DUEL 2 NEWSLETTER
Date : 03/10/2022 Duedate: 04/06/2022
KYR'TERR ARENA
DM-71 TURN-376
This Weeks Top Honors
THE DUELMASTER IS
THE RACK
DUNGEON CELL (989)
(71-8597) [18-29-0,105]
Chartered Recognition Leader Unchartered Recognition Leader
THE RACK POSITION IS EMPTY
DUNGEON CELL (989)
(71-8597) [18-29-0,105]
Popularity Leader This Weeks Favorite
MIDLIFE CRISIS MIDLIFE CRISIS
WAR-C-KERS (812) WAR-C-KERS (812)
(71-7330) [18-16-1,76] (71-7330) [18-16-1,76]
THE CURRENT TOP TEAM
F IS FOR FROG (997)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. E IS FOR ELEPHANT (830) 18
2. DUNGEON CELL (989) 18 E IS FOR ELEPHANT (830)
3. WAR-C-KERS (812) 15 Unchartered Team
4. F IS FOR FROG (997) 15
5. BLM BLACKOPS INC (1032) 13 (-1)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0 E IS FOR ELEPHANT (830) 64 42 2 60.4 1/ 1 F IS FOR FROG (997) 5 1 0
2/ 1 JURINE SAMPLE (982) 14 11 1 56.0 2/ 5 WAR-C-KERS (812) 4 2 0
3- 2 HOME LIFE (818) 265 225 18 54.1 3/ 7 JURINE SAMPLE (982) 2 1 0
4/ 4 WAR-C-KERS (812) 254 217 14 53.9 4/ 2 SHERWOOD FOREST (817) 2 1 0
5/ 3 SHERWOOD FOREST (817) 281 241 34 53.8 5- 0 HILLWOOD ISLES (1040) 2 8 0
6/ 5 F IS FOR FROG (997) 140 131 4 51.7 6- 4 100% CANADIAN (280) 1 0 1
7/ 0 BLM BLACKOPS INC (1032) 35 33 1 51.5 7/ 0 BLM BLACKOPS INC (1032) 1 0 0
8- 6 100% CANADIAN (280) 95 94 7 50.3 8/ 0 E IS FOR ELEPHANT (830) 1 0 0
9- 7 GAMBLER HAMMERZ (525) 31 39 2 44.3 9- 8*COLD FUSION (36) 1 0 0
10- 8*COLD FUSION (36) 12 17 1 41.4 10- 3 HOME LIFE (818) 1 0 0
11/ 9 DUNGEON CELL (989) 48 73 2 39.7 11/ 9 CORONA BOREALIS (941) 1 2 0
12/10 CORONA BOREALIS (941) 12 21 0 36.4 12/ 6 HERCULES (944) 1 2 0
13/11 HERCULES (944) 12 22 1 35.3 13/10 DUNGEON CELL (989) 1 2 0
14/ 0 HILLWOOD ISLES (1040) 15 40 0 27.3 14-11 GAMBLER HAMMERZ (525) 0 1 0
15-12*FEAR FACTORY 7 (804) 0 1 0 0.0 15-12*FEAR FACTORY 7 (804) 0 1 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
SPY REPORT
Hail and well met warriors of KYR'TERR! Know me for who I am, Zontani Sharp
Eyes, Spymaster extraordinaire of all Alastari. There were bitter words at HOME
LIFE's guildhouse after a 0-0-0 showing this week which dropped the stable into 10th.
Dark Arena anyone? Warriors--remember that glory waits always around the corner!
Witness how this week JURINE SAMPLE went 0-1-0 to move up 4 in the rankings. THE
RACK caught the eye of many in the gladiatorial commission as it skillfully bested IN
YOUR THROAT and was awarded 18 points in recognition. In one of the week's more
notable duels, BLACK MAGIC put down SARIN, causing her to lose 12 points of
recognition in the process. Although GEE WHIZZ made a valiant effort, it did not
suffice to topple the reign of victorious A TAD INEBRIATED. No confirmation, but my
sources claim that the top team has gained their position using magical aids.
Charmed weapons perhaps?
Many and various are the arts of battle. In KYR'TERR "art" is a word that has
long since passed from the language!
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!
