DUEL 2 NEWSLETTER Date : 04/14/2007 Duedate: 04/27/2007 NOBLISH ISLAND ARENA DM-93 TURN-232 This Weeks Top Honors THE DUELMASTER IS RAPHAEL LORDS OF LIGHT (1458) (93-8434) [3-1-1,33] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY RAPHAEL LORDS OF LIGHT (1458) (93-8434) [3-1-1,33] Popularity Leader This Weeks Favorite ABALOND EGRAN HANIEL MIDDLE WAY 17 (1464) LORDS OF LIGHT (1458) (93-8469) [2-1-0,22] (93-8433) [2-2-0,13] THE CURRENT TOP TEAM MIDDLE WAY 17 (1464) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. MIDDLE WAY 17 (1464) 30 2. ABYSSAL PLAINS (1462) 30 DARK TOADS (527) 3. THE MEAT LOCKER (1466) 24 Unchartered Team 4. LORDS OF LIGHT (1458) 12 5. BLOOD KNIGHTS (1461) 12 MIDDLE WAY 17 (1464) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 2*MIDDLE WAY 17 (1464) 10 5 1 66.7 1/ 2*MIDDLE WAY 17 (1464) 10 5 1 2/ 1*BLOOD KNIGHTS (1461) 9 6 0 60.0 2/ 1*BLOOD KNIGHTS (1461) 9 6 0 3/ 4*LORDS OF LIGHT (1458) 10 10 1 50.0 3/ 4*NO QUARTER (1463) 7 8 0 4/ 0*THE MEAT LOCKER (1466) 2 2 0 50.0 4/ 3*LORDS OF LIGHT (1458) 4 6 1 5/ 5*NO QUARTER (1463) 7 8 0 46.7 5/ 6*ABYSSAL PLAINS (1462) 3 10 0 6/ 6*ABYSSAL PLAINS (1462) 3 10 0 23.1 6/ 0*THE MEAT LOCKER (1466) 2 2 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Profile of a Style Bashers I make no claims to being exhaustive in this study of Bashers. There are managers who know more about the style, managers who have better Bashers, managers whose Bashers win more consistently. But this is a place to start. I have the details of twenty-eight immortal Bashers under my hand here, Bashers who, good, bad, or indifferent, survived long enough to graduate and discover their favorites. In those favorites lie clues to how the Gladiatorial Commission expects Bashers to operate. This does not mean that Bashers HAVE to operate that way, and it can be fun to force a style to do the unexpected and take everyone by surprise, but this could be said to be "what comes naturally." Favorite weapons. You will find that only weapons that may be received as favorites are ever described as "well-suited" to the style. For instance, an epee never occurs as a favorite weapon for a Basher, and any Basher who uses one will find he "is unsuited to his weapon" or "uses this weapon in an unorthodox style" at the top of his fight report. There is little, if anything (well, okay, surprise), to be gained from using a weapon unsuited to the style in question. The eleven weapons suited to use by Bashers, and the minimum stats required for their best use (information courtesy of Pagan's Enchiridion), are: Greataxe ST 13 SZ 5 WT 9 DF 11 Greatsword ST 15 SZ 9 WT 9 DF 11 Halberd ST 17 SZ 9 WT 9 DF 9 Large Shield ST 11 SZ 7 WT 5 DF 5 Mace ST 13 SZ any WT 3 DF 5 Maul ST 15 SZ 9 WT 5 DF 7 Medium Shield ST 9 SZ any WT 5 DF 5 Morningstar ST 13 SZ any WT 7 DF 13 Quarterstaff ST 11 SZ 9 WT 11 DF 11 Warflail ST 11 SZ any WT 7 DF 5 Warhammer ST 13 SZ any WT 5 DF 7 Assurnasirbanapal offers the following alternate requirements for some of these weapons: Halberd ST 17 SZ 9 WT 9 DF 11 Large Shield ST 11 SZ 7 WT 3 DF 5 (not sure about size, but I believe wit is 3) Morningstar ST 13 SZ any WT 7 DF 11 Warflail ST 11 SZ any WT 5 DF 5 (I can see that some warriors in my future are going to have to test these weapons.) Study this chart, and never make a Basher who doesn't have the stats to use at least one of the weapons well! I've made the mistake more than once (and more than once done it deliberately, but then, I'm perverse) of creating a warrior who is unable to use well any weapon to which his style is suited. This is enormously frustrating. Take my advice and DON'T DO IT. You may notice that the Fist is not listed as a weapon suited to the Bashing attack. This is an example--one of the most glaring ones--of the fact that sometimes intuition and real-world experience are "not well suited" to Duelmasters. Two weapons not listed on this chart are the Broadsword and the Battleaxe. If you arm a Basher with one of these weapons, the fight report will inform you that your warrior is not well suited to the weapon or uses it in a marginally effective manner. A manager I consulted informs me that he has had good results anyway with the Broadsword and is still experimenting with the Battleaxe. So you CAN ignore the weapon suitability chart above, though I would not recommend doing it until you have enough experience to know what risks you're taking. And don't do it with a warrior who adds the disadvantage of having inappropriate stats for the weapon to the disadvantage of unsuited style. As you can see from this list, the most important stat for a Basher, from the standpoint of weapon use, is Strength. A Basher who is dumb and on the clumsy side will find weapons he can use appropriately, provided he has the strength to lift them. This has led to the creation of a lot of dumb, clumsy Bashers. My own personal feeling--and