DUEL 2 NEWSLETTER

Date   : 01/06/2017    Duedate: 01/19/2017

NOBLISH ISLAND ARENA

DM-93    TURN-469

This Weeks Top Honors

THE DUELMASTER IS

DEMON DEACON
COLLEGE MASCOTS (1709)
(93-9967) [5-3-1,55]

Chartered Recognition Leader   Unchartered Recognition Leader

SYTHINI                        DEMON DEACON
THE GALLOWGLASS (1703)         COLLEGE MASCOTS (1709)
(93-9949) [4-3-0,26]           (93-9967) [5-3-1,55]

Popularity Leader              This Weeks Favorite

FEELGOOD KILLER                CRIP'S STRIKER ARMY
BASH BROS MATCHUPS (1708)      BASH BROS MATCHUPS (1708)
(93-9965) [3-5-0,14]           (93-9962) [6-2-0,47]

THE CURRENT TOP TEAM

COLLEGE MASCOTS (1709)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. COLLEGE MASCOTS (1709)      26
2. ODD SQUAD (1712)            12      THE GALLOWGLASS (1703)
3. REZ DOGS (1713)             12      Unchartered Team
4. BASH BROS MATCHUPS (1708)   11
5. THE GALLOWGLASS (1703)       3      COLLEGE MASCOTS (1709)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*COLLEGE MASCOTS (1709)    27  13  4 67.5   1/ 1*COLLEGE MASCOTS (1709)   11  4 2
 2/ 2*BASH BROS MATCHUP (1708)  21  17  0 55.3   2/ 2*BASH BROS MATCHUP (1708)  7  6 0
 3- 3*NUMBER KILLER (1711)       5   5  1 50.0   3/ 4 THE GALLOWGLASS (1703)    4  6 0
 4/ 0*ODD SQUAD (1712)           1   1  0 50.0   4- 3*GREYSKULL (1710)          4  6 0
 5/ 4 THE GALLOWGLASS (1703)    19  28  0 40.4   5- 5*NUMBER KILLER (1711)      2  3 0
 6- 5*GREYSKULL (1710)           6   9  0 40.0   6/ 0*ODD SQUAD (1712)          1  1 0
 7/ 7*REZ DOGS (1713)            1   2  0 33.3   7/ 7*REZ DOGS (1713)           1  2 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

                         WHAT THEY DIDN'T TEACH YOU IN SCHOOL
                           BUT YOU JUST MIGHT LEARN IT HERE

     Any warrior that loses a fight can die. Dead. Gone. One can die by being killed 
by the opponent, and every loser has a small chance (estimated odds 1 in 50) of dying 
in the infirmary. Note: There is NO chance of dying if one wins!
     Any warrior can use any weapon. Not a problem. However, there are undefined 
penalties for using marginal, unsuited, inadequate wit, inadequate size, inadequate 
strength, and inadequate deftness weapons. One can certainly win with an improperly 
suited weapon, but, is it worth the chance? Usually not, I say.
     Warriors are born with certain skills which are dependent on the base 70 point 
stat sheet and the style selected. The 14 points of added stats also add skills to 
those base skills. You really need to know which skills come from what stat.
     RSI seldom makes input errors. I said seldom. The best thing a manager can do to 
help avoid input errors is to fill out the strategy sheet accurately and legibly with 
good penmanship.  Yes, we have doctors in the warrior management ranks (Slugbait and 
Grimm come to mind) and they probably regret their yucky penmanship.
     These are considered the three best ways to acquire info, knowledge and "secrets" 
about D2:

     * Terrablood.com
     * Noblish Island (DM93) newsletters
     * Reality.com

     There is more to strategy than filling out the warrior's initial armor and weapon 
selection and offensive effort and activity level and kill desire and tactic 
selection.  Challenges and avoids are an important way to attempt to give your warrior 
an advantage. Challenge warriors (warrior ID) that your warrior is likely to defeat 
and learn a lot from, and avoid teams (team ID) with warriors whom are likely to 
defeat you.  Indeed, your warrior can be provided with an alternate strategy for 
challenging or when being challenged or both.  A warrior does not have to challenge, 
bloodfeud, or avoid, but it is probably in his best interest to do so.
     Ask dumb questions!  Often managers, especially new managers, have a doubt or a 
question, but they feel "asking for help/advice" is a sign of weakness or lack of 
intelligence or knowledge about D2.  Do not let this be you!  Ask!  We dumb veteran 
managers ask each other dumb questions all the time. One man's dumb is another man's 
smart.  (You heard it here first!)  What are the best ways to ask?

