DUEL 2 NEWSLETTER Date : 12/09/2016 Duedate: 12/22/2016 NOBLISH ISLAND ARENA DM-93 TURN-467 This Weeks Top Honors THE DUELMASTER IS ONE NUMBER (1705) (93-9944) [9-1-0,96] Chartered Recognition Leader Unchartered Recognition Leader ONE CRIP'S STRIKER ARMY NUMBER (1705) BASH BROS MATCHUPS (1708) (93-9944) [9-1-0,96] (93-9962) [5-1-0,62] Popularity Leader This Weeks Favorite ONE DARK MOON NUMBER (1705) NUMBER KILLER (1711) (93-9944) [9-1-0,96] (93-9981) [2-0-0,18] THE CURRENT TOP TEAM NUMBER (1705) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. COLLEGE MASCOTS (1709) 43 2. BASH BROS MATCHUPS (1708) 16 NUMBER (1705) 3. GREYSKULL (1710) 15 Unchartered Team 4. NUMBER KILLER (1711) 13 5. THE GALLOWGLASS (1703) 2 COLLEGE MASCOTS (1709) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1 NUMBER (1705) 34 15 3 69.4 1/ 1 NUMBER (1705) 10 4 1 2/ 2*COLLEGE MASCOTS (1709) 20 10 4 66.7 2/ 2*COLLEGE MASCOTS (1709) 8 7 3 3/ 4*BASH BROS MATCHUP (1708) 17 13 0 56.7 3/ 3*BASH BROS MATCHUP (1708) 8 7 0 4/ 3*NUMBER KILLER (1711) 5 5 1 50.0 4/ 4*THE GALLOWGLASS (1703) 6 4 0 5/ 5*THE GALLOWGLASS (1703) 17 25 0 40.5 5/ 5*NUMBER KILLER (1711) 5 5 1 6/ 6*GREYSKULL (1710) 4 6 0 40.0 6/ 7*GREYSKULL (1710) 4 6 0 7- 7*CRUEL LORDS (1707) 9 20 1 31.0 7- 6*CRUEL LORDS (1707) 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 Assur's Guide to Pure Defensives After the offensives, parry-based defensives are the easiest style to master, though there are also dodge-based defensive warriors out there (the dodge-based defensives are harder to win with in basic). 1) Design In creating a pure defensive, the things that you should be concerned about are: Hit Points, Carry Ability, Endurance, and your skills in parry and/or defense. Again, other attributes and skills can't hurt, but those are the vital attributes for how you'll be fighting. Hit Points come from Constitution (mostly), Size, and Will Carry Ability comes from Strength and Constitution, though if your Strength is lower than your Constitution, the carry ability only comes from your Strength. Endurance comes from Strength, Constitution, and Will (especially Will) You get Parry Skills at Str: 5, 7, 15, 17, 21, 21 Siz: (5), (7), (15), (17), (21), (21) Wil: 5, 7, 15, 17, 21, 21 Dft: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21 You get Defense Skills at Siz: (5), (7), (15), (17), (21), (21) Wit: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21 Wil: 5, 7, 15, 17, 21, 21 Spd: 5, 7, 15, 17, 21, 21 Dft: 5, 7, 9, 11, 11, 13, 15, 17, 21, 21 Note that for parry and defense skills in size, you get penalized for having higher sizes. For parry based styles, it is highly recommended to have 11+ strength and as much will as you can get. Eleven deftness is also very nice. You can't have too much constitution. It is recommended to not be too big, because you don't typically have enough points for the stats you really want. Wit is nice, but not necessary. Almost always, 1 point of con is better than 1 parry skill. For dodge based styles, it is much tougher. ABs are usually made with 21 deftness because they get attack skill bonuses, but for a pure defensive dodging AB, the deftness isn't as vital. If you're going open handed, strength can be sacrificed. I do not know as much about pure defensive AB's, especially in basic. For Lungers, you want lots and lots of endurance. Twenty-one will and as much strength and constitution as you can get. Low size is highly recommended for dodge based defensives. Somehow you also need to have enough defense skills from your other stats to be able to dodge. High speed is not desired on either, simply because you want those points elsewhere. Simply because of all the parry & defense skills, 11 deftness is suggested as a minimum. 2) Style Choice For parry based defensives, any style that learns parry naturally works fine. Style is almost irrelevant, because in most of these fights, a couple of parry skills or endurance burn doesn't come in to play. There are times when it does, which is what makes Total Parries the king (good endurance conservation and best natural parry in the game), but all of these styles can be very, very successful as pure defensives. Total Parries are the most common pure defensive on the sands. There are plenty of nicknames for Total Parries who are pure defensives, because of how frustrating it can be to face them. They learn parry and defense skills naturally, are well suited to all of the shields, and often ignore opportunities to attack. They also have the highest parry base in the game. Parry Strikers would be my next choice. They conserve endurance better than any of the other parry based pure defensives. They learn parry naturally. They are well suited to the Small Shield. Parry Ripostes conserve somewhere around the same level as Total Parries. They learn parry skills naturally. Because they also learn so many riposte skills, even running defensive strategies they will tend to try to gain the initiative. They are one of the best natural hybrids, but they make fine pure defensives as well. Parry Lungers burn endurance much faster than the styles listed above. They have much higher skill bases overall, but their parry is the same as Parry Ripostes and Parry Strikers. They learn parry naturally. Wall of Steels have the potential for the highest parry in the game. Total Parries will never be bonused in parry skills, so while they start with the most, a Wall of Steel can be