DUEL 2 NEWSLETTER
Date : 06/22/2018 Duedate: 07/05/2018
NOBLISH ISLAND ARENA
DM-93 TURN-507
This Weeks Top Honors
THE DUELMASTER IS
TRUMP
CARD SHARKS! (1743)
(93-10190) [4-2-0,62]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY TRUMP
CARD SHARKS! (1743)
(93-10190) [4-2-0,62]
Popularity Leader This Weeks Favorite
DUECE DUECE
CARD SHARKS! (1743) CARD SHARKS! (1743)
(93-10191) [3-3-1,33] (93-10191) [3-3-1,33]
THE CURRENT TOP TEAM
CARD SHARKS! (1743)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BASH BROS DL (1744) 32
2. CARD SHARKS! (1743) 14 DARK TOADS (527)
3. CLOAK WARRIORS (1737) 0 Unchartered Team
BASH BROS DL (1744)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*BASH BROS DL (1744) 17 13 1 56.7 1/ 1*CARD SHARKS! (1743) 10 5 1
2- 2*CLOAK WARRIORS (1737) 22 18 4 55.0 2/ 2*BASH BROS DL (1744) 7 8 1
3/ 3*CARD SHARKS! (1743) 16 14 2 53.3 3- 3*CLOAK WARRIORS (1737) 3 2 1
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
SPY REPORT
It is I, Novgorodny Vir, Spymaster of Spymasters. Look on my work, ye mighty,
and despair! Practice pays for RECOVERY TIME, who pummelled CRAZY 8'S, to pocket 16
points. Win some, lose some. Speaking of which, CRUSHED HOPE was winsome, after
beating ROOK and seeing it lose 5 points. Out with the old, in with the new. Enter
KUNG-FU MASTER, handily defeating PHANTOM INJURY. With 62 points, TRUMP of CARD
SHARKS! takes the position of NOBLISH ISLAND's Duelmaster. So who's the team that's
been walking into taverns last week and ordering milk? Sounds like a PR stunt to me.
So much to report, so little time! Like a horde of jackals fleeing from the
lion, so did the "warriors" in NOBLISH ISLAND avoid CLOAK WARRIORS. As a woman of
good breeding scorns the "warriors" of CARD SHARKS!, so did that sorry team shy from
CLOAK WARRIORS
Like the wind whispering among the pines, do hearest I many disquieting rumors.
Ask not for whom the sword slashes; it slashes for thee.
Leave me now, you base fools! More important duties call me. Like a mixed
metaphor, and an overtaxed simile, I now bid NOBLISH ISLAND farewell-- Novgorodny Vir
DUELMASTER W L K POINTS TEAM NAME
TRUMP 10190 4 2 0 62 CARD SHARKS! (1743)
ADEPTS W L K POINTS TEAM NAME
-RIVERSIDE SHAKEPERE 10142 5 3 0 52 CLOAK WARRIORS (1737)
PHANTOM INJURY 10199 4 2 0 50 BASH BROS DL (1744)
POKER 10187 4 2 0 48 CARD SHARKS! (1743)
-SOCCER-PANTS 10140 5 3 2 41 CLOAK WARRIORS (1737)
CHALLENGER INITIATES W L K POINTS TEAM NAME
-IGGIE THE SCUM 10141 4 4 1 33 CLOAK WARRIORS (1737)
DUECE 10191 3 3 1 33 CARD SHARKS! (1743)
INITIATES W L K POINTS TEAM NAME
-AQUA-KNOT 10144 6 2 0 21 CLOAK WARRIORS (1737)
CRUSHED HOPE 10196 4 2 1 21 BASH BROS DL (1744)
RECOVERY TIME 10206 1 1 0 17 BASH BROS DL (1744)
-HASSAN 10143 2 6 1 15 CLOAK WARRIORS (1737)
CAREER ENDING 10207 1 0 0 13 BASH BROS DL (1744)
ROOK 10188 3 3 0 12 CARD SHARKS! (1743)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
FAVORITE PLAYER 10197 3 3 0 12 BASH BROS DL (1744)
CRAZY 8'S 10189 2 4 1 11 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
assur!? What in the world happened here? A Card Shark 5-0-1. (3-0-1 vs baseballitis)
Amazing! Downright surprising and amazing!
