DUEL 2 NEWSLETTER
Date : 07/10/2018 Duedate: 07/23/2018
SEAM ARENA
DM-20 TURN-80
This Weeks Top Honors
THE DUELMASTER IS
BAHAMUT
DIETIES AND DEMIGODS (37)
(20-585) [17-7-0,133]
Chartered Recognition Leader Unchartered Recognition Leader
BAHAMUT POSITION IS EMPTY
DIETIES AND DEMIGODS (37)
(20-585) [17-7-0,133]
Popularity Leader This Weeks Favorite
HASTUR JASON THE MASON
DIETIES AND DEMIGODS (37) HUCKLE'S CATS (23)
(20-481) [24-21-0,102] (20-512) [9-10-0,37]
THE CURRENT TOP TEAM
WEIRDING WAYS (53)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. I'M NOT EGGBERT (9) 76
2. WEIRDING WAYS (53) 52 WEIRDING WAYS (53)
3. DARQUE KNIGHTS (22) 28 Unchartered Team
4. MARVEL (54) 24
5. HUCKLE'S CATS (23) 17 NIGHT CRUE (46)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1 WEIRDING WAYS (53) 84 61 8 57.9 1/ 1 WEIRDING WAYS (53) 12 3 1
2/ 2 I'M NOT EGGBERT (9) 186 138 18 57.4 2/ 4 I'M NOT EGGBERT (9) 10 4 2
3/ 3 DARQUE KNIGHTS (22) 214 176 19 54.9 3/ 2 DARQUE KNIGHTS (22) 9 5 1
4/ 4 THIRSTY THUGS (31) 208 185 7 52.9 4/ 6 DIETIES AND DEMIGOD (37) 8 7 0
5/ 5 MARVEL (54) 65 60 2 52.0 5/ 3 THIRSTY THUGS (31) 7 8 0
6/ 6 DIETIES AND DEMIGOD (37) 179 169 10 51.4 6/ 7 LOST SENTINELS (19) 6 9 1
7/ 7 HUCKLE'S CATS (23) 152 165 2 47.9 7/ 8 HUCKLE'S CATS (23) 6 9 0
8/ 8 LOST SENTINELS (19) 169 219 13 43.6 8/ 5 LOSERS (20) 5 10 0
9/ 9 DEADLINE (32) 80 126 9 38.8 9/ 9 MARVEL (54) 5 10 0
10/10 LOSERS (20) 147 242 25 37.8 10/10 DEADLINE (32) 3 8 1
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
A Response to Duelmaters for Dummies
I hope everyone got to see the article from Jorja and DM 93 that posted last turn.
There is a lot of useful information in that article. I wanted to take a moment to
look at each suggestion perhaps tweak it a bit, or even in some points, disagree with
her. I will just enumerate it as she did for ease of comparison.
1. Having a skill chart is invaluable, and aiming for odd numbers is sound advice.
With a skill chart, you can know where those skill deserts are (as in 10-14 WL, and 19
on most skills). There are no skills in Constitution, so you do not risk "burning"
anything if you raise it. I do disagree that 21 is too much of a good thing. Most
managers will happily take a 21 in Wit, Will, and as the article alluded in Deftness
for Aimed Blows. Some of the most sought after roll ups in the game are those that
can get 21 Wit and Will at creation.
2. Agree for the most part. Different styles have different stat needs. It is good
to familiarize yourself with each style and what makes them tick.
3. Agree.
4. This was true in the past, but managers put little stock in regional affiliations
any longer. This was a huge part of the game when I first started back in the 90's,
but it is only of relevance for a select few now.
5. Agree.
6. Even a little armor will help, but be mindful of encumbrance. A general formula
that people use to determine how much weight their warrior can carry is (STR+CON)-6,
if CON is equal to or less than STR. If Constitution is greater than strength, (STR x
2) -- 6. This will equal the amount of weapons and armor you can carry and not be
over-encumbered.
