DUEL 2 NEWSLETTER
Date : 10/08/2021 Duedate: 10/21/2021
NOBLISH ISLAND ARENA
DM 93 TURN 593
This Week's Top Honors
THE DUELMASTER IS
GREAT WHITE SHARK
VICIOUS FISH 2021 (1818)
(93-10648) [8-1-0,63]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY GREAT WHITE SHARK
VICIOUS FISH 2021 (1818)
(93-10648) [8-1-0,63]
Popularity Leader This Week's Favorite
GREAT WHITE SHARK XXX
VICIOUS FISH 2021 (1818) BEER BELLIES (1821)
(93-10648) [8-1-0,63] (93-10662) [3-4-0,13]
THE CURRENT TOP TEAM
BEER BELLIES (1821)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BB BIG PROJECTS (1827) 36
2. SHRUBS (1829) 34 BRUTE STRENGTH (491)
3. FINAL FANTASY (1819) 28 Unchartered Team
4. LORDS OF CHAOS! (1825) 25
5. THE SIBLEY'S (1828) 24 SHRUBS (1829)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*SHRUBS (1829) 4 1 0 80.0 1/ 1*BEER BELLIES (1821) 11 4 1
2/ 1*PHARMANOMICON (1823) 16 8 2 66.7 2/ 3*VICIOUS FISH 2021 (1818) 11 4 0
3/ 6*VICIOUS FISH 2021 (1818) 27 18 0 60.0 3/ 2*PHARMANOMICON (1823) 8 7 1
4/ 7*BB BIG PROJECTS (1827) 6 4 0 60.0 4/ 8*BB BIG PROJECTS (1827) 6 4 0
5/ 5*BEER BELLIES (1821) 20 15 2 57.1 5/ 0*SHRUBS (1829) 4 1 0
6/ 4*ANITSCARBUTICS (1824) 7 8 0 46.7 6/ 0*LORDS OF CHAOS! (1825) 4 6 1
7/ 8*THE LEGACIES (1826) 4 8 0 33.3 7/ 5*ANITSCARBUTICS (1824) 4 6 0
8/ 0*LORDS OF CHAOS! (1825) 4 11 1 26.7 8/ 7*THE LEGACIES (1826) 3 6 0
9/ 0*FINAL FANTASY (1819) 6 17 0 26.1 9/ 0*FINAL FANTASY (1819) 3 10 0
10/ 9*SHAKN-NOT-STIRD (1820) 8 23 0 25.8 10/ 9*SHAKN-NOT-STIRD (1820) 2 8 0
11/ 0*THE SIBLEY'S (1828) 1 4 0 20.0 11/ 0*THE SIBLEY'S (1828) 1 4 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 (A lesson in The Consortium way.)
Or "How Shrubs are formed."
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 general design principles (over 100,000 warriors designed
and fought)
2. Some thoughts on team balance
3. A real five-warrior design (original team roll-up) just starting to compete with
you 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 "Rose Of
Sharon", manager of SHRUBS, a member of The Consortium, who is a long, long time (35+
year, must be an elder fellow) paying competitor in Duelmasters/D2. I will be
overseeing this new team and will be offering you advice each round in the Noblish
Island newsletter too. (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 not at all one of the worst rollup sheets in
the game. (For example, the last 5 team average wit was 6.0, while this team sheet
average is 11.4!) So, of course, The Consortium had to go out and hire a female
manager who could handle smart warriors. Men, it seems are so interested in strength
first. Bah, Humbug! So we are in for a fun time on Noblish Isle. We certainly are.
There is no one-and-only perfect design for any warrior. 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 probable
design and style direction.
2. Normally design to strengths/excesses, generally making high roll numbers higher.
3. Design to stat/skill break points. (Know what base skills are attached to stat
points)
4. Offensive-ish warriors need high WT to excel. Design to 11 (very minimum), need 11,
13, 15, 17, 21 for skill breaks. (note: offensives 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 usually. If not an aimer, then 11 DF is really all most designs need.
(7 DF is our minimum desire.)
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
succeed with less damage doing.
7. 9 WL is the reasonable min for offensives. All warriors MUST have some WL. Some
very few warriors might do OK with 7 or 8. (Maybe.)
8. Do not add to CN for pure offensives.
9. Defensive style warriors need big WL and CN. And, then, ST, too.
10. 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 on WL.
13. However, there is not a thing wrong with making a burner otherwise.
14. Have variation in styles in arenas. This allows for better challenging, avoiding,
and match-ups. (Adding also fun and learning through variety.)
15. 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 principles to
the SHRUBS Team. (Note: While not all of the concepts will be specifically referenced
below in designing the five warriors, virtually 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 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 these more difficult styles for rookie managers: AB--aimed blow (aimer),
PR--parry riposte (ripper), PS--parry strike (piker), PL--parry lunge (plunger), and
maybe WS--wall of steel (waste).
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, Rose Of
Sharon, manager of the SHRUBS team just now started on Noblish Isle.
