DUELMASTERS NEWSLETTER Date : 05/31/2003 Duedate: 06/13/2003 NOBLISH ISLAND ARENA DM-93 TURN-143 This Weeks Top Honors THE DUELMASTER IS WEDNESDAY THE DARK TIDES (1234) (93-7156) [6-1-2,84] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY WEDNESDAY THE DARK TIDES (1234) (93-7156) [6-1-2,84] Popularity Leader This Weeks Favorite WEDNESDAY GHENGIS KAHN THE DARK TIDES (1234) THE DARK TIDES (1234) (93-7156) [6-1-2,84] (93-7534) [1-1-0,15] THE CURRENT TOP TEAM THE DARK TIDES (1234) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. X-MEN (1236) 36 2. RIFF RAFF (1305) 32 AVENGERS (287) 3. THE DARK TIDES (1234) 31 Unchartered Team 4. MIDDLE WAY 8 (1300) 23 5. DRUNKEN CLONES (1144) 14 TYCRON'S MERCS (1298) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*TYCRON'S MERCS (1298) 9 5 0 64.3 1/ 1*THE DARK TIDES (1234) 10 5 1 2/ 2*X-MEN (1236) 15 10 1 60.0 2/ 2*MIDDLE WAY 8 (1300) 9 6 0 3/ 4*MIDDLE WAY 8 (1300) 14 11 0 56.0 3/ 5*X-MEN (1236) 6 4 0 4/ 5*THE DARK TIDES (1234) 18 17 3 51.4 4/ 4*DRUNKEN CLONES (1144) 6 9 1 5- 6*THE BLACK GUARD (1299) 1 1 1 50.0 5/ 3*TYCRON'S MERCS (1298) 5 4 0 6/ 7*DRUNKEN CLONES (1144) 12 16 1 42.9 6/ 0*RIFF RAFF (1305) 2 3 1 7/ 0*RIFF RAFF (1305) 2 3 1 40.0 7/ 8*NO HOPE (1303) 2 8 0 8/ 8*NO HOPE (1303) 2 8 0 20.0 8- 7*THE BLACK GUARD (1299) 1 1 1 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Everyone talks about how some stats are more important than others but their reasons are not always clear. So what I have done was assigned each stat a power rating and will explain the reason for the rating. Now it is true that the importance of each stat is a little varied for each style but what each stat affects never changes. Now to the good stuff. Will -- Rating 8 -- Your will affects the starting skills for attack, parry, defense and decisiveness. In ADM when you can raise your stats above 21 you can also gain Initaivie skills. Your will grants you a modifier to your HP's which is extremely useful. Will is the key stat for your character's endurance. Will is also the stat that affects your stat raises. Break Points: 15, 17 and 21 Downside: You gain the same starting skills at 14 that you gain at 9. Wit -- Rating 7 -- Wit is the main stat of skill learning. Wit effects the starting skills of initiative, riposte, attack, defense, and decisiveness. All weapons have a minimum with requirement to use effectively. Break Points: 13, 15, 17 and 21 Downside: Wit's downside is its upside. Your wit basically only affects your skills. It is a stand alone stat only relying on itself so high wit is almost a necessity for any long term character that you want to hold his own weight. Deftness -- Rating 7 -- Deftness and wit are so close to each other in importance that it is hard not to give them the same rating. Deftness affects your starting skills of Initiative, riposte, attack, parry, and defense. Deftness gains more starting skills at the same stat level as wt, (ex. Def -- 13 gives you 26 starting skills and wit -- 13 gives you only 24.) Deftness works with speed to get your coordination. And all of the weapons have a minimum Deftness requirement to use effectively. Break Points: 11, 13, 15, 17, and 21 Downside: Deftness doesn't affect your Decisiveness. Its weapon requirements cause you to have to put ponts here. Size -- rating 6 -- your size affects your defense, parry, and initiative. Size also gives you a bonus to your hit points. Your damage is highly affected by your size. The bigger you are the more damage you are likely to do. Some weapons also have a size requirement. Break Points: Sizes 3 and 5 have a bonus to Defense and Parry. Sizes 15, 17 and 21 have a bonus to initiative. Downside: You cannot add points to size during creation or train size up later on causing you to hope for a rollup with a good size for the weapons and style you want to run. If they would allow you to adjust your size at creation then size would be an even bigger factor. Strength -- rating 6 -- Strength affects your starting attack and parry skills. Encumbrance is also greatly affected by how large your strength is. With this stat is also where you can have some control over your damage capablity. Encurance is also affected by strength. All weapons also have a minimum requirements to use effectively. You can also train strength from 7 to 14 without burning any skills. Break Points: 7, 15, 17, 21 Downside: Strength relies on the heolp of poor stats mainly constitution and size. And your encumbrance relies on this stat being larger than constitution. Speed -- rating 5 -- Speed affects your starting initative, riposte, defense and decisiveness. The most important of these is the Decisiveness. you can usually get the riposte, defense and initiative you need from other stats. Speed also helps with your coordination. Break Points: Just try to hit an odd number. Downside: Pretty much all of the other stats do what speed does and most of the time they do it better. Make sure you hit a solid number in Deftness before you add to speed. Constitution -- rating 3 -- The lowest rated stat, but the lowest rated is often turned into the most neglected. Constitution affects three of the most important areas in my opinion. Encumbrance is affected by your constitution. Your con has to be equal to or lower than your strength when figuring encumbrance or else con will be reduced to the same as Strength. Endurance is also affected by your con making it the third stat to affect Endurance. Now for constitution's greatest ability, hit points. Con is the main stat for your HP and if it is too neglected then you have a higher chance of losing and even worse dying. Break Points: None Downside: You gain absolutely no skills from Constitution which causes people to ignore it causing low HP characters that die if they don't win fast. There is a silver lining to the downside though. Seeing that you don't gain skills you can train con without worry of burning your skills. Well I hope that this helps someone with understanding how the different stats work by themselves and with the others. If someone feels that I have something wrong or would like to add something, please diplo me. So may we share the blood that stains the sands in the heat of battle. But let yours be more than mine. Diaretic The Dark Tides (1234) DM 93 >)]H[(< + -----:----- + >)] *IHI* [(< + -----:----- + >)]H[(< Profile of a Style Parry-Riposte When you read about the parry-riposte style in the rulebook, it looks like it might be a lot of fun to run, and it is. But it's also really tricky. The plain offensives: basher, lunger, slasher, striker, and the total parry, are easier. I don't think I've ever heard a manager say that he really understands the parry- riposte style, I certainly don't myself. But I've run a lot of them, and some have survived, and they ARE fun. So just for a basic introduction to warriors of the parry-riposte style, known to one and all as rippers, here's what I know. Design: This is tough. The ripper needs it all! Especially important, though, are endurance from constitution (CN) and will (WL), plus skill from wit (WT) and deftness (DF), and it doesn't hurt to have enough strength (ST) to do a decent amount of damage... and what does that leave that you can go short on? Size (SZ), okay, a ripper can be--usually is--small. Speed (SP), well, I just don't know. It wouldn't hurt them to have speed, but where are all the points going to come from? I have made a lot of rippers over the years, some of them from roll-ups that were spectacularly unsuited to the style. These are ones who lived to graduation: Santee 13- 7-14-17-15- 8-10 LO mod/mod slash Toryn 