DUEL 2 NEWSLETTER
Date : 05/20/2022 Duedate: 06/02/2022
NOBLISH ISLAND ARENA
DM 93 TURN 609
This Week's Top Honors
THE DUELMASTER IS
BIRD DOG
EVERLY BROTHERS (1848)
(93-10818) [7-0-0,74]
Chartered Recognition Leader Unchartered Recognition Leader
DAKAVIAS BIRD DOG
DARKATHIAS' DEMONS (1837) EVERLY BROTHERS (1848)
(93-10779) [5-5-0,29] (93-10818) [7-0-0,74]
Popularity Leader This Week's Favorite
BIRD DOG VIOLET VISIONARY
EVERLY BROTHERS (1848) ANEW FLOWER POWER (1850)
(93-10818) [7-0-0,74] (93-10830) [3-2-0,22]
THE CURRENT TOP TEAM
BB BACHELOR AGAIN (1846)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BB BACHELOR AGAIN (1846) 40
2. EVERLY BROTHERS (1848) 30 DARKATHIAS' DEMONS (1837)
3. ZOO KEEPERS (1843) 28 Unchartered Team
4. DARKATHIAS' DEMONS (1837) 19
5. THE VIRULENT (1851) 13 EVERLY BROTHERS (1848)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*EVERLY BROTHERS (1848) 26 9 1 74.3 1/ 1*BB BACHELOR AGAIN (1846) 12 3 1
2/ 2*BB BACHELOR AGAIN (1846) 29 11 1 72.5 2/ 2*EVERLY BROTHERS (1848) 11 4 1
3- 4*THE VALKYRIE (1853) 3 2 1 60.0 3/ 3*ANEW FLOWER POWER (1850) 9 6 0
4/ 3*ANEW FLOWER POWER (1850) 14 11 0 56.0 4/ 4 DARKATHIAS' DEMONS (1837) 8 7 0
5/ 7 DARKATHIAS' DEMONS (1837) 24 25 0 49.0 5/ 9*THE VIRULENT (1851) 5 9 2
6/ 5*CRIMSON SCOURGE (1844) 16 18 1 47.1 6/ 8*ZOO KEEPERS (1843) 5 10 1
7/ 6*ZOO KEEPERS (1843) 14 16 2 46.7 7/ 6*CRIMSON SCOURGE (1844) 5 10 0
8- 8*DEM BUMS (1845) 11 19 3 36.7 8- 7*THE VALKYRIE (1853) 3 2 1
9/10*THE VIRULENT (1851) 5 9 2 35.7 9- 5*DEM BUMS (1845) 2 3 1
10-11*CLOWDER OF KATZ (1840) 9 26 0 25.7 10-10*CLOWDER OF KATZ (1840) 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
Total Parry (The Ultimate Defensive)
In basic, Total Parries win. And win and win. Why, then, are there not a massive
plethora of TPs? The purpose of this article is to examine the Total Parry from a
Consortium viewpoint, and to reveal the how's, what's, and why's of the oft downplayed
Total Parry.
Let us first talk about some of the facts and the environment surrounding the TP.
* They are very easy to design
* They can optimize the otherwise useless, very low wit and low WT/DF, roll ups.
* They usually have the best overall w/l records in basic
* They are not really long-term warriors as few-to-none excel in upper ADM.
* They can come across as boring to run.
* The aimed-blow, today's optimal and favored warrior, is their nemesis.
With that in mind what does Total Parry mean to The Consortium? A definition: "A
warrior who 'fights' by parrying attacks, and soaking damage and enduring until the
opponent is so tired that the attacker falls from exhaustion or the attacker stands in
exhaustion, unable to swing, while the Total Parry gets in a final, and maybe his
first, swing/hit for a win." Most managers term this a "scum". The Consortium calls it
a "winner".
Oh, there are variations of the parrying/soaking/enduring Total Parry. It can be
designed to be somewhat offensive. But designs that make it "offensive" are most
likely better fitted, and will win more as wastes (WS) or slashers (SL) or pikers (PS)
or plungers (PL) or rippers (PR) or lungers (LU) or even other styles. Hence, The
Consortium recommends that managers waste little effort on any TP version except THE
SCUM.
What characterizes a Consortium TP Scum? What creates good damage soaking and
parrying? There are two stats that create neither damage soaking (hit points) nor
parry skills. They are WT (wit) and SP (speed). A real Total Parry needs neither.
Another stat, SZ (size) can negatively affect the TPs parrying ability as there are
parry skill reductions at size 15 17, and 21. (And gains at size 5 and 3.) What stats
create soaking? CN (con) primarily, and then WL (will). One other thing creates
soaking. That is armor and the weapon that one decides with which to parry. Hence
"carry", the ability to wear lots of armor and hold heavy weapons, which is comprised
of strength (ST) and con (CN), is necessary for protecting the Total Parry as it
endures.
A yet-to-be designed/base TP starts with more parry skills than any other style, but
is very weak in attack, initiative, defense and decise. Oh my! What then does this
make a designed Consortium Total Parry need to look like? (Note: Primary stats are CN
and WL, but don't ignore ST.)
ST -- max it (11+ to assure C carry level, but 13+ for LG (large shield). The more,
the better.
CN -- max it (At least enough to get tremendous hit points. (Use
3.75CN+1.1SZ+0.4WL=80.26+)
SZ -- any, but not really big (SZ 15+ reduces parry skills and seems to make the
warrior easier to hit)
WT -- none (We can just train stats for a long time, before we get to training skills)
WL -- max it (15+, although success has been made with some at 11+. Lots needed to
train stats)
SP -- none
DF -- 7+ (There are lots of parry skills in DF, so the higher, the better) Note:
Although WT and SP are "none", neither hurts the TPs ability. They merely take
points away from the needed ST/CN/WL/DF
Rather than provide an exact design, perhaps offering a variety of actual Consortium
TP warriors and their results would be more helpful.
Recently graduated. (The Consortium has over 200 graduated Total Parry fighters.)
Note: 14(+3)-21(+2)-12..., means 11ST started, trained to 14; 19CN started, trained to
21, 12SZ start...
