DUEL 2 NEWSLETTER

Date   : 09/02/2006    Duedate: 09/15/2006

NOBLISH ISLAND ARENA

DM-93    TURN-216

This Weeks Top Honors

THE DUELMASTER IS

MAORAKITH
HELLSWORN (1421)
(93-8214) [6-1-1,66]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              MAORAKITH
                               HELLSWORN (1421)
                               (93-8214) [6-1-1,66]

Popularity Leader              This Weeks Favorite

BELISSA HOUGH                  DORTHA JANETTO
MIDDLE WAY 15 (1427)           MIDDLE WAY 15 (1427)
(93-8241) [4-3-0,32]           (93-8243) [5-2-0,33]

THE CURRENT TOP TEAM

HELLSWORN (1421)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. INDIGO CIPHER (1445)        44
2. FOLLOWER'S OF XOAN (1441)   26      THE MUPPETS (132)
3. HELLSWORN (1421)            25      Unchartered Team
4. MARIONETTE PETS (1433)      19
5. MISFIT CREW (1417)          15      INDIGO CIPHER (1445)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*INDIGO CIPHER (1445)       4   1  0 80.0   1/ 1*HELLSWORN (1421)         11  4 1
 2/ 1*ORDO HERETICUS (1420)      9   5  1 64.3   2/ 4*TEAM CHAOS (1416)         7  8 0
 3/ 2*HELLSWORN (1421)          22  13  1 62.9   3/ 3*MIDDLE WAY 15 (1427)      6  9 0
 4- 5*THE SIRENS OF OLE (1437)   3   2  1 60.0   4/ 2*MARIONETTE PETS (1433)    5  5 1
 5/ 3*MARIONETTE PETS (1433)     8   7  2 53.3   5/10*CANOE CLUB (1434)         5  8 0
 6/ 7*MIDDLE WAY 15 (1427)      17  17  0 50.0   6/ 0*INDIGO CIPHER (1445)      4  1 0
 7/ 8*MISFIT CREW (1417)        15  16  5 48.4   7/ 5*MISFIT CREW (1417)        4  6 2
 8/10*CANOE CLUB (1434)          5   8  0 38.5   8/ 6*ORDO HERETICUS (1420)     3  2 1
 9/ 9*TEAM CHAOS (1416)         13  22  0 37.1   9- 7*THE SIRENS OF OLE (1437)  3  2 1
10/ 0*FOLLOWER'S OF XOA (1441)   1   4  0 20.0  10/ 0*FOLLOWER'S OF XOA (1441)  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

                        REBUTTING MY OWN REBUTTAL

     Well, I was wondering when that article would cycle back around.  Greetings all, 
I'm Drake the author of that "Beginner's Guide to Duelmasters Rebuttal" article in 
last turn's newsletter (no relation to Mr. Drake; who apparently was a manager that 
was around during the hiatus I took several years back).  Just to let everyone know, 
that article was written back in '92 and quite a bit has changed in regards to what 
is known and what my own theories on warrior building and management are.  I wouldn't 
say there's anything dead wrong with what I wrote, but there are some subtle 
differences in what I do now.  Since I'm here, what the heck:
     Luck Factor and Even/Odd stats:  Before the skill chart was completed and style 
bonuses had been figured out, people talked a lot about a "Luck Factor".  Basically, 
it really boils down to what your warrior's starting skills (and to a lesser extent 
physicals) will be.  Put simply, most skill breakpoints  fall on odd numbers (but not 
on 19).  Speed is the main exception as most of its skills fall on even stats, but a 
few fall on odd.
     Important Stats:  Mainly, the order has changed in my opinion.  Wit and Will are 
still the premium stats (and about equal overall), Strength and Deftness coming in 
second, with Speed and Con falling last (you can't do anything about Size).  These 
days, my main concern with Deftness is weapon selection and getting to 11 if possible 
(it's a major skill breakpoint for DF).
     Bashers:  Obviously, I wasn't talking about tank bashers (high Con + Will 
Bashers that run around in heavy armor).  Personally, I don't like tanks, always lose 
when running them and can regularly beat them with most of my warriors, but that's 
just me.  I'd also probably put a higher Speed on my bashers these days (especially 
if Con is very low).  As for weapons, forget about the MS and learn to love the ML.
     Lunger:  The only real difference in my design & running strategy these days 
might be a little more Speed (like the basher) and a 10-10-4 Dodge in desperation.
     Slashers:  Give the various axes a try.  They can work well.  However, the SC is 
still the best weapon.
     Striker:  Can use any weapon they have the stats for (avoid the WF like the 
plague) and they can go lower on Will (though I personally won't go below a 9 because 
even a ST will suffer with Little Endurance).
     Aimed Blow:  I've now run several successes with this style, and the biggest 
mistake you can make is to run it like a defensive warrior.  They can be nearly as 
fast as a Striker out of the gate, but they suck at stealing the initiative.  Also, 
they're considered a power-style and probably the top style in Primus.  Ideally with 
this style, you want the highest Wit (for learning) and Deftness possible (ABs get a 
bonus to their starting Attack skill based on DF).
     Total Parry:  No real difference, though I'm far less likely to do the 15 Will 
(prefer 17+) on a TP now and will go as low as a 11 (or even 9) on DF (assuming a 
high Wit or Con to make up for it in learns or damage soaking).
     Parry-Strikes:  Horrible base skills.  However, they can be a good way to 
surprise an opponent that likes to use the Decisiveness tactic.  Plus, with their 
endurance conservation, they can go with a low will (again, my minimum is 9) and can 
peel a scum TP with the right strategy.
     Parry-Lunge:  Now considered to be the 3rd or 4th best style in the game 
(depending on if you rank them before or after Wastes).
     Parry-Riposte:  Lots of bonus to Riposte skills and not much else.  Many 
managers stay away from this style now because of it's low long-term viability (you 
won't see Rippers dominating ADM or Primus).
     Wall of Steel:  Considered by a few managers to be the 4th best style in the 
game.  This is mainly because they start with as many base skills as a Lunger, but 
they emphasize different areas (more parry and less defense) and they can't be as 
bonused (Lungers can be bonused anywhere, but Wastes only in Attack and Parry)
     Starting Stat Totals:  These days I go for a Wit + Will of 30+ and enough 
Strength and Deftness to have a good weapon selection.  Other stats are largely an 
after-thought.
     That basically sums it up.  If you really want to get hold of me, you can diplo 
me at Drake's Comics in arena 47 (my old teams are largely retired).
                       -- Drake (no Mr.)

