DUEL 2 NEWSLETTER

Date   : 08/05/2006    Duedate: 08/18/2006

NOBLISH ISLAND ARENA

DM-93    TURN-214

This Weeks Top Honors

THE DUELMASTER IS

EDGILES KAPP
MIDDLE WAY 15 (1427)
(93-8244) [5-0-0,41]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              EDGILES KAPP
                               MIDDLE WAY 15 (1427)
                               (93-8244) [5-0-0,41]

Popularity Leader              This Weeks Favorite

EDGILES KAPP                   EDGILES KAPP
MIDDLE WAY 15 (1427)           MIDDLE WAY 15 (1427)
(93-8244) [5-0-0,41]           (93-8244) [5-0-0,41]

THE CURRENT TOP TEAM

HELLSWORN (1421)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. THE SIRENS OF OLE (1437)    29
2. HELLSWORN (1421)            21      IRON DRAGON (495)
3. MIDDLE WAY 15 (1427)        21      Unchartered Team
4. TEAM CHAOS (1416)           18
5. MISFIT CREW (1417)          11      THE SIRENS OF OLE (1437)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*ORDO HERETICUS (1420)      6   3  0 66.7   1/ 1*HELLSWORN (1421)         10  5 0
 2- 2*ARENA MASTERS, IN (1431)   6   4  1 60.0   2/ 3*MIDDLE WAY 15 (1427)      7  7 0
 3/ 0*THE SIRENS OF OLE (1437)   3   2  1 60.0   3- 5*ARENA MASTERS, IN (1431)  6  4 1
 4- 3*MARIONETTE PETS (1433)     3   2  1 60.0   4/ 2*MISFIT CREW (1417)        5  6 3
 5- 4*THE TOMAHAWKS (1432)       3   2  0 60.0   5/ 0*TEAM CHAOS (1416)         5 10 0
 6/ 5*MIDDLE WAY 15 (1427)      14  10  0 58.3   6- 4*ORDO HERETICUS (1420)     3  1 0
 7/ 6*HELLSWORN (1421)          13  12  0 52.0   7- 8*MARIONETTE PETS (1433)    3  2 1
 8/ 7*MISFIT CREW (1417)        13  13  4 50.0   8/ 0*THE SIRENS OF OLE (1437)  3  2 1
 9- 8*THE WILL-O-WISPS (1422)    4   6  0 40.0   9- 9*THE TOMAHAWKS (1432)      3  2 0
10- 9*DRAGON DANCERS (1423)      4   6  0 40.0  10- 6*THE WILL-O-WISPS (1422)   2  3 0
11/ 0*TEAM CHAOS (1416)          9  16  0 36.0  11- 7*DRAGON DANCERS (1423)     2  3 0
12/ 0*CANOE CLUB (1434)          1   4  0 20.0  12/ 0*CANOE CLUB (1434)         1  4 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

                                      SPY REPORT

     I can't believe the violence in NOBLISH ISLAND!  I still haven't told Mom I'm 
writing Spyreports.  She'd have a cow!  Well, here we go...  I don't wanna hurt 
anybody's feelings or anything, but THE WILL-O-WISPS really goofed with their 0-0-0.  
This new team THE SIRENS OF OLE shows promise, and that's all I'm going to say (for 
now).  MVP award for SARJSKI?  HELLSWORN's proud of him after beating GROTHEN and 
getting 15 points.  Talk about yer major upsets!  MAORAKITH's match with CAPTURED ORC 
cost him a loss of 4 points!  Was that a tear I saw in EDGILES KAPP's eye, as he took 
over Duelmastership?  And wasn't BAZTHRAX fit to be tied!  I hear the top team 
insists all their warriors get nine hours sleep.  They want photogenic fighters for 
PR photos.   
     So just why would someone becomes a warrior anyway?  It can't be for these 
really neat Spyreports can it?  Like, is EDGILES KAPP popular, or what?  He was 
challenged the most in all of NOBLISH ISLAND!  He's got a 5-0-0, is that good?   
     What does a fighter fight for?  I mean, the crowds don't give a hoot if someone 
gets killed.  Not after four more fights.  Fight, fight, fight.  Is that all you guys 
can do?   
     I really didn't, you know, study when I was a kid.  Who would've guessed I'd be 
a famous Spyreporter?  I gotta leave.  NOBLISH ISLAND is like such a dump, and you 
guys smell too much!  Remember you guys, ease up sometimes!  Chill out!  Later, Debby 
Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 EDGILES KAPP 8244             5   0  0    41       MIDDLE WAY 15 (1427)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 MAORAKITH 8214                4   1  0    36       HELLSWORN (1421)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 DORTHA JANETTO 8243           4   1  0    29       MIDDLE WAY 15 (1427)
-MISTRESS LOVE 8266            2   0  0    28       ARENA MASTERS, INC. (1431)
 BELISSA HOUGH 8241            3   2  0    26       MIDDLE WAY 15 (1427)
-QUEENLISA CHOLE 8217          2   0  0    25       THE WILL-O-WISPS (1422)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BAZTHRAX 8281                 2   1  0    23       HELLSWORN (1421)
-GABRIELLE MYSAN 8219          1   1  0    22       THE WILL-O-WISPS (1422)
 VRANCELLE 8283                3   0  0    19       HELLSWORN (1421)
 ANGUS 8280                    2   0  2    19       MISFIT CREW (1417)
 SARJSKI 8282                  2   1  0    19       HELLSWORN (1421)
-MISTRESS DEATH 8264           1   1  0    18       ARENA MASTERS, INC. (1431)
 STRATUS 8185                  3   2  0    16       TEAM CHAOS (1416)
-SOLEMN GOLEM 8278             1   0  0    16       MARIONETTE PETS (1433)
 AURORA 8189                   3   2  0    15       TEAM CHAOS (1416)
-YOUSEFF 8208                  2   0  0    15       ORDO HERETICUS (1420)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-SINSTER MINSTER 8277          1   0  1    15       MARIONETTE PETS (1433)
-CUNNING FOX 8273              1   0  0    15       THE TOMAHAWKS (1432)
-STANDING BEAR 8270            1   0  0    15       THE TOMAHAWKS (1432)
-SHOUTING LION 8271            1   0  0    15       THE TOMAHAWKS (1432)
 MEAN TEA 8190                 3   2  0    14       MISFIT CREW (1417)
 GROTHEN 8194                  3   3  1    13       MISFIT CREW (1417)
-TOBIUS 8209                   2   0  0    13       ORDO HERETICUS (1420)
-LARDY PEACE 8267              1   1  0    13       ARENA MASTERS, INC. (1431)
-ALLEGORY MASQUE 8276          1   0  0    13       MARIONETTE PETS (1433)
-MARYAH 8222                   1   1  0    13       DRAGON DANCERS (1423)
 CROCKER 8192                  3   2  0    11       MISFIT CREW (1417)
 ORION 8186                    2   3  0    11       TEAM CHAOS (1416)
 SERAPHINA 8304                1   0  1    11       THE SIRENS OF OLE (1437)
 MYRA 8191                     2   3  1    10       MISFIT CREW (1417)
 OLIDAMARRA 8303               1   0  0    10       THE SIRENS OF OLE (1437)
-LARDY JAY 8265                1   1  0    10       ARENA MASTERS, INC. (1431)
-MASTER OF BLADES 8263         1   1  1     9       ARENA MASTERS, INC. (1431)
-EMA'LINA 8224                 1   1  0     8       DRAGON DANCERS (1423)
 CHUCKER ISTTA 8242            1   4  0     7       MIDDLE WAY 15 (1427)
 AGATHA 8301                   1   0  0     6       THE SIRENS OF OLE (1437)
 JON 8286                      1   0  0     6       CANOE CLUB (1434)
-JUDARIUS 8223                 1   1  0     4       DRAGON DANCERS (1423)
-ALIANNA 8221                  1   1  0     4       DRAGON DANCERS (1423)
-ATARA VERSARIAN 8218          1   1  0     4       THE WILL-O-WISPS (1422)
-GULLET 8207                   1   1  0     4       ORDO HERETICUS (1420)
-BEQUIN 8206                   1   1  0     4       ORDO HERETICUS (1420)
-PANDORA KUSILLO 8215          0   2  0     2       THE WILL-O-WISPS (1422)
-KASANDRA LEFAYN 8216          0   2  0     2       THE WILL-O-WISPS (1422)
 CHARLAVAY 8305                0   1  0     1       THE SIRENS OF OLE (1437)
 AURELIUS GAIUS 8322           0   1  0     1       TEAM CHAOS (1416)
-LOATHING MAULER 8279          0   1  0     1       MARIONETTE PETS (1433)
-RHAPSODY RHYME 8275           0   1  0     1       MARIONETTE PETS (1433)
 RICK 8284                     0   1  0     1       CANOE CLUB (1434)
 LIONHEART 8288                0   1  0     1       CANOE CLUB (1434)
 BOB 8287                      0   1  0     1       CANOE CLUB (1434)
 FLAVIUS VALERIUS 8323         0   1  0     1       TEAM CHAOS (1416)
 CRYSYANNA 8302                0   1  0     1       THE SIRENS OF OLE (1437)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
ARGYLE 8285            0  1 0 CANOE CLUB 1434       SERAPHINA 8304        214         
GEMINI 8220            0  2 0 DRAGON DANCERS 1423   GROTHEN 8194          212         
ENA 8321               0  1 0 HELLSWORN 1421        BLACK ORC 20          214 NONE    
BERT HARGE 8329        0  1 0 MIDDLE WAY 15 1427    ANGUS 8280            214         
ADRION GOTMALK 8240    1  2 0 MIDDLE WAY 15 1427    MASTER OF BLADES 8263 212         
KRUGER 8205            0  1 0 ORDO HERETICUS 1420   MYRA 8191             211 REVENGED
LOKI 8187              1  3 0 TEAM CHAOS 1416       SINSTER MINSTER 8277  213         
LITTLE RABBIT 8274     0  1 0 THE TOMAHAWKS 1432    ANGUS 8280            213         

