DUEL 2 NEWSLETTER Date : 04/26/2008 Duedate: 05/09/2008 NOBLISH ISLAND ARENA DM-93 TURN-259 This Weeks Top Honors THE DUELMASTER IS WOODY HAYES SCARLET BROTHERHOOD (1505) (93-8726) [5-0-0,50] Chartered Recognition Leader Unchartered Recognition Leader VILLITA ULAN WOODY HAYES MIDDLE WAY 19 (1502) SCARLET BROTHERHOOD (1505) (93-8708) [5-5-0,45] (93-8726) [5-0-0,50] Popularity Leader This Weeks Favorite VILLITA ULAN BHANDARKAR MIDDLE WAY 19 (1502) I.H.O. PAINCAKES (1509) (93-8708) [5-5-0,45] (93-8753) [1-0-0,6] THE CURRENT TOP TEAM MIDDLE WAY 19 (1502) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. MIDDLE WAY 19 (1502) 44 2. I.H.O. PAINCAKES (1509) 36 MIDDLE WAY 19 (1502) 3. SCARLET BROTHERHOOD (1505) 34 Unchartered Team 4. WAVES OF GLADIATION (1507) 0 5. ORDER (1501) 0 I.H.O. PAINCAKES (1509) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*I.H.O. PAINCAKES (1509) 3 0 0 100 1/ 2 MIDDLE WAY 19 (1502) 10 5 0 2- 1*WAVES OF GLADIATI (1507) 4 1 1 80.0 2/ 1*HOUSE OF JADE (1503) 7 8 0 3/ 2*SCARLET BROTHERHO (1505) 17 6 0 73.9 3/ 4*SCARLET BROTHERHO (1505) 5 4 0 4/ 3*HOUSE OF JADE (1503) 11 9 0 55.0 4- 3*WAVES OF GLADIATI (1507) 4 1 1 5/ 5 MIDDLE WAY 19 (1502) 25 21 0 54.3 5/ 5*ORDER (1501) 4 8 0 6- 4*SHENANIGANS (1494) 19 16 4 54.3 6/ 0*I.H.O. PAINCAKES (1509) 3 0 0 7/ 6*ORDER (1501) 7 11 0 38.9 7- 6*SHENANIGANS (1494) 2 3 0 8- 7*GOLDEN HORDE (1497) 0 1 0 0.0 8- 7*GOLDEN HORDE (1497) 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 * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Long-Term Fighter Concepts Once again, it's me, Gavin. Here I will provide concepts of warriors in each fighting style with different focal points. All these are based on long-term potential. They are not the bottom line by far, hence "Concepts," and warriors may be long term with any likeness to the following. I have tried to provide examples that enhance a style's natural potential to its fullest, and a few sub-style ideas as well. Remember, there is no "perfect" warrior. There are far too many variables to account for everything. That is why we are managers: We try to use challenges and avoids, plus research, to pair fighters with an opponent best suited to them. Aimed Blows. Hit unprotected spots with precision (DF). Not overly active fighters and primarily offensive. Their offense is modified by all offensive tactics except decise, which is not suited well. Defensive tactics they are suited to are dodge and somewhat parry. ST 11 CN 12 SZ 9 WT 17 WL 15 SP 5 DF 15: This is a basic all around AB. Deftness is high enough to be effective and allows the use of all of the style's favored weapons. Speed isn't a big factor in this setup. Damage, carry capacity, and endurance are more or less average. The higher Con lets the fighter take some hits. Wit allows a good learning curve for skills and Will lets you train without much difficulty on stats, at least a few times. Moderate activity level, low to medium kill desire, and moderate to high offensive effort. ABs seem to do well without tactics. If you use a defensive tactic, use parry for this guy. Offensive tactics should be used only with advance knowledge of your opponent and a tactic to exploit their weakness; using lunge vs. parry styles and slash vs. lungers. ST 9 CN 14 SZ 5 WT 18 WL 16 SP 4 DF 17: Similar to above but now, Size is reduced (as well as damage) with a higher WT and DF for better defense. Con is raised so this fighter can take a beating if need and should have plenty of endurance. His mainstay is the ability to shrug off what blows may hit him and tough it out long enough to drill holes in his foe. Bashers. Pressure your foes with initiative (WT + SP), hit hard enough to penetrate foes' defense with a superior attack. Compatible with bash and decisive tactics and no defensive tactics. ST 13 CN 5 SZ 9 WT 19 WL 17 SP 7 DF 14: The high will allows quick stat trains and affects endurance with a low con. Strength allows use of most weapons and good damage. The main strength of this fighter comes into play as he learns skills very fast. This, combined with DF, will provide a good attack rating with decise and initiative right behind to pound their foe across the sands. ST 13 CN 14 SZ 9 WT 17 WL 15 SP 5 DF 11: This basher has enough Con to take a beating, even if he doesn't get the jump on his foe. He can wear heavier armor and he has a lot of endurance to keep him swinging long after his foe has fallen. Traditionally, bashers have a higher Strength, but that can later be raised. I enjoy making fighters with very little weakness and evidence shows they fare better in the long run than "godlings," on the average. Lunger. Keep moving (high AL). For an offensive style, lungers are surprisingly good at dodging if made right. They are quick and powerful fighters. The lunge tactic is suited to the style and is great when you go offensive, to devoting your fighter to the attack. Decise is only moderately effective. Decisively, dodge works well and possibly riposte. ST 11 CN 13 SZ 4 WT 17 WL 15 SP 13 DF 11: The small Size limits carrying capacity and damage but the Wit is high enough for the lunger to stay ahead on the initiative and use his attack. Endurance is pretty good and will allow this lunger with the combination of Speed, to dodge around to get a shot in. He can take some blows and once he goes fully offensive, can stay at it without falling over. ST 15 CN 10 SZ 9 WT 15 WL 15 SP 7 DF 13: This lunger is more average except for the high strength to deliver crippling blows. He can use every weapon except the epee, which would be a waste considering his strength. This is a purely offensive lunger, unlike above which grants a measure more of defense ability. Parry Lunger. Much like the lunger but favors parry instead of dodge and more focused on defense first. Offensive tactics are still mainly lunge. Defensively, this style is best suited to parry and responsiveness. Riposte works okay and dodge, though not suited, can work. ST 11 CN 12 SZ 9 WT 16 WL 16 SP 7 DF 13: An all around, capable fighter deserves all around capable stats. This setup uses parry best. He may take time to develop and to figure out how he likes to fight. ST 11 CN 11 SZ 6 WT 18 WL 19 SP 10 DF 11: Small size will help this fighter's defense, but his damage will be his weakest point. He will learn quickly and when you start training stats, this fighter is easily capable of 15's which will make him a very serious competitor. Until then, you'll need to help this guy out with a good challenge strategy. Parry Riposte. They use superior riposte to steal the initiative and strike when their foe is off balance. Offensively they are well suited to the lunge tactic, not so much the slash and terribly suited to bash and decise. Defensively, riposte and parry and poorly suited to dodge and responsiveness. ST 9 CN 11 SZ 6 WT 19 WL 18 SP 6 DF 15: Centered primarily around parry with stats and using the high Wit and the style's strength in riposte to weave a tight defensive web. The will is great for later stat trains and combined with Con, gives great endurance. The Deftness will help a riposte's lower attack rating so he can hit where he needs to hit and allows the use of an epee. ST 11 CN 9 SZ 5 WT 17 WL 15 SP 14 DF 13: riposte is a fast counterstrike, so by adding speed, we are focusing on the natural riposte ability. This quick, he will often riposte before his opponent swings. Strength is higher for the use of large weapons such as the longsword. Parry Strike. These are quick fighters but concentrate on assuring defense and then worrying about attack. Like strikers, they strike fast and powerful, but tend to conserve endurance better than expected. Offensive tactics, decise is well suited. Defensively, parry and responsiveness are suited and riposte can work. They tend to favor holding their ground, so dodge isn't so great. ST 9 CN 9 SZ 6 WT 17 WL 19 SP 9 DF 15: Since they are defensive first, this warrior is focused around his parry ability. Speed wasn't dropped to help good coordination. Strength 9 is lower than I would prefer with the small size, but that can be easily raised with the high Will. ST 12 CN 9 SZ 5 WT 17 WL 15 SP 14 DF 13: This warrior will be very responsive and will have a workable riposte ability