DUEL 2 NEWSLETTER Date : 10/01/2005 Duedate: 10/14/2005 NOBLISH ISLAND ARENA DM-93 TURN-193 This Weeks Top Honors THE DUELMASTER IS HARBRINGER MATERIA MAGICA (1376) (93-7970) [7-1-2,54] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY HARBRINGER MATERIA MAGICA (1376) (93-7970) [7-1-2,54] Popularity Leader This Weeks Favorite TOOTHSMASHER SALLI VOSS MATERIA MAGICA (1376) MIDDLE WAY 13 (1384) (93-7968) [5-3-0,30] (93-8013) [2-2-0,8] THE CURRENT TOP TEAM HANDS OF HADES (1382) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. HANDS OF HADES (1382) 34 2. TEMPESTUOUS SWINE (1381) 6 BANE'S CHILDREN (235) 3. SHERMANS STABLE (1383) 5 Unchartered Team 4. MIDDLE WAY 13 (1384) 2 5. MATERIA MAGICA (1376) 1 HANDS OF HADES (1382) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*HANDS OF HADES (1382) 14 6 0 70.0 1/ 1*HANDS OF HADES (1382) 10 5 0 2/ 3*MATERIA MAGICA (1376) 22 17 3 56.4 2/ 3*MATERIA MAGICA (1376) 8 6 1 3/ 2*MIDDLE WAY 13 (1384) 11 9 0 55.0 3/ 4*SHERMANS STABLE (1383) 8 7 0 4/ 4*TEMPESTUOUS SWINE (1381) 14 15 0 48.3 4/ 2*MIDDLE WAY 13 (1384) 7 8 0 5/ 5*SHERMANS STABLE (1383) 9 11 0 45.0 5/ 5*TEMPESTUOUS SWINE (1381) 4 10 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[ + Profile of a Team Middle Way 7 Instead of giving you the profile of a graduating warrior this week, I'm going to show you what I started with and what I did to make the Middle Way 7. Warrior #1 I made a parry-riposte, as much because I like making rippers as because I thought this was an "ideal" ripper. (Hint, it is NOT an "ideal" ripper.) 13 + 0 = 13 I left the ST at 13 because that's enough to use any ripper's 5 + 0 = 5 weapon. I didn't raise the CN, though an "ideal" ripper would have 12 + 0 = 12 more, because I didn't have the points to spare. I can raise this 13 + 2 = 15 warrior's CN later, and in fact I did so on the first fight. Why 7 + 6 = 13 didn't I raise the WT to 17 or 19, as I could have done? Again, I 13 + 0 = 13 needed the points more elsewhere, and 15 is sufficient for any of 7 + 6 = 13 the ripper's preferred weapons. Learning with a 15 WT is fine, also. I raised WL to 13, the maximum allowable addition of points, because that is THE most important stat. Without a decent WL, you can't raise any of the other stats, and 13 is marginal anyway. If this warrior survives to graduation, it will go into automatic retirement because of that low WL. SP I left alone because that's more than enough for any ripper to start with. DF I raised by the maximum six points because it's so useful for a) getting initial skills (this warrior was born with an expert in riposte) and b) hitting on target and winning fights before the low CN loses them. This warrior is very frail--mostly the low CN, but incredibly quick (relatively high SP and DF combined). She can't carry much weight, but she does do good damage. Warrior #2 I made a wall of steel, which may be my favorite style. I added 6 + 3 = 9 three to ST because I HATE warriors who do little damage. Also, 10 + 0 = 10 raising ST to 9 will allow this warrior to use the SC, one of my 16 + 0 = 16 favorite weapons. Nothing to CN, 10 is okay. Not great, but okay. 12 + 5 = 17 Five to WT, since I have the points to spend there, gives me 17, 7 + 6 = 13 just about the ideal starting WT. The full six to WL for the same 6 + 0 = 6 reason as above--gotta get it as high as possible, and this is 13 + 0 = 13 still just marginal for a long term warrior. I left the SP at 6, because I never know what to do with SP anyway. And DF left at 13 because the points were needed more urgently elsewhere, and 13 will give this warrior the SC, the wall of steel's best weapon. This warrior came out slightly uncoordinated (the low SP) but at the same time quick on his feet. He can trip faster than anyone you ever saw! Again, can't carry much weight but does good damage. Warrior #3 I made another ripper. Hey, I warned you I'm doing rippers right 9 + 0 = 9 now! It would probably have made a better lunger, but I didn't 8 + 0 = 8 feel like making a lunger, and besides, the idea of a seven-foot 20 + 0 = 20 tall ripper tickled my fancy. I left ST untouched, as 9 will 14 + 3 = 17 give this warrior the SC. CN is acceptable, though low for a 4 + 6 = 10 ripper. Raised WT to 17, because WT is always useful to have; if 4 + 1 = 5 I could have put the two extra points on WL, I'd have settled for 11 + 4 = 15 a WT of 15, though. Six points to WL for the same reason as above --this team is cursed in the WILL department. Oh, well, you work with what you've got. Four added to DF for starting skills and accuracy, and the final one point I dropped on SP because it looked so desperately low. This warrior came out with "slightly uncoordinated" but is not listed as "slow and inactive," possibly thanks to that extra point on SP. At least, that's what I choose to tell myself. This one came out slightly uncoordinated but incredibly quick and active, can't carry much weight but does great damage (the SZ). Warrior #4 has perhaps the best potential, in my view. I made it a wall of 11 + 0 = 11 steel (you're not surprised, are you?). Left ST and CN alone; 9 + 0 = 9 they're high enough to go with. Raised WT to 15, which is a good, 13 + 0 = 13 meaty WT. Why not 16? Because that wouldn't give me anything I 10 + 5 = 15 can't get at 15, and save the extra point for use elsewhere. WL to 12 + 5 = 17 seventeen--gotta love it. If this warrior survives, that 17 WL 5 + 1 = 6 means long-term possibilities in the form of relatively easy stat 10 + 3 = 13 raises later on. One point on SP because I had it and that seemed more useful than any other place I might put it. Three to DF, because the extra accuracy is always useful, though I could have stopped at 11 (the minimum needed to use a SC) and put the other two points elsewhere. If I had chosen to do that, they would probably have gone to ST for more damage. Slightly uncoordinated but active and very quick on his feet, can't carry much weight but does good damage. A familiar pattern, eh? Warrior #5 is a total parry. Somehow he just didn't look like anything else. 4 + 5 = 9 Points to ST to reach my minimum preferred of nine, so that he will 14 + 1 = 15 not be cursed with little damage. After all, he MIGHT strike a 16 + 0 = 16 blow some day. Also, I wanted him to be able to stand up under his 9 + 0 = 9 armor. An extra point to CN, because total parries can always