DUEL 2 NEWSLETTER

Date   : 05/03/2014    Duedate: 05/16/2014

NOBLISH ISLAND ARENA

DM-93    TURN-402

This Weeks Top Honors

THE DUELMASTER IS

DEL CURVE
THIRD HIGHWAY (1642)
(93-9535) [6-2-0,57]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              DEL CURVE
                               THIRD HIGHWAY (1642)
                               (93-9535) [6-2-0,57]

Popularity Leader              This Weeks Favorite

SHADY LANE                     DEL CURVE
THIRD HIGHWAY (1642)           THIRD HIGHWAY (1642)
(93-9537) [4-4-1,27]           (93-9535) [6-2-0,57]

THE CURRENT TOP TEAM

THIRD HIGHWAY (1642)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. BB BASEBALL MONEY (1650)    44
2. X-MEN! (1644)               29      THE MUPPETS (132)
3. BEYOND THE WALL (1647)      22      Unchartered Team
4. SCORPIONS (1646)            22
5. SPORTS FLICKS (1651)        21      BB BASEBALL MONEY (1650)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*BB BASEBALL MONEY (1650)   4   1  0 80.0   1/ 2*THIRD HIGHWAY (1642)     12  3 1
 2/ 4*THIRD HIGHWAY (1642)      25  15  1 62.5   2/ 4*X-MEN! (1644)             7  8 1
 3/ 0*SPORTS FLICKS (1651)       3   2  2 60.0   3/ 5*BEYOND THE WALL (1647)    6  9 0
 4/ 2*ANVENGEN'S EDGE (1649)     3   3  1 50.0   4/ 0*BB BASEBALL MONEY (1650)  4  1 0
 5/ 5*X-MEN! (1644)             11  14  1 44.0   5/ 0*SPORTS FLICKS (1651)      3  2 2
 6/ 6*BEYOND THE WALL (1647)     6   9  0 40.0   6/ 6*ANVENGEN'S EDGE (1649)    3  3 1
 7/ 7*ALLADIN'S ELITE (1648)     3   7  0 30.0   7/ 7*ALLADIN'S ELITE (1648)    3  7 0
 8/ 0*SCORPIONS (1646)           1  12  0  7.7   8/ 0*SCORPIONS (1646)          1 12 0

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

                                    TEAM SPOTLIGHT

                                WARRIOR/TEAM DESIGN
                            HOW A DM/D2 VETERAN DOES IT

     There is a purpose for writing this spotlight.  It was developed to provide
newer/inexperienced D2 managers with warrior and team design concepts and to assist
newbies in observing the details of a real-time team who will be competing against
them in their Noblish Island arena.  I will discuss the following:
 1.  An experienced manager's general design principles
 2.  Some thoughts on team balance
 3.  The real five-warrior design (original team roll-up) starting to compete on
     Noblish Island
 4.  Summary and comments relevant to those designs
     First you might ask, "Who is writing this?  And I answer that I am The Producer,
manager of Sports Flicks, a member of The Consortium, and a long, long time (25+
year) competitor in Duelmasters/D2.  I will be overseeing this new team and will be
offering you advice each round on Noblish Island.  Feel free to ask me (or Jorja, or
Assur) questions in the personal ads.  You will get answers; most probably you will
get several answers.
     There is no one-and-only perfect design for any warrior.  You will often find
that when asking for experienced design advice, varying opinions and concepts are
offered.  However, there are some guidelines that each manager uses.  The Consortium
general design principles are:
 1.  Design to strengths/excesses, making high roll numbers higher
 2.  WT is the first factor examined, followed by WL, which determines the design and
     style direction.
 3.  Offensive oriented warriors need higher WT to last.  Design to 15, 17, 21 for
     skill breaks
 4.  All warriors except AB must have normal damage and really need good.  Make
     certain that ST/SZ allow that, and have high enough WL to bump stats if not.
 5.  9 WL is the acceptable low for offensives.  Some warriors can do well with 7 or
     8 but not lower.
 6.  Do not add to CN for pure offensives.
 7.  Defensive style warriors need solid WL and CN.
 8.  Physicals never hurt any warrior.  Warriors can win early with lesser skill, but
     good physicals.
 9.  If all else fails, make the design a TP.  They can win under almost any
     circumstance.  However, they need a higher combination (total) of CN, WL, and
     ST. (especially WL)
10.  If the warrior is to be long-term (meaning a godling or really, really nice
     roll), do not design a burner.  (A burner is one where the manager intends to
     raise stats and physicals as a major strategy to enhanced winning.)
11.  However, there is not a thing wrong with making a burner.
12.  Have variation in styles in arenas.  This allows for better challenging and
     matchups.  (Adding also fun and learning through variety.)
13.  PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its
     fights.  Period.
Pretty simple, it would seem.  Well, we will see how I applied these principles to
the Sports Flicks Team.  But first some comments on team design.
     A variety of styles is important.  Why?
 (a) The more differing styles you experiment with, the more you learn.
 (b) It is more fun to run differing types.
 (c) Certain styles are susceptible to other styles and having a variety allows you
     to take advantage (or avoid) of those susceptibilities.
 (d) Testing multiple styles allows you to more quickly find the style/s that you
     enjoy most or are best with.
     I believe a manager, especially a new manager, should have at least these two
warriors on his team--an especially fast/quick, decent damage offensive (striker,
basher, or maybe slasher) and a scummy warrior with lots of physicals and who wins by
wearing down foes while parrying or sucking up hit points.  (Total parry or maybe
wall-of-steel or parry strike.)  It is important to learn how to win with both types,
and the ST (striker) and TP (total parry) are excellent designs to do both--teach and
win.  This combination is invaluable because each tends to challenge and avoid
different styles, and most importantly, they are both easy to work with.  The other
warriors on the team can/should be different, but I *least recommend* these more
difficult styles for rookie managers:  AB--aimed blow, PR--parry riposte, PS--parry
strike, PL--parry lunge, and WS--wall of steel.
      Now on to a real life example.  Below are listed the starting statistics (from
the roll-up sheet) and the design statistics (filled out and sent in by me, The
Producer) of this Sports Flick team just started on Noblish Island.
     8-12-9-10-10-6-15 to 8-12-9-14-14-6-21 AB (aimed blow).  Design to strengths
(concept #1), which is clearly moving DF to 21.  Four (4) each to WT and WL continues
the pattern and utilized principle two also.  With 21 DF it is common to think aimed-
blow first, and this design fits it well.  The 8 ST/9SZ forbids normal damage, but
aimers can handle that best.  I also will train/raise stats ("bump") WL and WT to
fifteen, because of the large quantity of skills I will attain at those levels.
      10-12-9-4-16-9-10 to 14-18-9-4-20-9-10 TP (total parry).  I knew that I want a
TP on this team, and a brief glance at the roll up sheet was all it took to see that
I had one.  Using the first Consortium principle above, I maximize WL and CN, which
works well for a TP Scum.  The last four go on ST, and I have a pretty darn good one.
Not so smart, but a good scum TP is made of WL and CN with solid doses of ST and DF,
and I have that.  This guy should start with tremendous for hit points and endurance
and a high encumbrance factor.
     13-9-15-4-9-9-11 to 17-9-15-7-15-10-11 BA (basher).  This could be a fun warrior
to manage, especially if he gets a tidbit lucky and rolls tremendous damage-doing.
Consortium rule one would have me optimizing ST which I do by adding 4 to the 17
breakpoint.  I could consider optimizing DF, but then I have a warrior with no
"strength" in WT or WL the most important stats.  So I optimize WL instead to 15.
The remaining four go three to WT taking it to a break point and allowing for key
weapons and one to SP--might as well make it faster and add the one decise skill.
This will be a purely offensive basher and probably initially trained via lot of stat
raise attempts.
     7-13-12-13-9-8-8 to 11-13-12-17-10-10-11 ST (striker).  First principle--
optimize the strengths, which in this case is WT and CN.  If one gets a chance to
optimize WT, one probably should, so I take WT to the 17 breakpoint.  Despite the
high CN, I see this warrior as probably offensive, hence I review principle six above
and do not add to the CN.  Instead, with the other stats all about the same, I take
DF to 11, probably the best amount for deftness unless an aimed blow, and I take ST
to 11 to assure most of the good weapons.  I add two to SP, but not three as no
decise skill is added at eleven speed, and randomly choose to place the last point on
WL.
    13-9-7-9-14-5-13 to 13-14-7-15-17-5-13 WS (wall of steel, waste).  Using
principle one, I would optimize WL and I will do so to the breakpoint 17.  ST and DF
are also high, but I have a possibility to get WT to 15, and a 15WT/17WL warrior is a
very good combo.  (Would prefer 17/17, but....)  That leaves the 4 points and I am
adding them to CN to make a robust finesse style warrior.  (Neither complete
offensive, nor complete defensive.)
     Good luck competing against my Sports Flicks warriors.  I suspect this team will
meet the 60% objective and each warrior will do its part.  They will be a competitive
team and they will both challenge and avoid.
     Now let's take a look at the overall design tendencies for this team in this
situation.  We had 70 points to add to the designs.  Totaled, they look like this:
     ST = 12  (More than usual, probably, but not unreasonable.)
     CN = 11  (SP and CN are usually the least added stats, but with the making of
        both a TP scum and a robust defensive, this makes sense.)
     SZ =  0  (Cannot add to size.)
     WT = 17  (One of two most valuable stats.  Many points added here makes sense.)
     WL = 18  (One of two most valuable stats.  It is difficult to win without WT AND
        WL.)
     SP =  3  (SP and CN are usually the least added stats; looks good)
     DF =  9  (DF additions are often quite variable and this amount looks typical.)
The tendencies look reasonable to me, as WT and WL are prime stats, ST and DF are
probably next, and CN/SP are usually least added.  (Well, except for SZ!)
     So there you have it: a new team; insight to warrior and team design; useful
tidbits from an ancient veteran.  May your stay in D2 be long and prosperous, and,
most of all, fun.  (Mine has been.)

