DUEL 2 NEWSLETTER
Date : 09/16/2006 Duedate: 09/29/2006
NOBLISH ISLAND ARENA
DM-93 TURN-217
This Weeks Top Honors
THE DUELMASTER IS
MAORAKITH
HELLSWORN (1421)
(93-8214) [7-1-1,78]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY MAORAKITH
HELLSWORN (1421)
(93-8214) [7-1-1,78]
Popularity Leader This Weeks Favorite
BELISSA HOUGH AGASAYA
MIDDLE WAY 15 (1427) GODS OF WAR (1446)
(93-8241) [5-3-0,40] (93-8355) [1-0-0,8]
THE CURRENT TOP TEAM
HELLSWORN (1421)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. GODS OF WAR (1446) 40
2. HELLSWORN (1421) 37 ONLY HUMANS (147)
3. INDIGO CIPHER (1445) 23 Unchartered Team
4. MIDDLE WAY 15 (1427) 18
5. MARIONETTE PETS (1433) 17 INDIGO CIPHER (1445)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*INDIGO CIPHER (1445) 7 2 0 77.8 1/ 1*HELLSWORN (1421) 14 1 1
2/ 3*HELLSWORN (1421) 27 13 1 67.5 2/ 6*INDIGO CIPHER (1445) 7 2 0
3- 2*ORDO HERETICUS (1420) 9 5 1 64.3 3/ 4*MARIONETTE PETS (1433) 7 7 1
4/ 0*GODS OF WAR (1446) 3 2 1 60.0 4/ 3*MIDDLE WAY 15 (1427) 7 8 0
5/ 6*MIDDLE WAY 15 (1427) 21 18 0 53.8 5/ 5*CANOE CLUB (1434) 6 7 0
6/ 5*MARIONETTE PETS (1433) 10 9 2 52.6 6/ 2*TEAM CHAOS (1416) 5 10 0
7/ 0*THE TOMAHAWKS (1432) 3 3 0 50.0 7- 8*ORDO HERETICUS (1420) 3 2 1
8- 7*MISFIT CREW (1417) 15 16 5 48.4 8/ 0*GODS OF WAR (1446) 3 2 1
9/ 8*CANOE CLUB (1434) 7 11 0 38.9 9- 7*MISFIT CREW (1417) 2 3 1
10/ 9*TEAM CHAOS (1416) 14 26 0 35.0 10-10*FOLLOWER'S OF XOA (1441) 1 4 0
11-10*FOLLOWER'S OF XOA (1441) 1 4 0 20.0 11/ 0*MARAUDER'S FIVE (1443) 0 5 0
12/ 0*MARAUDER'S FIVE (1443) 0 5 0 0.0 12/ 0*THE TOMAHAWKS (1432) 0 1 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
I've kept a close watch on Noblish Isle as I am too and alumni from this
wonderful island. It's good to see Drake passing out his wide array of knowledge and
of course, Jorja continuing to teach the rookie managers. I also see that Adie has
offered her assistance and this too is a good thing.
Now, let me introduce myself. I am called "Baphomet." Normally, I run the
Knights Templar (2, 47, 72) teams, but also Circus Maximus (primarily in 31 but all
over the place) and Chop's Pride (36). I would not call myself a great manager. My
teams have done relatively poorly over the past few years because of experimentation
with some things I'm trying to uncover. However, when I decide to become
competitive...I am that very thing. I've learned a lot over the 6 years I've played
and I listened to the more experienced managers. Most of my discoveries have come
from promptings from my teachers and mentors.
I could comment on the articles, but for now...I won't. What I will tell you is
that I have a handbook written that includes everything (I think) you need to know
about getting started in Duel 2. All charts are included, essays on each aspect of
warrior creation, and I teach you how to create good warriors and even how to deal
with the mediocre ones that most of us get and have a good time with them. The
handbook was reviewed by managers such as Jorja, Pagan, Fizban, Asmo Dius, Polarius,
Bookie, Aszrealus Prime, and a host of others. Reviews were good, so I've done a
good job putting it together. Included you'll also find charts that I developed
myself that I think you might find helpful.
The cost of the handbook is $15. This covers my printing costs and mailing.
Nothing more. Why not make a profit? Because what is in this handbook is what I was
given freely. I cannot in good conscience or honour charge a fee for a gift.
I am also open to assisting anyone who has a love for the game with advice,
suggestions, etc.
My last comment would be...if you are the bloodthirsty type, and want a lot of
interaction and excitement...come to Jhans (DM36). You'll find some of the most
outrageous managers there having a blast. Myself included.
Write me: Rick Stringer, 13 St. Micheal's Ct., Elkton, MD. 21921, or
email me: rbaphomets at yahoo dot com.
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
Rhythm and Blues
A Few Thoughts on Rhythm
Every warrior has a favorite rhythm--a favored number for Offensive Effort and
Activity Level. (Note, to the best of my knowledge and belief, there is NO favored
Kill Desire.) This rhythm is set when the warrior is created, and it is revealed to
the manager when the warrior graduates.
I have never been entirely clear as to what, exactly, using the favored rhythm
does for the warrior, but there is a general agreement that it does something,
usually something good. Paces him, perhaps, to get the most fight for the least
endurance burn? Paces him so that he can make the most of his style's specific
strengths and minimize the weaknesses? Something like that, no doubt.
This implies that favored rhythms are linked to style, and that certain ranges
may be specific to style, and I understand that the major number crunchers have
demonstrated this to be so. It further suggests to me that if one knows the range of
favored rhythms for a given style, one may be able to give a warrior of that style a
more effective strategy than one derived simply by guessing and looking at the
warrior's stats and overview.
Wherefore I have pulled out the favorite rhythms by style of the graduated
warriors available for my inspection. You will note that the size of the samples
varies a lot from style to style. This roughly indicates the ease with which I have
been able to keep the different styles alive until graduation, modified by my
personal preferences as to style.
The first letter in a pair indicates favored Offensive Effort, the second favored
Activity Level.
VH=very high H=high M=moderate L=low VL=very low
Distributing the ten numbers available in an even and logical manner, we get:
VH= 10, 9 H= 8,7 M= 6,5 L= 4,3 VL= 2,1
We don't know exactly which number of the pair a given "favorite" is, but this is
close enough.
I'm including the raw data here, despite the fact that it looks very boring,
heck, it is very boring, so that any of you who wish to may study it and make your
own deductions.
Aimed Blows, twenty-two graduated warriors polled as to favorite rhythms:
L/VL L/L VL/L VL/M L/VL M/VL M/L L/VL VL/VL L/M
L/L L/M L/L VL/L VL/M L/VL L/L VL/L L/M M/L
VL/VL L/L
Notice a pattern here? Nothing higher than Moderate, and every pair has at
least one Low or Very Low. In other words, Aimed Blows prefer to be run "scummy."
Or if you're feeling charitable, they like to take their time and make their blows
count, which is natural enough when you consider that accuracy is their strong suit.
Bashers, twenty-five graduated warriors polled.
