DUEL 2 NEWSLETTER
Date : 03/02/2018 Duedate: 03/15/2018
NOBLISH ISLAND ARENA
DM-93 TURN-499
This Weeks Top Honors
THE DUELMASTER IS
POSITION IS EMPTY
Chartered Recognition LeaderUnchartered Recognition Leader
POSITION IS EMPTY POSITION IS EMPTY
Popularity Leader This Weeks Favorite
EGGED MOLLY PITCHER
BB HALLOWEEN (1739) FOLKLORE (1738)
(93-10151) [5-3-0,18] (93-10145) [5-3-2,41]
THE CURRENT TOP TEAM
BB HALLOWEEN (1739)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. CROM'S CHOSEN (1741) 29
2. BB HALLOWEEN (1739) 14 SUBJUGATORS (617)
3. FOLKLORE (1738) 5 Unchartered Team
4. CLOAK WARRIORS (1737) 0
FOLKLORE (1738)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*FOLKLORE (1738) 27 13 4 67.5 1/ 1*BB HALLOWEEN (1739) 9 6 1
2/ 2*BB HALLOWEEN (1739) 25 15 1 62.5 2/ 2*FOLKLORE (1738) 8 7 1
3/ 5*CROM'S CHOSEN (1741) 5 5 0 50.0 3/ 6*CROM'S CHOSEN (1741) 5 5 0
4- 4*CLOAK WARRIORS (1737) 8 12 1 40.0 4- 3*CLOAK WARRIORS (1737) 2 3 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
A Mail-In Tournament Scenario
or
John Dillinger Runs The Numbers
In a recent DM93 newsletter, I offered The Consortium Total Parry spotlight.
With a Tournament Mailer coming shortly in April, it seems only appropriate to offer a
spotlight explaining Mailers and how one Consortium Total Parry from DM93 fared in a
Mailer.
Key things you will learn:
1. 4 tournaments plus their type and timing
2. FE = Fight Equivalents
3. Tournament Prep
4. Some basic Consortium scum strategies
5. Aimed Blow/Scum relationships
6. Stat raising and burning skills
So, on to the spotlight.................................................
The purpose of this spotlight is to give newcomers to D2 a sense or feeling or
information about tournaments, in this case a Mail-In tournament. Hence, John
Dillinger of Famous Hoosier, a former Noblish Island warrior, was selected as the
guinea-pig. (Note: Famous Hoosiers was a previous entrant here for The Consortium.
River Rats led by Commodore Perry is the current Consortium rep.)
So, a tournament. Four times a year RSI holds tournaments. Winter and Summer are
Face-To-Face Tournaments where managers compete on-site against and can change
strategies each and every fight if they wish. The winter Face Site has always been in
Tempe, AZ, (The RSI Home Site) while the summer event in held in varying cities east
of the Mississippi. (The last one was in Chicago, IL, and summer of 2015 will be in
Newark, NJ.) The Mail-In Tournaments are done completely via mail and managers submit
predetermined strategies for their entered warriors. (Each warrior is allowed a
primary strategy and also a secondary strategy which will be employed against selected
styles.) Both events cost $7.00 per warrior and are great fun. Warriors compete in
classes, thereby allowing similarly experienced warriors from all arenas to be fairly
matched with each other. In tournaments, a warrior's chance to learn skills or earn
stat increases is half that in normal arenas. Supposedly, the chances of dying are
also halved.
I entered John Dillinger of Famous Hoosiers from Noblish Island in The Spring
Mailer. Prior to fighting JD in The Mailer, I wanted to give him the best possibility
to succeed. I prepared to fight him in the Apprentices class. Classes are segregated
by FE -- Fight Equivalents. What is a fight equivalent? Each arena fight counts as one
fight and any tournament fights count as a half fight. The Apprentices Class is for
warriors with 1-4 FE. Having no tournament fights prior, I wanted to "max" JD for
Apprentices. By "max" I wanted him to fight with the maximum FE possible in that
class. By doing so, I optimized his chances to succeed. In order to assure that he was
maxed at tourney time, I had to sit JD out one fight on Noblish. Had I fought him, he
would have acquired 5 FE and would have had to compete as one of the least experienced
members of the Initiates Class. (5-10 FE)
Pre-Tournament, JD looked like this: 19(+1)-19(+1)-13-3-21(+1)-3-9, a Total Parry
who was Very Stupid, Ambidextrous, Clumsy, had Awesome Endurance, could take
Tremendous Damage, could carry Tremendous weight in armor and weapons and did Great
damage. Many would call this warrior a scum. I hesitated to call John Dillinger that
to his face.