The Producer
Consortium affiliated

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

Greeting fellow managers and gladiators.  I am Anvengen Kale, 
both manager and warrior of Anvengens's Edge.  we are adventures 
from Southern Ghea on a bit of a training hiatus.  Dungeon 
crawling isn't nearly as fun as it used to be and twice as dirty 
as you may think.  I speak for the Edge when I say "May victory be 
glorious and death be swift." -- Anvengen Kale, mgr Anvengens' 
Edge

       >)]H[(< + -----:----- + >)] Getting the Jump [(< + -----:----- + >)]H[(<

     One of the most common questions that new players ask is what they can do to
defeat a certain warrior from another team who always attacks first and beats their
own warrior before he can get an attack in.  Attacking first in a fight is called
"jumping" your opponent, and it decides the victor in a majority of fights between
two offensive warriors.  By offensive, I mean Strikers, Bashers, Lungers, Slashers,
and Aimed Blows, although any style can be run offensively.
     In this article, I will teach some of the more common things you can do to make
your warrior get the jump.

Part 1, the setup:  To design a fast warrior, you must take into account Decisiveness
skills.  Decise is gained from only three statistics: Wit, Will, and Speed.  Of these
three, Speed is the only stat that has a large number of Decise skills in it.  So if
you design a rollup with a high Speed stat and/or a high Wit and Will, it will be
fast.
     Styles are also an important consideration.  Strikers, Bashers, and Aimed Blows
start with more Decise skills than any other style.  Slashers and Lungers have
slightly less, followed by Parry-Strike, Parry-Lunge, and Wall of Steel.  Total
Parries and Parry-Ripostes have very low starting Decise scores.
     Each style also learns Decise skills at different speeds.  Strikers learn Decise
the fastest. Parry-Strikes also learn it quickly, and Bashers learn it reasonably
well.  The other styles fall into the "don't count on learning it unless it's your
favorite learn" category.

Part 2, the strategy:  What you put on your strategy sheet drastically affects your
chances of getting the jump.
     Offensive effort:  As high as possible (10).  The more your warrior tries to
attack, the more likely he is to take the first opportunity offered him.
     Activity level:  As high as possible (10).  The more your warrior moves around,
the more chances he will see to attack.
     Note that running at these levels will tire your warrior out very quickly, and
your warrior may not fight at his best.  Most styles prefer a much lower activity
level as their "favorite".  But this article is about getting the jump, not fighting
efficiently.  :)
     Kill Desire:  Kill desire is one of the most intangible factors in Duelmasters,
but one of the common theories is that each number of KD corresponds to a certain
skill, maximizing that skill.  Seven is supposed to be the magic number for
Decisiveness.  Try it and see if it works for you.
     Tactics:  Obviously, the Decisiveness (D) tactic increases your Decise.  Other
tactics may increase your Decise, like the Bash tactic, but they don't increase it as
much as Decisiveness does.
     Armor:  None.  Nada.  Zilch.  Armor weighs you down.  Even if you have the
ability to carry a large load, you will still be faster running naked.  Of course,
you will take much more damage if you get hit, so you'd better make sure you can put
your opponent down before he hits you back.  With this strategy, you either win big
or you die.
     Faster weapons:  Lighter weapons are faster than heavier ones, but there are
certain weapons that are considered to be "faster" in general.  Warhammer and Hatchet
are some of the best.  Dagger and Bare Fist (FI) are probably the fastest, but
fighting bare-handed is dangerous.

