DUEL 2 NEWSLETTER

Date   : 03/02/2018    Duedate: 03/15/2018

NOBLISH ISLAND ARENA

DM-93    TURN-499

This Weeks Top Honors

THE DUELMASTER IS

POSITION IS EMPTY

Chartered Recognition LeaderUnchartered Recognition Leader

POSITION IS EMPTY              POSITION IS EMPTY

Popularity Leader              This Weeks Favorite

EGGED                          MOLLY PITCHER
BB HALLOWEEN (1739)            FOLKLORE (1738)
(93-10151) [5-3-0,18]          (93-10145) [5-3-2,41]

THE CURRENT TOP TEAM

BB HALLOWEEN (1739)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. CROM'S CHOSEN (1741)        29
2. BB HALLOWEEN (1739)         14      SUBJUGATORS (617)
3. FOLKLORE (1738)              5      Unchartered Team
4. CLOAK WARRIORS (1737)        0
                                       FOLKLORE (1738)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*FOLKLORE (1738)           27  13  4 67.5   1/ 1*BB HALLOWEEN (1739)       9  6 1
 2/ 2*BB HALLOWEEN (1739)       25  15  1 62.5   2/ 2*FOLKLORE (1738)           8  7 1
 3/ 5*CROM'S CHOSEN (1741)       5   5  0 50.0   3/ 6*CROM'S CHOSEN (1741)      5  5 0
 4- 4*CLOAK WARRIORS (1737)      8  12  1 40.0   4- 3*CLOAK WARRIORS (1737)     2  3 0

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

                                    TEAM SPOTLIGHT

                            A Mail-In Tournament Scenario
                                          or
                           John Dillinger Runs The Numbers

     In a recent DM93 newsletter, I offered The Consortium Total Parry spotlight.  
With a Tournament Mailer coming shortly in April, it seems only appropriate to offer a 
spotlight explaining Mailers and how one Consortium Total Parry from DM93 fared in a 
Mailer.
     Key things you will learn:

          1. 4 tournaments plus their type and timing
          2. FE = Fight Equivalents
          3. Tournament Prep
          4. Some basic Consortium scum strategies
          5. Aimed Blow/Scum relationships
          6. Stat raising and burning skills

     So, on to the spotlight.................................................

     The purpose of this spotlight is to give newcomers to D2 a sense or feeling or 
information about tournaments, in this case a Mail-In tournament. Hence, John 
Dillinger of Famous Hoosier, a former Noblish Island warrior, was selected as the 
guinea-pig. (Note: Famous Hoosiers was a previous entrant here for The Consortium. 
River Rats led by Commodore Perry is the current Consortium rep.)
     So, a tournament. Four times a year RSI holds tournaments. Winter and Summer are 
Face-To-Face Tournaments where managers compete on-site against and can change 
strategies each and every fight if they wish. The winter Face Site has always been in 
Tempe, AZ, (The RSI Home Site) while the summer event in held in varying cities east 
of the Mississippi. (The last one was in Chicago, IL, and summer of 2015 will be in 
Newark, NJ.) The Mail-In Tournaments are done completely via mail and managers submit 
predetermined strategies for their entered warriors. (Each warrior is allowed a 
primary strategy and also a secondary strategy which will be employed against selected 
styles.) Both events cost $7.00 per warrior and are great fun. Warriors compete in 
classes, thereby allowing similarly experienced warriors from all arenas to be fairly 
matched with each other. In tournaments, a warrior's chance to learn skills or earn 
stat increases is half that in normal arenas. Supposedly, the chances of dying are 
also halved.
     I entered John Dillinger of Famous Hoosiers from Noblish Island in The Spring 
Mailer. Prior to fighting JD in The Mailer, I wanted to give him the best possibility 
to succeed. I prepared to fight him in the Apprentices class. Classes are segregated 
by FE -- Fight Equivalents. What is a fight equivalent? Each arena fight counts as one 
fight and any tournament fights count as a half fight. The Apprentices Class is for 
warriors with 1-4 FE. Having no tournament fights prior, I wanted to "max" JD for 
Apprentices. By "max" I wanted him to fight with the maximum FE possible in that 
class. By doing so, I optimized his chances to succeed. In order to assure that he was 
maxed at tourney time, I had to sit JD out one fight on Noblish. Had I fought him, he 
would have acquired 5 FE and would have had to compete as one of the least experienced 
members of the Initiates Class. (5-10 FE)
     Pre-Tournament, JD looked like this: 19(+1)-19(+1)-13-3-21(+1)-3-9, a Total Parry 
who was Very Stupid, Ambidextrous, Clumsy, had Awesome Endurance, could take 
Tremendous Damage, could carry Tremendous weight in armor and weapons and did Great 
damage. Many would call this warrior a scum. I hesitated to call John Dillinger that 
to his face.
     JD did quite well in the tournament, finishing 5-3 against the best Apprentices 
in the land. He also learned/trained very well, earning 4 stats and a skill. Perhaps a 
general fight-by-fight summary would prove of value?
     First, let me list for you the two strategies I chose and my training regimen I 
mailed in for JD.

