Date   : 03/17/2017    Duedate: 03/30/2017


DM-93    TURN-474

This Weeks Top Honors


(93-10029) [3-1-0,56]

Chartered Recognition Leader   Unchartered Recognition Leader

                               DARK CLOUDS (1719)
                               (93-10029) [3-1-0,56]

Popularity Leader              This Weeks Favorite

HASAMI                         ANNE BONNY
DRIFTY DREAMS (1717)           FAMOUS PIRATES (1720)
(93-10016) [2-2-0,18]          (93-10030) [2-1-1,21]



Team Name                  Point Gain  Chartered Team
1. GREYSKULL (1710)            44
2. MISFIT KINGS (1722)         43      THE MUPPETS (132)
3. LINKS OF TERROR (1718)      33      Unchartered Team
4. DARK CLOUDS (1719)          18
5. FAMOUS PIRATES (1720)        2      MISFIT KINGS (1722)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*MISFIT KINGS (1722)        4   1  0 80.0   1/ 3*FAMOUS PIRATES (1720)     9  6 2
 2/ 2*LINKS OF TERROR (1718)    12   8  1 60.0   2/ 1*LINKS OF TERROR (1718)    9  6 1
 3/ 1*FAMOUS PIRATES (1720)      9   6  2 60.0   3/ 2*DARK CLOUDS (1719)        8  7 0
 4/ 4*DARK CLOUDS (1719)        11   9  0 55.0   4/ 4*DRIFTY DREAMS (1717)      7  7 0
 5/ 5*DRIFTY DREAMS (1717)       9  10  0 47.4   5/ 5*BASH BROS PEPPER (1721)   7  8 0
 6/ 3*BASH BROS PEPPER (1721)    7   8  0 46.7   6/ 6*GREYSKULL (1710)          6  7 0
 7/ 7*GREYSKULL (1710)          14  20  0 41.2   7/ 0*MISFIT KINGS (1722)       4  1 0
 8/ 8*HI NO UMI (1715)           1   3  0 25.0   8/ 7*HI NO UMI (1715)          1  2 0
 9- 9*ODD SQUAD (1712)           2   7  0 22.2   9- 9*ODD SQUAD (1712)          0  5 0

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

                                    TEAM SPOTLIGHT

                                  THE ART OF WINNING

     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 later hitting and finishing 
    a worn down opponent.
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. 
    (Uncommon in DM93, but common elsewhere.)
9.  Use tactics appropriately b 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 
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--much more experienced warriors, 
    or your scum TP is surrounded--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. (Non-playing-character; RSI 
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 whom is using strategies set on 
    maintenance and take advantage of it--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--outdated. Know your C.I.C. package info well.
20. Cheer on your warriors. Stay excited! Rah, rah, rah.

             Old Pegleg (Transcribed from Pirateese--The Scribe) Consortium affiliated


             Assur's Weapon Requirement Chart (without the inaccuracies)

Over the years, many people have published weapon charts.  Most of them have had 
mistakes.  This is the correct weapon chart and you should discard all others.

              STR  SIZ  WIT  DFT                     STR  SIZ  WIT  DFT
  Battle Axe   15    3    7    9       Maul           15    9    5    7
  Broadsword   11    3    9    7       Morning Star   13    3    9   11
  Dagger        3    3    7    7       Quarterstaff   11    9   11   11
  Epee          7    3   15   15       Scimitar        9    3   11   11
  Great Axe    13    3    9   11       Shortsword      5    3   11    3
  Greatsword   15    9    9   11       Shortspear      9    3    5    7
  Hatchet       7    3    5    7       War Flail      11    3    5    5
  Halberd      17    9    9   11       War Hammer     13    3    5    7
  Longsword    11    3   13   11       Large Shield   13    7    3    7
  Longspear    11    9    5    9       Medium Shield   9    3    3    5
  Mace         13    3    3    5       Small Shield    5    3    3    5
         ** Battle Axe requires 9 size if you are carrying an off hand weapon

Off Hand
No Wit Requirement
Strength Requirement same as for Main Hand
No Size Requirement

Off Hand Deftness Requirements
     For this section, you look at the weapons you want to use in your main hand (MH) 
and  off hand (OH).  From the chart above find their deftness requirements.  Use these  
values in the chart below (MH on the left, OH on the top) and the result is the  
deftness to use them together. 

Examples:  Suppose your scum wants to use ME in your main hand and LG in your off  
hand.  Cross referencing, 5 on the left, 7 on the top, you'll see that the required  
deftness to use them together is 9.

