DUEL 2 NEWSLETTER Date : 09/08/2012 Duedate: 09/21/2012 NOBLISH ISLAND ARENA DM-93 TURN-359 This Weeks Top Honors THE DUELMASTER IS POSITION IS EMPTY Chartered Recognition LeaderUnchartered Recognition Leader POSITION IS EMPTY POSITION IS EMPTY Popularity Leader This Weeks Favorite ENDURANCE BURN FAVE LEARN RIPOSTE BASH BROS BASHERS (1606) BASH BROS BASHERS (1606) (93-9326) [6-2-0,66] (93-9325) [5-3-0,18] THE CURRENT TOP TEAM BASH BROS BASHERS (1606) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BASH BROS BASHERS (1606) 35 2. TEAM NIETZCHEAN (1614) 25 S.O.N. (28) 3. DRINK UP (1604) 21 Unchartered Team 4. THE HERQULOIDS (1601) 6 5. DRAGON DISCIPLES (1608) 0 BASH BROS BASHERS (1606) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1- 0*FIVE NATIONS (1558) 1 0 0 100 1/ 1*BASH BROS BASHERS (1606) 11 4 0 2/ 2*BASH BROS BASHERS (1606) 27 12 0 69.2 2/ 2*DRINK UP (1604) 9 6 2 3- 3*DRAGON DISCIPLES (1608) 4 2 0 66.7 3/ 3*PARKS AND REC (1611) 9 6 2 4/ 4*DRINK UP (1604) 25 14 2 64.1 4/ 6*OLYMPUS MAXIMUS (1612) 5 4 1 5/ 1*PARKS AND REC (1611) 9 6 2 60.0 5/ 4*THE LOW ROAD 4 (1610) 5 9 0 6/ 5*OLYMPUS MAXIMUS (1612) 5 4 1 55.6 6/ 5*THE HERQULOIDS (1601) 4 6 0 7/ 6*THE HERQULOIDS (1601) 19 18 2 51.4 7- 7*DRAGON DISCIPLES (1608) 2 1 0 8/ 0*TEAM NIETZCHEAN (1614) 2 3 1 40.0 8/ 0*TEAM NIETZCHEAN (1614) 2 3 1 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT THIS D2 EXPERIENCE Or HOW DOES THIS ACTIVITY WORK? And ARE THE ARENAS THE ONLY THING IN TOWN? So you are trying out this D2 thing. You should! You want to have the fun and pleasures that hundreds of other managers before you have experienced. Can't blame you! I have been enjoying Duelmasters-to-D2 for over 25 years. Perhaps this article will aid or simplify your introduction to this game and speed up your enjoyment process. It goes something like this.... ACQUIRE A D2 ROLL UPS sheet from RSI. (Reality Simulations Inc., P.O. Box 22400, Tempe AZ 85285-2400, 480-967-7979) The first sheet/team is free. Subsequent teams cost $5. Later, after your introduction 10 turns in the Noblish Island (DM93) arena, you can transfer your starting team to another arena, or you may want to start up a new team/s in other arenas, or both. Actually, you can start new teams any time, even while going through your learning process in DM93; but you may want to "learn the ropes" first. FILL OUT THE ROLL UPS and send it to RSI. Other than the normal personal information, the most important things to decide are: Team name, Manager name, and 5 individual warrior designs. Let's discuss each of those briefly. Team name and manager name can be anything you like that fits you. (RSI will edit inappropriate naming.) They can be gladiator driven, silly ideas, great play on words, or whatever. The warrior names can be closely tied to the team name, or not. My very first team was: Bulldogs, manager Kennelworth, and names like--Tiger Lily, Sir Smythe, Wild Wayne, and Flash. Etc. A team I admire in the game is Azure Clouds, manager Slugbait, warrior names like--Black Bile, Violent Orange, Blue Note.... We could spend hours and hours on warrior designs (Where to place the 14 points on the fixed 70 points and what style to chose?), but I will offer only a few basic comments: Offensive styles are easier to master for a newbie. Gender does not matter at all in the fight process. Generally fast & quick or brawny & strong rule. WT and WL are the most important stats. In general, there are reasons to design to odd numbers. (Exclude CN) Read newsletters and other RSI info, especially DM93 for design reviews, lots of design reviews. You have received your 5 warrior profiles. Time to fill out DUEL II STRATEGY FORMS and send them in to RSI. "Goodness!", you say; "I wish I had a lot more information about weapons and strategies and what the warrior profile means, and...." Here are a list of places and methods for getting additional info: "Phone a friend." Diplo, e mail, call, write, etc. Beg from other players, especially experienced players in the game. "Put on your newbie outfit." Ask RSI, or better yet, diplo the teachers/coaches in Noblish Island (DM93) the "starter's arena" and ask for information provided there. If you are already in Noblish Island, ask Jorja or anyone there to make sure you get the CIC or "fact sheets". "Go electronic." The best information in the game is available at reality.com/dm, or terrablood.com, or even try chatzy.com/42003746228981 as Dmers chat there from appx 9AM to 2AM EST and would welcome inexperienced questions. So back to the strategy sheets. One for each warrior you plan to fight. Write legibly! You would be very disappointed to have a code inputted improperly because your scribbles were not so discernible. The basic stuff like warrior name and ID, or game # and account # don't need discussion. But weapon selection, strategy, armor and challenging do. Weapon choice is your chance to select a best weapon against the opponent's probable armor. Bigger weapons are probably needed against heavy armor. Some weapons do especially well against certain armor types. (Hmmm; that information mentioned earlier would help.) The most common weapon arrangements are a single primary weapon and a small backup primary for offensive types, and a primary / secondary (secondary could be a shield) and zero to two backups for efensives/finesse warriors. Strategy is more difficult to decide. Offensives usually start "hot and heavy" and then slow down, as they will wear down/tire due to weight being carried and a high activity level Defensives tend to run moderately, but current arena defensive warriors can be found fighting anywhere from "hot and heavy" to very slow. The desperation strategy is important, because if your warrior is nearing defeat or exhaustion, you may want to do something