DUEL 2 NEWSLETTER Date : 12/29/2012 Duedate: 01/11/2013 NOBLISH ISLAND ARENA DM-93 TURN-367 This Weeks Top Honors THE DUELMASTER IS ACES COLLEGE FOOTBALL (1618) (93-9405) [5-1-1,43] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY ACES COLLEGE FOOTBALL (1618) (93-9405) [5-1-1,43] Popularity Leader This Weeks Favorite ACES DAISY FRYE COLLEGE FOOTBALL (1618) LOW ROAD 5 (1620) (93-9405) [5-1-1,43] (93-9417) [1-2-0,8] THE CURRENT TOP TEAM COLLEGE FOOTBALL (1618) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. COLLEGE FOOTBALL (1618) 38 2. OLYMPUS MAXIMUS (1612) 0 BANE'S CHILDREN (235) 3. LOW ROAD 5 (1620) 0 Unchartered Team 4. BASH BROS SUITCASE (1619) -13 COLLEGE FOOTBALL (1618) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*COLLEGE FOOTBALL (1618) 20 10 1 66.7 1/ 1*COLLEGE FOOTBALL (1618) 11 4 0 2/ 2*BASH BROS SUITCAS (1619) 17 13 0 56.7 2/ 2*BASH BROS SUITCAS (1619) 9 6 0 3/ 3*LOW ROAD 5 (1620) 7 8 0 46.7 3/ 4*LOW ROAD 5 (1620) 7 8 0 4- 0*OLYMPUS MAXIMUS (1612) 8 14 2 36.4 4- 0*OLYMPUS MAXIMUS (1612) 2 7 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT TACTICS Let's start with the facts. There are eight available tactics. Four offensive: lunge (L), slash (S), bash (B), decisiveness (D), and four defensive: dodge (D), parry (P), riposte (R), responsiveness (S). Note: while Reality Simulations uses "S" as the denotation for both slash and responsiveness, in this class we will use slash (S) and responsiveness (s). Similarly, RSI uses (D) for both dodge and decisiveness, and we will use dodge (d) and decisiveness (D) in this lecture. Are they valuable? Yes. Do we know how valuable? Not really. Is there a trade-off when using one? Yes. Do we know exactly what that trade-off is? No. Most old-time managers say they use tactics quite sparingly, allowing the warriors' natural skills to internally choose their actions. The Consortium probably uses tactics more than any other managing entity. So what does that mean? Let's start with the Consortium's internal definition/summary of the tactics. Lunge (L) - focuses the warrior on underhand jabbing or poking; probably adds attack and damage; probably decreases natural defensive reaction; may deoptimize speed; seems to enhance knock-downs Slash (S) - focuses the warrior on sideways swiping; probably adds attack and damage; probably decreases natural defensive reactions; probably deoptimizes speed Bash (B) - focuses the warrior on overhand downward whacking; probably adds attack and damage; probably decreases natural defensive reactions; probably deoptimizes speed Decisiveness (D) - focuses the warrior on swinging first and/or next; almost certainly decreases natural defensive thoughts and actions. Dodge (d) - focuses on getting out of the way of an attack; less effective, maybe penalizing verses slash; probably reduces the warrior's desire to attack Parry (P) - focuses on blunting an opponent's attack; less effective, maybe penalizing verses bash, while quite good against lunges; probably reduces the warrior's desire to attack; probably puts the warrior in optimal position to counter Riposte (R) - focuses on reacting to an attack by blocking/avoiding and then attacking; surely reduces the warrior's desire to swing unless reacting Responsiveness (s) - a counter to decisiveness--very effective; may have other, but unknown, defensive values; may be a detriment if opponent is not using decise either by tactic or naturally The Consortium usage of tactics probably follows this strategic thinking: Consider using L, S, and B when: 1. You need extra attack or oomph 2. You feel you need to nudge your warrior to swing 3. You are less concerned with defending 4. You are using weapons to match the tactics (e.g. a warhammer does not lunge well, nor does a longsword bash well, nor is a mace good at slashing) Consider using D 1. When you want to enhance swinging first or have to swing first Consider using d 1. When you do not want to get hit 2. When you have enough defensive skills to make it effective 3. To protect against known lungers Consider using R 1. When you want to enhance stealing the initiative and are not fast/quick/decisive enough Consider using P 1. When you want to block opponent attacks 2. When you want to enhance a natural parrying style 3. When you are really not into attacking 4. When you think a best recourse is breaking opponent weapons Consider using s: 1. As a direct match to an opponent using decisiveness 2. When your warrior is naturally responsive (e.g. pikers) The use of "double tactics" (e.g. both an offensive and a defensive tactic at the same time) seems to have very limiting value, and by most managers is considered negative. Some other noted Consortium tendencies are: 1. When D is used, it is almost always the 1st minute 2. d is used most in minute 1 and in desperation 3. P is used a lot, and in any minute, with parrying and scum types 4. s is almost always used on a challenge or if-challenged strategy 5. R is seldom used 6. B, S, and L are commonly used in middle minutes with appropriate offensives 7. L is used in opening minutes when the jump is "assured" and a knock-down is desired 8. The most commonly used tactics are P and D 9. Favorite tactics are commonly employed in ADM One must realize that this information is very specific to The Consortium and to the types and styles of warriors commonly run by said group. Tactics are available. They are often a part of a graduated warrior's favorites. They must have a place or value in D2. But the masses seem to say "Use them wisely." * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * Winning Warrior Types The Consortium and Assurnasirbanipal often refer to different warrior types. They each believe there are three basic ways to win (which are not completely exclusive of each other). These three warrior types are called by Assur: Offensives, Defensives, and Hybrids. Offensives win (as you might expect) by taking down their opponent through damage and sustained attack. They really should do AT LEAST good damage with a blow (which typically requires around 20 or more points on strength and size total). Wit is the most important stat, since they need to learn