DUEL 2 NEWSLETTER

Date   : 07/07/2007    Duedate: 07/20/2007

NOBLISH ISLAND ARENA

DM-93    TURN-238

This Weeks Top Honors

THE DUELMASTER IS

CHAENY GROVE
MIDDLE WAY 17 (1464)
(93-8471) [7-2-0,96]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              CHAENY GROVE
                               MIDDLE WAY 17 (1464)
                               (93-8471) [7-2-0,96]

Popularity Leader              This Weeks Favorite

CHAENY GROVE                   CHAENY GROVE
MIDDLE WAY 17 (1464)           MIDDLE WAY 17 (1464)
(93-8471) [7-2-0,96]           (93-8471) [7-2-0,96]

THE CURRENT TOP TEAM

MIDDLE WAY 17 (1464)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 17 (1464)        56
2. CRUCIBLE (1480)             46      S.O.N. (28)
3. ABYSSAL PLAINS (1462)       27      Unchartered Team
4. NO QUARTER (1463)           14
5. BLOOD KNIGHTS (1461)         2      CRUCIBLE (1480)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*CRUCIBLE (1480)            4   1  1 80.0   1/ 1*MIDDLE WAY 17 (1464)     12  1 0
 2/ 1*MIDDLE WAY 17 (1464)      30  13  1 69.8   2/ 3*NO QUARTER (1463)         8  7 1
 3- 3*COUNTRY LOVE (382)         3   2  0 60.0   3/ 2*BLOOD KNIGHTS (1461)      7  8 2
 4/ 2*BLOOD KNIGHTS (1461)      23  17  2 57.5   4/ 4*ABYSSAL PLAINS (1462)     5 10 1
 5/ 4*NO QUARTER (1463)         20  25  1 44.4   5/ 5*ECLIPSE (1476)            5 10 0
 6/ 6*ABYSSAL PLAINS (1462)     17  26  3 39.5   6/ 0*CRUCIBLE (1480)           4  1 1
 7/ 5*ECLIPSE (1476)             5  10  0 33.3   7- 6*COUNTRY LOVE (382)        2  0 0
 8/ 8*THE WOLVES (1467)          1   5  0 16.7   8- 8*MITHRIL CROWN (1471)      1  8 0
 9- 9*MITHRIL CROWN (1471)       1   9  0 10.0   9/ 7*THE WOLVES (1467)         0  3 0

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

                                    TEAM SPOTLIGHT

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The Squire

Trolls, trolls, the swamp does hold
They loom 'bout ten feet tall
Their eyes are deep yellow, and their skin mottled green
But their teeth are the scariest of all.

They stalk through the mire and bay at the moon
Their howls give all quite a scare
They are able to bound through the thickest of bush
Although they run around bare.

They brandish clubs that are uprooted trees
Their strength is that of ten men
They terrorize the towns, you see
But no, that is not the end.

Some knights held a meeting, they all did agree
To take action the next day was best
So I gathered the horses and polished the armor
Then crawled into bed for some rest.

The next day the knights geared up for a fight
And a fight they soon would well get
They were off on their horses, away toward the bog
The townsfolk they wagered and bet.

That very same day the knights did return
Bashed and battered and bruised
They told of a battle hard fought and well won
Great bets did some townsfolk then lose.

-- Fox, Mgr. Eclipse

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

                                   Rhythm and Blues
                               A Few Thoughts on Rhythm

     Every warrior has a favorite rhythm--a favored number for Offensive Effort and
Activity Level.  (Note, to the best of my knowledge and belief, there is NO favored
Kill Desire.)  This rhythm is set when the warrior is created, and it is revealed to
the manager when the warrior graduates.
     I have never been entirely clear as to what, exactly, using the favored rhythm
does for the warrior, but there is a general agreement that it does something,
usually something good.  Paces him, perhaps, to get the most fight for the least
endurance burn?  Paces him so that he can make the most of his style's specific
strengths and minimize the weaknesses?  Something like that, no doubt.
     This implies that favored rhythms are linked to style, and that certain ranges
may be specific to style, and I understand that the major number crunchers have
demonstrated this to be so.  It further suggests to me that if one knows the range of
favored rhythms for a given style, one may be able to give a warrior of that style a
more effective strategy than one derived simply by guessing and looking at the
warrior's stats and overview.
     Wherefore I have pulled out the favorite rhythms by style of the graduated
warriors available for my inspection.  You will note that the size of the samples
varies a lot from style to style.  This roughly indicates the ease with which I have
been able to keep the different styles alive until graduation, modified by my
personal preferences as to style.

The first letter in a pair indicates favored Offensive Effort, the second favored
Activity Level.
     VH=very high   H=high    M=moderate     L=low     VL=very low
Distributing the ten numbers available in an even and logical manner, we get:
     VH= 10, 9     H= 8,7     M= 6,5     L= 4,3     VL= 2,1
We don't know exactly which number of the pair a given "favorite" is, but this is
close enough.
     I'm including the raw data here, despite the fact that it looks very boring,
heck, it is very boring, so that any of you who wish to may study it and make your
own deductions.

Aimed Blows, twenty-two graduated warriors polled as to favorite rhythms:
      L/VL    L/L    VL/L    VL/M     L/VL    M/VL    M/L     L/VL   VL/VL    L/M
      L/L     L/M     L/L    VL/L    VL/M     L/VL    L/L    VL/L     L/M     M/L
     VL/VL    L/L
     Notice a pattern here?  Nothing higher than Moderate, and every pair has at
least one Low or Very Low.  In other words, Aimed Blows prefer to be run "scummy."
Or if you're feeling charitable, they like to take their time and make their blows
count, which is natural enough when you consider that accuracy is their strong suit.

Bashers, twenty-five graduated warriors polled.
     VH/VL   VH/VL   VH/VL    H/VL    H/L     H/L     H/M     H/L     M/VL    H/VL
     VH/VL    H/L     H/M     M/L     H/L     H/L     H/M    VH/L    VH/VL   VH/VL
      H/L    VH/M     H/L     H/VL    M/L
     Again, there's an obvious pattern, but it's a different one.  Offensive Effort
no lower than Moderate, Activity Level no higher than Moderate, and often a very
sharp division between the two in any given pair.  High Offensive Effort, low
Activity Level.  No instances of M/M listed here!  Bashers are very direct in their
fighting: attack, attack, attack.  No finesse, little dodging.

