DUEL 2 NEWSLETTER
Date : 10/30/2026 Duedate: 11/12/2026
NOBLISH ISLAND ARENA
DM 93 TURN 725
This Week's Top Honors
THE DUELMASTER IS
GRAVITY
PLANETARY FORCES (1974)
(93-11571) [8-2-0,69]
Chartered Recognition Leader Unchartered Recognition Leader
GRAVITY JAINA
PLANETARY FORCES (1974) ETERNAL ABYSS (1852)
(93-11571) [8-2-0,69] (93-10838) [4-1-0,51]
Popularity Leader This Week's Favorite
GRAVITY JAINA
PLANETARY FORCES (1974) ETERNAL ABYSS (1852)
(93-11571) [8-2-0,69] (93-10838) [4-1-0,51]
THE CURRENT TOP TEAM
ETERNAL ABYSS (1852)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. ETERNAL ABYSS (1852) 53
2. THE LUCKY ONES (1984) 22 PLANETARY FORCES (1974)
3. GLARG'S MISFITS (1986) 18 Unchartered Team
4. AFTERDARK (1988) 1
5. PLANETARY FORCES (1974) -20 ETERNAL ABYSS (1852)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1- 1*BASH BROS SCUMLORD (1989) 5 0 0 100. 1/ 1*ETERNAL ABYSS (1852) 10 5 0
2/ 2 PLANETARY FORCES (1974) 35 15 1 70.0 2/ 2*THE LUCKY ONES (1984) 7 7 0
3/ 3*ETERNAL ABYSS (1852) 15 10 0 60.0 3/ 4 PLANETARY FORCES (1974) 7 8 1
4/ 4*THE LUCKY ONES (1984) 10 18 0 35.7 4- 3*BASH BROS SCUMLORD (1989) 5 0 0
5- 5*SILVER DRAGONS (1977) 6 13 0 31.6 5- 5*SILVER DRAGONS (1977) 5 5 0
6/ 6*GLARG'S MISFITS (1986) 2 7 1 22.2 6/ 6*GLARG'S MISFITS (1986) 2 7 1
7/ 0*AFTERDARK (1988) 0 1 0 0.0 7/ 0*AFTERDARK (1988) 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 CONCEPTS
ZOO Team (The Consortium Way)
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:
1. An experienced manager's (over 100,000 warriors designed and fought) general design
principles
2. Some thoughts on team balance
3. A real five-warrior design (original team roll-up) just starting to compete on
Noblish Island
4. Summary and comments relevant to those designs
First you might ask, "Who is writing this? And I answer that I am "Zoo Boss", manager
and agent of ZOO, 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 weak, but
interesting, roll up sheet. Opportunities abound! (Some good; some bad.) Some of the
fun of D2 is designing a seemingly inadequate/interesting warrior, and strategizing
them to being a winner! So, let's get at it b" 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. Often first one must decide whether first to add points to very low ST or WL or DF
as these stats are so necessary for physicals and/or weapon selection.
4. 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.)
5. Offensive-ish warriors usually need high WT to excel. Design to 11 (very minimum,
but wanting 15+), needing 11, 13, 15, 17, 21 for skill breaks. (note: Offensives,
though, can win in the very short run on physicals only)
6. 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.
7. 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.
8. 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.
9. A warrior has to have some strength; weapon choice and weapon damage is impaired
otherwise; 9 is normally minimum, but 11+ really best. (Note: No real need to
exceed 17ST) Only an aimed-blow can get away with "too low" strength.
10. Do not add to CN for pure offensives. (Use all points elsewhere.)
11. Pure defensive style warriors need big WL and CN. And, then, ST, too.
12. Physicals never hurt any warrior. Warriors can win early on with lesser skill, but
good physicals.
13. 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!
14. 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.
15. 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.
16. 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.)
17. 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.)
18. PRIMARY PRINCIPLE: 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 principles to the
ZOO 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 valuable. 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 b&b&b&..
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, the Zoo Boss,
manager of the ZOO 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!
One last note. While I recommended that a D2 starting manager make sure to design 1 of
two specific types, (see above) I was unable to make a reasonable scummy type warrior
for the ZOO Team. I will suffer for it!
So, with that, let's get on to designing this team. WHOOPS! Guess what? I failed to
retain a copy of the DM Team Rollup Sheet! I can, however show you the final designs:
(NOTE: Read back the last 20ish DM93 Newsletters on the RAI site and you will find two
full and complete further team designs for your perusal.)
17-8-12-15-9-12-11 BA
11-9-16-15-9-11-13 ST
15-5-9-15-15-14-11 SL
11-10-16-7-17-12-11 LU
17-4-14-7-15-14-13 BA
The first three are typical arena designed workable warriors. The last two are
mediocre-at-best due to the low wits which will seriously limit skill learning. I will
have to work hard to get my team expected 60% W/L!
So there you have it: a new team; insight to warrior and team design concepts; 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.)
