Date   : 07/12/2014    Duedate: 07/25/2014


DM-93    TURN-407

This Weeks Top Honors


(93-9585) [6-0-0,52]

Chartered Recognition Leader   Unchartered Recognition Leader

XUNA                           HOOSIERS
X-MEN! (1644)                  SPORTS FLICKS (1651)
(93-9548) [5-5-1,24]           (93-9585) [6-0-0,52]

Popularity Leader              This Weeks Favorite

KNEEDLINYA                     XEPHYR
BEYOND THE WALL (1647)         X-MEN! (1644)
(93-9567) [4-4-0,28]           (93-9603) [4-1-0,21]



Team Name                  Point Gain  Chartered Team
1. BEYOND THE WALL (1647)      55
2. THE SHADOW GUILD (1654)     22      X-MEN! (1644)
3. ANVENGEN'S EDGE (1649)      21      Unchartered Team
4. SPORTS FLICKS (1651)        18
5. THIRD HIGHWAY (1642)        16      BB BASEBALL MONEY (1650)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*BB BASEBALL MONEY (1650)  23   7  0 76.7   1/ 2*BB BASEBALL MONEY (1650) 11  4 0
 2/ 2*SPORTS FLICKS (1651)      22   8  3 73.3   2/ 1*SPORTS FLICKS (1651)     11  4 0
 3/ 3*THIRD HIGHWAY (1642)      36  24  2 60.0   3/ 3 X-MEN! (1644)             7  8 0
 4/ 4 X-MEN! (1644)             21  29  1 42.0   4/ 7*ANVENGEN'S EDGE (1649)    6  4 0
 5/ 0*THE SHADOW GUILD (1654)    2   3  0 40.0   5/ 4*THIRD HIGHWAY (1642)      5  5 1
 6/ 6*ANVENGEN'S EDGE (1649)    10  16  1 38.5   6/ 8*BEYOND THE WALL (1647)    4 11 0
 7/ 5*BEYOND THE WALL (1647)    15  25  0 37.5   7- 6*NEO POLITY (1652)         3  2 0
 8- 7*NEO POLITY (1652)          5  10  0 33.3   8/ 5*SCORPIONS (1646)          3 11 1
 9/ 8*SCORPIONS (1646)           9  28  1 24.3   9/ 0*THE SHADOW GUILD (1654)   2  3 0
10/ 0*PHOENIX GUARD (1655)       1   4  0 20.0  10/ 0*PHOENIX GUARD (1655)      1  4 0

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

                                    TEAM SPOTLIGHT

                                  SKILLS vs. STATS
                         Training Is A Very Personal Thing

     D2ers often hear a statement similar to this: "Train skills; do not train
stats."  The implication or sometimes direct statement is that you will be sorry if
you train stats, especially certain stats.
     The Consortium opinion is that, in the majority of circumstances, it is
perfectly all right and normal to train stats, and in some cases it is better to
train stats.  (This process of training stats is often called "burning.")  The
purpose of this presentation is to explore stat and skill training and to give the D2
Manager some ideas as to if, or when, stat training is either aok or best.  The
article will also explore when it is considered best not to train stats.

     First, to set the stage, there are several principles, givens, and ideas that
the reader must understand.
1. Skill raining is mostly dependent on WT.  (e.g. The higher the wit, the more
   skills per fight the warrior is likely to learn.)
2. Stat training is rather highly dependent upon two things:
   a. WL: a warrior's stat learn probability is 5% times the will.  (E.g. a warrior
   with 10 WL has a (5%x10=50%) 50/50 chance to learn the stat, while a warrior with
   15 WL has a 75% chance of learning the stat.
   b. The number of stats of that type already trained.  A warrior's learning rate
   for a specific stat is halved each time he earns one of those stats.  For example,
   a warrior with 10 will has a 50% (5%x10) of earning a first stat of a type, but
   only a 25% (5%x10 halved) of earning the second stat of that type.  (and on to
12.5% for the third)  Realize, however, that it is really 50% for the 1st, 27.5% for
the 2nd (since he earned the 1st and is now at 11 WL) and 15% for the 3rd. (Since he
had previously bumped the WL to 12.)
3. Training most stats also earns the warrior certain skills.
4. There are limits to the number of stats and skills a warrior can have.
   a. In basic, a warrior can have no higher that 21 of any stat type.
   b. A warrior is limited to earning 20 skills (beyond the initial skills the
   warrior is "born" with) of each type in his career.  Those 20 skills may come from
   learning skills or from training a stat which gives the warrior one or more of
   those skills.  He is deemed "maxed" when he learns the 20th.
c. A warrior can, however, learn more that 20 skills of a type if he first learns his
20 allowed skills, and then trains stats which give the warrior one of those skills.
(This factor is why one often hears "Do not train stats or you will be sorry".)
5. Certain stats improve the "physicals" of your warrior. (e.g. there is a reasonable
possibility that training ST can improve how much damage your warrior does when he
     With those principles in mind, one can postulate certain scenarios which might
provide a basis for decision-making as to "what to train".  These represent, first,
the knowledge necessary, then, The Consortium scenarios for training decision--STATs
or SKILLs?

1  Be aware of the probable skill learn rate.  (This is a highly variable number,
based on many, many factors of the game, including luck rolls.)  (However WT is the
primary factor.)
2  Be aware of the stat training probability for that stat
3  Be aware that every thing in D2 has a probable roll or luck factor
4  Be aware of the potential "physical" improvement to your warrior for stat
5  Know which stat trains do not provide any skills.  (E.g. Raising to 12ST improves
the stat, but cannot provide any skills or "burning", while raising to 15ST improves
that stat and provides two "burned" skills--attack and parry.)
6  Determine if that specific warrior will be enhanced by a possibility of earning
more than 20 skills of a type.  (Example, a warrior that is meant for the long-term,
or is deemed to be a near-godling is extremely likely to benefit from the extra
skills at high-ADM classes where every warrior is maxed or near maxed in stats and
skills and every single skill can make a difference in a fight.  A warrior who is
expected to be around for a shorter period, or is to be "retired" upon graduation to
Lord Protectorship, will not be around long enough to earn any benefit from the few
extra skills available.
7  Know which is likely to benefit your warrior most when you decide to train skills
of a certain stat.  (e.g. How many skills am I likely to learn if I train skills
verses the probability of learning that specific stat train and the subsequent
physical and skill gain earned.)

1. Upon rollup, evaluate each warrior and classify--long-term/godling (GOD), possible
long term (UNS), standard warrior--run to graduation.  (NRM)
2. Do not train stats on GOD, unless they are non-burning stats.
3. Limit training stats on UNS, unless they are non-burning stats, until it is
decided that this warrior is not a GOD.
4. If a NRM, train whatever the manager believes will most enhance the warrior
winning fights.
5. When deciding between stat or skill training, compare the probability quantity of
skill earning vs. the probable of learning the chosen stat and its potential physical
and skill contribution.

