DUEL 2 NEWSLETTER

Date   : 02/12/2011    Duedate: 02/25/2011

NOBLISH ISLAND ARENA

DM-93    TURN-318

This Weeks Top Honors

THE DUELMASTER IS

CHILMAN ELSE
MIDDLE WAY 25 (1566)
(93-9102) [5-3-1,55]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              CHILMAN ELSE
                               MIDDLE WAY 25 (1566)
                               (93-9102) [5-3-1,55]

Popularity Leader              This Weeks Favorite

CHILMAN ELSE                   CHILMAN ELSE
MIDDLE WAY 25 (1566)           MIDDLE WAY 25 (1566)
(93-9102) [5-3-1,55]           (93-9102) [5-3-1,55]

THE CURRENT TOP TEAM

GNU TEAM (1567)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. MIDDLE WAY 25 (1566)        40
2. GNU TEAM (1567)             25      THE NEST (286)
                                       Unchartered Team

                                       GNU TEAM (1567)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*GNU TEAM (1567)           18  14  2 56.3   1/ 1*GNU TEAM (1567)           8  4 0
 2/ 2*MIDDLE WAY 25 (1566)      19  18  2 51.4   2/ 2*MIDDLE WAY 25 (1566)      6  7 1

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

                                    TEAM SPOTLIGHT

Players old and new!

     Some of you may know that at one point last year, RSI tried to pull together an
arena in which role-playing in the personals and in spotlights would be a significant
feature.  Though it didn't work out, the idea remains an appealing one.  I would like to
propose that we, the players, sponsor such an effort.  No rules, no prizes, just players
getting into the spirit of role-play.
     I suggest Telorinthe, arena 83, as a place to try this.  Telorinthe is the slow no-
tourney arena, and it seems like a good place for this experiment.  There is no large
body of entrenched players with other interests.  Although some background work has been
done, there is no great, creaking, edifice of old spotlights to deal with.  Very little
in the way of vested interests.  Perhaps if all goes well, the idea might catch on in
other arenas.
     In keeping with the "no rules" idea, I won't say, "Begins on turn ###!"  Just show
up when you feel like it and jump in.  We'll keep a seat ready for you.

Jorja and the Middle Way

              + ]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.

Jorja
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. --
Adie

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 your 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.
Strange

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. --
Leeta

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===---

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 663): SHORT SKIRT of HOT STUFF (Papa Bear, mgr.)
 DM  12 RIZTAB (turn 665): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr.)
 DM  13 DULLENS (turn 560): SAM ADAMS of MMMM BEER! (Khisanth, mgr.)
 DM  15 MALCORN (turn 659): VARICK of TERMINUS (Carrick, mgr.)
 DM  16 WILLAF (turn 661): GOLDEN DELICIOUS of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 652): ALIDA BERN of MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 653): AURELIUS of IDES OF MARCH (Caesar, mgr.)
 DM  28 MORYA (turn 329): PATTE DE SAGUAR of THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 650): JEHLCH of MID EARTH (Visionist, mgr.)
 DM  31 CHIMLEVTAL (turn 626): OMBERT QURL of MIDDLE WAY 7 (Jorja, mgr.)
 DM  32 ARVAT (turn 647): DEE S. TROYER of DEVILS ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 644): HELEN KELLER of HEROES (?, mgr.)
 DM  35 MURSKA (turn 636): ST MAGDALENE of ON THE ROCKS (Bartender, mgr.)
 DM  43 VEASTIAN (turn 594): DANIEL SILVERLOCK of WARRIORS OF STEEL (?, mgr.)
 DM  45 STORMCROWE (turn 304): CALLOUS CORTNEY of STREET WALKERS (Roadkill, mgr.)
 DM  47 TEMPLE OF ABARSIS (turn 298): SALSA ELEMENTAL of DARQUE FORCES
                                                         (Master Darque, mgr.)
 DM  50 SNOWBOUND (turn 285): WHISTLIN DIXIE of DARQUE FORCES II (Master Darque)
 DM  56 ROCANIS (turn 526): SMASH of THEM (Papa Bear, mgr.)
 DM  60 ARADI (turn 511): GARM of RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 493): PETER DAVISON of THE DOCTORS (Sherlock, mgr.)
 DM  65 DAL SHANG (turn 487): HARITH TEN MORU of SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 234): LILAS KEELER of MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 448): DIENEKES of GATES OF FIRE (Chief Illiniwek, mgr.)
 DM  75 JADE MOUNTAIN (turn 443): QUEEN of KIWI CONNECTION (The Mun, mgr.)
 DM  78 LIN TIRIAN (turn 435): SJS of J (Sherlock, mgr.)
ADM 103 FREE BLADES (turn 551): SUPERIOR FORCES of DUPLICATE REDUNDANCY (A-Sop, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 663): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 665): DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 560): CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 659): TERMINUS (Carick, mgr.)
 DM  16 WILLAF (turn 661): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 652): ALMOST THANKSGIVING (Sherlock, mgr.)
 DM  19 ZUWAYZA (turn 653): MONOPOLY (Sherlock, mgr.)
 DM  28 MORYA (turn 329): DODGE BULLETS (Jorja, mgr.)
 DM  29 LAPUR (turn 650): STREET WALKERS (Roadkill, mgr.)
 DM  31 CHIMLEVTAL (turn 326): MIDDLE WAY 7 (Jorja, mgr.)
 DM  32 ARVAT (turn 644): IL MALVAGIO (Action, mgr.)
 DM  33 NIATOLI ISLAND (turn 644): HEROES (?, mgr.)
 DM  35 MURSKA (turn 636): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 594): WARRIORS OF STEEL (?, mgr.)
 DM  45 STORMCROWE (turn 304): DARQUE FORCES (Master Darque, mgr.)
 DM  47 TEMPLE OF ABARSIS (turn 298): LES TURFISTES (Le Pentarque, mgr.)
 DM  50 SNOWBOUND (turn 285): DANGER DANGER (Sherlock, mgr.)
 DM  56 ROCANIS (turn 526): INCONSISTENT FURY (Banthius, mgr.)
 DM  60 ARADI (turn 511): RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 493): MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 487): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 234): H8 2 TXT (Sherlock, mgr.)
 DM  74 DAYLA KIV (turn 448): NUMB-ERS (Sherlock, mgr.)
 DM  75 JADE MOUNTAIN (turn 443): KIWI CONNECTION (The Mun, mgr.)
 DM  78 LIN TIRIAN (turn 435): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 551): GLADIATORS et al (Caesar, mgr.)

