DUEL 2 NEWSLETTER
Date : 02/18/2006 Duedate: 03/03/2006
NOBLISH ISLAND ARENA
DM-93 TURN-202
This Weeks Top Honors
THE DUELMASTER IS
BOLOQ
MOLLUQ'S MARAUDERS (1397)
(93-8073) [4-1-1,50]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY BOLOQ
MOLLUQ'S MARAUDERS (1397)
(93-8073) [4-1-1,50]
Popularity Leader This Weeks Favorite
EBOLA EBOLA
THE DARK SIDE (1401) THE DARK SIDE (1401)
(93-8097) [3-3-1,37] (93-8097) [3-3-1,37]
THE CURRENT TOP TEAM
MIDDLE WAY 14 (1409)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. TEAM COUNTRY (1407) 62
2. THE DARK SIDE (1401) 22 BANE'S CHILDREN (235)
3. MOLLUQ'S MARAUDERS (1397) 1 Unchartered Team
4. FIST FIGHTERS GANG (1405) 0
5. MIDDLE WAY 14 (1409) -11 TEAM COUNTRY (1407)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*TEAM COUNTRY (1407) 4 1 1 80.0 1/ 1*MIDDLE WAY 14 (1409) 10 5 0
2/ 1*MIDDLE WAY 14 (1409) 10 5 0 66.7 2/ 0*TEAM COUNTRY (1407) 4 1 1
3- 3*FIST FIGHTERS GAN (1405) 6 4 1 60.0 3/ 2*MOLLUQ'S MARAUDER (1397) 4 11 1
4/ 2*MOLLUQ'S MARAUDER (1397) 13 12 1 52.0 4/ 4*THE DARK SIDE (1401) 3 6 0
5/ 4*THE DARK SIDE (1401) 15 14 3 51.7 5- 3*FIST FIGHTERS GAN (1405) 2 3 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 Striking Style ]H[ + ---:--- + ]H[ +
by Sir Boyd
Strikers are very effective in basic, but have little use in Advanced
Duelmasters. This is due to the nature of their primary strength: decise. Young
strikers win or lose in the opening few swings. In basic, few styles can match the
striker's lightning opening or avoid his initial attack. However, in higher levels
of the game most fighters have sufficient defenses to avoid the striker's relatively
low attack rating, and the striker has little to fall back on.
A striker should be designed to maximize his initial decise (speed) or
alternately his ability to learn decise (wit). Strikers have little use for
constitution or will. Here are a few comments on which stats are good for strikers:
ST: 9-17, the higher the better. ST 9 is required for SC, but unless you have a big
fighter you shouldn't settle for less than 11.
CN: unnecessary.
SZ: up to 14 is great. A good striker will have at minimum 21 points between ST and
SZ (this is the average combination for being able to do good damage with a
blow.)
WT: the higher the better. 17 and 21 are great cutoffs. You want to learn on
average 2 to 3 skills per turn to maintain your decise advantage over other
styles.
WL: 9-13 is all that's required. Longer-term strikers (designed for relevance past
invite to Advanced) might benefit from a higher WL, but in my opinion such a
design would be better as a different style.
SP: 9+. The higher your WT, the less initial SP you'll need. But for a striker,
speed is life. Spend lavishly on your striker's speed.
DF: 11+. This is also a good stat for a striker to have. DF 11 allows the use of
most weapons without coordination penalty, and provides valuable attack skills.
Here's my idea of some great strikers:
13-4- 9-21-11- 9-17
11-4-11-17-11-15-15
As for strategy, use weapons that are fast and do decent damage (SC, LO, SS, BS,
QS, WH are some of the better ones,) and wear little or even no armor. Run hard,
with high offense and activity levels. The decise tactic is well suited to strikers,
and use it whenever the opponent doesn't know you're coming. Beware that the Decise
tactic can be countered by the use of a Responsive tactic. It's sort of a rock-
paper-scissors thing. Decise tactic has advantage over no tactic or any tactic other
than Response. Any tactic other than Decise has advantage over Response tactic.
Response tactic has advantage over Decise tactic.
Sir Boyd,
Elanti Hunters (102 and 107)
+ ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
Jorja sat at her private table at the back of the Lighthouse's taproom and
scanned Sir Boyd's article again. Quite good, straightforward, no freakish stuff.
Solid. Helpful, she hoped. Well, it had better be, because she didn't feel much
like trying to do one on Strikers today herself. She glanced around the room to make
sure things were going smoothly. A little rowdiness among a group of young
gladiators off behind the piano, but her back-up bartender, Olber Pring, was already
moving that way. He'd deal with it. But maybe she could add just a little around
the edges....
Below is a list of weapons "well-suited" to use by strikers, and the minimum stats
required for effective use. My thanks to Pagan and other number-crunchers who have
made this information available. -- Jorja
Striker Note that the strikers can use every weapon plus the small shield
effectively. This is the only style that has so broad a selection. Twenty-one
weapons.