If it were not for my skills as a spy I would have been mugged three times
already in KYR'TERR. Nice atmosphere you have here! More than a sharp eye must I
keep, indeed a stout pair of legs must I keep as well! The endless paths of Alastari
await me! Till next we meet remember - the pen is mightier than the sword, but a
maul is a different story!-- Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
THE RACK 8597 18 29 0 105 DUNGEON CELL (989)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
-ELEPHANT WHISPERER 8208 9 4 0 104 E IS FOR ELEPHANT (830)
-LIGHT'S OUT 7275 25 15 3 102 HOME LIFE (818)
BLACK MAGIC 9025 9 11 0 94 BLM BLACKOPS INC (1032)
CHAMPIONS W L K POINTS TEAM NAME
IN YOUR THROAT 8682 25 15 0 90 F IS FOR FROG (997)
-DEATH RITUAL 8063 11 9 1 90 E IS FOR ELEPHANT (830)
-THUNDER HEAD 7828 7 6 1 84 SHERWOOD FOREST (817)
-WINDWALKER 8238 7 0 0 80 WAR-C-KERS (812)
MIDLIFE CRISIS 7330 18 16 1 76 WAR-C-KERS (812)
-THIS GUY 7625 10 5 1 74 WAR-C-KERS (812)
SARIN 8363 12 21 1 72 HERCULES (944)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
-100 KILLED A DAY 8062 12 8 0 62 E IS FOR ELEPHANT (830)
-BLACK MAMBA 9024 9 4 1 62 BLM BLACKOPS INC (1032)
NUSAKAN 8347 12 21 0 60 CORONA BOREALIS (941)
-SPRING FEVER 8067 5 1 0 59 HOME LIFE (818)
-LADY LUCK HAMMER 4826 11 9 0 58 GAMBLER HAMMERZ (525)
ADEPTS W L K POINTS TEAM NAME
-GOODIE RING 7910 9 7 1 52 HOME LIFE (818)
-SAGEHERD 9075 5 6 0 50 HILLWOOD ISLES (1040)
-BLACK RHINO 9021 7 3 0 43 BLM BLACKOPS INC (1032)
-CROWCHILD 8933 4 3 0 41 100% CANADIAN (280)
PINPOINT 9016 4 0 0 38 WAR-C-KERS (812)
-DEAD MANS HAMMER 4825 7 10 0 37 GAMBLER HAMMERZ (525)
CHALLENGER INITIATES W L K POINTS TEAM NAME
-TWO PAIR HAMMER 4875 5 4 1 31 GAMBLER HAMMERZ (525)
-BLACK HAWK 9022 6 6 0 29 BLM BLACKOPS INC (1032)
-GLIMMERDARK 8927 2 0 0 28 WAR-C-KERS (812)
INITIATES W L K POINTS TEAM NAME
GOOD VIBRATION 8717 1 1 0 25 E IS FOR ELEPHANT (830)
INITIATES W L K POINTS TEAM NAME
-TRUMP CARD HAMMER 4878 4 5 1 20 GAMBLER HAMMERZ (525)
-BLACK WIDOW 9023 4 7 0 20 BLM BLACKOPS INC (1032)
ECHOEY ECHO 8989 3 1 0 20 SHERWOOD FOREST (817)
-BILLY TALENT 8991 2 0 1 20 100% CANADIAN (280)
-TURBO STANG 546 2 1 0 20 COLD FUSION (36)
-HEAD CRUSHER 8613 2 2 0 18 DUNGEON CELL (989)
-HOPEGROW 9070 3 8 0 17 HILLWOOD ISLES (1040)
-FIVE CARD HAMMER 4877 3 6 0 17 GAMBLER HAMMERZ (525)
-GAMEBRING 9074 3 8 0 17 HILLWOOD ISLES (1040)
-FAITHKEEP 9071 3 6 0 15 HILLWOOD ISLES (1040)
-ZODIAC MINDWARP 594 1 1 0 15 COLD FUSION (36)
-JOYMEND 9072 1 10 0 13 HILLWOOD ISLES (1040)
-CLOUDY CLOUD 9015 1 0 0 13 SHERWOOD FOREST (817)
-WUN CHAN 342 3 2 1 12 COLD FUSION (36)
-DUSTY DUST 8947 1 0 0 9 SHERWOOD FOREST (817)
-SNOW FLAKE 8926 2 2 0 8 HOME LIFE (818)
-PIN CUSHION 893 1 0 0 6 COLD FUSION (36)
-B 7960 0 1 0 1 FEAR FACTORY 7 (804)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PERSONAL ADS
LAST WEEK'S FIGHTS
A TAD INEBRIATED devastated GEE WHIZZ in a 1 minute mismatched fight.
BLACK MAGIC vanquished SARIN in a 1 minute brutal uneven battle.
IN YOUR THROAT was overpowered by THE RACK in a 2 minute bloody mismatched Title duel.