bonused and start with two more parry skills than any other style can. On the other side of things, they burn endurance faster than any of the other styles listed and typically use heavier weapons. Like Parry Lungers, they have a higher overall skill base, but for the discussion of the pure defensive, those other skills don't matter as much. The other option is a dodge-based Pure Defensive. Most of the time, these styles are run as hybrids in later minutes, but they both have the ability to run as pure defensives for an entire fight. Lungers are the king in basic. They learn defense naturally and have the highest starting defense in the game. In fact, they are the only style other than Total Parries that learns defense naturally. On the down side, they burn endurance fast. Aimed Blows are the other style that typically runs as a pure dodge defensive. I do not know much about these warriors, but watching them is a thing of beauty. In ADM, when they can start going open handed without concern, they rule the game, but even in basic, they can be very successful. The down side for them is that they do not learn defense skills naturally, so you're really hoping it is their favorite learn. As always, any style can be run as a pure defensive, for part of a fight or an entire fight. The styles listed above are merely the traditional choices. And realize that the dodge based styles I list are often run as hybrids in later minutes. The line between a pure defensive and a hybrid is often blurred, because even some Total Parry pure scum will attack and win fights after their opponent is exhausted (which is one of the hybrid strategies I will mention later). 3) Weapon Selection (with requirements) If you aren't planning to attack, it hardly matters what weapon you use, right? Typically, parry based pure defensives use an off hand shield (and often a main hand shield) Large Shield (13 Str, 3 Wit, 7 Dft) (10+ Dft to use in off hand, depending on Main hand weapon) Medium Shield (9 Str, 3 Wit, 5 Dft) (7+ Dft to use in off hand) Small Shield (5 Str, 3 Wit, 5 Dft) (7+ Dft to use in off hand) ABs often use their Fists, because they get a bonus to their ability to dodge. As with style choice, weapons selection often does not matter for these fights. The fight outcome is more a function of your opponent's ability to take you down or wait you out, not on your abilities or skills. Main hand weapon is whatever you are well suited to. BA (requies 15 str, 7 wit, and 11 deft; plus 9 size if using an off hand) is a nice high damage/low wit choice. SS is a nice low wit choice for some other styles (9 str, 5 wit, and 7 deft). For a dodging warrior, LS might also be a good choice (11 str, 9 siz, 5 wit, and 9 deft). 4) Strategy and Tactics For your parry based pure defensive, 1-1 Parry or 1-1 Open works great. The response tactic has some interesting uses, especially in minute 1 or minute 6. Note that this strategy will usually make your fights quite boring to read, especially the 1-1 parry strategy. This strategy and type of warrior is not meant to be fun, but good ones can amass amazing records, especially before Advanced Duel2. Your best challenges are styles that burn their endurance fastest (Lungers, Wall of Steels, and Parry Lungers) or any warrior that does average damage and runs hot (Many bashers, slashers and strikers). Stay away from Aimed Blows!!! Really not recommended for a parry based defensive to run higher than 6-6 in minute 1. For the dodge based pure defensive, High Activity Level is important. How high depends largely on your warrior. Experiment to find what works best. Offensive Effort is typically low. Dodge or Open for tactics. Once again, the line between pure defensive and hybrid can become very blurred. Not attacking at all may not be your best way to win fights. What if in a later minute you raise your offensive effort and do not use a defensive tactic? You're suddenly not fighting as a pure defensive. For many warriors, this is a much better strategy than simply trying to wait until your opponent drops from exhaustion. The mechanics of the game can allow for some very strange results. I had a basher with very little endurance and 3 will refuse to drop from exhaustion and finally won after 6 minutes against a total parry. This is probably more important for dodge based defensives, but can also be true for parry based defensives. 5) Armor APA/F is the norm. ASM/x is a nice choice, especially against that nasty SC. For dodging defensives, I've experimented a lot and don't have a conclusion as to what armor is best. I try not to overencumber for a dodge warrior, but even though warriors don't dodge as well with APA/F, it is not clear to me that you shouldn't wear APA/F. ***---------*---------*---------*---------**---------*---------*---------*---------*** FINDING FAVORITE WEAPONS -- THE CONSORTIUM WAY Does your battle axe "slice across with tree-felling power"? Or your long sword unleash a "piercingly accurate thrust"? Or your quarterstaff attack with "berserker fury"? No? Read on. A common discussion in D2 is about finding a favorite weapon. Why would anyone want to find the warrior's favorite weapon? Why? Simply because a warrior usually fights much better with his favorite in his hand. Upon graduation to The Isle (Lord Protectorship) each warrior is informed of his birthright favorites. (Called "faves" by most of us.) That includes, the favorite weapon, the favorite rhythm, and with luck, some favorite tactics and/or tactic learns. Warriors also usually fight better when they are on their "faves". This article is only about the weapon part of a warrior's faves. If one could fine a warrior's faves early, one would presumably be giving their warrior a nice advantage in fights. So how does one find a favorite weapon? Actually, you cannot "find" it, but you can surmise it from the data you collect. Consortium managers tend to find their warrior's fave weapon approx. 