DUEL 2 NEWSLETTER Date : 05/27/2004 Duedate: 06/23/2004 DRAGONHEAD ARENA DM-72 TURN-147 This Weeks Top Honors THE DUELMASTER IS 2 PHAT VERMIN (165) (72-5064) [17-3-1,134] Chartered Recognition Leader Unchartered Recognition Leader 2 PHAT DAVE THE MANIMAL VERMIN (165) EPOCHOLYPSE (588) (72-5064) [17-3-1,134] (72-5428) [4-1-1,33] Popularity Leader This Weeks Favorite 2 PHAT DUNAUT VERMIN (165) AGELESS WONDER (584) (72-5064) [17-3-1,134] (72-5367) [11-6-0,68] THE CURRENT TOP TEAM X-POSSE (579) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. RAGE-ING BULL (569) 37 2. VERMIN (165) 29 MURDEROUS CROWS (171) 3. ROCKERS OF RAGE (583) 27 Unchartered Team 4. X-POSSE (579) 25 5. AD HOMINEM (561) 22 LEGION OF STEEL (601) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*LEGION OF STEEL (601) 1 0 1 100 1/ 1 X-POSSE (579) 10 5 0 2/ 0*TITANS II (608) 1 0 0 100 2/ 3 VERMIN (165) 8 2 0 3/ 1 MURDEROUS CROWS (171) 36 15 5 70.6 3/ 4 AGELESS WONDER (584) 6 3 0 4/ 0*AD HOMINEM (561) 9 5 0 64.3 4- 2*FAVORITE THINGS (599) 5 2 0 5/ 0*EPOCHOLYPSE (588) 15 10 2 60.0 5- 0*WILD THINGS (638) 4 2 0 6/ 3 SNIVELLS (585) 69 50 6 58.0 6/ 0 RAGE-ING BULL (569) 3 0 1 7/ 0*WILD THINGS (638) 8 6 0 57.1 7/ 0 ROCKERS OF RAGE (583) 3 1 0 8- 4 FEARSOME LEGENDS (505) 180 145 18 55.4 8/ 7*WAR TALISMAN (636) 3 3 0 9- 5*FAVORITE THINGS (599) 20 17 1 54.1 9/ 0*AD HOMINEM (561) 2 0 0 10/ 2*WAR TALISMAN (636) 7 6 0 53.8 10- 5 ANGELS OF CHAOS (600) 2 2 1 11- 6 ANGELS OF CHAOS (600) 70 67 5 51.1 11/ 8*ORC EMPIRE (603) 2 3 1 12/ 7 VERMIN (165) 181 174 8 51.0 12/ 0*LEGION OF STEEL (601) 1 0 1 13/ 0*R.A.G.E. WAR (555) 2 2 0 50.0 13/ 0*SEXY LADIES (559) 1 0 0 14/10 AGELESS WONDER (584) 44 48 2 47.8 14/ 0*TITANS II (608) 1 0 0 15/ 0 METAL HAMMERZ (578) 39 43 2 47.6 15/ 9 MURDEROUS CROWS (171) 1 1 1 16/ 0 ROCKERS OF RAGE (583) 30 35 3 46.2 16/10 SNIVELLS (585) 1 1 0 17/11 X-POSSE (579) 29 36 1 44.6 17/ 0*EPOCHOLYPSE (588) 1 4 1 18/ 9*ORC EMPIRE (603) 2 3 1 40.0 18-11 FEARSOME LEGENDS (505) 1 4 0 Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 19/ 0 RAGE-ING BULL (569) 18 30 2 37.5 19-12 ANCIENT KNIGHTS (507) 0 10 0 20-12 ANCIENT KNIGHTS (507) 45 80 3 36.0 20-13*ARTIC FURY (620) 0 3 0 21/ 0*SEXY LADIES (559) 4 13 0 23.5 21/ 0 METAL HAMMERZ (578) 0 2 0 22-13*ARTIC FURY (620) 0 3 0 0.0 22/ 0*TITANS III (616) 0 1 0 23/ 0*TITANS III (616) 0 1 0 0.0 23/ 0*R.A.G.E. WAR (555) 0 1 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank DUELMASTER'S COLUMN Notes from the arena champ. I'm disappointed you didn't fight, Constantine. I'm fairly confident I would have settled the score in my favor. Perhaps you felt the same. In any event, we'll see what transpires this next turn. No challenges from me. I presume I'll get the call this next turn, presuming I survive. I do have to thank Smitty for recognizing me in the personals last turn. I'll post my particulars next time. Adios, amigos 2 Phat, and lovin' it SPY REPORT Much has changed in DRAGONHEAD since last I was here. Never fear, Olaf Modeen adapts to many situations, as do all successful fighters. Phhbltt! Too much drinking and too little dodging gave FEARSOME LEGENDS a 0-0-0! I got a good laugh