First, I did a couple of gold runs with Gluttony to fill up the coffers (and her personal stash and carried gold) before moving on to the Druid.
Started work on outfitting my Druid. He is going through the Stash and choosing what to equip. With the Major Poster of Catherine Zeta-Jones, he has 7500-15000 damage (7500 magic, 7500 physical) without even wielding a weapon. He swings as slowly with his fists as he does with any low-level weapon he can wield, so I think that he won't use a weapon at all for a while.
He tried putting a bunch of +dex and +AR charms in his inventory, as well as a +30% AR Tall Charm, but it did very little. His chance to hit Skeletons rose from 18% to 19%. How utterly worthless! It's almost all about difference in levels unless you can find a way to add huge amounts of AR.
All of those piddly little charms that I saved with AR on them have no meaning. The fact that he doesn't need a weapon – much less a weapon with high strength and dexterity – gives the +str and +dex charms that I so carefully preserved no meaning, either. Not to mention all of the scrolls for those same stats. Oh well! Not that I ever planned to have a Major Poster, by the way. Roll with it, right?
Interesting fact: the Druid gets +4 AR per point in Dexterity. He also appears to get +1 Defense per 4 points in Dexterity.
Started him with a 20% blocking small shield and no other equipment, though his inventory was almost completely full (3 open inventory slots and no keys, ID scrolls or TP scrolls). He had a Luigi poster with 747 life, a Pink Panther poster with 477 life (it had charges of level 6 Blood Golem on it, which is why I gave it to him and didn't reroll it for higher life; it turns out that he didn't need the life, and he never used the Blood Golem, thankfully), and a quad charm with +22% max life, giving him around 1600 life. He was not fearful with this piddling amount of life, even at p127, because his Major Poster gave him 127 Magic Absorb, Damage Reduced by 1500, and 15,000 Defense. Nothing was touching him until Fallen and Carver Shaman with their fireballs. I guess for a hot minute that I was confusedly thinking that Magic Absorb would mitigate the fireball damage, but of course that is not the case. That -93 fire resistance really hurts! The -100 poison resistance is going to be brutal in Stony Field.
If he could connect his fist with his foe's face or body, it was lights out – OHK, and then some. It took four or five levels for his chance to hit percentage to rise to 95%, but even in the first few levels, it was lightning quick. He dinged 16 in just a few minutes, then headed back to town to lose some of the AR charms and see if he could cram a few ChoMs in there in their places. Oh yes, I forgot to include the fact that Gluttony made enough ChoMs for each character to have 8 of them.
He never did end up using any of the ChoMs made for him. He found instead several charms with various combinations of life, strength and dexterity on them. Among those were three unique Grand Charms – Smyrk's Joy and 2 x Legacy of Fred Smith. With those, he was able to equip a few unique items that caught his eye. First was Ryndol's Rejection, a Druid pelt for his head which gave him +3 Druid skills and 0.75 life/level. Then Twitchthroe, a torso armor giving him 30% IAS and +15 strength and dexterity. It also gave him 30% better Block Rate, which maxed his blocking (for the time being) at 75%. Snakecord he chose for the 75% poison duration reduction and the 30% to poison resistance. Hand of Broc gloves give him 5% life and mana leeching, as well as another 20% poison resistance. Frodo's Fine kris caught his eye for the 49% IAS, 30% enhanced damage, and 94% bonus to AR. The 50-600 lightning damage on it is not too shabby, either, but is a drop in the bucket – his damage output is 8.4k to 34.7k. The last item he chose were his Hotspur boots for the 55% fire resistance.
He put a single skill point into Werewolf, bringing the skill level up to 13. It only lasts for 160 seconds at that level, but it does increase his life from 1870 to 3k.
15 minutes later, he was level 27 after defeating Blood Raven. He hurried back to Blood Moor and dived into the Den of Evil to do the quest he'd first been assigned before Akara gave him what for! He emerged an hour later having attained level 36. I don't remember a single time that he appeared to have taken damage. The time-consuming part was chasing down the 450 Fallen that were running around like little kids at an ice cream party.
Back to town to assess himself. He could socket his basic life jewel if he wanted to at this point, but he decided to hold off on that, just to see how he did further into Act I. He did, however, equip his belt with its minimal +life/level (so far) and its whopping +127 skills. That brought his life up to 3360. With a point into Lycanthropy, his Werewolf form would now last 47 minutes and 40 seconds and bring his life up to 24k. Good stuff!
