DUEL 2 NEWSLETTER

Date   : 10/01/2005    Duedate: 10/14/2005

NOBLISH ISLAND ARENA

DM-93    TURN-193

This Weeks Top Honors

THE DUELMASTER IS

HARBRINGER
MATERIA MAGICA (1376)
(93-7970) [7-1-2,54]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              HARBRINGER
                               MATERIA MAGICA (1376)
                               (93-7970) [7-1-2,54]

Popularity Leader              This Weeks Favorite

TOOTHSMASHER                   SALLI VOSS
MATERIA MAGICA (1376)          MIDDLE WAY 13 (1384)
(93-7968) [5-3-0,30]           (93-8013) [2-2-0,8]

THE CURRENT TOP TEAM

HANDS OF HADES (1382)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. HANDS OF HADES (1382)       34
2. TEMPESTUOUS SWINE (1381)     6      BANE'S CHILDREN (235)
3. SHERMANS STABLE (1383)       5      Unchartered Team
4. MIDDLE WAY 13 (1384)         2
5. MATERIA MAGICA (1376)        1      HANDS OF HADES (1382)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*HANDS OF HADES (1382)     14   6  0 70.0   1/ 1*HANDS OF HADES (1382)    10  5 0
 2/ 3*MATERIA MAGICA (1376)     22  17  3 56.4   2/ 3*MATERIA MAGICA (1376)     8  6 1
 3/ 2*MIDDLE WAY 13 (1384)      11   9  0 55.0   3/ 4*SHERMANS STABLE (1383)    8  7 0
 4/ 4*TEMPESTUOUS SWINE (1381)  14  15  0 48.3   4/ 2*MIDDLE WAY 13 (1384)      7  8 0
 5/ 5*SHERMANS STABLE (1383)     9  11  0 45.0   5/ 5*TEMPESTUOUS SWINE (1381)  4 10 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 525): COPY CAT of ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 525): LUIGI of TEAM MARIO (?, mgr.)
 DM  15 MALCORN (turn 519): GO AND GO of TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 521): GOLD FILLING of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 518): HI-JINX of PROJECT MAYHEM XXX (Rude Buddha, mgr.)
 DM  19 ZUWAYZA (turn 517): ELLE of THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 SLAUGHTER PRIEST MEM (turn 259): GRIM BLACKSMITH of NORTHERN BADLANDS
                                         (Maximillian, mgr.)
 DM  29 LAPUR (turn 509): TETRICUS of EQUESTORS (Spartacus, mgr.)
 DM  31 CHIMLEVTAL (turn 257): IT FELT GOOD of WHY DID I DO IT (Fizban, mgr.)
 DM  32 ARVAT (turn 507): BEFORE THE DAWN of CALL THE PRIEST (Destitute Noble, mgr.)
 DM  33 NIATOLI ISLAND (turn 505): WRETCHEDMISERY of CHAOTICDISORDER (Bobby Bigfoot)
 DM  35 MURSKA (turn 498): LOCO of PHILANTHROPISTS 3 (Aragorn, mgr.)
 DM  43 VEASTIAN (turn 459): TIRANIAN of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 233): HOT LIPS of DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 228): KALYPSO of DARQUE FORCES (Master Darque, mgr.)
 DM  50 SNOWBOUND (turn 215): YAIWE of DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 386): GLASS JOE of PUNCH-OUT! (Huckle Cat, mgr.)
 DM  61 JURINE (turn 365): STONE DOG of BLACK PEARL (Dr. Guts, mgr.)
 DM  73 ERINIKA (turn 164): VANISH of THE INANIMATES (Mannequin, mgr.)
ADM 103 FREE BLADES (turn 410): PARANOIA of DSM4 from ZUKAL (The Sandman, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 525): ARENA FELINES (Garfield, mgr.)
 DM  12 RIZTAB (turn 525): ARENA FELINES (Garfield, mgr.)
 DM  15 MALCORN (turn 519): TRIPLE CROWN (Sultan, mgr.)
 DM  16 WILLAF (turn 521): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 518): HEROESANDFOUNDONES (The Judge, mgr.)
 DM  19 ZUWAYZA (turn 517): FUNKY FOLK (Papa Bear, mgr.)
 DM  28 SLAUGHTER PRIEST MEM (turn 259): NORTHERN BADLANDS (Maximillian, mgr.)
 DM  29 LAPUR (turn 509): EQUESTORS (Spartacus, mgr.)
 DM  31 CHIMLEVTAL (turn 257): LORDS OF VALHALLA (High Lord Bosk, mgr.)
 DM  32 ARVAT (turn 507): CALL THE PRIEST (Destitute Noble, mgr.)
 DM  33 NIATOLI ISLAND (turn 505): CHAOTICDISORDER (Bobby Bigfoot, mgr.)
 DM  35 MURSKA (turn 498): PHILANTHROPISTS 3 (Aragorn, mgr.)
 DM  43 VEASTIAN (turn 459): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 233): DARQUE FORCES (Master Darque, mgr.)
 DM  47 SCOMSS SWAMP (turn 228): none
 DM  50 SNOWBOUND (turn 215): DARK SIDHE (Daehir, mgr.)
 DM  56 ROCANIS (turn 386): BAD APPLES (Uncle Wolf, mgr.)
 DM  61 JURINE (turn 365): FEAR FACTORY (Var, mgr.)
 DM  73 ERINIKA (turn 164): THE BULLS (Crip, mgr.)
ADM 103 FREE BLADES (turn 410): DARKENED PRIDE, etc. (Ultraist, mgr.)

