Date   : 04/21/2012    Duedate: 05/04/2012


DM-93    TURN-349

This Weeks Top Honors


(93-9217) [7-1-0,90]

Chartered Recognition Leader   Unchartered Recognition Leader

                               FAVORITE GAMES (1587)
                               (93-9217) [7-1-0,90]

Popularity Leader              This Weeks Favorite

FAVORITE GAMES (1587)          FAVORITE GAMES (1587)
(93-9218) [6-2-0,52]           (93-9217) [7-1-0,90]



Team Name                  Point Gain  Chartered Team
1. FAVORITE GAMES (1587)       55
2. CRIT-GIVERS (1593)          29      THE RUSH (537)
3. KNIGHT LIFE (1597)          20      Unchartered Team
4. BRIDGE BURNERS (1592)       19
5. BASH BROS TELEPHONE (1588)  12      FAVORITE GAMES (1587)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*FAVORITE GAMES (1587)     31   9  0 77.5   1/ 1*FAVORITE GAMES (1587)    14  1 0
 2/ 3*CRIT-GIVERS (1593)        10   5  0 66.7   2/ 5*CRIT-GIVERS (1593)       10  5 0
 3/ 2*LOW ROAD 3 (1589)         21  14  2 60.0   3/ 3*LOW ROAD 3 (1589)         9  6 2
 4/ 4*BASH BROS TELEPHO (1588)  23  17  0 57.5   4/ 2*BASH BROS TELEPHO (1588)  8  7 0
 5- 5*THE FARSEERS (1591)       11   9  2 55.0   5- 4*THE FARSEERS (1591)       7  3 1
 6/ 6*OLIVA GALVARIUS (1586)    12  13  1 48.0   6/ 6*BRIDGE BURNERS (1592)     5  8 3
 7/ 0*KNIGHT LIFE (1597)         2   3  0 40.0   7/ 7*OLIVA GALVARIUS (1586)    2  2 0
 8/ 8*BRIDGE BURNERS (1592)      6  12  3 33.3   8/ 0*KNIGHT LIFE (1597)        2  3 0
 9/ 7*BLOODY VIXENS (1595)       2   8  1 20.0   9/ 8*BLOODY VIXENS (1595)      2  8 1
10/ 0*KISS OF DEATH (1249)       0   1  0  0.0  10/ 0*KISS OF DEATH (1249)      0  1 0

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

                                    TEAM SPOTLIGHT

     After entering the dark atmosphere of the Warriors' War Room, Mac D made his way
to the back where his girls circled a table, waiting for their trusted leader, who
was late after spending several hours trying to make sure all his Challenges would be
accepted.  "Money talks" or "gold coins roll" as they like to say in the small
village he was born and raised in.
     Reaching the table the ladies had chosen, Mac D offered up a few apologies.
"Sorry I'm late, ladies.  But when business calls, I crawl."  To scattered giggles,
orcish grunts, and Ma'Tee's outright laughter, he took his seat.
     Looking around the table, he saw five mostly pretty tough warriors, all
depending on him to lead them to victory and glory.  One at a time, he met their
eyes:  Mi Mi, Twinkles, Glitter, Ma'Tee and Honey Bee.
     After his eyes made it around the table, Mac D looked back to Mi Mi.  So short,
small, but one of his most skilled warriors.  "Hey, cheer up and stop looking at me
like you want to kill *me*!" he told her.
     "I lost!" she almost screamed at him.  "In what, two seconds?  That's so
embarassing!" she sulked.
     "Well, I'm working on getting you a rematch," he said.  'It's the least I could
do,' he thought, 'I should have given her more armor.'  "Just try to beat him this
time.  Another loss by him and you'll never live it down," he said with a grin.
     "Want me to handle him?" asked Glitter.
     "No, lady-killer, we don't," Mac D told her.  "But I'm trying to get you in the
ring with Stormy."
     "That half-blood who tricked Twinkles out of her win?" she asked.  "Want me
to... you know... is it personal?" she asked with a dark-side smile.
     "This ain't a kill mission, so no, but spill some blood," he said.  "If she
     We were sitting in the back at the most secluded table, but still some things
are meant to be said in a low voice.
     Mac D thought to himself.  'Deep down, I didn't like the way Stormy won.  But
there really ain't no rules.  Just looking for some justice.  But I got to look at
the bright side.  We come out with a 2-3-1 record in our first week.  That's not bad
at all.  Not for five unexperienced warriors and one unexperienced manager.  We did
awesome, actually.'
     "Hey, everyone, listen up.  Every week we'll be giving the honor seat to our
best performer and this week I feel the Honors should go to Ma'Tee.  Congratulations
on a most spectacular fight.  You were no less than amazing. Thank you, Ma!"  With
that said, Mac D looked at Honey Bee.
     "Hey, I'm sorry for telling you to use that stupid sword.  I knew better!  But I
got an idea for you this week, so cheer up."
     "Same for you, Twinkles," he said.  "Now, I don't know about the rest of you,
but I'm starving and I think we should all celebrate, so bring the feast!" he
     Hours of song, dance, great food and drinks later, he rose unsteadily to his
feet.  "A toast" Mac D slurred with a great grin smeared across his face.  "To great
wins and great losses, to victory!  To honor and to skill on the sands!" he shouted
before passing out.
    With a great cheer, five laughing, long-haired warriors dragged him home.

