DUEL 2 NEWSLETTER

Date   : 02/06/2016    Duedate: 02/19/2016

NOBLISH ISLAND ARENA

DM-93    TURN-448

This Weeks Top Honors

THE DUELMASTER IS

HODES
FAMILY NAMES (1695)
(93-9884) [4-3-0,47]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              HODES
                               FAMILY NAMES (1695)
                               (93-9884) [4-3-0,47]

Popularity Leader              This Weeks Favorite

GENGELBACH                     SPENCER
FAMILY NAMES (1695)            FAMILY NAMES (1695)
(93-9883) [5-2-1,35]           (93-9886) [4-3-0,33]

THE CURRENT TOP TEAM

BASH BROS RIPPER (1696)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. FIGHTING IRISH (1693)       35
2. FAMILY NAMES (1695)         12      DARK TOADS (527)
3. BASH BROS RIPPER (1696)      0      Unchartered Team
4. BRIT BULLDOGS (957)          0
5. VALHALLA (1676)             -2      FAMILY NAMES (1695)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*FAMILY NAMES (1695)       23  11  1 67.6   1/ 1*BASH BROS RIPPER (1696)  11  4 0
 2/ 2*BASH BROS RIPPER (1696)   21  14  2 60.0   2/ 2*FAMILY NAMES (1695)       8  6 1
 3/ 3*FIGHTING IRISH (1693)     12  17  0 41.4   3/ 3*FIGHTING IRISH (1693)     5  9 0
 4/ 0*VALHALLA (1676)            1   5  0 16.7   4- 5*BRIT BULLDOGS (957)       0  1 0
 5- 5*BRIT BULLDOGS (957)        0   1  0  0.0   5/ 0*VALHALLA (1676)           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

                     The CIC (Consortium Information Collection)
                           Noblishers Should Ask RSI for it

     Once upon a time there was a long-time manager who decided to collect a lot of 
valuable information, in irregular small print form, on only three pages of 8.5x11. 
That manager, or group of managers, use said data information when:

1.  The internet is down and the Terrablood/RSI sites are unavailable
2.  Traveling around the world and "working D2 strategies" in unusual places
3.  Quick information is needed
4.  They feel like it

     The information is not necessarily the prettiest, but it can be quite invaluable 
to D2ers especially D2ers with no internet accessibility. Copies of that information 
are now available for Noblish Island managers. Contact the RSI office to request it by 
mail. (If it wasn't sent in an intro packet to you.)
     Most of the information on the data sheets is self-explanatory. Some will require 
explanation. Most has been gathered from various sources over time in the old DM 
community. Much of it has been gathered empirically. (Meaning that the information is 
not programming code, or from the designers, but rather gathered by users and players 
of the game.) The information may not always be "perfect", but it is widely used in 
this or similar fashion.
     I will explain the information by placing it into two categories:  
straightforward and intricate.  First let's cover what is in the first category.  The 
following charts/info fit the straightforward category. Some include simple 
calculations.

1.  WEAPON SUITABILITY -- shows which weapons are suited, marginal, or unsuited to a 
    style.
2.  WEAPON REQUIREMENTS -- indicates the ST, SZ, WT, DF limitations for a weapon. It 
    also covers the weapon weight, the armor it is best used against, and whether it 
    is a slash, bash, lunge weapon.
3.  INTELLIGENCE -- defines the WT needed for each rating.
4.  DAMAGE -- reveals the approximate damage rating one should expect for all ST/SZ 
    combinations. Note: a luck roll factor can both hose and bless damage rating.
5.  ENCUMBRANCE -- a table which shows what level of "carry" (encumbrance rating) one 
    should expect at all SZ/CN combinations.
6.  HEIGHT -- a simple conversion between the SZ number and height.
7.  COORDINATION -- which is defined as SP + DF; the chart provides a summary of each 
    coordination rating and the "points" range for each
8.  ENDURANCE -- most still use this calculation, although a "luck roll factor" can 
    alter the results slightly. The endurance rating which is WL x (ST+CN) is defined 
    for each rating.
9.  HIT POINTS -- sometimes called "damage taking" is broken down in this chart. The 
    HP is defined as 3.75CN + 1.1SZ + 0.4 WL. The rating levels are defined by 
    "points".

     And now for the more difficult to explain charts which interact with each other. 
The three intricate charts are:

1.  BAGMAN2 SKILL CHART -- this chart explains how many and what skills are added to 
    the warrior base for each stat point. (All stats, including SZ, add or subtract 
    skills at certain levels except CN.)
2.  STYLE SKILL MODIFIER -- indicates the modification, by style, of skills per type. 
    This occurs "at birth" of the warrior.
3.  HIGH WIT STATEMENTS -- a chart of phrases which indicate, at birth, the skill 
    level, by skill type, of your warrior.  Note: there is a Low Wit Statement chart 
    for warriors with less than 8 WT, but it is very inaccurate (minimal empirical 
    data) and seldom used.  It is not included in this collection of charts.  (A good 
    low WT statement chart was later developed by Assur.)