Battleaxe ST 15 SZ 9 WT 9 DF 9 Mace ST 13 SZ - WT 3 DF 5
Broadsword ST 11 SZ - WT 9 DF 7 Maul ST 15 SZ 9 WT 5 DF 7
Dagger ST - SZ - WT 7 DF 7 Morningstar ST 13 SZ - WT 7 DF 13
Epee ST 7 SZ - WT 15 DF 15 Quarterstaff ST 11 SZ 9 WT 11 DF 11
Fist - presumably any Scimitar ST 9 SZ - WT 11 DF 11
Greataxe ST 13 SZ WT 9 DF 11 Shortspear ST 9 SZ - WT 7 DF 7
Greatsword ST 15 SZ 9 WT 9 DF 11 Shortsword ST 5 SZ - WT 11 DF 3
Halberd ST 17 SZ 9 WT 9 DF 9 Small shield ST 5 SZ - WT 5 DF 5
Hatchet ST 5 SZ - WT 3 DF 7 Warflail ST 11 SZ - WT 7 DF 5
Longspear ST 11 SZ 9 WT 5 DF 9 Warhammer ST 13 SZ - WT 5 DF 7
Longsword ST 11 SZ - WT 13 DF 11
A couple of specific examples of Strikers, neither of them great, but they both
survived to graduation--
Profile of a Warrior
Kardo Dosh
Kardo was a classic example of the mediocre warrior, starting out as 10-13-15-9-
15-7-15. He was trained as a striker, I forget why. It must have seemed like a good
idea at the time. He'd have made a better lunger, but I must not have wanted a
lunger. One of the mysteries of the universe. His overview was not impressive,
merely stating that he was--
Left handed
(no primary wit statement, due to the low number)
Seldom wastes his endurance needlessly
Is relatively slow and inactive (that 7 SP)
Can take a lot of damage (SZ and CN)
Cannot carry a lot of weight (relatively low ST)
Can do good damage with a blow (mostly his SZ)
The mode skills for his stats and style are: three initiative, six riposte,
three attack, two parry, two defense, and seven decisiveness. Not impressive, and I
must admit that I have not done any research to discover whether he is plus or minus
on any skill.
At the time he received his graduation notice, he was 21-20-3, running with
minimal attention from the management. No challenges, no avoids, and he probably
didn't have more than three strategy changes in his whole career. On his graduation
fight, he was armed with a hatchet, an off-hand hatchet, and a backup hatchet,
armored in leather and a helm, and running 10-10-6 straight across, attacking the
arm. It turns out that this was NOTHING like his favorite weapon and rhythm: short
spear, moderate offensive effort (5 or 6), very low activity level (1 or 2). In
other words, born to scum.... I have a personal bias against running warriors that
slowly, as I hate to wade through long fights. He left the arena with a master in
decisiveness (his favorite learn) and an expert in attack (this is what he was
waiting for; he got it on the same fight as he received his invitation to the Isle).
Kardo Dosh is headed for retirement; he's had his fishing spot picked out for
months. But he was fun to run and with more attention would almost certainly have
done better.
Profile of a Gladiator
Lord Protector and one-time Duelmaster of Noblish Island arena
Olber is a striker, 15-7-14-11-17-5-15.
His overview was nothing exciting--
He's right-handed
His intelligence is unremarkably average (no primary wit line on the overview)
He makes clever attacks (I wouldn't have minded seeing some of these!)
He is gifted at avoiding a blow (yeah, right!)
He seldom wastes his endurance needlessly
He's slightly uncoordinated (that low SP)
He is incredibly quick and elusive on his feet (despite the lack of coordination
which caused him to trip over his own shadow around the guildhouse)
He can do good damage with a blow.
From the lack of mention, we also know that he has normal endurance, a normal
ability to take damage, and can carry a normal amount of weight in armor and weapons.
His base skills, those deriving from his initial stats, are: initiative 5, riposte 5,
attack 7, parry 5, defense 9, decise 7. He is plus four in defense, otherwise mode,
or normal for his stats.
Olber was never a great warrior. After leaving here at 8-2, he went to Aljafir
and proceeded to lose fights, ending up graduating at 22-29. He could have done
better if I'd paid more attention to his strategy, issued challenges, and so on.
Given the neglect he labored under, he could also have done much worse. Good but not
great about describes him.
Despite this, he has some long-term potential, as indicated by the fact that
none of his base skills are lower than mode, and by that 17 WL which would allow him
to raise stats relatively easily.
I normally ran him fairly fast, 8-6-x or, if he should have been getting the
jump and didn't, 10-x-x. Light armor--ALE, H, and, of course, a scimitar and back-up
scimitar for weapons. He held his own in Aljafir at first, until the arena pulled
out of its slump and began to gather determined managers again. I feel that it was
the good management of his opponents, rather than his own short-comings, that
resulted in his losing record. I feel that given a couple of decent--not great, just
decent--warriors matched against each other, it's the better manager who wins the
most.
Despite my lack of attention, Olber hung on long enough to get the skills and
political points needed to graduate. He will not be run on the Isle (that's why you
have to put up with him hanging around the Lighthouse). At the time of graduation,
he was 22-29-0, had experts in attack and decise (only! what a slug--that 11 WT
doubtless slowed his learning), was found to be naturally adept with the dagger
(ick), and to favor a fighting rhythm of high offense and high activity. If I was
running him further, I would ignore the dagger favorite and continue to arm him with
a scimitar, probably going 8-8-x. An increase in CN would enable him to take more
damage without compromising his skill-learning.
I thank you all for your patience with this presentation and invite you to
1. Drop in at The Lighthouse any time to talk about managing or mainland
politics or any other thing that's on your mind.
2. Let your warriors hang out here between practice sessions. I'll see to it
that they get back home okay after closing.
3. State opinions, raise questions, make suggestions, etc. If you like the
idea of a warrior profile each turn, I'd be glad to provide one from my files--pick a
style, any style....
Jorja
Middle Way 7
+>]H[<+-----+>]H[+ Question of the Week #5 +]H[<+-----+>]H[<+
Question, turn 407:
All -- Is there a difference in between an Expert and (AE). It appears to me that
your (17, 18, 19th) skills don't seem to make a difference until you get that next
rating @ 20? -- Q.O.W.