An 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.
9-9-13-13-5-4-17 to 11-9-13-17-9-4-21 AB Concepts #2 and #5 come into play
immediately, adding 4 to DF and 4 to WT and finishing with 4 to WL (concept #7) and
the final 2 to ST leads to a pretty nice Aimed Blow.
10-9-18-11-8-5-9 to 15-9-18-17-9-5-11 ST Again concept #2 causes me to add 6 to the
high stat of WT making it 17, and then 5 to ST making it 15. Notice that I did not add
6 to ST, and examining concept #3, you could see why. I then add 2 to DF making it 11.
(Read the last line of concept #5.) and the final point to WL. (Concept #7 and also
#3.) I made it a striker (with ST and BA being my two reasonable choices.) because I
had already designed the next one coming up and it is a basher.
9-8-10-13-9-11-10 to 15-8-10-17-9-14-11 BA Concept #2 and #3 lead me to add 4 to WT
taking it to 17.Likewise for adding 3 to SP. I add to DF, but 1 only; read the last
line in concept #5. I add the remaining 6 to ST taking it to skill breakpoints
(concept #3) and a basher is born.
9-11-9-10-9-18-4 to 12-11-9-15-9-21-7 ST An unusual one, really. I followed concept #3
, except in one case. Extremely low Deftness limits weapon fitness and accuracy. So,
first I added 3 to take DF to 7, my minimum number for DF (see concept # 5.) and it
brings the shortspear and broad sword into play. After that, I follow the combination
of concepts #2 and #3, adding 3 to SP, 5 to WT and 3 to ST.
11-13-9-10-8-10-9 to 13-19-9-10-14-10-9 TP As soon as I add the 6 to CN (concept #2),
I am thinking defensive (concept #11) and I add the remainder to WL and ST. I wish for
more WL, but I did the best I could. (Concept #13, think burner for this one.)
The team mix is acceptable, with four different styles. I like it! I wish you
good luck competing against FLOWERS warriors. I suspect this team will readily to meet
the 60% objective (Read Concept #16.) and each warrior will try to do its part. They
will be a fun team and they will both challenge and avoid.
Now let's take a look at the overall design tendencies for this team in this
situation. We had 70 points to add to the designs.
Totaled, they look like this:
ST = 18 (Looks typical and solid.)
CN = 6 (CN is usually minimal with offensives and the one TP created the 6
points)
SZ = 0 (Cannot add to size.)
WT = 19 (1 of 2 most best stats. Adding many here is common, and usually
beneficial.
WL = 11 (1 of 2 most important stats)
SP = 6 (SP and CN are usually least added stats.)
DF = 10 (DF adders are often quite variable. 10 looks good for this group, with
an aimed-blow.
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.)
-- Rose Of Sharon Manager of SHRUBS (Consortium affiliated)
+ ]H[ + ---:--- + ]H[ The Striking Style ]H[ + ---:--- + ]H[ +
by Sir Boyd
Strikers are very effective in basic, but have little use in Advanced
Duelmasters. This is due to the nature of their primary strength: decise. Young
strikers win or lose in the opening few swings. In basic, few styles can match the
striker's lightning opening or avoid his initial attack. However, in higher levels of
the game most fighters have sufficient defenses to avoid the striker's relatively low
attack rating, and the striker has little to fall back on.
A striker should be designed to maximize his initial decise (speed) or
alternately his ability to learn decise (wit). Strikers have little use for
constitution or will. Here are a few comments on which stats are good for strikers:
ST: 9-17, the higher the better. ST 9 is required for SC, but unless you have a big
fighter you shouldn't settle for less than 11.
CN: unnecessary.
SZ: up to 14 is great. A good striker will have at minimum 21 points between ST and
SZ (this is the average combination for being able to do good damage with a blow.)
WT: the higher the better. 17 and 21 are great cutoffs. You want to learn on
average 2 to 3 skills per turn to maintain your decise advantage over other
styles.
WL: 9-13 is all that's required. Longer-term strikers (designed for relevance past
invite to Advanced) might benefit from a higher WL, but in my opinion such a
design would be better as a different style.
SP: 9+. The higher your WT, the less initial SP you'll need. But for a striker,
speed is life. Spend lavishly on your striker's speed.
DF: 11+. This is also a good stat for a striker to have. DF 11 allows the use of
most weapons without coordination penalty, and provides valuable attack skills.
Here's my idea of some great strikers:
13-4- 9-21-11- 9-17
11-4-11-17-11-15-15
As for strategy, use weapons that are fast and do decent damage (SC, LO, SS, BS, QS,
WH are some of the better ones,) and wear little or even no armor. Run hard, with high
offense and activity levels. The decise tactic is well suited to strikers, and use it
whenever the opponent doesn't know you're coming. Beware that the Decise tactic can
be countered by the use of a Responsive tactic. It's sort of a rock- paper-scissors
thing. Decise tactic has advantage over no tactic or any tactic other than Response.
