DUELMASTERS NEWSLETTER Date : 07/17/2003 Duedate: 08/13/2003 ARKERS ARENA DM-8 TURN-233 This Weeks Top Honors THE DUELMASTER IS FANTA FUELED FUZZ BLACKTHORN ORCS (425) (8-4092) [24-8-0,130] Chartered Recognition Leader Unchartered Recognition Leader FANTA FUELED FUZZ JAGUARMAN BLACKTHORN ORCS (425) PHOENIX FIRE (532) (8-4092) [24-8-0,130] (8-4532) [1-2-0,23] Popularity Leader This Weeks Favorite MISS STEP FOTHERINFOP LADIES IN WAITING (115) WIMPS OF PERIL (504) (8-3978) [16-12-0,87] (8-4271) [14-8-1,117] THE CURRENT TOP TEAM BONDAGE (469) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. WIMPS OF PERIL (504) 52 2. LADIES IN WAITING (115) 28 BONDAGE (469) 3. X-FORCE (484) 27 Unchartered Team 4. LA PENTARCHIE (481) 26 5. HAPLESS WAIF (515) 15 PHOENIX FIRE (532) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1 BONDAGE (469) 75 42 7 64.1 1/ 1 BONDAGE (469) 10 3 2 2/ 2 BLACKTHORN ORCS (425) 223 136 21 62.1 2/ 2 LADIES IN WAITING (115) 10 5 0 3- 3 NORTHERN BADLANDS (397) 90 68 7 57.0 3/ 3 WIMPS OF PERIL (504) 10 5 0 4/ 4 LADIES IN WAITING (115) 287 233 12 55.2 4/ 7 BLACKTHORN ORCS (425) 8 7 3 5/ 5 LA PENTARCHIE (481) 116 96 3 54.7 5/ 4 HAPLESS WAIF (515) 7 5 0 6- 6 DOGPOUND (477) 44 41 2 51.8 6/ 9*PHOENIX FIRE (532) 6 6 1 7/ 7 HAPLESS WAIF (515) 33 31 1 51.6 7/ 5 X-FORCE (484) 6 9 0 8/ 9*PHOENIX FIRE (532) 6 6 1 50.0 8/ 8 LA PENTARCHIE (481) 5 10 0 9/ 8 WIMPS OF PERIL (504) 58 60 4 49.2 9- 6 WOLFBANE (521) 4 1 0 10/ 0*CHAOS REAVERS (520) 9 11 0 45.0 10/15 TREE PEOPLE (511) 4 9 0 11/10 TREE PEOPLE (511) 35 44 1 44.3 11/10*PAGAN MYSTERIES (533) 4 11 2 12/12 X-FORCE (484) 69 98 6 41.3 12-12 DOGPOUND (477) 3 6 0 13-15 DYSERAY (456) 96 148 2 39.3 13-14 NORTHERN BADLANDS (397) 2 3 0 14-16 WOLFBANE (521) 29 52 1 35.8 14-11 DYSERAY (456) 2 8 0 15/14*PAGAN MYSTERIES (533) 4 11 2 26.7 15/ 0*CHAOS REAVERS (520) 0 3 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT + ]H[ + ---:--- + ]H[ The Aruaki Clanhold #116 ]H[ + ---:--- + ]H[ + Belana lay without moving, trying to piece together what had happened before she drew attention to herself. Not that she could hear anybody else around, but...you never knew, and she hadn't been among friends. Some sorcerer, some FOLSTROM sorcerer--even in her thoughts, that name vibrated with loathing--had tried to turn her into a golem, to use her body to fuel a Gate and her mind to operate a golem. It sounded incredible, because she was IN her body now, she could feel it. Could feel gritty stone underneath her, and the sun shining down hot on her back, and a breeze.... She could smell something pleasantly resinous, sort of like pine trees. Definitely in her body. But the other--the Gate and the golem--that had really happened, too. But what went between then and now? The golem memories were incomplete and somehow lacked depth and assurance. Oh! Because they only came from sight and hearing, none of the "body" senses such as smell, touch, hot and cold, and so on. There had been voices, one, she thought, had been the Delarquan, Gelleran. Very angry. He had come after her! Amazing. The clash of swords. Things got very... unsteady. Maybe Gelleran had attacked the sorcerer, broken his concentration. Did that fiend need concentration to hold her in golem form? To hold the Gate open? Wait, if the Gate had closed, where was she? No, that was the second problem. The first was figuring out what had happened. Better to go on and finish that. There had been a fight. She had wanted to get into it herself, but the golem-form wouldn't respond. Maddening! There had been...she thought there had been some kind of explosion. Not really an explosion, but something that was like one more than it was like anything else. Not really a helpful memory. Well, even more detail might not be helpful, since she had no magical skills herself. But the Gate had probably been destroyed. So, which side had she ended up on? Was she in the Clanhold, or somewhere else? There was a rhythmic sound, she'd been hearing it for a long time, but now she paid attention. A sort of roar, and then a rush, and another roar, and.... Waves! Waves breaking on a shore. The last she'd known before this all happened, she had been inland, miles away from the Trier. So she was probably on the wrong side of the Gate. Damn. Then it was time to get up and do something. Find a way to get home. She opened her eyes and immediately had to squint against the strong sunlight. She was lying on stone paving, an old stone floor, apparently, because she could see weeds growing up through cracks and the tumbled remains of a wall beyond. Beyond that, all she could see was a sky that was bluer than any she remembered. As she organized her limbs to move, she discovered that her clothing was in shreds; she would have sunburn everywhere skin wasn't covered. A nuisance, but not her first problem. Her first problem...she licked dry lips. Her first problem was water. When she sat up, the world reeled around her, then steadied. She could see over the low walls to the sea, which was rushing in and out in white-topped waves along a third of her horizon. The other half went up in rocky slopes to tall trees that cast the blackest shadows. She looked at the shadows wistfully. They'd be cool. But first, water. A stone rolled down the hillside, rattling against other rocks. Belana glanced around quickly. She didn't have her sword, naturally, she never seemed to have it when she needed it. But there must be something here she could use as a weapon. A rock, at least. Her hands moved anxiously across the stone floor while she kept watching the trees. The shadows there were so dark that she wouldn't be able to see anyone approaching until they came out into the sunlight. A bird squawked and flew out of the treeline, which told her approximately where someone was coming through. She thought of lying down and playing at being still unconscious, but he could probably see her already. No point in that. Her hand closed around a fist-sized rock. It was rough-edged and had a good weight. She could do some damage with that rocks. And she would. + ]H[ + ---:--- + ]H[ Andorians Abroad #8 ]H[ + ---:--- + ]H[ + Zuwayza: Tankesh parried the guard captain's thrust and riposted, cutting the man's sword arm. Minor wound, wouldn't stop him, wouldn't even slow him down. Damn. He parried again. This guardsman was too good, he had no business being this good! Off to the side, Kasarya gave a sudden squeak, and the sounds of struggle there ceased. Tankesh still couldn't turn to look, but he had the uneasy feeling that one of the other guardsmen was going to sneak up on him from the side, if he couldn't take this one out of the fight in a hurry. The guard captain knew it, too, and