DUEL 2 NEWSLETTER

Date   : 08/04/2007    Duedate: 08/17/2007

NOBLISH ISLAND ARENA

DM-93    TURN-240

This Weeks Top Honors

THE DUELMASTER IS

POSITION IS EMPTY

Chartered Recognition LeaderUnchartered Recognition Leader

POSITION IS EMPTY              POSITION IS EMPTY

Popularity Leader              This Weeks Favorite

DEATHBLADE                     DEATHBLADE
ECLIPSE (1476)                 ECLIPSE (1476)
(93-8559) [2-2-1,27]           (93-8559) [2-2-1,27]

THE CURRENT TOP TEAM

CRUCIBLE (1480)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 18 (1483)        45
2. ECLIPSE (1476)              42      DYSERAY (312)
3. CRUCIBLE (1480)             18      Unchartered Team
4. THE WOLVES (1467)           13
5. DEFENDERS (1481)            10      CRUCIBLE (1480)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*DARGONE (1006)             1   0  0  100   1/ 2*CRUCIBLE (1480)          12  3 1
 2/ 2*CRUCIBLE (1480)           12   3  1 80.0   2/ 3*ECLIPSE (1476)            7  8 2
 3/ 0*MIDDLE WAY 18 (1483)       4   1  0 80.0   3/ 0*MIDDLE WAY 18 (1483)      4  1 0
 4- 5*BLOOD KNIGHTS (1461)      23  17  2 57.5   4- 8*DRAGON LANCE (1479)       2  2 0
 5- 6*DRAGON LANCE (1479)        2   2  0 50.0   5- 4*BLOOD KNIGHTS (1461)      2  3 0
 6/ 8*ECLIPSE (1476)            11  14  2 44.0   6- 9*DARGONE (1006)            1  0 0
 7/ 0*THE WOLVES (1467)          2   7  0 22.2   7/ 0*GOTTA GET A CLUE (1484)   1  4 0
 8/ 0*GOTTA GET A CLUE (1484)    1   4  0 20.0   8/ 0*DEFENDERS (1481)          1  4 0
 9/ 0*DEFENDERS (1481)           1   4  0 20.0   9/ 0*THE WOLVES (1467)         1  5 0

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

                                    TEAM SPOTLIGHT

              + ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
                    Where do you go when you leave Noblish Island?

     After ten turns, just when you're getting used to the everlasting rain here on
Noblish Island, you're going to have to leave forever.  Everyone (except me) leaves
after ten turns.
     You have to go, but you get to choose your destination.  Out of sixty or so
possible arenas, how do you choose?
     Some of you will be following friends who have already gone, and for you this
question is moot.  Otherwise....

     Fast or slow?  Noblish Island is a "fast" arena in that the fights are run every
two weeks.  For some of you, this may not allow enough turn-around time.  "Slow"
arenas run every four weeks.  The slow arenas are 8, 28, 31, 39, 45, 47, 50, 52, 54,
59, and the three slow transfer arenas, 71, 72, and 73.  Also now there is a slow "no 
tourney" arena:  dm 83 Telorinthe.  You may have an unlimited number of teams in a
transfer arena, and many managers do; I would not recommend choosing a transfer arena
for your first non-Noblish home.

     Regions--the world of Duelmasters is divided into four regions, which have
slightly different preferred style of management.
     The Andorian region as a general rule tends toward a role-playing, non-killing
style of play.  By "non-killing," I mean that Andorian managers perfer not to seek
kills and disapprove of down-challenging.  In most (but not, alas, all) cases,
Andorian arenas will have lively personals.  The Andorian arenas currently open are:
8 (slow), 11, 14, 22, 24, 25, 26, 30, 40, 41, 46, 52 (slow), 60, 63, and 71.
     The Delarquan region, except in the case of some of the slow arenas, is not much
prone to role-playing and convesation.  For Delarquans, the win is all.  Down-
challenging is an accepted tactic used when desired by any manager.  Deaths may be
more frequent than elsewhere.  The Delarquan arenas currently open are: 1, 2, 3, 4,
5, 6, 7, 10, 18, 21, 36, 38, 39 (slow), 42, 51, 54 (slow), 59 (slow), 62, and 72.
     The Free Blades region tends to be very active in the slow arenas and less
dogmatic in either direction about style of play.  Free Blades arenas currently open
are: 9, 12, 15, 16, 17, 19, 28 (slow), 29, 31 (slow), 32, 33, 35, 43, 45 (slow), 47
(slow, currently hosting a contest), 50 (slow), 56, 61, and 73.
     The Lirith Kai region is the youngest and is currently very small, having only
arenas 65, 74, 75, and 78 open at the present time.  There is a tendency to prefer
the Andorian-style, "no down-challenges and no deliberate killing," but the managers
seem to be less dogmatic about it.
     Note that currently contests of various kinds are being held in several arenas.
Some are just starting, some are just about done, others are in the middle.  Contest
arenas will tend to be bigger than others while the contest is going on, and full of
often-confusing personals.

     Large arenas or small ones?
     There are advantages for a new manager in either choice.  In a large arena,
there are lots of managers who will be willing to help a novice.  There will be a lot
of variety in the kind of competition your warriors come up against--varieties in
style, management, levels of skill.  You can learn a lot in large arenas.  But there
are drawbacks, too.  You can get lost in the crowd, maybe find no one or only a few
of those available responding to your personals.  You can get caught between feuding
factions.
     In small arenas, you soon get to know every manager's playing style and what to
expect from their warriors.  If you write personals, they will be noticed and
probably responded to.  But just as you get to know all the managers and warriors
sharing the arena with you, so will they get to know you.  You may see a lot of
standbys fighting, and while they are relatively easier to beat, they don't teach as
well.  After a while, you won't meet with many surprises.

     If you have access to the internet, I strongly recommend that you check out
RSI's website and sample the newsletters of various arenas to get the flavor of them.
If not, ask for advice.  Diplo managers mentioned in the Regional Arena News from
arenas you're interested in, as they are likely to be leaders in those arenas.  Ask
questions here, in the personals or by diplo.  I'd like to see you all have the best
possible Duelmasters experience that's consistent with other people doing the same,
and I ALWAYS have opinions!

Jorja
The Middle Way

           +>]H[<+-----+>]H[<+ Question of the Week #1 +>]H[<+-----+>]H[<+

     Hanibal, manager of Cannibalz in Aruak City (DM 11) and formerly of Noblish
Island, has asked a series of questions of the experienced managers of that arena.  I
believe you might find these questions and answers instructive, or at least
interesting.  Feel free to comment or question in response.  That goes for other
experienced managers, too; I'm sure your input would be valuable. -- Jorja, The
Middle Way
P.S.  Note that this all occurred some time ago, though not as long ago as most of
the articles in the back of the newsletter were written.  "Questions of the Week" are
not currently going on, but I believe that if anyone wanted to start it up again,
there would be a good response.

Question, turn 396:
     All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who
would swing first?  Would they both have an equal chance? -- Hanibal's question of
the week

Replies, turn 397:
     Hanibal -- Of the three numbers, I think KD is least influential in determining
who swings first.  I'm not discounting its involvement entirely, but there are many
factors that weigh more heavily.  I ran aimers 10-10-1 for a long time, when it was
the 'in' thing to do, and they fought quite aggressively.  KD might be more important
in determining who swings LAST. -- Generalissimo Puerco

     Hannibal -- I firmly believe that 10-10-2 will sometimes outjump 10-10-8.  And
vice versa. -- Kennelworth The Seasoned

     See also Captain K's article on "Getting the Jump."  It was printed in this
newsletter a few turns ago, but if you want a copy and don't have it, email me at
jputney@zianet.com and I'll send it to you.  Okay, okay, if you don't have email,
request it in the personals or even send me a diplo. -- Jorja
P.S.  I believe this may now be included in the regularly cycling articles.

Question, turn 397:
     All -- If two warriors have a good damage rating, one has 11 str. and one has 13
str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W.
     P.S.  Warriors are same size.

Replies, turn 398:
     Hanibal -- Regarding your QoW, it is a very good question.  I think that there
is a difference in damage done between warriors with different strengths but similar
damage comments.  Of course the attack rating a warrior has can make a world of
difference too.  I've got a piker (the Consortium may know Lustra from DM 52) that
has a 5 str. and does normal damage with a blow.  Yet, she performs like a warrior
that does little damage.  (And I have a lot of experience with those.)  Not only
that, she has normal endurance, too, but she seems to get tired awfully quick for a
piker with normal endurance.  So that's one example.  Another is my overall look at
warriors that do 'little' damage.
     If you take one with 9 str. and another with 13 str. I think a clear Difference
can be discerned.  On the high end, my experience doesn't go much past 'good' damage.
But what I can say is that my warriors that do 'good' damage seem to do more damage
than my few warriors that have done 'tremendous' damage.  That is probably because
those big strong warriors have relatively lousy attack ratings.  So in a nutshell I
would say yes, there is a minor but still noticeable effect.  What you might be
finding is that there seems to be differences within those broad categories given on
the warrior overview.  It's just like if you raise con you improve your warrior's
ability to sustain damage a little bit, even if the comment on the overview stays the
same.  Your questions are getting at some of the interesting subtleties of the game.
Keep asking them! -- Generalissimo Puerco

     Q.O.W. (Hanibal) -- I don't think so. -- Adie

Pagan's replies:

Question, turn 396:
     All -- If 2 identical warriors (theoretically) ran 10-10-2 and 10-10-8, who
would swing first?  Would they both have an equal chance?

This is a loaded question.  There are a number of factors which will determine which
warrior swings first.  In speaking of this I can only tell you what I have a 'feel'
for.  In no way does anyone know all the factors or how this works exactly unless
someone gets to look at the source code for the program.  I will ignore the KD
dispute simply because I don't know.
The Factors:
1.  At warrior creation, the program initiates a random string class to be used for
your warrior.  Each string has a series of numbers that are pre-generated and always
the same.  It however appears random except for the facts that some strings are good
for some warriors and bad for others.  You'll notice this only over time.  This
string class is permanent and not all of them are created equal.  This is above and
beyond any total number of skills.
2.  At fight time, the program calls a random string to be used for BOTH warriors.
This string affects the string of the warrior.  This is why you will never see two
fights that are line-by-line exactly the same.  But if the fights were constantly run
with exactly the same string, and no strategy changes are made then you will
consistently have the same fight line-by-line.
3.  Fight-String modified Warrior-String# are taken for each warrior and #Decise-
skills + OE + string# + tactic + weapon-weight + style-adjustment equates to a
number.
4.  These bonuses could be negative in adjustments also: IE. Running responsiveness
would be the addition of a negative number equal to warrior's Decise.  Running decise
would increase a lot, running lunge, slash, or bash use initiative instead of Decise
if higher than current #decise skills.
4.  Biggest controllable factors are OE, tactic, & weapon-weight
5.  If the number for JUMP does not have a disparity of a specific number then a
continued clash will occur until that disparity is shown.  Then the fight actually
begins.  You can have a series of 8+ clash statements until the program finds who
starts and initiates the fight sequences.  Example: fighterA ends up with a jump# of
60 and fighterB ends up with a jump# of 65; if the disparity had to be 10 points then
what would happen is a clash statement would be printed and the steps repeated.  The
next number from the Fight-String is called along with the next number in each of the
Warrior-strings ; the computation is done again until the disparity (for the computer
anyway) becomes true.  Then the fight sequence is activated. -- Pagan

Question, turn 397:
     All -- If two warriors have a good damage rating, one has 11 str. And one has 13
str., would it make a difference in the amount of damage they do? -- Hanibal's Q.O.W.
P.S.  Warriors are same size.

Most definitely.  Weapon damage is equated to Strength + damage class.  So damage is
done like this:
1.  Armor weight + 12 + any bonus it has vs weapon type is a negative to the damage
done.  (How the hell did he get 12!?)
2.  Damage done is strength + damage class variable + weapon variable.
3.  Slashing & Bashing increase the damage done.
4.  When the damage done equals 1 or less then there is a weapon bounce statement.
The minimum damage a blow can do is 1 point of damage.  The program knows there's a
hit before it knows damage so you can't reverse a hit, you merely take a minimum of 1
point of damage to your hit-points.
5.  The lower your strength then more bounces you will see.  The lower your damage
class the more bounces you will see.  The lighter weight a weapon is vs the armor its
hitting the more bounces you will see.
6.  In reverse to #5, all of those secondary-damage statements (often referred to as
extra-damage statements) such as "it was a devastating blow"... "what a massive blow"
-- these merely show that you hit your opponent with enough damage to exceed the
computer secondary-damage statement threshold.  Your warrior caused enough damage to
exceed a programmed set number (whatever that number may be) and the fight is only
showing that you exceeded that number. The programmed number for the secondary-damage
threshold is a Hard number: it is constant within the program and is used for all
fights and all warriors.  It is not random.  It has nothing to do with how much
damage you did in relation to your opponent's hit-points either.  If you exceed that
number in damage, you get a printed statement showing that to be the case.  There is
no such thing as Extra-Damage. -- Pagan

Question, turn 398:

All -- If you lower your kill desire in desperation, do you have less of a chance of
being killed? -- Hanibal's Q.O.W.

