A glass guardian. One of my fellow SPF members (don't worry Freekje, I won't tell them it's you) had a luminous tourney idea. He thought it would be cool to see how far pure dex, untwinked, hardcore, limited muling, amazons could go before dying messily. Because the rules of the tourney were simple enough for my amoeba-like brain I decided to join, expecting to die. I only tried HC once before, with a freezealot, but he got snacked on by the Infector of Souls in normal diff. I signed in with Dex_Addict, the lame-named all-dex certain-death amazon and much to my surprise, I didn't die. I experienced multiple NDE's and had to S&E only once, but I managed to blast/sneak/hide behind the merc throughout all three difficulties. The rules were simple: - Single player, Amazons only. Characters, I mean, not players. - Spend all stat points in dexterity. - Only mule off. This logical result of this rule is that everyone plays untwinked. - The participant with highest dex in the end wins. - Hardcore (SC allowed, but death means buh-bye). Luckily, rerunning and RWM usage were allowed too, without which making Guardian would have been much, much more difficult. While a bowazon could make optimal use of the dex points, I decided to go with thrown javs instead. The most obvious reason being that a javazon can finish Hell with cracked javelins only. More importantly, good bows come with hefty strength requirements, which I can't have by the rules of this tourney. In order to go pure lightning, I really needed a strong merc to take care of LI's, so I went hybrid. Poison/lightning, to be precise. There's no way I could expect to make ultra-merc going untwinked. In the beginning of the game, I relied on poison/plague javelin for the kills. That worked quite well actually. I finished normal on /P8 (except bosses, I went back to /P1 for them). Once I made it to lvl. 24/30 I got hold of charged strike/lightning fury. Those lightning skills spelled the end of the rest of normal diff, and nightmare too. I went through Nightmare on /p8 until act IV and switched to /P5 until Hell, which was played through at /P1 (plus a few /P3 Pit runs). I've written down my playing experiences in the tourney thread, you can read some of them in posts 81, 149, 209, 229, 237, 248, and last but not least, my battle with Hell ancients and Baal can be found here. Summary: Because I decided to go with an 'Insight' wielding Prayer merc, I benefitted from huge life + mana regeneration. The merc's prayer aura is copied by the meditation from 'Insight', so he heals everyone at double speed. My guesstimation would be around 15 points of life/second, which is a very significant amount if you play with base vit. The sick mana regen aura also enabled me to chuck lightning bolts of doom and terror like there was no tomorrow. I hereby thank the two random gremlins that dropped a Sol rune and a Bill for the runeword. I encountered many dangerous situations, all of which surprisingly leaving me alive, albeit with a nearly empty red bulb. Causes of near-death: snakes, taurs, cursed taurs, champion taurs, elementally enhanced gloams (my only S&E moment), flayer shaman breath (in normal diff.). I quicly learned to appreciate the Decoy, without which I would probably have died in the Flayer dungeon/durance of hate. Stat screenies: - Stat points/life/resists and inventory screen. - Merc and javelin tree. - Standard zon picture and passive skill tree My gear, you are allowed to laugh: Head: 'Lore' helmet. +1 skills and light. res. seemed like a good way to spend the second Sol I found. Amulet: +26 res all chromatic amulet. No explanation necessary, I hope. Weapon: a +1 jav skills maiden javelin. On switch: a +30% IAS pair of throwing spears. Armor: 'Peace'. The +2 ama skills meant more killing power, and the CtC lvl. 15 valk meant more skill points to dump into javelin skills. Shield: A 3 PDiamond large shield. Switch: 'Ancient's Pledge', my main shield's predecessor. Gloves: Magical, +1 jav skills. I wore a 5% CB blood craft fighting Hell Baal. Belt: Magical, +79 life (!!!!), +26 max stamina (yeah, whatever) Ring 1: Bitter Loop Ring Required Level: 30 Item Version: 1.10+ Expansion Item Level: 39 Fingerprint: 0x6e9ac227 +6 to Strength +27 to Mana +77 to Attack Rating Poison Resist +24% 2% Mana stolen per hit Ring 2: Rune Spiral Ring Required Level: 31 Item Version: 1.10+ Expansion Item Level: 59 Fingerprint: 0xdbb1e472 +5 to Strength +7 to Dexterity +61 to Attack Rating Lightning Resist +25% 10% Faster Castrate Boots: Wraith Greaves Heavy Boots Defense: 9 Durability: 14 of 14 Required Strength: 18 Required Level: 18 Item Version: 1.10+ Expansion Item Level: 64 Fingerprint: 0x1c8b945c +3 to Dexterity +37% Enhanced Defense Fire Resist +35% Poison Resist +26% 20% Faster Run/Walk The strength on the rings and charms enabled me to wear a large shield, which can get 3 sockets. Other backpack fillers included mostly life charms and some resist charms too. Final thoughts: Insight is haxx. Lightning fury is haxx. Apart from that, I'm still very much shocked/surprised that - I made my first guardian. - I made an untwinked guardian. - I made an untwinked guardian with no points in vitality and strength. - And no extended ATMA stash either.