skills fast and wit gives all three of the skills they care most about (initiative, decisiveness, and attack). Do not undervalue will, as it is the primary contributor to endurance. Deftness of 11 is perfect, 7 acceptable. Speed is preferred to be even. Traditional styles are Strikers, Bashers, and Slashers. Lungers, Parry Strikers, and Aimed Blows are also often run as offensives. Defensives win by letting their opponent get tired. They almost always want to wear heavy armor, take damage, and have decent defensive skills. The most important stats are strength, constitution, and will. Speed is virtually useless. Size is much preferred to be very small. Deftness of 11 is again perfect. The traditional style is Total Parry, but any of the parry learning styles (Parry-Strike, Parry- Riposte, Parry-Lunge, Wall of Steel) or lungers work well. However, almost any style can win fights with lots of hit points, high will, and the best armor in the game (APA/F). You'll notice I don't mention wit. That is because defensives can come very stupid (3 wit) or Geniuses (21 wit). Wit is always good, but defensives can win without it. Hybrids are the hardest type of warrior to learn and win with. There are many different ways to make them. They win by combining some combination of offense and defense to win fights. They normally have at least a moderate amount of constitution. Assur prefers to have 11 strength on hybrids in order to carry decent weight, but many managers are fine with 9 strength. It is difficult to win with 'big' hybrids because they need the points elsewhere. Wit is always desired. Will depends more on style and design than being required. Speed is completely unnecessary and you'd rather have points elsewhere. Deftness should be at least 11 for most hybrids. The traditional best hybrid styles are Lunger, Total Parry, Wall of Steel, and Parry Riposte, but once again, there are many ways to make hybrids and any style can fight like one. I will go into much more detail into the different types of warriors in the coming weeks, but you'll see some patterns that arise. -- Both Consortium and Assur recommend not going below 7 strength on most warriors. Aimed Blows are the only style that can 'excel' with very low strength. -- 11 Deftness is magical. It gives you most weapons well suited and lots and lots of important skills. Note that Aimed Blows want 17 or 21 deftness normally! -- Will is also a stat that you normally never want below 7. And 7 is really low (only really recommended for endurance conserving styles: Parry Strikers, Aimed Blows, Total Parries, and Parry Ripostes) -- Every style wants wit. 11 is bare minimum for offensives. Wit is considered the most important stat by many managers (Assur considers it 2nd or 3rd most important (after Will and Strength) -- Size is probably most important to Hybrids, simply because with too many points on size, you don't have enough points to be good. High size is 'best' on Offensives, but defensives can sometimes deal with it. Note that for size, smaller is usually considered better, as long as you don't do little damage with a blow. -- Constitution is not needed at all for offensives, while desired on the other two types. For Defensives, it is a primary stat. -- Speed is the least important stat for hybrids and defensives (you almost never want to add to speed on these types of warriors). For Offesives, add to an even value, but even on offensives, speed is not the most important stat, especially if you can get high wit and will. -- By Assur >)]H[(< + -----:----- + >)] *IHI* [(< + -----:----- + >)]H[(< Profile of a Style Parry-Riposte When you read about the parry-riposte style in the rulebook, it looks like it might be a lot of fun to run, and it is. But it's also really tricky. The plain offensives: basher, lunger, slasher, striker, and the total parry, are easier. I don't think I've ever heard a manager say that he really understands the parry- riposte style, I certainly don't myself. But I've run a lot of them, and some have survived, and they ARE fun. So just for a basic introduction to warriors of the parry-riposte style, known to one and all as rippers, here's what I know. Design: This is tough. The ripper needs it all! Especially important, though, are endurance from constitution (CN) and will (WL), plus skill from wit (WT) and deftness (DF), and it doesn't hurt to have enough strength (ST) to do a decent amount of damage... and what does that leave that you can go short on? Size (SZ), okay, a ripper can be--usually is--small. Speed (SP), well, I just don't know. It wouldn't hurt them to have speed, but where are all the points going to come from? I have made a lot of rippers over the years, some of them from roll-ups that were spectacularly unsuited to the style. These are ones who lived to graduation: Santee 13- 7-14-17-15- 8-10 LO mod/mod slash Toryn 9-12- 7-13-15-11-17 EP vlo/mod Scovellie 9-13- 8-17-17- 5-15 SH low/mod Chia 10-13- 5-17-17- 5-17 SS low/high Saba 5-17- 9-15-17- 4-17 EP mod/low Bali 9- 6-14-15-17- 8-15 LO vlo/mod Jane 9-10- 9-17-17- 5-17 SS mod/mod lunge/riposte Cedar 15- 6- 7-15-17- 9-15 LS mod/mod Azureen 9-12- 8-17-10-11-17 SC high/mod riposte Similde 6- 6- 5-17-17-16-17 LO low/mod Tailida 9-13- 5-15-17- 8-17 SH low/mod Korlo 9- 8-12-17-15- 8-15 LS vlo/mod Tilona 9- 9- 7-15-17-10-17 SH low/mod lunge You'll see my biases at work here. Strength is usually at least nine; in the cases where it started lower, the warriors were cursed with little damage, and I trained it up as soon as I could. (The numbers shown here are all original, before stat trains.) Constitution generally moderate. Most of these warriors could take a hit or two and survive. Size mostly small, but not always. I did try a couple six-footers, and they didn't do as badly as one might expect. Wit is 15 or 17, except in one case. I always look for brains in a gladiator, and this style needs it. Will is, except in one case, 15 or 17. High will improves endurance, an important factor for a parry-style, and makes it easier to train stats when the time comes. Speed may be anything. I generally did not add any points to speed during the design phase. Deftness