different in a last-ditch effort to pull out the win. Armor is really a matter of preference, but like every other choice in the game, there are trade-offs. Heavy armor can slow down and wear down warriors. Naked or light armor may be less restricting and faster but offers little protection. It is easy to think, "I need lots of armor.", but over encumbering a warrior greatly impacts his fighting ability. Training is simple. The most common training is "skills", but stats can be and are trained also. In general the amount of skills learned is based on your WT (the higher the better), but it is also impacted by the knowledge of the warriors you fight. (And other things) Stat training is very highly dependent on WL, as the odds of getting a first stat train of a stat type are 5% times the WL. (E.g. a WL of 15 = 5%x15 or 75% chance.) There can be a luck roll impact also in almost everything that occurs in Duel 2. Attempting to get a 2nd stat raise in a certain stat is halved. (E.g. a WL of 15 = 5%x15x 0.5 = 37.5%) Challenging and avoiding are a very strategic part of the game. There are quite a few managers who do not challenge or avoid or both. You can use that to your best advantage. Challenge warriors (the warrior ID number) and avoid teams. (The team ID number.) Several points about challenging/avoiding): 1. Challenging and avoiding do not work until after you have fought your first fight in the arena. 2. Challenge warriors or styles you think you can beat, or who will teach you well, or to attempt to advance in the rankings. 3. Avoid those teams who have warriors that can probably beat you, or who are likely to challenge you. 4. Remember: challenge warrior ID numbers (not names) and avoid team numbers (not names). 5. Some arenas, usually Andorian, frown on down challenging. (Usually defined as challenging someone with fewer recognition points that oneself.) Beware of the arena environment, history, and politics. You have the option to use an alternate "special strategy" either (or both) when you challenge someone, or when someone challenges you. You can use this alternate to prepare a specific strategy for that challenge you just made, or surprising an opponent who will likely challenge or blood feud you. To use these alternatives, "x" the proper box or boxes and fill out the strategy info on the back of the strategy form. This alternative strategy will not be used unless the conditions you selected occur. That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of time for the due date--or last minute via fax; no internet submittals allowed) the computer utilizes everyones' inputs and the fights proceed. A few days after the arena run date, the actual fights and arena newsletter will arrive in your mailbox. Before submitting the new warrior strategies for the next round of fights, there is much a manager can/should examine and review. Here are generic things that an old- time manager evaluates: 1. Have I collected/recorded all the information I want from the fight so I can access it quickly? (Doctor Dehydrate and his Consortium cronies record this for every fight--opponent's name, stable, arena and ID number, size, handedness, record, style, armor, and weapons plus my warrior's train results, armor, weapons, swing info (criticals/swings/extra value hits). W or L, how many minutes, recognition points, and political point status--if any. Also recorded are who, if anyone challenged. This is manually recorded on a sheet with my warrior's name, ID, and size, handedness, plus style. 2. Did each warrior fight as I expected from the strategy? Do I need to adjust or change any strategies? 3. Did any warrior act over encumbered or tire faster than I thought? Do I need to adjust strategies, armor, or weapons? 4. Did each warrior fight well with the weapon? (e.g. Hit when he swung and had critical hits--which are strongly stated weapon hit statements compared to the norm) Do I need to change weapon selections? 5. Did another warrior out jump me when I did not expect it? Do I need to adjust strategies or weapons? 6. Did the warriors learn what I expected and learn well? (e.g. Earn lots of skills) If not, what can I do about it? (Switch to learning stats/skills? Challenge a very experienced warrior?) 7. Do I know anything about the arena warriors that I can challenge? (Have I and my friends accumulated style and other information on opponents?) Should I challenge or take the luck of the draw? (Remember--challenge warrior #s.) 8. Likewise, is there someone within range I just do not want to fight? (A warrior that has beaten me? A warrior with lots more experience than me? A team that has my number? Should I avoid the team with that warrior? (Remember--avoid team #s) 9. Have I written some personal ads or a spotlight to add to the enjoyment of the arena? Then it is time to turn in those strategy sheets again! You are enjoying the arena. You are having the success you desired. You are "with it" in D2. You might wonder, "What else is in store for you besides fighting in my arena. There is much, much more! For example: 1. ADM awaits! When you graduate, (becomes Lord Protector) usually around 20 arena fights plus fourteen, your successful warrior is promoted to The Isle and Immortality. You can begin competing in one of the higher level arenas at that time. 2. There are various "events" held in select (Select means an arena where a RSI customer initiates it and coordinates it.) arenas across the land. Usually one can simply start another team and join in. Some of these events (like The Turf Wars in DM47) are team-oriented events. 