DUELMASTERS NEWSLETTER

Date   : 11/01/2003    Duedate: 11/14/2003

NOBLISH ISLAND ARENA

DM-93    TURN-154

This Weeks Top Honors

THE DUELMASTER IS

TORANS ULRIK
MIDDLE WAY 9 (1344)
(93-7790) [5-1-0,66]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              TORANS ULRIK
                               MIDDLE WAY 9 (1344)
                               (93-7790) [5-1-0,66]

Popularity Leader              This Weeks Favorite

TORANS ULRIK                   TORANS ULRIK
MIDDLE WAY 9 (1344)            MIDDLE WAY 9 (1344)
(93-7790) [5-1-0,66]           (93-7790) [5-1-0,66]

THE CURRENT TOP TEAM

SHADOW WARRIORS (1346)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. WONDERLANDERS (1351)        37
2. THE BLACK GUARD (1299)      30      DYSERAY (312)
3. SHADOW WARRIORS (1346)      25      Unchartered Team
4. THE KAIBUTSU (1353)         23
5. MIDDLE WAY 9 (1344)         14      WONDERLANDERS (1351)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*WONDERLANDERS (1351)       4   1  0 80.0   1/ 2*SHADOW WARRIORS (1346)    8  6 2
 2/ 0*THE KAIBUTSU (1353)        3   2  0 60.0   2/ 1*MIDDLE WAY 9 (1344)       8  7 0
 3/ 2*SHADOW WARRIORS (1346)     8   6  2 57.1   3/ 0*WONDERLANDERS (1351)      4  1 0
 4/ 1*MIDDLE WAY 9 (1344)       17  13  0 56.7   4- 3*LEATHER CHICKS (1239)     3  2 0
 5- 3*LEATHER CHICKS (1239)      9  21  0 30.0   5/ 0*THE KAIBUTSU (1353)       3  2 0
 6/ 4*THE BLACK GUARD (1299)     6  16  1 27.3   6/ 4*THE BLACK GUARD (1299)    1  5 0
 7/ 0*THE DARKSIDERS (1345)      0   5  0  0.0   7/ 0*THE DARKSIDERS (1345)     0  5 0

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

                                    TEAM SPOTLIGHT

              + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +

     "Tinkering strategies?"  Jorja glanced around the common room of the Lighthouse
quickly.  None of her gladiators were near by, but she leaned forward and lowered her
voice anyway.  "The team here doesn't believe I ever do that, and I don't want them
to hear me saying differently, Diaretic.  They'd get expectations, and I don't have
any plan to make life that easy for 'em.  But here's the way I go at it when I'm
feeling generous with my warriors.  Mind you, this is just the way *I* do it, and
there are plenty of other approaches.
     "Say I've got a warrior who's a pure offensive style, which means a basher, a
lunger, or a slasher.  I don't count strikers, as they're versatile and sometimes
unpredictable.  Say I've started him out fast, maybe 8-6-x.  Unless he's fighting
another pure offensive, he should be first off the mark.  So I look for the problem.
If it's a problem with his numbers and style and he should have been some other kind
of fighter, well, too bad, we're both stuck with it.  I can boost his offensive
effort to ten--sometimes it already IS ten, of course, but if it isn't, then that
goes up to the top.  I can drop his activity level, say to four.  I know some people
start their offensive warriors going 10-10-x, but to my mind, this is just asking for
early burnout in a fight.  I've seen that kind of thing--a warrior comes out of the
starting gate like his socks are on fire, and by the MIDDLE, not the end, of the
first minute, he's panting and staggering, and losing.  Sure, some warriors can take
that kind of energy burn, but most can't.
     "So I tinker with his numbers, and it doesn't help, he still gets jumped when he
shouldn't.  The next thing to try is dropping the weight he's carrying.  Maybe I've
got him in some kind of mail, okay, I drop that to leather.  This reduces his
protection against blows from his opponent, of course, but everything's a trade-off.
If he gets out there first and deals a shrewd blow or two, it won't matter; he'll win
before he gets hurt.  If he's already in leather, or if I want to lighten him up
further, I'll drop his backup weapon and give him a lighter one.  Say he's got a
scimitar with a backup same, maybe I'll drop the backup to a shortsword or even a
dagger.  I'll always leave him SOME backup weapon--"
     "He'd have his fists, if you didn't give him a backup weapon, wouldn't he?"
Diaretic asked.
     Jorja shrugged.  "Well... yes, but none of the pure offensives do well with
their fists.  Strikers, maybe, but not bashers, lungers, or slashers.  They can and
will use 'em if they have nothing else, but they won't do well.  And frankly, I
wouldn't even send out an aimed blow, the CLASSIC unarmed style, with nothing but his
fists for backups.  I've seen too many of them 'struck in the arm with the parry'.
It's too risky for a warrior who's already got problems.  Unless, of course..." she
looked suddenly thoughtful, "I'm hoping he'll get killed...."
     Diaretic raised his eyebrows.  "Do you do that much?"
     "Send them out hoping they'll die?"  Jorja shrugged.  "Well, yes and no.  I run
everything, maybe send one warrior in a hundred to the Dark Arena--after he's fought
for a year or two.  There are often warriors that I would LIKE to see die, even
though I hate the hassle of recruiting new ones.  But I've never sent a warrior out
unarmed, unarmored, and with the basic 1-1-1 default strategy.  At least, not
deliberately.  There's a team I have in Murska that was running on maintenance once.
I wasn't paying attention, and no less than THREE new warriors started up there
without strategies--and survived!  They had horrible records by the time one of the
other managers managed to get my attention, 0-19 I think it was, but they survived.
Tough men, and they eventually made it to graduation, once I gave them 'sharp pointy
things' to use on their opponents.  But I don't do that deliberately."  She paused
and signaled for one of the waiters to bring Diaretic a fresh drink.
     "Where was I?  Warriors getting jumped when they shouldn't be, right.  As a last
resort, because I don't really care for tactics, I might give such a warrior
decisiveness in the first minute, also.
     "But if none of this works, if he still gets jumped regularly, then I have to
think about taking a different approach.  Maybe he'd be better off running slowly,
despite his style.  So I put more armor on him, some kind of mail, usually, and I
slow down his first minute, maybe invert it: 4-6-x or 4-8-x or something.  And then
in the second minute pop him up to eight or ten offensive effort, on the idea that
he'll catch the faster offensives when they're tired.  Sometimes it works.
Especially with beginning warriors, winning can often be a game of endurance.  He who
is still standing, wins."
     Diaretic nodded and sipped his drink.  Half-formed ideas of how he might use
these ideas on his own warriors revolved in his mind.  "What about the opposite case,
a defensive warrior who can't last long enough to win as he should?"
     "The total parry who collapses from exhaustion in the second minute?"  Jorja
laughed.  "I've had a few of those over the years.  I call 'em 'the warriors of
exasperation'.  It isn't easy running everything, you know--I end up with some
warriors that not even a mother could love, and with them, I tend to do really dumb
things, just for the heck of it.  The aimed blow with a deftness of three or four,
for instance, or the total parry with no con.
     "But for the, hmm, 'legitimate' cases of warriors running too fast, well, there
are signs as obvious as an offensive getting jumped.  'Fighting to conserve energy',
'straining to hold his weary arms at guard', stuff like that in the fight report is a
sure sign.  You can take two approaches to that, lower the weight they're carrying so
as not to burn their energy that way--lighter armor, lighter weapons.  Or slow 'em
down.  Say I've got a ripper going 6-8-x and stumbling with exhaustion in the second
minute.  I might slow this warrior down to 4-6 and see if that helps.  Heck, I've
even done that with offensives.  Back when I started slashers out going 10-10-x, I'd
get them stumbling with exhaustion and losing because of it in the second or even the
FIRST minute, and I'd slow 'em down.  Activity level comes down first for an
offensive warrior--I think of that as the 'dodging and parrying' number.  Offensive
effort comes down first for the defensives."
     "Hmm."  The younger manager frowned, making a series of linked rings on the
table top with the wet bottom of his glass.  "What about warriors who flail wildly?"
     "I've been told that this is due to lack of attack skills, and unless you're
going to train stats and burn those skills, nothing but time will cure it.  But I've
found that sometimes--not always--lowering kill desire helps.  Drop it to five, say,
if it's higher.  Dropping the offensive effort a notch might help, too.  I think of
'flailing wildly' as 'trying too hard'.  You can never be sure, of course, because
managing gladiators is an art, not a science."  She paused and half stood, looking
toward a center of commotion.  "Do you want Wednesday to get falling down drunk on
the night before the fights?"

