Date   : 05/13/2016    Duedate: 05/26/2016


DM-93    TURN-452

This Weeks Top Honors



Chartered Recognition LeaderUnchartered Recognition Leader


Popularity Leader              This Weeks Favorite

TROY                           TROY
RIVER RATS (1699)              RIVER RATS (1699)
(93-9911) [1-0-0,8]            (93-9911) [1-0-0,8]



Team Name                  Point Gain  Chartered Team
1. BB TALK RADIO (1700)        28
2. RIVER RATS (1699)           17      DARK TOADS (527)
3. FIGHTING IRISH (1693)        0      Unchartered Team
4. BATTLE CHASERS (304)         0
                                       BB TALK RADIO (1700)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*BB TALK RADIO (1700)       3   2  0 60.0   1- 0*FIGHTING IRISH (1693)     4  6 0
 2- 0*FIGHTING IRISH (1693)     19  24  0 44.2   2/ 0*BB TALK RADIO (1700)      3  2 0
 3/ 0*RIVER RATS (1699)          2   3  0 40.0   3/ 0*RIVER RATS (1699)         2  3 0
 4- 0*BATTLE CHASERS (304)       0   2  0  0.0   4- 0*BATTLE CHASERS (304)      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

                        HOW DOES THIS D2 THING ACTUALLY WORK?

     D2, the game of Duelmasters, is just plain fun. It is so good that there has even 
been a published book written about it! It must be great, then! Do you want to have 
the fun and pleasures that hundreds of other managers before you have experienced? 
Can't blame you! I have been enjoying Duelmasters-to-D2 for nearly 30 years. Perhaps 
this article will assist or simplify your introduction to this game and speed up your 
enjoyment process. It goes something like this:  
     ACQUIRE A D2 ROLL UPS sheet from RSI. (Reality Simulations Inc., P.O. Box 22400, 
Tempe AZ 85285-2400, 480-967-7979) The first sheet/team is free. Subsequent teams cost 
$5. Later, after your introductory 10 turns in the Noblish Island (DM93) arena, you 
can transfer your starting team to another arena, or you may find you even want to 
start up a new team/s in other arenas, or both. Actually, you can start new teams any 
time, even while going through your learning process in DM93; but you may want to 
"learn the ropes" first.
     FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal 
information, the most important things to decide are:  Team name, Manager Name, and 5 
individual warrior designs.  Let's discuss each of those briefly. Team name and 
manager name can be anything you like that fits you. (RSI will edit inappropriate 
naming.) They can be gladiator driven, silly ideas, great play on words, or whatever. 
The warrior names can be closely tied to the team name, or not. My very first team 
was: "Bulldogs," manager Kennelworth, and names like "Tiger Lily," "Sir Smythe," "Wild 
Wayne," and "Flash."  Etc.  A team I admire in the game is "Azure Clouds," manager 
Slugbait, warrior names like "Black Bile," "Violent Orange," "Blue Note"....
     We could spend hours and hours on warrior designs (where to place the 14 points 
on the fixed 70 points and what style to choose?) and there are many articles 
available examining design, so I will offer only a few basic comments:

*  Offensive styles are easier to learn for a newbie. (Or anyone, for that matter)
*  Gender does not matter at all in the fight process.
*  Generally, fast & quick or brawny & strong rule the day. I said generally.  
*  WT and WL are the most important stats.
*  There are reasons to design to odd numbers. (Exclude CN from that statement.)
*  Read newsletters and other RSI info, especially DM93 for design reviews.

     You have received your 5 warrior profiles. Time to fill out DUEL II STRATEGY 
FORMS and send them in to RSI. "Goodness!" you say; "I wish I had a lot more 
information about weapons and strategies and what the warrior profile means, and...." 

Here are a list of places and methods for getting additional info:
* "Phone a friend."  Diplo, e-mail, call, write, etc., beg from other players, 
especially experienced players in the game.
* "Put on your newbie outfit."  Ask RSI, or better yet, diplo the teachers/coaches in 
Noblish Island (DM93) the "starter's arena" and ask for information provided there.  
If you are already in Noblish Island, ask RSI to make sure you get the CIC or "fact 
* "Go electronic." The best information in the game is available at reality.com/dm, or 
terrablood.com, or even try chatzy.com/42003746228981 as DMers chat there from approx 
9AM to 2AM EST. and they seem to welcome inexperienced questions. 