Where have all the flowers gone b&b& me and assur? We are mere thorns in a garden of
flowers. Get us some more flowers! -- Dealer
Ms. assur, I do completely and fully apologize for decimating your Full Roster. But I
know you are so loaded that you will just procure another, so, what the heck. -- Duece
(glowing with the kill)
Captured Orc, Dangerous Criminal, Recovery Time, Favorite Player -- Thanks. We
appreciate the workout and you NPCs are so gentle and nice. -- Poker, Trump, Rook and
Crazy 8's. (Pleased with their easy wins.)
LAST WEEK'S FIGHTS
PHANTOM INJURY was devastated by KUNG-FU MASTER in a 1 minute mismatched fight.
TRUMP vanquished DANGEROUS CRIMINAL in a exciting 1 minute gory uneven Title battle.
POKER won victory over THE USEROUS MERCHANT in a 2 minute bloody brawl.
DUECE defeated FAVORITE PLAYER in a exciting 3 minute bloody fight.
CRUSHED HOPE bested ROOK in a 3 minute duel.
CRAZY 8'S was savagely defeated by RECOVERY TIME in a exciting 3 minute struggle.
CAREER ENDING handily defeated CONVICTED THIEF 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 AIMED BLOW 17 - 9 - 1 65 |
|STRIKING ATTACK 2 WALL OF STEEL 7 - 5 - 1 58 |
|WALL OF STEEL 2 LUNGING ATTACK 8 - 6 - 0 57 |
|AIMED BLOW 1 STRIKING ATTACK 19 - 16 - 5 54 |
|TOTAL PARRY 1 PARRY-LUNGE 4 - 4 - 1 50 |
|PARRY-LUNGE 0 BASHING ATTACK 20 - 21 - 1 49 |
|PARRY-STRIKE 0 TOTAL PARRY 6 - 7 - 1 46 |
|PARRY-RIPOSTE 0 PARRY-STRIKE 1 - 2 - 0 33 |
|LUNGING ATTACK 0 PARRY-RIPOSTE 1 - 2 - 0 33 |
|SLASHING ATTACK 0 SLASHING ATTACK 0 - 0 - 0 0 |
Turn 507 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:
STRIKING ATTACK 2 - 0 AIMED BLOW 0 - 1 4 BASHING ATTACK
BASHING ATTACK 3 - 1 PARRY-LUNGE 0 - 0 2 STRIKING ATTACK
WALL OF STEEL 1 - 1 PARRY-STRIKE 0 - 0 2 AIMED BLOW
PARRY-RIPOSTE 0 - 0 1 PARRY-LUNGE
LUNGING ATTACK 0 - 0 1 TOTAL PARRY
SLASHING ATTACK 0 - 0 1 WALL OF STEEL
TOTAL PARRY 0 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK TRUMP 10190 4 2 0 62 CARD SHARKS! (1743)
BASHING ATTACK PHANTOM INJURY 10199 4 2 0 50 BASH BROS DL (1744)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is DUECE 10191. The most popular warrior this turn was
DUECE 10191. The ten other most popular fighters were RECOVERY TIME 10206, POKER
10187, ROOK 10188, TRUMP 10190, FAVORITE PLAYER 10197, CRUSHED HOPE 10196, CRAZY 8'S
10189, CAREER ENDING 10207, PHANTOM INJURY 10199, and 0.
The least popular fighter this week was PHANTOM INJURY 10199. The other ten least
popular fighters were CAREER ENDING 10207, CRAZY 8'S 10189, CRUSHED HOPE 10196,
FAVORITE PLAYER 10197, TRUMP 10190, ROOK 10188, POKER 10187, RECOVERY TIME 10206,
DUECE 10191, and 0.
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A NOTE ON MAILMEN
In response to the articles on new fighting styles, those were good, but how can
you forget our most favorite warrior who has a style all his own? The Mailman! To
Duelmasters he is our most sacred person. I mean, how many of you managers out their
have sat down and calculated what day your Duelmasters will arrive and have sat
waiting for it to arrive, while unknown to you, your mailman is fighting away to get
your Duelmasters delivered. Let's review him...
