DUELMASTERS NEWSLETTER

Date   : 02/21/2004    Duedate: 03/05/2004

NOBLISH ISLAND ARENA

DM-93    TURN-162

This Weeks Top Honors

THE DUELMASTER IS

DOC FELLE
MIDDLE WAY 10 (1360)
(93-7872) [3-1-0,24]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              DOC FELLE
                               MIDDLE WAY 10 (1360)
                               (93-7872) [3-1-0,24]

Popularity Leader              This Weeks Favorite

ALTA CHESS                     SHADOW STALKER
MIDDLE WAY 10 (1360)           THE LORDS OF WAR (1358)
(93-7869) [2-2-0,18]           (93-7861) [3-1-0,19]

THE CURRENT TOP TEAM

MIDDLE WAY 10 (1360)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 10 (1360)        27
2. THE LORDS OF WAR (1358)      6      THE MUPPETS (132)
3. DOOM LEGION (1357)           5      Unchartered Team
4. WONDERLANDERS (1351)         0
5. MARVEL-OUS #1 (1354)         0      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/ 1*MIDDLE WAY 10 (1360)      7  8 1
 2- 2*SHADOW WARRIORS (1346)    17   9  2 65.4   2- 2*SHADOW WARRIORS (1346)    4  1 0
 3/ 3*MIDDLE WAY 10 (1360)      11   9  1 55.0   3- 3*WONDERLANDERS (1351)      3  1 0
 4- 4*MARVEL-OUS #1 (1354)       5   6  0 45.5   4/ 5*DOOM LEGION (1357)        3  5 0
 5- 7*THE WARRIOR ANGEL (1361)   2   3  0 40.0   5- 4*MARVEL-OUS #1 (1354)      2  3 0
 6- 6*NORWOOD LEAGUE (1359)      2   3  0 40.0   6- 6*NORWOOD LEAGUE (1359)     2  3 0
 7/ 5*DOOM LEGION (1357)         3   5  0 37.5   7- 7*THE WARRIOR ANGEL (1361)  2  3 0
 8/ 8*THE LORDS OF WAR (1358)    3   7  0 30.0   8/ 8*THE LORDS OF WAR (1358)   2  5 0
 9- 9*IMA #2 (1362)              1   4  0 20.0   9- 9*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[ The Lighthouse ]H[ + ---:--- + ]H[ +

