INTRODUCTION
Some of you may be wondering what a Deadliest Warrior Tournament is all about. Basically the contestants tell me what their characters are like, I recreate the characters as an NPCs, they fight it out in the arena, and I record the fights and upload them to youtube.
This time however, we're going to do it a little different. This time the goal is to lose the fights, not to win them.
RULES
The rules section is rather long so I put it in spoiler tags. Click on the spoiler buton to show/hide the detailed rules. At the end there is the tl;dr version. Be warned that the rules have been changed so you should read them even if you participated in the old tournaments.
1. ORGANISATION OF THE TOURNAMENT
The first 8 people who submit a valid character that fits the rules get to participate in the tournament. I am accepting submission until Friday the 8th.
1.2 Time of submission
If you edit the post in which you submited your character I will count the time of editing as the time you submited your character. This means that placeholder posts will do you no good and while you may edit your character as often as you like before the tournament starts you should be careful that your edit doesn't make you into the officially 17th person who subimted a character. It's best to get it right the first time.

1.3 Multiple characters
You can submit multiple characters, but each one has to be submited in a separate post. Any characters beyond the first will only get to participate in the tournament if less than 16 people enter. Note that the first character is the one with the earlier time of submission. So if you submit two characters the one you edited last will be the second one.
1.4 The tournament
The torunament is composed of 3 rounds. In each round your character will fight against another character. Unlike previous tournaments a match will be composed of only 1 fights in order to make things a bit mroe random. Another change is that in order to progress to the next round you need to LOSE your fight.
Characters will take the form of level 10 autocalculated NPCs under AI control.
2. CHARACTERS
Name:
Gender:
Race:
Birthsign:
Appearance:
Class:
Specialization:
Favored attributes:
Major skils:
1.
2.
3.
4.
5.
6.
7.
Item budget:
Total item value:
Weapons:
Shield:
Head:
Upper body:
Hands:
Legs:
Feet:
Amulet:
Ring:
Alchemy items:
Spells:
AI Combat Style:
2.2 Race, and bithsign
You can only use the 10 vanilla races and 13 vanilla birthsigns. Note that the races and birthsigns have been rebalanced and some have a very different effect than in unmodded Oblivion. You can find the full list of changes below in section 3.
2.3 Apperance
Specify desired hairstyle, hair color, eye color, and unusual skin color (if applicable). Vanilla options only.
2.4 Class
Fill out the information about your class.
2.5 Item budget
This is the gold you have available to buy all the equipment that your character will be using. The default budget is 5000 gold but certain skills and character choices can increase it. You have to use up as much gold as possible. It's too easy to lose if you have no gear!
2.6 Skill benefits
As part of the balance changes all skills except Athletics are now governed by Personality so skills have no effect on your character's attributes. In order to further balance the skills several of them give your character a special benefit if you have them as major skills.
- Acrobatics: 5% Reflect Damage (represents dodging and counter-attacking)
- Armorer: +5 Blade, +5 Blunt, +5 Marksman, +5% Shield
- Blade: +5 Blunt, +5 Hand-to-hand
- Blunt: +5 Blade, +5 Hand-to-hand
- Hand-to-hand: +5 Blade, +5 Blunt
- Heavy Armor: +10 Light Armor
- Light Armor: +10 Heavy Armor
- Mercantile: +1000 gold for your budget
- Security: +1000 gold for your budget
- Sneak: start the fight invisible
- Speechcraft: +1000 gold for your budget
2.7 Weapons
Specify which magic weapons your character is using (this includes staves).
You can buy a magic weapon with the gold from your item budget. You can choose these from http://www.uesp.net/wiki/Oblivion:Generic_Magic_Weapons and http://www.uesp.net/wiki/Oblivion:Generic_Staves. Limitation: the staff can't be worth more than 1000 gold.
If you buy a bow you will also get free Silver Arrows to go along with it.
2.8 Armor, clothing, and jewlery
Select your armor, magic clothing, and magic jewlery from among:
- http://www.uesp.net/wiki/Oblivion:Armor
- http://www.uesp.net/wiki/Oblivion:Generic_Magic_Apparel
- http://www.uesp.net/wiki/Oblivion:Guard_Uniforms
You can also get Blackwood company and Blades armor from http://www.uesp.net/wiki/Oblivion:Other_Specialty_Gear. Blades armor has no cost in the game, but for the purpose of this tournament it will have the same cost and stats as Iron armor.
Unenchanted clothing is free and you can pick anything from the vanilla game. All other worn equipment must be bought with the gold from your budget.
2.9 Alchemy items
If you have Alchemy as a major skill you can buy 200 gold worth of potions and poisons from http://www.uesp.net/wiki/Oblivion:Potions.
2.10 Spells
You can select one magic effect from each magic skill that is a major skill for your character. You must also specify whether the spell effect is on target, on target area, on touch, or on self. You will then be given the best possible http://www.uesp.net/wiki/Oblivion:Spells that you can cast. As the tournament progresses and your characters level and skills increase weaker spells will get replaced by stronger ones.
Conjuration is a special case. The first tournament I hosted was completly dominated by conjurers so as part of the balance changes you can choose one of 13 available summons, but they all have the same stats (5 damage, 100 Health, 50% Resist Magic, 100% Weakness to Poison), they can be used only once per fight, and they last for 10 seconds.
The available summons are:
- Bear
- Flame Atronach
- Frost Atronach
- Storm Atronach
- Clannfear
- Daedroth
- Scamp
- Spider Daedra
- Xivilai
- Skeleton
- Wraith
- Zombie (headless)
- Zombie (normal)
If you have Mysticism as a major skill you can select "extra spell" as your magic effect for Mysticism. This allows you to select one additional spell effect for another magic skill. For example a mage can normally only select one of Fire Damage (on target) and Shock Damage (on target), but if he picks "extra spell" as his Mysticism spell effect he can select both types of damage. This rule allows you to swap your Mysticism spell for a spell from another school of magic.