     Perhaps a couple of Consortium examples are in order.  Let's consider these two
warriors" 14-7-12-15-20-14-11 striker and 4-10-11-17-17-4-21 aimed-blow.
     Although a solid warrior, the striker would be considered NRM, especially since
strikers are not considered likely Primus-level styles.  The warrior probably rolled
good damage and good endurance.  The odds of getting a first stat raise are near 100%
(5%x20, but everything has a "luck" roll).  The warrior at 15WT should expect to earn
nearly two skills per turn (Consortium rates 15WT skill learn rate at 1.75ish)
Consortium Managers would plan two immediate "bumps" - WL to 21 and ST to 15.  Moving
to 21 WL gains seven fine skills (2 each Att, Par, Def and 1 Decise) and enhances
physicals a tiny bit.  (Adds 0.4 it points and improves endurance a small amount)
Training skills would have yielded a probability of two skills, and three if lucky.
The choice to train WL is a no-brainer.  The 2nd plan train to 15ST is also a good
one.  At 15 ST, two skills are earned, attack and parry.  The 15ST also enhances
weapon selection, making the striker now strong enough to carry certain "larger
weapons" with no penalty.  (The battle axe is an often favored weapon of
Consortiumites - and probably should be a favorite of yours.)  The 15ST also has the
possibility of raising the warrior's damage rating from good to great.  Consortium
places this damage bump odds at 4-1, appx 20% likely.) Compared to the probability of
learning 2 skills (or an unlucky 1 or a lucky 3) the 15ST raise seems like a good
one.  There are no more planned raises for this warrior, but that does not preclude
that a Consortium manager might not later attempt an additional ST raise to 16 (if
great damage was not attained) and a raise to 8 CN, especially if the warrior has a
"frail" rating.

     Warrior #2, the aimer is rated a GOD.  There would be no planned stat raises to
the warrior, training skill all the way until maxed.  However, there would be no
reason not to consider CN raises, as no CN raise burns skills and every aimer can use
additional hit points.  This choice would need to be balanced against the probability
of earning 2.25 skills per turn (Consortium rating).  One additional consideration
should be given.  If this warrior rolled "little damage", (normal damage is more
likely) the bump to 5ST could be what is needed to get normal damage.  The raising of
that stat "burns" a parry and an attack skill, however.  For a long-term warrior,
especially an aimer which can use little-damage somewhat effectively, this bump would
not be recommended.

     In conclusion, there is no absolute when it comes to training skills or stats.
Training stats is certainly not a no-no.  Burning skills can be inconsequential.
Physical and skill gains from stats can greatly enhance the warrior and the W/L
record.  But, like most other decisions in D2, there is a trade-off.  Burning stats
on a long-term, ADM+ warrior could prove damaging to the warrior's long-term health.
Choose wisely rather than automatically.

                    The Producer (Consortium affiliated)

            >)]H[(< + -----:----- + >)] *IHI* [(< + -----:----- + >)]H[(<
                                 Profile of a Style

     When you read about the parry-riposte style in the rulebook, it looks like it
might be a lot of fun to run, and it is.  But it's also really tricky.  The plain
offensives: basher, lunger, slasher, striker, and the total parry, are easier.  I
don't think I've ever heard a manager say that he really understands the parry-
riposte style, I certainly don't myself.  But I've run a lot of them, and some have
survived, and they ARE fun.
     So just for a basic introduction to warriors of the parry-riposte style, known
to one and all as rippers, here's what I know.

     Design:  This is tough.  The ripper needs it all!  Especially important, though,
are endurance from constitution (CN) and will (WL), plus skill from wit (WT) and
deftness (DF), and it doesn't hurt to have enough strength (ST) to do a decent amount
of damage... and what does that leave that you can go short on?  Size (SZ), okay, a
ripper can be--usually is--small.  Speed (SP), well, I just don't know.  It wouldn't
hurt them to have speed, but where are all the points going to come from?
     I have made a lot of rippers over the years, some of them from roll-ups that
were spectacularly unsuited to the style.  These are ones who lived to graduation:
     Santee    13- 7-14-17-15- 8-10  LO  mod/mod   slash
     Toryn      9-12- 7-13-15-11-17  EP  vlo/mod
     Scovellie  9-13- 8-17-17- 5-15  SH  low/mod
     Chia      10-13- 5-17-17- 5-17  SS  low/high
     Saba       5-17- 9-15-17- 4-17  EP  mod/low
     Bali       9- 6-14-15-17- 8-15  LO  vlo/mod
     Jane       9-10- 9-17-17- 5-17  SS  mod/mod   lunge/riposte
     Cedar     15- 6- 7-15-17- 9-15  LS  mod/mod
     Azureen    9-12- 8-17-10-11-17  SC  high/mod  riposte
     Similde    6- 6- 5-17-17-16-17  LO  low/mod
     Tailida    9-13- 5-15-17- 8-17  SH  low/mod
     Korlo      9- 8-12-17-15- 8-15  LS  vlo/mod
     Tilona     9- 9- 7-15-17-10-17  SH  low/mod   lunge
You'll see my biases at work here.
  Strength is usually at least nine; in the cases where it started lower, the
warriors were cursed with little damage, and I trained it up as soon as I could.
(The numbers shown here are all original, before stat trains.)
  Constitution generally moderate.  Most of these warriors could take a hit or two
and survive.
  Size mostly small, but not always.  I did try a couple six-footers, and they didn't
do as badly as one might expect.
  Wit is 15 or 17, except in one case.  I always look for brains in a gladiator, and
this style needs it.
  Will is, except in one case, 15 or 17.  High will improves endurance, an important
factor for a parry-style, and makes it easier to train stats when the time comes.
  Speed may be anything.  I generally did not add any points to speed during the
design phase.
  Deftness is 15 or 17 again, except in one case.  Deftness, and the skills that go
with it, are important to a finesse style like the ripper.  Plus, where strength may
be a problem, accuracy helps.

     Weapon selection:  There are six weapons well suited to the parry-riposte style,
listed below with the minimum stats required for their best use.
                      Epee           ST  7  SZ  -  WT 15  DF 15
                      Longspear      ST 11  SZ  9  WT  5  DF  9
                      Longsword      ST 11  SZ  -  WT 13  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
Only weapons well suited to the style will show up as favorite weapons when a warrior
graduates.  Yes, you CAN put other weapons in their hands, but you aren't likely to
get the best results that way.  (You may note that some of my graduated rippers
listed above were initially unable to use their favorite weapon to best advantage.
This is one of the sneaky things the Gladiatorial Commission does to keep you on your
toes.)  I STRONGLY advise that when you design a ripper, consult the weapon chart and
make sure that your warrior will have the stats to use at least one of the weapons
listed to its best advantage.

     Armor selection:  This depends on how you plan to run the warrior.  If he's
going to be fast, and/or he can take a few hits (takes normal damage, for instance,
signified by no comment on the overview) but maybe has low endurance, put him in
light armor.  If you plan to run him slow, or he can take little damage but maybe has
high endurance, put him in medium to heavy armor.

     Strategy:  This is always a tricky thing to advise people on, which is why I've
listed the favorite rhythms on the warriors above.  Very low (vlo) is 1 or 2, low is
3 or 4, moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10.
Offensive effort is listed first, then activity level.  You can see that most rippers
in this sample prefer to run at middling speeds, usually with the activity level
higher than the offensive effort.  Not all of them, but a majority.  You can ignore
that--I sometimes do--and run them fast and hard, as though they were simple
offensive warriors.  Some take to this treatment, others burn out.  The medium speeds
are safe, and a place to start from.
     You'll note I haven't mentioned kill desire here.  There is no such thing as a
warrior or style having a favorite kill desire.  Your kill desire can have a profound
effect on how the warrior fights, but it is strictly a personal decision.  However, I
can say that my own experience has been that if a warrior has a high KD in
desperation, he will tend to go berserk, and if he has a low KD in desperation, he
will surrender.  Warriors who surrender lose fights, but generally they survive to
fight again.  I can't say the same of warriors who go berserk in desperation.

