Date   : 06/24/2016    Duedate: 07/07/2016


DM-93    TURN-455

This Weeks Top Honors


(93-9916) [4-0-1,55]

Chartered Recognition Leader   Unchartered Recognition Leader

                               BB TALK RADIO (1700)
                               (93-9916) [4-0-1,55]

Popularity Leader              This Weeks Favorite

DUMB TOPICS                    REPETITIVE
BB TALK RADIO (1700)           BB TALK RADIO (1700)
(93-9918) [4-0-0,23]           (93-9916) [4-0-1,55]



Team Name                  Point Gain  Chartered Team
1. COYOTES (1701)              47
2. RIVER RATS (1699)           41      IRON DRAGON (495)
3. BB TALK RADIO (1700)        12      Unchartered Team
4. BATTLE CHASERS (304)         0
5. OZ (1702)                  -11      BB TALK RADIO (1700)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*BB TALK RADIO (1700)      13   7  1 65.0   1/ 2*RIVER RATS (1699)        11  4 0
 2/ 2*RIVER RATS (1699)         13   7  0 65.0   2/ 1*BB TALK RADIO (1700)     10  5 1
 3/ 3*COYOTES (1701)             8   7  1 53.3   3/ 3*COYOTES (1701)            8  7 1
 4/ 4*OZ (1702)                  2  12  0 14.3   4/ 4*OZ (1702)                 2 12 0
 5- 5*BATTLE CHASERS (304)       0   3  0  0.0   5- 5*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

                                TIPS FOR WINNING MORE

     Your warriors are putting up a good fight, but just can't seem to win? Perhaps 
this list of recommended Consortium actions can help.

 1.  Always challenge and avoid.  Use the challenge and if-challenged strategies on 
     your strategy sheet to manipulate fights in your favor.
 2.  Challenge warriors you have beaten before and styles your warrior has the 
     advantage with (e.g., AB challenge TP, TP challenge LU, ST challenge SL, SL 
     challenge LU, etc.).  Take advantage of blood feuds to enhance challenges.
 3.  Avoid teams who seem to regularly beat you and teams with nearby warriors with 
     styles which have an advantage over your warrior.  Avoid the team that just beat 
     you last fight.
 4.  Make your warrior do what his style does best (e.g., ST s get the jump, LUs 
     dodge, TPs parry, etc.)
 5.  Use high CN to your advantage by soaking hits and then hitting a worn down 
 6.  Pay attention to where an opponent is aiming his attacks and protect that 
     location on subsequent fights.
 7.  Be bad. "Pick on" warriors with less skill, less experience, or lots of losses.
 8.  Pay attention to fight history in your arena. Know which are tournament warriors, 
     sandbaggers, etc. with hidden FE (fight experience).  These warriors are likely 
     highly skilled compared to your normal arena warrior.  Stay clear of them.
 9.  Use tactics appropriately -- Decise to help you get the jump, Dodge to help you 
     avoid being hit, Slash or Bash to hit harder, Parry to focus on parry, Response 
     to counter known decise users.
10.  Dress appropriately -- naked is faster/quicker, plated is most protected and 
     sponges best but slower.  Do not overdress and excessively encumber your 
     warrior's ability to carry and endure.
11.  Watch fights carefully to find a favored weapon -- one which you crit often with 
     or which you get lots of extra value hits.  Use that weapon and maybe those 
     similar to it.
12.  Know your opposing manager's styles and methods.  Try to fight weaker managers 
     and avoid those who just seem to win lots.
13.  If your warrior is in a difficult spot in the rankings/arena listing, sit him 
     out.  Don't fight if you do not have a good chance to win (e.g., your 5 FE 
     warrior has jumped way up in the rankings and is surrounded by much more 
     experienced warriors, or your scum TP is surrounded by aimed-blows, etc.)
14.  Phone a friend.  Write with questions.  Ask for help or advice.  The right 
     helpful person is likely to want to help you succeed.
15.  Try to manipulate your fight so you match with an NPC.
16.  Send your warrior to tournaments.  It gets hidden FE on his record and ups his 
     skill/stat level unbeknownst to those paying little attention.
17.  Pay attention to fighting in your arena.  Know who is using strategies set on 
     maintenance and take advantage of it by challenging and adjusting your strategies 
     to beat them.
18.  Design warriors to win rather than to look godling-like.  Sure, skills are 
     important, but maybe not as important as physicals -- especially early on.
19.  Take advantage of arena DM93.  Read the spotlights, particularly those at the top 
     as the latter ones can be outdated.  Know your C.I.C. package info well.