Any tactic other than Decise has advantage over Response tactic. Response tactic has
advantage over Decise tactic.
-- Sir Boyd,
Elanti Hunters (102 and 107)
(now inactive)
+ ]H[ + ---:--- + ]H[ The Lighthouse ]H[ + ---:--- + ]H[ +
Jorja sat at her private table at the back of the Lighthouse's taproom and scanned Sir
Boyd's article again. Quite good, straightforward, no freakish stuff. Solid.
Helpful, she hoped. Well, it had better be, because she didn't feel much like trying
to do one on Strikers today herself. She glanced around the room to make sure things
were going smoothly. A little rowdiness among a group of young gladiators off behind
the piano, but her back-up bartender, Olber Pring, was already moving that way. He'd
deal with it. But maybe she could add just a little around the edges....
Below is a list of weapons "well-suited" to use by strikers, and the minimum stats
required for effective use. My thanks to Pagan and other number-crunchers who have
made this information available. -- Jorja
Striker Note that the strikers can use every weapon plus the small shield
effectively. This is the only style that has so broad a selection. Twenty-one
weapons.
Battleaxe ST 15 SZ 9 WT 9 DF 9 Mace ST 13 SZ -- WT 3 DF 5
Broadsword ST 11 SZ -- WT 9 DF 7 Maul ST 15 SZ 9 WT 5 DF 7
Dagger ST -- SZ -- WT 7 DF 7 Morningstar ST 13 SZ -- WT 7 DF 13
Epee ST 7 SZ -- WT 15 DF 15 Quarterstaff ST 11 SZ 9 WT 11 DF 11
Fist -- presumably any Scimitar ST 9 SZ -- WT 11 DF 11
Greataxe ST 13 SZ WT 9 DF 11 Shortspear ST 9 SZ -- WT 7 DF 7
Greatsword ST 15 SZ 9 WT 9 DF 11 Shortsword ST 5 SZ -- WT 11 DF 3
Halberd ST 17 SZ 9 WT 9 DF 9 Small shield ST 5 SZ -- WT 5 DF 5
Hatchet ST 5 SZ -- WT 3 DF 7 Warflail ST 11 SZ -- WT 7 DF 5
Longspear ST 11 SZ 9 WT 5 DF 9 Warhammer ST 13 SZ -- WT 5 DF 7
Longsword ST 11 SZ -- WT 13 DF 11
A couple of specific examples of Strikers, neither of them great, but they both
survived to graduation--
Profile of a Warrior
Kardo Dosh
Kardo was a classic example of the mediocre warrior, starting out as 10-13-15-9- 15-7-
15. He was trained as a striker, I forget why. It must have seemed like a good idea
at the time. He'd have made a better lunger, but I must not have wanted a lunger.
One of the mysteries of the universe. His overview was not impressive, merely stating
that he was--
Left handed
(no primary wit statement, due to the low number)
Seldom wastes his endurance needlessly
Is relatively slow and inactive (that 7 SP)
Can take a lot of damage (SZ and CN)
Cannot carry a lot of weight (relatively low ST)
Can do good damage with a blow (mostly his SZ)
The mode skills for his stats and style are: three initiative, six riposte, three
attack, two parry, two defense, and seven decisiveness. Not impressive, and I must
admit that I have not done any research to discover whether he is plus or minus on any
skill.
At the time he received his graduation notice, he was 21-20-3, running with minimal
attention from the management. No challenges, no avoids, and he probably didn't have
more than three strategy changes in his whole career. On his graduation fight, he was
armed with a hatchet, an off-hand hatchet, and a backup hatchet, armored in leather
and a helm, and running 10-10-6 straight across, attacking the arm. It turns out that
this was NOTHING like his favorite weapon and rhythm: short spear, moderate offensive
effort (5 or 6), very low activity level (1 or 2). In other words, born to scum....
I have a personal bias against running warriors that slowly, as I hate to wade through
long fights. He left the arena with a master in decisiveness (his favorite learn) and
an expert in attack (this is what he was waiting for; he got it on the same fight as
he received his invitation to the Isle). Kardo Dosh is headed for retirement; he's had
his fishing spot picked out for months. But he was fun to run and with more attention
would almost certainly have done better.
Profile of a Gladiator
Olber Pring
Lord Protector and one-time Duelmaster of Noblish Island arena
Olber Pring is a striker, 15-7-14-11-17-5-15. His overview was nothing exciting--
He's right-handed
His intelligence is unremarkably average (no primary wit line on the overview)
He makes clever attacks (I wouldn't have minded seeing some of these!)
He is gifted at avoiding a blow (yeah, right!)
He seldom wastes his endurance needlessly
He's slightly uncoordinated (that low SP)
He is incredibly quick and elusive on his feet (despite the lack of coordination
which caused him to trip over his own shadow around the guildhouse)
He can do good damage with a blow.
From the lack of mention, we also know that he has normal endurance, a normal
ability to take damage, and can carry a normal amount of weight in armor and
weapons.
