Date   : 09/01/2007    Duedate: 09/14/2007


DM-93    TURN-242

This Weeks Top Honors


ECLIPSE (1476)
(93-8556) [6-0-1,66]

Chartered Recognition Leader   Unchartered Recognition Leader

                               ECLIPSE (1476)
                               (93-8556) [6-0-1,66]

Popularity Leader              This Weeks Favorite

CRUCIBLE (1480)                CRUCIBLE (1480)
(93-8566) [4-1-0,26]           (93-8565) [4-0-1,40]


MIDDLE WAY 18 (1483)

Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 18 (1483)        41
2. ECLIPSE (1476)              38      DRAGON'S FIRE (711)
3. THE CYRKLE (1472)           13      Unchartered Team
4. CRUCIBLE (1480)             12
5. THE WOLVES (1467)            7      MIDDLE WAY 18 (1483)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 4*MIDDLE WAY 18 (1483)      12   3  1 80.0   1/ 3*MIDDLE WAY 18 (1483)     12  3 1
 2/ 3*CRUCIBLE (1480)           16   8  2 66.7   2/ 2*ECLIPSE (1476)            9  6 5
 3/ 2*THE CYRKLE (1472)          6   4  0 60.0   3/ 1*CRUCIBLE (1480)           8  6 1
 4/ 5*ECLIPSE (1476)            17  18  5 48.6   4/ 4*THE CYRKLE (1472)         6  4 0
 5- 6*GOTTA GET A CLUE (1484)    4   6  0 40.0   5- 5*GOTTA GET A CLUE (1484)   4  6 0
 6- 7*DRAGON LANCE (1479)        3   6  0 33.3   6/ 6*THE WOLVES (1467)         4  8 1
 7/ 9*DEFENDERS (1481)           3   6  0 33.3   7/ 8*DEFENDERS (1481)          3  6 0
 8/ 8*THE WOLVES (1467)          5  13  1 27.8   8- 7*DRAGON LANCE (1479)       1  4 0

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

                                    TEAM SPOTLIGHT

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

                                  Profile of a Style

     I make no claims to being exhaustive in this study of Bashers.  There are
managers who know more about the style, managers who have better Bashers, managers
whose Bashers win more consistently.  But this is a place to start.
     I have the details of twenty-eight immortal Bashers under my hand here, Bashers
who, good, bad, or indifferent, survived long enough to graduate and discover their
favorites.  In those favorites lie clues to how the Gladiatorial Commission expects
Bashers to operate.  This does not mean that Bashers HAVE to operate that way, and it
can be fun to force a style to do the unexpected and take everyone by surprise, but
this could be said to be "what comes naturally."

     Favorite weapons.  You will find that only weapons that may be received as
favorites are ever described as "well-suited" to the style.  For instance, an epee
never occurs as a favorite weapon for a Basher, and any Basher who uses one will find
he "is unsuited to his weapon" or "uses this weapon in an unorthodox style" at the
top of his fight report.  There is little, if anything (well, okay, surprise), to be
gained from using a weapon unsuited to the style in question.
     The eleven weapons suited to use by Bashers, and the minimum stats required for
their best use (information courtesy of Pagan's Enchiridion), are:
     Greataxe       ST  13  SZ   5  WT   9  DF  11
     Greatsword     ST  15  SZ   9  WT   9  DF  11
     Halberd        ST  17  SZ   9  WT   9  DF   9
     Large Shield   ST  11  SZ   7  WT   5  DF   5
     Mace           ST  13  SZ any  WT   3  DF   5
     Maul           ST  15  SZ   9  WT   5  DF   7
     Medium Shield  ST   9  SZ any  WT   5  DF   5
     Morningstar    ST  13  SZ any  WT   7  DF  13
     Quarterstaff   ST  11  SZ   9  WT  11  DF  11
     Warflail       ST  11  SZ any  WT   7  DF   5
     Warhammer      ST  13  SZ any  WT   5  DF   7
Assurnasirbanapal offers the following alternate requirements for some of these
     Halberd        ST  17  SZ   9  WT   9  DF  11
     Large Shield   ST  11  SZ   7  WT   3  DF   5
          (not sure about size, but I believe wit is 3)
     Morningstar    ST  13  SZ any  WT   7  DF  11
     Warflail       ST  11  SZ any  WT   5  DF   5
(I can see that some warriors in my future are going to have to test these weapons.)
     Study this chart, and never make a Basher who doesn't have the stats to use at
least one of the weapons well!  I've made the mistake more than once (and more than
once done it deliberately, but then, I'm perverse) of creating a warrior who is
unable to use well any weapon to which his style is suited.  This is enormously
frustrating.  Take my advice and DON'T DO IT.
     You may notice that the Fist is not listed as a weapon suited to the Bashing
attack.  This is an example--one of the most glaring ones--of the fact that sometimes
intuition and real-world experience are "not well suited" to Duelmasters.
     Two weapons not listed on this chart are the Broadsword and the Battleaxe.  If
you arm a Basher with one of these weapons, the fight report will inform you that
your warrior is not well suited to the weapon or uses it in a marginally effective
manner.  A manager I consulted informs me that he has had good results anyway with
the Broadsword and is still experimenting with the Battleaxe.  So you CAN ignore the
weapon suitability chart above, though I would not recommend doing it until you have
enough experience to know what risks you're taking.  And don't do it with a warrior
who adds the disadvantage of having inappropriate stats for the weapon to the
disadvantage of unsuited style.
     As you can see from this list, the most important stat for a Basher, from the
standpoint of weapon use, is Strength.  A Basher who is dumb and on the clumsy side
will find weapons he can use appropriately, provided he has the strength to lift
them.  This has led to the creation of a lot of dumb, clumsy Bashers.  My own
personal feeling--and I've run a lot of these depressing warriors--is that a dumb,
clumsy Basher is doomed in the long run.  And often very boring, as well.  Boring is
even worse than doomed.
     My immortal Bashers, their relevant stats, and their favorite weapons:
Madoc            ST  11  SZ  11  WT  13  DF   9  Mace
Wanda the Blonda ST  17  SZ   8  WT   9  DF  15  Warflail
Kenda Teegue     ST  19  SZ   7  WT  11  DF  11  Greatsword
Al Kore          ST  13  SZ  14  WT  11  DF  13  Quarterstaff
Broken Nose      ST  17  SZ  18  WT  11  DF   9  Quarterstaff
Hogar            ST  13  SZ  13  WT  21  DF   7  Maul
Ski Mask         ST  13  SZ  15  WT  15  DF   9  Maul
Crabby Appleton  ST  19  SZ  11  WT  13  DF   6  Warflail
Lissette         ST  14  SZ   9  WT  11  DF  15  Greataxe
Velendeis        ST   9  SZ  14  WT  13  DF   7  Maul
Hoftalj          ST  21  SZ  14  WT  11  DF   7  Mace
Cadal            ST  14  SZ  15  WT  15  DF  11  Mace
Caramella        ST  13  SZ  13  WT  14  DF  11  Quarterstaff
Lulu             ST  17  SZ  11  WT  15  DF   9  Morningstar
Franklin         ST  15  SZ   6  WT   5  DF  17  Morningstar
Bam Bam          ST  13  SZ  14  WT  11  DF   9  Medium Shield
Dune             ST  19  SZ  17  WT   4  DF   3  Halberd
Old Maid         ST  17  SZ   7  WT  15  DF  11  Halberd
Pelis the True   ST  13  SZ   9  WT  11  DF  15  Large Shield
Joe              ST  15  SZ  10  WT  15  DF  13  Medium Shield
Claudius         ST  19  SZ  13  WT  10  DF   7  Quarterstaff
Ekkar            ST  17  SZ  15  WT  13  DF   7  Mace
Jomon            ST  11  SZ  17  WT  11  DF  15  Greatsword
Dijanna          ST  17  SZ  12  WT  17  DF   7  Mace
Khora the Small  ST  15  SZ   9  WT  17  DF  11  Warhammer
Sweet Jorja      ST  13  SZ  13  WT  15  DF   7  Quarterstaff
Tarok            ST   7  SZ  18  WT  11  DF   9  Warflail
Kelan ten Salth  ST  14  SZ  15  WT  17  DF  11  Greatsword
     You will notice that some of these warriors did not have the initial stats to
use their favorite weapon efficiently.  That's a little trick the Commission plays on
us to keep us from getting too cocky.  Only one of them (Tarok) was initially unable
to use ANY of the bashing weapons well, and I trained up his strength early in his
career.  My personal favorites among the bashing weapons are the warhammer, the mace,
and if the warrior has the wit for it, the quarterstaff, as these seem to me to
produce the most interesting fights.  If I'm going to train a warrior as a Basher, I
try to make him able to use one or another of those weapons; it saves me a lot of