Answers, turn 408:
This isn't in answer to the Question of the Week, but it looks like stuff you all
might find interesting, so here 'tis. -- Jorja
Hanibal -- Here's my advice: Prep your warriors for the Apprentices, Inits, Adepts,
then next for the Freshmen. Don't worry about the Champions class unless you have a
warrior that received their Invite to AD before the tourney. Also, run rookies
whenever you can. It is one of the purest competitions available. Learn about aimed
blows then run some as rookies. It is a lot of fun! If you want to get serious
about tourneys, think about what every warrior needs to do to be at the top of their
class. Take what the megas on the Duel List say with a grain of salt. Someone else
will always have a better warrior than you, but the best doesn't always win! Luck
plays a great role in determining tournament winners, meaning luck in matchups. --
Generalissimo Puerco
QoW -- Each skill makes just a little difference. So little, that the difference
might be hard to see in any given fight. I think that the ratings are just there to
give the manager an indication of their warrior's progression. -- Generalissimo
Puerco
If there were more answers in the newsletter in question, I missed them. Also, I
didn't see a new question in this one! And I seem to have mislaid the next
newsletter, so I will say again, that's all for now, but more next time. -- Jorja
It's a little untidier this week, with some delayed answers to earlier
questions, and some questions not yet answered. For those of you newly arrived on
Noblish Island, these questions and answers are taken from the Aruak City (DM 11)
newsletter, mostly asked by Hanibal, a graduate of Noblish Island, and answered by
any manager in that arena who has something to say on the topic.
Feel free to ask questions of your own. I'll answer, Pagan will answer, various
other managers, such as Rillion, who read the newsletter on line will answer, and
we'll put it up to the experienced managers of Aruak City as well. -- Jorja
From turn 410:
The first three continue an earlier discussion of learning rates.
Q.O.W. -- I have three warriors that I bumped from 17 to 19 [WT] and it didn't make
any difference so I am inclined to believe it is the intelligence rating. However, I
have talked to managers who have bumped wit to an even number and sometimes it helps.
-- Hanibal
Q.O.W -- I think learn rate for a particular warrior (and only the warrior, exclusive
of other factors) is centered around the intelligence comment. The mean learn rate
is placed there, but there is also a range higher and lower than that mean rate.
Kind of like a standard deviation distance in statistics. I feel, though its not
provable, that each warrior gets a random roll that places their own general learn
rate somewhere in this range. The range is big enough to overlap with the higher and
lower categories of intelligence, thus a 13 WT warrior with a lucky roll could learn
as well as a 17 WT warrior, for example. This is exclusive of other factors of
course that could greatly affect learning as noted in an earlier Q.O.W. -- Adie
QoW -- We are convinced that "average-skills-learned-per-fight" is dependent solely
upon the wit number. E.G. -- a 14 wit learns slightly better than a 13 who is
slightly better than a 12. But ON-THE-AVERAGE-is key. Each warrior is different. --
Kennelworth
P.S. Yes, we run even-wit warriors with no qualms. We prefer odd, hence optimizing
overall skills, but even works great. Sure thing.
All -- I have heard about having a favorite of a double tactic. If you had lunge and
dodge as favs would you use them separately or in the same minute? -- Q.O.W.
P.S. Do offensive tactics raise your initiative?
From turn 411:
Q.O.W. -- Yep, it's rare, but you can get double tactics. Though it's usually not
recommended to use two at once, I'd try it if it was your favs. It's hard to tell,
but I think some offensive tactics might raise init. I don't use them all that much,
so I can't really say what exactly I think each tactic influences. -- Adie
Q.O.W. -- What is the secret to keeping your warriors alive? Of course winning all
your fights is the best way, but let's be for real. I believe that wearing plate
armor could help the underskilled win fights, but does not appear to keep you alive
once you get a death statement. Would all agree Con keeps you alive much better than
will? I never had a warrior die on me who could take a lot of damage. Have any of
your teams? High skilled warriors with low con win a lot but do they seem to die a
lot when they do lose? Fighting in tournaments and in Andorian arenas is this the
best way to get fight experience without dying? What is the number of fights you
must have under your belt before it becomes unlikely you would be killed? -- AK47
Q.O.W. To start to hold your own in Advanced Duelmasters I believe now you must have
3 master ratings in skills. I am wondering if I am correct? -- AK47
All -- I have noticed that my great rollups seldom get blessed, but my average ones
almost always do. Is this just me? What say you all. -- Q.O.W.
Q.O.W. -- Double tactics are optimized separately; offensive tactics raise only that
which they are -- decisive to gain the attack, slash and bash to enhance the attack
via power and criticals. -- The Bulldogs
Q.O.W. -- If one gets an invite, goes to the tournament and is killed, that "dead"
warrior will appear alive in the selected ADM arena. (It just occurred to one of our
compatriots in this most recent mailer.) -- The Bulldogs
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
---===FREE BLADES REGIONAL NEWS===---
Duelmasters
-----------
DM 9 ZUKAL (turn 535): PUSS of ARENA FELINES (Garfield, mgr.)
DM 12 RIZTAB (turn 535): CHIC SHEIK of ALL HALLOW'S EVE (Destitute Noble, mgr.)
DM 15 MALCORN (turn 529): NYARLATHOTEP of DARK CREATION (Herbert Philip Lovecraft
West, mgr.)
DM 16 WILLAF (turn 531): GOLDEN ARCHES of GOLDEN GLADIATORS (Midas, mgr.)
DM 17 ALJAFIR (turn 529): EXODUS of THE OLD TESTAMENT (Ganolus Oakleaf, mgr.)
DM 19 ZUWAYZA (turn 527): JILL OPPY of FUNKY FOLK (Papa Bear, mgr.)
DM 28 SLAUGHTER PRIEST MEM (turn 264): CAM SHAFT of OTTO'S MECHANICS (Crip, mgr.)
