DUEL 2 NEWSLETTER
Date : 07/03/2020 Duedate: 07/16/2020
NOBLISH ISLAND ARENA
DM 93 TURN 560
This Week's Top Honors
THE DUELMASTER IS
FENNEC
FOX FORCE FIVE (1770)
(93-10351) [5-2-1,82]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY FENNEC
FOX FORCE FIVE (1770)
(93-10351) [5-2-1,82]
Popularity Leader This Week's Favorite
CRACKED TIN MAN
BASH BROS DISHES (1764) THE HAIRY BUNCH (1789)
(93-10317) [6-3-0,37] (93-10489) [1-0-0,8]
THE CURRENT TOP TEAM
MAGIC THE DUEL (1790)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. FAMOUS PETS (1765) 62
2. HOGWART'S STUDENTS (1794) 56 SUBJUGATORS (617)
3. MACABRE MARAUDERS (1788) 51 Unchartered Team
4. THE HAIRY BUNCH (1789) 46
5. TOMORROW SAINTS (1775) 24 FOX FORCE FIVE (1770)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*FOX FORCE FIVE (1770) 25 10 3 71.4 1/ 2*MAGIC THE DUEL (1790) 10 5 2
2/ 2*MAGIC THE DUEL (1790) 12 8 2 60.0 2/ 1*FOX FORCE FIVE (1770) 10 5 1
3/ 0*HOGWART'S STUDENTS (1794) 3 2 0 60.0 3/ 4*FAMOUS PETS (1765) 9 6 1
4/ 5*FAMOUS PETS (1765) 25 20 1 55.6 4/ 5*MACABRE MARAUDERS (1788) 9 6 0
5/ 7*MACABRE MARAUDERS (1788) 18 15 0 54.5 5/ 8*TOMORROW SAINTS (1775) 5 5 1
6/ 3*TOMORROW SAINTS (1775) 5 5 1 50.0 6/10*THE HAIRY BUNCH (1789) 5 5 0
7/ 4*BASH BROS DISHES (1764) 22 23 1 48.9 7/ 3*BASH BROS DISHES (1764) 5 10 0
8/ 9*THE HAIRY BUNCH (1789) 9 10 0 47.4 8/ 7*THE EBON BLADES (1791) 5 10 0
9/ 8*MERCENARIES (1766) 7 11 0 38.9 9/ 0*HOGWART'S STUDENTS (1794) 3 2 0
10-10*FINAL FRONTIER (1784) 7 13 1 35.0 10/ 6*MERCENARIES (1766) 3 6 0
11/ 6*THE EBON BLADES (1791) 5 10 0 33.3 11- 9*FINAL FRONTIER (1784) 0 5 0
12/ 0*SHADOW 7 (958) 0 1 0 0.0 12/ 0*SHADOW 7 (958) 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
The Total Parry (An Ultimate Defensive)
In basic, Total Parries win. And win and win. Why, then, are there not a massive
plethora of TPs? The purpose of this article is to examine the Total Parry from a
Consortium viewpoint, and to reveal the how's, what's, and why's of the oft downplayed
Total Parry.
Let us first talk about some of the facts and the environment surrounding the TP.
- They are very easy to design
- They can optimize the otherwise useless, very low wit and low WT/DF, roll ups.
- They usually have the best overall w/l records in basic
- They are not really long-term warriors as few-to-none excel in upper ADM.
- They can come across as boring to run.
- The aimed-blow, today's optimal and favored warrior, is their nemesis.
With that in mind what does Total Parry mean to The Consortium? A definition: "A
warrior who "fights" by parrying attacks, and soaking damage and enduring until the
opponent is so tired that the attacker falls from exhaustion or the attacker stands in
exhaustion, unable to swing, while the Total Parry gets in a final, and maybe his
first, swing/hit for a win." Most managers term this a "scum". The Consortium calls it
a "winner".
Oh, there are variations of the parrying/soaking/enduring Total Parry. It can be
designed to be somewhat offensive. But designs that make it "offensive" are most
likely better fitted, and will win more as wastes (WS) or slashers (SL) or pikers (PS)
or plungers (PL) or rippers (PR) or lungers (LU) or even other styles. Hence, The
Consortium recommends that managers waste little effort on any TP version except THE
SCUM.