Lungers, forty graduated warriors polled.
     VH/H     H/H     H/M     M/H     M/H     M/VH    L/H    VH/M    VH/VH    H/VH
      H/VH    M/VH   VH/M     H/H     H/VH    M/VH    H/VH    H/H    VH/M     M/VH
     VH/VH    L/VH    L/H     H/VH    M/H     M/M     M/H     M/M     H/VH    H/H
     VH/VH   VH/H     M/VH    L/H     M/H     H/H     H/H    VH/M     M/M    VH/H
     Everything but VL is represented in this group.  Two out of the forty warriors
have rhythms of M/M.  It may be significant that these are both fairly old warriors;
other anomalies have shown up from time to time in very old warriors.  Other than
that, every pair contains either H or VH at least once, although there seems to be no
definite preference as to which position it should be in.  A slight bias toward
faster OE than AL, but the sample isn't large enough to be sure of that.  It's common
to see BOTH numbers H or VH for this style.  Lungers like to run fast, and a good
lunger fight has a lot of action--dodging to the side, leaping over or ducking under
a blow, as well as attacking.  Of course, that means they tend to burn out fast, too,
so you have to plan for that.

Parry-Lungers, twenty graduated warriors polled.
      M/VH    M/H     L/M     H/VH   VL/H     M/M     H/M     H/H     H/M     H/L
      M/L     H/H     L/L     H/L     M/M     H/L     L/L     H/M    VL/L     L/VH
     Granting that this is a small sample, I see no pattern here.  P-lungers vary a
lot from one warrior to the next, and you have to experiment to find the rhythm that
works best for any individual warrior.  Some are more lunger, some more parry.  In
fact, you could say that the "Offensive Total Parries" and "Defensive Lungers" that
some managers write articles about could be summed up as: Parry-Lunger.

Parry-Ripostes, a mere fourteen graduated warriors polled.
     VL/M     M/M     M/M     H/M     L/M    VL/M     L/M     L/H     M/H     L/H
     VL/M     L/H     L/M     L/M
     Hardly a definitive sample (these are hard to graduate), but there seems to be a
pattern of Offensive Effort no higher than Moderate (okay, one, unless it's a typo),
Activity Level no lower than Moderate.  I must admit that I have been known to run
them with an OE of High or Very High when I got tired of having them jumped by
offensive-styled warriors.  Some rippers can handle that without flailing or getting
tired, and some can't.

Parry-Strikers, twenty-one polled.
      M/VL    M/VL   VL/M     M/M    VL/H     L/L     L/VL   VL/L     L/L     M/L
      M/H     L/M     M/VL    L/VL   VL/L    VL/VL   VL/M    VL/L     L/L    VL/L
      M/L
     I see every range of numbers here but VH, and no obvious pattern.  Figures.
Everyone says this style is notional when it comes to how they want to run.  A large
sample might show some clear tendency, but from this small group, all I can say is,
they don't seem to like to run very fast.

Slashers, sixty warriors polled.  What can I say?  I like slashers, and when I was
starting out, I ran a lot of them, many of whom lived to graduate.  In some cases,
this was unfortunate, but at the time, it seemed like a good idea....
     VH/VL    H/L     H/VL    M/L     H/VL    H/L     M/VL    H/L     H/VL    M/M
      M/M    VH/VL   VH/L     H/VL    H/VL   VH/L     H/VL    H/L     M/VL   VH/L
     VH/M     M/VL    H/M     M/VL    M/VL    H/L     H/L     M/L     H/VL   VH/VL
     VH/VL    M/M     H/VL    M/VL    H/VL    H/VL   VH/L     H/L     H/L     H/VL
      M/L     M/L     H/VL    M/M     M/L     M/L    VH/VL   VH/L     M/VL    H/VL
      H/VL   VH/VL    H/VL    H/VL   VH/L     H/VL    M/L     H/VL   VH/VL
     Now that we're back among the pure offensive styles, a pattern emerges again.
No Offensive Effort lower than Moderate, no Activity Level higher than Moderate.
Within those limits, anything goes--from Moderate/Moderate to Very High/Very Low.
Slashers like to run hard, they don't like to stand around and scum their opponents,
but they'll accept a modestly cautious approach if it's called for.  Pay attention to
the details in your warrior's fight.  If he starts getting tired early on, you
probably need to lower his Offensive Effort some.  If he never gets the first blow
and loses continually because of that, raise Offensive Effort.

Strikers, sixty-three polled.  (shrug)  When in doubt, make it a striker....
     VL/M     L/L     L/L     H/VL    M/H     M/L     L/M     L/L     L/VL    M/L
      M/VL    M/L     H/VL    H/L     M/L     M/VL    M/L     M/H     L/VL    M/M
      L/M     L/VL    M/VL    L/VL    L/VL    M/L     L/VL   VL/L     H/L     M/H
      M/H     H/VL   VL/L     H/VL    M/VL   VL/L     H/VL    M/VL    M/VL   VL/VL
      M/VL    L/H     H/L     M/VL    H/VL    M/M     L/VL    M/L     M/L     M/L
      H/M     M/L     L/M    VL/M     M/VL    M/L     M/M     L/L     M/VL    M/L
      H/VL    H/H     M/L
     Neither Offensive Effort nor Activity Level of Very High appears, but that
leaves a lot of possible combinations (okay, only sixteen, but that seems like a lot
when you're writing an article late at night), and most of them seem to show up on
this list.  Strikers, like P-Strikers, need tinkering.

Total Parries, twenty-nine warriors polled.
     VL/M    VL/L     M/VL   VL/VL    L/L    VL/VL   VL/M    VL/VL    L/M    VL/L
     VL/M     L/M     L/H     M/M     M/VL   VL/VL   VL/L    VL/VL    L/L    VL/VL
     VL/L     L/L    VL/L     L/L    VL/L     L/VL   VL/L    VL/L    VL/L
     No Offensive Effort higher than Moderate, no Activity Level except one higher
than Moderate.  This is what you'd expect, right?  Total Parries conserve their
energy.  While you can run them faster, they aren't going to like it.  And if they
don't like it, they aren't going to perform really well.

Walls of Steel, thirty-five polled.
      M/VL    L/L     L/VL    M/L     M/M     L/VL    H/VL    L/VL    M/VL   VH/M
      M/L     L/M     H/VL    H/M     L/L     L/L     M/L     M/L     M/VL    M/L
      M/L     H/L    VH/VL    H/L     M/L     L/M     H/M     M/M     M/M     H/L
      M/VL   VH/M     H/L     M/VL    H/M
     No Offensive Effort of Very Low, no Activity Level higher than Moderate.  Some
people call this style the "parry-slash," others say it's a prime candidate for
running like a berserker.  Otherwise, a lot of variation.  Some are scummy (L/VL) and
some are slice-and-dice machines (VH/M).  Too bad you can't tell right off which
you've got, eh?  This style needs attention and experimenation for best results.

