DUEL 2 NEWSLETTER
Date : 08/28/2020 Duedate: 09/10/2020
NOBLISH ISLAND ARENA
DM 93 TURN 564
This Week's Top Honors
THE DUELMASTER IS
GREGORY GOYLE
HOGWART'S STUDENTS (1794)
(93-10486) [5-0-0,43]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY GREGORY GOYLE
HOGWART'S STUDENTS (1794)
(93-10486) [5-0-0,43]
Popularity Leader This Week's Favorite
ANT MAN CLOSED SPACES
THE HAIRY BUNCH (1789) BB SOCIAL DISTANCE (1797)
(93-10456) [5-2-1,29] (93-10508) [1-2-0,7]
THE CURRENT TOP TEAM
D2 NAMES TO KNOW (1795)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. D2 NAMES TO KNOW (1795) 51
2. CHAOS II (1796) 32 S.O.N. (28)
3. THE HAIRY BUNCH (1789) 17 Unchartered Team
4. BRAVO SIX (1799) 13
5. HOGWART'S STUDENTS (1794) -2 D2 NAMES TO KNOW (1795)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 5*D2 NAMES TO KNOW (1795) 11 4 0 73.3 1/ 4*D2 NAMES TO KNOW (1795) 11 4 0
2/ 2*HOGWART'S STUDENTS (1794) 16 9 2 64.0 2/ 2*HOGWART'S STUDENTS (1794) 9 6 1
3/ 8*THE HAIRY BUNCH (1789) 16 18 1 47.1 3/ 3*THE CONDEMNED (1798) 7 8 1
4/ 3*THE CONDEMNED (1798) 7 8 1 46.7 4/ 5*BB SOCIAL DISTANCE (1797) 7 8 0
5/ 4*BB SOCIAL DISTANCE (1797) 7 8 0 46.7 5/ 8*THE HAIRY BUNCH (1789) 6 4 1
6/ 9*BRAVO SIX (1799) 6 9 0 40.0 6/ 6*BRAVO SIX (1799) 6 9 0
7/10*CHAOS II (1796) 4 6 0 40.0 7/ 9*CHAOS II (1796) 4 6 0
8- 0*TOMORROW SAINTS (1775) 5 10 1 33.3 8- 0*TOMORROW SAINTS (1775) 0 5 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
CHALLENGE AND AVOID
A STRATEGIC ADVANTAGE
Challenges, and their partner "avoids" are underused strategic weapons. Don't be
left home without them!
An avoid is an attempt to prevent a warrior from challenging you. Why allow a
warrior the advantage of selecting you for a match? Why allow a warrior to decide on a
special strategy just for you? One great thing about avoids is that you may avoid THE
WHOLE TEAM of any warrior you want to avoid. You are allowed to avoid two whole teams.
There is no use double-avoiding as it does not improve your chances to avoid that one
individual team.
A challenge is an attempt to fight a specific warrior. Why not attempt to fight a
specific warrior of choice? Why leave the opponent selection to the MUGS (match-up
gods) or, worse yet, an opponent who chooses/challenges you? You are allowed to
challenge two warriors. You may, indeed, challenge the same warrior twice. (Double
challenge) It DOES improve your chances of a match to double challenge a same warrior.
Of utmost importance is to understand that you must challenge and avoid NUMBERS,
not names. Challenge warrior NUMBERS. Avoid team NUMBERS. Challenge individual
warriors; avoid whole teams.
No challenge or avoid is 100 percent effective. Challenges can be further
enhanced by winning a TV or TC (Tournament Victor; Tournament Champion) in a Mailer or
Face-to-Face Tournament. The TV/TC effectiveness lasts six months. So, in a normal
arena, the warrior who won the TV gets 12 or 13 turns of enhanced challenging. The
most effective challenge, The Blood Feud, is nearly, but not quite, 100 percent
effective. A four turn BLOOD FEUD is awarded to your TEAM (Any member can use it each
turn.) when an opposing warrior kills one of yours. Blood feuds transcend classes.