          Normal strategy:
          3-3-3-3-2-3-3        APA/F
          3-3-3-3-2-1-3        0+ = LG & FI
          5-5-5-5-7-8-5        bu = DA & WH

          P-P-P-P-P-N-P

          Alternate strategy: (against TP)
          1-1-1-1-1-1-1        ASM/F
          1-1-1-1-1-1-1       0+ = SM & FI
          1-1-1-1-1-1-1       BU = FI & WH

          P-P-P-P-P-P-P
   
     Training Regiment = DF, DF, DF, WT, WT, WT, skill the rest of the way (e.g. round 
one through three train DF, round four through six train WT, round seven and on 
skill.)
     Strategies, armor, weapons, backups, tactics, alternate strategy against, 
training, etc, etc are all variable, and explaining MY choices or normal Consortium 
choices would require a much, much longer spotlight. Perhaps another day.

     As to JD's tournament action:

     Fight one against a sz14 ambi LU -- JD parried 19, and absorbed 5 hits to win 
with no swings in 3 rounds. He earned a DF train. (His DF to 10 which also came with a 
riposte skill)

     Fight two, another lunger sz8 who chose a longsword he had neither the ST nor DF 
to wield. JD parried 18, and absorbed 3 hits, winning in four without swinging. He 
earned another DF train! Lucky! (The math on that train for 21 WL, 2nd trained DF, 
tournament halfing ratio = 105% x 50% x 50% = 26.5% chance.) AND, that DF was 11 for 
him, so it came with 2 attack, 2 parry, and 2 defense skills)

     Fight three, an aimer, and the bane of all scum. Sz5, scimitar, lacking strength. 
While JD parried 13 attacks, he was hit by 9 regular and 3 critical swings and lost in 
three rounds. He missed the DF train, which was only at a 13% probability.

     Fight four a plunger at sz5 with ale/l and a scimitar. JD actually dodged one, 
was hit five times -- one a crit, but parried 21, before breaking his SC. Then the 
opponent swung twice with fists, JD parrying both, one which did damage to the 
opponent. Finally the opponent pulled a backup scimitar and swung five times all 
parried. JD won in round 8 without swinging. JD did not get his WT train at appx 
50/50.

     Fight five is a scum similar to JD. The opponent is smaller at sz10 and too low 
WT for the BS/ME he holds. Both of these are advantages to the scum opponent as points 
are distributed elsewhere rather than in WT or SZ. Remember -- JD is going to use his 
alternate strategy against TPs. The opponent is as this: ASM/H, BS/ME (lacks WT) with 
a backup SH and SM. The fight goes 23 minutes and JD wins on endurance. The first 
swing of the match was in round eight by the opponent. Through 19 rounds the only 2 
swings were by the opponent which JD dodged and parried. By round 20, both are tiring 
and able to hit. The opponent has 2 BS hits and a ME hit which caused JD to drop the 
shield. JD was able to get in 2 SM hits, 1 WH hit, and 2 FI hits during that time. 
This time JD does get his WT train and moves from very stupid to just plain stupid.

