DUEL 2 NEWSLETTER Date : 10/13/2004 Duedate: 11/09/2004 STORMCROWE ARENA DM-45 TURN-222 This Weeks Top Honors THE DUELMASTER IS THE SMELL OF IT EMETICS (406) (45-3564) [16-18-1,130] Chartered Recognition Leader Unchartered Recognition Leader THE SMELL OF IT BASHER EMETICS (406) DEMOLISHERS (454) (45-3564) [16-18-1,130] (45-3925) [1-0-0,13] Popularity Leader This Weeks Favorite GARGLE SPEW GARGLE SPEW EMETICS (406) EMETICS (406) (45-3902) [12-10-1,100] (45-3902) [12-10-1,100] THE CURRENT TOP TEAM MOJO P@TROL (451) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. MYTH TAKES (458) 41 2. NORTHERN LIGHTS (393) 40 MOJO P@TROL (451) 3. DARQUE FORCES (428) 38 Unchartered Team 4. EMETICS (406) 25 5. DEMOLISHERS (454) 13 DEMOLISHERS (454) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1 MOJO P@TROL (451) 59 45 3 56.7 1/ 1 MOJO P@TROL (451) 10 5 1 2/ 6 SUPERIOR FORCES (310) 48 40 0 54.5 2/ 3 SUPERIOR FORCES (310) 9 0 0 3/ 2 MORDRED'S MADMEN (409) 99 83 5 54.4 3/ 6 MYTH TAKES (458) 9 5 0 4/ 3 DARQUE FORCES (428) 144 125 8 53.5 4/ 5 EMETICS (406) 7 5 0 5- 4*VENDETTA INC. (463) 24 21 3 53.3 5/ 4 DARQUE FORCES (428) 7 8 1 6- 5 WALKING DEATH (197) 84 74 1 53.2 6/ 8 NORTHERN LIGHTS (393) 7 8 0 7- 7 STRONG-ARM SENATE (414) 24 22 3 52.2 7/ 2 MORDRED'S MADMEN (409) 6 9 0 8- 8 AVID FANS (65) 120 118 11 50.4 8/10 A DEAL'S DEAL (457) 3 12 0 9/10 MYTH TAKES (458) 35 35 1 50.0 9-11 STRONG-ARM SENATE (414) 2 1 0 10/12 NORTHERN LIGHTS (393) 104 120 2 46.4 10/12*DEMOLISHERS (454) 2 3 0 11/11 EMETICS (406) 67 78 2 46.2 11- 9 AVID FANS (65) 1 4 1 12/ 9*DEMOLISHERS (454) 2 3 0 40.0 12- 7*VENDETTA INC. (463) 1 4 1 13/13 A DEAL'S DEAL (457) 31 54 3 36.5 13-13 WALKING DEATH (197) 0 1 0 14/ 0*Y'S GUISE (317) 0 7 0 0.0 14/ 0*Y'S GUISE (317) 0 1 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[ A Dark and Stormy Night ]H[ + ---:--- + ]H[ + "A dark and stormy night. Ha!" Walrus glanced at his companion, Boom Boom. "ALL the nights here at this season are dark and stormy. It doesn't mean a thing." "Yes, it does," the redhead insisted. "It's sinister. It makes my toes twitch. All it needs is--" Behind them, a door slammed. Walrus looked over his shoulder uneasily, but it was just the door to one of the abandoned warehouses here on the waterfront. Probably it was unlatched, and the wind was swinging it. It didn't MEAN anything. Except that if the owner of the building didn't fix it, the door would soon enough be broken by repeated slamming. Probably an absentee owner, a lot of them were. He couldn't tell which warehouse, since all were dark and the rain was coming down heavily. Coldly, too. He considered suggesting that they go inside...somewhere. Before he could make the suggestion, a woman screamed. A curse rang out. Suddenly there was a lot of movement and confused sound in the rainy night. Knowing his duty, Walrus put himself between Boom Boom and the action, whatever