* 14(+3)-21(+2)-12-9(+1)-18(+2)-13-7(+2) 30-18-0 (fave BS)
* 17(+3)-20(+2)-5-8-21(+1)-9-11(+1) 21-6-0, 1 DM Title, 15-12-0 in Tournament, 1 TV
(fave ME)
* 21(+3)-21(+3)-13-5(+2)-21(+1)-4(+1)-11(+2) 20-3-0, 5 DM Title, 14-12 Tournament
(fave QS)
* 11(+2)-17(+1)-11-11(+1)-21(+2)-10-9(+1) 27-8-0, 4 DM Titles (fave EP)
* 17(+3)-21(+2)-8-9(+2)-17(+2)-9-13(+1) 38-10-1, 3 DM Titles (Yes, had a kill with
ME!) (fave LS)
* 17(+3)-21(+3)-11-5(+2)-18(+2)-12-11(+1) 31-9-0, 10DM Titles (fave ME)
There are several worthwhile comments about these above six warriors:
* The w/l records are amazing, but typical of the 200+ Consortium grads.
* TPs can get some interesting favorite weapons, even though way unsuited to them by
stats.
* The higher than desired SPs did not at all harm the warrior's results.
* All have been "burnt". (Lots of stat trains.)
These TPs seldom graduate "on time" (20 fights, 14 wins, 1 adex and 1 expert) as they
do not acquire enough skills. Here are current warriors (the base design) running in
arenas and doing as well as those above.
14-19-8-5-21-5-12
21-14-8-6-21-7-7
19-19-3-3-18-12-10
21-21-7-4-19-8-4
12-19-7-9-19-9-9
16-18-10-4-19-9-8
13-20-9-8-20-5-9
17-19-11-3-19-3-12
15-21-9-7-21-4-7
16-19-6-9-18-6-10 (This one started life on Noblish Isle DM93)
What would be The Consortium "perfect" design? (One which has not been had, sadly.)
21-21-3-3-21-3-12
But, perhaps, this one would be preferable -- 19-19-3-3-19-3-18, and have fun burning
to 21-21-3-5-21-5-21.
While the design is important for a TP scum, so are the operating strategy and the
weapon and armor selection. Let's start with the armor, as it is the simplest. A scum
almost always goes out to fight in APA/F. Why? While the heaviest possible, this is
the optimum sponge, absorbing the most damage from when that opponent hits. There are
"tweak strategies" where perhaps less armor is employed, but realize that 99% of the
time a Consortium TP wears APA/F.
Weapon selection is an interesting topic for discussion. By and large, the ME or LG
are the Total Parry's best friend. There are quite a nice selection of weapons
available and suited to the TP. A scum, usually low-witted, however, tends to use very
few of them. Using Assur's weapon requirement chart, which he publishes here in DM93
periodically, the first group of weapons are suited, but TP-limited by wit and
deftness. (Code: ST/SZ/WT/DF requirements.)
LO = 11/3/13/11
QS = 11/9/11/11
SC = 9/3/11/11
GS = 15/9/9/11
EP = 7/3/15/15
Leaving, then, these weapons as the most likely for the scum.
ME = 9/3/3/5 (most common Consortium TP weapon)
SM = 5/3/3/5 (seldom Consortium used, as the ME always fits and is a better
parry weapon)
LG = 13/7/3/7 (favored Consortium TP weapon)
BS = 11/3/9/7 (the best weapon weapon, but sometimes wit limited)
LS = 11/9/5/9 (works well as a parry weapon, but seldom Consortium used as it is
two-handed, hence, no shield)
Off-hand weapons play an important part to the Total Parry winning ways. The
interesting thing about off-hands is that a manager can place almost any weapon there
(except two-handed) and there will be no statement commentary indicating unsuited or
not-quite suited. Hence, any weapon, even unsuited, can be used as off-hand, as long
as SZ/WT/DF requirements are met. (For example it is not unusual to see a WH as an
off-hand weapon with the LG in primary hand on a Consortium warrior.
In order, here are the typical weapons used by Consortium Total Parry warriors.
ME/ME BS/ME LG/LG LG/WH LG/LG BA/ME BA/LG LG/-
Back up weapons are also important to Total Parry warriors as the primary and/or off-
hand are often broken by all the parrying going on. What are good backup weapons? Any
weapon can parry, but not as well as shields. And the backup weapons do count in the
weight burden of the warrior, so do not overburden. The most common Consortium backups
are DA and WH.
Carry and endurance need to be discussed to assure optimizing the TP. There should be
no need, or desire, to overburden the TP which will negatively impact his endurance.
Using the CIC information, or Terrablood's site, or Assur's site determine the
encumbrance, and armor and weapon weight of your warrior accordingly. Since virtually
all Consortium scum are going to be designed with 11 ST min and very high CN, the
design will always carry what is considered the minimum 27 points. This allows:
BS/ME APA/F one backup DA or ME/ME APA/F one backup DA
If the warrior has 13+ ST, often a Consortium TP might look like this:
LG/WH APA/F primary backup DA
What is a good strategy? How might The Consortium run these types of warriors? A
common theory is all one needs to do is use 1-1-1-P. We Consortium managers very
seldom run 1-1-1. Giving the strategy some OE (offensive effort) and some AL (activity
level) seems to cause that TP to swing/attack in the most surprising moments and
sometimes early on. Many battles have been won this way. And, in general, the TP's
endurance seems unaffected by these low numbers above one. As to "kill desire" (KD), a
mod/low number (not 1) seems to enhance that early swing. The Consortium does not want
to give you the idea that this early swinging happens regularly, but that it does
happen occasionally, Perhaps it is important to point out that average/typical AL/OE
Favorites (learned at graduation) for the TP are LO/VL. Next most likely are VL/VL
and VL/LO. (VL is very low and 1-2, LO is low and 3-4, as opposed to moderate MO 5-6,
high HI 7-8 and VH very high 9-10.)
