DUEL 2 NEWSLETTER Date : 03/15/2008 Duedate: 03/28/2008 NOBLISH ISLAND ARENA DM-93 TURN-256 This Weeks Top Honors THE DUELMASTER IS DARK ARENA MEAT MIDDLE EARTH (1488) (93-8624) [9-1-0,56] Chartered Recognition Leader Unchartered Recognition Leader DARK ARENA MEAT EARL BRUCE MIDDLE EARTH (1488) SCARLET BROTHERHOOD (1505) (93-8624) [9-1-0,56] (93-8723) [3-0-0,32] Popularity Leader This Weeks Favorite DARK ARENA MEAT BROTHER TAO MIDDLE EARTH (1488) FAUX TIDES (1482) (93-8624) [9-1-0,56] (93-8580) [4-4-1,27] THE CURRENT TOP TEAM SCARLET BROTHERHOOD (1505) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. HOUSE OF JADE (1503) 56 2. MIDDLE EARTH (1488) 32 MIDDLE EARTH (1488) 3. ORDER (1501) 19 Unchartered Team 4. MIDDLE WAY 19 (1502) 13 5. FAUX TIDES (1482) 13SCARLET BROTHERHOOD (1505) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*SCARLET BROTHERHO (1505) 12 2 0 85.7 1/ 1*SCARLET BROTHERHO (1505) 12 2 0 2/ 0*HOUSE OF JADE (1503) 4 1 0 80.0 2/ 5 MIDDLE EARTH (1488) 8 7 0 3/ 2 MIDDLE EARTH (1488) 32 17 1 65.3 3/ 6*FAUX TIDES (1482) 7 8 2 4- 3*SHENANIGANS (1494) 17 13 4 56.7 4/ 2*ELLISHOOD (1493) 5 4 0 5/ 6*ELLISHOOD (1493) 19 19 0 50.0 5/ 0*HOUSE OF JADE (1503) 4 1 0 6/ 5*ORDER (1501) 3 3 0 50.0 6/ 3*MIDDLE WAY 19 (1502) 4 9 0 7/ 4*MIDDLE WAY 19 (1502) 15 16 0 48.4 7/ 7*ORDER (1501) 3 3 0 8/ 7*FAUX TIDES (1482) 15 28 3 34.9 8- 4*SHENANIGANS (1494) 2 3 1 '*' 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+-----]|%{ * -- Bastor, Faux Tides and the Question: Why Me? -- The morning was crisp but not quite nippy enough for a sweater. Dew sparkled as the sun beamed brightly from the heavens, basking the lush, hilly meadow. I sat, surrounded by life, growth and nature, (everything I would soon be working against,) pondering my place in life in general. Everything was perfect except for an unnatural pesky sound that had caught my attention. "Help!" At first I thought it an odd bird call. I was studying the most lovely flutter bottom that had alighted on my finger when the Sound, much closer and easily notable, disrupted the euphoria of the natural setting once again. "Help! Somebody!" The desperation in the voice stirred something in me that warned of trouble and hence, run! I stood with a healthy sign and shook the lillydac petals from my cape and swept my blue leggings clean. Then, finding my bearings, I went in search of the disturbance. I should just hide, but I was terribly curious. I had been collecting fruit and watching the wildlife for most of the morning while trying to forget about my cruel family. I so enjoyed beauty and the world was just full of it. Well, I bit into an apple as I crested the top of the hill. I stopped in mid chew as a rather ugly thing officially destroyed my perfect morning. The hairy behemoth was trying its best to stick its ugly horns into what seemed to be a young boy. "Hey you!" I shouted. "Pick on someone your own size!" To my surprise, the boy turned and ran straight for me. I suppose he thought my indignation had been an attempt to help. To my panic, I was just about to run when the kid spoke. "Thanks, mister. I think you scared it." Me? I grabbed my bright red cape as the wind whipped it into a froth, before it could poke me in the eyes as it often did. The beast glared our way and began stomping its hooves. Then, it lowered its horns and charged. "Oh dear!" I gasped. "Run!" Fear coursed through me as the boy and I took flight. I was about to overtake the boy when my cape snagged, spinning me around and getting all tangled in a shrub thorn. My skin crawled as I could almost feel those horns pierce my bum in a most painful way. I could imagine the taunts and jeers as I limped down the street. So, with a deep sigh I turned, slowly opening one eye and then the other. I screamed. Yes. High-pitched. Girlish. Terrified. Scream. The black beady eyes seemed to burn through me. Adrenaline and desperation spurred me into action and I braced myself, grabbing for the horns. My feet dug furrows as I grunted in an attempt to avoid the thing's foul breath. To my surprise, and its, I brought it to a standstill. Realizing my advantage, I smashed the beast with a vicious headbutt that made stars appear. Slowly, with a groan, it dropped, dazed. I stood, unbelieving, and caught my breath while gathering my cape once more. I turned, deciding to be somewhere safe when the thing woke up. There again was the boy. He looked at me with admiration in his eyes and he had a backpack and the oddest clothes. "Thanks. I was a goner for sure!" the boy struck a hand out tentatively. "I'm Gavin Rule." "Hallo Gavin. I'm Bastor." After shaking his hand, the wardrobe finally clicked. "You're a manager, aren't you?" The boy nodded enthusiastically. "I was trying to recruit that minotaur but I don't think he liked my offer." "The manager was the smallest I had ever seen but, not without a certain charm. Slowly, I glanced around and then back to the child. "If you're a manager, shouldn't you have duelers somewhere around here?" My attention was drawn to the backpack. If this was an exceptionally small manager, it made sense he might have an exceptionally small dueling team. "Mack, probably his usual grumpy self, and Tao is no doubt trying to ignore him. Hey, you handled that mino pretty well. Want to join? It's a steady pay and we can be the best team ever!" He finished with a fist in the air. At least he didn't lack enthusiasm. This situation called for careful thought. Fighting is dangerous work. Something I try to avoid. I'd just decided to pass when my mouth took control all by itself. "Sure." "Yeah! Awesome! We're gonna be the best!" "Oh bother, There I go again." I sighed and gave a shrug. No going back now. We headed down the hill as I led my new friend and manager toward town. "Owning a stable is an expensive business. How do you plan to pay?" Gavin smiled and patted his backpack lovingly. "Baseball cards," he said with confidence. They've gotta be super rare here!" -- Bastor .Shameless Coward. ~ Memories * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Skills in Layman's Terms Initiative -- The benefits of having and utilizing a superior Initiative are being able to press the attack and continue swinging, forcing your opponent to react to you and thus putting them on the defensive. This prevents your opponent from being offensive, thus not being able to swing back. You know the saying, "The best defense is a good offense." The downside