JD did quite well in the tournament, finishing 5-3 against the best Apprentices
in the land. He also learned/trained very well, earning 4 stats and a skill. Perhaps a
general fight-by-fight summary would prove of value?
First, let me list for you the two strategies I chose and my training regimen I
mailed in for JD.
Normal strategy:
3-3-3-3-2-3-3 APA/F
3-3-3-3-2-1-3 0+ = LG & FI
5-5-5-5-7-8-5 bu = DA & WH
P-P-P-P-P-N-P
Alternate strategy: (against TP)
1-1-1-1-1-1-1 ASM/F
1-1-1-1-1-1-1 0+ = SM & FI
1-1-1-1-1-1-1 BU = FI & WH
P-P-P-P-P-P-P
Training Regiment = DF, DF, DF, WT, WT, WT, skill the rest of the way (e.g. round
one through three train DF, round four through six train WT, round seven and on
skill.)
Strategies, armor, weapons, backups, tactics, alternate strategy against,
training, etc, etc are all variable, and explaining MY choices or normal Consortium
choices would require a much, much longer spotlight. Perhaps another day.
As to JD's tournament action:
Fight one against a sz14 ambi LU -- JD parried 19, and absorbed 5 hits to win
with no swings in 3 rounds. He earned a DF train. (His DF to 10 which also came with a
riposte skill)
Fight two, another lunger sz8 who chose a longsword he had neither the ST nor DF
to wield. JD parried 18, and absorbed 3 hits, winning in four without swinging. He
earned another DF train! Lucky! (The math on that train for 21 WL, 2nd trained DF,
tournament halfing ratio = 105% x 50% x 50% = 26.5% chance.) AND, that DF was 11 for
him, so it came with 2 attack, 2 parry, and 2 defense skills)
Fight three, an aimer, and the bane of all scum. Sz5, scimitar, lacking strength.
While JD parried 13 attacks, he was hit by 9 regular and 3 critical swings and lost in
three rounds. He missed the DF train, which was only at a 13% probability.
Fight four a plunger at sz5 with ale/l and a scimitar. JD actually dodged one,
was hit five times -- one a crit, but parried 21, before breaking his SC. Then the
opponent swung twice with fists, JD parrying both, one which did damage to the
opponent. Finally the opponent pulled a backup scimitar and swung five times all
parried. JD won in round 8 without swinging. JD did not get his WT train at appx
50/50.
Fight five is a scum similar to JD. The opponent is smaller at sz10 and too low
WT for the BS/ME he holds. Both of these are advantages to the scum opponent as points
are distributed elsewhere rather than in WT or SZ. Remember -- JD is going to use his
alternate strategy against TPs. The opponent is as this: ASM/H, BS/ME (lacks WT) with
a backup SH and SM. The fight goes 23 minutes and JD wins on endurance. The first
swing of the match was in round eight by the opponent. Through 19 rounds the only 2
swings were by the opponent which JD dodged and parried. By round 20, both are tiring
and able to hit. The opponent has 2 BS hits and a ME hit which caused JD to drop the
shield. JD was able to get in 2 SM hits, 1 WH hit, and 2 FI hits during that time.
This time JD does get his WT train and moves from very stupid to just plain stupid.
JD is starting to feel good about his 4-1 record and is gloating like a gangster.
His downfall is coming.
Fight six is a sz9 striker with a scimitar, which JD defeats in six minutes with
no swings and 30 parried swings. He was hit five times and had to "suck up 2 normals,
2 crits, and 1 extra value blow. JD earned the 2nd WT train of his tourney (26.5%)
taking him to 5 WT and collecting the five skills at 5WT -- Init, Rip, Attack,
Defense, and Decise.
Now JD is 5-1. He thinks he is Godfather.
Round seven is against a sz6 aimer, another bane to all scum. JD was celebrating
way too early! The aimed blow came out in asm/s and a dagger and ripped up JD in six
bloody minutes. The aimer's actions were like this: 10/32/2. (crits, swings extra
value blows) JD parried 13, amazingly dodged 9, but took too much damage otherwise and
lost. Sadly, he did not get any skills in his first ever skill train either. JD eighth
and final fight was a sz7 striker who obviously knew how to fight a TP like JD. The
opponent was in ale/l ba/-. The opponent banged away for 4 minutes and finished JD
with a devastating blow. JD parried 21, 2 of which were crit parries -- one each with
LG and WH. But he was hit 8 times, of which 3 were crits and 4 were EHB's. JD did
learn a defensive skill.