VH/VL VH/VL VH/VL H/VL H/L H/L H/M H/L M/VL H/VL
VH/VL H/L H/M M/L H/L H/L H/M VH/L VH/VL VH/VL
H/L VH/M H/L H/VL M/L
Again, there's an obvious pattern, but it's a different one. Offensive Effort
no lower than Moderate, Activity Level no higher than Moderate, and often a very
sharp division between the two in any given pair. High Offensive Effort, low
Activity Level. No instances of M/M listed here! Bashers are very direct in their
fighting: attack, attack, attack. No finesse, little dodging.
Lungers, forty graduated warriors polled.
VH/H H/H H/M M/H M/H M/VH L/H VH/M VH/VH H/VH
H/VH M/VH VH/M H/H H/VH M/VH H/VH H/H VH/M M/VH
VH/VH L/VH L/H H/VH M/H M/M M/H M/M H/VH H/H
VH/VH VH/H M/VH L/H M/H H/H H/H VH/M M/M VH/H
Everything but VL is represented in this group. Two out of the forty warriors
have rhythms of M/M. It may be significant that these are both fairly old warriors;
other anomalies have shown up from time to time in very old warriors. Other than
that, every pair contains either H or VH at least once, although there seems to be no
definite preference as to which position it should be in. A slight bias toward
faster OE than AL, but the sample isn't large enough to be sure of that. It's common
to see BOTH numbers H or VH for this style. Lungers like to run fast, and a good
lunger fight has a lot of action--dodging to the side, leaping over or ducking under
a blow, as well as attacking. Of course, that means they tend to burn out fast, too,
so you have to plan for that.
Parry-Lungers, twenty graduated warriors polled.
M/VH M/H L/M H/VH VL/H M/M H/M H/H H/M H/L
M/L H/H L/L H/L M/M H/L L/L H/M VL/L L/VH
Granting that this is a small sample, I see no pattern here. P-lungers vary a
lot from one warrior to the next, and you have to experiment to find the rhythm that
works best for any individual warrior. Some are more lunger, some more parry. In
fact, you could say that the "Offensive Total Parries" and "Defensive Lungers" that
some managers write articles about could be summed up as: Parry-Lunger.
Parry-Ripostes, a mere fourteen graduated warriors polled.
VL/M M/M M/M H/M L/M VL/M L/M L/H M/H L/H
VL/M L/H L/M L/M
Hardly a definitive sample (these are hard to graduate), but there seems to be a
pattern of Offensive Effort no higher than Moderate (okay, one, unless it's a typo),
Activity Level no lower than Moderate. I must admit that I have been known to run
them with an OE of High or Very High when I got tired of having them jumped by
offensive-styled warriors. Some rippers can handle that without flailing or getting
tired, and some can't.
Parry-Strikers, twenty-one polled.
M/VL M/VL VL/M M/M VL/H L/L L/VL VL/L L/L M/L
M/H L/M M/VL L/VL VL/L VL/VL VL/M VL/L L/L VL/L
M/L
I see every range of numbers here but VH, and no obvious pattern. Figures.
Everyone says this style is notional when it comes to how they want to run. A large
sample might show some clear tendency, but from this small group, all I can say is,
they don't seem to like to run very fast.
Slashers, sixty warriors polled. What can I say? I like slashers, and when I was
starting out, I ran a lot of them, many of whom lived to graduate. In some cases,
this was unfortunate, but at the time, it seemed like a good idea....
VH/VL H/L H/VL M/L H/VL H/L M/VL H/L H/VL M/M
M/M VH/VL VH/L H/VL H/VL VH/L H/VL H/L M/VL VH/L
VH/M M/VL H/M M/VL M/VL H/L H/L M/L H/VL VH/VL
VH/VL M/M H/VL M/VL H/VL H/VL VH/L H/L H/L H/VL
M/L M/L H/VL M/M M/L M/L VH/VL VH/L M/VL H/VL
H/VL VH/VL H/VL H/VL VH/L H/VL M/L H/VL VH/VL
Now that we're back among the pure offensive styles, a pattern emerges again.
No Offensive Effort lower than Moderate, no Activity Level higher than Moderate.
Within those limits, anything goes--from Moderate/Moderate to Very High/Very Low.
Slashers like to run hard, they don't like to stand around and scum their opponents,
but they'll accept a modestly cautious approach if it's called for. Pay attention to
the details in your warrior's fight. If he starts getting tired early on, you
probably need to lower his Offensive Effort some. If he never gets the first blow
and loses continually because of that, raise Offensive Effort.
Strikers, sixty-three polled. (shrug) When in doubt, make it a striker....
VL/M L/L L/L H/VL M/H M/L L/M L/L L/VL M/L
M/VL M/L H/VL H/L M/L M/VL M/L M/H L/VL M/M
L/M L/VL M/VL L/VL L/VL M/L L/VL VL/L H/L M/H
M/H H/VL VL/L H/VL M/VL VL/L H/VL M/VL M/VL VL/VL
M/VL L/H H/L M/VL H/VL M/M L/VL M/L M/L M/L
H/M M/L L/M VL/M M/VL M/L M/M L/L M/VL M/L
H/VL H/H M/L
Neither Offensive Effort nor Activity Level of Very High appears, but that
leaves a lot of possible combinations (okay, only sixteen, but that seems like a lot
when you're writing an article late at night), and most of them seem to show up on
this list. Strikers, like P-Strikers, need tinkering.
Total Parries, twenty-nine warriors polled.
VL/M VL/L M/VL VL/VL L/L VL/VL VL/M VL/VL L/M VL/L
VL/M L/M L/H M/M M/VL VL/VL VL/L VL/VL L/L VL/VL
VL/L L/L VL/L L/L VL/L L/VL VL/L VL/L VL/L
No Offensive Effort higher than Moderate, no Activity Level except one higher
than Moderate. This is what you'd expect, right? Total Parries conserve their
energy. While you can run them faster, they aren't going to like it. And if they
don't like it, they aren't going to perform really well.
Walls of Steel, thirty-five polled.
M/VL L/L L/VL M/L M/M L/VL H/VL L/VL M/VL VH/M
M/L L/M H/VL H/M L/L L/L M/L M/L M/VL M/L
M/L H/L VH/VL H/L M/L L/M H/M M/M M/M H/L
M/VL VH/M H/L M/VL H/M
No Offensive Effort of Very Low, no Activity Level higher than Moderate. Some
people call this style the "parry-slash," others say it's a prime candidate for
running like a berserker. Otherwise, a lot of variation. Some are scummy (L/VL) and
some are slice-and-dice machines (VH/M). Too bad you can't tell right off which
you've got, eh? This style needs attention and experimenation for best results.
Now that you've plowed through all the tedious stuff (at least, it was tedious
for me to organize the data, hope it was less so for you to look at it), I'll offer a
word of advice to new players. Make all or most of your first warriors of the styles
that have clear patterns. Bashers and slashers are the easiest to do well with right
off the bat. Lungers and strikers are a little trickier, but not much. The others
are a lot trickier. Winning right off with your first attempts at those styles--
especially once you're out of Noblish Island and into the cold, cruel mainland, is
unlikely. However, the study and struggle needed to master one of the trickier
styles is amply rewarded by the rush of guiding one to a winning record, a
duelmastership, and graduation.
