DUELMASTERS NEWSLETTER
Date : 10/16/1999 Duedate: 11/12/1999
XOCHITHLAN ARENA
DM-39 TURN-135
This Weeks Top Honors
THE DUELMASTER IS
ZEBRA
JUNGLE FEVER (373)
(39-3170) [9-3-0,123]
Chartered Recognition Leader Unchartered Recognition Leader
ZEBRA DARCY
JUNGLE FEVER (373) NERD'S REVENGE (375)
(39-3170) [9-3-0,123] (39-3192) [6-0-0,39]
Popularity Leader This Weeks Favorite
LUCY RICARDO ZEBRA
LAUGH FACTORY (331) JUNGLE FEVER (373)
(39-2983) [19-13-1,86] (39-3170) [9-3-0,123]
THE CURRENT TOP TEAM
LAUGH FACTORY (331)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. LAUGH FACTORY (331) 36
2. ANGELS OF MERCY (360) 23 ANGELS OF MERCY (360)
3. DEATHFROMABOVE (367) 21 Unchartered Team
4. JUNGLE FEVER (373) 16
5. NERD'S REVENGE (375) 12 NERD'S REVENGE (375)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1 ANGELS OF MERCY (360) 60 28 6 68.2 1/ 2 LAUGH FACTORY (331) 11 4 1
2/ 4 JUNGLE FEVER (373) 24 13 6 64.9 2/ 1 COSMOS FACTORY (310) 8 7 0
3/ 2 COSMOS FACTORY (310) 167 91 5 64.7 3/ 3 OPHIDIAN ORDER (328) 7 5 0
4/ 3*NERD'S REVENGE (375) 18 10 0 64.3 4/ 4*NERD'S REVENGE (375) 6 3 0
5- 5 MASCOT WARRIORS (340) 65 49 1 57.0 5/ 9 ANGELS OF MERCY (360) 4 2 0
6/ 6 OPHIDIAN ORDER (328) 74 59 4 55.6 6/ 5 DEATHFROMABOVE (367) 3 11 0
7/ 7 LAUGH FACTORY (331) 109 95 9 53.4 7/ 8 DRINKING BUDDIES (127) 2 1 0
8/ 8 DRINKING BUDDIES (127) 172 205 6 45.6 8/ 6 JUNGLE FEVER (373) 2 1 0
9/10 DEATHFROMABOVE (367) 10 55 1 15.4 9-10 MASCOT WARRIORS (340) 1 4 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
+ ]H[ + ---:--- + ]H[ The Delarquan Federation #24 ]H[ + ---:--- + ]H[ +
Tsaumarn:
After a time that probably seemed longer than it was, there was a soft click from
where Barkab was huddled against the wall, then a groan of stone moving ponderously on
stone. Presently it stopped. An opening was faintly visible in the gloom, a grayer
shade in the absolute darkness of the wall. Somewhere inside, there was a light, but
not close by.
"Absolute silence from here on," Barkab whispered. "Follow me and watch for my
signals."
"We likely to meet any guards?" Ultraist asked.
"Probably. Kill them. We've no friends in here, except in the dungeons."
*** ***** *** ***** ***
The silence inside the fortress, and the absence of activity--no guards, nobody
moving around in the areas they traversed, only the occasional lantern illuminating
nothing in particular--was eerie. They crossed a small oblong courtyard, passed under
an archway, traversed a long passage that turned several times, crossed another
courtyard, on and on. Other directions offered, side passages, other exits from
courtyards, but Barkab never hesitated.
Ultraist, bringing up the rear of their small group, felt the hairs on the back
of his neck rise like a hackle and had to maintain a constant control over himself not
to change to his lion form and go racing away. The place seemed to be a maze, and an
uninhabited one. All his instincts said that this was some kind of trap. Maybe not
for them, specifically, but it could be a trap for any intruders.
They came to a small round courtyard or roofless room and Barkab stopped, staring
at each of the two passage mouths ahead. There was nothing to distinguish one from
the other, except for being on the right or left hand of the approaching party. Not
much to go by, but it should have been enough. Now, however, the Orc leader seemed
uncertain. Finally he indicated that the party should split, with himself and the two
young Orcs going one way, and Ultraist and Saureza going the other.
To the manager, this seemed like a bad plan. If they met with trouble--well, the
group was small enough to begin with. He had come this far on the assumption that
Barkab knew what he was doing, but now the question began to look doubtful. Since the
Orc was still adamant about silence, Ultraist gestured his unwillingness to divide the
party.
Barkab's gestures were insistent. Saureza touched Ultraist's arm to get his
attention and indicated support for the division. Reluctantly, the manager gave way
and allowed her to lead him down the right-hand passage while Barkab entered the left.
