DUEL 2 NEWSLETTER Date : 11/09/2018 Duedate: 11/22/2018 NOBLISH ISLAND ARENA DM 93 TURN 517 This Week's Top Honors THE DUELMASTER IS NOT AS ADVERTISED BASH BROS MAIL ORDER (1748) (93-10221) [4-2-0,66] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY NOT AS ADVERTISED BASH BROS MAIL ORDER (1748) (93-10221) [4-2-0,66] Popularity Leader This Week's Favorite DISREPUTABLE DEALER DISREPUTABLE DEALER BASH BROS MAIL ORDER (1748) BASH BROS MAIL ORDER (1748) (93-10219) [3-3-0,27] (93-10219) [3-3-0,27] THE CURRENT TOP TEAM FRIENDLIES (1747) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BASH BROS MAIL ORDER (1748) 33 2. FRIENDLIES (1747) -3 IRON DRAGON (495) Unchartered Team FRIENDLIES (1747) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1- 1*SWAZY (1749) 4 1 0 80.0 1/ 1*FRIENDLIES (1747) 9 6 0 2/ 2*FRIENDLIES (1747) 19 11 1 63.3 2/ 2*BASH BROS MAIL ORD (1748) 8 5 0 3/ 3*BASH BROS MAIL ORD (1748) 16 12 0 57.1 3- 3*SWAZY (1749) 4 1 0 4- 4*PINK FLUFFY BUNNIE (1750) 2 3 0 40.0 4- 4*PINK FLUFFY BUNNIE (1750) 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 Training: Skills or Stats? D2ers often hear a statement similar to this: "Train skills; do not train stats." The implication or sometimes direct statement is that you will be sorry if you train stats, especially certain stats. The Consortium opinion is that, in the majority of circumstances, it is perfectly all right and normal to train stats, and in some cases it is better to train stats. (This process of training stats is often called "burning") The purpose of this presentation is to explore stat and skill training and to give the D2 Manager some ideas as to if, or when, stat training is either aok or best. The article will also explore when it is considered best not to train stats. First, to set the stage, there are several principles, givens, and ideas that the reader must understand. 1. Skill training is mostly dependent on WT. (e.g. The higher the wit, the more skills per fight the warrior is likely to learn. It also seems one can learn more skills fighting a very experience/skilled warrior. (Whom apparently teaches well?) There is always a luck roll involved. 2. Stat training is rather highly dependent upon two things: a. WL; a warrior's stat learn probability is 5% times the will. (E.g. a warrior with 10 WL has a (5%x10=50%) 50/50 chance to learn the stat, while a warrior with 15 WL has a 75% (3 to 1 odds) chance of learning the stat. b. The number of stats of that type already trained. A warrior's learning rate for a specific stat is halved each time he earns one of those stats. For example, a warrior with 10 will has a 50% (5%x10) of earning a first stat of a type, but only a 25% (5%x10 halved) of earning the second stat of that type. ((and on to 12.5% for the third) Realize, however, that it is really 50% for the 1st, 27.5% for the 2nd (since he earned the 1st and is now at 11 WL) and 15% for the 3rd. (Since he had previously bumped the WL to 12). Note: There is always a luck/unlucky roll involved. 2. Training most stats also earns the warrior certain skills. (Check your C.I.C. packet for this.) 3. There are limits to the number of stats and skills a warrior can have. a. In basic, a warrior can have no higher that 21 of any stat type. b. A warrior is limited to earning 20 skills (beyond the initial skills the warrior is "born" with) of each type in his career. Those 20 skills may come from learning skills or from training a stat which gives the warrior one or more of those skills. He is deemed "maxed" in that attribute when he learns the 20th. c. A warrior can, however, learn more than 20 skills of a type if he first learns his 20 allowed skills, and then trains stats which give the warrior one of those specific skills. (This factor is why one often hears "Do not train stats or you will be sorry".) 4. Certain stats improve the "physicals" of your warrior. (e.g. there is a reasonable possibility that training ST can improve how much damage your warrior does when he hits) With those principles in mind, one can postulate certain scenarios which might provide a basis for decision-making as to "what to train". These represent, first, the knowledge necessary, then, The Consortium scenarios for training decision: STATs or SKILLs? KNOWLEDGE 1. Be aware of the probable skill learn rate. (This is a highly variable number, based on many, many factors of the game, including luck rolls.) (However WT is the primary factor.) 