Jorja
The Middle Way
+<]H[>+-----+<]H[+ Question of the Week #9 +]H[>+-----+<]H[>+
The question, turn 420:
All -- I was noticing the skill modifiers for low to high size; do these negatives
keep a warrior from being successful at the high end of the game? -- Hanibal --
Q.O.W.
Answers, turn 421:
Q.O.W. (size) -- Smaller size has always had an advantage in the upper levels of the
game, especially at the top of Primus and Gateway. The bonus to defense and parry
offsets the initiative loss and the damage taking and dealing that a large size
provides. Of course, large size comes with its own defense penalty. A high defense
is critical in the upper levels where it is imperative not to get hit. If you are
unhittable, it comes down to an endurance contest. However, huge warriors,
especially those gifted in defense can make devastating opponents on their road to
the top. They are tough and dish out more than all the little pip squeaks ever
could. It's much easier to get a great warrior out of a smaller size than out of a
larger size of course, due to stat distribution to the other critical areas like WT,
WL and DF, so finding a great huge warrior is difficult. My best is Khazakh who is
in 105 right now. He's gifted in defense and endurance, and he's devastating in the
arena. But some day, near the very top, his size will probably be a hindrance unless
his attack is absolutely crazy and he can hit the little guys. -- Adie
Q.O.W. (answer) -- It depends greatly on what you define as the top of the game.
Certainly any sized warrior can be effective at the top of a basic arena or any AD
arena. By the time you're talking Primus or Gateway it's mainly a matter of whether
or not your team can muster enough warriors to win magical prizes to enhance you,
those without them must be truly gifted indeed. -- Maxwell Honorblade
Q.O.W. -- Do the small size skill negatives prevent success in the top end game? --
Certainly not! While the negatives are there, remember that small size allows more
"points" elsewhere, easily making up the skills. The smaller warriors are *often*
the leaders at the top end. There are also TC-winning ways to modify warriors, and
this past FTF prize is "very expensive" for this very purpose. -- Kennelworth
QoW -- I don't participate at the Primus/Gateway level of play, but the word is that
ability to deal a powerful blow remains important and thus allows the large warriors
(read: lungers) to remain competitive with their smaller peers. What I do know is
that my sz 3 Lunger that's +4 in defense will have, when completely maxxed out in
both skills and stats, the highest number of naturally attainable defense skills in
the game. Unfortunately, she'll only do tremendous if she's lucky. -- Generalissimo
Puerco
QOW -- My limited experience in the high end of the game (I have one whole Gateway
warrior...WHOO!) the most important skills are, in order: attack, defense, and
initiative. So while it isn't good to lose defense, init is a valuable asset as well
(helps keep the momentum). Another aspect in the end game is the damage rating,
which size does help and can make a LOT of difference. But since it is better to
have a 21 wit than a 21 size, I would say that in general over 11 size is unwanted.
-- Anti
The questions this time were in regard to the Style-vs-Style chart and how to run a
parry-riposte.
Parry-Riposte: How to run them? Hmm... well, I've only run three so far, but I
think I've seen a lot of what they can and can't do. From my experience, if their
parry is decent, they can take a couple good hits, and carry decent, give them heavy
armor and run parry tactic (very helpful with their low parry bases), but at maybe 4-
5-5, or faster at 5-3-5. The parry tactic augments their defense, but they'll still
try to riposte since they have so much of it. For those who are more frail, can't
carry much, and have decent defense, I go in lighter armor and run maybe 3-6-4 (I've
never run dodge tactic here, but I'd try). My first ripper to AD had a 7 ST, did
normal damage, and she ran in ALE/L running with moderate activity. She graduated 16-
6. Of course, she's also +5 in att, +2 in par. But she still defends much better
than she parries in that light armor. -- Adie
P.S. As for early in the career, scumming is handy, but put OE up just a bit so
they'll swing if given the opportunity. Armor for sure to keep them alive unless
you're bold.
Leeta -- I've seen that chart too, but I have no idea if it was based off of a large
number of fights. I think those numbers for strikers reflects their great ability to
throw those crits early in the career, and to be quick to the first hit. For parry-
strikers, I think it merely reflects the variability in how they can be run and
designed. The chart of course is based on gross stereo-typing of the styles. I
wouldn't use it too much even as a beginner. -- Adie
Leeta -- I think that "chance to win by style" chart is silly. Doesn't it say that
lungers will almost always beat aimers? My aimers tend to do pretty well against
lungers, how about yours? -- Generalissimo Puerco
Leeta and ALL others -- While I have not seen this chart, I can't help but say that
it is probably not very accurate. Too many things factor into a match-up of two
warriors to expect style to <cut off by Hal, unfortunately>
On thinking it over in the light of the past month's fights, I have a feeling
that the chart is probably rather old, and that recent advances in management
technique have drastically undermined its usefulness in most instances. Discounting
luck (which one should never do, of course), and all other things being more or less
equal, the best manager is more likely to win, rather than the one whose warrior has
the favored style. (Now, there's an inflamatory statement!) Probably that
overstates the case, but I think managerial skill is now a significant factor,
anyway, even if it isn't decisive. -- Jorja
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. There were bitter words at TEAM
CHAOS' guildhouse after a 1-4-0 showing this week which dropped the stable into 6th.
Dark Arena anyone? Warriors--remember that glory waits always around the corner!
Witness how this week INDIGO CIPHER went 3-1-0 to move up 4 in the rankings. Did
only my eyes note the 4-1-0 record which MIDDLE WAY 15 managed to post this round? I
don't doubt that such a record will draw challengers! XIAN THE BLACK caught the eye
of many in the gladiatorial commission as he skillfully bested FLAVIUS VALERIUS and
was awarded 14 points in recognition. In one of the week's more notable duels, XIAN
THE BLACK put down FLAVIUS VALERIUS, causing him to lose 11 points of recognition in
the process. Not for nothing has MAORAKITH in the past laid claim to the
Duelmaster's throne, and this week he's proven his combat skill yet again.
Informants "close" to the city champion have told me that he never fights without
pantyhose on beneath his armor. Watch out!
But come now, let us look deeper into the maze of contention and crossed blades
that is city NOBLISH ISLAND. My inside sources tell me that the team to beat in
NOBLISH ISLAND these days is HELLSWORN. At least, most blades in town are looking to
avoid them. Apparently the stalwarts of MARIONETTE PETS are catching the bulk of
jests down at the challenging board for their large share of the avoids. Loose talk
at the arena has reached my ears and it but confirms the knowledge that many fighters
are after DORTHA JANETTO. Watch your back!
Vendettas. Bloodied blades and broken spears. Indeed the city has seen more
than its fair share of red in recent times. Fate is a fickle mistress. She showers
the miserable with fortune but sets enemies against the victorious. Remember this!
A thought before I go. Each warrior practices one style, but must not the wise
manager learn the secrets of them all? More than a sharp eye must I keep, indeed a
stout pair of legs must I keep as well! The endless paths of Alastari await me!
