DUEL 2 NEWSLETTER

Date   : 07/06/2018    Duedate: 07/19/2018

NOBLISH ISLAND ARENA

DM-93    TURN-508

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

IGGIE THE SCUM                 IGGIE THE SCUM
CLOAK WARRIORS (1737)          CLOAK WARRIORS (1737)
(93-10141) [5-4-1,54]          (93-10141) [5-4-1,54]

THE CURRENT TOP TEAM

CARD SHARKS! (1743)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. CLOAK WARRIORS (1737)       26
2. BASH BROS DL (1744)          1      AVENGERS (287)
3. CARD SHARKS! (1743)         -1      Unchartered Team

                                       CLOAK WARRIORS (1737)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 2*CLOAK WARRIORS (1737)     26  19  4 57.8   1/ 1*CARD SHARKS! (1743)       9  6 1
 2/ 1*BASH BROS DL (1744)       20  15  1 57.1   2/ 2*BASH BROS DL (1744)       7  8 1
 3/ 3*CARD SHARKS! (1743)       17  18  2 48.6   3/ 3*CLOAK WARRIORS (1737)     4  1 0

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

                                    TEAM SPOTLIGHT

                               All About D2 Tournaments
              A Face-To-Face Is Imminent (July 14, 2018) in Arlington VA
          Here's How It Works. An Actual Scenario For A Noblish Isle Warrior

     The purpose of this spotlight is to give newcomers to D2 a sense or feeling or 
information about tournaments, in this case a recent past Face-to-Face tournament, 
held in Tempe near the RSI offices. Hence, Billiken of College Mascots from Noblish 
Isle was selected as the guinea-pig. Rah, rah, Billiken!

     So, a tournament. Four times a year RSI holds tournaments. Winter and Summer are 
Face-To-Face Tournaments where managers from all arenas compete on-site against each 
other face-to-face 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 ones were in New 
Orleans, LA, and Kansas City, MO. The next is in the Washington, DC area.) 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.

     Why might I want to do this? I had three real reasons. 

(1) Tournaments are fun; a real rush, as the warrior and manager gets lots of fights 
    in a very short period--minimum three fights. 

(2) Seeing one's warrior compete against warriors from many other arenas is fun and a 
    good judge of the skill and status of one's own warrior and one's own management 
    style. 

(3) The warrior acquires fights plus skills and/or stat raises that are "hidden", 
    meaning that those fights and resultant learnings cannot be seen in the arena 
    status listing of the warrior. For example, Billiken was 3-0-1 on the Noblish 
    Island newsletter prior to the tournament, and despite fighting several fights in 
    the tournament, will be listed at 3-0-1 after the tournament.

     I entered Billiken from Noblish Island in The 2017 Winter FTF. Prior to fighting 
him in The FTF, 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 try to "max" Billiken for Apprentices. 
By "max" I wanted him to fight with the maximum FE possible in that class. By doing 
so, I would optimize his chances to have as many skills as possible and to succeed. 
Alas, I was unable to do so, only getting Billiken three fights prior to the Face; 
hence, he was one fight "light", but that wasn't too bad.

     Pre-Tournament, Billiken looked like this: 11-13-5-15-21-8-11, a Lunger who was 
right-handed, intelligent, incredibly quick and elusive, did normal damage, had good 
endurance, and had an expert in attack on the roll. He earned expert defense after one 
learn in the arena, so I also knew he was +2 to 4 attack skills and +4 defense. Nice, 
but not a godling. Billiken did o.k. in the tournament, finishing 3-3 (1 a grudge 
match) against the best Apprentices in the land, even though he was only 75% maxed. He 
also learned/trained well, earning 1 stat (CN, moving endurance to great) and 7 
skills. (mostly initiative) Perhaps a general fight-by-fight summary would prove of 
value?

     First, let me list for you the one strategy I chose:

                           8- 9- 9- 7- 7- 4- 4     ASM/S
                          10- 9- 6- 3- 3- 1-10     0-13 = SS 
                           6- 6- 6- 7- 7-10- 4     14+  = LO 
                           N- L- N- N- N- L- N     b/u  = DA
                           D- N- N- N- N- N- D

Strategies, armor, weapons, backups, tactics, 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 Billikens's tournament action:

- Fight one against a sz13 scum TP-- Billiken swung 26 times with the LO, 1 crit, but 
  with his only normal damage could not take the scum down and lost in six rounds, 
  earning an init and attack skill.