His base skills, those deriving from his initial stats, are: initiative 5, riposte 5,
attack 7, parry 5, defense 9, decise 7. He is plus four in defense, otherwise mode,
or normal for his stats.
Olber was never a great warrior. After leaving here at 8-2, he went to Aljafir and
proceeded to lose fights, ending up graduating at 22-29. He could have done better if
I'd paid more attention to his strategy, issued challenges, and so on. Given the
neglect he labored under, he could also have done much worse. Good but not great about
describes him.
Despite this, he has some long-term potential, as indicated by the fact that none of
his base skills are lower than mode, and by that 17 WL which would allow him to raise
stats relatively easily.
I normally ran him fairly fast, 8-6-x or, if he should have been getting the jump and
didn't, 10-x-x. Light armor--ALE, H, and, of course, a scimitar and back-up scimitar
for weapons. He held his own in Aljafir at first, until the arena pulled out of its
slump and began to gather determined managers again. I feel that it was the good
management of his opponents, rather than his own short-comings, that resulted in his
losing record. I feel that given a couple of decent--not great, just decent--warriors
matched against each other, it's the better manager who wins the most.
Despite my lack of attention, Olber hung on long enough to get the skills and
political points needed to graduate. He will not be run on the Isle (that's why you
have to put up with him hanging around the Lighthouse). At the time of graduation, he
was 22-29-0, had experts in attack and decise (only! what a slug--that 11 WT doubtless
slowed his learning), was found to be naturally adept with the dagger (ick), and to
favor a fighting rhythm of high offense and high activity. If I was running him
further, I would ignore the dagger favorite and continue to arm him with a scimitar,
probably going 8-8-x. An increase in CN would enable him to take more damage without
compromising his skill-learning.
I thank you all for your patience with this presentation and invite you to:
1. Drop in at The Lighthouse any time to talk about managing or mainland politics or
any other thing that's on your mind.
2. Let your warriors hang out here between practice sessions. I'll see to it that
they get back home okay after closing.
3. State opinions, raise questions, make suggestions, etc. If you like the idea of a
warrior profile each turn, I'd be glad to provide one from my files--pick a style,
any style....
-- Jorja
Middle Way 7
---+]H[]H[+ Question of the Week #5 +]H[]H[---
Question, turn 407:
All -- Is there a difference in between an Expert and (AE). It appears to me that
your (17, 18, 19th) skills don't seem to make a difference until you get that next
rating @ 20? -- Q.O.W.
Answers, turn 408:
This isn't in answer to the Question of the Week, but it looks like stuff you all
might find interesting, so here 'tis. -- Jorja
Hanibal -- Here's my advice: Prep your warriors for the Apprentices, Inits, Adepts,
then next for the Freshmen. Don't worry about the Champions class unless you have a
warrior that received their Invite to AD before the tourney. Also, run rookies
whenever you can. It is one of the purest competitions available. Learn about aimed
blows then run some as rookies. It is a lot of fun! If you want to get serious about
tourneys, think about what every warrior needs to do to be at the top of their class.
Take what the megas on the Duel List say with a grain of salt. Someone else will
always have a better warrior than you, but the best doesn't always win! Luck plays a
great role in determining tournament winners, meaning luck in matchups. --
Generalissimo Puerco
QoW -- Each skill makes just a little difference. So little, that the difference
might be hard to see in any given fight. I think that the ratings are just there to
give the manager an indication of their warrior's progression. -- Generalissimo Puerco
If there were more answers in the newsletter in question, I missed them. Also, I
didn't see a new question in this one! And I seem to have mislaid the next
newsletter, so I will say again, that's all for now, but more next time. -- Jorja
It's a little untidier this week, with some delayed answers to earlier
questions, and some questions not yet answered. For those of you newly arrived on
Noblish Island, these questions and answers are taken from the Aruak City (DM 11)
newsletter, mostly asked by Hanibal, a graduate of Noblish Island, and answered by any
manager in that arena who has something to say on the topic.
Feel free to ask questions of your own. I'll answer, Pagan will answer, various
other managers, such as Rillion, who read the newsletter on line will answer, and
we'll put it up to the experienced managers of Aruak City as well. -- Jorja
From turn 410:
The first three continue an earlier discussion of learning rates.
Q.O.W. -- I have three warriors that I bumped from 17 to 19 [WT] and it didn't make
any difference so I am inclined to believe it is the intelligence rating. However, I
have talked to managers who have bumped wit to an even number and sometimes it helps.
