Date   : 10/03/2015    Duedate: 10/16/2015


DM-93    TURN-439

This Weeks Top Honors


(93-9834) [5-3-0,66]

Chartered Recognition Leader   Unchartered Recognition Leader

                               BASH BROS LEFTOVERS (1685)
                               (93-9834) [5-3-0,66]

Popularity Leader              This Weeks Favorite

NOT ENOUGH                     VAMPIRIAL
(93-9834) [5-3-0,66]           (93-9849) [1-1-0,12]



Team Name                  Point Gain  Chartered Team
2. THE BLOODLUST (1688)        29      DARK TOADS (527)
3. ANGELS OF ANARCHY (1687)     0      Unchartered Team
4. KRAKEN'S DEN (1681)          0
5. THE DAMNED (301)            -2BASH BROS LEFTOVERS (1685)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*BASH BROS LEFTOVE (1685)  31   9  0 77.5   1/ 1*BASH BROS LEFTOVE (1685) 11  4 0
 2/ 2*FARM ANIMALS (1682)       20  14  1 58.8   2/ 2*FARM ANIMALS (1682)       6  4 0
 3/ 3*THE BLOODLUST (1688)       3   3  1 50.0   3/ 5*THE BLOODLUST (1688)      3  3 1
 4- 4*KRAKEN'S DEN (1681)        5  10  0 33.3   4- 4*KRAKEN'S DEN (1681)       2  3 0
 5/ 0*THE DAMNED (301)           1   2  0 33.3   5- 3*ANGELS OF ANARCHY (1687)  0  5 0
 6- 5*ANGELS OF ANARCHY (1687)   3   7  0 30.0   6/ 0*THE DAMNED (301)          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

                                 CHALLENGE AND AVOID
                                A STRATEGIC ADVANTAGE

In the last newsletter, half of the fights were challenges or blood feuds. I am PROUD 
of everyone on Noblish Isle for "getting it"! Challenges, and their partner "avoids" 
are underused strategic weapons. Don't be left home without them! 

An avoid is an attempt to prevent a warrior from challenging you. Why allow a warrior 
the advantage of selecting you for a match? Why allow a warrior to decide on a special 
strategy just for you? One great thing about avoids is that you may avoid THE WHOLE 
TEAM of any warrior you want to avoid. You are allowed to avoid two whole teams. There 
is no use double-avoiding as it does not improve your chances to avoid that individual 

A challenge is an attempt to fight a specific warrior. Why not attempt to fight a 
specific warrior of choice? Why leave the opponent selection to the MUGS (match-up 
gods) or, worse yet, an opponent who chooses/challenges you? You are allowed to 
challenge two warriors. You may, indeed, challenge the same warrior twice. (Double 
challenge) It DOES improve your chances of a match to double challenge a same warrior.

Of utmost importance is to understand that you must challenge and avoid NUMBERS, not 
names. Challenge WARRIOR NUMBERS. Avoid TEAM NUMBERS. Challenge individual warriors; 
avoid whole teams. 

No challenge or avoid is 100 percent effective. Challenges can be further enhanced by 
winning a TV or TC (Tournament Victor; Tournament Champion) in a Mailer or Face-to-
Face Tournament. The TV/TC effectiveness lasts six months. So, in a normal arena, the 
warrior who won the TV gets 12 or 13 turns of enhanced challenging. The most effective 
challenge, The Blood Feud, is nearly 100 percent effective.

A four turn BLOOD FEUD is awarded to your TEAM (Any member can use it each turn.) when 
an opposing warrior kills one of yours. Blood feuds transcend classes. (E.g. a 
Challenger can BLOOD FEUD an Adept or an Initiate can BLOOD FEUD a Challenger Champion, etc.) To use a TV or Blood Feud, simply 
write BF or TV on the challenge line with the to-be-challenged warrior number and 
circle it all for emphasis. How does one choose whom to challenge and what to avoid? 
That's a good question and like many decisions, they are more of an art than a 
technology. This is the methodology used by The Consortium managers. It works well for 

1.	Always avoid two different teams
2.	Actively seek to challenge twice. (If only one good choice is available, 
        double challenge.)
3.	Challenge for these situations
 a.	A probable win
 b.	A warrior you have beaten before
 c.	To tie up a warrior you do not want to fight one of your fellow warriors b 
        especially the Duelmaster
 d.	To take advantage of a Blood Feud (4 rounds)
 e.	For a good style match up.
4.	Avoid for these situations b always
 a.	Emphasis on a team who is bloodfeuding you
 b.	Emphasis on a team who just beat you
 c.	Emphasis on a team with warriors in range who are far more experienced or 
        skilled than you
 d.	Emphasis on a team you just cannot seem to beat.
 e.	Emphasis on teams with warriors whose styles are difficult for your style

Often there will be more warriors to challenge or more teams to avoid than the 
strategy sheets allow. Choose wisely.

Most of the circumstances are straightforward, and it is easy to select the challenges 
and avoids. However, in many cases, especially those with little knowledge of nearby 
opponents, it will come down to what style or type of warrior is best to 
challenge/avoid. There are available charts "out there" which prioritize which styles 
have advantages over other styles. Beware of them. The data is based on warriors over 
the years and those managers who submitted data for those charts. The warning b 
today's lunger is not yesterday's lunger, and my aimed blow is not your aimed blow, 
and today's basher is not yesteryear's basher, and a tourney warrior is not 
necessarily an arena warrior, etc, etc, etc. The Consortium offers their generic style 
considerations for challenges and avoids: 

1.	Fast offensives challenge AB, slower BA, SL, ST
2.	Aimers challenge scummy/tanky warriors
3.	Scums challenge LU and softer hitting/smaller offensives
4.	Scum hunters (need special strategy ) are good damage/endu LU, hard hitting 
        BA, critting or hard hitting ST, hard hitting SL with good endu, good PS
5.	Consortium-style wastes challenge LU and softer hitting/smaller offensives
6.	Lungers challenge AB, PR, PS
7.	Rippers, if skilled, challenge ST, faster BA's

The Consortium always avoids and almost always challenges. 

