Date   : 09/20/2014    Duedate: 10/03/2014


DM-93    TURN-412

This Weeks Top Honors


(93-9613) [6-0-0,55]

Chartered Recognition Leader   Unchartered Recognition Leader

                               THE SHADOW GUILD (1654)
                               (93-9613) [6-0-0,55]

Popularity Leader              This Weeks Favorite

KOKO BELLA                     MIGGY OWENS
THIRD HIGHWAY (1642)           THIRD HIGHWAY (1642)
(93-9618) [6-1-0,31]           (93-9621) [4-3-1,17]



Team Name                  Point Gain  Chartered Team
1. BASH BROS SCUM (1663)       46
2. THE REAPERS (1660)          29      BANE'S CHILDREN (235)
3. MY 60'S TV (1661)           26      Unchartered Team
4. THIRD HIGHWAY (1642)        26
5. DARK LOTUS (1659)           22      BASH BROS SCUM (1663)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*BASH BROS SCUM (1663)      4   1  0 80.0   1/ 5*THIRD HIGHWAY (1642)      8  7 1
 2/ 3*DARK LOTUS (1659)          6   4  0 60.0   2- 3*PHOENIX GUARD (1655)      7  3 0
 3/ 0*MY 60'S TV (1661)          3   2  0 60.0   3/ 4*THE SHADOW GUILD (1654)   7  5 0
 4/ 0*THE REAPERS (1660)         3   2  0 60.0   4/ 0*TOXIC STORM (1658)        7  8 2
 5/ 4*THIRD HIGHWAY (1642)      49  36  3 57.6   5/ 8*DARK LOTUS (1659)         6  4 0
 6/ 5*THE SHADOW GUILD (1654)   13  12  0 52.0   6/ 0*BASH BROS SCUM (1663)     4  1 0
 7/ 0*TOXIC STORM (1658)         7   8  2 46.7   7/ 0*THE REAPERS (1660)        3  2 0
 8- 6*PHOENIX GUARD (1655)      11  13  0 45.8   8/ 0*MY 60'S TV (1661)         3  2 0
 9/ 0*CAVEAT EMPTOR (1657)       3  14  0 17.6   9/ 0*CAVEAT EMPTOR (1657)      2 12 0
10/ 0*5 ANGRY MEN (806)          0   1  0  0.0  10/ 0*5 ANGRY MEN (806)         0  1 0

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

                                    TEAM SPOTLIGHT

     Greetings to the NEW managers, my name is Scorpio, and I send forth this letter
to announce to you that the Scorpion's Alliance is here!  If any of you new rookies
or semi-rookies, would like to join the Alliance, diplo Scorpio in DM 11, 21, 42 or
     The point of the Alliance is to forge a new friedship in this game, because as
you play; you'll come to notice old alliances/friendships of managers who don't
really have any more room to want or even card for an alliance.  The purpose of the
Scorpion's Alliance is to share the knowledge that's not shared in the game,
strategize against the common enemy, and rise to the top in this game.  So in
closing, I offer to you all of the above.  Look for me, diplo me, or whatever--I'm