ST - should be around 19. He needs to heft two medium bags, cloth mail armor and
a ton of rubber bands.
CN - 13, give or take a few. He does get bitten by dogs often.
SZ - Any.
WT - At least 10. He often likes to read the mail.
WL - Try about 20. He must endure all kinds of weather.
SP - 16 is good. He needs to run across streets in traffic.
DF - 10 is good. Sometimes he has to carry packages.
This setup should get you a good mailman but they are hard to come by. If you
can come up with any better, diplo me. I am:
Staple Gun
mgr. of Technet (3)
The New Deal (23)
I am currently working on the U.P.S. and Federal Express warriors.
"Strikers R Us"
Greetings, everyone. It is I, Talon, again. I am very glad to see everyone
participating in the arena and sharing their thoughts on styles and strategies. This
turn I will take on the striking attack style, which is certainly one of my favorites.
I believe the striker is one of the easiest styles to run, and one in which no
team should be without. A high-powered striker can diversify and empower your team.
A well run striker can beat any other style, period, at any level in regular
Duelmasters. In arenas where scum TPs are rampant, strikers are just the answer as
they can attack for up to 12 minutes or more. Strikers are versatile. They can do
exceptionally well with a dagger as a weapon or with a halberd. They can do well with
no armor or with plate armor.
Stats:
Biff Primal Solid Perfect
ST 5-21 9-17 13 15
CN 3+ 3+ 6 3
SZ 9-21 3-17 9 5
WT 3-17 17 + 17 21
WL 9-17 13 + 17 15
SP 5+ 5-13 9 8
DF 9+ 9-17 13 17
With the way I design strikers, there are essentially two strikers that evolve.
The BIFF and the PRIMAL. The Biff striker is typically one that is not looking long-
term, but one which I want to run and have fun with. With this striker, I try to have
one stat (wit, will, or deftness) which is extraordinary, one which is average, and
the other ends up being at some non-normal level. Some examples of the Biff are: 10-
10-11-4-17-17-15, 7-11-17-17-11-6-15, 9-5-14-17-11-13-15, 4-8-17-15-13-10-17, and 21-
3-15-21-5-8-11. With these warriors, the emphasis is on having fun and learning more
about the style.
The Primal is essentially a Primus-quality warrior. In this category, the
striker will be designed with stats that most other managers will gasp, "OH MY, WHY
DID YOU MAKE HIM A STRIKER?" It is also the warrior that will be Duelmaster for 8
straight turns and will go to ADM with a 16-4-2 record, with 4 Masters and an Ad Ex.
The key here is to create a warrior with AT LEAST a 17 wit and 15 deftness, along with
a 13+ will and who will do normal damage or better. The goal with the Primal is a 21
wit and 17 deftness, because this will ensure a great warrior.
Weapons and Armor: As for weapons, the best striking weapons that I have found
and used are the dagger, epee, scimitar, broadsword, quarterstaff, greatsword,
longsword, war hammer, and sometimes the short spear. I don't run my strikers with
shields or off-hand weapons, as it takes away from their attack. The heaviest armor I
will use is padded leather. Always wear a steel cap or a helm.
Strategy (general):
Min. 1 2 3 4 5 6+ Desp
OE 10 8 6 6 6 5 5
AL 10 5 4 2 2 1 8
KD 6 8 6 6 6 5 5
attack arms/legs/head -- take your pick
protect arms/legs/head -- take your pick
off tactic decise, slash, bash, depending on weapon
def tactic response is best; try dodge though.
With this strategy, a striker with a normal endurance should fight for eight
minutes as a scum TP and come out on top, outrageously victorious. Just match your
weapon with your tactic and only use the tactics in minute one or desperation.
If you have any further questions on this or any other style, feel free to diplo
me.
Talon, mgr. Eagle's Claw
HOW I MADE DUELMASTER IN THREE EASY STEPS
OR
a new look for Aimed Blows
Greetings and salutations, all. Here's a new twist on aimed blows I haven't seen
before....one that works, at least for me! Here's what I did with Rex Walters, my
first Duelmaster in the Free Blades transfer arena, DM 70.