     Now that you've plowed through all the tedious stuff (at least, it was tedious
for me to organize the data, hope it was less so for you to look at it), I'll offer a
word of advice to new players.  Make all or most of your first warriors of the styles
that have clear patterns.  Bashers and slashers are the easiest to do well with right
off the bat.  Lungers and strikers are a little trickier, but not much.  The others
are a lot trickier.  Winning right off with your first attempts at those styles--
especially once you're out of Noblish Island and into the cold, cruel mainland, is
unlikely.  However, the study and struggle needed to master one of the trickier
styles is amply rewarded by the rush of guiding one to a winning record, a
duelmastership, and graduation.

Jorja
The Middle Way

           +<]H[>+-----+<]H[+ Question of the Week #9 +]H[>+-----+<]H[>+

The 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.

Answers, turn 421:

Q.O.W. (size) -- Smaller size has always had an advantage in the upper levels of the
game, especially at the top of Primus and Gateway.  The bonus to defense and parry
offsets the initiative loss and the damage taking and dealing that a large size
provides.  Of course, large size comes with its own defense penalty.  A high defense
is critical in the upper levels where it is imperative not to get hit.  If you are
unhittable, it comes down to an endurance contest.  However, huge warriors,
especially those gifted in defense can make devastating opponents on their road to
the top.  They are tough and dish out more than all the little pip squeaks ever
could.  It's much easier to get a great warrior out of a smaller size than out of a
larger size of course, due to stat distribution to the other critical areas like WT,
WL and DF, so finding a great huge warrior is difficult.  My best is Khazakh who is
in 105 right now.  He's gifted in defense and endurance, and he's devastating in the
arena.  But some day, near the very top, his size will probably be a hindrance unless
his attack is absolutely crazy and he can hit the little guys. -- Adie

Q.O.W. (answer) -- It depends greatly on what you define as the top of the game.
Certainly any sized warrior can be effective at the top of a basic arena or any AD
arena.  By the time you're talking Primus or Gateway it's mainly a matter of whether
or not your team can muster enough warriors to win magical prizes to enhance you,
those without them must be truly gifted indeed. -- Maxwell Honorblade

Q.O.W. -- Do the small size skill negatives prevent success in the top end game? --
Certainly not!  While the negatives are there, remember that small size allows more
"points" elsewhere, easily making up the skills.  The smaller warriors are *often*
the leaders at the top end.  There are also TC-winning ways to modify warriors, and
this past FTF prize is "very expensive" for this very purpose. -- Kennelworth

QoW -- I don't participate at the Primus/Gateway level of play, but the word is that
ability to deal a powerful blow remains important and thus allows the large warriors
(read: lungers) to remain competitive with their smaller peers.  What I do know is
that my sz 3 Lunger that's +4 in defense will have, when completely maxxed out in
both skills and stats, the highest number of naturally attainable defense skills in
the game.  Unfortunately, she'll only do tremendous if she's lucky. -- Generalissimo
Puerco

QOW -- My limited experience in the high end of the game (I have one whole Gateway
warrior...WHOO!) the most important skills are, in order:  attack, defense, and
initiative.  So while it isn't good to lose defense, init is a valuable asset as well
(helps keep the momentum).  Another aspect in the end game is the damage rating,
which size does help and can make a LOT of difference.  But since it is better to
have a 21 wit than a 21 size, I would say that in general over 11 size is unwanted.
-- Anti

The questions this time were in regard to the Style-vs-Style chart and how to run a
parry-riposte.

Parry-Riposte:  How to run them?  Hmm... well, I've only run three so far, but I
think I've seen a lot of what they can and can't do.  From my experience, if their
parry is decent, they can take a couple good hits, and carry decent, give them heavy
armor and run parry tactic (very helpful with their low parry bases), but at maybe 4-
5-5, or faster at 5-3-5.  The parry tactic augments their defense, but they'll still
try to riposte since they have so much of it.  For those who are more frail, can't
carry much, and have decent defense, I go in lighter armor and run maybe 3-6-4 (I've
never run dodge tactic here, but I'd try).  My first ripper to AD had a 7 ST, did
normal damage, and she ran in ALE/L running with moderate activity. She graduated 16-
6.  Of course, she's also +5 in att, +2 in par.  But she still defends much better
than she parries in that light armor. -- Adie
P.S.  As for early in the career, scumming is handy, but put OE up just a bit so
they'll swing if given the opportunity.  Armor for sure to keep them alive unless
you're bold.

Leeta -- I've seen that chart too, but I have no idea if it was based off of a large
number of fights.  I think those numbers for strikers reflects their great ability to
throw those crits early in the career, and to be quick to the first hit. For parry-
strikers, I think it merely reflects the variability in how they can be run and
designed.  The chart of course is based on gross stereo-typing of the styles.  I
wouldn't use it too much even as a beginner. -- Adie

Leeta -- I think that "chance to win by style" chart is silly.  Doesn't it say that
lungers will almost always beat aimers?  My aimers tend to do pretty well against
lungers, how about yours? -- Generalissimo Puerco

Leeta and ALL others -- While I have not seen this chart, I can't help but say that
it is probably not very accurate.  Too many things factor into a match-up of two
warriors to expect style to <cut off by Hal, unfortunately>

     On thinking it over in the light of the past month's fights, I have a feeling
that the chart is probably rather old, and that recent advances in management
technique have drastically undermined its usefulness in most instances.  Discounting
luck (which one should never do, of course), and all other things being more or less
equal, the best manager is more likely to win, rather than the one whose warrior has
the favored style.  (Now, there's an inflamatory statement!)  Probably that
overstates the case, but I think managerial skill is now a significant factor,
anyway, even if it isn't decisive. -- Jorja

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Oh, gods, the Venomous Concubine.  Probably venomous out of spite and
frustration, being male and having to wear that ridiculously padded tunic.  One thing
for sure, I'm not getting into any bathtub with him!