                                     PERSONAL ADS

Jorja -- Thanks for the help.  I'll take your advice. -- Silky, mgr. Misfit Crew (DM-
93), Ladies of Dread (DM-47)

Tobius -- Next time we meet I'll make it a "short" fight. -- Myra

Maorakith -- I'm coming for you so be ready. -- Myra

Jorja -- How does a team become a chartered, and what are the benefits? -- Silky,
mgr. Misfit Crew (DM-93), Ladies of Dread (DM-47)

     A team becomes chartered by being active for ten turns.  It isn't a thing you
     choose to do or not do, it just happens.  Once your team has chartered, you are
     no longer eligible for any of the "unchartered" awards on the front page, but
     you are now eligible for the "chartered" ones.  Your team name gets printed in
     heavier type in the listing of teams on the front page.  Other managers can look
     and see that, "Oh, this guy's been active at least ten turns, so he's not a
     total beginner."  That's about it.

Ed. or whoever it was that welcomed me back -- Thanks.  Good to be back. -- Drake

     That was me, but I'm sure Ed. is glad, too. -- Jorja

Silky -- I'm not Jorja, but take a stab your question.  Finding your favorite weapon
requires a fair amount of attention and record keeping.  Here's what I do to try and
find favorites:
1.  I track the following events -- Number of Attacks (#A); Number of Successful
Attacks (#SA) which is #A minus any wild, flailing, exhausted, etc swings; Number of
Crit Attacks (#CA) = very fancy attack descriptors like "twists into a tremendous
cutting attack", "thrusts with unbelievably deadly force", "brings his weapon
hurtling down from overhead", and so on; Number of Hits (#H) = the number of attacks
that do damage; Number of Extra Damage Hits (#ED) = extra damage statements like
"spectators cringe at the horrific power of the blow"; and Number of Knock Downs
(#KD) = the number of times a foe is knocked down in a fight.
2.  From these numbers I figure out Accuracy Percentage (A%) = #SA divided by (/) #A;
Crit Attack Percentage (CA%) = #CA / #A; Extra Damage Percentage (ED%) = #ED / #H;
and Knock Down Percentage (KD%) = #KD / #H.
3.  Track this over several fights with many different weapons.  Compare the results
between the different weapons.  If you see a weapon that performs significantly
higher (say twice or more) than other weapons in the same categories, it's a good bet
it's your favorite.  For example, one of my warriors throws Critical Attacks about 9
to 10% with most weapons, but 20% with the short sword.  This makes the SH a good
candidate for a favorite weapon.
4.  Some additional things to keep in mind -- Big weapons (ML, HL, GS, etc) do extra
damage often, so you'll want to compare ED% between like-sized weapons.  Comparing
your ED% with a Maul to an Epee doesn't really tell you much (unless the EP is
throwing as much ED as that ML).  Keep in mind how much your attack skill has
improved when using a new weapon.  If you've learned 6 attack skills in the last 5
fights, you're going to be doing significantly better with the Quarterstaff you've
never tried before than you did with the Scimitar you tried 5 fights ago simply
because your warrior is better.  Something to keep in mind:  Your favorite weapon
will *always* be well suited to your style, but might not be well suited to your
stats.  So, being 1 or 2 points shy on the stat requirements for a weapon is not a
good reason to never use that weapon.  If you have a 7 STR, go ahead and try the
scimitar.  If you use it two-handed (don't carry an off-hand weapon), the 2-handed
use bonus will override or cancel out most of your penalties.  Also, if it's your
favorite, you'll go way above any penalties.  Personally, I won't go more than two
points below a weapon's requirements in any 1 stat.  Beyond that point, I feel the
penalties will skew your results too much.  Also, you're always well-suited to your
favorite weapon when you get to ADM. -- Drake (yes I use a spreadsheet for this)

Drake's Comments on Last Turn's Articles:

Note that I'm specifically writing about the articles that appear at the end of the
newsletter as they tend to be a bit dated and thus misleading.  Those articles that
appear under the Team Spotlight heading are going to be far more recent and thus more
accurate in the info they provide.  So, with that in mind, here we go:

'Article for Newbies' by Magic Man -- Unfortunately, you really can't boil all this
down to a scale of 1-to-10.  My recommendation is to not put too much stock in this
article.  Sure, ABs and BAs occasionally have an advantage against scum TPs
(especially once the AB/BA hits Advanced Expert Attack), and STs will out-jump the

other offensive styles most of the time.  However, one of the things I like about
Basic more than ADM is that any style can beat any other style, given the right
strategy.