out of it! It seems so recently people were saying AGELESS WONDER was washed up, finished. But 3-1-0 moved them up 1. I guess they're washed no more... What's with ATOMIC PUNK? He actually beat EPOCHOLYPSE's ELGINAWA, and walked away with 27 more points from the fight. Major screwup at ROCKERS OF RAGE. CRAZY TRAIN lost 11 points to 2 PHAT 2. Some new strategies, perhaps? Maybe CRAZY TRAIN will provide more easy wins... Try as she might, CONSTANTINE wasn't good enough at persuading 2 PHAT to step down from the Duelmaster's throne... Wouldn't it be nice to have live subjects to practice on? I hear some team is looking into the uses of convicted prisoners. Speaking of cowardly avoiders and unfair challenges... The most avoided team was X-POSSE. In my day, no team with a 26-34-1 would scare me off! What's the problem, ROCKERS OF RAGE? How well I know the feeling of being the most challenged warrior, RABID RABBIT! Don't make idle boasts, they may come back to haunt you. Warriors of DRAGONHEAD unite. You have only your games to lose! LITTLE BULL of RAGE-ING BULL got 19 points for removing another young punk. Tough luck, EPOCHOLYPSE! GOLLUM was plum wore out after VENUS DEE MILO pounded 'im silly in a Bloodfeud. ORC EMPIRE'll have to get a little better before going after VENUS DEE MILO again! How long have I been here? I got people to see, places to go... Who knows what the future holds for a warrior. More fights, there's no doubt. Are you as tired of reading this as I am of writing it? Actually, I guess I'm writing it before you read it. Oh, well. I don't want to overstay my welcome...-- Olaf Modeen DUELMASTER W L K POINTS TEAM NAME 2 PHAT 5064 17 3 1 134 VERMIN (165) CHALLENGER CHAMPIONS W L K POINTS TEAM NAME CANNONBALL 5313 8 5 0 96 X-POSSE (579) CHAMPIONS W L K POINTS TEAM NAME CONSTANTINE 5361 12 5 1 89 AGELESS WONDER (584) -LORD EARL GREY 4546 11 11 1 85 FEARSOME LEGENDS (505) 2 PHAT TOO 5063 15 11 1 74 VERMIN (165) -LITTLE CHAOS 5527 10 10 0 72 ANGELS OF CHAOS (600) -SNIVELL 9 5382 11 8 0 69 SNIVELLS (585) CHAMPIONS W L K POINTS TEAM NAME DUNAUT 5367 11 6 0 68 AGELESS WONDER (584) CHALLENGER ADEPTS W L K POINTS TEAM NAME -CRIMSON ICE 5529 13 11 1 66 ANGELS OF CHAOS (600) -WOLF 5790 4 0 0 64 WILD THINGS (638) ORPHAN 5463 5 6 1 63 X-POSSE (579) HAFGAN 5355 10 7 1 62 AGELESS WONDER (584) GOLD HAMMER 5305 11 7 1 61 METAL HAMMERZ (578) -AVENGE PATTEESH 5306 8 6 1 60 METAL HAMMERZ (578) -EARLY MORNING 5522 6 2 0 57 FAVORITE THINGS (599) ADEPTS W L K POINTS TEAM NAME ATOMIC PUNK 2 5344 6 5 0 53 ROCKERS OF RAGE (583) -CYOLIS 5311 9 3 1 49 ANCIENT KNIGHTS (507) ANGRY MAN 5433 5 1 0 49 RAGE-ING BULL (569) SOON TO DA 5341 7 1 0 47 ROCKERS OF RAGE (583) -MONEY 5523 4 5 0 47 FAVORITE THINGS (599) -PISTACHIO 5521 6 3 0 44 FAVORITE THINGS (599) -EAGLE KEYS 4585 8 18 0 42 ANCIENT KNIGHTS (507) CHALLENGER INITIATES W L K POINTS TEAM NAME DEAD GIRL 5465 7 4 0 33 X-POSSE (579) SILVER HAMMER 5308 5 6 0 33 METAL HAMMERZ (578) DAVE THE MANIMAL 5428 4 1 1 33 EPOCHOLYPSE (588) -BETTY BOO 5378 4 2 0 33 SNIVELLS (585) 2 PHAT 2 5470 2 1 0 33 VERMIN (165) MR. FUNNYPANTS 5427 3 2 1 31 EPOCHOLYPSE (588) CYSPAR 5104 2 1 