- Feb 23, 2006
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RANDOM TOURNAMENT LAUNCHING NOW!
We are live again with this year's installment. I was excited for the 2.5 and well, frankly, it laid a dud for the SPF. Something that has yet to leave a dud? The Random Tournament!
So, without further ado:
This year brings forth the mightiest of slayers. We are those who dare enter the fray with gimped skills and equipment findings. We shun those that must have it all! We must have only our chosen items. We wade through the fields of demons, undead, and vile creatures with skills that are of significant purpose to us while crying heresy at all others!
For we are the Random! Hell has no fury that can match that of the mighty unhinged Random. Destroyer. Conqueror. Guardian. That is our path. We, well some of us hopefully, will be victorious!
For this year we are taking it a back to the early days of the tournament. This year all you need is your initial roll to get your skills and equipment, and you go slay or die. The choice is up to you, or to be honest, your amazing skills or lack thereof!
Playthrough References
1. D2R is recommended for this tournament, though 1.13/1.14 is allowed for non-D2R owners (May play on PC or console versions, where the SP goes normally, please also at PC/X/P/N.)
2. Hardcore only
3. Any player setting is allowed, please no cheese for popping chest.
4. No MP
5. Rerunning is allowed, you may also play as single pass (Please use SP in front of name if we get a character bracket going)
6. You may not re-run a previous difficulty once you leave your current one.
7. You are allowed to go back to a previous difficulty to complete a quest (Imbue, Socket, etc)
8. Any merc allowed. They must use your Armor, Helm, Shield. Weapon is not included in this as it can unfairly balance mercenaries, but you are free to keep mercenary restriction to your rolls.
9. Starter equipment may be used.
10. Replays are allowed, and no maximum tries. You may replay your last roll if you choose too.
11. Someone else must roll you up.
12*. GoMule is allowed as an extended stash.
13*. FAM is allowed
14. No save and exit when you're about to bite the dust.
Skills trees by class:
Always start left-right and go down. Example: Firebolt (11), Warmth (12), Inferno (13), Blaze (14), Fireball (15), Firewall (16), Enchant (17), Meteor (18), Fire Mastery (19), Hydra (20).
Random character rolling rules for weapons (unless player wants specific weapon types rolled.)
Roll Codes For items (Weapons Roll 1-13 for Druid, Barbarian, Paladin, and Necromancer. Weapon Roll 1-14 for Sorceress, Assassin, Amazon with the 14 being their weapon class specific)
We are live again with this year's installment. I was excited for the 2.5 and well, frankly, it laid a dud for the SPF. Something that has yet to leave a dud? The Random Tournament!
So, without further ado:
This year brings forth the mightiest of slayers. We are those who dare enter the fray with gimped skills and equipment findings. We shun those that must have it all! We must have only our chosen items. We wade through the fields of demons, undead, and vile creatures with skills that are of significant purpose to us while crying heresy at all others!
For we are the Random! Hell has no fury that can match that of the mighty unhinged Random. Destroyer. Conqueror. Guardian. That is our path. We, well some of us hopefully, will be victorious!
For this year we are taking it a back to the early days of the tournament. This year all you need is your initial roll to get your skills and equipment, and you go slay or die. The choice is up to you, or to be honest, your amazing skills or lack thereof!
Tournament Specific Rules:
Your character has random skills and equipment that they are able to use as well as your mercenary's equipment (Mercenary has no weapon strictions. They refuse to join you unless your provide them with ample arms!) Lastly, this is not an easy tournament.- Each Character is rolled the following randomly:
- 9 skills
- 5 weapons (You choose 2 subtypes(different), others are rolled randomly)
- 3 Armors
- 2 each of the following equipment slots: Shield, Helms, Gloves, Belt, and boots.
- 2 Class Specific
- You get zero rerolls. You are bestowed additional items at your disposal as compensation.
- You may not roll your own character.
- Scoring: 1 Point for each act completed. If you choose to do single pass, you are rewarded with 1 point at the end of each difficulty as a bonus for your feat of strength.
- You can use the exceptional and elite versions of your equipment (The cube is quite handy in this tournament!)
- 1 point into all pre-reqs, but you can't use the active skills. Passive skills are the best as you can increase them through +class or tab items. Items that grant passive skills can be used as you see fit.
- Charged, Chance to cast, and oskills: Go nuts!
- Yes, you may respec if you choose too.
- Reserved for future clarifications/references!
1. D2R is recommended for this tournament, though 1.13/1.14 is allowed for non-D2R owners (May play on PC or console versions, where the SP goes normally, please also at PC/X/P/N.)
2. Hardcore only
3. Any player setting is allowed, please no cheese for popping chest.
4. No MP
5. Rerunning is allowed, you may also play as single pass (Please use SP in front of name if we get a character bracket going)
6. You may not re-run a previous difficulty once you leave your current one.
7. You are allowed to go back to a previous difficulty to complete a quest (Imbue, Socket, etc)
8. Any merc allowed. They must use your Armor, Helm, Shield. Weapon is not included in this as it can unfairly balance mercenaries, but you are free to keep mercenary restriction to your rolls.
9. Starter equipment may be used.
10. Replays are allowed, and no maximum tries. You may replay your last roll if you choose too.
11. Someone else must roll you up.
12*. GoMule is allowed as an extended stash.