3. There are four tournaments a year, where any warrior from any arena, including ADM can compete. Your warrior will only be entered in a class with other warriors of like experience and fight equivalency. Is your warrior the best of the best? (TC, or Tournament Champion) a. January Face-To-Face near Tempe RSI headquarters. b. April (usually April Fool's) Mail-In Tournament. c. July Face-To-Face Tournament in a select non-West/Southwest location. (Last was Philadelphia.) d. Very late Oct/early Nov (Halloweenish) Mail-In Tournament, with two divisions-- normal alive warriors, and an added previously dead warrior event where the gladiators compete to be brought back to life. Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little luck. Above all, it is fun. Lots of fun! See you on the sands! Brought to you by Doctor Dehydrate, Consortium affiliated. This correction to the weapon/stats, produced by Assurnasirbanipal, is included here because this newsletter will have a weapons/stats chart at the end. Use these modifications to that chart. * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Assur's Weapon Requirement Chart (Without the inaccuracies) Over the years, many people have published weapon charts. Most of them have had mistakes. This is the correct weapon chart and you should discard all others. STR SIZ WIT DFT STR SIZ WIT DFT Battle Axe 15 3 7 9 Maul 15 9 5 7 Broadsword 11 3 9 7 Morning Star 13 3 9 11 Dagger 3 3 7 7 Quarterstaff 11 9 11 11 Epee 7 3 15 15 Scimitar 9 3 11 11 Great Axe 13 3 9 11 Shortsword 5 3 11 3 Greatsword 15 9 9 11 Shortspear 9 3 5 7 Hatchet 7 3 5 7 War Flail 11 3 5 5 Halberd 17 9 9 11 War Hammer 13 3 5 7 Longsword 11 3 13 11 Large Shield 13 7 3 7 Longspear 11 9 5 9 Medium Shield 9 3 3 5 Mace 13 3 3 5 Small Shield 5 3 3 5 ---Battle Axe requires 9 size if you are carrying an off hand weapon Off Hand No Wit Requirement Strength Requirement same as for Main Hand No Size Requirement Off Hand Deftness Requirements For this section, you look at the weapons you want to use in your main hand (MH) and off hand (OH). From the chart above find their deftness requirements. Use these values in the chart below (MH on the left, OH on the top) and the result is the deftness to use them together. Examples: Suppose your scum wants to use ME in your main hand and LG in your off hand. Cross referencing, 5 on the left, 7 on the top, you'll see that the required deftness to use them together is 9. MH\OH 3 5 7 9 11 15 3 4 6 8 10 12 16 5 5 7 9 11 13 17 7 6 8 10 12 14 18 9 7 9 11 13 15 19 11 8 10 12 14 16 20 15 10 12 14 16 18 22 Caveats: In finding the values for this chart, there have been inconsistencies. The chart shows the value that we believe will always be well suited. Some warriors seem to be able to use weapons in both hands with lower deftness than the chart shows. So far, I have not seen evidence for a warrior requiring more than the value shown. Note that some values make little sense. (While you can use an EP with an off hand SH together with 10 deftness, you would still lack 5 points of deftness to use the Epee.) * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Rhythm and Blues A Few Thoughts on Rhythm Every warrior has a favorite rhythm--a favored number for Offensive Effort and Activity Level. (Note, to the best of my knowledge and belief, there is NO favored Kill Desire.) This rhythm is set when the warrior is created, and it is revealed to the manager when the warrior graduates. I have never been entirely clear as to what, exactly, using the favored rhythm does for the warrior, but there is a general agreement that it does something, usually something good. Paces him, perhaps, to get the most fight for the least endurance burn? Paces him so that he can make the most of his style's specific strengths and minimize the weaknesses? Something like that, no doubt. This implies that favored rhythms are linked to style, and that certain ranges may be specific to style, and I understand that the major number crunchers have demonstrated this to be so. It further suggests to me that if one knows the range of favored rhythms for a given style, one may be able to give a warrior of that style a more effective strategy than one derived simply by guessing and looking at the warrior's stats and overview. Wherefore I have pulled out the favorite rhythms by style of the graduated warriors available for my inspection. You will note that the size of the samples varies a lot from style to style. This roughly indicates the ease with which I have been able to keep the different styles alive until graduation, modified by my personal preferences as to style. The first letter in a pair indicates favored Offensive Effort, the second favored Activity Level. VH=very high H=high M=moderate L=low VL=very low Distributing the ten numbers available in an even and logical manner, we get: VH= 10, 9 H= 8,7 M= 6,5 L= 4,3 VL= 2,1 We don't know exactly which number of the pair a given "favorite" is, but this is close enough. I'm including the raw data here, despite the fact that it looks very boring, heck, it is very boring, so that any of you who wish to may study it and make your own deductions. Aimed Blows, twenty-two graduated warriors polled as to favorite rhythms: L/VL L/L VL/L VL/M L/VL M/VL M/L L/VL VL/VL L/M L/L L/M L/L VL/L VL/M L/VL L/L VL/L L/M M/L VL/VL L/L Notice a pattern here? Nothing higher than Moderate, and every pair has at least one Low or Very Low. In other words, Aimed Blows prefer to be run "scummy." Or if you're feeling charitable, they like to take their time and make their blows count, which is natural enough when you consider that accuracy is their strong suit. Bashers, twenty-five graduated warriors polled. VH/VL VH/VL VH/VL H/VL H/L H/L H/M H/L M/VL H/VL VH/VL H/L H/M M/L H/L H/L H/M VH/L VH/VL VH/VL H/L VH/M H/L H/VL M/L Again, there's an obvious pattern, but it's a different one. Offensive Effort no lower than Moderate, Activity Level no higher than Moderate, and