True Amazon (Amazonian)
by Charis

Class: Amazon
Tag: AMZ

Introduction

The Amazons of the Tristram region seek to bring their traditional skills to the new realms of the East. They maintain the training system, and are trying to understand their new home and its inhabitants.

If you've not seen, or want a quick synopsis, the AMZ is

- Female role playing adventurer with an arduous training regime and set of ranks, leading to Matriarch, Princess and Queen.
- Highly versatile combat lover, training in many weapons not seen in the hands of many rogues or AMA's.
- Proud, frequently proving herself in combat with bosses and champs
- Meant to become less and less restricted over time
- Playable solo and coop, normal and higher difficulties
- A Hybrid ama, although which is the focus is up to the player

Stylistically, in D2 terms, you could say she starts out jack-of-all trades, specializing only after having tried various modes for herself, and after defeating Diablo. While the rules are not as extensive as for D1, I didn't want to further delay their availability while getting perfected.

Story

The destruction of Tristram was devastating to the Amazon nations. Scores of valiant Amazons had defended the city, and had laid waste to the dungeons of Diablo outside the proud city. The High Council met and decided this heinous deed would not go unpunished. They were also amazed at the tales of the East, where sister tribes long ago lost and separated, apparently now thrived. Major changes would be afoot for the Amazon tribes - but an Amazon is nothing if not fast on her feet, and flexible. In the areas surrounding Tristram there were many tribes with different strengths - the Jungle Amazons, Stealth Huntresses, Spellbinders, Sword and Shield experts, Barbarians, Valkyries. In the new lands to the East would be even a greater variety of Sisters.

What follows is sketchy information on just a few of these. There will be more, and more details will follow with further playtesting. But those who wish to follow the Amazon role need not wait...

The Amazon tribes around Tristram were known for the following:

- Pride and honor
- Excellence in multiple forms of combat, including but not limited to the bow
- Desire to defeat evil, overthrow wicked bosses
- Avenge specific bosses whose clans had attacked Amazon tribes
- (Most) Young Amazons have an inherent distrust of the ways of the wizard
- (Most) Young Amazons get along less than ideal with men. Some completely overcome this distrust/hatred, while some have become staunch feminists coop with worthy warriors and wizards who show honor and excellence does a lot to help build trust.
- Excellent hunting skills
- Respect for tradition
- A strict training regime to build body, mind and spirit
- Outstanding tanking ability, able to go unharmed vs Diablo almost unlimited

Amazon Barbarians distrusted all forms of magic spells. Some used limited forms of magic or colored items, others use naught but non-magic gear. Amazon Valkyries were the sole advocates of the spear in Diablo 1. They also had unswerving loyalty to the heavens, and were strongly limited in skills until they were viewed as worthy, by the finding of the Gotterdamerung. Amazon Spellbinders and Elitists did not at all fear magic, but sought to excel in wizardry as well as combat.

The "Eastern Amazons", as the sisters of Diablo 2 are called, are a distinct people. They too call themselves "Amazons", yet most have lost sight of the ancient traditions. There are a few tribes that do remember, and more Amazons coming from Tristram to help retell the tales of the old ways. The Eastern Amazons are extremely agile, like spear and javelin, as well as being true masters of the bow. Valkyrie influence is clearly seen in their skills. To help distinguish the two, the variant Amazons are now called "Amazonians" (AMZ), although some refer to themselves as "True Amazons". The Eastern Amazons are most often called Amazons, and the abbreviation 'AMA' is used. Sometimes they are called "Zons", and the true sign of a lack of Amazonian heritage is referring to oneself as a Spearzon, Bowzon, etc. An Amazonian will scoff at such 'limited' self descriptions. (D1 Amazons are called "Classic Amazons")

Paths
These will be coming later (though True Amazon is already tested), after testing, but the gist is...

- True Amazon - Advocate of tradition - axe, sword and shield, 2H, and bow
- Jungle Amazon - Bow masters, who forsake the training in the spear tree, nevertheless learn to throw some javelins and do master the bow. Their existence in the jungle is based on speed and light armor. No plate other than breast plate or light plate of 'ease' may be used.
- Desert Amazon - Descendants of Valkyrie and Amazon alike, masters of the spear and polearm.
- Mountain Amazons - Javelin lovers. Harpoon ho! They push hard in this tree, using javelin/shield and throwing scores of javelins.
- Barbaric Amazon - Those who eschew juju, cousins to the Barbarian. This one is intended primarily for Normal diff. Major passive focus.
- Amazonian Spellbinder - Amazon tradition in the Sorceress class who takes up all the traditional weapons for a time. Somewhat of a focus on coop, although solo will work

