DUEL 2 NEWSLETTER Date : 09/29/2007 Duedate: 10/12/2007 NOBLISH ISLAND ARENA DM-93 TURN-244 This Weeks Top Honors THE DUELMASTER IS BLACKMOON ECLIPSE (1476) (93-8556) [7-1-1,74] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY BLACKMOON ECLIPSE (1476) (93-8556) [7-1-1,74] Popularity Leader This Weeks Favorite RON BURGUNDY BLACKMOON CRUCIBLE (1480) ECLIPSE (1476) (93-8566) [5-2-0,34] (93-8556) [7-1-1,74] THE CURRENT TOP TEAM ECLIPSE (1476) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. ECLIPSE (1476) 29 2. FAUX TIDES (1482) 20 THE NEST (286) 3. DEFENDERS (1481) 12 Unchartered Team 4. THE CYRKLE (1472) 12 5. CRUCIBLE (1480) 3 THE CYRKLE (1472) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 3*THE CYRKLE (1472) 9 5 0 64.3 1/ 1*ECLIPSE (1476) 9 6 1 2/ 2*CRUCIBLE (1480) 20 14 3 58.8 2/ 2*MIDDLE WAY 18 (1483) 7 8 1 3/ 1*MIDDLE WAY 18 (1483) 14 11 1 56.0 3/ 5*CRUCIBLE (1480) 6 9 1 4/ 4*ECLIPSE (1476) 24 21 6 53.3 4/ 3*THE CYRKLE (1472) 5 4 0 5- 5*GOTTA GET A CLUE (1484) 6 9 0 40.0 5- 4*THE WOLVES (1467) 4 4 1 6/ 0*FAUX TIDES (1482) 2 3 0 40.0 6/ 7*DEFENDERS (1481) 3 3 0 7/ 7*DEFENDERS (1481) 5 8 0 38.5 7/ 0*FAUX TIDES (1482) 2 3 0 8- 6*THE WOLVES (1467) 8 14 2 36.4 8- 6*GOTTA GET A CLUE (1484) 2 3 0 9- 8*LORDS OF (133) 12 24 0 33.3 9- 9*LORDS OF (133) 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 + ]H[ + ---:--- + ]H[ The Striking Style ]H[ + ---:--- + ]H[ + by Sir Boyd Strikers are very effective in basic, but have little use in Advanced Duelmasters. This is due to the nature of their primary strength: decise. Young strikers win or lose in the opening few swings. In basic, few styles can match the striker's lightning opening or avoid his initial attack. However, in higher levels of the game most fighters have sufficient defenses to avoid the striker's relatively low attack rating, and the striker has little to fall back on. A striker should be designed to maximize his initial decise (speed) or alternately his ability to learn decise (wit). Strikers have little use for constitution or will. Here are a few comments on which stats are good for strikers: ST: 9-17, the higher the better. ST 9 is required for SC, but unless you have a big fighter you shouldn't settle for less than 11. CN: unnecessary. SZ: up to 14 is great. A good striker will have at minimum 21 points between ST and SZ (this is the average combination for being able to do good damage with a blow.) WT: the higher the better. 17 and 21 are great cutoffs. You want to learn on average 2 to 3 skills per turn to maintain your decise advantage over other styles. WL: 9-13 is all that's required. Longer-term strikers (designed for relevance past invite to Advanced) might benefit from a higher WL, but in my opinion such a design would be better as a different style. SP: 9+. The higher your WT, the less initial SP you'll need. But for a striker, speed is life. Spend lavishly on your striker's speed. DF: 11+. This is also a good stat for a striker to have. DF 11 allows the use of most weapons without coordination penalty, and provides valuable attack skills. Here's my idea of some great strikers: 13-4- 9-21-11- 9-17 11-4-11-17-11-15-15 As for strategy, use weapons that are fast and do decent damage (SC, LO, SS, BS, QS, WH are some of the better ones,) and wear little or even no armor. Run hard, with high offense and activity levels. The decise tactic is well suited to strikers, and use it whenever the opponent doesn't know you're coming. Beware that the Decise tactic can be countered by the use of a Responsive tactic. It's sort of a rock- paper-scissors thing. Decise tactic has advantage over no tactic or any tactic other than Response. Any tactic other than Decise has advantage over Response tactic. Response tactic has advantage over Decise tactic. Sir Boyd, Elanti Hunters (102 and 107) [no longer active] + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ + Jorja sat at her private table at the back of the Lighthouse's taproom and scanned Sir Boyd's article again. Quite good, straightforward, no freakish stuff. Solid. Helpful, she hoped. Well, it had better be, because she didn't feel much like trying to do one on Strikers today herself. She glanced around the room to make sure things were going smoothly. A little rowdiness among a group of young gladiators off behind the piano, but her back-up bartender, Olber Pring, was already moving that way. He'd deal with it. But maybe she could add just a little around the edges.... Below is a list of weapons "well-suited" to use by strikers, and the minimum stats required for effective use. My thanks to Pagan and other number-crunchers who have made this information available. -- Jorja Striker Note that the strikers can use every weapon plus the small shield effectively. This is the only style that has so broad a selection. Twenty-one weapons. Battleaxe ST 15 SZ 9 WT 9 DF 9 Mace ST 13 SZ - WT 3 DF 5 Broadsword ST 11 SZ - WT 9 DF 7 Maul ST 15 SZ 9 WT 5 DF 7 Dagger ST - SZ - WT 7 DF 7 Morningstar ST 13 SZ - WT 7 DF 13 Epee ST 7 SZ - WT 15 DF 15 Quarterstaff ST 11 SZ 9 WT 11 DF 11 Fist - presumably any Scimitar ST 9 SZ - WT 11 DF 11 Greataxe ST 13 SZ WT 9 DF 11 Shortspear ST 9 SZ - WT 7 DF 7 Greatsword ST 15 SZ 9 WT 9 DF 11 Shortsword ST 5 SZ - WT 11 DF 3 Halberd ST 17 SZ 9 WT 9 DF 9 Small shield ST 5 SZ - WT 5 DF 5 Hatchet ST 5 SZ - WT 3 DF 7 Warflail ST 11 SZ - WT 7 DF 5 Longspear ST 11 SZ 9 WT 5 DF 9 Warhammer ST 13 SZ - WT 5 DF 7 Longsword ST 11 SZ - WT 13 DF 11 A couple of specific examples of Strikers, neither of them great, but they both survived to graduation-- Profile of a Warrior Kardo Dosh Kardo was a classic example of the mediocre warrior, starting out as 10-13-15-9- 15-7-15. He was trained as a striker, I forget why. It must have seemed like a good idea at the time. He'd have made a better lunger, but I must not have wanted a lunger. One of the mysteries of the universe. His overview was not impressive, merely stating that he was-- Left handed (no primary wit statement, due to the low number) Seldom wastes his endurance needlessly Is relatively slow and inactive (that 7 SP) Can take a lot of damage (SZ and CN) Cannot carry a lot of weight (relatively low ST) Can do good damage with a blow (mostly his SZ) The mode skills for his stats and style are: three initiative, six riposte, three attack, two parry, two defense, and seven decisiveness. Not impressive, and I must admit that I have not done any research to discover whether he is plus or minus on any skill. At the time he received his graduation notice, he was 21-20-3, running with minimal attention from the management. No challenges, no avoids, and he probably didn't have more than three strategy changes in his whole career. On his graduation fight, he was armed with a hatchet, an off-hand hatchet, and a backup hatchet, armored in leather and a helm, and running 10-10-6 straight across, attacking the arm. It turns out that this was NOTHING like his favorite weapon and rhythm: short spear, moderate offensive effort (5 or 6), very low activity level (1 or 2). In other words, born to scum.... I have a personal bias against running warriors that slowly, as I hate to wade through long fights. He left the arena with a master in decisiveness (his favorite learn) and an expert in attack (this is what he was waiting for; he got it on the same fight as he received his invitation to the Isle). Kardo Dosh is headed for retirement; he's had his fishing spot picked out for months. But he was fun to run and with more attention would almost certainly have done better. Profile of a Gladiator Lord Protector and one-time Duelmaster of Noblish Island arena Olber Pring Olber is a striker, 15-7-14-11-17-5-15. His overview was nothing exciting-- He's right-handed His intelligence is unremarkably average (no primary wit line on the overview) He makes clever attacks (I wouldn't have minded seeing some of these!) He is gifted at avoiding a blow (yeah, right!) He seldom wastes his endurance needlessly He's slightly uncoordinated (that low SP) He is incredibly quick and elusive on his feet (despite the lack of coordination which caused him to trip over his own shadow around the guildhouse) He can do good damage with a blow. From the lack of mention, we also know that he has normal endurance, a normal ability to take damage, and can carry a normal amount of weight in armor and weapons. His base skills, those deriving from his initial stats, are: initiative 5, riposte 5, attack 7, parry 5, defense 9, decise 7. He is plus four in defense, otherwise mode, or normal for his stats. Olber was never a great warrior. After leaving here at 8-2, he went to Aljafir and proceeded to lose fights, ending up graduating at 22-29. He could have done better if I'd paid more attention to his strategy, issued challenges, and so on. Given the neglect he labored under, he could also have done much worse. Good but not great about describes him. Despite this, he has some long-term potential, as indicated by the fact that none of his base skills are lower than mode, and by that 17 WL which would allow him to raise stats relatively easily. I normally ran him fairly fast, 8-6-x or, if he should have been getting the jump and didn't, 10-x-x. Light armor--ALE, H, and, of course, a scimitar and back-up scimitar