use 12 + 5 = 17 more of that. Nothing on WT, as skills are not important for him, 9 + 0 = 9 and 9 isn't too bad... for a total parry. Five to bring WL to 17; 6 + 3 = 9 this is as important for a total parry as for any other style, and maybe more so, since it affects endurance. Left SP alone; he won't be moving much. Three to DF to bring that up to 9 so that he can use some weapons other than the shields. I have a hard time thinking of shields as weapons, frankly. Normal intelligence--no statement as to how intelligent he is, but then again, no statement that he is "very stupid" either. A compromise I--and he--can live with. He's got good endurance and can take a lot of damage, thanks to CN, SZ, and WL. Can't carry much weight (the low ST) but does great damage (the high SZ). I've already raised his ST by one and plan to up it another point to 11, as I have chosen to arm him with a longspear (they use 'em like quarterstaves for parrying and may, on rare occasions, even attack with them); also, if I am reading the chart correctly, there are no skills to be burned by stat trains from 9 to 11. You'll note that only one of them won its first fight. This is not unusual, nor is it distressing to me. In fact, I like for them to lose their first fight, as it teaches them a little humility! But seriously, the first fight gives you a chance to get the feel of the warrior and decide what adjustments to make to each one's standard strategy. Number 1 was going 6-6-6 straight across, not fast enough to burn out early, not slow enough to scum. She got the first blow, which is good, but I don't expect her to do it again; her opponent should probably be cranking up his Offensive Effort to grab the first blow for himself. She didn't start showing exhaustion statements, so she can handle this speed, at least; it was damage (that low CN) that took her down. The second was going 8-6-6 and did NOT get the first blow, which was appropriate considering his opponent's style. He went down to damage, the wimp, before I could tell if he could sustain this speed. The third, my seven-foot ripper, went 6-6-6 and had no trouble dealing with the Persistent Beggar. I really can't call that a test. The fourth was jumped, knocked down, went desperate, and quit, all in the space of a few seconds. He's going to get some teasing for that from his teammates! He was going 8-6-6, but there wasn't time to see how he liked that. The last one, the total parry, went down to damage, having made no attempt to parry, dummy that he is. I may set him the parry tactic in minute one. He was going 6-6-6, for all the good it did him. If he'd bothered to parry and hung on a little longer, he could have had that fight, because his opponent was staggering with exhaustion in the first minute. Jorja Middle Way 7 +>]H[<+-----+>]H[+ Question of the Week #6 +]H[<+-----+>]H[<+ From turn 412: AK's Q.O.W. -- There's no single trick to keeping warriors alive. Constitution and armor probably helps the most because it's more difficult for them to run out of hit points and die in the infirmary, plus they don't go desperate as easy which is usually when the death intent comment comes. Warrior experience is a big help, but it takes time to earn, of course. Tourneys could help with this, but you can die there too. It may be at half chance, but you get so many.... It really comes down to the death intent statement usually. Skill, and toughness (including armor) help to keep you from getting to that point, and once there, only warrior experience makes a difference in reducing the chance of failing the survival role after that death intent statement. -- Adie AK's Q.O.W. #2 -- It takes a lot more than three master ratings once you get to the middle ranks of ADM. In the lower end, that could be enough. But success is much more attributed to the sum of the warriors' capabilities. Are they tough? Do they have staying power/endurance? Do they defend well, even with low skills? Do they have good rythyms? Do they 'like' their rythyms? How bout their favorite weapon? Is it good and do they love it or hate it? Sometimes a warrior, for a reason not easily definable, just wins. Other super skilled ones can just lose regularly. Of course, each warrior may win at one level of the game, like basic and as freshmen, but maybe lose like crazy higher up. Godlings will commonly come into their own as champions and freshmen. The very rare few can win ALL the way. Those warriors are a true joy.... -- Adie Another Q.O.W. -- Perhaps it is not the fact that your good roll-ups never get blessed and the others do. But it may be the fact, that you only get few great ones, and it is EASY to remember them not getting gifted. Kind of like that syndrome where people find it easy to remember all the negative things in their life, but find it difficult to point out the equal or more numerous good things. However, if this is not the case, keep those better gifted average roll-ups. Especially those that can win in basic. You may find them winning in ADM later too, especially once they start training stats. Also, if you get enough great roll-ups, you will eventually get gifted ones. Remember, some styles find it easier to be more gifted. -- Adie AK47 -- Let's see... <shuffling through paperwork> It says here that the three recently deceased warriors from my team had 'normal', 'a lot', and 'very frail' hit points. The 'very frail' one died in the infirmary, which is a little different. The hit points, if you will, just determine how much damage can be sustained before the warrior goes desperate/frantic/careless/you-name-it. Once that happens, con ceases to matter. I've seen all types of warriors buy the farm, from 7 will to 21, from no armor to APA/F. You hit upon the most important point, winning as much as possible, but beyond that it's all about luck. Running in a friendly arena can help the statistics of dying, but it doesn't mean any individual is safe and unkillable. Tournies aren't that safe, in my opinion. FEs are helpful, but I think they are just a visible artifact of being a developed fighter. A warrior with a lot of FEs but a lousy learn rate probably isn't much more survivable just due to those FEs. -- Axly AK47 -- Three masters sounds like a good rule of thumb, but that would vary depending on what the warrior's physicals were like. I might say two masters