Replies, turn 399:

Q.O.W. -- I think that if your KD is lower in desperation, you're more likely to
surrender than draw out the fight.  Drawing out the fight by having a higher KD gives
the attacker more chance to kill you.  But you could defend and make a come-back.
But that higher KD also lowers your defensive ability somewhat. -- Adie

Hanibal's Q.o.W -- Yes, lowering your own KD helps keep you alive and allows you to
surrender...hopefully in time. -- Armalias

Hanibal -- The choice of kill desire in desperation seems to be a very tactically
important one.  I do believe that lowering kill desire will tend to preserve a
warrior's life by making him give up (and end the fight) sooner.  This also means
the warrior may end up losing fights he could have won if he had hung around.  I
think scum strategy is a good example of this.  While it may be counterintuitive, a
good scum strategy involves using a moderate to high kill desire.  This is done to
prevent them from giving up prematurely.  Also, most managers don't care too much if
their scum gets killed, so there's no point to running with a low KD.  There's a very
good article on the total parry written by Scrag, in which this scheme is discussed.
Maybe you saw it in Noblish.   Personally, I either lower or raise KD in desperation,
based on my expectations for a particular warrior.  I think it was Miles that first
wrote on this way of looking at kill desire, and I believe it to be the most correct.
Other published theories, such as Jessie Jest's, are variably more questionable.
(But then, everything Jessie Jest wrote should be taken with a grain of salt.) --
Generalissimo Puerco

Question, turn 399:

All -- If you have 18 HP and cannot take a lot of punishment and raise con once to
normal--20 HP, does the rating affect the rate at which you take damage or do you
just have 2 more Hit Points? -- Hanibal's Q.O.W.

Replies, turn 400:

Hanibal's QOW -- I think you just get a bump in hit points.  But that little bump
makes a big difference.  I think armor and warrior experience are the only factors
that affect the rate of damage per blow. -- Adie
P.S.  There's a new chart for hit points that is more accurate and does not involve a
luck factor.

Hanibal -- I think the amount of damage a warrior can take is not variable but
constant.  The variables in the equation are:  the weapon being struck with and the
armor it is striking, and the attack and damage-dealing ability of the warrior doing
the swinging.  Not to mention kill desire, as discussed last turn. -- Generalissimo
Puerco

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     The Venomous Concubine, heck.  But I suppose that's what I can expect with this
artificially inflated ranking.  I'm glad I'm not taking it somewhere that will get me
hurt.  I hear that we're being dropped into a closed arena just to get us out of the
way.  It's a relief.
     Yep, that's right, the Middle Way 17 is leaving, will be gone when you see this
newsletter, along with Abyssal Plains and No Quarter.  AP and NQ will NOT see the
newsletter, unless they can get online, which is a bummer, as we've probably got good
advice for 'em.  Oh, well.
     Look for the Middle Way 18 in the newsletter which will be in your hands as you
read this.

                                     Chaeny Grove

P.S.  But I wish I could have defeated the Venomous Concubine on my way out.

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  Former top team MIDDLE WAY 17 
was unseated this week as CRUCIBLE moved up from 2nd ranking to take the top spot 
with a 4-1-0 record for the round.  Warriors--remember that glory waits always around 
the corner!  Witness how this week DRAGON LANCE went 0-0-0 to move up 4 in the 
rankings.  Did only my eyes note the 4-1-0 record which CRUCIBLE managed to post this 
round?  I don't doubt that such a record will draw challengers!  I could not but 
notice the fine record for MIDDLE WAY 18 (4-1-0) after their first round of combat.  
May the gods of war favor you in NOBLISH ISLAND!  DEATHBLADE caught the eye of many 
in the gladiatorial commission as she skillfully bested BLIZZARD and was awarded 22 
points in recognition.  Would you believe that over half of the old women in NOBLISH 
ISLAND seem to feel that they could fight better than you gladiators?   
     I have been in deep conclave with my spies who watched all that has recently 
transpired.  Indeed there is much I would report.  NOBLISH ISLAND, city of 
gladiators!  Mighty among the names of thy guilds is BLOOD KNIGHTS, a guild shunned 
and avoided by many in the weekly duels.  If you didn't look down dark alleys you'd 
have been hard pressed to find any of ECLIPSE last week.  Busy avoiding BLOOD 
KNIGHTS?  Mighty fighters cannot but expect competition from those below.  BOLT 
THROWER take warning!  You have more than a few enemies in NOBLISH ISLAND.   
     What warrior does not hone his years, impatiently waiting for the moment of his 
foe's mortality?  My condolences to CRUCIBLE for their loss of a very promising 
warrior, BLIZZARD.  BLIZZARD went to doom before the arms of DEATHBLADE, a warrior of 
ECLIPSE.  Dark alleys may hide both secrets and assassins.  In the arena there is 
only the brightness of steel.  Keep vigil always!   
     A thought before I go.  Each warrior practices one style, but must not the wise 
manager learn the secrets of them all?  Sadly warriors, now longer can I keep thy 
company nor savor the ale of thy fine city.  Depart I must and soon!  Till next we 
meet remember - the pen is mightier than the sword, but a maul is a different 
story!-- Zontani Sharp Eyes  

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-KYRA 8457                     7   1  0    43       BLOOD KNIGHTS (1461)
-AEREON 8458                   5   3  1    39       BLOOD KNIGHTS (1461)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
-TALYM 8455                    5   3  1    28       BLOOD KNIGHTS (1461)
 BLACKMOON 8556                4   0  0    27       ECLIPSE (1476)
 DEATHBLADE 8559               2   2  1    27       ECLIPSE (1476)
-BASAIDO 8505                  3   2  0    26       BLOOD KNIGHTS (1461)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 MYEYESAREUPHERE 8565          3   0  1    25       CRUCIBLE (1480)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 NIGHTSHADOW 8555              3   1  1    21       ECLIPSE (1476)
 RON BURGUNDY 8566             2   1  0    20       CRUCIBLE (1480)
 GUNNY HIGHWAY 8568            3   0  0    17       CRUCIBLE (1480)
-RAISTLIN 8563                 1   0  0    14       DRAGON LANCE (1479)
 BOLT THROWER 8567             2   1  0    13       CRUCIBLE (1480)
 POL ORVIN 8590                1   0  0    13       MIDDLE WAY 18 (1483)
-TRUNYEN 5853                  1   0  0    13       DARGONE (1006)
-AALAIYA 8456                  2   6  0    12       BLOOD KNIGHTS (1461)
 TARIN SILLS 8588              1   0  0    11       MIDDLE WAY 18 (1483)
 CHEWIE 8487                   1   0  0    11       THE WOLVES (1467)
 ROS QUIN 8589                 1   0  0    10       MIDDLE WAY 18 (1483)
 LISA KAROL 8592               1   0  0    10       MIDDLE WAY 18 (1483)
-FIREFORGE 8561                1   0  0    10       DRAGON LANCE (1479)
 DARKWIND 8558                 1   3  0     6       ECLIPSE (1476)
 FALWORTH 8573                 1   0  0     6       DEFENDERS (1481)
 LEVITHEAN 8485                1   2  0     5       THE WOLVES (1467)
 NIGHTFALL 8595                1   0  0     5       GOTTA GET A CLUE (1484)
 VALERIAN 8484                 0   4  0     4       THE WOLVES (1467)
 GUDGE 8593                    0   1  0     1       GOTTA GET A CLUE (1484)
 MR. GREEN 8597                0   1  0     1       GOTTA GET A CLUE (1484)
-TASSLCHUFF 8564               0   1  0     1       DRAGON LANCE (1479)
 GIGRUNAN 8575                 0   1  0     1       DEFENDERS (1481)
 NOLAN MARRIK 8591             0   1  0     1       MIDDLE WAY 18 (1483)
 THURMONIN 8574                0   1  0     1       DEFENDERS (1481)
 PROF. PLUM 8594               0   1  0     1       GOTTA GET A CLUE (1484)
 MISS SCARLET 8596             0   1  0     1       GOTTA GET A CLUE (1484)
 BLIMRING 8576                 0   1  0     1       DEFENDERS (1481)
-ISTAR 8560                    0   1  0     1       DRAGON LANCE (1479)

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

THE DEAD               W  L K TEAM NAME             SLAIN BY             TURN Revenge?
BLIZZARD 8569          2  1 0 CRUCIBLE 1480         DEATHBLADE 8559       240         
BOROM 8577             0  1 0 DEFENDERS 1481        NIGHTSHADOW 8555      240         
BLADERANGER 8586       1  1 0 ECLIPSE 1476          BLACK ORC 20          240 NONE    
SONNY 8486             0  1 0 THE WOLVES 1467       MYEYESAREUPHERE 8565  238         

                                     PERSONAL ADS

Leaving Noblish Island to seek your fortunes in the great arenas of this land is a
bittersweet experience.  We left our blood (and much of yours) on the arena sands
during our tenure here.  We developed rivalries, friendships and a deep respect for
one another.  The life of a warrior (and a manager/promoter) can be cut short in an
instant and a promising career dashed apart in the blink of an eye.  The greatest
lesson we have learned during our stay here was to ask for help and to utilize it
when it is given.  Friendly rivalries are the spice of life and even the smallest
diplo is a joy to read.  It makes the game all the more rewarding.  And so we bid
farewell to our friends and fellow managers.  We had hoped to go out with a bang, but
went instead with a 1-4 whimper.  Our bloodfeud with Midnight Ruin wasn't avenged but
Veloon gave him the fight of his life.  Had one more blow landed, we felt that
victory would have been ours.  Nevertheless, we stood up for our teammate and we feel
that enough blood was spilled to render the feud at an end.  Farewell friends,
specifically Lazarian, Arturius and Jorja! -- Reegen Ironbeard (promoter, No Quarter)

It is certainly more challenging to set strategy when all you can do is examine
results via an oracle (Internet Explorer) without actually seeing last rounds
matches.  DAMN the postman! -- Kodiak

And what's with all the avoids Noblish?  You make the new guy feel unwelcome. --
Kodiak

Blackmoon -- Well done again friend.  You are responsible for both of our losses to
this point.  We will get to you sooner or later...I hope. -- Kodiak

All -- These are grim days withing the Wolf pen.  The first has fallen.  Ruthlessly
cut down my Myeyesareuphere.  It was hard to watch such a promising lad killed so
brutally.  However, that hasn't stopped me from traveling Alastari in search of the
finest in gladiatorial entertainment.  Whether our fighters are yelling cries of
victory or stuck on the end of a pole, we here at Pleasure Productions strive to
please the crowds.  I and my assistant, Gupta, are working tirelessly, training,
bandaging, cajoling and punishing our warriors to make them the best they can be.  We
have high hopes for our replacement fighter.  He's our first one and we know a lot
more than we did before.  Myeyesareuphere, the Wolves are coming! -- Samuel Pleasure,
mgr. the Wolves

Blade Ranger -- You are a fine opponent as well.  I look forward to our next fight.
The decisiveness skill will help. -- Istar

Blizzard -- Okay, I made a bad choice in weapons, and was a pain in the left
buttocks! (first line, second minute)  I enjoyed our fight, even if I lost. --
Tasslchuff

Parede -- Don't take this personally, but you should have quit before you collapsed.
-- Raistlin
P.S.  What was the Arena Master's problem?  He got disgusted when I started winning.

     Raistlin -- I had no particular problem with that, but the copywriters who
     produce the fight reports get bored and add "local color."  We're all helpless
     in their hands. -- Arenamaster Ganamir

All -- I have no feeling for the not so persistent, Persistent Beggar.  Although he
did help me increase my will. -- Firforge
P.S.  Is it wrong to not care for a foe?

     Not when the foe in question is a standby.

All -- Thank you for your help to my questions. -- Tiamat, mgr. Dragon Lance

Phoenix Rising -- Bad style match for you.  I was going flat out and never gave you a
chance to get set.  Not all strikers fight this fast, and what a relief it is to be
able to admit my style!, but we're versatile, and I was up for this.  10-10-x, which
is why I jumped you, and sometimes the first blow is all it takes. -- Dencie Hillis
P.S.  I dunno about your shield.  Maybe it works for you, but I wouldn't have carried
one.

Well, nobody could expect me to defeat a Veteran Mercenary, right?  He's got lots
more experience than me, bound to have as a veteran.  And I don't have to fight ever
again, so this is all good. -- Ellirin Imbray

Veluna -- Hail and fare well, etc.  We're leaving, you're leaving.  But in case
someone, such as your manager or anybody else interested, is reading this:  My style
was my biggest advantage.  I'm aggressive, a pure offensive style, and I was running
10-10-x, which means that by the time you were ready to make your move, you'd already
lost.  Not really your fault, any style with "parry" in it is automatically going to
be slower off the mark.  Wherever you're headed, good luck. -- Abalond Egran

Nightshadow -- You know, I'm glad this is the only time I'm going to fight in the
arena.  I don't think I like it.  But, a word of advice for you.  Not from me, what
do I know?  From my manager.  Drop the offhand weapon.  Yeah, sure, you did fine this
time, maybe you can always do fine with two weapons, but maybe you just got lucky,
you know?  They tell me that a young fighter, or at least a fighter new to the arena,

shouldn't be trying to handle two weapons at once, it's confusing. -- Carlin Granz
P.S.  Besides, I have a very low CN and a single blow can devastate me.  The next guy
you meet might be tougher and not so easy to take down.