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

                             WARRIOR & NEW 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 Ed Sullivan,
manager of MY 60'S TV, 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, generally making high roll numbers higher
2.  WT is the first factor examined, followed by WL, which then 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.  Maybe.
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 principals to
the MY 60'S TV 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) some of those susceptibilities.  (d) Testing multiple
styles allows you to quicker 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, Ed
Sullivan) of this MY 60'S TV team just started on Noblish Island.
     16-7-16-10-8-3-10 to 21-7-16-15-9-5-11 BA (basher) Design to strengths (concept
#1), which is clearly moving ST to 21.  This also covers concept 4.  Five (5) to WT
covers principles one, two, and three.   Really need the 9 WL (principle 5).  The
remaining three are added to DF for the many skills at 11 F and then to SP with the
rest.  He IS offensive and will need all the speed he can get.
      10-9-8-10-5-18-10 to 11-9-8-15-9-21-11 ST (striker).  Surely looks like a fast
offensive and adding 3 to speed covers concept one.  I need four to WL to meet
concept number five.  I need to add five to WT for concept # two.  That leaves one
for both DF and ST.  One to ST to assist with concept four, and one to DF for those
six big valuable skills at 11DF.
     11-6-12-12-11-9-9 to 11-6-12-17-17-10-11 SL (slasher) It is easy to add to the
strengths when they are WT and WL! Hence, both were advanced to the 17 breakpoint.
That fulfills concepts one through three and certainly covers concept five.  The last
three points were added one to DF for that 11DF and its six skills, and to SP.
     9-9-15-5-9-12-11 to 11-15-15-5-15-12-11 TP (total parry).  The first thought was
optimize strengths, but since they were SP and DF the end resultant was not going in
a good direction.  I had to do something about the low WT, so this was one of those
cases where concept #9 seemed best.  Hence, as per concept 9, all points were put on
ST, CN, and WL - and WL usually needs to be as high as possible for a scum.  (6 to
WL, 6 to CN, and 2 to ST)
 It may not be beautiful, but I am betting it will win its 60%.
    5-9-10-11-5-11-19 to 7-9-10-17-9-11-21 AB (aimed blow; aimer) Using principle
one, I would optimize DF to 21 and am automatically thinking aimer at 21DF.
Principle one also drives me to add 6 to WT and I need to add 4 to WL for principle
#5.  The last 2 go to ST both for the attack and parry skill at 7 ST and to help make
the aimer strong.
     Good luck competing against MY 60'S TV 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 = 10    (Looks about right.  1/7th of the points)
       CN = 6   (SP and CN are usually the least added stats, and all these went to
the one TP.)
       SZ = 0   (Cannot add to size.)
       WT = 21   (One of two most valuable stats.  Many points added here makes
       WL = 21   (One of two most valuable stats.  It is difficult to win without WT
      SP = 6   (SP and CN are usually the least added stats; minor adds to enhance
decisiveness of offensives)
      DF = 6   (DF additions are often quite variable and this amount looks lower
than most, but fits.)
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.)

Ed Sullivan
Consortium affiliated

       >)]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
     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. --

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
     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===---

 DM   9 ZUKAL (turn 757): THE TALL MAN of BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 759): AGONY of TORTURED (Iron Maiden, mgr.)
 DM  13 DULLENS (turn 748): SIERRA of MMM BEER!! (Khisanth, mgr.)
 DM  15 MALCORN (turn 753): GROOVY SIR GRIMM of THE GRAIL KNIGHTS (The Dark One, mgr)
 DM  16 WILLAF (turn 755): MISDIAGNOSIS of BASH BROS. DOCTOR (Assurnasirbanipal, mgr)
 DM  17 ALJAFIR (turn 746): LEAD BELLY of BODY OF MUSIC (Howlin' Wolf, mgr.)
 DM  28 MORYA (turn 376): WATER RAT of LORDS OF DISCIPLINE (Longshot, mgr.)
 DM  29 LAPUR (turn 744): ALI BOOMBAH YAY of DEVIATION (Marma Duke, mgr.)
 DM  31 CHIMLEVTAL (turn 374): SEAWEED of BASH BROS OCEAN (Assurnasirbanipal, mgr.)
 DM  32 ARVAT (turn 741): UNGNOME SOLDIER of SECRET SQUIRRELS (Gentleben, mgr.)
 DM  35 MURSKA (turn 730): A MAN of FOOT OF PRIDE (Howlin' Wolf, mgr.)
 DM  43 VEASTIAN (turn 688): PLASTIC MAN of MELODY MAYHEM (Stillgard, mgr.)
 DM  45 STORMCROWE (turn 351): PULLED ORC of SHEWISH BUFFET (One Armed Bandit, mgr)
 DM  47 NORTH FORK (turn 345): RU BRINGER of LES TURFISTES (Le Pentarque, mgr.)
 DM  50 SNOWBOUND (turn 332): KINGU of MESOPOTAMIA (Var, mgr.)
 DM  56 ROCANIS (turn 620): SWYTAI of GRIZZLED VETERANS (Dameon Darkheart, mgr.)
 DM  60 ARADI (turn 605): CRAYONS of UNNAMEABLES (Howlin' Wolf, mgr.)
 DM  61 JURINE (turn 587): REWARD of ERRATA (JE, mgr.)
 DM  65 DAL SHANG (turn 581): APACHE FOG of SUPERNATURAL (Mannequin, mgr.)
 DM  73 ERINIKA (turn 281): ENDU ENDU of DUDS (Dudley Do-Right, mgr.)
 DM  74 DAYLA KIV (turn 545): TAX MAIL-IN of I HATE TOURNEYS (Crumudgeon, mgr.)
 DM  75 JADE MOUNTAIN (turn 536): UNTAMED BERSERKER of CRITICALS (Howlin' Wolf, mgr)
 DM  78 LIN TIRIAN (turn 528): SERGEANT 3 of MEDAL OF HONOR Z2 (The Anarchist, mgr.)
ADM 103 FREE BLADES (turn 645): BILBO BAGGINNI of MIDDLE ITALY (The Dark One, mgr.)

