Date   : 05/11/2018    Duedate: 05/24/2018


DM-93    TURN-504

This Weeks Top Honors


(93-10190) [2-1-0,30]

Chartered Recognition Leader   Unchartered Recognition Leader

                               CARD SHARKS! (1743)
                               (93-10190) [2-1-0,30]

Popularity Leader              This Weeks Favorite

FULL ROSTER                    FULL ROSTER
BASH BROS DL (1744)            BASH BROS DL (1744)
(93-10198) [2-1-0,15]          (93-10198) [2-1-0,15]



Team Name                  Point Gain  Chartered Team
1. CARD SHARKS! (1743)         27
2. BASH BROS DL (1744)          2      THE MUPPETS (132)
3. CLOAK WARRIORS (1737)        0      Unchartered Team

                                       BASH BROS DL (1744)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*BASH BROS DL (1744)       10   5  0 66.7   1/ 2*BASH BROS DL (1744)      10  5 0
 2- 2*CLOAK WARRIORS (1737)     19  16  3 54.3   2- 1*CLOAK WARRIORS (1737)     9  1 2
 3/ 3*CARD SHARKS! (1743)        6   9  1 40.0   3/ 3*CARD SHARKS! (1743)       6  9 1

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

                                    TEAM SPOTLIGHT

Training: Skills or Stats?

     D2ers often hear a statement similar to this: "Train skills; do not train stats." 
The implication or sometimes direct statement is that you will be sorry if you train 
stats, especially certain stats. The Consortium opinion is that, in the majority of 
circumstances, it is perfectly all right and normal to train stats, and in some cases 
it is better to train stats. (This process of training stats is often called 
"burning.") The purpose of this presentation is to explore stat and skill training and 
to give the D2 Manager some ideas as to if, or when, stat training is either aok or 
best. The article will also explore when it is considered best not to train stats.
     First, to set the stage, there are several principles, givens, and ideas that the 
reader must understand.

1. Skill training is mostly dependent on WT. The higher the wit, the more skills per 
   fight the warrior is likely to learn. It also seems one can learn more skills 
   fighting a very experience/skilled warrior. (Whom apparently teaches well?) There 
   is always a luck roll involved.
2. Stat training is rather highly dependent upon two things:
    a. WL; a warrior's stat learn probability is 5% times the will.  For example, a 
       warrior with 10 WL has a (5%x10=50%) 50/50 chance to learn the stat, while a 
       warrior with 15 WL has a 75% (3 to 1 odds) chance of learning the stat.
    b. The number of stats of that type already trained. A warrior's learning rate for 
       a specific stat is halved each time he earns one of those stats. For example, a 
       warrior with 10 will has a 50% (5%x10) of earning a first stat of a type, but 
       only a 25% (5%x10 halved) of earning the second stat of that type (and on to 
       12.5% for the third). Realize, however, that it is really 50% for the 1st, 
       27.5% for the 2nd (since he earned the 1st and is now at 11 WL) and 15% for the 
       3rd (since he had previously bumped the WL to 12). Note: There is always a 
       luck/unlucky roll involved.
2. Training most stats also earns the warrior certain skills. (Check your C.I.C. 
   packet for this.)
3. There are limits to the number of stats and skills a warrior can have.
    a. In basic, a warrior can have no higher than 21 of any stat type.
    b. A warrior is limited to earning 20 skills (beyond the initial skills the 
       warrior is "born" with) of each type in his career. Those 20 skills may come 
       from learning skills or from training a stat which gives the warrior one or 
       more of those skills. He is deemed "maxed" in that attribute when he learns the 
    c. A warrior can, however, learn more than 20 skills of a type if he first learns 
       his 20 allowed skills, and then trains stats which give the warrior one of 
       those specific skills.  (This factor is why one often hears "Do not train stats 
       or you will be sorry".) 
4. Certain stats improve the "physicals" of your warrior. For example, there is a 
   reasonable possibility that training ST can improve how much damage your warrior 
   does when he hits.