- Fight two, a sz8 aimer (ale/l sc/-) with a lot of dodging and back and forthing, the 
  aimer was a winner; Billiken was 0/10/0 with the SS earning a riposte and init 
  skill.

- Fight three, which Billiken has to win or he is out! (3 losses and done) another 
  aimer, also sz8, who was ale/l and using fist. The fight was nearly identical to the 
  previous fight except Billiken won, going 0/9/0 with the SS and earning one init 
  skill.

- Fight four, a striker at sz11, naked, and with a scimitar. Billiken dodged his 
  advances in the first round, traded strokes with him in the second, finally getting 
  his best crit of the tourney, knocking him down, and finishing the win in three 
  rounds. He was 1/10/0 with the SS. (one init skill)

- Fight five, another scum, sz8, and Billiken did not know he was fighting a scum. 
  (APM/F SH/ME) Had he known, in the FTF, he could and would have changed his strategy 
  to slow down and hopefully take out the scum.  But instead, although Billiken 
  performed well with the LO, going 4/20/0, he lost in 4 rounds. He finished at 2-3, 
  earning another init. BUT.....

- A final special grudge match is allowed at FTFs, so Billiken brokered a match up 
  with a basher. A sz 11, naked, HL wielding basher. Scary For the grudge Billiken 
  wanted to test a strategy. Since he was pretty defensive skilled and not so much of 
  a damaging hitter, 6-6-2 dodge, with ale/l sh/- (low armor, and LO high armor). He 
  learned the basher was going 10-10-7 decise in the first round. Amazingly, Billiken 
  dodged the first two swings of the massive halberd, then jabbed him twice for the 
  win and a decent 3-3 record. He was training for a CON stat and got it, not only 
  adding to hit points, but giving him great endurance.

     Billiken says he was glad to get out of the FTF alive! Such is Billiken's Face-
To-Face tournament saga. He was an OK 3-3. He earned 7 skills, and a stat increase 
which enhanced his hit points and endurance.

     Key things you learned from this article:

          1. 4 tournaments held plus their type and timing
          2. FE = Fight Equivalents
          3. Tournament Prep
          4. Some basic Consortium lunger strategies
          5. The value of tournaments to your warriors (and you)
          6. Stat raising and burning skills

                                             -- Written by: A Consortium affiliate.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Of course I am Duelmaster. Of course! And again. A repeat! That's two now. I 
deserve to be DM. Look at my name. The winning card. A Trump! I overrule your card; 
any day. And in the fantasy worlds of some, El Trumpo is the master. The ultimate. The 
King. The President. Trump!

     I set my own agenda. I fight my own fights. I beat up on anybody.

     That's my mojo. And I am very good at my mojo.

                                          -- Trump DMII

                                      SPY REPORT

     I can't believe the violence in NOBLISH ISLAND!  I still haven't told Mom I'm 
writing Spyreports.  She'd have a cow!  Well, here we go...  What was the name of 
that team who got 4-1-0 this turn for a total 26-19-4 you ask?  (Sure)  CLOAK 
WARRIORS' their name, and fighting's their game!  MVP award for IGGIE THE SCUM?  
CLOAK WARRIORS' proud of it after beating PHANTOM INJURY and getting 21 points.  Talk 
about yer major upsets!  PHANTOM INJURY's match with IGGIE THE SCUM cost him a loss 
of 19 points!  Our last turn's Duelmaster has lost, folks, lost to KUNG-FU MASTER, 
and TRUMP has made the way for a new Duelmaster!  Is the Duelmaster really being a 
real snob to his teammates?  Don't ask me!   
     AAARRGH!!!  I HATE SPYREPORTING!!!  Sorry.  I just had to say it.  CLOAK 
WARRIORS was the most avoided team.  Is a 26-19-4 record really that scary?  Is there 
some deep dark secret why CARD SHARKS!'s been avoiding CLOAK WARRIORS so much?  Or is 
it just that they're too scared?   
     Man, all these warriors dying and killing each other!  Don't you guys ever give 
it a break?  Fight, fight, fight.  Is that all you guys can do?   
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I gotta leave.  NOBLISH ISLAND is like such a dump, and you guys smell too 
much!  I had a fun time, see you later-- Debby Tonte  