and two ad exes for defensives, but I'm no expert on them. -- Axly Hanibal, QoW -- I have no idea. Some styles get gifted more than others, and in certain areas. If you want the best bonuses, run aimers! -- Axly QOW / AK 47 -- I've found skills keep a warrior alive better than anything. My best learners have all lived. Especially offensives who learn a lot of init and decise quickly. Swing first and keep swinging. I'd take WL over CN for its skills. I fear mentioning this that it may jinx me, but I've never lost a warrior past about 10 fights. Armor has helped me at times, but it robs warriors of much of their finesse. If a good defensive warrior can live through about 5-10 fights and learn well he/she/it should be well on the way to success. -- JRK QOW / AK 47 -- I think it's an oversimplification to say three masters are needed in AD. I also think it depends on the arena. Andorak is very competitive right now. I have warriors with three advanced masters who can't seem to win much anymore. As to what the requirement is... I think it depends on a number of factors, where you are in the rankings, what your favorites are, what you get in the way of challenges, matchups and where your attributes fall. Three masters and tremendous damage/endurance would be much different from three masters and normal in both areas. I'm not sure a good benchmark can be set. But it is certainly and interesting question. -- JRK QOW -- Overall, I would lean toward saying the reverse is true as far as giftedness. Most of my average warriors have come out very close to average, usually a little above. While many of my good warriors have been at least +3, often +5 or more. On my all star team of long ago (Maxwell Honorblade, Monica Virtueshield, Michael Honorblade, Corina Honorblade, and Angela Silverblade) all of my warriors were gifted (four of them by +3 or more, 3 by +5 or more), average or not. I also tend to do well in attack and poorly in init. Giftedness seems to be a fickle thing, I suspect this is because the RUGS are involved. -- JRK P.S. I apologize if it seems I am bragging, but my record and I have never gotten over the graduation of all those warriors. Axly -- Damned if I know. I found the style-linked starting points very curious. Looks to me like there was an attempt to balance styles that resulted in drastic imbalances! -- Leeta Hanibal -- Once you've gotten the death-intent statement, only luck will keep you alive. The thing you need to do is avoid getting the death-intent statement. No, this is serious. You can up a warrior's hit points in the design stage, by adding to CN and, I think WL (but maybe ST), and having a large SZ helps. Of course, if you pile the points on there, he may be dumb and clumsy. You can pile on the armor, which will help keep him alive but may lose him fights unless he can scum; some warriors are totally immobilized by armor. On a more positive note, if I have a warrior who is "very frail" that I really don't want to die, I will use armor, and I will attempt to keep him alive by using the "surrender in desperation" tactic. No, no, it isn't a joke! Honest! Say I've got a frail warrior, probably with normal or lower endurance. I send that boy out running hard, 10-10, even. Sometimes, especially if he's smart and deft, he wins right off. But if he doesn't win right off, he rapidly becomes exhausted and quits. I forget who it was who suggested this to me, years ago--Phido, maybe. It doesn't always work (nothing ALWAYS works), but it may help. And I'd rather have good warriors lose than die; if they stay alive long enough, they build up skills and start winning. -- Leeta P.S. Yes, CN keeps you alive better than WL. WL sometimes leads a low-CN warrior to go on fighting a little too long. P.P.S. Yes, warriors who can take a lot of damage do die, sometimes, because some warriors can dish out a lot of damage. P.P.P.S. The survival of low-CN high skill warriors is more a matter of strategy than anything else. And, obviously, if you don't lose, you don't die. P.P.P.P.S. Picking your arena does contribute to warrior survival, but it can be tricky, since a warrior has, as a normal minimum, a year to go before graduation and the character of an arena may change in the course of a year. Andorian is not always a guarantee of relative safety; you need to look at the actual managers present and evaluate THEM for propensity to run killing styles and strategies. In my opinion, tourneys are of limited value in building up a warrior for the regular arena. Sure, the chance of dying is only half that in regular dueling, but the chance of learning skills or training stats is also only half. And that's what increased FE is about: more skills, more stat trains. P.P.P.P.P.S. There is NO number of fights that will preserve you from being killed, and if you fight equally experienced opponents who happen to be "headhunters," it won't improve your chances much, either! Pick your fights with care, challenge and avoid every time. The only absolute guarantee against death is a potion of immortality (a tourney prize) or graduation. AK47 -- It depends on the advanced arena you're fighting in. And by "hold your own," do you mean have a 50% winning percentage, or rise rapidly through the ranks, or make it to the top, or what? I have run warriors in Lirin Kiv (ADM 107) from the day it opened, and in that arena, no, you don't have to have three masters. Oh, sure, it HELPS, especially now that the arena has aged enough so that some of the foundation warriors DO have those masters. But it happens to be a small advanced arena fed by small basic arenas, and while the competition among the fossils in the upper levels is stiff, the lower levels aren't that bad. Heck, even MY warriors win sometimes! Or, try 101, Home Guard. Yes, the current status lets in warriors who are potentially good, but I doubt anyone there has three masters, and if they do, they're probably on their way out. -- Leeta P.S. And no amount of innate ability on the part of a warrior can overcome for long the effects of careless management. Management may not be ALL, but it's at least half. Hanibal -- Regarding blessed warriors and great rollups, the law of averages says everybody has a chance to be blessed. But it takes a LOT of warriors for the law of averages to operate visibly. I have had great (in stats) warriors who