DUEL 2 NEWSLETTER
Date : 11/05/2021 Duedate: 11/18/2021
NOBLISH ISLAND ARENA
DM 93 TURN 595
This Week's Top Honors
THE DUELMASTER IS
PAPPY BLUE RIBS
BEER BELLIES (1821)
(93-10666) [6-3-1,59]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY PAPPY BLUE RIBS
BEER BELLIES (1821)
(93-10666) [6-3-1,59]
Popularity Leader This Week's Favorite
XXX BOOZY SOOZY
BEER BELLIES (1821) BEER BELLIES (1821)
(93-10662) [4-5-0,17] (93-10712) [3-1-0,17]
THE CURRENT TOP TEAM
SHRUBS (1829)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. SHRUBS (1829) 50
2. BB BIG PROJECTS (1827) 32 RAGE (388)
3. LORDS OF CHAOS! (1825) 27 Unchartered Team
4. MILCHAMAH RETURN (1832) 16
5. FALLEN WORLDS (1831) 16 SHRUBS (1829)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*SHRUBS (1829) 13 2 0 86.7 1/ 3*SHRUBS (1829) 13 2 0
2/ 3*PHARMANOMICON (1823) 20 13 3 60.6 2/ 6*LORDS OF CHAOS! (1825) 10 5 2
3/ 4*BEER BELLIES (1821) 27 18 2 60.0 3/ 1*BEER BELLIES (1821) 10 5 1
4/ 6*BB BIG PROJECTS (1827) 10 10 0 50.0 4/ 4*BB BIG PROJECTS (1827) 8 7 0
5/ 2*FALLEN WORLDS (1831) 3 3 1 50.0 5/ 5*PHARMANOMICON (1823) 6 8 1
6/ 8*LORDS OF CHAOS! (1825) 11 14 2 44.0 6/ 7*ANITSCARBUTICS (1824) 5 10 0
7/ 7*ANITSCARBUTICS (1824) 11 14 0 44.0 7/10*FALLEN WORLDS (1831) 3 3 1
8/ 9*THE LEGACIES (1826) 5 13 0 27.8 8- 9*FINAL FANTASY (1819) 3 3 0
9-10*FINAL FANTASY (1819) 7 19 0 26.9 9/ 8*THE LEGACIES (1826) 2 7 0
10-11*SHAKN-NOT-STIRD (1820) 8 28 0 22.2 10- 0*THE SIBLEY'S (1828) 1 4 0
11/ 0*MILCHAMAH RETURN (1832) 1 4 0 20.0 11/ 0*MILCHAMAH RETURN (1832) 1 4 0
12- 0*THE SIBLEY'S (1828) 1 4 0 20.0 12-11*SHAKN-NOT-STIRD (1820) 1 9 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 FINE ARTS OF WINNING (OR TRYING HARD TO)
Your warriors are seemingly solid and are putting up a good fight, but just can't seem
to win? Perhaps you should consider this list of recommended Consortium actions?
1. Always challenge and avoid. Use the challenge and if-challenged strategies on your
strategy sheet to manipulate fight opponents in your favor.
2. Challenge warriors you have beaten before and styles your warrior has the
advantage with. (E.g. AB challenge TP, TP challenge LU, ST challenge SL, SL
challenge LU, etc.). This is something of a rock/paper/scissors game.
3. Take advantage of blood feuds to enhance challenges. Be brutal! BF all four times
if to your advantage, The cretin killed your teammate after all. (Note: Consortium
teams on Noblish Isle do not blood feud.)
4. Avoid teams who seem to regularly beat you and teams with nearby warriors with
styles which have an advantage over your warrior. Avoid the team that just beat
you last fight.
5. Make your warrior do what his style does best. (E.g. STs get the jump, LUs dodge,
TPs parry and scum, SLs attack, etc.)
6. Use high CN to your advantage by soaking hits and then later hitting and finishing
a worn down opponent.
7. Pay attention to where an opponent is aiming his attacks and protect that
location on subsequent fights.
8. Be bad! "Pick on" warriors with less skill, less experience, or lots of losses.
9. Pay attention to fight history in your arena. Know which are tournament warriors,
sandbaggers, etc. with hidden FE. (Fight experience.) These tournament warriors
are likely highly experienced and highly skilled compared to your normal arena
warrior. Stay clear of them. (Not so common in DM93, but common in all other
arenas except no-tournament arenas..)
10. Use tactics appropriately: Decise to help you get the jump, Dodge to help you
avoid being hit, Slash or Bash to hit harder, Parry to focus on parry, Response to
counter known decise users.
11. Dress to fit your strategy: naked is faster/quicker, plated is most protected
and sponges best, but slower.
12. Do not overdress and excessively encumber your warrior. It greatly hampers ability
to carry and endure and even to fight properly
13. Watch fights carefully to find a favored weapon: one which you crit often with
or which you get lots of extra value hits. Use that weapon and maybe those similar
to it.
14. Know your opposing manager's styles and methods. Try to fight weaker managers and
avoid those who just seem to win lots.
15. If your warrior is in a difficult spot in the rankings/arena listing, sit him out.
Don't fight if you do not have a good chance to win. (e.g., your 5 FE warrior has
jumped way up in the rankings and is surrounded by much more experienced warriors,
or your scum TP is surrounded by aimed-blows, etc.)
16. Phone a friend. Write with questions. Ask for help or advice. The right, helpful
person is likely to want to help you succeed. Use the personal ads or Chatzy or
the RSI site to discuss thoughts, ideas, or strategies.
17. Try to manipulate your fight so you match with an NPC. (Non-playing-character; RSI
Stand-In.)
18. Send your warrior to tournaments. It gets hidden FE on his record and ups his
skill/stat level unbeknownst to those paying little attention.
19. Pay attention to fighting in your arena. Know whom is using strategies set on
maintenance and take advantage of it by challenging and adjusting your strategies
to beat them.
20. Design warriors to win rather than to look godling-like. Sure, skills are
important, but maybe not as important as physicals, especially early on.
21. Take advantage of arena DM93. Read the spotlights. Know your FREE C.I.C. package
info or get info from the Terrablood and Assur sites.
22. Cheer on your warriors. Stay excited! Yeah!
-- Rose of Sharon, a Consortium paid and affiliated member
(version 10-27-21)
***---------*---------*---------*---------**---------*---------*---------*---------***
Creation Of Milchamah Return
Hammer has already decided where to transfer Milchamah Return after their 10 turns of
training, so to make it more challenging for his new warriors to survive for the
transfer, their names with styles will be included in the creation explanations.
As mentioned in my article last cycle, Maggephah Priest was named in honor of an old
DM friend who was murdered many years ago during a robbery at the store where he
worked that a friend of his owned. His managerial alias was Slaughter Priest.
Maggephah is the Hebrew word for slaughter.