(E.g. a Challenger can BLOOD FEUD an Adept or an Initiate can BLOOD FEUD a Challenger
Champion, etc.) To use a TV or Blood Feud, simply write BF or TV on the challenge line
with the to be challenged warrior number and circle it all for emphasis.
How does one choose whom to challenge and what to avoid? That's a good question
and like many decisions, the answers are more of an art than a technology. This is the
methodology used by The Consortium managers. It works well for them.
1. Always avoid two different teams
2. Actively seek to challenge twice. (If only one good choice is available, double
challenge.)
3. Challenge for these situations
a. A probable easy opponent
b. A warrior you have beaten before
c. To tie up a warrior you do not want to fight one of your fellow warriors, such
as the Duelmaster
d. To take advantage of a Blood Feud (4 rounds)
e. For a good style match up.
2. Avoid for these situations -- always
a. Emphasis on a team who is bloodfeuding you
b. Emphasis on a team who just beat your warrior
c. Emphasis on a team with warriors in range who are far more experienced or
skilled than you
d. Emphasis on a team you just cannot seem to beat.
e. Emphasis on teams with warriors whose styles are difficult for your style
Often there will be more warriors to challenge or more teams to avoid than the
strategy sheets allow. Choose wisely.
Most of the circumstances are straightforward, and it is easy to select the
challenges and avoids. However, in many cases, especially those with little knowledge
of nearby opponents, it will come down to what style or type of warrior is best to
challenge/avoid.
There are available charts "out there" which prioritize which styles have
advantages over other styles. Beware of them. The data is based on warriors over the
years and those managers who submitted data for those charts. The warning b" today's
lunger is not yesterday's lunger, and my aimed blow is not your aimed blow, and
today's basher is not yesteryear's basher, and a tourney warrior is not necessarily an
arena warrior, etc, etc, etc. The Consortium offers their generic style considerations
for challenges and avoids:
1. Fast offensives challenge AB, slower BA and SL, and known slower ST
2. Aimers challenge scummy/tanky warriors especially TPs
3. Scums challenge LU and softer hitting/smaller offensives
4. Scum hunters (need special strategy ) are good damage/endu LU, hard hitting BA,
critting or hard hitting ST, hard hitting SL with good endu, good PS
5. Consortium-style wastes challenge LU and softer hitting/smaller offensives
6. Lungers challenge AB, PR, PS
7. Rippers, if skilled, challenge ST, faster BA's
The Consortium always avoids and almost always challenges. (Did I make that
clear?)
One final note. The challenging will bring into play and discussion: What is an
appropriate challenge?" The "rules"/"D2 system" allow you to challenge anyone in your
class and the class just above you. Your class is defined, interestingly, as Inits,
Adepts, Champs, and Duelmaster. A "Challenger" Init is an Init for challenge wise
purposes. A "Challenger" Champ is a Champ for challenge wise purposes. Hence the
higher level challenger category can challenge the lower level "non challenger" class.
(Simply put, a Challenger Init can challenge an Init, a challenger Init, and an Adept.
An Adept can challenge Adepts or Challenger Adepts.) This system can allow/cause
challenges from very high experience and recognition point warriors to very low
recognition point and experience warriors. Some regular arenas foster the belief that
challenges may/should ONLY be parallel or up in recognition points. These are usually
Andorian arenas. The rules/system may allow otherwise, but the environment and the
beliefs of sportsmanship of Andorian types differ. This can cause some "discussion
altercations" or even bring the rest of the arena Managers "down" on you. Challenges
and avoids are there to be used to your advantage. Do so.
-- Namedropper of D2 Names To Know (Consortium affiliated)
***---------*---------*---------*---------**---------*---------*---------*---------***
What a joyful return to Alastari this has been so far.