This is a typical starting Consortium TP scum strategy:
3-2-2-1-3-1-3
3-2-2-2-1-1-3
5-5-5-5-8-6-5
P-P-P-P-n-P-P
Now when an opponent is a known good scum also, the strategy might change to assure
optimal endurance:
1-1-1-1-1-1-1
1-1-1-1-1-1-1
1-1-1-1-1-5-1
P-P-P-P-P-P-P
There is more to "good strategy" than the numbers a manager chooses. To optimize any
type of warrior, one must use the challenge/avoid. Any TP that fights an AB is likely
to lose. At the lower levels (meaning DM rather that ADM) a TP loses to the aimer 90-
95% of the time. A scum TP that fights a lunger wins 60-80% of the time. So if you
want wonderful w/l rates like those listed above, you must challenge and avoid
properly and always. (The Consortium often publishes an article on challenge and avoid
in DM93. Wait for it, or find it, but certainly heed it.) To challenge and avoid
properly, you must know styles of warriors in your arena. Hence, you must fight and
keep records, and/or have friends/allies who collect and share styles, or use a common
data base like that of Terrablood.com.) The most important challenge/avoids for a TP
scum are:
* Avoid teams with aimed blows able to challenge or match up with you
* Avoid teams with known hard-hitting (great+ damage) warriors
* Avoid teams with better designed scum that are able to challenge or match you
* Avoid teams with warriors that have beaten you
* Avoid teams with pikers and strikers, especially those who hit harder or have kills
on record
* Challenge lungers primarily
* Challenge small or light hitting warriors of any type but AB
* Prior to 10 fights of experience (10FE) challenge all styles but AB (maybe STs,
too)
One final item needs to be discussed. The Consortium has recommended that the TP is
meant to be a scum, and all the previous information points that out. However, were
one to want to design and run a more offensive TP, this is how The Consortium does it.
(Out of the 200+ graduate TPs, only 4 are of this type, and they do not fare as well,
record wise, as the mighty scum; they all would have made better warriors under
another design.) The main characteristics of the OTP (Offensive Total Parry) compared
to the scum is that at least moderate (11+), and preferably high, (15+, preferably
17+) Wit and at least 11 deftness are needed. This would mean they would have all or
one of these stats, ST, CN, WL) reduced from the scum design. Lastly, it means that
the final design will be much more in line with a very good LU or other better long
term warrior able to compete in high ADM, like Primus. Here are some typical offensive
Total Parries.
11-14-10-17-17-4-11 (wish it had been made a LU or WS or PL or even PS)
15-12-8-17-21-4-7 (wish it had been made a LU or SL or even BA)
17-14-3-17-17-5-11 (wish it had been made a LU, especially, or even a PL, PR,
SL, BA, WS)
15-15-9-15-15-4-11 (wish it had been made a WS or LU or BA)
So there you have it. The Total Parry, Consortium-style. You have learned how to
design, armor, weapon, run, challenge/avoid, and optimize a Total Parry. Prepare
yourself for lots of wins and some quite long fights. Winning is FUN.
A special note: The Consortium is the only manager to have run multiple scum warriors
32,000+ minutes in fights. (In Face-To-Face Tournaments, 5 times.) The RSI programs
have since been altered to disallow that possibility.
-- Agent Smith (from The Consortium Portfolio 5-9--2022)
***---------*---------*---------*---------**---------*---------*---------*---------***
Weapons Suitability per Style
Aimed Blows
Well Suited Weapons: Dagger, Epee, Fist, Longsword, Longspear, Quarterstaff, Scimitar,
Shortsword, Shortspear
Marginally Suited Weapons: Broadsword, Hatchet
Bashers
Well Suited Weapons: Great Axe, Greatsword, Halbard, Large Shield, Mace, Medium
Shield, Maul, Morning Star, Quarterstaff, War Flail, War Hammer
Marginally Suited Weapons: Battle Axe, Broadsword, Fist, Small Shield
Lungers
Well Suited Weapons: Epee, Longsword, Longspear, Shortsword, Shortspear
Marginally Suited Weapons: Dagger, Halbard, Scimitar
Parry Lungers
Well Suited Weapons: Epee, Longsword, Longspear, Scimitar, Shortsword, Shortspear
Marginally Suited Weapons: Broadsword, Quarterstaff
Parry Ripostes
Well Suited Weapons: Epee, Longsword, Longspear, Scimitar, Shortsword, Shortspear
Marginally Suited Weapons: none
Parry Strikes
Well Suited Weapons: Battle Axe, Broadsword, Epee, Greatsword, Longsword,
Quarterstaff, Scimitar, Shortsword, Small Shield, Shortspear, War Hammer
Marginally Suited Weapons: Great Axe, Hatchet, Large Shield, Longspear, Mace, Medium
Shield
Slashers
Well Suited Weapons: Battle Axe, Broadsword, Epee, Great Axe, Hatchet, Longsword,
Scimitar, Shortsword
Marginally Suited Weapons: Dagger, Greatsword, Small Shield, Shortspear, War Flail
Strikers
Well Suited Weapons: Everything but Large Shield, Medium Shield
Marginally Suited Weapons: Large Shield, Medium Shield
Total Parries
Well Suited Weapons: Battle Axe, Broadsword, Epee, Greatsword, Large Shield,
Longsword, Longspear, Medium Shield, Quarterstaff, Scimitar, Shortsword, Small Shield
Marginally Suited Weapons: Dagger, Great Axe, Shortspear, War Hammer
Walls of Steel
Well Suited Weapons: Battle Axe, Broadsword, Great Axe, Greatsword, Morning Star,
Quarterstaff, Scimitar, War Flail
Marginally Suited Weapons: none
***---------*---------*---------*---------**---------*---------*---------*---------***
Assur's Weapon Requirement Chart (without the inaccuracies)
Over the years, many people have published weapon charts. Most of them have had
mistakes. This is the correct weapon chart and you should discard all others.
STR SIZ WIT DFT STR SIZ WIT DFT
Battle Axe 15 3 7 9 Maul 15 9 5 7
Broadsword 11 3 9 7 Morning Star 13 3 9 11
Dagger 3 3 7 7 Quarterstaff 11 9 11 11
Epee 7 3 15 15 Scimitar 9 3 11 11
Great Axe 13 3 9 11 Shortsword 5 3 11 3
Greatsword 15 9 9 11 Shortspear 9 3 5 7
Hatchet 7 3 5 7 War Flail 11 3 5 5
Halberd 17 9 9 11 War Hammer 13 3 5 7
Longsword 11 3 13 11 Large Shield 13 7 3 7
Longspear 11 9 5 9 Medium Shield 9 3 3 5
Mace 13 3 3 5 Small Shield 5 3 3 5
** Battle Axe requires 9 size if you are carrying an off hand weapon
Off Hand
No Wit Requirement
Strength Requirement same as for Main Hand
No Size Requirement
Off Hand Deftness Requirements
For this section, you look at the weapons you want to use in your main hand (MH) and
off hand (OH). From the chart above find their deftness requirements. Use these
values in the chart below (MH on the left, OH on the top) and the result is the
deftness to use them together.
