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	<title>Terrablood&#039;s PBM Archives</title>
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	<description>Info and data for fans of the play-by-mail games Duel II, Forgotten Realms, and Hyborian War from Reality Simulations, Inc</description>
	<lastBuildDate>Thu, 25 Aug 2011 17:27:27 +0000</lastBuildDate>
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		<title>Blood on a Purple Robe: A Bloodgames Primer</title>
		<link>http://www.terrablood.com/blood-on-a-purple-robe-a-bloodgames-primer/</link>
		<comments>http://www.terrablood.com/blood-on-a-purple-robe-a-bloodgames-primer/#comments</comments>
		<pubDate>Thu, 23 Jun 2011 00:44:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tournaments]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=234</guid>
		<description><![CDATA[by One Armed Bandit Twice a year, there is a great gathering. These tiny men with their stained clothing and great intellects do not look like your traditional gladiators, but they will meet and compete for a chance at Duel2 immortality. No, no, I&#8217;m not talking about the managers at the Face-to-Face. I&#8217;m talking about [...]]]></description>
			<content:encoded><![CDATA[<p>by One Armed Bandit</p>
<p>Twice a year, there is a great gathering. These tiny men with their stained clothing and great intellects do not look like your traditional gladiators, but they will meet and compete for a chance at Duel2 immortality. No, no, I&#8217;m not talking about the managers at the Face-to-Face. I&#8217;m talking about the murderous dwarves at the Bloodgames.</p>
<p>Its probably the worst advertised event in Duel2 history. It happens twice a year, every year, and you don&#8217;t have to fly across the country to participate. For some, the Bloodgames are just a distant memory of a t-shirt that never arrived, newer managers may have never even heard of it. For others, though, it is a way of life. And it can be your way of life, too.</p>
<p>The cost: $10 to roll up the team, $49 to run them. At each Face-To-Face tourney, two Bloodgames arenas are run. One of them (called the FtF Bloodgames) gets run round-by-round for ten rounds, and warriors are allowed to change their strategies, avoid, and make Bloodfeud challenges. For the other arena (called the Mail-In Bloodgames), there are no bloodfeuds or avoids and each warrior must use the same strategy and train for all ten rounds. You can participate in both even if you don&#8217;t attend the FtF, but you&#8217;ll be at a slight disadvantage in the FtF Bloodgames (the Mail-In Bloodgames is a perfectly level playing field).</p>
<p>The teams: Each team consists of TEN warriors, one of EACH style. You can design each warrior however you want, as long as the stats add up to 84 points and no stat is lower than a 3 or higher than a 21 (referred to as DYOs or design-your-own warriors). Simply write down the following information on a piece of paper and mail it to RSI (or email it to csr@reality.com): your name, your account number, the words &#8220;Mail-In Bloodgames&#8221; or &#8220;FtF Bloodgames&#8221;, the team name, and all ten warriors (name, style, gender, ST-CN-SZ-WT-WL-SP-DF). If you submit them early enough you will probably get a chance to see the overviews before sending in strategies for each of them (using a normal strategy sheet, remember only one strategy and train for the entire event). If you want to play it safe, however, you can submit strategies along with the team information, just write &#8220;NEW&#8221; in each of the Warrior ID spots and either &#8220;MI BG&#8221; or &#8220;FTF BG&#8221; in the Game # spot. Some managers who are especially hard-core will roll up each team more than once, and look over the overviews to determine which team had the best luck in the roll-up process. Just remember, it costs $10 each time you roll them up.</p>
<p>The rules: So what&#8217;s the catch? $59 for 10 design-your-own warriors? Not so fast, buddy. At the end of ten rounds, the top three warriors of different styles from each arena will be granted immortality, trained up to the minimum ADM requirements, and will graduate to ADM. Every other warrior will be gone forever. Executed, freed, or retired to a quiet life on the farm like your childhood dog Buster, whatever helps you sleep at night. If the 1st, 2nd, and 3rd ranked warriors are a LU, a WS, and an AB, then those three will win the prizes. However, if the 1st, 2nd, and 3rd ranked warriors are a LU, a LU, and a WS, the 2nd place LU is out of luck, his prize will drop down to the highest ranking member of a style that isn&#8217;t LU or WS. So what does it take to be one of the top ranked warriors? Warriors are ranked based on number of kills, first and foremost, with their record and recognition points being the tie breakers. Oh, did I mention that the chances of dying are FIVE TIMES that of a normal arena?</p>
<p>What to expect: You will run into many opponents who are SZ 3, who have 21 WT and 21 WL, who are using a 10 KD and aiming for the vitals, who are using unusual weapons that Duel2 folklore says have a greater chance of delivering that killing blow, such as the Battle Axe. You may run into such classic archetypes as the 17-3-3-21-21-8-11 ST or the 17-16-3-3-21-3-21 AB.</p>
<p>So why should you play? There are many reasons. You don&#8217;t have to feel guilty about killing your friend&#8217;s warrior, for starters, because that&#8217;s the whole objective. Unique kill text make it all the sweeter, too. You won&#8217;t see anyone get &#8220;pierced completely through&#8221; or &#8220;skewered through their vital organs&#8221; anywhere else (at least I hope not). Not only is it exciting to read, but my most rewarding warrior came from the Bloodgames and yours could, too. Whether you are a tournament player or an arena player, if your warrior is tough enough to survive the Bloodgames, he&#8217;s tough enough for whatever task you set him to. My first Bloodgames graduate was a warrior named Sushi Slinger of Sea Dogs: 17-3-3-21-21-12-7 SL. He left Old Valamantis with a 10-0-3 record and immortality. Since then, he has been a Tournament Victor in the Freshman tourney, a Runner-Up in the ADM tourney, and a three-time Tournament Victor in the Eligibles tourney. He is now fighting in Primus against the best of the best and holding his own. Your Bloodgames graduate could join him in Primus, too.</p>
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		<title>The Perfect Scout</title>
		<link>http://www.terrablood.com/the-perfect-scout/</link>
		<comments>http://www.terrablood.com/the-perfect-scout/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 20:34:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Total Parry]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=222</guid>
		<description><![CDATA[We all know them. We all hate them. What am I talking about? Scum. But there is nothing better than a scum to scout at your enemy's weak points. You can see if they'll last long, what weapons they use, where they attack, their style, etc. And you typically don't have to fear a loss. [...]]]></description>
			<content:encoded><![CDATA[<pre>
     We all know them.  We all hate them.  What am I talking about?  Scum.  But there
is nothing better than a scum to scout at your enemy's weak points.  You can see if
they'll last long, what weapons they use, where they attack, their style, etc.  And
you typically don't have to fear a loss.  Picture this.  You see a guy on the listing
10-5-2.  Well, you don't want to send your best warrior with his perfect 5-0-1 because
you want to keep winning.  So you send in your scout.  Now you know if you can beat
him.  The scout will enable you to better pick and choose your fights.  Also if you
feel like getting back at someone these scum are great.

