DUEL 2 NEWSLETTER
Date : 10/13/2017 Duedate: 10/26/2017
NOBLISH ISLAND ARENA
DM-93 TURN-489
This Weeks Top Honors
THE DUELMASTER IS
KOKOMO, IN
HOME SWEET HOME (1728)
(93-10093) [7-1-0,77]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY KOKOMO, IN
HOME SWEET HOME (1728)
(93-10093) [7-1-0,77]
Popularity Leader This Weeks Favorite
MILFORD, MA MILFORD, MA
HOME SWEET HOME (1728) HOME SWEET HOME (1728)
(93-10090) [5-3-0,28] (93-10090) [5-3-0,28]
THE CURRENT TOP TEAM
BASH BROS APPLES (1727)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BLACKTHORN INC. (1735) 52
2. THE SLAPPYS (187) 37 S.O.N. (28)
3. HOME SWEET HOME (1728) 31 Unchartered Team
4. BASH BROS APPLES (1727) 24
5. RED AVENGERS (1736) 16 BLACKTHORN INC. (1735)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*BLACKTHORN INC. (1735) 4 0 0 100 1/ 2*BASH BROS APPLES (1727) 10 5 0
2/ 0*THE SLAPPYS (187) 1 0 0 100 2/ 1*HOME SWEET HOME (1728) 9 6 0
3/ 1*HOME SWEET HOME (1728) 27 13 0 67.5 3/ 3*CHURCH OF UYPHY (1729) 8 7 0
4/ 4*BASH BROS APPLES (1727) 21 19 0 52.5 4/ 0*BLACKTHORN INC. (1735) 4 0 0
5/ 2*CHURCH OF UYPHY (1729) 10 10 0 50.0 5/ 0*THE SLAPPYS (187) 1 0 0
6- 5*NILOCS LEGION (1734) 1 1 0 50.0 6- 4*NILOCS LEGION (1734) 1 1 0
7- 6*LEGION (1726) 2 8 0 20.0 7/ 0*RED AVENGERS (1736) 1 4 0
8/ 0*RED AVENGERS (1736) 1 4 0 20.0 8- 6*LEGION (1726) 0 5 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 Weapon Requirement Chart (without the inaccuracies)
Over the years, many people have published weapon charts. Most of them have had
mistakes. This is the correct weapon chart and you should discard all others.
STR SIZ WIT DFT STR SIZ WIT DFT
Battle Axe 15 3 7 9 Maul 15 9 5 7
Broadsword 11 3 9 7 Morning Star 13 3 9 11
Dagger 3 3 7 7 Quarterstaff 11 9 11 11
Epee 7 3 15 15 Scimitar 9 3 11 11
Great Axe 13 3 9 11 Shortsword 5 3 11 3
Greatsword 15 9 9 11 Shortspear 9 3 5 7
Hatchet 7 3 5 7 War Flail 11 3 5 5
Halberd 17 9 9 11 War Hammer 13 3 5 7
Longsword 11 3 13 11 Large Shield 13 7 3 7
Longspear 11 9 5 9 Medium Shield 9 3 3 5
Mace 13 3 3 5 Small Shield 5 3 3 5
** Battle Axe requires 9 size if you are carrying an off hand weapon
Off Hand
No Wit Requirement
Strength Requirement same as for Main Hand
No Size Requirement
Off Hand Deftness Requirements
For this section, you look at the weapons you want to use in your main hand (MH) and
off hand (OH). From the chart above find their deftness requirements. Use these
values in the chart below (MH on the left, OH on the top) and the result is the
deftness to use them together.
Examples: Suppose your scum wants to use ME in your main hand and LG in your off
hand. Cross referencing, 5 on the left, 7 on the top, you'll see that the required
deftness to use them together is 9.