CHALLENGER ADEPTS              W   L  K POINTS      TEAM NAME                  
 RIVERSIDE SHAKEPERE 10142     6   3  0    57       CLOAK WARRIORS (1737)
 POKER 10187                   5   2  0    57       CARD SHARKS! (1743)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 IGGIE THE SCUM 10141          5   4  1    54       CLOAK WARRIORS (1737)
 TRUMP 10190                   4   3  0    54       CARD SHARKS! (1743)
 SOCCER-PANTS 10140            5   4  2    34       CLOAK WARRIORS (1737)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 PHANTOM INJURY 10199          4   3  0    31       BASH BROS DL (1744)
 DUECE 10191                   3   4  1    29       CARD SHARKS! (1743)
 CRUSHED HOPE 10196            5   2  1    24       BASH BROS DL (1744)
 RECOVERY TIME 10206           2   1  0    24       BASH BROS DL (1744)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 AQUA-KNOT 10144               7   2  0    23       CLOAK WARRIORS (1737)
 CAREER ENDING 10207           2   0  0    22       BASH BROS DL (1744)
 HASSAN 10143                  3   6  1    20       CLOAK WARRIORS (1737)
 ROOK 10188                    3   4  0    13       CARD SHARKS! (1743)
 FAVORITE PLAYER 10197         3   4  0    13       BASH BROS DL (1744)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 CRAZY 8'S 10189               2   5  1    12       CARD SHARKS! (1743)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
-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)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
FULL ROSTER 10198       3  2 0 BASH BROS DL 1744    DUECE 10191           506   
TOOL 10200              1  3 0 BASH BROS DL 1744    HASSAN 10143          505   

                                     PERSONAL ADS

Well, Assur, you old coot, you put it to me again. My Card Sharks may have gone a 
solid 3-2, but your DL whooped me 2-1. (sigh) I guess I have to say, "Salute,". -- 
Dealer

Yeah, Dealer, but I AM Duelmaster! Take that and smoke it in your pipe, assur. 
Bwahahahaha. -- Trump

Two, four, six, eight.
Who do we appreciate?
New Managers; new managers; new managers!
     -- Dealer and The Card Sharks

                                  LAST WEEK'S FIGHTS

TRUMP was devastated by KUNG-FU MASTER in a 1 minute mismatched fight.
SOCCER-PANTS was vanquished by POKER in a 1 minute uneven battle.
PHANTOM INJURY was demolished by IGGIE THE SCUM in a 1 minute uneven fight.
RIVERSIDE SHAKEPERE devastated DUECE in a 1 minute one-sided contest.
FAVORITE PLAYER was defeated by AQUA-KNOT in a unpopular 6 minute bloody match.
HASSAN unbelievably bested ROOK in a crowd pleasing 1 minute fight.
CRUSHED HOPE beat CRAZY 8'S in a 3 minute brawl.
CAREER ENDING handily defeated PERSISTANT BEGGAR in a 1 minute uneven fight.
RECOVERY TIME vanquished MORDANT DESERTER in a 1 minute uneven duel.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   5         AIMED BLOW        16 -   8 -  1      67  |
|AIMED BLOW                       3         PARRY-LUNGE        4 -   3 -  1      57  |
|TOTAL PARRY                      2         WALL OF STEEL      8 -   6 -  1      57  |
|WALL OF STEEL                    2         LUNGING ATTACK     6 -   5 -  0      55  |
|STRIKING ATTACK                  2         STRIKING ATTACK   17 -  15 -  4      53  |
|PARRY-LUNGE                      1         BASHING ATTACK    21 -  20 -  1      51  |
|PARRY-STRIKE                     0         TOTAL PARRY        6 -   8 -  1      43  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       0 -   0 -  0       0  |
|LUNGING ATTACK                   0         PARRY-RIPOSTE      0 -   2 -  0       0  |
|SLASHING ATTACK                  0         SLASHING ATTACK    0 -   0 -  0       0  |

Turn 508 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:

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

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
AIMED BLOW       RIVERSIDE SHAKEPERE 10142   6   3  0   57 CLOAK WARRIORS (1737)
BASHING ATTACK   POKER 10187                 5   2  0   57 CARD SHARKS! (1743)
STRIKING ATTACK  TRUMP 10190                 4   3  0   54 CARD SHARKS! (1743)
PARRY-LUNGE      SOCCER-PANTS 10140          5   4  2   34 CLOAK WARRIORS (1737)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is IGGIE THE SCUM 10141.  The most popular warrior this 
turn was IGGIE THE SCUM 10141.  The ten other most popular fighters were HASSAN 
10143, CRUSHED HOPE 10196, POKER 10187, RIVERSIDE SHAKEPERE 10142, ROOK 10188, 
RECOVERY TIME 10206, CAREER ENDING 10207, TRUMP 10190, SOCCER-PANTS 10140, and 
PHANTOM INJURY 10199.

The least popular fighter this week was FAVORITE PLAYER 10197.  The other ten least 
popular fighters were AQUA-KNOT 10144, CRAZY 8'S 10189, DUECE 10191, PHANTOM INJURY 
10199, SOCCER-PANTS 10140, TRUMP 10190, CAREER ENDING 10207, RECOVERY TIME 10206, 
ROOK 10188, and RIVERSIDE SHAKEPERE 10142.

                                The Defensive Lunger

  Perfect   Minimums     Actual Characters
ST   13        11             11   13
CN    7         3              3   11
SZ    4         4             10    6
WT   21        17             17   17
WL   17        13             17   19
SP    5         5              9    5
DF   17        13             17   13

     The lunger, in my opinion, makes a much better defensive fighter than offensive 
fighter.  Fighting defensively will compensate for the speed at which lungers burn 
endurance.  They will still attack whenever possible but their defensive ability will 
allow them to dodge most attacks.  The most important part is their initiative.  When 
they do dodge, they'll usually steal the initiative and attack.  I haven't been 
fighting lungers defensively for long but my record is 14-5-0.  Don't fight 
defensively against other lungers as they will usually win.

     The strategy I use is:
Min  1    2    3    4    5    6   Desp
Off  4 ------------------------->  9         Weapon:  Any lunging
Act  6    4 -------------------->  9         No armor if low con
KD   4 ------------------------->  9         APL/H if average con
O.T. --------------------------->  L
D.T. -------------------------------->

     You can attack any location you wish but I suggest protecting the body.  The 
third character listed started with experts in attack, defense and initiative.  The 
last character had an expert in attack.

The Wild Boar, manager of Things (5) and many inactive teams.

                                  WARRIOR ENDURANCE

     Greetings, joy and happiness to everyone!  I hope you have had pleasant dueling.  
This article is about endurance and some things to think about when you're designing 
your warriors.  Below is a chart showing the different endurance levels a warrior may 
have.  This chart may be a little off of due to the fact it isn't possible to have all 
the variables as a manager, but it does give you idea of the amount of endurance a 
warrior should have.

The formula for endurance is: E = (ST+CN)WL

With the result of that number use the chart below.

000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+    = Awesome

Here are some examples of warriors with their Endurance ratings:

1) Slasher      ST  5  CN  7  WL 15     (5+7)15   = 180	 Poor
2) Striker	ST  7  CN 13  WL  9	(7+13)9   = 180	 Poor
3) Parry-Rip	ST  7  CN 10  WL 11	(7+10)11  = 187	 Poor
4) Basher	ST 13  CN  9  WL  9	(13+9)9   = 198	 Very Poor
5) Striker	ST 13  CN  9  WL  9	(13+9)9   = 198	 Poor
6) Aimed-Blow	ST  9  CN 15  WL  9	(9+15)9   = 216	 Normal
7) Striker	ST 10  CN  5  WL 15	(10+5)15  = 225	 Normal
8) Slasher	ST 13  CN 10  WL 10     (13+10)10 = 230	 Normal
9) Wall/Steel	ST 13  CN 12  WL 17     (13+12)17 = 425	 Great

