Date   : 02/26/2011    Duedate: 03/11/2011


DM-93    TURN-319

This Weeks Top Honors


MIDDLE WAY 25 (1566)
(93-9102) [6-3-1,66]

Chartered Recognition Leader   Unchartered Recognition Leader

                               MIDDLE WAY 25 (1566)
                               (93-9102) [6-3-1,66]

Popularity Leader              This Weeks Favorite

CHILMAN ELSE                   GNU I KNEW
MIDDLE WAY 25 (1566)           GNU TEAM (1567)
(93-9102) [6-3-1,66]           (93-9109) [5-3-1,41]


GNU TEAM (1567)

Team Name                  Point Gain  Chartered Team
1. GNU TEAM (1567)             30
2. MIDDLE WAY 25 (1566)        22      S.O.N. (28)
                                       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)           21  15  3 58.3   1/ 1*GNU TEAM (1567)           9  3 1
 2/ 2*MIDDLE WAY 25 (1566)      23  19  2 54.8   2/ 2*MIDDLE WAY 25 (1566)      8  6 1

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

                                    TEAM SPOTLIGHT

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

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

     Fast or slow?  Noblish Island is a "fast" arena in that the fights are run every
two weeks.  For some of you, this may not allow enough turn-around time.  "Slow"
arenas run every four weeks.  The slow arenas are 8, 28, 31, 39, 45, 47, 50, 52, 54,
59, and the three slow transfer arenas, 71, 72, and 73.  You may have an unlimited
number of teams in a transfer arena, and many managers do; I would not recommend
choosing a transfer arena for your first non-Noblish home.

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

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

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

The Middle Way

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

     Hanibal, manager of Cannibalz in Aruak City (DM 11) and formerly of Noblish
Island, has asked a series of questions of the experienced managers of that arena.  I
believe you might find these questions and answers instructive, or at least
interesting.  Feel free to comment or question in response.  That goes for other
experienced managers, too; I'm sure your input would be valuable. -- Jorja, The
Middle Way

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

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

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

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

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

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

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

Pagan's replies:

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

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

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

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

Question, turn 398:

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

Replies, turn 399:

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

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

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

Question, turn 399:

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

Replies, turn 400:

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

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

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

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

 DM   9 ZUKAL (turn 664): SHORT SKIRT of HOT STUFF (Papa Bear, mgr.)
 DM  12 RIZTAB (turn 666): HULL SCRUBBER of SEA DOGS (One Armed Bandit, mgr.)
 DM  13 DULLENS (turn 562): STONEDOG of CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 660): VARICK of TERMINUS (Carrick, mgr.)
 DM  16 WILLAF (turn 662): SARDO GRACKEL of PUNNY AMINALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 653): SEXTUS of FIELDS OF ELYSIUM (Caesar, mgr.)
 DM  19 ZUWAYZA (turn 654): HAIR IN SINK of BASH BRO HOUSEMATE (Assurnasirbanipal)
 DM  28 MORYA (turn 329): PATTE DE SAGUAR of THE PENTARCHY (Le Pentarque, mgr.)
 DM  29 LAPUR (turn 651): TRINKET of SERPENTS HOLD (Khisanth, mgr.)
 DM  31 CHIMLEVTAL (turn 627): OMBERT QURL of MIDDLE WAY 7 (Jorja, mgr.)
 DM  32 ARVAT (turn 648): SLITHER of SERPENTS HOLD (Khisanth, mgr.)
 DM  33 NIATOLI ISLAND (turn 645): HELEN KELLER of HEROES (?, mgr.)
 DM  35 MURSKA (turn 637): ST MAGDALENE of ON THE ROCKS (Bartender, mgr.)
 DM  43 VEASTIAN (turn 595): VAISTINIE of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 304): CALLOUS CORTNEY of STREET WALKERS (Roadkill, mgr.)
 DM  47 TEMPLE OF ABARSIS (turn 299): ACE FREHLEY of ROYAL FLUSH (Crip, mgr.)
 DM  50 SNOWBOUND (turn 285): WHISTLIN DIXIE of DARQUE FORCES II (Master Darque)
 DM  56 ROCANIS (turn 527): ERBIN GOETZ of MIDDLE WAY 20 (Jorja, mgr.)
 DM  60 ARADI (turn 512): CATIPILLAR of BUGS, SLUGS & THUGS (A-Sop, mgr.)
 DM  61 JURINE (turn 494): VONNER WESS of MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 488): HARLEQUIN of SERPENTS HOLD (Khisanth, mgr.)
 DM  73 ERINIKA (turn 234): LILAS KEELER of MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 449): RIELLA TYL TAHL of SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 444): QUEEN of KIWI CONNECTION (The Mun, mgr.)
 DM  78 LIN TIRIAN (turn 436): SJS of J (Sherlock, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 664): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 666): DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 562): HARRY POTTER AND THE (Sherlock, mgr.)
 DM  15 MALCORN (turn 660): TERMINUS (Carick, mgr.)
 DM  16 WILLAF (turn 662): MAXIMUM RESULTS (Coyote, mgr.)
 DM  17 ALJAFIR (turn 653): ALMOST THANKSGIVING (Sherlock, mgr.)
 DM  19 ZUWAYZA (turn 654): MONOPOLY (Sherlock, mgr.)
 DM  28 MORYA (turn 329): DODGE BULLETS (Jorja, mgr.)
 DM  29 LAPUR (turn 651): SERPENTS HOLD (Khisanth, mgr.)
 DM  31 CHIMLEVTAL (turn 327): MIDDLE WAY 7 (Jorja, mgr.)
 DM  32 ARVAT (turn 645): DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 645): HEROES (?, mgr.)
 DM  35 MURSKA (turn 637): ON THE ROCKS (Bartender, mgr.)
 DM  43 VEASTIAN (turn 595): IS THAT A CLUE? (Sherlock, mgr.)
 DM  45 STORMCROWE (turn 304): DARQUE FORCES (Master Darque, mgr.)
 DM  47 TEMPLE OF ABARSIS (turn 299): OTTODROME TW (Otto X, mgr.)
 DM  50 SNOWBOUND (turn 285): DANGER DANGER (Sherlock, mgr.)
 DM  56 ROCANIS (turn 526): INCONSISTENT FURY (Banthius, mgr.)
 DM  60 ARADI (turn 512): RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 494): DOCTORS (Sherlock, mgr.)
 DM  65 DAL SHANG (turn 488): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 234): H8 2 TXT (Sherlock, mgr.)
 DM  74 DAYLA KIV (turn 449): NUMB-ERS (Sherlock, mgr.)
 DM  75 JADE MOUNTAIN (turn 444): KIWI CONNECTION (The Mun, mgr.)
 DM  78 LIN TIRIAN (turn 436): J (Sherlock, mgr.)
ADM 103 FREE BLADES (turn 552): MIDDLE ITALY et al (The Dark One, mgr.)

