Date   : 08/22/2015    Duedate: 09/04/2015


DM-93    TURN-436

This Weeks Top Honors


(93-9834) [4-1-0,46]

Chartered Recognition Leader   Unchartered Recognition Leader

                               BASH BROS LEFTOVERS (1685)
                               (93-9834) [4-1-0,46]

Popularity Leader              This Weeks Favorite

NOT ENOUGH                     LUSTFUL TRAMP
(93-9834) [4-1-0,46]           (93-9829) [2-2-0,17]



Team Name                  Point Gain  Chartered Team
2. ANGELS OF ANARCHY (1687)    38      THE MUPPETS (132)
3. FARM ANIMALS (1682)         11      Unchartered Team
4. SUICIDE SQUAD (1683)         0
5. KRAKEN'S DEN (1681)          0BASH BROS LEFTOVERS (1685)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*BASH BROS LEFTOVE (1685)  20   5  0 80.0   1/ 1*BASH BROS LEFTOVE (1685) 12  3 0
 2/ 0*ANGELS OF ANARCHY (1687)   3   2  0 60.0   2/ 2*FARM ANIMALS (1682)       8  7 1
 3/ 2*FARM ANIMALS (1682)       14  10  1 58.3   3/ 4*RAINBOW BRIGADE (1674)    5  9 1
 4- 4*KRAKEN'S DEN (1681)        3   7  0 30.0   4/ 0*ANGELS OF ANARCHY (1687)  3  2 0
 5/ 5*RAINBOW BRIGADE (1674)    11  28  2 28.2   5- 5*KRAKEN'S DEN (1681)       2  3 0
 6- 0*SUICIDE SQUAD (1683)       0   1  0  0.0   6- 0*SUICIDE SQUAD (1683)      0  1 0

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

                                    TEAM SPOTLIGHT

                                   What the Style?

My opponents of style ___ keep beating me, but my representatives of that style lose!  
Manager ___ seems to dominate with style ___!  What style is the best?!?  What style 
should I make my warrior?

These burning questions come up over and over again.  And while it is true that not 
all styles are equal, there are good reasons to use (and become proficient with) all 
10 fighting styles.  This article hopes to demystify some of questions above.
First, it is useful to understand that winning warriors win by being a pure offensive 
(and these are the easiest to master), a pure defensive, or a hybrid of the two.  
Below, I list the styles in approximate ease to learn and succeed with.  Ask another 
manager and they'll give a much different ordering.  The 'big four' weapons (BA, BS, 
LO, SC) are often considered the best four weapons in the game (weapons are also not 

I try to give an overview of all strengths and weaknesses, but realize that the higher 
your warriors advance in that game, the more the game favors attack and defense 
skills.  But during your warrior's career in basic, all of the skills are fairly well 

When I talk about tourney success, I am talking about winning it all! AB's, L's, and 
STK's win more tourneys than the rest of the styles. Also realize that these 
descriptions are intended to help you know how to design to a style's strengths and 
hide their weaknesses.

Strikers - The premiere pure offensive style.  They learn decise and attack. Their 
starting skills are relatively low (most notably their attack), but they conserve 
endurance well and can use virtually every weapon.  They are one of the strongest 
tourney styles in basic.  However because of their mostly one sided nature, they are 
not as strong past graduation.  They cannot be bonused in attack.

Total Parries - The ultimate pure defensive warrior, but by virtue of their defenses 
also make fine hybrid warriors.  They learn defense and parry. Starting skills other 
than defense and parry are poor and have the worst attack of any style.  Moderate 
endurance conservation and can use all of the 'big four' well suited.  Usually 
considered a 2nd tier tourney style and the large numbers of AB's in tourneys these 
days makes life harder for TP's.  However many managers have strategies and designs to 
use for TP's to minimize their vulnerabilities to the most popular style around.  TP's 
have shown themselves competitive at virtually all levels of the game except the very 
top (Years away for a new warrior).  They cannot be bonused in parry.

Bashers - I call them the poor man's striker.  They are solid pure offensives and the 
most popular pure offensive style to use for Tank Hybrids.  They learn attack and 
decisiveness.  They start with very high offensive skills and very low defensive 
skills.  I put them in the middle for endurance conservation and have the worst weapon 
selection of any style, unable to use any of the 'big four' well suited.  They are one 
of the weakest tourney styles at virtually all levels, but are better than average 
against AB's early on.  Past graduation, their usefulness is limited.  They cannot be 
bonused in decise or riposte.

Lungers - The ultimate hybrid, but can be offensives or defensives.  They learn init 
and defense.  They have the highest attack and defense in the game and the highest 
overall starting skills.  They burn endurance fast and have access to the LO.  A top 
tier tourney style at all levels (though perhaps never the favorite).  They were once 
the dominant style past graduation.

Wall of Steels - Strong as hybrids or defensives.  They learn init, parry and attack.  
They are tied with lungers for highest overall starting skills.  They burn endurance 
fast and use SC, BA, and BS well suited. They can be competitive at most tourney 
levels but are 2nd tier.  They can only be bonused in attack or parry.