     These three charts work together to help a warrior determine his anticipated 
starting skills. They also define at which skill levels, per stat, that skills are 
added during the warrior's development. Note: Depending on the warrior's style, it is 
possible to be blessed or hosed by up to 4 skills by the "luck of the roll". The other 
thing to remember is that an ambidextrous warrior gets one attack skill added to his 
base at birth.
     These intricate three charts, and the interaction between them, can seem quite 
complicated. After a certain amount of trial-and-error, and/or by absorbing enough 
advice, a manager finally "gets it". Use them well.

DETAILS OF USING THE CIC

     What can you do with the Consortium Information Collection (CIC)? How does one 
use all that info? (Noblish Island managers can contact RSI for a copy.)  You can use 
the information to:

1.  Predict what your designed warrior is going to look like. (Indeed, you can use the 
    info to "try out" several design ideas, before you choose your final design.
2.  Review the overview of the warrior you received to see if he/she is bonused/hosed.
3.  Help keep track of the warrior's skills, including those earned from certain stat 
    raises.
4.  Determine advantageous and usable weapons and armor for certain situations. One 
    note: Use of this information can be meticulous, detailed and exasperating at 
    first. It will take practice. So let's examine the CIC in detail.
1.  ***DAMAGE CHART*** This chart shows you the range of expected damage doing your 
    character will yield. For example, a SZ16, 10ST warrior yields "-R+", meaning 
    great damage is typical, but lower and higher are not uncommon. Damage doing is 
    dependent on SZ, ST, and luck of the roll. If a warrior is much below, or much 
    above, the chart predictions, he is "hosed" or "blessed". This chart is more of 
    generic reference than most of the other information.
2.  *** HIT POINTS*** HP is calculated as (3.75xCN)+(1.1xSZ)+(0.4xWL) . This chart 
    shows the HP needed for each rating. For example, an 11-10-8-15-17-12-11 warrior 
    would have (3.75x10)+(1.1X8)+(0.4x17)=53.10 HP and his "hit point rating" would be 
    "cannot lot", meaning cannot take a lot of damage. One raise of CN elevates him to 
    56.85 and "normal HP".
3.  ***ENDURANCE*** By this chart's definition, endurance equals (WL)x(ST+CN) Using 
    the warrior mentioned above, endurance is (17)x(11+10) = 357. Based on the chart, 
    this warrior should have "normal endurance. It is possible to be hosed/blessed in 
    endurance, which would be the case if this warrior did not have normal. Note: On a 
    warrior profile sheet, the lack of any comment about endurance, means the warrior 
    has normal.
4.  ***COORDINATION***  Coordination is merely SP + CN. There is no hosing or 
    blessing. The warrior listed above has 12+11 = 23 or normal coordination.
5.  ***ENCUMBRANCE*** is often called "carry". Carry is a non-hosed/blessed attribute 
    dependent on ST and CN and it indicates how much weight a warrior can carry 
    without penalizing the endurance. Checking the chart for the above listed warrior 
    shows 11ST/10CN yields "-" carry, or "cannot carry a lot of weight". Each level of 
    carry adds 9 points of weight that can be carried. A = 9; -- = 18; C = 27, etc. 
    Items to be carried are armor, helm, and weapon/shields. Check the WEAPON 
    REQUIREMENT chart to see the weights of weapons and armor. As an example, a 
    warrior wearing ASM/H, and carrying BS/ME and a backup SH, has the following 
    weights of 8 + 3 + 4 + 4 + 2 = 19. That amount of carry is more than the 18 
    indicated for "- carry", hence, the warrior wears out much quicker than normal. 
    (Drop the back up to DA and carry is 18 points!)
6.  ***HEIGHT*** this is a simple conversion chart showing what heights equate to what 
    SZ. While the warrior fight summary may list the warrior in ft.-in, the D2 program 
    really runs using the SZ number. Size may limit weapons or shields that may be 
    used without penalty, and as seen above, it impacts certain other characteristics.
7.  ***INTELLIGENCE*** This chart indicates the intelligence statement you will 
    receive at each numeric WT. In general, only the numeric value is of importance.
8.  ***STYLE SUITABILITY*** This is a chart which summarizes which weapons/shields are 
    suitable, marginal, or unsuitable for which styles.
9.  ***WEAPON REQUIREMENTS*** This chart only refers to primary-hand weapons, and it 
    is a terrific summary of weapon requirement and impact. This chart reveals all of 
    the following and more:
     a.  Weapon weights
     b.  ST requirements for a weapon
     c.  SZ limitations for a weapon
     d.  WT requirements for all weapons
     e.  DF requirements for a weapon
     f.  Weapon impact vs. armor type
     g.  Kill "ratings" for weapons (Take this rating with a "grain of salt" as it is 