Talym -- No, not exactly fights, but some of my teammates really hog the soap. --
Abalond

Lazarian -- Still haven't managed to get a letter written, but I did get your diplo.
In Lapur, my team is Cardow Hunters, in Lin Tirian it is Sand Dancers (that's the
team I personally graduated from, lo these many years ago).  I don't run in
Shadowspire. -- Jorja

Thaar -- And it did hurt really, really badly.  So there! -- Convicted (and
Resurrected) Thief

Ron Burgundy -- Are you hitting on me?  (No pun intended) -- Deathblade

Ron Burgundy -- I was hoping to hit you at least once, for the gods' sake! --
Blackmoon

Arturius -- You have been nothing but courteous in your dealing with me.  You are a
true sportsman and gentleman. -- Fox, mgr. Eclipse

********* Questions ***********

When does a warrior graduate?  After 10 fights?  When he leaves Noblish Island? --
Fox, mgr. Eclipse

     Twenty fight experience (tourney fights count, but not as heavily as regular
     arena fights).  Fourteen regular arena wins.  Seventeen political points (gotten
     by being ranked Challenger Champion or Duelmaster, and for tourney
     championships).  People used to say "and two ratings appropriate to style," but
     this is not so clear, and I don't know precisely. -- Ganamir

Does weapon weight effect how often you swing? -- Fox, mgr. Eclipse

     It makes your arms tired, so I would think it must.

9 July 2007
I have not been receiving my physical turns in a reliable manner lately.  If there
are diplos with the turns that go missing, they're gone for good.  So if you send me
a diplo and do not see an acknowledgement of receipt in the personals, know that I
have not gotten it (yet).  If you have email, contact me at Livia AT reality DOT com.
If you don't have email, keep trying with the diplos.  We are working on this
problem. -- the Scribe/Jorja/Leeta
P.S.  If you email me, put "Re DM" on the subject line.

27 July 2007
                        *************************************
                        *************************************
                        **  STORMCROWE SLAUGHTERHOUSE II   **
                        *************************************
                        *************************************

Years have passed since the last Slaughterhouse, but the season is right for a return
to STORMCROWE!  Join us in DM-45 for the STORMCROWE SLAUGHTERHOUSE II.

WHEN

*The actions begins TURN-263 (due approximately November 27, 2007)

WHERE

*STORMCROWE (DM 45)

HOW LONG

*13 Turns (Turns 263-275)

TEAMS

*Teams will consist of two (2) managers.  No more, no less.  Only one team allowed
per manager.  Violators will be disqualified from the competition.  Old teams and new
teams are welcome to join the competition.  Once the contest has begun (TURN 263)
managers MAY NOT exchange teams or partners.

SCORING

In the tradition of the Slaughterhouse, scoring will be simple and straight-forward.
Victory and achievements will be rewarded while defeats will be mocked and ridiculed.

+3 Win
+2 Kill (in addition to +3 Win for a total of +5)
+5 Team on the Move (Top Gainer(s) Only)
+3 Turn's Most Popular
+3 Turn's Least Popular
+5 Current Top Team (begins 3rd turn of contest)

SPECIAL SCORING CONSIDERATIONS

*Fights against teammates garner NO POINTS.

*Fights against Judith's team (Northern Lights), Arena Stand Bys and the Dark Arena
garner NO POINTS (this includes DA kills).

*Tourney participation is allowed (even encouraged), but NO POINTS will be given for
success in those endeavors.

*NO POINTS will be awarded for DM, Popularity Leader, Chartered Recognition Leader,
Top Chartered Team, Stylemasters, Top Unchartered Team, and Unchartered Recognition
Leader.  Every effort has been made to insure scoring neither benefits established
teams nor new teams.

ENTRY

Entry into the Stormcrowe Slaughterhouse is easy:

*Find a Partner

*Declare your intentions in the Stormcrowe newsletter to enter before the first turn
of the contest.  You may also email or diplo Master Darque.

*Each manager entering the Stormcrowe Slaughterhouse must submit one (1) Team Roll-Up
Certificate.  Only certificates will be accepted for entry.  All certificates
submitted will be used during the course of the contest as prizes.

PRIZES

*ENDURANCE AWARD:  One (1) +1 Bonus Potion will be given to every team that competes
in 60 of the 65 contest fights.

*KILL MASTER AWARD:  The individual manager with the most kills will receive a
Limited Immortality Potion.  This potion may be applied to one (1) warrior.  He/she
will be resurrected ONE-TIME if they are killed in Basic D2.

*TOP TEAM AWARD:  Each manager on the winning team will receive the following prize
pack for their Slaughterhouse Dominance:

*One (1) +1 Bonus Potion
*Favorites Knowledge for one (1) Warrior
*Undisclosed amount of Team RU Certificates

Special note from RSI on prizes:  All contest prizes must be used within three
months.  All contest prizes may only be used on a living warrior on the participating
contest team in DM 45.  The immortality potion may resurrect a warrior one time,
after a death in DM 45 only, after which time the potion disappears.

TIE-BREAKERS

In the unlikely event of a tie, pre-contest established tie-breakers will be
consulted to determine a winner.  The tie-breaking criteria are known to the
Moderator and RSI.  They will not be made public knowledge to avoid any exploitation.

MODERATOR

Master Darque will be serving as Master of Ceremonies for the Slaughterhouse II.  As
such, all his decisions are final.  Any rules inquiries should be directed to him.

CONTACT INFORMATION

Master Darque can be reached by Diplo in DM 45 (Darque Forces-428) or you may email
him at the following address:  rebelnerfherder at yahoo dot com.  Be sure to put
STORMCROWE in the Subject line of your Email so it can be easily spotted if sent to
his Spam folder.

                                  LAST WEEK'S FIGHTS

BLADERANGER was dealt death by BLACK ORC in a 1 minute Dark Arena fight.
DEATHBLADE butchered BLIZZARD in a action packed 3 minute one-sided Challenge duel.
DARKWIND was luckily beaten by BOLT THROWER in a 2 minute amateur's Challenge duel.
VALERIAN was devastated by RON BURGUNDY in a 1 minute one-sided fight.
LEVITHEAN was demolished by MYEYESAREUPHERE in a 1 minute mismatched competition.
NIGHTSHADOW slaughtered BOROM in a 1 minute mismatched fight.
BLACKMOON overpowered NOLAN MARRIK in a 1 minute mismatched brawl.
GUNNY HIGHWAY overpowered GUDGE in a 2 minute uneven melee.
FALWORTH won victory over MR. GREEN in a 4 minute gory beginner's duel.
THURMONIN lost to NIGHTFALL in a 1 minute novice's duel.
GIGRUNAN was overpowered by TARIN SILLS in a 2 minute uneven match.
BLIMRING was overpowered by CHEWIE in a 2 minute one-sided fight.
ROS QUIN demolished MISS SCARLET in a 1 minute mismatched competition.
POL ORVIN devastated MORDANT DESERTER in a 1 minute one-sided battle.
LISA KAROL devastated PROF. PLUM in a 1 minute mismatched bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  6         SLASHING ATTACK   19 -  13 -  2      59  |
|AIMED BLOW                       5         AIMED BLOW        12 -   9 -  1      57  |
|BASHING ATTACK                   4         PARRY-LUNGE       10 -   8 -  2      56  |
|LUNGING ATTACK                   3         LUNGING ATTACK    13 -  11 -  0      54  |
|SLASHING ATTACK                  3         BASHING ATTACK    30 -  27 -  3      53  |
|PARRY-LUNGE                      2         WALL OF STEEL     11 -  12 -  1      48  |
|WALL OF STEEL                    2         STRIKING ATTACK   26 -  34 -  2      43  |
|PARRY-RIPOSTE                    2         TOTAL PARRY        3 -   5 -  0      38  |
|TOTAL PARRY                      1         PARRY-STRIKE       4 -   9 -  0      31  |
|PARRY-STRIKE                     0         PARRY-RIPOSTE      3 -  14 -  0      18  |

Turn 240 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is DEATHBLADE 8559.  The most popular warrior this turn 
was DEATHBLADE 8559.  The ten other most popular fighters were FALWORTH 8573, 
DARKWIND 8558, TARIN SILLS 8588, MYEYESAREUPHERE 8565, CHEWIE 8487, BOLT THROWER 
8567, RON BURGUNDY 8566, GUDGE 8593, MR. GREEN 8597, and NIGHTFALL 8595.

The least popular fighter this week was PROF. PLUM 8594.  The other ten least popular 
fighters were MISS SCARLET 8596, BLIMRING 8576, THURMONIN 8574, NOLAN MARRIK 8591, 
BOROM 8577, LEVITHEAN 8485, VALERIAN 8484, BLIZZARD 8569, GIGRUNAN 8575, and GUNNY 
HIGHWAY 8568.

                                   FAXING IN TURNS

     If you fax in your Duelmasters turns, realize that most fax machines have a 
border on the right and left side of the paper where no image is transmitted or 
printed.  When you put your strategy sheet in the fax machine, make sure you allow 
extra room on the right side, especially if you are challenging that turn.  When the 
ID# of the warrior you are challenging is cut off, we are unable to enter the 
challenges.  There are four possible solutions to this problem:  

    1)  Load the strategies farther to the left, so the Duelmasters dude is cut off, 
        rather than your challenges, 
    2)  Write the ID# of the warrior you're challenging in the space for the name, 
    3)  Load the strategies long-wise (but then you have to be careful about 
        overlapping the sheets, which can also cut off the ID#s), or 
    4)  Face the fact that you won't get all of your challenges through.  

We'd prefer solutions 1-3, but it's your choice. 
     Also, please be careful that your fax machine isn't transmitting too darkly or
lightly.  If you write your turn in pencil, some fax machines will transmit the 
pencil so lightly we can't read it when it gets here.  If your fax machine can make
copies, it's a good idea to try making a copy first to make sure it's readable, adjust
the darkness if you need to, and then fax it to us.  Be especially wary of the 
Advanced Duelmasters Strategy Sheets, because if your fax machine sends the grey 
shading too darkly, we won't be able to read those lines at all.
     Good luck!

                                          -- Green Eyes

                              STRENGTH AND WEAPON DAMAGE

                                      by Pagan

     Weapon damage is equated to Strength + damage class.  Damage Class is 
categorized by Size.  So damage seems to be done like this:
     1.  Armor weight + 12 + any bonus it has vs weapon type is a negative to the 
damage done.  
     2.  Damage done is strength + damage class variable + weapon variable.
     3.  Slashing, Bashing, & Lunging  increase the damage done.
     4.  When the damage done equals 1 or less then there is a weapon bounce 
statement.  The minimum damage a blow can do, if it does not bounce, is 1 point of 
damage.  The program knows there's a hit before it knows damage, so it can't reverse 
a hit, you merely take one point of damage because the weapon bounced off the armor.
     5.  The lower your strength, the more bounces you will see.  The lower your 
damage class, the more bounces you will see.  The lighter weight a weapon is vs the 
armor it's hitting, the more bounces you will see.
     6.  In reverse to #5, all of those secondary-damage statements (often referred 
to as extra-damage statements), such as "it was a devastating blow"... "what a 
massive blow" -- these merely show that you hit your opponent with enough damage to 
exceed the computer secondary-damage statement threshold.  Your warrior caused enough 
damage to exceed a programmed set number (whatever that number may be) and the fight 
is only showing that you exceeded that number.  The programmed number for the 
secondary-damage threshold is a hard number: it is constant within the program and is 
used for all fights and all warriors.  It is not random, simply because it cannot be 
random and keep any consistency with the Damage-Classes.  It has nothing to do with 
how much damage you did in relation to your opponent's hit-points, either.  If you 
exceed that hard number in damage, you get a printed statement showing that to be the 
case.  There is no such thing as Extra Damage.

Pagan

                        TEAM AND CHARACTER MAINTENANCE SERVICE

     As a service to all managers, we offer team and character maintenance.  This 
option allows you to make sure your team or selected warriors will never miss a turn!

     Team Maintenance:  This will cause all warriors on that team to fight every 
     turn; if it's an AD arena, any new warriors who arrive on that team will 
     fight the turn they arrive.  In A.D. or in transfer arenas where you have 
     multiple teams, each team will need to separately be on Team Maintenance.  
     (The only exception is new warriors; they will not fight until they have had 
     their initial strategy input.)  

     Character Maintenance:  This will cause only that warrior to fight every 
     turn.  If the character graduates or changes arenas, he/she/it will stay on 
     Character Maintenance.