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

     "Tinkering strategies?"  Jorja glanced around the common room of the Lighthouse 
quickly.  None of her gladiators were near by, but she leaned forward and lowered her 
voice anyway.  "The team here doesn't believe I ever do that, and I don't want them 
to hear me saying differently, Diaretic.  They'd get expectations, and I don't have 
any plan to make life that easy for 'em.  But here's the way I go at it when I'm 
feeling generous with my warriors.  Mind you, this is just the way *I* do it, and 
there are plenty of other approaches.
     "Say I've got a warrior who's a pure offensive style, which means a basher, a 
lunger, or a slasher.  I don't count strikers, as they're versatile and sometimes 
unpredictable.  Say I've started him out fast, maybe 8-6-x.  Unless he's fighting 
another pure offensive, he should be first off the mark.  So I look for the problem.  
If it's a problem with his numbers and style and he should have been some other kind 
of fighter, well, too bad, we're both stuck with it.  I can boost his offensive 
effort to ten--sometimes it already IS ten, of course, but if it isn't, then that 
goes up to the top.  I can drop his activity level, say to four.  I know some people 
start their offensive warriors going 10-10-x, but to my mind, this is just asking for 
early burnout in a fight.  I've seen that kind of thing--a warrior comes out of the 
starting gate like his socks are on fire, and by the MIDDLE, not the end, of the 
first minute, he's panting and staggering, and losing.  Sure, some warriors can take 
that kind of energy burn, but most can't.
     "So I tinker with his numbers, and it doesn't help, he still gets jumped when he 
shouldn't.  The next thing to try is dropping the weight he's carrying.  Maybe I've 
got him in some kind of mail, okay, I drop that to leather.  This reduces his 
protection against blows from his opponent, of course, but everything's a trade-off.  
If he gets out there first and deals a shrewd blow or two, it won't matter; he'll win 
before he gets hurt.  If he's already in leather, or if I want to lighten him up 
further, I'll drop his backup weapon and give him a lighter one.  Say he's got a 
scimitar with a backup same, maybe I'll drop the backup to a shortsword or even a 
dagger.  I'll always leave him SOME backup weapon--"
     "He'd have his fists, if you didn't give him a backup weapon, wouldn't he?" 
Diaretic asked.
     Jorja shrugged.  "Well... yes, but none of the pure offensives do well with 
their fists.  Strikers, maybe, but not bashers, lungers, or slashers.  They can and 
will use 'em if they have nothing else, but they won't do well.  And frankly, I 
wouldn't even send out an aimed blow, the CLASSIC unarmed style, with nothing but his 
fists for backups.  I've seen too many of them 'struck in the arm with the parry'.  
It's too risky for a warrior who's already got problems.  Unless, of course..." she 
looked suddenly thoughtful, "I'm hoping he'll get killed...."
     Diaretic raised his eyebrows.  "Do you do that much?"
     "Send them out hoping they'll die?"  Jorja shrugged.  "Well, yes and no.  I run 
everything, maybe send one warrior in a hundred to the Dark Arena--after he's fought 
for a year or two.  There are often warriors that I would LIKE to see die, even 
though I hate the hassle of recruiting new ones.  But I've never sent a warrior out 
unarmed, unarmored, and with the basic 1-1-1 default strategy.  At least, not 
deliberately.  There's a team I have in Murska that was running on maintenance once.  
I wasn't paying attention, and no less than THREE new warriors started up there 
without strategies--and survived!  They had horrible records by the time one of the 
other managers managed to get my attention, 0-19 I think it was, but they survived.  
Tough men, and they eventually made it to graduation, once I gave them 'sharp pointy 
things' to use on their opponents.  But I don't do that deliberately."  She paused 
and signaled for one of the waiters to bring Diaretic a fresh drink.
     "Where was I?  Warriors getting jumped when they shouldn't be, right.  As a last 
resort, because I don't really care for tactics, I might give such a warrior 
decisiveness in the first minute, also.
     "But if none of this works, if he still gets jumped regularly, then I have to 
think about taking a different approach.  Maybe he'd be better off running slowly, 
despite his style.  So I put more armor on him, some kind of mail, usually, and I 
slow down his first minute, maybe invert it: 4-6-x or 4-8-x or something.  And then 
in the second minute pop him up to eight or ten offensive effort, on the idea that 
he'll catch the faster offensives when they're tired.  Sometimes it works.  
Especially with beginning warriors, winning can often be a game of endurance.  He who 
is still standing, wins."
     Diaretic nodded and sipped his drink.  Half-formed ideas of how he might use 
these ideas on his own warriors revolved in his mind.  "What about the opposite case, 
a defensive warrior who can't last long enough to win as he should?"
     "The total parry who collapses from exhaustion in the second minute?"  Jorja 
laughed.  "I've had a few of those over the years.  I call 'em 'the warriors of 
exasperation'.  It isn't easy running everything, you know--I end up with some 
warriors that not even a mother could love, and with them, I tend to do really dumb 
things, just for the heck of it.  The aimed blow with a deftness of three or four, 
for instance, or the total parry with no con.
     "But for the, hmm, 'legitimate' cases of warriors running too fast, well, there 
are signs as obvious as an offensive getting jumped.  'Fighting to conserve energy', 
'straining to hold his weary arms at guard', stuff like that in the fight report is a 
sure sign.  You can take two approaches to that, lower the weight they're carrying so 
as not to burn their energy that way--lighter armor, lighter weapons.  Or slow 'em 
down.  Say I've got a ripper going 6-8-x and stumbling with exhaustion in the second 
minute.  I might slow this warrior down to 4-6 and see if that helps.  Heck, I've 
even done that with offensives.  Back when I started slashers out going 10-10-x, I'd 
get them stumbling with exhaustion and losing because of it in the second or even the 
FIRST minute, and I'd slow 'em down.  Activity level comes down first for an 
offensive warrior--I think of that as the 'dodging and parrying' number.  Offensive 
effort comes down first for the defensives."
     "Hmm."  The younger manager frowned, making a series of linked rings on the 
table top with the wet bottom of his glass.  "What about warriors who flail wildly?"
     "I've been told that this is due to lack of attack skills, and unless you're 
going to train stats and burn those skills, nothing but time will cure it.  But I've 
found that sometimes--not always--lowering kill desire helps.  Drop it to five, say, 
if it's higher.  Dropping the offensive effort a notch might help, too.  I think of 
'flailing wildly' as 'trying too hard'.  You can never be sure, of course, because 
managing gladiators is an art, not a science."  She paused and half stood, looking 
toward a center of commotion.  "Do you want Wednesday to get falling down drunk on 
the night before the fights?"

           +<]H[>+-----+<]H[+ Question of the Week #8 +]H[>+-----+<]H[>+

Question, turn 417:

All -- Here's last cycle's question that didn't make it in (along with page two of my 
personals).  What are the top five weapons to be successful in Advanced? -- Hanibal 
Q.O.W.

Answers, turn 418:

Q.O.W. Response -- The top weapons in AD, or even basic DM, are generally agreed upon 
to be the SC, LO, BS, and BA.  The scimitar is an all round great weapon.  Seems 
easier to crit with, and even against heavy armor, still dishes out a lot of damage.  
Because it's a slashing weapon, it seems to pull a lot of critical damage on normal 
hits.  The longsword is the second best, though that could be contended, for its one 
great ability, the knockdown!  The broadsword is heavy, but it dishes out heavy 
abuse, it doesn't break often, and it is pretty good at smashing through parries.  
The battle axe is just plain cool, and it is very painful!  After those four, it's 
difficult to say which weapon is better.  I like daggers, though shortswords are 
strong, and the halberd is really fun if your warrior can throw crits with it. -- 
Adie

I must have missed the question this is answering, or it was part of an ongoing and 
sometimes heated discussion on winning and killing  and aiming locations in Aruak 
City.
     Q.O.W. Response -- Other than the obvious ability of aiming at the 
chest/abdomen/head to gain death intent statement, I think that it's more difficult 
to win when aiming at the body because there are more hit-points there.  This is 
especially the case against tough, armored warriors.  Attacking the body with lunging 
weapons can get knockdowns, but I think that it's even easier if you aim at the legs.  
If you consider protect locations though, maybe the body is better to aim at because 
maybe fewer people protect it.
     The limbs, and head especially, have less hit points, so if struck, such a 
warrior usually gives up sooner.  Aiming at the head can get quick victories and 
death intent statements, but results in more deaths, obviously.  But I think a lot of 
people routinely protect the head.  Aiming at the arms allows the defeat of a warrior 
when they lose their weapon, or use of their arm, and can't draw a back up. -- Adie
P.S.  I only advocate aiming at the arms and legs in Aruak City.  Elsewhere is a 
different story.

