DUEL 2 NEWSLETTER

Date   : 04/16/2005    Duedate: 04/29/2005

NOBLISH ISLAND ARENA

DM-93    TURN-183

This Weeks Top Honors

THE DUELMASTER IS

NIN QUAYNE
MIDDLE WAY 12 (1374)
(93-7959) [3-1-0,47]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              NIN QUAYNE
                               MIDDLE WAY 12 (1374)
                               (93-7959) [3-1-0,47]

Popularity Leader              This Weeks Favorite

NIN QUAYNE                     NIN QUAYNE
MIDDLE WAY 12 (1374)           MIDDLE WAY 12 (1374)
(93-7959) [3-1-0,47]           (93-7959) [3-1-0,47]

THE CURRENT TOP TEAM

MIDDLE WAY 12 (1374)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 12 (1374)        39
2. MATERIA MAGICA (1376)        0      IRON DRAGON (495)
3. CRIMSON SHADOW (590)         0      Unchartered Team
4. GRACES MUSES (1372)          0
                                       MIDDLE WAY 12 (1374)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*MIDDLE WAY 12 (1374)      14   6  0 70.0   1/ 1*MIDDLE WAY 12 (1374)     10  5 0
 2- 2*MATERIA MAGICA (1376)      3   2  0 60.0   2- 2*MATERIA MAGICA (1376)     3  2 0
 3- 3*CRIMSON SHADOW (590)       6   7  0 46.2   3- 3*CRIMSON SHADOW (590)      2  3 0
 4- 4*GRACES MUSES (1372)        0   2  0  0.0   4- 4*GRACES MUSES (1372)       0  2 0

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

                                    TEAM SPOTLIGHT

              + ]H[ + ---:--- + ]H[ 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 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 513): TOP CAT of ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 513): DREB 3 of THE LAWMEN (Marshal D, mgr.)
 DM  15 MALCORN (turn 507): STALKING HORSE of GREENWARDENS (Jorja, mgr.)
 DM  16 WILLAF (turn 509): O. PUN PLEEZJ of PUNNY AMINALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 508): DARON EL of MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 506): TMARACK of THE SIERRAS (Barnabas, mgr.)
 DM  28 MORYA (turn 253): BALDER of VALHALLA (KAT, mgr.)
 DM  29 LAPUR (turn 498): ENOSHIMA of BLACK SAMURAI (Doc Miracle, mgr.)
 DM  31 CHIMLEVTAL (turn 251): REZOS THE THRACIAN of OVERLORDS (The Icelord, mgr.)
 DM  32 ARVAT (turn 495): SAVORY of SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 493): LIONESS of DARK TOADS II (TigToad, mgr.)
 DM  35 MURSKA (turn 486): POSITION IS EMPTY
 DM  43 VEASTIAN (turn 449): TIRO CUCKOO of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 228): HOT LIPS of DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 222): LEVIATHAN OF LARD of MYSTIC ORC FEAST (Slugbait)
 DM  50 SNOWBOUND (turn 209): FENDER GRALE of MIDDLE WAY 6 (Jorja, mgr.)
 DM  56 ROCANIS (turn 374): MACHINE of TOOLS OF TORMENT (Mad Max, mgr.)
 DM  61 JURINE (turn 353): COOL CAT of ARENA FELINES (Garfield, mgr.)
 DM  73 ERINIKA (turn 158): ABASHI of BAATANAR'RITEZU (Asmo Dius, mgr.)
ADM 103 FREE BLADES (turn 399): PARANOIA of DSM4 from ZUKAL (The Sandman, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 513): ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 513): FORCE OF NATURE (?, mgr.)
 DM  15 MALCORN (turn 507): STARBASE 5 (Zeus, mgr.)
 DM  16 WILLAF (turn 509): DAGGERS EDGE (Zeus, mgr.)
 DM  17 ALJAFIR (turn 508): HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 506): VALHALLA (Odin, mgr.)
 DM  28 MORYA (turn 253): VALHALLA (KAT, mgr.)
 DM  29 LAPUR (turn 498): BLACK SAMURAI (Doc Miracle, mgr.)
 DM  31 CHIMLEVTAL (turn 251): NUMBERS GAME (Destitute Noble, mgr.)
 DM  32 ARVAT (turn 495): THE STORMLORDS (The Icelord, mgr.)
 DM  33 NIATOLI ISLAND (turn 493): CASINO HAMMERZ (Hammer, mgr.)
 DM  35 MURSKA (turn 486): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 449): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 228): DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 222): BLACK STORM (Blackstorm, mgr.)
 DM  50 SNOWBOUND (turn 209): DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 374): RESCUE RANGERS (JE, mgr.)
 DM  61 JURINE (turn 353): BLADE AND BLOOD (Noachian, mgr.)
 DM  73 ERINIKA (turn 158): BAATANAR'RITEZU (Asmo Dius, mgr.)
ADM 103 FREE BLADES (turn 399): LEGION OF DUMB (Carnage, mgr.)

                                   Recent Graduates
                                  -----------------
 DM   9 ZUKAL (turn 513): T. ZER of LETTER BOMBS (Papa Bear, mgr.)
              (turn 512): CAT TASTROPHIE of ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 512): PLATO of DREAMERS (Sleepy, mgr.)
 DM  15 MALCORN (turn 506): BATTERY of STARBASE 5 (Zeus, mgr.)
 DM  28 MORYA (turn 253): BALDER of VALHALLA (KAT, mgr.)
              (turn 252): MAXIMUS DECIMUS of NORTHERN BADLANDS (Maximillian, mgr.)
                          LAVA RUNNER of PRIMAL FURY (Sensei Jan, mgr.)
 DM  31 CHIMLEVTAL (turn 251): REZOS THE THRACIAN of OVERLORDS (The Icelord, mgr.)
                               TRASHIUS of WHAMMO & THUDDA 4 U! (Micky, mgr.)
                               ABYSSINIAN of THE STORMBRINGERS (High Lord Bosk, mgr.)
 DM  32 ARVAT (turn 495): DIETER KWAN of DEVIL ADVOCATES (The Dark One, mgr.)
                          LIL ETH of DEVIL ADVOCATES (The Dark One, mgr.)
                          PICKLED PIGSKIN of BUFFY'S DINER (Alfredo Frothingslosh)
 DM  35 MURSKA (turn 485): BARRISTER of BLITZKRIEG (Polarius, mgr.)
 DM  43 VEASTIAN (turn 449): TIRO CUCKOO of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 228): STORM SERPENT of SUPERIOR FORCES (Manager, mgr.)
 DM  47 SCOMSS SWAMP (turn 221): RAINBOW of LAND OF OZ (Oz the Successful, mgr.)
                                 DEEP FRIED LARD of MYSTIC ORC FEAST (Slugbait, mgr.)
 DM  73 ERINIKA (turn 158): ABASHI of BAATANAR'RITEZU (Asmo Dius, mgr.)
                (turn 157): CHINESE SIMIAN of K.B.W.F II (Polarius, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     A Captured Orc is all the Commission could find to match against me?  Ah, well,
at least I did defeat him (beat him like a gong, in fact).

