DUELMASTERS NEWSLETTER

Date   : 12/27/2003    Duedate: 01/09/2004

NOBLISH ISLAND ARENA

DM-93    TURN-158

This Weeks Top Honors

THE DUELMASTER IS

TORANS ULRIK
MIDDLE WAY 9 (1344)
(93-7790) [6-4-0,57]

Chartered Recognition Leader   Unchartered Recognition Leader

TORANS ULRIK                   MAD HATTER
MIDDLE WAY 9 (1344)            WONDERLANDERS (1351)
(93-7790) [6-4-0,57]           (93-7826) [3-0-0,46]

Popularity Leader              This Weeks Favorite

TORANS ULRIK                   SHADOW KING
MIDDLE WAY 9 (1344)            SHADOW WARRIORS (1346)
(93-7790) [6-4-0,57]           (93-7800) [4-1-1,33]

THE CURRENT TOP TEAM

MIDDLE WAY 9 (1344)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. THE DARKSIDERS (1345)       42
2. MARVEL-OUS #1 (1354)        34      MIDDLE WAY 9 (1344)
3. WONDERLANDERS (1351)        33      Unchartered Team
4. SHADOW WARRIORS (1346)      22
5. THE LORDS OF WAR (1358)      2      WONDERLANDERS (1351)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 2*WONDERLANDERS (1351)      10   2  1 83.3   1/ 1 MIDDLE WAY 9 (1344)       7  8 0
 2/ 4*SHADOW WARRIORS (1346)    13   8  2 61.9   2/ 3*WONDERLANDERS (1351)      6  1 1
 3- 3*THE KAIBUTSU (1353)        9   6  1 60.0   3/ 4*SHADOW WARRIORS (1346)    5  2 0
 4/ 5 MIDDLE WAY 9 (1344)       27  23  0 54.0   4- 2*THE KAIBUTSU (1353)       3  2 0
 5/ 1*MARVEL-OUS #1 (1354)       3   3  0 50.0   5/ 5*MARVEL-OUS #1 (1354)      3  3 0
 6/ 0*THE DARKSIDERS (1345)      0  12  0  0.0   6/ 0*THE DARKSIDERS (1345)     0  7 0
 7/ 0*THE LORDS OF WAR (1358)    0   2  0  0.0   7/ 0*THE LORDS OF WAR (1358)   0  2 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[<+ Question of the Week #2 +>]H[<+-----+>]H[<+

     For those of you who came in after I started this series of questions and 
answers, they are being taken from the newsletter for Aruak City, DM 11.  The 
questions are being posed by Hanibal, a relatively new player and Noblish alumnus, 
and the answers are offered by any members of that arena who care to respond.

Question, turn 400:

All -- I think I have a basic grasp on most aspects of this game, but one Thing I 
have no clue about is how to maximize skill learning.  I had an 18 wit TP challenge 
up to a warrior who had 21 more fights than me and I only learned 2 skills.  The next 
fight I was matched up against a less experienced warrior And I learned 5 skills.  
This is not an isolated incident.  Any tips on skill learning? -- Hanibal's Q.O.W.

Answers, turn 401:

ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it, 
that sometimes the number of learns appears random.  Some suggested variables include 
fight experience differences between combatants, total skill differences, 
intelligence level of one or both combatants, what each's favorite learn may be, what 
styles the two warriors are....  There are so many, it's difficult to say.  Sometimes 
you can see the effect of one variable more than another.  Other times, one has 
absolutely no clue. -- Adie

Hanibal -- In your example of warrior learns, did you lose the fight against the more 
experienced opponent, but win the fight against the less experienced opponent?  The 
outcome of a fight may affect learning, with the winner being bonused and the loser 
being penalized.  I believe that the best way to make a warrior learn well is to give 
them a 21 wit.  That's why wit is my favorite stat to have a 21 in!  (Not to mention 
all the base skills it gives.) -- Generalissimo Puerco

Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the 
higher the better.  But luck (die roll) plays a big part, as do what the other 
warrior can teach, how many skills yet to learn and a few lesser factors. -- 
Kennelworth

Hanibal, re the question of the week -- The main thing is to TRAIN skills.  Okay, 
everybody stop laughing.  You people (Hanibal, too) already realize this, but there 
may be a new manager reading this reply who doesn't.  Seriously, I once had a manager 
whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and 
ask why one of his warriors hadn't learned any skills.  He sent me the warrior's 
numbers, and a little simple math revealed that this warrior had eight stat increases 
in those ten fights!  He hadn't been TRAINING skills.  Lesson there, never overlook 
the obvious.
     As to a more useful answer, I don't have one, but I do have some secondary 
questions.
     For instance, I was once told that a warrior learns better with an odd-numbered 
WT.  Since I have never personally run a warrior with an even-number WT that I can 
recall, I don't know.  It sounds unlikely, but then, who knows how a computer thinks?
     Challenging up increases the ODDS of learning but is not guarantee.  Does 
anybody have any information as to whether a lower-ranked warrior who teaches well is 
one with lots of skills?  My own information would tend to contradict that, as I have 
some excellent teachers in other arenas who have yet to receive their first rating.
     I have heard that there is an increased chance of learning when the fight is a 
long one.  Anybody know whether this is true or just wishful thinking on the part of 
those matched against scum?
     Is the caliber of a warrior's teaching on a given fight reflected in his point 
gain in the rankings?  I have been given to understand that points gained in excess 
of the basic minimum reflect how well above the average the warrior performed.  In 
theory, a good performance means better demonstration and thus better teaching, but 
does it work out that way?
     Do warriors of a given style tend to teach a specific skill or group of skills 
better than other skills, as for instance, do total parries teach parry and defense?
     I've heard it said that when facing an opponent who has only one skill left to 
learn, a warrior teaches best that skill he learns best.  Does this hold true in 
other circumstances? -- Leeta

Question, turn 402:

All -- I understand that Deftness is the ability to better protect and attack your 
chosen location.  I could care less if I hit my attack location as long as I hit.  
Does Deftness have any effect on connecting?  I believe it is your attack skills vs. 
your opponents def/parry skills that determines this. -- Hanibal's Q.O.W.