as well. The higher strength allows some lunger weapons such as a longsword. It would be feasible to trade a point of Strength and speed to raise Size to a 7 with would enable more offensive ability. I feel that it is manager preference, however. Try responsiveness the first round, parry the second, riposte the third, and then go offensive. Slasher. They can sometimes penetrate parry with their superior attack if Deftness is high enough. Slashers need to be consistent and make few mistakes. They are a very offensive style who is well suited to the slash tactic only. ST 11 CN 6 SZ 6 WT 19 WL 15 SP 10 DF 17: Despite a lack of defensive skills, a slasher can't always get in the first shot. Thus, decisive fighters are more his bane. They seem to eat up lungers though. With any luck, this guy will have some parry and possibly a decent riposte. The higher Wit and Deftness will enable this slasher to develop a strong attack and the Speed won't hinder his initiative at all. So he can stay in control of the fight. Give him a heavier armor for his first few fights until his skills come online, less so against parry styles. You should have no problem with them. ST 11 CN 15 SZ 6 WT 15 WL 17 SP 5 DF 15: I've had more success with these tougher warriors. He doesn't need to get in the first shot and can wear stout armor without much trouble. With his great endurance you can go all out without worries. It's pretty hard to take this guy down as he slices you up and the intimidation factor is great! He's an excellent long term slasher with a good skill base and easy stat trains. Striker. Fast and decisive. They are mainly designed around their decisiveness to get the first shot. Offensive tactics suited are solely decise. Defensively, responsiveness if anything. ST 11 CN 10 SZ 6 WT 19 WL 13 SP 11 DF 15: This is a sub-style that goes against the trends. It's not so well-suited against warriors with a lot of Con. So, primarily it's an offensive style hunter. The high Deftness helps their attack rating with a great Wit to back it up. They will learn decise enough to stay ahead of most other strikers with Speed to help decise and their initiative. The Con will give them some toughness and alright endurance. It's feasible to lower Speed and up Will to 15 as well. This striker may surprise you with some defensive capability, depending on strategy, and can use responsiveness to full effect, frustrating those strikers and bashers. They don't do a lot of damage, which I'm not too happy about, but most offensives don't have much Con anyway. ST 15 CN 5 SZ 9 WT 17 WL 15 SP 7 DF 15: This is a more traditional striker. He uses the style's decise advantage and a good Wit to stay ahead of other styles. The Deftness adds to attack skills. Since if you get the first shot, you better hit with a low Con. Strength is high for great damage and you can use nearly any weapon in the game. Con and Size should be enough so he isn't frail; if he is, raise it to keep your warrior alive. But his Speed and Strength should carry him through. His fallback is endurance, so he *has* to end it quick. Total Parry. Entirely defense. They only attack as an afterthought once defense is assured. There are a multitude of combinations that work here. Depending on how offensively capable you want them and which defense you focus on, tactics- wise, they are very good at parry but are able to use all of them. Their effectiveness depends mostly on strategy and your opponent/style. They don't use offensive tactics well, but if you do, be careful, because you lower their defense. ST 5 CN 10 SZ 3 WT 19 WL 15 SP 13 DF 19: Yes, this is extreme. His parry will be insane and along with the small Size and good Speed, he will be near impossible to hit. He can't carry more than his weapon but doesn't really need to. He will do very little damage which is ok for this setup. The high Deftness and speed will help a good riposte and he'll hit where he aims. This is a more exciting version of scum, but long term capable. Responsiveness for very decisive fighters, otherwise parry. Around round 3, try some riposte tactics. Wall of Steel. The all-around style with good defense ability and an equal offense. They aren't usually fast. They use parry until they gain the initiative and then strike powerfully. Defensive tactics include parry and some riposte. Offensively, bash and slash work well. Depending on the weapon choice. ST 11 CN 10 SZ 7 WT 19 WL 15 SP 5 DF 17: This is a defensive version heavy on parry. Long term, strength should be increased, but for now, his Wit will assure him an incredible parry attack and init skill base. Believe it or not, this guy can and probably should be fought like an aimed blow. KD low, AL low/mod, OE mod. ST 13, CN 16, SZ 9 WT 15 WL 17 SP 3 DF 11: An offensive version, though usually they have more strength. It will develop over time. The Speed eventually needs to be raised to avoid clumsiness. With such a high Con, he can take near anything and be fully offensive for a long, long time. He's also able to wear pretty much any armor without a problem. Well, that's it! I've used "The Red Book," my own fights, and a ton of articles from the helpful newsletters. Thanks, Jorja! Stats are never perfect but hopefully this will give you a basic and some ideas. Want to chat, scheme, or compare notes? Drop me a diplo any time. -- Gavin Rule, mgr Faux Tides (1482) "Soon to be Faux II" DM 93 * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * I am announcing the formation of the Golden Horde. Alas, I have only one fighter in my stable, but I hope to soon acquire more. Yet the story is one worth telling. I, John Wilson, was once a slave to Li-Kao, the Sage of Brass. Over the miserable years of my servitude, I managed to hoard a tidy sum of coin. When the Sage was put to flight, I managed to grab my hoard, hide it on my person, and insinuate myself as an assistant to help with his escape. I had to kill his apprentice to do so, but such is the way we sin. I paid a merchant, the beautiful Miriah Sommerset, to "buy" me from Li-Kao and then set me free. I knew my own value, and she was free to keep any excess coin made from bargaining down my price. Of course, I had to pay by weight, as my coinage was minted in an unrecognized land. As she had never seen a Northern Kelt (of course she hasn't), she would not keep her promise to free me until I had taught her the ways of pleasure among my people. She then allowed me to change my coin and go. I traveled, until my dwindling funds forced me to look for work. I had seen several arena fights, and with a bribe of a few ales, I learned the ways of management. In the An-Kiu Valley, I saw a man dancing in the street with twin scimitars. He was leading a group of younglings in a weapons drill. The masterful whirl of his swords bade me to approach him about becoming a gladiator. He needed a sponsor as much as I needed a fighter. So, with a pact sealed in the manners of both our people, Nortis Dethkyn became my first gladiator. We are looking at several candidates, and if Mortis wins his first fight, I will use some of the money to purchase or hire more warriors. I will give updates as my stable expands. + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ + Where do you go when you leave Noblish Island? After ten turns, just when you're getting used to the everlasting rain here on Noblish Island, you're going to have to leave forever. Everyone (except me) leaves after ten turns. You have to go, but you get to choose your destination. Out of sixty or so possible arenas, how do you choose? Some of you will be following friends who have already gone, and for you this question is moot. Otherwise.... Fast or slow? Noblish Island is a "fast" arena in that the fights are run every two weeks. For some of you, this may not allow enough turn-around time. "Slow" arenas run every four weeks. The slow arenas are 8, 28, 31, 39, 45, 47, 50, 52, 54, 59, and the three slow transfer arenas, 71, 72, and 73. You may have an unlimited number of teams in a transfer arena, and many managers do; I would not recommend choosing a transfer arena for your first non-Noblish home. Regions--the world of Duelmasters is divided into four regions, which have slightly