She was a no-brainer to create as an Aimed Blow, because her starting stats were 6-11-
10-10-12-5-16 and adding 5 points to DF made her a 21 DF Aimer.
I could have made her a 17 WL and bumped ST high enough (9) to be well-suited for the
Scimitar, but I wanted her to have a higher WT (instead of 11), so I sacrificed both
ST (9) and WL (17) to make her a 7-11-10-15-15-5-21 Aimer, because I wanted her better
prepared in the Basic Arena for a possible future in ADM. The 7 ST allows her to be
well-suited to the Epee and I can train ST to 9 at some point to be well-suited for
using the Scimitar.
The original MAGGEPHAH: 9-9-13-13-7(1)-13-21 was an Aimer that died with an [11-6-2-
102,24FE] record and had Little Endurance and Could Not Take a Lot of Punishment, did
Good Damage and was Ambidextrous.
This was another reason why I created Maggephah Priest with a 15 WT / 15 WL, in hopes
of actually living long enough to graduate to ADM. She only does Normal Damage, but at
least she is able to take a Normal Amount of Punishment, so maybe she will live to
graduate to ADM.
Meginnaw in the Hebrew means Shied, Protector, Hide of a crocodile; so I named her
Meginnaw Flaming with the intent of creating a Total Parry that I would purposely burn
her beginning stats at the start of her 10 turns of training at Noblish Island.
I was considering making her a Scum, like Consortium advised in a recent article by
Rose of Sharon, but I just did not want to send a 3 DF Total Parry out on the DM 93
sands armed with Shields.
Her starting stats were 12-12-6-11-16-10-3 and adding 5 points to her WL was essential
for her Endurance as a prospective Total Parry. Had I chosen to make her a Scum, I
would have added 6 points to CN instead of dividing those points between WT and DF,
but I opted to create her as well-suited to the Broadsword (7 DF) in case she proved
to be offensive-oriented as her career developed in DM 93.
I chose to create her as a 15-12-6-13-21-10-7 Total Parry and named her Meginnaw
Flaming to remind myself that she was created this way to burn stats right out of the
gate! I added the 3 points to ST to get the extra Attack and Parry skills, instead of
adding those 3 points to her CN. I was expecting her to come back with Great Damage,
but alas, only Normal; although she does have Great Endurance.
Perhaps her first ST train will increase her Damage rating to Good, but at least
according to terrablood.com her first ST train will increase her Encumbrance from
Normal, which will help her carrying capacity for Weapons and Armor in the near
future! She also has a possible future in ADM.
The original MAHATSAWD: is a Basher 21-17-11-13(1)-7-5-11 and has a [21-24-1,112,57FE]
record and is the only original Milchamah member to have graduated. Favors the Mace
and does Great Damage, High Offensive Effort, Very Low Activity Level and
preferentially learned Attack.
Mahatsawd Reborn is also a Basher who started with 13-5-20-10-7-10-5, so I created him
as an 18-5-20-13-13-10-5 in hopes of getting Super Human or Devastating Damage, but he
came back with Tremendous Damage.
I left DF at 5 in favor of adding points to ST, WT and WL for a possible ADM future;
plus, it would make him well-suited to both the Mace and War Flail (which I have never
used that I can remember), but will do so a time or two here in Noblish Island, just
to see what a Tremendous Damage Basher can do with a Wiffle as a well-suited weapon!
One CN train will increase his damage-taking from Very Frail, but the 13 WT / 13 WL
creation was done for a possible ADM future, depending upon how he learns in the early
going of his DM 93 battles!
The original MADKAWRAW: was a 5-12-11-11-11-17-17 Ripper who died with an [1-6-
1,29.7FE] record. She did Normal Damage, had Poor Endurance and could Carry Very
Little Weight.
Later, I created another Ripper named Madkawraw's Law who graduated with an [18-18-
1,73,41FE], as I said is a Ripper with ST=11 CN=10 SZ=11 WT=17 WL=9 SP=9 DF=17. She is
left-handed, is very intelligent, is incredibly quick, has poor endurance, can not
carry a lot of weight, is very quick on her feet, does good damage, has an Expert in
initiative, has a Master in riposte, has an Expert in attack, has an Advanced Expert
in parry, favors the epee, favors a moderate offensive effort, favors a moderate
activity level, and preferentially learns parry.
You may have noticed that both of these Rippers had one Kill. Reading a fight where a
Ripper scores a kill is probably one of the reasons why Rippers are my favorite style,
but I also enjoy reading how they fight against various opponents, win or lose!
Madkawraw Reborn began with starting stats of 7-9-10-17-10-4-13 and although I was
tempted to make her a 21 WT Ripper, I opted for an 11-9-10-17-16-4-17 Ripper! Was
hoping with the 11 ST to get Good Damage, but she came back with Normal Damage! Also
gives her the Longsword as a well-suited weapon, rather than going with an Epee at 7
ST or Scimitar at 9 ST.
I used to always make my Rippers with at least 17 WT and 17 DF, but over the years I
have gone lower in both categories, mainly because other managers have had success
with lower WT / DF Rippers!
Instead of going with a 15 WL Ripper and adding that sixth point to either ST or CN,
having a 16 WL Ripper seemed better, especially with an eye to running her in ADM in
her possible future!
Two CN trains will increase both her Cannot Take a Lot of Punishment and her Cannot
Carry a Lot of Weight in Weapons and Armor; while training ST could get her that
elusive Good Damage rating, but for now her 17 WT is better utilized in her gaining
Skills! Rippers need Skills to compete in the Basic Arena!
Madkawraw Reborn also is Blessed with at least a +2 in Riposte! She only has 11
Riposte skills, but on her Warrior Over View she received the 13+ Base Wit statement,
instead of what shows on the terrablood.com Simulate Warrior Creation Warrior Over
View!
My fifth warrior came with a 5 WL and screamed to make it an Offensive Striker or
Slasher or another Basher, but I was not inclined to make it what it should have been
made, according to the recent Consortium article!
Instead of doing what I probably should have done, I remembered that I had
successfully graduated a 5 WL Ripper, so I decided to make him a Ripper, although his
WT and DF would only be a 13 instead of 17, like my graduated 5 WL Ripper from long,
long ago!
Great Barracuda graduated with an [18-7-1,54,30FE] record. He is a Ripper with ST=13
CN=17 SZ=6 WT=17 WL=5 SP=9 DF=17. He is ambidextrous, is very intelligent, is very
quick, has little endurance, can take a lot of damage, is very quick on his feet, has
a Master in riposte, has an Expert in attack, has an Advanced Expert in parry, has an
Expert in defense, favors the short spear, favors a moderate offensive effort, favors
a moderate activity level, uses the riposte tactic well and preferentially learns
parry.
Notice that Great Barracuda also scored a Kill during his Basic Arena career!