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

                        Assur's Guide to Riposting Hybrids

     The following describes Assur's vision of a hybrid warrior that relies on
riposte to win.  Hybrids are the hardest warriors to master, but great hybrids are
tough to beat.  From here on out, when I say hybrids, I am specifically talking about
Hybrids designed to win with riposte.
     Riposte messages in the fight are the message you often see right after a
warrior parries or dodges that reads something like:
   Hybrid steps back, and then rushes forward in a counterstrike!
There are a number of such messages that all mean you are using your riposte skill.

1) Design
     Hybrids need a balance of physicals and skills.  More is always better, but your
hybrid cannot start with 21s in all stats, so...
     Encumbrance is one of the most important attributes.  You do not want to over-
encumber your hybrid for most all fights.  Your armor will be chosen according to
your ability to carry weight.  A guideline: APL - 9 Str/Con.  ASM - 11 Str/Con.  APA
14 Str/Con Realize that with those minimum str/con values, you need to be careful
with helms and weapons or you will be over-encumbered.  Sometimes it is fine to carry
too much, but if you aren't sure who you are fighting, stay under your limit!
     Hit Points are wonderful.  Hybrids love hit points.  The more the better because
there are nasty pure offensives that will try to take you down and they are good at
     Damage and Endurance are not as important, but you want some.  Little damage is
tough to work with.  Endurance depends on your style (Suggested Minimums: Poor for 
PR/AB, Good for L)
     The most important skills are your parry/defense and attack skills.  You'll want
some riposte skills, and initiative skills don't hurt.  Decise is almost useless for
     I would recommend at least one of your encumbrance, hit points, or defensive
skills to be on the high side, preferably two of them.

With all that in mind, here is what your stats should look like:
Str: 9+  Con: medium+  Siz: any  Wit: 11+  Will: 7-21  Spd: 3-9  Dft: 11+
*** 13 speed is a big breakpoint for riposte skills.  10-12 is a bad starting place
*** While an 11 wit PR can learn enough skills to compete as a hybrid, that same 11
wit total parry or lunger might have more difficulty as they learn too many of their
primary skills and not enough of their secondary skills.

2) Style Choice
     Only two styles naturally learn riposte.  However, because initiative is
underpowered, you can live with a non-riposte learning style.
     Parry Ripostes are the king of this type of hybrid.  They naturally learn
att/par/rip, though they often learn too much riposte and not enough of the other
two.  They learn init and decise last.
     Aimed Blows learn attack and riposte naturally, but do not learn their defensive
skills as fast.  Still, they can make excellent hybrids, but when you put 21 points
on deftness, it is difficult to find a balance with the rest of your stats.
     Lungers are the king of all the hybrids (as you'll see in my follow ups the next
couple of turns).  They have high attack and defense bases.  They have the highest
total skills of all styles (tied with WOSs).  They learn defense and init skills
first, but attack and riposte are their secondary skills, so they will learn some
riposte.  They burn endurance fast, so it is recommended to start with high will.
     Total Parries can be run very similar to Parry Ripostes.  They have better
natural defenses, but worse attack and riposte.  As mentioned before, they learn
defense and parry first, but attack and riposte are their secondary learns, so they
can still make good hybrids, especially with high wit.
     Wall of Steels, Parry Lungers, do not learn riposte much at all.  It can be
their favorite learn, but usually it is not.  That said, because of their
attack/init/defenses, these styles can be run as a riposting hybrid.  Riposte is one
of the easiest skills to 'fake'.  Again, these are high skill/high endurance burn
styles, so make sure they have more endurance than I suggest as minimum.

