Date   : 06/15/2013    Duedate: 06/28/2013


DM-93    TURN-379

This Weeks Top Honors


(93-9436) [8-0-0,81]

Chartered Recognition Leader   Unchartered Recognition Leader

                               USEFUL WEAPONS (1623)
                               (93-9436) [8-0-0,81]

Popularity Leader              This Weeks Favorite

(93-9446) [6-2-1,35]           (93-9446) [6-2-1,35]



Team Name                  Point Gain  Chartered Team
1. THE HIGH WAY (1626)         33
2. BASH BROS BROTHER (1625)    25      BRUTE STRENGTH (491)
3. MISFITS OF DOOM (1624)      18      Unchartered Team
4. GODS AND HEROES (1627)      12
5. TRIBES (1621)                1      GODS AND HEROES (1627)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*GODS AND HEROES (1627)     3   0  0  100   1/ 2*BASH BROS BROTHER (1625) 12  3 1
 2/ 2*USEFUL WEAPONS (1623)     30  10  1 75.0   2/ 1*USEFUL WEAPONS (1623)     9  6 0
 3/ 3*TRIBES (1621)              6   3  0 66.7   3/ 3*THE HIGH WAY (1626)       6  9 0
 4/ 4*BASH BROS BROTHER (1625)  24  15  1 61.5   4/ 4*GODS AND HEROES (1627)    3  0 0
 5/ 5*THE HIGH WAY (1626)       12  13  0 48.0   5/ 6*MISFITS OF DOOM (1624)    2  6 0
 6/ 6*MISFITS OF DOOM (1624)     3  20  0 13.0   6/ 5*TRIBES (1621)             1  2 0

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

                                    TEAM SPOTLIGHT

Today, the Smithy spotlight will address three issues:
     a. Dark Arena--should I send my warriors there?
     b. New rollup design help (specific request)
     c. Tournaments--a brief summarization
So let's get with it.  Whaddaya say?
     Should you send your warriors to the Dark Arena?  First, let me say, that is
what the DA is there for!  For you to use.  If you do not like a warrior, or a
warrior is simply not winning, or it learns nothing, or whatever, by all means, send
it to the DA to get rid of it and get a replacement.  Nothing promises the
replacement will be better, but that is a risk.  Heck, if you don't like the
replacement, send it to the DA also!  Why not?  I shall speak about "why not" in a
moment, but let me first assure you that most managers use the Dark Arena rather
regularly, so you will not doing something unusual at all.
     Well, why not use the DA?  The primary example of not using the Dark Arena is
The Consortium.  For years (and years) they have run rollups as they get them, and
seldom, seldom, seldom (in some arenas--never) used the DA to get rid of a warrior.
These are the reasons they choose not to do so:
  a. They are greatly focused on W/L record, with a stated goal of 60% in any arena.
Sending a warrior to the DA to be killed is a loss, and the team simply cannot afford
losses if a 60% record is to be attained.  They believe they can run any warrior to
reasonable success.
  b. Running a warrior, especially one of not-so-great quality forces the manager to
learn how to be successful with lesser warriors.  It forces one to learn the useful
and realistic value of "physicals" as well as how to "force" a warrior to do what the
manager wants.  (The Consortium uses tactics far, far more often than most.  Perhaps
this is the reason?)
  c. There is a great sense of accomplishment in managing a mediocre-at-best (or
much, much worse) to graduation.  The Consortium has many of these.
But this route may not be for everyone. 
     A final thought.  A Noblish manager asked if he should DA an 11-7-12-17-17-9-11
TP because it was so poorly designed couldn't even wear plate, and didn't win.
Smithy says that warrior is not "poorly designed", it is just different.  A more
conventional style for those numbers might have been striker or slasher, BUT, Smithy
would love to have an offensive TP like that in his stable.  One must merely learn
how to run it and perhaps plating it up and parrying and scumming away is NOT the way
to run it.  Think.  Try something different.  THAT WARRION CAN WIN!
     Warrior design.  In the last issue of Noblish, The Consortium posted its design
strategic thinking.  (It gets reposted appx every 8 to 10 issues or so.)  So let's
see what Smithy, for The Consortium, says to this series of questions:
     Also, I have a new rollup... how would you guys go at these numbers?  I'm
particularly keen on playing long-term finesse styles, mainly because I have none...
but any insight would be great:  #1 5-13-5-6-12-17-12; #2 8-13-15-9-10-9-6;
#3 9-3-15-13-3-17-10; #4 7-7-14-12-15-9-6; #5 10-4-6-14-14-11-11... are there any
gems here?
     Smithy says... My first advice is that it is too soon, as a newbie, to expect to
run the harder styles--like long-term finnessives--very well.  My advice--do not do
it.  Stay with BA, LU, SL, ST, TP, and branch into other designs later.  As an
example, you already have a long-tern finessive--that 11-7-12-17-17-9-11 offensive TP
mentioned before--and you are discouraged and thinking of DAing it!  Long-term
finessives take lots of time, effort, and pain!  I would probably make those designs
#1 5-13-5-6-12-17-12 = 10-17-5-6-17-17-12  TP, bumping ST right away
#2 8-13-15-9-10-9-6 = 10-13-15-15-15-9-7 ST/SL (probably bump that ST quickly also)
#3 9-3-15-13-3-17-10 = 11-3-15-17-9-18-11 ST
#4 7-7-14-12-15-9-6 = 9-7-14-17-21-10-7 SL
#5 10-4-6-14-14-11-11 = 15-4-6-17-17-14-11 BA/ST/SL
And, I might try for a very nice 11-4-6-20-20-12-11 ST/SL
#6 are there any gems here?  Gems?  No real godlings, but I surely do like #5!