                                  Profile of a Team
                                    Middle Way 7

     Instead of giving you the profile of a graduating warrior this week, I'm going
to show you what I started with and what I did to make the Middle Way 7.
     Warrior #1 I made a parry-riposte, as much because I like making rippers as
because I thought this was an "ideal" ripper.  (Hint, it is NOT an "ideal" ripper.)
     13 + 0 = 13  I left the ST at 13 because that's enough to use any ripper's
      5 + 0 =  5  weapon.  I didn't raise the CN, though an "ideal" ripper would have
     12 + 0 = 12  more, because I didn't have the points to spare.  I can raise this
     13 + 2 = 15  warrior's CN later, and in fact I did so on the first fight.  Why
      7 + 6 = 13  didn't I raise the WT to 17 or 19, as I could have done?  Again, I
     13 + 0 = 13  needed the points more elsewhere, and 15 is sufficient for any of
      7 + 6 = 13  the ripper's preferred weapons.  Learning with a 15 WT is fine,
also.  I raised WL to 13, the maximum allowable addition of points, because that is
THE most important stat.  Without a decent WL, you can't raise any of the other
stats, and 13 is marginal anyway.  If this warrior survives to graduation, it will go
into automatic retirement because of that low WL.  SP I left alone because that's
more than enough for any ripper to start with.  DF I raised by the maximum six points
because it's so useful for a) getting initial skills (this warrior was born with an
expert in riposte) and b) hitting on target and winning fights before the low CN
loses them.  This warrior is very frail--mostly the low CN, but incredibly quick
(relatively high SP and DF combined).  She can't carry much weight, but she does do
good damage.
     Warrior #2 I made a wall of steel, which may be my favorite style.  I added
      6 + 3 =  9  three to ST because I HATE warriors who do little damage.  Also,
     10 + 0 = 10  raising ST to 9 will allow this warrior to use the SC, one of my
     16 + 0 = 16  favorite weapons.  Nothing to CN, 10 is okay.  Not great, but okay.
     12 + 5 = 17  Five to WT, since I have the points to spend there, gives me 17,
      7 + 6 = 13  just about the ideal starting WT.  The full six to WL for the same
      6 + 0 =  6  reason as above--gotta get it as high as possible, and this is
     13 + 0 = 13  still just marginal for a long term warrior.  I left the SP at 6,
because I never know what to do with SP anyway.  And DF left at 13 because the points
were needed more urgently elsewhere, and 13 will give this warrior the SC, the wall
of steel's best weapon.  This warrior came out slightly uncoordinated (the low SP)
but at the same time quick on his feet.  He can trip faster than anyone you ever saw!
Again, can't carry much weight but does good damage.
     Warrior #3 I made another ripper.  Hey, I warned you I'm doing rippers right
      9 + 0 =  9  now!  It would probably have made a better lunger, but I didn't
      8 + 0 =  8  feel like making a lunger, and besides, the idea of a seven-foot
     20 + 0 = 20  tall ripper tickled my fancy.  I left ST untouched, as 9 will
     14 + 3 = 17  give this warrior the SC.  CN is acceptable, though low for a
      4 + 6 = 10  ripper.  Raised WT to 17, because WT is always useful to have; if
      4 + 1 =  5  I could have put the two extra points on WL, I'd have settled for
     11 + 4 = 15  a WT of 15, though.  Six points to WL for the same reason as above
--this team is cursed in the WILL department.  Oh, well, you work with what you've
got.  Four added to DF for starting skills and accuracy, and the final one point I
dropped on SP because it looked so desperately low.  This warrior came out with
"slightly uncoordinated" but is not listed as "slow and inactive," possibly thanks to
that extra point on SP.  At least, that's what I choose to tell myself.  This one
came out slightly uncoordinated but incredibly quick and active, can't carry much
weight but does great damage (the SZ).
     Warrior #4 has perhaps the best potential, in my view.  I made it a wall of
     11 + 0 = 11  steel (you're not surprised, are you?).  Left ST and CN alone;
      9 + 0 =  9  they're high enough to go with.  Raised WT to 15, which is a good,
     13 + 0 = 13  meaty WT.  Why not 16?  Because that wouldn't give me anything I
     10 + 5 = 15  can't get at 15, and save the extra point for use elsewhere.  WL to
     12 + 5 = 17  seventeen--gotta love it.  If this warrior survives, that 17 WL
      5 + 1 =  6  means long-term possibilities in the form of relatively easy stat
     10 + 3 = 13  raises later on.  One point on SP because I had it and that seemed
more useful than any other place I might put it.  Three to DF, because the extra
accuracy is always useful, though I could have stopped at 11 (the minimum needed to
use a SC) and put the other two points elsewhere.  If I had chosen to do that, they
would probably have gone to ST for more damage.  Slightly uncoordinated but active
and very quick on his feet, can't carry much weight but does good damage.  A familiar
pattern, eh?
     Warrior #5 is a total parry.  Somehow he just didn't look like anything else.
      4 + 5 =  9  Points to ST to reach my minimum preferred of nine, so that he will
     14 + 1 = 15  not be cursed with little damage.  After all, he MIGHT strike a
     16 + 0 = 16  blow some day.  Also, I wanted him to be able to stand up under his
      9 + 0 =  9  armor.  An extra point to CN, because total parries can always use
     12 + 5 = 17  more of that.  Nothing on WT, as skills are not important for him,
      9 + 0 =  9  and 9 isn't too bad... for a total parry.  Five to bring WL to 17;
      6 + 3 =  9  this is as important for a total parry as for any other style, and
maybe more so, since it affects endurance.  Left SP alone; he won't be moving much.
Three to DF to bring that up to 9 so that he can use some weapons other than the
shields.  I have a hard time thinking of shields as weapons, frankly.  Normal
intelligence--no statement as to how intelligent he is, but then again, no statement
that he is "very stupid" either.  A compromise I--and he--can live with.  He's got
good endurance and can take a lot of damage, thanks to CN, SZ, and WL.  Can't carry
much weight (the low ST) but does great damage (the high SZ).  I've already raised
his ST by one and plan to up it another point to 11, as I have chosen to arm him with
a longspear (they use 'em like quarterstaves for parrying and may, on rare occasions,
even attack with them); also, if I am reading the chart correctly, there are no
skills to be burned by ST stat trains from 9 to 11.
     You'll note that only one of them won its first fight.  This is not unusual, nor
is it distressing to me.  In fact, I like for them to lose their first fight, as it
teaches them a little humility!  But seriously, the first fight gives you a chance to
get the feel of the warrior and decide what adjustments to make to each one's
standard strategy.
     Number 1 was going 6-6-6 straight across, not fast enough to burn out early, not
slow enough to scum.  She got the first blow, which is good, but I don't expect her
to do it again; her opponent should probably be cranking up his Offensive Effort to
grab the first blow for himself.  She didn't start showing exhaustion statements, so
she can handle this speed, at least; it was damage (that low CN) that took her down.
     The second was going 8-6-6 and did NOT get the first blow, which was appropriate
considering his opponent's style.  He went down to damage, the wimp, before I could
tell if he could sustain this speed.
     The third, my seven-foot ripper, went 6-6-6 and had no trouble dealing with the
Persistent Beggar.  I really can't call that a test.
     The fourth was jumped, knocked down, went desperate, and quit, all in the space
of a few seconds.  He's going to get some teasing for that from his teammates!  He
was going 8-6-6, but there wasn't time to see how he liked that.
     The last one, the total parry, went down to damage, having made no attempt to
parry, dummy that he is.  I may set him the parry tactic in minute one.  He was going
6-6-6, for all the good it did him.  If he'd bothered to parry and hung on a little
longer, he could have had that fight, because his opponent was staggering with
exhaustion in the first minute.

Jorja
Middle Way 7

           +>]H[<+-----+>]H[+ Question of the Week #6 +]H[<+-----+>]H[<+

From turn 412:

AK's Q.O.W. -- There's no single trick to keeping warriors alive. Constitution and
armor probably helps the most because it's more difficult for them to run out of hit
points and die in the infirmary, plus they don't go desperate as easy which is
usually when the death intent comment comes.  Warrior experience is a big help, but
it takes time to earn, of course.  Tourneys could help with this, but you can die
there too.  It may be at half chance, but you get so many....  It really comes down
to the death intent statement usually.  Skill, and toughness (including armor) help
to keep you from getting to that point, and once there, only warrior experience makes
a difference in reducing the chance of failing the survival role after that death
intent statement. -- Adie

AK's Q.O.W. #2 -- It takes a lot more than three master ratings once you get to the
middle ranks of ADM.  In the lower end, that could be enough.  But success is much
more attributed to the sum of the warriors' capabilities.  Are they tough?  Do they
have staying power/endurance?  Do they defend well, even with low skills?  Do they
have good rythyms?  Do they 'like' their rythyms?  How bout their favorite weapon?  
Is it good and do they love it or hate it?  Sometimes a warrior, for a reason not
easily definable, just wins.  Other super skilled ones can just lose regularly.  Of
course, each warrior may win at one level of the game, like basic and as freshmen,
but maybe lose like crazy higher up.  Godlings will commonly come into their own as
champions and freshmen.  The very rare few can win ALL the way.  Those warriors are a
true joy.... -- Adie