                                     Chaeny Grove

                                      SPY REPORT

     Good day, friends and fiends, welcome to your friendly neighborhood spyreport.  
I doubt NOBLISH ISLAND will ever be the same.  On their very first turn, CRUCIBLE had 
a 4-1-1, and with this kind of luck or skill, should do well.  Welcome to NOBLISH 
ISLAND.  And let's see, RON BURGUNDY fought DEATHBLADE and gained 20 points and 
contributed to CRUCIBLE's 4-1-1.  TALYM has lost to ABALOND EGRAN, falling 12 points, 
while helping make BLOOD KNIGHTS a 2-3-0 turn.  The attempts to dethrone the 
Duelmaster have failed, and CHAENY GROVE remains NOBLISH ISLAND's top warrior for 
another turn.  By the way, was that our Duelmaster that I saw last night, cramped 
under the table at The Welcome Wench?   
     I tell you, a green quarterstaff lasts longer than a seasoned sapling.  A basher 
friend of mine assures me this is true.  Well, sports fans, take notice that BASAIDO 
from BLOOD KNIGHTS was NOBLISH ISLAND's most challenged warrior this turn.  In a 
brave attempt, AALAIYA from BLOOD KNIGHTS challenged up 18 points to fight PHOENIX 
RISING from the ABYSSAL PLAINS stable.  AALAIYA perhaps got hers just desserts, 
seeing as she was beat by PHOENIX RISING and ended up with 12 recognition points.   
     The Dark Arena is for those who cannot win, not who cannot lose with grace.  
Dignity in life or death is the warrior's creed.  A brave warrior does not carry a 
red shield, he has nothing to cover or hide when the fight is over.  Consider well.   
     Remember, blood on the purple robe does not change it from a purple robe.  Dare 
to fight bravely.  It's been nice chatting with you, until we meet again, keep your 
swords sharp and your hammers heavy.  Until you see my quill in NOBLISH ISLAND again, 
farewell-- Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 CHAENY GROVE 8471             7   2  0    96       MIDDLE WAY 17 (1464)

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 ELLIRIN IMBRAY 8473           6   3  1    66       MIDDLE WAY 17 (1464)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 ABALOND EGRAN 8469            7   2  0    50       MIDDLE WAY 17 (1464)
 DENCIE HILLIS 8472            5   4  0    48       MIDDLE WAY 17 (1464)
 KYRA 8457                     7   1  0    43       BLOOD KNIGHTS (1461)
 AEREON 8458                   5   3  1    39       BLOOD KNIGHTS (1461)
 MIDNIGHT RUIN 8461            6   3  1    37       ABYSSAL PLAINS (1462)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 PHOENIX RISING 8460           5   4  1    31       ABYSSAL PLAINS (1462)
 TALYM 8455                    5   3  1    28       BLOOD KNIGHTS (1461)
 VELUNA 8465                   5   4  0    26       NO QUARTER (1463)
 BASAIDO 8505                  3   2  0    26       BLOOD KNIGHTS (1461)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 RON BURGUNDY 8566             1   0  0    20       CRUCIBLE (1480)
 PEITON 8529                   3   1  0    16       NO QUARTER (1463)
 PAREDE 8554                   2   0  0    15       NO QUARTER (1463)
 THAAR 8571                    1   0  1    14       NO QUARTER (1463)
-SHANIA TWAIN 2136             2   0  0    13       COUNTRY LOVE (382)
 BLACKMOON 8556                2   0  0    13       ECLIPSE (1476)
 AALAIYA 8456                  2   6  0    12       BLOOD KNIGHTS (1461)
 BLIZZARD 8569                 1   0  0    12       CRUCIBLE (1480)
-MINDY MCCREADY 2137           1   0  0    11       COUNTRY LOVE (382)
 REQUIEM 8536                  2   2  0    10       ABYSSAL PLAINS (1462)
 MYEYESAREUPHERE 8565          1   0  1     7       CRUCIBLE (1480)
 DARKWIND 8558                 1   1  0     6       ECLIPSE (1476)
 GUNNY HIGHWAY 8568            1   0  0     6       CRUCIBLE (1480)
-VARDA OF STARS 8506           1   1  0     4       MITHRIL CROWN (1471)
 LEVITHEAN 8485                1   1  0     4       THE WOLVES (1467)
 DEATHBLADE 8559               1   1  0     4       ECLIPSE (1476)
 NIGHTSHADOW 8555              1   1  0     4       ECLIPSE (1476)
 VALERIAN 8484                 0   3  0     3       THE WOLVES (1467)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-FUNDIN OF STONE 8510          0   2  0     2       MITHRIL CROWN (1471)
-TINUVIEL 8508                 0   2  0     2       MITHRIL CROWN (1471)
-ODO PROUDFOOT 8507            0   2  0     2       MITHRIL CROWN (1471)
 VELOON 8570                   0   1  0     1       NO QUARTER (1463)
 BOLT THROWER 8567             0   1  0     1       CRUCIBLE (1480)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
CONVICTED THIEF 1      0  1 0   1                   THAAR 8571            238 NONE    
VORUS 8462             2  6 1 ABYSSAL PLAINS 1462   MASTER SEN GANAMIR 23 238 NONE    
LINGER 8572            0  1 0 ABYSSAL PLAINS 1462   HIGH ELF 19           238 NONE    
BLOODHARVERSTER 8557   0  2 0 ECLIPSE 1476          STONE GOLEM 26        238 NONE    
BARDON FROER 8470      5  2 0 MIDDLE WAY 17 1464    TALYM 8455            236 JUST REV
CROMWALLIS 8467        2  3 0 NO QUARTER 1463       VORUS 8462            234 REVENGED
HEW 8528               1  2 0 NO QUARTER 1463       AEREON 8458           237         
GRIMME 8530            2  1 0 NO QUARTER 1463       MIDNIGHT RUIN 8461    237         
SONNY 8486             0  1 0 THE WOLVES 1467       MYEYESAREUPHERE 8565  238         

                                     PERSONAL ADS

Midnight Ruin -- Since our first day on the Island you have been the bane of our
team.  Your tactics, a great sweeping axe stroke to the chest or belly, remain
unchanged.  Only this time you have spilled the blood of one of our promising young
warriors, Grimme.  Perhaps he bit off more than he could chew by demanding a bout
with you, but his death is a bitter pill to swallow.  We both have but a few short
weeks left on the Island and we shall not rest until you are destroyed.  You may hide
and you may run, but we are out for vengeance! -- Reegan Ironbeard (promoter, No
Quarter)

Aereon -- You have slain Hew.  We shall give you no quarter in the coming weeks. --
Reegan Ironbeard (promoter, No Quarter)