     So back to the strategy sheets. One for each warrior you plan to fight. Write 
legibly! You would be very disappointed to have a code inputted improperly because 
your scribbles were not so discernible.  
     The basic stuff like warrior name and ID, or game # and account # don't need 
discussion. But weapon selection, strategy, armor and challenging do.
     Weapon choice is your chance to select a best weapon against the opponent's 
probable armor. Bigger weapons are probably needed against heavy armor. Some weapons 
do especially well against certain armor types. (Hmmm; that information mentioned 
earlier would help.)  The most common weapon arrangements are a single primary weapon 
and a small backup primary for offensive types, and a primary/secondary (secondary 
could be a shield) and zero to two backups for defensives/finesse warriors.
     Strategy is more difficult to decide. Offensives usually start "hot and heavy" 
and then slow down, as they will wear down/tire due to weight being carried and a high 
activity level Defensives tend to run moderately, but current arena defensive warriors 
can be found fighting anywhere from "hot and heavy" to very slow. The desperation 
strategy is important, because if your warrior is nearing defeat or exhaustion, you 
may want to do something different in a last-ditch effort to pull out the win.
     Armor is really a matter of preference, but like every other choice in the game, 
there are trade-offs. Heavy armor, while providing more protection, can slow down and 
wear down warriors. Naked or light armor may be less restricting and faster but offers 
little protection.  It is easy to think, "I need lots of armor," but over encumbering 
a warrior greatly impacts (diminishes) his fighting ability. Training is simple. The 
most common training is "skills", but stats can be and are trained also. In general 
the amount of skills learned is based on your WT (the higher the better), but it is 
also impacted by the knowledge of the warriors you fight. (And other things) Stat 
training is very highly dependent on WL, as the odds of getting a first stat train of 
a stat type are 5% times the WL.  (Ex: a WL of 15 = 5%x15 or 75% chance.) There can be 
a luck roll impact also in almost everything that occurs in Duel 2. Attempting to get 
a 2nd stat raise in a certain stat is halved. (Ex:  a WL of 15 = 5%x15x 0.5 = 37.5%)
     Challenging and avoiding are very strategic components of the game.  There are 
quite a few managers who do not challenge or avoid or both.  You can use that to your 
best advantage.  Challenge warriors (the warrior ID number) and avoid teams (the team 
ID number).  Several points about challenging/avoiding):

1.  Challenging and avoiding do not work until after the warrior has fought his/her 
first fight in the arena.
2.  Challenge warriors or styles you think you can beat, or who will teach you well, 
or to attempt to advance in the rankings.
3.  Avoid those teams who have warriors that can probably beat you, or who are likely 
to challenge you.
4.  Remember: challenge warrior ID numbers (not names) and avoid team numbers (not 
5.  Some arenas, usually Andorian, frown on down-challenging (usually defined as 
challenging someone with fewer recognition points that oneself).  Beware of the arena 
environment, history, and politics.  
     You have the option to use an alternate "special strategy" either (or both) when 
you challenge someone, or when someone challenges you. You can use this alternate to 
prepare a specific strategy for that challenge you just made, or surprising an 
opponent who will likely challenge or bloodfeud you. To use these alternatives, "x" 
the proper box or boxes and fill out the strategy info on the back of the strategy 
form. This alternative strategy will not be used unless the conditions you selected 
     That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of 
time for the due date -- or last minute via fax; no internet submittals allowed) the 
computer utilizes everyone's' inputs and the fights proceed. A few days after the 
arena run date, the actual fights and arena newsletter will arrive in your mailbox. 
Before submitting the new warrior strategies for the next round of fights, there is 
much a manager can/should examine and review. Here are generic things that this old-
time manager evaluates:

1.  Have I collected/recorded all the information I want from the fight so I can 
access it quickly? (Ed Sullivan and his Consortium cronies record this for every 
fight:  opponent's name, stable, arena and ID number, size, handedness, record, style, 
armor, and weapons plus my warrior's train results, armor, weapons, swing info 
(criticals/swings/extra value hits). W or L, how many minutes, recognition points, and 
political point status- if any.  Also recorded are who, if anyone challenged. This is 
manually recorded on a sheet with my warrior's name, ID, and size, handedness, plus 
2.  Did each warrior fight as I expected from the strategy?  Do I need to adjust or 
change any strategies?
3.  Did any warrior act over encumbered or tire faster than I thought?  Do I need to 
adjust strategies, armor, or weapons?
4.  Did each warrior fight well with the weapon? (Did he hit when he swung?  Did he 
have critical hits -- which are strongly stated weapon hit statements compared to the 
norm?)  Do I need to change weapon selections?
5.  Did another warrior out jump me when I did not expect it?  Do I need to adjust 
strategies or weapons?
6.  Did the warriors learn what I expected and learn well?  (Did he earn lots of 
skills?)  If not, what can I do about it? (Switch to learning stats/skills? Challenge 
a very experienced warrior?)
7.  Do I know anything about the arena warriors that I can challenge? (Have I and my 
friends accumulated style and other information on opponents?) Should I challenge or 
take the luck of the draw?  (Remember:  Challenge warrior #'s.)
8.  Likewise, is there someone within range I just do not want to fight? (A warrior 
that has beaten me? A warrior with lots more experience than me? A team that has my 
number? Should I avoid the team with that warrior? (Remember: Avoid team #'s.)
9.  Have I written some personal ads or a spotlight to add to the enjoyment of the 

     Then it is time to turn in those strategy sheets again!

     Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little 
luck. Above all, it is fun. See you on the sands! 

