DUELMASTERS NEWSLETTER
Date : 08/09/2003 Duedate: 08/22/2003
NOBLISH ISLAND ARENA
DM-93 TURN-148
This Weeks Top Honors
THE DUELMASTER IS
TEALIN SALI
MIDDLE WAY 8 (1300)
(93-7514) [6-4-0,36]
Chartered Recognition Leader Unchartered Recognition Leader
TEALIN SALI RAVAGER OF DOOM
MIDDLE WAY 8 (1300) TYCRON'S MERCS (1298)
(93-7514) [6-4-0,36] (93-7503) [4-3-0,32]
Popularity Leader This Weeks Favorite
LENA KORIL ZULOK THE SHADOW
MIDDLE WAY 8 (1300) THE BLACK GUARD (1299)
(93-7510) [6-4-0,31] (93-7508) [2-1-1,12]
THE CURRENT TOP TEAM
MIDDLE WAY 8 (1300)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. RIFF RAFF (1305) 20
2. MIDDLE WAY 8 (1300) 14 MIDDLE WAY 8 (1300)
3. THE BLACK GUARD (1299) 7 Unchartered Team
4. LEATHER CHICKS (1239) 3
5. X-MEN (1236) 0 RIFF RAFF (1305)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1- 1*X-MEN (1236) 26 14 1 65.0 1/ 2 MIDDLE WAY 8 (1300) 10 5 0
2/ 2 MIDDLE WAY 8 (1300) 28 22 0 56.0 2/ 1*RIFF RAFF (1305) 7 8 1
3/ 4*RIFF RAFF (1305) 15 15 2 50.0 3- 3*X-MEN (1236) 4 1 0
4/ 3*TYCRON'S MERCS (1298) 15 17 0 46.9 4/ 4*TYCRON'S MERCS (1298) 4 9 0
5/ 6*THE BLACK GUARD (1299) 3 6 1 33.3 5/ 6*LEATHER CHICKS (1239) 2 8 0
6/ 7*LEATHER CHICKS (1239) 2 8 0 20.0 6/ 7*THE BLACK GUARD (1299) 1 1 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
+ ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
The Lighthouse is the main tavern on Noblish Island. There's the old Ice
Dragon, of course, but mostly local people, shepherds and the like, go there. The
Lighthouse is the gladiators' tavern. And tonight it was full of gladiators. Wall
to wall gladiators, with more hanging from the chandeliers and trying to attract the
waiter's attention.
Jorja, proprietor of the Lighthouse and the succession of Middle Way teams,
looked around and shook her head. "It's always like this after a convention. New
managers, new teams, new people. Nobody knows what's going on, all the little old
ladies with spare bedrooms have rented them, some of the most appalling second-hand
armor and weapons show up in the arena--"
"More like fifth or sixth hand, some of it," Arenamaster Ganamir said. "There's
one maul that I swear has been passed from hand to hand since the arena opened here
years ago! And a few shields that are old friends...." He sighed sentimentally and
took a sip of his wine. He didn't really care for wine, but it was better than beer,
and anyone associated with the arena was expected to drink spirits. "Do you think
many of them will stay once they see what the weather is like here?"
"Some people LIKE rain," Jorja suggested doubtfully. "And we'll do our best, as
always, to make them welcome."
"Yes, I know, that's why I'm here." Ganamir sighed again. He didn't really
like public speaking, but he knew his duty and always strove to do it properly. "I
welcome them in the name of the Gladiatorial Commission and the official staff here
on Noblish Island. And then you welcome them in the name of managers in general, and
offer them help from your wide experience."
"Right, 'the mixture as before'," Jorja said, smiling a little. "But it is good
to have new people around, meet new friends, introduce them to some of the thrills
and secrets of dueling. I rather like the job, you know."
Somewhere outside, a very large clock began to bang and bong, marking some hour
--it was hard to tell which hour, because the echoes made it impossible to count the
strokes. Jorja stood briskly. "Time, Ganamir." She led the way toward the small
stage, signaling the band to silence.
The Arenamaster stepped up and turned to face the crowd. They had fallen semi-
silent when the band stopped and most were now looking toward the stage. Ganamir
drew himself up, bowed slightly to the people before him, and began.
"Welcome to Noblish Island and the world of dueling--"
"Why not call it The Lighthouse?" Jorja demanded. "It used to BE a lighthouse,
after all."
Olber Pring, a graduate of the second Middle Way team, shrugged. "Well...it
just doesn't sound like the name of a bar."
"Tough. If you're going to help out here, then I expect you to BE a help, and
not keep coming up with complaints." Jorja shifted her grip on the hammer she was
using to nail up the sign. It was an ordinary carpenter's hammer, but Pring viewed
it with uneasy respect. Jorja had been a gladiator once herself, a basher, and what
she could do to someone with a hammer when she got mad was not something he cared to
think about. "You might give Dolan a hand getting those barrels inside."
Pring looked over at the Dark Arena Shew who was unloading the brewer's wagon.
"He doesn't look like he needs any he-- ELP!" He ducked, not quite fast enough. A
backhand blow, casual but hard, knocked him sprawling.
"Help Dolan, keep your mouth shut, and don't hit on the young female
gladiators," Jorja said. "I want to be ready to open tonight after the fights."
*** ***** *** ***** ***
It wasn't a Grand Opening, that would be silly on Noblish Island with its tiny
population, but it was a busy one. The transient population associated with the
arena--managers, warriors, trainers, gladiator-hopefuls, and hangers-on all showed
up, along with the arena's permanent staff and such of the local population as had
learned to enjoy watching the fights.
"Of course we like to watch the fights," Torik assured Jorja. He was the most
important wool broker, and thus one of the wealthiest men, on the island. "It's more
interesting than watching the grass grow. Heck, it's even more interesting than
watching the rain come down! Can't beat something like that." He hoisted a tankard
in salute. "Good grog."
"First class," Dolan the Shew agreed, looming behind the merchant. "Jorja,
Kambard's putting down a LOT of ale...."
"He can afford it. Duelmaster drinks free, remember?"
"Yeah, but can you afford it? He's a bottomless pit."
"Not a problem. Enough other people will come in to watch him drink, uh, to
meet him and get his autograph, and they'll be paying for theirs. Besides," she
looked over at Kambard critically, "he'll probably pass out soon."
Dolan was watching the Duelmaster too. "He might start a fight before that," he
suggested. "He's been throwing his weight around. Guess he figures being Duelmaster
means not having to say you're sorry."
"I sincerely hope he knows better than that, because there are quite a few
people here who could put him down. I could, Arenamaster Ganamir, you could, heck,
even Olber Pring could do it, and he's as mediocre as they come. Nothing like more
experience to make a difference."
"Uh...speaking of Olber Pring...he's putting down a lot of ale himself." Dolan
nodded toward a table in the corner where the former Noblish warrior, now a Lord
Protector, was getting increasingly raucous as he spun exaggerated tales of his life
as a gladiator in Aljafir.
"Not to worry," Jorja said, grinning, "I've got plans for Olber." She looked at
the drunken warrior and shook her head. "You wouldn't believe he went out of here as
Duelmaster at 8-2 a couple years ago, would you?"
Dolan shrugged. "The competition's tougher on the mainland. Been the downfall
of a lot of warriors who thought they were something special."