2. Be aware of the stat training probability for that stat. (Mostly determined by WL.) 3. Be aware that virtually everything in D2 has a probable roll or luck factor 4. Be aware of the potential "physical" improvement to your warrior for stat training. 5. Know which stat trains do not provide any skills. (E.g. Raising to 12ST improves the stat, but cannot provide any skills or "burning", while raising to 15ST improves that stat and provides two "burned" skills -- attack and parry.) Note: Physicals might improve in either case. 6. Determine if that specific warrior will be enhanced by a possibility of earning more than 20 skills of a type. (Example, a warrior that is meant for the long-term, or is deemed to be a near-godling is extremely likely to benefit from the extra skills at high-ADM classes where every warrior is maxed or near maxed in stats and skills and every single skill can make a difference in a fight. A warrior who is expected to be around for a shorter period, or is to be "retired" upon graduation to Lord Protectorship, will not be around long enough to earn and benefit from the few extra skills available. 7. Know which is likely to benefit your warrior most when you decide to train skills of a certain stat. (e.g. How many skills am I likely to learn if I train skills verses the probability of learning that specific stat train and the subsequent physical and skill gain earned.) CONSORTIUM DECISION MODEL 1. Upon rollup, evaluate each warrior and classify -- long-term/godling (GOD), possible long term (UNS), standard warrior -- run to graduation.(NRM) 2. Do not train stats on GOD, unless they are non-burning stats. 3. Limit training stats on UNS, unless they are non-burning stats, until it is decided that this warrior is not a GOD. 4. If a NRM, train whatever the manager believes will most enhance the warrior winning fights. 5. When deciding between stat or skill training, compare the probability quantity of skill earning vs. the probable of learning the chosen stat and its potential physical and skill contribution. Perhaps a couple of Consortium examples are in order. Let's consider these two warriors" 14-7-12-15-20-14-11 striker and 4-10-11-17-17-4-21 aimed-blow. Although a solid warrior, the striker would be considered NRM, especially since strikers are not considered likely Primus-level styles. The warrior probably rolled good damage and good endurance. The odds of getting a first stat raise are near 100% (5%x20, but everything has a "luck" roll). The warrior at 15WT should expect to earn nearly two skills per turn (Consortium rates 15WT skill learn rate at 1.75ish) Consortium Managers would plan two immediate "bumps" -- WL to 21 and ST to 15. Moving to 21 WL gains seven fine skills (2 each Att, Par, Def and 1 Decise) and enhances physicals a tiny bit. (Adds 0.4 it points and improves endurance a small amount) Training skills would have yielded a probability of two skills, and three if lucky. The choice to train WL is a no-brainer. The 2nd plan train to 15ST is also a good one. At 15 ST, two skills are earned, attack and parry. The 15ST also enhances weapon selection, making the striker now strong enough to carry certain "larger weapons" with no penalty. (The battle axe is an often favored weapon of Consortiumites -- and probably should be a favorite of yours.) The 15ST also has the possibility of raising the warrior's damage rating from good to great. Consortium places this damage bump odds at 4-1, appx 20% likely.) Compared to the probability of learning 2 skills (or an unlucky 1 or a lucky 3) the 15ST raise seems like a good one. There are no more planned raises for this warrior, but that does not preclude that a Consortium manager might not later attempt an additional ST raise to 16 (if great damage was not attained) and a raise to 8 CN, especially if the warrior has a "frail" rating. Warrior #2, the aimer is rated a GOD. There would be no planned stat raises to the warrior, training skill all the way until maxed. However, there would be no reason not to consider CN raises, as no CN raise burns skills and every aimer can use additional hit points. This choice would need to be balanced against the probability of earning 2.25 skills per turn (Consortium rating). One additional consideration should be given. If this warrior rolled "little damage", (normal damage is more likely) the bump to 5ST could be what is needed to get normal damage. The raising of that stat "burns" a parry and an attack skill, however. For a