DUEL 2 NEWSLETTER

Date   : 11/24/2007    Duedate: 12/07/2007

NOBLISH ISLAND ARENA

DM-93    TURN-248

This Weeks Top Honors

THE DUELMASTER IS

NOLAN MARRIK
MIDDLE WAY 18 (1483)
(93-8591) [7-2-0,46]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              NOLAN MARRIK
                               MIDDLE WAY 18 (1483)
                               (93-8591) [7-2-0,46]

Popularity Leader              This Weeks Favorite

FALWORTH                       LISA KAROL
DEFENDERS (1481)               MIDDLE WAY 18 (1483)
(93-8573) [6-2-0,33]           (93-8592) [5-4-1,35]

THE CURRENT TOP TEAM

 (-1)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. SHENANIGANS (1494)          56
2. ELLISHOOD (1493)            35      BANE'S CHILDREN (235)
3. MIDDLE WAY 18 (1483)        30      Unchartered Team
4. THE CYRKLE (1472)           21
5. GOTTA GET A CLUE (1484)     14      SHENANIGANS (1494)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*SHENANIGANS (1494)         4   1  1 80.0   1/ 1*MIDDLE WAY 18 (1483)     10  5 1
 2/ 1*MIDDLE EARTH (1488)       10   5  1 66.7   2/ 3*MIDDLE EARTH (1488)      10  5 1
 3/ 0*ELLISHOOD (1493)           3   2  0 60.0   3/ 5*GOTTA GET A CLUE (1484)   6  9 1
 4/ 3*MIDDLE WAY 18 (1483)      26  18  2 59.1   4/ 0*SHENANIGANS (1494)        4  1 1
 5/ 4*THE CYRKLE (1472)         13  13  0 50.0   5- 4*LORDS OF LIGHT (1458)     4  6 0
 6- 7*LORDS OF LIGHT (1458)     16  19  1 45.7   6/10*THE CYRKLE (1472)         4  8 0
 7/ 6*DEFENDERS (1481)           8  11  0 42.1   7/ 0*ELLISHOOD (1493)          3  2 0
 8/ 9*GOTTA GET A CLUE (1484)   12  18  1 40.0   8/ 6*DEFENDERS (1481)          3  3 0
 9/ 0*EYES OF SET (1489)         3   6  0 33.3   9/ 0*EYES OF SET (1489)        3  6 0
10/ 0*BRAVEHEARTS (828)          0   1  0  0.0  10/ 0*BRAVEHEARTS (828)         0  1 0

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

                                    TEAM SPOTLIGHT

                                   Rhythm and Blues
                               A Few Thoughts on Rhythm

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

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

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

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

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

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

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

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

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

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

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

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

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

Jorja
The Middle Way

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

The question, turn 420:

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

Answers, turn 421:

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

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

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

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

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

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

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

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

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

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

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

                                      SPY REPORT

     It's me, The Unknown Spymaster, back to give you this week's Spy Report.  Sit 
back in your seats and we'll have more fun than a barrel of Zontanis.  Coming up with 
a solid 2-2-0 outing, THE CYRKLE has advanced 4 places in the rankings.  Don't these 
new hotshots make you sick (or, if they fought you, hurt)?  SHENANIGANS, on their 
very first turn, went 4-1-1.  Hey everybody, watch out for KOS-MOS, who flew up 21 
points in the rankings after mashing GIGRUNAN like a melon.  Keep your eye on this 
gal.  And falling like a basher in the top ten was ANUBARIS, who dropped 15 points 
after a disappointing (to say the least) bout with DUNKIN' MCCLOUD.  In front of all 
the crowds, NOLAN MARRIK took the Duelmaster's crown for his own.  I give the bum two 
weeks.  4 out of 5 gladiators surveyed protect the body, so try and avoid aiming at 
that location.   
     But enough of that bunch, let's get on to the wimps who like to avoid battle!  
Well just about everybody wants a piece of PROF. PLUM, who was this week's most 
challenged warrior.   
     Death is kind of like a new puppy:  he's always around wanting to play.  (Ha 
Zontani, how's that for a wise saying?).  Here's some advice:  warriors with little 
wit and will may encounter problems on the trail to the Isle.   
     I think I had better cut this one short.  It's been nice chatting to those of 
you whom I have not offended yet.  Well, there goes another Spy Report.  Good luck in 
next week's fights.  See ya next time I'm on this circuit!-- The Unknown Spymaster  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 NOLAN MARRIK 8591             7   2  0    46       MIDDLE WAY 18 (1483)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-RAPHAEL 8434                  5   2  1    53       LORDS OF LIGHT (1458)
 KLAATU 8514                   4   2  0    43       THE CYRKLE (1472)
 LISA KAROL 8592               5   4  1    35       MIDDLE WAY 18 (1483)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 FALWORTH 8573                 6   2  0    33       DEFENDERS (1481)
-HANIEL 8433                   4   3  0    33       LORDS OF LIGHT (1458)
 TARIN SILLS 8588              6   3  1    32       MIDDLE WAY 18 (1483)
 ROS QUIN 8589                 5   4  0    27       MIDDLE WAY 18 (1483)
 NIGHTFALL 8595                4   2  0    26       GOTTA GET A CLUE (1484)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-URIEL 8435                    4   3  0    23       LORDS OF LIGHT (1458)
 GUDGE 8593                    2   4  1    23       GOTTA GET A CLUE (1484)
 KOS-MOS 8659                  1   0  0    21       SHENANIGANS (1494)
 ARAGORN 8626                  3   0  1    18       MIDDLE EARTH (1488)
 DUNKIN' MCCLOUD 8672          1   0  0    17       THE CYRKLE (1472)
 GABRIELLE 8515                3   3  0    16       THE CYRKLE (1472)
 DARK ARENA MEAT 8624          2   1  0    16       MIDDLE EARTH (1488)
 GIMLI 8623                    2   1  0    16       MIDDLE EARTH (1488)
 ANEMONE 8656                  1   0  1    13       SHENANIGANS (1494)
 PROF. PLUM 8594               3   3  0    12       GOTTA GET A CLUE (1484)
 ASSYLA 8652                   1   0  0    12       ELLISHOOD (1493)
-RATZIEL 8432                  2   5  0    11       LORDS OF LIGHT (1458)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 INOT 8655                     1   0  0    11       ELLISHOOD (1493)
 TALHO 8657                    1   0  0    11       SHENANIGANS (1494)
 REBMA 8651                    1   0  0    10       ELLISHOOD (1493)
 BOROMIR 8627                  2   1  0     9       MIDDLE EARTH (1488)
 KALESHMET 8632                2   0  0     9       EYES OF SET (1489)
-KHAMAEL 8436                  1   6  0     9       LORDS OF LIGHT (1458)
 GIGRUNAN 8575                 2   2  0     8       DEFENDERS (1481)
 MISS SCARLET 8596             1   5  0     8       GOTTA GET A CLUE (1484)
 HOLLAND 8660                  1   0  0     6       SHENANIGANS (1494)
 COL. MUSTARD 8639             1   2  0     5       GOTTA GET A CLUE (1484)
 SAMWISE 8625                  1   2  0     5       MIDDLE EARTH (1488)
 MAHO 8658                     0   1  0     5       SHENANIGANS (1494)
 ANUBARIS 8631                 1   1  0     4       EYES OF SET (1489)
-BLIMRING 8576                 0   3  0     3       DEFENDERS (1481)
-WINTER SWORD 8604             0   2  0     2       DEFENDERS (1481)
 NECRONABUS 8633               0   2  0     2       EYES OF SET (1489)
 CANTOR SHEN 8629              0   2  0     2       EYES OF SET (1489)
 ELYK 8653                     0   1  0     1       ELLISHOOD (1493)
 AKIRE 8654                    0   1  0     1       ELLISHOOD (1493)
-THURMONIN 8574                0   1  0     1       DEFENDERS (1481)
 CHUBBY MCLARD 4823            0   1  0     1       BRAVEHEARTS (828)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
HATSHEPSUT 8630         0  1 0 EYES OF SET 1489     GUDGE 8593            246   
ROENELLA QUIN 8645      1  2 0 MIDDLE WAY 18 1483   ANEMONE 8656          248   
BUFFY 8511              3  3 0 THE CYRKLE 1472      TARIN SILLS 8588      248   
CHORD 8616              0  1 0 THE CYRKLE 1472      ARAGORN 8626          246   

                                     PERSONAL ADS

Graven Image -- The power of experience and/or luck strikes.  You looked like doing
the right stuff, but sometimes you just can't win anyway.  Note, by the way, how
helpless being knocked down makes you.  I try for the knock-down by aiming at legs,
and when I get it...well, that may not be a sure win, but it helps! -- Lisa Karol