13*. FAM is allowed
14. No save and exit when you're about to bite the dust.
Skills trees by class:
Amazon (1) | Javelin & Spear(1-10) | Passive & Magic (11-20) | Bow & Xbow (21-30) |
Assassin (2) | Martial Arts (1-10) | Shadow (11-20) | Traps (21-30) |
Barbarian (3) | Warcries (1-10) | Combat Masteries (11-20) | Combat Skills (21-30) |
Druid (4) | Elemental (1-10) | Shape Shifting (11-20) | Summoning (21-30) |
Necromancer (5) | Summoning (1-10) | Poison & Bone (11-20) | Curses (21-30) |
Paladin (6) | Defensive (1-10) | Offensive (11-20) | Combat skills (21-30) |
Sorceress (7) | Cold (1-10) | Fire (11-20) | Lightning (21-30) |
Always start left-right and go down. Example: Firebolt (11), Warmth (12), Inferno (13), Blaze (14), Fireball (15), Firewall (16), Enchant (17), Meteor (18), Fire Mastery (19), Hydra (20).
Random character rolling rules for weapons (unless player wants specific weapon types rolled.)
Amazon (1) | Bow and Javelin |
Assassin (2) | Claws and Swords |
Barbarian (3) | Swords and Axes |
Druid (4) | Axes and Polearms |
Necromancer (5) | Wand and Sword |
Paladin (6) | Scepter and Sword |
Sorceress (7) | Orb and Sword |
Roll Codes For items (Weapons Roll 1-13 for Druid, Barbarian, Paladin, and Necromancer. Weapon Roll 1-14 for Sorceress, Assassin, Amazon with the 14 being their weapon class specific)
Code:
Helm #1-9 Armor #1-15 Shields #1-8 Gloves #1-5
Cap-1 Quilted Armor-1 Buckler-1 Leather Gloves-1
Skull Cap-2 Leather Armor-2 Small Shield-2 Heavy Gloves-2
Helm-3 Hard Leather Armor-3 Large Shield-3 Chain Gloves-3
Full Helm-4 Studded Leather-4 Kite Shield-4 Light Gauntlets-4
Great Helm-5 Ring Mail-5 Spiked Shield-5 Gauntlets-5
Mask-6 Scale Mail-6 Tower Shield-6
Crown-7 Breast Plate-7 Bone Shield-7
Bone Helm-8 Chain Mail-8 Gothic Shield-8
Cirlet-9 Splint Mail-9
Light Plate-10
Field Plate-11
Plate Mail-12
Gothic Plate-13
Full Plate Mai-14
Ancient Armor-15
Code:
Boots #1-5 Belt #1-5
Boots-1 Sash-1
Heavy Boots-2 Light Belt-2
Chain Boots-3 Belt-3
Light Plate Boots-4 Heavy Belt-4
Greaves-5 Plated belt-5
Code:
Class Specific- Item #Range
Paladin Shields #1-5 Barbarian Helms #1-5 Druid Pelts #1-5
Targe-1 Jawbone cap-1 Wolf Head-1
Rondache-2 Fanged Helm-2 Hawk Helm-2
Heraldic shield-3 Horned Helm-3 Antlers-3
Aerin Shield-4 Assault Helmet-4 Falcon Mask-4
Crown Shield-5 Avenger Guard-5 Spirit Mask-5
Code:
Class Specific Continued
Necromancer Shrunken Head #1-5 Amazon Weapons #1-2/1-2/1* Sorceress Orbs #1-5
Perserved Head-1 Stag Bow-1 Eagle Orb-1
Zombie Head-2 Reflex Bow-2 Sacred Globe-2
Unraveller Head-3 Maiden Spear-1 Smoked Sphere-3
Gargoyle Head-4 Maiden Pike-2 Clasped Orb-4
Demon Head-5 Maiden Javelin 1 or 3* Jared Stone-5
Code:
Katar/Weapons-Item# Range
Assassin Katar#1-7
Katar-1
Wrist Blade -2
Hatchet Hands-3
Cetus-4
Claws-5
Blade Talons-6
Scissors Katar-7
Code:
Weapons- Item #Range
Swords #1-14 Axes #1-10 Bows #1-8 Scepters #1-3
Sword Sword-1 Hand Axe-1 Short Bow-1 Scepter-1
Scimitar-2 Axe-2 Hunters Bow-2 Grand Scepter-2
Sabre-3 Double Axe-3 Long Bow-3 War Scepter-3
Falchion-4 Military Pick-4 Composite Bow-4
Crystal Sword-5 War Axe-5 Short Battle Bow-5
Broad Sword-6 Large Axe-6 Long Battle Bow-6
Long Sword-7 Broad Axe-7 Short War Bow-7
War Sword-8 Battle Axe-8 Long War Bow-8
2-H Sword-9 Great Axe-9
Claymore-10 Giant Axe-10
Giant Sword-11
Bastard Sword-12
Flamberge-13
Great Sword-14
Code:
Weapons-Item #Range
Maces #1-8 Polearms #1-6 Spears #1-5 Javelin #1-5
Club-1 Bardiche-1 Spear- 1 Javelin-1
Spiked Club-2 Voulge-2 Trident-2 Pilum-2
Mace-3 Scythe-3 Brandistock-3 Short Spear-3
Morning Star-4 Poleaxe-4 Spectrum-4 Glaive-4
Flail-5 Halberd-5 Pike-5 Throwing Spear-5
War Hammer-6 War Scythe-6
Maul-7
Great Maul-8
Code:
Weapons Contined Item #Range
Staff #1-5 Daggers #1-4 Wands #1-4 Crossbows #1-4 Throwing #1-4
Short Staff-1 Dagger-1 Wand-1 Light Crossbow-1 Throwing Knife -1
Long Staff-2 Dirk-2 Yew Wand-2 Crossbow-2 Balanced Knife -2
Gnarled Staff-3 Kris-3 Bone Wand-3 Heavy Crossbow-3 Throwing Axe -3
Battle Staff-4 Blade-4 Grim Wand-4 Repeating Xbow-4 Balanced Axe -4
War Staff-5
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