One final note. The challenging will bring into play and discussion: What is an 
appropriate challenge?" The "rules"/"D2 system" allow you to challenge anyone in your 
class and the class just above you. Your class is defined, interestingly, as Inits, 
Adepts, Champs, and Duelmaster. A "Challenger" Init is an Init b challenge wise. A 
"Challenger" Champ is a Champ bchallenge wise. Hence the higher level challenger 
category can challenge the lower level "non-challenger" class.  (Simply put, a 
Challenger Init can challenge an Init, a challenger Init, and an Adept. An Adept can 
challenge Adepts or Challenger Adepts.) This system can allow/cause challenges from 
very high experience and recognition point warriors to very low recognition point and 
experience warriors.  Some regular arenas foster the belief that challenges may/should 
ONLY be parallel or up in recognition points. These are usually Andorian arenas. The 
rules/system may allow otherwise, but the environment and the beliefs of sportsmanship 
of Andorian types differ. This can cause some "discussion altercations". 

Challenges and avoids are there to be used to your advantage. Do so. 

                                          -- Friendly Farmer (Consortium affiliated)


Skills, Natural Learning and Favorite Learns

Favorite Learns...  These can make or break a warrior.  For many veteran managers, a 
warrior's favorite learn can mean he becomes a tourney warrior (or loses his status as 
a tourney warrior).  It can mean retirement or the dark arena or a place on the 
manager's roster for life.  What is a good favorite learn?

Unfortunately, the answer 'depends.'  First, you must understand the difference 
between a warrior's natural learning and favorite learn. Every fighting style has a 
natural order for learning skills.  While the actual result can be dramatically 
different (learning is random and is affected by other things besides your warrior's 
fighting style).  Here is Assur's best attempt to give the natural learning order for 
each style.  Take this list with a grain of salt.  The only list Assur will put any 
confidence on is the Bashing style.  He's run enough and is familiar enough with their 
patterns to say with some confidence that the order is correct (even with the vast 
difference that individual warriors learn).

     Aimed Blows: Attack, Riposte, Parry, Decisiveness/Defense, Initiative
     Bashers: Attack, Decisiveness, Parry, Initiative, Riposte/Defense
     Lungers: Initiative, Defense, Riposte, Attack, Decisiveness, Parry
     Parry Lungers: Parry, Initiative, Defense, Attack, Decisiveness/Riposte
     Parry Ripostes: Riposte, Parry, Attack/Defense, Desisiveness/Initiative
     Parry Strikers: Parry, Decise, Initiative, Attack, Riposte, Defense
     Slashers: Initiative, Attack, Decisiveness, Riposte, Defense/Parry
     Strikers: Decisiveness, Attack, Initiative, Defense, Riposte/Parry
     Total Parries: Parry, Defense/Riposte, Attack, Decisiveness/Initiative
     Wall of Steels: Initiative, Attack, Parry, Defense, Decisiveness, Riposte

Another thing to note is that some styles just plain learn poorly while other styles 
learn very well.  In particular, Parry Lungers and Parry Strikers have the worst top 
two learns (learns that just do not work well together).  Meanwhile, Strikers have one 
of the best patterns for the early game.

After that, there is a lot of magic that happens that nobody understands completely 
which affect how a warrior learns.  Some of it is randomness, too.

BUT...  in addition to all of this, every warrior, when created, gets assigned a 
favorite learn.  It is believed by Assur that this roll is completely random and every 
favorite learn is equally likely.  This roll can make or break your warrior.  Some 
managers even design certain warriors with the hope that they will get a certain roll. 
Some styles want particular learns almost universally (Parry Ripostes love parry 
favorite learn, Slashers love decisiveness, etc).  But most of the time, you will have 
an idea of what your favorite learn is early on in your warrior's career.

Hopefully it will help your warrior win.  Sometimes you can even tailor your warrior's 
strategy to use this favorite learn.  Other times, you should just ignore that learn 
and still fight the warrior how it was originally designed and intended.

Just as I will tell you that ignoring your warrior's favorite weapon and fighting 
rhythms are an important part of your development as a manager (don't always ignore 
these things, but feel free TO ignore them), I will also tell you that you can 
consider how to change your strategy to win based on what and how you are learning, 
but don't force it.  A big, strong basher with favorite learn defense is not going to 
win many fights by dodging.  Keep going hot with that warrior.

Good luck and I hope this article about learning is helpful.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

Not Enough Leftovers.  Not Enough to beat Khalhums Dwarf.  Not Enough to say, "What a 
pretty turn."

However I DID have enough recognition points to remain the Duelmaster over that plow 
horse that nobody loves.  Well, maybe the friendly farmer loves it.  But it is ugly, 
stinky, and when not plowing more than boring.

My goal in life?  Prevent the horse from taking the throne!

