DUELMASTERS NEWSLETTER Date : 12/27/2003 Duedate: 01/09/2004 NOBLISH ISLAND ARENA DM-93 TURN-158 This Weeks Top Honors THE DUELMASTER IS TORANS ULRIK MIDDLE WAY 9 (1344) (93-7790) [6-4-0,57] Chartered Recognition Leader Unchartered Recognition Leader TORANS ULRIK MAD HATTER MIDDLE WAY 9 (1344) WONDERLANDERS (1351) (93-7790) [6-4-0,57] (93-7826) [3-0-0,46] Popularity Leader This Weeks Favorite TORANS ULRIK SHADOW KING MIDDLE WAY 9 (1344) SHADOW WARRIORS (1346) (93-7790) [6-4-0,57] (93-7800) [4-1-1,33] THE CURRENT TOP TEAM MIDDLE WAY 9 (1344) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. THE DARKSIDERS (1345) 42 2. MARVEL-OUS #1 (1354) 34 MIDDLE WAY 9 (1344) 3. WONDERLANDERS (1351) 33 Unchartered Team 4. SHADOW WARRIORS (1346) 22 5. THE LORDS OF WAR (1358) 2 WONDERLANDERS (1351) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 2*WONDERLANDERS (1351) 10 2 1 83.3 1/ 1 MIDDLE WAY 9 (1344) 7 8 0 2/ 4*SHADOW WARRIORS (1346) 13 8 2 61.9 2/ 3*WONDERLANDERS (1351) 6 1 1 3- 3*THE KAIBUTSU (1353) 9 6 1 60.0 3/ 4*SHADOW WARRIORS (1346) 5 2 0 4/ 5 MIDDLE WAY 9 (1344) 27 23 0 54.0 4- 2*THE KAIBUTSU (1353) 3 2 0 5/ 1*MARVEL-OUS #1 (1354) 3 3 0 50.0 5/ 5*MARVEL-OUS #1 (1354) 3 3 0 6/ 0*THE DARKSIDERS (1345) 0 12 0 0.0 6/ 0*THE DARKSIDERS (1345) 0 7 0 7/ 0*THE LORDS OF WAR (1358) 0 2 0 0.0 7/ 0*THE LORDS OF WAR (1358) 0 2 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[<+ 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 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 #75 [(< + -----:----- + >)]H[(< Zukal: Ghenis threw down the handful of papers in disgust. Invoices for the purchase of black candles and sacrificial knives, chickens, rabbits...potatoes? An angry note from the man in charge of the cult's storeroom, demanding an investigation to determine what had happened to three yards of black cloth and a pound of onions that should have been there and weren't. A requisition for a cushion "to kneel on while praying"--gods! Members of dark cults were supposed to be TOUGH. All these pettifogging little details were an insult to the whole IDEA of a dark cult. He had a dark suspicion that Pelishtekan had deliberately dumped this work on him, this FILING, to get back at him for something. The Ferencian was always "getting back at people," and often for the slightest of slights. It just showed you what kind of people Easterners were! Ghenis looked at the papers that were now scattered on the floor of his cubicle and came to a decision. He had had enough. He walked out into the hall, taking care to tread on as many of the papers as he could in the process. These "administrative details" were the Ferencian's doing, but there might, still, be a proper dark god at the head of the cult. He would find out, and if there was such a deity, he would give it proper worship, with blood--and not chicken or rabbit blood--and dark deeds. And if not...Pelishtekan would find out that Hell had NOTHING like the fury of a dark cultist scorned. Ghenis began to consider ways in which he might discover the truth at the heart of the cult. Elsewhere in Zukal: Jorja rubbed her forehead tiredly, which didn't do a thing to relieve the headache. She wasn't sure just how SHE had been appointed to organize the overthrow of Sekahos, one of Inzolas' men and the current ruler of Zukal. What business was it of hers? She was Adantri, dammit. She sighed. Doreg's doing, probably. Doreg was--or had been--one of the Bandit Princes of Zukal. Their association had been brief; she