Examples: Suppose your scum wants to use ME in your main hand and LG in your off
hand. Cross referencing, 5 on the left, 7 on the top, you'll see that the required
deftness to use them together is 9.
MH\OH 3 5 7 9 11 15
3 4 6 8 10 12 16
5 5 7 9 11 13 17
7 6 8 10 12 14 18
9 7 9 11 13 15 19
11 8 10 12 14 16 20
15 10 12 14 16 18 22
Caveats: In finding the values for this chart, there have been inconsistencies. The
chart shows the value that we believe will always be well suited. Some warriors seem
to be able to use weapons in both hands with lower deftness than the chart shows. So
far, I have not seen evidence for a warrior requiring more than the value shown. Note
that some values make little sense. (While you can use an EP with an off hand SH
together with 10 deftness, you would still lack 5 points of deftness to use the Epee.)
***---------*---------*---------*---------**---------*---------*---------*---------***
LETTER FROM LAPUR T-941
Hammer managed to only write one Personal Ad and Olaf Modeen was the Spy Reporter, but
I am here to tell you that the DM 29 Lapur Arena is well worth sending your stable to
for some fun competition!
There were only 7 active stables, but I know that better days are ahead for the DM 29
arena!
Our stable managed 2 wins and 2 losses, but we did rank second in The Teams On The
Move with 20 points!
Assur managed 10 points in the same category, but The Bloke was conspicuously absent
from the category!
Speaking of The Bloke, the Consortium continued his usual pontificating in the P-ads,
but Assur wrote one less than Hammer! Zero for those keeping track of such things!
Fright Ride is still Enjoying the View from the Top! So much so that our current DM
with a 12-1-0 record did not find the time to write a DM Column!
Jack Of Diamonds suffered a Blood Feud loss! My friend Diamond Jack also ended up in
the Infirmary!
Queen Of Hearts notched an easy win! M. Chardinee was the Heart Queen victim!
Queen Of Clubs also managed a victory! Club Queen took 4 minutes to defeat The Usurous
Merchant in a tough 4-minute battle!
Yours truly suffered a quick loss! Nothing more to say!
"May You New Players Fare Better Than I Do!"
-- Wild Card Joker of 5 Card Draw in DM 29 and former loser in DM 93
***---------*---------*---------*---------**---------*---------*---------*---------***
THE 300
They slowly trudged along the finely-kempt and well-swept dirt road on their way to
the normally quiet and unassuming town of SEAM. 300 of them in all, methodically
making their way into town amid the gazes of their curious onlookers. Seam was a
smallish town, full of ordinary folk who enjoyed an ordinary life; it was indeed not
the type of town that one would expect to be one of the very few towns chosen to host
the Games of the Arena. Some years back the town council was presented with the
opportunity to once again be host to the games, but they did not want to make the same
mistake twice. In short: the beauty and simplicity of the town was all but ruined by
the dark magics that seemingly without fail came to every host town the first time
that SEAM attempted to be a host so many years back.
The town council could not deny that the arena games brought a certain level of
prosperity to any town that agreed to become a host. But unfortunately, this
prosperity had a very strong dark side. It also brought with it thieves, thugs, and
miscreants of every type. Hustlers, gamblers, drunkards, and whores. Hit-men and wise
guys. Taverns open 'til all hours of the night... open practically on every corner.
However, the quiet and unassuming little town of SEAM has managed to escape the dark
faction that seemed to accompany most every arena town this second time around. Their
answer to this problem was very simple: no magic of any kind was allowed in the city
limits. Furthermore, in order to guarantee that the town's arena fighters stay
completely and totally uncorrupted by the allure of magic, all of them were required
to remain in the town until when and if they were lucky enough to advance to the games
at the Isle.
The town was extraordinary in how ordinary it actually was, and this was one thing
that alfredo Frothingslosh himself loved so much about this lazy little town that he
now called home. alfredo was not a rich man, but he did have a very strong standing
with the spy commission and the other managers of the games... a standing that far
surpassed his actual wealth, and he kept this standing by always being ready for any
new opportunity that might come along. And in the case of having no such opportunity
presenting itself for a long time, such as is the case now, alfredo also possessed a
certain talent to create such an opportunity for himself.
When alfredo first went to the town council with his notion of sponsoring a contest,
he was categorically turned down. But he realized that it was not the contest itself
that the town council feared: it was the *prize*. Prizes generally meant magic. Magic
almost always was accompanied by a hidden cost that the council did not have the
desire or the willingness to pay. But one thing that alfredo was famous for was the
ability to make the most of his young warriors without the need of relying on magic.
And this special "knack" that he had helped him not only to think of a prize that the
council might begrudgingly accept, but further, actually showcased, emphasized, and
*celebrated* the ability to compete in the Games without resorting to magic.
What really sealed the deal was alfredo offering to round up the 300 recruits needed
for the contest all on his own. At that point the council could hardly argue further.
And that, my friends, brings us around full circle... back to the beginning of this
little story: back to the 300 ordinary folk that I described shuffling past you into
town.
They were men and women, young and not so young; they tended to be on the thin side
(perhaps a little undernourished); most looked to be in dire need of a bath, but more
than anything, these recruits were totally and completely ordinary. But that should
change, and in a little more than a year from now... change it will. It is most
definitely not clear now, but through hard work, training, and perhaps a bit of talent
that they were not yet aware of, six of these ordinary recruits will rise and prove
that indeed the once ordinary can become extraordinary. Six of these ordinary recruits
will rise, proving themselves to be the "Cream of the Slosh."
***---------*---------*---------*---------**---------*---------*---------*---------***
The Frothingslosh Syndicate is proud to announce 99 Bottles of Beer III!!! (+ 100):
Sponsored by ALFREDOVISION(TM): for a Better Tomorrow, and a Better Today.
The contest will be in honor and celebration of turn 199 of SEAM DM 20.
Your objective is simple: be the first team to accumulate 199 Bottles of Beer!
