DUEL 2 NEWSLETTER Date : 06/02/2012 Duedate: 06/15/2012 NOBLISH ISLAND ARENA DM-93 TURN-352 This Weeks Top Honors THE DUELMASTER IS DUTIFUL THE FARSEERS (1591) (93-9237) [7-0-2,80] Chartered Recognition Leader Unchartered Recognition Leader CHELSEA NOREN DUTIFUL LOW ROAD 3 (1589) THE FARSEERS (1591) (93-9228) [6-4-0,60] (93-9237) [7-0-2,80] Popularity Leader This Weeks Favorite CHELSEA NOREN DELISE ORM LOW ROAD 3 (1589) LOW ROAD 3 (1589) (93-9228) [6-4-0,60] (93-9227) [5-5-0,33] THE CURRENT TOP TEAM BRIDGE BURNERS (1592) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. KNIGHT LIFE (1597) 48 2. DRINK UP (1604) 42 LOW ROAD 3 (1589) 3. BASH BROS BASHERS (1606) 42 Unchartered Team 4. BRIDGE BURNERS (1592) 23 5. THE HERQULOIDS (1601) 16 DRINK UP (1604) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*DRINK UP (1604) 4 1 0 80.0 1/ 3*BRIDGE BURNERS (1592) 11 4 0 2/ 0*BASH BROS BASHERS (1606) 3 1 0 75.0 2/ 2 LOW ROAD 3 (1589) 9 6 0 3- 2*NOISEMAKERS (1605) 2 1 0 66.7 3/ 7*THE FARSEERS (1591) 7 8 0 4/ 3 LOW ROAD 3 (1589) 30 20 2 60.0 4/ 6*KNIGHT LIFE (1597) 5 7 0 5- 5*DIE TODESBLUMEN (1602) 3 2 0 60.0 5/ 0*DRINK UP (1604) 4 1 0 6- 6*CRIT-GIVERS (1593) 11 9 0 55.0 6/11*THE HERQULOIDS (1601) 4 6 0 7/ 9*BRIDGE BURNERS (1592) 17 16 3 51.5 7/ 0*BASH BROS BASHERS (1606) 3 1 0 8/ 7*THE FARSEERS (1591) 18 17 2 51.4 8- 8*DIE TODESBLUMEN (1602) 3 2 0 9/10*KNIGHT LIFE (1597) 7 10 0 41.2 9-10*NOISEMAKERS (1605) 2 1 0 10/11*THE HERQULOIDS (1601) 4 6 0 40.0 10- 0*BLOODY VIXENS (1595) 1 1 1 11- 0*BLOODY VIXENS (1595) 3 9 2 25.0 11/ 0*GATHERING (1603) 1 4 1 12/ 0*GATHERING (1603) 1 4 1 20.0 12- 5*CRIT-GIVERS (1593) 1 4 0 13/ 0*DRAGONS (1491) 2 11 1 15.4 13/ 0*DRAGONS (1491) 1 5 1 14/ 0*JUSTICE LEAGUE (1088) 0 1 0 0.0 14/ 0*JUSTICE LEAGUE (1088) 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 A Crit Is A Crit Is A Crit Or What Is A Critical Hit Or A Best Way To Find A Favorite Weapon Not long ago we talked (Or rather, you were lectured) about finding a favorite weapon. Why would anyone want to find the warrior's favorite weapon? Because a warrior usually fights much better with his favorite in his hand. Upon graduation to The Isle (Lord Protectorship) each warrior is informed of his birthright favorites. (Called "faves" by most of us.) That includes, the favorite weapon, the favorite rhythm, and with luck some favorite tactics and/or tactic learns. Warriors also usually fight better when they are on their "faves". This article is only about the weapon part of a warrior's faves. If one could find a warrior's faves early, one would presumably be giving their warrior a nice advantage in fights. So how does one find a favorite weapon? Actually, you cannot "find" it, merely surmise it from the data. Consortium managers tend to find their warrior's fave weapon appx 65% of the time before graduation. (Some of the time, the fave is just not discernable; some of the time, the estimate is just plain incorrect.) The Consortium method is as follows: Chart/record these numbers from each fight: Weapon used Swings Crits Extra value hits Then record the data by weapon as follows: crits/swings/EHV. For example, a striker may have tried three weapons with these results: BS 0-21-1 SS 3-13-2 SC 1-19-0 The more crits per swing, the more likely you have found a favorite weapon. Even if it is not the fave, it is certainly a better performing weapon, and ought to be considered for a lot of use. It is thought that if a weapon is performing well, the favorite weapon is probably that weapon, or one of a similar type. For example, the SS above looks most favorable, so there is some possibility that the fave is that SS or another lunging type weapon, such as a LO or LS. One of the more common questions is "Just what is a crit?" We Consortiumites define it as a swing which "reads with extra ferociousness"! For example, using the SS above--"lunges with the SS" is a normal swing while "shortspear moves like angry lightning" is a critical swing. To alleviate any questions of what is a critical swing, below are listed the best active list of criticals per weapon. Weapons Criticals List.... Broadsword (BS) Brings his BROADSWORD down in a horrible cleaving motion! BROADSWORD arcs from overhead with maximum momentum and force! BROADSWORD whips horizontally across with a deadly timed power! Charges forward, BROADSWORD whistling through the air! Hacks at her (BROADSWORD at her) foe with untamed berserker energy! Makes a ferocious backhanded assault with her BROADSWORD! Sweeps his BROADSWORD in a sudden, vicious assault! Unleashes a horrifying attack (with her BROADSWORD), straining every muscle for power! Battle Axe (BA) Brings his BATLE AXE hurtling down with devastating force! Brings his BATTLE AXE slicing across with tree-felling power! BATTLE AXE arcs forward with a terrible destructive energy! Makes an all out cleaving attack with his BATTLE AXE! Slices up wickedly with the gleaming blade of his BATTLE AXE! Sweeps his BATTLE AXE in a deadly assault on his opponent! Unleashes an incredible full-bladed chop with her BATTLE AXE! Whirls his BATTLE AXE from overhead, attacking with demonic fury! Dagger (DA) Attacks, his DAGGER wielded with an unnerving precision! DAGGER flashes as he takes a sudden vicious slash at his foe! DAGGER strikes instantly as his opponent leaves an opening! Drives his DAGGER in a forward slash! Ducks low and takes a wicked upward slice with his DAGGER! Leaps forward, DAGGER thrusting with malevolence and surety! Makes a cruel and cunning underhanded attack with his DAGGER! Strikes overhead, DAGGER ripping with incredible swiftness! Whirls and strikes backhandedly with his DAGGER! Epee (EP) Attacks from low guard, EPEE slicing wickedly upwards at her foe! Blurs forward, EPEE stabbing suddenly with blinding speed! Dives forward, EPEE stabbing repeatedly with his charge! EPEE leaps forward suddenly from a high guard overhead! EPEE strikes forward in a clash of cold steel! Lunges forward, EPEE thrusting with incredible speed and accuracy! Makes an incredible flesh-splitting slash with her EPEE! Whips his EPEE blade back and forth as if to slash his foe to ribbons! Fist (FI) Attacks, FISTS punching with piston-like horse felling power! Attacks his foe with a pinpoint accurate ELBOW! Dives forward, FISTS driving at his opponent with menacing fury! Explodes into a deadly double OPEN HAND strike! HANDS flash forward, jabbing fiercely at her surprised foe! Hammers down a ferocious FOREARM smash! Hauls back and spins into a near-lethal ELBOW smash! PUNCHES from the waist with an unbelievable quickness! Spins around and hammers a tremendous ELBOW smash towards his foe! Throws a rock-fisted PUNCH of incredible felling power Kick (FI) LEG smashes outward, kicking with tremendous force! Throws a piston like SIDE KICK at his opponent! Leaps into the air taking a vicious flying KICK at his opponent! Unleashes a bone-crushing KICK of incredible power! Focuses all of his skill and power into a devastating KICK! Howls as he snaps a full force KICK at his foe! Spins, throwing a devastating WHEEL KICK at his foe! Attacks, LEGS flying in an unbelievable double footed kick! Great Axe (GA) Attacks, bringing his GREAT AXE down with bone-splitting force! Brings his GREAT AXE ferociously slashing downward from his head! Cuts powerfully forward, his full weight behind his GREAT AXE! GREAT AXE slices at his opponent with concentrated hatred! Makes a malevolent attack with his gleaming GREAT AXE! Muscles ripple as his GREAT AXE cuts through the air! Throws his entire weight behind his GREAT AXE in a mighty assault! Greatsword (GS) Attacks, bringing his GREATSWORD down with bone-splitting force! Attacks, swinging his GREATSWORD with untamed savagery! Brings his GREATSWORD hurtling downward from above his head! Brings his GREATSWORD smashing outward in a vicious attack! Hacks mercilessly at his foe with his GERATSWORD! GREATSWORD arcs forward in an attempt to cut his foe in two! Muscles ripple as he makes a powerful swing with his GREATSWORD! Whirls his GREATSWORD overhead, attempting a bashing attack! Halberd (HL) Attacks, HALBARD sweeping with devastating momentum! Batters mercilessly at his foe with his HALBARD! Flashes outward, attacking with horrifying power! Grimly unleashes an incredible attack with his HALBARD! Hurls his body behind a full length sweep with his HALBARD! Jerks her HALBARD brutally upward in a wicked thrusting arc! Lashes out with the full length of her HALBARD! Powers her HALBARD to smash at her foe with untamed fury! Smashes her HALBARD down executioner-style from overhead! Hatchet (HA) Backhands mightily, revealing the flash of her HATCHET spike! Chops