         not really supported by empirical results, and it appears to say heavy 
         weapons kill better.)
     h.  Whether the weapon is a slash, bash, or lunge type weapon.
10.  ***BAGMAN 2 SKILL CHART AND STYLE MODIFIERS*** This chart is a doozy! It took 
    years of data and development, and has become a highly important tool in D2. The 
    SKILL CHART explains what skills are earned at each stat level. For example: at 5 
    WL the warrior gets 1 each Attack, Parry, Defense, and Decisiveness skill; at 6 
    WL, no more skills are earned; but bumping the 7WL again adds one each of those 
    same four. Note also that SZ does impact skills. A SZ3 warrior gets two each 
    defense and parry skills and loses two initiative, while a SZ21 earns 4 initiative 
    but loses four each defense and parry. This chart is prepared in an accumulative 
    fashion, showing the total skills at each stat.
         Coupled with that chart the STYLE MODIFIER chart shows the "at birth" style 
    of modifications. (All negative or zero.  Each style starts with a different base 
    of skills. Let's take our previously mentioned 11-10-8-15-17- 12-11 warrior for 
    example, and let's say he is a slasher. The skill chart shows 2 each attack and 
    parry skills at 11 ST; no skills for CN and no skills for SZ; at 15WT 9 
    initiative, 3 riposte, 7 attack, 7 defense, and 2 decisiveness; 4 each attack, 
    parry and defense plus 5 decise at 17WL; 3 init, 4 riposte, 2 defense, and 5 
    decise at 12SP; and at 11DF there are 3 Init, 4 Riposte, and 5 each attack, parry 
    and defense skills. Add those all together to get a 15Init-11Rip-18Att-11Par -
    18Def-12Dec total of skills for that design. Now you must apply the style modifier 
    chart, and a slasher has as follows: -2 Init, -4Rip, -8Att, -10Par, -12Def, -2Dec. 
    Putting them both together yields a slasher who should expect starting skills of 
    13 Init, 7 Rip, 10 Att, 1 Par, 6 Def, and 11 Dec.
11.  ***HIGH WIT STATEMENTS*** These statements apply to those warriors with 8+ WT. 
    (There are also Low Wit Statements, but that information summary is inaccurate due 
    to lack of input data.) This list indicates what "statements" should appear on 
    your "warrior profile" for each of Initiative, Riposte, Attack, Parry, and Defense 
    per each level of wit. Using our warrior above, as stated, he is expected to start 
    with 13 Initiative skills. He has 15 WT. Examining the chart, under Initiative and 
    across from 15 WT (which also applies for 16WT, since the next listed level is 
    17), the left side (high order) is for 13+base init skills, and the right side 
    (low order 10-12 base init). We determined that he should start with 13, so we 
    should expect the statement "Nothing short of genius". If we do get this statement 
    as expected, we DO have 13+ Initiative skills. (13 min) Hence, we could be bonused 
    with skills above 13. We would know if we were bonused 3 Init skills, as we would 
    start with an expert in Initiative. However, if, indeed, we received the other 
    statement "With a very aggressive", we would know we started with 10-12 Initiative 
    skills, and were hence hosed 1 to 3 initiative skills.
         Let's try one more example -- for Riposte. Our skill evaluations showed him 
    to have 7 skills. Looking at the HIGH WIT chart at 15WT, he has fewer skills than 
    the low order amount of 10-12, so he should expect no riposte statement. If he did 
    get the low order statement, then he truly has at least 10 riposte skills, so he 
    is bonused +3 or +4 (4 is max skill hose or bonus).  Evaluating the high wit 
    statements of all five skill areas (there is none for decisiveness) will lead to a 
    true and actual understanding of the starting skill set of any warrior.

NOTE: With internet accessibility, use The Terrablood site for ALL this info.

* Brought to you by High Hopes of Family Names and CONSORTIUM affiliates everywhere. *

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Yep, it's me again. Hodes. I am Duelmaster, a Noblish Duelmaster. That makes 
three times for me. Ask those Assur rippers how many crown they have. Har har.
     But I admit it has not been easy. Drawing Khalhums Dwarf this time is a very, 
very tough match. Almost all low fight equivalent fighters (If you don't know what FE 
is, ask. You should know!)  have difficulty with The Dwarf Wall Of Steel. I surely 
did.  And the fight before was Kung Fu Master, another difficult NPC and a really fine 
aimed-blow. Why couldn't I match with Fratsfa Slave (a piker - and if you don't know 
what a piker is, ask; you should know) who is just plain easy.
     But I am HERE, on the throne. So get over it! Odds are I will be here next time 
too. Eat your hearts out, World!
     High Hopes says for me to reiterate who I am - so here is me:

          8(+1)-8-18-15-9-10-17 Aimed Blow
          Great damage, Poor endurance
          Ambi (one extra attack skill!)
          Through 5 fights my skill level looked like this:
               Init = 8, Riposte = 6, Attack = 15, Parry = 2, Defense = 5, Decise = 9
          I am 1-4-1 with the dagger-DA and 2-17-0 with the epee-EP 

     (If you don't know what the x-x-x nomenclature means, then ask; you should know) 
my skill learn rate is 1.75 skill per attempt
     So, here I am. Come and get me if you can. Hopefully I can fight some Bash Bro 
Ripper easies instead of these difficult NPCs. Know what I mean?

                                          -- Hodes, Family Names, DMIII

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  DEIDRE caught the eye of many 
in the gladiatorial commission as she skillfully bested GUDBRAND and was awarded 14 
points in recognition.  In one of the week's more notable duels, SPENCER put down 
WON'T ATTACK, causing him to lose 6 points of recognition in the process.  Our 
Duelmaster has lost, folks, lost to VETERAN MERCENARY, BUT HODES is still the 
Duelmaster because she has the most recognition points!  Would you believe that over 
half of the old women in NOBLISH ISLAND seem to feel that they could fight better 
than you gladiators?   
     Many and various are the arts of battle.  In NOBLISH ISLAND "art" is a word that 
has long since passed from the language!  I saw one fighter that warriors avoided 
when this week's challenge seeking began.  BASH BROS RIPPER is feared.  This much I 
can say.  Apparently the stalwarts of FAMILY NAMES are catching the bulk of jests 
down at the challenging board for their large share of the avoids.  Mighty fighters 
cannot but expect competition from those below.  WON'T ATTACK take warning!  You have 
more than a few enemies in NOBLISH ISLAND.   
     Is not Death a warrior's foremost adviser?   Warriors, may this counselor stand 
ready at your right hand forever!  This week's duel proved deadly to DANTALION as he 
fell to the more renowned warrior, GENGELBACH.  How will FIGHTING IRISH find revenge? 
Fate is a fickle mistress.  She showers the miserable with fortune but sets enemies 
against the victorious.  Remember this!   
     If it were not for my skills as a spy I would have been mugged three times 
already in NOBLISH ISLAND.  Nice atmosphere you have here!  Sadly warriors, now 
longer can I keep thy company nor savor the ale of thy fine city.  Depart I must and 
soon!  Till we meet again, remember:  a turtle walks slow, hides head in a shell, and 
harms no one; a lion runs to slay its prey.-- Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 HODES 9884                    4   3  0    47       FAMILY NAMES (1695)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 MILLER 9887                   6   0  0    43       FAMILY NAMES (1695)
 WOEFUL BASES 9888             5   2  0    37       BASH BROS RIPPER (1696)
 GENGELBACH 9883               5   2  1    35       FAMILY NAMES (1695)
 FELDSPAR 9873                 4   2  0    35       FIGHTING IRISH (1693)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SPENCER 9886                  4   3  0    33       FAMILY NAMES (1695)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 MINSTREL 9877                 4   2  0    30       FIGHTING IRISH (1693)
 HARD TO RUN 9890              4   3  1    25       BASH BROS RIPPER (1696)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 WON'T ATTACK 9889             5   2  0    19       BASH BROS RIPPER (1696)
 BAD ATTACK 9892               4   3  0    15       BASH BROS RIPPER (1696)
 HAGEDORN 9885                 4   3  0    15       FAMILY NAMES (1695)
 WORST DEF IN GAME 9891        3   4  1    14       BASH BROS RIPPER (1696)
 DEIDRE 9904                   1   0  0    14       FIGHTING IRISH (1693)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 ALEMBIC 9874                  1   5  0     8       FIGHTING IRISH (1693)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 GUDBRAND 9778                 1   1  0     4       VALHALLA (1676)
-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)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
DANTALION 9876          2  4 0 FIGHTING IRISH 1693  GENGELBACH 9883       448   

                                     PERSONAL ADS

All, glad to see everyone here.  This is the place to love and learn Duelmasters.  We 
got the meat! -- High Hopes of Family Names

I cannot believe it!  Hodes on top?  Again?  Twice in a row despite a loss?  My 
goodness! -- HH

Fanthom Deft, I can be a very difficult style to beat and I am designed really, really 
stoutly. -- Miller

Dantilion, that was a long one.  You will need to up your aerobic exercises if you 
want to hang with me. -- Hagedorn

Minstrel, apparently I was lucky, lucky, lucky! -- Gengelbach

Woeful Bases, I guess I just don't have it.  You do.  At least, when it comes to me.  
The Big A does it again!  The ratfink! -- Spencer

Khalhums Dwarf, phbttttttt! -- Hodes

All, I hope Assur writes about the Bashapocalypse; it is a great  story! -- HH

Health. Humility. Honor. -- High Hopes
P.S. That's HHH by HH.