     * On the Reality.com site
     * On the D2 Chatzy blog site
     * In personal ads in the arenas (especially Noblish Island)
     * By diplo to another manager in D2 (Certain managers will almost always respond; 
          some may not)

     No matter what any veteran, friend or expert tells you about design or strategy 
or concept, it is not necessarily the truth, the whole truth, and nothing but the 
truth.  It may be good or great or common advice, but it is not necessarily the only 
good (or bad) advice.  Some advice is best learned first-hand.
     D2 is a normally a friendly atmosphere.  While managers are very competitive, 
most of the vets know each other, see each other at Faces, chat with each other on 
line, and even help each other out with advice and ideas. The fount of knowledge 
available now, about D2, was acquired by a collective "working together" and sharing 
info.  Be advised that an overly mean, overbearing, threatening, haughty, unfriendly 
character/manager is likely to be colluded against and ostracized by D2 regulars.  
Smack talk is desirable and a part of the game.  Personal threats, harsh meanness, or 
overbearingness is not at all welcomed.  You are forewarned!
     Noblish Island is a great learning atmosphere.  What comes after Noblish? Choose 
wisely an arena in which to participate:  Fast (two week) turnaround or slow (four 
weeks); large (15+ teams participating), medium (8-14ish), or small (7 or less); 
friendly (usually Andorian arenas are up for role-playing and up for helping newbies, 
and down on down-challenging or taking advantage of newbies) or cutthroat (Delarquan 
arenas tend to be win-at-all-cost).  You can participate in as many arenas as you 
want.  You can also participate in separate tournaments, held quarterly, which allow 
warriors from all arenas to compete with each other for acclaim and prizes.
     There are many other things they apparently didn't teach you, you say?  Well send 
a personal ad or diplo to Assur, or The Consortium rep in DM93 Noblish Isle and give 
them a shot at answering in the newsletter.
     Rah, rah; sisk boom bah!  Go. Fight. Win. 

                                          -- Cheerleader (Consortium affiliated)

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

                            Assur's Guide to Tank Hybrids

     Today's subject is one of Assur's favorite type of hybrids.  They may not be the 
best warriors to grace the sands, but they are a lot of fun.  The idea is that you 
can't take them down and at some point they will attack back and when they hit, they 
will hit hard!

1) Design
     Tank Hybrids (hereafter referred to as simply tanks) are hybrids that wear lots 
of armor and have lots of hit points.  There are lots of variations of this type of 
hybrid, but typically they are not depending on anything other than their physical 
prowess to win.
     Encumbrance and Hit Points are amongst their most important attributes.  Skills 
are nice, but in some cases almost a forethought.  Attack is probably the most useful 
skill to have, followed by Parry and Defense.
     Endurance, Wit, and Will are all nice to have, but you can create a tank without 
any of these.  Typically they will have minimum 14 in strength and constitution, often 
much more.  Historically Assur has made high will versions of tanks, but has seen 
others succeed with very low will tanks as well.  Usually at least one of speed or 
deftness is quite low.  Most of Assur's tanks have also been stat trainers, so some of 
them have started lower than 14 in strength or constitution.

2) Style Choice
     Any style can tank it up, but the higher attack styles work better, simply 
because when you do attack, you want to hit.  But any style can work.  Lungers have 
the highest attack base.  Aimed Blows with 21 deftness are just below Lungers.  Next 
is a four way tie between Parry Lungers, Wall of Steels, Bashers, and Slashers. Parry 
Strikes, Parry Ripostes, and Strikers are all considered lower attack styles, but the 
lowest starting attack style is, of course, the Total Parry (a full 8 attack skills 
lower than the same Lunger).  Advantages/disadvantages of tanking styles:

Lunger: Highest total skills, but learns are not the best and high endurance burn.
Aimed Blows: High deftness requirements means designs are very limited.
Wall of Steels: High total skills, learns (att/par/ini) are awesome for tanks.  High 
     Endurance burn.
Basher: Learn attack and decise, reasonable endurance burn.  A more offensive type of 
     tank.
Parry Lungers: Similar to Wall of Steels, with slightly worse learning and skills. 
Slashers: Similar to Bashers, but don't learn decise as fast and slightly higher 
     endurance burn.
Parry Strikes: One of the few warrior types where their learns work together (decise 
     and parry).  Conserve endurance very well.  The best tanking style of the lower 
     attack styles.
Strikers: Again similar to bashers, but with fewer attack skills, but better endurance 
     conservation.
Parry Ripostes: Only 2 attack more than total parries, worse learning, and worse 
     weapon selection suggests that Total Parries would be a better choice.
Total Parries: Horrible attack, but can use most of the big weapons and the best 
     defenses in the game makes them a good choice for a more defensive tank.

3) Weapon Selection
     Typically you will choose the highest damage weapon you can use for your Tank. 
Some nice choices (with relatively low stat requirements) are:  Maul (15 Str, 5 Wit, 7 
Dft), Broadsword (11 Str, 9 Wit, 7 Dft), Battle Axe (15 Str, 7 Wit, 9 Dft), and Long 
Spear (11 Str, 5 Wit, 9 Dft)
     Feel free to choose other weapons, even if you lack the requirements to use them.

4) Strategy and tactics
     Tanks are fun to run, because you can really play with their strategies and see 
different results.  Typically you will run in the upper range of offensive effort 
(5+), but in certain minutes, you very well might go more defensive depending on your 
tank.  As mentioned last turn, some warriors will actually attack more with lower 
offensive effort (usually if it is their favorite rhythm).  To start, though, play 
with 5-10 offensive effort.  Activity level can be anything.  I have literally run 
tanks with 10 activity level in one fight and 1 activity level in the next.
     I have used almost every tactic with Tanks.  I can't remember using the Riposte 
tactic, but no reason you can't try it.  And some styles are not well suited to some 
tactics.

5) Armor
     APA/F is the norm.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     I  am Demon Deacon. I am Duelmaster. I am daggone good, but
perhaps not really of Duelmaster quality. I think it was all Assur's
fault that I am here. He made Crip's Striker Army bloodfeud me (for
killing TMM Prize Freak) hoping and knowing I would win. That Assur is
devious like that. He hates having to write DM Columns, so he connives
to get someone else to do it. That'd be me. He is so sneaky. The
Consortium says he will pay him back in Tempe. That Assur had better
beware!
     Tis the season to be jolly, so I shall only say nice things.
three pieces of advice:
1. Read the Team Spotlights carefully. Great info. Assur's synopsis of
warrior types is amazing!
2. Challenge and avoid. It is a great way to attempt to control destinies.
3. That C.I.C. package can be your best friend, especially if you are
internet limited.
     With that, I shall wish you a Happy and Prosperous New Year.
          Demon Deacon(probably Wake Forrest's first Duelmaster)