The starting stats for Makkeh Different were 5-12-16-10-5-12-10, so I made Makkeh
Different a Ripper with an 11-13-16-13-5-13-13 set of created stats!
Notice that I added 6 points to ST so that he would be well-suited to using the
Longsword and also in hopes of being granted Great Damage! Thankfully, he received
Great Damage!
He also has Normal Hit Points, but it would increase by training CN one time, but I do
not plan on wasting any Skill Trains, even with a 13 WT, to try to increase his Hit
Points!
Notice that I also spent one point on CN and also one point on SP. The one point on SP
increased his Riposte Skills by two from four to six! I could have gotten those extra
Hit Points if that one point I put on SP was put on CN, but I was gambling on the
possibility of a 13 SP / 13 DF Ripper coming back Ambidextrous, but he did not;
although those extra 2 Riposte Skills should serve him well in the future!
It will not 'bum me out' if Makkeh Different ends up dying in Noblish Island, or in
the Basic Arena where I plan to transfer my Milchamah Return stable after their 10
turns of training, because the risk of graduating a 5 WL Ripper is worth it, at least
for me!
I Embrace the Challenge!
I Enjoy Running Rippers!
"May Your Blades Be Sharp and Your Wits Sharper!"
-- Hammer, Duel 2 Sponsor, mgr of Milchamah Return
***---------*---------*---------*---------**---------*---------*---------*---------***
THE ALLIGATOR GAR TRANSFERS TO JADE MOUNTAIN
The Alligator Gar survived his ten turns of training here at Noblish Island and has
now transferred to DM 75 Jade Mountain with his other 4 original members of the
Vicious Fish 2021 stable!
For all the New Players who were not active during his 6-4 run here at Noblish Island,
the 9-8-12-17-9-8-21 Aimed Blow learned a total of 16 skills for a 1.6 skill learns
per turn average!
TAG, as we shall refer to this Aimer, began with 8 Initiative Skills and learned one
more. TAG began with 7 Riposte Skills and learned 2 more. TAG began with 15 Initiative
Skills, along with an Expert Rating in Attack at creation and learned 3 more Attack
Skills.
TAG now has an Advanced Expert Rating in Attack and has been Blessed with a +4 Attack
Skills Bonus! That was determined when his first Attack Skill learn, added to the
first 15 Attack Skills at creation, produced a notification that TAG had achieved an
Advanced Expert Attack rating!
TAG began with 6 Parry Skills and added 6 more Parry learns. TAG began with 10 Defense
Skills and learned 2 more. TAG also began with 8 Decisiveness Skills and learned 2
more.
TAG defeated a Wall Of Steel; lost to a Lunger; lost again on a down challenge [30 to
9] from the same Lunger, managed by Assur; defeated a Slasher; lost to a Striker;
defeated a Total Parry; defeated a Basher; defeated a different Basher; defeated a
Total Parry that up challenged him [8 to 33] and lost to a Lunger on his tenth and
final fight at Noblish Island.
TAG refrained from challenging any warriors during his ten turns of training!
I expected a better average of Skill Learns than the 1.6 that TAG averaged during his
10 turns of training, especially because TAG has a 17 WT, but at least TAG is Bonused
with +4 Attack Skills!
Now the challenge is to get TAG graduated from Jade Mountain and avoid dying!
Retirement is probably on his horizon, mainly because of his 9 WL, unless TAG
convinces me by his future performance that he should get a chance at tasting the ADM
battle experience!
"May Your Blades Be Sharp and Your Wits Sharper!"
-- Hammer, Duel 2 Sponsor, mgr of Vicious Fish 2021 in DM 75 Jade Mountain
***---------*---------*---------*---------**---------*---------*---------*---------***
Assur's Big Project problems... They came to me as:
8-9-11-4-13-19-6. The low starting wit & deftness are a problem With the high speed,
you need to go with an offensive style. For most players, I'd say DA this thing. I
will try a classic spear lunger. They aren't as successful as they were in the early
days of this game, but every once in awhile I like to try them again. Taking the 21
speed and 17 will (lungers love endurance), I'm left with 8 points. 5 wit for the
spears and 11 deftness leaves 2 points left for strength. I'll train the strength
once for LS suitability and have: 11(1)-9-11-5-17-21-11 LU. This guy won't relieve
much STRESS, but it's about the best that can be done.
4-13-10-15-14-4-10. Now this is a warrior everyone should love.
8-13-10-21-17-4-11 or 10-13-10-21-15-4-11 are the two designs that most people will
use. You should almost never pass up 21 wit. And 21-17 warriors are highly coveted.
Granted this guy is likely coming back with normal endurance and damage, but sometimes
you'll get lucky and other times, you just hope the high skills make up for the
physicals. I went with the 8 str PL and trained str to 9 on its first turn. The
PRESSURE is on with this one to perform.
13-9-6-14-4-13-11. See that low will? Stay away from the endurance burning styles
(LU/WS/PL/SL) For a new player, I'd recommend 17-9-6-17-10-14-11 ST every time. If
this guy learns well, he's a competitive tourney warrior. He'll have a tough time
keeping up with all the 21 wit warriors in tourneys, but he is strong. But I look at
17-7-13 wit-will-speed and I see a set of numbers that will work for a hybrid warrior.
7 will is the low skill breakpoint number. 13 speed is a riposte break point. And 17
wit is almost as good as it gets. If you can get to normal endurance, I make warriors
like this into WS's. This guy doesn't have that option, so I'll take a chance on an
AB. 15-9-6-17-7-13-17 AB. (PR and PS are also options. I'm currently in a mode where
I'm not liking low will TP's -- they are fun, but not as successful as the other
styles with low will). I also like 17-13-6-17-7-13-11 as numbers (some will shift
some con to deft) A nice set of numbers for people that know what to do with low will.
Hopefully my making him an AB won't cause INTERRUPTIONS to his potential.
3-9-21-8-12-9-8. In general high size is not desired. The benefits of high size just
don't make up for the detriments. Fun, maybe, but not desired for winning. I went
with a 5-9-21-11-17-10-11 ST design and due to UNFORESEEN EVENTS, I found him in the
graveyard on his first turn.
13-3-16-13-3-12-10. 13-3-16 says one thing and one thing only. Pure Offensive!!!
ST/SL/BA. With such low will, ST, maybe BA are what you want to choose. After adding
the numbers I want, I'm at 15-3-16-17-9-12-11 with one point left. I would really like
to add it to WL to get him to Poor endurance, but I've already added 6. So I'll add
it to Strength and hope. I 'should' go ST with this guy, but I'm in the mood for 5
different styles, so I'll make him a BA. I know all about bashers so I'll be able to
give him 24-7 SUPPORT if needed. Hopefully he'll win and won't need support.
Amusingly, the replacement for the size 21 guy was even worse than the size 21.
