammuntion is not exempt.
6. The Tome of Identify and Tome of Town Portal are not considered 'equipped' and are exempt.
7. White items (normal items) are exempt.
8. Quest items are exempt.
9. 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.
10. The 'first letter' restrictions of skills and items are mutually exclusive. Skills and items are totally separate for this purpose. For example, it is permissible for a Paladin with 20 levels of Sacrifice skill to wear a Serpent's Ring (not that he would want to).

The overriding rule: 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! If you make a mistake, don't sweat it. Just correct it ASAP and move on.
 
Last edited:
Well, given the apparent lack of activity, especially regarding tourneys, I don't expect this to get much play, but I am posting it if for no other reason than to entertain myself, and because who knows, someone else might join in at some point.

I started an Assassin ('Jarveena'), since I haven't played one in probably over a decade. I didn't check any guides and am no Assassin expert, but just looking at the tree I came up with...

Tiger Strike 20
Dragon Claw 20
Claw Mastery 20
???? 20
Fade 10 maybe
Burst of Speed 10 maybe

Cleared Den of Evil, moving on to Blood Raven after clearing a bit more and leveling a bit more. Grace of 5. /players8
 
I've made a change that should have probably been there since the beginning. I modified the original post accordingly (see rule #7(.

White items are now exempt from the Alphabet restrictions.

It's too much of a pain in the ass when starting a new character to watch for every white item picked up and equipped. These will be replaced pretty quickly anyway, and it won't be a consideration at all past low level.

There will be no more rules changes.
 
Last edited:
I might take a crack at this. Maybe a FoHdin. Gotta think on it a bit... 🤔
Greetings LB. I invite you to give it a go. I am going to play some more right now, but will post a Table soon after.

While it does take some planning to make a build for this, the real challenge during play is the items. Some letters, like S, just seem to get used a lot. It's more restrictive than you might think, but also manageable. And if you like socketing gems early game, G can be a dilemna.
 
Code:
CHARACTER        PLAYER        CLASS        ACT         LEVEL    STATUS     Starting Grace     Current Grace     Starting Date 
Jarveena         Sid           Assassin     Normal 1    14       Active     5                  5                 09/11/24
 
Last edited:
I will go ahead and join with a Pally, Xerxes. I wanted to make a FOHdin, which I think will be quite a challenge with this ruleset as half of the Pally's skills start with 'H', so we'll see if I can manage it. He will be single pass and untwinked. Will be starting out with some combo of Holy Fire and maybe Zeal and respect later.
 
Looks like the rollback ate my post highlighting Xerxes journey through normal, so a quick recap. He used Zeal and Holy Fire and pretty much steam rolled everything. He finished normal undecided if he would respec into a different flavor of Zeal or if he would go Fist of the Heavens as originally planned.

Act I brought several good drops. A Stormeye in the Underground Passage. I sort of knee jerk reaction sold it after seeing it only had +1 FoH, but it has +3 Holy Shock, so would have been a decent weapon to go that route. But the tower was the beginning of the good drops. A 4os Gothic Plate (the very first area that can drop one!) and this beauty:
Screenshot264.png

Here's a great weapon for Zeal/Holy Fire! Xerxes put a Shael rune in, and massacred the minions of evil. He found a Tarnhelm in the Jail. I forgot that Spirit counted for 'T' for the Tal rune, so he accidently equipped it. I didn't notice until a little ways into the next act. I dropped all my gold and items I'd found with it once I realized. The rest of the act was fine, no issues with Andy. Her drop was nothing special though.