DM 29 LAPUR (turn 520): STONETOOTH of CARDOW HUNTERS (Uncle Wolf, mgr.)
DM 31 CHIMLEVTAL (turn 262): NINJATO of SAMURAI KIDS II (Sensei Jan, mgr.)
DM 32 ARVAT (turn 517): LOU CYPHER of DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 515): LIONESS of DARK TOADS II (TigToad, mgr.)
DM 35 MURSKA (turn 507): TAKE COVER of THE BEARS (Papa Bear, mgr.)
DM 43 VEASTIAN (turn 468): TIRRAJ of THE FAMILY (Jorja, mgr.)
DM 45 STORMCROWE (turn 239): HOT LIPS of DARQUE FORCES (Master Darque, mgr.)
DM 47 SCOMSS SWAMP (turn 233): B.B. CROSS of FEATHERS FLYIN' (Barnabas, mgr.)
DM 50 SNOWBOUND (turn 220): YAIWE of DARK SIDHE (Daehir, mgr.)
DM 56 ROCANIS (turn 396): ZIPPER of RESCUE RANGERS (JE, mgr.)
DM 61 JURINE (turn 375): PITSPAWN FOULDOG of FEAR FACTORY (Var, mgr.)
DM 65 DAL SHANG (turn 361): VIRGINIA, NO SANTA of GOT IT FOR CHRISTMAS
(Assurnasirbanipal, mgr.)
DM 73 ERINIKA (turn 169): APPLE DANISH of WORLDWIDE GORE (Crip, mgr.)
DM 74 DAIYLA KIV (turn 332): CHESSARA of SAND DANCERS (Olinda, mgr.)
DM 75 JADE MOUNTAIN (turn 329): TREENVA TARAL of SAND DANCERS (Lorana, mgr.)
DM 78 LIN TIRIAN (turn 316): NATASHA of LETHAL HERITAGE (Lord Xiang, mgr.)
ADM 103 FREE BLADES (turn 421): DRACO MALFOY of SLYTHERIN HOUSE from DAYLA KIV
(Rillion, mgr.)
Top Teams
---------
DM 9 ZUKAL (turn 535): ARENA FELINES (Garfield, mgr.)
DM 12 RIZTAB (turn 535): DREAMERS (Sleepy, mgr.)
DM 15 MALCORN (turn 529): DARK CREATION (Herbert Philip Lovecraft West, mgr.)
DM 16 WILLAF (turn 531): POWER LEGION (Seraphim, mgr.)
DM 17 ALJAFIR (turn 529): MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 527): JAGUAR WARRIORS (Noachian, mgr.)
DM 28 SLAUGHTER PRIEST MEM (turn 264): DODGE BULLETS (Uncle Wolf, mgr.)
DM 29 LAPUR (turn 520): CARDOW HUNTERS (Uncle Wolf, mgr.)
DM 31 CHIMLEVTAL (turn 262): SHERMANS STABLE (?, mgr.)
DM 32 ARVAT (turn 517): CALL THE PRIEST (Destitute Noble, mgr.)
DM 33 NIATOLI ISLAND (turn 515): PHILANTHROPISTS (Aragorn, mgr.)
DM 35 MURSKA (turn 507): FLIPPERS ARCADE (Huckle Cat, mgr.)
DM 43 VEASTIAN (turn 468): THE FAMILY (Jorja, mgr.)
DM 45 STORMCROWE (turn 239): ROAD WARRIORS (Barnabas, mgr.)
DM 47 SCOMSS SWAMP (turn 233): THE OPERA (Impresario, mgr.)
DM 50 SNOWBOUND (turn 220): DARK SIDHE (Daehir, mgr.)
DM 56 ROCANIS (turn 396): RESCUE RANGERS (JE, mgr.)
DM 61 JURINE (turn 375): FAVORITE GUYS (Jorja, mgr.)
DM 65 DAL SHANG (turn 361): MIGHTY DUCKS (Woody, mgr.)
DM 73 ERINIKA (turn 169): DARK RUNES (Liam the Goth, mgr.)
DM 74 DAIYLA KIV (turn 332): SAND DANCERS (Olinda, mgr.)
DM 75 JADE MOUNTAIN (turn 329): SAND DANCERS (Lorana, mgr.)
DM 78 LIN TIRIAN (turn 316): THE LEGENDS (Loch Ness, mgr.)
ADM 103 FREE BLADES (turn 421): SUNNYLAND, etc. (Zalgor Prigg, mgr.)
Recent Graduates
-----------------
DM 9 ZUKAL (turn 535): BLUE HAVEN of BLUE MOON (Jorja, mgr.)
DM 12 RIZTAB (turn 535): INSIGHTFULL INGIE of HIGH JINKS (Jondeaux, mgr.)
(turn 534): LUIGI of TEAM MARIO (?, mgr.)
DM 16 WILLAF (turn 531): GOLDEN ARCHES of GOLDEN GLADIATORS (Midas, mgr.)
DM 17 ALJAFIR (turn 529): MARSHALL of HEROESANDFOUNDONES (The Judge, mgr.)
DM 19 ZUWAYZA (turn 526): ADARA AL ZAHRA of JAGUAR WARRIORS (Noachian, mgr.)
DM 28 SLAUGHTER PRIEST MEM (turn 263): LE NETTOYE of THE PENTARCHY (The Pentalque)
DAISY HAMMER of FLOWER HAMMERZ (Hammer)
DM 31 CHIMLEVTAL (turn 262): BARTOFELES of THE STORMGUARDS (The Icelord, mgr.)
KAMBARD MURH of MIDDLE WAY 7 (Jorja, mgr.)