9-12- 7-13-15-11-17 EP vlo/mod Scovellie 9-13- 8-17-17- 5-15 SH low/mod Chia 10-13- 5-17-17- 5-17 SS low/high Saba 5-17- 9-15-17- 4-17 EP mod/low Bali 9- 6-14-15-17- 8-15 LO vlo/mod Jane 9-10- 9-17-17- 5-17 SS mod/mod lunge/riposte Cedar 15- 6- 7-15-17- 9-15 LS mod/mod Azureen 9-12- 8-17-10-11-17 SC high/mod riposte Similde 6- 6- 5-17-17-16-17 LO low/mod Tailida 9-13- 5-15-17- 8-17 SH low/mod Korlo 9- 8-12-17-15- 8-15 LS vlo/mod Tilona 9- 9- 7-15-17-10-17 SH low/mod lunge You'll see my biases at work here. Strength is usually at least nine; in the cases where it started lower, the warriors were cursed with little damage, and I trained it up as soon as I could. (The numbers shown here are all original, before stat trains.) Constitution generally moderate. Most of these warriors could take a hit or two and survive. Size mostly small, but not always. I did try a couple six-footers, and they didn't do as badly as one might expect. Wit is 15 or 17, except in one case. I always look for brains in a gladiator, and this style needs it. Will is, except in one case, 15 or 17. High will improves endurance, an important factor for a parry-style, and makes it easier to train stats when the time comes. Speed may be anything. I generally did not add any points to speed during the design phase. Deftness is 15 or 17 again, except in one case. Deftness, and the skills that go with it, are important to a finesse style like the ripper. Plus, where strength may be a problem, accuracy helps. Weapon selection: There are six weapons well suited to the parry-riposte style, listed below with the minimum stats required for their best use. Epee ST 7 SZ - WT 15 DF 15 Longspear ST 11 SZ 9 WT 5 DF 9 Longsword ST 11 SZ - WT 13 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Shortspear ST 9 SZ - WT 7 DF 7 Shortsword ST 5 SZ - WT 11 DF 3 Only weapons well suited to the style will show up as favorite weapons when a warrior graduates. Yes, you CAN put other weapons in their hands, but you aren't likely to get the best results that way. (You may note that some of my graduated rippers listed above were initially unable to use their favorite weapon to best advantage. This is one of the sneaky things the Gladiatorial Commission does to keep you on your toes.) I STRONGLY advise that when you design a ripper, consult the weapon chart and make sure that your warrior will have the stats to use at least one of the weapons listed to its best advantage. Armor selection: This depends on how you plan to run the warrior. If he's going to be fast, and/or he can take a few hits (takes normal damage, for instance, signified by no comment on the overview) but maybe has low endurance, put him in light armor. If you plan to run him slow, or he can take little damage but maybe has high endurance, put him in medium to heavy armor. Strategy: This is always a tricky thing to advise people on, which is why I've listed the favorite rhythms on the warriors above. Very low (vlo) is 1 or 2, low is 3 or 4, moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10. Offensive effort is listed first, then activity level. You can see that most rippers in this sample prefer to run at middling speeds, usually with the activity level higher than the offensive effort. Not all of them, but a majority. You can ignore that--I sometimes do--and run them fast and hard, as though they were simple offensive warriors. Some take to this treatment, others burn out. The medium speeds are safe, and a place to start from. You'll note I haven't mentioned kill desire here. There is no such thing as a warrior or style having a favorite kill desire. Your kill desire can have a profound effect on how the warrior fights, but it is strictly a personal decision. However, I can say that my own experience has been that if a warrior has a high KD in desperation, he will tend to go berserk, and if he has a low KD in desperation, he will surrender. Warriors who surrender lose fights, but generally they survive to fight again. I can't say the same of warriors who go berserk in desperation. Tactics: I don't use tactics much, myself, but that's just me. You'll note that out of the thirteen warriors listed above, two have favorite offensive tactics (slash and lunge) and one has a favorite defensive tactic (riposte) and one has both an offensive and a defensive tactic (lunge/riposte). All this tells us for sure is that slash, lunge, and riposte are tactics that rippers can use well (or they wouldn't appear as favorites). Experiment with them, but don't try to use an offensive AND a defensive tactic in the same minute; it confuses the warrior. And to go from the general to the specific-- Profile of a Warrior Tailida Dawnrain Tailida is one of the rippers listed above. She's left-handed She's intelligent Makes the most of her enemy's mistakes Has an unusual fighting style that confuses many opponents Rarely makes mistakes Is always thinking ahead She plans out every move that she makes, seldom wasting any effort She is very quick (the DF more than the SP, I think) She cannot carry a lot of weight in armor and weapons (more a question of her SZ than her ST) She is incredibly quick and elusive on her feet Making even dangerous opponents look harmless She does little damage with each blow (curses! I had hoped that the ST of 9 would offset her small SZ. It didn't.) ST 9 CN 13 SZ 5 WT 15 WL 17 SP 8 DF 17 If I decide to run her on the Isle, I will train up her ST until I get normal damage. (Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is a barren stretch. But it WILL increase the amount of damage a warrior can do.) She graduates with a master in riposte, an expert in attack, a master in parry, and an advanced expert in defense. She is naturally adept with the shortsword, which I don't think she tried She favors a fighting rhythm of low offensive effort and moderate activity level And she tends to learn parry skills most easily. She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51). On the same turn as her graduation notice arrived, she was challenged by a total parry in plate armor and a full helm, carrying a broadsword and a medium shield. Tailida herself was in leather armor and a helm, carrying a scimitar (and a backup). Tailida was running 7-7-x, faster than she would have liked, but that's how she's being running straight along, and it kept her alive and with a winning record, so I don't want to hear her complain. Tailida got the jump and hit her opponent twice in the first minute, several other blows being parried, hit once each in the second and third minutes, with other blows being parried, was parried completely in the fourth minute, was showing signs of weariness in the fifth minute but still managed to land a few blows in the fifth, sixth, and seventh minutes. Then she collapsed with exhaustion at the end of the seventh minute and lost the fight without being hit once. This is why you find managers speaking harshly of "scum": we all hate to see our warrior work hard, do all the right things, and lose because the opponent wasn't doing anything but standing there in heavy armor. Jorja The Middle Way +<]H[>+-----+<]H[+ Question of the Week #7 +]H[>+-----+<]H[>+ From turn 414: All -- In case last cycle's personals don't make it: What are the advantages and disadvantages of using one or two weapons. I'm particularly interested in Riposte effects. -- Q.O.W. Hanibal Q.O.W. -- Two Weapons. That's a good subject. Disadvantages: Few if any, but it has been suggested that some weapons give bonuses to attack if you use them in two hands instead of one, such as SC. An obvious one is you can't use