DUEL 2 NEWSLETTER
Date : 02/14/2020 Duedate: 02/27/2020
NOBLISH ISLAND ARENA
DM 93 TURN 550
This Week's Top Honors
THE DUELMASTER IS
VERMONT
STATELY (1761)
(93-10303) [6-3-0,83]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY VERMONT
STATELY (1761)
(93-10303) [6-3-0,83]
Popularity Leader This Week's Favorite
CHAT ROOM CHAT ROOM
BASH BROS SPOILERS (1762) BASH BROS SPOILERS (1762)
(93-10307) [6-3-0,51] (93-10307) [6-3-0,51]
THE CURRENT TOP TEAM
STATELY (1761)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. STATELY (1761) 23
2. BASH BROS SPOILERS (1762) 22 DARK TOADS II (725)
Unchartered Team
STATELY (1761)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*STATELY (1761) 32 13 0 71.1 1/ 1*STATELY (1761) 9 6 0
2- 2*REAPER CLAN (1758) 7 3 1 70.0 2/ 2*BASH BROS SPOILERS (1762) 8 6 0
3/ 3*BASH BROS SPOILERS (1762) 20 24 1 45.5 3- 3*REAPER CLAN (1758) 3 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
The Total Parry
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 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".
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.)
ST -- max it (11+ to assure C carry level, but 13+ for LG (large shield)
CN -- max it enough to get tremendous hit points. (Use 3.75CN+1.1SZ+0.4WL=80.26+)
SZ -- any, preferably not really big (SZ 15+ reduces parry skills)
WT -- none (just train stats for a long time, before we get to training skills)
WL -- max it (15+ is best; limited success with 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 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 better)
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 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, determine the encumbrance, and armor and weapon 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.
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 numbers. 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 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 one 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
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.
-- Statesman (from The Consortium Portfolio 9-19-2019)
***---------*---------*---------*---------**---------*---------*---------*---------***
Dark Stoicism
The giant sword cut a furrow into the dirt. The night's light reflected from a few
patches on its slowly rusting blade, which rose out through an upturned mouth. The
ricasso head stretched past a crossguard of outstretched hands. The stylized fighter
handle stood on a pommel skull. Two beefy hands grasped the figure's body. The sword
was massive, like the warrior holding it, called Stoic. The sword was sleek and
battle-worn, the warrior was bloated and uncertain. Towering though he was, even under
plates of armor, fat rolls peeked out. One might wonder if the cook decided to go to
war while the soldiers stayed in the kitchen.
Stoic looked back. His manager, memory, had been there just a moment ago, but the tree
line had misted over, obscuring the entrance. He shrugged under the weight of the
armor and looked through his helmet. The moonlight was bright on a clearing in the
forest. All was deadly quiet, night mist roiling. His sollrets clunking through patchy
grass occasionally broke the silence. It would be serene, but he could feel eyes
everywhere and the promise of death. This was not a quiet forest and certainly not the
boisterous and sandy arena he normally fought in. This was the Dark Arena, final
resting spot of the failed gladiator.
* * *
"I can do better. I can! Please!" Stoic pleaded but memory was unmoved. "My decision
is final. You don't have the desire to live a life of war. You have not grown into the
gladiator name I gave you." Stoic was on his knees, begging, searching memory's
unseeing eyes for hope. Memory's mouth tightened as he let out an almost imperceptible
sigh. He pulled the hood of his tight black cloak over his head, turned, and drifted
away.
"Wyvern, please. Surely you can save me?" The trainer put a hand on his shoulder. With
Stoic on his knees, he and the diminutive trainer were eye to eye. An immortal warrior
with many years and many deaths behind her, she did not harbor his fear of the
unknown. "Today's fight is over. Tomorrow we will train for the next." She locked eyes
with him, passing on some of her inner resolve. "Come," she bade, as she led him from
the infirmary back to their training hall.