     JD is starting to feel good about his 4-1 record and is gloating like a gangster. 
His downfall is coming.

     Fight six is a sz9 striker with a scimitar, which JD defeats in six minutes with 
no swings and 30 parried swings. He was hit five times and had to "suck up 2 normals, 
2 crits, and 1 extra value blow. JD earned the 2nd WT train of his tourney (26.5%) 
taking him to 5 WT and collecting the five skills at 5WT -- Init, Rip, Attack, 
Defense, and Decise.

     Now JD is 5-1. He thinks he is Godfather.

     Round seven is against a sz6 aimer, another bane to all scum. JD was celebrating 
way too early! The aimed blow came out in asm/s and a dagger and ripped up JD in six 
bloody minutes. The aimer's actions were like this: 10/32/2. (crits, swings extra 
value blows) JD parried 13, amazingly dodged 9, but took too much damage otherwise and 
lost. Sadly, he did not get any skills in his first ever skill train either. JD eighth 
and final fight was a sz7 striker who obviously knew how to fight a TP like JD. The 
opponent was in ale/l ba/-. The opponent banged away for 4 minutes and finished JD 
with a devastating blow. JD parried 21, 2 of which were crit parries -- one each with 
LG and WH. But he was hit 8 times, of which 3 were crits and 4 were EHB's. JD did 
learn a defensive skill.

     Such is JD's Mail-In tournament saga. He was a solid 5-3. He earned 4 stat 
increases, which added 12 skills and he learned one additional skill. He now is a 
meaner (Can John Dillinger be any meaner?) 19-19-13-5-21-3-11 TP. 

            -- Written by: John Wooden, Famous Hoosier Manager (Consortium affiliated)
               Amended by: Johnny Appleseed, Folklore Manager (Consortium affiliated)

                                      SPY REPORT

     Much has changed in NOBLISH ISLAND since last I was here.  Never fear, Olaf 
Modeen adapts to many situations, as do all successful fighters.  Up 'n down.  Up 'n 
down.  Rankings always change.  Up 'n down.  I think I'm gonna be...  Well, CROM'S 
CHOSEN's 3rd moved them up to 3-2-0 place.  What's with TOO MUCH CANDY?  He actually 
beat FOLKLORE's SWAMP FOX, and walked away with 22 more points from the fight.  Major 
screwup at BB HALLOWEEN.  EGGED lost 11 points to OSKSI NOBLE.  Some new strategies, 
perhaps?  Maybe EGGED will provide more easy wins...  NOBLISH ISLAND, set your sights 
on KHALHUMS DWARF.  He'll be happy to entertain all requests after defeating 
GERONIMO.  I suppose you want to hear some rumors and dirty gossip about your fellow 
fighters?  Tough!   
     No matter the time or place, men will always duel.  NOBLISH ISLAND thinks BB 
HALLOWEEN and their 25-15-1 is too much!  If at first you don't succeed, give up...  
In my day, no team with a 23-12-0 would scare me off!  What's the problem, FOLKLORE?  
     Warriors of NOBLISH ISLAND unite.  You have only your games to lose!  Yeah, 
yeah, TOO MUCH CANDY killed SWAMP FOX, who was "too young to die."  Well, he was a 
fighter, and that's what you have to face.  Many a warrior has met his fate in a 
hungover stupor.  You young rapscallions, take note!   
     Many other cities have retirement homes for aged warriors.  Any plans here?  All 
work and no play makes Olaf a dull fighter.  Work and play no fighter dull Olaf.  
Olaffighterwork and no play.  I don't want to overstay my welcome...-- Olaf Modeen  