-- ZOO BOSS, manager of ZOO (Consortium affiliated)
SPY REPORT
The sages err'd not in their foretelling of a god descending upon NOBLISH
ISLAND, for I, Novgorodny Vir, have returned! ETERNAL ABYSS had cause to celebrate,
after BABY CAT got 17 points by beating WIND. A certain someone should cut down on
the drinking and practice more, after losing 14 points to BABY CAT. (Discrete
enough, WIND?) Our Duelmaster has lost, folks, lost to KUNG-FU MASTER, BUT GRAVITY is
still the Duelmaster because she has the most recognition points! Word has it one
team in NOBLISH ISLAND is taking speech lessons to try to bore their opponent to
death. I'll bet it works.
So much to report, so little time! Like the noble eagle soaring amongst the
mountaintops, so stand the warriors of ETERNAL ABYSS, alone and unchallenged. As a
woman of good breeding scorns the "warriors" of PLANETARY FORCES, so did that sorry
team shy from ETERNAL ABYSS
Ah, the duel! The roar of the oppenent, the smell of the crowd! Never one to
advocate diplomacy and restraint, I was pleased to see ETERNAL ABYSS retaliate
against PLANETARY FORCES in bloodfeud! Ask not a spymaster for counsel, for he will
pontificate long after you have fallen into an unconscious stupor.
All good things must come to an end. My fingers tire and I fear my incessant
prattling may cause unfair judgement upon my impeccable character. NOBLISH ISLAND, I
leave you now. The Duelmaster has agreed to foot my bill at The Warty Toad. 'Til
next time-- Novgorodny Vir
DUELMASTER W L K POINTS TEAM NAME
GRAVITY 11571 8 2 0 69 PLANETARY FORCES (1974)
ADEPTS W L K POINTS TEAM NAME
JAINA 10838 4 1 0 51 ETERNAL ABYSS (1852)
BABY CAT 11650 4 0 0 50 ETERNAL ABYSS (1852)
OIL 11574 9 1 0 48 PLANETARY FORCES (1974)
CHALLENGER INITIATES W L K POINTS TEAM NAME
GORILLA MIKE 11623 3 3 0 30 THE LUCKY ONES (1984)
WIND 11572 6 4 0 29 PLANETARY FORCES (1974)
QUAKE 11570 7 3 1 26 PLANETARY FORCES (1974)
ROTATION 11573 5 5 0 24 PLANETARY FORCES (1974)
INITIATES W L K POINTS TEAM NAME
SHEEBA THE FIERCE 11624 3 3 0 20 THE LUCKY ONES (1984)
TARA THE WISE 11626 2 3 0 18 THE LUCKY ONES (1984)
-LEENA MORAN 11588 1 3 0 18 SILVER DRAGONS (1977)
ALEXA 10837 3 2 0 17 ETERNAL ABYSS (1852)
GLARG 11638 1 1 1 17 GLARG'S MISFITS (1986)
-ANGELA MORAN 11589 1 3 0 17 SILVER DRAGONS (1977)
-LOGAN MORAN 11586 1 2 0 16 SILVER DRAGONS (1977)
INITIATES W L K POINTS TEAM NAME
-WAITING GAME 11653 1 0 0 15 BASH BROS SCUMLORD (1989)
-PRIEST MORAY 11587 2 2 0 12 SILVER DRAGONS (1977)
-GALIETH MORAN 11590 1 3 0 12 SILVER DRAGONS (1977)
-PARRY POTTER 11654 1 0 0 11 BASH BROS SCUMLORD (1989)
SICKY DUCK 11659 1 0 0 10 ETERNAL ABYSS (1852)
-TURTLE LORD 11656 1 0 0 9 BASH BROS SCUMLORD (1989)
HAMAR THE HORRIBLE 11627 1 5 0 8 THE LUCKY ONES (1984)
BART BLACKSKULL 11625 1 4 0 7 THE LUCKY ONES (1984)
-MINIMUS 11634 1 0 0 7 GLARG'S MISFITS (1986)
-CAPTAIN TURTLE 11655 1 0 0 7 BASH BROS SCUMLORD (1989)
-COWARD'S SHIELD 11652 1 0 0 3 BASH BROS SCUMLORD (1989)
BRACCUS 11636 0 3 0 3 GLARG'S MISFITS (1986)
SASHA 11635 0 2 0 2 GLARG'S MISFITS (1986)
R.A. ANGEL 11647 0 1 0 1 AFTERDARK (1988)
-AVARRA 11637 0 1 0 1 GLARG'S MISFITS (1986)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
EMBEZZLING SCRIB 0 0 0 GLARG 11638 725 NONE
DA3 11660 0 1 0 ETERNAL ABYSS 1852 BANDIT PRINCE 725 NONE
ISABELLA 10839 3 1 0 ETERNAL ABYSS 1852 QUAKE 11570 724 JUST REVENGED
PERSONAL ADS
Eternal Abyss (and all others), per your great diplo of "Please include articles or
tips in the newsletter, if the more experienced managers don't mind sharing!",
consider backreading DM93 newsletters on the RSI site for many, many articles with
tips and info. (And feel free to ask questions right here. Assur or a Consortium Rep
or both will answer. -- Br. Knowitall of Planetary Forces
With Dr. K and the Planetary Forces leaving us next round, there will be (next
newsletter) be a spotlight posted on the design thoughts and actuals of the new
Consortium team. -- The Consortium
Great point gain, Silver Dragons! And kudos also to my HW friends the Lucky Ones.