Rules

Suggested rule: in normal diff, assign ONLY the four DOE, Radament, Izual skill points, and leave others undistributed until clvl 30 and the defeat of Diablo. Distribute and catchup through NM/Diablo, then save up at least 20 skill points. Explore the different trees and see what special equipment she finds by herself to decide for herself how to be a versatile killer. Too often a preconceived plan doesn't allow for change in direction (or for blizz nerfings). Alternately, continue pattern in NM and Hell once you enter them, distribute no points except the 4 quest points, until Diablo is slain for that difficulty. (If that's TOO much, spend some points in the passive trees, only 4 to bow/jav)

Suggested rule: The Guardian concept is quite strong in AMZ tradition, passing on skills to the younger Amazon girls. Guardians will want to take a rogue merc and treat her as someone to mentor. Hiding behind a male or letting him do all the killing would be ridiculous to an Amazon. Having an aura 'boy' might be considered acceptable by some (e.g. Holy Freeze, Might, Defiance)

No self-respecting Amazon would accept something too good for her, which would make a mockery of her training. The practice of twinking (accepting powerful gifts from other characters) and towing (cruising through acts/quests at rocket speed in areas you could not even hope to handle on your own) are absolutely foreign to a True Amazon. In particular, normal difficulty for AMZ's has always been a grueling test of skill... skipping through this to NM and Hell where restrictions disappear is anti-variant.

For characters who have proved themselves, to trade or accept items appropriate for their level is not a problem. Likewise, coop play with other characters NOT significantly more powerful than the AMZ is not fine. If at some point you realize that a coop quest/end-boss was more than anticipated and you would not have made it solo, she MUST go back and repeat that activity and earn the progression.

The gift of an imbue may NOT be utilized by an Amazon of rank less than Matriarch. (i.e. save it until she gets the rank and a good item to imbue)

Rune Words

Though most restrictions are based on rank, certain rune words are special to the Amazon.

Rune word bows are highly cherished, and every AMZ must construct one at or before becoming Queen. The stats of three current ones are below.

Melody: 3 Socket Missile Weapons (Shael + Ko + Nef)
+50% Enhanced Damage
300% Damage vs Undead
+3 To Bow and Crossbow Skills (Amazon Only)
+3 To Critical Strike (Amazon Only)
+3 To Dodge (Amazon Only)
+3 To Slow Missiles (Amazon Only)
20% Increased Attack Speed
+10 To Dexterity
Knockback

Consider Grand Matron Bow if made later in career, for an extra +1-3 skills.

Zephyr: 2 Socket Missile Weapons (Ort + Eth)
+33% Enhanced Damage
+66 To Attack Rating
Adds 1-50 Lightning Damage
-25% Target Defense
+25 Defense
25% Faster Run/Walk
25% Increased Attack Speed
7% Chance To Cast Level 1 Twister When Hit

Consider a Blade Bow, IAS gear, and elemental charms or skills.

Silence: 6 Socket Weapon (Dol + Eld + Hel + Ist + Tir + Vex)
175% Damage to Undead Total
Hit Blinds Target
20% Faster Hit Recovery
+2 to All Skill Levels
+200% Enhanced Damage
11% Mana Stolen per Hit Total
All Resistances +75
20% Increased Attack Speed
+2 to Mana After Each Kill
+50 to Attack Rating Against Undead
Hit Causes Monster to Flee 25%
Requirements -20%
30% Better Chance of Getting Magic Items

No less than an elite bow or GMB would do this justice, though it's probably too rare or not worth the runes.

"Venom" is the bow of choice for Nightshadows, and no AMZ would make/wield one!

For spears, Honor, Silence and Strength are the practical choices. Fury is nice but very hard to make, and Malice and Venom are not allowed.

Ranks

1) Explorer
Roam the Blood Moor and Cold Plains. To avoid disrespect to her new sisters, she uses a weapon new to her - the Javelin. The Javelin is used exclusively in this phase, so that she may gain the trust of Kashya, the leader of the Rogue Encampment.

The Mausoleum and Crypt, and all bosses within must be killed, and the phase ends with the defeat of Blood Raven.

All skill points assigned during this phase must go to the javelin tree (you MAY however, choose to save some, rather than assign) - at least one point must be assigned to Jab. The other goal, besides slaying the evil priestess, is to find an axe...

Townfolk may not be used during this phase except as required for quests.

2) Defender
This is a grueling test for True Amazons. It was no piece of cake in D1, and it will not be easy now. Twelve bosses must be slain wielding a 2H axe, including the following: Rakanishu, Treehead Woodfist, and the cursed one in Tristram. (If the only axe found is 1H, that's fine but use it without a shield.) For skills, at least one point must go to Critical Strike and one to Dodge.