     Tactics:  I don't use tactics much, myself, but that's just me.  You'll note
that out of the thirteen warriors listed above, two have favorite offensive tactics
(slash and lunge) and one has a favorite defensive tactic (riposte) and one has both
an offensive and a defensive tactic (lunge/riposte).  All this tells us for sure is
that slash, lunge, and riposte are tactics that rippers can use well (or they
wouldn't appear as favorites).  Experiment with them, but don't try to use an
offensive AND a defensive tactic in the same minute; it confuses the warrior.

And to go from the general to the specific--

                                 Profile of a Warrior
                                   Tailida Dawnrain

Tailida is one of the rippers listed above.
She's left-handed
She's intelligent
     Makes the most of her enemy's mistakes
     Has an unusual fighting style that confuses many opponents
     Rarely makes mistakes
     Is always thinking ahead
     She plans out every move that she makes, seldom wasting any effort
She is very quick  (the DF more than the SP, I think)
She cannot carry a lot of weight in armor and weapons
     (more a question of her SZ than her ST)
She is incredibly quick and elusive on her feet
     Making even dangerous opponents look harmless
She does little damage with each blow
     (curses!  I had hoped that the ST of 9 would offset her small SZ.  It didn't.)

ST   9  CN  13  SZ   5  WT  15  WL  17  SP   8  DF  17
     If I decide to run her on the Isle, I will train up her ST until I get normal
damage.  (Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is
a barren stretch.  But it WILL increase the amount of damage a warrior can do.)

She graduates with a master in riposte, an expert in attack, a master in parry, and
an advanced expert in defense.

She is naturally adept with the shortsword, which I don't think she tried
She favors a fighting rhythm of low offensive effort and moderate activity level
And she tends to learn parry skills most easily.

She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51).

     On the same turn as her graduation notice arrived, she was challenged by a total
parry in plate armor and a full helm, carrying a broadsword and a medium shield.
     Tailida herself was in leather armor and a helm, carrying a scimitar (and a
     Tailida was running 7-7-x, faster than she would have liked, but that's how
she's being running straight along, and it kept her alive and with a winning record,
so I don't want to hear her complain.
     Tailida got the jump and hit her opponent twice in the first minute, several
other blows being parried, hit once each in the second and third minutes, with other
blows being parried, was parried completely in the fourth minute, was showing signs
of weariness in the fifth minute but still managed to land a few blows in the fifth,
sixth, and seventh minutes.  Then she collapsed with exhaustion at the end of the
seventh minute and lost the fight without being hit once.  This is why you find 
managers speaking harshly of "scum": we all hate to see our warrior work hard, do all
the right things, and lose because the opponent wasn't doing anything but standing
there in heavy armor.

The Middle Way

           +<]H[>+-----+<]H[+ Question of the Week #7 +]H[>+-----+<]H[>+

From turn 414:

All -- In case last cycle's personals don't make it:  What are the advantages and
disadvantages of using one or two weapons.  I'm particularly interested in Riposte
effects. -- Q.O.W. Hanibal

Q.O.W. -- Two Weapons.  That's a good subject.
     Disadvantages: Few if any, but it has been suggested that some weapons give
bonuses to attack if you use them in two hands instead of one, such as SC.  An
obvious one is you can't use two handed weapons.  If you don't have the attribute
requirements (which are more stringent for off-hand weapons), then you may suffer
penalties when using certain combinations.  Last, you may swing with an off-hand more
than you want, say if you are using a shield.  It's usually prefered to have a real
weapon in your off-hand.
     Advantages:  You have a second weapon already in hand if one breaks.  If you are
ambidextrous, this is the biggest advantage, because they will swing with that off-
hand weapon almost as if it were their on-hand.  My ambi-warriors will win fights
with off-hand weapons.  An off-hand weapon is not bound to a warrior's style
suitability, so a LU could use a SC in their off-hand without penalty if they have
the attribute requirements.  Another advantage is suggested in that it assists in
parrying.  I tend to think highly coordinated warriors are better at parrying with
their second weapon than those who aren't.  I rarely use shields, so I can't comment
extensively on their benefits over a real weapon, especially in AD, but in basic,
shields seem to make it easier to parry attacks.
     Riposte and 2-Weapons:  I have not noticed any specific variance in the ability
of a warrior to riposte if they are using two weapons.  Once in AD, riposting is more
often than not following a dodge.  I don't think there is much correlation here, but
it is definitely something to look into. -- Adie

     The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager
who is himself an alumnus of Noblish Island.  The answers are provided by other
managers in that arena.  Any manager here in Noblish who wishes to pose a question to
the more experienced managers of Aruak City, feel free to do so, either by sending in
a personal directed to DM 11 and identifying yourself as a manager from Noblish
seeking enlightenment, or by posting the question here, in which case I will be glad
to see that it reaches Aruak.
     Also, Hanibal sends you greetings and asks that we remind you that all arenas do
not have the same attitude and local conventions.  Aruak City is an Andorian arena
and subscribes to the doctrine of Honorable Play, meaning, no down-challenging except
from the throne or in bloodfeuds, no deliberate attempts to kill the warriors of
other managers, and a general attitude of friendly respect toward the other members
of the arena.  It is, in fact, a fine arena, and one where you would all be welcome
(though there are plenty of others--just ask, and I'll be glad to tell you about my
     If you have questions that you would like answered by the experienced managers
of the game, don't hesitate to ask--we can't answer if you don't ask.  Questions can
be posed in the personals here, or by email to me (jputney@zianet.com) or Pagan
(pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93.

Question from turn 415 of Aruak City:

All -- Do you think you get negative modifiers when you go desperate?  What about "is
dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal

Answers from turn 416:

Hanibal -- That's a good question!  I honestly don't have much of an opinion on that.
In the old days, warriors could get permanent wounds that would affect their fighting
in later matches (but not anymore), and it's been suggested that getting hit in
certain locations affects what your character can do during a match (obvious cases
are losing the use of an arm or being knocked down), but the sorely wounded comments?
It probably just has to do with giving a hint as to how close that warrior is to
going down if it gets hit in that badly wounded spot again. -- Adie

QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of
shock', etc., a warrior's ability to defend themselves is penalized.  Desperation by
itself may not represent an ability penalty as much as a time to check for surrender
and a switch to the desperation strategy.  Often, with a drastic strategy switch in
desperation, a warrior's performance can improve. -- Carmen

QOW -- I've noticed that by the time I get somebody to that point they're finished.
But I've also noticed that some of my more defensive comrades will give their
opponent a moment to recover and they're still able to.  Despite this I would say
that by the time the comments you listed come into play the warrior who's getting
beat is in really bad shape.  Whereas statements like "fights with the cunning of
desperation" or "eyes flare with renewed determination" still leave plenty of room
for the warrior to make a comeback.  Therefore I would say that the earlier
desperation statements don't carry any significant penalties. -- Maxwell Honorblade