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  SHOCKER caught the eye of many 
in the gladiatorial commission as he skillfully bested SOCK and was awarded 14 points 
in recognition.  In one of the week's more notable duels, SHOCKER put down SOCK, 
causing her to lose 7 points of recognition in the process.  Our Duelmaster has lost, 
folks, lost to KUNG-FU MASTER, BUT DEMON DEACON is still the Duelmaster because he 
has the most recognition points!  No confirmation, but my sources claim that the top 
team has gained their position using magical aids.  Charmed weapons perhaps?   
     I have been in deep conclave with my spies who watched all that has recently 
transpired.  Indeed there is much I would report.  NOBLISH ISLAND, city of 
gladiators!  Mighty among the names of thy guilds is BASH BROS MATCHUPS, a guild 
shunned and avoided by many in the weekly duels.  Apparently the stalwarts of COLLEGE 
MASCOTS 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. 
CRIP'S STRIKER ARMY take warning!  You have more than a few enemies in NOBLISH 
ISLAND.   
     What warrior does not hone his years, impatiently waiting for the moment of his 
foe's mortality?  Some say a warrior is judged by the way he bears arms.  One thing 
is sure, better a dagger in hand then a sword on the belt!   
     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!  More than a sharp eye 
must I keep, indeed a stout pair of legs must I keep as well!  The endless paths of 
Alastari await me!  Till next we meet remember - the pen is mightier than the sword, 
but a maul is a different story!-- Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 DEMON DEACON 9967             5   3  1    55       COLLEGE MASCOTS (1709)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 RAMBLIN' WRECK 9969           7   1  2    51       COLLEGE MASCOTS (1709)
 CRIP'S STRIKER ARMY 9962      6   2  0    47       BASH BROS MATCHUPS (1708)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 BILLIKEN 9991                 3   0  1    31       COLLEGE MASCOTS (1709)
 RAINBOW WARRIOR 9968          6   2  0    29       COLLEGE MASCOTS (1709)
 SYTHINI 9949                  4   3  0    26       THE GALLOWGLASS (1703)
 SHOCKER 9970                  3   5  0    25       COLLEGE MASCOTS (1709)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 KRATH 9932                    4   6  0    22       THE GALLOWGLASS (1703)
 SOCK 9933                     5   5  0    20       THE GALLOWGLASS (1703)
-DARK MOON 9981                2   0  0    18       NUMBER KILLER (1711)
-DARK SIDE 9980                2   0  0    18       NUMBER KILLER (1711)
-KAR'RYN 9974                  1   2  0    18       GREYSKULL (1710)
 TDO TOURNEY STRIKER 9997      3   0  0    17       BASH BROS MATCHUPS (1708)
-RASPUTIN 9975                 2   1  0    17       GREYSKULL (1710)
 FEELGOOD KILLER 9965          3   5  0    14       BASH BROS MATCHUPS (1708)
 TAKKARI 9934                  2   8  0    14       THE GALLOWGLASS (1703)
 PIZZA TOPPINGS 9979           3   3  0    12       BASH BROS MATCHUPS (1708)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 MORFAUS 9956                  3   3  0    12       THE GALLOWGLASS (1703)
 DOGG 9996                     1   1  0    12       REZ DOGS (1713)
 JINXEE 9988                   1   0  0    11       ODD SQUAD (1712)
-VIOLET 10004                  1   0  0    10       GREYSKULL (1710)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
-VLADOSHIAN 9976               1   2  0     6       GREYSKULL (1710)
-NUMBER 4 KILLER 9983          1   1  1     5       NUMBER KILLER (1711)
-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)
-SLOTH 9973                    0   3  0     3       GREYSKULL (1710)
-BLACK MOON 9982               0   2  0     2       NUMBER KILLER (1711)
-HELL-KNIGHT 9984              0   2  0     2       NUMBER KILLER (1711)
 BIXIE 9989                    0   1  0     1       ODD SQUAD (1712)
 PEARL 9995                    0   1  0     1       REZ DOGS (1713)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
CONSORTIUM SCUM 9966    1  3 0 BASH BROS MATCH 1708 NUMBER 4 KILLER 9983  465  NOT REVENGED
DEN'S DCER 9985         0  1 0 BASH BROS MATCH 1708 RAMBLIN' WRECK 9969   466   
TMM PRIZE FREAK 9964    4  2 0 BASH BROS MATCH 1708 DEMON DEACON 9967     467   
QUELL 9977              1  1 0 GREYSKULL 1710       BILLIKEN 9991         467   

                                     PERSONAL ADS

Whoa! Demon Deacons are the best?!  It has been quite a while since Wake Forrest was 
best at something.  Gooo, Demon Deacons! -- Cheerleader (Consortium affiliated)

Rasputin, it was a good fight.  Somehow I was feeling quick and fast that day.  Luck? 
-- Ramblin' Wreck

Noble?  I like 'em easy.  I do. (wink) -- Rainbow Warrior

Crip's Striker Army, an advantageous bloodfeud?  Bwahahahahaha.  Cheerleader is 
laughi..., er, ah, smiling at Assur. -- Demon Deacon

TDO Tourney Striker, sigh; I get tired of this same old thing summer and winter.  You 
know? -- Shocker

Vladoshian, good for you.  You gave it a great try to avenge your fallen teammate.  I 
do apologize for your loss. (Both of you.) -- Billiken

RSI's Face-To-Face Tournament is coming up mid January in Tempe, AZ.  Some day, 
perhaps, all of you will get the opportunity to attend.  Great fun!