hadn't even liked the man much. But apparently that was enough. By Mantor's blazing sword, it was MORE than enough. If getting rid of Sekahos was what it took to shut up the yammering Bandit Princes, then she would do it. The first thing she needed was information. Spies. She began to go over the list of gladiators she might call on for assistance. Somewhere between Veastian and North Fork: Emir Kyreses of Veastian shrugged and sighed. "I know. You meet the Mad Khaliv's minions on land, and I have no doubt they're a major problem. But--" "AND we shelter YOU from them," Gorich of North Fork cut in. "WE bear the burden of his demon soldiers, not--" "We meet them at sea," Kyreses countered. "Most of our ships are destroyed or dare not return from southern ports, no sailors can be found who will ship out of--or into--Veastian. To say nothing of the damage this has done to our economy, we--" "Something must be done." Gorich glared at Kyreses, daring him to counter THAT statement. The Karnhorn did not. "I agree. But I don't know what will answer our needs best. To kill the Mad Khaliv is obvious, and it MAY be enough...or it may simply free all the demons he's bound to his service." "Aye." The swampman was silent for a moment. Then he shrugged. "But at least it's a place to start. But to assassinate the Mad Khaliv will take men very nearly as mad as he is." "Gladiators," Kyreses said. "That is who we must send." This is a general call for warriors who want to be in adventures. Any warriors from any arenas, Basic or Advanced, any region, are welcome. A personal or a diplo to Scribe will do the trick. * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 480): BLUE GOOSE of BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 478): DENOGGINIZER of BLOODSUCKERS (Way Cool, mgr.) DM 15 MALCORN (turn 474): MAN O' WAR of TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 475): ROWARDENN of SAILS OF CHARON (The Sentinel, mgr.) DM 17 ALJAFIR (turn 473): FOGGY DEW of KINDRED OF KAOS (PTFT, mgr.) DM 19 ZUWAYZA (turn 472): MALKAI of DRAGON JUNKIES (Youngblood, mgr.) DM 28 MORYA (turn 235): POPPY HAMMER of FLOWER HAMMERZ (Hammer, mgr.) DM 29 LAPUR (turn 464): PYGMY SHREW of SHREW CAN IT BE NOW (The Anarchist, mgr.) DM 31 CHIMLEVTAL (turn 233): SODOM of DARQUE FORCES (Master Darque, mgr.) DM 32 ARVAT (turn 460): FIZGIGG of FISHERMAN'S WHARF (Jorja, mgr.) DM 33 NIATOLI ISLAND (turn 458): MIKE TV of WILLY WONKA INC. (Distorted, mgr.) DM 35 MURSKA (turn 451): DINGO of THE BEARS (Papa Bear, mgr.) DM 43 VEASTIAN (turn 415): SKYWISE of WOLF RIDERS (Dr. Guts, mgr.) DM 45 STORMCROWE (turn 211): SNOWFALL of NORTHERN LIGHTS (Jorja, mgr.) DM 47 NORTH FORK (turn 205): STRAW FIRE of LAND OF OZ (Oz the Successful, mgr.) DM 50 SNOWBOUND (turn 192): IRIADOR of DRUID'S GROVE (Talon Warsmith, mgr.) DM 56 ROCANIS (turn 339): WORMY of BAD APPLES (Uncle Wolf, mgr.) DM 61 JURINE (turn 319): SWINGLINED SUE of PISSED AT WORK (Nuln, mgr.) DM 73 ERINIKA (turn 140): PIXIE BLIGHT of DARQUE FORCES VIII (Master Darque, mgr.) ADM 103 FREE BLADES (turn 365): MYMID EL NAIMIS of THE DANGER DOGS from BONSUR (Shadowgate, mgr.) Top Teams --------- DM 9 ZUKAL (turn 480): DREAM PARK (Zalgor Prigg, mgr.) DM 12 RIZTAB (turn 478): ARENA FELINES (Garfield, mgr.) DM 15 MALCORN (turn 474): TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 475): BLACKHEART'S AXE (?, mgr.) DM 17 ALJAFIR (turn 473): KINDRED OF KAOS (PTFT, mgr.) DM 19 ZUWAYZA (turn 472): QUASI-LEGAL OPS (Necron 99, mgr.) DM 28 MORYA (turn 