Odo Proudfoot -- You really ought to consider changing weapons and lightening your
load.  Our manager is sending a Diplo your way with some helpful information.  Ask
Jorja for help and your record will surely improve. -- Parede

Requiem -- Sorry about the groin shot.  I was aiming for your leg.  It happens.
Better luck next time, my friend! -- Peiton

Arturius and Lazarian -- As the poet once said, best laid schemes o' mice an' men
gang aft agley (which roughly translates into the oft-quoted best laid schemes of
mice and men often go astray.  How I, being in Alastari, would know about the Scot
poet Robert Burns is another matter entirely.).  Suffice it to say, Aruak City is in
turmoil at the moment and does not appear to be a friendly place for an up and coming
team.  The wind of change or rebellion is in the air.  While I'm certain it will all
blow over, as most winds do, we would prefer NOT to be tossed around in its wake.
Therefore we will be seeking our fortune in Lapur.  We look forward to meeting your
dad, Arturius, and hope to see you and Lazarian there as well!  We shall see what the
fates decree. -- Reegan Ironbeard (promoter, No Quarter)

Fox -- 'Tis a pity that No Quarter will only be on the island for a few more turns.
Otherwise we might have been friends or rivals, both of which have their rewards and
are not mutually exclusive. -- Reegan Ironbeard (promoter, No Quarter)

All -- My apologies for the death of Grimme, warrior of No Quarter.  Our desire to
kill is far less than it once was and still there was unnecessary death.  We shall
further adjust our strategy to try and prevent such. -- Lazarian (Necromancer and
Ahringol Priest)

All -- Just as Ardent, I have failed.  Perhaps I will walk the sands again when next
the wheel turns. -- Vorus

Mindy Mccready -- You fought exceptionally well and I fought exceptionally poorly.
Perhaps I will do better in the Dark Arena. -- Bloodharvester

No Quarter -- Thank you for the warm welcome.  Perhaps a dance? -- Fox, mgr. Eclipse

Blood Knights -- My previous warriors were dirt compared to my new ones. -- Fox, mgr.
Eclipse
P.S.  I don't pick on the weak.  No offense.

Varda of Stars -- For gods' sake, woman, drop the epee!  What was your manager
thinking?  And slow down! -- Blackmoon

Vorus -- Ah, today's lesson:  It takes more deftness to use two weapons at once than
to use just one.  Either one.  Note that for this purpose, a shield counts as a
weapon, too.  So stick the dagger back in your belt sheathe (NOT in your belt, it
shreds the leather if it's sharp enough to be worth carrying), and go with your main
weapon only in your hands. -- Dencie Hillis

Basaido -- Oog, man.  Your backup shouldn't be heavier than your main weapon, and
your main weapon, well, okay, I wouldn't ever use it for style reasons, but...EPEE?
It takes a lot of deftness to use.  (pause to check)  Right, it takes a DF of 15 or
better to use it well.  There are weapons suited to your style which require less DF
and don't exceed your probable strength and wit.  Sure, they aren't as classy as an
epee, but winning is classier than losing, so it all balances in the end. -- Abalond
Egran

Talym -- Whoa, have I got an input error!  Gotta get THAT fixed, for sure.  I hear
there was a warrior on the first Middle Way who had a major input error, and she DIED
of it!  She was a lunger, and someone accidentally sent her out with a war flail....
But to your problems:  you have a serious lack of endurance.  Train WL if it's low,
CN otherwise.  You should NOT be burning out before the first minute is over.  If I'd
been running with my original strategy, you could easily have gotten killed. --
Ellirin Imbray

Pork Chops -- If this is your strategy, I have it on good authority (my own
experience, for one) that changing target and protect locations every minute is
basically confusing to the warrior.  Also, you numbers are weird. -- Ellirin Imbray

Aalaiya -- He could be right, you know.  Skills can make an ENORMOUS difference.
Provided you last long enough to get 'em. -- Dencie Hillis
P.S.  If you've already got your fight numbers (offensive effort and activity level)
jacked up, maybe you should try decisiveness in minute one or something?  Totally
just a guess, but you should get moving faster.

Ellirin Imbray -- Why do you have to be so darned good??? -- Talym

Tinuviel -- Let's start with what you did right.  You wanted to fight me.  Always a
good thing if you want a win.  Now let me tell you the things you did wrong so you
can get the win next time.  First, lighten the armor and drop the shield.  With your
style, you need to be fast and that much armor is slowing you down and the shield is
not very useful for your style.  Second, I am only one woman.  You don't need FOUR
backup weapons.  One will do.  Third, find a weapon you are well suited to.  It
helps.  Trust me.  Lastly, run faster.  Go 10-10-x in your first minute.  If you do
some or all of these things, then you should be able to beat me and maybe a few
others.  Good luck to you. -- Aalaiya

Abyssal Plains -- Two challenges in a row.  Either you guys have something for me or
you guys just like pulling splinters out of your heads. -- Kyra
P.S.  I don't really mind the attention.

Reegan -- We are very sorry about Hew.  I know what it is like to have a promising
warrior cut down before his prime.  I was expecting Aereon to be able to hurt people
because of his high strength, but I never expected a kill.  Aereon awaits your
bloodfeud and he expects no quarter. -- Arturius

Abalond -- Ok, bad weapon selection.  Next time I won't pick my weapon blindfolded.
-- Basaido

I have made my decision on my arena.  When it is time to pack and leave this
wonderful island, my Knights will travel to and fight on the sands of Lapur.  It is a
glorious city that I have watched my father fight in for some time now.  The
competition is fierce and gamesmanship is high.  I request that my fellow managers
consider this fine city for their destination after graduation.  Wherever the winds
take you, let it be known that the Knights and I have enjoyed every turn we have
spent here on Noblish.  I would like to especially thank Jorja, Reegan and Lazurian
for making my stay here one of the most enjoyable moments of my career. -- Arturius

