DUELMASTERS NEWSLETTER

Date   : 02/07/2004    Duedate: 02/20/2004

NOBLISH ISLAND ARENA

DM-93    TURN-161

This Weeks Top Honors

THE DUELMASTER IS

CHIP ENSER
MIDDLE WAY 10 (1360)
(93-7871) [3-0-1,19]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              CHIP ENSER
                               MIDDLE WAY 10 (1360)
                               (93-7871) [3-0-1,19]

Popularity Leader              This Weeks Favorite

ALTA CHESS                     ALTA CHESS
MIDDLE WAY 10 (1360)           MIDDLE WAY 10 (1360)
(93-7869) [1-2-0,9]            (93-7869) [1-2-0,9]

THE CURRENT TOP TEAM

MIDDLE WAY 10 (1360)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. DOOM LEGION (1357)          26
2. THE WARRIOR ANGELS (1361)   24      ONLY HUMANS (147)
3. IMA #2 (1362)               21      Unchartered Team
4. THE LORDS OF WAR (1358)     19
5. MIDDLE WAY 10 (1360)         6      MIDDLE WAY 10 (1360)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*WONDERLANDERS (1351)      13   3  1 81.3   1/ 3*MIDDLE WAY 10 (1360)      8  7 1
 2- 2*SHADOW WARRIORS (1346)    17   9  2 65.4   2- 1*SHADOW WARRIORS (1346)    4  1 0
 3/ 3*MIDDLE WAY 10 (1360)       8   7  1 53.3   3- 2*WONDERLANDERS (1351)      3  1 0
 4- 4*MARVEL-OUS #1 (1354)       5   6  0 45.5   4- 4*MARVEL-OUS #1 (1354)      2  3 0
 5/ 0*DOOM LEGION (1357)         2   3  0 40.0   5/ 0*DOOM LEGION (1357)        2  3 0
 6- 5*NORWOOD LEAGUE (1359)      2   3  0 40.0   6- 5*NORWOOD LEAGUE (1359)     2  3 0
 7/ 0*THE WARRIOR ANGEL (1361)   2   3  0 40.0   7/ 0*THE WARRIOR ANGEL (1361)  2  3 0
 8/ 6*THE LORDS OF WAR (1358)    2   6  0 25.0   8/ 6*THE LORDS OF WAR (1358)   2  4 0
 9/ 0*IMA #2 (1362)              1   4  0 20.0   9/ 0*IMA #2 (1362)             1  4 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 #5 +]H[<+-----+>]H[<+

Question, turn 407:

All -- Is there a difference in between an Expert and (AE).  It appears to me that 
your (17, 18, 19th) skills don't seem to make a difference until you get that next 
rating @ 20? -- Q.O.W.

Answers, turn 408:

This isn't in answer to the Question of the Week, but it looks like stuff you all 
might find interesting, so here 'tis. -- Jorja

Hanibal -- Here's my advice:  Prep your warriors for the Apprentices, Inits, Adepts, 
then next for the Freshmen.  Don't worry about the Champions class unless you have a 
warrior that received their Invite to AD before the tourney.  Also, run rookies 
whenever you can.  It is one of the purest competitions available.  Learn about aimed 
blows then run some as rookies.  It is a lot of fun!  If you want to get serious 
about tourneys, think about what every warrior needs to do to be at the top of their 
class.  Take what the megas on the Duel List say with a grain of salt.  Someone else 
will always have a better warrior than you, but the best doesn't always win!  Luck 
plays a great role in determining tournament winners, meaning luck in matchups. -- 
Generalissimo Puerco

QoW -- Each skill makes just a little difference.  So little, that the difference 
might be hard to see in any given fight.  I think that the ratings are just there to 
give the manager an indication of their warrior's progression. -- Generalissimo 
Puerco

If there were more answers in the newsletter in question, I missed them.  Also, I 
didn't see a new question in this one!  And I seem to have mislaid the next 
newsletter, so I will say again, that's all for now, but more next time. -- Jorja

     It's a little untidier this week, with some delayed answers to earlier 
questions, and some questions not yet answered.  For those of you newly arrived on 
Noblish Island, these questions and answers are taken from the Aruak City (DM 11) 
newsletter, mostly asked by Hanibal, a graduate of Noblish Island, and answered by 
any manager in that arena who has something to say on the topic.
     Feel free to ask questions of your own.  I'll answer, Pagan will answer, various 
other managers, such as Rillion, who read the newsletter on line will answer, and 
we'll put it up to the experienced managers of Aruak City as well. -- Jorja

From turn 410:
     The first three continue an earlier discussion of learning rates.

Q.O.W. -- I have three warriors that I bumped from 17 to 19 [WT] and it didn't make 
any difference so I am inclined to believe it is the intelligence rating.  However, I 
have talked to managers who have bumped wit to an even number and sometimes it helps. 
-- Hanibal

Q.O.W -- I think learn rate for a particular warrior (and only the warrior, exclusive 
of other factors) is centered around the intelligence comment.  The mean learn rate 
is placed there, but there is also a range higher and lower than that mean rate.  
Kind of like a standard deviation distance in statistics.  I feel, though its not 
provable, that each warrior gets a random roll that places their own general learn 
rate somewhere in this range.  The range is big enough to overlap with the higher and 
lower categories of intelligence, thus a 13 WT warrior with a lucky roll could learn 
as well as a 17 WT warrior, for example.  This is exclusive of other factors of 
course that could greatly affect learning as noted in an earlier Q.O.W. -- Adie

QoW -- We are convinced that "average-skills-learned-per-fight" is dependent solely 
upon the wit number.  E.G. -- a 14 wit learns  slightly better than a 13 who is 
slightly better than a 12.  But ON-THE-AVERAGE-is key.  Each warrior is different. -- 
Kennelworth
P.S.  Yes, we run even-wit warriors with no qualms.  We prefer odd, hence optimizing 
overall skills, but even works great.  Sure thing.

All -- I have heard about having a favorite of a double tactic.  If you had lunge and 
dodge as favs would you use them separately or in the same minute? -- Q.O.W.
P.S.  Do offensive tactics raise your initiative?  

From turn 411:

Q.O.W. -- Yep, it's rare, but you can get double tactics.  Though it's usually not 
recommended to use two at once, I'd try it if it was your favs.  It's hard to tell, 
but I think some offensive tactics might raise init.  I don't use them all that much, 
so I can't really say what exactly I think each tactic influences. -- Adie

Q.O.W. -- What is the secret to keeping your warriors alive?  Of course winning all 
your fights is the best way, but let's be for real.  I believe that wearing plate 
armor could help the underskilled win fights, but does not appear to keep you alive 
once you get a death statement.  Would all agree Con keeps you alive much better than 
will?  I never had a warrior die on me who could take a lot of damage.  Have any of 
your teams?  High skilled warriors with low con win a lot but do they seem to die a 
lot when they do lose?  Fighting in tournaments and in Andorian arenas is this the 
best way to get fight experience without dying?  What is the number of fights you 
must have under your belt before it becomes unlikely you would be killed? -- AK47

Q.O.W.  To start to hold your own in Advanced Duelmasters I believe now you must have 
3 master ratings in skills.  I am wondering if I am correct? -- AK47

All -- I have noticed that my great rollups seldom get blessed, but my average ones 
almost always do.  Is this just me?  What say you all. -- Q.O.W.

Q.O.W. -- Double tactics are optimized separately; offensive tactics raise only that 
which they are -- decisive to gain the attack, slash and bash to enhance the attack 
via power and criticals. -- The Bulldogs

Q.O.W. -- If one gets an invite, goes to the tournament and is killed, that "dead" 
warrior will appear alive in the selected ADM arena.  (It just occurred to one of our 
compatriots in this most recent mailer.) -- The Bulldogs

     >)]H[(< + -----:----- + >)] The Free Cities #76 [(< + -----:----- + >)]H[(<

Various places in Zukal:

     "There are warriors coming.  Several of them from Free Blades, in fact," Kitala
the Bold, Lady Protector of Crysalis, reported.  She picked with most comfortable
chair in the Blue Moon guildhouse's common room with an unerring instinct and settled
into it.  "Maybe one or two from Crysalis, as well.  Me, anyway.  I'm getting bored
on the Isle."
     "When?" Jorja asked.  She didn't much like Kitala--they'd trained on the same
team in Lin Tirian years ago--but she could work with the woman.  Kitala had a
deserved reputation for getting things done.  Things no one else wanted to do, and by
Mantor's Shining Sword, dealing with Sekahos was not something Jorja wanted to do.
She hated politics.  "The sooner we get started, the sooner we'll be done with it."
     "Couple of weeks, probably," Kitala said after a moment's thought.  "These
things don't happen all at once.  People have to cancel their dental appointments,
sublet their apartments, find someone to walk their dogs, stuff like that.  Some of
'em even consult their managers!"  The Lubanese woman shook her head as at an
inexplicable marvel.
                       ***     *****     ***     *****     ***
     Ghenis crouched on a roof and looked down at soldiers marching through an alley.
They were some of Sekahos's men, heading for a brothel, not that it mattered.  Any
soldiers would do for this test.  When they were all in the alley and in his sight,
Ghenis clutched his talisman and muttered, "Stop these men, make them helpless to
prevent anything I would inflict on them in Your Name."  Then he held his breath,
waiting to see if the Dark God of the cult would answer his request.  If the Demongod
answered, then he would know that the cult was real, whatever fripperies Pelishtekan
dressed it in.  And if there was no answer....  The gladiator bared his teeth in a
silent snarl.  There was, somewhere, just such a Demongod.  He knew it.  And he would
find that Demongod and unleash it on the Ferencian and the others who would propose a
false cult, just for the money and power it gave them.  Let all false prophets
beware!
                       ***     *****     ***     *****     ***
     In the principal hall of Zukal's grandest palace, the man who was now calling
himself Prince Sekahos scowled at his advisors.  "It's outrageous!  Intolerable!
It--"
     "It has happened, even so, Prince," Amar Yayoi said.  He was the Prince's
battlemage and chief adviser.  "Some fool among the benighted heathen of this land
has let loose a tribe of Old Ones, dregur as they are called here, against us.  We
must re-bind--"
     "Why can't we get them on our side?" the Prince demanded.  "If these local
yokels bound them before, then the dregur must hate them even more than they hate us.
Why not form an alliance?"
     "A novel idea," the mage said slowly, "but I would recommend against it.  The
Old Ones are not noted for their willingness to accommodate to we who are the Younger
Peoples."  He watched closely as Sekahos considered this and felt a sinking in the
pit of his stomach.  His Prince was going to demand that the attempt be made.  It
could lead to the deepest disaster, and even if an alliance successfully forged, it
could not be depended upon.  The Old Ones were masters of that special treachery
which was produced by following agreements to the exact letter.
     Whatever Sekahos might have said next was swept aside by the entry of Vilardet,
the Prince's master of spies and assassins.  The dark-faced intriguer (he was half
Ferencian and half Kannar) sketched the formal sequences of bows and salutes and
plunged quickly into his report.  "The assassin sent against Kinnishan of Chimlevtal
failed, Prince.  Bad enough in itself, of course, but worse that it has alerted the
cursed Chimlevtans against further attempts."  What Vilardet did not say, but Yayoi
knew quite well, was that the spymaster had argued against that precipitate action.
But he was wise enough not to say "I told you so," not to THIS prince.
     "Kinnishan must die!" Sekahos shouted.  "He's a reactionary!  A cursed populist!
He is blocking my path of expansion, refusing to pay tribute, providing a base for my
enemies--"
     "All this is true," Yayoi said calmly, "but there are other ways to slay a tiger
than by charging it with a spear."
     "Let us set a trap for your enemy, Prince," Vilardet agreed.  "Let us lead him
to destroy himself, and not only himself but those who would ally with him against
you."
     "This would be a great coup," the mage urged, taking up the argument in his
turn.  "Not only would your immediate enemies be removed, but their purpose in
opposing you would be so discredited that others will hesitate to rise against in the
future."
     "And in the doing of it," Vilardet went on, "another danger might also be
reduced...if Kinnishan is brought to attack the Light of Barikala, for instance?"
     Even Sekahos hesitated over that suggestion.  Inzolas had dispatched men to take
Barikala early in the invasion.  They had succeeded, but soon afterward had ceased to
communicate.  Spies sent to that great island in the years since had never returned.
Ships passing too close to it had vanished without a trace.  No one knew what,
precisely, was happening there.  The only thing to be seen which might have a bearing
on the disappearances was a pillar of light, vast, brilliant, and unaccountable, that
rose from the center of the island.  What that pillar meant, was, or did was unknown.
"Would he be such a fool?" the Prince asked finally.
     The spymaster shrugged.  "It doesn't matter.  A situation can be contrived where
he has no CHOICE but to approach the Light.  That, or lose his throne and his allies,
which would serve our purposes well enough."
     There were several minutes of silence while all considered the possibilities.
"Do it," Sekahos said finally.

In and around Kurukar:

     He who was now known as the Black Kaliv stood behind the altar, waiting.  No
moon shone on Kurukar, nor had it since the Kaliv had come into his full power.  But
there was something in the sky which gave a blood-colored light.  The Kaliv said,
"Come."
     A woman walked toward him through the icy night.  She had been a gladiator once,
before the closing of Kurukar's arena.  She was not afraid of pain and death.  But
she was afraid now.  Terrified, not for her life but for her soul.  She would have
run screaming into the dark forest had the spell not bound her limbs to the Kaliv's
will.  She would not have survived such a flight, for the men--the CREATURES--who
served the Black Kaliv were behind her.  But it would have been a cleaner death.
     She reached the altar and stopped, staring across it and awaiting the next
command.
     "Disrobe."
     Fingers half numb with cold fumbled at the fibula holding the white cloth around
her.  Like a winding sheet, it was.  She willed her fingers to seize the clasp, to
drive the long fang of metal into her own flesh and end it all now.  Her fingers
dropped the fibula onto the cloth at her feet.
     She could sense the creatures close behind her.  They were foul things, even the
one who was human.  But she wished one of them--any one of them--would reach out and
take her life.  Now.  Before it was too late.
     "Lie on the altar," the Kaliv said.
     She did so.
     The four creatures came forward, and each of them seized one of her limbs,
holding her in place though she wasn't struggling.  The Kaliv raised a dagger over
her; it burned red in the light of the not-moon in the sky.  With a single word, he
released the spell that bound her limbs to his will.
     She screamed and fought.
     Until the dagger came down.
                       ***     *****     ***     *****     ***
     Kholzern, Commander of the East for the Black Kaliv, stepped aboard his
flagship.  He wore a form that was nearly human, but his sailors were not deceived.
They had seen Kholzern in the heat of battle, when he wasted no energy on such
disguises.  But he always won those battles, so they accepted his alien origin, even
when it made their blood run cold.  Not that they had a choice.  Those who had
protested serving under Commander Kholzern had...vanished.
     "North," Kholzern said, "then east through the canal to Aljafir Bay.  Aljafir
and Stormcrowe must be subdued so that we may secure out outlet into the Storm Sea."
                       ***     *****     ***     *****     ***
     Tashart, Commander of the West, was not at all human and made no effort to
disguise that fact.  He gestured with a tentacle to the helmsman of his flagship.
"South," his piping voice ordered.  "All shipping which does not bear the standard of
Jhuizkhal is to be destroyed.  Three ships to blockade the mouth of North Fork's
river, the rest to invest Veastian.  Not a ship shall move along this coast without
my leave."

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 484): ALEX GRIFFIN of DREAM PARK (Zalgor Prigg, mgr.)
 DM  12 RIZTAB (turn 482): TILLOUISA of SWEET MAGIC (Jorja, mgr.)
 DM  15 MALCORN (turn 478): BURGATORY of SACRILEGIOUS MEAT (Klep, mgr.)
 DM  16 WILLAF (turn 478): MUKAARTH of BLACKHEART'S AXE (?, mgr.)
 DM  17 ALJAFIR (turn 477): GHENGIS KHAN of HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 475): TRAGIC TUESDAY of QUASI-LEGAL OPS (Necron 99, mgr.)
 DM  28 MORYA (turn 237): IDIOTIC INDIGO of IDIOTIC ICCERS (THawk, mgr.)
 DM  29 LAPUR (turn 467): BINDI of CROC FILES (THawk, mgr.)
 DM  31 CHIMLEVTAL (turn 235): SIR PELLEAS of WILLBENDERS (Abraxis, mgr.)
 DM  32 ARVAT (turn 464): JOHNNY B GOODE of CALL THE PRIEST (Destitute Noble, mgr.)
 DM  33 NIATOLI ISLAND (turn 462): GRUDGEBRINGER of WHEN DOGMA FAILS (Prophet, mgr.)
 DM  35 MURSKA (turn 455): IRON-HIDE of FERROUS MEN (?, mgr.)
 DM  43 VEASTIAN (turn 418): SWORDBREAKER of WIDOWMAKERS (Soultender, mgr.)
 DM  45 STORMCROWE (turn 212): MING of DYNASTIC (Jack Wolfspider, mgr.)
 DM  47 NORTH FORK (turn 207): BLACK JACK SHELACK of ROYAL FLUSH (Crip, mgr.)
 DM  50 SNOWBOUND (turn 194): NASSE of DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 343): TENACULUM of GENERAL SURGERY (Darkfist, mgr.)
 DM  61 JURINE (turn 323): THE BUM of FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 142): PRIZMATYK WAHL of MAGIC MAYHEM (Fizban, mgr.)
ADM 103 FREE BLADES (turn 368): SETHRA LAVODE of CASTLE BLACK from KYR'TERR
                                (Shadowgate, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 484): CLAN O' WHOOPAS (?, mgr.)
 DM  12 RIZTAB (turn 482): DREAMERS (Sleepy, mgr.)
 DM  15 MALCORN (turn 478): SACRILEGIOUS MEAT (Klep, mgr.)
 DM  16 WILLAF (turn 478): DARK WARRIORS (Arcane's Den, mgr.)
 DM  17 ALJAFIR (turn 477): HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 475): QUASI-LEGAL OPS (Necron 99, mgr.)
 DM  28 MORYA (turn 237): THE WARLORDS II (Fizban, mgr.)
 DM  29 LAPUR (turn 467): CRIMSON KINGS (The Yellow Jester, mgr.)
 DM  31 CHIMLEVTAL (turn 235): WORDS TO THE WISE (Wordsmith, mgr.)
 DM  32 ARVAT (turn 464): SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 462): WHEN DOGMA FAILS (Prophet, mgr.)
 DM  35 MURSKA (turn 455): STRONGHOLD (Silver Stroke, mgr.)
 DM  43 VEASTIAN (turn 418): WIDOWMAKERS (Soultender, mgr.)
 DM  45 STORMCROWE (turn 212): MIKES MORGUE (Mike, mgr.)
 DM  47 NORTH FORK (turn 207): MY DAY (Abarsis, the Slaughter Priest, mgr.)
 DM  50 SNOWBOUND (turn 194): TEAM VIRTUE (Boy Scout, mgr.)
 DM  56 ROCANIS (turn 343): GENERAL SURGERY (Darkfist, mgr.)
 DM  61 JURINE (turn 323): FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 142): MAGIC MAYHEM (Fizban, mgr.)
ADM 103 FREE BLADES (turn 368): WENSINWASIN (Youngblood, mgr.)