Noblish Island has proven to be a fantastic training ground. Many thanks to the
Consortium representative and Assur for all the pointers. Many thanks to all the brave
warriors that generously provided my stable with vict... err, worthy adversaries to
test their skills against. Many thanks to the Gladiatorial Commission for making the
transition back to the game... and the transition of funds from my pockets to their
coffers... so very smooth.
The Foxes have packed all of their belongings and set sail for the mainland. You can
find Fox Force Five in Rocanis (DM-56) from now on. My other full-time team is
Vendetta in Seam (DM-20). You can expect to find me in both Shadowspire (DM-81) and
Telorinthe (DM-83) by the end of the year, as well as dozens of other teams scattered
across Alastari on a shorter term basis for contest, to prepare warriors for
tournaments, and to ready warriors for invitations to the Isle of Eye.
In gratitude for all the knowledge that wiser men have shared with me, I've decided to
open the Paradox Academy, where I intend to pass on the knowledge bestowed upon me...
most likely poorly, and probably wrongly. But it's the least I could do. Don't worry
about the cost of admission, surely we can come to... an arrangement.
But I digress.
Enjoy the rest of your time on the island. Fight with honor... or at least get away
with what you can when nobody is paying attention.
-- Paradox, mgr Fox Force Five
*** *** ***
And now before I take my leave for good, a (not so) brief lesson from the Paradox
Academy: An Idiot's Guide to Aimed Blow Fighters.
Aimed Blow fighters are absolutely fascinating. When I first started studying the
arts, these fighters were the ones that were known to just stand around aimlessly for
no reason and get killed.
Well, sometimes they still are. But they're also arguably also the most dominant
fighting style amongst both Rookies and the highest echelons of elite competition.
Kumiko is the first truly successful arena Aimed Blow (AB) fighter I've managed. But
since I've seen what she can do, I've begun to manage several other fairly successful
ABs. She's not anywhere near the ideal AB. No did she perform as well in Korvan Saleh
as she has since coming to Noblish Island.
So, what is it about ABs that can make them such formidable fighters?
Like I've said before, I'm no authority when it comes to success at this game. But I
have learned some things and I'll do my best to try to make sense of it.
First a few general rules of thumb.
Design your ABs with high deftness. ABs tend to learn a lot of Attack skills, so focus
on how to keep them alive when they're defending themselves. And ABs gain defensive
bonuses when fighting unarmed!
Regarding Deftness (DF). ABs start with double the attack skills from deftness
compared to other styles. So if you see a Roll UP (RU) with a possible 17 or 21 DF,
you might want to look at building an AB. Aside from that, ABs are so versatile that
there are no hard and fast rules for which other stats to focus on.
Their strength (STR) can be anything. They tend to be so accurate with their strikes
that they almost seem to ignore armor, making little damage less of an issue for them
than for most other styles. STR is also a component of endurance, which is also
something ABs tend not to need as much of. STR also gives you attack skills, which ABs
learn at a pretty high rate. So aside from potentially greater damage and endurance
and a few extra attack skills, the main reason to raise an AB's STR is to be able to
carry heavier armor. And seeing as ABs can stand around and take unnecessary hits
sometimes, heavy armor can be very helpful in keeping them alive.
Constitution (CON) is probably one of the most important stats for an AB. Combined
with STR, it helps decide a warriors endurance and carrying capacity. But more
importantly, it's the greatest factor in determining hit points. Frail ABs don't have
long lives.
Size (SZ) doesn't matter... that much. Shorter ABs get bonuses to defensive skills, so
that's definitely desirable. But larger ABs can do a lot more damage, which is more
desirable in the higher levels of the game.
Wit (WT) and Will (WL) are both important, but can vary widely in range. ABs don't
expend a lot of energy, so you can successfully design them with high WT and low WL.
But they are also incredibly flexible fighters that can win with a couple of quick
counter strikes, so low WT high WL designs are also very effective. It's better to
have at least one of these stats be at least 15, but generally, the higher the better.
15, 17, or 21 in either of these stats will go a long way toward insuring success,
even more so if both are higher.
