Date   : 12/08/2007    Duedate: 12/21/2007


DM-93    TURN-249

This Weeks Top Honors


MIDDLE WAY 18 (1483)
(93-8591) [8-2-0,66]

Chartered Recognition Leader   Unchartered Recognition Leader

NOLAN MARRIK                   RAPHAEL
MIDDLE WAY 18 (1483)           LORDS OF LIGHT (1458)
(93-8591) [8-2-0,66]           (93-8434) [6-2-1,58]

Popularity Leader              This Weeks Favorite

FALWORTH                       TARIN SILLS
DEFENDERS (1481)               MIDDLE WAY 18 (1483)
(93-8573) [7-2-0,36]           (93-8588) [7-3-1,36]


MIDDLE WAY 18 (1483)

Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 18 (1483)        58
2. MIDDLE EARTH (1488)         31      MIDDLE WAY 18 (1483)
3. EYES OF SET (1489)          25      Unchartered Team
4. FAUX TIDES (1482)           23
5. DEFENDERS (1481)            17      MIDDLE EARTH (1488)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 2*MIDDLE EARTH (1488)       14   6  1 70.0   1/ 1 MIDDLE WAY 18 (1483)     10  5 1
 2/ 4 MIDDLE WAY 18 (1483)      31  18  2 63.3   2/ 2*MIDDLE EARTH (1488)      10  5 0
 3/ 9*EYES OF SET (1489)         7   7  0 50.0   3/ 3*GOTTA GET A CLUE (1484)   6  9 0
 4/ 1*SHENANIGANS (1494)         5   5  1 50.0   4/ 9*EYES OF SET (1489)        5  4 0
 5/ 3*ELLISHOOD (1493)           5   5  0 50.0   5/ 4*SHENANIGANS (1494)        5  5 1
 6/ 7*DEFENDERS (1481)          10  11  1 47.6   6/ 7*ELLISHOOD (1493)          5  5 0
 7/ 5*THE CYRKLE (1472)         14  16  0 46.7   7/ 6*THE CYRKLE (1472)         4  7 0
 8/ 6*LORDS OF LIGHT (1458)     17  23  1 42.5   8/ 8*DEFENDERS (1481)          3  3 1
 9/ 0*FAUX TIDES (1482)          5   8  0 38.5   9/ 5*LORDS OF LIGHT (1458)     3  7 0
10/ 8*GOTTA GET A CLUE (1484)   13  22  1 37.1  10/ 0*FAUX TIDES (1482)         0  3 0
11-10*BRAVEHEARTS (828)          0   1  0  0.0  11-10*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

     "While feeding the dismembered corpse of Hatshepsut to my beloved fu dogs, it
occurred to me that I had been neglecting a long-overdue responsibility:  to wit, the
Team Spotlight of the Eyes of Set.  As such, I shall now endeavor, in my simple way,
to introduce both myself (Li-Kao, Sage of Brass) and my worthless, clumsy charges,
whose surprising win/loss record as novice fighters led by a manager wholly new to
this endeavor I attribute entirely to the blessings of Fortune.  I sincerely
apologize to those whom my team defeated, and to those who face future defeats (which
I anticipate, most humbly, to be a great number of you), at the hands of these
clobbering oxen which I, with a most peculiar turn of humor, refer to as 'fighters.'
     "I have been led to believe by my local servants that an explanation of one's
arrival in Alastari, as well as the methodology whereby one assembled one's current
stable, is traditional content for these columns, and I shall do my simple best to
abide by these conventions.  So.  I arrived here in Alastari from my beloved Empire
through hard-won alchemical means which I shall keep to myself, fleeing a completely
baseless charge of attempting to poison the Emperor.  The charge, of course, is
ridiculous, as it was the Empress whom I was intending to poison, as per my
employer's instruction.  I can hardly be blamed if that fat fool of an emperor
couldn't wait for his own serving of lark's-tongue tart.  But suffice it to say, I
arrived here in your lovely world and, after a few weeks of orientating myself to
local language and customs, I came to the conclusion that the most rapid path to
personal and professional security went through your arenas.  Hence, I set about
gathering together the fighters who would go on to become the 'Eyes of Set' (Set
being a long-dead god of sorcery from my world, the Master of the Red Land, slain by
the Celestial Archer Yu when the Heavenly Jade Emperor chose to bring all lands under
His illustrious sway, but I digress...).
     "As to my fighters:  Necronabus, my precision parry-riposte golem, was really
the simplest fighter in the world to acquire:  a sufficient amount of good clay, a
bronze armature, a few ounces of powdered black jade, and the appropriate blood
sacrifices, and I was able to whip him up in little under a fortnight.  Not much of a
conversationalist, but that's hardly what he was constructed for.  Of course, as
proud as I am of my humble handiwork, if he continues to be a crashing disappointment
in the arena, he may very well end his career as a new gravel path in my rock garden.
     "Cantor Shen, my total-parry elven filler of space, I acquired at a floating
slave market, in addition to his two lovely children.  I had intended to make them
house servants, but they proved utterly inept at all such chores (Shen served some
sort of religious function amongst his people, and has little other training).  On
reflection, and desperate to get some return on my investment, I made an offer to
Cantor Shen:  Should he survive 100 fights in the arena, I will free him and his
daughters.  Should he fail to prevail in at least one in three fights (for I am
making allowances for his lack of skill; such is my generous nature) I will kill him
and sell his lovely daughters for a tidy profit.  I have heard this sort of
arrangement referred to elsewhere as a 'win-win.'  Of course, he had best put on a
more interesting performance next time....
     "Anubaris, my striking orc, I hired from what I hear is a very reputable
mercenary services company (Kingfishers).  She has a sound strategic mind, and I was
most pleasantly surprised when she dispatched her first opponent with such
expeditious skill.  Outside of the arena, she serves as one of my bodyguards, as a
training exercise.  I have high hopes for her future, as she is perhaps my least
ineffective fighter at the moment.
     "Kaleshemet, my most surprising slasher, was a Harkeny woodsman before I offered
him the chance for a better, or at least more interesting, life.  Another surprise
success:  I assumed that the nattering yokel would be at best a mediocrity, but it
appears as if he hasn't wasted all of his time in the forest.  Despite being a
pathetic, uncultured buffoon, he hacked into Col. Mustard quite effectively.
     "Finally, of course, there is the late, unlamented Hatshepsut.  This rather
lovely Kannar came into my service through some of my nocturnal entertainments, and
seemed as if she had it in her to become something great.  As the honorable Gudge of
Gotta Get a Clue proved, she instead contained in her only viscera.  An aspiring
assassin and devotee of the aimed-blow school, I presumed she would leave a trail of
bodies behind her, but Gudge's extraordinary (almost supernaturally) lucky hits put
paid to that.  All blood under the bridge, of course.  But I am most put out that I
shall be required to hunt out a new fighter.  At least the dogs are happy.
     "As I am currently in the midst of seeking a replacement for Hatshepsut, that is
all there remains to say.  I am most gratified at the opportunity that Noblish Island
has provided me, a most humble and lowly foreigner, to bring low and destroy the
great masses of sub-standard fighters led by muddled, half-wit devil-managers, that
this arena provides in abundance.  In future, I will strive, with all my will, to
prove up to the task.
     "(Note:  those seeking assistance in extra-arena activities, such as the
financial ruin of business competitors, the elimination of rivals and, at an extra
cost, their families, or the destruction of structures by ingenious alchemical means,
are free to visit me at any time in my offices on Candlecast Street, beneath the sign
of the executioner's hood.)
     "Most respectfully, Li-Kao, the Sage of Brass."
     Li-Kao sat behind his ornate rosewood desk, staring at the sea out of his office
window.  "Read that back to me, Ku-Shan."
     The other man in the room, a rail-thin figure in a dusky orange robe, cleared
his throat and complied with his master's request, slowly unrolling the scroll he
held in his ink-stained fingers.  When he was finished, he looked up from his
position at the floor-level scribe's desk.
     "Auhmmm..." a murmur escaped from the thin lips of Li-Kao, causing his sparse
white moustaches to blow into the form of a fan.  "Remove 'muddled' from 'muddled,
half-wit devil-managers.'  Other than that, I am satisfied.  You were right to steer
me away from making a jest about how Kaleshmet proved that he could 'cut the
Mustard,' Ku-Shan."
     The kneeling figure bowed low to the floor, his forehead touching the rough
wood.  "Thank you, most illustrious Master."
     "I suppose that that will be good enough for these uncivilized foreign devils,"
sighed Li-Kao as he rose from his desk, smoothing his yellow silk robe (richly
embroidered with a five-clawed dragon clutching a pearl) with his long-nailed, slim
hands.  "Have it delivered to the arena as soon as possible."  The tall, robed figure
moved to a bookcase of carved rosewood like his desk, full of codices, scrolls, and
small carved figures.  "There remains, however, Cantor Shen.  That performance was
unacceptable!  Have him brought to the Chamber of the Shrieking Penitents, and ask
Bai Shu Fei to meet us there with her full complement of blades and devices.  The elf
must learn that surviving 100 fights by being an immobile bore will be infinitely
more painful for him than death by blade or bludgeon."
     Ku-Shan rose and scurried to the chamber's exit, pausing at the threshold to
face his elderly master.  "Shall I have Cantor Shen's daughters...accompany their
father, most proper and just Master?"
     Running a thin, veined hand over an exquisite ivory carving he had acquired
years ago and brought with him to this new land, Li-Kao contemplated the scribe's
query.  He stared at the carving, running different scenarios through his vast
intellect.  The woman's eyes were closed, but the octopus regarded him with cool,
distant intelligence through its ivory eyes.  Finally, he shrugged his shoulders
slightly.  "No, Ku-Shan.  There is no need for excessive brutality.  We shall
preserve his daughters in their current pristine condition.  They shall prove useful
for the next time Cantor Shen disappoints me."
     Li-Kao raised his hand in dismissal, and Ku-Shan scurried out of the room,
bowing.  Lowering his claw-like hand back to the carving, Li-Kao dismissed for the
moment thoughts of combat, blood and torture, and lost himself in contemplation of
"The Dream of the Fisherman's Wife."

