Date   : 08/04/2017    Duedate: 08/17/2017


DM-93    TURN-484

This Weeks Top Honors


ODD SQUAD (1712)
(93-10061) [4-1-0,47]

Chartered Recognition Leader   Unchartered Recognition Leader

                               ODD SQUAD (1712)
                               (93-10061) [4-1-0,47]

Popularity Leader              This Weeks Favorite

MILFORD, MA                    OLIVE
HOME SWEET HOME (1728)         ODD SQUAD (1712)
(93-10090) [3-0-0,23]          (93-10061) [4-1-0,47]



Team Name                  Point Gain  Chartered Team
1. HOME SWEET HOME (1728)      28
2. HI NO UMI (1715)            27      BRUTE STRENGTH (491)
3. LEGION (1726)               20      Unchartered Team
4. BASH BROS APPLES (1727)      4
5. MISFIT KINGS (1722)          0      HOME SWEET HOME (1728)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*HOME SWEET HOME (1728)    11   4  0 73.3   1/ 2*HOME SWEET HOME (1728)   11  4 0
 2/ 2*ODD SQUAD (1712)          19  15  0 55.9   2/ 4*BASH BROS APPLES (1727)   7  8 0
 3- 3*LEGIONS OF FATE (1724)    22  18  3 55.0   3/ 5*ODD SQUAD (1712)          6  4 0
 4/ 4*BASH BROS APPLES (1727)    7   8  0 46.7   4- 1*LEGIONS OF FATE (1724)    5  5 0
 5- 5*MISFIT KINGS (1722)       19  26  0 42.2   5- 3*MISFIT KINGS (1722)       5  5 0
 6/ 0*LEGION (1726)              2   3  0 40.0   6/ 0*LEGION (1726)             2  3 0
 7/ 6*HI NO UMI (1715)           2  12  0 14.3   7/ 6*HI NO UMI (1715)          1  6 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

                                    D2, THE SCOPE.
                                 WHAT'S IT ALL ABOUT?

     D2, the game of Duelmasters, is just plain fun. It is so good that there have 
even been three published books written about it! It must be great, then! Do you want 
to have the fun and pleasures that hundreds of other managers before you have 
experienced? Can't blame you! I, personally, have been enjoying Duelmasters-to-D2 for 
over 30 years. Perhaps this article will assist or simplify your introduction to this 
game and speed up your enjoyment process. It goes something like this ..............
     ACQUIRE A D2 ROLL UPS sheet from RSI. (Reality Simulations Inc., P.O. Box 22400, 
Tempe AZ 85285/2400, ph. 4809677979) The first sheet/team is free. Subsequent five-
warrior teams cost $5. Later, after your introductory 10 turns in the Noblish Island 
(DM93) arena, you can transfer your starting team to another arena, or you may find 
you even want to start up a new team/s in other arenas, or both. Actually, you can 
start new teams any time, even while going through your learning process in DM93; but 
you may want to "learn the ropes" first.
     FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal 
information, the most important things to decide are: Team name, Manager Name, and 5 
individual warrior designs. Let's discuss each of those briefly. Team name and manager 
name can be anything you like that fits you. (RSI will edit inappropriate naming.) 
They can be gladiator driven, silly ideas, great play on words, or whatever. The 
warrior names can be closely tied to the team name, or not. My very first team was: 
Bulldogs, manager Kennelworth, and names like -- Tiger Lily, Sir Smythe, Wild Wayne, 
and Flash, etc. A team I admire in the game is Azure Clouds, manager Slugbait, warrior 
names like -- Black Bile, Violent Orange, Blue Note .......
     We could spend hours and hours on warrior designs, (Where to place the 14 points 
on the fixed 70 points and what style to choose?) and there are many articles 
available examining design, so I will offer only a few basic comments:

* Offensive styles are easier to learn for a newbie. (Or anyone, for that matter) 
* Gender does not matter at all in the fight process.
* Generally, fast & quick or brawny & strong rule the day. I said generally. WT and WL 
  are the most important stats.  
* There are reasons to design to odd numbers. (Exclude CN from that statement.)

     Read newsletters and other RSI info, especially DM93 newsletters, for design 

     You have received your 5 warrior profiles back from RSI. Time to fill out DUEL II 
STRATEGY FORMS and send them in to RSI. "Goodness!" you say; "I wish I had a lot more 
information about weapons and strategies and what the warrior profile means, and....  
     Here are a list of places and methods for getting additional info:

* "Phone a friend". Diplo, e mail, call, write, etc., beg from other players, 
  especially experienced players in the game.
* "Put on your newbie outfit." Ask RSI, or better yet, diplo the teachers/coaches in 
  Noblish Island (DM93), the "starter's arena" and ask for information provided there. 
  If you are already in Noblish Island, ask RSI to make sure you get the CIC or "fact 
* "Go electronic." The best information in the game is available at reality.com/dm, or 
  terrablood.com, or even try chatzy.com/42003746228981 as DMers chat there from appx 
  9AM to 2AM EST. and they seem to welcome inexperienced questions.

     So back to the strategy sheets. One for each warrior you plan to fight. Write 
legibly! You would be very disappointed to have a code inputted improperly because 
your scribbles were not so discernible. The basic stuff like warrior name and ID, or 
game # and account # don't need discussion. But weapon selection, strategy, armor and 
challenging do.
     Weapon choice is your chance to select a best weapon against the opponent's 
probable armor. Bigger weapons are probably needed against heavy armor. Some weapons 
do especially well against certain armor types. (Hmmm; that information mentioned 
earlier would help.)  The most common weapon arrangements are a single primary weapon 
and a small backup primary for offensive types, and a primary/secondary (secondary 
could be a shield) and zero to two backups for defensives/finesse warriors.
     Strategy is more difficult to decide. Offensives usually start "hot and heavy"  
and then slow down, as they will wear down/tire due to weight being carried and a high 
activity level Defensives tend to run moderately, but current arena defensive warriors 
can be found fighting anywhere from "hot and heavy" to very slow. The desperation 
strategy is important, because if your warrior is nearing defeat or exhaustion, you 
may want to do something different in a last-ditch effort to pull out the win.
     Armor is really a matter of preference, but like every other choice in the game, 
there are trade-offs. Heavy armor, while providing more protection, can slow down and 
wear down warriors. Naked or light armor may be less restricting and faster but offers 
little protection. It is easy to think, "I need lots of armor.", but over encumbering 
a warrior greatly impacts (diminishes) his fighting ability.
     Training is simple. The most common training is "skills", but stats can be and 
are trained also. In general the amount of skills learned is based on your WT (the 
higher the better), but it is also impacted by the knowledge of the warriors you 
fight. (And other things) Stat training is very highly dependent on WL, as the odds of 
getting a first stat train of a stat type are 5% times the WL. (E.g. a WL of 15 = 
5%x15 or 75% chance.) There can be a luck roll impact also in almost everything that 
occurs in Duel 2. Attempting to get a 2nd stat raise in a certain stat is halved. 
(E.g. a WL of 15 = 5%x15x 0.5 = 37.5%)
     Challenging and avoiding are very strategic components of the game. There are 
quite a few managers who do not challenge or avoid or both. You can use that to your 
best advantage. Challenge warriors (the warrior ID number) and avoid teams. (The team 
ID number.) Several points about challenging/avoiding):