Got the wolves at 40, which were immediately quite impressive. Rescued Cain at level 42. Countess done at level 49. At this skill level (140), in this Act, those Spirit Wolves are tearing things up almost as fast as Envy can find new targets!
When he entered the Barracks to search out the Malus for Charsi, I finally conceded that the -16 total Light Radius from the two Legacy of Fred Smith unique Grand Charms was too much. Trying to target anything in total blackness is not the least frustrating thing I've ever done. He has gained quite a few levels – and thus quite a few stat points – since equipping it, so the strength and dexterity had already been replaced. It was not an insurmountable loss, in other words.
At 57 he returned to town and decided it was time to make a decision on which of the TC amulets he wanted. Should he take one of the two with low enough to wear now? Or should he wait another 15 levels to wear one with a few more +Druid skills? He decided that he wanted instant gratification, so he chose a level 52 amulet with +5 Druid skills, 4.3k life, 255 resists, and 46 replenish life. This brought him up to 9.6k life as a human and 76k life in Werewolf form.
It turns out that the +5 skills broke the wolves! Immediately. They didn't wait to be re-summoned, they simply stopped doing appreciable damage. When I lifted his +3 Druid skills Lime Plecibo (unique narrow charm) out of his inventory, they would instantly start doing their mega damage again – right in the middle of fighting. Just to set this in stone: Act I, Normal Difficulty, p127, Spirit Wolves break somewhere in the range of skill level 143 to skill level 145.
Belay that... I don't have any idea what sort of monkey business was occurring there, but they are broken beyond that bit of trickery. I could not get them to work as they had been working after trying 12 different approaches through half a dozen new games. I finally settled for summoning them without the +127 skills belt, then putting it back on afterwards. NOPE! Can't put it back on, or they don't do any damage. With it off, their damage is maybe 25% of what it was right before they broke, but at least they do a little bit of something. Druid summons are the biggest pile of horses**t this side of Wyoming.
Just to throw it out there... the oddest thing about this is that regardless of the actual damage they are or are not doing, they are not landing hits very often at all. So even when they are doing damage now, it looks almost like what happens when any of my Barbarian characters try to kill Diablo. Whiff, whiff, whiff x 15, then a hit for damage, then more whiffs, etc.
At level 75, he removed the +20 dexterity charm and the other Legacy of Fred Smith, losing 56 total strength and 34 total dexterity.
Immediately after I typed the above, I went back in-game, put the belt back on to re-cast WW form, and just left it on. I summoned the other 6 wolves that were missing, and now they are tearing the place up again. Skill level is 145, setting is p127. Level 4 Catacombs.
Moved on to Act II at level 78, directly after Envy killed Andariel. The wolves are broken again. This is so much fun!!
After he attained level 80, he switched over to Dire Wolves, and they are an improvement over the oft broken Spirit Wolves, but not terribly great.
Around level 103, I finally had him change out his armor items for the Zy-El Artifacts that had been waiting for him. Those brought his skills up to 169 and, miracle of miracles, the Dire Wolves kicked into high gear! A highER gear, at least. They are definitely contributing to the slaughter.
At 110, Envy finally attained the most anticipated of his skills – Fury. It's not super-fast because his weapon is not ideal, but it is far, far better than the normal swing by swing he's suffered through for the first 109 levels. It is fast, mind you, just not nearly as fast as it will be when he starts using a Thresher with on-weapon IAS. The jewel with IAS has not been fashioned, so he'll have to do it himself... what better time than the present!?
Done – I Megaloaded 600% IAS onto a jewel and socketed it into his Thresher. He also equipped his life jewel, giving him 5.3M life and 55k mana while in WW form. His WW form lasts for over 57 minutes, so every time he leaves town I set a timer for 50 minutes and then address the situation when it goes off. This seems rather dangerous, because if he changes form near any monsters, he'll probably die...
He removed the Major poster he had, replacing it with two Manny posters with 1700 physical damage between them, putting his physical max damage at around 75k and min damage around 600. Quite the spread. I hate that, but to remedy the situation would require way too much work.
He has not added the damage jewel to his inventory yet. I want to see how well he fares without it first. He did, however, add his OW/DS/CB jewel to his Zy-El's Marker Artifact.