     Which brings up the question of Basher design.  In almost all cases, the advice
routinely given is to put the points on WT, WL, and DF in preference to other stats.
But to use any of the weapons listed above, the warrior DOES NOT NEED a WT of more
than 11, and depending on which version of the stats for Morningstar you accept, he
doesn't need more than 11 or 13 in DF.  Do not put points on these stats beyond the
     ST:  A Basher needs strength, and lots of it--who wants a Basher who "does
little damage"?  Besides, he needs a minimum strength of 9 for the least of his
weapons, and that's a medium shield.  Who wants to send a Basher out with a medium
shield?  Pile 'em on here.
     CN:  No.  A Basher wins by attacking, not defending.  He should be keeping his
opponent too busy to fight back, and he should not have to worry about his hit
points.  Generally speaking, go with whatever you've been given on the roll-up.  The
time to experiment with the creation of a Scum Basher is later, after you have more
     SZ:  You can't do anything about this, but a large size is not such a handicap
for a Basher as for some of the more finicky styles.  And it will increase the damage
he can do--a Basher is all about doing damage.
     WT:  No more than is needed for the weapon you've chosen.  If you have extra
points after satisfying other requirements, sure, go ahead and put them on wit, but
you can get a decent learning rate with a wit of 11 so why waste the points here?
Besides, if he survives long enough, you can train up more wit later.
     WL:  I would always put points on will (unless it was 17+ already), but for me,
that's reflex, not conscious planning.  In theory, a Basher wins fights fast by
attacking all out, and so he doesn't need will for the stick-to-it effect.  But
then... if he's a good Basher, wins a lot, graduates, and you want to keep on running
him, a high will does make it easier to train up stats once you get around to it.
     SP:  I don't really have a feel for the effects of high or low speed on ANY
style.  I would cautiously suggest that if you can get the speed into the moderate
range (8-12?) without sacrificing anything important, then do it.  But if you can't,
then don't.
     DF:  Enough to use the weapon of choice, or perhaps two or three weapons for
variety.  No more.
     And a note on armor:  A Basher should NOT be loaded down with heavy armor.  He
isn't supposed to get hit, so what does he need that armor FOR?

     Favorite rhythms.  Sometimes it's expedient to ignore a warrior's favorite
rhythm, once you know it, but it does give you a guideline for running the style.
Rhythm is given as Very High or VH (10-9), High or H (8-7), Moderate or M (6-5), Low
or L (4-3), and Very Low or VL (2-1), for Offensive Effort first, and then for
Activity Level.  For the warriors listed above, the favorite rhythms are:
 H/VL   H/L    H/L    H/M   VH/M   VH/L    M/L    M/VL   H/VL   H/VL  VH/VL   M/VL
 H/VL   H/L    H/L   VH/VL  VH/VL  VH/VL   H/L    M/L   VH/M   VH/VL  VH/VL   H/L
 H/VL   H/L   VH/M    H/M.
     You'll notice that there is no Offensive Effort lower than Moderate, and no
Activity Level higher than Moderate, and that Offensive Effort is usually at least
two steps higher than Activity Level.  Not always--some of those listed above are
only one step apart, and another manager tells me that he has some Bashers with
favorite rhythms of Moderate/Moderate.  But from the sample I have, it seems that
Bashers favor a higher Offensive Effort than Activity Level, often considerably
higher.  While you may not always want to run a Basher this way, it appears that
nature and the Gladiatorial Commission intended them to run very offensively.  With a
newly entered Basher, this kind of speed is a place to start.  Once you get a feel
for the warrior in question and for his likely opponents, you can tinker with the
numbers for the ideal strategy.  But be warned that running so offensively, the
average Basher won't be able to keep going for long!  Especially, he won't be able to
go for long with a heavy weapon (one requiring more ST to handle) and heavy armor.
When I think of the Bashers I have seen come out in Plate and struggle to last a
single minute at high speed, I could weep.  High speed burns endurance.  Bashers go
out to win fast, or they become easy prey for a slower-paced, more deliberate
     Of course, sometimes you'll run up against a Basher who ignores the stereotype,
the so-called "Scum Basher."  He differs from most of his kind by having a high
endurance which allows his manager to run him slowly and take people by surprise.
But this warrior is a freak.  I distrust freakish warrior designs as a matter of
     There is no evidence to support the hypothesis that warriors have a favorite
Kill Desire.
     There is no convincing evidence to support the hypothesis that warriors or
styles have a favorite attack location.  Managers have argued that the nature of the
bashing attack lends itself to overhead blows to the head and upper body.  However, I
suspect that this is one of those intuitive things which turn out not to work, just
as one would intuitively expect a Basher to do well with his fists, and he does not.
Some managers have pointed out that a Basher aiming at the head tends to end his
fight quickly.  ANY style striking the head tends to end the fight quickly.
(Consistently aiming at the head will increase the chance of killing, which will, in
the long run, decrease the chance of your Basher's survival.  Managers bloodfeud
dedicated killers with hostile intent.)  I consider this a case of "Not Proven."