     I said I would also give you a briefing on tournaments.  Tournaments are lots of
fun, and the Face-To-Faces are great ways to meet other managers and LEARN.  One does
not HAVE to have godling warriors to enter the tournaments, and, indeed, often the
lesser warriors do well.
     There are four tournaments per year.  Two are Mail Ins and are held early April
and late October.  Two are Face-To-Faces (FTFs) which are held in mid January (in
Phoenix, AZ) and mid July (in varying locations through the Midwest East and
Southeast).  A Mail In allows only "mailed in" strategies and is handled completely
via mail with initial strategy inputs.  In a FTF one to compete face-to-face in the
same room with other managers and can change strategies each and every fight.  (Each
warrior knows his next opponent prior to the fight.)
     Why compete in a tournament?  These are the reasons as I see it:
  1. To see if I, as a manager, and my warrior/s can compete with other managers and
warriors in D2.
  2. To attempt to win a TV or TC.
     a. A TV (Tournament Victor) is awarded if a warrior can win 8 fights (before
losing three and being eliminated).  Along with the honor, a TV gets priority
challenging for six months in the arena.
     b. A TC (Tournament Champion) goes to the last warrior standing in each of the
11 classes.  (Classification allows warriors of like experience--FE--to compete.  It
really would be outlandish to have a rookie fighting against a very experienced
warrior!)  (All TCs get a pre-announced valuable prize, typically a potion which can
greatly enhance a warrior, such as immortality potions, maximum damage doing potions,
design your own warrior potions, etc)
  3. To gain skills and experience which will help the warrior fight 'better" in the
arena.  (For only $7, it is advertised that the average warrior gets five fights.
While skill learning and potential dying are halved in tournaments, that is a lot of
fights and a lot of skills for that price!)  (And, yes, one can train stats, that
also with the potential halved.)
     What are the strategies that managers have in choosing what warriors to send to
a tournament?  Here are some of the thoughts:
  1. How much have I budgeted or can I afford?  (Many managers send none, some send a
few, and many send 20, 30, 40, or even 100+.  The Consortium, of which I, Smithy, am
affiliated currently, sends appx 30 to Mailers and 55 to Face-To-Faces.  In the "old"
days, those numbers were 50 and 100.)
  2. Do I have "good" warriors?  Realize that there are a handful of managers out
there that ONLY send godling warriors and focus their D2 career on tournaments.
Others select their best to send to tournaments.  Some select warriors that need
quick development and can get it in the multiple fight conditions of tournaments.
  3. Are my warriors properly positioned for the classes they will fight in?  For
example, the Initiates class is for warriors with from 11 to 20 FE.  (FE = fight
equivalent; generally put, a fight in the arena counts as one and a fight in a
previous tournament counts as 1/2, rounding up.)  Most managers will attempt to have
their warriors at exactly 20 FE to fight in the class.  Why?  The more experience the
warrior acquires, the better it becomes in fighting, skills, etc.  A tournament
warrior with 11 FE is at a disadvantage with one at 20!  It should certainly be noted
that not all TVs and TCs are won by warriors maxed in their class.  There is always a
     There you have it.  All done.  Dark Arena, Design, and Tournaments.  Life in the
exciting and enjoyable world of D2.
                          Smithy, Consortium affiliated