           +<]H[>+-----+<]H[+ Question of the Week #8 +]H[>+-----+<]H[>+

Question, turn 417:

All -- Here's last cycle's question that didn't make it in (along with page two of my
personals).  What are the top five weapons to be successful in Advanced? -- Hanibal
Q.O.W.

Answers, turn 418:

Q.O.W. Response -- The top weapons in AD, or even basic DM, are generally agreed upon
to be the SC, LO, BS, and BA.  The scimitar is an all round great weapon.  Seems
easier to crit with, and even against heavy armor, still dishes out a lot of damage.
Because it's a slashing weapon, it seems to pull a lot of critical damage on normal
hits.  The longsword is the second best, though that could be contended, for its one
great ability, the knockdown!  The broadsword is heavy, but it dishes out heavy
abuse, it doesn't break often, and it is pretty good at smashing through parries.
The battle axe is just plain cool, and it is very painful!  After those four, it's
difficult to say which weapon is better.  I like daggers, though shortswords are
strong, and the halberd is really fun if your warrior can throw crits with it. --
Adie

I must have missed the question this is answering, or it was part of an ongoing and
sometimes heated discussion on winning and killing  and aiming locations in Aruak
City.
     Q.O.W. Response -- Other than the obvious ability of aiming at the
chest/abdomen/head to gain death intent statement, I think that it's more difficult
to win when aiming at the body because there are more hit-points there.  This is
especially the case against tough, armored warriors.  Attacking the body with lunging
weapons can get knockdowns, but I think that it's even easier if you aim at the legs.
If you consider protect locations though, maybe the body is better to aim at because
maybe fewer people protect it.
     The limbs, and head especially, have less hit points, so if struck, such a
warrior usually gives up sooner.  Aiming at the head can get quick victories and
death intent statements, but results in more deaths, obviously.  But I think a lot of
people routinely protect the head.  Aiming at the arms allows the defeat of a warrior
when they lose their weapon, or use of their arm, and can't draw a back up. -- Adie
P.S.  I only advocate aiming at the arms and legs in Aruak City.  Elsewhere is a
different story.

Question for turn 418, to be answered next turn:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can
warriors regain the use of them eventually if the fight goes on?  Can they punch or
parry with it, even though they can't draw a back-up? -- Adie

Adie's QoW -- Striking arms can cause an opponent to drop their weapon and
(temporarily) lose the use of the limb.  Striking the legs can increase the chance of
a knockdown.  Striking at head, chest, or abdomen can allow for a kill on the sands.
Chest and abdomen seem to be the locations best protected by armor.  Head can have a
different level of armor protection than the rest of the warrior's body, which can
make things tactically interesting.  From what I've seen, managers usually have their
warriors protect their vital hit locations by default, so to me it makes more sense
to aim at non-vitals. -- Generalissimo Puerco
     Is Generalissimo Puerco psychic?  Tune in next turn and find out!