Another Q.O.W. -- Perhaps it is not the fact that your good roll-ups never get
blessed and the others do.  But it may be the fact, that you only get few great ones,
and it is EASY to remember them not getting gifted.  Kind of like that syndrome where
people find it easy to remember all the negative things in their life, but find it
difficult to point out the equal or more numerous good things.  However, if this is
not the case, keep those better gifted average roll-ups.  Especially those that can
win in basic.  You may find them winning in ADM later too, especially once they start
training stats.  Also, if you get enough great roll-ups, you will eventually get
gifted ones.  Remember, some styles find it easier to be more gifted. -- Adie

AK47 -- Let's see... <shuffling through paperwork>  It says here that the three
recently deceased warriors from my team had 'normal', 'a lot', and 'very frail' hit
points.  The 'very frail' one died in the infirmary, which is a little different.
The hit points, if you will, just determine how much damage can be sustained before
the warrior goes desperate/frantic/careless/you-name-it.  Once that happens, con
ceases to matter.  I've seen all types of warriors buy the farm, from 7 will to 21,
from no armor to APA/F.  You hit upon the most important point, winning as much as
possible, but beyond that it's all about luck.  Running in a friendly arena can help
the statistics of dying, but it doesn't mean any individual is safe and unkillable.
Tournies aren't that safe, in my opinion.  FEs are helpful, but I think they are just
a visible artifact of being a developed fighter.  A warrior with a lot of FEs but a
lousy learn rate probably isn't much more survivable just due to those FEs. -- Axly

AK47 -- Three masters sounds like a good rule of thumb, but that would vary depending
on what the warrior's physicals were like.  I might say two masters and two ad exes
for defensives, but I'm no expert on them. -- Axly

Hanibal, QoW -- I have no idea.  Some styles get gifted more than others, and in
certain areas.  If you want the best bonuses, run aimers! -- Axly

QOW / AK 47 -- I've found skills keep a warrior alive better than anything.  My best
learners have all lived.  Especially offensives who learn a lot of init and decise
quickly.  Swing first and keep swinging.  I'd take WL over CN for its skills.  I fear
mentioning this that it may jinx me, but I've never lost a warrior past about 10
fights.  Armor has helped me at times, but it robs warriors of much of their finesse.
If a good defensive warrior can live through about 5-10 fights and learn well
he/she/it should be well on the way to success. -- JRK

QOW / AK 47 -- I think it's an oversimplification to say three masters are needed in
AD. I also think it depends on the arena.  Andorak is very competitive right now.  I
have warriors with three advanced masters who can't seem to win much anymore.  As to
what the requirement is... I think it depends on a number of factors, where you are
in the rankings, what your favorites are, what you get in the way of challenges,
matchups and where your attributes fall.  Three masters and tremendous
damage/endurance would be much different from three masters and normal in both areas.
I'm not sure a good benchmark can be set.  But it is certainly and interesting
question. -- JRK

QOW -- Overall, I would lean toward saying the reverse is true as far as giftedness.
Most of my average warriors have come out very close to average, usually a little
above.  While many of my good warriors have been at least +3, often +5 or more.  On
my all star team of long ago (Maxwell Honorblade, Monica Virtueshield, Michael
Honorblade, Corina Honorblade, and Angela Silverblade) all of my warriors were gifted
(four of them by +3 or more, 3 by +5 or more), average or not.  I also tend to do
well in attack and poorly in init.  Giftedness seems to be a fickle thing, I suspect
this is because the RUGS are involved.  -- JRK
P.S.  I apologize if it seems I am bragging, but my record and I have never gotten
over the graduation of all those warriors.

Axly -- Damned if I know.  I found the style-linked starting points very curious.
Looks to me like there was an attempt to balance styles that resulted in drastic
imbalances! -- Leeta

Hanibal -- Once you've gotten the death-intent statement, only luck will keep you
alive.  The thing you need to do is avoid getting the death-intent statement.  No,
this is serious.  You can up a warrior's hit points in the design stage, by adding to
CN and, I think WL (but maybe ST), and having a large SZ helps.  Of course, if you
pile the points on there, he may be dumb and clumsy.  You can pile on the armor,
which will help keep him alive but may lose him fights unless he can scum; some
warriors are totally immobilized by armor.
     On a more positive note, if I have a warrior who is "very frail" that I really
don't want to die, I will use armor, and I will attempt to keep him alive by using
the "surrender in desperation" tactic.  No, no, it isn't a joke!  Honest!  Say I've
got a frail warrior, probably with normal or lower endurance.  I send that boy out
running hard, 10-10, even.  Sometimes, especially if he's smart and deft, he wins
right off.  But if he doesn't win right off, he rapidly becomes exhausted and quits.
I forget who it was who suggested this to me, years ago--Phido, maybe.  It doesn't
always work (nothing ALWAYS works), but it may help.  And I'd rather have good
warriors lose than die; if they stay alive long enough, they build up skills and
start winning. -- Leeta
P.S.  Yes, CN keeps you alive better than WL.  WL sometimes leads a low-CN warrior to
go on fighting a little too long.
P.P.S.  Yes, warriors who can take a lot of damage do die, sometimes, because some
warriors can dish out a lot of damage.
P.P.P.S.  The survival of low-CN high skill warriors is more a matter of strategy
than anything else.  And, obviously, if you don't lose, you don't die.
P.P.P.P.S.  Picking your arena does contribute to warrior survival, but it can be
tricky, since a warrior has, as a normal minimum, a year to go before graduation and
the character of an arena may change in the course of a year.  Andorian is not always
a guarantee of relative safety; you need to look at the actual managers present and
evaluate THEM for propensity to run killing styles and strategies.  In my opinion,
tourneys are of limited value in building up a warrior for the regular arena.  Sure,
the chance of dying is only half that in regular dueling, but the chance of learning
skills or training stats is also only half.  And that's what increased FE is about:
more skills, more stat trains.
P.P.P.P.P.S.  There is NO number of fights that will preserve you from being killed,
and if you fight equally experienced opponents who happen to be "headhunters," it
won't improve your chances much, either!  Pick your fights with care, challenge and
avoid every time.  The only absolute guarantee against death is a potion of
immortality (a tourney prize) or graduation.