Question for turn 418, to be answered next turn:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can 
warriors regain the use of them eventually if the fight goes on?  Can they punch or 
parry with it, even though they can't draw a back-up? -- Adie

Adie's QoW -- Striking arms can cause an opponent to drop their weapon and 
(temporarily) lose the use of the limb.  Striking the legs can increase the chance of 
a knockdown.  Striking at head, chest, or abdomen can allow for a kill on the sands.  
Chest and abdomen seem to be the locations best protected by armor.  Head can have a 
different level of armor protection than the rest of the warrior's body, which can 
make things tactically interesting.  From what I've seen, managers usually have their 
warriors protect their vital hit locations by default, so to me it makes more sense 
to aim at non-vitals. -- Generalissimo Puerco
     Is Generalissimo Puerco psychic?  Tune in next turn and find out!

Hanibal's QoW -- All of the one-handed swords make up the top tier of weapons, with 
the axes and spears on the second tier (consider halberd in this group), and all the 
bludgeoning weapons (and the greatsword) at the bottom.  Quarterstaves, war hammers, 
and mauls are liked by some, and as far as I'm concerned, they can have them.  
Unfortunately the quarterstaff recently became tied (with longsword) among my LPs for 
most popular favorite weapon.  Also, interestingly, I only have one LP that favors 
the scimitar, and it's a total parry! -- Generalissimo Puerco

Hanibal -- Top five weapons?  Hm, scimitar, scimitar, scimitar....  Oh, you mean 
DIFFERENT weapons?  A lot depends on the style of the warrior in question and his or 
her favorite.  But scimitar is up there near the top of the list for many styles. -- 
Leeta

The question from turn 418:
     New Q.O.W. -- What have people seen in regards to arms that hang useless?  Can 
warriors regain the use of them eventually if the fight goes on?  Can they punch or 
parry with it, even though they can't draw a back-up? -- Adie

Answers from turn 419 and 420:

Q.O.W. Answer:  I have had all sorts of s#&amp;t (not sure what word this was 
supposed to be) happen regarding arms falling uselessly at their side: some warriors 
give up, some continue on, I've even had a warrior lose his use of an arm twice in 
one fight (and he still won!!!).  One thing is certain...the weapon in the useless 
hand always drops in the sand. -- Dr. Strange

     Refers to last turn's question--
QOW -- Weapons?  We agree that SC seems tops with LO and BS highly desirable.  The 
Consortium clan has a great affinity for these also:  BA, DA, QS, SH, WH and GA.  Not 
the normal "feelings," but... -- Kennelworth

QOW --  A useless arm is a statement and since it normally comes at the end, it 
"seems" to mean something, but it is similar to a dropped weapon. -- Kennelworth

Answer Q.O.W. (arms) -- When arms are struck in combat, I too have seen a variety of 
things occur.  I've seen them get hit, forcing a weapon to be dropped, but then a 
back up pulled immediately.  I've seen them get hit, drop a weapon, and be too hotly 
engaged to pull a new one.  Also, they can hang useless after being struck.  The 
weirdest thing I've ever seen is a warrior lose the use of their arm, drop their 
weapon, strike with their fists, and then have one of those fists get parried, AND IT 
WOULD BE THE ONE THAT WAS USELESS THAT WAS INJURED BY THE PARRY!  Strange eh?  So if 
both arms went useless, you could still fight with fists?  Hmm... -- Adie

New question, turn 419:

All -- I recently tried an experiment where I gave a warrior a Primary weapon 
(Broadsword) and the same off-hand back-up.  She pulled the back-up when things 
slowed down in min. 2.   Does this mean she prefers two weapons or do they always do 
that?  If you give a warrior two back-ups will they pull the one they prefer or 
whatever you list first? -- Hanibal -- Q.O.W.

Answers, turn 420:

Answer Q.O.W. (backups) -- When things slow down in a fight and neither warrior is 
eager to hold the initiative, they will usually pull any off-hand or back up weapon 
they have, whether they need it or not.  It has no relation to whether that warrior 
prefers to fight with two weapons or not.
     Drawing back-ups also can occur when the fight is intense.  If your weapon 
breaks while on the offense, often such a warrior will draw their back up and attempt 
a riposte to hold the init.  Also, if you're on the defensive and you attempt to 
riposte, but you have a back-up weapon or off-hand weapon to draw, your warrior may 
try to pull it. Success is not always guaranteed in either case though since your 
warrior may be 'to hotly engaged'.  Even if a defending warrior succeeds, drawing a 
weapon after a riposte forces that warrior to give up the init they could have taken.  
But if they pull a back-up and THEN riposte, then can take the init.
     If you give a warrior two back-ups, they pull the one listed first, and if it 
breaks or is dropped, they'll pull the second.  It is not random. -- Adie

QoW -- If the warrior has a free off-hand, and a backup off-hand weapon, it usually 
isn't long before they decide to make use of it.  I'm guessing that OE and 
coordination (anonymous source) are factors that affect the likelihood of drawing a 
backup in the off-hand.  Wanna Be, manager of A Savage Few here in Aruak, once hosted 
a fast draw contest where contestants had to start the fight unarmed but could have 
backup weapons.  The all-out offensives would sometimes spend a full minute or more 
with their fists before deciding to draw steel.  The defensives would usually draw 
something the first chance their opponent would give them. -- Generalissimo Puerco

New question, turn 420:

All -- I was noticing the skill modifiers for low to high size; do these negatives 
keep a warrior from being successful at the high end of the game? -- Hanibal -- 
Q.O.W.

We're now caught up with Aruak City (dm 11) on the Questions of the Week; they are 
about to run turn 421 as I write this.  So if Hanibal misses a turn in asking, or the 
managers there miss a turn in answering, we'll have to miss a turn in looking over 
their shoulders.  Amazing how things follow one another like dominoes falling, isn't 
it?  There is NO REASON AT ALL why you here can't pose Questions of the Week of your 
own.  Send them as a personal to DM 11, identify yourself as a new manager seeking 
enlightenment, and you should get a helpful response. -- Jorja

Note that Hannibal's Questions of the Week stopped some time ago and Aruak City is 
now in the vicinity of turn 549.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Edgiles Kapp deserves a title shot.  He'll swing first, might swing last.  But 
what the hell, we had a great turn.  Have fun paying for turn 216.  We don't have to.

                                                           Laters,
                                                              Maorakith

P.S.  Fratsfa Slave doesn't teach squat.