Amusing because of two 3's. 3-10-13-3-13-15-13. If I could add to size, I'd make a
quint 15 guy. I could make another spear lunger. I could scum it up. You could try
a bizarre AB. This is definitely a non-standard setup. A 'friend' challenged me to
run with the two 3's. I accepted. I'm going to see what a total parry scum does with
3 strength. 3-16-13-3-19-15-15 TP looks like the way to go in this case. His
learning will be DELAY (ed), but that is life with 3 wit and often with big projects.
)]H[( + -----:----- + )] *IHI* [( + -----:----- + )]H[(
Profile of a Style
Parry-Riposte
When you read about the parry-riposte style in the rulebook, it looks like it
might be a lot of fun to run, and it is. But it's also really tricky. The plain
offensives: basher, lunger, slasher, striker, and the total parry, are easier. I
don't think I've ever heard a manager say that he really understands the parry-
riposte style, I certainly don't myself. But I've run a lot of them, and some have
survived, and they ARE fun.
So just for a basic introduction to warriors of the parry-riposte style, known to
one and all as rippers, here's what I know.
Design: This is tough. The ripper needs it all! Especially important, though, are
endurance from constitution (CN) and will (WL), plus skill from wit (WT) and deftness
(DF), and it doesn't hurt to have enough strength (ST) to do a decent amount of
damage... and what does that leave that you can go short on? Size (SZ), okay, a
ripper can be--usually is--small. Speed (SP), well, I just don't know. It wouldn't
hurt them to have speed, but where are all the points going to come from?
I have made a lot of rippers over the years, some of them from roll-ups that were
spectacularly unsuited to the style. These are ones who lived to graduation:
Santee 13- 7-14-17-15- 8-10 LO mod/mod slash
Toryn 9-12- 7-13-15-11-17 EP vlo/mod
Scovellie 9-13- 8-17-17- 5-15 SH low/mod
Chia 10-13- 5-17-17- 5-17 SS low/high
Saba 5-17- 9-15-17- 4-17 EP mod/low
Bali 9- 6-14-15-17- 8-15 LO vlo/mod
Jane 9-10- 9-17-17- 5-17 SS mod/mod lunge/riposte
Cedar 15- 6- 7-15-17- 9-15 LS mod/mod
Azureen 9-12- 8-17-10-11-17 SC high/mod riposte
Similde 6- 6- 5-17-17-16-17 LO low/mod
Tailida 9-13- 5-15-17- 8-17 SH low/mod
Korlo 9- 8-12-17-15- 8-15 LS vlo/mod
Tilona 9- 9- 7-15-17-10-17 SH low/mod lunge
You'll see my biases at work here.
* Strength is usually at least nine; in the cases where it started lower, the warriors
were cursed with little damage, and I trained it up as soon as I could. (The numbers
shown here are all original, before stat trains.)
* Constitution generally moderate. Most of these warriors could take a hit or two and
survive.
* Size mostly small, but not always. I did try a couple six-footers, and they didn't
do as badly as one might expect.
* Wit is 15 or 17, except in one case. I always look for brains in a gladiator, and
this style needs it.
* Will is, except in one case, 15 or 17. High will improves endurance, an important
factor for a parry-style, and makes it easier to train stats when the time comes.
* Speed may be anything. I generally did not add any points to speed during the
design phase.
* Deftness is 15 or 17 again, except in one case. Deftness, and the skills that go
with it, are important to a finesse style like the ripper. Plus, where strength may
be a problem, accuracy helps.
Weapon selection: There are six weapons well suited to the parry-riposte style,
listed below with the minimum stats required for their best use.
Epee ST 7 SZ -- WT 15 DF 15
Longspear ST 11 SZ 9 WT 5 DF 9
Longsword ST 11 SZ -- WT 13 DF 11
Scimitar ST 9 SZ -- WT 11 DF 11
Shortspear ST 9 SZ -- WT 7 DF 7
Shortsword ST 5 SZ -- WT 11 DF 3
Only weapons well suited to the style will show up as favorite weapons when a warrior
graduates. Yes, you CAN put other weapons in their hands, but you aren't likely to
get the best results that way. (You may note that some of my graduated rippers listed
above were initially unable to use their favorite weapon to best advantage. This is
one of the sneaky things the Gladiatorial Commission does to keep you on your toes.)
I STRONGLY advise that when you design a ripper, consult the weapon chart and make
sure that your warrior will have the stats to use at least one of the weapons listed
to its best advantage.
Armor selection: This depends on how you plan to run the warrior. If he's going to be
fast, and/or he can take a few hits (takes normal damage, for instance, signified by
no comment on the overview) but maybe has low endurance, put him in light armor. If
you plan to run him slow, or he can take little damage but maybe has high endurance,
put him in medium to heavy armor.
Strategy: This is always a tricky thing to advise people on, which is why I've listed
the favorite rhythms on the warriors above. Very low (vlo) is 1 or 2, low is 3 or 4,
moderate (mod) is 5 or 6, high is 7 or 8, and very high (vhi) is 9 or 10. Offensive
effort is listed first, then activity level. You can see that most rippers in this
sample prefer to run at middling speeds, usually with the activity level higher than
the offensive effort. Not all of them, but a majority. You can ignore that--I
sometimes do--and run them fast and hard, as though they were simple offensive
warriors. Some take to this treatment, others burn out. The medium speeds are safe,
and a place to start from.
You'll note I haven't mentioned kill desire here. There is no such thing as a warrior
or style having a favorite kill desire. Your kill desire can have a profound effect
on how the warrior fights, but it is strictly a personal decision. However, I can say
that my own experience has been that if a warrior has a high KD in desperation, he
will tend to go berserk, and if he has a low KD in desperation, he will surrender.
Warriors who surrender lose fights, but generally they survive to fight again. I
can't say the same of warriors who go berserk in desperation.
Tactics: I don't use tactics much, myself, but that's just me. You'll note that out
of the thirteen warriors listed above, two have favorite offensive tactics (slash and
lunge) and one has a favorite defensive tactic (riposte) and one has both an offensive
and a defensive tactic (lunge/riposte). All this tells us for sure is that slash,
lunge, and riposte are tactics that rippers can use well (or they wouldn't appear as
favorites). Experiment with them, but don't try to use an offensive AND a defensive
tactic in the same minute; it confuses the warrior.
And to go from the general to the specific--
Profile of a Warrior
Tailida Dawnrain
Tailida is one of the rippers listed above.
She's left-handed
She's intelligent
Makes the most of her enemy's mistakes
Has an unusual fighting style that confuses many opponents
Rarely makes mistakes
Is always thinking ahead
She plans out every move that she makes, seldom wasting any effort
She is very quick (the DF more than the SP, I think)
She cannot carry a lot of weight in armor and weapons
(more a question of her SZ than her ST)
She is incredibly quick and elusive on her feet
Making even dangerous opponents look harmless
She does little damage with each blow
(curses! I had hoped that the ST of 9 would offset her small SZ. It didn't.)