30-50% of the time before graduation. (Some of the time, the fave is just not discernable; some of the time, the estimate is just plain incorrect.) The Consortium method is as follows: Chart/record these numbers from each fight: Weapon used Swings Crits Extra value hits Then record the data by weapon as follows: crits/swings/EHV. For example, a striker may have tried three weapons with these results: BS 0-21-1 SS 3-13-2 SC 1-19-0 The more crits per swing, the more likely you have found a favorite weapon. (Bear in mind that a favorite weapon is not the ONLY reason one crits more. Factors like experience, attack skill quantity, strategy levels, etc., also come in to play.) Even if it is not the fave, it is certainly a better performing weapon, and ought to be considered for a lot of use. It is thought that if a weapon is performing well, the favorite weapon is probably that weapon, or one of a similar type. For example, the SS above looks most favorable, so there is some possibility that the fave is that SS or another lunging type weapon, such as a LO or LS. One of the more common questions is "Just what is a crit?" We Consortiumites define it as a swing which "reads with extra ferociousness"! For example, using the SS above, "lunges with the SS" is a normal swing while "shortspear moves like angry lightning" is a critical swing. To alleviate any questions of what is a critical swing, below are listed the best active list of criticals per weapon. The Weapons Criticals List Broadsword (BS) Brings his BROADSWORD down in a horrible cleaving motion! BROADSWORD arcs from overhead with maximum momentum and force! BROADSWORD whips horizontally across with a deadly timed power! Charges forward, BROADSWORD whistling through the air! Hacks at her (BROADSWORD at her) foe with untamed berserker energy! Makes a ferocious backhanded assault with her BROADSWORD! Sweeps his BROADSWORD in a sudden, vicious assault! Unleashes a horrifying attack (with her BROADSWORD), straining every muscle for power! Battle Axe (BA) Brings his BATLE AXE hurtling down with devastating force! Brings his BATTLE AXE slicing across with tree-felling power! BATTLE AXE arcs forward with a terrible destructive energy! Makes an all-out cleaving attack with his BATTLE AXE! Slices up wickedly with the gleaming blade of his BATTLE AXE! Sweeps his BATTLE AXE in a deadly assault on his opponent! Unleashes an incredible full-bladed chop with her BATTLE AXE! Whirls his BATTLE AXE from overhead, attacking with demonic fury! Dagger (DA) Attacks, his DAGGER wielded with an unnerving precision! DAGGER flashes as he takes a sudden vicious slash at his foe! DAGGER strikes instantly as his opponent leaves an opening! Drives his DAGGER in a forward slash! Ducks low and takes a wicked upward slice with his DAGGER! Leaps forward, DAGGER thrusting with malevolence and surety! Makes a cruel and cunning underhanded attack with his DAGGER! Strikes overhead, DAGGER ripping with incredible swiftness! Whirls and strikes backhandedly with his DAGGER! Epee (EP) Attacks from low guard, EPEE slicing wickedly upwards at her foe! Blurs forward, EPEE stabbing suddenly with blinding speed! Dives forward, EPEE stabbing repeatedly with his charge! EPEE leaps forward suddenly from a high guard overhead! EPEE strikes forward in a clash of cold steel! Lunges forward, EPEE thrusting with incredible speed and accuracy! Makes an incredible flesh-splitting slash with her EPEE! Whips his EPEE blade back and forth as if to slash his foe to ribbons! Fist (FI) Attacks, FISTS punching with piston-like horse felling power! Attacks his foe with a pinpoint accurate ELBOW! Dives forward, FISTS driving at his opponent with menacing fury! Explodes into a deadly double OPEN HAND strike! HANDS flash forward, jabbing fiercely at her surprised foe! Hammers down a ferocious FOREARM smash! Hauls back and spins into a near-lethal ELBOW smash! PUNCHES from the waist with an unbelievable quickness! Spins around and hammers a tremendous ELBOW smash towards his foe! Throws a rock-fisted PUNCH of incredible felling power Kick (FI) LEG smashes outward, kicking with tremendous force! Throws a piston like SIDE KICK at his opponent! Leaps into the air taking a vicious flying KICK at his opponent! Unleashes a bone-crushing KICK of incredible power! Focuses all of his skill and power into a devastating KICK! Howls as he snaps a full force KICK at his foe! Spins, throwing a devastating WHEEL KICK at his foe! Attacks, LEGS flying in an unbelievable double footed kick! Great Axe (GA) Attacks, bringing his GREAT AXE down with bone-splitting force! Brings his GREAT AXE ferociously slashing downward from his head! Cuts powerfully forward, his full weight behind his GREAT AXE! GREAT AXE slices at his opponent with concentrated hatred! Makes a malevolent attack with his gleaming GREAT AXE! Muscles ripple as his GREAT AXE cuts through the air! Throws his entire weight behind his GREAT AXE in