                                          -- Commodore Perry, Consortium affiliated

                                      SPY REPORT

     Well, what are you looking at, NOBLISH ISLAND?  Ain't you never seen Snide 
Clemens before?  Ah, shaddup and listen to my news.  Later days, BB TALK RADIO, since 
RIVER RATS took top team from you this turn, you guys are old news.  Gee, I'm 
impressed, a 5-0-0 is nice, but don't get cocky, COYOTES, the Fates teach humility, 
and the Fates are proud.  Of course, we're all terribly impressed to see CRESHENDO 
win a fight and gain 15 points, terribly.  Tsk, tsk, ROME beat IDIOTS and IDIOTS lost 
10 points.  You're breakin' my heart.  And if variety is the spice of life, NOBLISH 
ISLAND may be getting bland, as REPETITIVE stays top dog in the city.  Kickbacks and 
bribes, kickbacks and bribes, how else do you think some of these guys win their 
fights?  Skill?  Ha!   
     He who fights and runs away will live to fight another day, the coward.  NOBLISH 
ISLAND, I am losing what little hope I had in you.  BB TALK RADIO the most avoided 
team?  What insult will suffice, I cannot say.  And it looks like RIVER RATS avoided 
them the most this turn.  What a pack of would be losers, if you ask me.  Hmph.  
IDIOTS was challenged more times this turn than the Duelmaster.  Now was the DM 
insulted or feared?  Heh, heh.   
     Death and Taxes.  The less death I see, the more it taxes my patience.  Let's 
see if anyone's dead or dying.  We're all going to die in the end, so why worry if 
the fate catches up with you sooner that later?   
     I was about to buy a new quill pen the other day, but some fighter took it for 
an epee.  Forgive me for writing with a dagger.  Well, I've had enough of this 
drivel, and I'm sure you have too.  Off like a dirty shirt of padded leather.  I see 
the crowds are getting restless, I must leave now-- Snide Clemens  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 REPETITIVE 9916               4   0  1    55       BB TALK RADIO (1700)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 TOBINSPORT 9914               3   1  0    31       RIVER RATS (1699)
 ROME 9912                     3   1  0    27       RIVER RATS (1699)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DUMB TOPICS 9918              4   0  0    23       BB TALK RADIO (1700)
 CANNELTON 9913                2   2  0    21       RIVER RATS (1699)
 CRESHENDO 9922                2   1  1    20       COYOTES (1701)
 TROY 9911                     3   1  0    16       RIVER RATS (1699)
 RAZURE 9923                   2   1  0    14       COYOTES (1701)
 COURSER 9937                  1   1  0    13       COYOTES (1701)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 BORING HOST 9919              3   1  0    10       BB TALK RADIO (1700)
 DOGMEAT 9924                  2   1  0     9       COYOTES (1701)
 TELL CITY 9915                2   2  0     8       RIVER RATS (1699)
 IDIOTS 9917                   2   2  0     8       BB TALK RADIO (1700)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 IMMURE 9936                   1   1  0     7       COYOTES (1701)
 TINMAN 9927                   1   2  0     5       OZ (1702)
 MONKEY 9926                   1   2  0     5       OZ (1702)
 COMMERCIALS 9920              0   4  0     4       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)
 SCARECROW 9929                0   3  0     3       OZ (1702)
 WIZZARD 9928                  0   3  0     3       OZ (1702)
-RED MONIKA 1689               0   3  0     3       BATTLE CHASERS (304)
 DORTHIE 9938                  0   1  0     1       OZ (1702)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
LOLLY POPPER 9921       0  1 0 COYOTES 1701         REPETITIVE 9916       453   
DOROTHY 9930            0  1 0 OZ 1702              CRESHENDO 9922        453  REVENGED