it was. Boom pushed him aside, not gently, and drew her sword. "I KNEW there was something suspicious down here!" She moved into the darkness, disappearing in the curtains of rain. "Cabbages!" Walrus muttered. He drew his own sword and peered around. If he jumped right into whatever was fraying, he could as easily hit Boom Boom as an enemy, which would be a poor repayment for her company. Besides, whatever was going on wasn't any of HIS business. So far as he knew. "We need light--" Lightning stuttered across the sky. The cobbled waterfront was a moil of dark shapes. Some were human. Some were less easily characterized. Individual identity and purpose were impossible to determine. If he was going to jump into this fight, it would be solely for the enjoyment of the struggle, not a persuasive motive for the stolid Walrus. Lightning came down in one vast stroke from clouds to cobblestones. It was blinding, deafening, more confusing than the darkness had been. Meanwhile, back in Kurukar, a figure nodded and laid down a dagger. "The spell is wound up." "Yes." The Black Kalive of Kurukar stepped back from the altar, wiping blood from his hands on a silken cloth. "Very satisfactory, Turoghan. I will await developments with great interest." * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 502): BLUE RUIN of BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 500): BLOOD BUD of BLOODSUCKERS (Way Cool, mgr.) DM 15 MALCORN (turn 494): WOODWALKER of GREENWARDENS (Jorja, mgr.) DM 16 WILLAF (turn 496): ORAN JI of PUNNY AMINALS (Jorja, mgr.) DM 17 ALJAFIR (turn 494): MOUSE NOYLE of MIDDLE WAY (Joaja, mgr.) DM 19 ZUWAYZA (turn 493): CHAOS of CURTAIN CALL (?, mgr.) DM 28 MORYA (turn 246): PEG-LEG BOUCHARD of CANADIAN BACON (Firehawk, mgr.) DM 29 LAPUR (turn 485): TALL TREE of CARDOW HUNTERS (Uncle Wolf, mgr.) DM 31 CHIMLEVTAL (turn 244): GENERAL PUBLIC of MILITARY MAYHEM (Crip, mgr.) DM 32 ARVAT (turn 482): PRIVATE PROPERTY of CALL THE PRIEST (Destitute Noble, mgr.) DM 33 NIATOLI ISLAND (turn 480): DARTMAN of COLGATE DAYS (The Dark One, mgr.) DM 35 MURSKA (turn 473): BARRISTER of BLITZKRIEG (Polarius, mgr.) DM 43 VEASTIAN (turn 436): TIRO COCOCO of THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 221): ZINDELLA AZRON of MOJO P@TROL (Master Voodoo, mgr.) DM 47 NORTH FORK (turn 216): BEAR ACUDA of THE BEAR'S PAW (KAT, mgr.) DM 50 SNOWBOUND (turn 203): TOM SMITH DISEASE of STRANGE TUNES (Berylstar, mgr.) DM 56 ROCANIS (turn 361): JAVELINO of REDHORSE (Mila, mgr.) DM 61 JURINE (turn 341): GEORGE DUBYA of DEATH BY STUPIDITY (The Sentinel, mgr.) DM 73 ERINIKA (turn 151): BULL FROG of THE BULLS (Crip, mgr.) ADM 103 FREE BLADES (turn 386): WOUNDWORT of DARKMOON from RIZTAB (Bobby Bigfoot) Top Teams --------- DM 9 ZUKAL (turn 502): BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 500): DRYNN'S PRETTIES (Drynn, mgr.) DM 15 MALCORN (turn 