savagely downward with her trusty HATCHET! Hacks viciously downward with the blade of his HATCHET! HATCHET flashes with snake-like speed and accuracy! Lashes out brilliantly with his HATCHET! Makes a HATCHET swing that takes the crowd's breath away! Twists his HATCHET aiming a malevolent chop at the defense! Unleashes a HATCHET attack that absolutely stuns the fans! Large Shield (LG) Barrels forward, LARGE SHIELD smashing before him as the crowd roars! Cruelly attempts to pulverize his foe with his LARGE SHIELD! Cruelly attempts to batter her foe with her LARGE SHIELD! Rest same as other shields Longspear (LS) Catapults forward, LONGSPEAR flashing in a deadly assault! Charges forward, LONG SPEAR thrusting with murderous power! Is making a deliberate attempt to impale her enemy with her LONG SPEAR! LONG SPEAR strikes forward with incredible swiftness and power! Lunges into an attack, his LONGSPEAR flying with incredible force! Makes a devastating thrust, LONG SPEAR blurring in the attack! Makes a lighting thrust with his LONGSPEAR! (*) Unleashes a murderous thrust that brings the crowd to their feet! Longsword (LO) Catapults forward, LONGSWORD stabbing cruelly at his foe! Feints, then springs viciously forward with his LONGSWORD! Lashes out with her longsword in a murderous thrust! Leaps into an incredible flesh-splitting lunge with his LONGSWORD! LONGSWORD lunges forward with a flash of cold, cruel steel! Strikes forward with his LONGSWORD, all his weight behind his blow! Thrusts her LONGSWORD, brilliantly timing her opponent's motion! Thrusts his LONGSWORD, cleverly timing his opponent's motion! Thrusts his LONGSWORD forward with an unbelievably deadly force! Unleashes her LONGSWORD in a piercingly accurate thrust! Maul (ML) Bats murderously at his foe with his MAUL! Bludgeons his MAUL with terrible savagery! Makes a devastatingly powerful sweep with his MAUL! Smashes furiously downward with his MAUL! Sweeps his MAUL in a tremendous bone-crushing arc! Throws his weight behind is MAUL in an all-out assault! Medium Shield (ME) Barrels forward, MEDIUM SHIELD smashing before him as the crowd roars! Cruelly attempts to batter his foe with his MEDIUM SHIELD! Cruelly attempts to flatten his foe with his MEDIUM SHIELD! Smashes his MEDIUM SHIELD wickedly forward toward his foe! Sweeps his MEDIUM SHIELD in a sudden, unexpected assault! Runs forward, seeking to pummel his opponent with his MEDIUM SHIELD! Morning Star (MS) Attacks, whirling the MORNING STAR with tremendous Force! Attempts to smash at his opponent with his MORNING STAR! Cleverly tries to break her foes defense with her MORNING STAR! MORNING STAR whines with unstoppable velocity! Snaps the MORNING STAR forward in a deadly assault! Swings his MORNING STAR with deadly intent at his target Whips his MORNING STAR downward in a remorseless arc! Whips his MORNING STAR downward in a vicious power smash! Quarterstaff (QS) Bats murderously at his foe with his QUARTERSTAFF! Brings his QUARTERSTAFF smashing ferociously downward! Impresses everyone with a masterful thrust of her QUARTERSTAFF! Jabs murderously at her foe with the tip of her QUARTERSTAFF! Lashes out with her QUARTERSTAFF in a lightning quick assault! Surprises everyone with a masterful swing of his QUARTERSTAFF! Sweeps her QUARTERS in a tremendous bone-crushing arc! Whirls her QUARTERSTAFF, attacking with berserker fury! Scimitar (SC) Attacks, her SCIMITAR wielded with malevolence! Ducks low, her SCIMITAR slicing suddenly upwards! Leaps forward, swinging her SCIMITAR into a veritable wall of blades! Leaps into the air, bringing his SCIMITAR down in a powerful slash! Leaps into the air in a furious slash! Leaps into the air taking a furious slash with his SCIMITAR! makes a brilliant twisting thrust with his SCIMITAR! times a devilish cunning attack, SCIMITAR leaping with deadly force! twists into a tremendous cutting attack with his SCIMITAR! Turns into a furious whirlwind of blades as her SCIMITAR leaps forward! SCIMITAR lunges with awesome cutting power! Small Shield (SM) Attempts to swat at his foe with his SMALL SHIELD! (NOT a crit) Barrels forward, SMALL SHIELD smashing before him as the crowd roars! Charges forward, trying to run down his opponent with his SMALL SHIELD! Cruelly attempts to batter his foe with his SMALL SHIELD! Cruelly attempts to bruise his foe with his SMALL SHIELD! Runs forward, seeking to pummel his opponent with his SMALL SHIELD! Sweeps his SMALL SHIELD in a clever backhanded assault! Sweeps his SMALL SHIELD in a sudden, unexpected assault! Smashes his SMALL SHIELD wickedly forward towards his foe! Short Spear (SS) Dives into a powerful lunge with its SHORT SPEAR! Lunges past its foe and brings its SHORT SPEAR into a brilliant backhand stab! Makes a menacing underthrust with her SHORT SPEAR! Rushes her foe, her SHORT SPEAR underthrusting malevolently! SHORT SPEAR leaps forward with incredible swiftness and power! SHORT SPEAR moves like angry lightning! SHORT SPEAR strikes with blinding quickness! Springs with full extension with her SHORT SPEAR! Shortsword (SH) Focuses his energy in a powerful upward stab with his SHORTSWORD! Hacks viciously downward with her SHORTSWORD! Lashes his SHORTSWORD cruelly at a break in the defense! Makes a clever stab with his SHORTSWORD that stuns the fans! Stabs powerfully upward with his SHORTSWORD! Thrusts his SHORTSWORD forward with his full force behind it! Thrusts his SHORTSWORD in a lightning move at the defense! SHORTSWORD leaps forward in a bloodthirsty assault on his foe! Sweeps his SHORTSWORD in a tight, powerful slash! War Flail (WF) "Whiffle" Attacks, his WAR FLAIL whistling with a frightful acceleration! Cracks his cruelly barbed WAR FLAIL with tremendous force! Hauls back and power smashes with his WAR FLAIL! Lashes out, WAR FLAIL chains curling with a hideous power! Takes a tremendous swipe at his foe with his WAR FLAIL! Sweeps his WAR FLAIL in a vicious flailing arc! Unleashes a murderous full force attack with his WAR FLAIL! WAR FLAIL screams in the rush of this assault! War Hammer (WH) Attacks, his WARHAMMER wielded with pile-driving precision! Backhands, swinging his HAMMER-SPIKE savagely at his target! Brings his WAR HAMMER crashing downward with horrific power! Is attempting to smash through the defense with his WAR HAMMER! Launches a brilliant attack with his WAR HAMMER! Makes a lightning-quick backhand smash with her WAR HAMMER! Sweeps his WAR HAMMER downward in a crudely brutal smash! Sweeps his WAR HAMMER downward in a vicious power slash! Takes a tremendous swipe at his foe with his WAR HAMMER! Good luck in your weapon selection decision making as it just may make the difference between a win or a loss. Doctor Dehydrated * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Assur's Guide to High Skill Hybrids The last is perhaps the most unclear of the warrior types in terms of getting them to win. High Skill Hybrids don't really have a clear path to victory, but expect to win by virtue of the fact that they have more skills than their opponents. 1) Design As Hybrids, they want a bit of everything, but their focus is on high skills with a balance of physicals. The especially want to make sure they hit major breakpoints and always want a decent wit to ensure they keep learning skills as fast as their peers around them. 17 or 21 wit is highly recommended. High Will and or Deftness is also nice. I recommend not trying this type of hybrid with less than 11 wit or less than 11 deftness (both major skill breakpoints). Will of 7 or 9 is just fine for endurance conserving styles. 