long-term warrior, especially an aimer which can use little-damage somewhat effectively, this bump would not be recommended. In conclusion, there is no absolute when it comes to training skills or stats. Training stats is certainly not a no-no. Burning skills can be inconsequential. Physical and skill gains from stats can greatly enhance the warrior and the W/L record. But, like most other decisions in D2, there is a trade-off. Burning stats on a long-term, ADM+ warrior could prove damaging to the warrior's long-term health. Choose wisely rather than automatically. Perhaps this quote from another player's article will enhance your understanding? "Raising stats: Care must be taken in doing this. All fighters start out with the ability to learn 20 skills each in the categories of Defense, Parry, Riposte, Attack, Decisiveness, and Initiative. When you learn all 120 skills, you've maxed out. You can get skills through normal learns, or by raising stats; however, if you raise stats BEFORE you max out (except for Con which has no skills), anything gained will count as one of the 20. This is called "burning" skills. If, on the other hand, you wait until you've maxed out, then raising stats will add those imbedded skills to the ones you've learned, enabling you to exceed your limits. But raising stats will give an immediate boost to your abilities. It's a question of short term vs. long term gain." -- Happy Camper (Consortium affiliated) SPY REPORT Greetings, warriors of NOBLISH ISLAND! Once again I've been called out of retirement for my abilities and insights into Spyreporting. What's with MALFUNCTIONING? He actually beat NOBLISH ISLAND's EMBEZZLING SCRIBE, and walked away with 20 more points from the fight. Laughs were big at BASH BROS MAIL ORDER while they watched DISREPUTABLE DEALER clobber SIS. She lost 14 points and got bruised from objects thrown from the stands. Our Duelmaster has lost, folks, lost to VENEMOUS CONCUBINE, BUT NOT AS ADVERTISED is still the Duelmaster because he has the most recognition points! 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 BASH BROS MAIL ORDER and their 16-12-0 is too much! If at first you don't succeed, give up... Management must be dealin', as the boys at FRIENDLIES ain't reelin'! BASH BROS MAIL ORDER's mad! Warriors of NOBLISH ISLAND unite. You have only your games to lose! How long have I been here? I got people to see, places to go... Many other cities have retirement homes for aged warriors. Any plans here? The end of another Spyreport! That's cause for celebration in my book! I don't want to overstay my welcome...-- Olaf Modeen DUELMASTER W L K POINTS TEAM NAME NOT AS ADVERTISED 10221 4 2 0 66 BASH BROS MAIL ORDE (1748) ADEPTS W L K POINTS TEAM NAME ALLY 10214 6 0 0 54 FRIENDLIES (1747) PAL 10224 3 1 0 39 FRIENDLIES (1747) CHALLENGER INITIATES W L K POINTS TEAM NAME DISREPUTABLE DEALER 10219 3 3 0 27 BASH BROS MAIL ORDE (1748) GRANNY 10217 4 2 0 24 FRIENDLIES (1747) INITIATES W L K POINTS TEAM NAME SHIPPING DELAYS 10220 4 2 0 21 BASH BROS MAIL ORDE (1748) -SNUGGLES 10230 1 0 0 21 PINK FLUFFY BUNNIES (1750) MALFUNCTIONING 10235 1 0 0 20 BASH BROS MAIL ORDE (1748) -2 FINGERS 10228 1 0 0 15 SWAZY (1749) BROKEN 10223 3 3 0 13 BASH BROS MAIL ORDE (1748) -FLINT 10229 1 0 0 13 SWAZY (1749) SIS 10218 3 3 0 12 FRIENDLIES (1747) BRO 10216 2 4 1 11 FRIENDLIES (1747) -ONE SHOT 10225 1 0 0 6 SWAZY (1749) -FOOFOO 10231 1 0 0 6 PINK FLUFFY BUNNIES (1750) -FINDER 10227 1 0 0 6 SWAZY (1749) -PINKY 10232 0 1 0 1 PINK FLUFFY BUNNIES (1750) -BUNS 10234 0 1 0 1 PINK FLUFFY BUNNIES (1750) -FIFI 10233 0 1 0 1 PINK FLUFFY BUNNIES (1750) -ONE EYE 10226 0 1 0 1 SWAZY (1749) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? SHIPPING COSTS 10222 1 2 0 BASH BROS MAIL 1748 BRO 10216 514 JUST REVENGED MATE 10215 1 1 0 FRIENDLIES 1747 GUILLOTINE 10213 513 NONE PERSONAL ADS [ Some of these may have been for last turn. Sorry! -- RSI ] Swazy -- Welcome to Noblish Isle. And kudos on a great start! -- Happy Camper, Mgr. Friendlies Both Assur (Bash Bros Mail Order) and I (Happy Camper of Friendlies) are here to assist you and to help you enjoy this great thing called Duel 2. (Duelmasters to us!) Ask us questions and we will answer. Make certain to request a CIC from RSI if you do not already have one. Good luck and have fun! -- Happy Camper Pink Fluffy Bunnies, welcome. We are glad you are here. -- Happy Camper Shipping Delays, hah! I beat you. I picked it up at the store! -- Sis, A Friendly