DUEL 2 NEWSLETTER

Date   : 07/24/2004    Duedate: 08/06/2004

NOBLISH ISLAND ARENA

DM-93    TURN-172

This Weeks Top Honors

THE DUELMASTER IS

POISON SUMAC
DOOM LEGION (1357)
(93-7855) [5-5-1,63]

Chartered Recognition Leader   Unchartered Recognition Leader

POISON SUMAC                   JERNIG MARS
DOOM LEGION (1357)             MIDDLE WAY 11 (1369)
(93-7855) [5-5-1,63]           (93-7930) [3-1-0,33]

Popularity Leader              This Weeks Favorite

BROPHY                         POISON SUMAC
DOOM LEGION (1357)             DOOM LEGION (1357)
(93-7856) [7-3-0,50]           (93-7855) [5-5-1,63]

THE CURRENT TOP TEAM

MIDDLE WAY 11 (1369)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 11 (1369)        32
2. DOOM LEGION (1357)          22      DOOM LEGION (1357)
3. CRIMSON DEATH (1348)        18      Unchartered Team

                                       MIDDLE WAY 11 (1369)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*MIDDLE WAY 11 (1369)      15   5  0 75.0   1/ 1*MIDDLE WAY 11 (1369)     10  5 0
 2/ 2 DOOM LEGION (1357)        26  20  3 56.5   2/ 2 DOOM LEGION (1357)        6  3 0
 3/ 3*CRIMSON DEATH (1348)       5  12  2 29.4   3/ 3*CRIMSON DEATH (1348)      5 10 2

    '*'   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 Striking Style ]H[ + ---:--- + ]H[ +
                                     by Sir Boyd

     Strikers are very effective in basic, but have little use in Advanced
Duelmasters.  This is due to the nature of their primary strength:  decise.  Young
strikers win or lose in the opening few swings.  In basic, few styles can match the
striker's lightning opening or avoid his initial attack.  However, in higher levels
of the game most fighters have sufficient defenses to avoid the striker's relatively
low attack rating, and the striker has little to fall back on.
     A striker should be designed to maximize his initial decise (speed) or
alternately his ability to learn decise (wit).  Strikers have little use for
constitution or will.  Here are a few comments on which stats are good for strikers:

ST:  9-17, the higher the better.  ST 9 is required for SC, but unless you have a big
     fighter you shouldn't settle for less than 11.
CN:  unnecessary.
SZ:  up to 14 is great.  A good striker will have at minimum 21 points between ST and
     SZ (this is the average combination for being able to do good damage with a
     blow.)
WT:  the higher the better.  17 and 21 are great cutoffs.  You want to learn on
     average 2 to 3 skills per turn to maintain your decise advantage over other
     styles.
WL:  9-13 is all that's required.  Longer-term strikers (designed for relevance past
     invite to Advanced) might benefit from a higher WL, but in my opinion such a
     design would be better as a different style.
SP:  9+.  The higher your WT, the less initial SP you'll need.  But for a striker,
     speed is life.  Spend lavishly on your striker's speed.
DF:  11+.  This is also a good stat for a striker to have.  DF 11 allows the use of
     most weapons without coordination penalty, and provides valuable attack skills.

Here's my idea of some great strikers:
                                 13-4- 9-21-11- 9-17
                                 11-4-11-17-11-15-15

     As for strategy, use weapons that are fast and do decent damage (SC, LO, SS, BS,
QS, WH are some of the better ones,) and wear little or even no armor.  Run hard,
with high offense and activity levels.  The decise tactic is well suited to strikers,
and use it whenever the opponent doesn't know you're coming.  Beware that the Decise
tactic can be countered by the use of a Responsive tactic.  It's sort of a rock-
paper-scissors thing.  Decise tactic has advantage over no tactic or any tactic other
than Response.  Any tactic other than Decise has advantage over Response tactic.
Response tactic has advantage over Decise tactic.

Sir Boyd,
Elanti Hunters (102 and 107)

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

     Jorja sat at her private table at the back of the Lighthouse's taproom and
scanned Sir Boyd's article again.  Quite good, straightforward, no freakish stuff.
Solid.  Helpful, she hoped.  Well, it had better be, because she didn't feel much
like trying to do one on Strikers today herself.  She glanced around the room to make
sure things were going smoothly.  A little rowdiness among a group of young
gladiators off behind the piano, but her back-up bartender, Olber Pring, was already 
moving that way.  He'd deal with it.  But maybe she could add just a little around
the edges....