is 15 or 17 again, except in one case. Deftness, and the skills that go with it, are important to a finesse style like the ripper. Plus, where strength may be a problem, accuracy helps. Weapon selection: There are six weapons well suited to the parry-riposte style, listed below with the minimum stats required for their best use. Epee ST 7 SZ - WT 15 DF 15 Longspear ST 11 SZ 9 WT 5 DF 9 Longsword ST 11 SZ - WT 13 DF 11 Scimitar ST 9 SZ - WT 11 DF 11 Shortspear ST 9 SZ - WT 7 DF 7 Shortsword ST 5 SZ - WT 11 DF 3 Only weapons well suited to the style will show up as favorite weapons when a warrior graduates. Yes, you CAN put other weapons in their hands, but you aren't likely to get the best results that way. (You may note that some of my graduated rippers listed above were initially unable to use their favorite weapon to best advantage. This is one of the sneaky things the Gladiatorial Commission does to keep you on your toes.) I STRONGLY advise that when you design a ripper, consult the weapon chart and make sure that your warrior will have the stats to use at least one of the weapons listed to its best advantage. Armor selection: This depends on how you plan to run the warrior. If he's going to be fast, and/or he can take a few hits (takes normal damage, for instance, signified by no comment on the overview) but maybe has low endurance, put him in light armor. If you plan to run him slow, or he can take little damage but maybe has high endurance, put him in medium to heavy armor. Strategy: This is always a tricky thing to advise people on, which is why I've listed the favorite rhythms on the warriors above. Very low (vlo) is 1 or 2, low is 3 or 4, moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10. Offensive effort is listed first, then activity level. You can see that most rippers in this sample prefer to run at middling speeds, usually with the activity level higher than the offensive effort. Not all of them, but a majority. You can ignore that--I sometimes do--and run them fast and hard, as though they were simple offensive warriors. Some take to this treatment, others burn out. The medium speeds are safe, and a place to start from. You'll note I haven't mentioned kill desire here. There is no such thing as a warrior or style having a favorite kill desire. Your kill desire can have a profound effect on how the warrior fights, but it is strictly a personal decision. However, I can say that my own experience has been that if a warrior has a high KD in desperation, he will tend to go berserk, and if he has a low KD in desperation, he will surrender. Warriors who surrender lose fights, but generally they survive to fight again. I can't say the same of warriors who go berserk in desperation. Tactics: I don't use tactics much, myself, but that's just me. You'll note that out of the thirteen warriors listed above, two have favorite offensive tactics (slash and lunge) and one has a favorite defensive tactic (riposte) and one has both an offensive and a defensive tactic (lunge/riposte). All this tells us for sure is that slash, lunge, and riposte are tactics that rippers can use well (or they wouldn't appear as favorites). Experiment with them, but don't try to use an offensive AND a defensive tactic in the same minute; it confuses the warrior. And to go from the general to the specific-- Profile of a Warrior Tailida Dawnrain Tailida is one of the rippers listed above. She's left-handed She's intelligent Makes the most of her enemy's mistakes Has an unusual fighting style that confuses many opponents Rarely makes mistakes Is always thinking ahead She plans out every move that she makes, seldom wasting any effort She is very quick (the DF more than the SP, I think) She cannot carry a lot of weight in armor and weapons (more a question of her SZ than her ST) She is incredibly quick and elusive on her feet Making even dangerous opponents look harmless She does little damage with each blow (curses! I had hoped that the ST of 9 would offset her small SZ. It didn't.) ST 9 CN 13 SZ 5 WT 15 WL 17 SP 8 DF 17 If I decide to run her on the Isle, I will train up her ST until I get normal damage. (Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is a barren stretch. But it WILL increase the amount of damage a warrior can do.) She graduates with a master in riposte, an expert in attack, a master in parry, and an advanced expert in defense. She is naturally adept with the shortsword, which I don't think she tried She favors a fighting rhythm of low offensive effort and moderate activity level And she tends to learn parry skills most easily. She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51). On the same turn as her graduation notice arrived, she was challenged by a total parry in plate armor and a full helm, carrying a broadsword and a medium shield. Tailida herself was in leather armor and a helm, carrying a scimitar (and a backup). Tailida was running 7-7-x, faster than she would have liked, but that's how she's being running straight along, and it kept her alive and with a winning record, so I don't want to hear her complain. Tailida got the jump and hit her opponent twice in the first minute, several other blows being parried, hit once each in the second and third minutes, with other blows being parried, was parried completely in the fourth minute, was showing signs of weariness in the fifth minute but still managed to land a few blows in the fifth, sixth, and seventh minutes. Then she collapsed with exhaustion at the end of the seventh minute and lost the fight without being hit once. This is why you find managers speaking harshly of "scum": we all hate to see our warrior work hard, do all the right things, and lose because the opponent wasn't doing anything but standing there in heavy armor. Jorja The Middle Way +<]H[>+-----+<]H[+ Question of the Week #7 +]H[>+-----+<]H[>+ From turn 414: All -- In case last cycle's personals don't make it: What are the advantages and disadvantages of using one or two weapons. I'm particularly interested in Riposte effects. -- Q.O.W. Hanibal Q.O.W. -- Two Weapons. That's a good subject. Disadvantages: Few if any, but it has been suggested