3) Weapon Selection
     I am not a fan of shields on Riposting Hybrids.  You are trying to attack and
nothing is worse than attacking with a shield (which tends to do no damage).  It is
recommended to use the best weapons in the game that you qualify for.  I tend to use
off-hand daggers for PRs and PLs and a single weapon with the other styles.
     For main hand, I usually pick (style dependent) in order of preference:
BA, SC (poor against scale), BS, LO (poor against plate)
     Feel free to experiment with other weapons.  Most of the time, weapon selection
will not be the deciding factor in the fight.  Different weapons have different
strengths and weaknesses.  Until you start to learn those strengths, the safe choice
are the top overall weapons in the game.

4) Strategy and tactics
     This is where things get difficult.  You really need to experiment to find where
your hybrid wants to fight.  Different warriors like different rhythms and typically
your favorite rhythms are a good place to start for most of these hybrids.  For ABs,
I tend to ignore their favorite activity level and run 7-10 in early minutes.  What
works on one hybrid may not work on another.  When your hybrid starts to act like a
monster at a certain set of numbers, you may be hitting his favorites.  For
reference, the 'most common' set of favorites for the styles mentioned in this
        PR: 5-6 AL/3-4 OE                     TP: 3-4 AL/1-2 OE
        AB: 3-4 AL/3-4 OE                     PL: 5-6 AL/5-6 OE
         L: 7-8 AL/7-8 OE                    WOS: 3-4 AL/5-6 OE
Once again, this is only a place to start.  These numbers may work well or not at all
for your warrior.  But, it is not a bad place to start.  And if you're going to err,
I'd recommend erring on the higher side.  But one of my favorite hybrids was a Total
Parry that went crazy running 2 OE.  He always wanted to attack.
     If you refuse to attack after a riposte messages, consider lowering armor or
raising your activity level and offensive effort AND drop any tactics you are using.
     As I mentioned, riposte is easy to fake.  The Riposte tactic is a wonderful tool
for warriors that need help in the riposte department.  Very rarely will ABs or PRs
need to use this tactic (and I almost never use it for those two styles).  The
hardest styles to riposte are typically Slashers and Lungers (and sometimes Wall of
Steels and Parry Lungers, depending how they are running).  These two styles tend to
be running fast and have lots of initiative and though it is underpowered, if you
have enough, it is tough to riposte you.
     Parry and Dodge are also useful when you need to augment your defenses.

5) Armor
     I talked a lot about armor in the design section.  Wear some, but watch your

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

     Over the years, many people have published weapon charts.  Most of them have had
mistakes.  This is the correct weapon chart and you should discard all others.

            STR  SIZ  WIT  DFT                   STR  SIZ  WIT  DFT
Battle Axe  15    3    7    9     Maul           15    9    5    7
Broadsword  11    3    9    7     Morning Star   13    3    9   11
Dagger       3    3    7    7     Quarterstaff   11    9   11   11
Epee         7    3   15   15     Scimitar        9    3   11   11
Great Axe   13    3    9   11     Shortsword      5    3   11    3
Greatsword  15    9    9   11     Shortspear      9    3    5    7
Hatchet      7    3    5    7     War Flail      11    3    5    5
Halberd     17    9    9   11     War Hammer     13    3    5    7
Longsword   11    3   13   11     Large Shield   13    7    3    7
Longspear   11    9    5    9     Medium Shield   9    3    3    5
Mace        13    3    3    5     Small Shield    5    3    3    5

---Battle Axe requires 9 size if you are carrying an off hand weapon

Off Hand     No Wit Requirement
             Strength Requirement same as for Main Hand
             No Size Requirement

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                                   Rhythm and Blues
                               A Few Thoughts on Rhythm

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

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

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

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

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

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

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

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

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

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

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

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

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

The Middle Way

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

The question, turn 420:

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

Answers, turn 421:

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

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

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

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

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

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

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

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

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

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

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

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

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

 DM   9 ZUKAL (turn 694): TIGHT BLOUSE of HOT STUFF (Papa Bear, mgr.)
 DM  12 RIZTAB (turn 696): ITCHY FROGGY of KAOS FROGS (Grimm, mgr.)
 DM  13 DULLENS (turn 622): FLOYD CASTAWAY of ARCANE ROYALTY (Destitute Noble, mgr.)
 DM  15 MALCORN (turn 690): HONEYSUCKLE of GREENWARDENS (Jorja, mgr.)
 DM  16 WILLAF (turn 692): GOLD CHARM of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 683): ZOMBIE of ZOMBIE SQUAD 2 (Khisanth, mgr.)
 DM  19 ZUWAYZA (turn 684): WATER WORKS of MONOPOLY (Sherlock, mgr.)
 DM  28 MORYA (turn 344): TAXES of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 681): CAPTAIN KIRK of TREKKERS (Deep Thought, mgr.)
 DM  31 CHIMLEVTAL (turn 342): XANDAR of AVENGERS (Huckle Cat?, mgr.)
 DM  32 ARVAT (turn 678): DEE N. EMMI of DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 675): SHELLBACK of SEA DOGS (One Armed Bandit, mgr.)
 DM  35 MURSKA (turn 667): MONKEY MAN of REALLY? (Dr. Grimley, mgr.)
 DM  43 VEASTIAN (turn 625): KIRVINJ of THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 319): ROSELYN of DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 314): SPAWN of FANTASTIC FIVE (?, mgr.)
 DM  50 SNOWBOUND (turn 300): 4-H of LIFE IMPACTS (Coach, mgr.)
 DM  56 ROCANIS (turn 557): LEEYLAYLA NORIN of MIDDLE WAY 20 (Jorja, mgr.)
 DM  60 ARADI (turn 542): FALKYNOR of THE WILLBURYS 13 (Rascally Rabbit, mgr.)
 DM  61 JURINE (turn 524): HORSE D'OEUVRE of SHEWISH BUFFET (One Armed Bandit, mgr.)
                                                        (Assurnasirbanipal, mgr.)
 DM  73 ERINIKA (turn 249): PANAMA OATES of MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 479): NEGATIVE ONE of NUMB-ERS (Sherlock, mgr.)
 DM  75 JADE MOUNTAIN (turn 474): LEAPS INTO THE AIR of CRITICALS (Howlin' Wolf, mgr)
 DM  78 LIN TIRIAN (turn 465): CALEAM CHOWDER of SHEWISH BUFFET (One Armed Bandit)
ADM 103 FREE BLADES (turn 582): NIGHTCAP of DARKLINGS (She-Puppy, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 694): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 696): BLUE NOTE (Howlin' Wolf, mgr.)
 DM  13 DULLENS (turn 622): ARCANE ROYALTY (Destitute Noble, mgr.)
 DM  15 MALCORN (turn 690): SERPENT'S HOLD (Khisanth, mgr.)
 DM  16 WILLAF (turn 693): GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 683): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 684): MONOPOLY (Sherlock, mgr.)
 DM  28 MORYA (turn 344): PHANTACITY (Omega, mgr.)
 DM  29 LAPUR (turn 681): CARDOW HUNTERS (Jorja, mgr.)
 DM  31 CHIMLEVTAL (turn 342): AVENGERS (Huckle Cat?, mgr.)
 DM  32 ARVAT (turn 678): THE CRIMSON CUP (Bill the Bard, mgr.)
 DM  33 NIATOLI ISLAND (turn 675): THE SEWING CIRCLE (Jorja, mgr.)
 DM  35 MURSKA (turn 667): REALLY? (Dr. Grimley, mgr.)
 DM  43 VEASTIAN (turn 625): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 318): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 314): OBSIDIAN ORDER (Skaven, mgr.)
 DM  50 SNOWBOUND (turn 300): LIFE IMPACTS (Smitty, mgr.)
 DM  56 ROCANIS (turn 557): INCONSISTENT FURY (Banthius, mgr.)
 DM  60 ARADI (turn 542): RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 524): STAR WARS (Sir Jessie Jest, mgr.)
 DM  65 DAL SHANG (turn 518): BASH BROS EVANGELIST (Assurnasirbanipal, mgr.)
 DM  73 ERINIKA (turn 249): MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 479): SAND DANCERS (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 474): SAND DANCERS (Jorja, mgr.)
 DM  78 LIN TIRIAN (turn 465): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 582): TOURNEY TEAM (LHI, mgr.)