Slasher - Another pure offensive style, harder to play because they don't learn decise 
as fast as other offensives.  They learn init and attack. A high attack style.  
Somewhere between middle and high for endurance burn, they have access to all of the 
'Big Four.'  They have been successful at most tourney levels but at best can be 
considered a 2nd tier tourney style.

Parry-Strikers - Can run as any of offensive, defensive, or hybrid.  They learn parry 
and decise.  They have very low starting skills, including attack.  They conserve 
endurance perhaps better than any other style and can use all the 'Big Four.'  They 
are shunned by tourney managers because of their poor learning in basic and their 
typical horrible favorites in ADM.  I rank them higher than the bottom three because 
in basic, parry and decise are very, very useful and the other three are harder to 
make win early on.

Aimed-Blows - Can run as any of offensive, defensive, or hybrid.  They learn attack 
and riposte.  With 21 deftness, they are second only to L's in best attack/defense.  
The conserve endurance perhaps equal or better than PS's and can use LO and SC.  
However they can use FI and gain a bonus to defense skills, making them the strongest 
style past graduation. They are one of the big three tourney styles, but as strikers 
dominate at the lower levels, aimed blows dominate at the upper levels (and rookies). 
They cannot be bonused in decisiveness.  What makes them hard to run early on is their 
tendency to learn so much attack and riposte (which without other skills are not a 
pure winning formula).  

Parry-Ripostes - Great hybrids, ok defensives.  They learn riposte, parry, and attack.  
Their skills are frustratingly low, especially in attack and defense.  That said, they 
are in the moderate area of endurance conservation and can use LO and SC.  Their best 
tourney success is in the lower tourneys, preying on strikers, but again, 2nd tier at 
best.  One of the harder styles to master, especially because there aren't many good 
wind up strategies for them (every one seems to run optimally slightly differently). 

Parry-Lungers - Mostly run as hybrids, have succeeded as defensives or offensives.  
They learn initiative and parry.  Overall, their skills are strong, one of the higher 
attack skill styles.  They burn endurance like slashers and have access to LO and SC. 
Traditionally one of the better styles in upper tourneys, not nearly as many of them 
are being run in today's game because of their difficulties in basic and are often 
considered a poor man's version of the lunger.


                            Weapons Suitability per Style

Aimed Blows
Well Suited Weapons: Dagger, Epee, Fist, Longsword, Longspear, Quarterstaff, Scimitar, 
Shortsword, Shortspear
Marginally Suited Weapons: Broadsword, Hatchet

Well Suited Weapons: Great Axe, Greatsword, Halbard, Large Shield, Mace, Medium 
Shield, Maul, Morning Star, Quarterstaff, War Flail, War Hammer
Marginally Suited Weapons: Battle Axe, Broadsword, Fist, Small Shield

Well Suited Weapons: Epee, Longsword, Longspear, Shortsword, Shortspear
Marginally Suited Weapons: Dagger, Halbard, Scimitar

Parry Lungers
Well Suited Weapons: Epee, Longsword, Longspear, Scimitar, Shortsword, Shortspear
Marginally Suited Weapons: Broadsword, Quarterstaff

Parry Ripostes
Well Suited Weapons: Epee, Longsword, Longspear, Scimitar, Shortsword, Shortspear
Marginally Suited Weapons: none

Parry Strikes
Well Suited Weapons: Battle Axe, Broadsword, Epee, Greatsword, Longsword, 
Quarterstaff, Scimitar, Shortsword, Small Shield, Shortspear, War Hammer
Marginally Suited Weapons: Great Axe, Hatchet, Large Shield, Longspear, Mace, Medium 

Well Suited Weapons: Battle Axe, Broadsword, Epee, Great Axe, Hatchet, Longsword, 
Scimitar, Shortsword
Marginally Suited Weapons: Dagger, Greatsword, Small Shield, Shortspear, War Flail

Well Suited Weapons: Everything but Large Shield, Medium Shield
Marginally Suited Weapons: Large Shield, Medium Shield

Total Parries
Well Suited Weapons: Battle Axe, Broadsword, Epee, Greatsword, Large Shield, 
Longsword, Longspear, Medium Shield, Quarterstaff, Scimitar, Shortsword, Small Shield
Marginally Suited Weapons: Dagger, Great Axe, Shortspear, War Hammer

Wall of Steels
Well Suited Weapons: Battle Axe, Broadsword, Great Axe, Greatsword, Morning Star, 
Quarterstaff, Scimitar, War Flail
Marginally Suited Weapons: none

