DUEL 2 NEWSLETTER

Date   : 12/12/2015    Duedate: 12/25/2015

NOBLISH ISLAND ARENA

DM-93    TURN-444

This Weeks Top Honors

THE DUELMASTER IS

SPENCER
FAMILY NAMES (1695)
(93-9886) [3-0-0,29]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              SPENCER
                               FAMILY NAMES (1695)
                               (93-9886) [3-0-0,29]

Popularity Leader              This Weeks Favorite

VAMPIRIAL                      FANTHOM DEFT
THE BLOODLUST (1688)           THE BLOODLUST (1688)
(93-9849) [3-4-0,19]           (93-9850) [4-1-1,16]

THE CURRENT TOP TEAM

FAMILY NAMES (1695)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. FIGHTING IRISH (1693)       27
2. FAMILY NAMES (1695)         18      COLD IRON BLOWS (794)
3. BASH BROS RIPPER (1696)     12      Unchartered Team
4. ROSS' RAIDERS (1689)         0
5. JAZIN'S WOLVES (1694)        0      FAMILY NAMES (1695)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1- 1*D-X (457)                  1   0  1  100   1/ 1*FAMILY NAMES (1695)      11  4 0
 2- 3*JAZIN'S WOLVES (1694)      4   1  0 80.0   2/ 5*BASH BROS RIPPER (1696)   8  7 1
 3/ 2*FAMILY NAMES (1695)       11   4  0 73.3   3- 4*JAZIN'S WOLVES (1694)     4  1 0
 4- 4*ROSS' RAIDERS (1689)       5   3  1 62.5   4/ 3*THE BLOODLUST (1688)      4  7 0
 5/ 7*BASH BROS RIPPER (1696)    8   7  1 53.3   5/ 8*FIGHTING IRISH (1693)     3  7 0
 6- 6*CHAOS LORDS (1691)         7   7  0 50.0   6- 2*CHAOS LORDS (1691)        2  7 0
 7/ 5*THE BLOODLUST (1688)      10  13  2 43.5   7- 7*D-X (457)                 1  0 1
 8/ 8*FIGHTING IRISH (1693)      3   7  0 30.0   8- 6*ROSS' RAIDERS (1689)      1  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

SKILLS vs. STATS
Training Should Be A Very Personal Thing

D2ers often hear a statement similar to this: "Train skills; do not train stats." The 
implication or sometimes direct statement is that you will be sorry if you train 
stats, especially certain stats. The Consortium opinion is that, in the majority of 
circumstances, it is perfectly all right and normal to train stats, and in some cases 
it is better to train stats. (This process of training stats is often called 
"burning") The purpose of this presentation is to explore stat and skill training and 
to give the D2 Manager some ideas as to if, or when, stat training is either aok or 
best. The article will also explore when it is considered best not to train stats.
First, to set the stage, there are several principles, givens, and ideas that the 
reader must understand.
1.	Skill training is mostly dependent on WT. (e.g. The higher the wit, the more 
skills per fight the warrior is likely to learn. It also seems one can learn more 
skills fighting a very experience/skilled warrior. (Whom apparently teaches well?) 
There is always a luck roll involved.
2.	Stat training is rather highly dependent upon two things:
a.	WL; a warrior's stat learn probability is 5% times the will. (E.g. a warrior 
with 10 WL has a (5%x10=50%) 50/50 chance to learn the stat, while a warrior with 15 
WL has a 75% (3 to 1 odds) chance of learning the stat.
b.	The number of stats of that type already trained. A warrior's learning rate 
for a specific stat is halved each time he earns one of those stats. For example, a 
warrior with 10 will has a 50% (5%x10) of earning a first stat of a type, but only a 
25% (5%x10 halved) of earning the second stat of that type. ((and on to 12.5% for the 
third) Realize, however, that it is really 50% for the 1st, 27.5% for the 2nd (since 
he earned the 1st and is now at 11 WL) and 15% for the 3rd. (Since he had previously 
bumped the WL to 12). Note: There is always a luck/unlucky roll involved.
3.	Training most stats also earns the warrior certain skills.
4.	There are limits to the number of stats and skills a warrior can have.
a.	In basic, a warrior can have no higher that 21 of any stat type.
b.	A warrior is limited to earning 20 skills (beyond the initial skills the 
warrior is "born" with) of each type in his career. Those 20 skills may come from 
learning skills or from training a stat which gives the warrior one or more of those 
skills. He is deemed "maxed" in that attribute when he learns the 20th.
c.	A warrior can, however, learn more than 20 skills of a type if he first learns 
his 20 allowed skills, and then trains stats which give the warrior one of those 
specific skills.  (This factor is why one often hears "Do not train stats or you will 
be sorry".)
5.	Certain stats improve the "physicals" of your warrior. (e.g. there is a 
reasonable possibility that training ST can improve how much damage your warrior does 
when he hits) With those principles in mind, one can postulate certain scenarios which 
might provide a basis for decision-making as to "what to train". These represent, 
first, the knowledge necessary, then, The Consortium scenarios for training decision 
-- STATs or SKILLs?

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

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

Perhaps a couple of Consortium examples are in order. Let's consider these two 
warriors" 14-7-12-15-20-14-11 striker and 4-10-11-17-17-4-21 aimed-blow.
Although a solid warrior, the striker would be considered NRM, especially since 
strikers are not considered likely Primus-level styles. The warrior probably rolled 
good damage and good endurance. The odds of getting a first stat raise are near 100% 
(5%x20, but everything has a "luck" roll). The warrior at 15WT should expect to earn 
nearly two skills per turn (Consortium  rates 15WT skill learn rate at 1.75ish) 
Consortium Managers would  plan two immediate "bumps" -- WL to 21 and ST to 15. Moving 
to 21  WL gains seven fine skills (2 each Att, Par, Def and 1 Decise)  and enhances 
physicals a tiny bit. (Adds 0.4 it points and  improves endurance a small amount) 
Training skills would have  yielded a probability of two skills, and three if lucky. 
The  choice to train WL is a no-brainer. The 2nd plan train to 15ST is  also a good 
one. At 15 ST, two skills are earned, attack and  parry. The 15ST also enhances weapon 
selection, making the  striker now strong enough to carry certain "larger weapons" 
with  no penalty. (The battle axe is an often favored weapon of  Consortiumites -- and 
probably should be a favorite of yours.) The 15ST also has the possibility of raising 
the warrior's damage rating from good to great. Consortium places this damage bump 
odds at 4-1, appx 20% likely.) Compared to the probability of learning 2 skills (or an 
unlucky 1 or a lucky 3) the 15ST raise seems like a good one. There are no more 
planned raises for this warrior, but that does not preclude that a Consortium manager 
might not later attempt an additional ST raise to 16 (if great damage was not 
attained) and a raise to 8 CN, especially if the warrior has a "frail" rating.
Warrior #2, the aimer is rated a GOD. There would be no planned stat raises to the 
warrior, training skill all the way until maxed. However, there would be no reason not 
to consider CN raises, as no CN raise burns skills and every aimer can use additional 
hit points. This choice would need to be balanced against the probability of earning 
2.25 skills per turn (Consortium rating). One additional consideration should be 
given. If this warrior rolled "little damage", (normal damage is more likely) the bump 
to 5ST could be what is needed to get normal damage. The raising of that stat "burns" 
a parry and an attack skill, however. For a long-term warrior, especially an aimer 
which can use little-damage somewhat effectively, this bump would not be recommended.
In conclusion, there is no absolute when it comes to training skills or stats. 
Training stats is certainly not a no-no. Burning skills can be inconsequential. 
Physical and skill gains from stats can greatly enhance the warrior and the W/L 
record. But, like most other decisions in D2, there is a trade-off. Burning stats on a 
long-term, ADM+ warrior could prove damaging to the warrior's long-term health. Choose 
wisely rather than automatically.
Perhaps this quote from another player's article will enhance your understanding? 
"Raising stats:  Care must be taken in doing this. All fighters start out with the 
ability to learn 20 skills each in the categories of Defense, Parry, Riposte, Attack, 
Decisiveness, and Initiative.  When you learn all 120 skills, you've maxed out.  You 
can get skills through normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con which has no skills), 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 imbedded 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.