What characterizes a Consortium TP Scum? What creates good damage soaking and
parrying? There are two stats that create neither damage soaking (hit points) nor
parry skills. They are WT (wit) and SP (speed). A real Total Parry needs neither.
Another stat, SZ (size) can negatively affect the TPs parrying ability as there are
parry skill reductions at size 15 17, and 21. (And gains at size 5 and 3.) What stats
create soaking? CN (con) primarily, and then WL (will). One other thing creates
soaking. That is armor and the weapon that one decides with which to parry. Hence
"carry", the ability to wear lots of armor and hold heavy weapons, which is comprised
of strength (ST) and con (CN), is necessary for protecting the Total Parry as it
endures.
A yet-to-be designed/base TP starts with more parry skills than any other style, but
is very weak in attack, initiative, defense and decise. Oh my! What then does this
make a designed Consortium Total Parry need to look like? (Note: Primary stats are CN
and WL, but don't ignore ST.)
ST: max it (11+ to assure C carry level, but 13+ for LG (large shield). The more, the
better.
CN: max it (At least enough to get tremendous hit points. (Use
3.75CN+1.1SZ+0.4WL=80.26+)
SZ: any, but not really big (SZ 15+ reduces parry skills and seems to make the warrior
easier to hit)
WT: none (We can just train stats for a long time, before we get to training skills)
WL: max it (15+, although success has been made with some at 11+. Lots needed to train
stats)
SP: none
DF: 7+ (There are lots of parry skills in DF, so the higher, the better)
Note: Although WT and SP are "none", neither hurts the TPs ability. They merely take
points away from the needed ST/CN/WL/DF.
Rather than provide an exact design, perhaps offering a variety of actual Consortium
TP warriors and their results would be more helpful.
Recently graduated. (The Consortium has over 200 graduated Total Parry fighters.)
Note: 14(+3)-21(+2)-12..., means 11ST started, trained to 14; 19CN started, trained to
21, 12SZ start....
14(+3)-21(+2)-12-9(+1)-18(+2)-13-7(+2) 30-18-0 (fave BS)
17(+3)-20(+2)-5-8-21(+1)-9-11(+1) 21-6-0, 1 DM Title, 15-12-0 in Tournament,
1 TV (fave ME)
21(+3)-21(+3)-13-5(+2)-21(+1)-4(+1)-11(+2) 20-3-0, 5 DM Title, 14-12 Tournament
(fave QS)
11(+2)-17(+1)-11-11(+1)-21(+2)-10-9(+1) 27-8-0, 4 DM Titles (fave EP)
17(+3)-21(+2)-8-9(+2)-17(+2)-9-13(+1) 38-10-1, 3 DM Titles (Yes, had a kill with
ME!) (fave LS)
17(+3)-21(+3)-11-5(+2)-18(+2)-12-11(+1) 31-9-0, 10DM Titles (fave ME)
There are several worthwhile comments about these above six warriors:
- The w/l records are amazing, but typical of the 200+ Consortium grads.
- TPs can get some interesting favorite weapons, even though way unsuited to them by
stats.
- The higher than desired SPs did not at all harm the warrior's results. All have
been "burnt". (Lots of stat trains.)
- These TPs seldom graduate "on time" (20 fights, 14 wins, 1 adex and 1 expert) as
they do not acquire enough skills.
Here are current warriors (the base design) running in arenas and doing as well as
those above.
14-19-8-5-21-5-12
21-14-8-6-21-7-7
19-19-3-3-18-12-10
21-21-7-4-19-8-4
12-19-7-9-19-9-9
16-18-10-4-19-9-8
13-20-9-8-20-5-9
17-19-11-3-19-3-12
15-21-9-7-21-4-7
16-19-6-9-18-6-10 (This one started life on Noblish Isle DM93)
What would be The Consortium "perfect" design? (One which has not been had, sadly.)
21-21-3-3-21-3-12
But, perhaps, this one would be preferable -- 19-19-3-3-19-3-18, and have fun burning
to 21-21-3-5-21-5-21.