                                     PERSONAL ADS

Coyotes, and a big welcome out to you. -- Commodore Perry
P.S. Perhaps a rough round against us for you, but, remember, we are here to help you 
learn to regularly beat us, and particularly to beat that BB Talk Radio Team.
Assur, I noticed. And, Indeed, I was prepared for that. Each round I consider that you 
may choose to do so. (Which, sadly, makes your turn even better. Grrrrr.) -- The 

Wizzard, I guess I got behind that big curtain and found out just what you really are? 
-- Tell City

Assur, on the Repetitive and Commercials challenges ... I guess my challenges are only 
worth 50/50? So far you are the Challenge Champ. -- Commodore Perry

Assur, and anyone else on Noblish Isle, I wish you good fortune at the New Orleans 
Face. Perhaps we shall even meet there. -- The Commodore

Commercials, I suppose that makes ME the best aimer here.  Bwahahahahaha. -- Cannelton

Repetitive, my loss is your gain. You cretin! -- Troy

Immure, it was my lucky day. Rome shall not fall! -- Rome

Courser, you are one formidable looking fellow. Whoa! I was glad to get the win and 
get out of there alive. -- Tobinsport

All, if you are not asking questions of Assur or myself, you are missing the boat. If 
you have not devoured the CIC that RSI sent, (And if they didn't -demand it!) then you 
are placing yourself behind the eight-ball. GOOD LUCK. -- Commodore Oliver Hazard 

                                  LAST WEEK'S FIGHTS

TROY viciously subdued MONKEY in a 2 minute gruesome amateur's Challenge fight.
CANNELTON demolished TINMAN in a 1 minute one-sided Challenge melee.
ROME overpowered IDIOTS in a 1 minute mismatched Challenge duel.
REPETITIVE bested CONVICTED ASSASSIN in a 2 minute Title fight.
TOBINSPORT devastated BORING HOST in a 1 minute uneven brawl.
TELL CITY was overpowered by CRESHENDO in a 1 minute one-sided struggle.
COURSER devastated CONVICTED THIEF in a 1 minute one-sided competition.
DUMB TOPICS overcame DORTHIE in a 1 minute beginner's melee.
COMMERCIALS lost to IMMURE in a 4 minute novice's duel.
RAZURE vanquished SCARECROW in a 1 minute one-sided duel.
DOGMEAT defeated WIZZARD in a popular 1 minute beginner's match.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   6         STRIKING ATTACK   10 -   3 -  2      77  |
|STRIKING ATTACK                  3         BASHING ATTACK    29 -   9 -  1      76  |
|AIMED BLOW                       3         TOTAL PARRY       11 -   4 -  0      73  |
|SLASHING ATTACK                  3         WALL OF STEEL      8 -   3 -  1      73  |
|WALL OF STEEL                    2         SLASHING ATTACK    4 -   4 -  0      50  |
|LUNGING ATTACK                   2         PARRY-RIPOSTE     13 -  16 -  0      45  |
|PARRY-STRIKE                     1         LUNGING ATTACK     9 -  15 -  0      38  |
|PARRY-LUNGE                      0         AIMED BLOW         7 -  20 -  0      26  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       1 -   9 -  0      10  |
|TOTAL PARRY                      0         PARRY-LUNGE        0 -   3 -  0       0  |

Turn 455 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:

STRIKING ATTACK    3 -  0     AIMED BLOW         1 -  2         4  BASHING ATTACK 
BASHING ATTACK     5 -  1     SLASHING ATTACK    1 -  2         3  STRIKING ATTACK
WALL OF STEEL      1 -  1     PARRY-LUNGE        0 -  0         2  WALL OF STEEL  
                              PARRY-STRIKE       0 -  1         1  AIMED BLOW     
                              PARRY-RIPOSTE      0 -  0         1  SLASHING ATTACK
                              LUNGING ATTACK     0 -  2     
                              TOTAL PARRY        0 -  0     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  REPETITIVE 9916             4   0  1   55 BB TALK RADIO (1700)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is DUMB TOPICS 9918.  The most popular warrior this 
turn was REPETITIVE 9916.  The ten other most popular fighters were TROY 9911, 
9918, COMMERCIALS 9920, IMMURE 9936, and RAZURE 9923.