                                   Recent Graduates
                                  -----------------
 DM  12 RIZTAB (turn 525): CAT TAGIOUS of ARENA FELINES (Garfield, mgr.)
               (turn 524): ANARCHY of CASTLE (Citizen Kane, public relations)
 DM  17 ALJAFIR (turn 517): DARK MAGICIAN of LET'S DUEL! (Destitute Noble, mgr.)
 DM  31 CHIMLEVTAL (turn 257): HELM HAMMERHAND of LORDS OF VALHALLA (High Lord Bosk)
                   (turn 256): DOOM HAMMER of THE STORM REAVERS (?, mgr.)
                               GREYSCALES of THE STORMBRINGERS (High Lord Bosk, mgr.)
                               SPATHA of SOL INVICTUS (Bobby Bigfoot, mgr.)
 DM  32 ARVAT (turn 507): TASSALTER of FISHERMAN'S WHARF (Jorja, mgr.)
 DM  33 NIATOLI ISLAND (turn 505): WRETCHEDMISERY of CHAOTICDISORDER (Bobby Bigfoot)
 DM  47 SCOMSS SWAMP (turn 228): KALYPSO of DARQUE FORCES (Master Darque, mgr.)
                   (turn 227): GREGOLA of LIFE'S LESSONS (Street Legal, mgr.)
 DM  50 SNOWBOUND (turn 214): ELLITA FESS of MIDDLE WAY 6 (Jorja, mgr.)
                  (turn 213): HOLLAN INNIS of MIDDLE WAY 6 (Jorja, mgr.)
 DM  56 ROCANIS (turn 386): GLASS JOE of PUNCH-OUT! (Huckle Cat, mgr.)
                (turn 385): KID QUICK of PUNCH-OUT! (Huckle Cat, mgr.)
 DM  61 JURINE (turn 365): STONE DOG of BLACK PEARL (Dr. Guts, mgr.)
               (turn 364): AFFLICTED of FEAR FACTORY (Var, mgr.)
 DM  73 ERINIKA (turn 164): VANISH of THE INANIMATES (Mannequin, mgr.)
                (turn 163): BASE ON BULLS of THE BULLS (Crip, mgr.)