This passage was short and gently curving, finally ending at yet another
courtyard, this one large and unlike the others they'd passed through in that it was
floored with beaten earth instead of stone. There was an indefinable air about it
which suggested that it was `in use', as the others had not been. It curved away out
of sight around a massive pile of stone that might be the working part of the
fortress. The keep, most likely. There were torches rather than lanterns to light
it.
Saureza stopped him just short of the archway that would give entry to the
courtyard and indicated they had now to wait. For what, gestures couldn't tell.
Ultraist didn't like the idea of waiting. The longer they hung around inside this
fortress, the greater the risk of discovery. Could the whole expedition be some kind
of elaborate trap?
There was a noise--a lot of noise, on the far side of the building, out of sight
from their own location. An alarm bell, Ultraist decided, and shouts, and soon the
sound of battle cries and weapons clashing that drowned out everything else. At that,
Saureza plunged forward through their own archway. Another alarm bell rang, but
probably few of the defenders heard it over the noise of Barkab's party--for such it
must be--fighting the defenders of the keep.
Saureza led the way straight to a small door in the back of the keep. It was
locked or barred, secured from within. She laid her hands flat on the wood and her
mouth shaped words, but still without sound. The panels of the door splintered and
crumbled.
Delarq Tor:
"I don't see why this emergency session was called," Sonfaldun whispered to
Holonvarnes. The statement was accompanied by a questioning look, as everyone knew
that Holonvarnes was close to the Princess personally, and so might have some extra
clue to her thoughts.
The Mordanti shrugged. "I don't know anything about it, either," he said.
The clock at the back of the chamber chimed the hour, and Chrysanth tapped on her
desk to call the Crown Council to order. "I have received a message from the south,"
she said without preamble. "The gladiator Zeus, a worthy Delarquan of this city, has
sent word from Tsaumarn--"
"What's he doing there?" one of the lesser representatives asked.
"He is on a mission of some importance for the Federation," Chrysanth said. "You
do not need to know more about it at this time. What you--all of you--need to know is
that Zeus reports a dangerous situation brewing in the land of the Rirorni. The nomad
tribes have a new Great Khan, and there are disquieting rumors of forces being
gathered for another assault on southern Alastari."
"They haven't the strength to take us," Sonfaldun said, but there was a note of
uncertainty in his voice.
"I, for one, am not prepared to give them a chance to try," Alyenthen of
Xochithlan declared. "Nor will King Feyen wait tamely while they ride on us again."
The elf was silent for a moment, then went on, "It is a peculiarity of the Rirorni
system that when a leader dies, any coalitions he has formed immediately disintegrate.
I would judge our best course is to send assassins to locate and remove this threat to
our peace and prosperity."
+ ]H[ + ---:--- + ]H[ The Delarquan Federation #25 ]H[ + ---:--- + ]H[ +
Tsaumarn:
They had entered a kitchen, one big enough to cook meals for a hundred men
without crowding. There was no one in sight, but double doors were open onto the
courtyard on the other side from their point of entry, and the sounds of combat were
loud and steady. Ultraist guessed that the cooks and scullions had rushed out to help
fight off Barkab and his two followers.
"Quickly now," Saureza said, "we must make the most of the time Barkab is gaining
for us!" She darted toward one of the interior doors.
He followed, and found that the passage behind the door led to a large room with
a long table down the middle and a sort of step-like arrangement of shelves along one
side on which was displayed a bewildering assortment of probably valuable things. It
was as though a packrat with expensive tastes had set all his miscellaneous
acquisitions out there so that other packrats could see and envy his collection.
"What about my friend in the dungeon?" he asked.
"First things first," the woman said briskly. "This is our mission first." She
was scanning the heterogeneous collection with desperate haste and suddenly leaped
forward and seized something.
In all the clutter, he couldn't be sure what it had been, not that he needed to
know, but he was curious. What was so valuable to Barkab's tribe that he and his
followers had risked death or capture to get it? All he could recall for sure was
that there had been some kind of crystal that flashed, and that it was small enough
for Saureza to conceal in her clothes. "Now what?" he asked, trying to watch all the
room's many doors at once.
"Now the dungeons and your friends," she said.
*** ***** *** ***** ***
It was, Doc LeMa$e decided, about the way it must feel to live on the edge of a
volcano. The Overlord of Sibikhas gave the impression of being about to erupt at any
moment, and over the hours of their imprisonment he had become less and less willing
to listen to rational advice. That Gryzash had considerable magical power was
obvious, hell, the man practically seethed with power. But there was great magical
power binding this dungeon into its form and purpose, too. Although the big manager
would yield to no one in his willingness to undertake desperate and violent tasks, he
had no desire to be present when Gryzash's power clashed with the power built into
this foundation. Not if it could be avoided.