were blessed and the same who were cursed, ditto for average ones. -- Leeta * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 525): COPY CAT of ARENA FELINES (Garfield, mgr.) DM 12 RIZTAB (turn 525): LUIGI of TEAM MARIO (?, mgr.) DM 15 MALCORN (turn 519): GO AND GO of TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 521): GOLD FILLING of GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 518): HI-JINX of PROJECT MAYHEM XXX (Rude Buddha, mgr.) DM 19 ZUWAYZA (turn 517): ELLE of THE MAGNIFICENT MAGS (Jorja, mgr.) DM 28 SLAUGHTER PRIEST MEM (turn 259): GRIM BLACKSMITH of NORTHERN BADLANDS (Maximillian, mgr.) DM 29 LAPUR (turn 509): TETRICUS of EQUESTORS (Spartacus, mgr.) DM 31 CHIMLEVTAL (turn 257): IT FELT GOOD of WHY DID I DO IT (Fizban, mgr.) DM 32 ARVAT (turn 507): BEFORE THE DAWN of CALL THE PRIEST (Destitute Noble, mgr.) DM 33 NIATOLI ISLAND (turn 505): WRETCHEDMISERY of CHAOTICDISORDER (Bobby Bigfoot) DM 35 MURSKA (turn 498): LOCO of PHILANTHROPISTS 3 (Aragorn, mgr.) DM 43 VEASTIAN (turn 459): TIRANIAN of THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 233): HOT LIPS of DARQUE FORCES (Master Darque, mgr.) DM 47 SCOMSS SWAMP (turn 228): KALYPSO of DARQUE FORCES (Master Darque, mgr.) DM 50 SNOWBOUND (turn 215): YAIWE of DARK SIDHE (Daehir, mgr.) DM 56 ROCANIS (turn 386): GLASS JOE of PUNCH-OUT! (Huckle Cat, mgr.) DM 61 JURINE (turn 365): STONE DOG of BLACK PEARL (Dr. Guts, mgr.) DM 73 ERINIKA (turn 164): VANISH of THE INANIMATES (Mannequin, mgr.) ADM 103 FREE BLADES (turn 410): PARANOIA of DSM4 from ZUKAL (The Sandman, mgr.) Top Teams --------- DM 9 ZUKAL (turn 525): ARENA FELINES (Garfield, mgr.) DM 12 RIZTAB (turn 525): ARENA FELINES (Garfield, mgr.) DM 15 MALCORN (turn 519): TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 521): GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 518): HEROESANDFOUNDONES (The Judge, mgr.) DM 19 ZUWAYZA (turn 517): FUNKY FOLK (Papa Bear, mgr.) DM 28 SLAUGHTER PRIEST MEM (turn 259): NORTHERN BADLANDS (Maximillian, mgr.) DM 29 LAPUR (turn 509): EQUESTORS (Spartacus, mgr.) DM 31 CHIMLEVTAL (turn 257): LORDS OF VALHALLA (High Lord Bosk, mgr.) DM 32 ARVAT (turn 507): CALL THE PRIEST (Destitute Noble, mgr.) DM 33 NIATOLI ISLAND (turn 505): CHAOTICDISORDER (Bobby Bigfoot, mgr.) DM 35 MURSKA (turn 498): PHILANTHROPISTS 3 (Aragorn, mgr.) DM 43 VEASTIAN (turn 459): THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 233): DARQUE FORCES (Master Darque, mgr.) DM 47 SCOMSS SWAMP (turn 228): none DM 50 SNOWBOUND (turn 215): DARK SIDHE (Daehir, mgr.) DM 56 ROCANIS (turn 386): BAD APPLES (Uncle Wolf, mgr.) DM 61 JURINE (turn 365): FEAR FACTORY (Var, mgr.) DM 73 ERINIKA (turn 164): THE BULLS (Crip, mgr.) ADM 103 FREE BLADES (turn 410): DARKENED PRIDE, etc. (Ultraist, mgr.) Recent Graduates ----------------- DM 12 RIZTAB (turn 525): CAT TAGIOUS of ARENA FELINES (Garfield, mgr.) (turn 524): ANARCHY of CASTLE (Citizen Kane, public relations) DM 17 ALJAFIR (turn 517): DARK MAGICIAN of LET'S DUEL! (Destitute Noble, mgr.) DM 31 CHIMLEVTAL (turn 257): HELM HAMMERHAND of LORDS OF VALHALLA (High Lord Bosk) (turn 256): DOOM HAMMER of THE STORM REAVERS (?, mgr.) GREYSCALES of THE STORMBRINGERS (High Lord Bosk, mgr.) SPATHA of SOL INVICTUS (Bobby Bigfoot, mgr.) DM 32 ARVAT (turn 507): TASSALTER of FISHERMAN'S WHARF (Jorja, mgr.) DM 33 NIATOLI ISLAND (turn 505): WRETCHEDMISERY of CHAOTICDISORDER (Bobby Bigfoot) DM 47 SCOMSS SWAMP (turn 228): KALYPSO of DARQUE FORCES (Master Darque, mgr.) (turn 227): GREGOLA of LIFE'S LESSONS (Street Legal, mgr.) DM 50 SNOWBOUND (turn 214): ELLITA FESS of MIDDLE WAY 6 (Jorja, mgr.) (turn 213): HOLLAN INNIS of MIDDLE WAY 6 (Jorja, mgr.) DM 56 ROCANIS (turn 386): GLASS JOE of PUNCH-OUT! (Huckle Cat, mgr.) (turn 385): KID QUICK of PUNCH-OUT! (Huckle Cat, mgr.) DM 61 JURINE (turn 365): STONE DOG of BLACK PEARL (Dr. Guts, mgr.) (turn 364): AFFLICTED of FEAR FACTORY (Var, mgr.) DM 73 ERINIKA (turn 164): VANISH of THE INANIMATES (Mannequin, mgr.) (turn 163): BASE ON BULLS of THE BULLS (Crip, mgr.) SPY REPORT Greetings warriors! It is I, Zontani Sharp Eyes, here to bring report of the clash and bustle of the weekly NOBLISH ISLAND games. IANTHE caught the eye of many in the gladiatorial commission as she skillfully bested MIKADO and was awarded 11 points in recognition. In one of the week's more notable duels, IANTHE put down MIKADO, causing him to lose 10 points of recognition in the process. Our Duelmaster has lost, folks, lost to KUNG-FU MASTER, BUT HARBRINGER is still the Duelmaster because he has the most recognition points! Would you believe that over half of the old women in NOBLISH ISLAND seem to feel that they could fight better than you gladiators? But come now, let us look deeper into the maze of contention and crossed blades that is city NOBLISH ISLAND. I saw one fighter that warriors avoided when this week's challenge seeking began. MATERIA MAGICA is feared. This much I can say. Apparently the stalwarts of HANDS OF HADES are catching the bulk of jests down at the challenging board for their large share of the avoids. Mighty fighters cannot but expect competition from those below. DUROC DON take warning! You have more than a few enemies in NOBLISH ISLAND. A match that raised a few eyebrows at the games this week, it seems that SJURE posted a challenge against the more highly recognized DUROC DON. The results, you ask? Well, the firebrand SJURE lost to DUROC DON. Remember warriors, this is the discipline of steel. What warrior does not hone his years, impatiently waiting for the moment of his foe's mortality? Fate is a fickle mistress. She showers the miserable with fortune but sets enemies against the victorious. Remember this! The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the fighters as ugly! Don't let your reputation slip! Sadly warriors, now longer can I keep thy company nor savor the ale of thy fine city. Depart I must and soon! Till next we meet remember: a fool flies into a rage quickly and often. The wise are angered by the same thing only once. Zontani Sharp Eyes DUELMASTER W L K POINTS TEAM NAME HARBRINGER 7970 7 1 2 54 MATERIA MAGICA (1376) ADEPTS W L K POINTS TEAM NAME DUROC DON 7995 6 0 0 46 TEMPESTUOUS SWINE (1381) CHALLENGER INITIATES W L K POINTS TEAM NAME TOOTHSMASHER 7968 5 3 0 30 MATERIA MAGICA (1376) IOSUA 8001 3 1 0 28 HANDS OF HADES (1382) ZORT 7966 5 