ST 9 CN 13 SZ 5 WT 15 WL 17 SP 8 DF 17
If I decide to run her on the Isle, I will train up her ST until I get normal damage.
(Note, no skills will be burned between ST 9 and ST 14, skill-wise, this is a barren
stretch. But it WILL increase the amount of damage a warrior can do.)
She graduates with a master in riposte, an expert in attack, a master in parry, and an
advanced expert in defense.
She is naturally adept with the shortsword, which I don't think she tried
She favors a fighting rhythm of low offensive effort and moderate activity level
And she tends to learn parry skills most easily.
She received her graduation notice when her record was 21-9-2,96 in Tricorus (dm 51).
On the same turn as her graduation notice arrived, she was challenged by a total parry
in plate armor and a full helm, carrying a broadsword and a medium shield. Tailida
herself was in leather armor and a helm, carrying a scimitar (and a backup).
Tailida was running 7-7-x, faster than she would have liked, but that's how she's
being running straight along, and it kept her alive and with a winning record, so I
don't want to hear her complain.
Tailida got the jump and hit her opponent twice in the first minute, several other
blows being parried, hit once each in the second and third minutes, with other blows
being parried, was parried completely in the fourth minute, was showing signs of
weariness in the fifth minute but still managed to land a few blows in the fifth,
sixth, and seventh minutes. Then she collapsed with exhaustion at the end of the
seventh minute and lost the fight without being hit once. This is why you find
managers speaking harshly of "scum": we all hate to see our warrior work hard, do all
the right things, and lose because the opponent wasn't doing anything but standing
there in heavy armor.
-- Jorja
The Middle Way
+]H[+-----+]H[+ Question of the Week #7 +]H[+-----+]H[+
From turn 414:
All -- In case last cycle's personals don't make it: What are the advantages and
disadvantages of using one or two weapons. I'm particularly interested in Riposte
effects. -- Q.O.W. Hanibal
Q.O.W. -- Two Weapons. That's a good subject.
Disadvantages: Few if any, but it has been suggested that some weapons give bonuses to
attack if you use them in two hands instead of one, such as SC. An obvious one is you
can't use two handed weapons. If you don't have the attribute requirements (which are
more stringent for off-hand weapons), then you may suffer penalties when using certain
combinations. Last, you may swing with an off-hand more than you want, say if you are
using a shield. It's usually prefered to have a real weapon in your off-hand.
Advantages: You have a second weapon already in hand if one breaks. If you are
ambidextrous, this is the biggest advantage, because they will swing with that off-
hand weapon almost as if it were their on-hand. My ambi-warriors will win fights with
off-hand weapons. An off-hand weapon is not bound to a warrior's style suitability,
so a LU could use a SC in their off-hand without penalty if they have the attribute
requirements. Another advantage is suggested in that it assists in parrying. I tend
to think highly coordinated warriors are better at parrying with their second weapon
than those who aren't. I rarely use shields, so I can't comment extensively on their
benefits over a real weapon, especially in AD, but in basic, shields seem to make it
easier to parry attacks.
Riposte and 2-Weapons: I have not noticed any specific variance in the ability of a
warrior to riposte if they are using two weapons. Once in AD, riposting is more often
than not following a dodge. I don't think there is much correlation here, but it is
definitely something to look into. -- Adie
The Question of the Week is posed in Aruak City (DM 11) by Hanibal, a manager who is
himself an alumnus of Noblish Island. The answers are provided by other managers in
that arena. Any manager here in Noblish who wishes to pose a question to the more
experienced managers of Aruak City, feel free to do so, either by sending in a
personal directed to DM 11 and identifying yourself as a manager from Noblish seeking
enlightenment, or by posting the question here, in which case I will be glad to see
that it reaches Aruak.
Also, Hanibal sends you greetings and asks that we remind you that all arenas do not
have the same attitude and local conventions. Aruak City is an Andorian arena and
subscribes to the doctrine of Honorable Play, meaning, no down-challenging except from
the throne or in bloodfeuds, no deliberate attempts to kill the warriors of other
managers, and a general attitude of friendly respect toward the other members of the
arena. It is, in fact, a fine arena, and one where you would all be welcome (though
there are plenty of others--just ask, and I'll be glad to tell you about my
favorites).
If you have questions that you would like answered by the experienced managers of the
game, don't hesitate to ask--we can't answer if you don't ask. Questions can be posed
in the personals here, or by email to me (jputney@zianet.com) or Pagan
(pagan@gte.net), or by diplo to Jorja/The Middle Way 4 here in DM 93.
Question from turn 415 of Aruak City:
All -- Do you think you get negative modifiers when you go desperate? What about "is
dangerously stunned" or "is bleeding badly" or "is on the verge of shock"? -- Hanibal
Q.O.W.
Answers from turn 416:
Hanibal -- That's a good question! I honestly don't have much of an opinion on that.
In the old days, warriors could get permanent wounds that would affect their fighting
in later matches (but not anymore), and it's been suggested that getting hit in
certain locations affects what your character can do during a match (obvious cases are
losing the use of an arm or being knocked down), but the sorely wounded comments? It
probably just has to do with giving a hint as to how close that warrior is to going
down if it gets hit in that badly wounded spot again. -- Adie
QOW -- After 'bleeding badly', 'dangerously stunned', 'sorely wounded', 'verge of
shock', etc., a warrior's ability to defend themselves is penalized. Desperation by
itself may not represent an ability penalty as much as a time to check for surrender
and a switch to the desperation strategy. Often, with a drastic strategy switch in
desperation, a warrior's performance can improve. -- Carmen
QOW -- I've noticed that by the time I get somebody to that point they're finished.
But I've also noticed that some of my more defensive comrades will give their opponent
a moment to recover and they're still able to. Despite this I would say that by the
time the comments you listed come into play the warrior who's getting beat is in
really bad shape. Whereas statements like "fights with the cunning of desperation" or
"eyes flare with renewed determination" still leave plenty of room for the warrior to
make a comeback. Therefore I would say that the earlier desperation statements don't
carry any significant penalties. -- Maxwell Honorblade
DUELMASTER'S COLUMN
Notes from the arena champ.
Great White Shark here and Enjoying the View from the Top!
I began my dueling career here at Noblish Island as a 13-5-12-17-17-9-11 Lunger with
the following starting Skills at creation: 12 Initiative, 7 Riposte, 13 Attack, 3
Parry, 9 Defense and 9 Decise.
I graduate having learned a total of 25 skills: 9 Initiative, 3 Attack, 5 Parry, 7
Defense and 1 Decise. My 17 WT enabled me to learn an average of 2.5 skills per turn!
My first fight I was matched against Lockout of BB CBA Negot and fortunately for me,
he was an Epee-wielding Aimed Blow with a [1-2-0, 5] record. He was no match for my
Longsword and I received one skill learn for a one-minute victory!