                                      SPY REPORT

     Good day, friends and fiends, welcome to your friendly neighborhood spyreport.  
I doubt NOBLISH ISLAND will ever be the same.  And let's see, TOO MANY fought PLOW 
HORSE and gained 23 points and contributed to BASH BROS LEFTOVERS' 4-1-0.  PLOW HORSE 
has lost to TOO MANY, falling 15 points, while helping make FARM ANIMALS a 1-4-0 
turn.  Our Duelmaster has lost, folks, lost to VETERAN MERCENARY, BUT NOT ENOUGH is 
still the Duelmaster because he has the most recognition points!  By the way, was 
that our Duelmaster that I saw last night, cramped under the table at The Dripping 
     He who challenges well, fights well.  He who avoids without cause, shall lose 
for good reasons.  My mama told me that one.  I also notice that the BASH BROS 
LEFTOVERS stable was the most avoided team this turn.  Come on NOBLISH ISLAND, what 
are you afraid of?  And avoiding BASH BROS LEFTOVERS more than any other team we find 
FARM ANIMALS.  NOBLISH ISLAND, are we going to accept, or respect this sort of thing? 
     The Dark Arena is for those who cannot win, not who cannot lose with grace.  
Dignity in life or death is the warrior's creed.  A brave warrior does not carry a 
red shield, he has nothing to cover or hide when the fight is over.  Consider well.   
     Thought for the day, a new sword shines bright, but the notched sword sings the 
sweetest.  Always good to rest in NOBLISH ISLAND, but never good to wear out my 
welcome.  Look for me in future turns.  Until the sun next rises and my pen sets to 
paper-- Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 NOT ENOUGH 9834               5   3  0    66       BASH BROS LEFTOVERS (1685)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 TOO MANY 9832                 7   1  0    48       BASH BROS LEFTOVERS (1685)
 PRETTY KITTY 9815             6   1  1    37       FARM ANIMALS (1682)
 MYSTERIOUS 9831               6   2  0    34       BASH BROS LEFTOVERS (1685)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 MOLDY 9830                    7   1  0    33       BASH BROS LEFTOVERS (1685)
 PLOW HORSE 9816               6   1  0    33       FARM ANIMALS (1682)
 SOMEONE ELSE ATE 9833         6   2  0    28       BASH BROS LEFTOVERS (1685)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 FAT COW 9812                  3   3  0    22       FARM ANIMALS (1682)
 ROOSTER 9813                  3   4  0    19       FARM ANIMALS (1682)
 FANTHOM DEFT 9850             2   0  1    19       THE BLOODLUST (1688)
 MOCKINGBIRD 9814              2   5  0    19       FARM ANIMALS (1682)
-PRISCUS 9807                  2   1  0    18       KRAKEN'S DEN (1681)
-SWEETNESS 9841                1   1  0    15       ANGELS OF ANARCHY (1687)
-SPICULUS 9808                 2   1  0    13       KRAKEN'S DEN (1681)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 VAMPIRIAL 9849                1   1  0    12       THE BLOODLUST (1688)
-TETRAITES 9809                1   2  0    12       KRAKEN'S DEN (1681)
-SALTY 9844                    1   1  0     7       ANGELS OF ANARCHY (1687)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
-SUGAR 9840                    1   1  0     7       ANGELS OF ANARCHY (1687)
 ZED 1676                      1   2  0     5       THE DAMNED (301)
-SEARRUS 9645                  0   4  0     4       CAVEAT EMPTOR (1657)
-PERSEPHONE 9642               0   4  0     4       CAVEAT EMPTOR (1657)
-AGRISEL 9646                  0   4  0     4       CAVEAT EMPTOR (1657)
-CARPOPHORUS 9811              0   3  0     3       KRAKEN'S DEN (1681)
-GINA 9843                     0   2  0     3       ANGELS OF ANARCHY (1687)
-SPICE 9842                    0   2  0     2       ANGELS OF ANARCHY (1687)
 KIL'SLAER 9848                0   1  0     1       THE BLOODLUST (1688)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
ATTILIUS 9810           0  3 0 KRAKEN'S DEN 1681    FANTHOM DEFT 9850     438   
D'UN TOUCHED 9851       0  1 0 THE BLOODLUST 1688   HIGH ELF              439  NONE

                                     PERSONAL ADS

Not Enough, apparently you are more than enough. We Farm Animals salute a very 
competent Duelmaster. Kudos. -- Friendly Farmer

Sugar, that was a fine challenge on your part, but somehow I beefed out a win. Mooooo! 
-- Fat Cow

Salty, I may be a cute little kitten, but, like that energizer bunny, I can go and go 
and go. And go I did! -- Pretty Kitty

Ambitious Guard, thank you for helping propel me towards a summit match with 
Duelmaster Not Enough. I hope he fights up to his name when I catch up to him. -- Plow 

Someone Else Ate, I have your number. And I know how to tweet. (chirp, chirp) -- 

Sweetness, I feel I have to crow about my win on your challenge. -- Rooster (letting 
rip a monstrous cockadoodledoo)

Assur, what a fine, fine article on "damage doing". Kudos, Pal. -- Friendly Farmer

Arya, your questions:
"(1) Is there a way to translate the "wit statements" to AL/OE?  In other words, would 
a warrior with "an extremely active fighter be run better at 9 or 10 AL?
(2) Is a wild swing the result of a lack of attack skills, too high of an OE/KD or 
(3) How much of a negative is using an unsuitable weapon?  I mean not suited because 
of ST/WT/DF."

And Consortium answers:
(1) Not really. The wit statements probably do not predict the rhythm that a warrior 
(2) All the above. No one factor determines wild misses. I would also add - 
experience, and the opponent's skill/physicals are also important factors.
(3) I doubt that anyone really knows the exact amount of negative impact caused. We 
Consortiumites rank them in the exact order you listed - ST, WT DF, but that is a feel 
based on years of experience, not fact.
Those are great questions, by the way. I am sorry that the answers were not as 
definitive as the questions. -- Friendly Farmer, Consortium affiliated

Health. Humility. Honor. -- Friendly Farmer

1) Is there a way to translate the "wit statements" to AL/OE? In other words, would a 
warrior with "an extremely active fighter? be run better at 9 or 10 AL? Or does it 
--- There is nothing to suggest what the best AL/OE for your warrior is other than 
trial and error.  The Consortium managers and I will give you hints and help on how to 
find those numbers, but even we don't have magical abilities to help us win every 
OE: Offensives normally want high (7-10), Hybrids generally want moderate to high, 
Pure Defensives generally don't want much at all.
AL: Except for parry based warriors (TP/WS/PL/PR/PS and occasionally others), 10 is 
your friend.  I use 10 for every style at times, but I believe 10 decreases your parry 
a 'bit.'

2) Is a wild swing the result of a lack of attack skills, too high of an OE/KD or 
--- Wild Swings are indicative of several things:
Low attack on your warrior (could be about your attack skills, the weapon you're 
using, or simply a bad roll of dice)
The defensive ability of your opponent.  You will make more wild swings against 
warriors with good defensive skills.Your strategy is not 'compatible' with your 
If it is just the occasional wild swing (or against one specific opponent), I wouldn't 
worry too much about it.  If it is every fight...  worry.

3) How much of a negative is using an unsuitable weapon? I mean not suited because of 
--- You'll get many different answers to this if you were to poll a lot of managers. 
I don't worry about it if my warrior is only down 1-2 points.  After that I am not 
happy about it, but will do it if the situation warrants it.  Also, the penalties you 
get are different depending on what stat you are lacking in.  I DO believe the 
penalties are progressively worse as you are down more and more points.