     With those principles in mind, one can postulate certain scenarios which might 
provide a basis for decision-making as to "what to train". These represent, first, the 
knowledge necessary, then, The Consortium scenarios for training decision:  STATs or 


1. Be aware of the probable skill learn rate. (This is a highly variable number, based 
   on many, many factors of the game, including luck rolls. However, WT is the primary 
2. Be aware of the stat training probability for that stat (mostly determined by WL). 
3. Be aware that virtually everything in D2 has a probable roll or luck factor
4. Be aware of the potential "physical" improvement to your warrior for stat training.
5. Know which stat trains do not provide any skills.  For example, raising to 12ST 
   improves the stat, but cannot provide any skills or "burning", while raising to 
   15ST improves that stat and provides two "burned" skills:  attack and parry.  Note: 
   Physicals might improve in either case.
6. Determine if that specific warrior will be enhanced by a possibility of earning 
   more than 20 skills of a type. (Example, a warrior that is meant for the long-term, 
   or is deemed to be a near-godling is extremely likely to benefit from the extra 
   skills at high-ADM classes where every warrior is maxed or near maxed in stats and 
   skills and every single skill can make a difference in a fight. A warrior who is 
   expected to be around for a shorter period, or is to be "retired" upon graduation 
   to Lord Protectorship, will not be around long enough to earn and benefit from the 
   few extra skills available.
7. Know which is likely to benefit your warrior most when you decide to train skills 
   of a certain stat.  How many skills am I likely to learn if I train skills verses 
   the probability of learning that specific stat train and the subsequent physical 
   and skill gain earned?


1. Upon rollup, evaluate each warrior and classify: long-term/godling (GOD), possible 
   long term (UNS), standard warrior (run to graduation=NRM).
2. Do not train stats on GOD, unless they are non-burning stats.
3. Limit training stats on UNS, unless they are non-burning stats, until it is decided 
   that this warrior is not a GOD.
4. If a NRM, train whatever the manager believes will most enhance the warrior winning 
5. When deciding between stat or skill training, compare the probability quantity of 
   skill earning vs. the probable of learning the chosen stat and its potential 
   physical and skill contribution.

     Perhaps a couple of Consortium examples are in order. Let's consider these two 
warriors:  a 14-7-12-15-20-14-11 striker and a 4-10-11-17-17-4-21 aimed-blow.
     Although a solid warrior, the striker would be considered NRM, especially since 
strikers are not considered likely Primus-level styles. The warrior probably rolled 
good damage and good endurance. The odds of getting a first stat raise are near 100% 
(5%x20, but everything has a "luck" roll). The warrior at 15WT should expect to earn 
nearly two skills per turn (Consortium rates 15WT skill learn rate at 1.75ish) 
Consortium Managers would plan two immediate "bumps": WL to 21 and ST to 15. Moving to 
21 WL gains seven fine skills (2 each Att, Par, Def and 1 Decise) and enhances 
physicals a tiny bit. (Adds 0.4 it points and improves endurance a small amount) 
Training skills would have yielded a probability of two skills, and three if lucky. 
The choice to train WL is a no-brainer. The 2nd plan train to 15ST is also a good one. 
At 15 ST, two skills are earned, attack and parry. The 15ST also enhances weapon 
selection, making the striker now strong enough to carry certain "larger weapons" with 
no penalty. (The battle axe is an often favored weapon of Consortiumites -- and 
probably should be a favorite of yours.) The 15ST also has the possibility of raising 
the warrior's damage rating from good to great. Consortium places this damage bump 
odds at 4-1, appx 20% likely.) Compared to the probability of learning 2 skills (or an 
unlucky 1 or a lucky 3) the 15ST raise seems like a good one. There are no more 
planned raises for this warrior, but that does not preclude that a Consortium manager 
might not later attempt an additional ST raise to 16 (if great damage was not 
attained) and a raise to 8 CN, especially if the warrior has a "frail" rating.
     Warrior #2, the aimer, is rated a GOD. There would be no planned stat raises to 
the warrior, training skill all the way until maxed. However, there would be no reason 
not to consider CN raises, as no CN raise burns skills and every aimer can use 
additional hit points. This choice would need to be balanced against the probability 
of earning 2.25 skills per turn (Consortium rating). One additional consideration 
should be given. If this warrior rolled "little damage", (normal damage is more 
likely) the bump to 5ST could be what is needed to get normal damage. The raising of 
that stat "burns" a parry and an attack skill, however. For a long-term warrior, 
especially an aimer which can use little-damage somewhat effectively, this bump would 
not be recommended.
     In conclusion, there is no absolute when it comes to training skills or stats. 
Training stats is certainly not a no-no. Burning skills can be inconsequential. 
Physical and skill gains from stats can greatly enhance the warrior and the W/L 
record. But, like most other decisions in D2, there is a trade-off. Burning stats on a 
long-term, ADM+ warrior could prove damaging to the warrior's long-term health. Choose 
wisely rather than automatically.
     Perhaps this quote from another player's article will enhance your understanding? 
"Raising stats:  Care must be taken in doing this. All fighters start out with the 
ability to learn 20 skills each in the categories of Defense, Parry, Riposte, Attack, 
Decisiveness, and Initiative.  When you learn all 120 skills, you've maxed out.  You 
can get skills through normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con which has no skills), anything gained will count as 
one of the 20.  This is called "burning" skills.  If, on the other hand, you wait 
until you've maxed out, then raising stats will add those imbedded skills to the ones 
you've learned, enabling you to exceed your limits.  But raising stats will give an 
immediate boost to your abilities.  It's a question of short term vs. long term gain."