The hardest part of this quest may be the following. Kashya has assigned a mercenary to you. You MUST guard her with your very life. What greater shame could there be than to fail to protect her for even one quest?! (Tristram) Of course, if you die, all confidence will be lost and your mercenary will leave you in shame.

All of the vile inhabitants of Tristram must fall under the blade of your axe. If the merc is lost, her death MUST be avenged, in an unusual way - barehanded. Considering Rakanishu or Woodfist may be the culprit, this may not be easy. The creature type responsible for the mercenary death is now a true enemy of the Amazon, she will not spare the life of any she sees from then on.

Another Mercenary must be retained, with the same protect-or-avenge rule. Only when Tristram is clear may she be left there to mourn and protect. (No 'dismiss' skill, do what you need to, to make it so.) Sad indeed is the Defender who loses their rogue to a trap! Some have hung up their boots at this point, while others become fanatics, opening every chest, barrel, urn they ever see, disarming it so no others may be slain by a trap.

The Defender who enjoys the axe should consider making a "Steel" axe with Amn and Tir (Crushing Blow, mana steal, enhanced damage, triumphant), or an Honor axe, later on.

3) Warrior
Now you have truly gained the trust of your new sisters. Your mercenary may now be dismissed, or may tag along, but now considered responsible for her own actions.

A key new phase now begins, where sword and shield are used - the True Amazon must learn again how to block and to strike well. Only passive tree skills points may be assigned in this phase (although again, you may instead choose to hold them).

o less than twelve bosses must again be slain, and amongst them will be the Countess and the evil Andariel. The latter will certainly not be easy for the young Amazon. Let her train to become ready.

The heartiest of Amazons will try to pull this off wielding the Horadric Malus (!) although this is by no means required. (Although not a sword, these and other special weapons are meritorious.)

True Amazons who value flexibility will train with a variety of sharp 1H weapons and shield in this phase -- it's particularly stylish to find rares of different 1H weapons and use a different one for each boss.

4) Avenger
To become ever more versatile in combat, the Amazon tradition requires a large two handed weapon in this stage. A Maul or heavy blunt was required to crack the skulls of several special bosses in D1. Here, a two handed Spear class weapon may be used. This both serves tradition and builds a bridge to the Eastern Amazons. And yet... the True Amazon wishes to prove herself above the Eastern AMA - so her choice of several key bosses (for example, Soulless Kaa and Radament) should be slain with a polearm (Voulge, Poleaxe, etc.). All quests in Act II must be completed, and the vicious Duriel slain.

5) Huntress
A joyous time for the True Amazon! It's back to her roots as a huntress with the beloved bow (or crossbow) in hands!

The city of Kurast must be helped, and the evil fetish foes put in their puny little place. Cold Arrow MUST be learned as a skill. None on the council may survive. Mephisto will die a painful death to your arrows.

6) Heroine
With Mephisto's defeat, the Amazon is now a Heroine, and may pass through the portal to Hell. Like the Classic Amazon, she has her choice now of weapon.

The keeper of the Hellforge hammer must be defeated to destroy Mephisto's soulstone. Finally, Diablo will be met in combat. Proud traditional Amazons will plan to defeat Diablo with three different weapons on the three difficulties: Bow, Weapon/Shield, and two handed weapon (done in any order).

Only a Heroine or higher may use Decoy.

There is a tradition for this first slaying of Diablo. The Amazon should, if possible, select a socketable version of her intended weapon, and embed a stone of at least normal quality which represents the 'colors' of her nation - blue, green, red, amber, white, purple, or black. (Some even have a 'flag' of two or three colors.) Other stones may be added for their effect, these will not affect the color of the weapon - just the first one.

Tradition also suggests those with access to attendants (mules) save this weapon for a distant day after they have become queen, for Homecoming, when Diablo dies again to this very weapon, Hell diff.

7) Matriarch
Title for defeating Diablo on normal difficulty. (The True Amazon chokes at the thought of being called a Dame.)

ONLY a Matriarch or higher may use a Valkyrie spell or Lightning Fury.

8) Princess
Title for defeating Diablo on nightmare difficulty. (Lady?? Does this fit YOUR Amazon?! What kind of Lady wields a Poleaxe?)

9) Queen
Can there be any other title for defeating Diablo in H/H ? (Baroness??? A landowner? Nay!)

10) Champion
Optional title for AMZ seeking extra challenge.

Champion (/of Nightmare, /of Hell) is easily defined: Those who defeat the Ancients solo. (This may not happen the first time they're defeated.)