pressed him harder. There was a soft explosion, a nearly silent puff of air, but the ground shifted under his feet. Tankesh sprang back, disengaging automatically, and the guard captain did likewise. Both men looked around quickly. At first glance, nothing seemed changed. At second glance...nothing seemed quite the same. The building Tankesh was facing across the street, of sooty red brick imperfectly plastered, turned browner and somewhat cleaner, though still imperfectly plastered. The air, usually cool and damp even in summer, was suddenly hot and dry. Excited voices called out in a language that sounded like Akhaddic but...not quite the same; Tankesh didn't recognize many of the words he was hearing. He stared at the guard captain, who stared back at him, wide-eyed. The ground rocked again, and there was a sound, or not quite a sound, like ripping silk. Dirty red brick and damp, cool air. Before the guardsmen could react to the second change, Tankesh whirled and grabbed Kasarya's arm, jerking her away from the man holding her, and plunged down a convenient alley...which he didn't remember being there before, but he wasn't going to look this gift horse in the mouth. With any luck, the guardsmen would be too shaken to pursue them. Not that GOOD luck had been a prominent feature of his day so far. Which meant it was about time for that to change, dammit. He was due some good luck! The alley turned sharply and plunged into a tunnel formed where the second stories of the buildings on either side reached out to touch each other. He watched alertly for open doors or gates, anything to get them into more shelter and concealment, because the guardsmen would have recovered quickly, and he thought he could hear them behind, stumbling over barrels in the alley and pounding on doors. No, wait, there hadn't BEEN any barrels in the alley.... Worry about that later. The immediate need was to get away. The alley took another sharp turn and opened out into a little courtyard filled with harsh, hot sunlight. Not Zuwayza. But there were enemies here, just the same. Men in robes and turbans and the dark, hawk-nosed faces characteristic of the Karnhorns turned at the sound of running feet, hands going automatically to the curved swords that each wore at his waist. Tankesh darted sideways, dragging Kasarya after him, in the hopes of finding an exit or at least putting a wall at his back. Tripped over something--he heard the sharp yapping of a dog as he fell. His head slammed against something else, hard, and that was all he knew. + ]H[ + ---:--- + ]H[ Andorians Abroad #9 ]H[ + ---:--- + ]H[ + Iaye and beyond: Goff's boat was not what they'd expected. Raoul admitted to himself that the big manager had looked like someone who would own a rowboat for the fishing. But this...was a worthy vessel. It had a mast and sails--probably all with technical names, not that Raoul cared. It was a trim vessel and fit to cross the Trier, which was what counted. It actually had a crew of two who did things to the sails, took them up and down, changed their angle, and so on. Sailor stuff. They seemed to enjoy what they were doing, but as far as he was concerned, a boat was transportation, and that was all. "How far is it to Istoreth?" Raoul asked. "A hundred twenty-five, maybe a hundred fifty miles, I haven't measured." Goff shrugged. "The wind's against us, it always is this time of year, but even so, it shouldn't take more than a few days." Istoreth: "But this is the goods!" Peranis protested. He knew his voice was getting shrill, but he couldn't help it. These S'varni were maddening. They didn't CARE. "With this book," he urged, trying to speak more calmly, even though this was the third of the city's princes he'd made his pitch to, "you'd have the entire Andorian intelligence network under your hand, and the power to coerce many of the Andorian lords into obedience, as well." Lord Haluren, a FARMER, for the gods' sake, the Sealord and the Spelllord having already turned him down, shrugged. "Why would I want the Andorian intelligence network? Would it bring rain in season, or prevent the malformed births of sheep and cattle?" "But..." Peranis swallowed, "but you could sell it to the Osksi, if nothing else! They'd give you a good price for it, more than I'm asking." "Sell it to the Osksi yourself, then," Haluren advised. "I understand the winds are favorable for sailing to Osksi at this season. Have a good trip." Peranis found himself outside the door, with no clear notion of what he was going to do next. His dreams of wealth and power were not materializing. The Black Book WAS valuable, but if he couldn't find a buyer...he wasn't sure that he could use that information safely himself. Certainly not from a base in Andoria. There were enough assassins left that his survival would be measured in days, weeks at the most, once he made his first approach. Probably not in Osksi, either. They were the enemies of Andoria, but they had their own code of honor and nothing but disgust for a traitor, which is how they'd see him. He reconsidered his original plan, to take the Book to the Karnhorns, then shook his head. Better to leave them out of it. They had no honor at all, and if someone--Kaliv Jhuizkhal of Kurukar, for example-- decided he wanted the Black Book, he would simply order Peranis' death and take it. Which meant staying in Skaithvarn. But not in Istoreth, apparently. Well, there must be someone, some prince of a small kingdom who would like to increase his power. Maybe a prince with a daughter he could marry. Yes, that had appeal. With renewed confidence in his glorious future, the assassin set out for the waterfront. He would find a boat to take him south along the peninsula, to one of the other kingdoms. + ]H[ + ---:--- + ]H[ Andorians Abroad #10 ]H[ + ---:--- + ]H[ + Zuwayza or Somewhere Else: "Ah, you are awake then?" The voice seemed unreasonably cheerful, given the way Tankesh's head was pounding. It was speaking Akhaddic...of a sort. Understandable, since it was speaking slowly, or maybe the odd accent was becoming more familiar. He opened his eyes cautiously. He was in a dimly lit room, on a sort of divan or daybed such as the Karnhorns used. The walls were pale above, and something simple and dark below, painted plaster, maybe. Plainer than the walls in any upper class Karnhorn house he'd seen. A two-branched candlestick of bronze provided the light. The man sitting beside him and holding the candlestick had the expected dark, hawk-nosed face, typical Karnhorn. But he was wearing an unfamiliar sort of headgear, a cap like an inverted flowerpot, of black patterned with gold, and he had a swathe of green cloth twisted