The first part of the contest will be a 15 turn "warm-up" starting on turn 184, due
7/4/22, but you are encouraged to start your team as early as possible. During this
casual "meet and greet" stage, all teams will earn one bottle per turn simply by
fielding a full team of 5 warriors and writing at least one personal ad. BTW guys, for
the sake of simplicity, your Host and Cruise director asks that you PLEASE do not sign
your ad expecting me to know who you are. If you are not 100% certain, then please
state very clearly EVERY TURN what team you are associated with so i do not have to go
through past newsletters to try to figure out who you are. Also do not forget to write
a personal ad for the turn 184 newsletter! Simply stating who you are would be great.
Something like, "Hi Seam. I'm John, the manager of John's team" is certainly
sufficient.
The real fireworks will start on turn 199, due on 1/30/23. That is when the teams will
start to earn Bottles for Arena Performance, which will be earned/awarded as follows:
* Bottles awarded for being active and writing a personal ad are discontinued.
* 5 Bottles for each invite to ADM, AWARDED UPON THE ANNOUNCEMENT OF INVITE IN THE
NEWSLETTER with the opportunity to earn 1 extra bottle ON THE FOLLOWING TURN for
achieving a kill in the Dark Arena on their last fight. Note that this Bottle is a
"bonus;" you will also earn a Bottle for the win; bottles awarded for wins are
outlined below.
* 3 Bottles for each turn as Duelmaster, with the opportunity to earn 1 extra bottle
for writing a Duelmaster's column COLLECTED ON THE FOLLOWING TURN when the column
is actually published. It does not have to be fancy but has to be "something": 99
words minimum.
* 5, 4, 3, 2, and 1 Bottles for Team on the Move and Current Top Team. In the case
of ties, partial bottles will be awarded and will count towards your total.
* 2 Bottles for Chartered Recognition Leader
* 2 Bottles for This Week's Favorite
* 2 Bottles for TOP CAREER HONORS Chartered Team
* 0 Bottles for each turn as Overall Popularity Leader. Additionally, you will pay a
1 BOTTLE PENALTY on the following turn if you fail to post a personal ad
apologizing for your ostentatious behavior! OR...you can choose to brag further
about how astonishingly wonderful you actually are, and are more than worthy of
all the accolades you get from your adoring fans.
* 1 Bottle for a successful Bloodfeud: limit two bottles per incident.
* 2 Bottles for each Stylemaster as listed in the newsletter. In other words, the
rules for being awarded bottles for Stylemaster are the same as they are in the
arena: winning record, adept or above.
* 1 bottle for each win, or two bottles for each kill in the regular arena. Warriors
that manage to return from the Dark Arena earn one bottle for the win only.
If more than one team achieves or surpasses 199 Bottles on the same turn, the team
with the higher total will be the victor. Partial Bottles having been awarded make the
event of a tie at the end much less likely; any fraction of a bottle lead that you may
have *will* count. In the unlikely event that there is an exact tie for any place that
receives a prize, those teams involved will continue playing until a winner can be
decided.
The top three places will win one or more "Cream of the Slosh" replacements:
* 1st Place: 3 CotS replacements
* 2nd Place: 2 CotS replacements
* 3rd Place: 1 CotS replacements
A CotS replacement is 10 standard, ordinary Duelmasters teamsheets that are specially
"marked" and grouped together by the Spy Commision to be used for this single purpose
only. The winning manager then chooses any one out of the 50 warriors on the 10
teamsheets they wish to be their "Cream of the Slosh" replacement; the other 49 are
simply discarded. Note that you are free to use your CotS replacement anytime you have
an opening on your team; in other words, you are not required to Dark Arena nor do you
have to pass on a good naturally occurring replacement.
However, CotS replacements will not be allowed to hide their status: all CotS
replacements will be required to start its name with these three symbols: O^O (capital
O, shift-6 [caret symbol], capital O. This surely will cause them to be a "target" of
challenges, but also will serve as a badge of honor for them to wear proudly. In the
case of winning multiple CotS replacements, you will be required to wait at least 10
ACTIVE turns in between using your CotS replacements; you will only receive one CotS
packet at a time. Just send a note in to the Spy Commission with your 10th turn's
orders to receive your new CotS packet with your turn's results.
Note that 6 CotS replacements being won in total is the guaranteed minimum. I have
been informed that if the contest has an unusually large turnout, the Spy Commission
MAY choose to spice up the prize pool with additional CotS replacements. Understand
there are no guarantees (other than them 6 as listed), and these Spies were rather
"vague" and sometimes can be a little sketchy. But, for what it's worth, I figured I
should pass the information on just in case it does actually have merit.
But that's not all! For those of you that wish to spice up the contest even further,
we are featuring an additional and completely voluntary "Contest Within a Contest" for
which there will be a one time fee of 6 RSI Gift Certificates to enter. The prize pool
for the CWAC will be one "6-pack" of Duelmasters Gift Certificates (no cash value;
each may be redeemed for one Duelmasters teamsheet) for every manager who chooses to
participate. The prize pool will divided up among the winning players as follows:
* 1st place: 1/2 of all the teamsheets
* 2nd place: 1/3 of all the teamsheets
* 3rd place: 1/6 of all the teamsheets
I just want to clarify that managers competing for the CWAC teamsheets are only
competing against each other. So, for example, if you place second in the main contest
but the main contest winner did not choose to participate in the CWAC, you will then
be the first place winner of the CWAC (and receive half of all the sheets in the prize
pool). Additionally, if the CWAC proves to be very popular and gets many entries, I
may pay out more places. Any such decisions will be discussed and finalized prior to
turn 199.
I will do my best to write a Contest Update every turn which will obviously be based
on the totals from the previous turn. I also plan to start an email list that you may
join if you wish. I will send out the updated contest standings to this list...likely
very soon after the newsletter is posted; I will actually be so bold to suggest that I
might get your contest update prior to getting your mail! So everyone can have up-to-
date standings, but also gives you the chance to point out any errors I might have
made prior to sending in the official update to be printed in the newsletter.
Other Rules:
* Once the first team equals or surpasses the required 199 Bottles total, THE
CONTEST IS OVER unless there are any ties to work out, and in that case the
contest will continue to the following turn ONLY for those teams involved. Your
official contest ranking will be based on whatever position you are holding at the
time that the first team(s) surpasses 199 bottles, even in the unlikely event of a
tie for first place and the winner has not yet been determined.