Speed (SP) doesn't really matter. A slow AB needs more CON. A fast AB will hopefully
either strike first, or manage to dodge and riposte.
And we've already gone over DF, the most important stat for ABs. You want 21 DF if you
can manage it, but 17 isn't bad either.
Some AB designs that I've been successful with:
17-16-3-3-21-3-21 (this is the legendary "Jalon" design)
17-12-3-21-7-3-21 6-9-7-17-15-9-21
6-13-11-17-15-5-17
So now, how do you run them?
Well, that's the million dollar question. But here are a few tips to get you started
till you find what works best for you.
ABs are an offensive style, so let's start there. Arguably, they are more of a hybrid
offensive, but let's break it down a bit.
Weapons and armor.
I tend to like to put them in as much armor as they can carry without over encumbering
them. Those 17 STR designs are putting on APA F, whereas the 6 STR weaklings are
either wearing ALE H or APL L.
There's room to experiment with weapons, specially against slower, more heavily
armored opponents. But FI (bare hands) or FI with an offhand parrying weapon tends to
be effective against lighter armored opponents.
It's believed that ABs fighting with no weapons at all get a Defensive (DEF) skill
bonus. This can make defense learner ABs incredibly difficult to hit (and eventually
almost impossible to hit at the highest levels of the game). So, if my AB has a decent
DEF rating, I will run them with no weapons to maximize that bonus.
If my AB doesn't have a very high DEF rating, or if they are really good Parry (PAR)
learners, I'll send them into battle with main-hand FI (open handed), and an off-hand
Dagger (DA), Short Sword (SH), or Scimitar (SC) depending on their strength and their
opponent's armor. Using weapons in your off-hand seem to provide a PAR bonus (some
weapons better than others), but you also tend to swing them, doing more damage than
your bare hands. The other added benefit of using an off-hand weapon is that you don't
need to meet the WT requirement to use the weapon effectively. Against slower, heavily
armored opponents, I'll usually carry a single main-hand weapon. SH, SC, or LO most
commonly.
I prefer to use the off-hand method early on for my ABs, till I know how well they can
defend themselves.
As far as strategies go, early on in their careers, I start by treating them as pure
offensives. I like running 10-10-x in the first minute with no tactics to see if they
can jump their opponents. If they never get the first strike, I might drop them down
to 8-10-x in the first minute in hopes of conserving a little energy, giving them a
little better chance of dodging or parrying their opponent's blow, then with enough
offensive effort to swinging back and keep swinging. Once their skillsets start to
develop, I'll experiment a lot more with rhythms. Decisiveness learners will still run
hot, whereas the ones who always get jumped will run as counterpunchers instead.
Avoid Bashers, Lungers, Slashers, and some Strikers early on. The ones with higher
Attack ratings and more speed than you will send you to an early grave. Eventually
you'll leave them all in your dust. Till then, challenge TPs and other slower
defensive types. I've take down 21 CON beasts in full armor with just a couple swings
with my 6 STR ABs before.
ABs don't naturally favor the Dodge tactic, but I often use it in desperation
regardless. It may give them other undesirable side effects, but it tends to keep them
alive a little longer, so it's worth it.
Kumiko had a completely unremarkable 9-7-0 showing at Korvan Saleh. But that was
before I learned some of these tips I've shared with you today. Hopefully what I've
learned since then can help you on your journey to find glory on the sands.
I thank you for your time, and hope you've found my ramblings informative. You are
always welcome at the Paradox Academy. You need only ask, and I will respond as
promptly as possible... as will our billing department.
Humbly yours,
-- Master Paradox
***---------*---------*---------*---------**---------*---------*---------*---------***
Skill Areas in Duel 2
What does each skill represent? I don't believe the rules give a description of what
they do. Here is Assur's description.
Attack -- How good is your warrior at attacking? Note that your attack is modified by
your opponents defenses and various other things, but this is one of the easiest
skills to understand. Can I hit my opponent? Countered by defense and parry.
