DUEL 2 NEWSLETTER

Date   : 08/06/2005    Duedate: 08/19/2005

NOBLISH ISLAND ARENA

DM-93    TURN-189

This Weeks Top Honors

THE DUELMASTER IS

NIN QUAYNE
MIDDLE WAY 12 (1374)
(93-7959) [6-4-0,64]

Chartered Recognition Leader   Unchartered Recognition Leader

NIN QUAYNE                     POTBELLIED PAUL
MIDDLE WAY 12 (1374)           TEMPESTUOUS SWINE (1381)
(93-7959) [6-4-0,64]           (93-7996) [2-0-0,28]

Popularity Leader              This Weeks Favorite

NIN QUAYNE                     HAMPSHIRE HARRY
MIDDLE WAY 12 (1374)           TEMPESTUOUS SWINE (1381)
(93-7959) [6-4-0,64]           (93-7994) [2-0-0,20]

THE CURRENT TOP TEAM

TEMPESTUOUS SWINE (1381)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. TEMPESTUOUS SWINE (1381)    40
2. MIDDLE WAY 12 (1374)        12      MIDDLE WAY 12 (1374)
3. MATERIA MAGICA (1376)        0      Unchartered Team

                                       TEMPESTUOUS SWINE (1381)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*TEMPESTUOUS SWINE (1381)   8   2  0 80.0   1/ 2*TEMPESTUOUS SWINE (1381)  8  2 0
 2/ 2 MIDDLE WAY 12 (1374)      31  19  0 62.0   2/ 1 MIDDLE WAY 12 (1374)      8  7 0
 3- 3*MATERIA MAGICA (1376)     14  11  2 56.0   3- 3*MATERIA MAGICA (1376)     2  3 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[(> + -----:----- + <)] Getting the Jump [(> + -----:----- + <)]H[(>

     One of the most common questions that new players ask is what they can do to
defeat a certain warrior from another team who always attacks first and beats their
own warrior before he can get an attack in.  Attacking first in a fight is called
"jumping" your opponent, and it decides the victor in a majority of fights between
two offensive warriors.  By offensive, I mean Strikers, Bashers, Lungers, Slashers,
and Aimed Blows, although any style can be run offensively.
     In this article, I will teach some of the more common things you can do to make
your warrior get the jump.

Part 1, the setup:  To design a fast warrior, you must take into account Decisiveness
skills.  Decise is gained from only three statistics: Wit, Will, and Speed.  Of these
three, Speed is the only stat that has a large number of Decise skills in it.  So if
you design a rollup with a high Speed stat and/or a high Wit and Will, it will be
fast.
     Styles are also an important consideration.  Strikers, Bashers, and Aimed Blows
start with more Decise skills than any other style.  Slashers and Lungers have
slightly less, followed by Parry-Strike, Parry-Lunge, and Wall of Steel.  Total
Parries and Parry-Ripostes have very low starting Decise scores.
     Each style also learns Decise skills at different speeds.  Strikers learn Decise
the fastest. Parry-Strikes also learn it quickly, and Bashers learn it reasonably
well.  The other styles fall into the "don't count on learning it unless it's your
favorite learn" category.

Part 2, the strategy:  What you put on your strategy sheet drastically affects your
chances of getting the jump.
     Offensive effort:  As high as possible (10).  The more your warrior tries to
attack, the more likely he is to take the first opportunity offered him.
     Activity level:  As high as possible (10).  The more your warrior moves around,
the more chances he will see to attack.
     Note that running at these levels will tire your warrior out very quickly, and
your warrior may not fight at his best.  Most styles prefer a much lower activity
level as their "favorite".  But this article is about getting the jump, not fighting
efficiently.  :)
     Kill Desire:  Kill desire is one of the most intangible factors in Duelmasters,
but one of the common theories is that each number of KD corresponds to a certain
skill, maximizing that skill.  Seven is supposed to be the magic number for
Decisiveness.  Try it and see if it works for you.
     Tactics:  Obviously, the Decisiveness (D) tactic increases your Decise.  Other
tactics may increase your Decise, like the Bash tactic, but they don't increase it as
much as Decisiveness does.
     Armor:  None.  Nada.  Zilch.  Armor weighs you down.  Even if you have the
ability to carry a large load, you will still be faster running naked.  Of course,
you will take much more damage if you get hit, so you'd better make sure you can put
your opponent down before he hits you back.  With this strategy, you either win big
or you die.
     Faster weapons:  Lighter weapons are faster than heavier ones, but there are
certain weapons that are considered to be "faster" in general.  Warhammer and Hatchet
are some of the best.  Dagger and Bare Fist (FI) are probably the fastest, but
fighting bare-handed is dangerous.

So you've designed your warrior, probably a Striker or Basher with a good speed, wit,
and will.  You're running him 10-10-7 Decise with no armor and a Warhammer.  And that
same enemy warrior *still* outjumps you.  If that's the case, he's probably running a
similar strategy and just has more Decise skills than you.  So you have one more
trick up your sleeve:  the Responsiveness tactic ('S' in the defensive tactics
section).  If your opponent is using Decise and you use Response, you will probably
win.  If your opponent is not using Decise, you will probably lose.  It's like a
rock-scissors-paper relationship:
     Decise beats no tactic; no tactic beats Response; Response beats Decise.

There are some other minor factors in getting the jump that are beyond the scope of
this article.  Hopefully this will give you a better idea of how the warrior who
attacks first in a fight gets chosen.

Captain K., manager of Men of the Sea in DM 12 and assorted others

           +<]H[>+-----+<]H[>+ Question of the Week #2 +<]H[>+-----+<]H[>+

     For those of you who came in after I started this series of questions and
answers, they are being taken from the newsletter for Aruak City, DM 11.  The
questions are being posed by Hanibal, a relatively new player and Noblish alumnus,
and the answers are offered by any members of that arena who care to respond.

Question, turn 400:

All -- I think I have a basic grasp on most aspects of this game, but one Thing I
have no clue about is how to maximize skill learning.  I had an 18 wit TP challenge
up to a warrior who had 21 more fights than me and I only learned 2 skills.  The next
fight I was matched up against a less experienced warrior And I learned 5 skills.
This is not an isolated incident.  Any tips on skill learning? -- Hanibal's Q.O.W.