0 31 R.A.G.E. WAR (555) ASNEFF 5434 4 3 0 30 AGELESS WONDER (584) LITTLE BULL 5467 2 2 1 30 RAGE-ING BULL (569) -ANDERON 5260 7 8 0 29 FEARSOME LEGENDS (505) RABID RABBIT 2317 6 6 0 28 VERMIN (165) ATOMIC PUNK 5350 1 1 0 28 ROCKERS OF RAGE (583) VENUS DEE MILO 5720 5 1 0 26 X-POSSE (579) -LION 5792 3 1 0 26 WILD THINGS (638) INITIATES W L K POINTS TEAM NAME ACUTE 5154 3 0 0 23 AD HOMINEM (561) -PELEELAW 5309 1 3 0 23 METAL HAMMERZ (578) ACUMEN 5158 3 1 0 20 AD HOMINEM (561) CRAZY TRAIN 5352 3 2 1 18 ROCKERS OF RAGE (583) DANCE OF DEATH 5771 3 0 0 17 WAR TALISMAN (636) -BLACKNESS 5744 2 1 0 17 ANGELS OF CHAOS (600) GOLLUM 5550 1 1 1 16 ORC EMPIRE (603) DONOVAN HARPER 5542 1 0 1 16 LEGION OF STEEL (601) -FRIENDLY ORC 5551 1 0 0 16 ORC EMPIRE (603) ANGUS BEEF 5741 1 0 0 16 RAGE-ING BULL (569) -ACUTATE 5161 2 0 0 15 AD HOMINEM (561) -AKIRA 5353 2 2 0 14 FEARSOME LEGENDS (505) -SNAKE 5793 1 3 0 14 WILD THINGS (638) -SWEAT BAND 5685 0 2 0 14 FAVORITE THINGS (599) CRONUS DE OMEGUS 5768 1 1 0 12 WAR TALISMAN (636) -DARRYL 5640 1 0 0 12 AGELESS WONDER (584) BONK 5426 3 2 0 11 EPOCHOLYPSE (588) DRAVEN 5726 1 1 1 11 MURDEROUS CROWS (171) HEATHER 5132 1 0 0 11 SEXY LADIES (559) TEDDY RUXPIN 5578 1 0 0 10 TITANS II (608) ELGINAWA 5424 2 3 0 9 EPOCHOLYPSE (588) -EVIL WOMAN 5468 1 1 0 9 ROCKERS OF RAGE (583) -NECADEMUS FEADOGNOR 5770 2 1 0 7 WAR TALISMAN (636) -ALBUM 5138 2 1 0 7 SEXY LADIES (559) -ARTEMI 5515 1 4 0 7 FEARSOME LEGENDS (505) -PA6EEALE 5310 1 0 0 7 METAL HAMMERZ (578) INITIATES W L K POINTS TEAM NAME -JACK SPARROW 5700 1 1 1 6 FEARSOME LEGENDS (505) -GLYSA 5745 1 2 0 5 ANGELS OF CHAOS (600) -SN2 5517 1 0 0 5 SNIVELLS (585) GRIMACE 5619 0 1 0 5 TITANS III (616) -ARDASHIR 5539 0 5 0 5 ANCIENT KNIGHTS (507) -FIRGAR 5156 1 1 0 4 AD HOMINEM (561) -CROCODILE 5789 0 2 0 3 WILD THINGS (638) DARK DISCIPLE 5767 0 1 0 1 WAR TALISMAN (636) -BEST INTENTIONS 5639 0 1 0 1 ARTIC FURY (620) -LACRIMOSA 5772 0 1 0 1 WAR TALISMAN (636) SENTINEL-3 5782 0 1 0 1 X-POSSE (579) -BULL RUSH 5537 0 1 0 1 RAGE-ING BULL (569) -ARMKETH 5106 0 1 0 1 R.A.G.E. WAR (555) -SN1 5518 0 1 0 1 SNIVELLS (585) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? PERSISTANT BEGGAR 4 0 1 0 1 DONOVAN HARPER 5542 147 NONE TINY TURK 4581 7 19 2 ANCIENT KNIGHTS 507 CRIMSON ICE 5529 146 WASADASM 5635 0 1 0 ARTIC FURY 620 DRAVEN 5726 146 CAVE DWELLER 5425 3 2 0 EPOCHOLYPSE 588 LITTLE BULL 5467 147 CUNNING LUNGUIST 5440 3 3 0 SNIVELLS 585 DAVE THE MANIMAL 5428 147 SENTINEL-2 5754 1 1 0 X-POSSE 579 GOLLUM 5550 146 JUST REV PERSONAL ADS Lord Chaos -- We have met before in many corners of Alasatri. Perhaps arena 10, 15, 12, 65 or some other. In any event, best of luck to you here. -- Sultan Glysa -- Bad matchup, indeed. I consider any match I lose to be a bad matchup. -- 2 Phat 2 Little Chaos -- Bad matchup for you, too! -- 2 Phat 6 May 2004 DEATH FEST The ferocious ghosts of former glories whispered across the wind swept sands of DM 59; agonizing incessantly due to the diminutive demise of the Delarq arena known as Illis. Tattered banners and forgotten memories wailed in the wind for a dynamic death march to dawn once more upon the blood stained