different preferred style of management. The Andorian region as a general rule tends toward a role-playing, non-killing style of play. By "non-killing," I mean that Andorian managers perfer not to seek kills and disapprove of down-challenging. In most (but not, alas, all) cases, Andorian arenas will have lively personals. The Andorian arenas currently open are: 8 (slow), 11, 14, 22, 24, 25, 26, 30, 40, 41, 46, 52 (slow), 60, 63, and 71. The Delarquan region, except in the case of some of the slow arenas, is not much prone to role-playing and convesation. For Delarquans, the win is all. Down- challenging is an accepted tactic used when desired by any manager. Deaths may be more frequent than elsewhere. The Delarquan arenas currently open are: 1, 2, 3, 4, 5, 6, 7, 10, 18, 21, 36, 38, 39 (slow), 42, 51, 54 (slow), 59 (slow), 62, and 72. The Free Blades region tends to be very active in the slow arenas and less dogmatic in either direction about style of play. Free Blades arenas currently open are: 9, 12, 15, 16, 17, 19, 28 (slow, currently hosting a contest), 29, 31 (slow), 32, 33, 35, 43, 45 (slow), 47 (slow), 50 (slow), 56, 61, and 73. The Lirith Kai region is the youngest and is currently very small, having only arenas 65, 74, 75, and 78 open at the present time. There is a tendency to prefer the Andorian-style, "no down-challenges and no deliberate killing," but the managers seem to be less dogmatic about it. Note that currently contests of various kinds are being held in several arenas. Some are just starting, some are just about done, others are in the middle. Contest arenas will tend to be bigger than others while the contest is going on, and full of often-confusing personals. Large arenas or small ones? There are advantages for a new manager in either choice. In a large arena, there are lots of managers who will be willing to help a novice. There will be a lot of variety in the kind of competition your warriors come up against--varieties in style, management, levels of skill. You can learn a lot in large arenas. But there are drawbacks, too. You can get lost in the crowd, maybe find no one or only a few of the available responding to your personals. You can get caught between feuding factions. In small arenas, you soon get to know every manager's playing style and what to expect from their warriors. If you write personals, they will be noticed and probably responded to. But just as you get to know all the managers and warriors sharing the arena with you, so will they get to know you. You may see a lot of standbys fighting, and while they are relatively easier to beat, they don't teach as well. After a while, you won't meet with many surprises. If you have access to the internet, I strongly recommend that you check out RSI's website and sample the newsletters of various arenas to get the flavor of them. If not, ask for advice. Diplo managers mentioned in the Regional Arena News from arenas you're interested in, as they are likely to be leaders in those arenas. Ask questions here, in the personals or by diplo. I'd like to see you all have the best possible Duelmasters experience that's consistent with other people doing the same, and I ALWAYS have opinions! Jorja The Middle Way +>]H[<+-----+>]H[<+ Question of the Week #1 +>]H[<+-----+>]H[<+ Hanibal, manager of Cannibalz in Aruak City (DM 11) and formerly of Noblish Island, has asked a series of questions of the experienced managers of that arena. I believe you might find these questions and answers instructive, or at least interesting. Feel free to comment or question in response. That goes for other experienced managers, too; I'm sure your input would be valuable. -- Jorja, The Middle Way Question, turn 396: All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who would swing first? Would they both have an equal chance? -- Hanibal's question of the week Replies, turn 397: Hanibal -- Of the three numbers, I think KD is least influential in determining who swings first. I'm not discounting its involvement entirely, but there are many factors that weigh more heavily. I ran aimers 10-10-1 for a long time, when it was the 'in' thing to do, and they fought quite aggressively. KD might be more important in determining who swings LAST. -- Generalissimo Puerco Hannibal -- I firmly believe that 10-10-2 will sometimes outjump 10-10-8. And vice versa. -- Kennelworth The Seasoned See also Captain K's article on "Getting the Jump." It was printed in this newsletter a few turns ago, but if you want a copy and don't have it, email me at jputney@zianet.com and I'll send it to you. Okay, okay, if you don't have email, request it in the personals or even send me a diplo. -- Jorja P.S. I believe this may now be included in the regularly cycling articles. Question, turn 397: All -- If two warriors have a good damage rating, one has 11 str. and one has 13 str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W. P.S. Warriors are same size. Replies, turn 398: Hanibal -- Regarding your QoW, it is a very good question. I think that there is a difference in damage done between warriors with different strengths but similar damage comments. Of course the attack rating a warrior has can make a world of difference too. I've got a piker (the Consortium may know Lustra from DM 52) that has a 5 str. and does normal damage with a blow. Yet, she performs like a warrior that does little damage. (And I have a lot of experience with those.) Not only that, she has normal endurance, too, but she seems to get tired awfully quick for a piker with normal endurance. So that's one example. Another is my overall look at warriors that do 'little' damage. If you take one with 9 str. and another with 13 str. I think a clear Difference can be discerned. On the high end, my experience doesn't go much past 'good' damage. But what I can say is that my warriors that do 'good' damage seem to do more damage than my few warriors that have done 'tremendous' damage. That is probably because those big strong warriors have relatively lousy attack ratings. So in a nutshell I would say yes, there is a minor but still noticeable effect. What you might be finding is that there seems to be differences within those broad categories given on the warrior overview. It's just like if you raise con you improve your warrior's ability to sustain damage a little bit, even if the comment on the overview stays the same. Your questions are getting at some of the interesting subtleties of the game. Keep asking them! -- Generalissimo Puerco Q.O.W. (Hanibal) -- I don't think so. -- Adie Pagan's replies: Question, turn 396: All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who would swing first? Would they both have an equal chance? This is a loaded question. There are a number of factors which will determine which warrior swings first. In speaking of this I can only tell you what I have a 'feel' for. In no way does anyone know all the factors or how this works exactly unless someone gets to look at the source code for the program. I will ignore the KD dispute simply because I don't know. The Factors: 1. At warrior creation, the program initiates a random string class to be used for your warrior. Each string has a series of numbers that are pre-generated and always the same. It however appears random except for the facts that some strings are good for some warriors and bad for others. You'll notice this only over time. This string class is permanent and not all of them are created equal. This is above and beyond any total number of skills. 2. At fight time, the program calls a random string to be used for BOTH warriors. This string affects the string of the warrior. This is why you will never see two fights that are line-by-line exactly the same. But if the fights were constantly run with exactly the same string, and no strategy changes are made then you will consistently have the same fight line-by-line. 3. Fight-String modified Warrior-String# are taken for each warrior and #Decise- skills + OE + string# + tactic + weapon-weight + style-adjustment equates to a number. 4. These bonuses could be negative in adjustments also: IE. Running responsiveness would be the addition of a negative number equal to warrior's Decise. Running decise would increase a lot, running lunge, slash, or bash use initiative instead of Decise if higher than current #decise skills. 