Ratziel -- Oh, dear.  It's a little late to say, "bad style choice," isn't it?  Well,
let's see what we can do here.  For a start, expect to lose a lot.  Your style is
likely to do so during the early career.  Wear heavier armor; until you learn to
parry and/or dodge, you're going to get hit a lot.  Of course, you COULD try
increasing your Offensive Effort and/or Activity Level and running as though you were
an offensive style, not that you're likely to do a prime job of it like (looks away
modestly) me.  Drop the offhand blade.  Either leave that hand empty, which gives you
the chance to use both hands on your primary blade for a powerful attack, or put a
shield in the offhand.  Yeah, I know, Jorja always advises dropping the shields.
What can I say?  She's a basher.  Shields aren't part of her mental armory.  If you
have the stats for a slightly heavier weapon (and you should!), such as mine, for
instance, shift over to that.  Maybe it won't help, but then again, maybe it will. --
Nolan Marrik

Naniel -- That was well done, even though you had a shield, which you probably didn't
need. -- Tarin Sills
P.S.  This time, I'm the one with the "loses a lot at lower levels" style, but then,
Jorja knew that when she gave me my orders.

Uriel -- Also well done.  The simple styles (one-word names) are a lot easier to run
at the beginning, aren't they?  You could probably
have dropped the shield without any loss of defensive capacity and with a possible
increase in your offensive capacity, but in your case, that MIGHT be a minor
consideration.  Of course, you SHOULD have contested the first blow with me
(signified by "clash" statements at the beginning of the first minute, where neither
warrior has a clear advantage); you might need to increase your OE (offensive effort)
and AL (activity level) in keeping with the potential of your style.  Or reduce your
weight of armor.  Still, at the moment, "It ain't broke, so why fix it?" -- Roenella
Quin

Dark Arena Meat -- Tchah!  That name is a manager cop-out if I ever heard one!  They
do say that a really good manager can run just about anything, and you have no
obvious physical flaws (such as being 7'2" and terminally clumsy).  Go smack your
manager upside the head! -- Ros Quin

Re Question of the Week:  Speed.
     That is a complex set of questions you've got there, and it's one for the number
crunchers, so I'll leave it for them to answer.

Question of the Week #2:
     Part A:  Is it possible to take a warrior with a wit of less than 13 beyond
Noblish Island?  Yes.  Don't let the advice in the articles at the end of the
newsletters skew your perceptions; it is NOT necessary to have godling numbers to
have fun.  I have known managers more concerned with their win/loss than I am to
happily and successfully run warriors with wits of 11 or 9.  I once graduated one
with a wit of 7, but it was a major exasperation all its fighting life.
     Part B:  Graduation, in terms of Noblish Ildand, simply means lasting ten active
turns and moving to one of the regular arenas on the mainland.
     In terms of a specific warrior, graduation means keeping him alive until he
meets the sometimes-mysterious conditions, generall believed to be:  20 Fight
Experience (tourney fights count, but only half as much as regular arena fights), 14
wins in regular arena combat, 17 political points (gained by being duelmaster or
ranked in the challenger champions for several turns), and a certain number of skills
learned.  This last is the most debateable:  I was initially told that you had to
have two ratings.  I was also told that the ratings had to be in skills "relevant to
the warrior's style."  I have graduated warriors with no ratings, though not often
and I believe other, over-riding factors had come into play by that point.  But
supposing you reach this point, your warrior is qualified to graduate.  This is an
advancement he cannot refuse.  After getting his notice of graduation, aka
"invitation to the Isle," he has one more fight in his regular arena, and then he
LEAVES and you get a replacement.  The graduated warrior is told his favorite weapon
and fighting rhythm and whether he favors a tactic.  He can fight on the Isle,
against large numbers of warriors, many of them overwhelmingly better and/or more
experienced than he is.  But he doesn't die, not the real death.  If he "dies" on the
Isle, he is automatically resurrecuted and can fight again next turn.  There are
several levels of play on the Isle, but they mainly mean that both your warrior and
his opponents are getting more dangerous; nothing new is added, really.  Many
warriors who did well in basic play, in the regular arenas, do not do well on the
Isle.  Many styles which have been dangerous at the lower level do not do well on the
Isle.  Some managers prefer to play at one level (basic), some at the other
(advanced).  Neither is "better," they're just different.
     Part C:  "Long term" is generally considered to be Advanced play, gladiators on
the Isle.  Sometimes it means only those who have reached Primus.  Gladiators
designed for long-term potential often have trouble staying alive in the short term;
those who do well in the short term often do badly when they reach the Isle and the
"long-term." -- Jorja