7. Agree as a general rule. Warriors that you plan on keeping short-term, or "Dixie"
warriors can be burned without fear. Once again, a skill chart will help you here.
If you plan on running the warrior in ADM, a good rule of thumb is to mainly train
skills.
8. Agree. More experienced warriors and those above you tend to teach you better (in
my experience). Down challenging, though I'm not opposed to it, has massive downsides
to it. Yes, it can make your record look nice, but in the long run it stymies your
warrior's growth. How much can a veteran learn always fighting Rookies? Down
challenging has its place (Sidara is going to disagree with me), but it is a not a
viable long term strategy if your goal is graduate skilled warriors (which is my
personal goal, so I know there can be variances of opinion here).
9. Agree. Use your challenges and avoids EVERY TURN!
10. Agree, but this is something that will come with experience. Even a slight drop
in a number can have a dramatic effect on how well a warrior fights. If you are going
to run hot, just be aware of all that affects the warrior such as style, endurance,
encumbrance, and the fighting style of the opponent.
11. Not sure what to say here. Tactics have their uses, and it is only experience
that can teach you when to use them and when to avoid them. The general thought is a
tactic will enhance one area, as in Parry will boost your Parry skill, but take away
from others. We have no sure way of knowing the actual mechanics of this feature, so
experience becomes the best teacher.
12. Agree! Do not anger the strategy inputters! If they have to guess what you have
written, you probably will not like their interpretations!
13. Agree, again! I love interaction in the newsletters. This has dwindled over the
years thanks to the internet and various other forms of communication. When I started
playing, personal ads, diplomatic notes, and spotlights were the norm. I still love
seeing them on a regular basis. We also have the privilege of "live" spy reports,
which is a rarity in the Basic arenas (to my knowledge, only 20, 31, and 81 have this
feature). We have an unprecedented chance to interact here!
14. This is not a "regular" part of the game any longer. You can still request your
warrior's race and such, but very few people do this any longer. If it gets you
motivated to write personal ads and be more involved, I'm all for it.
I hope this has been helpful. I don't know the experience level of many in this arena
because you don't talk, but I want to help everyone enjoy the game to the fullest. If
you do not have access to Terrablood or Assur's website, let me know. I can get you
any chart(s) you may need. I will send them via diplomatic note.
-- Master Darque
***---------*---------*---------*---------**---------*---------*---------*---------***
The Andorian city of Seam is home to frequent tremors, various hot springs, and
over-priced mineral water mainly sold to wealthy travelers. While the great crack
that scars its northern border has been a huge draw to tourists, politics in this
developing arena city are always a hot button issue. If you were to read through the
arena spy reports the Andorian political agenda would be vastly apparent. While
people from all over Alastari inhabit the city, a small growing community of Delarqs
can be found on the city's southern outskirts. The area is unofficially referred to
by its residents as "Little Delarq Tor". There you can find Delarquans more than
happy to "discuss" the issues with you.
Most will insist the city is not actually Andorian, but Delarquan instead. When
backed into a corner by insignificant things like reason and logic they will usually
produce a road map, or an atlas, or simply raise their head and nod at the giant
letter "D" embedded into a section of the surrounding hillside by mystical white
rocks. All will arguably support their claim that this is a Delarquan city.
Some years ago, during the city's revitalization the giant white "D" appeared
seemingly overnight on the hillside which was visible for miles. Since then, there
have been several attempts to remove the letter permanently from the landscape, or
change it to an "A", but the following morning the "D" always reappears making such
endeavors fruitless. There have been countless conspiracy theories associated with
the magic white rocks. The most widely accepted theory being that a powerful wizard
put them there.
Whether out of malice or mischief no one knows for certain. As time passed,
because of what this symbol represents to so many, it has attracted a lot of unsavory
characters to the city by way of the gladiatorial games. Seam's tradition of friendly
competition and the Andorian spirit have been slowly giving way to a more Darkholmian
style and feel in the arena as of late. Several known groups of these brutes have
taken up residency in this small arena city. One of which has had a bit more trouble
acclimating to the environment than the rest.