Decisiveness -- This skill was added later in developmentB It is believed to be a
primary contributor to determining who attacks first. That is the only thing I would
say it for sure does. And even in that, it is only one of many factors and someone
with way lower decisiveness can attack before someone with much more due to those
other factors.
Defense -- This skill determines how well a warrior avoids an attack. High Activity
level also helps if you rely on defense skills to win. (Though high activity level is
good for many/most warriors).
Initiative -- This skill is primary in keeping your attacks going, one after another.
It also plays a huge role whenever there is a pause in the fight. Which warrior is
going to attack next? Countered by Riposte.
Parry -- This skill determines how well a warrior parries an attack. Note that it is
possible for warriors to slip past parry with high attack, but this is the other
primary defensive skill.
Riposte -- As far as I know, this skill is only for taking the initiative from your
opponent. When used, it always follows a successful parry/dodge with a line of text
reading something Riposting warrior feints an attack, trying to disrupt the rhythm of
the fight.
In terms of importance, decisiveness is HUGE early on. Parry, also, is enough to win
fights with by itself early on. The balance of the game is very nice, though, and all
of the skills are important in some form or fashion. However, as your warriors
advance higher and higher in the game, the ultimate importance of the skills
eventually becomes:
DEFENSE ATTACK PARRY DECISIVENESS INITIATIVE RIPOSTE.
-- Assur
DUELMASTER'S COLUMN
Notes from the arena champ.
Finally got my shot at the throne. Gotta say, it was a pretty nice feeling to gloat
over the rest of the stable on our last turn in Noblish Island.
Good luck and farewell for now!
-- Vixen
SPY REPORT
Ready for some action-packed adventure, some thrills, chills and spills? Well
fergit it, cause this is the Spyreport for NOBLISH ISLAND. Too bad, FOX FORCE FIVE,
but D2 NAMES TO KNOW was just too good to be stopped. D2 NAMES TO KNOW like really
fought hard to move up to 1st from 4th. Way to go! One team deserves special
mention 'cause they moved up 3 after going 4-1-0. Keep it up, THE HAIRY BUNCH! MVP
award for EZWIND? CHAOS II's proud of him after beating MASKS and getting 18 points.
Talk about yer big time losers! HONED got smashed by DOC STEELE, and lost 13 points!
And I was just getting used to the ex-Duelmaster's habit of...(!) Oh well, welcome
GREGORY GOYLE. Aren't HOGWART'S STUDENTS proud. (Oh, my.) Is the Duelmaster really
being a real snob to his teammates? Don't ask me!
AAARRGH!!! I HATE SPYREPORTING!!! Sorry. I just had to say it. D2 NAMES TO
KNOW was NOBLISH ISLAND's most avoided team. Is there some award for that? Is there
some deep dark secret why BB SOCIAL DISTANCE's been avoiding D2 NAMES TO KNOW so
much? Or is it just that they're too scared? Can BRAVO SIX's WOLF be more popular
than me? He was challenged the most, but is that really the same? B BETTY is being
unfair. She's challenged down 28 against PRICE. I don't know why they let this
stuff go on. (I'd better shut up) Is this how THE HAIRY BUNCH advances, by having
their members (B BETTY) fight people that are really below them (PRICE)? TIN MAN
must not be a good enough fighter to get in fair fights. He challenged FOX. 10 is a
big difference. (Well, that's what they tell me.) I thought TIN MAN showed great
skill and promise when he defeated FOX. All right, so I slept through it! Big deal!
Man, all these warriors dying and killing each other! Don't you guys ever give
it a break? I was SO depressed when I heard SHAKE HANDS got killed. He was just a
kid, and didn't get a fair chance in NOBLISH ISLAND, or anything! DOC STEELE really
fought hard against HONED. That'll teach THE CONDEMNED not to go and kill any of D2
NAMES TO KNOW's guys again, huh! Hey you guys, don't you think your families would
like to hear from you? Write! (Or have someone write for you.)