HIGH HOPES (Consortium affiliated)

***---------*---------*---------*---------**---------*---------*---------*---------***

Assur's Guide to Riposting Hybrids

The following describes Assur's vision of a hybrid warrior that relies on riposte to 
win.  Hybrids are the hardest warriors to master, but great hybrids are tough to beat.  
From here on out, when I say hybrids, I am specifically talking about Hybrids designed 
to win with riposte.

Riposte messages in the fight are the message you often see right after a warrior 
parries or dodges that reads something like:
Hybrid steps back, and then rushes forward in a counterstrike!
There are a number of such messages that all mean you are using your riposte skill.

Riposte Skills are given (when creating warriors) at:
WIT:  5,7,15,17,21(x2)
SPD:  5,7,9,13(x3),15,17,19,21
DFT:  4,6,8,10,12,14,16,18,20

1) Design
Hybrids need a balance of physicals and skills.  More is always better, but your 
hybrid cannot start with 21's in all stats, so...

Encumbrance is one of the most important attributes.  You do not want to over-encumber 
your hybrid for most all fights.  Your armor will be chosen according to your ability 
to carry weight.  A guideline: APL -- 9 Str/Con.  ASM -- 11 Str/Con. APA 14 Str/Con 
Realize that with those minimum str/con values, you need to be careful with helms and 
weapons or you will be over-encumbered.  Sometimes it is fine to carry too much, but 
if you aren't sure who you are fighting, stay under your limit!

Hit Points are wonderful.  Hybrids love hit points.  The more the better because there 
are nasty pure offensives that will try to take you down and they are good at it.

Damage and Endurance are not as important, but you want some.  Little damage is tough 
to work with.  Endurance depends on your style (Suggested Minimums:  Poor for PR/AB, 
Good

The most important skills are your parry/defense and attack skills.  You'll want some 
riposte skills and initiative skills don't hurt.  Decise is almost useless for 
Hybrids.

I would recommend at least one of your encumbrance, hit points, or defensive skills to 
be on the high side, preferably two of them.

With all that in mind, here is what your stats should look like:
Str: 9+  Con: medium+  Siz: any  Wit: 11+  Will: 7-21  Spd: 3-9  Dft: 11+ *** 13 speed 
is a big breakpoint for riposte skills.  10-12 is a bad starting place *** While an 11 
wit PR can learn enough skills to compete as a hybrid, that same 11 wit total parry or 
lunger might have more difficulty as they learn too many of their primary skills and 
not enough of their secondary skills.

2) Style Choice
Only two styles naturally learn riposte.  However, because initiative is underpowered, 
you can live with a non-riposte learning style.

Parry Ripostes are the king of this type of hybrid.  The naturally learn att/par/rip, 
though they often learn too much riposte and not enough of the other two.  They learn 
init and decise last.
Aimed Blows learn attack and riposte naturally, but do not learn their defensive 
skills as fast.  Still, they can make excellent hybrids, but when you put 21 points on 
deftness, it is difficult to find a balance with the rest of your stats.
Lungers are the king of all the hybrids (as you'll see in my follow ups the next 
couple of turns).  They have high attack and defense bases.  They have the highest 
total skills of all styles (tied with WOS's).  They learn defense and init skills 
first, but attack and riposte are their secondary skills, so they will learn some 
riposte.  They burn endurance fast, so it is recommended to start with high will.
Total Parries can be run very similar to Parry Ripostes.  They have better natural 
defenses, but worse attack and riposte.  As mentioned before, they learn defense and 
parry first, but attack and riposte are their secondary learns, so they can still make 
good hybrids, especially with high wit.
Wall of Steels, Parry Lungers, do not learn riposte much at all.  It can be their 
favorite learn, but usually it is not.  That said, because of their 
attack/init/defenses, these styles can be run as a riposting hybrid.  Riposte is one 
of the easiest skills to 'fake.'  Again, these are high skill/high endurance burn 
styles, so make sure they have more endurance than I suggest as minimum.

3) Weapon Selection
I am not a fan of shields on Riposting Hybrids.  You are trying to attack and nothing 
is worse than attacking with a shield (which tends to do no damage). It is recommended 
to use the best weapons in the game that you qualify for.  I tend to use off-hand 
daggers for PR's and PL's and a single weapon with the other styles.

For main hand, I usually pick (style dependent) in order of preference: BA, SC (poor 
against scale), BS, LO (poor against plate)

Feel free to experiment with other weapons.  Most of the time, weapon selection will 
not be the deciding factor in the fight.  Different weapons have different strengths 
and weaknesses.  Until you start to learn those strengths, the safe choice are the top 
overall weapons in the game.

4) Strategy and tactics
This is where things get difficult.  You really need to experiment to find where your 
hybrid wants to fight.  Different warriors like different rhythms and typically your 
favorite rhythms are a good place to start for most of these hybrids. For AB's, I tend 
to ignore their favorite activity level and run 7-10 in early minutes. What works on 
one hybrid may not work on another.  When your hybrid starts to act like a monster at 
a certain set of numbers, you may be hitting his favorites.  For reference, the 'most 
common' set of favorites for the styles mentioned in this article:
PR: 5-6 AL/3-4 OE              TP: 3-4 AL/1-2 OE
AB: 3-4 AL/3-4 OE              PL: 5-6 AL/5-6 OE
L: 7-8 AL/7-8 OE              WOS: 3-4 AL/5-6 OE
Once again, this is only a place to start.  These numbers may work well or not at all 
for your warrior.  But, it is not a bad place to start.  And if you're going to err, 
I'd recommend erring on the higher side.  But one of my favorite hybrids was a Total 
Parry that went crazy running 2 OE.  He always wanted to attack.

If you refuse to attack after a riposte messages, consider lowering armor or raising 
your activity level and offensive effort AND drop any tactics you are using.