1.  Challenging and avoiding do not work until after the warrior has fought his/her 
    first fight in the arena and is listed in the newsletter.
2.  Challenge warriors or styles you think you can beat, or who will teach you well, 
    or to attempt to advance in the rankings.
3.  Avoid those teams who have warriors that can probably beat you, or who are likely 
    to challenge you.
4.  Remember: challenge warrior ID numbers (not names) and avoid team numbers (not 
5.  Some arenas, usually Andorian, frown on down-challenging. (Usually defined as 
    challenging someone with fewer recognition points that oneself.) Beware of the 
    arena environment, history, and politics.

     You have the option to use an alternate "special strategy" either (or both) when 
you challenge someone, or when someone challenges you. You can use this alternate to 
prepare a specific strategy for that challenge you just made, or surprising an 
opponent who will likely challenge or blood feud you. To use these alternatives, "x" 
the proper box or boxes and fill out the strategy info on the back of the strategy 
form. This alternative strategy will not be used unless the conditions you selected 
     That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of 
time for the due date -- or last minute via fax; no internet submittals allowed) the 
computer utilizes everyone's' inputs and the fights proceed. A few days after the 
arena run date, the actual fights and arena newsletter will arrive in your mailbox. 
Before submitting the new warrior strategies for the next round of fights, there is 
much a manager can/should examine and review. Here are generic things that this old-
time manager evaluates:
1.  Have I collected/recorded all the information I want from the fight so I can 
    access it quickly? (Commodore Perry and his Consortium cronies record this for 
    every fight -- opponent's name, stable, arena and ID number, size, handedness, 
    record, style, armor, and weapons plus his warrior's train results, armor, 
    weapons, swing info (criticals/swings/extra value hits), W or L, how many minutes, 
    recognition points, and political point status- if any. Also recorded are who, if 
    anyone challenged. This is manually recorded on a sheet with my warrior's name, 
    ID, and size, handedness, plus style.
2.  Did each warrior fight as I expected from the strategy? Do I need to adjust or 
    change any strategies?
3.  Did any warrior act over encumbered or tire faster than I thought? Do I need to 
    adjust strategies, armor, or weapons?
4.  Did each warrior fight well with the weapon? (e.g. hit when he swung and had 
    critical hits -- which are strongly stated weapon hit statements compared to the 
    norm) Do I need to change weapon selections?
5.  Did another warrior out jump me when I did not expect it? Do I need to adjust 
    strategies or weapons?
6.  Did the warriors learn what I expected and learn well? (e.g. earn lots of skills) 
    If not, what can I do about it? (Switch to learning stats/skills? Challenge a very 
    experienced warrior?)
7.  Do I know anything about the arena warriors that I can challenge? (Have I and my 
    friends accumulated style and other information on opponents?) Should I challenge 
    or take the luck of the draw? (Remember -- challenge warrior #'s.)
8.  Likewise, is there someone within range I just do not want to fight? (A warrior 
    that has beaten me before? A warrior with lots more experience than me? A team 
    that has my number? Should I avoid the team with that warrior? (Remember -- avoid 
    team #'s)
9.  Have I written some personal ads or a spotlight to add to the enjoyment of the 

     Then it is time to turn in those strategy sheets again!
     Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little 
luck. Above all, it is fun. See you on the sands!

                              -- Hobo, mgr. Home Sweet Home, Consortium Affiliated


                              Basics of Strategy, part 1

     Lots of articles focus on how to make the best warrior of a certain style, but 
fewer articles describe the magic boxes in your strategy sheet and what numbers to put 
in them to win win win.  I attempt to give managers some guidance.  

       Abbreviations: OE=Offensive Effort, AL=Activity Level, KD = Kill Desire

     Most of this series of articles will focus on OE and AL and not as much on 
tactics, but I will give counters to each strategy.  A future article (or articles) 
will talk about weapon selection.
     Caveat: This article is largely how Assur thinks of strategy and not everything 
in it is proven or scientific fact.

     The first thing to consider is how you want your warrior to win. There are three 
main warrior types.  Pure Offensive, Pure Defensive, and Hybrid.  Once you know that 
answer, you have a better idea on how you want to fight.

* OE-How much effort your warrior wants to put into attacking. For many warriors, 
  finding your 'favorite' is a goal.  The advantages of using your favorite OE is 
  pretty high.  But sometimes, depending on how you fight, you'd rather simply fix the 
  OE to certain numbers.  More on OE on the warrior types.
* AL-How much movement you put into the fight.  Things Assur believes:
* Higher AL: More Initiative/Decisiveness, More Dodging. Lower AL: More Parry.  The 
  advantages of using your favorite AL are not nearly as clear as using your favorite 
  OE.  For many warriors, simply using 10AL is often better than your favorites. 
  Unless you are a parry style, 1 AL tends to not be very effective (Unless you're 
  fighting a pure defensive)
* Higher #'s on both OE and AL use endurance faster.
* KD-A note to the arena master on your warrior's willingness to keep the fight going.  
  Higher=Greater chance for a death in the fight. Lower=Lesser chance for a death in 
  the fight.  Recommended for most warriors to keep it between 3 and 8 inclusive.  9-
  10 makes warrior fight somewhat strangely and while you will kill more, it affects 
  your abilities in detrimental ways.  Lots of theories on what KD actually does.  
  Assur has no real clue, so he simply recommends 3-8.
* Favorites.  Every warrior has a 'favorite' rhythm.  You find out your approximate 
  favorite rhythm when you graduate.  Many people try to 'figure' it out before they 
  graduate their warriors to ADM. You can't be sure you've got the right rhythm, but 
  sometimes you'll find that sweet spot.  There are other articles that talk about 
  possible ranges per style.

Pure Offensive:

     These are by far the easiest types of warriors to master and create a strategy 
for.  The tried and true strategy is 10 OE, 10 AL. Go out fast and hard!  Feel free to 
modify with Lunge, Decise, Bash, or Slash Tactics.  This strategy is very fast, very 
effective, and very taxing.  But most fights are over quick, so endurance isn't 
typically a factor.
     10-10-x Decise Tactic is the fastest strategy you can use.
     If endurance is a factor for your warrior or because your expected opponent is 
going to try for a longer fight to wear you out, start lowering those numbers.  Assur 
usually lowers AL first, then OE. After minute 1, Assur lowers AL very fast in the 
     Assur rarely runs pure offensives lower than 7 OE, but runs virtually all AL's in 
different situations / with different warriors.