     There are several factors such as warrior style, RSI random factor, and there is 
some evidence that SIZE has some effect on a warrior's endurance.  In any case the RSI 
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average.  These are 
just estimates, but are still factors nevertheless.
     Some styles that are HIGH BURN endurance, like lungers, slashers and walls of 
steel, are more likely to be UNLUCKY with the endurance rating.
     Every action your warrior does consumes endurance.  Attacking seems to use more 
endurance than any other action.  Once a warrior's endurance is used up, he will make 
an endurance check against his WILL. If he fails the roll, he will either stop to rest 
or collapse to the sand, depending on how badly he failed the roll.  When a warrior 
stops to rest, he gets back some endurance.  When he gets enough endurance back, he 
will start attacking again.  This is just a theory that I have developed from 
observations.  It maybe completely off, but it gives one something to ponder.
     That's it for now lords and ladies, I must go entertain elsewhere.  If you would 
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com 
or visit my DM website at 
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm 
     You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the 
Joker's Wilds scattered about.

                                                       Cheerio,
                                                       Sir Jessie Jest
                                                       Member of the Ivory League

                     Presenting, by Popular Demand (from 1989)...

                            THE NUMEROLOGY OF DUELMASTERS
                                by The Ghost of Eldrid

                                 Character Generation

     Hello, I am the Ghost of Eldrid, and I have an important message that directly 
effects how well your team may do in the future.  Some managers will not take this 
important article seriously (some people don't believe in ghosts, either), and their 
records will suffer for it.  I have played Duelmasters for four years and searched 
through all of my old turns and painstakingly researched every important fact in this 
article, and I have discussed my conclusions with about ten different managers (named 
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all 
agree on the validity of my arguments.  The results of my research are both startling 
and magnificent.  THERE IS NUMEROLOGY IN DUELMASTERS!!!  Whether it was programmed in 
or it exists on a higher plane, it matters not.  IT EXISTS!!!  And I plan to share 
some of its amazing secrets with you, starting with character creation.
     Remember in the realm of character generation the powers favor odd number stats.  
NEVER, EVER have an even number on stats, except, of course, for size, which, 
obviously should be even since everyone can tell what size your character is by his 
description in the fight.  Do you want people thinking your warrior is odd?  I should 
hope not!!  But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER 
STATS EVEN!!  Write a letter to the commission stating that you forgo the rights to 
the last point and you want it to be sacrificed to the benefit of Alastari.
     Always start adding points to wit and will first.  Either make them 13, 17, or 
21.  Why?  Under 12 wit is worthless, as any good manager will tell you.  A 13 
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21 
is BLACKJACK, and you get twice the number of winnings you would normally get.  Why 
not 15 or 19?   Is it not obvious to everyone that 15 is unlucky?  The only President 
of the United States not married was the 15th, James Buchanan (who?).  Lincoln was 
shot on April 15th, and the clincher... my brother was born on the 15th of May.  If 
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.  
19 is an evil number.  It tries to deceive you into thinking it is better than 17, but 
actually, it is an "11" with a small zero placed on the second pole, and we all know 
that a zero is nothing.  So what do we get for our extra eight points?  In effect, 
something smaller than nothing.
     Next, make every other stat odd.  Add the other points to make the style you 
want.  Deftness is the key to character generation.
     Deftness (min)
          5 to make a basher (ST 13+)
          7 for a lunger
          9 for a striker
          11 for a wall of steel (ST 11+, WL 17+)
          13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total 
                    parries (these styles depend on the opponent's bad luck.
          17 for a parry-riposte (WT 17+)
          21 for an aimed blow (this style needs the double winnings)

     The last thing to remember is that luck is a big factor in this game and I don't 
know if you noticed, but when warriors have even ID numbers they are luckier than odd 
ID characters.  Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph, 
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max, 
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam 
Spade.  All have even-numbered IDs.  Now you say, "But Yoda and Necron-99 both have 
odd IDs, and they are the best aimed blows of the game!"  Yes, but they are AIMED 
BLOWS and they are members of an odd style, so of course they do better with odd 
numbers.  So remember if you want your warriors to be best in all Alastari someday, 
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.  
Good luck, and may the numbers fall your way.