'Making Your Challenges Go Through' by the She-Puppy -- It's incredibly frustrating
to be on the receiving end of 5 challenges in a turn because none of yours went
though.  Of all the tips listed, I'd stress the handwriting.  The inputters can't
input what they can't read.

'Maximizing the Duelmasters Experience - What the Rules Didn't Say' by ICE -- I find
it terribly amusing that I can guess the date that article was written based on the
bands and songs listed.  One other thing, if you're going to follow this advice, make
sure no one else is in the room with you, unless you like being looked at funny.

'Winning With the Average Warrior' by Master of Anime -- Back in the day (say 91-93),
there was a warrior that no one felt could ever be beaten.  That warrior was
Donatello.  He was so dominant that a rule was instituted that no warrior could TC
the Primus tourney more than once a year, because Donny was winning them all.  Akira,
this average warrior (whom rumor has it started with a 21 Will and 13 Wit, and most
everything else in the 11-13 range) was considered to have a chance at dethroning
him.  Akira didn't, but that's because M.A. retired before that could happen.  What
made Akira so special?  Near as I could find out from other managers who knew M.A.
better than I did, Akira was blessed.  He had a blessed Wit that allowed him to max
skills in less than 5 years.  He had a favorite rhythm of 9-10/9-10 (or was it 7-8/7-
8?) and a favorite weapon of LO (the only weapon close to as feared as the SC).  The
moral of the story?  It takes some luck to develop a warrior that will dominate the
top end.

'Twelve Tips' by The Consortium -- This is one of my favorite old-time articles.
That's because it's realistic and it covers some of the "meta-game" issues that are 
important to having fun and doing well (make friends, ask for advice, write legibly).
The Consortium is still around and goes by Oz in DM 47.  The Consortium is one of the
nicest and most fun schizophrenics I've ever met.

Another general note for everyone.  I strongly recommend those with internet access
check out www.terrablood.com for all kinds of useful charts, tips & hints to help
with this game.  Also, visit the Forums on www.duel2.com where you can converse with
many of the more experienced managers in the game.

BTW, I'm willing to answer specific questions if there's an aspect of the game you're
curious about.  If I don't have a good handle on an answer myself, there's a good
chance I know someone who does.  Weather or not they're willing to tell ME is a whole
different issue though. ;-) -- Drake (who can be reached by diploing Drake's Comics
in DM 47 or can be found on the Duel2 website posting under the name Drake; who'da
guessed)

Juice -- Pagan is no longer in the game and getting a copy of the Enchiridion would
have to come from another manager who has one.  However, I have a handbook which
received good reviews from many managers.  I will send you a copy for the price of
printing and copying ($15).  You can write to me at:  Rick Stringer, 105 S. Race ST,
Georgetown, DE 19947; email me at rbaphomets@yahoo.com or send me a message on RSI's
site under the name "Decimus". -- Baphomet
P.S.  Ask Jorja what she thinks of the handbook.

     I think it's a good one.  Better than Pagan's, for someone like me who prefers
     to just bruise the numbers gently rather than crunch 'em up hard.

Bazthrax -- What's the big deal everyone, well, lots of managers make about hell?
Rotten climate, poor housing, and the neighbors are lousy.  Who needs it? -- Belissa
Hough

P.S.  You don't get any advice, you don't need it.
P.P.S.  Except maybe, train that stat.  What was your manager THINKING to make it so
low?  Or drop the offhand weapon and just use the one.

Lardy Jay -- Have you been screwed by your stats, or what?  Drop your offhand
weapon--you probably don't need it--and train that first-listed stat.  You need an 
eleven for that weapon. -- Edgiles Kapp

Naruto -- Well, you won't be here to read this personal, when you get kicked off
Noblish, there's no half-way about it.  So I'll just say, sort of in passing or
something, good luck to you in Solven.  Very unfriendly place, I've heard Solven is.
Nobody talks. -- Dortha Janetto

Mean Tea -- Boy HOWDY are you ever.  That's what they call a "classic style match"--
in your favor.  I hate that. -- Chucker Istta

Drake -- Re your spotlight, the three points?  I've said the same thing myself, and
it doesn't get through to the Commission.  These are the articles they've got.  Maybe
we can get your spotlight put into the file as an article for the future. -- Jorja
P.S.  A significant number of new players probably do NOT have access to the
internet, unfortunately.

All -- I may have missed the chance to fight last time but I will be back and with my
wall of steel. -- White Dragon, manager of Dragon Dancers

All -- Can anyone tell me the best way to set up a Wall of Steel fighter. -- White
Dragon, manager of Dragon Dancers

10 July 2006
The Dark Knights sat at the Dark Table with grim faces.  All present knew that there
could be no quarter.  The Forces of Desolation would be unleashed.  There would be no
turning back, no mercy and no hesitation to do what was necessary.  Teeth gritted and
knuckles whitened with fury as the IMPERIAL PROCLAMATION was signed by each Dark
Knight.
     AS OF JULY 1, 2006 -- WAR IS DECLARED ON THE ALLIANCE KNOWN AS THE VENDETTA
CARTEL.
     The Desolate Empire -- Dark Knights:  Ancient Creep, Blackstorm, Dok Sik, Goat,
Heathen, Hatebred, Kon, Osiris, Toker, Wasby the Great

14 July 2006
In response to the Desolate Empire's declaration of war, the Vendetta Cartel offers
the following response:

The members of the Vendetta Cartel can be found in 1, 8, 9, 10,  11, 14, 22, 25, 28,
31, 39, 45, 47, 50, 52, 54, 59, 60, 100, and 106.  Stop yapping in the all-arena ads,
pick an arena, issue a challenge, actually win something, and then maybe (and we
stress maybe) you may speak.  You may come to our home arenas (8, 31, and 47) and
confront us, but we suggest you learn to win in your own "home" arena (52) first.