4. Biggest controllable factors are OE, tactic, & weapon-weight 5. If the number for JUMP does not have a disparity of a specific number then a continued clash will occur until that disparity is shown. Then the fight actually begins. You can have a series of 8+ clash statements until the program finds who starts and initiates the fight sequences. Example: fighterA ends up with a jump# of 60 and fighterB ends up with a jump# of 65; if the disparity had to be 10 points then what would happen is a clash statement would be printed and the steps repeated. The next number from the Fight-String is called along with the next number in each of the Warrior-strings ; the computation is done again until the disparity (for the computer anyway) becomes true. Then the fight sequence is activated. -- Pagan Question, turn 397: All -- If two warriors have a good damage rating, one has 11 str. And one has 13 str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W. P.S. Warriors are same size. Most definitely. Weapon damage is equated to Strength + damage class. So damage is done like this: 1. Armor weight + 12 + any bonus it has vs weapon type is a negative to the damage done. (How the hell did he get 12!?) 2. Damage done is strength + damage class variable + weapon variable. 3. Slashing & Bashing increase the damage done. 4. When the damage done equals 1 or less then there is a weapon bounce statement. The minimum damage a blow can do is 1 point of damage. The program knows there's a hit before it knows damage so you can't reverse a hit, you merely take a minimum of 1 point of damage to your hit-points. 5. The lower your strength then more bounces you will see. The lower your damage class the more bounces you will see. The lighter weight a weapon is vs the armor its hitting the more bounces you will see. 6. In reverse to #5, all of those secondary-damage statements (often referred to as extra-damage statements) such as "it was a devastating blow"... "what a massive blow" -- these merely show that you hit your opponent with enough damage to exceed the computer secondary-damage statement threshold. Your warrior caused enough damage to exceed a programmed set number (whatever that number may be) and the fight is only showing that you exceeded that number. The programmed number for the secondary-damage threshold is a Hard number: it is constant within the program and is used for all fights and all warriors. It is not random. It has nothing to do with how much damage you did in relation to your opponent's hit-points either. If you exceed that number in damage, you get a printed statement showing that to be the case. There is no such thing as Extra-Damage. -- Pagan Question, turn 398: All -- If you lower your kill desire in desperation, do you have less of a chance of being killed? -- Hanibal's Q.O.W. Replies, turn 399: Q.O.W. -- I think that if your KD is lower in desperation, you're more likely to surrender than draw out the fight. Drawing out the fight by having a higher KD gives the attacker more chance to kill you. But you could defend and make a come-back. But that higher KD also lowers your defensive ability somewhat. -- Adie Hanibal's Q.o.W -- Yes, lowering your own KD helps keep you alive and allows you to surrender...hopefully in time. -- Armalias Hanibal -- The choice of kill desire in desperation seems to be a very tactically important one. I do believe that lowering kill desire will tend to preserve a warrior's life by making him give up (and end the fight) sooner. This also means the warrior may end up losing fights he could have won if he had hung around. I think scum strategy is a good example of this. While it may be counterintuitive, a good scum strategy involves using a moderate to high kill desire. This is done to prevent them from giving up prematurely. Also, most managers don't care too much if their scum gets killed, so there's no point to running with a low KD. There's a very good article on the total parry written by Scrag, in which this scheme is discussed. Maybe you saw it in Noblish. Personally, I either lower or raise KD in desperation, based on my expectations for a particular warrior. I think it was Miles that first wrote on this way of looking at kill desire, and I believe it to be the most correct. Other published theories, such as Jessie Jest's, are variably more questionable. (But then, everything Jessie Jest wrote should be taken with a grain of salt.) -- Generalissimo Puerco Question, turn 399: All -- If you have 18 HP and cannot take a lot of punishment and raise con once to normal--20 HP, does the rating affect the rate at which you take damage or do you just have 2 more Hit Points? -- Hanibal's Q.O.W. Replies, turn 400: Hanibal's QOW -- I think you just get a bump in hit points. But that little bump makes a big difference. I think armor and warrior experience are the only factors that affect the rate of damage per blow. -- Adie P.S. There's a new chart for hit points that is more accurate and does not involve a luck factor. Hanibal -- I think the amount of damage a warrior can take is not variable but constant. The variables in the equation are: the weapon being struck with and the armor it is striking, and the attack and damage-dealing ability of the warrior doing the swinging. Not to mention kill desire, as discussed last turn. -- Generalissimo Puerco DUELMASTER'S COLUMN Notes from the arena champ. I'm sure it's an honor to be the Duelmaster, but...for defeating the Ambitious Guard? Well, I suppose it's better than taking the title by LOSING to a standby. And it's a great farewell gift! See you somewhere someday, guys. Villita Ulan SPY REPORT It is I, Novgorodny Vir, Spymaster of Spymasters. Look on my work, ye mighty, and despair! The boys at HOUSE OF JADE left the arena dejected, after being kicked out of the top spot by MIDDLE WAY 19. Good show! I doubt many are quaking in their boots, but I.H.O. PAINCAKES comes out of nowhere to get 3-0-0. What does the future hold? Watch this space... I.H.O. PAINCAKES had cause to celebrate, after SALAH AL'DIN got 16 points by beating EARL BRUCE. Win some, lose some. Speaking of which, WOODY HAYES was winsome, after beating GEMINI and seeing him lose 9 points. Out with the old, in with the new. Enter VENEMOUS CONCUBINE, handily defeating VILLITA ULAN. With 50 points, WOODY HAYES of SCARLET BROTHERHOOD takes the position of NOBLISH ISLAND's Duelmaster. Word has it one team in NOBLISH ISLAND is using psychics to predict wins. They lead a charmed life! And how sociable are NOBLISH ISLAND's warriors? Come, let us see. Everyone is famous for fifteen minutes, and MARA ACOMA is it right now. Most challenged warrior. Isn't HOUSE OF JADE proud! Ah, the duel! The roar of the oppenent, the smell of the crowd! Ask not a spymaster for counsel, for he will pontificate long after you have fallen into an unconscious stupor. All good things must come to an end. As if buffeted by forces of nature beyond my control, I must take my leave of this place. Like a mixed metaphor, and an overtaxed simile, I now bid NOBLISH ISLAND farewell-- Novgorodny Vir DUELMASTER W L K POINTS TEAM NAME WOODY HAYES 8726 5 0 0 50 SCARLET BROTHERHOOD (1505) CHAMPIONS W L K POINTS TEAM NAME -HOLLAND 8660 6 1 1 84 SHENANIGANS (1494) ADEPTS W L K POINTS TEAM NAME VILLITA ULAN 8708 5 5 0 45 MIDDLE WAY 19 (1502) TEEBI SHOSTALLO 8707 5 5 0 41 MIDDLE WAY 19 (1502) SALIRA TEES 8728 6 2 0 35 MIDDLE WAY 19 (1502) CHALLENGER INITIATES W L K POINTS TEAM NAME ARCHIE GRIFFIN 8725 3 0 0 30 SCARLET BROTHERHOOD (1505) REGGISAKI 8702 2 2 0 29 ORDER (1501) GEMINI 8703 4 1 0 28 ORDER (1501) -TALHO 8657 4 3 1 27 SHENANIGANS (1494) EDDIE GEORGE 8724 4 1 0 24 SCARLET BROTHERHOOD (1505) XANTIPAR WYE 8709 4 6 0 24 MIDDLE WAY 19 (1502) CHALLENGER INITIATES W L K POINTS TEAM NAME MARA ACOMA 8712 3 1 0 24 HOUSE OF JADE (1503) INITIATES W L K POINTS TEAM NAME SELLATRA ROSE 8737 3 1 0 21 MIDDLE WAY 19 (1502) -KHURST 8738 1 0 0 20 WAVES OF GLADIATION (1507) -KOS-MOS 8659 4 3 0 19 SHENANIGANS (1494) SALAH AL'DIN 8752 1 0 0 16 I.H.O. PAINCAKES (1509) KEYOKE 8711 3 1 0 15 HOUSE OF JADE (1503) -BRONIOL 8742 1 0 1 