As I mentioned, riposte is easy to fake.  The Riposte tactic is a wonderful tool for 
warriors that need help in the riposte department.  Very rarely will AB's or PR's need 
to use this tactic (and I almost never use it for those two styles).  The hardest 
styles to riposte are typically Slashers and Lungers (and sometimes Wall of Steels and 
Parry Lungers, depending how they are running).  These two styles tend to be running 
fast and have lots of initiative and though it is underpowered, if you have enough, it 
is tough to riposte you.

Parry and Dodge are also useful when you need to augment your defenses.

5) Armor
I talked a lot about armor in the design section.  Wear some, but watch your weight.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

A word from Vampiral.... As you all know I have climbed, or shall I say bloodfully 
lusted my way to the top position of Duelmaster.  There are those that may deem me not 
worthy; which is why I was last turn's most challenged!  I admit, I have taken my 
bumps and bruises and a very humiliating thrashing to Mockingbird recently.  Well 
done, Mockingbird, for I owe you great honor for besting me in my young career, and 
that necklace of garlic... nice touch.  I do hope to meet you upon the sands of the 
arena again, so that those that doubt me shall soon see who'll be "Mocking" who, my 
little bird!  But, that's for another time.

To my fellow warriors, know that I will never avoid anyone!  You want Vampirial, you 
know where and how to find me!  I lust for new blood constantly.  Besides, how can one 
truely consiser themselves a "Duelmaster" by avoiding wanna-bes, so line-up because 
I'll be waiting hungrily for your blood.  Oh, before I go... Rooster, I was told by a 
Fanthom that there will come a day you'll no longer crow, so enjoy it while you can, 
you won't be forgotten!  May your blood saturate the sands, and of course, MY THIRST!

                                          -- Vampirial

                                      SPY REPORT

     Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and 
let's start with a look at some of the teams.  Now keep the taverns open late 
tonight, for there are sorrows to drown for CHAOS LORDS, whose 0-0-0 this turn 
dropped them by 4 into 6th.  BASH BROS RIPPER stable has parlayed this turn's 4-1-0 
into a 3 space move up the rankings.  This brings them up to 2nd place.  Good work, 
guys!  And let's see, MINSTREL fought DRAKONYA and gained 13 points and contributed 
to FIGHTING IRISH's 2-3-0.  VAMPIRIAL has lost to SPENCER, falling 8 points, while 
helping make THE BLOODLUST a 1-4-0 turn.  And all eyes were on SPENCER this turn as 
she ascended to the throne of Duelmaster.  NOBLISH ISLAND has a new victor!  Tell me, 
is nothing sacred?  I have heard from unimpeachable sources that The Dripping Blade 
uses trolls in their stew.  Talk about gristle!   
     The crowd's roar, the smell of iron and leather, mixed with sweat, what more 
could a warrior ask of life?  Well, besides that.  CHAOS LORDS has cause to stand 
tall, as they were NOBLISH ISLAND's most avoided team.  A smart manager knows this is 
a team to beat.  And guess who avoided CHAOS LORDS stable the most?  Believe it or 
not, it was THE BLOODLUST.  Anyone surprised?  The most challenged warrior this turn 
was THE BLOODLUST's warrior VAMPIRIAL.  More fighters challenged her than challenged 
the Duelmaster!   
     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.  We'd like to remind certain teams 
not to rob the graves of their enemies.  You know who you are; and it's considered 
rude.   
     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 you see my quill in NOBLISH ISLAND 
again, farewell-- Alarond the Scribe  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 SPENCER 9886                  3   0  0    29       FAMILY NAMES (1695)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 HODES 9884                    3   0  0    27       FAMILY NAMES (1695)
-BLOOD ROSE 2629               1   0  1    27       D-X (457)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-STABLER 9854                  2   0  0    21       ROSS' RAIDERS (1689)
 VAMPIRIAL 9849                3   4  0    19       THE BLOODLUST (1688)
 MINSTREL 9877                 2   0  0    19       FIGHTING IRISH (1693)
 FANTHOM DEFT 9850             4   1  1    16       THE BLOODLUST (1688)
 MILLER 9887                   3   0  0    16       FAMILY NAMES (1695)
-M. ALLEN 9855                 2   1  0    14       ROSS' RAIDERS (1689)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 FELDSPAR 9873                 1   1  0    12       FIGHTING IRISH (1693)
 BAD ATTACK 9892               2   1  0    11       BASH BROS RIPPER (1696)
-VAZZ 9881                     1   0  0    11       JAZIN'S WOLVES (1694)
 WORST DEF IN GAME 9891        1   2  0    11       BASH BROS RIPPER (1696)
-NO BULL 9882                  1   0  0    11       JAZIN'S WOLVES (1694)
 WOEFUL BASES 9888             2   1  0    10       BASH BROS RIPPER (1696)
 HARD TO RUN 9890              1   2  1    10       BASH BROS RIPPER (1696)
-TIMID TIM 9862                2   1  0     8       CHAOS LORDS (1691)
-LOTT R 9852                   1   0  1     8       ROSS' RAIDERS (1689)
-BLOODIED MIKE 9863            2   1  0     7       CHAOS LORDS (1691)
 WON'T ATTACK 9889             2   1  0     7       BASH BROS RIPPER (1696)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
-RAIN DANCER 9878              1   0  0     6       JAZIN'S WOLVES (1694)
 GENGELBACH 9883               1   2  0     5       FAMILY NAMES (1695)
-CUNNING TERRI 9866            1   2  0     5       CHAOS LORDS (1691)
-TYLENOL 9880                  1   0  0     5       JAZIN'S WOLVES (1694)
 HAGEDORN 9885                 1   2  0     5       FAMILY NAMES (1695)
 DRAKONYA 9867                 1   1  0     4       THE BLOODLUST (1688)
-ASHLEY'S GHOST 9865           1   1  0     4       CHAOS LORDS (1691)
-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)
 VALKYRIE 9875                 0   2  0     2       FIGHTING IRISH (1693)
 DIPONA 9893                   0   2  0     2       THE BLOODLUST (1688)
 ALEMBIC 9874                  0   2  0     2       FIGHTING IRISH (1693)
 DANTALION 9876                0   2  0     2       FIGHTING IRISH (1693)
-ALEX BLOODBLADE 9895          0   1  0     1       CHAOS LORDS (1691)
-LONGSTER 9856                 0   1  0     1       ROSS' RAIDERS (1689)
-VALORAN 9879                  0   1  0     1       JAZIN'S WOLVES (1694)
 BLUDTHYRST 9896               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?
ROCKET 9853             0  1 0 ROSS' RAIDERS 1689   DEATH BASHER 9847     440  NONE
DEATH BASHER 9847       2  1 1 THE BLOODLUST 1688   BLOOD ROSE 2629       443   

                                     PERSONAL ADS

Uh, Assur, did I read this right? Hard To Kill killed Embezzling Scribe? Wow! Your 
team is mean! Who will scribe, now? Who will embezzle now? Gee! -- High Hopes 
(apparently in awe of Killer Assur)

Welcome to all the more and more fine new teams. May your stay be fruitful and may 
your learning be plentiful. -- High Hopes (HH to you.) of Family Names, Consortium 
affiliated

Bloodied Mike, I count myself as lucky -- very lucky -- to have sneaked in a win over 
you. Whew! -- Hodes

Timid Tim, now, now. There is no reason to be timid. If you wanted to be that way, you 
should have been a Bash Bros Ripper. (wink) -- Spencer (sorta gloating a little over 
her win)

Won't Attack, I am glad you are like that. It probably worked to my advantage. -- 
Miller

Bad Attack, well, your bad was good enough to make me say uncle. Are you sure you 
belong on the BBR team? -- Hagedorn

Dipona, somehow I won. I think you got ripped off. I just bet you are really better 
and I don't want to fight you again. -- Gengelbach

Newbies, any questions out there? I am anxious to answer and I know Assur doesn't have 
anything better to do. -- HH

Health. Humility. Honor. -- High Hopes (quoting The Consortium motto.)