Hanibal's QoW -- All of the one-handed swords make up the top tier of weapons, with
the axes and spears on the second tier (consider halberd in this group), and all the
bludgeoning weapons (and the greatsword) at the bottom.  Quarterstaves, war hammers,
and mauls are liked by some, and as far as I'm concerned, they can have them.
Unfortunately the quarterstaff recently became tied (with longsword) among my LPs for
most popular favorite weapon.  Also, interestingly, I only have one LP that favors
the scimitar, and it's a total parry! -- Generalissimo Puerco

Hanibal -- Top five weapons?  Hm, scimitar, scimitar, scimitar....  Oh, you mean
DIFFERENT weapons?  A lot depends on the style of the warrior in question and his or
her favorite.  But scimitar is up there near the top of the list for many styles. --
Leeta

The question from turn 418:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can
warriors regain the use of them eventually if the fight goes on?  Can they punch or
parry with it, even though they can't draw a back-up? -- Adie

Answers from turn 419 and 420:

Q.O.W. Answer:  I have had all sorts of s#&amp;t (not sure what word this was
supposed to be) happen regarding arms falling uselessly at their side: some warriors
give up, some continue on, I've even had a warrior lose his use of an arm twice in
one fight (and he still won!!!).  One thing is certain...the weapon in the useless
hand always drops in the sand. -- Dr. Strange

     Refers to last turn's question--
QOW -- Weapons?  We agree that SC seems tops with LO and BS highly desirable.  The
Consortium clan has a great affinity for these also:  BA, DA, QS, SH, WH and GA.  Not
the normal "feelings," but... -- Kennelworth

QOW --  A useless arm is a statement and since it normally comes at the end, it
"seems" to mean something, but it is similar to a dropped weapon. -- Kennelworth

Answer Q.O.W. (arms) -- When arms are struck in combat, I too have seen a variety of
things occur.  I've seen them get hit, forcing a weapon to be dropped, but then a
back up pulled immediately.  I've seen them get hit, drop a weapon, and be too hotly
engaged to pull a new one.  Also, they can hang useless after being struck.  The
weirdest thing I've ever seen is a warrior lose the use of their arm, drop their
weapon, strike with their fists, and then have one of those fists get parried, AND IT
WOULD BE THE ONE THAT WAS USELESS THAT WAS INJURED BY THE PARRY!  Strange eh?  So if
both arms went useless, you could still fight with fists?  Hmm... -- Adie

New question, turn 419:

All -- I recently tried an experiment where I gave a warrior a Primary weapon
(Broadsword) and the same off-hand back-up.  She pulled the back-up when things
slowed down in min. 2.   Does this mean she prefers two weapons or do they always do
that?  If you give a warrior two back-ups will they pull the one they prefer or
whatever you list first? -- Hanibal -- Q.O.W.

Answers, turn 420:

Answer Q.O.W. (backups) -- When things slow down in a fight and neither warrior is
eager to hold the initiative, they will usually pull any off-hand or back up weapon
they have, whether they need it or not.  It has no relation to whether that warrior
prefers to fight with two weapons or not.
     Drawing back-ups also can occur when the fight is intense.  If your weapon
breaks while on the offense, often such a warrior will draw their back up and attempt
a riposte to hold the init.  Also, if you're on the defensive and you attempt to
riposte, but you have a back-up weapon or off-hand weapon to draw, your warrior may
try to pull it. Success is not always guaranteed in either case though since your
warrior may be 'to hotly engaged'.  Even if a defending warrior succeeds, drawing a
weapon after a riposte forces that warrior to give up the init they could have taken.
But if they pull a back-up and THEN riposte, then can take the init.
     If you give a warrior two back-ups, they pull the one listed first, and if it
breaks or is dropped, they'll pull the second.  It is not random. -- Adie

QoW -- If the warrior has a free off-hand, and a backup off-hand weapon, it usually
isn't long before they decide to make use of it.  I'm guessing that OE and
coordination (anonymous source) are factors that affect the likelihood of drawing a
backup in the off-hand.  Wanna Be, manager of A Savage Few here in Aruak, once hosted
a fast draw contest where contestants had to start the fight unarmed but could have
backup weapons.  The all-out offensives would sometimes spend a full minute or more
with their fists before deciding to draw steel.  The defensives would usually draw
something the first chance their opponent would give them. -- Generalissimo Puerco

New question, turn 420:

All -- I was noticing the skill modifiers for low to high size; do these negatives
keep a warrior from being successful at the high end of the game? -- Hanibal --
Q.O.W.

We're now caught up with Aruak City (dm 11) on the Questions of the Week; they are
about to run turn 421 as i write this.  So if Hanibal misses a turn in asking, or the
managers there miss a turn in answering, we'll have to miss a turn in looking over
their shoulders.  Amazing how things follow one another like dominoes falling, isn't
it?  There is NO REASON AT ALL why you here can't pose Questions of the Week of your
own.  Send them as a personal to DM 11, identify yourself as a new manager seeking
enlightenment, and you should get a helpful response. -- Jorja

     >)]H[(< + -----:----- + >)] The Free Cities #71 [(< + -----:----- + >)]H[(<

Riztab:

     "There was something out there," Tillouisa whispered, squinting into the moonlit
distance.  "I SAW it moving across the water."
     "Somebody night-fishing in a rowboat," Song of Summer said in a normal voice.
"Everything isn't monsters, Til."
     "Ha!  That just shows how much YOU know."  Tillouisa abandoned her whisper and
scowled at her teammate triumphantly.  "I've SEEN monsters, Summer.  I know what I'm
talking about.  There are ALWAYS monsters around water--"
     "In the Shagornan Desert, maybe, but--"
     "Everywhere!  Water's tricky, Summer.  You can't TRUST it," the Rirorni woman
stated positively.
     Before Song of Summer could reply to that, a cry floated to them from the dark
lake.  Not a human cry, nor the call of any nightbird that either woman had heard
before.  There was a little of the wolf howling in it, but what wolf would be in the
middle of miles of water?  And even the howl of a wolf did not chill the blood quite
so effectively.
     After a moment, Song of Summer swallowed twice and said, "It might not be a
monster even so."  She didn't sound like she believed that.  "It might be...just some
strange creature out there."
     There was another cry from the lake, this time all too human, shrill with terror
and despair.  Splashes accompanied it.
     "I guess there was a night-fisherman out there, after all," Tillouisa noted.
     "You don't have to sound so cheerful about it!  That poor man probably died
horribly."
     "He would've heard the rumors of monsters same as we did," Tillouisa said,
shrugging.  "If he chose to risk the lake anyway, well, what did he expect?"  She
turned away from the waterfront.
     "I don't suppose there's anything we could do to help him?"
     "I don't suppose so.  He's probably dead by now.  Come on."  Tillouisa grabbed
her teammate's arm and started towing her back up the sloping street.
     "Where are we going?"
     "Around this block of buildings.  They're all collapsed, and we couldn't get
through them.  I want to check out the old records building now while the monster's
out on the lake."
     "Til!  You're INSANE!  We don't know there's only ONE monster."
     "We can find out, then."

Malcorn:

     "It looks like somebody laid a plate, or a shield, or, I dunno, a cartwheel or
something on the field," Blacklock said doubtfully.
     "If plates, shields, or cartwheels came twenty feet across, yes, it surely
does," Birdsong agreed.
     Blacklock moved to study the circle of flattened grain--which was to have been
cut today--from another angle.  Not that there was anything different to see.
Perfectly circular, perfectly flat.  "It'd be hard to cut grain that's been trampled
down like that, wouldn't it?"
     "Yeah, really hard--like impossible, and that's a lot of grain.  It isn't like
we've got so much to spare, you know."  Birdsong knelt and touched the smashed
stalks, drawing her hand back quickly.  "They're frozen!"
     "A twenty-foot cartwheel of ice?" Blacklock speculated doubtfully.  "Well,
anyway, it's too bad, but it happened.  What caused it, and what do we do about it?"
     "I don't know to both, but I think..." Birdsong stood and frowned at the ruined
grain.  "I think we tell Lord Malcorn."
     "Oh, SH-- uh, shoot!  You think he's been dabbling in magic and did this?"
     "Of course not!  Lord Malcorn isn't careless or destructive," Birdsong stated
positively.  "But he'll know what to do."
                       ***     *****     ***     *****     ***
     Lord Malcorn, Blackie in more informal situations, was staring at another circle
of smashed crops.  Hay, this time, and a couple of rabbits who had been so unlucky as
to be inside the circle when disaster fell.  He knew, in a general sense, what had
caused it--when he had loosed the Dregur from the Silent Place, other things had
escaped also.  From the Silent Place, and from other restraints elsewhere.  He didn't
know exactly which "other things" had caused this, but he was sure that the ultimate
blame attached to him.  That was the trouble with taking drastic measures to counter
drastic problems.  You never knew what secondary effects might occur.  Or what kind
of measures would be required to deal with the secondary problems, and what tertiary
problems might arise from THAT.  He could spend the rest of his life cleaning up
after the results of releasing the Dregur....  But then, he could have spent the rest
of his life cleaning up after the invaders, too.
     He sighed and turned to the farmer.  "Keep your livestock and your workers out
of the fields," he directed.  "There may be more of these, and it will require a
complicated bit of work to put a stop to it."

Warriors and managers of the Free Cities, your participation in these events is
invited.  An email to Livia@reality.com or a personal is all it takes. -- the Scribe

      * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ * }%|[-----+O+-----]|%{ *

                        ---===FREE BLADES REGIONAL NEWS===---

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 477): GWEN RYDER of DREAM PARK (Zalgor Prigg, mgr.)
 DM  12 RIZTAB (turn 475): CUNNING CALICO of ARENA FELINES (Garfield, mgr.)
 DM  15 MALCORN (turn 471): MAN O' WAR of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 471): PERSIFLAGE of SHROUD IN MYSTERY (Noachian, mgr.)
 DM  17 ALJAFIR (turn 469): ASH of DELTA DOOM (Barnabas, mgr.)
 DM  19 ZUWAYZA (turn 468): ADARA AL ZAHRA of JAGUAR WARRIORS (Noachian, mgr.)
 DM  28 MORYA (turn 234): TERRIBLE TOTOMAC of IDIOTIC ICCERS (THawk, mgr.)
 DM  29 LAPUR (turn 460): BUZZARD of THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 232): GAELIN BLACKTALON of THE NIGHTHAWKS (Firehawk, mgr.)
 DM  32 ARVAT (turn 457): STARBREAKER of CALL THE PRIEST (Destitute Noble, mgr.)
 DM  33 NIATOLI ISLAND (turn 455): WILD CARD HAMMER of CASINO HAMMERZ (Hammer, mgr.)
 DM  35 MURSKA (turn 448): KING BEAR of THE BEARS (Papa Bear, mgr.)
 DM  43 VEASTIAN (turn 411): HEMERA AHKISAR of TERMAGANT VOTARY (Noachian, mgr.)
 DM  45 STORMCROWE (turn 209): BINGE N PURGE of EMETICS (Berylstar, mgr.)
 DM  47 NORTH FORK (turn 203): JUMBO MUMBO of SPOONERTIKS (Spawn, mgr.)
 DM  50 SNOWBOUND (turn 190): MAEGOLOS of DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 336): ROYCE GRACIE of SADISTS-OCTAGON (SunGod, mgr.)
 DM  61 JURINE (turn 316): ALPHABETIZED AL of PISSED AT WORK (Nuln, mgr.)
 DM  73 ERINIKA (turn 139): MONGOL HORDE of WORLDWIDE GORE (Crip, mgr.)
ADM 103 FREE BLADES (turn 361): NEMESIS of CHAMPIONS from JHELUM (Shadowgate, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 477): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 475): ARENA FELINES (Garfield, mgr.)
 DM  15 MALCORN (turn 471): none
 DM  16 WILLAF (turn 471): BLACKHEART'S AXE (?, mgr.)
 DM  17 ALJAFIR (turn 469): SPECIAL ED (PTFT, mgr.)
 DM  19 ZUWAYZA (turn 468): NATURE'S WRATH (?, mgr.)
 DM  28 MORYA (turn 234): KESSEN (Iker, mgr.)
 DM  29 LAPUR (turn 460): CROC FILES (THawk, mgr.)
 DM  31 CHIMLEVTAL (turn 232): WORDS TO THE WISE (Wordsmith, mgr.)
 DM  32 ARVAT (turn 457): DEVIL ADVOCATES (Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 455): CASINO HAMMERZ (Hammer, mgr.)
 DM  35 MURSKA (turn 448): THE BEARS (Papa Bear, mgr.)
 DM  43 VEASTIAN (turn 411): MEDS (Berylstar, mgr.)
 DM  45 STORMCROWE (turn 209): MIKES MORGUE (Mike, mgr.)
 DM  47 NORTH FORK (turn 203): SPOONERTIKS (Spawn, mgr.)
 DM  50 SNOWBOUND (turn 190): MIDDLE WAY 6 (Jorja, mgr.)
 DM  56 ROCANIS (turn 336): REDHORSE (Mila, mgr.)
 DM  61 JURINE (turn 316): FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 139): DHOOMZDEY (Fizban, mgr.)
ADM 103 FREE BLADES (turn 361): MEOW MIX, etc. (Ultraist, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  12 RIZTAB (turn 474): MIKE BELIEVE of POWERPUFF GIRLS (The Narrator, mgr.)
                           EQUALIZER of THE LAWMEN (?, mgr.)
 DM  17 ALJAFIR (turn 469): INBRED FRED of SPECIAL ED (PTFT, mgr.)
 DM  28 MORYA (turn 233): LUCKY LUCIEN of CANADIAN BACON (Firehawk, mgr.)
                          POLARIS of ASTRONOMY DOMINE (Razorback, mgr.)
                          RAPAX of THE PENTARCHY (The Pentalque, mgr.)
 DM  31 CHIMLEVTAL (turn 231): DELWYNNDWN of THE NIGHTHAWKS (Firehawk, mgr.)
                               GILGAMESH of THE STORMBRINGERS (High Lord Bosk, mgr.)
 DM  43 VEASTIAN (turn 411): HEMERA AHKISAR of TERMAGANT VOTARY (Noachian, mgr.)
                 (turn 410): SUNGOD DESIGNED ME of WENSINWASIN (Youngblood, mgr.)
 DM  45 STORMCROWE (turn 208): IPECAC of EMETICS (Berylstar, mgr.)
 DM  47 NORTH FORK (turn 203): JUMBO MUMBO of SPOONERTIKS (Spawn, mgr.)
                   (turn 202): THREEKARD of CARNIVAL (Carny, mgr.)
 DM  50 SNOWBOUND (turn 189): MR. HOOPER of OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 335): DUMPLING of BAD APPLES (Uncle Wolf, mgr.)
 DM  73 ERINIKA (turn 139): SUNGLASSES of FOUND IN THE SAND (Assurnasirbanipal, mgr.)
                (turn 138): I.O.U. of ALPHABET SOUP (Crip, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     That I should lose, not win, mind you,  but LOSE to a standby and remain
duelmaster is a sign of how small this arena is.  Had there been ANY warrior active
here with a higher recognition than mine when the fights had all been run, that
warrior would have taken the title.  Unless, of course, there was a tie for top
recognition.  Then no one gets it.
     Such is life in the arena.