These reflections were interrupted by sounds from the corridor outside their
cell: marching feet and clanging metal, coming nearer.
"They're coming for us," LeMa$e said with satisfaction. "Maybe now we'll have a
chance to find out what this is all about, state our own case--"
"If harm has come to Morra," Gryzash snarled through set teeth, "I will kill
every one of them."
"So shall we all," LeMa$e answered impatiently, "but let's not buy trouble. She
may have received no harm--"
"I mistrust all here," Chezarnoi muttered from the other side of the cell.
Magic crackled around the door, power crawling like lightning on the bars.
LeMa$e leaped back with an oath. He guessed that a mage of respectable power stood on
the other side. Respectable, but not great--freed of the hampering spells of this
place, he himself could have destroyed the fellow with one hand tied behind his back.
But he was not freed of the hampering spells, and any attempt to engage in a magical
battle here would be futile at best. At worst, it would set off Gryzash, and the
Overlord was a lot too much like a powerful bomb for him to--
He leaped on the Overlord quickly, just in time to prevent disaster. His weight
and momentum were enough to fling Gryzash against the stone wall and stun the man
temporarily. It was enough. The door opened and guards entered warily; the magician
remained outside but clearly prepared to take a hand if needed. The three prisoners
were chained and hustled out into the corridor, then up a seemingly endless spiral
stair.
Elsewhere in Tsaumarn:
It was the Rirorni Cook who brought the news, bursting in on Varndis Abeq and the
gladiators as they planned their departure. "Lord Sa Kolke is arresting all in the
city who are not Rirorni and have no safe pass!" he announced.
"The city depends on foreigners coming here to trade," Zeus pointed out. "How
can he dare to drive out all the traders?"
"All I know is that the Defender's troops are going through every serai arresting
people," the Cook said, shrugging. "I am Rirorni and face no risk."
"And I have a safe pass," Varndis Abeq said. He looked around at the gladiators
with an expression of such innocence that they were immediately suspicious. "I could
include you all under the protection of my pass, if you will place yourselves in my
hands unreservedly."
"Unreservedly meaning what?" Candyacid asked suspiciously.
"I could not lie to the Defender's agents," the trader said virtuously, "but if I
could truthfully tell them that you are all my bondsmen--"
"Why not come right out and call us your slaves?" Renae snarled. Her fingers
clenched and unclenched.
Candyacid reached over and stilled her companion's hands. "We will leave
immediately," she said. "There are no gates to passed, our gear is already packed,
and we can be gone in half an hour--with luck, before the arresting party gets here.
Renae, if you'll tell Raveln, I'll get our mounts. Meet me at the rear gate of the
serai as fast as you can."
"That goes for us, too," Zeus said coldly. Columbine nodded, but didn't speak;
she was thrusting the last of their possessions into packs.
"You can't!" Playgirl said. "You have to go with Varndis to--"
"We'll meet him down the road and go on from there," the Delarquan said. "And
you'd better come with us."
"There is no need. I am his partner," Playgirl answered smugly.
"The gods damn all Karnhorns," Columbine muttered under her breath.
"Treacherous, every one."
DUELMASTER'S COLUMN
Notes from the arena champ.
This one is from last turn, I believe. -- Ed.
Well, I'm back in the saddle again but due to my invite I won't be staying. All the
best and good luck to everyone. I look forward to renewing a couple of old rivalries.
Perhaps I'll see some of you in the future.
Naja
P.S. Zebra, I can recommend a new sword crafter. Two broken blades in one bout!
And here's the one for this turn. -- Ed.
Fellow Xochithlani --
Once again I have attained the throne & I expect to remain on top until I
Graduate! To hasten the process I will once again enter the Mail-In Tourney to gain
more experience! After all, with all you Experienced Warriors clamoring for my head I
must prepare as best as I can!
I have come a long way from 2 TV's early in my career & it would be nice to
Graduate with another under my belt! If not, I will settle for victories in DM 39 vs.
any and all worthy opponents! The view from the top is even better the second time
around!
Meanwhile, I will await your Challenges as I will Avoid None & Challenge None!
So take your best shot & get in line! Who's Next?
-- Zebra of Jungle Fever
SPY REPORT
Good day, friends and fiends, welcome to your friendly neighborhood spyreport.
