DUEL 2 NEWSLETTER
Date : 05/08/2010 Duedate: 05/21/2010
NOBLISH ISLAND ARENA
DM-93 TURN-299
This Weeks Top Honors
THE DUELMASTER IS
ARABELLA DEEDS
MIDDLE WAY 23 (1556)
(93-9041) [8-2-1,84]
Chartered Recognition Leader Unchartered Recognition Leader
ARABELLA DEEDS SVEN
MIDDLE WAY 23 (1556) SUDDENLY, THE VAN (1560)
(93-9041) [8-2-1,84] (93-9065) [2-0-0,22]
Popularity Leader This Weeks Favorite
CUSTIS FORN CUSTIS FORN
MIDDLE WAY 23 (1556) MIDDLE WAY 23 (1556)
(93-9043) [8-2-0,61] (93-9043) [8-2-0,61]
THE CURRENT TOP TEAM
MIDDLE WAY 23 (1556)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. MIDDLE WAY 23 (1556) 30
2. SUDDENLY, THE VAN (1560) 11 MIDDLE WAY 23 (1556)
Unchartered Team
SUDDENLY, THE VAN (1560)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*SUDDENLY, THE VAN (1560) 8 2 0 80.0 1/ 1 MIDDLE WAY 23 (1556) 13 2 0
2/ 2 MIDDLE WAY 23 (1556) 36 13 1 73.5 2/ 3*SUDDENLY, THE VAN (1560) 8 2 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
Blood on a Purple Robe: A Bloodgames Primer
by One Armed Bandit
Twice a year, there is a great gathering. These tiny men with their stained
clothing and great intellects do not look like your traditional gladiators, but they
will meet and compete for a chance at Duel-2 immortality. No, no, I'm not talking
about the managers at the Face-to-Face. I'm talking about the murderous dwarves of
the Bloodgames.
It's probably the worst advertised event in Duel-2 history. It happens twice a
year, in January and July, and you don't have to fly across the country to
participate. For some, the Bloodgames are just a distant memory of a t-shirt that
never arrived, newer managers may have never even heard of it. For others, though,
it is a way of life. And it can be yours, too.
The cost: $10 to roll up the team, $49 to run them. At each Face-To-Face
tourney, two Bloodgames arenas are run. One of them (called the FtF Bloodgames) gets
run round-by-round for ten rounds, and warriors are allowed to change their
strategies, avoid, and make Bloodfeud challenges. For the other arena (called the
Mail-In Bloodgames), there are no bloodfeuds or avoids and each warrior must use the
same strategy and train for all ten rounds. You can participate in both even if you
don't attend the FtF, but you'll be at a slight disadvantage in the FtF Bloodgames
(the Mail-In Bloodgames is a perfectly level playing field).
The teams: Each team consists of TEN warriors, one of EACH style. You can
design each warrior however you want, as long as the stats add up to 84 points and no
stat is lower than a 3 or higher than a 21 (referred to as DYOs or design-your-own
warriors). Simply write down the following information on a piece of paper and mail
it to RSI (or email it to csr@reality.com): your name, your account number, the words
"Mail-In Bloodgames" or "FtF Bloodgames", the team name, and all ten warriors (name,
style, gender, ST-CN-SZ-WT-WL-SP-DF). If you submit them early enough you will
probably get a chance to see the overviews before sending in strategies for each of
them (using a normal strategy sheet, remember only one strategy and one train for the
entire event). If you want to play it safe, however, you can submit strategies along
with the team information, just write "NEW" in each of the Warrior ID spots and
either "MI BG" or "FTF BG" in the Game # spot. Some managers who are especially
ambitious will roll up each team more than once, and look over the overviews to
determine which team had the best luck in the roll-up process. Just remember, it
costs $10 each time you roll them up.
The rules: So what's the catch? $59 for 10 design-your-own warriors? Not so
fast, buddy. At the end of ten rounds, the top three warriors of different styles
from each arena will be granted immortality, trained up to the minimum ADM
requirements, and will graduate to ADM. Every other warrior will be gone forever.
Executed, freed, or retired to a quiet life on the farm like your childhood dog
Buster, if that helps you sleep at night. If the 1st, 2nd, and 3rd ranked warriors
are a LU, a WS, and an AB, then those three will win the prizes. However, if the
1st, 2nd, and 3rd ranked warriors are a LU, a LU, and a WS, the 2nd place LU is out
of luck, his prize will drop down to the highest ranking member of a style that isn't
LU or WS. So what does it take to be one of the top ranked warriors? Warriors are
ranked based on number of kills, first and foremost, with their record and
recognition points being the tie breakers. Oh, did I mention that the chances of
dying are FIVE TIMES that of a normal arena?