How to design:

ST13+ can go as low as 11
CN17+
WT5-7 no more
WL17+
SP3 as low as possible
DF7 is perfect

     So a perfect set up would be 15-19-13-7-19-3-8 to start train CN till 21 then WL
21 WT 8 DX 9 then whatever you want.  This guy is not for ADM he's just for regular DM
and to be used to scout.  Don't worry about skills until you've 3 raises in everything
then go to skills.  Oh yeah strategy.

1-1-1-1-1-1-1
1-1-1-1-1-1-1
1-1-1-1-1-1-1
HE---------HE
BD---------BD
Parry-------P

     Get rid of him when they get up high.  Then they've already scouted everything.

                                   Brought to you by Mr. Drake DM#5, Mgr. of Pirates
</pre>
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		<title>The Effects of Coordination</title>
		<link>http://www.terrablood.com/the-effects-of-coordination/</link>
		<comments>http://www.terrablood.com/the-effects-of-coordination/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 19:42:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=218</guid>
		<description><![CDATA[Coordination has long been ruled as having no effect on a warrior. I have noticed a few things that may be the cause of certain coordination levels. So I decided to write this article to give the general DM populace something to ponder. Below is the coordination table: Coordination = SP + DF 06 - [...]]]></description>
			<content:encoded><![CDATA[<pre>

     Coordination has long been ruled as having no effect on a warrior.  I have
noticed a few things that may be the cause of certain coordination levels.  So I
decided to write this article to give the general DM populace something to ponder.
Below is the coordination table:

Coordination =  SP + DF

06 - 16  = Clumsy
17 - 20  = Slightly Uncoordinated
21 - 27  = Normal
28 - 31  = Highly Coordinated
32 - 39  = Very Highly Coordinated
40 - 42  = Marvel of Fighting Coordination

     Since I run a lot of bashers that have a clumsy rating most of the time, I
noticed a few things that happen to them and not the high coordination warriors I
have.  Most people don't have clumsy warriors, save some bashers and TPs, so it may
not be paid that much attention to.
     The first thing I have noticed is that a clumsy warrior seems to drop his weapon
more often than a higher coordination warrior.  So I think that maybe he has a higher
chance to do this than normally coordinated warriors.
     Second, I noticed that clumsy warriors have harder time trying to quick draw
their back-up weapon, causing them to fumble around trying to get it.
     Third is that the clumsy warrior also is slower to get up after he has been
knocked down.  It may also influence the roll on whether you get knocked down or not,
along with other factors.
     These things aren't as noticeable the higher the coordination becomes.  That's
probably why a lot of people don't place any  value on coordination.  At the higher
levels of the game there aren't any clumsy warriors, so coordination isn't noticed.
You can still get knocked down, lose your weapon, and draw your back-up quickly, but
the odds are more in your favor with a higher coordination in my opinion.
     Well, may joy and happiness be with you.  If you would like to chat , I can be
reached at 103260.3347@compuserve.com
     You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS
scattered about.

