DUEL 2 NEWSLETTER
Date : 05/26/2017 Duedate: 06/08/2017
NOBLISH ISLAND ARENA
DM-93 TURN-479
This Weeks Top Honors
THE DUELMASTER IS
THUNDER WONDER
DARK CLOUDS (1719)
(93-10029) [8-1-0,95]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY THUNDER WONDER
DARK CLOUDS (1719)
(93-10029) [8-1-0,95]
Popularity Leader This Weeks Favorite
HASAMI NOT ENOUGH
DRIFTY DREAMS (1717) BASH BROS PEPPER (1721)
(93-10016) [3-6-0,15] (93-10038) [3-5-1,23]
THE CURRENT TOP TEAM
DARK CLOUDS (1719)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. FAMOUS PIRATES (1720) 39
2. ODD SQUAD (1712) 34 THE MUPPETS (132)
3. DARK CLOUDS (1719) 21 Unchartered Team
4. LINKS OF TERROR (1718) 19
5. LEGIONS OF FATE (1724) 13 DARK CLOUDS (1719)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*DARK CLOUDS (1719) 30 14 0 68.2 1/ 1*DARK CLOUDS (1719) 12 3 0
2/ 2*FAMOUS PIRATES (1720) 25 15 2 62.5 2/ 2*DRIFTY DREAMS (1717) 10 5 0
3/ 5*ODD SQUAD (1712) 13 11 0 54.2 3/ 3*FAMOUS PIRATES (1720) 10 5 0
4/ 4*DRIFTY DREAMS (1717) 22 22 0 50.0 4/ 5*ODD SQUAD (1712) 8 2 0
5/ 6*LEGIONS OF FATE (1724) 10 10 1 50.0 5/ 6*LEGIONS OF FATE (1724) 8 7 1
6/ 3*LINKS OF TERROR (1718) 21 23 1 47.7 6/ 4*BASH BROS PEPPER (1721) 7 8 2
7/ 7*BASH BROS PEPPER (1721) 17 23 2 42.5 7/ 7*LINKS OF TERROR (1718) 6 9 0
8/ 9*MISFIT KINGS (1722) 12 18 0 40.0 8/ 8*MISFIT KINGS (1722) 5 10 0
9/ 8*LIZARD DEN (1723) 3 9 0 25.0 9- 9*KILL UNIT (1725) 1 7 0
10/ 0*HI NO UMI (1715) 1 4 0 20.0 10/10*LIZARD DEN (1723) 0 7 0
11-10*KILL UNIT (1725) 1 7 0 12.5 11/ 0*HI NO UMI (1715) 0 1 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
WHAT THEY DIDN'T TEACH YOU IN SCHOOL
BUT YOU JUST MIGHT LEARN IT ON NOBLISH ISLAND
Any warrior that loses a fight can die. Dead. Gone. One can die by being
killed by the opponent, and every loser has a small chance (estimated odds 1 in 50) of
dying in the infirmary. Note: There is NO chance of dying if one wins!
Any warrior can use any weapon. Not a problem. However, there are undefined
penalties for using marginal, unsuited, inadequate wit, inadequate size, inadequate
strength, and inadequate deftness weapons. One can certainly win with an improperly
suited weapon, but, is it worth the chance? Usually not, I say.
Warriors are born with certain skills which are dependent on the base 70 point
stat sheet and the style selected. The 14 points of added stats also add skills to
those base skills. You really need to know which skills come from what stat. (So
check out that C.I.C.) RSI seldom makes input errors. I said seldom. The best thing
a manager can do to help avoid input errors is to fill out the strategy sheet
accurately and legibly with good penmanship. Yes, we have doctors in the warrior
management ranks (Slugbait and Grimm come to mind) and they probably regret their
yucky penmanship.
These are considered the three best ways to acquire info, knowledge and "secrets"
about D2:
* Terrablood.com
* Noblish Island (DM93) newsletters
* Reality.com
There is more to strategy than filling out the warrior's initial armor and weapon
selection and offensive effort and activity level and kill desire and tactic
selection. Challenges and avoids are an important way to attempt to give your warrior
an advantage. Challenge warriors (warrior ID) that your warrior is likely to defeat
and learn a lot from, and avoid teams (team ID) with warriors whom are likely to
defeat you. Indeed, your warrior can be provided with an alternate strategy for
challenging or when being challenged or both. A warrior does not have to ever
challenge, bloodfeud, or avoid, but it is probably in his best interest to do so.
Ask dumb questions! Often managers, especially new managers, have a doubt or a
question, but they feel "asking for help/advice" is a sign of weakness or lack of
intelligence or knowledge about D2. Do not let this be you! Ask! We dumb veteran
managers ask each other dumb questions all the time. One man's dumb is another man's
smart. (You heard it here first!)
What are the best ways to ask?
* On the Reality.com site
* On the D2 Chatzy blog site
* In personal ads in the arenas (especially Noblish Island)
* By diplo to another manager in D2 (Certain managers will almost always respond;
some may not)
No matter what any veteran, friend or expert tells you about design or strategy
or concept, it is not necessarily the truth, the whole truth, and nothing but the
truth. It may be good or great or common advice, but it is not necessarily the only
good (or bad) advice. Some advice is best learned first-hand.
D2 is a normally a friendly atmosphere. While managers are very competitive,
most of the vets know each other, see each other at Face_T0-Face Tournaments, chat
with each other on line, and even help each other out with advice and ideas. The
fount of knowledge available now, about D2, was acquired by a collective "working
together" and sharing info. Be advised that an overly mean, overbearing, threatening,
haughty, unfriendly character/manager is likely to be colluded against and ostracized
by D2 regulars. Smack talk is desirable and a part of the game. Personal threats,
harsh meanness, or overbearingness is not at all welcomed. You are forewarned!
Noblish Island is a great learning atmosphere. What comes after Noblish? Choose
wisely an arena in which to participate.
* Fast (two week turnaround) or slow (four weeks)
* Large (15+ teams participating), medium (8-14ish), small (7 or less)
* Friendly (usually Andorian arenas are up for role-playing and up for helping
newbies, and down on down-challenging or taking advantage of newbies), or
Cutthroat (Darkholm arenas tend to be win-at-all-cost).