Hubba hubba! -- Dr. K.
Eternal Abyss, I apologize for the death caused by Quake. R.I.P. Isabella. I can
assure you it was not intentional. -- Dr. K.
P.S. May you receive a quite spiffy replacement/recruit.
I deeply regret Isabella was slain. She was a fine friend. -- Tara the Wise
Dr. Knowitall -- Much thanks for the newbie welcome! -- Eternal Abyss
Tara the Wise -- You are much faster than I expected. I was lucky to dodge that. --
Baby Cat
Planetary Forces -- You seem to really love bashers! -- Jaina
Gorilla Mike -- A well deserved win! -- Alexa
Veteran Managers -- What would you consider the best advantage and worse disadvantage
of each fighting style, in your opinion? As they apply in the Basic arena -- J.M.
Quake -- A good, furious battle, despite the death. -- Eternal Abyss
LAST WEEK'S FIGHTS
DA3 was butchered by BANDIT PRINCE in a 2 minute bloody Dark Arena fight.
JAINA vanquished QUAKE in a 2 minute brutal uneven Bloodfeud battle.
GRAVITY was defeated by KUNG-FU MASTER in a 2 minute Title duel.
OIL unbelievably bested GORILLA MIKE in a 5 minute gory contest.
WIND was overpowered by BABY CAT in a 1 minute mismatched match.
HAMAR THE HORRIBLE was devastated by ROTATION in a 1 minute one-sided duel.
SHEEBA THE FIERCE devastated BRACCUS in a 1 minute bloody mismatched match.
BART BLACKSKULL was savagely defeated by SICKY DUCK in a 3 minute beginner's melee.
TARA THE WISE vanquished SASHA in a 2 minute one-sided duel.
GLARG dispatched EMBEZZLING SCRIBE in a popular 4 minute brutal novice's duel.
ALEXA handily defeated R.A. ANGEL in a 2 minute one-sided bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 5 TOTAL PARRY 18 - 4 - 0 82 |
|AIMED BLOW 2 SLASHING ATTACK 21 - 13 - 1 62 |
|PARRY-LUNGE 2 PARRY-RIPOSTE 14 - 9 - 0 61 |
|PARRY-RIPOSTE 2 LUNGING ATTACK 7 - 6 - 0 54 |
|SLASHING ATTACK 2 PARRY-STRIKE 11 - 10 - 0 52 |
|STRIKING ATTACK 2 AIMED BLOW 10 - 10 - 0 50 |
|PARRY-STRIKE 1 STRIKING ATTACK 16 - 19 - 0 46 |
|LUNGING ATTACK 1 BASHING ATTACK 22 - 27 - 2 45 |
|TOTAL PARRY 1 WALL OF STEEL 9 - 12 - 0 43 |
|WALL OF STEEL 1 PARRY-LUNGE 9 - 13 - 0 41 |
Turn 725 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 BASHING ATTACK 2 - 3 3 STRIKING ATTACK
LUNGING ATTACK 1 - 0 STRIKING ATTACK 0 - 2 3 SLASHING ATTACK
TOTAL PARRY 1 - 0 WALL OF STEEL 0 - 1 1 AIMED BLOW
AIMED BLOW 1 - 1 1 BASHING ATTACK
PARRY-LUNGE 1 - 1 1 PARRY-STRIKE
PARRY-RIPOSTE 1 - 1 1 LUNGING ATTACK
SLASHING ATTACK 1 - 1 1 TOTAL PARRY
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK GRAVITY 11571 8 2 0 69 PLANETARY FORCES (1974)
PARRY-STRIKE JAINA 10838 4 1 0 51 ETERNAL ABYSS (1852)
SLASHING ATTACK BABY CAT 11650 4 0 0 50 ETERNAL ABYSS (1852)
TOTAL PARRY OIL 11574 9 1 0 48 PLANETARY FORCES (1974)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is GRAVITY 11571. The most popular warrior this turn
was JAINA 10838. The ten other most popular fighters were GORILLA MIKE 11623, SICKY
DUCK 11659, GRAVITY 11571, TARA THE WISE 11626, SHEEBA THE FIERCE 11624, ALEXA 10837,
DA3 11660, BABY CAT 11650, ROTATION 11573, and SASHA 11635.
The least popular fighter this week was OIL 11574. The other ten least popular
fighters were R.A. ANGEL 11647, BART BLACKSKULL 11625, BRACCUS 11636, HAMAR THE
HORRIBLE 11627, WIND 11572, QUAKE 11570, GLARG 11638, SASHA 11635, ROTATION 11573,
and BABY CAT 11650.
| P.O. Box 22400 Tempe, AZ 85285 (480) 967-7979 fax (480) 894-2028 |
GPO Box 1066 Brisbane, QLD 4001 (07) 3219 7152 fax (07) 3219 7152 |