                                                         Ta-Ta,
                                                         Sir Jessie Jest
                                            (He who always gets the last laugh......)
</pre>
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		<title>PARRY-STRIKE &#8211; ANOTHER FUN STYLE</title>
		<link>http://www.terrablood.com/parry-strike-another-fun-style/</link>
		<comments>http://www.terrablood.com/parry-strike-another-fun-style/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 19:42:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Parry Strike]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=196</guid>
		<description><![CDATA[There have been several articles about fighting styles, some say theirs is the best, or ultimate, one said theirs is the most fun style. Well, I feel that parry- strikers are just as much fun to play as any other style. First, let's start with the run down of what they say in the "RED [...]]]></description>
			<content:encoded><![CDATA[<pre>
     There have been several articles about fighting styles, some say theirs is the
best, or ultimate, one said theirs is the most fun style.  Well, I feel that parry-
strikers are just as much fun to play as any other style.
     First, let's start with the run down of what they say in the "RED BOOK".  The
book says that parry-strikers are defensive, using small quick movements in their
actions (sounds like you could say that about some other styles as well.)  The book
says that some managers swear that a high wit is critical to the style (only those who
have no brains would disagree with that.)
     Let's get to business.  First and foremost this style is deceptively aggressive,
making them a very good offensive type of fighter, or deadly type of defensive
fighter.  Offensively they tend to get the jump on their opponent.  I had a parry-
striker that was only jumped 3 out of 11 fights, before he died.  To prepare and run a
parry-striker can be quite confusing, so I will try to help make it as simple as
possible.  Here are my feelings on roll-ups for the parry-strike style:

     ST:  11-15, I'll explain later.
     CN:  who cares.
     SZ:  10-14, don't go over 14.
     WT:  13-17, 17 is the best.
     WL:  13-17, to get good endurance.
     SP:  not important.
     DF:  11-15, I'll explain later.