Answers, turn 401:

ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it,
that sometimes the number of learns appears random.  Some suggested variables include
fight experience differences between combatants, total skill differences,
intelligence level of one or both combatants, what each's favorite learn may be, what
styles the two warriors are....  There are so many, it's difficult to say.  Sometimes
you can see the effect of one variable more than another.  Other times, one has
absolutely no clue. -- Adie

Hanibal -- In your example of warrior learns, did you lose the fight against the more
experienced opponent, but win the fight against the less experienced opponent?  The
outcome of a fight may affect learning, with the winner being bonused and the loser
being penalized.  I believe that the best way to make a warrior learn well is to give
them a 21 wit.  That's why wit is my favorite stat to have a 21 in!  (Not to mention
all the base skills it gives.) -- Generalissimo Puerco

Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the
higher the better.  But luck (die roll) plays a big part, as do what the other
warrior can teach, how many skills yet to learn and a few lesser factors. --
Kennelworth

Hanibal, re the question of the week -- The main thing is to TRAIN skills.  Okay,
everybody stop laughing.  You people (Hanibal, too) already realize this, but there
may be a new manager reading this reply who doesn't.  Seriously, I once had a manager
whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and
ask why one of his warriors hadn't learned any skills.  He sent me the warrior's
numbers, and a little simple math revealed that this warrior had eight stat increases
in those ten fights!  He hadn't been TRAINING skills.  Lesson there, never overlook
the obvious.
     As to a more useful answer, I don't have one, but I do have some secondary
questions.
     For instance, I was once told that a warrior learns better with an odd-numbered
WT.  Since I have never personally run a warrior with an even-number WT that I can
recall, I don't know.  It sounds unlikely, but then, who knows how a computer thinks?
     Challenging up increases the ODDS of learning but is not guarantee.  Does 
anybody have any information as to whether a lower-ranked warrior who teaches well is
one with lots of skills?  My own information would tend to contradict that, as I have
some excellent teachers in other arenas who have yet to receive their first rating.
     I have heard that there is an increased chance of learning when the fight is a
long one.  Anybody know whether this is true or just wishful thinking on the part of
those matched against scum?
     Is the caliber of a warrior's teaching on a given fight reflected in his point
gain in the rankings?  I have been given to understand that points gained in excess
of the basic minimum reflect how well above the average the warrior performed.  In
theory, a good performance means better demonstration and thus better teaching, but
does it work out that way?
     Do warriors of a given style tend to teach a specific skill or group of skills
better than other skills, as for instance, do total parries teach parry and defense?
     I've heard it said that when facing an opponent who has only one skill left to
learn, a warrior teaches best that skill he learns best.  Does this hold true in
other circumstances? -- Leeta

Question, turn 402:

All -- I understand that Deftness is the ability to better protect and attack your
chosen location.  I could care less if I hit my attack location as long as I hit.
Does Deftness have any effect on connecting?  I believe it is your attack skills vs.
your opponents def/parry skills that determines this. -- Hanibal's Q.O.W.

Answers, turn 403:

Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills.
This will increase your warriors' chances of hitting.  Shot placement accuracy is
said to be based on coordination (DF+SP), but I think having a good attack rating can
lead to better shot placement as well.  Kill desire may well influence shot placement
also.  It has been suggested that a warrior's chosen location to protect is the
source of the "luck parry" comment that often results in broken weapons.  While I
personally fancy this theory, I think it would be difficult to prove or disprove.  It
sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco

Hanibal -- Re the QOW, probably.  At least, I notice that those of my warriors with
very low DF (and I've got some doozies here and there) spend a lot of time flailing
wildly and missing. -- Leeta

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 520): TOP CAT of ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 520): CAT TAGIOUS of ARENA FELINES (Garfield, mgr.)
 DM  15 MALCORN (turn 514): CHARISMATIC of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 517): FELIX of ARENA FELINES (Garfield, mgr.)
 DM  17 ALJAFIR (turn 515): HI-JINX of PROJECT MAYHEM XXX (Rude Buddha, mgr.)
 DM  19 ZUWAYZA (turn 514): ELLE of THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 MORYA (turn 256): MYSTIC ZEALOT of PRIMAL FURY (Sensei Jan, mgr.)
 DM  29 LAPUR (turn 506): BLACK TIGER of CARDOW HUNTERS (Uncle Wolf, mgr.)
 DM  31 CHIMLEVTAL (turn 254): GREYSCALES of THE STORMBRINGERS (High Lord Bosk, mgr.)
 DM  32 ARVAT (turn 502): SILVER TRAIN of SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 500): DEMONICHELLION of CHAOTICDISORDER (Bobby Bigfoot)
 DM  35 MURSKA (turn 493): MOZART of PHILANTHROPISTS 3 (Aragorn, mgr.)
 DM  43 VEASTIAN (turn 456): RAYEK of WOLF RIDERS (Dr. Guts, mgr.)
 DM  45 STORMCROWE (turn 232): HOT LIPS of DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 226): HOURGLASS of LAND OF OZ (Oz the Successful, mgr.)
 DM  50 SNOWBOUND (turn 213): YAIWE of DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 381): POSITION IS EMPTY
 DM  61 JURINE (turn 360): STONE DOG of BLACK PEARL (Dr. Guts, mgr.)
 DM  73 ERINIKA (turn 161): BULL MARKET of THE BULLS (Crip, mgr.)
ADM 103 FREE BLADES (turn 407): NEBUCHADNEZZAR of BLADES OF WONDER from SOLVEN (The
                                Sandman, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 520): ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 520): ARENA FELINES (Garfield, mgr.)
 DM  15 MALCORN (turn 514): DARK CREATION (Herbert Philip Lovecraft West, mgr.)
 DM  16 WILLAF (turn 517): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 515): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 514): THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 MORYA (turn 256): THE PENTARCHY (The Pentalque, mgr.)
 DM  29 LAPUR (turn 506): CARDOW HUNTERS (Uncle Wolf, mgr.)
 DM  31 CHIMLEVTAL (turn 254): AH NOW KLK HAMMERZ (Hammer, mgr.)
 DM  32 ARVAT (turn 502): SARATOGA GLORY (The Trainer, mgr.)
 DM  33 NIATOLI ISLAND (turn 500): CHAOTICDISORDER (Bobby Bigfoot, mgr.)
 DM  35 MURSKA (turn 493): PHILANTHROPISTS 3 (Aragorn, mgr.)
 DM  43 VEASTIAN (turn 456): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 232): DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 226): SECOND BANANAS (Mannequin, mgr.)
 DM  50 SNOWBOUND (turn 213): DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 381): REDHORSE (Mila, mgr.)
 DM  61 JURINE (turn 360): FORCE OF FIVE (Marshal D, mgr.)
 DM  73 ERINIKA (turn 161): DUDS (Amy A. Airhead, mgr.)
ADM 103 FREE BLADES (turn 407): DEATH REALM (Floyd, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  15 MALCORN (turn 513): MORTIKHAN of STARBASE 5 (Zeus, mgr.)
 DM  16 WILLAF (turn 517): FELIX of ARENA FELINES (Garfield, mgr.)
               (turn 516): GOLDENROD of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 515): DARON EL of MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 513): WHITE WOLF of THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 MORYA (turn 256): MYSTIC ZEALOT of PRIMAL FURY (Sensei Jan, mgr.)
                          YIP AGAIN of THE PENTARCHY (The Pentalque, mgr.)
 DM  31 CHIMLEVTAL (turn 253): OIL CAN HARRY of THE CANUCKS (Polaris, mgr.)
 DM  35 MURSKA (turn 492): SOYOYAY of PHILANTHROPISTS (Aragorn, mgr.)
 DM  43 VEASTIAN (turn 456): RAYEK of WOLF RIDERS (Dr. Guts, mgr.)
 DM  45 STORMCROWE (turn 231): BOMBSHELL of DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 226): HOURGLASS of LAND OF OZ (Oz the Successful, mgr.)
 DM  56 ROCANIS (turn 381): MECHANISM of TOOLS OF TORMENT (Mad Max, mgr.)
                (turn 380): HEDGEHOG of REDHORSE (Mila, mgr.)
 DM  61 JURINE (turn 360): DELORES of FAVORITE GUYS (Jorja, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