On the Southside of the city is a residential block made up of guild houses and
gladiator dwellings. It included an over-sized tent capable of housing hundreds of
people surrounded by many smaller tents on a large lot. This encampment has been a
bit of an eyesore to the community and subject to many complaints from the residents
there. After being scrutinized by city planners for months, things were looking bleak
for this ragtag team of arena gladiators and their manager as they were being
threatened with removal and relocation of their tent city to... Well, anywhere else.
But upon discovering a loophole in the city zoning code they did what any rational
like-minded group of individuals would do.
They started a circus...
A logo for the Weirding Ways Circus and Freak Show had been painted onto every
tent on the lot. It features a man with a beast's head entwined with a mermaid which
looked a lot like a grotesquely altered symbol for the Temple of Demnat. Inside one
of these smaller tents was a man dressed in a crude ringleader uniform complete with a
ridiculous top hat and large bullwhip at his side.
"Come in, come in," Weirdo gestured hurriedly as he sat behind a desk in this
make-shift office on earthen ground.
"They're ready," Parental Deceit said after he entered the tent.
"How many tonight?"
"Seventeen."
"Wow, it's packed!" Weirdo stood up grabbing the brim of his hat. He clasped
Parental Deceit on the shoulder briefly as he walked by. "Come see me after the
show." Weirdo walked out of the small tent into the night.
The enormous tent had maybe two dozen people sparsely seated throughout the
arena. The midnight show was usually the more popular one. Amongst the crowd were
people who got lost or were too drunk to care. Others had nowhere else to go and were
told they could sleep on the bleachers if they bought a ticket.
A spotlight was shining brightly on Weirdo as he marched out to center ring. He
welcomed everyone, told a few bad jokes, and after a lengthy introduction that was
borderline obscene, the newest member of the Weirding Ways Circus and Freak Show
stepped out of the darkness. Yellow Snowman was wearing a dark hooded tunic freshly
silk-screened with the words "Straight Outta Jurine" across the front in bold white
letters. The spotlight followed him as he shadowboxed his way across center ring. He
stopped to give a lemon flavored snow cone to one lucky audience member who seemed
disgusted by it and was looking around for the nearest trash receptacle.
The show continued on with Vicar in his tutu as he attempted to perform various
acrobatic maneuvers while reciting religious quotes from every prophet he could think
of. In the end, the 6'8" Basher just wasn't very graceful or knowledgeable.
Next Captain Obvious had an interesting bit of observational humor with lots of
jokes that began with "Have you ever noticed?" and "Did you ever wonder..." His night
ended early as he was vehemently booed out of the ring.
Parental Deceit had a routine where he invites one of the younger ones from the
audience to participate in a series of lies and deception. Any parent in attendance
would be appalled, but that just goes with the circus motto of "Come happy. Leave
offended."
The show concluded with audience members pelting Wonko the Sane with live fish.
No one is sure why, but it seemed fun at the time.
After the show, Weirdo and Parental Deceit found themselves back in the tent
everyone just called "The Office".
"Good show, tonight," Weirdo scratched his head slouching over his desk studying
several binders full of warrior break downs and strategies.
"Great show. Only four people wanted their money back," He grinned nervously and
seemed eager to be on his way. Deceit didn't like being around the boss when he was
making managerial decisions because they usually involved him.
"Stay for a moment. I'd like to have a word downstairs," Weirdo stood up and
walked over to a dirty old throw rug in the corner of the tent.
"Uh, downstairs?" Deceit sounded perplexed as he kicked the dirt.
Weirdo pulled back the rug revealing a trapdoor which he pried open with a
crowbar and a loud creak. There was a rush of cool stale air and the smell of death.
"Shall we?" Weirdo grabbed a torch and motioned for Deceit to follow.
As they descended further into the darkness and the stench surrounded them he
finally worked up the nerve to ask, "What the hell is this place?"
