Transmutation Fascination II planning stages

Brak

Diabloii.Net Member
Hi everyone.

Time to dust off all those Horadric Cube recipes you rarely, if ever, use. I was thinking of revisiting this tournament perhaps after the RFL wraps up. The main idea is that all items your character weilds must be transmuted by the Horadric Cube. I've made some tweaks from the initial ruleset to 'encourage' recipe diversity, simplify the rules by removing needless scoring, give incentives or penalties to encourage less used mercs, and added some bonus rules that allow for item flexibility at the expense of stat and skill point allocation.

I think another issue of the first tournament was low rune drop rates making crafting problematic, thus I allowed for unlimited rerunning, which can greatly slow down optimizers. As such, I've made this tourney single pass except for a few targets in each act that can be run 10 times per difficulty.

Anyway, full ruleset is below (yes its kind of huge). Let me know if you have any suggestions.

TIA!



General Rules (modified from jiansonz):
• Characters should be HC (although you may go SC, but a SC death disqualifies the character from further participation).
• You may enter and re-enter as many times as you wish.
• Players can use versions from 1.10+.
• Any forum approved mods are allowed.
• Players can use any character class, any build, and assign stat- and skill points as desired. See STAT and Skill Tree specific rules for possible bonuses
• Re-specing is NOT allowed.
• Any /players setting is allowed, and may be changed at will, but resetting to loot chests and poppables is frowned upon.
• Any merc may be used, but see merc specific rules for bonuses/penalties.
• Single pass only except for noted exceptions below. When you start a new game and are on the move towards the next area you haven’t played, it’s OK to Save and Exit if you get in trouble during the “transport”. Otherwise, only S&E in town or when you are sure no monsters are around.
• Once per act you may run a designated area up to 10 times. Aborted attempts count as runs:
-Act I, The Forgotten Tower
-Act II, Canyon of the Magi
-Act III, Lower Kurast
-Act IV, The River of Flame
-Act V, Any combination of Abaddon, Pit of Acheron or Infernal Pit
• You may return to previous acts and difficulties, only to interact with NPCs to shop or complete quests. If you need to retrieve Wirt’s Leg to open the portal to the Cow Level, avoid excessive killing and any loot found is not considered part of tournament play.
• ATMA, Gomule are highly encouraged and keeping separate ‘clean’ and ‘dirty’ stashes is recommended. Hotmuling is fine and will likely make logistics easier.
• Quests may be completed whenever you wish (ex. you may use the Normal socket reward in NM). However, once you move forward to a new act, you may not return to a previous to kill any foes.
• If you forget where an item came from, do your best to figure it out via ilvl etc. Don't sweat it if you aren't 100% sure of its origins.

Equipment Rules:
The basic idea is that everything that interacts with your player must be generated in the Horadric Cube. I would recommend not identifying ‘dirty’ items so that it is obvious which ones your character may use, and just inspecting them in a muling program if you are afraid of transmuting something amazing. Keeping at least two stashes (one for dirty, one for clean) is highly recommended. You may consider keeping separate clean stashes for each of the recipe families so that you know an items origin.

Inventory
Any equipable item must first be ‘cleansed’ in the Horadric Cube before it can be used by your character. Additionally each item slot must use a unique Recipe Family (listed below). Item slots on your character are helmet, armor, belt, gloves, boots, amulet, ring 1, ring 2, weapon 1, shield 1, weapon 2, shield 2, merc helm, merc armor, merc weapon, merc shield (if A3), and charms. Again, unless granted through special rules, all of these slots must use a UNIQUE RECIPE.

Recipe Specialization
On character creation, you may chose ONE recipe family for your character to specialize in. That recipe can be used as many times as you wish in your equipment slots.

Multiply Transmuted Items
If you transmute an item more than once (ie use 6 Perfect Skulls to roll an ethereal Crystal Sword, than upgrade it twice into a Phase Blade), you can count that item towards whichever of the recipe families applied you wish.