                                   Recent Graduates
 DM   9 ZUKAL (turn 694): TIGHT BLOUSE of HOT STUFF (Papa Bear, mgr.)
              (turn 693): FREE WHEEL of THE WILLBURYS 9 (Rascally Rabbit, mgr.)
 DM  12 RIZTAB (turn 695): ANTIPHON of DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 621): WOLFDOG of CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 690): HONEYSUCKLE of GREENWARDENS (Jorja, mgr.)
                (turn 689): SHANK of SERPENTS' HOLD (Khisanth, mgr.)
 DM  17 ALJAFIR (turn 683): ZOMBIE of ZOMBIE SQUAD 2 (Khisanth, mgr.)
 DM  29 LAPUR (turn 681): CASIMIR PULASKI of BOHICA (Scruffy Puff, mgr.)
 DM  31 CHIMLEVTAL (turn 340): OMBERT QURL of MIDDLE WAY 7 (Jorja, mgr.)
 DM  32 ARVAT (turn 678): ABSOLUTION of ANGELS OF PAIN (The Dark One, mgr.)
 DM  50 SNOWBOUND (turn 299): PURPLE ACE of LIFE IMPACTS (Coach, mgr.)
 DM  56 ROCANIS (turn 557): LEEYLAYLA NORIN of MIDDLE WAY 20 (Jorja, mgr.)
                                                        (Assurnasirbanipal, mgr.)
                              KORDAL T'ROHN of SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 249): PANAMA OATES of MIDDLE WAY 18 (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 474): LEAPS INTO THE AIR of CRITICALS (Howlin' Wolf, mgr)

                                      SPY REPORT

     Greetings, warriors of NOBLISH ISLAND!  Once again I've been called out of 
retirement for my abilities and insights into Spyreporting.  Up 'n down.  Up 'n down. 
Rankings always change.  Up 'n down.  I think I'm gonna be...  Well, CRIT-GIVERS' 2nd 
moved them up to 4-1-0 place.  What's with CONTRACT BRIDGE?  It actually beat KISS OF 
DEATH's CORSAIR, and walked away with 18 more points from the fight.  Major screwup 
at KISS OF DEATH.  CORSAIR lost 16 points to CONTRACT BRIDGE.  Some new strategies, 
perhaps?  Maybe CORSAIR will provide more easy wins...  I can barely restrain my 
enthusiam for FAVORITE GAMES' outstanding member, Duelmaster MONOPOLY.  Wouldn't it 
be nice to have live subjects to practice on?  I hear some team is looking into the 
uses of convicted prisoners.   
     If at first you don't succeed, avoid.  That'll get you in the Spyreports.  
NOBLISH ISLAND thinks BASH BROS TELEPHONE and their 23-17-0 is too much!  If at first 
you don't succeed, give up...  In my day, no team with a 20-15-0 would scare me off!  
What's the problem, FAVORITE GAMES?  How well I know the feeling of being the most 
challenged warrior, STORMY!  Don't make idle boasts, they may come back to haunt you. 
HONEY BEE of BLOODY VIXENS knows how to pick 'em.  She challenged BAUS of CRIT-GIVERS 
who is up by 24.  Now was this a wise move?  HONEY BEE perhaps got hers just 
desserts, seeing as she was defeated by BAUS and ended up with 2 recognition points.  
I hate going to the effort of writing about the kind of fights that GLITTER gets in.  
She fights people like STORMY, 8 points below.  I thought GLITTER showed great skill 
and promise when she was dispatched by STORMY.  All right, so I slept through it!  
Big deal!   
     There have been some calls to lengthen the time limit.  Do you want the fighters 
to walk away, or not?  Many a warrior has met his fate in a hungover stupor.  You 
young rapscallions, take note!   
     Many other cities have retirement homes for aged warriors.  Any plans here?  The 
end of another Spyreport!  That's cause for celebration in my book!  Remember--a good 
fighter needs both good skills and good luck.  Until next time,-- Olaf Modeen  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 MONOPOLY 9217                 7   1  0    90       FAVORITE GAMES (1587)

