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3. THE WRESTLERS

                 The wrestlers are the most important part of the game. Each wrestler is made up of many statistics, which make them unique. Wrestlers can "evolve" or "devolve" as the game progresses, just as in real life. This happens to two wrestlers each month, on a random basis. A break-down of the various statistics is as follows :

Name : Clicking on this will show you the wrestler's name, shortened name, sex, age and the month of his birthday. If you employ the wrestler, then you can change their name if you wish. The wrestler's name has no real effect on the game, it's just there so you know which wrestler is which. The wrestler's age is very important. Wrestlers who are younger than 21 are considered rookies, and can still improve their skill statistics (i.e. - brawling, technical, etc.) - every year each stat can go up by a maximum of 2 points. Once a wrestler hits 21, his statistics are then set, and can only change again if he gets "evolved" or devolved" during the game. Once a wrestler hits his 35th birthday, then his stats start to go down. Wrestlers who are over 40 may retire during the game - when this happens, they will automatically be replaced by a computer generated rookie.
Employer : This shows who the wrestler is currently under contract with. If they are currently unemployed (i.e. - employer is "none") then they are a free agent, and can be signed by anyone. If they are working for "other" then they are working the independent leagues - this means that they are not currently available to be signed. However, independent contracts are typically very short, and so the wrestler will likely be available soon. If they are working for one of the "Big Three" promotions, then they cannot be legally approached.

Attitude : This is an indication of how easy they are to work with. A wrestler with a low rating will be likely to get into fights backstage, and will generally be difficult. A wrestler with a high rating won't cause you much trouble. For example : Scott Steiner would get a very low rating, Tommy Dreamer would get a high rating.
Heat : This is how "over" the wrestler is, or in other words how much they can get the crowd cheering or booing. For example : The Rock would get a very high rating, Brooklyn Brawler would get a low rating. This changes during the game - a wrestler who loses to "lesser" wrestlers will eventually start losing heat, although the reverse is also true - a wrestler who starts beating wrestlers better than him will get more heat. Also - if a wrestler is involved in a match that has an overall rating of 90% or over, he will likely get more heat from the fans. However, a wrestler cannot get heat of over 8 purely on great matches - to get higher than that, he needs to actually beat some better wrestlers.
Charisma : This is how charismatic they are surprisingly. A charismatic wrestler will be able to lift the crowd just by raising an eyebrow, a wrestler with no charisma will have to let his wrestling do the talking. This effects match ratings. For example : The Rock has high charisma, Chaz hasn't.
Fitness : This is a measure of cardiovascular condition. A wrestler with good fitness will be able to wrestle all night, a wrestler with no fitness will be exhausted very quickly. This is especially important in long matches like Iron Man. For example : Tazz has great fitness, Viscera doesn't.
Push : This is how much of a promotional push this wrestler has. A "push" is how much they are winning - a wrestler who is getting pushed will be winning matches, a wrestler who isn't will be losing. For example : Steve Austin is pushed, Brooklyn Brawler generally isn't. If a wrestler is under contract with you then you can change their push whenever you want.
Country : This is the wrestlers nationality. You can pick from US, Canada, Japan, Europe or "other" if they are from elsewhere. This doesn't have much of an effect on the game, other than in answers to certain questions at the press conference (see "10.3 Press Conferences").

Talent : This is an overall rating of how talented a wrestler. Generally, this value is equal to their highest rating out of brawling, technical, speed, lucha and hardcore. This value is used in most calculations by the computer about which wrestlers are the best, worst, etc, as it saves adding together all the other statistics. Generally, you shouldn't be employing too many wrestlers below 7 talent.

PLEASE NOTE : There has been some confusion in the past over the next five categories. They are not ratings of how good the wrestler is at winning matches of that type, but rather how talented they are at producing matches of that type. For example : although Crash Holly rarely wins technical matches, he still produces great matches in that category, and so would get a high rating. These ratings are used by the computer to work out match ratings.

Brawling : This refers to basic punching and kicking matches, such as Steve Austin spent most of the late 1990's doing.
Technical : Technical matches are full of suplexes and submission holds, the kind that Dean Malenko is a master of.
Speed : These are US style high flying bouts, using lots of daredevil moves. Jeff Hardy and Shane Helms would get high ratings in this category.
Lucha : This is the Mexican style made famous by Rey Misterio Jr, Psicosis and Juvi Guerrera. It consists of lots of high flying hurracarana-based moves.
Hardcore : The weapon based anarchy made famous by ECW. Masters of hardcore wrestling are Al Snow, Raven and Tommy Dreamer.

Finisher : This is the wrestler's signature finishing move. If you employ a wrestler, you can change their finisher whenever you want.