                                      SPY REPORT

     Welcome NOBLISH ISLAND.  I, Olaf Modeen remember this place well.  Many the 
fights have I fought here.  The celebrations, the disappointments...  Up 'n down.  Up 
'n down.  Rankings always change.  Up 'n down.  I think I'm gonna be...  Well, CANOE 
CLUB's 5th moved them up to 2-2-0 place.  INDIGO CIPHER's walking tall now that they 
went 4-1-0 their first time out.  But we know what awaits them soon...  What's with 
SHIMTAINT?  It actually beat NOBLISH ISLAND's EMBEZZLING SCRIBE, and walked away with 
16 more points from the fight.  Major screwup at HELLSWORN.  VRANCELLE lost 12 points 
to ANGUS.  Some new strategies, perhaps?  Maybe VRANCELLE will provide more easy 
wins...  VENEMOUS CONCUBINE was reminded on the sands why MAORAKITH is Duelmaster.  I 
suppose you want to hear some rumors and dirty gossip about your fellow fighters?  
Tough!   
     Speaking of cowardly avoiders and unfair challenges...  NOBLISH ISLAND thinks 
ORDO HERETICUS and their 9-5-1 is too much!  If at first you don't succeed, give 
up...  The bums at MARIONETTE PETS couldn't face the challenges from ORDO HERETICUS!  
No excuse for that!  What do people see in RHAPSODY RHYME?  Hers 1-2-0?  MARIONETTE 
PETS ain't talkin', but she's got 5 points.   
     A fighter's lot is filled with strife, revenge, and killing.  Some fighters 
don't accept this.  The best do.  Is it my imagination, or are fighters getting 
younger every day?  To die so young, so gloriously!   
     Many other cities have retirement homes for aged warriors.  Any plans here?  Are 
you as tired of reading this as I am of writing it?  Actually, I guess I'm writing it 
before you read it.  Oh, well.  Time for my medication, so I'll leave now.  Practice, 
practice, practice!-- Olaf Modeen  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 MAORAKITH 8214                6   1  1    66       HELLSWORN (1421)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 EDGILES KAPP 8244             6   1  0    42       MIDDLE WAY 15 (1427)
 BAZTHRAX 8281                 4   1  0    41       HELLSWORN (1421)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 DORTHA JANETTO 8243           5   2  0    33       MIDDLE WAY 15 (1427)
 SINSTER MINSTER 8277          3   0  1    33       MARIONETTE PETS (1433)
 BELISSA HOUGH 8241            4   3  0    32       MIDDLE WAY 15 (1427)
 SOLEMN GOLEM 8278             3   0  1    29       MARIONETTE PETS (1433)
 ANGUS 8280                    3   1  2    28       MISFIT CREW (1417)
 SARJSKI 8282                  4   1  0    26       HELLSWORN (1421)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 FLAVIUS VALERIUS 8323         2   1  0    19       TEAM CHAOS (1416)
 VRANCELLE 8283                4   1  0    17       HELLSWORN (1421)
 SHIMTAINT 8350                1   0  0    16       INDIGO CIPHER (1445)
 AURORA 8189                   4   3  0    15       TEAM CHAOS (1416)
-MYRA 8191                     3   3  2    15       MISFIT CREW (1417)
 TOBIUS 8209                   3   0  0    15       ORDO HERETICUS (1420)
 GULLET 8207                   2   1  0    14       ORDO HERETICUS (1420)
 XIAN THE BLACK 8353           1   0  0    14       INDIGO CIPHER (1445)
-GROTHEN 8194                  3   3  1    13       MISFIT CREW (1417)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 STRATUS 8185                  3   4  0    13       TEAM CHAOS (1416)
-MEAN TEA 8190                 3   3  0    12       MISFIT CREW (1417)
-CROCKER 8192                  3   3  0    12       MISFIT CREW (1417)
 OBBO 8336                     2   0  0    12       HELLSWORN (1421)
-SERAPHINA 8304                1   0  1    11       THE SIRENS OF OLE (1437)
 AURELIUS GAIUS 8322           1   2  0    10       TEAM CHAOS (1416)
-OLIDAMARRA 8303               1   0  0    10       THE SIRENS OF OLE (1437)
 CHUCKER ISTTA 8242            1   6  0     9       MIDDLE WAY 15 (1427)
 JON 8286                      2   1  0     8       CANOE CLUB (1434)
 LIONHEART 8288                1   2  0     8       CANOE CLUB (1434)
 OBERON 8349                   1   0  0     8       INDIGO CIPHER (1445)
 YOUSEFF 8208                  2   1  0     7       ORDO HERETICUS (1420)
 ARVIN LARN 8289               1   0  1     7       ORDO HERETICUS (1420)
 RICK 8284                     1   2  0     7       CANOE CLUB (1434)
 GRIMJAW 8343                  1   0  0     6       CANOE CLUB (1434)
-AGATHA 8301                   1   0  0     6       THE SIRENS OF OLE (1437)
 RHAPSODY RHYME 8275           1   2  0     5       MARIONETTE PETS (1433)
 COG TWOTHUDS 8351             1   0  0     5       INDIGO CIPHER (1445)
 BEQUIN 8206                   1   2  0     5       ORDO HERETICUS (1420)
 PIER 8326                     1   0  0     4       FOLLOWER'S OF XOAN (1441)
 LOATHING MAULER 8279          0   3  0     3       MARIONETTE PETS (1433)
-CHARLAVAY 8305                0   1  0     1       THE SIRENS OF OLE (1437)
 OCTIS 8328                    0   1  0     1       FOLLOWER'S OF XOAN (1441)
 TOPO GIGIO 8360               0   1  0     1       TEAM CHAOS (1416)
 OGLA 8325                     0   1  0     1       FOLLOWER'S OF XOAN (1441)
 MALEEVA 8352                  0   1  0     1       INDIGO CIPHER (1445)
-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?
VENEMOUS CONCUBINE 15  0  1 0   1                   MAORAKITH 8214        216 NONE    
ARGYLE 8285            0  1 0 CANOE CLUB 1434       SERAPHINA 8304        214         
BOB 8287               0  2 0 CANOE CLUB 1434       MYRA 8191             215         
GEMINI 8220            0  2 0 DRAGON DANCERS 1423   GROTHEN 8194          212 NOT REVE
D'ILLNESS 8327         0  1 0 FOLLOWER'S OF XO 1441 MASTER SEN GANAMIR 23 216 NONE    
QUALIX 8324            0  1 0 FOLLOWER'S OF XO 1441 BANDIT PRINCE 25      216 NONE    
ALLEGORY MASQUE 8276   1  2 0 MARIONETTE PETS 1433  STONE GOLEM 26        216 NONE    
CULLY IRVEL 8342       0  2 0 MIDDLE WAY 15 1427    ARVIN LARN 8289       216         
ADRION GOTMALK 8240    1  2 0 MIDDLE WAY 15 1427    MASTER OF BLADES 8263 212 NOT REVE
BERT HARGE 8329        0  1 0 MIDDLE WAY 15 1427    ANGUS 8280            214 REVENGED
ORION 8186             2  4 0 TEAM CHAOS 1416       SOLEMN GOLEM 8278     215         
LOKI 8187              1  3 0 TEAM CHAOS 1416       SINSTER MINSTER 8277  213         

                                     PERSONAL ADS

To All the Various and Sundry Personalities of the Consortium -- He's a he.  Drake 
that is.  That would be me.  At least I was last time I checked.  In any case, you 
should know since your earthly rep met me once at a FtF a couple years back.  Also no 
offence was meant.  After all, I know well what it's like having several voices in 
your head (having had a set of mind-linked clones made of myself nearly a decade and 
a half ago).  -- Drake, the One and Several
P.S.  Good to know that Jorja and I aren't the only established managers who keep an 
eye on the newby arena.

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 
accurate in the info they provide.  So, with that in mind, here we go:

'GETTING THE JUMP' by Pagan -- This is an interesting theory on how the program 
determines who goes first.  What it seriously lacks, in my opinion, is any commentary 
on how you can make this knowledge work for you.  First a couple of comments on the 
theory itself -- The "Knack String" theory is the subject of serious debate among 
experienced managers.  It might exist, it might not, but even if it does, you have no 
control over it.  Also, I'm skeptical of his formula in Step 3 as I'm pretty sure SPD 
and WIT only contribute their Decisiveness skills and nothing more to getting the 
jump.  Other than that, I think the theory is fairly solid.  As to how to use this 
info, the following factors are key if you want to get the jump: 
A -- Have a higher Decisiveness rating (certain styles have naturally higher Decise 
ratings: tier 1 = ST, BA & AB, tier 2 = LU & SL, tier 3 = PL, PS & WS, tier 4 = TP & 
PR),
B -- Use the Decisiveness or Lunge tactic (Responsiveness can give you the jump but 
only if your foe is running with the Decise tactic), 
C -- Use a high Offensive Effort, 
D -- Use lightweight weapons and armor (there are a couple exceptions like the LS & 
QS but in general lighter weapons attack quicker).  All the other factors you really 
don't have any control over.