Till next we meet remember - the pen is mightier than the sword, but a maul is a
different story!-- Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
MAORAKITH 8214 7 1 1 78 HELLSWORN (1421)
ADEPTS W L K POINTS TEAM NAME
EDGILES KAPP 8244 7 1 0 50 MIDDLE WAY 15 (1427)
BAZTHRAX 8281 5 1 0 43 HELLSWORN (1421)
BELISSA HOUGH 8241 5 3 0 40 MIDDLE WAY 15 (1427)
SOLEMN GOLEM 8278 4 0 1 39 MARIONETTE PETS (1433)
SARJSKI 8282 5 1 0 35 HELLSWORN (1421)
CHALLENGER INITIATES W L K POINTS TEAM NAME
SINSTER MINSTER 8277 3 1 1 31 MARIONETTE PETS (1433)
-ANGUS 8280 3 1 2 28 MISFIT CREW (1417)
XIAN THE BLACK 8353 2 0 0 28 INDIGO CIPHER (1445)
DORTHA JANETTO 8243 5 3 0 27 MIDDLE WAY 15 (1427)
AURORA 8189 5 3 0 24 TEAM CHAOS (1416)
INITIATES W L K POINTS TEAM NAME
VRANCELLE 8283 5 1 0 22 HELLSWORN (1421)
OBBO 8336 3 0 0 21 HELLSWORN (1421)
JON 8286 3 1 0 19 CANOE CLUB (1434)
OBERON 8349 2 0 0 18 INDIGO CIPHER (1445)
-MYRA 8191 3 3 2 15 MISFIT CREW (1417)
-TOBIUS 8209 3 0 0 15 ORDO HERETICUS (1420)
-CUNNING FOX 8273 1 0 0 15 THE TOMAHAWKS (1432)
-STANDING BEAR 8270 1 0 0 15 THE TOMAHAWKS (1432)
-SHOUTING LION 8271 1 0 0 15 THE TOMAHAWKS (1432)
STRATUS 8185 3 5 0 14 TEAM CHAOS (1416)
-GULLET 8207 2 1 0 14 ORDO HERETICUS (1420)
-GROTHEN 8194 3 3 1 13 MISFIT CREW (1417)
-MEAN TEA 8190 3 3 0 12 MISFIT CREW (1417)
-CROCKER 8192 3 3 0 12 MISFIT CREW (1417)
CHUCKER ISTTA 8242 2 6 0 12 MIDDLE WAY 15 (1427)
LOATHING MAULER 8279 1 3 0 11 MARIONETTE PETS (1433)
ROLNANDO 8359 1 0 0 11 CANOE CLUB (1434)
SHIMTAINT 8350 1 1 0 10 INDIGO CIPHER (1445)
MENTU 8354 1 0 0 10 GODS OF WAR (1446)
FLAVIUS VALERIUS 8323 2 2 0 8 TEAM CHAOS (1416)
AGASAYA 8355 1 0 0 8 GODS OF WAR (1446)
-YOUSEFF 8208 2 1 0 7 ORDO HERETICUS (1420)
-ARVIN LARN 8289 1 0 1 7 ORDO HERETICUS (1420)
CAMULUS 8358 1 0 1 6 GODS OF WAR (1446)
AURELIUS GAIUS 8322 1 3 0 6 TEAM CHAOS (1416)
INITIATES W L K POINTS TEAM NAME
LIONHEART 8288 1 3 0 6 CANOE CLUB (1434)
RHAPSODY RHYME 8275 1 3 0 6 MARIONETTE PETS (1433)
RICK 8284 1 3 0 6 CANOE CLUB (1434)
MALEEVA 8352 1 1 0 6 INDIGO CIPHER (1445)
DOLBY JOSSEL 8368 1 0 0 5 MIDDLE WAY 15 (1427)
-COG TWOTHUDS 8351 1 0 0 5 INDIGO CIPHER (1445)
-BEQUIN 8206 1 2 0 5 ORDO HERETICUS (1420)
GRIMJAW 8343 1 1 0 4 CANOE CLUB (1434)
-PIER 8326 1 0 0 4 FOLLOWER'S OF XOAN (1441)
TOPO GIGIO 8360 0 2 0 2 TEAM CHAOS (1416)
SEPTU 8356 0 1 0 1 GODS OF WAR (1446)
-OCTIS 8328 0 1 0 1 FOLLOWER'S OF XOAN (1441)
BONE CRUSHER 8338 0 1 0 1 MARAUDER'S FIVE (1443)
STEEL 8341 0 1 0 1 MARAUDER'S FIVE (1443)
SHANK 8337 0 1 0 1 MARAUDER'S FIVE (1443)
SNAKE 8340 0 1 0 1 MARAUDER'S FIVE (1443)
-OGLA 8325 0 1 0 1 FOLLOWER'S OF XOAN (1441)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
ARGYLE 8285 0 1 0 CANOE CLUB 1434 SERAPHINA 8304 214
BOB 8287 0 2 0 CANOE CLUB 1434 MYRA 8191 215
NGE 8357 0 1 0 GODS OF WAR 1446 MASTER SEN GANAMIR 23 217 NONE
STRIKER 8339 0 1 0 MARAUDER'S FIVE 1443 CAMULUS 8358 217
BERT HARGE 8329 0 1 0 MIDDLE WAY 15 1427 ANGUS 8280 214 REVENGED
CULLY IRVEL 8342 0 2 0 MIDDLE WAY 15 1427 ARVIN LARN 8289 216
ORION 8186 2 4 0 TEAM CHAOS 1416 SOLEMN GOLEM 8278 215
LOKI 8187 1 3 0 TEAM CHAOS 1416 SINSTER MINSTER 8277 213 NOT REVE
LITTLE WOLF 8367 0 1 0 THE TOMAHAWKS 1432 SPYMASTER 22 217 NONE
LITTLE RABBIT 8274 0 1 0 THE TOMAHAWKS 1432 ANGUS 8280 213 NOT REVE
PERSONAL ADS
Orellon -- Greetings and welcome to the game. Probably the best thing you can do to
help get the swing of this game is to contact your fellow managers. If you go out to
www.duel2.com you'll find several of the more experienced managers on line who are
willing to offer advice and answer questions. If you don't have 'net access, ask
questions here as a few of us keep an eye on this arena in order to help out the new
guys. Good luck. -- Drake
Drake's Comments on Last Turn's Articles:
Note that I'm specifically writing about the articles that appear at the end of the
newsletter as they tend to be a bit dated and thus misleading. Those articles that
appear under the Team Spotlight heading are going to be far more recent and thus
accurate in the info they provide. So, with that in mind, here we go:
'A SACRED LORD'S SLASHER' by Bookie -- Overall an okay article. The stat ranges
listed are pretty strict and can be hard to come by. For my own part, on STR I look
for a STR + SIZ of 20 for a decent shot at GOOD DAMAGE. WIL can go as low as 15 so
long as both STR & CON are fairly high (STR + CON >= 20) otherwise stick to the 17+.