around the base of it. "Where...?" "In the house of Taran in'Dalbi, a merchant, and fortunate for you that you occurred here, and not in the hands of some worshipper of bloody Jakarran. We see few Elves here in Wazara, and most view them with deep suspicion. Taran is a more cosmopolitan man, however, why, he has even been to Ys! He knows well that an Elf is just a man, and not some dark spirit come to work harm." The man's mouth twitched between mustache and pointed beard. "Very fortunate you are. For if you had been received next door, in the house of Zaldin in'Varash, you might be stretched on an altar by now!" Tankesh frowned and tried to heave himself up on one elbow. The room shimmied around him alarmingly, but he could see his sword lying on a side table, which told him that he wasn't a prisoner here. Wherever "here" was. "Where?" he demanded again. "Ah, of course. I was forgetting for a moment that you are a...Visitor. Wazara, as I said, capital of Valkoril. This is one of the most famous ports on the Middle Sea, the last port on the Southern Shore before one comes to the Pillars of the Sun." "Visitor?" "From another time, or another world." The man waved one hand negligently. "I am no philosopher to probe into such details, but a mere physician. But you are not the first Visitor to come to Valkoril of late, nor even the first to visit Golden Wazara, so once he had recovered from the shock of your arrival, Taran understood what was happening." "More'n I do," Tankesh muttered. "This is your first experience at Traveling? Then it is no wonder you are confused, especially if you have known no other Travelers." The physician tapped his knee thoughtfully with the fingers of one hand, then nodded. "Very well, then, let me see if I can explain--so far as my understanding goes. The worlds that sprang forth from the First Cause are as numerous as the grains of sand in Southern Waste, as like and as different from each other as such grains may be. When the wind swirls over the Waste, grains of sand may strike one another, move from one place to lie in different company, whatever metaphor you wish." His fingers flicked in a dismissing gesture. "At such times of contact, Travel becomes possible, by will or by chance-- in your case, I assume that it must have been chance." He raised an eyebrow inquiringly. Tankesh started to nod and thought better of it. "Yes. The woman with me, what happened to her?" The man shrugged. "When you fell, you lost your grip on her hand. At once, the road that you had Traveled together split. I do not know whether she would return to the world where your journey began, or go on to some other on her own." Someone tapped on the door to the room. The doctor rose at once and crossed to it, opening it a hands' breadth. "What news, Taran?" "The worst, Russem! We must get rid of the fellow at once!" The man in the hallway had a gasping voice, or in the grip of strong emotion. "Zaldin's pet astrologer has worked out that there was an Occurrence, and he knows I must be harboring a Visitor!" "Say rather, he suspects it, Taran. But you are correct, the Visitor cannot remain here any longer, unless he wishes to decorate an altar to Jakarran." The doctor glanced over his shoulder at Tankesh. "We have neither the knowledge nor the power to return you to your original world, but we shall send you to one who may help. But you must go at once, without delay--" A deep drumming sound echoed through the house. "That will be the Sultan's men--or the Temple Guards, even!--at the door," the merchant muttered. "I dare not refuse them entry." + ]H[ + ---:--- + ]H[ Andorians Abroad #11 ]H[ + ---:--- + ]H[ + Sailing to Skaithvarn: The wind dropped at the end of the first day and didn't pick up the next morning as expected. The ship just sat still in the water--as far as Raoul and Jeri could tell--with its sails flapping limply. "In a logical world," Jeri muttered, "if the wind stopped blowing AGAINST us, we'd be able to make progress." Raoul grinned. "Not much logic here, doll!" He glanced toward Goff and sobered. "I just wish he'd stop looking so worried...." Berdan, the ex-assassin, who had vanished into his cabin as the wind dropped, now reappeared. He had some sort of small brass box in his hand. "We're in trouble," he announced quietly. Before the Fratsfan could elaborate on that, Goff came toward them from the steering area, and he looked more worried than Berdan. "We're in trouble," he said. "We're lost--" "How can we be lost?" Jeri demanded, her voice rising. She looked around anxiously. The water looked much the same in every direction. The sky had the kind of thin, milky overcast that turned it to a sheet of glaring white, with no one direction obviously brighter than another. "The Trier's not that wide, can't we just sail west until we come to Skaithvarn, and then figure out whether we're north or south of Istoreth?" "Tell me which way's west, and I'll do it--even if I have to row," Goff said. "Ah." Berdan nodded and held out his brass box, which they could now see was a compass. Or had been a compass. The needle under the glass dome swung lazily around and around, though the ship was not moving. "I presume your ship's compass is now as useless as this?" "Yeah," Goff admitted. "It--" There was a sort of ripple in the air, not something to be seen, but only felt as a shiver across their skin. The compass needle whirled and steadied, indicating north as being to the right of the ship. A breeze from the north ruffled the surface of the water. Goff's two crew members leaped to adjust the sails. "Can you explain any of this?" Raoul asked. "No, but it's happened before," Goff said grimly. "There've been reports of this kind of thing--becalmed and the compass doesn't work, then eventually the wind and the north come back. And some ships have been lost entirely, like maybe they never did get their bearings back--" "And KNOWING this, you still set out to sail to Skaithvarn? Are you CRAZY?" Jeri demanded. "What should we do, cower in our houses and wait for the Grey Witch to make everything safe again?" the manager demanded. "One ship in twenty, maybe, has reported losing the north for a while. Only one in...a hundred, or maybe more has failed to come back. It's a gamble, but heck, LIFE is a gamble." One of the crewmen had climbed to the very top of the mast and was examining the horizons with a spyglass. "Land ahead!" he reported. "Looks like the Volarbyn okay!" At Raoul's questioning glance, Goff said, "Highlands just north of Istoreth." "Ship coming from the north," the lookout added. "I don't recognize her shape...." He continued to stare northward through the spyglass. "And that's the flip