                                   Recent Graduates
                                  -----------------
 DM   9 ZUKAL (turn 483): BLUE GOOSE of BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 481): OCTAPUSSY of ARENA FELINES II (Garfield, mgr.)
 DM  15 MALCORN (turn 478): BURGATORY of SACRILEGIOUS MEAT (Klep, mgr.)
                            NEIGH! of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 477): ROWARDENN of SAILS OF CHARON (The Sentinel, mgr.)
 DM  29 LAPUR (turn 466): MONTY of CROC FILES (THawk, mgr.)
 DM  31 CHIMLEVTAL (turn 234): MACIOBELLY of UNFIT TO BE ORCS (Slugbait, mgr.)
                               GAELIN BLACKTALON of THE NIGHTHAWKS (Firehawk, mgr.)
 DM  32 ARVAT (turn 464): JOHNNY B GOODE of CALL THE PRIEST (Destitute Noble, mgr.)
 DM  33 NIATOLI ISLAND (turn 462): SQUEEZE CHEESE of FOOD FIGHT (Ebenezer
                                   Frothingslosh, mgr.)
                       (turn 461): OLD MAJOR of PIG BATTALION (Kellog, mgr.)
 DM  43 VEASTIAN (turn 418): SWORDBREAKER of WIDOWMAKERS (Soultender, mgr.)
 DM  45 STORMCROWE (turn 211): SNOWFALL of NORTHERN LIGHTS (Jorja, mgr.)
 DM  47 NORTH FORK (turn 207): STRAW FIRE of LAND OF OZ (Oz the Successful, mgr.)
 DM  61 JURINE (turn 323): THE BUM of FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 141): PIXIE BLIGHT of DARQUE FORCES VIII (Master Darque, mgr.)

                                      SPY REPORT

     Oh, hi.  Its just little 'ol Debby Tonte.  Thought I'd check out NOBLISH ISLAND 
to see what's new.  Too bad, SHADOW WARRIORS, but MIDDLE WAY 10 was just too good to 
be stopped.  MVP award for ETERNITY BEING?  IMA #2's proud of her after beating ALTA 
CHESS and getting 17 points.  Talk about yer major upsets!  ALTA CHESS' match with 
ETERNITY BEING cost her a loss of 14 points!  What a putz!  MAD HATTER fights so hard 
to be Duelmaster, then quits fighting and loses the title.  No one said he was a 
genius...  And I was just getting used to the ex-Duelmaster's habit of...(!)  Oh 
well, welcome CHIP ENSER.  Aren't MIDDLE WAY 10 proud.  (Oh, my.) Is the Duelmaster 
really being a real snob to his teammates?  Don't ask me!   
     I gotta admit I haven't been in "deep con caves" with any spies.  Really, I just 
wing this stuff.   
     What does a fighter fight for?  I mean, the crowds don't give a hoot if someone 
gets killed.  Not after four more fights.  Fight, fight, fight.  Is that all you guys 
can do?   
     I really didn't, you know, study when I was a kid.  Who would've guessed I'd be 
a famous Spyreporter?  I gotta leave.  NOBLISH ISLAND is like such a dump, and you 
guys smell too much!  Remember you guys, ease up sometimes!  Chill out!  Later, Debby 
Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 CHIP ENSER 7871               3   0  1    19       MIDDLE WAY 10 (1360)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-MAD HATTER 7826               4   0  0    52       WONDERLANDERS (1351)
-SHADOW KING 7800              5   1  1    41       SHADOW WARRIORS (1346)
-SHADOW MISTRESS 7798          4   2  0    39       SHADOW WARRIORS (1346)
-WHITE RABBIT 7822             4   0  1    36       WONDERLANDERS (1351)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-CHESIRE CAT 7825              3   1  0    22       WONDERLANDERS (1351)
-TOBIAS EARTHBREAKER 7862      2   0  0    19       SHADOW WARRIORS (1346)
-SHADOW WALKER 7797            3   3  1    18       SHADOW WARRIORS (1346)
 DOC FELLE 7872                2   1  0    17       MIDDLE WAY 10 (1360)
 ETERNITY BEING 7886           1   0  0    17       IMA #2 (1362)
-AMIOKAYATTHIS 7875            1   0  0    15       MARVEL-OUS #1 (1354)
-OOPSIAMSTILLDUMB 7874         1   0  0    15       MARVEL-OUS #1 (1354)
 SHADOW STALKER 7861           2   1  0    14       THE LORDS OF WAR (1358)
-BACH 7866                     1   0  0    14       NORWOOD LEAGUE (1359)
-THE THING 7837                2   1  0    11       MARVEL-OUS #1 (1354)
-CARMI 7867                    1   0  0    10       NORWOOD LEAGUE (1359)
 ALTA CHESS 7869               1   2  0     9       MIDDLE WAY 10 (1360)
-ALICE OF EARTH 7823           2   1  0     8       WONDERLANDERS (1351)
 BROPHY 7856                   1   0  0     8       DOOM LEGION (1357)
 WHITE ANGEL 7882              1   0  0     8       THE WARRIOR ANGELS (1361)
 EB GOLLU 7873                 1   2  0     6       MIDDLE WAY 10 (1360)
 BENSI DURN 7870               1   2  0     5       MIDDLE WAY 10 (1360)
 ANGEL WARLOCK 7880            1   0  0     5       THE WARRIOR ANGELS (1361)
-NADIA SOULSTEALER 7877        1   0  0     5       SHADOW WARRIORS (1346)
 RAGNAROK 7853                 1   0  0     5       DOOM LEGION (1357)
-STORM 7840                    1   1  0     4       MARVEL-OUS #1 (1354)
-NITH 7865                     0   1  0     1       NORWOOD LEAGUE (1359)
-KURGAN 7863                   0   1  0     1       NORWOOD LEAGUE (1359)
 BLACK ANGEL 7878              0   1  0     1       THE WARRIOR ANGELS (1361)
 HELL'S GATESMAN 7884          0   1  0     1       IMA #2 (1362)
 AEONO 7887                    0   1  0     1       IMA #2 (1362)
 QUICKBLADE SHADE 7883         0   1  0     1       IMA #2 (1362)
 THE ONE 7885                  0   1  0     1       IMA #2 (1362)
-HOWISMYDRIVING 7876           0   1  0     1       MARVEL-OUS #1 (1354)
 POISON SUMAC 7855             0   1  0     1       DOOM LEGION (1357)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
PAF MASTER 7854        0  1 0 DOOM LEGION 1357      SPYMASTER 22          161 NONE    
GAR-DON 7852           0  1 0 DOOM LEGION 1357      SHEWISH GIANT 21      161 NONE    
DEVISTATION 7860       0  2 0 THE LORDS OF WAR 1358 BANDIT PRINCE 25      161 NONE    