In Act II, more of the same until one trip perusing Malah's wares and what do I see?
Screenshot267.png

Looks like FoH is on! Promptly bought it and stashed it. Wasn't quite ready to abandon Zeal. Xerxes did respec before the Arcane Sanctuary to get some FoH practice before the tombs. I quickly realized that even with Spirit and Redeption, it's so many hungry that Holy Bolt is the way to go if you can. It's spammable, heals the merc, just have to line up the demons. Clearing out the tombs was a refreshing change from the usual chore I find it, one of them had a Witchwild String bow, but didn't want the rogue merc. Duriel dropped a lot of meh:
Screenshot269.png

Act III was where things started to slow down and the honeymoon phase of FoH wore off. Areas like the Flayer Jungle with a hundred demons were great, but the large tree slammers were painstaking to kill one at a time. I started lowering the player count to 3 until I knew an area just had demons/undead. Even still, killing the non demon/undead paid off:
Screenshot272.png

A SoJ would be amazing, could it possibly be??


It was not, but a close second in Ravenfrost (I think it was this ring lol...)! 'R' is being used by the gloves, but those won't be used forever, so sitting in the stash for now. Several decent/usable uniques dropped, but with the restriction on no extended stash, they just get vendored. Xerxes found a Ko rune in the Durance. Holy Bolt is such a great boss killing skill. Just line the moron and boss up and spam it:
Screenshot275.png

Meph's drop was very disappointing, I think all blues... Xerxes got pretty lucky in Act IV, a few maggots to deal with, but everything else was a demon/undead, so the exp was good. One of the rare times I'm happy to see Burning Souls... Hellforge dropped another Ko. Diablo also had a disappointing drop, but at this point, the MF is really paying off. Lots of uniques dropping, only a matter of time until an impactful one drops.

Act V also was very lucky with monster spawns. Still starting areas at /p3, and upping if favorable demon/undead spawns. It's a change of pace when you're hoping to see skele archers :p. Xerxes was quite fortunate finding a Blackleach Blade in the Bloody Foothills, as the Savage Polearm his mercenary had been using was doing no damage and using a valuable 'S'. Now he's at least not using 'S'. The ancients were pretty rough, absolutely would not separate and Talic was LI (my only real source of damage to them), so had to fight all 3 at once. It's very apparent that Xerxes is going to need a much better plan if he makes it there in Hell. Baal's minions and him were no match:
Screenshot283.png

I also killed the cow king, then dipped my toes in Hell clearing the Blood Moor and Den at /p8 thinking 'the only thing to worry about is crushers and quill rats, it'll be easy'. That was wrong. Half the time the champ quill rat packs vaporized the merc (who's been without armor for several acts now as I haven't found anything other than a magical item with a usable letter) before he could get to them. Any area in Hell with non demon/undead will have to be /p1 for sure.

Hopefully this update doesn't get eaten too. Xerxes is level 74 and facing a dilemma. FoH by itself isn't going to cut it in Hell. He will die for sure (whether by a monster or boredom). I think the options are Zeal+Conc/Might, Smite, Charge, or possibly Conviction. Not really liking any of those, I have no physical damage weapon, a bad melee shield, and poor survivability. I think Conviction maybe realistically doubles the lightning damage, which will still be very underwhelming. I definitely regret selling everything and going all in on FoH. I didn't think that through. The no extended stash is brutal!
 
Going to try and update by act for Hell so I don't forget everything. Picked up with Xerxes in the Cold Plains. Started doing areas at /p1 or /p3 that had beast monsters, but luckily a lot of Act I areas have solely undead and demons. Those areas were done on /p8 always, and it has been paying off. Several exceptional and elite uniques have been dropping (dimensional blade, mat spear, cudgel, silver-edged axe, tyrant club are the ones I took screen shots of). Bunch of not useful set items too. Around the Dark Woods, a white GPA dropped, so tried my luck at socketing it and got 4! So went ahead and made this:
Screenshot287.png

Required going gloveless and amuletless for a while, and only a slight upgrade over the Blackleach Blade, but figured I'd try it out. I think that was my 3rd or 4th attempt at socketing a polearm. The strength requirement was slightly too high for the merc, so gambled a few circlets and got one with +strength he used for another 2 levels until he got to 179.