     Here are some good roll-ups for a parry-striker:  11,7,10,17,17,7,15;
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11.  Now, if you have a decent
wit, the way you run this fighting style will depend on strength and deftness.  For
example: if your fighter has a high DF and a low ST it would be to his/her advantage
to be defensive, since the speed would benefit the ability to move in reaction to
their opponent.  If the ST is high, and DF low, it would be better to fight
offensively like a striker, trying to get the first, and only blow in.  If they don't
have a decent wit, you're on your own.  I can't help you on that.  Remember this style
of fighting is the same as a striker except for added knowledge of parrying, as well
as bein a little more aggressive.  I would not suggest a low ST and DF, it will take
away from your WT &#038; WL, and you don't want to do that, but if you do, good luck.  You
don't need much CN if you have a good WL, which gives you your endurance.  SZ; you
don't want it to be above 14, it would hurt your fighting style more than your
attributes.  WT; it is the same as it is with strikers, the higher the WT the faster
and deadlier they become.  Raise WT to 17 if you don't have it at the start, then
don't worry about it again until ADM.  WL; this is where you get your endurance.  13
is fine to start out, but I would suggest 15, then bump it up to 17 in basic.  SP; it
is what you need to riposte, but PSers have this "one strike one kill" attitude.
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.
DF; what is there to say, it helps, but is not crucial to be a great PSer.  Now to
running a PSer.  If he is an offensive fighter 10-10-10 Dec. all the way through the
fight, even in desperation.  If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.
Remember, first you want to assure your defense, and to do that, you should go
defensive the first minute.  By the second minute you will be secure enough to go on
the offensive, but experiment.  6th minute on, leave blank, for by that time he/she
will know what to do (if their WT is high that is.)  The best thing you could do for
your fighter is watch the fights, if you are getting more defensive skills than
offensive, run the def., or change weapons.  That is the best advice I can give you
about PSers.  About armor, I like to use ringmail or nothing, but experiment.  I know
that there is someone that will disagree with me, but I feel that I have given you
some ideas about this fighting style that can be used, even though I am a new manager,
playing for just over a year.  No matter who writes a style article, it is just
advice, not the bible.  Just use the articles as a point of reference, not as sworn
law.
     This is a very fun fighting style, try it out.  I have written this in answer to
Foreign Legion Arena 31, and The Spartans Arena 8.  I challenge any Primus Manager to
correct my writing of PSers.  It is not my favorite style, but it is as fun as any
other that I have used, including my favorite one (Which is a STRIKER!!)  If there are
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The
Crucifiers DM-46.
</pre>
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		<title>The Swiftest Slasher Around</title>
		<link>http://www.terrablood.com/the-swiftest-slasher-around/</link>
		<comments>http://www.terrablood.com/the-swiftest-slasher-around/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 18:38:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Slasher]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=226</guid>
		<description><![CDATA[Statistics Strength : 7 to 13 Constitution : 9 to 13 Size : 6 to 12 Wit : 15 to 21 Will : 15, 17, 21 Speed : 5 to 13 Deftness : 11 to 17 I have given plenty of room to design here. ST 7 &#8211; 13: if you can only get a [...]]]></description>
			<content:encoded><![CDATA[<p>Statistics<br />
Strength : 7 to 13<br />
Constitution : 9 to 13<br />
Size : 6 to 12<br />
Wit : 15 to 21<br />
Will : 15, 17, 21<br />
Speed : 5 to 13<br />
Deftness : 11 to 17 </p>
<p>I have given plenty of room to design here.</p>
<p>ST 7 &#8211; 13: if you can only get a 7 because you need the points elsewhere, you can always use an Epee, but I like at least 9 for the Scimitar. 11 is good also because of the damage and you get more weapons.</p>
<p>CN: 9 &#8211; 13. They aren&#8217;t the best jumpers in the game so they need to take a hit or two, this also helps endurance, and that is one of the keys for a good slasher.</p>
<p>SZ 6 &#8211; 12: Actually it can be anything, but smaller is better because it makes up for less speed. I am currently experimenting with a High SZ Slasher, but I&#8217;ll tell you about that later.</p>
<p>WT: 15 &#8211; 21. They need to learn and 15 is good enough, better if 17. I would almost never go with a 21 because you need it elsewhere. Also with a 15 you get every Slasher weapon.</p>
<p>WL: 15, 17, 21. Nothing else will do. This is a Slasher&#8217;s most important stat. in my opinion, if you don&#8217;t have one of those, i&#8217;s not a good Slasher. This gives the endurance, a Slasher&#8217;s most important part.</p>
<p>SP: 5 &#8211; 13. Lots of room to toy with here. I wouldn&#8217;t go below 5 because they do need a little and if it&#8217;s over 13 you should make it a Striker. Others will tell you that Speed is a key but not I.</p>
<p>DF: 11 &#8211; 17. You cannot go below 11. 13 is great and 15 is pretty good. I have 17, but if you get a 17 Deftness, go Aimed Blow not Slasher.</p>
<p>I have a few guys that fit in here:</p>
<p>11-9-8-17-21-5-13</p>
<p>This is a killer Slasher in my opinion. He is curently 8-4 97 rec, challenging for the Duelmastership. He has an EX in Attack and Initiative and should have a MA in Attack in 3 fights or so. He is a very good warrior and will be in ADM anytime now.</p>
<p>15-5-9-15-21-6-13</p>
<p>He is okay but a little too much strength and a little too little constitution, but still a good Slasher. He only has 2 fights but he&#8217;s looking good so far.</p>
<p>9(1)-12-6-17-15-11-15</p>
<p>Another good Slasher. I trained his strength in his first fight to get him the Scimitar, the best slashing weapon in my opinion. Only 2 fights on this one also but again looks great.</p>
<p>Now going back to my experientation with a new style of Slasher, I&#8217;m going to try with a high damage, high size Slasher, and give up Will points. I know that contradicts everything I just said but it&#8217;s an experiment. I&#8217;ve been getting heat that this guy is a target, but think about the look on that scum TP&#8217;s face when you hit him 3 times and he drops. It brings a smile to my face just thinking about it.</p>
<p>This was brought to you by Swifty McSwift, Leader/Founder of Troop 709, I am currently active in the following arenas: 4, Wrongfull Justice, 19, The Marksmen, 35, Da Bomb Squad. Drop me a line with comments whenever.</p>
<p>If you want to chat or need help with anything, E-mail me at: DMMalice@aol.com I&#8217;d also like to thamk Mr. Mojo for making this site so I could write this. BTW Mojo, I&#8217;m gonna pound your team in Zuwayza to nothing!! j/k =) =)</p>
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		<title>SOME INFO ON THE RIPPER</title>
		<link>http://www.terrablood.com/some-info-on-the-ripper/</link>
		<comments>http://www.terrablood.com/some-info-on-the-ripper/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 17:39:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Parry Riposte]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=200</guid>
		<description><![CDATA[Being that the parry-riposte is my favorite style, I thought I'd share a few things I've learned. General design: ST: 7-11 Strength isn't all important to the P.R. An 11 will gives you all well suited weapons. I'll even go as high as 17, but with no dramatic effect. CN: Any A higher con will [...]]]></description>
			<content:encoded><![CDATA[<pre>
     Being that the parry-riposte is my favorite style, I thought I'd share a few
things I've learned.
     General design:

     ST: 7-11  Strength isn't all important to the P.R.  An 11 will gives you all well
               suited weapons.  I'll even go as high as 17, but with no dramatic
               effect.

     CN: Any   A higher con will give a better endurance and make survival easier.

     SZ: Any   Although a smaller size gives you a defensive bonus.

     WT: 15-21 As with all other styles the higher the better.  15 will give the epee.
               A P.R. needs to learn skills to survive.

     WL: 13-21 Will is as important as wit.  It helps endurance and life expectancy.
               A higher will allows you to pick apart most scum.