that some weapons give bonuses to attack if you use them in two hands instead of one, such as SC. An obvious one is you can't use two handed weapons. If you don't have the attribute requirements (which are more stringent for off-hand weapons), then you may suffer penalties when using certain combinations. Last, you may swing with an off-hand more than you want, say if you are using a shield. It's usually prefered to have a real weapon in your off-hand. Advantages: You have a second weapon already in hand if one breaks. If you are ambidextrous, this is the biggest advantage, because they will swing with that off- hand weapon almost as if it were their on-hand. My ambi-warriors will win fights with off-hand weapons. An off-hand weapon is not bound to a warrior's style suitability, so a LU could use a SC in their off-hand without penalty if they have the attribute requirements. Another advantage is suggested in that it assists in parrying. I tend to think highly coordinated warriors are better at parrying with their second weapon than those who aren't. I rarely use shields, so I can't comment extensively on their benefits over a real weapon, especially in AD, but in basic, shields seem to make it easier to parry attacks. Riposte and 2-Weapons: I have not noticed any specific variance in the ability of a warrior to riposte if they are using two weapons. Once in AD, riposting is more often than not following a dodge. I don't think there is much correlation here, but it is definitely something to look into. -- Adie The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager who is himself an alumnus of Noblish Island. The answers are provided by other managers in that arena. Any manager here in Noblish who wishes to pose a question to the more experienced managers of Aruak City, feel free to do so, either by sending in a personal directed to DM 11 and identifying yourself as a manager from Noblish seeking enlightenment, or by posting the question here, in which case I will be glad to see that it reaches Aruak. Also, Hanibal sends you greetings and asks that we remind you that all arenas do not have the same attitude and local conventions. Aruak City is an Andorian arena and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except from the throne or in bloodfeuds, no deliberate attempts to kill the warriors of other managers, and a general attitude of friendly respect toward the other members of the arena. It is, in fact, a fine arena, and one where you would all be welcome (though there are plenty of others--just ask, and I'll be glad to tell you about my favorites). If you have questions that you would like answered by the experienced managers of the game, don't hesitate to ask--we can't answer if you don't ask. Questions can be posed in the personals here, or by email to me (jputney@zianet.com) or Pagan (pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93. Question from turn 415 of Aruak City: All -- Do you think you get negative modifiers when you go desperate? What about "is dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal Q.O.W. Answers from turn 416: Hanibal -- That's a good question! I honestly don't have much of an opinion on that. In the old days, warriors could get permanent wounds that would affect their fighting in later matches (but not anymore), and it's been suggested that getting hit in certain locations affects what your character can do during a match (obvious cases are losing the use of an arm or being knocked down), but the sorely wounded comments? It probably just has to do with giving a hint as to how close that warrior is to going down if it gets hit in that badly wounded spot again. -- Adie QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of shock', etc., a warrior's ability to defend themselves is penalized. Desperation by itself may not represent an ability penalty as much as a time to check for surrender and a switch to the desperation strategy. Often, with a drastic strategy switch in desperation, a warrior's performance can improve. -- Carmen QOW -- I've noticed that by the time I get somebody to that point they're finished. But I've also noticed that some of my more defensive comrades will give their opponent a moment to recover and they're still able to. Despite this I would say that by the time the comments you listed come into play the warrior who's getting beat is in really bad shape. Whereas statements like "fights with the cunning of desperation" or "eyes flare with renewed determination" still leave plenty of room for the warrior to make a comeback. Therefore I would say that the earlier desperation statements don't carry any significant penalties. -- Maxwell Honorblade * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * ---===FREE BLADES REGIONAL NEWS===--- Duelmasters ----------- DM 9 ZUKAL (turn 712): BLUE STREAK of BLUE MOON (Jorja, mgr.) DM 12 RIZTAB (turn 714): DIZZY GILLESPIE of BLUE NOTE (Howlin' Wolf, mgr.) DM 13 DULLENS (turn 659): THE BEAKSTER of ARCANE ROYALTY (Destitute Noble, mgr.) DM 15 MALCORN (turn 708): DEATHSTALKER of CRUCIAL TAUNT (Daikkan, mgr.) DM 16 WILLAF (turn 710): TWILO TALON of TALON'S TERRORS (Floyd, mgr.) DM 17 ALJAFIR (turn 702): WHIRLING FROGGY of KAOS FROGS (Grimm, mgr.) DM 19 ZUWAYZA (turn 703): SIR BLUEBELL of LORDS INC. (Lord Z., mgr.) DM 28 MORYA (turn 353): POP TARGET of DODGE BULLETS (Jorja, mgr.) DM 29 LAPUR (turn 700): GRASSFIRE of CARDOW HUNTERS (Jorja, mgr.) DM 31 CHIMLEVTAL (turn 351): DRONE-ON of BAD NEWS BEES (Stinger, mgr.) DM 32 ARVAT (turn 696): PAM DEMONIUM of DEVIL ADVOCATES (The Dark One, mgr.) DM 33 NIATOLI ISLAND (turn 693): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr.) DM 35 MURSKA (turn 685): SMILE WAFFLE of HAPPY FUN TIME (Floyd, mgr.) DM 43 VEASTIAN (turn 644): ARCHERS OF LOAF of UNC COLLEGE RADIO (Floyd, mgr.) DM 45 STORMCROWE (turn 329): AURORA MARIE of NORTHERN LIGHTS (Jorja, mgr.) DM 47 NORTH FORK (turn 323): FROSTY of FAST FOOD (Madwand, mgr.) DM 50 SNOWBOUND (turn 310): 4-H of LIFE IMPACTS (Coach, mgr.) DM 56 ROCANIS (turn 575): DRAKEN-KORIN of MEN OF STEEL (Howlin' Wolf, mgr.) DM 60 ARADI (turn 560): TICK ... TOCK of UNNAMEABLES (Howlin' Wolf, mgr.) DM 