     In either case, you may submit strategy sheets for your warriors each turn, if 
you wish.  The Team/Character Maintenance will make sure your warriors fight each 
turn, and they will always use their most recently entered strategy.
     Remember that challenges, avoids, and challenge/if challenged strategies will not 
carry through from turn to turn.  These sections are only used on the turn they are 
entered.  In order to continually challenge or avoid you will need to submit a 
strategy sheet each time. 
     One other thing to remember about maintenance:  Maintenance is not something 
that you write on your turnsheet (like in demo tourneys).  In order to add or remove 
maintenance for a team or warrior, you must send a note to Customer Service.  If you 
just write things like this on your strategy sheet, they may or may not get done.  
Likewise, don't write it on your personal ads.  Please, please, please put it on a 
separate piece of paper with "Customer Service" written on the top.  If you don't, 
well, you can imagine.
     Thanks for your time.  Good luck in Duelmasters! -- Green Eyes

                                  The Perfect Scout

     We all know them.  We all hate them.  What am I talking about?  Scum.  But there 
is nothing better than a scum to scout at your enemy's weak points.  You can see if 
they'll last long, what weapons they use, where they attack, their style, etc.  And 
you typically don't have to fear a loss.  Picture this.  You see a guy on the listing 
10-5-2.  Well, you don't want to send your best warrior with his perfect 5-0-1 because 
you want to keep winning.  So you send in your scout.  Now you know if you can beat 
him.  The scout will enable you to better pick and choose your fights.  Also if you 
feel like getting back at someone these scum are great.

How to design:

ST13+ can go as low as 11
CN17+
WT5-7 no more
WL17+
SP3 as low as possible
DF7 is perfect

     So a perfect set up would be 15-19-13-7-19-3-8 to start train CN till 21 then WL 
21 WT 8 DX 9 then whatever you want.  This guy is not for ADM he's just for regular DM 
and to be used to scout.  Don't worry about skills until you've 3 raises in everything 
then go to skills.  Oh yeah strategy.

1-1-1-1-1-1-1
1-1-1-1-1-1-1
1-1-1-1-1-1-1
HE---------HE
BD---------BD
Parry-------P

     Get rid of him when they get up high.  Then they've already scouted everything.

                                   Brought to you by Mr. Drake DM#5, Mgr. of Pirates

                             THE BRAINY, LOW WILL STRIKER

     Like many others, I have experimented with the striker style, though I waited 
nearly two years into playing this game before doing so.  Recently, while preparing 
for a tournament, I was reviewing the many roll-up sheets I had ordered in hopes that 
I might find a warrior or two who might have a good chance at a TV, or even a TC 
prize.  Most of the roll-ups were born losers, or mediocre warriors at best, so I 
decided to experiment with the striker style.
     Most managers will agree that in order for a warrior to have a long-term 
potential (Primus), you need a will of at least 15.  I wouldn't know, never having 
gotten a warrior that far.  However, not all roll-ups will give you the opportunity 
for a 15+ WT/WL/DF combo.  With that in mind, I made a few high WT, high DF, low WL 
strikers and hoped for the best.  I was relying on their superior decise to get in the 
first blow, and hoping to finish off the opposition before they had a chance to swing 
back.  Before you mega-managers say it, yes these guys would have made good, albeit 
extremely fragile aimed blows with the stats such as the following.  I know, I had one 
with similar stats TV at the same tournament with a 9-1-0 record.  However, I am 
writing about the low-will striker, not aimed blows.

The result:

11-12-10-19-9-6-17   &   9-12-12-19-7-4-21

     These guys have absolutely no realistic long-term potential once past basic, 
assuming they live that long (that single digit will is a killer).  However, #1 
managed to go 8-2-1 in the tournament, picking up an impressive 18 skill sin the 
process.  he also managed to take out all 4 TP scum he faced, going 9 minutes in one 
fight, and 5 in another (his overview claimed "poor endurance").  #2 started with very 
"little endurance," yet managed to last 8 minutes vs. a TP-ratings, and had no problem 
sending those pesky TP-scum desperate before the end of the first minute.
     Give your striker a scimitar and let him go out 10-10-7 decise.  With the high-
decise style advantage strikers get, he should get in the first, and hopefully last, 
blow.  Slow him down to about 6-4-6 minute 2, then go 6-1-1 thereafter.  He'll either 
have won or lost by the end of the 3rd minute vs. most opponents.  Have him come out 
at 6-4-6 (min 1), 6-2-6 (min 2), and 6-1-6 (min 3+) vs. TP-scum.  I aim for the legs 
(I don't know of anybody who protects the legs, especially at tournaments), though if 
you want to go for the kills, aim for the head.
     Will these kind of rollups TV every time?  NO!  Their problem is a distinct 
aversion to pain, one blow will usually do them in.  It is, however, a far better way 
of enjoying those frustrating low WL warriors than simply writing DA on the strategy 
sheet.
     If you are really gutsy, run these guys in the arena.  They are a sure bet to be 
killed before their 15th fight, but will probably have a winning record when they die.
     Comments, derision and just about anything else welcome.

                                             Diplo Blind Man, Red Branch (3)

                   AND NOW, FOR SOMETHING COMPLETELY DIFFERENT. . .

     Are you tired of all the articles on the so-called Un-scum TPs and kill-at-will 
strikers?  While I always appreciate input from more experienced managers, it seems 
some of the best styles are completely passed over when the articles come out in the 
last couple pages of the newsletters.  In this case, the lunger.  In the first ten 
fights of my arena, lungers held an average of 55% wins, and had a kill rate second to 
strikers, tying with bashers (if killing is your goal).  Experienced managers agree, 
starting with offensive styles benefits newbies, because they tend to be a little 
easier to run and more consistent at lower levels play.
     In way of disclaimer, I'm by no means a mega-manager.  I've been at this for a 
little over two years, and don't have a record that you'd write home about.  This is 
because I do a lot of experimenting, DAing even a good fighter, just to try something 
new.  Though I haven't run a lot of lungers, I have learned that they tend to do best 
with a fairly even spread of stats.
     ST:  Usually somewhere between 9-13,  13 is nice because it lets you use the long 
spear (an obviously superior lunging weapon), but 9 or 11 can free up the points for 
other stats, if need be.
     CN:  While everyone will tell you to never put points here, this is a style 
which, like the TP, can benefit from decent constitution.  Try not to go any lower 
than 9, with something in the 13 range preferably.  Given you can train this without 
skill loss, a 10 works all right, though you're going to have to finish your foes in 
the first minute.
     SZ:  9 is all you need for any of the weapons, but it seems hard to get a good 
damage rating with anything under a 12.
     WT:  I've gotten some good bases with as low as a 12, and a 17 didn't seem to 
improve them appreciably.  15's seem to do pretty fair.  Granted, given the quickness 
of their fights--if they're run right--they may take a little while to develop.
     WL:  As with con, you're going to need that drive and endurance.  A 12 con, 12 
will gives normal endurance, and even will as high as 17 doesn't seem to give them all 
that much more stamina, so again, I'd say in the range of 15.
     SP:  I'm an advocate of the low speed school, overall, and I've had them as low 
as a 7 with some decent response, but an 11+ is better, and they make use of speed 
better than most, given wit and deftness to use it.
     DF:  Again, 11+,  I've heard that lungers favor the legs as a target, so you need 
to be able to hit a reasonably small, mobile target.
     The really nice thing about lungers is their spread of skill bases.  I've had 
four decent lungers, who ran in the .500 range, and probably could have done a lot 
better if I'd pegged their rhythm.  My best overall spread of skills came from a 13-
10-9-15-15-11-11, with 50% in initiative and attack, 30% parry, 35% defense and 20% 
riposte.  I've had them go as high as 60% in riposte (9-15-8-15-13-11-13), but with no 
parry, it was sort of useless.
     As one of the highest endurance burns in the game, obviously, the strategy is the 
key, and the one place I must admit lacking.  I know the armor can make a big 
difference for them, so you want to go as low as possible, naked if you think you can 
get away with it.  Like a striker, you really don't want to get hit at all.  I usually 
run them hi-hi-mod (with exception of some of my defensives, I always run a 5-8 KD).  
Unlike strikers and bashers, they don't seem to respond as well to the hi-lo-hi in the 
later part of the fight.  The weapons for a lunger are pretty obvious; epee, 
longsword, short spear, or long spear.  If you build one with less strength and con, 
you can boost the speed and deftness enough to make the epee standards, but given my 
experience with their damage ratings, I'd advise against it.  As I noted in the 
beginning, an even spread seems to work well, and one of my first ever was 13-12-12-
12-12-12-11, with 65% ini, 35% att, 15% rip, 15% def.  No godling, by any means, but 
could do some wicked things with that longspear, and very nearly won his DA match.
     Again, I make no claims as being a great manager, only one with a lot of time on 
his hands, and one who saw a notable lack of info on what I consider to be one of the 
best potential styles in the game.  Their flashy style can lead to great gains in the 
popularity and recognition, and their well spread skills can probably lead to great 
things in development.  I would greatly welcome any form of questions, comments or 
complaints, and particularly other managers experience with this--or for that matter 
any other--style.  Good fighting.

Elder Snorri
The Aesir (22)
Miroi Chang (DM 79)

                                  WARRIOR HANDEDNESS

                                      by Pagan

     There has always been something FISHY about ambidextrous warriors and what hand 
they hold their weapons in.  If you ask anyone but me, most will tell you the same 
old line about Ambi's holding their weapons in their left & sometimes in their right.  
WRONG....  The computer program does something weird here, and I will explain in the 
program format:

     FIGHTER1 is right-handed
        primary hand = WEAPONA

     FIGHTER2 is ambidextrous
        primary hand = Epee
        off-hand = Dagger
        back-up = Epee

1.  FIGHTER1 swings WEAPONA
2.  various computations for attack, parry, defense...
3.  FIGHTER1 hits/misses (let's say he hits)
4.  computations for attack area/protect area (hit or parry or save)
5.  selection of attack area or impossible parry save or random area
6.  FIGHTER2 is struck on LEFT ARM
7.  selection on warrior file for handedness then correlate with weapon carried;
    RE_ROUTE --> If ambidextrous select handedness
8.  check for fail at hit-points level vs. damage done
9.  FIGHTER2 drops his Epee

{at this point you'll never notice much difference.  You may even think that the 
computer at this time, or at the beginning of the fight, designates the weapon side 
an ambi warrior is carrying.  But you'd be wrong.)

10.  check for initiative, if yes then check for back-up
11.  if no on initiative then continue (current offensive warrior continues
     offensive), if yes then offensive is broken RE_ROUTE to advantage computations
12.  FIGHTER2 spins and pulls out his Epee

{so FIGHTER2 should have his Epee is which hand?...his left}

13.  advantage computations judge who takes offensive
14.  FIGHTER1 swings WEAPONA with devastating force!

{now this will look familiar because it always the same system, the program doesn't 
change, just the numbers do}

15.  various computations for attack, parry, defense...
16.  FIGHTER1 hits/misses (let's say he hits)
17.  computations for attack area/protect area (hit or parry or save)
18.  selection of attack area or impossible parry save or random area
19.  FIGHTER2 is struck on LEFT ARM
20.  selection on warrior file for handedness then correlate with weapon carried;
     RE_ROUTE --> If ambidextrous select handedness
21.  check for fail at hit-points level vs. damage done
22.  FIGHTER2 drops his DAGGER

{wasn't that Dagger in his right hand?...guess not.}

     ...and so on, and so forth....  You'll notice that the program never chooses a 
weapon side until necessary.  This has a few ramifications:  hit points in specific 
areas, selective attacking based on warrior body positioning, and a few other things.
     This is true because I have PROOF.  Eventually you will get fights that this 
will happen to.  BUT IT AIN'T EASY.  It was just luck that I got the hardcopy to show 
it to me.  You may notice that your ambi warriors, if they drop their weapons (and 
every warrior eventually does), that eventually you will have two different fights 
where your guy got hit in the same arm and dropped two different weapons.  It wasn't 
until I got lucky and it happened to me twice in one fight (yes I lost the fight!) 
getting hit in one arm and dropping two different weapons.
     You should begin to see some format here.  The program breakdown is basic, but 
is a close enough approximation for you to get a better feel about what's happening.

					  -- Pagan

                         A BEGINNER'S GUIDE TO DUELMASTERS

                                          or
                          HOW TO KEEP YOUR HEAD ABOVE WATER

     Way back when I first started Duelmasters, I was helped immeasurably by an 
article written by an experienced manager whose name escapes me now.  I regret that 
now, because that article is largely responsible for my current success in 
Duelmasters.  At least, it kept me interested and competitive until I knew enough to 
develop my own strategies and styles.  What I would like to accomplish with this 
article is to give enough advice on the various styles that a beginner can put 
together a decent fighter.  I feel for those managers struggling with a 20 or 30 
percent winning record.  I was once one of you (in Cliffhome).  With that in mind, I 
will briefly discuss each fighting style and my recommendations.  So here goes:

AIMED BLOW:    I've never designed one, so if you're set on having one, I'm not going 
to be much help to you.  A setup for a good AB will produce a GREAT PR.  But if you 
still want one, try something like this: 11-9-9-17-15-6-17.  You need wit and deftness 
and the 11 strength will give you a longsword or quarterstaff.  Great against TP.