    Okay, so the Venomous Concubine actually won that match.  That's because HE, and
YES, I mean HE took me by surprise.  Naturally enough!  So I'm not giving him a curl
of the lip and the old heave-ho.

                                    Nin Quayne

                                      SPY REPORT

     It is I, Novgorodny Vir, Spymaster of Spymasters.  Look on my work, ye mighty, 
and despair!  MIDDLE WAY 12?  Who?  TEMPESTUOUS SWINE is the top team these days, 
buddies!  MIDDLE WAY 12 had cause to celebrate, after LUGG OPAR got 16 points by 
beating FRATSFA SLAVE.  Win some, lose some.  Speaking of which, AMBITIOUS GUARD was 
winsome, after beating MALLE PENNELIS and seeing her lose 8 points.  Our Duelmaster 
has lost, folks, lost to KUNG-FU MASTER, BUT NIN QUAYNE is still the Duelmaster 
because she has the most recognition points!  Word has it one team in NOBLISH ISLAND 
is using psychics to predict wins.  They lead a charmed life!   
     My mother wished me to avoid conflict, and seek the gentle trade of Spyreporter. 
But warriors aren't supposed to avoid fights!   
     Like the wind whispering among the pines, do hearest I many disquieting rumors.  
Ask not for whom the sword slashes; it slashes for thee.   
     Leave me now, you base fools!  More important duties call me.  Do not despair!  
I shall return!-- Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 NIN QUAYNE 7959               6   4  0    64       MIDDLE WAY 12 (1374)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-HARBRINGER 7970               5   0  1    46       MATERIA MAGICA (1376)
 KIRLUA NORIS 7956             7   3  0    43       MIDDLE WAY 12 (1374)
 LUGG OPAR 7957                6   4  0    40       MIDDLE WAY 12 (1374)
 MALLE PENNELIS 7958           7   3  0    38       MIDDLE WAY 12 (1374)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 POTBELLIED PAUL 7996          2   0  0    28       TEMPESTUOUS SWINE (1381)
 POLI SARCHIS 7971             5   3  0    26       MIDDLE WAY 12 (1374)
-TOOTHSMASHER 7968             3   2  0    25       MATERIA MAGICA (1376)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DUROC DON 7995                2   0  0    23       TEMPESTUOUS SWINE (1381)
 HAMPSHIRE HARRY 7994          2   0  0    20       TEMPESTUOUS SWINE (1381)
 LANDRACE LARRY 7997           1   1  0    16       TEMPESTUOUS SWINE (1381)
-ZORT 7966                     3   2  0    14       MATERIA MAGICA (1376)
-IRONHORN 7967                 1   4  0    11       MATERIA MAGICA (1376)
-IRONBEARD 7969                2   3  1    10       MATERIA MAGICA (1376)
 CHESTER CHARLIE 7998          1   1  0     6       TEMPESTUOUS SWINE (1381)

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

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

                                     PERSONAL ADS

I wish the Ambitious Guard would take his ambitions elsewhere.  One of the big arenas
on the mainland, preferably one where people get KILLED a lot. -- Kirlua Noris

Captured Orcs are boring. -- Malle Pennelis

And Dangerous Criminals are dangerous. -- Lugg Opar

And Embezzling Scribes should be stabbed to death with quill pens.  Didn't we fight
ANYONE but standbys? -- Poli Sarchis

4 August 2005
Ladies and Gentlemen...The Announcement You Have All Been Waiting For Is Here!!!!!!!!

ZalCon3...The Rebirth!!!!!!! 

The Rules Are Simple, The Prizes Are Awesome, The Competition Fierce!

Where:  Dullens (DM13)  When:  October 8th, 2005

The Rules:
Every Manager Must DA Their Entire Team On The First Turn They Enter The Contest.
All Warriors DA'd In This Manner MUST Be At Zero FE And May Fight In The Contest If
They Live.  The Style Of The Warrior Must Be Present In The Name In A Non Ambiguous
Manner, Standard Abbreviations Accepted.  Scoring Starts On The 3rd Turn Of The
Contest Which Will Also Be The First Turn After The October Mail In.  Dead Warriors
May Be Entered From The Contest To Dead Apprentices ONLY--And With Zero FE!!!!!  All
Living Warriors May Be Entered Into Rookies or Apprentices For The October Mail In.