                                      SPY REPORT

     Greetings warriors!  It is I, Zontani Sharp Eyes, here to bring report of the 
clash and bustle of the weekly NOBLISH ISLAND games.  IANTHE caught the eye of many 
in the gladiatorial commission as she skillfully bested MIKADO and was awarded 11 
points in recognition.  In one of the week's more notable duels, IANTHE put down 
MIKADO, causing him to lose 10 points of recognition in the process.  Our Duelmaster 
has lost, folks, lost to KUNG-FU MASTER, BUT HARBRINGER is still the Duelmaster 
because he has the most recognition points!  Would you believe that over half of the 
old women in NOBLISH ISLAND seem to feel that they could fight better than you 
gladiators?   
     But come now, let us look deeper into the maze of contention and crossed blades 
that is city NOBLISH ISLAND.  I saw one fighter that warriors avoided when this 
week's challenge seeking began.  MATERIA MAGICA is feared.  This much I can say.  
Apparently the stalwarts of HANDS OF HADES are catching the bulk of jests down at the 
challenging board for their large share of the avoids.  Mighty fighters cannot but 
expect competition from those below.  DUROC DON take warning!  You have more than a 
few enemies in NOBLISH ISLAND.  A match that raised a few eyebrows at the games this 
week, it seems that SJURE posted a challenge against the more highly recognized DUROC 
DON.  The results, you ask?  Well, the firebrand SJURE lost to DUROC DON.  Remember 
warriors, this is the discipline of steel.   
     What warrior does not hone his years, impatiently waiting for the moment of his 
foe's mortality?  Fate is a fickle mistress.  She showers the miserable with fortune 
but sets enemies against the victorious.  Remember this!   
     The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the 
fighters as ugly!  Don't let your reputation slip!  Sadly warriors, now longer can I 
keep thy company nor savor the ale of thy fine city.  Depart I must and soon!  Till 
next we meet remember:  a fool flies into a rage quickly and often.  The wise are 
angered by the same thing only once.  Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 HARBRINGER 7970               7   1  2    54       MATERIA MAGICA (1376)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 DUROC DON 7995                6   0  0    46       TEMPESTUOUS SWINE (1381)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 TOOTHSMASHER 7968             5   3  0    30       MATERIA MAGICA (1376)
 IOSUA 8001                    3   1  0    28       HANDS OF HADES (1382)
 ZORT 7966                     5   3  0    27       MATERIA MAGICA (1376)
 PORTAR SHAW 8010              4   0  0    27       MIDDLE WAY 13 (1384)
 SJURE 7999                    3   1  0    27       HANDS OF HADES (1382)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 POTOMAC 8005                  3   1  0    26       SHERMANS STABLE (1383)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 LEXAYN 8002                   4   0  0    18       HANDS OF HADES (1382)
 MAYTODD 8006                  2   2  0    18       SHERMANS STABLE (1383)
 XIU MEI 8000                  3   1  0    17       HANDS OF HADES (1382)
 IANTHE 8003                   1   3  0    14       HANDS OF HADES (1382)
 QUEG TERCE 8011               2   2  0    12       MIDDLE WAY 13 (1384)
 OMAR 8008                     1   3  0    11       SHERMANS STABLE (1383)
 HAMPSHIRE HARRY 7994          2   4  0    10       TEMPESTUOUS SWINE (1381)
 ORVAL RAS 8009                2   2  0     9       MIDDLE WAY 13 (1384)
 ULYSSES 8004                  1   3  0     9       SHERMANS STABLE (1383)
 SALLI VOSS 8013               2   2  0     8       MIDDLE WAY 13 (1384)
 MIKADO 8007                   2   2  0     8       SHERMANS STABLE (1383)
 CHESTER CHARLIE 7998          1   5  0     8       TEMPESTUOUS SWINE (1381)
 LANDRACE LARRY 7997           1   5  0     8       TEMPESTUOUS SWINE (1381)
 ROLV URSAL 8012               1   3  0     6       MIDDLE WAY 13 (1384)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
IRONBEARD 7969         4  4 1 MATERIA MAGICA 1376   AMBITIOUS GUARD 9     193 NONE    

                                     PERSONAL ADS

Materia Magica -- It looks as if you are about to graduate from Noblish Island, 
congrats!  If you haven't decided upon a permanent arena yet, please consider Sunset 
"The Arena of Death" DM# 21.  I promise you a fun & competitive environment there.-- 
Ultraist
P.S.  That goes to any of the teams here, except Sand Dancers.  No dancers are 
welcome in Sunset! ;)
P.P.S.  Where do these questions of the week come from?  I've never seen them or I 
may have chimed in a time or two.

     They were asked and answered in Aruak City some time ago, but we would be glad
     to forward you the questions for your input.  Let us know if you want this, an
     email to LiviaATreality.com would do the trick. -- Temp Ed.

Orval Ras -- Good fight, friend!  Lucky for me that I'm a dwarf, so I can take a few 
good hits; otherwise I'd be picking sand out of me beard right now.  Next time you're 
at the Ice Dragon I'll buy you a round. -- Iosua

Rolv Ursal -- My practice dummy puts up more of a fight!  If you won't use your arms 
for fighting, at least use them to block. -- Sjure

Iosua -- I hate style matches like that.  I end up looking such a fool. -- Orval Ras
P.S.  Jorja says I should tell you that you did well.