While the design is important for a TP scum, so are the operating strategy and the
weapon and armor selection. Let's start with the armor, as it is the simplest. A scum
almost always goes out to fight in APA/F. Why? While the heaviest possible, this is
the optimum sponge, absorbing the most damage from when that opponent hits. There are
"tweak strategies" where perhaps less armor is employed, but realize that 99% of the
time a Consortium TP wears APA/F
Weapon selection is an interesting topic for discussion. By and large, the ME or LG
are the Total Parry's best friend. There are quite a nice selection of weapons
available and suited to the TP. A scum, usually low-witted, however, tends to use very
few of them. Using Assur's weapon requirement chart, which he publishes here in DM93
periodically, the first group of weapons are suited, but TP-limited by wit and
deftness. (Code: ST/SZ/WT/DF requirements.)
LO = 11/3/13/11
QS = 11/9/11/11
SC = 9/3/11/11
GS = 15/9/9/11
EP = 7/3/15/15
Leaving, then, these weapons as the most likely for the scum.
ME = 9/3/3/5 (most common Consortium TP weapon)
SM = 5/3/3/5 (seldom Consortium used, as the ME always fits and is a better parry
weapon)
LG = 13/7/3/7 (favored Consortium TP weapon)
BS = 11/3/9/7 (the best weapon weapon, but sometimes wit limited)
LS = 11/9/5/9 (works well as a parry weapon, but seldom Consortium used as it is
two-handed, hence, no shield)
Off-hand weapons play an important part to the Total Parry winning ways. The
interesting thing about off-hands is that a manager can place almost any weapon there
(except two-handed) and there will be no statement commentary indicating unsuited or
not-quite suited. Hence, any weapon, even unsuited, can be used as off-hand, as long
as SZ/WT/DF requirements are met. (For example it is not unusual to see a WH as an
off-hand weapon with the LG in primary hand on a Consortium warrior. In order, here
are the typical weapons used by Consortium Total Parry warriors.
ME/ME BS/ME LG/LG LG/WH LG/LG BA/ME BA/LG LG/-
Back up weapons are also important to Total Parry warriors as the primary and/or off-
hand are often broken by all the parrying going on. What are good backup weapons? Any
weapon can parry, but not as well as shields. And the backup weapons do count in the
weight burden of the warrior, so do not overburden. The most common Consortium backups
are DA and WH.
Carry and endurance need to be discussed to assure optimizing the TP. There should be
no need, or desire, to overburden the TP which will negatively impact his endurance.
Using the CIC information, or Terrablood's site, or Assur's site determine the
encumbrance, and armor and weapon weight of your warrior accordingly. Since virtually
all Consortium scum are going to be designed with 11 ST min and very high CN, the
design will always carry what is considered the minimum 27 points. This allows:
BS/ME APA/F one backup DA or ME/ME APA/F one backup DA
If the warrior has 13+ ST, often a Consortium TP might look like this:
LG/WH APA/F primary backup DA
What is a good strategy? How might The Consortium run these types of warriors? A
common theory is all one needs to do is use 1-1-1-P. We Consortium managers very
seldom run 1-1-1. Giving the strategy some OE (offensive effort) and some AL (activity
level) seems to cause that TP to swing/attack in the most surprising moments and
sometimes early on. Many battles have been won this way. And, in general, the TP's
endurance seems unaffected by these low numbers above one. As to "kill desire" (KD), a
mod/low number (not 1) seems to enhance that early swing. The Consortium does not want
to give you the idea that this early swinging happens regularly, but that it does
happen occasionally, Perhaps it is important to point out that average/typical AL/OE
Favorites (learned at graduation) for the TP are LO/VL. Next most likely are VL/VL
and VL/LO. (VL is very low and 1-2, LO is low and 3-4, as opposed to moderate MO 5-6,
high HI 7-8 and VH very high 9-10.)