-- Hanibal
Q.O.W -- I think learn rate for a particular warrior (and only the warrior, exclusive
of other factors) is centered around the intelligence comment. The mean learn rate is
placed there, but there is also a range higher and lower than that mean rate. Kind of
like a standard deviation distance in statistics. I feel, though it's not provable,
that each warrior gets a random roll that places their own general learn rate
somewhere in this range. The range is big enough to overlap with the higher and lower
categories of intelligence, thus a 13 WT warrior with a lucky roll could learn as well
as a 17 WT warrior, for example. This is exclusive of other factors of course that
could greatly affect learning as noted in an earlier Q.O.W. -- Adie
QoW -- We are convinced that "average-skills-learned-per-fight" is dependent solely
upon the wit number. E.G. -- a 14 wit learns slightly better than a 13 who is
slightly better than a 12. But ON-THE-AVERAGE-is key. Each warrior is different. --
Kennelworth
P.S. Yes, we run even-wit warriors with no qualms. We prefer odd, hence optimizing
overall skills, but even works great. Sure thing.
All -- I have heard about having a favorite of a double tactic. If you had lunge and
dodge as favs would you use them separately or in the same minute? -- Q.O.W.
P.S. Do offensive tactics raise your initiative?
From turn 411:
Q.O.W. -- Yep, it's rare, but you can get double tactics. Though it's usually not
recommended to use two at once, I'd try it if it was your favs. It's hard to tell,
but I think some offensive tactics might raise init. I don't use them all that much,
so I can't really say what exactly I think each tactic influences. -- Adie
Q.O.W. -- What is the secret to keeping your warriors alive? Of course winning all
your fights is the best way, but let's be for real. I believe that wearing plate
armor could help the underskilled win fights, but does not appear to keep you alive
once you get a death statement. Would all agree Con keeps you alive much better than
will? I never had a warrior die on me who could take a lot of damage. Have any of
your teams? High skilled warriors with low con win a lot but do they seem to die a
lot when they do lose? Fighting in tournaments and in Andorian arenas is this the
best way to get fight experience without dying? What is the number of fights you must
have under your belt before it becomes unlikely you would be killed? -- AK47
Q.O.W. To start to hold your own in Advanced Duelmasters I believe now you must have
3 master ratings in skills. I am wondering if I am correct? -- AK47
All -- I have noticed that my great rollups seldom get blessed, but my average ones
almost always do. Is this just me? What say you all. -- Q.O.W.
Q.O.W. -- Double tactics are optimized separately; offensive tactics raise only that
which they are -- decisive to gain the attack, slash and bash to enhance the attack
via power and criticals. -- The Bulldogs
Q.O.W. -- If one gets an invite, goes to the tournament and is killed, that "dead"
warrior will appear alive in the selected ADM arena. (It just occurred to one of our
compatriots in this most recent mailer.) -- The Bulldogs
SPY REPORT
Greetings warriors! It is I, Zontani Sharp Eyes, here to bring report of the
clash and bustle of the weekly NOBLISH ISLAND games. Warriors--remember that glory
waits always around the corner! Witness how this week BB BIG PROJECTS went 4-1-0 to
move up 4 in the rankings. Did only my eyes note the 5-0-0 record which VICIOUS FISH
2021 managed to post this round? I don't doubt that such a record will draw
challengers! A new guild, SHRUBS, entered NOBLISH ISLAND with a clash this turn,
showing off a 4-1-0 record. Indeed, a worthy addition to the city guilds. SAND HILL
CRANE caught the eye of many in the gladiatorial commission as he skillfully bested
EMBEZZLING SCRIBE and was awarded 20 points in recognition. In one of the week's
more notable duels, STRESS put down BARRY NELSON, causing him to lose 10 points of
recognition in the process. The city has turned out in honor of GREAT WHITE SHARK,
for with his arena victory he may now lay claim to the highest position in the city!
No confirmation, but my sources claim that the top team has gained their position
using magical aids. Charmed weapons perhaps?
I have been in deep conclave with my spies who watched all that has recently
transpired. Indeed there is much I would report. NOBLISH ISLAND, city of
gladiators! Mighty among the names of thy guilds is VICIOUS FISH 2021, a guild
shunned and avoided by many in the weekly duels. Apparently the stalwarts of BEER
BELLIES are catching the bulk of jests down at the challenging board for their large
share of the avoids. Mighty fighters cannot but expect competition from those below.
THE ALLIGATOR GAR 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 SEAN CONNERY
posted a challenge against the more highly recognized THE ALLIGATOR GAR. The
results, you ask? Well, the firebrand SEAN CONNERY was defeated by THE ALLIGATOR
GAR. Remember warriors, this is the discipline of steel. I can not but mention with
disdain the name of XXX who this week posted a challenge to a warrior a full 9 points
below in the rankings. I thought XXX showed great skill and promise when he was
defeated by SLATER. All right, so I slept through it! Big deal!