     Favorite Tactics.  Of the twenty-eight Bashers listed above, only eight had
favorite tactics.  Two favored the offensive tactic of Decisiveness, and the rest
favored the offensive tactic of Bash.  It seems reasonable to assume that the
offensive tactics of Lunge and Slash are inappropriate for a Basher.  (Of course, you
can't always count on reason here, but....)  There were no defensive tactics favored
(granted, this is not a large sampling of warriors), which suggests that they should
be used sparingly, if at all--a Basher is a purely offensive style.

     Proceeding from the general to the specific, here's a basher who had a very
unpromising beginning--

                                Profile of a Gladiator
                                    Turo the Brick
                          Lord Protector and Pain in the Rear

     Turo, a seven-foot Troll, just graduated from Lin Tirian, my own home arena, at
16-44-2, 94.  He's a basher.  And I suspect that most other managers would have sent
him straight to the Dark Arena.
     At graduation, he is 11(2)-9-20-6(2)-17(2)-10-17.
     According to his overview, even after those stat raises, he
     Is not very bright
          The more subtle points of the riposte simply escape him, which I could have
told anyone right off
          Stands around making himself a target, which we noticed
     Cannot carry a lot of weight in weapons and armor (that low ST)
     Is slow on his feet (Does size have an effect here?)
     Can do tremendous damage with a blow (mostly SZ, I suspect)
     Turo is "naturally adept" with a maul (well, okay, he's probably pulled up a few
trees and swung 'em around to bat at pesky people), favors a rhythm of very high/low,
and has an innate ability to use the bash tactic.  None of this comes as a great
surprise--it fits his character.  He's aggressive by nature (definitely) and most
readily learns initiative skills.  (Doesn't that require BRAINS?)  Ah, well.  I've
been running him lately as follows:
     Mace, backup war hammer, offhand medium shield, plate mail and a full helm.
          9   8   7   6   7   8  10
          3   2   1   1   1   1   1
          8   8   7   8   7   8  10 which I wouldn't swear is the strategy I sent in
for him originally, but it is what he's using.  Attacking right arm, protecting head,
no tactics.  Maybe this was based on something another manager suggested to me.
     He graduated with no ratings at all.  Yes, really.
     Obviously, he's not anybody's ideal warrior, but he's been surprisingly fun to
read.  And it seems at least possible that if I'd paid more attention to his
strategies, issued challenges and avoids, he might have taken a better record out of
the arena.  He is headed for retirement, obviously.  I think he has some idea of
going back to his home in the foothills of the Khriatrin Mountains and terrorizing
his kin.

And another example of a basher, a much more successful one:

                                   Khora the Small
                                   Lady Protector
                   Contender for the Throne in Lirin Kiv (ADM 107)

     I don't have her graduation overview here, as that was a long time ago.  But she
started as 15-12-9-17-11-9-11.  Now, after years of fighting, maxed on skills and
training stats, she is 25-12-9-17-17-13-16.  Her record at the present is 94-129-3,
and despite doing devastating damage, being incredibly quick and elusive, and having
an Advanced Master rating in attack and Masters in all the other skills, she is still
not woman enough to take the throne in this smallest of the Advanced Duelmasters
regions.  Her favorite weapon is the war hammer, her favorite rhythm high offensive
effort and very low activity level, which are good favorites.  So why isn't she
Duelmistress, or as it is called in Lirin Kiv, Champion of the Horn?  Because there's
an even better basher up there already.  Her most serious problem is that low CN, I
think.  Maybe she should train that up....
     Here's their most recent fight, a short one, so I'll give it to you in full--

     Phetmolge is 8' tall, right-handed, fights with no armor or helm, carries a war
hammer and a large shield, to which he is well suited.
     Khora is 5'7" tall, ambidextrous, in leather armor and a helm, carrying a war
hammer and an off-hand war hammer, to which she, too, is well-suited.  Khora is
running 8 4 7 RA BD no tactics; about Phetmolge we can only guess.

     Both warriors move with snake-like speed around each other.
     The weapons lock together in a test of strength.
     Phetmolge is moving constantly without pause!
     He sweeps his large shield in a sudden unexpected assault!
     A spectator exclaims, "Brilliant!"  Phetmolge smiles briefly.
     Khora parries the blow with her war hammer.
     She disengages her foe's weapon arm and tries to steal the initiative!
     She makes a lightning-quick backhand smash with her war hammer!
     Phetmolge is struck in the belly.
     Khora says admiringly (this is irony), "How much damage can you take, anyway?"
(Lots.  Lots and lots.  More than she can, anyway.)
     She launches a brilliant attack with her war hammer.
     Phetmolge stops the blow with his large shield.
     He sidesteps, trying to throw his opponent off balance.
     He launches a brilliant attack with his war hammer!
     Khora is hit on the right hip!
     It is a tremendous blow!
     Khora winces, obviously feeling great pain.
     She mutters a desperate prayer and is stopped by the herald.

     She is determined to become top basher in Lirin Kiv and will keep fighting
until she is Inducted into Primus.

The Middle Way

           +>]H[<+-----+>]H[<+ Question of the Week #3 +>]H[<+-----+>]H[<+

Question, turn 403:

All -- I've read that once you have an AE in a skill area you don't need to use a
tactic in that area.  What if you have a favorite tactic?  Would it benefit your
warrior to use it even if he is maxed in that area? -- Hanibal's Q.O.W.