                                  LAST WEEK'S FIGHTS

VORUS was butchered by MASTER SEN GANAMIR in a 1 minute Dark Arena fight.
BLOODHARVERSTER was butchered by STONE GOLEM in a 2 minute Dark Arena duel.
LINGER was murdered by HIGH ELF in a 1 minute Dark Arena melee.
PEITON was demolished by AEREON in a 1 minute uneven Bloodfeud fight.
VELUNA was bested by MIDNIGHT RUIN in a 2 minute Bloodfeud contest.
TALYM was overpowered by ABALOND EGRAN in a 1 minute one-sided Challenge fight.
KYRA was devastated by ELLIRIN IMBRAY in a 1 minute uneven Challenge brawl.
AALAIYA was defeated by PHOENIX RISING in a 1 minute Challenge struggle.
NIGHTSHADOW was overpowered by BASAIDO in a 1 minute mismatched Challenge brawl.
DARKWIND slimly lost to PAREDE in a 3 minute gruesome beginner's Challenge duel.
CHAENY GROVE overpowered KHALHUMS DWARF in a 2 minute gory uneven Title duel.
DENCIE HILLIS overpowered CAPTURED ORC in a 1 minute gory uneven match.
LEVITHEAN was narrowly defeated by BLIZZARD in a 10 minute bloody novice's match.
VALERIAN was overcome by GUNNY HIGHWAY in a 6 minute brutal novice's contest.
REQUIEM bested VELOON in a 2 minute amateur's bout.
BLACKMOON overcame BOLT THROWER in a 1 minute beginner's fight.
DEATHBLADE was overpowered by RON BURGUNDY in a 1 minute gruesome uneven struggle.
MYEYESAREUPHERE savagely slew SONNY in a 2 minute bloody amateur's brawl.
THAAR assassinated CONVICTED THIEF in a 1 minute one-sided bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   8         LUNGING ATTACK    12 -   8 -  0      60  |
|STRIKING ATTACK                  7         AIMED BLOW         8 -   6 -  0      57  |
|WALL OF STEEL                    3         PARRY-LUNGE        9 -   7 -  2      56  |
|SLASHING ATTACK                  3         SLASHING ATTACK   16 -  14 -  1      53  |
|AIMED BLOW                       3         BASHING ATTACK    29 -  28 -  3      51  |
|PARRY-LUNGE                      2         TOTAL PARRY        3 -   3 -  0      50  |
|LUNGING ATTACK                   2         WALL OF STEEL     11 -  11 -  1      50  |
|PARRY-STRIKE                     2         STRIKING ATTACK   24 -  31 -  2      44  |
|TOTAL PARRY                      1         PARRY-STRIKE       5 -   8 -  0      38  |
|PARRY-RIPOSTE                    1         PARRY-RIPOSTE      4 -  14 -  0      22  |

Turn 238 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  CHAENY GROVE 8471           7   2  0   96 MIDDLE WAY 17 (1464)
WALL OF STEEL    ELLIRIN IMBRAY 8473         6   3  1   66 MIDDLE WAY 17 (1464)
BASHING ATTACK   ABALOND EGRAN 8469          7   2  0   50 MIDDLE WAY 17 (1464)
AIMED BLOW       KYRA 8457                   7   1  0   43 BLOOD KNIGHTS (1461)
SLASHING ATTACK  MIDNIGHT RUIN 8461          6   3  1   37 ABYSSAL PLAINS (1462)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is CHAENY GROVE 8471.  The most popular warrior this 
turn was CHAENY GROVE 8471.  The ten other most popular fighters were VELOON 8570, 
BASAIDO 8505, DARKWIND 8558, VELUNA 8465, DENCIE HILLIS 8472, REQUIEM 8536, RON 
BURGUNDY 8566, MYEYESAREUPHERE 8565, AEREON 8458, and MIDNIGHT RUIN 8461.

The least popular fighter this week was VALERIAN 8484.  The other ten least popular 
fighters were BLIZZARD 8569, DEATHBLADE 8559, LEVITHEAN 8485, NIGHTSHADOW 8555, 
AALAIYA 8456, KYRA 8457, TALYM 8455, PEITON 8529, LINGER 8572, and BLOODHARVERSTER 
8557.

                           SUMMER FACE-TO-FACE IN ATLANTA!

Our next summer FTF will be held in Atlanta, Georgia, July 27-29, 2007.  It will be 
held at the Sheraton Buckhead Hotel in Atlanta, on 3405 Lenox Road NE (404-261-9250). 
Room rates are $95.00 per night, 1-4 occupancy.  There is a free shuttle from the 
MARTA station two blocks away and free parking, high speed internet (for extra charge), 
fitness center, jacuzzi, and pool.  The rooms are blocked--ask for the Reality 
Simulations room block.  Look for transportation info in the tournament information 
sheet.  We hope you're all looking forward to it and that we will see you there!

                                The Defensive Lunger

  Perfect   Minimums     Actual Characters
ST   13        11             11   13
CN    7         3              3   11
SZ    4         4             10    6
WT   21        17             17   17
WL   17        13             17   19
SP    5         5              9    5
DF   17        13             17   13

     The lunger, in my opinion, makes a much better defensive fighter than offensive 
fighter.  Fighting defensively will compensate for the speed at which lungers burn 
endurance.  They will still attack whenever possible but their defensive ability will 
allow them to dodge most attacks.  The most important part is their initiative.  When 
they do dodge, they'll usually steal the initiative and attack.  I haven't been 
fighting lungers defensively for long but my record is 14-5-0.  Don't fight 
defensively against other lungers as they will usually win.

     The strategy I use is:
Min  1    2    3    4    5    6   Desp
Off  4 ------------------------->  9         Weapon:  Any lunging
Act  6    4 -------------------->  9         No armor if low con
KD   4 ------------------------->  9         APL/H if average con
O.T. --------------------------->  L
D.T. -------------------------------->

     You can attack any location you wish but I suggest protecting the body.  The 
third character listed started with experts in attack, defense and initiative.  The 
last character had an expert in attack.

The Wild Boar, manager of Things (5) and many inactive teams.

                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 
there!

                                                                      -- Forge

                                  WARRIOR ENDURANCE

     Greetings, joy and happiness to everyone!  I hope you have had pleasant dueling.  
This article is about endurance and some things to think about when you're designing 
your warriors.  Below is a chart showing the different endurance levels a warrior may 
have.  This chart may be a little off of due to the fact it isn't possible to have all 
the variables as a manager, but it does give you idea of the amount of endurance a 
warrior should have.

The formula for endurance is: E = (ST+CN)WL

With the result of that number use the chart below.

