[Simple+] Tournament of Tournaments!

Naranja, Hammerdin, Orange You Glad Tourney, Level 83 (A3 H)
It's been awhile, almost 17 months, since my last update. But my annual goals included finishing my HC Tourney Sept, and after I ticked off my second-to-last remaining goal with the untwinked 99er Sorc hitting 98, I figured it was time. Paladin was the last remaining character, and the third attempt was sitting in A1 Hell, so time to dust him off.

Act I
There was a reason he was sitting there, as noted in my last update above: Zeal with Holy Freeze barely cut it at p1 for the Moor and Den, and no weapon upgrades were imminent. When I started back up at Plains WP, a Champ pack of CI Wailing Beast types was right by the WP. My merc went down twice with barely a dent in any of their HPs, so I called it for the HF build and used the respec to Hammerdin. Much better! His strength wasn't as high, so I crafted a Hitpower Scepter, and then, at first S&E, this wand on second attempt:
Craft Wand.jpg
A blue War Fork dropped, so crafted a meh weapon, which was a slight upgrade over the Imbued Partizan, with the fire damage pretty nice with the IAS:
Craft Elite Spear .jpg
Akara reward ring was useless, and Countess drop was Amn and Ith. Mixed in was a caster ring that was generally unhelpful but had loads of mana, which eased quality of life, and Dim Vision charges, which I thought would be nice for Pit and other areas with projectile nasties, and a helm upgrade now that blood helm was unnecesary (it was the best of three attempts):
Craft Caster Ring.jpgCraft Safety Helm.jpg
I shifted to p3 after Countess and kept it there the rest of way for A1 and all of A2. Smooth sailing, and Andy dropped with ease. A 27@ 4os Akaran Targe also dropped along the way, so I went back to NM to personalize:
H A1 (35 FCR Spirit).jpg
H A1 (Andy Down).jpg
Act II
Pretty straightforward, if a bit slow due to Unravellers. Things started off with a nice Cold resists SC of Vita, and then some Magic Immune / PI goodness.
H A2 (Cold SC of Vita).jpgH A2 (MI PI 1).jpgH A2 (MI PI 2).jpg
You can see that I initally planned to use Holy Bolt, but it was too slow, so I gave Smite a shot, and it worked well. The merc also got a weapon upgrade in early A2 (forgot the screenie): a Hyperion Spear drop crafting into 76% ED with Prevent Monster Heal.
The tombs were rough, with four areas spawning MI Unravellers, including several overlapping boss packs, and some with the Sarcophagi (that seem to produce mummies indefinitely when Unravellers are around?) Anyhow, we tackled the true tomb first and took down Duriel.
H A2 (Duriel Down).jpg
Kaa's tomb was especially challenging, with multiple boss Unravellers, including one with a Champ pack mixed in; lots of retreating to draw out the skeletons, and a few times needing to approach from another side, and sometimes just exploring another if I was getting frustrated to avoid making a mistake. But he got an Ist for his troubles, before taking down Kaa from a safe distance with Holy Bolt the only option:
H A2 (Ist).jpg
H A2 (Kaa).jpg
I will transition to p1 the rest of the way. I'm also going to abandon the full clear, especially for A3 jungles, with the main focus on getting him through safely at this point. Depending on monster rolls and areas, I may full clear along the way though. Highlight of A2 was this drop in AS, maybe to become an Insight for the merc for the end of A5:
H A2 (eth 4os Thresher).jpg

* * *

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   83    H A3           0      HC            N/A
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Naranja, Hammerdin, Orange You Glad Tourney, Level 84 (A4 H)
Sorry for double post, but this warranted it:
H A3 (Cham).jpg
Act III
I dropped to p1 as noted above, but I ended up full clearing because the map was Spider Forest -> Marsh -> Flayer. And p1 was pretty easy and safe, and I'd kept the full clear so far . . . Smooth through the jungles, with a nice Ormus reward that replaced the Dim Vision craft ring (but that will be in stash for A5 in case nasty projectiles), and then through Kurast city areas and Temples with only one stair trap to navigate:
H A3 (Ormus Ring).jpg
H A3 (MI Stair Trap).jpg
Then Trav dropped a bomb with the Cham from Council :oops: The rune luck continued with a Pul in Durance, and Meph fell with ease:
H A3 (Pul).jpg
H A3 (Meph Down).jpg
He also found a 12@/9 strength jewel. I'm going to keep crafting safety and hitpower headgear, hoping for 2os, and maybe give him some CBF and extra strength and resists :LOL:

* * *

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   84    H A4           0      HC            N/A
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Guardian Naranja, Hammerdin, Orange You Glad Tourney, Level 86
Guardian Naranja.jpg
He made it!