Answers, turn 404:

Q.O.W. -- Tactics.  It's generally believed that using a tactic, at any level of
skill, increases something (init, attack, damage, etc. though no one's sure) at the
expense of one or more other abilities.  Usually it seems you lose more for using the
tactic than you gain, so they should be used sparingly.  However, favorite tactics
are a bit different.  I've noticed, generally, that the penalties usually imposed by
using the tactic are greatly reduced or eliminated, making it more useful.  I run a
piker in AD who has response as a favorite and run her with it.  She seems to do
great with it against everybody.  My decise running striker still defends well
(though she's got favorite learn defense), and she still jumps everyone with a poor
decise rating.  My advice is to give it a try if it's a tactic you think your warrior
needs, or can use based on their current point of development. -- Adie

Hanibal -- It really is almost like flicking a switch the way you can (usually)
prevent death intent statements if you want to.  Dartor is the arena expert on
killing and he too agrees.  Most new managers gain pleasure from seeing their
warriors kill, and it's not something to be ashamed of.  But there is a better way of
going about things.  I think as you gain more experience and experiment with lower
KD, you'll find that running with a 4 where you used to run with a 6 will have little
effect on a warrior's performance other than decreasing the chance of death intent.
This is especially true in the first minute, or before your warrior would get tired.
-- Generalissimo Puerco

Hanibal -- Each tactic has some benefits and some drawbacks.  I can't tell you
exactly what those are because I don't know myself.  If a tactic only provided the
equivalent of extra skills, then it might be true that a warrior wouldn't need them
after a certain level of skill is achieved.  But let's say that your warrior has an
AE+3 and his opponent has a MA.  Then there might still be good cause to use a
     I believe tactics grant benefits that can't always be translated into more
skills.  I think the best example of this is what happens when response is used
against decise.  Tactics have their value at all levels of the game, but the most
valuable tactics might change.  I don't think many would run with decise at the top
of AD, though lunge and dodge remain popular.  But for a new warrior, decise can be
very important.  Tactics are not well documented in the literature, and for that
reason you may do well to learn first-hand and develop some instincts regarding the
use of appropriate tactics. -- Generalissimo Puerco

Hanibal -- Regarding the latest question: if you have an advanced expert in an area
that equates to a given tactic, is there any point in running the tactic.  Yes, if
the tactic is a useful one.  I don't THINK that there is a one-to-one equivalence
between types of skills and types of tactics.  For one thing, there are eight tactics
and only six types of skills! -- Leeta

Question, turn 404:

All -- Do you think you are faster with your favorite weapon?  If your fav is a
Halberd would you be quicker with a War Hammer?  I've read you get +4 in each area if
you are using your favorite. -- Hanibal's Q.O.W.

Answers, turn 405:

Hanibal -- I strongly doubt that a favorite weapon gives four extra skills in each
category.  I don't see how anyone could know that unless it was said by a credible
source within the GC.  I'm terrible at finding favorite weapons.  I can tell you that
the one large favorite weapon I've had experience with is the greatsword, and it is
still lousy even as a favorite.  I really enjoy longsword as a favorite. --
Generalissimo Puerco

Q.O.W. -- With regard to favorites, the only really obvious effect is that you are
automatically well suited to it, and the warrior using it almost always throws more
critical attacks with that weapon than if it wasn't their favorite.  That pretty much
gives me the impression it only helps attack. -- Adie

Q.O.W. -- I would be amazed if you would receive +4 in each area for a favorite
weapon.  And we do not believe the fave adds to the speed with the weapon.  The fave
greatly aids attack and parry, hit %, and ability to hold onto the weapon.  And, of
course, criticals increase. -- Kennelworth

Hanibal -- I don't know about specific bonuses for using a favored weapon.  However,
I do believe that if your favored weapon is something that you aren't otherwise
suited for (for example, a broadsword for someone lacking the necessary attributes),
you can often get good results by going for a lower version of that weapon.  From the
halberd of your example, for instance, "down" to a great axe, or even farther down to
battle axe and then to hatchet.  Experiment with them and see what might work.  I
have no specific numbers to support this, but it is the impression I've gathered over
the cycles. -- Leeta

                                      SPY REPORT

     Oh, hi.  Its just little 'ol Debby Tonte.  Thought I'd check out NOBLISH ISLAND 
to see what's new.  Like, CRUCIBLE had to be so embarrassed when they got kicked off 
#1 spot by MIDDLE WAY 18!  Way to go MIDDLE WAY 18!  MVP award for LISA KAROL?  
MIDDLE WAY 18's proud of her after beating ASH and getting 16 points.  Talk about yer 
big time losers!  DEATHBLADE got smashed by MYEYESAREUPHERE, and lost 9 points!  
Don't you think the Duelmaster is being unfair?  I think BLACKMOON should let VETERAN 
MERCENARY be Duelmaster for a while, without fighting about it.  I hear the top team 
insists all their warriors get nine hours sleep.  They want photogenic fighters for 
PR photos.   
     AAARRGH!!!  I HATE SPYREPORTING!!!  Sorry.  I just had to say it.  Like, is TARG 
popular, or what?  He was challenged the most in all of NOBLISH ISLAND!  He's got a 
1-1-1, is that good?   
     Challenges, revenges, Bloodfeuds.  All NOBLISH ISLAND ever talks about is 
fighting!  Me, I'm more laid back.  Like was that some Bloodfeud, or what?  (DUNN vs. 
SLAPYOUINPUBLIC, that is.) MYEYESAREUPHERE bloodfeuded (is that a word?) DEATHBLADE 
for revenge over some guy's bad fortune.  Was it really worth it?  Fight, fight, 
fight.  Is that all you guys can do?   
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I know how much you like reading this stuff, but I really should stop.  Its 
been really albendranius!  Later, guys-- Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 BLACKMOON 8556                6   0  1    66       ECLIPSE (1476)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 NIGHTSHADOW 8555              5   1  1    40       ECLIPSE (1476)
 MYEYESAREUPHERE 8565          4   0  1    40       CRUCIBLE (1480)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 GABRIELLE 8515                2   0  0    28       THE CYRKLE (1472)
 DEATHBLADE 8559               3   3  2    27       ECLIPSE (1476)
 ROS QUIN 8589                 3   0  0    27       MIDDLE WAY 18 (1483)
 RON BURGUNDY 8566             4   1  0    26       CRUCIBLE (1480)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DUNN 8488                     2   0  0    23       THE WOLVES (1467)
 FALWORTH 8573                 3   0  0    22       DEFENDERS (1481)
 TARIN SILLS 8588              3   0  0    22       MIDDLE WAY 18 (1483)
 LISA KAROL 8592               2   1  1    20       MIDDLE WAY 18 (1483)
 NOLAN MARRIK 8591             2   1  0    18       MIDDLE WAY 18 (1483)
 TARG 8587                     1   1  1    17       THE WOLVES (1467)
 POL ORVIN 8590                2   1  0    15       MIDDLE WAY 18 (1483)
-NIGHTFALL 8595                2   0  0    15       GOTTA GET A CLUE (1484)
-FIREFORGE 8561                2   0  0    14       DRAGON LANCE (1479)
 KLAATU 8514                   1   1  0    11       THE CYRKLE (1472)
-MR. GREEN 8597                1   1  0    11       GOTTA GET A CLUE (1484)
 BUFFY 8511                    2   0  0    10       THE CYRKLE (1472)
 BOLT THROWER 8567             2   3  0     9       CRUCIBLE (1480)
 LEVITHEAN 8485                1   4  0     7       THE WOLVES (1467)
-PROF. PLUM 8594               1   1  0     7       GOTTA GET A CLUE (1484)
 VALERIAN 8484                 0   6  0     6       THE WOLVES (1467)
 SLAPYOUINPUBLIC 8603          1   1  1     5       CRUCIBLE (1480)
-RAISTLIN 8563                 1   1  0     4       DRAGON LANCE (1479)
 BLIMRING 8576                 0   3  0     3       DEFENDERS (1481)
-GUDGE 8593                    0   2  0     2       GOTTA GET A CLUE (1484)
-MISS SCARLET 8596             0   2  0     2       GOTTA GET A CLUE (1484)
-TASSLCHUFF 8564               0   2  0     2       DRAGON LANCE (1479)
 QUESTOR 8512                  0   2  0     2       THE CYRKLE (1472)
-ISTAR 8560                    0   2  0     2       DRAGON LANCE (1479)
-GIGRUNAN 8575                 0   1  0     1       DEFENDERS (1481)
-THURMONIN 8574                0   1  0     1       DEFENDERS (1481)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 NOT FOR LONG 8611             0   1  0     1       CRUCIBLE (1480)
-GOLDMOON 8562                 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?
GUNNY HIGHWAY 8568     3  1 0 CRUCIBLE 1480         TARG 8587             241         
BLIZZARD 8569          2  1 0 CRUCIBLE 1480         DEATHBLADE 8559       240 JUST REV
ASH 8513               1  1 0 THE CYRKLE 1472       LISA KAROL 8592       242         
BOROM 8577             0  1 0 DEFENDERS 1481        NIGHTSHADOW 8555      240         
MISTWALKER 8605        1  1 1 ECLIPSE 1476          SHEWISH GIANT 21      242 NONE    
FOEREAPER 8612         0  1 0 ECLIPSE 1476          SPYMASTER 22          242 NONE    
SONNY 8486             0  1 0 THE WOLVES 1467       MYEYESAREUPHERE 8565  238 NOT REVE
CHEWIE 8487            1  1 0 THE WOLVES 1467       SLAPYOUINPUBLIC 8603  241 JUST REV

