DUEL 2 NEWSLETTER Date : 08/08/2025 Duedate: 08/21/2025 NOBLISH ISLAND ARENA DM 93 TURN 693 This Week's Top Honors THE DUELMASTER IS SMOKE BEWARE (1959) (93-11474) [6-4-1,59] Chartered Recognition Leader Unchartered Recognition Leader SMOKE ATAVISTA BEWARE (1959) TROUBLEMAKERS (1958) (93-11474) [6-4-1,59] (93-11465) [4-4-0,33] Popularity Leader This Week's Favorite SMOKE KATANA BEWARE (1959) GOTHIC HORRORS (1926) (93-11474) [6-4-1,59] (93-11273) [2-2-0,10] THE CURRENT TOP TEAM BEWARE (1959) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. COMEDY KNIGHT (1943) 64 2. TROUBLEMAKERS (1958) 39 BEWARE (1959) 3. BEWARE (1959) 35 Unchartered Team 4. BASH BROS PROJECT (1960) -3 5. GOTHIC HORRORS (1926) -13 COMEDY KNIGHT (1943) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*COMEDY KNIGHT (1943) 5 0 1 100. 1/ 1 BEWARE (1959) 12 2 1 2- 1*MINIONS OF MAGIDA (1370) 5 1 0 83.3 2/ 2*BASH BROS PROJECT (1960) 8 6 0 3/ 2 BEWARE (1959) 38 11 1 77.6 3/ 0*COMEDY KNIGHT (1943) 5 0 1 4/ 3*BASH BROS PROJECT (1960) 21 11 0 65.6 4/ 4*TROUBLEMAKERS (1958) 4 6 0 5- 5*JJKIER (1935) 6 15 0 28.6 5/ 3*GOTHIC HORRORS (1926) 2 4 0 6/ 6*TROUBLEMAKERS (1958) 10 30 0 25.0 6- 5*JJKIER (1935) 0 3 0 7/ 4*GOTHIC HORRORS (1926) 4 12 0 25.0 7- 6*MINIONS OF MAGIDA (1370) 0 1 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT WARRIOR AND TEAM DESIGN (The Consortium Way) The design of SKYLINE The purpose of this spotlight is to provide newer/inexperienced D2 managers with warrior and team design thoughts and concepts, and to assist new managers by allowing observation of the design details of a real-time team who will be competing against them in their Noblish Island arena. I will discuss the following: * An experienced manager's (over 100,000 warriors designed and fought) general design principles * Some thoughts on team balance * A real five-warrior design (original team roll-up) just starting to compete on Noblish Island * Summary and comments relevant to those designs First you might ask, "Who is writing this? And I answer that I am "Explorer", manager and agent of SKYLINE, a member of The Consortium, who is a long, long time (40 year) paying competitor in Duelmasters/D2. I will be overseeing this new team and will be offering you advice most rounds in the Noblish Island newsletter too. (Yes, free advice!) Please think nothing of asking me questions in the personal ads, or through diplos, or on the RSI and/or Chatzy sites. You will get answers, often very interesting answers. Now I have to tell you this. This is a pretty typical roll up sheet. Opportunities abound! (Some good; some bad.) Some of the fun of D2 is designing a seemingly inadequate warrior, and strategizing them to being a winner! So, let's get at it -- the Consortium way. First, some solid advice. There is NO one-and-only perfect design for any warrior. Believe it! You will often find that when asking for experienced design advice, varying opinions and concepts are offered. However, there are some guidelines that each manager uses. The Consortium general design principles and guidelines look like this: 1 WT is the first factor examined, followed by WL, which then determines the subsequent point additions, the probable design, and potential style direction. (So review WT/WL options first.) 2 Then, generally design to strengths/excesses, making high roll numbers higher. (Accentuate the positive.) (In most cases, however, DF above 11 may not be that advantageous.) 