CHAMPIONS                      W   L  K POINTS      TEAM NAME                  
 BUSY 9223                     6   2  0    78       BASH BROS TELEPHONE (1588)
 CAREERS 9216                  7   1  0    69       FAVORITE GAMES (1587)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-DUTIFUL 9237                  4   0  2    56       THE FARSEERS (1591)
 CONTRACT BRIDGE 9218          6   2  0    52       FAVORITE GAMES (1587)
 CORSAIR 7244                  0   1  0    41       KISS OF DEATH (1249)
 ALLANA LORIMER 9230           6   1  1    39       LOW ROAD 3 (1589)
 NOT IN SERVICE 9225           5   3  0    34       BASH BROS TELEPHONE (1588)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 POKER 9219                    5   3  0    33       FAVORITE GAMES (1587)
 BAUS 9246                     3   0  0    30       CRIT-GIVERS (1593)
 BELTRAN MOSS 9229             4   3  1    27       LOW ROAD 3 (1589)
 CHESS 9220                    6   2  0    26       FAVORITE GAMES (1587)
-THE FOOL 9236                 3   1  0    25       THE FARSEERS (1591)
 CHELSEA NOREN 9228            4   3  0    24       LOW ROAD 3 (1589)
-CHADE 9238                    2   2  0    24       THE FARSEERS (1591)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 CANNOT HEAR 9221              5   3  0    22       BASH BROS TELEPHONE (1588)
 STATIC 9222                   4   4  0    21       BASH BROS TELEPHONE (1588)
 STORMY 9242                   2   2  1    19       BRIDGE BURNERS (1592)
 AFRODYKIE 9247                2   1  0    19       CRIT-GIVERS (1593)
-PICKER 9244                   2   1  1    18       BRIDGE BURNERS (1592)
 ERBIN PARNAN 9226             4   3  0    16       LOW ROAD 3 (1589)
 DROPPED CALL 9224             3   5  0    14       BASH BROS TELEPHONE (1588)
 DELISE ORM 9227               3   4  0    13       LOW ROAD 3 (1589)
 KEN DO 9274                   1   0  0    13       KNIGHT LIFE (1597)
-FITZCHIVALRY 9239             2   2  0    12       THE FARSEERS (1591)
 POINTY END OUT 9302           1   0  0    11       CRIT-GIVERS (1593)
 SORRY 9243                    1   3  0    10       BRIDGE BURNERS (1592)
 SEQUOIA 9249                  2   1  0     9       CRIT-GIVERS (1593)
 SYRA SHORTER 9303             1   0  0     8       OLIVA GALVARIUS (1586)
 KALAM 9271                    1   0  1     6       BRIDGE BURNERS (1592)
 HARDY 9250                    1   2  0     5       CRIT-GIVERS (1593)
 BARBRA JEAN 9273              1   0  0     4       KNIGHT LIFE (1597)
 MA'TEE 9263                   1   1  0     4       BLOODY VIXENS (1595)
 TRUTTS 9245                   0   4  0     4       BRIDGE BURNERS (1592)
 TWINKLES 9262                 0   2  0     2       BLOODY VIXENS (1595)
 HONEY BEE 9264                0   2  0     2       BLOODY VIXENS (1595)
 MI MI 9261                    0   2  0     2       BLOODY VIXENS (1595)
 MISHA OGLONDORA 9259          0   1  0     1       OLIVA GALVARIUS (1586)
 MINDY V 9276                  0   1  0     1       KNIGHT LIFE (1597)
 BEAST 9272                    0   1  0     1       KNIGHT LIFE (1597)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
GLITTER 9265            1  1 1 BLOODY VIXENS 1595   STORMY 9242           349   
KALAM 9241              0  2 0 BRIDGE BURNERS 1592  BELTRAN MOSS 9229     347   
VISTAFIN 9248           1  1 0 CRIT-GIVERS 1593     PICKER 9244           348   
DEEJAY GEE 9275         0  1 0 KNIGHT LIFE 1597     KALAM 9271            349   
ELIN TOECHU 9208        6  1 1 OLIVA GALVARIUS 1586 DUTIFUL 9237          348   
KITTRICKEN 9240         0  1 0 THE FARSEERS 1591    ELIN TOECHU 9208      345  REVENGED

                                     PERSONAL ADS

Congrats to Busy, a pretty dad-gum fine Duelmaster.  An aimer?  Well done, Assur.
Now, let me ask; "Busy isn't avoiding playing games, is he/she/it?" -- Gamemaster
P.S.  Congrats on your TC in The Mailer.  Yes!

Ma Tee -- I saw a chicken with its head cut off a few times.  My granny was fixin 'em
for dinner.  They got lopped and ran in circles.  Who'd a thunk it?  I have never
seen a gladiator with its head lopped off.  Be careful out there so you aren't the
first. (wink) -- Careers of Favorite Games

Mac D. -- Welcome to you and your lovely ladies.  They add much to the environment of
Noblish Island.  I love your personal ads.  Keep up the good work! -- Gamemaster

I don't think I said so earlier, but welcome, too, to Crit-Givers (Ravinkor, nice
spot!) and Heavens Devils.  You will love this ACTION! -- Gamemaster

Jorja -- Loved your spot! -- Gamemaster

Assur -- Didn't learn anyting from your spot. (wink) -- Gamemaster

Fratsfa Slave and Cpnvicted Assassin, thanks for filling in and thanks for losing.
We love you both! -- Careers and Monopoly