BASHER:  A pretty good style for the beginner, and easy to produce.  Bashers come in a 
variety of shapes and sizes, from the small, fast type to the dreaded "scum basher."  
You need ST of 13 for a WH.  It's the best basher weapon.  The more speed he has, the 
less constitution he needs.  ST & SZ should equal about 25.  Example:  15-7-10-17-13-
11-11 or 15-17-10-13-17-5-7.

LUNGER:   Good choice for the beginner.  Many people make lungers too small.  At least 
SZ 9 so he can use a LS vs. heavy armor.  Try high WL and SP and if you have the 
deftness, try a LO.  Don't worry too much about CN.  Run 10-10-10 to start.  Use only 
one weapon.  Ex:  13-5-12-15-15-17-7.

PARRY-LUNGE:   My favorite style.  Try 11-10-12-16-16-6-13, increase WT & WL to 17.  
Run 3-3-3 first minute, then more offense and activity after that.  Be patient with 
the parry types.  It takes time to develop their skills, but once you do, they are the 
best and most entertaining designs.  Use LO/DA and light armor.

PARRY-STRIKE:  Set up similar to PL, but may have more ST for heavier weapons.  Could 
also use more CN.  He can use a variety of weapons well.  Ex:  13-13-9-16-15-5-13.

PARRY-RIPOSTE:  Arguably the best style once fully developed.  WT and DF should be 17 
with one or two stat raises.  ST of 9 okay, but 11 better (it give you LO against 
heavier armor).  Size should be small, although I was once successful with a size 14 
PR.  PR needs a fair amount of CN.  Ex:  9-15-5-17-15-6-17.

SLASHER:  I haven't been too successful with these, but some people have been.  They 
need to be able to take a few hits, so keep CN around 10.  ST of 13 gives you a GA 
against heavy armor.  Keep size down.  Ex:  13-10-6-16-11-11-14.

STRIKER:  There are two basic styles of striker:  High speed and deftness and enough 
strength to handle weapons of choice, and large strikers with low SP and DF.  
Regardless, keep the WT high and CN low.  They are naturally decisive, so take 
advantage of that.  Use only one weapon at a time.  Ex:  13-5-13-17-15-15-9 or 13-7-
17-15-17-7-7.

TOTAL PARRY:  Some TPs are carelessly made, figuring that it isn't really a skillful 
type, but those fighters don't last long and they're boring!  A good design for a TP 
is 13-13-8-17-15-5-13.  This would also make a very good PS or PL!  Run 3-3-3 P for a 
couple of minutes, then 4-3-4 or 5-3-5 for a minute or two.  A good choice of weapons 
is SH/ME; ACM/H.  You can get by with less WT or ST and he can be larger, but keep CN, 
WL, and DF fairly high.  You will be insulted, because some styles just can't last for 
more than a minute or two.  But this is your real strength.

WALL OF STEEL:  A good style.  ST & CN & WL should equal 45 or so.  I like at least 
size 9 so he can use a QS.  SP isn't really important.  Run defensively for a minute 
or two, then offensively after that.  Ex:  15-12-9-13-17-5-13.

GENERAL NOTE:  Often, the specific stat levels will depend more upon your weapon 
choice than it will your fighter's style.  If you want to use a great axe, you will 
need a ST of 13 and DF of 11.  Lungers using SS or LS need ST of 11.  LO needs WT and 
DF.  A WH needs ST of 13 but only a DF of 7.  Some weapons require a size 9 fighter.  
So, when designing your fighter, think about the weapon you want him to use before you 
finalize your selections.  Also, remember that you can raise each stat (except size) 
two points without too much trouble (unless your WL is very low) while you're fighting 
in the arena.  Be patient with your fighter and develop him gradually.  Few great 
fighters start out that way!  Good luck in the arena!

                                   Fritz of Battle Pets (225)
                                        Solven -- 22

                                      ENDURANCE

                          by Tankesh/Adie (DM11, Aruak City)

DETERMINATION
     This attribute of a warrior found on the overview determines how long a warrior 
can keep up their offense, defense, or just keep standing.  All styles use the same 
physical stats and the computer determines their endurance the same way, using those 
stats as a base.  But the actual endurance of a warrior can vary up or down from that 
base depending on luck (good or bad).  Like skills, each warrior can be gifted, mode, 
or hosed in their starting endurance, and that giftedness or penalty seems to stick 
with them permanently.  Possible endurance levels, from lowest to highest are:  very 
little, poor, normal (no comment), good, great, tremendous, awesome.
     Endurance can also be raised, in order of importance, with WL, ST and CN trains.  
After training endurance to a warrior's first new level, I find it usually takes about 
6 total trains, on average, to get to the next level of endurance.  If a warrior is 
gifted, as training continues, that higher level of endurance appears to stick with 
them.  It would be difficult to list numerous data points here to give you a better 
feel for what endurance to expect in your new warrior, but if you want more data, try 
this web site and look at the chart:

                     http://www.bit-net.com/~johnh/calc.cgi?end

ENDURANCE BURN
     How fast endurance is used depends on the style of a warrior, their activity 
level, their offensive effort, and armor/weapons carried.
     1) Burn rate by style -- This is tricky to tell as nobody runs all styles with 
the same strategy and armor regularly.  But here is an approximate rate of burn by 
style from highest to lowest, in my humble opinion:
                   LU - WS - SL - BA - PL - ST - PS - AB - PS - TP 
     Personally, I find the last five extremely difficult to separate, but usually the 
more active styles burn faster due to faster strategies and more offensive skills, so 
I tried to put them in order of the most active, typically.  There are numerous 
exceptions of course.
     2) Activity Level -- Warriors running at higher levels of activity burn endurance 
faster no matter their style, period.  It may be that running on a warrior's favorite 
rhythms allows said warrior to continue at that level longer than otherwise.  When a 
warrior gets tired, a strategy with a higher activity level will inhibit them from 
recovering their endurance as they will try to keep moving.
     3) Offensive Effort -- The more a warrior swings, the more tired they get.  Of 
course, if your OE is high, but the other guy is doing all the swinging because they 
have the initiative, you aren't burning as much endurance.  Endurance recovery is also 
inhibited if offensive effort is kept up when a warrior is tired.
     4) Weapons/Armor Carried -- The more one carries, the faster a warrior gets tired 
carrying it.  Easy.

EXHAUSTION
     Warriors who are exhausted or tired will see lines in the fight reading, 'no 
longer has the endurance to put up much of a defense', or 'staggers with exhaustion'.  
You will see the former line if your warrior is exhausted and is attacked.  Such 
warriors are easier to hit and have a difficult time using their defense and parry, 
which are penalized or even non-existent while they rest and try to recover their 
endurance.

ENDURANCE RECOVERY
     Over the course of a fight, warriors who become tired will often 'fade back, 
snatching a much needed moment of rest' or some other similar action.  This is 
basically a breather for the warrior to try and recover some endurance so they can 
keep fighting.  Kind of like a climber pausing briefly to catch his breath and recoup.  
If the warrior is not defeated while recovering, they will continue eventually, or try 
to.  For high burn styles, the very thought of continuing often makes them fade back 
again and they may stand around for a while if not hacked down.  They may also leap 
about continuously, holding onto the initiative, but lack the endurance to actually 
swing!  Very low activity and offensive effort allows easier recovery than even 
moderate strategies by telling your warrior to effectively give up the initiative and 
chill.  Of course, you run the risk of getting attacked while standing there.  Low 
burn styles can actually, if running slow enough (i.e., never attacking!), stand 
around and recover their endurance almost as fast as they lose it, making REALLY long 
fights possible between two such warriors.

WILL CHECKS
     Lastly, related to endurance, are "Will Checks".  When a warrior is exhausted, 
this check is performed by the program to decide if the warrior wants to go on for 
just a bit longer, to hang in there.  It occurs often in longer fights, especially 
with the Total Parry style, which often wins by exhausting their opponents.  A failed 
will check results in the warrior collapsing from exhaustion.  A successful check 
allows an exhausted warrior to continue and try to recover more endurance.  
Additionally, will checks determine whether a warrior surrenders, usually due to being 
wounded.  A will check is determined by just that, WILL.  If your warrior has a low 
will, they will surrender or collapse more often than those with a high will.
     Lastly, kill desire affects will checks.  A low kill desire will make it more 
likely that a warrior will fail his will check and surrender, therefore live.  A 
higher kill desire makes the warrior more willing to gut it out and fight to the end, 
helping his will checks succeed.  This may cause warriors to get killed more easily, 
unless they win.  This kind of death is due to a warrior who refuses to surrender, 
giving their opponent more chances to try and kill them, or due to increased trauma 
from more hits to a specific body location that can result in an infirmary death.

                       An Unbiased Look at the Slashing Attack

                                       Really.

     Slashers are coming out big this season, and as it's a style that I think 
requires a lot of study, I'd like to share my learnings and observations with those of 
you interested in this excellent offensive style.
     Too often I've heard experienced managers shrug off the slasher out of hand--why?  
Because they've never succeeded with the style themselves, and as such, hardly 
consider it worth noting.  However, it's a style that's sneaking a lot into the 
limelight these days.
     General design:
     ST:  11-17--I would go as low as 7 or 9 depending on the warrior's size; I do 
like at least a 9 for use of the scimitar.  It's nice to get them to at least normal 
damage, good, or better, because if they can't inflict any damage, they're going to be 
in trouble.
     CN:  any--I like to give them some CN just so they can take a hit or two, but 
it's not necessary.  I have a couple of slashers who started with a 4 CN and made it 
to AD; bear in mind, however, that a slasher with a good design is as mortal as an 
aimed blow, and you can expect to lose them just as you've become attached to them.
     SZ:  5-11--NO BIGGER.  I don't know why, but big slashers just don't seem to make 
it.  However, I am flexible here, and I'm currently attempting an experiment with 
gigantic slashers.  If it works, I'll update this.  As of right now, I'll stick with 
the smaller ones.  Another good reason to have a good strength.
     WT: 17-21--As with any style, the higher the better.   I've had some success with 
WTs in the 13-17 range, and even 11, but I don't expect him to ever be Primus level.  
If you can get 17 or 21, then do so.
     WL: 11-21--Again, as with WT.  A slasher with a good endurance will shock the 
hell out of a scum TP who goes out sure that a slasher is easily scummed--not so.  17 
is a good number; if possible, go with it.
     SP:  5-9--If someone tells you that a slasher needs speed, DO NOT LISTEN to them.  
It's hooey.  A slasher already gets a speed and init bonus, they don't need any more 
help, and in the long run it will greatly hinder them.  A high-speed slasher will end 
up Init-heavy with absolutely no other skills (and it's really frustrating to have a 
fast little slasher who already has a Master Init and still isn't learning any other 
skills)--there's nothing to 'em.  You want him well-rounded, then you keep that SP 
low; that's the major drawback to the slasher (or any pure offense style), and I 
believe it's the main thing that's kept them from being more greatly respected.
     DF: 13-21--Here's where you make or break 'em.  A good deftness makes up for the 
decise that might be lost in a low speed, and decise is more important than init.  Any 
good aimed blow will also be an excellent slasher (and, to avoid the inevitable snorts 
of derision, yes, they'd be a better anything else.  But I'm talking about slashers).