What to expect: You will run into many opponents who are SZ 3, who have 21 WT
and 21 WL, who are using a 10 KD and aiming for the vitals, who are using unusual
weapons that Duel-2 folklore says have a greater chance of delivering that killing
blow, such as the Battle Axe. You may run into such classic archetypes as the 17-3-
3-21-21-8-11 ST or the 17-16-3-3-21-3-21 AB.
So why should you play? There are many reasons. You don't have to feel guilty
about killing your friend's warrior, for starters, because that's the whole
objective. Unique kill text make it all the sweeter, too. You won't see anyone get
"pierced completely through" or "skewered through their vital organs" anywhere else
(at least I hope not). Not only is it exciting to read, but my most rewarding
warrior came from the Bloodgames and yours could, too. Whether you are a tournament
player or an arena player, if your warrior is tough enough to survive the Bloodgames,
he's tough enough for whatever task you set him to. My first Bloodgames graduate was
a warrior named Sushi Slinger of Sea Dogs: 17-3-3-21-21-12-7 SL. He left Old
Valamantis with a 10-0-3 record and immortality. Since then, he has been a
Tournament Victor in the Freshman tourney, a Runner-Up in the ADM tourney, and a
three-time Tournament Victor in the Eligibles tourney. He is now fighting in Primus
against the best of the best and holding his own. Your Bloodgames graduate could
join him in Primus, too.
"Remember, blood on the purple robe does not change it from a purple robe.
Dare to fight bravely." - Alarond the Scribe
+ ]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), 63, and 71 (slow
transfer).
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, 5,
6, 7, 10, 18, 21, 36, 38, 39 (slow), 42, 51, 54 (slow), 59 (slow), 62, and 72 (slow
transfer).
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, 29, 31 (slow), 32, 33, 35, 43, 45 (slow), 47 (slow),
50 (slow), 56, 61, and 73 (slow transfer).
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 some arenas,
which I can't list for sure, they keep changing. If you're interested in a contest
arena, let me know (a personal ad will do), and I'll look around. 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 managers 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
* }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *
---===FREE BLADES REGIONAL NEWS===---
Duelmasters
-----------
DM 9 ZUKAL (turn 643): EIGHTH MATE of SEA DOGS (One Armed Bandit, mgr.)
DM 12 RIZTAB (turn 645): SCURVY LADY of SEA DOGS (One Armed Bandit, mgr.)
DM 13 DULLENS (turn 520): ROBERTO LEATHAM of HOUSE OF CARDS (Zalgor Prigg, mgr.)
DM 15 MALCORN (turn 639): REXROTH of DARK CREATION (H. P. L. West, mgr.)
DM 16 WILLAF (turn 641): ON GOLDEN POND of GOLDEN GLADIATORS (Midas, mgr.)
DM 17 ALJAFIR (turn 632): GRISHORT HURM of MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 633): FARM WEEKLY of THE MAGNIFICENT MAGS (Jorja, mgr.)
DM 28 MORYA (turn 319): ANFERROUS of STEEL AND SILK (Michael Eldritch, mgr.)
DM 29 LAPUR (turn 630): WHIP ME HOUSTON of STREET WALKERS (Roadkill, mgr.)
DM 31 CHIMLEVTAL (turn 316): SINGALEK of THE KINDRED (Godric Magnusson DaVinci)
DM 32 ARVAT (turn 627): ENVY of ANGELS OF PAIN (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 624): CRAB SMASHER of SEA DOGS (One Armed Bandit, mgr.)
DM 35 MURSKA (turn 616): POSITION IS EMPTY
DM 43 VEASTIAN (turn 578): PRINCE CONNOR of LUROCIAN ROYALTY (The Greek Guy, mgr.)
DM 45 STORMCROWE (turn 294): DAN MACK GRU of NORTHERN LIGHTS (Jorja, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 288): RONDOL QUIGLO of THE MIDDLE WAY 3 (Jorja, mgr.)
DM 50 SNOWBOUND (turn 275): CASS DOLAN of MIDDLE WAY 6 (Jorja, mgr.)