                                          -- High Hopes, Consortium Affiliated


                              WARRIOR & NEW TEAM DESIGN
                              HOW ONE DM/D2 VET DOES IT

     The purpose of this spotlight is to provide newer/inexperienced D2 managers with 
warrior and team design concepts and to assist newbies in observing the details of a 
real-time team who will be competing against them in their Noblish Island arena. I 
will discuss the following:

1.  An experienced manager's general design principles (over 100,000 warriors 
2.  Some thoughts on team balance
3.  The real five-warrior design (original team roll-up) just starting to compete on 
    Noblish Island
4.  Summary and comments relevant to those designs

     First you might ask, "Who is writing this?"  And I answer that I am Commodore 
Perry, manager of RIVER RATS, a member of The Consortium who is a long, long time (30+ 
year) paying competitor in Duelmasters/D2. I will be overseeing this new team and will 
be offering you advice each round on Noblish Island. Feel free to ask me questions in 
the personal ads. You will get answers; often, very interesting answers.
     There is no one-and-only perfect design for any warrior. You will often find that 
when asking for experienced design advice, varying opinions and concepts are offered. 
However, there are some guidelines that each manager uses. The Consortium general 
design principles are:

1.  Design to strengths/excesses, generally making high roll numbers higher.
2.  WT is the first factor examined, followed by WL, which then determines the design 
    and style direction.
3.  Offensive oriented warriors need higher WT to last.  Design to 15, 17, 21 for 
    skill breaks.
4.  21 WT, 21DF, and 21 WL are coveted.  The 21DF makes an aimed-blow almost 
    inevitable.  Most managers automatically think Aimed-Blow when they can get 21 
    deftness.  Not always, but usually.
5.  All warriors except AB must have normal damage and really need good.  Make certain 
    that ST/SZ allow that, and have high enough WL to bump stats if not.
6.  9 WL is the acceptable low for offensives.  Some warriors can do well with 7 or 8. 
7.  Do not add to CN for pure offensives.
8.  Defensive style warriors need solid WL and CN.
9.  Physicals never hurt any warrior.  Warriors can win early with lesser skill, but 
    good physicals.
10. If all else fails, make the design a TP.  They can win under almost any 
    circumstance.  However, they need a higher combination (total) of CN, WL, and ST 
    (especially WL).
11. If the warrior is to be long-term (meaning a godling or really, really nice roll), 
    do not design a burner.  (A burner is one where the manager intends to raise stats 
    and physicals as an intended strategy to enhanced winning.  Burners require high 
    WL as stat raises are dependent on WL.)
12. However, there is not a thing wrong with making a burner.
13. Have variation in styles in arenas.  This allows for better challenging, avoiding, 
    and matchups.  (Adding also fun and learning through variety.)
14. Design to the numbers, then choose style, rather than predetermine style, then 
15. PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its 
    fights.  Period.

     Pretty simple, it would seem.  Well, we will see how I applied these principals 
to the RIVER RATS Team.  But first some comments on team design.
     A variety of styles is important.  Why? 

  (a) The more differing styles you experiment with, the more you learn. 
  (b) It is more fun to run differing types. 
  (c) Certain styles are susceptible to other styles and having a variety allows you 
      to take advantage (or avoid) some of those susceptibilities. 
  (d) Testing multiple styles allows you to more quickly find the style/s that you 
      enjoy most or are best with. 

I believe a manager, especially a new manager, should have at least these two warriors 
on his team:  an especially fast/quick, decent damage offensive (striker, basher, or 
maybe slasher) and a scummy warrior with lots of physicals and who wins by wearing 
down foes while parrying or sucking up hit points (total parry or maybe wall-of-steel 
or parry strike).  It is important to learn how to win with both types, and the ST 
(striker) and TP (total parry) are excellent designs to do both:  teach and win.  This 
combination is invaluable because each tends to challenge and avoid different styles, 
and most importantly, they are both easy to work with.  The other warriors on the team 
can/should be different, but I least recommend these more difficult styles for rookie 
managers. AB (aimed blow), PR (parry riposte), PS (parry strike), PL (parry lunge), 
and WS (wall of steel).
     Now on to a real-life example.  Below are listed the starting statistics (from 
the roll-up sheet) and the design statistics (filled out and sent in by me, Commodore 
Perry) of this RIVER RATS team just started on Noblish Island.

6-12-13-9-7-4-19 to 7-17-13-15-7-4-21 AB (aimed blow) --  Design to strengths (Concept 
#1), which means I add to WT and DF and CN.  Concept #2 is also utilized by upping WT 
to 15.  I also employ Concept 4, knowing this increase to 21DF probably means an aimed 
blow.  The last point I add to ST, taking it to a mere 7, allowing use of the epee 
which can be a valuable aimer weapon. Checking Concept #9, this is one of the few 
witters I will design.  My aimer is even more susceptible to death due to the quite 
low will, but I expect the high CN to help compensate.

12-17-10-11-8-8-4 to 15-18-10-17-9-8-7 BA (basher) -- Looking at the rollup, I see ST, 
CN, and WT are the highest stats, so if I employ Concept #1, adding respectively 3, 1, 
6, I will have a smart, high-hit point warrior.  Employing Concept #6, I add 1 to WL, 
reserving the final three for DF and decent weapon selection.  I choose basher because 
a tank or scummy basher is one of the easiest tanks to run.