14 WAVES OF GLADIATION (1507) GHOD 8750 1 0 0 14 I.H.O. PAINCAKES (1509) EARL BRUCE 8723 3 2 0 11 SCARLET BROTHERHOOD (1505) -MAYSIN 8741 1 0 0 11 WAVES OF GLADIATION (1507) PAPWYEO 8713 3 1 0 10 HOUSE OF JADE (1503) JIM TRESSEL 8727 2 3 0 9 SCARLET BROTHERHOOD (1505) LUJAN 8715 2 2 0 8 HOUSE OF JADE (1503) BHANDARKAR 8753 1 0 0 6 I.H.O. PAINCAKES (1509) ARIES 8701 1 3 0 6 ORDER (1501) -KIRKLEIS 8740 1 0 0 5 WAVES OF GLADIATION (1507) SCORPIO 8743 0 2 0 2 ORDER (1501) -MORTIS 8679 0 1 0 1 GOLDEN HORDE (1497) MISKA KELL 8766 0 1 0 1 HOUSE OF JADE (1503) -OCLOR 8739 0 1 0 1 WAVES OF GLADIATION (1507) LEO 8704 0 1 0 1 ORDER (1501) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? PERSONAL ADS Kos-Mos -- Bang! one hit, like I said. You make funny sounds. Maybe we visit in hospital. *snort* -- One Eyed Mack Gemini -- Ouch! Uh...where am I? -- Glaive All -- Eat that bruce! *blink* Wow, a 24 point gain and I'm not even mentioned! What gives! Ok, who's getting pay offs? -- Bastor Shenannigans -- Fate brought you to the forefront as our arch rival, you have been a worthy opponent which we will miss but surely will find others. Anemone has fallen. We honor him, for it was a lucky blow. IF not for that, surely he would have won. Order surprised us with the BF and you have one shot. Good luck and fare well. Till swords meet. -- Faux Tides, mgr. Gavin Rule Sorry, these were from last cycle, but were mixed in the middle of the turnsheets and I didn't find them 'til I ran the turn. -- NAIEI Oh, for pete's sake! Middle Way 19 is charter this turn and will be gone the next. How tedious of them! I have no idea where they'll end up, probably inactive in some closed arena. Middle Way 20 will be along right behind though. Look for them here. -- Jorja, the Middle Way Villita thinks she has things to complain about? Beating the Guard is better than losing to the stupid Embezzling Scribe. -- Xantipar Wye Defeating the Cult Member is also good. -- Teebi Shostallo P.S. But boring. Oh, wow, what a thrill. The Mordant Deserter is one of the wimpiest standbys going! -- Salira Tees P.S. At least I won. Oclor -- Oh, bad cess! In this newsletter that will contain my comment (turn 259), on the back page, you'll find a chart giving weapons suitable for a style and the minimum stats required to use them. Study it. This will help you. -- Sellatra Rose LAST WEEK'S FIGHTS GEMINI was devastated by WOODY HAYES in a 1 minute mismatched Challenge Title fight. REGGISAKI subdued KEYOKE in a slow 5 minute novice's Challenge melee. LUJAN was vanquished by XANTIPAR WYE in a 1 minute mismatched Challenge brawl. ARIES was overpowered by MARA ACOMA in a 1 minute bloody one-sided Challenge fight. VILLITA ULAN was bested by VENEMOUS CONCUBINE in a 2 minute duel. SALIRA TEES defeated FRATSFA SLAVE in a 1 minute struggle. TEEBI SHOSTALLO beat AMBITIOUS GUARD in a 1 minute brawl. SCORPIO was handily defeated by SELLATRA ROSE in a 1 minute uneven fight. PAPWYEO was vanquished by ARCHIE GRIFFIN in a 1 minute uneven duel. EARL BRUCE was vanquished by SALAH AL'DIN in a 1 minute uneven fight. EDDIE GEORGE vanquished LEO in a 1 minute brutal one-sided fight. JIM TRESSEL was handily defeated by GHOD in a 2 minute brutal one-sided bout. BHANDARKAR narrowly defeated MISKA KELL in a 5 minute bloody amateur's competition. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |LUNGING ATTACK 5 SLASHING ATTACK 22 - 10 - 0 69 | |STRIKING ATTACK 5 LUNGING ATTACK 31 - 15 - 3 67 | |WALL OF STEEL 3 AIMED BLOW 16 - 11 - 3 59 | |AIMED BLOW 2 STRIKING ATTACK 26 - 21 - 0 55 | |SLASHING ATTACK 2 TOTAL PARRY 8 - 8 - 0 50 | |BASHING ATTACK 2 PARRY-STRIKE 9 - 9 - 0 50 | |PARRY-LUNGE 2 WALL OF STEEL 10 - 10 - 0 50 | |PARRY-RIPOSTE 1 PARRY-RIPOSTE 8 - 16 - 0 33 | |TOTAL PARRY 1 BASHING ATTACK 9 - 18 - 2 33 | |PARRY-STRIKE 0 PARRY-LUNGE 4 - 10 - 0 29 | Turn 259 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: AIMED BLOW 2 - 0 STRIKING ATTACK 2 - 3 4 LUNGING ATTACK PARRY-RIPOSTE 1 - 0 PARRY-LUNGE 0 - 2 2 STRIKING ATTACK WALL OF STEEL 2 - 1 PARRY-STRIKE 0 - 0 2 AIMED BLOW LUNGING ATTACK 3 - 2 TOTAL PARRY 0 - 1 1 SLASHING ATTACK SLASHING ATTACK 1 - 1 1 WALL OF STEEL BASHING ATTACK 1 - 1 1 PARRY-RIPOSTE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK WOODY HAYES 8726 5 0 0 50 SCARLET BROTHERHOOD (1505) AIMED BLOW SALIRA TEES 8728 6 2 0 35 MIDDLE WAY 19 (1502) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is VILLITA ULAN 8708. The most popular warrior this turn was BHANDARKAR 8753. The ten other most popular fighters were WOODY HAYES 8726, MARA ACOMA 8712, VILLITA ULAN 8708, TEEBI SHOSTALLO 8707, EDDIE GEORGE 8724, XANTIPAR WYE 8709, SELLATRA ROSE 8737, ARCHIE GRIFFIN 8725, GHOD 8750, and SALIRA TEES 8728. The least popular fighter this week was KEYOKE 8711. The other ten least popular fighters were JIM TRESSEL 8727, LEO 8704, EARL BRUCE 8723, SCORPIO 8743, ARIES 8701, LUJAN 8715, REGGISAKI 8702, GEMINI 8703, MISKA KELL 8766, and SALAH AL'DIN 8752. THE STOMPING GROUNDS The new all-basher arena will be in Seam, DM 20. Only new teams (0FE) may participate. The only rule is that all of your warriors must be bashers. The first turn of the contest will be due on Monday, April 28. It will be a slow turn-around arena. If you wish to enter a team, please submit your new team and first turn strategies before then. Only one team per manager, please. This arena will stay open indefinitely, providing there is interest (i.e., this is not a contest that runs a set number of turns, although there are prizes scheduled after the first 15 rounds). For more information, see details in the first newsletter or on the forums. -- RSI AVERAGE I was trying to design a warrior that would have no weaknesses, when my mind wandered (It does this a lot!) to what would be the average stat for this game called Duelmasters. Almost at once I came upon the number nine. Why, you may ask? Okay, I'll tell you, after all that's the point of this article. There are nineteen levels for each stat, half this is 9.5, since RSI randomly assigns attributes between 3-21. In this manner, even if they assign an attribute below average, the player can bring it up to at least average by adding 6 points when he modifies the rollup. I checked this assumption with some rolls I have received, and it appears to run true with some interesting results. A 9 SZ seems to allow use of any weapon without being too small. 9 ST seems to allow you to use most weapons without the comment "does not have ST to use weapon well." 9 SP with a 9 DF will give the normal speed/coordination to offensive warriors and to PS, PL and PR. (Does anyone think WS, TP, AB are normal?) 9 WT with a 9 WL will give no negative wit/will statement (no positive one either). A 9 in all attributes leaves 21 points to modify the key stats for a warrior's style. I have been trying for a while to design warriors with a minimum of 9 in all attributes, or to at least be able to train to a 9 in a couple of raises. I am still trying with mixed results to date. I lost track to the point or purpose of this article, but maybe it will provoke some thought, yes, no, maybe? Suggestion and comments will come. Jeff Hannah, c/o Star Signs, DM 13 EARTHWORM FLAMBE A LA THAIGYN Arena gourmets, try this tasty tidbit, before, during and after your next training session: Ingredients - 3 qts. processed camel spit 1 pint fingernail larva 6K cups giant earthworm droppings (imported) 3 cups sweet'n'sour orc sweat 1 slice head cheese 1 bavarian mint (imported) 1 tsp. toe jam (I would suggest your own) Directions - 1. Pre-heat oven to 6200C. 2. Grease 1 22x22 Turtle shell. 3. Pour camel spit & orc sweat into shell, mix with high octane gasoline (unleaded for those on diet), place in oven, and heat for 3 - 4 hours. 4. Place all other ingredients into osterizer at *whip* setting until thick. 5. Bake for 7 days or until you get that distinctive scorched aroma. 6. Take out of oven, get a match, and light that sucker up. 7. Now scarf it down. Yum, yum. *It's perfect for those Dark Arena picnics.