                                        Torans Ulrik

                                      SPY REPORT

     Welcome NOBLISH ISLAND.  I, Olaf Modeen remember this place well.  Many the 
fights have I fought here.  The celebrations, the disappointments...  Bein' on top is 
great while it lasts, MIDDLE WAY 9.  But how many friends do you have now?  Welcome 
to NOBLISH ISLAND, WONDERLANDERS!  We need more teams who can get a 4-1-0 their first 
time out!  I've seen sore losers on my day, but the sword bait known as THE 
DARKSIDERS were really in sorry shape after getting a 0-5-0 their first time!  What's 
with SHADOW KING?  He actually beat MIDDLE WAY 9's NAEFAN ORDH, and walked away with 
13 more points from the fight.  Laughs were big at THE BLACK GUARD while they watched 
ZULOK THE SHADOW clobber SHADOW WALKER.  She lost 11 points and got bruised from 
objects thrown from the stands.  Try as he might, M. CHARDINEE wasn't good enough at 
persuading TORANS ULRIK to step down from the Duelmaster's throne...  Wouldn't it be 
nice to have live subjects to practice on?  I hear some team is looking into the uses 
of convicted prisoners.   
     No matter the time or place, men will always duel.  What do people see in NAEFAN 
ORDH?  His 4-2-0?  MIDDLE WAY 9 ain't talkin', but he's got 14 points.  SHADOW 
MISTRESS of SHADOW WARRIORS knows how to pick 'em.  She challenged ROMOR SAITH of 
MIDDLE WAY 9 who is up by 23.  Now was this a wise move?  SHADOW MISTRESS perhaps got 
hers just desserts, seeing as she subdued ROMOR SAITH and ended up with 23 
recognition points.   
     There have been some calls to lengthen the time limit.  Do you want the fighters 
to walk away, or not?  How long have I been here?  I got people to see, places to 
go...   
     Who knows what the future holds for a warrior.  More fights, there's no doubt.  
All work and no play makes Olaf a dull fighter.  Work and play no fighter dull Olaf.  
Olaffighterwork and no play.  Time for my medication, so I'll leave now.  Practice, 
practice, practice!-- Olaf Modeen  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 TORANS ULRIK 7790             5   1  0    66       MIDDLE WAY 9 (1344)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
-WIDOWMAKER 7180               3   3  0    32       LEATHER CHICKS (1239)
 LOUIE MURH 7786               3   3  0    28       MIDDLE WAY 9 (1344)
 ZULOK THE SHADOW 7508         4   2  1    27       THE BLACK GUARD (1299)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 SHADOW MISTRESS 7798          2   1  0    23       SHADOW WARRIORS (1346)
 SHADOW KING 7800              2   1  1    19       SHADOW WARRIORS (1346)
-THE DOMINATRIX 7182           2   4  0    19       LEATHER CHICKS (1239)
-THE MISTRESS 7181             2   4  0    19       LEATHER CHICKS (1239)
 SHADOW WALKER 7797            2   1  1    16       SHADOW WARRIORS (1346)
-SOUTHERN BELL 7559            1   4  0    16       LEATHER CHICKS (1239)
 ROMOR SAITH 7789              4   2  0    14       MIDDLE WAY 9 (1344)
 NAEFAN ORDH 7787              4   2  0    14       MIDDLE WAY 9 (1344)
 WHITE RABBIT 7822             1   0  0    11       WONDERLANDERS (1351)
 MAD HATTER 7826               1   0  0    11       WONDERLANDERS (1351)
 SUKAUTO ICHI 7835             1   0  0    10       THE KAIBUTSU (1353)
-THE WIDOW 7179                1   5  0     8       LEATHER CHICKS (1239)
 PITRE QUIN 7788               1   5  0     8       MIDDLE WAY 9 (1344)
 SUKAUTO SAN 7836              1   0  0     6       THE KAIBUTSU (1353)
 CHESIRE CAT 7825              1   0  0     6       WONDERLANDERS (1351)
-AMASTASIA 7506                1   3  0     6       THE BLACK GUARD (1299)
 ALICE OF EARTH 7823           1   0  0     5       WONDERLANDERS (1351)
 IBATU 7834                    1   0  0     5       THE KAIBUTSU (1353)
 KONG 7791                     0   1  0     1       THE DARKSIDERS (1345)
 MADDOX 7792                   0   1  0     1       THE DARKSIDERS (1345)
 ZOTTO SUTU 7832               0   1  0     1       THE KAIBUTSU (1353)
 LEVON 7795                    0   1  0     1       THE DARKSIDERS (1345)
 DIAMOND 7793                  0   1  0     1       THE DARKSIDERS (1345)
 CHARLEZ 7794                  0   1  0     1       THE DARKSIDERS (1345)
 SUKAUTO NI 7833               0   1  0     1       THE KAIBUTSU (1353)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
LEONIDAS 7507          1  6 0 THE BLACK GUARD 1299  STONE GOLEM 26        154 NONE    
BORLORIEN 7509         0  2 0 THE BLACK GUARD 1299  DARK CHAMPION 24      154 NONE    
NARYM 7505             0  3 0 THE BLACK GUARD 1299  BANDIT PRINCE 25      154 NONE    
SHADOW QUEEN 7796      0  3 0 SHADOW WARRIORS 1346  BANDIT PRINCE 25      154 NONE    
QUEEN OF HEARTS 7824   0  1 0 WONDERLANDERS 1351    SHEWISH GIANT 21      154 NONE    

                                     PERSONAL ADS

Jorja -- I am trying to help the SHADOW WARRIORS learn about the game.  I gave their
manager the strategies for this round of fights.  Perhaps Louis Murh will learn a
little humility this round.  I gave Shadow Lord the same strategy as I used with
Thaasophobe when he successfully bloodfeuded Ringan. (wink) -- Kalkin
P.S.  I may be able to get a few of my more promising warriors into the Halloween
Tourney.  Wish me luck! 

All -- Hello, I'm a new manager in the game and would appreciate any advice you may
offer.  Also, I am a member of the Dark Sides Alliance (run by Shadow Demon and Night
Stalker), and we are still looking for those interested in joining.  Later. -- Glass
Man (mgr. Wonderlanders

Leather Chicks -- How about a friendly fight?  Shadow Demon wanted me to ask you for
a response to his diplo. -- Glass Man

Louie Murh -- Meet my friend, Shadow Lord. -- Shadow Queen

Romor Saith -- Wow!  I succumb to your superior fighting!  Rematch? -- Shadow King

Narfon Ordh -- You didn't even hit me!  How did you win?  What's your secret?

Jorja -- I am the third installment in the Dark Shadows Alliance.  With your
experience, it's only fair to have the 3 of us come after you.  :)  (All in good fun,
right?)  Maybe you'd be willing to teach me a few things, no? -- NightStalker (mgr.
Dark Siders)

Shadow Queen -- I will miss you, dearest one! -- Shadow Demon

Romor Saith -- Stop being so stubborn!  Take a wife.  Widowmaker is just doing her
job after all! :) -- Shadow Walker

Jorja -- Look, could you lay off from kicking my butt all over the place?  Kalkin
tells me you've been playing for 10 years (around there), but I'm fresh to the game.
I'm 0-4 to you, and am getting really depressed.  Maybe you could offer some advice.
Still, good fights.  :)  Oh, before I forget, in response to your Personal Ad in turn
153, Shadow Queen wanted me to say two things -- "it takes both sunlight and darkness
to make a shadow!" and "Good-bye."  The last is because I'm sendin' her to the DA
this turn.  Hopefully her replacement will be better! -- Shadow Demon

All -- How early can a manager tell it's a good time to send a character to the Dark
Arena?  How can you tell? -- Shadow Demon, mgr. Shadow Warriors

Shadow Mistress -- A poor match for you.  My three more fights doesn't look like
much...unless you've only got one. -- Louie Murh
P.S.  You might want to consider heavier armor, and a lower offensive effort.  Pace
yourself and take out your opponents when they're huffing and puffing in the second
minute.  Your style can do that.
P.P.S.  Sorry my aim is so rotten, I'm working on it.