Alex Bloodblade -- Typically you want to play to your strengths as a warrior.  Most 
bashers (and you look like such you very well may be such a basher) wear no armor or 
very light armor and run very hot (typically 10-10-x).  They are trying to win 
offensively and don't worry about anything else.  Bashers are typically considered one 
of the weaker styles (for various reasons).  Woeful Bases is a Tank Hybrid and can 
take a lot of damage, so he augments his Hit Points with big armor.  You chose a 
fantastic weapon against plate armor (against lighter armor I'd choose a faster weapon 
(QS or WH typically)). -- Assur

Fanthom Deft -- Looks like your strategy worked as you desired.  You'll definitely 
want to catch my articles on Hybrids (this turn and the next 2).  I mention in that 
article about not over-encumbering your warrior.  A guideline many managers use for 
how much weight you can carry is:
Strength + Lesser of Strength/Constitution -- 6. -- Assur

                                  LAST WEEK'S FIGHTS

HAGEDORN slimly lost to WON'T ATTACK in a 16 minute amateur's Challenge fight.
SPENCER viciously subdued VAMPIRIAL in a 1 minute gory Challenge Title match.
MILLER outwaited HARD TO RUN in a slow 9 minute amateur's Challenge brawl.
FANTHOM DEFT savagely defeated ALEMBIC in a 4 minute bloody match.
DRAKONYA was devastated by MINSTREL in a 1 minute one-sided duel.
FELDSPAR devastated BLUDTHYRST in a 1 minute mismatched match.
VALKYRIE slimly lost to BAD ATTACK in a 5 minute beginner's fight.
DANTALION was vanquished by HODES in a 1 minute uneven duel.
GENGELBACH lost to WORST DEF IN GAME in a 2 minute beginner's fight.
DIPONA was unbelievably bested by WOEFUL BASES in a exciting 1 minute novice's fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|PARRY-RIPOSTE                    5         PARRY-LUNGE        8 -   4 -  0      67  |
|AIMED BLOW                       4         WALL OF STEEL     14 -   7 -  2      67  |
|LUNGING ATTACK                   4         AIMED BLOW        21 -  12 -  3      64  |
|BASHING ATTACK                   2         TOTAL PARRY       11 -   7 -  0      61  |
|TOTAL PARRY                      2         BASHING ATTACK    22 -  16 -  1      58  |
|WALL OF STEEL                    1         SLASHING ATTACK   10 -   9 -  2      53  |
|PARRY-STRIKE                     1         PARRY-STRIKE       2 -   2 -  0      50  |
|STRIKING ATTACK                  1         LUNGING ATTACK     8 -  10 -  0      44  |
|PARRY-LUNGE                      0         STRIKING ATTACK    6 -   9 -  0      40  |
|SLASHING ATTACK                  0         PARRY-RIPOSTE      7 -  15 -  1      32  |

Turn 444 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is VAMPIRIAL 9849.  The most popular warrior this turn 
was FANTHOM DEFT 9850.  The ten other most popular fighters were GENGELBACH 9883, 
SPENCER 9886, FELDSPAR 9873, VALKYRIE 9875, WORST DEF IN GAME 9891, ALEMBIC 9874, 
HODES 9884, DIPONA 9893, WOEFUL BASES 9888, and MINSTREL 9877.

The least popular fighter this week was HAGEDORN 9885.  The other ten least popular 
fighters were WON'T ATTACK 9889, MILLER 9887, DANTALION 9876, BAD ATTACK 9892, 
BLUDTHYRST 9896, DRAKONYA 9867, HARD TO RUN 9890, VAMPIRIAL 9849, MINSTREL 9877, and 
WOEFUL BASES 9888.

                            A DM TWELVE DAYS OF CHRISTMAS

          12 political points a'pumpin'
          11 TVs a'workin'
          10 free duels of credit
           9 ABs to challenge
           8 criticals a'connectin'
           7 scums a'dyin'
           6 skills a'maxin'
           5 A.D. invites
           4 lucky warriors
           3 size on replacement
           2 proxied TCs
          And a quarterstaff from a pear tree.

                                   May your days be merry,
                                   And your wins be often.

                                             The Consortium

                  Top Ten Reasons Why Duelmasters is better than Sex

10.  When you spend money on Duelmasters, you know you're going to get return on your
     investment.

 9.  One arena won't get jealous when you start playing in another.

 8.  With the right tourney prize, you can design your own warrior.

 7.  If you make it to AD, they tell you your warrior's favorites.

 6.  You can always DA and get another roll-up.

 5.  The more experience you get, the less likely you are to die.

 4.  SZ, CN and Charisma are less important in Duelmasters.

 3.  Most mangers are satisfied with two minute fights.

 2.  Warriors do as they're told, even if it means using ALE and a WF.

And the number one reason..........

 1.  You don't have to hold your turn for an hour after you're finished reading it.

Composed by the Jester and Predator

                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 
there!

                                                                      -- Forge

                              THE ULTIMATE AIMED BLOW

     Oh no, not another aimed blow, you think, they always lose and have a tendency to 
die if they meet the right person.  But I can promise you that this fighter will give 
you a lot of wins.  Not a 20-0-? record, but a respectable one.  Let's have a look at 
the stats:

THE BEST:      IF YOU CAN FIND IT:      TOO BIG:       TOO FAST:      THE MUTANT:
ST:  9         ST:  9                   ST:  9         ST:  9         ST:  7
CN: 15 +/-     CN: 14                   CN: 14         CN: 15         CN: 15
SZ:  3 - 5     SZ:  3                   SZ:  6 - 9     SZ:  3 - 5     SZ:  3
WT: 19 +/-     WT: 21                   WT: 17 +       WT: 19         WT: 13 - 15
WL: 18 +/-     WL: 19                   WL: 17 +       WL: 18         WL: 13 - 15
SP:  3 - 5     SP:  3                   SP:  3 - 6     SP:  4 - 9     SP: 15 +
DF: 15 +/-     DF: 15                   DF: 15         DF: 13         DF: 15 +

ST: So you can use some weapons.
CN: So you can stand some damage, and get at least good endurance.
SZ: The smaller the better.
WT: You need to be smart, and it helps a lot on stats and skills training.
WL: Helps you stand even more damage.  It also helps a lot on stats and skills 
training.
SP: The slower the better, but needs to be trained to avoid clumsiness.  It doesn't 
matter if this stat is low, you will hit when you want to hit.
DF: Gives you the response to other's actions, and gives you the initiative when you 
need it.