After all of these upgrades, back down into the Temple of the Viper he goes. And discovers that his damage setup is completely broken!! The IAS is too much, it seems. I can hear the stutter of high speed attacks happening, but there is no animation, and there is no contact taking place between him and his foes. Drat! I took a moment to think about what my options might be, as this was the linchpin of his entire setup. I can't take IAS off of a jewel once it is on there – there are no reduction recipes for IAS. And as I've outlined previously, there are precious few ways to get IAS onto a weapon that doesn't come with it.
Back to town he goes. He pulls one of the many “any wpn to magic wpn” Common scrolls out of storage and re-rolls the blasted Thresher to get rid of the problem. Then he puts six sockets into it again (the CSC only gave it four sockets), pulls six Shael runes out of storage, and leaves town. Out in the wilds again, he starts using Fury with his empty Thresher, just to see what the baseline is. Then he adds a Shael and attacks some more. Two more Shaels and things are getting interesting. One more and he looks faster than the Paladin using Zeal. I hold my breath as the last two are socketed into the Thresher, filling it up to capacity and giving it 120% IAS. He is a blur when attacking normally, and something akin to a Whirlwind when using Fury! Wow, that's incredible!! I guess the old fashioned solution was the correct one – just fill the weapon up with Shael runes, vanilla style.
Continuing on, he finished the Act soon after that adventure, around the level 130-140 mark. He found the Spider Cavern and the Waypoints in Great Marsh, Flayer Jungle, and Spider Forest, but then I had to quit for the day without getting to the Flayer Dungeon or Lower Kurast, so a lot of jungle area will have to be re-explored, sadly.
It didn't take too long to find the Witchdoctor's lair and send him packing. The bigger time hog was figuring out how to keep Envy's physical damage near the cap without going over. His constantly increasing strength and dexterity make that a bit of a challenge, obviously.
The first time it needed to be adjusted, I re-rolled one of his Manny posters to reduce the max damage on it. This method worked the second time as well. The third time, that poster could not go much lower, and re-rolling it to put it into that lower 8% of its range seemed like a waste of time. Rather than re-roll his second poster lower, I adopted a different method of regulation.
He now has a quintuplet of small charms in his inventory, each with a damage jewel inserted. One of them has +150 damage, three have +75, and one has +50. These replaced the lower damage Manny poster. The other Manny poster I re-rolled up to +935 max damage. That gave him another 50 or so levels in which he could freely increase his stats. When he reaches the cap again, he will simply remove one or more of the damage jewels and carry on. When they are all removed and he reaches the cap, he can re-roll the poster lower a couple of different times, or replace it with the other Manny poster. At some point he can remove the poster completely, adding in small damage jewels as needed. Eventually he will probably have to start shaving off some of the strength/level on his Requiem, because a maxed Requiem plus Fury's increased damage together are too much even for the 188 base max damage on his Thresher.
He finished off Mephisto around level 215 or 225, somewhere in there. When he ventured forth into Act IV, he almost immediately found that it was populated with a large number of Komodos and Venom Drakes! Huzzah! He killed every one of them onto which he could lay his Thresher and by doing so, he had attained level 271 by the time he reached Diablo's lair.
As for using Werewolf form with a high amount of life, that transition to and from human form is a real kickstart for the heart. I am not nearly as careful a player as one needs to be in order to pull this off, unfortunately. He has not died yet due to my idiocy and inattentiveness, but that's just pure, blind luck, I'm sure... Four different times he has come close enough to death to stare Him in the eyes. One of those happened when the 50 minute timer went off, I made a mental note to “open a portal back to town once these Drakes are all dead,” then promptly forgot about it. Sure enough, seven minutes later WW dropped. There were two Drakes nearby, flitting to and fro in their eclectic and random manner, and Lady Luck gave Envy time for his handler to quaff a Full Rejuvenation potion before either of them swooped in to try to land a blow. The other three times were when I accidentally right-clicked out of WW when I meant instead to summon more Dire Wolves. :eyeroll: I'm trying desperately to develop the habit of changing the right click skill to something other than WW after I use it, but so far that habit has not been firmly established.
Finished Diablo off at level 277. Finished Baal at level 350. Envy has 5.72M life now when in WW form. Not that that is terribly interesting...
Another near miss with miscasting WW. This time, there were several Blood Witches around him. Somehow, they managed to miss him as I fumbled around in his belt for a potion. Not good!