DM 56 ROCANIS (turn 506): FREM HARID of MIDDLE WAY 20 (Jorja, mgr.)
DM 60 ARADI (turn 493): BB BULLY BOY of RED DOG GANG (Spot, mgr.)
DM 61 JURINE (turn 473): DRAGON HARVEST of AUTUMN SAGA (Jugger, mgr.)
DM 65 DAL SHANG (turn 467): LOEKER SMITH of SAND DANCERS (Jorja, mgr.)
DM 73 ERINIKA (turn 224): EXTORTION of BLACKMAIL (The Mun, mgr.)
DM 74 DAYLA KIV (turn 429): POLYNIKES of GATES OF FIRE (Chief Illiniwek, mgr.)
DM 75 JADE MOUNTAIN (turn 423): JAGUAR JON of GREATS OF TROY (Zalgor Prigg, mgr.)
DM 78 LIN TIRIAN (turn 415): DEVONSHIRE of KIWI CONNECTION (The Mun, mgr.)
ADM 103 FREE BLADES (turn 531): JOHN TYLER of I'M HISTORY (Zalgor Prigg, mgr.)
Top Teams
---------
DM 9 ZUKAL (turn 643): BLUE MOON (Jorja, mgr.)
DM 12 RIZTAB (turn 645): SEA DOGS (One Armed Bandit, mgr.)
DM 13 DULLENS (turn 520): HOUSE OF CARDS (Zalgor Prigg, mgr.)
DM 15 MALCORN (turn 639): VC RULES (Fizban, mgr.)
DM 16 WILLAF (turn 641): GOLDEN GLADIATORS (Midas, mgr.)
DM 17 ALJAFIR (turn 632): MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 633): THE MAGNIFICENT MAGS (Jorja, mgr.)
DM 28 MORYA (turn 319): FORCE OF FIVE (?, mgr.)
DM 29 LAPUR (turn 630): EQUESTORS (Spartacus, mgr.)
DM 31 CHIMLEVTAL (turn 316): MIDDLE WAY 7 (Jorja, mgr.)
DM 32 ARVAT (turn 627): DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 624): THE SEWING CIRCLE (Jorja, mgr.)
DM 35 MURSKA (turn 616): CHILDREN OF LLYR (Jorja, mgr.)
DM 43 VEASTIAN (turn 578): THE FAMILY (Jorja, mgr.)
DM 45 STORMCROWE (turn 294): STREET WALKERS (Roadkill, mgr.)
DM 47 TEMPLE OF ABARSIS (turn 288): DEVIATION (Marma Duke, mgr.)
DM 50 SNOWBOUND (turn 275): LIFE IMPACTS (Smitty, mgr.)
DM 56 ROCANIS (turn 506): THEM (Papa Bear, mgr.)
DM 60 ARADI (turn 493): RED DOG GANG (Spot, mgr.)
DM 61 JURINE (turn 473): MIDDLE WAY 16 (Jorja, mgr.)
DM 65 DAL SHANG (turn 467): SAND DANCERS (Jorja, mgr.)
DM 73 ERINIKA (turn 222): BLACKMAIL (The Mun, mgr.)
DM 74 DAYLA KIV (turn 429): GATES OF FIRE (Chief Illiniwek, mgr.)
DM 75 JADE MOUNTAIN (turn 423): GREATS OF TROY (Zalgor Prigg, mgr.)
DM 78 LIN TIRIAN (turn 415): KIWI CONNECTION (The Mun, mgr.)
ADM 103 FREE BLADES (turn 531): DO IT AGAIN et al (The Dark One, mgr.)
Recent Graduates
-----------------
DM 15 MALCORN (turn 638): ROCKWOOD of GREENWARDENS (Jorja, mgr.)
DM 17 ALJAFIR (turn 632): GRISHORT HURM of MIDDLE WAY (Jorja, mgr.)
TIBERIUS of FIELDS OF ELYSIUM (Caesar, mgr.)
(turn 631): SALARA LORMIN of MIDDLE WAY (Jorja, mgr.)
DM 19 ZUWAYZA (turn 633): FARM WEEKLY of THE MAGNIFICENT MAGS (Jorja, mgr.)
DM 28 MORYA (turn 318): SECI of PHANTACITY (Omega, mgr.)
DM 31 CHIMLEVTAL (turn 315): KOLUM MAROD of MIDDLE WAY 7 (Jorja, mgr.)