                                      SPY REPORT

     If you were disturbed from your beauty rest only to have to watch a bunch of 
NOBLISH ISLAND brutes like you, you'd be grouchy, too.  Of course, we're all terribly 
impressed to see NOT ENOUGH win a fight and gain 22 points, terribly.  Tsk, tsk, NOT 
ENOUGH beat PRETTY KITTY and PRETTY KITTY lost 18 points.  You're breakin' my heart.  
And it's out with the old, in with the new, as NOT ENOUGH takes the Title and last 
week's bar tab from the old Duelmaster.  Heh, heh.  The Warty Toad, humph!  I've 
tasted better ale at mortuaries.  Where do they get this stuff?  From NOBLISH 
ISLAND's trash dumps?   
     Well, let's take a look at some more misdeeds of you miserable sword-boys.  BASH 
BROS LEFTOVERS, I suppose you'll be glad to know you were this turn's most avoided 
team.  Care to know who is the most afraid of you?  And who led the way in this mass 
act of cowardice?  Let's see, well, whatcha know?  It was RAINBOW BRIGADE.  Ha ha ha 
ha!  Ooh, I'm frightfully impressed, MOLDY was this turn's most challenged warrior.  
Watch that ego swell, sports fans.   
     Some people like volunteer work in the hospitals.  I volunteer for NOBLISH 
ISLAND's morgue.  More variety.  Titanium shields and bamboo daggers, guess what 
brave team is developing these kinds of weapons?   
     There's got to be a better place in NOBLISH ISLAND to get a drink than The Warty 
Toad!  Any suggestions?  Just wait 'till next time I show up here, I won't be so 
nice!  So nyaaah!  I see the crowds are getting restless, I must leave now-- Snide 

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 NOT ENOUGH 9834               4   1  0    46       BASH BROS LEFTOVERS (1685)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 PLOW HORSE 9816               5   0  0    44       FARM ANIMALS (1682)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 TOO MANY 9832                 5   0  0    27       BASH BROS LEFTOVERS (1685)
 SOMEONE ELSE ATE 9833         4   1  0    27       BASH BROS LEFTOVERS (1685)
 PRETTY KITTY 9815             4   1  1    24       FARM ANIMALS (1682)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 FAT COW 9812                  2   2  0    21       FARM ANIMALS (1682)
 SWEETNESS 9841                1   0  0    21       ANGELS OF ANARCHY (1687)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 ROOSTER 9813                  2   3  0    20       FARM ANIMALS (1682)
 MEAT STORM 9828               3   1  0    17       RAINBOW BRIGADE (1674)
 LUSTFUL TRAMP 9829            2   2  0    17       RAINBOW BRIGADE (1674)
 MYSTERIOUS 9831               3   2  0    16       BASH BROS LEFTOVERS (1685)
-SPICULUS 9808                 2   0  0    15       KRAKEN'S DEN (1681)
 MOLDY 9830                    4   1  0    13       BASH BROS LEFTOVERS (1685)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 HAWAIIAN SHADOW 9765          1   8  0    11       RAINBOW BRIGADE (1674)
-PRISCUS 9807                  1   1  0    11       KRAKEN'S DEN (1681)
 BUTCHER'S HAND 9827           1   3  1    10       RAINBOW BRIGADE (1674)
 SUGAR 9840                    1   0  0     9       ANGELS OF ANARCHY (1687)
 MOCKINGBIRD 9814              1   4  0     7       FARM ANIMALS (1682)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 SALTY 9844                    1   0  0     6       ANGELS OF ANARCHY (1687)
-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)
-TETRAITES 9809                0   2  0     2       KRAKEN'S DEN (1681)
-CARPOPHORUS 9811              0   2  0     2       KRAKEN'S DEN (1681)
-ATTILIUS 9810                 0   2  0     2       KRAKEN'S DEN (1681)
 GINA 9843                     0   1  0     1       ANGELS OF ANARCHY (1687)
 WILD JULIO 9845               0   1  0     1       RAINBOW BRIGADE (1674)
 SPICE 9842                    0   1  0     1       ANGELS OF ANARCHY (1687)
-ACHILLES 9819                 0   1  0     1       SUICIDE SQUAD (1683)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
TIGER MOTHER 9767       3  4 1 RAINBOW BRIGADE 1674 PRETTY KITTY 9815     434   

                                     PERSONAL ADS

Meat Storm and Traica, thanks for keeping us undefeated! (wink) -- Pretty Kitty and 
Plow Horse

Assur, you deserve to relish that turn against me and you are welcome to give me all 
the razz I deserve. Go ahead. Get me fired. -- Friendly Farmer

Moldy, I hate you and your manager and all you both say and do. May all your chickens 
be wolf feed. -- Rooster

Lusty Tramp of Rainbow Brigade, well fought, well won, and a big salute. -- 
Mockingbird (wishing she were a mockingjay)

Health. Humility. Honor. (The Consortium logo) -- Friendly Farmer

Friendly Farmer answers questions of last round:
--- Mechanism for resurrecting the dead? Not exactly. Those who die in DM are dead. 
Those who die in ADM (after graduation to Lord Protector) are automatically 
resurrected. The ONLY and difficult ways to bring back a dead DM warrior are via (1) 
winning a potion at one of the FTF or regular Mailer tournaments which allows same or 
(2) entering said warrior in the tournament of the dead (Fall Mailer) and him/her 
earning a TV which gives resurrection.
--- What is this Consortium; are Friendly Farmer and Assur members? The Consortium 
represents all teams and all managers belonging to one person; The Consortium; at one 
time he played as 40+ managers in 40+ arenas and few knew they were the one and same 
person; Friendly Farmer is his representative here in Noblish; Assur is not part of 
The Consortium. He is a different fellow with many teams of his own. Weare both here 
individually giving of our own time (non RSI employees,but authorized by RSI) to help, 
teach, mentor, answer new participants to this fine game.
--- I don't understand; can you help? Can you send help info? Sure we can help. That 
is why we are here. As to data/info, that which you speak of is very large, very 
detailed, and in some places inaccurate. Ask RSI to send you the CIC. It is info 
especially designed for newbies and there are actually instructions and examples of 
how to use it. Many questions will be answered. You will need to read and practice ad 
learn. (Like we all did!)