'CONSTITUTION' by Sir Jessie Jest -- The formula listed for Hit Points is out of 
date.  The current chart (which is 100% accurate) shows the 2*CN is modified as 
follows:
SZmod: 
 3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21
 0  0 +1 +1 +2 +2 +3  +3  +5  +5  +6  +6  +7  +7  +8  +8  +9  +9 +10
WLmod 
 3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20 21 22 23 24  25
 0  0 +1 +1 +2 +2 +2  +2  +2  +2  +2  +2  +3  +3  +4  +4  +5  +5 +6 +7 +8 +9 +10
RATINGS
  Very frail                   6-21
  Cannot take alot            22-26
  Average                     27-35
  A lot                       36-40
  Tremendous                  41-53
  Seemingly unaffected        54+

'The Real Offensive Total Parry' by Blackstorm -- I have a lot of disagreements with 
this article.  First, TPs (even non-scum) can get away with a 13 Wit by virtue of 
their long fights.  15 & 17 are far better, but 13 is workable.  Will must be 15 or 
higher.  Will is a primary factor in determining how likely your warrior is to give 
up when hit.  TPs with a 21 Will hang on forever.  DFT doesn't really need to be 
higher than 11.  You're more concerned with HPs (at least Normal), Endurance (at 
least Good), and skill learning far before you're worried about Coordination.  I've 
graduated several TPs w/ 70%+ records with Slightly Uncoordinated or worse who put 
their foes down by force of arms within 2 or 3 minutes.  His strategy is bad.  Keep 
your Offensive Effort and Activity Level at 6 or less and catch your opponent on the 
Riposte.  Don't try to force your TP to attack.  Put them in as much armor as they 
can carry and give them a sword/axe and shield combo.

'HOW TO PHONE IN YOUR TURNS' by The Transcriber -- I see nothing to disagree with 
here. ;-)

'AVOIDS, BLOODFEUDS, & CHALLENGES' by Pagan -- This article is okay.  It's a fairly 
solid theory on how the challenge system works.

'ANOTHER BEGINNER'S GUIDE TO DUELMASTERS, BUT WRITTEN BY A DIFFERENT MANAGER' by 
Jolly -- Man, that's a title.  A pretty good article for as general as it is.  His 
defensives have less CON than I like to give them, and his sample stat lines are very 
rare finds, but otherwise I'm in agreement with the rest of the article.

'ARE YOU AT YOUR WIT'S END??' by Destitute Noble -- A nice simple article about some 

of the basics and where to get more info.  Very nice.  One thing to note though is 
that the Duelmasters Round Table email list became largely defunct with the creation 
of the forums out on www.duel2.com

'The Darque Slasher' by Master Darque -- A nice slasher article.  No objections from 
me.

'Yet Another Striker Article' by Tex -- Tex and I had a few debates about Strikers 
back in the day.  We were both dedicated Striker managers, both did well, and both 
had slightly different philosophies on Striker design.  The main differences are that 
I advocate slightly less STR (I've gone as low as 7 but prefer 9 or 11) and less DFT 
(you can go as low as 7 and still get the BS, but I'd suggest no more or less than an 
11; it's a major skill and weapon selection breakpoint).  Also, I like more WIL (min 
9 for Basic or 15 if you want to develop in ADM) and SPD (6+ if WIL is 17+, otherwise 
8+).  His strategy is a pretty standard Striker strat and there's nothing wrong with 
it.

'The Godling Heresy' by Jorja -- This article makes an important point in that the 
things you can't control (favorite weapon, skill bonus, etc) play an important part 
in how successful a warrior will be (especially later in its career).  However, one 
of the reasons that I advocate WIT & WIL of 15+ if at all possible in development.  
With less than a 15 WIT, you'll learn skills slowly and take longer to max out 
skills.  With less than a 15 WIL, stat trains (which is all that's left after skills 
are maxxed) will come slowly.  You could keep running low WIT/WIL warriors until they 
max, and they may be godlike when they do, but it will be a long hard road with a lot 
of losses (especially in ADM) along the way.

'THE HIGH STRENGTH AIMED BLOW' by Donald Trump -- Okay, this is a mutant Aimer.  I'd 
call it a 'Tank' because of the armor and reliance on damage-taking, but it doesn't 
have enough CON.  Low CON plus low SPD usually equals a warrior that can't take a hit 
who gets out-jumped a lot.  Also, Aimers do damage by where they hit, not how hard 
they hit.  So, my big differences are not so much STR (9 or 11 should do you, but try 
to get Good damage) and more SPD (6+ if WIL is 17+, 8+ otherwise).  As to his strat, 
his minute one is okay, but in minutes 2 to 6 I like to slow them down as they tend 
to have low favorites.  I'll generally run somewhere in the 4-7 range for OE and 1-4 
range for AL.

'The Zen of Putting Your Opponents Six Feet Under' by Merlin -- A pretty good article 
if you're wanting to rack up kills.  Just remember, you can't kill anyone by hitting 
them in the arm or leg.

'WARRIOR DESIGN' by the Rogue She-Puppy -- A pretty good basic article.  I see 
nothing that needs to be disagreed with.

'FILLING OUT YOUR TURNSHEET' by the Rogue She-Puppy -- I would hope you'd already 
know how to do this, but in case you don't...

'Are You Ready To Take Tournament Play Seriously?' by Pagan -- It should be noted 
that the Basic D2 cut-offs are no longer accurate.  You'll see what they actually are 
once the next tournament gets announced.  Otherwise, these are pretty good tips if 
you want to become a tournament manager.  Personally I prefer regular arena play.

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.  If you don't have internet 
access, contact me with a mailing address and I'll see about putting together a small 
'D2 Care Package' with some of the more commonly used charts.

  -- Drake (who can be reached by diploing Drake's Comics in DM 47, emailing 
dm_drake@sbcglobal.net or you can find me on the Duel2 website posting under the name 
Drake; who'da guessed)

Bequin -- I know, I swing like a three-toed sloth stuck in molasses. -- Mauler

Grothen -- I'm afraid knot. -- Golem

Chaos -- Forgive me fodder, for I have sinned. -- Sinister Minister

Youseff -- Yous heretics are all the same eff ye' are me. -- Sublime Rhyme

Captured Orc -- You got lucky. -- Maorakith

Edgiles Kapp -- You deserve to be champ. -- Bazthrax

Charlavay -- Well fought! -- Vrancelle

Grothen -- You could have taught better. -- Sarjski

Myra -- You suck so come get some. -- Masorakith

Belissa Hough -- We like hell. -- Bazthrax
P.S.  My deftness is low cuz I only have one eye.