Such is JD's Mail-In tournament saga. He was a solid 5-3. He earned 4 stat
increases, which added 12 skills and he learned one additional skill. He now is a
meaner (Can John Dillinger be any meaner?) 19-19-13-5-21-3-11 TP.
-- Written by: John Wooden, Famous Hoosier Manager (Consortium affiliated)
Amended by: Johnny Appleseed, Folklore Manager (Consortium affiliated)
SPY REPORT
Much has changed in NOBLISH ISLAND since last I was here. Never fear, Olaf
Modeen adapts to many situations, as do all successful fighters. Up 'n down. Up 'n
down. Rankings always change. Up 'n down. I think I'm gonna be... Well, CROM'S
CHOSEN's 3rd moved them up to 3-2-0 place. What's with TOO MUCH CANDY? He actually
beat FOLKLORE's SWAMP FOX, and walked away with 22 more points from the fight. Major
screwup at BB HALLOWEEN. EGGED lost 11 points to OSKSI NOBLE. Some new strategies,
perhaps? Maybe EGGED will provide more easy wins... NOBLISH ISLAND, set your sights
on KHALHUMS DWARF. He'll be happy to entertain all requests after defeating
GERONIMO. I suppose you want to hear some rumors and dirty gossip about your fellow
fighters? Tough!
No matter the time or place, men will always duel. NOBLISH ISLAND thinks BB
HALLOWEEN and their 25-15-1 is too much! If at first you don't succeed, give up...
In my day, no team with a 23-12-0 would scare me off! What's the problem, FOLKLORE?
Warriors of NOBLISH ISLAND unite. You have only your games to lose! Yeah,
yeah, TOO MUCH CANDY killed SWAMP FOX, who was "too young to die." Well, he was a
fighter, and that's what you have to face. Many a warrior has met his fate in a
hungover stupor. You young rapscallions, take note!
Many other cities have retirement homes for aged warriors. Any plans here? All
work and no play makes Olaf a dull fighter. Work and play no fighter dull Olaf.
Olaffighterwork and no play. I don't want to overstay my welcome...-- Olaf Modeen
CHALLENGER ADEPTS W L K POINTS TEAM NAME
TOO MUCH CANDY 10154 7 1 1 66 BB HALLOWEEN (1739)
GERONIMO 10146 5 3 0 66 FOLKLORE (1738)
ADEPTS W L K POINTS TEAM NAME
MOLLY PITCHER 10145 5 3 2 41 FOLKLORE (1738)
PECOS BILL 10148 7 1 0 34 FOLKLORE (1738)
CHALLENGER INITIATES W L K POINTS TEAM NAME
LONE RANGER 10147 3 5 0 28 FOLKLORE (1738)
RAUNCHY COSTUME 10153 6 2 0 27 BB HALLOWEEN (1739)
BULLY 10150 5 3 0 27 BB HALLOWEEN (1739)
-IGGIE THE SCUM 10141 2 2 0 25 CLOAK WARRIORS (1737)
INITIATES W L K POINTS TEAM NAME
LADY DEATH 10176 2 0 0 22 CROM'S CHOSEN (1741)
DRUNK TEENS 10171 2 2 0 19 BB HALLOWEEN (1739)
EGGED 10151 5 3 0 18 BB HALLOWEEN (1739)
GRUNT 10177 1 0 0 13 CROM'S CHOSEN (1741)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
-AQUA-KNOT 10144 3 1 0 12 CLOAK WARRIORS (1737)
-SOCCER-PANTS 10140 2 2 1 9 CLOAK WARRIORS (1737)
BLACK WIDOW 10175 1 1 0 8 CROM'S CHOSEN (1741)
-RIVERSIDE SHAKEPERE 10142 1 3 0 7 CLOAK WARRIORS (1737)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
VICKI VALKYRIE 10172 1 1 0 4 CROM'S CHOSEN (1741)
-SEARRUS 9645 0 4 0 4 CAVEAT EMPTOR (1657)
-PERSEPHONE 9642 0 4 0 4 CAVEAT EMPTOR (1657)
-HASSAN 10143 0 4 0 4 CLOAK WARRIORS (1737)
INITIATES W L K POINTS TEAM NAME
-AGRISEL 9646 0 4 0 4 CAVEAT EMPTOR (1657)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
VENOM 10174 0 2 0 CROM'S CHOSEN 1741 BLACK ORC 499 NONE
SWAMP FOX 10149 7 1 2 FOLKLORE 1738 TOO MUCH CANDY 10154 499
BROC 10104 0 2 0 THIEF TAKERS 1730 MOLLY PITCHER 10145 496