This is a typical starting Consortium TP scum strategy:
3-2-2-1-3-1-3
3-2-2-2-1-1-3
5-5-5-5-8-6-5
P-P-P-P-n-P-P
Now when an opponent is a known good scum also, the strategy might change to assure
optimal endurance:
1-1-1-1-1-1-1
1-1-1-1-1-1-1
1-1-1-1-1-5-1
P-P-P-P-P-P-P
There is more to "good strategy" than the numbers a manager chooses. To optimize any
type of warrior, one must use the challenge/avoid. Any TP that fights an AB is likely
to lose. At the lower levels (meaning DM rather that ADM) a TP loses to the aimer 90-
95% of the time. A scum TP that fights a lunger wins 60-80% of the time. So if you
want wonderful w/l rates like those listed above, you must challenge and avoid
properly and always. (The Consortium often publishes an article on challenge and avoid
in DM93. Wait for it, or find it, but certainly heed it.) To challenge and avoid
properly, you must know styles of warriors in your arena. Hence, you must fight and
keep records, and/or have friends/allies who collect and share styles, or use a common
data base like that of Terrablood.com.) The most important challenge/avoids for a TP
scum are:
- Avoid teams with aimed blows able to challenge or match up with you
- Avoid teams with known hard-hitting (great+ damage) warriors
- Avoid teams with better designed scum that are able to challenge or match you
- Avoid teams with warriors that have beaten you
- Avoid teams with pikers and strikers, especially those who hit harder or have
kills on record
- Challenge lungers primarily
- Challenge small or light hitting warriors of any type but AB
- Prior to 10 fights of experience (10FE) challenge all styles but AB (maybe STs,
too)
One final item needs to be discussed. The Consortium has recommended that the TP is
meant to be a scum, and all the previous information points that out. However, were
one to want to design and run a more offensive TP, this is how The Consortium does it.
(Out of the 200+ graduate TPs, only 4 are of this type, and they do not fare as well,
record wise, as the mighty scum; they all would have made better warriors under
another design.) The main characteristics of the OTP (Offensive Total Parry) compared
to the scum is that at least moderate (11+), and preferably high, (15+, preferably
17+) Wit and at least 11 deftness are needed. This would mean they would have all or
one of these stats, ST, CN, WL) reduced from the scum design. Lastly, it means that
the final design will be much more in line with a very good LU or other better long
term warrior able to compete in high ADM, like Primus. Here are some typical offensive
Total Parries.
11-14-10-17-17-4-11 (wish it had been made a LU or WS or PL or even PS)
15-12-8-17-21-4-7 (wish it had been made a LU or SL or even BA)
17-14-3-17-17-5-11 (wish it had been made a LU, especially, or even a PL, PR, SL,
BA, WS)
15-15-9-15-15-4-11 (wish it had been made a WS or LU or BA)
So there you have it. The Total Parry, Consortium-style. You have learned how to
design, armor, weapon, run, challenge/avoid, and optimize a Total Parry. Prepare
yourself for lots of wins and some quite long fights. Winning is FUN.
A special note: The Consortium is the only manager to have run multiple warriors
32,000+ minutes in fights. (In Face-To-Face Tournaments, 5 times.) The RSI programs
have since been altered to disallow that possibility.
Whisperer (from The Consortium Portfolio 6-27-2020)
***---------*---------*---------*---------**---------*---------*---------*---------***
Basics of Strategy, part 3
Hybrids, (not including tank offensives):
Let's assume you've designed a great hybrid warrior, who has skills in all the
right places and the right mix of physicals for his style. There is not a 'catch all'
strategy for these warriors. In fact, one of the things that makes hybrids so hard to
run (even after you have the right design) is that not all hybrids respond the same to
the same strategy.
Offensive Effort is the 'easiest' number to decide on. Find what works for your
warrior and stick with it. Most hybrids operate best on the favorite Offensive
Effort. You can find other articles talking about favorites and what is likely for
your warrior. While usually avoiding 1-2 is adviseable, I've seen scum and parry
ripostes do nasty things at 1-2 offensive effort.
Activity Level is tougher. Higher is often better and it often won't hurt your
warrior to run at 10 AL. It makes your warrior move around, helping dodge and your
willingness to strike, but 10 AL will burn endurance fast and probably hurts parry.
For a Lunger with lots and lots of endurance, I highly recommend 10 AL. For a Parry
Striker that isn't learning defense skills, maybe not so much. Once again, if you can
find a number that works well, go with it. Assur starts most of his hybrids at 5-10
AL and works from there.
All that said, you might opt to run your hybrid differently in different minutes.
My comments above are assuming you are expecting a short fight (which is usually the
case). For a hybrid with high parry, you might go with a parry strategy minute 1 and
slowly wake up in minutes 2 and 3. For a lunger hybrid, you might opt for very high
numbers in minute 1, then go with some endurance conserving strategy in later minutes.
Work with your warrior and style and his strengths and weaknesses. And use your
challenges, avoids, and your alternate strategy to mix it up a bit.