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
CONDOR 7859            0  1 0 THE LORDS OF WAR 1358 WURM KIN 27           161 NONE    
SLY FOX 7858           0  1 0 THE LORDS OF WAR 1358 STONE GOLEM 26        161 NONE    
SLASH 7857             0  1 0 THE LORDS OF WAR 1358 WURM KIN 27           161 NONE    
MR. MARVEL 7838        0  1 0 MARVEL-OUS #1 1354    WHITE RABBIT 7822     158         
ANNON 7864             0  1 0 NORWOOD LEAGUE 1359   CHIP ENSER 7871       160         
ANGEL OF DEATH 7879    0  1 0 THE WARRIOR ANGE 1361 BANDIT PRINCE 25      161 NONE    
DA #1 7881             0  1 0 THE WARRIOR ANGE 1361 DARK CHAMPION 24      161 NONE    

                                     PERSONAL ADS

Dagan Lifegiver -- Diplo received.  I'm very honored for you to be considering my
offer.  Unfortunately, I've had some bad timing, and currently I'm inactive in
Duelmasters.  I'm quite sorry about this.  However, I would still like to be a member
of your alliance so that when the day comes for my return to the arena I can fight by
your side.  I've received good training about this game from a 10 year+ veteran, so
feel free to e-mail me at tycron@yahoo.com and we can talk strategy.  Good luck! --
Tycron

Convicted Assassin?  I'm not READY for a Convicted Assassin!  Can't I think about
this for a while?  Maybe rematch in a year or so? -- Alta Chess

Shadow Walker -- Well, no doubt about it, you can walk the walk.  But have you
considered getting a horse?  You'd look good on a horse. -- Eb Gollu
P.S.  Of course, there aren't any horses here on Noblish Island, but when you hit the
mainland, they'll be all over the place.  And their by-products will be, too, of
course.

Amiokayatthis -- You just about won that one on the difficulty of pronouncing your
name.  Or spelling it, for that matter.  Sneaky. -- Doc Felle

Ghost of Annon -- Ma'am, I didn't mean to do that.  Win, yes, but not that way. --
Chip Enser
P.S.  It's a mystery to me, must be my inexperience.  KD of 5 and aiming for your
right leg...which I don't seem to have hit once.  So, hmm, maybe it's my clumsiness,
instead....

Bach -- Why don't you just turn into a seagull and fly away? -- Bensi Durn the
moderately annoyed and very weary

Dagan LifeGiver -- 1)  The stories under the Free Cities header are the product of
the staff writer, and you may participate by a) volunteering a warrior to be written
into the storyline (this has no effect whatsoever on arena fighting), or b) producing
a storyline of your own that spins off the Free Cities line (it would not, then, be
placed under the header, but so what?).  To be IN the story, in other words, you send
a few notes on how you want your character represented by diplo to the Scribe.  To
write your OWN story that links with a house-written storyline, either just start
right out, or indicate in a personal or diplo which storyline you're interested in
and which direction you might like to go with your own, and you should get a prompt
and full reply as to where the main line is going, what factors might be active, etc.
     2)  I have to say that the best way to get other participants is to know them
beforehand and use a little gentle extortion....  On a more positive note, I would
suggest a sort of layered approach.  First get an episode into the newsletter, then
next turn (when the other managers have seen what you can do) solicit volunteers in
the personals, and finally follow up any show of interest with diplos (or email if
you have it).
     3)  The best arenas for role-playing are 11 (Aruak City, Andorian) and 31
(Chimlevtal, Free Blades).  Both of them are talkative and inclined toward role-play,
but neither is small.
     As a second string, small, talkative, friendly, but not strongly role-playing as
such, hmm.  DM 14, Tobir, Andorian.  Dm 16, Willaf, Free Blades.  DM 24, Zorpunt,
Andorian.  Maybe DM 29, Lapur, Free Blades.  Maybe DM 42, Rodeki, Delarquan.  The

unfortunate thing about small arenas in this way is that they can easily change
character if just one manager goes inactive.  Large arenas are more stable.
     Stories go into the Team Spotlights.

Dagan -- Drake is a mostly-Free Blades manager who sometimes answers a question or
makes a suggestion in this newsletter.  You could probably reach him by diplo to
Drake's Bar-B-Q, ADM 101. -- Jorja
P.S.  As regards your attempts to challenge the Duelmaster, all I can say is that I
was not avoiding, and they TELL me that the class immediately below the DM,
regardless of what class it is, can challenge him.  Or her, of course.

Shadow Lord -- I have no idea!  It was so brilliant, I was blinded. -- Naefan Ordh

Comments on the articles--

Strength and Weapon Damage, by Pagan.  So far as I know, Pagan is not active at the
moment.  I find this piece somewhat exasperating, especially the last bit about
"extra damage."  Seems to me that it's a matter of definition.  What if most people
define "extra damage" as "enough damage to bring on the extra damage statement"?  If
it quacks like a duck and swims like a duck....

The Perfect Scout by Mr. Drake.  This manager is inactive, so far as I know.  Yes,
there is an active manager called Drake, but he's somebody else.  The classification
of a scum warrior as a "scout" is more a question of long-term team strategy than of
warrior design.  And it presupposes that you are going to challenge and avoid with
your other warriors.  (This is a hint.)

The Brainy, Low-Will Striker by Blind Man.  This manager is inactive.  However, his
point is a good one.  Not every warrior is suited to long-term play, so why not make
the most of your short-termers?  And a low will warrior is definitely short term, but
could be more fun than "straight to the Dark Arena."

And now, for Something Completely Different by Elder Snorri.  This manager is active
in DM 73, I think his team is Black Rose.  Anyway, a good basic article.  Nothing
fancy, but you don't always need fancy, especially when you're starting out.

Warrior Handedness by Pagan.  Interesting, but unfortunately not particularly useful,
since there is not one single thing you can do about handedness either on the initial
rollup or in preparing for a fight.  Of course, you CAN target your opponent's right
(or if you know he's a southpaw, his left) arm, to increase your chance of getting
him to drop his weapon....

A Beginner's Guide to Duelmasters by Fritz.  To the best of my knowledge, this
manager is inactive.  Good basic stuff, and I especially like his point at the end
about the effect of weapon selection on the development of your warrior's stats.
Just don't forget that weapon selection is dependent, to some extent, on style!

Endurance by Adie.  She's usually active in Aruak City, DM 11, team Tuft Tuggers.  A
good article.

An Unbiased Look at the Slashing Attack by Tex.  This warrior is inactive.  A good
article, as this manager was really into slashers.

Priority Skill Learning by Pagan.  Interesting, and it gives you something to judge
your warrior against if you're trying to determine his "favorite learn," the skill he
learns most readily.  But again, there isn't anything you can DO about this.

Parry-Riposte by Blackhawk.  This manager is inactive, as far as I know.  I don't
agree with him entirely--I run some rippers a lot faster than he advises--but it's
basically sound.  As a matter of fact, I think the small size of most arenas at the
moment has had a strong effect on what strategies and styles are going to be
successful, especially with the trickier styles such as rippers.

Jessie's Guide to a Good Basher by Jessie Jest.  Jessie is inactive.  He did a lot of
work with bashers.  I don't completely agree with him, but what else is new?

Tobias Earthbreaker -- Thanks for the advice.

All -- Wanting to get more into role-playing.  Please diplo any advice.  Thanks for
the kind words. -- Dagan

EB Gollu -- Can't slow down.  It hurts when you get hit and is a good way to get
killed.  I'm just a beginner but try a mace instead of shield and kick up the OE=8,
AL=9, KD=4.  This should help a little. -- Warrior Lord, The Lords Of War (DM 93)

Living Essences Alliance Members -- Let it be noted that, due to conflicts of
interest between parties, the LEADS contest has been delayed, and could be ultimately
cancelled.  However, a replacement contest is in the works, and is waiting to be
approved by the RSI counsel.  I ask that your patience and understanding in this
matter is great.  Also, let is be known that two new teams are about to enter our
alliance, and they will both be fighting in the Noblish Island Arena. Therefore,
should you be forced to fight against or challenge one of the alliance members' team
players, please do so, but do not make a targeted effort to kill them.  Try to avoid
alliance teams whenever possible. -- Dagan LifeGiver, Shadow Warriors
P.S.  A complete list of teams in our Alliance is available.  If you are interested
in receiving a copy of them, please diplo me the way that is common, or request it
through the personal ads.
P.P.S.  If there is anyone reading this that is not a part of the Living Essences
Alliance and would like to be, or would like additional information about us, please
feel free to either diplo me or send me a personal ad.

Jorja -- You know that your team got away this time, but the Shadow Warriors are
destined for the throne.  I'm not sure if they are going to allow my challenge to go
through (they never did when I challenged Torans Ulrik) but if they do, you had
better be prepared to step down from the throne.  If you're not, be ready to be
thrown from it!  (Get it--THROWN from the THRONE!!!) -- Dagan LifeGiver

I offer an official LIVING ESSENCES ALLIANCE welcome to our two new teams -- I.M.A. 2
and the ANGEL WARRIORS.  Please feel free to ask any questions of the active warriors
and managers.  Also, I greatly encourage you to write personal ads. -- Dagan
LifeGiver, co-manager of the LEA

Nadaz Malkariss (the mgr. of the Angel Warriors) -- I still don't like you, and if I
feel like I have the time to waste on your team, I might just come and try to KILL
all of them.  But like I said, that's if I have the time. -- The One (Marvel-ous 1,
mgr.)