Scoring:
 1 Point For Each Win.
 1 Point For Each Kill.
-1 Point For Each Loss.
-1 Point For Each Death.

Categories:
Ultimate Style Master:  Warrior Of Any Style With The Most Style Master Points.
Top Team:  Team With The Most Points At The End Of The Contest.
Top Warrior:  Warrior With The Most Points At The End Of The Contest.
MVP Team:  Team With The Most Free Fight Awards At The End Of The Contest.
MVP Warrior:  Warrior With The Most Free Fight Awards At The End Of The Contest.
Style Master:  Warrior With The Most Points Vs. Style In Each Style At The End Of The
               Contest.
Warrior Top 11:  Next 10 Top Point Gaining Warriors At The End Of The Contest.
Iron Manager:  Any Manager With 100 Fights During The Contest (20 Turns Plus 2 Pre
               Turns).
***Special Category*** An Additional Top Team Award Will Be Granted For Each 5 Iron
Manager Awards Starting At 6.

Prizes:
Ultimate Style Master, Top Team, Top Warrior:  +1 To Bonus, Damage Bump, Free Train
                                              Or Learn 2 Skills, Favorites Knowledge.
MVP Team And MVP Warrior:  20 Rollups.
Style Master:  +1 To Bonus.
Warrior Top 11:  Free Train Or Learn 2 Skills. 
Iron Manager:  +1 To Bonus.

Please Contact Zalgor Prigg Via Diplo (Armor & Weapons DM102) or Email
(zalgor@hotmail.com) Should You Have Any Questions Or Wish A Free Team Rollup To Dark
Arena On Turn 1.

Disclaimer:  All Prizes Are To Be Used On Contest Team Only And Are Non Transferable.

                                  LAST WEEK'S FIGHTS

NIN QUAYNE slimly lost to KUNG-FU MASTER in a crowd pleasing 2 minute Title fight.
MALLE PENNELIS lost to AMBITIOUS GUARD in a 1 minute battle.
POLI SARCHIS was handily defeated by DANGEROUS CRIMINAL in a 1 minute one-sided match.
LUGG OPAR vanquished FRATSFA SLAVE in a 2 minute mismatched brawl.
KIRLUA NORIS overpowered FRATSFA SLAVE in a 1 minute one-sided fight.
CHESTER CHARLIE was bested by EMBEZZLING SCRIBE in a 1 minute beginner's brawl.
HAMPSHIRE HARRY bested PERSISTANT BEGGAR in a 2 minute amateur's match.
DUROC DON handily defeated CONVICTED THIEF in a 1 minute uneven fight.
POTBELLIED PAUL vanquished EMBEZZLING SCRIBE in a action packed 1 minute uneven duel.
LANDRACE LARRY luckily beat EMBEZZLING SCRIBE in a popular 4 minute beginner's duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|WALL OF STEEL                    4         PARRY-LUNGE        6 -   0 -  1     100  |
|PARRY-RIPOSTE                    3         SLASHING ATTACK    4 -   0 -  0     100  |
|LUNGING ATTACK                   2         LUNGING ATTACK     4 -   1 -  0      80  |
|STRIKING ATTACK                  1         WALL OF STEEL     23 -  13 -  0      64  |
|AIMED BLOW                       0         PARRY-RIPOSTE     13 -   8 -  1      62  |
|PARRY-LUNGE                      0         TOTAL PARRY        4 -   3 -  0      57  |
|PARRY-STRIKE                     0         STRIKING ATTACK    8 -   8 -  0      50  |
|SLASHING ATTACK                  0         AIMED BLOW         3 -   5 -  1      38  |
|BASHING ATTACK                   0         PARRY-STRIKE       1 -   5 -  0      17  |
|TOTAL PARRY                      0         BASHING ATTACK     0 -   4 -  0       0  |

Turn 189 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:

LUNGING ATTACK     2 -  0     PARRY-RIPOSTE      1 -  2         5  WALL OF STEEL  
STRIKING ATTACK    1 -  0     AIMED BLOW         0 -  0         2  PARRY-RIPOSTE  
WALL OF STEEL      2 -  2     PARRY-LUNGE        0 -  0         2  LUNGING ATTACK 
                              PARRY-STRIKE       0 -  0         1  PARRY-LUNGE    
                              SLASHING ATTACK    0 -  0         1  STRIKING ATTACK
                              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             6   4  0   64 MIDDLE WAY 12 (1374)
STRIKING ATTACK  LUGG OPAR 7957              6   4  0   40 MIDDLE WAY 12 (1374)
PARRY-RIPOSTE    MALLE PENNELIS 7958         7   3  0   38 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 HAMPSHIRE HARRY 7994.  The ten other most popular fighters were POTBELLIED PAUL 
7996, NIN QUAYNE 7959, LUGG OPAR 7957, KIRLUA NORIS 7956, DUROC DON 7995, MALLE 
PENNELIS 7958, POLI SARCHIS 7971, CHESTER CHARLIE 7998, LANDRACE LARRY 7997, and  0.

The least popular fighter this week was LANDRACE LARRY 7997.  The other ten least 
popular fighters were CHESTER CHARLIE 7998, POLI SARCHIS 7971, MALLE PENNELIS 7958, 
DUROC DON 7995, KIRLUA NORIS 7956, LUGG OPAR 7957, NIN QUAYNE 7959, POTBELLIED PAUL 
7996, HAMPSHIRE HARRY 7994, and  0.

                 FACE-TO-FACE TOURNEY XXXV

                                       AVERAGE

     I was trying to design a warrior that would have no weaknesses, when my mind 
wandered (It does this a lot!) to what would be the average stat for this game called 
Duelmasters.
     Almost at once I came upon the number nine.  Why, you may ask?
     Okay, I'll tell you, after all that's the point of this article.  There are 
nineteen levels for each stat, half this is 9.5, since RSI randomly assigns attributes 
between 3-21.
     In this manner, even if they assign an attribute below average, the player can 
bring it up to at least average by adding 6 points when he modifies the rollup.  I 
checked this assumption with some rolls I have received, and it appears to run true 
with some interesting results.
     A 9 SZ seems to allow use of any weapon without being too small.
     9 ST seems to allow you to use most weapons without the comment "does not have ST 
to use weapon well."
     9 SP with a 9 DF will give the normal speed/coordination to offensive warriors 
and to PS, PL and PR. (Does anyone think WS, TP, AB are normal?)
     9 WT with a 9 WL will give no negative wit/will statement (no positive one 
either).
     A 9 in all attributes leaves 21 points to modify the key stats for a warrior's 
style.
     I have been trying for a while to design warriors with a minimum of 9 in all 
attributes, or to at least be able to train to a 9 in a couple of raises.  I am still 
trying with mixed results to date.
     I lost track to the point or purpose of this article, but maybe it will provoke 
some thought, yes, no, maybe?  Suggestion and comments will come.