     SP: 5-13  13 is a major breakpoint but it's not necessary to go that high.  A
               combo of 15 wit, 15 deftness and 11 speed will give you an expert in
               riposte with any luck.

     DF: 13-21 The higher the coordination the easier it is to hit your attack
               location.  A 15 will give you the epee.

     The perfect P.R. would look something like this: 9-4-5-17-21-11-17 with starting
skill bases like:
     Ini: 60%
     Rip: 90%
     Att: 75%
     Par: 70%
     Def: 75%
     Dec: 40%
     One of my first PRs looked like this: 15-10-9-15-15-6-14, Thror the Dark.  He was
extremely unlucky as far as starting skills.  He now looks a little different: 17-11-
9-17-16-7-15 with 90% Init, 145% Rip, 130% Att, 130% Par, 115% Def and 80% Dec.  I
destroyed him with early stat raises.
     I had a similar design that was luckier, at least until he got X-ed by a slasher
in a tourney.  He died with a 12-3-1 record.  But enough of that.  You're probably
wanting to get on with the strategies.
     So getting on with it, I've tried both offensive and defensive strategies.
Generally defensive has worked better for me.  Something like: 3-6-6 going offensive
in minute 3 or 4 with a 10-8-6 or a 9-7-6 and then backing off to a 6-4-6 or a 4-5-6.
     As far as tactics go I don't use 'em very often.  If you use any offensive tactic
use the lunge or nothing.  Defensively use dodge and parry sparingly, if at all, and
don't use the riposte tactic after you've achieved a master.
     Okay, now on to weapons and armor.  A parry-riposte is somewhat limited when it
comes to weapons.  The longsword is their best choice against heavier armors.  I once
tried the halberd (I'll wait until you finish laughing.)  Anyway, Thror the Dark
savagely slew Spymaster with it.  I only give the PR an off hand weapon with epee,
shortsword or the longsword.
     I've done varying things with armor, but I've found that lighter armor works
better, personal favorites being APL, ARM, and ASM.  I read an article about the
parry-riposte of coom that made me laugh.  It said something about wearing more armor
than expected of a PR, listing nothing higher than ACM+F.  Imagine what he would have
thought fighting Thror the Dark in APA+F.
     This is just an opinion brought to you by Necrom, manager of Knightmares (33),
Pentad Paladins (55), Northlanders (70) and a couple of others.
</pre>
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		<title>Staple Lunger Design</title>
		<link>http://www.terrablood.com/staple-lunger-design/</link>
		<comments>http://www.terrablood.com/staple-lunger-design/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 16:36:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Lunger]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=202</guid>
		<description><![CDATA[Statistics Strength: 10 Constitution: 7 Size: 9 Wit: 17 Will: 15 Speed: 17 Deftness: 9 Comments_advice: I hate Speed; it&#8217;s a very annoying attribute, and it&#8217;s certainly not what you could call &#8216;sexy&#8217;. We all know what the sexy attributes are; WT,DF and WL. Regardless, the RUG&#8217;s not only enjoy sending out a large perentage [...]]]></description>
			<content:encoded><![CDATA[<p>Statistics<br />
Strength: 10<br />
Constitution: 7<br />
Size: 9<br />
Wit: 17<br />
Will: 15<br />
Speed: 17<br />
Deftness: 9 </p>
<p>Comments_advice: I hate Speed; it&#8217;s a very annoying attribute, and it&#8217;s certainly not what you could call &#8216;sexy&#8217;. We all know what the sexy attributes are; WT,DF and WL. Regardless, the RUG&#8217;s not only enjoy sending out a large perentage of non &#8216;keeper&#8217; WT/DF/WL rollups, but also with high Speeds. What do I usually do with a high SP rollup?</p>
<p>Lunger.</p>
<p>I don&#8217;t particularly like Lungers; they&#8217;re not what I&#8217;d call sexy. In fact, the&#8217;re downright boring. Sure, they have great bases, and will often win for a good portion of their early careers (until they hit middle AD, where skills begin to make things more of a race); but I find them dull. But I&#8217;ve got to do something with the high SP rollups I get, and I usually make&#8217;em Lungers. Don&#8217;t talk to me about Strikers; I hate those too.</p>
<p>Speed is a prime Lunger attribute; it gives good Defense, and a lot of Riposte. It also helps with fighting frail little toothpicks to duck more often than they oof.</p>
<p>As always, CN and SZ lose because they&#8217;re not sexy, long-term attributes. If you have&#8217;em, they&#8217;re great; but high CN/SZ rollups are a different breed entiely.</p>
<p>WT, usual story. Nothing new.</p>
<p>WL, a good stat for Lungers, jumping around constantly is hard work. You want a guy who&#8217;s not going to pout when he gets tired.</p>
<p>DF is excellent for Lungers, but not crucial; you can get by with only minimal levels. 9-11 is sufficient.</p>
<p>ST is an interesting stat for Lungers. High ST will enable you to have a better chance for the upper damage categories. Lower will give some weapon selection problems, but also often have the very interesting side effect of generating long, active fights. What does this do? Gives you a warrior who often has popular fights that go for multi-minutes when their in charge of the action; which enables you to more often than not have an excellent shot at the &#8216;This Week&#8217;s Favorite&#8217; and &#8216;Most Popular&#8217; titles. Free fghts are free fights. Also, longer fights seem to increase learning chances, so it&#8217;s not all fluff.</p>
<p>Most Lungers like high to very-high Offensive Efforts, and high to very-high Activity levels. 10-10-7 is a staple tactic, but I&#8217;ll point out you should experiment a little; finding your favorite will often yeld better results overall than simply going with good old 10-10-7. Lunge or Decise are good tactics to try if you want the help, Dodge can be a good defensive tactic. If you want to run up some long fights with fairly low chances of dying, seek out the pure scums in your arena and challenge them continually. Lungers aren&#8217;t very good at penetrating heavy armor, but they&#8217;re often very good at maintaining initiative over scums.This leads to fights that o for several minutes and eventually end in an exhausted Lunger and a bemused scum. But you didn&#8217;t get killed, and did rack up a long fight that should help your learns. Methods to madness.</p>
<p>So, nothing particularly shocking about this design; just a basic Lunger layoutthat focuses on Speed and interesting fights. With any luck avoiding the Grim Reaper, you&#8217;ll see this staple warrior in AD after about a year or so in Basic. And then the RUGs&#8217;ll send you another design that looks something like 9-13-17-5-7-12-7. Fooey.</p>
<p>Dave of Dave&#8217;s World (DM33) </p>
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		<title>NEON&#8217;S THOUGHTS ON TOURNAMENT PRIZES</title>
		<link>http://www.terrablood.com/neons-thoughts-on-tournament-prizes/</link>
		<comments>http://www.terrablood.com/neons-thoughts-on-tournament-prizes/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 15:33:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Tournaments]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=195</guid>
		<description><![CDATA[Tournament prizes are of two varieties. First is the type that gives a warrior a temporary benefit. The second, more powerful type, is the type that permanently alter a warrior&#8217;s long-term potential. A sub-category of this second type are the &#8216;freak&#8217; prizes, i.e. those prizes that allow the creation of a warrior that could not [...]]]></description>