                                  LAST WEEK'S FIGHTS

D'UN TOUCHED was butchered by HIGH ELF in a 1 minute Dark Arena fight.
NOT ENOUGH was unbelievably bested by VETERAN MERCENARY in a 2 minute Title duel.
PLOW HORSE was savagely defeated by TOO MANY in a action packed 3 minute bloody fight.
MOCKINGBIRD was devastated by MOLDY in a 1 minute one-sided fight.
PRETTY KITTY savagely defeated FRATSFA SLAVE in a crowd pleasing 1 minute competition.
MYSTERIOUS savagely defeated FAT COW in a 1 minute brutal struggle.
ROOSTER was bested by SOMEONE ELSE ATE in a 2 minute gory competition.
ZED slimly lost to VAMPIRIAL in a action packed 6 minute gruesome beginner's melee.
FANTHOM DEFT overpowered PERSISTANT BEGGAR in a 1 minute uneven duel.
KIL'SLAER was defeated by MORDANT DESERTER in a 2 minute novice's fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|AIMED BLOW                       4         TOTAL PARRY       10 -   2 -  0      83  |
|BASHING ATTACK                   3         PARRY-LUNGE        7 -   3 -  1      70  |
|WALL OF STEEL                    2         WALL OF STEEL     13 -   6 -  1      68  |
|TOTAL PARRY                      2         BASHING ATTACK    26 -  17 -  1      60  |
|PARRY-LUNGE                      1         PARRY-STRIKE       2 -   2 -  0      50  |
|LUNGING ATTACK                   1         AIMED BLOW        13 -  13 -  1      50  |
|SLASHING ATTACK                  1         SLASHING ATTACK   13 -  13 -  2      50  |
|STRIKING ATTACK                  1         LUNGING ATTACK     8 -   8 -  0      50  |
|PARRY-STRIKE                     0         STRIKING ATTACK    8 -  13 -  1      38  |
|PARRY-RIPOSTE                    0         PARRY-RIPOSTE      2 -  11 -  0      15  |

Turn 439 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   NOT ENOUGH 9834             5   3  0   66 BASH BROS LEFTOVERS (1685)
WALL OF STEEL    TOO MANY 9832               7   1  0   48 BASH BROS LEFTOVERS (1685)
PARRY-LUNGE      MYSTERIOUS 9831             6   2  0   34 BASH BROS LEFTOVERS (1685)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is NOT ENOUGH 9834.  The most popular warrior this turn 
was VAMPIRIAL 9849.  The ten other most popular fighters were NOT ENOUGH 9834, TOO 
ATE 9833, PLOW HORSE 9816, FANTHOM DEFT 9850, and KIL'SLAER 9848.

The least popular fighter this week was ZED 1676.  The other ten least popular 
fighters were FAT COW 9812, MOCKINGBIRD 9814, D'UN TOUCHED 9851, KIL'SLAER 9848, 
9831, and ROOSTER 9813.


     I was trying to design a warrior that would have no weaknesses, when my mind 
wandered (It does this a lot!) to what would be the average stat for this game called 
     Almost at once I came upon the number nine.  Why, you may ask?
     Okay, I'll tell you, after all that's the point of this article.  There are 
nineteen levels for each stat, half this is 9.5, since RSI randomly assigns attributes 
between 3-21.
     In this manner, even if they assign an attribute below average, the player can 
bring it up to at least average by adding 6 points when he modifies the rollup.  I 
checked this assumption with some rolls I have received, and it appears to run true 
with some interesting results.
     A 9 SZ seems to allow use of any weapon without being too small.
     9 ST seems to allow you to use most weapons without the comment "does not have ST 
to use weapon well."
     9 SP with a 9 DF will give the normal speed/coordination to offensive warriors 
and to PS, PL and PR. (Does anyone think WS, TP, AB are normal?)
     9 WT with a 9 WL will give no negative wit/will statement (no positive one 
     A 9 in all attributes leaves 21 points to modify the key stats for a warrior's 
     I have been trying for a while to design warriors with a minimum of 9 in all 
attributes, or to at least be able to train to a 9 in a couple of raises.  I am still 
trying with mixed results to date.
     I lost track to the point or purpose of this article, but maybe it will provoke 
some thought, yes, no, maybe?  Suggestion and comments will come.

                                             Jeff Hannah, c/o Star Signs, DM 13

                            EARTHWORM FLAMBE A LA THAIGYN

     Arena gourmets, try this tasty tidbit, before, during and after your next 
training session:

Ingredients -  3 qts. processed camel spit
               1 pint fingernail larva
               6K cups giant earthworm droppings (imported)
               3 cups sweet'n'sour orc sweat
               1 slice head cheese
               1 bavarian mint (imported)
               1 tsp. toe jam (I would suggest your own)

Directions -   1. Pre-heat oven to 6200C.
               2. Grease 1 22x22 Turtle shell.
               3. Pour camel spit & orc sweat into shell, mix with high octane 
               gasoline (unleaded for those on diet), place in oven, and heat for 3 - 
               4 hours.
               4. Place all other ingredients into osterizer at *whip* setting until 
               5. Bake for 7 days or until you get that distinctive scorched aroma.
               6. Take out of oven, get a match, and light that sucker up.
               7. Now scarf it down.  Yum, yum.

               *It's perfect for those Dark Arena picnics.*

     For a first hand experience come over to Thaigyn's Scarf'N'Barf, right next to 
the Welcome Wench, or go to D. Tramp's Tune-Up Garage & Salad Bar, 1 block east of 
Saugum's Outhouse Inn..
     *** Coming to an arena near you, the Steel Breez Chop'N'Slop, (formerly known as 
the Eradicator's International House of Toe Jam***

                                   To all, enjoy, Thaigyn of Petrys Acoplys
                                   D. Tramp, Lord Petrys & Ennexa
                                   Mephobasheth of Steel Breez.