SPD only needs to be high enough to get your warrior a decent starting Decisiveness
skill. Points are better focused in WIT & WIL for this purpose however. DFT is my
largest disagreement because it really doesn't need to be that high. An 11 is
perfectly adequate and if your warrior relies on parry he's already done something
wrong for an *offensive* style. The strat is okay, but Slashers actually tend to
prefer an Activity Level in the 1-4 range.
'The Dark Arena: A Fighter's Perspective' by Scotlan -- Not much to say on this one.
'Kill Desire: "Patience."' by Sir Jessie Jest -- This article is very out of date.
While some of what is in it is true, quite a bit is not. For one thing, wild swings
have far more to do with your warrior's Attack skill than with the kill desire you
assign. Also, KD does actually have an impact on how likely your warrior is to try
to get the kill, but Sir JJ is correct in that Attack Location and your warrior's
DAMAGE rating are more important. One of the funny things about KD is that different
styles react to it in different ways. In general, it's true that defensive styles
should stick to a KD of 5 or less and offensive styles tend to prefer KDs in the 5-8
range. However, there are exceptions. Lungers and Bashers seem to do perfectly fine
(and in some ways seem to prefer) KDs of 9 or 10. On the other hand, the Aimed Blow
seems to treat KD like a defensive style, so you're best off sticking to a 5 or less
with them. One of the biggest impacts KD seems to have (that isn't mentioned by Sir
JJ) is its role in getting your own fighter killed. The higher your warrior's KD is,
the more determined he is to kill his foe; even at the expense of his own life. Your
warrior will be less likely to give up, hoping to get that killing shot in on his
enemy. Unfortunately, if your warrior is making surrender checks, he's probably
losing. Trying to gut it out while losing is a great way to get killed.
'SOME INFO ON THE RIPPER' by Necrom -- This is an okay article. A PR really only
needs enough STR to hit normal damage (STR + SIZ >= 14 should do it). WIT can go as
low as a 13 on a defensive style though I agree that 15, 17 & 21 are preferred. Many
managers will tell you that PRs don't need WIL because of how well they conserve
endurance. However, a higher WIL gives more Hit Points, a higher chance to pass
surrender checks and better odds at surviving a trip to the infirmary. As far as his
notes on SPD, starting Expert Riposte on your overview is over-rated as it's really
hard to riposte after being hit in the face. Defense and Parry are more important
and will come mainly from WIT, WIL & DFT. Deftness can realistically go as low as
11, but higher does tend to be better (after WIT & WIL are taken care of). His notes
on strategy are okay. PRs tend to favor an Offensive Effort in the 3-4 range and an
Activity Level around 5-6. Also, he never mentioned the Scimitar which is tied with
the Longsword for best weapon in the game.
'Crimson Strikers' by the Crimson Strategist -- This article was cutting edge Striker
design 10-15 years ago. Unfortunately, it really isn't now. STR only needs to be
high enough for GOOD DAMAGE (STR + SIZE >= 20 usually does it). SIZ you can't do
anything about so don't worry about it. WIT is an important stat on a Striker. I
strongly recommend against anything below a 15 and I will only use a 15 if all the
other stats are perfect. I never go below a 9 WIL on any warrior because Very Little
ENDURANCE sucks no matter what your style is. Also, you'll need at least a 15 to
stay competitive in ADM. Strikers get enough of a Decisiveness bonus that a high SPD
really isn't that necessary. Anything in the 6-13 range should be plenty. DFT only
needs to be an 11 for good skill base and weapon selection. As to his strategy, it's
okay though I prefer a higher Activity Level (starting 8-10). Favorite rhythms for
Strikers are all over the map. However, his strategy notes have several misleading
statements. Contrary to what was popular thought up until the 90s, the Activity and
Quickness statements on your warrior's overview have nothing to do with your
warrior's favorite Activity Level; rather they are a reflection of his starting
skills. Likewise the WIT substatements are all about starting skill levels and are
not hints as to how your warrior should be run. His weapon selections are okay,
though I prefer lighter weapons (DA, HA, SH, EP) vs. armor levels less than 6.
Finally, don't put armor on your Striker. If your opponent is getting the chance to
swing, your Striker has already screwed up royally.
Another general note for everyone: I strongly recommend those with internet access
check out www.terrablood.com for all kinds of useful charts, tips & hints to help
with this game. Also, visit the Forums on www.duel2.com where you can converse with
many of the more experienced managers in the game. If you don't have internet
access, contact me with a mailing address and I'll see about putting together a small
'D2 Care Package' with some of the more commonly used charts. -- Drake (who can be
reached by diploing Drake's Bar-B-Q in arena 101, emailing dm_drake@sbcglobal.net or
you can find me on the Duel2 website posting under the name Drake; who'da guessed)
Lightbearer -- I received your request for my "DM Care Package" of commonly used
charts. However, you didn't leave me an address to which to send it. Unfortunately,
at about 8 pages it's a bit log for your normal diplomatic note. If you can send me
a diplo (address it to Drake's Comics in arena 101) with a snail mail address, I
forward along the info as quick as I can. -- Drake
Bazthrax -- I hate your style, but you do it well. -- Dortha Janetto
P.S. Jorja doesn't like to read long fights which end up with a warrior who did all
the right things losing without being hit once, through exhaustion. In fact, though
yours is a perfectly valid approach, you will find that a lot of managers tend to
resent it. So be warned, eh?
The joys of fighting standbys, I can hardly endure it. Wow, how exciting. -- Edgiles
Kapp
Sarjski -- You almost got the other side of Dortha's problem, but damn, you turned
that one around well. -- Chucker Istta
P.S. I wish Jorja wouldn't insist on me carrying a sword. It causes me existential
problems. And she won't let me use a truly scummy rhythm, either. Damned
interfering wench.
Cult Member? Bah. These standbys are worthless. -- Belissa Hough
Arvin Larn -- Curse you! I didn't want to give you ONE WORD of advice, but Jorja
insists. Drop the shield. It's nothing but an encumbrance for your style. --
Indignant Ghost of Cully Irvel
Bazthrax -- I can see where that could be a problem. -- Belissa Hough
Orellon -- I might also add, from the bitter experience of many gamers, that the
proper allotment of stat points in D2 is not at ALL the same as in a true RPG game.
-- Jorja, the Middle Way
Youseff -- Er' ye put me through the pits an I deserve not that victory. Er' any
time ye feel ye want to get back at me, call ye shots! -- Xian The Black
Pier -- Tisk, tisk...no way to treat a lady! At some point my, um, well, enemy, we
shall again dance the dance of doom! Til then...kisses! -- Maleeva
Octic -- How's yer jewels? -- Cog Twothuds
All -- You all call me the most unpopular, yet from my point of view, I fought a
scum and went six minutes. I believe y'all should reconsider yer ratings, the next
one'll be better, promise, kisses! -- Maleeva
Venemous Concubine -- I thought you'd be a girl. -- Maorakith
Well, he's a cross-dresser, does that count?
Dortha Jametto -- I thought you'd be a striker. -- Bazthrax
P.S. Can we avoid one another? You're scary.
Chucker Issta -- I thought I was gonna gas! -- Sarjski
Angus -- Whatever that desperation strategy is, you should be using it all the time.