I immediately down-challenged the [1-3-0, 6] Lockout from my [1-0-0, 14] position for
my second fight, because he was managed by Assur and not a New Player! Lockout fought
using his Open Hand. The Fist-Kicker gave me a workout for 3 minutes, but I sent him
to the Infirmary and gained 4 Skills for my trouble!
Pierce Brosnan [0-1-0, 1] of Shaken-Not-Stird challenged me [2-0-0, 20] for my third
fight and the Epee-wielding Slasher lost in one minute, while granting me 2 skill
learns!
Iris [4-1-0, 35] of Flowers matched up against me [3-0-0, 25] for my fourth fight and
the Consortium-managed War Flail-wielding Basher lost in one minute, blessing me with
3 skill learns!
My fifth fight, in one minute, Assur handed me my first career loss with a challenge
by Bad Faith [4-3-0, 38] with his Scimitar-wielding Striker against my [4-0-0, 42]
unbeaten record. I ended up in the Infirmary, where I required serious treatment, plus
I only gained one skill learn for my near-death experience!
My sixth fight, my [4-1-0, 31] record was matched against Chuck Byway [5-4-0, 19] of
Third Highway 3. The Scimitar-wielding Striker was defeated in one minute, granting me
2 skill learns!
My seventh fight was against another Assur opponent. Ugly [5-3-0, 39] matched up
against my [5-1-0, 35] record. The Short Spear-wielding Lunger not only lost in one
minute, he also blessed me with 4 skills and I achieved an Expert rating in
Initiative.
Consortium sent Lily [7-2-1, 47] to challenge me [6-1-0, 48] on the tenth turn that
his Flowers fought at Noblish Island, which was my eighth fight. The Short Spear-
wielding Striker was defeated in one minute with one swing of my Longsword, granting
me 2 skill learns!
Fratsfa Slave [0-0-0, 36] was my [7-1-0, 61] opponent for my ninth fight. It took me 2
minutes, before I sent the Broadsword and Medium Shield-wielding Parry Striker to the
Infirmary! I gained only one skill learn for my efforts!
My [8-1-0, 63] tenth and final fight at Noblish Island was against Venemous Concubine
[0-0-0, 80]. The Short Spear-wielding Lunger was dispatched in one minute by one
devasting attack from my Longsword weapon! As a going-away present, I was gifted with
5 skill learns!
I also achieved an Advanced Expert rating in Initiative, an Expert rating in Attack
and an Expert rating in Defense! Unfortunately, it was discovered by Hammer that I am
Hosed by a Minus-One in Initiative!
I transfer to Jade Mountain [DM 75] with a [9-1-0, 82] personal record and the Vicious
Fish 2021 depart Noblish Island with a 30-20-0 record for an overall 60 per cent
Winning percentage!
The Alligator Gar is alive and well, having survived his ten turns of training at
Noblish Island, so he is also migrating to Jade Mountain, as are the rest of our
original roster!
Fighting here at Noblish Island has been a Rewarding Experience for Me!
A Special Salute to Assur, Consortium, Jorja and the New Players!
I have Enjoyed the View from the Top!
-- Great White Shark, who hopes to graduate from the Jade Mountain
arena, along with his friend The Alligator Gar
SPY REPORT
It's me, The Unknown Spymaster here with my bag to give you the news on last
week's fights. Say good-bye to BEER BELLIES, as they are pushed from the coveted top
team spot by the SHRUBS stable. Coming up with a solid 4-1-1 outing, LORDS OF CHAOS!
has advanced 4 places in the rankings. Advancing in the rankings was SHRUBS who went
from last turn's 8-2-0, to this week's record of 13-2-0. Hey everybody, watch out
for INTERRUPTIONS, who flew up 19 points in the rankings after mashing SLATER like a
melon. Keep your eye on this guy. Ya know, some days it doesn't pay to walk out on
the sands. DIEBUPROFEN was subdued by DRINK EM UP and drops 10 points. It's a proud
day for the BEER BELLIES stable, as their warrior, PAPPY BLUE RIBS, ascended the
Duelmaster's throne. Can you believe they are paying me 10 gold to deliver this
stuff?
But enough of that bunch, let's get on to the wimps who like to avoid battle!
And hey, kiddies, those of you who didn't avoid PHARMANOMICON, please raise you hand.
Wow. Does NOBLISH ISLAND really have that many liars? Okay, so I may not be funny,
but catch BEER BELLIES' act in the arena. Those acrobats seem to be fairly deft at
running from PHARMANOMICON. Well dang howdy, but if challenges were votes,
BLADDERWRACK would be president. Although it may be a contest it doesn't want to
win. Getting lots of flowers from sympathetic fans was DELAYS, who was successfully
challenged by LILAC who had a mere 17 points more than DELAYS. Definition of petty:
LILAC won victory over DELAYS, a mismatch of 17 points.
Being a spy is great--other people die and you spend the rest of the day
drinking to their memory. Better tanked than dead! Knowing when to use the right
tactics at the proper time is a very important step on the road to Duelmaster.