                              MH\OH  3   5   7   9  11  15
                                 3   4   6   8  10  12  16
                                 5   5   7   9  11  13  17
                                 7   6   8  10  12  14  18
                                 9   7   9  11  13  15  19
                                11   8  10  12  14  16  20
                                15  10  12  14  16  18  22

Caveats:  In finding the values for this chart, there have been inconsistencies.  The  
chart shows the value that we believe will always--well suited.  Some warriors seem  
to--able to use weapons in both hands with lower deftness than the chart shows.  So  
far, I have not seen evidence for a warrior requiring more than the value shown. Note 
that some values make little sense.  (While you can use an EP with an off hand SH  
together with 10 deftness, you would still lack 5 points of deftness to use the Epee.)

                                      SPY REPORT

     So why do I have this bag over my head?  Because I am The Unknown Spymaster and 
I'm going to give you a spy report!.  Say good-bye to LINKS OF TERROR, as they are 
pushed from the coveted top team spot by the FAMOUS PIRATES stable.  Don't these new 
hotshots make you sick (or, if they fought you, hurt)?  MISFIT KINGS, on their very 
first turn, went 4-1-0.  Hey everybody, watch out for FENRIS WULFE, who flew up 18 
points in the rankings after mashing JINGLE BELL like a melon.  Keep your eye on this 
guy.  Ya know, some days it doesn't pay to walk out on the sands.  JINGLE BELL was 
subdued by FENRIS WULFE and drops 10 points.  Our Duelmaster has lost, folks, lost to 
CONVICTED ASSASSIN, BUT THUNDER WONDER is still the Duelmaster because she has the 
most recognition points!  4 out of 5 gladiators surveyed protect the body, so try and 
avoid aiming at that location.   
     Let's dig a little deeper into what's happening in the NOBLISH ISLAND arena.  
Did you hear that DRIFTY DREAMS was most avoided team this week?  Well, knowing the 
personal hygiene of DRIFTY DREAMS' warriors, I'm not surprised!  For those of you who 
like math, try this one:  DRIFTY DREAMS + Weapons That go Boom = FAMOUS PIRATES + 
Avoid City.  Well dang howdy, but if challenges were votes, TONARION would be 
president.  Although it may be a contest he doesn't want to win.   
     Death is kind of like a new puppy:  he's always around wanting to play.  (Ha 
Zontani, how's that for a wise saying?).  In the 'Oops, What Have I Done?' category, 
ANNE BONNY was mashed by FRENAR, who let ANNE BONNY know that killing members of 
LINKS OF TERROR is a no-no.  Ask not the elves for counsel, for they will say both 
yes and no.  Silly buggers, eh?   
     Well, that wasn't too bad; Alarond told me that the people in NOBLISH ISLAND 
have no sense of humor.  Or maybe that they were senseless.  C'mon, Leadfoot, let's 
make some tracks.  Its been fun, and I'm sure you enjoyed it (boos).  Now that I've 
got you worked up for Snide Clemens, I'll be leaving-- The Unknown Spymaster  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 THUNDER WONDER 10029          3   1  0    56       DARK CLOUDS (1719)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 VIOLET 10004                  6   0  0    50       GREYSKULL (1710)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 FRENAR 10022                  4   0  0    28       LINKS OF TERROR (1718)
