DUEL 2 NEWSLETTER

Date   : 08/08/2025    Duedate: 08/21/2025

NOBLISH ISLAND ARENA

DM 93    TURN 693

This Week's Top Honors

THE DUELMASTER IS

SMOKE
BEWARE (1959)
(93-11474) [6-4-1,59]

Chartered Recognition Leader   Unchartered Recognition Leader

SMOKE                          ATAVISTA
BEWARE (1959)                  TROUBLEMAKERS (1958)
(93-11474) [6-4-1,59]          (93-11465) [4-4-0,33]

Popularity Leader              This Week's Favorite

SMOKE                          KATANA
BEWARE (1959)                  GOTHIC HORRORS (1926)
(93-11474) [6-4-1,59]          (93-11273) [2-2-0,10]

THE CURRENT TOP TEAM

BEWARE (1959)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. COMEDY KNIGHT (1943)          64 
2. TROUBLEMAKERS (1958)          39    BEWARE (1959)
3. BEWARE (1959)                 35    Unchartered Team
4. BASH BROS PROJECT (1960)      -3 
5. GOTHIC HORRORS (1926)         -13   COMEDY KNIGHT (1943)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*COMEDY KNIGHT (1943)       5   0  1 100.   1/ 1 BEWARE (1959)            12  2 1
 2- 1*MINIONS OF MAGIDA (1370)   5   1  0 83.3   2/ 2*BASH BROS PROJECT (1960)  8  6 0
 3/ 2 BEWARE (1959)             38  11  1 77.6   3/ 0*COMEDY KNIGHT (1943)      5  0 1
 4/ 3*BASH BROS PROJECT (1960)  21  11  0 65.6   4/ 4*TROUBLEMAKERS (1958)      4  6 0
 5- 5*JJKIER (1935)              6  15  0 28.6   5/ 3*GOTHIC HORRORS (1926)     2  4 0
 6/ 6*TROUBLEMAKERS (1958)      10  30  0 25.0   6- 5*JJKIER (1935)             0  3 0
 7/ 4*GOTHIC HORRORS (1926)      4  12  0 25.0   7- 6*MINIONS OF MAGIDA (1370)  0  1 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)

                                The design of SKYLINE

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 "Explorer", manager 
and agent of SKYLINE, 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 typical roll up sheet.  Opportunities 
abound! (Some good; some bad.) Some of the fun of D2 is designing a seemingly 
inadequate 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:

1  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.)

2  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.)

3  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.) 

4  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.) 

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 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.

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 
   and do succeed with less damage doing.

7  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.

8  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.

9  Do not add to CN for pure offensives. (Use all points elsewhere.)

10 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.

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 almost completely on WL.

13 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.

14 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.)

15 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.)

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 principals to the 
SKYLINE 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 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 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, Explorer, 
manager of the SKYLINE 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.

     9-8-14-13-8-9-9 to 15-8-14-17-9-10-11 Striker
       (Using in order, these design principles: 1, 2, 3, 4, 8, 7, 9) 

     19-9-7-9-10-7-9 to 20-9-7-15-15-7-11 Slasher 
       (Using in order, these design principles: 1, 2, 3, 4, 6, 7, 9, 11) 

     4-9-11-14-15-9-8 to 9-9-11-17-21-9-8 Lunger
       (Using in order, these design principles: 1 ,2, 3, 4, 5, 6, 8, 9) 

     15-10-13-3-10-10-9 to 17-16-13-3-16-10-9 Total Parry 
       (Using this one design principle--added to the 3 highest stats, but read 
       principle # 12) 

     18-8-11-4-12-13-4 to 21-8-11-7-17-13-7 Basher
       (Using in order, these design principles: 1, 2, 3, 6, 8, 9, 10, 11, 14) 

Five different styles is great. 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 = 17 (Looks typical and solid.) 
     CN =  6 (CN is often 0, but with 1 TP, this looks right)) 
     SZ =  0 (Cannot add to size.) 
     WT = 16 (1 of 2 most important stats. (Adding many here is common, and usually 
             beneficial.)
     WL = 23 (1 of 2 most important stats)
     SP =  1 (SP is usually a least added stat.)
     DF =  7 (DF adders are often quite variable. 7 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.)

                                          -- Explorer, manager of SKYLINE
                                             (Consortium affiliated)

***---------*---------*---------*---------**---------*---------*---------*---------***

                                ASSUR'S STRIKER GUIDE

The striker is one of the core styles in the game. It is the easiest style to succeed 
with and run. Design is important and while I am sure there are managers with a more 
refined set of strategies than I have, I have more than enough experience with them to 
give a set of basics to get anyone started. So perhaps this should be considered a 
beginner & intermediate guide to the style. 