two handed weapons. If you don't have the attribute requirements (which are more stringent for off-hand weapons), then you may suffer penalties when using certain combinations. Last, you may swing with an off-hand more than you want, say if you are using a shield. It's usually prefered to have a real weapon in your off-hand. Advantages: You have a second weapon already in hand if one breaks. If you are ambidextrous, this is the biggest advantage, because they will swing with that off- hand weapon almost as if it were their on-hand. My ambi-warriors will win fights with off-hand weapons. An off-hand weapon is not bound to a warrior's style suitability, so a LU could use a SC in their off-hand without penalty if they have the attribute requirements. Another advantage is suggested in that it assists in parrying. I tend to think highly coordinated warriors are better at parrying with their second weapon than those who aren't. I rarely use shields, so I can't comment extensively on their benefits over a real weapon, especially in AD, but in basic, shields seem to make it easier to parry attacks. Riposte and 2-Weapons: I have not noticed any specific variance in the ability of a warrior to riposte if they are using two weapons. Once in AD, riposting is more often than not following a dodge. I don't think there is much correlation here, but it is definitely something to look into. -- Adie The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager who is himself an alumnus of Noblish Island. The answers are provided by other managers in that arena. Any manager here in Noblish who wishes to pose a question to the more experienced managers of Aruak City, feel free to do so, either by sending in a personal directed to DM 11 and identifying yourself as a manager from Noblish seeking enlightenment, or by posting the question here, in which case I will be glad to see that it reaches Aruak. Also, Hanibal sends you greetings and asks that we remind you that all arenas do not have the same attitude and local conventions. Aruak City is an Andorian arena and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except from the throne or in bloodfeuds, no deliberate attempts to kill the warriors of other managers, and a general attitude of friendly respect toward the other members of the arena. It is, in fact, a fine arena, and one where you would all be welcome (though there are plenty of others--just ask, and I'll be glad to tell you about my favorites). If you have questions that you would like answered by the experienced managers of the game, don't hesitate to ask--we can't answer if you don't ask. Questions can be posed in the personals here, or by email to me (jputney@zianet.com) or Pagan (pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93. Question from turn 415 of Aruak City: All -- Do you think you get negative modifiers when you go desperate? What about "is dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal Q.O.W. Answers from turn 416: Hanibal -- That's a good question! I honestly don't have much of an opinion on that. In the old days, warriors could get permanent wounds that would affect their fighting in later matches (but not anymore), and it's been suggested that getting hit in certain locations affects what your character can do during a match (obvious cases are losing the use of an arm or being knocked down), but the sorely wounded comments? It probably just has to do with giving a hint as to how close that warrior is to going down if it gets hit in that badly wounded spot again. -- Adie QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of shock', etc., a warrior's ability to defend themselves is penalized. Desperation by itself may not represent an ability penalty as much as a time to check for surrender and a switch to the desperation strategy. Often, with a drastic strategy switch in desperation, a warrior's performance can improve. -- Carmen QOW -- I've noticed that by the time I get somebody to that point they're finished. But I've also noticed that some of my more defensive comrades will give their opponent a moment to recover and they're still able to. Despite this I would say that by the time the comments you listed come into play the warrior who's getting beat is in really bad shape. Whereas statements like "fights with the cunning of desperation" or "eyes flare with renewed determination" still leave plenty of room for the warrior to make a comeback. Therefore I would say that the earlier desperation statements don't carry any significant penalties. -- Maxwell Honorblade >)]H[(< + -----:----- + >)] The Free Cities #61 [(< + -----:----- + >)]H[(< Ibizond, Korga, and in between: Aghtamar and Zilla had argued with Fist of Kjarran, but not for long. After all, someone to play bait WAS needed, and he WAS a Lord Protector and therefore had guaranteed resurrection.... The Murskan, Cadal, suggested that they all get a good night's sleep here in Ibizond, look over the area where they wanted to set their trap tomorrow by daylight, and then run the bait tomorrow night. This seemed such a sensible suggestion that Aghtamar hesitated to accept it; there was sure to be an unpleasant catch in it somewhere. But Zilla was for it, and even Fist, not one to wallow in luxuries, agreed, so she shrugged and nodded. They stayed at the inn where they'd eaten, the Red Cow, and it seemed to Aghtamar that the night was endless. She dozed and woke and dozed and woke and it was still dark. Maybe the sun had forgotten to rise. Maybe she was caught in some magical time loop. Maybe she was worrying too much. Maybe she had insomnia. She rolled over and thumped her pillow and tried to go to sleep again. Really asleep this time. But there were so many things that could go wrong.... By the time morning came--reluctantly, with lots of clouds and a cold, damp wind--Aghtamar was a rag. Squinting at the imperfect mirror in the small bedroom, she amended that to a depressed, grumpy rag. Or hag. The kind of rag or hag that no right-thinking gladiator would want as a companion on an adventure. She was going to be as second-rate at adventuring as she had been in the arena. She was just working up a really good depression when Zilla pounded on the door. "Come on," Zilla urged, bouncing on her toes once the door was opened. "The guys are waiting." "Maybe it would be better if I didn't--" "They're WAITING for us, Aghtamar. Come ON." Zilla grabbed her arm and dragged her out into the inn's tiny hallway. "I kind of LIKE having a couple of men waiting for us," she confided. "Even though Cadal is OLD, he must be forty or even FIFTY, he's a very HOT-looking old man...." At that, Aghtamar laughed. "I didn't know you had a thing for older men, Zilla!" "Well, he's a Lord Protector, so he won't get any older than he IS, after all, and I bet he knows lots of INTERESTING things." She glanced sideways at her friend. "I bet he knows some men he could introduce to you." "Uh...Zilla, I'm not really looking for--" "You should be. It's great exercise!" "Zilla!" "Jack told me to watch out for you," Zilla said. "He likes you. I like you. Lots of people like you. He was, we were all worried you might get depressed again. You take things too seriously, Aghty." "'Aghty'?" "What kind of nickname would YOU suggest I make out of Aghtamar? Why you ever let your folks--or Jack if it was him--saddle you with such a mouthful of a name...." Zilla squinted at her thoughtfully. "Maybe I'll call you 'Sunshine'. Would that be better?" By this time, they had arrived at the ground floor, where Fist of Kjarran and Cadal were, indeed, waiting. "I've got horses for us