235): THE PENTARCHY (The Pentalque, mgr.) DM 29 LAPUR (turn 464): EQUESTORS (Spartacus, mgr.) DM 31 CHIMLEVTAL (turn 233): WORDS TO THE WISE (Wordsmith, mgr.) DM 32 ARVAT (turn 460): DEVIL ADVOCATES (Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 458): WHEN DOGMA FAILS (Prophet, mgr.) DM 35 MURSKA (turn 451): THE BEARS (Papa Bear, mgr.) DM 43 VEASTIAN (turn 415): none DM 45 STORMCROWE (turn 211): MIKES MORGUE (Mike, mgr.) DM 47 NORTH FORK (turn 205): MYSTIC ORC FEAST (Slugbait, mgr.) DM 50 SNOWBOUND (turn 192): MIDDLE WAY 6 (Jorja, mgr.) DM 56 ROCANIS (turn 339): BAD APPLES (Uncle Wolf, mgr.) DM 61 JURINE (turn 319): FAVORITE GUYS (Jorja, mgr.) DM 73 ERINIKA (turn 140): MAGIC MAYHEM (Fizban, mgr.) ADM 103 FREE BLADES (turn 365): WENSINWASIN (Youngblood, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 479): E. VICTOR of LETTER BOMBS (Papa Bear, mgr.) DM 12 RIZTAB (turn 477): SMELLY CAT of ARENA FELINES (Garfield, mgr.) DM 16 WILLAF (turn 475): WEDNESDAY of THE DARK TIDES (Diaretic, mgr.) DM 17 ALJAFIR (turn 473): FOGGY DEW of KINDRED OF KAOS (PTFT, mgr.) ADOBE of DELTA DOOM (Barnabas, mgr.) (turn 472): TWO GLASS EYES of SPECIAL ED (PTFT, mgr.) DM 29 LAPUR (turn 463): GOLDIE of CROC FILES (THawk, mgr.) DM 31 CHIMLEVTAL (turn 233): FREY of STORMWATCH (Polar Bear, mgr.) DM 45 STORMCROWE (turn 211): SNOWFALL of NORTHERN LIGHTS (Jorja, mgr.) (turn 210): BINGE N PURGE of EMETICS (Berylstar, mgr.) DM 47 NORTH FORK (turn 205): THE MIGHTY SORE of DRAKE'S COMICS (Drake, mgr.) (turn 204): BEAR KEEPER of CARNIVAL (Carny, mgr.) DM 50 SNOWBOUND (turn 192): IRIADOR of DRUID'S GROVE (Talon Warsmith, mgr.) DM 73 ERINIKA (turn 139): SUNGLASSES of FOUND IN THE SAND (Assurnasirbanipal, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. Gods, will I be glad to get into some other arena where real opponents will keep me at my proper level. But the Khalhums Dwarf teaches well, I'll say that for him. Torans Ulrik Duelmaster by Default SPY REPORT Like the magnificent Sun, rising upon the Dawn and exiling the Night for a Day, I, Novgorodny Vir, return once again! Good things come to those who fight well, as SHADOW WARRIORS can attest, moving up by 1. SHADOW WARRIORS had cause to celebrate, after SHADOW KING got 12 points by beating NAEFAN ORDH. A certain someone should cut down on the drinking and practice more, after losing 8 points to SHADOW MISTRESS. (Discrete enough, PITRE QUIN?) Our Duelmaster has lost, folks, lost to KUNG-FU MASTER, BUT TORANS ULRIK is still the Duelmaster because he has the most recognition points! Word has it one team in NOBLISH ISLAND is taking speech lessons to try to bore their opponent to death. I'll bet it works. A Zenmaster once told me, 'Does not the spinning wheel turn? And do not the little birds cry out?' Any ideas? To quell some nasty rumors, the guys in MARVEL-OUS #1 are not carrying any incurable diseases. No need to avoid 'em. The warriors of MARVEL-OUS #1 found their efforts at combat frustrated as WONDERLANDERS apparently had more important things to do than fight. Is it charming personality? Conversational abilities? Good oral hygiene? Whatever it is, NAEFAN ORDH is the most challenged warrior. Do my ears deceive me? MAD HATTER (outclassed by 27 points) challenged LOUIE MURH, in what promises to be a fight.