I doubt XOCHITHLAN will ever be the same. It seems the training can make the
difference, as COSMOS FACTORY is pushed out of top team by LAUGH FACTORY, who came
from 2nd with a 4-1-1 this turn. ANGELS OF MERCY stable has parlayed this turn's
3-0-0 into a 4 space move up the rankings. This brings them up to 5th place. Good
work, guys! The LAUGH FACTORY guild has had a 4-1-1 turn and deserves to be watched
in the future. You never know where this kind of thing can lead. And let's see,
THANATO fought FRED MERTZ and gained 20 points and contributed to OPHIDIAN ORDER's
2-3-0. COPPERHEAD has lost to VERUCA, falling 15 points, while helping make OPHIDIAN
ORDER a 2-3-0 turn. MONIQUE challenged for the Duelmastership this turn, attempting
to dethrone JUNGLE FEVER's warrior. Defending his title for another turn, ZEBRA kept
COSMOS FACTORY's warrior, MONIQUE, from claiming the throne. Can someone confirm a
rumor for me? I hear the top team makes their losing fighters do dishes at The Warty
Toad until they win. Maybe?
I tell you, a green quarterstaff lasts longer than a seasoned sapling. A basher
friend of mine assures me this is true. I also notice that the OPHIDIAN ORDER stable
was the most avoided team this turn. Come on XOCHITHLAN, what are you afraid of?
And guess who avoided OPHIDIAN ORDER stable the most? Believe it or not, it was
COSMOS FACTORY. Anyone surprised? Well, sports fans, take notice that VERUCA from
DEATHFROMABOVE was XOCHITHLAN's most challenged warrior this turn. Building dreams
on hope, ANATHEMA challenged up 29 points this turn to take on GATES from NERD'S
REVENGE stable. And though ANATHEMA lost to GATES, the valiant attempt earned him 3
worth of recognition. Foolhardiness can sometimes pay. SLAYER of DEATHFROMABOVE had
better have a good reason for challenging down 15 points in a challenge which he won.
I thought SLAYER showed great skill and promise when he subdued FOXTROT. All right,
so I slept through it! Big deal!
A coward dies a thousand deaths, a brave man only once. Wise men know this to
be true. Is it really true that XOCHITHLAN has more dishwashers per capita that
fighters? Just thought I'd ask...
I like this place, XOCHITHLAN, the taverns have old wine, and young serving
girls. Who could ask for more? Well, I'm burning daylight here in XOCHITHLAN and
I've a long road ahead of me. Happy Trails. Until you see my quill in XOCHITHLAN
again, farewell-- Alarond the Scribe
DUELMASTER W L K POINTS TEAM NAME
ZEBRA 3170 9 3 0 123 JUNGLE FEVER (373)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
THANATO 2824 16 10 1 109 OPHIDIAN ORDER (328)
RICKY RICARDO 2982 20 12 2 99 LAUGH FACTORY (331)
MONIQUE 3091 17 3 0 98 COSMOS FACTORY (310)
-MOTHER TERESA 3039 12 2 3 97 ANGELS OF MERCY (360)
CHAMPIONS W L K POINTS TEAM NAME
AURORA 3070 14 9 1 89 COSMOS FACTORY (310)
LUCY RICARDO 2983 19 13 1 86 LAUGH FACTORY (331)
FLOYD THE BARBER 3184 10 2 1 84 LAUGH FACTORY (331)
OTIS THE DRUNK 3202 9 0 1 84 LAUGH FACTORY (331)
FRED MERTZ 3075 17 5 1 82 LAUGH FACTORY (331)
-LANCER 2901 10 12 0 76 MASCOT WARRIORS (340)
-LEOPARD 3168 7 1 3 70 JUNGLE FEVER (373)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
-TARHEEL 3071 10 6 0 63 MASCOT WARRIORS (340)
ADEPTS W L K POINTS TEAM NAME
-PIONEER 2900 11 12 0 55 MASCOT WARRIORS (340)
SISTER HAZEL 3076 7 7 1 51 ANGELS OF MERCY (360)
MARTEL 3200 6 3 0 42 COSMOS FACTORY (310)
-VIKING 3081 8 7 0 41 MASCOT WARRIORS (340)
MOTHER SUPERIOR 3197 5 0 0 40 ANGELS OF MERCY (360)
DARCY 3192 6 0 0 39 NERD'S REVENGE (375)
ARIELLE 3182 9 4 1 34 COSMOS FACTORY (310)
GATES 3191 6 0 0 34 NERD'S REVENGE (375)
THE PALADIN 3163 4 4 0 34 ANGELS OF MERCY (360)
CHALLENGER INITIATES W L K POINTS TEAM NAME
VERUCA 3103 5 10 0 33 DEATHFROMABOVE (367)
SLAYER 3106 3 10 0 29 DEATHFROMABOVE (367)
-TIGER 3167 3 4 1 28 JUNGLE FEVER (373)
-BLUE DEVIL 3213 3 0 0 26 MASCOT WARRIORS (340)
INITIATES W L K POINTS TEAM NAME
-HYENA 3171 3 2 1 23 JUNGLE FEVER (373)
CERASTES 3181 2 5 0 17 OPHIDIAN ORDER (328)
BURNS 3194 2 4 0 17 NERD'S REVENGE (375)
COPPERHEAD 3205 4 1 1 16 OPHIDIAN ORDER (328)
-ALLIGATOR 3169 2 3 1 16 JUNGLE FEVER (373)