3 Design to stat/skill break points to maximize starting skills. (Know what base skills are attached to stat points, and weapon strength requirements. Be sure to ask RSI for the C.I.C. with helpful starting info.) 4 Offensive-ish warriors usually need high WT to excel. Design to 11 (very minimum), needing 11, 13, 15, 17, 21 for skill breaks. (Note: Offensives, though, can win in the very short run on physicals only.) 5 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost inevitable. Most managers automatically think Aimed-Blow when they can get 21 deftness. (Not always, but most probable.) If not an aimer, then 11 DF is really all most designs need (7 DF is our minimum desire) and 11 is very desirable. So while DF is very desirable, there is no need to overdo it on designs. 6 All warriors except AB must have normal damage and really need good. Make certain that ST/SZ allows that, and have high enough WL to bump stats, if not. Aimers can and do succeed with less damage doing. 7 9 WL is the reasonable min for offensives. (But we really like 17 or 21 WL!) All warriors MUST have some decent WL. Some very few warriors might do OK with 7 or 8. (Maybe.) Defensive warriors and burners need lots of WL. 8 A warrior has to have some strength; weapon choice and weapon damage is impaired otherwise; 9 is normally minimum, but 11+ really best. Only an aimed-blow can get away with "too low" strength. 9 Do not add to CN for pure offensives. (Use all points elsewhere.) 10 Pure defensive style warriors need big WL and CN. And, then, ST, too. Physicals never hurt any warrior. Warriors can win early on with lesser skill, but good physicals. 11 If all else fails, make the design a TP. They can win under almost any circumstance. However, they need a higher combination (total) of CN, WL, and ST (especially WL and CN). But avoid those aimed-blows! 12 If the warrior is to be long-term (meaning a godling or really, really nice roll, later intended for ADM), do not design a burner. (A burner is one where the manager intends to raise stats and physicals as an intended strategy to enhance winning). Burners require very high WL as stat raises are dependent almost completely on WL. 13 However, there is nothing wrong with making a burner. (10% or so of Consortium warriors are planned burners.) Remember, though, that stat raises are dependent on WL. (5% times WL determines the expected probability of a first raise. 14 Have variation in styles in arenas if at all possible. This allows for better challenging, avoiding, and match-ups. (Adding also fun and learning through variety.) 15 Usually design to the numbers, then choose style, rather than predetermine a style, then design. (At least until you really know what you are doing.) 16 PRIMARY PRINCIPAL: Design each warrior with the idea of winning 60%+ of its fights. Period. Pretty simple, it would seem. Well, we will see how I applied these principals to the SKYLINE Team. (Note: While not all of the concepts will be specifically referenced below in designing the five warriors, virtually all are truly used in one or more places.) But first some comments on team design. A variety of styles is important. Why? (a) The more differing styles you experiment with, the more you learn. (b) It is more fun to run differing types. (c) Certain styles are susceptible to other styles and having a variety allows you to take advantage of (or avoid) some of those susceptibilities. (d) Testing multiple styles allows you to more quickly find the style/s that you enjoy most or are best with. I believe a manager, especially a new manager, should have at least these two warriors on his team -- an especially fast/quick, decent damage offensive (striker, or maybe basher or slasher or even lunger) and a scummy warrior with lots of physicals and who wins by wearing down foes while parrying or sucking up hit points (total parry or maybe wall-of-steel or parry strike). It is