000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+    = Awesome

Here are some examples of warriors with their Endurance ratings:

1) Slasher      ST  5  CN  7  WL 15     (5+7)15   = 180	 Poor
2) Striker	ST  7  CN 13  WL  9	(7+13)9   = 180	 Poor
3) Parry-Rip	ST  7  CN 10  WL 11	(7+10)11  = 187	 Poor
4) Basher	ST 13  CN  9  WL  9	(13+9)9   = 198	 Very Poor
5) Striker	ST 13  CN  9  WL  9	(13+9)9   = 198	 Poor
6) Aimed-Blow	ST  9  CN 15  WL  9	(9+15)9   = 216	 Normal
7) Striker	ST 10  CN  5  WL 15	(10+5)15  = 225	 Normal
8) Slasher	ST 13  CN 10  WL 10     (13+10)10 = 230	 Normal
9) Wall/Steel	ST 13  CN 12  WL 17     (13+12)17 = 425	 Great

     There are several factors such as warrior style, RSI random factor, and there is 
some evidence that SIZE has some effect on a warrior's endurance.  In any case the RSI 
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average.  These are 
just estimates, but are still factors nevertheless.
     Some styles that are HIGH BURN endurance, like lungers, slashers and walls of 
steel, are more likely to be UNLUCKY with the endurance rating.
     Every action your warrior does consumes endurance.  Attacking seems to use more 
endurance than any other action.  Once a warrior's endurance is used up, he will make 
an endurance check against his WILL. If he fails the roll, he will either stop to rest 
or collapse to the sand, depending on how badly he failed the roll.  When a warrior 
stops to rest, he gets back some endurance.  When he gets enough endurance back, he 
will start attacking again.  This is just a theory that I have developed from 
observations.  It maybe completely off, but it gives one something to ponder.
     That's it for now lords and ladies, I must go entertain elsewhere.  If you would 
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com 
or visit my DM website at 
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm 
     You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the 
Joker's Wilds scattered about.

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

                     Presenting, by Popular Demand (from 1989)...

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

     Hello, I am the Ghost of Eldrid, and I have an important message that directly 
effects how well your team may do in the future.  Some managers will not take this 
important article seriously (some people don't believe in ghosts, either), and their 
records will suffer for it.  I have played Duelmasters for four years and searched 
through all of my old turns and painstakingly researched every important fact in this 
article, and I have discussed my conclusions with about ten different managers (named 
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all 
agree on the validity of my arguments.  The results of my research are both startling 
and magnificent.  THERE IS NUMEROLOGY IN DUELMASTERS!!!  Whether it was programmed in 
or it exists on a higher plane, it matters not.  IT EXISTS!!!  And I plan to share 
some of its amazing secrets with you, starting with character creation.
     Remember in the realm of character generation the powers favor odd number stats.  
NEVER, EVER have an even number on stats, except, of course, for size, which, 
obviously should be even since everyone can tell what size your character is by his 
description in the fight.  Do you want people thinking your warrior is odd?  I should 
hope not!!  But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER 
STATS EVEN!!  Write a letter to the commission stating that you forgo the rights to 
the last point and you want it to be sacrificed to the benefit of Alastari.
     Always start adding points to wit and will first.  Either make them 13, 17, or 
21.  Why?  Under 12 wit is worthless, as any good manager will tell you.  A 13 
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21 
is BLACKJACK, and you get twice the number of winnings you would normally get.  Why 
not 15 or 19?   Is it not obvious to everyone that 15 is unlucky?  The only President 
of the United States not married was the 15th, James Buchanan (who?).  Lincoln was 
shot on April 15th, and the clincher... my brother was born on the 15th of May.  If 
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.  
19 is an evil number.  It tries to deceive you into thinking it is better than 17, but 
actually, it is an "11" with a small zero placed on the second pole, and we all know 
that a zero is nothing.  So what do we get for our extra eight points?  In effect, 
something smaller than nothing.
     Next, make every other stat odd.  Add the other points to make the style you 
want.  Deftness is the key to character generation.
     Deftness (min)
          5 to make a basher (ST 13+)
          7 for a lunger
          9 for a striker
          11 for a wall of steel (ST 11+, WL 17+)
          13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total 
                    parries (these styles depend on the opponent's bad luck.
          17 for a parry-riposte (WT 17+)
          21 for an aimed blow (this style needs the double winnings)

     The last thing to remember is that luck is a big factor in this game and I don't 
know if you noticed, but when warriors have even ID numbers they are luckier than odd 
ID characters.  Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph, 
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max, 
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam 
Spade.  All have even-numbered IDs.  Now you say, "But Yoda and Necron-99 both have 
odd IDs, and they are the best aimed blows of the game!"  Yes, but they are AIMED 
BLOWS and they are members of an odd style, so of course they do better with odd 
numbers.  So remember if you want your warriors to be best in all Alastari someday, 
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.  
Good luck, and may the numbers fall your way.

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

     There have been several articles about fighting styles, some say theirs is the 
best, or ultimate, one said theirs is the most fun style.  Well, I feel that parry-
strikers are just as much fun to play as any other style.
     First, let's start with the run down of what they say in the "RED BOOK".  The 
book says that parry-strikers are defensive, using small quick movements in their 
actions (sounds like you could say that about some other styles as well.)  The book 
says that some managers swear that a high wit is critical to the style (only those who 
have no brains would disagree with that.)
     Let's get to business.  First and foremost this style is deceptively aggressive, 
making them a very good offensive type of fighter, or deadly type of defensive 
fighter.  Offensively they tend to get the jump on their opponent.  I had a parry-
striker that was only jumped 3 out of 11 fights, before he died.  To prepare and run a 
parry-striker can be quite confusing, so I will try to help make it as simple as 
possible.  Here are my feelings on roll-ups for the parry-strike style:

     ST:  11-15, I'll explain later.
     CN:  who cares.
     SZ:  10-14, don't go over 14.
     WT:  13-17, 17 is the best.
     WL:  13-17, to get good endurance.
     SP:  not important.
     DF:  11-15, I'll explain later.