a mighty assault! Greatsword (GS) Attacks, bringing his GREATSWORD down with bone-splitting force! Attacks, swinging his GREATSWORD with untamed savagery! Brings his GREATSWORD hurtling downward from above his head! Brings his GREATSWORD smashing outward in a vicious attack! Hacks mercilessly at his foe with his GERATSWORD! GREATSWORD arcs forward in an attempt to cut his foe in two! Muscles ripple as he makes a powerful swing with his GREATSWORD! Whirls his GREATSWORD overhead, attempting a bashing attack! Halberd (HL) Attacks, HALBARD sweeping with devastating momentum! Batters mercilessly at his foe with his HALBARD! Flashes outward, attacking with horrifying power! Grimly unleashes an incredible attack with his HALBARD! Hurls his body behind a full length sweep with his HALBARD! Jerks her HALBARD brutally upward in a wicked thrusting arc! Lashes out with the full length of her HALBARD! Powers her HALBARD to smash at her foe with untamed fury! Smashes her HALBARD down executioner-style from overhead! Hatchet (HA) Backhands mightily, revealing the flash of her HATCHET spike! Chops savagely downward with her trusty HATCHET! Hacks viciously downward with the blade of his HATCHET! HATCHET flashes with snake-like speed and accuracy! Lashes out brilliantly with his HATCHET! Makes a HATCHET swing that takes the crowd's breath away! Twists his HATCHET aiming a malevolent chop at the defense! Unleashes a HATCHET attack that absolutely stuns the fans! Large Shield (LG) Barrels forward, LARGE SHIELD smashing before him as the crowd roars! Cruelly attempts to pulverize his foe with his LARGE SHIELD! Cruelly attempts to batter her foe with her LARGE SHIELD! Rest same as other shields Longspear (LS) Catapults forward, LONGSPEAR flashing in a deadly assault! Charges forward, LONG SPEAR thrusting with murderous power! Is making a deliberate attempt to impale her enemy with her LONG SPEAR! LONG SPEAR strikes forward with incredible swiftness and power! Lunges into an attack, his LONGSPEAR flying with incredible force! Makes a devastating thrust, LONG SPEAR blurring in the attack! Makes a lighting thrust with his LONGSPEAR! (*) Unleashes a murderous thrust that brings the crowd to their feet! Longsword (LO) Catapults forward, LONGSWORD stabbing cruelly at his foe! Feints, then springs viciously forward with his LONGSWORD! Lashes out with her longsword in a murderous thrust! Leaps into an incredible flesh-splitting lunge with his LONGSWORD! LONGSWORD lunges forward with a flash of cold, cruel steel! Strikes forward with his LONGSWORD, all his weight behind his blow! Thrusts her LONGSWORD, brilliantly timing her opponent's motion! Thrusts his LONGSWORD, cleverly timing his opponent's motion! Thrusts his LONGSWORD forward with an unbelievably deadly force! Unleashes her LONGSWORD in a piercingly accurate thrust! Maul (ML) Bats murderously at his foe with his MAUL! Bludgeons his MAUL with terrible savagery! Makes a devastatingly powerful sweep with his MAUL! Smashes furiously downward with his MAUL! Sweeps his MAUL in a tremendous bone-crushing arc! Throws his weight behind is MAUL in an all-out assault! Medium Shield (ME) Barrels forward, MEDIUM SHIELD smashing before him as the crowd roars! Cruelly attempts to batter his foe with his MEDIUM SHIELD! Cruelly attempts to flatten his foe with his MEDIUM SHIELD! Smashes his MEDIUM SHIELD wickedly forward toward his foe! Sweeps his MEDIUM SHIELD in a sudden, unexpected assault! Runs forward, seeking to pummel his opponent with his MEDIUM SHIELD! Morning Star (MS) Attacks, whirling the MORNING STAR with tremendous Force! Attempts to smash at his opponent with his MORNING STAR! Cleverly tries to break her foes defense with her MORNING STAR! MORNING STAR whines with unstoppable velocity! Snaps the MORNING STAR forward in a deadly assault! Swings his MORNING STAR with deadly intent at his target Whips his MORNING STAR downward in a remorseless arc! Whips his MORNING STAR downward in a vicious power smash! Quarterstaff (QS) Bats murderously at his foe with his QUARTERSTAFF! Brings his QUARTERSTAFF smashing ferociously downward! Impresses everyone with a masterful thrust of her QUARTERSTAFF! Jabs murderously at her foe with the tip of her QUARTERSTAFF! Lashes out with her QUARTERSTAFF in a lightning quick assault! Surprises everyone with a masterful swing of his QUARTERSTAFF! Sweeps her QUARTERSTAFF in a tremendous bone-crushing arc! Whirls her QUARTERSTAFF, attacking with berserker fury! Scimitar (SC) Attacks, her SCIMITAR wielded with malevolence! Ducks low, her SCIMITAR slicing suddenly upwards! Leaps forward, swinging her SCIMITAR into a veritable wall of blades! Leaps into the air, bringing his SCIMITAR down in a powerful slash! Leaps into the air in a furious slash! Leaps into the air taking a furious slash with his SCIMITAR! makes a brilliant twisting thrust with his SCIMITAR! times a devilish cunning attack, SCIMITAR leaping with deadly force! twists into a tremendous cutting attack with his SCIMITAR! Turns into a furious whirlwind of blades as her SCIMITAR leaps forward! SCIMITAR lunges with awesome cutting power! Small Shield (SM) Attempts to swat at his foe with his SMALL SHIELD! (NOT a crit) Barrels forward, SMALL SHIELD smashing before him as the crowd roars! Charges forward, trying to run down his opponent with his SMALL SHIELD! Cruelly attempts to batter his foe with his SMALL SHIELD! Cruelly attempts to bruise his foe with