DUEL 2 NEWSLETTER

Date   : 07/26/2024    Duedate: 08/08/2024

NOBLISH ISLAND ARENA

DM 93    TURN 666

This Week's Top Honors

THE DUELMASTER IS

WHITE WARLOCK
DRAGON BLOOD (1914)
(93-11205) [3-1-0,32]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              WHITE WARLOCK
                               DRAGON BLOOD (1914)
                               (93-11205) [3-1-0,32]

Popularity Leader              This Week's Favorite

BLACK BARD                     WEATHER DELAY
DRAGON BLOOD (1914)            BB CONSTRUCTION (1932)
(93-11208) [2-2-0,14]          (93-11309) [2-0-0,18]

THE CURRENT TOP TEAM

DRAGON BLOOD (1914)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. FRESH MEAT (1929)             43 
2. DRAGON BLOOD (1914)           37    RAGE (388)
3. VAMPIRE POSSUMS (1922)        33    Unchartered Team
4. BB CONSTRUCTION (1932)        26 
5. FIEND FACTION (1930)          22    FRESH MEAT (1929)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 0*FRESH MEAT (1929)          4   1  1 80.0   1/ 3*DRAGON BLOOD (1914)       9  1 0
 2/ 2*DRAGON BLOOD (1914)       14   6  0 70.0   2/ 2*HOGWARTS VILLAINS (1928)  9  6 0
 3/ 1*HOGWARTS VILLAINS (1928)   9   6  0 60.0   3/ 5*BB CONSTRUCTION (1932)    6  4 0
 4/ 3*BB CONSTRUCTION (1932)     6   4  0 60.0   4/ 0*FRESH MEAT (1929)         4  1 1
 5/ 4*LEGIONARII (1927)         11  14  0 44.0   5/ 0*FIEND FACTION (1930)      2  3 1
 6/ 0*FIEND FACTION (1930)       2   3  1 40.0   6/ 6*VAMPIRE POSSUMS (1922)    2  8 0
 7/ 7*VAMPIRE POSSUMS (1922)     4  24  0 14.3   7/ 4*LEGIONARII (1927)         2  8 0
 8/ 0*GOTHIC HORRORS (1926)      0   3  0  0.0   8/ 0*GOTHIC HORRORS (1926)     0  2 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT

                                 CHALLENGE AND AVOID
                                YOUR PARTNERS IN CRIME
                                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 team 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.

     * Always avoid two different teams
     * Actively seek to challenge twice. (If only one good choice is available, double 
       challenge.)
     
Challenge for these situations

     * A probable easy opponent
     * A warrior you have beaten before
     * To tie up a warrior you do not want to fight one of your fellow warriors, such 
       as your Duelmaster
     * To take advantage of a Blood Feud (4 rounds)
     * For a good style match up.

Avoid for these situations -- always

     * Emphasis on a team who is bloodfeuding you
     * Emphasis on a team who just beat your warrior
     * Emphasis on a team with warriors in range who are far more experienced or 
       skilled than you
     * Emphasis on a team you just cannot seem to beat.
     * 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, but choose for sure.

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: 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: (This advice is for DM, but not necessarily for ADM.)

     * Fast offensives challenge AB, slower BA and SL, and known slower ST
     * Aimers challenge scummy/tanky warriors especially TPs
     * Scums challenge LU and softer hitting/smaller offensives
     * 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
     * Consortium-style wastes challenge LU and softer hitting/smaller offensives
     * Lungers challenge AB, PR, PS
     * 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.

                           -- Sorting Hat of Hogwarts Villains (Consortium affiliated)

***---------*---------*---------*---------**---------*---------*---------*---------***

I am here to help new players get acclimated to this game that we love.  My current 
team is BB Construction.  The two of us regulars in here have found it useful to show 
how we design our teams (it also helps the players in here know what they are facing 
and what they beat or lost to in the arena).