                                     Nin Quayne
                               Duel2Dudette by Default

                                      SPY REPORT

     It's me, The Unknown Spymaster, back to give you this week's Spy Report.  Sit 
back in your seats and we'll have more fun than a barrel of Zontanis.  Hey everybody, 
watch out for POLI SARCHIS, who flew up 10 points in the rankings after mashing 
CONVICTED THIEF like a melon.  Keep your eye on this gal.  Our Duelmaster has lost, 
folks, lost to KHALHUMS DWARF, BUT NIN QUAYNE is still the Duelmaster because she has 
the most recognition points!  An apple a day keeps the doctor away, but an onion a 
day keeps T.P.s at bay.   
     Here is other news that is of note.   
     Being a spy is great--other people die and you spend the rest of the day 
drinking to their memory.  Better tanked than dead!  Knowing when to use the right 
tactics at the proper time is a very important step on the road to Duelmaster.   
     Well, that wasn't too bad; Alarond told me that the people in NOBLISH ISLAND 
have no sense of humor.  Or maybe that they were senseless.  Okay, so I may not be 
the world's best comedian, but then you guys aren't the world's best warriors.  And 
remember, you can pick your friends and you can pick your--(loud boos), oh, you've 
heard that one already!-- The Unknown Spymaster  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 NIN QUAYNE 7959               3   1  0    47       MIDDLE WAY 12 (1374)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 LUGG OPAR 7957                4   0  0    35       MIDDLE WAY 12 (1374)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-SIOBHAN 3428                  3   0  0    23       CRIMSON SHADOW (590)
-TOOTHSMASHER 7968             1   0  0    21       MATERIA MAGICA (1376)
 KIRLUA NORIS 7956             3   1  0    16       MIDDLE WAY 12 (1374)
 POLI SARCHIS 7971             2   0  0    16       MIDDLE WAY 12 (1374)
-HARBRINGER 7970               1   0  0    13       MATERIA MAGICA (1376)
 MALLE PENNELIS 7958           2   2  0    10       MIDDLE WAY 12 (1374)
-OLIVER DEBARROW 3429          2   2  0     8       CRIMSON SHADOW (590)
-LUTHIEN BEDWYR 3427           1   0  0     6       CRIMSON SHADOW (590)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-ZORT 7966                     1   0  0     5       MATERIA MAGICA (1376)
-GARTH ROGAR 3426              0   4  0     4       CRIMSON SHADOW (590)
-IRONHORN 7967                 0   1  0     1       MATERIA MAGICA (1376)
-IRONBEARD 7969                0   1  0     1       MATERIA MAGICA (1376)
-KATERIN O'HALE 3425           0   1  0     1       CRIMSON SHADOW (590)

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

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

                                     PERSONAL ADS

Toothsmasher -- (wincing)  Speaking as someone who has spent a lot of time at the
dentist, I must say, "DON'T DO THAT!" -- Kirlua Noris

Ironhorn -- Either your manager hates you, or he hasn't grasped the essential
difference between designing a role-playing character and designing a gladiator.
Now, my manager is by no means the best in the business, but she HAS been at it a
while (we're here to answer questions and provide moderately informed feedback, you
see, for our sins).  And one thing she says is, never EVER, unless you're into
freakish experiments, design a gladiator who is so lacking in a key attribute (the
one the Commission says you don't have enough of) that he not only can't use any of
the weapons his style is suited to, he can't use any weapon, period.  Well, okay, you
could use Dagger or Fist, but your style isn't suited to either and you'll be only
"marginally effective" with 'em.  In fact, if your manager will diplo mine, she'll
send you the styles-and-weapons chart with the required attributes to use said
weapons noted. -- Lugg Opar, warrior of the Middle Way
P.S.  Or an email to LiviaATreality.com

Zort -- What, does your manager have something against that attribute?  We fight four
of you, and you're all lacking?  Listen, you NEED that. -- Malle Pennelis

Ironbeard -- I sincerely hope your manager is getting in touch with those having more
experience.  Enjoying the gladiatorial experience is contingent on winning
occasionally, and I truly think that he has a problem with warrior design. -- Poli
Sarchis
P.S.  Not that I'm complaining about the win!

Manager of Materia Magica -- I have seen this happen before, and I seriously urge you
to NOT let preconceptions of warrior design from other games influence your choices
in THIS game.  Each game has unique requirements, and what may be a shrewd choice in
one is folly in another.  Please contact me or some other experienced manager.  We
would be glad to advise you in this matter, because we want you to enjoy the game
enough to keep playing! -- Jorja, the Middle Way, email to LiviaATreality.com

28 March 2005
Is there anybody in the DM game who is incarcerated that has had to litigate in order
to continue playing?  Or anyone in the free world who may be able to help me with
case law or legal advice?  The Administration has already taken "D&D type games" from
us once (though I recently had that decision overturned).  I believe it's only a
matter of time before they try it again and I am prepared to file a lawsuit if need
be.  I enjoy DM and any help that could be offered would be greatly appreciated!  I
can be contacted at:
     Danny Warren
     #28341
     P.O. Box 250
     Draper, UT  84070
     or:
     Heathen, mgr. Misnomers DM 47

28 March 2005
Ladies and gents...get your teams together and join in on the hottest and fiercest
contest ever to grace the arena sands!  Intrigue, personal wars, you name it...we got
it going on!  What is this contest?  It's the Turf War IV in DM 47, North Fork!!
This fantastic contest was begun by my alliance mate Asmo Dius, and I've picked up
some of the slack.  Contest starts on Turn 225 (approx. date June 9th?).  It's an
"alliance-type contest", so grab your folks and bring them in for a bang up time.
Rules will be printed in the DM 47 newsletter at least until the contest starts. --
Baphomet, Host...Company of Brothers Alliance, Illuminati Confederation of Alliances

28 March 2005
Contest Announcement
====================
It's finally here!  ScumFest 2005!  The greatest scum in the land of Alastari are
formally invited to participate in ScumFest 2005, a contest involving the scummiest
scum in all of Alastari!