     Here are some good roll-ups for a parry-striker:  11,7,10,17,17,7,15; 
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11.  Now, if you have a decent 
wit, the way you run this fighting style will depend on strength and deftness.  For 
example: if your fighter has a high DF and a low ST it would be to his/her advantage 
to be defensive, since the speed would benefit the ability to move in reaction to 
their opponent.  If the ST is high, and DF low, it would be better to fight 
offensively like a striker, trying to get the first, and only blow in.  If they don't 
have a decent wit, you're on your own.  I can't help you on that.  Remember this style 
of fighting is the same as a striker except for added knowledge of parrying, as well 
as bein a little more aggressive.  I would not suggest a low ST and DF, it will take 
away from your WT & WL, and you don't want to do that, but if you do, good luck.  You 
don't need much CN if you have a good WL, which gives you your endurance.  SZ; you 
don't want it to be above 14, it would hurt your fighting style more than your 
attributes.  WT; it is the same as it is with strikers, the higher the WT the faster 
and deadlier they become.  Raise WT to 17 if you don't have it at the start, then 
don't worry about it again until ADM.  WL; this is where you get your endurance.  13 
is fine to start out, but I would suggest 15, then bump it up to 17 in basic.  SP; it 
is what you need to riposte, but PSers have this "one strike one kill" attitude.  
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.  
DF; what is there to say, it helps, but is not crucial to be a great PSer.  Now to 
running a PSer.  If he is an offensive fighter 10-10-10 Dec. all the way through the 
fight, even in desperation.  If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd 
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.  
Remember, first you want to assure your defense, and to do that, you should go 
defensive the first minute.  By the second minute you will be secure enough to go on 
the offensive, but experiment.  6th minute on, leave blank, for by that time he/she 
will know what to do (if their WT is high that is.)  The best thing you could do for 
your fighter is watch the fights, if you are getting more defensive skills than 
offensive, run the def., or change weapons.  That is the best advice I can give you 
about PSers.  About armor, I like to use ringmail or nothing, but experiment.  I know 
that there is someone that will disagree with me, but I feel that I have given you 
some ideas about this fighting style that can be used, even though I am a new manager, 
playing for just over a year.  No matter who writes a style article, it is just 
advice, not the bible.  Just use the articles as a point of reference, not as sworn 
law.
     This is a very fun fighting style, try it out.  I have written this in answer to 
Foreign Legion Arena 31, and The Spartans Arena 8.  I challenge any Primus Manager to 
correct my writing of PSers.  It is not my favorite style, but it is as fun as any 
other that I have used, including my favorite one (Which is a STRIKER!!)  If there are 
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The 
Crucifiers DM-46.

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
 
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
 
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
 
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

"How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS? 
Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!?
Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
 
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,
"GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!"

****Hey, what do you expect for a quickie?... <grin>

                            THE ARMOR PIERCING PARRY-LUNGE

     When you think "attack" what style comes to mind?  Bashing?  Definitely lunging?  
Of course.  Parry-Lunging?  Excuse me?  Yes, the parry-lunger!  Few people realize the 
fact that parry-lungers are attack gods waiting to be born.  All it takes is the right 
warrior and lots of guts.  This warrior is not for the weak of heart.  We'll begin 
with stats.

     Range               Perfect
     ST  9-11                  11
     CN  5-9                    5
     SZ  6-11                   8
     WT 17or21                 21
     WL 17or21                 17
     SP  5-8                    5
     DF 15-17                  17

     Why?
     ST(11):  This is your optimum PL strength.  It puts your warrior in the normal to 
good damage range.  Also, you have the best PL weapon at your disposal--the LO!
     CN(5):  Yes, his life expectancy is low.  What'd I tell you?  Guts, right?  He 
gets his endurance from WL.  If you want to make trains, make them here.
     SZ(8):  Our most flexible stat.  A high SZ (i.e.11) allows you to skimp a bit on 
Str (9).
     WT(21):  If it's not a 21 you're not going to get the attack this fellow counts 
on.  His learns will be awesome and a 21 WT will make him a better warrior out of the 
chocks.
     WL(17):  End/Att are dependent on this one being high.  Keeps you on your feet 
when you should drop from exhaustion.
     SP(5):  Not a big requirement.  Init and Parry will come from elsewhere (WT/DF).  
This is not a lunger mimic.
     DF(17):  Combine this DF with a 21 WT and you will have a massive attack.  
Pinpoint accuracy is the byword.  Parry, init, def and riposte will all benefit 
immeasurably.  At 15 you have access to the EP, a fine lunging weapon this style can 
put to devastating use.

     Strategy (General, but effective in most cases)
          2    9    9    7    6    5    10
          6    9    9    7    6    5    10
          2    7    7    7    5    5    10
          HE ---------------------------->
          HE   BD ----------------------->
          -    -    -    -    -    -    -
          P    -    -    -    -    -    -

     Minute 1:  This fellow won't get the jump on offensives, so we'll just go 
defensive and render their "mad minute" fruitless.  This PL's counterattack will be 
amazing at even 2-6-2 P due to the high AL.  Keep the parry tactic until Adv Expert 
parry is gained.
     Minutes 2 and 3:  These two will end most of his fights.  When he starts landing 
precision blows in his opponent's face it will usually be over quickly.  Keep the kill 
desire relatively low as to avoid sloppy attacking.
     Minutes 4 through 6:  If you haven't won by now you've got to depend on your WL 
to carry you until you finish the job.  He'll probably top out at the five min. mark.  
But we want to keep the attacks coming so we do so at his endurance's expense.
     Desp:  If your opponent is an offensive he's probably blasted through your min. 1 
defense.  Your best bet is to go spastic and hope to take him out in one shot or so.  
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping 
the super-offense will put him over the edge.  After all, it's better to burn out than 
fade away.
     Always aim for the head to maximize the impact of your blows.  If it tickles your 
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.  
Protecting the head in min. 1 is strictly odds playing on my part.  My offensives aim 
head so I assume everyone else's do too.  After min. 1, we forget defense.
     Weapons and armor are simple.  APL/H or ARM/H (if you're challenging a real 
heavy-hitter).  I prefer swords for armament.  My combos are usually LO/SM, LO/SH, 
SC/DA etc.  Against heavy armor go with LO/SH.  Always aim for the head.
     Philosophy:  This guy clings to life by luck, early on, and will never be free of 
the spectre of death.  In his first few fights stay away from lungers and bashers.  
Both have high attacks and usually do substantial damage.  Prey on strikers, PS, PR 
and slashers.  As he progresses, his attack, parry and defense will equip him with the 
tools to handle most everybody but always remain cautious of those bashers and 
lungers.
     A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70 
def.  Decise and riposte will be slightly lower.  Riposte 50 and decise anywhere from 
35-50 depending on how lucky you get.  Train skills exclusively from fight one and on.  
Use tourneys if you must raise anything at all (including con).
     Don't be discouraged if he's around .500 early on.  By ten fights he'll be 
sporting three Adv Experts at least (att, par and init) and will begin to dismantle 
those scum/finesse styles that managed to beat him.  Feel free to write or diplo me 
with comments/criticisms/or questions.

                                             Fight the Good Fight,
     or:                                          Agath
          CPL Michael Dockus                      Lunatic Fringe (23)
          H Co BLT 2/8                            Circle of Five (51)
          24 MEU (Det F)                          Slaves of Power (52)
          FPO NY NY 09502-8531