The first warrior came to me as 11-9-11-7-6-21-5.  That 21 speed sure stands out.  But 
the primary skill attributes (WT-WL-DF) came as 7-6-5.  I would tell many players to 
just DA this.  If not, stick with the power styles. With the WL/DF, that leaves (imo) 
ST and TP as viable options.  I'm going to stick with striker because of the speed.  
Quickly adding to the 11 wit and deftness breakpoints, I have 4 points left.  9 will 
is also a breakpoint for offensives.  The last point on strength leaves me with a 12-
9-11-11-9-21-11 striker.  He rolled decently (poor end/norm dmg, but cursed in init).  
Sadly, his first fight saw him jumped by a basher and losing.  Getting the first 
attack is very random, but you want your 21 speed strikers to get it!  This is NO 
SHOW.

Next up is a 21 wit potential warrior.  9-6-14-15-9-14-3.  High speed/low con suggests 
an offensive style.  The 3 deftness suggests basher or slasher (I could also go with a 
hybrid style -- lungers can also deal with low deftness).  I'm going to max wit and 
will and add the last two points to str for weapons.  That leaves deftness at 3, so he 
isn't going to have a well suited weapon.  Any of Lunger, Basher, Slasher could work 
here and just take the weapon penalties. I chose a slasher.  He rolled well, showing 
bonuses in decise (got expert in his first fight) and defense.  He won his first fight 
and learned 4 skills! How is that for some SHODDY WORK?  (11-6-14-21-15-14-3 SL)

WEATHER DELAY came from a 16-7-11-14-9-5-8 setup.  This is a pretty decent and 
flexible setup.  I love my bashers, so I'm going to make a basher from this one (and 
it also looks like the kind of warrior I like making into a basher). The only design 
decision is really will.  9 or 15?  I chose 15 and everything else is obvious to hit 
breakpoints: 17-7-11-17-15-6-11 BA.  He rolled VERY well and came back +4 attack and 
at least +2 parry with good endurance and great damage.  He made short work of his 
first opponent, a parry strike (one of the weakest styles) who came out with a 
marginally effective weapon.

BUDGET OVERRUN came from a somewhat famous setup (because it has size 4 and can get 17 
str, but moderate wit and will).  12-9-4-9-10-15-11.  The first thing you do here is 
add 5 to strength to get the guaranteed good damage (and avoiding little damage).  
Lots of options left, but I want a hybrid to balance the three offensives I've made to 
this point.  17-9-4-13-15-15-11 LU or 17-11-4-11-15-15-11 WS would be my 
recommendations.  I chose WS, though I think LU is probably a better choice on this 
one.  (Just because something is better doesn't mean you have to do it.  Do what you 
want to have fun, because that is the main goal of playing a game).  The overview 
looks as expected. Unfortunately, he faced an aimed blow (the bane of all parry 
styles) and lost a close fight that could have gone either way, but the aimed blow 
saved a crit attack for the end to win.

Finally, 12-11-15-11-5-6-10.  Big size, low will, lower speed, kind of average 
numbers.  The big size and low will suggests an offensive, probably striker. But it is 
going to be slow.  13-11-15-17-9-8-11 starts with 8 decise.  9 is on the low side, 8 
is kind of unacceptable to me.  And it doesn't have anything else (like high attack or 
init) to make it appealing.  So I'm going to forego wit and will on this one and go 
for the scum setup.  17-17-15-11-7-6-11 TP. You will learn to love (if you run them) 
or hate (if you face them) total parry scum.  This one even has some wit and will 
learn some skills along the way. But these warriors like to win (and win he did in 
fight one).  With more wit, scum are just evil (because they attack back sooner in 
their careers), with less wit, you know what is coming, but they are still tough to 
beat.  I'd love to have a bunch of will instead of size, but that isn't how he came, 
so I'll deal with it.  MISTAKES is his name, but it isn't often a mistake to make a 
total parry scum if you want wins.