Merc
Treat the merc’s inventory as part of your own. Your merc may NOT use recipes that you have used, and should follow the same ruleset as to not repeating recipe fam ilies. Your special exceptions or rules gained by STAT, skill and merc properties DO apply to the merc’s items.

Charms
Charms must be ‘cleansed’ using the 3 Perfect Gem rerolling recipe.

Sets
Set items can only be achieved by making them Quest Rewards via the Anya personilzation quest. For this reason, you may repeat the recipe on items of the SAME set.

Socketables
Socketables must also be ‘cleansed’ before being used in equipable items. Aside from creating them through the Horadric Cube, Gems derived from Gem Shrines, Gems and Runes from destroying Mephisto’s Soul Stone, and Ral Ort Tal from rescuing the Barbarians in Act V can be considered clean.

Consumables
Although it goes against thematic sense, gameplay would be too tedious with complete limits on consumables. As such the following items have no restrictions: Keys, scrolls, tomes, arrows and bolts. They can be found in the field or purchased from vendors.

Throwing Potions
You cannot craft throwing potions, so these may not be used.

Drinkable Potions
To simplify gameplay you may use HEALING and MANA potions found in the field or purchased from vendors. You may also use stamina, antidote or thawing potions if available from vendors. You may only use REJUVINATION potions that you have crafted in the Horadric Cube.
Code:
3 Health Potions + 3 Mana Potions + 1 Chipped Gem = 1 Rejuvenation Potion
Use this formula if you are in need of instant healing and/or mana. Any grade of Health/Mana Potion can be used. You can also use chipped skulls.

3 Health Potions + 3 Mana Potions + 1 Gem (normal) = 1 Full Rejuvenation Potion
Use this formula if you are in need of instant full healing and/or mana. Any grade of Health/Mana Potion can be used. You can also use skulls in the place of Gems.


3 Small Rejuvenation Potions = 1 Full Rejuvenation Potion
Quest Items
Quest items (ie Horadric Malus) may be equipped at any time and have no bearing on item restrictions.

Twinking
You may load a Horadric Cube onto your character at the start of play. If you do not wish to twink on a Horadric Cube prior to finding it yourself, you can simulate its recipes wherever possible by throwing away ingredients and purchasing or finding resultant equipment.

Starting Gear
You may use your starting items.



Recipe Families:

Low Quality > Normal*
Code:
1 Eld Rune + 1 Chipped Gem + Low Quality Weapon = Normal Quality Weapon of same type
ilvl = 1. That is, regardless of what the ilvl was beforehand, it will be set to 1.

1 El Rune + 1 Chipped Gem + Low Quality Armor = Normal Quality Armor of same type ilvl = 1. That is, regardless of what the ilvl was beforehand, it will be set to 1.
*This is the only recipe that may be repeated without special rules, unless the item in question is transmuted a second time with a different recipe. In this case it can still count towards the Low Quality > Normal recipe but it can be the only such item, or it can count towards the secondary recipe.

Javelin or Throwing Axe
Code:
1 Spear + 1 Quiver of Arrows = 1 Stack of Javelins
Mainly for Amazons that are in need of Javelins to use with skills. Any class/type of Spear can be used.