High Hopes -- Yes, that WH for Minstrel was a bit of a brain fart; I realized that as 
soon as I looked at the results for that match.  Luckily this time it didn't cost her 
much more than a bruised ego. -- Donner

Assur -- Thanks for the welcome, and yes the game is still as fun as I remember it.  I 
was thrilled as ever to see that first crit thrown, hehe as I'm sure I will be just as 
crushed when I receive that inevitable first 'unexpected' replacement rollup.  Thanks 
for that advice, and I have enjoyed very much both yours and High Hope's contributions 
in the newsletter.  The articles have been very informative! -- Donner
 

                                  LAST WEEK'S FIGHTS

SPENCER bested WON'T ATTACK in a 2 minute Challenge fight.
HAGEDORN slimly lost to HARD TO RUN in a monotonous 13 minute gruesome Challenge duel.
HODES was demolished by VETERAN MERCENARY in a 1 minute uneven Title fight.
MILLER outwaited THE USEROUS MERCHANT in a slow 17 minute contest.
GENGELBACH savagely slew DANTALION in a 2 minute bloody match.
WOEFUL BASES devastated ALEMBIC in a 1 minute one-sided duel.
FELDSPAR devastated WORST DEF IN GAME in a 1 minute mismatched match.
MINSTREL handily defeated BAD ATTACK in a 1 minute uneven fight.
GUDBRAND was vanquished by DEIDRE in a 1 minute uneven duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|PARRY-RIPOSTE                    5         WALL OF STEEL      8 -   3 -  1      73  |
|BASHING ATTACK                   4         BASHING ATTACK    20 -  10 -  2      67  |
|LUNGING ATTACK                   2         TOTAL PARRY       16 -   9 -  0      64  |
|AIMED BLOW                       2         PARRY-LUNGE        5 -   4 -  0      56  |
|TOTAL PARRY                      2         AIMED BLOW        20 -  17 -  3      54  |
|PARRY-STRIKE                     1         PARRY-RIPOSTE     19 -  19 -  2      50  |
|PARRY-LUNGE                      0         SLASHING ATTACK    3 -   4 -  0      43  |
|SLASHING ATTACK                  0         LUNGING ATTACK     9 -  16 -  0      36  |
|STRIKING ATTACK                  0         STRIKING ATTACK    3 -   8 -  0      27  |
|WALL OF STEEL                    0         PARRY-STRIKE       1 -   5 -  0      17  |

Turn 448 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
AIMED BLOW       HODES 9884                  4   3  0   47 FAMILY NAMES (1695)
TOTAL PARRY      MILLER 9887                 6   0  0   43 FAMILY NAMES (1695)
BASHING ATTACK   WOEFUL BASES 9888           5   2  0   37 BASH BROS RIPPER (1696)
LUNGING ATTACK   FELDSPAR 9873               4   2  0   35 FIGHTING IRISH (1693)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is GENGELBACH 9883.  The most popular warrior this turn 
was SPENCER 9886.  The ten other most popular fighters were GENGELBACH 9883, WOEFUL 
BASES 9888, FELDSPAR 9873, MINSTREL 9877, DEIDRE 9904, WON'T ATTACK 9889, HODES 9884, 
DANTALION 9876, HARD TO RUN 9890, and ALEMBIC 9874.

The least popular fighter this week was MILLER 9887.  The other ten least popular 
fighters were HAGEDORN 9885, GUDBRAND 9778, BAD ATTACK 9892, WORST DEF IN GAME 9891, 
ALEMBIC 9874, HARD TO RUN 9890, DANTALION 9876, HODES 9884, WON'T ATTACK 9889, and 
DEIDRE 9904.

                 FACE-TO-FACE TOURNEY LVI

                                The Defensive Lunger

  Perfect   Minimums     Actual Characters
ST   13        11             11   13
CN    7         3              3   11
SZ    4         4             10    6
WT   21        17             17   17
WL   17        13             17   19
SP    5         5              9    5
DF   17        13             17   13

     The lunger, in my opinion, makes a much better defensive fighter than offensive 
fighter.  Fighting defensively will compensate for the speed at which lungers burn 
endurance.  They will still attack whenever possible but their defensive ability will 
allow them to dodge most attacks.  The most important part is their initiative.  When 
they do dodge, they'll usually steal the initiative and attack.  I haven't been 
fighting lungers defensively for long but my record is 14-5-0.  Don't fight 
defensively against other lungers as they will usually win.