10 January 2004
ZalCon2 Updates (1/9/04)

     The contest will be starting on the turn due February 23rd, 2004 and run for 20
turns.
     Only one team will be allowed for each manager in the contest, regardless of
whether additional teams are announced as contest entries.  No exceptions for any
reason.
     The Style Master points should read that there is +1 point for beating a member
of your own style even if the warrior is not registered for the contest.
     Rolling points for consecutive turns as Style Master means that your warrior
gets the extra point every turn after the first 3 that he continues to hold the
title.
     The points for Quality Wins should be clarified to read the winning warrior is
ranked below by the number of recognition points needed for each bonus point at the
start of the fight.  For example, Warrior A (3-2-0, 17) beats Warrior B (4-1-0, 35)
and receives 2 bonus points under Quality Win for the 18 point difference in the
ranking.
     I believe that is all the clarifications for the moment, please feel free to
email, diplo, call or write me with any other questions or concerns about the
contest.
          Robert Occhipinti aka Zalgor Prigg

10 January 2004
                *     *     *  Third Annual Turf War  *     *      *

     Come one and all to DM 47 (North Fork) for the Third Annual Turf War!  Rules of
the contest will be posted in Turn #208's newsletter (due date Feb. 23).  The contest
will begin on Turn #209 (due date March 22).
     So, get a team there and register!  To register, you must send me a donation of
one (1) rollup CERTIFICATE.  Then, declare your alliance and team in the North Fork
personals.  You may also declare a warrior as champion, and that warrior will earn
(or lose!) double points in the contest!
     Roll-up certs will be *ALL* awarded as prizes, in addition to:

*** Highest Scoring Alliance -- Gets to Rename DM 47 for 6 months!
*** Most returns from DA (Alliance) -- Rename DA monsters for 6 months!
*** Most listings as "Style Masters" (Alliance) -- Pick arena to host the April "05
    Grand Tournament!
*** Warrior with the most awards -- Arenamaster named after him for 6 months!
*** Alliance with the most awards -- Pick the slow arena for TW 4!
*** Team with most "Style Master" listings -- Discover favorites of one warrior on
    team!
*** Warrior with most "Style Master" listings -- Fights at my expense for 5 turns!
    (I'll transfer $7.50 to the manager's account)
*** Alliance with the most kills -- Rename the stand-ins for 6 months!
*** Highest scoring Warrior -- Fights at my expense for 5 turns.  (I'll transfer
    $7.50 to their manager's account.)

     The contest will run for 10 turns, with the winners announced on turn #220.  See
the Turn #208 North Fork newsletter for complete rules and scoring system!  Direct
"declarations" to:  A.D. in the personals, and prize pot entry donations to:
                      Jason Mazuch HSP H-2
                      P.O. Box 339 #924385
                      Sparta, GA  31087-0339
     By snail mail or diplo through RSI.
               Bloody Sands!
                    Asmo Dius, TCB

16 January 2004
                                    CHAOTIC WINDS
     Once, long ago, the four Winds of Time descended upon Alastari like a TEMPEST of
epic proportions, they slew everything within their all-encompassing reach.  They
left nothing.  In their wake lay smoldering ruins.
     In their haste they sped towards the center of this great land like a colossal
giant would step across an ocean.  The four storms picked up momentum on their way
towards each other.  A collision was eminent.
     The first storm wind, the oldest and wisest of the four was named APEXALUS.  The
second, FLAGGSTAFF, was the quickest and loudest entity ever created.  The third Wind
of Time was MATRIATIN, neither old or young, quick or slow, but fierce and feisty all
the same.  The forth wind, ASSAMITHIUS, the youngest yet most creative in its means
of destruction.
     When finally they merged at the center of ALASTARI, an incredible destructive
explosion occurred.  And when the smoke and debris cleared they were one.  CHAOS was
born.
     And Chaos spread across the diminished lands reeking havoc and doom with its
passing, and destroying allover again that which already lay in ruin.

F E A R    C H A O S    I N C.
M A T R I X

28 January 2004
All -- I send out this invitation to all teams and managers.  A new Alliance has been
formed.  The Living Essences Alliance is being formed to join forces in an effort to
eliminate common foes and to help the joined warriors grow and learn to the best of
their abilities by offering suggestions and advice.  It doesn't matter what arena
you're in, or if you're in another alliance already, as of today.  This Alliance is
open to one and all!  If you are interested in joining, please DIPLO me, or send a
personal ad to DM 93's newsletter.  If you wish to join beyond March 2004, send a PA
to DM 82.  Come join the fun! -- Dagan LifeGiver, mgr. Shadow Warriors (DM 93)

28 January 2004
This notice is to formally introduce our young alliance, CHAOS INC.  We consist of
APEX, FLAGG, MATRIX, ASSAMITE, and now RUDE BUDDHA.  If we aren't already there, we
WILL be coming to an arena near you soon!  Hope to see you all at the ZALCON II.

4 February 2004
Greeting from Jhans, DM 36 -- In 2 turns the kLk will host our first annual "St.
Valentines Day Massacre" in Jhans, arena 36.  (Kill Contest)  The contest will begin
on turn 450.  It will run for 10 turns.  On turn 461 the winners will be announced.
There will be 3 separate categories, the team with the most kills, the alliance with
the most kills, and the warrior with the most kills.  For the manager of the team
with the most kills a PRIZE of 10 ROLL-UPS will be rewarded (or $50 deposited into
his account).  No need to declare yourself in the personals.  If you are in DM 36,
you will be part of the contest whether you like it or not.  We encourage as much
trash talk as you'd like.  All teams, managers, and alliances invited.  Please
contact Polarius (mgr. of Blitzkrieg) in DM 36 with questions.  Or you can email me
at jamieptmo@hotmail.com.  Good luck and see you in the sands. -- Polarius

                                  LAST WEEK'S FIGHTS

DEVISTATION was butchered by BANDIT PRINCE in a 2 minute bloody Dark Arena fight.
ANGEL OF DEATH was slaughtered by BANDIT PRINCE in a 2 minute Dark Arena battle.
CONDOR was easily killed by WURM KIN in a 1 minute Dark Arena match.
SLY FOX was narrowly killed by STONE GOLEM in a 3 minute bloody Dark Arena duel.
SLASH was butchered by WURM KIN in a 1 minute gory Dark Arena fight.
PAF MASTER was murdered by SPYMASTER in a 1 minute bloody Dark Arena competition.
DA #1 was slaughtered by DARK CHAMPION in a 1 minute bloody Dark Arena fight.
GAR-DON was executed by SHEWISH GIANT in a 1 minute bloody Dark Arena brawl.
EB GOLLU defeated THE ONE in a 1 minute beginner's melee.
DOC FELLE won victory over EMBEZZLING SCRIBE in a 1 minute beginner's duel.
SHADOW STALKER defeated AEONO in a 1 minute beginner's duel.
ALTA CHESS was defeated by ETERNITY BEING in a action packed 3 minute novice's fight.
BENSI DURN was savagely defeated by WHITE ANGEL in a 2 minute brutal novice's fight.
CHIP ENSER bested BLACK ANGEL in a exciting 1 minute amateur's Title conflict.
BROPHY savagely defeated HELL'S GATESMAN in a crowd pleasing 3 minute novice's brawl.
POISON SUMAC was narrowly defeated by ANGEL WARLOCK in a 5 minute novice's duel.
RAGNAROK unbelievably bested QUICKBLADE SHADE in a 4 minute bloody novice's fray.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   4         LUNGING ATTACK    14 -   4 -  1      78  |
|PARRY-RIPOSTE                    4         WALL OF STEEL     22 -  11 -  0      67  |
|STRIKING ATTACK                  4         TOTAL PARRY       11 -   6 -  0      65  |
|WALL OF STEEL                    3         AIMED BLOW         3 -   3 -  0      50  |
|LUNGING ATTACK                   2         PARRY-STRIKE       6 -   8 -  1      43  |
|TOTAL PARRY                      2         BASHING ATTACK     9 -  16 -  0      36  |
|PARRY-STRIKE                     2         STRIKING ATTACK   10 -  19 -  1      34  |
|SLASHING ATTACK                  2         PARRY-LUNGE        1 -   2 -  0      33  |
|AIMED BLOW                       1         SLASHING ATTACK    4 -   9 -  1      31  |
|PARRY-LUNGE                      1         PARRY-RIPOSTE      3 -  10 -  1      23  |

Turn 161 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:

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

                               TOP WARRIOR OF EACH STYLE

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

The overall popularity leader is ALTA CHESS 7869.  The most popular warrior this turn 
was ALTA CHESS 7869.  The ten other most popular fighters were BROPHY 7856, SLY FOX 
7858, WHITE ANGEL 7882, DEVISTATION 7860, ANGEL OF DEATH 7879, DOC FELLE 7872, SHADOW 
STALKER 7861, CHIP ENSER 7871, BLACK ANGEL 7878, and HELL'S GATESMAN 7884.