to Initiative is you must be decisive enough to swing first or steal the initiative through riposte or another way. Also, all that swinging is a lot of endurance burn. You can have all the Initiative in the world but it amounts to nothing but tired arms if you can't hit what you're aiming for. Decisiveness -- A superior Decise skill (allowing modifiers of weight and strategy) will allow you to get in the first shot, hopefully, before your opponent can put up a proper defense. It's particularly useful in getting in to strike when an opportunity arises. This coincides closely with Init in many ways. Without the proper Initiative skill, though, Decise allows you to take the shot even though your opponent may continue with Initiative. The great failings of Decise are: Your fighter may instinctively take an opening without hesitation, possibly lowering defense to do so, taking a hit to do so, or falling for a tricky ploy the enemy may have set up. With any luck, though, you can catch them off guard. Attack -- This is your fighter's ability to hit what he is aiming for, arm, head, or at least their opponent. A high attack can skillfully penetrate an attempted parry or catch an elusive opponent, mid-dodge. As for weaknesses and drawbacks, everyone wants attack skills, but without being able to get an opening or gaining a combat advantage, attack skills are useless. It does you no good if you can't get a swing in. This is where the strategy and intricacies of the game come into play. A balance must be made or in the very least, a proper matchup to pit your fighter's strengths against another's weakness or in a position where he can use his strengths. This is how you as a manager aid your stable with the Challenge and Avoid features. Parry -- This is the art of impeding your opponent's attack by placing something in the way (other than your tender hide). Parry is a clever and deft maneuver using your weapons in more than a stopping force. The object is to deflect their weapon so it not only does no damage but swings off course enough to disrupt your opponent's balance, attack, and with luck, create an opening. The drawback is being in a defensive posture and so foregoing attack in order to protect yourself and predict your opponent. This is also risky because if your fighter lacks the skill, he may be in big trouble, considering the only thing stopping your opponent's weapon is your parry and then only cushioning armor. Defense -- Dodging is preferable to parry for the ability to completely avoid a blow and so keeping your weapon free for an attack. Keep in mind, dodge may also burn much more endurance than parry (especially with heavy armor). Riposte -- is an instantaneous strike in response to your opponent lowering their guard to attack. It is not a precision strike, but with a high skill, you can get under your opponent's guard, sometimes several times before they recover. The down side is, yep you guessed it, you have to be attacked first! Some good Rippers know they may have to take a hit to give a few. Thus, it's good to have a moderate con. Rippers have a turnover rate reputed second only to Aimed Blows, so I understand. You should begin to see how each of these skills relate to each other. It's impossible to win on just one skill alone. Each style has favored skills, both shown by priority learns and mode skills. There are many "perfect" this and that. I argue (though still experimenting) that a style can be developed in several ways beyond what is commonly known. I believe these are labeled "sub-styles." There are many combinations possible. Obviously, some will be ineffective but some may surprise you! Remember, good management will win more fights than "perfect" stats (granted you have stats that aren't utterly ludicrous). Try to peg your fighter's rhythm. Find out how fast he likes to fight, "Offensive Effort," and his pace "Activity Level." Try different weapons to see what works best for you. Try not to use weapons that your warrior is not well-suited to. Heavy armor burns endurance quicker, especially if you lack in the strength department). If your Con is low, put some armor on until your fighter had learned enough skills to keep them alive and always remember to use the Challenge/Avoid feature! This way you can control who you will be going up against and adjust properly. Everything comes with experience and observation. For further discussions, guessing, or if you're just in the mood to chat, drop me a diplo. Until then, see you on the sands! Gavin Rule, mgr. Faux Tides (1482) >)]H[(< + -----:----- + >)] *IHI* [(< + -----:----- + >)]H[(< Profile of a Style Parry-Riposte When you read about the parry-riposte style in the rulebook, it looks like it might be a lot of fun to run, and it is. But it's also really tricky. The plain offensives: basher, lunger, slasher, striker, and the total parry, are easier. I don't think I've ever heard a manager say that he really understands the parry- riposte style, I certainly don't myself. But I've run a lot of them, and some have survived, and they ARE fun. So just for a basic introduction to warriors of the parry-riposte style, known to one and all as rippers, here's what I know. Design: This is tough. The ripper needs it all! Especially important, though, are endurance from constitution (CN) and will (WL), plus skill from wit (WT) and deftness (DF), and it doesn't hurt to have enough strength (ST) to do a decent amount of damage... and what does that leave that you can go short on? Size (SZ), okay, a ripper can be--usually is--small. Speed (SP), well, I just don't know. It wouldn't hurt them to have speed, but where are all the points going to come from? I have made a lot of rippers over the years, some of them from roll-ups that were spectacularly unsuited to the style. These are ones who lived to graduation: Santee 13- 7-14-17-15- 8-10 LO mod/mod slash Toryn 9-12- 7-13-15-11-17 EP vlo/mod Scovellie 9-13- 8-17-17- 5-15 SH low/mod Chia 10-13- 5-17-17- 5-17 SS low/high Saba 5-17- 9-15-17- 4-17 EP mod/low Bali 9- 6-14-15-17- 8-15 LO vlo/mod Jane 9-10- 9-17-17- 5-17 SS mod/mod lunge/riposte Cedar 15- 6- 7-15-17- 9-15 LS mod/mod Azureen 9-12- 8-17-10-11-17 SC high/mod riposte Similde 6- 6- 5-17-17-16-17 LO low/mod Tailida 9-13- 5-15-17- 8-17 SH low/mod Korlo 9- 8-12-17-15- 8-15 LS vlo/mod Tilona 9- 9- 7-15-17-10-17 SH low/mod lunge You'll see my biases at work here. Strength is usually at least nine; in the