sands of the Delarq slow arena. The distant call crying for a declaration of restoration amidst the ruin of the all but forgotten Delarq arena carried to the far corners of Alastari; drawing the Devious, the Diabolical, the Dangerous and the Down Challenging to cross blades and wage warfare among an assemblage of new stables managed by the Known and Unknown; willing to spill fresh blood, while carving their destiny during 15 Rounds of contest driven combat to be known as the "Illis Incredibly Diabolical Delarq Death Fest". A lone cloaked figure huddled by lamplight in a remote outpost near the crossroads of ElseWhere and ElseWhen; feverishly formulating the foundational framework for the dawning of the Delarq Death Fest in DM 59, complete with Gladiatorial Commission sanctioned prizes to promote the growing thirst for a Delarq Slow Arena Death Festival. Delarq Death Fest Opening Round debuts the first turn immediately following the Summer 2004 F2F Tourney and continues through the completion of 15 consecutive rounds. Death Fest points are Won or Lost ONLY in the DM 59 Delarq Slow Arena [Tourneys DO NOT Add or Subtract from the Death Fest Point Scoring System]: Death Fest Scoring Format: Win =3D +2 pts Loss =3D -1 pt Kill =3D +5 pts [in addition to +2 pts for Win] Death =3D -3 pts [in addition to 1 pt for Loss] Dark Arena Kill =3D +10 pts [in addition to +2 pts for Win] Dark Arena Death =3D -5 pts [in addition to 1 pt for Loss] Revenged Blood Feud =3D +5 pts [successful Revenged Blood Feud provides Death Fest contestants the opportunity to cancel out 3 pts for Death and 1 pt for Loss; while gaining +1 pt overall for the Revenged Blood Feud in addition to the +2 pts for Win] DEATH FEST PRIZES will be awarded to the Top Ten Death Fest Stables on the basis of Total Points*** accumulated during the 15 rounds of competition as follows: 1. Favorite Weapon Knowledge for 1 (one) warrior ranked Initiate or higher on the Final Round to be revealed by RSI to each of the Top Ten Death Fest Stables 2. Renaming of Dark Arena Monsters and NPCs [yet to be determined according to how many DA Monsters and NPCs are available in DM 59 for Renaming] 3. The Top Five Death Fest Stables will receive New Team Rollup Certificates as follows: 1st (10), 2nd (8), 3rd (6), 4th (4) and 5th (2) 4. Renaming Illis Arena for 6 months plus Receiving 6 months Free Play courtesy of RSI will be awarded to the manager of the 1st Place Death Fest Stable 5. Discussions are underway regarding a possible Special Award granted to the Illis Iron Stable qualifiers who compete in 67 of a possible 75 fights during the course of the 15 consecutive rounds of the Death Fest [Key Factor is How Many (?) stables will be competing in the Death Fest without drawing away participation by current managers in the remaining slow arenas!] Therefore, it is important for all managers entering stables in DM 59 for the upcoming Death Fest to contact RSI as soon as possible regarding their participation in this contest so that a Final Ruling on the proposed Illis Iron Stable Award can be issued by RSI. ***TieBreaker is determined on the Final Round by the DM 