Ulric stared blankly into the fire as he had done for as many nights as he could remember. Warriv placed a comforting hand on his shoulder, but there were no words left to say. Ulric had shown up in the Encampment with a group of aspiring heroes, and one by one they set off into the wilderness, but none returned. They had been his fellow students under the watchful tutelage of his father, a master Barbarian warrior. They were his peers, his brothers in combat, his friends. One by one they left on their mission, five in all. Only one of them made it to Flavie, and only a few days later she reported seeing Bishibosh shambling around dangerously close to the waypoint, his staff adorned on top with a fresh skull, unmistakably barbarian. The news soon arrived from his homeland of Harrogath that an especially harsh winter had hit the town, and his father been caught in the storm during an assault on Shenk. He had not been seen since, and was presumed dead. Catapults of poison and fire now lined the Bloody Foothills, and threatened the town, day in and day out. He had lost everything. One day though, the sun rose proper over the gates of the encampment, and for the first time some Fallen were starting to patrol the entrance, threatening to cross into the camp itself. It was in that moment Ulric was renewed with a final sense of purpose. He couldn't sit around the camp anymore, surrounded by memories of lives lost. He was sick of the looks of pity, the sympathetic stares, the whispers from all the others when they thought he was out of earshot. It was time he made amends and paid tribute to his fallen comrades in the only way he knew how. -- Welcome to the 5 Stages of Grief Tournament! A tournament where we deal with grief and loss in the only way we know how; systematically eliminating hundreds of monsters from the realm of Sanctuary. This is a bit of a catch-all type of tournament, with each act representing one of the stages of Grief (as defined by the Kubler-Ross model) and having its own unique ruleset. There will also be a general ruleset which will always apply. Rules, you say? Yes, let's have a look. General Rules: 1. HC, or SC with disqualification upon first death (feel free to continue to update, although you cannot win the tournament.) 2. Single-pass, untwinked only. (You may, of course, sprint from a WP to an uncleared area when starting a new session. Keep kills to an absolute minimum while maintaining safety, but all drops are off limits) 3. ATMA/GoMule may be used as an extended stash (you may also hot-mule off, as long as you adhere to the rules. Please take extra care to avoid any problems, and you must declare if you are using it (as per the forum rules). I will be. Here is the relevant quote from the SPF Rules FAQ: Spoiler Hotmuling Hot muling is muling while the character you are muling from is in game. It's rarely done because of the risk of creating duplicate items (aka 'duping'). It's usually done with Gheeds because you can only carry one at a time. This is acceptable but should be declared and care must be taken so that the items are not duped. So you are playing Teagan and she has a Gheeds. Another Unique charm drops. Minimize to desktop and open ATMA or GoMule. You open Teagan and another character which doesn't have a Gheeds or any stash file. You move Teagan's Gheeds to the other character or stash. You save that file and exit ATMA or GoMule. Back in game you drop Teagans identified Gheeds on the ground and pick up the UnID'd one. You play as normal and when you next exit you can put the 'new' Gheeds in the stash and get the first one back. Same as you would swap any other item. However, it is not - and never has been - acceptable to restore backups with the intention of having a second chance at making an item whether through cubing sockets, crafting or making runewords. Similarly if you trade an item away, you delete the one on your hard drive. Duping is NOT acceptable. 4. You may re-enter as many times as you wish, or enter multiple characters at once. You may sign-up any time. 5. Version 1.10+, RRM/RWM/FAM allowed. No MP, no Trading. 6. Any /players setting may be used at any time. 7. Save + Exit to avoid death is NOT allowed, and results in disqualification from the tournament. (you may, however, S+E if running from a previously cleared area and you get yourself in trouble.) 8. I will make and maintain a table with progress. This will hopefully eliminate mix-ups and missed updates (it's also less work for you!). Tournament Specific Rules: 9. You may NOT return to previous acts/difficulties for any reason. We move forward through the grieving process only. If you don’t collect your quest reward before leaving an act, it’s gone for good. 10. Gambling is permitted only while in Act 3 (see Act Specific Rules for details). 