Hello everyone!  I am looking forward to matching up with the best around.  Good luck 
to you, but better luck to me!! ;) -- Arya, Angels of Anarchy
P.S.  I'm not sure if I'll make every turn as mail can be slow here, but I'll try.

Q:  What combination of attributes make up the various skills? For instance I know 
that strength, size, will, and deftness comprise the parry skill but what about the 

Q:  What is the main difference between attack, initiative and decisiveness?  Will a 
high attack skill level cause a warrior to attack more and faster?  Will a high 
initiative help a warrior to get the jump on another warrior?

Q.  What effect does the "slash" tactic have?  I assume it increases damage but I am 

Q.  Aside from the dominant hand of an oppponent, does it matter whether the left leg, 
right leg, right, or left arm is targeted?

Q.  When Butcher's Hand killed Rinda last turn, the last attack stated that it bounced 
off without doing much harm.  Then she "backed away clutching her wound and DIED." On 
the other hand, one of my fighters got a critical on Too Many's throat with a great 
sword and he didn't bat an eye.  How come Rindra died and Too Many... didn't get 

Arya -- Welcome!  Here are a few 'hints.' -- Assur

My article this week (I hope it prints this week) suggests how each style should 
fight.  Here is how you read your character sheet: 

Handedness (mostly useless, though Ambidextrous gives advantages that include a +1 to 
your attack base).

Level of Intelligence (tied directly to wit)   
Followed by statements that give you lots of information about your starting skill 
levels in Initiative, Riposte, Attack, Parry, and Defense)

Activity Statement - A statement that reflects your starting skill
levels in initiative/riposte.

Coordination (Simple formula based on speed and deftness)

Endurance - Your current endurance level (which can be bonused or cursed)

Hit Points - Your current ability to take damage.  Exact formula based
on Constitution, Size, Will.

Encumbrance - Your current ability to carry weapons and armor.  Exact formula baesd on 
Strength and Constitution.  Translating this into how much you can 'carry,' is a lot 
trickier and the subject of many discussions.

Quickness of Foot - Tied to your starting defense skill.

Quickness of Foot Sub-Statement - Tied to your starting parry skill (and only appears 
if the Quickness of Foot message has text)

Damage - Read this one very carefully!!!  Unless you are a pure defensive, it is one 
of the most important lines on your sheet.  It is tied to your strength and size, but 
your warriors can roll 2-3 different values depending on what you start with.  Little 
damage is mostly crippling and you should make an attempt to increase it.  Normal 
damage is yuck, but can be worked with sometimes.  Good or better is normally 

You can get a lot more information from the charts, but hope this helps! - Assur

Rooster -- Early morning, Late morning, Midday.  It doesn't matter.  Moldy food is 
just plain bad -- Moldy

                                  LAST WEEK'S FIGHTS

ROOSTER viciously subdued MOLDY in a 2 minute gruesome amateur's Challenge fight.
LUSTFUL TRAMP was luckily beaten by SOMEONE ELSE ATE in a 4 minute Challenge melee.
PRETTY KITTY was vanquished by NOT ENOUGH in a 1 minute mismatched Title brawl.
PLOW HORSE outlasted THE USEROUS MERCHANT in a monotonous 16 minute fight.
HAWAIIAN SHADOW was devastated by TOO MANY in a 1 minute uneven brawl.
FAT COW defeated BUTCHER'S HAND in a 1 minute novice's struggle.
MOCKINGBIRD was viciously subdued by SUGAR in a 2 minute novice's competition.
MEAT STORM won victory over SPICE in a 1 minute beginner's duel.
MYSTERIOUS vanquished GINA in a 1 minute uneven fight.
SWEETNESS vanquished EMBEZZLING SCRIBE in a 1 minute one-sided fight.
SALTY beat WILD JULIO in a 2 minute novice's melee.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   5         TOTAL PARRY       14 -   1 -  0      93  |
|WALL OF STEEL                    4         WALL OF STEEL      8 -   2 -  0      80  |
|SLASHING ATTACK                  3         BASHING ATTACK    31 -  22 -  1      58  |
|STRIKING ATTACK                  2         PARRY-LUNGE        6 -   5 -  1      55  |
|AIMED BLOW                       2         SLASHING ATTACK   13 -  12 -  1      52  |
|PARRY-LUNGE                      1         STRIKING ATTACK   18 -  19 -  1      49  |
|LUNGING ATTACK                   1         LUNGING ATTACK    10 -  14 -  0      42  |
|TOTAL PARRY                      1         AIMED BLOW        10 -  15 -  1      40  |
|PARRY-RIPOSTE                    1         PARRY-STRIKE       1 -   2 -  0      33  |
|PARRY-STRIKE                     0         PARRY-RIPOSTE      4 -  14 -  0      22  |