Who:  All Scum in Alastari
What:  Scum Fest 2005!
Where:  Talahya
When:  May 23rd, Talahya Turns 490-499

Rules
======
The object of winning ScumFest is to have the longest cumulative time (in minutes) at
the end of the 10th round.

Should there be a tie at the end of 10 rounds, tiebreakers are (in order):
- Head to Head Record
- Win/Loss Percentage
- Average Fight Length
(We'll go into overtime if they're still tied)

There are no other rules.  A manager may use any means at his disposal in order to
accomplish his goal.  Collusion, hiring Aimed Blows to take out the leaders, etc.
Anything goes!

To enter the scum fest, please write a personal ad in the DM 100 newsletter,
declaring your intention to join the contest, or send an email to managerr@aol.com

Please include warrior name and ID numbers of the contestants.  You may enter the
competition up until Turn 494.

Prizes will be announced after the competition begins.  The point of the contest is
to prove you have the scummiest scum, and necessarily for a silly prize.

Good luck and Happy Scumming!

-- Manager

6 April 2005
                                SLAUGHTER'S CHALLENGE

     I would like to make a formal announcement to all the managers of Alastari that
the inaugural/memorial challenge put forth by Abarsis, The Slaughter Priest (Richard
Hammes) has been approved by the commission.  The contest will be held in TROCAR,
arena 54, beginning on the turn that starts around June 2nd.  Keep in mind that this
is a slow arena.  Before I go on, I would like to personally thank the commission for
procuring an outstanding top prize for this contest.  This announcement follows my
last and entry into the contest will be a minimum $5 donation, which I will pool and
give to a charity in the San Diego area in Richard Hammes' name and memory.  My
address is at the end.  Once the donation is made, I intend to notify RSI of the
charity and amount we donated as a matter of pride for them and us in this game!  I
will notify everyone in an all arena ad as well.
     The contest is pretty simple.  Any team may enter, there are no restrictions on
fight experience!  There are no challenges, avoids, bloodfeuds, or tourneys allowed
and only one single use of the Dark Arena is allowed after the contest begins.  To
help eliminate any interference, I am going to allow avoids of non-contest teams in
case they are there to manipulate and affect the winner of the contest.  Scoring is
as follows:

1 point for winning
1 point for killing (giving 2 in total, 1 for the win and 1 for the kill)
1 point for at least one of your warriors writing a personal (regardless of number of
     personals beyond one you still only get one point).  Make sure it is written
     from one of your team's warriors and not simply the manager entity or you will
     not get the point.
-1 point for losing
-1 point for being killed (giving -2 in total, -1 for losing and -1 for being killed)

     The contest will last for 12 turns, again beginning roughly June 2nd.  May I
point out that if you use your Dark Arena fight you will get either 2 points, for
winning, or -2, for losing, and ALL fights count in the scoring.  It matters not if
you fight a non-contest warrior or a stand-in; they still count as much as fighting a
contest warrior.  This will be a test of basic strategy with a touch of luck added in
as well.
     If anyone should break the no tourney rule they will lose 5 points for each
warrior entered and those warriors, and any subsequent warriors who replace them in
death, cannot score points!  Break the no DA, challenge, or avoid rules (except
avoids of non-contest teams) and you will be DQ'd as soon as the transgression is
discovered.  To keep the contest playing field as level as possible, we will have no
messing with these rules.  Of course you may DA the one time, just as a
clarification, but the second time gets you DQ'd.  This also counts if it is found
you bring a second team in for the purpose of making challenges.  You can bring a
second team, just don't think they can challenge to give you an advantage.  This
means DQ to your contest team.  A second team may also enter the contest with its own
donation of $5 and adherence to the rules.  Well, enough of that, I'm sure you'd like
to see the prizes so here they are:

1st place - +1 bonus to one warrior on the team, 1 resurrection potion, and 1
     favorite knowledge
2nd place - +1 bonus for one warrior, 1 favorites knowledge
3rd place- +1 bonus for one warrior
Iron Manager - Run 54 of the possible 60 fights and get a +1 bonus potion

     The resurrection potion may be used on any FE warrior, however the favorites and
+1 bonus potions must be used on a warrior with at least 5 FE.  These prizes also
must be used within 2 turns of the ending of the contest.  Even those rookie level
teams can figure out a way to use that resurrection potion if you think night fight
;), after the contest of course, so don't think this is only good for experienced
teams!  Check your rosters and unused RU's and see if you can't find a reason to come
and test your mettle!
     Again, entry fee is a minimum $5 donation, money order preferred method but if
that doesn't work for you we can figure alternate means.  If a hopeful entrant
happens to be incarcerated and the only real means of making the donation is an
account transfer, please make sure you let me know where the transfer came from and
which team it is for.  I prefer that this only be used as donation method by
incarcerated players unless otherwise discussed with me.  Please drop me an email, or
diplo my team in Tobir(14), letting me know you are sending a donation for entry and
the amount so I can be on the lookout for it in the mail.  Thanks to all who have
sent their sympathies regarding our game's loss of a kind and admirable soul and my
best wishes to all!

Street Legal
Jeff Bura
193 Pepperidge Dr.