"A few years ago, when this city was nothing more than a revitalization project
to local bureaucrats, there was an old Temple of Demnat here eroded by time and
collapsing. It was demolished and when some of the rubble was removed I laid claim to
the area. No one seemed to care at the time or remember that these catacombs were
here."
Deceit remained quiet the rest of the way. Maybe it was out of respect for the
dead or maybe traversing catacombs at two in the morning wasn't high on his list of
priorities.
It was a short walk ducking under beams and overhangs while watching each step
for rocks and rubble. Several twists and turns lead them down a long claustrophobic
hallway that opened up into a large chamber where Kooksy Inurmouf was lying in repose
on a rock slab carved out of limestone surrounded by torches.
"I brought you down here to remind you why we fight and that we must honor our
dead through tradition and ritual bloodfeud," Weirdo paused for emphasis. "And to
tell you that I'm sending you after Deval."
"What? I'm not even sure I can take that guy!" Deceit sounded exasperated.
"You want me down here on a slab next? You're essentially signing my death warrant."
"Look, I refrained from sending Kooksy after Piwi Steelmoon during the last
bloodfeud because I didn't want to lose my prized victory pilferer. In the end, my
meddling could not help Kooksy escape his fate. I'm not sitting on my hands with
Deval. We are just going to have to accept what happens."
Parental Deceit was silent for a minute because he knew he didn't have any real
choice in the matter. He then grabbed one of the torches and started heading back.
Weirdo let him go without another word.
Some time later Weirdo started back as well. Before leaving the chamber he
turned and looked back solemnly at the body on the rock slab.
"Goodbye Kooksy."
SPY REPORT
Hello, my darlings! It is a fine day in the arena, and I am here to give you all
the details that matter for turn 80! It is the last turn in Seam before the Grand
Tournament, but that really does not concern us here, does it? Well, it might a
little since many managers here are active elsewhere. I will just say good luck to
all, unless you're from Seam. We can just enjoy the show, but not participate! Okay,
let's get into this turn's action.
Haig took the throne from Gambit last turn after the latter's failed bloodfeud.
It wasn't all rain clouds for Gambit thought because he did get an invitation to the
Isle of the Eye. This turn, Haig had his chance to defend the throne, but the match
up was just another repeat from the previous two turns against Gambit. With new
information and a new training regiment from the Isle, Gambit showed why they chose
him to become a Lord Protector. Haig loses the throne and Gambit goes off into the
sunset with a win.
With Haig's loss and Gambit's departure, we still needed to crown a Duelmaster.
So, we look to the match between Bahamut and Bad Penny. Bahamut was our Chartered
Recognition Leader last turn, so a win would most likely put him on the throne. Bad
Penny was on the cusp of breaking into the Challenger Champions and a win over Bahamut
would most likely catapult her into the big, comfy chair! So, who was able to win
this epic fight? Bahamut is victorious and becomes our newest Duelmaster, as well as
our newest Lord Protector. Congrats to Bahamut! He is managed by Deep Thought.
The most avoided team for turn 80 is Darque Knights. They were most avoided by
I'm Not Eggbert. It appears to have worked out well for both teams as I'm Not Eggbert
walks away this turn with a 4-1-1 record, while Darque Knights had a respectable 4-0-
0. The most challenged warrior is Parental Deceit. It appears all those challenges
were for naught, as PD was sent after Deval to avenge the death of Kooksy Inurmouf
last turn. Parental Deceit was victorious and his fallen friend stands avenged!
Death was scarce this turn, but still reared its ugly face! A Dark Arena fight
with a few low level warriors dying is not that uncommon in any arena. Condolences to
Deities and Demigods and Losers, who both lost Initiates this turn. The surprise
death came in a match up between Valeria and Thunder Clap. Valeria had passed the 20
fight mark, and Thunder Clap is fast approaching it, so death isn't as common at this
level. When the dust settled, Thunder Clap was just too much for Valeria. She will
certainly be missed!