all," Cadal said the moment they appeared, "and lunches packed. Let's go, we're burning daylight here." *** ***** *** ***** *** Basically, the part of the Traders' Road that ran between Ibizond and Korga was just like the parts between Korgan and Malcorn and between Ibizond and Murska. Unpaved, rutted, hilly, muddy in the low spots, with trees crowding close on both sides most of the way. Many of the steepest hills had been cut down to make the grade easier, with the road passing through dirt-walled notches--great places for an ambush, as Fist of Kjarran observed cheerfully. Cadal nodded, but he looked gloomy. "Great places," he agreed, "but our killer doesn't use 'em, mostly. Out of the dozen we think are victims of the same killer, only two were attacked at a road cut like this." He looked up at the steep, muddy banks with their shaggy topping of brush and sighed. "One in six isn't significant. That would be too easy. Our killer doesn't seem to need ambuscades." "But we do," Zilla said. "So, which ones do you favor, and how do you expect us to get the killer to attack Fist where we're watching?" "There is no way," Aghtamar muttered. "Sure there is. Fist sets out in a group--say four people--from Ibizond about sunset. As he approaches the spot we've picked as best for our purposes, the other three turn back, leaving him to enter the target zone alone. So far, the killer has never attacked a group as big as four, and besides, we can probably get enough out- of-work gladiators from Murska, gods know there are plenty of them, to do the escort. But my figuring is that he won't be attacked till he's alone. And if he gets beyond the optimum area without an attack, he turns and comes back, and if he gets all the way back through it without being attacked, we join him and call it a night and go back to Ibizond." "I wouldn't like to go back to the inn and leave a job undone," Fist of Kjarran protested. "But doing the job needs the cooperation of our killer, so we're not totally in control of that," Zilla pointed out. "This sounds like a decent bet. Let's do it." * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 466): TREMERE of DARK TOADS (TigToad, mgr.) DM 12 RIZTAB (turn 464): TONY THE TIGER of ARENA FELINES II (Garfield, mgr.) DM 15 MALCORN (turn 460): DIRT KNAP of UNKNOWNS XX (Dark Spirit, mgr.) DM 16 WILLAF (turn 460): BUBU of GEN KHAN (Technogeek, mgr.) DM 17 ALJAFIR (turn 458): BONEY OLD BEHIND of KINDRED OF KAOS (PTFT, mgr.) DM 19 ZUWAYZA (turn 457): NUTT BRITTLE of CARNIVAL (Carny, mgr.) DM 28 MORYA (turn 228): NIGHTSHADE of CRYPT KNIGHTS (?, mgr.) DM 29 LAPUR (turn 449): MR. YUCK of THE TAKEN (Stillgard, mgr.) DM 31 CHIMLEVTAL (turn 226): SARCOPHAGUS of ASSASSIN NATION (Ghab, mgr.) DM 32 ARVAT (turn 446): LIGHTNING of HARBINGERS (High Lord Bosk, mgr.) DM 33 ANASAZI (turn 444): RYANATOR of OBSIDIAN HALL (Dameon Darkheart, mgr.) DM 35 MURSKA (turn 437): KING BEAR of THE BEARS (Papa Bear, mgr.) DM 43 VEASTIAN (turn 400): FLYING MARMOSET of KORGAN CRUSADE (Jack Wolfspider) DM 45 STORMCROWE (turn 203): DEBBIE DAHMER of MORDRED'S MADMEN (Abraxis, mgr.) DM 47 NORTH FORK (turn 198): RING D'BELL of CARNIVAL (Carny, mgr.) DM 50 SNOWBOUND (turn 185): DR. NO-NOOKIE of MASTER BLASTERS (Tripwire, mgr.) DM 56 ROCANIS (turn 325): NESSUS of ACT OF MALICE (Carnage, mgr.) DM 61 JURINE (turn 305): VLADIMIR TALTOS of BLACK PEARL (Dr. Guts, mgr.) DM 73 ERINIKA (turn 133): PUNCH DRUNK of WAY TO GO! II (Spawn, mgr.) ADM 103 FREE BLADES (turn 350): STEVE DALLAS of BLOOM COUNTY from NIYTYOLE ISLAND (Rillion, mgr.) Top Teams --------- DM 9 ZUKAL (turn 466): BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 464): ARENA FELINES II (Garfield, mgr.) DM 15 MALCORN (turn 460): UNKNOWNS XX (Dark Spirit, mgr.) DM 16 WILLAF (turn 460): SILK AND STEEL (?, mgr.) DM 17 ALJAFIR (turn 458): SPECIAL ED (PTFT, mgr.) DM 19 ZUWAYZA (turn 457): CARNIVAL (Carny, mgr.) DM 28 MORYA (turn 228): FLOWER HAMMERZ (Hammer, mgr.) DM 29 LAPUR (turn 449): EQUESTORS (Spartacus, mgr.) DM 31 CHIMLEVTAL (turn 226): THE STORMBRINGERS (High Lord Bosk, mgr.) DM 32 ARVAT (turn 446): FISHERMAN'S WHARF (Jorja, mgr.) DM 33 ANASAZI (turn 444): PATH OF THE BLADE (Vhagar, mgr.) DM 35 MURSKA (turn 437): THE BEARS (Papa Bear, mgr.) DM 43 VEASTIAN (turn 400): THE FAMILY (Don John, mgr.) DM 45 STORMCROWE (turn 203): MORDRED'S MADMEN (Abraxis, mgr.) DM 47 NORTH FORK (turn 198): SPOONERTIKS (Spawn, mgr.) DM 50 SNOWBOUND (turn 185): OPEN SESAME (Crip, mgr.) DM 56 ROCANIS (turn 325): REDHORSE (Mila, mgr.) DM 61 JURINE (turn 305): FAVORITE GUYS (Obscure Source, mgr.) DM 73 ERINIKA (turn 133): DRAKE'S TELEVISION (Drake, mgr.) ADM 103 FREE BLADES (turn 350): MEOW MIX, etc. (Ultraist, mgr.) Recent Graduates ----------------- DM 12 RIZTAB (turn 464): TONY THE TIGER of ARENA FELINES II (Garfield, mgr.) (turn 463): MIDNIGHT DANCER of SWEET MAGIC (Jorja, mgr.) DM 16 WILLAF (turn 460): BUBU of GEN KHAN (Technogeek, mgr.) HU MI of GEN KHAN (Technogeek, mgr.) DM 17 ALJAFIR (turn 458): BONEY OLD BEHIND of KINDRED OF KAOS (PTFT, mgr.) 10-11-8-15-17-14-9ST of KINDRED OF KAOS (PTFT, mgr.) (turn 457): LAWN DART GOALIE of SPECIAL ED (PTFT, mgr.) DM 19 ZUWAYZA (turn 457): NUTT BRITTLE of CARNIVAL (Carny, mgr.) DM 28 MORYA (turn 228): NIGHTSHADE of CRYPT KNIGHTS (?, mgr.) (turn 227): WIMPY WIND of THE PENTARCHY (The Pentalque, mgr.) DM 31 CHIMLEVTAL (turn 225): DROSS of SOLIPSISM II (Abdiel, acting mgr.) VE of LORDS OF VALHALLA (High Lord Bosk, mgr.) DM 35 MURSKA (turn 436): JELIAH BIGABO of PHILANTHROPISTS 3 (Aragorn, mgr.) DM 43 VEASTIAN (turn 400): FLYING MARMOSET of KORGAN CRUSADE (Jack Wolfspider) DM 47 NORTH FORK (turn 197): INSOLENT IDIOT of MYSTIC ORC FEAST (Slugbait, mgr.) ESPRESSO of COFFEE RULES! (Mr. Coffee, mgr.) DM 50 SNOWBOUND (turn 185): DR. NO-NOOKIE of MASTER BLASTERS (Tripwire, mgr.) DM 73 ERINIKA (turn 133): KAMIKAZE of WAY TO GO! II (Spawn, mgr.) (turn 132): UU DOEWANAKNO of DRAKE'S LODGE (Drake, mgr.) LACONIC LEMON of GARDEN GUMBIES (Firehawk, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. Well another easy victory. Too bad that it was a standby. You know what? It's kind of lonely at the top. Venomous Concubine? I always thought concubines were female. Guess Half-Elfs are a little bang. Oh well, to each their own. Who am I to judge. Look at my profession. Gladiator for fun...Dominatrix by trade. Now, I can't figure out where this rumor that I am shunning my team is coming from. Let me find out who it is and I will meet them on the sands. Besides all the original team is dead except for me. I haven't had time to shun this new one. Middle Way 8, I told you not to enjoy your stay at top. What did you think of The Wretched? I remember a familiar fight between Les Nayle and Marcus where the shoe was on the other boot. It is a nice change to have more teams in the arena. Three teams just wasn't cutting it. It was a bit pathetic that I went from an Initiate to The Duelmaster on my third fight. It was huge on my popularity though. And a bit of advice for newer managers than me, stick in there. Your manager abilities will get better with time. Diaretic is by far no expert manager but he took a team that was going 2-3-0 and made a team that just went 5-0-1. People talk about Scimitars, Longswords, Battleaxes and War Hammers for a reason. They are good, use them. Well it's time to go until next week because NO ONE in this arena can beat me but my own team. So may we share the blood that stains the sands in the heat of battle. But let yours be more than mine. Wednesday of The Dark Tides SPY REPORT You elder fighters surely remember me. The younger ones may call me Olaf Modeen. I