Wixom, MI 48393
triumph1971@hotmail.com
THE DEATH SQUAD (63) in Tobir, arena 14

12 April 2005
                               A Question of Contests
                               by Hammer the WordSmith

     The familiar figure of a veteran manager clad in an Elven War Cloak at a lone
outpost somewhere near the cross roads of ElseWhere and ElseWhen sorted through his
vast disarray of DM papers and notes.
     Hammer pondered upon the recent dispatches that he had received regarding the
upcoming contests that he had been invited to participate in; after all, most contest
managers enjoyed having a HAMMERZ stable on the sands, due to the fact that they were
usually comprised of dues paying gladiators who were just a cut above the average RSI
Stand Ins.
     The Scum Fest in ADM sponsored by the veteran manager named Manager looked like
an entertaining offer, but alas, Hammer had NO candidates worthy enough to warrant
spending the cycle fees for their fleeting participation in such a contest.
     Perhaps sometime in the future, when Hammer succeeded in graduating some Aimers
and a promising candidate from one of his slow arena stables, would be the proper
time.
     TW4 in DM 47 was already on Hammer's list of contests to participate in,
especially with the convening of the Clown Circus in North Fork/SCOMSS Swamp Arena,
along with all the other zany personalities and alliances that promised to make this
the greatest ever Turf War contest that Alastari had ever witnessed upon the bloody
arena sands!
     Those same Clowns had sent Hammer an invitation to participate in a contest that
their Dark Knighties were sponsoring in an Andorian slow arena, but Hammer also had
an invitation to send a stable to DM 54 for a contest being held in the memory of
Slaughter Priest, one of Hammer's former alliance mates who had met with an untimely
and violently unexpected death while doing a good deed for a friend off world in San
Diego.
     Also added into the mix was an intriguing contest being sponsored by Zalgor
Prigg that was to be staged in a few months in the currently closed DM 13 Dullens
Regular Arena.
     Zalgor had contacted Hammer earlier in the year to inform the veteran manager
that his newest contest would feature a first round Dark Arena Challenge to level the
playing field.  Also, each gladiator would have a hyphenated Style listing after
their name for the Style Masters competition.
     An All Arena Ad Announcement was expected to be filed by Zalgor sometime before
the Summer 2005 Tourney, thus allowing the DM 13 Dark Arena Replacement Warriors from
the Dullens Contest to enter the Rookie Fall Mailer Tourney to prep for the contest.
     Hammer had been considering sponsoring such a Dark Arena First Round Type
Contest, but it would be much better to just enter the Zalgor sponsored contest,
rather than to be subjected to all the current Contest Host Harassment that was
plaguing the many contest arenas throughout Alastari.
     A grim smile crossed the lips of Hammer as he thought about the possibility of
the Clowns getting a taste of their own medicine while sponsoring their Andorian
contest.
     Hammer quickly took a pen and paper, writing instructions to his gladiator
trainer GrimmDorr at his Hammerz Flower Garden Morya Manor Estate on the Lake on the
outskirts of the DM 28 Morya Arena, to assemble a Cast of Cast Offs to enter the
upcoming contest being sponsored by Zalgor Prigg.
     Hammer jotted down a note to file the following stable with the Gladiatorial
Commission once Zalgor Prigg had announced the contest in Dullens DM 13 Arena:
     ASTONISH HAMMERS stable to register DARK ARENA HAMMER--SL, DARK ARENA HAMMER--
ST, DARK ARENA HAMMER--AB, DARK ARENA HAMMER--BA and DARK ARENA HAMMER--PS for the
Zalgor Prigg sponsored contest in Dullens DM 13 whenever the Gladiatorial Commission
was ready.
     Hammer then turned his attention to the two slow arena contest invitations that
tugged at his emotions for full participation.
     However, there was only room for one more stable addition in the current plans
of the veteran manager, who had deactivated his SNOW CALL HAMMERZ in DM 50 to devote
his attention to entering a new stable in a promising slow arena contest.
     Street Legal had recently cleared the air with the Gladiatorial Commission in
regards to sponsoring SLAUGHTER'S CHALLENGE in DM 54, which would begin in Trocar
around the first week of June.
     As yet, there seemed to be NO OFFICIAL ALL ARENA ANNOUNCEMENT from the Clowns
regarding their contest in an Andorian slow arena.
     These Clowns had a lot to learn about sponsoring and advertising contests!
     Hammer thought back to two years ago when Maximillian had convinced the veteran
manager to Co-Sponsor Maximillian's Morya Madness in the DM 28 slow arena.
     Abarsis the Slaughter Priest had answered the call to cross blades in the
Madness by entering a stable named LEE FAMILY.
     LEE FAMILY had NOT missed a single fight during the Madness until Slaughter
Priest's life was snuffed out one dark night in San Diego while helping a friend.
     When the Delarq Death Fest was sponsored by Hammer in the DM 59 Illis slow
arena, Slaughter Priest had answered the call to cross blades by sending a stable
named FASCIST DROOL to compete for the Ten Death Fest Prize Categories.
     Abarsis the Slaughter Priest a.k.a. Richard Hammes had been a true DM friend and
a fine competitor among many, not to mention a close comrade in arms while Hammer had
been a member of the Vendetta Cartel.
     As was written by Street Legal a.k.a. Jeff Bura in a recent All Arena Ad Eulogy
to the Memory of Slaughter Priest a.k.a. Richard Hammes:
     "On November 10, 2004, Richard Hammes was taken from us in a senseless act of
violence during a robbery attempt at a friend's store where he sometimes worked.  He
was watching the store so his friend could go home to tend to his son who had taken
ill."
     Now the DM Community who either knew Rich personally from the RT and VC Emails,
or from crossing blades on the sands with this avid DM competitor; now have the
opportunity to Honor His Memory by competing in a DM 54 contest held in his Honor.
     Could Hammer do no less?
     This was an opportunity to set aside personal goals and allocate the necessary
funds to enter a stable in SLAUGHTER'S CHALLENGE to Honor the Memory of Rich Hammes!
     Hammer quickly filled out an entry form to dispatch to the Gladiatorial
Commission to register the following stable in DM 54 Trocar for SLAUGHTER'S
CHALLENGE:
     Be it known that MEMORIAL HAMMERZ are hereby registering SLAUGHTER HAMMER, FASC
DROOL HAMMER, LEE FAMILY HAMMER, HONOR RICH HAMMER and GRUNGE GRL HAMMER in DM 54
Trocar for the Street Legal sponsored contest in Honor of Richard Hammes a.k.a.
Abarsis the Slaughter Priest.
     GRUNGE GIRL was one of Slaughter Priest's warriors from his FASCIST DROOL.
stable that was entered in the Delarq Death Fest in DM 59 Illis Arena, so it was only
fitting to name one of the MEMORIAL HAMMERZ gladiators after one of Rich's warriors
that had competed in a Hammer Sponsored Contest.
     Hammer leaned back in his chair and reflected upon the memories of his fallen
comrade from his days in the Vendetta Cartel. Tears moistened the veteran manager's
eyes upon every remembrance of his fallen VC comrade in arms.
     Hopefully the odd assortment of veteran and newbie managers would answer the
call to cross blades in Honor of the fallen Slaughter Priest in the type of contest
that Rich had envisioned to one day Sponsor and Participate with some of Alastari's
Finest Managers!
     This One's for YOU Rich/Slaughter Priest; May You Rest in Peace!