1 Axe + 1 Dagger = Throwing Axe
Any class/type of Axe can be used (i.e. magic/socketed/non magical axe/etc). Random quantity of throwing axes produced.
Sword of the Leech
Code:
4 Health Potions (of any type) + Ruby (any type) + Magical Sword = A Magic Sword of the Leech
You can use this formula to get a Life Stealing sword. ilvl = 30. The sword will always have the "of the Leech" suffix (4-5% Life Stolen Per Hit) and has a chance at getting a prefix as well. The type of sword is retained. For example, a champion sword as input will give a champion sword as output.
Shield of Spikes
Code:
1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) = Magic Shield of Spikes
ilvl=30. The shield will always have the "of Spikes" suffix (Attacker Takes Damage of 4-6) and has a chance at getting a prefix as well. The type of shield is retained, and any type of shield (including paladin shields and necromancer shrunken heads) works as input.
Savage Polearm
Code:
Diamond (any quality) + 1 Staff (any type and quality) + 1 Kris (any quality) + 1 Belt (any type and quality) = Savage Polearm Class Weapon
ivl = 50. The polearm will always have the Savage prefix (66-80% Enhanced Damage) and has a chance at getting a suffix as well. The polearm will be one of the following, selected randomly: Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, War Scythe (put another way, any normal polearm or any exceptional polearm other than Bec-de-Corbin and Grim Scythe).
3 Jewelries > 1 Jewelry
Code:
3 Magic Rings = 1 Random Magic Amulet
Save any unwanted rings for the chance of getting a high quality amulet. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. Since +2 to Skills amulets have a level of 90, it's not possible to create a +2 to skills Amulet with this formula.

3 Magic Amulets = 1 Random Magic Ring
Save any unwanted amulets for the chance of getting a high quality ring. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available.
Prismatic Amulet
Code:
6 Perfect Gems (1 of each type) + 1 Amulet (Magic) = Prismatic Amulet
Use this formula to create an Amulet with Resistance to all. ilvl = 50. The amulet will always have the Prismatic prefix (All Resistances +16-20) and has a chance at getting a suffix as well.
Resistance Rings
Code:
1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion = 1 Jade Ring
Use this formula to create a Poison Resistance Ring. The Jade Ring has a random percentage (21-30%) of Poison Resistance. You may also receive an additional Magic Suffix. ilvl=30.

1 Magic Ring + 1 Perfect Ruby + 1 Exploding Potion = 1 Garnet Ring
Use this formula to create a Fire Resistance Ring. The Garnet Ring has a random percentage (21-30%) of Fire Resistance. You may also receive an additional Magic Suffix. ilvl=30.

1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion = 1 Coral Ring
Use this formula to create a Lightning Resistance Ring. The Coral Ring has a random percentage (21-30%) of Lightning Resistance. You may also receive an additional Magic Suffix. ilvl=30.

1 Magic Ring + 1 Perfect Sapphire + 1 Thawing Potion = 1 Cobalt Ring
Use this formula to create a Cold Resistance Ring. The Cobalt Ring has a random percentage (21-30%) of Cold Resistance. You may also receive an additional Magic Suffix. ilvl=30.
Rare rerolling (and socketing)
Code:
6 Perfect Skulls + 1 Rare Item = 1 Random Low Quality Rare Item of the same type
You can use this formula to get another chance at a Rare Item of the same type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This formula will not work on items larger than 3x2.

1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type
This formula has the possibility of creating a higher quality Rare Item than the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the input item's ilvl (also rounded down).

3 Perfect Skulls + 1 Rare Item + Stone of Jordan = Add 1 Socket To a Rare Item
Rare Items can only have one socket. You cannot add sockets to items that don't normally have sockets. You can not use this on a Rare with one socket. You can only add one socket to a zero socket Rare Item.
Magic Item Rerolling
Code:
3 Perfect Gems (of any type) + 1 Magic Item = 1 New Random Magic Item of the Same Type
You can use this formula to get another chance at a Magic Item of the same type. The ilvl = ilvl. This means to use 100% of the ilvl of the input item. It's important to note the difference between "the ilvl is set to a fixed number" like what happens in some recipes and "the ilvl of the output is exactly the same as the ilvl of the input" as is the case here. So if you're cubing for +skills Grand Charms, for example, you want to use Charms starting from late Nightmare, not ones that dropped in the Normal Blood Moor. You can use this formula (with an Amulet) to create a +2 Skills Amulet. And you cannot Gamble one before Character Level 84. Be warned however, that the chances of getting that on an Amulet might be very low (considering everything is available) and it might take a lot of tries. Rare Items cannot be used with this formula to create new Rare Items. You can also use this on Charms and Jewels.
Socketed Magic Weapon
Code:
3 Standard Gems (normal) and 1 Socketed Weapon (Any Type) = 1 Socketed Magic Weapon (of same type)
This takes a socketed weapon and makes it a magic socketed weapon with a random number of sockets. This allows you to get new magic bonuses on an otherwise non magical weapon. The original weapon properties will be removed (rerolled) when the new weapon is created. ilvl = 30. It gets 1-2 sockets.