Answers, turn 403:

Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills.  
This will increase your warriors' chances of hitting.  Shot placement accuracy is 
said to be based on coordination (DF+SP), but I think having a good attack rating can 
lead to better shot placement as well.  Kill desire may well influence shot placement 
also.  It has been suggested that a warrior's chosen location to protect is the 
source of the "luck parry" comment that often results in broken weapons.  While I 
personally fancy this theory, I think it would be difficult to prove or disprove.  It 
sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco

Hanibal -- Re the QOW, probably.  At least, I notice that those of my warriors with 
very low DF (and I've got some doozies here and there) spend a lot of time flailing 
wildly and missing. -- Leeta

     >)]H[(< + -----:----- + >)] The Free Cities #75 [(< + -----:----- + >)]H[(<

Zukal:

     Ghenis threw down the handful of papers in disgust.  Invoices for the purchase
of black candles and sacrificial knives, chickens, rabbits...potatoes?  An angry note
from the man in charge of the cult's storeroom, demanding an investigation to
determine what had happened to three yards of black cloth and a pound of onions that
should have been there and weren't.  A requisition for a cushion "to kneel on while
praying"--gods!  Members of dark cults were supposed to be TOUGH.  All these
pettifogging little details were an insult to the whole IDEA of a dark cult.  He had
a dark suspicion that Pelishtekan had deliberately dumped this work on him, this
FILING, to get back at him for something.  The Ferencian was always "getting back at
people," and often for the slightest of slights.  It just showed you what kind of
people Easterners were!
     Ghenis looked at the papers that were now scattered on the floor of his cubicle
and came to a decision.  He had had enough.  He walked out into the hall, taking care
to tread on as many of the papers as he could in the process.  These "administrative
details" were the Ferencian's doing, but there might, still, be a proper dark god at
the head of the cult.  He would find out, and if there was such a deity, he would
give it proper worship, with blood--and not chicken or rabbit blood--and dark deeds.
And if not...Pelishtekan would find out that Hell had NOTHING like the fury of a dark
cultist scorned.
     Ghenis began to consider ways in which he might discover the truth at the heart
of the cult.

Elsewhere in Zukal:

     Jorja rubbed her forehead tiredly, which didn't do a thing to relieve the
headache.  She wasn't sure just how SHE had been appointed to organize the overthrow
of Sekahos, one of Inzolas' men and the current ruler of Zukal.  What business was it
of hers?  She was Adantri, dammit.  She sighed.  Doreg's doing, probably.  Doreg
was--or had been--one of the Bandit Princes of Zukal.  Their association had been
brief; she hadn't even liked the man much.  But apparently that was enough.  By
Mantor's blazing sword, it was MORE than enough.
     If getting rid of Sekahos was what it took to shut up the yammering Bandit
Princes, then she would do it.
     The first thing she needed was information.  Spies.  She began to go over the
list of gladiators she might call on for assistance.

Somewhere between Veastian and North Fork:

     Emir Kyreses of Veastian shrugged and sighed.  "I know.  You meet the Mad
Khaliv's minions on land, and I have no doubt they're a major problem.  But--"
     "AND we shelter YOU from them," Gorich of North Fork cut in.  "WE bear the
burden of his demon soldiers, not--"
     "We meet them at sea," Kyreses countered.  "Most of our ships are destroyed or
dare not return from southern ports, no sailors can be found who will ship out of--or
into--Veastian.  To say nothing of the damage this has done to our economy, we--"
     "Something must be done."  Gorich glared at Kyreses, daring him to counter THAT
statement.
     The Karnhorn did not.  "I agree.  But I don't know what will answer our needs
best.  To kill the Mad Khaliv is obvious, and it MAY be enough...or it may simply
free all the demons he's bound to his service."
     "Aye."  The swampman was silent for a moment.  Then he shrugged.  "But at least
it's a place to start.  But to assassinate the Mad Khaliv will take men very nearly
as mad as he is."
     "Gladiators," Kyreses said.  "That is who we must send."

This is a general call for warriors who want to be in adventures.  Any warriors from
any arenas, Basic or Advanced, any region, are welcome.  A personal or a diplo to
Scribe will do the trick.