2) Style Choice With 21 wit, pretty much any style can attempt to win with skills. Otherwise, the following styles are recommended. Lungers: The highest skill style, the highest base attack and defense, and the highest favorite fighting rhythms all make for a very strong style. When you're looking for a high skill style, Lungers should always be in the running. The downside is that they require lots of endurance to run. Wall of Steels: Wall of Steels start with the same initial skill total as a Lunger, though the distribution is dramatically different. They also run well with lower fighting rhythms, so do not need as much endurance as their lunger counterparts. Still, it is a good idea to have high endurance for Wall of Steels. Parry Lungers: This style falls just short of Lungers and Wall of Steels in the traditional power rankings. But they are definitely on the higher side of of the skill totals and built correctly can be powerful opponents. For both Wall of Steels and Parry Lungers, their reluctance to learn riposte skills suggests that hybrids of this style either start with some riposte, have a bit more defensive oomph (parry, carry, and hit points), or are augmented in strategy with the Riposte Tactic. Aimed Blows: (With High Deftness, usually 17 or 21). Aimed Blows round out the styles that naturally perform well as high skill hybrids. Aimed Blows are unique in that they can do very well with extremely low strength (even 3) or will (7+) and still have lots of skills. They do not need the endurance that the other high skill styles need. The downside of hybrid ABs is that they can be extremely vulnerable to death given the way they are typically designed. And with 21 wit (or even 17), any of the ten fighting styles can learn fast enough to outpace opponents in the skill race. Realize that wit is a high commodity stat, and many of your opponents may also have 17 or 21 wit, especially teams run by managers that focus on the tournament game. 3) Weapon Selection Weapon selection for high skill hybrids varies by manager and design. The first choice will normally be one of the top weapons in the game (SC, BA, BS, LO), but there are other situations where your warrior may be better with another weapon. Maybe your warrior likes to run fast (QS, HA, SS). Maybe your warrior wants a better riposting weapon (EP). Maybe you want to strive for Knockdowns (LS) Perhaps you want to look for your favorite weapon and get bonus skills that way! Almost every weapon has its uses. I will warn once again that weapons that only deal crushing damage tend to be underpowered. They do quite well against Scale Mail, but otherwise are clearly outclassed by other weapons in the game. This is built into the game mechanics. 4) Armor You are a hybrid. You'll want to wear armor. How much needs to be a balance of your endurance, carry ability, and your specific warrior's strengths. More defensive and you might wear a bit extra armor. A faster hybrid (like the Lunger) will often wear a bit less armor. Most importantly, unless you're expecting a certain type of fight, DO NOT OVERENCUMBER YOUR HYBRID! This is the easiest way to make a hybrid perform poorly as the overall encumbrance penalties are harsh. 5) Strategy and Tactics Option #1: Look for your favorite rhythm. Warrior naturally fight better when they are running at or near their favorite rhythm. You don't know what your favorite rhythm is initially, but each style has rhythms that are common to the style and each style as limits on what is possible to get. It is amazing what some warriors do when running on their faves. Option #2: Run hot (or semi-hot). Having your warrior going out hot is not a bad strategy. There may be better strategies for your hybrid, but at least you'll know he's going out with the intention to attack. Bad idea for most hybrids against pure defensive warriors. Option #3: Run defensive minute 1. This is especially effective for Wall of Steels, but can be used by any of the style mentioned above. It also conserve endurance better than option #2. Option #4: Run a riposting strategy. This is highly dependent on your warrior, but you don't need a lot of riposte to get the counterstrike. Generally this is a moderate type strategy (too low and most warriors won't try to attack, unless those low numbers happen to be their faves and then all bets are off) >)]H[(< + -----:----- + >)] Getting the Jump [(< + -----:----- + >)]H[(< One of the most common questions that new players ask is what they can do to defeat a certain warrior from another team who always attacks first and beats their own warrior before he can get an attack in. Attacking first in a fight is called "jumping" your opponent, and it decides the victor in a majority of fights between two offensive warriors. By offensive, I mean Strikers, Bashers, Lungers, Slashers, and Aimed Blows, although any style can be run offensively. In this article, I will teach some of the more common things you can do to make your warrior get the jump. Part 1, the setup: To design a fast warrior, you must take into account Decisiveness skills. Decise is gained from only three statistics: Wit, Will, and Speed. Of these three, Speed is the only stat that has a large number of Decise skills in it. So if you design a rollup with a high Speed stat and/or a high Wit and Will, it will be fast. Styles are also an important consideration. Strikers, Bashers, and Aimed Blows start with more Decise skills than any other style. Slashers and Lungers have slightly less, followed by Parry-Strike, Parry-Lunge, and Wall of Steel. Total Parries and Parry-Ripostes have very low starting Decise scores. Each style also learns Decise skills at different speeds. Strikers learn Decise the fastest. Parry-Strikes also learn it quickly, and Bashers learn it reasonably well. The other styles fall into the "don't count on learning it unless it's your favorite learn" category. Part 2, the strategy: What you put on your strategy sheet drastically affects your chances of getting the jump. Offensive effort: As high as possible (10). The more your warrior tries to attack, the more likely he is to take the first opportunity offered him. Activity level: As high as possible (10). The more your warrior moves around, the more chances he will see to attack. Note that running at these levels will tire your warrior out very quickly, and your warrior may not fight at his best. Most styles prefer a much lower activity level as their "favorite". But this article is about getting the jump, not fighting efficiently. :) Kill Desire: Kill desire is one of the most intangible factors in Duelmasters, but one of the common theories is that each number of KD corresponds to a certain skill, maximizing that skill. Seven is supposed to be the magic number for Decisiveness. Try it and see if it works for you. Tactics: Obviously, the Decisiveness (D) tactic increases your Decise. Other tactics may increase your Decise, like the Bash tactic, but they don't increase it as much as Decisiveness does. Armor: None. Nada. Zilch. Armor weighs you down. Even if you have the ability to carry a large load, you will still be faster running naked. Of course, you will take much more damage if you get hit, so you'd better make sure you can put your opponent down before he hits you back. With this strategy, you either win big or you die. Faster weapons: Lighter weapons are faster than heavier ones, but there are certain weapons that are considered to be "faster" in general. Warhammer and Hatchet are some of the best. Dagger and Bare Fist (FI) are probably the fastest, but fighting bare-handed is dangerous. So you've designed your warrior, probably a Striker or Basher with a good speed, wit, and will. You're running him 10-10-7 Decise with no armor and a Warhammer. And that same enemy warrior *still* outjumps you. If that's the case, he's probably running a similar strategy and just has more Decise skills than you. So you have one more trick up your sleeve: the Responsiveness tactic ('S' in the defensive tactics section). If your opponent is using Decise and you use Response, you will probably win. If your opponent is not using Decise, you will probably lose. It's like a rock-scissors-paper relationship: Decise beats no tactic; no tactic beats Response; Response beats Decise. There are some other minor factors in getting the jump that are beyond the scope of this article. Hopefully this will give you a better idea of how the warrior who attacks first in a fight gets chosen. Captain K., manager of Men of the Sea in DM 12 and assorted others +>]H[<+-----+>]H[<+ Question of the Week #2 +>]H[<+-----+>]H[<+ For those of you who came in after I started posting this series of questions And answers, they are being taken from the newsletter for Aruak City, DM 11. The questions were being posed by Hanibal, a relatively new player and Noblish alumnus, and the answers were offered by any members of that arena who cared to respond. Question, turn 400: All -- I think I have a basic grasp on most aspects of this game, but one Thing I have no clue about is how to maximize skill learning. I had an 18 wit TP challenge up to a warrior who had 21 more fights than me and I only learned 2 skills. The next fight I was matched up against a less experienced warrior And I learned 5 skills. This is not an isolated incident. Any tips on skill learning? -- Hanibal's Q.O.W. Answers, turn 401: ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it, that sometimes the number of learns appears random. Some suggested variables include fight experience differences between combatants, total skill differences, intelligence level of one or both combatants, what each's favorite learn may be, what styles the two warriors