                                          -- Dealer (Consortium affiliated)



     The striker is one of the core styles in the game.  It is the easiest style to 
succeed with and run.  Design is important and while I am sure there are managers with 
a more refined set of strategies than I have, I have more than enough experience with 
them to give a set of basics to get anyone started.  So perhaps this should be 
considered a beginner & intermediate guide to the style.
     The first thing to note is that strikers are pure offensives.  I would not 
recommend trying to do anything else with them.  I'm sure there HAVE been successful 
'tank' strikers (lots of str, con, wil) and I've seen 'dodgy' strikers that dodge as 
well as lungers.  But I consider these the exceptions.  I don't recommend messing with 
anything but the pure offensive version.  This is what they were made to do.  And with 
the right set of stats and physicals, you can wind them up and let them go and they 
become quite pretty to your win/loss record.
     First I will describe what I look for and recommend in physicals.  Endurance and 
damage are the only two items that matter.  My 'minimums' are Normal Endurance/ Normal 
Damage, Poor Endurance/Good Damage, and Very Little Endurance/Great Damage. I don't 
run anything below those levels any more (and sometimes not even the ones that roll up 
with those levels).  I (and others) have succeeded with less, but I stand by my 
recommendations.  There are managers whose standards are higher than mine, also.
     Next are skills & stats.  Note that the only skills that 'really' matter for a 
pure offensive are attack, initiative, and decisiveness.  The other skills don't hurt 
you, but don't design or really care about them.  For decise, I recommend staying in 
the 8+ range.  10+ is a lot better, but I'd be willing to go down to 8 on a striker.  
(That translates to something like 15 wit/9 will/10 speed as a bare minimum.)  Attack 
is trickier.  I've seen too much variation in strikers to give a 'minimum' value.  6+ 
is a guideline, but more is way better.  The tricky part is how many good strikers 
I've seen that started with less (even far less).  I wouldn't worry as much about 
attack, but realize that it is a core stat.  I (and most other managers) don't design 
around initiative.  Following good practices on the rest of the stats should be fine.  
For stats, I recommend the following minimums:

                        STR:  9 (Add points here, especially for low size strikers)
                        CON:  any
                        SIZ:  any
                        WIT:  11 (Add lots of points here if you can)
                        WIL:  9 (breakpoints at 9, 15, 17, and 21)
                        DFT:  11 (11 is perfect)

Feel free to experiment with one of the numbers lower than my minimums.  3 str Dagger 
strikers work fine.  The minimums work well though.  They give a weapon, physical, and 
skill configuration that is nice.  (SS/SC available, breakpoints on attack skills).  
While I say 'any' for CON & SIZ, I'd prefer con on the low side.  I want my points 
going to skills or damage first.