                                        -- The Ghost of Eldrid,
                                             retired

                           PARRY-STRIKE, ANOTHER FUN STYLE

     There have been several articles about fighting styles, some say theirs is the 
best, or ultimate, one said theirs is the most fun style.  Well, I feel that parry-
strikers are just as much fun to play as any other style.
     First, let's start with the run down of what they say in the "RED BOOK".  The 
book says that parry-strikers are defensive, using small quick movements in their 
actions (sounds like you could say that about some other styles as well.)  The book 
says that some managers swear that a high wit is critical to the style (only those who 
have no brains would disagree with that.)
     Let's get to business.  First and foremost this style is deceptively aggressive, 
making them a very good offensive type of fighter, or deadly type of defensive 
fighter.  Offensively they tend to get the jump on their opponent.  I had a parry-
striker that was only jumped 3 out of 11 fights, before he died.  To prepare and run a 
parry-striker can be quite confusing, so I will try to help make it as simple as 
possible.  Here are my feelings on roll-ups for the parry-strike style:

     ST:  11-15, I'll explain later.
     CN:  who cares.
     SZ:  10-14, don't go over 14.
     WT:  13-17, 17 is the best.
     WL:  13-17, to get good endurance.
     SP:  not important.
     DF:  11-15, I'll explain later.

     Here are some good roll-ups for a parry-striker:  11,7,10,17,17,7,15; 
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11.  Now, if you have a decent 
wit, the way you run this fighting style will depend on strength and deftness.  For 
example: if your fighter has a high DF and a low ST it would be to his/her advantage 
to be defensive, since the speed would benefit the ability to move in reaction to 
their opponent.  If the ST is high, and DF low, it would be better to fight 
offensively like a striker, trying to get the first, and only blow in.  If they don't 
have a decent wit, you're on your own.  I can't help you on that.  Remember this style 
of fighting is the same as a striker except for added knowledge of parrying, as well 
as bein a little more aggressive.  I would not suggest a low ST and DF, it will take 
away from your WT & WL, and you don't want to do that, but if you do, good luck.  You 
don't need much CN if you have a good WL, which gives you your endurance.  SZ; you 
don't want it to be above 14, it would hurt your fighting style more than your 
attributes.  WT; it is the same as it is with strikers, the higher the WT the faster 
and deadlier they become.  Raise WT to 17 if you don't have it at the start, then 
don't worry about it again until ADM.  WL; this is where you get your endurance.  13 
is fine to start out, but I would suggest 15, then bump it up to 17 in basic.  SP; it 
is what you need to riposte, but PSers have this "one strike one kill" attitude.  
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.  
DF; what is there to say, it helps, but is not crucial to be a great PSer.  Now to 
running a PSer.  If he is an offensive fighter 10-10-10 Dec. all the way through the 
fight, even in desperation.  If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd 
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.  
Remember, first you want to assure your defense, and to do that, you should go 
defensive the first minute.  By the second minute you will be secure enough to go on 
the offensive, but experiment.  6th minute on, leave blank, for by that time he/she 
will know what to do (if their WT is high that is.)  The best thing you could do for 
your fighter is watch the fights, if you are getting more defensive skills than 
offensive, run the def., or change weapons.  That is the best advice I can give you 
about PSers.  About armor, I like to use ringmail or nothing, but experiment.  I know 
that there is someone that will disagree with me, but I feel that I have given you 
some ideas about this fighting style that can be used, even though I am a new manager, 
playing for just over a year.  No matter who writes a style article, it is just 
advice, not the bible.  Just use the articles as a point of reference, not as sworn 
law.
     This is a very fun fighting style, try it out.  I have written this in answer to 
Foreign Legion Arena 31, and The Spartans Arena 8.  I challenge any Primus Manager to 
correct my writing of PSers.  It is not my favorite style, but it is as fun as any 
other that I have used, including my favorite one (Which is a STRIKER!!)  If there are 
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The 
Crucifiers DM-46.

                            THE ARMOR PIERCING PARRY-LUNGE

     When you think "attack" what style comes to mind?  Bashing?  Definitely lunging?  
Of course.  Parry-Lunging?  Excuse me?  Yes, the parry-lunger!  Few people realize the 
fact that parry-lungers are attack gods waiting to be born.  All it takes is the right 
warrior and lots of guts.  This warrior is not for the weak of heart.  We'll begin 
with stats.