			<content:encoded><![CDATA[<p>Tournament prizes are of two varieties.  First is the type that gives a warrior a temporary benefit.  The second, more powerful type, is the type that permanently alter a warrior&#8217;s long-term potential.  A sub-category of this second type are the &#8216;freak&#8217; prizes, i.e. those prizes that allow the creation of a warrior that could not naturally exist.</p>
<p>Some tournament prizes are designed to only give a temporary benefit to a warrior.  Immortality is such a prize.  Once the warrior reaches ADM, the prize is null and void.  The ten skill boost to learned skills is another such prize.  It puts the warrior ahead of his peers, but in the long run, it does not change what the warrior will eventually become.  The 87-point warrior is another example.  Along with the stat-swap prize and DYO, they just give you an extraordinarily good starting warrior, but do not change what the warrior can eventually become.  Resurrection is just limited immortality.  The five train prize is also a temporary one since those trains will come eventually anyway.</p>
<p>The more powerful class of tournament prizes change the long-term potential of a warrior.  The most famous example of this was the prize that added 5 skills to a warrior&#8217;s base ratings.  That problem was fixed in Gateway, but it still exists in Primus.  Another example is the style-swap prize.  This prize allows the most skilled fighting styles to get rid of their only weakness, endurance burn.  Another long-term prize is the favorites prize.  This prize allows a warrior to gain a favorite weapon, rhythm, or tactics that he could not naturally get.  All of these prizes allow the creation of &#8216;freak&#8217; warriors.  A freak is a warrior that could not naturally exist.  An example would be a wall of steel fighter with very high/very high for a favorite rhythm, or a lunger getting a scimitar favorite (although there are a few running that got this favorite naturally in the old days).  Another long-term altering prize is the size prize.  This allows a warrior to increase his damage class rating beyond what would have been possible for his previous size.  However, this does not create a freak warrior since any warrior grown is simply gaining what a warrior of the new size would naturally have.  For instance, a warrior grown from size 6 to size 7 would lose a defense and parry skill, but would also gain awesome damage capability.  He is still the equivalent of any warrior born at size 7.  The freaks are those warriors that are shrunk, because RSI allows them to keep the damage ratings attained at the larger size, then gain the skills of the lower size.  (Example: A size 7 warrior gets Devastating damage, then is shrunk to size 4: He gets to keep Devastating damage while gaining two more parry and defense skills, thus creating a warrior that could not naturally exist, a freak.)</p>
<p>What of the worth of the various tourney prizes?  As always, worth is in the coinpurse of the buyer, but in general, some prizes are worth more than others.  The most desired prizes (and thus the most valuable) are those that change the long-term potential of a warrior.  The favorites prize falls into this category, with the latest offering retailing for around $700 per potion (and there&#8217;s three potions per prize!).  The bonus potions sold for about $600 per potion.  If the style swap were offered again, I&#8217;m sure it would command a greater sum.  The size potions can go for a couple hundred apiece, and again there are three potions per prize.  The stat train prize is a lot less valuable since the trains will come anyway, and it should go for $50-$75 per potion (but there&#8217;s five potions to this one).  The limited use prizes (resurrection, immortality, swap, 87-point, etc.) will generally sell for around $250 per prize.</p>
<p>Some prizes are more valuable not for what they can do for a warrior&#8217;s long term potential but rather for what they can do for a manager&#8217;s short term potential to TC.  The 10 skill prize was such a prize, as is the 5 stat train prize.  Both give a temporary boost to a warrior, but that temporary boost can give a huge advantage over the warrior&#8217;s peers.  These prizes become even more valuable for TC purposes when RSI fails to put proper restrictions on them.  If a winner of multiple 10 skill prizes is allowed to put 20 skills on a single warrior, it gives that warrior a gigantic advantage in an apprentice or initiate tournament.</p>
<p>The real key to tournament prizes, in my opinion, is using them to generate more tournament prizes.  Tournament prizes allow you to maintain a stronger stable of warriors than your competitors, and thus give you increased odds to garner more prizes.  The best use of tournament prizes is using them in tandem with each other.  Resurrection can be used to get back that really blessed, great physicals warrior that got unlucky enough to die, and then immortality can ensure he gets his chance to TC Freshmen, ADM, or Eligibles.  The 10 skill prize can be used to give your apprentice a boost, but if it&#8217;s used on a favorites modified warrior, he can be a TC contender for adepts and champions as well.  Or, as I did, you can take a very developed warrior, give him favorites to make him better, then give him growth potions to put him over the top.  The two prizes I&#8217;ve used on Psycho Scientist have generated three TC&#8217;s in return (so far).  One key to discovering these clever uses of TC prizes is to think about where the prizes can be used beyond the obvious first choices.  One example is the 5 stat train prize.  The most obvious use for that prize is on a warrior in ADM that is blowing out to try to TC either Freshmen, ADM, or Eligibles.  Taking that 20 wit (trained from 17) to 25 instantly gives a huge boost to your TC contender.  But, what if-what if you won two prizes, 10 potions?  How good could a double 21 apprentice be if you took away his only weakness, lack of con?  That was what struck me prior to the tourney where RSI offered that prize.  Fortunately for me, I happened to win three tournaments and got 15 potions.  The timing was such that I also was able to resurrect a dead clone to use the potions on.  He was the perfect warrior for this purpose: a double 21 lunger that started with 23 attack skills, 81 overall.  He also had riposte as a favorite learn, perfect for a high con lunger.  All you have to do is miss once, then he sends his gigantic attack back at you.  The rest is Cosmic Hammer history.  I had successfully gotten on the TC merry-go-round where TC prizes generate more TC prizes.</p>
<p>Winning tournaments never gets old, and neither does trying to think up combinations of tournament prize use.  It varies depending on what RSI offers when, but there are always some interesting and powerful combinations to be had, whatever the prizes involved.</p>
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		<title>THE ULTIMATE AIMED BLOW</title>
		<link>http://www.terrablood.com/the-ultimate-aimed-blow/</link>
		<comments>http://www.terrablood.com/the-ultimate-aimed-blow/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 14:37:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Aimed Blow]]></category>
		<category><![CDATA[Duel II]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=211</guid>
		<description><![CDATA[Oh no, not another aimed blow, you think, they always lose and have a tendency to die if they meet the right person. But I can promise you that this fighter will give you a lot of wins. Not a 20-0-? record, but a respectable one. Let's have a look at the stats: THE BEST: [...]]]></description>
			<content:encoded><![CDATA[<pre>