                                      Top Teams
 DM   9 ZUKAL (turn 757): BLUE MOON (Jorja, mgr.)
 DM  12 RIZTAB (turn 759): PURE POISON (?, mgr.)
 DM  13 DULLENS (turn 748): ALLITERATE ARMY (Howlin' Wolf, mgr>)
 DM  15 MALCORN (turn 753): GREENWARDENS (Jorja, mgr.)
 DM  16 WILLAF (turn 755): BLOOD ON THE TRACKS (Howlin' Wolf, mgr.)
 DM  17 ALJAFIR (turn 746): ALL THINGS FLOYD (Flody, mgr.)
 DM  19 ZUWAYZA (turn 747): THE MAGNIFICENT MAGS (Jorja, mgr.)
 DM  28 MORYA (turn 376): LORDS OF DISCIPLINE (Longshot, mgr.)
 DM  29 LAPUR (turn 744): THE TAKEN (Stillgard, mgr.)
 DM  31 CHIMLEVTAL (turn 374): BASH BROS OCEAN (Assurnasirbanipal, mgr.)
 DM  32 ARVAT (turn 741): SECRET SQUIRRELS (Gentleben, mgr.)
 DM  33 NIATOLI ISLAND (turn 738): XXX BANDITS (?, mgr.)
 DM  35 MURSKA (turn 730): FOOT OF PRIDE (Howlin' Wolf, mgr.)
 DM  43 VEASTIAN (turn 688): THE FAMILY (Jorja, mgr.)
 DM  45 STORMCROWE (turn 351): DARQUE FORCES (Master Darque, mgr.)
 DM  47 NORTH FORK (turn 344): LES TURFISTES (Le Pentarque, mgr.)
 DM  50 SNOWBOUND (turn 332): MESOPOTAMIA (Var, mgr.)
 DM  56 ROCANIS (turn 620): MEDAL OF HONOR A11 (The Anarchist, mgr.)
 DM  60 ARADI (turn 605): UNNAMEABLES (Howlin' Wolf, mgr.)
 DM  61 JURINE (turn 587): CANINE CUISINE (Alfredo Frothingslosh, mgr.)
 DM  65 DAL SHANG (turn 581): POSSE (Hollowshade, mgr.)
 DM  73 ERINIKA (turn 281): WORLDWIDE GORE (Crip, mgr.)
 DM  74 DAYLA KIV (turn 542): I HATE TOURNEYS (Crumudgeon, mgr.)
 DM  75 JADE MOUNTAIN (turn 537): CRITICALS (Howlin' Wolf, mgr.)
 DM  78 LIN TIRIAN (turn 528): SAND DANCERS (Jorja, mgr.)
ADM 103 FREE BLADES (turn 645): DIRT DEVILS et al (The Dark One, mgr.)