Below is a list of weapons "well-suited" to use by strikers, and the minimum stats
required for effective use.  My thanks to Pagan and other number-crunchers who have
made this information available. -- Jorja

     Striker  Note that the strikers can use every weapon plus the small shield
effectively.  This is the only style that has so broad a selection.  Twenty-one
weapons.
Battleaxe      ST 15  SZ  9  WT  9  DF  9  Mace           ST 13  SZ  -  WT  3  DF  5
Broadsword     ST 11  SZ  -  WT  9  DF  7  Maul           ST 15  SZ  9  WT  5  DF  7
Dagger         ST  -  SZ  -  WT  7  DF  7  Morningstar    ST 13  SZ  -  WT  7  DF 13
Epee           ST  7  SZ  -  WT 15  DF 15  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
Fist  -        presumably any              Scimitar       ST  9  SZ  -  WT 11  DF 11
Greataxe       ST 13  SZ     WT  9  DF 11  Shortspear     ST  9  SZ  -  WT  7  DF  7
Greatsword     ST 15  SZ  9  WT  9  DF 11  Shortsword     ST  5  SZ  -  WT 11  DF  3
Halberd        ST 17  SZ  9  WT  9  DF  9  Small shield   ST  5  SZ  -  WT  5  DF  5
Hatchet        ST  5  SZ  -  WT  3  DF  7  Warflail       ST 11  SZ  -  WT  7  DF  5
Longspear      ST 11  SZ  9  WT  5  DF  9  Warhammer      ST 13  SZ  -  WT  5  DF  7
Longsword      ST 11  SZ  -  WT 13  DF 11

A couple of specific examples of Strikers, neither of them great, but they both
survived to graduation--

                                 Profile of a Warrior
                                      Kardo Dosh

     Kardo was a classic example of the mediocre warrior, starting out as 10-13-15-9-
15-7-15.  He was trained as a striker, I forget why.  It must have seemed like a good
idea at the time.  He'd have made a better lunger, but I must not have wanted a
lunger.  One of the mysteries of the universe.  His overview was not impressive,
merely stating that he was--
     Left handed
     (no primary wit statement, due to the low number)
          Seldom wastes his endurance needlessly
     Is relatively slow and inactive (that 7 SP)
     Can take a lot of damage (SZ and CN)
     Cannot carry a lot of weight (relatively low ST)
     Can do good damage with a blow (mostly his SZ)

     The mode skills for his stats and style are:  three initiative, six riposte,
three attack, two parry, two defense, and seven decisiveness.  Not impressive, and I
must admit that I have not done any research to discover whether he is plus or minus
on any skill.

     At the time he received his graduation notice, he was 21-20-3, running with
minimal attention from the management.  No challenges, no avoids, and he probably
didn't have more than three strategy changes in his whole career.  On his graduation
fight, he was armed with a hatchet, an off-hand hatchet, and a backup hatchet,
armored in leather and a helm, and running 10-10-6 straight across, attacking the
arm.  It turns out that this was NOTHING like his favorite weapon and rhythm:  short
spear, moderate offensive effort (5 or 6), very low activity level (1 or 2).  In
other words, born to scum....  I have a personal bias against running warriors that
slowly, as I hate to wade through long fights.  He left the arena with a master in
decisiveness (his favorite learn) and an expert in attack (this is what he was
waiting for; he got it on the same fight as he received his invitation to the Isle).
     Kardo Dosh is headed for retirement; he's had his fishing spot picked out for
months.  But he was fun to run and with more attention would almost certainly have
done better.

                                Profile of a Gladiator
            Lord Protector and one-time Duelmaster of Noblish Island arena

     Olber is a striker, 15-7-14-11-17-5-15.
     His overview was nothing exciting--
He's right-handed
His intelligence is unremarkably average (no primary wit line on the overview)
     He makes clever attacks (I wouldn't have minded seeing some of these!)
     He is gifted at avoiding a blow (yeah, right!)
     He seldom wastes his endurance needlessly
He's slightly uncoordinated (that low SP)
He is incredibly quick and elusive on his feet (despite the lack of coordination
which caused him to trip over his own shadow around the guildhouse)
He can do good damage with a blow.
     From the lack of mention, we also know that he has normal endurance, a normal
ability to take damage, and can carry a normal amount of weight in armor and weapons.

His base skills, those deriving from his initial stats, are: initiative 5, riposte 5,
attack 7, parry 5, defense 9, decise 7.  He is plus four in defense, otherwise mode,
or normal for his stats.