7-3-15-12-10-13-10 to 11-3-15-17-10-17-11 ST (striker) -- Adding to the highest stats 
(Concept #1) would mean speed and wit, so I take WT to 17 (Concept #3).  I take speed 
to 16.  I know this will be a "fast" offensive due to the high speed, and low CN, but 
I have to get ST and DF to solid places for weapon selection and damage.  I add 4 and 
1 respectively to get them to highly desirable 11's.  The last point I go back and add 
to speed. taking it to 17. This makes a quite nice striker.

12-12-7-9-10-10-10 to 14-12-7-15-15-10-11 SL (slasher) -- My Concept #1 would have me 
adding to ST, CN, and WL and having a pretty good TP scum who would certainly win over 
60%.  However, I decided to go with Concept #2 since both WT and WL would go to 15.  
This decision switches the final outcome away from a scum to an offensive or finesse-
style warrior.  I add one to DF, making it 11, for weapons and a very important skill 
break-point.  The last 2 I added to ST, hoping that 14 ST and 7 ST would get me "good" 
damage, or, at least after bumping ST to 15 during the fight rounds.  I decided on a 
slasher (it could have been any one of 5-6 styles) because I do not have a slasher on 
this team.

13-9-18-9-8-4-9 to 17-10-18-15-9-4-11 BA (basher) -- I did not want another BA or ST 
on the team, but the design made me choose between the two.  Concept #1 and Concept #3 
were employed, adding 4 to strength and 6 to wit.  One was added to will (Concept #6).  
Two were added to deftness for weapon selection and the all-important skill break 
point at 11DF.  In a surprise move, I added the last point to CN and perhaps should 
have added it elsewhere.

     Good luck competing against RIVER RATS warriors.  I suspect this team will 
readily meet the 60% objective and each warrior will do its part.  They will be a 
competitive team and they will both challenge and avoid.
     Now let's take a look at the overall design tendencies for this team in this 
situation.  We had 70 points to add to the designs.  Totaled, they look like this:

     ST = 14  (Looks about right. About 20% of the points)
     CN = 7   (Looks reasonable, since one high-con aimer was designed)
     SZ = 0   (Cannot add to size.)
     WT = 29  (One of two most valuable stats.  Luckily, a very high amount due to all 
               wits able to reach 15/17.)
     WL = 7   (Surprisingly low, but understandable.)
     SP = 4   (SP and CN are usually least added stats.)
     DF = 9   (DF additions are often quite variable and this amount looks reasonable 
               for this group)

     The tendencies look solid to me, as WT and WL are prime stats, ST and DF are 
probably next, and CN/SP are usually least added.  (Well, except for SZ!)
     So there you have it: a new team; insight to warrior and team design; useful 
tidbits from an ancient veteran.  May your stay in D2 be long and prosperous, and, 
most of all, fun.  (As mine has been.)

                                          -- Commodore Oliver Hazard Perry
                                             Consortium affiliated

                                      SPY REPORT

     Good day, friends and fiends, welcome to your friendly neighborhood spyreport.  
I doubt NOBLISH ISLAND will ever be the same.  It seems the training can make the 
difference, as FAMILY NAMES is pushed out of top team by BB TALK RADIO, who came from 
0th with a 3-2-0 this turn.  And let's see, BORING HOST fought CANNELTON and gained 
10 points and contributed to BB TALK RADIO's 3-2-0.  Tell me, is nothing sacred?  I 
have heard from unimpeachable sources that The Warty Toad uses trolls in their stew.  
Talk about gristle!   
     Oriental wise man once say, 'Hiding behind shields prevents proper sun tanning.' 
Inscrutable, but true.   
     A coward dies a thousand deaths, a brave man only once.  Wise men know this to 
be true.  Is it really true that NOBLISH ISLAND has more dishwashers per capita that 
fighters?  Just thought I'd ask...   
     I like this place, NOBLISH ISLAND, the taverns have old wine, and young serving 
girls.  Who could ask for more?  Well, I'm burning daylight here in NOBLISH ISLAND 
and I've a long road ahead of me.  Happy Trails.  Until the sun next rises and my pen 
sets to paper-- Alarond the Scribe  

ADEPTS                         W   L  K POINTS      TEAM NAME                  
-MINSTREL 9877                 6   3  0    53       FIGHTING IRISH (1693)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
-FELDSPAR 9873                 5   4  0    29       FIGHTING IRISH (1693)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-DEIDRE 9904                   3   1  0    23       FIGHTING IRISH (1693)
-DONN 9905                     2   0  0    16       FIGHTING IRISH (1693)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
-ALEMBIC 9874                  1   8  0    11       FIGHTING IRISH (1693)
 REPETITIVE 9916               1   0  0    10       BB TALK RADIO (1700)
 BORING HOST 9919              1   0  0    10       BB TALK RADIO (1700)
 TROY 9911                     1   0  0     8       RIVER RATS (1699)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 TELL CITY 9915                1   0  0     6       RIVER RATS (1699)
 DUMB TOPICS 9918              1   0  0     6       BB TALK RADIO (1700)
-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)
-RED MONIKA 1689               0   2  0     2       BATTLE CHASERS (304)
 COMMERCIALS 9920              0   1  0     1       BB TALK RADIO (1700)
 IDIOTS 9917                   0   1  0     1       BB TALK RADIO (1700)
 CANNELTON 9913                0   1  0     1       RIVER RATS (1699)
 ROME 9912                     0   1  0     1       RIVER RATS (1699)
 TOBINSPORT 9914               0   1  0     1       RIVER RATS (1699)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?