Noblish Island Managers -- Good day to you, and well met.  Kindly allow me to 
introduce myself.  I am Adeolar Marianka, Sun Priestess and Wizard.  I am better 
known as Adie.  I own a number of team stables, one of which my right hand man 
Tankesh Dushanbe manages in Aruak City.  The team is known affectionately as the Tuft 
Tuggers (I have a habit of twisting a finger through my hair).  This advertisement is 
to promote our arena to you, the future stars of gladiatorial management.  Aruak City 
(Arena-11) is the Heart and Soul of Andoria, a kingdom born of a league of small 
nation states that banded together for mutual protection, and because of mutual 
beliefs.  Beliefs and qualities such as health, humility, kindness, sympathy, 
camaraderie, community, and many say... honor.  In our arena, it is severely looked 
down upon if one downchallenges, and we try our utmost to avoid killing each other's 
gladiators.  Many gladiators are my personal friends and loved ones, as are other 
managers.  If you believe in these qualities, but seek fierce competitveness, and 
good natured rivalries, and you have the knowledge that accidental deaths are avenged 
with humiliating losses but with the compassion to avoid killing in retribution, then 
Aruak City is for you.  We routinely strongly defend our community, our style of 
honor, against interfering managers, and we regularly post ads, spotlights, and 
responses to questions or requests for assistance.  If you feel this is the core of 
your beliefs, we invite you to Aruak City where chivalry and competitive honorable 
dueling live on in the Heart and Soul of Andoria. -- Lady Adeolar "Blackwood" 
Marianka, Arena 11
P.S. If you address Tankesh in Aruak City, be warned he has an ego and a big mouth 
(don't tell him I said so please), but you will never find a better friend or ally if 
your heart is true.

Angus -- Well, the thing is, they tell me that my weapon is faster than yours.  You 
might want to give it a try sometime. -- Dortha Janetto

Bazthrax -- Fighting you is like beating my head against a stone wall.  It feels so 
good to stop! -- Belissa Hough

Heck, the Kung-Fu Master.  I have never felt the least urge to study Kung-Fu, and I 
feel sure that if I could get the Master alone in an alley, him unarmed and me armed, 
I could mosterize him. -- Edgiles Kapp

Jon -- You have to be a size nine for that.  Try the shorter version next time. -- 
Chucker Istta
P.S.  Since you can't train your SZ.

Sarjski -- Things will be different when I get my race listed properly.  Anybody 
could see that I'm not a dwarf, I don't have a beard! -- Cully Irvel
P.S.  Oh, Jorja says you might want to consider some other backup.  She doesn't think 
much of the one you've got, but face it, she's a basher at heart, what does she know 
about blades?

Drake -- A good policy.  I did that with the other spots, although it's been a while 
since I went over them (going to do it maybe this weekend, though).  I sent 'em to 
Ed, and between us we've worked up a set of ten repeating spots, mine and the 
Question of the Week stuff. -- Jorja

Pandora Kusillo -- Because Jorja is my manager, and I try to keep as much distance as 
possible between us. -- Chucker Istta

Mean Tea -- I bet you never challenge me again. -- Vrancelle

Belissa Hough -- Had to ask for another dance. -- Bazthrax

Loathing Mauler -- I like the way you fight. -- Obbo

Cully Irvel -- I'm sure glad you missed. -- Sarjski

Chaos -- BAH!  Yer not fer' avengin' me fer doin' whut me masters tellin' me ter be 
doin now, are ye?  Bah, fer whut it's worth, me condolences (te he). -- Golem

Obbo -- Obbo getchu back when duh swelwin' goeth down. -- Mauler

Aurelius -- Do you see stars? -- Rhapsody

Aurora -- Due to my most unfortunate demise I think I'll go KILL myself...goodbye 
cruel world...(whimper, sniff, sniff) -- Masque

Stratus -- Woe to ye who seek revenge, thou knowest not the fury of the puppetmaster. 
-- Minister

Lightbearer -- Well met!  All yes, perhaps a private showing?  Voices?  A frayed 
knot, get it, afraid...oh o.k.  I'll do voices! -- Puppetmaster

All -- I welcome myself to D2 and, hope to meet some of you in the arena...if you're 
not scared. -- Orellon Silvercloak, mgr Indigo Cipher

Maorakith -- Soon I hope to have a fighter to achieve what you have done.  I commend 
you on your victory and hope to achieve that soon. -- Orellon Sillvercloak, mgr 
Indigo Cipher

All -- Any advice for a newbie to D2 would be helpful...my fighters don't add to what 
I expected from other RPG stats.  A new environ, a new challenge. -- Orellon 
Silvercloak, mgr Indigo Cipher

     First advice, save all ten of your Noblish Island newsletters.  They constitute
     a fairly useful handbook in themselves.  Ask questions, and someone will try to
     answer them.  The more specific the question, the easier it is to answer.

11 August 2006
All -- I support Vendetta Cartel's observation of The Dark Knights!  If war is
declared on V.C. by The Dark Knights, then war is also declared on The Dark Knights
of the Desolate Empire by The Avengers of Light!  We have been quietly awaiting such
a chance to expose ourselves (all interested parties contact me c/o The Barbarians:
DM 31, Attn: Timothias)!  Come, Vendetta Cartel, let us show these broke-down
"Knights" what true warriors are! -- Gemini Goldphoenix, Overlord of The Avengers of
Light

26 August 2006
The Avengers of Light.  Another VC lackey?  What's the matter VC, are you scared?
Bringing in reinforcements.  It matters not, bring your avengers and they shall be
crushed!  I am Dark Knight Blackstorm and I represent the Desolate Empire and can
easily be found in 8, 28, 31, 47, 54, and 106.  I reply with steel and your women
shall cry when they start the body count!!!!!!!!!  Remember to sign your posts to
whoever from the VC wrote that earlier Ad. -- Dark Knight Blackstorm

                                  LAST WEEK'S FIGHTS

ALLEGORY MASQUE was butchered by STONE GOLEM in a 3 minute bloody Dark Arena fight.
D'ILLNESS was slaughtered by MASTER SEN GANAMIR in a 1 minute Dark Arena battle.
QUALIX was murdered by BANDIT PRINCE in a 1 minute Dark Arena fight.
AURORA was vanquished by SINSTER MINSTER in a 1 minute mismatched Bloodfeud brawl.
STRATUS was overpowered by SOLEMN GOLEM in a 1 minute one-sided Bloodfeud fight.
BAZTHRAX unbelievably bested DORTHA JANETTO in a 3 minute Challenge brawl.
LOATHING MAULER was outwaited by RICK in a 7 minute amateur's Challenge match.
ANGUS overcame VRANCELLE in a 1 minute beginner's Challenge fight.
FLAVIUS VALERIUS won victory over JON in a 1 minute beginner's Challenge duel.
AURELIUS GAIUS viciously subdued RHAPSODY RHYME in a 1 minute Challenge fight.
MAORAKITH assassinated VENEMOUS CONCUBINE in a 1 minute uneven Title match.
EDGILES KAPP beat FRATSFA SLAVE in a 1 minute fight.
SARJSKI savagely defeated CHUCKER ISTTA in a 2 minute bloody match.
BELISSA HOUGH handily defeated CULT MEMBER in a 1 minute one-sided contest.
TOBIUS luckily beat LIONHEART in a unpopular 8 minute bloody novice's brawl.
YOUSEFF was luckily beaten by XIAN THE BLACK in a 4 minute novice's duel.
GULLET handily defeated OGLA in a 1 minute mismatched bout.
BEQUIN was viciously subdued by OBBO in a 2 minute brutal novice's brawl.
CULLY IRVEL was narrowly killed by ARVIN LARN in a 1 minute brutal novice's bout.
PIER savagely defeated MALEEVA in a unpopular 6 minute gory amateur's conflict.
OCTIS was luckily beaten by COG TWOTHUDS in a 2 minute gory novice's duel.
GRIMJAW overcame TOPO GIGIO in a 2 minute beginner's duel.
OBERON bested CONVICTED THIEF in a 1 minute novice's bout.
SHIMTAINT luckily beat EMBEZZLING SCRIBE in a exciting 3 minute gory beginner's fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|LUNGING ATTACK                   9         BASHING ATTACK    30 -  17 -  4      64  |
|BASHING ATTACK                   7         SLASHING ATTACK   20 -  13 -  3      61  |
|TOTAL PARRY                      6         LUNGING ATTACK    19 -  13 -  2      59  |
|SLASHING ATTACK                  4         TOTAL PARRY       16 -  17 -  2      48  |
|STRIKING ATTACK                  4         PARRY-RIPOSTE      9 -  10 -  0      47  |
|PARRY-RIPOSTE                    4         STRIKING ATTACK   18 -  21 -  0      46  |
|PARRY-STRIKE                     3         AIMED BLOW        12 -  18 -  0      40  |
|PARRY-LUNGE                      2         PARRY-LUNGE        3 -   5 -  0      38  |
|AIMED BLOW                       1         PARRY-STRIKE       5 -   9 -  0      36  |
|WALL OF STEEL                    0         WALL OF STEEL      3 -  10 -  1      23  |