for weapons. He held his own in Aljafir at first, until the arena pulled out of its slump and began to gather determined managers again. I feel that it was the good management of his opponents, rather than his own short-comings, that resulted in his losing record. I feel that given a couple of decent--not great, just decent--warriors matched against each other, it's the better manager who wins the most. Despite my lack of attention, Olber hung on long enough to get the skills and political points needed to graduate. He will not be run on the Isle (that's why you have to put up with him hanging around the Lighthouse). At the time of graduation, he was 22-29-0, had experts in attack and decise (only! what a slug--that 11 WT doubtless slowed his learning), was found to be naturally adept with the dagger (ick), and to favor a fighting rhythm of high offense and high activity. If I was running him further, I would ignore the dagger favorite and continue to arm him with a scimitar, probably going 8-8-x. An increase in CN would enable him to take more damage without compromising his skill-learning. I thank you all for your patience with this presentation and invite you to 1. Drop in at The Lighthouse any time to talk about managing or mainland politics or any other thing that's on your mind. 2. Let your warriors hang out here between practice sessions. I'll see to it that they get back home okay after closing. 3. State opinions, raise questions, make suggestions, etc. If you like the idea of a warrior profile each turn, I'd be glad to provide one from my files--pick a style, any style.... Jorja Middle Way 7 +>]H[<+-----+>]H[+ Question of the Week #5 +]H[<+-----+>]H[<+ Question, turn 407: All -- Is there a difference in between an Expert and (AE). It appears to me that your (17, 18, 19th) skills don't seem to make a difference until you get that next rating @ 20? -- Q.O.W. Answers, turn 408: This isn't in answer to the Question of the Week, but it looks like stuff you all might find interesting, so here 'tis. -- Jorja Hanibal -- Here's my advice: Prep your warriors for the Apprentices, Inits, Adepts, then next for the Freshmen. Don't worry about the Champions class unless you have a warrior that received their Invite to AD before the tourney. Also, run rookies whenever you can. It is one of the purest competitions available. Learn about aimed blows then run some as rookies. It is a lot of fun! If you want to get serious about tourneys, think about what every warrior needs to do to be at the top of their class. Take what the megas on the Duel List say with a grain of salt. Someone else will always have a better warrior than you, but the best doesn't always win! Luck plays a great role in determining tournament winners, meaning luck in matchups. -- Generalissimo Puerco QoW -- Each skill makes just a little difference. So little, that the difference might be hard to see in any given fight. I think that the ratings are just there to give the manager an indication of their warrior's progression. -- Generalissimo Puerco If there were more answers in the newsletter in question, I missed them. Also, I didn't see a new question in this one! And I seem to have mislaid the next newsletter, so I will say again, that's all for now, but more next time. -- Jorja It's a little untidier this week, with some delayed answers to earlier questions, and some questions not yet answered. For those of you newly arrived on Noblish Island, these questions and answers are taken from the Aruak City (DM 11) newsletter, mostly asked by Hanibal, a graduate of Noblish Island, and answered by any manager in that arena who has something to say on the topic. Feel free to ask questions of your own. I'll answer, Pagan will answer, various other managers, such as Rillion, who read the newsletter on line will answer, and we'll put it up to the experienced managers of Aruak City as well. -- Jorja From turn 410: The first three continue an earlier discussion of learning rates. Q.O.W. -- I have three warriors that I bumped from 17 to 19 [WT] and it didn't make any difference so I am inclined to believe it is the intelligence rating. However, I have talked to managers who have bumped wit to an even number and sometimes it helps. -- Hanibal Q.O.W -- I think learn rate for a particular warrior (and only the warrior, exclusive of other factors) is centered around the intelligence comment. The mean learn rate is placed there, but there is also a range higher and lower than that mean rate. Kind of like a standard deviation distance in statistics. I feel, though its not provable, that each warrior gets a random roll that places their own general learn rate somewhere in this range. The range is big enough to overlap with the higher and lower categories of intelligence, thus a 13 WT warrior with a lucky roll could learn as well as a 17 WT warrior, for example. This is exclusive of other factors of course that could greatly affect learning as noted in an earlier Q.O.W. -- Adie QoW -- We are convinced that "average-skills-learned-per-fight" is dependent solely upon the wit number. E.G. -- a 14 wit learns slightly better than a 13 who is slightly better than a 12. But ON-THE-AVERAGE-is key. Each warrior is different. -- Kennelworth P.S. Yes, we run even-wit warriors with no qualms. We prefer odd, hence optimizing overall skills, but even works great. Sure thing. All -- I have heard about having a favorite of a double tactic. If you had lunge and dodge as favs would you use them separately or in the same minute? -- Q.O.W. P.S. Do offensive tactics raise your initiative? From turn 411: Q.O.W. -- Yep, it's rare, but you can get double tactics. Though it's usually not recommended to use two at once, I'd try it if it was your favs. It's hard to tell, but I think some offensive tactics might raise init. I don't use them all that much, so I can't really say what exactly I think each tactic influences. -- Adie Q.O.W. -- What is the secret to keeping your warriors alive? Of course winning all your fights is the best way, but let's be for real. I believe that wearing plate armor could help the underskilled win fights, but does not appear to keep you alive once you get a death statement. Would all agree Con keeps you alive much better than will? I never had a warrior die on me who could take a lot of damage. Have any of your teams? High skilled warriors with low con win a lot but do they seem to die a lot when they do lose? Fighting in tournaments and in Andorian arenas is this the best way to get fight experience without dying? What is the number of fights you must have under your belt before it becomes unlikely you would be killed? -- AK47 Q.O.W. To start to hold your own in Advanced Duelmasters I believe now you must have 3 master ratings in skills. I am wondering if I am correct? -- AK47 All -- I have noticed that my great rollups seldom get blessed, but my average ones almost always do. Is this just me? What say you all. -- Q.O.W. Q.O.W. -- Double tactics are optimized separately; offensive tactics raise only that which they are -- decisive to gain the attack, slash and bash to enhance the attack via power and criticals. -- The Bulldogs Q.O.W. -- If one gets an invite, goes to the tournament and is killed, that "dead" warrior will appear alive in the selected ADM arena. (It just occurred to one of our compatriots in this most recent mailer.) -- The Bulldogs * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 577): BRUJAH of DARK WARDS (Dr. Doom, mgr.) DM 12 RIZTAB (turn 577): DEXTER of HIGH JINKS (Jondeaux, mgr.) DM 15 MALCORN (turn 571): THE GRINCH of DR. SEUSS (The Sentinel, mgr.) DM 16 WILLAF (turn 573): GOLDEN DOME of GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 571): ATTILA THE HUN of DEATH INCARNATE (The Dark One, mgr.) DM 19 ZUWAYZA (turn 569): WHITE CHOCOLATE of WALI'S FINEST (?, mgr.) DM 28 MORYA (turn 285): SHARAPOVA of THE PENTARCHY (Le Pentarque, mgr.) DM 29 LAPUR (turn 562): TYE FOON of FORCE OF NATURE (Storm Front, mgr.) DM 31 CHIMLEVTAL (turn 282): ULTHAR THYDRIM of THE STORMGUARDS (The Icelord, mgr.) DM 32 ARVAT (turn 559): PSYCHOTRON of NOTIROUS (Destitute Noble, mgr.) DM 33 NIATOLI ISLAND (turn 557): SOCIETY RED of JAILBIRDS (Philthy Phil, mgr.) DM 35 MURSKA (turn 548): JUNGLE KING of FLIPPERS ARCADE (Huckle Cat, mgr.) DM 43 VEASTIAN (turn 510): KURESSA D'GEN of THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 261): RAGGEDY ANN of DARQUE FORCES (Master Darque, mgr.) DM 47 DOUBLE X (turn 254): TEMPUS of WARHAMMERS (Coyote, mgr.) DM 50 SNOWBOUND (turn 241): SWEET AIR of OPEN SESAME (Crip, mgr.) DM 56 ROCANIS (turn 438): BUCK FEVER of BAD APPLES (Jorja, mgr.) DM 60 COLLUSION COVE (turn 425): MADONNA of THINGS ILL NEVER GET (TUM, mgr.) DM 61 JURINE (turn 416): PARLEN QUIR of MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 403): STEELHORSE of POSSE (Rosebud, mgr.) DM 73 ERINIKA (turn 190): KARATIA of KIWI CONNECTION (The Mun, mgr.) DM 74 DAYLA KIV (turn 373): VORGAN TEN TALH of SAND DANCERS (Jorja, mgr.) DM 75 JADE MOUNTAIN (turn 370): DARQUE of MANAGER MUSINGS (FTF Manager, mgr.) DM 78 LIN TIRIAN (turn 358): MIRIAL ADAMANT of SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 463): JOE SCHMOE of EASTERN HORDE (Mr. Mojo, mgr.) Top Teams --------- DM 