I've run a lot of these depressing warriors--is that a dumb, clumsy Basher is doomed in the long run. And often very boring, as well. Boring is even worse than doomed. My immortal Bashers, their relevant stats, and their favorite weapons: Madoc ST 11 SZ 11 WT 13 DF 9 Mace Wanda the Blonda ST 17 SZ 8 WT 9 DF 15 Warflail Kenda Teegue ST 19 SZ 7 WT 11 DF 11 Greatsword Al Kore ST 13 SZ 14 WT 11 DF 13 Quarterstaff Broken Nose ST 17 SZ 18 WT 11 DF 9 Quarterstaff Hogar ST 13 SZ 13 WT 21 DF 7 Maul Ski Mask ST 13 SZ 15 WT 15 DF 9 Maul Crabby Appleton ST 19 SZ 11 WT 13 DF 6 Warflail Lissette ST 14 SZ 9 WT 11 DF 15 Greataxe Velendeis ST 9 SZ 14 WT 13 DF 7 Maul Hoftalj ST 21 SZ 14 WT 11 DF 7 Mace Cadal ST 14 SZ 15 WT 15 DF 11 Mace Caramella ST 13 SZ 13 WT 14 DF 11 Quarterstaff Lulu ST 17 SZ 11 WT 15 DF 9 Morningstar Franklin ST 15 SZ 6 WT 5 DF 17 Morningstar Bam Bam ST 13 SZ 14 WT 11 DF 9 Medium Shield Dune ST 19 SZ 17 WT 4 DF 3 Halberd Old Maid ST 17 SZ 7 WT 15 DF 11 Halberd Pelis the True ST 13 SZ 9 WT 11 DF 15 Large Shield Joe ST 15 SZ 10 WT 15 DF 13 Medium Shield Claudius ST 19 SZ 13 WT 10 DF 7 Quarterstaff Ekkar ST 17 SZ 15 WT 13 DF 7 Mace Jomon ST 11 SZ 17 WT 11 DF 15 Greatsword Dijanna ST 17 SZ 12 WT 17 DF 7 Mace Khora the Small ST 15 SZ 9 WT 17 DF 11 Warhammer Sweet Jorja ST 13 SZ 13 WT 15 DF 7 Quarterstaff Tarok ST 7 SZ 18 WT 11 DF 9 Warflail Kelan ten Salth ST 14 SZ 15 WT 17 DF 11 Greatsword You will notice that some of these warriors did not have the initial stats to use their favorite weapon efficiently. That's a little trick the Commission plays on us to keep us from getting too cocky. Only one of them (Tarok) was initially unable to use ANY of the bashing weapons well, and I trained up his strength early in his career. My personal favorites among the bashing weapons are the warhammer, the mace, and if the warrior has the wit for it, the quarterstaff, as these seem to me to produce the most interesting fights. If I'm going to train a warrior as a Basher, I try to make him able to use one or another of those weapons; it saves me a lot of stress. Which brings up the question of Basher design. In almost all cases, the advice routinely given is to put the points on WT, WL, and DF in preference to other stats. But to use any of the weapons listed above, the warrior DOES NOT NEED a WT of more than 11, and depending on which version of the stats for Morningstar you accept, he doesn't need more than 11 or 13 in DF. Do not put points on these stats beyond the necessary. ST: A Basher needs strength, and lots of it--who wants a Basher who "does little damage"? Besides, he needs a minimum strength of 9 for the least of his weapons, and that's a medium shield. Who wants to send a Basher out with a medium shield? Pile 'em on here. CN: No. A Basher wins by attacking, not defending. He should be keeping his opponent too busy to fight back, and he should not have to worry about his hit points. Generally speaking, go with whatever you've been given on the roll-up. The time to experiment with the creation of a Scum Basher is later, after you have more experience. SZ: You can't do anything about this, but a large size is not such a handicap for a Basher as for some of the more finicky styles. And it will increase the damage he can do--a Basher is all about doing damage. WT: No more than is needed for the weapon you've chosen. If you have extra points after satisfying other requirements, sure, go ahead and put them on wit, but you can get a decent learning rate with a wit of 11 so why waste the points here? Besides, if he survives long enough, you can train up more wit later. WL: I would always put points on will (unless it was 17+ already), but for me, that's reflex, not conscious planning. In theory, a Basher wins fights fast by attacking all out, and so he doesn't need will for the stick-to-it effect. But then... if he's a good Basher, wins a lot, graduates, and you want to keep on running him, a high will does make it easier to train up stats once you get around to it. SP: I don't really have a feel for the effects of high or low speed on ANY style. I would cautiously suggest that if you can get the speed into the moderate range (8-12?) without sacrificing anything important, then do it. But if you can't, then don't. DF: Enough to use the weapon of choice, or perhaps two or three weapons for variety. No more. And a note on armor: A Basher should NOT be loaded down with heavy armor. He isn't supposed to get hit, so what does he need that armor FOR? Favorite rhythms. Sometimes it's expedient to ignore a warrior's favorite rhythm, once you know it, but it does give you a guideline for running the style. Rhythm is given as Very High or VH (10-9), High or H (8-7), Moderate or M (6-5), Low or L (4-3), and Very Low or VL (2-1), for Offensive Effort first, and then for Activity Level. For the warriors listed above, the favorite rhythms are: H/VL H/L H/L H/M VH/M VH/L M/L M/VL H/VL H/VL VH/VL M/VL H/VL H/L H/L VH/VL VH/VL VH/VL H/L M/L VH/M VH/VL VH/VL H/L H/VL H/L VH/M H/M. You'll notice that there is no Offensive Effort lower than Moderate, and no Activity Level higher than Moderate, and that Offensive Effort is usually at least two steps higher than Activity Level. Not always--some of those listed above are only one step apart, and another manager tells me that he has some Bashers with favorite rhythms of Moderate/Moderate. But from the sample I have, it seems that Bashers favor a higher Offensive Effort than Activity Level, often considerably higher. While you may not always want to run a Basher this way, it appears that nature and the Gladiatorial Commission intended them to run very offensively. With a newly entered Basher, this kind of speed is a place to start. Once you get a feel for the warrior in question and for his likely opponents, you can tinker with the numbers for the ideal strategy. But be warned that running so offensively, the average Basher won't be able to keep going for long! Especially, he won't be able to go for long with a heavy weapon (one requiring more ST to handle) and heavy armor. When I think of the Bashers I have seen come out in Plate and struggle to last a single minute at high speed, I could weep. High speed burns endurance. Bashers go out to win fast, or they become easy prey for a slower-paced, more deliberate warrior. Of course, sometimes you'll run up against a Basher who ignores the stereotype, the so-called "Scum Basher." He differs from most of his kind by having a high endurance which allows his manager to run him slowly and take people by surprise. But this warrior is a freak. I distrust freakish warrior designs as a matter of principle. There is no evidence to support the hypothesis that warriors have a favorite Kill Desire. There is no convincing evidence to support the hypothesis that warriors or styles have a favorite attack location. Managers have argued that the nature of the bashing attack lends itself to overhead blows to the head and upper body. However, I suspect that this is one of those intuitive things which turn out not to work, just as one would intuitively expect a Basher to do well with his fists, and he does not. Some managers have pointed out that a Basher aiming at the head tends to end his fight quickly. ANY style striking the head tends to end the fight quickly. (Consistently aiming at the head will increase the chance of killing, which will, in the long run, decrease the chance of your Basher's survival. Managers bloodfeud dedicated killers with hostile intent.) I consider this a case of "Not Proven." Favorite Tactics. Of the twenty-eight Bashers listed above, only eight had favorite tactics. Two favored the offensive tactic of Decisiveness, and the rest favored the offensive tactic of Bash. It seems reasonable to assume that the offensive tactics of Lunge and Slash are inappropriate for a Basher. (Of course, you can't always count on reason here, but....) There were no defensive tactics favored (granted, this is not a large sampling of warriors), which suggests that they should be used sparingly, if at all--a Basher is a purely offensive style. Proceeding from the general to the specific, here's a basher who had a very unpromising beginning-- Profile of a Gladiator Turo the Brick Lord Protector and Pain in the Rear Turo, a seven-foot Troll, just graduated from Lin Tirian, my own home arena, at 16-44-2, 94. He's a basher. And I suspect that most other managers would have sent him straight to the Dark Arena. At graduation, he is 11(2)-9-20-6(2)-17(2)-10-17. According to his overview, even after those stat raises, he Is not very bright The more subtle points of the riposte simply escape him, which I could have told anyone right off Stands around making himself a target, which we noticed Cannot carry a lot of weight in weapons and armor (that low ST) Is slow on his feet (Does size have an effect here?) Can do tremendous damage with a blow (mostly SZ, I suspect) Turo is "naturally adept" with a maul (well, okay, he's probably pulled up a few trees and swung 'em around to bat at pesky people), favors a rhythm of very high/low, and has an innate ability to use the bash tactic. None of this comes as a great surprise--it fits his character. He's aggressive by nature (definitely) and most readily learns initiative skills. (Doesn't that require BRAINS?) Ah, well. I've been running him lately as follows: Mace, backup war hammer, offhand medium shield, plate mail and a full helm. 9 8 7 6 7 8 10 3 2 1 1 1 1 1 8 8 7 8 7 8 10 which I wouldn't swear is the strategy I sent in for him originally, but it is what he's using. Attacking right arm, protecting head, no tactics. Maybe this was based on something another manager suggested to me. He graduated with no ratings at all. Yes, really. Obviously, he's not