     Weapons:  For speed, SS, HA, and QS are the typical choices.  For damage, SC, BS, 
and BA. LO is another core weapon with great all around strengths.
     Armor:  ALE/L max!  Ok, you can go higher.  But why?!?  You're trying to win as a 
pure offensive.  N/N if you don't care about death.  ALE/L if you do.  That is my 
motto on pure offensives.
     Strategy:  10-10-x (modify with tactics as desired).  Feel free to experiment in 
later minutes and desperation.  I do recommend lowering numbers as the fight 
progresses, but you're going to win or lose in 1 minute anyways, so it doesn't matter 
     Examples:  These are strikers that I've currently got ready to prep for their 
next tournament or I'm running right now.  I mostly only run strikers in tourneys, so 
my strikers tend to look similar.  The Consortium runs lots of strikers here in DM 93 
and I'll point you to his design articles for strikers that don't have 21 wit. 21-4-7-
21-9-11-11, 9-9-16-21-10-8-11, 9-3-16-17-17-9-13, 17-5-10-21-10-10-11, 11-13-5-21-9-
14-11, 15-3-11-21-9-14-11, 17-4-10-21-9-10-13, 9-9-12-21-10-12-11      
     Advantages/Strengths: Strikers learn decise & attack, can use all the good 
weapons, and conserve endurance.  What is not to love?!?  Can run very well on a 
single strategy and can beat every style.  Lots of design flexibility.
     Disadvantages: They cannot be bonused in attack and they can use all the weapons 
(meaning your favorite is probably a bad/mediocre weapon).  They are a low attack 
style. They do not have much flexibility in ways to run/win and so some consider them 
less fun.
     Best Matchups: Bashers, Slashers, Parry Lungers, and Aimed Blows.
     Worst Matchups: Parry Ripostes and Wall of Steels.

                                      SPY REPORT

     The sages err'd not in their foretelling of a god descending upon NOBLISH 
ISLAND, for I, Novgorodny Vir, have returned!  CLOAK WARRIORS?  Who?  BASH BROS DL is 
the top team these days, buddies!  CARD SHARKS! had cause to celebrate, after POKER 
got 20 points by beating CRUSHED HOPE.  CRUSHED HOPE certainly had a baffled 
expression on his face, after losing to POKER and losing 10 points in the process!  A 
certain someone saw IGGIE THE SCUM at The Dripping Blade with the shakes, and now it 
fails to show up to defend its throne.  What a pathetic slob!  In NOBLISH ISLAND, 
nothing is permanent (except Death), and we find ourselves a new Duelmaster, TRUMP.  
So who was the warrior seen charging into immovable walls and challenging dead trees? 
Someone's got a basic problem...   
     And how sociable are NOBLISH ISLAND's warriors?  Come, let us see.  Perhaps the 
warriors of CARD SHARKS! should take up some hobbies, as they are the most avoided 
team...  As a woman of good breeding scorns the "warriors" of BASH BROS DL, so did 
that sorry team shy from CARD SHARKS!   
     The moving sword slashes, and having slashed, moves on...  Ask not a spymaster 
for counsel, for he will pontificate long after you have fallen into an unconscious 
     Leave me now, you base fools!  As the seasons change, and the creatures of the 
wild change also, so do I feel a yearning to leave this place.  Do not despair!  I 
shall return!-- Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 TRUMP 10190                   2   1  0    30       CARD SHARKS! (1743)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-IGGIE THE SCUM 10141          4   3  1    56       CLOAK WARRIORS (1737)
-RIVERSIDE SHAKEPERE 10142     4   3  0    43       CLOAK WARRIORS (1737)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
-AQUA-KNOT 10144               6   1  0    31       CLOAK WARRIORS (1737)
-SOCCER-PANTS 10140            4   3  2    30       CLOAK WARRIORS (1737)
 PHANTOM INJURY 10199          3   0  0    29       BASH BROS DL (1744)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 POKER 10187                   1   2  0    22       CARD SHARKS! (1743)
 FAVORITE PLAYER 10197         2   1  0    16       BASH BROS DL (1744)
 FULL ROSTER 10198             2   1  0    15       BASH BROS DL (1744)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
-HASSAN 10143                  1   6  0     9       CLOAK WARRIORS (1737)
 TOOL 10200                    1   2  0     9       BASH BROS DL (1744)
 CRUSHED HOPE 10196            2   1  0     7       BASH BROS DL (1744)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 CRAZY 8'S 10189               1   2  1     6       CARD SHARKS! (1743)
 DUECE 10191                   1   2  0     5       CARD SHARKS! (1743)
 ROOK 10188                    1   2  0     5       CARD SHARKS! (1743)
-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)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?