What warrior does not hone his years, impatiently waiting for the moment of his
foe's mortality? BENNAKYL must hold silent, for this week she was humbled in the
arena by a successful Bloodfeud won by YUFFIE KISARAGI of FINAL FANTASY. Hail YUFFIE
KISARAGI for thy victory! 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 NOBLISH ISLAND. Nice atmosphere you have here! Ahh, but I can hear the
spires of a far off city calling to me. I must away! 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
GREAT WHITE SHARK 10648 8 1 0 63 VICIOUS FISH 2021 (1818)
ADEPTS W L K POINTS TEAM NAME
DIEBUPROFEN 10676 5 0 0 45 PHARMANOMICON (1823)
PAPPY BLUE RIBS 10666 4 3 1 38 BEER BELLIES (1821)
THE ALLIGATOR GAR 10649 6 3 0 37 VICIOUS FISH 2021 (1818)
CHALLENGER INITIATES W L K POINTS TEAM NAME
STRESS 10696 2 0 0 32 BB BIG PROJECTS (1827)
YUFFIE KISARAGI 10653 3 2 0 29 FINAL FANTASY (1819)
CHALLENGER INITIATES W L K POINTS TEAM NAME
FURIOUS INHALER 10674 4 1 1 28 PHARMANOMICON (1823)
PUFFER FISH PERIL 10646 5 4 0 25 VICIOUS FISH 2021 (1818)
SCURVICIOUS 10679 3 0 0 25 ANITSCARBUTICS (1824)
INITIATES W L K POINTS TEAM NAME
BUD THE WISER 10692 3 3 0 21 BEER BELLIES (1821)
BOOZY SOOZY 10712 2 0 0 21 BEER BELLIES (1821)
DRINK EM UP 10664 5 2 0 20 BEER BELLIES (1821)
SAND HILL CRANE 10703 1 0 0 20 THE SIBLEY'S (1828)
PERILOUS PIRANHA 10647 4 5 0 19 VICIOUS FISH 2021 (1818)
TIMOTHY DALTON 10660 3 4 0 19 SHAKN-NOT-STIRD (1820)
SLATER 10688 3 0 0 18 THE LEGACIES (1826)
PRESSURE 10697 2 0 0 18 BB BIG PROJECTS (1827)
BRUTAL BARRACUDA 10650 4 5 0 17 VICIOUS FISH 2021 (1818)
DIERDRE 10685 2 1 1 17 LORDS OF CHAOS! (1825)
ROGER MOORE 10657 2 3 0 17 SHAKN-NOT-STIRD (1820)
BENNAKYL 10673 4 1 1 16 PHARMANOMICON (1823)
CID HIGHWIND 10694 2 2 0 15 FINAL FANTASY (1819)
DANIEL CRAIG 10659 1 4 0 15 SHAKN-NOT-STIRD (1820)
XXX 10662 3 4 0 13 BEER BELLIES (1821)
OSRIC 10682 1 2 0 12 LORDS OF CHAOS! (1825)
24-7 SUPPORT 10700 1 1 0 12 BB BIG PROJECTS (1827)
DY-QUIL 10675 3 2 0 11 PHARMANOMICON (1823)
BARRY NELSON 10706 1 1 0 11 SHAKN-NOT-STIRD (1820)
BARRET WALLACE 10655 1 4 0 11 FINAL FANTASY (1819)
DOGWOOD 10707 1 0 0 11 SHRUBS (1829)
LILAC 10711 1 0 0 10 SHRUBS (1829)
BLEYS 10684 1 2 0 9 LORDS OF CHAOS! (1825)
SEAN CONNERY 10656 1 6 0 9 SHAKN-NOT-STIRD (1820)
LEMON J 10677 2 1 0 7 ANITSCARBUTICS (1824)
AZALEA 10708 1 0 0 7 SHRUBS (1829)
RAW RED ONION 10680 1 2 0 5 ANITSCARBUTICS (1824)
BONSAI 10709 1 0 0 5 SHRUBS (1829)
ZAIUS 10687 1 2 0 5 THE LEGACIES (1826)
BLADDERWRACK 10681 1 2 0 5 ANITSCARBUTICS (1824)
DELAYS 10718 1 0 0 5 BB BIG PROJECTS (1827)
SUDAFEDORA 10672 0 4 0 4 PHARMANOMICON (1823)
JULIAN 10683 0 3 0 3 LORDS OF CHAOS! (1825)
DALT 10686 0 3 0 3 LORDS OF CHAOS! (1825)
LIMEY LIME LIME 10678 0 3 0 3 ANITSCARBUTICS (1824)
INTERRUPTIONS 10698 0 2 0 2 BB BIG PROJECTS (1827)
-ISHAM 10689 0 2 0 2 THE LEGACIES (1826)
-SAVVI 10690 0 2 0 2 THE LEGACIES (1826)
SISSON 10691 0 2 0 2 THE LEGACIES (1826)
GREEN HERON 10705 0 1 0 1 THE SIBLEY'S (1828)
YUCCA 10710 0 1 0 1 SHRUBS (1829)
MALLARD 10701 0 1 0 1 THE SIBLEY'S (1828)
KILL DEER 10704 0 1 0 1 THE SIBLEY'S (1828)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
OSKSI NOBLE 0 0 0 PAPPY BLUE RIBS 10666 593 NONE
UNFORESEEN EVEN 10699 0 1 0 BB BIG PROJECTS 1827 FURIOUS INHALER 10674 592
TIFA LOCKHART 10652 0 1 0 FINAL FANTASY 1819 BENNAKYL 10673 589 JUST REVENGED
BLUE JAY 10702 0 1 0 THE SIBLEY'S 1828 DIERDRE 10685 593
PERSONAL ADS
All -- Please write your personal ads on a separate piece of paper, not on your
turnsheets. They can be hard to read or missed when they are written on the
turnsheets. -- NAIEI
The back of the blue cover sheet is perfect for personal ads. :)
We would all comment on our recent fights and jab our opponent losers, and provide
uninhibited finger demonstrations to those few who beat us, but we are gone, and we
aren't coming back. -- Lily, Poppy, Iris, Daisy, and Crocus, Flowers
P.S. But perhaps Rose of Sharon, our past Manager, will have provided you info on her
new team, SHRUBS, in a spotlight.