ONE EYE 10103 0 2 0 THIEF TAKERS 1730 SOCCER-PANTS 10140 496
PERSONAL ADS
Geronimo again, eh? What the heck! He deserves to be Duelmaster. -- Johnny Appleseed
Mr. Misfit, of course there is a formula/scheme for popularity. Sadly, the details are
unknown to The Consortium. Win, it goes up. Beat someone much higher ranked than you,
it goes up a lot. The reverse is true. However, it comes across either inexact or
unknown to us Consortiumites. Perhaps Assur will give us an exact answer. (He has a
formula for everything.) -- Johnny A
Sites? Check Terrablood.com and Assur's site. -- Johnny A
Hey, Assur! Now THAT was one fine Aimer article. Well done! -- The Consortium Folk
Hey Assur! (again) You are creeping up on me W/L-wise. I think you are going to get
me, you Meanie! -- Johnny A
Assur, we have not run our "perfect" scums in Bloodgames. I would suspect no perfect
scum is really suited for bloodgames! -- Consortiumites
Too Much Candy is really, really bad for a cowboy, you know? Sort of like firewater
for Tonto? -- The Lone Ranger
Bravo, well done! You whacked me rather spiffily. I hurt!!!!! -- Pecos Bill
Health. Humility. Honor. -- Johnny A and Consortium Folk everywhere
LAST WEEK'S FIGHTS
VENOM was butchered by BLACK ORC in a 1 minute Dark Arena fight.
GERONIMO slimly lost to KHALHUMS DWARF in a 3 minute brutal duel.
SWAMP FOX was easily killed by TOO MUCH CANDY in a 1 minute one-sided match.
EGGED was vanquished by OSKSI NOBLE in a 1 minute mismatched brawl.
RAUNCHY COSTUME was defeated by MOLLY PITCHER in a 2 minute brutal fight.
PECOS BILL bested DRUNK TEENS in a 1 minute brawl.
LONE RANGER vanquished VICKI VALKYRIE in a 1 minute mismatched fight.
BULLY overpowered PERSISTANT BEGGAR in a 1 minute mismatched brawl.
LADY DEATH overpowered PERSISTANT BEGGAR in a crowd boring 4 minute uneven melee.
BLACK WIDOW won victory over MORDANT DESERTER in a 2 minute novice's duel.
GRUNT vanquished MORDANT DESERTER in a 1 minute one-sided duel.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 4 SLASHING ATTACK 7 - 3 - 0 70 |
|BASHING ATTACK 4 BASHING ATTACK 31 - 23 - 0 57 |
|LUNGING ATTACK 3 AIMED BLOW 17 - 14 - 0 55 |
|AIMED BLOW 2 LUNGING ATTACK 17 - 14 - 2 55 |
|PARRY-LUNGE 1 STRIKING ATTACK 29 - 26 - 4 53 |
|PARRY-RIPOSTE 1 PARRY-RIPOSTE 7 - 8 - 0 47 |
|PARRY-STRIKE 0 PARRY-STRIKE 11 - 14 - 1 44 |
|SLASHING ATTACK 0 TOTAL PARRY 3 - 4 - 0 43 |
|TOTAL PARRY 0 WALL OF STEEL 3 - 4 - 0 43 |
|WALL OF STEEL 0 PARRY-LUNGE 4 - 6 - 1 40 |
Turn 499 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:
AIMED BLOW 2 - 0 BASHING ATTACK 1 - 3 3 BASHING ATTACK
PARRY-LUNGE 1 - 0 PARRY-STRIKE 0 - 0 3 LUNGING ATTACK
LUNGING ATTACK 2 - 1 PARRY-RIPOSTE 0 - 1 3 AIMED BLOW
STRIKING ATTACK 2 - 2 SLASHING ATTACK 0 - 0 2 STRIKING ATTACK
TOTAL PARRY 0 - 0
WALL OF STEEL 0 - 0
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK TOO MUCH CANDY 10154 7 1 1 66 BB HALLOWEEN (1739)
BASHING ATTACK GERONIMO 10146 5 3 0 66 FOLKLORE (1738)
LUNGING ATTACK MOLLY PITCHER 10145 5 3 2 41 FOLKLORE (1738)
AIMED BLOW PECOS BILL 10148 7 1 0 34 FOLKLORE (1738)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is EGGED 10151. The most popular warrior this turn was
MOLLY PITCHER 10145. The ten other most popular fighters were GERONIMO 10146, TOO
MUCH CANDY 10154, RAUNCHY COSTUME 10153, PECOS BILL 10148, LONE RANGER 10147, BULLY
10150, VENOM 10174, DRUNK TEENS 10171, BLACK WIDOW 10175, and GRUNT 10177.