Act IV
Very smooth sailing at p1, no Gloams in the Plains, kept the full clear for the Act. HF was an Ist, so a Gul could be cubed, but no real need or option. Duriel's dropped in CS, and then Diablo fell.
H A4 (HF Ist).jpgH A4 (Duriels).jpg
H A4 (Diablo Down).jpg
It was really that straightforward, the open areas make it quite easy for the Hammerdin.

Act V
The full clear was abandoned after the Foothills, due to Slingers, teleporting demon sprites, and Skeleton archers. I didn't have patience to chase the former two down, so we just freed the Barbarians and then played direct.

Rolls were very helpful, only gloams for Anya, but safely managed. Nihl had Unravelers in Halls 2 and Hierophant healers, and I chanced it to just run to stairs (after checking first option), and then much care for his CEs. That then opened up the eth Thresher for Insight, which was then personalized:
H A5 (Nihl).jpg
Screenshot001.jpg
Along the way, we found a nice jewel to fill the last open socket for the merc, and then smooth to Ancients, who were kittens, without amp. I didn't even get screenie for Talic, but not really missing because they were very manageable rolls. WSK full cleared as an A85 zone was quite easy, and then waves simple:
H A5 (Baal Down).jpg
We did a few mobs of Cows at p3 to hit lvl 86, and then called it. Guardian thread will be posted in the next few days, and then Sept post. Hoping to finish my oSkill Sept before the New Year, which I think is doable with holidays and quieter work schedule.

* * *

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   86    Guardian       0      HC            N/A
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
Last edited:
Act 4 went quite easily and Holybolt with the changes continues to wreck in /p8. I did avoid Izual on /p8 though because he isn't a demon.




My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614

Total Score: 2679

Fashion for Act 5 NM is Gold find. This is going to mess me up, I have to equip the Alibaba and remove my lovely spirit sword.
 
Act 5 wasn't the best with so many non-demon/undead spawns. Did find an Ohm in a Terror zone though!

Screenshot005.png


My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337

Total Score: 3016

Fashion for Act 1 H is Gold find. Great thing I just gambled more gold find stuff...ugh survival is changing rapidly.
 
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My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474

Total Score: 3490

Fashion for Act 2 H is Health. I'm going to have to see how this plays out, going to run some Andy in Hell before I commit to moving forward.
 
My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Total Score: 4410

Fashion for Act 3 H is Life Steal. Spirit provides a nice 7% and rings and such, let's see how much + we can get to balance this out.
 
Act 3 was interesting, but provided minimal items. I'm debating on running a Mephisto some as I have a good map before I proceed. A few tough spots, but nothing I couldn't handle.

My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Act 3 H: 25 (x15): Score 375
Total Score: 4785

Fashion for Act 4 H is Attack Rating. I have an angelic combo, so that is great for points, but not great as a caster.
 
Act 4 had attack rating, and my gear switched out quickly. I went from dual spirit in Act 3 to no spirit. Found a random magical paladin shield which provided attack rating and decided to place an p.amythest in my Blade of Ali Baba after I found a repeating bow with 170ish AR so that I could at least use a shield, albeit a useless one.

Again had to equip angelic combo for the AR bonus (not life bonus this time) for a massive point boost. Hellforge yielded a Gul rune and Diablo dropped a unique ring (low % Nagel)

The final act has given me Crushing Blow/Deadly Strike/Open Wounds as my option and I found a Razor's Edge, which with Griswold's Heart, I can easily equip it, thus I must equip it.

My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Act 3 H: 25 lifesteal (x15): Score 375
Act 4 H: 1,438 Attack Rating: Score 1,438
Total Score: 6223
 
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Act 5 was not super hard, but Ancients posed a challenge. I ended up shopping for a life tap wand and used a teleport amulet to separate one of the Ancients so I could let my mercenary using a Grim Scythe Insight (best 4os polearm I found) slowly kill them.

I ran pindleskin to go from 82 to 83 and was rewarded handsomely.

Screenshot011.png

Baal dropped me Kinemil's Awl as my glorious reward.