anybody's ideal warrior, but he's been surprisingly fun to read. And it seems at least possible that if I'd paid more attention to his strategies, issued challenges and avoids, he might have taken a better record out of the arena. He is headed for retirement, obviously. I think he has some idea of going back to his home in the foothills of the Khriatrin Mountains and terrorizing his kin. And another example of a basher, a much more successful one: Khora the Small Lady Protector Contender for the Throne in Lirin Kiv (ADM 107) Basher I don't have her graduation overview here, as that was a long time ago. But she started as 15-12-9-17-11-9-11. Now, after years of fighting, maxed on skills and training stats, she is 25-12-9-17-17-13-16. Her record at the present is 94-129-3, and despite doing devastating damage, being incredibly quick and elusive, and having an Advanced Master rating in attack and Masters in all the other skills, she is still not woman enough to take the throne in this smallest of the Advanced Duelmasters regions. Her favorite weapon is the war hammer, her favorite rhythm high offensive effort and very low activity level, which are good favorites. So why isn't she Duelmistress, or as it is called in Lirin Kiv, Champion of the Horn? Because there's an even better basher up there already. Her most serious problem is that low CN, I think. Maybe she should train that up.... Here's their most recent fight, a short one, so I'll give it to you in full-- Phetmolge is 8' tall, right-handed, fights with no armor or helm, carries a war hammer and a large shield, to which he is well suited. Khora is 5'7" tall, ambidextrous, in leather armor and a helm, carrying a war hammer and an off-hand war hammer, to which she, too, is well-suited. Khora is running 8 4 7 RA BD no tactics; about Phetmolge we can only guess. Both warriors move with snake-like speed around each other. The weapons lock together in a test of strength. Phetmolge is moving constantly without pause! He sweeps his large shield in a sudden unexpected assault! A spectator exclaims, "Brilliant!" Phetmolge smiles briefly. Khora parries the blow with her war hammer. She disengages her foe's weapon arm and tries to steal the initiative! She makes a lightning-quick backhand smash with her war hammer! Phetmolge is struck in the belly. Khora says admiringly (this is irony), "How much damage can you take, anyway?" (Lots. Lots and lots. More than she can, anyway.) She launches a brilliant attack with her war hammer. Phetmolge stops the blow with his large shield. He sidesteps, trying to throw his opponent off balance. He launches a brilliant attack with his war hammer! Khora is hit on the right hip! It is a tremendous blow! Khora winces, obviously feeling great pain. She mutters a desperate prayer and is stopped by the herald. She is determined to become top basher in Lirin Kiv and will keep fighting until she is Inducted into Primus. Jorja The Middle Way +>]H[<+-----+>]H[<+ Question of the Week #3 +>]H[<+-----+>]H[<+ Question, turn 403: All -- I've read that once you have an AE in a skill area you don't need to use a tactic in that area. What if you have a favorite tactic? Would it benefit your warrior to use it even if he is maxed in that area? -- Hanibal's Q.O.W. Answers, turn 404: Q.O.W. -- Tactics. It's generally believed that using a tactic, at any level of skill, increases something (init, attack, damage, etc. though no one's sure) at the expense of one or more other abilities. Usually it seems you lose more for using the tactic than you gain, so they should be used sparingly. However, favorite tactics are a bit different. I've noticed, generally, that the penalties usually imposed by using the tactic are greatly reduced or eliminated, making it more useful. I run a piker in AD who has response as a favorite and run her with it. She seems to do great with it against everybody. My decise running striker still defends well (though she's got favorite learn defense), and she still jumps everyone with a poor decise rating. My advice is to give it a try if it's a tactic you think your warrior needs, or can use based on their current point of development. -- Adie Hanibal -- It really is almost like flicking a switch the way you can (usually) prevent death intent statements if you want to. Dartor is the arena expert on killing and he too agrees. Most new managers gain pleasure from seeing their warriors kill, and it's not something to be ashamed of. But there is a better way of going about things. I think as you gain more experience and experiment with lower KD, you'll find that running with a 4 where you used to run with a 6 will have little effect on a warrior's performance other than decreasing the chance of death intent. This is especially true in the first minute, or before your warrior would get tired. -- Generalissimo Puerco Hanibal -- Each tactic has some