(!) Not to smear a reputation, but MIDDLE WAY 9 must be a little surprised, as LOUIE MURH blew it when facing MAD HATTER, 27 points below her. Is there life after death? Pragmatics (and warriors) know there is death after life! Ask not for whom the sword slashes; it slashes for thee. Leave me now, you base fools! As if buffeted by forces of nature beyond my control, I must take my leave of this place. Like a mixed metaphor, and an overtaxed simile, I now bid NOBLISH ISLAND farewell-- Novgorodny Vir DUELMASTER W L K POINTS TEAM NAME TORANS ULRIK 7790 6 4 0 57 MIDDLE WAY 9 (1344) ADEPTS W L K POINTS TEAM NAME MAD HATTER 7826 3 0 0 46 WONDERLANDERS (1351) SHADOW MISTRESS 7798 4 1 0 42 SHADOW WARRIORS (1346) ROMOR SAITH 7789 6 4 0 35 MIDDLE WAY 9 (1344) LOUIE MURH 7786 6 4 0 34 MIDDLE WAY 9 (1344) CHALLENGER INITIATES W L K POINTS TEAM NAME SHADOW KING 7800 4 1 1 33 SHADOW WARRIORS (1346) WHITE RABBIT 7822 3 0 1 27 WONDERLANDERS (1351) -SUKAUTO NI 7833 2 1 1 27 THE KAIBUTSU (1353) NAEFAN ORDH 7787 7 3 0 24 MIDDLE WAY 9 (1344) CHESIRE CAT 7825 3 0 0 24 WONDERLANDERS (1351) INITIATES W L K POINTS TEAM NAME PITRE QUIN 7788 2 8 0 21 MIDDLE WAY 9 (1344) THE THING 7837 2 0 0 17 MARVEL-OUS #1 (1354) -ZOTTO SUTU 7832 1 2 0 16 THE KAIBUTSU (1353) SHADOW WALKER 7797 2 3 1 10 SHADOW WARRIORS (1346) -SUKAUTO SAN 7836 2 1 0 10 THE KAIBUTSU (1353) -IBATU 7834 2 1 0 10 THE KAIBUTSU (1353) STORM 7840 1 0 0 10 MARVEL-OUS #1 (1354) -SUKAUTO ICHI 7835 2 1 0 7 THE KAIBUTSU (1353) TOBIAS EARTHBREAKER 7862 1 0 0 6 SHADOW WARRIORS (1346) ALICE OF EARTH 7823 1 1 0 4 WONDERLANDERS (1351) SHADOW STALKER 7861 0 1 0 1 THE LORDS OF WAR (1358) DEVISTATION 7860 0 1 0 1 THE LORDS OF WAR (1358) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? KONG 7791 0 2 0 THE DARKSIDERS 1345 SPYMASTER 22 158 NONE MADDOX 7792 0 3 0 THE DARKSIDERS 1345 HIGH ELF 19 158 NONE DIAMOND 7793 0 3 0 THE DARKSIDERS 1345 MASTER SEN GANAMIR 23 158 NONE CHARLEZ 7794 0 2 0 THE DARKSIDERS 1345 BLACK ORC 20 158 NONE LEVON 7795 0 2 0 THE DARKSIDERS 1345 DARK CHAMPION 24 158 NONE INVISIBLE WOMAN 7839 0 1 0 MARVEL-OUS #1 1354 STONE GOLEM 26 158 NONE HUMAN TORCH 7841 0 1 0 MARVEL-OUS #1 1354 BANDIT PRINCE 25 158 NONE MR. MARVEL 7838 0 1 0 MARVEL-OUS #1 1354 WHITE RABBIT 7822 158 PERSONAL ADS Louie Murh -- What's the deal with "Cult Members"? Who are you talking about? -- Dagon LifeGiver Narfan Ordh -- Umm, did you happen to overlook the fact that I lasted 10 minutes with you? What do you mean by saying "a real warrior" to Zotto Suto? -- Shadow Walker Drake -- I don't know who you are, but Jorja speaks highly of you and that's enough for me. Welcome! I'm a fairly new manager of the Shadow Warriors and any advice you could offer would be greatly appreciated! -- Dagon LifeGiver Zulok the Shadow -- I warned you about Shadow Mistress. You started some junk with us, and you see the consequences. -- Shadow Walker and Shadow Mistress Diamond -- Nice fighter you are! I'm sorry to hear you'll no longer be with us (nor any of your other team members). I hope your replacement is better. -- Shadow King Night Stalker -- I hope your replacements are an improvement! -- Dagon LifeGiver Torons Ulrik -- I'm trying to challenge you this turn, but I doubt I'd win (although I do seem to be a VERY lucky fighter). Hopefully it goes through. If not, I hope they at least match me against your teammate, Louie Murh, so I can take the Adepts spot, then go for you. Good fighting to you, Sir Duelmaster. -- Shadow Mistress All -- Beware the Lords of War, for they are a mixed bunch of warriors who believe that death is better than defeat. They all have the same goal: To become the arena Duelmaster. Ibatu -- Amazing that we could only go nine minutes. We