DUEL 2 NEWSLETTER
Date : 01/09/2026 Duedate: 01/22/2026
NOBLISH ISLAND ARENA
DM 93 TURN 704
This Week's Top Honors
THE DUELMASTER IS
PRICE INCREASE
BASH BROS STAMPS (1964)
(93-11514) [5-2-0,51]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY PRICE INCREASE
BASH BROS STAMPS (1964)
(93-11514) [5-2-0,51]
Popularity Leader This Week's Favorite
PRICE INCREASE POSTAGE DUE
BASH BROS STAMPS (1964) BASH BROS STAMPS (1964)
(93-11514) [5-2-0,51] (93-11518) [5-2-0,44]
THE CURRENT TOP TEAM
BASH BROS STAMPS (1964)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BRASS BAND (1968) 72
2. BASH BROS STAMPS (1964) 35 AVENGERS (287)
3. JJKIER (1935) 4 Unchartered Team
BRASS BAND (1968)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 0*BRASS BAND (1968) 5 0 0 100. 1/ 0*BASH BROS STAMPS (1964) 9 6 0
2- 2*MERCENARIES INC. (1963) 13 7 2 65.0 2- 2*MERCENARIES INC. (1963) 6 4 1
3/ 0*BASH BROS STAMPS (1964) 22 13 1 62.9 3/ 0*BRASS BAND (1968) 5 0 0
4/ 0*JJKIER (1935) 9 21 0 30.0 4/ 0*JJKIER (1935) 1 2 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 (The Consortium Way)
BRASS BAND Team
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:
* An experienced manager's (over 100,000 warriors designed and fought) general design
principles
* Some thoughts on team balance
* A real five-warrior design (original team roll-up) just starting to compete on
Noblish Island
* Summary and comments relevant to those designs
First you might ask, "Who is writing this? And I answer that I am "Music Man", manager
and agent of BRASS BAND, a member of The Consortium, who is a long, long time (40
year) paying competitor in Duelmasters/D2. I will be overseeing this new team and will
be offering you advice most rounds in the Noblish Island newsletter too. (Yes; free
advice!) Please think nothing of asking me questions in the personal ads, or through
diplos, or on the RSI and/or Chatzy sites. You will get answers, often very
interesting answers.
Now I have to tell you this. This is a pretty solid roll up sheet. Opportunities
abound! (Some good; some bad.) Some of the fun of D2 is designing a seemingly
inadequate/interesting warrior, and strategizing them to being a winner! So, let's get
at it -- the Consortium way.
First, some solid advice. There is NO one-and-only perfect design for any warrior.
Believe it! You will often find that when asking for experienced design advice,
varying opinions and concepts are offered. However, there are some guidelines that
each manager uses. The Consortium general design principles and guidelines look like
this:
* WT is the first factor examined, followed by WL, which then determines the
subsequent point additions, the probable design, and potential style direction. (So
review WT/WL options first.)
* Then, generally design to strengths/excesses, making high roll numbers higher.
(Accentuate the positive.) (In most cases, however, DF above 11 may not be that
advantageous.)
* Note: Actually 2A. Often first one must decide whether first to add points to very
low ST or WL or DF as these stats are so necessary for physicals and/or weapon
selection.
* Design to stat/skill break points to maximize starting skills. (Know what base
skills are attached to stat points, and weapon strength requirements. Be sure to ask
RSI for the C.I.C. with helpful starting info.)
* Offensive-ish warriors usually need high WT to excel. Design to 11 (very minimum),
needing 11, 13, 15, 17, 21 for skill breaks. (note: Offensives, though, can win in
the very short run on physicals only)
* 21 WT, 21DF, and 21 WL are coveted. The 21DF makes an aimed-blow almost inevitable.
Most managers automatically think Aimed-Blow when they can get 21 deftness. (Not
always, but most probable.) If not an aimer, then 11 DF is really all most designs
need, (7 DF is our minimum desire.) and 11 is very desirable. So while DF is very
desirable, there is no need to overdo it on designs.
* All warriors except AB must have normal damage and really need good. Make certain
that ST/SZ allows that, and have high enough WL to bump stats, if not. Aimers can
and do succeed with less damage doing.
* 9 WL is the reasonable min for offensives. (But we really like 17 or 21 WL!) All
warriors MUST have some decent WL. Some very few warriors might do OK with 7 or 8.
(Maybe.) Defensive warriors and burners need lots of WL.
* A warrior has to have some strength; weapon choice and weapon damage is impaired
otherwise; 9 is normally minimum, but 11+ really best. Only an aimed-blow can get
away with "too low" strength.
* Do not add to CN for pure offensives. (Use all points elsewhere.)
* Pure defensive style warriors need big WL and CN. And, then, ST, too.
* Physicals never hurt any warrior. Warriors can win early on with lesser skill, but
good physicals.