important to learn how to win with both types, and the ST (striker) and TP (total parry) are excellent designs to do both: teach and win. This combination is invaluable because each tends to challenge and avoid different styles, and most importantly, they are both easy to work with. The other warriors on the team can/should be different, but I least (meaning, these are hardest) recommend the more difficult styles for brand-new managers: AB (aimed blow/aimer), PR (parry riposte/ripper), PS (parry strike/piker), PL (parry lunge/plunger), and maybe WS (wall of steel/waste). Save those for later; or, if you are truly feeling lucky or highly inquisitive.... Now on to a real life example. Below are listed the starting statistics (from the roll-up sheet) and the design statistics filled out and sent in by me, Explorer, manager of the SKYLINE team just now started on Noblish Isle. A quick, initial thought on roll up sheets, in general. It can be hardest to design "radical" numbers. Unusually low ST or WL or super big SZ, or very low WT/WL combo, usually require the most design manipulation and variance from the design principles above. Very high WT and WL and/or sometimes DF, plus very small SZ are treasured! So, with that, let's get on to designing this team. 9-8-14-13-8-9-9 to 15-8-14-17-9-10-11 Striker (Using in order, these design principles: 1, 2, 3, 4, 8, 7, 9) 19-9-7-9-10-7-9 to 20-9-7-15-15-7-11 Slasher (Using in order, these design principles: 1, 2, 3, 4, 6, 7, 9, 11) 4-9-11-14-15-9-8 to 9-9-11-17-21-9-8 Lunger (Using in order, these design principles: 1 ,2, 3, 4, 5, 6, 8, 9) 15-10-13-3-10-10-9 to 17-16-13-3-16-10-9 Total Parry (Using this one design principle--added to the 3 highest stats, but read principle # 12) 18-8-11-4-12-13-4 to 21-8-11-7-17-13-7 Basher (Using in order, these design principles: 1, 2, 3, 6, 8, 9, 10, 11, 14) Five different styles is great. Lots of good challenges and avoids will be available. Now let's take a look at my overall design tendencies for this team in this situation. We had 70 total points to add to the designs. Totaled, they look like this: ST = 17 (Looks typical and solid.) CN = 6 (CN is often 0, but with 1 TP, this looks right)) SZ = 0 (Cannot add to size.) WT = 16 (1 of 2 most important stats. (Adding many here is common, and usually beneficial.) WL = 23 (1 of 2 most important stats) SP = 1 (SP is usually a least added stat.) DF = 7 (DF adders are often quite variable. 7 looks good for this group.) The general tendencies look OK to me, as WT and WL are prime stats, ST and DF are probably next, and CN/SP are usually least added. (Well, except for SZ!) So there you have it: a new team; insight to warrior and team design; useful tidbits from a long-time veteran. May your stay in D2 be long and prosperous, and, most of all, fun. (As mine is and has been for many years.) -- Explorer, manager of SKYLINE (Consortium affiliated) ***---------*---------*---------*---------**---------*---------*---------*---------*** ASSUR'S STRIKER GUIDE The striker is one of the core styles in the game. It is the easiest style to succeed with and run. Design is important and while I am sure there are managers with a more refined set of strategies than I have, I have more than enough experience with them to give a set of basics to get anyone started. So perhaps this should be considered a beginner & intermediate guide to the style. The first thing to note is that strikers are pure offensives. I would not recommend trying to do anything else with them. I'm sure there HAVE been successful 'tank' strikers (lots of str, con, wil) and I've seen 'dodgy' strikers that dodge as well as lungers. But I consider these the exceptions. I