                                             Jeff Hannah, c/o Star Signs, DM 13

                            EARTHWORM FLAMBE A LA THAIGYN

     Arena gourmets, try this tasty tidbit, before, during and after your next 
training session:

Ingredients -  3 qts. processed camel spit
               1 pint fingernail larva
               6K cups giant earthworm droppings (imported)
               3 cups sweet'n'sour orc sweat
               1 slice head cheese
               1 bavarian mint (imported)
               1 tsp. toe jam (I would suggest your own)

Directions -   1. Pre-heat oven to 6200C.
               2. Grease 1 22x22 Turtle shell.
               3. Pour camel spit & orc sweat into shell, mix with high octane 
               gasoline (unleaded for those on diet), place in oven, and heat for 3 - 
               4 hours.
               4. Place all other ingredients into osterizer at *whip* setting until 
               thick.
               5. Bake for 7 days or until you get that distinctive scorched aroma.
               6. Take out of oven, get a match, and light that sucker up.
               7. Now scarf it down.  Yum, yum.

               *It's perfect for those Dark Arena picnics.*

     For a first hand experience come over to Thaigyn's Scarf'N'Barf, right next to 
the Welcome Wench, or go to D. Tramp's Tune-Up Garage & Salad Bar, 1 block east of 
Saugum's Outhouse Inn..
     *** Coming to an arena near you, the Steel Breez Chop'N'Slop, (formerly known as 
the Eradicator's International House of Toe Jam***

                                   To all, enjoy, Thaigyn of Petrys Acoplys
                                   D. Tramp, Lord Petrys & Ennexa
                                   Mephobasheth of Steel Breez.

                           DEATH INTENT STATEMENT EXPLAINED

     In order to keep this brief, I'm going to avoid a long rambling opening and get 
right to the meat of the issue.  The `death intent statement' (`fights with a deadly 
bloodlust in his eyes,' `is going for the kill,' `is eagerly seeking the death blow,' 
etc.) can ONLY be gained in normal combat (non-Dark Arena, non-Bloodgames) AFTER 
striking an opponent in a vital location (some region of the HE, CH, or AB, pelvis 
included.)  Once the death intent statement is printed, the struck warrior makes a 
roll to survive the fight.  If this roll is failed, he is dead, and the rest of the 
fight is simply a matter of running down the dead fighter's hit points by normal, non-
critical attacks.
     Now, the moral offshoot of this is that, knowing this, any fighter sent out by 
his manager attacking a vital location is purposefully increasing his chance of 
killing his opponent.  The logic is this: if you attack vitals you are more likely to 
hit a vital location.  In striking a vital, you may get the death intent statement, 
and that's then one dice roll to end the fighter.  By attacking non-vitals you are 
decreasing your chances of striking a vital (by increasing your chances of striking 
non-vitals.)  Note that this is not flawless, as the percentage of actually HITTING 
your attack location is perhaps only 67% on high-deftness fighters, but by not 
attacking vitals you are doing the best you can, which is all anyone can ask.
     Here's the bottom line.  A fighter can run 10-10-10 L-N and NEVER kill (excepting 
infirmary deaths, which is an entirely separate case) if he hits only arms or legs.  
Thus, while KD is a large factor in determining kills (a head shot by a 10-10-1 
fighter is far less likely to get the statement than a head shot by a 10-10-10 
fighter,) it is less important than attack location.

Gary Triplett, a.k.a. Miles/Sir Boyd
diplo Crimson Pegasi (arena 105) for advice, questions, comments, wit statement charts 
or other charts, etc.

P.S.  Apologies to those I said I'd diplo this to.  I just decided to make this a 
general article.  If you're one of the managers in the wave that received only the tan 
wit statement chart and the lavender activity statement chart, please re-contact me if 
you'd like the explanation sheet, which includes details on all the statements printed 
on the fighter overview.


                           REBUTTAL TO "THE LITTLE BASHER"

     So many times I've seen one of these "helpful hints" that I disagreed with, but 
never have I been so disgusted that I'd write a rebuttal.  Well, this time I could not 
sit aside and watch someone slaughter a style that I love.
     I am referring to Belegrath's article, entitled, "The Little Basher."  Now, even 
though I have yet to have a warrior achieve the title of "Lord Protector," I have been 
at this game for a couple of years now.  I've run bashers more than any other style, 
and my record with them is over .500.  Therefore, I think I have enough experience and 
knowledge to say that Belegrath's basher sucks!!!
     The main purpose I write this is not to undermine Belegrath's managerial 
abilities, but to warn any new people who might read his article.  I don't think 
anyone should waste their money on Belegrath's basher theory.  Or even worse, to have 
someone quit the game after getting the crap beat out of them having warriors modeled 
after Belegrath's.
     First, I'll tell you what is wrong with "The Little Basher" (to refresh your 
memory: 20-6-3-13-7-20-15).
     1)  The best he can get, regardless of his strength, is good damage because of 
his 3 SZ.
     2)  He'll fall over from exhaustion before the first minute is up, unless you run 
a real low activity level.  He'll be very frail and have very little endurance.
     3)  A 3 SZ?!?  And what if the war hammer or mace aren't his favorite weapons?  
You lost the QS, a very reputable bashing weapon, and the GS, which I've recently 
found to be a great bashing weapon.
     4)  He probably won't pick up too many skills with a 13 WT.  Good luck maxing out 
in the next decade!!
     5)  With a 7 WL, he has only a 35% chance to raise a stat ONCE, then the chances 
for that same category are halved every time thereafter.  Therefore, he'll always be 
very frail with poor endurance.
     6)  20 SP, what a waste!  Bashers, in my opinion, have no need for speed.  And 
even if you wanted to waste points on speed, you don't need to raise it to such an 
extreme.  One stat raise here, and you lose app. four skills.
     7)  15 DF.  This is pretty much the only point I agree with.  I know, I know, 
bashers don't need deftness.  But just imagine a basher with an AB's accuracy!
     I had a ST once who looked similar to Belegrath's basher.  He looked like this: 
19-4-13-16-3-19-10.  What happened to him, you ask?  He was killed by a maul-wielding 
scum basher on his third fight.  In his first two fights he hacked the crap out of two 
TP's, and then fell over from exhaustion.  No broken shields, no broken bones.  Get 
the point, yet?
     Now, a better basher, not the best, mind you, would look like this:
13 ST     Achieve good damage (possibly great) and be able to use all 
          bashing weapons (except HL).
10 CN     This isn't important, but at least he'll be able to take a couple
          of blows.
 9 SZ     Fulfills requirement for all bashing weapons.
17 WT     A nice number.  19 isn't good, and 21 means that it should be
          something else.
15 WL     Gives at least normal endurance, and increases chances of raising
          stats.
 5 SP     SP is unimportant, absolutely no need!  Although, it will take a 
          few more skills to get a rating in Decise.
15 DF     Wonderful to have DF.  Keeps them from swinging at the flies (Most
          of the time).
     Well, there you have it.  I hope I cleared things up a little.  I doubt if anyone 
else agrees with me, but that's what makes this game so fun!