Weirding Ways is at the top of the heap over the last 3 turns with a nice 12-3-1
record. I'm Not Eggbert is closing in after a nice 4-1-1 this turn. I do feel it
worth mentioning that I'm Not Eggbert also racked up a nice point gain and won the Top
Team on the Move with a 72 point gain! Wowzers! Darque Knights fall into 3rd, and
they are followed by Deities and Demigods and Thirsty Thugs. There isn't a lot of
movement in the rankings, so a most and least comparison seems pointless.
I will see each of your darling faces back here next turn! I will give a new
graduation watch report, or at least that is the plan. I'm traveling to the Grand
Tournament, so we will see what Phineas will require of me when I return! We know
that we will have a new Duelmaster next turn, but who will it be?!?! Join us and find
out!
-- Sidara Brightbell
DUELMASTER W L K POINTS TEAM NAME
BAHAMUT 585 17 7 0 133 DIETIES AND DEMIGODS (37)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
NUTBOLT LARRY 612 9 6 1 110 I'M NOT EGGBERT (9)
HASTUR 481 24 21 0 102 DIETIES AND DEMIGODS (37)
PIWI STEELMOON 619 13 6 1 102 DARQUE KNIGHTS (22)
HAIG 488 20 27 1 96 THIRSTY THUGS (31)
PARENTAL DECEIT 583 15 10 2 96 WEIRDING WAYS (53)
CHAMPIONS W L K POINTS TEAM NAME
THOR 620 10 8 0 89 MARVEL (54)
BAD PENNY 575 15 15 1 84 LOST SENTINELS (19)
FRIGG 529 22 14 0 82 DIETIES AND DEMIGODS (37)
ZUSHI 514 18 23 1 78 LOST SENTINELS (19)
DEVAL 599 13 12 3 76 DEADLINE (32)
VAULT 638 9 5 0 76 THIRSTY THUGS (31)
CAPT. AMERICA 589 13 12 0 75 MARVEL (54)
KAGEWA 601 11 13 0 68 THIRSTY THUGS (31)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
THUNDER CLAP 605 10 6 2 66 I'M NOT EGGBERT (9)
CPT. CLEAN 594 10 8 0 62 I'M NOT EGGBERT (9)
ASDIEL WYRMEYE 633 9 6 2 59 DARQUE KNIGHTS (22)
ADEPTS W L K POINTS TEAM NAME
RAINERIO 598 9 16 1 51 DEADLINE (32)
GYAVIIRA 602 11 13 0 46 THIRSTY THUGS (31)
MDJAI 596 9 16 1 44 DEADLINE (32)
POLLUX LYNXEAR 672 5 0 1 40 DARQUE KNIGHTS (22)
JASON THE MASON 512 9 10 0 37 HUCKLE'S CATS (23)
CYANIDE 647 7 4 1 37 LOSERS (20)
CASTOR LYNXEAR 658 6 3 0 37 DARQUE KNIGHTS (22)
THE GREAT TRICKTINI 661 4 3 0 36 I'M NOT EGGBERT (9)
TASKMASTER 644 7 5 1 35 MARVEL (54)
CHALLENGER INITIATES W L K POINTS TEAM NAME
WONKO THE SANE 663 7 0 0 32 WEIRDING WAYS (53)
FARMER ALFALFA 671 3 3 0 32 HUCKLE'S CATS (23)
MR. RACOON 670 5 1 0 24 HUCKLE'S CATS (23)
INITIATES W L K POINTS TEAM NAME
PESTILENCE 648 4 7 1 23 LOSERS (20)
YELLOW SNOWMAN 687 1 0 1 22 WEIRDING WAYS (53)
BAGHERRA 639 4 9 0 21 LOST SENTINELS (19)
VOID 640 3 10 0 19 LOST SENTINELS (19)
VICAR IN A TUTU 641 3 8 0 17 WEIRDING WAYS (53)
ASHER 669 2 4 0 16 LOSERS (20)
ELEKTRA 686 1 1 0 16 MARVEL (54)
SCYTHE 664 3 5 1 15 LOSERS (20)
INITIATES W L K POINTS TEAM NAME
JUNO 688 1 0 1 12 LOST SENTINELS (19)