Static -- Perhaps you shouldn't have brought your queen out so quickly and
haphazardly?  Perhaps, well, let's just say, I loved the outcome. -- Chess

Erbin Parnam -- You can bluff, you know.  I might run.  Then again, I might have just
bluffed you out of your boots. -- Poker

Dropped Call -- Are you sure it is safe in the arena for you?  Everyone hates you,
you know?  Anyway, that's why I took it easy on you, and didn't go for any
overtricks. -- Contract Bridge

The Turf Wars are coming to DM47 in July.  Be there or be square. -- Gamemaster
(stumping for his friend Oz)

Ravinkor -- Good to see you here.  I think you'll find it worth your while. -- Jorja
P.S.  Got your diplo through Illis, and I keep meaning to answer it here and putting
it off till too late.  But I will have an answering diplo through Illis this week

Hardy -- Eh.  It was my experience that got you, I think.  But train that deficient
stat!  If I am correctly interpretting the lines in the fight, you shouldn't lose any
skills by training it.  For the number you're aiming at, see the last page of this
newsletter. -- Chelsea Noren

Poker -- I never know when to fold 'em.  Not that you gave me much chance. -- Erbin

Sequoia -- As with your teammate, it was probably our relative experience that
brought you that loss.  And, of course, that I'm so GOOD. -- Delise Orm

And two standbys.  Bah.  Easy meat. -- Beltran Moss and Allana Lorimer

Gamemaster -- Yes, 5-0 was a great start.  However, this turn was a wimpy 1-4 with a
death in the family.  Poor Vistatin. :( -- Ravinkor, mgr. Crit-Givers

All -- When it says:
    Sequoia learned an Initiative routine
    Our Shewish Giant learned an Initiative routine

does that mean Sequoia learned *two* initiative skills?  What exactly does each skill
do for your warrior?  How is a manager to use the knowledge of what skills his/her
warrior has in preparing his/her warrior's strategies? -- Ravinkor, mgr. Crit-Givers

All -- Guess it's up to me to be the leader of the pack, seeing as the rest of my
team fell this turn. :| -- Baus

All -- Greetings, brave warriors.  I am called "Pointy End Out!"  I am not sure why.
It could've been that training accident!  Anyway, BEWARE!  The Pointy End may not be
pointed at you!!  See you in the arena! -- Pointy End Out

Dutiful -- Ah!  I see you are a bloodthirsty warrior.  Your manager may want to be
careful before he ends up on the sands.  Still, take heed.  Your head is mine! -- Sin
Rowynstar, mgr. Oliva Galvarius

All -- Here are some more questions for you to answer.  Thanks in advance. -- Sin
1:  Does a 10 kill desire ensure your warrior a kill?
2:  Is there a point to taking a warrior from 21 will to 22 will early in their
3:  How often should I train stats for warriors? 
4:  Can a warrior still do good without ever knowing their favorite weapon?
5:  Bloodfeuding sucks, doesn't it?  (I just lost my 6-0-1 best warrior!)
6:  What are some friendly arena for my team to move to after I charter?

Busy -- Damn this arena!  You keep escaping me no matter how high I climb! -- Elin

Dropped Call -- "Beep!  Beep!  Beep!"  Please hang up and never try to call ME again!
-- Elin Toechu

Forseer -- Did I scare you all off?  Come and bring it! -- Elin

Bash Bros -- Are you managed by Jorja, Assur or Gamemaster?  You seem to be so hard
to fight/challenge! -- Sir Rowynstar

     Bash Bros is Assur.  Gamemaster is Favorite Games.  Jorja is the Low Road.

All -- Does anyone have a copy of any other charts that may be useful to me? -- Sin

All -- Some of my friends will be starting soon.  (I can't wait to beat them down,
too! :) -- Sin

Gamemaster -- What is a Lord Protector you mentioned in your article? -- Sin

Sorry -- You'll pay for that. -- Mi-Mi, Bloody Vixens

Stormy -- That was simply silly... but you won. -- Twinkles, Bloody Visens

All -- I got a  kill!  I got a kill!! -- Glitter, Bloody Vixens

Baus -- May I get a rematch, please? -- Honey Bee, Bloody Vixens

Trutts -- That was awesome... Great fight! -- Ma'Tee, Bloody Vixens

Stormy -- I want to have a talk with you.  Bring your weapons! -- Glitter, Bloody