                                        LUVUALLWAYS,
                                        Vanion
                         Drunken Stupor (11)   The Dawn-Men (67)
                         The Dark (26)         Othrsydosanity (74)

                                    THE UN-SCUM

     The type of TP I make will often win fights without ever getting hit!  The fights 
are exciting to read, full of dodges and ripostes, and if you've never seen a TP 
outjump a Basher, make an offensive TP.

ST: 7-13   All you really need is normal damage!  11 is perfect, for carrying capacity 
and weapon selection.  Good damage is nice to have, but if it looks like your rollup 
will get good or great, he's probably better off as a WS, LU or BA.

CN: 9-16   Again, all you need is normal.  We're making a finesse substyle, and the 
points are badly needed on WT, WL and DF.  Just make sure he can take a hit or two.  
Don't add any points here on the rollup, but go ahead and raise it later if you think 
he needs it.  Endurance is not a priority.

SZ: 3-9    A single digit is important for dodging and activity levels.  I will go as 
high as 10, but any bigger and you can't dodge well enough.  Small size also helps 
parry and defense, as well as getting a good activity and elusive statement on the 
overview.  Plus, you need the points below.

WT: 15, 17 or 21 only!  This is the biggie, he'll learn like crazy!  I know what 
you're saying, "my 11 WT SCUM learns 3 skills a fight!"  Yeah, but your SCUM's skill 
base will be so low, when he's maxxed out in skills, my off. TP will be at the same 
level of expertise by his 10th fight!  For any style, 90% of the skills are in WT, WL 
and DF, and that's where the 14 points must go.

WL: 13-21  As with any fighter, more is better.  However, you can get by with normal 
endurance, believe it or not!  This TP will wear moderate armor, and can run active 
for 6-7 minutes with normal endurance.  That's long enough for all but a few 
opponents.  Raise WL on the rollup to 17 or 21 if you can, but if 13 or 15 is all he 
can have, he'll be okay.

SP: 5-9    This is a touchy area, and can make or break your TP.  I like to use 7, 8 
or 9.  If you use 5 or 6, he'd better be small, and have a 17 or 21 WT.  OR, a CN that 
will allow him to take a lot of damage.  If he's too big, dumb and slow then he'll get 
"slow and inactive" on the overview, and that is too scummy for my TP.  You MUST have 
normal or better activity.  SP also helps with your riposte, crucial to the off. TP.

DF: 11-17  Second in importance, behind WT.  Parry, Riposte, Defense and Attack are 
your mainstays, and they're all enhanced by a high DF.  Try to get normal coordination 
(SP+DF=21) if possible.

     Here are some examples of good off. TPs, all are real fighters;

     11        10         8        11         7        11        10
     14        12        15         9        15        13        12
      7         4         7         6         8         7        10
     17        15        15        17        21        17        17
     17        21        17        21        13        17        13
      5         7         9         9         7         8         8
     13        15        13        11        13        11        13

     Now, how to fight them, you ask?  Every one of them seems to like to run 
differently, I've seen some tee off at 2-7-5, some do better at 4-4-5, some 2-3-2, 
even those who go 3-3-5 first min, then go ballistic in the second (10-10-6).  Also, 
some run 7-7-7!  You just have to play around with the numbers, 'til you find what 
works best.  Here's a general strategy I usually start with:

     4    5    6    7    4    3    10   Armor: I use ARM/H most of the time,
     7    6    5    4    4    2    10   but guys like examples #1 and 2 
     5    5    5    5    5    5     6   would be better off in ACM/F.  If
                                        facing a LU or SL, you can wear 
     RA ------------------------>  HE   APA/F (yes, even with normal endur-
     AM ------------------------>  HE   ance!), 'cause the LU or SL is going
     -    -    -    -    -    -     -   to drop in min. 2, more than likely.
     S    S    -    -    -    -     D

Weapons:  Any sword and shield you're suited to, as well as the Quarterstaff and the 
Longspear.  Vs. heavy armor, use a BS two-handed.

Tactics:  Parry, dodge, and especially vs. strikers, responsiveness!  Resp. will drive 
other managers nuts, prompting them to say, "How'd you do that?"  My favorite tactic 
for the Un-Scum.

Matchups:  Every striker in the arena should be on your hit-list.  Other good 
challenges are PS, WS, PR, BA.  Avoid lungers and ABs like the plague!

     So, there you have it.  If you'd rather have a TP who's as elusive as a La-Z-Boy 
than one who sidesteps more blows than he parries, then don't follow my advice.  But, 
if you're ready to have fun fights with TPs, and watch their popularity rise (except 
vs. scum) every match, then that's what I offer you.
     Brought to you by Buri of the G.A.P.P.D.A., MGR. Aesier (3, 104), Swords of 
Sergio (4, 104), S.O.S. (59), and way too many others.  Fell free to diplo me, for 
praise, ridicule, or just for the halibut.