are.... There are so many, it's difficult to say. Sometimes you can see the effect of one variable more than another. Other times, one has absolutely no clue. -- Adie Hanibal -- In your example of warrior learns, did you lose the fight against the more experienced opponent, but win the fight against the less experienced opponent? The outcome of a fight may affect learning, with the winner being bonused and the loser being penalized. I believe that the best way to make a warrior learn well is to give them a 21 wit. That's why wit is my favorite stat to have a 21 in! (Not to mention all the base skills it gives.) -- Generalissimo Puerco Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the higher the better. But luck (die roll) plays a big part, as do what the other warrior can teach, how many skills yet to learn and a few lesser factors. -- Kennelworth Hanibal, re the question of the week -- The main thing is to TRAIN skills. Okay, everybody stop laughing. You people (Hanibal, too) already realize this, but there may be a new manager reading this reply who doesn't. Seriously, I once had a manager whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and ask why one of his warriors hadn't learned any skills. He sent me the warrior's numbers, and a little simple math revealed that this warrior had eight stat increases in those ten fights! He hadn't been TRAINING skills. Lesson there, never overlook the obvious. As to a more useful answer, I don't have one, but I do have some secondary questions. For instance, I was once told that a warrior learns better with an odd-numbered WT. Since I have never personally run a warrior with an even-number WT that I can recall, I don't know. It sounds unlikely, but then, who knows how a computer thinks? Challenging up increases the ODDS of learning but is not guarantee. Does anybody have any information as to whether a lower-ranked warrior who teaches well is one with lots of skills? My own information would tend to contradict that, as I have some excellent teachers in other arenas who have yet to receive their first rating. I have heard that there is an increased chance of learning when the fight is a long one. Anybody know whether this is true or just wishful thinking on the part of those matched against scum? Is the caliber of a warrior's teaching on a given fight reflected in his point gain in the rankings? I have been given to understand that points gained in excess of the basic minimum reflect how well above the average the warrior performed. In theory, a good performance means better demonstration and thus better teaching, but does it work out that way? Do warriors of a given style tend to teach a specific skill or group of skills better than other skills, as for instance, do total parries teach parry and defense? I've heard it said that when facing an opponent who has only one skill left to learn, a warrior teaches best that skill he learns best. Does this hold true in other circumstances? -- Leeta Question, turn 402: All -- I understand that Deftness is the ability to better protect and attack your chosen location. I could care less if I hit my attack location as long as I hit. Does Deftness have any effect on connecting? I believe it is your attack skills vs. your opponents def/parry skills that determines this. -- Hanibal's Q.O.W. Answers, turn 403: Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills. This will increase your warriors' chances of hitting. Shot placement accuracy is said to be based on coordination (DF+SP), but I think having a good attack rating can lead to better shot placement as well. Kill desire may well influence shot placement also. It has been suggested that a warrior's chosen location to protect is the source of the "luck parry" comment that often results in broken weapons. While I personally fancy this theory, I think it would be difficult to prove or disprove. It sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco Hanibal -- Re the QOW, probably. At least, I notice that those of my warriors with very low DF (and I've got some doozies here and there) spend a lot of time flailing wildly and missing. -- Leeta * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 697): G-STRING of HOT STUFF (Papa Bear, mgr.) DM 12 RIZTAB (turn 699): MAC THE SPOON of THE SYNDICATE (Otto X, mgr.) DM 13 DULLENS (turn 628): GRIM LAUGHTER of CARDOW HUNTERS (Jorja, mgr.) DM 15 MALCORN (turn 693): SUNDOG of GREENWARDENS (Jorja, mgr.) DM 16 WILLAF (turn 695): GOOD AS GOLD of GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 686): BARNUM CHELLS of MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 687): BULL HALSEY of MAN OR BEAST? (The Dark One, mgr.) DM 28 MORYA (turn 346): COLGATE SMILE of MY GENERATION (Storm Lord, mgr.) DM 29 LAPUR (turn 684): PUB O'CONNOR of CLAN CROW (Owsly, mgr.) DM 31 CHIMLEVTAL (turn 343): XANDAR of AVENGERS (Huckle Cat?, mgr.) DM 32 ARVAT (turn 681): DISTORTION of DEATH BY DESIGN (Bubba Ganoosh, mgr.) DM 33 NIATOLI ISLAND (turn 678): HEADLESS NORSEMAN of HALLOWEINERS (The Dark One) DM 35 MURSKA (turn 670): GRINCH of THE BAD GUYS (Mr. Bad Guy, mgr.) DM 43 VEASTIAN (turn 628): CYCLONE of FAMOUS HURLERS (Assurnasirbanipal, mgr.) DM 45 STORMCROWE (turn 321): MINI DRIVER of STREET WALKERS (Roadkill, mgr.) DM 47 NORTH FORK (turn 315): SPAWN of FANTASTIC FIVE (?, mgr.) DM 50 SNOWBOUND (turn 302): 4-H of LIFE IMPACTS (Coach, mgr.) DM 56 ROCANIS (turn 560): ELISE GOUDGE of MIDDLE WAY 16 (Jorja, mgr.) DM 60 ARADI (turn 545): Q MARK of UNNAMEABLES (Howlin' Wolf, mgr.) DM 61 JURINE (turn 527): DEEMER EPPT of MIDDLE WAY 20 (Jorja, mgr.) DM 65 DAL SHANG (turn 521): MARAN TEN PALAN of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 251): BOOB of PALINDROMES (Assurnasirbanipal, mgr.) DM 74 DAYLA KIV (turn 482): NEGATIVE ONE of NUMB-ERS (Sherlock, mgr.) DM 75 JADE MOUNTAIN (turn 477): INCREDIBLE SPEED of CRITICALS (Howlin' Wolf, mgr) DM 78 LIN TIRIAN (turn 468): KURTAL DUCK of SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 585): NIGHTCAP of DARKLINGS (She-Puppy, mgr.) Top Teams --------- DM 9 ZUKAL (turn 697): BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 699): SWEET MAGIC (Jorja, mgr.) DM 13 DULLENS (turn 628): ARCANE ROYALTY (Destitute Noble, mgr.) DM 15 MALCORN (turn 693): BLIND MELON (Howlin' Wolf, mgr.) DM 16 WILLAF (turn 695): REALLY? (Dr. Grimley, mgr.) DM 17 ALJAFIR (turn 686): 82ND ILLINOIS (Otto X, mgr.) DM 19 ZUWAYZA (turn 687): SEINFELD (Otto X, mgr.) DM 28 MORYA (turn 346): THE PENTARCHY (Le Pentarque, mgr.) DM 29 LAPUR (turn 684): STREET WALKERS (Roadkill, mgr.) DM 31 CHIMLEVTAL (turn 343): AVENGERS (Huckle Cat?, mgr.) DM 32 ARVAT (turn 681): POSITION IS EMPTY DM 33 NIATOLI ISLAND (turn 678): HALLOWEINERS (The Dark One, mgr.) DM 35 MURSKA (turn 670): REALLY? (Dr. Grimley, mgr.) DM 43 VEASTIAN (turn 628): FAMOUS HURLERS (Assurnasirbanipal, mgr.) DM 45 STORMCROWE (turn 321): DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 315): VEGAN CANNIBALS (The Anarchist, mgr.) DM 50 SNOWBOUND (turn 302): LIFE IMPACTS (Smitty, mgr.) DM 56 ROCANIS (turn 560): MIDDLE WAY 20 (Jorja, mgr.) DM 60 ARADI (turn 545): RED DOG GANG (Spot, mgr.) DM 61 JURINE (turn 527): MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 521): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 251): MIDDLE WAY 18 (Jorja, mgr.) DM 74 DAYLA KIV (turn 482): SAND DANCERS (Jorja, mgr.) DM 75 JADE MOUNTAIN (turn 477): SAND DANCERS (Jorja, mgr.) DM 78 LIN TIRIAN (turn 468): SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 585): TOURNEY TEAM (LHI, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 697): G-STRING of HOT STUFF (Papa Bear, mgr.) DM 16 WILLAF (turn 695): GOLD CHARM of GOLDEN GLADIATORS (Midas, mgr.) DM 17 ALJAFIR (turn 685): BOROMIR of IN MIDDLE EARTH (?, mgr.) DM 19 ZUWAYZA (turn 686): WATER WORKS of MONOPOLY (Sherlock, mgr.) DM 45 STORMCROWE (turn 321): JOSIE WALES of STREET WALKERS (Roadkill, mgr.) DM 50 SNOWBOUND (turn 302): RED ALERT of PUBLIC ENEMY (Pec Killer, mgr.) DM 61 JURINE (turn 527): DEEMER EPPT of MIDDLE WAY 16 (Jorja, mgr.) DM 65 DAL SHANG (turn 519): ON THE CORNER of BASH BROS EVANGELIST (Assurnasirbanipal, mgr.) DM 73 ERINIKA (turn 251): RED HOT CHILE PAPA of WORLDWIDE GORE (Crip, mgr.) MONGOL HORDE of WORLDWIDE GORE (Crip, mgr.) CROSS CZECH of WORLDWIDE GORE (Crip, mgr.) YANKEE DOODLE of WORLDWIDE GORE (Crip, mgr.) APPLE DANISH of WORLDWIDE GORE (Crip, mgr.) DM 74 DAYLA KIV (turn 482): NEGATIVE ONE of NUMB-ERS (Sherlock, mgr.) DM 78 LIN TIRIAN (turn 468): KURTAL DUCK of SAND DANCERS (Jorja, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. Surprises everywhere. I did not expect to be on the throne another turn. I