Turn 216 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   MAORAKITH 8214              6   1  1   66 HELLSWORN (1421)
BASHING ATTACK   EDGILES KAPP 8244           6   1  0   42 MIDDLE WAY 15 (1427)
TOTAL PARRY      BAZTHRAX 8281               4   1  0   41 HELLSWORN (1421)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is BELISSA HOUGH 8241.  The most popular warrior this 
turn was DORTHA JANETTO 8243.  The ten other most popular fighters were YOUSEFF 8208, 
LOATHING MAULER 8279, SARJSKI 8282, OBBO 8336, AURELIUS GAIUS 8322, SINSTER MINSTER 
8277, GULLET 8207, OCTIS 8328, GRIMJAW 8343, and SHIMTAINT 8350.

The least popular fighter this week was MALEEVA 8352.  The other ten least popular 
fighters were TOBIUS 8209, PIER 8326, BEQUIN 8206, OGLA 8325, CHUCKER ISTTA 8242, 
RHAPSODY RHYME 8275, STRATUS 8185, AURORA 8189, QUALIX 8324, and D'ILLNESS 8327.

                             A SACRED LORD'S SLASHER

     Well, this article/spotlight is for Seal at 7th Order, so here goes.

ST:  If he's huge (15+), 3 is okay, and use HA.  I prefer 7 for epee.  9 gets scimitar 
and 11 gets broadsword.  Anything above 11 is a WASTE!!!
CN:  Whatever they send you.
SZ:  Any.
WT:  15, 17, or 21.  13 is workable, but I hate slow learners!   21 will probably take 
a lot from other areas, so 17 is best.
WL:  17, 17, 17!!!!  You need endurance, lots of endurance.  Some of my friends use 
15, but I prefer not to.
SP:  9+  They use SP as well as most, but don't add here until after WT/WL/DF.
DF:  15+, 15+, 15+.  Once again, I have high standards.  The reason?  Have you ever 
had a slasher come out w/ "relying on his speed to stay out of trouble"?  That's 
'cause his parry is in the negative.  With a 15 DF your slasher will have a much 
better parry and will probably be about 1-3 trains from a Master parry in advanced.  
Later on, you'll see!

Now, how to run them:

     10        9         7 ------------------------->  10
     10        4         2 ------------------------->  10
      7        9         7 ------------------------->   1
     CH/HE -------------------------------------------- >
     HE ----------------------------------------------- >
Off:  D at first, open later, min 2 +, open
Def:                                                  D/S (preferably Dodge)

     Min two+ is in case of a TP or WoS coming after you.  This setup works, so good 
luck!

Mike Bookout
Bookie, Sacred Lord of the Black Regime
Memphis Mafia (36,100)

P.S.  Anybody want to join the Regime?

                      The Dark Arena:  A Fighter's Perspective

(sung to the hymn:  Battle Hymn of the Republic)

Mine eyes have seen the glory
Of the coming of the dawn
I am walking down the tunnel
After everyone is gone
I step into the torchlight
And I see the blade he's drawn
My mind, it sings this song:

CHORUS
Worry, worry, I've come for ya
Worry, worry, I've come for ya
Worry, worry, I've come for ya
My mind continues on

The crowd is chanting praises
But all I hear are growls
Mine enemy's upon me
So I strike him and he howls
Parry, parry, slash, and parry
I smell his breath so foul
And death, he sings this song:

(CHORUS)

Now we both are tired
And my strength is fading fast
Oh, let me give that fatal blow
Oh, let me be the last
I swing my sword with all my might
The crowd it stands, aghast
As he dies, I sing my song:

(CHORUS x2)

Scotlan (28, 31, 39, 50, ?)

                               Kill Desire: "Patience."

     Many times I have lost warriors, and the manager claimed the KD was only five.  
As if KD had anything to do with the death of my fighter.  It was really the battle 
axe to the head that killed him.
     I was quite disturbed at the widespread belief that kill desire has something to 
do with killing an opponent.  But they have good reason to believe this: the 
Duelmasters Handbook definition of kill desire has a tendency to cast a "confusion 
spell" on the reader to make them think that way.  The wording is very misleading.  
The name "kill desire" is also misleading.  A more correct word would be "patience."
     Yes, kill desire is actually how much patience your fighter had before taking a 
shot.  KD doesn't add damage or tell your fighter where to aim at.
     Damage is calculated by weapon and strength.  (Of course, favorite weapon also 
affects damage.)
     You let your warrior know where you want him to aim at by filling out the attack 
location boxes on the fight sheets.
     Hit location and damage are the main two things that will kill warriors.  Hit 
locations to vital areas such as head, chest, and the abdomen repeated times increases 
your chance to kill.  The amount of damage inflicted to these vital areas also 
increases your chance to kill an opponent.
     As you see, none of this has anything to do with kill desire.
     Now, I will tell you what kill desire, or patience, as I call it, actually is.
     If you run your warrior with an 8-10 KD, you're telling him to swing like a 
drunken wildman.  You'll see statements in his fights that say "swings wildly" or 
other things to that effect.  He is not waiting for a good opening.  He is swinging at 
everything!  This is bad for several reasons.
     With his KD that high, he is very easily dodged and parried.  Also, he can be 
feinted into bad dueling decisions as well.
     I think that KD between 5-7 for offensive styles and 3-6 for defensive styles is 
perfect.
     You get a lot more hits with a 5-7 KD, and feint a lot less.  But you also get 
more kills in this range.  Reason being, you're waiting for a good shot that is hard 
to dodge or parry.  The example I used earlier about the manager with the 5 KD and 
battleaxe is the point I am trying to make.  If his warrior's KD was 10, my warrior 
could have dodged or parried the attack and still be alive today.  But since it was a 
5 KD, he waited for a good shot that my warrior had trouble defending against, and 
cleaved his head off!  (Well, not literally.)
     Defensive styles run about 3-6 KD.  Defensive styles swing wildly a lot in the 
beginning, but that is natural.  They will get better.  3-4 KD, they still have a 
tendency to let attacks go by.  Of course, if you're scumming, go with a 1 KD. 
     In short, having an 8-10 KD means your warrior is doing all that swinging and 
hitting less.  Not to mention all the endurance he is burning up to no avail.
     Any comments, you can diplo me.

                                        ta-ta,
                                                  Sir Jessie Jest

                                                  DM 11: Lords of the Abyss
                                                  DM 61: Pit Fiends
                                                  DM 67: Storm Wizards
                                                  DM 5:  Bad Girls

                               SOME INFO ON THE RIPPER

     Being that the parry-riposte is my favorite style, I thought I'd share a few 
things I've learned.
     General design:

     ST: 7-11  Strength isn't all important to the P.R.  An 11 will gives you all well 
               suited weapons.  I'll even go as high as 17, but with no dramatic 
               effect.