The least popular fighter this week was SCARECROW 9929.  The other ten least popular 
fighters were DORTHIE 9938, BORING HOST 9919, TINMAN 9927, MONKEY 9926, WIZZARD 9928, 
COURSER 9937, TELL CITY 9915, IDIOTS 9917, RAZURE 9923, and IMMURE 9936.

                             * * * * *   MEMO  * * * * *

From:       The Office of Accurate Census Reporting, Gladiatorial Commission
To:         All Managers

In the interest of preserving our natural resources and preventing managerial writer's 
cramp, the census form has been eliminated, effective immediately.  Managers may 
register their warriors' races and/or favorite sayings by simply writing them on a 
separate piece of paper and submitting them to the Commission.  Each warrior may have 
up to 15 favorite sayings.  Each saying must be categorized Jeer, Gloat, Boredom, Ouch, 
Victory and may be up to 70 characters long.  For any questions, please contact the 
Gladiatorial Commission. 

                  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

 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

                                   GETTING THE JUMP

                                      by Pagan

     There are a number of factors which will determine which warrior swings first.  
In speaking of this I can only tell you what I have a 'feel' for.  In no way does 
anyone know all the factors on how this works exactly unless someone gets to look at 
the source code for the program.  I will ignore Kill Desire simply because I have 
never noticed a difference in my warriors getting the jump whether they ran a 1 KD or 
a 10KD.

The Factors:
     1.  At warrior creation, the program initiates a random string class to be used 
for your warrior.  Each string has a series of numbers that are generated then and 
always remain the same.  It appears random, and some strings are good for some 
warriors and bad for others.  You'll notice this only over time.  This string class 
is permanent and not all of them are created equal.  This is above and beyond any 
total number of skills. You may call this 'knack'.
     2.  At fight time, the program calls a random string to be used for BOTH 
warriors.  This string affects the string of the warrior.  This is why you will never 
see two fights that are line-by-line exactly the same.  But if the fights were 
constantly run with exactly the same string, and no strategy changes are made, then 
you will have the same fight line-by-line.
     3.  FightString-modified-WarriorString# are taken for each warrior, and 
#Speed + 0.5#Wit + #DeciseSkills + OE + string# + tactic + style-adjustment - 
weapon-weight equates to a number.
     4.  These bonuses could be negative in adjustments also, i.e., running with the 
responsiveness tactic would be the negation of Decise skills and Speed skills--
rendering them out of the compilation (gaining them in parry and dodge instead).  
Running with the decise tactic would increase Decise.
     5.  The biggest controllable factors are OE, tactic, & weapon-weight (in that 
     6.  If the number for Jump does not have a disparity of a specific number then a 
continued clash will occur until that disparity is shown.  Then the fight actually 
begins.  You can have a series of 10+ clash statements until the program finds who 
starts and initiates the fight sequences.
     Example: FighterA ends up with a Jump# of 60 and FighterB ends up with a Jump# 
of 65.  If the disparity between them had to be 10 points then what would happen is 
that a clash statement would be printed and the steps repeated.  The next number from 
the Fight-String is called along with the next number in each of the Warrior-Strings; 
the computation is done again until the disparity (for the computer anyway) becomes 
true.  Then the fight sequence is activated.