RED KLAW 3105 1 12 1 16 DEATHFROMABOVE (367)
FOXTROT 3220 2 2 0 8 COSMOS FACTORY (310)
ANATHEMA 3218 0 4 0 6 DEATHFROMABOVE (367)
-SHIMMER 3201 0 6 0 6 DEATHFROMABOVE (367)
WE WILL SEE 3226 1 0 0 3 NERD'S REVENGE (375)
EARTH WORM 3228 1 0 0 3 OPHIDIAN ORDER (328)
ELAPINNE 3229 0 1 0 1 OPHIDIAN ORDER (328)
SHORT GEEK 3235 0 1 0 1 NERD'S REVENGE (375)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
VETERAN MERCENARY 17 0 1 0 1 FLOYD THE BARBER 3184 135 NONE
PERSONAL ADS
Mother Superior -- We shall meet again! -- Cerastes
Lucy -- Thanks again for the dance! -- Thanato
Fred -- Take care and good luck. -- Naja
Cosmos Factory -- Thanks, I hope she gets to look up some old friends! -- Sith
mouse -- I'm happy you're back! -- Hellcop
Norm -- Congratulations on your invitation. -- Monique
Zebra -- You really surprised me when you managed to outjump me. You are obviously
not a typical TP warrior. -- Aurora
Shimmer -- You have an impressive record, so I'm very pleased that I won. :-) --
Arielle
Anathema -- You obviously have the endurance to fight me. Now you only need to hit.
-- Foxtrot
The Paladin -- I'm very pleased with the skill learning. Please let us do this again
sometime. -- Martel
11 October 1999
All -- Talon Volksie has finally entered the 90's on the verge of the millenium. I
have e-mail. You may email me at TalonVolksie@aol.com. -- Talon V.
Everyone now knows that DM-33 is one of the "Fiercest & Best Free Blades Arena"
around. The Hammer and others have done wonderful things for that arena. With 50 or
so teams, DM-33 is fun, challenging and a joy to play in. However, I am not here to
talk about DM-33. I want to talk to you about DM-43, Veastian.
DM-43 is not a large arena, we have only 8 teams here right now. It is small,
and not the greatest arena around...yet. We need YOU to help make this a great
arena. Since it's so small, this is your chance to get in on the ground floor and
become a cornerstone of this arena. Not many have this chance. DM-33 is great, but
it is crowded. Here in DM-43 you will not be one of the many, you will be one of the
best. For all of you Noblish Island managers, this is your chance to transfer your
team to an arena where you will have an immediate impact on the game. This is an
arena where you can continue to hone your skills and be a contender for the
Duelmastership. Veteran managers...do you want to make Duelmasters the best it can
be? Help newbies and make an arena of your own?
This is a wonderful chance for everyone. For the newer players to make a
serious impact on an arena and veteran players to be a "founder" of an arena.
Managers like Don John, Mutt Lange, The Rake and myself want you to help make DM-43
the best arena out there. We don't want just "anyone" to come here, we want managers
who want to play hard and have fun. If that is you, then come to DM-43, Veastian.
If anyone has any questions at all, please diplo me and I will reply as soon as
possible. Now is your chance, now is the time. DM-43. -- Apollo Maximillious, mgr.
Cult of the Dragon (339), DM-43
All -- By Seefe's name, am I tired of looking at such team names as Inyo Eye and
Eggnog Warriors. Please, in the name of all that is decent on the face of Ghea, give
your teams and fighters APPROPRIATE names!! I know it can be challenging and
demanding to make up TRULY GOOD names like Boneshredders and Aerie Fire, but please,
don't call your guys something that causes me to dirge in disgust!! It really hurts
your (and my) gaming experience when my warriors have to stand against someone named
"Underwear Gnomes". After all, I can come up with ten names like Bust-a-Plumber and
Chococroc in a single minute, but why don't I do it? -- Shadowfire, mgr. of
Dragonslayers (636) in Solven (DM 22)
16 October 1999
To anyone starting a new team -- No good sales pitch or gimmicks (yet). If you're
adding a team, please put it in Jurine, DM-61. We only have one unchartered team and
eight teams total. So why come to Jurine? Simply put; WE ARE BEGGING YOU!!! --
Wardancer, mgr. War Party
LAST WEEK'S FIGHTS
MONIQUE was viciously subdued by ZEBRA in a 8 minute master's Challenge Title fight.
