Low Level Duelling: Rules And Regulations (SPF v1.11) Hello and welcome to this guide! I will attempt to inform you all of what exactly Low Level Duelling (LLD for short), is and some guidelines that are being followed in the GM (good manners) LLD games in the SPF. LLD is an interesting and fast-paced duelling situation whereby characters are limited to the character level 18 (clvl 18), and the skill bonus' from the Den Of Evil and Radament quests. The field is mainly dominated by melee builds (especially fast hitters such as the powerful Zealot, speedy Kicksin and nearly unhittable Jabazon), but some limitations have been created to encourage more caster-orientated characters. LLD is a viable way to gain experience in the world of duelling and is also fun on its own merits. One important pro regarding LLD is the relatively low wealth needed to maintain a decent character. This means that anybody can start out with absolutely nothing and piece together good LLDing gear via a few trades or runs! I would like to thank everybody who has joined in the LLD games the SPF has had recently. A few of you in particular have been especially helpful with suggestions and ideas and I appreciate it (I won't name anyone as I'd hate to forget anybody by accident!). I'd like to thank Kabal for the original PvP thread where some material in this guide was taken from. Finally I'd like to say that this isn't "my baby". Everything here is still subject to change but for now, this is what will be considered GM in LLD games. Thankyou for reading, and on with the rules! General Rules Please try to be polite, so don't town guard, corpse guard, steal gold, etc. Characters must be level 18 or under and cannot be rushed beyond Act II Normal (ergo only the Den Of Evil and Radament bonuses may figure in a character's skill makeup) Corpseless Re-castables are only allowed (no Skeletons or Magi) Characters requiring arrows or bolts must have their full supply on their character (in their hand, inventory or Horadric Cube). They will not be allowed to return to town if they run out of arrows or bolts during a duel, although extra quivers may be dropped just inside town to facilitate easier replenishment between duels All duels take place in the Blood Moor Duels only start when both parties have clearly stated their readiness Leaving the Blood Moor constitutes a loss. In team play, the remaining members may continue fighting but the deserted player may not rejoin the fray and must stay out of the Blood Moor until the battle has concluded In a team duel you must stay in town if you die until the duel is over Players on 1hp Players on 1 health are encouraged to stand and fight instead of running away and regenerating their health. For opponents on 1 health: Running from combat without switching to ranged/spellcasting equipment/skills and attempting to use them will result in a forfeit of the duel Running from combat with a melee only build will result in a forfeit (an exception to this can be made for Barbarians needing more distance to engage with Leap or Leap Attack or a Paladin that needs more distance for Charge) Banned Skills Lifetap Holy Bolt Holy Freeze Skeletons Skeleton Magi These items may not be used in the form of class skills, o-skills granted by items, charges, or Chance To Cast when striking. Skill Restrictions The following skills have limitations regarding their use in duels. Bone Armour (Necromancer) - this cannot be cast more than once per duel Cyclone Armour (Druid) - this cannot be cast more than once per duel Equipment Restrictions Bugged, hacked or duped items cannot be used â€“ 1.07 Crafted items are included in this category No items from previous versions are to be used at all (including 1.10 and betas) Items from Hardcore mode are not allowed to be brought into the Softcore arena Items with the â€œSlows Target by X%â€ modifier are not allowed on physical-damage attackers (for example, Cleglawâ€™s Claw or Blackhornâ€™s Face). A caster character, however, can use items with the â€œSlows Target by X%â€ modifier if they wish (but may not use a physical/ranged attack) Items with the â€œKnockbackâ€ modifier are not allowed on any character class. Skills that provide a knockback effect (for example, Smite, Bash, Charge or Leap Attack) are still allowed Total Life Replenish from items and skills combined is limited to 20 Each character is only allowed to wear two sources of +Max Resist/absorb per element. For poison, Poison Length Reduction gear will count as absorb. Putting points into a Paladin's passive resist skill will not count towards sources of +Max Resist Poison Length Reduction cannot be used against Poison builds There is no limit to Elemental Damage from skills or otherwise Poison damage is limited to 50 (including charms) - the exception to this is poison damage from skills Character Restrictions The following characters have limitations in Low Level Duelling. Zealot: Cleglaw's Sword may not be equipped Crushing Blow may not be used GA Amazon: Critical Strike cannot be utilised Bonemancers: Cannot use Iron Maiden in conjunction with Bone Wall Faster Run/Walk Restrictions There is now a maximum of 75% FR/W combined from skills, gear and charms for the following characters who use skills that increase speed (Paladins with Vigor and Assassins with Burst of Speed). The maximum combined FR/W for other characters who cannot (or do not), utilise the above 'increased speed' skills is 95%. This includes all FR/W from gear and charms. The Druid's Feral Rage skill deserves a special mention here. The cap for Druid's with Feral Rage is 95%. The lowest bonus of FR/W from the skill level of Feral Rage is taken from the cap. For example: At skill level 1, Feral Rage gives 19-32% to FR/W. A Druid that uses this skill would then take 19% (not 32%), from 95% giving an extra 76% FR/W to be used from gear and charms.