AK47 -- It depends on the advanced arena you're fighting in.  And by "hold your own,"
do you mean have a 50% winning percentage, or rise rapidly through the ranks, or make
it to the top, or what?  I have run warriors in Lirin Kiv (ADM 107) from the day it
opened, and in that arena, no, you don't have to have three masters.  Oh, sure, it
HELPS, especially now that the arena has aged enough so that some of the foundation
warriors DO have those masters.  But it happens to be a small advanced arena fed by
small basic arenas, and while the competition among the fossils in the upper levels
is stiff, the lower levels aren't that bad.  Heck, even MY warriors win sometimes!
Or, try 101, Home Guard.  Yes, the current status lets in warriors who are
potentially good, but I doubt anyone there has three masters, and if they do, they're
probably on their way out. -- Leeta
P.S.  And no amount of innate ability on the part of a warrior can overcome for long
the effects of careless management.  Management may not be ALL, but it's at least
half.

Hanibal -- Regarding blessed warriors and great rollups, the law of averages says
everybody has a chance to be blessed.  But it takes a LOT of warriors for the law of
averages to operate visibly.  I have had great (in stats) warriors who were blessed
and the same who were cursed, ditto for average ones. -- Leeta

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 485): ALEX GRIFFIN of DREAM PARK (Zalgor Prigg, mgr.)
 DM  12 RIZTAB (turn 483): KNOTHEAD of BLOODSUCKERS (Way Cool, mgr.)
 DM  15 MALCORN (turn 479): MAN O' WAR of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 479): HIMEI of YAMABUSHI (Doc Miracle, mgr.)
 DM  17 ALJAFIR (turn 477): GHENGIS KHAN of HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 476): TMARACK of THE SIERRAS (Barnabas, mgr.)
 DM  28 MORYA (turn 238): ZACHARIAH of RED IRON KNIGHTS (Woelfe, mgr.)
 DM  29 LAPUR (turn 468): BINDI of CROC FILES (THawk, mgr.)
 DM  31 CHIMLEVTAL (turn 236): HUNGRY BONES of UNFIT TO BE ORCS (Slugbait, mgr.)
 DM  32 ARVAT (turn 465): STARBREAKER of CALL THE PRIEST (Destitute Noble, mgr.)
 DM  33 NIATOLI ISLAND (turn 463): SPRYTE of OBSIDIAN HALL (Dameon Darkheart, mgr.)
 DM  35 MURSKA (turn 456): DINGO of THE BEARS (Papa Bear, mgr.)
 DM  43 VEASTIAN (turn 419): LIFETAKER of WIDOWMAKERS (Soultender, mgr.)
 DM  45 STORMCROWE (turn 213): 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 344): TENACULUM of GENERAL SURGERY (Darkfist, mgr.)
 DM  61 JURINE (turn 324): ELKIN HEMROCK of D.A.X.'S RUNNERS (Ganolus Oakleaf, mgr.)
 DM  73 ERINIKA (turn 143): KASENKO of PERFECTION QUEST II (Mannequin, mgr.)
ADM 103 FREE BLADES (turn 369): SETHRA LAVODE of CASTLE BLACK from KYR'TERR
                                (Shadowgate, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 485): CLAN O' WHOOPAS (?, mgr.)
 DM  12 RIZTAB (turn 483): BLOODSUCKERS (Way Cool, mgr.)
 DM  15 MALCORN (turn 479): SACRILEGIOUS MEAT (Klep, mgr.)
 DM  16 WILLAF (turn 479): DARK WARRIORS (Arcane's Den, mgr.)
 DM  17 ALJAFIR (turn 477): HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 476): QUASI-LEGAL OPS (Necron 99, mgr.)
 DM  28 MORYA (turn 238): THE WARLORDS II (Fizban, mgr.)
 DM  29 LAPUR (turn 468): CRIMSON KINGS (The Yellow Jester, mgr.)
 DM  31 CHIMLEVTAL (turn 236): WHAMMO & THUDDA 4 U! (Micky, mgr.)
 DM  32 ARVAT (turn 465): SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 463): WHEN DOGMA FAILS (Prophet, mgr.)
 DM  35 MURSKA (turn 456): STRONGHOLD (Silver Stroke, mgr.)
 DM  43 VEASTIAN (turn 419): WIDOWMAKERS (Soultender, mgr.)
 DM  45 STORMCROWE (turn 213): DYNASTIC (Jack Wolfspider, 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 344): GENERAL SURGERY (Darkfist, mgr.)
 DM  61 JURINE (turn 324): FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 143): MAGIC MAYHEM (Fizban, mgr.)
ADM 103 FREE BLADES (turn 369): WENSINWASIN (Youngblood, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  15 MALCORN (turn 479): MAN O' WAR of TRIPLE CROWN (Sultan, mgr.)
                (turn 478): BURGATORY of SACRILEGIOUS MEAT (Klep, mgr.)
                            NEIGH! of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 479): MUKAARTH of BLACKHEART'S AXE (?, mgr.)
 DM  31 CHIMLEVTAL (turn 236): SODOM of DARQUE FORCES (Master Darque, mgr.)
                               PALLADICE of STORMWATCH (Polar Bear, 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.)
 DM  35 MURSKA (turn 456): DINGO of THE BEARS (Papa Bear, mgr.)
                           IRON-HIDE of FERROUS MEN (Ironbutt, mgr.)
 DM  43 VEASTIAN (turn 418): SWORDBREAKER of WIDOWMAKERS (Soultender, 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.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Hard luck for you, Black Angel.  You made a valiant effort, but sometimes that 
isn't enough.  Good luck in the future (preferably against other warriors than me).

