DUEL 2 NEWSLETTER

Date   : 05/29/2004    Duedate: 06/11/2004

NOBLISH ISLAND ARENA

DM-93    TURN-168

This Weeks Top Honors

THE DUELMASTER IS

CHIP ENSER
MIDDLE WAY 10 (1360)
(93-7871) [7-3-1,61]

Chartered Recognition Leader   Unchartered Recognition Leader

CHIP ENSER                     BROPHY
MIDDLE WAY 10 (1360)           DOOM LEGION (1357)
(93-7871) [7-3-1,61]           (93-7856) [5-2-0,38]

Popularity Leader              This Weeks Favorite

ALTA CHESS                     BROPHY
MIDDLE WAY 10 (1360)           DOOM LEGION (1357)
(93-7869) [8-2-0,58]           (93-7856) [5-2-0,38]

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)        16
2. DOOM LEGION (1357)           1      MIDDLE WAY 10 (1360)
                                       Unchartered Team

                                       DOOM LEGION (1357)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1 MIDDLE WAY 10 (1360)      32  18  1 64.0   1/ 1 MIDDLE WAY 10 (1360)      9  6 0
 2/ 2*DOOM LEGION (1357)        19  13  2 59.4   2/ 2*DOOM LEGION (1357)        6  4 0

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

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     As you read this, Middle Way 10 will have completed its tenth turn of activity
here.  You're all invited to a last party at the Lighthouse, to bid us goodbye (you
are sorry to see us go, aren't you?) and welcome Middle Way 11, which will show up
the following turn.  Jorja grumbles about constantly having to find homes for
chartered Middle Way teams, but I don't see that it's so hard as all that.  It isn't
like there are HUNDREDS of us.  Anyway, we're going to Valamantis.  I'm afraid to ask
her why, she has such odd reasons sometimes.
     Oh, well.  See you all at the party (unless some vicious standby kills me
today).

                                      Chip Enser

                                      SPY REPORT

     Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and 
let's start with a look at some of the teams.  And let's see, BENSI DURN fought 
BROPHY and gained 13 points and contributed to MIDDLE WAY 10's 3-2-0.  BROPHY has 
lost to BENSI DURN, falling 8 points, while helping make DOOM LEGION a 2-3-0 turn.  
Our Duelmaster has lost, folks, lost to CONVICTED ASSASSIN, BUT CHIP ENSER is still 
the Duelmaster because he has the most recognition points!  Tell me, is nothing 
sacred?  I have heard from unimpeachable sources that The Swinging Aardvark uses 
trolls in their stew.  Talk about gristle!   
     Oriental wise man once say, 'Hiding behind shields prevents proper sun tanning.' 
Inscrutable, but true.   
     A coward dies a thousand deaths, a brave man only once.  Wise men know this to 
be true.  A brave warrior does not carry a red shield, he has nothing to cover or 
hide when the fight is over.  Consider well.   
     Thought for the day, a new sword shines bright, but the notched sword sings the 
sweetest.  It's been nice chatting with you, until we meet again, keep your swords 
sharp and your hammers heavy.  Until you see my quill in NOBLISH ISLAND again, 
farewell-- Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 CHIP ENSER 7871               7   3  1    61       MIDDLE WAY 10 (1360)

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 ALTA CHESS 7869               8   2  0    58       MIDDLE WAY 10 (1360)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 BENSI DURN 7870               8   2  0    48       MIDDLE WAY 10 (1360)
 BROPHY 7856                   5   2  0    38       DOOM LEGION (1357)
 DOC FELLE 7872                6   4  0    37       MIDDLE WAY 10 (1360)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 RAGNAROK 7853                 5   2  0    31       DOOM LEGION (1357)
 POISON SUMAC 7855             3   4  0    27       DOOM LEGION (1357)
 SOONTODIE 7904                3   1  1    26       DOOM LEGION (1357)
 GRATCH 7903                   3   2  1    24       DOOM LEGION (1357)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 EB GOLLU 7873                 3   7  0    16       MIDDLE WAY 10 (1360)

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

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

                                     PERSONAL ADS

All -- I'd like to congratulate all the winners last week.  Better luck next time, my
friends. -- Warrior Lord