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

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

 DM   9 ZUKAL (turn 752): MERCURY of QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 754): PHILLIA FOX of SWEET MAGIC (Jorja, mgr.)
 DM  13 DULLENS (turn 739): SIERRA of MMM BEER!! (Khisanth, mgr.)
 DM  15 MALCORN (turn 748): SIR TOO DUMB of THE GRAIL KNIGHTS (The Dark One, mgr.)
 DM  16 WILLAF (turn 750): GOLDEN FLASH of GOLDEN GLADIATORS (Midas, mgr.)
 DM  17 ALJAFIR (turn 742): LEAD BELLY of BODY OF MUSIC (Howlin' Wolf, mgr.)
 DM  19 ZUWAYZA (turn 743): JEWEL of WALI'S FINEST (?, mgr.)
 DM  28 MORYA (turn 373): TRAVEL of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 740): YEZURA of THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 371): PITCHFORK of USEFUL WEAPONS (Smithy, mgr.)
 DM  32 ARVAT (turn 736): SYCAMORE STYLE of B.I.G. (Howlin' Wolf, mgr.)
 DM  35 MURSKA (turn 725): COLLEEN of CHILDREN OF LLYR (Jorja, mgr.)
 DM  43 VEASTIAN (turn 684): BIG SIX of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
 DM  45 STORMCROWE (turn 349): LAPUR BISQUE of SHEWISH BUFFET (One Armed Bandit, mgr)
 DM  47 NORTH FORK (turn 343): CASTLE THUNDER of OTTODROME TW (Otto X, mgr.)
 DM  50 SNOWBOUND (turn 330): HEART OF GLASS of PUBLIC ENEMY (Pec Killer, mgr.)
 DM  56 ROCANIS (turn 615): RATTLER of SERPENTS' HOLD (Khisant, mgr.)
 DM  60 ARADI (turn 600): WILD FLOWER of DREAMTIME (Hombre, mgr.)
 DM  61 JURINE (turn 582): SYBO of TREXTRAS (Otto X, mgr.)
 DM  65 DAL SHANG (turn 577): SERGEANT 7 of MEDAL OF HONOR C11 (The Anarchist, mgr.)
 DM  73 ERINIKA (turn 278): F.U.B.A.R. of ALPHABET SOUP (Crip, mgr.)
 DM  74 DAYLA KIV (turn 541): TAX MAIL-IN of I HATE TOURNEYS (Crumudgeon, mgr.)
 DM  75 JADE MOUNTAIN (turn 532): DESTRUCTIVE ENERGY of CRITICALS (Howlin' Wolf, mgr)
 DM  78 LIN TIRIAN (turn 524): ABJURER of MAGIC ARTISTS (Maskelyne, mgr.)
ADM 103 FREE BLADES (turn 641): NIGHTCAP of DARKLINGS (She-Puppy, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 752): QUEEN (Howlin' Wolf, mgr.)
 DM  12 RIZTAB (turn 754): PURE POISON (?, mgr.)
 DM  13 DULLENS (turn 739): CARDOW HUNTERS (Jorja, mgr.)
 DM  15 MALCORN (turn 748): THE GRAIL KNIGHTS (The Dark One, mgr.)
 DM  16 WILLAF (turn 750): BLOOD ON THE TRACKS (Howlin' Wolf, mgr.)
 DM  19 ZUWAYZA (turn 743): THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 MORYA (turn 373): EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  29 LAPUR (turn 740): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 371): WHAMMO & THUDDA 4U! (La Guillotine, mgr.)
 DM  32 ARVAT (turn 736): DEVIL ADVOCATES (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 733): OBSIDIAN HALL (Dameon Darkheart, mgr.)
 DM  35 MURSKA (turn 725): FOOT OF PRIDE (Howlin' Wolf, mgr.)
 DM  43 VEASTIAN (turn 684): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 349): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 343): D.A. REJECTS (Spirit, mgr.)
 DM  50 SNOWBOUND (turn 330): PUBLIC ENEMY (Pec Killer, mgr.)
 DM  56 ROCANIS (turn 615): MIDDLE WAY 20 (Jorja, mgr.)
 DM  60 ARADI (turn 600): UNNAMEABLES (Howlin' Wolf, mgr.)
 DM  61 JURINE (turn 582): MEDAL OF HONOR G10 (The Anarchist, mgr.)
 DM  65 DAL SHANG (turn 577): MEDAL OF HONOR C11 (The Anarchist, mgr.)
 DM  73 ERINIKA (turn 278): MIDDLE WAY 18 (Jorja, mgr.)
 DM  74 DAYLA KIV (turn 538): I HATE TOURNEYS (Crumudgeon, mgr.)
 DM  75 JADE MOUNTAIN (turn 532): RUNEBLADES (Stillgard, mgr.)
 DM  78 LIN TIRIAN (turn 524): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 64): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
 DM   9 ZUKAL (turn 751): GALILEO of QUEEN (Howlin' Wolf, mgr.)
 DM  28 MORYA (turn 373): MERCURY of PLANETS (Stargazer, mgr.)
                          POP TARGET of DODGE BULLETS (Jorja, mgr.)
 DM  32 ARVAT (turn 736): SYCAMORE STYLE of B.I.G. (Howlin' Wolf, mgr.)
              (turn 735): APOCALYPSE of ANGELS OF PAIN (The Dark One, mgr.)
 DM  33 NIATOLI ISLAND (turn 733): BENJYN BLAYDE of OBSIDIAN HALL (Dameon Darkheart)
 DM  35 MURSKA (turn 725): URCHIN of SEA DOGS (One Armed Bandit, mgr.)
 DM  43 VEASTIAN (turn 684): THE BIG UNIT of FAMOUS HURLERS (Assurnasirbanipal, mgr.)
 DM  47 NORTH FORK (turn 343): EXPOSED of HORNY GOAT X (Grimm, mgr.)
 DM  50 SNOWBOUND (turn 329): NEFARA of PUBLIC ENEMY (Pec Killer, mgr.)
 DM  56 ROCANIS (turn 614): NICHOLAS of MEN OF STEEL (Howlin' Wolf, mgr.)
 DM  60 ARADI (turn 600): WILD FLOWER of DREAMTIME (Hombre, mgr.)
                          SISTER MOON of DREAMTIME (Hombre, mgr.)
              (turn 599): CLARENCE G. CRAFT of MEDAL OF HONOR B11 (The Anarchist)
 DM  61 JURINE (turn 582): SYBO of TREXTRAS (Otto X, mgr.)
                           RACK OF LAB of CANINE CUISINE (Chuck, mgr.)
               (turn 581): CELINE DEE of MIDDLE WAY 16 (Jorja, mgr.)
 DM  75 JADE MOUNTAIN (turn 531): RAGE of RUNEBLADES (Stillgard, mgr.)
 DM  78 LIN TIRIAN (turn 524): ABJURER of MAGIC ARTISTS (Maskelyne, mgr.)
                               ROSS F. GRAY of MEDAL OF HONOR Z2 (The Anarchist, mgr)