must be doing something wrong! The record for a fight between warriors of our styles is, I think, something on the order of 32-33,000 minutes. In Crysalis, that was--the advanced slow arena (appropriate place, eh?). Both warriors pitched tents, and they had caterers bring them meals, and basically they tied up the physical arena for three weeks and threw everything into a mess. (Most of the advanced arenas use the same physical structure, but it takes careful scheduling.) It was great! -- Naefan Ordh P.S. You may be running too fast. Try slowing down, lowering your offensive effort and your activity level both. And then up the armor a notch or two, as well, because slow targets are easier to hit. The Userous Merchant is amazingly stingy. -- Louie Murh Sukato Ichi -- Talcum powder often helps that itchy feeling. -- Pitgre Quin P.S. I strongly advise you to either train up your strength, or get a different weapon. Try (sigh) a medium or large shield, rotten to look at but they do work sometimes, or a (grimace) war flail, which is just plain rotten but easy to use, or if you have the wit and deftness for it, a quarterstaff (very good if you can use it). You've got my sympathies on your problem; I'm using this wimpy shortsword because it's all I've got the stats for. P.P.S. That's the problem with size. Being big will give you hit points, but counter-intuitively, it will NOT give you strength. That's a whole separate problem. Zulok the Shadow -- Gods, people actually USE that thing? Amazing. But even if you really like it, I'd advise you to drop the off-hand shield. Just my personal opinion, but then, what other kind of opinion could I have? -- Romor Saith You will see that this is the last turn for Middle Way 8. At this point, I don't know whether I'll consign the team to the limbo of one of the inactive arenas, or send them to, hmm, Valamantis, perhaps? I'll have to think it over. But you should be seeing Middle Way 9 next turn. -- Jorja, The 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 -- I think he may have gone inactive. The real point of this article, as I see it, is that the situation was a fluke. Hey, people like to talk about flukes. But duplicating them is usually impossible. 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. And I do enjoy running walls of steel. 2 December 2003 ZalCon2, ZalCon Reloaded Where: Jhelum, DM 4 When: February 9th or 23rd, 2003 (TBA when Mail In date set) How Long: 20 Turns Restrictions: Zero FE at start of contest. Must announce warrior styles by second arena fight to receive points. No prize modified warriors. No entry to July Face, No TV Challenges. All prizes to be used exclusively on warriors from the contest team only. Awards: First Initiate Duelmaster (FID): First warrior announced in the contest to reach the throne. Prize: Limited Damage Potion, increasing damage for 1 warrior by one rating to max for ST/SZ. Warrior MVP: Top warrior based on MVP points accrued in the contest. Prize: Limited Damage Potion, Favorites Knowledge for any warrior on team, +1 to bonus in any skill area up to max for style for 1 warrior on team, 2 nights stay at Winter FTF Hotel. Team MVP: Top Team based on MVP points accrued in contest by all the teams warriors. Prize: Limited Damage Potion, Favorites Knowledge, +1 to Bonus, 6 Months Free Play, 20 Rollups. Warrior MVP Top 11: Next 10 warriors on MVP list at the end of the contest. Prize: +1 to Bonus Style Master: Top warrior in each style based on Style Master