Remember, blood on a purple robe may stain. Soak it in cold water, and hand
wash. I know how much you like reading this stuff, but I really should stop. Its
been really albendranius! Later, guys-- Debby Tonte
DUELMASTER W L K POINTS TEAM NAME
GREGORY GOYLE 10486 5 0 0 43 HOGWART'S STUDENTS (1794)
ADEPTS W L K POINTS TEAM NAME
HARRY POTTER 10483 4 1 0 35 HOGWART'S STUDENTS (1794)
B BETTY 10453 4 3 0 34 THE HAIRY BUNCH (1789)
CHALLENGER INITIATES W L K POINTS TEAM NAME
HOWLIN WOLF 10497 3 0 0 33 D2 NAMES TO KNOW (1795)
6 FEET 10504 2 1 0 30 BB SOCIAL DISTANCE (1797)
ANT MAN 10456 5 2 1 29 THE HAIRY BUNCH (1789)
DOC STEELE 10495 2 1 0 27 D2 NAMES TO KNOW (1795)
HERMIONE GRANGER 10484 3 2 1 25 HOGWART'S STUDENTS (1794)
AMITHIUS 10502 2 0 0 25 CHAOS II (1796)
-THOMAS 10381 1 2 0 24 TOMORROW SAINTS (1775)
INITIATES W L K POINTS TEAM NAME
-ANGELUS 10384 2 1 0 23 TOMORROW SAINTS (1775)
-THERESA 10383 1 2 1 22 TOMORROW SAINTS (1775)
-EZEKIEL 10382 1 2 0 21 TOMORROW SAINTS (1775)
EZWIND 10501 1 1 0 19 CHAOS II (1796)
INITIATES W L K POINTS TEAM NAME
-MICHAEL 10385 0 3 0 19 TOMORROW SAINTS (1775)
DOMINIXX 10511 2 1 0 18 THE CONDEMNED (1798)
VINCENT CRABBE 10482 2 3 0 17 HOGWART'S STUDENTS (1794)
REX 10515 2 1 0 15 BRAVO SIX (1799)
TIN MAN 10489 3 1 0 14 THE HAIRY BUNCH (1789)
TMM 10493 2 1 0 14 D2 NAMES TO KNOW (1795)
FISHY 10457 2 4 0 14 THE HAIRY BUNCH (1789)
CODY 10516 2 1 0 13 BRAVO SIX (1799)
BAIT 10520 1 0 0 13 THE CONDEMNED (1798)
WOLF 10517 2 1 0 12 BRAVO SIX (1799)
MANNEQUIN 10519 1 0 0 12 D2 NAMES TO KNOW (1795)
CUTIE PIE 10490 1 3 0 11 THE HAIRY BUNCH (1789)
TDO 10496 2 1 0 10 D2 NAMES TO KNOW (1795)
NEVILLE LONGBOTTOM 10498 2 2 1 9 HOGWART'S STUDENTS (1794)
HONED 10510 2 1 1 8 THE CONDEMNED (1798)
CLOSED SPACES 10508 1 2 0 7 BB SOCIAL DISTANCE (1797)
COLOSSO 10499 0 2 0 6 CHAOS II (1796)
SWALE 10509 1 2 0 5 THE CONDEMNED (1798)
HUGS 10505 1 2 0 5 BB SOCIAL DISTANCE (1797)
MASKS 10506 1 2 0 5 BB SOCIAL DISTANCE (1797)
TEMPEST 10500 1 1 0 4 CHAOS II (1796)
BADGER 10512 0 3 0 3 THE CONDEMNED (1798)
PRICE 10518 0 3 0 3 BRAVO SIX (1799)
FOX 10514 0 3 0 3 BRAVO SIX (1799)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
SHAKE HANDS 10507 2 1 0 BB SOCIAL DISTA 1797 HERMIONE GRANGE 10484 564
LIKESOMANYOTHER 10503 0 2 0 CHAOS II 1796 HIGH ELF 564 NONE
TUM 10494 1 1 0 D2 NAMES TO KNO 1795 HONED 10510 563 JUST REVENGED
DR JEKYL 10476 3 2 0 MACABRE MARAUDE 1788 NEVILLE LONGBOT 10498 561
MIGRAINE 10513 1 1 0 THE CONDEMNED 1798 ANT MAN 10456 563
PERSONAL ADS
Great spotlight, Paradox. Kudos! And thanks from all the newbies for your advice and
information. -- Namedropper
BB Social Distancing got 60 points! Top Team on The Move? Come on, now! How can that
happen? Who did they pay? -- Namedropper
Agent R, a new Duelmaster shall arise. Will The Hogwarts School Of Magic provide the
usurper? -- Namedropper
Oh, No! My very best warrior! Dead! Killed at the hand of Honed. (The Condemned.) TUM
was a 17-20-9-7-15-3-13 TP. -- Namedropper
P.S. TUM was winning too many TCs in tournaments, so maybe many will be happy to see
him go?