Scribe -- Any other help or info would be appreciated. -- Warrior Lord

Chip Enser and Jorja -- Thank you for the wish of luck.  Unfortunately I'll probably
be inactive by the time this makes it to the press.  However, you and any others are
more than welcome to write to me and let me know how it's going and what's happening.
I hope to be active again by next year.  I can be contacted at the following address:
     Chris Seals #163040
     CCWC (Bed 3-11T)

     P.O. Box 368
     Childersburg, AL  35044
Good luck to all of you and keep your blades sharp. -- Warrior Lord

All -- Standbys, standbys, that's all I fight.  I'm not complaining about the 3-0-1
record it's given me, but a real fight would be nice. -- Soontodie

Chip Enser -- I'm comin' for ya, Chip.  Sharpen your blades!  Until we meet, may
honor and glory guide ye. -- Brophy

Heck, and all the REST of our fights were against standbys, too!  Some days, it just
doesn't seem worth the effort of getting out of bed. -- Jorja

Comments on the articles--

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

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

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

6 May 2004
                                     DEATH FEST

     The ferocious ghosts of former glories whispered across the wind swept sands of
DM 59; agonizing incessantly due to the diminutive demise of the Delarq arena known
as Illis.
     Tattered banners and forgotten memories wailed in the wind for a dynamic death
march to dawn once more upon the blood stained sands of the Delarq slow arena.
     The distant call crying for  a declaration of restoration amidst the ruin of the
all but forgotten Delarq arena carried to the far corners of Alastari; drawing the
Devious, the Diabolical, the Dangerous and the Down Challenging to cross blades and
wage warfare among an assemblage of new stables managed by the Known and Unknown;
willing to spill fresh blood, while carving their destiny during 15 Rounds of contest
driven combat to be known as the "Illis Incredibly Diabolical Delarq Death Fest".
     A lone cloaked figure huddled by lamplight in a remote outpost near the
crossroads of ElseWhere and ElseWhen; feverishly formulating the foundational
framework for the dawning of the Delarq Death Fest in DM 59, complete with
Gladiatorial Commission sanctioned prizes to promote the growing thirst for a Delarq
Slow Arena Death Festival.

     Delarq Death Fest Opening Round debuts the first turn immediately following the
Summer 2004 F2F Tourney and continues through the completion of 15 consecutive
rounds.
     Death Fest points are Won or Lost ONLY in the DM 59 Delarq Slow Arena [Tourneys
DO NOT Add or Subtract from the Death Fest Point Scoring System]:

Death Fest Scoring Format:
Win =3D +2 pts
Loss =3D -1 pt
Kill =3D +5 pts [in addition to +2 pts for Win]
Death =3D -3 pts [in addition to 1 pt for Loss]
Dark Arena Kill =3D +10 pts [in addition to +2 pts for Win]
Dark Arena Death =3D -5 pts [in addition to 1 pt for Loss]
Revenged Blood Feud =3D +5 pts [successful Revenged Blood Feud provides Death Fest
contestants the opportunity to cancel out 3 pts for Death and 1 pt for Loss; while
gaining +1 pt overall for the Revenged Blood Feud in addition to the +2 pts for Win]

    DEATH FEST PRIZES will be awarded to the Top Ten Death Fest Stables on the basis
of Total Points*** accumulated during the 15 rounds of competition as follows:

1.  Favorite Weapon Knowledge for 1 (one) warrior ranked Initiate or higher on the
Final Round to be revealed by RSI to each of the Top Ten Death Fest Stables
2.  Renaming of Dark Arena Monsters and NPCs [yet to be determined according to how
many DA Monsters and NPCs are available in DM 59 for Renaming]
3.  The Top Five Death Fest Stables will receive New Team Rollup Certificates as
follows:  1st (10), 2nd (8), 3rd (6), 4th (4) and 5th (2)
4.  Renaming Illis Arena for 6 months plus Receiving 6 months Free Play courtesy of
RSI will be awarded to the manager of the 1st Place Death Fest Stable
5.  Discussions are underway regarding a possible Special Award granted to the Illis
Iron Stable qualifiers who compete in 67 of a possible 75 fights during the course of
the 15 consecutive rounds of the Death Fest [Key Factor is How Many (?) stables will
be competing in the Death Fest without drawing away participation by current managers
in the remaining slow arenas!]  Therefore, it is important for all managers entering
stables in DM 59 for the upcoming Death Fest to contact RSI as soon as possible
regarding their participation in this contest so that a Final Ruling on the proposed
Illis Iron Stable Award can be issued by RSI.