You can participate in as many arenas as you want. You can also participate in
separate tournaments, held quarterly, which allow warriors from all arenas to compete
with each other for acclaim and prizes.
There are many other things they apparently didn't teach you, you say? Well send
a personal ad or diplo to Assur, or The Consortium rep in DM93 Noblish Isle and give
them a shot at answering in the newsletter.
-- Interpreted for publishing from Old Pegleg (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
The Importance of Damage
One thing that some articles allude to, but few spell out, is how important your
damage rating is on your warrior. When your warrior is created, he will randomly be
assigned a damage rating based on his strength and size. This damage rating can make
or break a warrior. Realize that this article focuses entirely on your warrior's
basic career (before he graduates to the Advanced arenas). First, I will talk about
the possible damage ratings your warrior can have.
Little Damage -- For the most part, this is crippling to a warrior in basic. A few
types of warriors can run successfully with little damage, but for the most part, this
rating will kill a basic career. Doesn't mean it can't be fun, though.
Normal Damage -- The very least that most managers should consider to be successful.
Still, it is not as much as I'd like most of the time, but I can work with Normal.
But you'll still see often that normal damage warriors have difficulty finishing off
their opponents.
Good Damage -- Here is where we start to see the sweet spot! Good damage is just fine
for most warriors. More is better, but Good works!
Great Damage -- Great Damage can be the difference between fantastic performance and
average performance. Highly recommended.
Tremendous Damage -- Tremendous Damage is nice, but once you have great damage, the
increases in doing damage don't matter as much. More is better, but Tremendous is the
last rating of damage that you'll see dramatic difference in performance with.
Awesome Damage -- Awesome Damage is fun and is the last damage rating where you won't
cripple the rest of your abilities in basic. It is possible to get Awesome Damage
with 21 strength and 11 size, which still leaves a reasonable amount of points for
other more important stats.
Devastating Damage -- In basic, I do not recommend spending the points required to get
Devastating or Super Human. It is a complete waste of points. Unless you're doing it
to have the novelty and have fun with it.
Super Human Damage -- This is the highest possible rating a new warrior can get. It
requires 21 strength and 20 or 21 size (basically half your points).
But what rating does my particular warrior need? Now I will try to give
recommondations for how to identify the needs of your warrior in particular.
First Pure Defensive warriors don't care all that much about how much damage they
do. If you aren't planning to win by damage, there is no need to do damage. So
Little is fine in this situation.
If you have access to high damage weapons (SC (most common), BS, BA, GS), damage
also isn't as important. I still recommend normal or better, but these weapons do
superior damage and can help overcome a smaller damage rating.
Next, AB's, owing largely to their high attack and low endurance burn, are the
most well suited offensive/hybrid warrior to be able to overcome the curse of little
damage.
Finally, if you have enough endurance, you can simply keep swinging and swinging
until you finally take down a warrior. Most of the time, though, your opponent will
try and swing back, which usually makes this strategy less effective.
On the opposite side of the spectrum, certain types of warriors are MUCH better
with higher damage ratings.
Parry Ripostes are the first style I will mention. Rippers have a notorious
habit of letting their opponents swing. Because of this, they need to make their own
swings count. I do not intend to ever run another Parry Riposte with less than Good
damage. It is simply too hard to get them to finish fights otherwise.
All offensive warriors, but especially Bashers, also would much prefer Good
damage or better. I single out bashers because their weapons tend to not do as much
damage as other types of warriors have available.
Finally, Lungers need a good combination of endurance and damage. They want to
run with very hot rhythms, so they aren't going to win a lot of longer fights. Normal
damage lungers are fine if you have good or better endurance, but if you have normal
endurance, you almost certainly want good or better damage.
My main intention for writing this article is to help newer managers understand
that damage rating (which is one of the most variable attributes on a new warrior)
often goes hand in hand with success. I cannot stress enough how much little damage
will hurt the vast majority of warriors out there (and how much good or better damage
will tend to help a warrior). The only caveat is that with damage, more is not
necessarily better if it means you're sacrificing in other areas!
And I would be remiss if I didn't tell you that there are exceptions to nearly
every rule. There will always be warriors that break the guidelines I've set out
here. It doesn't mean my guidelines are wrong or bad. It simply means that some
warriors outperform what you would expect (and others don't live up to your
expectations).
SPY REPORT
Greetings, warriors of NOBLISH ISLAND! Once again I've been called out of
retirement for my abilities and insights into Spyreporting. Some people say I ramble
too much, I don't say anything relevant. I repeat myself. I ramble. Well FAMOUS
PIRATES moved up 0, to 3rd. What's with ANNE BONNY? She actually beat DRIFTY
DREAMS' JINGLE BELL, and walked away with 17 more points from the fight. Major
screwup at DRIFTY DREAMS. JINGLE BELL lost 12 points to ANNE BONNY. Some new
strategies, perhaps? Maybe JINGLE BELL will provide more easy wins... VETERAN
MERCENARY was reminded on the sands why THUNDER WONDER is Duelmaster. I suppose you
want to hear some rumors and dirty gossip about your fellow fighters? Tough!
Speaking of cowardly avoiders and unfair challenges... The most avoided team
was DARK CLOUDS. Management must be dealin', as the boys at FAMOUS PIRATES ain't
reelin'! DARK CLOUDS' mad! How well I know the feeling of being the most challenged
warrior, RAIN STORM! Don't make idle boasts, they may come back to haunt you. RAN
OUT didn't quite know what to make of a challenge he received from CHAMAELEONTIDAE of
LIZARD DEN, who is 20 points below him. CHAMAELEONTIDAE perhaps got hers just
desserts, seeing as she was overcame by RAN OUT and ended up with 4 recognition
points.
There have been some calls to lengthen the time limit. Do you want the fighters
to walk away, or not? Here's some advice: study your opponent, master many skills,
fight dirty.
Who knows what the future holds for a warrior. More fights, there's no doubt.
NOBLISH ISLAND is a nice place to live, but I don't like to live in nice places.