                                  LAST WEEK'S FIGHTS

ENA was dealt death by BLACK ORC in a 1 minute Dark Arena fight.
BAZTHRAX was viciously subdued by EDGILES KAPP in a 3 minute Challenge Title duel.
MEAN TEA was defeated by DORTHA JANETTO in a 1 minute bloody amateur's Challenge duel.
MYRA was overpowered by BELISSA HOUGH in a 1 minute one-sided Challenge fight.
ORION bested CHUCKER ISTTA in a 5 minute beginner's Challenge brawl.
MAORAKITH was defeated by CAPTURED ORC in a 2 minute bloody novice's struggle.
GROTHEN was handily defeated by SARJSKI in a 1 minute gruesome uneven fight.
CROCKER viciously subdued CRYSYANNA in a slow 9 minute gruesome beginner's duel.
AURORA viciously subdued LIONHEART in a 2 minute brutal novice's fight.
STRATUS handily defeated RICK in a 2 minute one-sided bout.
ANGUS murdered BERT HARGE in a 1 minute mismatched match.
VRANCELLE overcame CHARLAVAY in a 2 minute novice's contest.
ARGYLE was murdered by SERAPHINA in a 1 minute bloody one-sided brawl.
JON overcame AURELIUS GAIUS in a 3 minute beginner's fight.
BOB was overpowered by OLIDAMARRA in a 1 minute uneven struggle.
AGATHA overcame FLAVIUS VALERIUS in a 1 minute bloody amateur's bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   6         PARRY-RIPOSTE     10 -   5 -  0      67  |
|SLASHING ATTACK                  4         BASHING ATTACK    29 -  15 -  4      66  |
|STRIKING ATTACK                  4         LUNGING ATTACK    13 -   9 -  0      59  |
|AIMED BLOW                       4         SLASHING ATTACK   20 -  15 -  3      57  |
|TOTAL PARRY                      4         PARRY-LUNGE        3 -   3 -  0      50  |
|LUNGING ATTACK                   3         STRIKING ATTACK   19 -  23 -  0      45  |
|PARRY-STRIKE                     2         TOTAL PARRY       10 -  16 -  1      38  |
|PARRY-RIPOSTE                    2         AIMED BLOW        12 -  20 -  0      38  |
|PARRY-LUNGE                      1         PARRY-STRIKE       3 -   6 -  0      33  |
|WALL OF STEEL                    0         WALL OF STEEL      3 -  10 -  1      23  |

Turn 214 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:

BASHING ATTACK     5 -  1     LUNGING ATTACK     1 -  2         3  BASHING ATTACK 
SLASHING ATTACK    3 -  1     AIMED BLOW         1 -  3         2  LUNGING ATTACK 
PARRY-STRIKE       1 -  1     PARRY-LUNGE        0 -  1         2  STRIKING ATTACK
PARRY-RIPOSTE      1 -  1     TOTAL PARRY        0 -  4         1  PARRY-LUNGE    
STRIKING ATTACK    2 -  2     WALL OF STEEL      0 -  0         1  TOTAL PARRY    
                                                                1  WALL OF STEEL  
                                                                1  SLASHING ATTACK

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   EDGILES KAPP 8244           5   0  0   41 MIDDLE WAY 15 (1427)
LUNGING ATTACK   MAORAKITH 8214              4   1  0   36 HELLSWORN (1421)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is EDGILES KAPP 8244.  The most popular warrior this 
turn was EDGILES KAPP 8244.  The ten other most popular fighters were MAORAKITH 8214, 
AURORA 8189, VRANCELLE 8283, CHARLAVAY 8305, JON 8286, AGATHA 8301, DORTHA JANETTO 
8243, BELISSA HOUGH 8241, SARJSKI 8282, and STRATUS 8185.

The least popular fighter this week was CRYSYANNA 8302.  The other ten least popular 
fighters were CROCKER 8192, CHUCKER ISTTA 8242, FLAVIUS VALERIUS 8323, BOB 8287, 
ARGYLE 8285, BERT HARGE 8329, RICK 8284, LIONHEART 8288, GROTHEN 8194, and ORION 
8186.

                  Top Ten Reasons Why Duelmasters is better than Sex

10.  When you spend money on Duelmasters, you know you're going to get return on your
     investment.

 9.  One arena won't get jealous when you start playing in another.

 8.  With the right tourney prize, you can design your own warrior.

 7.  If you make it to AD, they tell you your warrior's favorites.

 6.  You can always DA and get another roll-up.

 5.  The more experience you get, the less likely you are to die.

 4.  SZ, CN and Charisma are less important in Duelmasters.

 3.  Most mangers are satisfied with two minute fights.

 2.  Warriors do as they're told, even if it means using ALE and a WF.

And the number one reason..........

 1.  You don't have to hold your turn for an hour after you're finished reading it.

Composed by the Jester and Predator

                              THE ULTIMATE AIMED BLOW

     Oh no, not another aimed blow, you think, they always lose and have a tendency to 
die if they meet the right person.  But I can promise you that this fighter will give 
you a lot of wins.  Not a 20-0-? record, but a respectable one.  Let's have a look at 
the stats:

THE BEST:      IF YOU CAN FIND IT:      TOO BIG:       TOO FAST:      THE MUTANT:
ST:  9         ST:  9                   ST:  9         ST:  9         ST:  7
CN: 15 +/-     CN: 14                   CN: 14         CN: 15         CN: 15
SZ:  3 - 5     SZ:  3                   SZ:  6 - 9     SZ:  3 - 5     SZ:  3
WT: 19 +/-     WT: 21                   WT: 17 +       WT: 19         WT: 13 - 15
WL: 18 +/-     WL: 19                   WL: 17 +       WL: 18         WL: 13 - 15
SP:  3 - 5     SP:  3                   SP:  3 - 6     SP:  4 - 9     SP: 15 +
DF: 15 +/-     DF: 15                   DF: 15         DF: 13         DF: 15 +

ST: So you can use some weapons.
CN: So you can stand some damage, and get at least good endurance.
SZ: The smaller the better.
WT: You need to be smart, and it helps a lot on stats and skills training.
WL: Helps you stand even more damage.  It also helps a lot on stats and skills 
training.
SP: The slower the better, but needs to be trained to avoid clumsiness.  It doesn't 
matter if this stat is low, you will hit when you want to hit.
DF: Gives you the response to other's actions, and gives you the initiative when you 
need it.

     The main weakness of this little fellow seems to be his speed, but this 
disadvantage is made good by his small size.  He will dodge nearly anything, and what 
hits him doesn't matter because of his constitution.  The strategy is all up to each 
manager, but I prefer to run mine like this:

Weapons:  Epee vs. Light Armor
          Short Spear vs. Medium Armor
          Shortsword vs. Heavy Armor

Shield:  Medium Shield vs. Light and Heavy Armor

Armor:   Depends on who I am challenging

Helm:    Full helm

Strategy           1st  2nd  3rd  4th  5th  6th+ Desp.
Offensive Effort    5    5    5    6    5    4    2
Activity Level      5    6    6    6    5    5    4
Kill Desire         4    4    5    6    6    4    2

Attack Location: Head or Chest

Defend Location: Body or Head

Offensive and Defensive tactics are something I seldom use.