     A good, generally perfect slasher looks so: 7-9-5-21-18-11-13 (it's not 
ABSOLUTELY perfect, mind you; if I was designing him today I'd probably have gone with 
a 17 WL and 8 ST).  These are the stats of what is perhaps my best all around slasher, 
skill-wise.  This rollup started with these bases:
          INIT:          90%
          RIP:           60%
          ATT:           70%
          PAR:           15%
          DEF:           65%
          DEC:           55%

     As you can see, this slasher got lucky--more, perhaps, than some would, 
especially in the defense area.  Some slashers will be frustratingly low in defense.  
Despite this skill base, he also started doing LITTLE damage--with this kind of 
problem, I definitely advocate raising ST to get rid of it.  It WILL hurt his record, 
and, with my newest Stat/Skill chart, I see that raising from 7 to 10 hasn't hurt this 
slasher's learning at all, and now he does GOOD damage.
     Of course, not all of my slashers have been this good skill wise.  Often they do 
start with desperately frustratingly low parry/defense skills, therefore needing 
nothing more than to get that first hit.  Many slashers, especially the high ST/WT/DF 
combo ones, need to get the first hit--'cause if they get hit first, it's all over.
     One of my favorite designs looks like this: 13-13-6-17-15-7-13.  This slasher has 
been desperately unlucky in skills, favorites, and definitely so record-wise.  I can 
also attribute my lackadaisical managerial style to his lack of success, because I 
believe the numbers to be good.
     Be that as it may, the slasher I've had the best success with looked like this: 
10-14-9-18-16-8-9.  He started with a negative 10% parry, and only a 20% defense.  For 
those wishing to snigger at me, this is Billy the Kid.  He doesn't look like this now, 
of course; he has a 47-29-2 record with several stat raises and three Advanced 
Masters.  So it's up in the air, for me, as to whether a really awesome design or just 
dumb luck is what attributes to one's managerial success.
     But that's neither here nor there.  Once you HAVE your design, you want to know 
how to run them.  I've heard some say that weapons selection is limited with slashers.  
Sure.  Limited to the BEST WEAPONS IN THE GAME.  A slasher can use hatchets (don't 
laugh!  My slashers can do devastating things with hatchets), scimitar, broadsword, 
battle axe, longsword, epee, or shortsword.  The scimitar is the weapon I advocate as 
the best all around, but always try others.  Every slasher has their own ideas and 
some are pretty picky about it.  I don't recommend using the epee in regular DM even 
if you have the stats for it, unless you use it only against armor classes 0-4 or so.
     Armor: I dress them heavy, but mostly because I like them to LIVE.  A slasher is 
generally so quick that even as heavy as scalemail won't slow them down once they have 
that expert Decise (and often before).  But in order to please those who think 
excessive armor is scummy, you can drop them down to ALE/L.  Go without armor only if 
you're sure you can get the first swing and drop your opponent with that first hit or 
it's a super scum who WON'T hit you.  Otherwise, if you want to live, I recommend some 
armor.  But each manager can use this advice as they will.
     Strategies:  Early on, I run them fairly hard, 10-10-6 in minute one, dropping to 
8-4-6 in minute two, and then to 6-1-5(6) thereafter.  Some slashers are a little 
strange in that they don't mind an "inverted strategy," that is, a higher defensive 
effort (activity level) than offensive, i.e.: 8-10 or 6-8.  The 6-1-6 usually means 
that they can last a good long time against parry styles, and usually come out on top.  
The styles to watch out for are high-kill, high-decise strikers and killer lungers.  
Most slashers can and will get the jump on lungers, but the strikers are tougher; both 
CAN be beaten.  With a little clever fiddling, the good slasher can beat ALL styles.  
But watch out for him while he's still young.
     Tactics:  Not necessary.  The slash is nice, if they like it, but it CAN slow 
them down.  Decise is better if you want to be first off the mark or they appear 
hesitant in the first minute, but only in minute one OR desperation (but not both).  
Use response against strikers using decise.
     Important Note:  It is absolutely NOT TRUE that your OE and KD have to be the 
same number in order for a defensive to be effective.  I don't buy it.  A 10 OE and a 
7 KD will get you the results you want, and with the correct strategy, you can be as 
much a killer, or not, as you desire without going berserk at a 10 KD.  Trust me on 
this one! :)
     And that's about it.  If you have any comments, criticisms, complaints, new 
ideas, different ideas, etc., you can contact me via:

                                                  Tex's Rangers (20, 51, 105, 104)
                                                  Texas Independence Co (57, 105)

                                                                      -- Tex

                         PRIORITY SKILL LEARNING -- by Pagan

     There are specific facts you should know about skills.  To begin with, there are 
six skill areas.  Three are offensive (attack, initiative, decisiveness) and three are 
defensive (parry, riposte, defense); they define, together with your stats, the 
abilities of your warrior in these areas.  You should already know the implications 
that skills have upon your warrior's roll-up, but now I want to talk about how 
learning additional skills relates to your warrior's potential.
     Each warrior has a favorite skill learn, that is to say, a warrior will learn a 
particular skill more often than any others.  Generally speaking, the skills a warrior 
learns most often are heavily influenced by his fighting style, which is called 
Priority.  I will talk about priority a little later, but in general, it is the 
likelihood that a style is to learn a skill category.  For example, Total Parries 
learn parry and defense more often than they learn decise or initiative.
     Your warrior's favorite learn affects the priority of his skill learning.  A 
favorite learn is only limited by the six possible learns allowable, so you may have a 
Total Parry with a favorite learn of initiative or a Slasher with a favorite learn of 
defense.  In any event, by your twentieth learn you should have an idea as to what his 
favorite learn is, because of the disproportionate amount of skills learned within one 
category.  Also, when your fighter is invited to join the ADM arenas, you will be told 
what skill learn your warrior favors.
     A new area that I have been examining in the context of skill learning is the 
impact an opponent's style has on the type of skills learned.  Your warrior's fighting 
style, along with the fighting style of his opponent, has a direct effect on the type 
of skills learned, but does not control the number of skills learned.  When he fights 
a Total Parry, for instance, he is more likely to learn a defensive skill than when he 
fights a Slasher.

PRIORITY
Chart developed by Ben Hitz -- "PUG"
Revised by -- DMobster and Pagan

     The probability of learning a skill is modified by the style.  Each style has a 
learning scope that differs from each other style.  There are Priority skill areas for 
each style that differ amongst each style.  Each skill is given a corresponding number 
from 1 to 6 depending upon its priority.

                               PRIORITY SKILLS BY STYLE

                          AB -- ATT, RIP, DEF, PAR, DEC, INI
                          BA -- ATT, INI, DEC, PAR, RIP, DEF
                          LU -- INI, DEF, RIP, ATT, DEC, PAR
                          PL -- INI, PAR, ATT, DEF, DEC, RIP
                          PS -- PAR, DEC, INI, ATT, DEF, RIP
                          PR -- RIP, PAR, ATT, DEF, INI, DEC
                          ST -- DEC, ATT, INI, RIP, PAR, DEF
                          SL -- INI, ATT, RIP, DEC, PAR, DEF
                          WS -- ATT, INI, PAR, DEF, DEC, RIP
                          TP -- PAR, DEF, RIP, ATT, DEC, INI

     Aimed Blows learn attack the most and initiative the least out of any of the 
skills.  By adding your warrior's Priority skills along with that of your opponent's 
Priority skills, you can come to see the probability your warrior has to learn a 
particular skill.
     The above list for Priority may not be free from error; however, I believe it to 
be an accurate reflection of what the actual priority skills are across the styles.  
Some of the skill areas were so close in number that estimations had to be made about 
which skill was higher in priority to another.

TRAINING SKILLS AND STATS

What happens in a fight with priority skills?  Take a look at a Parry Lunge who fights 
a Slasher.

              Skills    Slasher   Parry Lunge    Total Number of trials
              INI           6            6                  12
              RIP           4            1                   5
              ATT           5            4                   9
              PAR           2            5                   7
              DEF           1            3                   4
              DEC           3            2                   5
              Total        21           21                  42

     Now, here we have the total pool of skills in fights between a Slasher and a 
Parry Lunge.  In this fight (Parry Lunge vs Slasher), it is more likely for a warrior 
to learn, in this order:  INI, ATT, PAR, RIP & DEC, DEF.  By calculating the variables 
we can see the likelihood for either warrior to learn each corresponding skill.  To 
learn initiative, there are 12 possible skills in a pool of 42.  So 12 divided by 42 = 
28.57% chance to learn an initiative skill.  There are only 4 defensive skills in the 
pool, so 4/42 = 9.52% chance to learn a defensive skill.  By looking at the numbers 
you can see that, in this fight, both warriors are more likely to learn initiative 
skills than defensive skills.  Also, by calculating all of the skills your opponents 
learn, you will learn the most common skill your warrior teaches.  This is the same 
process as finding your favorite learn.
     The likelihood your warrior has to learn a skill is a factor of Wit.  Where 
Priority shows you the pool of skills, your Wit determines whether your warrior learns 
the skills or not.  For an example of how this may work--and understand this is only 
theory--the computer seems to keep pulling out skills out of a pool of the two 
combatants' Priority skills.  It then checks your warrior's Wit against a variable to 
see if this skill can be learned or not.  If it cannot be learned, the computer throws 
away the skill and pulls out another.  (Remember that the total pool size then 
decreases, from 42 to 41, so you must then divide accordingly).  The computer rolls a 
random number, affected by a warrior's Wit, to determine the number of skills that 
will be learned up to a maximum of six, and a minimum of zero.  (There will be no 
taking away of a warrior's skills!)  The computer then continues to pull out skills 
out of the priority pool until:

     1. You fail to learn a skill
     2. You reach your maximum allowable number of skills (0 to 6)
     3. The pool of skills is exhausted.

     How then is Priority affected by a warrior's favorite learn?  You need to add 6 
points of Priority to your warrior's favorite skill learn.  This favorite affects only 
your warrior's pooled Priority skills, and does not affect your opponent's pooled 
Priority skills.  Vice versa, your warrior's pooled Priority skills are not affected 
by your opponent's favorite learn.  You can use Priority to find your warrior's 
favorite skill learn, once your warrior has learned 20-30 total skills.  Without 
calculating a favorite, your warrior should learn his base percentage chances with 
Priority:
                  Priority Number   Percent Chance for Priority
                       6                       28.57%
                       5                       23.81%
                       4                       19.10%
                       3                       14.29%
                       2                        9.52%
                       1                        4.76%

     You are adding 6 points of Priority to your favorite skill learn, so after you 
warrior has approximately 20 to 30 total skills, divide the number 6 (the favorite 
Priority) by 27 (the Priority pool +21 & the favorite +6) and this equals = 22.22%.  
So any skill area that is approximately 22.22% higher in skill learning than it should 
be (as listed in the chart above) is your warrior's favorite learn. 

                                          -- Pagan

                                   PARRY-RIPOSTE

                                --the how to and why--

     Greetings, fellow managers.  This article will deal with the design and 
successful running of the parry riposte, henceforth referred to as ripper.  A well 
designed ripper will have both enough offense to satisfy those lunger maniacs, and 
defense to make the most parry-XYZ fanatic happy.  The most gratifying quality of the 
ripper is, of course, his legendary riposte ability.  The trick?  Finding out how to 
make him do just that.  It requires a well-balanced mix of good design, diligent 
studying of his fights, and a sound strategy.  Let's do this step by step:

          DESIGN
          ST: 7-11
          CN: 9 or less
          SZ: 7-9
          WT: 15-21
          WL: 13-17
          SP: 5-13
          DF: 17-21

          EXPLANATION:

     ST:  I like to have an 11 ST for using the longsword, a ripper's best weapon vs. 
the heavy armor.  When designing one, unless the strength was 6 or less, I probably 
wouldn't add.  Why?  He needs points elsewhere more importantly.
     CN:  Never add points.  It's a waste and gets you no skills, which are a highly 
valuable commodity you need.
     SZ:  Smaller IS better.  Why?  Again, you need those almighty points elsewhere 
and who cares if you don't have the initiative?  You'll steal it with your riposte!
     WT:  Honestly, I'd like to never start below 17, but the Rollup Gods make that 
quite hard at times.  Therefore I settle for a rock bottom 15, allowing you to use the 
epee and still learn at a respectable pace.
     WL:  I've run with a 13 will and experienced no ill effects.  As a rule, though, 
if you have extra points and just can't figure out what to do with them... slap them 
on will.  Will is important when considering your warrior's long term potential and 
the ability to raise attributes once skills are maxed out through learning.
     SP:  This and deftness are the two main ingredients for riposte.  Nevertheless, I 
place the importance of speed right above con.  It really isn't necessary and quite 
frankly, I'd never add points to it because you won't have any left once maxing out 
wit, deftness, and will.
     DF:  I place this as the second most important attribute for a ripper.  You need 
to be able to hit where you aim and make your shots count.  When you come up against 
that dreaded TP wearing APA/F & ME/ME, 100 hit points-plus, scumming for all he's 
worth, you have to be able to hit those low hit point areas to win that fight.  The 
arms are my favorite attack location.  I've run up against one of these things and by 
minute 7 he dropped his ME, went desperate and gave up.  If you get a design that 
makes you say, "Wow, this could be a good aimed blow," chances are he'd make one 
helluva ripper.

ARMOR:
     Since the mortality rate of young rippers is alarmingly high, I recommend that 
you never go below ARM/H until that rating in defense and parry come your way.  Once 
that happens, and you'll already be on your way to Advanced Expert riposte by this 
time, if not higher, go ahead and put him in ALE, if you want.  Always keep that helm, 
though!  Never forget that your beginning ripper is going to take some hits, and since 
we hate to waste points on con, we depend on the armor to protect us until our 
defenses come on line.

WEAPONS:
     I've had good luck with the LO/DA combo.  The EP/HA works well, also.  As always, 
though, find his FAVORITE!  Others like going with the small shield as the off-hand 
parrying weapon, but since I've never tried that I can't comment on it.  Experiment, 
that's the only way to find out.

EXAMPLES:
     1) 13-9-7-15-13-8-19
     2) 9-13-8-19-15-5-15
     3) 9-7-7-21-13-6-21

     1) This is actually a warrior.  He is running at 75% and doing quite well.  In 
half his fights he has drawn first blood.  Not only having the initiative, but by 
parrying the blow and counter-striking.
     2) This was a ripper also, until ripper #1 killed him.  Lots of potential.
     3) This would be my "perfect" ripper.