     The main weakness of this little fellow seems to be his speed, but this 
disadvantage is made good by his small size.  He will dodge nearly anything, and what 
hits him doesn't matter because of his constitution.  The strategy is all up to each 
manager, but I prefer to run mine like this:

Weapons:  Epee vs. Light Armor
          Short Spear vs. Medium Armor
          Shortsword vs. Heavy Armor

Shield:  Medium Shield vs. Light and Heavy Armor

Armor:   Depends on who I am challenging

Helm:    Full helm

Strategy           1st  2nd  3rd  4th  5th  6th+ Desp.
Offensive Effort    5    5    5    6    5    4    2
Activity Level      5    6    6    6    5    5    4
Kill Desire         4    4    5    6    6    4    2

Attack Location: Head or Chest

Defend Location: Body or Head

Offensive and Defensive tactics are something I seldom use.

     Challenging is very important when running an aimed blow.  Try to challenge big, 
unarmored fighters.  Train strength, speed, and deftness.
     Well, that's all, for now.  Try it and send me a diplo note if you have any 
comments on my aimed blow.
     Brought to you by Manimal, Manager of Cowards Guild, DM-31.
     May victory by yours (or mine.)

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
 
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
 
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
 
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

"How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS? 
Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!?
Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
 
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,
"GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!"

****Hey, what do you expect for a quickie?... <grin>

                                  Aimed Blows My Way

     Okay, so it's a pretentious title.  No more so than anyone else's, what with all 
these "the perfect" this and "the perfect" that; what I'm going to show you here is 
several different ways to make aimed blows and win with them.
     There is no one specific way to make an aimed blow.  You'll hear a lot of 
managers claim that they "HAVE" to have a 21 DF in order to be any good at all.  Well, 
that's a trifle exaggerated.  It's NICE to have a 21 DF.  This will increase your 
attack rating, and give you a certain boost.  But it isn't necessary for a good, 
solid, long-term aimed blow.
     I'm going to give several examples of aimed blows, both how-tos and how-not-tos.  
All the aimed blows represented here actually fight on one of my stables, so I did 
this all by hit-and-miss.  Unlike some managers, I don't believe that the first, 
third, and fifth rules of aimed blows is "they die."  It's only the third rule. <grin>

     Now then.  Design:
     ST: Any, really.  You can go low, since aims can handle daggers and open hand 
just fine.
     CN: Again, any.  A little more can help them take a hit, but if they're lucky, 
they'll do all right even if they can't.
     SZ: Any.  This is a versatile style.  Big ones do great.  Little ones do great.
     WT: I'm going to surprise you, here.  Anything.  Yep, anything.  Best is 11-21, 
of course.
     WL: Again.  Any.  Honest!  An aim can do without will and can also use it to its 
best advantage.  But from here on is where you've got to pay attention.
     SP: LOW.  Keep it below 9 if possible.  Below 7 is better.
     DF: HIGH.  21 is always best, but 17 works okay, too.
     So now you have a rollup with a low speed and a high deftness and it doesn't look 
like much else.  You've got a good aimed blow.  Yes!

     Examples of "do" design aims:
     1) 7-5-12-21-11-7-21
     2) 11-16-6-21-9-4-17
     3) 10-15-6-17-9-6-21
     4) 13-9-5-17-17-6-17
     5) 11-5-10-11-21-5-21
     6) 8-10-9-17-15-4-21
     7) 5-10-7-17-17-11-17
     8) 12-12-7-21-9-6-17
     9) 7-11-8-11-21-5-21
    10) 9-14-8-15-17-4-17

     Ten is a good, round number.  1-4 are Immortal.  All have winning records.  Most 
of them beat lungers in one minute.  The low-con ones have the most trouble, because 
they can't take a hit--if they get hit, they go down.  Fortunately, that's only killed 
a few of mine (the dead ones I won't list just now, since it's so depressing).

     Examples of "don't" design aims, unless you're as insane as me or much more 
experienced in your aimed blow running:
     1) 17-5-5-11-17-9-21  (beat the DA three times before he was killed--he gets a 
special place at #1)
     2) 13-8-12-11-11-18-11
     3) 11-12-6-21-13-8-13
     4) 11-12-12-17-11-4-17
     5) 12-7-18-13-13-5-16 (my first)
     6) 11-14-7-9-17-9-17
     7) 9-11-9-17-11-10-17

     There's certainly more "don'ts" than dos, but those are ones I actually have 
played somewhere; 2-5 are immortal, with usually 50% records except for the 11 DF (who 
is in permanent retirement).  He came along early in my aimed blow career, when I was 
making EVERY rollup into an aimed blow to see for myself what worked and what didn't.  
That didn't.  Some of the mortal ones I'm still running, and they do well enough, but 
as I said, until you get a little experience there are some things you may not want to 
try unless, like me, you want to see what happens for yourself. <grin>
     Now for strategy.  This is probably the most important thing you'll give your 
aim.

Weapons: Scimitar, unless they don't have the strength for it, in which case, dual 
daggers.  Longsword is next, then fists, then quarterstaff.  You need an 11 ST for 
longsword, so that's probably not always realistic.  If your aim likes to fight with 
his fists, you can let him, but I'd advise waiting until he's got some experience, and 
you know your opponent isn't much on armor and parrying, because you can do yourself 
some serious damage on the parries.  Quarterstaff is a two-handed weapon, so bear that 
in mind if you use it.

Armor: Keep it light, no more than ARM/H, and then only if you're worried about your 
opponent.  An aimed blow is a fast, offensive warrior--don't load him down.

Strategy:

10        8         8         6         6         6         10
10        2         2         1         1         1         10
 1 --------------------------------------------------------- >
LL --------------------------------------------------------- >
HE --------------------------------------------------------- >
 D

That's a good, all-purpose, general strategy.  Some aims will want to play around with 
it, and you let them--see what they like.  But, and this is VERY important: keep that 
KD low!  An aimed blow relies on his control and his accuracy, and higher KDs will 
cause them to lose a lot of that.  If you're bloodthirsty, change the attack location 
to the head.  I recommend the legs for knockdowns.  Either way, your aim will attack 
THAT LOCATION, over and over again, until he has defeated his opponent, and very 
decisively, from total parries (the classic aimed blow opponent) to lungers (the 
classic aimed blow enemy).  Remember: the aimed blow is an OFFENSIVE style.  He has 
some finesse, but he is a brutal and efficient warrior.  Keep him in control; he'll 
win.  You can also play with desperation, but for me just dropping the first minute 
tactic often works just fine.  As for the use of decise, as always, it's up to the 
manager, but decise will help keep your aim from "standing around looking for an 
opening" in the first minute.  Get him moving.

     As always, experiment, find what works for you, and have fun.

Raf
Lord Protector
Ivory League
Manager of Tex's Rangers (51, 100, 101), Assassins (40, 105), Impressionists (27, 
105), The Damned (30, 105, 101, 102), etc.