Turn 436 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     2 -  3         4  BASHING ATTACK 
LUNGING ATTACK     1 -  0     AIMED BLOW         0 -  2         2  SLASHING ATTACK
STRIKING ATTACK    2 -  0     PARRY-STRIKE       0 -  0         1  TOTAL PARRY    
TOTAL PARRY        1 -  0     PARRY-RIPOSTE      0 -  1         1  WALL OF STEEL  
SLASHING ATTACK    2 -  1                                       1  LUNGING ATTACK 
WALL OF STEEL      2 -  2                                       1  STRIKING ATTACK
                                                                1  PARRY-LUNGE    

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   NOT ENOUGH 9834             4   1  0   46 BASH BROS LEFTOVERS (1685)
TOTAL PARRY      PLOW HORSE 9816             5   0  0   44 FARM ANIMALS (1682)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is NOT ENOUGH 9834.  The most popular warrior this turn 
was LUSTFUL TRAMP 9829.  The ten other most popular fighters were SALTY 9844, SUGAR 
9840, ROOSTER 9813, NOT ENOUGH 9834, MEAT STORM 9828, SWEETNESS 9841, MOLDY 9830, TOO 
MANY 9832, FAT COW 9812, and MOCKINGBIRD 9814.

The least popular fighter this week was PLOW HORSE 9816.  The other ten least popular 
fighters were SPICE 9842, HAWAIIAN SHADOW 9765, PRETTY KITTY 9815, WILD JULIO 9845, 
9814, and FAT COW 9812.

                             A SACRED LORD'S SLASHER

     Well, this article/spotlight is for Seal at 7th Order, so here goes.

ST:  If he's huge (15+), 3 is okay, and use HA.  I prefer 7 for epee.  9 gets scimitar 
and 11 gets broadsword.  Anything above 11 is a WASTE!!!
CN:  Whatever they send you.
SZ:  Any.
WT:  15, 17, or 21.  13 is workable, but I hate slow learners!   21 will probably take 
a lot from other areas, so 17 is best.
WL:  17, 17, 17!!!!  You need endurance, lots of endurance.  Some of my friends use 
15, but I prefer not to.
SP:  9+  They use SP as well as most, but don't add here until after WT/WL/DF.
DF:  15+, 15+, 15+.  Once again, I have high standards.  The reason?  Have you ever 
had a slasher come out w/ "relying on his speed to stay out of trouble"?  That's 
'cause his parry is in the negative.  With a 15 DF your slasher will have a much 
better parry and will probably be about 1-3 trains from a Master parry in advanced.  
Later on, you'll see!

Now, how to run them:

     10        9         7 ------------------------->  10
     10        4         2 ------------------------->  10
      7        9         7 ------------------------->   1
     CH/HE -------------------------------------------- >
     HE ----------------------------------------------- >
Off:  D at first, open later, min 2 +, open
Def:                                                  D/S (preferably Dodge)

     Min two+ is in case of a TP or WoS coming after you.  This setup works, so good 

Mike Bookout
Bookie, Sacred Lord of the Black Regime
Memphis Mafia (36,100)

P.S.  Anybody want to join the Regime?

                      The Dark Arena:  A Fighter's Perspective

(sung to the hymn:  Battle Hymn of the Republic)

Mine eyes have seen the glory
Of the coming of the dawn
I am walking down the tunnel
After everyone is gone
I step into the torchlight
And I see the blade he's drawn
My mind, it sings this song:

Worry, worry, I've come for ya
Worry, worry, I've come for ya
Worry, worry, I've come for ya
My mind continues on

The crowd is chanting praises
But all I hear are growls
Mine enemy's upon me
So I strike him and he howls
Parry, parry, slash, and parry
I smell his breath so foul
And death, he sings this song:


Now we both are tired
And my strength is fading fast
Oh, let me give that fatal blow
Oh, let me be the last
I swing my sword with all my might
The crowd it stands, aghast
As he dies, I sing my song:


Scotlan (28, 31, 39, 50, ?)

                               Kill Desire: "Patience."