                                     PERSONAL ADS

Noblish Island residents -- Drake seems to be MIA, so I decided to give Jorja a hand
this turn by imparting some DM knowledge.  I will not be making all my comments in
one sitting at the computer, so they may be spaced a bit in this NL. -- Master Darque

Comments on article "The Effects of Coordination" -- The writer of this article makes
three claims in regards to coordination:  1) low coordination leads to more weapon
drops; 2) low coordination hinders drawing a back up weapon; and 3) low coordination
hinders a warrior that has been knocked from his feet.  First, according to
Terrablood's website, the chart he cites in the article is incorrect  The "Marvel of
Fighting Coordination" appears only at a combined total of 41-42 (Speed + Deftness).
Secondly, I will remind you that Coordination does have a minor effect upon your
warrior, but only at higher coordination levels.  You may get a Coordination sub-
statement [with the ability to use a weapon in each hand] if your Speed + Deftness is
28 or greater and Speed and Deftness are 14 or greater.  This is known as a quasi-
ambidextrous statement.  While it does not confer any skill bonus, it does lower the
deftness requirements for off-hand weapons.  As to the authors three main claims in
the article, I am unsure if they are 100% accurate.  I have seen multitudes of
warriors that were clumsy and highly coordinated pass and fail each of his claims on
a regular basis.  Most managers to my knowledge pay little to no attention to
coordination, apart from noticing the quasi-ambidextrous sub-statement.

Comment on the Basic Ripper -- Theories and advice on the great Parry Riposte are
bountiful in the world of DM.  Everyone has the answer, but very few have that
unstoppable Ripper at the top of the arena.  The advice in this article is solid,
though it should not be used exclusively.  The writer of this article seems to favor
a more offensive approach to PRs.  Rippers are a finesse style and as such can be run
successfully many different ways.  A quick chat with managers that do prefer the PR
style will lead you to the same conclusion.  This is good advice for all styles in
the game.  What works for one particular warrior will not always be true for the next
one, no matter how similar they may appear to be in design.  The numbers he presents
in the article (15+ in Wit, Will, and Deft) are sometimes hard to come by with roll
ups.  I feel you can skimp on the Will if you have enough in both Wit and Will.  Be
sure to compensate low Will with moderate Strength and Constitution.

Comments on Stimpy Thoughts on Total Parries Part II -- Since I have not read part
one, it is hard to comment on this article.  I do not know what type of design he is
advocating.  I will say there are two types of TPs in the D2 world, the scum and the
hybrid.  The scum is the STR, CON, and WILL monster that can take a beating like no
ones business.  SIZE may also be important to the scum because it will have an affect
upon Hit Points.  These warriors do well on varying levels of the game and in the two
main aspects of D2--arena play and tourney play.  The scum variety will work well
with the numbers he is pushing.  The hybrid TP is more offensive minded, but that
does not mean that you must forsake the style's inherent strengths.  STR, CON, and
WILL are still key components, but you add WIT into the equation.  Development is not
dependent upon stat raises, but upon skills learned.  TPs generally favor lower OE

and AL than most styles.  His numbers are good, but you can tweak the OE a bit if you
want to get more offensive swings out of the TP.  If you begin witnessing a lot of
missed and wild swings, drop the OE slowly until he gets comfortable.