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

     I thought I'd say few words today about styles and challenges.  You have all
seen--or will see before you leave Noblish Island (it runs on turns numbered ending
in 3), this chart (and I thank Magic Man for making it available):

                         KEY FOR ODDS OF WINNING:

              1 - ALMOST IMPOSSIBLE     6 - BETTER THAN EVEN
              2 - HARDLY LIKELY         7 - GOOD CHANCE
              3 - NOT MUCH              8 - HIGHLY PROBABLE
              4 - SLIGHT CHANCE         9 - MOST DEFINATELY
              5 - 50/50                10 - ALMOST GUARANTEED

                   Reminder:  Left Row vs Top Column

          BA    ST    LU    SL    AB    TP    PS    PL    PR    WS
    BA     5     2     6     6     8     9     7     6     5     6
    ST     8     5     8     9     9     6     7     5     6     4
    LU     4     4     5     6    10     5     7     7     9     6
    SL     4     1     5     5     8     6     8     7     8     9
    AB     2     2     2     4     5    10     6     6     6     7
    TP     3     4     6     4     1     5     7     8     6     5
    PS     3     3     3     4     5     4     5     4     5     4
    PL     5     4     3     3     6     2     7     5     7     6
    PR     7     5     2     2     4     5     6     3     5     4
    WS     5     8     6     2     4     6     7     5     6     5

     I consider this chart to be a fertile topic for debate, possibly even
acrimonious debate.  There is some truth in it, I don't dispute that.  And it is to
this chart, usually, that managers refer when they speak of some warrior having "the
style advantage" over another.  But I believe that other factors than style are at
least as important, and perhaps MORE important, such as the relative skill of the two
managers and two warriors involved.
     But, as I say, there is some truth in it, especially where the managers and
warriors are on a level of experience.  Therefore, information on the styles of other
warriors in a given arena is important, so you can gauge your challenges and avoids
to give you the best chances for winning.  This is one of the things alliances do for
their members--provide a forum for exchanging style information.  It is also the
reason why experienced managers generally regard it is bad form to reveal a warrior's
style in the personals.  [Exceptions to this--when the warrior in question has been a
stylemaster, and when the warrior in question is graduating.]  Style information is
valuable; you, or somebody, fought to get it, so it shouldn't be given away.
     But there's more to "style knowledge" than simply being able to say, "X has the
style advantage over Y."  You have to use your information.  Note that "offensive
warriors" are bashers, lungers, strikers, and slashers.  Defensive styles are those
with "parry" in their names.  Aimed Blows and Walls of Steel are ambiguous and may be
considered--and run--either way.
     If you KNOW or even just suspect that you have an offensive warrior who will be
facing a defensive warrior, you can adjust your strategy accordingly.  You change
your armor and the speed with which you're running the warrior to pace him for a long
haul, perhaps.  (And this is the adjustment that most often needs to be made.)
     Or if you've got an offensive warrior facing another offensive, you can do the
same--slow your warrior's pace--and hope to take out your opponent in the second
minute when he's gasping for breath.  Of course, you have to survive the first minute
somehow.  More armor, perhaps, or defenisve tactics.  But it's a fact that,
especially in the lower levels of the game, many offensive warriors DO burn out by
the end of the first minute or shortly thereafter.  So if you're paced for that, you
may be surprised at some of the wins you can get.

The Middle Way

           +<]H[>+-----+<]H[+ Question of the Week #10 +]H[>+-----+<]H[>+

The Question, Aruak City (dm 11), turn 426:

If a warrior is wearing plate and he is hit on the hand or ankle does he get the same
amount of protection?  It seems to me the most you could wear on your hand is
Chainmail. -- Hanibal, Q.O.W.

The Answers, turn 427:

Q.O.W. -- I think if you wear armor of chainmail or lighter, the protection to your
limbs is limited, certainly not to a degree equal to the armor you are wearing over
the body.  But I think with platemail or full plate, the armor protects your limbs
well.  Gauntlets, which I imagine being used with platemail and up, are steel plates,
so they protect better than chain.  I think this is played out well in our fighters'
fights.  I've seen chain wearing warriors who are tough go down with one shot to the
leg, while the same warrior in platemail takes one or two more hits.  You'd be
surprised at how well medieval gauntlets' metal plates flexed for hand movement. --

QoW -- When using heavy armor, the limbs seem to be less well protected than the
chest and abdomen.  I base this observation mainly on the number of ineffective
("bounced") hits seen against the torso compared to the limbs.  The lighter armors
don't seem to have this difference. -- Generalissimo Puerco

Hannibal -- Questions!  Great, I've missed them.  Unfortunately, I can't offer much
help on this.  I do know that to rely on "it would logically seem that" is the way to
get into trouble, unfortunately.  After all, it would logically seem that a basher
should be well-suited to using the fist, and this is not so.  So I can't guess about
the "armor for hands and feet" question. -- Leeta

Hannibal -- Take a good look at a suit of full plate some time. ; Everything EXCEPT
the head is protected, unless you're wearing a helmet of some sort as well.  If
you're going to have warriors wearing APA, you better put them in a Helm or a Full
Helm as well, otherwise you may as well send them out in leather.  A hit to an
unarmored head and you're APA is worthless. -- Talon, War-Priest of Mantor the Bright

The Question, Aruak City (dm 11), turn 427:

All -- I was looking at a fight a few turns ago with Predator (Broadsword fav).  In
min 1 he attacked 12 times w/ BS and only 1 crit.  Min 2 six normal attacks, weapons
breaks, pulls his epee and throws three crits in a row.  He always threw more crits
using an epee even though he is -6 in Deftness to use it.  He used a BS in two other
fights with no crits.  This makes me wonder; are favorites generated after your
warrior graduates? -- Hanibal Q.O.W.

The Answers, turn 428:

Q.O.W. -- From my understanding, favorite weapons are generated when your warrior is
created, and the bonuses are applied in basic.  However, I have experienced similiar
situations to what you have seen with Predator.  I have a lunger who never seemed to
throw a crit with the short spear, but constantly threw crits with the longspear even
though he wasn't quite suited to it in strength or deftness.  I felt certain the
longspear was his favorite weapon because of this, and was highly shocked when upon
graduation the shortspear was listed as his weapon of choice. -- the Outsider

Hanibal, Q.O.W. -- From what I have experienced and discussed with other managers,
fighting rhythm, weapon, learns and tactics are determined upon creation.  Did you
change rhythms during any of these fights?  Was your attack rating high or low at the
time?  If all is the same, and you throw more crits with an epee, maybe you should
send your "favorite weapon" to hell and go with what works.  After all, the whole
point of finding your fave weapon is to increase your crit percentage.  Although, it
would be nice to have BS crits over the EP crits (except for the knockdowns!) -- Dr.