* 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!
* If the warrior is to be long-term (meaning a godling or really, really nice roll,
later intended for ADM), do not design a burner. (A burner is one where the manager
intends to raise stats and physicals as an intended strategy to enhance winning).
Burners require very high WL as stat raises are dependent almost completely on WL.
* However, there is nothing wrong with making a burner. (10% or so of Consortium
warriors are planned burners.) Remember, though, that stat raises are dependent on
WL. (5% times WL determines the expected probability of a first raise.
* Have variation in styles in arenas if at all possible. This allows for better
challenging, avoiding, and match-ups. (Adding also fun and learning through
variety.)
* Usually design to the numbers, then choose style, rather than predetermine a style,
then design. (At least until you really know what you are doing.)
* PRIMARY PRINCIPLE: Design each warrior with the idea of winning 60%+ of its fights.
Period.
Pretty simple, it would seem. Well, we will see how I applied these principals to the
BRASS BAND Team. (Note: While not all of the concepts will be specifically referenced
below in designing the five warriors, virtually all are truly used in one or more
places.) But first some comments on team design.
A variety of styles is valuable. Why? (a) The more differing styles you experiment
with, the more you learn. (b) It is more fun to run differing types. (c) Certain
styles are susceptible to other styles and having a variety allows you to take
advantage of (or avoid) some of those susceptibilities. (d) Testing multiple styles
allows you to more quickly find the style/s that you enjoy most or are best with.
I believe a manager, especially a new manager, should have at least these two warriors
on his team: an especially fast/quick, decent damage offensive (striker, or maybe
basher or slasher or even lunger) and a scummy warrior with lots of physicals and who
wins by wearing down foes while parrying or sucking up hit points. (Total parry or
maybe wall-of-steel or parry strike.) It is important to learn how to win with both
types, and the ST (striker) and TP (total parry) are excellent designs to do both --
teach and win. This combination is invaluable because each tends to challenge and
avoid different styles, and most importantly, they are both easy to work with. The
other warriors on the team can/should be different, but I least (meaning these are
hardest) recommend the more difficult styles for brand-new managers: AB = aimed blow
(aimer), PR = parry riposte (ripper), PS = parry strike (piker), PL = parry lunge
(plunger), and maybe WS = wall of steel (waste). Save those for later; or, if you are
truly feeling lucky or highly inquisitive....
Now on to a real life example. Below are listed the starting statistics (from the
roll-up sheet) and the design statistics filled out and sent in by me, the Music Man,
manager of the BRASS BAND team just now started on Noblish Isle.
A quick, initial thought on roll up sheets, in general. It can be hardest to design
"radical" numbers. Unusually low ST or WL or super big SZ, or very low WT/WL combo,
usually require the most design manipulation and variance from the design principles
above. Very high WT and WL and/or sometimes DF, plus very small SZ are treasured!
So, with that, let's get on to designing this team.
11-8-12-12-9-9-9 to (Using in order, these design principles. 1, 2, 4, 5, 6, 7,
8, 9, 10) 17-8-12-17-9-10-11 Basher
4-13-9-14-9-9-12 to (Using in order, these design principles. 1, 2, 3, 4, 5, 7,
9, 10) 10-13-9-17-12-10-13 Slasher
10-12-15-13-9-7-7 to (Using in order, these design principles.1 ,2, 3, 4, 5, 6,
8, 9, 10) 13-12-15-17-9-7-11 Basher
12-10-11-4-13-15-5 to (Using this one design principle: added to the 3 highest
stats except SP, but read principle # 13) 12-16-11-4-19-15-7 Total Parry (the
high speed won't hurt at all)
5-13-10-11-9-13-9 to (Using in order, these design principles #1, 2, 3, 4, 5 , 7,
9, 10,) 11-13-10-17-9-13-11 Striker
Four different styles is o.k.. Lots of good challenges and avoids will be available.
Now let's take a look at my overall design tendencies for this team in this situation.
We had 70 total points to add to the designs. Totaled, they look like this:
ST = 21 (Looks higher than usual but with two very low starting numbers it looks
solid.)
CN = 6 (CN is often 0, but with 1 TP, this looks right))
SZ = 0 (Cannot add to size.)
WT = 18 (1 of 2 most important stats. Adding many here is common, and usually
beneficial.)
WL = 12 (1 of 2 most important stats)
SP = 2 (SP is usually a least added stat.)
DF = 11 (DF adders are often quite variable. Eleven looks good for this group.)
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 for many years.)
-- MUSIC MAN, manager of BRASS BAND (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
The native girl gave Orv a surprised smile. "You have some herb lore, do you?"
"You could say that," the little spirit replied with an answering smile. "I'm a
land healer. When we're done with the monsters, I will heal the poisoned land here
before I go home."