The Condemned, you may wish to note that The Consortium representative here on Noblish
is forbidden to Bloodfeud. Hence Namedropper and D2 Names To Know will not bloodfeud
the loss of TUM. Good luck to your team. -- The Consortium Elders
All, I would say something, but I am dead and apparently long-forgotten. -- TUM, D2
Names To Know
Fox, I guess a little steel showed you who is boss eh? -- Doc Steele, D2 Namers To
Know
Fishy, I knew there was something about you that smelt! Take that! -- Howlin Wolf, D2
Names To Know
Rex, you won't be king soon if you fight like that, Boy. -- TMM, D2 Names To Know
Wolf, I know; I know. I cried wolf TDO, D2 Names To Know
Health. Humility. Honor. -- Namedropper (Quoting The Consortium motto.)
Namedropper -- He does. I'm surprised he's not among the DM names to know. Well,
not really! -- Agent R
Vixen -- And by get up sooner, you mean go faster right? It didn't seem to help my
friend Harry! -- Hermione Granger
Tin Man -- Did you really think you could fool me with flying muffins twice in a row!
-- Vincent Crabbe
B Betty -- When I say "You have to do better than that", don't do better than that --
Hermione Granger
Feral -- I can't seem to remember what I was going to say, someone seems to have
thumped me on my head! -- Neville Longbottom
Harry Potter -- I do not take cheek from anyone, Potter... not even b&the Chosen One.b
-- Vixen
Neville Longbottom -- Maybe you should stick to herbology. -- Feral
All -- Fox Force Five is off to Rocanis. Come join us when your training is complete!
b&if you dare. -- Paradox, mgr Fox Force Five
Namedropper -- It is really disturbing to see Doc Steele sign a personal in DM 93. --
Assur
All -- Wit and Will are super important for warriors. In some ways, these two stats
are a measure of how good a warrior is. I highly recommend one of them be on the high
side. Added together, I'd say:
<20 Not for the feint of heart
21-24 Low
25-27 Average
28-32 Standard
33+ Elite
Individually, WL should 'never' be less than 7. 3 WT is generally reserved for very
high con and will warriors (with most of these being total parries with 15+ will) WT
plays into weapon suitability and skills. WL is very important for endurance and
certain skills. WT gives skills at ever odd value except 19 (with 11 being a major
LAST WEEK'S FIGHTS
LIKESOMANYOTHERS was butchered by HIGH ELF in a 1 minute Dark Arena fight.
DOMINIXX was bested by ANT MAN in a 2 minute brutal Bloodfeud duel.
B BETTY handily defeated PRICE in a 1 minute one-sided Challenge match.
TIN MAN viciously subdued FOX in a unpopular 17 minute gory Challenge brawl.
CODY defeated HUGS in a 1 minute amateur's Challenge match.