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 480): BLUE GOOSE of BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 478): DENOGGINIZER of BLOODSUCKERS (Way Cool, mgr.)
 DM  15 MALCORN (turn 474): MAN O' WAR of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 475): ROWARDENN of SAILS OF CHARON (The Sentinel, mgr.)
 DM  17 ALJAFIR (turn 473): FOGGY DEW of KINDRED OF KAOS (PTFT, mgr.)
 DM  19 ZUWAYZA (turn 472): MALKAI of DRAGON JUNKIES (Youngblood, mgr.)
 DM  28 MORYA (turn 235): POPPY HAMMER of FLOWER HAMMERZ (Hammer, mgr.)
 DM  29 LAPUR (turn 464): PYGMY SHREW of SHREW CAN IT BE NOW (The Anarchist, mgr.)
 DM  31 CHIMLEVTAL (turn 233): SODOM of DARQUE FORCES (Master Darque, mgr.)
 DM  32 ARVAT (turn 460): FIZGIGG of FISHERMAN'S WHARF (Jorja, mgr.)
 DM  33 NIATOLI ISLAND (turn 458): MIKE TV of WILLY WONKA INC. (Distorted, mgr.)
 DM  35 MURSKA (turn 451): DINGO of THE BEARS (Papa Bear, mgr.)
 DM  43 VEASTIAN (turn 415): SKYWISE of WOLF RIDERS (Dr. Guts, mgr.)
 DM  45 STORMCROWE (turn 211): SNOWFALL of NORTHERN LIGHTS (Jorja, mgr.)
 DM  47 NORTH FORK (turn 205): STRAW FIRE of LAND OF OZ (Oz the Successful, mgr.)
 DM  50 SNOWBOUND (turn 192): IRIADOR of DRUID'S GROVE (Talon Warsmith, mgr.)
 DM  56 ROCANIS (turn 339): WORMY of BAD APPLES (Uncle Wolf, mgr.)
 DM  61 JURINE (turn 319): SWINGLINED SUE of PISSED AT WORK (Nuln, mgr.)
 DM  73 ERINIKA (turn 140): PIXIE BLIGHT of DARQUE FORCES VIII (Master Darque, mgr.)
ADM 103 FREE BLADES (turn 365): MYMID EL NAIMIS of THE DANGER DOGS from BONSUR
                                (Shadowgate, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 480): DREAM PARK (Zalgor Prigg, mgr.)
 DM  12 RIZTAB (turn 478): ARENA FELINES (Garfield, mgr.)
 DM  15 MALCORN (turn 474): TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 475): BLACKHEART'S AXE (?, mgr.)
 DM  17 ALJAFIR (turn 473): KINDRED OF KAOS (PTFT, mgr.)
 DM  19 ZUWAYZA (turn 472): QUASI-LEGAL OPS (Necron 99, mgr.)
 DM  28 MORYA (turn 235): THE PENTARCHY (The Pentalque, mgr.)
 DM  29 LAPUR (turn 464): EQUESTORS (Spartacus, mgr.)
 DM  31 CHIMLEVTAL (turn 233): WORDS TO THE WISE (Wordsmith, mgr.)
 DM  32 ARVAT (turn 460): DEVIL ADVOCATES (Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 458): WHEN DOGMA FAILS (Prophet, mgr.)
 DM  35 MURSKA (turn 451): THE BEARS (Papa Bear, mgr.)
 DM  43 VEASTIAN (turn 415): none
 DM  45 STORMCROWE (turn 211): MIKES MORGUE (Mike, mgr.)
 DM  47 NORTH FORK (turn 205): MYSTIC ORC FEAST (Slugbait, mgr.)
 DM  50 SNOWBOUND (turn 192): MIDDLE WAY 6 (Jorja, mgr.)
 DM  56 ROCANIS (turn 339): BAD APPLES (Uncle Wolf, mgr.)
 DM  61 JURINE (turn 319): FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 140): MAGIC MAYHEM (Fizban, mgr.)
ADM 103 FREE BLADES (turn 365): WENSINWASIN (Youngblood, mgr.)

                                   Recent Graduates
                                  -----------------
 DM   9 ZUKAL (turn 479): E. VICTOR of LETTER BOMBS (Papa Bear, mgr.)
 DM  12 RIZTAB (turn 477): SMELLY CAT of ARENA FELINES (Garfield, mgr.)
 DM  16 WILLAF (turn 475): WEDNESDAY of THE DARK TIDES (Diaretic, mgr.)
 DM  17 ALJAFIR (turn 473): FOGGY DEW of KINDRED OF KAOS (PTFT, mgr.)
                            ADOBE of DELTA DOOM (Barnabas, mgr.)
                (turn 472): TWO GLASS EYES of SPECIAL ED (PTFT, mgr.)
 DM  29 LAPUR (turn 463): GOLDIE of CROC FILES (THawk, mgr.)
 DM  31 CHIMLEVTAL (turn 233): FREY of STORMWATCH (Polar Bear, mgr.)
 DM  45 STORMCROWE (turn 211): SNOWFALL of NORTHERN LIGHTS (Jorja, mgr.)
                   (turn 210): BINGE N PURGE of EMETICS (Berylstar, mgr.)
 DM  47 NORTH FORK (turn 205): THE MIGHTY SORE of DRAKE'S COMICS (Drake, mgr.)
                   (turn 204): BEAR KEEPER of CARNIVAL (Carny, mgr.)
 DM  50 SNOWBOUND (turn 192): IRIADOR of DRUID'S GROVE (Talon Warsmith, mgr.)
 DM  73 ERINIKA (turn 139): SUNGLASSES of FOUND IN THE SAND (Assurnasirbanipal, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Gods, will I be glad to get into some other arena where real opponents will keep
me at my proper level.  But the Khalhums Dwarf teaches well, I'll say that for him.