494): GREENWARDENS (Jorja, mgr.) DM 16 WILLAF (turn 496): ARENA FELINES (Garfield, mgr.) DM 17 ALJAFIR (turn 494): HEROESANDFOUNDONES (The Judge, mgr.) DM 19 ZUWAYZA (turn 493): CURTAIN CALL (?, mgr.) DM 28 MORYA (turn 246): OTTO'S MECHANICS (Crip, mgr.) DM 29 LAPUR (turn 485): CROC FILES (THawk, mgr.) DM 31 CHIMLEVTAL (turn 244): NOMENKLATURE (Spawn, mgr.) DM 32 ARVAT (turn 482): CALL THE PRIEST (Destitute Noble, mgr.) DM 33 NIATOLI ISLAND (turn 480): COLGATE DAYS (The Dark One, mgr.) DM 35 MURSKA (turn 473): BLITZKRIEG (Polarius, mgr.) DM 43 VEASTIAN (turn 436): THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 221): MOJO P@TROL (Master Voodoo, mgr.) DM 47 NORTH FORK (turn 216): ALL-STAR NANA'S (The Mun, mgr.) DM 50 SNOWBOUND (turn 203): DARK SIDHE (Daehir, mgr.) DM 56 ROCANIS (turn 361): BAD APPLES (Uncle Wolf, mgr.) DM 61 JURINE (turn 341): DEATH BY STUPIDITY (The Sentinel, mgr.) DM 73 ERINIKA (turn 151): THE BULLS (Crip, mgr.) ADM 103 FREE BLADES (turn 386): BLACKEST PRIDE, etc. (Ultraist, mgr.) Recent Graduates ----------------- DM 12 RIZTAB (turn 500): CROUCHING TIGER of ARENA FELINES (Garfield, mgr.) DM 15 MALCORN (turn 494): LITTLE CURRENT of TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 496): ORAN JI of PUNNY AMINALS (Jorja, mgr.) DM 17 ALJAFIR (turn 494): MOUSE NOYLE of MIDDLE WAY (Jorja, mgr.) (turn 493): EAGLES LAIR of WHEN EAGLES DARE (Talon Volksie, mgr.) DM 28 MORYA (turn 245): GALENA of BOXOROX (Berylstar, mgr.) DM 29 LAPUR (turn 485): TALL TREE of CARDOW HUNTERS (Uncle Wolf, mgr.) (turn 484): MACRINUS of EQUESTORS (Spartacus, mgr.) DM 31 CHIMLEVTAL (turn 244): VOMITO of WHAMMO & THUDDA 4 U! (Micky, mgr.) OBAN of SINGLE MALTS (Berylstar, mgr.) TOBIAS HAWKWIND of THE NIGHTHAWKS (Firehawk, mgr.) DM 32 ARVAT (turn 482): PRIVATE PROPERTY of CALL THE PRIEST (Destitute Noble, mgr.) (turn 481): STARBREAKER of CALL THE PRIEST (Destitute Noble, mgr.) DM 43 VEASTIAN (turn 436): TIRO COCOCO of THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 221): ZINDELLA AZRON of MOJO P@TROL (Master Voodoo, mgr.) (turn 220): MARILYN of DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 216): BEAR ACUDA of THE BEAR'S PAW (KAT, mgr.) DM 50 SNOWBOUND (turn 203): TOM SMITH DISEASE of STRANGE TUNES (Berylstar, mgr.) DM 56 ROCANIS (turn 361): APPLEMINT of BAD APPLES (Uncle Wolf, mgr.) SPY REPORT Hail STORMCROWE! Warriors of the arena, prepare to be praised and blamed for your deeds. Now keep the taverns open late tonight, for there are sorrows to drown for MORDRED'S MADMEN, whose 1-4-0 this turn dropped them by 5 into 7th. MYTH TAKES stable has parlayed this turn's 4-1-0 into a 3 space move up the rankings. This brings them up to 3rd place. Good work, guys! The NORTHERN LIGHTS guild has had a 4-1-0 turn and deserves to be watched in the future. You never know where this kind of thing can lead. And let's see, MOTHER fought ALICE OSBORNE and