The least popular fighter this week was POISON SUMAC 7855.  The other ten least 
popular fighters were ETERNITY BEING 7886, THE ONE 7885, DA #1 7881, PAF MASTER 7854, 
SLASH 7857, CONDOR 7859, QUICKBLADE SHADE 7883, RAGNAROK 7853, BENSI DURN 7870, and 
AEONO 7887.

                             The Effects of Coordination

     Coordination has long been ruled as having no effect on a warrior.  I have 
noticed a few things that may be the cause of certain coordination levels.  So I 
decided to write this article to give the general DM populace something to ponder.  
Below is the coordination table:

Coordination =  SP + DF

06 - 16  = Clumsy
17 - 20  = Slightly Uncoordinated
21 - 27  = Normal
28 - 31  = Highly Coordinated
32 - 39  = Very Highly Coordinated
40 - 42  = Marvel of Fighting Coordination

     Since I run a lot of bashers that have a clumsy rating most of the time, I 
noticed a few things that happen to them and not the high coordination warriors I 
have.  Most people don't have clumsy warriors, save some bashers and TPs, so it may 
not be paid that much attention to.
     The first thing I have noticed is that a clumsy warrior seems to drop his weapon 
more often than a higher coordination warrior.  So I think that maybe he has a higher 
chance to do this than normally coordinated warriors.
     Second, I noticed that clumsy warriors have harder time trying to quick draw 
their back-up weapon, causing them to fumble around trying to get it.
     Third is that the clumsy warrior also is slower to get up after he has been 
knocked down.  It may also influence the roll on whether you get knocked down or not, 
along with other factors.
     These things aren't as noticeable the higher the coordination becomes.  That's 
probably why a lot of people don't place any  value on coordination.  At the higher 
levels of the game there aren't any clumsy warriors, so coordination isn't noticed.  
You can still get knocked down, lose your weapon, and draw your back-up quickly, but 
the odds are more in your favor with a higher coordination in my opinion.
     Well, may joy and happiness be with you.  If you would like to chat , I can be 
reached at 103260.3347@compuserve.com  
     You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS 
scattered about.

                                                         Ta-Ta,
                                                         Sir Jessie Jest
                                            (He who always gets the last laugh......)

                       Parry-Riposte:  The Best of Both Worlds

     I've had the urge to write this for a long time but Seeker's all arena PA finally 
drove me to ink it out.  I am not a Primus manager, I am a very experienced with PRs, 
though.  With the introduction aside, let's get back to basics.

ATTRIBUTES
     ST:(6-13)  I have PRs with both.  Strength depends a lot on your size.  You 
definitely do not want to be cursed with "does little damage."
     CN:(10-13)  It's always nice to be able to roll with a few punches.  This will 
allow your warrior to miss a few parries and still take out his opponent (very 
important early in life).
     SZ:(3-14)  Size is an attribute you cannot work with.  I've had good set ups with 
all these sizes.  Above 11 is somewhat large, but a larger size can be successful.
     WT:(17,21)  You knew that, though.  Rippers must have at least a 17 wit.  They 
need all the skills and the intelligence level.  Parry-riposte is an art form.
     SP:(5-13)  Some say riposte is hindered with a low speed.  I have a ripper with a 
5 speed and it doesn't hold true with him.  Most of my PRs do have lower speeds.
     DF:(15-21)  Once again, parry-riposte is an art form.  Your warrior must be very 
deft to master this art.  Not to mention deftness is where you acquire most of your 
skills.

WEAPONS:  Primary use SH, EP (my favorite), LO, or SC, offhand use DA, HA, or SH.  I 
personally use weapons instead of shields because rippers have a tendency to attack 
with their offhand.

ARMOUR:  This is your decision.  I usually run mine with ARM and H.  It depends on 
your opponent and your carrying ability.

STRATEGY:  What is parry-riposte?  An art form.  Like painters use different 
techniques, rippers use different strategies.  I usually higher OE's and AL's early on 
in the career.  Especially if they have higher speeds.  Strategy also depends on your 
opponent.  After your PR starts to mature, try a more methodical strategy.  Somewhere 
in the range of 3-3-3 and 6-5-6.  A 3-3-3 is pretty much a scum strategy, your PR will 
parry more than riposte.

NOTES:  Parry-rips take a lot of work and fine tuning.  Parry-riposte is a wicked 
style once your warrior starts to develop.  It's always fun to jump a lunger and put 
it on its face with a OR.  It's even more fun to beat a scum at its own game.  A parry 
rip can easily do both.  Parry Riposte is the best of both worlds.  This is my first 
article so please feel free to diplo me (Tempest-36 and 100) or e-mail me 
(CPetta8272@ad.com) with any questions or comments.  May honour and righteousness 
bless your blades.  May the horsemen of the night reign forever.

                                                       Nobly,
                                                            Lord Dauthstorm

                                   The Basic Ripper

     Why isn't one of basic's most entertaining styles, a style capable of beating all 
others, a common sight upon the sands?  The myth that rippers are difficult to run and 
inherently prone to dying is widely accepted.  True, the graveyard is full of rippers 
that began their careers running little numbers and the parry tactic.  This is no 
mystery given that very few rippers start with great defenses and the parry tactic 
destroys a young ripper's offense.  In their efforts to make better punching bags, 
many managers have turned to big constitutions and heavy armor.  A dose of sanity is 
long overdue.  If you would like to run some rippers who will survive and win, read 
on.
     DESIGN:  My approach is somewhat unorthodox.  I maintain an evolving list of 
physical requirements for each style, i.e., endurance, punishment, damage, and carry 
capacity.  If you don't have the means to accurately forecast these ratings, ask 
around.  If at all possible, I first max out a new rollup's WL at a value of 15, 17, 
or 21 and then compare the rollup's physical potential with each style's physical 
requirements.  Generally, the style that matches up best and requires me to add the 
least number of points to ST and CN is the one I want.  It isn't absolutely necessary 
for a fighter to be physically fit at the beginning of his career.  Plan ahead.  Will 
a few preselected attribute trains make him so?  Must points be added to the rollup's 
ST or CN so that he can make the grade with no more than two trains per attribute?  
Which weapons will he use?  With these questions answered, it's simply a matter of 
taking WT to the highest odd value possible (avoid 19) and then doing the same with 
DF.  Godlings are not born as a results of how many points you can pump into WT, WL, 
and DF; that's luck's job.
     Young rippers need to be able to go fast for two minutes without tiring.  If your 
ripper isn't physically fit, he will slow down.  If he slows down, you are gambling 
with his life.  The more frail the warrior, the greater the gamble.  That said, if 
your ripper can quickly meet the following criteria and learn reasonably well, you 
will get your money's worth.
     Endurance: Something in the neighborhood of 350 (that's {ST+CN}WL)
     Punishment: Anywhere from the high end of very frail to midrange normal
     Damage:  Normal
     Capacity: Cannot carry a lot (minimum ST/CN combos: 9/8, 10/7, 11/6, 12/5)

     ST: 9 +   Midgets need an 11 or better.
     CN: See Endurance, punishment, and capacity requirements
     SZ: Small (3-8) to medium (9-14)
     WT: 15+   If your ripper doesn't learn, he's toast.
     WL: 15+   See endurance and punishment requirements.
     SP: Though frequently unimportant, it helps to have points here if you're stuck 
with a few 15's in WT, WL, and DF.
     DF: 15+   13 will do if you're fortunate to have a big WT and/or WL.