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 TOO MUCH CANDY 10154          7   1  1    66       BB HALLOWEEN (1739)
 GERONIMO 10146                5   3  0    66       FOLKLORE (1738)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 MOLLY PITCHER 10145           5   3  2    41       FOLKLORE (1738)
 PECOS BILL 10148              7   1  0    34       FOLKLORE (1738)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 LONE RANGER 10147             3   5  0    28       FOLKLORE (1738)
 RAUNCHY COSTUME 10153         6   2  0    27       BB HALLOWEEN (1739)
 BULLY 10150                   5   3  0    27       BB HALLOWEEN (1739)
-IGGIE THE SCUM 10141          2   2  0    25       CLOAK WARRIORS (1737)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 LADY DEATH 10176              2   0  0    22       CROM'S CHOSEN (1741)
 DRUNK TEENS 10171             2   2  0    19       BB HALLOWEEN (1739)
 EGGED 10151                   5   3  0    18       BB HALLOWEEN (1739)
 GRUNT 10177                   1   0  0    13       CROM'S CHOSEN (1741)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
-AQUA-KNOT 10144               3   1  0    12       CLOAK WARRIORS (1737)
-SOCCER-PANTS 10140            2   2  1     9       CLOAK WARRIORS (1737)
 BLACK WIDOW 10175             1   1  0     8       CROM'S CHOSEN (1741)
-RIVERSIDE SHAKEPERE 10142     1   3  0     7       CLOAK WARRIORS (1737)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
 VICKI VALKYRIE 10172          1   1  0     4       CROM'S CHOSEN (1741)
-SEARRUS 9645                  0   4  0     4       CAVEAT EMPTOR (1657)
-PERSEPHONE 9642               0   4  0     4       CAVEAT EMPTOR (1657)
-HASSAN 10143                  0   4  0     4       CLOAK WARRIORS (1737)

INITIATES                      W   L  K POINTS      TEAM NAME                  
-AGRISEL 9646                  0   4  0     4       CAVEAT EMPTOR (1657)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
VENOM 10174             0  2 0 CROM'S CHOSEN 1741   BLACK ORC             499  NONE
SWAMP FOX 10149         7  1 2 FOLKLORE 1738        TOO MUCH CANDY 10154  499   
BROC 10104              0  2 0 THIEF TAKERS 1730    MOLLY PITCHER 10145   496   
ONE EYE 10103           0  2 0 THIEF TAKERS 1730    SOCCER-PANTS 10140    496   

                                     PERSONAL ADS

Geronimo again, eh? What the heck! He deserves to be Duelmaster. -- Johnny Appleseed

Mr. Misfit, of course there is a formula/scheme for popularity. Sadly, the details are 
unknown to The Consortium. Win, it goes up. Beat someone much higher ranked than you, 
it goes up a lot. The reverse is true. However, it comes across either inexact or 
unknown to us Consortiumites. Perhaps Assur will give us an exact answer. (He has a 
formula for everything.) -- Johnny A

Sites? Check Terrablood.com and Assur's site. -- Johnny A 

Hey, Assur! Now THAT was one fine Aimer article. Well done! -- The Consortium Folk

Hey Assur! (again) You are creeping up on me W/L-wise. I think you are going to get 
me, you Meanie! -- Johnny A

Assur, we have not run our "perfect" scums in Bloodgames. I would suspect no perfect 
scum is really suited for bloodgames! -- Consortiumites

Too Much Candy is really, really bad for a cowboy, you know? Sort of like firewater 
for Tonto? -- The Lone Ranger