"Yeah, well, today we get a real treat: the inside story on a Noblish graduate."
Jorja moved to the low stage where there might eventually be musicians, once she
found some musicians who could carry a tune. "Let me introduce you to a warrior--"
Profile of a Gladiator
Lord Protector and one-time Duelmaster of Noblish Island arena
Olber is a striker, 15-7-14-11-17-5-15.
His overview was nothing exciting--
He's right-handed
His intelligence is unremarkably average
He makes clever attacks (I wouldn't have minded seeing some of these!)
He is gifted at avoiding a blow (yeah, right!)
He seldom wastes his endurance needlessly
He's slightly uncoordinated (that low SP)
He is incredibly quick and elusive on his feet (despite the lack of coordination
which caused him to trip over his own shadow around the guildhouse)
He can do good damage with a blow.
From the lack of mention, we also know that he has normal endurance, a normal
ability to take damage, and can carry a normal amount of weight in armor and weapons.
His base skills, those deriving from his initial stats, are: initiative 5, riposte 5,
attack 7, parry 5, defense 9, decise 7. He is plus four in defense, otherwise mode,
or normal for his stats.
Olber was never a great warrior. After leaving here at 8-2, he went to Aljafir
and proceeded to lose fights, ending up graduating at 22-29. He could have done
better if I'd paid more attention to his strategy, issued challenges, and so on.
Given the neglect he labored under, he could also have done much worse. Good but not
great about describes him.
Despite this, he has some long-term potential, as indicated by the fact that
none of his base skills are lower than mode, and by that 17 WL which would allow him
to raise stats relatively easily.
I normally ran him fairly fast, 8-6-x or, if he should have been getting the
jump and didn't, 10-x-x. Light armor--ALE, H, and, of course, a scimitar and back-up
scimitar for weapons. He held his own in Aljafir at first, until the arena pulled
out of its slump and began to gather determined managers again. I feel that it was
the good management of his opponents, rather than his own short-comings, that
resulted in his losing record. I feel that given a couple of decent--not great, just
decent--warriors matched against each other, it's the better manager who wins the
most.
Despite my lack of attention, Olber hung on long enough to get the skills and
political points needed to graduate. He will not be run on the Isle (that's why you
have to put up with him hanging around the Lighthouse). At the time of graduation,
he was 22-29-0, had experts in attack and decise (only! what a slug--that 11 WT
doubtless slowed his learning), was found to be naturally adept with the dagger
(ick), and to favor a fighting rhythm of high offense and high activity. If I was
running him further, I would ignore the dagger favorite and continue to arm him with
a scimitar, probably going 8-8-x. An increase in CN would enable him to take more
damage without compromising his skill-learning.
I thank you all for your patience with this presentation and invite you to
1. Drop in at The Lighthouse any time to talk about managing or mainland
politics or any other thing that's on your mind.
2. Let your warriors hang out here between practice sessions. I'll see to it
that they get back home okay after closing.
3. State opinions, raise questions, make suggestions, etc. If you like the
idea of a warrior profile each turn, I'd be glad to provide one from my files--pick a
style, any style....
Jorja
The Middle Way
+>]H[<+-----+>]H[<+ Question of the Week #2 +>]H[<+-----+>]H[<+
For those of you who came in after I started this series of questions and
answers, they are being taken from the newsletter for Aruak City, DM 11. The
questions are being posed by Hanibal, a relatively new player and Noblish alumnus,
and the answers are offered by any members of that arena who care to respond.
Question, turn 400:
All -- I think I have a basic grasp on most aspects of this game, but one thing I
have no clue about is how to maximize skill learning. I had an 18 wit TP challenge
up to a warrior who had 21 more fights than me and I only learned 2 skills. The next
fight I was matched up against a less experienced warrior And I learned 5 skills.
This is not an isolated incident. Any tips on skill learning? -- Hanibal's Q.O.W.
Answers, turn 401:
ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it,
that sometimes the number of learns appears random. Some suggested variables include
fight experience differences between combatants, total skill differences,
intelligence level of one or both combatants, what each's favorite learn may be, what
styles the two warriors are.... There are so many, it's difficult to say. Sometimes
you can see the effect of one variable more than another. Other times, one has
absolutely no clue. -- Adie
Hanibal -- In your example of warrior learns, did you lose the fight against the more
experienced opponent, but win the fight against the less experienced opponent? The
outcome of a fight may affect learning, with the winner being bonused and the loser
being penalized. I believe that the best way to make a warrior learn well is to give
them a 21 wit. That's why wit is my favorite stat to have a 21 in! (Not to mention
all the base skills it gives.) -- Generalissimo Puerco
Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the
higher the better. But luck (die roll) plays a big part, as do what the other
warrior can teach, how many skills yet to learn and a few lesser factors. --
Kennelworth
Hanibal, re the question of the week -- The main thing is to TRAIN skills. Okay,
everybody stop laughing. You people (Hanibal, too) already realize this, but there
may be a new manager reading this reply who doesn't. Seriously, I once had a manager
whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and
ask why one of his warriors hadn't learned any skills. He sent me the warrior's
numbers, and a little simple math revealed that this warrior had eight stat increases
in those ten fights! He hadn't been TRAINING skills. Lesson there, never overlook
the obvious.
As to a more useful answer, I don't have one, but I do have some secondary
questions.
For instance, I was once told that a warrior learns better with an odd-numbered
WT. Since I have never personally run a warrior with an even-number WT that I can
recall, I don't know. It sounds unlikely, but then, who knows how a computer thinks?
Challenging up increases the ODDS of learning but is not a guarantee. Does
anybody have any information as to whether a lower-ranked warrior who teaches well is
one with lots of skills? My own information would tend to contradict that, as I have
some excellent teachers in other arenas who have yet to receive their first rating.
I have heard that there is an increased chance of learning when the fight is a
long one. Anybody know whether this is true or just wishful thinking on the part of
those matched against scum?
Is the caliber of a warrior's teaching on a given fight reflected in his point
gain in the rankings? I have been given to understand that points gained in excess
of the basic minimum reflect how well above the average the warrior performed. In
theory, a good performance means better demonstration and thus better teaching, but
does it work out that way?
Do warriors of a given style tend to teach a specific skill or group of skills
better than other skills, as for instance, do total parries teach parry and defense?
I've heard it said that when facing an opponent who has only one skill left to
learn, a warrior teaches best that skill he learns best. Does this hold true in
other circumstances? -- Leeta
Question, turn 402:
All -- I understand that Deftness is the ability to better protect and attack your
chosen location. I could care less if I hit my attack location as long as I hit.
Does Deftness have any effect on connecting? I believe it is your attack skills vs.
your opponents def/parry skills that determines this. -- Hanibal's Q.O.W.
Answers, turn 403:
Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills.