9 ZUKAL (turn 577): BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 577): POSITION IS EMPTY DM 15 MALCORN (turn 571): DR. SEUSS (The Sentinel, mgr.) DM 16 WILLAF (turn 572): JLG (Otis the Drunk, mgr.) DM 17 ALJAFIR (turn 571): MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 568): TAHAHN HAH (Mr. Humlae, mgr.) DM 28 MORYA (turn 285): THE PENTARCHY (Le Pentarque, mgr.) DM 29 LAPUR (turn 562): ESCAPADE (Scion, mgr.) DM 31 CHIMLEVTAL (turn 282): POSITION IS EMPTY DM 32 ARVAT (turn 559): LUROCIAN GUARD (The Greek Guy, mgr.) DM 33 NIATOLI ISLAND (turn 567): RAVAGING LORDS (?, mgr.) DM 35 MURSKA (turn 548): CHILDREN OF LLYR (Jorja, mgr.) DM 43 VEASTIAN (turn 510): MEDAL OF HONOR 27 (The Anarchist, mgr.) DM 45 STORMCROWE (turn 261): DARQUE FORCES (Master Darque, mgr.) DM 47 DOUBLE X (turn 254): THINGS I DROOL IN (Snuln, mgr.) DM 50 SNOWBOUND (turn 241): LIFE IMPACTS (Smitty, mgr.) DM 56 ROCANIS (turn 438): BLOOD BROTHERS (The Sentinel, mgr.) DM 60 COLLUSION COVE (turn 425): HOUSE OF GRAIN (DK Bread, mgr.) DM 61 JURINE (turn 416): ELEPHANTS ON PARADE (The Dark One, mgr.) DM 65 DAL SHANG (turn 403): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 190): KIWI CONNECTION (The Mun, mgr.) DM 74 DAYLA KIV (turn 373): SAND DANCERS (Olinda, mgr.) DM 75 JADE MOUNTAIN (turn 370): DRAGONS KEEP (Chi'en, mgr.) DM 78 LIN TIRIAN (turn 358): SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 463): DO IT AGAIN et al (The Dark One, mgr.) Recent Graduates ----------------- DM 15 MALCORN (turn 569): AZAZEL of DARK CREATION (Herbert Philip Lovecraft West) DM 12 RIZTAB (turn 577): KRANKYKARL of HIGH JINKS (Jondeaux, mgr.) DM 19 ZUWAYZA (turn 568): BLOOD SPORTS of THE MAGNIFICENT MAGS (Jorja, mgr.) DM 31 CHIMLEVTAL (turn 280): POSEIDONIS of AVENGERS (Huckle Cat, mgr.) DM 32 ARVAT (turn 559): PSYCHOTRON of NOTORIOUS (Destitute Noble, mgr.) (turn 558): P.Y.T. of NOTORIOUS (Destitute Noble, mgr.) LARS of LUROCIAN GUARD (The Greek Guy, mgr.) BILL BERITH of DEVIL ADVOCATES (The Dark One, mgr.) (turn 557): I.M. CEYTIN of DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 557): SOCIETY RED of JAILBIRDS (Philthy Phil, mgr.) DM 35 MURSKA (turn 547): CULANN COONTZ of CHILDREN OF LLYR (Jorja, mgr.) DM 47 DOUBLE X (turn 253): SISTER MARY SARAH of OLD HABITS (Soultaker, mgr.) SISTER SLEDGE of OLD HABITS (Soultaker, mgr.) DM 50 SNOWBOUND (turn 241): SWEET AIR of OPEN SESAME (Crip, mgr.) GERRICK GRIMM of DRUID'S GROVE (Armalias, mgr.) DM 60 COLLUSION COVE (turn 425): MADONNA of THINGS ILL NEVER GET (TUM, mgr.) (turn 424): RICKY J of THE BUNKHOUSE (Pauly, mgr.) DM 65 DAL SHANG (turn 403): STEELHORSE of POSSE (Rosebud, mgr.) DM 73 ERINIKA (turn 190): KARATIA of KIWI CONNECTION (The Mun, mgr.) DM 74 DAYLA KIV (turn 373): VORGAN TEN TALH of SAND DANCERS (Jorja, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. Khalhums Dwarf, what can I say? A Waste in full plate and I still bashed him a good one! The fight review said two minutes, but it was really one. *flexes* Nobody wishes to challenge me? And Stay Away From My Little Brother! *shakes his fist menacingly* -- Blackmoon, Duelmaster P.S. I, Fox, wish to apologize for Blackmoon's ego. SPY REPORT Well, what are you looking at, NOBLISH ISLAND? Ain't you never seen Snide Clemens before? Ah, shaddup and listen to my news. Gee, I'm impressed, a 3-1-0 is nice, but don't get cocky, THE CYRKLE, the Fates teach humility, and the Fates are proud. Of course, we're all terribly impressed to see REDBLADE win a fight and gain 15 points, terribly. Tsk, tsk, REDBLADE beat NOLAN MARRIK and NOLAN MARRIK lost 9 points. You're breakin' my heart. Our Duelmaster has lost, folks, lost to M. CHARDINEE, BUT BLACKMOON is still the Duelmaster because he has the most recognition points! Kickbacks and bribes, kickbacks and bribes, how else do you think some of these guys win their fights? Skill? Ha! My mother always told me, 'If you don't have anything nice to say, start talking.' I loved that woman. CRUCIBLE, I suppose you'll be glad to know you were this turn's most avoided team. Care to know who is the most afraid of you? And it looks like THE CYRKLE avoided them the most this turn. What a pack of would be losers, if you ask me. Hmph. Ooh, I'm frightfully impressed, ROS QUIN was this turn's most challenged warrior. Watch that ego swell, sports fans. Some people like volunteer work in the hospitals. I volunteer for NOBLISH ISLAND's morgue. More variety. And one more turn will show if CRUCIBLE can successfully bloodfeud that elusive TARG over GUNNY HIGHWAY. Titanium shields and bamboo daggers, guess what brave team is developing these kinds of weapons? I was about to buy a new quill pen the other day, but some fighter took it for an epee. Forgive me for writing with a dagger. Just wait 'till next time I show up here, I won't be so nice! So nyaaah! Glad to see the back of this place-- Snide Clemens DUELMASTER W L K POINTS TEAM NAME BLACKMOON 8556 7 1 1 74 ECLIPSE (1476) CHALLENGER ADEPTS W L K POINTS TEAM NAME NIGHTSHADOW 8555 7 1 1 61 ECLIPSE (1476) ADEPTS W L K POINTS TEAM NAME FALWORTH 8573 5 0 0 36 DEFENDERS (1481) RON BURGUNDY 8566 5 2 0 34 CRUCIBLE (1480) CHALLENGER INITIATES W L K POINTS TEAM NAME GABRIELLE 8515 3 0 0 33 THE CYRKLE (1472) -DUNN 8488 3 0 1 32 THE WOLVES (1467) REDBLADE 8615 2 0 1 29 ECLIPSE (1476) MYEYESAREUPHERE 8565 4 2 1 25 CRUCIBLE (1480) BOLT THROWER 8567 3 4 0 24 CRUCIBLE (1480) -TARG 8587 2 1 1 24 THE WOLVES (1467) INITIATES W L K POINTS TEAM NAME -NIGHTFALL 8595 3 0 0 21 GOTTA GET A CLUE (1484) SHADOWSPAWN 8614 2 0 0 19 ECLIPSE (1476) -STALLION 693 5 2 0 18 LORDS OF (133) TARIN SILLS 8588 4 1 0 17 MIDDLE WAY 18 (1483) -CAL I. BURR 8613 1 0 0 17 THE WOLVES (1467) GRAVEN IMAGE 8617 1 0 1 14 CRUCIBLE (1480) BUFFY 8511 3 0 0 13 THE CYRKLE (1472) ROS QUIN 8589 3 2 0 11 MIDDLE WAY 18 (1483) NOLAN MARRIK 8591 3 2 0 11 MIDDLE WAY 18 (1483) -PROF. PLUM 8594 2 1 0 11 GOTTA GET A CLUE (1484) -SMASHER 1466 1 1 0 11 LORDS OF (133) QUESTOR 8512 1 2 0 11 THE CYRKLE (1472) LISA KAROL 8592 2 3 1 10 MIDDLE WAY 18 (1483) SLAPYOUINPUBLIC 8603 2 2 1 10 CRUCIBLE (1480) ONE EYED MACK 8579 1 0 0 10 FAUX TIDES (1482) INITIATES W L K POINTS TEAM NAME -LEVITHEAN 8485 1 4 0 7 THE WOLVES (1467) MEGILTURA 8581 1 0 0 7 FAUX TIDES (1482) -VALERIAN 8484 0 7 0 7 THE WOLVES (1467) KLAATU 8514 1 2 0 6 THE CYRKLE (1472) -TALON 1280 1 2 0 5 LORDS OF (133) -MISS SCARLET 8596 0 3 0 4 GOTTA GET A CLUE (1484) -GUDGE 8593 0 3 0 3 GOTTA GET A CLUE (1484) -BLIMRING 8576 0 3 0 3 DEFENDERS (1481) WINTER SWORD 8604 0 2 0 2 DEFENDERS (1481) -GOON MAN 1465 0 2 0 2 LORDS OF (133) -GIGRUNAN 8575 0 1 0 1 DEFENDERS (1481) BROTHER TAO 8580 0 1 0 1 FAUX TIDES (1482) UMBRA EIDOLON 8578 0 1 0 1 FAUX TIDES (1482) -THURMONIN 8574 0 1 0 1 DEFENDERS (1481) INSIDIOUS BLACK 8582 0 1 0 1 FAUX TIDES (1482) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? GUNNY HIGHWAY 8568 3 1 0 CRUCIBLE 1480 TARG 8587 241 BLIZZARD 8569 2 1 0 CRUCIBLE 1480 DEATHBLADE 8559 240 REVENGED ASH 8513 1 1 0 THE CYRKLE 1472 LISA KAROL 8592 242 BOROM 8577 0 1 0 DEFENDERS 1481 NIGHTSHADOW 8555 240 NOT REVE DEATHBLADE 8559 3 5 2 ECLIPSE 1476 BANDIT PRINCE 25 244 NONE MR. GREEN 8597 1 2 0 GOTTA GET A CLUE 1484 DUNN 8488 243 GAUL 1467 1 2 0 LORDS OF 133 REDBLADE 8615 243 POL ORVIN 8590 2 3 0 MIDDLE WAY 18 1483 GRAVEN IMAGE 8617 244 CHEWIE 8487 1 1 0 THE WOLVES 1467 SLAPYOUINPUBLIC 8603 241 REVENGED PERSONAL ADS Ron Burgundy -- Well, heck. I hate it when my opponent does things right. Of course, I was doing things right, too, but... you were doing 'em righter. -- Ros Quin P.S. That "wild attack"? Experience and more attack skills will fix it eventually. Until then (shrug), live with it, I guess. Bolt Thrower -- I don't know why we have to give you guys our best advice. You turn around and use it on us! (sigh) Well done. -- Tarin Sills Nightfall -- So you won, big deal. Clank clank clank. Ah, well, maybe that implication that you had too much armor was unfair. But you've got problems, right enough. If you lack the deftness for your primary weapon, you surely shouldn't be trying to use two. You might drop the primary (not in the arena, the janitors complain) and switch to your off-hand weapons as the main deal. I suggest this since there's no suggestion in the statements that you lack stats for it-- Oh, wait. Drat. The off-hand isn't well-suited to your styleso wouldn't fly well (no wings) as a primary. Huh. You might try a warflail or a broadsword. -- Pol Orvin P.S. Or train the stats you're lacking (DF and WT). Sure, experienced managers will warn you against training stats early in a warrior's career for fear of "burning skills." But a first-try warrior is a learning experience, not a long-term project. Burn the skills and improve immediate performance. You learn more when you're having fun, after all. Gudge -- Standard advice: drop the shield, maybe lighten the armor (maybe not), try getting off the mark faster. The stat you've trained should help, too. -- Nolan Marrik Cal I. Burr -- That was well done, and I hated every moment of it. -- Lisa Karol Samuel Pleasure -- Regarding arena selection: Slow arenas are probably a good choice for you, if you have a problem with gettingturns in and out quickly. Andorian arenas are usually a good choice when you want to avoid, ah, let us call it "rapid warrior turnover" (frequent death syndrome?), but the distinction isn't as strong as it used to be. Arkers (8) and Fratsfa (52) are indeed the two Andorian slow arenas still open. I run in Arkers myself and find it to be generally fairly friendly; I haven't run in Fratsfa in quite a while (since they had a contest there, I don't do contests) and so can't report on it directly. Of the slow arenas in which I do run, I would suggest you AVOID Chimlevtal (31), Stormcrowe (45), and North Fork (47), as they either intensely competitive or about to start a contest. The other slow arenas (Morya-28, Xochithlan-39, Snowbound- 50, Trocar-54, and Illis-59) are all quite small: generally me, one or two other players, and whoever drops in to prepare for a tourney. Of those, I'd recommend Morya (the busiest, not saying much), Snowbound, or Xochithlan. -- Jorja Tiamat -- Actually, there have been warriors graduated to Advanced Play with prefect winning records. Not many, but it does happen, usually when the manager is very experienced and very lucky. -- Jorja P.S. Arena 23 (Ti) is closed and has been for years (the town vanished one night in a cataclysm, too), and I think the Slaughter Priest Mem. was Morya (28). Answer to a question posed here (or possibly in a diplo?): QOW -- How do weapons affect different types of armor? Perhaps the question is--are certain weapons effective/ineffective against certain armor? The answer is YES. As expected, the smaller/lighter weapons do not do as well against "big" armor. There are certain types of weapons that do well vs ring or scale, or plate, etc. Unfortunately, the old matrix that I use (from the initial red book) is not with me, and not so scannable, and just plain old. But I have lived with this 20 year old chart and use it to this day. If someone else does not comment, e mail our boss at wfms101@aol.com and he will find a way to get you a copy. -- Kennelworth, Bulldogs, DM 11 MyEyesAreUpHere -- Sorry for ending the perfect record. I figured that it would be a good challenge, and it was. Give my best to the nurses at the infirmary. -- NightShadow Ron Burgundy -- The Dangerous Criminal hit me with his quarterstaff in the groin! I hope the gigantic bruise isn't a turn-off... And I hear you're looking at other women--I should slap you! Men!! -- Deathblade The Ghost of Gaul and Manager of Lords Of -- I am very sorry about your loss, but death is a part of the sands. I am available for bloodfeuding. -- Redblade Winter Sword -- A tough style but I hear it's very good. Maybe I should wield a better weapon? It gets tiring swinging that thing! -- Shadowspawn (Blackmoon's little brother) All -- I have finally recruited, after long debate, Blackmoon's little brother, Shadowspawn. Blackmoon was against it but I finally talked him into it (he can be very stubborn). Please don't take your frustrations out on Shadowspawn. -- Fox, mgr. Eclipse Hello! I know this is a bit late, but I didn't quite understand the personal ad system you have here. Anyway, evil-doers beware, for we are the Defenders of justice, law and a good ale! Wherever darkness lurks, we will be fighting, cheesy lines and all! -- Gabe, mgr. Defenders Eclipse -- Eyes finally falls in defeat and of course your bunch. I'll be glad when we get off this rock to a bigger arena and I don't have to fight you every turn, it's hurting my average. LOL -- Kokidak Tarin Sills -- Like that? Told you I wanted a rematch. I learn fast as well. -- Bolt Thrower Raistlin -- That was just wrong! -- Ron Burgundy Istar -- Yes, it does and that's just how I like them. *blushes* Well, that was awkward. -- Ron Burgundy Wolves -- Do you have anyone a bit slower I could fight? -- Slapyouinpublic 6 September 2007 ****************************************** ****************************************** ***** ******* ***** STORMCROWE SLAUGHTERHOUSE 3 ******* ***** ******* ****************************************** ****************************************** 15 managers have announced for the Stormcrowe Slaughterhouse!!!!!! There is still time to join and make a name for yourself in one of Alastari's fiercest contests! I must correct a mistake in the previous announcement. I incorrectly called it the Slaughterhouse 2, but in reality, this will be the third installment of the Slaughterhouse! HOW TO JOIN *Find a Partner *Declare your intentions in the Stormcrowe newsletter to enter before the first turn of the contest. You may also email or diplo Master Darque. *Each manager entering the Stormcrowe Slaughterhouse must submit one (1) Team Roll-Up Certificate. Only certificates will be accepted for entry. All certificates submitted will be used during the course of the contest as prizes. *RU certificates must be received on or before the first turn of the contest which is Stormcrowe Turn 263 (running approximately November 27, 2007). RULES and SCORING Rules and Scoring information for the Slaughterhouse will be posted every turn in the Stormcrowe newsletter beginning with Turn 260 and in a final all arena ad in November. PRIZES ENDURANCE AWARD: One (1) +1 Bonus Potion will be given to every team that competes in 60 of the 65 contest fights. KILL MASTER AWARD: The individual manager with the most kills will receive a Limited Immortality Potion. This potion may be applied to one (1) warrior. He/she will be resurrected ONE-TIME if they are killed in Basic D2. TOP TEAM AWARD: Each manager on the winning team will receive the following prize pack for their Slaughterhouse Dominance: *One (1) +1 Bonus Potion *Favorites Knowledge for one (1) Warrior *Undisclosed amount of Team RU Certificates Special note from RSI on prizes: All contest prizes must be used within three months. All contest prizes may only be used on a living warrior on the participating contest team in DM 45. The immortality potion may resurrect a warrior one time, after a death in DM 45 only, after which time the potion disappears. NEED MORE INFORMATION Rules questions and clarifications may be directed to Master Darque the contest coordinator. He may be reached by email at rebelnerfherder at yahoo dot com or by diplo in DM 45 (Darque Forces-428). 20 September 2007 Ok, ok, you can stop not-talking about TOGS VI already, it is coming, slowly but surely, like a giant, over-fed, greased slug sliding down a gravely driveway. We're looking for new-comers, old-timers, in-betweeners, fence-sitters and Delarquans to come on out and participate. Just think, you could be the next Pinky & the Brain pairing (a la Creepster & Manager), or maybe you'll be the team that crushes all in its path on the way TO UTTER AND COMPLETE TOGS DOMINATION!!!!!! [note: insert sinister cackle if it helps you complete the picture] There will be a few minor changes, so let's recap the rules from top to bottom: 1. Each TOGS team consists of two managers. After the contest starts, there will be no switching partners whatsoever, so choose your teammate wisely. TOGS VI will last for 13 turns, so pick a partner you can stand for 6 months or so. 2. The TOGS entry fee is 2 team setups per manager. This means 4 setups per TOGS team. This entry fee is required before the start of the tourney with no exceptions being made. This is to ensure that nobody gets screwed if a team or manager decides to back out early. To pay the entry fee either: a) send $10 cash/check/money order/ or whatever to me personally at: Paul Jokelson 115 Moss Ave. #201 Oakland, CA 94611 b) get RSI to send me 2 team setup gift certificates. Sorry, no credit cards and no old teams you have lying around will be accepted. 3. TOGS point system: Fights: 10 points for winning on your up-challenge against another TOGS warrior. 7 points for winning on your even challenge of another TOGS warrior. 7 points for winning on another TOGS warriors challenge. 7 points for winning a random match-up against another TOGS warrior. 4 points for winning on your down-challenge of another TOGS warrior. 4 points for winning a random match-up against a non-TOGS warrior. Changes this TOGS: ** 10 points for any challenge by the DM, UP OR DOWN!! ** 4 points for winning a random match-up against your TOGS partner's warrior. To state the obvious, there are 0 points if you challenge your partner. ** 4 points for winning a bloodfeud attempt against you by a non-TOGS warrior You will not get any points if you challenge or get challenged by a non-TOGS team (with the exception of the above-stated rule if you get bloodfeuded), so use your avoids wisely if you think someone is out to get you. Spots/Ads 5 points for every spotlight written by any team member. 1 per manager per turn. The minimum length of a spotlight to receive points is 1/2 column in the newsletter (that's 31 lines-each line 85 characters across) and we will be completely firm on this. In addition to the length criteria, spotlights will not be given points if they are in any way plagiarized or if they are not Duelmasters or fantasy related. We will be the sole judge of this. If you're unsure if we will judge something to be Duelmasters or fantasy related, then e-mail me before you write the spotlight and ask. We reserve the right to take points away from a spotlight after they are given if we judge at later time that the spotlight has been plagiarized. -5 points per manager per turn every time a manager does not at least write one personal ad. 4. TOGS VI will start in arena 60 shortly after the Winter Face-to-Face (turn due Feb 21, Aradi turn 436) and as mentioned before will last for 13 turns. There will be multipliers in the later rounds, which means that all points accumulated by a team on turns 10 and 11 will be multiplied by 1.5 and all points accumulated by each team on turns 12 and 13 will be multiplied by 2. 