                                   Recent Graduates
                                  -----------------
 DM   9 ZUKAL (turn 662): HOMESTAR of HOMESTAR & CO (Otto X, mgr.)
 DM  12 RIZTAB (turn 664): ARISTOCLEA of DREAMERS (Sleepy, mgr.)
 DM  16 WILLAF (turn 661): GOLDEN DELICIOUS of GOLDEN GLADIATORS (Midas, mgr.)
 DM  19 ZUWAYZA (turn 653): AURELIUS of IDES OF MARCH (Caesar, mgr.)
                (turn 652): DID NOT FLUSH of BASH BRO HOUSEMATE (Assurnasirbanipal)
                            WHITE CHOCOLATE of WALI'S FINEST (?, mgr.)
 DM  28 MORYA (turn 328): TEZCATLIPOCA of THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 648): ORATHAI of ECHL-EAST (LHI, mgr.)
 DM  33 NIATOLI ISLAND (turn 642): GANGPLANK RIDER of SEA DOGS (One Armed Bandit)
 DM  35 MURSKA (turn 634): SCAPA of ON THE ROCKS (Bartender, mgr.)
                           SAZERAC of ON THE ROCKS (Bartender, mgr.)
                           TAMRA KAI of CHILDREN OF LLYR (Jorja, mgr.)
 DM  47 TEMPLE OF ABARSIS (turn 298): SALSA ELEMENTAL of DARQUE FORCES
                                                         (Master Darque, mgr.)
                          (turn 297): AFRICAN QUEEN of ROYAL FLUSH (Crip, mgr.)
                                      THE LION KING of ROYAL FLUSH (Crip, mgr.)
                                      ITHYIC THING of ABYSMAL RITES (Reaper, mgr.)
 DM  50 SNOWBOUND (turn 285): WHISTLIN DIXIE of DARQUE FORCES II (Master Darque)
 DM  60 ARADI (turn 511): GARM of RED DOG GANG (Jorja, mgr.)
 DM  61 JURINE (turn 492): BARLO CHELLS of MIDDLE WAY 16 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 448): ONE of NUMB-ERS (Sherlock, mgr.)
                  (turn 447): POLYNIKES of GATES OF FIRE (Chief Illiniwek, mgr.)
 DM  75 JADE MOUNTAIN (turn 443): BRASELL of KIWI CONNECTION (The Mun, mgr.)
                      (turn 442): WATERLOO of KIWI CONNECTION (The Mun, mgr.)
 DM  78 LIN TIRIAN (turn 434): MATT of J (Sherlock, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Ah, the standbys!  Always there when you need them, but never the one you hope
for.  I don't know how the Commission chooses them, but it isn't because they'll make
a level match.  The Veteran Mercenary has twice my recognition, and no one could
reasonably have expected me to defeat him.  He did teach me three skills, which is
good, but there are standbys closer to my ranking, such as the Ambitious Guard and
the Captured Orc.  So why didn't I draw one of those?  I just don't understand the
thinking--assuming there is any thinking at all--behind the selection of standbys.