                                        Torans Ulrik
                                    Duelmaster by Default

                                      SPY REPORT

     Like the magnificent Sun, rising upon the Dawn and exiling the Night for a Day, 
I, Novgorodny Vir, return once again!  Good things come to those who fight well, as 
SHADOW WARRIORS can attest, moving up by 1.  SHADOW WARRIORS had cause to celebrate, 
after SHADOW KING got 12 points by beating NAEFAN ORDH.  A certain someone should cut 
down on the drinking and practice more, after losing 8 points to SHADOW MISTRESS.  
(Discrete enough, PITRE QUIN?) Our Duelmaster has lost, folks, lost to KUNG-FU 
MASTER, BUT TORANS ULRIK is still the Duelmaster because he has the most recognition 
points!  Word has it one team in NOBLISH ISLAND is taking speech lessons to try to 
bore their opponent to death.  I'll bet it works.   
     A Zenmaster once told me, 'Does not the spinning wheel turn?  And do not the 
little birds cry out?'  Any ideas?  To quell some nasty rumors, the guys in 
MARVEL-OUS #1 are not carrying any incurable diseases.  No need to avoid 'em.  The 
warriors of MARVEL-OUS #1 found their efforts at combat frustrated as WONDERLANDERS 
apparently had more important things to do than fight.  Is it charming personality?  
Conversational abilities?  Good oral hygiene?  Whatever it is, NAEFAN ORDH is the 
most challenged warrior.  Do my ears deceive me?  MAD HATTER (outclassed by 27 
points) challenged LOUIE MURH, in what promises to be a fight.(!) Not to smear a 
reputation, but MIDDLE WAY 9 must be a little surprised, as LOUIE MURH blew it when 
facing MAD HATTER, 27 points below her.   
     Is there life after death?  Pragmatics (and warriors) know there is death after 
life!  Ask not for whom the sword slashes; it slashes for thee.   
     Leave me now, you base fools!  As if buffeted by forces of nature beyond my 
control, I must take my leave of this place.  Like a mixed metaphor, and an overtaxed 
simile, I now bid NOBLISH ISLAND farewell-- Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 TORANS ULRIK 7790             6   4  0    57       MIDDLE WAY 9 (1344)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 MAD HATTER 7826               3   0  0    46       WONDERLANDERS (1351)
 SHADOW MISTRESS 7798          4   1  0    42       SHADOW WARRIORS (1346)
 ROMOR SAITH 7789              6   4  0    35       MIDDLE WAY 9 (1344)
 LOUIE MURH 7786               6   4  0    34       MIDDLE WAY 9 (1344)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SHADOW KING 7800              4   1  1    33       SHADOW WARRIORS (1346)
 WHITE RABBIT 7822             3   0  1    27       WONDERLANDERS (1351)
-SUKAUTO NI 7833               2   1  1    27       THE KAIBUTSU (1353)
 NAEFAN ORDH 7787              7   3  0    24       MIDDLE WAY 9 (1344)
 CHESIRE CAT 7825              3   0  0    24       WONDERLANDERS (1351)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 PITRE QUIN 7788               2   8  0    21       MIDDLE WAY 9 (1344)
 THE THING 7837                2   0  0    17       MARVEL-OUS #1 (1354)
-ZOTTO SUTU 7832               1   2  0    16       THE KAIBUTSU (1353)
 SHADOW WALKER 7797            2   3  1    10       SHADOW WARRIORS (1346)
-SUKAUTO SAN 7836              2   1  0    10       THE KAIBUTSU (1353)
-IBATU 7834                    2   1  0    10       THE KAIBUTSU (1353)
 STORM 7840                    1   0  0    10       MARVEL-OUS #1 (1354)
-SUKAUTO ICHI 7835             2   1  0     7       THE KAIBUTSU (1353)
 TOBIAS EARTHBREAKER 7862      1   0  0     6       SHADOW WARRIORS (1346)
 ALICE OF EARTH 7823           1   1  0     4       WONDERLANDERS (1351)
 SHADOW STALKER 7861           0   1  0     1       THE LORDS OF WAR (1358)
 DEVISTATION 7860              0   1  0     1       THE LORDS OF WAR (1358)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
KONG 7791              0  2 0 THE DARKSIDERS 1345   SPYMASTER 22          158 NONE    
MADDOX 7792            0  3 0 THE DARKSIDERS 1345   HIGH ELF 19           158 NONE    
DIAMOND 7793           0  3 0 THE DARKSIDERS 1345   MASTER SEN GANAMIR 23 158 NONE    
CHARLEZ 7794           0  2 0 THE DARKSIDERS 1345   BLACK ORC 20          158 NONE    
LEVON 7795             0  2 0 THE DARKSIDERS 1345   DARK CHAMPION 24      158 NONE    
INVISIBLE WOMAN 7839   0  1 0 MARVEL-OUS #1 1354    STONE GOLEM 26        158 NONE    
HUMAN TORCH 7841       0  1 0 MARVEL-OUS #1 1354    BANDIT PRINCE 25      158 NONE    
MR. MARVEL 7838        0  1 0 MARVEL-OUS #1 1354    WHITE RABBIT 7822     158         

                                     PERSONAL ADS

Louie Murh -- What's the deal with "Cult Members"?  Who are you talking about? --
Dagon LifeGiver

Narfan Ordh -- Umm, did you happen to overlook the fact that I lasted 10 minutes with
you?  What do you mean by saying "a real warrior" to Zotto Suto? -- Shadow Walker

Drake -- I don't know who you are, but Jorja speaks highly of you and that's enough
for me.  Welcome!  I'm a fairly new manager of the Shadow Warriors and any advice you
could offer would be greatly appreciated! -- Dagon LifeGiver

Zulok the Shadow -- I warned you about Shadow Mistress.  You started some junk with
us, and you see the consequences. -- Shadow Walker and Shadow Mistress

Diamond -- Nice fighter you are!  I'm sorry to hear you'll no longer be with us (nor
any of your other team members).  I hope your replacement is better. -- Shadow King

Night Stalker -- I hope your replacements are an improvement! -- Dagon LifeGiver

Torons Ulrik -- I'm trying to challenge you this turn, but I doubt I'd win (although
I do seem to be a VERY lucky fighter).  Hopefully it goes through.  If not, I hope
they at least match me against your teammate, Louie Murh, so I can take the Adepts
spot, then go for you.  Good fighting to you, Sir Duelmaster. -- Shadow Mistress

All -- Beware the Lords of War, for they are a mixed bunch of warriors who believe
that death is better than defeat.  They all have the same goal:  To become the arena
Duelmaster.

Ibatu -- Amazing that we could only go nine minutes.  We must be doing something
wrong!  The record for a fight between warriors of our styles is, I think, something
on the order of 32-33,000 minutes.  In Crysalis, that was--the advanced slow arena
(appropriate place, eh?).  Both warriors pitched tents, and they had caterers bring
them meals, and basically they tied up the physical arena for three weeks and threw
everything into a mess.  (Most of the advanced arenas use the same physical
structure, but it takes careful scheduling.)  It was great! -- Naefan Ordh
P.S.  You may be running too fast.  Try slowing down, lowering your offensive effort
and your activity level both.  And then up the armor a notch or two, as well, because
slow targets are easier to hit.

The Userous Merchant is amazingly stingy. -- Louie Murh

Sukato Ichi -- Talcum powder often helps that itchy feeling. -- Pitgre Quin
P.S.  I strongly advise you to either train up your strength, or get a different
weapon.  Try (sigh) a medium or large shield, rotten to look at but they do work
sometimes, or a (grimace) war flail, which is just plain rotten but easy to use, or
if you have the wit and deftness for it, a quarterstaff (very good if you can use
it).  You've got my sympathies on your problem; I'm using this wimpy shortsword
because it's all I've got the stats for.
P.P.S.  That's the problem with size.  Being big will give you hit points, but
counter-intuitively, it will NOT give you strength.  That's a whole separate problem.