                           DEATH INTENT STATEMENT EXPLAINED

     In order to keep this brief, I'm going to avoid a long rambling opening and get 
right to the meat of the issue.  The `death intent statement' (`fights with a deadly 
bloodlust in his eyes,' `is going for the kill,' `is eagerly seeking the death blow,' 
etc.) can ONLY be gained in normal combat (non-Dark Arena, non-Bloodgames) AFTER 
striking an opponent in a vital location (some region of the HE, CH, or AB, pelvis 
included.)  Once the death intent statement is printed, the struck warrior makes a 
roll to survive the fight.  If this roll is failed, he is dead, and the rest of the 
fight is simply a matter of running down the dead fighter's hit points by normal, non-
critical attacks.
     Now, the moral offshoot of this is that, knowing this, any fighter sent out by 
his manager attacking a vital location is purposefully increasing his chance of 
killing his opponent.  The logic is this: if you attack vitals you are more likely to 
hit a vital location.  In striking a vital, you may get the death intent statement, 
and that's then one dice roll to end the fighter.  By attacking non-vitals you are 
decreasing your chances of striking a vital (by increasing your chances of striking 
non-vitals.)  Note that this is not flawless, as the percentage of actually HITTING 
your attack location is perhaps only 67% on high-deftness fighters, but by not 
attacking vitals you are doing the best you can, which is all anyone can ask.
     Here's the bottom line.  A fighter can run 10-10-10 L-N and NEVER kill (excepting 
infirmary deaths, which is an entirely separate case) if he hits only arms or legs.  
Thus, while KD is a large factor in determining kills (a head shot by a 10-10-1 
fighter is far less likely to get the statement than a head shot by a 10-10-10 
fighter,) it is less important than attack location.

Gary Triplett, a.k.a. Miles/Sir Boyd
diplo Crimson Pegasi (arena 105) for advice, questions, comments, wit statement charts 
or other charts, etc.

P.S.  Apologies to those I said I'd diplo this to.  I just decided to make this a 
general article.  If you're one of the managers in the wave that received only the tan 
wit statement chart and the lavender activity statement chart, please re-contact me if 
you'd like the explanation sheet, which includes details on all the statements printed 
on the fighter overview.

                           REBUTTAL TO "THE LITTLE BASHER"

     So many times I've seen one of these "helpful hints" that I disagreed with, but 
never have I been so disgusted that I'd write a rebuttal.  Well, this time I could not 
sit aside and watch someone slaughter a style that I love.
     I am referring to Belegrath's article, entitled, "The Little Basher."  Now, even 
though I have yet to have a warrior achieve the title of "Lord Protector," I have been 
at this game for a couple of years now.  I've run bashers more than any other style, 
and my record with them is over .500.  Therefore, I think I have enough experience and 
knowledge to say that Belegrath's basher sucks!!!
     The main purpose I write this is not to undermine Belegrath's managerial 
abilities, but to warn any new people who might read his article.  I don't think 
anyone should waste their money on Belegrath's basher theory.  Or even worse, to have 
someone quit the game after getting the crap beat out of them having warriors modeled 
after Belegrath's.
     First, I'll tell you what is wrong with "The Little Basher" (to refresh your 
memory: 20-6-3-13-7-20-15).
     1)  The best he can get, regardless of his strength, is good damage because of 
his 3 SZ.
     2)  He'll fall over from exhaustion before the first minute is up, unless you run 
a real low activity level.  He'll be very frail and have very little endurance.
     3)  A 3 SZ?!?  And what if the war hammer or mace aren't his favorite weapons?  
You lost the QS, a very reputable bashing weapon, and the GS, which I've recently 
found to be a great bashing weapon.
     4)  He probably won't pick up too many skills with a 13 WT.  Good luck maxing out 
in the next decade!!
     5)  With a 7 WL, he has only a 35% chance to raise a stat ONCE, then the chances 
for that same category are halved every time thereafter.  Therefore, he'll always be 
very frail with poor endurance.
     6)  20 SP, what a waste!  Bashers, in my opinion, have no need for speed.  And 
even if you wanted to waste points on speed, you don't need to raise it to such an 
extreme.  One stat raise here, and you lose app. four skills.
     7)  15 DF.  This is pretty much the only point I agree with.  I know, I know, 
bashers don't need deftness.  But just imagine a basher with an AB's accuracy!
     I had a ST once who looked similar to Belegrath's basher.  He looked like this: 
19-4-13-16-3-19-10.  What happened to him, you ask?  He was killed by a maul-wielding 
scum basher on his third fight.  In his first two fights he hacked the crap out of two 
TP's, and then fell over from exhaustion.  No broken shields, no broken bones.  Get 
the point, yet?
     Now, a better basher, not the best, mind you, would look like this:
13 ST     Achieve good damage (possibly great) and be able to use all 
          bashing weapons (except HL).
10 CN     This isn't important, but at least he'll be able to take a couple
          of blows.
 9 SZ     Fulfills requirement for all bashing weapons.
17 WT     A nice number.  19 isn't good, and 21 means that it should be
          something else.
15 WL     Gives at least normal endurance, and increases chances of raising
 5 SP     SP is unimportant, absolutely no need!  Although, it will take a 
          few more skills to get a rating in Decise.
15 DF     Wonderful to have DF.  Keeps them from swinging at the flies (Most
          of the time).
     Well, there you have it.  I hope I cleared things up a little.  I doubt if anyone 
else agrees with me, but that's what makes this game so fun!

                         Drunken Stupor (11)   The Dawn-Men (67)
                         The Dark (26)         Othrsydosanity (74)

                                    THE UN-SCUM

     The type of TP I make will often win fights without ever getting hit!  The fights 
are exciting to read, full of dodges and ripostes, and if you've never seen a TP 
outjump a Basher, make an offensive TP.

ST: 7-13   All you really need is normal damage!  11 is perfect, for carrying capacity 
and weapon selection.  Good damage is nice to have, but if it looks like your rollup 
will get good or great, he's probably better off as a WS, LU or BA.

CN: 9-16   Again, all you need is normal.  We're making a finesse substyle, and the 
points are badly needed on WT, WL and DF.  Just make sure he can take a hit or two.  
Don't add any points here on the rollup, but go ahead and raise it later if you think 
he needs it.  Endurance is not a priority.

SZ: 3-9    A single digit is important for dodging and activity levels.  I will go as 
high as 10, but any bigger and you can't dodge well enough.  Small size also helps 
parry and defense, as well as getting a good activity and elusive statement on the 
overview.  Plus, you need the points below.