points accrued in the contest. Prize: Favorites Knowledge of any warrior on team. Iron Manager Award: Minimum 95 fights in contest by any team. Prize: Choice of free entry for team to 2005 Winter Face or +1 to Bonus for one warrior. MVP Point System: +1 for Win, Fight, Kill, Recognition Leader (after Round 3), -1 Death, +2 Duelmaster, +2 each 3 Consecutive turns as DM, +1 Quality Win (any win over opponent with 5 or more Rec), +1 for each 10 Rec points over 5 in win (+1 for 5-14 above, +2 for 15-24 above, +3 for 25-34 above). Style Master Point System: +2 Style Master, +1 Win vs. Same Style Opponent, +1 Win vs. Same Style Master, +1 for 3 Consecutive Turns as Style Master (rolling). Please direct any question about rules or clarifications to me, Robert Occhipinti, via Diplo to DM74, 1988 Dodgers or email to zalgor@hotmail.com. All rules decisions made by me are final and binding within the confines of this contest. 8 December 2003 Greetings! I would like to invite everyone to Jhans (DM 36) for the first annual kLk St. Valentine's Day Massacre (kill contest). We will start the contest off with the ceremonial burning of the Andorian flag on turn 450. (Six turns away. Roughly mid- February.) The contest will run for 10 turns. On turn 461, 3 separate victors will be announced. Team with the most kills, warrior with the most kills, and alliance with the most kills. Prizes will be awarded to the manager of the team with the most kills and to the manager of the warrior with the most kills. The prizes will probably be team roll-ups. The number of roll-ups has yet to be determined. The contest is sponsored by Jhans' newest, (but by the time the contest starts) largest alliance, the kLk (pronounced "klick"). -- Polarius, mgr. of Blitzkrieg DM 36 LAST WEEK'S FIGHTS KONG was butchered by SPYMASTER in a 1 minute bloody Dark Arena fight. MADDOX was slaughtered by HIGH ELF in a 1 minute Dark Arena battle. DIAMOND was easily killed by MASTER SEN GANAMIR in a 1 minute Dark Arena match. CHARLEZ was assassinated by BLACK ORC in a 1 minute bloody Dark Arena duel. LEVON was viciously butchered by DARK CHAMPION in a 1 minute gory Dark Arena fight. INVISIBLE WOMAN was killed by STONE GOLEM in a 3 minute Dark Arena competition. HUMAN TORCH was assassinated by BANDIT PRINCE in a 1 minute Dark Arena struggle. MAD HATTER beat LOUIE MURH in a 2 minute Challenge brawl. SHADOW WALKER was handily defeated by ROMOR SAITH in a 1 minute Challenge fight. SHADOW KING viciously subdued NAEFAN ORDH in a action packed 5 minute Challenge duel. TORANS ULRIK was overpowered by KUNG-FU MASTER in a 1 minute uneven Title duel. SHADOW MISTRESS overpowered PITRE QUIN in a 1 minute one-sided fight. WHITE RABBIT easily killed MR. MARVEL in a 1 minute brutal one-sided bout. ALICE OF EARTH was demolished by THE THING in a 1 minute mismatched competition. CHESIRE CAT bested EMBEZZLING SCRIBE in a 2 minute novice's battle. STORM devastated DEVISTATION in a 1 minute mismatched bout. SHADOW STALKER was overcome by TOBIAS EARTHBREAKER in a 1 minute beginner's fight. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |STRIKING ATTACK 5 TOTAL PARRY 11 - 5 - 0 69 | |WALL OF STEEL 4 LUNGING ATTACK 16 - 9 - 0 64 | |BASHING ATTACK 4 WALL OF STEEL 20 - 18 - 0 53 | |PARRY-STRIKE 3 BASHING ATTACK 12 - 11 - 1 52 | |AIMED BLOW 2 PARRY-STRIKE 7 - 7 - 1 50 | |LUNGING ATTACK 2 AIMED BLOW 3 - 4 - 0 43 | |PARRY-RIPOSTE 2 STRIKING ATTACK 11 - 17 - 1 39 | |PARRY-LUNGE 1 SLASHING ATTACK 4 - 9 - 1 31 | |SLASHING ATTACK 1 PARRY-RIPOSTE 3 - 7 - 1 30 | |TOTAL PARRY 1 PARRY-LUNGE 0 - 2 - 0 0 | Turn 158 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-STRIKE 2 - 1 STRIKING ATTACK 2 - 3 3 WALL OF STEEL AIMED BLOW 1 - 1 BASHING ATTACK 1 - 3 3 STRIKING ATTACK LUNGING ATTACK 1 - 1 PARRY-LUNGE 0 - 1 1 LUNGING ATTACK WALL OF STEEL 2 - 2 PARRY-RIPOSTE 0 - 2 1 BASHING ATTACK SLASHING ATTACK 0 - 1 1 PARRY-STRIKE TOTAL PARRY 0 - 1 1 SLASHING ATTACK 1 TOTAL PARRY TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK TORANS ULRIK 7790 6 4 0 57 MIDDLE WAY 9 (1344) WALL OF STEEL MAD HATTER 7826 3 0 0 46 WONDERLANDERS (1351) STRIKING ATTACK SHADOW MISTRESS 7798 4 1 0 42 SHADOW WARRIORS (1346) BASHING ATTACK ROMOR SAITH 7789 6 4 0 35 MIDDLE WAY 9 (1344) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is TORANS ULRIK 7790. The most popular warrior this turn was INVISIBLE WOMAN 7839. The ten other most popular fighters were SHADOW KING 7800, MAD HATTER 7826, LOUIE MURH 7786, TOBIAS EARTHBREAKER 7862, THE THING 7837, CHESIRE CAT 7825, LEVON 7795, ROMOR SAITH 7789, SHADOW MISTRESS 7798, and WHITE RABBIT 7822. The least popular fighter this week was NAEFAN ORDH 7787. The other ten least popular fighters were SHADOW STALKER 7861, DEVISTATION 7860, MR. MARVEL 7838, PITRE QUIN 7788, TORANS ULRIK 7790, SHADOW WALKER 7797, HUMAN TORCH 7841, CHARLEZ 7794, DIAMOND 7793, and MADDOX 7792. 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. Top 10 Things to Do to Have a Better FTF! 10. Have at least one meal that doesn't involve either McDonalds or Domino's Pizza. Bonus points if that meal includes the use of utensils. (Double bonus points if you already knew how to use utensils) 9. Recycle all those cover sheets and unwanted roll-ups into ammunition for the next great paper ball fight! (And don't assume that because you don't have any ammo, you're not in the game. When these things break out, ANYONE is a potential target! Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting there in the middle of things trying to read your fights as the paper balls fly in all direction, you're not only likely to get hit by a misfired projectile, but I will be aiming for you!) 8. Showering at least once a day is not an option. REPEAT: Showering at least once a day, is NOT AN OPTION!!! 7. Much like a watched pot never boils, asking if your overviews or reprints are there yet every three minutes will only make the person sitting behind the desk irritable (or even more so than usual). They'll be there when they get there. 6. Yes, the printer will break down, the hard drive will crash, and RSI will undergo some sort of catastrophe. This is normal. Be prepared for long delays. Some people like to play Magic while waiting, some of us prefer heavy drinking. 5. For you first timers, it is customary to do a triumphant little war dance each and every time you win a fight, complete with whoop-whoops. That's what the raised platform is for, so the rest of us can see you. If you don't do the dance, RSI will take away your TVs and you will forever get 3 WT roll-ups. Would I lie to you? 4. Converse with your fellow managers. Take the time to chat, and introduce yourself to at least one complete stranger. "Have you seen this warrior?" is not a good way to introduce yourself. "Hi, my name is _______ and I run _______; nice to meet you!" is a much better way to introduce yourself. 