61 JURINE (turn 542): DARTH VADAR of STAR WARS (Sir Jessie Jest, mgr.) DM 65 DAL SHANG (turn 537): LINDIS TYL SARRO of SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 258): SUN STROKE of SUPER STARS (Crip, mgr.) DM 74 DAYLA KIV (turn 498): SPIDERPIG of HOMER'S PETS (Floyd, mgr.) DM 75 JADE MOUNTAIN (turn 492): KOGAN DJIAN of SAND DANCERS (Jorja, mgr) DM 78 LIN TIRIAN (turn 484): NAKED LUNCH of SHEWISH BUFFET (One Armed Bandit, mgr.) ADM 103 FREE BLADES (turn 601): NOREASTER of DIRT DEVILS (The Dark One, mgr.) Top Teams --------- DM 9 ZUKAL (turn 712): CRIMSON DEATH (Verol, mgr.) DM 12 RIZTAB (turn 714): DREAMERS (Sleepy, mgr.) DM 13 DULLENS (turn 659): ARCANE ROYALTY DM 15 MALCORN (turn 708): CRUCIAL TAUNT (Daikkan, mgr.) DM 16 WILLAF (turn 710): SHADOWMONGERS (Shadow, mgr.) DM 17 ALJAFIR (turn 702): MIDDLE WAY (Jorja, mgr.) DM 19 ZUWAYZA (turn 703): THE MAGNIFICENT MAGS (Jorja, mgr.) DM 28 MORYA (turn 353): DODGE BULLETS (Jorja, mgr.) DM 29 LAPUR (turn 700): METAL MINCERS (Oremaster, mgr.) DM 31 CHIMLEVTAL (turn 351): POSITION IS EMPTY DM 32 ARVAT (turn 696): POSITION IS EMPTY DM 33 NIATOLI ISLAND (turn 693): SEA DOGS (One Armed Bandit, mgr.) DM 35 MURSKA (turn 685): HAPPY FUN TIME (Floyd, mgr.) DM 43 VEASTIAN (turn 644): THE FAMILY (Jorja, mgr.) DM 45 STORMCROWE (turn 329): DARQUE FORCES (Master Darque, mgr.) DM 47 NORTH FORK (turn 323): FAST FOOD (Madwand, mgr.) DM 50 SNOWBOUND (turn 310): LIFE IMAPACTS (Coach, mgr.) DM 56 ROCANIS (turn 575): MIDDLE WAY 20 (Jorja, mgr.) DM 60 ARADI (turn 560): RED DOG GANG (Spot, mgr.) DM 61 JURINE (turn 542): STAR WARS (Sir Jessie Jest, mgr.) DM 65 DAL SHANG (turn 537): SAND DANCERS (Jorja, mgr.) DM 73 ERINIKA (turn 258): SUPER STARS (Crip, mgr.) DM 74 DAYLA KIV (turn 498): MEDAL OF HONOR (The Anarchist, mgr.) DM 75 JADE MOUNTAIN (turn 492): SAND DANCERSS (Floyd, mgr.) DM 78 LIN TIRIAN (turn 484): SAND DANCERS (Jorja, mgr.) ADM 103 FREE BLADES (turn 601): DIRT DEVILS et al (The Dark One, mgr.) Recent Graduates ----------------- DM 9 ZUKAL (turn 711): TRAKE DARROWS of CRIMSON DEATH (Verol, mgr.) DM 16 WILLAF (turn 709): JOHN DERE of PUNNY AMINALS (Jorja, mgr.) DM 29 LAPUR (turn 700): GRASSFIRE of CARDOW HUNTERS (Jorja, mgr.) MOTHIAS of MID EARTH (Visionist, mgr.) DM 31 CHIMLEVTAL (turn 350): BUMBLE of BAD NEWS BEES (Stinger, mgr.) XANDAR of AVENGERS (Huckle Cat?, mgr.) DM 33 NIATOLI ISLAND (turn 692): SHELLBACK of SEA DOGS (One Armed Bandit, mgr.) DM 47 NORTH FORK (turn 323): FROSTY of FAST FOOD (Madwand, mgr.) (turn 322): WILHELM SCREAM of OTTODROME TW (Otto X, mgr.) DM 50 SNOWBOUND (turn 310): MATH of LIFE IMPACTS (Coach, mgr.) DM 60 ARADI (turn 560): FENWRIST of RED DOG GANG (Spot, mgr.) PRIME MINISTER of INGRATE WHITE NORTH (Crip, mgr.) DM 74 DAYLA KIV (turn 498): SPIDERPIG of HOMER'S PETS (Floyd, mgr.) DM 78 LIN TIRIAN (turn 484): NAKED LUNCH of SHEWISH BUFFET (One Armed Bandit, mgr.) SPY REPORT Greetings, Warriors of NOBLISH ISLAND. Allow this humble servant Novgorodny Vir to give you a respite from the fights in the form of this Spyreport. COLLEGE FOOTBALL had cause to celebrate, after HOOSIERS got 15 points by beating ELMER GREEN. Win some, lose some. Speaking of which, HOOSIERS was winsome, after beating ELMER GREEN and seeing him lose 13 points. Now I can't insult ACES, as he has gloriously dueled to the top. Oh great new Duelmaster!!! (Stop me if I lay it on too thick) Word has it one team in NOBLISH ISLAND is using psychics to predict wins. They lead a charmed life! A Zenmaster once told me, 'Does not the spinning wheel turn? And do not the little birds cry out?' Any ideas? Like a horde of jackals fleeing from the lion, so did the "warriors" in NOBLISH ISLAND avoid BASH BROS SUITCASE. As a woman of good breeding scorns the "warriors" of COLLEGE FOOTBALL, so did that sorry team shy from BASH BROS SUITCASE Everyone is famous for fifteen minutes, and BROKEN WHEEL is it right now. Most challenged warrior. Isn't BASH BROS SUITCASE proud! Is there life after death? Pragmatics (and warriors) know there is death after life! Questions are being raised about the disposing of severed body parts in the arena. A certain tavern in NOBLISH ISLAND would I avoid! Do not think spyreporting in NOBLISH ISLAND is the highlight of my life. More important duties call me. NOBLISH ISLAND, I leave you now. The Duelmaster has agreed to foot my bill at The Warty Toad. 'Til next time-- Novgorodny Vir DUELMASTER W L K POINTS TEAM NAME ACES 9405 5 1 1 43 COLLEGE FOOTBALL (1618) ADEPTS W L K POINTS TEAM NAME GAMECOCKS 9401 4 2 0 40 COLLEGE FOOTBALL (1618) JAYHAWKS 9402 5 1 0 39 COLLEGE FOOTBALL (1618) CHALLENGER INITIATES W L K POINTS TEAM NAME HOOSIERS 9404 3 3 0 30 COLLEGE FOOTBALL (1618) TIGERS 9403 3 3 0 26 COLLEGE FOOTBALL (1618) CHARLOTTE ELLIS 9418 2 1 0 25 LOW ROAD 5 (1620) INITIATES W L K POINTS TEAM NAME OVERFILLED 9411 4 2 0 21 BASH BROS SUITCASE (1619) BROKEN WHEEL 9410 4 2 0 18 BASH BROS SUITCASE (1619) OVERTHEWEIGHTLIMIT 9408 5 1 0 17 BASH BROS SUITCASE (1619) RIPPED OPEN 9415 2 3 0 15 BASH BROS SUITCASE (1619) -DOMITIUS 9362 3 3 2 14 OLYMPUS MAXIMUS (1612) HOLES 9407 2 4 0 10 BASH BROS SUITCASE (1619) -VITRUVIUS 9406 1 2 0 10 OLYMPUS MAXIMUS (1612) INITIATES W L K POINTS TEAM NAME DAISY FRYE 9417 1 2 0 8 LOW ROAD 5 (1620) ELMER GREEN 9416 2 1 0 7 LOW ROAD 5 (1620) BENNY DOGGE 9419 1 2 0 5 LOW ROAD 5 (1620) ABRAM CROSS 9420 1 2 0 5 LOW ROAD 5 (1620) -METALLUS 9364 1 2 0 5 OLYMPUS MAXIMUS (1612) -HONORIA 9363 0 4 0 4 OLYMPUS MAXIMUS (1612) -AURELIUS 9413 0 1 0 1 OLYMPUS MAXIMUS (1612) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? PERSONAL ADS Overfilled -- What the...! What are you filled with? Lead? My high powered scoring machine just couldn't move you out of the trenches. You dirty, rotten, uh, uh, uh, winner! -- Tigers (prediction Clemson 31 LSU 21) Benne Dogge -- I took the high road. -- Hoosiers (sitting out the bowl games this year--as usual) Captured Orc -- I got you where I wanted you, then whammo! -- Jayhawks (suggesting basketball season is far more important) Average Joe -- There was nothing average about the way you pounded me, Bud. My, oh, my, I hurt. -- Aces (wondering what it takes to get to the big time) Honoria -- You