3 Chipped Gems + 1 Magic Weapon = Socketed Magic Weapon
This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=25 magic weapon with 1-2 sockets.

3 Flawless Gems + 1 Magic Weapon = Socketed Magic Weapon
This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=30 magic weapon with 1-2 sockets.
Socketed Armor/Weapon
Code:
Larzuk Quest on White Item

1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. The chance to get X sockets in most armor is 1/4 (I.E: Mage plate has a max of 3 sockets, so it has a 2/4 [1/2] chance to get 3 sockets). The base of 6 was used in the ratios for all the above mentioned areas.

1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon = Socketed Weapon of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-6 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.

1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm = Socketed Helm of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-3 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 2/3 chance of getting 2 sockets and a 1/3 chance of getting 1 socket.

1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield = Socketed Shield of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 3/4 chance of getting 2 sockets and a 1/4 chance of getting 1 socket.
Unique Upgrade
Code:
1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon = Exceptional Version of Weapon
This formula changes the base item type from the normal to exceptional version. For example an Axe is turned into a Cleaver. This does NOT convert the item to the Exceptional Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain.

1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor = Exceptional Version of Armor
This formula changes the base item type from the normal to exceptional version. For example Quilted Armor is turned into Ghost Armor. This does NOT convert the item to the Exceptional Unique version of the Unique Item. So you cannot for example use this formula to transform Greyforminto The Spirit Shroud. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.

1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon (Single Player, Ladder Only)
This formula changes the base item type from the exceptional to elite version. For example a Cleaver is turned into a Small Crescent. This does NOT convert the item to the Elite Unique version of the Exceptional Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain.

1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor (Single Player, Ladder Only)
This formula changes the base item type from the exceptional to elite version. For example Ghost Armor is turned into a Dusk Shroud. This does NOT convert the item to the Elite Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.
Rare Upgrade
Code:
1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon = Exceptional Rare Weapon
The item type is upgraded.

1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor
The item type is upgraded.

1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon = Elite Rare Weapon
The item type is upgraded.

1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor
The item type is upgraded.
Blood Crafts
Code:
http://classic.battle.net/diablo2exp/items/crafted/blood.shtml
Caster Crafts
Code:
http://classic.battle.net/diablo2exp/items/crafted/caster.shtml
Hit Power Crafts
Code:
http://classic.battle.net/diablo2exp/items/crafted/hitpower.shtml
Safety Crafts
Code:
http://classic.battle.net/diablo2exp/items/crafted/safety.shtml
Quest Rewards
In each difficulty, you may add an item from a different Quest Reward.
Code:
Akara Ring
Charsi Imbue
Ormus Ring
Anya Rescue
Anya Personalization

OPTIONAL STAT POINT BONUSES:
Choosing special stat point bonuses must be done at character creation.

Strengthened Immunity
If your character dedicates ALL stat points to Strength from leveling up, any transmuted item that adds Strength to your character can be used without counting towards its recipe family.

Dance with Death
If your character dedicates ALL stat points to Dexterity from leveling up, any transmuted item that adds Dexterity to your character can be used without counting towards its recipe family.

Endless Vigor
If your character dedicates ALL stat points to Vitality from leveling up, any transmuted item that adds Vitality to your character can be used without counting towards its recipe family.