Countess dropped Ort, Tal, and Nef, no help there. I held on to the Ethereal Edge axe that dropped in the pits for a while thinking that would be a great charge weapon. Ultimately, decided Xerxes was probably too frail for charge and I was worried it wouldn't be effective for the Ancients. Xerxes found another Goblin Toe at some point in Act I (have probably sold 2 already....) but this time decided that Goblin Toe and Smite may be the answer for beast monsters. It also helped that he had a pair of dual resist/MF boots that started with 'G' too. The problem was his armor starts with 'G' and I have nothing to replace his 4Ptopaz armor with. A quick trip to normal to personalize the armor and imbue a circlet and that problem was solved.

Having gained quite a few levels in the act, the moron was a little bit tankier towards the end of the act. I chanced keeping it on /p8 for Cata lvl 2 and did indeed encounter several boss spider packs. Smite with the Goblin Toe (and crafted blood gloves) was an effective attack, so I think that will be the backup for FoH for the rest of the run. Andy was no trouble at all and dropped a unique Linked Mail (which was quite underwhelming once I ID'ed it...)
Screenshot294.png

Xerxes has about 20 free skill points, and need to decide whether to put some in Salvation (as that is the aura he mainly runs, and his resists still aren't maxed :eek:) or Smite for added stun duration. Currently at lvl 81 and about to tackle the sewers.
 
Have had a lot of time to play recently, so big update incoming. Act II minus the arcane sanctuary and the tombs was miserable. A few skeletons here and there, but really no other undead or demons. Basically the whole act minus those two areas was done on /p1, but could easily handle /p8 in those areas which resulted in good xp. Unfortunately, not a great act for MF or runes. The only screenshots I took were for a Nokazin ammy, Trang gloves, and Aldur's helm. Trang gloves would maybe be OK for Xerxes, but he already has plenty of FCR from a spirit shield, and his current gloves provide more useful stats (and don't start with a coveted 'T'). Duriel's drop was underwhelming even for him. The real highlight was this:
Screenshot299.png

That is an amazing amulet for Xerxes. The req lvl of 88 though.... I decided to make the effort to try and get there. I think after clearing all the tombs on /p8 he got to 84 (which is already pretty high for single pass, I guess all the new lvl 85 areas really give you a boost).

Had to do most of Act III on /p1. Could do the great marsh, flayer jungle, stony tomb, and durance on /p8 or /p5. Found a Laying of Hands in the Durance, a nice melee find, but since the only meleeing he's doing is smite, and only for crushing blow and stunning, not useful. I did dump 20 points into Smite for the added stun duration. Very helpful against the Urdur type monsters in this act. Meph was no issue but didn't drop anything useful. Managed to get to lvl 85.

Act IV was great, no Maggot spawns! Majority of it was done on /p5. Xerxes damage has plateaued (has for quite a while) and /p5 was still decent enough killing speed. One cool find:
Screenshot303.png

I don't think I've ever found those before, shame he's not a kicksin! Hellforge:
Screenshot304.png

Pul not really going to be useful (unless he find a Vex in the next act. It is my dream to make a HoTO on a caster tournament character...). Diablo and crew were dispatched handily. Unfortunately no noteworthy drops from them (despite even still hovering around 250%MF!).

Xerxes has made it to level 86, and I'm going to have to give up trying to get to 88, it's just not going to happen and at this point the dangers far outweigh the potential gain. Rest of the way is going to be /p1. Will be doing a bit of gear shifting before act V, maybe equip the Ravenfrost (need to replace the Insight to do that, have a 5os Giant Thresher, but not enough Ko's to cube a Fal and still have 1 left for Obedience, so possibly Honor), maybe cube up to a Fal and make Lionheart. I will have to either personalize the Lionheart or my tele staff, shop a new tele staff, or drop the tele staff (starts with 'L'). I don't think option 3 is where I want to go, so it'll probably be 1 since I still have a personalize and will get a 3rd soon.