I'm going to see how far into Nightmare difficulty he can get before I give in and socket his elemental damage jewel. He did the entirety of Normal using p127 – from the very first Skeleton all the way through Baal – and I plan on keeping it at that setting throughout NM.
Finished Act I NM at level 356. Ran by a lot of monsters on the way to Andariel, but did stop to kill most of the Monoliths, Black Rogues, and a few other choice, tasty bits of experience giving baddies. As you can see, that was mostly a waste of time, as there just isn't that much experience to be had in this Act when the character is already level 350.
Finished Act II at level 365. The experience wasn't bad, but he blitzed through most of it, only killing the few things that just wouldn't move out of the way.
Finished Act III at level 375. Those dolls get everywhere! In your hair, in your shoes, under your fingernails, in all the creases in your armor... They're terrible!
He somehow managed to completely bypass the Great Marsh, which means that he failed to acquire that Waypoint. This tournament does not require the gathering of every Waypoint, however, so I'm not going to lose any sleep over it.
Finished Act IV at level 477. Took the time to kill all of the Drakes in the River of Flame again – sooooo many of them!
Finished Act V at level 497.
In Hell Difficulty, he is already starting to see some physical immune monsters – at least some of the named ones. I think he is going to have to employ his damage jewel before he reaches the Monastery. That will increase his speed tremendously when he has to kill things to progress – such as when he is navigating the tight hallways of the Catacombs.
Sure enough, he started using his damage jewel before entering the Black Tower. It still takes some work to kill groups of monsters, but it is certainly easier!
Finished Act I at level 505. Once the damage jewel was activated, everything was rainbows and chipmunks. Or whatever the saying is. Oh yes, and Envy finally broke 6M life in Werewolf form.
Finished Act II at level 566. Something I don't remember noticing before is that Blunderbores, or Maulers, or whatever their names are (the big red, green, or black muscle-bound hulks wielding huge clubs) give over 20% of a level per kill in this Difficulty, even in the 500s! There aren't all that many of them, usually, but they are worth pausing to take out, that's for sure. Even a low percentage of them in a place as gargantuan as the True Tomb of Tal Rasha comes out to a nice handful of levels.
I have not used Teleport that much with Envy, so far, but when he arrived in the jungles of Kurast, I started using it rather liberally. Those dolls are just not worth the effort unless you are wholly focused on eradicating them for some reason. Which reason I have not! Especially in the Flayer Jungle and the Flayer Dungeon... wow are they prolific in those areas.
I did take a moment to kill the Witchdoctor and his Shaman cronies, though. When in Shaman form, they give better than a level each of experience (I think it was more than a level, but it might have been a little less?). The other Shaman – the ones in the rest of the areas of Act II – don't have that characteristic. Just the ones in the company of the Witchdoctor.
More Maulers and dozens of Wyverns helped give Envy over 90 levels. He finished Act III at level 657.
Found the final Waypoint, the one just before the Sanctuary, but he went back and killed more Venom Drakes – those things are still worth nearly half a level each! Without an Experience Flag! There were too many Slimeballs tossing around Amplify Damage to allow carrying an Experience Flag for more than a few seconds at a time. Made level 862 before I finally called it. Tomorrow he will take out Diablo and finish Act IV.
As I was fiddling around with Envy's damage jewels, putting together a plan for the day of how to keep him near max physical damage without going over, I noticed that his resistances are all in the negatives, from around -70 all the way to -110. That's not good! What's worse is that I didn't notice it until he was nearly done with Act IV. :eyeroll: I searched through the warehouse and pulled out a Slice of Cabbage for him. He punched a hole in his TC amulet and put the jewel into that, maxing all his resistances again.