 BLACKBEARD 10031              3   0  0    28       FAMOUS PIRATES (1720)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 KAR'RYN 9974                  3   4  0    23       GREYSKULL (1710)
 RAN OUT 10035                 2   1  0    22       BASH BROS PEPPER (1721)
 GOING WITHOUT 10037           3   0  0    21       BASH BROS PEPPER (1721)
 ANNE BONNY 10030              2   1  1    21       FAMOUS PIRATES (1720)
 KIRENN 10020                  3   1  1    18       LINKS OF TERROR (1718)
 HASAMI 10016                  2   2  0    18       DRIFTY DREAMS (1717)
 FENRIS WULFE 10054            1   0  0    18       GREYSKULL (1710)
 ELYTRA 10025                  3   1  0    17       DARK CLOUDS (1719)
 CAPTAIN KIDD 10034            2   1  1    16       FAMOUS PIRATES (1720)
 JOPAR 10023                   2   2  0    14       LINKS OF TERROR (1718)
 DAKUROZU 10026                1   3  0    14       DARK CLOUDS (1719)
 HABBUBLER 10047               1   0  0    13       MISFIT KINGS (1722)
 LADYHAWKEYE 10044             1   0  0    13       MISFIT KINGS (1722)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 RAIN STORM 10028              3   1  0    11       DARK CLOUDS (1719)
 JINGLE BELL 10015             3   1  0    10       DRIFTY DREAMS (1717)
-OTOKO 10008                   1   0  0    10       HI NO UMI (1715)
 TONARION 10024                2   2  0     8       LINKS OF TERROR (1718)
 CLOUDSPICE 10018              2   2  0     8       DRIFTY DREAMS (1717)
 CANDY CANE 10019              1   3  0     8       DRIFTY DREAMS (1717)
-ONIHANA 10017                 1   2  0     8       DRIFTY DREAMS (1717)
 BEOWULFISH 10043              1   0  0     8       MISFIT KINGS (1722)
 SIR TALON 10046               1   0  0     8       MISFIT KINGS (1722)
-JINXEE 9988                   2   1  0     7       ODD SQUAD (1712)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 BONGO 10027                   1   3  0     6       DARK CLOUDS (1719)
 HENRY MORGAN 10032            1   2  0     5       FAMOUS PIRATES (1720)
 NOT ENOUGH 10038              1   2  0     5       BASH BROS PEPPER (1721)
 FILL THE SHAKER 10036         1   2  0     5       BASH BROS PEPPER (1721)
-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)
 NOTHING 10039                 0   3  0     3       BASH BROS PEPPER (1721)
 POKEY 10040                   0   2  0     2       GREYSKULL (1710)
-SANCHOO 10006                 0   1  0     1       HI NO UMI (1715)
-YOSHI 10007                   0   1  0     1       HI NO UMI (1715)
 ONNA NO KO 10009              0   1  0     1       HI NO UMI (1715)
 ALEXANDERKIN 10045            0   1  0     1       MISFIT KINGS (1722)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 FLUYE 10053                   0   1  0     1       LINKS OF TERROR (1718)
-CRISPEN 9987                  0   1  0     1       ODD SQUAD (1712)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
FRANCIS DRAKE 10033     1  2 0 FAMOUS PIRATES 1720  KIRENN 10020          474   
ORTHAR 10042            0  3 0 GREYSKULL 1710       BANDIT PRINCE         474  NONE
ZENZA 10021             1  2 0 LINKS OF TERROR 1718 ANNE BONNY 10030      473  JUST REVENGED
BIXIE 9989              0  3 0 ODD SQUAD 1712       CAPTAIN KIDD 10034    472   