Two bits, four bits.
Six bits, a dollar.
All for Faces
Stand up and holler!

-- Cheerleader

Health. Humility. Honor.  May your New Year be filled with peace, love, joy, and hope. 
-- The Consortium

Cheerleader -- You've successfully demotivated me with your constant beatings and 
killings of my warriors. -- Assur
P.S. I hope the big Consortium sends you to some forsaken arena like 33 after this 
place!

                                  LAST WEEK'S FIGHTS

RAINBOW WARRIOR was viciously subdued by CRIP'S STRIKER ARMY in a 3 minute fight.
DEMON DEACON was subdued by KUNG-FU MASTER in a exciting 1 minute Title melee.
RAMBLIN' WRECK overpowered AMBITIOUS GUARD in a 1 minute mismatched duel.
BILLIKEN viciously subdued TAKKARI in a popular 2 minute brutal fight.
SOCK was bested by SHOCKER in a 2 minute gruesome brawl.
KRATH luckily beat FEELGOOD KILLER in a 4 minute struggle.
SYTHINI narrowly defeated PIZZA TOPPINGS in a 2 minute brawl.
MORFAUS was overcome by DOGG in a 1 minute fight.
TDO TOURNEY STRIKER overcame BIXIE in a 2 minute beginner's melee.
PEARL was vanquished by JINXEE in a 1 minute one-sided duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   4         LUNGING ATTACK    18 -   6 -  1      75  |
|AIMED BLOW                       3         PARRY-STRIKE      10 -   7 -  0      59  |
|SLASHING ATTACK                  3         STRIKING ATTACK   20 -  14 -  1      59  |
|LUNGING ATTACK                   2         TOTAL PARRY       11 -   9 -  0      55  |
|STRIKING ATTACK                  2         BASHING ATTACK    30 -  25 -  3      55  |
|PARRY-LUNGE                      1         SLASHING ATTACK   13 -  11 -  3      54  |
|PARRY-STRIKE                     1         AIMED BLOW        21 -  19 -  1      53  |
|PARRY-RIPOSTE                    1         PARRY-LUNGE        6 -  11 -  0      35  |
|TOTAL PARRY                      1         PARRY-RIPOSTE      2 -   9 -  1      18  |
|WALL OF STEEL                    0         WALL OF STEEL      1 -   6 -  0      14  |

Turn 469 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
SLASHING ATTACK  DEMON DEACON 9967           5   3  1   55 COLLEGE MASCOTS (1709)
BASHING ATTACK   RAMBLIN' WRECK 9969         7   1  2   51 COLLEGE MASCOTS (1709)
STRIKING ATTACK  CRIP'S STRIKER ARMY 9962    6   2  0   47 BASH BROS MATCHUPS (1708)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is FEELGOOD KILLER 9965.  The most popular warrior this 
turn was CRIP'S STRIKER ARMY 9962.  The ten other most popular fighters were BILLIKEN 
9991, TDO TOURNEY STRIKER 9997, FEELGOOD KILLER 9965, SOCK 9933, SYTHINI 9949, PIZZA 
TOPPINGS 9979, JINXEE 9988, RAINBOW WARRIOR 9968, DEMON DEACON 9967, and RAMBLIN' 
WRECK 9969.

The least popular fighter this week was PEARL 9995.  The other ten least popular 
fighters were MORFAUS 9956, KRATH 9932, TAKKARI 9934, BIXIE 9989, SHOCKER 9970, DOGG 
9996, RAMBLIN' WRECK 9969, DEMON DEACON 9967, RAINBOW WARRIOR 9968, and JINXEE 9988.

                                       AVERAGE

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

                                             Jeff Hannah, c/o Star Signs, DM 13

                            EARTHWORM FLAMBE A LA THAIGYN

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

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

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

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

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

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

                           DEATH INTENT STATEMENT EXPLAINED

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

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

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


                           REBUTTAL TO "THE LITTLE BASHER"

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

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

                                    THE UN-SCUM

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                               Duelmasters for Dummies

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

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

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

Jorja
The Middle Way
DM 93 and elsewhere