                                        Chip Enser

                                      SPY REPORT

     I was going on vacation, see?  Surf, sun...  But what do those bums say?  "Hit 
the road, Debby Tonte.  NOBLISH ISLAND needs a spyreport."  Oh, well.  MVP award for 
ALTA CHESS?  MIDDLE WAY 10's proud of her after beating PIT VIPER and getting 9 
points.  Talk about yer big time losers!  RAGNAROK got smashed by BENSI DURN, and 
lost 1 points!  Our last turn's Duelmaster has lost, folks, lost to VENEMOUS 
CONCUBINE, and CHIP ENSER has made the way for a new Duelmaster!  DOC FELLE of MIDDLE 
WAY 10 takes CHIP ENSER's place.  (But seriously, who could ever take the place of 
CHIP ENSER?  Oh, all right.) I hear the top team insists all their warriors get nine 
hours sleep.  They want photogenic fighters for PR photos.   
     I gotta admit I haven't been in "deep con caves" with any spies.  Really, I just 
wing this stuff.   
     Challenges, revenges, Bloodfeuds.  All NOBLISH ISLAND ever talks about is 
fighting!  Me, I'm more laid back.  Hey you guys, don't you think your families would 
like to hear from you?  Write!  (Or have someone write for you.)  
     I really didn't, you know, study when I was a kid.  Who would've guessed I'd be 
a famous Spyreporter?  I'm getting tired of writing this stuff, so I'm calling it 
quits.  Remember you guys, ease up sometimes!  Chill out!  Later, Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 DOC FELLE 7872                3   1  0    24       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                  
 CHIP ENSER 7871               3   1  1    23       MIDDLE WAY 10 (1360)
-CHESIRE CAT 7825              3   1  0    22       WONDERLANDERS (1351)
 SHADOW STALKER 7861           3   1  0    19       THE LORDS OF WAR (1358)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-TOBIAS EARTHBREAKER 7862      2   0  0    19       SHADOW WARRIORS (1346)
-SHADOW WALKER 7797            3   3  1    18       SHADOW WARRIORS (1346)
 ALTA CHESS 7869               2   2  0    18       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)
-BACH 7866                     1   0  0    14       NORWOOD LEAGUE (1359)
 BROPHY 7856                   2   0  0    13       DOOM LEGION (1357)
 BENSI DURN 7870               2   2  0    12       MIDDLE WAY 10 (1360)
-THE THING 7837                2   1  0    11       MARVEL-OUS #1 (1354)
-CARMI 7867                    1   0  0    10       NORWOOD LEAGUE (1359)
-ALICE OF EARTH 7823           2   1  0     8       WONDERLANDERS (1351)
-WHITE ANGEL 7882              1   0  0     8       THE WARRIOR ANGELS (1361)
 EB GOLLU 7873                 1   3  0     6       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   1  0     4       DOOM LEGION (1357)
-STORM 7840                    1   1  0     4       MARVEL-OUS #1 (1354)
 POISON SUMAC 7855             0   2  0     2       DOOM LEGION (1357)
-NITH 7865                     0   1  0     1       NORWOOD LEAGUE (1359)
 PIT VIPER 7901                0   1  0     1       THE LORDS OF WAR (1358)
-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)
-QUICKBLADE SHADE 7883         0   1  0     1       IMA #2 (1362)
-AEONO 7887                    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)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
MR. MARVEL 7838        0  1 0 MARVEL-OUS #1 1354    WHITE RABBIT 7822     158 NOT REVE
ANNON 7864             0  1 0 NORWOOD LEAGUE 1359   CHIP ENSER 7871       160         

                                     PERSONAL ADS

Dagan -- Greetings!  This is Sensei Jan, a manager of several teams and a former 
alumni of Noblish Island.  Just to add to Jorja's list of small, friendly arenas, I'd 
like to add arena 6, called Transel.  She is right on one point, the arenas inclined 
to more role-playing are not small.  However, for its size dm 6 has active personal 
ads and interesting managers who keep life "spicy" there!  LOL.  Also, one very big 
arena with a ton of story writing and storylines is 28, Morya.  This is a slow arena.  
Arena 6 is a normally run (every 2 weeks arena).  Good luck! -- Sensei Jan  (Battle 
Beasts-dm6)(Primal Fury-dm28)(Samurai Kids II-dm62)(Yakuza-dm21)

     I might also mention that dm 31, suggested by Jorja last time, is a slow arena.

Jorja - Doesn't seem like its been 2 1/2 years since I was in Noblish.  Anyway, would 
you be up to letting me add a new article or two to the every 10 turns circulation 
here at Noblish?  I'd like to write a couple, but not if they are just going to be 
printed once.  Let me know and thanks! -- Jan

     Jan, this decision is made by someone else, but I would say submit them in high
     hopes.

The One -- One what?  And is there a Two?  Just curious. -- Eb Gollu

An Embezzling Scribe?  What a wuss!  And such a criminal should be punished. -- Doc 
Felle

Eternity Being -- How tedious for me!  And perhaps for you, as well. -- Alta Chess
P.S.  You can probably train up your strength for that weapon without burning skills, 
and I would advise it.