MH\OH 3 5 7 9 11 15
3 4 6 8 10 12 16
5 5 7 9 11 13 17
7 6 8 10 12 14 18
9 7 9 11 13 15 19
11 8 10 12 14 16 20
15 10 12 14 16 18 22
Caveats: In finding the values for this chart, there have been inconsistencies. The
chart shows the value that we believe will always--well suited. Some warriors seem
to--able to use weapons in both hands with lower deftness than the chart shows. So
far, I have not seen evidence for a warrior requiring more than the value shown. Note
that some values make little sense. (While you can use an EP with an off hand SH
together with 10 deftness, you would still lack 5 points of deftness to use the Epee.)
DUELMASTER'S COLUMN
Notes from the arena champ.
Me again? Kung-Fu Master can be a tough draw, but I got him! Yes! I can fight;
but the rest of my teammates are little shaky. What the heck!
I'm thinking of converting religions to The Church Of Uyphy; those guys seem to
know what they are doing. They put us Homers on our knees this past round! Wow!
And I want to stand up for our friend, Manager Assur of Bash Bros Apples. No
matter what those many other folks are saying, he is a pretty decent sort. (sometimes)
-- Lenexa, KS DMII
SPY REPORT
Like the magnificent Sun, rising upon the Dawn and exiling the Night for a Day,
I, Novgorodny Vir, return once again! HOME SWEET HOME? Who? BASH BROS APPLES is
the top team these days, buddies! I doubt many are quaking in their boots, but
BLACKTHORN INC. comes out of nowhere to get 4-0-0. What does the future hold? Watch
this space... Practice pays for SANTIE, who pummelled BRIOSES, to pocket 37 points.
A certain someone should cut down on the drinking and practice more, after losing 19
points to UNRIPE. (Discrete enough, SISTER SURIEL?) Those who hoped for a new
Duelmaster were disappointed by M. CHARDINEE, of NOBLISH ISLAND, who despite a 0-0-0
couldn't overcome NOBLISH ISLAND's Number 1. So who's the team that's been walking
into taverns last week and ordering milk? Sounds like a PR stunt to me.
So much to report, so little time! To quell some nasty rumors, the guys in
CHURCH OF UYPHY are not carrying any incurable diseases. No need to avoid 'em. The
warriors of CHURCH OF UYPHY found their efforts at combat frustrated as HOME SWEET
HOME apparently had more important things to do than fight. Everyone is famous for
fifteen minutes, and PESTICIDES is it right now. Most challenged warrior. Isn't
BASH BROS APPLES proud!
The moving sword slashes, and having slashed, moves on... Ask not a spymaster
for counsel, for he will pontificate long after you have fallen into an unconscious
stupor.
All good things must come to an end. My fingers tire and I fear my incessant
prattling may cause unfair judgement upon my impeccable character. Can anything
compare to the pleasure of writing Spyreports for NOBLISH ISLAND? On that giddy note
I take my leave-- Novgorodny Vir
DUELMASTER W L K POINTS TEAM NAME
KOKOMO, IN 10093 7 1 0 77 HOME SWEET HOME (1728)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
PESTICIDES 10087 7 1 0 61 BASH BROS APPLES (1727)
ADEPTS W L K POINTS TEAM NAME
SOUR 10088 5 3 0 38 BASH BROS APPLES (1727)
SANTIE 1034 1 0 0 37 THE SLAPPYS (187)
LENEXA, KS 10092 4 4 0 35 HOME SWEET HOME (1728)
CHALLENGER INITIATES W L K POINTS TEAM NAME
EASLEY, SC 10091 6 2 0 33 HOME SWEET HOME (1728)
UNRIPE 10086 3 5 0 31 BASH BROS APPLES (1727)
RACINE, WI 10089 5 3 0 29 HOME SWEET HOME (1728)
MILFORD, MA 10090 5 3 0 28 HOME SWEET HOME (1728)
INITIATES W L K POINTS TEAM NAME
IMMA DU-YU 10132 1 0 0 16 BLACKTHORN INC. (1735)