The Fool -- Hi, I think you might be able to teach me something. -- Twinkles, Bloody

                                  LAST WEEK'S FIGHTS

SORRY was bested by BELTRAN MOSS in a 1 minute Bloodfeud fight.
POKER devastated DELISE ORM in a 1 minute one-sided Challenge duel.
MA'TEE was overcome by CHESS in a slow 5 minute Challenge match.
GLITTER was barely slain by STORMY in a 2 minute gory amateur's Challenge brawl.
HONEY BEE was overpowered by BAUS in a 1 minute mismatched Challenge match.
BUSY was viciously subdued by MONOPOLY in a 2 minute gory Title duel.
CORSAIR was bested by CONTRACT BRIDGE in a 2 minute match.
CAREERS devastated DANGEROUS CRIMINAL in a 1 minute one-sided competition.
ALLANA LORIMER handily defeated CULT MEMBER in a 1 minute uneven melee.
CHELSEA NOREN lost to NOT IN SERVICE in a 3 minute duel.
DROPPED CALL was defeated by AFRODYKIE in a action packed 1 minute duel.
ERBIN PARNAN savagely defeated TRUTTS in a 2 minute brutal fight.
STATIC handily defeated TWINKLES in a 1 minute one-sided bout.
CANNOT HEAR demolished MI MI in a 1 minute mismatched match.
SEQUOIA viciously subdued MINDY V in a 1 minute brutal novice's contest.
HARDY was bested by SYRA SHORTER in a 1 minute bloody amateur's bout.
MISHA OGLONDORA was defeated by BARBRA JEAN in a 4 minute novice's duel.
KALAM delivered the death blow upon DEEJAY GEE in a 1 minute brutal beginner's duel.
BEAST was devastated by POINTY END OUT in a 2 minute gory mismatched brawl.
KEN DO overpowered CONVICTED THIEF in a 1 minute one-sided match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                  11         STRIKING ATTACK   31 -  16 -  4      66  |
|SLASHING ATTACK                  8         PARRY-STRIKE       3 -   2 -  2      60  |
|STRIKING ATTACK                  5         WALL OF STEEL     12 -   9 -  0      57  |
|LUNGING ATTACK                   4         LUNGING ATTACK    10 -   8 -  1      56  |
|AIMED BLOW                       3         SLASHING ATTACK   17 -  14 -  1      55  |
|TOTAL PARRY                      2         AIMED BLOW        18 -  16 -  0      53  |
|WALL OF STEEL                    2         BASHING ATTACK    36 -  35 -  4      51  |
|PARRY-RIPOSTE                    2         TOTAL PARRY       12 -  12 -  0      50  |
|PARRY-LUNGE                      0         PARRY-RIPOSTE      1 -   3 -  0      25  |
|PARRY-STRIKE                     0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 349 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:

TOTAL PARRY        2 -  0     BASHING ATTACK     4 -  7         4  STRIKING ATTACK
LUNGING ATTACK     3 -  1     AIMED BLOW         1 -  2         3  LUNGING ATTACK 
SLASHING ATTACK    6 -  2     PARRY-LUNGE        0 -  0         2  SLASHING ATTACK
STRIKING ATTACK    3 -  2     PARRY-STRIKE       0 -  0         1  AIMED BLOW     
WALL OF STEEL      1 -  1     PARRY-RIPOSTE      0 -  2         1  WALL OF STEEL  

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
SLASHING ATTACK  MONOPOLY 9217               7   1  0   90 FAVORITE GAMES (1587)
AIMED BLOW       BUSY 9223                   6   2  0   78 BASH BROS TELEPHONE (1588)
STRIKING ATTACK  CAREERS 9216                7   1  0   69 FAVORITE GAMES (1587)
WALL OF STEEL    NOT IN SERVICE 9225         5   3  0   34 BASH BROS TELEPHONE (1588)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is CONTRACT BRIDGE 9218.  The most popular warrior this 
turn was MONOPOLY 9217.  The ten other most popular fighters were CONTRACT BRIDGE 
9219, BAUS 9246, CAREERS 9216, NOT IN SERVICE 9225, and SEQUOIA 9249.

The least popular fighter this week was MA'TEE 9263.  The other ten least popular 
fighters were CHESS 9220, BARBRA JEAN 9273, BEAST 9272, DEEJAY GEE 9275, MISHA 
OGLONDORA 9259, HARDY 9250, MINDY V 9276, MI MI 9261, TWINKLES 9262, and TRUTTS 9245.


     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