side of the problem," Goff said as he headed for the steering area. "Somebody getting lost from the Other Side, wherever that is. Sometimes they act like pirates. We may have a fight on our hands." DUELMASTER'S COLUMN Notes from the arena champ. Arkers!! Well, 'tis my last fight here, and time to hand over the baton to someone else. I have to say, it's been enormous fun to be 'top dog' for so long; certainly a record for my boss, Spawn. I haven't been looking for those kills I've racked up. They're just a result of my great damage doing and master plus ratings in attack and decise I think...nice combo!! My fave's are unusual...low/v.low (yuck!), halberd (nice). I've never run anywhere near them though, funnily enough! In order to prevent any more unfortunate accidents (fortunately Weird William was granted immortality before our last fight!), I'm going for a night fight final salute. I'm trying that halberd against whatever might face me!! Hope you don't mind, Bethunes, but I really don't want to do any more damage to your team! Well, off to retirement now. Farewell!! DOMINO SPY REPORT Greetings warriors! It is I, Zontani Sharp Eyes, here to bring report of the clash and bustle of the weekly ARKERS games. Warriors--remember that glory waits always around the corner! Witness how this week TREE PEOPLE went 2-2-0 to move up 5 in the rankings. My praise to HAPLESS WAIF for their 3-1-0 week this time out. Indeed, it was a skillfully fought round deserving of notice! MISS TOOK caught the eye of many in the gladiatorial commission as she skillfully bested BETHUNES and was awarded 30 points in recognition. In one of the week's more notable duels, HOOF HEARTED put down ASH, causing her to lose 13 points of recognition in the process. Most watched of the fights this week, the spotlight was on ARENAMASTER SHEROVAN as he bore arms against the Dark Arena Challenge of reigning Duelmaster DOMINO. The crowds were amazed this turn, as ARENAMASTER SHEROVAN killed the Duelmaster, DOMINO, leaving BONDAGE in mourning. With bloody hand FANTA FUELED FUZZ has ascended to the throne of champions. Is he that one which is spoken of in the ancient texts? Heed this! A seer has warned that if exactly 6 die in duels this week, the whole city shall perish! Just remember...5 or 7! But come now, let us look deeper into the maze of contention and crossed blades that is city ARKERS. I saw one fighter that warriors avoided when this week's challenge seeking began. LADIES IN WAITING is feared. This much I can say. If you didn't look down dark alleys you'd have been hard pressed to find any of WIMPS OF PERIL last week. Busy avoiding LADIES IN WAITING? Mighty fighters cannot but expect competition from those below. FANTA FUELED FUZZ take warning! You have more than a few enemies in ARKERS. At the gambling halls I have started to bet money on FOTHERINFOP. He has got the courage it takes. Witness his challenge this turn against FANTA FUELED FUZZ! The WIMPS OF PERIL stable will be up late tonight, for indeed it was FOTHERINFOP who claimed victory in the contest, ascending 18 in recognition! I cannot but express pride for the fearlessness of MELTDOWN who cast caution to the winds and challenged MISS STEP, a fighter 29 points higher. I must admit to some joy. Before my very eyes the underdog in this contest, MELTDOWN, defeated MISS STEP to claim victory and recognition. What warrior does not hone his years, impatiently waiting for the moment of his foe's mortality? This week marked the last days of SIMPLE MIND who at 7-5-3 was dispatched to the Dark Arena by the command of BLACKTHORN ORCS' demanding management. My hearty congratulations CLOSED MIND, for thy revenge upon MORRIGAN, slayer of thy fallen comrade. Next time she will know better, eh? Some say a warrior is judged by the way he bears arms. One thing is sure, better a dagger in hand then a sword on the belt! If it were not for my skills as a spy I would have been mugged three times already in ARKERS. Nice atmosphere you have here! Ahh, but I can hear the spires of a far off city calling to me. I must away! Till next we meet remember: a fool flies into a rage quickly and often. The wise are angered by the same thing only once. Zontani Sharp Eyes DUELMASTER W L K POINTS TEAM NAME FANTA FUELED FUZZ 4092 24 8 0 130 BLACKTHORN ORCS (425) CHALLENGER CHAMPIONS W L K POINTS TEAM NAME FOTHERINFOP 4271 14 8 1 117 WIMPS OF PERIL (504) MISS TOOK 4091 11 7 1 101 LADIES IN WAITING (115) ODDJOB 3920 14 7 0 94 BONDAGE (469) MELTDOWN 4353 14 3 0 94 X-FORCE (484) CLOSED MIND 4429 11 3 0 91 BLACKTHORN ORCS (425) CHAMPIONS W L K POINTS TEAM NAME MISS STEP 3978 16 12 0 87 LADIES IN WAITING (115) MISS COMMUNE KATE 4118 9 5 0 83 LADIES IN WAITING (115) GOLDENEYE 4479 6 1 0 79 BONDAGE (469) CHAMPIONS W L K POINTS TEAM NAME RANCID WAIF 4413 8 6 0 70 HAPLESS WAIF (515) CHALLENGER ADEPTS W L K POINTS TEAM NAME -WOLFHOUND 4158 10 4 0 66 DOGPOUND (477) -THOG 4399 8 9 0 63 WOLFBANE (521) HOOF HEARTED 4503 6 2 0 63 WIMPS OF PERIL (504) FRENZIED WAIF 4345 9 6 0 62 HAPLESS WAIF (515) LUMBERING WAIF 4346 8 7 0 61 HAPLESS WAIF (515) HUNGRY WAIF 4349 7 8 1 61 HAPLESS WAIF (515) ADEPTS W L K POINTS TEAM NAME MISS TREE MEAT 4418 7 2 0 53 LADIES IN WAITING (115) ASH 4307 9 8 1 52 TREE PEOPLE (511) -JENDAR ILLKEN 4112 12 13 0 50 DYSERAY (456) -SASHA BAL TOR 4034 14 7 0 49 NORTHERN BADLANDS (397) -BORZOI 3983 8 6 0 48 DOGPOUND (477) -BLACK LAB 4265 7 2 0 45 DOGPOUND (477) SQUIFFY 4490 7 2 0 45 WIMPS OF PERIL (504) REDWOOD 4304 10 6 0 44 TREE PEOPLE (511) -SONYA 4397 7 7 0 40 WOLFBANE (521) L'ORC BLEU 4352 7 10 0 37 LA PENTARCHIE (481) -MATARA WENTTRO 4266 6 9 0 37 DYSERAY (456) -WARPATH 4039 6 4 1 36 GEN-X (482) -YMIR BLOODRAVEN 4369 4 1 0 34 NORTHERN BADLANDS (397) CHALLENGER INITIATES W L K POINTS TEAM NAME -KAMEN THE HUNTER 4259 5 4 2 33 NORTHERN BADLANDS (397) PUSSY GALORE 4467 3 0 0 33 BONDAGE (469) POLARIS 4547 4 1 0 30 X-FORCE (484) -GONZAGO 4395 6 10 1 29 WOLFBANE (521) SLICK 4495 5 4 1 29 LA PENTARCHIE (481) CASTOR BEAN 4442 7 5 0 27 TREE PEOPLE (511) ESTUPIDO 4572 3 0 0 26 WIMPS OF PERIL (504) INITIATES W L K POINTS TEAM NAME MISS CONSTRUED 4419 2 7 0 23 LADIES IN WAITING (115) JAGUARMAN 4532 1 2 0 23 PHOENIX FIRE (532) MIST DANCER 4387 4 1 0 22 CHAOS REAVERS (520) TOBACCO ROSE 4529 2 1 1 22 PHOENIX FIRE (532) FAERIE DRAGON 4534 2 1 0 22 PHOENIX FIRE (532) -CABLE 4038 4 6 0 21 GEN-X (482) -JUGGERNAUT 4040 5 5 0 20 GEN-X (482) MORRIGAN 4557 1 2 1 20 PAGAN MYSTERIES (533) -WOLVERINE 4037 4 6 1 19 GEN-X (482) CHIKEN HEARTED 4502 3 5 0 19 WIMPS OF PERIL (504) PSYLOCKE 4470 2 3 0 19 X-FORCE (484) -LADY GHOST 4391 2 1 0 17 CHAOS REAVERS (520) -CRONUS 4550 2 0 0 17 WOLFBANE (521) QUEUE 4549 4 1 1 16 BONDAGE (469) -MARKS