* NO AVOIDS: This will be STRICTLY ENFORCED starting on Turn 199. Any team caught
avoiding will be REMOVED from the contest and their entry fee (if any) WILL NOT be
refunded! And trust me, with the number of nosy spy reporters out there, YOU WILL
get caught.
* Cheating of any kind will not be tolerated and will be grounds for
disqualification. Coordinating challenges is allowed; non-aggression pacts are
allowed. "Taking a dive" (ie: throwing fights) is definitely NOT allowed. Any
allegations of cheating will be investigated seriously; any decision made by the
spy commission regarding said allegations will be final. Ladies and gentlemen:
let's keep this clean, okay? None of us are kids anymore!
* Seam is a "non-tourney" arena, and as such you are required to field a full team
of 5 warriors every turn! Any warrior that has 1 FE or more missing the turn will
incur a 3-Bottle penalty for their team. You are highly encouraged to put your
entire team on maintenance, to guard against any mistakes. If you have a warrior
"accidentally' sit out the turn, you will "accidentally" incur a 3-bottle penalty
;>. Any rookie warrior missing a turn will only incur a 1-Bottle penalty for
their team. I am aware that those poor noobs often get lost temporarily.
* There will be no penalty for your *entire team* missing a turn. It is certainly
not recommended, however!
* No tournament experience or "enhanced" warriors will be allowed.
* If you wish to participate in the optional "contest within a contest," you must
announce your intention to participate prior to turn 190 being processed (due
9/26). The one-time entry fee of 6 RSI Gift Certificates will be charged to your
account at that time.
YOU are invited; you are encouraged to start early if you like! The Frothingslosh
Syndicate invites you to Bottle! Er...ah...battle!
DUELMASTER'S COLUMN
Notes from the arena champ.
Yes, it is true, The Consortium was in grade/high/college school when The Everly
Brothers astounded the world with their fine songs and wonderful harmony. Hence,
Consortium managers in all arenas are required to say they yet enjoy Everly Brother
songs.
Bird Dog, Noblish Isle's two-time Duelmaster, was a number one hit for those
Everly Brothers, just like it is a number one hit in Noblish. Why? That is a great
question and one that Agent Smith has yet to completely determine. He only knows that
while Bird Dog is so popular, he is doing his best to jack up the contract so he can
enhance his personal 10%. (What a guy!)
Time will tell Bird Dog's continuing results. There are some popular fighters
(Not at all good songs, you understand.) that are contesting Bird Dog's spot as number
one. Suspiciously present are Assur's (By the way, he contractually gouges for 20%.)
stable of BB Bachelor Again godlings whom are very, very good. (But not in any way
decent songs.) To that end, I shall finish with this:
Assur is a joker (he's a bird)
A very funny joker (he's a bird)
Meanwhile the real Bird Dog rules.
SPY REPORT
Welcome NOBLISH ISLAND. I, Olaf Modeen remember this place well. Many the
fights have I fought here. The celebrations, the disappointments... Hmmmph! I
always thought DEM BUMS was an over-rated team and they proved it with a 0-0-0! Ya
gotta be quick on yer feet! Keep your elbow off the table! Thrust! Block out the
pain! THE VIRULENT is now ranked 5th with a 2-2-1 turn. It seems so recently people
were saying EVERLY BROTHERS was washed up, finished. But 4-1-1 moved them up 0. I
guess they're washed no more... What's with POPPY POPULARITY? She actually beat
DARKATHIAS' DEMONS' ROLLO, and walked away with 18 more points from the fight.
Laughs were big at ZOO KEEPERS while they watched DON JUAN clobber VIOLET VISIONARY.
He lost 9 points and got bruised from objects thrown from the stands. Try as he
might, CONVICTED ASSASSIN wasn't good enough at persuading BIRD DOG to step down from
the Duelmaster's throne... I suppose you want to hear some rumors and dirty gossip
about your fellow fighters? Tough!
No matter the time or place, men will always duel. NOBLISH ISLAND thinks EVERLY
BROTHERS and their 26-9-1 is too much! If at first you don't succeed, give up...
Management must be dealin', as the boys at BB BACHELOR AGAIN ain't reelin'! EVERLY
BROTHERS' mad! What do people see in DAKAVIAS? His 5-5-0? DARKATHIAS' DEMONS ain't
talkin', but he's got 29 points. LIGHTNING ROD didn't quite know what to make of a
challenge he received from FREDDY K. of ZOO KEEPERS, who is 22 points below him.
FREDDY K. perhaps got his just desserts, seeing as he was beat by LIGHTNING ROD and
ended up with 10 recognition points.
Warriors of NOBLISH ISLAND unite. You have only your games to lose! Many a
warrior has met his fate in a hungover stupor. You young rapscallions, take note!
Who knows what the future holds for a warrior. More fights, there's no doubt.