Shadow Queen -- Hard luck on you, but a bonus to my armorsmith.  In technical terms,
you have been scummed. -- Naefan Ordh
P.S.  Watch the fight listings for long fights, and you can reasonably guess that the
winner is, if not a total parry, at least running relatively slowly.  Some of us
prefer to win our fights after a few minutes' massage, er, blows by an opponent on
our armor.  There's no rush, after all.

I hate standbys. -- Pitre Quinn

Shadow King -- I didn't figure I'd break your arm that easily.  I guess I don't know
my own strength (although I could look it up). -- Romor Saith
P.S.  Have you considered dumping some of the armor and dodging a blow now and then?

I cannot too strongly urge you to write personals.  Make comments.  Ask questions.
Pose problems.  How else can we have a dialog here?

Shadow Demon -- Greetings.  I will answer any questions I can, and if I don't know
the answer, I'll try to find someone who does. -- Jorja, The Middle Way

Comments on the articles--

Article for Newbies by Magic Man.  I think he's inactive at the moment.  That chart
is pretty, isn't it?  So symmetrical and complete, so tidy.  It's almost a shame to
mention its flaws....  But style vs. style, while a factor in who wins a given fight,
is not the only nor even the most important factor in my view.  Weapons and armor,
relative experience of warrior and manager, hit points and endurance, what they had
for breakfast (what the inputter had for breakfast?), all can be important to winning
and losing.  My own personal opinion, after many years at this game, is that manager
skill is THE most vital factor.  I don't equate skill with length of time one has
been playing, necessarily, but a good manager can win with almost anything more often
than not.
     Besides, I have heard that this chart was formed as a result of an opinion poll,
rather than from hard statistics on thousands of fights won and lost, as one might
have imagined.

On Making Your Challenges Go Through, I have to say that my experience suggests that
a big factor in challenge failure is illegibility.  Sometimes that number can't be
read, or can't be read accurately (on faxes, it may not all be there).  The inputter
isn't going to try all the possible permutations to find out which one is the warrior
you want to challenge.  And, of course, with no number, forget it.  Inputters don't
look up numbers.  Same for avoids--you have to have the team NUMBER down there, or
the avoid command won't get entered.

Winning with the Average Warrior, by the Master of Anime.  This manager is inactive,
but his theory--that the average warrior can be just as much or more fun than the
warrior with spectacular numbers--is a sound one.  Besides, my personal experience
and my observation of other managers is that if you get a warrior with extraordinary
stats, you worry about him dying.  Nobody worries that much about the average
warrior, and it's easier to enjoy the experience when you aren't worrying.

Twelve Tips, by the Consortium.  The Consortium is active in DM 11 at this time, but
I wouldn't want to hazard a guess as to team names.  Bulldogs, I think?  The tips are
good tips.

Warriors of Noblish Island Arena -- I'm going to try to find and slay a real black
dragon.  Anyone want to come along? -- Shadow Demon of Shadow Warriors

Leoniadas -- Nice fight!  Still, how come you failed to learn any skills?  Are you
interested in a rematch? -- Shadow Lord

Louie Murh -- You just keep winning!  My Queen said you'd be a challenge, but I
failed to believe her.  Shall we try it again? -- Shadow Mistress
P.S.  Watch out for my Lord.  He was very unhappy about my defeat!

Naefan Orah -- You may have won the battle, but I won all the love!  I want to say
good-bye.  I'm no longer wanted, but my twin, Nadia Soulstealer, is on her way here
(and she has a habit of living up to her name!) -- Shadow Queen

Moe -- Missed you last turn (153), love!  Where were you?  I'm still waiting to hear
from you. -- Shadow Demon

31 October 2003
     Come one, come all, to the greatest contest in Alastari!  The Third Annual Turf
War will be in North Fork (DM 47) starting in about 6-7 turns....  C'mon and get your
team some experience, and get declared!
     More info available in North Fork's newsletter.
     Bloody Sands. -- Asmo Dius, TCB