     Challenging is very important when running an aimed blow.  Try to challenge big, 
unarmored fighters.  Train strength, speed, and deftness.
     Well, that's all, for now.  Try it and send me a diplo note if you have any 
comments on my aimed blow.
     Brought to you by Manimal, Manager of Cowards Guild, DM-31.
     May victory by yours (or mine.)

                                  Aimed Blows My Way

     Okay, so it's a pretentious title.  No more so than anyone else's, what with all 
these "the perfect" this and "the perfect" that; what I'm going to show you here is 
several different ways to make aimed blows and win with them.
     There is no one specific way to make an aimed blow.  You'll hear a lot of 
managers claim that they "HAVE" to have a 21 DF in order to be any good at all.  Well, 
that's a trifle exaggerated.  It's NICE to have a 21 DF.  This will increase your 
attack rating, and give you a certain boost.  But it isn't necessary for a good, 
solid, long-term aimed blow.
     I'm going to give several examples of aimed blows, both how-tos and how-not-tos.  
All the aimed blows represented here actually fight on one of my stables, so I did 
this all by hit-and-miss.  Unlike some managers, I don't believe that the first, 
third, and fifth rules of aimed blows is "they die."  It's only the third rule. <grin>

     Now then.  Design:
     ST: Any, really.  You can go low, since aims can handle daggers and open hand 
just fine.
     CN: Again, any.  A little more can help them take a hit, but if they're lucky, 
they'll do all right even if they can't.
     SZ: Any.  This is a versatile style.  Big ones do great.  Little ones do great.
     WT: I'm going to surprise you, here.  Anything.  Yep, anything.  Best is 11-21, 
of course.
     WL: Again.  Any.  Honest!  An aim can do without will and can also use it to its 
best advantage.  But from here on is where you've got to pay attention.
     SP: LOW.  Keep it below 9 if possible.  Below 7 is better.
     DF: HIGH.  21 is always best, but 17 works okay, too.
     So now you have a rollup with a low speed and a high deftness and it doesn't look 
like much else.  You've got a good aimed blow.  Yes!

     Examples of "do" design aims:
     1) 7-5-12-21-11-7-21
     2) 11-16-6-21-9-4-17
     3) 10-15-6-17-9-6-21
     4) 13-9-5-17-17-6-17
     5) 11-5-10-11-21-5-21
     6) 8-10-9-17-15-4-21
     7) 5-10-7-17-17-11-17
     8) 12-12-7-21-9-6-17
     9) 7-11-8-11-21-5-21
    10) 9-14-8-15-17-4-17

     Ten is a good, round number.  1-4 are Immortal.  All have winning records.  Most 
of them beat lungers in one minute.  The low-con ones have the most trouble, because 
they can't take a hit--if they get hit, they go down.  Fortunately, that's only killed 
a few of mine (the dead ones I won't list just now, since it's so depressing).

     Examples of "don't" design aims, unless you're as insane as me or much more 
experienced in your aimed blow running:
     1) 17-5-5-11-17-9-21  (beat the DA three times before he was killed--he gets a 
special place at #1)
     2) 13-8-12-11-11-18-11
     3) 11-12-6-21-13-8-13
     4) 11-12-12-17-11-4-17
     5) 12-7-18-13-13-5-16 (my first)
     6) 11-14-7-9-17-9-17
     7) 9-11-9-17-11-10-17

     There's certainly more "don'ts" than dos, but those are ones I actually have 
played somewhere; 2-5 are immortal, with usually 50% records except for the 11 DF (who 
is in permanent retirement).  He came along early in my aimed blow career, when I was 
making EVERY rollup into an aimed blow to see for myself what worked and what didn't.  
That didn't.  Some of the mortal ones I'm still running, and they do well enough, but 
as I said, until you get a little experience there are some things you may not want to 
try unless, like me, you want to see what happens for yourself. <grin>
     Now for strategy.  This is probably the most important thing you'll give your 
aim.

Weapons: Scimitar, unless they don't have the strength for it, in which case, dual 
daggers.  Longsword is next, then fists, then quarterstaff.  You need an 11 ST for 
longsword, so that's probably not always realistic.  If your aim likes to fight with 
his fists, you can let him, but I'd advise waiting until he's got some experience, and 
you know your opponent isn't much on armor and parrying, because you can do yourself 
some serious damage on the parries.  Quarterstaff is a two-handed weapon, so bear that 
in mind if you use it.

Armor: Keep it light, no more than ARM/H, and then only if you're worried about your 
opponent.  An aimed blow is a fast, offensive warrior--don't load him down.

Strategy:

10        8         8         6         6         6         10
10        2         2         1         1         1         10
 1 --------------------------------------------------------- >
LL --------------------------------------------------------- >
HE --------------------------------------------------------- >
 D

That's a good, all-purpose, general strategy.  Some aims will want to play around with 
it, and you let them--see what they like.  But, and this is VERY important: keep that 
KD low!  An aimed blow relies on his control and his accuracy, and higher KDs will 
cause them to lose a lot of that.  If you're bloodthirsty, change the attack location 
to the head.  I recommend the legs for knockdowns.  Either way, your aim will attack 
THAT LOCATION, over and over again, until he has defeated his opponent, and very 
decisively, from total parries (the classic aimed blow opponent) to lungers (the 
classic aimed blow enemy).  Remember: the aimed blow is an OFFENSIVE style.  He has 
some finesse, but he is a brutal and efficient warrior.  Keep him in control; he'll 
win.  You can also play with desperation, but for me just dropping the first minute 
tactic often works just fine.  As for the use of decise, as always, it's up to the 
manager, but decise will help keep your aim from "standing around looking for an 
opening" in the first minute.  Get him moving.

     As always, experiment, find what works for you, and have fun.

Raf
Lord Protector
Ivory League
Manager of Tex's Rangers (51, 100, 101), Assassins (40, 105), Impressionists (27, 
105), The Damned (30, 105, 101, 102), etc.

                                The Mechanics of Death

                                  By Sir Jessie Jest

     Greetings, joy and happiness to everyone!  This article discusses the mechanics 
involved when a warrior dies in combat.  It will give the reader a better knowledge of 
how a warrior actually gets killed in combat.
     Here is how a warrior dies... The Facts) ...in fact, get out a dead warrior's 
last fight so you can follow me.  To start the process of death, a warrior must first 
fail to make a death roll.  Let's say the death roll is 20 or less out of 100 to fail 
that roll for this example.
     There are 2 ways a warrior can be forced to make that Death Roll.