                                     PERSONAL ADS

Congrats to the Fighting Irish for best Team on the Move and Duelmaster. Salute!  
Those Irish are taking over! -- High Hopes

Assur, you are a magnificent manager to be able to get that team of rag-tag rippers to 
60%.  I bow to your skill and knowledge. -- HH

Hah, I am the best arena warrior in sight!  I am 3-0 against all real warriors. I am 
five-time Duelmaster.  Just because I lost to 5 of 6 NPC's means nothing.  Why, Kung-
Fu Master (2), Khalhum's Dwarf, Veteran Mercenary, and Venomous Concubine are 
steroided Stand-Ins. -- Hodes (who really deserves her 4-5 record as a 8(+1)-8-18-15-
9-10-17 Aimer)

Bad Attack, I just love long, slow dances.  Don't you? -- Miller

Worst Def In Game, I don't know about that.  I am competing with you for your named 
title. -- Hagedorn

Alembic, thanks for the challenge bloodfeud and my win.  You made my day.  You are 
getting better and better. -- Gengelbach

Won't Attack, well, I was willing to.  Bwahahaha. -- Spencer

Health. Humility. Honor. -- High Hope, a Consortium Affiliate

High Hopes -- Our head to head record for this round, going into this turn is 10-8 in 
your favor. -- Assur
P.S. Entirely possible I made a mistake looking that up, but that is what I counted.  
Well done! 

Minstrel -- We won't miss you! -- Hard to Run and the rest of the Rippers

Feldspar -- And that is what I was talking about last turn.  As a rule, Lungers hate 
those Plate clad warriors. -- Woeful Bases

Assur's order of importance of the stats:
#1: Will -- The most important stat of all.  In general you want 7, 9, 15, 17, or 21 
and a style that makes sense with the number you have.  Lots of exceptions, but those 
values make a ton of sense.
#2: Strength -- Every warrior (except possibly AB's) needs Damage and/or Carry, and 
strength plays a huge role in both (and that without mentioning the ability to use 
weapons, endurance, attack skills, and parry skills).  You need 'enough' strength.  9-
11 (unless you are small) is a good place for many styles.  Bashers really need 11 or 
#3: Wit -- If you're talking about 17 or 21 wit, I could place wit higher in the 
priority, but below 17 wit, I pretty much only care about enough to use my weapons (11 
is enough for almost weapon, 13 is important for Lungers to use LO)
#4: Deftness -- Skills and Weapon selection.  11 is a HUGE break point for both.  If 
you aren't an AB, more than 11 isn't usually very important.  For AB's, Deftness may 
be the #1 priority (since they get bonus attack skills at creation for deftness).  
#5: Constitution/Speed -- I put these equal and last in the stats you can add points 
to.  Most managers don't add to speed except on pure offensives or on Lungers to get 
to 5 speed (superstitious about 3-4 speed lungers underperforming).  Constitution is 
your primary source of hit points.  Not all the useful to pure offensives (though 
being able to take a hit is not a bad thing), but more con is better for all other 
warriors.  There aren't many warriors who expect to never get hit, more is better when 
you do get hit.
#7: Size -- You can't change it so really you just look at the rest of the numbers and 
see what makes sense.  Size impacts damage, so you should consider your expected 
damage rating when designing a warrior.  Little damage is crippling for 8 styles 
(Aimed Blows and Total Parries excepted).  There are ways to deal with little damage, 
but you don't want it.  High size (15+) penalizes you in defense and parry skills, so 
realize that when choosing a style that uses those skills on a big guy (Recommend not 
going PL, PS, PR on big guys unless you are prepared for it). 
Hope that helps! -- Assur

Allow me to introduce myself, for I am Commodore Oliver Hazard Perry, manager of the 
Consortium-affiliated River Rats. You can read all about my team up in the spotlights, 
if you wish.  My warriors are named after small towns in Perry County, Indiana -- a 
county named after, you guessed it, me.  They are Cannelton, Rome, Tell City, 
Tobinsport, and Troy.  Feel free to challenge mine as they will feel free to challenge 
you. -- Commodore Perry

Like the intelligent and experienced Assur, I am an advisor/mentor for new managers.  
Ask me (or us) anything you wish.  You will get a response. -- Commodore