(turn 261): IT FELT GOOD of WHY DID I DO IT (Fizban, mgr.)
DM 32 ARVAT (turn 517): ELECTRIC EYE of CALL THE PRIEST (Destitute Noble, mgr.)
(turn 516): SINNER of CALL THE PRIEST (Destitute Noble, mgr.)
DM 35 MURSKA (turn 506): MORPETH of CHILDREN OF LLYR (Jorja, mgr.)
DM 43 VEASTIAN (turn 467): DART of WOLF RIDERS (Dr. Guts, mgr.)
DM 45 STORMCROWE (turn 238): SHARD of NORTHERN LIGHTS (Jorja, mgr.)
DM 47 SCOMSS SWAMP (turn 233): ACE METRIC of ROYAL FLUSH (Crip, mgr.)
(turn 232): TOTO of LAND OF OZ (Oz the Successful, mgr.)
DM 50 SNOWBOUND (turn 220): STRYKER of DRUID'S GROVE (Talon Warsmith, mgr.)
DM 65 DAL SHANG (turn 360): MASOOD of DARK TOADS (TigToad, mgr.)
DM 74 DAIYLA KIV (turn 332): LOQUE of FACING WORLDS (The Sentinel, mgr.)
DM 75 JADE MOUNTAIN (turn 329): TREENVA TARAL of SAND DANCERS (Lorana, mgr.)
DM 78 LIN TIRIAN (turn 316): NATASHA of LETHAL HERITAGE (Lord Xiang, mgr.)
(turn 315): IRLON of SAND DANCERS (Jorja, mgr.)
SPY REPORT
Good day, friends and fiends, welcome to your friendly neighborhood spyreport.
I doubt NOBLISH ISLAND will ever be the same. On their very first turn, TEAM COUNTRY
had a 4-1-1, and with this kind of luck or skill, should do well. Welcome to NOBLISH
ISLAND. And let's see, NARUTO fought VINDAL ZAIR and gained 22 points and
contributed to TEAM COUNTRY's 4-1-1. VINDAL ZAIR has lost to NARUTO, falling 13
points, while helping make MIDDLE WAY 14 a 2-3-0 turn. Our Duelmaster has lost,
folks, lost to KUNG-FU MASTER, BUT BOLOQ is still the Duelmaster because he has the
most recognition points! Tell me, is nothing sacred? I have heard from
unimpeachable sources that The Dripping Blade uses trolls in their stew. Talk about
gristle!
He who challenges well, fights well. He who avoids without cause, shall lose
for good reasons. My mama told me that one. MOLLUQ'S MARAUDERS has cause to stand
tall, as they were NOBLISH ISLAND's most avoided team. A smart manager knows this is
a team to beat. And guess who avoided MOLLUQ'S MARAUDERS stable the most? Believe
it or not, it was THE DARK SIDE. Anyone surprised? The most challenged warrior this
turn was THE DARK SIDE's warrior JACKHAMMER. More fighters challenged him than
challenged the Duelmaster! In a brave attempt, ASHANNA from MOLLUQ'S MARAUDERS
challenged up 21 points to fight KUNG POW from the THE DARK SIDE stable. ASHANNA
perhaps got hers just desserts, seeing as she lost to KUNG POW and ended up with 13
recognition points.
A coward dies a thousand deaths, a brave man only once. Wise men know this to
be true. This is not good to see. Why pray tell has WERQ been sent to the Dark
Arena by MOLLUQ'S MARAUDERS? And why with a 3-1-0 record?? Is it really true that
NOBLISH ISLAND has more dishwashers per capita that fighters? Just thought I'd
ask...
Thought for the day, a new sword shines bright, but the notched sword sings the
sweetest. Well, I'm burning daylight here in NOBLISH ISLAND and I've a long road
ahead of me. Happy Trails. Until the sun next rises and my pen sets to paper--
Alarond the Scribe
DUELMASTER W L K POINTS TEAM NAME
BOLOQ 8073 4 1 1 50 MOLLUQ'S MARAUDERS (1397)
ADEPTS W L K POINTS TEAM NAME
KUNG POW 8096 4 2 0 39 THE DARK SIDE (1401)
EBOLA 8097 3 3 1 37 THE DARK SIDE (1401)
CHALLENGER INITIATES W L K POINTS TEAM NAME
WORREL ARELLIN 8138 3 0 0 27 MIDDLE WAY 14 (1409)
TONAR WADE 8135 3 0 0 27 MIDDLE WAY 14 (1409)
INITIATES W L K POINTS TEAM NAME
NARUTO 8128 1 0 0 22 TEAM COUNTRY (1407)
-BRUNO 8119 2 0 0 21 FIST FIGHTERS GANG (1405)
COUNTRY 8127 1 0 0 16 TEAM COUNTRY (1407)
TARIQ 8074 2 3 0 15 MOLLUQ'S MARAUDERS (1397)
AMIDAMARU 8126 1 0 0 14 TEAM COUNTRY (1407)
ASHANNA 8075 3 2 0 13 MOLLUQ'S MARAUDERS (1397)
-THUNDER 8115 2 0 1 13 FIST FIGHTERS GANG (1405)
KURAMA 8129 1 0 1 9 TEAM COUNTRY (1407)
VINDAL ZAIR 8137 2 1 0 7 MIDDLE WAY 14 (1409)
YOLAN BETTS 8139 1 2 0 5 MIDDLE WAY 14 (1409)
URVON YOLE 8136 1 2 0 5 MIDDLE WAY 14 (1409)
-JACK OF BLADES 8118 1 1 0 4 FIST FIGHTERS GANG (1405)
-TWINBLADE 8116 0 2 0 2 FIST FIGHTERS GANG (1405)
HIEI 8125 0 1 0 1 TEAM COUNTRY (1407)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
MORDANT DESERTER 2 0 1 0 1 KURAMA 8129 202 NONE
JACKHAMMER 8095 3 3 1 THE DARK SIDE 1401 SHEWISH GIANT 21 202 NONE
DA 8162 0 1 0 THE DARK SIDE 1401 SPYMASTER 22 202 NONE
THUMPER DA 8156 0 1 0 THE DARK SIDE 1401 BANDIT PRINCE 25 202 NONE
WHISPER 8117 1 1 0 FIST FIGHTERS GA 1405 BOLOQ 8073 200
WERQ 8077 3 2 0 MOLLUQ'S MARAUDE 1397 SPYMASTER 22 202 NONE
MALIQ 8076 1 4 0 MOLLUQ'S MARAUDE 1397 SHEWISH GIANT 21 202 NONE
PERSONAL ADS
Tariq -- Why does Jorja keep telling me to take the tartar sauce when I go out
against you? What would be the GOOD of that, eh? -- Worrel Arellin
P.S. Looks like you'll do better once you have more attack skills. Hang in there.