ST: 17 (for good damage, attack and parry skills)
CN: 13 (gonna need every hit point he can get)
SZ: 4 (smaller the better!)
WT: 4 (overrated for aimed blows!)
WL: 21 (if ya try this method, 17 is a MINIMUM)
SP: 4 (ya want NO speed, none, nothing, zero!)
DF: 21 (better max this one out too, at least a 19)
You laugh at me? I started expert in both attack and parry! (OK, so I got lucky,
I didn't expect either one of em.) But both are in reach with a little luck. Hey, if
ya can get that strength to 21 you're almost guaranteed those experts... though a bit
more CON would be nice.
But how do I RUN this monstrosity, you may ask? Why, I'm glad you inquired!
LOTS of armor. The hit points combined with, say, platemail should win this character
a lot of fights. But, while I've picked up a few easy wins scumming, that's not
really what this character does best.
I use the only weapon Rex is well suited to: the bare hand. With an offhand
small shield or shortsword, so I can take advantage of that expert parry rating. So:
FI-SH, APM-H.
And I run him at a 4 offensive effort, with a matching 4 activity level. He can
last through the initial onslaught of nearly any offensive, then smash them.... like a
good waste. And with that monster endurance and good damage, no one scums this
warrior!
I attack and protect the head, usually, and keep the kill desire high... 5-7
generally. Now, how to become Duelmaster?
Well, step one is fight your first fight... and train your CON. Step two, now
that you're in the arena, is get a fight with an up-and-coming young warrior from the
Duelmaster's team... and kill them. (I randomly matched up with, and killed, a member
of the incoming Duelmaster's team...luck helps, ya know.) Offensives that wear
themselves out but haven't quite dropped are the easiest to kill.
Then, when the Duelmaster comes at you (bragging about how he "only" needs to
beat you twice to assure his ascension to the Isle) you stomp him. Badly. Once
you're on that lofty throne he won't even be able to bloodfeud you, since you can bet
he's not gonna be anywhere near the challenger champions after losing to a 2-fight
warrior (just ask Ciron of ENDS WITH IRON, now in AD).
There are drawbacks, of course. Once you get to that level, odds are you're
gonna get stomped like a stuck pig (I was most challenged 2 turns in a row after this
trick... Oo! I love mixed metaphors...) But... even a 4 wit warrior can learn skills
against gladiators with 50 fights!
Rex is now 7-3-1. All three losses have come against warriors now in AD. In
those ten matches, he's trained his strength and constitution once each, and learned
twenty skills, including his adex in both parry and attack. And boy, is it fun
humiliating some of those "gods" bound for AD!
What else can one do with this warrior? Well, Rex is, get this, well suited to
an off-hand epee! He wouldn't dare use one as a primary weapon, but its a great off-
hand toy...
Does he have what it takes to be a long-term winner? Who knows? He's probably
the DUMBEST aimed blow to ever make Duelmaster... He's in the Challenger Champions and
climbing....and he'll meet ya in AD!
Amazingly enough, this is not an isolated fluke. We entered a similar warrior
into Bloodgames (with the 4's as 3's, and a bit more CON). That warrior, Jalon, is
now in AD after going 9-1-5 and finishing on TOP of his Bloodgames arena.
Ah, just thought I'd mention I have had a second bare-handed Duelmaster, now...
Seeker Still Water in DM 74 is an open-hand lunger, Duelmaster at 8-1... but that's
another story...
--Khyron
mgr., Pitt Gladiators (2,29,56,103)
Jayhawks (70)
Silent Storm (65,74,75)
and numerous others....
THE WALL OF STEEL AS A BERSERKER
This article is for newer players; more experienced managers will, I'm sure, have
much more sophisticated ideas about warrior design and strategy. This will enable a
newbie to design a competent warrior who should be able to achieve a better than 50/50
record.
The wall of steel, or "waste," is often considered the second scummiest style in
Duelmasters. I love the style, but I don't run mine that way; I prefer to think of
the waste as a fierce dervish ripping into his opponent like an airplane propeller.