11. Re-spec is NOT allowed in this tournament. Act Specific Rules: Each act represents a single stage of the grieving process and exists in its own bubble. These rules do not carry over between acts, but both General and Tournament Specific (ie rules 1-11) apply to all acts. Act 1: Denial You have 2 options in this Act. You can either: 12a). Deny all items found during this act (ie. you can't pick anything up). This means you and the merc will be completely naked until you reach the desert. Exceptions: You can buy and/or pick up pots/scrolls/keys and pick up gold for repairs/merc resurrections (though you cannot sell any items), but that's it. You may keep the Atma ring quest reward, and one item of your choice to imbue and keep, but you may not equip them until Act 2. If you do not imbue the item(whether intentionally or otherwise), you cannot keep it once you leave the Act. -OR- 12b). Deny all skill/stat point placement for the entire act. Obviously this cannot apply to the merc, so it's character only. You'll have to get creative if you want to equip some of the better items! Note: You make your choice upon creating the character and it applies to ALL THREE DIFFICULTIES. Weigh your options, it may be easier to go naked in normal, but do you want to sacrifice a potentially game-breaking drop in Hell? Act 2: Anger 13. You MUST assign any unused skill/stat points immediately upon reaching Lut Gholein (anger leads to rash decisions). These initial points can be placed anywhere you like, however; Any subsequent stat/skill points earned (through leveling or quest rewards) during this act must be used immediately. Skill points can go wherever you want, but stat points MUST be into your build's "offensive" stat. Strength for melee classes Dex for Bowazons, should there be any Energy for all spell-based Casters The skill book obtained from killing Radament must also be used immediately (as well as it's skill point). Act 3: Bargaining This act is all about gambling (both literally and figuratively) 14. You may only gamble for gear in this act No shopping of weapons and/or armour while in Act 3 (selling is okay) No gambling while in any other acts Exception: You may keep/use all quest rewards from this act. Shopping for pots/scrolls/keys etc is allowed. 15. All skill/stat points earned must be randomly assigned and allocated before leaving the Act. You can do it right away upon gaining them, or before you step through the portal, but you must leave Act 3 with 0 saved points. - Traditionally tournaments have either done it one point at a time or all 5 stat points with one roll. Choose whichever method you'd like, if you want to save up 20 points and roll them all in one go hoping for Vit, more power to you. As long as it's random, it doesn't matter. Spoiler: ”How to Roll” For random skills/stats, you essentially assign a value to all available skills/stats and then use a random number generator to "roll". So for stats, str=1, dex=2, vit=3, en=4, then head somewhere like this. Fill in the values you want and voila. You can do this process for each point, or one roll for all points during a level up, or whatever combination you want. Skills get a bit trickier, but essentially you assign a number to all available (white, clickable) skill options, and roll using that number. 16. You may bargain (sacrifice) the Golden Bird and/or Lam Esen's Tome in exchange for one level's worth of points (5 stat and 1 skill point) allocated however you wish (ie. one non-random level up). You can sacrifice whichever you want, or neither, or both. It's up to you. Act 4: Depression (Isolation, refusing visitors) 17. No NPC interaction. This means no shopping/selling/gambling/repairing or merc resurrection whatsoever (yes, even potions!), so be careful and save up those Orts/Rals! Exceptions: Tyrael at the end of the act to travel to Harrogath, you may also collect your Izual skill points at this time. Jamella will act as a sort of "fixed well". You may click her to heal your character/merc at any time, but that's the extent of the interaction allowed. This is to even the playing field in the sense that you should not lose access to a well just because it's in a previously cleared area that has been repopulated by monsters in a new game. Also, you're not just sitting there waiting for a well to regenerate while Diablo runs around waiting for you to come back. You may use Deckard Cain to identify items throughout the act. Act 5: Acceptance All bets are off! No act-specific rules here, you've broken through the hardest part so make that final push to victory. The Cow level is optional, but falls under Act 5's rules (or rather, lack thereof) should you choose to clear it. Note: Gambling is still forbidden in Act 5 as it falls under the Tournament-specific rules. -- The tournament begins now, good luck!