QoW -- Well, now you're understanding why I don't make too much of an effort to try
to find a warrior's "favorite" weapon.  Finding a weapon they win with is much more
important, and Predator certainly had no problem winning.  I think people have had
enough cases where a suspected favorite weapon was confirmed to suggest that a
warrior's favorites are determined before AD, but the exceptions such as Predator's
are numerous.  I'll bet Adie will have more to say on this matter, since it seems
like it happens to her warriors a lot. -- Generalissimo Puerco

Q.o.W. (Fav Weapons) -- I was the closest thing the KoV had to somebody who found
their favorite weapon in basic.  But since I got my advanced master in attack so soon
it's hard to tell.  We really haven't noticed our warriors having a favorite weapon
in basic.  I personally think there may be something to what you're saying.  But I
think most people believe that it's there all along. -- Maxwell Honorblade

Hanibal's Question of the Week -- No, favorites are generated when the warrior is
first created.  Unless you get a favorites-prize and use it on a warrior, his
favorites always and forever remain what they were at the time of generation. --

Q.O.W -- BS favorite and no crits sounds typical for a lot of warriors.  Or GA...or
BA...or even SC.  Sometimes, favorite weapons just don't serve.  I have a WS in
Primus with GA favorite and Grandmaster Attack who throws more normals than crits
with her favorite.  To make matters worse, I have a LU in Primus with Archmaster
Attack who still throws normals...with her favorite and with LO.  Some warriors, in
my experience, just don't throw crits like they should.  Others will go crazy with
their favorite weapon in basic, right from the start.  I've discovered many favorite
weapons that way over the years...then again, I've also THOUGHT I'd discovered
favorite, only to have them be something else.  I've always thought that somewhere, a
bit is kept with each warrior for how experienced they are with any given weapon...
and if you use a weapon enough, you get better with it (skills not withstanding).  I
can't prove it, but watching some of my LS and SS, SH and MS favorite warriors using
SC and LO, you see improvement over time, even when they aren't getting more attack.
-- Talon Warsmith, Epee favorite <grin>

Hanibal, Q.O.W., favorites are born with the warrior.  It's just that sometimes they
seem hard to believe. -- Kennelworth

Q.O.W. -- I've always understood that a warrior's favorite weapon is generated right
at the beginning.  I have however, had the similar experience of throwing more crits
with a non-fav weapon. -- Anti

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

                        ---===FREE BLADES REGIONAL NEWS===---

 DM   9 ZUKAL (turn 582): BRUJAH of DARK WARDS (Dr. Doom, mgr.)
 DM  12 RIZTAB (turn 582): KOOL-AID DRINKER of CULTS-R-US (Jondeaux, mgr.)
 DM  15 MALCORN (turn 576): STRADA of STARBASE 5 (Zeus, mgr.)
 DM  16 WILLAF (turn 578): PENNY LOPE of PUNNY ANIMALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 576): ATTILA THE HUN of DEATH INCARNATE (The Dark One, mgr.)
 DM  19 ZUWAYZA (turn 574): GIMME SOME SUGAR of ARMY OF DARKNESS (The Dark One, mgr.)
 DM  28 MORYA (turn 287): SHARAPOVA of THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 567): DIRTY SANCHEZ of STREET WALKERS (Roadkill, mgr.)
 DM  32 ARVAT (turn 564): BELLE ZEYBUL of DEVIL ADVOCATES (The Dark One, mgr.)
                                   Michaels 'The Rake', mgr.)
 DM  35 MURSKA (turn 553): TOURNEY SCUM of BUSY, BUSYTOWN (Huckle Cat, mgr.)
 DM  43 VEASTIAN (turn 515): THOMAS FOWLER of MEDAL OF HONOR 27 (The Anarchist, mgr.)
 DM  45 STORMCROWE (turn 262): RAGGEDY ANN of DARQUE FORCES (Master Darque, mgr.)
 DM  47 DOUBLE X (turn 257): RHIANNON of GAELIC STORM (Bobby Bigfoot, mgr.)
 DM  50 SNOWBOUND (turn 243): HARRY MONSTER of OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 443): THE QUAM ZONE of EASTERN HORDE (Mr. Mojo, mgr.)
 DM  60 COLLUSION COVE (turn 430): BULLY BOY of RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 421): CIRSIUM VULGARE of BLADE AND BLOOD (Noachian, mgr.)
 DM  65 DAL SHANG (turn 406): KILLIAN TEN VIR of SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 192): BLACK EYE of BLACK & BLUE (The Mun, mgr.)
 DM  74 DAYLA KIV (turn 378): KIRSSARINA of SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 375): ZAGWE BANSHEE of HUE AND CRY (Noachian, mgr.)
 DM  78 LIN TIRIAN (turn 362): DEELAR MARION of SAND DANCERS (Jorja, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 582): DARK WARDS (Dr. Doom, mgr.)
 DM  12 RIZTAB (turn 582): CULTS-R-US (?, mgr.)
 DM  15 MALCORN (turn 576): TERMINUS (?, mgr.)
 DM  16 WILLAF (turn 578): PUNNY ANIMALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 576): DEATH INCARNATE (The Dark One, mgr.)
 DM  19 ZUWAYZA (turn 574): JAGUAR WARRIORS (Noachian, mgr.)
 DM  28 MORYA (turn 287): THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 567): STREET WALKERS (Roadkill, mgr.)
 DM  31 CHIMLEVTAL (turn 285): SOL INVICTUS (Bobby Bigfoot, mgr.)
 DM  32 ARVAT (turn 564): DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 562): KLKASINO HAMMERZ (Hammer, mgr.)
 DM  35 MURSKA (turn 553): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 515): MEDAL OF HONOR 27 (The Anarchist, mgr.)
 DM  45 STORMCROWE (turn 262): DARQUE FORCES (Master Darque, mgr.)
 DM  47 DOUBLE X (turn 257): THE BEAR'S PAW (Kat, mgr.)
 DM  50 SNOWBOUND (turn 243): OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 443): KNIGHTS OF ROCANIS (Jakari, mgr.)
 DM  60 COLLUSION COVE (turn 430): UNDERDOGS (Technogeek, mgr.)
 DM  61 JURINE (turn 421): BLADE AND BLOOD (Noachian, mgr.)
 DM  65 DAL SHANG (turn 406): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 192): KIWI CONNECTION (The Mun, mgr.)
 DM  74 DAYLA KIV (turn 378): SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 375): HUE AND CRY (Noachian, mgr.)
 DM  78 LIN TIRIAN (turn 362): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 468): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
 DM  15 MALCORN (turn 576): STRADA of STARBASE 5 (Zeus, mgr.)
 DM  17 ALJAFIR (turn 574): AIM SEDUCE HAMMER of AIM 4 ISLE HAMMERZ (Hammer, mgr.)
 DM  29 LAPUR (turn 567): DIRTY SANCHEZ of STREET WALKERS (Roadkill, mgr.)
                               KATANA of AVENGERS (Huckle Cat, mgr.)
 DM  32 ARVAT (turn 563): TED ICKENS of DEVIL ADVOCATES (The Dark One, mgr.)
 DM  35 MURSKA (turn 551): JUNGLE KING of FLIPPERS ARCADE (Huckle Cat, mgr.)
 DM  43 VEASTIAN (turn 515): THOMAS FOWLER of MEDAL OF HONOR 27 (The Anarchist, mgr.)
 DM  47 DOUBLE X (turn 257): SMOKESCREEN of DARQUE FORCES (Master Darque, mgr.)
 DM  50 SNOWBOUND (turn 243): HARRY MONSTER of OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 443): THE QUAM ZONE of EASTERN HORDE (Mr. Mojo, mgr.)
 DM  73 ERINIKA (turn 191): WANSTEAD of KIWI CONNECTION (The Mun, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     What can I say, Falworth?  I've got it and you don't.  Well, today, anyway.  I
might suggest that you lighten your armor and increase your offensive effort and
activity level.  We should probably have clashed (sentences with no one gladiator's
name mentioned) at the beginning, instead of me taking the lead straight away.  Not
that I mind!

                                    Nolan Marrik

P.S.  Sorry about my rotten aim.  I seem to have been all over the place.  I guess I
need more attack skills.  Ah...and while we're on the subject of skills, why didn't
you learn any?