                                   Recent Graduates
 DM  12 RIZTAB (turn 758): HYPATIA of DREAMERS (Sleepy, mgr.)
                           STRYCHNINE of PURE POISON (?, mgr.)
 DM  13 DULLENS (turn 748): LAME OX of CARDOW HUNTERS (Jorja, mgr.)
                            LAUGHTER REDKNIFE of CARDOW HUNTERS (Jorja, mgr.)
 DM  28 MORYA (turn 375): TRAVEL of EXPENSE ACCOUNT (Finance Manager, mgr.)
 DM  31 CHIMLEVTAL (turn 373): PITCHFORK of USEFUL WEAPONS (Smithy, mgr.)
                               AMUR of AVENGERS (Huckle Cat, mgr.)
 DM  32 ARVAT (turn 741): KID DYNAMITE of STRATEGY, DAMMIT! (Riff-Raff, mgr.)
              (turn 740): DROGON of DEATH BY DESIGN (Bubba Ganoosh, mgr.)
 DM  47 NORTH FORK (turn 345): ASTROTRAIN of DARQUE FORCES (Master Darque, mgr.)
                   (turn 344): CASTLE THUNDER of OTTODROME TW (Otto X, mgr.)
                               FLESH HUNTER of BAAL'S MINIONS (Var, mgr.)
 DM  50 SNOWBOUND (turn 332): KINGU of MESOPOTAMIA (Var, mgr.)
                              HAIRY MONSTER of OPEN SESAME (Crip, mgr.)
 DM  56 ROCANIS (turn 619): KRAIT of SERPENTS' HOLD (Khisanth, mgr.)
 DM  73 ERINIKA (turn 281): F.U.B.A.R. of ALPHABET SOUP (Crip, mgr.)
                (turn 280): URSULA ZAROFF of MIDDLE WAY 18 (Jorja, mgr.)