benefits and some drawbacks. I can't tell you exactly what those are because I don't know myself. If a tactic only provided the equivalent of extra skills, then it might be true that a warrior wouldn't need them after a certain level of skill is achieved. But let's say that your warrior has an AE+3 and his opponent has a MA. Then there might still be good cause to use a tactic. I believe tactics grant benefits that can't always be translated into more skills. I think the best example of this is what happens when response is used against decise. Tactics have their value at all levels of the game, but the most valuable tactics might change. I don't think many would run with decise at the top of AD, though lunge and dodge remain popular. But for a new warrior, decise can be very important. Tactics are not well documented in the literature, and for that reason you may do well to learn first-hand and develop some instincts regarding the use of appropriate tactics. -- Generalissimo Puerco Hanibal -- Regarding the latest question: if you have an advanced expert in an area that equates to a given tactic, is there any point in running the tactic. Yes, if the tactic is a useful one. I don't THINK that there is a one-to-one equivalence between types of skills and types of tactics. For one thing, there are eight tactics and only six types of skills! -- Leeta Question, turn 404: All -- Do you think you are faster with your favorite weapon? If your fav is a Halberd would you be quicker with a War Hammer? I've read you get +4 in each area if you are using your favorite. -- Hanibal's Q.O.W. Answers, turn 405: Hanibal -- I strongly doubt that a favorite weapon gives four extra skills in each category. I don't see how anyone could know that unless it was said by a credible source within the GC. I'm terrible at finding favorite weapons. I can tell you that the one large favorite weapon I've had experience with is the greatsword, and it is still lousy even as a favorite. I really enjoy longsword as a favorite. -- Generalissimo Puerco Q.O.W. -- With regard to favorites, the only really obvious effect is that you are automatically well suited to it, and the warrior using it almost always throws more critical attacks with that weapon than if it wasn't their favorite. That pretty much gives me the impression it only helps attack. -- Adie Q.O.W. -- I would be amazed if you would receive +4 in each area for a favorite weapon. And we do not believe the fave adds to the speed with the weapon. The fave greatly aids attack and parry, hit %, and ability to hold onto the weapon. And, of course, criticals increase. -- Kennelworth Hanibal -- I don't know about specific bonuses for using a favored weapon. However, I do believe that if your favored weapon is something that you aren't otherwise suited for (for example, a broadsword for someone lacking the necessary attributes), you can often get good results by going for a lower version of that weapon. From the halberd of your example, for instance, "down" to a great axe, or even farther down to battle axe and then to hatchet. Experiment with them and see what might work. I have no specific numbers to support this, but it is the impression I've gathered over the cycles. -- Leeta SPY REPORT I can't believe the violence in NOBLISH ISLAND! I still haven't told Mom I'm writing Spyreports. She'd have a cow! Well, here we go... Too bad, BLOOD KNIGHTS, but MIDDLE WAY 17 was just too good to be stopped. MVP award for ARDENT? ABYSSAL PLAINS' proud of her after beating KHAMAEL and getting 17 points. Talk about yer major upsets! NIGHTBLADE's match with TALYM cost him a loss of 10 points! Our Duelmaster has lost, folks, lost to KHALHUMS DWARF, BUT RAPHAEL is still the Duelmaster because he has the most recognition points! I hear the top team insists all their warriors get nine hours sleep. They want photogenic fighters for PR photos. So just why would someone becomes a warrior anyway? It can't be for these really neat Spyreports can it? What does a fighter fight for? I mean, the crowds don't give a hoot if someone gets killed. Not after four more fights. Fight, fight, fight. Is that all you guys can do? Remember, blood on a purple robe may stain. Soak it in cold water, and hand wash. I gotta leave. NOBLISH ISLAND is like such a dump, and you guys smell too much! Its been really albendranius! Later, guys-- Debby Tonte DUELMASTER W L K POINTS TEAM NAME RAPHAEL 8434 3 1 1 33 LORDS OF LIGHT (1458) CHALLENGER INITIATES W L K POINTS TEAM NAME CHAENY GROVE 8471 3 0 0 28 MIDDLE WAY 17 (1464) TALYM 8455 3 0 0 26 BLOOD KNIGHTS (1461) BARDON FROER 8470 3 0 0 25 MIDDLE WAY 17 (1464) INITIATES W L K POINTS TEAM NAME KYRA 8457 3 0 0 23 BLOOD KNIGHTS (1461) ABALOND EGRAN 8469 2 1 0 22 MIDDLE WAY 17 (1464) ARDENT 8463 1 1 0 18 ABYSSAL PLAINS (1462) PHOENIX RISING 8460 1 2 0 14 ABYSSAL PLAINS (1462) HANIEL 8433 2 2 0 13 LORDS OF LIGHT (1458) VELUNA 8465 3 0 0 12 NO QUARTER (1463) PORK CHOPS 8483 1 0 0 12 THE MEAT LOCKER (1466) BURCHARD 8468 1 2 0 11 NO QUARTER (1463) URIEL 8435 2 2 0 10 LORDS OF LIGHT (1458) MYSTERY MEAT 8480 1 0 0 10 THE MEAT LOCKER (1466) RATZIEL 8432 2 2 0 8 LORDS OF LIGHT (1458) AEREON 8458 2 1 0 7 BLOOD KNIGHTS (1461) ELLIRIN IMBRAY 8473 1 2 1 7 MIDDLE WAY 17 (1464) KHAMAEL 8436 1 3 0 6 LORDS OF LIGHT (1458) NIGHTBLADE 8464 1 2 0 6 NO QUARTER (1463) DENCIE HILLIS 8472 1 2 0 5 MIDDLE WAY 17 (1464) OX 8466 1 2 0 5 NO QUARTER (1463) MIDNIGHT RUIN 8461 1 2 0 5 ABYSSAL PLAINS (1462) CROMWALLIS 8467 1 2 0 5 NO QUARTER (1463) HALO 8459 0 3 0 3 ABYSSAL PLAINS (1462) AALAIYA 8456 0 3 0 3 BLOOD KNIGHTS (1461) VORUS 8462 0 2 0 2 ABYSSAL PLAINS (1462) MEATBALL 8481 0 1 0 1 THE MEAT LOCKER (1466) MEATLOAF 8482 0 1 0 1 THE MEAT LOCKER (1466) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? ASYANA 8489 0 1 0 BLOOD KNIGHTS 1461 ELLIRIN IMBRAY 8473 232 ANGELYSTA 8454 1 1 0 BLOOD KNIGHTS 1461 RAPHAEL 8434 231 PERSONAL ADS All -- There is a new forums board at www.freepowerboards.com/baphometd2...the managers here are willing to answer any questions you might have and it's a place you can learn, vent, brag, or just throw a temper tantrum if you want. You must register before you can post...this way, we avoid all the spambots. -- Baphomet, mgr. Knights Templar (568), DM #47-North Fork P.S. To all the rookie managers...listen to Jorja and Drake...they've been around a long time and know what they're talking about!!! 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: "The Effects of Coordination" by Sir Jessie Jest -- This article is pretty accurate for as old as it is. A couple of additional notes I have are that if you've gotten the substatement "with the ability to use a weapon in each hand", it seems to lower the Deftness requirements for using certain weapons in your off-hand; also, highly coordinated warriors may get knocked down less often than clumsy; finally it seems to play some part in how likely your warrior is to hit their chosen attack location. That said, however, I don't worry too much about coordination in warrior design. Other factors (like Damage Doing/Taking, Learning Rates (skill & stat) and Endurance are far more important. "The Basic Ripper" by Cadmus -- I'd avoid running a Very Frail PR, and I'm not so sure about his pseudo-lunger strategy. I've heard that advice for PRs before, and I've never gotten it to work (except when someone else challenged my PR expecting him to be running slow). I've been more successful running them slow to start and gradually getting more offensive in minutes 3 or 4 as a general strategy. "Stimpy's Thoughts on Total Parries" by Stimpy -- A pretty straight-forward TP article. Unlike most, it favors the classic TP strategy of waiting for your opponent to wear themselves out, then beat them up. It's hard to go wrong with that. The most common favorite OFFENSIVE EFFORT levels for a TP are 3-4, 1-2 then 5-6. Likewise, with ACTIVITY LEVEL the numbers are 3-4, 1-2 and 5-6. One little trick I use if someone starts hunting my TPs is to up their OFFENSIVE EFFORT and KILL DESIRE (at least in desperation) a few points on their 'If Challenged strategy', as many managers slow their warriors down when challenging a TP. This way you can occasionally catch them napping and jump or riposte them. "MORE ADVICE FOR BEGINNERS" by The Arcane Kid -- One thing I really like about this article is its design philosophy starts with the Stats, not the Style of the warrior. This is an important way of looking at warrior design that gets mentioned in far too few articles. That said, I have a few comments. Primus-bound warriors are really dependent upon 2 things and neither of them is starting stats. The first is Style, which you can control. Basically, you want one of the 4 "Power Styles" -- AB, LU, PL & WS. the second is Luck, which you have no control over. You want a warrior with at least 2 of the following: high bonuses in both Attack and Defense, a good favorite weapon (LO, SC, BS, BA, EP or maybe HL) or a favorite rhythm in the 7-10 range for both OFFENSIVE EFFORT and ACTIVITY LEVEL (the only way for an AB or WS to get this is with certain tourney prizes). Another thing is that I used to be part of the 'a high DF is mandatory' club, but I don't sweat it so much anymore. Once you've maxed out skills, your DF will go up through stat training. Technically, so will your Wit and Will, but as Wit controls how long it takes to max out skills and Will controls how easy it is to raise stats, I generally like them both to be 15+ (heavy on the '+'). The play and warrior evaluation tips are solid, I'd just add that if you're willing to be a bit cheesy, DA that Killer Mutant as soon as it gets a kill. That way you avoid the Bloodfeud, but a lot of managers consider that to be a somewhat slimy tactic. "Favorite Weapons" by Abe -- Finding your favorite weapon requires a fair amount of attention and record keeping. Here's what I do to try and find favorites: 1. I track the following events -- Number of Attacks (#A); Number of Successful Attacks (#SA) which is #A minus any wild, flailing, exhausted, etc swings; Number of Crit Attacks (#CA) = very fancy attack descriptors like "twists into a tremendous cutting attack", "thrusts with unbelievably deadly force", "brings his weapon hurtling down from overhead", and so on; Number of Hits (#H) = the number of attacks that do damage; Number of Extra Damage Hits (#ED) = extra damage statements like "spectators cringe at the horrific power of the blow"; and Number of Knock Downs (#KD) = the number of times a foe is knocked down in a fight. 2. From these numbers I figure out Accuracy Percentage (A%) = #SA divided by (/) #A; Crit Attack Percentage (CA%) = #CA / #A; Extra Damage Percentage (ED%) = #ED / #H; and Knock Down Percentage (KD%) = #KD / #H. 3. Track this over several fights with many different weapons. Compare the results between the different weapons. If you see a weapon that performs significantly higher (say twice or more) than other weapons in the same categories, it's a good bet it's your favorite. For example, one of my warriors throws Critical Attacks about 9 to 10% with most weapons, but 20% with the short sword. This makes the SH a good candidate for a favorite weapon. 4. Some additional things to keep in mind -- Big weapons (ML, HL, GS, etc) do extra damage often, so you'll want to compare ED% between like-sized weapons. Comparing your ED% with a Maul to an Epee doesn't really tell you much (unless the EP is throwing as much ED as that ML). Keep in mind how much your attack skill has improved when using a new weapon. If you've learned 6 attack skills in the last 5 fights, you're going to be doing significantly better with the Quarterstaff you've never tried before than you did with the Scimitar you tried 5 fights ago simply because your warrior is better. Something to keep in mind: Your favorite weapon will *always* be well suited to your style, but might not be well suited to your stats. So, being 1 or 2 points shy on the stat requirements for a weapon is not a good reason to never use that weapon. If you have a 7 STR, go ahead and try the scimitar. If you use it two-handed (don't carry an off-hand weapon), the 2-handed use bonus will compensate for most of your penalties. Also, if it's your favorite, you'll go way above any penalties. Personally, I won't go more than two points below a weapon's requirements in any 1 stat. Beyond that point, I feel the penalties will skew your results too much. Also, you're always well-suited to your favorite weapon when you get to ADM. 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 Hardware in arena 81, emailing dm_drake@sbcglobal.net or you can find me on the Duel2 website posting under the name Drake; who'da guessed) Ratziel -- You fight well and it was truly an honor to defeat you. -- Nightblade Aereon -- Last week you bested Ox and this week you devastated Burchard. Clearly you are setting yourself up to be the bane of No Quarter! -- Reegan Ironbeard (No Quarter's promoter) Ellirin Imbray -- You started out well, but unfortunately it's how you finish that matters in this game. -- Veluna Dencie Hillis -- Were you trying for death by a thousand cuts? I think you only managed 999 before you were bested. Better luck next time! -- Ox Jorja and the Middle Way -- Thank you for the welcome. I have been told that I will learn much from you. -- Arturius, mgr. Blood Knights Ellirin -- Sorry. No ill will intended. -- Kyra Chaeny -- We have to rely on the gods. My dad runs a team called the Gods of War and he is kinda helping me. -- Arturius P.S. He told me to really listen to your manager. Ox -- I didn't realize the fight had stated and there was this Bee flying around and I am very allergic. I was trying to hit it. Sorry you had to get in the way. -- Aereon Raphael -- Well, that's not how I wanted my first title fight to end up. -- Arturius Uriel -- Sorry. I don't know my own strength at times. -- Talym Will someone let me swing at least once please. -- Aalaiya Midnight Ruin -- Good fight. I thought you had me at first. -- Kyra Burchard -- Sorry. I heard a buzzing noise and got scared again. -- Aereon Veluna -- Ouch! You have one of the trickiest styles, no one can agree how best to run it. -- Ellirin Imbray P.S. Good luck; you may need it. P.P.S. Consider losing the shield. You'd probably handle your primary weapon even better without it. Haniel -- Gods, man, use the facilities before you come out on the sand! Yeahyeahyeah, I will, too. And less water right before the fight. More seriously, ditch the shield. Okay, I don't KNOW that you'd do better without it, but many do, and besides, when you're just learning, it's a complication. -- Abalond