return to NOBLISH ISLAND once again! NOBLISH ISLAND's got someone new to push around. C'mon everyone, challenge RIFF RAFF. Let's see how long they last. What's with TOAD? He actually beat MIDDLE WAY 8's RENDOR QUIL, and walked away with 16 more points from the fight. Major screwup at TYCRON'S MERCS. KESSEL lost 11 points to FURIOUS IMP. Some new strategies, perhaps? Maybe KESSEL will provide more easy wins... VENEMOUS CONCUBINE was reminded on the sands why WEDNESDAY is Duelmaster. Wouldn't it be nice to have live subjects to practice on? I hear some team is looking into the uses of convicted prisoners. If at first you don't succeed, avoid. That'll get you in the Spyreports. How well I know the feeling of being in the most avoided team! Don't fall out of practive, DRUNKEN CLONES! In my day, no team with a 11-12-1 would scare me off! What's the problem, THE DARK TIDES? What do people see in KESSEL? His 2-1-0? TYCRON'S MERCS ain't talkin', but he's got 7 points. MORPH didn't quite know what to make of a challenge he received from WARTS B. GONE of NO HOPE, who is 24 points below him. WARTS B. GONE perhaps got his just desserts, seeing as he was subdued by MORPH and ended up with 3 recognition points. There have been some calls to lengthen the time limit. Do you want the fighters to walk away, or not? Many a warrior has met his fate in a hungover stupor. You young rapscallions, take note! Many other cities have retirement homes for aged warriors. Any plans here? 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. Remember--a good fighter needs both good skills and good luck. Until next time,-- Olaf Modeen DUELMASTER W L K POINTS TEAM NAME WEDNESDAY 7156 6 1 2 84 THE DARK TIDES (1234) ADEPTS W L K POINTS TEAM NAME LITTLE HORN 7526 3 0 0 38 THE DARK TIDES (1234) CHALLENGER INITIATES W L K POINTS TEAM NAME KATRINA THE RED 7504 3 0 0 31 TYCRON'S MERCS (1298) MORPH 7528 2 0 0 27 X-MEN (1236) FURIOUS IMP 7536 2 0 0 26 THE DARK TIDES (1234) WOLVERINE 7163 3 2 0 25 X-MEN (1236) STRIDEN 6650 4 2 1 24 DRUNKEN CLONES (1144) INITIATES W L K POINTS TEAM NAME BEAST 7165 3 2 0 23 X-MEN (1236) TEALIN SALI 7514 3 2 0 22 MIDDLE WAY 8 (1300) GAMBIT 7166 3 2 0 20 X-MEN (1236) NEFAN MURH 7511 3 2 0 20 MIDDLE WAY 8 (1300) TOAD 7527 1 1 0 17 X-MEN (1236) POO FLINGER 7529 1 1 0 16 NO HOPE (1303) GHENGIS KAHN 7534 1 1 0 15 THE DARK TIDES (1234) JINX 7546 1 0 1 14 RIFF RAFF (1305) RAVAGER OF DOOM 7503 2 1 0 13 TYCRON'S MERCS (1298) LENA KORIL 7510 3 2 0 11 MIDDLE WAY 8 (1300) RENDOR QUIL 7513 3 2 0 11 MIDDLE WAY 8 (1300) -ZULOK THE SHADOW 7508 1 0 1 10 THE BLACK GUARD (1299) POL OLVAN 7512 2 3 0 9 MIDDLE WAY 8 (1300) INITIATES W L K POINTS TEAM NAME XARION 7108 2 2 0 8 DRUNKEN CLONES (1144) STICKY 7530 1 1 0 8 NO HOPE (1303) PORK CHOP 7542 1 0 0 8 RIFF RAFF (1305) KESSEL 7501 2 1 0 7 TYCRON'S MERCS (1298) THE WRETCHED 7535 1 1 0 7 THE DARK TIDES (1234) THE ROOKIE 7502 1 2 0 5 TYCRON'S MERCS (1298) WARTS B. GONE 7533 0 2 0 3 NO HOPE (1303) PANSY BEDWETTER 7531 0 2 0 2 NO HOPE (1303) RED BABOONBUTT 7532 0 2 0 2 NO HOPE (1303) -AMASTASIA 7506 0 1 0 1 THE BLACK GUARD (1299) GUTTERSNIPE 7545 0 1 0 1 RIFF RAFF (1305) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? CONVICTED THIEF 1 0 1 0 1 JINX 7546 143 NONE DELCIEVA 7153 2 3 0 THE DARK TIDES 1234 STRIDEN 6650 141 REVENGED CHAOS 6648 2 4 0 DRUNKEN CLONES 1144 SPYMASTER 22 143 NONE CALDUIL 6651 2 4 0 DRUNKEN CLONES 1144 BANDIT PRINCE 25 143 NONE ZEDDICUS 7525 1 2 0 DRUNKEN CLONES 1144 BLACK ORC 20 143 NONE MO RON 7544 0 1 0 RIFF RAFF 1305 SHEWISH GIANT 21 143 NONE ZERO 7543 0 1 0 RIFF RAFF 1305 BLACK ORC 20 143 NONE MELOFARLASKI 7500 1 1 0 TYCRON'S MERCS 1298 ZULOK THE SHADOW 7508 142 PERSONAL ADS Diaretic -- Howdy! My name is Sensei Jan and I run several teams. I noticed you were asking Jorja about some aggressive leaning arenas; and as a former Noblish Island alumni I would like to tell you about two that I think would suit your style of play. Both are Delarquan, which promotes the aggressive play, so about anything goes. Sunset(21) is called the Arena of Death. It is tough, but not the toughest. The personals are active and it is a growing arena. Jorja also has a team there. Valamantis(62) is my favorite arena I've ever played in. It is a good mix of new managers and some veterans. It is very active and has a decent mixture of styles. My teams in those arenas are Sunset--Yakuza and Valamantis--Samurai Kids II. Whatever arena you choose, make sure you look into that arena before you place your team there, as otherwise if you don't like the arena after you've begun playing there it is a long process through a transfer arena to move. Good luck! -- Sensei Jan Tycron -- Tough fight, yes. Fair fight, there is no such thing. There is just me winning and you losing. But good luck anyway. -- Diaretic All -- Of all the luck. Where is Crazy Man when I get my team tuned up? Nowhere to be found. -- Diaretic P.S. I told you I would figure it out. 5-0-1. Jorja -- There's the Lighthouse. Whenever you start at it regularly feel free to use some of my team. They are always there anyway. :) -- Diaretic P.S. Getting Wednesday drunk and passing out is the only way we can control her. Even aiming at the legs she killed. AH IT'S USELESS! Striden -- Don't think the fun's over yet. -- Little Horn Katrina the Red -- Don't get cocky with the attention you're getting; it won't last long. -- The Wretched Wolverine -- I'm surprised you could move. You shouldn't've had to "pause to regain your strength," in the second minute. -- Pol Olvan P.S. Yeah, yeah, I know, I lost. But that's because I'm a rotten warrior, not because I'm dumb. Warts B Gone -- I think you may be running a tad too fast for your skills, my friend. -- Tealin Sali P.S. Also, you're too short. I wouldn't have hit you in the throat if your throat was higher up, because I wasn't AIMING for it, you know. Sticky McPants -- Looking good there! But what is the deal with the houseplant stuff? Of course I could kill a houseplant, but it has nothing to do with fighting. -- Lena Koril The Wretched -- Damn. Classic style match. -- Nefan Murh Morph -- How'd you get past the drug testing? You weren't supposed to be wired enough to jump me, given our styles and all. Oh, it WORKS, but it isn't ORTHODOX. I like things to be regular, you know? -- Rendor Quil P.S. Good fight. Diaretic -- "Popping in and out"? Well, everyone gets ten turns here and then has to leave for good. This is just to give new managers a chance to play a few turns before they run into the heavy competition in the regular arenas. In those other arenas, there will be managers popping in and out as they prep warriors for tourneys, yes, but each arena has a stable core of teams that are there come rain or come shine. As too a good, aggressive regular arena, hmm. Do you want large, medium, or small? Andorian (they prefer to see no down-challenges or deliberate kills, and expect you to write half-way friendly personals), Delarquan (the win is all), Free Blades (tone of the arena varies a lot from one to the next), or Lirith Kai (similar in tone to the Andorian arenas)? Fast (two-week turnaround) or slow (four weeks)? Oops, you said not a slow arena--well, I'm going to list the hot slow arenas anyway, in case someone wants to know. Besides, you could also consider getting TWO teams in slow arenas instead of one in a fast one. (39 and either 31 or 28 make a good pair, as they run as near to opposite each other as it gets, you'd still get turns every two weeks.) For Andorian fast arenas, I'd recommend Aruak City (dm 11) and Aradi (dm 60); for slow Arkers (dm 8). For Delarquan fast arenas, the