11) Game-Given Titles
Slayer, Champion and Matriarch are the new softcore titles, and for hardcore, Destroyer, Conqueror, Guardian. Ironic how even the eastern Amazons have taken up the cherished AMZ titles of Matriarch, Champion and Guardian!

True AMZ's will only consider the "Slayer" title valid after wiping out the Moo Moo Farm of their evil inhabitants.

12) Grand Matron
The Grand Matron AMZ has seen and done it all. After being a queen for at least five levels, with at least one skill maxed at 20 points, and imbuing/crafting/runing a Grand Matron Bow, the GMAMZ candidate harkens back to the old days of boss hunting, and does an expanded Stealth-like hunt.

She must start in the Rogue Encampment and defeat without death The Smith, Andariel, Duriel, Mephisto and the three council bosses, Diablo and Hephasto and three seal bosses, Shenk, the minion bosses of Baal, and Baal himself. The bow is to be the weapon used. No GMB other than a blue or white may be used until this title is obtained, and on entering the final battle with Baal, the newly made GMB must be used. Ideally, a Ceremonial Bow should be used for the other bosses in this quest.

Overall Comments

- Not distributing in a difficulty except for passive and 4 'quest' points into the bow and jav tree is difficult, but quite doable. It will help insure she takes her development as a versatile warrior seriously.
- The "no str" adder still applies for determining what she can wear. Ornate plate would be for Queens only, and Ancient for Princess.
- The lack of Stat caps mean that ANY class can achieve the STR to wear any desired gear.
- Foes - witches have not been seen yet in the East - it is not yet known what form these ancient enemies of the Amazon have assumed.
D2X: Hazaa!! Succubus class and Stygian Furies. Their foes have returned!
- Don't worry that rules not all set - those who have played Classic Amazons and want that role in D2 should try to follow the quests above and the spirit of the Classic Amazon rules. Even if something changes later, you won't have to 'restart' it.
- Those going weapon/shield long term will want to make heavy use of the passive tree.
- More quests, the Stealth Hunt, the Raid, special games, etc., will be forthcoming, don't worry. Comments are highly encouraged.
- Normal diff will be a little tough, with skill points all over the place. NM will likewise begin tough, but now with the ability to specialize more (if she chooses), and with the availability of +skill items, it will not take long to catch up and be more powerful. Worst case, a half-dozen points in the tree opposite your specialty, is really minor at very high lvls.
- 'Preferred' sets and uniques, other AMZ distinctions, will come with time as well.

What does an AMZ look like in practice?
The upshot of this tradition and training is that the AMZ is a hybrid Amazon with one slot wpn and shield (often jav) and one slot bow. Her dex will be enough to have max block with her chosen shield. She can and will tank when needed, and provide deadly ranged fire when appropriate. The relative use of each... bow, javelin, weapon, is up to the player however.

Early on, skill points will seem scattered and things are rougher earlier than later. She will have skills taken in all trees. An example skill set might be a maxed elemental arrow attack, a strong lightning fury, a strong physical arrow (Strafe, MS, GA), good piercing, and moderate CS/D/A/E. There is no monster that is "immune to AMZ". Due to this wide variety of skills, +skill items are especially nice.

There is also an emphasis on unique and set items, Ceremonial and Matriarchal/Matron wpns. In testing this in D2X, ChariSena(AMZ) was reborn and followed these quests. Highlights include: tanking Ancients and surviving, killing Diablo with the Chieftain and no deaths, joyfully finding a Kuko bow (1.08) and Gloom Trap belt, distributing only one point per tree before Diablo was killed at clvl 30, and leaving 20 pts undistributed until after Hell/Baal, to give her a chance to "find her D2 focus". In the end, those 20 went to Lightning Fury, and after several cow runs, there is no regret. She also found a Buriza on the Cow lvl, but thought it too cheesy for an AMZ and passed it on to ChariSwan.

Her skills around 70 were max Immo, max LF, medium MS, Strafe, GA and FA, and one point went to every skill so she could use anything- remaining focus will be on Pierce, better passives, a few more GA and perhaps Plague Jav.

She used Cleglaw's set right up to Hell/Baal (before deciding on the LF). The weapon speed and clvl-scaling dmg and CB was nice, but low block % and inefficiency in Hell diff led her to switch to javelin and shield (hopes to find Titans one day).

Acknowledgment
Abundant thanks to all royal Amazons who've made this a great variant. Thanks also to Whyte_Tyger for his help in playtesting, and superb stories. And thanks to LemmingofGlory for comments and for pushing forward the D2 Variant tradition.