* For a first hand experience come over to Thaigyn's Scarf'N'Barf, right next to the Welcome Wench, or go to D. Tramp's Tune-Up Garage & Salad Bar, 1 block east of Saugum's Outhouse Inn.. *** Coming to an arena near you, the Steel Breez Chop'N'Slop, (formerly known as the Eradicator's International House of Toe Jam*** To all, enjoy, Thaigyn of Petrys Acoplys D. Tramp, Lord Petrys & Ennexa Mephobasheth of Steel Breez. Zeb Karan looked around the table at the rest of Dwes Eg's staff. Arenamasters, standby and Dark Arena warriors, stewards and infirmarians, even the maintenance crew. There was wine and beer on the side-table, even sandwiches, but no one was partaking. "Stop looking like your dog died," Lew Voth said. He had once been the arenamaster of Sentern and had taken his turns overseeing the fights in Dwes Eg. "We all knew this day would come. When are they closing us down?" "Immediately after the tourney, according to the information I was given." "Short notice," Jame Rinvar, another arenamaster commented. "No offense intended, these things just creep up on people. Tourneys make it worse, I suppose, all the new teams being entered." Zeb grimaced. "Some of the file cabinets have exploded from over-stuffing, you know, and it takes so long to run through all the registered gladiators to find those who are planning to fight on any given day that the day is OVER by the time we're ready to start." "Which is why they closed down Sentern, Cimmeriac, and Firehold," Lew pointed out. "This is the same thing all over again." "Cycles," Jame said. "Things happen, and then later they happen again. We live with it. And Dwes Eg did last for, what, eight and a half years before it reached the explosion point. That isn't bad. That's forever, speaking practically." "Eight or nine years is not forever--" "The only thing that's real is today, and maybe, up to a point, tomorrow. I don't see a problem with this. What are the new parameters, Zeb?" "Dwes Eg remains open, existing teams can run and can recruit new members. BUT, no new teams will be accepted. New teams will go into a new arena, DM 84, running its first turn on the seventh of May. A regular two-week cycle." "So Dwes Eg isn't actually being closed, just closed to new teams. Okay. This works," Jame said again. "Number 84... does this mean it'll be out at that Blackstone place? Rotten weather half the year, but I suppose you could say that about any site. What about regional allegiance?" "None specified in the data I received. Probably a personal-choice situation," Zeb said. "Transfers?" Lew asked. "I don't know about transfers IN," Zeb said, "but I'd guess yes, they would be allowed. No transfers OUT, though. None out of DM 82, for that matter. Once you're in 82 or 84, the only way out is death or graduation." "That fairly describes most arenas," Jame said. "Anyone who takes up the gladiatorial life has already accepted that." DEATH INTENT STATEMENT EXPLAINED In order to keep this brief, I'm going to avoid a long rambling opening and get right to the meat of the issue. The `death intent statement' (`fights with a deadly bloodlust in his eyes,' `is going for the kill,' `is eagerly seeking the death blow,' etc.) can ONLY be gained in normal combat (non-Dark Arena, non-Bloodgames) AFTER striking an opponent in a vital location (some region of the HE, CH, or AB, pelvis included.) Once the death intent statement is printed, the struck warrior makes a roll to survive the fight. If this roll is failed, he is dead, and the rest of the fight is simply a matter of running down the dead fighter's hit points by normal, non- critical attacks. Now, the moral offshoot of this is that, knowing this, any fighter sent out by his manager attacking a vital location is purposefully increasing his chance of killing his opponent. The logic is this: if you attack vitals you are more likely to hit a vital location. In striking a vital, you may get the death intent statement, and that's then one dice roll to end the fighter. By attacking non-vitals you are decreasing your chances of striking a vital (by increasing your chances of striking non-vitals.) Note that this is not flawless, as the percentage of actually HITTING your attack location is perhaps only 67% on high-deftness fighters, but by not attacking vitals you are doing the best you can, which is all anyone can ask. Here's the bottom line. A fighter can run 10-10-10 L-N and NEVER kill (excepting infirmary deaths, which is an entirely separate case) if he hits only arms or legs. Thus, while KD is a large factor in determining kills (a head shot by a 10-10-1 fighter is far less likely to get the statement than a head shot by a 10-10-10 fighter,) it is less important than attack location. Gary Triplett, a.k.a. Miles/Sir Boyd diplo Crimson Pegasi (arena 105) for advice, questions, comments, wit statement charts or other charts, etc. P.S. Apologies to those I said I'd diplo this to. I just decided to make this a general article. If you're one of the managers in the wave that received only the tan wit statement chart and the lavender activity statement chart, please re-contact me if you'd like the explanation sheet, which includes details on all the statements printed on the fighter overview. REBUTTAL TO "THE LITTLE BASHER" So many times I've seen one of these "helpful hints" that I disagreed with, but never have I been so disgusted that I'd write a rebuttal. Well, this time I could not sit aside and watch someone slaughter a style that I love. I am referring to Belegrath's article, entitled, "The Little Basher." Now, even though I have yet to have a warrior achieve the title of "Lord Protector," I have been at this game for a couple of years now. I've run bashers more than any other style, and my record with them is over .500. Therefore, I think I have enough experience and knowledge to say that Belegrath's basher sucks!!! The main purpose I write this is not to undermine Belegrath's managerial abilities, but to warn any new people who might read his article. I don't think anyone should waste their money on Belegrath's basher theory. Or even worse, to have someone quit the game after getting the crap beat out of them having warriors modeled after Belegrath's. First, I'll tell you what is wrong with "The Little Basher" (to refresh your memory: 20-6-3-13-7-20-15). 1) The best he can get, regardless of his strength, is good damage because of his 3 SZ. 2) He'll fall over from exhaustion before the first minute is up, unless you run a real low activity level. He'll be very frail and have very little endurance. 3) A 3 SZ?!? And what if the war hammer or mace aren't his favorite weapons? You lost the QS, a very reputable bashing weapon, and the GS, which I've recently found to be a great bashing weapon. 4) He probably won't pick up too many skills with a 13 WT. Good luck maxing out in the next decade!! 5) With a 7 WL, he has only a 35% chance to raise a stat ONCE, then the chances for that same category are halved every time thereafter. Therefore, he'll always be very frail with poor endurance. 6) 20 SP, what a waste! Bashers, in my opinion, have no need for speed. And even if you wanted to waste points on speed, you don't need to raise it to such an extreme. One stat raise here, and you lose app. four skills. 7) 15 DF. This is pretty much the only point I agree with. I know, I know, bashers don't need deftness. But just imagine a basher with an AB's accuracy! I had a ST once who looked similar to Belegrath's basher. He looked like this: 19-4-13-16-3-19-10. What happened to him, you ask? He was killed by a maul-wielding scum basher on his third fight. In his first two fights he hacked the crap out of two TP's, and then fell over from exhaustion. No broken shields, no broken bones. Get the point, yet? Now, a better basher, not the best, mind you, would look like this: 13 ST Achieve good damage (possibly great) and be able to use all bashing weapons (except HL). 10 CN This isn't important, but at least he'll be able to take a couple of blows. 9 SZ Fulfills requirement for all bashing weapons. 17 WT A nice number. 19 isn't good, and 21 means that it should be something else. 15 WL Gives at least normal endurance, and increases chances of raising stats. 5 SP SP is unimportant, absolutely no need! Although, it will take a few more skills to get a rating in Decise. 