cases where it started lower, the warriors were cursed with little damage, and I trained it up as soon as I could. (The numbers shown here are all original, before stat trains.) Constitution generally moderate. Most of these warriors could take a hit or two and survive. Size mostly small, but not always. I did try a couple six-footers, and they didn't do as badly as one might expect. Wit is 15 or 17, except in one case. I always look for brains in a gladiator, and this style needs it. Will is, except in one case, 15 or 17. High will improves endurance, an important factor for a parry-style, and makes it easier to train stats when the time comes. Speed may be anything. I generally did not add any points to speed during the design phase. Deftness is 15 or 17 again, except in one case. Deftness, and the skills that go with it, are important to a finesse style like the ripper. Plus, where strength may be a problem, accuracy helps. Weapon selection: There are six weapons well suited to the parry-riposte style, listed below with the minimum stats required for their best use. Epee ST 7 SZ - WT 15 DF 15 Longspear ST 11 SZ 9 WT 5 DF 9 Longsword ST 11 SZ - WT 13 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Shortspear ST 9 SZ - WT 7 DF 7 Shortsword ST 5 SZ - WT 11 DF 3 Only weapons well suited to the style will show up as favorite weapons when a warrior graduates. Yes, you CAN put other weapons in their hands, but you aren't likely to get the best results that way. (You may note that some of my graduated rippers listed above were initially unable to use their favorite weapon to best advantage. This is one of the sneaky things the Gladiatorial Commission does to keep you on your toes.) I STRONGLY advise that when you design a ripper, consult the weapon chart and make sure that your warrior will have the stats to use at least one of the weapons listed to its best advantage. Armor selection: This depends on how you plan to run the warrior. If he's going to be fast, and/or he can take a few hits (takes normal damage, for instance, signified by no comment on the overview) but maybe has low endurance, put him in light armor. If you plan to run him slow, or he can take little damage but maybe has high endurance, put him in medium to heavy armor. Strategy: This is always a tricky thing to advise people on, which is why I've listed the favorite rhythms on the warriors above. Very low (vlo) is 1 or 2, low is 3 or 4, moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10. Offensive effort is listed first, then activity level. You can see that most rippers in this sample prefer to run at middling speeds, usually with the activity level higher than the offensive effort. Not all of them, but a majority. You can ignore that--I sometimes do--and run them fast and hard, as though they were simple offensive warriors. Some take to this treatment, others burn out. The medium speeds are safe, and a place to start from. You'll note I haven't mentioned kill desire here. There is no such thing as a warrior or style having a favorite kill desire. Your kill desire can have a profound effect on how the warrior fights, but it is strictly a personal decision. However, I can say that my own experience has been that if a warrior has a high KD in desperation, he will tend to go berserk, and if he has a low KD in desperation, he will surrender. Warriors who surrender lose fights, but generally they survive to fight again. I can't say the same of warriors who go berserk in desperation. Tactics: I don't use tactics much, myself, but that's just me. You'll note that out of the thirteen warriors listed above, two have favorite offensive tactics (slash and lunge) and one has a favorite defensive tactic (riposte) and one has both an offensive and a defensive tactic (lunge/riposte). All this tells us for sure is that slash, lunge, and riposte are tactics that rippers can use well (or they wouldn't appear as favorites). Experiment with them, but don't try to use an offensive AND a defensive tactic in the same minute; it confuses the warrior. And to go from the general to the specific-- Profile of a Warrior Tailida Dawnrain Tailida is one of the rippers listed above. She's left-handed She's intelligent Makes the most of her enemy's mistakes Has an unusual fighting style that confuses many opponents Rarely makes mistakes Is always thinking ahead She plans out every move that she makes, seldom wasting any effort She is very quick (the DF more than the SP, I think) She cannot carry a lot of weight in armor and weapons (more a question of her SZ than her ST) She is incredibly quick and elusive on her feet Making even dangerous opponents look harmless She does little damage with each blow (curses! I had hoped that the ST of 9 would offset her small SZ. It didn't.) ST 9 CN 13 SZ 5 WT 15 WL 17 SP 8 DF 17 If I decide to run her on the Isle, I will train up her ST until I get normal damage. (Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is a barren stretch. But it WILL increase the amount of damage a warrior can do.) She graduates with a master in riposte, an expert in attack, a master in parry, and an advanced expert in defense. She is naturally adept with the shortsword, which I don't think she tried She favors a fighting rhythm of low offensive effort and moderate activity level And she tends to learn parry skills most easily. She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51). On the same turn as her graduation notice arrived, she was challenged by a total parry in plate armor and a full helm, carrying a broadsword and a medium shield. Tailida herself was in leather armor and a helm, carrying a scimitar (and a backup). Tailida was running 7-7-x, faster than she would have liked, but that's how she's being running straight along, and it kept her alive and with a winning record, so I don't want to hear her complain. Tailida got the jump and hit her opponent twice in the first minute, several other blows being parried, hit once each in the second and third minutes, with other blows being parried, was parried completely in the fourth minute, was showing signs of weariness in the fifth minute but still managed to land a few blows in the fifth, sixth, and seventh minutes. Then she collapsed with exhaustion at the end of the seventh minute and lost the fight without being hit once. This is why you find managers speaking harshly of "scum": we all hate to see our warrior work hard, do all the