Broken, that wasn't nice nor fair of you. I was damaged from the start. -- Bro, A hurt Friendly Buns, my buns are better than your buns. (gigglr) -- Granny, a Friendly Hey, Commission, how come we get the hard and dangerous ones -- like Dangerous Criminal -- and Assur's team gets the easy ones? -- Pal and Ally, Friendlies (taking their two wins to the bank) *Somebody* had to deal with that Criminal! You seemed up to the task! Health. Humility. Honor. -- Happy Camper, Consortium affiliated Welcome to Swazy and Pink Fluffy Bunnies. We are glad to have you here on Noblish Isle. -- Happy Camper, Mgr. Friendlies Hey, we are here to assist. To help you learn the ropes about competing in D2; To help you enjoy this great game of RSI's. Mentors: Assur (Bash Bros Mail Order) Happy Camper (Friendlies) P.S. And we are players, too -- for over 25 years. Swazy, great start! -- Happy Camper Shipping Delays, hah! I beat you! I challenged you and fooled you and got it at the store. -- Sis, A Friendly Broken, no fair. How can I beat you when I start off already broken? -- Bro, A hurt Friendly Buns, ha ha. My buns are better then your buns! (laughing and snorting) -- Granny, A Friendly Hey, Commission! What's with it? How come we get mean and dangerous NPCs, like Dangerous Criminal, and Bash Bros get all the pansies? Are his tips bigger than ours?! -- Pal and Ally, Friendlies (taking their wins all the way to the bank) Health. Humility. Honor. (The Consortium motto.) -- Happy Camper, Friendlies (Consortium affiliated.) LAST WEEK'S FIGHTS NOT AS ADVERTISED was viciously subdued by VENEMOUS CONCUBINE in a 3 minute fight. PAL was demolished by DANGEROUS CRIMINAL in a popular 1 minute one-sided melee. ALLY viciously subdued DANGEROUS CRIMINAL in a 3 minute bloody brawl. SIS was savagely defeated by DISREPUTABLE DEALER in a exciting 3 minute bloody fight. SHIPPING DELAYS slimly won victory over BRO in a 3 minute duel. GRANNY defeated BROKEN in a exciting 1 minute struggle. MALFUNCTIONING devastated EMBEZZLING SCRIBE in a 1 minute one-sided competition. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |WALL OF STEEL 3 PARRY-RIPOSTE 5 - 2 - 0 71 | |BASHING ATTACK 2 BASHING ATTACK 18 - 10 - 1 64 | |PARRY-STRIKE 1 WALL OF STEEL 17 - 11 - 0 61 | |PARRY-RIPOSTE 1 TOTAL PARRY 9 - 7 - 0 56 | |SLASHING ATTACK 1 STRIKING ATTACK 10 - 9 - 0 53 | |STRIKING ATTACK 1 PARRY-STRIKE 3 - 3 - 0 50 | |TOTAL PARRY 1 LUNGING ATTACK 3 - 3 - 0 50 | |AIMED BLOW 0 AIMED BLOW 5 - 8 - 0 38 | |PARRY-LUNGE 0 SLASHING ATTACK 3 - 5 - 2 38 | |LUNGING ATTACK 0 PARRY-LUNGE 0 - 2 - 0 0 | Turn 517 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: PARRY-STRIKE 1 - 0 AIMED BLOW 0 - 0 3 WALL OF STEEL BASHING ATTACK 2 - 0 PARRY-LUNGE 0 - 0 2 PARRY-RIPOSTE WALL OF STEEL 2 - 1 PARRY-RIPOSTE 0 - 1 2 BASHING ATTACK LUNGING ATTACK 0 - 0 1 STRIKING ATTACK SLASHING ATTACK 0 - 1 1 PARRY-STRIKE STRIKING ATTACK 0 - 1 1 LUNGING ATTACK TOTAL PARRY 0 - 1 1 AIMED BLOW TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME PARRY-RIPOSTE NOT AS ADVERTISED 10221 4 2 0 66 BASH BROS MAIL ORDER (1748) WALL OF STEEL ALLY 10214 6 0 0 54 FRIENDLIES (1747) STRIKING ATTACK PAL 10224 3 1 0 39 FRIENDLIES (1747) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is DISREPUTABLE DEALER 10219. The most popular warrior this turn was DISREPUTABLE DEALER 10219. The ten other most popular fighters were SHIPPING DELAYS 10220, BRO 10216, NOT AS ADVERTISED 10221, ALLY 10214, GRANNY 10217, MALFUNCTIONING 10235, PAL 10224, BROKEN 10223, SIS 10218, and 0. The least popular fighter this week was SIS 10218. The other ten least popular fighters were BROKEN 10223, PAL 10224, MALFUNCTIONING 10235, GRANNY 10217, ALLY 10214, NOT AS ADVERTISED 10221, BRO 10216, SHIPPING DELAYS 10220, DISREPUTABLE DEALER 10219, and 0. REALITY SIMULATIONS E-MAIL ADDRESSES For those of you who have e-mail access, you may find it more convenient to e-mail us! At this time, we cannot accept e-mailed strategy sheets, but we can accept your personal ads. If you would like to e-mail your personal ads, team spotlights, and DM columns, e-mail them to this address: ADS@REALITY.COM Our Customer Service Department has a separate e-mail address. If you have questions or any other requests, feel free to send us e-mail to this address: CSR@REALITY.COM Thank you. We wish you the best of luck in your games! -- RSI WINTER FACE-TO-FACE IN SUNNY ARIZONA! Our next winter FTF will be held in Tempe, Arizona, January 18-20, 2019. It will be held at our