3. When the run off fights are being read, I want to hear a lot of noise! Cheer every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh derisively when a warrior falls down. Cheer those who read a good fight, and heckle those who can't. Get crazy. MAKE SOME NOISE GOLDURNIT!!! 2. Conversely, if you insist on reading your fights out loud and you don't have an audience, go back to your room until the urge passes. 1. Buy your good ol' buddy Forge a beer! As always, your own tips and comments are appreciated. *LOL!* Hope to see you all there! -- Forge 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. 'TWAS THE NIGHT BEFORE TOURNEY... 'Twas the night before Tourney, And all through the place Many managers were drinking, Getting smashed at the Face; The staff were all busy, The computers were humming, Rollups were bought, for the deadline was coming; Soon managers were nestled, all smug at their tables, With visions of TC's coming from their stables; And NAIMT doing massages, while A-Sop caused trouble, An hour before deadline, the workload just doubled, When by the computers, there arose such a clatter, All eyes turned to them, to see what was the matter. Sue glaring at the screen, Lee's fingers just flew, Oh, the computer was down, so what else was new? The lights in the room were too bright, someone said, Nah, it's just the reflection from off Hoffa's head, Then, what to our wondering eyes should appear, But Soultaker and Sentinel, once again here this year, Yes, we heard "No more Faces!", We hear this each time, But we know it's a farce, like this parody's rhyme. More rollups are bought, more warriors are made, Names are thought up, and carefully weighed; "How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS? Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!? Not a chance say the censors! Nice try, bub, but no! Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! The managers groan, but undaunted keep trying, The censors all laugh, and just are not buying, The RUGS altars are burning, offerings are gifted, With hopes that the rollup curses soon will be lifted. And then, in a twinkling, we hear down the hall, A Lunat!k roar and Fusion chased with a maul. You see, he'd heard about Fusion's campaign for the Prez, Now it's "Off with his Head!", so Lunat!k says. At the Dark Circle table, 6'7" down in height, With their arrogant statures, their great show of might. Yet amidst all the notebooks, are nerf toys and giraffe, Such silliness there, NAIMT can't help but laugh. At Aradi's table -- how they giggle, at the cartoons and stories Of the FONZ done by Nuln, in his infinite glories! His droll little mouth was drawn up like a ring, And Barb drew his beard as straggly as string; The new guys at Duelmasters, some call them a rookie, Making names for themselves like Jessie and Bookie; The regulars are here, The Boss, PUG, and TUM Carapace, Sensei, and lots more to come Doc Steele and his legends, even now in the making, If there weren't many witnesses, I'd think he was faking. The paperball fight, and the chaos ensues, Clean it up, says Lee, or your heads you will lose! The independents and alliances, speaking more than a word, NAIMT's resounding giggles can also be heard; But the hour before deadline is soon at a close, And giving a nod, on a chair Sandy rose; Okay guys, she says, no more inputs to be made, And away goes some managers for a Bourbon Street raid. But ere I end this bad poem, I just want to say, "GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!" ****Hey, what do you expect for a quickie?... <grin> 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