his SMALL SHIELD! Runs forward, seeking to pummel his opponent with his SMALL SHIELD! Sweeps his SMALL SHIELD in a clever backhanded assault! Sweeps his SMALL SHIELD in a sudden, unexpected assault! Smashes his SMALL SHIELD wickedly forward towards his foe! Short Spear (SS) Dives into a powerful lunge with its SHORT SPEAR! Lunges past its foe and brings its SHORT SPEAR into a brilliant backhand stab! Makes a menacing underthrust with her SHORT SPEAR! Rushes her foe, her SHORT SPEAR underthrusting malevolently! SHORT SPEAR leaps forward with incredible swiftness and power! SHORT SPEAR moves like angry lightning! SHORT SPEAR strikes with blinding quickness! Springs with full extension with her SHORT SPEAR! Shortsword (SH) Focuses his energy in a powerful upward stab with his SHORTSWORD! Hacks viciously downward with her SHORTSWORD! Lashes his SHORTSWORD cruelly at a break in the defense! Makes a clever stab with his SHORTSWORD that stuns the fans! Stabs powerfully upward with his SHORTSWORD! Thrusts his SHORTSWORD forward with his full force behind it! Thrusts his SHORTSWORD in a lightning move at the defense! SHORTSWORD leaps forward in a bloodthirsty assault on his foe! Sweeps his SHORTSWORD in a tight, powerful slash! War Flail (WF) "Whiffle" Attacks, his WAR FLAIL whistling with a frightful acceleration! Cracks his cruelly barbed WAR FLAIL with tremendous force! Hauls back and power smashes with his WAR FLAIL! Lashes out, WAR FLAIL chains curling with a hideous power! Takes a tremendous swipe at his foe with his WAR FLAIL! Sweeps his WAR FLAIL in a vicious flailing arc! Unleashes a murderous full force attack with his WAR FLAIL! WAR FLAIL screams in the rush of this assault! War Hammer (WH) Attacks, his WARHAMMER wielded with pile-driving precision! Backhands, swinging his HAMMER-SPIKE savagely at his target! Brings his WAR HAMMER crashing downward with horrific power! Is attempting to smash through the defense with his WAR HAMMER! Launches a brilliant attack with his WAR HAMMER! Makes a lightning-quick backhand smash with her WAR HAMMER! Sweeps his WAR HAMMER downward in a crudely brutal smash! Sweeps his WAR HAMMER downward in a vicious power slash! Takes a tremendous swipe at his foe with his WAR HAMMER! Remember "Crits" are the key. Good luck in your weapon selection decision making as it just may make the difference between a win or a loss. -- Cheerleader of College Mascots (Consortium affiliated) SPY REPORT Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and let's start with a look at some of the teams. The COLLEGE MASCOTS guild has had a 4-1-2 turn and deserves to be watched in the future. You never know where this kind of thing can lead. And let's see, CRIP'S STRIKER ARMY fought TWO and gained 19 points and contributed to BASH BROS MATCHUPS' 3-2-0. TWO has lost to CRIP'S STRIKER ARMY, falling 14 points, while helping make NUMBER a 3-2-0 turn. Defending his title for another turn, ONE kept NOBLISH ISLAND's warrior, M. CHARDINEE, from claiming the throne. Tell me, is nothing sacred? I have heard from unimpeachable sources that The Warty Toad uses trolls in their stew. Talk about gristle! The crowd's roar, the smell of iron and leather, mixed with sweat, what more could a warrior ask of life? Well, besides that. CRUEL LORDS has cause to stand tall, as they were NOBLISH ISLAND's most avoided team. A smart manager knows this is a team to beat. And guess who avoided CRUEL LORDS stable the most? Believe it or not, it was NUMBER KILLER. Anyone surprised? Well, sports fans, take notice that RAINBOW WARRIOR from COLLEGE MASCOTS was NOBLISH ISLAND's most challenged warrior this turn. BLACK MOON from NUMBER KILLER took a risk this turn by bravely challenging up 26 points in a challenge against RAINBOW WARRIOR. Even though BLACK MOON lost the fight, he at least came away with a gain of 2 points for challenging on of COLLEGE MASCOTS. A coward dies a thousand deaths, a brave man only once. Wise men know this to be true. Whatever bright future TMM PRIZE FREAK may have had, it's all history now. The manager of BASH BROS MATCHUPS has lost a promising 4-1-0 warrior. Is it really true that NOBLISH ISLAND has more dishwashers per capita that fighters? Just thought I'd ask... Remember, blood on the purple robe does not change it from a purple robe. Dare to fight bravely. It's been nice chatting with you, until we meet again, keep your swords sharp and your hammers heavy. Until the sun next rises and my pen sets to paper-- Alarond the Scribe DUELMASTER W L K POINTS TEAM NAME ONE 9944 9 1 0 96 NUMBER (1705) CHALLENGER ADEPTS W L K POINTS TEAM NAME CRIP'S STRIKER ARMY 9962 5 1 0 62 BASH BROS MATCHUPS (1708) ADEPTS W L K POINTS TEAM NAME FOUR 9947 7 2 2 48 NUMBER (1705) TWO 9945 8 2 1 38 NUMBER (1705) CHALLENGER INITIATES W L K POINTS TEAM NAME DEMON DEACON 9967 4 2 1 33 COLLEGE MASCOTS (1709) RAMBLIN' WRECK 9969 5 1 2 32 COLLEGE MASCOTS (1709) RAINBOW WARRIOR 9968 5 1 0 29 COLLEGE MASCOTS (1709) SOCK 9933 5 4 0 27 THE GALLOWGLASS (1703) -LORD PAIN 9957 3 3 0 25 CRUEL LORDS (1707) RASPUTIN 9975 2 0 0 24 GREYSKULL (1710) INITIATES W L K POINTS TEAM NAME FIVE 9948 6 4 0 22 NUMBER (1705) SYTHINI 9949 3 3 0 22 THE GALLOWGLASS (1703) PIZZA TOPPINGS 9979 3 1 0 20 BASH BROS MATCHUPS (1708) THREE 9946 4 6 0 18 NUMBER (1705) KRATH 9932 3 6 0 18 THE GALLOWGLASS (1703) DARK MOON 9981 2 0 0 18 NUMBER KILLER (1711) DARK SIDE 9980 2 0 0 18 NUMBER KILLER (1711) BILLIKEN 9991 1 0 1 16 COLLEGE