CLOAKER 4481 2 2 0 15 DYSERAY (456) -WITLESS WAIF 4347 1 3 0 14 HAPLESS WAIF (515) MOTEL DU LAC 4580 1 0 0 14 LA PENTARCHIE (481) BILL BALOUD 4581 1 0 0 11 LA PENTARCHIE (481) WEEDS II 4577 1 0 0 10 TREE PEOPLE (511) -FIRE FLY 4533 1 0 0 10 PHOENIX FIRE (532) IRON FIST 4390 2 3 0 9 CHAOS REAVERS (520) LUGH 4559 2 1 1 8 PAGAN MYSTERIES (533) -GORM 4488 1 4 0 8 WOLFBANE (521) FERAL 4562 1 2 0 7 X-FORCE (484) LAZY BONES 4584 1 0 0 6 BLACKTHORN ORCS (425) -CHOW 4552 0 2 0 6 DOGPOUND (477) CERNUNNOS 4556 1 2 0 5 PAGAN MYSTERIES (533) CALLIECH 4558 0 3 0 3 PAGAN MYSTERIES (533) INITIATES W L K POINTS TEAM NAME BRIGID 4555 0 3 0 3 PAGAN MYSTERIES (533) -DUSTY 4579 0 1 0 1 DYSERAY (456) BAD 2 THE BONE 4583 0 1 0 1 BLACKTHORN ORCS (425) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? SIMPLE MIND 4431 7 6 3 BLACKTHORN ORCS 425 SHEWISH GIANT 405 233 NONE BIG BAD BUBBA 4575 0 1 0 BLACKTHORN ORCS 425 MORRIGAN 4557 232 JUST REV DOMINO 3994 14 5 3 BONDAGE 469 ARENAMASTER SHERO 407 233 NONE CHINADOLL 4389 0 4 0 CHAOS REAVERS 520 SPYMASTER 406 233 NONE POODLE 4517 2 2 0 DOGPOUND 477 TOBACCO ROSE 4529 232 WESTIN MO 4452 2 5 0 DYSERAY 456 QUEUE 4549 231 MOSSWART 4116 17 15 0 LA PENTARCHIE 481 DOMINO 3994 230 NONE TEMPEST 4462 4 7 0 X-FORCE 484 BANDIT PRINCE 409 233 NONE BISHOP 4546 1 1 1 X-FORCE 484 SLICK 4495 230 REVENGED PERSONAL ADS Miss Took -- I would have been happy to have met you any where except the arena. For what I have in mind the arena is not the proper place. In fact I never want to meet you in the arena again. -- Squiffy Frenzied Waif -- You were frenzied enough to get me desperate. Thank goodness I was able to make two critical attacks with my medium shield to put you on the road to defeat. -- Hoof Hearted Queue -- How can you have a 3-0-1 record and only 17 rec points. Something is rotten in Arkers. Perhaps it is because you take so much damage? -- Chiken Hearted Chow -- I would have expected you to be a lot meaner than you were. Thanks for falling down. -- Estupido Meltdown -- I finally got a challenge through to the style I want. Thank you for meeting me. -- Fotherinfop Ash -- I've noticed that it's fairly easy to dodge the trees, as your roots seem to leave you stuck in one place. -- Miss Commune Kate Gonzago -- Call that challenge a hunch! Paid off, but I won't be doing it again. Thanks again for the skills. -- Miss Tree Meat Squiffy -- Two turns in a row you make the Ladies the most popular of the turn. -- Miss Took Feral -- Expert? The spy report called me an expert in the fight listings? I'd hardly call a 1-6 (well, 2-6 now) warrior an expert. -- Miss Construed Castor Bean -- Ugly fight. Didn't realize I could last that long! Thanks for the skills! -- Pussy G Closed Mind -- Doh! THAT wasn't meant to happen. Well won! -- Goldeneye Chicken Hearted -- WHAT?? Nothing to teach me...hardly worth the effort. *sigh* -- Queue All -- While death is always a possibility, I would like to apologize for the last turn in which two of my warriors opponents died at the hands (and weapons) of my over-zealous fighters. Their actions were due to my inexperience as their manager. Pagan Mysteries honors the memory of Polite Beggar and Big Bad Bubba . I would also like to thank our Duelmistress for the welcome she gave. -- Osprey, mgr. Pagan Mysteries K-9 -- My manager and I appreciate your insights and advice. Thank you. -- Brigid Chow -- Anytime! -- Lugh Dogpound -- Condolences on the untimely loss of your gladiator at the hands of one of mine. It was a blind challenge, and when I saw the style matchup, I thought that my fighter was in danger! Tobacco Rose nervously waits to see how the bloodfeud goes. -- Bobby Bigfoot Domino -- Thanks for the shout out in your column. -- Bobby Bigfoot Spawn -- Thanks for your welcome and your commiseration. I have hope that Inaua will return to the living by at least TVing the next tournament of the dead. I will print her vital statistics at the time of her graduation. -- Bobby Bigfoot Psylocke -- That was a hard fought bout. We'll probably cross paths again. -- Faerie Dragon Cronus -- I want a rematch! -- Jaguarman 26 June 2003 STOP THINKING TOGS!!!!! It's here. Well, almost here anyway. We're looking at a start date of the first turn in Aradi (DM 60) following the Fall Mail-In. This should give everyone sufficient time to study the new ultra-improved T#%S IV rules and prep accordingly. So without further ado, here is your handy-dandy guide to winning your very own Golden Scrod (and some other very cool prizes to be announced officially before the start of the tourney that must not be named): 1. Each T#%S team consists of two managers. After the tourney starts, there will be no switching partners whatsoever, so choose your partners wisely. T#%S IV will last for 13 turns, so pick a partner you can stand for 6 months or so. The only team I know of so far is last TOGS winners: Ganolus Oakleaf/Hombre of Blood Related/Thieves Guild. Hey, this is fun! 2. The T#%S entry fee is 2 team setups per manager. This means 4 setups per T#%S team. This entry fee is required before the start of the tourney with no exceptions being made. This is to ensure that nobody gets screwed if a team or manager decides to back out early. To pay the entry fee either: a) send $10 cash/check/money order/ or whatever to me personally at: Andy Salveson 6812 Romanzo Way Elk Grove, CA 95758 b) get RSI to send me 2 team setup gift certificates. Sorry, no credit cards and no old teams you have lying around will be accepted. 3. T#%S point system: 10 points for winning on your up-challenge against another T#%S warrior. 7 points for winning on your even challenge of another T#%S warrior. 7 points for winning on another T#%S warriors challenge. 7 points for winning a random matchup against another T#%S warrior. 4 points for winning on your down-challenge of another T#%S warrior. 4 points for winning a random matchup against a non-T#%S warrior. Do not fight your team mate, you will not get any points. Also, you will not get any points if you challenge or get challenged by a non-T#%S team, so use your avoids wisely if you think someone is out to get you. 10 points for being the Duelmaster. This is in addition to all points listed above and will begin turn 1, so prep accordingly. 