                                      SPY REPORT

     If you were disturbed from your beauty rest only to have to watch a bunch of 
NOBLISH ISLAND brutes like you, you'd be grouchy, too.  Now keep the taverns open 
late tonight, for there are sorrows to drown for LORDS OF LIGHT, whose 1-4-0 this 
turn dropped them by 4 into 9th.  Ha!  EYES OF SET turned their 4-1-0 turn into a 4th 
place rank in the listings this turn.  Any better than this, and you get put on hit 
lists.  Gee, I'm impressed, a 4-1-0 is nice, but don't get cocky, MIDDLE EARTH, the 
Fates teach humility, and the Fates are proud.  Of course, we're all terribly 
impressed to see HOLLAND win a fight and gain 20 points, terribly.  Tsk, tsk, ROS 
QUIN beat KLAATU and KLAATU lost 12 points.  You're breakin' my heart.  And if 
variety is the spice of life, NOBLISH ISLAND may be getting bland, as NOLAN MARRIK 
stays top dog in the city.  Kickbacks and bribes, kickbacks and bribes, how else do 
you think some of these guys win their fights?  Skill?  Ha!   
     Well, let's take a look at some more misdeeds of you miserable sword-boys.  
MIDDLE EARTH, I suppose you'll be glad to know you were this turn's most avoided 
team.  Care to know who is the most afraid of you?  And who led the way in this mass 
act of cowardice?  Let's see, well, whatcha know?  It was ELLISHOOD.  Ha ha ha ha!  
GIGRUNAN was challenged more times this turn than the Duelmaster.  Now was the DM 
insulted or feared?  Heh, heh.   
     Ah, now we come to my favorite part, where we see all the guys who are dead and 
gone, and get to see if their team cared.  A big yahoo goes out to SALINDA RENN this 
turn, for revenging MIDDLE WAY 18's bloodfeud against SHENANIGANS' warrior ANEMONE.  
Heh, heh, heh.  Titanium shields and bamboo daggers, guess what brave team is 
developing these kinds of weapons?   
     I was about to buy a new quill pen the other day, but some fighter took it for 
an epee.  Forgive me for writing with a dagger.  Well, I've had enough of this 
drivel, and I'm sure you have too.  Off like a dirty shirt of padded leather.  I see 
the crowds are getting restless, I must leave now-- Snide Clemens  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 NOLAN MARRIK 8591             8   2  0    66       MIDDLE WAY 18 (1483)

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 RAPHAEL 8434                  6   2  1    58       LORDS OF LIGHT (1458)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 ROS QUIN 8589                 6   4  0    42       MIDDLE WAY 18 (1483)
 LISA KAROL 8592               6   4  1    41       MIDDLE WAY 18 (1483)
 TARIN SILLS 8588              7   3  1    36       MIDDLE WAY 18 (1483)
 FALWORTH 8573                 7   2  0    36       DEFENDERS (1481)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 KLAATU 8514                   4   3  0    31       THE CYRKLE (1472)
 HANIEL 8433                   4   4  0    30       LORDS OF LIGHT (1458)
 ARAGORN 8626                  4   0  1    27       MIDDLE EARTH (1488)
 GIMLI 8623                    3   1  0    26       MIDDLE EARTH (1488)
 HOLLAND 8660                  2   0  0    26       SHENANIGANS (1494)
 DUNKIN' MCCLOUD 8672          2   0  0    25       THE CYRKLE (1472)
 NIGHTFALL 8595                4   3  0    24       GOTTA GET A CLUE (1484)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 GIGRUNAN 8575                 3   2  1    22       DEFENDERS (1481)
 GUDGE 8593                    2   5  1    22       GOTTA GET A CLUE (1484)
-ONE EYED MACK 8579            2   0  0    21       FAUX TIDES (1482)
 DARK ARENA MEAT 8624          3   1  0    18       MIDDLE EARTH (1488)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BOROMIR 8627                  3   1  0    18       MIDDLE EARTH (1488)
 GABRIELLE 8515                3   4  0    17       THE CYRKLE (1472)
 REBMA 8651                    2   0  0    17       ELLISHOOD (1493)
 URIEL 8435                    4   4  0    16       LORDS OF LIGHT (1458)
 ASSYLA 8652                   2   0  0    16       ELLISHOOD (1493)
-BROTHER TAO 8580              1   1  0    15       FAUX TIDES (1482)
 KOS-MOS 8659                  1   1  0    15       SHENANIGANS (1494)
 KALESHMET 8632                3   0  0    14       EYES OF SET (1489)
 PROF. PLUM 8594               3   4  0    13       GOTTA GET A CLUE (1484)
 SALINDA RENN 8696             1   0  0    13       MIDDLE WAY 18 (1483)
 RATZIEL 8432                  2   6  0    12       LORDS OF LIGHT (1458)
 MISS SCARLET 8596             2   5  0    12       GOTTA GET A CLUE (1484)
 AKHENATEN 8673                1   0  0    11       EYES OF SET (1489)
 KHAMAEL 8436                  1   7  0    10       LORDS OF LIGHT (1458)
 TALHO 8657                    1   1  0    10       SHENANIGANS (1494)
 ANEMONE 8656                  1   1  1     9       SHENANIGANS (1494)
 ANUBARIS 8631                 2   1  0     8       EYES OF SET (1489)
 CANTOR SHEN 8629              1   2  0     6       EYES OF SET (1489)
 COL. MUSTARD 8639             1   3  0     6       GOTTA GET A CLUE (1484)
 MAHO 8658                     0   2  0     6       SHENANIGANS (1494)
 NECRONABUS 8633               0   3  0     3       EYES OF SET (1489)
-BLIMRING 8576                 0   3  0     3       DEFENDERS (1481)
 AKIRE 8654                    0   2  0     2       ELLISHOOD (1493)
 ELYK 8653                     0   2  0     2       ELLISHOOD (1493)
-WINTER SWORD 8604             0   2  0     2       DEFENDERS (1481)
 GORLOCH 8674                  0   1  0     1       THE CYRKLE (1472)
-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?
INOT 8655               1  1 0 ELLISHOOD 1493       GIGRUNAN 8575         249   
HATSHEPSUT 8630         0  1 0 EYES OF SET 1489     GUDGE 8593            246   
INSIDIOUS BLACK 8582    0  3 0 FAUX TIDES 1482      BANDIT PRINCE         249  NONE
MEGILTURA 8581          1  2 0 FAUX TIDES 1482      MASTER SEN GANAM      249  NONE
UMBRA EIDOLON 8578      1  2 0 FAUX TIDES 1482      STONE GOLEM           249  NONE
SAMWISE 8625            1  3 0 MIDDLE EARTH 1488    WURM KIN              249  NONE
ROENELLA QUIN 8645      1  2 0 MIDDLE WAY 18 1483   ANEMONE 8656          248  JUST REVENGED
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

Well, ladies and germs, it seems the Halloween Bash became just that for The Cyrkle.
What were we thinking?  This was no friendly game of Spin the Pickle!  After last
turn's loss of Chord in her debut fight, we lose Questor in less than two minutes to
a girly-man Frenchman!  (Or at least, "Molly" is a girl's name where I come from.)
In order to save the team from giving up in disgust at my less than perfect managing
track-record, I've been able to sign on two new members:  Dunkin' McCloud (of the
Donut Dynasty) andGorloch (just Gorloch, I gave him a rulebook and he ate the
cover!).  I'm hoping this infusion of new blood will keep the Cyrkle a viable
contender in the coming battles. -- Gort, manager of The Cyrkle

Bolt Thrower -- Good show.  How about a best two out of three? -- Gabrielle

Aragorn -- Chord was part of The Cyrkle.  She will be avenged. -- Gort

Col. Mustard -- Hope to catch you in the library some day soon.  I have a candlestick
I want you to get acquainted with. -- Buffy

Khamael -- I know you're a big guy, but you might try a smaller weapon.  Don't try to
over-compensate for a lack in the codpiece department.  Also, perhaps slow down or
lose some weight--you were gasping for breath in the first minute (good thing for me,
though, I thought I was a goner there for a minute!).  Next Leather of Grog is on me.
-- Klaatu

Nolan Marrik -- Damn!  That hit to the jaw hurt!  I hope to see you on the sands
again someday. -- Falworth

Samwise -- You almost had me, although the crowd did not appreciate your style.  I
commend you on a long fought out contest. -- Alyssa

Chubby -- What was that?  One hit on the noggin and you can't continue; better get
that cranium looked at. -- Rebma

Klaatu -- I hate losing.  Especially that way.  Hmm, maybe if you came out with less
armor.... -- Lisa Karol

Ghost of Buffy -- I'm sorry that happened, but, really, it was probably for the best.
I am told that's an awful style to try to run, that very few managers have a clue at
all. -- Tarin Sills
P.S.  And no, I was not trying to kill you.  That blow to the face was an accident
born of excitement and inexperience, and the succeeding blow to the head, following
the statement that I was "going for the kill" (death intent statement), was the
Commission's way of saying "you failed your saving roll, kiddo, but we'll dress it up
a little."

