I am in two tournaments, but I have no faith in my ability to last in either one. I having been thinking about a new tourney for after I have died in those two. It will be a typical HC, single-pass tourney (see below for full rules). As you progress through the game, you will cycle through the type of equipment and mercs you can use.
Equipment Rules (tentative)
* Your character must be Untwinked (no twinking of items, you must start with nothing).
* Each Act is for a different type of item:
* * Act I is for plain (white or grey) items
* * Act II is for magic (blue) items
* * Act III is for rare (yellow) items
* * Act IV is for set (green) items
* * Act V is for rare (gold) items
* Each difficulty is for a different base for items
* * Normal is for Normal items
* * Nightmare is for Exceptional items
* * Hell is for Elite items
* In all acts and all difficulties, you can acquire items through drops, buying from vendors and gambling. Once an item drops, it is considered acquired. Crafting and rune words will be discussed later
* You can change whatever you are wearing after you kill the act boss before you go to the next act
* In Act I Normal, only white or grey items may be equipped. All blue or yellow drops may be saved or sold. Green and gold items must be saved for later play. You may store white or grey items until the end of the act. No rings or amulets can be worn
* Once you start Act II, only blue items may be equipped. You don't have to unequip the items that you finished Act I with, but if a blue item is acquired that fits a slot currently occupied by a white or grey item, you must unequip the white or grey item and try to equip the blue item (see list of slots later). All white and grey must be sold (see rune word and crafting exceptions) including any that were in storage at the end of Act I. You may store blue and yellow items. You must store green and gold items
* Act III is the same as Act II, except only yellow items may be equipped and blue items must be sold. Also, Charsi's quest for this difficulty must be used in this Act - you can use any dropped or purchased item for it
* Once you start Act IV, pull out all the set items you gathered in Acts I-III. They "bump" all of your existing inventory. Only green items may be equipped in this Act. If a green exceptional item drops in this Act (I am not sure it can happen), you must put it into storage for use in Nightmare difficulty
* Once you start Act V, pull out all of the unique items you gathered in Acts I-IV. They "bump" all of your existing inventory. Only Normal unique items may be equipped in the Act. All other normal items must be sold. If a green or gold exceptional item drops, it is put into storage for use in Nightmare. You cannot wear a unique item that has been upped to an exceptional base but have to put such an upped unique into storage
* In Act I Nightmare, only white or grey exceptional items may be equipped. If a white or grey exceptional drops for a slot occupied by a unique, the unique must be upped or sold. If a white or grey exceptional drops for a slot occupied by a green, the green item must be sold. Whatever rings and amulets you were wearing at the end of Act V Normal you will wear all the way through the act
* Acts II-V Nightmare have the same rules as Acts II-IV Normal, except only exceptional items may be equipped. Green and gold elite items go into storage for use in Hell
* Acts I-V Hell have the same rules as Acts I-V Nightmare, except only elite items may be equipped
* There are no restrictions on what goes into a socket
* Rune word exception: 1 inventory slot may always be filled by a rune word item. The item has to have a base appropriate for the difficulty (Normal for Normal, Exceptional for Nightmare, Elite for Hell). When you start Nightmare and Hell, your current rune word exception must be sold as it has the wrong base. You may change your rune word item at any time. Outside of Act I, you must make the decision to create a rune word item as soon as the item is acquired - no storing of grey items for using in rune words. Ladder rune words such as Insight are not allowed. In Act I Nightmare and Hell, you may equip as many rune word items as you wish
* Crafted item exception: 1 inventory slot may be filled by a crafted item. The item has to have a base appropriate for the difficulty (Normal for Normal, Exceptional for Nightmare, Elite for Hell). When you start Nightmare and Hell, your current crafted exception must be sold unless it is a ring or amulet as it has the wrong base. You may change your crafted item at any time. Outside of Act II, you must make the decision to create a crafted item as soon as the item is acquired - no storing of blue items for using in crafting
*All charms are allowed as with scrolls, potions, tomes etc.