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

     Part of arena fighting is the fact that warriors will die.  Last time I told you
how to optimize your chances to keep your own warriors alive.  This time I give you
the 'best practices' if you want to KILL your opponent.  It should be obvious that
winning fights is a requirement to kill.  Some of the suggestions do not help your
warrior win.  But when you do win, here are the things that will help you get more
kills.  In the order that I believe makes a difference:

     1) Aim for HE, AB, or CH.  There is nothing that will increase your kills more
than aiming for the areas that are the most important areas of the body.  Arms and
Legs are for not killing.  Head, Abdomen and Chest are for killing.
     2) Use High KD!  High KD tells the arenamaster you want the fight to keep going
longer.  He is less likely to end the fight early if one or both warriors are using a
high kill desire.  I recommend 8+.
     3) Good or Great damage.  Over the years, it has become very evident that
killing with good or great damage is far easier than killing with little, normal, or
tremendous damage.  Tremendous damage warriors make opponents give up faster.  Little
and Normal damage warriors can't do the kind of damage that causes wounds that kill.
I do not have enough experience to say anything about higher damage ratings than
Tremendous.  I suspect they are more like tremendous damage, but I'm not sure.
     4) Some warriors appear to have a higher blood lust than others.  Nobody can
prove this for sure, but you see some warriors go after the kill much more often than
     5) Use higher damage weapons.  The easiest way to judge weapon damage is to look
at the weapon weights.  Weapons that do slash or piercing damage are better than
bashing weapons.  Be careful, though, of selecting a high damage weapon that is
really slow (HL comes immediately to mind).
     6) Look for warriors that don't wear any armor.
     7) Young fighters die much more often than experienced fighters.  The number of
deaths in the first 5 fights is much greater than warriors in the Champion and
Challenger Champion classes.
     8) Challenge warriors with fewer fights than you.

     Realize that killing requires a bit of luck, but these things can help you have
a high kill percentage.  Anything over 10% (Kills/Wins) is a fairly high kill
     Finally, realize that most managers want to keep their warriors alive.  By
trying to kill someone's warriors, you may be taking away from their enjoyment of the
game.  I'm not saying you should not try to kill, but realize what you are doing.  We
all know death is part of Duel2.  But some managers like it less than others.

This correction to the weapon/stats, produced by Assurnasirbanipal, is included here
because this newsletter will have a weapons/stats chart at the end.  Use these
modifications to that chart.

            Assur's Weapon Requirement Chart (Without the inaccuracies)

     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

Off Hand Deftness Requirements
     For this section, you look at the weapons you want to use in your main hand (MH)
and off hand (OH).  From the chart above find their deftness requirements.  Use these
values in the chart below (MH on the left, OH on the top) and the result is the
deftness to use them together.

Examples:  Suppose your scum wants to use ME in your main hand and LG in your off
hand.  Cross referencing, 5 on the left, 7 on the top, you'll see that the required
deftness to use them together is 9.