Armor: DO NOT OVER ENCUMBER YOUR HYBRID!!! One popular formula for determining
your carry ability without penalties is to add your Strength to the lesser of
Strength/Constitution and subtract 6. This is the number of points your warrior can
carry. After you've determined the max you want to carry, that helps you decide your
armor/weapons. For higher dodge, Assur recommends ARM or lower, even if you can carry
more, in most fights.
Weapons: Feel free to try and find your favorite weapon, but most of Assur's
warriors use the best weapon they can use given their stats. SC, BS, BA, LO are all
great choices if you can use them and highly recommended. For basic strategy, it is
tough to go wrong with those weapons.
I am going to skip the counter strategy section against hybrids.
1) Different hybrids fight differently
2) It is pretty rare to find yourself against an unbeatable hybrid
3) Most of the time, it is combination of skills and luck that will determine the
outcome of these fights.
If you do find yourself sharing an arena with one of the few hybrids that appears to
wipe the arena sands with anyone they face, I recommend avoiding that warrior. These
warriors are special and often look really mediocre until they get on the sands.
SPY REPORT
Busy, busy, busy, lots of things happening in NOBLISH ISLAND this turn, and
let's start with a look at some of the teams. It seems the training can make the
difference, as FOX FORCE FIVE is pushed out of top team by MAGIC THE DUEL, who came
from 2nd with a 3-2-0 this turn. Now keep the taverns open late tonight, for there
are sorrows to drown for BASH BROS DISHES, whose 1-4-0 this turn dropped them by 4
into 7th. THE HAIRY BUNCH stable has parlayed this turn's 4-1-0 into a 4 space move
up the rankings. This brings them up to 6th place. Good work, guys! The MACABRE
MARAUDERS guild has had a 5-0-0 turn and deserves to be watched in the future. You
never know where this kind of thing can lead. And let's see, RIKKI-TIKKI-TAVI fought
FERAL and gained 28 points and contributed to FAMOUS PETS' 4-1-1. FERAL has lost to
RIKKI-TIKKI-TAVI, falling 22 points, while helping make FOX FORCE FIVE a 2-3-0 turn.
The attempts to dethrone the Duelmaster have failed, and FENNEC remains NOBLISH
ISLAND's top warrior for another turn. Tell me, is nothing sacred? I have heard
from unimpeachable sources that The Dripping Blade uses trolls in their stew. Talk
about gristle!
He who challenges well, fights well. He who avoids without cause, shall lose
for good reasons. My mama told me that one. BASH BROS DISHES has cause to stand
tall, as they were NOBLISH ISLAND's most avoided team. A smart manager knows this is
a team to beat. And guess who avoided BASH BROS DISHES stable the most? Believe it
or not, it was FAMOUS PETS. Anyone surprised? The most challenged warrior this turn
was BASH BROS DISHES' warrior CRACKED. More fighters challenged him than challenged
the Duelmaster! In a fit of brilliance or of stupidity (hard to say sometimes), MR.
ED challenged CRACKED today, facing a 30 difference in recognition. And now nobody
knows where CRACKED is right now, after giving MR. ED 22 points worth of recognition.
As quiet chuckles rise behind me. In a brave attempt, TREE from MERCENARIES
challenged up 21 points to fight GENGHIS KANE from the MAGIC THE DUEL stable. TREE
perhaps got his just desserts, seeing as he was defeated by GENGHIS KANE and ended up
with 2 recognition points.
A coward dies a thousand deaths, a brave man only once. Wise men know this to
be true. It's a dark day for BASH BROS DISHES, seeing how FERAL from FOX FORCE FIVE
has not been revenged for killing BROKEN. A brave warrior does not carry a red
shield, he has nothing to cover or hide when the fight is over. Consider well.