Question: Would it be better to try and find my warrior's favorites than to run with 
          the tried and true strategy?
Answer:   Some warriors do fight better at somewhat lower numbers. But for a pure 
          offensive, 10-10 is tough to beat.  Assur has not had success with pure 
          offensives without at least one of OE or AL on the high side (8+).  The 
          other is typically moderate or higher (5+).

Armor: Usually light or none.  There are exceptions (tank offensives) but because of 
the endurance issues, Assur typically goes ALE or none for armor and no higher than S 
for helm (maybe a H on a warrior he really loves and doesn't want to die).
Countering the tried and true strategy.

Option 1: If you can't beat them, join them.  It is always an option to try and 
counter with the same strategy.  A huge factor in attacking first is 'luck,' so 
countering with the tried and true strategy gives at least a chance to 'luck' into a 

Option 2: Counter Tactic.  If your opponent is using the Lunge tactic or Decise 
tactic, you can attempt to counter using the 'counter' tactic.  Response is the 
counter tactic to Decise. Dodge is the counter tactic to lunge.  Counter tactics are 
not automatic wins, but they do work.
Assur's best results with the response tactic is to use standard pure offensive 
numbers (5-10 OE/5-10 AL), wear armor, and use the response tactic in both minute 1 
and desperation.  When I say 'best results,' I mean exactly that.  Response is a 
fickle mistress.  I've seen huge upsets using response as well as fights where my 
opponent ignored my 'counter strategy.' For the Dodge counter tactic, high AL, max of 
moderate armor and dodge. 

Option 3: Wait for an opportunity.  Wear some armor and either fight on favorites or 
use the standard pure offensive numbers (5-10/5-10). This works best if you have some 
con and your opponent isn't just going to thrash you up.

Option 4: The fancy riposte tactic.  The riposte tactic is tricky, because you have to 
successfully parry or dodge and then you have the chance to riposte.  Assur uses the 
riposte tactic warriors who have good defenses but don't have good riposte.

Option 5: Avoid!  You will most likely encounter at some point a warrior that comes 
out really fast and either starts a string of crit attacks and/or hits hard enough to 
simple thrash you up fast. As much as you may want to stroke your ego by beating the 
best, some times it is better to concede that your opposing manager has found a 
special warrior that you just shouldn't mess around with.  Most commonly, these 
warriors are Strikers or Aimed Blows, but you may encounter Slashers or Bashers (or 
even another style) that you don't want to mess with.  Duel2 has evolved and there are 
a lot of managers that are looking for and trying to create monster offensives. 
Sometimes, these warriors will have lots of tournament experience and learning that 
doesn't show on their record (See that 5-0 record that is the Duelmaster?  He could 
easily have 20 or more fights from tournaments, and typically 21 wit to go with those 

                                      SPY REPORT

     I was going on vacation, see?  Surf, sun...  But what do those bums say?  "Hit 
the road, Debby Tonte.  NOBLISH ISLAND needs a spyreport."  Oh, well.  Like, LEGIONS 
OF FATE had to be so embarrassed when they got kicked off #1 spot by HOME SWEET HOME! 
Way to go HOME SWEET HOME!  MVP award for ONNA NO KO?  HI NO UMI's proud of her after 
beating EASLEY, SC and getting 21 points.  Talk about yer big time losers!  JINXEE 
got smashed by KOKOMO, IN, and lost 15 points!  What a putz!  BEOWULFISH fights so 
hard to be Duelmaster, then quits fighting and loses the title.  No one said he was a 
genius...  And I was just getting used to the ex-Duelmaster's habit of...(!)  Oh 
well, welcome OLIVE.  Aren't ODD SQUAD proud.  (Oh, my.) I hear the top team insists 
all their warriors get nine hours sleep.  They want photogenic fighters for PR 
     Look, you guys stick to fighting, all right?  The warriors of LEGIONS OF FATE 
must be getting lonely.  They were the most avoided team.  Do you guys know something 
that I don't?  I don't know what HOME SWEET HOME's been doing.  They certainly 
haven't been accepting many fights from LEGIONS OF FATE, that's fer sher.   
     Man, all these warriors dying and killing each other!  Don't you guys ever give 
it a break?  Hey you guys, don't you think your families would like to hear from you? 
Write!  (Or have someone write for you.)  
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I'm getting tired of writing this stuff, so I'm calling it quits.  I had a fun 
time, see you later-- Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 OLIVE 10061                   4   1  0    47       ODD SQUAD (1712)

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
-ANNE BONNY 10030              7   3  1    66       FAMOUS PIRATES (1720)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-LONG JOHN SILVER 10063        6   1  1    52       FAMOUS PIRATES (1720)
 KOKOMO, IN 10093              3   0  0    45       HOME SWEET HOME (1728)
-CAPTAIN KIDD 10034            7   3  1    42       FAMOUS PIRATES (1720)
-BEOWULFISH 10043              5   4  0    41       MISFIT KINGS (1722)
-CZAR URLIK 10075              4   1  0    40       MISFIT KINGS (1722)
-BLACKBEARD 10031              7   3  0    37       FAMOUS PIRATES (1720)
-SYMGARA 10056                 5   3  1    35       LEGIONS OF FATE (1724)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
-NIKODEMUS 10076               3   2  0    27       LEGIONS OF FATE (1724)
 ODDO 10060                    3   2  0    25       ODD SQUAD (1712)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 MILFORD, MA 10090             3   0  0    23       HOME SWEET HOME (1728)
 ONNA NO KO 10009              1   2  0    23       HI NO UMI (1715)
 JINXEE 9988                   6   2  0    22       ODD SQUAD (1712)
-LUTHIEN 10059                 5   3  1    20       LEGIONS OF FATE (1724)
 RACINE, WI 10089              2   1  0    18       HOME SWEET HOME (1728)
-DUNCAN 10058                  4   4  1    17       LEGIONS OF FATE (1724)
-LADYHAWKEYE 10044             4   5  0    17       MISFIT KINGS (1722)
-KORLAN 10077                  4   1  0    16       LEGIONS OF FATE (1724)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 OAK 10062                     4   1  0    14       ODD SQUAD (1712)
-HENRY MORGAN 10032            2   8  0    14       FAMOUS PIRATES (1720)
 MS. O 10073                   2   2  0    14       ODD SQUAD (1712)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
-CHUKA ZUFU 10094              1   1  0    11       MISFIT KINGS (1722)
 PESTICIDES 10087              2   1  0    10       BASH BROS APPLES (1727)
 AZZUMI 10081                  1   0  0     9       LEGION (1726)
 CHARLIE 10080                 1   0  0     8       LEGION (1726)
 EASLEY, SC 10091              2   1  0     7       HOME SWEET HOME (1728)
 SOFT 10085                    2   1  0     7       BASH BROS APPLES (1727)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 SOUR 10088                    1   2  0     6       BASH BROS APPLES (1727)
 UNRIPE 10086                  1   2  0     5       BASH BROS APPLES (1727)
 ROTTEN 10084                  1   2  0     5       BASH BROS APPLES (1727)
 LENEXA, KS 10092              1   2  0     5       HOME SWEET HOME (1728)
-SEARRUS 9645                  0   4  0     4       CAVEAT EMPTOR (1657)
-PERSEPHONE 9642               0   4  0     4       CAVEAT EMPTOR (1657)
-AGRISEL 9646                  0   4  0     4       CAVEAT EMPTOR (1657)
-SANCHOO 10006                 0   2  0     2       HI NO UMI (1715)
-KIMIKO 10005                  0   2  0     2       HI NO UMI (1715)
-QUEEN LIZ 10095               0   2  0     2       MISFIT KINGS (1722)
 KICHIGAI JIMITA 10096         0   2  0     2       HI NO UMI (1715)
 APRIL 10082                   0   1  0     1       LEGION (1726)
 TUESDAY 10079                 0   1  0     1       LEGION (1726)
 RUU 10083                     0   1  0     1       LEGION (1726)