     The strategy I use is:
Min  1    2    3    4    5    6   Desp
Off  4 ------------------------->  9         Weapon:  Any lunging
Act  6    4 -------------------->  9         No armor if low con
KD   4 ------------------------->  9         APL/H if average con
O.T. --------------------------->  L
D.T. -------------------------------->

     You can attack any location you wish but I suggest protecting the body.  The 
third character listed started with experts in attack, defense and initiative.  The 
last character had an expert in attack.

The Wild Boar, manager of Things (5) and many inactive teams.

                                  WARRIOR ENDURANCE

     Greetings, joy and happiness to everyone!  I hope you have had pleasant dueling.  
This article is about endurance and some things to think about when you're designing 
your warriors.  Below is a chart showing the different endurance levels a warrior may 
have.  This chart may be a little off of due to the fact it isn't possible to have all 
the variables as a manager, but it does give you idea of the amount of endurance a 
warrior should have.

The formula for endurance is: E = (ST+CN)WL

With the result of that number use the chart below.

000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+    = Awesome

Here are some examples of warriors with their Endurance ratings:

1) Slasher      ST  5  CN  7  WL 15     (5+7)15   = 180	 Poor
2) Striker	ST  7  CN 13  WL  9	(7+13)9   = 180	 Poor
3) Parry-Rip	ST  7  CN 10  WL 11	(7+10)11  = 187	 Poor
4) Basher	ST 13  CN  9  WL  9	(13+9)9   = 198	 Very Poor
5) Striker	ST 13  CN  9  WL  9	(13+9)9   = 198	 Poor
6) Aimed-Blow	ST  9  CN 15  WL  9	(9+15)9   = 216	 Normal
7) Striker	ST 10  CN  5  WL 15	(10+5)15  = 225	 Normal
8) Slasher	ST 13  CN 10  WL 10     (13+10)10 = 230	 Normal
9) Wall/Steel	ST 13  CN 12  WL 17     (13+12)17 = 425	 Great

     There are several factors such as warrior style, RSI random factor, and there is 
some evidence that SIZE has some effect on a warrior's endurance.  In any case the RSI 
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average.  These are 
just estimates, but are still factors nevertheless.
     Some styles that are HIGH BURN endurance, like lungers, slashers and walls of 
steel, are more likely to be UNLUCKY with the endurance rating.
     Every action your warrior does consumes endurance.  Attacking seems to use more 
endurance than any other action.  Once a warrior's endurance is used up, he will make 
an endurance check against his WILL. If he fails the roll, he will either stop to rest 
or collapse to the sand, depending on how badly he failed the roll.  When a warrior 
stops to rest, he gets back some endurance.  When he gets enough endurance back, he 
will start attacking again.  This is just a theory that I have developed from 
observations.  It maybe completely off, but it gives one something to ponder.
     That's it for now lords and ladies, I must go entertain elsewhere.  If you would 
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com 
or visit my DM website at 
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm 
     You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the 
Joker's Wilds scattered about.

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

                     Presenting, by Popular Demand (from 1989)...

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

     Hello, I am the Ghost of Eldrid, and I have an important message that directly 
effects how well your team may do in the future.  Some managers will not take this 
important article seriously (some people don't believe in ghosts, either), and their 
records will suffer for it.  I have played Duelmasters for four years and searched 
through all of my old turns and painstakingly researched every important fact in this 
article, and I have discussed my conclusions with about ten different managers (named 
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all 
agree on the validity of my arguments.  The results of my research are both startling 
and magnificent.  THERE IS NUMEROLOGY IN DUELMASTERS!!!  Whether it was programmed in 
or it exists on a higher plane, it matters not.  IT EXISTS!!!  And I plan to share 
some of its amazing secrets with you, starting with character creation.
     Remember in the realm of character generation the powers favor odd number stats.  
NEVER, EVER have an even number on stats, except, of course, for size, which, 
obviously should be even since everyone can tell what size your character is by his 
description in the fight.  Do you want people thinking your warrior is odd?  I should 
hope not!!  But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER 
STATS EVEN!!  Write a letter to the commission stating that you forgo the rights to 
the last point and you want it to be sacrificed to the benefit of Alastari.
     Always start adding points to wit and will first.  Either make them 13, 17, or 
21.  Why?  Under 12 wit is worthless, as any good manager will tell you.  A 13 
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21 
is BLACKJACK, and you get twice the number of winnings you would normally get.  Why 
not 15 or 19?   Is it not obvious to everyone that 15 is unlucky?  The only President 
of the United States not married was the 15th, James Buchanan (who?).  Lincoln was 
shot on April 15th, and the clincher... my brother was born on the 15th of May.  If 
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.  
19 is an evil number.  It tries to deceive you into thinking it is better than 17, but 
actually, it is an "11" with a small zero placed on the second pole, and we all know 
that a zero is nothing.  So what do we get for our extra eight points?  In effect, 
something smaller than nothing.
     Next, make every other stat odd.  Add the other points to make the style you 
want.  Deftness is the key to character generation.
     Deftness (min)
          5 to make a basher (ST 13+)
          7 for a lunger
          9 for a striker
          11 for a wall of steel (ST 11+, WL 17+)
          13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total 
                    parries (these styles depend on the opponent's bad luck.
          17 for a parry-riposte (WT 17+)
          21 for an aimed blow (this style needs the double winnings)