                                  LAST WEEK'S FIGHTS

TROY bested IDIOTS in a action packed 2 minute amateur's fight.
ROME was subdued by DUMB TOPICS in a 1 minute gory novice's melee.
CANNELTON was vanquished by BORING HOST in a 2 minute mismatched brawl.
TOBINSPORT was overpowered by REPETITIVE in a 1 minute one-sided fight.
TELL CITY slimly won victory over COMMERCIALS in a 3 minute gory beginner's brawl.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   3         WALL OF STEEL      6 -   2 -  0      75  |
|STRIKING ATTACK                  2         TOTAL PARRY       16 -   6 -  0      73  |
|AIMED BLOW                       2         BASHING ATTACK    19 -   9 -  1      68  |
|SLASHING ATTACK                  1         PARRY-RIPOSTE     21 -  20 -  2      51  |
|WALL OF STEEL                    1         SLASHING ATTACK    1 -   1 -  0      50  |
|LUNGING ATTACK                   1         STRIKING ATTACK    3 -   4 -  0      43  |
|PARRY-LUNGE                      0         LUNGING ATTACK    11 -  15 -  0      42  |
|PARRY-STRIKE                     0         AIMED BLOW        10 -  18 -  1      36  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       1 -   7 -  0      13  |
|TOTAL PARRY                      0         PARRY-LUNGE        0 -   4 -  0       0  |

Turn 452 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               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 TROY 9911.  The most popular warrior this turn was 
TROY 9911.  The ten other most popular fighters were TELL CITY 9915, COMMERCIALS 
9913, ROME 9912, TOBINSPORT 9914, and  0.

The least popular fighter this week was TOBINSPORT 9914.  The other ten least popular 
fighters were ROME 9912, CANNELTON 9913, REPETITIVE 9916, BORING HOST 9919, DUMB 
TOPICS 9918, IDIOTS 9917, COMMERCIALS 9920, TELL CITY 9915, TROY 9911, and  0.

                                 TRICKS OF THE TRADE

     Here are a few tricks of the trade I've found out.
     15, 17, and 21.  Those are the magic numbers for stats; any fighter who starts 
with a stat (except Con and Size) at any of those numbers will have more beginning 
skills than normal.
     Stats:  The stats in order of importance with regard to skills, most to least, 
are wit, will, deftness, speed, and strength, with con giving you no skills, just hit 
points and endurance.  The higher you can start any of these, especially the first 
three, the more skilled your fighter will be.  Logically, therefore, what you really 
want is a fighter who has wit, will, and deftness at 21.  This will be a GOD!  And 
probably go out and get killed immediately due to low con...
     Raising stats:  Care must be taken in doing this.  All fighters start out with 
the ability to learn 20 skills in the categories of  Defense, Parry, Riposte, Attack, 
Decisiveness, and Inititive.  When you learn all 120 skills, you've maxed out.  You 
can get skills though normal learns, or by raising stats; however, if you raise stats 
BEFORE you max out (except for Con), anything gained will count as one of the 20.  
This is called "burning" skills.  If, on the other hand, you wait until you've maxed 
out, then raising stats will add those skills to the ones you've learned, enabling you 
to exceed your limits.  But raising stats will give an immediate boost to your 
abilities.  It's a question of short term vs. long term gain, you see.
     And aiming at vital areas - head, chest, and abdomen - will increase your chances 
of getting kills.  And being bloodfeuded, and maybe getting your fighter killed in 
return.  Keep in mind that what you send forth will come back to you.  Sometimes 


                  Warrior Handedness, is he a Righty, Lefty or Ambi?

     Greetings, Joy and Happiness to everyone!!!!  I hope everyone that reads this 
article is doing well and remembering not to drink and duel.  This article discusses 
things about the handedness of a warrior.  Most managers only worry about things like 
skill, weapons and trains.  Handedness is not a major factor in playing the game but 
it's nice to know some things about it.
     Most warriors will be right handed, with a small percentage left handed.  Even 
more scarce is the ambidextrous warrior.  I believe that the defensive styles have a 
higher percentage chance to be a lefty or an AMBI than offensive styles do.  It's just 
an observation that I made in the 513 warriors surveyed.  Another note on that, I 
notice that out of 211 parry-ripostes that I was using for a PR article, about 43% of 
them were AMBIs.  The highest percent of AMBIs out of all the styles polled.
     When a manager puts weapons into his warriors hands and also when he tells his 
warrior where to strike, handedness plays a key role in the manager's decision making.  
I had a team with 4 AMBIs on it, and I started to do some experiments with them to see 
how the AMBI thing worked.  I noticed that in general the AMBI favors using the left 
hand more than the right hand.  But, there are a small percentage of AMBI warriors 
that are reversed, where the right hand is used more than the left.
     There also seems to be some confusion amongst managers that get the USE of a hand 
mixed up with which hand the weapons go in (IE which is primary and which is off-
hand).   Right handed warriors USE the RIGHT hand the most and the primary weapon is 
the RIGHT hand, off hand is the left hand.  For left-handed warriors, it is the 
opposite of right-handed warriors, of course.  The confusion comes with the AMBI 
handed warriors.  AMBIs USE the left hand more BUT the RIGHT hand holds the primary 
weapon, and the left hand holds the off hand weapon.   Every so often you will get an 
AMBI that this is reversed, where the RIGHT hand is USED more and the PRIMARY weapon 
is held in the LEFT hand.  But this kind of ambi is extremely rare.
     Well, that's it for now.  Have fun, and watch out for that right hook... 'cause 
it might be a left hook!!!!!
     For more DM info, or just to chat you can DIPLO me at ADM 103, THE JOKER'S WILD.  
You can also email me at 103260.3347@compuserve.com   or visit my DM web site at the 
following address: http://ourworld.compuserve.com./homepages/jessiejest/homepage.htm