'-' denotes a warrior who did not fight this turn.

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
OTOKO 10008             1  1 0 HI NO UMI 1715       SYMGARA 10056         481   
YOSHI 10007             0  3 0 HI NO UMI 1715       HIGH ELF              484  NONE
SIR TALON 10046         3  4 0 MISFIT KINGS 1722    LUTHIEN 10059         481  REVENGED

                                     PERSONAL ADS

A salute to Duelmaster Beowulfish. -- The Home Sweet Home Clan

Nikodemus, you were too skilled ad just too good for me. I say "uncle". -- Lenexa, KS

NPCs, you know who you are, thanks for the easy warm up. -- Kokomo, Milford, and 

Korlan,I, Racine, the belle of the lake, hate you! -- Racine. WI

Hey, Assur, me bud, we keepin' that there count, huh? -- Hobo (not willing to share 
his beans)

Hobo -- Good thing your cities had 3 NPC's visiting them last turn.  I'd hate to have 
seen you go 0-5.  I believe the Consortium has only fired one manager in this arena 
over the years.  I could see an 0-5 causing a second!!! -- Assur

Hobo -- Nice article on challenging/avoiding.  I might make some minor adjustments, 
but opinions, designs, and managing styles differ.  Overall it was a treat and new 
managers should ignore the source (or maybe they should realize the source is not from 
some  random hobo, but actually the Consortium, perhaps the single most powerful force 
in Alastari - excepting Lady Greywand, of course) and treasure it as some great 
guidelines on winning! -- Assur

Man!  These matches are grueling... I just can't catch a win.  Great experience, 
though.  I'll get there soon. -- Shihainin, Hi No Umi

                                  LAST WEEK'S FIGHTS

YOSHI was butchered by HIGH ELF in a 1 minute Dark Arena fight.
OLIVE bested FRATSFA SLAVE in a 2 minute gruesome novice's Title duel.
JINXEE was demolished by KOKOMO, IN in a crowd pleasing 1 minute uneven fight.
ODDO slimly lost to THE USEROUS MERCHANT in a slow 8 minute brutal fight.
ONNA NO KO devastated EASLEY, SC in a popular 1 minute uneven brawl.
OAK unbelievably bested KICHIGAI JIMITA in a unpopular 7 minute amateur's match.
MS. O defeated UNRIPE in a 1 minute beginner's melee.
LENEXA, KS lost to CHARLIE in a 2 minute beginner's duel.
MILFORD, MA overpowered RUU in a popular 1 minute uneven duel.
ROTTEN was defeated by AZZUMI in a popular 1 minute beginner's match.
SOFT was overpowered by RACINE, WI in a 1 minute one-sided match.
PESTICIDES bested TUESDAY in a 1 minute amateur's conflict.
SOUR savagely defeated APRIL in a 3 minute gory amateur's match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   7         WALL OF STEEL     13 -   7 -  0      65  |
|STRIKING ATTACK                  3         LUNGING ATTACK    20 -  12 -  1      63  |
|WALL OF STEEL                    3         TOTAL PARRY       24 -  16 -  2      60  |
|AIMED BLOW                       3         BASHING ATTACK    37 -  31 -  0      54  |
|SLASHING ATTACK                  2         STRIKING ATTACK   27 -  24 -  1      53  |
|TOTAL PARRY                      2         AIMED BLOW        26 -  27 -  0      49  |
|PARRY-LUNGE                      1         SLASHING ATTACK   12 -  17 -  1      41  |
|PARRY-RIPOSTE                    1         PARRY-RIPOSTE      8 -  21 -  0      28  |
|LUNGING ATTACK                   1         PARRY-STRIKE       3 -   8 -  1      27  |
|PARRY-STRIKE                     0         PARRY-LUNGE        1 -   4 -  0      20  |

Turn 484 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        1 -  0     BASHING ATTACK     3 -  4         3  BASHING ATTACK 
PARRY-RIPOSTE      1 -  0     WALL OF STEEL      1 -  2         2  WALL OF STEEL  
LUNGING ATTACK     1 -  0     AIMED BLOW         0 -  3         2  LUNGING ATTACK 
STRIKING ATTACK    2 -  1     PARRY-STRIKE       0 -  0         1  STRIKING ATTACK
SLASHING ATTACK    1 -  1                                       1  TOTAL PARRY    
TOTAL PARRY        1 -  1                                       1  SLASHING ATTACK
                                                                1  AIMED BLOW     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   OLIVE 10061                 4   1  0   47 ODD SQUAD (1712)
SLASHING ATTACK  KOKOMO, IN 10093            3   0  0   45 HOME SWEET HOME (1728)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is MILFORD, MA 10090.  The most popular warrior this 
turn was OLIVE 10061.  The ten other most popular fighters were KOKOMO, IN 10093, 
ONNA NO KO 10009, MILFORD, MA 10090, MS. O 10073, CHARLIE 10080, ROTTEN 10084, AZZUMI 
10081, RACINE, WI 10089, PESTICIDES 10087, and APRIL 10082.

The least popular fighter this week was OAK 10062.  The other ten least popular 
fighters were ODDO 10060, SOFT 10085, RUU 10083, UNRIPE 10086, KICHIGAI JIMITA 10096, 
JINXEE 9988, YOSHI 10007, SOUR 10088, TUESDAY 10079, and LENEXA, KS 10092.

                  Top Ten Reasons Why Duelmasters is better than Sex

10.  When you spend money on Duelmasters, you know you're going to get return on your

 9.  One arena won't get jealous when you start playing in another.

 8.  With the right tourney prize, you can design your own warrior.

 7.  If you make it to AD, they tell you your warrior's favorites.

 6.  You can always DA and get another roll-up.

 5.  The more experience you get, the less likely you are to die.

 4.  SZ, CN and Charisma are less important in Duelmasters.

 3.  Most mangers are satisfied with two minute fights.

 2.  Warriors do as they're told, even if it means using ALE and a WF.

And the number one reason..........