59 Newsletter Recognition Rankings. The stable with the Highest Ranked Active Gladiator is granted the decision. [Example: Warrior A and Warrior B are both listed in the Recognition Rankings with 87 pts; however, because Warrior A is listed in the Recognition Rankings ahead of Warrior B, then Warrior A is granted the TieBreaker Decision for His/Her stable!] Opening Round Team Spotlight Bonus [minimum 15 paragraphs!] Each Delarq Death Fest competitor who writes a Team Spotlight featuring their Stable (Name) and Managerial Alias [Gladiatorial Names Optional] in regards to competing in the Delarq Death Fest will receive 25 pts added to His/Her opening round score. Illis Iron Stable Bonus [in addition to the proposed award awaiting RSI approval!] Any manager whose stable competes in at least 67 of the possible 75 fights during the 15 rounds of Death Fest receives 25 points added to His/Her final overall score [this allows each stable the cushion of missing one round of competition; plus up to 3 additional fights due to waiting for replacement rollups from Deaths suffered either in Tourneys or during the Death Fest contest in DM 59 over the course of 15 rounds of competition!] Delarq Death Fest Hosted by Hammer [Who Else?] 25 May 2004 TEN TURNS OF HELL: The KLK Capture The Flag Competition In the spirit of the ongoing effort to make arena play what it used to be (FUN!!), I am proud to announce the KLK Capture The Flag Competition. The competition will be held in Jhans (DM-36, which has, by the way, grown in size equal to Talcama already). :) We are announcing this contest early to allow managers time to prep. Rules: -- On turn 462 (due 8/4/04) the lowest ranked warrior on your team is given your team's 'flag' (he is your initial flag defender). -- Starting on turn 463 (due 8/18/04) flags will be defended every turn and turn 463 is the turn scoring will begin. -- Fights involving flags are winners-take-all and a warrior can carry as many flags as he can win. -- If a warrior holding a flag either A) goes inactive, B) loses to a stand-by warrior or C) gets DA'd, he forfeits all flags he has and they are returned the their original team's lowest ranked warrior. -- If you hold your own flag on an inactive warrior you receive NO POINTS that turn. -- If a warrior graduates to AD holding flags starting on the next turn those flags will be defended by the lowest ranked warrior on the team of the graduating warrior. -- Scoring as follows for each turn: 2 pts -- possession of your own team flag 1 pt -- possession any other flag 1 pt -- for each win 1 pt -- for each kill 1 pt -- for each award you receive in the newsletter -- You may enter as many teams as you like (per RSI rules) but each team is its own entry. -- Tie-Breaker goes to the team that had the most points from flags. -- If still tied the tie-breaker will be the team that had the most points from kills. (It's the Delarq way.) -- The contest lasts 10 turns and there will be prizes for 1st, 2nd and 3rd (based on highest point totals) Prizes: (what you've been waiting on) 1st -- 3 know favorites potions* DA warrior named after winning manager 2nd -- 