toughest is Talcama (dm 18), and Bonsur (dm 7), Kolact (dm 10), and Sunset (dm 21) are good; for slow arenas, Xochithlan (dm 39) is the best. Free Blades fast arenas seem to be in flux right now, but I would suggest Riztab (dm 12) and Willaf (dm 16), maybe Lapur (dm 29). In the area of slow arenas, Free Blades is hot: Morya (dm 28) is just starting a contest, Chimlevtal (dm 31) is always jumping, as are Stormcrowe (dm 45) and North Fork (dm 47). In Lirith Kai, Daiyla Kiv (dm 74) is in the middle of a contest, which means lots of players, and Jade Mountain (dm 75) is the friendliest. Hope this helps, but ask for more specific information and I will answer. -- Jorja P.S. I'm always here in Noblish, but I'm a special case--I've been playing a good long while now, and I'm here to give advice and opinions, answer questions if I can or find someone who will answer them, etc. Comments on the articles: Tricks of the Trade, by Roku. I don't think Roku is active right now, and even if he is, how will you contact him? Not that his points need much discussion. But I will point out that if your warrior is not intended to go on into Advanced Duelmasters, it's okay to "burn skills" by raising stats as needed. I have never encountered a warrior who maxed his skills in Basic. Warrior Handedness, Jessie Jest. Jessie is inactive everywhere. And as to his article, so? Some are right handed, fewer are left handed, and fewest are ambidextrous. You can't do a thing to change that. The Arcane Slasher, by the Arcane Kid. This manager is active, right where he says he'll be: in Osksi. This is a sound article if you want to build a great slasher. But you can get perfectly decent winning slashers with a more relaxed set of numbers. The Basher, by Uncle Charlie. I think he may be active now in DM 36, but under a different manager name. I have no doubt that these work well for him, but what can I say? I wouldn't do 'em that way. I'd lower the WT a little to get a higher DF; I like them to hit their opponent some, maybe even hit their targeted location. The Anti-Thesis Slasher, by Talon Volksie. He is usually active somewhere, but I'm not sure where right now. Try ADM 105, team Car and Driver. This is a sound article by a manager who knows what he's talking about. 10 May 2003 To All -- Fellow managers, I humbly request your help. My team (Ex Oblivione) was started in Monuntial (DM 34) back in '92. They were active for seven months. I have lost all early traces of them. If any of you can help with copies of relevant newsletters or, if you fought one of my warriors, copies of the fights, I would greatly appreciate it. I only have one of my original warriors left from the early team now active in DM 60. You can diplo me with any info here in the wonderful city of Aradi. Thank you in advance. -- Enigma, manager Ex Oblivione 15 May 2003 Assurnasirbanipal invites all to use his computerized warrior management tool. The program is the most extensive management tool ever created. It was meant to run on a PALM OS PDA, but will run (emulated) on a PC or MAC. You can get this program on the web at: http://www.geocities.com/assurnasir 27 May 2003 A note to everyone regarding manager names and manager lists -- If you're running a team incognito, all you have to do is let me know and I won't put your name on any manager lists. It has seemed though, that more people want their names listed, even if they do not announce themselves, than the other way around. Also, I do maintain the list more or less by hand and errors do creep in. You have but to say I've made an error and no one will be the wiser (except thee and me, of course). -- The Saint, keeper of lists 30 May 2003 Duelmasters Friends and Friendly Foes -- I am returning to the United States for the summer. Please direct any Snailmail to: Devon Hagy Open Skies Ministries Att: Hammer 1515 E 7th St Okmulgee, OK 74447 USA Bro De is the founder and president of Open Skies Ministries [Prison Ministry] and a newcomer to the world of Duelmasters. We minister together when I am in the area. See you on the sands! -- Daryl P Holloman aka Hammer Flower Hammerz DM 28 Casino Hammerz DM 33 Fish Hammerz DM 54 LAST WEEK'S FIGHTS CHAOS was butchered by SPYMASTER in a 1 minute bloody Dark Arena fight. CALDUIL was slaughtered by BANDIT PRINCE in a 1 minute gruesome Dark Arena battle. ZEDDICUS was narrowly killed by BLACK ORC in a 2 minute gruesome Dark Arena fight. MO RON was butchered by SHEWISH GIANT in a 2 minute gory Dark Arena contest. ZERO was assassinated by BLACK ORC in a 2 minute bloody Dark Arena match. GHENGIS KAHN was bested by STRIDEN in a popular 3 minute Bloodfeud duel. LITTLE HORN bested WOLVERINE in a 1 minute Challenge match. FURIOUS IMP devastated KESSEL in a 1 minute one-sided Challenge competition. THE WRETCHED was handily defeated by KATRINA THE RED in a 1 minute Challenge melee. TOAD vanquished RENDOR QUIL in a 1 minute one-sided Challenge duel. POO FLINGER vanquished XARION in a 1 minute one-sided Challenge duel. WARTS B. GONE was defeated by MORPH in a 1 minute beginner's Challenge match. RED BABOONBUTT was overpowered by TEALIN SALI in a 3 minute one-sided Challenge fight. WEDNESDAY demolished VENEMOUS CONCUBINE in a 1 minute mismatched Title competition. GAMBIT bested LENA KORIL in a 2 minute battle. POL OLVAN subdued GUTTERSNIPE in a 4 minute novice's brawl. NEFAN MURH overcame STICKY in a 1 minute novice's conflict. RAVAGER OF DOOM vanquished PANSY BEDWETTER in a 1 minute mismatched bout. THE ROOKIE was vanquished by BEAST in a 2 minute one-sided fray. PORK CHOP bested MORDANT DESERTER in a 4 minute amateur's brawl. JINX assassinated CONVICTED THIEF in a 1 minute one-sided bout. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 5 SLASHING ATTACK 11 - 5 - 2 69 | |WALL OF STEEL 5 LUNGING ATTACK 13 - 6 - 0 68 | |AIMED BLOW 4 PARRY-LUNGE 4 - 2 - 1 67 | |STRIKING ATTACK 4 WALL OF STEEL 14 - 12 - 1 54 | |PARRY-RIPOSTE 3 AIMED BLOW 9 - 8 - 0 53 | |PARRY-STRIKE 3 PARRY-RIPOSTE 14 - 14 - 1 50 | |SLASHING ATTACK 3 BASHING ATTACK 15 - 15 - 1 50 | |BASHING ATTACK 3 PARRY-STRIKE 9 - 10 - 1 47 | |PARRY-LUNGE 2 TOTAL PARRY 4 - 5 - 0 44 | |TOTAL PARRY 2 STRIKING ATTACK 13 - 17 - 1 43 | Turn 143 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-LUNGE 2 - 0 PARRY-STRIKE 1 - 2 3 LUNGING ATTACK LUNGING ATTACK 4 - 1 SLASHING ATTACK 1 - 2 2 AIMED BLOW PARRY-RIPOSTE 2 - 1 BASHING ATTACK 1 - 2 2 PARRY-RIPOSTE AIMED BLOW 2 - 2 WALL OF STEEL 1 - 4 1 SLASHING ATTACK STRIKING ATTACK 2 - 2 TOTAL PARRY 0 - 2 1 PARRY-STRIKE 1 WALL OF STEEL 1 PARRY-LUNGE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME SLASHING ATTACK WEDNESDAY 7156 6 1 2 84 THE DARK TIDES (1234) LUNGING ATTACK LITTLE HORN 7526 3 0 0 38 THE DARK TIDES (1234) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is WEDNESDAY 7156. The most popular warrior this turn was GHENGIS KAHN 7534. The ten other most popular fighters were GAMBIT 7166, ZEDDICUS 7525, STRIDEN 6650, MORPH 7528, WEDNESDAY 7156, NEFAN MURH 7511, BEAST 7165, LITTLE HORN 7526, KATRINA THE RED 7504, and TEALIN SALI 7514. The least popular fighter this week was GUTTERSNIPE 7545. The other ten least popular fighters were PORK CHOP 7542, PANSY BEDWETTER 7531, STICKY 7530, POL OLVAN 7512, RED BABOONBUTT 7532, WARTS B. GONE 7533, XARION 7108, RENDOR QUIL 7513, THE WRETCHED 7535, and KESSEL 7501. Article for Newbies This here is an article aimed mostly at you new managers to the game out there. This chart is a consensus of managers on the internet about how they felt each style fairs against all other styles at the beginning levels of the game. Of course, once you get ten or so fights