White Angel -- Gods, how can I confess to losing such a classic style match?  Bad 
luck?  A curse from somewhere?  Incompetence? -- Bensi Durn

Warrior Lord -- Having both OE and AL that high would be more likely to burn me out 
early. -- Eb Gollu

Comments on the articles--

Effects of Coordination by Jessie Jest.  Jessie is inactive in all arenas at this
time.  "Coordination has long been ruled to have no effect on a warrior"?  This is
news to me.  I've been playing steadily for the past ten years, and no one ever said
that to me.  This is one instance where the intuitive response ("Of course it
matters!") is the correct one.  So his point about the value of coordination is
valid.

Parry-Riposte, the Best of Both Worlds, by Lord Dauthstorm.  I think this manager is
currently inactive, and in any case, he's changed his name at least once since
writing this, which would make him hard to track down.  I don't happen to agree with
a lot he says, but that doesn't mean that either one of us is wrong.  I've said
somewhere, I think in this newsletter, that I've been doing a lot of rippers lately,
and the ones that succeed have been varied.  Of course, as I said in the previous
newsletter, I believe that the current small size of many arenas has had a strong
effect on what can be run successfully.
     A couple of specific points of difference: I would not make a ripper or any
other style with a ST of less than 9.  I've tried it and I didn't like it.  And on
the initial rollup, I wouldn't take any stat (except DF for an aimed blow) to 21.
These are personal biases, not hard-and-fast "thou shalt nots."

The Basic Ripper, by Cadmus.  So far as I know, he is currently inactive.  I've had
good advice from him about rippers in the past, which predisposes me to look with
favor on this article.

Stimpy's Thoughts on Total Parries, Part II, by Stimpy.  This manager is inactive, so
far as I know.  And no, you did not miss Part I, it has vanished into the past and
cannot be recovered.  Frankly, I don't like total parries.  I always fall asleep
during their fights.  So I can't give you a helpful opinion on this article.  I don't
know the style well enough.

More Advice for Beginners, by The Arcane Kid.  I thought he was active again, but I'm
not seeing his team listed in the most recent newsletter from Osksi, so maybe not.
He makes some excellent points, particularly in his recognition that a warrior may be
good at one level of play and not good at another, and that the warrior should be
designed with this in mind.

Favorite Weapons, by Abe.  He's inactive.  And since I have never crunched a number
for the purpose of discovering a warrior's favorite weapon, I can't say how effective
the system presented here would be.  My own interest is to find a weapon the warrior
is well suited to (choice made before he ever fights his first fight) and WINS with.
Whether it's his favorite or not is beside the point.  As Ichabod observed a few
turns ago, lots of warriors have war flail favorites, but you don't see many flails
on the sands.

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

CHIP ENSER was bested by VENEMOUS CONCUBINE in a 1 minute amateur vs. expert fight.
RAGNAROK was savagely defeated by BENSI DURN in a 4 minute gory novice's melee.
POISON SUMAC lost to SHADOW STALKER in a popular 6 minute gory amateur's brawl.
BROPHY savagely defeated EB GOLLU in a 2 minute gruesome amateur's competition.
ALTA CHESS overpowered PIT VIPER in a crowd pleasing 1 minute one-sided struggle.
DOC FELLE overcame EMBEZZLING SCRIBE in a 1 minute beginner's Title fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|AIMED BLOW                       2         WALL OF STEEL     21 -   9 -  0      70  |
|BASHING ATTACK                   2         LUNGING ATTACK    11 -   5 -  1      69  |
|PARRY-LUNGE                      1         TOTAL PARRY       11 -   6 -  0      65  |
|SLASHING ATTACK                  1         PARRY-LUNGE        2 -   2 -  0      50  |
|TOTAL PARRY                      1         AIMED BLOW         4 -   4 -  0      50  |
|WALL OF STEEL                    1         PARRY-STRIKE       6 -   7 -  1      46  |
|PARRY-RIPOSTE                    1         BASHING ATTACK     9 -  17 -  0      35  |
|LUNGING ATTACK                   1         STRIKING ATTACK    8 -  18 -  0      31  |
|PARRY-STRIKE                     0         SLASHING ATTACK    4 -   9 -  1      31  |
|STRIKING ATTACK                  0         PARRY-RIPOSTE      2 -  11 -  0      15  |

Turn 162 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
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 SHADOW STALKER 7861.  The ten other most popular fighters were BENSI DURN 7870, 
POISON SUMAC 7855, BROPHY 7856, ALTA CHESS 7869, PIT VIPER 7901, DOC FELLE 7872, CHIP 
ENSER 7871, EB GOLLU 7873, RAGNAROK 7853, and  0.

The least popular fighter this week was RAGNAROK 7853.  The other ten least popular 
fighters were EB GOLLU 7873, CHIP ENSER 7871, DOC FELLE 7872, PIT VIPER 7901, ALTA 
CHESS 7869, BROPHY 7856, POISON SUMAC 7855, BENSI DURN 7870, SHADOW STALKER 7861, and 
0.

                                 TRICKS OF THE TRADE

     Here are a few tricks of the trade I've found out.
     15, 17, and 21.  Those are the magic numbers for stats; any fighter who starts 
with a stat (except Con and Size) at any of those numbers will have more beginning 
skills than normal.
     Stats:  The stats in order of importance with regard to skills, most to least, 
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit 
points and endurance.  The higher you can start any of these, especially the first 
three, the more skilled your fighter will be.  Logically, therefore, what you really 
want is a fighter who has wit, will, and deftness at 21.  This will be a GOD!  And 
probably go out and get killed immediately due to low con...
     Raising stats:  Care must be taken in doing this.  All fighters start out with 
the ability to learn 20 skills in the categories of  Defense, Parry, Riposte, Attack, 
Decisiveness, and Inititive.  When you learn all 120 skills, you've maxed out.  You 
can get skills though normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con), anything gained will count as one of the 20.  
This is called "burning" skills.  If, on the other hand, you wait until you've maxed 
out, then raising stats will add those skills to the ones you've learned, enabling you 
to exceed your limits.  But raising stats will give an immediate boost to your 
abilities.  It's a question of short term vs. long term gain, you see.
     And aiming at vital areas - head, chest, and abdomen - will increase your chances 
of getting kills.  And being bloodfeuded, and maybe getting your fighter killed in 
return.  Keep in mind that what you send forth will come back to you.  Sometimes 
redoubled.