AURORA was outwaited by NORM PETERSON in a dull 11 minute veteran's Challenge match.
THANATO devastated FRED MERTZ in a popular 1 minute one-sided Challenge contest.
SISTER HAZEL bested MARTEL in a action packed 4 minute Challenge brawl.
MOTHER SUPERIOR overpowered BURNS in a 1 minute one-sided Challenge struggle.
SLAYER devastated FOXTROT in a dull 3 minute one-sided Challenge competition.
VERUCA vanquished COPPERHEAD in a action packed 1 minute uneven Challenge duel.
ANATHEMA was outlasted by GATES in a 9 minute beginner vs. veteran Challenge duel.
RICKY RICARDO overpowered RIRORNI OFFICER in a 1 minute uneven match.
FLOYD THE BARBER savagely slew VETERAN MERCENARY in a 1 minute brutal fight.
OTIS THE DRUNK demolished COLLABORATOR in a 1 minute mismatched competition.
LUCY RICARDO devastated VETERAN MERCENARY in a 1 minute one-sided battle.
THE PALADIN bested CERASTES in a crowd pleasing 6 minute bloody bout.
DARCY defeated HIDDEN ARCHER in a popular 3 minute duel.
ARIELLE bested RED KLAW in a 1 minute duel.
WE WILL SEE outwaited ELAPINNE in a 11 minute amateur's bout.
EARTH WORM outwaited SHORT GEEK in a tiresome 16 minute novice's brawl.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|TOTAL PARRY 9 AIMED BLOW 12 - 5 - 2 71 |
|STRIKING ATTACK 5 PARRY-RIPOSTE 7 - 3 - 0 70 |
|LUNGING ATTACK 4 TOTAL PARRY 39 - 19 - 0 67 |
|WALL OF STEEL 4 LUNGING ATTACK 32 - 22 - 3 59 |
|PARRY-LUNGE 2 PARRY-LUNGE 10 - 7 - 1 59 |
|SLASHING ATTACK 2 STRIKING ATTACK 25 - 25 - 1 50 |
|PARRY-STRIKE 1 BASHING ATTACK 11 - 16 - 0 41 |
|PARRY-RIPOSTE 1 WALL OF STEEL 8 - 12 - 0 40 |
|BASHING ATTACK 1 SLASHING ATTACK 12 - 19 - 2 39 |
|AIMED BLOW 0 PARRY-STRIKE 4 - 16 - 0 20 |
Turn 135 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-LUNGE 2 - 0 AIMED BLOW 0 - 0 3 LUNGING ATTACK
PARRY-STRIKE 1 - 0 PARRY-RIPOSTE 0 - 1 2 TOTAL PARRY
STRIKING ATTACK 4 - 1 SLASHING ATTACK 0 - 2 2 BASHING ATTACK
TOTAL PARRY 6 - 3 BASHING ATTACK 0 - 1 2 STRIKING ATTACK
LUNGING ATTACK 2 - 2 1 WALL OF STEEL
WALL OF STEEL 2 - 2 1 PARRY-LUNGE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY ZEBRA 3170 9 3 0 123 JUNGLE FEVER (373)
WALL OF STEEL THANATO 2824 16 10 1 109 OPHIDIAN ORDER (328)
LUNGING ATTACK RICKY RICARDO 2982 20 12 2 99 LAUGH FACTORY (331)
STRIKING ATTACK LUCY RICARDO 2983 19 13 1 86 LAUGH FACTORY (331)
PARRY-LUNGE FLOYD THE BARBER 3184 10 2 1 84 LAUGH FACTORY (331)
BASHING ATTACK FRED MERTZ 3075 17 5 1 82 LAUGH FACTORY (331)
SLASHING ATTACK MARTEL 3200 6 3 0 42 COSMOS FACTORY (310)
Note: Warriors have a winning record and are an Adept or Above.
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
The overall popularity leader is LUCY RICARDO 2983. The most popular warrior this
turn was ZEBRA 3170. The ten other most popular fighters were CERASTES 3181, MARTEL
3200, THE PALADIN 3163, ELAPINNE 3229, MONIQUE 3091, THANATO 2824, VERUCA 3103, FLOYD
THE BARBER 3184, ARIELLE 3182, and SISTER HAZEL 3076.