gained 18 points and contributed to DARQUE FORCES' 2-3-0. ALICE OSBORNE has lost to MOTHER, falling 14 points, while helping make MORDRED'S MADMEN a 1-4-0 turn. This week's Duelmaster bout was between SPYMASTER and our Duelmaster ZINDELLA AZRON, making a Dark Arena Challenge. Defending hers title for another turn, ZINDELLA AZRON kept DARK ARENA's warrior, SPYMASTER, from claiming the throne. By the way, was that our Duelmaster that I saw last night, cramped under the table at The Shadow's Fountain? The crowd's roar, the smell of iron and leather, mixed with sweat, what more could a warrior ask of life? Well, besides that. MORDRED'S MADMEN has cause to stand tall, as they were STORMCROWE's most avoided team. A smart manager knows this is a team to beat. And guess who avoided MORDRED'S MADMEN stable the most? Believe it or not, it was MYTH TAKES. Anyone surprised? The most challenged warrior this turn was EMETICS' warrior THE SMELL OF IT. More fighters challenged it than challenged the Duelmaster! Building dreams on hope, BOMBSHELL challenged up 30 points this turn to take on THE SMELL OF IT from EMETICS stable. But when the dust settled, BOMBSHELL had lost to THE SMELL OF IT, and DARQUE FORCES left BOMBSHELL doing chores when they went to the tavern. Better luck next time. We only live a short time in this world, so why not take a sharp blade, and shave it close? Had I not seen it, it would be hard to believe. ZINDELLA AZRON was sent to the Dark Arena and lived to tell about it! Makes you think, no? You gotta do what you gotta do. A DEAL'S DEAL has sent JILTED JILL to the Dark Arena. The deed is done. Lift the ale, and toast the memory. A DEAL'S DEAL made what looks to be a tough decision this turn, as they sent CONCERTINA, with a record of 8-8-0, to CONCERTINA death. Farewell, hers. A farewell moment, if you please, SWINGANDAMYTH of MYTH TAKES has been sent to the Dark Arena, and was carried out on his shield. A brave warrior does not carry a red shield, he has nothing to cover or hide when the fight is over. Consider well. I like this place, STORMCROWE, the taverns have old wine, and young serving girls. Who could ask for more? Always good to rest in STORMCROWE, but never good to wear out my welcome. Look for me in future turns. Until you see my quill in STORMCROWE again, farewell-- Alarond the Scribe DUELMASTER W L K POINTS TEAM NAME THE SMELL OF IT 3564 16 18 1 130 EMETICS (406) CHALLENGER CHAMPIONS W L K POINTS TEAM NAME HOT LIPS 3743 21 5 0 108 DARQUE FORCES (428) MOTHER 3741 16 10 1 101 DARQUE FORCES (428) GARGLE SPEW 3902 12 10 1 100 EMETICS (406) MYTHING LINK 3972 10 4 0 100 MYTH TAKES (458) CHAMPIONS W L K POINTS TEAM NAME NORA BATES 3883 12 13 0 89 MORDRED'S MADMEN (409) BOMBSHELL 3914 11 8 2 89 DARQUE FORCES (428) -GOAT 4012 8 1 0 89 VENDETTA INC. (463) DAGORA SAVON 3896 12 9 1 88 MOJO P@TROL (451) STORM SERPENT 2416 17 8 0 84 