     Many times I have lost warriors, and the manager claimed the KD was only five.  
As if KD had anything to do with the death of my fighter.  It was really the battle 
axe to the head that killed him.
     I was quite disturbed at the widespread belief that kill desire has something to 
do with killing an opponent.  But they have good reason to believe this: the 
Duelmasters Handbook definition of kill desire has a tendency to cast a "confusion 
spell" on the reader to make them think that way.  The wording is very misleading.  
The name "kill desire" is also misleading.  A more correct word would be "patience."
     Yes, kill desire is actually how much patience your fighter had before taking a 
shot.  KD doesn't add damage or tell your fighter where to aim at.
     Damage is calculated by weapon and strength.  (Of course, favorite weapon also 
affects damage.)
     You let your warrior know where you want him to aim at by filling out the attack 
location boxes on the fight sheets.
     Hit location and damage are the main two things that will kill warriors.  Hit 
locations to vital areas such as head, chest, and the abdomen repeated times increases 
your chance to kill.  The amount of damage inflicted to these vital areas also 
increases your chance to kill an opponent.
     As you see, none of this has anything to do with kill desire.
     Now, I will tell you what kill desire, or patience, as I call it, actually is.
     If you run your warrior with an 8-10 KD, you're telling him to swing like a 
drunken wildman.  You'll see statements in his fights that say "swings wildly" or 
other things to that effect.  He is not waiting for a good opening.  He is swinging at 
everything!  This is bad for several reasons.
     With his KD that high, he is very easily dodged and parried.  Also, he can be 
feinted into bad dueling decisions as well.
     I think that KD between 5-7 for offensive styles and 3-6 for defensive styles is 
     You get a lot more hits with a 5-7 KD, and feint a lot less.  But you also get 
more kills in this range.  Reason being, you're waiting for a good shot that is hard 
to dodge or parry.  The example I used earlier about the manager with the 5 KD and 
battleaxe is the point I am trying to make.  If his warrior's KD was 10, my warrior 
could have dodged or parried the attack and still be alive today.  But since it was a 
5 KD, he waited for a good shot that my warrior had trouble defending against, and 
cleaved his head off!  (Well, not literally.)
     Defensive styles run about 3-6 KD.  Defensive styles swing wildly a lot in the 
beginning, but that is natural.  They will get better.  3-4 KD, they still have a 
tendency to let attacks go by.  Of course, if you're scumming, go with a 1 KD. 
     In short, having an 8-10 KD means your warrior is doing all that swinging and 
hitting less.  Not to mention all the endurance he is burning up to no avail.
     Any comments, you can diplo me.

                                                  Sir Jessie Jest

                                                  DM 11: Lords of the Abyss
                                                  DM 61: Pit Fiends
                                                  DM 67: Storm Wizards
                                                  DM 5:  Bad Girls

                               SOME INFO ON THE RIPPER

     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 

     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.

                                   Crimson Strikers

     Greetings, fellow managers, I, Crimson Strategist, shall share my thoughts with 
you on the striking attack style.
     This style developed in cultures where weapon quality surpassed that of the 
armors, this made landing the first blow vital.  This blow is usually delivered in a 
downward fashion quickly, surely, and with power in a minimal of wasted motion.
     Here's how I rate the stats:
     ST 11-15: Never go below 11, strikers are well suited to ALL the weapons in the 
game and 11 allows the use of the majority of them.  They also need to hurt their foe 
when they hit, thus making this an important consideration for damage rating.
     CN 3-9:  This whole style revolves around finishing your foe quickly, if your foe 
has time to develop a complex formal attack on your striker, then you're not fighting 
him properly.  A properly run striker should never be hit more than four or five 
times, any more than this and the whole concept behind this style gets thrown right 
out the window, therefore I rate con as the least important attribute for this style.
     SZ 9-16:  A size of 9 allows use of all the weapons and it is important in 
determining your damage rating, plus, it also adds to your init and this style thrives 
on init.
     WT 13+:  As with any style, the higher the better.  13 is rock bottom, it allows 
the use of all weapons except the epee and you'll still learn at a decent pace.
     WL 7-13: This style conserves endurance which allows this attribute to go 
considerably less than most styles and still fight effectively for a respectable 
length of time.  I've had strikers with a 13 ST, 3 CN, and 5 WL get poor endurance 
ratings and ones with 11 ST, 6 CN, and 9 WL get normal.  However, if you want some 
long term potential, you'd want to be around 13 or so.
     SP 10+: This is very important for decise and init skills which are the heart of 
this style.  Landing the first blow and finishing the fight quickly is hinged on your 
striker's speed.
     DF 15+:  This is crucial attribute for this style, they NEED to be precise with 
their blows, plus, it also adds to their init.  Get to 17 or 21 if possible.
     Now let's take a look at the style itself.  The striking attack is one of the 
easiest styles to run, yet they have adversity that many styles lack.  As I've said 
before, a striker can use ALL the weapons in the game.  They can fight effectively 
wearing plate armor and no armor, they can use EVERY tactic in the game be it 
offensive or defensive, a striker can fight like a lunger or basher, ripper or 
slasher, etc... provided that you match up their strategy with the appropriate tactic 
and weapon.  They can beat ALL the styles in DM and beyond if you choose their 
strategy correctly for that particular style vs. style matchup.
     Here are some examples of style vs. style matchups for strikers and various 
tactic selections vs. the different styles.
     High decise strikers over slashers and lungers, strikers over total parry and 
wall of steel, rippers over strikers, etc...
     Using the decise tactic vs. lungers, slashers, and aimed blows.  Using the lunge 
tactic vs. rippers and aimed blows, using no tactic and having a moderate offensive 
effort and moderate activity level vs. total parries and wall of steel, etc...
     The possible variations for this style are virtually endless.
     Now let's take a brief look at your striker overview and glean some helpful hints 
on how to fight them.  If you see statements like "relying on speed to stay out of 
danger" or "avoiding rather than trading blows," this is telling you that your AL 
should be moderate to high.  If he does great damage, then don't use weapons like the 
epee or shortsword, this would be an underutilization of his strengths.  If he learns 
attack skills easily, then this is telling you that he likes to take his time and pick 
his shots so don't send him out with a 10 OE!  If you see statements like "has learned 
how to be a decisive and quick fighter," then by all means USE the decise tactic with 
a high OE.  Don't send him out with offhand weapons unless he's ambidextrous, if you 
do, it will take away from his attack.  As you can see, the various statements on your 
overview are very helpful in telling you how your striker likes to fight.
     Here's a very general strategy that has worked well for my strikers.