Overall, the tournament setting changed my gear a fair amount. Maybe if I decide to play another character in this tournament of tournament's I'd probably do a sorceress and roll her here as I feel she would be okay. Most found unique: Buriza. I found 3 of them.

Salvation was used as my primary Aura with a base of 8 (12 total with Spirit Shield and Griswold's Heart (SolSolSol)


My fashion score:

Act 1: 162 +34 Charms=196
Act 2: 0
Act 3: 15% FBR, 10% ICoBlocking, 76% FHR, total: 101, score: 202
Act 4: +126 Life (base 422 total: 548) score: 252
Act 5: +521 Attack Rating score: 521
Act 1 NM: 149 FHR, 30% ICoBlocking, 20% FBR: 199, score 398
Act 2 NM: 254% Gold find: score 254
Act 3 NM: 242 +life: Score 242
Act 4 NM: 307 + mana: Score 614
Act 5 NM: 337% Gold find: Score 337
Act 1 H: 474% Golf find: Score 474
Ac 2 H: 460 +life: Score 920
Act 3 H: 25 lifesteal (x15): Score 375
Act 4 H: 1,438 Attack Rating: Score 1,438
Act 5 H: 5% CB, 50% OW/DS, score 315
Final Score: 6538
 
I know this tournament is essentially completed, and there's another tournament that just started, but I decided I wanted to try skoolbus' All Alone Tournament. This seems like as good a place as any to record my attempt at it, but I can post somewhere else if the organizer would rather count this tournament as finished.

A quick summary of the tournament rules:
  1. Hardcore.
  2. Untwinked.
  3. Single-pass.
  4. No save and exit to avoid danger.
  5. No going to town unless required to advance the game, and you may only speak to people absolutely necessary to continue. In effect, this means:
    • No use of town portals (except to reroll ancients).
    • No shopping or gambling, including for potions.
    • No town identification. Scrolls of identify are precious!
      • The rules specifically allow you to buy a Tome of Identify from Drognan when you have to talk to him in Act II, if you don't find one earlier in the Jail.
    • No NPC repairs. Can still use the cube recipe to occasionally repair specific items.
    • No mercenary.
    • No respecialization.
    • No stash. Everything you want to keep must be carried on your back.
    • Most quests cannot be resolved for rewards, and some areas are inaccessible (Tristram, Nihlathak's temple, cow level).
      • However, the tournament specifically allows for killing Radament for his reward (and then leaving back through town without talking to anyone). And you also automatically get the reward for killing Izual when leaving Act IV, since you have to talk to Tyrael.
In addition, a couple of bonus personal rules:
  • /players 1 only.
  • No ladder-only runewords (e.g. no Spirit).
I will be playing this on 1.14d. I also wanted to try an alternative to Sven's glide wrapper this time around called D2GL. Preliminary investigation seems promising: the graphics look quite nice to me, with no bugs that I've noticed.

Without further ado, introducing Dio, the misanthropic sorceress! She aspires to use primarily Frozen Orb and Blaze to dispatch her enemies, with Fire Wall as an additional spell to kill those pesky monsters that won't run into her trail of fire. This has the important benefit of allowing me to use Warmth as a primary synergy, so mana will (hopefully) be manageable.
dio.png

I've already played for a few days with Dio; here are some details of her journey thus far.

Playing a sorceress without easy access to mana potions can be a bit tricky. Dio had to resort to some dirty tricks to kill a pair of dangerous depraved archers. Eventually she acquired access to a 3-socketed ranged weapon, but even then she regularly ran completely out of potions against some enemies.
Screenshot001.pngScreenshot005.pngScreenshot010.png

Worse than that, though, was the complete dearth of identify scrolls! From perusing a bit of the old All Alone tournaments I knew they were dear, but I was quickly finding out that I could hardly afford to identify half of what I wanted to. I was hoping to alleviate the strain by finding a Tome of Identify in the Jail, but the fates conspired against me. By the end of Act I, I had to drop a bunch of enigmatic jewelry, and my inventory was still filled with red items!
Screenshot013.pngThe Countess was really helpful!Screenshot018.pngScreenshot036.pngScreenshot051.png