often a very sharp division between the two in any given pair. High Offensive Effort, low Activity Level. No instances of M/M listed here! Bashers are very direct in their fighting: attack, attack, attack. No finesse, little dodging. Lungers, forty graduated warriors polled. VH/H H/H H/M M/H M/H M/VH L/H VH/M VH/VH H/VH H/VH M/VH VH/M H/H H/VH M/VH H/VH H/H VH/M M/VH VH/VH L/VH L/H H/VH M/H M/M M/H M/M H/VH H/H VH/VH VH/H M/VH L/H M/H H/H H/H VH/M M/M VH/H Everything but VL is represented in this group. Two out of the forty warriors have rhythms of M/M. It may be significant that these are both fairly old warriors; other anomalies have shown up from time to time in very old warriors. Other than that, every pair contains either H or VH at least once, although there seems to be no definite preference as to which position it should be in. A slight bias toward faster OE than AL, but the sample isn't large enough to be sure of that. It's common to see BOTH numbers H or VH for this style. Lungers like to run fast, and a good lunger fight has a lot of action--dodging to the side, leaping over or ducking under a blow, as well as attacking. Of course, that means they tend to burn out fast, too, so you have to plan for that. Parry-Lungers, twenty graduated warriors polled. M/VH M/H L/M H/VH VL/H M/M H/M H/H H/M H/L M/L H/H L/L H/L M/M H/L L/L H/M VL/L L/VH Granting that this is a small sample, I see no pattern here. P-lungers vary a lot from one warrior to the next, and you have to experiment to find the rhythm that works best for any individual warrior. Some are more lunger, some more parry. In fact, you could say that the "Offensive Total Parries" and "Defensive Lungers" that some managers write articles about could be summed up as: Parry-Lunger. Parry-Ripostes, a mere fourteen graduated warriors polled. VL/M M/M M/M H/M L/M VL/M L/M L/H M/H L/H VL/M L/H L/M L/M Hardly a definitive sample (these are hard to graduate), but there seems to be a pattern of Offensive Effort no higher than Moderate (okay, one, unless it's a typo), Activity Level no lower than Moderate. I must admit that I have been known to run them with an OE of High or Very High when I got tired of having them jumped by offensive-styled warriors. Some rippers can handle that without flailing or getting tired, and some can't. Parry-Strikers, twenty-one polled. M/VL M/VL VL/M M/M VL/H L/L L/VL VL/L L/L M/L M/H L/M M/VL L/VL VL/L VL/VL VL/M VL/L L/L VL/L M/L I see every range of numbers here but VH, and no obvious pattern. Figures. Everyone says this style is notional when it comes to how they want to run. A large sample might show some clear tendency, but from this small group, all I can say is, they don't seem to like to run very fast. Slashers, sixty warriors polled. What can I say? I like slashers, and when I was starting out, I ran a lot of them, many of whom lived to graduate. In some cases, this was unfortunate, but at the time, it seemed like a good idea.... VH/VL H/L H/VL M/L H/VL H/L M/VL H/L H/VL M/M M/M VH/VL VH/L H/VL H/VL VH/L H/VL H/L M/VL VH/L VH/M M/VL H/M M/VL M/VL H/L H/L M/L H/VL VH/VL VH/VL M/M H/VL M/VL H/VL H/VL VH/L H/L H/L H/VL M/L M/L H/VL M/M M/L M/L VH/VL VH/L M/VL H/VL H/VL VH/VL H/VL H/VL VH/L H/VL M/L H/VL VH/VL Now that we're back among the pure offensive styles, a pattern emerges again. No Offensive Effort lower than Moderate, no Activity Level higher than Moderate. Within those limits, anything goes--from Moderate/Moderate to Very High/Very Low. Slashers like to run hard, they don't like to stand around and scum their opponents, but they'll accept a modestly cautious approach if it's called for. Pay attention to the details in your warrior's fight. If he starts getting tired early on, you probably need to lower his Offensive Effort some. If he never gets the first blow and loses continually because of that, raise Offensive Effort. Strikers, sixty-three polled. (shrug) When in doubt, make it a striker.... VL/M L/L L/L H/VL M/H M/L L/M L/L L/VL M/L M/VL M/L H/VL H/L M/L M/VL M/L M/H L/VL M/M L/M L/VL M/VL L/VL L/VL M/L L/VL VL/L H/L M/H M/H H/VL VL/L H/VL M/VL VL/L H/VL M/VL M/VL VL/VL M/VL L/H H/L M/VL H/VL M/M L/VL M/L M/L M/L H/M M/L L/M VL/M M/VL M/L M/M L/L M/VL M/L H/VL H/H M/L Neither Offensive Effort nor Activity Level of Very High appears, but that leaves a lot of possible combinations (okay, only sixteen, but that seems like a lot when you're writing an article late at night), and most of them seem to show up on this list. Strikers, like P-Strikers, need tinkering. Total Parries, twenty-nine warriors polled. VL/M VL/L M/VL VL/VL L/L VL/VL VL/M VL/VL L/M VL/L VL/M L/M L/H M/M M/VL VL/VL VL/L VL/VL L/L VL/VL VL/L L/L VL/L L/L VL/L L/VL VL/L VL/L VL/L No Offensive Effort higher than Moderate, no Activity Level except one higher than Moderate. This is what you'd expect, right? Total Parries conserve their energy. While you can run them faster, they aren't going to like it. And if they don't like it, they aren't going to perform really well. Walls of Steel, thirty-five polled. M/VL L/L L/VL M/L M/M L/VL H/VL L/VL M/VL VH/M M/L L/M H/VL H/M L/L L/L M/L M/L M/VL M/L M/L H/L VH/VL H/L M/L L/M H/M M/M M/M H/L M/VL VH/M H/L M/VL H/M No Offensive Effort of Very Low, no Activity Level higher than Moderate. Some people call this style the "parry-slash," others say it's a prime candidate for running like a berserker. Otherwise, a lot of variation. Some are scummy (L/VL) and some are slice-and-dice machines (VH/M). Too bad you can't tell right off which you've got, eh? This style needs attention and experimenation for best results. Now that you've plowed through all the tedious stuff (at least, it was tedious for me to organize the data, hope it was less so for you to look at it), I'll offer a word of advice to new