                                          -- Assur

***---------*---------*---------*---------**---------*---------*---------*---------***

                            Weapons Suitability per Style

Aimed Blows
Well Suited Weapons: Dagger, Epee, Fist, Longsword, Longspear, Quarterstaff, Scimitar, 
 Shortsword, Shortspear
Marginally Suited Weapons: Broadsword, Hatchet

Bashers
Well Suited Weapons: Great Axe, Greatsword, Halbard, Large Shield, Mace, Medium 
 Shield, Maul, Morning Star, Quarterstaff, War Flail, War Hammer
Marginally Suited Weapons: Battle Axe, Broadsword, Fist, Small Shield

Lungers
Well Suited Weapons: Epee, Longsword, Longspear, Shortsword, Shortspear
Marginally Suited Weapons: Dagger, Halbard, Scimitar

Parry Lungers
Well Suited Weapons: Epee, Longsword, Longspear, Scimitar, Shortsword, Shortspear
Marginally Suited Weapons: Broadsword, Quarterstaff

Parry Ripostes
Well Suited Weapons: Epee, Longsword, Longspear, Scimitar, Shortsword, Shortspear
Marginally Suited Weapons: none

Parry Strikes
Well Suited Weapons: Battle Axe, Broadsword, Epee, Greatsword, Longsword, 
 Quarterstaff, Scimitar, Shortsword, Small Shield, Shortspear, War Hammer 
Marginally Suited Weapons: Great Axe, Hatchet, Large Shield, Longspear, Mace, Medium 
 Shield

Slashers
Well Suited Weapons: Battle Axe, Broadsword, Epee, Great Axe, Hatchet, Longsword, 
 Scimitar, Shortsword
Marginally Suited Weapons: Dagger, Greatsword, Small Shield, Shortspear, War Flail

Strikers
Well Suited Weapons: Everything but Large Shield, Medium Shield
Marginally Suited Weapons: Large Shield, Medium Shield

Total Parries
Well Suited Weapons: Battle Axe, Broadsword, Epee, Greatsword, Large Shield, 
 Longsword, Longspear, Medium Shield, Quarterstaff, Scimitar, Shortsword, Small Shield
Marginally Suited Weapons: Dagger, Great Axe, Shortspear, War Hammer

Walls of Steel
Well Suited Weapons: Battle Axe, Broadsword, Great Axe, Greatsword, Morning Star, 
 Quarterstaff, Scimitar, War Flail
Marginally Suited Weapons: none

***---------*---------*---------*---------**---------*---------*---------*---------***

Assur's Weapon Requirement Chart (without the inaccuracies)

Over the years, many people have published weapon charts.  Most of them have had 
mistakes.  This is the correct weapon chart and you should discard all others.

                      STR  SIZ  WIT  DFT                  STR  SIZ  WIT  DFT
          Battle Axe   15    3    7    9    Maul           15    9    5    7
          Broadsword   11    3    9    7    Morning Star   13    3    9   11
          Dagger        3    3    7    7    Quarterstaff   11    9   11   11
          Epee          7    3   15   15    Scimitar        9    3   11   11
          Great Axe    13    3    9   11    Shortsword      5    3   11    3
          Greatsword   15    9    9   11    Shortspear      9    3    5    7
          Hatchet       7    3    5    7    War Flail      11    3    5    5
          Halberd      17    9    9   11    War Hammer     13    3    5    7
          Longsword    11    3   13   11    Large Shield   13    7    3    7
          Longspear    11    9    5    9    Medium Shield   9    3    3    5
          Mace         13    3    3    5    Small Shield    5    3    3    5
          ** Battle Axe requires 9 size if you are carrying an off hand weapon

Off Hand
No Wit Requirement
Strength Requirement same as for Main Hand
No Size Requirement

Off Hand Deftness Requirements
For this section, you look at the weapons you want to use in your main hand (MH) and 
off hand (OH).  From the chart above find their deftness requirements.  Use these 
values in the chart below (MH on the left, OH on the top) and the result is the 
deftness to use them together. 

