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Durga stood by the fireplace of the rouge encampment and scratched his head. It has had been month ago when he had been hired by Warriv to protect the caravan while travelling from Lut Ghoulein to some cloister in the west. It has been an easy journey with no mayor troubles involved, at least no troubles which could not been solved with a quick jab from his polearm. But when they reached the cloister, suddenly everything seemed to go wrong. It was as if the gates of hell had opened. Durga glanced over the body of a nearby rouge. Hmmmm .... maybe the gods wanted to punish them for indecent clothing? Not that he had any problems with indecent clothing, as matter of fact he had grown rather fond of it over the last weeks. But the weather started to nag on his nerves, and he missed the sand and his old dinking buddy Geglash. There had been some efforts to solve the problems in the cloister. In fact a lot of do-gooders appeared to solve the problem, but unfortunately it seems as if nobody has succeeded yet. Damn! He was still stranded, it rains constantly and he had the impression that the monsters are closing in. To make it worse, even his good old polearm has broken. Never the less he had the feeling that if he doesn't solve the problem himself he would be stranded in this bloody rain forever. So with a sigh he moved out of the camp to see if he could find his way back home.
rules:
1. HC only
2. Paladin only
3. no shopping. Use what you find.
4. you can repair items
5. you can gamble items
6. you have to use spears or polearms (until you find the first one use your fists, no shield permitted)
7. no blessed hammer, charge, FoH or smite (obviously)
8. zeal, sacrifice and vengeance are permitted
9. as soon as you reach normal act 2 you might use the blessed aim, defiance or prayer aura
10. as soon as you reach nightmare act 2 you might use the might, thorns or holy freeze aura
11. no other auras are permitted except of the use as synergy
12. all quest rewards might be used (the act 5 pala shield has to be sold)
13. no mercs are allowed, except of the act 1 "quest reward" merc (after all it is a hard life out there in the wilderness, to hard to be alone all the time). But you have to use the "quest reward", no hiring permitted.
14. all quest have to solved before moving to the next difficulty (imbue, socket etc.)
15. all wp's must be found
16. the tournament ends after the people lose interest, people are dead or we have a winner
17. RWM and RRM are permitted
Scoring:
-1 point for each level gained.
1 point for each WP found (towns included).
2 points for each quest completed (for scoring purposes, quest box must be turned gray to get points… if you save your imbue, for example, you don’t get points until you redeem it...and if you die first, you never get the points).
GO
SCORE: 0
Durga
level 1 = -1
quests 0 = 0
wp's 1 = 1
Looks pretty interesting, but I have too many tourney characters.
Minor point: you should allow javelins as well, since act 2 mercs can use them. No throwing and no shield allowed, of course.
hmmm ... you are right.Originally Posted by jiansonz
Javellins are allowed. No throwing and no shield
I think it would be nice if you allowed but the headgear, armour and weapon slots to be used, for that's all the mercs have too.
I think I'll give it a shot. No experience with HC, so any WP beyond the Cold plains will be magic to meI'll post my char later.
Keep in mind that although A2 mercs can only use armour/helm/weapon, they also get passive bonuses to resists, AR etc, which a your character will not be getting. The jewellery/belt/gloves/boots slots would compensate for this. A compromise could be only allowing weapon/helm/armour, plus say jewellery and belt (pots are useful!).Originally Posted by nepeta
Then again, it's newco's tourny![]()
First off, you're welcome since I gave you the idea. Secondly, I think that Imbue and Personalization should be considered 'Completed' when you are offered the opportunity. I usually never do it unless I find an Elite item in the Pits. Just suggestions.
As I said I liked this idea but unfortunately I don't have time for tournaments so I've already started my mercenary pala (called azrael :wink3: ), playing by my own rules. :undecided:
Entry:
Ahsab
SCORE: 0
level 1 = -1
quests 0 = 0
wp's 1 = 1
Screw that! I'm making time for it :grin:Originally Posted by asdfgah
(making new merc)
Azrael
SCORE: 0
level 1 = -1
quests 0 = 0
wp's 1 = 1
Are you allowed to switch between the auras or do you have to stick to one?
Ups ... sorry. I knew that somthing was missing :wink3: . The credit for the tournament concept goes to DementiaMasterOriginally Posted by DementiaMaster
.
As for rings and amu's ... with no do-gooder running around greedily picking up all the shiny stuff it is up to you to use them. After all you have got a neck and fingers (the same applies for hands and feet)
As for the belt. There will be a lady around you, so use a belt to asure that your trousers are up :grin: .
rule update:
18. if you start a new difficuly level you can not rerun the previous difficulty
You are allowed to switch between the permitted auras
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