players. Make all or most of your first warriors of the styles that have clear patterns. Bashers and slashers are the easiest to do well with right off the bat. Lungers and strikers are a little trickier, but not much. The others are a lot trickier. Winning right off with your first attempts at those styles-- especially once you're out of Noblish Island and into the cold, cruel mainland, is unlikely. However, the study and struggle needed to master one of the trickier styles is amply rewarded by the rush of guiding one to a winning record, a duelmastership, and graduation. Jorja The Middle Way +<]H[>+-----+<]H[+ Question of the Week #9 +]H[>+-----+<]H[>+ The question, turn 420: All -- I was noticing the skill modifiers for low to high size; do these negatives keep a warrior from being successful at the high end of the game? -- Hanibal -- Q.O.W. Answers, turn 421: Q.O.W. (size) -- Smaller size has always had an advantage in the upper levels of the game, especially at the top of Primus and Gateway. The bonus to defense and parry offsets the initiative loss and the damage taking and dealing that a large size provides. Of course, large size comes with its own defense penalty. A high defense is critical in the upper levels where it is imperative not to get hit. If you are unhittable, it comes down to an endurance contest. However, huge warriors, especially those gifted in defense can make devastating opponents on their road to the top. They are tough and dish out more than all the little pip squeaks ever could. It's much easier to get a great warrior out of a smaller size than out of a larger size of course, due to stat distribution to the other critical areas like WT, WL and DF, so finding a great huge warrior is difficult. My best is Khazakh who is in 105 right now. He's gifted in defense and endurance, and he's devastating in the arena. But some day, near the very top, his size will probably be a hindrance unless his attack is absolutely crazy and he can hit the little guys. -- Adie Q.O.W. (answer) -- It depends greatly on what you define as the top of the game. Certainly any sized warrior can be effective at the top of a basic arena or any AD arena. By the time you're talking Primus or Gateway it's mainly a matter of whether or not your team can muster enough warriors to win magical prizes to enhance you, those without them must be truly gifted indeed. -- Maxwell Honorblade Q.O.W. -- Do the small size skill negatives prevent success in the top end game? -- Certainly not! While the negatives are there, remember that small size allows more "points" elsewhere, easily making up the skills. The smaller warriors are *often* the leaders at the top end. There are also TC-winning ways to modify warriors, and this past FTF prize is "very expensive" for this very purpose. -- Kennelworth QoW -- I don't participate at the Primus/Gateway level of play, but the word is that ability to deal a powerful blow remains important and thus allows the large warriors (read: lungers) to remain competitive with their smaller peers. What I do know is that my sz 3 Lunger that's +4 in defense will have, when completely maxxed out in both skills and stats, the highest number of naturally attainable defense skills in the game. Unfortunately, she'll only do tremendous if she's lucky. -- Generalissimo Puerco QOW -- My limited experience in the high end of the game (I have one whole Gateway warrior...WHOO!) the most important skills are, in order: attack, defense, and initiative. So while it isn't good to lose defense, init is a valuable asset as well (helps keep the momentum). Another aspect in the end game is the damage rating, which size does help and can make a LOT of difference. But since it is better to have a 21 wit than a 21 size, I would say that in general over 11 size is unwanted. -- Anti The questions this time were in regard to the Style-vs-Style chart and how to run a parry-riposte. Parry-Riposte: How to run them? Hmm... well, I've only run three so far, but I think I've seen a lot of what they can and can't do. From my experience, if their parry is decent, they can take a couple good hits, and carry decent, give them heavy armor and run parry tactic (very helpful with their low parry bases), but at maybe 4- 5-5, or faster at 5-3-5. The parry tactic augments their defense, but they'll still try to riposte since they have so much of it. For those who are more frail, can't carry much, and have decent defense, I go in lighter armor and run maybe 3-6-4 (I've never run dodge tactic here, but I'd try). My first ripper to AD had a 7 ST, did normal damage, and she ran in ALE/L running with moderate activity. She graduated 16- 6. Of course, she's also +5 in att, +2 in par. But she still defends much better than she parries in that light armor. -- Adie P.S. As for early in the career, scumming is handy, but put OE up just a bit so they'll swing if given the opportunity. Armor for sure to keep them alive unless you're bold. Leeta -- I've seen that chart too, but I have no idea if it was based off of a large number of fights. I think those numbers for strikers reflects their great ability to throw those crits early in the career, and to be quick to the first hit. For parry- strikers, I think it merely reflects the variability in how they can be run and designed. The chart of course is based on gross stereo-typing of the styles. I wouldn't use it too much even as a beginner. -- Adie Leeta -- I think that "chance to win by style" chart is silly. Doesn't it say that lungers will almost always beat aimers? My aimers tend to do pretty well against lungers, how about yours? -- Generalissimo Puerco Leeta and ALL others -- While I have not seen this chart, I can't help but say that it is probably not very accurate. Too many things factor into