                                     PERSONAL ADS

Ahoy, Bucko! Thunder Wonder champeen! Aye. -- Old Pegleg

Orthar, I salute ye on yon fine fight. -- Sir Francis Drake, The Honorable Pirate

Tonarion, ye bilge-suckin' Scurvy! Ye done hurt us 'n us pirates gonna git ye! -- 
Captain Kidd and Henry Morgan

Nothing, aye. So true. -- Henry Morgan

Rainstorm this'n Old Salt done sent ye fishin'. Yo ho ho. -- Blackbeard

Shiver me timbers, Zenza! Ye done be shark bait! Cleaved ta da brisket! Aye. -- Anne 

Fifteen men on a dead man's chest. Yo ho ho and a bottle of rum. -- Old Pegleg

All, on behalf of my Famous Pirates, I apologize for the death and killings, now twice 
in two turns. It was neither intentional nor desirable. We truly want you to thrive, 
have fun, learn well, and do well on Noblish Isle. Hopefully the replacement rollups 
are better and provide fun and practice in warrior design. Death and replacement are 
viable parts of the game. Use them to your best advantage. -- The Consortium

                                  LAST WEEK'S FIGHTS

ORTHAR was butchered by BANDIT PRINCE in a 1 minute bloody Dark Arena fight.
FRENAR won victory over ANNE BONNY in a exciting 3 minute beginner's Bloodfeud battle.
KAR'RYN overpowered NOT ENOUGH in a 2 minute mismatched Challenge duel.
POKEY was bested by CANDY CANE in a 1 minute brutal novice's Challenge fight.
FRANCIS DRAKE was butchered by KIRENN in a 1 minute gory uneven Challenge brawl.
CAPTAIN KIDD viciously subdued TONARION in a 2 minute amateur's Challenge match.
HENRY MORGAN was defeated by HASAMI in a 2 minute beginner's Challenge melee.
THUNDER WONDER lost to CONVICTED ASSASSIN in a 3 minute Title duel.
VIOLET vanquished RAN OUT in a 1 minute one-sided fight.
JOPAR overpowered ALEXANDERKIN in a 1 minute one-sided melee.
ELYTRA defeated ONNA NO KO in a 2 minute novice's match.
DAKUROZU devastated NOTHING in a 1 minute brutal mismatched conflict.
BONGO was demolished by BLACKBEARD in a 1 minute bloody one-sided brawl.
RAIN STORM slimly won victory over CLOUDSPICE in a tiring 23 minute beginner's fight.
JINGLE BELL was viciously subdued by FENRIS WULFE in a 2 minute bloody novice's fray.
FILL THE SHAKER was bested by BEOWULFISH in a 2 minute novice's brawl.
GOING WITHOUT overpowered FLUYE in a 1 minute one-sided match.
LADYHAWKEYE overpowered CONVICTED THIEF in a 1 minute one-sided match.
SIR TALON overcame MORDANT DESERTER in a 2 minute amateur's competition.
HABBUBLER overpowered CONVICTED THIEF in a 1 minute uneven fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   7         LUNGING ATTACK    24 -   8 -  1      75  |
|STRIKING ATTACK                  7         TOTAL PARRY       19 -  10 -  0      66  |
|AIMED BLOW                       6         PARRY-STRIKE       9 -   6 -  0      60  |
|TOTAL PARRY                      4         STRIKING ATTACK   23 -  18 -  1      56  |
|PARRY-RIPOSTE                    3         SLASHING ATTACK   14 -  15 -  1      48  |
|PARRY-STRIKE                     3         AIMED BLOW        17 -  22 -  2      44  |
|LUNGING ATTACK                   2         BASHING ATTACK    23 -  34 -  3      40  |
|SLASHING ATTACK                  2         PARRY-RIPOSTE      7 -  14 -  0      33  |
|PARRY-LUNGE                      1         PARRY-LUNGE        3 -   7 -  0      30  |
|WALL OF STEEL                    0         WALL OF STEEL      0 -   0 -  0       0  |

Turn 474 was great if you     Not so great if you used      The fighting styles of the
used the fighting styles:     the fighting styles:          top eleven warriors are:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  THUNDER WONDER 10029        3   1  0   56 DARK CLOUDS (1719)
LUNGING ATTACK   VIOLET 10004                6   0  0   50 GREYSKULL (1710)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is HASAMI 10016.  The most popular warrior this turn 
was ANNE BONNY 10030.  The ten other most popular fighters were THUNDER WONDER 10029, 
CAPTAIN KIDD 10034, FENRIS WULFE 10054, KAR'RYN 9974, CANDY CANE 10019, HASAMI 10016, 
ELYTRA 10025, DAKUROZU 10026, BLACKBEARD 10031, and BEOWULFISH 10043.

The least popular fighter this week was CLOUDSPICE 10018.  The other ten least 
popular fighters were RAIN STORM 10028, FLUYE 10053, BONGO 10027, NOTHING 10039, 
and HABBUBLER 10047.

                  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

                              THE ULTIMATE AIMED BLOW

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

ST:  9         ST:  9                   ST:  9         ST:  9         ST:  7
CN: 15 +/-     CN: 14                   CN: 14         CN: 15         CN: 15
SZ:  3 - 5     SZ:  3                   SZ:  6 - 9     SZ:  3 - 5     SZ:  3
WT: 19 +/-     WT: 21                   WT: 17 +       WT: 19         WT: 13 - 15
WL: 18 +/-     WL: 19                   WL: 17 +       WL: 18         WL: 13 - 15
SP:  3 - 5     SP:  3                   SP:  3 - 6     SP:  4 - 9     SP: 15 +
DF: 15 +/-     DF: 15                   DF: 15         DF: 13         DF: 15 +

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

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

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

Shield:  Medium Shield vs. Light and Heavy Armor

Armor:   Depends on who I am challenging

Helm:    Full helm

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

Attack Location: Head or Chest

Defend Location: Body or Head

Offensive and Defensive tactics are something I seldom use.

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

                                  Aimed Blows My Way

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

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

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

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

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

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

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

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


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

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

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

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

                                The Mechanics of Death

                                  By Sir Jessie Jest

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

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

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

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

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

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

But they changed it to make death more dramatic.

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

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

                                  Troll-Bred Bashers

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

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

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

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

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

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

                     HOW TO BUILD A BETTER WARRIOR (version Y2k)

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

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

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

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

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

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

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

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