3 0 27 MATERIA MAGICA (1376) PORTAR SHAW 8010 4 0 0 27 MIDDLE WAY 13 (1384) SJURE 7999 3 1 0 27 HANDS OF HADES (1382) CHALLENGER INITIATES W L K POINTS TEAM NAME POTOMAC 8005 3 1 0 26 SHERMANS STABLE (1383) INITIATES W L K POINTS TEAM NAME LEXAYN 8002 4 0 0 18 HANDS OF HADES (1382) MAYTODD 8006 2 2 0 18 SHERMANS STABLE (1383) XIU MEI 8000 3 1 0 17 HANDS OF HADES (1382) IANTHE 8003 1 3 0 14 HANDS OF HADES (1382) QUEG TERCE 8011 2 2 0 12 MIDDLE WAY 13 (1384) OMAR 8008 1 3 0 11 SHERMANS STABLE (1383) HAMPSHIRE HARRY 7994 2 4 0 10 TEMPESTUOUS SWINE (1381) ORVAL RAS 8009 2 2 0 9 MIDDLE WAY 13 (1384) ULYSSES 8004 1 3 0 9 SHERMANS STABLE (1383) SALLI VOSS 8013 2 2 0 8 MIDDLE WAY 13 (1384) MIKADO 8007 2 2 0 8 SHERMANS STABLE (1383) CHESTER CHARLIE 7998 1 5 0 8 TEMPESTUOUS SWINE (1381) LANDRACE LARRY 7997 1 5 0 8 TEMPESTUOUS SWINE (1381) ROLV URSAL 8012 1 3 0 6 MIDDLE WAY 13 (1384) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? IRONBEARD 7969 4 4 1 MATERIA MAGICA 1376 AMBITIOUS GUARD 9 193 NONE PERSONAL ADS Materia Magica -- It looks as if you are about to graduate from Noblish Island, congrats! If you haven't decided upon a permanent arena yet, please consider Sunset "The Arena of Death" DM# 21. I promise you a fun & competitive environment there.-- Ultraist P.S. That goes to any of the teams here, except Sand Dancers. No dancers are welcome in Sunset! ;) P.P.S. Where do these questions of the week come from? I've never seen them or I may have chimed in a time or two. They were asked and answered in Aruak City some time ago, but we would be glad to forward you the questions for your input. Let us know if you want this, an email to LiviaATreality.com would do the trick. -- Temp Ed. Orval Ras -- Good fight, friend! Lucky for me that I'm a dwarf, so I can take a few good hits; otherwise I'd be picking sand out of me beard right now. Next time you're at the Ice Dragon I'll buy you a round. -- Iosua Rolv Ursal -- My practice dummy puts up more of a fight! If you won't use your arms for fighting, at least use them to block. -- Sjure Iosua -- I hate style matches like that. I end up looking such a fool. -- Orval Ras P.S. Jorja says I should tell you that you did well. Zort -- There are days when I don't need this. -- Salli Voss P.S. ALL days. Sjure -- Youwch! You epitomize your style at its nastiest. -- Rolv Ursal Hampshire Harry -- Mmmm, roast pig! -- Portar Shaw Ulysses -- I honestly don't know if you were just unlucky, or doing something wrong. -- Queg Terce Helloise the Imp -- Mmm, I don't think many warriors started by beginners on Noblish Island have to worry about burned skills, you know. A manager's first five warriors aren't usually about long-term potential (unless he has a skilled player as a coach), they're about figuring out what's going on, and having fun doing it. And there are situations in which training stats early makes good sense, even for an experienced manager. 1) When you have no intention, none, of running this warrior into the upper reaches of Primus, and want to improve the performance in Basic. I know many managers who have no interest in Primus (I'm one) and little interest in the lower levels of Advanced. 2) When you have calculated that the stat train in question will NOT burn skills. Raising a stat to an even number doesn't burn skills. Raising CN at any time doesn't burn skills. Raising ST between 9 and 14 does not burn skills. And so on. Ah, digression: Burning skills. This is the common way of describing the effect of training a stat in such a way as to limit the number of skills a warrior can learn later on. For a very long-term warrior, this can be a handicap, and by very long term, I mean here one who is aimed at the upper reaches of Primus, maybe three years away. And I have to tell you, that's a wasted effort, so far as I can tell. The upper reaches of Primus are so clogged with old, skill-heavy warriors managed by old, skill-heavy managers, that getting anywhere up there is almost impossible. The mechanics of burning skills: At creation, a warrior has the capacity to learn twenty skills in each of the six skill areas. A warrior who has learned the whole bundle is said to have "maxed." Training stats, at certain points, is linked to learning skills, so that a given stat train will bring with it certain skills. (This is why people DO it, after all!) Let's say that the stat train in question involves an attack skill. The warrior has not maxed his attack skill learns at this point, he's still got four to go. The stat-train skill comes out of those four. Ah, but IF he struggled along (and survived) until he had gotten all twenty of the attack skills, and THEN trained the stat, he would still get the extra attack skill: twenty- ONE attack skills. But if he trained the stat first, he "burned" that skill and it is lost to him. 3) You might burn skills freely if the resulting warrior is more fun to manage. This is a GAME, remember. It's ABOUT having fun. If you want to beat the socks off everyone at the level of Basic play, train stats! I haven't heard of any warrior who ever maxed learned skills in Basic, so you aren't losing anything. -- Jorja, Middle Way 15 September 2005 HAMMER ANNOUNCES RETIREMENT Be it known from the highest mountains to the darkest alleys of Alastari that the veteran manager known far and wide as Hammer has now officially retired from sponsoring contests as of September 15, 2005. What a long time ago was a fun motivated activity to help promote our common DM/D2 gaming interest in an effort to promote the growth and competitiveness of selected arenas has become a far from fun experience. In other words Hammer has had it! The combination of real life situations interfering with the time needed to effectively sponsor a contest, plus the attitudes expressed during such sponsorship interference has led to Hammer closing his personal coin coffers and retiring from his planned sponsorship of any future contests. There are others in our close knit gaming community who are well able to step up to the plate and continue sponsoring contests that make the basic game a fun experience for all those who choose to compete and interact in such future endeavors. Hammer thanks all managers both active and inactive who helped to make the Hammer sponsored contests a historical and entertaining experience well worth the time, effort and money spent over the past several years. May the Cheers and the Jeers of future contests build upon the legacies of those who have paved the way in years gone by to help make this game what it is today. Hammer has no regrets for the part he has played in that history. 