Werq -- There's too much of that going around. Every day, day after day, week after
week.... (shudder) I want a job that pays me for living beautifully. -- Yolan Betts
And three-oh against standbys. Oh, well. -- Jorja, the Middle Way
30 January 2006
We of the Desolate Empire Alliance want to announce with glad hearts that Heathen
Hatebred is no longer just a friend, but also an alliance-mate. Heathen brings a lot
with him to our alliance. His experience, talent, and loyalty will be a great
benefit to us all. Welcome Heathen; may all our enemies' blood continue to flow
freely! -- Dark Knights of the Desolate Empire
LAST WEEK'S FIGHTS
JACKHAMMER was dealt death by SHEWISH GIANT in a 2 minute bloody Dark Arena fight.
WERQ was slaughtered by SPYMASTER in a 1 minute Dark Arena battle.
MALIQ was easily killed by SHEWISH GIANT in a 1 minute Dark Arena match.
DA was assassinated by SPYMASTER in a 1 minute Dark Arena duel.
THUMPER DA was butchered by BANDIT PRINCE in a 1 minute Dark Arena contest.
ASHANNA was overpowered by KUNG POW in a 1 minute one-sided Challenge fight.
BOLOQ was devastated by KUNG-FU MASTER in a 2 minute gory uneven Title brawl.
EBOLA slimly lost to DANGEROUS CRIMINAL in a 4 minute bloody match.
TARIQ was overcome by WORREL ARELLIN in a 3 minute fight.
YOLAN BETTS was handily defeated by AMIDAMARU in a 1 minute uneven melee.
VINDAL ZAIR was vanquished by NARUTO in a 1 minute uneven fight.
TONAR WADE vanquished HIEI in a 1 minute brutal one-sided fight.
URVON YOLE was handily defeated by COUNTRY in a 1 minute one-sided bout.
KURAMA killed MORDANT DESERTER in a 4 minute amateur's match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 5 TOTAL PARRY 18 - 4 - 1 82 |
|STRIKING ATTACK 4 WALL OF STEEL 15 - 9 - 1 63 |
|AIMED BLOW 2 LUNGING ATTACK 14 - 11 - 3 56 |
|TOTAL PARRY 2 PARRY-LUNGE 3 - 3 - 0 50 |
|WALL OF STEEL 2 BASHING ATTACK 20 - 20 - 3 50 |
|LUNGING ATTACK 2 AIMED BLOW 7 - 8 - 0 47 |
|SLASHING ATTACK 2 PARRY-RIPOSTE 15 - 18 - 0 45 |
|PARRY-LUNGE 1 PARRY-STRIKE 8 - 10 - 1 44 |
|PARRY-STRIKE 0 SLASHING ATTACK 6 - 9 - 0 40 |
|PARRY-RIPOSTE 0 STRIKING ATTACK 7 - 11 - 0 39 |
Turn 202 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:
AIMED BLOW 1 - 1 BASHING ATTACK 2 - 3 3 BASHING ATTACK
STRIKING ATTACK 2 - 2 PARRY-LUNGE 0 - 1 2 STRIKING ATTACK
TOTAL PARRY 1 - 1 PARRY-STRIKE 0 - 0 2 AIMED BLOW
WALL OF STEEL 1 - 1 PARRY-RIPOSTE 0 - 0 1 LUNGING ATTACK
LUNGING ATTACK 0 - 2 1 WALL OF STEEL
SLASHING ATTACK 0 - 2 1 PARRY-STRIKE
1 PARRY-LUNGE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
BASHING ATTACK BOLOQ 8073 4 1 1 50 MOLLUQ'S MARAUDERS (1397)
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is EBOLA 8097. The most popular warrior this turn was
JACKHAMMER 8095. The ten other most popular fighters were EBOLA 8097, WORREL ARELLIN
8138, AMIDAMARU 8126, NARUTO 8128, TONAR WADE 8135, KUNG POW 8096, COUNTRY 8127,
YOLAN BETTS 8139, WERQ 8077, and MALIQ 8076.
The least popular fighter this week was TARIQ 8074. The other ten least popular
fighters were KURAMA 8129, URVON YOLE 8136, HIEI 8125, VINDAL ZAIR 8137, BOLOQ 8073,
ASHANNA 8075, THUMPER DA 8156, DA 8162, MALIQ 8076, and WERQ 8077.
TRICKS OF THE TRADE
Here are a few tricks of the trade I've found out.
15, 17, and 21. Those are the magic numbers for stats; any fighter who starts
with a stat (except Con and Size) at any of those numbers will have more beginning
skills than normal.