     Oh no, not another aimed blow, you think, they always lose and have a tendency to
die if they meet the right person.  But I can promise you that this fighter will give
you a lot of wins.  Not a 20-0-? record, but a respectable one.  Let's have a look at
the stats:

THE BEST:      IF YOU CAN FIND IT:      TOO BIG:       TOO FAST:      THE MUTANT:
ST:  9         ST:  9                   ST:  9         ST:  9         ST:  7
CN: 15 +/-     CN: 14                   CN: 14         CN: 15         CN: 15
SZ:  3 - 5     SZ:  3                   SZ:  6 - 9     SZ:  3 - 5     SZ:  3
WT: 19 +/-     WT: 21                   WT: 17 +       WT: 19         WT: 13 - 15
WL: 18 +/-     WL: 19                   WL: 17 +       WL: 18         WL: 13 - 15
SP:  3 - 5     SP:  3                   SP:  3 - 6     SP:  4 - 9     SP: 15 +
DF: 15 +/-     DF: 15                   DF: 15         DF: 13         DF: 15 +

ST: So you can use some weapons.
CN: So you can stand some damage, and get at least good endurance.
SZ: The smaller the better.
WT: You need to be smart, and it helps a lot on stats and skills training.
WL: Helps you stand even more damage.  It also helps a lot on stats and skills
training.
SP: The slower the better, but needs to be trained to avoid clumsiness.  It doesn't
matter if this stat is low, you will hit when you want to hit.
DF: Gives you the response to other's actions, and gives you the initiative when you
need it.