     Olber was never a great warrior.  After leaving here at 8-2, he went to Aljafir
and proceeded to lose fights, ending up graduating at 22-29.  He could have done
better if I'd paid more attention to his strategy, issued challenges, and so on.
Given the neglect he labored under, he could also have done much worse.  Good but not
great about describes him.
     Despite this, he has some long-term potential, as indicated by the fact that
none of his base skills are lower than mode, and by that 17 WL which would allow him
to raise stats relatively easily.
     I normally ran him fairly fast, 8-6-x or, if he should have been getting the
jump and didn't, 10-x-x.  Light armor--ALE, H, and, of course, a scimitar and back-up
scimitar for weapons.  He held his own in Aljafir at first, until the arena pulled
out of its slump and began to gather determined managers again.  I feel that it was
the good management of his opponents, rather than his own short-comings, that
resulted in his losing record.  I feel that given a couple of decent--not great, just
decent--warriors matched against each other, it's the better manager who wins the
most.
     Despite my lack of attention, Olber hung on long enough to get the skills and
political points needed to graduate.  He will not be run on the Isle (that's why you
have to put up with him hanging around the Lighthouse).  At the time of graduation,
he was 22-29-0, had experts in attack and decise (only! what a slug--that 11 WT
doubtless slowed his learning), was found to be naturally adept with the dagger
(ick), and to favor a fighting rhythm of high offense and high activity.  If I was
running him further, I would ignore the dagger favorite and continue to arm him with
a scimitar, probably going 8-8-x.  An increase in CN would enable him to take more
damage without compromising his skill-learning.

     I thank you all for your patience with this presentation and invite you to
     1.  Drop in at The Lighthouse any time to talk about managing or mainland
politics or any other thing that's on your mind.
     2.  Let your warriors hang out here between practice sessions.  I'll see to it
that they get back home okay after closing.
     3.  State opinions, raise questions, make suggestions, etc.  If you like the
idea of a warrior profile each turn, I'd be glad to provide one from my files--pick a
style, any style....

Jorja
Middle Way 7

           +>]H[<+-----+>]H[+ Question of the Week #5 +]H[<+-----+>]H[<+

Question, turn 407:

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

Answers, turn 408:

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

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

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

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

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

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

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

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

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

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

From turn 411:

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

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

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

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

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

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

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 496): TOXIK of KILLING FLOOR (Stik, mgr.)
 DM  12 RIZTAB (turn 494): BRIARTHORN of DARKMOON (Bobby Bigfoot, mgr.)
 DM  15 MALCORN (turn 490): RUTHLESS of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 490): SLOTHIS of MINOTAURS (?, mgr.)
 DM  17 ALJAFIR (turn 489): SIGIL CAMISADO of BALANCE OF TERROR (Noachian, mgr.)
 DM  19 ZUWAYZA (turn 487): ADARA AL ZAHRA of JAGUAR WARRIORS (Noachian, mgr.)
 DM  28 MORYA (turn 243): CIARAN POWER of 50TH MILK RAS (Dr. Mabuse, mgr.)
 DM  29 LAPUR (turn 479): ENOSHIMA of BLACK SAMURAI (Doc Miracle, mgr.)
 DM  31 CHIMLEVTAL (turn 241): LUCKY 7 of NUMBERS GAME (Destitute Noble, mgr.)
 DM  32 ARVAT (turn 476): SOLAR MAN of SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 474): STRAY of ARENA FELINES (Garfield, mgr.)
 DM  35 MURSKA (turn 467): GWALCHMAI of CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 430): STILTZ of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 218): MARILYN of DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 213): CUP OF CAT of MYSTIC ORC FEAST (Slugbait, mgr.)
 DM  50 SNOWBOUND (turn 200): TOM SMITH DISEASE of STRANGE TUNES (Berylstar, mgr.)
 DM  56 ROCANIS (turn 355): JONATHANNIE of BAD APPLES (Uncle Wolf, mgr.)
 DM  61 JURINE (turn 335): TAIL IN THE AIR of ARENA FELINES (Garfield, mgr.)
 DM  73 ERINIKA (turn 148): RED HOT CHILE PAPA of WORLDWIDE GORE (Crip, mgr.)
ADM 103 FREE BLADES (turn 380): WOUNDWORT of DARKMOON from RIZTAB (Bobby Bigfoot)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 496): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 494): none
 DM  15 MALCORN (turn 490): TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 490): PUNNY AMINALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 489): HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 487): JAGUAR WARRIORS (Noachian, mgr.)
 DM  28 MORYA (turn 243): BAD GERMS (Assurnasirbanipal, mgr.)
 DM  29 LAPUR (turn 479): SHREW CAN IT BE NOW (The Anarchist, mgr.)
 DM  31 CHIMLEVTAL (turn 241): OVERLORDS (The Icelord, mgr.)
 DM  32 ARVAT (turn 476): SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 474): ARENA FELINES (Garfield, mgr.)
 DM  35 MURSKA (turn 467): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 430): none
 DM  45 STORMCROWE (turn 218): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 213): MYSTIC ORC FEAST (Slugbait, mgr.)
 DM  50 SNOWBOUND (turn 200): DRUID'S GROVE (Talon Warsmith, mgr.)
 DM  56 ROCANIS (turn 355): BAD APPLES (Uncle Wolf, mgr.)
 DM  61 JURINE (turn 335): FAVORITE GUYS (Jorja, mgr.)
 DM  73 ERINIKA (turn 148): DEMONIC (?, mgr.)
ADM 103 FREE BLADES (turn 380): DARKENED PRIDE, etc. (Sylvester Frothingslosh, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  12 RIZTAB (turn 493): RIFT of SPIRITUAL GIFT (Sultan, mgr.)
 DM  17 ALJAFIR (turn 489): KARO LEE of MIDDLE WAY (Jorja, mgr.)
 DM  28 MORYA (turn 243): CIARAN POWER of 50TH MILK RAS (Dr. Mabuse, mgr.)
                          STUPID SMILEY of IDIOTIC ICCERS (THawk, mgr.)
              (turn 242): TERRIBLE TOTOMAC of IDIOTIC ICCERS (THawk, mgr.)
 DM  29 LAPUR (turn 479): COOKIE of CROC FILES (THawk, mgr.)
 DM  31 CHIMLEVTAL (turn 241): DIXIE SCUM of LOONY TOONS (Rascally Rabbit, mgr.)
                   (turn 240): LAPHROAIG of SINGLE MALTS (Berylstar, mgr.)
                               TIGBASA of STORMWATCH (Polar Bear, mgr.)
                               SIR PELLEAS of WILLBENDERS (Abraxis, mgr.)
                               STIGMA OF STUPID of UNFIT TO BE ORCS (Slugbait, mgr.)
 DM  33 NIATOLI ISLAND (turn 474): LUCKY LADY HAMMER of CASINO HAMMERZ (Hammer, mgr.)
 DM  43 VEASTIAN (turn 429): MISERY of HELL'S PAWNS (Harbinger, mgr.)
                             PREDNIZONE of MEDS (Berylstar, mgr.)
 DM  45 STORMCROWE (turn 218): SUNFLASH of NORTHERN LIGHTS (Jorja, mgr.)
                   (turn 217): SCORPIUS of KNIGHT BREED (The Omnimancer, mgr.)
 DM  47 NORTH FORK (turn 213): CUP OF CAT of MYSTIC ORC FEAST (Slugbait, mgr.)
                   (turn 212): HONEY BEAR of THE BEAR'S PAW (Kat, mgr.)
 DM  50 SNOWBOUND (turn 199): MAEGOLOS of DARK SIDHE (Daehir, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Ho!  And also Aha!  And similar words of pride and gratification.  A bad
challenge on your part, Newlin, not that you had much to go on, but still.  A poor
style match for you, and your two losses against my two wins?  That should tell you
something, woman!