3 November 2007
If you need to send an email to RSI, please send it to CSR (at) reality.com.  Using
any other address makes it all but impossible that you'll receive a response. -- RSI

                                  LAST WEEK'S FIGHTS

GIMLI bested PROF. PLUM in a 2 minute Challenge fight.
FALWORTH was viciously subdued by NOLAN MARRIK in a exciting 1 minute Title duel.
LISA KAROL was subdued by KLAATU in a action packed 3 minute bloody fight.
DARK ARENA MEAT was bested by NIGHTFALL in a 2 minute gory fight.
GABRIELLE was subdued by GUDGE in a 2 minute competition.
BUFFY was butchered by TARIN SILLS in a 2 minute one-sided duel.
MISS SCARLET was devastated by ROS QUIN in a 1 minute mismatched match.
GIGRUNAN was handily defeated by KOS-MOS in a 1 minute uneven fight.
ROENELLA QUIN was slaughtered by ANEMONE in a 1 minute uneven duel.
COL. MUSTARD was viciously subdued by INOT in a 2 minute gruesome beginner's fight.
SAMWISE was savagely defeated by ASSYLA in a dull 11 minute gory novice's fight.
ARAGORN savagely defeated CANTOR SHEN in a crowd pleasing 2 minute novice's match.
BOROMIR bested ELYK in a 2 minute novice's battle.
ANUBARIS was viciously subdued by DUNKIN' MCCLOUD in a 2 minute bloody amateur's bout.
KALESHMET narrowly defeated MAHO in a 1 minute novice's duel.
NECRONABUS was devastated by TALHO in a 1 minute uneven duel.
AKIRE was beaten by HOLLAND in a 2 minute bloody amateur's brawl.
REBMA overpowered CHUBBY MCLARD in a 2 minute one-sided bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  9         SLASHING ATTACK   35 -  10 -  2      78  |
|SLASHING ATTACK                  5         LUNGING ATTACK    27 -  17 -  5      61  |
|LUNGING ATTACK                   5         STRIKING ATTACK   30 -  32 -  5      48  |
|AIMED BLOW                       4         AIMED BLOW        21 -  24 -  3      47  |
|PARRY-STRIKE                     3         BASHING ATTACK    14 -  16 -  1      47  |
|PARRY-RIPOSTE                    3         PARRY-LUNGE        6 -   9 -  0      40  |
|TOTAL PARRY                      3         WALL OF STEEL      6 -   9 -  0      40  |
|WALL OF STEEL                    2         PARRY-STRIKE       5 -   8 -  0      38  |
|PARRY-LUNGE                      1         TOTAL PARRY        3 -  10 -  0      23  |
|BASHING ATTACK                   1         PARRY-RIPOSTE      5 -  17 -  0      23  |

Turn 248 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
SLASHING ATTACK  NOLAN MARRIK 8591           7   2  0   46 MIDDLE WAY 18 (1483)
LUNGING ATTACK   LISA KAROL 8592             5   4  1   35 MIDDLE WAY 18 (1483)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is FALWORTH 8573.  The most popular warrior this turn 
was LISA KAROL 8592.  The ten other most popular fighters were ARAGORN 8626, DARK 
ARENA MEAT 8624, DUNKIN' MCCLOUD 8672, KLAATU 8514, TARIN SILLS 8588, ASSYLA 8652, 
HOLLAND 8660, NOLAN MARRIK 8591, NIGHTFALL 8595, and GABRIELLE 8515.

The least popular fighter this week was SAMWISE 8625.  The other ten least popular 
fighters were CHUBBY MCLARD 4823, AKIRE 8654, NECRONABUS 8633, CANTOR SHEN 8629, COL. 
MUSTARD 8639, ROENELLA QUIN 8645, GIGRUNAN 8575, PROF. PLUM 8594, REBMA 8651, and 
MAHO 8658.

                                The Defensive Lunger

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

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

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

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

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

                                  WARRIOR ENDURANCE

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

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

With the result of that number use the chart below.

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

Here are some examples of warriors with their Endurance ratings:

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

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

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

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

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

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

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

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

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

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

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

                            THE ARMOR PIERCING PARRY-LUNGE

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

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

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

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

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

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