* * *
A biting pain seared through an exposed flap of skin on his stomach. His mind had
wandered away from the fight. His opponent, a Dark Arena champion, had entered
silently. An elf stood before him, two feet shorter, but standing tall and towering
above Stoic by confidence and bearing if not physical height. He might have been a
glimmering angel, moonbeams dancing on exquisite silver mail. The elf brought his
needle-thin sword up, hilt to face, blade skyward, in honorable warrior salute. He was
sure he had won, and everyone knew it. He had time to honor the walking dead.
* * *
Old Wyvern snaked a short spear under his guard, stopping just short of cutting. She
always used her deadly spear, even in training, such was her skill and control. He had
a greatsword, blunted for training, but massive. "I can barely move it. How can I
train or fight if it's too heavy?" He felt a familiar and painful whack from the blunt
end of Wyvern's spear. "Don't blame the sword. Desire victory and the sword will
move." She struck again and he moved to the side, not moving the sword so much as
standing it in the path of the attack. The parry was unorthodox but successful.
"That'll do. Now strike!"
* * *
Stoic tried to recall his training as the fight continued. It wasn't working. He was
bleeding profusely. He fell back on his reserves of strength and willpower. Slash,
cut, smash... the elf was striking every weak spot in his armor, inflicting damage at
will. Circle, stab, circle, slash, circle, cut. Stoic had been on the ground twice
before struggling to his feet, stumbling and throwing up defenses with little success.
He felt frustrated and clumsy but kept defending. Maybe the attacks were coming more
slowly...
* * *
The arena crowd was restless, only moderately attentive to the morning's rookie
warriors. The sand worked its way between his toes. He was just a boy. His parents did
not love their son so much as an arena bounty. Stoic was scared and slow and the man
in front of him wished him harm. And harm he did. Stoic cowered behind his shield,
without even a weapon. "It's better this way. Rely on your hands. I want to see what
you can do," memory had said. Stoic was bruised and bleeding. His opponent was more
tired than injured, exhausted, really. Under a slowly diminishing rain of blows, Stoic
heard calls from his teammates. "Now strike!" They were yelling frantically. He peered
over his shield to see his opponent, sweating, breathing heavily, grip loosening on
his sword. The attacking gladiator overextended above his head, ready to deliver
another hacking, unopposed blow. Stoic roared upward to his full height, at the same
time sending his shield through the surprised gladiator's face. Blood spattered, he
flipped once and landed face down with a thud, sword flying end over end to land ten
feet away. The crowd gasped for a moment then roared. His team roared. He looked to
see memory, gazing forward blindly as always, but clearly smiling at him.
* * *
Back in the night mist, he was tired and hurt. After a long fight, minutes under this
barrage. It must happen soon. Stoic knew he would die. But he wasn't dead yet. He saw
the elf circling, waiting for another attack. He saw the moonlight and the trees. He
felt the watching eyes. He felt memory and old Wyvern and his team. He knew they could
see. He felt his opponents and all the gladiators in him for this moment. He felt his
parents, who only saw in him a mouth to feed. He saw the high elf, still glistening,
now with sweat -- still looking down on Stoic -- looking down not with haughty
indignation as before, but the desperation of a man trying to chop down a stone tower
and just realizing his error. Stoic saw not confidence but desperation. For the first
time, resignation gave way to fury. "Strike Now," he heard in his mind.
The elf leapt forward, blade flashing. Stoic spun to his right, pulling the massive
blade in his wake. The elf and his blade shot through the spot Stoic had been, then
turned back in disbelief at the unexpected life in his easy quarry. "Strike Now,"
Stoic thought, as he continued his spin, continued his fury, pulling the blade full
circle, letting out a roar that called all the judging eyes to witness.
The blade felt warm in his hand. He struggled to catch his breath. The arc of the
blade had pulled him another half circle away from his opponent. He looked back at the
elf, ready for the next attack. The elf's body stood, head lying on its shoulder, neck
detached entirely where the blade had hewn through. The head's eyes were still open,
judging differently now, askew. Immortal these Dark Arena champions were, and
immortality makes death an odd thing. Stoic fell to his knees, sobbing. The fight was
over. And it might never end.