This will increase your warriors' chances of hitting. Shot placement accuracy is
said to be based on coordination (DF+SP), but I think having a good attack rating can
lead to better shot placement as well. Kill desire may well influence shot placement
also. It has been suggested that a warrior's chosen location to protect is the
source of the "luck parry" comment that often results in broken weapons. While I
personally fancy this theory, I think it would be difficult to prove or disprove. It
sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco
Hanibal -- Re the QOW, probably. At least, I notice that those of my warriors with
very low DF (and I've got some doozies here and there) spend a lot of time flailing
wildly and missing. -- Leeta
>)]H[(< + -----:----- + >)] The Free Cities #66 [(< + -----:----- + >)]H[(<
Ibizond, Korga, and in between:
Fist of Kjarran strode briskly along the road that ran east from Ibizond. It
would eventually reach Malcorn and then Zuwayza, but that was several days away even
if nothing came of this effort to catch the killer. What kind of man, he wondered
would haunt a lonely stretch of road and kill only single travelers after dark? A
coward, for one thing. But it might be useful to consider the other factors; after
all, the ambush ahead that was supposed to catch the killer might fail. He could end
up fighting alone. His hand caressed the hilt of his sword. And he'd do very well
by himself, if he had to.
The Murskan, Cadal, believed the killer was a non-human monster of some sort,
perhaps a demon. It would be a feather in his cap to kill a demon.... But he had to
remember that he wasn't out here for glory, even when the glory would honor mighty
Kjarran, and his daughter Jayde, too, of course. He was here to rid the area of a
killer. He peered sharply into the trees on either side of the road. Though the sun
had not yet vanished behind the western hills, the woods were already filled with
shadow. Anything could be hiding there.
In fact, Aghtamar, Zilla, and Cadal were hiding there, somewhere a little
farther ahead. No human would detect them, Fist believed. Cadal might be a semi-
barbarian, as all the Murskans were, and a second-rate gladiator (for a Lord
Protector), but he knew what he was doing in the woods. Fist sighed and shook his
head. What the Murskans should be doing in the woods was cutting down the trees and
planting beans. Oh, well. Doubtless that would come in time, as they absorbed
civilization from their more enlightened neighbor, the Glorious Empire.
Meanwhile, there was the killer. The sun was balanced on the rim of the hills,
and the shadows were stretching out of the forest and across the road. It was time
for the killer to appear.
As though his thought had conjured the sound, he heard hoofs on the road ahead
of him. No one had mentioned the killer being mounted. Could this be a chance
victim? Some unfortunate traveler from the east who didn't know the risk he was
taking? The rider was still out of sight, as the road ahead curving and slanting
into a valley dark with trees. That valley would be a good place for the killer to
set his ambush.... Or for Cadal to set his! Fist had a sudden vision of the killer
and the gladiators facing each other across the road, waiting for a victim to walk
into their trap. He resisted the urge to laugh; after all, it could be true! He
also resisted the urge to break into a run, which would tire out him right when he
might be needing his full strength.
Somewhere ahead, but farther away than the horseman, a hound bayed, answered by
two more. At least, Fist of Kjarran was fairly sure they were hounds, and not
wolves. But it was enough to make anyone's blood run cold, and that alone might have
scared a timid traveler to death. And who would be hunting with hounds along this
road at night? Fist wasn't a country boy, but something seemed out of step in this.
Maybe the killer used the hounds to terrify his victims? In any case, the horsemen
in the valley was in danger.
Fist paused to listen. He had lost track of the hoofbeats when he'd heard the
baying, but now he picked them up again. They were faster-paced, but...they didn't
seem to be getting any closer. He shuddered in sympathy for the rider as he hurried
ahead. It must be like one of those nightmares where you run and run and can't
escape.
Darkness filled the little valley like a pool of water. Fist had the
unreasonable feeling that he should hold his breath as he descended. There was a
thin wail from below, then shouts and the clangor of swords. He broke into a trot.
Some other traveler must have drawn the killer and sprung the ambush before he got
there!
At the bottom of the valley, the road crossed a stream. The woods were broken
there so that some moonlight came down onto the bridge and the struggle going on
there. Swords flickered in reflected moonlight, and shadows surged back and forth.
Fist drew his sword. One shadow detached itself from the struggle. It was
silhouetted briefly against the white foam of the stream: a gigantic hound, black as
hate except for crimson ears and eyes that burned like fire. It bayed as it raced
along the road toward Fist of Kjarran.
Fist shuddered. You didn't have to be timid for that sound and sight to freeze
your blood! But he was a gladiator, a Lord Protector, a faithful follower of Kjarran
and Jayde. No dog was going to intimidate him. He steadied his sword to receive the
charge.
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
---===FREE BLADES REGIONAL NEWS===---
Duelmasters
-----------
DM 9 ZUKAL (turn 471): BLUE DUCK of BLUE MOON (Jorja, mgr.)
DM 12 RIZTAB (turn 469): EQUALIZER of THE LAWMEN (?, mgr.)
DM 15 MALCORN (turn 465): DIRT KNAP of UNKNOWNS XX (Dark Spirit, mgr.)
DM 16 WILLAF (turn 465): VRYCE of WAY OF THE BLADE 1 (Vhagar, mgr.)
DM 17 ALJAFIR (turn 464): DUSK of DELTA DOOM (Barnabas, mgr.)
DM 19 ZUWAYZA (turn 463): KANDY KANES of CARNIVAL (Carny, mgr.)
DM 28 MORYA (turn 231): RAPAX of THE PENTARCHY (The Pentalque, mgr.)
DM 29 LAPUR (turn 455): MR. YUCK of THE TAKEN (Stillgard, mgr.)
DM 31 CHIMLEVTAL (turn 229): DELWYNNDWN of THE NIGHTHAWKS (Firehawk, mgr.)
DM 32 ARVAT (turn 451): PICKLED PIGSKIN of BUFFY'S DINER (Alfredo Frothingslosh)
DM 33 NIATOLI ISLAND (turn 449): APATHY of WHEN DOGMA FAILS (Prophet, mgr.)
DM 35 MURSKA (turn 442): KING BEAR of THE BEARS (Papa Bear, mgr.)
DM 43 VEASTIAN (turn 406): SUNGOD DESIGNED ME of WENSINWASIN (Youngblood, mgr.)
DM 45 STORMCROWE (turn 206): SUNFLASH of NORTHERN LIGHTS (Jorja, mgr.)
DM 47 NORTH FORK (turn 200): JUMBO MUMBO of SPOONERTIKS (Spawn, mgr.)
DM 50 SNOWBOUND (turn 187): CLOUDS AWAY of OPEN SESAME (Crip, mgr.)
DM 56 ROCANIS (turn 330): 4-0 PROLENE of GENERAL SURGERY (Darkfist, mgr.)
DM 61 JURINE (turn 310): ON MY WAY of SADISTS F2F (SunGod, mgr.)
DM 73 ERINIKA (turn 136): JUSTICE of PEACE MAKERS (Solomon, mgr.)
ADM 103 FREE BLADES (turn 356): NEMESIS of CHAMPIONS from JHELUM (Shadowgate, mgr.)
Top Teams
---------
DM 9 ZUKAL (turn 471): DARK TOADS (TigToad, mgr.)
DM 12 RIZTAB (turn 469): BLOODSUCKERS (Way Cool, mgr.)
DM 15 MALCORN (turn 465): UNKNOWNS XX (Dark Spirit, mgr.)
DM 16 WILLAF (turn 465): BROWN'S BLADES (?, mgr.)
DM 17 ALJAFIR (turn 464): KINDRED OF KAOS (PTFT, mgr.)
DM 19 ZUWAYZA (turn 463): CARNIVAL (Carny, mgr.)
DM 28 MORYA (turn 231): UGLY URBAN ORCS (Slugbait, mgr.)