-- Vrancelle
Bequin -- Thanks for the learns. -- Obbo
Aurelius Gaius -- Ah yes, there they are, aha, I DO SEE STARS. -- Rhapsody Rhyme
Rick -- Well, aren't you slick as snot on a sword hilt. -- Loathing Mauler
Stratus -- Durned stargazers, always lookin' ter thuh firmament. Are ye bearers of
light er sumpthin? -- Solemn Golem
Aurora -- I looked to the heavens, and behold! Great strings bound me, a voice shook
the ground saying this is my puppet with whom I am well pleased. -- Sinister
Minnister
Lightbearer -- Hmm, wait a minute, are you one of those double X'ers? I don't see
any Will-O-Wisps flitterin round here. -- Master of Puppets
26 August 2006
The Avengers of Light. Another VC lackey? What's the matter VC, are you scared?
Bringing in reinforcements. It matters not, bring your avengers and they shall be
crushed! I am Dark Knight Blackstorm and I represent the Desolate Empire and can
easily be found in 8, 28, 31, 47, 54, and 106. I reply with steel and your women
shall cry when they start the body count!!!!!!!!! Remember to sign your posts to
whoever from the VC wrote that earlier Ad. -- Dark Knight Blackstorm
4 September 2006
Civil War/The Crusades
The next edition of the Civil War series is to be held in Tobir, arena 14, beginning
November 25th with a round where all participating managers must DA all 5 of their
warriors; in addition all warriors must be prefixed with an A an F or a D in the
following manner: A-Broke Stroker or (A) Broke Stroker. Names simply beginning with
the letter of your federation will NOT count as properly prefixed! Existing teams
are welcome but no warrior who survives the DA who had prior Fight Experience (arena
or tourney) will be allowed to score or challenge into the contest teams. There will
be an equal number of teams set up for each of the three factions (Andorian, Free
Blades, and Delarquan) to create sides as equal as possible. This along with the DA
round should set up pretty equal footing for all managers. After the DA there will
be another round where you can either DA again or fight your new, or surviving,
warriors so they will be set up to challenge an opponent beginning on round 1. So as
a recap DA round, turn 0, then turn 1 it begins with the following rules:
The Civil War to be held in arena 14.
- The contest runs for 10-28 turns (barring ties).
- No tourney participation allowed. Teams with warriors participating in any
tournament are disqualified.
- An even number of teams per faction worked out by the Faction Leaders. No later
substitutions are allowed.
- If a manager brings in a second team and challenges into the contest he is DQ'd and
his side will fight one team short!
- Three factions will be participating: Andorian, Delarquan, Free Blades
- Everyone prefixes their warrior with A-, F-, or D- (No prefix = disqualification of
the warrior)
- Turn DA: (The DA Round) November 25, 2006. Every warrior must DA. (Warriors not
DA'd on Turn 0 are disqualified)
- Turn 0: December 9th, 2006. There will be no scoring this turn it is meant to
allow for challenges on turn 1.
- Turn 1+: Scoring as detailed below
- Each team gets 1 point for defeating a warrior from an opposing team.
- Fights against warriors on your team do not generate points in any situation.
- The team with the most points each turn gets a Battle Point (if there is a tie for
the most points then no Battle Points are accrued)
- The first team to 10 Battle Points wins the war
- Managers of teams on the winning side each receive a +1 bonus potion to be used on
a warrior on their contest team. This must be applied within a month of the
conclusion of the contest and the team must have been active on the last turn of
the contest.
Anyone wishing to participate, and feels they can probably stick around for the
duration (don't want to handicap a side, of course unforeseeable events cannot be
planned for), should either diplo me at THE DEATH SQUAD(63) in Tobir (arena 14) or
place a personal ad in the arena. You may also contact me via the Duel2.com boards!
Let me know which faction you would like to fight for! This contest is intended to
be open to ALL managers wishing to pit themselves against each other to try and
determine which faction has the best managers! -- Street Legal
14 September 2006
I am back in the arena and thinking back to those days in 1984 where I was a
novice and clueless manager.
Now, 22 years later it looks like I am an ancient and once again clueless
manager.
I am looking to recover some old warriors. Since none of them are Aimed Blows,
they are no threat to win anything. I just want to see how they turned out.
The Couatl 2-17
Madam Butterfly 20-701
Gypsy Moth 20-703
King Crab 21-1
Priestess Python 26-1388
Please contact me at DekeYoung@Comcast.net if you know about any of these ancient
warriors, or just want to bs about the old, old, old times.
LAST WEEK'S FIGHTS
NGE was butchered by MASTER SEN GANAMIR in a 1 minute Dark Arena fight.
LITTLE WOLF was butchered by SPYMASTER in a 1 minute brutal Dark Arena duel.
SINSTER MINSTER was unbelievably bested by BAZTHRAX in a 9 minute Challenge match.
SOLEMN GOLEM bested DORTHA JANETTO in a popular 1 minute Challenge contest.
RHAPSODY RHYME was overpowered by OBBO in a 1 minute mismatched Challenge match.
XIAN THE BLACK devastated FLAVIUS VALERIUS in a 1 minute one-sided Challenge duel.
SHIMTAINT was devastated by SARJSKI in a 1 minute mismatched Challenge match.
LIONHEART was handily defeated by OBERON in a 1 minute uneven Challenge melee.
MAORAKITH won victory over VETERAN MERCENARY in a 1 minute gory Title duel.
EDGILES KAPP won victory over THE USEROUS MERCHANT in a 2 minute gory duel.
BELISSA HOUGH overpowered CULT MEMBER in a 1 minute uneven match.
CHUCKER ISTTA beat TOPO GIGIO in a 2 minute fight.
AURORA demolished RICK in a 2 minute mismatched match.
STRATUS was overcome by VRANCELLE in a 2 minute contest.
JON demolished AURELIUS GAIUS in a 1 minute mismatched match.
LOATHING MAULER beat GRIMJAW in a 4 minute amateur's conflict.
MALEEVA savagely defeated SNAKE in a 3 minute bloody novice's duel.
STEEL was vanquished by MENTU in a 1 minute one-sided fray.
AGASAYA bested SHANK in a popular 2 minute brutal amateur's brawl.
SEPTU was luckily beaten by DOLBY JOSSEL in a 2 minute brutal novice's bout.
STRIKER was slain by CAMULUS in a 1 minute bloody amateur's conflict.
