Patriarch UncleRuckus, Untwinked SC Avenger After languishing for over two years and seeing more than a few Mats/Pats pass him by, UncleRuckus, my Avenger, finally trudged his way to Baal and slew him in epic combat. Code: Name: UncleRuckus Class: Paladin Experience: 1016861140 Level: 84 Naked/Gear Strength: 70/84 Dexterity: 150/151 Vitality: 179/194 Energy: 15/15 HP: 743/842 Mana: 139/139 Stamina: 326/366 Defense: 37/557 AR: 735/810 Fire: 143/103/43 Cold: 180/140/80 Lightning: 179/139/79 Poison: 55/15/-45 MF: 96 Block: 56 (75 with Holy Shield active) GF: 157 FR/W: 20 FHR: 35 IAS: 75 FCR: 0 Sacrifice: 1/1 Smite: 1/2 Holy Bolt: 1/1 Zeal: 1/1 Charge: 1/1 Vengeance: 3/3 Blessed Hammer: 1/1 Holy Shield: 4/4 Might: 1/1 Holy Fire: 1/1 Thorns: 1/1 Holy Freeze: 1/1 Sanctuary: 1/1 Conviction: 20/20 Prayer: 1/1 Resist Fire: 17/17 Defiance: 1/1 Resist Cold: 17/17 Cleansing: 1/1 Resist Lightning: 18/18 Vigor: 1/1 Redemption: 1/1 Equipment: Helm: Rockstopper Body: Sigon's Shelter Gloves: Sigon's Gage Boots: Sigon's Sabot Belt: Shadow Lock [SPOILER]Mesh Belt Defense: 50 Durability: 16 of 16 Required Level: 47 Required Strength: 58 Fingerprint: 0x9b7407ec Item Level: 72 Version: Expansion 1.10+ 2% Life stolen per hit 7% Chance of Open Wounds +22% Enhanced Defense +44 to Life Cold Resist +14% Lightning Resist +8%[/SPOILER] Rings: [SPOILER] Russet Ring of Fortune Ring Required Level: 31 Fingerprint: 0x72d37e3b Item Level: 43 Version: Expansion 1.10+ Fire Resist +11% 21% Better Chance of Getting Magic Items Dwarf Star Ring Required Level: 45 Fingerprint: 0xc1eab689 Item Level: 55 Version: Expansion 1.10+ +40 to Life +40 Maximum Stamina Heal Stamina Plus 15% Fire Absorb 15% Magic Damage Reduced by 13 100% Extra Gold from Monsters [/spoiler] Amulet: The Rising Sun [SPOILER] The Rising Sun Amulet Required Level: 65 Fingerprint: 0x1ed3f9d3 Item Level: 87 Version: Expansion 1.10+ 2% Chance to cast level 16 Meteor when struck +2 to Fire Skills Adds 24 - 48 Fire Damage Replenish Life +10 +63 Absorbs Fire Damage (Based on Character Level) +4 to Light Radius[/SPOILER] Weapon: Aldur's Rhythm [SPOILER] Aldur's Rhythm Jagged Star One Hand Damage: 121 - 189 Durability: 72 of 72 Required Level: 42 Required Strength: 74 Fingerprint: 0x3f66f141 Item Level: 59 Version: Expansion 1.10+ +45% Increased Attack Speed 26% Enhanced Damage Adds 40 - 62 Damage +200% Damage to Demons +150% Damage to Undead Adds 50 - 75 Lightning Damage Adds 20 Poison Damage Over 2 Secs (50 Frames) 5% Mana stolen per hit 10% Life stolen per hit Set (2 items): +15 to Strength Set (3 items): +15 to Strength Set (4 items): +15 to Strength 3 Sockets (3 used) Socketed: Rusty Jewel Socketed: Jewel of Fervor Socketed: Rusty Jewel of Envy Rusty Jewel Jewel Required Level: 9 Fingerprint: 0xf669600e Item Level: 19 Version: Expansion 1.10+ 15% Enhanced Damage Jewel of Fervor Jewel Required Level: 31 Fingerprint: 0x3a442859 Item Level: 66 Version: Expansion 1.10+ +15% Increased Attack Speed Rusty Jewel of Envy Jewel Required Level: 9 Fingerprint: 0x63592cec Item Level: 23 Version: Expansion 1.10+ 11% Enhanced Damage Adds 20 Poison Damage Over 2 Secs (50 Frames)[/spoiler] Shield: Rhyme Bone Shield Merc: Act 2 Defensive Weapon: Bonehew Armor: Rattlecage Helm: Rare coronet [SPOILER] Eagle Circlet Coronet Defense: 80 Durability: 30 of 30 Required Level: 66 Fingerprint: 0x6f39c24 Item Level: 81 Version: Expansion 1.10+ +2 to Martial Art Skills (Assassin Only) 7% Mana stolen per hit 8% Life stolen per hit +96% Enhanced Defense +25 to Strength All Resistances +14[/SPOILER] Play was untwinked single-pass fullclear, with Normal and Nightmare done on p8 and Hell on p1. Mostly v1.12, though I broke down and upgraded to 1.13 at the very end of Act 4 Hell. Things were easy-peasy up through NM Act 5. I made a Steel flail early on and that plus Vengeance plus Conviction saw me chewing up things like no other. NM Act 2 slowed me up, but also saw Hellplague fall into my hands, and the bonus Fire damage was more than welcome and helped to grind onwards. Then Act 5 rolled around and the odd immunes coupled with lagging damage saw me slowly grind to a halt. UncleRuckus sat there for months turned to years before I worked up the gumption to continue onward. Luck was my lady when Aldur's Rhythm dropped in the Frozen Tundra, and that served as my weapon the rest of the game. Hell was easier than NM for the most part, up through Act 5. The Act 2 tombs dropped Bonehew, which replaced the merc's Malice lance, only kept to that point for the OW. The merc was suddenly capable again! With his now absurd damage output, he was able to wear a 3 pTopaz ancient armor even through the fight with Diablo (though his flagging resists required me to throw on that beast of a coronet I gambled), and I only swapped that out for Rattlecage in Act 5 to make the killing go even more swiftly. The monster flee effect helped keep from getting mobbed by horrible things like frenzytaurs and reanimated corpses too much, but it was OH such a pain against ghosts and succubi in the underground river sections. The merc would scatter them and then death would come from a billion directions instead of just mainly one. He died a lot--A LOT--down there. The monsters I drew were delightful. No archers or quill beasts in the Foothills (vulture demons!), no Fallen anywhere, Frenzytaurs only one time, in the WSK; reanimated corpses and the low-health dark spearwomen up the wazoo. Immunes were a joke because I could hit 4 of the 5 damage types, and break a good chunk of them anyway. Notable Finds: Ist off some random mob in Act 2 Hell. A number of grailers, the most salient of which is The Rising Sun. A 5os phase blade, and that amazing circlet described above. HF: Fal. Aghbablble. Stupidest death: Deciding to help the merc kill some dolls in the Kurast Sewers in Hell. Not usually a facemeltingly dumb idea, I found, because it seems I can block the explosion and I had health and potions to spare. That is not the case when a Cursed, Fire Enchanted member of the species skitters out of the shadows and is two-shotted by my merc before I could even see what was happening. Thanks for reading! Now, to twink out as much as possible and mess around with True Ultimate Power(tm), and then onto a build that isn't nearly as weapon-damage-dependent as poor UncleRuckus. For once, I don't have any characters languishing!