                                      SPY REPORT

     I was going on vacation, see?  Surf, sun...  But what do those bums say?  "Hit 
the road, Debby Tonte.  NOBLISH ISLAND needs a spyreport."  Oh, well.  ANVENGEN'S 
EDGE like really fought hard to move up to 4th from 7th.  Way to go!  And I was just 
getting used to the ex-Duelmaster's habit of...(!)  Oh well, welcome HOOSIERS.  
Aren't SPORTS FLICKS proud.  (Oh, my.) Is the Duelmaster really being a real snob to 
his teammates?  Don't ask me!   
     AAARRGH!!!  I HATE SPYREPORTING!!!  Sorry.  I just had to say it.  BB BASEBALL 
MONEY was NOBLISH ISLAND's most avoided team.  Is there some award for that?  Hhmph!  
What kind of warriors are SPORTS FLICKS?  BB BASEBALL MONEY, an easy team to beat if 
I ever saw one, can't get them to accept an invitation!  Like, is XUNA popular, or 
what?  She was challenged the most in all of NOBLISH ISLAND!  She's got a 5-5-1, is 
that good?  For sure, I was holding my breath when I found out TOYTLES challenged 
XEPHYR.  After all, haven't BEYOND THE WALL and X-MEN! had a long standing duel in 
NOBLISH ISLAND?  It wasn't a spectacular fight, or anything, but XEPHYR wants me to 
write about it since she was overcame by TOYTLES.  Satisfied?  BRUTUS TIMBLIN must 
not be a good enough fighter to get in fair fights.  He challenged KYRIA.  9 is a big 
difference.  (Well, that's what they tell me.) I thought BRUTUS TIMBLIN showed great 
skill and promise when he overcame KYRIA.  All right, so I slept through it!  Big 
     What does a fighter fight for?  I mean, the crowds don't give a hoot if someone 
gets killed.  Not after four more fights.  Fight, fight, fight.  Is that all you guys 
can do?   
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I'm getting tired of writing this stuff, so I'm calling it quits.  Its been 
really albendranius!  Later, guys-- Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 HOOSIERS 9585                 6   0  0    52       SPORTS FLICKS (1651)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 CUTTING EDGE 9584             4   2  1    47       SPORTS FLICKS (1651)
 GUARANTEED 9581               5   1  0    40       BB BASEBALL MONEY (1650)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 THE NATURAL 9587              5   1  0    33       SPORTS FLICKS (1651)
 OUT OF CONTROL 9579           5   1  0    32       BB BASEBALL MONEY (1650)
 TOYTLES 9563                  4   4  0    30       BEYOND THE WALL (1647)
 KNEEDLINYA 9567               4   4  0    28       BEYOND THE WALL (1647)
 THEODORE PRESCOTT 9573        4   2  1    27       ANVENGEN'S EDGE (1649)
 XUNA 9548                     5   5  1    24       X-MEN! (1644)
 BRIX 9566                     3   5  0    24       BEYOND THE WALL (1647)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 XIVECK 9602                   3   2  0    23       X-MEN! (1644)
 TV CONTRACTS 9583             5   1  0    21       BB BASEBALL MONEY (1650)
 ROCKY 9586                    4   2  1    21       SPORTS FLICKS (1651)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 XEPHYR 9603                   4   1  0    21       X-MEN! (1644)
 LEFTY & PULSE 9582            4   2  0    20       BB BASEBALL MONEY (1650)
 GORGORE 9599                  3   3  0    20       BEYOND THE WALL (1647)
 BRUTUS TIMBLIN 9623           2   0  0    19       ANVENGEN'S EDGE (1649)
 XOOMA 9547                    4   6  0    18       X-MEN! (1644)
-SYMPHONICA 9592               2   1  0    18       NEO POLITY (1652)
 LONGTERM CONTRACTS 9580       4   2  0    17       BB BASEBALL MONEY (1650)
-JOHN CUTLY 9590               2   1  0    16       NEO POLITY (1652)
-DYSOFONIA 9591                1   2  0    16       NEO POLITY (1652)
 TIN CUP 9588                  3   3  1    13       SPORTS FLICKS (1651)
 KOKO BELLA 9618               2   0  0    13       THIRD HIGHWAY (1642)
 SANJI 9632                    1   1  1    13       SCORPIONS (1646)
 ANVENGEN KALE 9577            2   4  0    12       ANVENGEN'S EDGE (1649)
 MIGGY OWENS 9621              2   0  1    10       THIRD HIGHWAY (1642)
 XABOO 9597                    2   4  0    10       X-MEN! (1644)
 DRASGAR FINCHLY 9622          1   1  0     9       ANVENGEN'S EDGE (1649)
 AGEHA 9613                    1   0  0     8       THE SHADOW GUILD (1654)
 MONNA KOPI 9620               1   1  0     7       THIRD HIGHWAY (1642)
 SPARTAN 9614                  1   0  0     7       THE SHADOW GUILD (1654)
 DANQUEZ 9627                  1   0  0     6       PHOENIX GUARD (1655)
 CHORLYNDYR 9629               0   2  0     6       SCORPIONS (1646)
 HEPHAESTUS 9630               1   1  0     4       SCORPIONS (1646)
-EMILE RUHAN 9593              0   3  0     3       NEO POLITY (1652)
 OGRE THE PALE 9609            0   3  0     3       ANVENGEN'S EDGE (1649)
-JIMMY DENS 9589               0   3  0     3       NEO POLITY (1652)
 LUCKY CHUCKY 9619             0   2  0     2       THIRD HIGHWAY (1642)
 KYRIA 9631                    0   2  0     2       SCORPIONS (1646)
 JOHN ASAZI 9617               0   2  0     2       THIRD HIGHWAY (1642)
 RAGE 9628                     0   1  0     1       PHOENIX GUARD (1655)
 MEAT 9626                     0   1  0     1       PHOENIX GUARD (1655)
 ALEXIS 9625                   0   1  0     1       PHOENIX GUARD (1655)
 CONOR PYREHEART 9624          0   1  0     1       PHOENIX GUARD (1655)
 ACE 9615                      0   1  0     1       THE SHADOW GUILD (1654)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
PING 9564               0  8 0 BEYOND THE WALL 1647 SHEWISH GIANT         407  NONE
TAMINA BLAZE 9596       2  1 0 SCORPIONS 1646       CUTTING EDGE 9584     404   
NEO 9612                0  1 0 THE SHADOW GUIL 1654 HIGH ELF              407  NONE
VICE 9611               0  1 0 THE SHADOW GUIL 1654 MIGGY OWENS 9621      407   

                                     PERSONAL ADS

A Consortium order list:
Easiest to learn -- ST, TP, BA, SL, LU, WS, AB, PL, PR, PS
Most fun -- WS, PR, AB, SL, PL, PS, LU, ST, BA, TP
Quantity running -- ST, TP, BA, SL, AB, LU, WS, PR, PS, PL

Lord Masonklitz -- You dirty, rotten scoundrel!  Good bloodfeud.  Well fought! (sigh)
-- Tin Cup (practicing on the driving range)
P.S.  I hesitate to say this, since you won, but that off-hand weapon is unnecessary
and could be a deterrent to your style and method.