ROLNANDO overpowered BONE CRUSHER in a 4 minute brutal uneven fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|LUNGING ATTACK 7 SLASHING ATTACK 24 - 11 - 4 69 |
|BASHING ATTACK 6 LUNGING ATTACK 23 - 16 - 2 59 |
|SLASHING ATTACK 5 BASHING ATTACK 29 - 21 - 4 58 |
|STRIKING ATTACK 5 TOTAL PARRY 19 - 18 - 2 51 |
|TOTAL PARRY 5 STRIKING ATTACK 19 - 21 - 0 48 |
|PARRY-STRIKE 4 AIMED BLOW 12 - 17 - 0 41 |
|PARRY-RIPOSTE 4 PARRY-STRIKE 7 - 11 - 0 39 |
|PARRY-LUNGE 2 PARRY-RIPOSTE 8 - 13 - 0 38 |
|AIMED BLOW 1 PARRY-LUNGE 3 - 7 - 0 30 |
|WALL OF STEEL 0 WALL OF STEEL 3 - 10 - 1 23 |
Turn 217 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 - 0 PARRY-RIPOSTE 1 - 3 4 BASHING ATTACK
SLASHING ATTACK 5 - 0 BASHING ATTACK 1 - 5 3 SLASHING ATTACK
STRIKING ATTACK 3 - 2 PARRY-LUNGE 0 - 2 1 LUNGING ATTACK
TOTAL PARRY 3 - 2 WALL OF STEEL 0 - 0 1 TOTAL PARRY
LUNGING ATTACK 4 - 3 1 STRIKING ATTACK
PARRY-STRIKE 2 - 2 1 PARRY-STRIKE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
LUNGING ATTACK MAORAKITH 8214 7 1 1 78 HELLSWORN (1421)
BASHING ATTACK EDGILES KAPP 8244 7 1 0 50 MIDDLE WAY 15 (1427)
TOTAL PARRY BAZTHRAX 8281 5 1 0 43 HELLSWORN (1421)
STRIKING ATTACK BELISSA HOUGH 8241 5 3 0 40 MIDDLE WAY 15 (1427)
SLASHING ATTACK SOLEMN GOLEM 8278 4 0 1 39 MARIONETTE PETS (1433)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is BELISSA HOUGH 8241. The most popular warrior this
turn was AGASAYA 8355. The ten other most popular fighters were AURORA 8189,
VRANCELLE 8283, SEPTU 8356, EDGILES KAPP 8244, TOPO GIGIO 8360, SOLEMN GOLEM 8278,
OBBO 8336, SARJSKI 8282, BELISSA HOUGH 8241, and ROLNANDO 8359.
The least popular fighter this week was BAZTHRAX 8281. The other ten least popular
fighters were STRIKER 8339, SHANK 8337, STEEL 8341, SNAKE 8340, AURELIUS GAIUS 8322,
RICK 8284, LIONHEART 8288, FLAVIUS VALERIUS 8323, RHAPSODY RHYME 8275, and SINSTER
MINSTER 8277.
FACE-TO-FACE TOURNEY XLI
REALITY SIMULATIONS E-MAIL ADDRESSES
For those of you who have e-mail access, you may find it more convenient to e-mail us!
At this time, we cannot accept e-mailed strategy sheets, but we can accept your
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or any other requests, feel free to send us e-mail to this address:
CSR@REALITY.COM
Thank you. We wish you the best of luck in your games! -- RSI
A NOTE ON MAILMEN
In response to the articles on new fighting styles, those were good, but how can
you forget our most favorite warrior who has a style all his own? The Mailman! To
Duelmasters he is our most sacred person. I mean, how many of you managers out their
have sat down and calculated what day your Duelmasters will arrive and have sat
waiting for it to arrive, while unknown to you, your mailman is fighting away to get
your Duelmasters delivered. Let's review him...
ST - should be around 19. He needs to heft two medium bags, cloth mail armor and
a ton of rubber bands.
CN - 13, give or take a few. He does get bitten by dogs often.
SZ - Any.
WT - At least 10. He often likes to read the mail.
WL - Try about 20. He must endure all kinds of weather.
SP - 16 is good. He needs to run across streets in traffic.
DF - 10 is good. Sometimes he has to carry packages.
This setup should get you a good mailman but they are hard to come by. If you
can come up with any better, diplo me. I am:
Staple Gun
mgr. of Technet (3)
The New Deal (23)
I am currently working on the U.P.S. and Federal Express warriors.
"Strikers R Us"
Greetings, everyone. It is I, Talon, again. I am very glad to see everyone
participating in the arena and sharing their thoughts on styles and strategies. This
turn I will take on the striking attack style, which is certainly one of my favorites.
I believe the striker is one of the easiest styles to run, and one in which no
team should be without. A high-powered striker can diversify and empower your team.
A well run striker can beat any other style, period, at any level in regular
Duelmasters. In arenas where scum TPs are rampant, strikers are just the answer as
they can attack for up to 12 minutes or more. Strikers are versatile. They can do
exceptionally well with a dagger as a weapon or with a halberd. They can do well with
no armor or with plate armor.
Stats:
Biff Primal Solid Perfect
ST 5-21 9-17 13 15
CN 3+ 3+ 6 3
SZ 9-21 3-17 9 5
WT 3-17 17 + 17 21
WL 9-17 13 + 17 15
SP 5+ 5-13 9 8
DF 9+ 9-17 13 17
With the way I design strikers, there are essentially two strikers that evolve.
The BIFF and the PRIMAL. The Biff striker is typically one that is not looking long-
term, but one which I want to run and have fun with. With this striker, I try to have
one stat (wit, will, or deftness) which is extraordinary, one which is average, and
the other ends up being at some non-normal level. Some examples of the Biff are: 10-
10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21-
3-15-21-5-8-11. With these warriors, the emphasis is on having fun and learning more
about the style.
The Primal is essentially a Primus-quality warrior. In this category, the
striker will be designed with stats that most other managers will gasp, "OH MY, WHY
DID YOU MAKE HIM A STRIKER?" It is also the warrior that will be Duelmaster for 8
straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex.
The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with
a 13+ will and who will do normal damage or better. The goal with the Primal is a 21
wit and 17 deftness, because this will ensure a great warrior.
Weapons and Armor: As for weapons, the best striking weapons that I have found
and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword,
longsword, war hammer, and sometimes the short spear. I don't run my strikers with
shields or off-hand weapons, as it takes away from their attack. The heaviest armor I
will use is padded leather. Always wear a steel cap or a helm.
Strategy (general):
Min. 1 2 3 4 5 6+ Desp
OE 10 8 6 6 6 5 5
AL 10 5 4 2 2 1 8
KD 6 8 6 6 6 5 5
attack arms/legs/head -- take your pick
protect arms/legs/head -- take your pick
off tactic decise, slash, bash, depending on weapon
def tactic response is best; try dodge though.
With this strategy, a striker with a normal endurance should fight for eight
minutes as a scum TP and come out on top, outrageously victorious. Just match your
weapon with your tactic and only use the tactics in minute one or desperation.
If you have any further questions on this or any other style, feel free to diplo
me.
Talon, mgr. Eagle's Claw
HOW I MADE DUELMASTER IN THREE EASY STEPS
OR
a new look for Aimed Blows
Greetings and salutations, all. Here's a new twist on aimed blows I haven't seen
before....one that works, at least for me! Here's what I did with Rex Walters, my
first Duelmaster in the Free Blades transfer arena, DM 70.
ST: 17 (for good damage, attack and parry skills)
CN: 13 (gonna need every hit point he can get)
SZ: 4 (smaller the better!)
WT: 4 (overrated for aimed blows!)
WL: 21 (if ya try this method, 17 is a MINIMUM)
SP: 4 (ya want NO speed, none, nothing, zero!)