MH\OH  3    5    7    9   11   15
  3    4    6    8   10   12   16
  5    5    7    9   11   13   17
  7    6    8   10   12   14   18
  9    7    9   11   13   15   19
 11    8   10   12   14   16   20
 15   10   12   14   16   18   22

Caveats:  In finding the values for this chart, there have been inconsistencies.  The
chart shows the value that we believe will always be well suited.  Some warriors seem
to be able to use weapons in both hands with lower deftness than the chart shows.  So
far, I have not seen evidence for a warrior requiring more than the value shown.
Note that some values make little sense.  (While you can use an EP with an off hand
SH together with 10 deftness, you would still lack 5 points of deftness to use the

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

                                   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 724): RECOIL of SERPENTS HOLD 3 (Khisanth, mgr.)
 DM  12 RIZTAB (turn 726): AESARA of DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 682): BOUTTE of ARCANE ROYALTY (Destitute Noble, mgr.)
 DM  15 MALCORN (turn 720): VARICK of TERMINUS (Carick, mgr.)
 DM  16 WILLAF (turn 722): GOLDPLATED of GOLDEN GLADIATORS (Midas, mgr)
 DM  17 ALJAFIR (turn 713): JIMI APPENDIX of BODY OF MUSIC (Howlin' Wolf, mgr.)
 DM  19 ZUWAYZA (turn 714): GRAVITRON of THE MOTHERSHIP CC (Floyd, mgr.)
 DM  28 MORYA (turn 359): CAPEX of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 711): DEADMAUS of BOHICA (Scruffy Puff, mgr.)
 DM  31 CHIMLEVTAL (turn 357): KATANA of AVENGERS (Huckle Cat, mgr.)
 DM  32 ARVAT (turn 708): SQUISHY GIANT of THE WALKING DEAD (Deep Thought, mgr.)
 DM  33 NIATOLI ISLAND (turn 705): FROGGY FOO FOO of BATTLE FROGS S01 (Grimm, mgr)
 DM  35 MURSKA (turn 697): FURIOUS FROGPALER of BATTLE FROGS (Grimm, mgr.)
 DM  43 VEASTIAN (turn 655): BAIN of ORDER (Otto X, mgr.)
 DM  45 STORMCROWE (turn 334): ROSELYN of DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 329): FRASIER of CHEERS (Otis, mgr.)
 DM  50 SNOWBOUND (turn 315): 4-H of LIFE IMPACTS (Smitty, mgr.)
 DM  56 ROCANIS (turn 587): KULGAN of MEN OF STEEL (Howlin' Wolf, mgr.)
 DM  60 ARADI (turn 722): BIG DOG of RED DOG GANG (Spot, mgr.)
 DM  61 JURINE (turn 554): GIRL SCOUT COOKIE of SHEWISH BUFFET (One Armed Bandit)
 DM  73 ERINIKA (turn 264): DUM BULL of THE BULLS (Crip, mgr.)
 DM  74 DAYLA KIV (turn 509): GEORGE PETERSON of MEDAL OF HONOR (The Anarchist, mgr.)
 DM  75 JADE MOUNTAIN (turn 504): XAVIER of RUNEBLADES (Stillgard, mgr.)
 DM  78 LIN TIRIAN (turn 495): MEZQUINO POLLO of EL CAMINO:HOT SAUCE (Floyd, mgr.)
ADM 103 FREE BLADES (turn 612): NOREASTER of DIRT DEVILS (The Dark One, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 724): SERPENTS HOLD 3 (Khisanth, mgr.)
 DM  12 RIZTAB (turn 726): DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 682): ARCANE ROYALTY (Destitute Noble, mgr.)
 DM  15 MALCORN (turn 720): TERMINUS (Carick, mgr.)
 DM  16 WILLAF (turn 722): PUNNY AMINALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 713): YORK'S ARCADE (Tolbin, mgr.)
 DM  19 ZUWAYZA (turn 714): MAN OR BEAST? (The Dark One, mgr.)
 DM  28 MORYA (turn 359): EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 711): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 357): AVENGERS (Huckle Cat, mgr.)
 DM  32 ARVAT (turn 708): DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 705): BIG LAKE BANDITS (Den, mgr.)
 DM  35 MURSKA (turn 697): BATTLE FROGS (Grimm, mgr.)
 DM  43 VEASTIAN (turn 655): TOLBIN'S X-MEN (Tolbin, mgr.)
 DM  45 STORMCROWE (turn 334): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 329): CHEERS (Otis, mgr.)
 DM  50 SNOWBOUND (turn 315): LIFE IMAPACTS (Smitty, mgr.)
 DM  56 ROCANIS (turn 587): MEN OF STEEL (Howlin' Wolf, mgr.)
 DM  60 ARADI (turn 572): UNNAMEABLES (Howlin' Wolf, mgr.)
 DM  61 JURINE (turn 554): SHEWISH BUFFET (One Armed Bandit, mgr.)
 DM  65 DAL SHANG (turn 548): SAND DANCERS (Jorja, mgr.)
 DM  73 ERINIKA (turn 264): THE FLYING FISH (?, mgr.)
 DM  74 DAYLA KIV (turn 509): I HATE TOURNEYS (Anti-TOURNEY, mgr.)
 DM  75 JADE MOUNTAIN (turn 504): FALSE OVERTURES (Guido, mgr.)
 DM  78 LIN TIRIAN (turn 495): SHEWISH BUFFET (One Armed Bandit, mgr.)
ADM 103 FREE BLADES (turn 612): COFFEE WARS et al (The Dark One, mgr.)