1. The vitals roll.
2. The second is when you run out of hit points, which is called the "infirmary roll."

     The vitals roll -- every time a warrior gets hit in a vital area you make a 
vitals roll.  Lets say that you fail on a 1-15% out of 100.  If you get hit in the 
head, chest, or abdomen, you will roll the vitals percent.  If you roll 15 or less you 
must make the death roll to determine if the warrior was killed.  Now look at the 
fight with your dead warrior on it...look for the death intent statement, it will say 
something like, "Trying to make this into a death match, or seeks death of his 
opponent, etc. etc." (there are a lot of them) that is telling you that your warrior 
was forced to make a death roll.
     Now comes the scary part: if you fail the death roll your warrior dies.  But the 
program does not kill you immediately because you still have hit points left.  So what 
happens next is that you will get normal attacks and damages that hit your character 
automatically in the vitals until yours hit points run out.  Then it will say your 
warrior is dead.  Remember that it will be normal hits to the vitals, not crits or 
extra damage remarks.  If your warrior dodges, crit attacks , parries,  has extra 
damage remarks or anything else EXCEPT a normal hit to the vitals, the sentence 
following right after the death intent statement comes up, then he made his death roll 
successfully and the fight continues.  You can have many death intent statements come 
up in one fight, depending on the number of times you hit a vital. You won't get one 
every time, only when you fail the vitals roll.  And your warrior will have to roll 
the death roll every time you fail the vitals roll to see if he is killed or not.  
EXAMPLE:

INFERNO leaps to his left!
INFERNO's scimitar lunges with awesome cutting power!
NULN takes an upper body hit!
NULN is badly hurt!
NULN is becoming FRANTIC!!!!
INFERNO's scimitar lunges with awesome cutting power!
NULN is struck on the left rib cage!
What a devastating attack!!
NULN is dangerously stunned!
INFERNO is trying to make this a death match----(Death Intent)
INFERNO slashes an attack with his scimitar---(Normal Attack)
NULN is struck on the side of the HEAD!---(Vital Hit)
INFERNO slashes with his scimitar
NULN is wounded in the upper chest.
INFERNO slashes with his scimitar
NULN is hit in the forehead!
NULN curses the gods in frustration!
NULN falls LIFELESS to the ground!
INFERNO has won the duel!
INFERNO laughs and says, "What a loser!"

     As you see, if you fail the vitals roll, and then fail the death roll, you will 
get normal attacks to the vital areas until all of your warrior's hit points are gone.  
All of your dead warriors that have died from DEATH INTENT statements will have those 
three things... death intent statement, then normal attack, then hits to the vitals 
until all hit points are gone.  Then you will get some sort of, "falls over dead 
statement."  In the past, if you failed the death intent statement roll, the program 
would just skip all the stuff that was in between the death intent statement and the 
falls over dead statement.   It would say something like this:

INFERNO seeks the death of his opponent
NULN falls to the ground lifeless
INFERNO has won the duel.

But they changed it to make death more dramatic.

     The second way your warrior is forced to make a death roll is if your warrior 
runs out of hit points during or after the fight has ended.  This roll is called the 
infirmary roll and can happen in or out of combat, and does not matter where your 
warrior gets hit.  If your warrior has taken many hits, that reduces his hit point 
total below the preset percentage... lets say it 5% of your total hit points... then 
he will make an infirmary roll.  If you fail the infirmary roll, you then make the 
death roll to determine if your warrior has died.  In combat, you will read that you 
died from serious wounds or something to that effect.  After a fight is over, the 
program checks to see if your warrior has fallen below that preset percentage of hit 
points, if you have, you will make an infirmary roll.  If you fail the infirmary roll, 
an infirmary statement will appear at the bottom of your fight letting you know if 
your warrior failed the death roll that comes after that.   Sometimes you can die in 
combat without a death intent statement that comes up during the battle .  This is a 
good example of an infirmary roll failure in combat from low hit points, triggering 
the death roll which actually is the roll that kills your warrior.  In some battles 
you can get hit several times in the vitals, have several death intent statements come 
up, make every roll successfully and still die from lack of hit points (i.e.: fail the 
infirmary roll).
     A simple way to think of this is the 2 ways are :  1. vitals roll, which deals 
with getting hit in the head, chest, or abs and dying when a death intent statement 
comes up.  Or  # 2.  infirmary roll, which deals with dying from lack of hit points, 
and does not use the death intent statement.  I'd say about 90% of all deaths are by 
death intent statement because of a failed vitals roll.  Only a small percentage die 
from the infirmary roll in or out of combat.
     Well, that's it.  These are facts, not theories.  You can check this out with all 
your dead warriors, and you will learn there are NO exceptions.   Those percentages I 
used up there are just made up, I have no way of knowing what they really are.
     Now I have formed theory regarding KD or kill desire.  I do not believe KD has 
anything to do with a warrior dying, but is rather a tool to determine your warrior's 
aggressiveness in combat.   In other words the timing of his blows, his shot 
selection, and other such things.  For example: The higher the KD the wilder he is 
with his shots, and easier to feint, dodge, parry and riposte.  Some styles like Abs 
(Aimed Blows) fight better with a 1 KD because they are very selective with their 
shots.  Most of the other offensive styles function well between 5-7 KD.  Any more 
than that is just a waste of endurance and has a negative effect on your warrior's 
performance in battle, in my opinion.
     Well that's it for now.  If you would like to chat sometime drop me a diplo at 
Jessie's Kids in DM 60 (yes, I've come out of retirement)  ;) May the axe fall in your 
favor!

Cheerio!
Sir Jessie Jest,
Lord of Puns, and Master of Laughter.

                                  Troll-Bred Bashers

     The Bashing attack is not, as many of you may have noticed, one of the dominant 
styles in Duelmasters.  There are two reasons for this; one of which I will cover 
here, the other I will cover in an accompanying article.  I will preface this article 
on Bashing attack design and strategy by saying that I have been playing Duelmasters 
for two years, and I have spent most of this time experimenting with and perfecting 
the Bashing Attack.  In my opinion, a Basher needs to possess a monumentally high 
attack percentage, with decisiveness and initiative not far behind.  What follows is 
designed to achieve the desired results.
     Let's get right down to business.  First, the stats:

                                           PERFECT
ST:  13-17                                   15
CN:   3-5                                     3
SZ:   6-9                                     6
WT:  17-21                                   21
WL:  17-21                                   21
SP:   5-9                                     5
DF:  11-15                                   13