The Userous Merchant?  I should be fighting managed warriors.  Anyway, he won't be
using anyone anymore! -- Blackmoon

Geeze, another kill.  I'm not even trying.  Nobody likes cults anyway. -- Deathblade

Kodiak -- Ron Burgundy is a fine warrior and one heck of an anchorman.  Good idea,
though, lets not get bloody. -- Fox, mgr. Eclipse

Samuel Pleasure -- It would appear that we can not meet on the sands without
enriching the coffin makers.  Hell seven of our nineteen fights have been against you
guys.  Gunny Highway will be missed sorely as I'm sure your squad may mourn Chewie.
I shall bloodfeud and I expect the same.  In fact we will be going out of our way to
slay as many of your warriors as the Spear God may grant us.  It shouldn't be hard to
blood feud SLAPYOUINPUBLIC, he will be available and challenging members of your
stable. -- Kodiak, mgr. Crucible

Fox -- You're on quite a run, friend.  Congratulations on holding the top four
rankings on the Island.  Not only did EYES not get either of her challenges against
you last round she didn't even fight with the rest of the stable.  I know I sent five
sheets in, I'm not sure what happened to hers.  She will be seeking the bloodfeud
with Deathblade this round, albeit with our seeking a kill as promised.  No harm to
our friendship, as I stated in the last diplo, this arena is to small for us to avoid
shedding some of each other's blood.  Have you noticed that in all four of BOLT
THROWER'S fights he has fought someone from your stable?  The Fate of Norns awaits us
all. -- Kodiak

Tasslchuff -- Typo last round.  That message was intended for Deathblade not you,
sorry. -- Kodiak

Eclipse -- DID I READ THAT CORRECTLY?  Mistwalker was sent to the dark arena on
hisher first fight and butchered WURM KIN?  I take it this means that MISTY gets a
second chance? -- Kodiak

Istar -- If you can handle the weight you may want to consider heavier armor.  You're
going to need to be able to take more punishment than that.  Of course less armor
would allow a better view of you assets.  Sorry about that short spear to the right
buttocks.  I just couldn't take my eyes off of it! -- Ron Burgundy
P.S.  Don't tell Deathblade we had this little talk.  She kind of has a crush on
me...in fact she can't really resist me, but who could blame her?  See...I borrowed
some of Fantana's sex panther and...anyway.  My hair is always perfect, even post

Nightfall -- Win or no win, you've got a problem with that weapon.  Right, you knew
that.  Dropping the offhand weapon, or at least consigning it to backup status, would
HELP, but still...darned tricky. -- Pol Orvin
P.S.  Ah, Jorja wants me to emphasize (and there is NO reason for her to hit me!)
that you should not have a weapon in each hand.  It is frequently a bad plan anyway,
and given your particular deficiency, it's unquestionably a bad plan.  And I have to
add my two coppers' worth and point out that you don't need two backups as well,
because if you don't have the deftness to use two weapons, where will you find it to
draw a backup in the heat of battle?  It isn't EASY, you know.

Falworth -- Go for a hatchet.  In fact, I know one gladiator who does very well
(she's been Inducted to Primus but was my FIRST graduate) with a pair of hatchets,
one in each hand.  I don't know if you can handle two, but try at least one. --
Jorja, usurping Lisa Karol's personal
P.S.  You could also try a broadsword, if you want to go to a different extreme of

Tasslchuff -- Good try, bad luck.  That's the thing with this game, even when you do
everything right, there's always the incalculable.  Which I feel was either bad luck
on your part, or my incredible Charisma.  That's a joke, actually, the character
stats on the census forms have NO EFFECT AT ALL on the fights.  Mine have never been
input.  Jorja says it's too much trouble to send them in.  (shrug)  Ignore them.
But, of course, if you meet me on the street somewhere, my Charisma will knock you
off your feet.  Count on it. -- Tarin Sills

Persistant Beggar?  Futile. -- Nolan Marrik

I agree with Nolan. -- Ros Quin

Eclipse -- As any kid would tell any parent, age and long experience don't always
equate to skill, and never to luck.  It was a good fight. -- Jorja
P.S.  Nolan's sulking, but so what?  If he gets too obnoxious, well, I was basher of
some renown in my day....

Samuel Pleasure, manager of The Wolves -- Got your diplo.  Regarding your first
question:  will the newsletters in other arenas be as helpful as the Noblish Island
newsletter?  No.  The contents of the Noblish Island newsletters were assembled over
the course of years to give new players a crash-course in playing this game.  The
articles and informative spotlights are divided into ten sections, and if you keep
all the newsletters from your ten turns here, you'll have the full set.  Think of
them as an informal handbook for playing the game.
      As regards your second question, concerning weapons versus different armor
types, I'm afraid I'm not the person to answer that.  I've never been prone to more
than lightly bruising the numbers, and that's a question for the number-crunchers.
I'll ask around and see what I can find out for you.  Also, it may come up on one of
the "Question of the Week" sections. -- Jorja

MyEyesAreUpHere -- There is someone here who I am sure you are just dying to meet.
His name is Targ and he is waiting in the arena for you.  A little present from the
Wolves. -- Samuel Pleasure

                                  LAST WEEK'S FIGHTS

MISTWALKER was dealt death by SHEWISH GIANT in a 1 minute Dark Arena fight.
FOEREAPER was killed by SPYMASTER in a 1 minute Dark Arena melee.
NIGHTSHADOW demolished TARG in a 1 minute uneven Challenge fight.
MYEYESAREUPHERE bested DEATHBLADE in a popular 4 minute Challenge contest.
SLAPYOUINPUBLIC was overpowered by DUNN in a 1 minute mismatched Challenge match.
BLACKMOON devastated VETERAN MERCENARY in a 1 minute one-sided Title duel.
VALERIAN was bested by NOLAN MARRIK in a 1 minute match.
KLAATU was viciously subdued by RON BURGUNDY in a 2 minute novice's competition.
GABRIELLE vanquished EMBEZZLING SCRIBE in a action packed 1 minute uneven duel.
QUESTOR was overpowered by POL ORVIN in a 1 minute uneven duel.
BUFFY savagely defeated BLIMRING in a 5 minute gruesome novice's fight.
LEVITHEAN was beaten by FALWORTH in a 2 minute novice's fight.
BOLT THROWER was demolished by TARIN SILLS in a 1 minute mismatched competition.
ROS QUIN devastated NOT FOR LONG in a 1 minute bloody one-sided battle.
LISA KAROL executed ASH in a 1 minute mismatched conflict.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|SLASHING ATTACK                  5         SLASHING ATTACK   26 -  10 -  2      72  |
|STRIKING ATTACK                  5         AIMED BLOW        16 -  13 -  2      55  |
|AIMED BLOW                       4         WALL OF STEEL     11 -  10 -  0      52  |
|BASHING ATTACK                   4         BASHING ATTACK    27 -  25 -  4      52  |
|LUNGING ATTACK                   3         LUNGING ATTACK    15 -  14 -  2      52  |
|PARRY-LUNGE                      2         PARRY-LUNGE        9 -  10 -  1      47  |
|PARRY-RIPOSTE                    2         STRIKING ATTACK   26 -  33 -  4      44  |
|PARRY-STRIKE                     1         TOTAL PARRY        3 -   5 -  0      38  |
|TOTAL PARRY                      0         PARRY-STRIKE       4 -   9 -  0      31  |
|WALL OF STEEL                    0         PARRY-RIPOSTE      2 -  15 -  0      12  |

Turn 242 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   BLACKMOON 8556              6   0  1   66 ECLIPSE (1476)
SLASHING ATTACK  NIGHTSHADOW 8555            5   1  1   40 ECLIPSE (1476)
STRIKING ATTACK  MYEYESAREUPHERE 8565        4   0  1   40 CRUCIBLE (1480)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is RON BURGUNDY 8566.  The most popular warrior this 
turn was MYEYESAREUPHERE 8565.  The ten other most popular fighters were RON BURGUNDY 
8605, BUFFY 8511, ROS QUIN 8589, NIGHTSHADOW 8555, and DUNN 8488.