     One the major assets to a warrior's survival is his constitution.  Sometimes CON 
is overlooked in order to maximize other attributes that give extra starting skills.  
This is okay depending what style is selected for the warrior in question.  I usually 
make a warrior with 9 or less CON an offensive style and higher than that a defensive 
style as a rule of thumb.  But it really depends on the rest of the stats as for the 
final verdict on which style he will actually become.
     CON affects three things: Hit points, endurance, and how much weight you can 
carry.  Endurance and weight allowance are also affected by strength as well as CON.  
The endurance formula is E = (ST+CN)WL and also has a chart of breakpoints that is 
covered in another one of my articles.  Weight allowance is also a large chart that is 
beyond the scope of this article, but can be found in many places.
     CON's main effect is HIT POINTS or the amount of damage a warrior can take before 
he gives up or is killed.  Defensive styles need more than offensive styles do to 
survive Basic.  Low con for offensive styles is OK for basic but really hinders a 
warrior's performance in Advanced Duelmasters.
     Hit points are determined by this formula:  CON x 2 modified by the following 

(Even numbers get modifier of the number before it)

SIZE modifier
  3  5  7  9  11  12  13  15  17  19  21
-5 -4 -3 -2  -1    0   +1  +2  +3  +4  +5

WILL modifier
 3  5  7  9  11  12  13  15  17  19  21  22  23  24  25
 0  0  0  0  0     0   +1  +2  +3  +4  +5  +6  +7  +8  +9

Very Frail -- (1-14)
Cannot take a lot -- (15-20)
Average (no statement) -- (21-29)
Can take a lot -- (30-34)
Tremendous -- (35-47)
Seemingly unaffected -- (48+)

     This formula as well as the charts are about 98% accurate.  For more information 
about this or other DM information you can contact me via DIPO in ADM 105, team name 
is The Joker's Wild.  I can also be reached at my e-mail address at 
103260.3347@compuserve.com or at my DM web site at 

Cheers, and good luck!
Sir Jessie Jest

                      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 

                                                                      -- Forge

                            The Real Offensive Total Parry

     How many of you run total parry warriors?  Raise your hands.  Whoa, that's a lot!  
Now how many of you have run long term potential offensive total parries?  Uh huh, 
that's what I thought, a lot less of you actually have.  My name is Blackstorm and 
I'll show you an example or two for the O.T.P.  The main difference between "scum" 
TP's and "offensive" TP's are these:  Scum have massive amounts of CN, WL and ST.  
They tend to stand around getting pounded until their opponents drop.  In theory, the 
scum wins a lot at first, but sucks later in his career (but not always!).  The 
offensive version is quick, strong, and can parry very well.  Combine that with a 
medium based attack rating and you've got it all.  The main thing to remember when 
making "offensives" is to stay away from extremely high attributes (21).  The reason 
being is that the distribution of points in several domains is more important than 
having that beautiful 21 in WL and WT.  Here's a list of some other manager's 
offensive total parries and my best.

Lunatic's Off. P-Dodge    Slowburn's    My Offensive     
(TP)                      (Off. TP)     Total Parry
----------------------    ----------    ------------
ST-11                     13            13
CN-11                     11            12
SZ-8                       8             9
WT-13                     17            15
WL-13                     15            13
SP-11                      5             7
DF-15                     15            15

     There are several major differences between the three: 1) My guy does good 
damage.  2) He's coordinated without training.  3) More hit points.  4) He can use 
every single weapon suited to him.  I'll explain a bit below.

ST 13:  Coupled with a 9 size almost guarantees good damage and it helps endurance.
CN 12:  This allows him to handle a couple of hits and it balances well with the 13 
strength and will for endurance.
SZ  9:  He's hard to hit, can use weapons which need 9 and his damage rating is also 
WT 15:  Great learns and it'll keep him competitive both in attack and defense.
WL 13:  Keeps him aggressive without lopsiding it for 17 or 21.  We want to be 
exciting and unscummy.  He rarely needs to go 10 minutes and if he does he'll still go 
the distance.
SP  7:  This isn't an important stat for TPs but it helps coordination and it'll give 
him a few decise and init skills to boot.
DF 15:  For his parry.  It also gives him a bit of precision while attacking.  You 
could reverse SP and DF by 2 points (SP-5, DF-17) without messing him up.  Remember 

Strategy:  They are a special breed and require a little experimenting like ABs.  I 
could recommend 2-3-2 or 2-4-2, responsiveness vs. steroid types like ST, SL, BA, and 
PS.  Then open up in minutes 3 or 4 at 10-8-10-L, 6-4-6-L, or even 10-10-10 
decisiveness in desperation.  However he will respond to the lunge, parry, response