                                      Jernig Mars

                                      SPY REPORT

     Good day, in NOBLISH ISLAND a quiet thief gets rich, but a quiet spymaster gets 
poor.  So bring me ale and harken to my tidbits of news.  And let's see, NEWLIN 
fought EMBEZZLING SCRIBE and gained 20 points and contributed to CRIMSON DEATH's 
2-3-1.  DEBARROWS has lost to IMBER LACK, falling 10 points, while helping make 
CRIMSON DEATH a 2-3-1 turn.  Our last turn's Duelmaster has lost, folks, lost to 
VENEMOUS CONCUBINE, and JERNIG MARS has made the way for a new Duelmaster!  With 
JERNIG MARS clearing the throne, DOOM LEGION of POISON SUMAC takes a proud seat as 
NOBLISH ISLAND's new Duelmaster, by virtue of recognition points.  By the way, was 
that our Duelmaster that I saw last night, cramped under the table at The Swinging 
Aardvark?   
     Oriental wise man once say, 'Hiding behind shields prevents proper sun tanning.' 
Inscrutable, but true.   
     The Dark Arena is for those who cannot win, not who cannot lose with grace.  
Dignity in life or death is the warrior's creed.  Is it really true that NOBLISH 
ISLAND has more dishwashers per capita that fighters?  Just thought I'd ask...   
     Remember, blood on the purple robe does not change it from a purple robe.  Dare 
to fight bravely.  It's been nice chatting with you, until we meet again, keep your 
swords sharp and your hammers heavy.  Until the sun next rises and my pen sets to 
paper-- Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 POISON SUMAC 7855             5   5  1    63       DOOM LEGION (1357)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 RAGNAROK 7853                 7   3  0    52       DOOM LEGION (1357)
 BROPHY 7856                   7   3  0    50       DOOM LEGION (1357)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 JERNIG MARS 7930              3   1  0    33       MIDDLE WAY 11 (1369)
 GRATCH 7903                   4   3  1    28       DOOM LEGION (1357)
 GEROGE JIM 7927               4   0  0    25       MIDDLE WAY 11 (1369)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 NEWLIN 7811                   1   3  0    23       CRIMSON DEATH (1348)
 FEORDIS INK 7926              4   0  0    21       MIDDLE WAY 11 (1369)
 DARE 7810                     3   0  2    21       CRIMSON DEATH (1348)
 IMBER LACK 7932               1   0  0    18       MIDDLE WAY 11 (1369)
 DEBARROWS 7809                1   3  0     6       CRIMSON DEATH (1348)
 GLINDORA 7807                 0   3  0     3       CRIMSON DEATH (1348)
 DULGIN 7808                   0   3  0     3       CRIMSON DEATH (1348)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
BUTTERCUP 7931         0  1 0 DOOM LEGION 1357      MOUNTAIN TROLL 18     172 NONE    
IDRIS LIN 7929         2  2 0 MIDDLE WAY 11 1369    DARE 7810             172         
HACKER KLUTZ 7928      1  2 0 MIDDLE WAY 11 1369    DARE 7810             171         

                                     PERSONAL ADS

Glindora -- Hard luck, kid. -- Geroge Jim
P.S.  What's a pretty girl like you doing in a place like this?
P.P.S.  Try a shortspear, it might work better for you.

Dulgin -- There are people who despise that weapon (unreasonably, I think, but then,
people ARE unreasonable, aren't they?).  Try using one in each hand, and you should
definitely be getting off the mark faster than I do.  You should leave me standing
there blinking and wondering what happened! -- Feordis Ink

Debarrows -- Oooh, your manager likes to do things the hard way, doesn't he?  You've
got a tricky style, and you "use your weapon in an unorthodox manner," which means
you aren't well suited to it.  If you live to hit the mainland and haven't fixed
that, you're going to be in SOOO much trouble! -- Idris Lin

Dare -- Good going!  I am SO glad to be rid of Hacker, you can't imagine! -- Jorja
P.S.  Too much armor for your style.  Sure, it worked this time, but it'll get you in
the long run.
P.P.S.  'Course, it might be what keeps you alive to REACH the long run.

Comments on the articles:

The Effects of Coordination, by Jessie Jest.  This manager is inactive.
"Coordination has long been ruled to have no effect on a warrior"?  What handbook did
he read that in?

Parry-Riposte, the Best of Both Worlds, by Lord Dauthstorm.  This manager is
inactive.  A warrior made within his recommended stats would, as is so often the
case, be good at just about any style.  Some of his possible stats I wouldn't accept,
such as ST lower than 9, nor would I raise any of a PR warrior's stats to 21.  But
that's me.  I've got a thing about preferring to see warriors survive and racking up
the stat-linked skills later on.  The important thing to remember about a ripper, at
this point in your dueling career, is that they are not easy warriors to run (not
like a Basher, a Lunger, a Slasher, a Striker, or a Total Parry), and they tend to
lose and die a lot.

The Basic Ripper, by Cadmus.  To the best of my knowledge, this manager is inactive,
which is a shame.  He is experienced and helpful, and he knows what he's talking
about.

Stimpy's Thoughts on Total Parries, by Stimpy.  This manager has recently returned to
the game, but I don't remember where, exactly.  DM 21?  It's unfortunate that we
don't have part one of his views, as I would like to see his recommended set-up.  Oh,
well.

More Advice for Beginners, by the Arcane Kid.  I think he's inactive at this time.
His advice is worth thinking about.