DM 29 LAPUR (turn 455): DEATH THREAT (Papa Bear, mgr.)
DM 31 CHIMLEVTAL (turn 229): UNFIT TO BE ORCS (Slugbait, mgr.)
DM 32 ARVAT (turn 451): DEVIL ADVOCATES (Dark One, mgr.)
DM 33 ANASAZI (turn 449): WHEN DOGMA FAILS (Prophet, mgr.)
DM 35 MURSKA (turn 442): COMIC MAYHEM (Phantasm, mgr.)
DM 43 VEASTIAN (turn 406): THE FAMILY (Jorja, mgr.)
DM 45 STORMCROWE (turn 206): DYNASTIC (Jack Wolfspider, mgr.)
DM 47 NORTH FORK (turn 200): SPOONERTIKS (Spawn, mgr.)
DM 50 SNOWBOUND (turn 187): DARK SIDHE (Daehir, mgr.)
DM 56 ROCANIS (turn 330): GENERAL SURGERY (Darkfist, mgr.)
DM 61 JURINE (turn 310): FAVORITE GUYS (Jorja, mgr.)
DM 73 ERINIKA (turn 136): WAY TO GO! II (Spawn, mgr.)
ADM 103 FREE BLADES (turn 356): MEOW MIX, etc. (Ultraist, mgr.)
Recent Graduates
-----------------
DM 9 ZUKAL (turn 471): BLUE DUCK of BLUE MOON (Jorja, mgr.)
DM 12 RIZTAB (turn 468): LIFE SENTANCE of THE LAWMEN (?, mgr.)
DM 16 WILLAF (turn 464): MALASION of THE BLACKHEARTS (Nunzio Frothingslosh, mgr.)
N.D. GRASSE of PUNNY AMINALS (Jorja, mgr.)
DM 17 ALJAFIR (turn 464): KILLIN' STU of MINIONS OF MILO (Kleptov Grenufelbitz)
DM 19 ZUWAYZA (turn 463): KANDY KANES of CARNIVAL (Carny, mgr.)
DM 28 MORYA (turn 231): BATMANNING (28-3402) CANADIAN BACON (Firehawk, mgr.)
DM 31 CHIMLEVTAL (turn 229):ODYSSEUS of OVERLORDS (The Icelord, mgr.)
KRAC D'CHEVALIERS of THE STORMGUARDS (The Icelord)
BABBS BUNNY of LOONY TOONS (Rascally Rabbit, mgr.)
(turn 228): SIR YDER of WILLBENDERS (Abraxis, mgr.)
BONEGRIN DEVAR of BUSHMASTERS (Tripwire, mgr.)
DM 32 ARVAT (turn 450): LIGHTNING of HARBINGERS (High Lord Bosk, mgr.)
DM 33 ANASAZI (turn 448): RYANATOR of OBSIDIAN HALL (Dameon Darkheart, mgr.)
LEMON DROP of JOYS OF BOOZE (Berylstar, mgr.)
DM 45 STORMCROWE (turn 205): DEBBIE DAHMER of MORDRED'S MADMEN (Abraxis, mgr.)
DM 47 NORTH FORK (turn 200): ZEEL BEBUB of SPOONERTIKS (Spawn, mgr.)
INCREDIBLE SULK of DRAKE'S COMICS (Drake, mgr.)
MARY ANN of SCREEN DREAMS (Fizban, mgr.)
DM 50 SNOWBOUND (turn 187): CLOUDS AWAY of OPEN SESAME (Crip, mgr.)
DM 73 ERINIKA (turn 135): PUNCH DRUNK of WAY TO GO! II (Spawn, mgr.)
MOONSTONE of FLAMING FIST (Firehawk, mgr.)
SPY REPORT
Much has changed in NOBLISH ISLAND since last I was here. Never fear, Olaf
Modeen adapts to many situations, as do all successful fighters. Bein' on top is
great while it lasts, RIFF RAFF. But how many friends do you have now? What's with
RAVAGER OF DOOM? He actually beat MIDDLE WAY 8's NEFAN MURH, and walked away with 19
more points from the fight. Major screwup at TYCRON'S MERCS. KATRINA THE RED lost
12 points to AMBITIOUS GUARD. Some new strategies, perhaps? Maybe KATRINA THE RED
will provide more easy wins... What a role model for NOBLISH ISLAND's young 'uns!
GAMBIT becomes Duelmaster, but don't bother to fight no more! I can barely restrain
my enthusiam for MIDDLE WAY 8's outstanding member, Duelmaster TEALIN SALI. Advice
to fighters with a 1 will--give up fighting!
No matter the time or place, men will always duel. How well I know the feeling
of being the most challenged warrior, LENA KORIL! Don't make idle boasts, they may
come back to haunt you. THE MISTRESS of LEATHER CHICKS knows how to pick 'em. She
challenged LENA KORIL of MIDDLE WAY 8 who is up by 25. Now was this a wise move?
THE MISTRESS perhaps got hers just desserts, seeing as she was subdued by LENA KORIL
and ended up with 2 recognition points.
Warriors of NOBLISH ISLAND unite. You have only your games to lose! 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? All
work and no play makes Olaf a dull fighter. Work and play no fighter dull Olaf.
Olaffighterwork and no play. I don't want to overstay my welcome...-- Olaf Modeen
DUELMASTER W L K POINTS TEAM NAME
TEALIN SALI 7514 6 4 0 36 MIDDLE WAY 8 (1300)
ADEPTS W L K POINTS TEAM NAME
-GAMBIT 7166 6 2 0 49 X-MEN (1236)
-BEAST 7165 5 3 0 34 X-MEN (1236)
CHALLENGER INITIATES W L K POINTS TEAM NAME
-WOLVERINE 7163 5 3 0 33 X-MEN (1236)
RAVAGER OF DOOM 7503 4 3 0 32 TYCRON'S MERCS (1298)
LENA KORIL 7510 6 4 0 31 MIDDLE WAY 8 (1300)
KATRINA THE RED 7504 5 2 0 31 TYCRON'S MERCS (1298)
JINX 7546 4 2 1 30 RIFF RAFF (1305)
RENDOR QUIL 7513 6 4 0 28 MIDDLE WAY 8 (1300)
-TOAD 7527 3 2 0 27 X-MEN (1236)
INITIATES W L K POINTS TEAM NAME
-MORPH 7528 4 1 0 22 X-MEN (1236)
POL OLVAN 7512 5 5 0 21 MIDDLE WAY 8 (1300)
NEFAN MURH 7511 5 5 0 20 MIDDLE WAY 8 (1300)
GRAVY 7561 1 0 0 17 RIFF RAFF (1305)
TRAILER TRASH 7557 3 2 0 15 RIFF RAFF (1305)
ZULOK THE SHADOW 7508 2 1 1 12 THE BLACK GUARD (1299)
WAIF 7556 3 2 0 11 RIFF RAFF (1305)
THE ROOKIE 7502 2 5 0 11 TYCRON'S MERCS (1298)
GUTTERSNIPE 7545 2 4 0 10 RIFF RAFF (1305)
THE WIDOW 7179 1 1 0 8 LEATHER CHICKS (1239)
LEONIDAS 7507 1 2 0 5 THE BLACK GUARD (1299)
WIDOWMAKER 7180 1 1 0 4 LEATHER CHICKS (1239)
KET 7558 1 1 0 4 TYCRON'S MERCS (1298)
THE DOMINATRIX 7182 0 2 0 2 LEATHER CHICKS (1239)
THE MISTRESS 7181 0 2 0 2 LEATHER CHICKS (1239)
-AMASTASIA 7506 0 2 0 2 THE BLACK GUARD (1299)
INITIATES W L K POINTS TEAM NAME
SOUTHERN BELL 7559 0 1 0 1 LEATHER CHICKS (1239)
-NARYM 7505 0 1 0 1 THE BLACK GUARD (1299)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
MISS PRISS 7183 0 1 0 LEATHER CHICKS 1239 PORK CHOP 7542 146 NONE
KESSEL 7501 2 2 0 TYCRON'S MERCS 1298 XARION 7108 144 NOT REVE
PERSONAL ADS
Xarion -- You Chicken! Come out and fight like a man! You killed Kessel, one of my
best potential warriors, and now you've been skimping the Arena, trying to miss the
bloodfeud! Tell your manager to put you back in action, or you'll be regretting it.