Kneedlinya -- I know; I know: I can be a pain in the posterior. -- The Natural
(playing small ball)

Khalhums Dwarf -- You lump!  I hate you! -- Cutting Edge (missing the triple lutz)

     Practice more, spend less time in the taverns. -- Hagran of Khalhums

Captured Orc -- You cannon fodder.  I love you. -- Hoosiers (swishing several set
shots from 30 feet)

     Stay back!  I'm not THAT kind of Orc! -- Geroge Zarenk, Orc du Jour

Lucky Chucky -- That was fun bashing on you.  But you didn't teach me a thing!  Don't
you know nothing? -- Rocky

Assur -- You are just plain too good this round.  My!  Keep up the great work! -- The
Producer  (full of honest jealousy)

Tin Cup -- Looks like I just ripped you a new hole in one.  Shows you how I feel
about golf. *smirks* -- Lord Masonklitz

Xuna -- My battle axe is thirsty for your blood... so beware. -- Sonji

Jorja -- Wecome back!  Um... you left some gods-awful undergarments in my tent... no
wonder you kept stealing all of my cotton balls... -- Scorpio

Cutting Edge -- I wonder which cuts better, your hockey stick or my blades... let us
see. -- Chorlyndyr

Keyoke -- Hello there, dear friend!  I received your message.  *smile*  I'll send my
courier to deliver the best of news at once! -- Scorpio

Greetings from the Shadows.  I have summoned from the deepest darkest recesses of the
realms four mighty warriors.  I had five but I found out one was a traitor.  Spartan
caught him taking bribes to take a fall.  So, like a true warrior I gave him a
chance, to the Dark Arena!  I say see if he returns alive. -- The Shadow Guild

Why does Assur recommend training skills and what skills do I want?
-- Training stats becomes harder and harder.  After you've trained a stat once, the
2nd train is half as likely.  So training a 12 strength to a 15 strength is pretty
hard, even with 21 will.
-- Even 3 wit warrior will learn skills, sometimes surprisingly fast.
-- Skills don't get really get harder to learn until you are over 100 total learned.
-- Skills are for the most part required to graduate.
-- Offensives want Decisiveness, Attack, and Initiative skills.
-- Defensives want Parry and/or Defense skills (depending on the type of defensive).
-- There are definitely different type of hybrids, but 'most' of them like attack,
defense, parry, riposte, and initiative.  There are hybrids that don't care about one
or more of the skills and there are hybrids that like decisiveness, but as a general
rule, most of the skills are useful for hybrids.
-- Attack, Parry, and Defense:  The more the better.  Parry becomes less important
later on in the game, because of the frequence of weapon breaks and the ability of
high attack warriors to slip through parries.  At the very top of the game, defense
is by far the most important skill.
-- Initiative is the most frustrating skill.  High initiative doesn't really work
that well (I've seen advanced master initiative get ignored too many times), but if
you don't have 'enough' initiative, your warrior will have trouble attacking.
-- Riposte is a unique skill that you only need 'enough'.  Once you have enough, you
are good to go.
-- Decise is fickle.  More is better, as this is the primary skill for deciding who
goes first, but it becomes less and less important as you get higher in the game and
it is possible (but not the norm) for warriors with much lower decise to attack
before a warrior with much higher decise.

Scorpio -- We all start ignorant.  It isn't something to be embarrassed about. --

Scorpio -- Today, the regions are not as important.  There is much less difference
between Andorian, Free Blades, and Delarquan arenas today.  My top recommendation
would be DM 21.  It is the strongest fast arena in the game and has been for a long
time.  DM 32 is also quite strong today.  DM 11 has been off and on a strong arena,
but is not currently.  There was some indication that 33 might pick up soon.  The
other arena of interest is DM 81.  This is probably the hardest fast arena in the
game and has huge participation.  It has restrictions on it, though (You cannot run
in tournaments and you are commiting to play all 5 warriors on your team when you
play if you go there).

If you are willing to go to a slow arena, there are more options.  DM 31 is my top
recommendation, with a 'live' spy report instead of the computer generated reports in
most arenas.  DM 47 is the Turf War Home and is similar in competition to DM 81.  The
advantage of going to 47 or 81 is that you will compete against the top competition
in the game.  The disadvantage is that you will lose a lot.  These two arenas are
HARD and active.  The other arenas I've mentioned have a much greater mix of how hard
they are to get wins in.  Most of the slow arenas have pretty solid followings, but
31 and 47 are my first two recommendations.

Producer -- I thought it funny that you lose the throne and don't get it because the
top two warriors are tied in recognition. -- Assur

Commission, Jorja, anybody!  We want to protest!  Our team has been slotted into this
smelly old operating license, and OUR team name has been STOLEN by some other bunch
of bums down in Alastari!  We should be the Four Corners, but apparently the
Commission is trying some experiment. -- the indignant warriors of the Reused Third

Hmm, two-three.  That isn't bad for a first turn.  No standbys, which is, they tell
me, good.  I'd rather have standbys, frankly. -- John Asazi, for the Third Highway

Ogre the Pale -- That was a good back-and-forth fight.  Especially since I won it! --
Koko Bella
P.S.  I don't know what it is about these Commission clerks.  They see somebody short
and just ASSUME a dwarf.  There ARE other short people in the world.  I'm pretty sure
*I* am not a dwarf.  I think I'd have noticed a beard.

Hephaestus -- Ouch? -- John Asazi

Chorlyndyr -- Now, THAT is something you don't see very often.  I heard that
Zinjarans never leave their mountains (not as good as MY mountains).  And that
they're troublemakers, but that's fine for a gladiator. -- Miggy Owens

                                  LAST WEEK'S FIGHTS

PING was dealt death by SHEWISH GIANT in a 1 minute Dark Arena fight.
NEO was butchered by HIGH ELF in a 1 minute Dark Arena duel.
CHORLYNDYR was demolished by CUTTING EDGE in a 1 minute one-sided Bloodfeud melee.
KNEEDLINYA overpowered XOOMA in a 1 minute mismatched Challenge duel.
BRIX devastated TIN CUP in a 1 minute one-sided Challenge fight.
GORGORE was subdued by THE NATURAL in a crowd pleasing 5 minute Challenge competition.
TOYTLES won victory over XEPHYR in a crowd pleasing 5 minute Challenge fight.
ANVENGEN KALE was beaten by ROCKY in a 1 minute Challenge brawl.
SANJI was overcome by XUNA in a 4 minute Challenge fight.
BRUTUS TIMBLIN handily defeated KYRIA in a 1 minute uneven Challenge melee.
DRASGAR FINCHLY won victory over HEPHAESTUS in a 2 minute beginner's Challenge fight.
HOOSIERS won victory over GUARANTEED in a popular 3 minute brutal Title fight.
OUT OF CONTROL handily defeated XABOO in a 1 minute one-sided bout.
LEFTY & PULSE demolished OGRE THE PALE in a 1 minute mismatched match.
TV CONTRACTS overcame JOHN ASAZI in a 1 minute contest.
XIVECK devastated ALEXIS in a 1 minute bloody mismatched bout.
KOKO BELLA savagely defeated RAGE in a 7 minute bloody novice's duel.
LUCKY CHUCKY lost to SPARTAN in a 2 minute novice's fray.
MONNA KOPI bested MEAT in a 3 minute amateur's brawl.
MIGGY OWENS savagely slew VICE in a 2 minute brutal novice's bout.
CONOR PYREHEART was beaten by AGEHA in a crowd pleasing 3 minute novice's match.
DANQUEZ unbelievably bested ACE in a 1 minute gory novice's contest.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   9         SLASHING ATTACK   21 -  11 -  3      66  |
|WALL OF STEEL                    8         WALL OF STEEL     44 -  26 -  1      63  |
|STRIKING ATTACK                  6         BASHING ATTACK    29 -  23 -  1      56  |
|PARRY-RIPOSTE                    5         LUNGING ATTACK    13 -  12 -  0      52  |
|AIMED BLOW                       5         TOTAL PARRY       16 -  15 -  0      52  |
|SLASHING ATTACK                  5         STRIKING ATTACK   17 -  22 -  3      44  |
|TOTAL PARRY                      3         PARRY-RIPOSTE     14 -  22 -  1      39  |
|LUNGING ATTACK                   2         AIMED BLOW        14 -  24 -  1      37  |
|PARRY-STRIKE                     1         PARRY-STRIKE       1 -  18 -  0       5  |
|PARRY-LUNGE                      0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 407 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     AIMED BLOW         1 -  4         3  WALL OF STEEL  
BASHING ATTACK     6 -  3     SLASHING ATTACK    1 -  4         3  BASHING ATTACK 
TOTAL PARRY        2 -  1     STRIKING ATTACK    1 -  5         2  TOTAL PARRY    
WALL OF STEEL      5 -  3     PARRY-LUNGE        0 -  0         1  STRIKING ATTACK
PARRY-RIPOSTE      3 -  2     PARRY-STRIKE       0 -  1         1  LUNGING ATTACK 
                                                                1  PARRY-RIPOSTE  