-- memory
DUELMASTER'S COLUMN
Notes from the arena champ.
I said it all in the personal ads. I did. Yes, I am Duelmaster. Yes, I am 5-3 and
already have 15 PPs. Yes, my three losses are to NPCs. (M. Chardinee -- PR, Venomous
Concubine -- LU, Khalhums Dwarf -- WS.) Yes, I am undefeated against Spoilers. 'Nuf
said.
-- VERMONT, DMV
SPY REPORT
Hail and well met warriors of NOBLISH ISLAND! Know me for who I am, Zontani
Sharp Eyes, Spymaster extraordinaire of all Alastari. CHAT ROOM caught the eye of
many in the gladiatorial commission as he skillfully bested OHIO and was awarded 18
points in recognition. In one of the week's more notable duels, CHAT ROOM put down
OHIO, causing it to lose 11 points of recognition in the process. Although VENEMOUS
CONCUBINE made a valiant effort, it did not suffice to topple the reign of victorious
VERMONT. Informants "close" to the city champion have told me that he never fights
without pantyhose on beneath his armor. Watch out!
I have been in deep conclave with my spies who watched all that has recently
transpired. Indeed there is much I would report. My inside sources tell me that the
team to beat in NOBLISH ISLAND these days is STATELY. At least, most blades in town
are looking to avoid them. If you didn't look down dark alleys you'd have been hard
pressed to find any of BASH BROS SPOILERS last week. Busy avoiding STATELY?
Is not Death a warrior's foremost adviser? Warriors, may this counselor stand
ready at your right hand forever! Dark alleys may hide both secrets and assassins.
In the arena there is only the brightness of steel. Keep vigil always!
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 we meet
again, remember: a turtle walks slow, hides head in a shell, and harms no one; a
lion runs to slay its prey.-- Zontani Sharp Eyes
DUELMASTER W L K POINTS TEAM NAME
VERMONT 10303 6 3 0 83 STATELY (1761)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
ALASKA 10305 8 1 0 63 STATELY (1761)
ADEPTS W L K POINTS TEAM NAME
CHAT ROOM 10307 6 3 0 51 BASH BROS SPOILERS (1762)
OHIO 10302 7 2 0 36 STATELY (1761)
CHALLENGER INITIATES W L K POINTS TEAM NAME
SERMON 10309 4 5 0 33 BASH BROS SPOILERS (1762)
AFTERASKINGFORNONE 10310 4 5 0 32 BASH BROS SPOILERS (1762)
TIME ZONE 10306 3 5 0 31 BASH BROS SPOILERS (1762)
MISSOURI 10301 6 3 0 29 STATELY (1761)
-CAR MA 10285 2 0 0 26 REAPER CLAN (1758)
INITIATES W L K POINTS TEAM NAME
NEWS 10308 3 6 1 23 BASH BROS SPOILERS (1762)
-DEZ TINY 10284 2 0 0 23 REAPER CLAN (1758)
NEVADA 10304 5 4 0 19 STATELY (1761)
-PHATE 10286 1 1 0 13 REAPER CLAN (1758)
-RAY G 10287 1 1 1 5 REAPER CLAN (1758)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PERSONAL ADS
Oops, Assur; perhaps I miscalculated? I'll give you that 2-2 win anyway. You need it.
-- A real Statesman.
I must be newsworthy! Am I the only Duelmaster in history to lose to three NPCs?
(Three out of four title matches.) -- Vermont
P.S. Vermont 3-0 vs Spoilers, but 2-3 vs NPCs. (What does that tell you?) A 2-1 win
for the Spoilers?! What is this world coming to? And one a challenge? My goodness, Mr.