Strats:        X    8    9    5    5    5    8
               X    8    5    3    3    3    10
               X    6    7    7    7    7    5
               ARM ------------------------- >
               HE -------------------------- >
               N --------------------------- >
               N ------------------------ >  R

     Why the missing numbers in the first minute?  You'll want to find what works for 
your new ripper and possibly change his numbers as he develops.  8-8-6 is probably the 
best opening minute for a young ripper.  If your youngster has a high speed, try 10-
10-6.  6-8-6 is a bit slow for my taste.  Nevertheless, this might be the way to go 
even if your ripper doesn't need to build up his endurance.  Something I call "the 
change" occurs when your ripper approaches his master in riposte, his AD Ex in parry, 
and Experts in attack, defense and initiative.  This is a moment of decision.  If your 
ripper takes normal punishment, this is when you can opt to slow him down.  I don't do 
this, but I have seen 5-7-5 and 5-5-5 parry work rather well.  It's probably wise for 
a slow-running ripper to run fast in desperation.  If your ripper continues to run 
fast after "the change," a first minute strat of 8-10-4 often works well.
     WEAPONS:  A scimitar or longsword belongs in your ripper's hand.  After he starts 
critting, check to see if the epee is his favorite.  I don't believe in heavy backups 
for youngsters; a dagger will do.  Most youngsters will benefit from an offhand dagger 
(preferred), hatchet, or shortsword.  After "the change," rippers who don't slow down 
can improve the quality of their attacks by getting rid of their off hand weapons.  
These guys will need a backup scimitar, longsword, or epee.  Rippers who do slow down 
should keep their offhand weapons.
     ARMOR:  Very frail rippers should debut in ASM/H.  After ten fights or so, it's 
probably best to go with APL/H.  Guys who cannot take a lot of punishment belong in 
ARM/H for their entire basic careers.  Put them in ALE/H if you're feeling gutsy.  
Rippers who take normal punishment can debut in APL/H, ARM/H, or ASM/H.  After ten 
fights or so, it's definitely time for APL/H.  If you decide to slow one of these guys 
down, you'd better put him back in ARM/H or ASM/H.
     CHALLENGES:  Scummers deserve numbers like 4-1-6; keep that big desperation, 
though.  If you know that an opponent is out to kick you when you're down, go with 5-
8-5 or 5-5-5 while he's playing dead and 8-8-5 and 9-5-7 when he's active.  Good aimed 
blows are a pain.  Still, like every other style, they can be beaten with standard 
strats.
     Many people have contributed indirectly to the content of this article.  Foremost 
in my mind are The Lunatic, Scrag, Voo-Doo, U-Star, Shark, Moriarty, and Wormtongue.  
Thanks.  If you have a bone to pick or a story to tell, you know where to find me.

                                                       Cadmus
                                                       Wild Oats (479)
                                                       Solven, DM 22

                          Stimpy's Thoughts on Total Parries

                                       part II

     Well, when we last spoke I gave you a rundown on I feel TPs should be designed.  
Now I will give you my ideas on how to run them.
     First, you need to consider what type of warrior you now have.  A total parry is 
what its name suggests.  Total defense.  The idea around a TP is to concentrate on 
defense first and utmost.  Only when the situation arises will the TP decide to 
attack.  With this in mind NEVER run a TP with an offensive effort (OE) above 5.  In 
doing so you have just told your TP to do what they weren't designed to do.  Go 
offensive.  If you want to run your TP above 5, you should have made an offensive 
styled warrior, NOT a TP.  By using a high OE, you cause your TP to ignore defense and 
go offense.  This results in numerous "flailing" and "wild" attacks.  So don't do it.
     While running your TP, you may find that he tends to really turn on the offense 
often.  That is typical, typical of a warrior who favors initiative skills.  This does 
not mean that you should boost your OE.  What is happening is that one of your 
warrior's favorite learns is initiative.  So he/she will be naturally adept in 
initiative.  And remember that initiative is the skill that allows you to continuously 
make attacks on your opponent.  Since your TP decided to attack, your opponent should 
be relatively worn down.  So it will be hard for your opponent to steal that 
initiative back from you.  Hence the reason that your TP looks like an offensive 
killer.  But that's good.  It means that you have a very dangerous warrior on your 
hands.  High endurance burning styles, look out!
     I know, I know!!!  There are managers out there still that believe in the 
offensive TP and suggest using higher OE.  That's all fine and dandy.  Let those 
managers do just that.  I personally guarantee that if you run your TP with a low OE 
like the style was designed to do, you'll win fights.  Experiment with unorthodox 
strategies when you get a better hang of the game.
     Activity level (AL) is the variable in TP strategies.  I would definitely begin 
running a TP with a moderate/low AL.  Try a 3 at first.  After a few fights you'll see 
if your TP likes to dodge more or parry more.  It should be quite obvious; your TP 
will learn more skills in his "favorite" area.  Chances are, though, if your TP has 
received the statement: "avoiding rather than trading blows," or "relying on his speed 
to stay out of danger," your TP would rather dodge than parry.  And that's just fine.  
Boost your AL to about a 4 or 5.  If you choose to use the dodge tactic in defense, 
use AL up to 7.  Beyond that tends to hurt your warrior more than it helps.
     So why not go with an AL of 7 all the time if your TP likes to dodge more than 
parry, you might ask?  That's simple; your TP may like to dodge more, BUT HE STILL 
PARRIES.  So you'll need to be less active to allow your TP that choice.  With an AL 
of 4-5, your warrior will dodge when it is more advantageous, parry when it isn't.
     Kill desire varies greatly from warrior to warrior.  To be on the safe side, I 
always go low KD with my TPs, until they gain expert in attack.  After that point, I 
may begin to experiment, seeing how my warrior reacts to various KDs.  Generally, if 
your warrior learns attack skills relatively well, then a higher KD won't inhibit them 
at all.  If this is the case, I believe that your warrior is not looking for landing 
several blows to win the match (favoring initiative skills), but is instead looking to 
land a few good blows (favoring attack skills).  In the latter case, a moderate to 
high KD may help.  Keep in mind though that your TP is still defensively oriented.  An 
extremely high KD will cause any warrior to behave like a berserker, and may cause 
your TP to make lots of bad attacks.  With this in mind, stay below 7.
     Now to place it all together...

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             2 ------------------------ >    "
KD             2 ------------------------ >    "

or

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             4 ------------------------ >    "
KD             2 ------------------------ >    "

     These show my general strategies for parry and dodging oriented warriors, 
respectively.  Seldom do I use any tactics, unless I am making a challenge and wish my 
warrior to behave differently to that challenge (i.e., using the dodge tactic against 
a lunger).  At that point I would refer to the paragraphs in the beginning to 
customize that particular minute to fit the tactic.
     Attack and protect locations are totally up to you.  I like to protect the head 
and body, while attacking the head, arms, and legs.  This protects my vitals, yet can 
allow my warrior to land blows on parts of the body that can cause a warrior to lose a 
fight with the minimum number of hits.
     Desperation is my opposite area.  If I was relying on a low AL in the regular 
minutes, I will boost it in desperation.  While going vice versa if I had a high AL in 
regular minutes.
     Now the one tactic I haven't touched on is the riposte tactic.  Occasionally your 
TP will favor this tactic.  When he does, I like to raise my OE to 3, sometimes 4, and 
the AL to 4.  If I use the riposte tactic, I will use 4-5 OE and a 3-5 AL.  When these 
numbers are any lower, your TP may refrain from attacking in a riposte situation in 
favor of more defense.
     I have found that these strategies work well whether your warrior fights as a 
SCUM or skilled TP.  If you remember from my last article, the difference between the 
schools of thought are the amount of damage the warrior is willing/able to take.
     Well, I hope that this has been informative for the newer players, and the older 
ones, too.  Good luck and see you on the sands.