                               Duelmasters for Dummies

     There are handbooks around that will guide you in becoming the hottest player 
Duelmasters has ever seen... if you're prepared to work at it.  But what if you don't 
want to be hot, but only pleasantly warm, have a good time, and not fret and stew 
over maximizing the potential of every roll-up you receive?  What if spending months 
in the Dark Arena searching for the perfect roll-up sounds boring?  What if the 
"Perfect Warrior" is not for you, and you have no intention of dominating Gateway?  
What if such handbooks as the Enchiridion represent "more than you ever wanted to 
know" about the inner workings and minute tunings of the game?
     This article is for you....
     You have a new roll-up sheet in front of you; it doesn't matter whether it's a 
new team or only one replacement.  How do you design the warrior(s) for best present 
enjoyment?  First, don't send anyone straight to the Dark Arena.  Okay, do if you 
like to read Dark Arena fights, but not otherwise.  Give every roll-up, regardless of 
"Perfect Warrior" potential or lack thereof, your best design efforts and a chance to 
show his stuff.  Some supposed duds will surprise you.
     A few simple rules for basic warrior design and strategy:
      1)  Aim at achieving an odd number in your key stats, 15 is good, 17 is better, 
except in unusual cases (DF for aimed blows), 21 is too much of a good thing.
      2)  Wit and Will are the key stats for any warrior except a freak experiment.  
Deftness and Strength are second, Speed and Constitution are third.
      3)  Offensive styles (Basher, Lunger, Slasher, Striker) and Total Parries are 
easier to run and easier to win with than the finesse styles (Aimed Blows, Parry-
anythings, Walls of Steel).  Yes, the finesse styles can be fun and devastating, but 
don't START there.  Start with the easier styles and work up to finesse.  Watch out 
for stereotypes.  Big, dumb, clumsy bashers do not generally do well.  Fast, brainy 
lungers with low CN and WL burn out early in the first minute and also tend to die 
easily.  A medium good roll-up will do well at any of the offensive styles.
      4)  Pick your arena with some care, as different arenas favor and reward 
different styles of play and different tones in the personals.
     Generally speaking, arenas of the Andorian and Lirith Kai regions will frown on 
down-challenges and deliberate killing, and hostile "trash-talking" personals will 
not be appreciated.  On the whole, these Andorian and Adantri arenas are the more 
sociable arenas and will tend to have more personals and more role-playing.  (There 
are, of course, exceptions.)  Players in the Andorian and Lirith Kai arenas will tend 
to be helpful to a newcomer.
     Arenas of the Delarquan region will accept more aggressive styles in play and in 
personals, more down-challenging, and more killing... BUT you can expect to draw a 
quick and hard response in kind.  Generally these arenas are not as friendly as the 
Andorians, and they are much less likely to help out a newcomer.
     The arenas of the Free Blades region vary more among themselves than those of 
the other regions but generally tend to fall in between the Andorian and Delarquan 
extremes.
      5)  When arming your warrior, check the Weapon/Style/Stat Suitability chart 
below, probably THE most useful chart for a beginner.  It sorts the weapons by style, 
listing only those that are favored by each style, and gives the minimum stats (in 
ST, SZ, WT, and DF) to use any particular weapon.  Note which weapons your warrior is 
physically able to use.  Arm him with something he can use and that is favored by his 
style, and GIVE HIM A BACK-UP WEAPON, even if it's only a dagger.  Do not be misled 
by real-world logic, by the way: bashers are not well-suited to using the fists as 
weapons!  (If you are going to use the same weapon against all armor weights, it 
isn't necessary to make three categories on your strategy sheet, and it annoys the 
inputter.)
     In fact, you might want to consult the chart below before picking a style for 
your new warrior.  It is not a good idea to make a warrior into, say, a basher, if he 
is unable to use well any of the basher's weapons of choice.  (I've done this by not 
paying attention, and I have ALWAYS regretted it afterward.)  For example, I just got 
a replacement who is 8-10-20-9-12-4-7.  If I make it 9-10-20-15-17-4-9, then I should 
NOT make it a Basher, because the poor goop couldn't use any bashing weapon well.  If 
I go with this set of numbers, he should probably be a Lunger using a short spear, or 
a Striker using a hatchet.  But if I drop WT to 13 and raise ST to 11, he could use a 
broadsword and might make a Slasher; equally, if I drop WT to 13 and raise DF to 11, 
instead, he could use a scimitar and make a Slasher....  Choices, choices....
      6)  Put armor on the warrior before sending him out to fight.  Armor saves 
lives.  Total Parries can take the heaviest armors, as they generally don't move 
around a lot.  Offensives can run faster with no armor or leather armor, but that 
doesn't give them much protection.  If you're worried about their survival, put them 
in mid-weight armor; I favor ringmail for this, but scalemail and chainmail are also 
options.  Always put something on their heads!  A blow to the head can be especially 
deadly, so give them protection there--at least a steel cap, a helm for choice, a 
full helm if the warrior is a Total Parry.
      7)  Train skills, unless/until you're sure this is going to be a throw-away, 
short-term warrior.
      8)  Challenge warriors above your warrior, and/or those with more fights, for 
the best chance to learn skills.  Challenge warriors below your warrior to improve 
your chances of winning and to provoke maximum hostility from other managers.  
Repeated challenges to the same warrior, when there are other targets available, will 
also provoke hostility.
      9)  Avoid teams with high kill percentages and teams that regularly down-
challenge or repeat-challenge.
     10)  Don't run a warrior 10-10-10 unless you like to see him go berserk and then 
collapse half way through the first minute.  Yes, the pure offensives should run 
fast, but drop either Activity Level or Kill Desire or both by a few points if your 
warrior doesn't have a good or better endurance.  If endurance is not mentioned on 
the warrior's overview, then it is "normal" or "average," and 10-10-10 will probably 
burn him out early in the fight.  If endurance is poor, don't even think of it.  
(Yes, I can hear all you number crunchers out there rising up to point out that there 
are exceptions.  I admit the exceptions, but these are general guidelines for the 
average beginner.  Exceptions belong in a different article.}  Generally speaking, 
Total Parries should run slowly.
     11)  Be wary of using tactics.  Sometimes they help, sometimes they hinder, and 
they're tricky.  Even when a tactic gives some clear benefit, remember that it comes 
with a built-in danger in that it commits the warrior to that attitude during the 
minute it is used.  A defensive tactic will tend to hinder offense, offensive tactics 
will reduce the warrior's defense.  Do not use both an offensive and a defensive 
tactic in the same minute.
     12)  Fill out your strategy sheet clearly and completely to avoid antagonizing 
the inputter!  Don't make her guess what you want your warrior to do.
     13)  Write personal ads to take part in the player-player interaction.  This is 
a significant part of the fun of the game.  If you want other managers to help you 
learn, write =friendly= personals!  Surprising how some people miss this obvious 
point, but the obnoxious managers are likely to have a hard time getting help.
     14)  Fill out the front part of the Warrior Census Form.  Picking a warrior's 
race can make him a more clearly realized character and one that it is more fun to 
write personals for.  Filling out the warrior sayings can make reading the fights 
more amusing.  Fill out the back of the form only if you feel like it, as NOTHING on 
the back, not even the character stats, has any effect on the fights.  The back of 
the form is all role-playing information and, at this time, will only be used if/when 
your warrior appears in a spotlight written by a staff writer.  When/if the extension 
of the Duelmasters system for which the back of the form was originally intended is 
completed, you will have another chance to fill out this stuff.