Zulok the Shadow -- Gods, people actually USE that thing?  Amazing.  But even if you
really like it, I'd advise you to drop the off-hand shield.  Just my personal
opinion, but then, what other kind of opinion could I have? -- Romor Saith

You will see that this is the last turn for Middle Way 8.  At this point, I don't
know whether I'll consign the team to the limbo of one of the inactive arenas, or
send them to, hmm, Valamantis, perhaps?  I'll have to think it over.  But you should
be seeing Middle Way 9 next turn. -- Jorja, The Middle Way

Comments on the articles--

Strikers R Us by Talon -- This is Talon Volksie, not Talon Warsmith.  Talon Volksie
is currently active somewhere, though I don't remember where just now.  Also, he
knows what he's talking about.

How I Made Duelmaster in Three Easy Steps by Khyron -- I think he may have gone
inactive.  The real point of this article, as I see it, is that the situation was a
fluke.  Hey, people like to talk about flukes.  But duplicating them is usually
impossible.

The Wall of Steel as a Berserker by the She-Puppy -- She's active in dm 56, team
Redhorse, and in adm 107, team Nightlings.  I disagree with her on design details--
I'd go for enough DF to use a scimitar, for one thing--but the concept is sound.  And
I do enjoy running walls of steel.

2 December 2003
ZalCon2, ZalCon Reloaded
Where:  Jhelum, DM 4
When:  February 9th or 23rd, 2003 (TBA when Mail In date set)
How Long:  20 Turns

Restrictions:  Zero FE at start of contest.  Must announce warrior styles by second
arena fight to receive points.  No prize modified warriors.  No entry to July Face,
No TV Challenges.  All prizes to be used exclusively on warriors from the contest
team only.

Awards:
     First Initiate Duelmaster (FID):  First warrior announced in the contest to
          reach the throne.
     Prize:  Limited Damage Potion, increasing damage for 1 warrior by one rating to
          max for ST/SZ.
     Warrior MVP:  Top warrior based on MVP points accrued in the contest.
     Prize:  Limited Damage Potion, Favorites Knowledge for any warrior on team, +1
          to bonus in any skill area up to max for style for 1 warrior on team, 2
          nights stay at Winter FTF Hotel.
     Team MVP:  Top Team based on MVP points accrued in contest by all the teams
          warriors.
     Prize:  Limited Damage Potion, Favorites Knowledge, +1 to Bonus, 6 Months Free
          Play, 20 Rollups.
     Warrior MVP Top 11:  Next 10 warriors on MVP list at the end of the contest.
     Prize:  +1 to Bonus
     Style Master:  Top warrior in each style based on Style Master points accrued in
          the contest.
     Prize:  Favorites Knowledge of any warrior on team.
     Iron Manager Award:  Minimum 95 fights in contest by any team.
     Prize:  Choice of free entry for team to 2005 Winter Face or +1 to Bonus for one
          warrior.

MVP Point System:  +1 for Win, Fight, Kill, Recognition Leader (after Round 3), -1
Death, +2 Duelmaster, +2 each 3 Consecutive turns as DM, +1 Quality Win (any win over
opponent with 5 or more Rec), +1 for each 10 Rec points over 5 in win (+1 for 5-14
above, +2 for 15-24 above, +3 for 25-34 above).
Style Master Point System:  +2 Style Master, +1 Win vs. Same Style Opponent, +1 Win
vs. Same Style Master, +1 for 3 Consecutive Turns as Style Master (rolling).

     Please direct any question about rules or clarifications to me, Robert
Occhipinti, via Diplo to DM74, 1988 Dodgers or email to zalgor@hotmail.com.  All
rules decisions made by me are final and binding within the confines of this contest.

8 December 2003
Greetings!  I would like to invite everyone to Jhans (DM 36) for the first annual kLk
St. Valentine's Day Massacre (kill contest).  We will start the contest off with the
ceremonial burning of the Andorian flag on turn 450.  (Six turns away.  Roughly mid-
February.)  The contest will run for 10 turns.  On turn 461, 3 separate victors will
be announced.  Team with the most kills, warrior with the most kills, and alliance
with the most kills.  Prizes will be awarded to the manager of the team with the most
kills and to the manager of the warrior with the most kills.  The prizes will
probably be team roll-ups.  The number of roll-ups has yet to be determined.  The
contest is sponsored by Jhans' newest, (but by the time the contest starts) largest
alliance, the kLk (pronounced "klick"). -- Polarius, mgr. of Blitzkrieg DM 36