were no match for my talent. Besides, we have The Old Football Coach! -- Gamecocks (prediction South Carolina 28 Michigan 10) All -- Just think, I have to put up with this team all the way to March Madness! -- Coach Rah Rah (feeling good about staying 1 win ahead of Coach Assur) Hoosiers.... Is that like owls or something? -- Benny Dogge Neuter Nell -- Well, I can't make a lot of comments on that fight (and you might not see them even if I did), because Jorja doesn't like to read long fights. And *I* can't read it. Not in my job description. So, wherever you guys have gone, good luck to you. -- Abram Cross Quick Hit Harry -- Too bad you couldn't TAKE a quick hit. But that's life in the arena. -- Charlotte Ellis Metallus -- Huh, looks like you didn't have much of a chance there. Well, for a start, drop the off-hand weapon. It didn't do you a bit of good. Train the deficient stat. Maybe more armor. -- Elmer Green P.S. Consider fighting by torchlight. Holes -- Luck is the word for it. -- Daisy Frye Vitruvius -- Good win for you! -- Ripped Open Domitius -- As a manager that specializes in bashers (because I enjoy them, not because they are 'better' than other styles), realize that when you face one of my bashers, it almost certainly isn't horrible (though I do run some horrible ones, too). -- Assur What does it mean when a manager says one of his warriors 'Has it', is 'knacky', or fights very well. Usually this means that the warrior is exceeding the expectations a manger would have for it. Some warriors simply fight way better than you'd expect while others fight worse than you'd expect. The ultimate reason for this is not really known, though many managers suspect there are one or more 'hidden stats' on your warrior that make your warrior better or worse. It could mean that the warrior is well suited to the strategy (including weapon and armor) that you're using. It could mean the warrior has just been lucky. It could be good matchups. There are many things which affect performance and it is really hard to know exactly what makes an individual warrior 'good'. But whether there is a hidden stat(s) or not, most managers have seen warriors over and under perform. -- Assur P.S. Assur does believe there are one or more hidden stats. ALL -- MERRY CHRISTMAS, HAPPY HOLIDAYS AND A HAPPY NEW YEAR TO ALL IN ALASTARI!!! May your year end in peace and the new year hold great things for you and your families. -- Gentleben (Sunset-21, Morya-28, Arvat-32 and Talahya-100) LAST WEEK'S FIGHTS ACES devastated OVERFILLED in a 1 minute mismatched Challenge Title fight. GAMECOCKS vanquished BROKEN WHEEL in a 1 minute uneven Challenge battle. HOOSIERS demolished ELMER GREEN in a 1 minute uneven Challenge fight. JAYHAWKS was viciously subdued by THE USEROUS MERCHANT in a slow 8 minute contest. OVERTHEWEIGHTLIMIT subdued DAISY FRYE in a crowd pleasing 5 minute competition. TIGERS vanquished ABRAM CROSS in a 1 minute mismatched fight. HOLES was overpowered by CHARLOTTE ELLIS in a 1 minute mismatched brawl. RIPPED OPEN overpowered BENNY DOGGE in a 1 minute uneven melee. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |BASHING ATTACK 4 PARRY-STRIKE 3 - 1 - 1 75 | |STRIKING ATTACK 3 LUNGING ATTACK 10 - 6 - 0 63 | |AIMED BLOW 2 BASHING ATTACK 38 - 25 - 3 60 | |SLASHING ATTACK 2 TOTAL PARRY 13 - 10 - 1 57 | |WALL OF STEEL 2 STRIKING ATTACK 24 - 21 - 4 53 | |LUNGING ATTACK 1 PARRY-RIPOSTE 1 - 1 - 0 50 | |TOTAL PARRY 1 SLASHING ATTACK 10 - 12 - 1 45 | |PARRY-LUNGE 0 WALL OF STEEL 7 - 12 - 0 37 | |PARRY-STRIKE 0 AIMED BLOW 11 - 20 - 0 35 | |PARRY-RIPOSTE 0 PARRY-LUNGE 0 - 0 - 0 0 | Turn 367 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: LUNGING ATTACK 1 - 0 BASHING ATTACK 1 - 3 4 BASHING ATTACK TOTAL PARRY 1 - 0 PARRY-LUNGE 0 - 0 2 STRIKING ATTACK STRIKING ATTACK 2 - 1 PARRY-STRIKE 0 - 0 1 SLASHING ATTACK AIMED BLOW 1 - 1 PARRY-RIPOSTE 0 - 0 1 AIMED BLOW SLASHING ATTACK 1 - 1 WALL OF STEEL 0 - 2 1 WALL OF STEEL 1 LUNGING ATTACK 1 TOTAL PARRY TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME SLASHING ATTACK ACES 9405 5 1 1 43 COLLEGE FOOTBALL (1618) AIMED BLOW GAMECOCKS 9401 4 2 0 40 COLLEGE FOOTBALL (1618) WALL OF STEEL JAYHAWKS 9402 5 1 0 39 COLLEGE FOOTBALL (1618) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is ACES 9405. The most popular warrior this turn was DAISY FRYE 9417. The ten other most popular fighters were ACES 9405, GAMECOCKS 9401, HOOSIERS 9404, OVERTHEWEIGHTLIMIT 9408, TIGERS 9403, RIPPED OPEN 9415, CHARLOTTE ELLIS 9418, OVERFILLED 9411, BROKEN WHEEL 9410, and ELMER GREEN 9416. The least popular fighter this week was JAYHAWKS 9402. The other ten least popular fighters were BENNY DOGGE 9419, HOLES 9407, ABRAM CROSS 9420, ELMER GREEN 9416, BROKEN WHEEL 9410, OVERFILLED 9411, CHARLOTTE ELLIS 9418, RIPPED OPEN 9415, TIGERS 9403, and OVERTHEWEIGHTLIMIT 9408. REALITY SIMULATIONS E-MAIL ADDRESSES For those of you who have e-mail access, you may find it more convenient to e-mail us! At this time, we cannot accept e-mailed strategy sheets, but we can accept your personal ads. If you would like to e-mail your personal ads, team spotlights, and DM columns, e-mail them to this address: ADS@REALITY.COM Our Customer Service Department has a separate e-mail address. If you have questions or any other requests, feel free to send us e-mail to this address: CSR@REALITY.COM Thank you. We wish you the best of luck in your games! -- RSI A NOTE ON MAILMEN In response to the articles on new fighting styles, those were good, but how can you forget our most favorite warrior who has a style all his own? The Mailman! To Duelmasters he is our most sacred person. I mean, how many of you managers out their have sat down and calculated what day your Duelmasters will arrive and have sat waiting for it to arrive, while unknown to you, your mailman is fighting away to get your Duelmasters delivered. Let's review him... ST - should be around 19. He needs to heft two medium bags, cloth mail armor and a ton of rubber bands. CN - 13, give or take a few. He does get bitten by dogs often. SZ - Any. WT - At least 10. He often likes to read the mail. WL - Try about 20. He must endure all kinds of weather. SP - 16 