CAPTAIN OBVIOUS 679 3 0 0 11 WEIRDING WAYS (53)
MR. GRUNKLE 677 1 2 0 5 HUCKLE'S CATS (23)
FRED 673 0 5 0 5 HUCKLE'S CATS (23)
YOG-SOTHOTH 681 0 3 0 3 DIETIES AND DEMIGODS (37)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
YAOTL 597 6 18 0 DEADLINE 32 ASDIEL WYRMEYE 633 79
NYORLATHOTEP 682 0 3 0 DIETIES AND DEMIG 37 JUNO 688 80
WOLFGANG WOLF 621 8 6 0 HUCKLE'S CATS 23 DEVAL 599 77
OWL 685 0 1 0 I'M NOT EGGBERT 9 SPYMASTER 80 NONE
ROOK 668 2 1 0 LOSERS 20 POLLUX LYNXEAR 672 77
WAR WITCH 680 2 1 0 LOSERS 20 YELLOW SNOWMAN 687 80
BLACK KNIGHT 603 9 12 0 MARVEL 54 HAIG 488 77 JUST REVENGED
VALERIA 613 9 13 0 THIRSTY THUGS 31 THUNDER CLAP 605 80
KOOKSY INURMOUF 560 21 7 0 WEIRDING WAYS 53 DEVAL 599 79 JUST REVENGED
PERSONAL ADS
Yog-Sothoth -- You-Sucketh. -- Vicar
Asher -- You should probably stay away. I will only hurt you. -- Wonko the Sane
Deval -- Whoa. -- Shade of Kooksy
All -- Kooksy Inurmouf TP 14(1)-13(2)-4-9-20(3)-13-17 Great Endurance, Advanced Expert
Parry. -- Weirdo
Master Darque -- Regarding Terrablood, I figured as much, but it never hurts to ask.
;) -- Weirdo
P.S. I'll keep that info handy, thanks.
Yaotl -- Sorry about that! I was only hoping to farm you for skills, not daisies. --
Asdiel Wyrmeye
Void -- My, my, my! What a big weapon you had there! -- Castor Lynxear
Jason the Mason -- I did groan a little when I saw that match up. Those usually do
not go in my favor. Thanks for the win and the skills. -- Pollux Lynxear
Bahamut -- I feel like whoever swung first was going to win that fight. -- Piwi
Steelmoon
All -- Here is a look into madness. Iris Goldmane 17-10-10-15-9-12-11 SL. She
started life raw as a 14-9-10-9-7-12-9. I could have taken the numbers above and made
them into a reasonable BA or ST, or even PS or TP, but that is safe and boring. I was
hoping the STR would offset the low WL for endurance purposes. Truth is, I would have
run her had she come back normal, but alas, she did not! She came back with Good
damage (expected) and VERY LITTLE endurance (totally unexpected). So being that she
was so hosed in Endurance because she should have been on the low end of Normal, I
opted to send her to the Dark Arena and try again. -- Master Darque
LAST WEEK'S FIGHTS
OWL was butchered by SPYMASTER in a 1 minute Dark Arena fight.
GAMBIT viciously subdued HAIG in a 2 minute gruesome veteran's Bloodfeud duel.
PARENTAL DECEIT demolished DEVAL in a 1 minute uneven Bloodfeud fight.
PESTILENCE was unbelievably bested by POLLUX LYNXEAR in a 2 minute Bloodfeud contest.
THOR was viciously subdued by HASTUR in a 2 minute gory Challenge duel.
CAPT. AMERICA slimly won victory over ZUSHI in a 3 minute master's Challenge match.
THUNDER CLAP assassinated VALERIA in a 1 minute uneven Challenge melee.