The end of another Spyreport! That's cause for celebration in my book! Time for my
medication, so I'll leave now. Practice, practice, practice!-- Olaf Modeen
DUELMASTER W L K POINTS TEAM NAME
BIRD DOG 10818 7 0 0 74 EVERLY BROTHERS (1848)
ADEPTS W L K POINTS TEAM NAME
PROBLEMS 10826 6 0 0 56 EVERLY BROTHERS (1848)
LAUNDRY 10806 6 2 0 46 BB BACHELOR AGAIN (1846)
-DUKE O FLATBUSH 10804 4 2 3 46 DEM BUMS (1845)
AIRPORT TAXI 10808 7 1 1 44 BB BACHELOR AGAIN (1846)
CLEANING 10810 6 2 0 41 BB BACHELOR AGAIN (1846)
LIGHTNING ROD 10844 3 0 0 36 CRIMSON SCOURGE (1844)
COOKING 10809 6 2 0 35 BB BACHELOR AGAIN (1846)
CHALLENGER INITIATES W L K POINTS TEAM NAME
DON JUAN 10791 4 2 0 31 ZOO KEEPERS (1843)
DAKAVIAS 10779 5 5 0 29 DARKATHIAS' DEMONS (1837)
BYE BYE LOVE 10843 4 0 1 29 EVERLY BROTHERS (1848)
POPPY POPULARITY 10831 4 1 0 28 ANEW FLOWER POWER (1850)
BOWLING GREEN 10820 4 3 0 25 EVERLY BROTHERS (1848)
ROSEBUD BLOOMING 10827 3 2 0 24 ANEW FLOWER POWER (1850)
INITIATES W L K POINTS TEAM NAME
MICHAEL M. 10794 3 3 0 23 ZOO KEEPERS (1843)
LONELY 10807 4 4 0 22 BB BACHELOR AGAIN (1846)
VIOLET VISIONARY 10830 3 2 0 22 ANEW FLOWER POWER (1850)
INITIATES W L K POINTS TEAM NAME
-SANFORD BRAUN 10801 1 5 0 22 DEM BUMS (1845)
MELON SMASHER 10798 5 2 0 21 CRIMSON SCOURGE (1844)
ROLLO 10760 5 5 0 20 DARKATHIAS' DEMONS (1837)
DANDELION DENIAL 10829 4 1 0 19 ANEW FLOWER POWER (1850)
GRASSHOPPER 10800 3 4 1 18 CRIMSON SCOURGE (1844)
-VEATOS 10850 1 0 1 18 THE VALKYRIE (1853)
MYSTIC RAIN 10796 3 4 0 17 CRIMSON SCOURGE (1844)
SIMPLEX 10836 2 1 2 17 THE VIRULENT (1851)
-ROY CAMPANELLA 10802 3 3 0 16 DEM BUMS (1845)
STICHES 10845 2 1 0 16 DARKATHIAS' DEMONS (1837)
JASON V 10793 3 3 2 15 ZOO KEEPERS (1843)
RAINSTORM 10797 2 5 0 15 CRIMSON SCOURGE (1844)
-PEE WEE 10803 2 4 0 14 DEM BUMS (1845)
CALLIE 10842 3 1 0 13 DARKATHIAS' DEMONS (1837)
-CATHERINE KATZ 10777 3 4 0 13 CLOWDER OF KATZ (1840)
-FORTY-TWO 10805 1 5 0 12 DEM BUMS (1845)
FREDDY K. 10795 2 4 0 10 ZOO KEEPERS (1843)
GOTHCA 10792 2 4 0 10 ZOO KEEPERS (1843)
-CATAMOUNT KATZ 10848 1 0 0 10 CLOWDER OF KATZ (1840)
-KATE KATZ 10774 1 6 0 10 CLOWDER OF KATZ (1840)
-GABRIELLE 10849 1 0 0 6 THE VALKYRIE (1853)
-XENA 10852 1 0 0 6 THE VALKYRIE (1853)
ATROX 10832 1 2 0 6 THE VIRULENT (1851)
SHIGELLA 10833 1 2 0 5 THE VIRULENT (1851)
POPPY POPOVINSKI 10828 0 5 0 5 ANEW FLOWER POWER (1850)
ROXANNE 10855 0 1 0 1 DARKATHIAS' DEMONS (1837)
-CATA KATZ 10846 0 1 0 1 CLOWDER OF KATZ (1840)
-CATACLYSIM KATZ 10847 0 1 0 1 CLOWDER OF KATZ (1840)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
CONVICTED THIEF 0 0 0 SIMPLEX 10836 609 NONE
DRAKE 10761 4 3 0 DARKATHIAS' DEM 1837 DUKE O FLATBUSH 10804 606
MORGANA 10759 3 6 0 DARKATHIAS' DEM 1837 DUKE O FLATBUSH 10804 608
TREVANA 10758 2 3 0 DARKATHIAS' DEM 1837 DUKE O FLATBUSH 10804 605 NOT REVENGED
CATHY'S CLOWN 10819 2 1 0 EVERLY BROTHERS 1848 GRASSHOPPER 10800 605 NOT REVENGED
EBONY EYES 10816 3 4 0 EVERLY BROTHERS 1848 AIRPORT TAXI 10808 609
AVONLIA SARROW 10853 0 1 0 THE VALKYRIE 1853 JASON V 10793 608
SHYA SILVERBANE 10851 0 1 0 THE VALKYRIE 1853 SIMPLEX 10836 608
CERCARIA 10834 0 3 0 THE VIRULENT 1851 BYE BYE LOVE 10843 609
ZOSTER II 10835 1 1 0 THE VIRULENT 1851 VEATOS 10850 608
PERSONAL ADS
Ah, Bird Dog does it again! Top of the charts. Number One song and warrior. Kudos to
our own. -- Agent Smith
Darkathias, so Morgana has the whiffle as her favorite? Well, bless her! It makes for
some of the most beautiful criticals. Good luck to her with it. -- Agent Smith
M. Chardinee? No more of him, please. He's tough! -- Bird Dog (who somehow managed to
put the Chardinee down)
All, note that last round, the mighty Assur penned a fine spotlight on defensive
warriors, (A "how to" for scum.) In the article, he commented that he would like to
see The Consortium comments on TPs. You should find them in a spotlight in this
Newsletter. Enjoy. -- Agent Smith
Hammer, it may have been Bowling Green's challenge, but due to your fine management,
Roseblood Blooming showed us all who is boss. Salute. -- Agent Smith (who still likes
Way Down In Bowling Green)
Melon Masher, I guess you had problems? I was your problem. -- Problems
Gotcha, bye, bye. -- Bye Bye Love
Roy Campanella, it was my day to win. You were mighty in your days. -- Ebony Eyes
Welcome to the Valkyries. -- Agent Smith
P.S. Learn, and have fun.
Crimson Scourge -- I have posted this turn the weapon requirements and style
suitability chart. This should help you select weapons. A few other guidelines:
* slashing weapons do more damage than lunging or bashing weapons in general and are
largely considered the 'best' weapons (especially SC, LO, BA, and BS)
* lunging weapons tend to knock down opponents the most and are valued above bashing
weapons because of this (plus lungers, one of the strongest styles, only use lunging
weapons)
* several weapons are considered faster than most, among them SS, HA, WH, and QS
Almost every weapon has things about it that make it worth using. SC and LO are
largely considered the best two all around weapons. MS and WF are often talked about
as the worst two. -- Assur
Agent Smith -- Why do I avoid your songs? Simple... I read your article about using
avoids! In addition to USING avoids, it is advisable to use avoids against the
following:
-- Teams that challenge every turn
-- Teams that have warrior(s) that can beat your warrior
-- Teams that are ranked very highly in the standings
Not that you can replace teams with warriors in range of your warrior. Avoiding the
Consortium rep in an arena every single turn is not a bad strategy in most arenas.