The least popular fighter this week was ASH 8513.  The other ten least popular 
fighters were NOT FOR LONG 8611, BOLT THROWER 8567, BLIMRING 8576, QUESTOR 8512, 

                                 TRICKS OF THE TRADE

     Here are a few tricks of the trade I've found out.
     15, 17, and 21.  Those are the magic numbers for stats; any fighter who starts 
with a stat (except Con and Size) at any of those numbers will have more beginning 
skills than normal.
     Stats:  The stats in order of importance with regard to skills, most to least, 
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit 
points and endurance.  The higher you can start any of these, especially the first 
three, the more skilled your fighter will be.  Logically, therefore, what you really 
want is a fighter who has wit, will, and deftness at 21.  This will be a GOD!  And 
probably go out and get killed immediately due to low con...
     Raising stats:  Care must be taken in doing this.  All fighters start out with 
the ability to learn 20 skills in the categories of  Defense, Parry, Riposte, Attack, 
Decisiveness, and Inititive.  When you learn all 120 skills, you've maxed out.  You 
can get skills though normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con), anything gained will count as one of the 20.  
This is called "burning" skills.  If, on the other hand, you wait until you've maxed 
out, then raising stats will add those skills to the ones you've learned, enabling you 
to exceed your limits.  But raising stats will give an immediate boost to your 
abilities.  It's a question of short term vs. long term gain, you see.
     And aiming at vital areas - head, chest, and abdomen - will increase your chances 
of getting kills.  And being bloodfeuded, and maybe getting your fighter killed in 
return.  Keep in mind that what you send forth will come back to you.  Sometimes 


                  Warrior Handedness, is he a Righty, Lefty or Ambi?

     Greetings, Joy and Happiness to everyone!!!!  I hope everyone that reads this 
article is doing well and remembering not to drink and duel.  This article discusses 
things about the handedness of a warrior.  Most managers only worry about things like 
skill, weapons and trains.  Handedness is not a major factor in playing the game but 
it's nice to know some things about it.
     Most warriors will be right handed, with a small percentage left handed.  Even 
more scarce is the ambidextrous warrior.  I believe that the defensive styles have a 
higher percentage chance to be a lefty or an AMBI than offensive styles do.  It's just 
an observation that I made in the 513 warriors surveyed.  Another note on that, I 
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of 
them were AMBIs.  The highest percent of AMBIs out of all the styles polled.
     When a manager puts weapons into his warriors hands and also when he tells his 
warrior where to strike, handedness plays a key role in the manager's decision making.  
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see 
how the AMBI thing worked.  I noticed that in general the AMBI favors using the left 
hand more than the right hand.  But, there are a small percentage of AMBI warriors 
that are reversed, where the right hand is used more than the left.
     There also seems to be some confusion amongst managers that get the USE of a hand 
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand).   Right handed warriors USE the RIGHT hand the most and the primary weapon is 
the RIGHT hand, off hand is the left hand.  For left-handed warriors, it is the 
opposite of right-handed warriors, of course.  The confusion comes with the AMBI 
handed warriors.  AMBIs USE the left hand more BUT the RIGHT hand holds the primary 
weapon, and the left hand holds the off hand weapon.   Every so often you will get an 
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon 
is held in the LEFT hand.  But this kind of ambi is extremely rare.
     Well, that's it for now.  Have fun, and watch out for that right hook... 'cause 
it might be a left hook!!!!!
     For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.  
You can also email me at 103260.3347@compuserve.com   or visit my DM web site at the 
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm

Sir Jessie Jest

                                  The Arcane Slasher

     I love the Slashing Style!  Slashers are finesse artists, but they're much more 
aggressive than your aimed-blow.  Well-designed slashers are formidable opponents; 
they are as ready to defend as to attack, though they prefer the latter.  Fate has 
been to kind to this style, perhaps too kind.  Even a badly-designed slasher may do 
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal."  After reading another `Eureka!' article, I am compelled 
to add my 2 cents.  I've learned how to design great slashers, and I'd like to pass on 
my ideas to the rest of Alastari.  I can't tell you how to keep them alive (in four 
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky 
character that will win for you--until they die or get to ADM.  Just remember that 
decent opportunities to make a slasher aren't very common!
     WT, WL, & DF--15 pts each at least.  Period.  If you don't have it, you don't 
have a great slasher.  Believe me, you can't afford to skimp anything here!
     ST--Anything from 7-11 is fine.  The smaller the character the higher the number, 
but anything with a +9 size can get by with a 7 ST.  For light armor use an epee, for 
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
     CN & SP--Ideally, both are single-digit; if your con is high you're probably 
looking at a WASTE.  Whatever else you do, don't add them.
     SZ--Since this is something we can't change anyway, don't worry about it.  The 
bigger they are the less points to spread around to other areas, though.
     My slashers come up with the best overviews when I follow these guidelines.  Most 
earn at least four wit statements; about 50% either start out with an Expert or two, 
or they pick them up within a couple of skills.  One of my very best died in a 
tourney: 6-3-11-15-51-11-17.  He started out doing good damage; picked up Experts in 
att, init, def, and rip.  in two skills or less.  This is an extreme example, but it 
seems to me that the well-designed slasher gets more than their fair share of luck on 
their overview.  I've run one a lot worse that did fairly well--a winning record, 
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and 
init, four wit statements, great damage.
     Running them?
     Start out with an offensive effort of 10, and never let the OE drop below 7.  How 
quick you taper down depends on the endurance rating.  Slashers burn endurance very 
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it 
there unless desperate, then go back to 10.  Otherwise try 10, then 9, then 7.  
Remember, these are aggressive beasts; keep 'em on the offensive!
     Keep the activity level fairly low except in the very beginning, when you should 
be running 10.  Then drop to 5 or 6, then 3 or 4m then 1.  Go back up to 7 or 10 in 
     Match your kill desire to your offensive effort, always.
     Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across.  Desperation: 10-10-10 or 10-7-
     Avoid armor unless you MUST, but no higher than ARM and H.
     Don't use tactics--they seem to inhibit the slasher's ability to riposte and 
respond well to their opponent.  Exception:  to take out scum pick the heaviest weapon 
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.  
Slash all the way!
     These `rules' have worked for me.  The biggest problem I've had is that my 
slashers rise too high too quickly.  Within five or six fights they're fighting 
warriors with 15 fights' experience.  So be forewarned; give them sometime off every 
few turns so that they won't get clobbered by some old-timer looking for an easy win!  
Good Luck!