					  Roku

                  Warrior Handedness, is he a Righty, Lefty or Ambi?

     Greetings, Joy and Happiness to everyone!!!!  I hope everyone that reads this 
article is doing well and remembering not to drink and duel.  This article discusses 
things about the handedness of a warrior.  Most managers only worry about things like 
skill, weapons and trains.  Handedness is not a major factor in playing the game but 
it's nice to know some things about it.
     Most warriors will be right handed, with a small percentage left handed.  Even 
more scarce is the ambidextrous warrior.  I believe that the defensive styles have a 
higher percentage chance to be a lefty or an AMBI than offensive styles do.  It's just 
an observation that I made in the 513 warriors surveyed.  Another note on that, I 
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of 
them were AMBIs.  The highest percent of AMBIs out of all the styles polled.
     When a manager puts weapons into his warriors hands and also when he tells his 
warrior where to strike, handedness plays a key role in the manager's decision making.  
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see 
how the AMBI thing worked.  I noticed that in general the AMBI favors using the left 
hand more than the right hand.  But, there are a small percentage of AMBI warriors 
that are reversed, where the right hand is used more than the left.
     There also seems to be some confusion amongst managers that get the USE of a hand 
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand).   Right handed warriors USE the RIGHT hand the most and the primary weapon is 
the RIGHT hand, off hand is the left hand.  For left-handed warriors, it is the 
opposite of right-handed warriors, of course.  The confusion comes with the AMBI 
handed warriors.  AMBIs USE the left hand more BUT the RIGHT hand holds the primary 
weapon, and the left hand holds the off hand weapon.   Every so often you will get an 
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon 
is held in the LEFT hand.  But this kind of ambi is extremely rare.
     Well, that's it for now.  Have fun, and watch out for that right hook... 'cause 
it might be a left hook!!!!!
     For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.  
You can also email me at 103260.3347@compuserve.com   or visit my DM web site at the 
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm

Ta-Ta,
Sir Jessie Jest

                                  The Arcane Slasher

     I love the Slashing Style!  Slashers are finesse artists, but they're much more 
aggressive than your aimed-blow.  Well-designed slashers are formidable opponents; 
they are as ready to defend as to attack, though they prefer the latter.  Fate has 
been to kind to this style, perhaps too kind.  Even a badly-designed slasher may do 
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal."  After reading another `Eureka!' article, I am compelled 
to add my 2 cents.  I've learned how to design great slashers, and I'd like to pass on 
my ideas to the rest of Alastari.  I can't tell you how to keep them alive (in four 
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky 
character that will win for you--until they die or get to ADM.  Just remember that 
decent opportunities to make a slasher aren't very common!
     WT, WL, & DF--15 pts each at least.  Period.  If you don't have it, you don't 
have a great slasher.  Believe me, you can't afford to skimp anything here!
     ST--Anything from 7-11 is fine.  The smaller the character the higher the number, 
but anything with a +9 size can get by with a 7 ST.  For light armor use an epee, for 
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
     CN & SP--Ideally, both are single-digit; if your con is high you're probably 
looking at a WASTE.  Whatever else you do, don't add them.
     SZ--Since this is something we can't change anyway, don't worry about it.  The 
bigger they are the less points to spread around to other areas, though.
     My slashers come up with the best overviews when I follow these guidelines.  Most 
earn at least four wit statements; about 50% either start out with an Expert or two, 
or they pick them up within a couple of skills.  One of my very best died in a 
tourney: 6-3-11-15-51-11-17.  He started out doing good damage; picked up Experts in 
att, init, def, and rip.  in two skills or less.  This is an extreme example, but it 
seems to me that the well-designed slasher gets more than their fair share of luck on 
their overview.  I've run one a lot worse that did fairly well--a winning record, 
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and 
init, four wit statements, great damage.
     Running them?
     Start out with an offensive effort of 10, and never let the OE drop below 7.  How 
quick you taper down depends on the endurance rating.  Slashers burn endurance very 
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it 
there unless desperate, then go back to 10.  Otherwise try 10, then 9, then 7.  
Remember, these are aggressive beasts; keep 'em on the offensive!
     Keep the activity level fairly low except in the very beginning, when you should 
be running 10.  Then drop to 5 or 6, then 3 or 4m then 1.  Go back up to 7 or 10 in 
desperation.
     Match your kill desire to your offensive effort, always.
     Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across.  Desperation: 10-10-10 or 10-7-
10.
     Avoid armor unless you MUST, but no higher than ARM and H.
     Don't use tactics--they seem to inhibit the slasher's ability to riposte and 
respond well to their opponent.  Exception:  to take out scum pick the heaviest weapon 
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.  
Slash all the way!
     These `rules' have worked for me.  The biggest problem I've had is that my 
slashers rise too high too quickly.  Within five or six fights they're fighting 
warriors with 15 fights' experience.  So be forewarned; give them sometime off every 
few turns so that they won't get clobbered by some old-timer looking for an easy win!  
Good Luck!

                                   The Arcane Kid, of Astral Kin, Osksi DM-3

                                   *Remember, with `good' endurance only!