WT: 15, 17 or 21 only!  This is the biggie, he'll learn like crazy!  I know what 
you're saying, "my 11 WT SCUM learns 3 skills a fight!"  Yeah, but your SCUM's skill 
base will be so low, when he's maxxed out in skills, my off. TP will be at the same 
level of expertise by his 10th fight!  For any style, 90% of the skills are in WT, WL 
and DF, and that's where the 14 points must go.

WL: 13-21  As with any fighter, more is better.  However, you can get by with normal 
endurance, believe it or not!  This TP will wear moderate armor, and can run active 
for 6-7 minutes with normal endurance.  That's long enough for all but a few 
opponents.  Raise WL on the rollup to 17 or 21 if you can, but if 13 or 15 is all he 
can have, he'll be okay.

SP: 5-9    This is a touchy area, and can make or break your TP.  I like to use 7, 8 
or 9.  If you use 5 or 6, he'd better be small, and have a 17 or 21 WT.  OR, a CN that 
will allow him to take a lot of damage.  If he's too big, dumb and slow then he'll get 
"slow and inactive" on the overview, and that is too scummy for my TP.  You MUST have 
normal or better activity.  SP also helps with your riposte, crucial to the off. TP.

DF: 11-17  Second in importance, behind WT.  Parry, Riposte, Defense and Attack are 
your mainstays, and they're all enhanced by a high DF.  Try to get normal coordination 
(SP+DF=21) if possible.

     Here are some examples of good off. TPs, all are real fighters;

     11        10         8        11         7        11        10
     14        12        15         9        15        13        12
      7         4         7         6         8         7        10
     17        15        15        17        21        17        17
     17        21        17        21        13        17        13
      5         7         9         9         7         8         8
     13        15        13        11        13        11        13

     Now, how to fight them, you ask?  Every one of them seems to like to run 
differently, I've seen some tee off at 2-7-5, some do better at 4-4-5, some 2-3-2, 
even those who go 3-3-5 first min, then go ballistic in the second (10-10-6).  Also, 
some run 7-7-7!  You just have to play around with the numbers, 'til you find what 
works best.  Here's a general strategy I usually start with:

     4    5    6    7    4    3    10   Armor: I use ARM/H most of the time,
     7    6    5    4    4    2    10   but guys like examples #1 and 2 
     5    5    5    5    5    5     6   would be better off in ACM/F.  If
                                        facing a LU or SL, you can wear 
     RA ------------------------>  HE   APA/F (yes, even with normal endur-
     AM ------------------------>  HE   ance!), 'cause the LU or SL is going
     -    -    -    -    -    -     -   to drop in min. 2, more than likely.
     S    S    -    -    -    -     D

Weapons:  Any sword and shield you're suited to, as well as the Quarterstaff and the 
Longspear.  Vs. heavy armor, use a BS two-handed.

Tactics:  Parry, dodge, and especially vs. strikers, responsiveness!  Resp. will drive 
other managers nuts, prompting them to say, "How'd you do that?"  My favorite tactic 
for the Un-Scum.

Matchups:  Every striker in the arena should be on your hit-list.  Other good 
challenges are PS, WS, PR, BA.  Avoid lungers and ABs like the plague!

     So, there you have it.  If you'd rather have a TP who's as elusive as a La-Z-Boy 
than one who sidesteps more blows than he parries, then don't follow my advice.  But, 
if you're ready to have fun fights with TPs, and watch their popularity rise (except 
vs. scum) every match, then that's what I offer you.
     Brought to you by Buri of the G.A.P.P.D.A., MGR. Aesier (3, 104), Swords of 
Sergio (4, 104), S.O.S. (59), and way too many others.  Fell free to diplo me, for 
praise, ridicule, or just for the halibut.