     Here's why:
     Strength is arguably the most important attribute for a basher.  A basher with a 
high strength can virtually be assured of a reasonably high attack.  however, excess 
strength takes away points from other vital areas and, as you will see, this Basher 
will not want for attack.  A 13 strength gives the Basher most of the good Bashing 
weapons.
     Constitution is absolutely unimportant to any offensive styles warrior.  Bashers, 
and for that matter, offensives in general, should be designed to dish out damage, not 
absorb it.  If you are designing a Basher to absorb damage, then you are designing him 
wrong.
     Size is an attribute that this game system does not handle well.  As we all know, 
too large a size means that you do not have enough points to allocate to the other 
attributes.  You would think logically that a Basher would need a large size.  I am 
not talking about logic.  I am talking about winning within the parameters of this 
game system.  I give a minimum size of 6 since this is the smallest size that can 
achieve "great damage with a blow."
     Wit, in my opinion, is the most important attribute for every style.  This is 
strictly my opinion and you do not have to agree with me.  Where Bashers are concerned 
however, a Basher without very high wit is garbage.  High wit will greatly effect a 
Basher's initial attack, decisiveness, and initiative.  My research has led me to the 
conclusion that a Basher's initiative is primarily a function of wit.  high wit also 
ensures that the Basher will train consistently.  Also, a Basher with a high wit can 
expect an initial initiative rating somewhere in the 50-60% range.  Note that speed is 
also a modifier for initiative.
     Will is another attribute that the Basher cannot do without.  Will affects a 
Basher's attack and decisiveness, and is responsible for, in conjunction with 
strength, giving the Basher normal endurance, despite the pitifully low constitution.
     Speed has almost no affect on a basher.  I have seen many high speed Bashers, and 
I can tell with 100% certainty that Bashers do not derive strong benefit from speed.  
Slasher, strikers, and to a lesser extent, Lungers, all derive noticeable benefit from 
speed.  I am not saying that a 5 speed Basher will be equally as fast (initially) as a 
19 speed Basher, but I am saying that a Basher can derive greater benefit by placing 
points in other areas.  This Basher will drive his decisiveness from the high wit/will 
combinations: 21-21-5; 19-19-7;  17-17-9.  These combinations, or something similar, 
will generate an initial decisiveness rating of about 50%.
     Deftness is very important to a Basher.  The strength/wit/will/deftness 
combination is where this Basher will generate the awesome attack percentage and his 
attacking precision.  A Basher with the aforementioned minimums in 
strength/wit/will/deftness can expect to achieve an initial attack rating between 60-
80%.  A 13 deftness will also allow the use of my favorite weapon, the morning star.  
In the hands of a Basher, this is a devastating weapon.
     Now that you know how to design a Basher, here's how they should be run.
     This strategy should be used vs. offensive styled warriors:

          1    2    3    4    5    6    Desp
          10   10   10   10   10   10   10
          10    3    3    3    3    3   10
           7    7    7    7    7    7    7
          HE   HE   HE   HE   HE   HE   HE
          HE   HE   HE   HE   HE   HE   HE
           D    B                        D

     The offensive effort is self-explanatory.  If you are not trying to destroy your 
opponent, then you should not be running a Basher.  The activity level requires some 
explanation.  Bashers, as you might expect, perform better with a low activity level.  
This is because the Bashing attack style is a series of overhand, overpowering blows 
which are designed to deliver maximum hitting power.  Running around like a 
decapitated chicken would appear to be counterproductive.  Here is the key.  The 10 
activity level in minute one is designed to help you get the jump on another offensive 
warrior.  If you do get the jump, you will win.  Even if you are hurting the Basher's 
attack percentage, how many offensive warriors do you know of that will be able to 
parry or dodge this Basher's attack?  NONE.  Therefore, the 10 activity level in 
minute one is justified.  The decisiveness tactic in minute one is also there to help 
you get the first shot off.  Assuming you get the jump in minute one and the fight 
somehow manages to make it into minute two, that's where the bash tactic comes in.  
You enter minute two with the initiative, land a bash modified head shot into the poor 
slob in front of you, and down he goes!!!  Minutes 3-6 are basically superfluous as 
not many fights will go that far.  10-3-7 allows the basher to do what he does best.  
The theory behind the desperation configuration is the same as that for minute one.  
Since the bashing attack is a downward motion, attacking the head is logical to say 
the least.  Modify this to the chest if you suspect that you adversary is protecting 
his head.  Defending your head is simply there to ensure that you hold your hands up 
high.  My reasoning is that I am simply trying not to interfere with the Basher's 
attack, as opposed to seriously trying to defend myself.  Against defensive warriors, 
change minute one to 10-3-7 with no tactics: i.e., let the basher do what he does 
best.  I have only lost one fight to a defensive styled warrior with my best basher, 
and that was MY fault.  Minute two can be left the same, or you can drop the bash 
tactic.  I am tempted to leave the desperation minute the same.  If you are desperate, 
it probably means you were just hit.  This design cannot take getting hit.  You need 
to go berserk in order to regain the initiative.
     A high quality Basher should have no trouble with Parry-XYZ's and TPs.  Against 
scum try 7-1-7 with the bash tactic.  You should have no trouble blasting attacks 
through the feeble parries of a scum warrior, and the relatively slow (for a basher) 
tempo will allow you to keep it up for 3-4 minutes, which WILL be more than enough 
time to demolish even the most stubborn APA, F, ME, ME 1-1-1-P Total Parry.  Let me 
also mention that the bash tactic should never be used against PRs.
     Last, but by no means least, is what to wear.  Armor should be APL, ALE, or none 
at all.  DO NOT strap this basher into a suit of plate armor.  The Bashing Attack, 
despite what some other managers say (even those self-proclaimed "highly experienced" 
manager who relentlessly brag about their 600+ winning percentages who only run 
defensives, SCUM, and lungers) is a quick style.  The armor should be correspondingly 
light to allow the basher to get the jump on his opponent.  The same theory applies to 
weapon selection.  Try using the QS, MS, of the WH.  The GA and MA should only be used 
against slower offensives of defensive styled warriors.  Again, the key here is 
quickness.  THIS basher is designed to win his fights, with his tremendous attack 
percentage, not with his tremendous damage bonus.
     This article has been brought to you by.....

Mark Schwartz
280 Middlesex Road                                   aka  Troll King
Matawan,  NJ   07747                                      mgr. Troll Lords
201-583-5150                                              Arena #36  Jhans

                     HOW TO BUILD A BETTER WARRIOR (version Y2k)