SUPERIOR FORCES (310) ALICE OSBORNE 3970 10 7 1 81 MORDRED'S MADMEN (409) CONVULSIVE HURL 3563 5 28 0 75 EMETICS (406) -THE BEER VENDOR 1975 17 16 1 74 AVID FANS (65) TEARSA 3954 10 6 1 73 MOJO P@TROL (451) -WRECKER 1402 18 13 0 71 WALKING DEATH (197) CHALLENGER ADEPTS W L K POINTS TEAM NAME NEAR MYTH 3973 8 7 1 66 MYTH TAKES (458) MYTH OLOGY 3975 8 6 0 66 MYTH TAKES (458) SHARD 3507 13 22 1 62 NORTHERN LIGHTS (393) -THE STATISTICIAN 2309 13 16 0 59 AVID FANS (65) -THE JANITOR 2545 8 9 0 57 AVID FANS (65) ADEPTS W L K POINTS TEAM NAME PYROTECHNICS 4018 12 1 0 56 SUPERIOR FORCES (310) -SISSY 3610 7 2 0 56 STRONG-ARM SENATE (414) DEATH FOG 4017 9 4 0 49 SUPERIOR FORCES (310) -A TALENT SCOUT 3950 6 4 0 48 AVID FANS (65) -COLOUR COMMENTATOR 3951 5 5 1 46 AVID FANS (65) -JOGLI 1902 10 4 0 43 WALKING DEATH (197) ADEPTS W L K POINTS TEAM NAME VOR'EIV TAVERS 3916 11 9 0 42 MOJO P@TROL (451) -SKORG 1804 10 7 1 42 WALKING DEATH (197) JANE THE RIPPER 4096 4 1 0 40 MORDRED'S MADMEN (409) -TARGET 3607 7 3 1 35 STRONG-ARM SENATE (414) WALRUS 3995 6 10 0 35 NORTHERN LIGHTS (393) CHALLENGER INITIATES W L K POINTS TEAM NAME FRANCINE KRUGER 4015 4 9 0 33 MORDRED'S MADMEN (409) -ABRAXIS II 4075 3 2 1 33 VENDETTA INC. (463) TECHNICDOR YAWN 4097 2 2 0 30 EMETICS (406) -FIRE HAWK 4011 4 5 0 29 VENDETTA INC. (463) -BOGEY 3609 5 5 1 28 STRONG-ARM SENATE (414) -C.F.H. 4009 3 6 0 27 VENDETTA INC. (463) ICELINIA 4092 3 3 0 26 NORTHERN LIGHTS (393) FROSTBITE 4014 1 13 0 25 NORTHERN LIGHTS (393) INITIATES W L K POINTS TEAM NAME KOTHAS JAPFIN 4031 6 5 0 23 MOJO P@TROL (451) MYTH DEMEANOR 4111 3 0 0 20 MYTH TAKES (458) -GASH 3638 4 4 1 17 STRONG-ARM SENATE (414) FLAMIN FLORRIE 4090 3 3 1 13 A DEAL'S DEAL (457) BASHER 3925 1 0 0 13 DEMOLISHERS (454) -MASOJ 2603 2 0 0 12 WALKING DEATH (197) FROSTFLARE 4112 1 2 0 11 NORTHERN LIGHTS (393) CRUSHER 3924 1 2 0 10 DEMOLISHERS (454) ZOEY 4126 1 0 0 10 A DEAL'S DEAL (457) LEATHERHAIR 4103 2 2 0 8 MORDRED'S MADMEN (409) SMASHER 3927 0 1 0 1 DEMOLISHERS (454) ARYJAM 4119 0 1 0 1 Y'S GUISE (317) -DREVVYN 2533 0 1 0 1 Y'S GUISE (317) -HENGIST 3460 0 1 0 1 WALKING DEATH (197) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? JILTED JILL 4013 5 9 0 A DEAL'S DEAL 457 HIGH ELF 19 222 NONE CONCERTINA 3965 8 9 0 A DEAL'S DEAL 457 ARENAMASTER NHOR 23 222 NONE NEAT JUNK 4127 0 1 0 A DEAL'S DEAL 457 HIGH ELF 19 222 NONE DOOR # 3 3966 5 11 1 A DEAL'S DEAL 457 COLOUR COMMENTAT 3951 221 BROMO 4082 3 2 1 A DEAL'S DEAL 457 ABRAXIS II 4075 220 SPYMASTER 22 0 1 0 DARK ARENA 0 ZINDELLA AZRON 3898 222 NONE BOOM BOOM 4093 1 4 0 DARQUE FORCES 428 BANDIT PRINCE 25 222 NONE 3 WIT WONDER 4120 0 1 0 DARQUE FORCES 428 SPYMASTER 22 222 NONE TESS BUNDY 4038 2 5 1 MORDRED'S MADMEN 409 BROMO 4082 218 REVENGED SWINGANDAMYTH 3971 4 9 0 MYTH TAKES 458 BLACK ORC 20 222 NONE MASTER DARQUE 4008 5 4 2 VENDETTA INC. 463 BOMBSHELL 3914 220 PERSONAL ADS All -- Last go-round I