     CN: Any   A higher con will give a better endurance and make survival easier.

     SZ: Any   Although a smaller size gives you a defensive bonus.

     WT: 15-21 As with all other styles the higher the better.  15 will give the epee.  
               A P.R. needs to learn skills to survive.
     
     WL: 13-21 Will is as important as wit.  It helps endurance and life expectancy.  
               A higher will allows you to pick apart most scum.

     SP: 5-13  13 is a major breakpoint but it's not necessary to go that high.  A 
               combo of 15 wit, 15 deftness and 11 speed will give you an expert in 
               riposte with any luck.

     DF: 13-21 The higher the coordination the easier it is to hit your attack 
               location.  A 15 will give you the epee.

     The perfect P.R. would look something like this: 9-4-5-17-21-11-17 with starting 
skill bases like:
     Ini: 60%
     Rip: 90%
     Att: 75%
     Par: 70%
     Def: 75%
     Dec: 40%
     One of my first PRs looked like this: 15-10-9-15-15-6-14, Thror the Dark.  He was 
extremely unlucky as far as starting skills.  He now looks a little different: 17-11-
9-17-16-7-15 with 90% Init, 145% Rip, 130% Att, 130% Par, 115% Def and 80% Dec.  I 
destroyed him with early stat raises.
     I had a similar design that was luckier, at least until he got X-ed by a slasher 
in a tourney.  He died with a 12-3-1 record.  But enough of that.  You're probably 
wanting to get on with the strategies.
     So getting on with it, I've tried both offensive and defensive strategies.  
Generally defensive has worked better for me.  Something like: 3-6-6 going offensive 
in minute 3 or 4 with a 10-8-6 or a 9-7-6 and then backing off to a 6-4-6 or a 4-5-6.
     As far as tactics go I don't use 'em very often.  If you use any offensive tactic 
use the lunge or nothing.  Defensively use dodge and parry sparingly, if at all, and 
don't use the riposte tactic after you've achieved a master.
     Okay, now on to weapons and armor.  A parry-riposte is somewhat limited when it 
comes to weapons.  The longsword is their best choice against heavier armors.  I once 
tried the halberd (I'll wait until you finish laughing.)  Anyway, Thror the Dark 
savagely slew Spymaster with it.  I only give the PR an off hand weapon with epee, 
shortsword or the longsword.
     I've done varying things with armor, but I've found that lighter armor works 
better, personal favorites being APL, ARM, and ASM.  I read an article about the 
parry-riposte of coom that made me laugh.  It said something about wearing more armor 
than expected of a PR, listing nothing higher than ACM+F.  Imagine what he would have 
thought fighting Thror the Dark in APA+F.
     This is just an opinion brought to you by Necrom, manager of Knightmares (33), 
Pentad Paladins (55), Northlanders (70) and a couple of others.

                                   Crimson Strikers

     Greetings, fellow managers, I, Crimson Strategist, shall share my thoughts with 
you on the striking attack style.
     This style developed in cultures where weapon quality surpassed that of the 
armors, this made landing the first blow vital.  This blow is usually delivered in a 
downward fashion quickly, surely, and with power in a minimal of wasted motion.
     Here's how I rate the stats:
     ST 11-15: Never go below 11, strikers are well suited to ALL the weapons in the 
game and 11 allows the use of the majority of them.  They also need to hurt their foe 
when they hit, thus making this an important consideration for damage rating.
     CN 3-9:  This whole style revolves around finishing your foe quickly, if your foe 
has time to develop a complex formal attack on your striker, then you're not fighting 
him properly.  A properly run striker should never be hit more than four or five 
times, any more than this and the whole concept behind this style gets thrown right 
out the window, therefore I rate con as the least important attribute for this style.
     SZ 9-16:  A size of 9 allows use of all the weapons and it is important in 
determining your damage rating, plus, it also adds to your init and this style thrives 
on init.
     WT 13+:  As with any style, the higher the better.  13 is rock bottom, it allows 
the use of all weapons except the epee and you'll still learn at a decent pace.
     WL 7-13: This style conserves endurance which allows this attribute to go 
considerably less than most styles and still fight effectively for a respectable 
length of time.  I've had strikers with a 13 ST, 3 CN, and 5 WL get poor endurance 
ratings and ones with 11 ST, 6 CN, and 9 WL get normal.  However, if you want some 
long term potential, you'd want to be around 13 or so.
     SP 10+: This is very important for decise and init skills which are the heart of 
this style.  Landing the first blow and finishing the fight quickly is hinged on your 
striker's speed.
     DF 15+:  This is crucial attribute for this style, they NEED to be precise with 
their blows, plus, it also adds to their init.  Get to 17 or 21 if possible.
     Now let's take a look at the style itself.  The striking attack is one of the 
easiest styles to run, yet they have adversity that many styles lack.  As I've said 
before, a striker can use ALL the weapons in the game.  They can fight effectively 
wearing plate armor and no armor, they can use EVERY tactic in the game be it 
offensive or defensive, a striker can fight like a lunger or basher, ripper or 
slasher, etc... provided that you match up their strategy with the appropriate tactic 
and weapon.  They can beat ALL the styles in DM and beyond if you choose their 
strategy correctly for that particular style vs. style matchup.
     Here are some examples of style vs. style matchups for strikers and various 
tactic selections vs. the different styles.
     High decise strikers over slashers and lungers, strikers over total parry and 
wall of steel, rippers over strikers, etc...
     Using the decise tactic vs. lungers, slashers, and aimed blows.  Using the lunge 
tactic vs. rippers and aimed blows, using no tactic and having a moderate offensive 
effort and moderate activity level vs. total parries and wall of steel, etc...
     The possible variations for this style are virtually endless.
     Now let's take a brief look at your striker overview and glean some helpful hints 
on how to fight them.  If you see statements like "relying on speed to stay out of 
danger" or "avoiding rather than trading blows," this is telling you that your AL 
should be moderate to high.  If he does great damage, then don't use weapons like the 
epee or shortsword, this would be an underutilization of his strengths.  If he learns 
attack skills easily, then this is telling you that he likes to take his time and pick 
his shots so don't send him out with a 10 OE!  If you see statements like "has learned 
how to be a decisive and quick fighter," then by all means USE the decise tactic with 
a high OE.  Don't send him out with offhand weapons unless he's ambidextrous, if you 
do, it will take away from his attack.  As you can see, the various statements on your 
overview are very helpful in telling you how your striker likes to fight.
     Here's a very general strategy that has worked well for my strikers.

OE             10   8    7    7    7    6    6       Armor: ARM to ACM
AL              4   3    2    1    1    1    8       Weapons: BS,LO,SC,GS,BA
KD              6   6    6    6    6    6    5
ATT LOC        Head, body, arms
PRO LOC        Head or body
OFF TCT        Decise or bash
DEF TCT        Response or dodge

     Before I close there is one last point I wish to emphasize, USE the 
challenge/avoid system, it will help control who you fight and when.  In closing, I 
would like to thank the following managers for their diplos and articles which helped 
me learn the game: Sir Jessie Jest, Talon, Tex, the managers on the roundtable, and 
numerous others who took their time to put quill and ink on parchment and pass their 
knowledge on to others, thanks!
     Many of you know the Crimson Death stables or soon will know them since I plan to 
have quite a few of them up and running, however, some of them will be on and off due 
to monetary fluctuations so if you wish to diplo me with any comments, criticisms, 
whatever, send them to my home arena, which, from here on out, will always be active.

                                             Later, 
                                                  Crimson Strategist
                                                  Crimson Death DM 61