I like this place, NOBLISH ISLAND, the taverns have old wine, and young serving
girls. Who could ask for more? It's been nice chatting with you, until we meet
again, keep your swords sharp and your hammers heavy. Until the sun next rises and
my pen sets to paper-- Alarond the Scribe
DUELMASTER W L K POINTS TEAM NAME
FENNEC 10351 5 2 1 82 FOX FORCE FIVE (1770)
ADEPTS W L K POINTS TEAM NAME
KITSUNE 10347 6 1 1 55 FOX FORCE FIVE (1770)
RIKKI-TIKKI-TAVI 10447 3 4 0 52 FAMOUS PETS (1765)
THE RAVEN 10452 6 1 0 50 MACABRE MARAUDERS (1788)
MR. ED 10325 5 4 0 46 FAMOUS PETS (1765)
VIXEN 10346 4 3 0 41 FOX FORCE FIVE (1770)
KUMIKO 10348 6 1 0 38 FOX FORCE FIVE (1770)
CRACKED 10317 6 3 0 37 BASH BROS DISHES (1764)
FERAL 10350 4 3 1 34 FOX FORCE FIVE (1770)
CHALLENGER INITIATES W L K POINTS TEAM NAME
ANGELUS 10384 2 0 0 32 TOMORROW SAINTS (1775)
SWEENEY TODD 10449 4 3 0 31 MACABRE MARAUDERS (1788)
CLEANING 10316 5 4 1 27 BASH BROS DISHES (1764)
GENGHIS KANE 10462 3 1 1 27 MAGIC THE DUEL (1790)
GRIM REAVER 10448 3 4 0 27 MACABRE MARAUDERS (1788)
PUNXSATAWNY PHIL 10323 5 4 0 25 FAMOUS PETS (1765)
ANT MAN 10456 3 1 0 25 THE HAIRY BUNCH (1789)
THOMAS 10381 1 1 0 25 TOMORROW SAINTS (1775)
RED DAWN 10328 4 0 0 24 MERCENARIES (1766)
UNMATCHED 10319 3 6 0 24 BASH BROS DISHES (1764)
INITIATES W L K POINTS TEAM NAME
GENGHIS KANE 2 10459 3 1 0 22 MAGIC THE DUEL (1790)
THERESA 10383 1 1 1 21 TOMORROW SAINTS (1775)
LASSIE 10324 4 5 0 20 FAMOUS PETS (1765)
INITIATES W L K POINTS TEAM NAME
CUTIE PIE 10490 1 0 0 20 THE HAIRY BUNCH (1789)
EZEKIEL 10382 1 1 0 20 TOMORROW SAINTS (1775)
BIG BERTHA 1 10461 3 1 0 18 MAGIC THE DUEL (1790)
-PLUTO 10427 2 2 0 18 FINAL FRONTIER (1784)
-VENUS 10426 2 2 0 18 FINAL FRONTIER (1784)
MICHAEL 10385 0 2 0 18 TOMORROW SAINTS (1775)
-THEBE 10429 2 2 0 16 FINAL FRONTIER (1784)
HERMIONE GRANGER 10484 1 0 0 16 HOGWART'S STUDENTS (1794)
DISCONTINUED 10320 3 6 0 15 BASH BROS DISHES (1764)
HARRY POTTER 10483 1 0 0 15 HOGWART'S STUDENTS (1794)
BLACK LUNG 1 10460 2 2 1 14 MAGIC THE DUEL (1790)
B BETTY 10453 2 2 0 14 THE HAIRY BUNCH (1789)
SANDRA 10467 2 1 0 14 THE EBON BLADES (1791)
GREGORY GOYLE 10486 1 0 0 13 HOGWART'S STUDENTS (1794)
DR JEKYL 10476 3 1 0 12 MACABRE MARAUDERS (1788)
-SATURN 10428 0 4 0 12 FINAL FRONTIER (1784)
MR HYDE 10451 2 5 0 11 MACABRE MARAUDERS (1788)
LIMU EMU 10492 1 0 1 11 FAMOUS PETS (1765)
SASHA 10465 2 1 0 10 THE EBON BLADES (1791)
OLAV 10468 1 2 0 10 THE EBON BLADES (1791)
VINCENT CRABBE 10482 0 1 0 9 HOGWART'S STUDENTS (1794)
BRUTUS 10326 2 2 0 8 MERCENARIES (1766)
TIN MAN 10489 1 0 0 8 THE HAIRY BUNCH (1789)
-JUPITER 10458 1 3 1 7 FINAL FRONTIER (1784)
FLASH DANCER 1 10463 1 3 0 6 MAGIC THE DUEL (1790)
RICHARDS 10327 1 3 0 6 MERCENARIES (1766)
FISHY 10457 1 2 0 5 THE HAIRY BUNCH (1789)
TREE 10475 0 2 0 2 MERCENARIES (1766)
CHIPPED 10488 0 1 0 1 BASH BROS DISHES (1764)
TIRON 5578 0 1 0 1 SHADOW 7 (958)
SAN ANTONIO 10491 0 1 0 1 THE EBON BLADES (1791)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
BROKEN 10318 4 1 0 BASH BROS DISHE 1764 FERAL 10350 556 NOT REVENGED
DIRTY 10464 1 2 0 BASH BROS DISHE 1764 THERESA 10383 559
SHAMU 10321 6 2 0 FAMOUS PETS 1765 FENNEC 10351 559