was led to believe that even if I won I would depart without sitting on the throne. Also, I was facing Monopoly, who should probably have beat me, but he did not show his best stuff. I guess when you've been playing Monopoly for so long, it is tough to continue to be sharp and at your best. Well, now I am leaving and Assur is bringing a set of bashers to Noblish Island and will share with everyone the things he hates about the style he loves so much! Farewell! -- Busy SPY REPORT It's me, The Unknown Spymaster here with my bag to give you the news on last week's fights. Say good-bye to BASH BROS TELEPHONE, as they are pushed from the coveted top team spot by the BRIDGE BURNERS stable. For every winner there is a loser. Speaking of losers, lets take a look at CRIT-GIVERS, who went down to 5th from 12th. Life is tough. Coming up with a solid 2-3-0 outing, THE HERQULOIDS has advanced 5 places in the rankings. Advancing in the rankings was BRIDGE BURNERS who went from last turn's 13-15-3, to this week's record of 17-16-3. Don't these new hotshots make you sick (or, if they fought you, hurt)? DRINK UP, on their very first turn, went 4-1-0. BASH BROS BASHERS seems to have it's eye on the top team spot, and if they continue having 3-1-0 weeks they may get it! Hey everybody, watch out for WEAPONS, who flew up 20 points in the rankings after mashing EMBEZZLING SCRIBE like a melon. Keep your eye on this guy. And falling like a basher in the top ten was BELTRAN MOSS, who dropped 9 points after a disappointing (to say the least) bout with STORMY. It's a proud day for the THE FARSEERS stable, as their warrior, DUTIFUL, ascended the Duelmaster's throne. 4 out of 5 gladiators surveyed protect the body, so try and avoid aiming at that location. But enough of that bunch, let's get on to the wimps who like to avoid battle! And hey, kiddies, those of you who didn't avoid OLIVA GALVARIUS, please raise you hand. Wow. Does NOBLISH ISLAND really have that many liars? For those of you who like math, try this one: OLIVA GALVARIUS + Weapons That go Boom = THE HERQULOIDS + Avoid City. Well just about everybody wants a piece of PICKER, who was this week's most challenged warrior. Was it guts or an overtaxed mental capacity that had KEN DO challenge up 28 points in the rankings to take on ALLANA LORIMER? To the crowd's chants of 'Bo-zo bo-zo bo-zo', ALLANA LORIMER was taken out by the lower-ranked KEN DO. (Maybe it's time to think Dark Arena?). In a touching display by a 'touched' warrior, FITZCHIVALRY went after TRUTTS, who was higher by 23 points. Well, when the dust settled, FITZCHIVALRY lost to TRUTTS. Death is kind of like a new puppy: he's always around wanting to play. (Ha Zontani, how's that for a wise saying?). Ask not the elves for counsel, for they will say both yes and no. Silly buggers, eh? Well, that wasn't too bad; Alarond told me that the people in NOBLISH ISLAND have no sense of humor. Or maybe that they were senseless. Well, there goes another Spy Report. Good luck in next week's fights. Hasta la bye-bye. (Loud choruses of 'Beat it, ya bum!')-- The Unknown Spymaster DUELMASTER W L K POINTS TEAM NAME DUTIFUL 9237 7 0 2 80 THE FARSEERS (1591) CHAMPIONS W L K POINTS TEAM NAME -MONOPOLY 9217 7 3 0 75 FAVORITE GAMES (1587) CHALLENGER ADEPTS W L K POINTS TEAM NAME CHELSEA NOREN 9228 6 4 0 60 LOW ROAD 3 (1589) ADEPTS W L K POINTS TEAM NAME -CAREERS 9216 7 3 0 55 FAVORITE GAMES (1587) KEN DO 9274 4 0 0 55 KNIGHT LIFE (1597) -POKER 9219 6 4 0 45 FAVORITE GAMES (1587) -BAUS 9246 4 0 0 38 CRIT-GIVERS (1593) TRUTTS 9245 3 4 0 37 BRIDGE BURNERS (1592) -CONTRACT BRIDGE 9218 7 3 0 36 FAVORITE GAMES (1587) CHALLENGER INITIATES W L K POINTS TEAM NAME DELISE ORM 9227 5 5 0 33 LOW ROAD 3 (1589) ALLANA LORIMER 9230 8 2 1 32 LOW ROAD 3 (1589) -CHESS 9220 7 3 0 29 FAVORITE GAMES (1587) STORMY 9242 4 3 1 29 BRIDGE BURNERS (1592) ERBIN PARNAN 9226 6 4 0 28 LOW ROAD 3 (1589) SORRY 9243 3 4 0 25 BRIDGE BURNERS (1592) CHADE 9238 3 4 0 24 THE FARSEERS (1591) INITIATES W L K POINTS TEAM NAME KALAM 9271 4 0 1 23 BRIDGE BURNERS (1592) BELTRAN MOSS 9229 5 5 1 21 LOW ROAD 3 (1589) -DUMB BULL 8644 2 1 1 20 DRAGONS (1491) SHREWD 9306 2 1 0 20 THE FARSEERS (1591) WEAPONS 9323 1 0 0 20 BASH BROS BASHERS (1606) THE FOOL 9236 4 3 0 19 THE FARSEERS (1591) KONANN CEE 9296 1 1 0 15 THE HERQULOIDS (1601) FAVE LEARN RIPOSTE 9325 1 0 0 15 BASH BROS BASHERS (1606) PICKER 9244 3 3 1 13 BRIDGE BURNERS (1592) DIET MOUNTAIN DEW 9315 1 0 0 13 DRINK UP (1604) -FRAU FORALYSE 9297 1 0 0 13 DIE TODESBLUMEN (1602) INITIATES W L K POINTS TEAM NAME FITZCHIVALRY 9239 2 5 0 11 THE FARSEERS (1591) -MAC D 9304 1 0 1 11 BLOODY VIXENS (1595) MS RED 9312 1 0 1 11 GATHERING (1603) TAB 9314 1 0 0 11 DRINK UP (1604) DIET BIG RED 9317 1 0 0 11 DRINK UP (1604) -FRAU LYDESSIA 9299 1 0 0 11 DIE TODESBLUMEN (1602) CY LENT 9305 1 1 0 11 KNIGHT LIFE (1597) -PAZOW! 9319 1 0 0 10 NOISEMAKERS (1605) PEN STEELSLASH 9328 1 0 0 10 THE HERQULOIDS (1601) -FRAU KYRIENA 9298 1 0 0 10 DIE TODESBLUMEN (1602) -CRASH-BONG! 9320 1 0 0 9 NOISEMAKERS (1605) -AFRODYKIE 9247 2 2 0 8 CRIT-GIVERS (1593) BARBRA JEAN 9273 2 2 0 8 KNIGHT LIFE (1597) EHLONNA GODKISSED 9293 1 1 0 8 THE HERQULOIDS (1601) MAXWELL HOUSE 9313 1 0 0 6 DRINK UP (1604) -HARDY 9250 1 3 0 6 CRIT-GIVERS (1593) STRIKER MATCHUPS 9324 1 0 0 6 BASH BROS BASHERS (1606) -MA'TEE 9263 1 2 0 5 BLOODY VIXENS (1595) STAR GIRL 8640 0 5 0 5 DRAGONS (1491) UGHH 9292 1 1 0 4 THE HERQULOIDS (1601) -POINTY END OUT 9302 1 1 0 4 CRIT-GIVERS (1593) -HARSHNAG THE GRIM 8875 0 4 0 4 DRAGONS (1491) MINDY V 9276 0 3 0 3 KNIGHT LIFE (1597) SULL 9294 0 2 0 2 THE HERQULOIDS (1601) -TWINKLES 9262 0 2 0 2 BLOODY VIXENS (1595) -MI MI 9261 0 2 0 2 BLOODY VIXENS (1595) -HONEY BEE 9264 0 2 0 2 BLOODY VIXENS (1595) TSINGTAO 9316 0 1 0 1 DRINK UP (1604) -FRAU ELYSE 9300 0 1 0 1 DIE TODESBLUMEN (1602) ENDURANCE BURN 9326 0 1 0 1 BASH BROS BASHERS (1606) MR GREEN 9311 0 1 0 1 GATHERING (1603) -FRAU SOLRAIA 9301 0 1 0 1 DIE TODESBLUMEN (1602) MR WHITE 9309 0 1 0 1 GATHERING (1603) -SLAM-OW! 9318 0 1 0 1 NOISEMAKERS (1605) MR BLUE 9310 0 1 0 1 GATHERING (1603) MR BLACK 9308 0 1 0 1 GATHERING (1603) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? GLITTER 9265 1 1 1 BLOODY VIXENS 1595 STORMY 9242 349 SEQUOIA 9249 2 2 0 CRIT-GIVERS 1593 DUMB BULL 8644 351 VISTAFIN 9248 1 1 0 CRIT-GIVERS 1593 PICKER 9244 348 NOT REVENGED SUPERMAN 6327 0 1 0 JUSTICE LEAGUE 1088 MS RED 9312 352 BEAST 9272 0 3 0 KNIGHT LIFE 1597 STONE GOLEM 352 NONE DEEJAY GEE 9275 0 1 0 KNIGHT LIFE 1597 KALAM 9271 349 MAXOR STEELSTRIK 9295 0 1 0 THE HERQULOIDS 1601 MAC D 9304 350 PERSONAL ADS Sir Rowenstar -- Allow us to chip in our opinions on arenas to play after-Noblish. We will list these in our recommended order. (The Consortium is present in all of these except DM81.) Note: The slow arenas tend to draw in some international managers due to the mail time difference. They are quite an enyoyable group of people. DM47--slow--a largish arena which runs the largest event in DM--an appx year long Turf War every 1.5 years or so. The next one starts in late July after The Face-To-Face in Philadelphia. You will find Assur and The Consortium (Oz of Land Of Oz) on opposing teams. The arena is largish year round, has decent personal ads, and a good assortment and variety of managers. When the Turf War starts, the arena size swells, as managers like to vie for the winning honor and the prizes. Get a group of newbies and start a team. The rules have been posted in recent newsletters, or ask for a copy. DM11--fast--a medium size Andorian, very friendly, and highly honorable arena (Calls itself The Heart And Soul OF Andoria and decries killing and downchallenging.) Always a good amount of roleplaying, personal ads and friendly, but competitive managers. DM29-- fast--Freeblades--medium sized--some of the smartest and most competitive managers in the game. Some nice personals and spotlights. Enjoyable to read and role play. DM16 and DM30 small, fast arenas. Lesser roleplaying, but good, helpful managers. DM30 is Andorian in style, while DM16 is Freeblades in style. Both are good choices. DM81--the old throwback arena, which allows no tournament fights for your warriors. Back to the good old days! What you see on the warriors fight record is what you get. It needs some resurgence as it has drifted from 40 teams down into the 20 area. You must sign a form committing to the no tournaments and running all five warriors regularly to enter the arena. It has a good set of managers and can be a little or moderately cutthroat. DM52--slow--a nice Andorian acting slow arena with interesting personals and a high class (level-wise) of managers. DM83 the