-- Tycron
Gambit -- May the best man or woman win. I'm looking forward to several bouts with
you. But I know you're not invincible, in fact, I know a certain "rookie" beating
you a few turns back. -- Katrina The Red
Pol Olvan -- Thanks for the advice. Caffeind thought he took that into account when
we worked on my strategy. We are still tinkering a little. Sometimes it is better
to be lucky than good. That last hit on you was one of those times. Thanks again.
-- Waif
Hello, Noblish Island, how goes it? Just wanted to introduce myself and my team who
had a bad outing their first time out, and I'm hoping to change that. So I would
like any info, as well as help, from all of you fighters and managers alike who
happen to run across one of my lovely ladies. I myself am new to the games and to
managing as well, so please any help I could get on my ladies would be greatly
appreciated. Thanks again and Howdy 'all. -- Mrs. Mae, Leatherchicks
Greetings once again. I have some questions I hope all of you here could help me
with as I'd appreciate the input. I have noticed all these style reports etc and was
wondering about two warriors and what should be done with them. (i.e. How to run
them, how to equip them, etc. Mind you, I'm just looking for info or just opinions;
if you think they are bad, please say so, if not, please let me know how to improve
upon them.)
Here are the Stats st 17 cn 11 sz 6 wt 15 wl 12 sp 11 df 13
and st 13 cn 13 sz 8 wt 19 wl 15 sp 5 df 11.
What to do with these two warriors? Do I send them to the dark arena or do I try to
turn them into actual gladiators worthy of possibly one day going to the isle?
Iwould like some feedback on this please. Thanks again. -- Mae, manager
Leatherchicks
Ma'am, do these warriors have styles already, are they entered into the system?
Or are they totally raw recruits? If they have already been assigned styles,
that's one thing, but if not, that's something else entirely. -- Arenamaster
Ganamir
Pol Olvan -- I promised you Gravy and here he is. -- Waif
Wolverine -- X-men, always X-men. Where are the Y- and Z-men? Where, for the gods'
sakes, are the W-men? I want a W-man to fight next. Or maybe... hmm, I think I want
to fight a U-man! -- Rendor Quil
P.S. You're not supposed to learn that many skills. I only set out to demonstrate
one.
Waif -- If you ditch the shield, you can carry a heavier sword and do some damage,
you know. Not that I want you to damage me! -- Tealin Sali
Jinx -- Heck. BAAAD day for me. But at least I didn't die. I would have hated if
I'd died. -- Pol Olvan
Trailer Trash -- You don't have a permit to move that trailer! You have to get an
affadavit of whatchamacallit, proving you have a place to take it, that there's a
septic tank and a water system, and electricity, oh, and you have to have the soil
permeability tested, and do you really think you can get a seventy-foot trailer up
THAT driveway? Dream on! -- Nefan Murh
P.S. That just goes to show that the classic style-vs-style chart is not infallible.
Gambit -- Damned Karnhorn! I knew I shouldn't have let you close. -- Lena Koril
Hey, you other managers and warriors are allowed to write personals! -- Jorja, Middle
Way
Comments on the articles--
Strikers R Us by Talon -- This is Talon Volksie, not Talon Warsmith. Talon Volksie
is currently active somewhere, though I don't remember where just now. Also, he
knows what he's talking about.
How I Made Duelmaster in Three Easy Steps by Khyron -- He's still active here and
there, but I don't know if he'd answer a diplo or not. The real point of this
article, as I see it, is that the situation was a fluke. Hey, people like to talk
about flukes.
The Wall of Steel as a Berserker by the She-Puppy -- She's active in dm 56, team
Redhorse, and in adm 107, team Nightlings. I disagree with her on design details--
I'd go for enough DF to use a scimitar, for one thing--but the concept is sound.
18 July 2003
To All Managers -- I would like to take this time to announce that my alliance, The
Association, is no more. Due to the dead weight managers of the alliance and their
lack of participation, DarkSpirit and I have formed a new alliance: The Firm. We
have taken on two members so far and are looking for a few more. If you would like
to find out more about The Firm, you can diplo Dark Spirit, Unknowns XX in arena 15
or myself, Sungod, Sadists F2FII in arena 62.
--* The Firm *--
Sungod -- Sadists F2FII -- 62
Dark Spirit -- Unknowns XX -- 15
Youngblood -- Wensinwasin -- 43
Tripwire -- Of Wolf and Man -- 1
26 July 2003
Citizens of Alastari, a bright dawn has risen. While you slept, a pernicious
force has entered the once-fair City of Aruak. It fought alongside their treasured
warriors, it drank with their fans, and it slept with their women. Now the masks are
coming off.
Warriors, be afraid...be very afraid. After years of Andorian managers ranting
that Aruak is the safest city in Alastari, the Frothingslosh Syndicate has selected
Aruak City as the home for its next epic 'contest'--Murder by Numbers II. Our spies
have selected the warriors for extermination, and the executioners have had several
months to prepare. Now a new age of darkness will descend upon Aruak, as the
Syndicate and its allies bring an entirely new level of competition to the arena!
Downchallenges! Assassinations! Small poodles as hors d'oeuvres!
The Murder by Numbers II 'rules' will be announced next cycle. However, we
invite all managers, from all corners of Alastari, to come to Aruak City and take
part...in one way or another. Help defend the honor of a long heralded haven for the
pure, or join the forces of change in their siege of the ice-cream and cake
stronghold of the Dukes of Nerf-Dueling!
This exercise is not for either the faint of heart or the weak willed. Blood
will flow, brains will leak, and beer will be chugged. Either way, we welcome you
with open arms and gleaming blades.
This public service announcement has been brought to you by Frothingslosh Epic
Contests (tm), the number 86, and the letter 'K'.
The Frothingslosh Syndicate
29 July 2003
* * * *The Third Annual Turf War* * * *
Yes, it's time again for alliances to go to war! TW3 will be held in DM 47
(North Fork) at a date to be specified later--right after Crip's Incomprehensible
Contest is over...but I'm sure everyone wants to get their teams there soon! Here
are the rules:
1. Each alliance must have a leader declare the arrival of his alliance. The leader
will be responsible for verifying any and all teams/managers who declare to the
alliance he/she is leading.