Examples:  Suppose your scum wants to use ME in your main hand and LG in your off 
hand.  Cross referencing, 5 on the left, 7 on the top, you'll see that the required 
deftness to use them together is 9.

                             MH\OH  3   5   7   9  11  15
                                3   4   6   8  10  12  16
                                5   5   7   9  11  13  17
                                7   6   8  10  12  14  18
                                9   7   9  11  13  15  19
                               11   8  10  12  14  16  20
                               15  10  12  14  16  18  22

Caveats:  In finding the values for this chart, there have been inconsistencies.  The
chart shows the value that we believe will always be well suited.  Some warriors seem
to be able to use weapons in both hands with lower deftness than the chart shows.  So
far, I have not seen evidence for a warrior requiring more than the value shown.
Note that some values make little sense.  (While you can use an EP with an off hand SH
together with 10 deftness, you would still lack 5 points of deftness to use the Epee.)

                                      SPY REPORT

     So why do I have this bag over my head?  Because I am The Unknown Spymaster and 
I'm going to give you a spy report!.  We now have a new top team for all of you guys 
to dogpile on.  DRAGON BLOOD now holds the crown and they are betting they can keep 
it.  FRESH MEAT seems to have it's eye on the top team spot, and if they continue 
having 4-1-1 weeks they may get it!  Hey everybody, watch out for NO SHOW, who flew 
up 20 points in the rankings after mashing ARAGOG like a melon.  Keep your eye on 
this guy.  And falling like a basher in the top ten was ARAGOG, who dropped 12 points 
after a disappointing (to say the least) bout with NO SHOW.  It's a proud day for the 
DRAGON BLOOD stable, as their warrior, WHITE WARLOCK, ascended the Duelmaster's 
throne.  Can you believe they are paying me 10 gold to deliver this stuff?   
     Here is other news that is of note.  And hey, kiddies, those of you who didn't 
avoid BB CONSTRUCTION, please raise you hand.  Wow.  Does NOBLISH ISLAND really have 
that many liars?  And you guys like to boo me?  Well, unsling your rasberries, cause 
HOGWARTS VILLAINS beats feet every time BB CONSTRUCTION smiles at them.  Try farming, 
eh?  And who is this BLACK BARD you ask, with 14 points and a 2-2-0 record.  Ooh, the 
tales I could tell!  In a touching display by a 'touched' warrior, HERRINGBONE went 
after BRASS MONK, who was higher by 23 points.  Well, when the dust settled, 
HERRINGBONE lost to BRASS MONK.   
     Death is kind of like a new puppy:  he's always around wanting to play.  (Ha 
Zontani, how's that for a wise saying?).  Remember:  alliances are great, but try and 
take your ally in the arena with you and see what happens.   
     I think I had better cut this one short.  It's been nice chatting to those of 
you whom I have not offended yet.  Okay, so I may not be the world's best comedian, 
but then you guys aren't the world's best warriors.  Its been fun, and I'm sure you 
enjoyed it (boos).  Now that I've got you worked up for Snide Clemens, I'll be 
leaving-- The Unknown Spymaster  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 WHITE WARLOCK 11205           3   1  0  32         DRAGON BLOOD (1914)       

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 BRASS MONK 11285              3   0  0  29         DRAGON BLOOD (1914)       
 BLUE BARBARIAN 11206          3   1  0  26         DRAGON BLOOD (1914)       
 MORGIUS 11252                 3   2  0  25         VAMPIRE POSSUMS (1922)    