Bravo, well done! You whacked me rather spiffily. I hurt!!!!! -- Pecos Bill

Health. Humility. Honor. -- Johnny A and Consortium Folk everywhere

                                  LAST WEEK'S FIGHTS

VENOM was butchered by BLACK ORC in a 1 minute Dark Arena fight.
GERONIMO slimly lost to KHALHUMS DWARF in a 3 minute brutal duel.
SWAMP FOX was easily killed by TOO MUCH CANDY in a 1 minute one-sided match.
EGGED was vanquished by OSKSI NOBLE in a 1 minute mismatched brawl.
RAUNCHY COSTUME was defeated by MOLLY PITCHER in a 2 minute brutal fight.
PECOS BILL bested DRUNK TEENS in a 1 minute brawl.
LONE RANGER vanquished VICKI VALKYRIE in a 1 minute mismatched fight.
BULLY overpowered PERSISTANT BEGGAR in a 1 minute mismatched brawl.
LADY DEATH overpowered PERSISTANT BEGGAR in a crowd boring 4 minute uneven melee.
BLACK WIDOW won victory over MORDANT DESERTER in a 2 minute novice's duel.
GRUNT vanquished MORDANT DESERTER 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|
|STRIKING ATTACK                  4         SLASHING ATTACK    7 -   3 -  0      70  |
|BASHING ATTACK                   4         BASHING ATTACK    31 -  23 -  0      57  |
|LUNGING ATTACK                   3         AIMED BLOW        17 -  14 -  0      55  |
|AIMED BLOW                       2         LUNGING ATTACK    17 -  14 -  2      55  |
|PARRY-LUNGE                      1         STRIKING ATTACK   29 -  26 -  4      53  |
|PARRY-RIPOSTE                    1         PARRY-RIPOSTE      7 -   8 -  0      47  |
|PARRY-STRIKE                     0         PARRY-STRIKE      11 -  14 -  1      44  |
|SLASHING ATTACK                  0         TOTAL PARRY        3 -   4 -  0      43  |
|TOTAL PARRY                      0         WALL OF STEEL      3 -   4 -  0      43  |
|WALL OF STEEL                    0         PARRY-LUNGE        4 -   6 -  1      40  |

Turn 499 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  TOO MUCH CANDY 10154        7   1  1   66 BB HALLOWEEN (1739)
BASHING ATTACK   GERONIMO 10146              5   3  0   66 FOLKLORE (1738)
LUNGING ATTACK   MOLLY PITCHER 10145         5   3  2   41 FOLKLORE (1738)
AIMED BLOW       PECOS BILL 10148            7   1  0   34 FOLKLORE (1738)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is EGGED 10151.  The most popular warrior this turn was 
MOLLY PITCHER 10145.  The ten other most popular fighters were GERONIMO 10146, TOO 
MUCH CANDY 10154, RAUNCHY COSTUME 10153, PECOS BILL 10148, LONE RANGER 10147, BULLY 
10150, VENOM 10174, DRUNK TEENS 10171, BLACK WIDOW 10175, and GRUNT 10177.

The least popular fighter this week was LADY DEATH 10176.  The other ten least 
popular fighters were VICKI VALKYRIE 10172, EGGED 10151, SWAMP FOX 10149, GRUNT 
10177, BLACK WIDOW 10175, DRUNK TEENS 10171, VENOM 10174, BULLY 10150, LONE RANGER 
10147, and PECOS BILL 10148.

                                       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.


                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 
there!

                                                                      -- Forge

                           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)

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
 
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
 
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
 
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

"How 'bout FREE WILLY? Or RODMAN? Or PUSSY? Or KNOCKERS? 
Or SHEIK T'WEEZEL? Or BALLSY? Or TAKE OFF THEM DOCKERS!?
Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
 
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,
"GOOD LUCK TO YOU ALL, AND TO ALL A GOOD DAY!"

****Hey, what do you expect for a quickie?... <grin>

                                    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

               NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS)

For those of you who keep track of such things, one additional warrior graduated from 
regular DM arenas (including closed arenas) since the last tournament. 

                     SEVENTH SON (1-9401) MANNEQUIN'S BEST  (537) 
                      DOMINATION (32-5232) ANGELS OF PAIN  (360) 
                      STARSCREAM (47-7419) DARQUE FORCES  (396) 
                        THE BOBSTER (82-1072) ODDITIES  (184) 
                           0001 (82-7927) JAN 2001  (1148) 
                          0004 (82-7932) JAN 2001 2  (1149) 
                     LAKES (82-22204) WAY OF THE BLADE ID  (3522) 
                      SUPPERMAN (82-48250) HUNGRY HEROES  (8107) 
                      GEMS (82-49984) 4 LETTER TREASURE  (8402) 
                 JACK MONTGOMERY (84-38004) MEDAL OF HONOR B7  (6651) 
                         SKINNER (84-46102) XCOM BETA  (7965) 
                   PEPEROMIA PIZZA (85-2352) ADD SOME FLOWER  (435) 
                  WEBBED ZOMBIE (85-4040) MOM 'N DAD ZOMBIES?  (735) 

Congrats to the grads. -- Green Eyes