don't recommend messing with anything but the pure offensive version. This is what they were made to do. And with the right set of stats and physicals, you can wind them up and let them go and they become quite pretty to your win/loss record. First I will describe what I look for and recommend in physicals. Endurance and damage are the only two items that matter. My 'minimums' are Normal Endurance/ Normal Damage, Poor Endurance/Good Damage, and Very Little Endurance/Great Damage. I don't run anything below those levels any more (and sometimes not even the ones that roll up with those levels). I (and others) have succeeded with less, but I stand by my recommendations. There are managers whose standards are higher than mine, also. Next are skills & stats. Note that the only skills that 'really' matter for a pure offensive are attack, initiative, and decisiveness. The other skills don't hurt you, but don't design or really care about them. For decise, I recommend staying in the 8+ range. 10+ is a lot better, but I'd be willing to go down to 8 on a striker. (That translates to something like 15 wit/9 will/10 speed as a bare minimum) Attack is trickier. I've seen too much variation in strikers to give a 'minimum' value. 6+ is a guideline, but more is way better. The tricky part is how many good strikers I've seen that started with less (even far less). I wouldn't worry as much about attack, but realize that it is a core stat. I (and most other managers) don't design around initiative. Following good practices on the rest of the stats should be fine. For stats, I recommend the following minimums: STR: 9+ (Add points here, especially for low size strikers) CON: any SIZ: any WIT: 11+ (Add lots of points here if you can) WIL: 9 (breakpoints at 9, 15, 17, and 21) SPD: DFT: 11 (11 is perfect) Feel free to experiment with one of the numbers lower than my minimums. 3 str Dagger strikers work fine. The minimums work well though. They give a weapon, physical, and skill configuration that is nice. (SS/SC available, breakpoints on attack skills). While I say 'any' for CON & SIZ, I'd prefer con on the low side. I want my points going to skills or damage first. Weapons: For speed, SS, HA, and QS are the typical choices. For damage, SC, BS, and BA. LO is another core weapon with great all around strengths. Armor: ALE/L max! Ok, you can go higher. But why?!? You're trying to win as a pure offensive. N/N if you don't care about death. ALE/L if you do. That is my motto on pure offensives. Strategy: 10-10-x (modify with tactics as desired). Feel free to experiment in later minutes and desperation. I do recommend lowering numbers as the fight progresses, but you're going to win or lose in 1 minute anyways, so it doesn't matter (much/usually). Examples: These are strikers that I've currently got ready to prep for their next tournament or I'm running right now. I mostly only run strikers in tourneys, so my strikers tend to look similar. The Consortium runs lots of strikers here in DM 93 and I'll point you to his design articles for strikers that don't have 21 wit. 21-4-7-21-9-11-11 9-9-16-21-10-8-11 9-3-16-17-17-9-13 17-5-10-21-10-10-11 11-13-5-21-9-14-11 15-3-11-21-9-14-11 17-4-10-21-9-10-13 9-9-12-21-10-12-11 Advantages/Strengths: Strikers learn decise & attack, can use all the good weapons, and conserve endurance. What is not to love?!? Can run very well on a single strategy and can beat every style. Lots of design flexibility. Disadvantages: They cannot be bonused in attack and they can use all the weapons (meaning your favorite is probably a bad/mediocre weapon). They are a low attack style. They do not have much flexibility in ways to run/win and