MIDLIFE CRISIS savagely defeated NUSAKAN in a crowd pleasing 2 minute veteran's fight.
ECHOEY ECHO was unbelievably bested by GOOD VIBRATION in a 3 minute fight.
PINPOINT overpowered CULT MEMBER in a 1 minute mismatched brawl.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 6 TOTAL PARRY 24 - 6 - 0 80 |
|WALL OF STEEL 2 STRIKING ATTACK 14 - 4 - 0 78 |
|LUNGING ATTACK 1 LUNGING ATTACK 44 - 18 - 2 71 |
|BASHING ATTACK 1 BASHING ATTACK 9 - 5 - 0 64 |
|TOTAL PARRY 1 PARRY-STRIKE 4 - 3 - 0 57 |
|PARRY-LUNGE 0 PARRY-LUNGE 7 - 6 - 0 54 |
|PARRY-STRIKE 0 SLASHING ATTACK 11 - 11 - 1 50 |
|PARRY-RIPOSTE 0 AIMED BLOW 44 - 45 - 1 49 |
|SLASHING ATTACK 0 WALL OF STEEL 5 - 9 - 0 36 |
|STRIKING ATTACK 0 PARRY-RIPOSTE 0 - 1 - 0 0 |
Turn 376 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
LUNGING ATTACK 1 - 0 PARRY-LUNGE 0 - 0 4 LUNGING ATTACK
WALL OF STEEL 2 - 0 PARRY-STRIKE 0 - 0 3 AIMED BLOW
AIMED BLOW 3 - 3 PARRY-RIPOSTE 0 - 0 1 PARRY-STRIKE
SLASHING ATTACK 0 - 0 1 WALL OF STEEL
STRIKING ATTACK 0 - 0 1 TOTAL PARRY
BASHING ATTACK 0 - 1 1 STRIKING ATTACK
TOTAL PARRY 0 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY IN YOUR THROAT 8682 25 15 0 90 F IS FOR FROG (997)
AIMED BLOW MIDLIFE CRISIS 7330 18 16 1 76 WAR-C-KERS (812)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is MIDLIFE CRISIS 7330. The most popular warrior this
turn was MIDLIFE CRISIS 7330. The ten other most popular fighters were ECHOEY ECHO
8989, THE RACK 8597, BLACK MAGIC 9025, NUSAKAN 8347, PINPOINT 9016, GOOD VIBRATION
8717, SARIN 8363, IN YOUR THROAT 8682, 0, and 0.
The least popular fighter this week was IN YOUR THROAT 8682. The other ten least
popular fighters were SARIN 8363, GOOD VIBRATION 8717, PINPOINT 9016, NUSAKAN 8347,
BLACK MAGIC 9025, THE RACK 8597, ECHOEY ECHO 8989, MIDLIFE CRISIS 7330, 0, and 0.
The following warriors have traveled to AD after fighting this turn:
GEE WHIZZ (71-8558) JURINE SAMPLE (982)
A TAD INEBRIATED (71-8675) F IS FOR FROG (997)
NAME CHANGE-O-RAMA
Algernon, who had NOT gotten the name change he'd asked for, looked at the latest
petitioner. This was a typical gladiator, big, muscular, and scarred, with a frown.
"Ah, what can I do for you?"
"Name change. I heard we can do that. I'm tired of being Jane Doe."
"I'd think you would be," Algernon said faintly. "The Commission has actually
been thinking about this. It isn't FREE, mind you! It takes money to run our office,
you know, and we want to buy some goats--"
"I don't care about goats!" He made a crude suggestion about goats.
"Or maybe chickens. Or bees--" Algernon took a quick step back at the look on the
rough warrior's face. "Yes, a name change. Right away, sir. We can do that.
Gladiators, teams, it will cost you two dollars to make a change--"
"I had a talk with my manager. He'll find the money. I want to change my name
to Jane Ralph. I'm no doe!" He thumped a fist on the counter.
"Er, yes. Jane Ralph. Fill out this form, please." He pushed the paper across
the counter. "The changes start on the 15th of April--that's the Ides, you know, and
can be submitted through the end of May. With the payment. No change without the
goat, ah, the gold."
* * * * *
Warrior and team name changes will be accepted beginning April 15 and continuing
throughout the month of May. The cost will be $2 per name change. All proceeds will
be used to buy goats via Heifer International and will be matched up to $500.
If you have names you want to change, please contact Customer Service. -- RSI
NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS)
For those of you who keep track of such things, a few additional warriors graduated
from regular DM arenas (including closed arenas) since the last tournament.