                                     "The Basher"

     My friends would laugh if they knew I was writing this, but who cares what they 
think?  The basher is not a bad style in my opinion.  It starts with the same base 
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more 
skills in att.  That's what makes this style so good.  I mean, you have the ability to 
get the jump on your opponent, you have the ability to hit your opponent, and who 
cares about their high riposte with your high att rating combined with your exp+ in 
initiative, they won't know what train hit them, much less think about the counter 
attack.

O.K.  I only make two types 1st the WL Basher:

#1      #2
12      13
10      11
10      9
21      16
15      15
9       13
7        7

Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and 
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.

Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3 
dec. with 87 recognition points.

     O.K., the other kind I like to call it the "High damage, low will, needs to end 
the fight before he passes out with exhaustion" Basher.  This type of basher relies on 
his high damage capabilities to make up for his low WL.  I've not had the best of luck 
with these types of bashers, but I do know they can win (Warbeast has proved that to 
me).  The key is to get at least great damage on the roll-up.  O.K. some examples:

#1      #2      #3
11      13      17
11       9      12
16      17      10 
17      17      17
7       10      11
11      11      10
11       7       7

Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament, 
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)

     I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.  
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5.  WL basher, and the other kind 
drop down drastically.  Always aim for the head (it gets you an att bonus and could 
score you a kill every now and then) unless you know you're gonna be up against a TP 
or waste, then aim for a leg.  Well that's gonna be it.  Somebody write me and tell me 
what you think.

                                                       Uncle Charlie Mgr.
                                                       Genocide (68)
                                                       Helter Skelter (36, 100)

                              The Anti-Thesis Slasher

     Greetings all.  No, this is definitely not another "Perfect" article.  In fact, 
it actually is just the opposite--finding success with a warrior whose stats were just 
average.  I am not an expert at this game and do not have near the experience that 
some managers have.  What I do have is some now solid experience with Slashers thanks 
to this guy.  So what I will do with this article is show you how my first attempt at 
building a Slasher went, what it taught me, and maybe I can show a new or old manager 
something about the style that can help their game.
     This Slasher was my first attempt at the style.  His starting stats were average 
at 13-11-12-10-16-11-11.  Definitely no Primus-quality warrior.  By most people's 
standards, he wouldn't have even been thought of as an ADM warrior because of his low 
wit and will combo.  Today, I don't know if I would even keep this guy, but at the 
time I didn't know any better and kept him.  I'm glad I did because he turned out to 
be a good warrior, not great, but good and a fun one to watch.
     He had three statements to start:  "...learned how to be decisive and quick", 
"...conserve his endurance past what might normally be expected", and "does great 
damage".  The last statement I think helped him a lot in many of his fights.

Weapons and Armor

     Weapons-wise, all I knew about the Slashing style at the time was that a scimitar 
was good, so I gave him one.  He did well with it, so I kept using it.  I didn't use 
any off-hand weapon because I knew that an offensive-styled warrior could make quicker 
attacks with a weapon using two hands.  I gave him one back-up scimitar, knowing that 
scimitars break though not that often.
     Early on, I may have given him light armor and a helm, but later I discovered 
that if he didn't get the first hit, he almost had no hope of winning.  After all, the 
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight 
quickly.  I also started to realize he would never be a "great" warrior.  My 
philosophy changed and I could only hope to get him to ADM.  So, I decided to use no 
armor or helm, which slows warriors down.

Strategy:

     Ah, the most important part of this warrior's winning ways.  Looking back at his 
early strategy, I wonder how he did so well.  I started him going 10-10-10, attack and 
protect the head with no tactics.  My desperation strategy was usually 10-10-5, which 
did nothing to help him.  I used the decisiveness tactic since his overview said he 
was decisive.
     Through observing his fights and looking at what he preferred, I ironed out a 
general strategy which I think is good for a lot of Slashers:

min.      1    2    3    4    5    6+   desp
OE        10   8    6    4    4    4    5
AL        10   4    2    2    2    2    8
KD        6    8    6    4    4    4    5
AL        RA   HE ----------------------->
PL        AM   BD ------------------->  HE

     Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One 
strategy that he seems to like.

Design and Trains:

     I started him off training skills only.  But I soon learned that his average 
stats meant that he wasn't going to learn very well.  I decided late to train skills, 
then stats, every other turn.  The training of his will to 17 really helped his 
endurance out.  He finally went to ADM at 15-11-12-12-17-12-11.  If I had recognized 
earlier that he would not be a great warrior, and accepted that, then I might have 
been about to train everything twice like in the "old" days and he would have gone at 
15-13-12-12-18-13-13.

Record:

     He started out great at 4-0-0, then was 8-4-1.  He hit a rut and was soon 9-7-1.  
He was mediocre in his middle fights but was above .500% at 14-12-2.  He was under 
.500% once at 14-15-2.  Near the end of his regular DM career, with some careful 
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2.  He was 
Duelmaster for three turns in Cliffhome.

Final Notes:

     So, what's the purpose of all this?  It's to show that anyone can take a mediocre 
warrior and through careful strategy and design build them into a formidable warrior.  
I recognized long ago that this Slasher would never be great and accepted it.  That's 
what turned him into the warrior he is today.  I was willing to take the risks 
necessary to make him win.  His name is E.G.B.D.F.  (Every Good Boy Does Fine) and in 
this case his name is true.  I couldn't have asked more from him in his 
accomplishments.  He can be found fighting occasionally in Darkholm.  He's taught me 
an incredible amount about this style and has contributed to my 65% overall win-loss 
record with them.
     I'm open to feedback, positive or negative, and hope in some way that I've helped 
someone learn more about this style.
     So, good luck to all and may your swords ring true!

                                        Brought to you by Talon, mgr. of
                                   Eagles Claw (38,104), Farfignewtons (32)
                              where I'm known as Volksie, and other teams
                         throughout Alastari.