So you've designed your warrior, probably a Striker or Basher with a good speed, wit,
and will.  You're running him 10-10-7 Decise with no armor and a Warhammer.  And that
same enemy warrior *still* outjumps you.  If that's the case, he's probably running a
similar strategy and just has more Decise skills than you.  So you have one more
trick up your sleeve:  the Responsiveness tactic ('S' in the defensive tactics
section).  If your opponent is using Decise and you use Response, you will probably
win.  If your opponent is not using Decise, you will probably lose.  It's like a
rock-scissors-paper relationship:
     Decise beats no tactic; no tactic beats Response; Response beats Decise.

There are some other minor factors in getting the jump that are beyond the scope of
this article.  Hopefully this will give you a better idea of how the warrior who
attacks first in a fight gets chosen.

Captain K., manager of Men of the Sea in DM 12 and assorted others

           +>]H[<+-----+>]H[<+ Question of the Week #2 +>]H[&lt;+-----+>]H[<+

     For those of you who came in after I started posting this series of questions
And answers, they are being taken from the newsletter for Aruak City, DM 11.  The
questions were being posed by Hanibal, a relatively new player and Noblish alumnus,
and the answers were offered by any members of that arena who cared to respond.

Question, turn 400:

All -- I think I have a basic grasp on most aspects of this game, but one Thing I
have no clue about is how to maximize skill learning.  I had an 18 wit TP challenge
up to a warrior who had 21 more fights than me and I only learned 2 skills.  The next
fight I was matched up against a less experienced warrior And I learned 5 skills.
This is not an isolated incident.  Any tips on skill learning? -- Hanibal's Q.O.W.

Answers, turn 401:

ADIE'S ANSWER -- Theoretically I think, learning has so many variables affecting it,
that sometimes the number of learns appears random.  Some suggested variables include
fight experience differences between combatants, total skill differences,
intelligence level of one or both combatants, what each's favorite learn may be, what
styles the two warriors are....  There are so many, it's difficult to say.  Sometimes
you can see the effect of one variable more than another.  Other times, one has
absolutely no clue. -- Adie

Hanibal -- In your example of warrior learns, did you lose the fight against the more
experienced opponent, but win the fight against the less experienced opponent?  The
outcome of a fight may affect learning, with the winner being bonused and the loser
being penalized.  I believe that the best way to make a warrior learn well is to give
them a 21 wit.  That's why wit is my favorite stat to have a 21 in!  (Not to mention
all the base skills it gives.) -- Generalissimo Puerco

Hannibal -- Skill learning is mainly a derivative of the warrior's wit--obviously the
higher the better.  But luck (die roll) plays a big part, as do what the other
warrior can teach, how many skills yet to learn and a few lesser factors. --
Kennelworth

Hanibal, re the question of the week -- The main thing is to TRAIN skills.  Okay,
everybody stop laughing.  You people (Hanibal, too) already realize this, but there
may be a new manager reading this reply who doesn't.  Seriously, I once had a manager
whose team had just chartered (i.e., he'd been playing for ten turns) diplo me and
ask why one of his warriors hadn't learned any skills.  He sent me the warrior's
numbers, and a little simple math revealed that this warrior had eight stat increases
in those ten fights!  He hadn't been TRAINING skills.  Lesson there, never overlook
the obvious.
     As to a more useful answer, I don't have one, but I do have some secondary
questions.
     For instance, I was once told that a warrior learns better with an odd-numbered
WT.  Since I have never personally run a warrior with an even-number WT that I can
recall, I don't know.  It sounds unlikely, but then, who knows how a computer thinks?
     Challenging up increases the ODDS of learning but is not guarantee.  Does 
anybody have any information as to whether a lower-ranked warrior who teaches well is
one with lots of skills?  My own information would tend to contradict that, as I have
some excellent teachers in other arenas who have yet to receive their first rating.
     I have heard that there is an increased chance of learning when the fight is a
long one.  Anybody know whether this is true or just wishful thinking on the part of
those matched against scum?
     Is the caliber of a warrior's teaching on a given fight reflected in his point
gain in the rankings?  I have been given to understand that points gained in excess
of the basic minimum reflect how well above the average the warrior performed.  In
theory, a good performance means better demonstration and thus better teaching, but
does it work out that way?
     Do warriors of a given style tend to teach a specific skill or group of skills
better than other skills, as for instance, do total parries teach parry and defense?
     I've heard it said that when facing an opponent who has only one skill left to
learn, a warrior teaches best that skill he learns best.  Does this hold true in
other circumstances? -- Leeta

Question, turn 402:

All -- I understand that Deftness is the ability to better protect and attack your
chosen location.  I could care less if I hit my attack location as long as I hit.
Does Deftness have any effect on connecting?  I believe it is your attack skills vs.
your opponents def/parry skills that determines this. -- Hanibal's Q.O.W.

Answers, turn 403:

Hanibal -- Deftness contributes a lot of attack skills to a warrior's base skills.
This will increase your warriors' chances of hitting.  Shot placement accuracy is
said to be based on coordination (DF+SP), but I think having a good attack rating can
lead to better shot placement as well.  Kill desire may well influence shot placement
also.  It has been suggested that a warrior's chosen location to protect is the
source of the "luck parry" comment that often results in broken weapons.  While I
personally fancy this theory, I think it would be difficult to prove or disprove.  It
sounds like a good project for some LP aimers to tackle. -- Generalissimo Puerco

Hanibal -- Re the QOW, probably.  At least, I notice that those of my warriors with
very low DF (and I've got some doozies here and there) spend a lot of time flailing
wildly and missing. -- Leeta