Stats: The stats in order of importance with regard to skills, most to least,
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit
points and endurance. The higher you can start any of these, especially the first
three, the more skilled your fighter will be. Logically, therefore, what you really
want is a fighter who has wit, will, and deftness at 21. This will be a GOD! And
probably go out and get killed immediately due to low con...
Raising stats: Care must be taken in doing this. All fighters start out with
the ability to learn 20 skills in the categories of Defense, Parry, Riposte, Attack,
Decisiveness, and Inititive. When you learn all 120 skills, you've maxed out. You
can get skills though normal learns, or by raising stats; however, if you raise stats
BEFORE you max out (except for Con), anything gained will count as one of the 20.
This is called "burning" skills. If, on the other hand, you wait until you've maxed
out, then raising stats will add those skills to the ones you've learned, enabling you
to exceed your limits. But raising stats will give an immediate boost to your
abilities. It's a question of short term vs. long term gain, you see.
And aiming at vital areas - head, chest, and abdomen - will increase your chances
of getting kills. And being bloodfeuded, and maybe getting your fighter killed in
return. Keep in mind that what you send forth will come back to you. Sometimes
redoubled.
Roku
Warrior Handedness, is he a Righty, Lefty or Ambi?
Greetings, Joy and Happiness to everyone!!!! I hope everyone that reads this
article is doing well and remembering not to drink and duel. This article discusses
things about the handedness of a warrior. Most managers only worry about things like
skill, weapons and trains. Handedness is not a major factor in playing the game but
it's nice to know some things about it.
Most warriors will be right handed, with a small percentage left handed. Even
more scarce is the ambidextrous warrior. I believe that the defensive styles have a
higher percentage chance to be a lefty or an AMBI than offensive styles do. It's just
an observation that I made in the 513 warriors surveyed. Another note on that, I
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of
them were AMBIs. The highest percent of AMBIs out of all the styles polled.
When a manager puts weapons into his warriors hands and also when he tells his
warrior where to strike, handedness plays a key role in the manager's decision making.
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see
how the AMBI thing worked. I noticed that in general the AMBI favors using the left
hand more than the right hand. But, there are a small percentage of AMBI warriors
that are reversed, where the right hand is used more than the left.
There also seems to be some confusion amongst managers that get the USE of a hand
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand). Right handed warriors USE the RIGHT hand the most and the primary weapon is
the RIGHT hand, off hand is the left hand. For left-handed warriors, it is the
opposite of right-handed warriors, of course. The confusion comes with the AMBI
handed warriors. AMBIs USE the left hand more BUT the RIGHT hand holds the primary
weapon, and the left hand holds the off hand weapon. Every so often you will get an
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon
is held in the LEFT hand. But this kind of ambi is extremely rare.
Well, that's it for now. Have fun, and watch out for that right hook... 'cause
it might be a left hook!!!!!
For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.
You can also email me at 103260.3347@compuserve.com or visit my DM web site at the
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm
Ta-Ta,
Sir Jessie Jest
The Arcane Slasher
I love the Slashing Style! Slashers are finesse artists, but they're much more
aggressive than your aimed-blow. Well-designed slashers are formidable opponents;
they are as ready to defend as to attack, though they prefer the latter. Fate has
been to kind to this style, perhaps too kind. Even a badly-designed slasher may do
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal." After reading another `Eureka!' article, I am compelled
to add my 2 cents. I've learned how to design great slashers, and I'd like to pass on
my ideas to the rest of Alastari. I can't tell you how to keep them alive (in four
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky
character that will win for you--until they die or get to ADM. Just remember that
decent opportunities to make a slasher aren't very common!
WT, WL, & DF--15 pts each at least. Period. If you don't have it, you don't
have a great slasher. Believe me, you can't afford to skimp anything here!
ST--Anything from 7-11 is fine. The smaller the character the higher the number,
but anything with a +9 size can get by with a 7 ST. For light armor use an epee, for
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
CN & SP--Ideally, both are single-digit; if your con is high you're probably
looking at a WASTE. Whatever else you do, don't add them.
SZ--Since this is something we can't change anyway, don't worry about it. The
bigger they are the less points to spread around to other areas, though.
My slashers come up with the best overviews when I follow these guidelines. Most
earn at least four wit statements; about 50% either start out with an Expert or two,
or they pick them up within a couple of skills. One of my very best died in a
tourney: 6-3-11-15-51-11-17. He started out doing good damage; picked up Experts in
att, init, def, and rip. in two skills or less. This is an extreme example, but it
seems to me that the well-designed slasher gets more than their fair share of luck on
their overview. I've run one a lot worse that did fairly well--a winning record,
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and
init, four wit statements, great damage.
Running them?
Start out with an offensive effort of 10, and never let the OE drop below 7. How
quick you taper down depends on the endurance rating. Slashers burn endurance very
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it
there unless desperate, then go back to 10. Otherwise try 10, then 9, then 7.
Remember, these are aggressive beasts; keep 'em on the offensive!
Keep the activity level fairly low except in the very beginning, when you should
be running 10. Then drop to 5 or 6, then 3 or 4m then 1. Go back up to 7 or 10 in
desperation.
Match your kill desire to your offensive effort, always.
Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across. Desperation: 10-10-10 or 10-7-
10.
Avoid armor unless you MUST, but no higher than ARM and H.
Don't use tactics--they seem to inhibit the slasher's ability to riposte and
respond well to their opponent. Exception: to take out scum pick the heaviest weapon
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.
Slash all the way!
These `rules' have worked for me. The biggest problem I've had is that my
slashers rise too high too quickly. Within five or six fights they're fighting
warriors with 15 fights' experience. So be forewarned; give them sometime off every
few turns so that they won't get clobbered by some old-timer looking for an easy win!