In Act II, Dio relied heavily on her crossbow in the sewers, but its efficacy was quickly waning. This culminated in a dicey encounter with Radament, resulting once again in every last potion getting used. From there things improved, as a few levels into Blaze and fewer skeleton archers meant most enemies were turned into ash. And per the revised tournament rules, since Dio was forced to talk to Drognan to get into the palace harem, she was allowed to finally acquire a valuable Tome of Identify from his stock! With spirits renewed, Dio pushed through into Duriel, who quickly fell to a combination of Frost Nova, Static Field, Blaze, and a couple of crossbow bolts.
Screenshot052.pngScreenshot057.pngScreenshot068.pngScreenshot076.png

Having recently unlocked Blizzard, Act III found Dio experimenting with a new source of damage. Between that, Fire Wall, and Blaze, all enemies were simple to handle. Dio also found a staff with two sockets partway through the act, to which she added the nice runes the Countess gave her to make Leaf. This combined with her hard points gave her a total Warmth level of 12! Mana worries were indeed diminishing, and the act was finished with blazing speed, though Mephisto was a bit scary with such low resistances.
Screenshot082.pngScreenshot083.pngScreenshot085.pngScreenshot086.png

In act IV, the main inconveniences facing Dio were broken equipment and inventory space limitations. She decided to use the other Ral she had fortunately acquired to fix her boots, since there was a good chance fire damage would be a problem. Her fancy Bloodfist gloves, though, which had similarly broken about halfway through Act III, would have to stay that way for awhile yet. After dispatching Izual, Dio reluctantly parted with her pretty Death's Guard sash; hopefully she'd have a Rhyme to give her CBF in the nearish future! With extremely cautious use of potions (and health shrines) she made her way to Diablo and dispatched him in a blazing crucible of fire.
Screenshot088.pngScreenshot091.pngScreenshot093.pngScreenshot094.pngScreenshot097.pngScreenshot100.png

In the Frigid Highlands of Act V Dio acquired her most long awaited skill: the potent Frozen Orb. This spell laid waste to everything that stood before her, only set aside occasionally for Blaze to let her mana regenerate. Fortune smiled on Dio, giving her several nice finds in a row: an endgame-worthy lightning resist charm, a 3-socketed kris to make Malice in, and a 2-socketed circlet along with Ort and Sol runes to make Lore! However, this only compounded her inventory space issue, and there were many stops to empty out the cube for jewelry recycling and hard decisions on what to leave behind. Potions began to run a bit low towards the end of the act once again, but the efficient fire spells proved sufficient to handle the enemies in the throne and ultimately Baal himself, who typically dropped nothing of value.
Screenshot107.pngScreenshot109.pngScreenshot113.pngScreenshot119.pngScreenshot122.png

Dio the Sorceress, Level 35
Str 30/30, Dex 60/61, Vit 110/110 (298 life), Ene 35/45 (123 mana)
Resists (NM): -8/32/37/-40
Equipment:
Code:
Leaf
Battle Staff
TirRal
Two Hand Damage: 6 - 13
Durability: 39 of 40
Required Level: 19
Fingerprint: 0x2d0d33d
Item Level: 22
Version: Expansion 1.10+
+3 to Fire Skills
Adds 5 - 30 Fire Damage
+3 to Inferno (Sorceress Only)
+3 to Warmth (Sorceress Only)
+3 to Fire Bolt (Sorceress Only)
+1 to Nova (Sorceress Only)
+70 Defense (Based on Character Level)
Cold Resist +33%
+2 to Mana after each Kill
2 Sockets (2 used)
Socketed: Tir Rune
Socketed: Ral Rune

Malice
Kris
IthElEth
One Hand Damage: 2 - 23
Durability: 20 of 24
Required Level: 15
Required Dexterity: 45
Fingerprint: 0x20797a52
Item Level: 41
Version: Expansion 1.10+
33% Enhanced Damage
+9 to Maximum Damage
-25% Target Defense
+50 to Attack Rating
100% Chance of Open Wounds
Prevent Monster Heal
-100 to Monster Defense Per Hit
Replenish Life -5
+0 to Light Radius
3 Sockets (3 used)
Socketed: Ith Rune
Socketed: El Rune
Socketed: Eth Rune

Damaged Bone Shield <--- hopefully to be quality upgraded and socketed for Rhyme!
Bone Shield
Defense: 22
Chance to Block: 0
Durability: 6 of 13
Required Strength: 25
Fingerprint: 0x1c933792
Item Level: 24
Version: Expansion 1.10+

Lore
Circlet
OrtSol
Defense: 22
Durability: 30 of 35
Required Level: 27
Fingerprint: 0x4103fb42
Item Level: 28
Version: Expansion 1.10+
+1 to All Skills
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune

Gemmed Breast Plate
Breast Plate
Defense: 68
Durability: 22 of 50
Required Level: 12
Required Strength: 30
Fingerprint: 0xba47ab6
Item Level: 31
Version: Expansion 1.10+
48% Better Chance of Getting Magic Items
3 Sockets (3 used)
Socketed: Topaz
Socketed: Topaz
Socketed: Topaz

Bloodfist
Heavy Gloves
Defense: 18
Durability: 0 of 14 <--- still broken :(
Required Level: 9
Fingerprint: 0x24217a
Item Level: 13
Version: Expansion 1.10+
+10% Increased Attack Speed
+30% Faster Hit Recovery
+5 to Minimum Damage
+17% Enhanced Defense
+10 Defense
+40 to Life

Demonhide Sash of Balance
Demonhide Sash
Defense: 29
Durability: 9 of 12
Required Level: 24
Required Strength: 20
Fingerprint: 0x58d4ffb
Item Level: 29
Version: Expansion 1.10+
+10% Faster Hit Recovery

Hsarus' Iron Heel
Chain Boots
Defense: 8
Durability: 13 of 16
Required Level: 3
Required Strength: 30
Fingerprint: 0x2116a2f2
Item Level: 15
Version: Expansion 1.10+
+20% Faster Run/Walk
Fire Resist +25%

Ocher Amulet of Regeneration
Amulet
Required Level: 9
Fingerprint: 0xf5210333
Item Level: 19
Version: Expansion 1.10+
Replenish Life +4
Lightning Resist +20%

Felicitous Ring of the Apprentice
Ring
Required Level: 3
Fingerprint: 0x1fcdc0ed
Item Level: 20
Version: Expansion 1.10+
+10% Faster Cast Rate
9% Better Chance of Getting Magic Items

Lapis Ring of Regeneration
Ring
Required Level: 9
Fingerprint: 0x99be45a9
Item Level: 14
Version: Expansion 1.10+
Replenish Life +3
Cold Resist +17%

Charms
Amber (27) Grand Charm of Life (7)
Grand Charm of Balance
Russet (7) Small Charm of Shock
Lapis (7) Small Charm of Life (7)
Azure (5) Small Charm of Dexterity
Azure (5) Small Charm
Azure (5) Small Charm
Small Charm of Life (10)

Inventory
Mostly gems and runes for cube recipes
Jewelry for recycling
Angelic Halo
2x Flawless Sapphire Gemmed Helm
Jewels for possible orb sockets:
  • Ruby (29) Jewel
  • Camphor (15) Jewel
  • Camphor (13) Jewel of Spirit (6)
Tome of Identify
Keys

Destroyer Dio, Level 35 - Start of Nightmare
 
@softlyfalling Seeing your screenshots of all the unidentified items brings back the memories! Making it past Diablo and Baal is quite an achievement with those restrictions (and making it even tougher staying on /p1 the whole way 🤯)! Best of luck in NM!
 
@softlyfalling Seeing your screenshots of all the unidentified items brings back the memories! Making it past Diablo and Baal is quite an achievement with those restrictions (and making it even tougher staying on /p1 the whole way 🤯)! Best of luck in NM!
Thanks for the well wishes! /p1 does make the early game a bit harder since you aren't so overleveled (enemies can actually hit you!), but by late Nightmare the difference diminishes quite a bit. In Hell it's mostly just a difference of the items that have dropped, and so far the drops have been kind to me. Hopefully that will continue!


As Dio progressed into the beginning of Nightmare, the inventory shuffle became increasingly difficult. She really wanted to use the cube to create a prismatic amulet, but that meant accumulating perfect specimens of all six varieties of gem, which meant a lot of assorted flawless gems to hold onto. She lucked out and found not one, but two gem shrines in the Blood Moor, and decided to save them for as long as she could to increase her chances of finding the right gems.