KA$H-MONIE 10133 1 0 0 15 BLACKTHORN INC. (1735)
PRIESTESS IRIN 10099 3 1 0 14 CHURCH OF UYPHY (1729)
MONK SABAOTH 10101 2 2 0 14 CHURCH OF UYPHY (1729)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
ROTTEN 10084 2 6 0 12 BASH BROS APPLES (1727)
DEE THE BLADE 10137 1 0 0 12 RED AVENGERS (1736)
GARGAMEL 10131 1 0 0 11 BLACKTHORN INC. (1735)
SHOFTIEL 10100 2 2 0 10 CHURCH OF UYPHY (1729)
URKL 10130 1 0 0 10 BLACKTHORN INC. (1735)
SISTER SURIEL 10118 2 1 0 9 CHURCH OF UYPHY (1729)
-CPT BETHRIG 10128 1 0 0 8 NILOCS LEGION (1734)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
AZAZEL 10097 1 3 0 6 CHURCH OF UYPHY (1729)
BRIOSES 10129 1 2 0 5 BASH BROS APPLES (1727)
-AZZUMI 10081 1 1 0 4 LEGION (1726)
-CHARLIE 10080 1 1 0 4 LEGION (1726)
-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)
JOE JIGGA 10139 0 1 0 1 RED AVENGERS (1736)
BIG BERTHA 10135 0 1 0 1 RED AVENGERS (1736)
INITIATES W L K POINTS TEAM NAME
-SSG LOTHAR 10124 0 1 0 1 NILOCS LEGION (1734)
SNEAKY PETE 10136 0 1 0 1 RED AVENGERS (1736)
SLOW MOE 10138 0 1 0 1 RED AVENGERS (1736)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PERSONAL ADS
A salute and a prayer for the Church Of UYPHY who has been seen in other arenas in
Alastari. We are pleased to see your interest in the arenas. Good luck. -- The
Consortium
Yikers! Yer 2-3?! I be a comin' down ta yuh, Assur. Muh warrior skills shure bea
showin' now. Yup. -- Hobo
Knack Rules! Great article, Mr. Assur! -- The Consortium Folk
U Church, yuh done sent me packin'. Yuh bum! -- Hobo and The Home Sweet Homers
Uyphy, I am sure he means "congrats and well done". -- The HSH Administrative
Assistant and sometimes Interpreter for Hobo
Pesticides, phbttttttttt! -- Milford, MA
Blackthorn, Inc is new to this world and the bloodsport that is a way of life here in
Alastari. I am Mr. Misfit, CEO of Blackthorn, Inc and manager to our warriors. I
welcome any wisdom and advice that would lead to better, more spectacular matches for
the bloodthirsty crowds. We're the new guys on the arena sands. Our battle cries
will soon be followed by our enemies' blood on the ground. But for now we welcome any
advice on how to grow into the Assassins of Old.
"The Clemson Tigers will be National Champions again this year."... Well now I'm
really glad I went 2-0 against you last week. (P.S. Go Nittany Lions)
Two questions for the pros here:
1) If you train two of the same skill, then get an Expert in that skill, does
that mean the second skill train gave you the Expert? Or could it be the
first?
2) How would you rollup the following: 10-3-12-15-4-9-17 (Sister Suriel was
given this, so it's too late to change, but I'm curious what you would do.)
Uyphy -- Welcome again! I can only hope that your enjoyment is as much or greater
than my own, managing warriors! -- Assurnasirbanipal
LAST WEEK'S FIGHTS
LENEXA, KS was devastated by PESTICIDES in a 1 minute mismatched Challenge fight.
RACINE, WI vanquished ROTTEN in a 1 minute uneven Challenge battle.
KOKOMO, IN subdued M. CHARDINEE in a action packed 1 minute Title fight.
SISTER SURIEL was devastated by UNRIPE in a 1 minute one-sided contest.
MILFORD, MA was defeated by SOUR in a crowd pleasing 4 minute bloody match.
PRIESTESS IRIN was vanquished by EASLEY, SC in a 1 minute mismatched fight.
AZAZEL was beaten by DEE THE BLADE in a 3 minute amateur's brawl.
SHOFTIEL savagely defeated BIG BERTHA in a action packed 1 minute beginner's melee.
MONK SABAOTH vanquished SNEAKY PETE in a 1 minute uneven fight.