Overall his gear is pretty mediocre. No extended stash has forced him to sell several items I later came to regret. One I still dwell on is selling a gambled +3 combat skill circlet (Rose Branded). At the time, I thought Insight ('R' from the Ral) was way better, but I think going back to the Blackleach Blade would have well been worth an additional +3 to FoH and Holy Bolt. His skills now:
20 Holy Bolt
20 Smite
20 FoH
20 Prayer
5 Redeption
3 Vigor
1 Salvation/Meditation/all prereqs

edit: Just discovered personalizing a lionheart mage plate puts the name before mage plate, not lionheart! So looks like I'm going shopping! What would have been smart would have been personalizing the tele staff...
 
Last edited:
  • Like
Reactions: little birdy
Time for the final update for Xerxes! As mentioned in the last post, I was careless and made lionheart in a mage plate and then attempted to change the first letter from 'L' to 'X' by personalizing it. This does not work! Personalizing a runeword item is a total waste in this tourney! I spent nearly an hour trying to shop a new teleport staff, but didn't even see one! This was very discouraging as other than Io staff without a prefix, I think any other letter that could (reasonably) be the first one would necessitate dropping another piece of equipment and some of the equipment was needed more than the staff! Not good odds... I figured I'd just try and get the hell personalization ASAP and stash the tele staff until then.

The bloody foothills was an absolute nightmare. Slingers, quill rats and maulers! All ranged, all dangerous, and none demon/undead! Xerxes hugged the wall, killed only what he had to, and even then it was perilous. Once getting the WP, I saved and exited to reroll the monsters for the next area. This was fortunate as 2/3 of the monster types were demon/undead for the next area which made the journey much less stressful, though for the remainder of the playthrough Xerxes killed only what was the necessary to grab all WPs and complete all quests (though in some areas that was everything).

Kept having somewhat tolerable monster spawns until going to kill Nihlathak. First thing Xerxes encounters, Nightlord pack with Fanat and I didn't have time to see what else. Chalan died before I could even try and keep him alive with Holy Bolt. I panicked and went right back up the stairs. While this afforded time to think, now I had led them to the stairs. Luckily when I went back down, they had moved a little, and Chalan distracted them long enough I could blindly run with Vigor in the opposite direction. Needless to say, Xerxes never saw them again.

But that was not the last boss pack of Nightlords he would see that floor. Ohhhhh no it was not. This guy took over 5 minutes to kill. I tried parking him but he was so fast, I couldn't manage, and had to just keep smiting while Chalan's holy freeze aura did miniscule damage. That cost about 50k gold to repair!
Screenshot308.png

The bottom floor was also horrible. Vipers and spiders. And of course Nihlathak was on the last wing I went. But with a large lifepool and high level Redemption, the fight wasn't bad. In the Frozen Tundra he found another item that would be amazing on a different character:
Screenshot309.png
Rolled +2, if only he was a zon! After Nihlathak, monster spawns were above average throughout the rest of the act. Always at least 1 undead/demon type in each area, most places had 2. That was the only factor influencing Xerxes' assessment. Is monster undead/demon? If yes - good spawn, if no - bad spawn. Holy bolt must do both magical and physical damage as magical immunes took only slightly longer than normal to kill with it.

I had been nervous about the ancients. Xerxes really had no good way of killing non demon/undeads other than spam holy bolt to heal Chalan while he whittled them down. And as it turns out, that's exactly how the ancients were killed. I did Smite them a bunch too, but they don't get stunlocked like normal monsters and still let loose plenty of attacks.

Before the fight, Xerxes went ahead and swapped to an Amulet of Life Everlasting (damaged reduced by 19). This then required he go helmetless. Not a big deal, he was still rocking his Artisan's Great Helm from Act V normal! I did have to reroll a few times, the first try I immediately separated Korlic out and easily dispatched him. But couldn't separate the other two and eventually they killed Chalan. A few tries later and I got Talic first (FE and Tele). No sweat. Next was Korlic (Spectral Hit, Extra Fast). Also no problem. Last was Madawc, Extra Strong and Extra Fast and LI, who luckily barely ever attacked Xerxes.