a match-up of two warriors to expect style to <cut off by Hal, unfortunately> On thinking it over in the light of the past month's fights, I have a feeling that the chart is probably rather old, and that recent advances in management technique have drastically undermined its usefulness in most instances. Discounting luck (which one should never do, of course), and all other things being more or less equal, the best manager is more likely to win, rather than the one whose warrior has the favored style. (Now, there's an inflamatory statement!) Probably that overstates the case, but I think managerial skill is now a significant factor, anyway, even if it isn't decisive. -- Jorja * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 704): JED TARRAN DAPP of BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 706): MAC THE SPOON of THE SYNDICATE (Otto X, mgr.) DM 13 DULLENS (turn 642): ARROGANT BASTARD of MMM BEER (Khisanth, mgr.) DM 15 MALCORN (turn 700): INKED PIG of INK & STEEL RETRO (Floyd, mgr.) DM 16 WILLAF (turn 702): SNAKE of SERPENTS HOLD 114 (Khisanth, mgr.) DM 17 ALJAFIR (turn 693): BARNUM CHELLS of MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 694): DONKEY HOTAY of MAN OR BEAST? (The Dark One, mgr.) DM 28 MORYA (turn 349): MADELINE of DODGE BULLETS (Jorja, mgr.) DM 29 LAPUR (turn 691): WENIEN of MID EARTH (Visionist, mgr.) DM 31 CHIMLEVTAL (turn 347): BUZZ-BUZZ of BAD NEWS BEES (Stinger, mgr.) DM 32 ARVAT (turn 688): ROTTING ROLAND of THE WALKING DEAD (Deep Thought, mgr.) DM 33 NIATOLI ISLAND (turn 685): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr.) DM 35 MURSKA (turn 677): MADON AP LLEW of CHILDREN OF LLYR (Jorja, mgr.) DM 43 VEASTIAN (turn 635): A BAD LIE of IS THAT A CLUE? (Sherlock, mgr.) DM 45 STORMCROWE (turn 324): ANDROMEDA of DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 319): BROOMSTICK of LAND OF OZ (Oz, mgr.) DM 50 SNOWBOUND (turn 305): 4-H of LIFE IMPACTS (Coach, mgr.) DM 56 ROCANIS (turn 567): LOIS THUG of STRAIGHT UP THUG (?, mgr.) DM 60 ARADI (turn 552): TICK ... TOCK of UNNAMEABLES (Howlin' Wolf, mgr.) DM 61 JURINE (turn 534): HORSE D'OEVRE of SHEWISH BUFFET (One Armed Bandit, mgr.) DM 65 DAL SHANG (turn 528): LINDIS TYL SARRO of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 254): SUN RAY of SUPER STARS (Crip, mgr.) DM 74 DAYLA KIV (turn 489): 867-5309 of NUMB-ERS (Sherlock, mgr.) DM 75 JADE MOUNTAIN (turn 484): KOGAN DJIAN of SAND DANCERS (Jorja, mgr) DM 78 LIN TIRIAN (turn 475): CALEAM CHOWDER of SHEWISH BUFFET (One Armed Bandit) ADM 103 FREE BLADES (turn 592): KOOKABURRA of GIRL SCOUT COOKIES (Emerald Orbs, mgr.) Top Teams --------- DM 9 ZUKAL (turn 704): DARK WARDS (Dark Warden, mgr.) DM 12 RIZTAB (turn 706): BLUE NOTE (Howlin' Wolf, mgr.) DM 13 DULLENS (turn 642): ARCANE ROYALTY (Destitute Noble, mgr.) DM 15 MALCORN (turn 700): BLIND MELON (Howlin' Wolf, mgr.) DM 16 WILLAF (turn 702): SERPENTS HOLD 114 (Khisanth, mgr.) DM 17 ALJAFIR (turn 693): MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 694): JESSIE'S SPUDS (Sir Jessie Jest, mgr.) DM 28 MORYA (turn 349): DODGE BULLETS (Jorja, mgr.) DM 29 LAPUR (turn 691): MID EARTH (Visionist, mgr.) DM 31 CHIMLEVTAL (turn 347): THE STORM REAVERS (?, mgr.) DM 32 ARVAT (turn 687): THE WALKING DEAD (Deep Thought, mgr.) DM 33 NIATOLI ISLAND (turn 685): SEA DOGS (One Armed Bandit, mgr.) DM 35 MURSKA (turn 677): HAPPY FUN TIME (Floyd, mgr.) DM 43 VEASTIAN (turn 635): THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 324): DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 319): SHEWISH BUFFET (One Armed Bandit, mgr.) DM 50 SNOWBOUND (turn 305): POSITION IS EMPTY DM 56 ROCANIS (turn 567): THEM (Papa Bear, mgr.) DM 60 ARADI (turn 552): UNNAMEABLES (Howlin' Wolf, mgr.) DM 61 JURINE (turn 534): SHEWISH BUFFET (One Armed Bandit, mgr.) DM 65 DAL SHANG (turn 528): THE MOTHERSHIP CE (Floyd, mgr.) DM 73 ERINIKA (turn 253): SUPER STARS (Crip, mgr.) DM 74 DAYLA KIV (turn 489): SAND DANCERS (Jorja, mgr.) DM 75 JADE MOUNTAIN (turn 484): EL CAMINO:DOS (Floyd, mgr.) DM 78 LIN TIRIAN (turn 475): EL CAMINO:HOT SAUCE (Floyd, mgr.) ADM 103 FREE BLADES (turn 592): DIRT DEVILS et al (The Dark One, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 704): TOREADOR of DARK WARDS (Dark Warden, mgr.) DM 15 MALCORN (turn 700): SUNDOG of GREENWARDENS (Jorja, mgr.) DM 17 ALJAFIR (turn 693): BARNUM CHELLS of MIDDLE WAY (Jorja, mgr.) (turn 692): ARAGON of IN MIDDLE EARTH (Emerald Orbs, mgr.) DM 28 MORYA (turn 348): TAXES of EXPENSE ACCOUNT (Finance Manager, mgr.) DM 29 LAPUR (turn 690): PUB O'CONNOR of CLAN CROW (Owsly, mgr.) DM 32 ARVAT (turn 688): ROTTING ROLAND of THE WALKING DEAD (Deep Thought, mgr.) (turn 687): DISTORTION of DEATH BY DESIGN (Bubba Ganoosh, mgr.) DM 43 VEASTIAN (turn 635): A BAD LIE of IS THAT A CLUE? (Sherlock, mgr.) (turn 633): KIRVINJ of THE FAMILY (Jorja, mgr.) DM 47 NORTH FORK (turn 319): GIZMO of DARQUE FORCES (Master Darque, mgr.) (turn 318): SALAD SLAYER of VEGAN CANNIBALS (The Anarchist, mgr.) DM 60 ARADI (turn 552): Q MARK of UNNAMEABLES (Howlin' Wolf, mgr.0 (turn 551): DIGGITY DOG of RED DOG GANG (Spot, mgr.) DM 73 ERINIKA (turn 253): BOOB of PALINDROMES (Assurnasirbanipal, mgr.) DUELMASTER'S COLUMN Notes from the arena champ. Allow me to introduce myself. I am Diet Big Red. I am Duelmaster. I am bright and shiny red. I am zero calories. I am a Coca Cola product. I seem to be more prevalent in the Midwest, the northern Midwest, but I am available almost anywhere. Like my friend, Tab, another Coca Cola product, and the very first diet drink, I am a specialty product. When The Boss sees us on the shelf, he tends to buy 6 to 8 cartons. What a guy! Along the way I have beaten 5 bashers (Well, four, with one twice.) and a striker, and silly aimer Ughh who just decided to challenge me