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

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

                                     Duelmasters
                                     -----------
 DM   9 ZUKAL (turn 747): MERCURY of QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 749): ARIGNOTE of DREAMERS (Sleepy, mgr.)
 DM  13 DULLENS (turn 728): BLACKHAWK of CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 743): SIR TOO DUMB of THE GRAIL KNIGHTS (The Dark One, mgr.)
 DM  16 WILLAF (turn 745): 56TH AND WABASHA of BLOOD ON THE TRACKS (Howlin' Wolf)
 DM  17 ALJAFIR (turn 736): LIMB BIZKIT of BODY OF MUSIC (Howlin' Wolf, mgr.)
 DM  19 ZUWAYZA (turn 737): RAMEX of VISIONS V2 (Tolbin, mgr.)
 DM  28 MORYA (turn 371): TRAVEL of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 734): RAVAGE of THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 638): MALICE of ASSASSINATION (Ghab, mgr.)
 DM  32 ARVAT (turn 731): FILBURT of URT'S DURT URCHINS (Tolbin, mgr.)
 DM  33 NIATOLI ISLAND (turn 728): SSINK! Of F/X (Mannequin, mgr.)
 DM  35 MURSKA (turn 720): NO TURN of FOOT OF PRIDE (Howlin' Wolf, mgr.)
 DM  43 VEASTIAN (turn 678): LYRICAL DRUGGIST of ORL 2013K (The Muffin Man, mgr.)
 DM  45 STORMCROWE (turn 346): BENEZIA of DARQUE FORCES (Master Darque, mgr)
 DM  47 NORTH FORK (turn 340): WITCHCRAZE of DARQUE FORCES (Master Darque, mgr.)
 DM  50 SNOWBOUND (turn 327): KINGU of MESOPOTAMIA (Var, mgr.)
 DM  56 ROCANIS (turn 610): SERGEANT 1 of MEDAL OF HONOR A11 (The Anarchist, mgr.)
 DM  60 ARADI (turn 595): SISTER MOON of DREAMTIME (Hombre, mgr.)
 DM  61 JURINE (turn 577): JENNI KORREG of MIDDLE WAY 16 (Jorja, mgr.)
 DM  65 DAL SHANG (turn 571): STAR RUBY of TOLBIN'S GEMS (Tolbin, mgr.)
 DM  73 ERINIKA (turn 276): URSULA ZAROFF of MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 532): HOGSHEAD of COUNTRY PIE (Howlin' Wolf, mgr.)
 DM  75 JADE MOUNTAIN (turn 527): RAGE of RUNEBLADES (Stillgard, mgr.)
 DM  78 LIN TIRIAN (turn 518): SERGEANT 4 of MEDAL OF HONOR Z2 (The Anarchist, mgr)
ADM 103 FREE BLADES (turn 635): ABSOLUTION of ANGELS OF PAIN (The Dark One, mgr.)

                                      Top Teams
                                      ---------
 DM   9 ZUKAL (turn 747): QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 749): FANTASTIC FIVE II (?, mgr.)
 DM  13 DULLENS (turn 728): CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 743): GREENWARDENS (Jorja, mgr.)
 DM  16 WILLAF (turn 745): PUNNY AMINALS (Jorja, mgr.)
 DM  17 ALJAFIR (turn 736): MIDDLE WAY (Jorja, mgr.)
 DM  19 ZUWAYZA (turn 737): VISIONS V2 (Tolbin, mgr.)
 DM  28 MORYA (turn 371): EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 734): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 368): BASH BROS OCEAN (Assurnasirbanipal, mgr.)
 DM  32 ARVAT (turn 731): OTTOMAN EMPIRE (Otto X, mgr.)
 DM  33 NIATOLI ISLAND (turn 728): DUELMASTERS BUFFET (Chuck, mgr.)
 DM  35 MURSKA (turn 720): CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 678): TOLBIN'S X-MEN (Tolbin, mgr.)
 DM  45 STORMCROWE (turn 346): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 340): GARBAGE PAIL KIDS (Kharadmon, mgr.)
 DM  50 SNOWBOUND (turn 327): LIFE IMPACTS (Smitty, mgr.)
 DM  56 ROCANIS (turn 610): MEDAL OF HONOR A11 (The Anarchist, mgr.)
 DM  60 ARADI (turn 595): UNNAMEABLES (Howlin' Wolf, mgr.)
 DM  61 JURINE (turn 577): CANINE CUISINE (Chuck, mgr.)
 DM  65 DAL SHANG (turn 571): BASH BROS EVANGELIST (Assurnasirbanipal, mgr.)
 DM  73 ERINIKA (turn 276): MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 532): TOLBINS LADIES (Tolbin, mgr.)
 DM  75 JADE MOUNTAIN (turn 527): RUNEBLADES (Stillgard, mgr.)
 DM  78 LIN TIRIAN (turn 518): MEDAL OF HONOR Z2 (The Anarchist, mgr.)
ADM 103 FREE BLADES (turn 635): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
                                  -----------------
 DM   9 ZUKAL (turn 746): CHANTAL of BLUE MOON (Jorja, mgr.)
                          KING RAT of QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 749): ARIGNOTE of DREAMERS (Sleepy, mgr.)
                           NELLI POLITANA of SWEET MAGIC (Jorja, mgr.)
 DM  16 WILLAF (turn 745): 56TH AND WABASHA of BLOOD ON THE TRACKS (Howlin' Wolf)
               (turn 744): HORI BULL of PUNNY AMINALS (Jorja, mgr.)
 DM  29 LAPUR (turn 734): RAVAGE of THE TAKEN (Stillgard, mgr.)
              (turn 733): VAGAN of THE GUILD (Guido, mgr.)
 DM  33 NIATOLI ISLAND (turn 725): INIGO MONTOYA of BIG LAKE BANDITS (Den, mgr.)
 DM  35 MURSKA (turn 720): NO TURN of FOOT OF PRIDE (Howlin' Wolf, mgr.)
               (turn 719): SAVAGE BEATING of HAPPY FUN TIME (Floyd, mgr.)
 DM  43 VEASTIAN (turn 678): CYCLONE of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
                             LOLITA MARIA of THE FAMILY (Jorja, mgr.)
 DM  47 NORTH FORK (turn 340): MANDORALLEN of PAWN OF PROPHECY (Gentleben, mgr.)
                   (turn 339): PETIT JARDINIA of LES TURFISTES (Le Pentarque, mgr.)
                               NORM of CHEERS (Otis, mgr.)
 DM  56 ROCANIS (turn 610): SERGEANT 1 of MEDAL OF HONOR A11 (The Anarchist)
 DM  73 ERINIKA (turn 275): WONTON NOT NOW of PALINDROMES (Assurnasirbanipal, mgr.)
 DM  74 DAYLA KIV (turn 532): HOGSHEAD of COUNTRY PIE (Howlin' Wolf, mgr.)
 DM  75 JADE MOUNTAIN (turn 526): IRON HANDED of CRITICALS (Howlin' Wolf, mgr.)
 DM  78 LIN TIRIAN (turn 617): RIB IAYE of SHEWISH BUFFET (One Armed Bandit, mgr.)