Sir Jessie Jest

                                  The Arcane Slasher

     I love the Slashing Style!  Slashers are finesse artists, but they're much more 
aggressive than your aimed-blow.  Well-designed slashers are formidable opponents; 
they are as ready to defend as to attack, though they prefer the latter.  Fate has 
been to kind to this style, perhaps too kind.  Even a badly-designed slasher may do 
well in basic, prompting many well-intentioned managers to promote questionable set-
ups as "the slasher ideal."  After reading another `Eureka!' article, I am compelled 
to add my 2 cents.  I've learned how to design great slashers, and I'd like to pass on 
my ideas to the rest of Alastari.  I can't tell you how to keep them alive (in four 
years I've only gotten one to ADM) but I can outline guidelines for creating a spooky 
character that will win for you--until they die or get to ADM.  Just remember that 
decent opportunities to make a slasher aren't very common!
     WT, WL, & DF--15 pts each at least.  Period.  If you don't have it, you don't 
have a great slasher.  Believe me, you can't afford to skimp anything here!
     ST--Anything from 7-11 is fine.  The smaller the character the higher the number, 
but anything with a +9 size can get by with a 7 ST.  For light armor use an epee, for 
anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.
     CN & SP--Ideally, both are single-digit; if your con is high you're probably 
looking at a WASTE.  Whatever else you do, don't add them.
     SZ--Since this is something we can't change anyway, don't worry about it.  The 
bigger they are the less points to spread around to other areas, though.
     My slashers come up with the best overviews when I follow these guidelines.  Most 
earn at least four wit statements; about 50% either start out with an Expert or two, 
or they pick them up within a couple of skills.  One of my very best died in a 
tourney: 6-3-11-15-51-11-17.  He started out doing good damage; picked up Experts in 
att, init, def, and rip.  in two skills or less.  This is an extreme example, but it 
seems to me that the well-designed slasher gets more than their fair share of luck on 
their overview.  I've run one a lot worse that did fairly well--a winning record, 
until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and 
init, four wit statements, great damage.
     Running them?
     Start out with an offensive effort of 10, and never let the OE drop below 7.  How 
quick you taper down depends on the endurance rating.  Slashers burn endurance very 
quickly; if you don't have good endurance drop right away from 10 to 7 and leave it 
there unless desperate, then go back to 10.  Otherwise try 10, then 9, then 7.  
Remember, these are aggressive beasts; keep 'em on the offensive!
     Keep the activity level fairly low except in the very beginning, when you should 
be running 10.  Then drop to 5 or 6, then 3 or 4m then 1.  Go back up to 7 or 10 in 
     Match your kill desire to your offensive effort, always.
     Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across.  Desperation: 10-10-10 or 10-7-
     Avoid armor unless you MUST, but no higher than ARM and H.
     Don't use tactics--they seem to inhibit the slasher's ability to riposte and 
respond well to their opponent.  Exception:  to take out scum pick the heaviest weapon 
your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7.  
Slash all the way!
     These `rules' have worked for me.  The biggest problem I've had is that my 
slashers rise too high too quickly.  Within five or six fights they're fighting 
warriors with 15 fights' experience.  So be forewarned; give them sometime off every 
few turns so that they won't get clobbered by some old-timer looking for an easy win!  
Good Luck!

                                   The Arcane Kid, of Astral Kin, Osksi DM-3

                                   *Remember, with `good' endurance only!

                                     "The Basher"

     My friends would laugh if they knew I was writing this, but who cares what they 
think?  The basher is not a bad style in my opinion.  It starts with the same base 
decisiveness as the striker, but has 4-5 more skills in initiative, and 3-4 more 
skills in att.  That's what makes this style so good.  I mean, you have the ability to 
get the jump on your opponent, you have the ability to hit your opponent, and who 
cares about their high riposte with your high att rating combined with your exp+ in 
initiative, they won't know what train hit them, much less think about the counter 

O.K.  I only make two types 1st the WL Basher:

#1      #2
12      13
10      11
10      9
21      16
15      15
9       13
7        7

Example #1--Currently 8-3-1 in Firehold (68) has Master+1 att, Master +1 init., and 
Adv.Exp. dec., and is already sitting pretty with 80 recognition points.

Example #2--Currently 8-3-0 in Jhans (36) has Exp.+3 att, Adv.Exp. init., and Exp+3 
dec. with 87 recognition points.

     O.K., the other kind I like to call it the "High damage, low will, needs to end 
the fight before he passes out with exhaustion" Basher.  This type of basher relies on 
his high damage capabilities to make up for his low WL.  I've not had the best of luck 
with these types of bashers, but I do know they can win (Warbeast has proved that to 
me).  The key is to get at least great damage on the roll-up.  O.K. some examples:

#1      #2      #3
11      13      17
11       9      12
16      17      10 
17      17      17
7       10      11
11      11      10
11       7       7

Example #1--I DA'ed, he didn't win
Example #2--Killed in round 1 of the winter FTF, went 4-3 in the Oct. Tournament, 
learned 6 skills 5 being Att.
Example #3-1-0 in Jhans(36)

     I run both styles ALE +L, WH light armor, mace medium armor, and WH heavy armor.  
Go 10-10-7 dec 1st minute, and after min 1, go 8-8-5.  WL basher, and the other kind 
drop down drastically.  Always aim for the head (it gets you an att bonus and could 
score you a kill every now and then) unless you know you're gonna be up against a TP 
or waste, then aim for a leg.  Well that's gonna be it.  Somebody write me and tell me 
what you think.