Miss Scarlet -- Wow, really burning that candle at both ends, aren't you? -- Ros Quin

Anemone -- Ouch!  I dunno if you were deliberately seeking a kill or just didn't know
the risks you were taking with my life, but that is an impressive and perhaps
dangerous (for you) beginning to your gladiatorial career.  For instance, it would be
within the rules for Jorja to bloodfeud you with any other warrior on our team,
including the Duelmaster, and seek your death.  She won't do it, but there are
managers on the mainland who will. -- Ghost of Roenella Quin
P.S.  For your information, in case you haven't run across this datum before, it is
generally agreed that aiming at the "vitals"--the head, chest, and abdomen--will
increase the chance of you getting a kill.

I note that this particular team, Middle Way 18, has one more turn to fight before
being booted off Noblish Island.  I'll probably dump it in some arena where I don't
have a team, if I can find one, or in one of the transfer arenas, and the odds of it
continuing to run are low.  But I will be back with Middle Way 19 the turn after
that, for my sins, I guess.  This is not something that other managers can do, I'm a
specially doomed case.  So don't worry about asking questions that I might not be
around to answer:  you can't get rid of me. -- Jorja, the Middle Way

Tarin Sills -- You can run but you'll just leave a longer blood trail.  Buffy's death
will be avenged!  We won't let you get away with this! -- The Cyrkle

Bolt Thrower -- What goes around, comes around--well met, sir!  Best two out of
three? -- Gabrielle

Ros Quin -- At least he didn't actually send me to the DA, and after I met his prized
goat (he keeps us all in the same stable.)

All -- I thought that I would get at least 3 turns under my belt before writing
personals.  I am Deep Thought, manager of Middle Earth.  I know, it's been done
before but I'm a fan and it's my team.  I've been on a 10 year hiatus from
Duelmasters and glad to be back.  I have graduated 3 warriors; a little WofS, a
lunger and a, ahem, TP.  More info to come. -- Deep Thought

                                  LAST WEEK'S FIGHTS

INSIDIOUS BLACK was butchered by BANDIT PRINCE in a 1 minute Dark Arena fight.
MEGILTURA was butchered by MASTER SEN GANAMIR in a 1 minute Dark Arena duel.
UMBRA EIDOLON was killed by STONE GOLEM in a 2 minute brutal Dark Arena melee.
SAMWISE was assassinated by WURM KIN in a crowd pleasing 1 minute Dark Arena duel.
GABRIELLE was defeated by TARIN SILLS in a exciting 3 minute bloody Bloodfeud fight.
INOT was butchered by GIGRUNAN in a 1 minute one-sided Challenge duel.
AKIRE was bested by ANUBARIS in a 6 minute bloody amateur's Challenge match.
ELYK was defeated by MISS SCARLET in a 2 minute Challenge melee.
ASSYLA outwaited PROF. PLUM in a 7 minute gruesome Challenge duel.
NOLAN MARRIK vanquished KUNG-FU MASTER in a 1 minute uneven Title fight.
LISA KAROL won victory over HANIEL in a 1 minute fight.
RAPHAEL overpowered NIGHTFALL in a popular 1 minute gory uneven match.
KLAATU was savagely defeated by ROS QUIN in a crowd pleasing 1 minute bloody match.
FALWORTH viciously subdued GUDGE in a 2 minute brutal battle.
KHAMAEL was devastated by DUNKIN' MCCLOUD in a 1 minute bloody mismatched bout.
URIEL was overpowered by HOLLAND in a 1 minute one-sided duel.
RATZIEL was bested by REBMA in a action packed 4 minute brutal duel.
GIMLI devastated TALHO in a 1 minute mismatched brawl.
DARK ARENA MEAT narrowly defeated NECRONABUS in a 2 minute novice's bout.
ARAGORN beat KOS-MOS in a popular 1 minute novice's bout.
BOROMIR handily defeated COL. MUSTARD in a 1 minute mismatched competition.
CANTOR SHEN beat GORLOCH in a 4 minute beginner's fight.
KALESHMET subdued MAHO in a 2 minute beginner's bout.
ANEMONE lost to SALINDA RENN in a 2 minute amateur's fray.
AKHENATEN defeated PERSISTANT BEGGAR in a 3 minute novice's match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|STRIKING ATTACK                  8         SLASHING ATTACK   36 -  12 -  2      75  |
|LUNGING ATTACK                   6         LUNGING ATTACK    30 -  16 -  5      65  |
|SLASHING ATTACK                  6         WALL OF STEEL      9 -   6 -  0      60  |
|WALL OF STEEL                    4         STRIKING ATTACK   31 -  33 -  6      48  |
|AIMED BLOW                       4         AIMED BLOW        21 -  25 -  3      46  |
|PARRY-RIPOSTE                    4         BASHING ATTACK    12 -  17 -  1      41  |
|PARRY-STRIKE                     4         PARRY-LUNGE        6 -   9 -  0      40  |
|BASHING ATTACK                   3         PARRY-STRIKE       5 -  11 -  0      31  |
|TOTAL PARRY                      3         PARRY-RIPOSTE      6 -  20 -  0      23  |
|PARRY-LUNGE                      2         TOTAL PARRY        3 -  11 -  0      21  |

Turn 249 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
SLASHING ATTACK  NOLAN MARRIK 8591           8   2  0   66 MIDDLE WAY 18 (1483)
PARRY-LUNGE      RAPHAEL 8434                6   2  1   58 LORDS OF LIGHT (1458)
STRIKING ATTACK  ROS QUIN 8589               6   4  0   42 MIDDLE WAY 18 (1483)
LUNGING ATTACK   LISA KAROL 8592             6   4  1   41 MIDDLE WAY 18 (1483)
AIMED BLOW       TARIN SILLS 8588            7   3  1   36 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 TARIN SILLS 8588.  The ten other most popular fighters were RATZIEL 8432, MISS 
8654, ROS QUIN 8589, DARK ARENA MEAT 8624, and GABRIELLE 8515.

The least popular fighter this week was ASSYLA 8652.  The other ten least popular 
fighters were COL. MUSTARD 8639, TALHO 8657, URIEL 8435, KHAMAEL 8436, GUDGE 8593, 
HANIEL 8433, PROF. PLUM 8594, ANUBARIS 8631, INOT 8655, and MEGILTURA 8581.

                            A DM TWELVE DAYS OF CHRISTMAS

          12 political points a'pumpin'
          11 TVs a'workin'
          10 free duels of credit
           9 ABs to challenge
           8 criticals a'connectin'
           7 scums a'dyin'
           6 skills a'maxin'
           5 A.D. invites
           4 lucky warriors
           3 size on replacement
           2 proxied TCs
          And a quarterstaff from a pear tree.

                                   May your days be merry,
                                   And your wins be often.

                                             The Consortium


     I was trying to design a warrior that would have no weaknesses, when my mind 
wandered (It does this a lot!) to what would be the average stat for this game called 
     Almost at once I came upon the number nine.  Why, you may ask?
     Okay, I'll tell you, after all that's the point of this article.  There are 
nineteen levels for each stat, half this is 9.5, since RSI randomly assigns attributes 
between 3-21.
     In this manner, even if they assign an attribute below average, the player can 
bring it up to at least average by adding 6 points when he modifies the rollup.  I 
checked this assumption with some rolls I have received, and it appears to run true 
with some interesting results.
     A 9 SZ seems to allow use of any weapon without being too small.
     9 ST seems to allow you to use most weapons without the comment "does not have ST 
to use weapon well."
     9 SP with a 9 DF will give the normal speed/coordination to offensive warriors 
and to PS, PL and PR. (Does anyone think WS, TP, AB are normal?)
     9 WT with a 9 WL will give no negative wit/will statement (no positive one 
     A 9 in all attributes leaves 21 points to modify the key stats for a warrior's 
     I have been trying for a while to design warriors with a minimum of 9 in all 
attributes, or to at least be able to train to a 9 in a couple of raises.  I am still 
trying with mixed results to date.
     I lost track to the point or purpose of this article, but maybe it will provoke 
some thought, yes, no, maybe?  Suggestion and comments will come.