                                      SPY REPORT

     It's me, The Unknown Spymaster here with my bag to give you the news on last 
week's fights.  Say good-bye to OLD EL PASO, as they are pushed from the coveted top 
team spot by the THIRD HIGHWAY stable.  Advancing in the rankings was THIRD HIGHWAY 
who went from last turn's 20-15-1, to this week's record of 25-15-1.  Call it luck at 
the right time or bribes in the right hands, but the new team BB BASEBALL MONEY 
scored a 4-1-0 record this week.  Hey everybody, watch out for TAMINA BLAZE, who flew 
up 14 points in the rankings after mashing DINGUS NIVEN like a melon.  Keep your eye 
on this gal.  Ya know, some days it doesn't pay to walk out on the sands.  DINGUS 
NIVEN was defeated by TAMINA BLAZE and drops 2 points.  In front of all the crowds, 
DEL CURVE took the Duelmaster's crown for his own.  I give the bum two weeks.  Advice 
to bashers--never force anything, just get a bigger halberd!   
     Here is other news that is of note.  And hey, kiddies, those of you who didn't 
avoid THIRD HIGHWAY, please raise you hand.  Wow.  Does NOBLISH ISLAND really have 
that many liars?  And you guys like to boo me?  Well, unsling your rasberries, cause 
X-MEN! beats feet every time THIRD HIGHWAY smiles at them.  Try farming, eh?  Well 
just about everybody wants a piece of XUNA, who was this week's most challenged 
warrior.   
     Being a spy is great--other people die and you spend the rest of the day 
drinking to their memory.  Better tanked than dead!  Ask not the elves for counsel, 
for they will say both yes and no.  Silly buggers, eh?   
     Well, there's the manager of the NOBLISH ISLAND giving me the 'cut' sign (or is 
that 'They're going to strangle you in the alley?).  Okay, so I may not be the 
world's best comedian, but then you guys aren't the world's best warriors.  Its been 
fun, and I'm sure you enjoyed it (boos).  Now that I've got you worked up for Snide 
Clemens, I'll be leaving-- The Unknown Spymaster  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 DEL CURVE 9535                6   2  0    57       THIRD HIGHWAY (1642)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 GERONIMO FORD 9536            5   3  0    33       THIRD HIGHWAY (1642)
 SHADY LANE 9537               4   4  1    27       THIRD HIGHWAY (1642)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 XUNA 9548                     4   1  1    23       X-MEN! (1644)
 OLA SHAITAN 9570              2   0  0    21       ALLADIN'S ELITE (1648)
 ALLEN BRIDGER 9538            5   3  0    18       THIRD HIGHWAY (1642)
 DEAN END 9539                 5   3  0    18       THIRD HIGHWAY (1642)
 THEODORE PRESCOTT 9573        2   0  1    15       ANVENGEN'S EDGE (1649)
 KNEEDLINYA 9567               2   1  0    14       BEYOND THE WALL (1647)
 XABOO 9597                    1   0  0    14       X-MEN! (1644)
 TAMINA BLAZE 9596             1   0  0    14       SCORPIONS (1646)
 BRIX 9566                     2   1  0    13       BEYOND THE WALL (1647)
 XOOMA 9547                    3   2  0    11       X-MEN! (1644)
 OUT OF CONTROL 9579           1   0  0    11       BB BASEBALL MONEY (1650)
 LONGTERM CONTRACTS 9580       1   0  0    11       BB BASEBALL MONEY (1650)
 LEFTY & PULSE 9582            1   0  0    11       BB BASEBALL MONEY (1650)
 GUARANTEED 9581               1   0  0    10       BB BASEBALL MONEY (1650)
 TIN CUP 9588                  1   0  1     7       SPORTS FLICKS (1651)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 ROCKY 9586                    1   0  1     6       SPORTS FLICKS (1651)
 HOOSIERS 9585                 1   0  0     6       SPORTS FLICKS (1651)
 SULI JANN 9569                1   1  0     6       ALLADIN'S ELITE (1648)
 SIR CODY STORM 9559           0   2  0     6       SCORPIONS (1646)
 TOYTLES 9563                  1   2  0     5       BEYOND THE WALL (1647)
 DINGUS NIVEN 9576             1   1  0     4       ANVENGEN'S EDGE (1649)
 PING 9564                     0   3  0     3       BEYOND THE WALL (1647)
 ANVENGEN KALE 9577            0   2  0     2       ANVENGEN'S EDGE (1649)
 SYL DJINN 9571                0   2  0     2       ALLADIN'S ELITE (1648)
 BRYSON MOSSBERG 9555          0   2  0     2       SCORPIONS (1646)
 TV CONTRACTS 9583             0   1  0     1       BB BASEBALL MONEY (1650)
 GORGORE 9599                  0   1  0     1       BEYOND THE WALL (1647)
 THE NATURAL 9587              0   1  0     1       SPORTS FLICKS (1651)
 URMA MARID 9598               0   1  0     1       ALLADIN'S ELITE (1648)
 CUTTING EDGE 9584             0   1  0     1       SPORTS FLICKS (1651)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
CHAZ IFREET 9572        0  2 0 ALLADIN'S ELITE 1648 MOUNTAIN TROLL        402  NONE
URSALA MARID 9568       0  1 0 ALLADIN'S ELITE 1648 XUNA 9548             401   
PONG 9565               1  1 0 BEYOND THE WALL 1647 SHADY LANE 9537       401   
MS. SMOKE 9594          0  1 0 SCORPIONS 1646       TIN CUP 9588          402   
SPIRAL FLAME 9595       0  1 0 SCORPIONS 1646       ROCKY 9586            402   
XANDER 9549             0  5 0 X-MEN! 1644          SPYMASTER             402  NONE
XAVIER 9546             1  4 0 X-MEN! 1644          MASTER SEN GANAM      402  NONE
XERXES 9545             2  2 0 X-MEN! 1644          THEODORE PRESCOT 9573 401   

                                     PERSONAL ADS

All -- Been nice knowin' you.  I pass the torch to Producer of Sports Flicks.  Be
easy on him. -- Ponce de Leon

Assur -- I cannot leave without saying that you may have squeaked me out on head-to-
head, but it was Old El Paso who had the undefeated. -- Ponce de Leon

All -- Feel free to ask me/us questions.  We (Producer, Assur, Jorja) will answer.
If you ask the right question, maybe I can get you in my next sports flick? --
Producer, Consortium affiliated

Xooma -- I do not take kindly to being manipulated.  Know that I intend a rematch. --
Anvengen Kale

Syl -- Wow, right?  It was like "Ow!" then "Poke' then "Whoosh".  And I was all
"Yah!" then you were all "Ow!"... right? -- Dingus

X-Men  -- I am grievous for your loss.  Xerxes fougth bravely until the end.
Theadore sometimes gets a little "overzealous" when religion is involved. -- Anvengen

Xuna -- *growl* -- Theodore Prescott

I think I may have lost my rabbit's foot or unicorn's horn, or my sanity--while on my
way to Noblish Island. -- Scorpio

     That seems to happen a lot.