DF: 21 (better max this one out too, at least a 19)
You laugh at me? I started expert in both attack and parry! (OK, so I got lucky,
I didn't expect either one of em.) But both are in reach with a little luck. Hey, if
ya can get that strength to 21 you're almost guaranteed those experts... though a bit
more CON would be nice.
But how do I RUN this monstrosity, you may ask? Why, I'm glad you inquired!
LOTS of armor. The hit points combined with, say, platemail should win this character
a lot of fights. But, while I've picked up a few easy wins scumming, that's not
really what this character does best.
I use the only weapon Rex is well suited to: the bare hand. With an offhand
small shield or shortsword, so I can take advantage of that expert parry rating. So:
FI-SH, APM-H.
And I run him at a 4 offensive effort, with a matching 4 activity level. He can
last through the initial onslaught of nearly any offensive, then smash them.... like a
good waste. And with that monster endurance and good damage, no one scums this
warrior!
I attack and protect the head, usually, and keep the kill desire high... 5-7
generally. Now, how to become Duelmaster?
Well, step one is fight your first fight... and train your CON. Step two, now
that you're in the arena, is get a fight with an up-and-coming young warrior from the
Duelmaster's team... and kill them. (I randomly matched up with, and killed, a member
of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear
themselves out but haven't quite dropped are the easiest to kill.
Then, when the Duelmaster comes at you (bragging about how he "only" needs to
beat you twice to assure his ascension to the Isle) you stomp him. Badly. Once
you're on that lofty throne he won't even be able to bloodfeud you, since you can bet
he's not gonna be anywhere near the challenger champions after losing to a 2-fight
warrior (just ask Ciron of ENDS WITH IRON, now in AD).
There are drawbacks, of course. Once you get to that level, odds are you're
gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this
trick... Oo! I love mixed metaphors...) But... even a 4 wit warrior can learn skills
against gladiators with 50 fights!
Rex is now 7-3-1. All three losses have come against warriors now in AD. In
those ten matches, he's trained his strength and constitution once each, and learned
twenty skills, including his adex in both parry and attack. And boy, is it fun
humiliating some of those "gods" bound for AD!
What else can one do with this warrior? Well, Rex is, get this, well suited to
an off-hand epee! He wouldn't dare use one as a primary weapon, but its a great off-
hand toy...
Does he have what it takes to be a long-term winner? Who knows? He's probably
the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and
climbing....and he'll meet ya in AD!
Amazingly enough, this is not an isolated fluke. We entered a similar warrior
into Bloodgames (with the 4's as 3's, and a bit more CON). That warrior, Jalon, is
now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena.
Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now...
Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's
another story...
--Khyron
mgr., Pitt Gladiators (2,29,56,103)
Jayhawks (70)
Silent Storm (65,74,75)
and numerous others....
THE WALL OF STEEL AS A BERSERKER
This article is for newer players; more experienced managers will, I'm sure, have
much more sophisticated ideas about warrior design and strategy. This will enable a
newbie to design a competent warrior who should be able to achieve a better than 50/50
record.
The wall of steel, or "waste," is often considered the second scummiest style in
Duelmasters. I love the style, but I don't run mine that way; I prefer to think of
the waste as a fierce dervish ripping into his opponent like an airplane propeller.
In accordance with this view, most walls of steel that I design couldn't scum if they
wanted to (well all right, sometimes it happens by accident if the opposing warrior is
going all-out and can't last very long). It's fun to run them fast; they get the jump
on people who don't expect it of them, and their fights are exciting. Mind you, they
don't win as much as if they ran more defensively, but the ones with good stats still
do okay (I'll make practically anything a waste and run it, but this article isn't
about the ones that a sane manager would DA).
So, here is a design for a competent wall of steel:
ST 13+ Needed for endurance, damage doing, and weapon selection.
CN 9+ You need a passably good con for endurance.
SZ 7+ Teeny weenie wastes don't hit hard enough or take enough damage. Real big
(15+) is bad because it hurts endurance.
WT 13+ Preferably 17. Like any other style, the smarter they are, the better.
WL 17+ Needed for endurance, damage-taking, and sheer grit. 21 is recommended.
SP 3+ Whatever.
DF 7+ Higher deftness is better, but you can get by without it.
As you can see, these are fairly easy requirements. Of course, the more wit,
will, and deftness, the better your waste will be (same as any other style). If you
don't end up with at least good endurance on the overview, the warrior probably isn't
going to do very well. With that high will, though, you can bump con a couple of
times and you might get good endurance, so there's still a chance.
Choose your weapons based on deftness, and your opponent's armor weight. I
normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS. No shield.
Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy
armor), MS, and BA. The war flail isn't a very good weapon, but you can play with it
against leather armor. For armor, I usually choose something middling like ARM & H,
but will go with APL & H if he has a lot of con.
For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus
if his OE equals his KD. Since I don't like to use a kill desire above 6, I don't go
by that in the first couple of minutes. Keep the activity level moderate to low; the
waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's
burning a lot of endurance without that added drain. Attack and defend the arms, like
a slasher; a waste is a sort of parry-slasher. A typical strategy for my wastes might
look like this:
Minute 1 2 3 4 5 6 Desp
Offensive 9 8 7 6 5 5 2
Activity 6 5 4 3 2 1 6
Kill des. 6 6 6 6 5 5 2
Att. loc. RA LA RA LA RA LA RA
Pro. loc. AM AM AM AM AM AM HE
Off tac. none -- -- -- -- -- --
Def tac. -- -- -- -- -- -- P
I play with the numbers a lot, depending on what the warrior seems to like. For
example, if he doesn't parry too well, I'll give him a more offensive desperation
strategy, like 8-4-8-slash. (If I really like a warrior I sometimes use a 7+ KD to
try and save his life.) If he never manages to get the jump on anybody, I'll try
running him more defensively, like with a first minute of 3-6-3. It's not as much fun
as going all out, but it's more fun than losing all the time.
You can challenge pretty much any style (lungers aren't recommended). When
fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR,
PL, or WS), slow down or you will be scummed. For the most part, though, an offensive
waste is very versatile and can beat any style. The better his important qualities
are (WT, WL, DF, endurance), the better the quality of warriors he can defeat. In
other words, if you have a so-so rollup that barely made the minimum requirements,
challenge so-so opponents. If you have a good rollup, go for the gold. Challenge
warriors with a few more fights than you, so you'll learn plenty of skills--but don't
challenge way way up in experience, because it's no fun to lose a good warrior.
For the most part, train skills--especially on your challenge strategy, when
you're going after someone with more fights! And for sure on the first fight, because
you'll likely be matched against someone who can teach you a lot. It's okay to train
con once in a while if you need more endurance and damage-taking; and if you have bad
luck on the rollup and get "does little damage" or something, you might have to train
strength once or twice (no more!). But it's best not to train any other stats until
way, way down the road.
Ask your DM sponsor or any experienced manager in your arena for more advice (if
they tell you I'm full of hot air, they're probably right). A little bit of good
advice from a more advanced player can make a big difference in your enjoyment of the
game!
If you have any questions or suggestions, you can diplo: the She-Puppy, mgr.
Mordant Prison DM-1, and others.