Mercenary Rules (tentative)
* In Act I, don't use a mercenary. In Normal, don't talk to Kashya after killing Blood Raven. In Act I Nightmare and Hell, hire the lowest level fire rogue on the list. Don't give her any equipment. Ideally, kill her as quickly as possible. Once she dies, don't resurrect her until the act is done
* In Act II, only Rogue Scout or Desert mercenaries can be used. Hire one as soon as you finish Act I. You can equip the mercenary with gear you were carrying at the end of Act I. Whichever mercenary you use, you can't use for any other act in that difficulty
* In Act III, only Rogue Scout, Desert and Iron Wolves mercenaries can used. Hire one as you finish Act II. You can equip the mercenary with gear you were carrying at the end of Act II. Whichever mercenary you use, you can't use for any other act in that difficulty
* In Act IV, only Rogue Scout, Desert and Iron Wolves mercenaries can used. Hire one as you finish Act III. You can equip the mercenary with gear you were carrying at the end of Act III
* In Act V Normal, continue using the mercenary you hired in Act IV until you complete Qual-Kehk's quest, and then hire a Barbarian mercenary. For other difficulties, go back to Act V Normal after you finish Act IV and hire a Barbarian mercenary
* Once you hire a mercenary, you can't hire another one for the rest of the act
* If you used a fire Rogue Scout in the prior difficulty, you must a cold in the current difficulty and vice versa
* If you have used a Combat, Defensive or Offensive Desert mercenary in a prior difficulty, you can't use him in the current difficulty
* If you have used a Fire, Cold or Lightning Iron Wolf in a prior difficulty, you can't use him in the current difficulty
* The net result of this should be that you cycle through all the possible mercenary choices
Inventory Slot Rules
* For the character, the inventory slots are helm, amulet, main weapon, armor, shield, gloves, left ring, belt, right ring, boots, switch weapon, switch shield
* The inventory slots for mercenaries depends on the mercenary. All have helm, weapon and armor slots. Act III mercenaries also have a shield slot
* Weapons have priority over shields, so if in Act II all weapon slots are occupied by white or grey two-handed weapons and a blue shield drops, you don't have to unequip a weapon. If in Act II, you have two blue two-handed weapons and one white or grey one-handed weapon and a white or grey shield and a blue two-handed weapon drops, then the both the one-handed weapon and shield must go
* When you acquire an item appropriate for the act, it is considered to fill a slot even if you can't equip it. If an item can go into multiple slots, you can choose which slot it goes into. For example, let's say you start Act III with two blue swords and two blue shields on your character and a blue polearm on your Desert mercenary. You take the equipment off the Desert mercenary, hire the Iron Wolf mercenary and then give him the blue armor and helm off of the Desert mercenary and a blue sword and a blue shield. If you acquire a yellow two-handed weapon, you can give it to your character in his main weapon slot or switch weapon slot. If you acquire two more yellow two-handed weapons, then the Iron Wolf mercenary loses his weapon and shield even though he can't equip the two-handed weapon
Characters & Gameplay
* Your character must be HC although it if you cant you may go SC, but a SC death disqualifies the character from further participation.
* If your character dies, you may re-enter with another character. There is no limit to this rule, you may re-enter as many times as you wish.
* Players can use versions from 1.10+
* Players can use any character class, any build, and assign stat and skill points as desired.
* Re-specing is not allowed
* Any /players setting is allowed, and may be changed at will
* Single pass only (no re-running of act bosses and areas)
* You may return to previous acts and difficulties, however you may not leave town (you may retrieve Wirts Leg for Cow level, please avoid killing if possible and no picking up loot)
* It is expected that you use Atma as an extended stash
* Charsi's quest must be completed in Act III of that difficulty. Larzuk's quest can be completed whenever you wish (ex. you may use the normal socket quest in NM)
What do you think? Any interest? Anything unclear? Any rules you think should be changed?