I had 2 Orc infiltrators in my squad and on overgrown Mirani.  They had to go.  I
don't tolerate Orcs or oversized Mirani. -- Scorpio

     You can change the race where it is undesirable on inappropriate.

I see Jorja has a lot of ties in the land.  Surely she wouldn't mind stopping by
Scorpio's tent sometime. *wink* -- Scorpio

And greetings back to you, Scorpio.  You should be GLAD your warriors had their
keesters handed to them.  Think what problems they'd have without the darned things!
-- Jorja

     Their pants would fall down.

Five-oh-one?  Perhaps the moon is in conjunction with Mars?  Not going to last, but
we'll enjoy it while we've got it. -- Those Who Travel the Third Highway

Kneedlinya -- Hmm.  Okay, I would not have chosen that weapon if I'd been your style,
but you obviously made it work for you.  I think your big mistake was in going flat
out; when you show signs of exhaustion halfway through the first minute, you've got
an endurance problem.  That can be fixed by training up your CN and WL, and/or by
reducing your fight numbers (offensive effort, activity level).  Your style tends to
burn endurance rapidly, but so does mine, and *I* wasn't tured. -- Allen Bridger
P.S.  And I resent the steward saying that my victory was "unbelievable."  Excuse me,
I had a lot more experience, you know!

Toytles -- Heavier armor, and lose the sword, which you weren't using anyway. --
Geronimo Ford

Brix -- Not the best challenge for you.  My suggestions:  Lose the armor, it's
probably slowing you down and tiring you out.  Or, keep the armor and drop your fight
numbers after the first minute, with the idea of getting your breath back before
another minute of attack. -- Dead End

Rio Grande -- You LOOKED like a melon, too. -- Del Curve

Ghost of Pong -- That was not my intention.  Still, for the possible use of your
teammates, with that style (a tricky one) you should probably have had more armor. --
Shady Lane

Third Highway/Shady Lane -- What an unfortunate turn of events that match-up yielded.
Also, the loss of Pong cannot go unanswered.  Clearly you understand. -- Keyoke, mgr.
Beyond the Wall

Shady Lane -- I'll see you on the sands. *evil grin* -- Toytles

All -- Well, it seems our second round (0-5) has called attention to just how much
beginner's luck played a part in our 4-1 debut!  Many lessons learned (like back-up
weapons are a good idea!!! :) ).  Haha, oops!  Thanks for all the super-informative
posts.  We're reading / learning as much as we can and look forward to any other
information, tips, hints, and tricks you're willing to give.  Post or feel free to
send us a diplo anytime.  We may bite (hard) but we're friendly sorts. -- Beyond the
Wall & mgr. Keyoke

     Save the newsletters.  Think of them as handbooks on the hoof.

All -- Question:  Should I bother wasting any more turns on a warrior with these
stats:  11-9-15-9-13-21-7? -- Keyoke

                                  LAST WEEK'S FIGHTS

XAVIER was butchered by MASTER SEN GANAMIR in a 1 minute Dark Arena fight.
CHAZ IFREET was murdered by MOUNTAIN TROLL in a exciting 1 minute Dark Arena melee.
XANDER was slaughtered by SPYMASTER in a 1 minute Dark Arena brawl.
SULI JANN was bested by XUNA in a 3 minute novice's Bloodfeud fight.
TOYTLES was demolished by SHADY LANE in a 1 minute mismatched Bloodfeud competition.
SIR CODY STORM was vanquished by BRIX in a 1 minute mismatched Challenge fight.
PING was beaten by ALLEN BRIDGER in a crowd pleasing 1 minute Challenge brawl.
OLA SHAITAN overpowered XOOMA in a 1 minute uneven Challenge melee.
DEL CURVE viciously subdued THE USEROUS MERCHANT in a 4 minute Title duel.
GERONIMO FORD won victory over CULT MEMBER in a 1 minute duel.
DEAN END defeated SYL DJINN in a 6 minute fight.
BRYSON MOSSBERG was overpowered by KNEEDLINYA in a popular 1 minute one-sided melee.
ANVENGEN KALE was subdued by HOOSIERS in a 5 minute amateur's match.
THEODORE PRESCOTT overcame TV CONTRACTS in a 2 minute brutal novice's contest.
DINGUS NIVEN was devastated by TAMINA BLAZE in a 1 minute mismatched bout.
OUT OF CONTROL handily defeated CUTTING EDGE in a 1 minute uneven fight.
LONGTERM CONTRACTS overpowered THE NATURAL in a 1 minute uneven struggle.
GUARANTEED handily defeated GORGORE in a 1 minute mismatched bout.
LEFTY & PULSE devastated URMA MARID in a 1 minute brutal one-sided brawl.
ROCKY killed SPIRAL FLAME in a 1 minute novice's bout.
TIN CUP savagely slew MS. SMOKE in a 2 minute bloody amateur's fight.
XABOO devastated MORDANT DESERTER in a 1 minute one-sided bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   7         TOTAL PARRY       17 -   8 -  0      68  |
|WALL OF STEEL                    6         WALL OF STEEL     40 -  27 -  2      60  |
|STRIKING ATTACK                  6         SLASHING ATTACK   13 -   9 -  1      59  |
|PARRY-RIPOSTE                    4         LUNGING ATTACK    14 -  10 -  0      58  |
|AIMED BLOW                       3         PARRY-RIPOSTE     10 -  10 -  1      50  |
|LUNGING ATTACK                   3         AIMED BLOW        13 -  13 -  1      50  |
|SLASHING ATTACK                  3         BASHING ATTACK    12 -  14 -  1      46  |
|TOTAL PARRY                      3         STRIKING ATTACK   10 -  12 -  3      45  |
|PARRY-STRIKE                     3         PARRY-STRIKE       2 -  13 -  0      13  |
|PARRY-LUNGE                      0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 402 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
WALL OF STEEL    DEL CURVE 9535              6   2  0   57 THIRD HIGHWAY (1642)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is SHADY LANE 9537.  The most popular warrior this turn 
was DEL CURVE 9535.  The ten other most popular fighters were ANVENGEN KALE 9577, OLA 
SHAITAN 9570, KNEEDLINYA 9567, THEODORE PRESCOTT 9573, OUT OF CONTROL 9579, LONGTERM 
CONTRACTS 9580, LEFTY & PULSE 9582, TIN CUP 9588, XABOO 9597, and CHAZ IFREET 9572.