Learned Tolerance
For every STAT point that your character dedicates to Energy at each level up, you may have a repeated recipe. For example, if I spend TWO points into Energy every time I gain a level, I can have 3 items that are all Upgraded Uniques, or I can have 2 items that are Caster Crafts and 2 items that are Magic Item rerolls.


OPTIONAL SKILL TREE BONUSES:
Choosing skill tree bonuses must be done at the time of character creation.

Focused Efforts
If your character places no points into ONE skill tree, it may repeat a recipe family once. Skills granted from items in this tree MAY be used.

Meticulous Training
If your character places points into only a single skill tree, it may repeat one recipe family as many times as it wishes. Skills granted from items in the ignored trees MAY be used.
 
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Kitteh

Diabloii.Net Site Pal
Interesting :D I don't have time to add another project to my current ongoings, but I would like to have a bash in the future!
 

Pb_pal

Diabloii.Net Member
This looks incredible. Don't know that I have the time to play single-pass anymore, but I will probably try and give this a go. Really interested to see people try this.
 

Grisu

Diabloii.Net Member
This looks quite complicated, even for someone like me who does like complicated tournaments...:rolleyes:

Some things that I wanted to address:

1. Why the rule about the potions potency (you may only use those of equal or lower potency to those you can buy in the current act)? It doesn't strike me as related to the cube theme.

2. Wouldn't it be ok to cube all the Rejuvs into Full Rejuvs and use those?

3. Why the restrictions on charms? As long as they are rerolled with the cube formula, aren't they free to go? Making charms an item slot part of the "one recipe" only is really quite restricting, me thinks :)

4. It also looks tedious and requires a lot of bookepping to kepp track of which item you rolled with which recipe if you only are allowed to use one item per recipe. That is you'd either have to do an excel sheet or seperate stashes for each recipe...

5. I don't think not identifying "unclean" items is going to work - first because it doesn't work for normal, socketed and low quality items as well as most socketables, second because i do want to know the stats of the rare item before I upgrade it with the formula

6. What do you mean with this?
Low Quality > Normal*

*This is the only recipe that may be repeated without special rules
So we may equip items generated with this forumla in more than one slot?

7. Quest rewads: So we only may use one of the quest rewards in the section because they belong to one family? So either personalization OR Akara OR ... etc.?
Quest Rewards

Akara Ring
Charsi Imbue
Ormus Ring
Anya Rescue
Anya Personalization* May only be used on a 1x1 sized item
8. Can I socket an item with the cube recipe, then insert runes which I cubed up to generate a runeword item? If yes, can I use a 2nd Runeword item by creating a normal quality item from a low quality item, then use Larzuk's socket quest on it and then insert runes I cubed up from lower runes?

9. We are allowed to sell items we find, even if they're not cleansed, right?

Well, that's it for now :) Sounds like fun, but like I said: A lot of bookeeping. It also reminds me of the cubist tournament I started some years back (which didn't draw too much attention/participation though :oops:;)) and I always wanted to do a character with cubed items only. Forgot you had the idea back in 2007 already though - must have missed that...
 
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zoo

Diabloii.Net Member
Interesting concept, but I can't help to feel overwhelmed by all the specific tournament rules. Maybe there are ways to streamline it a bit and still keep well within the theme?

Don't get me wrong though, I'm all for a good D2 challenge.
 

Brak

Diabloii.Net Member
Interesting concept, but I can't help to feel overwhelmed by all the specific tournament rules. Maybe there are ways to streamline it a bit and still keep well within the theme?

Don't get me wrong though, I'm all for a good D2 challenge.
Yeah, perhaps I can remove the Merc Specific rules to simplify things

The Stat and skill point rules are completely optional, so you'd then only be down to a simple "don't repeat the same recipe" rule, which I don't think is too complicated
 

Brak

Diabloii.Net Member
@Grisu, thanks for the thorough readthrough!