 1.  You don't have to hold your turn for an hour after you're finished reading it.

Composed by the Jester and Predator

                              THE ULTIMATE AIMED BLOW

     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:

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 
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.)

                                  Aimed Blows My Way

     Okay, so it's a pretentious title.  No more so than anyone else's, what with all 
these "the perfect" this and "the perfect" that; what I'm going to show you here is 
several different ways to make aimed blows and win with them.
     There is no one specific way to make an aimed blow.  You'll hear a lot of 
managers claim that they "HAVE" to have a 21 DF in order to be any good at all.  Well, 
that's a trifle exaggerated.  It's NICE to have a 21 DF.  This will increase your 
attack rating, and give you a certain boost.  But it isn't necessary for a good, 
solid, long-term aimed blow.
     I'm going to give several examples of aimed blows, both how-tos and how-not-tos.  
All the aimed blows represented here actually fight on one of my stables, so I did 
this all by hit-and-miss.  Unlike some managers, I don't believe that the first, 
third, and fifth rules of aimed blows is "they die."  It's only the third rule. <grin>

     Now then.  Design:
     ST: Any, really.  You can go low, since aims can handle daggers and open hand 
just fine.
     CN: Again, any.  A little more can help them take a hit, but if they're lucky, 
they'll do all right even if they can't.
     SZ: Any.  This is a versatile style.  Big ones do great.  Little ones do great.
     WT: I'm going to surprise you, here.  Anything.  Yep, anything.  Best is 11-21, 
of course.
     WL: Again.  Any.  Honest!  An aim can do without will and can also use it to its 
best advantage.  But from here on is where you've got to pay attention.
     SP: LOW.  Keep it below 9 if possible.  Below 7 is better.
     DF: HIGH.  21 is always best, but 17 works okay, too.
     So now you have a rollup with a low speed and a high deftness and it doesn't look 
like much else.  You've got a good aimed blow.  Yes!

     Examples of "do" design aims:
     1) 7-5-12-21-11-7-21
     2) 11-16-6-21-9-4-17
     3) 10-15-6-17-9-6-21
     4) 13-9-5-17-17-6-17
     5) 11-5-10-11-21-5-21
     6) 8-10-9-17-15-4-21
     7) 5-10-7-17-17-11-17
     8) 12-12-7-21-9-6-17
     9) 7-11-8-11-21-5-21
    10) 9-14-8-15-17-4-17

     Ten is a good, round number.  1-4 are Immortal.  All have winning records.  Most 
of them beat lungers in one minute.  The low-con ones have the most trouble, because 
they can't take a hit--if they get hit, they go down.  Fortunately, that's only killed 
a few of mine (the dead ones I won't list just now, since it's so depressing).

     Examples of "don't" design aims, unless you're as insane as me or much more 
experienced in your aimed blow running:
     1) 17-5-5-11-17-9-21  (beat the DA three times before he was killed--he gets a 
special place at #1)
     2) 13-8-12-11-11-18-11
     3) 11-12-6-21-13-8-13
     4) 11-12-12-17-11-4-17
     5) 12-7-18-13-13-5-16 (my first)
     6) 11-14-7-9-17-9-17
     7) 9-11-9-17-11-10-17

     There's certainly more "don'ts" than dos, but those are ones I actually have 
played somewhere; 2-5 are immortal, with usually 50% records except for the 11 DF (who 
is in permanent retirement).  He came along early in my aimed blow career, when I was 
making EVERY rollup into an aimed blow to see for myself what worked and what didn't.  
That didn't.  Some of the mortal ones I'm still running, and they do well enough, but 
as I said, until you get a little experience there are some things you may not want to 
try unless, like me, you want to see what happens for yourself. <grin>
     Now for strategy.  This is probably the most important thing you'll give your 

Weapons: Scimitar, unless they don't have the strength for it, in which case, dual 
daggers.  Longsword is next, then fists, then quarterstaff.  You need an 11 ST for 
longsword, so that's probably not always realistic.  If your aim likes to fight with 
his fists, you can let him, but I'd advise waiting until he's got some experience, and 
you know your opponent isn't much on armor and parrying, because you can do yourself 
some serious damage on the parries.  Quarterstaff is a two-handed weapon, so bear that 
in mind if you use it.

Armor: Keep it light, no more than ARM/H, and then only if you're worried about your 
opponent.  An aimed blow is a fast, offensive warrior--don't load him down.


10        8         8         6         6         6         10
10        2         2         1         1         1         10
 1 --------------------------------------------------------- >
LL --------------------------------------------------------- >
HE --------------------------------------------------------- >

That's a good, all-purpose, general strategy.  Some aims will want to play around with 
it, and you let them--see what they like.  But, and this is VERY important: keep that 
KD low!  An aimed blow relies on his control and his accuracy, and higher KDs will 
cause them to lose a lot of that.  If you're bloodthirsty, change the attack location 
to the head.  I recommend the legs for knockdowns.  Either way, your aim will attack 
THAT LOCATION, over and over again, until he has defeated his opponent, and very 
decisively, from total parries (the classic aimed blow opponent) to lungers (the 
classic aimed blow enemy).  Remember: the aimed blow is an OFFENSIVE style.  He has 
some finesse, but he is a brutal and efficient warrior.  Keep him in control; he'll 
win.  You can also play with desperation, but for me just dropping the first minute 
tactic often works just fine.  As for the use of decise, as always, it's up to the 
manager, but decise will help keep your aim from "standing around looking for an 
opening" in the first minute.  Get him moving.

     As always, experiment, find what works for you, and have fun.

Lord Protector
Ivory League
Manager of Tex's Rangers (51, 100, 101), Assassins (40, 105), Impressionists (27, 
105), The Damned (30, 105, 101, 102), etc.

                                The Mechanics of Death

                                  By Sir Jessie Jest

     Greetings, joy and happiness to everyone!  This article discusses the mechanics 
involved when a warrior dies in combat.  It will give the reader a better knowledge of 
how a warrior actually gets killed in combat.
     Here is how a warrior dies... The Facts) ...in fact, get out a dead warrior's 
last fight so you can follow me.  To start the process of death, a warrior must first 
fail to make a death roll.  Let's say the death roll is 20 or less out of 100 to fail 
that roll for this example.
     There are 2 ways a warrior can be forced to make that Death Roll.