usual Embassy Suites Hotel in Tempe, Arizona (480-897-7444). Room rates remain $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 "REA." Please make your reservations now if you plan to go. The hotel reservation site is: http://tinyurl.com/ybszwwgz 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! A NOTE ON MAILMEN In response to the articles on new fighting styles, those were good, but how can you forget our most favorite warrior who has a style all his own? The Mailman! To Duelmasters he is our most sacred person. I mean, how many of you managers out their have sat down and calculated what day your Duelmasters will arrive and have sat waiting for it to arrive, while unknown to you, your mailman is fighting away to get your Duelmasters delivered. Let's review him... ST - should be around 19. He needs to heft two medium bags, cloth mail armor and a ton of rubber bands. CN - 13, give or take a few. He does get bitten by dogs often. SZ - Any. WT - At least 10. He often likes to read the mail. WL - Try about 20. He must endure all kinds of weather. SP - 16 is good. He needs to run across streets in traffic. DF - 10 is good. Sometimes he has to carry packages. This setup should get you a good mailman but they are hard to come by. If you can come up with any better, diplo me. I am: Staple Gun mgr. of Technet (3) The New Deal (23) I am currently working on the U.P.S. and Federal Express warriors. "Strikers R Us" Greetings, everyone. It is I, Talon, again. I am very glad to see everyone participating in the arena and sharing their thoughts on styles and strategies. This turn I will take on the striking attack style, which is certainly one of my favorites. I believe the striker is one of the easiest styles to run, and one in which no team should be without. A high-powered striker can diversify and empower your team. A well run striker can beat any other style, period, at any level in regular Duelmasters. In arenas where scum TPs are rampant, strikers are just the answer as they can attack for up to 12 minutes or more. Strikers are versatile. They can do exceptionally well with a dagger as a weapon or with a halberd. They can do well with no armor or with plate armor. Stats: Biff Primal Solid Perfect ST 5-21 9-17 13 15 CN 3+ 3+ 6 3 SZ 9-21 3-17 9 5 WT 3-17 17 + 17 21 WL 9-17 13 + 17 15 SP 5+ 5-13 9 8 DF 9+ 9-17 13 17 With the way I design strikers, there are essentially two strikers that evolve. The BIFF and the PRIMAL. The Biff striker is typically one that is not looking long- term, but one which I want to run and have fun with. With this striker, I try to have one stat (wit, will, or deftness) which is extraordinary, one which is average, and the other ends up being at some non-normal level. Some examples of the Biff are: 10- 10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21- 3-15-21-5-8-11. With these warriors, the emphasis is on having fun and learning more about the style. The Primal is essentially a Primus-quality warrior. In this category, the striker will be designed with stats that most other managers will gasp, "OH MY, WHY DID YOU MAKE HIM A STRIKER?" It is also the warrior that will be Duelmaster for 8 straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex. The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with a 13+ will and who will do normal damage or better. The goal with the Primal is a 21 wit and 17 deftness, because this will ensure a great warrior. Weapons and Armor: As for weapons, the best striking weapons that I have found and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword, longsword, war hammer, and sometimes the short spear. I don't run my strikers with shields or off-hand weapons, as it takes away from their attack. The heaviest armor I will use is padded leather. Always wear a steel cap or a helm. Strategy (general): Min. 1 2 3 4 5 6+ Desp OE 10 8 6 6 6 5 5 AL 10 5 4 2 2 1 8 KD 6 8 6 6 6 5 5 attack arms/legs/head -- take your pick protect arms/legs/head -- take your pick off tactic decise, slash, bash, depending on weapon def tactic response is best; try dodge though. With this strategy, a striker with a normal endurance should fight for eight minutes as a scum TP and come out on top, outrageously victorious. Just match your weapon with your tactic and only use the tactics in minute one or desperation. If you have any further questions on this or any other style, feel free to diplo me. Talon, mgr. Eagle's Claw HOW I MADE DUELMASTER IN THREE EASY STEPS OR