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
WALL OF STEEL    HOOSIERS 9585               6   0  0   52 SPORTS FLICKS (1651)
STRIKING ATTACK  CUTTING EDGE 9584           4   2  1   47 SPORTS FLICKS (1651)
BASHING ATTACK   GUARANTEED 9581             5   1  0   40 BB BASEBALL MONEY (1650)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is KNEEDLINYA 9567.  The most popular warrior this turn 
was XEPHYR 9603.  The ten other most popular fighters were GORGORE 9599, GUARANTEED 
9581, AGEHA 9613, SANJI 9632, KOKO BELLA 9618, SPARTAN 9614, BRIX 9566, XUNA 9548, 

The least popular fighter this week was ACE 9615.  The other ten least popular 
fighters were CONOR PYREHEART 9624, VICE 9611, MEAT 9626, LUCKY CHUCKY 9619, ALEXIS 
9625, JOHN ASAZI 9617, OGRE THE PALE 9609, XABOO 9597, THE NATURAL 9587, and TIN CUP 


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                                  A NOTE ON MAILMEN

     In response to the articles on new fighting styles, those were good, but how can 
you forget our most favorite warrior who has a style all his own?  The Mailman!  To 
Duelmasters he is our most sacred person.  I mean, how many of you managers out their 
have sat down and calculated what day your Duelmasters will arrive and have sat 
waiting for it to arrive, while unknown to you, your mailman is fighting away to get 
your Duelmasters delivered.  Let's review him...
     ST - should be around 19.  He needs to heft two medium bags, cloth mail armor and 
a ton of rubber bands.
     CN - 13, give or take a few.  He does get bitten by dogs often.
     SZ - Any.
     WT - At least 10.  He often likes to read the mail.
     WL - Try about 20.  He must endure all kinds of weather.
     SP - 16 is good.  He needs to run across streets in traffic.
     DF - 10 is good.  Sometimes he has to carry packages.
     This setup should get you a good mailman but they are hard to come by.  If you 
can come up with any better, diplo me.  I am:

                                   Staple Gun
                                   mgr. of Technet (3)
                                   The New Deal (23)

     I am currently working on the U.P.S. and Federal Express warriors.

                                   "Strikers R Us"

     Greetings, everyone.  It is I, Talon, again.  I am very glad to see everyone 
participating in the arena and sharing their thoughts on styles and strategies.  This 
turn I will take on the striking attack style, which is certainly one of my favorites.
     I believe the striker is one of the easiest styles to run, and one in which no 
team should be without.  A high-powered striker can diversify and empower your team.  
A well run striker can beat any other style, period, at any level in regular 
Duelmasters.  In arenas where scum TPs are rampant, strikers are just the answer as 
they can attack for up to 12 minutes or more.  Strikers are versatile.  They can do 
exceptionally well with a dagger as a weapon or with a halberd.  They can do well with 
no armor or with plate armor.


               Biff     Primal         Solid         Perfect
ST             5-21      9-17           13             15
CN              3+        3+             6              3
SZ             9-21      3-17            9              5
WT             3-17      17 +           17             21
WL             9-17      13 +           17             15
SP              5+       5-13            9              8
DF              9+       9-17           13             17

     With the way I design strikers, there are essentially two strikers that evolve.  
The BIFF and the PRIMAL.  The Biff striker is typically one that is not looking long-
term, but one which I want to run and have fun with.  With this striker, I try to have 
one stat (wit, will, or deftness) which is extraordinary, one which is average, and 
the other ends up being at some non-normal level.  Some examples of the Biff are: 10-
10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21-
3-15-21-5-8-11.  With these warriors, the emphasis is on having fun and learning more 
about the style.
     The Primal is essentially a Primus-quality warrior.  In this category, the 
striker will be designed with stats that most other managers will gasp, "OH MY, WHY 
DID YOU MAKE HIM A STRIKER?"  It is also the warrior that will be Duelmaster for 8 
straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex.  
The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with 
a 13+ will and who will do normal damage or better.  The goal with the Primal is a 21 
wit and 17 deftness, because this will ensure a great warrior.
     Weapons and Armor:  As for weapons, the best striking weapons that I have found 
and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword, 
longsword, war hammer, and sometimes the short spear.  I don't run my strikers with 
shields or off-hand weapons, as it takes away from their attack.  The heaviest armor I 
will use is padded leather.  Always wear a steel cap or a helm.

Strategy (general):

Min.           1    2    3    4    5    6+   Desp
OE             10   8    6    6    6    5    5
AL             10   5    4    2    2    1    8
KD             6    8    6    6    6    5    5
attack         arms/legs/head -- take your pick
protect        arms/legs/head -- take your pick
off tactic     decise, slash, bash,  depending on weapon
def tactic     response is best; try dodge though.

     With this strategy, a striker with a normal endurance should fight for eight 
minutes as a scum TP and come out on top, outrageously victorious.  Just match your 
weapon with your tactic and only use the tactics in minute one or desperation.
     If you have any further questions on this or any other style, feel free to diplo 

                                                  Talon, mgr. Eagle's Claw


                              a new look for Aimed Blows

     Greetings and salutations, all.  Here's a new twist on aimed blows I haven't seen 
before....one that works, at least for me!  Here's what I did with Rex Walters, my 
first Duelmaster in the Free Blades transfer arena, DM 70.
     ST: 17     (for good damage, attack and parry skills)
     CN: 13     (gonna need every hit point he can get)
     SZ: 4      (smaller the better!)
     WT: 4      (overrated for aimed blows!)
     WL: 21     (if ya try this method, 17 is a MINIMUM)
     SP: 4      (ya want NO speed, none, nothing, zero!)
     DF: 21     (better max this one out too, at least a 19)