1. The vitals roll.
2. The second is when you run out of hit points, which is called the "infirmary roll."

     The vitals roll -- every time a warrior gets hit in a vital area you make a 
vitals roll.  Lets say that you fail on a 1-15% out of 100.  If you get hit in the 
head, chest, or abdomen, you will roll the vitals percent.  If you roll 15 or less you 
must make the death roll to determine if the warrior was killed.  Now look at the 
fight with your dead warrior on it...look for the death intent statement, it will say 
something like, "Trying to make this into a death match, or seeks death of his 
opponent, etc. etc." (there are a lot of them) that is telling you that your warrior 
was forced to make a death roll.
     Now comes the scary part: if you fail the death roll your warrior dies.  But the 
program does not kill you immediately because you still have hit points left.  So what 
happens next is that you will get normal attacks and damages that hit your character 
automatically in the vitals until yours hit points run out.  Then it will say your 
warrior is dead.  Remember that it will be normal hits to the vitals, not crits or 
extra damage remarks.  If your warrior dodges, crit attacks , parries,  has extra 
damage remarks or anything else EXCEPT a normal hit to the vitals, the sentence 
following right after the death intent statement comes up, then he made his death roll 
successfully and the fight continues.  You can have many death intent statements come 
up in one fight, depending on the number of times you hit a vital. You won't get one 
every time, only when you fail the vitals roll.  And your warrior will have to roll 
the death roll every time you fail the vitals roll to see if he is killed or not.  

INFERNO leaps to his left!
INFERNO's scimitar lunges with awesome cutting power!
NULN takes an upper body hit!
NULN is badly hurt!
NULN is becoming FRANTIC!!!!
INFERNO's scimitar lunges with awesome cutting power!
NULN is struck on the left rib cage!
What a devastating attack!!
NULN is dangerously stunned!
INFERNO is trying to make this a death match----(Death Intent)
INFERNO slashes an attack with his scimitar---(Normal Attack)
NULN is struck on the side of the HEAD!---(Vital Hit)
INFERNO slashes with his scimitar
NULN is wounded in the upper chest.
INFERNO slashes with his scimitar
NULN is hit in the forehead!
NULN curses the gods in frustration!
NULN falls LIFELESS to the ground!
INFERNO has won the duel!
INFERNO laughs and says, "What a loser!"

     As you see, if you fail the vitals roll, and then fail the death roll, you will 
get normal attacks to the vital areas until all of your warrior's hit points are gone.  
All of your dead warriors that have died from DEATH INTENT statements will have those 
three things... death intent statement, then normal attack, then hits to the vitals 
until all hit points are gone.  Then you will get some sort of, "falls over dead 
statement."  In the past, if you failed the death intent statement roll, the program 
would just skip all the stuff that was in between the death intent statement and the 
falls over dead statement.   It would say something like this:

INFERNO seeks the death of his opponent
NULN falls to the ground lifeless
INFERNO has won the duel.

But they changed it to make death more dramatic.

     The second way your warrior is forced to make a death roll is if your warrior 
runs out of hit points during or after the fight has ended.  This roll is called the 
infirmary roll and can happen in or out of combat, and does not matter where your 
warrior gets hit.  If your warrior has taken many hits, that reduces his hit point 
total below the preset percentage... lets say it 5% of your total hit points... then 
he will make an infirmary roll.  If you fail the infirmary roll, you then make the 
death roll to determine if your warrior has died.  In combat, you will read that you 
died from serious wounds or something to that effect.  After a fight is over, the 
program checks to see if your warrior has fallen below that preset percentage of hit 
points, if you have, you will make an infirmary roll.  If you fail the infirmary roll, 
an infirmary statement will appear at the bottom of your fight letting you know if 
your warrior failed the death roll that comes after that.   Sometimes you can die in 
combat without a death intent statement that comes up during the battle .  This is a 
good example of an infirmary roll failure in combat from low hit points, triggering 
the death roll which actually is the roll that kills your warrior.  In some battles 
you can get hit several times in the vitals, have several death intent statements come 
up, make every roll successfully and still die from lack of hit points (i.e.: fail the 
infirmary roll).
     A simple way to think of this is the 2 ways are :  1. vitals roll, which deals 
with getting hit in the head, chest, or abs and dying when a death intent statement 
comes up.  Or  # 2.  infirmary roll, which deals with dying from lack of hit points, 
and does not use the death intent statement.  I'd say about 90% of all deaths are by 
death intent statement because of a failed vitals roll.  Only a small percentage die 
from the infirmary roll in or out of combat.
     Well, that's it.  These are facts, not theories.  You can check this out with all 
your dead warriors, and you will learn there are NO exceptions.   Those percentages I 
used up there are just made up, I have no way of knowing what they really are.
     Now I have formed theory regarding KD or kill desire.  I do not believe KD has 
anything to do with a warrior dying, but is rather a tool to determine your warrior's 
aggressiveness in combat.   In other words the timing of his blows, his shot 
selection, and other such things.  For example: The higher the KD the wilder he is 
with his shots, and easier to feint, dodge, parry and riposte.  Some styles like Abs 
(Aimed Blows) fight better with a 1 KD because they are very selective with their 
shots.  Most of the other offensive styles function well between 5-7 KD.  Any more 
than that is just a waste of endurance and has a negative effect on your warrior's 
performance in battle, in my opinion.
     Well that's it for now.  If you would like to chat sometime drop me a diplo at 
Jessie's Kids in DM 60 (yes, I've come out of retirement)  ;) May the axe fall in your 

Sir Jessie Jest,
Lord of Puns, and Master of Laughter.

                                  Troll-Bred Bashers

     The Bashing attack is not, as many of you may have noticed, one of the dominant 
styles in Duelmasters.  There are two reasons for this; one of which I will cover 
here, the other I will cover in an accompanying article.  I will preface this article 
on Bashing attack design and strategy by saying that I have been playing Duelmasters 
for two years, and I have spent most of this time experimenting with and perfecting 
the Bashing Attack.  In my opinion, a Basher needs to possess a monumentally high 
attack percentage, with decisiveness and initiative not far behind.  What follows is 
designed to achieve the desired results.
     Let's get right down to business.  First, the stats:

ST:  13-17                                   15
CN:   3-5                                     3
SZ:   6-9                                     6
WT:  17-21                                   21
WL:  17-21                                   21
SP:   5-9                                     5
DF:  11-15                                   13