Favorite Weapons, by Abe.  This manager is inactive.  I know that many managers of
the number-crunching variety think a lot of this, but I've got my doubts about the
value of pursuing it in Basic Duel-2.  (Unless you really, really like a line-by-line
analysis of your fight, and lots of numbers to play with, and if that turns you on,
far be it from me to tell you not to do it!)  It isn't unusual for a warrior's
favorite weapon to be one he lacks the stats to use to best advantage, and I haven't
seen any solid evidence to suggest that the favoriteness is enough to overcome this
handicap.  My own inclination is to give a warrior the best weapon suited to his
style and stats and let it go at that.

17 July 2004
I am currently trying to put together a favorites chart for AD warriors.  I
desperately need help with this.  What I need are style, favorite rhythm (ex.:
hi/low), favorite weapons, and tactics.  What would be great is if you could send me
a copy of the invite with the warrior's name, id#, and arena blacked out.  This way,
I can verify that this is an actual warrior.  Minis will work, too!

For those interested, I have both a challenge style vs. style and a match-up style
vs. style chart.  There's about 250 fights calculated in these charts, and I'll be
happy to send a copy to anyone who asks.  You can contact me (if you're a free world
player) at: Rick Stringer, Merit/East, SCI, P.O. Box 500, Georgetown, DE 19947-0500.
If you're in prison, just send a diplo to:  Baphomet, Mgr. Knights Templar (568), DM
#47--North Fork.  (I also have a lot of other charts and info for anyone who wants
it.)  Thanks!

                                  LAST WEEK'S FIGHTS

BUTTERCUP was butchered by MOUNTAIN TROLL in a 1 minute bloody Dark Arena fight.
JERNIG MARS lost to VENEMOUS CONCUBINE in a 1 minute beginner vs. veteran battle.
POISON SUMAC was luckily beaten by CONVICTED ASSASSIN in a 7 minute Title duel.
RAGNAROK overpowered FRATSFA SLAVE in a 1 minute one-sided fight.
BROPHY viciously subdued CAPTURED ORC in a 3 minute bloody expert vs. novice brawl.
GRATCH overpowered OSKSI NOBLE in a 1 minute mismatched brawl.
DEBARROWS was overpowered by IMBER LACK in a 2 minute uneven melee.
DARE unbelievably slew IDRIS LIN in a 2 minute gory beginner's duel.
NEWLIN vanquished EMBEZZLING SCRIBE in a 2 minute gory one-sided duel.
DULGIN was beaten by FEORDIS INK in a 4 minute novice's melee.
GLINDORA was savagely defeated by GEROGE JIM in a 4 minute bloody novice's match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   2         TOTAL PARRY       10 -   0 -  0     100  |
|SLASHING ATTACK                  2         SLASHING ATTACK   10 -   4 -  1      71  |
|STRIKING ATTACK                  2         PARRY-LUNGE        5 -   3 -  0      63  |
|WALL OF STEEL                    2         BASHING ATTACK    12 -   8 -  2      60  |
|PARRY-RIPOSTE                    2         STRIKING ATTACK    4 -   3 -  0      57  |
|LUNGING ATTACK                   2         LUNGING ATTACK     7 -   6 -  0      54  |
|AIMED BLOW                       1         WALL OF STEEL      9 -   8 -  1      53  |
|PARRY-LUNGE                      1         PARRY-RIPOSTE      6 -   6 -  1      50  |
|TOTAL PARRY                      1         AIMED BLOW         2 -   6 -  0      25  |
|PARRY-STRIKE                     0         PARRY-STRIKE       0 -   0 -  0       0  |

Turn 172 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   RAGNAROK 7853               7   3  0   52 DOOM LEGION (1357)
PARRY-LUNGE      BROPHY 7856                 7   3  0   50 DOOM LEGION (1357)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is BROPHY 7856.  The most popular warrior this turn was 
POISON SUMAC 7855.  The ten other most popular fighters were BROPHY 7856, IDRIS LIN 
7929, GEROGE JIM 7927, RAGNAROK 7853, NEWLIN 7811, GRATCH 7903, IMBER LACK 7932, DARE 
7810, BUTTERCUP 7931, and DULGIN 7808.

The least popular fighter this week was FEORDIS INK 7926.  The other ten least 
popular fighters were DEBARROWS 7809, JERNIG MARS 7930, GLINDORA 7807, DULGIN 7808, 
BUTTERCUP 7931, DARE 7810, IMBER LACK 7932, GRATCH 7903, NEWLIN 7811, and RAGNAROK 
7853.

                                 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.