so some consider them less fun. Best Matchups: Bashers, Slashers, Parry Lungers, and Aimed Blows. Worst Matchups: Parry Ripostes and Walls of Steel. DUELMASTER'S COLUMN Notes from the arena champ. Don't Let Smoke Get In Your Eyes, but "Missing Parts" did. Smoke can be a great killer and in this case, it was proven. Sorry about that Projects; it really wasn't my intention, but, then, you shouldn't have taken a whiff! Now, I fight my final fight as Duelmaster, and I am simply going to revel in it. Come and get me. The room is smoke-filled. -- Smoke, DM SPY REPORT Hail and well met warriors of NOBLISH ISLAND! Know me for who I am, Zontani Sharp Eyes, Spymaster extraordinaire of all Alastari. I could not but notice the fine record for COMEDY KNIGHT (5-0-1) after their first round of combat. May the gods of war favor you in NOBLISH ISLAND! BATTLESHIP KATE caught the eye of many in the gladiatorial commission as she skillfully bested KATANA and was awarded 15 points in recognition. In one of the week's more notable duels, BATTLESHIP KATE put down KATANA, causing her to lose 11 points of recognition in the process. Our Duelmaster has lost, folks, lost to KUNG-FU MASTER, BUT SMOKE is still the Duelmaster because it has the most recognition points! Heed this! A seer has warned that if exactly 6 die in duels this week, the whole city shall perish! Just remember...5 or 7! Many and various are the arts of battle. In NOBLISH ISLAND "art" is a word that has long since passed from the language! I saw one fighter that warriors avoided when this week's challenge seeking began. BEWARE is feared. This much I can say. If you didn't look down dark alleys you'd have been hard pressed to find any of BASH BROS PROJECT last week. Busy avoiding BEWARE? Mighty fighters cannot but expect competition from those below. OVERDO take warning! You have more than a few enemies in NOBLISH ISLAND. A match that raised a few eyebrows at the games this week, it seems that AFNORD FORGETHIM posted a challenge against the more highly recognized BORING. The results, you ask? Well, the firebrand AFNORD FORGETHIM was beat by BORING. Remember warriors, this is the discipline of steel. What warrior does not hone his years, impatiently waiting for the moment of his foe's mortality? Some say a warrior is judged by the way he bears arms. One thing is sure, better a dagger in hand then a sword on the belt! A thought before I go. Each warrior practices one style, but must not the wise manager learn the secrets of them all? Sadly warriors, now longer can I keep thy company nor savor the ale of thy fine city. Depart I must and soon! Till next we meet remember: a fool flies into a rage quickly and often. The wise are angered by the same thing only once. Zontani Sharp Eyes DUELMASTER W L K POINTS TEAM NAME SMOKE 11474 6 4 1 59 BEWARE (1959) ADEPTS W L K POINTS TEAM NAME ROBBER 11473 7 2 0 56 BEWARE (1959) WOLF 11475 7 3 0 53 BEWARE (1959) POT HOLE 11476 10 0 0 52 BEWARE (1959) ADEPTS W L K POINTS TEAM NAME BULLY 11477 8 2 0 49 BEWARE (1959) CHALLENGER INITIATES W L K POINTS TEAM NAME ATAVISTA 11465 4 4 0 33 TROUBLEMAKERS (1958) OVERDO 11483 4 3 0 31 BASH BROS PROJECT (1960) BORING 11485 4 2 0 27 BASH BROS PROJECT (1960) HARD WORK 11484 5 2 0 26 BASH BROS PROJECT (1960) BARBELA BLOODSTONE 11467 3 5 0 24 TROUBLEMAKERS (1958) -SHIELDER 11336 3 3 0 24 JJKIER (1935) INITIATES W L K POINTS TEAM NAME SCOPE CREEP 11487 5 2 0 20 BASH BROS PROJECT (1960) BATTLESHIP KATE 11490 1 4 0 19 TROUBLEMAKERS (1958) SIR JERRY 11379 1 0 0 15 COMEDY KNIGHT (1943) SIR PRYSIN 11382 1 0 0 14 COMEDY KNIGHT (1943) DAME MAIM 11381 1 0 0 13 COMEDY KNIGHT (1943) SIR RENITEE 11378 1 0 1 12 COMEDY KNIGHT (1943) KATANA 