                                   The Arcane Kid, of Astral Kin, Osksi DM-3

                                   *Remember, with `good' endurance only!

                                     "The Basher"

     My friends would laugh if they knew I was writing this, but who cares what they 
think?  The basher is not a bad style in my opinion.  It starts with the same base 
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more 
skills in att.  That's what makes this style so good.  I mean, you have the ability to 
get the jump on your opponent, you have the ability to hit your opponent, and who 
cares about their high riposte with your high att rating combined with your exp+ in 
initiative, they won't know what train hit them, much less think about the counter 

O.K.  I only make two types 1st the WL Basher:

#1      #2
12      13
10      11
10      9
21      16
15      15
9       13
7        7

Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and 
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.

Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3 
dec. with 87 recognition points.

     O.K., the other kind I like to call it the "High damage, low will, needs to end 
the fight before he passes out with exhaustion" Basher.  This type of basher relies on 
his high damage capabilities to make up for his low WL.  I've not had the best of luck 
with these types of bashers, but I do know they can win (Warbeast has proved that to 
me).  The key is to get at least great damage on the roll-up.  O.K. some examples:

#1      #2      #3
11      13      17
11       9      12
16      17      10 
17      17      17
7       10      11
11      11      10
11       7       7

Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament, 
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)

     I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.  
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5.  WL basher, and the other kind 
drop down drastically.  Always aim for the head (it gets you an att bonus and could 
score you a kill every now and then) unless you know you're gonna be up against a TP 
or waste, then aim for a leg.  Well that's gonna be it.  Somebody write me and tell me 
what you think.

                                                       Uncle Charlie Mgr.
                                                       Genocide (68)
                                                       Helter Skelter (36, 100)

                              The Anti-Thesis Slasher

     Greetings all.  No, this is definitely not another "Perfect" article.  In fact, 
it actually is just the opposite--finding success with a warrior whose stats were just 
average.  I am not an expert at this game and do not have near the experience that 
some managers have.  What I do have is some now solid experience with Slashers thanks 
to this guy.  So what I will do with this article is show you how my first attempt at 
building a Slasher went, what it taught me, and maybe I can show a new or old manager 
something about the style that can help their game.
     This Slasher was my first attempt at the style.  His starting stats were average 
at 13-11-12-10-16-11-11.  Definitely no Primus-quality warrior.  By most people's 
standards, he wouldn't have even been thought of as an ADM warrior because of his low 
wit and will combo.  Today, I don't know if I would even keep this guy, but at the 
time I didn't know any better and kept him.  I'm glad I did because he turned out to 
be a good warrior, not great, but good and a fun one to watch.
     He had three statements to start:  "...learned how to be decisive and quick", 
"...conserve his endurance past what might normally be expected", and "does great 
damage".  The last statement I think helped him a lot in many of his fights.

Weapons and Armor

     Weapons-wise, all I knew about the Slashing style at the time was that a scimitar 
was good, so I gave him one.  He did well with it, so I kept using it.  I didn't use 
any off-hand weapon because I knew that an offensive-styled warrior could make quicker 
attacks with a weapon using two hands.  I gave him one back-up scimitar, knowing that 
scimitars break though not that often.
     Early on, I may have given him light armor and a helm, but later I discovered 
that if he didn't get the first hit, he almost had no hope of winning.  After all, the 
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight 
quickly.  I also started to realize he would never be a "great" warrior.  My 
philosophy changed and I could only hope to get him to ADM.  So, I decided to use no 
armor or helm, which slows warriors down.


     Ah, the most important part of this warrior's winning ways.  Looking back at his 
early strategy, I wonder how he did so well.  I started him going 10-10-10, attack and 
protect the head with no tactics.  My desperation strategy was usually 10-10-5, which 
did nothing to help him.  I used the decisiveness tactic since his overview said he 
was decisive.
     Through observing his fights and looking at what he preferred, I ironed out a 
general strategy which I think is good for a lot of Slashers:

min.      1    2    3    4    5    6+   desp
OE        10   8    6    4    4    4    5
AL        10   4    2    2    2    2    8
KD        6    8    6    4    4    4    5
AL        RA   HE ----------------------->
PL        AM   BD ------------------->  HE

     Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One 
strategy that he seems to like.

Design and Trains:

     I started him off training skills only.  But I soon learned that his average 
stats meant that he wasn't going to learn very well.  I decided late to train skills, 
then stats, every other turn.  The training of his will to 17 really helped his 
endurance out.  He finally went to ADM at 15-11-12-12-17-12-11.  If I had recognized 
earlier that he would not be a great warrior, and accepted that, then I might have 
been about to train everything twice like in the "old" days and he would have gone at 


     He started out great at 4-0-0, then was 8-4-1.  He hit a rut and was soon 9-7-1.  
He was mediocre in his middle fights but was above .500% at 14-12-2.  He was under 
.500% once at 14-15-2.  Near the end of his regular DM career, with some careful 
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2.  He was 
Duelmaster for three turns in Cliffhome.

Final Notes:

     So, what's the purpose of all this?  It's to show that anyone can take a mediocre 
warrior and through careful strategy and design build them into a formidable warrior.  
I recognized long ago that this Slasher would never be great and accepted it.  That's 
what turned him into the warrior he is today.  I was willing to take the risks 
necessary to make him win.  His name is E.G.B.D.F.  (Every Good Boy Does Fine) and in 
this case his name is true.  I couldn't have asked more from him in his 
accomplishments.  He can be found fighting occasionally in Darkholm.  He's taught me 
an incredible amount about this style and has contributed to my 65% overall win-loss 
record with them.
     I'm open to feedback, positive or negative, and hope in some way that I've helped 
someone learn more about this style.
     So, good luck to all and may your swords ring true!

                                        Brought to you by Talon, mgr. of
                                   Eagles Claw (38,104), Farfignewtons (32)
                              where I'm known as Volksie, and other teams
                         throughout Alastari.