                                      SPY REPORT

     You elder fighters surely remember me.  The younger ones may call me Olaf 
Modeen.  I return to NOBLISH ISLAND once again!  Woof!  BB BASEBALL MONEY were a 
bunch of dogs after THIRD HIGHWAY got through with 'em!  1405th ain't so sweet as 
1st!  Up 'n down.  Up 'n down.  Rankings always change.  Up 'n down.  I think I'm 
gonna be...  Well, THIRD HIGHWAY's 1st moved them up to 4-1-0 place.  BASH BROS 
SCUM's walking tall now that they went 4-1-0 their first time out.  But we know what 
awaits them soon...  What's with MODE PARRY?  He actually beat NOBLISH ISLAND's 
EMBEZZLING SCRIBE, and walked away with 15 more points from the fight.  Laughs were 
big at THIRD HIGHWAY while they watched KOKO BELLA clobber MIKE DRE'.  He lost 6 
points and got bruised from objects thrown from the stands.  I'm sure NOBLISH ISLAND 
is excited about AGEHA, the new Duelmaster from THE SHADOW GUILD.  (remember?)  But 
when you've seen as many as I have...  Advice to fighters with a 1 will--give up 
     No matter the time or place, men will always duel.  NOBLISH ISLAND thinks DARK 
LOTUS and their 6-4-0 is too much!  If at first you don't succeed, give up...  
Management must be dealin', as the boys at TOXIC STORM ain't reelin'!  DARK LOTUS' 
mad!  How well I know the feeling of being the most challenged warrior, MIGGY OWENS!  
Don't make idle boasts, they may come back to haunt you.   
     Warriors of NOBLISH ISLAND unite.  You have only your games to lose!  Here's 
some advice:  study your opponent, master many skills, fight dirty.   
     Well, I'm pretty much through.  You guys need to get back practicing.  The end 
of another Spyreport!  That's cause for celebration in my book!  Remember--a good 
fighter needs both good skills and good luck.  Until next time,-- Olaf Modeen  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 AGEHA 9613                    6   0  0    55       THE SHADOW GUILD (1654)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 KOKO BELLA 9618               6   1  0    31       THIRD HIGHWAY (1642)
 SPARTAN 9614                  5   0  0    30       THE SHADOW GUILD (1654)
 JOHN ASAZI 9617               4   3  1    27       THIRD HIGHWAY (1642)
-JINN SHAKAR 9653              3   0  0    25       PHOENIX GUARD (1655)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 HADDYR WOTAN 9647             2   1  1    21       TOXIC STORM (1658)
-RAGE 9628                     3   2  0    20       PHOENIX GUARD (1655)
 MIGGY OWENS 9621              4   3  1    17       THIRD HIGHWAY (1642)
 BRIENNE 9657                  2   0  0    16       DARK LOTUS (1659)
 MODE PARRY 9683               1   0  0    15       BASH BROS SCUM (1663)
 LUCKY CHUCKY 9619             3   4  0    14       THIRD HIGHWAY (1642)
-KURZAK 9660                   2   0  0    14       PHOENIX GUARD (1655)
 DO NOTHING 9679               1   0  0    14       BASH BROS SCUM (1663)
 THE RED VIPER 9659            1   1  0    13       DARK LOTUS (1659)
 SKY KING 9672                 1   0  0    13       MY 60'S TV (1661)
 BORING 9681                   1   0  0    12       BASH BROS SCUM (1663)
 VIOLENT J 9658                2   0  0    11       DARK LOTUS (1659)
 JOSSLYN 9663                  1   0  0    11       THE REAPERS (1660)
 LA PATRONA 9649               2   1  0    10       TOXIC STORM (1658)
 STUMP 9665                    1   0  0    10       THE REAPERS (1660)
-CONOR PYREHEART 9624          2   3  0     9       PHOENIX GUARD (1655)
 MONNA KOPI 9620               1   6  0     9       THIRD HIGHWAY (1642)
 AUTUMNBE 9643                 2   2  0     8       CAVEAT EMPTOR (1657)
 MIKE DRE' 9651                1   2  1     6       TOXIC STORM (1658)
 URSUS DRAVEN 9650             1   2  0     6       TOXIC STORM (1658)
 O'RYAN 9667                   1   0  0     6       THE REAPERS (1660)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DRAXXUS 9644                  1   3  0     6       CAVEAT EMPTOR (1657)
 PERRY MASON 9670              1   0  0     6       MY 60'S TV (1661)
 MICKEY MOUSE CLUB 9669        1   0  0     5       MY 60'S TV (1661)
 RAVEN LEIGH 9648              1   2  0     5       TOXIC STORM (1658)
 OARS 9661                     1   1  0     4       THE SHADOW GUILD (1654)
 TERRIBLE ATTACKERS 9682       1   0  0     4       BASH BROS SCUM (1663)
 SEARRUS 9645                  0   3  0     3       CAVEAT EMPTOR (1657)
 PERSEPHONE 9642               0   3  0     3       CAVEAT EMPTOR (1657)
-AGRISEL 9646                  0   3  0     3       CAVEAT EMPTOR (1657)
 FREDDY 9673                   0   1  0     1       THE SHADOW GUILD (1654)
 FURY 9671                     0   1  0     1       MY 60'S TV (1661)
 SHAGGY 2 DOPE 9684            0   1  0     1       DARK LOTUS (1659)
 DUKE 9666                     0   1  0     1       THE REAPERS (1660)
 MURDOCH 4696                  0   1  0     1       5 ANGRY MEN (806)
 AMERICAN BANDSTAND 9668       0   1  0     1       MY 60'S TV (1661)
-ROBERTS 9662                  0   1  0     1       PHOENIX GUARD (1655)
 BARON 9664                    0   1  0     1       THE REAPERS (1660)
 ROOKIES AND DONE 9680         0   1  0     1       BASH BROS SCUM (1663)
 ORAK STONEHAVEN 9654          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?
THE UNSULLIED 9655      0  1 0 DARK LOTUS 1659      MIKE DRE' 9651        411   
VLAD TALTOS 9656        1  1 0 DARK LOTUS 1659      HADDYR WOTAN 9647     412   
KIRARA 9639             1  1 0 THE SHADOW GUIL 1654 JOHN ASAZI 9617       410  REVENGED

                                     PERSONAL ADS

Words from the outgoing Producer and Sports Flicks....  Good bye. -- Producer

We are proud to have held the DM Title on 5 of the 10 turns on Noblish.  Cutting Edge
= 1 and Hoosiers = 4. -- Producer