5. Soultaker and Nuln will be the sole arbiters of any dispute that may arise, with props to Sentinel for doing the score-keeping as always. Whine all you like, we will be glad to provide comfortable chairs and the cheese of your choice. And there be the rules. If you look closely, you'll notice there were a few minor changes and additions made from the TOGS V rules. They are as follows: -- The Snotman & Nuln rule: Last TOGS Snotman and Nuln randomly matched up something like 4-5 times, so we basically decided out of pity to now give a small amount of points (4 in this case) for winning a random against a teammate, so that you're not completely screwed by having 2 of your 10 warriors get 0 zero points automatically. -- Scaling Down Points for the DM: Previously a TOGS DM would get 10 points *in addition* to whatever challenge points they got. This was to keep the DM from being penalized for being at the top and give people something to fight for. However, it was a bit too much of an award and we decided to scale it back and eliminate the bonus, but give full upchallenge credit whenever the DM challenges. -- Bloodfeuds from outside TOGS teams: This incident came up last TOGS, and it was felt that if a person killed a non-TOGS warrior in a random, they shouldn't have to be potentially locked into 4 turns of getting 0 points. So we've added an additional rule which now gives 4 points if you win when bloodfeuded by a non-TOGS warrior, at least giving you some way to get points if you're locked into a non-TOGS bloodfeud instead of being basically removed from the contest for 4 turns. And lastly... -- Team Names: This was not listed in the rules, but to make things more festive, at the suggestion of Manager we have decided to have the added dimension of team names! Yes, no more boring rankings with Team 4 edging out Team 7. Just picture reading a TOGS turn report now, with something along the lines of "Team Fiery Starfish obliterated Team Superior TOGSlings," just as one example. We hope to see you all there.... LAST WEEK'S FIGHTS DEATHBLADE was dealt death by BANDIT PRINCE in a 2 minute bloody Dark Arena fight. RON BURGUNDY was vanquished by NIGHTSHADOW in a 1 minute uneven Challenge battle. REDBLADE demolished NOLAN MARRIK in a 1 minute uneven Challenge fight. SHADOWSPAWN bested ROS QUIN in a popular 1 minute brutal novice's Challenge contest. BLACKMOON was viciously subdued by M. CHARDINEE in a 3 minute Title brawl. BOLT THROWER was bested by GABRIELLE in a 1 minute match. MYEYESAREUPHERE was bested by FALWORTH in a 2 minute competition. KLAATU was defeated by TARIN SILLS in a 2 minute beginner's melee. QUESTOR vanquished UMBRA EIDOLON in a 3 minute gory uneven duel. BUFFY viciously subdued INSIDIOUS BLACK in a 5 minute gory novice's duel. WINTER SWORD was narrowly defeated by MEGILTURA in a 3 minute gory novice's melee. SLAPYOUINPUBLIC narrowly defeated BROTHER TAO in a 1 minute amateur's match. LISA KAROL was unbelievably bested by ONE EYED MACK in a 2 minute novice's battle. POL ORVIN was savagely slain by GRAVEN IMAGE in a 1 minute gory amateur's conflict. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |SLASHING ATTACK 5 SLASHING ATTACK 30 - 11 - 3 73 | |AIMED BLOW 5 WALL OF STEEL 11 - 8 - 0 58 | |LUNGING ATTACK 5 BASHING ATTACK 25 - 25 - 4 50 | |PARRY-STRIKE 3 LUNGING ATTACK 17 - 18 - 3 49 | |STRIKING ATTACK 3 AIMED BLOW 18 - 20 - 2 47 | |BASHING ATTACK 3 STRIKING ATTACK 25 - 29 - 4 46 | |PARRY-RIPOSTE 1 PARRY-LUNGE 7 - 12 - 0 37 | |PARRY-LUNGE 1 PARRY-STRIKE 5 - 9 - 0 36 | |TOTAL PARRY 0 TOTAL PARRY 2 - 4 - 0 33 | |WALL OF STEEL 0 PARRY-RIPOSTE 3 - 12 - 0 20 | Turn 244 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-RIPOSTE 1 - 0 AIMED BLOW 2 - 3 3 SLASHING ATTACK PARRY-STRIKE 2 - 1 LUNGING ATTACK 2 - 3 3 STRIKING ATTACK SLASHING ATTACK 3 - 2 STRIKING ATTACK 1 - 2 2 AIMED BLOW BASHING ATTACK 1 - 2 1 BASHING ATTACK PARRY-LUNGE 0 - 1 1 LUNGING ATTACK TOTAL PARRY 0 - 0 1 WALL OF STEEL WALL OF STEEL 0 - 0 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME BASHING ATTACK BLACKMOON 8556 7 1 1 74 ECLIPSE (1476) SLASHING ATTACK NIGHTSHADOW 8555 7 1 1 61 ECLIPSE (1476) LUNGING ATTACK RON BURGUNDY 8566 5 2 0 34 CRUCIBLE (1480) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is RON BURGUNDY 8566. The most popular warrior this turn was BLACKMOON 8556. The ten other most popular fighters were BUFFY 8511, TARIN SILLS 8588, MEGILTURA 8581, LISA KAROL 8592, REDBLADE 8615, SHADOWSPAWN 8614, MYEYESAREUPHERE 8565, FALWORTH 8573, SLAPYOUINPUBLIC 8603, and GRAVEN IMAGE 8617. The least popular fighter this week was POL ORVIN 8590. The other ten least popular fighters were INSIDIOUS BLACK 8582, UMBRA EIDOLON 8578, BOLT THROWER 8567, NOLAN MARRIK 8591, ONE EYED MACK 8579, BROTHER TAO 8580, QUESTOR 8512, KLAATU 8514, GABRIELLE 8515, and RON BURGUNDY 8566. Top Ten Reasons Why Duelmasters is better than Sex 10. When you spend money on Duelmasters, you know you're going to get return on your investment. 9. One arena won't get jealous when you start playing in another. 8. With the right tourney prize, you can design your own warrior. 7. If you make it to AD, they tell you your warrior's favorites. 6. You can always DA and get another roll-up. 5. The more experience you get, the less likely you are to die. 4. SZ, CN and Charisma are less important in Duelmasters. 3. Most mangers are satisfied with two minute fights. 2. Warriors do as they're told, even if it means using ALE and a WF. And the number one reason.......... 1. You don't have to hold your turn for an hour after you're finished reading it. Composed by the Jester and Predator THE ULTIMATE AIMED BLOW Oh no, not another aimed blow, you think, they always lose and have a tendency to die if they meet the right person. But I can promise you that this fighter will give you a lot of wins. Not a 20-0-? record, but a respectable one. Let's have a look at the stats: THE BEST: IF YOU CAN FIND IT: TOO BIG: TOO FAST: THE MUTANT: ST: 9 ST: 9 ST: 9 ST: 9 ST: 7 CN: 15 +/- CN: 14 CN: 14 CN: 15 CN: 15 SZ: 3 - 5 SZ: 3 SZ: 6 - 9 SZ: 3 - 5 SZ: 3 WT: 19 +/- WT: 21 WT: 17 + WT: 19 WT: 13 - 15 WL: 18 +/- WL: 19 WL: 17 + WL: 18 WL: 13 - 15 SP: 3 - 5 SP: 3 SP: 3 - 6 SP: 4 - 9 SP: 15 + DF: 15 +/- DF: 15 DF: 15 DF: 13 DF: 15 + ST: So you can use some weapons. CN: So you can stand some damage, and get at least good endurance. SZ: The smaller the better. WT: You need to be smart, and it helps a lot on stats and skills training. WL: Helps you stand even more damage. It also helps a lot on stats and skills training. SP: The slower the better, but needs to be trained to avoid clumsiness. It doesn't matter if this stat is low, you will hit when you want to hit. DF: Gives you the response to other's actions, and gives you the initiative when you need it. The main weakness of this little fellow seems to be his speed, but this disadvantage is made good by his small size. He will dodge nearly anything, and what hits him doesn't matter because of his constitution. The strategy is all up to each manager, but I prefer to run mine like this: Weapons: Epee vs. Light Armor Short Spear vs. Medium Armor Shortsword vs. Heavy Armor Shield: Medium Shield vs. Light and Heavy Armor Armor: Depends on who I am challenging Helm: Full helm Strategy 1st 2nd 3rd 4th 5th 6th+ Desp. Offensive Effort 5 5 5 6 5 4 2 Activity Level 5 6 6 6 5 5 4 Kill Desire 4 4 5 6 6 4 2 Attack Location: Head or Chest Defend Location: Body or Head Offensive and Defensive tactics are something I seldom use. Challenging is very important when running an aimed blow. Try to challenge big, unarmored fighters. Train strength, speed, and deftness. Well, that's all, for now. Try it and send me a diplo note if you have any comments on my aimed blow. Brought to you by Manimal, Manager of Cowards Guild, DM-31. May victory by yours (or mine.) Aimed Blows My Way Okay, so it's a pretentious title. No more so than anyone else's, what with all these "the perfect" this and "the perfect" that; what I'm going to show you here is several different ways to make aimed blows and win with them. There is no one specific way to make an aimed blow. You'll hear a lot of managers claim that they "HAVE" to have a 21 DF in order to be any good at all. Well, that's a trifle exaggerated. It's NICE to have a 21 DF. This will increase your attack rating, and give you a certain boost. But it isn't necessary for a good, solid, long-term aimed blow. I'm going to give several examples of aimed blows, both how-tos and how-not-tos. All the aimed blows represented here actually fight on one of my stables, so I did this all by hit-and-miss. Unlike some managers, I don't believe that the first, third, and fifth rules of aimed blows is "they die." It's only the third rule. <grin> Now then. Design: ST: Any, really. You can go low, since aims can handle daggers and open hand just fine. CN: Again, any. A little more can help them take a hit, but if they're lucky, they'll do all right even if they can't. SZ: Any. This is a versatile style. Big ones do great. Little ones do great. WT: I'm going to surprise you, here. Anything. Yep, anything. Best is 11-21, of course. WL: Again. Any. Honest! An aim can do without will and can also use it to its best advantage. But from here on is where you've got to pay attention. SP: LOW. Keep it below 9 if possible. Below 7 is better. DF: HIGH. 21 is always best, but 17 works okay, too. So now you have a rollup with a low speed and a high deftness and it doesn't look like much else. You've got a good aimed blow. Yes! Examples of "do" design aims: 1) 7-5-12-21-11-7-21 2) 11-16-6-21-9-4-17 3) 10-15-6-17-9-6-21 4) 13-9-5-17-17-6-17 5) 11-5-10-11-21-5-21 6) 8-10-9-17-15-4-21 7) 5-10-7-17-17-11-17 8) 12-12-7-21-9-6-17 9) 7-11-8-11-21-5-21 10) 9-14-8-15-17-4-17 Ten is a good, round number. 