a new look for Aimed Blows Greetings and salutations, all. Here's a new twist on aimed blows I haven't seen before....one that works, at least for me! Here's what I did with Rex Walters, my first Duelmaster in the Free Blades transfer arena, DM 70. ST: 17 (for good damage, attack and parry skills) CN: 13 (gonna need every hit point he can get) SZ: 4 (smaller the better!) WT: 4 (overrated for aimed blows!) WL: 21 (if ya try this method, 17 is a MINIMUM) SP: 4 (ya want NO speed, none, nothing, zero!) DF: 21 (better max this one out too, at least a 19) You laugh at me? I started expert in both attack and parry! (OK, so I got lucky, I didn't expect either one of em.) But both are in reach with a little luck. Hey, if ya can get that strength to 21 you're almost guaranteed those experts... though a bit more CON would be nice. But how do I RUN this monstrosity, you may ask? Why, I'm glad you inquired! LOTS of armor. The hit points combined with, say, platemail should win this character a lot of fights. But, while I've picked up a few easy wins scumming, that's not really what this character does best. I use the only weapon Rex is well suited to: the bare hand. With an offhand small shield or shortsword, so I can take advantage of that expert parry rating. So: FI-SH, APM-H. And I run him at a 4 offensive effort, with a matching 4 activity level. He can last through the initial onslaught of nearly any offensive, then smash them.... like a good waste. And with that monster endurance and good damage, no one scums this warrior! I attack and protect the head, usually, and keep the kill desire high... 5-7 generally. Now, how to become Duelmaster? Well, step one is fight your first fight... and train your CON. Step two, now that you're in the arena, is get a fight with an up-and-coming young warrior from the Duelmaster's team... and kill them. (I randomly matched up with, and killed, a member of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear themselves out but haven't quite dropped are the easiest to kill. Then, when the Duelmaster comes at you (bragging about how he "only" needs to beat you twice to assure his ascension to the Isle) you stomp him. Badly. Once you're on that lofty throne he won't even be able to bloodfeud you, since you can bet he's not gonna be anywhere near the challenger champions after losing to a 2-fight warrior (just ask Ciron of ENDS WITH IRON, now in AD). There are drawbacks, of course. Once you get to that level, odds are you're gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this trick... Oo! I love mixed metaphors...) But... even a 4 wit warrior can learn skills against gladiators with 50 fights! Rex is now 7-3-1. All three losses have come against warriors now in AD. In those ten matches, he's trained his strength and constitution once each, and learned twenty skills, including his adex in both parry and attack. And boy, is it fun humiliating some of those "gods" bound for AD! What else can one do with this warrior? Well, Rex is, get this, well suited to an off-hand epee! He wouldn't dare use one as a primary weapon, but its a great off- hand toy... Does he have what it takes to be a long-term winner? Who knows? He's probably the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and climbing....and he'll meet ya in AD! Amazingly enough, this is not an isolated fluke. We entered a similar warrior into Bloodgames (with the 4's as 3's, and a bit more CON). That warrior, Jalon, is now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena. Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now... Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's another story... --Khyron mgr., Pitt Gladiators (2,29,56,103) Jayhawks (70) Silent Storm (65,74,75) and numerous others.... THE WALL OF STEEL AS A BERSERKER This article is for newer players; more experienced managers will, I'm sure, have much more sophisticated ideas about warrior design and strategy. This will enable a newbie to design a competent warrior who should be able to achieve a better than 50/50 record. The wall of steel, or "waste," is often considered the second scummiest style in Duelmasters. I love the style, but I don't run mine that way; I prefer to think of the waste as a fierce dervish ripping into his opponent like an airplane propeller. In accordance with this view, most walls of steel that I design couldn't scum if they wanted to (well all right, sometimes it happens by accident if the opposing warrior is going