Hammer
WordSmith
WeaponSmith
Minister of War
kLk Knight
Illuminati Ice Pick

12 April 2005
                           FRATSFA'S QUEST FOR THE BEST!!!

     Rollup certs aplenty!  Need to know favorites for warriors initiate or above?
SURE!  Renaming of both the arena and the D.A. Monsters?  Why not!  Skill bonus
potions?  Of course!  This and more is all possible for the top 10 (ten) teams in:
Fratsfa's Quest for the Best!
     What does it cost you ask?  NOTHING!  Who is running the contest and putting up
the total of 30 rollup certs as prizes to be split up amongst the top 6 (six) teams?
Dark Knight Wasby, Dark Knight Goat and Dark Knight Toker of the Desolate Empire of
vendett@UNITED!  The gaming commission is also going to supply prizes for the top 10
(ten) teams.  Where?  FRATSFA DM-52!  When?  The month of July, T-207.
     Rules!  We, of the Desolate Empire, do not like the word Rules!  So, we use the
term requirements.  Here they are:

1.  One team per manager entered in the contest.
2.  Only (1) Total Parry on your team at a time.
3.  You must declare (1) warrior as your team's scout.
4.  Managers that have teams established in Fratsfa must have 3 (three) warriors in
    the initiates class by the contest's 3rd turn.  (If they wish to compete, or can
    send in new team!)
5.  If you bloodfeud, you must use a different warrior each time to score the
    bloodfeud points.
6.  You must declare your team in the p-ads to be entered.
7.  A declared champion and scout cannot be the same warrior.
8.  Champions are not required (manager's choice)!  Champions must be declared on the
    first fight.

     We are also offering 25 bonus points to managers that submit a brief history (5
paragraph minimum) including your manager and team name by the contest's 3rd turn.
These points will be added to the scores on turn 211.
     Now, on to the scoring:  Wins + Kills - Losses = base score
                                     Base score + Variants = Total Score

BASE SCORE POINTS
WIN = +1 point
KILL = +1 point
LOSS = -1 point

VARIANT SCORES
SCOUT WIN = +2 points
SCOUT LOSS = -2 points
SCOUT DEATH = -5 points
CHAMPION WIN = +3 points
CHAMPION LOSS = -3 points
STYLE MASTER FOR TURN = +1 point
MOST AVOIDED TEAM = +2 points
SUCCESSFUL BLOODFEUD = +2 points
FAILED BLOODFEUD = -2 points

     Let's say (a) team goes 3-2-2 = 3 wins + 2 kills - 2 losses = +3 base score.
His champion won (+3 pts) and is style master for this turn (+1 pt).  His scout lost
(-2), for a total turn score of +5 points.
     Now, let's say (b) team goes 1-4-1 = 1 win + 1 kill - 4 losses = -2 pts.  His
fighting marvel of a scout won (+2 pts) and the scout's win was a successful
bloodfeud (+2 pts).  So, the total points for the turn would be +2 points.  (There
was no champion on this team.)

Now on to the prizes:

1ST PLACE "FRATSFA'S BEST":
     1)  12 (Twelve) rollup gift certificates transferred to "Fratsfa's Best"
         ultimate victor.
     2)  Renaming of Fratsfa's arena for 6 (six) months.
     3)  Renaming of D.A. monsters: Wurmkin', Bandit Prince and Black Orc.
     4)  1 (one) favorites potion.*
     5)  1 (one) +1 bonus skill potion.**
2ND PLACE
     1)  8 (eight) rollup gift certificates transferred to 2nd place manager.
     2)  Rename the D.A. monsters:  Dark Champion and High Elf.
     3)  1 (one) favorites potion.*
     4)  1 (one) +1 bonus potion.*
3RD PLACE
     1)  4 (four) rollup gift certificates transferred to 3rd place manager.
     2)  Renaming of D.A. monsters Mountain Troll and Shewish Giant.
     3)  1 (one) favorites potion.*
     4)  1 (one) +1 bonus skill potion.**
4TH PLACE
     1)  3 (three) rollup gift certificates
     2)  1 (one) favorites potion.*
     3)  Rename D.A. Monster Stone Golem
5TH PLACE
     1)  2 (two) rollup gift certificates
     2)  1 (one) favorites potion.*
     3)  Rename D.A. monster Spy Master
6TH PLACE
     1)  1 (one) rollup gift certificate
     2)  1 (one) favorites potion.*
7TH PLACE
     1) 1 (one) favorites potion.*
8TH PLACE
     1) 1 (one) favorites potion.*
9TH PLACE
     1) 1 (one) favorites potion.*
10 PLACE
     1) 1 (one) favorites potion.*
STABLE STAMINA AWARDS:
     All teams that fight at least 67 of the possible 75 fights will get 1 (one) FREE
tournament entry for a warrior of that team in the first tournament after the
completion of "Fratsfa's Quest for the Best"!

-- NOTE --
* -- All potions must be used within 2 (two) turns of the contest and on initiate
(tournament class) or higher character on the same team that competed in Fratsfa,
non-transferable.
*  1 (one) favorites potion gives all faves:  Rhythm, Tactic and Weapon.
** 1 (one) +1 bonus skill potion gives +1 to 1 (one) skill.

    Our thanks go to RSI for their cooperation with us on the prizes they have
sponsored to make this contest of ours a reality.
     Any questions can be addressed to Toker, mgr. Vincere Aut Mori in DM 18 or by
email:  darkknighttoker@yahoo.com!  OR to Goat, mgr. Desolate Ones DM 47 or to Wasby,
mgr. Soul Forge in DM 47.