Raven Leigh -- You were easy.  Sometimes I like my women easy.  I was just too
experienced for you, Babe.  Older men are like that.  (wink)  Want some advice?  You
were swinging wildly!  Lower that KD.  Maybe even the AK in round one.  For now.
Until you are more skilled.  Get rid of the off-hand weapon.  Use a bigger/stronger
weapon against higher armor levels.  Don't let that initial win indicate your ways.
You are NOT optimized. -- The Natural

TV Contract -- I hated losing to you, even though I admit you are the better warrior.
Shucks! -- Cutting Edge

That win, Assur, pulled you within one, but I win the head-to-head this time.  BUT,
you are the win-loss champ.  Nice finish!  Kudos. -- Producer

M. Chardinee -- Thanks.  I needed that. -- Hoosiers

     I'll send you a bill. -- M. Chardinee

Venomous Concubine -- As you can see, all I can do with my weapon is putt.  Perhaps
you should wrestle with someone skilled with a tool that is more useful to you? --
Tin Cup

     La, sir!  How you do go on! -- V. Concubine

Fratsfa Slave -- Aw shucks!  Another kill.  Bwahahahaha. -- Rocky

All -- "Assur's Guide To High Skill Hybrids" is one of the best and most thorough
articles published.  Good stuff.  Kudos to him.  I wish I had written it.  I wish I
were good enough to have written it! -- Producer

Avengen Kale -- The Slaughter Challenge II (DM28), which you mentioned you were
participating in, will be a well attended event.  Glad you can make it.  The
Consortium representative in Morya is Finance Manager with his Expense Account team.
-- Producer

And words from the incoming Ed Sullivan and his My 60's TV....

Allow me to welcome MY 60'S TV -- Mickey Mouse Club, Perry Mason, Sky King, American
Bandstand, and Fury.  You can read all about them in a spotlight next round.  We all
say "Hello" to you.

Wow -- Look at all the teams in Noblish.  Welcome.  Welcome.  I am glad you are here.
-- Ed Sullivan (Consortium affiliated)

All Managers -- If you ask, we will answer.  (Jorja, Assur, Ed Sullivan)  Maybe you
will get three different answers, but you will get answers.  And whether the answers
are the same or different, they will be useful answers.  So ASK. -- Ed Sullivan

Question:  Is it possible for a warrior to have more than one favorite weapon? --

Also -- Is it possible for a fighter to have a favorite off-hand weapon as well as in
collaboration with their favored primary weapon? -- Abyss

Monna -- Only a real loser could have an excuse like that.  Oh wait, I forgot; you
ARE a werecat and all, so dully noted. -- Spartan

Noblis Island -- My name is Spartan, but I am also know by many as The Great One.  I
possess the legendary sword of Icarus.  She takes me to the skies with a deadly
assault that will destroy any who oppose me.  So when you rise on the ladder out of
the Initiates bunker, tread carefully because I, Spartan, am watching and am ever at
the ready.  Who's next? -- Spartan

John Asazi -- I see you have jokes.  Lord Abyss hates jokes, especially when it's
about Kirara or Vice.  So, he told me to introduce you to Galigger. -- Oars

Ursos Draven -- You have one more chance.  If you fail me, if you fail us, you know
where your fate lies. -- American Infidel

Toxic Storm -- *stammering* I swear - I swear, I'll not dishonor you.  On my life. --
Ursos Draven

Ursos Draven -- You bet it's your life! -- Mike Dre'

Dark Lotus -- Don't take the death of your golem the Unsullied personally.  It's not
personal for me.  I expect all of my opponents to lie dead at my feet. -- Mike Dre'

Producer -- Thanks for the props on American Infidel.  I love my country and I love
swine.  You're welcome to come to a pig roast anytime. *wink* -- American Infidel

Koko Bella -- Thanks for two straight loses!  You're a sweet gal.  As for training,
in the first fight I trained strength which is fairly low.  In the second I trained
skills which worked out okay.  As for my con it's pretty high, don't know why my
stamina sucks!  Gotta win next match so I won't be fighting you, yet! -- Ursos Draven