19 September 2005 I'd like to say hello to everyone I know that is still around after my being gone for five years. Hope to see you all on the sands, and may your weapons strike true and your shields protect you (except, of course, against MY warriors *grin*)!! -- Lord Xiang, D2-101 26 September 2005 Regarding the Regional News: If any of y'all glance at it and find some arenas are behind, rest assured I'll get them caught up next time around. I was trying to unsnarl the darned thing, but it was just getting worse, so I decided gradual and partial was better than not at all or ever. -- The Saint, keeper of lists LAST WEEK'S FIGHTS SJURE was bested by DUROC DON in a 1 minute Challenge fight. LEXAYN bested SALLI VOSS in a 4 minute novice's Challenge duel. HARBRINGER was handily defeated by KUNG-FU MASTER in a 1 minute one-sided Title match. TOOTHSMASHER vanquished CHESTER CHARLIE in a 2 minute mismatched brawl. IRONBEARD was slain by AMBITIOUS GUARD in a 1 minute fight. ZORT subdued MAYTODD in a 3 minute competition. LANDRACE LARRY was devastated by XIU MEI in a unpopular 5 minute one-sided duel. HAMPSHIRE HARRY was bested by OMAR in a 5 minute competition. IOSUA defeated QUEG TERCE in a 3 minute gruesome beginner's melee. IANTHE outwaited MIKADO in a crowd boring 11 minute gruesome novice's duel. ULYSSES defeated ROLV URSAL in a 2 minute novice's fight. POTOMAC overcame ORVAL RAS in a 1 minute novice's bout. PORTAR SHAW demolished PERSISTANT BEGGAR in a 1 minute mismatched match. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |PARRY-RIPOSTE 6 LUNGING ATTACK 10 - 1 - 0 91 | |WALL OF STEEL 4 PARRY-LUNGE 6 - 1 - 2 86 | |TOTAL PARRY 3 BASHING ATTACK 8 - 4 - 0 67 | |BASHING ATTACK 3 TOTAL PARRY 9 - 6 - 0 60 | |PARRY-STRIKE 2 PARRY-RIPOSTE 19 - 18 - 1 51 | |LUNGING ATTACK 1 AIMED BLOW 2 - 2 - 0 50 | |AIMED BLOW 1 SLASHING ATTACK 2 - 2 - 0 50 | |PARRY-LUNGE 1 WALL OF STEEL 19 - 20 - 0 49 | |SLASHING ATTACK 1 PARRY-STRIKE 6 - 8 - 0 43 | |STRIKING ATTACK 1 STRIKING ATTACK 3 - 7 - 0 30 | Turn 193 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: LUNGING ATTACK 1 - 0 BASHING ATTACK 1 - 2 2 PARRY-RIPOSTE TOTAL PARRY 3 - 0 AIMED BLOW 0 - 1 2 TOTAL PARRY PARRY-STRIKE 1 - 1 PARRY-LUNGE 0 - 1 2 BASHING ATTACK PARRY-RIPOSTE 3 - 3 SLASHING ATTACK 0 - 1 1 PARRY-LUNGE WALL OF STEEL 2 - 2 STRIKING ATTACK 0 - 1 1 LUNGING ATTACK 1 WALL OF STEEL 1 SLASHING ATTACK 1 PARRY-STRIKE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME PARRY-LUNGE HARBRINGER 7970 7 1 2 54 MATERIA MAGICA (1376) LUNGING ATTACK DUROC DON 7995 6 0 0 46 TEMPESTUOUS SWINE (1381) Note: Warriors have a winning record and are an Adept or Above. FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME The overall popularity leader is TOOTHSMASHER 7968. The most popular warrior this turn was SALLI VOSS 8013. The ten other most popular fighters were IOSUA 8001, DUROC DON 7995, MAYTODD 8006, TOOTHSMASHER 7968, LEXAYN 8002, ZORT 7966, XIU MEI 8000, HAMPSHIRE HARRY 7994, OMAR 8008, and QUEG TERCE 8011. The least popular fighter this week was IANTHE 8003. The other ten least popular fighters were LANDRACE LARRY 7997, MIKADO 8007, IRONBEARD 7969, CHESTER CHARLIE 7998, HARBRINGER 7970, SJURE 7999, PORTAR SHAW 8010, ORVAL RAS 8009, POTOMAC 8005, and ROLV URSAL 8012. Article for Newbies This here is an article aimed mostly at you new managers to the game out there. This chart is a consensus of managers on the internet about how they felt each style fairs against all other styles at the beginning levels of the game. Of course, once you get ten or so fights under your belt the whole scenario changes and you can throw this right out the window. But in the meantime, use this chart to help you get a feel for the game, how the different styles interact with each other and to hopefully dispel those 5-25 starts that can make you drop the game. Hope this helps you some. KEY FOR ODDS OF WINNING: 1 - ALMOST IMPOSSIBLE 6 - BETTER THAN EVEN 2 - HARDLY LIKELY 7 - GOOD CHANCE 3 - NOT MUCH 8 - HIGHLY PROBABLE 4 - SLIGHT CHANCE 9 - MOST DEFINATELY 5 - 50/50 10 - ALMOST GUARANTEED Reminder: Left Row vs Top Column BA ST LU SL AB TP PS PL PR WS BA 5 2 6 6 8 9 7 6 5 6 ST 8 5 8 9 9 6 7 5 6 4 LU 4 4 5 6 10 5 7 7 9 6 SL 4 1 5 5 8 6 8 7 8 9 AB 2 2 2 4 5 10 6 6 6 7 TP 3 4 6 4 1 5 7 8 6 5 PS 3 3 3 4 5 4 5 4 5 4 PL 5 4 3 3 6 2 7 5 7 6 PR 7 5 2 2 4 5 6 3 5 4 WS 5 8 6 2 4 6 7 5 6 5 There you have it folks. I would personally like to thank all the managers on the internet who made a contribution to this effort. You know who you are. Also a big nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the roundtable and without whose effort little projects like this would prove quite difficult. David Gottwald - Magic Man The Crew - Monuntial (34) Rocky's Heroes - North Fork (47) Tragedy Strikes - Andor (57) (inactive) Natural Born - Illis (59) Slow & Easy - Aradi (60) Omega Squadron - Dragonhead (72) MAKING YOUR CHALLENGES GO THROUGH First, you need to be sure you are making your challenges correctly. 1. Are you writing down the warrior I.D. number of the warrior you want to challenge? 2. Is your handwriting clear? 3. Is the warrior you are challenging within range of your warrior? Warriors can challenge within their own class and the next higher class, plus the "Challenger" classes can also challenge the next lower class. So, an Adept can challenge Adepts and Challenger Adepts. A Challenger Adept can challenge Adepts, Challenger Adepts, and Champions. (Try not to challenge down, though. Besides being unsportsmanlike and making everyone mad, it isn't advantageous to your warriors. They need to fight more experienced warriors so they will learn.) 4. Are your warriors eligible to make challenges? If they didn't fight within the last two turns, then they can't challenge. 5. Are the warriors they want to fight eligible to receive challenges? If they didn't fight within the last two turns, then they can't be challenged. Next, adjust your choices for the maximum likelihood of getting your challenges. There are several things that will help: 1. Have each of your warriors challenge two different opponents from two different teams. That way, if the first opponent's team doesn't fight that turn, you still might get your second challenge. 