The least popular fighter this week was DEAN END 9539.  The other ten least popular 
fighters were MS. SMOKE 9594, SPIRAL FLAME 9595, URMA MARID 9598, THE NATURAL 9587, 
CUTTING EDGE 9584, SYL DJINN 9571, XOOMA 9547, SIR CODY STORM 9559, TOYTLES 9563, and 
SULI JANN 9569.

                  MAIL-IN TOURNEY LVII

APPRENTICES FOOL TOURNEY               W  L  K         TEAM NAME            
ALEXIS SYNDROME 9556 (0-1-0)           0  3  0         SCORPIONS            
SIR CODY STORM 9559 (0-1-0)            0  3  0         SCORPIONS            

                                 TRICKS OF THE TRADE

     Here are a few tricks of the trade I've found out.
     15, 17, and 21.  Those are the magic numbers for stats; any fighter who starts 
with a stat (except Con and Size) at any of those numbers will have more beginning 
skills than normal.
     Stats:  The stats in order of importance with regard to skills, most to least, 
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit 
points and endurance.  The higher you can start any of these, especially the first 
three, the more skilled your fighter will be.  Logically, therefore, what you really 
want is a fighter who has wit, will, and deftness at 21.  This will be a GOD!  And 
probably go out and get killed immediately due to low con...
     Raising stats:  Care must be taken in doing this.  All fighters start out with 
the ability to learn 20 skills in the categories of  Defense, Parry, Riposte, Attack, 
Decisiveness, and Inititive.  When you learn all 120 skills, you've maxed out.  You 
can get skills though normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con), anything gained will count as one of the 20.  
This is called "burning" skills.  If, on the other hand, you wait until you've maxed 
out, then raising stats will add those skills to the ones you've learned, enabling you 
to exceed your limits.  But raising stats will give an immediate boost to your 
abilities.  It's a question of short term vs. long term gain, you see.
     And aiming at vital areas - head, chest, and abdomen - will increase your chances 
of getting kills.  And being bloodfeuded, and maybe getting your fighter killed in 
return.  Keep in mind that what you send forth will come back to you.  Sometimes 
redoubled.

					  Roku

                  Warrior Handedness, is he a Righty, Lefty or Ambi?

     Greetings, Joy and Happiness to everyone!!!!  I hope everyone that reads this 
article is doing well and remembering not to drink and duel.  This article discusses 
things about the handedness of a warrior.  Most managers only worry about things like 
skill, weapons and trains.  Handedness is not a major factor in playing the game but 
it's nice to know some things about it.
     Most warriors will be right handed, with a small percentage left handed.  Even 
more scarce is the ambidextrous warrior.  I believe that the defensive styles have a 
higher percentage chance to be a lefty or an AMBI than offensive styles do.  It's just 
an observation that I made in the 513 warriors surveyed.  Another note on that, I 
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of 
them were AMBIs.  The highest percent of AMBIs out of all the styles polled.
     When a manager puts weapons into his warriors hands and also when he tells his 
warrior where to strike, handedness plays a key role in the manager's decision making.  
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see 
how the AMBI thing worked.  I noticed that in general the AMBI favors using the left 
hand more than the right hand.  But, there are a small percentage of AMBI warriors 
that are reversed, where the right hand is used more than the left.
     There also seems to be some confusion amongst managers that get the USE of a hand 
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand).   Right handed warriors USE the RIGHT hand the most and the primary weapon is 
the RIGHT hand, off hand is the left hand.  For left-handed warriors, it is the 
opposite of right-handed warriors, of course.  The confusion comes with the AMBI 
handed warriors.  AMBIs USE the left hand more BUT the RIGHT hand holds the primary 
weapon, and the left hand holds the off hand weapon.   Every so often you will get an 
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon 
is held in the LEFT hand.  But this kind of ambi is extremely rare.
     Well, that's it for now.  Have fun, and watch out for that right hook... 'cause 
it might be a left hook!!!!!
     For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.  
You can also email me at 103260.3347@compuserve.com   or visit my DM web site at the 
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm

Ta-Ta,
Sir Jessie Jest

                                  The Arcane Slasher

     I love the Slashing Style!  Slashers are finesse artists, but they're much more 
aggressive than your aimed-blow.  Well-designed slashers are formidable opponents; 
they are as ready to defend as to attack, though they prefer the latter.  Fate has 
been to kind to this style, perhaps too kind.  Even a badly-designed slasher may do 
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal."  After reading another `Eureka!' article, I am compelled 
to add my 2 cents.  I've learned how to design great slashers, and I'd like to pass on 
my ideas to the rest of Alastari.  I can't tell you how to keep them alive (in four 
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky 
character that will win for you--until they die or get to ADM.  Just remember that 
decent opportunities to make a slasher aren't very common!
     WT, WL, & DF--15 pts each at least.  Period.  If you don't have it, you don't 
have a great slasher.  Believe me, you can't afford to skimp anything here!
     ST--Anything from 7-11 is fine.  The smaller the character the higher the number, 
but anything with a +9 size can get by with a 7 ST.  For light armor use an epee, for 
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
     CN & SP--Ideally, both are single-digit; if your con is high you're probably 
looking at a WASTE.  Whatever else you do, don't add them.
     SZ--Since this is something we can't change anyway, don't worry about it.  The 
bigger they are the less points to spread around to other areas, though.
     My slashers come up with the best overviews when I follow these guidelines.  Most 
earn at least four wit statements; about 50% either start out with an Expert or two, 
or they pick them up within a couple of skills.  One of my very best died in a 
tourney: 6-3-11-15-51-11-17.  He started out doing good damage; picked up Experts in 
att, init, def, and rip.  in two skills or less.  This is an extreme example, but it 
seems to me that the well-designed slasher gets more than their fair share of luck on 
their overview.  I've run one a lot worse that did fairly well--a winning record, 
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and 
init, four wit statements, great damage.
     Running them?
     Start out with an offensive effort of 10, and never let the OE drop below 7.  How 
quick you taper down depends on the endurance rating.  Slashers burn endurance very 
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it 
there unless desperate, then go back to 10.  Otherwise try 10, then 9, then 7.  
Remember, these are aggressive beasts; keep 'em on the offensive!
     Keep the activity level fairly low except in the very beginning, when you should 
be running 10.  Then drop to 5 or 6, then 3 or 4m then 1.  Go back up to 7 or 10 in 
desperation.
     Match your kill desire to your offensive effort, always.
     Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across.  Desperation: 10-10-10 or 10-7-
10.
     Avoid armor unless you MUST, but no higher than ARM and H.
     Don't use tactics--they seem to inhibit the slasher's ability to riposte and 
respond well to their opponent.  Exception:  to take out scum pick the heaviest weapon 
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.  
Slash all the way!
     These `rules' have worked for me.  The biggest problem I've had is that my 
slashers rise too high too quickly.  Within five or six fights they're fighting 
warriors with 15 fights' experience.  So be forewarned; give them sometime off every 
few turns so that they won't get clobbered by some old-timer looking for an easy win!  
Good Luck!