                                  LAST WEEK'S FIGHTS

NIN QUAYNE was bested by KHALHUMS DWARF in a 3 minute amateur vs. expert Title fight.
LUGG OPAR demolished CULT MEMBER in a 1 minute one-sided melee.
KIRLUA NORIS overpowered CONVICTED THIEF in a 1 minute mismatched duel.
MALLE PENNELIS bested CONVICTED THIEF in a 1 minute novice's fight.
POLI SARCHIS demolished CONVICTED THIEF in a 1 minute mismatched competition.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|WALL OF STEEL                    3         PARRY-LUNGE        2 -   0 -  0     100  |
|PARRY-RIPOSTE                    1         SLASHING ATTACK   11 -   2 -  0      85  |
|STRIKING ATTACK                  1         WALL OF STEEL      9 -   3 -  0      75  |
|AIMED BLOW                       0         TOTAL PARRY        7 -   4 -  0      64  |
|PARRY-LUNGE                      0         STRIKING ATTACK   13 -   8 -  0      62  |
|PARRY-STRIKE                     0         LUNGING ATTACK     9 -   7 -  0      56  |
|LUNGING ATTACK                   0         AIMED BLOW         7 -   6 -  2      54  |
|SLASHING ATTACK                  0         PARRY-RIPOSTE      6 -   6 -  0      50  |
|BASHING ATTACK                   0         BASHING ATTACK     4 -   7 -  1      36  |
|TOTAL PARRY                      0         PARRY-STRIKE       0 -   3 -  0       0  |

Turn 183 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         5  WALL OF STEEL  
STRIKING ATTACK    1 -  0     PARRY-LUNGE        0 -  0         2  PARRY-LUNGE    
WALL OF STEEL      2 -  1     PARRY-STRIKE       0 -  0         2  PARRY-RIPOSTE  
                              LUNGING ATTACK     0 -  0         1  STRIKING ATTACK
                              SLASHING ATTACK    0 -  0         1  TOTAL PARRY    
                              BASHING ATTACK     0 -  0     
                              TOTAL PARRY        0 -  0     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
WALL OF STEEL    NIN QUAYNE 7959             3   1  0   47 MIDDLE WAY 12 (1374)
STRIKING ATTACK  LUGG OPAR 7957              4   0  0   35 MIDDLE WAY 12 (1374)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is NIN QUAYNE 7959.  The most popular warrior this turn 
was NIN QUAYNE 7959.  The ten other most popular fighters were LUGG OPAR 7957, MALLE 
PENNELIS 7958, POLI SARCHIS 7971, KIRLUA NORIS 7956,  0,  0,  0,  0,  0, and  0.

The least popular fighter this week was KIRLUA NORIS 7956.  The other ten least 
popular fighters were POLI SARCHIS 7971, MALLE PENNELIS 7958, LUGG OPAR 7957, NIN 
QUAYNE 7959,  0,  0,  0,  0,  0, and  0.

                                 Article for Newbies

     This here is an article aimed mostly at you new managers to the game out there.  
This chart is a consensus of managers on the internet about how they felt each style 
fairs against all other styles at the beginning levels of the game.  Of course, once 
you get ten or so fights under your belt the whole scenario changes and you can throw 
this right out the window.  But in the  meantime, use this chart to help you get a 
feel for the game, how the  different styles interact with each other and to hopefully 
dispel those 5-25 starts that can make you drop the game.  Hope this helps you some.

                         KEY FOR ODDS OF WINNING:

              1 - ALMOST IMPOSSIBLE     6 - BETTER THAN EVEN
              2 - HARDLY LIKELY         7 - GOOD CHANCE
              3 - NOT MUCH              8 - HIGHLY PROBABLE
              4 - SLIGHT CHANCE         9 - MOST DEFINATELY
              5 - 50/50                10 - ALMOST GUARANTEED

                   Reminder:  Left Row vs Top Column

          BA    ST    LU    SL    AB    TP    PS    PL    PR    WS  
    BA     5     2     6     6     8     9     7     6     5     6
    ST     8     5     8     9     9     6     7     5     6     4
    LU     4     4     5     6    10     5     7     7     9     6
    SL     4     1     5     5     8     6     8     7     8     9
    AB     2     2     2     4     5    10     6     6     6     7
    TP     3     4     6     4     1     5     7     8     6     5
    PS     3     3     3     4     5     4     5     4     5     4
    PL     5     4     3     3     6     2     7     5     7     6
    PR     7     5     2     2     4     5     6     3     5     4
    WS     5     8     6     2     4     6     7     5     6     5

    There you have it folks.  I would personally like to thank all the managers on the 
internet who made a contribution to this effort.  You know who you are.  Also a big 
nod of appreciation goes out to the mighty PUG (Ben Hitz) who organizes and runs the 
roundtable and without whose effort little projects like this would prove quite 
difficult.

                              David Gottwald - Magic Man

                              The Crew - Monuntial (34)
                           Rocky's Heroes - North Fork (47)
                       Tragedy Strikes - Andor (57) (inactive)
                              Natural Born - Illis (59)
                               Slow & Easy - Aradi (60)
                           Omega Squadron - Dragonhead (72)

                          MAKING YOUR CHALLENGES GO THROUGH

     First, you need to be sure you are making your challenges correctly.
     1.  Are you writing down the warrior I.D. number of the warrior you want to 
challenge?
     2.  Is your handwriting clear?
     3.  Is the warrior you are challenging within range of your warrior?  Warriors 
can challenge within their own class and the next higher class, plus the "Challenger" 
classes can also challenge the next lower class.  So, an Adept can challenge Adepts 
and Challenger Adepts.  A Challenger Adept can challenge Adepts, Challenger Adepts, 
and Champions.  (Try not to challenge down, though.  Besides being unsportsmanlike and 
making everyone mad, it isn't advantageous to your warriors.  They need to fight more 
experienced warriors so they will learn.)
     4.  Are your warriors eligible to make challenges?  If they didn't fight within 
the last two turns, then they can't challenge.
     5.  Are the warriors they want to fight eligible to receive challenges?  If they 
didn't fight within the last two turns, then they can't be challenged.