     The Reader's Digest version of design is this:  Wit, deftness, and will, in that 
order.  Remember, when designing a warrior, take into consideration the breakpoints 
and place your points accordingly.

STRATEGY:
     This is a general strategy that has worked wonderfully for me.  No two rippers 
are likely to be the same so this is just a good framework to start with.  A highly 
important detail is to thoroughly read your fights and find out what activity level he 
likes to riposte at.  I have also found that the old standby kill desire of 2 more 
often than not made him pass up attack, via riposte, opportunities left and right.  By 
having it at 5, he increased his counterstrikes considerably.

     3    3    6    6    6    5    3
     4    4    4    4    4    3    5
     5    5    5    5    5    5    2
     LA -------------------------- >
     BD -------------------------- >
     N --------------------------- >
     P    P    N    N    N    N    P

     You will notice that when he goes "offensive" in minute three, I don't force 
anything with a tactic modification.  I've found them to hinder a ripper more than 
help.  Some may laugh at this minute three offensive strategy, but he HAS killed in 
minute three.  Against defensive styled warriors, he looked like an offensive lunatic.  
Against offensive warriors, he ripostes 2-3 times per attack thrown at him.

FINAL NOTES:
     Always remember that a ripper will make a corresponding amount of attacks using 
lower numbers as an offensive warrior going ballistic with high numbers.  Don't push 
your ripper, but slowly move his numbers up and down and find out where HE likes to 
run.  Your warrior overview can give you a clue to this.  Don't worry about him making 
a lot of wild attacks at first, as this is normal for rippers.  They get robbed on 
their attack percentage due to their style, but it will come around in time.
     In closing, if this article can help just one person struggling with the ripping 
style, I'll be happy.  I also encourage feedback, whether it be in agreement or 
constructive criticizing.  I base my conclusions from talking to other managers and my 
own experience, which has been best with rippers.  Good luck to all in the battle 
and....

                                        May the Almighty One guide your blade.
                                   Blackhawk, mgr. Knight Rangers (arena 22)
                                        and Knight Rangers (arena 20)

                                   A service of the
                                BROTHERHOOD OF JUSTICE
                                    ------+------
                                    B     O     J
                                    ^     I     ^
                                  /___\   I   /___\
                                          I
                                         / \

                          There is a Tavern in the Town...

     Finally, after a great deal of research, study, gathering of information, wasting 
time, not to mention hundreds of delicious meals later, I have finally complied enough 
for the first article on Alastari's fine taverns, inns, and other such establishments.
     For the sake of convenience, I started in the northlands, and the Island of the 
Whistling Dragon, where sits the fine city of Aradi.  Aradi simply has too many night 
spots to do them all justice, but certainly the two greatest are Drake's Lodge and the 
Blind Cyclops Inn.  Both have an excellent setting, offer entertainment, lodging, and 
a fine menu.  Drake's menu has a wide selection not only from the northern Andorian 
traditions, but also many more exotic dishes culled from the eastern seaboard, 
Malcorn, and the Karnhorn Empire.  The Blind Cyclops leans more heavily towards the 
west coast cuisine, and some of the spicy dishes from the Aruaki Clanhold can be found 
here.  The seafood at both locations, and generally across town, is excellent.
     Running down the coast into the Aruaki Clanhold itself, the first stop would 
normally be Amen-Tei; however, I jumped over it into the heart of Andoria, first.  
Along the populous Catseye River you'll find the cities of Seam, Aruak and Solven.  In 
Seam, one of the finest places to eat is the Stoned Golem.  The prices are reasonable 
and the cooking excellent.  I recommend the dragon steak highly; fiery seasoning and 
the richest Kati-Tei wine to wash it down with.  Also in Seam you'll find the Frozen 
Arms Inn--a perfect location to go if you particularly enjoy indoor ice skating (on 
the floor).  The temperature is kept at a constant 25 degrees Fahrenheit, but if you 
have a heavy parka, I recommend at least stopping by for a drink of tira--I don't know 
what's in it, and I hate to ask, but it's worth it.
     Seam is also home to the Firedragon Inn and the Final Rest.  Both cater more to 
the hard drinkers rather than the picky eaters.  The Firedragon is more likely to host 
a bar brawl--if you like quiet conversation, I recommend the Final Rest.
     On into Aruak, you'll find the Bulldog Inn, a place for food, drink, gambling, or 
sleeping--whatever you're looking for, you're likely to find it.  The food is tasty 
and the companionship unequaled.
     In Point, you'll discover the Ogre's Crypt.  Run by the same people as the Blind 
Cyclops Inn of Aradi, it offers a similar style of cuisine.  It's been rumored that 
offworld "soft drinks" are also available here, although that is strictly hearsay.  
Enjoyable, always.
     Across the channel in Iaye there rests one of the finest inns in Alastari, the 
Dragon's Blood Inn.  Notable not only for its fine food and excellent selection of 
imported wines and liquors, the Dragon's Blood has one of the most welcoming interiors 
of any inn I've seen.  The large downstairs rooms are divided into a gigantic "common" 
room with a fireplace large enough for five men to stand in--frequently to be found 
there entire sides of beef, slow cooking for the evening's meals.  A "party" room can 
either be closed off from the main room for private gatherings or added to the 
spacious quality.  Smaller rooms are also available.  Also, the Dragon's Blood offers 
the best whiskey I've ever tasted.  Also in Iaye is the Rat's Nest.  Found on the 
northern waterfront, it is mostly a tavern and well known mostly for its taxidermy.  
The walls are a veritable museum of native Alastarian wildlife.  Gambling, drinking, 
and women are the main staples here.
     Back on the mainland, I stopped in Khalhums long enough to listen to the music in 
the Blues Hall--not much on food, but the drinks are generous and well priced, and the 
music unbeatable.  Also in Khalhums is the Black Sheep Inn; it's a large barn-shaped 
building not far from the arena that serves good food (mostly mutton, but it's lean 
and well-cooked) and excellent spirits.
     Going down into the Federation, I found an exciting place in Sunset called 
Wildlife Unlimited--anything you want, you're likely to find it here.  All forms of 
entertainment, any drink imaginable, food from lands all over Alastari and beyond.  
Part of the profits of Wildlife Unlimited goes to the training, research, and 
development of warriors.  Also in Sunset I found the Baba Yaga's Bar and Grill, with 
great beer served in gigantic mugs with large tin plates heaped with filling, tasty 
food.  It's a comfortable, friendly place that I recommend highly to anyone traveling 
down that way.  Across the street is a large casino called Cagliostro's Castle--very 
classy place that caters to the "better class" of gambler.  A very enjoyable evening 
can be had there if you win--the drinks are a bit on the expensive side, but the 
liquor is the best.
     Crossing over to nearby Transel, stop by the Sultan's Tent.  The menu is 
extensive, serving dishes from most of this corner of the world; I highly recommend 
the Nianian Firefish.  The drinks are good, with a big selection to choose from, and 
the entertainment excellent.  The ambiance can't be beat, with a massive firepit sunk 
into the center of the common room; when the fire is out, a stage can be pulled over 
it for more of the entertainment.  I suggest stopping by on the weekends, when the 
fire is lit and the overhead skylight drawn back--quite a sight!  It's made mostly of 
mahogany and marble, and is kept up well.
     In Tricorus, there were several places that caught my eye, but most notable is 
the Blue Dolphin Inn.  The Blue Dolphin is a large establishment reminiscent of the 
Dragon's Blood; comfortable and roomy, with gigantic bay windows looking out at the 
massive Tricoran monument, Three-Horn Mountain.  The food is good, if plain fare, with 
healthy portions at a reasonable price.  Excellent drinks.  Highly recommended.  They 
naturally specialize in Tricorus' delicious gold brandy.
     In Delarq Tor, if you can find it and get in, there is Ho's Pleasure Club.  
"Pleasure" is the operative term.  Fortunately, I had a face the doorman liked AND the 
hundred bashari cover charge and was allowed in without being beaten to a pulp (as I 
saw happen to some other hapless fellow).  The music is loud and tasteless, as are the 
women--apparently there is a house rule that the only women allowed are sluts or 
royalty.  There is gambling, regulated by the house and the house takes profits from 
all winners.  The drinks are watery.  The house rules are strict.  I got out before I 
was thrown out.
     In Talcama, if you're in the mood to be silly, stop by at the House of Jello and 
watch the wrestling matches.  Apparently, better food and drink is served upstairs, 
but the entire purpose of the House of Jello is to go down to the pit and watch the 
action.  It's just for fun, and that it is.  If you're there, go.
     I found the Choking Ogre in Cliffhome, and I enjoyed it tremendously.  It is an 
extensive building with a high ceiling, a combination tavern and gamehouse.  The food 
is excellent--daring, spicy, and dramatic, presented well and cooked to perfection. 
The portions are healthy, as are the drinks--sometimes necessary when having the Hot 
Spiced Miniature Potatoes!  Everything is reasonably priced.
     In Rocanis, there were too many taverns to choose from.  The Wanton Troll, 
Mylar's, the Grub & Rub Bar & Bistro, and on--I finally settled on the Wanton Troll, 
for its popularity.  The outside isn't promising, and being greeted by the six foot 
tall (and wide) proprietress, the wanton troll herself, Beulah, is a trifle 
frightening.  However, once you get past her (if you don't know the password, flirt a 
little with her and she'll let you in), you'll find it's all worth it.  It's a 
boisterous, crowded place, generally full of loud talk and laughter.  Hot and spicy 
food is plentiful, and the drinks are served in large, often iced, mugs.  On a good 
night both are excellent, although it sometimes depends on the cook.  It's always 
enjoyable, though, and it's a place I've been back to.
     Further north on the eastern side of Alastari, I found Salty's Chowder House in 
Morya--a seaport tavern inland; and worth it for the food, the house special Chowder.  
It's thick and filling and VERY tasty.  I was disappointed to find none of the more 
impressive drinks; southern wine for the most part, although Arkers pale ale in that 
neck of the woods is worth the price.
     In Lapur there were a number of taverns, with the Burned Tree (formerly the 
Gnarled Tree, before a fire gutted the old building; it has been re-built) being the 
first on my list--a pleasant place with excellent drinks but the food was only so-so 
without much of a selection.  The Blue Rose Tavern served up better food but only 
three varieties of beer and again, only southern wines.  The Drowned Rat offered an 
good whiskey but only had pretzels and nuts.
     I found a small tavern in Monuntial called Pontiff's Potent Potables; the food 
was plain fare of the meat & potatoes variety--unremarkable but plentiful and tasty, 
reasonably priced--HOWEVER, the excellent and exotic array of drinkables makes this a 
definite find.  Each of the drinks seems to have a quality all its own; you definitely 
leave feeling good.  Fighting is discouraged and weapons are checked at the door.  
Reservations are recommended.
     I cut back up to the Isle here, and found several excellent places.  Just outside 
Willow Beach, near the Darkholm arena, is the fabulous Eve's Palace Casino--upper 
crust, upper class, and definitely worth the price.  An excellent place to spend an 
evening.
     In Talahya, I stopped by E-Snee's Bar & Grill; ordinary food for ordinary prices.  
Generally good.  Nearby is the "food market," which is a block of restaurants of all 
kinds.  You can find everything from southern desert cuisine to the exotic stuff of 
the Northwights.  If you're on the Isle, you could try a new restaurant every day.  
Talahya's Market District is home to restaurants of every shape and size, serving food 
from all over Alastari and Lirith Kai.  Not far from the Primus Arena and the Grey 
Tower, this street of little restaurants, taverns, and theatres is a must if you are 
just passing through.  Check it out and you'll find what you're looking for, 
guaranteed.
     Over in Andorak, the Crimson Eagle caters to all whims; food, drink, lodging, 
gambling--a very classy-looking place, serves to all types and has a good selection.  
Also in Andorak you'll find the Sightless Dragon, a smaller but no less welcoming 
environment with excellent live music nightly.
     Close by, near the Home Guard arena, is the ever-popular Bash & Glug--food and 
drink, plenty of both, for a good price.  Fun, fights, & frolic is the rule here, no 
weapons allowed.  Their early morning breakfast bar is a MUST.  Also here is an Ice 
Cream Parlor under the name Arthur's Last Stand (I'll explain that shortly).  Exotic 
flavors, good on a hot day or any day.
     Arthur's Last Stand is a "chain" of taverns operated in the cities of Talcama, 
Caer, Morya, Dullens, and Willow Beach (Darkholm).  They are the same wherever you 
find them; friendly, with decent drinks and decent food.  Recommended if you are 
someplace that they are--familiar, comfortable surroundings.
     If you know of a tavern or eating establishment in your city that you would like 
to recommend, let us know about it!  