If you are enjoying Jorja's spotlights of "The Question of the Week" (from ages ago in
Aruak City) you may occasionally see an answer from Kennelworth or The Consortium. The
Bulldogs, Manager Kennelworth, have long inhabited Aruak City (DM11) and still do. It
is a fine arena for newbies to join as it is an Andorian arena, and as Jorja stated,
disdains downchallenging, purposely attempting to kill, and supports newcomers. Come
and join us. Battle Consortium teams, the famous Doc Steele teams, and others. Make
certain The Consortium knows you are from DM93, and continue to get help and hints. --
Rose Of Sharon, Kennelworth, and the 40ish other Consortium managers
In the Turn 585 Newsletter, in the Bashing Bashers!!!! article by Rose of Sharon,
there was a list of weapons that were preferred against other styles. Ex:, a basher
should use QS vs strikers, WH vs strikers T/P and P/S. Is there any other list for
other styles and weapons to be used other particular styles? Thank you. -- Shawn, mgr.
Phoenix Force
My time here is done. I learned quite a bit here, especially about Bashers. Thank you
all for your advice. -- Shawn, mgr Phoenix Force
Tifa Lockhart -- We honour you & vow to commit your ashes to the deep on the next
tide. -- signed Lind Pringle, Captain, Navigator, Naturalist, Gladiatorial
Stablekeeper
Cid, Cloud, Red -- Have your manager bring you to the Circumstance when next we taste
our greens and livers and juices. -- signed Capt. Pringle
Diebuprofen -- Aiming for the Duelmaster's chair? You've the wind in your sails to be
sure. -- signed Capt. Pringle
Yuffie -- Valiant effort, but try again with someone who isn't allergic to winning.
Daniel Craig -- Sir, we expected great things from you but you have let us down with
your last performance. We hope for your sake your next outing fares better. -- "M" mgr
Shakn-not-stird
Roger Moore -- Great job, even in your loss you captivated your audience. You wee
always my favorite bond. -- "M", mgr Shakn-not-stird
Barry Nelson -- Incredible win! Bringing you out of retirement was one of our best
decisions. Congrats old boy. -- "M", mgr. Shakn-not-stiird
Drink Em Up -- It seems I might have drunk up one too many before that match. Congrats
on the win. -- Sean Connery
XXX -- My mother warned me that porn was dangerous to my health. Or are you that bald
chap from those Furious movies? See you in the arena. -- Timothy Dalton
Daisy -- Guess you want to be "pushing up daisies" after all. Perhaps next time, my
love. -- Roger Moore
Dy-Quil -- Perhaps you should seek a cold remedy with a little more vigor. Thank you
for helping me knock these old bones back into shape. -- Barry Nelson, the original
Bond
Paline -- Consortium summed it up correctly as always! -- Hammer
Flowers -- Salutations as you all fade into the sunset of Noblish Island memory! --
Hammer
Rose of Sharon -- Glad you are returning to manage with Shrubs! -- Hammer
Lily -- Your Challenge! My Victory! Good Bye Salute! -- Great White Shark
Sudafedora -- Your Challenge! My Victory! Glad You Survived the Infirmary! Salute! --
Perilous Piranha
Iris -- Good Bye! I survived the Infirmary! Salute! -- Puffer Fish Peril
Barret Wallace -- Victory! Skills! Salute! -- The Alligator Gar
Scurvicious -- Nasty! Salute! -- Brutal Barracuda
BB Big Projects -- Welcome to the Noblish Island Arena! -- Vicious Fish 2021
New Players -- Welcome! -- Hammer, Duel 2 Sponsor, mgr of Vicious Fish 2021
LAST WEEK'S FIGHTS
YUFFIE KISARAGI bested BENNAKYL in a crowd pleasing 1 minute Bloodfeud fight.
SEAN CONNERY was vanquished by THE ALLIGATOR GAR in a 1 minute Challenge battle.
XXX was luckily beaten by SLATER in a action packed 7 minute bloody Challenge fight.
LIMEY LIME LIME was devastated by OSRIC in a 1 minute one-sided Challenge fight.