     Next, adjust your choices for the maximum likelihood of getting your challenges.  
There are several things that will help:
     1.  Have each of your warriors challenge two different opponents from two 
different teams.  That way, if the first opponent's team doesn't fight that turn, you 
still might get your second challenge.
     2.  Use your avoids.  Have each warrior avoid the teams of whoever you think 
might be likely to challenge him.  If you can get out of being challenged, that 
increases your chance of getting your own challenge through.
     3.  Don't challenge warriors who didn't fight last turn.  The odds are higher 
that they won't be fighting this turn.
     4.  Don't challenge warriors who might be involved in a bloodfeud (either as the 
killers, or the avengers).  A bloodfeud challenge has priority over all other 
challenges.
     5.  Don't challenge Tournament Victors.  A TV challenge has priority over all 
other challenges except bloodfeuds.  You'll need to do a little research in back 
issues of the newsletter to find out who the TVs are.
     6.  Don't challenge warriors who you know are going to challenge someone else, or 
are going to get challenged by someone else.  Your challenge has a better chance of 
getting through if it is the only challenge to that particular warrior.
     7.  Don't challenge the "easy pickings."  That is, warriors above you who have 
way too few fights or very bad records for where they are ranked.  They will tend to 
get challenged a lot.
     8.  Don't challenge warriors who are likely to be avoiding your team.  This 
includes any warrior your team fought within the last two turns.
     Well, it sounds like I've eliminated just about everybody, doesn't it?  Of course 
you can challenge opponents who fit into one or more of those categories; just try to 
find ones who don't.  Your idea candidate for a challenge is:  A warrior ranked 
somewhat above your warrior in the same class, or in the next higher class, with a few 
more fights than your warrior, and a winning record, who isn't a TV and isn't 
currently at war with anyone.
     I hope this will be of some help to you.

                                                  The Rogue She-Puppy

          MAXIMIZING THE DUELMASTERS EXPERIENCE: WHAT THE RULES DIDN'T SAY

     When you get your turn results in the mail it is very important that you squeeze 
as much enjoyment as possible out of that envelope!  I recommend (and also use!) the 
following procedures.
     First, open the envelope lengthwise with a letter opener.  Remove the blue-sheet 
BUT DON'T LOOK AT IT!  It may tell you that you are broke and owe RSI a lot of money.  
Flip it over instead!  The blue-sheet will be used as a "hider" when you read the 
fight results line by line, so you don't see the end of the fight by mistake and ruin 
the excitement.
     Remove the rest of the sheets in one smooth maneuver and place the flipped-over 
blue-sheet on top of the pile, without looking at anything.  You don't want to 
accidentally uncover an unexpected replacement rollup.  This is a traumatic experience 
that should be avoided at all costs, as it indicates that one of your battles didn't 
go exactly as planned.
     Now you must prepare your room, or whever you are, for the battles.  If you are 
suicidal, or a lousy manager, or a suicidally lousy manager, remove all sharp objects 
from the area.  If you happen to manage an entire team of scummy warriors it is okay 
to leave a loaded musket nearby.
     The next step is to put on music.  It definitely adds to the experience to have 
your favorite tunes playing in the background, preferably AS LOUD AS YOU CAN GET AWAY 
WITH!  I christen each new warrior with a song that is his and his alone, and play 
that song whenever it is his turn upon the sands.  It is a personal choice but I 
recommend Judas Priest, Manowar or Metallica.  Avoid Abba and Barry Manilow (like I 
had to say it).  It is also important to match the song length with the expected 
length of the fight.  Don't choose "The Immigrant Song" for your 21-con Ultra-Scum.  
Likewise, don't choose "Stairway to Heaven" for your quick lunger.  Finally, sometimes 
it is nice to choose an exceptionally violent alternate selection for those 
Bloodfeuds.
     Now you are almost ready!  The final preparatory step (optional) is to prepare a 
pot of coffee.  Beer also works well, especially on Fridays, but I understand that 
some managers are not Well-Suited to that particular beverage.  I've heard the Duke 
Malibu in Solven drinks goat blood, but mind you this is only a rumor.  For the final 
touch, try putting on any handy armor you have.  Or a loin-cloth.  I put on most of my 
hockey gear.
     The fights are on!  The music is loud!  The coffee is good!  Read the fights 
slowly, line by line using your blue-sheet as a guide.  Don't go too fast, now.  Yell, 
"Yeah!" if your warrior scores an especially gruesome hit.  Cringe if your warrior 
feels the joys of a great axe connecting with his face (that means you, Marilith).  
Raise your fist in the air when that total parry realizes that his last shield has 
broken!  And cry when your favorite gladiator is gravely injured and then takes ten 
consecutive war hammer shots to the head...
     When the end of the fight comes you will be emotionally drained, so yell out, 
"Huzzah!!!" or "Damnnn!!!" or whatever, to take the edge off.  When the fighting is 
ended take a breather before preparing for the next cycle's fights.  Reflect on what 
has transpired and make a few notes.  You'll be a better person (and manager) for it!  
Isn't Duelmasters great?

Brought to you by ICE (the deranged): DM-49 (Vithicar) Rotting Livers (205)
                                      DM-10 (Kolact) Beermacht
                                      DM-22 (Solven) Steel Warriors
                                      DM-24 (Zorpunt) No Escape