                                   Recent Graduates
 DM   9 ZUKAL (turn 724): RECOIL of SERPENTS HOLD 3 (Khisanth, mgr.)
 DM  13 DULLENS (turn 680): TOXIC SLUDGE of MMM BEER! (Khisanth, mgr.)
 DM  28 MORYA (turn 358): THE INFLUENCER of LORD OF DISCIPLINE (Longshot, mgr.)
 DM  29 LAPUR (turn 710): HOPE of THE TAKEN (Stillgard, mgr.)
                          BUZZARD of THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 356): WAKIZASHI of AVENGERS (Huckle Cat, mgr.)
 DM  32 ARVAT (turn 707): MUFFY STOFELES of DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 705): SHE'S A JAR of SUMMERTEETH (Howlin' Wolf, mgr.)
                                   TAVELSHAN KETHAL of THE SEWING CIRCLE (Jorja, mgr)
                       (turn 704): BURIED TREASER of SEA DOGS (One Armed Bandit, mgr)
 DM  47 NORTH FORK (turn 329): FRASIER of CHEERS (Otis, mgr.)
 DM  56 ROCANIS (turn 587): KULGAN of MEN OF STEEL (Howlin' Wolf, mgr.)
 DM  60 ARADI (turn 722): BIG DOG of RED DOG GANG (Spot, mgr.)
              (turn 721): HOFFA of BUGS, SLUGS & THUGS (A-Sop, mgr.)
 DM  61 JURINE (turn 554): GIRL SCOUT COOKIE of SHEWISH BUFFET (One Armed Bandit)
 DM  65 DAL SHANG (turn 547): THE BLUE PILL of THE MOTHERSHIP CE (Floyd, mgr.)
 DM  73 ERINIKA (turn 264): MRALISSA LOON of MIDDLE WAY 18 (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 504): XAVIER of RUNEBLADES (Stillgard, mgr.)
                                  KOGAN DJIAN of SAND DANCERS (Jorja, mgr.)