"I'll pass the word. Maybe some farmers will come and say which fields need
help."
The group of adventurers moved on down the flower-lined road, toward the forest
with the dark and foggy spot in the middle.
Vengeance said, "This chaos gate, is it a big visible stone gate, like when we
fought in Gateway Arena?"
Orv shook his, or her, or its head. "It is a wound in Ghea, which has festered
through the volcanic flow Sheila Greywand used to try and seal it. The world beyond
that breach is as poisonous to our world as our world is to that world." Shaking its
head, it spat to the side, as though tasting something vile. "The breach is under the
polluted water and I don't recommend going through to the other side. It's likely
that the enemy will be on this side, maybe in the water as the poison comforts them.
In case you have to enter the water, I'll make you a salve to protect your bodies and
your equipment, but that won't last more than an hour."
Tortured Trout frowned as he strode down the road. "Sounds like it would be best
to lure them out of the water. What can we do to really piss them off?"
Orv gasped a surprised laugh, sounding as innocent as a child -- a child with
mischief on its mind. "I don't know them well, but I'd guess these invaders are
fanatics who take themselves very seriously. If they think you are making fun of
them..."
Marduk nodded. "So, we pants them."
Teetotaler shook his head. "Nnn... ah. We're talking about making them come out
of the water to fight us. How would that work?"
"I could make an illusion," Trout suggested, rubbing his bearded chin.
Teddy Brewster shrugged. "When we see them, we should simply charge!"
"We hide in the trees," said Vengeance. "Trout makes an illusion of a farmer
pantsing one of the poison weasels. They get offended and come ashore to deal with
it. THEN we charge. Hmm. There are six of us, and seven of them. Orv, do you
fight?"
The little spirit shook its head, then said, "Well... it depends. You can see
that I'm not as big and strong as all of you."
"But you are of Ghea," said Tortured Trout. "Can you poison those things with a
touch?"
"Oh. Yes, I suppose so. But if I am slain, I can't heal the land."
"We won't include you in the fighting line, then. Or Trout, either. You guys
are support. The five of us can take those evil weasels."
They had been walking rapidly as they made their plans. Now, they were in the
forest, which looked sick. It was mostly oak and maple and sycamore trees, which
should have had green leaves on this warm island, but all the leaves were shriveled
and black, and curled up on the ground. The tree skeletons looked twisted, as though
they were in pain. The group of fighters walked up a small rise in the land, and
looked down upon a swamp, pools of bubbling yellowish water that stank of sulfur and
rot.
Vengeance looked at Orv. "Can you tell where they are?"
The nature spirit stretched out its arm, pointing at a particularly large pool.
"Four of them. The other three might still be in their own world."
Teddy Brewster shifted his feet, hefted his sword, and snorted. "Let's just
charge."
SPY REPORT
It's me, The Unknown Spymaster here with my bag to give you the news on last
week's fights. Say good-bye to SKYLINE, as they are pushed from the coveted top team
spot by the BASH BROS STAMPS stable. BRASS BAND seems to have it's eye on the top
team spot, and if they continue having 5-0-0 weeks they may get it! Hey everybody,
watch out for FRENCH HORN, who flew up 20 points in the rankings after mashing
EMBEZZLING SCRIBE like a melon. Keep your eye on this beast. And falling like a
basher in the top ten was RAN OUT, who dropped 2 points after a disappointing (to say
the least) bout with SHIELDER. In front of all the crowds, PRICE INCREASE took the
Duelmaster's crown for its own. I give the bum two weeks. 4 out of 5 gladiators
surveyed protect the body, so try and avoid aiming at that location.
But enough of that bunch, let's get on to the wimps who like to avoid battle!
Death is kind of like a new puppy: he's always around wanting to play. (Ha
Zontani, how's that for a wise saying?). Here's some advice: warriors with little
wit and will may encounter problems on the trail to the Isle.