15 DF Wonderful to have DF. Keeps them from swinging at the flies (Most of the time). Well, there you have it. I hope I cleared things up a little. I doubt if anyone else agrees with me, but that's what makes this game so fun! LUVUALLWAYS, Vanion Drunken Stupor (11) The Dawn-Men (67) The Dark (26) Othrsydosanity (74) THE UN-SCUM The type of TP I make will often win fights without ever getting hit! The fights are exciting to read, full of dodges and ripostes, and if you've never seen a TP outjump a Basher, make an offensive TP. ST: 7-13 All you really need is normal damage! 11 is perfect, for carrying capacity and weapon selection. Good damage is nice to have, but if it looks like your rollup will get good or great, he's probably better off as a WS, LU or BA. CN: 9-16 Again, all you need is normal. We're making a finesse substyle, and the points are badly needed on WT, WL and DF. Just make sure he can take a hit or two. Don't add any points here on the rollup, but go ahead and raise it later if you think he needs it. Endurance is not a priority. SZ: 3-9 A single digit is important for dodging and activity levels. I will go as high as 10, but any bigger and you can't dodge well enough. Small size also helps parry and defense, as well as getting a good activity and elusive statement on the overview. Plus, you need the points below. WT: 15, 17 or 21 only! This is the biggie, he'll learn like crazy! I know what you're saying, "my 11 WT SCUM learns 3 skills a fight!" Yeah, but your SCUM's skill base will be so low, when he's maxxed out in skills, my off. TP will be at the same level of expertise by his 10th fight! For any style, 90% of the skills are in WT, WL and DF, and that's where the 14 points must go. WL: 13-21 As with any fighter, more is better. However, you can get by with normal endurance, believe it or not! This TP will wear moderate armor, and can run active for 6-7 minutes with normal endurance. That's long enough for all but a few opponents. Raise WL on the rollup to 17 or 21 if you can, but if 13 or 15 is all he can have, he'll be okay. SP: 5-9 This is a touchy area, and can make or break your TP. I like to use 7, 8 or 9. If you use 5 or 6, he'd better be small, and have a 17 or 21 WT. OR, a CN that will allow him to take a lot of damage. If he's too big, dumb and slow then he'll get "slow and inactive" on the overview, and that is too scummy for my TP. You MUST have normal or better activity. SP also helps with your riposte, crucial to the off. TP. DF: 11-17 Second in importance, behind WT. Parry, Riposte, Defense and Attack are your mainstays, and they're all enhanced by a high DF. Try to get normal coordination (SP+DF=21) if possible. Here are some examples of good off. TPs, all are real fighters; 11 10 8 11 7 11 10 14 12 15 9 15 13 12 7 4 7 6 8 7 10 17 15 15 17 21 17 17 17 21 17 21 13 17 13 5 7 9 9 7 8 8 13 15 13 11 13 11 13 Now, how to fight them, you ask? Every one of them seems to like to run differently, I've seen some tee off at 2-7-5, some do better at 4-4-5, some 2-3-2, even those who go 3-3-5 first min, then go ballistic in the second (10-10-6). Also, some run 7-7-7! You just have to play around with the numbers, 'til you find what works best. Here's a general strategy I usually start with: 4 5 6 7 4 3 10 Armor: I use ARM/H most of the time, 7 6 5 4 4 2 10 but guys like examples #1 and 2 5 5 5 5 5 5 6 would be better off in ACM/F. If facing a LU or SL, you can wear RA ------------------------> HE APA/F (yes, even with normal endur- AM ------------------------> HE ance!), 'cause the LU or SL is going - - - - - - - to drop in min. 2, more than likely. S S - - - - D Weapons: Any sword and shield you're suited to, as well as the Quarterstaff and the Longspear. Vs. heavy armor, use a BS two-handed. Tactics: Parry, dodge, and especially vs. strikers, responsiveness! Resp. will drive other managers nuts, prompting them to say, "How'd you do that?" My favorite tactic for the Un-Scum. Matchups: Every striker in the arena should be on your hit-list. Other good challenges are PS, WS, PR, BA. Avoid lungers and ABs like the plague! So, there you have it. If you'd rather have a TP who's as elusive as a La-Z-Boy than one who sidesteps more blows than he parries, then don't follow my advice. But, if you're ready to have fun fights with TPs, and watch their popularity rise (except vs. scum) every match, then that's what I offer you. Brought to you by Buri of the G.A.P.P.D.A., MGR. Aesier (3, 104), Swords of Sergio (4, 104), S.O.S. (59), and way too many others. Fell free to diplo me, for praise, ridicule, or just for the halibut. Duelmasters for Dummies There are handbooks around that will guide you in becoming the hottest player Duelmasters has ever seen... if you're prepared to work at it. But what if you don't want to be hot, but only pleasantly warm, have a good time, and not fret and stew over maximizing the potential of every roll-up you receive? What if spending months in the Dark Arena searching for the perfect roll-up sounds boring? What if the "Perfect Warrior" is not for you, and you have no intention of dominating Gateway? What if such handbooks as the Enchiridion represent "more than you ever wanted to know" about the inner workings and minute tunings of the game? This article is for you.... You have a new roll-up sheet in front of you; it doesn't matter whether it's a new team or only one replacement. How do you design the warrior(s) for best present enjoyment? First, don't send anyone straight to the Dark Arena. Okay, do if you like to read Dark Arena fights, but not otherwise. Give every roll-up, regardless of "Perfect Warrior" potential or lack thereof, your best design efforts and a chance to show his stuff. Some supposed duds will surprise you. A few simple rules for basic warrior design and strategy: 1) Aim at achieving an odd number in your key stats, 15 is good, 17 is better, except in unusual cases (DF for aimed blows), 21 is too much of a good thing. 2) Wit and Will are the key stats for any warrior except a freak experiment. Deftness and Strength are second, Speed and Constitution are third. 3) Offensive styles (Basher, Lunger, Slasher, Striker) and Total Parries are easier to run and easier to win with than the finesse styles (Aimed Blows, Parry- anythings, Walls of Steel). Yes, the finesse styles can be fun and devastating, but don't START there. Start with the easier styles and work up to finesse. Watch out for stereotypes. Big, dumb, clumsy bashers do not generally do well. Fast, brainy lungers with low CN and WL burn out early in the first minute and also tend to die easily. A medium good roll-up will do well at any of the offensive styles. 4) Pick your arena with some care, as different arenas favor and reward different styles of play and different tones in the personals. Generally speaking, arenas of the Andorian and Lirith Kai regions will frown on down-challenges and deliberate killing, and hostile "trash-talking" personals will not be appreciated. On the whole, these Andorian and Adantri arenas are the more sociable arenas and will tend to have more personals and more role-playing. (There are, of course, exceptions.) Players in the Andorian and Lirith Kai arenas will tend to be helpful to a newcomer. Arenas of the Delarquan region will accept more aggressive styles in play and in personals, more down-challenging, and more killing... BUT you can expect to draw a quick and hard response in kind. Generally these arenas are not as friendly as the Andorians, and they are much less likely to help out a newcomer. The arenas of the Free Blades region vary more among themselves than those of the other regions but generally tend to fall in between the Andorian and Delarquan extremes. 