2. Each manager, team declaring for the contest must have approval of the leader,
donate one Roll-up Certificate ($5) to the prize pot (send it to me by diplo, by
snail, or a note to customer service), and declare his/her team by diplo, p-ad or
snail.
3. Each team may declare one warrior as champion. All points scored by a champ are
double!
4. Prizes are as follows (mostly...there WILL be some things added as the prize pot
grows with entry donations--this list is not final!)
* Highest scoring alliance -- Rename Arena 47 for a period of 6 months, one half
of the total prize pot donated; roll-up certs.
* The Alliance with the most returns from the DA will get to re-name the DA
monsters for a period of 6 months.
* The alliance with the most warriors listed as style masters will get to pick
the Alastari city/arena to host the next Grand Tournament.
* The warrior with the most front page honors/awards will have the Arenamaster
named after him for a period of 6 months.
* The Alliance with the most front page Honors/Awards will have the honor of
picking the *slow* arena to host the Fifth Annual Turf War.
* The team with the most listings as Style Master will find out the favorites of
one of their warriors.
* The warrior with the most listings as Style Master will fight at my expense
for five turns (I will transfer to the manager's account).
* The Alliance with the most kills will be able to re-name the stand-in warriors
for a period of 6 months.
* The warrior that scores the most total points will fight at my expense for 5
turns (I will transfer $7.50 to the manager's account).
* The team that scores the most total points will receive an extra share of
roll-up certs from the prize pot.
There may be more categories to come, and the prize pot still has to be
divided...I'm open to category/prize ideas--and further donations to the prize pot.
The contest will run for *TEN* turns; prizes will be awarded at the end of the
11th turn.
Scoring will be as follows:
* 5 points per fight, doubled for each of the following conditions met:
-- Two Alliance -- Champion
-- Challenge -- Two Champions
-- Bloodfeud -- Challenger losing
-- Kill
(Note: DA losses are exempt, but DA wins will be *tripled*!!! Ex: Happy
Slasher goes to the DA and dies, no points are lost. If he wins, his team scores 60
points! If he was a champ, he scores 120 points!)
Use the following chart to calculate scores:
Conditions Met: 0 1 2 3 4 5 6 7
Points Per Fight: 5 10 20 40 80 160 320 640
* Awards/Honors and Style Masters will each be awarded points also. Find the total
number of each (do note add Awards and Style Masters together) and consult the graph
below. Champs that score an award or style master count as two.
1 -- 5 7 -- 320
2 -- 10 8 -- 640
3 -- 20 9 -- 1280
4 -- 40 10 -- 2560
5 -- 80 11 -- 5280
6 -- 100 (x2 for each extra)
Note -- These categories *count as "triple"*--they will be figured for each team,
*AND* again for each alliance *as well as* for each warrior!
* Each and every mention in the Spy Report is worth 5 points...period.
* TVs will be scored on the same scale as Awards/Style Masters, but the total points
will be x10. TC's will be scored as TV's, but x10 more.
Number of TV/TC's Points Scored (TV/TC)
1 50/ 500
2 100/1000
3 200/2000
4 400/4000
+ x2/ x2 (for each extra)
Each alliance will start with 5000 points, scores for *fights* will be added to
the winner's total *AND* deducted from the losers.
Come one and all, defend your turf and the honor of your alliance...or your
own!
Asmo Dius, TCB
Arenas, DM 47, DM 73
1 August 2003
Assurnasirbanipal invites you to Talcama to participate in the third BATTLE
ROYAL contest. It is a Delarquan contest so brutal that even some of Talcama's most
notable managers will refuse to participate. The rules are simpler than any other
contest: You may not avoid any other contest team. There are no silly rules for who
can and can't compete. Any team in Talcama is eligible to compete. The scoring is
also quite simple (+1 for a win, +1 for a kill (+1 for the win), -1 for a loss) and
the first team to reach 25 points is the winner.
Scoring will be live--the results for the turn posted in the newsletter. The
winner will be able to fight their contest team in Talcama for free for 6 months but
more importantly will win a contest against some of the best managers who play the
game in one of the hardest contests in the game.
First turn for BATTLE ROYAL 3 is Talcama Turn 465, which is due August 30.
LAST WEEK'S FIGHTS
GUTTERSNIPE was bested by POL OLVAN in a 2 minute Challenge fight.
WAIF was devastated by TEALIN SALI in a 3 minute one-sided Challenge Title duel.
THE DOMINATRIX was demolished by RENDOR QUIL in a 3 minute uneven Challenge fight.
THE MISTRESS was devastated by LENA KORIL in a 2 minute one-sided Challenge fight.
KATRINA THE RED was devastated by AMBITIOUS GUARD in a 1 minute uneven brawl.
NEFAN MURH was overpowered by RAVAGER OF DOOM in a 1 minute one-sided struggle.
JINX bested THE ROOKIE in a 2 minute competition.
ZULOK THE SHADOW savagely defeated SOUTHERN BELL in a 4 minute beginner's melee.
LEONIDAS slimly lost to THE WIDOW in a 4 minute gruesome beginner's fight.
WIDOWMAKER was overpowered by GRAVY in a 1 minute one-sided fight.
KET was outwaited by TRAILER TRASH in a tiresome 14 minute novice's bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|WALL OF STEEL 5 PARRY-LUNGE 11 - 5 - 1 69 |
|LUNGING ATTACK 3 TOTAL PARRY 8 - 5 - 0 62 |
|BASHING ATTACK 2 LUNGING ATTACK 22 - 14 - 1 61 |
|PARRY-LUNGE 2 BASHING ATTACK 12 - 10 - 1 55 |
|TOTAL PARRY 2 SLASHING ATTACK 11 - 10 - 1 52 |
|AIMED BLOW 2 AIMED BLOW 15 - 16 - 0 48 |
|SLASHING ATTACK 2 WALL OF STEEL 15 - 17 - 1 47 |
|PARRY-RIPOSTE 1 STRIKING ATTACK 12 - 16 - 0 43 |
|STRIKING ATTACK 1 PARRY-RIPOSTE 11 - 16 - 1 41 |
|PARRY-STRIKE 1 PARRY-STRIKE 5 - 13 - 1 28 |
Turn 148 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
PARRY-RIPOSTE 1 - 0 LUNGING ATTACK 1 - 2 2 PARRY-RIPOSTE
STRIKING ATTACK 1 - 0 AIMED BLOW 0 - 2 2 PARRY-LUNGE
BASHING ATTACK 2 - 0 PARRY-STRIKE 0 - 1 2 WALL OF STEEL
WALL OF STEEL 3 - 2 SLASHING ATTACK 0 - 2 2 AIMED BLOW
PARRY-LUNGE 1 - 1 2 BASHING ATTACK
TOTAL PARRY 1 - 1 1 LUNGING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
PARRY-RIPOSTE TEALIN SALI 7514 6 4 0 36 MIDDLE WAY 8 (1300)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is LENA KORIL 7510. The most popular warrior this turn
was ZULOK THE SHADOW 7508. The ten other most popular fighters were POL OLVAN 7512,
TEALIN SALI 7514, RENDOR QUIL 7513, LENA KORIL 7510, LEONIDAS 7507, JINX 7546,
GUTTERSNIPE 7545, WAIF 7556, THE WIDOW 7179, and THE MISTRESS 7181.