Well, that wasn't too bad; Alarond told me that the people in NOBLISH ISLAND
have no sense of humor. Or maybe that they were senseless. Well, there goes another
Spy Report. Good luck in next week's fights. See ya next time I'm on this
circuit!-- The Unknown Spymaster
DUELMASTER W L K POINTS TEAM NAME
PAPPY BLUE RIBS 10666 6 3 1 59 BEER BELLIES (1821)
ADEPTS W L K POINTS TEAM NAME
DRINK EM UP 10664 7 2 0 47 BEER BELLIES (1821)
STRESS 10696 3 1 0 44 BB BIG PROJECTS (1827)
DIEBUPROFEN 10676 5 1 0 35 PHARMANOMICON (1823)
-YUFFIE KISARAGI 10653 4 2 0 35 FINAL FANTASY (1819)
AZALEA 10708 3 0 0 34 SHRUBS (1829)
CHALLENGER INITIATES W L K POINTS TEAM NAME
BUD THE WISER 10692 4 4 0 29 BEER BELLIES (1821)
DOGWOOD 10707 3 0 0 29 SHRUBS (1829)
LILAC 10711 3 0 0 28 SHRUBS (1829)
CELERIS SSVALEN 10721 2 0 1 27 FALLEN WORLDS (1831)
YUCCA 10710 2 1 0 27 SHRUBS (1829)
SCURVICIOUS 10679 4 1 0 26 ANITSCARBUTICS (1824)
INTERRUPTIONS 10698 2 2 0 26 BB BIG PROJECTS (1827)
INITIATES W L K POINTS TEAM NAME
FURIOUS INHALER 10674 5 2 1 23 PHARMANOMICON (1823)
BLEYS 10684 3 2 0 23 LORDS OF CHAOS! (1825)
BENNAKYL 10673 5 2 1 22 PHARMANOMICON (1823)
PRESSURE 10697 3 1 0 21 BB BIG PROJECTS (1827)
-SAND HILL CRANE 10703 1 0 0 20 THE SIBLEY'S (1828)
JULIAN 10683 2 3 0 19 LORDS OF CHAOS! (1825)
-ROGER MOORE 10657 2 4 0 18 SHAKN-NOT-STIRD (1820)
XXX 10662 4 5 0 17 BEER BELLIES (1821)
BOOZY SOOZY 10712 3 1 0 17 BEER BELLIES (1821)
DIERDRE 10685 3 2 1 16 LORDS OF CHAOS! (1825)
SLATER 10688 3 1 0 16 THE LEGACIES (1826)
BLADDERWRACK 10681 3 2 0 16 ANITSCARBUTICS (1824)
OSRIC 10682 2 3 1 16 LORDS OF CHAOS! (1825)
-DANIEL CRAIG 10659 1 5 0 16 SHAKN-NOT-STIRD (1820)
DY-QUIL 10675 4 3 0 15 PHARMANOMICON (1823)
BONSAI 10709 2 1 0 15 SHRUBS (1829)
-TIMOTHY DALTON 10660 3 5 0 14 SHAKN-NOT-STIRD (1820)
MAGGEPHAH PRIEST 10727 1 0 0 12 MILCHAMAH RETURN (1832)
RAW RED ONION 10680 2 3 0 10 ANITSCARBUTICS (1824)
ISHAM 10689 1 3 0 10 THE LEGACIES (1826)
ZAIUS 10687 1 3 0 10 THE LEGACIES (1826)
LEMON J 10677 2 3 0 9 ANITSCARBUTICS (1824)
-BARRY NELSON 10706 1 2 0 7 SHAKN-NOT-STIRD (1820)
DALT 10686 1 4 0 7 LORDS OF CHAOS! (1825)
24-7 SUPPORT 10700 1 3 0 6 BB BIG PROJECTS (1827)
BRADDOCK GRIMMS 10722 1 1 0 5 FALLEN WORLDS (1831)
DELAYS 10718 1 2 0 5 BB BIG PROJECTS (1827)
-SISSON 10691 0 3 0 3 THE LEGACIES (1826)
INITIATES W L K POINTS TEAM NAME
-SAVVI 10690 0 3 0 3 THE LEGACIES (1826)
LADY SNUSNA 10725 0 2 0 2 FALLEN WORLDS (1831)
MAKKEH DIFFERENT 10726 0 1 0 1 MILCHAMAH RETURN (1832)
-GREEN HERON 10705 0 1 0 1 THE SIBLEY'S (1828)
MADKAWRAW REBORN 10730 0 1 0 1 MILCHAMAH RETURN (1832)
MAHATSAWD REBORN 10729 0 1 0 1 MILCHAMAH RETURN (1832)
MEGINNAW FLAMING 10728 0 1 0 1 MILCHAMAH RETURN (1832)
-MALLARD 10701 0 1 0 1 THE SIBLEY'S (1828)
-KILL DEER 10704 0 1 0 1 THE SIBLEY'S (1828)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
LIMEY LIME LIME 10678 0 5 0 ANITSCARBUTICS 1824 OSRIC 10682 595
UNFORESEEN EVEN 10699 0 1 0 BB BIG PROJECTS 1827 FURIOUS INHALER 10674 592
CID HIGHWIND 10694 2 3 0 FINAL FANTASY 1819 SUDAFEDORA 10672 594
SUDAFEDORA 10672 1 5 1 PHARMANOMICON 1823 CELERIS SSVALEN 10721 595
BLUE JAY 10702 0 1 0 THE SIBLEY'S 1828 DIERDRE 10685 593
PERSONAL ADS
Welcome Milchamah! We Shrubs need some competition. BB Big just isn't cutting it.
(wink) -- Rose Of Sharon
Savvi, great fight! Thanks for the challenge. I know, everyone likes Dogwood. Nice
weapon there. And I thought The Consortium family were the only ones who ever used it?
-- Dogwood
Dierdre, not the best kind of match up for you. You look like a fine warrior. Good
luck. -- Yucca
Celeris Ssvalen, you showed me! I just didn't have enough. Manbe in a hundred years?
-- Bonzai
Delays and Pressure, one a match, one our challenge. Same old, same old. You guys need
to tell that Assur to pay attention. -- Lilac and Azalea and Rose Of Sharon
Health. Humility. Honor. -- Rose Of Sharon
Vicious Fish, our Consortium sisters will see you in Jade Mountain. You should do
well. -- Rose Of Sharon
Shakn-Not-Stird, yes, desperation resets by minute, but endurance does not. -- Rose Of
Sharon (after asking The Consortium)
All rookies and newbies and long-time returnees, I will say it once more -- ASK RSI
for the C.I.C. package, especially if you cannot access the internet. Yes, it is free.
The info therein is invaluable. -- The Consortium
Greetings to all grave and glorious gladiatorial giants and golems! I wish you all the
best of luck as I close my eyes and fill random numbers and letters into these strange
squares. May Lady Luck smile upon you as it did me as I beat Bonsai! Well fought sir,
I believe an errant gust of sand bested you, not my skill at soldiering. Salute to the
sentient shrubbery and outgoing fatal fishes! -- Valmes Mortalis, new manager of team
Fallen Worlds
Ahoy Captain Pringle -- It seems that Cid won't be able to join you aboard the
Circumstance. I have recruited new warriors to my stable and should be fighting again
in the next duels (turn 596). It would be delightful to enjoy your company on your
ship if the offer extends past Cid, Cloud, and Red. I will be needing the rest after
the Grand Tourney LXXIV. -- Palinc
Sudafedora -- Sigh... I'm too tired to go after you right now. I have to go to this
tournament and I doubt I'll be back before the duels start. Rumor is Palinc has found
new warriors, maybe one of them will avenge Cid before I'm needed again. -- Yuffie
Kisaragi
All -- Please welcome Aerith G., Vincent V., Kimahri, and Rikku to the struggling team
of Final Fantasy! May they find honor, valor, and success in the Noblish Island Arena.
-- Mistress Miaka, herald of Final Fantasy
All -- I may have hired more than new warriors, but who could blame me? Just listen to
her singsongy voice. Hopefully, she can help boost the town's morale... and wins. --
Palinc Kalverus, mgr. Final Fantasy
Cid Highwind -- You are welcome aboard the Circumstance anytime, and rest assured that
I have many casks of the finest Jadirian red, and as much grog as any manager of a
fine stable of gladiators can drink. You can take the juice with you to recuperate
next morning. -- signed Lind Pringle, Captain, Navigator, Naturalist, Gladiatorial
Stablekeeper
Ghost of Tifa -- Here's hoping you slayed many in the Tourney of the Dead -- signed
Capt. Pringle
Timothy Dalton -- Perhaps Q could provide you with a special can opener for your next
mission against Bladderwrack -- signed Capt. Pringle.