                                  LAST WEEK'S FIGHTS

LEONIDAS was barely slain by STONE GOLEM in a 3 minute bloody Dark Arena fight.
BORLORIEN was dispatched by DARK CHAMPION in a 1 minute Dark Arena battle.
NARYM was easily killed by BANDIT PRINCE in a 2 minute gory Dark Arena match.
SHADOW QUEEN was slaughtered by BANDIT PRINCE in a 2 minute bloody Dark Arena brawl.
QUEEN OF HEARTS was assassinated by SHEWISH GIANT in a 1 minute Dark Arena fight.
SHADOW KING savagely defeated NAEFAN ORDH in a 7 minute bloody Challenge competition.
SHADOW MISTRESS viciously subdued ROMOR SAITH in a 1 minute bloody Challenge fight.
TORANS ULRIK beat M. CHARDINEE in a crowd pleasing 3 minute Title brawl.
SHADOW WALKER was defeated by ZULOK THE SHADOW in a 3 minute melee.
LOUIE MURH vanquished CONVICTED THIEF in a 1 minute uneven duel.
PITRE QUIN was vanquished by MORDANT DESERTER in a 1 minute uneven fight.
MAD HATTER won victory over ZOTTO SUTU in a 2 minute novice's fight.
LEVON was beaten by SUKAUTO SAN in a popular 1 minute novice's melee.
CHARLEZ was demolished by WHITE RABBIT in a 2 minute bloody mismatched match.
DIAMOND was devastated by SUKAUTO ICHI in a 1 minute one-sided battle.
ALICE OF EARTH bested SUKAUTO NI in a 2 minute amateur's bout.
MADDOX slimly lost to IBATU in a 4 minute beginner's fight.
CHESIRE CAT savagely defeated KONG in a 3 minute gruesome beginner's struggle.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|WALL OF STEEL                    6         BASHING ATTACK    13 -   6 -  1      68  |
|STRIKING ATTACK                  5         TOTAL PARRY       12 -   6 -  0      67  |
|BASHING ATTACK                   4         PARRY-LUNGE        7 -   4 -  0      64  |
|PARRY-STRIKE                     3         LUNGING ATTACK    22 -  13 -  0      63  |
|SLASHING ATTACK                  3         PARRY-RIPOSTE      8 -   7 -  2      53  |
|TOTAL PARRY                      2         WALL OF STEEL     18 -  19 -  0      49  |
|PARRY-RIPOSTE                    2         STRIKING ATTACK    9 -  14 -  1      39  |
|LUNGING ATTACK                   1         AIMED BLOW         6 -  12 -  0      33  |
|AIMED BLOW                       1         SLASHING ATTACK    6 -  12 -  0      33  |
|PARRY-LUNGE                      1         PARRY-STRIKE       3 -  10 -  0      23  |

Turn 154 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:

LUNGING ATTACK     1 -  0     STRIKING ATTACK    2 -  3         4  WALL OF STEEL  
WALL OF STEEL      6 -  0     PARRY-STRIKE       1 -  2         2  LUNGING ATTACK 
TOTAL PARRY        1 -  1     BASHING ATTACK     1 -  3         2  STRIKING ATTACK
                              AIMED BLOW         0 -  1         1  SLASHING ATTACK
                              PARRY-LUNGE        0 -  1         1  PARRY-RIPOSTE  
                              PARRY-RIPOSTE      0 -  2         1  BASHING ATTACK 
                              SLASHING ATTACK    0 -  3     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   TORANS ULRIK 7790           5   1  0   66 MIDDLE WAY 9 (1344)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is TORANS ULRIK 7790.  The most popular warrior this 
turn was TORANS ULRIK 7790.  The ten other most popular fighters were SHADOW KING 
7800, KONG 7791, MAD HATTER 7826, SUKAUTO SAN 7836, WHITE RABBIT 7822, CHESIRE CAT 
7825, BORLORIEN 7509, SHADOW MISTRESS 7798, LOUIE MURH 7786, and ZOTTO SUTU 7832.

The least popular fighter this week was NAEFAN ORDH 7787.  The other ten least 
popular fighters were SHADOW WALKER 7797, IBATU 7834, SUKAUTO NI 7833, DIAMOND 7793, 
CHARLEZ 7794, PITRE QUIN 7788, ZULOK THE SHADOW 7508, ROMOR SAITH 7789, QUEEN OF 
HEARTS 7824, and NARYM 7505.

                  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
     investment.

 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

                       TOURNEY FREEZE CHANGE -- ADVANCE NOTICE

     Beginning at the Winter Face-to-Face in Tempe (January 2004), we will implement 
several changes affecting tournaments.  The tournament announcement for the upcoming 
FTF and future tourneys will reflect these changes.
     First, we will eliminate the tourney freeze for all regular DM warrior classes.  
Regular DM warriors will not be classed ahead of the tournament, but instead will 
fight according to their FE on the date of the tourney.  There will still be a freeze 
for the ADM classes, occurring on the same timeline as before, approximately 6 weeks 
before the tournament.
     In addition to the above change, the warrior classes will be slightly altered.  
The new tourney classes will be as follows:

                DM Tourney Classes                 ADM Tourney Classes
              ======================              ======================
                  0 FE:  Rookies                        Freshmen
                1-4 FE:  Apprentices                    ADM
               5-10 FE:  Initiates                      Eligibles
              11-20 FE:  Adepts                      ---induction---
              21-30 FE:  Champions                      Contenders
                31+ FE:  Challengers                    Primus

     All regular DM tourney classes will remain solely FE based.  All ADM classes will 
now be based on warrior characteristics (i.e., the ADM split algorithm), including the 
Freshmen class.
     The Gateway and Primus arenas will be merging before the FTF to form one top 
arena.  These warriors will be split into two tournament classes, the Contenders and 
the Primus classes, again based upon their characteristics.  More information on this 
will be published in the newsletters for those arenas.
     If you have any questions about the above changes, please contact Customer 
Service.  Good luck in your games.

                                          -- Green Eyes and the RSI staff

                              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:

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

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

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

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

Shield:  Medium Shield vs. Light and Heavy Armor

Armor:   Depends on who I am challenging

Helm:    Full helm

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

Attack Location: Head or Chest

Defend Location: Body or Head

Offensive and Defensive tactics are something I seldom use.

     Challenging is very important when running an aimed blow.  Try to challenge big, 
unarmored fighters.  Train strength, speed, and deftness.
     Well, that's all, for now.  Try it and send me a diplo note if you have any 
comments on my aimed blow.
     Brought to you by Manimal, Manager of Cowards Guild, DM-31.
     May victory by yours (or mine.)

                                  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 
aim.

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.

Strategy:

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

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.

Raf
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.  
EXAMPLE:

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 
favor!

Cheerio!
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:

                                           PERFECT
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 
weapons.
     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 
wrong.
     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 
styles.
     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 
Stroker.

                                   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)