                               Duelmasters for Dummies

     There are handbooks around that will guide you in becoming the hottest player 
Duelmasters has ever seen... if you're prepared to work at it.  But what if you don't 
want to be hot, but only pleasantly warm, have a good time, and not fret and stew 
over maximizing the potential of every roll-up you receive?  What if spending months 
in the Dark Arena searching for the perfect roll-up sounds boring?  What if the 
"Perfect Warrior" is not for you, and you have no intention of dominating Gateway?  
What if such handbooks as the Enchiridion represent "more than you ever wanted to 
know" about the inner workings and minute tunings of the game?
     This article is for you....
     You have a new roll-up sheet in front of you; it doesn't matter whether it's a 
new team or only one replacement.  How do you design the warrior(s) for best present 
enjoyment?  First, don't send anyone straight to the Dark Arena.  Okay, do if you 
like to read Dark Arena fights, but not otherwise.  Give every roll-up, regardless of 
"Perfect Warrior" potential or lack thereof, your best design efforts and a chance to 
show his stuff.  Some supposed duds will surprise you.
     A few simple rules for basic warrior design and strategy:
      1)  Aim at achieving an odd number in your key stats, 15 is good, 17 is better, 
except in unusual cases (DF for aimed blows), 21 is too much of a good thing.
      2)  Wit and Will are the key stats for any warrior except a freak experiment.  
Deftness and Strength are second, Speed and Constitution are third.
      3)  Offensive styles (Basher, Lunger, Slasher, Striker) and Total Parries are 
easier to run and easier to win with than the finesse styles (Aimed Blows, Parry-
anythings, Walls of Steel).  Yes, the finesse styles can be fun and devastating, but 
don't START there.  Start with the easier styles and work up to finesse.  Watch out 
for stereotypes.  Big, dumb, clumsy bashers do not generally do well.  Fast, brainy 
lungers with low CN and WL burn out early in the first minute and also tend to die 
easily.  A medium good roll-up will do well at any of the offensive styles.
      4)  Pick your arena with some care, as different arenas favor and reward 
different styles of play and different tones in the personals.
     Generally speaking, arenas of the Andorian and Lirith Kai regions will frown on 
down-challenges and deliberate killing, and hostile "trash-talking" personals will 
not be appreciated.  On the whole, these Andorian and Adantri arenas are the more 
sociable arenas and will tend to have more personals and more role-playing.  (There 
are, of course, exceptions.)  Players in the Andorian and Lirith Kai arenas will tend 
to be helpful to a newcomer.
     Arenas of the Delarquan region will accept more aggressive styles in play and in 
personals, more down-challenging, and more killing... BUT you can expect to draw a 
quick and hard response in kind.  Generally these arenas are not as friendly as the 
Andorians, and they are much less likely to help out a newcomer.
     The arenas of the Free Blades region vary more among themselves than those of 
the other regions but generally tend to fall in between the Andorian and Delarquan 
      5)  When arming your warrior, check the Weapon/Style/Stat Suitability chart 
below, probably THE most useful chart for a beginner.  It sorts the weapons by style, 
listing only those that are favored by each style, and gives the minimum stats (in 
ST, SZ, WT, and DF) to use any particular weapon.  Note which weapons your warrior is 
physically able to use.  Arm him with something he can use and that is favored by his 
style, and GIVE HIM A BACK-UP WEAPON, even if it's only a dagger.  Do not be misled 
by real-world logic, by the way: bashers are not well-suited to using the fists as 
weapons!  (If you are going to use the same weapon against all armor weights, it 
isn't necessary to make three categories on your strategy sheet, and it annoys the 
     In fact, you might want to consult the chart below before picking a style for 
your new warrior.  It is not a good idea to make a warrior into, say, a basher, if he 
is unable to use well any of the basher's weapons of choice.  (I've done this by not 
paying attention, and I have ALWAYS regretted it afterward.)  For example, I just got 
a replacement who is 8-10-20-9-12-4-7.  If I make it 9-10-20-15-17-4-9, then I should 
NOT make it a Basher, because the poor goop couldn't use any bashing weapon well.  If 
I go with this set of numbers, he should probably be a Lunger using a short spear, or 
a Striker using a hatchet.  But if I drop WT to 13 and raise ST to 11, he could use a 
broadsword and might make a Slasher; equally, if I drop WT to 13 and raise DF to 11, 
instead, he could use a scimitar and make a Slasher....  Choices, choices....
      6)  Put armor on the warrior before sending him out to fight.  Armor saves 
lives.  Total Parries can take the heaviest armors, as they generally don't move 
around a lot.  Offensives can run faster with no armor or leather armor, but that 
doesn't give them much protection.  If you're worried about their survival, put them 
in mid-weight armor; I favor ringmail for this, but scalemail and chainmail are also 
options.  Always put something on their heads!  A blow to the head can be especially 
deadly, so give them protection there--at least a steel cap, a helm for choice, a 
full helm if the warrior is a Total Parry.
      7)  Train skills, unless/until you're sure this is going to be a throw-away, 
short-term warrior.
      8)  Challenge warriors above your warrior, and/or those with more fights, for 
the best chance to learn skills.  Challenge warriors below your warrior to improve 
your chances of winning and to provoke maximum hostility from other managers.  
Repeated challenges to the same warrior, when there are other targets available, will 
also provoke hostility.
      9)  Avoid teams with high kill percentages and teams that regularly down-
challenge or repeat-challenge.
     10)  Don't run a warrior 10-10-10 unless you like to see him go berserk and then 
collapse half way through the first minute.  Yes, the pure offensives should run 
fast, but drop either Activity Level or Kill Desire or both by a few points if your 
warrior doesn't have a good or better endurance.  If endurance is not mentioned on 
the warrior's overview, then it is "normal" or "average," and 10-10-10 will probably 
burn him out early in the fight.  If endurance is poor, don't even think of it.  
(Yes, I can hear all you number crunchers out there rising up to point out that there 
are exceptions.  I admit the exceptions, but these are general guidelines for the 
average beginner.  Exceptions belong in a different article.}  Generally speaking, 
Total Parries should run slowly.
     11)  Be wary of using tactics.  Sometimes they help, sometimes they hinder, and 
they're tricky.  Even when a tactic gives some clear benefit, remember that it comes 
with a built-in danger in that it commits the warrior to that attitude during the 
minute it is used.  A defensive tactic will tend to hinder offense, offensive tactics 
will reduce the warrior's defense.  Do not use both an offensive and a defensive 
tactic in the same minute.
     12)  Fill out your strategy sheet clearly and completely to avoid antagonizing 
the inputter!  Don't make her guess what you want your warrior to do.
     13)  Write personal ads to take part in the player-player interaction.  This is 
a significant part of the fun of the game.  If you want other managers to help you 
learn, write =friendly= personals!  Surprising how some people miss this obvious 
point, but the obnoxious managers are likely to have a hard time getting help.
     14)  Fill out the front part of the Warrior Census Form.  Picking a warrior's 
race can make him a more clearly realized character and one that it is more fun to 
write personals for.  Filling out the warrior sayings can make reading the fights 
more amusing.  Fill out the back of the form only if you feel like it, as NOTHING on 
the back, not even the character stats, has any effect on the fights.  The back of 
the form is all role-playing information and, at this time, will only be used if/when 
your warrior appears in a spotlight written by a staff writer.  When/if the extension 
of the Duelmasters system for which the back of the form was originally intended is 
completed, you will have another chance to fill out this stuff.

                   Weapons, Styles, Minimum Stats required for use
The weapons best-suited to each style are listed under that style.  If a weapon is 
not listed under that style, then it is not well-suited to use by that style.  
Regardless of style, however, the stats required to use a weapon are the same.
     This chart was composed with information found in the Enchiridion, and I thank 
Pagan for making it readily available.