Well, there's the manager of the NOBLISH ISLAND giving me the 'cut' sign (or is
that 'They're going to strangle you in the alley?). Okay, so I may not be the
world's best comedian, but then you guys aren't the world's best warriors. Its been
real, and its been fun, but it hasn't been real fun...-- The Unknown Spymaster
DUELMASTER W L K POINTS TEAM NAME
PRICE INCREASE 11514 5 2 0 51 BASH BROS STAMPS (1964)
ADEPTS W L K POINTS TEAM NAME
-DARRIAN NUV 11511 4 0 1 48 MERCENARIES INC. (1963)
POSTAGE DUE 11518 5 2 0 44 BASH BROS STAMPS (1964)
SHIELDER 11336 5 4 0 35 JJKIER (1935)
MAIL ORDER CHARGE 11516 4 3 0 34 BASH BROS STAMPS (1964)
CHALLENGER INITIATES W L K POINTS TEAM NAME
EXTRA CHARGES 11517 4 3 0 28 BASH BROS STAMPS (1964)
-GIGI ASHBLIGHT 11513 3 1 0 28 MERCENARIES INC. (1963)
INITIATES W L K POINTS TEAM NAME
FRENCH HORN 11535 1 0 0 20 BRASS BAND (1968)
RAN OUT 11515 4 3 1 17 BASH BROS STAMPS (1964)
-CHAIM ANG 11509 2 2 0 16 MERCENARIES INC. (1963)
BLOWER 11334 2 7 0 13 JJKIER (1935)
TROMBONE 11534 1 0 0 13 BRASS BAND (1968)
BUGLE 11536 1 0 0 13 BRASS BAND (1968)
CORNET 11538 1 0 0 13 BRASS BAND (1968)
TUBA 11537 1 0 0 13 BRASS BAND (1968)
-DIETHEN DUNDAB 11512 3 1 0 10 MERCENARIES INC. (1963)
RIPOSTER 11335 1 3 0 10 JJKIER (1935)
-KYLER MAR 11510 1 3 1 7 MERCENARIES INC. (1963)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PERSONAL ADS
LAST WEEK'S FIGHTS
PRICE INCREASE devastated AMBITIOUS GUARD in a 1 minute mismatched Title fight.
POSTAGE DUE viciously subdued DANGEROUS CRIMINAL in a 2 minute gruesome battle.
SHIELDER outlasted RAN OUT in a dull 9 minute fight.
MAIL ORDER CHARGE devastated BLOWER in a 1 minute one-sided contest.
EXTRA CHARGES defeated RIPOSTER in a 2 minute match.
TROMBONE devastated CONVICTED THIEF in a 1 minute uneven brawl.
FRENCH HORN overpowered EMBEZZLING SCRIBE in a 1 minute one-sided struggle.
BUGLE devastated MORDANT DESERTER in a 1 minute one-sided competition.
TUBA handily defeated MORDANT DESERTER in a 3 minute uneven melee.
CORNET vanquished MORDANT DESERTER in a 1 minute one-sided duel.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 4 WALL OF STEEL 13 - 2 - 1 87 |
|STRIKING ATTACK 2 STRIKING ATTACK 15 - 3 - 1 83 |
|BASHING ATTACK 2 SLASHING ATTACK 9 - 3 - 1 75 |
|TOTAL PARRY 2 TOTAL PARRY 10 - 4 - 0 71 |
|SLASHING ATTACK 1 PARRY-STRIKE 6 - 3 - 0 67 |
|WALL OF STEEL 1 BASHING ATTACK 10 - 9 - 1 53 |
|PARRY-RIPOSTE 1 LUNGING ATTACK 11 - 10 - 1 52 |
|PARRY-LUNGE 0 AIMED BLOW 12 - 13 - 1 48 |
|PARRY-STRIKE 0 PARRY-RIPOSTE 3 - 4 - 0 43 |
|LUNGING ATTACK 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 704 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:
SLASHING ATTACK 1 - 0 PARRY-LUNGE 0 - 0 3 STRIKING ATTACK
STRIKING ATTACK 2 - 0 PARRY-STRIKE 0 - 0 2 SLASHING ATTACK
BASHING ATTACK 2 - 0 PARRY-RIPOSTE 0 - 1 2 LUNGING ATTACK
TOTAL PARRY 2 - 0 LUNGING ATTACK 0 - 0 1 AIMED BLOW
WALL OF STEEL 1 - 0 1 BASHING ATTACK
AIMED BLOW 2 - 2 1 PARRY-LUNGE
1 WALL OF STEEL
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK PRICE INCREASE 11514 5 2 0 51 BASH BROS STAMPS (1964)
WALL OF STEEL POSTAGE DUE 11518 5 2 0 44 BASH BROS STAMPS (1964)
TOTAL PARRY SHIELDER 11336 5 4 0 35 JJKIER (1935)
AIMED BLOW MAIL ORDER CHARGE 11516 4 3 0 34 BASH BROS STAMPS (1964)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is PRICE INCREASE 11514. The most popular warrior this
turn was POSTAGE DUE 11518. The ten other most popular fighters were MAIL ORDER
CHARGE 11516, EXTRA CHARGES 11517, PRICE INCREASE 11514, TROMBONE 11534, FRENCH HORN
11535, BUGLE 11536, CORNET 11538, BLOWER 11334, RIPOSTER 11335, and TUBA 11537.
The least popular fighter this week was SHIELDER 11336. The other ten least popular
fighters were RAN OUT 11515, TUBA 11537, RIPOSTER 11335, BLOWER 11334, CORNET 11538,
BUGLE 11536, FRENCH HORN 11535, TROMBONE 11534, PRICE INCREASE 11514, and EXTRA
CHARGES 11517.