                   Weapons, Styles, Minimum Stats required for use
The weapons best-suited to each style are listed under that style.  If a weapon is 
not listed under that style, then it is not well-suited to use by that style.  
Regardless of style, however, the stats required to use a weapon are the same.
     This chart was composed with information found in the Enchiridion, and I thank 
Pagan for making it readily available.

     Aimed Blow  nine weapons                   Slasher  eight weapons
Dagger         ST  -  SZ  -  WT  7  DF  7  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
FiST  -        presumably any              Epee           ST  7  SZ  -  WT 15  DF 15
Longspear      ST 11  SZ  9  WT  5  DF  9  Greataxe       ST 13  SZ  5  WT  9  DF 11
Longsword      ST 11  SZ  -  WT 13  DF 11  Hatchet        ST  5  SZ  -  WT  3  DF  7
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Longsword      ST 11  SZ  -  WT 13  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Scimitar       ST  9  SZ  -  WT 11  DF 11
Shortspear     ST  9  SZ  -  WT  7  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Shortsword     ST  5  SZ  -  WT 11  DF  3  
                                                Striker  Note that the strikers can 
     Basher  eleven weapons                use every weapon plus the small shield 
Greataxe       ST 13  SZ  5  WT  9  DF 11  effectively.  This is the only style that 
Greatsword     ST 15  SZ  9  WT  9  DF 11  has so broad a selection.  Twenty-one 
Halberd        ST 17  SZ  9  WT  9  DF  9  weapons.
Large shield   ST 11  SZ  7  WT  5  DF  5  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
Medium shield  ST  9  SZ  -  WT  5  DF  5  Epee           ST  7  SZ  -  WT 15  DF 15
Morningstar    ST 13  SZ  -  WT  7  DF 13  FiST  -        presumably any
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Greataxe       ST 13  SZ  5  WT  9  DF 11
Warflail       ST 11  SZ  -  WT  7  DF  5  Greatsword     ST 15  SZ  9  WT  9  DF 11
Warhammer      ST 13  SZ  -  WT  5  DF  7  Halberd        ST 17  SZ  9  WT  9  DF  9
                                           Hatchet        ST  5  SZ  -  WT  3  DF  7
     Lunger  five weapons                  Longspear      ST 11  SZ  9  WT  5  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Longsword      ST 11  SZ  -  WT 13  DF 11
Longspear      ST 11  SZ  9  WT  5  DF  9  Mace           ST 13  SZ  -  WT  3  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Maul           ST 15  SZ  9  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Morningstar    ST 13  SZ  -  WT  7  DF 13
Shortsword     ST  5  SZ  -  WT 11  DF  3  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
     Parry-Lunger  six weapons             Shortspear     ST  9  SZ  -  WT  7  DF  7
Epee           ST  7  SZ  -  WT 15  DF 15  Shortsword     ST  5  SZ  -  WT 11  DF  3
Longspear      ST 11  SZ  9  WT  5  DF  9  Small shield   ST  5  SZ  -  WT  5  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Warflail       ST 11  SZ  -  WT  7  DF  5
Scimitar       ST  9  SZ  -  WT 11  DF 11  Warhammer      ST 13  SZ  -  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  
Shortsword     ST  5  SZ  -  WT 11  DF  3       Total Parry  twelve weapons
     Parry-Riposte  six weapons            Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
Longspear      ST 11  SZ  9  WT  5  DF  9  Epee           ST  7  SZ  -  WT 15  DF 15
Longsword      ST 11  SZ  -  WT 13  DF 11  Greatsword     ST 15  SZ  9  WT  9  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Large shield   ST 11  SZ  7  WT  5  DF  5
Shortspear     ST  9  SZ  -  WT  7  DF  7  Longspear      ST 11  SZ  9  WT  5  DF  9
Shortsword     ST  5  SZ  -  WT 11  DF  3  Longsword      ST 11  SZ  -  WT 13  DF 11
                                           Medium shield  ST  9  SZ  -  WT  5  DF  5
     Parry-Striker  eleven weapons         Quarterstaff   ST 11  SZ  9  WT 11  DF 11
Battleaxe      ST 15  SZ  9  WT  9  DF  9  Scimitar       ST  9  SZ  -  WT 11  DF 11
Broadsword     ST 11  SZ  -  WT  9  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Epee           ST  7  SZ  -  WT 15  DF 15  Small shield   ST  5  SZ  -  WT  5  DF  5
Greatsword     ST 15  SZ  9  WT  9  DF 11  
Longsword      ST 11  SZ  -  WT 13  DF 11       Wall of Steel  eight weapons
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Scimitar       ST  9  SZ  -  WT 11  DF 11  Broadsword     ST 11  SZ  -  WT  9  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Greataxe       ST 13  SZ  5  WT  9  DF 11
Shortsword     ST  5  SZ  -  WT 11  DF  3  Greatsword     ST 15  SZ  9  WT  9  DF 11
Small shield   ST  5  SZ  -  WT  5  DF  5  Morningstar    ST 13  SZ  -  WT  7  DF 13
Warhammer      ST 13  SZ  -  WT  5  DF  7  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
                                           Warflail       ST 11  SZ  -  WT  7  DF  5

Jorja
The Middle Way
DM 93 and elsewhere