     Aimed Blow  nine weapons                   Slasher  eight weapons
Dagger         ST  -  SZ  -  WT  7  DF  7  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
FiST  -        presumably any              Epee           ST  7  SZ  -  WT 15  DF 15
Longspear      ST 11  SZ  9  WT  5  DF  9  Greataxe       ST 13  SZ  5  WT  9  DF 11
Longsword      ST 11  SZ  -  WT 13  DF 11  Hatchet        ST  5  SZ  -  WT  3  DF  7
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Longsword      ST 11  SZ  -  WT 13  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Scimitar       ST  9  SZ  -  WT 11  DF 11
Shortspear     ST  9  SZ  -  WT  7  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Shortsword     ST  5  SZ  -  WT 11  DF  3  
                                                Striker  Note that the strikers can 
     Basher  eleven weapons                use every weapon plus the small shield 
Greataxe       ST 13  SZ  5  WT  9  DF 11  effectively.  This is the only style that 
Greatsword     ST 15  SZ  9  WT  9  DF 11  has so broad a selection.  Twenty-one 
Halberd        ST 17  SZ  9  WT  9  DF  9  weapons.
Large shield   ST 11  SZ  7  WT  5  DF  5  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Mace           ST 13  SZ  -  WT  3  DF  5  Broadsword     ST 11  SZ  -  WT  9  DF  7
Maul           ST 15  SZ  9  WT  5  DF  7  Dagger         ST  -  SZ  -  WT  7  DF  7
Medium shield  ST  9  SZ  -  WT  5  DF  5  Epee           ST  7  SZ  -  WT 15  DF 15
Morningstar    ST 13  SZ  -  WT  7  DF 13  FiST  -        presumably any
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Greataxe       ST 13  SZ  5  WT  9  DF 11
Warflail       ST 11  SZ  -  WT  7  DF  5  Greatsword     ST 15  SZ  9  WT  9  DF 11
Warhammer      ST 13  SZ  -  WT  5  DF  7  Halberd        ST 17  SZ  9  WT  9  DF  9
                                           Hatchet        ST  5  SZ  -  WT  3  DF  7
     Lunger  five weapons                  Longspear      ST 11  SZ  9  WT  5  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Longsword      ST 11  SZ  -  WT 13  DF 11
Longspear      ST 11  SZ  9  WT  5  DF  9  Mace           ST 13  SZ  -  WT  3  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Maul           ST 15  SZ  9  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Morningstar    ST 13  SZ  -  WT  7  DF 13
Shortsword     ST  5  SZ  -  WT 11  DF  3  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
     Parry-Lunger  six weapons             Shortspear     ST  9  SZ  -  WT  7  DF  7
Epee           ST  7  SZ  -  WT 15  DF 15  Shortsword     ST  5  SZ  -  WT 11  DF  3
Longspear      ST 11  SZ  9  WT  5  DF  9  Small shield   ST  5  SZ  -  WT  5  DF  5
Longsword      ST 11  SZ  -  WT 13  DF 11  Warflail       ST 11  SZ  -  WT  7  DF  5
Scimitar       ST  9  SZ  -  WT 11  DF 11  Warhammer      ST 13  SZ  -  WT  5  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  
Shortsword     ST  5  SZ  -  WT 11  DF  3       Total Parry  twelve weapons
     Parry-Riposte  six weapons            Battleaxe      ST 15  SZ  9  WT  9  DF  9
Epee           ST  7  SZ  -  WT 15  DF 15  Broadsword     ST 11  SZ  -  WT  9  DF  7
Longspear      ST 11  SZ  9  WT  5  DF  9  Epee           ST  7  SZ  -  WT 15  DF 15
Longsword      ST 11  SZ  -  WT 13  DF 11  Greatsword     ST 15  SZ  9  WT  9  DF 11
Scimitar       ST  9  SZ  -  WT 11  DF 11  Large shield   ST 11  SZ  7  WT  5  DF  5
Shortspear     ST  9  SZ  -  WT  7  DF  7  Longspear      ST 11  SZ  9  WT  5  DF  9
Shortsword     ST  5  SZ  -  WT 11  DF  3  Longsword      ST 11  SZ  -  WT 13  DF 11
                                           Medium shield  ST  9  SZ  -  WT  5  DF  5
     Parry-Striker  eleven weapons         Quarterstaff   ST 11  SZ  9  WT 11  DF 11
Battleaxe      ST 15  SZ  9  WT  9  DF  9  Scimitar       ST  9  SZ  -  WT 11  DF 11
Broadsword     ST 11  SZ  -  WT  9  DF  7  Shortsword     ST  5  SZ  -  WT 11  DF  3
Epee           ST  7  SZ  -  WT 15  DF 15  Small shield   ST  5  SZ  -  WT  5  DF  5
Greatsword     ST 15  SZ  9  WT  9  DF 11  
Longsword      ST 11  SZ  -  WT 13  DF 11       Wall of Steel  eight weapons
Quarterstaff   ST 11  SZ  9  WT 11  DF 11  Battleaxe      ST 15  SZ  9  WT  9  DF  9
Scimitar       ST  9  SZ  -  WT 11  DF 11  Broadsword     ST 11  SZ  -  WT  9  DF  7
Shortspear     ST  9  SZ  -  WT  7  DF  7  Greataxe       ST 13  SZ  5  WT  9  DF 11
Shortsword     ST  5  SZ  -  WT 11  DF  3  Greatsword     ST 15  SZ  9  WT  9  DF 11
Small shield   ST  5  SZ  -  WT  5  DF  5  Morningstar    ST 13  SZ  -  WT  7  DF 13
Warhammer      ST 13  SZ  -  WT  5  DF  7  Quarterstaff   ST 11  SZ  9  WT 11  DF 11
                                           Scimitar       ST  9  SZ  -  WT 11  DF 11
                                           Warflail       ST 11  SZ  -  WT  7  DF  5

The Middle Way
DM 93 and elsewhere


For those of you who keep track of such things, several additional warriors 
graduated from regular DM arenas (including closed arenas) since the last tournament. 

                        NINOS HEROE (23-4516) SKI TAOS  (388) 
                WINNING ISNT EVRTHNG (43-3604) FEARLESS LOSERS  (359) 
                      FRENCH KISS (73-590) WORLDWIDE GORE  (36) 
                       8TH ATTEMPT (82-11378) BELOW PAR  (1651) 
                  CHANGING BUFFALO (82-18031) TRIBAL COUNCIL  (2759) 
                   REAL REALITY (84-10296) SUPE FORCES 0907  (1855) 
                       SPICY TRICEP (84-13301) 051410A  (2337) 
                 BARETTA NANO (84-27549) STORMY'S TROOPERS 11  (4888) 
                BEUFORD ANDERSON (84-28184) MEDAL OF HONOR 1A1  (5005) 
                      LIFE IS GOOD (84-36076) AL BUMS IX  (4438) 

Congrats to the grads. -- Green Eyes