                                                                      -- Swift

                    JESSIE'S GUIDE TO A GOOD BASHER (3rd Edition)

     Greetings.  This is a 3rd edition of "Jessie's guide to a good BASHER."  I have a 
little more time to upgrade my second article to give you some more info regarding my 
favorite style.  The major changes are in the weapons and strategies section.  But 
read the whole thing, I've made other changes as well.  Also, this article doesn't 
discuss the SCUM basher or other mutant variations of this style.  It deals mainly 
with ones meant to last past 10-15 fights.
     Most new mangers or managers that don't run bashers that much don't understand 
how to make a good basher.  Needless to say, they don't run them right, either.  Even 
with my hoard of bashers, each one varies somewhat.
     The 4 MOST important things to a basher are DECISE skills, ATTACK skills, DAMAGE 
bonus, and maintaining the INITIATIVE.  This is also the order of importance as well.  
Bashers also learn ATTACK, DECISE and INITIATIVE skills faster than other skills.  
They are very similar to slashers in many ways.
     1.  DECISE SKILLS:  A basher needs to strike first, and this is why his number of 
decise skills must be high.  His bigger size will give him bonus DECISE skills, as 
well as bonus INITIATIVE skills.  Bashers have poor defense and parrying abilities, 
this is why they need to gain the initiative.  A BASHER'S best defense is a good 
OFFENSE.  Speed also gives decise skills. But I don't add to speed, 'cause speed isn't 
vital to a basher or his performance.
     2.  ATTACK:  After gaining the initiative, the number of attack skills will 
determine when he hits or not.  Bashers need to hit what they swing at, cause they may 
not get another chance to swing.  I recommend a 10+ base in attack for a basher.  This 
means he should have a HIGH ORDER WIT statement for attack.  The higher the attack 
rating, the easier it will be to get through the parries and dodges of the opponent.  
If you check the WIT statement chart and he doesn't have HIGH ORDER attack, he may not 
do well.
     3.  DAMAGE:  This is a MUST for any basher.  Would recommend no less than a GOOD 
DAMAGE rating.  I prefer GREAT DAMAGE for my bashers, or more.  A basher must be able 
to do ALOT of damage when he hits, 'cause he is trying to bring his opponent down 
fast.  Because he can't afford to let his opponent attack back with the low defensive 
abilities the basher has.  That is why he needs to make every hit count.
     4.  INITIATIVE:  He needs to start with at least a LOW ORDER initiative WIT 
statement.  He needs to maintain his attacks to get enough hits to bring his opponent 
down, so there is no counter-attack.  It does no good to strike first if he can't 
maintain his initiative.  Big size, high WIT, and high DEFTNESS will give your basher 
extra starting INITIATIVE skills.
     Designing a good basher doesn't take a rocket scientist.  If you've been 
wondering what to do with big guys, BASHER is the answer.  Bashers make excellent 
BASIC warriors.  And if you get one that has some defensive abilities as well as 
offense, he might be good at the higher levels of the game.  Smaller bashers that have 
higher skill bases fare better at higher levels of the game than bigger ones with less 
skill.  The only problem with small ones is surviving BASIC.  'Cause, they don't have 
the DAMAGE or HIT POINTS the big ones have.
     Strength:  10-17  Don't skimp, you need the damage.  But WIT is the first 
concern.  Strength is number 3 in the priority race.  You might need a little higher 
if you have a small one.  Remember you want to at least get a GOOD DAMAGE rating.  You 
can also train strength later, so don't worry about starting with it too high.  I 
always try to get odd numbers on strength, 'cause that's where most of the strength 
requirements are for basher weapons.  15, 17, 21 STR also give extra skills.
     Constitution:  6+   Try to get it to a least 6.  If you already have it above 6, 
don't add points here.  This is low priority for adding points.
     Size:  9+ is recommended, but I wouldn't go below 6 unless you got at least a 15 
strength.  If you have a size 15+, then you can go as low as 10 on the strength.  A 
QS, only needs an 11 strength to wield.  You can use it till you get a 12 or more 
strength to wield the bashers best weapon the WARHAMMER.  Don't forget big size!  12+ 
get bonus HIT POINTS, DECISE SKILLS, and INITIATIVE SKILLS.  But they also get a 
penalty in their starting DEFENSE skills.  Smaller ones, 8 or less, get bonus defense, 
but less hit points.  They also get hosed on DAMAGE bonus.  But, the smaller ones 
usually start out with more skills than the bigger ones.
     WIT:  15, 17 or 21.  Since a basher starts out with lower skill bases than most 
styles, he needs to learn fast.  Even if he is only an average basher, he can make up 
for it by learning fast.  Having a high WIT will help him learn fast.  If you have a 
slow learning basher, he won't be competitive after about 10 to 15 fights. The reason 
is because the other styles that start with more skills than a basher will pass him up 
in the skills department.  This will cause many losses and even death.  This is a 
number ONE priority when adding points.
     WILL:  If you can't get 15, 17, or 21, don't add points here.  WILL is not a 
basher priority.  If you want your basher to go to ADM, you need at least a 15 WILL.  
Bashers are low endurance burn, and don't need high endurance.  But it is nice to 
have.  Some of the best short term Bashers have low wills.
     Speed:  5+.  Speed is not a basher priority.  Don't add points here.  I don't 
like 3 speeds, I believe there is a voodoo curse that penalizes you too much.
     DEFTNESS:  Many managers skimp here.  DON'T SKIP on deftness.  I see many 
managers see that a roll up has low deftness and automatically say, "Make it a 
basher."  That greatly damages your basher.  For a lunger or slasher who already have 
ALOT of skill to start out with, it's okay to have a low deftness.  But not a basher 
who doesn't have those skills.  Deftness is where most of the bonus skills come from.  
Don't ROB your basher of the skills, he needs all he can get.  I recommend 13+.  11 is 
okay if you have a 17 or 21 WIT.  I never go below 9 deftness, period.
     BASHER WEAPONS:  After experimenting with all of the basher weapons extensively, 
I have more info in this area to give.

Basher Weapon Requirements :

Warhammer:  STR 13, Size 3, WIT 9, DEF 7

Mace:  Str 13, Size 3, WIT 7, DEF 5

Morning Star:  Str 13, Size 3, WIT 9, DEF 13

War Flail:  Str 11, Size 3, WIT 7, DEF 7

Quarterstaff: Str 11, Size 9, WIT 11, DEF 11

Great Axe: Str 13, Size 3, WIT 9, DEF 11

Great Sword: Str 15, Size 9, WIT 11, DEF 11

Maul: Str 15, Size 9, WIT 5, DEF 7

Halberd: Str 17, Size 9, WIT 11, DEF 11

Those weapons above are well suited to the basher.  Also, weapons that are marginally 
suitable are battle axe, broadsword, and fist.  You do get a little penalty for using 
marginally suitable weapons, but not enough to notice.  Your basher's favorite weapon 
can only be a well suited one.
     Besides strength, other important factors that determine what weapon you equip 
your basher with are ENDURANCE and current ATTACK skill level.
     If your basher has an ENDURANCE problem, use the QS or WH. Or if he is fighting 
against a heavy armored defensive style, these weapons are the best choice.  Warhammer 
is good against plate.  Don't use a ML or HL with an endurance problem, 'cause he 
won't last past round one.
     If your basher hasn't gained enough skill yet, and is being parried most of the 
time, use BIGGER weapons.  If you have the strength and endurance use the ML or HL.  
Using these weapons will increase the damage you do, making each hit count.  In basic, 
when weapon speed its a major factor, big weapons aren't really that slow.  It is very 
easy to a jump your opponent using a HL or ML, I do it all the time.
     Another tactic I use often with great success is using big weapons for light 
armor and lighter ones for heavy armor.  Most offensives in basic wear lighter armor 
and have fewer hit points.  Offensive styles are more deadly to bashers than defensive 
styles.  Therefore you need to bring them down as quickly as possible.  Using a HL or 
ML against scale armor or less, usually only takes one or 2 hits to bring an offensive 
style down.  Defensive styles parry and dodge a lot of your attacks, so you need a 
lighter weapon so you won't tire out quickly.  Using a warhammer for chainmail and 
above will let you last long enough to bring a defensive style down.  Warhammer also 
does very well against heavy armor.
     WARHAMMER: 13 STR required.  This is the BEST weapon for a basher without a 
doubt.  Its light weight and speed are unchallenged against all the other Basher 
weapons.  It also does a surprising amount of damage.  Can be used against all armors 
with great success.  This weapon rarely breaks.
     MACE: 13 STR required.  This is an okay weapon, but doesn't compare to the 
WARHAMMER.  It has problems inflicting damage.
     Morningstar: 13 STR and 13 DEFT required.  Does good damage, but is slow and 
heavy.  Isn't worth the endurance burn.
     War Flail: 11 STR required.  The is the WORST weapon in the game.  DON'T USE 
IT!!!!!  Damage for this weapon is very lame and I have see it bounce off of ALE and 
NO ARMOR opponents.  I believe daggers and fist do more damage!
     Quarterstaff: 11 STR and DEFT required.  This two handed weapon is light weight, 
quick and good against all armors.  This is a basher's fourth best weapon.  This 
weapon's main problem is that it breaks too much.  I use the FIST as a backup when I 
use the QS, so when it breaks he doesn't have to draw a backup weapon.  Offensive 
styles may not give you a chance to draw your backup weapon.  With a fist back-up you 
will continue attacking after your weapon has broken, maintaining your initiative.
     Great Axe:  13 STR and 11 DEFT required.  This is also much like the QS, but 
weighs a little more.  Does more damage than a QS.  It will tire your basher faster.  
This weapon also breaks a lot.
     Maul: 15 STR required.  Does massive damage, but is very heavy and tiresome.  
This weapon is a better all-around weapon than the halberd.  This is the 2nd best 
bashing weapon.
     Halberd:  17 Str required.  Does the most damage in the game.  This weapon also 
is only for those warriors who have the strength and the endurance for it. This is a 
basher's third best weapon.
     Greatsword:  15 STR required.  See WAR FLAIL.  This weapon also breaks a lot.
     Shields:  Are well suited to bashers, but don't ever use one.  They do hardly any 
damage.  Don't ever use a shield and any other weapon in a bashers OFF-HAND.  They 
rarely use their OFF-hand to parry and when they do use it to attack with, they do 
less damage.  When the computer gets to the part in the program where it selects which 
hand to use, you want him to use his PRIMARY weapon to do the most DAMAGE.  Not to 
pick an off-hand weapon that does lessor damage.  Also you get an attack bonus for 
using two hands with many weapons.
     Bashers favorite weapon:  Well, out of 90 Basher ADM graduates, the following is 
a list of their favorite weapons.

MS(9), MA(17), GA(5), GS(9), ML(9), WF(8), HL(8), WH(7), QS(9), ME(2), LG(8)

     You have to try each of them if you want to guess which one it is.  If you're 
lucky and get the WH, then praise the gods!!
     16 of the 90 bashers got the BASH tactic as their favorite tactic.  But I 
wouldn't use the BASH tactic; the DECISE tactic is awesome for a BASHER.  I use it 
with all my bashers.  Two bashers got DECISE as a favorite tactic.  Bash is only good 
to use against strong defensive styles after round one.  I have used the DEFENSE or 
PARRY Tactics in desperation with great success.  I will chose the one that the basher 
has a WIT statement in.  IE: If he has a DEFENSE statement, I use DEFENSE tactic in 
DESP. If a parry statement, then PARRY in DESP.  If neither, then PARRY 'cause it's 
almost always higher than DEFENSE for a basher.
     Basher Armor:  ALE/S or H to start.  If he doesn't seem to get the jump on most 
of his opponents, then go to heavy armor.  You can `sponge' your opponents by taking 
hits and hope to hit them when they're tired.  But if they do to much damage to you 
first, you will lose.
     Favorite Rhythms:  Offensive effort should be between 8-10 the first minute and 
5-8 there after.  In DESP. 5-10.  Activity Level should be 5-10 in the first minute 
and 1-3 thereafter.  IN DESP between 1-10.  KD between 5-7 all rounds.

Typical Strategy:

MIN:  1    2    3    4    5    6    DESP
========================================
OFF. 10    8    5    5    5    5     10
----------------------------------------
AVT. 10    1    1    1    1    1      6
----------------------------------------
KD.   7    6    6    6    6    6      6
----------------------------------------
Att. RA   RA   RA   RA   RA   RA     RA
----------------------------------------
Pro. HE   HE   HE   HE   HE   HE     HE 
----------------------------------------
TAC. DECISE in minute one.  Bash in later minutes against scum or heavy defensive 
styles.  Defense or Parry in DESP.

If you aim for the limbs, you can take your opponent down quickly.  Bashers tend to 
hit the upper half of the body more anyhow.
     Well, that's a wrap.  If you would like to chat, get charts, or learn all the 
stuff RSI doesn't tell you, drop me a line. You can diplo me in Primus DM102, "The 
Joker's WILD" or any one of my others teams that are too numerous  to list. Also, you 
can EMAIL me at 103260.3347@compuserve.com

                                                                 Ta-Ta,  
                                                                 Sir Jessie Jest
                                                                 The Basher Guy