1. Why the rule about the potions potency (you may only use those of equal or lower potency to those you can buy in the current act)? It doesn't strike me as related to the cube theme.
This is a compromise from the first iteration of rules which had only vendor bought or cubed potions being usable. I think I'll just scrap it for simplicities sake.

2. Wouldn't it be ok to cube all the Rejuvs into Full Rejuvs and use those?
Yes any of the 3 rejuv recipes would be fine. It's in the rules somewhere

3. Why the restrictions on charms? As long as they are rerolled with the cube formula, aren't they free to go? Making charms an item slot part of the "one recipe" only is really quite restricting, me thinks :)
I thought it might be too easy if I just give everyone charms. But thinking about it more, limiting charms also limits the choices players have to make in regards to resource allocation. Since the charm recipe already takes up a decent amount of cubing capital that could be put to other uses, I think it would be more rich of a decision space if they were opened up. A secondary reason for the charm limitations was to add some of the merc rules and Stat point incentives, but if I remove the merc bonuses, then a lot of this goes away.

4. It also looks tedious and requires a lot of bookepping to kepp track of which item you rolled with which recipe if you only are allowed to use one item per recipe. That is you'd either have to do an excel sheet or seperate stashes for each recipe...
This is one thing I'm worried about, but I think if I just use a "don't fret it if you aren't 100% sure where an item came from" it should be ok. I dont want to turn this into a inventory spreadsheet tournament. I'd really like a diversity of recipes because otherwise there is just too much temptation to roll sockets and runeword everything.

5. I don't think not identifying "unclean" items is going to work - first because it doesn't work for normal, socketed and low quality items as well as most socketables, second because i do want to know the stats of the rare item before I upgrade it with the formula
The not identifying things is just a suggestion. You definitely want two stashes for this tournament, a clean one and a dirty one. But when I ran the first one, it was easiest to hotmule item bases off into the dirty stash. If you were going to accidentally write over some godly magic or rare, you would notice it. You rarely have all the crafting materials on your character when you are ready to make gear.

6. What do you mean with this?
"Low Quality > Normal*

*This is the only recipe that may be repeated without special rules"
So we may equip items generated with this forumla in more than one slot?
Yes the intent here is that it can be used when first starting up. In regards to your later point, I should clarify that said item cannot be counted as a multiple of this recipe if it is further manipulated.

7. Quest rewads: So we only may use one of the quest rewards in the section because they belong to one family? So either personalization OR Akara OR ... etc.?
Yes one TOTAL quest reward item can be used at any given time. They are all considered 'clean' on delivery though and do not have to be cubed.

8. Can I socket an item with the cube recipe, then insert runes which I cubed up to generate a runeword item? If yes, can I use a 2nd Runeword item by creating a normal quality item from a low quality item, then use Larzuk's socket quest on it and then insert runes I cubed up from lower runes?
This is exactly the kind of thinking I was hoping to stimulate with the ruleset. Yes you can make multiple runewords this way. I should add a section about multiply transmuted items. They can be counted towards whichever ONE recipe you wish them to. So the first can be used as a socketed item, and the second can be counted as a low quality > normal quality item.

9. We are allowed to sell items we find, even if they're not cleansed, right?
yeah you can sell whatever you want, but money isn't all that important since you can't use what you gamble except jewelry using the Anya reward(unless gambled items are sold with damage)
 
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Brak

Diabloii.Net Member
Thanks for the feedback everyone.

From the recommendations, I've simplified the ruleset where possible and clarified points that were less clear. Changes include:
-Added recipe specialization, which allows a character to choose a recipe at creation that it may repeat at will
-Removed the merc specific rules
-Removed potion restrictions aside from Rejuvs
-Removed the repair recipe family
-Extended the Quest reward items to once per difficulty
-Removed restrictions on the number of charms available

Does this seem more manageable, or is it just too much given the need to track so many recipes along with dirty/clean? In the end just opening it up to "wear whatever transmuted item you want" could still be interesting enough.
 
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