Chameleon spells are not allowed. Your skill is too low to cast anything that will protect you from th AI so they would only make it harder to follow the fight when I record it.
2.11 AI Combat Style
The available combat styles are Default, DefaultArcher, NPCCnjurer, and custom.
Default is the combat style of most NPCs in the game. This combat style seems to involve engaging the enemy in melee and casting spells from time to time.
DefaultArcher is the combat style used by NPC archers. It involves trying to keep a distance from your enemy and shooting him with a bow. However, if the enemy comes too close this style will pull out a melee weapon and engage in close combat. Spells are sued normally.
NPCConjurer is the style used by conjurers and necromancers. Well, technically necromancers use their own style, but I've looked at them and they are both the same. This style tries to keep a distance from enemies and makes more attacks than default, but it almost never blocks.
Finally, you can request a customized style. The default combat style looks like http://i14.photobucket.com/albums/a313/dragatus/CS_combat_style.jpg and you can request tweaks.
3. BALANCE CHANGES
3.1 RACES
Each race has a special ability and gets a +10 bonus to 4 skills.
Altmer
Special ability: 100 Fortify Magicka
Skills: Alchemy, Alteration, Destruction, Illusion
Argonian
Special ability: 100% Resist Poison
Skills: Blade, Illusion, Light Armor, Security
Bosmer
Special ability: Invisibility
Skills: Blade, Light Armor, Marksman, Sneak
Breton
Special ability: 20% Resist Magic
Skills: Alteration, Conjuration, Illusion, Restoration
Dunmer
Special ability: 60% Resist Fire
Skills: Blade, Destruction, Light Armor, Mysticism
Imperial
Special ability: 60% Resist Shock
Skills: Blade, Blunt, Destruction, Heavy Armor
Khajiit
Special ability: 15% Reflect Damage
Skills: Blade, Hand-to-hand, Illusion, Light armor
Nord
Special ability: 60% Resist Frost
Skills: Blade, Blunt, Heavy Armor, Restoration
Orc
Special ability: 10% Resist Magic, 10% Shield, 25% Resist Paralysis
Skills: Block, Blunt, Hand-to-hand, Heavy Armor
Redguard
Special ability: 10% Reflect Damage, 10% Shield
Skills: Blade, Block, Heavy Armor, Light Armor
3.2 BIRTHSIGNS
Apprentice: 200 Fortify Magicka, 20% Weakness to Magic
Atronach: 20% Spell Absorption, 400 Fortify Magicka, Stunted Magicka
Lady: 20% Resist Magic
Lord: 10 Restore Health for 5 seconds on self (lesser power)
Lover: Paralyze for 2 seconds on touch (lesser power)
Mage: 100 Fortify Magicka
Ritual: 10% Reflect Spell
Serpent: 10 Damage Health for 5 seconds on touch (lesser power)
Shadow: 100% Chameleon for 4 seconds on self (lesser power)
Steed: 10% Resist Magic, 10% Shield, 25% Resist Paralysis
Thief: 20 Fortify Luck
Tower: 15% Reflect Damage
Warrior: 10% Reflect Damage, 10% Shield
3.3 SKILLS
All skills except Atheltics are governed by Personality. Athletics is still governed by Speed.
3.4 SPELLS
All summoned creatures have 5 damage, 100 Health, and 100% Weakness to Poison. They also only last for 10 seconds and can be summoned only once per fight.
The available summons are:
- Bear
- Flame Atronach
- Frost Atronach
- Storm Atronach
- Clannfear
- Daedroth
- Scamp
- Spider Daedra
- Xivilai
- Skeleton
- Wraith
- Zombie (headless)
- Zombie (normal)
4. RULES SUMMARY
In case that was too long for you to read, here is the tl;dr version:
Copy the form from the beginning of 2. Characters and fill it out. You can only use vanilla options (no modded races or birthsigns or items). You can't use any custom items, but you get 5000 gold to spend on buying equipment. No artifact are allowed. You also can't use a staff that costs more than 1000 gold. The skills Armorer, Mercantile, Security, Sneak, and Speechcraft increase your budget by 1000 gold each. You can only choose one spell effect for each school of magic that you have as major skill. You only get to use standard spells with only one magic effect.
5. RULES CHANGES SUMMARY
Here is a summary of the major changes from the old tournaments:
- no more free armor and weapons
- can't trade Alteration and Illusion spell for gold
- only Mercantile, Security, and Speechcraft still give a gold bonus
- balance changes
- the goal is to lose your fights, not to win them
- charcters are level 10
SAMPLE CHARACTER
Name: Gilbert Lehay
Gender: male
Race: Breton
Birthsign: Mage
Appearance: brown eyes, brown hair
Class: Spellsword
Specialization: Magic
Favored attributes: Endurance and Willpower
Major skils:
1. Blade
2. Block
3. Heavy Armor
4. Alteration
5. Destruction
6. Illusion
7. Restoration
Item budget: 5000 gold
Total item value: 4828 gold
Weapons: Shortsword of Blizzards (2053 gold)
Shield: Dwarven Shield (210 gold)
Head: Blades Helm (25 gold)
Upper body: Dwarven cuirass (400 gold)
Hands: Dwarven Gauntlets (115 gold)
Legs: Dwarven Greaves (210 gold)
Feet: Dwarven Boots (115 gold)
Amulet: none
Ring: Base Ring of Nihilism (1700 gold)
Alchemy items: none
Spells: Shield (self), Weakness to Magic (target), Paralyze (touch), Restore Health (self)
AI Combat Style: default