     You laugh at me?  I started expert in both attack and parry! (OK, so I got lucky, 
I didn't expect either one of em.)  But both are in reach with a little luck.  Hey, if 
ya can get that strength to 21 you're almost guaranteed those experts... though a bit 
more CON would be nice.
     But how do I RUN this monstrosity, you may ask?  Why, I'm glad you inquired!  
LOTS of armor.  The hit points combined with, say, platemail should win this character 
a lot of fights.  But, while I've picked up a few easy wins scumming, that's not 
really what this character does best.
     I use the only weapon Rex is well suited to: the bare hand.  With an offhand 
small shield or shortsword, so I can take advantage of that expert parry rating.  So: 
     And I run him at a 4 offensive effort, with a matching 4 activity level.  He can 
last through the initial onslaught of nearly any offensive, then smash them.... like a 
good waste.  And with that monster endurance and good damage, no one scums this 
     I attack and protect the head, usually, and keep the kill desire high... 5-7 
generally.  Now, how to become Duelmaster?
     Well, step one is fight your first fight... and train your CON.  Step two, now 
that you're in the arena, is get a fight with an up-and-coming young warrior from the 
Duelmaster's team... and kill them.  (I randomly matched up with, and killed, a member 
of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear 
themselves out but haven't quite dropped are the easiest to kill.
     Then, when the Duelmaster comes at you (bragging about how he "only" needs to 
beat you twice to assure his ascension to the Isle) you stomp him.  Badly.  Once 
you're on that lofty throne he won't even be able to bloodfeud you, since you can bet 
he's not gonna be anywhere near the challenger champions after losing to a 2-fight 
warrior (just ask Ciron of ENDS WITH IRON, now in AD).
     There are drawbacks, of course.  Once you get to that level, odds are you're 
gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this 
trick... Oo!  I love mixed metaphors...)  But... even a 4 wit warrior can learn skills 
against gladiators with 50 fights!
     Rex is now 7-3-1.  All three losses have come against warriors now in AD. In 
those ten matches, he's trained his strength and constitution once each, and learned 
twenty skills, including his adex in both parry and attack.  And boy, is it fun 
humiliating some of those "gods" bound for AD!
     What else can one do with this warrior?  Well, Rex is, get this, well suited to 
an off-hand epee!  He wouldn't dare use one as a primary weapon, but its a great off-
hand toy...
     Does he have what it takes to be a long-term winner?  Who knows?  He's probably 
the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and 
climbing....and he'll meet ya in AD! 
     Amazingly enough, this is not an isolated fluke.  We entered a similar warrior 
into Bloodgames (with the 4's as 3's, and a bit more CON).  That warrior, Jalon, is 
now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena.
     Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now... 
Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's 
another story...

                                             mgr., Pitt Gladiators (2,29,56,103)
                                             Jayhawks        (70)
                                             Silent Storm    (65,74,75)
                                             and numerous others....

                          THE WALL OF STEEL AS A BERSERKER

     This article is for newer players; more experienced managers will, I'm sure, have 
much more sophisticated ideas about warrior design and strategy.  This will enable a 
newbie to design a competent warrior who should be able to achieve a better than 50/50 
     The wall of steel, or "waste," is often considered the second scummiest style in 
Duelmasters.  I love the style, but I don't run mine that way; I prefer to think of 
the waste as a fierce dervish ripping into his opponent like an airplane propeller.  
In accordance with this view, most walls of steel that I design couldn't scum if they 
wanted to (well all right, sometimes it happens by accident if the opposing warrior is 
going all-out and can't last very long).  It's fun to run them fast; they get the jump 
on people who don't expect it of them, and their fights are exciting.  Mind you, they 
don't win as much as if they ran more defensively, but the ones with good stats still 
do okay (I'll make practically anything a waste and run it, but this article isn't 
about the ones that a sane manager would DA).
     So, here is a design for a competent wall of steel:

ST   13+  Needed for endurance, damage doing, and weapon selection.
CN    9+  You need a passably good con for endurance.
SZ    7+  Teeny weenie wastes don't hit hard enough or take enough damage.  Real big 
          (15+) is bad because it hurts endurance.
WT   13+  Preferably 17.  Like any other style, the smarter they are, the better.
WL   17+  Needed for endurance, damage-taking, and sheer grit.  21 is recommended.
SP    3+  Whatever.
DF    7+  Higher deftness is better, but you can get by without it.

     As you can see, these are fairly easy requirements.  Of course, the more wit, 
will, and deftness, the better your waste will be (same as any other style).  If you 
don't end up with at least good endurance on the overview, the warrior probably isn't 
going to do very well.  With that high will, though, you can bump con a couple of 
times and you might get good endurance, so there's still a chance.
     Choose your weapons based on deftness, and your opponent's armor weight.  I 
normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS.  No shield.  
Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy 
armor), MS, and BA.  The war flail isn't a very good weapon, but you can play with it 
against leather armor.  For armor, I usually choose something middling like ARM & H, 
but will go with APL & H if he has a lot of con.
     For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus 
if his OE equals his KD.  Since I don't like to use a kill desire above 6, I don't go 
by that in the first couple of minutes.  Keep the activity level moderate to low; the 
waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's 
burning a lot of endurance without that added drain.  Attack and defend the arms, like 
a slasher; a waste is a sort of parry-slasher.  A typical strategy for my wastes might 
look like this:

Minute    1    2    3    4    5    6    Desp
Offensive 9    8    7    6    5    5    2
Activity  6    5    4    3    2    1    6
Kill des. 6    6    6    6    5    5    2
Att. loc. RA   LA   RA   LA   RA   LA   RA
Pro. loc. AM   AM   AM   AM   AM   AM   HE
Off tac.  none --   --   --   --   --   --
Def tac.  --   --   --   --   --   --   P

     I play with the numbers a lot, depending on what the warrior seems to like.  For 
example, if he doesn't parry too well, I'll give him a more offensive desperation 
strategy, like 8-4-8-slash.  (If I really like a warrior I sometimes use a 7+ KD to 
try and save his life.)  If he never manages to get the jump on anybody, I'll try 
running him more defensively, like with a first minute of 3-6-3.  It's not as much fun 
as going all out, but it's more fun than losing all the time.
     You can challenge pretty much any style (lungers aren't recommended).  When 
fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR, 
PL, or WS), slow down or you will be scummed.  For the most part, though, an offensive 
waste is very versatile and can beat any style.  The better his important qualities 
are (WT, WL, DF, endurance), the better the quality of warriors he can defeat.  In 
other words, if you have a so-so rollup that barely made the minimum requirements, 
challenge so-so opponents.  If you have a good rollup, go for the gold.  Challenge 
warriors with a few more fights than you, so you'll learn plenty of skills--but don't 
challenge way way up in experience, because it's no fun to lose a good warrior.
     For the most part, train skills--especially on your challenge strategy, when 
you're going after someone with more fights!  And for sure on the first fight, because 
you'll likely be matched against someone who can teach you a lot.  It's okay to train 
con once in a while if you need more endurance and damage-taking; and if you have bad 
luck on the rollup and get "does little damage" or something, you might have to train 
strength once or twice (no more!).  But it's best not to train any other stats until 
way, way down the road.
     Ask your DM sponsor or any experienced manager in your arena for more advice (if 
they tell you I'm full of hot air, they're probably right).  A little bit of good 
advice from a more advanced player can make a big difference in your enjoyment of the 
     If you have any questions or suggestions, you can diplo:  the She-Puppy, mgr. 
Mordant Prison DM-1, and others.