     The main weakness of this little fellow seems to be his speed, but this
disadvantage is made good by his small size.  He will dodge nearly anything, and what
hits him doesn't matter because of his constitution.  The strategy is all up to each
manager, but I prefer to run mine like this:

Weapons:  Epee vs. Light Armor
          Short Spear vs. Medium Armor
          Shortsword vs. Heavy Armor

Shield:  Medium Shield vs. Light and Heavy Armor

Armor:   Depends on who I am challenging

Helm:    Full helm

Strategy           1st  2nd  3rd  4th  5th  6th+ Desp.
Offensive Effort    5    5    5    6    5    4    2
Activity Level      5    6    6    6    5    5    4
Kill Desire         4    4    5    6    6    4    2

Attack Location: Head or Chest

Defend Location: Body or Head

Offensive and Defensive tactics are something I seldom use.

     Challenging is very important when running an aimed blow.  Try to challenge big,
unarmored fighters.  Train strength, speed, and deftness.
     Well, that's all, for now.  Try it and send me a diplo note if you have any
comments on my aimed blow.
     Brought to you by Manimal, Manager of Cowards Guild, DM-31.
     May victory by yours (or mine.)
</pre>
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		<item>
		<title>Parry-Riposte: The Best of Both Worlds</title>
		<link>http://www.terrablood.com/parry-riposte-the-best-of-both-worlds/</link>
		<comments>http://www.terrablood.com/parry-riposte-the-best-of-both-worlds/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 13:35:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Duel II]]></category>
		<category><![CDATA[Parry Riposte]]></category>

		<guid isPermaLink="false">http://www.terrablood.com/?p=198</guid>
		<description><![CDATA[I've had the urge to write this for a long time but Seeker's all arena PA finally drove me to ink it out. I am not a Primus manager, I am a very experienced with PRs, though. With the introduction aside, let's get back to basics. ATTRIBUTES ST:(6-13) I have PRs with both. Strength depends [...]]]></description>
			<content:encoded><![CDATA[<pre>
     I've had the urge to write this for a long time but Seeker's all arena PA finally
drove me to ink it out.  I am not a Primus manager, I am a very experienced with PRs,
though.  With the introduction aside, let's get back to basics.

ATTRIBUTES
     ST:(6-13)  I have PRs with both.  Strength depends a lot on your size.  You
definitely do not want to be cursed with "does little damage."
     CN:(10-13)  It's always nice to be able to roll with a few punches.  This will
allow your warrior to miss a few parries and still take out his opponent (very
important early in life).
     SZ:(3-14)  Size is an attribute you cannot work with.  I've had good set ups with
all these sizes.  Above 11 is somewhat large, but a larger size can be successful.
     WT:(17,21)  You knew that, though.  Rippers must have at least a 17 wit.  They
need all the skills and the intelligence level.  Parry-riposte is an art form.
     SP:(5-13)  Some say riposte is hindered with a low speed.  I have a ripper with a
5 speed and it doesn't hold true with him.  Most of my PRs do have lower speeds.
     DF:(15-21)  Once again, parry-riposte is an art form.  Your warrior must be very
deft to master this art.  Not to mention deftness is where you acquire most of your
skills.

WEAPONS:  Primary use SH, EP (my favorite), LO, or SC, offhand use DA, HA, or SH.  I
personally use weapons instead of shields because rippers have a tendency to attack
with their offhand.

ARMOUR:  This is your decision.  I usually run mine with ARM and H.  It depends on
your opponent and your carrying ability.

STRATEGY:  What is parry-riposte?  An art form.  Like painters use different
techniques, rippers use different strategies.  I usually higher OE's and AL's early on
in the career.  Especially if they have higher speeds.  Strategy also depends on your
opponent.  After your PR starts to mature, try a more methodical strategy.  Somewhere
in the range of 3-3-3 and 6-5-6.  A 3-3-3 is pretty much a scum strategy, your PR will
parry more than riposte.

NOTES:  Parry-rips take a lot of work and fine tuning.  Parry-riposte is a wicked
style once your warrior starts to develop.  It's always fun to jump a lunger and put
it on its face with a OR.  It's even more fun to beat a scum at its own game.  A parry
rip can easily do both.  Parry Riposte is the best of both worlds.  This is my first
article so please feel free to diplo me (Tempest-36 and 100) or e-mail me
(CPetta8272@ad.com) with any questions or comments.  May honour and righteousness
bless your blades.  May the horsemen of the night reign forever.

                                                       Nobly,
                                                            Lord Dauthstorm
</pre>
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