5 points for every spotlight written by any team member, 1 per manager per turn. The minimum length of a spotlight to receive points is 1/2 column in the newsletter (that's 31 lines-each line 85 characters across) and I will be completely firm on this. In addition to the length criteria, spotlights will not be given points if they are in any way plagiarized or if they are not Duelmasters or fantasy related. I will be the sole judge of this. If you're unsure if I will judge something to be Duelmasters or fantasy related, then e-mail me before you write the spotlight and ask me. I reserve the right to take points away from a spotlight after they are given if I judge at a later time that the spotlight has been plagiarized. -5 points per manager per turn every time a manager does not at least write one personal ad. -5 points for being the team that avoided the most. If you participated in TOGS III, you'll notice some slight changes in the points structure. The main things are points for random match ups against non T#%S warriors, bonus points for being the Duelmaster, new spotlight criteria, and no points given for being the most avoided team. 4. I already mentioned this, but T#%S IV will start the first turn in arena 60 after the Fall Mail-In runs and it will last for 13 turns. There will not be a Survivor format this time around, meaning no eliminations. I will still be doing the multipliers at the end, however. This means that all points accumulated by a team on turns 10 and 11 will be multiplied by 1.5 and all points accumulated by each team on turns 12 and 13 will be multiplied by 2. 5. Prizes are yet to be determined, but I'll tell you what I know. There will be prizes given out each turn to whichever team scores the most combined points on a given turn. Tie breakers will go to the team with the most wins on that turn and then to the team with most overall points. I have asked RSI for the same prizes as last TOGS which were transferring any warrior to arena 60 and renaming Aradi for approximately 6 months, but we'll see what they come back with. I haven't decided how to split the prizes up, partly because I don't know how many teams will be entering yet, but I do know the prizes will be split among the top 3 teams at the end. I will announce the exact breakdown of everything when I know more. 6. And just like TOGS III, Death Stud and I will be the sole arbiters of any dispute that may arise. Whine all you like, but as Nuln told you last time, that's how it is. 7. M & RR Clause (go ahead, read between the capitals): I reserve the right to disallow entry to this tourney if you have a previous history of being a big fat mouth about everything. I think that pretty much covers it. I will be accepting team entries as of now and then posting them in the newsletters as I receive entry fees. Please feel free to e-mail me regarding any questions or comments at Ganolus@aol.com. So everyone don your best pair of leg warmers, hop on your favorite farm animal, and ride to Aradi for the 4th kinda-annual Tournament that must not be named for no apparent reason whatsoever, or T#%S IV, for short. See ya'll there! -- Ganolus Oakleaf, T#%S IV Commish LAST WEEK'S FIGHTS DOMINO was butchered by ARENAMASTER SHEROVAN in a 1 minute Dark Arena fight. SIMPLE MIND was dealt death by SHEWISH GIANT in a exciting 2 minute Dark Arena duel. TEMPEST was murdered by BANDIT PRINCE in a 1 minute Dark Arena fight. CHINADOLL was slaughtered by SPYMASTER in a 1 minute bloody Dark Arena brawl. CLOSED MIND overpowered MORRIGAN in a 1 minute one-sided Bloodfeud fight. FOTHERINFOP viciously subdued FANTA FUELED FUZZ in a 8 minute Challenge Title fight. MELTDOWN unbelievably bested MISS STEP in a 3 minute expert's Challenge fight. HOOF HEARTED won victory over ASH in a 2 minute Challenge duel. SQUIFFY lost to HUNGRY WAIF in a action packed 1 minute Challenge fight. MISS TREE MEAT vanquished L'ORC BLEU in a exciting 1 minute one-sided Challenge fight. TOBACCO ROSE was unbelievably bested by POLARIS in a slow 13 minute Challenge bout. MISS CONSTRUED was savagely defeated by SLICK in a 3 minute Challenge competition. CHIKEN HEARTED was luckily beaten by CASTOR BEAN in a 8 minute Challenge match. FERAL was overcome by FAERIE DRAGON in a 2 minute Challenge conflict. ESTUPIDO luckily beat QUEUE in a 2 minute bloody novice's Challenge duel. BETHUNES was vanquished by MISS TOOK in a crowd pleasing 1 minute one-sided fray. GOLDENEYE devastated LUMBERING WAIF in a 1 minute brutal one-sided fight. MISS COMMUNE KATE was beaten by ODDJOB in a 2 minute bout. RANCID WAIF overpowered CAPTURED ORC in a 3 minute bloody mismatched fight. REDWOOD was bested by FRENZIED WAIF in a popular 4 minute bout. PUSSY GALORE won victory over MIST DANCER in a 2 minute match. PSYLOCKE savagely defeated CERNUNNOS in a 3 minute gruesome fray. JAGUARMAN handily defeated LUGH in a 1 minute one-sided contest. IRON FIST was demolished by MOTEL DU LAC in a 1 minute one-sided fight. BRIGID was vanquished by BILL BALOUD in a 1 minute gruesome one-sided match. CALLIECH was defeated by LAZY BONES in a action packed 5 minute novice's bout. WEEDS II overpowered BAD 2 THE BONE in a 3 minute gory uneven duel. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |TOTAL PARRY 9 TOTAL PARRY 54 - 28 - 1 66 | |LUNGING ATTACK 6 SLASHING ATTACK 24 - 22 - 1 52 | |STRIKING ATTACK 6 STRIKING ATTACK 61 - 56 - 15 52 | |SLASHING ATTACK 5 WALL OF STEEL 19 - 19 - 1 50 | |BASHING ATTACK 5 LUNGING ATTACK 30 - 38 - 1 44 | |WALL OF STEEL 4 AIMED BLOW 30 - 43 - 0 41 | |AIMED BLOW 4 PARRY-LUNGE 11 - 17 - 0 39 | |PARRY-LUNGE 4 PARRY-STRIKE 12 - 19 - 1 39 | |PARRY-RIPOSTE 3 PARRY-RIPOSTE 8 - 14 - 1 36 | |PARRY-STRIKE 3 BASHING ATTACK 22 - 41 - 1 35 | Turn 233 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: WALL OF STEEL 3 - 1 BASHING ATTACK 2 - 3 2 TOTAL PARRY TOTAL PARRY 6 - 3 PARRY-RIPOSTE 1 - 2 2 AIMED BLOW SLASHING ATTACK 3 - 2 STRIKING ATTACK 1 - 5 2 WALL OF STEEL AIMED BLOW 2 - 2 PARRY-STRIKE 0 - 3 2 LUNGING ATTACK PARRY-LUNGE 2 - 2 1 BASHING ATTACK LUNGING ATTACK 3 - 3 1 SLASHING ATTACK 1 STRIKING ATTACK TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME TOTAL PARRY FANTA FUELED FUZZ 4092 24 8 0 130 BLACKTHORN ORCS (425) AIMED BLOW FOTHERINFOP 4271 14 8 1 117 WIMPS OF PERIL (504) BASHING ATTACK MISS TOOK 4091 11 7 1 101 LADIES IN WAITING (115) WALL OF STEEL ODDJOB 3920 14 7 0 94 BONDAGE (469) SLASHING ATTACK CLOSED MIND 4429 11 3 0 91 BLACKTHORN ORCS (425) LUNGING ATTACK MISS STEP 3978 16 12 0 87 LADIES IN WAITING (115) STRIKING ATTACK GOLDENEYE 4479 6 1 0 79 BONDAGE (469) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is MISS STEP 3978. The most popular warrior this turn was FOTHERINFOP 4271. The ten other most popular fighters were CHIKEN HEARTED 4502, MISS STEP 3978, SIMPLE MIND 4431, FANTA FUELED FUZZ 4092, SLICK 4495, FRENZIED WAIF 4345, CALLIECH 4558, RANCID WAIF 4413, PSYLOCKE 4470, and HUNGRY WAIF 4349. The least popular fighter this week was POLARIS 4547. The other ten least popular fighters were TOBACCO ROSE 4529, BAD 2 THE BONE 4583, LAZY BONES 4584, BRIGID 4555, IRON FIST 4390, LUGH 4559, REDWOOD 