and now is kaput; squelched; zapped; sent to That Big Arena In The Sky. Perhaps I have a very potent "If Challenged"? I am not Doc Dehydrates prettiest warrior; Tsing Tao is that. He is a near godling. I am not the team's most skilled warrior. Look to Tab for that. I am not our most powerful warrior. Diet Mountain Dew and Folgers come to mind. I am in no way the fastest quickest of Drink Ups warriors. Tsing Tao again. What I am is the one with the most wins and the DM Title. Drink your hearts out, teammates! I do not think the odds are at all good that I can go 10-0 and undefeated. I suspect this one DM crown is it. But I have it and I am proud of it! I do. Come on out and challenge me. Herquloids, try another bloodfeud; I liked that! Diet Big Red, Duelmaster I SPY REPORT It is I, Novgorodny Vir, Spymaster of Spymasters. Look on my work, ye mighty, and despair! Practice pays for TSINGTAO, who pummelled AVERAGE JOE, to pocket 15 points. AVERAGE JOE certainly had a baffled expression on his face, after losing to TSINGTAO and losing 13 points in the process! Out with the old, in with the new. Enter KHALHUMS DWARF, handily defeating DIET BIG RED. Word has it one team in NOBLISH ISLAND is taking speech lessons to try to bore their opponent to death. I'll bet it works. A Zenmaster once told me, 'Does not the spinning wheel turn? And do not the little birds cry out?' Any ideas? Perhaps the warriors of BASH BROS BASHERS should take up some hobbies, as they are the most avoided team... As a woman of good breeding scorns the "warriors" of DRINK UP, so did that sorry team shy from BASH BROS BASHERS Everyone is famous for fifteen minutes, and ENDURANCE BURN is it right now. Most challenged warrior. Isn't BASH BROS BASHERS proud! Like the wind whispering among the pines, do hearest I many disquieting rumors. I hear AIMING AMANDA of PARKS AND REC tired of the battles and was thinking of becoming a priest. FOLGERS of DRINK UP saved her the effort of getting references. Ask not a spymaster for counsel, for he will pontificate long after you have fallen into an unconscious stupor. All good things must come to an end. As if buffeted by forces of nature beyond my control, I must take my leave of this place. Like a mixed metaphor, and an overtaxed simile, I now bid NOBLISH ISLAND farewell-- Novgorodny Vir CHALLENGER ADEPTS W L K POINTS TEAM NAME DIET BIG RED 9317 7 1 1 66 DRINK UP (1604) ENDURANCE BURN 9326 6 2 0 66 BASH BROS BASHERS (1606) ADEPTS W L K POINTS TEAM NAME WEAPONS 9323 6 2 0 55 BASH BROS BASHERS (1606) STRIKER MATCHUPS 9324 6 2 0 55 BASH BROS BASHERS (1606) TSINGTAO 9316 4 3 0 48 DRINK UP (1604) DIET MOUNTAIN DEW 9315 6 2 0 45 DRINK UP (1604) TAB 9314 5 3 0 34 DRINK UP (1604) CHALLENGER INITIATES W L K POINTS TEAM NAME QUEENIE PAROE 9345 5 1 0 33 THE LOW ROAD 4 (1610) FOLGERS 9353 2 3 1 33 DRINK UP (1604) KONANN CEE 9296 5 4 0 27 THE HERQULOIDS (1601) AVERAGE JOE 9360 2 1 2 25 PARKS AND REC (1611) CHALLENGER INITIATES W L K POINTS TEAM NAME PEN STEELSLASH 9328 4 4 0 24 THE HERQULOIDS (1601) INITIATES W L K POINTS TEAM NAME LEAPING LILAC 9359 2 1 0 21 PARKS AND REC (1611) NEUTER NELL 9358 2 1 0 20 PARKS AND REC (1611) FAVE LEARN RIPOSTE 9325 5 3 0 18 BASH BROS BASHERS (1606) LOSING INITIATIVE 9327 4 3 0 18 BASH BROS BASHERS (1606) NEMESA 9365 2 0 0 18 OLYMPUS MAXIMUS (1612) ODIN THORSEN 9377 1 0 1 15 TEAM NIETZCHEAN (1614) -DUNCAN 9338 1 0 0 15 DRAGON DISCIPLES (1608) DOMITIUS 9362 2 0 1 14 OLYMPUS MAXIMUS (1612) ZOE YATES 9349 2 4 0 11 THE LOW ROAD 4 (1610) URBIN TILL 9347 2 4 0 11 THE LOW ROAD 4 (1610) SALOME RYAN 9346 1 5 0 8 THE LOW ROAD 4 (1610) FREYA SIGURSDOTTER 9373 1 0 0 7 TEAM NIETZCHEAN (1614) -ASHER 9337 1 0 0 6 DRAGON DISCIPLES (1608) QUICK HIT HARRY 9356 1 2 0 5 PARKS AND REC (1611) VINCE YARE 9367 1 1 0 4 THE LOW ROAD 4 (1610) HONORIA 9363 0 2 0 2 OLYMPUS MAXIMUS (1612) HEL FRIGGASDOTTER 9376 0 1 0 1 TEAM NIETZCHEAN (1614) -METALLUS 9364 0 1 0 1 OLYMPUS MAXIMUS (1612) SIF FRIGGASDOTTER 9374 0 1 0 1 TEAM NIETZCHEAN (1614) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? ZANE 9352 2 1 0 DRAGON DISCIPLE 1608 AVERAGE JOE 9360 358 ANTONIUS 9361 1 1 0 OLYMPUS MAXIMUS 1612 ODIN THORSEN 9377 359 AIMING AMANDA 9357 2 1 0 PARKS AND REC 1611 FOLGERS 9353 359 TYR ODINSEN 9375 0 1 0 TEAM NIETZCHEAN 1614 DOMITIUS 9362 359 UGHH 9292 5 3 1 THE HERQULOIDS 1601 DIET BIG RED 9317 358 WAYLON VOLE 9348 0 3 0 THE LOW ROAD 4 1610 UGHH 9292 356 NONE PERSONAL ADS Welcome Olympus Maximus. May your stay in our fine arena be educational and successful. Good luck to you. Ask questions. We will answer. -- Doctor Dehydrate, Drink Ups, Consortium affiliated Kell Drakestone -- Thank you for the new nickname. What a pal! How nice of you to smack talk my warriors, threatening to pop their tops. This arena needs a little excitement. I also want to extend my appreciation for your Herquloid challenges of late; but the DA would seemingly be a more efficient methodology for you. However, I try my best. Sincerely, Doc Dufus Sull -- You were a formidable opponent. Salute. -- The Drink Ups Uggh -- In a way, I am sorry to see you go. May you fight well in That Great Arena In The Sky. -- Diet Big Red Uncle D -- I sincerely doubt you will regret your choice of DM11, Aruak City, The Heart And Soul Of Andoria. Be sure to look up my fellow Consortium Manager, Kennelworth, and his Bulldogs, there. I have greatly enjoyed working with you here on Noblish Island. -- Doc D Kung-Fu Master -- You were, indeed, my master. You made sure I did not get consecutive DM titles. You dirty, rotten scuzzball! -- Diet Mountain Dew Zoe Yates -- Turnabout was fair play. -- Folgers Losing Initiative -- Don't you have to get it first? -- Tsingtao (Feeling uppity about being on a one consecutive win streak.) Fave Learn Riposte -- That certainly felt good. And, to