                                   Recent Graduates
 DM  19 ZUWAYZA (turn 653): AURELIUS of IDES OF MARCH (Caesar, mgr.)
 DM  28 MORYA (turn 328): TEZCATLIPOCA of THE PENTARCHY (Le Pentarque, mgr.)
 DM  31 CHIMLEVTAL (turn 327): EXECUTIONER of RETRIBUTION (Zalgor Prigg, mgr.)
                                                         (Master Darque, mgr.)
 DM  50 SNOWBOUND (turn 285): WHISTLIN DIXIE of DARQUE FORCES II (Master Darque)
 DM  56 ROCANIS (turn 527): ERBIN GOETZ of MIDDLE WAY 20 (Jorja, mgr.)
 DM  60 ARADI (turn 511): GARM of RED DOG GANG (Jorja, mgr.)
 DM  65 DAL SHANG (turn 488): HARLEQUIN of SERPENTS HOLD (Khisanth, mgr.)
 DM  74 DAYLA KIV (turn 448): ONE of NUMB-ERS (Sherlock, mgr.)
 DM  75 JADE MOUNTAIN (turn 443): BRASELL of KIWI CONNECTION (The Mun, mgr.)

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     I'm not really "up" for the Khalhums Dwarf--look at the difference in our
rankings!  That reflects a very real difference in our abilities.  But the Commission
has this fixed idea that a duelmaster should be fighting the higher-ranked (more
experienced) standbys, so there it is.  And despite losing, I'm STILL the duelmaster,
because I still have the highest rank of any active gladiator.
     Some days, life is confusing.

                                    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!  Say what you will about blind luck and 
dirty fighting, but MIDDLE WAY 25 will tell you 23-19-2 is nothing to laugh at...  
Practice pays for GOOD GNUS, who pummelled ELBETHA GRON, to pocket 20 points.  Win 
some, lose some.  Speaking of which, BALKO DUNN was winsome, after beating STUPID 
GNUS and seeing him lose 5 points.  Those who hoped for a new Duelmaster were 
disappointed by M. CHARDINEE, of NOBLISH ISLAND, who despite a 0-0-0 couldn't 
overcome NOBLISH ISLAND's Number 1.  So who was the warrior seen charging into 
immovable walls and challenging dead trees?  Someone's got a basic problem...   
     A Zenmaster once told me, 'Does not the spinning wheel turn?  And do not the 
little birds cry out?'  Any ideas?   
     Like the wind whispering among the pines, do hearest I many disquieting rumors.  
Congratulations, GOOD GNUS.  The manager of MIDDLE WAY 25 should have sent ELBETHA 
GRON to the Dark Arena for having a 5-3-0 long ago.  Oh hard!  that to strike a 
flame, the match itself must needs be wasting!   
     All good things must come to an end.  More important duties call me.  Like a 
mixed metaphor, and an overtaxed simile, I now bid NOBLISH ISLAND farewell-- 
Novgorodny Vir  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 CHILMAN ELSE 9102             6   3  1    66       MIDDLE WAY 25 (1566)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 GOOD GNUS 9107                5   3  1    55       GNU TEAM (1567)
 GNU BOOK 9106                 6   2  1    53       GNU TEAM (1567)
 GNU I KNEW 9109               5   3  1    41       GNU TEAM (1567)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BALKO DUNN 9101               4   5  0    23       MIDDLE WAY 25 (1566)
 ELIN GISSORS 9120             3   2  1    22       MIDDLE WAY 25 (1566)
 BENNER DONSE 9124             2   0  0    20       MIDDLE WAY 25 (1566)
 STUPID GNUS 9108              3   5  0    14       GNU TEAM (1567)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
OLD GNU 9105            2  2 0 GNU TEAM 1567        CHILMAN ELSE 9102     315  NOT REVENGED
ABELARD CHOSE 9100      3  2 0 MIDDLE WAY 25 1566   GNU BOOK 9106         315  REVENGED
ELBETHA GRON 9104       5  4 0 MIDDLE WAY 25 1566   GOOD GNUS 9107        319   