4304, LUMBERING WAIF 4346, ESTUPIDO 4572, and CHINADOLL 4389. The following warriors will travel to ADVANCED DUELMASTERS after next turn: FANTA FUELED FUZZ (8-4092) BLACKTHORN ORCS (425) FOTHERINFOP (8-4271) WIMPS OF PERIL (504) The following warriors have traveled to ADVANCED DUELMASTERS after fighting this turn: DOMINO (8-3994) BONDAGE (469) BETHUNES (8-4083) LA PENTARCHIE (481) JESSIE'S GUIDE TO A GOOD BASHER (2nd Edition) Greetings. This is a 2nd edition of "Jessie's guide to a good BASHER." I have had a little more time to upgrade my first article to give you some more info regarding my favorite style. The major changes are in the weapons and strategies section. But read the whole thing; I've made other changes as well. Also, this article doesn't discuss the SCUM basher or other mutant variations of this style. It deals mainly with ones meant to last past 10-15 fights. Most new mangers or managers that don't run bashers that much, don't understand how to make a good basher. Needless to say, they don't run them right either. Even with the my horde of bashers, each one varies somewhat. The 4 MOST important things to a basher are DECISE skills, ATTACK skills, DAMAGE bonus, and maintaining the INITIATIVE. This is also the order of importance as well. Bashers also learn ATTACK, DECISE and INITIATIVE skills faster than other skills. They are very similar to slashers in many ways. 1. DECISE SKILLS: A basher needs to strike first, this is why his number of Decise skills must be high. His bigger size will give him bonus DECISE skills, as well as bonus INITIATIVE skills. Bashers have poor defense and parrying abilities, this is why they need to gain the initiative. A BASHER'S best defense is a good OFFENSE. Speed also gives decise skills. But, I don't add to speed, cause speed isn't vital to a basher or his performance. 2. ATTACK: After gaining the initiative, the number of attack skills will determine whether he hits or not. Bashers need to hit what they swing at, 'cause they may not get another chance to swing. I recommend a 10+ base in attack for a basher. This means he should have a HIGH ORDER WIT statement for attack. The higher the attack rating, the easier it will be to get through the parries and dodges of the opponent. If you check the WIT statement chart, and he doesn't have HIGH ORDER attack, he may not do well. 3. DAMAGE: This is a MUST for any basher. I would recommend a no less than a GOOD DAMAGE rating. I prefer GREAT DAMAGE for my bashers, or more. A basher must be able to do A LOT of damage when he hits, because he is trying to bring his opponent down fast. He can't afford to let his opponent attack back with the low defensive abilities the basher has. That is why he needs to make every hit count. 4. INITIATIVE: He needs to start with at least a LOW ORDER initiative WIT statement. He needs to maintain his attacks to get enough hits to bring his opponent down, so there is no counter attack. It does no good to strike first if he can't maintain his initiative. Big size, High WIT, and high DEFTNESS will give your basher extra starting INITIATIVE skills. Designing a good basher doesn't take a rocket scientist. If you've been wondering what to do with big guys, BASHER is the answer. Bashers make excellent BASIC warriors. And if you get one that has some defensive abilities as well as offense, he might be good at the higher levels of the game. Smaller bashers that have higher skill bases, fare better at higher levels of the game than bigger ones with less skill. The only problem with small ones is surviving BASIC. 'Cause they don't have the DAMAGE or HIT POINTS the big ones have. Strength: 10-17 Don't skimp, you need the damage. But WIT is the first concern. Strength is number 3 in the priority race. You might need a little higher if you have a small warrior. Remember, you want to at least get a GOOD DAMAGE rating. You can also train strength later, so don't worry about starting with it too high. I always try to get odd numbers on strength, 'cause that's where most of the strength requirements are for basher weapons. 15, 17, 21 STR also give extra skills. Constitution: 6+ Try to get it to a least 6. If you already have it above 6, don't add points here. This is low priority for adding points. Size: 9+ is recommended, but I wouldn't go below 6 unless you got at least a 15 strength. If you have a size 15+, then you can go as low as 10 on the strength. A QS only needs an 11 strength to wield. You can use it till you get a 12 or more strength to wield the basher's best weapon, the WARHAMMER. Don't forget big sizes, 12+, get bonus HIT POINTS, DECISE SKILLS, and INITIATIVE SKILLS. But they also get a penalty in their starting DEFENSE skills. Smaller ones, 8 or less, get bonus defense, but fewer hit points. They also get hosed on their DAMAGE bonus. But the smaller ones usually start out with more skills than the bigger ones. Wit: 15, 17 or 21. Since a basher starts out with lower skill bases than most styles, he needs to learn fast. Even if he is only an average basher, he can make up for it by learning fast. Having a high WIT will help him learn fast. If you have a slow- learning basher, he won't be competitive after about 10 to 15 fights. The reason is that the other styles that start with more skills than a basher will pass him up in the skills department. This will cause many losses and even death. This is a number ONE priority when adding points. WILL: If you can't get 15, 17, or 21, don't add points here. WILL is not a basher priority. If you want your basher to go to ADM, you need at least a 15 WILL. Bashers are low endurance burn, and don't need high endurance. But it is nice to have. Some of the best short term bashers have low wills. Speed: 5+. Speed is not a basher priority. Don't add points here. I don't like 3 speeds, I believe there is a voodoo curse that penalizes you too much. DEFTNESS: Many managers skimp here. DON'T SKIMP on deftness. I see many managers see that a roll up has low deftness and automatically say, "Make it a basher." That greatly damages your basher. For a lunger or slasher who already have A LOT of skills to start out with, it's okay to have a low deftness. But not a basher who doesn't have those skills. Deftness is where most of the bonus skills come from. Don't ROB your basher of the skills, he needs all he can get. I recommend 13+. 