                                             Jeff Hannah, c/o Star Signs, DM 13

                            EARTHWORM FLAMBE A LA THAIGYN

     Arena gourmets, try this tasty tidbit, before, during and after your next 
training session:

Ingredients -  3 qts. processed camel spit
               1 pint fingernail larva
               6K cups giant earthworm droppings (imported)
               3 cups sweet'n'sour orc sweat
               1 slice head cheese
               1 bavarian mint (imported)
               1 tsp. toe jam (I would suggest your own)

Directions -   1. Pre-heat oven to 6200C.
               2. Grease 1 22x22 Turtle shell.
               3. Pour camel spit & orc sweat into shell, mix with high octane 
               gasoline (unleaded for those on diet), place in oven, and heat for 3 - 
               4 hours.
               4. Place all other ingredients into osterizer at *whip* setting until 
               5. Bake for 7 days or until you get that distinctive scorched aroma.
               6. Take out of oven, get a match, and light that sucker up.
               7. Now scarf it down.  Yum, yum.

               *It's perfect for those Dark Arena picnics.*

     For a first hand experience come over to Thaigyn's Scarf'N'Barf, right next to 
the Welcome Wench, or go to D. Tramp's Tune-Up Garage & Salad Bar, 1 block east of 
Saugum's Outhouse Inn..
     *** Coming to an arena near you, the Steel Breez Chop'N'Slop, (formerly known as 
the Eradicator's International House of Toe Jam***

                                   To all, enjoy, Thaigyn of Petrys Acoplys
                                   D. Tramp, Lord Petrys & Ennexa
                                   Mephobasheth of Steel Breez.

                           DEATH INTENT STATEMENT EXPLAINED

     In order to keep this brief, I'm going to avoid a long rambling opening and get 
right to the meat of the issue.  The `death intent statement' (`fights with a deadly 
bloodlust in his eyes,' `is going for the kill,' `is eagerly seeking the death blow,' 
etc.) can ONLY be gained in normal combat (non-Dark Arena, non-Bloodgames) AFTER 
striking an opponent in a vital location (some region of the HE, CH, or AB, pelvis 
included.)  Once the death intent statement is printed, the struck warrior makes a 
roll to survive the fight.  If this roll is failed, he is dead, and the rest of the 
fight is simply a matter of running down the dead fighter's hit points by normal, non-
critical attacks.
     Now, the moral offshoot of this is that, knowing this, any fighter sent out by 
his manager attacking a vital location is purposefully increasing his chance of 
killing his opponent.  The logic is this: if you attack vitals you are more likely to 
hit a vital location.  In striking a vital, you may get the death intent statement, 
and that's then one dice roll to end the fighter.  By attacking non-vitals you are 
decreasing your chances of striking a vital (by increasing your chances of striking 
non-vitals.)  Note that this is not flawless, as the percentage of actually HITTING 
your attack location is perhaps only 67% on high-deftness fighters, but by not 
attacking vitals you are doing the best you can, which is all anyone can ask.
     Here's the bottom line.  A fighter can run 10-10-10 L-N and NEVER kill (excepting 
infirmary deaths, which is an entirely separate case) if he hits only arms or legs.  
Thus, while KD is a large factor in determining kills (a head shot by a 10-10-1 
fighter is far less likely to get the statement than a head shot by a 10-10-10 
fighter,) it is less important than attack location.

Gary Triplett, a.k.a. Miles/Sir Boyd
diplo Crimson Pegasi (arena 105) for advice, questions, comments, wit statement charts 
or other charts, etc.

P.S.  Apologies to those I said I'd diplo this to.  I just decided to make this a 
general article.  If you're one of the managers in the wave that received only the tan 
wit statement chart and the lavender activity statement chart, please re-contact me if 
you'd like the explanation sheet, which includes details on all the statements printed 
on the fighter overview.

                           REBUTTAL TO "THE LITTLE BASHER"

     So many times I've seen one of these "helpful hints" that I disagreed with, but 
never have I been so disgusted that I'd write a rebuttal.  Well, this time I could not 
sit aside and watch someone slaughter a style that I love.
     I am referring to Belegrath's article, entitled, "The Little Basher."  Now, even 
though I have yet to have a warrior achieve the title of "Lord Protector," I have been 
at this game for a couple of years now.  I've run bashers more than any other style, 
and my record with them is over .500.  Therefore, I think I have enough experience and 
knowledge to say that Belegrath's basher sucks!!!
     The main purpose I write this is not to undermine Belegrath's managerial 
abilities, but to warn any new people who might read his article.  I don't think 
anyone should waste their money on Belegrath's basher theory.  Or even worse, to have 
someone quit the game after getting the crap beat out of them having warriors modeled 
after Belegrath's.
     First, I'll tell you what is wrong with "The Little Basher" (to refresh your 
memory: 20-6-3-13-7-20-15).
     1)  The best he can get, regardless of his strength, is good damage because of 
his 3 SZ.
     2)  He'll fall over from exhaustion before the first minute is up, unless you run 
a real low activity level.  He'll be very frail and have very little endurance.
     3)  A 3 SZ?!?  And what if the war hammer or mace aren't his favorite weapons?  
You lost the QS, a very reputable bashing weapon, and the GS, which I've recently 
found to be a great bashing weapon.
     4)  He probably won't pick up too many skills with a 13 WT.  Good luck maxing out 
in the next decade!!
     5)  With a 7 WL, he has only a 35% chance to raise a stat ONCE, then the chances 
for that same category are halved every time thereafter.  Therefore, he'll always be 
very frail with poor endurance.
     6)  20 SP, what a waste!  Bashers, in my opinion, have no need for speed.  And 
even if you wanted to waste points on speed, you don't need to raise it to such an 
extreme.  One stat raise here, and you lose app. four skills.
     7)  15 DF.  This is pretty much the only point I agree with.  I know, I know, 
bashers don't need deftness.  But just imagine a basher with an AB's accuracy!
     I had a ST once who looked similar to Belegrath's basher.  He looked like this: 
19-4-13-16-3-19-10.  What happened to him, you ask?  He was killed by a maul-wielding 
scum basher on his third fight.  In his first two fights he hacked the crap out of two 
TP's, and then fell over from exhaustion.  No broken shields, no broken bones.  Get 
the point, yet?
     Now, a better basher, not the best, mind you, would look like this:
13 ST     Achieve good damage (possibly great) and be able to use all 
          bashing weapons (except HL).
10 CN     This isn't important, but at least he'll be able to take a couple
          of blows.
 9 SZ     Fulfills requirement for all bashing weapons.
17 WT     A nice number.  19 isn't good, and 21 means that it should be
          something else.
15 WL     Gives at least normal endurance, and increases chances of raising
 5 SP     SP is unimportant, absolutely no need!  Although, it will take a 
          few more skills to get a rating in Decise.
15 DF     Wonderful to have DF.  Keeps them from swinging at the flies (Most
          of the time).
     Well, there you have it.  I hope I cleared things up a little.  I doubt if anyone 
else agrees with me, but that's what makes this game so fun!

                         Drunken Stupor (11)   The Dawn-Men (67)
                         The Dark (26)         Othrsydosanity (74)

                                    THE UN-SCUM

     The type of TP I make will often win fights without ever getting hit!  The fights 
are exciting to read, full of dodges and ripostes, and if you've never seen a TP 
outjump a Basher, make an offensive TP.

ST: 7-13   All you really need is normal damage!  11 is perfect, for carrying capacity 
and weapon selection.  Good damage is nice to have, but if it looks like your rollup 
will get good or great, he's probably better off as a WS, LU or BA.

CN: 9-16   Again, all you need is normal.  We're making a finesse substyle, and the 
points are badly needed on WT, WL and DF.  Just make sure he can take a hit or two.  
Don't add any points here on the rollup, but go ahead and raise it later if you think 
he needs it.  Endurance is not a priority.