right things, and lose because the opponent wasn't doing anything but standing there in heavy armor. Jorja The Middle Way +<]H[>+-----+<]H[+ Question of the Week #7 +]H[>+-----+<]H[>+ From turn 414: All -- In case last cycle's personals don't make it: What are the advantages and disadvantages of using one or two weapons. I'm particularly interested in Riposte effects. -- Q.O.W. Hanibal Q.O.W. -- Two Weapons. That's a good subject. Disadvantages: Few if any, but it has been suggested that some weapons give bonuses to attack if you use them in two hands instead of one, such as SC. An obvious one is you can't use two handed weapons. If you don't have the attribute requirements (which are more stringent for off-hand weapons), then you may suffer penalties when using certain combinations. Last, you may swing with an off-hand more than you want, say if you are using a shield. It's usually prefered to have a real weapon in your off-hand. Advantages: You have a second weapon already in hand if one breaks. If you are ambidextrous, this is the biggest advantage, because they will swing with that off- hand weapon almost as if it were their on-hand. My ambi-warriors will win fights with off-hand weapons. An off-hand weapon is not bound to a warrior's style suitability, so a LU could use a SC in their off-hand without penalty if they have the attribute requirements. Another advantage is suggested in that it assists in parrying. I tend to think highly coordinated warriors are better at parrying with their second weapon than those who aren't. I rarely use shields, so I can't comment extensively on their benefits over a real weapon, especially in AD, but in basic, shields seem to make it easier to parry attacks. Riposte and 2-Weapons: I have not noticed any specific variance in the ability of a warrior to riposte if they are using two weapons. Once in AD, riposting is more often than not following a dodge. I don't think there is much correlation here, but it is definitely something to look into. -- Adie The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager who is himself an alumnus of Noblish Island. The answers are provided by other managers in that arena. Any manager here in Noblish who wishes to pose a question to the more experienced managers of Aruak City, feel free to do so, either by sending in a personal directed to DM 11 and identifying yourself as a manager from Noblish seeking enlightenment, or by posting the question here, in which case I will be glad to see that it reaches Aruak. Also, Hanibal sends you greetings and asks that we remind you that all arenas do not have the same attitude and local conventions. Aruak City is an Andorian arena and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except from the throne or in bloodfeuds, no deliberate attempts to kill the warriors of other managers, and a general attitude of friendly respect toward the other members of the arena. It is, in fact, a fine arena, and one where you would all be welcome (though there are plenty of others--just ask, and I'll be glad to tell you about my favorites). If you have questions that you would like answered by the experienced managers of the game, don't hesitate to ask--we can't answer if you don't ask. Questions can be posed in the personals here, or by email to me (jputney@zianet.com) or Pagan (pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93. Question from turn 415 of Aruak City: All -- Do you think you get negative modifiers when you go desperate? What about "is dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal Q.O.W. Answers from turn 416: Hanibal -- That's a good question! I honestly don't have much of an opinion on that. In the old days, warriors could get permanent wounds that would affect their fighting in later matches (but not anymore), and it's been suggested that getting hit in certain locations affects what your character can do during a match (obvious cases are losing the use of an arm or being knocked down), but the sorely wounded comments? It probably just has to do with giving a hint as to how close that warrior is to going down if it gets hit in that badly wounded spot again. -- Adie QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of shock', etc., a warrior's ability to defend themselves is penalized. Desperation by itself may not represent an ability penalty as much as a time to check for surrender and a switch to the desperation strategy. Often, with a drastic strategy switch in desperation, a warrior's performance can improve. -- Carmen QOW -- I've noticed that by the time I get somebody to that point they're finished. But I've also noticed that some of my more defensive comrades will give their opponent a moment to recover and they're still able to. Despite this I would say that by the time the comments you listed come into play the warrior who's getting beat is in really bad shape. Whereas statements like "fights with the cunning of desperation" or "eyes flare with renewed determination" still leave plenty of room for the warrior to make a comeback. Therefore I would say that the earlier desperation statements don't carry any significant penalties. -- Maxwell Honorblade * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 589): VENTRIIE of DARK WARDS (Dr. Doom, mgr.) DM 12 RIZTAB (turn 589): MADAM Y of CULTS-R-US (?, mgr.) DM 13 DULLENS (turn 497): WINDWALKER of CARDOW HUNTERS (Jorja, mgr.) DM 15 MALCORN (turn 583): BET TWICE of TRIPLE CROWN (Sultan, mgr.) DM 16 WILLAF (turn 585): TANOSHII of YAMABUSHI (Doc Miracle, mgr.) DM 17 ALJAFIR (turn 583): VIOLET ORC of HEROESANDFOUNDONES (The Judge, mgr.) DM 19 ZUWAYZA (turn 581): NIFTY NICKEL of THE MAGNIFICENT MAGS (Jorja, mgr.) DM 28 MORYA (turn 291): VAIDISAVA of THE PENTARCHY (Le Pentarque, mgr.) DM 29 LAPUR (turn 574): BRICKHOUSE of STREETWALKERS (Roadkill, mgr.) DM 31 CHIMLEVTAL (turn 288): COMMANDER SPUD of MILITARY MAYHEM (Crip, mgr.) DM 32 ARVAT (turn 571): SHEA TANN of DEVIL ADVOCATES (Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 569): THE CLAW of RAVAGING LORDS (General Ikillu, mgr.) DM 35 MURSKA (turn 560): TOURNEY SCUMM of BUSY, BUSYTONW (Huckle Cat, mgr.) DM 43 VEASTIAN (turn 522): J'KOROU of THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 266): AUNTY ENTITY of DARQUE FORCES (Master Darque, mgr.) DM 47 DOUBLE X (turn 260): HANTA of DOK SIK KILLERS (Doc Sik, mgr.) DM 50 SNOWBOUND (turn 247): ON MY WAY of OPEN SESAME (Crip, mgr.) DM 56 ROCANIS (turn 450): CENTURION of KNIGHTS OF ROCANIS (Jakari, mgr.) DM 60 COLLUSION COVE (turn 437): THE RIDDLER of CRAZY CREEPS (Crazy Creepster, mgr) DM 61 JURINE (turn 428): LOCKENLOAD of CLAN GHOST BEARS (Bjorn, mgr.) DM 65 DAL SHANG (turn 413): DUCK KA-BOB of MIGHTY DUCKS (Woody, mgr.) DM 73 ERINIKA (turn 196): BLACK EYE of BLACK & BLUE (The Mun, mgr.) DM 74 DAYLA KIV (turn 385): GENERAL MILLS of CORPS (Papa Bear, mgr.) DM 75 JADE MOUNTAIN (turn 382): GARTH of MANAGER MUSINGS (FTF Manager, mgr.) DM 78 LIN TIRIAN (turn 368): NECROMANCER of MAGIC ARTISTS (Houdini, mgr.) ADM 103 FREE BLADES (turn 475): NIGHTCAP of DARKLINGS (She-Puppy, mgr.) Top Teams --------- DM 9 ZUKAL (turn 589): DARK WARDS (Dr. Doom, mgr.) DM 12 RIZTAB (turn 589): CULTS-R-US (?, mgr.) DM 13 DULLENS (turn 467): CARDOW HUNTERS (Jorja, mgr.) DM 15 MALCORN (turn 583): DARK CREATION (Herbert Philip Lovecraft West, mgr.) DM 16 WILLAF (turn 585): PUNNY ANIMALS (Jorja, mgr.) DM 17 ALJAFIR (turn 583): FIELDS OF ELYSIUM (Caesar, mgr.) DM 19 ZUWAYZA (turn 581): FUNKY FOLK (Papa Bear, mgr.) DM 28 MORYA (turn 291): THE PENTARCHY (Le Pentarque, mgr.) DM 29 LAPUR (turn 574): WILL DUEL 4 MEAD (Sporkis, mgr.) DM 31 CHIMLEVTAL (turn 288): LORDS OF VALHALLA (High Lord Bosk, mgr.) DM 32 ARVAT (turn 571): DEVIL ADVOCATETS (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 569): STORM BRINGERS (The Rake, mgr.) DM 35 MURSKA (turn 560): PHILANTHROPISTS (Aragorn, mgr.) DM 43 VEASTIAN (turn 522): THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 266): OLD MAN RIVER (Stik, mgr.) DM 47 DOUBLE X (turn 260): ROYAL FLUSH (Crip, mgr.) DM 50 SNOWBOUND (turn 247): POSITION IS EMPTY DM 56 ROCANIS (turn 450): BAD APPLES (Jorja, mgr.) DM 60 COLLUSION COVE (turn 417): ELOQUENT KNIGHTS (Soultaker, mgr.) DM 61 JURINE (turn 428): CLAN GHOST BEARS (Bjorn, mgr.) DM 65 DAL SHANG (turn 413): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 196): BLACKMAIL (The Mun, mgr.) DM 74 DAYLA KIV (turn 385): SAND DANCERRS (Jorja, mgr.) DM 75 JADE MOUNTAIN (turn 382): SAND DANCERS (Jorja, mgr.) DM 78 LIN TIRIAN (turn 368): MAGIC ARTISTS (Houdini, mgr.) ADM 103 FREE BLADES (turn 475): PUPPY POWER (Mannequin, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 589): BRUJAH of DARK WARDS (Dr. Doom, mgr.) DM 12 RIZTAB (turn 588): SISTER Q of CULTS-R-US (?, mgr.) DM 13 DULLENS (turn 496): SILENT HAWK of CARDOW HUNTERS (Jorja, mgr.) DM 16 WILLAF (turn 585): TANOSHII of YAMABUSHI (Doc Miracle, mgr.) DM 17 ALJAFIR (turn 582): ARTEMIDORUS of FIELDS OF ELYSIUM (Caesar, mgr.) DM 28 MORYA (turn 291): SHARAPOVA of THE PENTARCHY (Le Pentarque, mgr.) DM 29 LAPUR (turn 572): ZERO VISIBILITY of FORCE OF NATURE (Storm Front, mgr.) DM 31 CHIMLEVTAL (turn 288): COMMANDER SPUD of MILITARY MAYHEM (Crip, mgr.) DM 35 MURSKA (turn 559): BILDIS of CHILDREN OF LLYR (Jorja, mgr.) DM 43 VEASTIAN (turn 522): SOLIDER 2 of MEDAL OF HONOR 27 (The Anarchist, mgr.) DM 45 STORMCROWE (turn 266): ANGEL HAMMER of MUTANT HAMMERZ (Hammer, mgr.) (turn 265): RAGGEDY ANN of DARQUE FORCES (Master Darque, mgr.) THE BRIDE of DARQUE FORCES (Master Darque, mgr.) DM 47 DOUBLE X (turn 259): TEMPUS of WARHAMMERS (Coyote, mgr.) DM 60 COLLUSION COVE (turn 417): JACK THE RIPPER of CRAZY CRREPS (Crazy Creepster) DM 65 DAL SHANG (turn 412): LORIN TEN KORO of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 196): BLACK EYE of BLACK & BLUE (The Mun, mgr.) DM 78 LIN TIRIAN (turn 368): NECROMANCER of MAGIC ARTISTS (Houdini, mgr.) 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... Uncool, SHENANIGANS. I mean 0-0-0 is bad. Will they will be allowed to fight? I say use 'em for training practice! The guys at MIDDLE EARTH like really pulled together to get a 3-2-0 this turn, moving up by 3. Talk about hot teams! HOUSE OF JADE goes out, the very first time, and goes 4-1-0! Like, what do you guys eat for breakfast? MVP award for GEMINI? ORDER's proud of him after beating JIM TRESSEL and getting 18 points. Talk about yer major upsets! JIM TRESSEL's match with GEMINI cost him a loss of 13 points! What a putz! LEINAD fights so hard to be Duelmaster, then quits fighting and loses the title. No one said he was a genius... And I was just getting used to the ex-Duelmaster's habit of...(!) Oh well, welcome DARK ARENA MEAT. Aren't MIDDLE EARTH proud. (Oh, my.) Is the Duelmaster really being a real snob to his teammates? Don't ask me! Look, you guys stick to fighting, all right? MIDDLE WAY 19 was NOBLISH ISLAND's most avoided team. Is there some award for that? Hhmph! What kind of warriors are FAUX TIDES? MIDDLE WAY 19, an easy team to beat if I ever saw one, can't get them to accept an invitation! Like, is EARL BRUCE popular, or what? He was challenged the most in all of NOBLISH ISLAND! He's got a 3-0-0, is that good? What does a fighter fight for? I mean, the crowds don't give a hoot if someone gets killed. Not after four more fights. ASSYLA bloodfeuded (is that a word?) BASTOR for revenge over some guy's bad fortune. Was it really worth it? What if they had a fight and nobody showed up? I'd be out of a job, that's what!!! I really didn't, you know, study when I was a kid. Who would've guessed I'd be a famous Spyreporter? I know how much you like reading this stuff, but I really should stop. I had a fun time, see you later-- Debby Tonte DUELMASTER W L K POINTS TEAM NAME DARK ARENA MEAT 8624 9 1 0 56 MIDDLE EARTH (1488) CHALLENGER ADEPTS W L K POINTS TEAM NAME -HOLLAND 8660 5 1 1 66 SHENANIGANS (1494) -LEINAD 8700 6 0 0 61 ELLISHOOD (1493) ADEPTS W L K POINTS TEAM NAME ARAGORN 8626 8 2 1 54 MIDDLE EARTH (1488) -AKIRE 8654 5 3 0 43 ELLISHOOD (1493) GIMLI 8623 7 3 0 35 MIDDLE EARTH (1488) CHALLENGER INITIATES W L K POINTS TEAM NAME EARL BRUCE 8723 3 0 0 32 SCARLET BROTHERHOOD (1505) WOODY HAYES 8726 3 0 0 30 SCARLET BROTHERHOOD (1505) VILLITA ULAN 8708 4 3 0 29 MIDDLE WAY 19 (1502) BROTHER TAO 8580 4 4 1 27 FAUX TIDES (1482) -KOS-MOS 8659 4 2 0 26 SHENANIGANS (1494) -ANEMONE 8656 3 3 1 26 SHENANIGANS (1494) ONE EYED MACK 8579 6 2 0 24 FAUX TIDES (1482) GEMINI 8703 2 0 0 24 ORDER (1501) INITIATES W L K POINTS TEAM NAME -TALHO 8657 3 3 1 23 SHENANIGANS (1494) BOROMIR 8627 5 5 0 20 MIDDLE EARTH (1488) ASSYLA 8652 3 5 0 18 ELLISHOOD (1493) -ARCHIE GRIFFIN 8725 2 0 0 17 SCARLET BROTHERHOOD (1505) MARA ACOMA 8712 1 0 0 16 HOUSE OF JADE (1503) -MAHO 8658 2 4 1 15 SHENANIGANS (1494) LUJAN 8715 1 0 0 15 HOUSE OF JADE (1503) PAPWYEO 8713 1 0 0 14 HOUSE OF JADE (1503) XANTIPAR WYE 8709 3 4 0 13 MIDDLE WAY 19 (1502) SALIRA TEES 8728 3 2 0 11 MIDDLE WAY 19 (1502) TEEBI SHOSTALLO 8707 2 5 0 11 MIDDLE WAY 19 (1502) JIM TRESSEL 8727 2 1 0 10 SCARLET BROTHERHOOD (1505) KEYOKE 8711 1 0 0 10 HOUSE OF JADE (1503) BALROG 8717 2 3 0 9 MIDDLE EARTH (1488) BASTOR 8699 1 5 1 9 FAUX TIDES (1482) GLAIVE 8731 1 1 1 8 FAUX TIDES (1482) BO DILLY 8697 1 5 0 8 FAUX TIDES (1482) EDDIE GEORGE 8724 2 1 0 7 SCARLET BROTHERHOOD (1505) SELLATRA ROSE 8737 1 0 0 6 MIDDLE WAY 19 (1502) -ARIES 8701 1 0 0 5 ORDER (1501) -ELYK II 8730 0 1 0 1 ELLISHOOD (1493) -REGGISAKI 8702 0 1 0 1 ORDER (1501) LOGI THE GIMP 8714 0 1 0 1 HOUSE OF JADE (1503) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? NOTYAD 8729 0 2 0 ELLISHOOD 1493 BASTOR 8699 255 JUST REVENGED REBMA 8651 4 1 0 ELLISHOOD 1493 HOLLAND 8660 252 NOT REVENGED GLADIUS ROSE 8698 0 4 0 FAUX TIDES 1482 TALHO 8657 254 ZARGON YORETH 8710 2 1 0 MIDDLE WAY 19 1502 MAHO 8658 252 NOT REVENGED BOURNE 8705 0 2 0 ORDER 1501 GLAIVE 8731 256 PERSONAL ADS Woody Hayes -- That was well done. I didn't LIKE it, mind you, but it was well done. -- Teebi Shostallo Boromir -- The shield--don't use it. Okay, sure, you used it to parry...once. And four other times you didn't. True, it was damage taken that lost you the fight. And I have been told that the weapon you are using, a good one, is even better if your off-hand is empty. Apparently even though comments to that effect aren't made, sometimes one uses the offhand on the hilt and wields it two-handed, which is, so they say, Very Good. So you might want to think about losing the shield. -- Villita Ulan Eddie George -- Darned young hotshot! It's guys like you that really bug me. Short, nasty, and prepared to come in as an underdog and turn the fight over. Gods, what a mess! Other than my disgruntlment, however, that was well done. -- Xantipar Wye Bounre -- Good gods, man! Drop the shield! It's the LAST thing a gladiator of your style should be carrying. -- Salira Tees P.S. I just love that bit where somebody who is or has become unarmed parries, and is "struck on the arm by the parry." Deep Thought -- (pause to check) Yep, you're there in Caleam (dm 26). Look for me as Golden Canyon there. -- Jorja Re the question of desperation, and when one comes out of it, I have been told by a couple of number-crunchers that the strategy resets to non-desperate at the end of the minute in question. -- Jorja Gemini -- Very nice fight, I thought I had you when you fell to your knees, darn shields. I hope to see you on the sands again some time. -- Glaive Balrog -- I bet you'll never see that again! (AB stands motionless on the sands, 'bashing' with an epee!) You fought with honor, might I recommend maybe, less armor. -- Brother Tao Ellishood -- Our stable sends our condolences. We had told Bastor he would avenge our late, Gladius Rose. He was a bit keyed up. However, I am sure the lack of any armor was a major factor. -- Gavin Rule, mgr. Faux Tides We could have sworn Mack wasn't fighting with fists. Must check on that. Congrats Akire, Talho, it seems you have craftily evaded us. Yes, we are coming for you, come out...come out. -- Faux Tides LAST WEEK'S FIGHTS BROTHER TAO slimly won victory over BOROMIR in a 3 minute Challenge fight. BO DILLY was demolished by EARL BRUCE in a 1 minute one-sided Challenge melee. BOURNE was narrowly killed by GLAIVE in a 2 minute amateur's Challenge duel. GEMINI savagely defeated JIM TRESSEL in a 2 minute amateur's Challenge match. DARK ARENA MEAT overpowered FRATSFA SLAVE in a 1 minute one-sided Title struggle. ARAGORN devastated DANGEROUS CRIMINAL in a 1 minute one-sided competition. GIMLI handily defeated TEEBI SHOSTALLO in a 1 minute uneven melee. VILLITA ULAN vanquished PERSISTANT BEGGAR in a 1 minute one-sided duel. ASSYLA won victory over BASTOR in a 1 minute duel. XANTIPAR WYE was narrowly defeated by ONE EYED MACK in a 2 minute brutal fight. SALIRA TEES was handily defeated by WOODY HAYES in a 1 minute brutal one-sided bout. EDDIE GEORGE was subdued by MARA ACOMA in a 1 minute amateur's competition. BALROG was devastated by PAPWYEO in a 1 minute one-sided battle. LUJAN devastated PERSISTANT BEGGAR in a 3 minute mismatched bout. LOGI THE GIMP was viciously subdued by SELLATRA ROSE in a 1 minute beginner's fight. KEYOKE vanquished CONVICTED THIEF in a unpopular 7 minute one-sided fray. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 7 LUNGING ATTACK 34 - 15 - 4 69 | |STRIKING ATTACK 5 SLASHING ATTACK 27 - 14 - 0 66 | |SLASHING ATTACK 3 WALL OF STEEL 12 - 10 - 0 55 | |BASHING ATTACK 3 STRIKING ATTACK 30 - 27 - 2 53 | |AIMED BLOW 2 AIMED BLOW 15 - 16 - 3 48 | |PARRY-RIPOSTE 2 PARRY-STRIKE 10 - 14 - 0 42 | |WALL OF STEEL 2 TOTAL PARRY 8 - 12 - 0 40 | |TOTAL PARRY 1 PARRY-LUNGE 5 - 8 - 0 38 | |PARRY-LUNGE 1 PARRY-RIPOSTE 10 - 19 - 0 34 | |PARRY-STRIKE 1 BASHING ATTACK 8 - 16 - 1 33 | Turn 256 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: TOTAL PARRY 1 - 0 PARRY-LUNGE 0 - 1 4 LUNGING ATTACK LUNGING ATTACK 6 - 1 PARRY-STRIKE 0 - 1 3 STRIKING ATTACK STRIKING ATTACK 4 - 1 BASHING ATTACK 0 - 3 2 PARRY-STRIKE SLASHING ATTACK 2 - 1 1 SLASHING ATTACK AIMED BLOW 1 - 1 1 AIMED BLOW PARRY-RIPOSTE 1 - 1 WALL OF STEEL 1 - 1 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK DARK ARENA MEAT 8624 9 1 0 56 MIDDLE EARTH (1488) STRIKING ATTACK GIMLI 8623 7 3 0 35 MIDDLE EARTH (1488) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is DARK ARENA MEAT 8624. The most popular warrior this turn was BOURNE 8705. The ten other most popular fighters were BROTHER TAO 8580, GEMINI 8703, GLAIVE 8731, SELLATRA ROSE 8737, EARL BRUCE 8723, ARAGORN 8626, ONE EYED MACK 8579, BOROMIR 8627, GIMLI 8623, and VILLITA ULAN 8708. The least popular fighter this week was KEYOKE 8711. The other ten least popular fighters were LOGI THE GIMP 8714, LUJAN 8715, BALROG 8717, EDDIE GEORGE 8724, SALIRA TEES 8728, TEEBI SHOSTALLO 8707, BO DILLY 8697, XANTIPAR WYE 8709, BASTOR 8699, and DARK ARENA MEAT 8624. A SACRED LORD'S SLASHER Well, this article/spotlight is for Seal at 7th Order, so here goes. ST: If he's huge (15+), 3 is okay, and use HA. I prefer 7 for epee. 9 gets scimitar and 11 gets broadsword. Anything above 11 is a WASTE!!! CN: Whatever they send you. SZ: Any. WT: 15, 17, or 21. 13 is workable, but I hate slow learners! 