                                  LAST WEEK'S FIGHTS

KONG was butchered by SPYMASTER in a 1 minute bloody Dark Arena fight.
MADDOX was slaughtered by HIGH ELF in a 1 minute Dark Arena battle.
DIAMOND was easily killed by MASTER SEN GANAMIR in a 1 minute Dark Arena match.
CHARLEZ was assassinated by BLACK ORC in a 1 minute bloody Dark Arena duel.
LEVON was viciously butchered by DARK CHAMPION in a 1 minute gory Dark Arena fight.
INVISIBLE WOMAN was killed by STONE GOLEM in a 3 minute Dark Arena competition.
HUMAN TORCH was assassinated by BANDIT PRINCE in a 1 minute Dark Arena struggle.
MAD HATTER beat LOUIE MURH in a 2 minute Challenge brawl.
SHADOW WALKER was handily defeated by ROMOR SAITH in a 1 minute Challenge fight.
SHADOW KING viciously subdued NAEFAN ORDH in a action packed 5 minute Challenge duel.
TORANS ULRIK was overpowered by KUNG-FU MASTER in a 1 minute uneven Title duel.
SHADOW MISTRESS overpowered PITRE QUIN in a 1 minute one-sided fight.
WHITE RABBIT easily killed MR. MARVEL in a 1 minute brutal one-sided bout.
ALICE OF EARTH was demolished by THE THING in a 1 minute mismatched competition.
CHESIRE CAT bested EMBEZZLING SCRIBE in a 2 minute novice's battle.
STORM devastated DEVISTATION in a 1 minute mismatched bout.
SHADOW STALKER was overcome by TOBIAS EARTHBREAKER in a 1 minute beginner's fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  5         TOTAL PARRY       11 -   5 -  0      69  |
|WALL OF STEEL                    4         LUNGING ATTACK    16 -   9 -  0      64  |
|BASHING ATTACK                   4         WALL OF STEEL     20 -  18 -  0      53  |
|PARRY-STRIKE                     3         BASHING ATTACK    12 -  11 -  1      52  |
|AIMED BLOW                       2         PARRY-STRIKE       7 -   7 -  1      50  |
|LUNGING ATTACK                   2         AIMED BLOW         3 -   4 -  0      43  |
|PARRY-RIPOSTE                    2         STRIKING ATTACK   11 -  17 -  1      39  |
|PARRY-LUNGE                      1         SLASHING ATTACK    4 -   9 -  1      31  |
|SLASHING ATTACK                  1         PARRY-RIPOSTE      3 -   7 -  1      30  |
|TOTAL PARRY                      1         PARRY-LUNGE        0 -   2 -  0       0  |

Turn 158 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   TORANS ULRIK 7790           6   4  0   57 MIDDLE WAY 9 (1344)
WALL OF STEEL    MAD HATTER 7826             3   0  0   46 WONDERLANDERS (1351)
STRIKING ATTACK  SHADOW MISTRESS 7798        4   1  0   42 SHADOW WARRIORS (1346)
BASHING ATTACK   ROMOR SAITH 7789            6   4  0   35 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 INVISIBLE WOMAN 7839.  The ten other most popular fighters were SHADOW KING 
7800, MAD HATTER 7826, LOUIE MURH 7786, TOBIAS EARTHBREAKER 7862, THE THING 7837, 
CHESIRE CAT 7825, LEVON 7795, ROMOR SAITH 7789, SHADOW MISTRESS 7798, and WHITE 
RABBIT 7822.

The least popular fighter this week was NAEFAN ORDH 7787.  The other ten least 
popular fighters were SHADOW STALKER 7861, DEVISTATION 7860, MR. MARVEL 7838, PITRE 
QUIN 7788, TORANS ULRIK 7790, SHADOW WALKER 7797, HUMAN TORCH 7841, CHARLEZ 7794, 
DIAMOND 7793, and MADDOX 7792.

                                The Defensive Lunger

  Perfect   Minimums     Actual Characters
ST   13        11             11   13
CN    7         3              3   11
SZ    4         4             10    6
WT   21        17             17   17
WL   17        13             17   19
SP    5         5              9    5
DF   17        13             17   13

     The lunger, in my opinion, makes a much better defensive fighter than offensive 
fighter.  Fighting defensively will compensate for the speed at which lungers burn 
endurance.  They will still attack whenever possible but their defensive ability will 
allow them to dodge most attacks.  The most important part is their initiative.  When 
they do dodge, they'll usually steal the initiative and attack.  I haven't been 
fighting lungers defensively for long but my record is 14-5-0.  Don't fight 
defensively against other lungers as they will usually win.

     The strategy I use is:
Min  1    2    3    4    5    6   Desp
Off  4 ------------------------->  9         Weapon:  Any lunging
Act  6    4 -------------------->  9         No armor if low con
KD   4 ------------------------->  9         APL/H if average con
O.T. --------------------------->  L
D.T. -------------------------------->

     You can attack any location you wish but I suggest protecting the body.  The 
third character listed started with experts in attack, defense and initiative.  The 
last character had an expert in attack.

The Wild Boar, manager of Things (5) and many inactive teams.

                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 
there!

                                                                      -- Forge

                                  WARRIOR ENDURANCE

     Greetings, joy and happiness to everyone!  I hope you have had pleasant dueling.  
This article is about endurance and some things to think about when you're designing 
your warriors.  Below is a chart showing the different endurance levels a warrior may 
have.  This chart may be a little off of due to the fact it isn't possible to have all 
the variables as a manager, but it does give you idea of the amount of endurance a 
warrior should have.

The formula for endurance is: E = (ST+CN)WL

With the result of that number use the chart below.

000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+    = Awesome

Here are some examples of warriors with their Endurance ratings:

1) Slasher      ST  5  CN  7  WL 15     (5+7)15   = 180	 Poor
2) Striker	ST  7  CN 13  WL  9	(7+13)9   = 180	 Poor
3) Parry-Rip	ST  7  CN 10  WL 11	(7+10)11  = 187	 Poor
4) Basher	ST 13  CN  9  WL  9	(13+9)9   = 198	 Very Poor
5) Striker	ST 13  CN  9  WL  9	(13+9)9   = 198	 Poor
6) Aimed-Blow	ST  9  CN 15  WL  9	(9+15)9   = 216	 Normal
7) Striker	ST 10  CN  5  WL 15	(10+5)15  = 225	 Normal
8) Slasher	ST 13  CN 10  WL 10     (13+10)10 = 230	 Normal
9) Wall/Steel	ST 13  CN 12  WL 17     (13+12)17 = 425	 Great

     There are several factors such as warrior style, RSI random factor, and there is 
some evidence that SIZE has some effect on a warrior's endurance.  In any case the RSI 
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average.  These are 
just estimates, but are still factors nevertheless.
     Some styles that are HIGH BURN endurance, like lungers, slashers and walls of 
steel, are more likely to be UNLUCKY with the endurance rating.
     Every action your warrior does consumes endurance.  Attacking seems to use more 
endurance than any other action.  Once a warrior's endurance is used up, he will make 
an endurance check against his WILL. If he fails the roll, he will either stop to rest 
or collapse to the sand, depending on how badly he failed the roll.  When a warrior 
stops to rest, he gets back some endurance.  When he gets enough endurance back, he 
will start attacking again.  This is just a theory that I have developed from 
observations.  It maybe completely off, but it gives one something to ponder.
     That's it for now lords and ladies, I must go entertain elsewhere.  If you would 
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com 
or visit my DM website at 
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm 
     You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the 
Joker's Wilds scattered about.