RON WEASLEY 10485 0 1 0 HOGWART'S STUDE 1794 LIMU EMU 10492 560
PERCY 10330 0 3 0 MERCENARIES 1766 GENGHIS KANE 10462 558
JORGEN 10469 0 2 0 THE EBON BLADES 1791 BLACK LUNG 1 10460 559
THORVALD 10466 0 3 0 THE EBON BLADES 1791 STONE GOLEM 560 NONE
PERSONAL ADS
Fennec, I take it you hate dolphins? -- Whisperer
Note: Assur and The Consortium Rep are sort of presented with not-so-pleasant roll up
sheets for this arena. We seldom get any "goodies". That said, Shamu was a quite
likeable RU for an aimer at 9-10-13-17-9-5-21, was well-liked, and was the star on the
Famous Pets team. WAS. -- Whisperer
Another note: The consortium Rep doesn't bloodfeud. -- Whisperer
It all sounds like whining to me. I won my fight. -- Lassie
The Famous Pets are announcing its newest member: LiMu Emu, a 13-5-9-17-15-14-11
slasher. -- Whisperer
Fennec, we salute your skill and ability and deem you a fine Duelmaster. -- The
Consortium
Assur, phbbbbttttt! -- Whisperer
Pets -- Our condolences. It seems no pets are safe in the presence of wild foxes. --
Paradox
Rikki-Tikki-Tavi -- Don't let the fluffy tail fool you. We bite. -- Kitsune
M. Chardinee -- You've clearly got it out for me. -- Feral
Cleaning -- A little roshambo. Advantage SL? -- Vixen
Shamu -- So long, and thanks for all the fish. -- Fennec
Pets -- Our condolences. It seems no pets are safe in the presence of wild foxes. -
Paradox
Rikki-Tikki-Tavi -- Don't let the fluffy tail fool you. We bite. -- Kitsune
M. Chardinee -- You've clearly got it out for me. -- Feral
Cleaning -- A little roshambo. Advantage SL? - Vixen
Shamu -- So long, and thanks for all the fish. -- Fennec
LAST WEEK'S FIGHTS
THORVALD was butchered by STONE GOLEM in a 2 minute Dark Arena fight.
MR. ED unbelievably bested CRACKED in a exciting 5 minute gruesome Challenge duel.
PUNXSATAWNY PHIL luckily beat BLACK LUNG 1 in a 1 minute Challenge fight.
FISHY was outwaited by MR HYDE in a slow 7 minute Challenge contest.
BIG BERTHA 1 defeated OLAV in a 6 minute amateur's Challenge match.
TREE was devastated by GENGHIS KANE in a 1 minute one-sided Challenge duel.
FLASH DANCER 1 was devastated by THOMAS in a 1 minute mismatched Challenge match.
FENNEC handily defeated VENEMOUS CONCUBINE in a 1 minute uneven Title fight.
KITSUNE lost to KUNG-FU MASTER in a action packed 1 minute duel.
VIXEN lost to THE RAVEN in a action packed 3 minute gruesome fight.
FERAL was overpowered by RIKKI-TIKKI-TAVI in a 1 minute one-sided fight.
LASSIE was viciously subdued by ANGELUS in a popular 3 minute brutal bout.
KUMIKO subdued CLEANING in a crowd pleasing 1 minute competition.
SWEENEY TODD devastated DISCONTINUED in a 1 minute one-sided battle.
UNMATCHED bested SASHA in a crowd pleasing 1 minute bout.
EZEKIEL was handily defeated by GRIM REAVER in a 1 minute uneven fight.
THERESA was luckily beaten by RED DAWN in a 2 minute struggle.
MICHAEL lost to GENGHIS KANE 2 in a exciting 1 minute fray.
RICHARDS was viciously subdued by DR JEKYL in a 1 minute gory amateur's brawl.
BRUTUS was overpowered by HERMIONE GRANGER in a 1 minute one-sided match.
B BETTY overpowered SAN ANTONIO in a 1 minute one-sided match.