11 is okay if you have a 17 or 21 WIT. I never go below 9 Deftness, period. BASHER WEAPONS: After experimenting with all of the basher weapons extensively, I have more info in this area to give. Basher Weapon Requirements : Warhammer: STR 13, SZ 3, WIT 9, DEF 7 Mace: STR 13, SZ 3, WIT 7, DEF 5 Morning Star: STR 13, SZE 3, WIT 9, DEF 13 War Flail: STR 11, SZE 3, WIT 7, DEF 7 Quarter Staff: STR 11, SZE 9, WIT 11, DEF 11 Great Axe: STR 13, SZE 3, WIT 9, DEF 11 Greatsword: STR 15, SZE 9, WIT 11, DEF 11 Maul: STR 15, SZE 9, WIT 5, DEF 7 Halberd: STR 17, SZE 9, WIT 11, DEF 11 Those weapons above are well suited to the Basher. Also, weapons that are marginally suitable are battle axe, broadsword, and fist. You do get a little penalty for using marginally suitable weapons, but not enough to notice. Your basher's favorite weapon can only be a well suited one. Besides strength, other important factors that determine what weapon you equip your basher with are ENDURANCE and current ATTACK skill level. If your basher has an ENDURANCE problem, use the QS or WH. Or if he is fighting against a heavy armored defensive style, these weapons are the best choice. Warhammer is good against plate. Don't use a ML or HL with an endurance problem, 'cause he won't last past round one. If your basher hasn't gained enough skill yet, and is being parried most of the time, use BIGGER weapons. If you have the strength and endurance, use the ML or HL. Using these weapons will increase the damage you do, making each hit count. In basic, when weapon speed its a major factor, big weapons aren't really that slow. Another tactic I use often with great success is using big weapons for light armor and lighter ones for heavy armor. Most offenses in basic wear lighter armor and have fewer hit points. Offensive styles are more deadly to bashers than defensive styles. Therefore, you need to bring them down as quickly as possible. Using a HL or ML against scale armor or less usually only takes one or 2 hits to bring an offensive style down. Defensive styles parry and dodge a lot of your attacks, so you need a lighter weapon so you won't tire out quickly. Using a warhammer for chainmail and above will let you last long enough to bring a defensive style down. Warhammer also does very well against heavy armor. WARHAMMER: 13 ST required. This is the BEST weapon for a basher without a doubt. Its light weight and speed are unchallenged against all the other basher weapons. It also does a surprising amount of damage. Can be used against all armors with great success. This weapon rarely breaks. MACE: 13 ST required. This is an okay weapon, but doesn't compare to the WARHAMMER. It has problems inflicting damage. Morningstar: 13 ST and DF required. Does good damage, but is slow and heavy. Isn't worth the endurance burn. War Flail: 11 STR required. The is the WORST weapon in the game. DON'T USE IT!!!!! Damage for this weapon is very lame and I have see it bounce off of ALE and NO ARMOR opponents. I believe daggers and fist do more damage! Quarterstaff: 11 ST and DF required. This two-handed weapon is light weight, quick and good against all armors. This is a basher's second best weapon. This weapon's main problem it breaks too much. I use the fist as a backup when I use the QS, so when it breaks he doesn't have to draw a backup weapon. Offensive styles may not give you a chance to draw your backup weapon. With a fist back-up you will continue attacking after your weapon has broken, maintaining the initiative. Great Axe: 13 ST and 11 DF required. This is also much like the QS, but weighs a little more. Does more damage than a QS. It will tire your basher faster. This weapon also breaks a lot. Maul: 15 ST required. Does massive damage, but is very heavy and tiresome. This weapon is a better all-around weapon between it and the halberd. This is the 3rd best bashing weapon. Halberd: 17 ST required. Does the most damage in the game. This weapon also is only for those warriors who have the strength and the endurance for it. This is a bashers 4th best weapon. Greatsword: 15 STR required. See WAR FLAIL. This weapon also breaks a lot. Shields: Are well suited to bashers, but don't ever use one. They do hardly any damage. Don't ever use a shield and any other weapon in a basher's off-hand. They rarely use their off-hand to parry and when they do use it to attack with you're doing less damage. When the computer gets to the part in the program where it selects which hand to use, you want him to use his PRIMARY weapon to do the most DAMAGE. Not to pick an off-hand weapon that does lesser damage. Also you get an attack bonus for using 2 hands with many weapons. Bashers favorite weapon: Well out of 78 Basher ADM graduates, the following is a list of their favorite weapons. MS(7), MA(14), GA(4), GS(8), ML(8), WF(8), HL(7), WH(7), QS(9) You have to try each of them if you want to guess which one it is. If you're lucky and get the WH, then praise the gods!! 15 of the 78 bashers got the BASH tactic as their favorite tactic. But, I wouldn't use the BASH tactic, but the DECISE tactic is awesome for a BASHER. I use it with all my bashers. One basher got DECISE as a favorite tactic. Bash is only good to use against strong defensive styles after round one. I have used the DEFENSE or PARRY tactics in DESP. with great success. I will chose the one that the basher has a WIT statement in. IE: If he has a DEFENSE statement I use DODGE tactic in DESP. If a parry statement then PARRY in DESP. If neither, then PARRY 'cause it's almost always higher than DEFENSE for a basher. Basher armor: ALE/S or H to start. If he doesn't seem to get the jump on most of his opponents, then go to heavy armor. You can 'sponge' your opponents, by taking hits and hope to get to hit them when they're tired. But if they do too much damage to you first, you will lose. Favorite Rhythms: Offense effort should be between 8-10 the first minute and 5-8 thereafter. In DESP. 5-10. Activity Level should be 5-10 in the first minute and 1-3 thereafter. IN DESP between 1-10. KD between 5-7 all rounds. Typical Strategy: MIN: 1 2 3 4 5 6 DESP ======================================== OFF. 10 8 5 5 5 5 10 ---------------------------------------- AVT. 10 3 1 1 1 1 6 ---------------------------------------- KD. 7 6 6 6 6 6 6 ---------------------------------------- Att. RA RA RA RA RA RA RA ---------------------------------------- Pro. HE HE HE HE HE HE HE ---------------------------------------- TAC. DECISE in minute one. Bash in later minutes against scum or heavy defensive styles. Defense or parry in DESP. If you aim for the limbs, you can take your opponent down quickly. Bashers tend to hit the upper half of the body more anyhow. Well, that's a wrap. If you would like to chat, get charts, or learn all the stuff RSI doesn't tell you, drop me a line. You can diplo me at DM 75, "The Joker's WILD 2" or any one of my others teams that are too long to list. Also, you can EMAIL me at 103260.3347@compuserve.com Ta-Ta, Sir Jessie Jest The Basher Guy