OE             10   8    7    7    7    6    6       Armor: ARM to ACM
AL              4   3    2    1    1    1    8       Weapons: BS,LO,SC,GS,BA
KD              6   6    6    6    6    6    5
ATT LOC        Head, body, arms
PRO LOC        Head or body
OFF TCT        Decise or bash
DEF TCT        Response or dodge

     Before I close there is one last point I wish to emphasize, USE the 
challenge/avoid system, it will help control who you fight and when.  In closing, I 
would like to thank the following managers for their diplos and articles which helped 
me learn the game: Sir Jessie Jest, Talon, Tex, the managers on the roundtable, and 
numerous others who took their time to put quill and ink on parchment and pass their 
knowledge on to others, thanks!
     Many of you know the Crimson Death stables or soon will know them since I plan to 
have quite a few of them up and running, however, some of them will be on and off due 
to monetary fluctuations so if you wish to diplo me with any comments, criticisms, 
whatever, send them to my home arena, which, from here on out, will always be active.

                                                  Crimson Strategist
                                                  Crimson Death DM 61

   The Turf Wars are coming. The Turf Wars are coming. Come one; come all. Gather

your alliance or collection of 2-4 teams and join in the competition. Hurry up! While 
Feb 2016 seems so far away, it is only six or so turns away, and it does take a while 
to make sure you have a team in DM47, communicate to find a group, send in certs, 
announce in writing in DM47, etc. etc. Teams of all levels and managers of all types, 
including newbies, find themselves competing quite well in this type of competition. 
Let's make the tenth anniversary (TWX) the biggest and best ever.
     This 10th competition will be hosted and moderated by the triumvirate of Assur, 
Master Darque and Oz The All-Wonderful.    
     Anyone may participate: known alliances, new alliances, or temporary alliances 
created solely to compete in the Turf War!  

To participate, each alliance must:
    a.  Announce the Captain of the alliance in the North Fork (DM 47) newsletter.
    b.  Indicate in the newsletter which Captain/alliance you will join.
    c.  Announcements made on the D2 Forums or elsewhere will not be accepted.

Captains are responsible for:
    a.  Verifying/authorizing, in the North Fork newsletter those who wish to 
        participate under the banner of their alliance. The confirmation/verification 
        must occur after, or in the same newsletter, but not before, the participant's 
        declaration. (Lack of participant indication of joining and/or subsequent lack 
        of Captain confirmation will delay a team's participation in the Turf War.)
    b.  Distribution of prizes should their alliance win the Turf War.
    c.  Submit two (2) RSI Roll-Up Certificates to participate. (Note: Captains may, 
        if they wish, submit certs for all potential members of their alliance.)

Participating managers who are not Captains must:
    a.  Submit two (2) RSI Roll-Up Certificates to participate (Unless already 
        submitted by Captain. Note: extras will not be returned, but will go into the 
        winning pool of prizes.)
    b.  Announce their intent to compete with manager name, team name, and alliance 
        they will represent in the North Fork (DM 47) newsletter. Announcement made on 
        the D2 Forums or Chatzy will not be accepted.
        1.  No scores will be tabulated until two RSI Gift Certificates are received, 
            and participant indication and captain confirmation are posted in the 
            North Fork newsletter. NO EXCEPTIONS.
        2.  Before a manager can compete, he/she must declare themselves in the North 
            Fork (DM 47) newsletter as stated above AND be verified in the same or 
            subsequent newsletter by the alliance Captain they will represent.
        3.  Only one (1) team per player may compete.  No arena multiple teams or 
            aliases will be allowed.  Violations will result in immediate manager 
            disqualification (including team point adjustments) from the Turf War (so 
            be sure to take any multiple teams OFF of Team Maintenance and be certain 
            not to run any other team warriors).
        4.  Scoring will NOT be retroactive for teams/alliances that do not properly 
            declare or get captain confirmation or fail to send a Gift Certificate by 
            Turn 1.  In other words, if your Gift Certificate is not received until 
            Turn 3 of the Turf War, and you have fought on Turns 1 and 2, your score 
            will not begin until Turn 3.  All conditions must be met before scoring 
            will begin--declaration, verification, and Gift Certificate received.
        5.  No declarations or verifications will be accepted after Turn 3 of the Turf 

For purposes of scoring, the moderators will score the Turf War and settle any and all 
disputes as they arise.  Their decisions will be final. (Note: the intent is to have a 
very thorough set of rules so that few decisions, if any, are required from the 

Scoring will be as follows for Fights:

Team Points:
    a.  Fights made: (includes DA fights) 
            1 = 0 points,  2 = 0 points,  3 = 1 point,  4 = 3 points,  5 = 5 points
    b.  Wins earned: 
            1 = 1 point,  2 = 3 points,  3 = 6 points,  4 = 10 points,  5 = 15 points
    c.  Champion win = 3 additional points 
    d.  Down Challenge = (-5) points each (DM is exempt from DC rule)
    e.  Team with most wins per round earns 4 additional points
            (If ties, no points awarded)

Alliance Points (Rounds 1 through 5):
    a.  Fights made (DA fights count as a fight made)
            All (each) team of the alliance fights 1 to 3 warriors = 3 points
            All (each) team fights 4+ warriors = 6 points
            All (each) team fights all five warriors = 9
    b.  Alliance with most wins per that round = 5 points
            (If tied, no points awarded.)