                                   The Arcane Kid, of Astral Kin, Osksi DM-3

                                   *Remember, with `good' endurance only!

                                     "The Basher"

     My friends would laugh if they knew I was writing this, but who cares what they 
think?  The basher is not a bad style in my opinion.  It starts with the same base 
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more 
skills in att.  That's what makes this style so good.  I mean, you have the ability to 
get the jump on your opponent, you have the ability to hit your opponent, and who 
cares about their high riposte with your high att rating combined with your exp+ in 
initiative, they won't know what train hit them, much less think about the counter 
attack.

O.K.  I only make two types 1st the WL Basher:

#1      #2
12      13
10      11
10      9
21      16
15      15
9       13
7        7

Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and 
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.

Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3 
dec. with 87 recognition points.

     O.K., the other kind I like to call it the "High damage, low will, needs to end 
the fight before he passes out with exhaustion" Basher.  This type of basher relies on 
his high damage capabilities to make up for his low WL.  I've not had the best of luck 
with these types of bashers, but I do know they can win (Warbeast has proved that to 
me).  The key is to get at least great damage on the roll-up.  O.K. some examples:

#1      #2      #3
11      13      17
11       9      12
16      17      10 
17      17      17
7       10      11
11      11      10
11       7       7

Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament, 
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)

     I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.  
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5.  WL basher, and the other kind 
drop down drastically.  Always aim for the head (it gets you an att bonus and could 
score you a kill every now and then) unless you know you're gonna be up against a TP 
or waste, then aim for a leg.  Well that's gonna be it.  Somebody write me and tell me 
what you think.

                                                       Uncle Charlie Mgr.
                                                       Genocide (68)
                                                       Helter Skelter (36, 100)

                              The Anti-Thesis Slasher

     Greetings all.  No, this is definitely not another "Perfect" article.  In fact, 
it actually is just the opposite--finding success with a warrior whose stats were just 
average.  I am not an expert at this game and do not have near the experience that 
some managers have.  What I do have is some now solid experience with Slashers thanks 
to this guy.  So what I will do with this article is show you how my first attempt at 
building a Slasher went, what it taught me, and maybe I can show a new or old manager 
something about the style that can help their game.
     This Slasher was my first attempt at the style.  His starting stats were average 
at 13-11-12-10-16-11-11.  Definitely no Primus-quality warrior.  By most people's 
standards, he wouldn't have even been thought of as an ADM warrior because of his low 
wit and will combo.  Today, I don't know if I would even keep this guy, but at the 
time I didn't know any better and kept him.  I'm glad I did because he turned out to 
be a good warrior, not great, but good and a fun one to watch.
     He had three statements to start:  "...learned how to be decisive and quick", 
"...conserve his endurance past what might normally be expected", and "does great 
damage".  The last statement I think helped him a lot in many of his fights.

Weapons and Armor

     Weapons-wise, all I knew about the Slashing style at the time was that a scimitar 
was good, so I gave him one.  He did well with it, so I kept using it.  I didn't use 
any off-hand weapon because I knew that an offensive-styled warrior could make quicker 
attacks with a weapon using two hands.  I gave him one back-up scimitar, knowing that 
scimitars break though not that often.
     Early on, I may have given him light armor and a helm, but later I discovered 
that if he didn't get the first hit, he almost had no hope of winning.  After all, the 
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight 
quickly.  I also started to realize he would never be a "great" warrior.  My 
philosophy changed and I could only hope to get him to ADM.  So, I decided to use no 
armor or helm, which slows warriors down.

Strategy:

     Ah, the most important part of this warrior's winning ways.  Looking back at his 
early strategy, I wonder how he did so well.  I started him going 10-10-10, attack and 
protect the head with no tactics.  My desperation strategy was usually 10-10-5, which 
did nothing to help him.  I used the decisiveness tactic since his overview said he 
was decisive.
     Through observing his fights and looking at what he preferred, I ironed out a 
general strategy which I think is good for a lot of Slashers:

min.      1    2    3    4    5    6+   desp
OE        10   8    6    4    4    4    5
AL        10   4    2    2    2    2    8
KD        6    8    6    4    4    4    5
AL        RA   HE ----------------------->
PL        AM   BD ------------------->  HE

     Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One 
strategy that he seems to like.

Design and Trains:

     I started him off training skills only.  But I soon learned that his average 
stats meant that he wasn't going to learn very well.  I decided late to train skills, 
then stats, every other turn.  The training of his will to 17 really helped his 
endurance out.  He finally went to ADM at 15-11-12-12-17-12-11.  If I had recognized 
earlier that he would not be a great warrior, and accepted that, then I might have 
been about to train everything twice like in the "old" days and he would have gone at 
15-13-12-12-18-13-13.

Record:

     He started out great at 4-0-0, then was 8-4-1.  He hit a rut and was soon 9-7-1.  
He was mediocre in his middle fights but was above .500% at 14-12-2.  He was under 
.500% once at 14-15-2.  Near the end of his regular DM career, with some careful 
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2.  He was 
Duelmaster for three turns in Cliffhome.

Final Notes:

     So, what's the purpose of all this?  It's to show that anyone can take a mediocre 
warrior and through careful strategy and design build them into a formidable warrior.  
I recognized long ago that this Slasher would never be great and accepted it.  That's 
what turned him into the warrior he is today.  I was willing to take the risks 
necessary to make him win.  His name is E.G.B.D.F.  (Every Good Boy Does Fine) and in 
this case his name is true.  I couldn't have asked more from him in his 
accomplishments.  He can be found fighting occasionally in Darkholm.  He's taught me 
an incredible amount about this style and has contributed to my 65% overall win-loss 
record with them.
     I'm open to feedback, positive or negative, and hope in some way that I've helped 
someone learn more about this style.
     So, good luck to all and may your swords ring true!

                                        Brought to you by Talon, mgr. of
                                   Eagles Claw (38,104), Farfignewtons (32)
                              where I'm known as Volksie, and other teams
                         throughout Alastari.