The other feasible items she was hoping to find were mainly runes and runeword bases. The Countess provided her with a Shael for Rhyme, but she was still missing an appropriate base: she ideally wanted a bone shield, but she'd only managed to find a single one so far, and it was damaged and so could not be socketed as-is. Dio had found a couple of El runes in Normal, but used one for Malice and disposed of the other, thinking it wouldn't be necessary; but that was what she needed to upgrade her shoddy bone shield! Runes left behind included a Hel and a couple of Dols.
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In the catacombs, she found a most impressive orb: a perfect companion for a Rhyme shield once she creates one. But could I afford the space to carry it and my Leaf staff in the meantime? She dumped everything she could to carry both for now, and ended up equipping the orb when she found a white buckler (another perfect ruby could be used to socket it if it all else fails). Andariel was kind enough to drop one of the remaining gems she needed, so Dio retraced her steps to the Blood Moor to make her shiny amulet (a perfect 20, but no suffix).
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Progress so far in Nightmare had been exceedingly smooth due to Frozen Orb, and Act II proved no different: almost everything died in one pass of her icy spheres. Occasionally blaze was used for backup or regen, but mana was fairly stable, even without Leaf, which was discarded in the Stony Tomb. In the Far Oasis, Dio caught a break when a spiked shield with two sockets fell into her lap. It's not perfect, but she quickly made Rhyme and equipped it, and also finally dumped her saved up stats (70 of them!) into dexterity for reasonable block. Dio cleared all the way through the Arcane Sanctuary before taking a break (and, notably, closing the game...), preparing to tackle the canyon and the false tombs.
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There were a number of notable drops in this act, all of which produced ever-more-difficult inventory and stat decisions. Dio found Nightsmoke in the Maggot Lair (do I use it now, or upgrade it and put 28 points more into strength?), rare dual-res FRW self-repairing(!) boots in the Palace Cellars, and Jade (25)/Snake (32)/Sapphire (27) grand charms in the sanctuary and the tombs. And finally... Silkweave! Unequippable at the moment, but Dio couldn't bear to drop it, so she reluctantly carved out more inventory space for it by dropping weaker charms, runes, and everything non-essential. She even dropped her keys to make room for one more potion for big bad Duriel.
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Now, having made her way into the chamber before Duriel, an unsettling feeling crept over Dio: where had she left the staff and amulet again? Indeed, I made a big mistake earlier when I closed the game after finishing the Arcane Sanctuary: I forgot that I'd been storing quest items on the ground due to space concerns, and so of course they vanished! This is perhaps grounds for disqualification, but I decided the best course of action was the following: go back into the Claw Viper Temple and the Maggot Lair, clearing only what is necessary to prevent death, and picking up absolutely nothing (except the quest items). This proved a little scary: snakes made intimidating noises and surrounded the claw viper's altar after Dio teleported there, but she made it out safely. Dio even blindly teleported through some of the Maggot Lair, finding a pack of maggots with Conviction in the process! This cost her a few potions, which were quite precious with Duriel as the only remaining lootable enemy of the act, but the punishment fits the crime.
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Fortunately, Dio was well prepared for Duriel. She immediately ran up next to him (to avoid his Charge) and wailed on him with Static Field and Frozen Orb. Between her ~60% block and Energy Shield, Duriel couldn't threaten her significantly, and quickly fell.
Screenshot189.png

Dio has started Act III, and made it to the Great Marsh waypoint before deciding to take a break (without closing the game this time!). She has a few decisions to make: should she spend the strength and up Nightsmoke, or hold off for something better (a Fal off the Hellforge could mean Lionheart, which would mean that strength could be put into vitality)? If she has to increase her strength anyways for Nightsmoke, should she use Silkweave too? The mana per kill looks nice, but might not be that useful when it matters the most: when killing speed slows down. She just found a Ral, and is considering whether to repair her gloves.
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Finally, she also just found a curious item: a white "Swirling Crystal" orb. Her plan has been to look for a socketed or blue orb of sufficient quality to reroll using chipped/normal/flawless gems, looking for +skills, life/mana and two sockets. This orb is of exactly sufficient quality for that plan to work (Arch-Angel's prefix is available at alvl 50+), but she'd have to use a socket recipe on it, and that recipe of course requires a... Ral rune! So it'd be crazy to waste a vital repair on a white orb just to make it rerollable, right?