1-4 are Immortal. All have winning records. Most of them beat lungers in one minute. The low-con ones have the most trouble, because they can't take a hit--if they get hit, they go down. Fortunately, that's only killed a few of mine (the dead ones I won't list just now, since it's so depressing). Examples of "don't" design aims, unless you're as insane as me or much more experienced in your aimed blow running: 1) 17-5-5-11-17-9-21 (beat the DA three times before he was killed--he gets a special place at #1) 2) 13-8-12-11-11-18-11 3) 11-12-6-21-13-8-13 4) 11-12-12-17-11-4-17 5) 12-7-18-13-13-5-16 (my first) 6) 11-14-7-9-17-9-17 7) 9-11-9-17-11-10-17 There's certainly more "don'ts" than dos, but those are ones I actually have played somewhere; 2-5 are immortal, with usually 50% records except for the 11 DF (who is in permanent retirement). He came along early in my aimed blow career, when I was making EVERY rollup into an aimed blow to see for myself what worked and what didn't. That didn't. Some of the mortal ones I'm still running, and they do well enough, but as I said, until you get a little experience there are some things you may not want to try unless, like me, you want to see what happens for yourself. <grin> Now for strategy. This is probably the most important thing you'll give your aim. Weapons: Scimitar, unless they don't have the strength for it, in which case, dual daggers. Longsword is next, then fists, then quarterstaff. You need an 11 ST for longsword, so that's probably not always realistic. If your aim likes to fight with his fists, you can let him, but I'd advise waiting until he's got some experience, and you know your opponent isn't much on armor and parrying, because you can do yourself some serious damage on the parries. Quarterstaff is a two-handed weapon, so bear that in mind if you use it. Armor: Keep it light, no more than ARM/H, and then only if you're worried about your opponent. An aimed blow is a fast, offensive warrior--don't load him down. Strategy: 10 8 8 6 6 6 10 10 2 2 1 1 1 10 1 --------------------------------------------------------- > LL --------------------------------------------------------- > HE --------------------------------------------------------- > D That's a good, all-purpose, general strategy. Some aims will want to play around with it, and you let them--see what they like. But, and this is VERY important: keep that KD low! An aimed blow relies on his control and his accuracy, and higher KDs will cause them to lose a lot of that. If you're bloodthirsty, change the attack location to the head. I recommend the legs for knockdowns. Either way, your aim will attack THAT LOCATION, over and over again, until he has defeated his opponent, and very decisively, from total parries (the classic aimed blow opponent) to lungers (the classic aimed blow enemy). Remember: the aimed blow is an OFFENSIVE style. He has some finesse, but he is a brutal and efficient warrior. Keep him in control; he'll win. You can also play with desperation, but for me just dropping the first minute tactic often works just fine. As for the use of decise, as always, it's up to the manager, but decise will help keep your aim from "standing around looking for an opening" in the first minute. Get him moving. As always, experiment, find what works for you, and have fun. Raf Lord Protector Ivory League Manager of Tex's Rangers (51, 100, 101), Assassins (40, 105), Impressionists (27, 105), The Damned (30, 105, 101, 102), etc. The Mechanics of Death By Sir Jessie Jest Greetings, joy and happiness to everyone! This article discusses the mechanics involved when a warrior dies in combat. It will give the reader a better knowledge of how a warrior actually gets killed in combat. Here is how a warrior dies... The Facts) ...in fact, get out a dead warrior's last fight so you can follow me. To start the process of death, a warrior must first fail to make a death roll. Let's say the death roll is 20 or less out of 100 to fail that roll for this example. There are 2 ways a warrior can be forced to make that Death Roll. 1. The vitals roll. 2. The second is when you run out of hit points, which is called the "infirmary roll." The vitals roll -- every time a warrior gets hit in a vital area you make a vitals roll. Lets say that you fail on a 1-15% out of 100. If you get hit in the head, chest, or abdomen, you will roll the vitals percent. If you roll 15 or less you must make the death roll to determine if the warrior was killed. Now look at the fight with your dead warrior on it...look for the death intent statement, it will say something like, "Trying to make this into a death match, or seeks death of his opponent, etc. etc." (there are a lot of them) that is telling you that your warrior was forced to make a death roll. Now comes the scary part: if you fail the death roll your warrior dies. But the program does not kill you immediately because you still have hit points left. So what happens next is that you will get normal attacks and damages that hit your character automatically in the vitals until yours hit points run out. Then it will say your warrior is dead. Remember that it will be normal hits to the vitals, not crits or extra damage remarks. If your warrior dodges, crit attacks , parries, has extra damage remarks or anything else EXCEPT a normal hit to the vitals, the sentence following right after the death intent statement comes up, then he made his death roll successfully and the fight continues. You can have many death intent statements come up in one fight, depending on the number of times you hit a vital. You won't get one every time, only when you fail the vitals roll. And your warrior will have to roll the death roll every time you fail the vitals roll to see if he is killed or not. EXAMPLE: INFERNO leaps to his left! INFERNO's scimitar lunges with awesome cutting power! NULN takes an upper body hit! NULN is badly hurt! NULN is becoming FRANTIC!!!! INFERNO's scimitar lunges with awesome cutting power! NULN is struck on the left rib cage! What a devastating attack!! NULN is dangerously stunned! INFERNO is trying to make this a death match----(Death Intent) INFERNO slashes an attack with his scimitar---(Normal Attack) NULN is struck on the side of the HEAD!---(Vital Hit) INFERNO slashes with his scimitar NULN is wounded in the upper chest. INFERNO slashes with his scimitar NULN is hit in the forehead! NULN curses the gods in frustration! NULN falls LIFELESS to the ground! INFERNO has won the duel! INFERNO laughs and says, "What a loser!" As you see, if you fail the vitals roll, and then fail the death roll, you will get normal attacks to the vital areas until all of your warrior's hit points are gone. All of your dead warriors that have died from DEATH INTENT statements will have those three things... death intent statement, then normal attack, then hits to the vitals until all hit points are gone. Then you will get some sort of, "falls over dead statement." In the past, if you failed the death intent statement roll, the program would just skip all the stuff that was in between the death intent statement and the falls over dead statement. It would say something like this: INFERNO seeks the death of his opponent NULN falls to the ground lifeless INFERNO has won the duel. But they changed it to make death more dramatic. The second way your warrior is forced to make a death roll is if your warrior runs out of hit points during or after the fight has ended. This roll is called the infirmary roll and can happen in or out of combat, and does not matter where your warrior gets hit. If your warrior has taken many hits, that reduces his hit point total below the preset percentage... lets say it 5% of your total hit points... then he will make an infirmary roll. If you fail the infirmary roll, you then make the death roll to determine if your warrior has died. In combat, you will read that you died from serious wounds or something to that effect. After a fight is over, the program checks to see if your warrior has fallen below that preset percentage of hit points, if you have, you will make an infirmary roll. If you fail the infirmary roll, an infirmary statement will appear at the bottom of your fight letting you know if your warrior failed the death roll that comes