Time for my medication, so I'll leave now. Practice, practice, practice!-- Olaf
Modeen
DUELMASTER W L K POINTS TEAM NAME
THUNDER WONDER 10029 8 1 0 95 DARK CLOUDS (1719)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
ANNE BONNY 10030 6 2 1 64 FAMOUS PIRATES (1720)
ADEPTS W L K POINTS TEAM NAME
CAPTAIN KIDD 10034 6 2 1 44 FAMOUS PIRATES (1720)
JINGLE BELL 10015 7 2 0 40 DRIFTY DREAMS (1717)
BLACKBEARD 10031 6 2 0 40 FAMOUS PIRATES (1720)
BONGO 10027 5 4 0 39 DARK CLOUDS (1719)
CANDY CANE 10019 4 5 0 38 DRIFTY DREAMS (1717)
RAN OUT 10035 4 4 0 36 BASH BROS PEPPER (1721)
KIRENN 10020 6 2 1 34 LINKS OF TERROR (1718)
DAKUROZU 10026 3 5 0 34 DARK CLOUDS (1719)
CHALLENGER INITIATES W L K POINTS TEAM NAME
OLIVE 10061 2 1 0 31 ODD SQUAD (1712)
LONG JOHN SILVER 10063 4 1 0 29 FAMOUS PIRATES (1720)
RAIN STORM 10028 8 1 0 28 DARK CLOUDS (1719)
JINXEE 9988 5 1 0 28 ODD SQUAD (1712)
AZNA 10067 3 1 0 27 LINKS OF TERROR (1718)
ELYTRA 10025 6 3 0 25 DARK CLOUDS (1719)
BEOWULFISH 10043 3 3 0 25 MISFIT KINGS (1722)
ODDO 10060 3 0 0 25 ODD SQUAD (1712)
FILL THE SHAKER 10036 4 4 1 24 BASH BROS PEPPER (1721)
DUNCAN 10058 3 1 1 24 LEGIONS OF FATE (1724)
LUTHIEN 10059 3 1 0 24 LEGIONS OF FATE (1724)
CHEESE 10074 3 0 0 24 DRIFTY DREAMS (1717)
INITIATES W L K POINTS TEAM NAME
NOT ENOUGH 10038 3 5 1 23 BASH BROS PEPPER (1721)
ONIHANA 10017 3 5 0 21 DRIFTY DREAMS (1717)
LADYHAWKEYE 10044 3 3 0 19 MISFIT KINGS (1722)
GOING WITHOUT 10037 5 3 0 18 BASH BROS PEPPER (1721)
JOPAR 10023 4 5 0 17 LINKS OF TERROR (1718)
HASAMI 10016 3 6 0 15 DRIFTY DREAMS (1717)
TONARION 10024 3 6 0 15 LINKS OF TERROR (1718)
MOLOCH 10052 1 1 0 15 LIZARD DEN (1723)
SIR TALON 10046 3 3 0 13 MISFIT KINGS (1722)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
HENRY MORGAN 10032 2 6 0 12 FAMOUS PIRATES (1720)
SYMGARA 10056 2 2 0 11 LEGIONS OF FATE (1724)
MS. O 10073 1 1 0 11 ODD SQUAD (1712)
NOTHING 10039 1 7 0 10 BASH BROS PEPPER (1721)
-OTOKO 10008 1 0 0 10 HI NO UMI (1715)
OAK 10062 2 1 0 9 ODD SQUAD (1712)
CZAR URLIK 10075 1 1 0 9 MISFIT KINGS (1722)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
SCOTCH MARY 10066 1 3 0 6 MISFIT KINGS (1722)
KOMODOENSIS 10048 1 2 0 5 LIZARD DEN (1723)
-BORON 10072 1 1 0 5 KILL UNIT (1725)
KORLAN 10077 1 0 0 5 LEGIONS OF FATE (1724)
CHAMAELEONTIDAE 10050 1 1 0 4 LIZARD DEN (1723)
-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)
-LORD OF WAR 10068 0 2 0 2 KILL UNIT (1725)
DRACO AGAMIDAE 10051 0 2 0 2 LIZARD DEN (1723)
-KIM 10069 0 2 0 2 KILL UNIT (1725)
-SANCHOO 10006 0 1 0 1 HI NO UMI (1715)
-YOSHI 10007 0 1 0 1 HI NO UMI (1715)
-ONNA NO KO 10009 0 1 0 1 HI NO UMI (1715)
NIKODEMUS 10076 0 1 0 1 LEGIONS OF FATE (1724)
INITIATES W L K POINTS TEAM NAME
-ZENITH 10070 0 1 0 1 KILL UNIT (1725)
KIMIKO 10005 0 1 0 1 HI NO UMI (1715)
-CARVER 10071 0 1 0 1 KILL UNIT (1725)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
BALTHAZAR 10057 1 2 0 LEGIONS OF FATE 1724 NOT ENOUGH 10038 478
BLIEW IZE 10055 0 3 0 LEGIONS OF FATE 1724 FILL THE SHAKER 10036 478
FRENAR 10022 4 5 0 LINKS OF TERROR 1718 WURM KIN 479 NONE
BASILISCUS 10049 0 3 0 LIZARD DEN 1723 DUNCAN 10058 479
PERSONAL ADS
Har, har. Blow me down! Thunder Wonder agin champeen! Aye. -- Old Pegleg
Jingle Bell, ye bilge-suckin' scalliwag! -- Blackbeard
Going Without, well, I sure didn't. Ho ho. -- Captain Kidd
Dakarozu, blimey, mate, ye be yon goods. -- Long John Silver
Kirenn, gotcha! Gotcha finally, wench! -- Anne Bonny
Bongo, I do believe I dislike dark clouds sincerely. Aye. -- Henry Morgan
Old Pegleg's quotes of the day:
What makes pirates excellent fishermen? They know how to hook the big ones.
How'd the pirate get his ship so cheaply? 'Cause it was on sail.
What's a pirate's favorite punch? Left hook.
Ahoy, Mateys! Be seein' ye next time. -- Old Pegleg
The death of a brother at arms must be avenged! -- Bliew (Legions of Fate)
Legions of Fate -- Welcome to the game and welcome to what sometimes can be a very
frustrating time. Know that my warriors not only have specific instructions to not
kill warriors, that is also how I fill out their strategies. Regardless, I do
apologize for the kills. -- Assur
Also, I've found that the higher your KD in your desperation strategy, the more likely
your warrior is going to continue fighting in that desperation strategy. That
includes if your warrior is on the receiving end of the fight. I very often use 1
Kill Desire in desperation, especially on warriors I'd rather see live than die. --
Assur
Old Pegleg -- I'm going to be struggling to even hit 50%, this time. I guess that is
what happens when I give my best two warriors a couple of unsuited styles! What is
the word for that?!? Forcing, I believe! -- Assur
LAST WEEK'S FIGHTS
FRENAR was butchered by WURM KIN in a 2 minute bloody Dark Arena fight.