BLACK GENESIS (13-4223) of THE BLACK CHAPEL (447)
CORSAIR (28-5198) of SEA DOGS (567)
ANIMAL COLLECTIVE (43-5198) of COLLEGE RADIO (520)
ANTHONY HENDAY (71-7253) of 100% CANADIAN (280)
CASTLE OF STORMS (82-6333) of IMMORTAL EMPIRE (883)
STOOL SAMPLE (82-49946) of EXTRA FURNITURE (8394)
FRANCIS CLARK (82-55500) of MEDAL OF HONOR J1 (9382)
BARF (84-14598) of 4-LETTER VOMIT (2567)
MY DYING BED (84-32882) of TIME OF DYIN' (5765)
SAUSAGE PUFF (84-45806) of BACON AND BEER (7915)
SASMA (84-47473) of THIRSTY THUGS 1421 (8202)
PRESTO GEISHA (84-51434) of THIRSTY THUGS 1471 (8830)
BLEAK PRIEST (85-1939) of THIRSTY THUGS 1531 (354)
MAFIA FALLACY (85-8131) of THIRSTY THUGS 161W (1478)
SCRAM MOLE (85-9708) of THIRSTY THUGS 1631 (1766)
FALLING BEAD (85-14843) of THIRSTY THUGS 163U (2720)
LINT (85-19646) of STILL MORE GUYS (3593)
MONSTER BISQUE (85-26261) of SATAN'S SOUPS II (4815)
BOB (85-46383) of PUPPY DOG PALS (8461)
Congrats to the grads. -- Green Eyes
WINTER BLOODGAMES 2022
Back by popular demand, we will be hosting a new slow Bloodgames mailed arena
beginning in late April. We also plan our usual Bloodgames arenas at the summer Face-
to-Face.
For those of you who always wanted the chance to manage the
last warrior standing alive upon the arena sands, your day has come. At the end of
the ten turns, even though several warriors, bruised and scarred, MAY yet live, only
one will be crowned Champion of the Bloodgames. And in this game mere survival counts
for little. A great general once said, "The object of battle is not to die for your
cause, but to make your enemy die for his." This general would have greatly enjoyed
the Duelmasters Bloodgames. Here are the particulars:
Slow Bloodgames (DM 95): Turn 1 is due Weds April 27
Turns process every 28 days
Strategy changes allowed, bloodfeud challenges only
Gameplay proceeds according to standard DM rules, except for a few notable exceptions:
BLOODGAMES ROLLUP -- Your Bloodgames team is ten warriors, one of each fighting
style, each warrior designed from scratch! (All are DYOs (design your owns) with 84
points, 3-21, as usual.) To submit your rollup, just write/type them up and send them
in. We'll mail or email your overviews and you can write up your strategies.
DEATH -- As the name implies, the Bloodgames will leave the arena sands somewhat
darker before they're over. It's a dangerous sport intended only for the tough and
spirited. The Arenamaster will be less likely to intercede on behalf of a dying
warrior. Even at a 1 kill desire, kill attempts will occur.
REPLACEMENTS AND ROLLUPS -- There will be no replacement characters.
CHALLENGES AND STRATEGIES -- In this turn-based bloodgames, there are no regular
challenges, only bloodfeuds. There will be no DA challenges in either arena.
TURN PROCESSING AND DUE DATES -- DM 95 is due April 27 and will process on a 28-day
schedule.
MISSED TURNS -- All warriors fight each round. Only the dead may rest.
ERRORS -- If we make an input error, that warrior will be awarded a win and kill.
Errors must be reported before the next turn processes.
NEWSLETTER -- Warriors are ranked according to their number of kills. Champions of
Bloodgames may write a column for the newsletter at the end of the games.
FEES -- A Bloodgames rollup costs a $10 set-up fee. Managers may roll up more than
one team but may run only one team in each arena. The fee for all ten rounds is $49.
AWARDS -- The Bloodgames last ten rounds. Only warriors who survive to the end of
Turn 10 will be eligible for an award. However, a consolation award of a Bloodgames
T-shirt will be awarded to the dead warrior with the most kills.
The living warrior with the greatest number of kills will be the Bloodgames Champion.
Bloodgames Victor titles, 2nd and 3rd place, and Bloodgames Runner-up titles, 4th
through 6th place, will be awarded to those living warriors with the greatest number
of kills at the end of Turn 10, with one other important consideration: Each of these
six warriors must be of a different fighting style. Win/loss records and, if
necessary, recognition points will only be used to determine awards if there is a tie.