MASCOTS (1709) VLADOSHIAN 9976 1 1 0 14 GREYSKULL (1710) TAKKARI 9934 2 7 0 13 THE GALLOWGLASS (1703) -AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657) MORFAUS 9956 3 2 0 11 THE GALLOWGLASS (1703) FEELGOOD KILLER 9965 2 4 0 11 BASH BROS MATCHUPS (1708) -LORD BRYON 9961 1 5 1 11 CRUEL LORDS (1707) INITIATES W L K POINTS TEAM NAME -LORD RICE-LANDS 9960 2 4 0 10 CRUEL LORDS (1707) SHOCKER 9970 2 4 0 10 COLLEGE MASCOTS (1709) TDO TOURNEY STRIKER 9997 1 0 0 8 BASH BROS MATCHUPS (1708) -LORD HAMMER 9959 1 4 0 7 CRUEL LORDS (1707) -DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657) -CRUEL HAMMER 9978 1 3 0 7 CRUEL LORDS (1707) NUMBER 4 KILLER 9983 1 1 1 5 NUMBER KILLER (1711) -SEARRUS 9645 0 4 0 4 CAVEAT EMPTOR (1657) -PERSEPHONE 9642 0 4 0 4 CAVEAT EMPTOR (1657) -AGRISEL 9646 0 4 0 4 CAVEAT EMPTOR (1657) BLACK MOON 9982 0 2 0 2 NUMBER KILLER (1711) HELL-KNIGHT 9984 0 2 0 2 NUMBER KILLER (1711) KAR'RYN 9974 0 2 0 2 GREYSKULL (1710) SLOTH 9973 0 2 0 2 GREYSKULL (1710) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? CONSORTIUM SCUM 9966 1 3 0 BASH BROS MATCH 1708 NUMBER 4 KILLER 9983 465 DEN'S DCER 9985 0 1 0 BASH BROS MATCH 1708 RAMBLIN' WRECK 9969 466 MANAGER SNOTLING 9963 1 1 0 BASH BROS MATCH 1708 RAMBLIN' WRECK 9969 463 REVENGED TMM PRIZE FREAK 9964 4 2 0 BASH BROS MATCH 1708 DEMON DEACON 9967 467 HORNED FROG 9971 3 2 0 COLLEGE MASCOTS 1709 TWO 9945 466 QUELL 9977 1 1 0 GREYSKULL 1710 BILLIKEN 9991 467 PERSONAL ADS Well done, Numbers! Way to hold on to that top DM spot. Good luck in the new and regular arenas in Alastari. May the force be with you. -- Rah. Rah. Rah. -- Cheerleader, Consortium affiliated All, I am glad to see you are asking some questions and are noticing the advice/info that Assur and I are providing. That is why we are here. To help. Ask us some more stuff. We will answer. -- Cheerleader, Consortium affiliated Two bits, four bits, six bits, a dollar. All for Assur, stand up and holler! -- Cheerleader P.S. Was that one boo I heard? Shame! Assur. ole buddy, ole pal, thank you for creating Den's DCer, just to allow my Ramblin'Wreck of Georgia Tech to KILL him. Yay! Has a special meaning. Thank you. Thank you. -- Cheerleader Convicted Thief beat me in five minutes? I must suck! I will not be making the NCAA this year. Shucks! -- Shocker, College Mascots Two, you killed my Horned Frog, you cretin! I loved the name, and loved all the 21's in his uglyish aimer design. (5-16-5-7-21-9-21). Normally, I would be allowed four bloodfeuds for the kill, but I see you and your crew will be gone after the next round. Despite the kill of my warrior, I do wish you good luck. -- Cheerleader All, NOTE: a kill does allow the losing manager four rounds of priority blood feud challenges to the killer. In some true arenas, you could expect that. Be it known that neither of your mentor teams here (Assur and Consortium) will do so here. There "may" be one bloodfeud, but that is the most you might expect. Feel safer here, but beware in the real world. -- Cheerleader, Consortium affiliated Pizza Toppings, take that! (Especially for that cheesy choice of a name.) -- Rainbow Warrior, College Mascots Crip's Striker Army, allow me to say I hate you for that! -- Demon Deacon, College Mascots Assur, was that a 2-1-1 for the Mascots? -- Cheerleader (amongst loud and boisterous cheers) Health. Humility. Honor. -- The Consortium motto ***---------*---------*---------*---------**---------*---------*---------*---------*** THE STORMCROWE SLAUGHTERHOUSE 5 OVERVIEW A contest for Stormcrowe (DM 45) that runs 10 turns (starting turn 385, due 05/23/2017). Squads will consist of two (2) teams. One (1) team per manager. Participating managers may not run multiple teams in the arena during the contest. PREMISE Master Darque opens a Chaos Gate in Stormcrowe, which creates a temporal distortion. Turn 1 (Stormcrowe turn 385) and Turn 10 (Stormcrowe turn 394) will be scored using Slaughterhouse scoring. Turns 2 through 9 will use a wide variety scoring mechanisms from various contests throughout Alastari's history. ENTRY Entry into the contest is open to anyone who meets the following criteria: 1) FORM A SQUAD: A squad will consist of two (2) managers. No more, no less. This means there will be NO single manager teams. You must choose a name for your squad. 2) DECLARE ENTRY: Each manager must declare their intention to participate in the contest BEFORE Turn 1 of the Stormcrowe Slaughterhouse (No exceptions will be made). Declarations must include 1) TEAM NAME; 2) MANAGER NAME; 3) PARTNER'S NAME; and 4) SQUAD'S NAME, and may be submitted by any of the following means: a. A personal ad in DM 45 b. A diplomatic note to Darque Forces (428) in DM 45 c. An email to rebelnerfherder@yahoo.com (put SLAUGHTERHOUSE 5 in Subject Line) **NOTE: Failure to meet this criteria by the deadline will result in NO ENTRY into the contest. Please be mindful of the requirements and submit them in a timely manner to avoid any misfortunes. 