Jorja -- Excellent article titled 'The Lighthouse' and hopefully the New Players are
paying attention! Salute! -- Hammer
PS: That includes the tidbits and nuggets of information regarding your creation of
the Middle Way 7 and the QOW reprints!
Consortium -- Shrubs on the move! Salute! -- Hammer
Assur -- Projects need developing! Milchamah Return may prove to be your new punching
bags! Salute! -- Hammer
Rose of Sharon -- Kudos for the Salute! -- Hammer and Great White Shark
Captain Pringle -- Great White Shark did indeed leave Noblish Island on top! -- Hammer
Sean Connery -- It was a victorious bite! I see it led to your death in the Dark
Arena! Rest In Peace! Salute! -- The Alligator Gar
Strike -- Strike struck me out with fatigue! Am now gone to Jade Mountain! Salute! --
Perilous Piranha
Roger Moore -- Your challenge! Your staggering collapse! Am gone to Jade Mountain!
Salute! -- Puffer Fish Peril
Dy-Quil -- Your challenge! Glad you survived the Infirmary! Five times I failed to hit
you in my chosen attack location! Am gone to Jade Mountain! Salute! -- Brutal
Barracuda
Venemous Concubine -- One lunge with my Longsword retained my View from the Top!
Thanks for the Skills! Am gone to Jade Mountain! Salute! -- Great White Shark
Stress -- Stress was an apt description of my losing match against you! Am gone to
Jade Mountain! Salute! -- The Alligator Gar
All -- Gone to Jade Mountain! The war cry of my Vicious Fish 2021 stable! -- Hammer,
mgr of Vicious Fish 2021 who all have Gone to Jade Mountain!
New Players -- Enjoy your Noblish Island experience! -- Hammer, Duel 2 Sponsor, mgr of
Milchamah Return
LAST WEEK'S FIGHTS
PAPPY BLUE RIBS bested STRESS in a 2 minute bloody Challenge Title fight.
DIERDRE won victory over LEMON J in a action packed 1 minute Challenge battle.
BRADDOCK GRIMMS was outlasted by BLADDERWRACK in a 7 minute Challenge fight.
CELERIS SSVALEN butchered SUDAFEDORA in a 1 minute brutal one-sided Challenge fight.
LADY SNUSNA was bested by DY-QUIL in a 2 minute Challenge brawl.
LILAC vanquished DELAYS in a 2 minute mismatched Challenge fight.
BONSAI overpowered 24-7 SUPPORT in a 1 minute mismatched Challenge brawl.
OSRIC assassinated LIMEY LIME LIME in a 1 minute gruesome uneven Challenge melee.
YUCCA unbelievably bested BOOZY SOOZY in a 4 minute novice's Challenge duel.
DIEBUPROFEN was luckily beaten by DRINK EM UP in a 2 minute brutal fight.
AZALEA overcame BENNAKYL in a 1 minute bout.
BUD THE WISER was defeated by CAPTURED ORC in a 2 minute brutal match.
FURIOUS INHALER bested ZAIUS in a 1 minute bloody conflict.
XXX was demolished by DOGWOOD in a 1 minute mismatched match.
ISHAM was overpowered by PRESSURE in a 1 minute mismatched conflict.
SLATER was overpowered by INTERRUPTIONS in a 2 minute bloody one-sided duel.
DALT was viciously subdued by MAGGEPHAH PRIEST in a 2 minute novice's fray.
BLEYS viciously subdued MADKAWRAW REBORN in a exciting 3 minute brutal novice's fight.
JULIAN overpowered MEGINNAW FLAMING in a 4 minute bloody one-sided match.
RAW RED ONION viciously subdued MAKKEH DIFFERENT in a 3 minute gory novice's contest.
SCURVICIOUS vanquished MAHATSAWD REBORN 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|
|BASHING ATTACK 8 LUNGING ATTACK 37 - 19 - 1 66 |
|STRIKING ATTACK 5 PARRY-LUNGE 10 - 7 - 1 59 |
|TOTAL PARRY 5 AIMED BLOW 24 - 19 - 1 56 |
|PARRY-RIPOSTE 5 TOTAL PARRY 26 - 21 - 0 55 |
|AIMED BLOW 4 SLASHING ATTACK 22 - 18 - 2 55 |
|LUNGING ATTACK 4 PARRY-STRIKE 3 - 3 - 0 50 |
|PARRY-LUNGE 3 BASHING ATTACK 36 - 42 - 1 46 |
|SLASHING ATTACK 3 STRIKING ATTACK 29 - 34 - 2 46 |
|WALL OF STEEL 3 WALL OF STEEL 11 - 25 - 1 31 |
|PARRY-STRIKE 1 PARRY-RIPOSTE 7 - 16 - 0 30 |
Turn 595 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 3 - 0 TOTAL PARRY 2 - 3 2 SLASHING ATTACK
PARRY-STRIKE 1 - 0 BASHING ATTACK 3 - 5 2 AIMED BLOW
AIMED BLOW 3 - 1 WALL OF STEEL 1 - 2 2 BASHING ATTACK
SLASHING ATTACK 2 - 1 LUNGING ATTACK 1 - 3 1 LUNGING ATTACK
STRIKING ATTACK 3 - 2 PARRY-RIPOSTE 1 - 4 1 PARRY-RIPOSTE
1 STRIKING ATTACK
1 WALL OF STEEL
1 TOTAL PARRY
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
SLASHING ATTACK PAPPY BLUE RIBS 10666 6 3 1 59 BEER BELLIES (1821)
LUNGING ATTACK STRESS 10696 3 1 0 44 BB BIG PROJECTS (1827)
AIMED BLOW DIEBUPROFEN 10676 5 1 0 35 PHARMANOMICON (1823)
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
BASHING ATTACK AZALEA 10708 3 0 0 34 SHRUBS (1829)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is XXX 10662. The most popular warrior this turn was
BOOZY SOOZY 10712. The ten other most popular fighters were MAGGEPHAH PRIEST 10727,
BLEYS 10684, INTERRUPTIONS 10698, JULIAN 10683, RAW RED ONION 10680, PAPPY BLUE RIBS
10666, DIERDRE 10685, DY-QUIL 10675, LILAC 10711, and DIEBUPROFEN 10676.
The least popular fighter this week was BLADDERWRACK 10681. The other ten least
popular fighters were MAHATSAWD REBORN 10729, MEGINNAW FLAMING 10728, SLATER 10688,
ISHAM 10689, XXX 10662, ZAIUS 10687, BENNAKYL 10673, YUCCA 10710, LIMEY LIME LIME
10678, and 24-7 SUPPORT 10700.