2. Use your avoids. Have each warrior avoid the teams of whoever you think might be likely to challenge him. If you can get out of being challenged, that increases your chance of getting your own challenge through. 3. Don't challenge warriors who didn't fight last turn. The odds are higher that they won't be fighting this turn. 4. Don't challenge warriors who might be involved in a bloodfeud (either as the killers, or the avengers). A bloodfeud challenge has priority over all other challenges. 5. Don't challenge Tournament Victors. A TV challenge has priority over all other challenges except bloodfeuds. You'll need to do a little research in back issues of the newsletter to find out who the TVs are. 6. Don't challenge warriors who you know are going to challenge someone else, or are going to get challenged by someone else. Your challenge has a better chance of getting through if it is the only challenge to that particular warrior. 7. Don't challenge the "easy pickings." That is, warriors above you who have way too few fights or very bad records for where they are ranked. They will tend to get challenged a lot. 8. Don't challenge warriors who are likely to be avoiding your team. This includes any warrior your team fought within the last two turns. Well, it sounds like I've eliminated just about everybody, doesn't it? Of course you can challenge opponents who fit into one or more of those categories; just try to find ones who don't. Your idea candidate for a challenge is: A warrior ranked somewhat above your warrior in the same class, or in the next higher class, with a few more fights than your warrior, and a winning record, who isn't a TV and isn't currently at war with anyone. I hope this will be of some help to you. The Rogue She-Puppy MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY When you get your turn results in the mail it is very important that you squeeze as much enjoyment as possible out of that envelope! I recommend (and also use!) the following procedures. First, open the envelope lengthwise with a letter opener. Remove the blue-sheet BUT DON'T LOOK AT IT! It may tell you that you are broke and owe RSI a lot of money. Flip it over instead! The blue-sheet will be used as a "hider" when you read the fight results line by line, so you don't see the end of the fight by mistake and ruin the excitement. Remove the rest of the sheets in one smooth maneuver and place the flipped-over blue-sheet on top of the pile, without looking at anything. You don't want to accidentally uncover an unexpected replacement rollup. This is a traumatic experience that should be avoided at all costs, as it indicates that one of your battles didn't go exactly as planned. Now you must prepare your room, or whever you are, for the battles. If you are suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects from the area. If you happen to manage an entire team of scummy warriors it is okay to leave a loaded musket nearby. The next step is to put on music. It definitely adds to the experience to have your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY WITH! I christen each new warrior with a song that is his and his alone, and play that song whenever it is his turn upon the sands. It is a personal choice but I recommend Judas Priest, Manowar or Metallica. Avoid Abba and Barry Manilow (like I had to say it). It is also important to match the song length with the expected length of the fight. Don't choose "The Immigrant Song" for your 21-con Ultra-Scum. Likewise, don't choose "Stairway to Heaven" for your quick lunger. Finally, sometimes it is nice to choose an exceptionally violent alternate selection for those Bloodfeuds. Now you are almost ready! The final preparatory step (optional) is to prepare a pot of coffee. Beer also works well, especially on Fridays, but I understand that some managers are not Well-Suited to that particular beverage. I've heard the Duke Malibu in Solven drinks goat blood, but mind you this is only a rumor. For the final touch, try putting on any handy armor you have. Or a loin-cloth. I put on most of my hockey gear. The fights are on! The music is loud! The coffee is good! Read the fights slowly, line by line using your blue-sheet as a guide. Don't go too fast, now. Yell, "Yeah!" if your warrior scores an especially gruesome hit. Cringe if your warrior feels the joys of a great axe connecting with his face (that means you, Marilith). Raise your fist in the air when that total parry realizes that his last shield has broken! And cry when your favorite gladiator is gravely injured and then takes ten consecutive war hammer shots to the head... When the end of the fight comes you will be emotionally drained, so yell out, "Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off. When the fighting is ended take a breather before preparing for the next cycle's fights. Reflect on what has transpired and make a few notes. You'll be a better person (and manager) for it! Isn't Duelmasters great? Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205) DM-10 (Kolact) Beermacht DM-22 (Solven) Steel Warriors DM-24 (Zorpunt) No Escape Winning With the Average Warrior Hi! The Master of Anime here... Yeah, yeah, I know, you're all doing a collective, "Who the Hell is this character?" Well, my claim to fame, if you can call it that, is that I run Eve, one of the more popular, if not completely unspectacular, warriors to fight in Alastari. I am a micro-manager (you've heard of mega-managers? Well, think in reverse) who has been mainly running only one team during my 8+ years of Duelmasters. This little write-up is aimed towards the less experienced managers, the ones that can be brainwashed from some of the "How to build the perfect warrior..." spotlights that tend to appear from time to time. Many of the "How to build..." spotlights tend to deal with roll-ups that are quite ideal, but in reality, rarely come out of RSI's number crunching machine, commonly referred to as "the Roll-Up Gods". There have been a few good articles on how to design skillful warriors from 'average' roll-ups. Those articles, in my opinion, are the most helpful to new managers for the simple fact that you will almost always get an 