The first thing to note is that strikers are pure offensives. I would not recommend 
trying to do anything else with them. I'm sure there HAVE been successful 'tank' 
strikers (lots of str, con, wil) and I've seen 'dodgy' strikers that dodge as well as 
lungers. But I consider these the exceptions. I don't recommend messing with anything 
but the pure offensive version. This is what they were made to do. And with the right 
set of stats and physicals, you can wind them up and let them go and they become quite 
pretty to your win/loss record. 

First I will describe what I look for and recommend in physicals. Endurance and damage 
are the only two items that matter. My 'minimums' are Normal Endurance/ Normal Damage, 
Poor Endurance/Good Damage, and Very Little Endurance/Great Damage. I don't run 
anything below those levels any more (and sometimes not even the ones that roll up 
with those levels). I (and others) have succeeded with less, but I stand by my 
recommendations. There are managers whose standards are higher than mine, also. 

Next are skills & stats. Note that the only skills that 'really' matter for a pure 
offensive are attack, initiative, and decisiveness. The other skills don't hurt you, 
but don't design or really care about them. For decise, I recommend staying in the 8+ 
range. 10+ is a lot better, but I'd be willing to go down to 8 on a striker. (That 
translates to something like 15 wit/9 will/10 speed as a bare minimum) Attack is 
trickier. I've seen too much variation in strikers to give a 'minimum' value. 6+ is a 
guideline, but more is way better. The tricky part is how many good strikers I've seen 
that started with less (even far less). I wouldn't worry as much about attack, but 
realize that it is a core stat. I (and most other managers) don't design around 
initiative. 

Following good practices on the rest of the stats should be fine. For stats, I 
recommend the following minimums:

     STR: 9+ (Add points here, especially for low size strikers)
     CON: any
     SIZ: any
     WIT: 11+ (Add lots of points here if you can)
     WIL: 9 (breakpoints at 9, 15, 17, and 21)
     SPD: 
     DFT: 11 (11 is perfect)

Feel free to experiment with one of the numbers lower than my minimums. 3 str Dagger 
strikers work fine. The minimums work well though. They give a weapon, physical, and 
skill configuration that is nice. (SS/SC available, breakpoints on attack skills). 
While I say 'any' for CON & SIZ, I'd prefer con on the low side. I want my points 
going to skills or damage first.

Weapons: For speed, SS, HA, and QS are the typical choices. For damage, SC, BS, and 
BA. LO is another core weapon with great all around strengths.

Armor: ALE/L max! Ok, you can go higher. But why?!? You're trying to win as a pure 
offensive. N/N if you don't care about death. ALE/L if you do. That is my motto on 
pure offensives.

Strategy: 10-10-x (modify with tactics as desired). Feel free to experiment in later 
minutes and desperation. I do recommend lowering numbers as the fight progresses, but 
you're going to win or lose in 1 minute anyways, so it doesn't matter (much/usually).

Examples: These are strikers that I've currently got ready to prep for their next 
tournament or I'm running right now. I mostly only run strikers in tourneys, so my 
strikers tend to look similar. The Consortium runs lots of strikers here in DM 93 and 
I'll point you to his design articles for strikers that don't have 21 wit. 

     21-4-7-21-9-11-11        9-9-16-21-10-8-11         9-3-16-17-17-9-13
     17-5-10-21-10-10-11     11-13-5-21-9-14-11        15-3-11-21-9-14-11 
     17-4-10-21-9-10-13       9-9-12-21-10-12-11

Advantages/Strengths: Strikers learn decise & attack, can use all the good weapons, 
and conserve endurance. What is not to love?!? Can run very well on a single strategy 
and can beat every style. Lots of design flexibility.

Disadvantages: They cannot be bonused in attack and they can use all the weapons 
(meaning your favorite is probably a bad/mediocre weapon). They are a low attack 
style. They do not have much flexibility in ways to run/win and so some consider them 
less fun.

Best Matchups: Bashers, Slashers, Parry Lungers, and Aimed Blows.

Worst Matchups: Parry Ripostes and Walls of Steel.

                                 DUELMASTER'S COLUMN
                             Notes from the arena champ.

     Don't Let Smoke Get In Your Eyes, but "Missing Parts" did. Smoke can be a great 
killer and in this case, it was proven. Sorry about that Projects; it really wasn't my 
intention, but, then, you shouldn't have taken a whiff! Now, I fight my final fight as 
Duelmaster, and I am simply going to revel in it. 
     Come and get me. The room is smoke-filled.  