BRIOSES was vanquished by SANTIE in a 1 minute one-sided fight.
URKL overpowered SLOW MOE in a 3 minute one-sided melee.
GARGAMEL overpowered JOE JIGGA in a crowd pleasing 1 minute one-sided match.
IMMA DU-YU overcame EMBEZZLING SCRIBE in a 2 minute novice's contest.
KA$H-MONIE demolished PERSISTANT BEGGAR in a 4 minute one-sided brawl.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 8 TOTAL PARRY 12 - 4 - 1 75 |
|STRIKING ATTACK 4 BASHING ATTACK 36 - 24 - 1 60 |
|AIMED BLOW 3 LUNGING ATTACK 12 - 8 - 1 60 |
|SLASHING ATTACK 3 SLASHING ATTACK 17 - 14 - 0 55 |
|LUNGING ATTACK 2 PARRY-STRIKE 2 - 2 - 0 50 |
|PARRY-STRIKE 2 WALL OF STEEL 12 - 12 - 0 50 |
|PARRY-RIPOSTE 2 STRIKING ATTACK 17 - 19 - 1 47 |
|WALL OF STEEL 1 PARRY-RIPOSTE 4 - 6 - 0 40 |
|PARRY-LUNGE 0 AIMED BLOW 9 - 18 - 0 33 |
|TOTAL PARRY 0 PARRY-LUNGE 1 - 6 - 0 14 |
Turn 489 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
LUNGING ATTACK 2 - 0 SLASHING ATTACK 1 - 2 3 BASHING ATTACK
WALL OF STEEL 1 - 0 PARRY-LUNGE 0 - 0 2 LUNGING ATTACK
BASHING ATTACK 6 - 2 STRIKING ATTACK 0 - 4 2 STRIKING ATTACK
AIMED BLOW 2 - 1 TOTAL PARRY 0 - 0 2 AIMED BLOW
PARRY-STRIKE 1 - 1 1 SLASHING ATTACK
PARRY-RIPOSTE 1 - 1 1 WALL OF STEEL
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
SLASHING ATTACK KOKOMO, IN 10093 7 1 0 77 HOME SWEET HOME (1728)
BASHING ATTACK PESTICIDES 10087 7 1 0 61 BASH BROS APPLES (1727)
WALL OF STEEL SOUR 10088 5 3 0 38 BASH BROS APPLES (1727)
LUNGING ATTACK SANTIE 1034 1 0 0 37 THE SLAPPYS (187)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is MILFORD, MA 10090. The most popular warrior this
turn was MILFORD, MA 10090. The ten other most popular fighters were KOKOMO, IN
10093, SOUR 10088, IMMA DU-YU 10132, SHOFTIEL 10100, GARGAMEL 10131, PESTICIDES
10087, RACINE, WI 10089, UNRIPE 10086, EASLEY, SC 10091, and AZAZEL 10097.
The least popular fighter this week was SLOW MOE 10138. The other ten least popular
fighters were KA$H-MONIE 10133, URKL 10130, SNEAKY PETE 10136, PRIESTESS IRIN 10099,
SISTER SURIEL 10118, LENEXA, KS 10092, JOE JIGGA 10139, SANTIE 1034, BRIOSES 10129,
and BIG BERTHA 10135.
WINTER FACE-TO-FACE IN SUNNY ARIZONA!
Our next winter FTF will be held in Tempe, Arizona, January 12-14, 2018. It will be
held at the Embassy Suites Hotel in Tempe, Arizona (480-897-7444), the same hotel as
last year by popular request. Room rates are $149.00 per night, 1-2 occupancy, which
includes full cooked breakfast, complimentary manager's reception, free airport
shuttle, free parking and free high speed internet. There's a fitness center,
jacuzzi, and pool. The rooms are blocked--the code is RSG.
Please make your reservations now if you plan to go.
The hotel reservation site is: http://tinyurl.com/yaekcffp
This is prime season for Phoenix and the hotel tends to fill up quickly.
Look for the tournament info sheet and minioverviews some time in December. We hope
you're all looking forward to it and that we will see you there!
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