'average' roll-up. Occasionally, that 'average' roll-up might turn out to be something special, and that is what I would like to key in on. I know a lot of managers who will continually DA their warriors until they get something that is as close to perfect as possible. You know, the warrior with three or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc... If you are a relatively new manager and you are also doing this, I think you are missing out on one of the more intriguing aspects of this game and that is warrior development. Being a micro-manager, I do not have an army of warriors like the mega-managers do, but I'd like to think that I can hold my own against them (hey, if you're gonna dream, dream big). Anyway, back to the point. One of my 'average' warriors seems to have achieved a form of notoriety in Advanced Duelmasters to the extent that even the ever quiet Mirage (manager of Donatello) has had something to say (it was at the last Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top Primus warrior on the tourney list.) Mirage pointed at my warrior on the list and said, "That, is embarrassing..." I took it as a compliment. In case you're wondering, my warrior is Akira (the reason I'm writing this article is that I've been approached many times of late by managers who wanted to see Akira's numbers, thinking he had some sort of godlike roll-up. I set them straight). I'm not going to print Akira's numbers in this article for the main reason that I don't have them with me at this time (it'll probably tick-off a lot of managers whose warriors Akira has beaten anyway), but I do know this... he has about 30 attribute increases and only one attribute is in the 20's, that one being WL (he even got gypped by not getting some skills that you normally think he'd get by raising WL up the 20's). He won't be getting another attribute above 20 for a long, long time. (I think his next highest attribute is 17... note that this is after the 30 or so increases...) You should have a pretty good idea how generic this roll-up is... a roll-up that would probably be DA'd by most managers looking for a good roll-up... a roll-up that I even said, "I'll run him for kicks, but will probably retire him once he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... a roll-up currently on a 20 fight win streak... a roll-up with three consecutive Primus TVs. So, before you give up on that average warrior, think again about giving him a chance to flourish... he might suprise you as Akira has surprised me. Good luck in the arena! M.A., a proud member of GAPPDA P.S. If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 104). P.P.S. Swift -- We GAPPDA members are NOT slugs!!! At least, I don't think we are... TWELVE TIPS A rookie manager asked me a question recently which prompted my "teaching juices" to flow. I quote: "Just give me a dozen hints, and I'll leave you alone!" Obviously, his challenge prompted me to organize my thought creating my Twelve Tips. "Now wait a minute!" I hear you asking. "Why should I read on?" Simply put: -- If you're an experience manager, you'll want to "clue me in" on other valuable tips I missed. -- If you're a "newbie," these tips will enhance your W-L record and compound your fun. "But, are they GOOD tips?" you ask. Believe me, fellow opponents, after 5000+ fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, they're GOOD tips. So here we go, in no particular order. (I) ASK FOR HELP--Ask RSI about the Sponsor Program. Diplo "good" managers in your arena. Proclaim your willingness to learn in a personal ad. You'll get some conversation. (II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can be readily designed and more easily "mastered." (Whatever that means.) Avoid the most difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS). Get some confidence first! Most of us old-timers yet struggle with a good aimed-blow. (III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too many stats. Skills win fights, and in the long run, you will regret certain stat raises. (IV) COLLECT DATA--The more you know about your own warrior (And even with the same stats, warriors differ) and the more you know about your opponents, the more likely you can cause something "good" to happen. In the military/political world, we call this "intelligence." (Clue: ask about a D.M. handbook filled with info.) (V) PERSONAL ADS--Don't be a jerk! But write some every time. Let me assure you that an unliked rookie cannot succeed in an arena against the local "Powers-in-control." You want to create friendly opponents. (When you know what you're doing--then you can try the jerk routine!) (VI) TURN SHEET--Accuracy counts. Fill it out perfectly (and legibly) pal! Know what each section is for. (Reread the instructions.) Many have been the surprised and frustrated manager who caused his or her own problem! (Even us "megas" blow it now and then!) (VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an offensive rollup. Other attributes may add skills; con won't. (Just wait until you hear someone shout never add to con--ever. I didn't say that.) (VIII) ONE WEAPON--For offensives. When you get to finesse styles, you'll understand why you may want one in your off-hand also. But, almost always carry a backup. (Hands can be hurt both striking and defending.) (IX) CHALLENGE/AVOID--Always! A manager's prime purpose is to optimize his warrior's chances. Challenge those you'll have a good shot at beating and avoid teams who can cause you the most difficulties. (Challenge warriors--avoid teams.) (X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting your arena W-L record. Actually, you will create a positive impact in that those "tournament earnings" are "hidden" from other arena warriors. Plus, tournaments are a real "rush!" (XI) FIND A FRIEND--In every arena find at least one "friendly" foe. Share opponent info. With two, or more, of you sharing, look how much more "intelligence" you'll have. (XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger you. (This is fun, right?) The cool head wins more matches than the emotional one. So good luck, rookie! We were all in your shoes once. (And for some of us that was a long, long time ago.) THE CONSORTIUM DM 8 Smithsonian (Curator) DM 11 Bulldogs (Kennelworth) DM 20 Animal Farm (Mino) DM 46 Fandils (Fandil the Wise) (and many, many more)