For any brave reader who has made it this far, a couple of questions:
  1. I've been using Telekinesis quite a lot, as it's quite useful for all sorts of things, e.g. opening doors in the false tombs when dangerous enemies could be hiding just behind them. But when I use it on shrines, it only seems to work about half the time, and I can't discern the pattern to when it fails. Sometimes even the same well or shrine will work once, and then when I come back and it's reset, Telekinesis will no longer trigger it! What's the deal?
  2. My understanding is that Energy Shield is supposed to break on any attack that is sufficient to reduce mana to zero, with any remaining mana damage then converted back into health damage. But that has not been my experience, as energy shield only very rarely seems to dissipate early, perhaps only against mana burning enemies. I found a suitably controlled enemy to test this on (see below), and it confirmed my observations: even with the mana globe empty and damage going fully(?) to health, energy shield doesn't break. My hypothesis is that only integer values of health -> mana damage are allowed, so a tiny portion of mana remains and thus mana never actually hits zero to break the spell, which is quite nice in the heat of battle.
Screenshot159.png

Destroyer Dio, Level 54 - Great Marsh Waypoint
 
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Dio has made some decisions and progressed a bit further. She ditched Silkweave in favor of her rare boots, and decided to repair her gloves before facing the fearsome Kurast temples. She faced some scary enemies along the way: lots of Bone Fetishes, in the Swampy Pit, Flayer Dungeon, and the Sewers. She tried to deal with these one at a time, but even one unblocked explosion next to her was quite painful with her low health! Her fire resist was also a bit low, so the ubiquitous vampires were also frightening at times.
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Dio made her way through the council carefully, and found yet more Bone Fetishes in Mephisto's Durance. Part of the way through the second level, she was staging a blazing retreat from a couple of Stygian Dolls when she turned and killed one with Frozen Orb. The explosion took her to half health, and as she retreated further to heal, the other diminutive creature died in her trail of fire, and the explosion suddenly killed her.
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The Bone Fetishes are always a bit spooky, especially when your only tools for handling them are area damage. I should've been a bit more careful in tackling them, but I also think I put too much faith in block on a character that likes to run around constantly; in hindsight the stat points would probably have been better spent in straight Vitality rather than Dexterity.

I was enjoying the All Alone idea quite a bit, though, and I feel this character could've made it with some better decision making. Perhaps Dio has a sister with similar proclivities who will take up her mantle in the near future...

Edit - Here's the updated tournament scoreboard. I added Vang's guardian as well, as best I understood the final conditions:

Rich (BB code):
Tournament of Tournaments Participation and Score Table
D2V    Forum Name    Tournament Name+YR  Class   Level Location       S&E    HC/SC         Score
----   ----------    -----------------   -----   ----- ----------     ----   -----         -----
D2R    HanShotFirst  BulgingBiceps2020   Barb    86    Guardian       0      HC            15
D2R    Kstil3227     Committed2015       Druid   83    Guardian       0      HC            15
D2L    PhineasB      OrangeYouGlad 2021  Pally   86    Guardian       0      HC            N/A
D2R    Vang          Fashionistas 2011   Pally   83?   Guardian       0      HC            15
D2R    Cattleya      12 Labors 2011      Ama     63    NM Pandemonium 0      SC            08
D2R    D4di56lu3     Committed2015       Ama     61    NM Kurast Dock 0      SC            07
D2R    coju          12 Labors 2011      Nec     36    Harrogath      0      SC            05
D2R    D4di56lu3     WotC & BotK 2021    Druid   35    Harrogath      0      HC            04
D2R    Flan          WhatsYourPoison2004 Ama     28    Pan Fortress   0      HC            03
D2R    lizard        IgottheBlues2005    Druid   25    Lut Gholein    0      HC            01
D2L    D2DC          12 Labors 2011      Dru     20    Lut Gholein    0      SC            01
D2R    skoolbus      SUWorshipper2018    Sin     20    Lut Gholein    0      HC            01
D2R    Babyhell      Overburdened 2019   Sorc    04    Cold Plains    0      SC            00
-----------------------------------------------------------------------------------------------
Back to ashes (aka Deeds)
D2R    Vang          IgottheBlues2005    Asn     74    Lwr Kurast H   0      HC            12
D2L    softlyfalling All Alone III 2007  Sorc    57    Dur of Hate NM 0      HC            07
D2R    skoolbus      Naked 2007          Pally   54    Far Oasis NM   0      HC            06
D2R    Oblivious     12 Labors 2011      Pally   54    NM  Halls otD  0      SC            06
D2R    Vildecor      SUWorshipper2018    Ama     50    NM Black Marsh 0      HC            05
D2L    PhineasB      Env of G&G 2013     Pally   49    NM Tower       0      HC            N/A
D2R    Kstil3227     BrotherBear2004     Druid   34    Pan Fortress   0      HC            03
-----------------------------------------------------------------------------------------------
 
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