The least popular fighter this week was TRAILER TRASH 7557. The other ten least
popular fighters were KET 7558, WIDOWMAKER 7180, THE ROOKIE 7502, NEFAN MURH 7511,
KATRINA THE RED 7504, THE DOMINATRIX 7182, GRAVY 7561, SOUTHERN BELL 7559, RAVAGER OF
DOOM 7503, and THE MISTRESS 7181.
The Defensive Lunger
Perfect Minimums Actual Characters
ST 13 11 11 13
CN 7 3 3 11
SZ 4 4 10 6
WT 21 17 17 17
WL 17 13 17 19
SP 5 5 9 5
DF 17 13 17 13
The lunger, in my opinion, makes a much better defensive fighter than offensive
fighter. Fighting defensively will compensate for the speed at which lungers burn
endurance. They will still attack whenever possible but their defensive ability will
allow them to dodge most attacks. The most important part is their initiative. When
they do dodge, they'll usually steal the initiative and attack. I haven't been
fighting lungers defensively for long but my record is 14-5-0. Don't fight
defensively against other lungers as they will usually win.
The strategy I use is:
Min 1 2 3 4 5 6 Desp
Off 4 -------------------------> 9 Weapon: Any lunging
Act 6 4 --------------------> 9 No armor if low con
KD 4 -------------------------> 9 APL/H if average con
O.T. ---------------------------> L
D.T. -------------------------------->
You can attack any location you wish but I suggest protecting the body. The
third character listed started with experts in attack, defense and initiative. The
last character had an expert in attack.
The Wild Boar, manager of Things (5) and many inactive teams.
WARRIOR ENDURANCE
Greetings, joy and happiness to everyone! I hope you have had pleasant dueling.
This article is about endurance and some things to think about when you're designing
your warriors. Below is a chart showing the different endurance levels a warrior may
have. This chart may be a little off of due to the fact it isn't possible to have all
the variables as a manager, but it does give you idea of the amount of endurance a
warrior should have.
The formula for endurance is: E = (ST+CN)WL
With the result of that number use the chart below.
000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+ = Awesome
Here are some examples of warriors with their Endurance ratings:
1) Slasher ST 5 CN 7 WL 15 (5+7)15 = 180 Poor
2) Striker ST 7 CN 13 WL 9 (7+13)9 = 180 Poor
3) Parry-Rip ST 7 CN 10 WL 11 (7+10)11 = 187 Poor
4) Basher ST 13 CN 9 WL 9 (13+9)9 = 198 Very Poor
5) Striker ST 13 CN 9 WL 9 (13+9)9 = 198 Poor
6) Aimed-Blow ST 9 CN 15 WL 9 (9+15)9 = 216 Normal
7) Striker ST 10 CN 5 WL 15 (10+5)15 = 225 Normal
8) Slasher ST 13 CN 10 WL 10 (13+10)10 = 230 Normal
9) Wall/Steel ST 13 CN 12 WL 17 (13+12)17 = 425 Great
There are several factors such as warrior style, RSI random factor, and there is
some evidence that SIZE has some effect on a warrior's endurance. In any case the RSI
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average. These are
just estimates, but are still factors nevertheless.
Some styles that are HIGH BURN endurance, like lungers, slashers and walls of
steel, are more likely to be UNLUCKY with the endurance rating.
Every action your warrior does consumes endurance. Attacking seems to use more
endurance than any other action. Once a warrior's endurance is used up, he will make
an endurance check against his WILL. If he fails the roll, he will either stop to rest
or collapse to the sand, depending on how badly he failed the roll. When a warrior
stops to rest, he gets back some endurance. When he gets enough endurance back, he
will start attacking again. This is just a theory that I have developed from
observations. It maybe completely off, but it gives one something to ponder.
That's it for now lords and ladies, I must go entertain elsewhere. If you would
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com
or visit my DM website at
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm
You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the
Joker's Wilds scattered about.
Cheerio,
Sir Jessie Jest
Member of the Ivory League
Presenting, by Popular Demand (from 1989)...
THE NUMEROLOGY OF DUELMASTERS
by The Ghost of Eldrid
Character Generation
Hello, I am the Ghost of Eldrid, and I have an important message that directly
effects how well your team may do in the future. Some managers will not take this
important article seriously (some people don't believe in ghosts, either), and their
records will suffer for it. I have played Duelmasters for four years and searched
through all of my old turns and painstakingly researched every important fact in this
article, and I have discussed my conclusions with about ten different managers (named
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all
agree on the validity of my arguments. The results of my research are both startling
and magnificent. THERE IS NUMEROLOGY IN DUELMASTERS!!! Whether it was programmed in
or it exists on a higher plane, it matters not. IT EXISTS!!! And I plan to share
some of its amazing secrets with you, starting with character creation.
Remember in the realm of character generation the powers favor odd number stats.
NEVER, EVER have an even number on stats, except, of course, for size, which,
obviously should be even since everyone can tell what size your character is by his
description in the fight. Do you want people thinking your warrior is odd? I should
hope not!! But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER
STATS EVEN!! Write a letter to the commission stating that you forgo the rights to
the last point and you want it to be sacrificed to the benefit of Alastari.
Always start adding points to wit and will first. Either make them 13, 17, or
21. Why? Under 12 wit is worthless, as any good manager will tell you. A 13
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21
is BLACKJACK, and you get twice the number of winnings you would normally get. Why
not 15 or 19? Is it not obvious to everyone that 15 is unlucky? The only President
of the United States not married was the 15th, James Buchanan (who?). Lincoln was
shot on April 15th, and the clincher... my brother was born on the 15th of May. If
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.
19 is an evil number. It tries to deceive you into thinking it is better than 17, but
actually, it is an "11" with a small zero placed on the second pole, and we all know
that a zero is nothing. So what do we get for our extra eight points? In effect,
something smaller than nothing.
Next, make every other stat odd. Add the other points to make the style you
want. Deftness is the key to character generation.
Deftness (min)
5 to make a basher (ST 13+)
7 for a lunger
9 for a striker
11 for a wall of steel (ST 11+, WL 17+)
13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total
parries (these styles depend on the opponent's bad luck.
17 for a parry-riposte (WT 17+)
21 for an aimed blow (this style needs the double winnings)
The last thing to remember is that luck is a big factor in this game and I don't
know if you noticed, but when warriors have even ID numbers they are luckier than odd
ID characters. Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph,
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max,
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam
Spade. All have even-numbered IDs. Now you say, "But Yoda and Necron-99 both have
odd IDs, and they are the best aimed blows of the game!" Yes, but they are AIMED
BLOWS and they are members of an odd style, so of course they do better with odd
numbers. So remember if you want your warriors to be best in all Alastari someday,
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.
Good luck, and may the numbers fall your way.
-- The Ghost of Eldrid,
retired
PARRY-STRIKE, ANOTHER FUN STYLE
There have been several articles about fighting styles, some say theirs is the
best, or ultimate, one said theirs is the most fun style. Well, I feel that parry-
strikers are just as much fun to play as any other style.
First, let's start with the run down of what they say in the "RED BOOK". The
book says that parry-strikers are defensive, using small quick movements in their
actions (sounds like you could say that about some other styles as well.) The book
says that some managers swear that a high wit is critical to the style (only those who
have no brains would disagree with that.)