                                      SPY REPORT

     Greetings warriors!  It is I, Zontani Sharp Eyes, here to bring report of the 
clash and bustle of the weekly NOBLISH ISLAND games.  Former top team USEFUL WEAPONS 
was unseated this week as BASH BROS BROTHER moved up from 2nd ranking to take the top 
spot with a 4-1-0 record for the round.  My praise to THE HIGH WAY for their 4-1-0 
week this time out.  Indeed, it was a skillfully fought round deserving of notice!  
MAT TUKHOLT caught the eye of many in the gladiatorial commission as it skillfully 
bested TRASH CAN and was awarded 14 points in recognition.  In one of the week's more 
notable duels, BLACK SHEEP put down POCKET KNIFE, causing it to lose 8 points of 
recognition in the process.  Our last turn's Duelmaster has lost, folks, lost to 
CONVICTED ASSASSIN, and PITCHFORK has made the way for a new Duelmaster!  With 
PITCHFORK clearing the throne, USEFUL WEAPONS of HARSH WORDS takes a proud seat as 
NOBLISH ISLAND's new Duelmaster, by virtue of recognition points.  Informants "close" 
to the city champion have told me that he never fights without pantyhose on beneath 
his armor.  Watch out!   
     Many and various are the arts of battle.  In NOBLISH ISLAND "art" is a word that 
has long since passed from the language!  My inside sources tell me that the team to 
beat in NOBLISH ISLAND these days is BASH BROS BROTHER.  At least, most blades in 
town are looking to avoid them.  If you didn't look down dark alleys you'd have been 
hard pressed to find any of USEFUL WEAPONS last week.  Busy avoiding BASH BROS 
BROTHER?  Mighty fighters cannot but expect competition from those below.  
MAKESMELOOKBAD take warning!  You have more than a few enemies in NOBLISH ISLAND.  At 
the gambling halls I have started to bet money on YAR'KEN TILLBIN.  He has got the 
courage it takes.  Witness his challenge this turn against MAKESMELOOKBAD!  3 points 
of newly earned recognition and a dose of my admiration is what YAR'KEN TILLBIN must 
now weigh against the defeat which resulted.   
     Vendettas.  Bloodied blades and broken spears.  Indeed the city has seen more 
than its fair share of red in recent times.  Fate is a fickle mistress.  She showers 
the miserable with fortune but sets enemies against the victorious.  Remember this!   
     The girls are as pretty in NOBLISH ISLAND as ever I remembered them....and the 
fighters as ugly!  Don't let your reputation slip!  More than a sharp eye must I 
keep, indeed a stout pair of legs must I keep as well!  The endless paths of Alastari 
await me!  Till next we meet remember:  a fool flies into a rage quickly and often.  
The wise are angered by the same thing only once.  Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 HARSH WORDS 9436              8   0  0    81       USEFUL WEAPONS (1623)

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 PITCHFORK 9437                6   2  1    64       USEFUL WEAPONS (1623)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 BLACK SHEEP 9443              6   2  0    55       BASH BROS BROTHER (1625)
 MAT TUKHOLT 9438              3   2  0    45       MISFITS OF DOOM (1624)
 DRUG USER 9447                5   3  0    40       BASH BROS BROTHER (1625)
 MAKESMELOOKBAD 9446           6   2  1    35       BASH BROS BROTHER (1625)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 ATLANTEA 9453                 3   0  0    33       GODS AND HEROES (1627)
 POCKET KNIFE 9434             5   3  0    31       USEFUL WEAPONS (1623)
 BASEBALL BAT 9433             5   3  0    28       USEFUL WEAPONS (1623)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BORROWS MONEY 9444            5   2  0    23       BASH BROS BROTHER (1625)
 PIMA 9424                     6   3  0    21       TRIBES (1621)
 TRASH CAN 9435                6   2  0    20       USEFUL WEAPONS (1623)
 EMBARRASSING 9445             2   6  0    20       BASH BROS BROTHER (1625)
 GALLATIN HUGHES 9451          3   2  0    19       THE HIGH WAY (1626)
 INNISFREE JONES 9452          4   1  0    16       THE HIGH WAY (1626)
 ALBUQUERQUE BOONE 9448        2   3  0    16       THE HIGH WAY (1626)
 EDINBURG FINN 9450            1   4  0    15       THE HIGH WAY (1626)
 CHICAGO DAWES 9449            2   3  0     9       THE HIGH WAY (1626)
 YAR'KEN TILLBIN 9440          0   5  0     7       MISFITS OF DOOM (1624)
 ZIDRIT DU'ORDEN 9441          0   5  0     5       MISFITS OF DOOM (1624)
-CAMI DEAORDEN 9439            0   4  0     4       MISFITS OF DOOM (1624)
-LADY DEATH 9442               0   4  0     4       MISFITS OF DOOM (1624)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?