after that. Sometimes you can die in combat without a death intent statement that comes up during the battle . This is a good example of an infirmary roll failure in combat from low hit points, triggering the death roll which actually is the roll that kills your warrior. In some battles you can get hit several times in the vitals, have several death intent statements come up, make every roll successfully and still die from lack of hit points (i.e.: fail the infirmary roll). A simple way to think of this is the 2 ways are : 1. vitals roll, which deals with getting hit in the head, chest, or abs and dying when a death intent statement comes up. Or # 2. infirmary roll, which deals with dying from lack of hit points, and does not use the death intent statement. I'd say about 90% of all deaths are by death intent statement because of a failed vitals roll. Only a small percentage die from the infirmary roll in or out of combat. Well, that's it. These are facts, not theories. You can check this out with all your dead warriors, and you will learn there are NO exceptions. Those percentages I used up there are just made up, I have no way of knowing what they really are. Now I have formed theory regarding KD or kill desire. I do not believe KD has anything to do with a warrior dying, but is rather a tool to determine your warrior's aggressiveness in combat. In other words the timing of his blows, his shot selection, and other such things. For example: The higher the KD the wilder he is with his shots, and easier to feint, dodge, parry and riposte. Some styles like Abs (Aimed Blows) fight better with a 1 KD because they are very selective with their shots. Most of the other offensive styles function well between 5-7 KD. Any more than that is just a waste of endurance and has a negative effect on your warrior's performance in battle, in my opinion. Well that's it for now. If you would like to chat sometime drop me a diplo at Jessie's Kids in DM 60 (yes, I've come out of retirement) ;) May the axe fall in your favor! Cheerio! Sir Jessie Jest, Lord of Puns, and Master of Laughter. Troll-Bred Bashers The Bashing attack is not, as many of you may have noticed, one of the dominant styles in Duelmasters. There are two reasons for this; one of which I will cover here, the other I will cover in an accompanying article. I will preface this article on Bashing attack design and strategy by saying that I have been playing Duelmasters for two years, and I have spent most of this time experimenting with and perfecting the Bashing Attack. In my opinion, a Basher needs to possess a monumentally high attack percentage, with decisiveness and initiative not far behind. What follows is designed to achieve the desired results. Let's get right down to business. First, the stats: PERFECT ST: 13-17 15 CN: 3-5 3 SZ: 6-9 6 WT: 17-21 21 WL: 17-21 21 SP: 5-9 5 DF: 11-15 13 Here's why: Strength is arguably the most important attribute for a basher. A basher with a high strength can virtually be assured of a reasonably high attack. however, excess strength takes away points from other vital areas and, as you will see, this Basher will not want for attack. A 13 strength gives the Basher most of the good Bashing weapons. Constitution is absolutely unimportant to any offensive styles warrior. Bashers, and for that matter, offensives in general, should be designed to dish out damage, not absorb it. If you are designing a Basher to absorb damage, then you are designing him wrong. Size is an attribute that this game system does not handle well. As we all know, too large a size means that you do not have enough points to allocate to the other attributes. You would think logically that a Basher would need a large size. I am not talking about logic. I am talking about winning within the parameters of this game system. I give a minimum size of 6 since this is the smallest size that can achieve "great damage with a blow." Wit, in my opinion, is the most important attribute for every style. This is strictly my opinion and you do not have to agree with me. Where Bashers are concerned however, a Basher without very high wit is garbage. High wit will greatly effect a Basher's initial attack, decisiveness, and initiative. My research has led me to the conclusion that a Basher's initiative is primarily a function of wit. high wit also ensures that the Basher will train consistently. Also, a Basher with a high wit can expect an initial initiative rating somewhere in the 50-60% range. Note that speed is also a modifier for initiative. Will is another attribute that the Basher cannot do without. Will affects a Basher's attack and decisiveness, and is responsible for, in conjunction with strength, giving the Basher normal endurance, despite the pitifully low constitution. Speed has almost no affect on a basher. I have seen many high speed Bashers, and I can tell with 100% certainty that Bashers do not derive strong benefit from speed. Slasher, strikers, and to a lesser extent, Lungers, all derive noticeable benefit from speed. I am not saying that a 5 speed Basher will be equally as fast (initially) as a 19 speed Basher, but I am saying that a Basher can derive greater benefit by placing points in other areas. This Basher will drive his decisiveness from the high wit/will combinations: 21-21-5; 19-19-7; 17-17-9. These combinations, or something similar, will generate an initial decisiveness rating of about 50%. Deftness is very important to a Basher. The strength/wit/will/deftness combination is where this Basher will generate the awesome attack percentage and his attacking precision. A Basher with the aforementioned minimums in strength/wit/will/deftness can expect to achieve an initial attack rating between 60- 80%. A 13 deftness will also allow the use of my favorite weapon, the morning star. In the hands of a Basher, this is a devastating weapon. Now that you know how to design a Basher, here's how they should be run. This strategy should be used vs. offensive styled warriors: 1 2 3 4 5 6 Desp 10 10 10 10 10 10 10 10 3 3 3 3 3 10 7 7 7 7 7 7 7 HE HE HE HE HE HE HE HE HE HE HE HE HE HE D B D The offensive effort is self-explanatory. If you are not trying to destroy your opponent, then you should not be running a Basher. The activity level requires some explanation. Bashers, as you might expect, perform better with a low activity level. This is because the Bashing attack style is a series of overhand, overpowering blows which are designed to deliver maximum hitting power. Running around like a decapitated chicken would appear to be counterproductive. Here is the key. The 10 activity level in minute one is designed to help you get the jump on another offensive warrior. If you do get the jump, you will win. Even if you are hurting the Basher's attack percentage, how many offensive warriors do you know of that will be able to parry or dodge this Basher's attack? NONE. Therefore, the 10 activity level in minute one is justified. The decisiveness tactic in minute one is also there to help you get the first shot off. Assuming you get the jump in minute one and the fight somehow manages to make it into minute two, that's where the bash tactic comes in. You enter minute two with the initiative, land a bash modified head shot into the poor slob in front of you, and down he goes!!! Minutes 3-6 are basically superfluous as not many fights will go that far. 10-3-7 allows the basher to do what he does best. The theory behind the desperation configuration is the same as that for minute one. Since the bashing attack is a downward motion, attacking the head is logical to say the least. Modify this to the chest if you suspect that you adversary is protecting his head. Defending your head is simply there to ensure that you hold your hands up high. My reasoning is that I am simply trying not to interfere with the Basher's attack, as opposed to seriously trying to defend myself. Against defensive warriors, change minute one to 10-3-7 with no tactics: i.e., let the basher do what he does best. I have only lost one fight to a defensive styled warrior with my best basher, and that was MY fault. Minute two can be left the same, or you can drop the bash tactic. I am tempted to leave the desperation minute the same. If you are desperate, it probably means you were just hit. This design cannot take getting hit. You need to go berserk in order to regain the initiative. A high quality Basher should have no trouble with Parry-XYZ's and TPs. Against scum try 7-1-7 with the bash tactic. You should have no trouble blasting attacks through the feeble parries of a scum warrior, and the relatively slow (for a basher) tempo will allow you to keep it up for 3-4 minutes, which WILL be more than enough time to demolish even the most stubborn APA, F, ME, ME 1-1-1-P Total Parry. Let me also mention that the bash tactic should never be used against PRs. Last, but by no means least, is what to wear. Armor should be APL, ALE, or none at all. DO NOT strap this basher into a suit of plate armor. The Bashing Attack, despite what some other managers say (even those self-proclaimed "highly experienced" manager who relentlessly brag about their 600+ winning percentages who only run defensives, SCUM, and lungers) is a quick style. The armor