lost my housekeeper. Guess dat means I gots ta clean house. *urf* *urf* *urf* -- Applejack Leatherhair -- Gosh, that's AWFUL. I bet you can't do a THING with it. -- Frostbite Bombshell -- You certainly hit me like one. What a woman! Quick and graceful, darque and dangerous. (sigh) Wonderful.... -- Shard the Smitten Francine Kruger -- (with dignity) The remark you made about blubber was uncalled- for. -- Walrus P.S. I am not fat, I'm just...solid. P.P.S. Besides, it's genetic. Crusher -- That was sooo not-friendly of you! I may never use those toes again. -- Frostflare Boom Boom -- I don't know why you make me think of the sound of ice cracking in the spring, but you do, and it's a sound that fills me with a vague but profound dread. -- Icelina P.S. Which unwomans me. 20 September 2004 Azereth has returned! I am the manager for Scarlet Blades in DM 25. I was a member of the Crimson Alliance and the Crimson Brotherhood (which was composed of former CA members). I've been out of the game for many (at least 5) years. I would like to hear from anyone who remembers me, as well as any Alliance that is seeking to add experienced managers to their roster. Contact me at: Anthony Wells 600 W. Shore Dr. Stanton, MI 48888 or by personal ads in DM 25. LAST WEEK'S FIGHTS ZINDELLA AZRON butchered SPYMASTER in a 2 minute bloody Dark Arena fight. JILTED JILL was slaughtered by HIGH ELF in a action packed 1 minute Dark Arena battle. CONCERTINA was assassinated by ARENAMASTER NHOR in a 1 minute Dark Arena duel. SWINGANDAMYTH was butchered by BLACK ORC in a 1 minute gory Dark Arena contest. BOOM BOOM was assassinated by BANDIT PRINCE in a 1 minute Dark Arena match. 3 WIT WONDER was butchered by SPYMASTER in a 1 minute gruesome Dark Arena brawl. NEAT JUNK was assassinated by HIGH ELF in a 1 minute Dark Arena struggle. BOMBSHELL was savagely defeated by THE SMELL OF IT in a 2 minute Challenge brawl. HOT LIPS unbelievably bested GARGLE SPEW in a 8 minute expert's Challenge melee. MOTHER vanquished ALICE OSBORNE in a 1 minute uneven Challenge fight. NORA BATES vanquished CONVULSIVE HURL in a 1 minute one-sided Challenge fight. NEAR MYTH overpowered VOR'EIV TAVERS in a exciting 2 minute one-sided Challenge fight. FRANCINE KRUGER was overcome by DEATH FOG in a exciting 1 minute Challenge contest. CRUSHER was luckily beaten by MYTH DEMEANOR in a 5 minute novice's Challenge brawl. MYTHING LINK overcame DAGORA SAVON in a 2 minute fight. TEARSA lost to STORM SERPENT in a crowd pleasing 4 minute bout. SHARD was vanquished by MYTH OLOGY in a 1 minute one-sided fray. PYROTECHNICS unbelievably bested JANE THE RIPPER in a 5 minute brawl. WALRUS savagely defeated KOTHAS JAPFIN in a exciting 6 minute brutal bout. FROSTBITE defeated EMBEZZLING SCRIBE in a 2 minute master vs. amateur conflict. ICELINIA overpowered LEATHERHAIR in a 1 minute one-sided duel. TECHNICDOR YAWN overpowered FLAMIN FLORRIE in a 1 minute uneven fray. FROSTFLARE handily defeated ARYJAM in a 1 minute one-sided contest. BASHER demolished CONVICTED THIEF in a 1 minute one-sided fight. ZOEY vanquished SMASHER in a 1 minute one-sided match. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |STRIKING ATTACK 9 TOTAL PARRY 63 - 22 - 0 74 | |LUNGING ATTACK 7 SLASHING ATTACK 32 - 27 - 2 54 | |TOTAL PARRY 6 LUNGING ATTACK 47 - 43 - 2 52 | |SLASHING ATTACK 6 PARRY-STRIKE 13 - 13 - 3 50 | |BASHING ATTACK 4 PARRY-RIPOSTE 10 - 12 - 0 45 | |AIMED BLOW 3 PARRY-LUNGE 10 - 12 - 1 45 | |PARRY-RIPOSTE 2 AIMED BLOW 18 - 23 - 0 44 | |WALL OF STEEL 2 STRIKING ATTACK 33 - 45 - 2 42 | |PARRY-LUNGE 1 WALL OF STEEL 16 - 25 - 1 39 | |PARRY-STRIKE 1 BASHING ATTACK 17 - 39 - 4 30 | Turn 222 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: PARRY-RIPOSTE 2 - 0 SLASHING ATTACK 2 - 4 4 STRIKING ATTACK AIMED BLOW 2 - 1 STRIKING ATTACK 3 - 6 3 LUNGING ATTACK TOTAL PARRY 4 - 2 BASHING ATTACK 1 - 3 2 TOTAL PARRY LUNGING ATTACK 4 - 3 PARRY-LUNGE 0 - 1 1 SLASHING ATTACK WALL OF STEEL 1 - 1 PARRY-STRIKE 0 - 1 1 PARRY-STRIKE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME TOTAL PARRY HOT LIPS 3743 21 5 0 108 DARQUE FORCES (428) LUNGING ATTACK MOTHER 3741 16 10 1 101 DARQUE FORCES (428) STRIKING ATTACK GARGLE SPEW 3902 12 10 1 100 EMETICS (406) PARRY-STRIKE BOMBSHELL 3914 11 8 2 89 DARQUE FORCES (428) BASHING ATTACK TEARSA 3954 10 6 1 73 MOJO P@TROL (451) SLASHING ATTACK NEAR MYTH 3973 8 7 1 66 MYTH TAKES (458) AIMED BLOW DEATH FOG 4017 9 4 0 49 SUPERIOR FORCES (310) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is GARGLE SPEW 3902. The most popular warrior this turn was GARGLE SPEW 3902. The ten other most popular fighters were TEARSA 3954, WALRUS 3995, FROSTBITE 4014, THE SMELL OF IT 3564, HOT LIPS 3743, NEAR MYTH 3973, JANE THE RIPPER 4096, CRUSHER 3924, NORA BATES 3883, and DEATH FOG 4017. The least popular fighter this week was KOTHAS JAPFIN 4031. The other ten least popular fighters were MYTH DEMEANOR 4111, SMASHER 3927, ARYJAM 4119, FLAMIN FLORRIE 4090, LEATHERHAIR 4103, PYROTECHNICS 4018, SHARD 3507, CONVULSIVE HURL 3563, NEAT JUNK 4127, and 3 WIT WONDER 4120. The following warriors have traveled to AD after fighting this turn: ZINDELLA AZRON (45-3898) MOJO P@TROL (451) FACE-TO-FACE XXXIV Our next Winter Face-to-Face will be held on Martin Luther King weekend, Friday through Sunday, 14-16 January 2005, at the Embassy Suites in Tempe, Arizona (4400 S Rural Rd--this is the same hotel as last year). Room rates are $139.00 per night, 1-4 occupancy, which includes breakfast. The rooms are blocked. The reservations number is 480-897-7444; tell them you're with the "Reality Simulations Face to Face Convention" block. Our room block will be released in mid-December, so please make sure you reserve your room before then! Room rates include a full cooked-to-order breakfast