A Bloodgames T-shirts will be awarded to the manager of the team with the most kills.
The Bloodgames Champion fights for free in Advanced Duelmasters, and all Champions and
Victors earn Tournament Victor status, which allows them to challenge once per turn
with increased priority. These awards last for six months. The manager of the
Bloodgames Champion, Victors, and Runners-up will receive Bloodgames T-shirts.
AFTERMATH -- Warriors from the Bloodgames may not transfer to any other arena. Once
the games are over, the arena and teams will be disbanded. The fighters have won
their freedom and will never more be seen in the gladiatorial games. A special bonus
will, however, be awarded to the 1st through 3rd place warriors. Lady Sheila
Greywand, of the Isle of the Eye, has consented to allow the top three gladiators in
each Bloodgames admission to the Advanced Duelmasters games. Any special training
required to qualify those three warriors for Advanced Duelmasters combat will be
conducted before transfer into ADM. Astute managers will note that this means that
three warriors that are designed from scratch will survive the Bloodgames, win one of
the top three places, and go on to immortal glory! One of those warriors could be
yours!
The challenge is yours to take. The final plans are yours to make.
When the dust settles, remember: To the victor goes the spoils!
MY TAKE ON THE PARRY SLASH
I'm sure I'm not covering any new ground with my insights on the Wall of Steel. It is
my best fighting style and a favorite. I have currently 3 in ADM, and about a half
dozen active in the arenas with one currently undefeated and Duelmaster in DM 41.
So a bit about my observations. Like most defensive styles it seems to work best to
run these guys offensively while they are young so I outfit them and run them like a
slasher. They favor the initiative, parry and attack skills which sucks a bit in ADM
because they lack in defense skill and since defense is king in the late game, Walls
of Steel fall back into the pack quite a bit. It stinks but done right they can hold
their own vs anyone except end game lungers and aimed blows who seem to be way OP at
that level.
Anyway, stats are important of course. Strength should at least be 9+ to get slashing
weapons. Con can be lower; I have gotten away with a con of 7 because I run them fast
and furious anyway so if they get out jumped or crit dodged and ripped then they go
down easy. Most fights are over in minute 1 anyway. Size is a thing; smaller sizes
would be nice but you have issues with damage if you go low size and strength less
than 11. I have an upper limit of around 14 size and a lower one of 5 in my current
crew. Wit is a no brainer: 15+ is almost mandatory but I am running one with a 13 that
is doing ok but learning slows down to a crawl if you have less than 15. Will is super
necessary so I try not to go below 15 here with a build. Speed isn't really a
priority, so I often go as low as 3 here and they still do very well. More speed would
be nice, but speed is a luxury and not a necessity. Deftness is nice, I won't run a
WOS with less than a 13 here; my highest is 21 with a current ADM build.
Now how to run them. Well, minute one is offensive so I typically run 10-10-6 and then
taper off to a high offensive effort and a low or moderate activity level. It seems
that the majority of my ADM builds prefer a high-low pace.
So a couple of current warrior builds to show off the style.
Midnight, currently in ADM -- 9-11(2)-10-17-15-3-21, about to start stat raises
but currently has ad masters in attack and initiative.
Ishmail currently in Home Guard -- 12-9-6-15-17-9-15, currently at 93 skills and
wont be stat raising for a minute.
Average Joe in Mordant -- 11-11-14-13-13-9-13, painfully bad at learning and
definitely not recommended for the faint of heart.
Beowulf in Seam -- 11-12-9-15-17-3-17, currently at 54 skills and near the top of
the arena. Has fallen on hard times of late because of diminishing returns on
skill learns.
Broken in Shadowspire -- 9-14-9-17-17-5-13, very new and probably going to be a
.500 warrior when it's all said and done because of the low speed and deftness
combo.
Bender in DM 41 -- 9-7-14-17-17-3-17, currently undefeated and duelmaster, won't
last long but he started out as a tourney warrior and has gone at best 6-3 and
went 4-3 in this past mail-in as an adept.
So for anyone who doesn't know, a speed and deftness of 21 total is needed to get
normal coordination and a combo of 28 is needed to get the "fights well with either
hand" tag on your roll up. So not really relevant to the topic but just thought I'd
throw that out there. I like to keep this total at the very least 18 to get slightly
uncoordinated on all my builds because coordination is vital to defense and attack.
Okay, that's my take on this fun style. If I have enlightened anyone then you are
welcome, I hope I at least entertained everyone. Take it easy.
-- Eli