boot, I am sure riposte is not my fave learn. -- Tab Ughh -- Not sure Waylon would've shone. Okay, in other hands than mine, he could've, but he wasn't IN other hands than mine, and there it is. I just don't have the time to make the best of every rollup, and there's always the chance of bad luck anyway, and... there are probably more excuses I could come up with.... -- Jorja Kell Drakestone -- It's all a question of what you want in an arena. First, can you work with a regular (two-week) turn around, or do you need the slow (four-week) arenas for more comfortable scheduling? The suggestions and characterizations below are the result of a hasty glance through the arena listings and should not be considered inarguable. Okay, do you want social activity in the newsletters, lots of chatter and communication? For fast arenas, dm 11 (Aruak City), dm 29 (Lapur), dm 30 (Iaye), dm 32 (Arvat). All are busy, sometimes bruising, but they WILL talk to you. For slow arenas, dm 28 (Morya) and dm 50 (Snowbound) are your best bets. Yes, I know, lots of talking in dm 47 (North Fork), but they're running a contest right now, and the fierce competition on the sands outweighs the conversation, to my mind. And if it IS fierce competition you want, for fast arenas try dm 21 (Sunset), and the no-tourney dm 81 (Shadowspire). For slow arenas, dm 47 (North Fork). Folgers -- Ugh, acid stomach! -- Zoe Yates Silly orcs. They shouldn't let themselves be captured. -- Queenie Paroe Leaping Lilac -- Heck, I just did everything wrong on that one! But who would expect a lilac to leap out at me? -- Salome Ryan Neuter Nell -- I'm too impatient, I know that, but I am waiting, with increasing annoyance, for the Commission clerks to correct my race. Six foot tall, and they call me a dwarf? -- Urbin Till Quick Hit Harry -- Not quick enough, eh? Probably the armor. -- Vince Yare Uncle D -- Duel2 is funny like that. I still remember some of my early victories against one of my early opponents. -- Assur Kell Drakestone -- It is impossible to completely answer your question about which weapons do the most damage. I would say the 'best' overall weapons are SC, BA, and BS. But armor also plays a role. SC can be notoriously bad against ASM (which is why you see ASM often--and why Consortium and I recommend this armor so often). But most of the weapons have uses and the three above are not the fastest weapons around. EP is well known for helping warriors riposte. LS is considered the premiere knock down weapon. The two weapons I'd stay far away from are WF and MS. Especially MS. -- Assur No spotlight from me this turn. I'm about to run for my life. (a bit of a pun, but I do try to run 3 times a week and the reason I run is to have a healthier life). -- Assur Go for it. LAST WEEK'S FIGHTS DIET MOUNTAIN DEW was devastated by ENDURANCE BURN in a 1 minute Challenge fight. TSINGTAO vanquished AVERAGE JOE in a 1 minute uneven Challenge battle. FOLGERS murdered AIMING AMANDA in a 2 minute uneven Challenge fight. DIET BIG RED was unbelievably bested by KHALHUMS DWARF in a 3 minute contest. STRIKER MATCHUPS overpowered QUEENIE PAROE in a 1 minute bloody one-sided fight. WEAPONS devastated PEN STEELSLASH in a 1 minute one-sided duel. TAB unbelievably bested ZOE YATES in a 2 minute bloody match. KONANN CEE handily defeated VINCE YARE in a 1 minute uneven fight. FAVE LEARN RIPOSTE was unbelievably bested by NEUTER NELL in a 3 minute duel. URBIN TILL defeated QUICK HIT HARRY in a 4 minute duel. LOSING INITIATIVE won victory over SALOME RYAN in a popular 1 minute fight. LEAPING LILAC overpowered SIF FRIGGASDOTTER in a 1 minute one-sided melee. ANTONIUS was slain by ODIN THORSEN in a 2 minute bloody novice's match. DOMITIUS viciously butchered TYR ODINSEN in a 2 minute brutal novice's contest. HONORIA was bested by FREYA SIGURSDOTTER in a 2 minute amateur's bout. NEMESA slimly won victory over HEL FRIGGASDOTTER in a 2 minute beginner's fight. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 10 SLASHING ATTACK 27 - 20 - 1 57 | |STRIKING ATTACK 5 PARRY-STRIKE 12 - 9 - 1 57 | |WALL OF STEEL 4 BASHING ATTACK 59 - 48 - 3 55 | |TOTAL PARRY 3 STRIKING ATTACK 28 - 23 - 4 55 | |AIMED BLOW 3 AIMED BLOW 20 - 17 - 2 54 | |LUNGING ATTACK 2 WALL OF STEEL 8 - 9 - 0 47 | |SLASHING ATTACK 2 TOTAL PARRY 11 - 18 - 1 38 | |PARRY-STRIKE 1 PARRY-RIPOSTE 4 - 8 - 0 33 | |PARRY-RIPOSTE 1 PARRY-LUNGE 1 - 2 - 1 33 | |PARRY-LUNGE 0 LUNGING ATTACK 5 - 13 - 0 28 | Turn 359 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: TOTAL PARRY 3 - 0 AIMED BLOW 1 - 2 5 BASHING ATTACK STRIKING ATTACK 3 - 2 WALL OF STEEL 1 - 3 3 STRIKING ATTACK BASHING ATTACK 6 - 4 PARRY-LUNGE 0 - 0 1 PARRY-STRIKE LUNGING ATTACK 1 - 1 PARRY-STRIKE 0 - 1 1 AIMED BLOW PARRY-RIPOSTE 0 - 1 1 SLASHING ATTACK SLASHING ATTACK 0 - 2 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME PARRY-STRIKE DIET BIG RED 9317 7 1 1 66 DRINK UP (1604) BASHING ATTACK ENDURANCE BURN 9326 6 2 0 66 BASH BROS BASHERS (1606) STRIKING ATTACK TSINGTAO 9316 4 3 0 48 DRINK UP (1604) AIMED BLOW TAB 9314 5 3 0 34 DRINK UP (1604) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is ENDURANCE BURN 9326. The most popular warrior this turn was FAVE LEARN RIPOSTE 9325. The ten other most popular fighters were FOLGERS 9353, DIET BIG RED 9317, DOMITIUS 9362, TSINGTAO 9316, TAB 9314, QUICK HIT HARRY 9356, LOSING INITIATIVE 9327, FREYA SIGURSDOTTER 9373, ENDURANCE BURN 9326, and STRIKER MATCHUPS 9324. The least popular fighter this week was HONORIA 9363. The other ten least popular fighters were TYR ODINSEN 9375, ODIN THORSEN 9377, ANTONIUS 9361, SIF FRIGGASDOTTER 9374, URBIN TILL 9347, VINCE YARE 9367, PEN STEELSLASH 9328, QUEENIE PAROE 9345, AVERAGE JOE 9360, and DIET MOUNTAIN DEW 9315. 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