SYMGARA lost to FILL THE SHAKER in a 2 minute Bloodfeud battle.
ANNE BONNY handily defeated JINGLE BELL in a 1 minute one-sided Challenge match.
CAPTAIN KIDD bested DAKUROZU in a 1 minute Challenge contest.
BLACKBEARD overpowered LADYHAWKEYE in a 1 minute one-sided Challenge fight.
CHAMAELEONTIDAE was devastated by RAN OUT in a 1 minute uneven Challenge brawl.
MOLOCH was savagely defeated by AZNA in a 3 minute novice's Challenge struggle.
LONG JOHN SILVER luckily beat NOT ENOUGH in a action packed 7 minute Challenge melee.
OAK was outwaited by RAIN STORM in a slow 22 minute Challenge duel.
DRACO AGAMIDAE lost to SIR TALON in a popular 1 minute Challenge duel.
BASILISCUS was savagely slain by DUNCAN in a 2 minute gory beginner's Challenge match.
THUNDER WONDER savagely defeated VETERAN MERCENARY in a 2 minute brutal Title match.
KIRENN devastated HASAMI in a 1 minute mismatched conflict.
CANDY CANE demolished JOPAR in a 1 minute mismatched match.
BONGO savagely defeated CAPTURED ORC in a crowd pleasing 3 minute gory conflict.
ELYTRA vanquished CONVICTED THIEF in a 1 minute mismatched bout.
TONARION was viciously subdued by ONIHANA in a 2 minute brutal fray.
HENRY MORGAN was devastated by ODDO in a popular 1 minute mismatched brawl.
GOING WITHOUT was overpowered by BEOWULFISH in a 1 minute one-sided match.
NOTHING was overpowered by JINXEE in a 1 minute one-sided match.
KOMODOENSIS was handily defeated by OLIVE in a 1 minute gory mismatched competition.
CZAR URLIK was defeated by CHEESE in a 1 minute novice's duel.
LUTHIEN overpowered SCOTCH MARY in a 1 minute uneven fray.
MS. O handily defeated NIKODEMUS in a 1 minute one-sided contest.
KIMIKO was narrowly defeated by KORLAN in a 4 minute novice's fight.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 8 WALL OF STEEL 6 - 1 - 0 86 |
|BASHING ATTACK 8 LUNGING ATTACK 26 - 11 - 0 70 |
|STRIKING ATTACK 6 AIMED BLOW 32 - 24 - 1 57 |
|LUNGING ATTACK 5 TOTAL PARRY 27 - 21 - 1 56 |
|TOTAL PARRY 5 STRIKING ATTACK 31 - 25 - 1 55 |
|SLASHING ATTACK 5 BASHING ATTACK 34 - 39 - 1 47 |
|PARRY-RIPOSTE 4 SLASHING ATTACK 13 - 20 - 1 39 |
|WALL OF STEEL 3 PARRY-STRIKE 5 - 11 - 1 31 |
|PARRY-STRIKE 2 PARRY-RIPOSTE 12 - 28 - 0 30 |
|PARRY-LUNGE 0 PARRY-LUNGE 0 - 4 - 0 0 |
Turn 479 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:
WALL OF STEEL 2 - 1 SLASHING ATTACK 1 - 4 4 STRIKING ATTACK
AIMED BLOW 5 - 3 PARRY-LUNGE 0 - 0 4 BASHING ATTACK
BASHING ATTACK 5 - 3 PARRY-STRIKE 0 - 2 3 AIMED BLOW
LUNGING ATTACK 3 - 2
TOTAL PARRY 3 - 2
PARRY-RIPOSTE 2 - 2
STRIKING ATTACK 3 - 3
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK THUNDER WONDER 10029 8 1 0 95 DARK CLOUDS (1719)
BASHING ATTACK CAPTAIN KIDD 10034 6 2 1 44 FAMOUS PIRATES (1720)
AIMED BLOW BLACKBEARD 10031 6 2 0 40 FAMOUS PIRATES (1720)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is HASAMI 10016. The most popular warrior this turn
was NOT ENOUGH 10038. The ten other most popular fighters were AZNA 10067, MOLOCH
10052, THUNDER WONDER 10029, BONGO 10027, ONIHANA 10017, HENRY MORGAN 10032, ANNE
BONNY 10030, CAPTAIN KIDD 10034, RAN OUT 10035, and SIR TALON 10046.
The least popular fighter this week was OAK 10062. The other ten least popular
fighters were RAIN STORM 10028, KORLAN 10077, KIMIKO 10005, SCOTCH MARY 10066, CZAR
URLIK 10075, KOMODOENSIS 10048, NOTHING 10039, GOING WITHOUT 10037, TONARION 10024,
and JOPAR 10023.
AVERAGE
I was trying to design a warrior that would have no weaknesses, when my mind
wandered (It does this a lot!) to what would be the average stat for this game called
Duelmasters.
Almost at once I came upon the number nine. Why, you may ask?
Okay, I'll tell you, after all that's the point of this article. There are
nineteen levels for each stat, half this is 9.5, since RSI randomly assigns attributes
between 3-21.
In this manner, even if they assign an attribute below average, the player can
bring it up to at least average by adding 6 points when he modifies the rollup. I
checked this assumption with some rolls I have received, and it appears to run true
with some interesting results.
A 9 SZ seems to allow use of any weapon without being too small.
9 ST seems to allow you to use most weapons without the comment "does not have ST
to use weapon well."
9 SP with a 9 DF will give the normal speed/coordination to offensive warriors
and to PS, PL and PR. (Does anyone think WS, TP, AB are normal?)
9 WT with a 9 WL will give no negative wit/will statement (no positive one
either).
A 9 in all attributes leaves 21 points to modify the key stats for a warrior's
style.
I have been trying for a while to design warriors with a minimum of 9 in all
attributes, or to at least be able to train to a 9 in a couple of raises. I am still
trying with mixed results to date.