All -- Don't think that  I am trying to go out and kill all of my opponents.  Know
that I am gonna kill all of my opponents.  Some may think I have a bad attitude.  I
don't have a bad attidute, I am a bad attitude.  Come lie at my feet & beg for your
worthless lives. *smiles* -- Mike Dre'

Mike Dre' -- It's time to shut up now.  Some of us have to sleep. -- Haddyr Wotan

Haddyr Wotan -- Yes, ma'am. -- Mike Dre'

Jorja --It seems to me that you are the a...a...woman with the plan around here.  I
am hoping that you can give some insight to the aimed blow style of fighting versus
the parry-riposte style.  Which is better and why?  Thanks for any insight. --
American Infidel

The Red Viper -- You bite me repeatedly and yet still I survive.  So, I take your
fangs as a trophy of my victory!! -- Autumnbe

All Aimed Blow -- With each loss my gladiators learn your weaknesses, you've been
warned. -- Warden T. Boggs

All -- Any charts you care to share?  Diplo Dark Lotus (1659).  What are "the
Slaughter Games?"

All -- Place your soul amongst the sixth Joker's card of the Dark Carnival faith.
(Notice painted faces in the crowd.) -- Dark Lotus

We looked into the stars, foretold everyone:
"Something dark and wicked this way comes."
We tell of oddities crawling from the dark,
and a carnival to which we can all belong.
I dwell under the streets, and I can tell you this"
I see some circus, Juggalo stuff going on.
                      Violent J

New Managers -- As a final note to Assur's advice, SAVE YOUR NEWSLETTERS.  Look on
them as a handbook and guide to the game even after you leave here. -- Jorja

One-four.  Heck.  What will our many admirers think of that, eh? -- John Asazi for
those out on the Third Highway

Ageha -- A good one for you, though I would recommend something, even leather, in the
way of body armor, just in case. -- John Asazi
P.S.  Funny, you don't LOOK Tzaltakan.

Haddyr Wotan -- Dast I mention the word "luck" here?  Our standard advice:  Get rid
of the off-hand weapon.  It isn't like you used it. -- Monna Kopi

Ursus Draven -- Sorry about the "vicious" part.  You looked like a bear, and I don't
trust bears.  I seriously recommend you drop the off-hand weapon.  If you have to
carry something, how about a small shield?  Try it once and see if you make use of
it.  Not that your style is likely to, but still, wouldn't hurt to try it once? --
Koko Bella

Brutus Timblin -- What IS it with all you people carrying a weapon in either hand?
It's confusing. -- Lucky Chucky
P.S.  At least, it confuses ME.

Rage -- Given your style, I'm surprised you kept up that rate of attack.  Good work.
-- Miggy Owens

10 September 14
Announcing the 1st Veterans Ballot for the Shadowspire Hall of Fame.
      Here are the voting rules.

First Ballot:  Anyone that has played a turn in Shadowspire during turns 1-200 is
eligible to vote.
One ballot per player.  Having multiple teams does not mean more than one ballot.
Give Team name and Manager/Real Name when voting.
Vote for a max of 10 warriors on the ballot.
You CANNOT vote for your own warriors during the first vote.
The top 10 warriors receiving votes will go to the Finals Ballot.  (Any ties for
tenth will be also be included in finals.)
NOTE: All warriors that DO NOT receive at least one vote will not be eligible for
future HOF ballots.

The Finals Ballot: 
It will be a YES or NO vote by all players that have graduated a warrior from
Shadowpsire in the first 200 turns.
For a warrior to be inducted into Hall of Fame they must receive at least 60% yes
Ballots are available at the Shadowspire Hall of Fame at Google Drive (Click the
81HOFBALLOT pdf or excel file, the print or download option is at top of page) or
requesting one by diplo to Clan Longbeard(39) in DM 81 or by the email listed below. 


How to place your votes:
1--You can print the pdf ballot and fill out, then diplo to me or ask for my mailing
address by private message to mail directly.
2--You can download the excel sheet and fill out and save, then email ballot as an
attachment.  (The excel Ballot is protected, so you can only write in the proper
3--You can just email your Team name/Manager/Real Name and the names of the 10
warriors you are voting for to the email to cjcaviness1962 at gmail dot com.