     Here's why:
     Strength is arguably the most important attribute for a basher.  A basher with a 
high strength can virtually be assured of a reasonably high attack.  however, excess 
strength takes away points from other vital areas and, as you will see, this Basher 
will not want for attack.  A 13 strength gives the Basher most of the good Bashing 
     Constitution is absolutely unimportant to any offensive styles warrior.  Bashers, 
and for that matter, offensives in general, should be designed to dish out damage, not 
absorb it.  If you are designing a Basher to absorb damage, then you are designing him 
     Size is an attribute that this game system does not handle well.  As we all know, 
too large a size means that you do not have enough points to allocate to the other 
attributes.  You would think logically that a Basher would need a large size.  I am 
not talking about logic.  I am talking about winning within the parameters of this 
game system.  I give a minimum size of 6 since this is the smallest size that can 
achieve "great damage with a blow."
     Wit, in my opinion, is the most important attribute for every style.  This is 
strictly my opinion and you do not have to agree with me.  Where Bashers are concerned 
however, a Basher without very high wit is garbage.  High wit will greatly effect a 
Basher's initial attack, decisiveness, and initiative.  My research has led me to the 
conclusion that a Basher's initiative is primarily a function of wit.  high wit also 
ensures that the Basher will train consistently.  Also, a Basher with a high wit can 
expect an initial initiative rating somewhere in the 50-60% range.  Note that speed is 
also a modifier for initiative.
     Will is another attribute that the Basher cannot do without.  Will affects a 
Basher's attack and decisiveness, and is responsible for, in conjunction with 
strength, giving the Basher normal endurance, despite the pitifully low constitution.
     Speed has almost no affect on a basher.  I have seen many high speed Bashers, and 
I can tell with 100% certainty that Bashers do not derive strong benefit from speed.  
Slasher, strikers, and to a lesser extent, Lungers, all derive noticeable benefit from 
speed.  I am not saying that a 5 speed Basher will be equally as fast (initially) as a 
19 speed Basher, but I am saying that a Basher can derive greater benefit by placing 
points in other areas.  This Basher will drive his decisiveness from the high wit/will 
combinations: 21-21-5; 19-19-7;  17-17-9.  These combinations, or something similar, 
will generate an initial decisiveness rating of about 50%.
     Deftness is very important to a Basher.  The strength/wit/will/deftness 
combination is where this Basher will generate the awesome attack percentage and his 
attacking precision.  A Basher with the aforementioned minimums in 
strength/wit/will/deftness can expect to achieve an initial attack rating between 60-
80%.  A 13 deftness will also allow the use of my favorite weapon, the morning star.  
In the hands of a Basher, this is a devastating weapon.
     Now that you know how to design a Basher, here's how they should be run.
     This strategy should be used vs. offensive styled warriors:

          1    2    3    4    5    6    Desp
          10   10   10   10   10   10   10
          10    3    3    3    3    3   10
           7    7    7    7    7    7    7
          HE   HE   HE   HE   HE   HE   HE
          HE   HE   HE   HE   HE   HE   HE
           D    B                        D

     The offensive effort is self-explanatory.  If you are not trying to destroy your 
opponent, then you should not be running a Basher.  The activity level requires some 
explanation.  Bashers, as you might expect, perform better with a low activity level.  
This is because the Bashing attack style is a series of overhand, overpowering blows 
which are designed to deliver maximum hitting power.  Running around like a 
decapitated chicken would appear to be counterproductive.  Here is the key.  The 10 
activity level in minute one is designed to help you get the jump on another offensive 
warrior.  If you do get the jump, you will win.  Even if you are hurting the Basher's 
attack percentage, how many offensive warriors do you know of that will be able to 
parry or dodge this Basher's attack?  NONE.  Therefore, the 10 activity level in 
minute one is justified.  The decisiveness tactic in minute one is also there to help 
you get the first shot off.  Assuming you get the jump in minute one and the fight 
somehow manages to make it into minute two, that's where the bash tactic comes in.  
You enter minute two with the initiative, land a bash modified head shot into the poor 
slob in front of you, and down he goes!!!  Minutes 3-6 are basically superfluous as 
not many fights will go that far.  10-3-7 allows the basher to do what he does best.  
The theory behind the desperation configuration is the same as that for minute one.  
Since the bashing attack is a downward motion, attacking the head is logical to say 
the least.  Modify this to the chest if you suspect that you adversary is protecting 
his head.  Defending your head is simply there to ensure that you hold your hands up 
high.  My reasoning is that I am simply trying not to interfere with the Basher's 
attack, as opposed to seriously trying to defend myself.  Against defensive warriors, 
change minute one to 10-3-7 with no tactics: i.e., let the basher do what he does 
best.  I have only lost one fight to a defensive styled warrior with my best basher, 
and that was MY fault.  Minute two can be left the same, or you can drop the bash 
tactic.  I am tempted to leave the desperation minute the same.  If you are desperate, 
it probably means you were just hit.  This design cannot take getting hit.  You need 
to go berserk in order to regain the initiative.
     A high quality Basher should have no trouble with Parry-XYZ's and TPs.  Against 
scum try 7-1-7 with the bash tactic.  You should have no trouble blasting attacks 
through the feeble parries of a scum warrior, and the relatively slow (for a basher) 
tempo will allow you to keep it up for 3-4 minutes, which WILL be more than enough 
time to demolish even the most stubborn APA, F, ME, ME 1-1-1-P Total Parry.  Let me 
also mention that the bash tactic should never be used against PRs.
     Last, but by no means least, is what to wear.  Armor should be APL, ALE, or none 
at all.  DO NOT strap this basher into a suit of plate armor.  The Bashing Attack, 
despite what some other managers say (even those self-proclaimed "highly experienced" 
manager who relentlessly brag about their 600+ winning percentages who only run 
defensives, SCUM, and lungers) is a quick style.  The armor should be correspondingly 
light to allow the basher to get the jump on his opponent.  The same theory applies to 
weapon selection.  Try using the QS, MS, of the WH.  The GA and MA should only be used 
against slower offensives of defensive styled warriors.  Again, the key here is 
quickness.  THIS basher is designed to win his fights, with his tremendous attack 
percentage, not with his tremendous damage bonus.
     This article has been brought to you by.....

Mark Schwartz
280 Middlesex Road                                   aka  Troll King
Matawan,  NJ   07747                                      mgr. Troll Lords
201-583-5150                                              Arena #36  Jhans

                     HOW TO BUILD A BETTER WARRIOR (version Y2k)