BADGER was bested by FISHY in a 3 minute gory Challenge duel.
REX bested CLOSED SPACES in a crowd pleasing 2 minute amateur's Challenge match.
HOWLIN WOLF overpowered WOLF in a action packed 1 minute uneven Challenge melee.
DOC STEELE vanquished HONED in a 1 minute one-sided Challenge duel.
TDO unbelievably bested COLOSSO in a 3 minute gory novice's Challenge duel.
GREGORY GOYLE outlasted THE USEROUS MERCHANT in a tiring 15 minute Title melee.
HARRY POTTER savagely defeated CUTIE PIE in a exciting 1 minute bloody match.
HERMIONE GRANGER viciously butchered SHAKE HANDS in a exciting 1 minute contest.
VINCENT CRABBE was bested by AMITHIUS in a crowd pleasing 2 minute bloody bout.
NEVILLE LONGBOTTOM was overpowered by 6 FEET in a 1 minute one-sided duel.
TEMPEST was bested by MANNEQUIN in a exciting 1 minute beginner's duel.
EZWIND devastated MASKS in a 1 minute mismatched brawl.
TMM defeated SWALE in a exciting 1 minute novice's bout.
BAIT overpowered CONVICTED THIEF in a 1 minute one-sided match.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|STRIKING ATTACK 6 AIMED BLOW 30 - 12 - 1 71 |
|AIMED BLOW 6 WALL OF STEEL 13 - 9 - 1 59 |
|BASHING ATTACK 6 SLASHING ATTACK 32 - 30 - 3 52 |
|SLASHING ATTACK 5 TOTAL PARRY 19 - 18 - 0 51 |
|TOTAL PARRY 4 PARRY-STRIKE 5 - 5 - 0 50 |
|PARRY-RIPOSTE 3 STRIKING ATTACK 43 - 46 - 2 48 |
|LUNGING ATTACK 3 LUNGING ATTACK 20 - 22 - 3 48 |
|WALL OF STEEL 2 BASHING ATTACK 27 - 35 - 1 44 |
|PARRY-LUNGE 0 PARRY-RIPOSTE 6 - 10 - 0 38 |
|PARRY-STRIKE 0 PARRY-LUNGE 0 - 0 - 0 0 |
Turn 564 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:
WALL OF STEEL 2 - 0 SLASHING ATTACK 2 - 3 3 SLASHING ATTACK
PARRY-RIPOSTE 2 - 1 PARRY-LUNGE 0 - 0 3 BASHING ATTACK
STRIKING ATTACK 4 - 2 PARRY-STRIKE 0 - 0 2 STRIKING ATTACK
AIMED BLOW 3 - 3 LUNGING ATTACK 0 - 3 1 TOTAL PARRY
BASHING ATTACK 3 - 3 1 WALL OF STEEL
TOTAL PARRY 2 - 2 1 AIMED BLOW
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY GREGORY GOYLE 10486 5 0 0 43 HOGWART'S STUDENTS (1794)
STRIKING ATTACK HARRY POTTER 10483 4 1 0 35 HOGWART'S STUDENTS (1794)
SLASHING ATTACK B BETTY 10453 4 3 0 34 THE HAIRY BUNCH (1789)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is ANT MAN 10456. The most popular warrior this turn
was CLOSED SPACES 10508. The ten other most popular fighters were AMITHIUS 10502,
HARRY POTTER 10483, BADGER 10512, COLOSSO 10499, HERMIONE GRANGER 10484, TMM 10493,
DOMINIXX 10511, ANT MAN 10456, B BETTY 10453, and HOWLIN WOLF 10497.
The least popular fighter this week was FOX 10514. The other ten least popular
fighters were GREGORY GOYLE 10486, TIN MAN 10489, MASKS 10506, NEVILLE LONGBOTTOM
10498, VINCENT CRABBE 10482, TDO 10496, HONED 10510, PRICE 10518, LIKESOMANYOTHERS
10503, and BAIT 10520.