Let's get to business. First and foremost this style is deceptively aggressive,
making them a very good offensive type of fighter, or deadly type of defensive
fighter. Offensively they tend to get the jump on their opponent. I had a parry-
striker that was only jumped 3 out of 11 fights, before he died. To prepare and run a
parry-striker can be quite confusing, so I will try to help make it as simple as
possible. Here are my feelings on roll-ups for the parry-strike style:
ST: 11-15, I'll explain later.
CN: who cares.
SZ: 10-14, don't go over 14.
WT: 13-17, 17 is the best.
WL: 13-17, to get good endurance.
SP: not important.
DF: 11-15, I'll explain later.
Here are some good roll-ups for a parry-striker: 11,7,10,17,17,7,15;
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11. Now, if you have a decent
wit, the way you run this fighting style will depend on strength and deftness. For
example: if your fighter has a high DF and a low ST it would be to his/her advantage
to be defensive, since the speed would benefit the ability to move in reaction to
their opponent. If the ST is high, and DF low, it would be better to fight
offensively like a striker, trying to get the first, and only blow in. If they don't
have a decent wit, you're on your own. I can't help you on that. Remember this style
of fighting is the same as a striker except for added knowledge of parrying, as well
as bein a little more aggressive. I would not suggest a low ST and DF, it will take
away from your WT & WL, and you don't want to do that, but if you do, good luck. You
don't need much CN if you have a good WL, which gives you your endurance. SZ; you
don't want it to be above 14, it would hurt your fighting style more than your
attributes. WT; it is the same as it is with strikers, the higher the WT the faster
and deadlier they become. Raise WT to 17 if you don't have it at the start, then
don't worry about it again until ADM. WL; this is where you get your endurance. 13
is fine to start out, but I would suggest 15, then bump it up to 17 in basic. SP; it
is what you need to riposte, but PSers have this "one strike one kill" attitude.
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.
DF; what is there to say, it helps, but is not crucial to be a great PSer. Now to
running a PSer. If he is an offensive fighter 10-10-10 Dec. all the way through the
fight, even in desperation. If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.
Remember, first you want to assure your defense, and to do that, you should go
defensive the first minute. By the second minute you will be secure enough to go on
the offensive, but experiment. 6th minute on, leave blank, for by that time he/she
will know what to do (if their WT is high that is.) The best thing you could do for
your fighter is watch the fights, if you are getting more defensive skills than
offensive, run the def., or change weapons. That is the best advice I can give you
about PSers. About armor, I like to use ringmail or nothing, but experiment. I know
that there is someone that will disagree with me, but I feel that I have given you
some ideas about this fighting style that can be used, even though I am a new manager,
playing for just over a year. No matter who writes a style article, it is just
advice, not the bible. Just use the articles as a point of reference, not as sworn
law.
This is a very fun fighting style, try it out. I have written this in answer to
Foreign Legion Arena 31, and The Spartans Arena 8. I challenge any Primus Manager to
correct my writing of PSers. It is not my favorite style, but it is as fun as any
other that I have used, including my favorite one (Which is a STRIKER!!) If there are
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The
Crucifiers DM-46.
THE ARMOR PIERCING PARRY-LUNGE
When you think "attack" what style comes to mind? Bashing? Definitely lunging?
Of course. Parry-Lunging? Excuse me? Yes, the parry-lunger! Few people realize the
fact that parry-lungers are attack gods waiting to be born. All it takes is the right
warrior and lots of guts. This warrior is not for the weak of heart. We'll begin
with stats.
Range Perfect
ST 9-11 11
CN 5-9 5
SZ 6-11 8
WT 17or21 21
WL 17or21 17
SP 5-8 5
DF 15-17 17
Why?
ST(11): This is your optimum PL strength. It puts your warrior in the normal to
good damage range. Also, you have the best PL weapon at your disposal--the LO!
CN(5): Yes, his life expectancy is low. What'd I tell you? Guts, right? He
gets his endurance from WL. If you want to make trains, make them here.
SZ(8): Our most flexible stat. A high SZ (i.e.11) allows you to skimp a bit on
Str (9).
WT(21): If it's not a 21 you're not going to get the attack this fellow counts
on. His learns will be awesome and a 21 WT will make him a better warrior out of the
chocks.
WL(17): End/Att are dependent on this one being high. Keeps you on your feet
when you should drop from exhaustion.
SP(5): Not a big requirement. Init and Parry will come from elsewhere (WT/DF).
This is not a lunger mimic.
DF(17): Combine this DF with a 21 WT and you will have a massive attack.
Pinpoint accuracy is the byword. Parry, init, def and riposte will all benefit
immeasurably. At 15 you have access to the EP, a fine lunging weapon this style can
put to devastating use.
Strategy (General, but effective in most cases)
2 9 9 7 6 5 10
6 9 9 7 6 5 10
2 7 7 7 5 5 10
HE ---------------------------->
HE BD ----------------------->
- - - - - - -
P - - - - - -
Minute 1: This fellow won't get the jump on offensives, so we'll just go
defensive and render their "mad minute" fruitless. This PL's counterattack will be
amazing at even 2-6-2 P due to the high AL. Keep the parry tactic until Adv Expert
parry is gained.
Minutes 2 and 3: These two will end most of his fights. When he starts landing
precision blows in his opponent's face it will usually be over quickly. Keep the kill
desire relatively low as to avoid sloppy attacking.
Minutes 4 through 6: If you haven't won by now you've got to depend on your WL
to carry you until you finish the job. He'll probably top out at the five min. mark.
But we want to keep the attacks coming so we do so at his endurance's expense.
Desp: If your opponent is an offensive he's probably blasted through your min. 1
defense. Your best bet is to go spastic and hope to take him out in one shot or so.
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping
the super-offense will put him over the edge. After all, it's better to burn out than
fade away.
Always aim for the head to maximize the impact of your blows. If it tickles your
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.
Protecting the head in min. 1 is strictly odds playing on my part. My offensives aim
head so I assume everyone else's do too. After min. 1, we forget defense.
Weapons and armor are simple. APL/H or ARM/H (if you're challenging a real
heavy-hitter). I prefer swords for armament. My combos are usually LO/SM, LO/SH,
SC/DA etc. Against heavy armor go with LO/SH. Always aim for the head.
Philosophy: This guy clings to life by luck, early on, and will never be free of
the spectre of death. In his first few fights stay away from lungers and bashers.
Both have high attacks and usually do substantial damage. Prey on strikers, PS, PR
and slashers. As he progresses, his attack, parry and defense will equip him with the
tools to handle most everybody but always remain cautious of those bashers and
lungers.
A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70
def. Decise and riposte will be slightly lower. Riposte 50 and decise anywhere from
35-50 depending on how lucky you get. Train skills exclusively from fight one and on.
Use tourneys if you must raise anything at all (including con).
Don't be discouraged if he's around .500 early on. By ten fights he'll be
sporting three Adv Experts at least (att, par and init) and will begin to dismantle
those scum/finesse styles that managed to beat him. Feel free to write or diplo me
with comments/criticisms/or questions.
Fight the Good Fight,
or: Agath
CPL Michael Dockus Lunatic Fringe (23)
H Co BLT 2/8 Circle of Five (51)
24 MEU (Det F) Slaves of Power (52)
FPO NY NY 09502-8531