under your belt the whole scenario changes and you can throw this right out the window. But in the meantime, use this chart to help you get a feel for the game, how the different styles interact with each other and to hopefully dispel those 5-25 starts that can make you drop the game. Hope this helps you some. KEY FOR ODDS OF WINNING: 1 - ALMOST IMPOSSIBLE 6 - BETTER THAN EVEN 2 - HARDLY LIKELY 7 - GOOD CHANCE 3 - NOT MUCH 8 - HIGHLY PROBABLE 4 - SLIGHT CHANCE 9 - MOST DEFINATELY 5 - 50/50 10 - ALMOST GUARANTEED Reminder: Left Row vs Top Column BA ST LU SL AB TP PS PL PR WS BA 5 2 6 6 8 9 7 6 5 6 ST 8 5 8 9 9 6 7 5 6 4 LU 4 4 5 6 10 5 7 7 9 6 SL 4 1 5 5 8 6 8 7 8 9 AB 2 2 2 4 5 10 6 6 6 7 TP 3 4 6 4 1 5 7 8 6 5 PS 3 3 3 4 5 4 5 4 5 4 PL 5 4 3 3 6 2 7 5 7 6 PR 7 5 2 2 4 5 6 3 5 4 WS 5 8 6 2 4 6 7 5 6 5 There you have it folks. I would personally like to thank all the managers on the internet who made a contribution to this effort. You know who you are. Also a big nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the roundtable and without whose effort little projects like this would prove quite difficult. David Gottwald - Magic Man The Crew - Monuntial (34) Rocky's Heroes - North Fork (47) Tragedy Strikes - Andor (57) (inactive) Natural Born - Illis (59) Slow & Easy - Aradi (60) Omega Squadron - Dragonhead (72) MAKING YOUR CHALLENGES GO THROUGH First, you need to be sure you are making your challenges correctly. 1. Are you writing down the warrior I.D. number of the warrior you want to challenge? 2. Is your handwriting clear? 3. Is the warrior you are challenging within range of your warrior? Warriors can challenge within their own class and the next higher class, plus the "Challenger" classes can also challenge the next lower class. So, an Adept can challenge Adepts and Challenger Adepts. A Challenger Adept can challenge Adepts, Challenger Adepts, and Champions. (Try not to challenge down, though. Besides being unsportsmanlike and making everyone mad, it isn't advantageous to your warriors. They need to fight more experienced warriors so they will learn.) 4. Are your warriors eligible to make challenges? If they didn't fight within the last two turns, then they can't challenge. 5. Are the warriors they want to fight eligible to receive challenges? If they didn't fight within the last two turns, then they can't be challenged. Next, adjust your choices for the maximum likelihood of getting your challenges. There are several things that will help: 1. Have each of your warriors challenge two different opponents from two different teams. That way, if the first opponent's team doesn't fight that turn, you still might get your second challenge. 2. Use your avoids. Have each warrior avoid the teams of whoever you think might be likely to challenge him. If you can get out of being challenged, that increases your chance of getting your own challenge through. 3. Don't challenge warriors who didn't fight last turn. The odds are higher that they won't be fighting this turn. 4. Don't challenge warriors who might be involved in a bloodfeud (either as the killers, or the avengers). A bloodfeud challenge has priority over all other challenges. 5. Don't challenge Tournament Victors. A TV challenge has priority over all other challenges except bloodfeuds. You'll need to do a little research in back issues of the newsletter to find out who the TVs are. 6. Don't challenge warriors who you know are going to challenge someone else, or are going to get challenged by someone else. Your challenge has a better chance of getting through if it is the only challenge to that particular warrior. 7. Don't challenge the "easy pickings." That is, warriors above you who have way too few fights or very bad records for where they are ranked. They will tend to get challenged a lot. 8. Don't challenge warriors who are likely to be avoiding your team. This includes any warrior your team fought within the last two turns. Well, it sounds like I've eliminated just about everybody, doesn't it? Of course you can challenge opponents who fit into one or more of those categories; just try to find ones who don't. Your idea candidate for a challenge is: A warrior ranked somewhat above your warrior in the same class, or in the next higher class, with a few more fights than your warrior, and a winning record, who isn't a TV and isn't currently at war with anyone. I hope this will be of some help to you. The Rogue She-Puppy MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY When you get your turn results in the mail it is very important that you squeeze as much enjoyment as possible out of that envelope! I recommend (and also use!) the following procedures. First, open the envelope lengthwise with a letter opener. Remove the blue-sheet BUT DON'T LOOK AT IT! It may tell you that you are broke and owe RSI a lot of money. Flip it over instead! The blue-sheet will be used as a "hider" when you read the fight results line by line, so you don't see the end of the fight by mistake and ruin the excitement. Remove the rest of the sheets in one smooth maneuver and place the flipped-over blue-sheet on top of the pile, without looking at anything. You don't want to accidentally uncover an unexpected replacement rollup. This is a traumatic experience that should be avoided at all costs, as it indicates that one of your battles didn't go exactly as planned. Now you must prepare your room, or whever you are, for the battles. If you are suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects from the area. If you happen to manage an entire team of scummy warriors it is okay to leave a loaded musket nearby. The next step is to put on music. It definitely adds to the experience to have your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY WITH! I christen each new warrior with a song that is his and his alone, and play that song whenever it is his turn upon the sands. It is a personal choice but I recommend Judas Priest, Manowar or Metallica. Avoid Abba and Barry Manilow (like I had to say it). It is also important to match the song length with the expected length of the fight. Don't choose "The Immigrant Song" for your 21-con Ultra-Scum. Likewise, don't choose "Stairway to Heaven" for your quick lunger. Finally, sometimes it is nice to choose an exceptionally violent alternate selection for those Bloodfeuds. Now you are almost ready! The final preparatory step (optional) is to prepare a pot of coffee. Beer also works well, especially on Fridays, but I understand that some managers are not Well-Suited to that particular beverage. I've heard the Duke Malibu in Solven drinks goat blood, but mind you this is only a rumor. For the final touch, try putting on any handy armor you have. Or a loin-cloth. I put on most of my hockey gear. The fights are on! The music is loud! The coffee is good! Read the fights slowly, line by line using your blue-sheet as a guide. Don't go too fast, now. Yell, "Yeah!" if your warrior scores an especially gruesome hit. Cringe if your warrior feels the joys of a great axe connecting with his face (that means you, Marilith). Raise your fist in the air when that total parry realizes that his last shield has broken! And cry when your favorite gladiator is gravely injured and then takes ten consecutive war hammer shots to the head... When the end of the fight comes you will be emotionally drained, so yell out, "Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off. When the fighting is ended take a breather before preparing for the next cycle's fights. Reflect on what has transpired and make a few notes. You'll be a better person (and manager) for it! Isn't Duelmasters great? Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205) DM-10 (Kolact) Beermacht DM-22 (Solven) Steel Warriors DM-24 (Zorpunt) No Escape Winning With the Average Warrior Hi! The Master of Anime here... Yeah, yeah, I know, you're all doing a collective, "Who the Hell is this character?" Well, my claim to fame, if you can call it that, is that I run Eve, one of the more popular, if not completely unspectacular, warriors to fight in Alastari. I am a micro-manager (you've heard of mega-managers? Well, think in reverse) who has been mainly running only one team during my 8+ years of Duelmasters. This little write-up is aimed towards the less experienced managers, the ones that can be brainwashed from some of the "How to build the perfect warrior..." spotlights that tend to appear from time to time. Many of the "How to build..." spotlights tend to deal with roll-ups that are quite ideal, but in reality, rarely come out of RSI's number crunching machine, commonly referred to as "the Roll-Up Gods". There have been a few good articles on how to design skillful warriors from 'average' roll-ups. Those articles, in my opinion, are the most helpful to new managers for the simple fact that you will almost always get an 'average' roll-up. Occasionally, that 'average' roll-up might turn out to be something special, and that is what I would like to key in on. I know a lot of managers who will continually DA their warriors until they get something that is as close to perfect as possible. You know, the warrior with three or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc... If you are a relatively new manager and you are also doing this, I think you are missing out on one of the more intriguing aspects of this game and that is warrior development. Being a micro-manager, I do not have an army of warriors like the mega-managers do, but I'd like to think that I can hold my own against them (hey, if you're gonna dream, dream big). Anyway, back to the point. One of my 'average' warriors seems to have achieved a form of notoriety in Advanced Duelmasters to the extent that even the ever quiet Mirage (manager of Donatello) has had something to say (it was at the last Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top Primus warrior on the tourney list.) Mirage pointed at my warrior on the list and said, "That, is embarrassing..." I took it as a compliment. In case you're wondering, my warrior is Akira (the reason I'm writing this article is that I've been approached many times of late by managers who wanted to see Akira's numbers, thinking he had some sort of godlike roll-up. I set them straight). I'm not going to print Akira's numbers in this article for the main reason that I don't have them with me at this time (it'll probably tick-off a lot of managers whose warriors Akira has beaten anyway), but I do know this... he has about 30 attribute increases and only one attribute is in the 20's, that one being WL (he even got gypped by not getting some skills that you normally think he'd get by raising WL up the 20's). He won't be getting another attribute above 20 for a long, long time. (I think his next highest attribute is 17... note that this is after the 30 or so increases...) You should have a pretty good idea how generic this roll-up is... a roll-up that would probably be DA'd by most managers looking for a good roll-up... a roll-up that I even said, "I'll run him for kicks, but will probably retire him once he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... a roll-up currently on a 20 fight win streak... a roll-up with three consecutive Primus TVs. So, before you give up on that average warrior, think again about giving him a chance to flourish... he might suprise you as Akira has surprised me. Good luck in the arena! M.A., a proud member of GAPPDA P.S. If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 104). P.P.S. Swift -- We GAPPDA members are NOT slugs!!! At least, I don't think we are... TWELVE TIPS A rookie manager asked me a question recently which prompted my "teaching juices" to flow. I quote: "Just give me a dozen hints, and I'll leave you alone!" Obviously, his challenge prompted me to organize my thought creating my Twelve Tips. "Now wait a minute!" I hear you asking. "Why should I read on?" Simply put: -- If you're an experience manager, you'll want to "clue me in" on other valuable tips I missed. -- If you're a "newbie," these tips will enhance your W-L record and compound your fun. "But, are they GOOD tips?" you ask. Believe me, fellow opponents, after 5000+ fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, they're GOOD tips. So here we go, in no particular order. (I) ASK FOR HELP--Ask RSI about the Sponsor Program. Diplo "good" managers in your arena. Proclaim your willingness to learn in a personal ad. You'll get some conversation. (II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can be readily designed and more easily "mastered." (Whatever that means.) Avoid the most difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS). Get some confidence first! Most of us old-timers yet struggle with a good aimed-blow. (III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too many stats. Skills win fights, and in the long run, you will regret certain stat raises. (IV) COLLECT DATA--The more you know about your own warrior (And even with the same stats, warriors differ) and the more you know about your opponents, the more likely you can cause something "good" to happen. In the military/political world, we call this "intelligence." (Clue: ask about a D.M. handbook filled with info.) (V) PERSONAL ADS--Don't be a jerk! But write some every time. Let me assure you that an unliked rookie cannot succeed in an arena against the local "Powers-in-control." You want to create friendly opponents. (When you know what you're doing--then you can try the jerk routine!) (VI) TURN SHEET--Accuracy counts. Fill it out perfectly (and legibly) pal! Know what each section is for. (Reread the instructions.) Many have been the surprised and frustrated manager who caused his or her own problem! (Even us "megas" blow it now and then!) (VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an offensive rollup. Other attributes may add skills; con won't. (Just wait until you hear someone shout never add to con--ever. I didn't say that.) (VIII) ONE WEAPON--For offensives. When you get to finesse styles, you'll understand why you may want one in your off-hand also. But, almost always carry a backup. (Hands can be hurt both striking and defending.) (IX) CHALLENGE/AVOID--Always! A manager's prime purpose is to optimize his warrior's chances. Challenge those you'll have a good shot at beating and avoid teams who can cause you the most difficulties. (Challenge warriors--avoid teams.) (X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting your arena W-L record. Actually, you will create a positive impact in that those "tournament earnings" are "hidden" from other arena warriors. Plus, tournaments are a real "rush!" (XI) FIND A FRIEND--In every arena find at least one "friendly" foe. Share opponent info. With two, or more, of you sharing, look how much more "intelligence" you'll have. (XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger you. (This is fun, right?) The cool head wins more matches than the emotional one. So good luck, rookie! We were all in your shoes once. (And for some of us that was a long, long time ago.) THE CONSORTIUM DM 8 Smithsonian (Curator) DM 11 Bulldogs (Kennelworth) DM 20 Animal Farm (Mino) DM 46 Fandils (Fandil the Wise) (and many, many more)