     The last thing to remember is that luck is a big factor in this game and I don't 
know if you noticed, but when warriors have even ID numbers they are luckier than odd 
ID characters.  Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph, 
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max, 
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam 
Spade.  All have even-numbered IDs.  Now you say, "But Yoda and Necron-99 both have 
odd IDs, and they are the best aimed blows of the game!"  Yes, but they are AIMED 
BLOWS and they are members of an odd style, so of course they do better with odd 
numbers.  So remember if you want your warriors to be best in all Alastari someday, 
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.  
Good luck, and may the numbers fall your way.

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

     There have been several articles about fighting styles, some say theirs is the 
best, or ultimate, one said theirs is the most fun style.  Well, I feel that parry-
strikers are just as much fun to play as any other style.
     First, let's start with the run down of what they say in the "RED BOOK".  The 
book says that parry-strikers are defensive, using small quick movements in their 
actions (sounds like you could say that about some other styles as well.)  The book 
says that some managers swear that a high wit is critical to the style (only those who 
have no brains would disagree with that.)
     Let's get to business.  First and foremost this style is deceptively aggressive, 
making them a very good offensive type of fighter, or deadly type of defensive 
fighter.  Offensively they tend to get the jump on their opponent.  I had a parry-
striker that was only jumped 3 out of 11 fights, before he died.  To prepare and run a 
parry-striker can be quite confusing, so I will try to help make it as simple as 
possible.  Here are my feelings on roll-ups for the parry-strike style:

     ST:  11-15, I'll explain later.
     CN:  who cares.
     SZ:  10-14, don't go over 14.
     WT:  13-17, 17 is the best.
     WL:  13-17, to get good endurance.
     SP:  not important.
     DF:  11-15, I'll explain later.

     Here are some good roll-ups for a parry-striker:  11,7,10,17,17,7,15; 
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11.  Now, if you have a decent 
wit, the way you run this fighting style will depend on strength and deftness.  For 
example: if your fighter has a high DF and a low ST it would be to his/her advantage 
to be defensive, since the speed would benefit the ability to move in reaction to 
their opponent.  If the ST is high, and DF low, it would be better to fight 
offensively like a striker, trying to get the first, and only blow in.  If they don't 
have a decent wit, you're on your own.  I can't help you on that.  Remember this style 
of fighting is the same as a striker except for added knowledge of parrying, as well 
as bein a little more aggressive.  I would not suggest a low ST and DF, it will take 
away from your WT & WL, and you don't want to do that, but if you do, good luck.  You 
don't need much CN if you have a good WL, which gives you your endurance.  SZ; you 
don't want it to be above 14, it would hurt your fighting style more than your 
attributes.  WT; it is the same as it is with strikers, the higher the WT the faster 
and deadlier they become.  Raise WT to 17 if you don't have it at the start, then 
don't worry about it again until ADM.  WL; this is where you get your endurance.  13 
is fine to start out, but I would suggest 15, then bump it up to 17 in basic.  SP; it 
is what you need to riposte, but PSers have this "one strike one kill" attitude.  
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.  
DF; what is there to say, it helps, but is not crucial to be a great PSer.  Now to 
running a PSer.  If he is an offensive fighter 10-10-10 Dec. all the way through the 
fight, even in desperation.  If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd 
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.  
Remember, first you want to assure your defense, and to do that, you should go 
defensive the first minute.  By the second minute you will be secure enough to go on 
the offensive, but experiment.  6th minute on, leave blank, for by that time he/she 
will know what to do (if their WT is high that is.)  The best thing you could do for 
your fighter is watch the fights, if you are getting more defensive skills than 
offensive, run the def., or change weapons.  That is the best advice I can give you 
about PSers.  About armor, I like to use ringmail or nothing, but experiment.  I know 
that there is someone that will disagree with me, but I feel that I have given you 
some ideas about this fighting style that can be used, even though I am a new manager, 
playing for just over a year.  No matter who writes a style article, it is just 
advice, not the bible.  Just use the articles as a point of reference, not as sworn 
law.
     This is a very fun fighting style, try it out.  I have written this in answer to 
Foreign Legion Arena 31, and The Spartans Arena 8.  I challenge any Primus Manager to 
correct my writing of PSers.  It is not my favorite style, but it is as fun as any 
other that I have used, including my favorite one (Which is a STRIKER!!)  If there are 
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The 
Crucifiers DM-46.