Good Luck!
The Arcane Kid, of Astral Kin, Osksi DM-3
*Remember, with `good' endurance only!
"The Basher"
My friends would laugh if they knew I was writing this, but who cares what they
think? The basher is not a bad style in my opinion. It starts with the same base
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more
skills in att. That's what makes this style so good. I mean, you have the ability to
get the jump on your opponent, you have the ability to hit your opponent, and who
cares about their high riposte with your high att rating combined with your exp+ in
initiative, they won't know what train hit them, much less think about the counter
attack.
O.K. I only make two types 1st the WL Basher:
#1 #2
12 13
10 11
10 9
21 16
15 15
9 13
7 7
Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.
Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3
dec. with 87 recognition points.
O.K., the other kind I like to call it the "High damage, low will, needs to end
the fight before he passes out with exhaustion" Basher. This type of basher relies on
his high damage capabilities to make up for his low WL. I've not had the best of luck
with these types of bashers, but I do know they can win (Warbeast has proved that to
me). The key is to get at least great damage on the roll-up. O.K. some examples:
#1 #2 #3
11 13 17
11 9 12
16 17 10
17 17 17
7 10 11
11 11 10
11 7 7
Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament,
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)
I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5. WL basher, and the other kind
drop down drastically. Always aim for the head (it gets you an att bonus and could
score you a kill every now and then) unless you know you're gonna be up against a TP
or waste, then aim for a leg. Well that's gonna be it. Somebody write me and tell me
what you think.
Uncle Charlie Mgr.
Genocide (68)
Helter Skelter (36, 100)
The Anti-Thesis Slasher
Greetings all. No, this is definitely not another "Perfect" article. In fact,
it actually is just the opposite--finding success with a warrior whose stats were just
average. I am not an expert at this game and do not have near the experience that
some managers have. What I do have is some now solid experience with Slashers thanks
to this guy. So what I will do with this article is show you how my first attempt at
building a Slasher went, what it taught me, and maybe I can show a new or old manager
something about the style that can help their game.
This Slasher was my first attempt at the style. His starting stats were average
at 13-11-12-10-16-11-11. Definitely no Primus-quality warrior. By most people's
standards, he wouldn't have even been thought of as an ADM warrior because of his low
wit and will combo. Today, I don't know if I would even keep this guy, but at the
time I didn't know any better and kept him. I'm glad I did because he turned out to
be a good warrior, not great, but good and a fun one to watch.
He had three statements to start: "...learned how to be decisive and quick",
"...conserve his endurance past what might normally be expected", and "does great
damage". The last statement I think helped him a lot in many of his fights.
Weapons and Armor
Weapons-wise, all I knew about the Slashing style at the time was that a scimitar
was good, so I gave him one. He did well with it, so I kept using it. I didn't use
any off-hand weapon because I knew that an offensive-styled warrior could make quicker
attacks with a weapon using two hands. I gave him one back-up scimitar, knowing that
scimitars break though not that often.
Early on, I may have given him light armor and a helm, but later I discovered
that if he didn't get the first hit, he almost had no hope of winning. After all, the
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight
quickly. I also started to realize he would never be a "great" warrior. My
philosophy changed and I could only hope to get him to ADM. So, I decided to use no
armor or helm, which slows warriors down.
Strategy:
Ah, the most important part of this warrior's winning ways. Looking back at his
early strategy, I wonder how he did so well. I started him going 10-10-10, attack and
protect the head with no tactics. My desperation strategy was usually 10-10-5, which
did nothing to help him. I used the decisiveness tactic since his overview said he
was decisive.
Through observing his fights and looking at what he preferred, I ironed out a
general strategy which I think is good for a lot of Slashers:
min. 1 2 3 4 5 6+ desp
OE 10 8 6 4 4 4 5
AL 10 4 2 2 2 2 8
KD 6 8 6 4 4 4 5
AL RA HE ----------------------->
PL AM BD -------------------> HE
Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One
strategy that he seems to like.
Design and Trains:
I started him off training skills only. But I soon learned that his average
stats meant that he wasn't going to learn very well. I decided late to train skills,
then stats, every other turn. The training of his will to 17 really helped his
endurance out. He finally went to ADM at 15-11-12-12-17-12-11. If I had recognized
earlier that he would not be a great warrior, and accepted that, then I might have
been about to train everything twice like in the "old" days and he would have gone at
15-13-12-12-18-13-13.
Record:
He started out great at 4-0-0, then was 8-4-1. He hit a rut and was soon 9-7-1.
He was mediocre in his middle fights but was above .500% at 14-12-2. He was under
.500% once at 14-15-2. Near the end of his regular DM career, with some careful
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2. He was
Duelmaster for three turns in Cliffhome.
Final Notes:
So, what's the purpose of all this? It's to show that anyone can take a mediocre
warrior and through careful strategy and design build them into a formidable warrior.
I recognized long ago that this Slasher would never be great and accepted it. That's
what turned him into the warrior he is today. I was willing to take the risks
necessary to make him win. His name is E.G.B.D.F. (Every Good Boy Does Fine) and in
this case his name is true. I couldn't have asked more from him in his
accomplishments. He can be found fighting occasionally in Darkholm. He's taught me
an incredible amount about this style and has contributed to my 65% overall win-loss
record with them.
I'm open to feedback, positive or negative, and hope in some way that I've helped
someone learn more about this style.
So, good luck to all and may your swords ring true!
Brought to you by Talon, mgr. of
Eagles Claw (38,104), Farfignewtons (32)
where I'm known as Volksie, and other teams
throughout Alastari.