                                                                 Stimpy

                              MORE ADVICE FOR BEGINNERS

     Many essays dwell on style specifics.  This piece describes a playing philosophy.  
When you just want to WIN, create scum TPs and size 17 monsters with impunity.  Don't 
worry about getting these warriors into ADM!  YOU'RE concerned with winning those "Top 
Team" and "Team on the Move" awards.
     By comparison, managers with an excellent setup shouldn't be too concerned with 
the team win/loss record.  Their character must develop, gain every skill possible, in 
order to blossom into a deadly duelist.  THEIR goal is to advance this fighter into 
ADM, and eternal life.
     Here are some broad parameters for assessing a warrior's value, and a few 
representative samples:
Primus Bound:
     - WT, WL and DF total 49+.
     - 4 or more wit statements.
     - Start with Expert rating or gain it in one or two skills.
     - [13-5-5-21-13-10-17, 6-6-9-17-21-9-17, 11-7-9-17-17-6-17, etc.]
Basic/ADM Only:
     - WT, WL and DF total to 35+.
     - At least 3 wit statements.
     - Gain Expert rating in no more than five skills.
     - [17-9-10-17-9-9-13, 13-11-11-17-13-8-11, 9-13-10-15-21-5-11, etc.]
Dark Arena: [Any two of these qualify the character as "expendable"]
     - WT less than 13.
     - Less than 3 wit statements.
     - Is clumsy.
     - Has very little endurance.
     - [15-15-16-11-13-5-9, 7-18-13-17-5-13-11, 13-15-13-13-17-6-7, etc.]
     The Primus Bound setups are rare; they are coddled, protected and sometimes 
sandbagged for a year or so in order to build up a few Ad Experts to help them survive 
in the arena.
     The Basic/ADM Only fighters have mediocre to decent stats, and are going to be 
very dependent on their overview for that elusive "luck factor."  This class of 
warrior should be highly competitive.  Most of the fighters seen in the arena are in 
this category.
     Finally, the Dark Arena fighters: conceived from pitiful setups with little 
chance of being competitive.  However, these rollups might prove useful.  Don't fight 
the system; learn to use it to your advantage!  Many managers send fighters to the 
D.A. who might have provided them with a successful (if brief) career in Basic.
     Give BIG numskulls lots of ST and SP; these are your killer LUs and STs.  More WL 
= LU; Higher DF = ST. (I don't advise making Bashers unless you have a 17+ wit and 15+ 
points in WL.)  Give LITTLE morons a boost to WL, ST and CN; these are your TP scum.  
If they have absolutely no WT or WL, escort them to the Dark Arena.
     Of course, some fighters have good stats and decent overviews yet still lose most 
of their fights in the beginning of their career.  The "old" method of dealing with 
this phenomenon was to bump all stats by two or more.  Now, it's generally agreed that 
this increases performance at the cost of future skill learns.  This takes away from a 
duelist's competitive abilities in the higher levels of play.  Competitive fighters 
should be making as few stat raises as possible until they have "maxed out" in at 
least three of four skill areas. (Some managers advocate waiting until a character is 
completely "maxed out" before raising stats; this will take a long time for most 
warriors.)
     Some warriors (particularly the finesse styles: AB, PR, PL, PS) take a little 
longer to develop.  If they DON'T have the stats or the overview to raise visions of a 
Primus inductee, take a HARD look at their potential.  Will stat raises help?  Well 
they come easily?  Is the rest of the team strong?  How much money are you willing to 
invest in this character?
     ANYONE can create an awe-inspiring fighter by adding a couple of points to key 
stats.  It means the fighter may lose some of its long-term potential, but so what?  
Duelmaster, Most Popular Fighter, Best Win/Loss Record, etc. all equate into free 
fights and recognition.  If you don't have that Godling in your stable, what other 
goal might you have but to excel in your arena?!!
     I urge new managers to run EVERY setup at least once in the arena.  Look on 
rollups as a challenge; try to make the best killer or scum possible out of Dark Arena 
material.  There's a tremendous amount of experience to be gained by this.
     See what effect a high ST or DF has on specific styles; compare overviews to find 
what works and what doesn't; gain new insights on character design.  You will enjoy 
playing far more than you do now!  You might even come up with a better way of 
designing a character for a specific style, and write an article to share your views.
     The point is, DON'T wait around for the "right" rollup, or waste time and money 
(or sentiment) on characters who aren't doing anything for you.  Play the percentages.  
If a promising warrior is losing repeatedly, be patient.  Once a few AdExperts are 
gained he will probably turn things around.  If you Dark Arena Mutant loses a lot and 
his scumminess or killer-design aren't working, either bump a couple of stats or DA 
him.  If your scum/killer goes out there and wins a few, start paying attention to 
challenges/avoids (which you SHOULD be doing anyway).  Send that scum against a LU or 
ST; send that monster ST against a midget Parry-whatever.  Style vs. style matchups 
are crucial in the early careers of EVERY fighter.
     Generally, even lousy STs, LUs, BAs and TPs do well starting out.  Later the 
finesse styles--PL, PS, PR, AB--usually take over.  Summary: Recognize the difference 
between playing "to win" and playing "longterm."  Start noticing which teams have high 
win/loss percentages: what kind of warriors are they running?  Start sending diplos; 
don't be bashful.  You can bring that win/loss to a respectable level with careful 
play, short-term Mutant killers and scum, and the occasional stat-bump for those 
mediocre fighters whom you plan on retiring later.  Try it and see.  It gives the game 
more spice, you win more often, and you have more FUN!  And just remember... I told 
you so!

                         Diplo me with comments, questions, rebuke:
                              -- The Arcane Kid, of Astral Kin in Osksi (DM-3)

                                  "Favorite Weapons"

     One of the best ways to improve a warrior's record in basic is to find his 
favorite weapon.  The effect of using a favorite weapon is that a warrior's attack 
ability will improve.  A warrior will throw more critical attacks, improve the odds to 
inflict critical damage, and make attacks that are more difficult to dodge and parry.
     There are two methods used to find a favorite weapon.  The first is, "Don't worry 
about it.  They tell you when you get to ADM anyway."  While some managers have the 
patience to wait that long, I would rather have my favorite in hand in fight one!
     The second method is called, "Charting."  The way I chart weapons is I break 
down, statistically, my warrior's attacks with a particular weapon. (No, it's not 
difficult to do!)  I chart 4 categories, (1) Total number of attacks, (2) Total number 
of crit attacks, (3) Total number of crit damages, (4) Total number of knockdowns.
     (1) Total number of attacks (#ATT) -- Record the total number of attacks with the 
weapon in question, including hits, crits, misses, parried attacks, dodged attacks, 
and wild swings.
     (2) Total number of crit attacks (C ATT) -- Record the total number of critical 
attacks with the weapon in question.  Do not get good attacks confused with critical 
attacks.  A good attack is a statement that is more descriptive than, "strikes with 
dagger," but is not as spectacular as a critical.  An example of a good attack is, 
"Bats outward with her quarterstaff," or, "Makes a lunging attack wielding a short 
spear."  These are more descriptive but are not outstanding.  A critical attack is 
exemplified by spectacular statements such as; "Catapults forward, longsword stabbing 
cruelly at his foe," "Punches with piston-like horsefelling power," or "Hatchet 
flashes with snake-like speed and accuracy."  As you can see, crit attacks are very 
obvious.
     (3) Total number of crit damages (C DAM) -- A crit damage statement will signify 
a significant amount of additional damage and is typified by a statement such as; 
"Spectators cringe as the horrific power of the blow strikes home" or "It was a 
devastating attack."
     (4) Total number of knockdowns (# KD) -- Record every time an opponent is knocked 
off his feet with the weapon in question.
     The next step is to convert this data into a usable format.  To do this I divide 
the last three categories by the first.  This gives a "batting average" of sorts.  
EXAMPLE: Dark One fights his first three fights with a scimitar.  In those three 
fights Dark One made 16 attacks, 2 crit attacks, 4 crit damage, and 1 knockdown.  This 
breaks down as such:
C ATT = .125
C DAM = .25
# KD = .06
     Remember, the more fights with the weapon, the more accurate your chart will be.
     Looking at Dark One's performance with the scimitar we can conclude that it is 
not his favorite weapon.  I determine this by looking at the three categories in order 
of precedence.
     First I look at C ATT:
     .00-.25  Doubtful
     .25-.35  Slight possibility
     .35-.50  Very possible
     .50 +    BINGO!
     If your warrior is critting 50% of the time, stick with that weapon.  Favorite or 
not, it is VERY effective.
     Next is crit damage.  This is trickier to look at, as the primary chance to do 
critical damage is primarily based on strength.
Does little     0%
Normal         1-5% (style dependent)
Good           10%
Great          25%
Tremendous     50%
Awesome        75%
     Look for increases in the expected average crit rate.  These numbers may be a 
little off as I don't have a large enough sample of warriors with high damage ratings.  
In the example, Dark One rated at 25%, and with his great damage rating it appears he 
is not doing any additional crits.
     Finally, knockdowns.  I don't have a fast and easy rule for this, but anything 
over 15% or 20% if attacking the legs, could bear investigating.  It's best to look at 
all three and infer a weapon's performance.
     Dark One switches to a short spear and after 4 fights has 15 attacks, 7 crit 
attacks, 6 crit damages and 2 knockdowns.
C ATT = .466
C DAM = .40
# KD = .13
     This weapon suits him much better.  His crit percentage is up for all categories.  
This weapon has a very good chance to be his favorite weapon.  In this example it 
wasn't, but his W/L record improved with 6 straight wins. (By the way, the names and 
weapons have been changed but the numbers are from one of my ADM warriors.)
     Okay, I've figured out that the weapon I'm using is not my favorite.  What now?  
There are some indicators to help you.  Look at how your warrior uses his current 
weapon.  If he likes to slash a lot, stay with a slashing weapon.  Also, look at good 
attacks.  If a warrior makes quite a few good attacks with the weapon, try a weapon 
that is used in a similar fashion.  I.E. epee is used in similar fashion to a long 
sword.  Dark One loved to lunge with his scimitar at a 3:1 ratio.  Try weapons that 
fit your stats at first but don't be afraid to try a weapon that is out of your stat 
parameters.  Should you find your favorite and you don't have the strength, size and 
deftness to use it, who cares.  The fact that it's your favorite will nullify or 
minimize all those penalties.
     I know that this is a question on the mind of new managers, as it was for me when 
I was new to the game.  I hope someone can get some good use out of this article and 
expand upon the charting method in their own way.  If you have any questions, 
comments, additions, or criticism please feel free to Diplo.
                                   -- Abe
                                      Ango (DM 64, 103)
                                      Imploding Ducks (DM 19, 103)