I lost track to the point or purpose of this article, but maybe it will provoke
some thought, yes, no, maybe? Suggestion and comments will come.
Jeff Hannah, c/o Star Signs, DM 13
EARTHWORM FLAMBE A LA THAIGYN
Arena gourmets, try this tasty tidbit, before, during and after your next
training session:
Ingredients - 3 qts. processed camel spit
1 pint fingernail larva
6K cups giant earthworm droppings (imported)
3 cups sweet'n'sour orc sweat
1 slice head cheese
1 bavarian mint (imported)
1 tsp. toe jam (I would suggest your own)
Directions - 1. Pre-heat oven to 6200C.
2. Grease 1 22x22 Turtle shell.
3. Pour camel spit & orc sweat into shell, mix with high octane
gasoline (unleaded for those on diet), place in oven, and heat for 3 -
4 hours.
4. Place all other ingredients into osterizer at *whip* setting until
thick.
5. Bake for 7 days or until you get that distinctive scorched aroma.
6. Take out of oven, get a match, and light that sucker up.
7. Now scarf it down. Yum, yum.
*It's perfect for those Dark Arena picnics.*
For a first hand experience come over to Thaigyn's Scarf'N'Barf, right next to
the Welcome Wench, or go to D. Tramp's Tune-Up Garage & Salad Bar, 1 block east of
Saugum's Outhouse Inn..
*** Coming to an arena near you, the Steel Breez Chop'N'Slop, (formerly known as
the Eradicator's International House of Toe Jam***
To all, enjoy, Thaigyn of Petrys Acoplys
D. Tramp, Lord Petrys & Ennexa
Mephobasheth of Steel Breez.
DEATH INTENT STATEMENT EXPLAINED
In order to keep this brief, I'm going to avoid a long rambling opening and get
right to the meat of the issue. The `death intent statement' (`fights with a deadly
bloodlust in his eyes,' `is going for the kill,' `is eagerly seeking the death blow,'
etc.) can ONLY be gained in normal combat (non-Dark Arena, non-Bloodgames) AFTER
striking an opponent in a vital location (some region of the HE, CH, or AB, pelvis
included.) Once the death intent statement is printed, the struck warrior makes a
roll to survive the fight. If this roll is failed, he is dead, and the rest of the
fight is simply a matter of running down the dead fighter's hit points by normal, non-
critical attacks.
Now, the moral offshoot of this is that, knowing this, any fighter sent out by
his manager attacking a vital location is purposefully increasing his chance of
killing his opponent. The logic is this: if you attack vitals you are more likely to
hit a vital location. In striking a vital, you may get the death intent statement,
and that's then one dice roll to end the fighter. By attacking non-vitals you are
decreasing your chances of striking a vital (by increasing your chances of striking
non-vitals.) Note that this is not flawless, as the percentage of actually HITTING
your attack location is perhaps only 67% on high-deftness fighters, but by not
attacking vitals you are doing the best you can, which is all anyone can ask.
Here's the bottom line. A fighter can run 10-10-10 L-N and NEVER kill (excepting
infirmary deaths, which is an entirely separate case) if he hits only arms or legs.
Thus, while KD is a large factor in determining kills (a head shot by a 10-10-1
fighter is far less likely to get the statement than a head shot by a 10-10-10
fighter,) it is less important than attack location.
Gary Triplett, a.k.a. Miles/Sir Boyd
diplo Crimson Pegasi (arena 105) for advice, questions, comments, wit statement charts
or other charts, etc.
P.S. Apologies to those I said I'd diplo this to. I just decided to make this a
general article. If you're one of the managers in the wave that received only the tan
wit statement chart and the lavender activity statement chart, please re-contact me if
you'd like the explanation sheet, which includes details on all the statements printed
on the fighter overview.
REBUTTAL TO "THE LITTLE BASHER"
So many times I've seen one of these "helpful hints" that I disagreed with, but
never have I been so disgusted that I'd write a rebuttal. Well, this time I could not
sit aside and watch someone slaughter a style that I love.
I am referring to Belegrath's article, entitled, "The Little Basher." Now, even
though I have yet to have a warrior achieve the title of "Lord Protector," I have been
at this game for a couple of years now. I've run bashers more than any other style,
and my record with them is over .500. Therefore, I think I have enough experience and
knowledge to say that Belegrath's basher sucks!!!
The main purpose I write this is not to undermine Belegrath's managerial
abilities, but to warn any new people who might read his article. I don't think
anyone should waste their money on Belegrath's basher theory. Or even worse, to have
someone quit the game after getting the crap beat out of them having warriors modeled
after Belegrath's.
First, I'll tell you what is wrong with "The Little Basher" (to refresh your
memory: 20-6-3-13-7-20-15).
1) The best he can get, regardless of his strength, is good damage because of
his 3 SZ.
2) He'll fall over from exhaustion before the first minute is up, unless you run
a real low activity level. He'll be very frail and have very little endurance.
3) A 3 SZ?!? And what if the war hammer or mace aren't his favorite weapons?
You lost the QS, a very reputable bashing weapon, and the GS, which I've recently
found to be a great bashing weapon.
4) He probably won't pick up too many skills with a 13 WT. Good luck maxing out
in the next decade!!
5) With a 7 WL, he has only a 35% chance to raise a stat ONCE, then the chances
for that same category are halved every time thereafter. Therefore, he'll always be
very frail with poor endurance.
6) 20 SP, what a waste! Bashers, in my opinion, have no need for speed. And
even if you wanted to waste points on speed, you don't need to raise it to such an
extreme. One stat raise here, and you lose app. four skills.
7) 15 DF. This is pretty much the only point I agree with. I know, I know,
bashers don't need deftness. But just imagine a basher with an AB's accuracy!
I had a ST once who looked similar to Belegrath's basher. He looked like this:
19-4-13-16-3-19-10. What happened to him, you ask? He was killed by a maul-wielding
scum basher on his third fight. In his first two fights he hacked the crap out of two
TP's, and then fell over from exhaustion. No broken shields, no broken bones. Get
the point, yet?
Now, a better basher, not the best, mind you, would look like this:
13 ST Achieve good damage (possibly great) and be able to use all
bashing weapons (except HL).