Assur! Kudos. Statesman
Only two more rounds in this phase. What, then, wilt thou doest with thine godlings,
Sir Assur? -- The Lowly Statesman
Where are our newbies? Where have all the flowers gone? -- Statesman
You are so right, for a change, Private Bash Her; so right. Den and Disappointment do
belong together. They are such an "out there" team. -- Big Lake Radical Boss
Blood Red Moon of Death Penalty, thanks for being there. You were kind of easy. I like
easy. Should I challenge? -- Saginaw, Big Lake Radicals
Gerelin Lostfire (Sounds like an A.A. name, eh?) a Dark Arena plunger bitt he dust
quickly. It was fun playing like he was some kind of Podunk from Minnesota. Eh? --
Lord Protector Milwaukee, Big Lake Radicals
Joke of the week.....
What's the difference between an AA Leader and a carp? One is a bottom-feeding scum-
sucker, and one is a fish. -- From the Big Lake Radical ancient joke book
LAST WEEK'S FIGHTS
VERMONT devastated VENEMOUS CONCUBINE in a 1 minute mismatched Title fight.
ALASKA vanquished AFTERASKINGFORNONE in a exciting 1 minute uneven battle.
OHIO was savagely defeated by CHAT ROOM in a crowd pleasing 6 minute bloody duel.
TIME ZONE was defeated by THE USEROUS MERCHANT in a exciting 3 minute fight.
NEWS was unbelievably bested by MISSOURI in a action packed 3 minute gory brawl.
NEVADA was devastated by SERMON in a crowd pleasing 1 minute gory mismatched match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 3 STRIKING ATTACK 24 - 9 - 0 73 |
|BASHING ATTACK 3 TOTAL PARRY 13 - 6 - 0 68 |
|TOTAL PARRY 2 PARRY-RIPOSTE 1 - 1 - 0 50 |
|LUNGING ATTACK 1 BASHING ATTACK 18 - 18 - 2 50 |
|WALL OF STEEL 1 WALL OF STEEL 5 - 7 - 0 42 |
|AIMED BLOW 0 LUNGING ATTACK 5 - 7 - 1 42 |
|PARRY-LUNGE 0 PARRY-LUNGE 1 - 2 - 0 33 |
|PARRY-STRIKE 0 SLASHING ATTACK 1 - 2 - 0 33 |
|PARRY-RIPOSTE 0 PARRY-STRIKE 0 - 0 - 0 0 |
|SLASHING ATTACK 0 AIMED BLOW 0 - 0 - 0 0 |
Turn 550 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:
STRIKING ATTACK 3 - 0 BASHING ATTACK 1 - 2 4 STRIKING ATTACK
TOTAL PARRY 1 - 1 AIMED BLOW 0 - 0 2 TOTAL PARRY
PARRY-LUNGE 0 - 0 2 BASHING ATTACK
PARRY-STRIKE 0 - 0 2 LUNGING ATTACK
PARRY-RIPOSTE 0 - 0 1 WALL OF STEEL
LUNGING ATTACK 0 - 1
SLASHING ATTACK 0 - 0
WALL OF STEEL 0 - 1
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK VERMONT 10303 6 3 0 83 STATELY (1761)
TOTAL PARRY OHIO 10302 7 2 0 36 STATELY (1761)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is CHAT ROOM 10307. The most popular warrior this turn
was CHAT ROOM 10307. The ten other most popular fighters were TIME ZONE 10306, NEWS
10308, VERMONT 10303, ALASKA 10305, SERMON 10309, AFTERASKINGFORNONE 10310, OHIO
10302, MISSOURI 10301, NEVADA 10304, and 0.
The least popular fighter this week was NEVADA 10304. The other ten least popular
fighters were MISSOURI 10301, OHIO 10302, AFTERASKINGFORNONE 10310, SERMON 10309,
ALASKA 10305, VERMONT 10303, NEWS 10308, TIME ZONE 10306, CHAT ROOM 10307, and 0.