and a complimentary two-hour manager's reception. There is a free shuttle to the airport, as well as free parking. The hotel is located down the freeway in Tempe. All rooms have high speed internet (for an extra charge). There is a fitness center, jacuzzi, and pool, and of course a bar and Mexican restaurant inside the hotel. And there's Denny's right across the street. Look for transportation info in the tournament information sheet. The tournament information sheet/strategy sheet should be out sometime in late November/early December. If you haven't been to a Face-to-Face before, you're overdue. If you have, you'll be back. Don't miss this one, it'll be a blast! See you there! -- Green Eyes and the RSI Staff NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS) For those of you who keep track of such things, 51 additional warriors graduated from regular DM arenas (including closed arenas) since the last tournament. CAPTAIN CRUNCH (5-4330) TECHNOLOGY GARAI (7-4608) BLADES OF ICE GAZREK (7-5097) DEMONS OF DARKNESS 7 CRIMSON BLUSH (7-5351) VENGEANCE SEEKERS NEMESIS (10-2676) MYTH AND MIGHT PLAYFUL DOG (10-4237) MONGREL HORDE CALLISTO (12-4974) NAUGHTY NYMPHS ILLUMINAUGHTY (12-5423) LOBOTOMATION SKIPPY (14-2305) PRIDE OF THE CDC ARGINASE (16-4137) ENZYMES CADEX CFM (18-3366) THE BIKE SHOP CRY-O-LIT (18-6106) ROCK-ETTS PAPA RATTLESNAKE (18-6800) APACHE SUICIDE (21-4832) APPLE CIDER REVEREND LOVEJOY (22-5517) SPRINGFIELD DVDA (22-5768) THAT'S UNPOSSIBLE! DONAHAR (24-3006) MAGIC REALM LINK HOGTHROB (33-5358) INTERSTELLAR PORK JETS TO BRAZIL (36-5604) SKATE DRAGONS ARTEMIS (41-3675) LADY OF THE MOON SELENE (41-3676) LADY OF THE MOON BETTY (58-5755) HELL HOUNDS INSURRECTION (60-5607) BLADES OF DESTINY COPPERHEAD (65-5467) NATURE'S ASSASSINS CHRISSEL (70-5208) LITHE & LOVELY SUPERIOR II (75-760) SUPERIOR FORCES ARCHER (82-1198) GORGONITES SQUIRREL KILLER (82-3278) END OF THE LINE CICINISTI (82-3706) BEGUILERZ GNORE (82-3717) MILITARY SCIENCE FINALITY (82-4063) SUPERIOR FORCES 3P SIR LANCELOT (82-5350) ROUND TABLE WILLY T MAC (82-5925) RAPTURE KHORGA KHAN (82-6730) THE BEGINNING ELLYN (82-8983) LAS VEGAS II MANTISSA (82-9324) MATMATICA JETS TO BRAZIL (82-9697) DRAGON SKALE ON THE WASHER (82-10019) SUNNYDALE ORAL B (82-10020) SUNNYDALE 2-STROKE (82-10384) THE WILLBURYS 79 HITZ (82-10428) 4-LETTER DOCTORS UNDEFEATABLE (82-10966) SUPERIOR FORCES 5M GOLDWRAP (82-11886) SUPERIOR FORCES 34 CHIMPANZEE (82-12985) ANIMAL CRACKERS THE CUTICLE DANCE (82-13639) DON'T ASK SCHWETTY OLIVES (82-14247) SCHWETTY FOODS QSTAFF INFECTION (82-14523) DIRTY INFIRMARY BING S7 WANG (82-16000) SUPERIOR FORCES 6201 TAKE YOUR BEST SHOT (82-16651) SLIGHTLY HEATED SMILING GOAT (82-20735) SHAVE MY POODLE CRITICAL UPDATES (82-24025) ANNOYING THINGS II LIGHTNING XLV (82-24103) DEATH STUDS IX Congrats to the grads. -- Green Eyes 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