SZ: 3-9    A single digit is important for dodging and activity levels.  I will go as 
high as 10, but any bigger and you can't dodge well enough.  Small size also helps 
parry and defense, as well as getting a good activity and elusive statement on the 
overview.  Plus, you need the points below.

WT: 15, 17 or 21 only!  This is the biggie, he'll learn like crazy!  I know what 
you're saying, "my 11 WT SCUM learns 3 skills a fight!"  Yeah, but your SCUM's skill 
base will be so low, when he's maxxed out in skills, my off. TP will be at the same 
level of expertise by his 10th fight!  For any style, 90% of the skills are in WT, WL 
and DF, and that's where the 14 points must go.

WL: 13-21  As with any fighter, more is better.  However, you can get by with normal 
endurance, believe it or not!  This TP will wear moderate armor, and can run active 
for 6-7 minutes with normal endurance.  That's long enough for all but a few 
opponents.  Raise WL on the rollup to 17 or 21 if you can, but if 13 or 15 is all he 
can have, he'll be okay.

SP: 5-9    This is a touchy area, and can make or break your TP.  I like to use 7, 8 
or 9.  If you use 5 or 6, he'd better be small, and have a 17 or 21 WT.  OR, a CN that 
will allow him to take a lot of damage.  If he's too big, dumb and slow then he'll get 
"slow and inactive" on the overview, and that is too scummy for my TP.  You MUST have 
normal or better activity.  SP also helps with your riposte, crucial to the off. TP.

DF: 11-17  Second in importance, behind WT.  Parry, Riposte, Defense and Attack are 
your mainstays, and they're all enhanced by a high DF.  Try to get normal coordination 
(SP+DF=21) if possible.

     Here are some examples of good off. TPs, all are real fighters;

     11        10         8        11         7        11        10
     14        12        15         9        15        13        12
      7         4         7         6         8         7        10
     17        15        15        17        21        17        17
     17        21        17        21        13        17        13
      5         7         9         9         7         8         8
     13        15        13        11        13        11        13

     Now, how to fight them, you ask?  Every one of them seems to like to run 
differently, I've seen some tee off at 2-7-5, some do better at 4-4-5, some 2-3-2, 
even those who go 3-3-5 first min, then go ballistic in the second (10-10-6).  Also, 
some run 7-7-7!  You just have to play around with the numbers, 'til you find what 
works best.  Here's a general strategy I usually start with:

     4    5    6    7    4    3    10   Armor: I use ARM/H most of the time,
     7    6    5    4    4    2    10   but guys like examples #1 and 2 
     5    5    5    5    5    5     6   would be better off in ACM/F.  If
                                        facing a LU or SL, you can wear 
     RA ------------------------>  HE   APA/F (yes, even with normal endur-
     AM ------------------------>  HE   ance!), 'cause the LU or SL is going
     -    -    -    -    -    -     -   to drop in min. 2, more than likely.
     S    S    -    -    -    -     D

Weapons:  Any sword and shield you're suited to, as well as the Quarterstaff and the 
Longspear.  Vs. heavy armor, use a BS two-handed.

Tactics:  Parry, dodge, and especially vs. strikers, responsiveness!  Resp. will drive 
other managers nuts, prompting them to say, "How'd you do that?"  My favorite tactic 
for the Un-Scum.

Matchups:  Every striker in the arena should be on your hit-list.  Other good 
challenges are PS, WS, PR, BA.  Avoid lungers and ABs like the plague!

     So, there you have it.  If you'd rather have a TP who's as elusive as a La-Z-Boy 
than one who sidesteps more blows than he parries, then don't follow my advice.  But, 
if you're ready to have fun fights with TPs, and watch their popularity rise (except 
vs. scum) every match, then that's what I offer you.
     Brought to you by Buri of the G.A.P.P.D.A., MGR. Aesier (3, 104), Swords of 
Sergio (4, 104), S.O.S. (59), and way too many others.  Fell free to diplo me, for 
praise, ridicule, or just for the halibut.

                               Duelmasters for Dummies

     There are handbooks around that will guide you in becoming the hottest player 
Duelmasters has ever seen... if you're prepared to work at it.  But what if you don't 
want to be hot, but only pleasantly warm, have a good time, and not fret and stew 
over maximizing the potential of every roll-up you receive?  What if spending months 
in the Dark Arena searching for the perfect roll-up sounds boring?  What if the 
"Perfect Warrior" is not for you, and you have no intention of dominating Gateway?  
What if such handbooks as the Enchiridion represent "more than you ever wanted to 
know" about the inner workings and minute tunings of the game?
     This article is for you....
     You have a new roll-up sheet in front of you; it doesn't matter whether it's a 
new team or only one replacement.  How do you design the warrior(s) for best present 
enjoyment?  First, don't send anyone straight to the Dark Arena.  Okay, do if you 
like to read Dark Arena fights, but not otherwise.  Give every roll-up, regardless of 
"Perfect Warrior" potential or lack thereof, your best design efforts and a chance to 
show his stuff.  Some supposed duds will surprise you.
     A few simple rules for basic warrior design and strategy:
      1)  Aim at achieving an odd number in your key stats, 15 is good, 17 is better, 
except in unusual cases (DF for aimed blows), 21 is too much of a good thing.
      2)  Wit and Will are the key stats for any warrior except a freak experiment.  
Deftness and Strength are second, Speed and Constitution are third.
      3)  Offensive styles (Basher, Lunger, Slasher, Striker) and Total Parries are 
easier to run and easier to win with than the finesse styles (Aimed Blows, Parry-
anythings, Walls of Steel).  Yes, the finesse styles can be fun and devastating, but 
don't START there.  Start with the easier styles and work up to finesse.  Watch out 
for stereotypes.  Big, dumb, clumsy bashers do not generally do well.  Fast, brainy 
lungers with low CN and WL burn out early in the first minute and also tend to die 
easily.  A medium good roll-up will do well at any of the offensive styles.
      4)  Pick your arena with some care, as different arenas favor and reward 
different styles of play and different tones in the personals.
     Generally speaking, arenas of the Andorian and Lirith Kai regions will frown on 
down-challenges and deliberate killing, and hostile "trash-talking" personals will 
not be appreciated.  On the whole, these Andorian and Adantri arenas are the more 
sociable arenas and will tend to have more personals and more role-playing.  (There 
are, of course, exceptions.)  Players in the Andorian and Lirith Kai arenas will tend 
to be helpful to a newcomer.
     Arenas of the Delarquan region will accept more aggressive styles in play and in 
personals, more down-challenging, and more killing... BUT you can expect to draw a 
quick and hard response in kind.  Generally these arenas are not as friendly as the 
Andorians, and they are much less likely to help out a newcomer.
     The arenas of the Free Blades region vary more among themselves than those of 
the other regions but generally tend to fall in between the Andorian and Delarquan 
      5)  When arming your warrior, check the Weapon/Style/Stat Suitability chart 
below, probably THE most useful chart for a beginner.  It sorts the weapons by style, 
listing only those that are favored by each style, and gives the minimum stats (in 
ST, SZ, WT, and DF) to use any particular weapon.  Note which weapons your warrior is 
physically able to use.  Arm him with something he can use and that is favored by his 
style, and GIVE HIM A BACK-UP WEAPON, even if it's only a dagger.  Do not be misled 
by real-world logic, by the way: bashers are not well-suited to using the fists as 
weapons!  (If you are going to use the same weapon against all armor weights, it 
isn't necessary to make three categories on your strategy sheet, and it annoys the 
     In fact, you might want to consult the chart below before picking a style for 
your new warrior.  It is not a good idea to make a warrior into, say, a basher, if he 
is unable to use well any of the basher's weapons of choice.  (I've done this by not 
paying attention, and I have ALWAYS regretted it afterward.)  For example, I just got 
a replacement who is 8-10-20-9-12-4-7.  If I make it 9-10-20-15-17-4-9, then I should 
NOT make it a Basher, because the poor goop couldn't use any bashing weapon well.  If 
I go with this set of numbers, he should probably be a Lunger using a short spear, or 
a Striker using a hatchet.  But if I drop WT to 13 and raise ST to 11, he could use a 
broadsword and might make a Slasher; equally, if I drop WT to 13 and raise DF to 11, 
instead, he could use a scimitar and make a Slasher....  Choices, choices....
      6)  Put armor on the warrior before sending him out to fight.  Armor saves 
lives.  Total Parries can take the heaviest armors, as they generally don't move 
around a lot.  Offensives can run faster with no armor or leather armor, but that 
doesn't give them much protection.  If you're worried about their survival, put them 
in mid-weight armor; I favor ringmail for this, but scalemail and chainmail are also 
options.  Always put something on their heads!  A blow to the head can be especially 
deadly, so give them protection there--at least a steel cap, a helm for choice, a 
full helm if the warrior is a Total Parry.
      7)  Train skills, unless/until you're sure this is going to be a throw-away, 
short-term warrior.
      8)  Challenge warriors above your warrior, and/or those with more fights, for 
the best chance to learn skills.  Challenge warriors below your warrior to improve 
your chances of winning and to provoke maximum hostility from other managers.  
Repeated challenges to the same warrior, when there are other targets available, will 
also provoke hostility.
      9)  Avoid teams with high kill percentages and teams that regularly down-
challenge or repeat-challenge.
     10)  Don't run a warrior 10-10-10 unless you like to see him go berserk and then 
collapse half way through the first minute.  Yes, the pure offensives should run 
fast, but drop either Activity Level or Kill Desire or both by a few points if your 
warrior doesn't have a good or better endurance.  If endurance is not mentioned on 
the warrior's overview, then it is "normal" or "average," and 10-10-10 will probably 
burn him out early in the fight.  If endurance is poor, don't even think of it.  
(Yes, I can hear all you number crunchers out there rising up to point out that there 
are exceptions.  I admit the exceptions, but these are general guidelines for the 
average beginner.  Exceptions belong in a different article.}  Generally speaking, 
Total Parries should run slowly.
     11)  Be wary of using tactics.  Sometimes they help, sometimes they hinder, and 
they're tricky.  Even when a tactic gives some clear benefit, remember that it comes 
with a built-in danger in that it commits the warrior to that attitude during the 
minute it is used.  A defensive tactic will tend to hinder offense, offensive tactics 
will reduce the warrior's defense.  Do not use both an offensive and a defensive 
tactic in the same minute.
     12)  Fill out your strategy sheet clearly and completely to avoid antagonizing 
the inputter!  Don't make her guess what you want your warrior to do.
     13)  Write personal ads to take part in the player-player interaction.  This is 
a significant part of the fun of the game.  If you want other managers to help you 
learn, write =friendly= personals!  Surprising how some people miss this obvious 
point, but the obnoxious managers are likely to have a hard time getting help.
     14)  Fill out the front part of the Warrior Census Form.  Picking a warrior's 
race can make him a more clearly realized character and one that it is more fun to 
write personals for.  Filling out the warrior sayings can make reading the fights 
more amusing.  Fill out the back of the form only if you feel like it, as NOTHING on 
the back, not even the character stats, has any effect on the fights.  The back of 
the form is all role-playing information and, at this time, will only be used if/when 
your warrior appears in a spotlight written by a staff writer.  When/if the extension 
of the Duelmasters system for which the back of the form was originally intended is 
completed, you will have another chance to fill out this stuff.