                                                       Uncle Charlie Mgr.
                                                       Genocide (68)
                                                       Helter Skelter (36, 100)

                              The Anti-Thesis Slasher

     Greetings all.  No, this is definitely not another "Perfect" article.  In fact, 
it actually is just the opposite--finding success with a warrior whose stats were just 
average.  I am not an expert at this game and do not have near the experience that 
some managers have.  What I do have is some now solid experience with Slashers thanks 
to this guy.  So what I will do with this article is show you how my first attempt at 
building a Slasher went, what it taught me, and maybe I can show a new or old manager 
something about the style that can help their game.
     This Slasher was my first attempt at the style.  His starting stats were average 
at 13-11-12-10-16-11-11.  Definitely no Primus-quality warrior.  By most people's 
standards, he wouldn't have even been thought of as an ADM warrior because of his low 
wit and will combo.  Today, I don't know if I would even keep this guy, but at the 
time I didn't know any better and kept him.  I'm glad I did because he turned out to 
be a good warrior, not great, but good and a fun one to watch.
     He had three statements to start:  "...learned how to be decisive and quick", 
"...conserve his endurance past what might normally be expected", and "does great 
damage".  The last statement I think helped him a lot in many of his fights.

Weapons and Armor

     Weapons-wise, all I knew about the Slashing style at the time was that a scimitar 
was good, so I gave him one.  He did well with it, so I kept using it.  I didn't use 
any off-hand weapon because I knew that an offensive-styled warrior could make quicker 
attacks with a weapon using two hands.  I gave him one back-up scimitar, knowing that 
scimitars break though not that often.
     Early on, I may have given him light armor and a helm, but later I discovered 
that if he didn't get the first hit, he almost had no hope of winning.  After all, the 
credo of an offensive warrior is to "hit first, hit hard" and hope it ends the fight 
quickly.  I also started to realize he would never be a "great" warrior.  My 
philosophy changed and I could only hope to get him to ADM.  So, I decided to use no 
armor or helm, which slows warriors down.


     Ah, the most important part of this warrior's winning ways.  Looking back at his 
early strategy, I wonder how he did so well.  I started him going 10-10-10, attack and 
protect the head with no tactics.  My desperation strategy was usually 10-10-5, which 
did nothing to help him.  I used the decisiveness tactic since his overview said he 
was decisive.
     Through observing his fights and looking at what he preferred, I ironed out a 
general strategy which I think is good for a lot of Slashers:

min.      1    2    3    4    5    6+   desp
OE        10   8    6    4    4    4    5
AL        10   4    2    2    2    2    8
KD        6    8    6    4    4    4    5
AL        RA   HE ----------------------->
PL        AM   BD ------------------->  HE

     Against more parry-type warriors like WOS and TP's, I've used a 10-6-6 min. One 
strategy that he seems to like.

Design and Trains:

     I started him off training skills only.  But I soon learned that his average 
stats meant that he wasn't going to learn very well.  I decided late to train skills, 
then stats, every other turn.  The training of his will to 17 really helped his 
endurance out.  He finally went to ADM at 15-11-12-12-17-12-11.  If I had recognized 
earlier that he would not be a great warrior, and accepted that, then I might have 
been about to train everything twice like in the "old" days and he would have gone at 


     He started out great at 4-0-0, then was 8-4-1.  He hit a rut and was soon 9-7-1.  
He was mediocre in his middle fights but was above .500% at 14-12-2.  He was under 
.500% once at 14-15-2.  Near the end of his regular DM career, with some careful 
challenges and strategy changes, he went 5-0-0 and ended up 21-16-2.  He was 
Duelmaster for three turns in Cliffhome.

Final Notes:

     So, what's the purpose of all this?  It's to show that anyone can take a mediocre 
warrior and through careful strategy and design build them into a formidable warrior.  
I recognized long ago that this Slasher would never be great and accepted it.  That's 
what turned him into the warrior he is today.  I was willing to take the risks 
necessary to make him win.  His name is E.G.B.D.F.  (Every Good Boy Does Fine) and in 
this case his name is true.  I couldn't have asked more from him in his 
accomplishments.  He can be found fighting occasionally in Darkholm.  He's taught me 
an incredible amount about this style and has contributed to my 65% overall win-loss 
record with them.
     I'm open to feedback, positive or negative, and hope in some way that I've helped 
someone learn more about this style.
     So, good luck to all and may your swords ring true!

                                        Brought to you by Talon, mgr. of
                                   Eagles Claw (38,104), Farfignewtons (32)
                              where I'm known as Volksie, and other teams
                         throughout Alastari.