ANT MAN overcame SANDRA in a 1 minute amateur's competition.
GREGORY GOYLE beat TIRON in a crowd boring 6 minute fight.
VINCENT CRABBE was savagely defeated by TIN MAN in a 8 minute beginner's bout.
HARRY POTTER devastated CHIPPED in a 1 minute one-sided bout.
RON WEASLEY was assassinated by LIMU EMU in a 1 minute uneven fight.
CUTIE PIE overpowered EMBEZZLING SCRIBE 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|
|STRIKING ATTACK 12 AIMED BLOW 21 - 10 - 0 68 |
|SLASHING ATTACK 10 WALL OF STEEL 10 - 6 - 0 63 |
|BASHING ATTACK 7 SLASHING ATTACK 25 - 15 - 3 63 |
|TOTAL PARRY 5 LUNGING ATTACK 20 - 15 - 2 57 |
|LUNGING ATTACK 5 TOTAL PARRY 13 - 11 - 0 54 |
|WALL OF STEEL 4 PARRY-STRIKE 5 - 5 - 0 50 |
|PARRY-STRIKE 3 STRIKING ATTACK 33 - 40 - 3 45 |
|AIMED BLOW 2 BASHING ATTACK 17 - 34 - 1 33 |
|PARRY-RIPOSTE 2 PARRY-RIPOSTE 2 - 5 - 0 29 |
|PARRY-LUNGE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 560 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:
AIMED BLOW 2 - 0 STRIKING ATTACK 5 - 7 3 STRIKING ATTACK
PARRY-RIPOSTE 2 - 0 LUNGING ATTACK 2 - 3 3 SLASHING ATTACK
TOTAL PARRY 4 - 1 BASHING ATTACK 2 - 5 2 LUNGING ATTACK
SLASHING ATTACK 6 - 4 PARRY-LUNGE 0 - 0 1 TOTAL PARRY
WALL OF STEEL 2 - 2 PARRY-STRIKE 0 - 3 1 AIMED BLOW
1 BASHING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
STRIKING ATTACK FENNEC 10351 5 2 1 82 FOX FORCE FIVE (1770)
SLASHING ATTACK KITSUNE 10347 6 1 1 55 FOX FORCE FIVE (1770)
LUNGING ATTACK THE RAVEN 10452 6 1 0 50 MACABRE MARAUDERS (1788)
TOTAL PARRY MR. ED 10325 5 4 0 46 FAMOUS PETS (1765)
AIMED BLOW KUMIKO 10348 6 1 0 38 FOX FORCE FIVE (1770)
BASHING ATTACK FERAL 10350 4 3 1 34 FOX FORCE FIVE (1770)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is CRACKED 10317. The most popular warrior this turn
was TIN MAN 10489. The ten other most popular fighters were CRACKED 10317, VIXEN
10346, ANGELUS 10384, OLAV 10468, THERESA 10383, LASSIE 10324, UNMATCHED 10319,
FENNEC 10351, THE RAVEN 10452, and RIKKI-TIKKI-TAVI 10447.
The least popular fighter this week was MR HYDE 10451. The other ten least popular
fighters were GREGORY GOYLE 10486, BIG BERTHA 1 10461, VINCENT CRABBE 10482, RON
WEASLEY 10485, CHIPPED 10488, TIRON 5578, SAN ANTONIO 10491, BRUTUS 10326, RICHARDS
10327, and EZEKIEL 10382.
Just a note:
Our DM writers (both staff and players) put quite a bit of effort into writing content
for the newsletters: spy reports, spotlights, and personal ads; fiction and non-
fiction. If you enjoy these, if you want more, or even if they make you laugh, it
would be kind if you could drop a personal ad or even send them a note.
Assur and Consortium, especially, put tremendous effort in Noblish Island, writing new
content and tweaking/correcting older content to help new players learn the game.
A special shoutout should also go to our varied human spy reporters in the ADM arenas,
Seam, Chimlevtal, Shadowspire, Telorinthe, and occasionallly contest arenas.
Kudos and thank you to all of our writers! I'm sure we don't thank you enough.
-- RSI
** * * * * * * * **
MINI SPOTS
The short spotlights that Jorja has been writing were intended to be amusing but also
possibly to provide a jumping-off point for further fiction. If you're interested in
collaborating with a story, please contact her -- or just write it! (Let CSR know if
you need her email address.)
-- RSI