Envy finished off Baal – and Hell difficulty – at level 1038. He avoided killing most things, even using Teleport in a few spots, but when he arrived in the Worldstone Keep, that changed. Death Lords are what changed his mind. They come in packs, they have very little life (compared to Envy's damage output, that is), and they are worth a hefty chunk of experience! A single pack of them can yield as much as 5 or 6 levels. Demon Tricksters are the next highest experience generators, but they have a lot more life, don't come in easily-dispatched packs, and tend to try to teleport away if given half a chance. Still, he killed about 75% of them in the area. Blood Witches and Hell Temptresses are worth very, very little experience, it seems – something that is news to me, as I have been singing their praises for years as being worthwhile to kill. I think that is probably still true if you are an Amazon or a Sorceress, both of whom can kill them in packs where they stand. Also, if the character you are playing is the designated gold farmer, there is no debate – Hell Temptresses consistently drop gold piles far superior to any other high-density, easily killable monsters in the game, and Blood Witches are not far behind them (plus, where there is one type, there is usually the other). Finally, the Death Brigadiers are in the middle of the bunch for experience gains. They are relatively easy to kill, so he killed a lot of those as well. 170 levels is a nice chunk for a single pass through WSK. There is no danger in killing there, either, unlike in WoW or OtO. Not that he is going to farm WSK for levels, mind you – nothing beats gaining 100 to 1300 levels simply by teleporting from group to group of Chimeras, wiping them out, then restarting to find more of them. Though restarting with regenerated maps could get a little tedious...
Another partial clear of WSK all the way to the Throne Room brought him up to level 1102.
After that, he finally set foot in one of the Insanity Areas – Wayside of Woe. The wolves, it turns out, are a great distraction!! Beset upon by Mini Mauls and Darth Smalls? Cast a few wolves at your side and sidle off, leaving both the baddies and the wolves ineffectually poking at one another. Then you can do whatever you want. Have a pack of Champion Chimeras that you don't want to waste 5 minutes killing for a mere 2 or 3 levels per monster? Cast a handful of wolves then move somewhere else, leaving the Champions behind and effectively parked.
When he was done picking off the Chimeras, he had gained 788 levels, putting him at 1890. Delicious. At first, they were giving him 16 and 17 levels per Chimera. After 600 or so levels, that number dropped down into the 13-15 range per. No complaints from me – I'm happy for every single level he gets with so little effort. Well, effort in the present moment. I guess the real effort was farming the gold and clicking together first the Scrolls, then the life and damage jewels.
During the spree, I wondered briefly at how his weapon's durability was holding up. It has 78 durability and it repairs 1 durability every 6 seconds. When I looked, which was just a few kills from the end of his run, it was down to 24 durability. It made me think of video games in which plasma weapons (for instance) need a cool-down period so they don't melt themselves. I could just imagine his Thresher spitting molten metal into the wounds that it's blade edge was inflicting, then finally losing the battle to retain its forged form and flying apart as white-hot, liquid shrapnel into the crowds surrounding Envy.
The second run of Wayside of Woe raked in another 1238 levels, resulting in his attaining level 3128. There were huge packs of Chimeras, and as the wolves moved about and woke them up, more and more and more Chimeras would stream in from all sides. It was amazing. I think that my mouth actually watered at one point. Two thousand levels in two WoW runs. I know that that rate of leveling is unsustainable, but it is still a huge first step towards 10k.
Another WoW map, another annihilation of the Chimeras therein, another 1123 levels, putting him at 4251.
Finally a WoW map with very few Chimeras. Only level 4544 after finishing – a mere 293 levels. The Chimeras are giving 11 to 13 levels each now, just for the sake of information.
The next clear brought him up to 5292 (748 levels). This is also the clear that finally pushed his dexterity too high, in that his Attack Rating for Fury is now in the negatives. I say that it was his dexterity going too high because of his Requiem, but it was actually a combination of the Requiem's +4/level dexterity and his Shard of Aggression's 4%/level Bonus to AR. I will first remove the Shard of Aggression from his inventory and see if that fixes the problem. If not, I'll have to start shaving increments of 1/8th from his dexterity/level. The Shard is already socketed, so it can't be reduced.
That worked – sort of. He could certainly hit Chimeras again. Well, he could hit everything again, so it worked perfectly. However, two other things changed. I can't say that those two things are a result of removing the Shard of Aggression – it makes no sense to do so, in fact. I can only say that the events are correlated. But they are also correlated to the fact that Envy broke level 5k, and neither correlation is particularly strong.
First, the wolves are broken. Dire Wolves have been broken since Envy's skill levels were set days and days ago. Spirit Wolves have not been worth anything in the damage department, but they have certainly been useful as decoys. Until now. Now they are paper dolls. He has 100% Faster Cast Rate (not a whole lot, but he can summon 24 wolves in 10 seconds), but he cannot summon wolves fast enough to get ahead of how fast they are destroyed. This will not prevent Envy from reaching level 10,000, but it is highly annoying.