Because very often, he'll meet all of those criteria in an arena you are in!!! --
Assur
PS. I have enormous respect for you and your managing ability. While we approach DM
93 with slightly different managing styles, your consistency of winning is most
amazing! I can manage a team to a .700 winning percentage and STILL be below you in
the rankings!
Dandelion Denial -- Would have had you if it were not for that plate armor. -- Callie
Duke Flatbush -- That's 3 and this is my last chance at you. Good luck. -- Darkathias
All -- This is our last round here. After this, we move on. We will be heading to DM
29 Lapur. -- Darkathias
Darkathias -- Glad to hear your Demons are headed to Lapur upon graduation! -- Hammer
PS: As for DM 81 I plan to reactivate my stable in Shadowspire later this year!
Agent Smith -- My Flowers await your Song Writers on the DM 93 sands! -- Hammer
Bowling Green -- Your Challenge! My Win! Salute! -- Rosebud Blooming
Sanford Braun -- Your first win! My first loss! Salute! -- Poppy Popularity
Forty-Two -- I was fortunate to win! Salute! -- Violet Visionary
Shigella -- Another loss for me! Salute! -- Poppy Popovinski
Callie -- I was also fortunate to wear you down! Salute! -- Dandelion Denial
New Players -- DM 29 Lapur Arena has room for your stable! -- Hammer / Minister of
War, Duel 2 Sponsor, mgr of Anew Flower Power
LAST WEEK'S FIGHTS
DON JUAN unbelievably bested VIOLET VISIONARY in a 4 minute Challenge fight.
FREDDY K. was demolished by LIGHTNING ROD in a 1 minute one-sided Challenge melee.
BOWLING GREEN vanquished RAINSTORM in a 1 minute mismatched Challenge brawl.
JASON V was savagely defeated by DAKAVIAS in a 2 minute brutal Challenge fight.
BIRD DOG bested CONVICTED ASSASSIN in a action packed 1 minute Title brawl.
PROBLEMS savagely defeated COOKING in a exciting 2 minute bloody struggle.
LAUNDRY handily defeated ROSEBUD BLOOMING in a 1 minute uneven fight.
CLEANING vanquished MELON SMASHER in a 1 minute uneven duel.
AIRPORT TAXI slaughtered EBONY EYES in a 2 minute gruesome uneven fight.
GRASSHOPPER was overpowered by MICHAEL M. in a 2 minute one-sided fight.
MYSTIC RAIN was viciously subdued by LONELY in a 2 minute gory bout.
ROLLO was demolished by POPPY POPULARITY in a 3 minute mismatched match.
GOTHCA was outwaited by DANDELION DENIAL in a monotonous 13 minute brutal contest.
POPPY POPOVINSKI was bested by CALLIE in a 3 minute amateur's bout.
ATROX overcame ROXANNE in a 4 minute beginner's fight.
SHIGELLA was overpowered by STICHES in a 2 minute gruesome uneven struggle.
CERCARIA was executed by BYE BYE LOVE in a crowd pleasing 1 minute mismatched brawl.
SIMPLEX executed CONVICTED THIEF in a 1 minute one-sided match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 8 PARRY-LUNGE 4 - 2 - 0 67 |
|PARRY-RIPOSTE 6 LUNGING ATTACK 24 - 16 - 1 60 |
|STRIKING ATTACK 5 BASHING ATTACK 43 - 37 - 7 54 |
|LUNGING ATTACK 4 TOTAL PARRY 21 - 20 - 0 51 |
|SLASHING ATTACK 3 STRIKING ATTACK 28 - 27 - 1 51 |
|AIMED BLOW 3 WALL OF STEEL 17 - 18 - 0 49 |
|WALL OF STEEL 2 PARRY-RIPOSTE 32 - 38 - 0 46 |
|PARRY-LUNGE 1 SLASHING ATTACK 11 - 14 - 0 44 |
|TOTAL PARRY 1 AIMED BLOW 16 - 24 - 1 40 |
|PARRY-STRIKE 1 PARRY-STRIKE 6 - 10 - 1 38 |
Turn 609 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 1 - 0 AIMED BLOW 0 - 3 4 BASHING ATTACK
TOTAL PARRY 1 - 0 PARRY-STRIKE 0 - 1 2 STRIKING ATTACK
LUNGING ATTACK 3 - 1 2 LUNGING ATTACK
SLASHING ATTACK 2 - 1 2 PARRY-RIPOSTE
STRIKING ATTACK 3 - 2 1 WALL OF STEEL
PARRY-RIPOSTE 3 - 3
BASHING ATTACK 4 - 4
WALL OF STEEL 1 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
BASHING ATTACK BIRD DOG 10818 7 0 0 74 EVERLY BROTHERS (1848)
STRIKING ATTACK PROBLEMS 10826 6 0 0 56 EVERLY BROTHERS (1848)
LUNGING ATTACK AIRPORT TAXI 10808 7 1 1 44 BB BACHELOR AGAIN (1846)
WALL OF STEEL CLEANING 10810 6 2 0 41 BB BACHELOR AGAIN (1846)
PARRY-RIPOSTE COOKING 10809 6 2 0 35 BB BACHELOR AGAIN (1846)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is BIRD DOG 10818. The most popular warrior this turn
was VIOLET VISIONARY 10830. The ten other most popular fighters were PROBLEMS 10826,
DAKAVIAS 10779, LONELY 10807, GOTHCA 10792, ROXANNE 10855, DON JUAN 10791, LIGHTNING
ROD 10844, BIRD DOG 10818, AIRPORT TAXI 10808, and POPPY POPULARITY 10831.
The least popular fighter this week was DANDELION DENIAL 10829. The other ten least
popular fighters were GRASSHOPPER 10800, SHIGELLA 10833, ATROX 10832, ROLLO 10760,
MYSTIC RAIN 10796, COOKING 10809, JASON V 10793, RAINSTORM 10797, SIMPLEX 10836, and
CERCARIA 10834.