Personalizing the teleport staff was absolutely huge, it would have been super stressful trying the ancients without it. As it was, I was nervous going in as I'd despawned 2 rounds of about 20 full rejuvs I had laying on the ground by the stash in town during Act V, so I only had about 20 extra going in. But all in all he maybe used 7 potions over all the attempts, so overall very smooth.

WSK I think I rolled 1/3 demon/undead on 2 of the floors, so not great, but it was super satisfying laying waste to legions of flayers who did basically no damage thanks to the 19 PDR from the amulet. WSK 2 brought a phenomenal drop, but at this point I didn't want to mess with gear ('G' was already in use) so it got stashed:
Screenshot314.png

The fight with Baal's minions and him were uneventful. All of them being demons means it's just a matter of lining Chalan up with Holy Bolt. And in keeping with all the other bosses Xerxes slew, Baal's drop was terrible. And with that:
Screenshot316.png

I do go and kill the Cow King on all my tourney characters, and was extremely nervous about Xerxes. If there was a mob by the portal, it would probably be game over. Fortunately this was not the case. However, slowly clearing out an area so he had some breathing room was very touch and go. I had trouble targeting Chalan with Holy Bolt when he got mobbed and he died many times. When he dies, he doesn't have Holy Freeze. When he doesn't have Holy Freeze, cows attack faster. When cows attack faster, he's locked in hit recovery. When he's locked in hit recovery, he doesn't attack. When he doesn't attack, he doesn't have Holy Freeze.

So Xerxes ran into melee range and tried randomly smiting as many as he could. Eventually this would break the cycle. Once I had breathing room, I had a bit more luck kiting stray cows away from a herd. If they weren't packed in tight, it's easy to keep lots of them smited while Chalan whittles them down. Counterintuitive strategy to most cow killing. Thankfully I guessed the right direction for the Cow King, as it was VERY close. But even still, there were 4 other boss packs he had to painstakingly get through. It took almost an hour from start to finish (despite maybe clearing 1/20th of the level) but he was able to kill the king!

Most of the interesting finds were already mentioned, but some additional ones; Xerxes did find two skillers during the playthrough, a Necro curses with 12%FHR and barb masteries. Two of the best! He found at least 3 unique and 2 set gothic plates. He found 3 Ko runes (highest he found other than Pul from hellforge) which were cubed to a Fal for Lionheart. Despite having 200%+ MF most of NM and Hell, not very many good/useable finds.

Overall I thoroughly enjoyed this tournament. It was quite a challenge with the armor name game. Anything you found you COULD equip, but was it worth it? No extended stash is also (to a hoarder like me) a noteworthy restriction. I did have a couple hiccups, accidently had a charm for a bit I shouldn't, and wore a Tarnhelm about half an act I shouldn't. After the charm incident, I just didn't even bother with charms, not worth the effort to keep up with. I will say a FoHer is TERRIBLE for this tourney (from the name game standpoint). Fanaticism would have been AMAZING to help out the merc and Smite, but you know what else starts with 'F'? Fist of the Heavens! I enjoyed playing Xerxes in areas with undeads/demons, but it was sooooo painful in areas without. Perhaps this was my fault, opting to go Smite/crushing blow and ZERO points into Offensive Auras, but I probably would have gotten him killed if I'd tried to go faster. As it was, he used Salvation as his primary aura from NM on, and in Hell kept it on basically all the time there was a monster on the screen. This was a pretty safe character, max holy bolt and prayer can seemingly keep the merc alive through anything, so if you're patient you can kill anything.

Hopefully others give it a shot, it was quite fun! Thanks for reading!
 
PurePremium
Estimated market value
Low
High