                                The Mechanics of Death

                                  By Sir Jessie Jest

     Greetings, joy and happiness to everyone!  This article discusses the mechanics 
involved when a warrior dies in combat.  It will give the reader a better knowledge of 
how a warrior actually gets killed in combat.
     Here is how a warrior dies... The Facts) ...in fact, get out a dead warrior's 
last fight so you can follow me.  To start the process of death, a warrior must first 
fail to make a death roll.  Let's say the death roll is 20 or less out of 100 to fail 
that roll for this example.
     There are 2 ways a warrior can be forced to make that Death Roll.

1. The vitals roll.
2. The second is when you run out of hit points, which is called the "infirmary roll."

     The vitals roll -- every time a warrior gets hit in a vital area you make a 
vitals roll.  Lets say that you fail on a 1-15% out of 100.  If you get hit in the 
head, chest, or abdomen, you will roll the vitals percent.  If you roll 15 or less you 
must make the death roll to determine if the warrior was killed.  Now look at the 
fight with your dead warrior on it...look for the death intent statement, it will say 
something like, "Trying to make this into a death match, or seeks death of his 
opponent, etc. etc." (there are a lot of them) that is telling you that your warrior 
was forced to make a death roll.
     Now comes the scary part: if you fail the death roll your warrior dies.  But the 
program does not kill you immediately because you still have hit points left.  So what 
happens next is that you will get normal attacks and damages that hit your character 
automatically in the vitals until yours hit points run out.  Then it will say your 
warrior is dead.  Remember that it will be normal hits to the vitals, not crits or 
extra damage remarks.  If your warrior dodges, crit attacks , parries,  has extra 
damage remarks or anything else EXCEPT a normal hit to the vitals, the sentence 
following right after the death intent statement comes up, then he made his death roll 
successfully and the fight continues.  You can have many death intent statements come 
up in one fight, depending on the number of times you hit a vital. You won't get one 
every time, only when you fail the vitals roll.  And your warrior will have to roll 
the death roll every time you fail the vitals roll to see if he is killed or not.  
EXAMPLE:

INFERNO leaps to his left!
INFERNO's scimitar lunges with awesome cutting power!
NULN takes an upper body hit!
NULN is badly hurt!
NULN is becoming FRANTIC!!!!
INFERNO's scimitar lunges with awesome cutting power!
NULN is struck on the left rib cage!
What a devastating attack!!
NULN is dangerously stunned!
INFERNO is trying to make this a death match----(Death Intent)
INFERNO slashes an attack with his scimitar---(Normal Attack)
NULN is struck on the side of the HEAD!---(Vital Hit)
INFERNO slashes with his scimitar
NULN is wounded in the upper chest.
INFERNO slashes with his scimitar
NULN is hit in the forehead!
NULN curses the gods in frustration!
NULN falls LIFELESS to the ground!
INFERNO has won the duel!
INFERNO laughs and says, "What a loser!"

     As you see, if you fail the vitals roll, and then fail the death roll, you will 
get normal attacks to the vital areas until all of your warrior's hit points are gone.  
All of your dead warriors that have died from DEATH INTENT statements will have those 
three things... death intent statement, then normal attack, then hits to the vitals 
until all hit points are gone.  Then you will get some sort of, "falls over dead 
statement."  In the past, if you failed the death intent statement roll, the program 
would just skip all the stuff that was in between the death intent statement and the 
falls over dead statement.   It would say something like this:

INFERNO seeks the death of his opponent
NULN falls to the ground lifeless
INFERNO has won the duel.

But they changed it to make death more dramatic.

     The second way your warrior is forced to make a death roll is if your warrior 
runs out of hit points during or after the fight has ended.  This roll is called the 
infirmary roll and can happen in or out of combat, and does not matter where your 
warrior gets hit.  If your warrior has taken many hits, that reduces his hit point 
total below the preset percentage... lets say it 5% of your total hit points... then 
he will make an infirmary roll.  If you fail the infirmary roll, you then make the 
death roll to determine if your warrior has died.  In combat, you will read that you 
died from serious wounds or something to that effect.  After a fight is over, the 
program checks to see if your warrior has fallen below that preset percentage of hit 
points, if you have, you will make an infirmary roll.  If you fail the infirmary roll, 
an infirmary statement will appear at the bottom of your fight letting you know if 
your warrior failed the death roll that comes after that.   Sometimes you can die in 
combat without a death intent statement that comes up during the battle .  This is a 
good example of an infirmary roll failure in combat from low hit points, triggering 
the death roll which actually is the roll that kills your warrior.  In some battles 
you can get hit several times in the vitals, have several death intent statements come 
up, make every roll successfully and still die from lack of hit points (i.e.: fail the 
infirmary roll).
     A simple way to think of this is the 2 ways are :  1. vitals roll, which deals 
with getting hit in the head, chest, or abs and dying when a death intent statement 
comes up.  Or  # 2.  infirmary roll, which deals with dying from lack of hit points, 
and does not use the death intent statement.  I'd say about 90% of all deaths are by 
death intent statement because of a failed vitals roll.  Only a small percentage die 
from the infirmary roll in or out of combat.
     Well, that's it.  These are facts, not theories.  You can check this out with all 
your dead warriors, and you will learn there are NO exceptions.   Those percentages I 
used up there are just made up, I have no way of knowing what they really are.
     Now I have formed theory regarding KD or kill desire.  I do not believe KD has 
anything to do with a warrior dying, but is rather a tool to determine your warrior's 
aggressiveness in combat.   In other words the timing of his blows, his shot 
selection, and other such things.  For example: The higher the KD the wilder he is 
with his shots, and easier to feint, dodge, parry and riposte.  Some styles like Abs 
(Aimed Blows) fight better with a 1 KD because they are very selective with their 
shots.  Most of the other offensive styles function well between 5-7 KD.  Any more 
than that is just a waste of endurance and has a negative effect on your warrior's 
performance in battle, in my opinion.
     Well that's it for now.  If you would like to chat sometime drop me a diplo at 
Jessie's Kids in DM 60 (yes, I've come out of retirement)  ;) May the axe fall in your 
favor!

Cheerio!
Sir Jessie Jest,
Lord of Puns, and Master of Laughter.

                                  Troll-Bred Bashers

     The Bashing attack is not, as many of you may have noticed, one of the dominant 
styles in Duelmasters.  There are two reasons for this; one of which I will cover 
here, the other I will cover in an accompanying article.  I will preface this article 
on Bashing attack design and strategy by saying that I have been playing Duelmasters 
for two years, and I have spent most of this time experimenting with and perfecting 
the Bashing Attack.  In my opinion, a Basher needs to possess a monumentally high 
attack percentage, with decisiveness and initiative not far behind.  What follows is 
designed to achieve the desired results.
     Let's get right down to business.  First, the stats:

                                           PERFECT
ST:  13-17                                   15
CN:   3-5                                     3
SZ:   6-9                                     6
WT:  17-21                                   21
WL:  17-21                                   21
SP:   5-9                                     5
DF:  11-15                                   13