Others : By clicking on this button (only if you employ them!) you will be able to specify whether the wrestlers talks (as oppose to being silent), and whether they ever "tap out" (a wrestling term for submitting). Note : The "talk" section is not used in the current version of EWD, as the "interview" section was not finished in time. The "tap out" section is used during the play-by-play - a wrestler will not submit to a submission hold if you have set him to never tap out. He can give up during "I Quit" matches though (otherwise a match between two people who have been set to never tap out would go on for ever!).
Condition : This is shown in the bottom right hand corner, and is a measure of the wrestler's health. Wrestlers above 75% are doing fine, and will be able to work good matches. Once a wrestler drops into the zone of 75% to about 60%, their injuries will start to effect their ring work. If they drop below 60%, you should give them some time to rest. If a wrestler drops below 40%, he is regarded as injured, and is removed from the active roster. He cannot return to active duty until his condition goes back above 40%. Wrestlers recover health much quicker (three times faster) when they are inactive than when they are active. Wrestlers who are injured (below 40%) get health back at a slower rate than other wrestlers, and so it is a good idea to give your wrestlers a rest well before they get injured.

Speciality : A wrestler can either be primarily a singles wrestler or primarily a tag team wrestler. This does not actually effect the wrestler's statistics, but it will effect how many matches they win - a singles wrestler will have an advantage in singles bouts, while a tag team wrestler will have the advantage in tag team matches.
Weight : A wrestler can either be lightweight, middleweight or heavyweight. Lightweight wrestlers are the only ones who can compete for lightweight-designated titles. In general, the weights are as follows :
                 Heavyweight : 250 lbs. +
                 Middleweight : 250-220 lbs.
                 Lightweight : Below 220 lbs.
                 These weights do not effect the actual outcome of matches. Their main role is in deciding whether a wrestler is eligible for a lightweight title, and also for deciding who interferes in matches (lightweights will tend to attack other lightweights).
Role : A wrestler can either be face, heel or neutral. A face is a "good guy" who the fans cheer for, a heel is a "bad guy" who gets booed, a neutral (or "tweener") is a wrestler who is not clearly defined as either good or bad. True neutral wrestlers are rare in US wrestling. If you employ a wrestler then you can change their disposition whenever you want. It is best to try and keep matches to people of different dispositions - putting face vs face can be a bad idea, as the fans won't know who to cheer for, and likewise with heel vs heel. Changing a wrestler's disposition regularly will not effect a wrestlers push, but "purists" tend to try and avoid this as it is unrealistic. It is also used for deciding who runs in to matches - heels will generally only attack faces, and visa versa. Tweeners will attack anyone, except other tweeners.
Contract : This will show how much a wrestler is paid per month, and whether he is on a development deal or not. At the beginning of the game, the maximum a wrestler can make is $150k. (For more details on the wage scale, try editing a wrestler's wages using the editor - there is an on-screen guide to wages there). When wrestlers negotiate new contracts with you, they will generally want a wage increase. It will also show you how long their contract has left. This can be between one month and five years. You will get three opportunities to negotiate new contracts : when they have five, three and one month left to go. This will happen after the PPV event of that particular month. At the bottom of the screen you will see a button that allows you to terminate the wrestlers contract. If they do not wish to leave, you will have to pay them compensation for the remainder of their contract. If they are under a development deal, there will be an extra button that allows you to "promote" them to a full-time contract. Once full-time, you cannot put them back in the development deal. With development deal wrestlers, you can terminate their contract for free. Please note - you will only be able to view contract information of people you employ!

Team : This is the tag team that the wrestler is aligned with. You can change the teams of wrestlers you employ. This doesn't have a major effect on the game - the only real changes are that wrestlers will be called by their team name during matches, and team-mates will be more likely to run in and help their partners during singles matches.
Stable : A "stable" is a collection of wrestlers who share a common goal or enemy. You can change the stable of a wrestler if you employ them. It has the same effect as team name above.

Morale : This value cannot actually be viewed in the wrestler statistic screen, you can only view it from the side bar on the active roster. Morale is a measure of how happy the wrestler is with your company. Morale goes up and down all the time, it is your job to keep it high. Once a wrestler falls below a certain level, he will want to leave and request a release. Morale also has an effect on a wrestlers "effort" rating during a match. On a general note : morale goes up when a wrestler is being used regularly, but goes down when they are either injured or inactive for long periods of time. If a wrestler is unhappy, he will not open negotiations for a new contract with you. Also, if he is so unhappy that he is asking for a release, you can fire him for free, as oppose to paying compensation as usual.
Hidden Values : Each wrestler has two hidden values - "minimum" and "maximum". These refer to his push, with "minimum" being the least you can push him, "maximum" being the most. As a wrestler becomes more over, his hidden values increase, and they decrease as his becomes less over. It is your job to keep his push within these values (your road agent will tell you when wrestlers need to be more of less pushed). If you over-push a wrestler, the fans will react badly to him being "shoved down their throats" and will have a negative effect on the wrestler. It can also lead to that wrestler becoming cocky and getting a bad reputation backstage. Under-pushing a wrestler will make the fans think you don't care about him, and so they won't either. This leads to morale problems.

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