DUEL 2 NEWSLETTER
Date : 07/20/2018 Duedate: 08/02/2018
NOBLISH ISLAND ARENA
DM-93 TURN-509
This Weeks Top Honors
THE DUELMASTER IS
POKER
CARD SHARKS! (1743)
(93-10187) [6-2-0,63]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY POKER
CARD SHARKS! (1743)
(93-10187) [6-2-0,63]
Popularity Leader This Weeks Favorite
POKER PHANTOM INJURY
CARD SHARKS! (1743) BASH BROS DL (1744)
(93-10187) [6-2-0,63] (93-10199) [5-3-1,34]
THE CURRENT TOP TEAM
BASH BROS DL (1744)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BASH BROS DL (1744) 18
2. CARD SHARKS! (1743) 8 DRAGON'S FIRE (711)
3. CLOAK WARRIORS (1737) 0 Unchartered Team
BASH BROS DL (1744)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1- 1*CLOAK WARRIORS (1737) 26 19 4 57.8 1/ 2*BASH BROS DL (1744) 9 6 1
2/ 2*BASH BROS DL (1744) 23 17 2 57.5 2/ 1*CARD SHARKS! (1743) 7 8 0
3/ 3*CARD SHARKS! (1743) 20 20 2 50.0 3- 3*CLOAK WARRIORS (1737) 4 1 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
SPY REPORT
I was going on vacation, see? Surf, sun... But what do those bums say? "Hit
the road, Debby Tonte. NOBLISH ISLAND needs a spyreport." Oh, well. Like, CARD
SHARKS! had to be so embarrassed when they got kicked off #1 spot by BASH BROS DL!
Way to go BASH BROS DL! MVP award for RECOVERY TIME? BASH BROS DL's proud of him
after beating DUECE and getting 8 points. Talk about yer major upsets! DUECE's
match with RECOVERY TIME cost it a loss of 7 points! And I was just getting used to
the ex-Duelmaster's habit of...(!) Oh well, welcome POKER. Aren't CARD SHARKS!
proud. (Oh, my.) Who was the wiseguy that said NOBLISH ISLAND's Duelmaster was
paying for drinks at The Dripping Blade? Don't look at me!
So just why would someone becomes a warrior anyway? It can't be for these
really neat Spyreports can it? The warriors of CLOAK WARRIORS must be getting
lonely. They were the most avoided team. Do you guys know something that I don't?
Hhmph! What kind of warriors are CARD SHARKS!? CLOAK WARRIORS, an easy team to beat
if I ever saw one, can't get them to accept an invitation!
Challenges, revenges, Bloodfeuds. All NOBLISH ISLAND ever talks about is
fighting! Me, I'm more laid back. RECOVERY TIME bloodfeuded (is that a word?) DUECE
for revenge over some guy's bad fortune. Was it really worth it? Fight, fight,
fight. Is that all you guys can do?
I really didn't, you know, study when I was a kid. Who would've guessed I'd be
a famous Spyreporter? I'm getting tired of writing this stuff, so I'm calling it
quits. Its been really albendranius! Later, guys-- Debby Tonte
DUELMASTER W L K POINTS TEAM NAME
POKER 10187 6 2 0 63 CARD SHARKS! (1743)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
TRUMP 10190 5 3 0 59 CARD SHARKS! (1743)
-RIVERSIDE SHAKEPERE 10142 6 3 0 57 CLOAK WARRIORS (1737)
ADEPTS W L K POINTS TEAM NAME
-IGGIE THE SCUM 10141 5 4 1 54 CLOAK WARRIORS (1737)
-SOCCER-PANTS 10140 5 4 2 34 CLOAK WARRIORS (1737)
PHANTOM INJURY 10199 5 3 1 34 BASH BROS DL (1744)
CHALLENGER INITIATES W L K POINTS TEAM NAME
RECOVERY TIME 10206 3 1 0 32 BASH BROS DL (1744)
CAREER ENDING 10207 3 0 0 29 BASH BROS DL (1744)
INITIATES W L K POINTS TEAM NAME
-AQUA-KNOT 10144 7 2 0 23 CLOAK WARRIORS (1737)
CRUSHED HOPE 10196 5 3 1 23 BASH BROS DL (1744)
DUECE 10191 3 5 1 22 CARD SHARKS! (1743)
-HASSAN 10143 3 6 1 20 CLOAK WARRIORS (1737)
CRAZY 8'S 10189 3 5 1 15 CARD SHARKS! (1743)
FAVORITE PLAYER 10197 3 5 0 14 BASH BROS DL (1744)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
-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)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
FULL ROSTER 10198 3 2 0 BASH BROS DL 1744 DUECE 10191 506 JUST REVENGED
TOOL 10200 1 3 0 BASH BROS DL 1744 HASSAN 10143 505 NOT REVENGED
ROOK 10188 3 5 0 CARD SHARKS! 1743 PHANTOM INJURY 10199 509
PERSONAL ADS
A salute to riverside Shakespeare, Duelmaster. -- Dealer
In our Card Shark team gathering yesterday, Duece said to me and the group, "I suck.