all-out and can't last very long). It's fun to run them fast; they get the jump on people who don't expect it of them, and their fights are exciting. Mind you, they don't win as much as if they ran more defensively, but the ones with good stats still do okay (I'll make practically anything a waste and run it, but this article isn't about the ones that a sane manager would DA). So, here is a design for a competent wall of steel: ST 13+ Needed for endurance, damage doing, and weapon selection. CN 9+ You need a passably good con for endurance. SZ 7+ Teeny weenie wastes don't hit hard enough or take enough damage. Real big (15+) is bad because it hurts endurance. WT 13+ Preferably 17. Like any other style, the smarter they are, the better. WL 17+ Needed for endurance, damage-taking, and sheer grit. 21 is recommended. SP 3+ Whatever. DF 7+ Higher deftness is better, but you can get by without it. As you can see, these are fairly easy requirements. Of course, the more wit, will, and deftness, the better your waste will be (same as any other style). If you don't end up with at least good endurance on the overview, the warrior probably isn't going to do very well. With that high will, though, you can bump con a couple of times and you might get good endurance, so there's still a chance. Choose your weapons based on deftness, and your opponent's armor weight. I normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS. No shield. Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy armor), MS, and BA. The war flail isn't a very good weapon, but you can play with it against leather armor. For armor, I usually choose something middling like ARM & H, but will go with APL & H if he has a lot of con. For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus if his OE equals his KD. Since I don't like to use a kill desire above 6, I don't go by that in the first couple of minutes. Keep the activity level moderate to low; the waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's burning a lot of endurance without that added drain. Attack and defend the arms, like a slasher; a waste is a sort of parry-slasher. A typical strategy for my wastes might look like this: Minute 1 2 3 4 5 6 Desp Offensive 9 8 7 6 5 5 2 Activity 6 5 4 3 2 1 6 Kill des. 6 6 6 6 5 5 2 Att. loc. RA LA RA LA RA LA RA Pro. loc. AM AM AM AM AM AM HE Off tac. none -- -- -- -- -- -- Def tac. -- -- -- -- -- -- P I play with the numbers a lot, depending on what the warrior seems to like. For example, if he doesn't parry too well, I'll give him a more offensive desperation strategy, like 8-4-8-slash. (If I really like a warrior I sometimes use a 7+ KD to try and save his life.) If he never manages to get the jump on anybody, I'll try running him more defensively, like with a first minute of 3-6-3. It's not as much fun as going all out, but it's more fun than losing all the time. You can challenge pretty much any style (lungers aren't recommended). When fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR, PL, or WS), slow down or you will be scummed. For the most part, though, an offensive waste is very versatile and can beat any style. The better his important qualities are (WT, WL, DF, endurance), the better the quality of warriors he can defeat. In other words, if you have a so-so rollup that barely made the minimum requirements, challenge so-so opponents. If you have a good rollup, go for the gold. Challenge warriors with a few more fights than you, so you'll learn plenty of skills--but don't challenge way way up in experience, because it's no fun to lose a good warrior. For the most part, train skills--especially on your challenge strategy, when you're going after someone with more fights! And for sure on the first fight, because you'll likely be matched against someone who can teach you a lot. It's okay to train con once in a while if you need more endurance and damage-taking; and if you have bad luck on the rollup and get "does little damage" or something, you might have to train strength once or twice (no more!). But it's best not to train any other stats until way, way down the road. Ask your DM sponsor or any experienced manager in your arena for more advice (if they tell you I'm full of hot air, they're probably right). A little bit of good advice from a more advanced player can make a big difference in your enjoyment of the game! If you have any questions or suggestions, you can diplo: the She-Puppy, mgr. Mordant Prison DM-1, and others.