     I'm sure that by now everyone has had enough of those "perfect" warrior advice 
articles.  And, while they are useful to a point, it's hard to apply their advice to 
the hordes of non-perfect warriors we get every day.  Hence, this article is for the 
other 99% non-perfect warriors.  The design ideas presented here have been valid over 
the course of my 15 years of experience with this game, with proven success at all 
levels of the game.
     There are several things to think about when designing a warrior.  First is 
fighting style.  Second is longevity.  Third is weapon suitability.  Fourth is 
physical capabilities.  Fifth is trainability.  While I will discuss these separately 
in this article, they must be thought about simultaneously in order to get the maximum 
potential from each and every roll-up.
     Fighting style is the most important decision you'll make about your new warrior.  
Consider all possibilities.  Sometimes you will need to experiment with the numbers, 
play around with several different combinations, before picking the best style.  The 
offensive styles are lunging, slashing, striking, aimed blow, and bashing.  The 
defensive styles are total parry, parry riposte, and parry strike.  The mixed styles 
are wall of steel and parry-lunge.  The offensive warriors have lots of attack ability 
and little defense (except lungers).  Their key attributes are usually will (for 
endurance and attack skills) and strength (for damage capability and attack skills).  
High wit and deftness are also high on the list as they both give a lot of skills, 
particularly attack skills.  [Tip #1: Never design an aimed blow with less than a 21 
deftness.]  The defensives have lots of defensive ability (particularly parry) but 
poor attack.  Their key attributes are usually will (for damage taking and parry 
skills) and constitution (for damage taking).  Again, extra wit and deftness is highly 
desirable for the extra skills.  [Tip #2: Keep wit as low as possible on scum 
warriors.]  The mixed styles have pretty good attack and pretty good defense, making 
them among the most formidable warriors in the game.  Their key attributes are will 
(what a surprise!) and whatever gets them to good cut-offs, because mixed styles use 
defensive and offensive skills with equal effectiveness.  If you notice, speed doesn't 
come up as an important stat for any style, but it is probably best utilized by the 
offensive styles.  I tend to like warriors that will perform well (as opposed to 
looking good but still losing), so I tend to design a lot of offensive and mixed 
     Longevity is another design concern.  The main decision here is whether your new 
warrior will have a long, Gateway oriented career, or have a shorter life span.  If 
shorter, how much shorter?  In general, for maximum learning and maximum training, 
you'll want to add as much as possible to wit and will.  If you envision Gateway god-
hood in your warrior's future, then designing him with a low wit or will has only a 
minor effect; it merely takes a little longer for him to reach his full potential.  If 
your warrior has a sandbagging champions future, then you'll want to add as much wit 
as possible to get him competitive as soon as possible.  For an ADM title shot, you'll 
want to build in some easy stat trains that give lots of skills.  For a short, rookies 
or novices oriented career, you'll probably want a high will because you'll most 
likely be looking for quick, significant stat trains.  The point is, decide when the 
warrior is born how long his career will be, and you will be better able to maximize 
his potential towards that ultimate target.
     Weapon suitability must also be considered.  As is well known, not all weapons 
are well-suited to all styles, and every warrior has a favorite weapon.  It is 
important to design a warrior so he will be able to use the significant weapons well-
suited to his style.  It should not take more than a couple stat trains to get your 
warrior well-suited to some good weapons.  (Consult available charts for weapon 
suitability.)  I feel that it is important to be well suited to several weapons of 
your style.  This gives you the opportunity to change and surprise your foes.  If your 
warrior lacks the attributes to use key weapons of his style, his effectiveness will 
be diminished.
     Physical capabilities is an often overlooked aspect of warrior design.  The three 
main areas of concern are endurance, the ability to inflict damage, and the ability to 
take damage.  At least one of these should be at the "good" level or above, and the 
more the better.  There is usually a trade-off between designing for skills and 
designing for physical attributes.  The trick is to maximize both.  Always evaluate 
the possibility of adding to strength over deftness.  The damage capability gained 
will usually out-weigh the difference in skills.  Endurance is usually a key factor in 
an offensive warrior's ability to defeat a defensive.  Conversely, the ability to take 
damage is usually a key factor in a defensive warrior's ability to defeat an 
offensive.  Again, use the available charts to design your warrior to reach the 
desired physical levels with a minimum of stat trains.
     The fastest way for a new warrior to improve is to learn skills with a 21 wit.  
With a 21 wit, you can usually average three skills per fight for your first 20 fights 
or so.  Going into an adepts tournament with 60+ skills is very good.  The higher the 
wit, the more skills your warrior will learn, so keep this in mind when designing your 
potential tournament champions.
     A number of managers advocate early stat trains that burn skills.  I only do this 
in the most severe of cases, like a 3 wit scummy warrior.  The main reason I don't do 
this is because any warrior I want to fight beyond novices is going to need as many 
skills as he can get.  In addition, if a warrior burns skills early, he'll end up with 
less than his contemporaries at the time they both max skills.  This leads to 
diminished skill levels when the warrior makes a TC run in the Freshmen, ADM, or 
Eligibles class, and to a protracted struggle to get the warrior inducted to 
Primus/Gateway when the time comes. It also eliminates the option to sandbag in the 
champions since your burned warrior will never have the skills to compete with non-
burned warriors.  
     However, I do design for trainability.  I like my warriors to have a shot at a TC 
in the ADM or Eligibles class, so I will purposely leave deftness at 9, counting on 
the quick, easy trains once all my skills are learned.  You can do the same in wit, 
will, speed, and even strength; leave the starting stat a couple points below a level 
with significant skills, then train those stats when you make your TC run.  Of course, 
since you're planning on making this training run in Advanced Duelmasters, the best 
stat for trainability is a 21.  Every train past 21 will give you quick, significant, 
valuable skills.
     Of course, any set of design rules or guidelines will have its exceptions.  There 
are many good warriors out there who did not follow any of the rules outlined above, 
but there are many, many more dead ones.  So, if you follow these rules most of the 
time, most of your warriors will be winners.
     That said, let's do a couple examples.  First, we'll redesign the legendary Broke 

                                   ST  10 + 0 = 10
                                   CN  10 + 0 = 10
                                   SZ           10
                                   WT   9 + 6 = 15
                                   WL   9 + 6 = 15
                                   SP  11 + 0 = 11
                                   DF  11 + 2 = 13
                                   Style: Lunger

Comments:  His wit and will are high enough to make him a viable long-term warrior.  
He starts well-suited to the short spear, and is only one strength train away from 
longsword suitability.  He's got enough con to take a hit, and he'll likely also get 
good damage with his first strength train, if not on the original overview.

                                   ST   5 + 4 =  9
                                   CN   8 + 0 =  8
                                   SZ           14
                                   WT   8 + 5 = 13
                                   WL  13 + 4 = 17
                                   SP  10 + 0 = 10
                                   DF  12 + 1 = 13
                                   Style: Slasher

Comments:  He starts well-suited to scimitar, and has enough ST, CN, & WL to get 
normal endurance.  He has a good shot at good damage to start with, and if not, it's 
only a train or two away.

                                   ST  12 + 5 = 17
                                   CN   8 + 1 =  9
                                   SZ            7
                                   WT  11 + 6 = 17
                                   WL   8 + 1 =  9
                                   SP  14 + 0 = 14
                                   DF  10 + 1 = 11
                                   Style: Striker

Comments:  This low will wonder needs help to get normal endurance, thus the high 
strength.  It gives the additional bonus of guaranteeing good damage on a relatively 
small warrior.  The 11 deftness gives him suitability to almost every weapon.
     Now it's time for you to go forth and design your own godlings (or is that 
"doglings"?).  Armed with these guidelines, you too can have your share of Broke 
Strokers in Advanced Duelmasters.  Good luck, and may the gods guide your blows 
straight and true! 

                            -- Neon Necromancer  
                               (DM 1: Care Less Bears; DM 18: Mad Scientists; 
                               other random teams and 100ish ADM warriors)