Second, the way that the life bars of the monsters depletes has changed. Since he gained his first small amounts of Crushing Blow, the life bars would reflect the work of CB until they slivered, then the remaining life of the monster would be taken by subsequent blows from his weapon, but the tiny amount of red remaining in the life bar was too small to see how much was being taken per hit. Now, CB is not reflected at all. Every blow that does damage takes a small, noticeable chunk out of the life bar, and the bar as a whole depletes steadily until the monster is dead. This is not something to complain about, but it is certainly worth noting. I expect that it is temporary to that particular game (because it has happened to me before, and it never lasted long), but I guess I'll see in a minute whether or not that is actually true.
Oh yes – he gained a mere 36 levels, putting him at 5328. There was a definite dearth of Chimeras in that instance of WoW.
363 levels the next time around. He's level 5691 now. All of the aforementioned problems disappeared during this run – everything back to normal.
6138. Still 11 or 12 levels per Chimera. 6940. 7087. 8120. 8460.
The next run was the first of the “glitched Chimeras” runs. All of the packs in WoW had a unique leader, and all of the normal Chimeras in each pack – except for the one that Envy was damaging – fell down and died spontaneously, like they'd all drunk the Cult Kool-Aid. He made 42 levels (giving him 8502 total levels), then went to do a run in OtO. Maybe it's just another temporary thing.
Similar situation in OtO, except that there were plenty of packs that did not have unique bosses. He made 540 levels, bringing him up to level 9042.
The problem still exists, but there was only one pack with a unique leader. Down to 8 or 9 levels per Chimera. 9260. Very few in this instance; only made it to level 9438. Down to 7 levels per Chimera. 9758.
The final run started out with Chimeras yielding a little less than 7 levels per kill. This slowly dropped down to 6, then more quickly to 5, then less than a dozen kills brought it down through 4 and 3 to 2 levels per kill. It was just a handful more to level 10,000, with four or five Chimeras left in the area when Envy had dinged for the last time.
If I'm counting correctly, it took him 18 runs of WoW and/or OtO to reach 10k from a starting level of 1102. I hope that is a representative number of runs, because that is not bad at all!
I have to say that the experience I had with the Druid in this tournament was far, far superior to my experience in the Hardcore tournament. He was a joy to play, honestly. His Fury skill is so bloody fast that there's little not to like!
Envy was the very first character with whom I've played all the way through all three difficulty levels at p127, and he had absolutely no problem with any of it. A few monsters took a little time to kill, but I don't count that as a “difficulty.”
As for the danger of using Werewolf form in order to run a melee Druid, that is a definite problem. There were only one or two other scares beyond the ones that I related early on in his career, but those six, eight, or ten total instances were more than enough to have resulted in a dead Druid if I had been a little less lucky. I did finally develop the habit of changing the right-click skill away from WW after using it, but I also developed the habit of looking directly at the skill button on the bottom of the screen whenever I was about to use it after leaving town. Those two together worked well enough for me, but that still leaves the time before the habits were instantiated. Would I use it again in a tournament? Would I use it for a HC character? Considering that the alternative is a character that I loathe playing with every fiber of my being, I guess the answer would be “yes.” The Druid in this mod (past Normal Difficulty, at the latest) is just so incredibly useless when using non-Fury melee or using Summons or using Elemental skills, that he is just not worth playing. In my opinion; from my perspective. I know that Metropolis Man, years and years and years ago (but still in 4.4c) took his Summoner Druid all the way to 10k, and even cleared all of the Insanity levels at p127. He was only able to do so because of his Rogue mercenary, though. He outfitted her to the gills, and she carried his useless wolves every step of the way. That is my interpretation, anyway. A pure Summoner Druid is not at all viable at p127 in the Insanity levels in NM or Hell Difficulty without a pimped-out Rogue. Anyway, I digress!
Next time I play, it will be Pride the Amazon's turn to shine!
Here's the updated table for the team:
Code: Select all
Name Class Level Deaths ------------------------------------------------------------ Pride Amazon 40 1 Sloth Assassin 31 1 Avarice Necromancer 49 1 Lust Barbarian 375 1 Wrath Paladin 144 1 Gluttony Sorceress 10,000 0 Envy Druid 10,000 0 ------------------------------------------------------------ Deaths: 5 Levels: 20,639 Multiplier: 9.995 Score: 206,287