     Range               Perfect
     ST  9-11                  11
     CN  5-9                    5
     SZ  6-11                   8
     WT 17or21                 21
     WL 17or21                 17
     SP  5-8                    5
     DF 15-17                  17

     Why?
     ST(11):  This is your optimum PL strength.  It puts your warrior in the normal to 
good damage range.  Also, you have the best PL weapon at your disposal--the LO!
     CN(5):  Yes, his life expectancy is low.  What'd I tell you?  Guts, right?  He 
gets his endurance from WL.  If you want to make trains, make them here.
     SZ(8):  Our most flexible stat.  A high SZ (i.e.11) allows you to skimp a bit on 
Str (9).
     WT(21):  If it's not a 21 you're not going to get the attack this fellow counts 
on.  His learns will be awesome and a 21 WT will make him a better warrior out of the 
chocks.
     WL(17):  End/Att are dependent on this one being high.  Keeps you on your feet 
when you should drop from exhaustion.
     SP(5):  Not a big requirement.  Init and Parry will come from elsewhere (WT/DF).  
This is not a lunger mimic.
     DF(17):  Combine this DF with a 21 WT and you will have a massive attack.  
Pinpoint accuracy is the byword.  Parry, init, def and riposte will all benefit 
immeasurably.  At 15 you have access to the EP, a fine lunging weapon this style can 
put to devastating use.

     Strategy (General, but effective in most cases)
          2    9    9    7    6    5    10
          6    9    9    7    6    5    10
          2    7    7    7    5    5    10
          HE ---------------------------->
          HE   BD ----------------------->
          -    -    -    -    -    -    -
          P    -    -    -    -    -    -

     Minute 1:  This fellow won't get the jump on offensives, so we'll just go 
defensive and render their "mad minute" fruitless.  This PL's counterattack will be 
amazing at even 2-6-2 P due to the high AL.  Keep the parry tactic until Adv Expert 
parry is gained.
     Minutes 2 and 3:  These two will end most of his fights.  When he starts landing 
precision blows in his opponent's face it will usually be over quickly.  Keep the kill 
desire relatively low as to avoid sloppy attacking.
     Minutes 4 through 6:  If you haven't won by now you've got to depend on your WL 
to carry you until you finish the job.  He'll probably top out at the five min. mark.  
But we want to keep the attacks coming so we do so at his endurance's expense.
     Desp:  If your opponent is an offensive he's probably blasted through your min. 1 
defense.  Your best bet is to go spastic and hope to take him out in one shot or so.  
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping 
the super-offense will put him over the edge.  After all, it's better to burn out than 
fade away.
     Always aim for the head to maximize the impact of your blows.  If it tickles your 
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.  
Protecting the head in min. 1 is strictly odds playing on my part.  My offensives aim 
head so I assume everyone else's do too.  After min. 1, we forget defense.
     Weapons and armor are simple.  APL/H or ARM/H (if you're challenging a real 
heavy-hitter).  I prefer swords for armament.  My combos are usually LO/SM, LO/SH, 
SC/DA etc.  Against heavy armor go with LO/SH.  Always aim for the head.
     Philosophy:  This guy clings to life by luck, early on, and will never be free of 
the spectre of death.  In his first few fights stay away from lungers and bashers.  
Both have high attacks and usually do substantial damage.  Prey on strikers, PS, PR 
and slashers.  As he progresses, his attack, parry and defense will equip him with the 
tools to handle most everybody but always remain cautious of those bashers and 
lungers.
     A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70 
def.  Decise and riposte will be slightly lower.  Riposte 50 and decise anywhere from 
35-50 depending on how lucky you get.  Train skills exclusively from fight one and on.  
Use tourneys if you must raise anything at all (including con).
     Don't be discouraged if he's around .500 early on.  By ten fights he'll be 
sporting three Adv Experts at least (att, par and init) and will begin to dismantle 
those scum/finesse styles that managed to beat him.  Feel free to write or diplo me 
with comments/criticisms/or questions.

                                             Fight the Good Fight,
     or:                                          Agath
          CPL Michael Dockus                      Lunatic Fringe (23)
          H Co BLT 2/8                            Circle of Five (51)
          24 MEU (Det F)                          Slaves of Power (52)
          FPO NY NY 09502-8531