                                     PERSONAL ADS

Yup.  Embarrassing.  Two losses in a row to me is embarrassing to you.  But to me it
is nifty. -- Pocket Knife (feeling quite nifty)

Assur -- Great turn at 4-1-1 and great point gain at 42.  Kudos.  So sad they were
both runnerups. (wink) -- Smithy (feeling boisterous)

YOU LOSE!  Kung-Fu Master, whaddaya think of them for harsh words?! -- Harsh Words

     Words are ephemeral and ultimately meaningless. -- Master of Kung-Fu

Convicted Assassin -- Nice seein' you again. -- Pitchfork

Innisfree Jones -- You just got canned. (smirk) -- Trash Can

Gallatin Hughes -- My bat was hot and I was seeing every pitch. -- Baseball Bat

Congrats to Assur for his finish in TW8.  You beat me.  Kudos. -- Smithy (for Oz and
The (unfinished)

Assur -- We have it figured out.  When Smithy's team "graduates", it will be placed
in DM31.  (And anything else we have there killed off.)  That should help your
dilemma? -- The Consortium Elders

Manager of Gods and Heroes -- Ah!  I knew one guy who went 0-15 in his first three
turns.  That was back before we had the training arena.

In answer to your questions, from my point of view:  I don't do the Dark Arena.  But
it does have its uses.  (Note that good names can be reused until you get a warrior
who can carry them to victory.  I have reused names as often as three or four times
to get one of them to graduation.)  So, as to sending your "floundering" warriors to
the Dark Arena and starting over, the main question you have to ask yourself is, are
you enjoying them?  So long as you can answer that as a "yes," keep them going.  As
soon as it becomes a "no," get rid of them.  This is a game, and the ultimate goal is

Your total parry with the 7 CN?  Junk her, OR train up her CN.  With a 17 WL, you
should be able to get at least a couple more points.

Regarding your new team rollup, of course there is good potential!  None of them are
necessarily BAD (okay, I'm biased, I run EVERYTHING).  Just off the top of my head, I
might make #1 a wall of steel, 11-13-5-11-15-17-12.  And #5 maybe a parry-riposte,
11-9-6-15-17-11-15.  Check my math, it may be off.  The other three I would probably
make into offensives, maybe slasher, basher, and striker respectively.  Ah...
11-13-15-11-13-10-11 SL, 13-4-15-13-9-17-13 BA, 11-11-14-13-15-9-11 ST.  I grant you,
if I were to sit down and think about it for five minutes, I might do it differently,
but these would work fairly well.  The basher would have to win quick, because he has
NO stamina. -- Jorjaq

An oh-fer turn?  I don't even want to think about it! -- Jorja

Gods and Heroes -- The Dark Arena is your friend, however...  Don't over use it,
especially while you're learning.  You'd be better off learning strategy early on
than worrying about what a good warrior is and is not.  Focus on the three types of
warriors: Offensive, Hybrid, and Defensive.  Once you understand 1 or 2 of those
types of warriors, you'll be better off.
     As for your new warriors, here are my suggestions (and what I'd do if different)
5-13-5-6-12-17-12 -- Best Record: 10-17-5-6-17-17-12 TP.  I've run worse scum than
this.  Another option: 11-13-5-7-17-18-13 L An attempt to make an offensive warrior
out of this.  Assur's: 5-13-5-7-17-20-17 AB -- Because I'm not happy with either, I
go with something absurd.  When I do absurd things like this, I'm looking for some
big rolls.
     8-13-15-9-10-9-6 -- 11-13-15-15-10-9-11 B I'm not happy with this guy, but with
great damage, he'll win fights.  If he doesn't get great damage, I probably DA him.
     9-3-15-13-3-17-10 -- 11-3-15-17-9-18-11 STK/B.  The Striker conserves edurance
much better and this guy has very bad endurance.  The Basher has more attack.
Striker is normally the better choice.  That said, I like this guy better than the
first two.
     7-7-14-12-15-9-6 -- 9-7-14-17-21-9-7 L.  A classic SS lunger.  I'd train con the
first turn and skills after that.  The 17/21 wit/will is beautiful.  This guy falls
short of what most managers look for in tourney warriors, but he's still a good
warrior.  Is he a Gem?  Close, but not to me.
     10-4-6-14-14-11-11 -- This guy may be the 'best' of the bunch.  At worst he is a
close second to #4.  There is a classic design argument on this guy.  Do you go 17
deftness or not?  There are three designs and it is not at all clear which is best:
12-4-6-17-17-11-17 AB/PS (Not clear what style is best here.  I gave the two I'd
consider, but others would pick other styles).  15-4-6-17-17-14-11 STK/B/SL (or L)
12-7-6-17-17-11-11 (add last three points to Str or Con).  Lots of style choices
here, I'd pick from WOS/L/TP/PL/PS/PR.  I'd probably go 15-7 str/con as one of the
first 3 styles.