CPT. CLEAN vanquished GYAVIIRA in a 1 minute uneven Challenge duel.
TASKMASTER was savagely defeated by RAINERIO in a 8 minute Challenge duel.
WONKO THE SANE overpowered FRED in a 2 minute uneven Challenge match.
THE GREAT TRICKTINI overpowered VICAR IN A TUTU in a 1 minute Challenge fight.
CAPTAIN OBVIOUS subdued YOG-SOTHOTH in a 2 minute amateur's Challenge competition.
ELEKTRA savagely defeated SCYTHE in a crowd pleasing 5 minute gory Challenge match.
FRIGG was handily defeated by NUTBOLT LARRY in a 2 minute one-sided conflict.
BAHAMUT devastated BAD PENNY in a exciting 1 minute bloody uneven Title duel.
PIWI STEELMOON devastated VAULT in a 1 minute one-sided brawl.
KAGEWA overpowered MDJAI in a 2 minute one-sided match.
ASDIEL WYRMEYE beat CYANIDE in a popular 6 minute match.
JASON THE MASON was unbelievably bested by CASTOR LYNXEAR in a 4 minute competition.
VOID was overpowered by FARMER ALFALFA in a 1 minute one-sided duel.
BAGHERRA beat MR. GRUNKLE in a 2 minute bloody expert vs. beginner fray.
ASHER was luckily beaten by MR. RACOON in a 3 minute gory match.
WAR WITCH was assassinated by YELLOW SNOWMAN in a 1 minute one-sided duel.
NYORLATHOTEP was assassinated by JUNO 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|
|STRIKING ATTACK 10 WALL OF STEEL 36 - 18 - 1 67 |
|LUNGING ATTACK 7 TOTAL PARRY 32 - 21 - 0 60 |
|BASHING ATTACK 7 PARRY-RIPOSTE 12 - 8 - 1 60 |
|PARRY-STRIKE 5 AIMED BLOW 19 - 14 - 1 58 |
|WALL OF STEEL 5 PARRY-LUNGE 9 - 8 - 0 53 |
|TOTAL PARRY 4 PARRY-STRIKE 27 - 31 - 3 47 |
|AIMED BLOW 3 STRIKING ATTACK 47 - 54 - 3 47 |
|PARRY-LUNGE 2 SLASHING ATTACK 20 - 23 - 0 47 |
|PARRY-RIPOSTE 2 LUNGING ATTACK 35 - 46 - 3 43 |
|SLASHING ATTACK 2 BASHING ATTACK 35 - 51 - 5 41 |
Turn 80 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 2 - 0 PARRY-STRIKE 2 - 3 4 STRIKING ATTACK
TOTAL PARRY 4 - 0 WALL OF STEEL 2 - 3 2 BASHING ATTACK
AIMED BLOW 2 - 1 LUNGING ATTACK 2 - 5 2 WALL OF STEEL
PARRY-RIPOSTE 1 - 1 BASHING ATTACK 2 - 5 1 AIMED BLOW
SLASHING ATTACK 1 - 1 1 PARRY-STRIKE
STRIKING ATTACK 5 - 5 1 SLASHING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK BAHAMUT 585 17 7 0 133 DIETIES AND DEMIGODS (37)
AIMED BLOW HASTUR 481 24 21 0 102 DIETIES AND DEMIGODS (37)
SLASHING ATTACK PARENTAL DECEIT 583 15 10 2 96 WEIRDING WAYS (53)
BASHING ATTACK THOR 620 10 8 0 89 MARVEL (54)
WALL OF STEEL FRIGG 529 22 14 0 82 DIETIES AND DEMIGODS (37)
LUNGING ATTACK VAULT 638 9 5 0 76 THIRSTY THUGS (31)
TOTAL PARRY CAPT. AMERICA 589 13 12 0 75 MARVEL (54)
PARRY-RIPOSTE ASDIEL WYRMEYE 633 9 6 2 59 DARQUE KNIGHTS (22)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is HASTUR 481. The most popular warrior this turn was
JASON THE MASON 512. The ten other most popular fighters were RAINERIO 598,
PESTILENCE 648, YOG-SOTHOTH 681, ZUSHI 514, ELEKTRA 686, NUTBOLT LARRY 612, ASDIEL
WYRMEYE 633, HASTUR 481, CAPT. AMERICA 589, and KAGEWA 601.