                                          -- Smoke, DM

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  I could not but notice the 
fine record for COMEDY KNIGHT (5-0-1) after their first round of combat.  May the 
gods of war favor you in NOBLISH ISLAND!  BATTLESHIP KATE caught the eye of many in 
the gladiatorial commission as she skillfully bested KATANA and was awarded 15 points 
in recognition.  In one of the week's more notable duels, BATTLESHIP KATE put down 
KATANA, causing her to lose 11 points of recognition in the process.  Our Duelmaster 
has lost, folks, lost to KUNG-FU MASTER, BUT SMOKE is still the Duelmaster because it 
has the most recognition points!  Heed this!  A seer has warned that if exactly 6 die 
in duels this week, the whole city shall perish!  Just remember...5 or 7!   
     Many and various are the arts of battle.  In NOBLISH ISLAND "art" is a word that 
has long since passed from the language!  I saw one fighter that warriors avoided 
when this week's challenge seeking began.  BEWARE is feared.  This much I can say.  
If you didn't look down dark alleys you'd have been hard pressed to find any of BASH 
BROS PROJECT last week.  Busy avoiding BEWARE?  Mighty fighters cannot but expect 
competition from those below.  OVERDO 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 AFNORD FORGETHIM posted a challenge against the more highly recognized 
BORING.  The results, you ask?  Well, the firebrand AFNORD FORGETHIM was beat by 
BORING.  Remember warriors, this is the discipline of steel.   
     What warrior does not hone his years, impatiently waiting for the moment of his 
foe's mortality?  Some say a warrior is judged by the way he bears arms.  One thing 
is sure, better a dagger in hand then a sword on the belt!   
     A thought before I go.  Each warrior practices one style, but must not the wise 
manager learn the secrets of them all?  Sadly warriors, now longer can I keep thy 
company nor savor the ale of thy fine city.  Depart I must and soon!  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                  
 SMOKE 11474                   6   4  1  59         BEWARE (1959)             

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 ROBBER 11473                  7   2  0  56         BEWARE (1959)             
 WOLF 11475                    7   3  0  53         BEWARE (1959)             
 POT HOLE 11476               10   0  0  52         BEWARE (1959)             

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 BULLY 11477                   8   2  0  49         BEWARE (1959)             

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 ATAVISTA 11465                4   4  0  33         TROUBLEMAKERS (1958)      
 OVERDO 11483                  4   3  0  31         BASH BROS PROJECT (1960)  
 BORING 11485                  4   2  0  27         BASH BROS PROJECT (1960)  
 HARD WORK 11484               5   2  0  26         BASH BROS PROJECT (1960)  
 BARBELA BLOODSTONE 11467      3   5  0  24         TROUBLEMAKERS (1958)      
-SHIELDER 11336                3   3  0  24         JJKIER (1935)             

INITIATES                      W   L  K POINTS      TEAM NAME                  
 SCOPE CREEP 11487             5   2  0  20         BASH BROS PROJECT (1960)  
 BATTLESHIP KATE 11490         1   4  0  19         TROUBLEMAKERS (1958)      
 SIR JERRY 11379               1   0  0  15         COMEDY KNIGHT (1943)      
 SIR PRYSIN 11382              1   0  0  14         COMEDY KNIGHT (1943)      
 DAME MAIM 11381               1   0  0  13         COMEDY KNIGHT (1943)      
 SIR RENITEE 11378             1   0  1  12         COMEDY KNIGHT (1943)      
 KATANA 11273                  2   2  0  10         GOTHIC HORRORS (1926)     
-BLOWER 11334                  2   4  0  10         JJKIER (1935)             
 BEAST 11275                   2   4  0  10         GOTHIC HORRORS (1926)     
 SIR CULL 11380                1   0  0  10         COMEDY KNIGHT (1943)      
-BASHER 11338                  1   5  0   8         JJKIER (1935)             
 IRON MCGINTY 11489            1   4  0   7         TROUBLEMAKERS (1958)      
-RAIN 7935                     1   1  0   4         MINIONS OF MAGIDA (1370)  
 AFNORD FORGETHIM 11501        0   2  0   2         TROUBLEMAKERS (1958)      
 SOPHIEA 11274                 0   1  0   1         GOTHIC HORRORS (1926)     

'-' denotes a warrior who did not fight this turn.