                            THE ARMOR PIERCING PARRY-LUNGE

     When you think "attack" what style comes to mind?  Bashing?  Definitely lunging?  
Of course.  Parry-Lunging?  Excuse me?  Yes, the parry-lunger!  Few people realize the 
fact that parry-lungers are attack gods waiting to be born.  All it takes is the right 
warrior and lots of guts.  This warrior is not for the weak of heart.  We'll begin 
with stats.

     Range               Perfect
     ST  9-11                  11
     CN  5-9                    5
     SZ  6-11                   8
     WT 17or21                 21
     WL 17or21                 17
     SP  5-8                    5
     DF 15-17                  17

     Why?
     ST(11):  This is your optimum PL strength.  It puts your warrior in the normal to 
good damage range.  Also, you have the best PL weapon at your disposal--the LO!
     CN(5):  Yes, his life expectancy is low.  What'd I tell you?  Guts, right?  He 
gets his endurance from WL.  If you want to make trains, make them here.
     SZ(8):  Our most flexible stat.  A high SZ (i.e.11) allows you to skimp a bit on 
Str (9).
     WT(21):  If it's not a 21 you're not going to get the attack this fellow counts 
on.  His learns will be awesome and a 21 WT will make him a better warrior out of the 
chocks.
     WL(17):  End/Att are dependent on this one being high.  Keeps you on your feet 
when you should drop from exhaustion.
     SP(5):  Not a big requirement.  Init and Parry will come from elsewhere (WT/DF).  
This is not a lunger mimic.
     DF(17):  Combine this DF with a 21 WT and you will have a massive attack.  
Pinpoint accuracy is the byword.  Parry, init, def and riposte will all benefit 
immeasurably.  At 15 you have access to the EP, a fine lunging weapon this style can 
put to devastating use.

     Strategy (General, but effective in most cases)
          2    9    9    7    6    5    10
          6    9    9    7    6    5    10
          2    7    7    7    5    5    10
          HE ---------------------------->
          HE   BD ----------------------->
          -    -    -    -    -    -    -
          P    -    -    -    -    -    -

     Minute 1:  This fellow won't get the jump on offensives, so we'll just go 
defensive and render their "mad minute" fruitless.  This PL's counterattack will be 
amazing at even 2-6-2 P due to the high AL.  Keep the parry tactic until Adv Expert 
parry is gained.
     Minutes 2 and 3:  These two will end most of his fights.  When he starts landing 
precision blows in his opponent's face it will usually be over quickly.  Keep the kill 
desire relatively low as to avoid sloppy attacking.
     Minutes 4 through 6:  If you haven't won by now you've got to depend on your WL 
to carry you until you finish the job.  He'll probably top out at the five min. mark.  
But we want to keep the attacks coming so we do so at his endurance's expense.
     Desp:  If your opponent is an offensive he's probably blasted through your min. 1 
defense.  Your best bet is to go spastic and hope to take him out in one shot or so.  
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping 
the super-offense will put him over the edge.  After all, it's better to burn out than 
fade away.
     Always aim for the head to maximize the impact of your blows.  If it tickles your 
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.  
Protecting the head in min. 1 is strictly odds playing on my part.  My offensives aim 
head so I assume everyone else's do too.  After min. 1, we forget defense.
     Weapons and armor are simple.  APL/H or ARM/H (if you're challenging a real 
heavy-hitter).  I prefer swords for armament.  My combos are usually LO/SM, LO/SH, 
SC/DA etc.  Against heavy armor go with LO/SH.  Always aim for the head.
     Philosophy:  This guy clings to life by luck, early on, and will never be free of 
the spectre of death.  In his first few fights stay away from lungers and bashers.  
Both have high attacks and usually do substantial damage.  Prey on strikers, PS, PR 
and slashers.  As he progresses, his attack, parry and defense will equip him with the 
tools to handle most everybody but always remain cautious of those bashers and 
lungers.
     A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70 
def.  Decise and riposte will be slightly lower.  Riposte 50 and decise anywhere from 
35-50 depending on how lucky you get.  Train skills exclusively from fight one and on.  
Use tourneys if you must raise anything at all (including con).
     Don't be discouraged if he's around .500 early on.  By ten fights he'll be 
sporting three Adv Experts at least (att, par and init) and will begin to dismantle 
those scum/finesse styles that managed to beat him.  Feel free to write or diplo me 
with comments/criticisms/or questions.

                                             Fight the Good Fight,
     or:                                          Agath
          CPL Michael Dockus                      Lunatic Fringe (23)
          H Co BLT 2/8                            Circle of Five (51)
          24 MEU (Det F)                          Slaves of Power (52)
          FPO NY NY 09502-8531