Alliance Points (Rounds 6 through 10 as alliance point scoring doubles):
    c.  Fights made (DA fights count as a fight made)
            All (each) team of the alliance fights 1 to 3 warriors = 6 points
            All (each) team fights 4+ warriors = 12 points
            All (each) team fights all five warriors = 18
    d.  Alliance with most wins per that round = 10 points
    e.  (If tied, no points awarded.)
    a.  A Champion may be declared, but one is not mandatory. It is to the 
        team's/alliance's advantage that you do so.
    b.  Only one Champion allowed per manager at any given time.
    c.  Champions that graduate or are killed by another warrior or the Dark Arena, 
        may be replaced.
    d.  Champions must have fought at least one previous fight in the North Fork (DM47 
        arena) to be able to be declared a champion. 
    e.  A Champion can be declared on any round and point factors will begin that same 
        turn. (Must meet above 4 conditions prior to declaring.)
    f.  Challenges to or by Champions against members of the same alliance shall be 
        scored as a loss for each warrior.

     No warrior may be substituted without the proper use of the DA or arena death or 
death in a tournament or graduation. A maximum of five warriors may be on a team at 
any time. (The penalty for such substitution is -10 points.) 

     It is not in the spirit of competition to challenge fellow members of the same 
alliance. Hence, challenges as such will be scored as losses for both warriors.

    a.  A downchallenge occurs when a warrior challenges a warrior with lesser 
        recognition points. 
    b.  No challenge or bloodfeud by The Duelmaster shall be deemed a downchallenge. 
    c.  No challenge of the Duelmaster shall be deemed a downchallenge.
    d.  Bloodfeuds against warriors with lesser recognition are deemed downchallenges.

Tournament Considerations:
    a.  Tournament participation is allowed and ENCOURAGED as a great form of 
        recognition for North Fork.
    b.  It is an opportunity to gain skills and preferred challenging within the Turf 

Special Considerations:
    a.  Each alliance begins the Turf War with zero (0) points.
    b.  There will be NO alliance or team changes once the contest has begun.  If you 
        begin the Turf War with Alliance A, you must end the Turf War with Alliance A.  
        If you begin the Turf War with Team A, you must end the Turf War with Team A.
    c.  There will be a maximum of four (4) teams/managers allowed per alliance for 
        the Turf War VII. The minimum is two (2).
    d.  The Dark Arena may be used at any time without penalty.
    e.  If at any time, the Moderators determine that any non-TW team in the arena is 
        aiding and/or abetting any TW alliance or team, the affected points won by the 
        gifted team/alliance will be disallowed and the aiding non-TW team will be 
        asked to desist from play in the arena until after the Turf War concludes.

     The Turf War is meant to be a "winner takes all" contest.  All prizes, except the 
Endu Award listed below, and 100% of the Gift Certificates will be awarded to the 
Captain of the winning alliance at the end of the competition.  It is the 
responsibility of the Captain to distribute Gift Certificates.  
     Moderators will submit a list of each manager on the winning alliance to RSI at 
the completion of the contest for the non-Certificate prizes.
     All entry fees (rollup certs) are awarded to the winning alliance.  
     The following prizes have been secured from RSI:
        a.  Renaming of the North Fork (DM 47) arena;
        b.  Renaming of all Dark Arena Monsters 
        c.  Known Favorites for one DM47 warrior on each team of the winning alliance 
            (warrior must be ranked Initiate or above, must be alive, and must have at 
            least one DM47 arena fight to receive this award).
        d.  +1 Skill bonus (three) for each manager on the winning alliance.  Bonus 
            potions must be applied to living warriors from DM 47, no more than two 
            skills per warrior.
        e.  +1 Skill bonus potion (one) for each and every individual manager who 
            fights in all 10 rounds AND at least 45 fights of the Turf War.  Bonus 
            potion must be applied to a living warrior from (DM 47) (Endu Award).
        f.  Two additional random rollup sheets or rollup certs for each manager of 
            the winning alliance from RSI.
     These RSI awards will be listed by the Moderator for claiming from RSI (Lee) 
within 4 turns of the end of TW VI. The certs will be mailed to the winning alliance 
by the Moderators within two weeks of the end of the TW.

     The Moderators for this event will be Oz, Master Darque, and Assur (the TWX 
Triumvirate), They will arbitrate all dealings during the course of the contest.  
Their decisions will be final.  Direct questions, comments, and scoring disputes via 
Diplo in DM 47, on the Duel2 site in the Forums/via private message, or via email to:  

                      DM 47 (Diplo)    Duel2 (PM/Forums)   Email 
     Oz:              Land of Oz       "The Consortium"    wfms101@aol.com
     Master Darque:   Darque Forces    "Darque"            rebelnerfherder@yahoo.com
     Assur:           Bash Bros Park   "Assur"             assurnasir@yahoo.com