                                     PERSONAL ADS

Assur, you're killin' me! Kudos! -- Dealer
P.S. I want a reshuffle.

Congrats to Duelmaster, Iggie The Scum, who is really far better than scum. -- Dealer

Gee, that Assur surely does pen a fine article and spotlight, doesn't he? -- Dealer

Baseball sucks!!!! -- The hurting Card Sharks

Not my best work, but for a first draft, I think the striker article is fine. -- Assur

Duece -- Thanks for the nice challenge.  I would recommend that the Dealer read my 
striker article so he knows better how to run you.  Specifically the part on 'worst' 
matchups. -- Assur

                                  LAST WEEK'S FIGHTS

TOOL was devastated by TRUMP in a 1 minute mismatched Title fight.
POKER vanquished CRUSHED HOPE in a 1 minute uneven battle.
ROOK was demolished by PHANTOM INJURY in a crowd pleasing 1 minute uneven fight.
CRAZY 8'S was viciously subdued by FULL ROSTER in a exciting 7 minute novice's fight.
DUECE was bested by FAVORITE PLAYER in a crowd pleasing 1 minute novice's duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  3         SLASHING ATTACK    1 -   0 -  0     100  |
|BASHING ATTACK                   3         AIMED BLOW        19 -  11 -  1      63  |
|WALL OF STEEL                    2         WALL OF STEEL      5 -   3 -  0      63  |
|AIMED BLOW                       1         LUNGING ATTACK    14 -  11 -  1      56  |
|TOTAL PARRY                      1         STRIKING ATTACK   23 -  21 -  4      52  |
|PARRY-LUNGE                      0         TOTAL PARRY        6 -   6 -  1      50  |
|PARRY-STRIKE                     0         PARRY-RIPOSTE      3 -   3 -  0      50  |
|PARRY-RIPOSTE                    0         PARRY-LUNGE        4 -   4 -  2      50  |
|LUNGING ATTACK                   0         BASHING ATTACK    19 -  24 -  0      44  |
|SLASHING ATTACK                  0         PARRY-STRIKE       4 -   7 -  1      36  |

Turn 504 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is FULL ROSTER 10198.  The most popular warrior this 
turn was FULL ROSTER 10198.  The ten other most popular fighters were POKER 10187, 
PHANTOM INJURY 10199, DUECE 10191, FAVORITE PLAYER 10197, TRUMP 10190, ROOK 10188, 
TOOL 10200, CRUSHED HOPE 10196, CRAZY 8'S 10189, and  0.

The least popular fighter this week was CRAZY 8'S 10189.  The other ten least popular 
fighters were CRUSHED HOPE 10196, TOOL 10200, ROOK 10188, TRUMP 10190, FAVORITE 
PLAYER 10197, DUECE 10191, PHANTOM INJURY 10199, POKER 10187, FULL ROSTER 10198, and  

                  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)