     Here's why:
     Strength is arguably the most important attribute for a basher.  A basher with a 
high strength can virtually be assured of a reasonably high attack.  however, excess 
strength takes away points from other vital areas and, as you will see, this Basher 
will not want for attack.  A 13 strength gives the Basher most of the good Bashing 
weapons.
     Constitution is absolutely unimportant to any offensive styles warrior.  Bashers, 
and for that matter, offensives in general, should be designed to dish out damage, not 
absorb it.  If you are designing a Basher to absorb damage, then you are designing him 
wrong.
     Size is an attribute that this game system does not handle well.  As we all know, 
too large a size means that you do not have enough points to allocate to the other 
attributes.  You would think logically that a Basher would need a large size.  I am 
not talking about logic.  I am talking about winning within the parameters of this 
game system.  I give a minimum size of 6 since this is the smallest size that can 
achieve "great damage with a blow."
     Wit, in my opinion, is the most important attribute for every style.  This is 
strictly my opinion and you do not have to agree with me.  Where Bashers are concerned 
however, a Basher without very high wit is garbage.  High wit will greatly effect a 
Basher's initial attack, decisiveness, and initiative.  My research has led me to the 
conclusion that a Basher's initiative is primarily a function of wit.  high wit also 
ensures that the Basher will train consistently.  Also, a Basher with a high wit can 
expect an initial initiative rating somewhere in the 50-60% range.  Note that speed is 
also a modifier for initiative.
     Will is another attribute that the Basher cannot do without.  Will affects a 
Basher's attack and decisiveness, and is responsible for, in conjunction with 
strength, giving the Basher normal endurance, despite the pitifully low constitution.
     Speed has almost no affect on a basher.  I have seen many high speed Bashers, and 
I can tell with 100% certainty that Bashers do not derive strong benefit from speed.  
Slasher, strikers, and to a lesser extent, Lungers, all derive noticeable benefit from 
speed.  I am not saying that a 5 speed Basher will be equally as fast (initially) as a 
19 speed Basher, but I am saying that a Basher can derive greater benefit by placing 
points in other areas.  This Basher will drive his decisiveness from the high wit/will 
combinations: 21-21-5; 19-19-7;  17-17-9.  These combinations, or something similar, 
will generate an initial decisiveness rating of about 50%.
     Deftness is very important to a Basher.  The strength/wit/will/deftness 
combination is where this Basher will generate the awesome attack percentage and his 
attacking precision.  A Basher with the aforementioned minimums in 
strength/wit/will/deftness can expect to achieve an initial attack rating between 60-
80%.  A 13 deftness will also allow the use of my favorite weapon, the morning star.  
In the hands of a Basher, this is a devastating weapon.
     Now that you know how to design a Basher, here's how they should be run.
     This strategy should be used vs. offensive styled warriors:

          1    2    3    4    5    6    Desp
          10   10   10   10   10   10   10
          10    3    3    3    3    3   10
           7    7    7    7    7    7    7
          HE   HE   HE   HE   HE   HE   HE
          HE   HE   HE   HE   HE   HE   HE
           D    B                        D

     The offensive effort is self-explanatory.  If you are not trying to destroy your 
opponent, then you should not be running a Basher.  The activity level requires some 
explanation.  Bashers, as you might expect, perform better with a low activity level.  
This is because the Bashing attack style is a series of overhand, overpowering blows 
which are designed to deliver maximum hitting power.  Running around like a 
decapitated chicken would appear to be counterproductive.  Here is the key.  The 10 
activity level in minute one is designed to help you get the jump on another offensive 
warrior.  If you do get the jump, you will win.  Even if you are hurting the Basher's 
attack percentage, how many offensive warriors do you know of that will be able to 
parry or dodge this Basher's attack?  NONE.  Therefore, the 10 activity level in 
minute one is justified.  The decisiveness tactic in minute one is also there to help 
you get the first shot off.  Assuming you get the jump in minute one and the fight 
somehow manages to make it into minute two, that's where the bash tactic comes in.  
You enter minute two with the initiative, land a bash modified head shot into the poor 
slob in front of you, and down he goes!!!  Minutes 3-6 are basically superfluous as 
not many fights will go that far.  10-3-7 allows the basher to do what he does best.  
The theory behind the desperation configuration is the same as that for minute one.  
Since the bashing attack is a downward motion, attacking the head is logical to say 
the least.  Modify this to the chest if you suspect that you adversary is protecting 
his head.  Defending your head is simply there to ensure that you hold your hands up 
high.  My reasoning is that I am simply trying not to interfere with the Basher's 
attack, as opposed to seriously trying to defend myself.  Against defensive warriors, 
change minute one to 10-3-7 with no tactics: i.e., let the basher do what he does 
best.  I have only lost one fight to a defensive styled warrior with my best basher, 
and that was MY fault.  Minute two can be left the same, or you can drop the bash 
tactic.  I am tempted to leave the desperation minute the same.  If you are desperate, 
it probably means you were just hit.  This design cannot take getting hit.  You need 
to go berserk in order to regain the initiative.
     A high quality Basher should have no trouble with Parry-XYZ's and TPs.  Against 
scum try 7-1-7 with the bash tactic.  You should have no trouble blasting attacks 
through the feeble parries of a scum warrior, and the relatively slow (for a basher) 
tempo will allow you to keep it up for 3-4 minutes, which WILL be more than enough 
time to demolish even the most stubborn APA, F, ME, ME 1-1-1-P Total Parry.  Let me 
also mention that the bash tactic should never be used against PRs.
     Last, but by no means least, is what to wear.  Armor should be APL, ALE, or none 
at all.  DO NOT strap this basher into a suit of plate armor.  The Bashing Attack, 
despite what some other managers say (even those self-proclaimed "highly experienced" 
manager who relentlessly brag about their 600+ winning percentages who only run 
defensives, SCUM, and lungers) is a quick style.  The armor should be correspondingly 
light to allow the basher to get the jump on his opponent.  The same theory applies to 
weapon selection.  Try using the QS, MS, of the WH.  The GA and MA should only be used 
against slower offensives of defensive styled warriors.  Again, the key here is 
quickness.  THIS basher is designed to win his fights, with his tremendous attack 
percentage, not with his tremendous damage bonus.
     This article has been brought to you by.....

Mark Schwartz
280 Middlesex Road                                   aka  Troll King
Matawan,  NJ   07747                                      mgr. Troll Lords
201-583-5150                                              Arena #36  Jhans

                     HOW TO BUILD A BETTER WARRIOR (version Y2k)