Egran, with your best interests at heart, at least up until they conflict with mine P.S. Sorry my aim is totally rotten, I'm working on it. Aalaiya -- What, no armor AT ALL? Young woman, armor is your friend. Repeat this to yourself morning and night. Wear it. Armor is your friend. -- Bardon Froer Phoenix Rising -- I can only repeat the words of my teammate Abalond.... Well, okay, I can only repeat the essence of his statement: Simplify until you have more experience. Two hands, one weapon. -- Chaeny Grove P.S. Very few waistbands can take that kind of treatment for long, and I have heard tales of warriors who actually DIED because one of the blades thrust into his/her/their waistband cut it through, causing his/her/their pants to drop and hobble them in the middle of a fight. Not a good thing to happen. Ox -- I don't care that you won, at least, not much, but listen. When you reach a regular arena, you're going to get slaughtered. Bad style for starting out, not that you can change it now, and way too much iron-mongery. -- Dencie Hillis P.S. And I (sigh) have to work on my pacing. I shouldn't have burned out so fast. Oh, well. Drake -- Well...you know how Swift was. He didn't name a single Adantri tavern, either, that I can recall. -- Jorja P.S. My team in Malcorn always eats at your place when they have a winning turn. Of course, that isn't very often.... Nightblade -- Do you know how much the complicated mirror arrangement that allows one to watch one's own back COSTS? And it's ugly, besides. -- Dencie P.S. My aim is rotten, but I'm working on it. Really. A passing note to managers here: Save your newsletters. The articles at the back and the team spotlights at the front repeat on a ten-turn cycle, so you'll get just about everything. Think of it as a bonus handbook. -- Jorja, the Middle Way LAST WEEK'S FIGHTS AEREON was devastated by CHAENY GROVE in a 1 minute mismatched Challenge fight. AALAIYA was vanquished by ABALOND EGRAN in a 1 minute uneven Challenge battle. TALYM demolished NIGHTBLADE in a 1 minute uneven Challenge fight. RAPHAEL was bested by KHALHUMS DWARF in a 3 minute novice vs. veteran Title contest. RATZIEL was narrowly defeated by MYSTERY MEAT in a 2 minute amateur's competition. HANIEL slimly won victory over CROMWALLIS in a exciting 6 minute amateur's fight. URIEL overcame MEATBALL in a 2 minute gruesome beginner's fight. KHAMAEL was vanquished by ARDENT in a popular 1 minute uneven duel. KYRA vanquished HALO in a 1 minute one-sided duel. ELLIRIN IMBRAY slew ASYANA in a 2 minute beginner's match. PHOENIX RISING overpowered DENCIE HILLIS in a 2 minute one-sided fight. MIDNIGHT RUIN was demolished by BARDON FROER in a 1 minute mismatched competition. VORUS was bested by VELUNA in a 5 minute novice's battle. OX was viciously subdued by PORK CHOPS in a 4 minute bloody amateur's bout. BURCHARD overpowered MEATLOAF in a 1 minute one-sided duel. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |STRIKING ATTACK 7 AIMED BLOW 7 - 4 - 0 64 | |BASHING ATTACK 7 LUNGING ATTACK 20 - 12 - 1 63 | |PARRY-RIPOSTE 3 BASHING ATTACK 22 - 16 - 1 58 | |SLASHING ATTACK 3 PARRY-LUNGE 5 - 4 - 1 56 | |AIMED BLOW 2 TOTAL PARRY 6 - 5 - 0 55 | |PARRY-LUNGE 2 STRIKING ATTACK 18 - 17 - 0 51 | |WALL OF STEEL 2 PARRY-STRIKE 4 - 4 - 0 50 | |PARRY-STRIKE 1 WALL OF STEEL 14 - 15 - 1 48 | |LUNGING ATTACK 1 SLASHING ATTACK 11 - 14 - 0 44 | |TOTAL PARRY 1 PARRY-RIPOSTE 4 - 7 - 0 36 | Turn 232 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: PARRY-STRIKE 1 - 0 BASHING ATTACK 3 - 4 3 STRIKING ATTACK LUNGING ATTACK 1 - 0 PARRY-RIPOSTE 1 - 2 2 PARRY-LUNGE STRIKING ATTACK 4 - 3 SLASHING ATTACK 1 - 2 2 BASHING ATTACK AIMED BLOW 1 - 1 TOTAL PARRY 0 - 1 1 LUNGING ATTACK PARRY-LUNGE 1 - 1 1 AIMED BLOW WALL OF STEEL 1 - 1 1 PARRY-RIPOSTE 1 PARRY-STRIKE TOP WARRIOR OF EACH STYLE 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 ABALOND EGRAN 8469. The most popular warrior this turn was HANIEL 8433. The ten other most popular fighters were URIEL 8435, PORK CHOPS 8483, RAPHAEL 8434, RATZIEL 8432, ARDENT 8463, PHOENIX RISING 8460, CHAENY GROVE 8471, ABALOND EGRAN 8469, TALYM 8455, and MYSTERY MEAT 8480. The least popular fighter this week was CROMWALLIS 8467. The other ten least popular fighters were MEATLOAF 8482, OX 8466, VELUNA 8465, MIDNIGHT RUIN 8461, HALO 8459, MEATBALL 8481, NIGHTBLADE 8464, AALAIYA 8456, AEREON 8458, and BURCHARD 8468. NEW TEAMS IN THE TEMPORARY TOURNAMENT ARENAS (DM 81/83) Please note that all new teams created at the Face-to-Face were temporarily placed in a temporary Tournament Arena, DM 81 or DM 83. If you requested that your team be placed in a specific arena, it has already transferred to that arena. Any teams not transferred out of DM 81 and DM 83 by May 1 will be deleted. If you have questions about any of your teams, please contact Customer Service. -- RSI 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.