                           Winning With the Average Warrior

     Hi!  The Master of Anime here...  Yeah, yeah, I know, you're all doing a 
collective, "Who the Hell is this character?"  Well, my claim to fame, if you can call 
it that, is that I run Eve, one of the more popular, if not completely unspectacular, 
warriors to fight in Alastari.  I am a micro-manager (you've heard of mega-managers?  
Well, think in reverse) who has been mainly running only one team during my 8+ years 
of Duelmasters.  This little write-up is aimed towards the less experienced managers, 
the ones that can be brainwashed from some of the "How to build the perfect 
warrior..." spotlights that tend to appear from time to time.
     Many of the "How to build..." spotlights tend to deal with roll-ups that are 
quite ideal, but in reality, rarely come out of RSI's number crunching machine, 
commonly referred to as "the Roll-Up Gods".  There have been a few good articles on 
how to design skillful warriors from 'average' roll-ups.  Those articles, in my 
opinion, are the most helpful to new managers for the simple fact that you will almost 
always get an 'average' roll-up.  Occasionally, that 'average' roll-up might turn out 
to be something special, and that is what I would like to key in on.
     I know a lot of managers who will continually DA their warriors until they get 
something that is as close to perfect as possible.  You know, the warrior with three 
or four 17s or the warrior with a couple of 21s or that size 3 or 4 warrior, etc...  
If you are a relatively new manager and you are also doing this, I think you are 
missing out on one of the more intriguing aspects of this game and that is warrior 
development.
     Being a micro-manager, I do not have an army of warriors like the mega-managers 
do, but I'd like to think that I can hold my own against them (hey, if you're gonna 
dream, dream big).  Anyway, back to the point.  One of my 'average' warriors seems to 
have achieved a form of notoriety in Advanced Duelmasters to the extent that even the 
ever quiet Mirage (manager of Donatello) has had something to say (it was at the last 
Tempe FTF and my warrior, at the end of the 6th or 7th round, was listed as the top 
Primus warrior on the tourney list.)  Mirage pointed at my warrior on the list and 
said, "That, is embarrassing..."  I took it as a compliment.  In case you're 
wondering, my warrior is Akira (the reason I'm writing this article is that I've been 
approached many times of late by managers who wanted to see Akira's numbers, thinking 
he had some sort of godlike roll-up.  I set them straight).
     I'm not going to print Akira's numbers in this article for the main reason that I 
don't have them with me at this time (it'll probably tick-off a lot of managers whose 
warriors Akira has beaten anyway), but I do know this... he has about 30 attribute 
increases and only one attribute is in the 20's, that one being WL (he even got gypped 
by not getting some skills that you normally think he'd get by raising WL up the 
20's).  He won't be getting another attribute above 20 for a long, long time.  (I 
think his next highest attribute is 17... note that this is after the 30 or so 
increases...)  You should have a pretty good idea how generic this roll-up is... a 
roll-up that would probably be DA'd by most managers looking for a good roll-up... a 
roll-up that I even said, "I'll run him for kicks, but will probably retire him once 
he gets to AD."... a roll-up that entered AD with a less-than-stellar 14-10 record... 
a roll-up currently on a 20 fight win streak... a roll-up with three consecutive 
Primus TVs.
     So, before you give up on that average warrior, think again about giving him a 
chance to flourish... he might suprise you as Akira has surprised me.  Good luck in 
the arena!

M.A., a proud member of GAPPDA
P.S.  If you want to know Akira's original roll-up, diplo Anime Legends (Arena 102, 
104).
P.P.S.  Swift -- We GAPPDA members are NOT slugs!!!  At least, I don't think we are...

                                     TWELVE TIPS

     A rookie manager asked me a question recently which prompted my "teaching juices" 
to flow.  I quote: "Just give me a dozen hints, and I'll leave you alone!"  Obviously, 
his challenge prompted me to organize my thought creating my Twelve Tips.  
     "Now wait a minute!" I hear you asking.  "Why should I read on?"  Simply put:
-- If you're an experience manager, you'll want to "clue me in" on other valuable tips 
I missed.
-- If you're a "newbie," these tips will enhance your W-L record and compound your 
fun.
     "But, are they GOOD tips?" you ask.  Believe me, fellow opponents, after 5000+ 
fights, dozens of "tutored pupils," many A.D. warriors, and a rather lofty W-L record, 
they're GOOD tips.  So here we go, in no particular order.
(I)  ASK FOR HELP--Ask RSI about the Sponsor Program.  Diplo "good" managers in your 
arena.  Proclaim your willingness to learn in a personal ad.  You'll get some 
conversation.
(II) OFFENSIVES FIRST--This is not an easy game, and the basher, lunger, striker can 
be readily designed and more easily "mastered." (Whatever that means.)  Avoid the most 
difficult finessives, such as aimers (AB), rippers (PR), and probably wastes (WS).  
Get some confidence first!  Most of us old-timers yet struggle with a good aimed-blow.
(III) SKILLS, SKILLS, SKILLS--One of the most prevalent rookie errors is training too 
many stats.  Skills win fights, and in the long run, you will regret certain stat 
raises.
(IV) COLLECT DATA--The more you know about your own warrior (And even with the same 
stats, warriors differ) and the more you know about your opponents, the more likely 
you can cause something "good" to happen.  In the military/political world, we call 
this "intelligence." (Clue: ask about a D.M. handbook filled with info.)
(V) PERSONAL ADS--Don't be a jerk!  But write some every time.  Let me assure you that 
an unliked rookie cannot succeed in an arena against the local "Powers-in-control."  
You want to create friendly opponents. (When you know what you're doing--then you can 
try the jerk routine!)
(VI) TURN SHEET--Accuracy counts.  Fill it out perfectly (and legibly) pal!  Know what 
each section is for. (Reread the instructions.)  Many have been the surprised and 
frustrated manager who caused his or her own problem! (Even us "megas" blow it now and 
then!) 
(VII) NO CON--Don't ever (well maybe 1% of the time) add points to constitution on an 
offensive rollup.  Other attributes may add skills; con won't.  (Just wait until you 
hear someone shout never add to con--ever.  I didn't say that.)
(VIII) ONE WEAPON--For offensives.  When you get to finesse styles, you'll understand 
why you may want one in your off-hand also.  But, almost always carry a backup. (Hands 
can be hurt both striking and defending.)
(IX) CHALLENGE/AVOID--Always!  A manager's prime purpose is to optimize his warrior's 
chances.  Challenge those you'll have a good shot at beating and avoid teams who can 
cause you the most difficulties. (Challenge warriors--avoid teams.)
(X) ENTER TOURNAMENTS--What a way to acquire skills and experience without impacting 
your arena W-L record.  Actually, you will create a positive impact in that those 
"tournament earnings" are "hidden" from other arena warriors.  Plus, tournaments are a 
real "rush!"
(XI) FIND A FRIEND--In every arena find at least one "friendly" foe.  Share opponent 
info.  With two, or more, of you sharing, look how much more "intelligence" you'll 
have.
(XII) STAY COOL--Don't let any problem (loss, death, personal ad, error, etc.) anger 
you. (This is fun, right?)  The cool head wins more matches than the emotional one.
     So good luck, rookie!  We were all in your shoes once. (And for some of us that 
was a long, long time ago.)

                              THE CONSORTIUM
                              DM 8  Smithsonian (Curator)
                              DM 11 Bulldogs (Kennelworth)
                              DM 20 Animal Farm (Mino)
                              DM 46 Fandils (Fandil the Wise)
                              (and many, many more)