slow version of DM81 above--small arena--would be a great one to join DM28 and DM50, both pleasant small to medium size arenas with 28 being a little more cutthroat. Good managers. -- Gamemaster and Doctor Hydrate Dutiful -- Good luck to you. All the Favorite Games hope you are successful winning the Duelmaster spot. You would be a great one. -- Gamemaster Allow me to echo that, Dutiful, as The Drink Ups take over for Gamemaster and his Favorite Games. Luck at you. -- Doctor Dehydrate Uncle D -- You do not have to guess the skill-thing question. You should be very aware of when your warriors are about to earn a rating. (Expert at 16 total skills, advanced expert at 20.) By now you should have the CIC info from RSI, prepared especially for Noblish Island "newbies" by The Consortium. If you have it, you already know the answers you seek. If you have not, you can send me a diplo specifically requesting it and I will mail it to the address requested. You really should get it from RSI, though. (But we tutors are here for you.) Even though I will be gone by then, Doctor Dehydrate will respond in my behalf. We are both Consortiumites. -- Gamemaster Dropped call -- I am glad you are gone. -- Contract Bridge Stormy -- Sometimes a game can best be won with patience, rather than blustering all over the place. (Sometimes) -- Chess Busy -- And now you can beat Monopoly too. Kudos to you and that devious manager of yours! -- Monopoly Dutiful -- You are on the way! You have a great career ahead of you. Well done, Champ! -- Careers Not In Service -- One needs to know when to hold 'em and when to fold 'em, and you need more practice at deciding. It has been fun sharing an arena with you. -- Poker Assur -- Good luck with your future Telephones. I hope they find their place and go on to big things. My games have all retired. -- Gamemaster I want to repeat that the old DM Mentor program is no longer in action. However, what Jorja provides here on Noblish Island, supported a little by Assur and The Consortium, goes far beyond what was given by us mentors in the old days. Jorja does a phenomenal job in managing this arena and providing information for newbies. Kudos to her! -- All The Consortium managers MacD -- Great spotlight. Where are you going after DM 93? -- Ravinkor, mgr Crit Givers All -- The Rhythm & Blues article showed that not one of 22 aimed blows favored a high or very high activity level and the same for offensive, yet my first aimed blow was everthing using a m/h or h/vh. (He did die though.:( ) Did my strategy hamper his style? -- Ravinkor, mgr Crit Givers All -- How did Corsair (7244) get 41 rp on a loss? And how did he fight Contract Bridge who was an adept? -- Ravinkor, mgr Crit Givers All -- In "Rebuttal to 'the Little Basher'" Barnon says under "6)... one stat raise here, and you lose app four skills." What does that mean? -- Ravinkor, mgr Crit Givers All -- In "Duelmasters for Dummies" under section 14) a "Warrior Census Form" is referred to. I've never seen one. Is there a way to further customize my warrior, even if only cosmetically? -- Ravinkor, mgr Crit Givers You have to request the census forms specially now, as they are no longer issued automatically. Specify warrior ID# and ask for the census form. Beast -- So sorry! I tripped, and of course the 'pointy end' was out!! No, seriously, very fun, entertaining match, although you might want to work on that 'hesitation stuff and novice swing stuff.' Oh! And that 'Akward, off-balance, clumsily missing stuff...' then again, I'm awfully new to this! Looking forward to pointing the pointy end your way again! -- Pointy End Out All -- Hello, my name is Kell Drakestone, manager of the Herquloids. Please enjoy my fighters this next go-round while I bury my fighter Maxoi. And by the way, Mac D of the Bloody Vixens: Bloodfeud on! Frau Elyse -- Thanks for the three minutes of your time. I had fun. I'd be open to playing again. -- Ehlonna Godkissed Ughh to all. Ighh! Picker -- Good thing you can't burn Bridges of Stone. Try again! -- Konann Lee Dutiful -- You cannot escape me forever! Prepare for a rematch! -- Misha Dutiful -- I am not afraid of you. I will find you, and I want BLOOD. -- Sync Jorja & Gamemaster -- Thanks for the answers to my questions. All -- I was informed that I would be leaving soon. I have chosen to take my girls to DM 11 (thanks, Jorja). I hope to see you there soon and I wish you all the best of luck! -- Sin Rowynstar, mgr. Olivio Galvarius It looks like Favorite Games and Bash Bros Telephone are out, but the Consortium and Assur should be here with new teams either this turn or next. And this is the last turn for Low Road 3, which means Low Road 4 will follow in short order. We are and continue to be here to answer questions, so ask 'em! -- Jorja, the Low Road To the Farseers and Knight Life -- Good work on the spotlights. Keep it up. -- Jorja, the Low Road An additional comment for those wishing to run Aimed Blows: At the lower levels of the game (where we are), their chief characteristic seems to be that they DIE. OFTEN. If you want to run an aimer, do, but be prepared for this downside. -- Jorja Uncle D -- This turn, or more likely next turn, you should get a packet of charts as a diplo. -- Jorja P.S. Taken the very first to AD? I don't know about other people, but I don't THINK I did. I've taken some of the earliest (but probably not first) clear up, but there's just so much to learn that it's unusual to get it all right the first time. Plus, when I started, the competition was different. I was going to say "more fierce," and in some ways it was, but in other ways, I dunno. It was back before tourneys were a big deal, the arenas were crowded, and tourney-timing was not an issue. Which means fewer fights with standbys, among other things, and fights with standbys do make it easier to keep a warrior alive. Uncle D -- Got your diplo. I haven't had time to get a diplo out to you this turn, lots of stuff going on here. Next turn for sure. -- Jorja Sorry -- Running too fast, I think. You might want to consider maybe running fast the first minute, and then slowing down to catch your breath? I dunno, Jorja doesn't usually do that kind of finesse work, but it's a thought. -- Beltran Moss Bridge Burners -- I grant you the right to run your bloodfeud any way you want, but I will just mention that *in the long run* a manager who tries to kill on a bloodfeud for an accidental death (one not arising from a deliberate challenge) is not making a favorable impression on others. Yeah, I know, depends on the arena, Delarquan arenas are more likely to accept that than Andorian ones, and Free Blades are so variable.... But it wouldn't hurt to remember that there IS a difference between a deliberate effort to kill and an accidental death. Also, and I've seen this happen, what if you kill the killer? And then someone avenges the killer by killing your killer? And then you turn around and try to kill.... You see where this is going. -- Jorja Fitzchivalry -- Wow, a one-shot! Not something I'm used to. You might do better with less armor so YOU could move faster. -- Delise Orm Userous Merchant, Captured Orc. Standbys. They have no conversation. -- Allana Lorimer and Chelsea Noren Trutts -- Five clashes! I'm impressed by both of us. But you might drop your offhand shield. -- Erbin Parnan Bavs -- Seems like I am padding your record with my challenge. -- Chade Delise Orm -- That was quick and terribly painful, too. -- Fitzchivalry Picker -- Not such a Foolish Pick! -- The Fool Favorite Games, Bash Bros and Olivia Galvarius -- It was an honor contending with with you all. May you have glory in your future. -- The Catalyst Noisemakers -- Can you try to keep the racket down? -- The Catalyst, mgr. The Farseers Doctor Dehydrated -- Thank you for coming over to help us noobs. Good luck with your matchups. -- The Catalyst, mgr. The Farseers Sir Roywnstar -- The missed turn was due to a mailroom error. It should not happen again. -- Dutiful Erbin Parnan -- If I used an edged weapon with an offhand shield, would I still parry with my shield? -- The Fool LAST WEEK'S FIGHTS BEAST was dealt death by STONE GOLEM in a crowd pleasing 2 minute Dark Arena fight. MINDY V was savagely defeated by KALAM in a 1 minute gory novice's Bloodfeud melee. KEN DO vanquished ALLANA LORIMER in a 1 minute mismatched Challenge brawl. CHADE defeated PICKER in a exciting 1 minute Challenge fight. FITZCHIVALRY was devastated by TRUTTS in a 1 minute uneven Challenge brawl. SULL was overpowered by SORRY in a 1 minute one-sided Challenge struggle. UGHH was devastated by ERBIN PARNAN in a 1 minute one-sided Challenge competition. DUTIFUL won victory over CHELSEA NOREN in a action packed 1 minute Title duel. THE FOOL was viciously subdued by DELISE ORM in a action packed 2 minute fight. BELTRAN MOSS was defeated by STORMY in a 2 minute brutal fight. STAR GIRL was handily defeated by DIET MOUNTAIN DEW in a 1 minute one-sided bout. SHREWD luckily beat EHLONNA GODKISSED in a 3 minute amateur's match. BARBRA JEAN was handily defeated by KONANN CEE in a 1 minute one-sided contest. CY LENT demolished MR BLACK in a 1 minute one-sided brawl. SUPERMAN was easily killed by MS RED in a 1 minute one-sided conflict. MR WHITE was viciously subdued by MAXWELL HOUSE in a 1 minute amateur's bout. MR BLUE was overpowered by PEN STEELSLASH in a 1 minute mismatched brawl. MR GREEN was devastated by DIET BIG RED in a exciting 1 minute brutal one-sided fight. TAB overpowered ENDURANCE BURN in a crowd pleasing 1 minute one-sided match. TSINGTAO was unbelievably bested by STRIKER MATCHUPS in a 2 minute novice's contest. WEAPONS demolished EMBEZZLING SCRIBE in a 1 minute uneven bout. FAVE LEARN RIPOSTE vanquished PERSISTANT BEGGAR in a 1 minute mismatched fray. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 13 STRIKING ATTACK 33 - 21 - 4 61 | |AIMED BLOW 5 SLASHING ATTACK 25 - 18 - 1 58 | |SLASHING ATTACK 5 WALL OF STEEL 13 - 11 - 0 54 | |STRIKING ATTACK 5 AIMED BLOW 20 - 18 - 0 53 | |PARRY-STRIKE 4 TOTAL PARRY 16 - 15 - 0 52 | |TOTAL PARRY 3 BASHING ATTACK 46 - 44 - 4 51 | |PARRY-LUNGE 2 PARRY-LUNGE 1 - 1 - 1 50 | |PARRY-RIPOSTE 2 LUNGING ATTACK 12 - 12 - 1 50 | |LUNGING ATTACK 1 PARRY-STRIKE 5 - 6 - 1 45 | |WALL OF STEEL 1 PARRY-RIPOSTE 2 - 8 - 0 20 | Turn 352 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: BASHING ATTACK 9 - 4 STRIKING ATTACK 2 - 3 4 STRIKING ATTACK AIMED BLOW 3 - 2 TOTAL PARRY 1 - 2 3 SLASHING ATTACK SLASHING ATTACK 3 - 2 PARRY-RIPOSTE 0 - 2 1 WALL OF STEEL PARRY-LUNGE 1 - 1 LUNGING ATTACK 0 - 1 1 LUNGING ATTACK PARRY-STRIKE 2 - 2 WALL OF STEEL 0 - 1 1 BASHING ATTACK 1 AIMED BLOW TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME STRIKING ATTACK DUTIFUL 9237 7 0 2 80 THE FARSEERS (1591) WALL OF STEEL CHELSEA NOREN 9228 6 4 0 60 LOW ROAD 3 (1589) SLASHING ATTACK KEN DO 9274 4 0 0 55 KNIGHT LIFE (1597) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is CHELSEA NOREN 9228. The most popular warrior this turn was BEAST 9272. The ten other most popular fighters were DELISE ORM 9227, TSINGTAO 9316, BELTRAN MOSS 9229, CHADE 9238, ERBIN PARNAN 9226, DUTIFUL 9237, EHLONNA GODKISSED 9293, MAXWELL HOUSE 9313, KALAM 9271, and PICKER 9244. The least popular fighter this week was MR BLUE 9310. The other ten least popular fighters were MR WHITE 9309, SUPERMAN 6327, MR BLACK 9308, BARBRA JEAN 9273, SHREWD 9306, STAR GIRL 8640, THE FOOL 9236, CHELSEA NOREN 9228, SULL 9294, and FITZCHIVALRY 9239. TRICKS OF THE TRADE Here are a few tricks of the trade I've found out. 15, 17, and 21. Those are the magic numbers for stats; any fighter who starts with a stat (except Con and Size) at any of those numbers will have more beginning skills than normal. Stats: The stats in order of importance with regard to skills, most to least, are wit, will, deftness, speed, and strength, with con giving you no skills, just hit points and endurance. The higher you can start any of these, especially the first three, the more skilled your fighter will be. Logically, therefore, what you really want is a fighter who has wit, will, and deftness at 21. This will be a GOD! And probably go out and get killed immediately due to low con... Raising stats: Care must be taken in doing this. All fighters start out with the ability to learn 20 skills in the categories of Defense, Parry, Riposte, Attack, Decisiveness, and Inititive. When you learn all 120 skills, you've maxed out. You can get skills though normal learns, or by raising stats; however, if you raise stats BEFORE you max out (except for Con), anything gained will count as one of the 20. This is called "burning" skills. If, on the other hand, you wait until you've maxed out, then raising stats will add those skills to the ones you've learned, enabling you to exceed your limits. But raising stats will give an immediate boost to your abilities. It's a question of short term vs. long term gain, you see. And aiming at vital areas - head, chest, and abdomen - will increase your chances of getting kills. And being bloodfeuded, and maybe getting your fighter killed in return. Keep in mind that what you send forth will come back to you. Sometimes redoubled. Roku Warrior Handedness, is he a Righty, Lefty or Ambi? Greetings, Joy and Happiness to everyone!!!! I hope everyone that reads this article is doing well and remembering not to drink and duel. This article discusses things about the handedness of a warrior. Most managers only worry about things like skill, weapons and trains. Handedness is not a major factor in playing the game but it's nice to know some things about it. Most warriors will be right handed, with a small percentage left handed. Even more scarce is the ambidextrous warrior. I believe that the defensive styles have a higher percentage chance to be a lefty or an AMBI than offensive styles do. It's just an observation that I made in the 513 warriors surveyed. Another note on that, I notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of them were AMBIs. The highest percent of AMBIs out of all the styles polled. When a manager puts weapons into his warriors hands and also when he tells his warrior where to strike, handedness plays a key role in the manager's decision making. I had a team with 4 AMBIs on it, and I started to do some experiments with them to see how the AMBI thing worked. I noticed that in general the AMBI favors using the left hand more than the right hand. But, there are a small percentage of AMBI warriors that are reversed, where the right hand is used more than the left. There also seems to be some confusion amongst managers that get the USE of a hand mixed up with which hand the weapons go in (IE which is primary and which is off- hand). Right handed warriors USE the RIGHT hand the most and the primary weapon is the RIGHT hand, off hand is the left hand. For left-handed warriors, it is the opposite of right-handed warriors, of course. The confusion comes with the AMBI handed warriors. AMBIs USE the left hand more BUT the RIGHT hand holds the primary weapon, and the left hand holds the off hand weapon. Every so often you will get an AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon is held in the LEFT hand. But this kind of ambi is extremely rare. Well, that's it for now. Have fun, and watch out for that right hook... 'cause it might be a left hook!!!!! For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD. You can also email me at 103260.3347@compuserve.com or visit my DM web site at the following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm Ta-Ta, Sir Jessie Jest The Arcane Slasher I love the Slashing Style! Slashers are finesse artists, but they're much more aggressive than your aimed-blow. Well-designed slashers are formidable opponents; they are as ready to defend as to attack, though they prefer the latter. Fate has been to kind to this style, perhaps too kind. Even a badly-designed slasher may do well in basic, prompting many well-intentioned managers to promote questionable set- ups as "the slasher ideal." After reading another `Eureka!' article, I am compelled to add my 2 cents. I've learned how to design great slashers, and I'd like to pass on my ideas to the rest of Alastari. I can't tell you how to keep them alive (in four years I've only gotten one to ADM) but I can outline guidelines for creating a spooky character that will win for you--until they die or get to ADM. Just remember that decent opportunities to make a slasher aren't very common! WT, WL, & DF--15 pts each at least. Period. If you don't have it, you don't have a great slasher. Believe me, you can't afford to skimp anything here! ST--Anything from 7-11 is fine. The smaller the character the higher the number, but anything with a +9 size can get by with a 7 ST. For light armor use an epee, for anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST. CN & SP--Ideally, both are single-digit; if your con is high you're probably looking at a WASTE. Whatever else you do, don't add them. SZ--Since this is something we can't change anyway, don't worry about it. The bigger they are the less points to spread around to other areas, though. My slashers come up with the best overviews when I follow these guidelines. Most earn at least four wit statements; about 50% either start out with an Expert or two, or they pick them up within a couple of skills. One of my very best died in a tourney: 6-3-11-15-51-11-17. He started out doing good damage; picked up Experts in att, init, def, and rip. in two skills or less. This is an extreme example, but it seems to me that the well-designed slasher gets more than their fair share of luck on their overview. I've run one a lot worse that did fairly well--a winning record, until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and init, four wit statements, great damage. Running them? Start out with an offensive effort of 10, and never let the OE drop below 7. How quick you taper down depends on the endurance rating. Slashers burn endurance very quickly; if you don't have good endurance drop right away from 10 to 7 and leave it there unless desperate, then go back to 10. Otherwise try 10, then 9, then 7. Remember, these are aggressive beasts; keep 'em on the offensive! Keep the activity level fairly low except in the very beginning, when you should be running 10. Then drop to 5 or 6, then 3 or 4m then 1. Go back up to 7 or 10 in desperation. Match your kill desire to your offensive effort, always. Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across. Desperation: 10-10-10 or 10-7- 10. Avoid armor unless you MUST, but no higher than ARM and H. Don't use tactics--they seem to inhibit the slasher's ability to riposte and respond well to their opponent. Exception: to take out scum pick the heaviest weapon your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7. Slash all the way! These `rules' have worked for me. The biggest problem I've had is that my slashers rise too high too quickly. Within five or six fights they're fighting warriors with 15 fights' experience. So be forewarned; give them sometime off every few turns so that they won't get clobbered by some old-timer looking for an easy win! Good Luck! The Arcane Kid, of Astral Kin, Osksi DM-3 *Remember, with `good' endurance only! "The Basher" My friends would laugh if they knew I was writing this, but who cares what they think? The basher is not a bad style in my opinion. It starts with the same base decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more skills in att. That's what makes this style so good. I mean, you have the ability to get the jump on your opponent, you have the ability to hit your opponent, and who cares about their high riposte with your high att rating combined with your exp+ in initiative, they won't know what train hit them, much less think about the counter attack. O.K. I only make two types 1st the WL Basher: #1 #2 12 13 10 11 10 9 21 16 15 15 9 13 7 7 Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and Adv.Exp. dec., and is already sitting pretty with 80 recognition points. Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3 dec. with 87 recognition points. O.K., the other kind I like to call it the "High damage, low will, needs to end the fight before he passes out with exhaustion" Basher. This type of basher relies on his high damage capabilities to make up for his low WL. I've not had the best of luck with these types of bashers, but I do know they can win (Warbeast has proved that to me). The key is to get at least great damage on the roll-up. O.K. some examples: #1 #2 #3 11 13 17 11 9 12 16 17 10 17 17 17 7 10 11 11 11 10 11 7 7 Example #1--I DA'ed, he didn't win Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament, learned 6 skills 5 being Att. Example #3-1-0 in Jhans(36) I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor. Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5. WL basher, and the other kind drop down drastically. Always aim for the head (it gets you an att bonus and could score you a kill every now and then) unless you know you're gonna be up against a TP or waste, then aim for a leg. Well that's gonna be it. Somebody write me and tell me what you think. Uncle Charlie Mgr. Genocide (68) Helter Skelter (36, 100) The Anti-Thesis Slasher Greetings all. No, this is definitely not another "Perfect" article. In fact, it actually is just the opposite--finding success with a warrior whose stats were just average. I am not an expert at this game and do not have near the experience that some managers have. What I do have is some now solid experience with Slashers thanks to this guy. So what I will do with this article is show you how my first attempt at building a Slasher went, what it taught me, and maybe I can show a new or old manager something about the style that can help their game. This Slasher was my first attempt at the style. His starting stats were average at 13-11-12-10-16-11-11. Definitely no Primus-quality warrior. By most people's standards, he wouldn't have even been thought of as an ADM warrior because of his low wit and will combo. Today, I don't know if I would even keep this guy, but at the time I didn't know any better and kept him. I'm glad I did because he turned out to be a good warrior, not great, but good and a fun one to watch. He had three statements to start: "...learned how to be decisive and quick", "...conserve his endurance past what might normally be expected", and "does great damage". The last statement I think helped him a lot in many of his fights. Weapons and Armor Weapons-wise, all I knew about the Slashing style at the time was that a scimitar was good, so I gave him one. He did well with it, so I kept using it. I didn't use any off-hand weapon because I knew that an offensive-styled warrior could make quicker attacks with a weapon using two hands. I gave him one back-up scimitar, knowing that scimitars break though not that often. Early on, I may have given him light armor and a helm, but later I discovered that if he didn't get the first hit, he almost had no hope of winning. After all, the credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight quickly. I also started to realize he would never be a "great" warrior. My philosophy changed and I could only hope to get him to ADM. So, I decided to use no armor or helm, which slows warriors down. Strategy: Ah, the most important part of this warrior's winning ways. Looking back at his early strategy, I wonder how he did so well. I started him going 10-10-10, attack and protect the head with no tactics. My desperation strategy was usually 10-10-5, which did nothing to help him. I used the decisiveness tactic since his overview said he was decisive. Through observing his fights and looking at what he preferred, I ironed out a general strategy which I think is good for a lot of Slashers: min. 1 2 3 4 5 6+ desp OE 10 8 6 4 4 4 5 AL 10 4 2 2 2 2 8 KD 6 8 6 4 4 4 5 AL RA HE -----------------------> PL AM BD -------------------> HE Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One strategy that he seems to like. Design and Trains: I started him off training skills only. But I soon learned that his average stats meant that he wasn't going to learn very well. I decided late to train skills, then stats, every other turn. The training of his will to 17 really helped his endurance out. He finally went to ADM at 15-11-12-12-17-12-11. If I had recognized earlier that he would not be a great warrior, and accepted that, then I might have been about to train everything twice like in the "old" days and he would have gone at 15-13-12-12-18-13-13. Record: He started out great at 4-0-0, then was 8-4-1. He hit a rut and was soon 9-7-1. He was mediocre in his middle fights but was above .500% at 14-12-2. He was under .500% once at 14-15-2. Near the end of his regular DM career, with some careful challenges and strategy changes, he went 5-0-0 and ended up 21-16-2. He was Duelmaster for three turns in Cliffhome. Final Notes: So, what's the purpose of all this? It's to show that anyone can take a mediocre warrior and through careful strategy and design build them into a formidable warrior. I recognized long ago that this Slasher would never be great and accepted it. That's what turned him into the warrior he is today. I was willing to take the risks necessary to make him win. His name is E.G.B.D.F. (Every Good Boy Does Fine) and in this case his name is true. I couldn't have asked more from him in his accomplishments. He can be found fighting occasionally in Darkholm. He's taught me an incredible amount about this style and has contributed to my 65% overall win-loss record with them. I'm open to feedback, positive or negative, and hope in some way that I've helped someone learn more about this style. So, good luck to all and may your swords ring true! Brought to you by Talon, mgr. of Eagles Claw (38,104), Farfignewtons (32) where I'm known as Volksie, and other teams throughout Alastari.