11273 2 2 0 10 GOTHIC HORRORS (1926) -BLOWER 11334 2 4 0 10 JJKIER (1935) BEAST 11275 2 4 0 10 GOTHIC HORRORS (1926) SIR CULL 11380 1 0 0 10 COMEDY KNIGHT (1943) -BASHER 11338 1 5 0 8 JJKIER (1935) IRON MCGINTY 11489 1 4 0 7 TROUBLEMAKERS (1958) -RAIN 7935 1 1 0 4 MINIONS OF MAGIDA (1370) AFNORD FORGETHIM 11501 0 2 0 2 TROUBLEMAKERS (1958) SOPHIEA 11274 0 1 0 1 GOTHIC HORRORS (1926) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? MISSING PARTS 11486 3 2 0 BASH BROS PROJE 1960 SMOKE 11474 692 STAR 11277 0 3 0 GOTHIC HORRORS 1926 SIR RENITEE 11378 693 PERSONAL ADS And I really, really wanted to fight ....... -- Robber Basher, I'm the striker. -- Bully Shielder, you drew me on one of my good days. Great try, and great fight. Kudos. -- Pot Hole Hard Work, really? I think you were sloughing off! -- Wolf (howling long and hard and loud) Worry Wart / Smoke -- That was rude! -- Assur LAST WEEK'S FIGHTS AFNORD FORGETHIM was devastated by BORING in a 1 minute mismatched Challenge fight. SMOKE slimly lost to KUNG-FU MASTER in a 2 minute Title battle. BULLY handily defeated CAPTURED ORC in a action packed 1 minute one-sided match. POT HOLE bested DANGEROUS CRIMINAL in a 1 minute gory fight. WOLF demolished OVERDO in a 1 minute mismatched competition. ROBBER won victory over DANGEROUS CRIMINAL in a 1 minute bloody fight. SCOPE CREEP was savagely defeated by ATAVISTA in a crowd pleasing 2 minute gory brawl. BEAST was handily defeated by BARBELA BLOODSTONE in a 1 minute uneven melee. HARD WORK vanquished PERSISTANT BEGGAR in a 1 minute one-sided duel. BATTLESHIP KATE won victory over KATANA in a popular 5 minute novice's duel. IRON MCGINTY was overpowered by SIR PRYSIN in a popular 1 minute one-sided melee. STAR was murdered by SIR RENITEE in a 1 minute mismatched match. SIR JERRY overcame EMBEZZLING SCRIBE in a exciting 1 minute novice's contest. SIR CULL devastated SOPHIEA in a 1 minute mismatched bout. DAME MAIM handily defeated MORDANT DESERTER 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 4 TOTAL PARRY 21 - 8 - 0 72 | |STRIKING ATTACK 4 LUNGING ATTACK 15 - 11 - 0 58 | |LUNGING ATTACK 3 STRIKING ATTACK 24 - 18 - 1 57 | |SLASHING ATTACK 3 WALL OF STEEL 7 - 6 - 1 54 | |WALL OF STEEL 3 PARRY-RIPOSTE 6 - 6 - 0 50 | |TOTAL PARRY 2 SLASHING ATTACK 11 - 12 - 0 48 | |PARRY-RIPOSTE 2 BASHING ATTACK 16 - 18 - 0 47 | |PARRY-STRIKE 1 AIMED BLOW 5 - 6 - 0 45 | |AIMED BLOW 1 PARRY-STRIKE 9 - 11 - 2 45 | |PARRY-LUNGE 0 PARRY-LUNGE 7 - 12 - 0 37 | Turn 693 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: PARRY-STRIKE 1 - 0 WALL OF STEEL 1 - 2 3 STRIKING ATTACK TOTAL PARRY 2 - 0 AIMED BLOW 0 - 1 3 SLASHING ATTACK BASHING ATTACK 3 - 1 PARRY-LUNGE 0 - 0 2 BASHING ATTACK LUNGING ATTACK 2 - 1 1 AIMED BLOW SLASHING ATTACK 2 - 1 1 TOTAL PARRY PARRY-RIPOSTE 1 - 1 1 LUNGING ATTACK STRIKING ATTACK 2 - 2 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME STRIKING ATTACK SMOKE 11474 6 4 1 59 BEWARE (1959) BASHING ATTACK ROBBER 11473 7 2 0 56 BEWARE (1959) SLASHING ATTACK WOLF 11475 7 3 0 53 BEWARE (1959) TOTAL PARRY POT HOLE 11476 10 0 0 52 BEWARE (1959) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is SMOKE 11474. The most popular warrior this turn was KATANA 11273. The ten other most popular fighters were ATAVISTA 11465, SMOKE 11474, BULLY 11477, ROBBER 11473, SIR PRYSIN 11382, WOLF 11475, BARBELA BLOODSTONE 11467, HARD WORK 11484, SIR JERRY 11379, and SIR CULL 11380. The least popular fighter this week was SOPHIEA 11274. The other ten least popular fighters were SIR RENITEE 11378, STAR 11277, BATTLESHIP KATE 11490, BEAST 11275, OVERDO 11483, AFNORD FORGETHIM 11501, DAME MAIM 11381, IRON MCGINTY 11489, SCOPE CREEP 11487, and POT HOLE 11476.