3) SEND RU CERTIFICATES: Submit two (2) Roll Up Certificates to Master Darque, contest moderator. This can be done by requesting Roll Up Certificates from RSI Customer Service. NOTE: Be sure to submit Roll Up Certificates, not Roll Up Sheets. PRIZES ENDURANCE AWARD Every participating Team will receive one (1) +1 Bonus Potion* for participating in all 10 rounds of the contest and in at least 45 of the 50 scheduled fights. BEST RECORD AWARD The individual manager that achieves the best Win/Loss% over the course of the contest (turns 385-394), will receive 10% of the entry RU Certificates. Tie breakers will be: 1) total kills during contest; 2) total fights during contest; and lastly, 3) head-to- head win/loss% between tied teams. UNSTUCK IN TIME AWARD The manager that achieves the most kills during the course of the contest (turns 385- 394) will be allowed to transfer one (1) warrior from another team onto his/her team in DM 45. FIRST PLACE WINNERS The winning squad receives the following: 1. 60% of the Entry RU Certificates (to be divided at squad's discretion) 2. Two (2) +1 Bonus Potions for each member of the squad* 3. Favorites Knowledge for one (1) warrior on DM 45 team of each squad member 4. Rename Stormcrowe Arena for six (6) months 5. Rename four (4) Dark Arena Monsters for six (6) months 6. Rename four (4) Arena Stand Bys for six (6) months SECOND PLACE WINNERS 1. 20% of the Entry RU Certificates (to be divided at squad's discretion) 2. One (1) +1 Bonus Potion for each member of the squad* 3. Favorites Knowledge for one warrior on DM 45 team of each squad member 4. Rename four (4) Dark Arena Monsters for six (6) months THIRD PLACE WINNERS 1. 10% of the Entry RU Certificates (to be divided at squad's discretion) 2. Favorites Knowledge for one warrior on DM 45 team of each squad member 3. Rename four (4) Arena Stand Bys for six (6) months *Bonus potions must be used with 2 turns of contest end AND can only be used on living warriors that participated in the Stormcrowe Slaughterhouse 5 contest. MODERATOR Master Darque will be the moderator for this contest. All questions and disputes can be directed to him. He is the final arbitrator for the contest and his decisions are final. A copy of the scoring rules can be requested via email or diplomatic note. Please use the email listed above for any inquiries and note SLAUGHTERHOUSE in the subject line. * * * * * * * * * * SCORING FOR THE STORMCROWE SLAUGHTERHOUSE 5 (SSV) Turn 1: SSV Scoring (DM 45) +1 Win -1 Death +1 Kill Wins and kills against Arena Stand Bys and Squad-mates will not be scored (Please note: Death against any opponent will be scored with a -1). Dark Arena fights will be scored regularly. Turn 2: Delarquan Death Fest (DM 59) Win = +2 pts Loss = -1 pt Kill = +5 pts [in addition to +2 pts for Win] Death = -3 pts [in addition to -1 pt for Loss] Dark Arena Kill = +10 pts [in addition to +2 pts for Win] Dark Arena Death = -5 pts [in addition to -1 pt for Loss] Challenges against squad-mates will incur -1 penalty for both participants. Death penalties will also apply. Turn 3: TOGS IV Scoring (DM 60) 10 points for winning on your upchallenge against another SSV warrior. 7 points for winning on your even challenge of another SSV warrior. 7 points for winning on another SSV warrior's challenge. 7 points for winning a random matchup against another SSV warrior. 4 points for winning a random matchup against a non-SSV warrior. Do not fight your teammate, you will not get any points. Also, you will not get any points if you challenge a non-SSV team (this includes the Dark Arena). 5 points for a spotlight written by any team member, 1 per manager per turn. The minimum length of a spotlight to receive points is 1/2 column in the newsletter (that's 31 lines--each line 86 characters across). In addition to the length criteria, spotlights will not be given any points if they are in any way plagiarized or if they are not Duelmasters or fantasy related. If in doubt about the content, email me before the turn and I will be happy to verify it for you. -5 points per manager who does not write at least one (1) personal ad. -5 points for being the team that avoided the most. Turn 4: Battle Royale (DM 18) +1 Win +1 Kill -1 Loss -1 Death No Avoids (-10 point penalty for avoiding) Turn 5: (Un)Popularity Contest +11 for Turn's Most Popular with a descending point award for most popular warriors' list (e.g. +10 for second most popular, +9 for third most popular, etc) Only warriors listed on the most popular list will score points (between +10 and +1). +11 for Turn's Least Popular with a descending point award for least popular warriors' list (e.g. +10 for second least popular, +9 for third least popular, etc) Only warriors listed on the least popular list will score points (between +10 and +1). Turn 6: Slaughter Priest Memorial (DM 54) No Challenges 3 points for winning 3 points for killing (giving 6 in total, 3 for the win and 3 for the kill) 3 points for at least one of your warriors writing a personal (regardless of number of personals beyond one you still only get three (3) points). Make sure it is written from one of your team's warriors and not simply the manager entity or you will not get the point. -3 points for losing -3 points for being killed (giving -6 in total, -3 for losing and -3 for being killed) Turn 7: Turf War (DM 47) Team Points: Fights made: 1 = 0 points, 2 = 0 points, 3 = 1 point, 4 = 3 points, 5 = 5 points Wins earned: 1 = 1 point, 2 = 3 points, 3 = 6 points, 4 = 10 points, 5 = 15 points Champion win = 3 additional points Down Challenge = (-5) points each (DM is exempt from DC rule) Team with most wins per round earns 4 additional points (If ties, no points awarded) Alliance/Squad Points (Round 7 Only): Fights made (DA fights count as a fight made) All (each) team of the alliance fights 1 to 3 warriors = 3 points All (each) team fights 4+ warriors = 6 points All (each) team fights all five warriors = 9 Alliance with most wins per that round = 5 points (If tied, no points awarded.) Turn 8: Morya Madness (DM 28) +3 points to the highest ranked warrior of each style. Highest ranked is the highest recognition total, regardless of record. If case of a tie in recognition points, win/loss percentage will be the tie breaker, followed by total kills (warrior). +5 Top Team on the Move descending scoring down to #5 (e.g. +5 for first, +4 for second, etc). +5 Most Successful Bloodfeuds (Contest Turns 1-8; cumulative for squad). Bloodfeud victories for kills that did not occur during the contest do not count to this total. +5 Most Avoided Squad (Contest Turns 1-8; teammates avoiding one another will not be counted) -5 Most Avoiding Squad (Contest Turns 1-8) +5 Most Turn's Most Favorite (Squad) (Contest Turns 1-8) +5 Most Turn's Least Favorite (Squad) (Contest Turns 1-8) Turn 9: Mordant Olympics (DM 1) The three teams (not squads) with the best win-loss record over turns 1-9 (who meet minimum fight criteria). Cumulative kills and total recognition will serve as tie breaks if needed. Gold -- 25 points Silver -- 15 points Bronze -- 10 Points + 3 Points for an Attacker [Challenge] Win (Challenges against squad-mates will incur a -2 point penalty) +3 Points for a Defender [being Challenged] Win (Challenges from squad-mates will incur a -2 point penalty) Turn 10: Slaughterhouse V (DM 45) +5 Win -5 Death +5 Kill Wins and kills against Arena Stand Bys and Squad-mates will not be scored (Please note: Death against any opponent will be scored with a -1). Dark Arena fights will be scored regularly. LAST WEEK'S FIGHTS DEMON DEACON butchered TMM PRIZE FREAK in a 1 minute mismatched Challenge fight. BLACK MOON was vanquished by RAINBOW WARRIOR in a 6 minute uneven Challenge battle. KAR'RYN was narrowly defeated by PIZZA TOPPINGS in a 3 minute Challenge fight. HELL-KNIGHT was bested by KRATH in a 3 minute Challenge contest. ONE defeated M. CHARDINEE in a 2 minute Title fight. FOUR demolished SYTHINI in a 1 minute mismatched competition. TWO was vanquished by CRIP'S STRIKER ARMY in a 1 minute mismatched fight. THREE beat SLOTH in a 2 minute brawl. FIVE was handily defeated by RAMBLIN' WRECK in a 1 minute uneven fight. SHOCKER was viciously subdued by DARK SIDE in a action packed 4 minute gruesome duel. SOCK overpowered NUMBER 4 KILLER in a 1 minute gory uneven duel. FEELGOOD KILLER was defeated by RASPUTIN in a 3 minute gruesome match. TAKKARI was savagely defeated by DARK MOON in a exciting 4 minute brutal fight. MORFAUS was bested by VLADOSHIAN in a 4 minute amateur's conflict. QUELL was murdered by BILLIKEN in a 1 minute mismatched match. TDO TOURNEY STRIKER beat CONVICTED THIEF in a 1 minute amateur's conflict. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |AIMED BLOW 6 LUNGING ATTACK 16 - 7 - 1 70 | |STRIKING ATTACK 5 TOTAL PARRY 12 - 8 - 0 60 | |BASHING ATTACK 5 SLASHING ATTACK 15 - 11 - 3 58 | |LUNGING ATTACK 4 STRIKING ATTACK 23 - 17 - 3 58 | |SLASHING ATTACK 3 BASHING ATTACK 33 - 25 - 3 57 | |PARRY-STRIKE 2 AIMED BLOW 24 - 19 - 1 56 | |PARRY-LUNGE 2 PARRY-STRIKE 8 - 9 - 0 47 | |TOTAL PARRY 2 PARRY-LUNGE 6 - 13 - 1 32 | |PARRY-RIPOSTE 1 WALL OF STEEL 4 - 9 - 0 31 | |WALL OF STEEL 0 PARRY-RIPOSTE 2 - 8 - 1 20 | Turn 467 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: PARRY-STRIKE 2 - 0 BASHING ATTACK 2 - 3 3 SLASHING ATTACK SLASHING ATTACK 3 - 0 AIMED BLOW 0 - 6 2 STRIKING ATTACK STRIKING ATTACK 4 - 1 PARRY-RIPOSTE 0 - 1 2 BASHING ATTACK LUNGING ATTACK 3 - 1 WALL OF STEEL 0 - 0 2 TOTAL PARRY PARRY-LUNGE 1 - 1 1 LUNGING ATTACK TOTAL PARRY 1 - 1 1 PARRY-STRIKE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK ONE 9944 9 1 0 96 NUMBER (1705) STRIKING ATTACK CRIP'S STRIKER ARMY 9962 5 1 0 62 BASH BROS MATCHUPS (1708) FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME BASHING ATTACK TWO 9945 8 2 1 38 NUMBER (1705) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is ONE 9944. The most popular warrior this turn was DARK MOON 9981. The ten other most popular fighters were DARK SIDE 9980, BLACK MOON 9982, ONE 9944, PIZZA TOPPINGS 9979, HELL-KNIGHT 9984, FEELGOOD KILLER 9965, RASPUTIN 9975, TAKKARI 9934, FOUR 9947, and CRIP'S STRIKER ARMY 9962. The least popular fighter this week was RAINBOW WARRIOR 9968. The other ten least popular fighters were SHOCKER 9970, VLADOSHIAN 9976, QUELL 9977, MORFAUS 9956, NUMBER 4 KILLER 9983, FIVE 9948, SLOTH 9973, THREE 9946, TWO 9945, and SYTHINI 9949. 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. NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS) For those of you who keep track of such things, several additional warriors graduated from regular DM arenas (including closed arenas) since the last tournament. TRICK SHOULDER (52-1053) OTTO'S PARTS (150) POSSUMS (82-23222) LEE SAYS SO (3699) MEROBRYLLA (82-37956) SUPERIOR FORCES 5702 (6302) IRONPUSS (82-38621) METALLICATS (6419) AFRAID TO SHOOT (82-43653) ROOKIE MAIDEN 47 (7323) BLACK ANGEL (82-46442) STONED ROOKIES 16 (7787) FLIGHT (82-46541) STONED ROOKIES 35 (7806) RUN LIKE HELL (82-52904) ROOKIE PINK 13 (8917) LEONARD FUNK (84-9258) MEDAL OF HONOR X10 (1679) TENURED WHELP (84-15361) DA ORLANDO MOB XXIII (2713) CAT MESSIAH (84-16763) THE INQUISITION IX (2961) HAND ON THE PUMP (84-29220) CYPRESS HILL (5177) FJORD (84-36346) IDIOCRACY (4683) CLICK STUPID LINKS (84-42122) 99 OF 100 USERS (7321) Congrats to the grads. -- Green Eyes