21 will probably take a lot from other areas, so 17 is best. WL: 17, 17, 17!!!! You need endurance, lots of endurance. Some of my friends use 15, but I prefer not to. SP: 9+ They use SP as well as most, but don't add here until after WT/WL/DF. DF: 15+, 15+, 15+. Once again, I have high standards. The reason? Have you ever had a slasher come out w/ "relying on his speed to stay out of trouble"? That's 'cause his parry is in the negative. With a 15 DF your slasher will have a much better parry and will probably be about 1-3 trains from a Master parry in advanced. Later on, you'll see! Now, how to run them: 10 9 7 -------------------------> 10 10 4 2 -------------------------> 10 7 9 7 -------------------------> 1 CH/HE -------------------------------------------- > HE ----------------------------------------------- > Off: D at first, open later, min 2 +, open Def: D/S (preferably Dodge) Min two+ is in case of a TP or WoS coming after you. This setup works, so good luck! Mike Bookout Bookie, Sacred Lord of the Black Regime Memphis Mafia (36,100) P.S. Anybody want to join the Regime? The Dark Arena: A Fighter's Perspective (sung to the hymn: Battle Hymn of the Republic) Mine eyes have seen the glory Of the coming of the dawn I am walking down the tunnel After everyone is gone I step into the torchlight And I see the blade he's drawn My mind, it sings this song: CHORUS Worry, worry, I've come for ya Worry, worry, I've come for ya Worry, worry, I've come for ya My mind continues on The crowd is chanting praises But all I hear are growls Mine enemy's upon me So I strike him and he howls Parry, parry, slash, and parry I smell his breath so foul And death, he sings this song: (CHORUS) Now we both are tired And my strength is fading fast Oh, let me give that fatal blow Oh, let me be the last I swing my sword with all my might The crowd it stands, aghast As he dies, I sing my song: (CHORUS x2) Scotlan (28, 31, 39, 50, ?) Kill Desire: "Patience." Many times I have lost warriors, and the manager claimed the KD was only five. As if KD had anything to do with the death of my fighter. It was really the battle axe to the head that killed him. I was quite disturbed at the widespread belief that kill desire has something to do with killing an opponent. But they have good reason to believe this: the Duelmasters Handbook definition of kill desire has a tendency to cast a "confusion spell" on the reader to make them think that way. The wording is very misleading. The name "kill desire" is also misleading. A more correct word would be "patience." Yes, kill desire is actually how much patience your fighter had before taking a shot. KD doesn't add damage or tell your fighter where to aim at. Damage is calculated by weapon and strength. (Of course, favorite weapon also affects damage.) You let your warrior know where you want him to aim at by filling out the attack location boxes on the fight sheets. Hit location and damage are the main two things that will kill warriors. Hit locations to vital areas such as head, chest, and the abdomen repeated times increases your chance to kill. The amount of damage inflicted to these vital areas also increases your chance to kill an opponent. As you see, none of this has anything to do with kill desire. Now, I will tell you what kill desire, or patience, as I call it, actually is. If you run your warrior with an 8-10 KD, you're telling him to swing like a drunken wildman. You'll see statements in his fights that say "swings wildly" or other things to that effect. He is not waiting for a good opening. He is swinging at everything! This is bad for several reasons. With his KD that high, he is very easily dodged and parried. Also, he can be feinted into bad dueling decisions as well. I think that KD between 5-7 for offensive styles and 3-6 for defensive styles is perfect. You get a lot more hits with a 5-7 KD, and feint a lot less. But you also get more kills in this range. Reason being, you're waiting for a good shot that is hard to dodge or parry. The example I used earlier about the manager with the 5 KD and battleaxe is the point I am trying to make. If his warrior's KD was 10, my warrior could have dodged or parried the attack and still be alive today. But since it was a 5 KD, he waited for a good shot that my warrior had trouble defending against, and cleaved his head off! (Well, not literally.) Defensive styles run about 3-6 KD. Defensive styles swing wildly a lot in the beginning, but that is natural. They will get better. 3-4 KD, they still have a tendency to let attacks go by. Of course, if you're scumming, go with a 1 KD. In short, having an 8-10 KD means your warrior is doing all that swinging and hitting less. Not to mention all the endurance he is burning up to no avail. Any comments, you can diplo me. ta-ta, Sir Jessie Jest DM 11: Lords of the Abyss DM 61: Pit Fiends DM 67: Storm Wizards DM 5: Bad Girls SOME INFO ON THE RIPPER Being that the parry-riposte is my favorite style, I thought I'd share a few things I've learned. General design: ST: 7-11 Strength isn't all important to the P.R. An 11 will gives you all well suited weapons. I'll even go as high as 17, but with no dramatic effect. CN: Any A higher con will give a better endurance and make survival easier. SZ: Any Although a smaller size gives you a defensive bonus. WT: 15-21 As with all other styles the higher the better. 15 will give the epee. A P.R. needs to learn skills to survive. WL: 13-21 Will is as important as wit. It helps endurance and life expectancy. A higher will allows you to pick apart most scum. SP: 5-13 13 is a major breakpoint but it's not necessary to go that high. A combo of 15 wit, 15 deftness and 11 speed will give you an expert in riposte with any luck. DF: 13-21 The higher the coordination the easier it is to hit your attack location. A 15 will give you the epee. The perfect P.R. would look something like this: 9-4-5-17-21-11-17 with starting skill bases like: Ini: 60% Rip: 90% Att: 75% Par: 70% Def: 75% Dec: 40% One of my first PRs looked like this: 15-10-9-15-15-6-14, Thror the Dark. He was extremely unlucky as far as starting skills. He now looks a little different: 17-11- 9-17-16-7-15 with 90% Init, 145% Rip, 130% Att, 130% Par, 115% Def and 80% Dec. I destroyed him with early stat raises. I had a similar design that was luckier, at least until he got X-ed by a slasher in a tourney. He died with a 12-3-1 record. But enough of that. You're probably wanting to get on with the strategies. So getting on with it, I've tried both offensive and defensive strategies. Generally defensive has worked better for me. Something like: 