The least popular fighter this week was TASKMASTER 644. The other ten least popular
fighters were WAR WITCH 680, MR. RACOON 670, VOID 640, CASTOR LYNXEAR 658, VAULT 638,
VICAR IN A TUTU 641, FRED 673, GYAVIIRA 602, VALERIA 613, and DEVAL 599.
The following warriors will travel to AD after next turn:
BAHAMUT (20-585) DIETIES AND DEMIGODS (37)
The following warriors have traveled to AD after fighting this turn:
GAMBIT (20-593) MARVEL (54)
CHALLENGES AND AVOIDS
To clarify: You issue Challenges to warriors, but Avoid teams.
To Challenge, write that warrior's name and ID# in the space provided.
To Avoid, write the team's name and Team ID in that space.
Make sure you include the ID!
* * * * * MEMO * * * * *
From: The Office of Accurate Census Reporting, Gladiatorial Commission
To: All Managers
In the interest of preserving our natural resources and preventing managerial writer's
cramp, the census form has been eliminated, effective immediately. Managers may
register their warriors' races and/or favorite sayings by simply writing them on a
separate piece of paper and submitting them to the Commission. Each warrior may have
up to 15 favorite sayings. Each saying must be categorized Jeer, Gloat, Boredom, Ouch,
Victory and may be up to 70 characters long. For any questions, please contact the
Gladiatorial Commission.
This is just a reminder to all participants in this arena that it is a no-tourney
arena, and is therefore subject to the no-tourney rules. The pledge all participants
took when they entered this arena is as follows:
********************************************************************************
NO-TOURNEY ARENA PLEDGE
* I pledge that I will not send warriors from this team to a tournament, nor
will I use a tournament prize on a warrior from this team.
* I pledge to run a full team when I run turns in this arena. If circumstances
preclude my running less than a full team, I will notify the Player Committee.
* I agree to abide by the decisions of the Player Committee.
* I understand that any warrior that participates in a tournament or receives
a tournament prize shall be sent to the Dark Arena until they are dead.
********************************************************************************
Best of luck in the arena!
TEAM AND CHARACTER MAINTENANCE SERVICE
As a service to all managers, we offer team and character maintenance. This
option allows you to make sure your team or selected warriors will never miss a turn!
Team Maintenance: This will cause all warriors on that team to fight every
turn; if it's an AD arena, any new warriors who arrive on that team will
fight the turn they arrive. In A.D. or in transfer arenas where you have
multiple teams, each team will need to separately be on Team Maintenance.
(The only exception is new warriors; they will not fight until they have had
their initial strategy input.)
Character Maintenance: This will cause only that warrior to fight every
turn. If the character graduates or changes arenas, he/she/it will stay on
Character Maintenance.
In either case, you may submit strategy sheets for your warriors each turn, if
you wish. The Team/Character Maintenance will make sure your warriors fight each
turn, and they will always use their most recently entered strategy.
Remember that challenges, avoids, and challenge/if challenged strategies will not
carry through from turn to turn. These sections are only used on the turn they are
entered. In order to continually challenge or avoid you will need to submit a
strategy sheet each time.
One other thing to remember about maintenance: Maintenance is not something
that you write on your turnsheet (like in demo tourneys). In order to add or remove
maintenance for a team or warrior, you must send a note to Customer Service. If you
just write things like this on your strategy sheet, they may or may not get done.
Likewise, don't write it on your personal ads. Please, please, please put it on a
separate piece of paper with "Customer Service" written on the top. If you don't,
well, you can imagine.
Thanks for your time. Good luck in Duelmasters! -- Green Eyes