DM 32 ARVAT (turn 626): BILL P. GORE of DEVIL ADVOCATES (The Dark One, mgr.)
DM 33 NIATOLI ISLAND (turn 623): TOBY of RAVAGING LORDS (General Ikillyu, mgr.)
DM 35 MURSKA (turn 614): FROSTBITE of URBAN JUNGLE (Jugger, mgr.)
DM 43 VEASTIAN (turn 576): BITT BETRO of THE FAMILY (Jorja, mgr.)
DM 45 STORMCROWE (turn 292): WALRUS of NORTHERN LIGHTS (Jorja, mgr.)
DM 50 SNOWBOUND (turn 274): HOOPS of LIFE IMPACTS (Smitty, mgr.)
DM 56 ROCANIS (turn 506): FREM HARID of MIDDLE WAY 20 (Jorja, mgr.)
DM 60 ARADI (turn 493): PERFECT SNOTLING of SUPERIOR FORCES 1601 (Manager, mgr.)
DM 61 JURINE (turn 473): DRAGON HARVEST of AUTUMN SAGA (Jugger, mgr.)
DM 65 DAL SHANG (turn 465): FLITCHAK of CASTAWAYS (She-Puppy, mgr.)
DM 75 JADE MOUNTAIN (turn 422): QUINCY WATTS of GREATS OF TROY (Zalgor Prigg, mgr.)
JADE RING of SAND DANCERS (Jorja, mgr.)
DUELMASTER'S COLUMN
Notes from the arena champ.
I salute Drake, who "fought the good fight," but not so good that he won. The
Spacemarines is now on its way out of town, and I hope they find a congenial harbor
on the mainland. We're leaving almost immediately after, and I've no idea where we
might go.
Arabella Deeds
SPY REPORT
Hail and well met warriors of NOBLISH ISLAND! Know me for who I am, Zontani
Sharp Eyes, Spymaster extraordinaire of all Alastari. In one of the week's more
notable duels, MORDANT DESERTER put down SANGER, causing her to lose 9 points of
recognition in the process. Although VENEMOUS CONCUBINE made a valiant effort, it
did not suffice to topple the reign of victorious ARABELLA DEEDS. No confirmation,
but my sources claim that the top team has gained their position using magical aids.
Charmed weapons perhaps?
I have been in deep conclave with my spies who watched all that has recently
transpired. Indeed there is much I would report. A match that raised a few eyebrows
at the games this week, it seems that SVEN posted a challenge against the more highly
recognized DELIA GARTH. The results, you ask? Well, the firebrand SVEN defeated
DELIA GARTH. Remember warriors, this is the discipline of steel.
Vendettas. Bloodied blades and broken spears. Indeed the city has seen more
than its fair share of red in recent times. Fate is a fickle mistress. She showers
the miserable with fortune but sets enemies against the victorious. Remember this!
The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the
fighters as ugly! Don't let your reputation slip! Sadly warriors, now longer can I
keep thy company nor savor the ale of thy fine city. Depart I must and soon! Till
we meet again, remember: a turtle walks slow, hides head in a shell, and harms no
one; a lion runs to slay its prey.-- Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
ARABELLA DEEDS 9041 8 2 1 84 MIDDLE WAY 23 (1556)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
ELSPETH HAUN 9045 7 3 0 66 MIDDLE WAY 23 (1556)
CUSTIS FORN 9043 8 2 0 61 MIDDLE WAY 23 (1556)
ADEPTS W L K POINTS TEAM NAME
DONIA GRELL 9064 4 0 0 51 MIDDLE WAY 23 (1556)
INITIATES W L K POINTS TEAM NAME
DELIA GARTH 9044 6 4 0 22 MIDDLE WAY 23 (1556)
SVEN 9065 2 0 0 22 SUDDENLY, THE VAN (1560)
BERTHOLD 9067 2 0 0 16 SUDDENLY, THE VAN (1560)
ULFRIC 9068 2 0 0 16 SUDDENLY, THE VAN (1560)
SANGER 9066 1 1 0 4 SUDDENLY, THE VAN (1560)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PER 9069 1 1 0 SUDDENLY, THE V 1560 MORDANT DESERTER 299 NONE
PERSONAL ADS
Hello! We're new here... oh... you're all new here. In any case: Hvordan gjor det
til, eh? -- Leif Redbeard, mgr. Suddenly, the Van
Fratsfa Slave, that's a thrill. Of course, he *did* teach me two skills, but giving
him advice (such as, "Wear armor") is pointless. -- Custis Forn
True. Who wants him to wear armor? He deserves to get hacked up every two
weeks. -- Arenamaster Ganamir
Vasquez -- Gods, man, how can you MOVE in that? -- Elspeth Haun
Hudson -- You were the victim of a classic style-advantage match, the advantage being
mine. It happens. Maybe you should go discover a bay or something? -- Donia Grell
Ripley -- Too much weight for your style. -- Delia Garth
LAST WEEK'S FIGHTS
SVEN viciously subdued DELIA GARTH in a unpopular 12 minute gruesome Challenge fight.