10 CN This isn't important, but at least he'll be able to take a couple
of blows.
9 SZ Fulfills requirement for all bashing weapons.
17 WT A nice number. 19 isn't good, and 21 means that it should be
something else.
15 WL Gives at least normal endurance, and increases chances of raising
stats.
5 SP SP is unimportant, absolutely no need! Although, it will take a
few more skills to get a rating in Decise.
15 DF Wonderful to have DF. Keeps them from swinging at the flies (Most
of the time).
Well, there you have it. I hope I cleared things up a little. I doubt if anyone
else agrees with me, but that's what makes this game so fun!
LUVUALLWAYS,
Vanion
Drunken Stupor (11) The Dawn-Men (67)
The Dark (26) Othrsydosanity (74)
THE UN-SCUM
The type of TP I make will often win fights without ever getting hit! The fights
are exciting to read, full of dodges and ripostes, and if you've never seen a TP
outjump a Basher, make an offensive TP.
ST: 7-13 All you really need is normal damage! 11 is perfect, for carrying capacity
and weapon selection. Good damage is nice to have, but if it looks like your rollup
will get good or great, he's probably better off as a WS, LU or BA.
CN: 9-16 Again, all you need is normal. We're making a finesse substyle, and the
points are badly needed on WT, WL and DF. Just make sure he can take a hit or two.
Don't add any points here on the rollup, but go ahead and raise it later if you think
he needs it. Endurance is not a priority.
SZ: 3-9 A single digit is important for dodging and activity levels. I will go as
high as 10, but any bigger and you can't dodge well enough. Small size also helps
parry and defense, as well as getting a good activity and elusive statement on the
overview. Plus, you need the points below.
WT: 15, 17 or 21 only! This is the biggie, he'll learn like crazy! I know what
you're saying, "my 11 WT SCUM learns 3 skills a fight!" Yeah, but your SCUM's skill
base will be so low, when he's maxxed out in skills, my off. TP will be at the same
level of expertise by his 10th fight! For any style, 90% of the skills are in WT, WL
and DF, and that's where the 14 points must go.
WL: 13-21 As with any fighter, more is better. However, you can get by with normal
endurance, believe it or not! This TP will wear moderate armor, and can run active
for 6-7 minutes with normal endurance. That's long enough for all but a few
opponents. Raise WL on the rollup to 17 or 21 if you can, but if 13 or 15 is all he
can have, he'll be okay.
SP: 5-9 This is a touchy area, and can make or break your TP. I like to use 7, 8
or 9. If you use 5 or 6, he'd better be small, and have a 17 or 21 WT. OR, a CN that
will allow him to take a lot of damage. If he's too big, dumb and slow then he'll get
"slow and inactive" on the overview, and that is too scummy for my TP. You MUST have
normal or better activity. SP also helps with your riposte, crucial to the off. TP.
DF: 11-17 Second in importance, behind WT. Parry, Riposte, Defense and Attack are
your mainstays, and they're all enhanced by a high DF. Try to get normal coordination
(SP+DF=21) if possible.
Here are some examples of good off. TPs, all are real fighters;
11 10 8 11 7 11 10
14 12 15 9 15 13 12
7 4 7 6 8 7 10
17 15 15 17 21 17 17
17 21 17 21 13 17 13
5 7 9 9 7 8 8
13 15 13 11 13 11 13
Now, how to fight them, you ask? Every one of them seems to like to run
differently, I've seen some tee off at 2-7-5, some do better at 4-4-5, some 2-3-2,
even those who go 3-3-5 first min, then go ballistic in the second (10-10-6). Also,
some run 7-7-7! You just have to play around with the numbers, 'til you find what
works best. Here's a general strategy I usually start with:
4 5 6 7 4 3 10 Armor: I use ARM/H most of the time,
7 6 5 4 4 2 10 but guys like examples #1 and 2
5 5 5 5 5 5 6 would be better off in ACM/F. If
facing a LU or SL, you can wear
RA ------------------------> HE APA/F (yes, even with normal endur-
AM ------------------------> HE ance!), 'cause the LU or SL is going
- - - - - - - to drop in min. 2, more than likely.
S S - - - - D
Weapons: Any sword and shield you're suited to, as well as the Quarterstaff and the
Longspear. Vs. heavy armor, use a BS two-handed.
Tactics: Parry, dodge, and especially vs. strikers, responsiveness! Resp. will drive
other managers nuts, prompting them to say, "How'd you do that?" My favorite tactic
for the Un-Scum.
Matchups: Every striker in the arena should be on your hit-list. Other good
challenges are PS, WS, PR, BA. Avoid lungers and ABs like the plague!
So, there you have it. If you'd rather have a TP who's as elusive as a La-Z-Boy
than one who sidesteps more blows than he parries, then don't follow my advice. But,
if you're ready to have fun fights with TPs, and watch their popularity rise (except
vs. scum) every match, then that's what I offer you.
Brought to you by Buri of the G.A.P.P.D.A., MGR. Aesier (3, 104), Swords of
Sergio (4, 104), S.O.S. (59), and way too many others. Fell free to diplo me, for
praise, ridicule, or just for the halibut.
Duelmasters for Dummies
There are handbooks around that will guide you in becoming the hottest player
Duelmasters has ever seen... if you're prepared to work at it. But what if you don't
want to be hot, but only pleasantly warm, have a good time, and not fret and stew
over maximizing the potential of every roll-up you receive? What if spending months
in the Dark Arena searching for the perfect roll-up sounds boring? What if the
"Perfect Warrior" is not for you, and you have no intention of dominating Gateway?
What if such handbooks as the Enchiridion represent "more than you ever wanted to
know" about the inner workings and minute tunings of the game?
This article is for you....
You have a new roll-up sheet in front of you; it doesn't matter whether it's a
new team or only one replacement. How do you design the warrior(s) for best present
enjoyment? First, don't send anyone straight to the Dark Arena. Okay, do if you
like to read Dark Arena fights, but not otherwise. Give every roll-up, regardless of
"Perfect Warrior" potential or lack thereof, your best design efforts and a chance to
show his stuff. Some supposed duds will surprise you.
A few simple rules for basic warrior design and strategy:
1) Aim at achieving an odd number in your key stats, 15 is good, 17 is better,
except in unusual cases (DF for aimed blows), 21 is too much of a good thing.