The least popular fighter this week was EARTH WORM 3228. The other ten least popular
fighters were SHORT GEEK 3235, WE WILL SEE 3226, FOXTROT 3220, GATES 3191, ANATHEMA
3218, SLAYER 3106, RED KLAW 3105, BURNS 3194, DARCY 3192, and COPPERHEAD 3205.
The following warriors have traveled to ADVANCED DUELMASTERS after fighting this turn:
NORM PETERSON (39-2745) DRINKING BUDDIES (127)
How to Master the Loss
By Pagan
I am a true loser. I started this game a loser, and I continue to create new and more
powerful ways to lose. I accept my title and wish to share my success at being as bad
as I am. By reading between the lines you may only decrease your losses, but that is
not the point of this article! Take what I have to say and live it. Scoop it up with
a shovel, pile it in your minute little brains (my best Scrag impersonation), and
constantly regurgitate my wisdom on the best way to lose. I have had enough
experience in this field for you to Shut-Up and just UNDERSTAND what it is I'm saying.
Now that I have your attention...
I am not talking about a simple loss. Hah! I am talking about really getting your
butt kicked in, and then repeating the same systematic losses consecutively! Losing
while trying is the method I show here. Wow, what I wouldn't give to see the facial
expression of the manager whose warrior was 8-1-1 with 6 of those wins and the final
death coming all from my one warrior! Ahh, my satisfaction...
Do not be at odds with yourself when it comes to losing. I used to be like you. But
then I wised up. I no longer take this game with a swig of alcohol. No more hours
spent driveling away with a lead pencil on some possible ways to run a warrior better
versus specific styles. (How to make him run better, indeed!) Stick with these
basics which I will lay out before you, and you too, will be in a state of Hakuna-
Matata, free from the stress of fight challenges, free from the worry of mail-carrier
strikes, free from ever becoming the hated top team of the week. Now listen up to
what is best for you to do, to be like me...
1. When creating warriors, evenly distribute the 14 points. The rule is to create a
warrior who has NO FAULTS--your warrior overview should come back like this:
Warrior (1234) of Pagan's Winner's (001)
Fights using the Aimed Blow style.
Is Right Handed
Strength: 12
Constitution: 12
Size: 12
Wit: 12
Will: 12
Speed: 12
Deftness: 12
2. If even distributions are not possible, then always add 6 points into speed, and
place the other 6 points into Strength and 2 points left over for evening out. You
may also decide to not place them on the warrior in hopes that RSI doesn't place them
for you randomly and leave you with your true design. The objective is to be Faster
than your opponent, and then hit him as hard as possible. I suppose that Constitution
is the only real place to put any extra points, or stick with the RSI randomness
technique. RSI does know what's best for your warrior anyway.
3a. Wit and Will are almost completely worthless is you want speed and strength, so
try to never put any points into them. I'd say the perfect range is from WT + WL = 24
or less.
3b. Create warriors that have even numbers in as many of the seven categories as
possible.
4. Should you lose a fight, which happens to me 95% of the time, don't fret. Think
Hakuna-Matata. Challenge the same warrior you lost to consecutively, or as many times
as possible until you do win. By constantly reducing your amount of weapons and
armor, you will increase your warrior's speed, and eventually you will be so fast that
he is sure never to be able to hit you. If you don't get hit, you win some of the
time. If that isn't working, then continue to lower your offensive effort, and
activity level until they both reach 1, while simultaneously keeping the KD at 10.
Watch those losses come rolling in at the lower levels of OE and AL! (Thumbs up!)
5. Always challenge up to the highest possible warrior challenge-able with the
highest number of kills, whenever you have a brand new warrior, especially an Aimed-
Blow. I can't count the number of times I was able to make new warriors when my
Aimed-Blow was tacked to the arena wall by some Lunger. Hah! Little does he know the
joke's on him!
6. When bloodfeuding, always send in your replacement roll-up.
7. Always use a 10 KD in every minute, of every round, on every warrior, in every
fight.
8. The Open Hand is one of the best weapons to use for Bashers, and Aimed-Blows, as
they will fight like Bruce Lee, and we all know how good he was.
9. Bashers do best against Strikers.
10. Strikers do best against Wall of Steels.
11. Lungers do best against Strikers and Bashers (the good thing here is there's more
possibility for challenging successfully).
12. Slashers do best against Strikers.
13. Aimed-Blows do best against Lungers, Strikers, and Bashers (clearly the best
style in the game!)