ARABELLA DEEDS demolished VENEMOUS CONCUBINE in a 1 minute one-sided Title melee.
CUSTIS FORN defeated THE USEROUS MERCHANT in a 2 minute duel.
ELSPETH HAUN devastated FRATSFA SLAVE in a 1 minute one-sided contest.
DONIA GRELL overpowered CAPTURED ORC in a crowd pleasing 1 minute mismatched match.
PER was slain by MORDANT DESERTER in a 1 minute novice's struggle.
SANGER was devastated by MORDANT DESERTER in a 1 minute one-sided competition.
BERTHOLD overcame PERSISTANT BEGGAR in a 2 minute beginner's melee.
ULFRIC won victory over CONVICTED THIEF in a 1 minute novice's duel.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 2 WALL OF STEEL 2 - 0 - 0 100 |
|TOTAL PARRY 2 STRIKING ATTACK 15 - 6 - 1 71 |
|AIMED BLOW 1 AIMED BLOW 20 - 10 - 3 67 |
|LUNGING ATTACK 1 LUNGING ATTACK 13 - 10 - 1 57 |
|SLASHING ATTACK 1 SLASHING ATTACK 12 - 11 - 0 52 |
|WALL OF STEEL 1 TOTAL PARRY 15 - 14 - 0 52 |
|PARRY-LUNGE 1 PARRY-STRIKE 1 - 1 - 0 50 |
|PARRY-STRIKE 1 PARRY-LUNGE 1 - 1 - 0 50 |
|PARRY-RIPOSTE 0 BASHING ATTACK 2 - 6 - 0 25 |
|BASHING ATTACK 0 PARRY-RIPOSTE 0 - 0 - 0 0 |
Turn 299 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
AIMED BLOW 1 - 0 PARRY-LUNGE 0 - 1 2 STRIKING ATTACK
LUNGING ATTACK 1 - 0 PARRY-STRIKE 0 - 1 2 TOTAL PARRY
SLASHING ATTACK 1 - 0 PARRY-RIPOSTE 0 - 0 1 SLASHING ATTACK
STRIKING ATTACK 2 - 0 BASHING ATTACK 0 - 0 1 LUNGING ATTACK
WALL OF STEEL 1 - 0 1 AIMED BLOW
TOTAL PARRY 1 - 1 1 WALL OF STEEL
1 PARRY-LUNGE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK ARABELLA DEEDS 9041 8 2 1 84 MIDDLE WAY 23 (1556)
SLASHING ATTACK ELSPETH HAUN 9045 7 3 0 66 MIDDLE WAY 23 (1556)
LUNGING ATTACK CUSTIS FORN 9043 8 2 0 61 MIDDLE WAY 23 (1556)
AIMED BLOW DONIA GRELL 9064 4 0 0 51 MIDDLE WAY 23 (1556)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is CUSTIS FORN 9043. The most popular warrior this
turn was CUSTIS FORN 9043. The ten other most popular fighters were ARABELLA DEEDS
9041, ELSPETH HAUN 9045, DONIA GRELL 9064, BERTHOLD 9067, ULFRIC 9068, PER 9069,
SANGER 9066, SVEN 9065, DELIA GARTH 9044, and 0.
The least popular fighter this week was DELIA GARTH 9044. The other ten least
popular fighters were SVEN 9065, SANGER 9066, PER 9069, ULFRIC 9068, BERTHOLD 9067,
DONIA GRELL 9064, ELSPETH HAUN 9045, ARABELLA DEEDS 9041, CUSTIS FORN 9043, and 0.
MAIL-IN TOURNEY XLIX
INITIATES FOOLS TOURNEY W L K TEAM NAME
DEATH 9035 (5-5-0) 0 3 0 IWC
STYX 9034 (5-5-0) 0 3 0 IWC
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.
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