2) Wit and Will are the key stats for any warrior except a freak experiment.
Deftness and Strength are second, Speed and Constitution are third.
3) Offensive styles (Basher, Lunger, Slasher, Striker) and Total Parries are
easier to run and easier to win with than the finesse styles (Aimed Blows, Parry-
anythings, Walls of Steel). Yes, the finesse styles can be fun and devastating, but
don't START there. Start with the easier styles and work up to finesse. Watch out
for stereotypes. Big, dumb, clumsy bashers do not generally do well. Fast, brainy
lungers with low CN and WL burn out early in the first minute and also tend to die
easily. A medium good roll-up will do well at any of the offensive styles.
4) Pick your arena with some care, as different arenas favor and reward
different styles of play and different tones in the personals.
Generally speaking, arenas of the Andorian and Lirith Kai regions will frown on
down-challenges and deliberate killing, and hostile "trash-talking" personals will
not be appreciated. On the whole, these Andorian and Adantri arenas are the more
sociable arenas and will tend to have more personals and more role-playing. (There
are, of course, exceptions.) Players in the Andorian and Lirith Kai arenas will tend
to be helpful to a newcomer.
Arenas of the Delarquan region will accept more aggressive styles in play and in
personals, more down-challenging, and more killing... BUT you can expect to draw a
quick and hard response in kind. Generally these arenas are not as friendly as the
Andorians, and they are much less likely to help out a newcomer.
The arenas of the Free Blades region vary more among themselves than those of
the other regions but generally tend to fall in between the Andorian and Delarquan
extremes.
5) When arming your warrior, check the Weapon/Style/Stat Suitability chart
below, probably THE most useful chart for a beginner. It sorts the weapons by style,
listing only those that are favored by each style, and gives the minimum stats (in
ST, SZ, WT, and DF) to use any particular weapon. Note which weapons your warrior is
physically able to use. Arm him with something he can use and that is favored by his
style, and GIVE HIM A BACK-UP WEAPON, even if it's only a dagger. Do not be misled
by real-world logic, by the way: bashers are not well-suited to using the fists as
weapons! (If you are going to use the same weapon against all armor weights, it
isn't necessary to make three categories on your strategy sheet, and it annoys the
inputter.)
In fact, you might want to consult the chart below before picking a style for
your new warrior. It is not a good idea to make a warrior into, say, a basher, if he
is unable to use well any of the basher's weapons of choice. (I've done this by not
paying attention, and I have ALWAYS regretted it afterward.) For example, I just got
a replacement who is 8-10-20-9-12-4-7. If I make it 9-10-20-15-17-4-9, then I should
NOT make it a Basher, because the poor goop couldn't use any bashing weapon well. If
I go with this set of numbers, he should probably be a Lunger using a short spear, or
a Striker using a hatchet. But if I drop WT to 13 and raise ST to 11, he could use a
broadsword and might make a Slasher; equally, if I drop WT to 13 and raise DF to 11,
instead, he could use a scimitar and make a Slasher.... Choices, choices....
6) Put armor on the warrior before sending him out to fight. Armor saves
lives. Total Parries can take the heaviest armors, as they generally don't move
around a lot. Offensives can run faster with no armor or leather armor, but that
doesn't give them much protection. If you're worried about their survival, put them
in mid-weight armor; I favor ringmail for this, but scalemail and chainmail are also
options. Always put something on their heads! A blow to the head can be especially
deadly, so give them protection there--at least a steel cap, a helm for choice, a
full helm if the warrior is a Total Parry.
7) Train skills, unless/until you're sure this is going to be a throw-away,
short-term warrior.
8) Challenge warriors above your warrior, and/or those with more fights, for
the best chance to learn skills. Challenge warriors below your warrior to improve
your chances of winning and to provoke maximum hostility from other managers.
Repeated challenges to the same warrior, when there are other targets available, will
also provoke hostility.
9) Avoid teams with high kill percentages and teams that regularly down-
challenge or repeat-challenge.
10) Don't run a warrior 10-10-10 unless you like to see him go berserk and then
collapse half way through the first minute. Yes, the pure offensives should run
fast, but drop either Activity Level or Kill Desire or both by a few points if your
warrior doesn't have a good or better endurance. If endurance is not mentioned on
the warrior's overview, then it is "normal" or "average," and 10-10-10 will probably
burn him out early in the fight. If endurance is poor, don't even think of it.
(Yes, I can hear all you number crunchers out there rising up to point out that there
are exceptions. I admit the exceptions, but these are general guidelines for the
average beginner. Exceptions belong in a different article.} Generally speaking,
Total Parries should run slowly.
11) Be wary of using tactics. Sometimes they help, sometimes they hinder, and
they're tricky. Even when a tactic gives some clear benefit, remember that it comes
with a built-in danger in that it commits the warrior to that attitude during the
minute it is used. A defensive tactic will tend to hinder offense, offensive tactics
will reduce the warrior's defense. Do not use both an offensive and a defensive
tactic in the same minute.
12) Fill out your strategy sheet clearly and completely to avoid antagonizing
the inputter! Don't make her guess what you want your warrior to do.
13) Write personal ads to take part in the player-player interaction. This is
a significant part of the fun of the game. If you want other managers to help you
learn, write =friendly= personals! Surprising how some people miss this obvious
point, but the obnoxious managers are likely to have a hard time getting help.
14) Fill out the front part of the Warrior Census Form. Picking a warrior's
race can make him a more clearly realized character and one that it is more fun to
write personals for. Filling out the warrior sayings can make reading the fights
more amusing. Fill out the back of the form only if you feel like it, as NOTHING on
the back, not even the character stats, has any effect on the fights. The back of
the form is all role-playing information and, at this time, will only be used if/when
your warrior appears in a spotlight written by a staff writer. When/if the extension
of the Duelmasters system for which the back of the form was originally intended is
completed, you will have another chance to fill out this stuff.
Weapons, Styles, Minimum Stats required for use
The weapons best-suited to each style are listed under that style. If a weapon is
not listed under that style, then it is not well-suited to use by that style.
Regardless of style, however, the stats required to use a weapon are the same.
This chart was composed with information found in the Enchiridion, and I thank
Pagan for making it readily available.