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

                     Presenting, by Popular Demand (from 1989)...

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

     Hello, I am the Ghost of Eldrid, and I have an important message that directly 
effects how well your team may do in the future.  Some managers will not take this 
important article seriously (some people don't believe in ghosts, either), and their 
records will suffer for it.  I have played Duelmasters for four years and searched 
through all of my old turns and painstakingly researched every important fact in this 
article, and I have discussed my conclusions with about ten different managers (named 
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all 
agree on the validity of my arguments.  The results of my research are both startling 
and magnificent.  THERE IS NUMEROLOGY IN DUELMASTERS!!!  Whether it was programmed in 
or it exists on a higher plane, it matters not.  IT EXISTS!!!  And I plan to share 
some of its amazing secrets with you, starting with character creation.
     Remember in the realm of character generation the powers favor odd number stats.  
NEVER, EVER have an even number on stats, except, of course, for size, which, 
obviously should be even since everyone can tell what size your character is by his 
description in the fight.  Do you want people thinking your warrior is odd?  I should 
hope not!!  But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER 
STATS EVEN!!  Write a letter to the commission stating that you forgo the rights to 
the last point and you want it to be sacrificed to the benefit of Alastari.
     Always start adding points to wit and will first.  Either make them 13, 17, or 
21.  Why?  Under 12 wit is worthless, as any good manager will tell you.  A 13 
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21 
is BLACKJACK, and you get twice the number of winnings you would normally get.  Why 
not 15 or 19?   Is it not obvious to everyone that 15 is unlucky?  The only President 
of the United States not married was the 15th, James Buchanan (who?).  Lincoln was 
shot on April 15th, and the clincher... my brother was born on the 15th of May.  If 
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.  
19 is an evil number.  It tries to deceive you into thinking it is better than 17, but 
actually, it is an "11" with a small zero placed on the second pole, and we all know 
that a zero is nothing.  So what do we get for our extra eight points?  In effect, 
something smaller than nothing.
     Next, make every other stat odd.  Add the other points to make the style you 
want.  Deftness is the key to character generation.
     Deftness (min)
          5 to make a basher (ST 13+)
          7 for a lunger
          9 for a striker
          11 for a wall of steel (ST 11+, WL 17+)
          13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total 
                    parries (these styles depend on the opponent's bad luck.
          17 for a parry-riposte (WT 17+)
          21 for an aimed blow (this style needs the double winnings)

     The last thing to remember is that luck is a big factor in this game and I don't 
know if you noticed, but when warriors have even ID numbers they are luckier than odd 
ID characters.  Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph, 
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max, 
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam 
Spade.  All have even-numbered IDs.  Now you say, "But Yoda and Necron-99 both have 
odd IDs, and they are the best aimed blows of the game!"  Yes, but they are AIMED 
BLOWS and they are members of an odd style, so of course they do better with odd 
numbers.  So remember if you want your warriors to be best in all Alastari someday, 
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.  
Good luck, and may the numbers fall your way.

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

     There have been several articles about fighting styles, some say theirs is the 
best, or ultimate, one said theirs is the most fun style.  Well, I feel that parry-
strikers are just as much fun to play as any other style.
     First, let's start with the run down of what they say in the "RED BOOK".  The 
book says that parry-strikers are defensive, using small quick movements in their 
actions (sounds like you could say that about some other styles as well.)  The book 
says that some managers swear that a high wit is critical to the style (only those who 
have no brains would disagree with that.)
     Let's get to business.  First and foremost this style is deceptively aggressive, 
making them a very good offensive type of fighter, or deadly type of defensive 
fighter.  Offensively they tend to get the jump on their opponent.  I had a parry-
striker that was only jumped 3 out of 11 fights, before he died.  To prepare and run a 
parry-striker can be quite confusing, so I will try to help make it as simple as 
possible.  Here are my feelings on roll-ups for the parry-strike style:

     ST:  11-15, I'll explain later.
     CN:  who cares.
     SZ:  10-14, don't go over 14.
     WT:  13-17, 17 is the best.
     WL:  13-17, to get good endurance.
     SP:  not important.
     DF:  11-15, I'll explain later.

     Here are some good roll-ups for a parry-striker:  11,7,10,17,17,7,15; 
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11.  Now, if you have a decent 
wit, the way you run this fighting style will depend on strength and deftness.  For 
example: if your fighter has a high DF and a low ST it would be to his/her advantage 
to be defensive, since the speed would benefit the ability to move in reaction to 
their opponent.  If the ST is high, and DF low, it would be better to fight 
offensively like a striker, trying to get the first, and only blow in.  If they don't 
have a decent wit, you're on your own.  I can't help you on that.  Remember this style 
of fighting is the same as a striker except for added knowledge of parrying, as well 
as bein a little more aggressive.  I would not suggest a low ST and DF, it will take 
away from your WT & WL, and you don't want to do that, but if you do, good luck.  You 
don't need much CN if you have a good WL, which gives you your endurance.  SZ; you 
don't want it to be above 14, it would hurt your fighting style more than your 
attributes.  WT; it is the same as it is with strikers, the higher the WT the faster 
and deadlier they become.  Raise WT to 17 if you don't have it at the start, then 
don't worry about it again until ADM.  WL; this is where you get your endurance.  13 
is fine to start out, but I would suggest 15, then bump it up to 17 in basic.  SP; it 
is what you need to riposte, but PSers have this "one strike one kill" attitude.  
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.  
DF; what is there to say, it helps, but is not crucial to be a great PSer.  Now to 
running a PSer.  If he is an offensive fighter 10-10-10 Dec. all the way through the 
fight, even in desperation.  If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd 
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.  
Remember, first you want to assure your defense, and to do that, you should go 
defensive the first minute.  By the second minute you will be secure enough to go on 
the offensive, but experiment.  6th minute on, leave blank, for by that time he/she 
will know what to do (if their WT is high that is.)  The best thing you could do for 
your fighter is watch the fights, if you are getting more defensive skills than 
offensive, run the def., or change weapons.  That is the best advice I can give you 
about PSers.  About armor, I like to use ringmail or nothing, but experiment.  I know 
that there is someone that will disagree with me, but I feel that I have given you 
some ideas about this fighting style that can be used, even though I am a new manager, 
playing for just over a year.  No matter who writes a style article, it is just 
advice, not the bible.  Just use the articles as a point of reference, not as sworn 
law.
     This is a very fun fighting style, try it out.  I have written this in answer to 
Foreign Legion Arena 31, and The Spartans Arena 8.  I challenge any Primus Manager to 
correct my writing of PSers.  It is not my favorite style, but it is as fun as any 
other that I have used, including my favorite one (Which is a STRIKER!!)  If there are 
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The 
Crucifiers DM-46.