***TieBreaker is determined on the Final Round by the DM 59 Newsletter Recognition
Rankings.  The stable with the Highest Ranked Active Gladiator is granted the
decision.  [Example: Warrior A and Warrior B are both listed in the Recognition
Rankings with 87 pts; however, because Warrior A is listed in the Recognition
Rankings ahead of Warrior B, then Warrior A is granted the TieBreaker Decision for
His/Her stable!]

     Opening Round Team Spotlight Bonus [minimum 15 paragraphs!]  Each Delarq Death
Fest competitor who writes a Team Spotlight featuring their Stable (Name) and
Managerial Alias [Gladiatorial Names Optional] in regards to competing in the Delarq
Death Fest will receive 25 pts added to His/Her opening round score.
     Illis Iron Stable Bonus [in addition to the proposed award awaiting RSI
approval!]  Any manager whose stable competes in at least 67 of the possible 75
fights during the 15 rounds of Death Fest receives 25 points added to His/Her final
overall score [this allows each stable the cushion of missing one round of
competition; plus up to 3 additional fights due to waiting for replacement rollups
from Deaths suffered either in Tourneys or during the Death Fest contest in DM 59
over the course of 15 rounds of competition!]

Delarq Death Fest
Hosted by Hammer
[Who Else?]

25 May 2004
                                 TEN TURNS OF HELL:
                        The KLK Capture The Flag Competition

In the spirit of the ongoing effort to make arena play what it used to be (FUN!!), I
am proud to announce the KLK Capture The Flag Competition.  The competition will be
held in Jhans (DM-36, which has, by the way, grown in size equal to Talcama already).
:)  We are announcing this contest early to allow managers time to prep.

Rules:
     -- On turn 462 (due 8/4/04) the lowest ranked warrior on your team is given your
team's 'flag' (he is your initial flag defender).
     -- Starting on turn 463 (due 8/18/04) flags will be defended every turn and turn
463 is the turn scoring will begin.
     -- Fights involving flags are winners-take-all and a warrior can carry as many
flags as he can win.
     -- If a warrior holding a flag either A) goes inactive, B) loses to a stand-by
warrior or C) gets DA'd, he forfeits all flags he has and they are returned the their
original team's lowest ranked warrior.
     -- If you hold your own flag on an inactive warrior you receive NO POINTS that
turn.
     -- If a warrior graduates to AD holding flags starting on the next turn those
flags will be defended by the lowest ranked warrior on the team of the graduating
warrior.
     -- Scoring as follows for each turn:
          2 pts -- possession of your own team flag
          1 pt -- possession any other flag
          1 pt -- for each win
          1 pt -- for each kill
          1 pt -- for each award you receive in the newsletter
     -- You may enter as many teams as you like (per RSI rules) but each team is its
own entry.
     -- Tie-Breaker goes to the team that had the most points from flags.
     -- If still tied the tie-breaker will be the team that had the most points from
kills.  (It's the Delarq way.)
     -- The contest lasts 10 turns and there will be prizes for 1st, 2nd and 3rd
(based on highest point totals)

Prizes: (what you've been waiting on)
1st -- 3 know favorites potions*
       DA warrior named after winning manager
2nd -- 2 know favorites potions*
3rd -- 1 know favorites potion*

* These are full favorite potions (weapon, rhythms and tactics) and can only be used
on warriors with at least 4 FE.

     How's that for paying out? (grin)  Even if you think that it's all about the TC,
these prizes should be enough to draw you in.  (You know who you are.)
     I hope to see friend and foe alike come to Jhans.  Legion, Froths, and all the
others...this is your personal invite.  Can you win?  Can you survive 10 turns of
Hell in Jhans?
     Note:  Special thanks to RSI for helping make this contest possible.  Thanks
guys!