Aimed Blow nine weapons Slasher eight weapons
Dagger ST - SZ - WT 7 DF 7 Battleaxe ST 15 SZ 9 WT 9 DF 9
Epee ST 7 SZ - WT 15 DF 15 Broadsword ST 11 SZ - WT 9 DF 7
FiST - presumably any Epee ST 7 SZ - WT 15 DF 15
Longspear ST 11 SZ 9 WT 5 DF 9 Greataxe ST 13 SZ 5 WT 9 DF 11
Longsword ST 11 SZ - WT 13 DF 11 Hatchet ST 5 SZ - WT 3 DF 7
Quarterstaff ST 11 SZ 9 WT 11 DF 11 Longsword ST 11 SZ - WT 13 DF 11
Scimitar ST 9 SZ - WT 11 DF 11 Scimitar ST 9 SZ - WT 11 DF 11
Shortspear ST 9 SZ - WT 7 DF 7 Shortsword ST 5 SZ - WT 11 DF 3
Shortsword ST 5 SZ - WT 11 DF 3
Striker Note that the strikers can
Basher eleven weapons use every weapon plus the small shield
Greataxe ST 13 SZ 5 WT 9 DF 11 effectively. This is the only style that
Greatsword ST 15 SZ 9 WT 9 DF 11 has so broad a selection. Twenty-one
Halberd ST 17 SZ 9 WT 9 DF 9 weapons.
Large shield ST 11 SZ 7 WT 5 DF 5 Battleaxe ST 15 SZ 9 WT 9 DF 9
Mace ST 13 SZ - WT 3 DF 5 Broadsword ST 11 SZ - WT 9 DF 7
Maul ST 15 SZ 9 WT 5 DF 7 Dagger ST - SZ - WT 7 DF 7
Medium shield ST 9 SZ - WT 5 DF 5 Epee ST 7 SZ - WT 15 DF 15
Morningstar ST 13 SZ - WT 7 DF 13 FiST - presumably any
Quarterstaff ST 11 SZ 9 WT 11 DF 11 Greataxe ST 13 SZ 5 WT 9 DF 11
Warflail ST 11 SZ - WT 7 DF 5 Greatsword ST 15 SZ 9 WT 9 DF 11
Warhammer ST 13 SZ - WT 5 DF 7 Halberd ST 17 SZ 9 WT 9 DF 9
Hatchet ST 5 SZ - WT 3 DF 7
Lunger five weapons Longspear ST 11 SZ 9 WT 5 DF 9
Epee ST 7 SZ - WT 15 DF 15 Longsword ST 11 SZ - WT 13 DF 11
Longspear ST 11 SZ 9 WT 5 DF 9 Mace ST 13 SZ - WT 3 DF 5
Longsword ST 11 SZ - WT 13 DF 11 Maul ST 15 SZ 9 WT 5 DF 7
Shortspear ST 9 SZ - WT 7 DF 7 Morningstar ST 13 SZ - WT 7 DF 13
Shortsword ST 5 SZ - WT 11 DF 3 Quarterstaff ST 11 SZ 9 WT 11 DF 11
Scimitar ST 9 SZ - WT 11 DF 11
Parry-Lunger six weapons Shortspear ST 9 SZ - WT 7 DF 7
Epee ST 7 SZ - WT 15 DF 15 Shortsword ST 5 SZ - WT 11 DF 3
Longspear ST 11 SZ 9 WT 5 DF 9 Small shield ST 5 SZ - WT 5 DF 5
Longsword ST 11 SZ - WT 13 DF 11 Warflail ST 11 SZ - WT 7 DF 5
Scimitar ST 9 SZ - WT 11 DF 11 Warhammer ST 13 SZ - WT 5 DF 7
Shortspear ST 9 SZ - WT 7 DF 7
Shortsword ST 5 SZ - WT 11 DF 3 Total Parry twelve weapons
Parry-Riposte six weapons Battleaxe ST 15 SZ 9 WT 9 DF 9
Epee ST 7 SZ - WT 15 DF 15 Broadsword ST 11 SZ - WT 9 DF 7
Longspear ST 11 SZ 9 WT 5 DF 9 Epee ST 7 SZ - WT 15 DF 15
Longsword ST 11 SZ - WT 13 DF 11 Greatsword ST 15 SZ 9 WT 9 DF 11
Scimitar ST 9 SZ - WT 11 DF 11 Large shield ST 11 SZ 7 WT 5 DF 5
Shortspear ST 9 SZ - WT 7 DF 7 Longspear ST 11 SZ 9 WT 5 DF 9
Shortsword ST 5 SZ - WT 11 DF 3 Longsword ST 11 SZ - WT 13 DF 11
Medium shield ST 9 SZ - WT 5 DF 5
Parry-Striker eleven weapons Quarterstaff ST 11 SZ 9 WT 11 DF 11
Battleaxe ST 15 SZ 9 WT 9 DF 9 Scimitar ST 9 SZ - WT 11 DF 11
Broadsword ST 11 SZ - WT 9 DF 7 Shortsword ST 5 SZ - WT 11 DF 3
Epee ST 7 SZ - WT 15 DF 15 Small shield ST 5 SZ - WT 5 DF 5
Greatsword ST 15 SZ 9 WT 9 DF 11
Longsword ST 11 SZ - WT 13 DF 11 Wall of Steel eight weapons
Quarterstaff ST 11 SZ 9 WT 11 DF 11 Battleaxe ST 15 SZ 9 WT 9 DF 9
Scimitar ST 9 SZ - WT 11 DF 11 Broadsword ST 11 SZ - WT 9 DF 7
Shortspear ST 9 SZ - WT 7 DF 7 Greataxe ST 13 SZ 5 WT 9 DF 11
Shortsword ST 5 SZ - WT 11 DF 3 Greatsword ST 15 SZ 9 WT 9 DF 11
Small shield ST 5 SZ - WT 5 DF 5 Morningstar ST 13 SZ - WT 7 DF 13
Warhammer ST 13 SZ - WT 5 DF 7 Quarterstaff ST 11 SZ 9 WT 11 DF 11
Scimitar ST 9 SZ - WT 11 DF 11
Warflail ST 11 SZ - WT 7 DF 5
Jorja
The Middle Way
DM 93 and elsewhere