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
 
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
 
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
 
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

"How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS? 
Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!?
Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
 
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,
"GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!"

****Hey, what do you expect for a quickie?... <grin>

                            THE ARMOR PIERCING PARRY-LUNGE

     When you think "attack" what style comes to mind?  Bashing?  Definitely lunging?  
Of course.  Parry-Lunging?  Excuse me?  Yes, the parry-lunger!  Few people realize the 
fact that parry-lungers are attack gods waiting to be born.  All it takes is the right 
warrior and lots of guts.  This warrior is not for the weak of heart.  We'll begin 
with stats.

     Range               Perfect
     ST  9-11                  11
     CN  5-9                    5
     SZ  6-11                   8
     WT 17or21                 21
     WL 17or21                 17
     SP  5-8                    5
     DF 15-17                  17

     Why?
     ST(11):  This is your optimum PL strength.  It puts your warrior in the normal to 
good damage range.  Also, you have the best PL weapon at your disposal--the LO!
     CN(5):  Yes, his life expectancy is low.  What'd I tell you?  Guts, right?  He 
gets his endurance from WL.  If you want to make trains, make them here.
     SZ(8):  Our most flexible stat.  A high SZ (i.e.11) allows you to skimp a bit on 
Str (9).
     WT(21):  If it's not a 21 you're not going to get the attack this fellow counts 
on.  His learns will be awesome and a 21 WT will make him a better warrior out of the 
chocks.
     WL(17):  End/Att are dependent on this one being high.  Keeps you on your feet 
when you should drop from exhaustion.
     SP(5):  Not a big requirement.  Init and Parry will come from elsewhere (WT/DF).  
This is not a lunger mimic.
     DF(17):  Combine this DF with a 21 WT and you will have a massive attack.  
Pinpoint accuracy is the byword.  Parry, init, def and riposte will all benefit 
immeasurably.  At 15 you have access to the EP, a fine lunging weapon this style can 
put to devastating use.

     Strategy (General, but effective in most cases)
          2    9    9    7    6    5    10
          6    9    9    7    6    5    10
          2    7    7    7    5    5    10
          HE ---------------------------->
          HE   BD ----------------------->
          -    -    -    -    -    -    -
          P    -    -    -    -    -    -

     Minute 1:  This fellow won't get the jump on offensives, so we'll just go 
defensive and render their "mad minute" fruitless.  This PL's counterattack will be 
amazing at even 2-6-2 P due to the high AL.  Keep the parry tactic until Adv Expert 
parry is gained.
     Minutes 2 and 3:  These two will end most of his fights.  When he starts landing 
precision blows in his opponent's face it will usually be over quickly.  Keep the kill 
desire relatively low as to avoid sloppy attacking.
     Minutes 4 through 6:  If you haven't won by now you've got to depend on your WL 
to carry you until you finish the job.  He'll probably top out at the five min. mark.  
But we want to keep the attacks coming so we do so at his endurance's expense.
     Desp:  If your opponent is an offensive he's probably blasted through your min. 1 
defense.  Your best bet is to go spastic and hope to take him out in one shot or so.  
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping 
the super-offense will put him over the edge.  After all, it's better to burn out than 
fade away.
     Always aim for the head to maximize the impact of your blows.  If it tickles your 
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.  
Protecting the head in min. 1 is strictly odds playing on my part.  My offensives aim 
head so I assume everyone else's do too.  After min. 1, we forget defense.
     Weapons and armor are simple.  APL/H or ARM/H (if you're challenging a real 
heavy-hitter).  I prefer swords for armament.  My combos are usually LO/SM, LO/SH, 
SC/DA etc.  Against heavy armor go with LO/SH.  Always aim for the head.
     Philosophy:  This guy clings to life by luck, early on, and will never be free of 
the spectre of death.  In his first few fights stay away from lungers and bashers.  
Both have high attacks and usually do substantial damage.  Prey on strikers, PS, PR 
and slashers.  As he progresses, his attack, parry and defense will equip him with the 
tools to handle most everybody but always remain cautious of those bashers and 
lungers.
     A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70 
def.  Decise and riposte will be slightly lower.  Riposte 50 and decise anywhere from 
35-50 depending on how lucky you get.  Train skills exclusively from fight one and on.  
Use tourneys if you must raise anything at all (including con).
     Don't be discouraged if he's around .500 early on.  By ten fights he'll be 
sporting three Adv Experts at least (att, par and init) and will begin to dismantle 
those scum/finesse styles that managed to beat him.  Feel free to write or diplo me 
with comments/criticisms/or questions.

                                             Fight the Good Fight,
     or:                                          Agath
          CPL Michael Dockus                      Lunatic Fringe (23)
          H Co BLT 2/8                            Circle of Five (51)
          24 MEU (Det F)                          Slaves of Power (52)
          FPO NY NY 09502-8531