BLADDERWRACK was demolished by TIMOTHY DALTON in a 1 minute Challenge competition.
FURIOUS INHALER won victory over ROGER MOORE in a 3 minute Challenge fight.
DY-QUIL was devastated by PUFFER FISH PERIL in a 3 minute mismatched Challenge match.
BOOZY SOOZY handily defeated DANIEL CRAIG in a 1 minute uneven Challenge fight.
BARRY NELSON was vanquished by STRESS in a 1 minute uneven Challenge duel.
SUDAFEDORA was unbelievably bested by BRUTAL BARRACUDA in a 1 minute Challenge fight.
GREAT WHITE SHARK won victory over FRATSFA SLAVE in a popular 2 minute Title duel.
DIEBUPROFEN overpowered DRINK EM UP in a 1 minute gory uneven match.
PAPPY BLUE RIBS assassinated OSKSI NOBLE in a 1 minute one-sided match.
PERILOUS PIRANHA bested JULIAN in a 1 minute conflict.
BARRET WALLACE was devastated by BUD THE WISER in a 1 minute one-sided battle.
LEMON J was viciously subdued by PRESSURE in a crowd pleasing 1 minute amateur's bout.
SCURVICIOUS viciously subdued SISSON in a action packed 3 minute amateur's bout.
RAW RED ONION was overpowered by CID HIGHWIND in a 1 minute mismatched brawl.
BLEYS viciously subdued YUCCA in a exciting 4 minute brutal novice's fight.
DIERDRE savagely slew BLUE JAY in a crowd pleasing 4 minute bloody novice's match.
DALT was bested by AZALEA in a 1 minute novice's bout.
ZAIUS was outwaited by DELAYS in a dull 10 minute novice's match.
INTERRUPTIONS was vanquished by DOGWOOD in a 1 minute mismatched fray.
24-7 SUPPORT overpowered GREEN HERON in a popular 1 minute gruesome one-sided match.
SAND HILL CRANE overpowered EMBEZZLING SCRIBE in a 1 minute uneven fight.
KILL DEER was overpowered by LILAC in a 1 minute one-sided bout.
BONSAI viciously subdued MALLARD in a 1 minute gruesome beginner's bout.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 8 LUNGING ATTACK 40 - 14 - 1 74 |
|AIMED BLOW 6 PARRY-LUNGE 7 - 4 - 1 64 |
|LUNGING ATTACK 6 TOTAL PARRY 25 - 19 - 0 57 |
|TOTAL PARRY 6 BASHING ATTACK 35 - 34 - 0 51 |
|STRIKING ATTACK 6 SLASHING ATTACK 18 - 18 - 2 50 |
|PARRY-RIPOSTE 5 AIMED BLOW 20 - 21 - 1 49 |
|PARRY-LUNGE 4 STRIKING ATTACK 28 - 38 - 1 42 |
|SLASHING ATTACK 4 PARRY-RIPOSTE 5 - 11 - 0 31 |
|WALL OF STEEL 4 WALL OF STEEL 9 - 23 - 0 28 |
|PARRY-STRIKE 2 PARRY-STRIKE 1 - 3 - 0 25 |
Turn 593 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-LUNGE 3 - 1 STRIKING ATTACK 2 - 4 4 LUNGING ATTACK
BASHING ATTACK 6 - 2 WALL OF STEEL 1 - 3 2 AIMED BLOW
AIMED BLOW 4 - 2 PARRY-RIPOSTE 1 - 4 1 SLASHING ATTACK
LUNGING ATTACK 4 - 2 1 PARRY-RIPOSTE
PARRY-STRIKE 1 - 1 1 TOTAL PARRY
SLASHING ATTACK 2 - 2 1 PARRY-LUNGE
TOTAL PARRY 3 - 3 1 BASHING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
LUNGING ATTACK GREAT WHITE SHARK 10648 8 1 0 63 VICIOUS FISH 2021 (1818)
AIMED BLOW DIEBUPROFEN 10676 5 0 0 45 PHARMANOMICON (1823)
SLASHING ATTACK PAPPY BLUE RIBS 10666 4 3 1 38 BEER BELLIES (1821)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is GREAT WHITE SHARK 10648. The most popular warrior
this turn was XXX 10662. The ten other most popular fighters were BLEYS 10684, GREAT
WHITE SHARK 10648, SCURVICIOUS 10679, DIERDRE 10685, DY-QUIL 10675, PRESSURE 10697,
YUFFIE KISARAGI 10653, FURIOUS INHALER 10674, DIEBUPROFEN 10676, and AZALEA 10708.
The least popular fighter this week was DELAYS 10718. The other ten least popular
fighters were ZAIUS 10687, MALLARD 10701, KILL DEER 10704, INTERRUPTIONS 10698, DALT
10686, YUCCA 10710, RAW RED ONION 10680, SISSON 10691, LEMON J 10677, and BARRET
WALLACE 10655.