Zort -- There are days when I don't need this. -- Salli Voss
P.S.  ALL days.

Sjure -- Youwch!  You epitomize your style at its nastiest. -- Rolv Ursal

Hampshire Harry -- Mmmm, roast pig! -- Portar Shaw

Ulysses -- I honestly don't know if you were just unlucky, or doing something wrong. 
-- Queg Terce

Helloise the Imp -- Mmm, I don't think many warriors started by beginners on Noblish 
Island have to worry about burned skills, you know.  A manager's first five warriors 
aren't usually about long-term potential (unless he has a skilled player as a coach), 
they're about figuring out what's going on, and having fun doing it.  And there are 
situations in which training stats early makes good sense, even for an experienced 
manager.
     1)  When you have no intention, none, of running this warrior into the upper 
reaches of Primus, and want to improve the performance in Basic.  I know many 
managers who have no interest in Primus (I'm one) and little interest in the lower 
levels of Advanced.
     2)  When you have calculated that the stat train in question will NOT burn 
skills.  Raising a stat to an even number doesn't burn skills.  Raising CN at any 
time doesn't burn skills.  Raising ST between 9 and 14 does not burn skills.  And so 
on.
     Ah, digression:  Burning skills.  This is the common way of describing the 
effect of training a stat in such a way as to limit the number of skills a warrior 
can learn later on.  For a very long-term warrior, this can be a handicap, and by 
very long term, I mean here one who is aimed at the upper reaches of Primus, maybe 
three years away.  And I have to tell you, that's a wasted effort, so far as I can 
tell.  The upper reaches of Primus are so clogged with old, skill-heavy warriors 
managed by old, skill-heavy managers, that getting anywhere up there is almost 
impossible.
     The mechanics of burning skills:  At creation, a warrior has the capacity to 
learn twenty skills in each of the six skill areas.  A warrior who has learned the 
whole bundle is said to have "maxed."  Training stats, at certain points, is linked 
to learning skills, so that a given stat train will bring with it certain skills.  
(This is why people DO it, after all!)  Let's say that the stat train in question 
involves an attack skill.  The warrior has not maxed his attack skill learns at this 
point, he's still got four to go.  The stat-train skill comes out of those four.  Ah, 
but IF he struggled along (and survived) until he had gotten all twenty of the attack 
skills, and THEN trained the stat, he would still get the extra attack skill: twenty-
ONE attack skills.  But if he trained the stat first, he "burned" that skill and it 
is lost to him.
     3)  You might burn skills freely if the resulting warrior is more fun to manage.  
This is a GAME, remember.  It's ABOUT having fun.  If you want to beat the socks off 
everyone at the level of Basic play, train stats!  I haven't heard of any warrior who 
ever maxed learned skills in Basic, so you aren't losing anything.
                                        -- Jorja, Middle Way

15 September 2005
                             HAMMER ANNOUNCES RETIREMENT

     Be it known from the highest mountains to the darkest alleys of Alastari that
the veteran manager known far and wide as Hammer has now officially retired from
sponsoring contests as of September 15, 2005.
     What a long time ago was a fun motivated activity to help promote our common
DM/D2 gaming interest in an effort to promote the growth and competitiveness of
selected arenas has become a far from fun experience.
     In other words Hammer has had it!
     The combination of real life situations interfering with the time needed to
effectively sponsor a contest, plus the attitudes expressed during such sponsorship
interference has led to Hammer closing his personal coin coffers and retiring from
his planned sponsorship of any future contests.
     There are others in our close knit gaming community who are well able to step up
to the plate and continue sponsoring contests that make the basic game a fun
experience for all those who choose to compete and interact in such future endeavors.
     Hammer thanks all managers both active and inactive who helped to make the
Hammer sponsored contests a historical and entertaining experience well worth the
time, effort and money spent over the past several years.
     May the Cheers and the Jeers of future contests build upon the legacies of those
who have paved the way in years gone by to help make this game what it is today.
     Hammer has no regrets for the part he has played in that history.