You suck. We all suck!" I believe he deserves a gold medal for analysis. -- Dealer
Assur, uncle. -- Dealer
LAST WEEK'S FIGHTS
CRAZY 8'S viciously subdued FAVORITE PLAYER in a unpopular 6 minute Challenge fight.
POKER demolished AMBITIOUS GUARD in a 1 minute gory one-sided Title melee.
TRUMP vanquished CRUSHED HOPE in a popular 1 minute gory mismatched brawl.
RECOVERY TIME subdued DUECE in a 1 minute competition.
PHANTOM INJURY delivered the death blow upon ROOK in a popular 1 minute bloody duel.
CAREER ENDING overpowered PERSISTANT BEGGAR in a 1 minute mismatched brawl.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 4 AIMED BLOW 14 - 9 - 1 61 |
|STRIKING ATTACK 2 BASHING ATTACK 24 - 17 - 2 59 |
|WALL OF STEEL 2 STRIKING ATTACK 16 - 14 - 3 53 |
|TOTAL PARRY 1 PARRY-LUNGE 3 - 3 - 1 50 |
|AIMED BLOW 1 WALL OF STEEL 8 - 8 - 1 50 |
|PARRY-LUNGE 0 LUNGING ATTACK 4 - 4 - 0 50 |
|PARRY-STRIKE 0 TOTAL PARRY 7 - 8 - 1 47 |
|PARRY-RIPOSTE 0 PARRY-STRIKE 0 - 0 - 0 0 |
|LUNGING ATTACK 0 PARRY-RIPOSTE 0 - 1 - 0 0 |
|SLASHING ATTACK 0 SLASHING ATTACK 0 - 0 - 0 0 |
Turn 509 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:
BASHING ATTACK 4 - 0 AIMED BLOW 0 - 1 4 BASHING ATTACK
TOTAL PARRY 1 - 0 PARRY-LUNGE 0 - 0 2 STRIKING ATTACK
STRIKING ATTACK 1 - 1 PARRY-STRIKE 0 - 0 2 AIMED BLOW
PARRY-RIPOSTE 0 - 0 1 PARRY-LUNGE
LUNGING ATTACK 0 - 0 1 TOTAL PARRY
SLASHING ATTACK 0 - 0 1 WALL OF STEEL
WALL OF STEEL 0 - 2
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
BASHING ATTACK POKER 10187 6 2 0 63 CARD SHARKS! (1743)
STRIKING ATTACK TRUMP 10190 5 3 0 59 CARD SHARKS! (1743)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is POKER 10187. The most popular warrior this turn was
PHANTOM INJURY 10199. The ten other most popular fighters were TRUMP 10190, POKER
10187, RECOVERY TIME 10206, ROOK 10188, CRUSHED HOPE 10196, DUECE 10191, CAREER
ENDING 10207, FAVORITE PLAYER 10197, CRAZY 8'S 10189, and 0.
The least popular fighter this week was CRAZY 8'S 10189. The other ten least popular
fighters were FAVORITE PLAYER 10197, CAREER ENDING 10207, DUECE 10191, CRUSHED HOPE
10196, ROOK 10188, RECOVERY TIME 10206, POKER 10187, TRUMP 10190, PHANTOM INJURY
10199, and 0.
Name Change-o-Rama -- Final Update
Algernon looked at the goats and sighed. No doubt it was a Good Deed to give
goats to people who wanted them. But why did the goats have to be gathered in HIS
office? Four of them, and they were a lot like gladiators: not smelly maybe, they
were clean goats, but pushy and sure they were the most important thing around. Maybe
they should be enrolled in the arena? No, there were only four, not enough for a
team.
He shook his head to clear it of the image of armored goats with sharpened horns.
One thing at a time. He pulled a piece of paper out of his desk drawer, dipped his
pen in the ink, and began to write.
"It is our pleasure and honor to note that ninety-eight gladiators and teams have
elected to change their names, supporting the contribution of goats to deserving
people. With the Commission's matching funds, this has purchased four goats--a good
goat can't be purchased for a copper, you know. The goats are already en route to
their new homes, where they will be--" He paused and thought about it. "--very
welcome. We wish all the best to the goats and the new goat-owners."
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