     I'm sure that by now everyone has had enough of those "perfect" warrior advice 
articles.  And, while they are useful to a point, it's hard to apply their advice to 
the hordes of non-perfect warriors we get every day.  Hence, this article is for the 
other 99% non-perfect warriors.  The design ideas presented here have been valid over 
the course of my 15 years of experience with this game, with proven success at all 
levels of the game.
     There are several things to think about when designing a warrior.  First is 
fighting style.  Second is longevity.  Third is weapon suitability.  Fourth is 
physical capabilities.  Fifth is trainability.  While I will discuss these separately 
in this article, they must be thought about simultaneously in order to get the maximum 
potential from each and every roll-up.
     Fighting style is the most important decision you'll make about your new warrior.  
Consider all possibilities.  Sometimes you will need to experiment with the numbers, 
play around with several different combinations, before picking the best style.  The 
offensive styles are lunging, slashing, striking, aimed blow, and bashing.  The 
defensive styles are total parry, parry riposte, and parry strike.  The mixed styles 
are wall of steel and parry-lunge.  The offensive warriors have lots of attack ability 
and little defense (except lungers).  Their key attributes are usually will (for 
endurance and attack skills) and strength (for damage capability and attack skills).  
High wit and deftness are also high on the list as they both give a lot of skills, 
particularly attack skills.  [Tip #1: Never design an aimed blow with less than a 21 
deftness.]  The defensives have lots of defensive ability (particularly parry) but 
poor attack.  Their key attributes are usually will (for damage taking and parry 
skills) and constitution (for damage taking).  Again, extra wit and deftness is highly 
desirable for the extra skills.  [Tip #2: Keep wit as low as possible on scum 
warriors.]  The mixed styles have pretty good attack and pretty good defense, making 
them among the most formidable warriors in the game.  Their key attributes are will 
(what a surprise!) and whatever gets them to good cut-offs, because mixed styles use 
defensive and offensive skills with equal effectiveness.  If you notice, speed doesn't 
come up as an important stat for any style, but it is probably best utilized by the 
offensive styles.  I tend to like warriors that will perform well (as opposed to 
looking good but still losing), so I tend to design a lot of offensive and mixed 
styles.
     Longevity is another design concern.  The main decision here is whether your new 
warrior will have a long, Gateway oriented career, or have a shorter life span.  If 
shorter, how much shorter?  In general, for maximum learning and maximum training, 
you'll want to add as much as possible to wit and will.  If you envision Gateway god-
hood in your warrior's future, then designing him with a low wit or will has only a 
minor effect; it merely takes a little longer for him to reach his full potential.  If 
your warrior has a sandbagging champions future, then you'll want to add as much wit 
as possible to get him competitive as soon as possible.  For an ADM title shot, you'll 
want to build in some easy stat trains that give lots of skills.  For a short, rookies 
or novices oriented career, you'll probably want a high will because you'll most 
likely be looking for quick, significant stat trains.  The point is, decide when the 
warrior is born how long his career will be, and you will be better able to maximize 
his potential towards that ultimate target.
     Weapon suitability must also be considered.  As is well known, not all weapons 
are well-suited to all styles, and every warrior has a favorite weapon.  It is 
important to design a warrior so he will be able to use the significant weapons well-
suited to his style.  It should not take more than a couple stat trains to get your 
warrior well-suited to some good weapons.  (Consult available charts for weapon 
suitability.)  I feel that it is important to be well suited to several weapons of 
your style.  This gives you the opportunity to change and surprise your foes.  If your 
warrior lacks the attributes to use key weapons of his style, his effectiveness will 
be diminished.
     Physical capabilities is an often overlooked aspect of warrior design.  The three 
main areas of concern are endurance, the ability to inflict damage, and the ability to 
take damage.  At least one of these should be at the "good" level or above, and the 
more the better.  There is usually a trade-off between designing for skills and 
designing for physical attributes.  The trick is to maximize both.  Always evaluate 
the possibility of adding to strength over deftness.  The damage capability gained 
will usually out-weigh the difference in skills.  Endurance is usually a key factor in 
an offensive warrior's ability to defeat a defensive.  Conversely, the ability to take 
damage is usually a key factor in a defensive warrior's ability to defeat an 
offensive.  Again, use the available charts to design your warrior to reach the 
desired physical levels with a minimum of stat trains.
     The fastest way for a new warrior to improve is to learn skills with a 21 wit.  
With a 21 wit, you can usually average three skills per fight for your first 20 fights 
or so.  Going into an adepts tournament with 60+ skills is very good.  The higher the 
wit, the more skills your warrior will learn, so keep this in mind when designing your 
potential tournament champions.
     A number of managers advocate early stat trains that burn skills.  I only do this 
in the most severe of cases, like a 3 wit scummy warrior.  The main reason I don't do 
this is because any warrior I want to fight beyond novices is going to need as many 
skills as he can get.  In addition, if a warrior burns skills early, he'll end up with 
less than his contemporaries at the time they both max skills.  This leads to 
diminished skill levels when the warrior makes a TC run in the Freshmen, ADM, or 
Eligibles class, and to a protracted struggle to get the warrior inducted to 
Primus/Gateway when the time comes. It also eliminates the option to sandbag in the 
champions since your burned warrior will never have the skills to compete with non-
burned warriors.  
     However, I do design for trainability.  I like my warriors to have a shot at a TC 
in the ADM or Eligibles class, so I will purposely leave deftness at 9, counting on 
the quick, easy trains once all my skills are learned.  You can do the same in wit, 
will, speed, and even strength; leave the starting stat a couple points below a level 
with significant skills, then train those stats when you make your TC run.  Of course, 
since you're planning on making this training run in Advanced Duelmasters, the best 
stat for trainability is a 21.  Every train past 21 will give you quick, significant, 
valuable skills.
     Of course, any set of design rules or guidelines will have its exceptions.  There 
are many good warriors out there who did not follow any of the rules outlined above, 
but there are many, many more dead ones.  So, if you follow these rules most of the 
time, most of your warriors will be winners.
     That said, let's do a couple examples.  First, we'll redesign the legendary Broke 
Stroker.

                                   ST  10 + 0 = 10
                                   CN  10 + 0 = 10
                                   SZ           10
                                   WT   9 + 6 = 15
                                   WL   9 + 6 = 15
                                   SP  11 + 0 = 11
                                   DF  11 + 2 = 13
                                   Style: Lunger

Comments:  His wit and will are high enough to make him a viable long-term warrior.  
He starts well-suited to the short spear, and is only one strength train away from 
longsword suitability.  He's got enough con to take a hit, and he'll likely also get 
good damage with his first strength train, if not on the original overview.

                                   ST   5 + 4 =  9
                                   CN   8 + 0 =  8
                                   SZ           14
                                   WT   8 + 5 = 13
                                   WL  13 + 4 = 17
                                   SP  10 + 0 = 10
                                   DF  12 + 1 = 13
                                   Style: Slasher

Comments:  He starts well-suited to scimitar, and has enough ST, CN, & WL to get 
normal endurance.  He has a good shot at good damage to start with, and if not, it's 
only a train or two away.

                                   ST  12 + 5 = 17
                                   CN   8 + 1 =  9
                                   SZ            7
                                   WT  11 + 6 = 17
                                   WL   8 + 1 =  9
                                   SP  14 + 0 = 14
                                   DF  10 + 1 = 11
                                   Style: Striker

Comments:  This low will wonder needs help to get normal endurance, thus the high 
strength.  It gives the additional bonus of guaranteeing good damage on a relatively 
small warrior.  The 11 deftness gives him suitability to almost every weapon.
     Now it's time for you to go forth and design your own godlings (or is that 
"doglings"?).  Armed with these guidelines, you too can have your share of Broke 
Strokers in Advanced Duelmasters.  Good luck, and may the gods guide your blows 
straight and true! 

                            -- Neon Necromancer  
                               (DM 1: Care Less Bears; DM 18: Mad Scientists; 
                               other random teams and 100ish ADM warriors)