19 September 2005
I'd like to say hello to everyone I know that is still around after my being gone for

five years.  Hope to see you all on the sands, and may your weapons strike true and
your shields protect you (except, of course, against MY warriors *grin*)!! -- Lord
Xiang, D2-101

26 September 2005
Regarding the Regional News:
     If any of y'all glance at it and find some arenas are behind, rest assured I'll
get them caught up next time around.  I was trying to unsnarl the darned thing, but
it was just getting worse, so I decided gradual and partial was better than not at
all or ever. -- The Saint, keeper of lists

                                  LAST WEEK'S FIGHTS

SJURE was bested by DUROC DON in a 1 minute Challenge fight.
LEXAYN bested SALLI VOSS in a 4 minute novice's Challenge duel.
HARBRINGER was handily defeated by KUNG-FU MASTER in a 1 minute one-sided Title match.
TOOTHSMASHER vanquished CHESTER CHARLIE in a 2 minute mismatched brawl.
IRONBEARD was slain by AMBITIOUS GUARD in a 1 minute fight.
ZORT subdued MAYTODD in a 3 minute competition.
LANDRACE LARRY was devastated by XIU MEI in a unpopular 5 minute one-sided duel.
HAMPSHIRE HARRY was bested by OMAR in a 5 minute competition.
IOSUA defeated QUEG TERCE in a 3 minute gruesome beginner's melee.
IANTHE outwaited MIKADO in a crowd boring 11 minute gruesome novice's duel.
ULYSSES defeated ROLV URSAL in a 2 minute novice's fight.
POTOMAC overcame ORVAL RAS in a 1 minute novice's bout.
PORTAR SHAW demolished PERSISTANT BEGGAR in a 1 minute mismatched match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|PARRY-RIPOSTE                    6         LUNGING ATTACK    10 -   1 -  0      91  |
|WALL OF STEEL                    4         PARRY-LUNGE        6 -   1 -  2      86  |
|TOTAL PARRY                      3         BASHING ATTACK     8 -   4 -  0      67  |
|BASHING ATTACK                   3         TOTAL PARRY        9 -   6 -  0      60  |
|PARRY-STRIKE                     2         PARRY-RIPOSTE     19 -  18 -  1      51  |
|LUNGING ATTACK                   1         AIMED BLOW         2 -   2 -  0      50  |
|AIMED BLOW                       1         SLASHING ATTACK    2 -   2 -  0      50  |
|PARRY-LUNGE                      1         WALL OF STEEL     19 -  20 -  0      49  |
|SLASHING ATTACK                  1         PARRY-STRIKE       6 -   8 -  0      43  |
|STRIKING ATTACK                  1         STRIKING ATTACK    3 -   7 -  0      30  |

Turn 193 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     1 -  0     BASHING ATTACK     1 -  2         2  PARRY-RIPOSTE  
TOTAL PARRY        3 -  0     AIMED BLOW         0 -  1         2  TOTAL PARRY    
PARRY-STRIKE       1 -  1     PARRY-LUNGE        0 -  1         2  BASHING ATTACK 
PARRY-RIPOSTE      3 -  3     SLASHING ATTACK    0 -  1         1  PARRY-LUNGE    
WALL OF STEEL      2 -  2     STRIKING ATTACK    0 -  1         1  LUNGING ATTACK 
                                                                1  WALL OF STEEL  
                                                                1  SLASHING ATTACK
                                                                1  PARRY-STRIKE   

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
PARRY-LUNGE      HARBRINGER 7970             7   1  2   54 MATERIA MAGICA (1376)
LUNGING ATTACK   DUROC DON 7995              6   0  0   46 TEMPESTUOUS SWINE (1381)
Note: Warriors have a winning record and are an Adept or Above.

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
The overall popularity leader is TOOTHSMASHER 7968.  The most popular warrior this 
turn was SALLI VOSS 8013.  The ten other most popular fighters were IOSUA 8001, DUROC 
DON 7995, MAYTODD 8006, TOOTHSMASHER 7968, LEXAYN 8002, ZORT 7966, XIU MEI 8000, 
HAMPSHIRE HARRY 7994, OMAR 8008, and QUEG TERCE 8011.

The least popular fighter this week was IANTHE 8003.  The other ten least popular 
fighters were LANDRACE LARRY 7997, MIKADO 8007, IRONBEARD 7969, CHESTER CHARLIE 7998, 
HARBRINGER 7970, SJURE 7999, PORTAR SHAW 8010, ORVAL RAS 8009, POTOMAC 8005, and ROLV 
URSAL 8012.

                                 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)