                   Weapons, Styles, Minimum Stats required for use
The weapons best-suited to each style are listed under that style.  If a weapon is 
not listed under that style, then it is not well-suited to use by that style.  
Regardless of style, however, the stats required to use a weapon are the same.
     This chart was composed with information found in the Enchiridion, and I thank 
Pagan for making it readily available.

     Aimed Blow  nine weapons                   Slasher  eight weapons
Dagger         ST  -  SZ  -  WT  7  DF  7  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
FiST  -        presumably any              Epee           ST  7  SZ  -  WT 15  DF 15
Longspear      ST 11  SZ  9  WT  5  DF  9  Greataxe       ST 13  SZ  5  WT  9  DF 11
Longsword      ST 11  SZ  -  WT 13  DF 11  Hatchet        ST  5  SZ  -  WT  3  DF  7
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Longsword      ST 11  SZ  -  WT 13  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Scimitar       ST  9  SZ  -  WT 11  DF 11
Shortspear     ST  9  SZ  -  WT  7  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Shortsword     ST  5  SZ  -  WT 11  DF  3  
                                                Striker  Note that the strikers can 
     Basher  eleven weapons                use every weapon plus the small shield 
Greataxe       ST 13  SZ  5  WT  9  DF 11  effectively.  This is the only style that 
Greatsword     ST 15  SZ  9  WT  9  DF 11  has so broad a selection.  Twenty-one 
Halberd        ST 17  SZ  9  WT  9  DF  9  weapons.
Large shield   ST 11  SZ  7  WT  5  DF  5  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Mace           ST 13  SZ  -  WT  3  DF  5  Broadsword     ST 11  SZ  -  WT  9  DF  7
Maul           ST 15  SZ  9  WT  5  DF  7  Dagger         ST  -  SZ  -  WT  7  DF  7
Medium shield  ST  9  SZ  -  WT  5  DF  5  Epee           ST  7  SZ  -  WT 15  DF 15
Morningstar    ST 13  SZ  -  WT  7  DF 13  FiST  -        presumably any
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Greataxe       ST 13  SZ  5  WT  9  DF 11
Warflail       ST 11  SZ  -  WT  7  DF  5  Greatsword     ST 15  SZ  9  WT  9  DF 11
Warhammer      ST 13  SZ  -  WT  5  DF  7  Halberd        ST 17  SZ  9  WT  9  DF  9
                                           Hatchet        ST  5  SZ  -  WT  3  DF  7
     Lunger  five weapons                  Longspear      ST 11  SZ  9  WT  5  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Longsword      ST 11  SZ  -  WT 13  DF 11
Longspear      ST 11  SZ  9  WT  5  DF  9  Mace           ST 13  SZ  -  WT  3  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Maul           ST 15  SZ  9  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Morningstar    ST 13  SZ  -  WT  7  DF 13
Shortsword     ST  5  SZ  -  WT 11  DF  3  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
     Parry-Lunger  six weapons             Shortspear     ST  9  SZ  -  WT  7  DF  7
Epee           ST  7  SZ  -  WT 15  DF 15  Shortsword     ST  5  SZ  -  WT 11  DF  3
Longspear      ST 11  SZ  9  WT  5  DF  9  Small shield   ST  5  SZ  -  WT  5  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Warflail       ST 11  SZ  -  WT  7  DF  5
Scimitar       ST  9  SZ  -  WT 11  DF 11  Warhammer      ST 13  SZ  -  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  
Shortsword     ST  5  SZ  -  WT 11  DF  3       Total Parry  twelve weapons
     Parry-Riposte  six weapons            Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
Longspear      ST 11  SZ  9  WT  5  DF  9  Epee           ST  7  SZ  -  WT 15  DF 15
Longsword      ST 11  SZ  -  WT 13  DF 11  Greatsword     ST 15  SZ  9  WT  9  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Large shield   ST 11  SZ  7  WT  5  DF  5
Shortspear     ST  9  SZ  -  WT  7  DF  7  Longspear      ST 11  SZ  9  WT  5  DF  9
Shortsword     ST  5  SZ  -  WT 11  DF  3  Longsword      ST 11  SZ  -  WT 13  DF 11
                                           Medium shield  ST  9  SZ  -  WT  5  DF  5
     Parry-Striker  eleven weapons         Quarterstaff   ST 11  SZ  9  WT 11  DF 11
Battleaxe      ST 15  SZ  9  WT  9  DF  9  Scimitar       ST  9  SZ  -  WT 11  DF 11
Broadsword     ST 11  SZ  -  WT  9  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Epee           ST  7  SZ  -  WT 15  DF 15  Small shield   ST  5  SZ  -  WT  5  DF  5
Greatsword     ST 15  SZ  9  WT  9  DF 11  
Longsword      ST 11  SZ  -  WT 13  DF 11       Wall of Steel  eight weapons
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Scimitar       ST  9  SZ  -  WT 11  DF 11  Broadsword     ST 11  SZ  -  WT  9  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Greataxe       ST 13  SZ  5  WT  9  DF 11
Shortsword     ST  5  SZ  -  WT 11  DF  3  Greatsword     ST 15  SZ  9  WT  9  DF 11
Small shield   ST  5  SZ  -  WT  5  DF  5  Morningstar    ST 13  SZ  -  WT  7  DF 13
Warhammer      ST 13  SZ  -  WT  5  DF  7  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
                                           Warflail       ST 11  SZ  -  WT  7  DF  5

The Middle Way
DM 93 and elsewhere