14. Total Parries do best against Aimed-Blows.
15. Parry-Lungers do best against Total-Parries.
16. Parry-Ripostes do best against Lungers.
17. Walls of Steel do best against Slashers.
18. When using tactics, never use a defensive tactic when you suspect your opponent
is using an offensive tactic. All defensive tactics do too well against the offensive
tactics, and we would not want to counteract anything your opponent may try to do to
win. The best strategy for tactics use is to use two at a time. Lunge/Riposte,
Bash/Dodge, or Decisiveness/Responsiveness are there good combinations for double
tactics. Hell, even the name Double-tactics sounds cool.
19. A little known tid-bit of my vast knowledge in this game is to use the heavier
weapons against the lower armor weights of your opponents, and the lighter weapons
against their heavier weight armors. The reason is simple. Hit your opponent with
one crushing blow since you can if he isn't wearing any armor. Halberds do
exceptionally well vs. skin. And, use daggers, or shortswords versus heavy armors
like Plate mail, and chainmail because you will need to hit your opponent many times
and you just can't do that with a Maul.
Note: light weapons vs. heavy armor, and heavy weapons vs. light armor
20. The reverse of #19 if true for you. Always use heavy armors on your warrior when
you know your opponent is using heavy weapons. And, always use light armor or none at
all, when your opponent is using lighter weapons. You can trick the other managers
into awe of your managerial skill! And if you win, hah! Joke's on them, you really
fooled them and now it's time to move onto greener pastures.
21. When deciding your warrior's Activity Level, you should couple High Activity
Level with a Low Offensive effort, and a high offensive effort when using a low
Activity level. Never assume to know your crafty foe entirely! Should your opponent
attack, and jump around a lot, then go with the High OE, and the Low AL. Should your
opponent seem to stand around, then use the High AL, and a Low OE.
22a. When in doubt, always fall back on old trusty: For offensive styles use 1-1-10
Double tactic. And, for defensive styles, run with a 10-10-10 Double tactic. You are
sure to place your opponent into disarray.
22b. If you are confused about OE and AL as I have described them, then just guess at
how screwed up your opponent will by trying to figure out what you're doing!
23. When writing personals always verbally attack the best teams in the game. The
reason is to ensure your rank is being the worst. How can you be the worst if you
don't fight the best? (Now doesn't that make sense!) And should you win any of your
fights, then hah! Joke's on him! Challenge the next placed team. With all of the
best teams challenging your team, then you are assured an easy turn schedule. Just
some easy words about their mothers and you will never have to even make another
challenge on your own. You will get them to do it for you. Remember Hakuna-
Matata...no worries...
24. What do you attempt to train? Well, it is best to train Stats until your Speed
is equal to 21. If you don't have a 21, then keep training until you get it. Then
train your Strength to 21. A good guide is to train stats if your Will is LOWER than
your Wit. Or else, train skills if your Wit is LOWER than your Will. The reason for
this is complicated and too in-depth for me to discuss here, but just remember that is
has something to do with the game design.
25. When carrying extra weapons, make sure your warrior has a major weapon choice
(dependent upon opponent's armor weight). You want to have four distinctly different
weapons ready to be pulled out for back-ups. By fighting your warrior barehanded
(like Bruce Lee!) this allows your warrior to decide for himself which weapon he
should use. Don't place any weapons into his hands, and at the beginning of the fight
he'll pull the one he wants for himself!
By following these guidelines you are sure to place yourself in the running for worst
team. Hopefully RSI will soon be allotting a Worst Team prize, and Worst Warrior
prize. By constantly harvesting these prizes you won't even have to pay for your
game. Just sit back and enjoy the creative way your warriors were felled with each
new reading of a fight. By enjoying their incompetence you will be reveling in
SUCCESS! You'll come to enjoy, as I do, how your Total-Parry thrashes wildly about,
scaring the hell out of his opponent, and himself! Then watch him bend over, gasping
for breath on the third line of minute 1, as he is struck in the head. Reminiscent of
Moe, Larry and Curly, I chuckle as my warrior falls in a heap at the Arenamaster's
feet, and croaks his last will and testament before perishing. Oh the promise of it
all! The excitement, the adventure! Should some pathetic winner boast about your
downtrodden team, then tell him that if he knew the true extent of worthlessness
throughout your whole stable, then he'd never boast his success against your team!
Hell, when he realizes it, the joke's really on him!
This has been brought to you by Pagan.
For further assistance with Duelmasters feel free to diplo me:
Anthropos Kratos (461) DM-1 Mordant or Anthropos Kratos (522) DM-2 Niania
or -- call California (805) 986-4771
or e-mail: pagan@gte.net
or write: 536 Bard Road, Port Hueneme, CA 93041
web-site: http://homel.get.net/pagan/pagan.htm
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