                                    Chilman Else

                                      SPY REPORT

     The sages err'd not in their foretelling of a god descending upon NOBLISH 
ISLAND, for I, Novgorodny Vir, have returned!  Practice pays for GNU BOOK, who 
pummelled DANGEROUS CRIMINAL, to pocket 21 points.  GNU I KNEW certainly had a 
baffled expression on his face, after losing to ELBETHA GRON and losing 6 points in 
the process!  Our Duelmaster has lost, folks, lost to KHALHUMS DWARF, BUT CHILMAN 
ELSE is still the Duelmaster because he has the most recognition points!  Word has it 
one team in NOBLISH ISLAND is using psychics to predict wins.  They lead a charmed 
life!   
     So much to report, so little time!   
     Ah, the duel!  The roar of the oppenent, the smell of the crowd!  Ask not a 
spymaster for counsel, for he will pontificate long after you have fallen into an 
unconscious stupor.   
     All good things must come to an end.  As if buffeted by forces of nature beyond 
my control, I must take my leave of this place.  Can anything compare to the pleasure 
of writing Spyreports for NOBLISH ISLAND?  On that giddy note I take my leave-- 
Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 CHILMAN ELSE 9102             5   3  1    55       MIDDLE WAY 25 (1566)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 GNU BOOK 9106                 5   2  1    49       GNU TEAM (1567)
 ELBETHA GRON 9104             5   3  0    41       MIDDLE WAY 25 (1566)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 GOOD GNUS 9107                4   3  0    35       GNU TEAM (1567)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 GNU I KNEW 9109               4   3  1    30       GNU TEAM (1567)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 ELIN GISSORS 9120             2   2  1    20       MIDDLE WAY 25 (1566)
 STUPID GNUS 9108              3   4  0    19       GNU TEAM (1567)
 BALKO DUNN 9101               3   5  0    14       MIDDLE WAY 25 (1566)
 BENNER DONSE 9124             1   0  0     8       MIDDLE WAY 25 (1566)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
PERSISTANT BEGGA        0  0 0                      ELIN GISSORS 9120     318  NONE
OLD GNU 9105            2  2 0 GNU TEAM 1567        CHILMAN ELSE 9102     315   
ABELARD CHOSE 9100      3  2 0 MIDDLE WAY 25 1566   GNU BOOK 9106         315  REVENGED

                                     PERSONAL ADS

Gnu I Knew -- How tedious for you.  A little mystery now and then can be relaxing. --
Balko Dunn
P.S.  I would offer you advice, but you're dangerous enough as it is.

Stupid Gnus -- Finest kind, if you ask me.  A good back-and-forth fight, by "good" I
mean, mostly forth.  I'm a little surprised I won that, I was burning out fast in
minute three.  Glad you lived up to your name then. -- Elbetha Gron

Gnu Book -- How tedious of you not to teach me anything!  See if I offer YOU any
advice. -- Elin Gissors

                                  LAST WEEK'S FIGHTS

CHILMAN ELSE was bested by KHALHUMS DWARF in a crowd pleasing 3 minute Title fight.
GNU I KNEW lost to ELBETHA GRON in a 1 minute battle.
GNU BOOK handily defeated DANGEROUS CRIMINAL in a 1 minute one-sided match.
GOOD GNUS vanquished OSKSI NOBLE in a 1 minute mismatched brawl.
BALKO DUNN was luckily beaten by STUPID GNUS in a exciting 3 minute fight.
ELIN GISSORS butchered PERSISTANT BEGGAR in a 2 minute uneven brawl.
BENNER DONSE defeated CONVICTED THIEF in a 1 minute novice's struggle.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|AIMED BLOW                       2         PARRY-LUNGE        1 -   0 -  0     100  |
|BASHING ATTACK                   2         SLASHING ATTACK    4 -   0 -  0     100  |
|LUNGING ATTACK                   2         WALL OF STEEL     11 -   4 -  1      73  |
|STRIKING ATTACK                  1         LUNGING ATTACK    10 -   7 -  2      59  |
|TOTAL PARRY                      1         STRIKING ATTACK   12 -  12 -  1      50  |
|WALL OF STEEL                    1         AIMED BLOW         8 -   9 -  2      47  |
|PARRY-LUNGE                      0         TOTAL PARRY        6 -   7 -  0      46  |
|PARRY-STRIKE                     0         BASHING ATTACK     6 -   7 -  0      46  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       0 -   0 -  0       0  |
|SLASHING ATTACK                  0         PARRY-RIPOSTE      0 -   0 -  0       0  |

Turn 318 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   CHILMAN ELSE 9102           5   3  1   55 MIDDLE WAY 25 (1566)
AIMED BLOW       GNU BOOK 9106               5   2  1   49 GNU TEAM (1567)
WALL OF STEEL    ELBETHA GRON 9104           5   3  0   41 MIDDLE WAY 25 (1566)
STRIKING ATTACK  GOOD GNUS 9107              4   3  0   35 GNU TEAM (1567)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is CHILMAN ELSE 9102.  The most popular warrior this 
turn was CHILMAN ELSE 9102.  The ten other most popular fighters were BALKO DUNN 
9101, ELIN GISSORS 9120, ELBETHA GRON 9104, GNU BOOK 9106, GOOD GNUS 9107, BENNER 
DONSE 9124, GNU I KNEW 9109, STUPID GNUS 9108,  0, and  0.

The least popular fighter this week was STUPID GNUS 9108.  The other ten least 
popular fighters were GNU I KNEW 9109, BENNER DONSE 9124, GOOD GNUS 9107, GNU BOOK 
9106, ELBETHA GRON 9104, ELIN GISSORS 9120, BALKO DUNN 9101, CHILMAN ELSE 9102,  0, 
and  0.

                                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