The least popular fighter this week was LADY DEATH 10176. The other ten least
popular fighters were VICKI VALKYRIE 10172, EGGED 10151, SWAMP FOX 10149, GRUNT
10177, BLACK WIDOW 10175, DRUNK TEENS 10171, VENOM 10174, BULLY 10150, LONE RANGER
10147, and PECOS BILL 10148.
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.
Top 10 Things to Do to Have a Better FTF!
10. Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.
Bonus points if that meal includes the use of utensils. (Double bonus points if you
already knew how to use utensils)
9. Recycle all those cover sheets and unwanted roll-ups into ammunition for the next
great paper ball fight! (And don't assume that because you don't have any ammo,
you're not in the game. When these things break out, ANYONE is a potential target!
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting
there in the middle of things trying to read your fights as the paper balls fly in all
direction, you're not only likely to get hit by a misfired projectile, but I will be
aiming for you!)
8. Showering at least once a day is not an option. REPEAT: Showering at least once
a day, is NOT AN OPTION!!!
7. Much like a watched pot never boils, asking if your overviews or reprints are
there yet every three minutes will only make the person sitting behind the desk
irritable (or even more so than usual). They'll be there when they get there.
6. Yes, the printer will break down, the hard drive will crash, and RSI will undergo
some sort of catastrophe. This is normal. Be prepared for long delays. Some people
like to play Magic while waiting, some of us prefer heavy drinking.
5. For you first timers, it is customary to do a triumphant little war dance each
and every time you win a fight, complete with whoop-whoops. That's what the raised
platform is for, so the rest of us can see you. If you don't do the dance, RSI will
take away your TVs and you will forever get 3 WT roll-ups. Would I lie to you?
4. Converse with your fellow managers. Take the time to chat, and introduce
yourself to at least one complete stranger. "Have you seen this warrior?" is not a
good way to introduce yourself. "Hi, my name is _______ and I run _______; nice to
meet you!" is a much better way to introduce yourself.
3. When the run off fights are being read, I want to hear a lot of noise! Cheer
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh
derisively when a warrior falls down. Cheer those who read a good fight, and heckle
those who can't. Get crazy. MAKE SOME NOISE GOLDURNIT!!!
2. Conversely, if you insist on reading your fights out loud and you don't have an
audience, go back to your room until the urge passes.
1. Buy your good ol' buddy Forge a beer!
As always, your own tips and comments are appreciated. *LOL!* Hope to see you all
there!
-- Forge
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)
'TWAS THE NIGHT BEFORE TOURNEY...
'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year,
Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;
"How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS?
Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!?
Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO!
The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.
And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says.
At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh.
At Aradi's table -- how they giggle, at the cartoons and stories
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string;
The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!
The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close,
And giving a nod, on a chair Sandy rose;
Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,
"GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!"
****Hey, what do you expect for a quickie?... <grin>
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
NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS)
For those of you who keep track of such things, one additional warrior graduated from
regular DM arenas (including closed arenas) since the last tournament.
SEVENTH SON (1-9401) MANNEQUIN'S BEST (537)
DOMINATION (32-5232) ANGELS OF PAIN (360)
STARSCREAM (47-7419) DARQUE FORCES (396)
THE BOBSTER (82-1072) ODDITIES (184)
0001 (82-7927) JAN 2001 (1148)
0004 (82-7932) JAN 2001 2 (1149)
LAKES (82-22204) WAY OF THE BLADE ID (3522)
SUPPERMAN (82-48250) HUNGRY HEROES (8107)
GEMS (82-49984) 4 LETTER TREASURE (8402)
JACK MONTGOMERY (84-38004) MEDAL OF HONOR B7 (6651)
SKINNER (84-46102) XCOM BETA (7965)
PEPEROMIA PIZZA (85-2352) ADD SOME FLOWER (435)
WEBBED ZOMBIE (85-4040) MOM 'N DAD ZOMBIES? (735)
Congrats to the grads. -- Green Eyes