     I'm sure that by now everyone has had enough of those "perfect" warrior advice 
articles.  And, while they are useful to a point, it's hard to apply their advice to 
the hordes of non-perfect warriors we get every day.  Hence, this article is for the 
other 99% non-perfect warriors.  The design ideas presented here have been valid over 
the course of my 15 years of experience with this game, with proven success at all 
levels of the game.
     There are several things to think about when designing a warrior.  First is 
fighting style.  Second is longevity.  Third is weapon suitability.  Fourth is 
physical capabilities.  Fifth is trainability.  While I will discuss these separately 
in this article, they must be thought about simultaneously in order to get the maximum 
potential from each and every roll-up.
     Fighting style is the most important decision you'll make about your new warrior.  
Consider all possibilities.  Sometimes you will need to experiment with the numbers, 
play around with several different combinations, before picking the best style.  The 
offensive styles are lunging, slashing, striking, aimed blow, and bashing.  The 
defensive styles are total parry, parry riposte, and parry strike.  The mixed styles 
are wall of steel and parry-lunge.  The offensive warriors have lots of attack ability 
and little defense (except lungers).  Their key attributes are usually will (for 
endurance and attack skills) and strength (for damage capability and attack skills).  
High wit and deftness are also high on the list as they both give a lot of skills, 
particularly attack skills.  [Tip #1: Never design an aimed blow with less than a 21 
deftness.]  The defensives have lots of defensive ability (particularly parry) but 
poor attack.  Their key attributes are usually will (for damage taking and parry 
skills) and constitution (for damage taking).  Again, extra wit and deftness is highly 
desirable for the extra skills.  [Tip #2: Keep wit as low as possible on scum 
warriors.]  The mixed styles have pretty good attack and pretty good defense, making 
them among the most formidable warriors in the game.  Their key attributes are will 
(what a surprise!) and whatever gets them to good cut-offs, because mixed styles use 
defensive and offensive skills with equal effectiveness.  If you notice, speed doesn't 
come up as an important stat for any style, but it is probably best utilized by the 
offensive styles.  I tend to like warriors that will perform well (as opposed to 
looking good but still losing), so I tend to design a lot of offensive and mixed 
styles.
     Longevity is another design concern.  The main decision here is whether your new 
warrior will have a long, Gateway oriented career, or have a shorter life span.  If 
shorter, how much shorter?  In general, for maximum learning and maximum training, 
you'll want to add as much as possible to wit and will.  If you envision Gateway god-
hood in your warrior's future, then designing him with a low wit or will has only a 
minor effect; it merely takes a little longer for him to reach his full potential.  If 
your warrior has a sandbagging champions future, then you'll want to add as much wit 
as possible to get him competitive as soon as possible.  For an ADM title shot, you'll 
want to build in some easy stat trains that give lots of skills.  For a short, rookies 
or novices oriented career, you'll probably want a high will because you'll most 
likely be looking for quick, significant stat trains.  The point is, decide when the 
warrior is born how long his career will be, and you will be better able to maximize 
his potential towards that ultimate target.
     Weapon suitability must also be considered.  As is well known, not all weapons 
are well-suited to all styles, and every warrior has a favorite weapon.  It is 
important to design a warrior so he will be able to use the significant weapons well-
suited to his style.  It should not take more than a couple stat trains to get your 
warrior well-suited to some good weapons.  (Consult available charts for weapon 
suitability.)  I feel that it is important to be well suited to several weapons of 
your style.  This gives you the opportunity to change and surprise your foes.  If your 
warrior lacks the attributes to use key weapons of his style, his effectiveness will 
be diminished.
     Physical capabilities is an often overlooked aspect of warrior design.  The three 
main areas of concern are endurance, the ability to inflict damage, and the ability to 
take damage.  At least one of these should be at the "good" level or above, and the 
more the better.  There is usually a trade-off between designing for skills and 
designing for physical attributes.  The trick is to maximize both.  Always evaluate 
the possibility of adding to strength over deftness.  The damage capability gained 
will usually out-weigh the difference in skills.  Endurance is usually a key factor in 
an offensive warrior's ability to defeat a defensive.  Conversely, the ability to take 
damage is usually a key factor in a defensive warrior's ability to defeat an 
offensive.  Again, use the available charts to design your warrior to reach the 
desired physical levels with a minimum of stat trains.
     The fastest way for a new warrior to improve is to learn skills with a 21 wit.  
With a 21 wit, you can usually average three skills per fight for your first 20 fights 
or so.  Going into an adepts tournament with 60+ skills is very good.  The higher the 
wit, the more skills your warrior will learn, so keep this in mind when designing your 
potential tournament champions.
     A number of managers advocate early stat trains that burn skills.  I only do this 
in the most severe of cases, like a 3 wit scummy warrior.  The main reason I don't do 
this is because any warrior I want to fight beyond novices is going to need as many 
skills as he can get.  In addition, if a warrior burns skills early, he'll end up with 
less than his contemporaries at the time they both max skills.  This leads to 
diminished skill levels when the warrior makes a TC run in the Freshmen, ADM, or 
Eligibles class, and to a protracted struggle to get the warrior inducted to 
Primus/Gateway when the time comes. It also eliminates the option to sandbag in the 
champions since your burned warrior will never have the skills to compete with non-
burned warriors.  
     However, I do design for trainability.  I like my warriors to have a shot at a TC 
in the ADM or Eligibles class, so I will purposely leave deftness at 9, counting on 
the quick, easy trains once all my skills are learned.  You can do the same in wit, 
will, speed, and even strength; leave the starting stat a couple points below a level 
with significant skills, then train those stats when you make your TC run.  Of course, 
since you're planning on making this training run in Advanced Duelmasters, the best 
stat for trainability is a 21.  Every train past 21 will give you quick, significant, 
valuable skills.
     Of course, any set of design rules or guidelines will have its exceptions.  There 
are many good warriors out there who did not follow any of the rules outlined above, 
but there are many, many more dead ones.  So, if you follow these rules most of the 
time, most of your warriors will be winners.
     That said, let's do a couple examples.  First, we'll redesign the legendary Broke 
Stroker.

                                   ST  10 + 0 = 10
                                   CN  10 + 0 = 10
                                   SZ           10
                                   WT   9 + 6 = 15
                                   WL   9 + 6 = 15
                                   SP  11 + 0 = 11
                                   DF  11 + 2 = 13
                                   Style: Lunger

Comments:  His wit and will are high enough to make him a viable long-term warrior.  
He starts well-suited to the short spear, and is only one strength train away from 
longsword suitability.  He's got enough con to take a hit, and he'll likely also get 
good damage with his first strength train, if not on the original overview.

                                   ST   5 + 4 =  9
                                   CN   8 + 0 =  8
                                   SZ           14
                                   WT   8 + 5 = 13
                                   WL  13 + 4 = 17
                                   SP  10 + 0 = 10
                                   DF  12 + 1 = 13
                                   Style: Slasher

Comments:  He starts well-suited to scimitar, and has enough ST, CN, & WL to get 
normal endurance.  He has a good shot at good damage to start with, and if not, it's 
only a train or two away.

                                   ST  12 + 5 = 17
                                   CN   8 + 1 =  9
                                   SZ            7
                                   WT  11 + 6 = 17
                                   WL   8 + 1 =  9
                                   SP  14 + 0 = 14
                                   DF  10 + 1 = 11
                                   Style: Striker

Comments:  This low will wonder needs help to get normal endurance, thus the high 
strength.  It gives the additional bonus of guaranteeing good damage on a relatively 
small warrior.  The 11 deftness gives him suitability to almost every weapon.
     Now it's time for you to go forth and design your own godlings (or is that 
"doglings"?).  Armed with these guidelines, you too can have your share of Broke 
Strokers in Advanced Duelmasters.  Good luck, and may the gods guide your blows 
straight and true! 

                            -- Neon Necromancer  
                               (DM 1: Care Less Bears; DM 18: Mad Scientists; 
                               other random teams and 100ish ADM warriors)