5) When arming your warrior, check the Weapon/Style/Stat Suitability chart below, probably THE most useful chart for a beginner. It sorts the weapons by style, listing only those that are favored by each style, and gives the minimum stats (in ST, SZ, WT, and DF) to use any particular weapon. Note which weapons your warrior is physically able to use. Arm him with something he can use and that is favored by his style, and GIVE HIM A BACK-UP WEAPON, even if it's only a dagger. Do not be misled by real-world logic, by the way: bashers are not well-suited to using the fists as weapons! (If you are going to use the same weapon against all armor weights, it isn't necessary to make three categories on your strategy sheet, and it annoys the inputter.) In fact, you might want to consult the chart below before picking a style for your new warrior. It is not a good idea to make a warrior into, say, a basher, if he is unable to use well any of the basher's weapons of choice. (I've done this by not paying attention, and I have ALWAYS regretted it afterward.) For example, I just got a replacement who is 8-10-20-9-12-4-7. If I make it 9-10-20-15-17-4-9, then I should NOT make it a Basher, because the poor goop couldn't use any bashing weapon well. If I go with this set of numbers, he should probably be a Lunger using a short spear, or a Striker using a hatchet. But if I drop WT to 13 and raise ST to 11, he could use a broadsword and might make a Slasher; equally, if I drop WT to 13 and raise DF to 11, instead, he could use a scimitar and make a Slasher.... Choices, choices.... 6) Put armor on the warrior before sending him out to fight. Armor saves lives. Total Parries can take the heaviest armors, as they generally don't move around a lot. Offensives can run faster with no armor or leather armor, but that doesn't give them much protection. If you're worried about their survival, put them in mid-weight armor; I favor ringmail for this, but scalemail and chainmail are also options. Always put something on their heads! A blow to the head can be especially deadly, so give them protection there--at least a steel cap, a helm for choice, a full helm if the warrior is a Total Parry. 7) Train skills, unless/until you're sure this is going to be a throw-away, short-term warrior. 8) Challenge warriors above your warrior, and/or those with more fights, for the best chance to learn skills. Challenge warriors below your warrior to improve your chances of winning and to provoke maximum hostility from other managers. Repeated challenges to the same warrior, when there are other targets available, will also provoke hostility. 9) Avoid teams with high kill percentages and teams that regularly down- challenge or repeat-challenge. 10) Don't run a warrior 10-10-10 unless you like to see him go berserk and then collapse half way through the first minute. Yes, the pure offensives should run fast, but drop either Activity Level or Kill Desire or both by a few points if your warrior doesn't have a good or better endurance. If endurance is not mentioned on the warrior's overview, then it is "normal" or "average," and 10-10-10 will probably burn him out early in the fight. If endurance is poor, don't even think of it. (Yes, I can hear all you number crunchers out there rising up to point out that there are exceptions. I admit the exceptions, but these are general guidelines for the average beginner. Exceptions belong in a different article.} Generally speaking, Total Parries should run slowly. 11) Be wary of using tactics. Sometimes they help, sometimes they hinder, and they're tricky. Even when a tactic gives some clear benefit, remember that it comes with a built-in danger in that it commits the warrior to that attitude during the minute it is used. A defensive tactic will tend to hinder offense, offensive tactics will reduce the warrior's defense. Do not use both an offensive and a defensive tactic in the same minute. 12) Fill out your strategy sheet clearly and completely to avoid antagonizing the inputter! Don't make her guess what you want your warrior to do. 13) Write personal ads to take part in the player-player interaction. This is a significant part of the fun of the game. If you want other managers to help you learn, write =friendly= personals! Surprising how some people miss this obvious point, but the obnoxious managers are likely to have a hard time getting help. 14) Fill out the front part of the Warrior Census Form. Picking a warrior's race can make him a more clearly realized character and one that it is more fun to write personals for. Filling out the warrior sayings can make reading the fights more amusing. Fill out the back of the form only if you feel like it, as NOTHING on the back, not even the character stats, has any effect on the fights. The back of the form is all role-playing information and, at this time, will only be used if/when your warrior appears in a spotlight written by a staff writer. When/if the extension of the Duelmasters system for which the back of the form was originally intended is completed, you will have another chance to fill out this stuff. Weapons, Styles, Minimum Stats required for use The weapons best-suited to each style are listed under that style. If a weapon is not listed under that style, then it is not well-suited to use by that style. Regardless of style, however, the stats required to use a weapon are the same. This chart was composed with information found in the Enchiridion, and I thank Pagan for making it readily available. Aimed Blow nine weapons Slasher eight weapons Dagger ST - SZ - WT 7 DF 7 Battleaxe ST 15 SZ 9 WT 9 DF 9 Epee ST 7 SZ - WT 15 DF 15 Broadsword ST 11 SZ - WT 9 DF 7 FiST - presumably any Epee ST 7 SZ - WT 15 DF 15 Longspear ST 11 SZ 9 WT 5 DF 9 Greataxe ST 13 SZ 5 WT 9 DF 11 Longsword ST 11 SZ - WT 13 DF 11 Hatchet ST 5 SZ - WT 3 DF 7 Quarterstaff ST 11 SZ 9 WT 11 DF 11 Longsword ST 11 SZ - WT 13 DF 11 Scimitar ST 9 SZ - WT 11 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 Shortsword ST 5 SZ - WT 11 DF 3 Striker Note that the strikers can Basher eleven weapons use every weapon plus the small shield Greataxe ST 13 SZ 5 WT 9 DF 11 effectively. This is the only style that Greatsword ST 15 SZ 9 WT 9 DF 11 has so broad a selection. Twenty-one Halberd ST 17 SZ 9 WT 9 DF 9 weapons. Large shield ST 11 SZ 7 WT 5 DF 5 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 Medium shield ST 9 SZ - WT 5 DF 5 Epee ST 7 SZ - WT 15 DF 15 Morningstar ST 13 SZ - WT 7 DF 13 FiST - presumably any Quarterstaff ST 11 SZ 9 WT 11 DF 11 Greataxe ST 13 SZ 5 WT 9 DF 11 Warflail ST 11 SZ - WT 7 DF 5 Greatsword ST 15 SZ 9 WT 9 DF 11 Warhammer ST 13 SZ - WT 5 DF 7 Halberd ST 17 SZ 9 WT 9 DF 9 Hatchet ST 5 SZ - WT 3 DF 7 Lunger five weapons Longspear ST 11 SZ 9 WT 5 DF 9 Epee ST 7 SZ - WT 15 DF 15 Longsword ST 11 SZ - WT 13 DF 11 Longspear ST 11 SZ 9 WT 5 DF 9 Mace ST 13 SZ - WT 3 DF 5 Longsword ST 11 SZ - WT 13 DF 11 Maul ST 15 SZ 9 WT 5 DF 7 Shortspear ST 9 SZ - WT 7 DF 7 Morningstar ST 13 SZ - WT 7 DF 13 Shortsword ST 5 SZ - WT 11 DF 3 Quarterstaff ST 11 SZ 9 WT 11 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Parry-Lunger six weapons Shortspear ST 9 SZ - WT 7 DF 7 Epee ST 7 SZ - WT 15 DF 15 Shortsword ST 5 SZ - WT 11 DF 3 Longspear ST 11 SZ 9 WT 5 DF 9 Small shield ST 5 SZ - WT 5 DF 5 Longsword ST 11 SZ - WT 13 DF 11 Warflail ST 11 SZ - WT 7 DF 5 Scimitar ST 9 SZ - WT 11 DF 11 Warhammer ST 13 SZ - WT 5 DF 7 Shortspear ST 9 SZ - WT 7 DF 7 Shortsword ST 5 SZ - WT 11 DF 3 Total Parry twelve weapons Parry-Riposte six weapons Battleaxe ST 15 SZ 9 WT 9 DF 9 Epee ST 7 SZ - WT 15 DF 15 Broadsword ST 11 SZ - WT 9 DF 7 Longspear ST 11 SZ 9 WT 5 DF 9 Epee ST 7 SZ - WT 15 DF 15 Longsword ST 11 SZ - WT 13 DF 11 Greatsword ST 15 SZ 9 WT 9 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Large shield ST 11 SZ 7 WT 5 DF 5 Shortspear ST 9 SZ - WT 7 DF 7 Longspear ST 11 SZ 9 WT 5 DF 9 Shortsword ST 5 SZ - WT 11 DF 3 Longsword ST 11 SZ - WT 13 DF 11 Medium shield ST 9 SZ - WT 5 DF 5 Parry-Striker eleven weapons Quarterstaff ST 11 SZ 9 WT 11 DF 11 Battleaxe ST 15 SZ 9 WT 9 DF 9 Scimitar ST 9 SZ - WT 11 DF 11 Broadsword ST 11 SZ - WT 9 DF 7 Shortsword ST 5 SZ - WT 11 DF 3 Epee ST 7 SZ - WT 15 DF 15 Small shield ST 5 SZ - WT 5 DF 5 Greatsword ST 15 SZ 9 WT 9 DF 11 Longsword ST 11 SZ - WT 13 DF 11 Wall of Steel eight weapons Quarterstaff ST 11 SZ 9 WT 11 DF 11 Battleaxe ST 15 SZ 9 WT 9 DF 9 Scimitar ST 9 SZ - WT 11 DF 11 Broadsword ST 11 SZ - WT 9 DF 7 Shortspear ST 9 SZ - WT 7 DF 7 Greataxe ST 13 SZ 5 WT 9 DF 11 Shortsword ST 5 SZ - WT 11 DF 3 Greatsword ST 15 SZ 9 WT 9 DF 11 Small shield ST 5 SZ - WT 5 DF 5 Morningstar ST 13 SZ - WT 7 DF 13 Warhammer ST 13 SZ - WT 5 DF 7 Quarterstaff ST 11 SZ 9 WT 11 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Warflail ST 11 SZ - WT 7 DF 5 Jorja The Middle Way DM 93 and elsewhere