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
MISSING PARTS 11486     3  2 0 BASH BROS PROJE 1960 SMOKE 11474            692  
STAR 11277              0  3 0 GOTHIC HORRORS 1926  SIR RENITEE 11378      693  

                                     PERSONAL ADS

And I really, really wanted to fight ....... -- Robber

Basher, I'm the striker. -- Bully

Shielder, you drew me on one of my good days. Great try, and great fight. Kudos. -- 
Pot Hole

Hard Work, really? I think you were sloughing off! -- Wolf (howling long and hard and 
loud)

Worry Wart / Smoke -- That was rude! -- Assur

                                  LAST WEEK'S FIGHTS

AFNORD FORGETHIM was devastated by BORING in a 1 minute mismatched Challenge fight.
SMOKE slimly lost to KUNG-FU MASTER in a 2 minute Title battle.
BULLY handily defeated CAPTURED ORC in a action packed 1 minute one-sided match.
POT HOLE bested DANGEROUS CRIMINAL in a 1 minute gory fight.
WOLF demolished OVERDO in a 1 minute mismatched competition.
ROBBER won victory over DANGEROUS CRIMINAL in a 1 minute bloody fight.
SCOPE CREEP was savagely defeated by ATAVISTA in a crowd pleasing 2 minute gory brawl.
BEAST was handily defeated by BARBELA BLOODSTONE in a 1 minute uneven melee.
HARD WORK vanquished PERSISTANT BEGGAR in a 1 minute one-sided duel.
BATTLESHIP KATE won victory over KATANA in a popular 5 minute novice's duel.
IRON MCGINTY was overpowered by SIR PRYSIN in a popular 1 minute one-sided melee.
STAR was murdered by SIR RENITEE in a 1 minute mismatched match.
SIR JERRY overcame EMBEZZLING SCRIBE in a exciting 1 minute novice's contest.
SIR CULL devastated SOPHIEA in a 1 minute mismatched bout.
DAME MAIM handily defeated MORDANT DESERTER in a 1 minute uneven fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   4         TOTAL PARRY       21 -   8 -  0      72  |
|STRIKING ATTACK                  4         LUNGING ATTACK    15 -  11 -  0      58  |
|LUNGING ATTACK                   3         STRIKING ATTACK   24 -  18 -  1      57  |
|SLASHING ATTACK                  3         WALL OF STEEL      7 -   6 -  1      54  |
|WALL OF STEEL                    3         PARRY-RIPOSTE      6 -   6 -  0      50  |
|TOTAL PARRY                      2         SLASHING ATTACK   11 -  12 -  0      48  |
|PARRY-RIPOSTE                    2         BASHING ATTACK    16 -  18 -  0      47  |
|PARRY-STRIKE                     1         AIMED BLOW         5 -   6 -  0      45  |
|AIMED BLOW                       1         PARRY-STRIKE       9 -  11 -  2      45  |
|PARRY-LUNGE                      0         PARRY-LUNGE        7 -  12 -  0      37  |

Turn 693 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-STRIKE       1 -  0     WALL OF STEEL      1 -  2         3  STRIKING ATTACK
TOTAL PARRY        2 -  0     AIMED BLOW         0 -  1         3  SLASHING ATTACK
BASHING ATTACK     3 -  1     PARRY-LUNGE        0 -  0         2  BASHING ATTACK 
LUNGING ATTACK     2 -  1                                       1  AIMED BLOW     
SLASHING ATTACK    2 -  1                                       1  TOTAL PARRY    
PARRY-RIPOSTE      1 -  1                                       1  LUNGING ATTACK 
STRIKING ATTACK    2 -  2     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  SMOKE 11474                 6   4  1   59 BEWARE (1959)
BASHING ATTACK   ROBBER 11473                7   2  0   56 BEWARE (1959)
SLASHING ATTACK  WOLF 11475                  7   3  0   53 BEWARE (1959)
TOTAL PARRY      POT HOLE 11476             10   0  0   52 BEWARE (1959)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is SMOKE 11474.  The most popular warrior this turn was 
KATANA 11273.  The ten other most popular fighters were ATAVISTA 11465, SMOKE 11474, 
BULLY 11477, ROBBER 11473, SIR PRYSIN 11382, WOLF 11475, BARBELA BLOODSTONE 11467, 
HARD WORK 11484, SIR JERRY 11379, and SIR CULL 11380.

The least popular fighter this week was SOPHIEA 11274.  The other ten least popular 
fighters were SIR RENITEE 11378, STAR 11277, BATTLESHIP KATE 11490, BEAST 11275, 
OVERDO 11483, AFNORD FORGETHIM 11501, DAME MAIM 11381, IRON MCGINTY 11489, SCOPE 
CREEP 11487, and POT HOLE 11476.