                                     PERSONAL ADS

Gnu I Knew -- But not, apparently, enough.  We've talked about this, you need to
leave room in your life for mystery and new experiences. -- Elbetha Gron

Stupid Gnus -- Ah... maybe not.  You know what they say, if it's stupid and it works,
it isn't stupid.  But I could wish for somebody different to fight than a gnu,
somebody who would appreciate a little advice. -- Balko Dunn

Okay, unnecessary force.  Maybe.  It wasn't like the Beggar was wearing any armor at
all, and that is just dumb. -- Elin Gissors

A Convicted Thief?  I go to the GREAT inconvenience of appearing before you all, and
I draw a Convicted Thief?  Huh. -- Benner Donse

                                  LAST WEEK'S FIGHTS

CHILMAN ELSE devastated M. CHARDINEE in a 1 minute mismatched Title fight.
GNU BOOK won victory over AMBITIOUS GUARD in a 1 minute battle.
GOOD GNUS easily killed ELBETHA GRON in a 1 minute gruesome one-sided match.
GNU I KNEW viciously subdued CAPTURED ORC in a 2 minute gory contest.
BALKO DUNN savagely defeated STUPID GNUS in a 3 minute bloody match.
BENNER DONSE devastated PERSISTANT BEGGAR in a crowd pleasing 1 minute one-sided duel.
ELIN GISSORS beat CONVICTED THIEF in a 1 minute amateur's brawl.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|AIMED BLOW                       2         SLASHING ATTACK    3 -   0 -  0     100  |
|LUNGING ATTACK                   2         WALL OF STEEL      8 -   4 -  0      67  |
|BASHING ATTACK                   2         LUNGING ATTACK    11 -   7 -  2      61  |
|STRIKING ATTACK                  1         AIMED BLOW        10 -   7 -  2      59  |
|TOTAL PARRY                      1         STRIKING ATTACK   10 -   8 -  1      56  |
|WALL OF STEEL                    1         BASHING ATTACK     8 -   7 -  0      53  |
|PARRY-LUNGE                      0         TOTAL PARRY        6 -   7 -  0      46  |
|PARRY-STRIKE                     0         PARRY-STRIKE       0 -   0 -  0       0  |
|PARRY-RIPOSTE                    0         PARRY-RIPOSTE      0 -   0 -  0       0  |
|SLASHING ATTACK                  0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 319 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 
LUNGING ATTACK     2 -  0     PARRY-STRIKE       0 -  0         2  AIMED BLOW     
STRIKING ATTACK    1 -  0     PARRY-RIPOSTE      0 -  0         2  BASHING ATTACK 
BASHING ATTACK     2 -  0     SLASHING ATTACK    0 -  0         1  STRIKING ATTACK
                              TOTAL PARRY        0 -  1         1  TOTAL PARRY    
                              WALL OF STEEL      0 -  1     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
LUNGING ATTACK   CHILMAN ELSE 9102           6   3  1   66 MIDDLE WAY 25 (1566)
STRIKING ATTACK  GOOD GNUS 9107              5   3  1   55 GNU TEAM (1567)
AIMED BLOW       GNU BOOK 9106               6   2  1   53 GNU TEAM (1567)
Note: Warriors have a winning record and are an Adept or Above.

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
The overall popularity leader is CHILMAN ELSE 9102.  The most popular warrior this 
turn was GNU I KNEW 9109.  The ten other most popular fighters were BALKO DUNN 9101, 
9120, STUPID GNUS 9108, ELBETHA GRON 9104,  0, and  0.

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


     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


     For those of you who keep track of such things, several additional warriors 
graduated from regular DM arenas (including closed arenas) since the last tournament.  

                      JAVA THE HUTT (11-7084) COFFEE WARS  (608)  
                       ACE FREHLEY (47-3669) ROYAL FLUSH  (48)  
                     PUSSY GALORE (82-9062) ROYAL FELINES  (1334)  
                  IMMACULATE (82-35293) SUPERIOR FORCES 4503  (5814)
                     FAT PANTS (82-39862) HAPPY HOLIDAYS  (6631) 
                    TROUE BIDE (82-46080) SACS DE SABLE 3  (7727) 
                     MAD MAX (82-56014) THE WILLBURYS 77  (9435) 
                        CALEB (84-2901) OF WOLF & MAN 5  (573)  

Congrats to the grads. -- Green Eyes