is good. He needs to run across streets in traffic. DF - 10 is good. Sometimes he has to carry packages. This setup should get you a good mailman but they are hard to come by. If you can come up with any better, diplo me. I am: Staple Gun mgr. of Technet (3) The New Deal (23) I am currently working on the U.P.S. and Federal Express warriors. "Strikers R Us" Greetings, everyone. It is I, Talon, again. I am very glad to see everyone participating in the arena and sharing their thoughts on styles and strategies. This turn I will take on the striking attack style, which is certainly one of my favorites. I believe the striker is one of the easiest styles to run, and one in which no team should be without. A high-powered striker can diversify and empower your team. A well run striker can beat any other style, period, at any level in regular Duelmasters. In arenas where scum TPs are rampant, strikers are just the answer as they can attack for up to 12 minutes or more. Strikers are versatile. They can do exceptionally well with a dagger as a weapon or with a halberd. They can do well with no armor or with plate armor. Stats: Biff Primal Solid Perfect ST 5-21 9-17 13 15 CN 3+ 3+ 6 3 SZ 9-21 3-17 9 5 WT 3-17 17 + 17 21 WL 9-17 13 + 17 15 SP 5+ 5-13 9 8 DF 9+ 9-17 13 17 With the way I design strikers, there are essentially two strikers that evolve. The BIFF and the PRIMAL. The Biff striker is typically one that is not looking long- term, but one which I want to run and have fun with. With this striker, I try to have one stat (wit, will, or deftness) which is extraordinary, one which is average, and the other ends up being at some non-normal level. Some examples of the Biff are: 10- 10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21- 3-15-21-5-8-11. With these warriors, the emphasis is on having fun and learning more about the style. The Primal is essentially a Primus-quality warrior. In this category, the striker will be designed with stats that most other managers will gasp, "OH MY, WHY DID YOU MAKE HIM A STRIKER?" It is also the warrior that will be Duelmaster for 8 straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex. The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with a 13+ will and who will do normal damage or better. The goal with the Primal is a 21 wit and 17 deftness, because this will ensure a great warrior. Weapons and Armor: As for weapons, the best striking weapons that I have found and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword, longsword, war hammer, and sometimes the short spear. I don't run my strikers with shields or off-hand weapons, as it takes away from their attack. The heaviest armor I will use is padded leather. Always wear a steel cap or a helm. Strategy (general): Min. 1 2 3 4 5 6+ Desp OE 10 8 6 6 6 5 5 AL 10 5 4 2 2 1 8 KD 6 8 6 6 6 5 5 attack arms/legs/head -- take your pick protect arms/legs/head -- take your pick off tactic decise, slash, bash, depending on weapon def tactic response is best; try dodge though. With this strategy, a striker with a normal endurance should fight for eight minutes as a scum TP and come out on top, outrageously victorious. Just match your weapon with your tactic and only use the tactics in minute one or desperation. If you have any further questions on this or any other style, feel free to diplo me. Talon, mgr. Eagle's Claw HOW I MADE DUELMASTER IN THREE EASY STEPS OR a new look for Aimed Blows Greetings and salutations, all. Here's a new twist on aimed blows I haven't seen before....one that works, at least for me! Here's what I did with Rex Walters, my first Duelmaster in the Free Blades transfer arena, DM 70. ST: 17 (for good damage, attack and parry skills) CN: 13 (gonna need every hit point he can get) SZ: 4 (smaller the better!) WT: 4 (overrated for aimed blows!) WL: 21 (if ya try this method, 17 is a MINIMUM) SP: 4 (ya want NO speed, none, nothing, zero!) DF: 21 (better max this one out too, at least a 19) You laugh at me? I started expert in both attack and parry! (OK, so I got lucky, I didn't expect either one of em.) But both are in reach with a little luck. Hey, if ya can get that strength to 21 you're almost guaranteed those experts... though a bit more CON would be nice. But how do I RUN this monstrosity, you may ask? Why, I'm glad you inquired! LOTS of armor. The hit points combined with, say, platemail should win this character a lot of fights. But, while I've picked up a few easy wins scumming, that's not really what this character does best. I use the only weapon Rex is well suited to: the bare hand. With an offhand small shield or shortsword, so I can take advantage of that expert parry rating. So: FI-SH, APM-H. And I run him at a 4 offensive effort, with a matching 4 activity level. He can last through the initial onslaught of nearly any offensive, then smash them.... like a good waste. And with that monster endurance and good damage, no one scums this warrior! I attack and protect the head, usually, and keep the kill desire high... 5-7 generally. Now, how to become Duelmaster? Well, step one is fight your first fight... and train your CON. Step two, now that you're in the arena, is get a fight with an up-and-coming young warrior from the Duelmaster's team... and kill them. (I randomly matched up with, and killed, a member of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear themselves out but haven't quite dropped are the easiest to kill. Then, when the Duelmaster comes at you (bragging about how he "only" needs to beat you twice to assure his ascension to the Isle) you stomp him. Badly. Once you're on that lofty throne he won't even be able to bloodfeud you, since you can bet he's not gonna be anywhere near the challenger champions after losing to a 2-fight warrior (just ask Ciron of ENDS WITH IRON, now in AD). There are drawbacks, of course. Once you get to that level, odds are you're gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this trick... Oo! I love mixed metaphors...) But... even a 4 wit warrior can learn skills against gladiators with 50 fights! Rex is now 7-3-1. All three losses have come against warriors now in AD. In those ten matches, he's trained his strength and constitution once each, and learned twenty skills, including his adex in both parry and attack. And boy, is it fun humiliating some of those "gods" bound for AD! What else can one do with this warrior? Well, Rex is, get this, well suited to an off-hand epee! He wouldn't dare use one as a primary weapon, but its a great off- hand toy... Does he have what it takes to be a long-term winner? Who knows? He's probably the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and climbing....and he'll meet ya in AD! Amazingly enough, this is not an isolated fluke. We entered a similar warrior into Bloodgames (with the 4's as 3's, and a bit more CON). That warrior, Jalon, is now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena. Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now... Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's another story... --Khyron mgr., Pitt Gladiators (2,29,56,103) Jayhawks (70) Silent Storm (65,74,75) and numerous others.... THE WALL OF STEEL AS A BERSERKER This article is for newer players; more experienced managers will, I'm sure, have much more sophisticated ideas about warrior design and strategy. This will enable a newbie to design a competent warrior who should be able to achieve a better than 50/50 record. The wall of steel, or "waste," is often considered the second scummiest style in Duelmasters. I love the style, but I don't run mine that way; I prefer to think of the waste as a fierce dervish ripping into his opponent like an airplane propeller. In accordance with this view, most walls of steel that I design couldn't scum if they wanted to (well all right, sometimes it happens by accident if the opposing warrior is going all-out and can't last very long). It's fun to run them fast; they get the jump on people who don't expect it of them, and their fights are exciting. Mind you, they don't win as much as if they ran more defensively, but the ones with good stats still do okay (I'll make practically anything a waste and run it, but this article isn't about the ones that a sane manager would DA). So, here is a design for a competent wall of steel: ST 13+ Needed for endurance, damage doing, and weapon selection. CN 9+ You need a passably good con for endurance. SZ 7+ Teeny weenie wastes don't hit hard enough or take enough damage. Real big (15+) is bad because it hurts endurance. WT 13+ Preferably 17. Like any other style, the smarter they are, the better. WL 17+ Needed for endurance, damage-taking, and sheer grit. 21 is recommended. SP 3+ Whatever. DF 7+ Higher deftness is better, but you can get by without it. As you can see, these are fairly easy requirements. Of course, the more wit, will, and deftness, the better your waste will be (same as any other style). If you don't end up with at least good endurance on the overview, the warrior probably isn't going to do very well. With that high will, though, you can bump con a couple of times and you might get good endurance, so there's still a chance. Choose your weapons based on deftness, and your opponent's armor weight. I normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS. No shield. Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy armor), MS, and BA. The war flail isn't a very good weapon, but you can play with it against leather armor. For armor, I usually choose something middling like ARM & H, but will go with APL & H if he has a lot of con. For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus if his OE equals his KD. Since I don't like to use a kill desire above 6, I don't go by that in the first couple of minutes. Keep the activity level moderate to low; the waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's burning a lot of endurance without that added drain. Attack and defend the arms, like a slasher; a waste is a sort of parry-slasher. A typical strategy for my wastes might look like this: Minute 1 2 3 4 5 6 Desp Offensive 9 8 7 6 5 5 2 Activity 6 5 4 3 2 1 6 Kill des. 6 6 6 6 5 5 2 Att. loc. RA LA RA LA RA LA RA Pro. loc. AM AM AM AM AM AM HE Off tac. none -- -- -- -- -- -- Def tac. -- -- -- -- -- -- P I play with the numbers a lot, depending on what the warrior seems to like. For example, if he doesn't parry too well, I'll give him a more offensive desperation strategy, like 8-4-8-slash. (If I really like a warrior I sometimes use a 7+ KD to try and save his life.) If he never manages to get the jump on anybody, I'll try running him more defensively, like with a first minute of 3-6-3. It's not as much fun as going all out, but it's more fun than losing all the time. You can challenge pretty much any style (lungers aren't recommended). When fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR, PL, or WS), slow down or you will be scummed. For the most part, though, an offensive waste is very versatile and can beat any style. The better his important qualities are (WT, WL, DF, endurance), the better the quality of warriors he can defeat. In other words, if you have a so-so rollup that barely made the minimum requirements, challenge so-so opponents. If you have a good rollup, go for the gold. Challenge warriors with a few more fights than you, so you'll learn plenty of skills--but don't challenge way way up in experience, because it's no fun to lose a good warrior. For the most part, train skills--especially on your challenge strategy, when you're going after someone with more fights! And for sure on the first fight, because you'll likely be matched against someone who can teach you a lot. It's okay to train con once in a while if you need more endurance and damage-taking; and if you have bad luck on the rollup and get "does little damage" or something, you might have to train strength once or twice (no more!). But it's best not to train any other stats until way, way down the road. Ask your DM sponsor or any experienced manager in your arena for more advice (if they tell you I'm full of hot air, they're probably right). A little bit of good advice from a more advanced player can make a big difference in your enjoyment of the game! If you have any questions or suggestions, you can diplo: the She-Puppy, mgr. Mordant Prison DM-1, and others.