Anyone that knows players that have played in Shadowspire that are not currently
active, please contact them and ask them to participate in the voting, they have
earned the right and we want their participation.

Visionist/Chris Caviness
Clan Longbeard DM 81

                                  LAST WEEK'S FIGHTS

OARS was devastated by JOHN ASAZI in a 1 minute mismatched Bloodfeud fight.
THE RED VIPER won victory over AUTUMNBE in a 2 minute beginner's Challenge battle.
VIOLENT J savagely defeated SEARRUS in a 5 minute bloody amateur's Challenge duel.
MIKE DRE' was overpowered by KOKO BELLA in a 2 minute one-sided Challenge fight.
RAVEN LEIGH was viciously subdued by MIGGY OWENS in a 2 minute gory Challenge duel.
PERSEPHONE was bested by LUCKY CHUCKY in a 3 minute Challenge match.
HADDYR WOTAN delivered the death blow upon VLAD TALTOS in a 1 minute competition.
AGEHA handily defeated THE USEROUS MERCHANT in a 1 minute uneven Title melee.
SPARTAN vanquished MONNA KOPI in a 1 minute one-sided duel.
DRAXXUS was vanquished by SKY KING in a 1 minute one-sided duel.
LA PATRONA narrowly defeated DUKE in a 2 minute gory beginner's match.
URSUS DRAVEN defeated FURY in a 2 minute bloody novice's match.
BRIENNE handily defeated BARON in a 1 minute one-sided contest.
ORAK STONEHAVEN was subdued by TERRIBLE ATTACKERS in a 3 minute novice's brawl.
MURDOCH was handily defeated by JOSSLYN in a popular 1 minute uneven fight.
STUMP devastated AMERICAN BANDSTAND in a 1 minute uneven duel.
O'RYAN narrowly defeated SHAGGY 2 DOPE in a 4 minute amateur's brawl.
MICKEY MOUSE CLUB bested FREDDY in a 4 minute novice's fight.
PERRY MASON subdued ROOKIES AND DONE in a 4 minute novice's bout.
DO NOTHING outlasted EMBEZZLING SCRIBE in a crowd pleasing 7 minute amateur's fight.
BORING devastated CONVICTED THIEF in a crowd boring 6 minute one-sided bout.
MODE PARRY luckily beat EMBEZZLING SCRIBE in a action packed 7 minute beginner's bout.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|TOTAL PARRY                      7         LUNGING ATTACK    13 -   9 -  0      59  |
|WALL OF STEEL                    7         SLASHING ATTACK   21 -  15 -  3      58  |
|STRIKING ATTACK                  5         BASHING ATTACK    41 -  30 -  2      58  |
|BASHING ATTACK                   5         TOTAL PARRY       19 -  16 -  0      54  |
|LUNGING ATTACK                   4         WALL OF STEEL     43 -  38 -  1      53  |
|SLASHING ATTACK                  3         STRIKING ATTACK   23 -  24 -  1      49  |
|PARRY-STRIKE                     3         AIMED BLOW        17 -  27 -  0      39  |
|AIMED BLOW                       3         PARRY-RIPOSTE     12 -  20 -  0      38  |
|PARRY-RIPOSTE                    3         PARRY-STRIKE       6 -  17 -  1      26  |
|PARRY-LUNGE                      0         PARRY-LUNGE        0 -   0 -  0       0  |

Turn 412 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   AGEHA 9613                  6   0  0   55 THE SHADOW GUILD (1654)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is KOKO BELLA 9618.  The most popular warrior this turn 
was MIGGY OWENS 9621.  The ten other most popular fighters were KOKO BELLA 9618, 
9671, BRIENNE 9657, JOSSLYN 9663, and O'RYAN 9667.

The least popular fighter this week was ORAK STONEHAVEN 9654.  The other ten least 
popular fighters were BORING 9681, ROOKIES AND DONE 9680, TERRIBLE ATTACKERS 9682, DO 
9664, DRAXXUS 9644, and MONNA KOPI 9620.

                                 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 


                  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

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 
     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-
     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 

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.


     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 


     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.