                                  LAST WEEK'S FIGHTS

POCKET KNIFE was devastated by BLACK SHEEP in a 1 minute mismatched Challenge fight.
BASEBALL BAT was viciously subdued by DRUG USER in a 1 minute Challenge battle.
ATLANTEA overpowered PIMA in a 1 minute mismatched Challenge duel.
YAR'KEN TILLBIN was viciously subdued by MAKESMELOOKBAD in a 3 minute Challenge fight.
PITCHFORK was devastated by CONVICTED ASSASSIN in a 1 minute uneven brawl.
HARSH WORDS overpowered KUNG-FU MASTER in a 1 minute one-sided Title struggle.
BORROWS MONEY was devastated by DANGEROUS CRIMINAL in a 1 minute competition.
TRASH CAN was handily defeated by MAT TUKHOLT in a 4 minute uneven melee.
EMBARRASSING overpowered CHICAGO DAWES in a 1 minute uneven duel.
ZIDRIT DU'ORDEN was overpowered by ALBUQUERQUE BOONE in a 1 minute one-sided fight.
EDINBURG FINN handily defeated CONVICTED THIEF in a 1 minute one-sided bout.
GALLATIN HUGHES demolished CONVICTED THIEF in a 1 minute mismatched match.
INNISFREE JONES overcame CONVICTED THIEF in a 1 minute novice's contest.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   5         SLASHING ATTACK   21 -   2 -  2      91  |
|AIMED BLOW                       4         TOTAL PARRY        6 -   3 -  0      67  |
|WALL OF STEEL                    3         STRIKING ATTACK   10 -   8 -  0      56  |
|LUNGING ATTACK                   2         WALL OF STEEL     13 -  11 -  1      54  |
|STRIKING ATTACK                  2         BASHING ATTACK    26 -  24 -  0      52  |
|SLASHING ATTACK                  2         AIMED BLOW        18 -  17 -  0      51  |
|PARRY-STRIKE                     1         LUNGING ATTACK     9 -   9 -  1      50  |
|TOTAL PARRY                      1         PARRY-STRIKE       0 -   5 -  0       0  |
|PARRY-LUNGE                      0         PARRY-RIPOSTE      0 -   4 -  0       0  |
|PARRY-RIPOSTE                    0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 379 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
SLASHING ATTACK  HARSH WORDS 9436            8   0  0   81 USEFUL WEAPONS (1623)
BASHING ATTACK   BLACK SHEEP 9443            6   2  0   55 BASH BROS BROTHER (1625)
AIMED BLOW       MAT TUKHOLT 9438            3   2  0   45 MISFITS OF DOOM (1624)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is MAKESMELOOKBAD 9446.  The most popular warrior this 
turn was MAKESMELOOKBAD 9446.  The ten other most popular fighters were MAT TUKHOLT 

The least popular fighter this week was ZIDRIT DU'ORDEN 9441.  The other ten least 
popular fighters were TRASH CAN 9435, PITCHFORK 9437, YAR'KEN TILLBIN 9440, PIMA 


     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. 

            R BAGGIO (17-4867) ITALIAN FOOTBALL (407) 
           BEAST CRAG (50-3222) PHILANTHROPISTS (353) 
        LAR'EH WALKER (60-5825) INGRATE WHITE NORTH (348) 
           ZEBRA (82-31553) MY FAVORITE ANIMAL (5199) 
        JOHN MCKINNEY (82-48893) MEDAL OF HONOR D2 (8226) 
          SEBASTIAN (82-15919) THE INQUISITION V (2401)
          GRAVE ROBBER (84-5984) DUNGEON CELL 32 (1129) 

Congrats to the grads. -- Green Eyes