3-6-6 going offensive in minute 3 or 4 with a 10-8-6 or a 9-7-6 and then backing off to a 6-4-6 or a 4-5-6. As far as tactics go I don't use 'em very often. If you use any offensive tactic use the lunge or nothing. Defensively use dodge and parry sparingly, if at all, and don't use the riposte tactic after you've achieved a master. Okay, now on to weapons and armor. A parry-riposte is somewhat limited when it comes to weapons. The longsword is their best choice against heavier armors. I once tried the halberd (I'll wait until you finish laughing.) Anyway, Thror the Dark savagely slew Spymaster with it. I only give the PR an off hand weapon with epee, shortsword or the longsword. I've done varying things with armor, but I've found that lighter armor works better, personal favorites being APL, ARM, and ASM. I read an article about the parry-riposte of coom that made me laugh. It said something about wearing more armor than expected of a PR, listing nothing higher than ACM+F. Imagine what he would have thought fighting Thror the Dark in APA+F. This is just an opinion brought to you by Necrom, manager of Knightmares (33), Pentad Paladins (55), Northlanders (70) and a couple of others. Crimson Strikers Greetings, fellow managers, I, Crimson Strategist, shall share my thoughts with you on the striking attack style. This style developed in cultures where weapon quality surpassed that of the armors, this made landing the first blow vital. This blow is usually delivered in a downward fashion quickly, surely, and with power in a minimal of wasted motion. Here's how I rate the stats: ST 11-15: Never go below 11, strikers are well suited to ALL the weapons in the game and 11 allows the use of the majority of them. They also need to hurt their foe when they hit, thus making this an important consideration for damage rating. CN 3-9: This whole style revolves around finishing your foe quickly, if your foe has time to develop a complex formal attack on your striker, then you're not fighting him properly. A properly run striker should never be hit more than four or five times, any more than this and the whole concept behind this style gets thrown right out the window, therefore I rate con as the least important attribute for this style. SZ 9-16: A size of 9 allows use of all the weapons and it is important in determining your damage rating, plus, it also adds to your init and this style thrives on init. WT 13+: As with any style, the higher the better. 13 is rock bottom, it allows the use of all weapons except the epee and you'll still learn at a decent pace. WL 7-13: This style conserves endurance which allows this attribute to go considerably less than most styles and still fight effectively for a respectable length of time. I've had strikers with a 13 ST, 3 CN, and 5 WL get poor endurance ratings and ones with 11 ST, 6 CN, and 9 WL get normal. However, if you want some long term potential, you'd want to be around 13 or so. SP 10+: This is very important for decise and init skills which are the heart of this style. Landing the first blow and finishing the fight quickly is hinged on your striker's speed. DF 15+: This is crucial attribute for this style, they NEED to be precise with their blows, plus, it also adds to their init. Get to 17 or 21 if possible. Now let's take a look at the style itself. The striking attack is one of the easiest styles to run, yet they have adversity that many styles lack. As I've said before, a striker can use ALL the weapons in the game. They can fight effectively wearing plate armor and no armor, they can use EVERY tactic in the game be it offensive or defensive, a striker can fight like a lunger or basher, ripper or slasher, etc... provided that you match up their strategy with the appropriate tactic and weapon. They can beat ALL the styles in DM and beyond if you choose their strategy correctly for that particular style vs. style matchup. Here are some examples of style vs. style matchups for strikers and various tactic selections vs. the different styles. High decise strikers over slashers and lungers, strikers over total parry and wall of steel, rippers over strikers, etc... Using the decise tactic vs. lungers, slashers, and aimed blows. Using the lunge tactic vs. rippers and aimed blows, using no tactic and having a moderate offensive effort and moderate activity level vs. total parries and wall of steel, etc... The possible variations for this style are virtually endless. Now let's take a brief look at your striker overview and glean some helpful hints on how to fight them. If you see statements like "relying on speed to stay out of danger" or "avoiding rather than trading blows," this is telling you that your AL should be moderate to high. If he does great damage, then don't use weapons like the epee or shortsword, this would be an underutilization of his strengths. If he learns attack skills easily, then this is telling you that he likes to take his time and pick his shots so don't send him out with a 10 OE! If you see statements like "has learned how to be a decisive and quick fighter," then by all means USE the decise tactic with a high OE. Don't send him out with offhand weapons unless he's ambidextrous, if you do, it will take away from his attack. As you can see, the various statements on your overview are very helpful in telling you how your striker likes to fight. Here's a very general strategy that has worked well for my strikers. OE 10 8 7 7 7 6 6 Armor: ARM to ACM AL 4 3 2 1 1 1 8 Weapons: BS,LO,SC,GS,BA KD 6 6 6 6 6 6 5 ATT LOC Head, body, arms PRO LOC Head or body OFF TCT Decise or bash DEF TCT Response or dodge Before I close there is one last point I wish to emphasize, USE the challenge/avoid system, it will help control who you fight and when. In closing, I would like to thank the following managers for their diplos and articles which helped me learn the game: Sir Jessie Jest, Talon, Tex, the managers on the roundtable, and numerous others who took their time to put quill and ink on parchment and pass their knowledge on to others, thanks! Many of you know the Crimson Death stables or soon will know them since I plan to have quite a few of them up and running, however, some of them will be on and off due to monetary fluctuations so if you wish to diplo me with any comments, criticisms, whatever, send them to my home arena, which, from here on out, will always be active. Later, Crimson Strategist Crimson Death DM 61