2 know favorites potions* 3rd -- 1 know favorites potion* * These are full favorite potions (weapon, rhythms and tactics) and can only be used on warriors with at least 4 FE. How's that for paying out? (grin) Even if you think that it's all about the TC, these prizes should be enough to draw you in. (You know who you are.) I hope to see friend and foe alike come to Jhans. Legion, Froths, and all the others...this is your personal invite. Can you win? Can you survive 10 turns of Hell in Jhans? Note: Special thanks to RSI for helping make this contest possible. Thanks guys! Bookie KLK Alliance Director Jhans' Board of Tourism Warden of the Froth Circle (grin) D.R.C. 4 Life LAST WEEK'S FIGHTS VENUS DEE MILO bested GOLLUM in a 2 minute Bloodfeud fight. ORPHAN was bested by 2 PHAT TOO in a exciting 1 minute Challenge duel. DEAD GIRL unbelievably bested RABID RABBIT in a popular 4 minute Challenge match. 2 PHAT devastated CONSTANTINE in a popular 1 minute one-sided Title contest. CANNONBALL demolished GOLD HAMMER in a 1 minute gruesome mismatched competition. DUNAUT savagely defeated DANGEROUS CRIMINAL in a exciting 3 minute bloody struggle. SOON TO DA overcame AMBITIOUS GUARD in a 4 minute fight. ATOMIC PUNK 2 overcame SILVER HAMMER in a action packed 1 minute melee. HAFGAN won victory over MR. FUNNYPANTS in a 2 minute one-sided duel. ANGRY MAN won victory over CYSPAR in a popular 3 minute duel. CUNNING LUNGUIST was assassinated by DAVE THE MANIMAL in a 1 minute uneven match. CRAZY TRAIN was overpowered by 2 PHAT 2 in a 1 minute one-sided fight. ATOMIC PUNK demolished ELGINAWA in a 1 minute mismatched competition. ACUMEN devastated BONK in a unpopular 5 minute gory one-sided battle. ACUTE viciously subdued CRONUS DE OMEGUS in a 3 minute gory conflict. LITTLE BULL slaughtered CAVE DWELLER in a 1 minute mismatched bout. ASNEFF vanquished PERSISTANT BEGGAR in a 1 minute one-sided fray. DANCE OF DEATH bested GRIMACE in a 3 minute amateur's brawl. DRAVEN was overpowered by ANGUS BEEF in a 4 minute one-sided bout. TEDDY RUXPIN overpowered SENTINEL-3 in a 1 minute one-sided bout. DONOVAN HARPER assassinated PERSISTANT BEGGAR in a 1 minute mismatched conflict. HEATHER viciously subdued DARK DISCIPLE in a action packed 3 minute novice's bout. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 11 TOTAL PARRY 39 - 16 - 0 71 | |TOTAL PARRY 9 AIMED BLOW 21 - 15 - 0 58 | |WALL OF STEEL 9 PARRY-LUNGE 5 - 4 - 0 56 | |AIMED BLOW 4 BASHING ATTACK 16 - 15 - 2 52 | |STRIKING ATTACK 3 WALL OF STEEL 15 - 15 - 0 50 | |BASHING ATTACK 3 SLASHING ATTACK 11 - 11 - 2 50 | |SLASHING ATTACK 1 LUNGING ATTACK 54 - 66 - 6 45 | |PARRY-LUNGE 0 PARRY-RIPOSTE 3 - 4 - 0 43 | |PARRY-STRIKE 0 PARRY-STRIKE 2 - 3 - 0 40 | |PARRY-RIPOSTE 0 STRIKING ATTACK 11 - 22 - 1 33 | Turn 147 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: SLASHING ATTACK 1 - 0 WALL OF STEEL 4 - 5 4 LUNGING ATTACK TOTAL PARRY 8 - 1 LUNGING ATTACK 4 - 7 3 BASHING ATTACK STRIKING ATTACK 2 - 1 BASHING ATTACK 1 - 2 1 AIMED BLOW AIMED BLOW 2 - 2 PARRY-LUNGE 0 - 0 1 PARRY-RIPOSTE PARRY-STRIKE 0 - 0 1 TOTAL PARRY PARRY-RIPOSTE 0 - 0 1 SLASHING ATTACK TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK 2 PHAT 5064 17 3 1 134 VERMIN (165) TOTAL PARRY DUNAUT 5367 11 6 0 68 AGELESS WONDER (584) WALL OF STEEL HAFGAN 5355 10 7 1 62 AGELESS WONDER (584) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is 2 PHAT 5064. The most popular warrior this turn was DUNAUT 5367. The ten other most popular fighters were CYSPAR 5104, HEATHER 5132, RABID RABBIT 2317, GRIMACE 5619, GOLLUM 5550, 2 PHAT 5064, ACUTE 5154, DARK DISCIPLE 5767, CANNONBALL 5313, and ATOMIC PUNK 2 5344. The least popular fighter this week was BONK 5426. The other ten least popular fighters were ACUMEN 5158, ANGUS BEEF 5741, SENTINEL-3 5782, CAVE DWELLER 5425, CRONUS DE OMEGUS 5768, CRAZY TRAIN 5352, CUNNING LUNGUIST 5440, SOON TO DA 5341, GOLD HAMMER 5305, and CONSTANTINE 5361. The following warriors will travel to AD after next turn: 2 PHAT (72-5064) VERMIN (165) MAIL-IN TOURNEY XXXVII PRIMUS TOURNEY W L K TEAM NAME TAMED SHREW 1776 (129-107-1) 4 3 0 VERMIN ADM TOURNEY W L K TEAM NAME EVE 4596 (13-3-0) 3 3 0 DARQUE FORCES CHALLENGERS TOURNEY W L K TEAM NAME CATER PILLAR 2304 (11-1-2) 4 1 0 DEAD VERMIN CHAMPIONS TOURNEY W L K TEAM NAME CONSTANTINE 5361 (12-4-1) 2 3 0 AGELESS WONDER HAFGAN 5355 (9-7-1) 2 3 1 AGELESS WONDER ATOMIC PUNK 2 5344 (5-5-0) 1 3 0 ROCKERS OF RAGE ADEPTS TOURNEY W L K TEAM NAME CYSPAR 5104 (2-0-0) 3 3 0 R.A.G.E. WAR AYLA 5672 (2-2-0) 1 1 0 DEAD GLACIATION GUILD II INITIATES TOURNEY W L K TEAM NAME ATOMIC PUNK 5350 (0-1-0) 5 3 0 ROCKERS OF RAGE JUDOKA JOSH 5697 (1-1-0) 4 3 0 JOURNEYMEN MONEY 5523 (3-5-0) 3 3 0 FAVORITE THINGS ACUTATE 5161 (2-0-0) 1 3 0 AD HOMINEM ASNEFF 5434 (3-3-0) 1 3 0 AGELESS WONDER ORPHAN 5463 (4-5-1) 1 3 0 X-POSSE ENGLISH LIT 5520 (3-4-1) 0 2 0 DEAD FAVORITE THINGS APPRENTICES TOURNEY W L K TEAM NAME DAVE THE MANIMAL 5428 (3-1-0) 7 3 0 EPOCHOLYPSE BIG BAD WOLF 5505 (0-0-0) 3 3 0 FROG PRINCES II DARRYL 5640 (1-0-0) 2 3 0 AGELESS WONDER SWEAT BAND 5685 (0-1-0) 2 3 0 FAVORITE THINGS NELNOR 5354 (0-0-0) 0 1 0 DEAD SACRED REALM THOLIE 5668 (1-0-0) 0 2 0 DEAD GLACIATION GUILD II ROOKIES TOURNEY W L K TEAM NAME HOCKEY 5461 (0-0-0) 4 3 0 SPORTS CRIP PLAYS TEDDY RUXPIN 5578 (0-0-0) 3 3 0 TITANS II DRAVEN 5726 (0-0-0) 2 3 0 MURDEROUS CROWS HONOR 5732 (0-0-0) 2 3 0 MIGHTY MORALS II DENTILIST 5605 (0-0-0) 1 3 1 RUNNING HOT DONOVAN HARPER 5542 (0-0-0) 1 3 0 LEGION OF STEEL GRIMACE 5619 (0-0-0) 1 3 0 TITANS III CHAMPIONS FOOLS TOURNEY W L K TEAM NAME DUNAUT 5367 (10-6-0) 1 3 0 AGELESS WONDER ADEPTS FOOLS TOURNEY W L K TEAM NAME CANNONBALL 5313 (6-5-0) 0 3 0 X-POSSE INITIATES FOOLS TOURNEY W L K TEAM NAME ACUMEN 5158 (2-1-0) 0 3 0 AD HOMINEM ACUTE 5154 (2-0-0) 0 3 0 AD HOMINEM AHZAZY 5120 (1-1-0) 0 3 0 R.A.G.E. WAR II RABID RABBIT 2317 (5-5-0) 0 3 0 VERMIN APPRENTICES FOOL TOURNEY W L K TEAM NAME 2 PHAT 2 5470 (0-1-0) 3 3 0 VERMIN HURRICANE 5510 (0-0-0) 2 3 0 UNSTOPPABLE OPHELIA 5450 (0-0-0) 1 3 0 DARQUE FORCES HEATHER 5132 (0-0-0) 0 3 0 SEXY LADIES LIGHTNING BOLT 5508 (0-0-0) 0 3 0 UNSTOPPABLE ROOKIES FOOLS TOURNEY W L K TEAM NAME NOT USEFUL 5585 (0-0-0) 1 3 0 INADEQUATE NAILOR 5631 (0-0-0) 0 3 0 THE CONQUERORS 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