In accordance with this view, most walls of steel that I design couldn't scum if they
wanted to (well all right, sometimes it happens by accident if the opposing warrior is
going all-out and can't last very long). It's fun to run them fast; they get the jump
on people who don't expect it of them, and their fights are exciting. Mind you, they
don't win as much as if they ran more defensively, but the ones with good stats still
do okay (I'll make practically anything a waste and run it, but this article isn't
about the ones that a sane manager would DA).
So, here is a design for a competent wall of steel:
ST 13+ Needed for endurance, damage doing, and weapon selection.
CN 9+ You need a passably good con for endurance.
SZ 7+ Teeny weenie wastes don't hit hard enough or take enough damage. Real big
(15+) is bad because it hurts endurance.
WT 13+ Preferably 17. Like any other style, the smarter they are, the better.
WL 17+ Needed for endurance, damage-taking, and sheer grit. 21 is recommended.
SP 3+ Whatever.
DF 7+ Higher deftness is better, but you can get by without it.
As you can see, these are fairly easy requirements. Of course, the more wit,
will, and deftness, the better your waste will be (same as any other style). If you
don't end up with at least good endurance on the overview, the warrior probably isn't
going to do very well. With that high will, though, you can bump con a couple of
times and you might get good endurance, so there's still a chance.
Choose your weapons based on deftness, and your opponent's armor weight. I
normally use something like 0-8 SC, 9-12 BS, 13+ GA, backup SC or BS. No shield.
Some other good weapons for the waste are QS (only takes 11 ST, and can hit heavy
armor), MS, and BA. The war flail isn't a very good weapon, but you can play with it
against leather armor. For armor, I usually choose something middling like ARM & H,
but will go with APL & H if he has a lot of con.
For strategy--I heard a rumor (NOT confirmed) that a wall of steel gets a bonus
if his OE equals his KD. Since I don't like to use a kill desire above 6, I don't go
by that in the first couple of minutes. Keep the activity level moderate to low; the
waste doesn't need to jump around a lot and the way he keeps his weapon moving, he's
burning a lot of endurance without that added drain. Attack and defend the arms, like
a slasher; a waste is a sort of parry-slasher. A typical strategy for my wastes might
look like this:
Minute 1 2 3 4 5 6 Desp
Offensive 9 8 7 6 5 5 2
Activity 6 5 4 3 2 1 6
Kill des. 6 6 6 6 5 5 2
Att. loc. RA LA RA LA RA LA RA
Pro. loc. AM AM AM AM AM AM HE
Off tac. none -- -- -- -- -- --
Def tac. -- -- -- -- -- -- P
I play with the numbers a lot, depending on what the warrior seems to like. For
example, if he doesn't parry too well, I'll give him a more offensive desperation
strategy, like 8-4-8-slash. (If I really like a warrior I sometimes use a 7+ KD to
try and save his life.) If he never manages to get the jump on anybody, I'll try
running him more defensively, like with a first minute of 3-6-3. It's not as much fun
as going all out, but it's more fun than losing all the time.
You can challenge pretty much any style (lungers aren't recommended). When
fighting a warrior you know to be very defensive (a TP, or a scummy variety of PS, PR,
PL, or WS), slow down or you will be scummed. For the most part, though, an offensive
waste is very versatile and can beat any style. The better his important qualities
are (WT, WL, DF, endurance), the better the quality of warriors he can defeat. In
other words, if you have a so-so rollup that barely made the minimum requirements,
challenge so-so opponents. If you have a good rollup, go for the gold. Challenge
warriors with a few more fights than you, so you'll learn plenty of skills--but don't
challenge way way up in experience, because it's no fun to lose a good warrior.
For the most part, train skills--especially on your challenge strategy, when
you're going after someone with more fights! And for sure on the first fight, because
you'll likely be matched against someone who can teach you a lot. It's okay to train
con once in a while if you need more endurance and damage-taking; and if you have bad
luck on the rollup and get "does little damage" or something, you might have to train
strength once or twice (no more!). But it's best not to train any other stats until
way, way down the road.
Ask your DM sponsor or any experienced manager in your arena for more advice (if
they tell you I'm full of hot air, they're probably right). A little bit of good
advice from a more advanced player can make a big difference in your enjoyment of the
game!
If you have any questions or suggestions, you can diplo: the She-Puppy, mgr.
Mordant Prison DM-1, and others.