should be correspondingly light to allow the basher to get the jump on his opponent. The same theory applies to weapon selection. Try using the QS, MS, of the WH. The GA and MA should only be used against slower offensives of defensive styled warriors. Again, the key here is quickness. THIS basher is designed to win his fights, with his tremendous attack percentage, not with his tremendous damage bonus. This article has been brought to you by..... Mark Schwartz 280 Middlesex Road aka Troll King Matawan, NJ 07747 mgr. Troll Lords 201-583-5150 Arena #36 Jhans HOW TO BUILD A BETTER WARRIOR (version Y2k) I'm sure that by now everyone has had enough of those "perfect" warrior advice articles. And, while they are useful to a point, it's hard to apply their advice to the hordes of non-perfect warriors we get every day. Hence, this article is for the other 99% non-perfect warriors. The design ideas presented here have been valid over the course of my 15 years of experience with this game, with proven success at all levels of the game. There are several things to think about when designing a warrior. First is fighting style. Second is longevity. Third is weapon suitability. Fourth is physical capabilities. Fifth is trainability. While I will discuss these separately in this article, they must be thought about simultaneously in order to get the maximum potential from each and every roll-up. Fighting style is the most important decision you'll make about your new warrior. Consider all possibilities. Sometimes you will need to experiment with the numbers, play around with several different combinations, before picking the best style. The offensive styles are lunging, slashing, striking, aimed blow, and bashing. The defensive styles are total parry, parry riposte, and parry strike. The mixed styles are wall of steel and parry-lunge. The offensive warriors have lots of attack ability and little defense (except lungers). Their key attributes are usually will (for endurance and attack skills) and strength (for damage capability and attack skills). High wit and deftness are also high on the list as they both give a lot of skills, particularly attack skills. [Tip #1: Never design an aimed blow with less than a 21 deftness.] The defensives have lots of defensive ability (particularly parry) but poor attack. Their key attributes are usually will (for damage taking and parry skills) and constitution (for damage taking). Again, extra wit and deftness is highly desirable for the extra skills. [Tip #2: Keep wit as low as possible on scum warriors.] The mixed styles have pretty good attack and pretty good defense, making them among the most formidable warriors in the game. Their key attributes are will (what a surprise!) and whatever gets them to good cut-offs, because mixed styles use defensive and offensive skills with equal effectiveness. If you notice, speed doesn't come up as an important stat for any style, but it is probably best utilized by the offensive styles. I tend to like warriors that will perform well (as opposed to looking good but still losing), so I tend to design a lot of offensive and mixed styles. Longevity is another design concern. The main decision here is whether your new warrior will have a long, Gateway oriented career, or have a shorter life span. If shorter, how much shorter? In general, for maximum learning and maximum training, you'll want to add as much as possible to wit and will. If you envision Gateway god- hood in your warrior's future, then designing him with a low wit or will has only a minor effect; it merely takes a little longer for him to reach his full potential. If your warrior has a sandbagging champions future, then you'll want to add as much wit as possible to get him competitive as soon as possible. For an ADM title shot, you'll want to build in some easy stat trains that give lots of skills. For a short, rookies or novices oriented career, you'll probably want a high will because you'll most likely be looking for quick, significant stat trains. The point is, decide when the warrior is born how long his career will be, and you will be better able to maximize his potential towards that ultimate target. Weapon suitability must also be considered. As is well known, not all weapons are well-suited to all styles, and every warrior has a favorite weapon. It is important to design a warrior so he will be able to use the significant weapons well- suited to his style. It should not take more than a couple stat trains to get your warrior well-suited to some good weapons. (Consult available charts for weapon suitability.) I feel that it is important to be well suited to several weapons of your style. This gives you the opportunity to change and surprise your foes. If your warrior lacks the attributes to use key weapons of his style, his effectiveness will be diminished. Physical capabilities is an often overlooked aspect of warrior design. The three main areas of concern are endurance, the ability to inflict damage, and the ability to take damage. At least one of these should be at the "good" level or above, and the more the better. There is usually a trade-off between designing for skills and designing for physical attributes. The trick is to maximize both. Always evaluate the possibility of adding to strength over deftness. The damage capability gained will usually out-weigh the difference in skills. Endurance is usually a key factor in an offensive warrior's ability to defeat a defensive. Conversely, the ability to take damage is usually a key factor in a defensive warrior's ability to defeat an offensive. Again, use the available charts to design your warrior to reach the desired physical levels with a minimum of stat trains. The fastest way for a new warrior to improve is to learn skills with a 21 wit. With a 21 wit, you can usually average three skills per fight for your first 20 fights or so. Going into an adepts tournament with 60+ skills is very good. The higher the wit, the more skills your warrior will learn, so keep this in mind when designing your potential tournament champions. A number of managers advocate early stat trains that burn skills. I only do this in the most severe of cases, like a 3 wit scummy warrior. The main reason I don't do this is because any warrior I want to fight beyond novices is going to need as many skills as he can get. In addition, if a warrior burns skills early, he'll end up with less than his contemporaries at the time they both max skills. This leads to diminished skill levels when the warrior makes a TC run in the Freshmen, ADM, or Eligibles class, and to a protracted struggle to get the warrior inducted to Primus/Gateway when the time comes. It also eliminates the option to sandbag in the champions since your burned warrior will never have the skills to compete with non- burned warriors. However, I do design for trainability. I like my warriors to have a shot at a TC in the ADM or Eligibles class, so I will purposely leave deftness at 9, counting on the quick, easy trains once all my skills are learned. You can do the same in wit, will, speed, and even strength; leave the starting stat a couple points below a level with significant skills, then train those stats when you make your TC run. Of course, since you're planning on making this training run in Advanced Duelmasters, the best stat for trainability is a 21. Every train past 21 will give you quick, significant, valuable skills. Of course, any set of design rules or guidelines will have its exceptions. There are many good warriors out there who did not follow any of the rules outlined above, but there are many, many more dead ones. So, if you follow these rules most of the time, most of your warriors will be winners. That said, let's do a couple examples. First, we'll redesign the legendary Broke Stroker. ST 10 + 0 = 10 CN 10 + 0 = 10 SZ 10 WT 9 + 6 = 15 WL 9 + 6 = 15 SP 11 + 0 = 11 DF 11 + 2 = 13 Style: Lunger Comments: His wit and will are high enough to make him a viable long-term warrior. He starts well-suited to the short spear, and is only one strength train away from longsword suitability. He's got enough con to take a hit, and he'll likely also get good damage with his first strength train, if not on the original overview. ST 5 + 4 = 9 CN 8 + 0 = 8 SZ 14 WT 8 + 5 = 13 WL 13 + 4 = 17 SP 10 + 0 = 10 DF 12 + 1 = 13 Style: Slasher Comments: He starts well-suited to scimitar, and has enough ST, CN, & WL to get normal endurance. He has a good shot at good damage to start with, and if not, it's only a train or two away. ST 12 + 5 = 17 CN 8 + 1 = 9 SZ 7 WT 11 + 6 = 17 WL 8 + 1 = 9 SP 14 + 0 = 14 DF 10 + 1 = 11 Style: Striker Comments: This low will wonder needs help to get normal endurance, thus the high strength. It gives the additional bonus of guaranteeing good damage on a relatively small warrior. The 11 deftness gives him suitability to almost every weapon. Now it's time for you to go forth and design your own godlings (or is that "doglings"?). Armed with these guidelines, you too can have your share of Broke Strokers in Advanced Duelmasters. Good luck, and may the gods guide your blows straight and true! -- Neon Necromancer (DM 1: Care Less Bears; DM 18: Mad Scientists; other random teams and 100ish ADM warriors)