Bookie
KLK Alliance
Director Jhans' Board of Tourism
Warden of the Froth Circle (grin)
D.R.C. 4 Life

                                  LAST WEEK'S FIGHTS

CHIP ENSER was devastated by CONVICTED ASSASSIN in a 1 minute mismatched Title fight.
BROPHY lost to BENSI DURN in a 6 minute gruesome battle.
ALTA CHESS demolished GRATCH in a 1 minute uneven fight.
SOONTODIE was viciously subdued by DOC FELLE in a 3 minute gory contest.
POISON SUMAC overpowered MORDANT DESERTER in a 2 minute mismatched match.
EB GOLLU was devastated by RAGNAROK in a 1 minute bloody one-sided duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|SLASHING ATTACK                  2         TOTAL PARRY       11 -   3 -  0      79  |
|BASHING ATTACK                   2         LUNGING ATTACK    11 -   3 -  1      79  |
|WALL OF STEEL                    2         PARRY-LUNGE        5 -   2 -  0      71  |
|PARRY-RIPOSTE                    1         SLASHING ATTACK   11 -   5 -  1      69  |
|TOTAL PARRY                      1         WALL OF STEEL     12 -   8 -  1      60  |
|PARRY-LUNGE                      1         AIMED BLOW         4 -   5 -  0      44  |
|LUNGING ATTACK                   1         BASHING ATTACK     9 -  12 -  0      43  |
|AIMED BLOW                       0         PARRY-RIPOSTE      4 -   7 -  0      36  |
|PARRY-STRIKE                     0         PARRY-STRIKE       1 -   3 -  0      25  |
|STRIKING ATTACK                  0         STRIKING ATTACK    1 -   6 -  0      14  |

Turn 168 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-RIPOSTE      1 -  0     AIMED BLOW         0 -  0         2  SLASHING ATTACK
TOTAL PARRY        1 -  0     PARRY-LUNGE        0 -  1         2  WALL OF STEEL  
SLASHING ATTACK    1 -  1     PARRY-STRIKE       0 -  0         2  BASHING ATTACK 
BASHING ATTACK     1 -  1     LUNGING ATTACK     0 -  1         1  LUNGING ATTACK 
WALL OF STEEL      1 -  1     STRIKING ATTACK    0 -  0         1  TOTAL PARRY    
                                                                1  PARRY-LUNGE    
                                                                1  PARRY-RIPOSTE  

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   CHIP ENSER 7871             7   3  1   61 MIDDLE WAY 10 (1360)
SLASHING ATTACK  ALTA CHESS 7869             8   2  0   58 MIDDLE WAY 10 (1360)
TOTAL PARRY      BENSI DURN 7870             8   2  0   48 MIDDLE WAY 10 (1360)
PARRY-LUNGE      BROPHY 7856                 5   2  0   38 DOOM LEGION (1357)
WALL OF STEEL    DOC FELLE 7872              6   4  0   37 MIDDLE WAY 10 (1360)
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 BROPHY 7856.  The ten other most popular fighters were SOONTODIE 7904, DOC FELLE 
7872, RAGNAROK 7853, ALTA CHESS 7869, POISON SUMAC 7855, BENSI DURN 7870, CHIP ENSER 
7871, GRATCH 7903, EB GOLLU 7873, and  0.

The least popular fighter this week was EB GOLLU 7873.  The other ten least popular 
fighters were GRATCH 7903, CHIP ENSER 7871, BENSI DURN 7870, POISON SUMAC 7855, ALTA 
CHESS 7869, RAGNAROK 7853, DOC FELLE 7872, SOONTODIE 7904, BROPHY 7856, and  0.

                  MAIL-IN TOURNEY XXXVII

INITIATES TOURNEY                      W  L  K         TEAM NAME            
BROPHY 7856 (4-1-0)                    2  3  0         DOOM LEGION          
RAGNAROK 7853 (3-2-0)                  1  3  0         DOOM LEGION          

INITIATES FOOLS TOURNEY                W  L  K         TEAM NAME            
POISON SUMAC 7855 (2-3-0)              0  3  0         DOOM LEGION          

                                The Defensive Lunger

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

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

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

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

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

                                  WARRIOR ENDURANCE

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

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

With the result of that number use the chart below.

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

Here are some examples of warriors with their Endurance ratings:

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

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

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

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

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

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

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

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

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

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

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

                            THE ARMOR PIERCING PARRY-LUNGE

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

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

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

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

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

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