INITIATES                      W   L  K POINTS      TEAM NAME                  
 RED ROGUE 11207               3   1  0  23         DRAGON BLOOD (1914)       
 NO SHOW 11310                 1   1  0  21         BB CONSTRUCTION (1932)    
 CAIUS NAVARCHUS 11280         4   1  0  18         LEGIONARII (1927)         
 WEATHER DELAY 11309           2   0  0  18         BB CONSTRUCTION (1932)    
 GREYBACK 11288                2   1  0  16         HOGWARTS VILLAINS (1928)  
 DECIMUS PUGIO 11282           2   3  0  15         LEGIONARII (1927)         
 MISTAKES 11313                2   0  0  15         BB CONSTRUCTION (1932)    
 BLACK BARD 11208              2   2  0  14         DRAGON BLOOD (1914)       
 SPIKE 11299                   1   0  1  14         FIEND FACTION (1930)      
 NAGINI 11290                  2   1  0  13         HOGWARTS VILLAINS (1928)  
 SHODDY WORK 11312             1   1  0  12         BB CONSTRUCTION (1932)    
 MARCUS LORICA 11281           3   2  0  11         LEGIONARII (1927)         
 PETER RABBIT 11293            1   0  0  11         FRESH MEAT (1929)         
 WILD BOAR BIN 11292           1   0  0  10         FRESH MEAT (1929)         
 QUINTUS TURRIS 11283          2   3  0   9         LEGIONARII (1927)         
 SALLY SQUIRREL 11295          1   0  1   8         FRESH MEAT (1929)         
 UNCLE LEO 11254               1   5  0   8         VAMPIRE POSSUMS (1922)    
 ARAGOG 11287                  2   1  0   7         HOGWARTS VILLAINS (1928)  
 PETTIGREW 11286               2   1  0   7         HOGWARTS VILLAINS (1928)  
 BOBBIE BRISKET 11294          1   0  0   7         FRESH MEAT (1929)         
 HERBIE HANBARK 11296          0   1  0   7         FRESH MEAT (1929)         
 GNOME 11298                   1   0  0   5         FIEND FACTION (1930)      
 UMBRIDGE 11289                1   2  0   5         HOGWARTS VILLAINS (1928)  
 PUBLIUS SICA 11279            0   5  0   5         LEGIONARII (1927)         
 BUDGET OVERRUN 11311          0   2  0   2         BB CONSTRUCTION (1932)    
 HERRINGBONE 11291             0   2  0   2         VAMPIRE POSSUMS (1922)    
 POKEY 11301                   0   1  0   1         FIEND FACTION (1930)      
 ZZNOP 11300                   0   1  0   1         FIEND FACTION (1930)      
 ZARD 11276                    0   1  0   1         GOTHIC HORRORS (1926)     
 BEAST 11275                   0   1  0   1         GOTHIC HORRORS (1926)     

'-' denotes a warrior who did not fight this turn.

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
CONVICTED THIEF         0  0 0                      SPIKE 11299            666 NONE
ZERO 11297              0  1 0 FIEND FACTION 1930   SALLY SQUIRREL 11295   666  
ALYSSA THE FOX 11253    0  6 0 VAMPIRE POSSUMS 1922 BANDIT PRINCE          666 NONE
SAINT SIMEON 11251      0  6 0 VAMPIRE POSSUMS 1922 DARK CHAMPION          666 NONE

                                     PERSONAL ADS

Oh, how the Villains have fallen! -- Sorting Hat

Hey! Welcome, Assur. Surely you are not having ALL those problems with your new South 
Carolina mansion? -- Sorting Hat

Welcome to Noblish Island all you newbies! -- Sorting Hat

Vampire Possums -- Slashing or lunging weapons are usually better than bashing 
weapons.  For Saint Simeon, I recommend trying LO or SC if your deftness is 11 or 
more.  If 7-10, try BS.  Parry Strike is one of the  weaker styles in the game.  
Strikers are one of the better styles.  Again, Uncle Leo also has 11-12 strength (does 
not seem to have the strength for a MA, which both used tells me that).  11 deftness 

is a huge breakpoint, giving most all weapons and lots of skills. (11 wit is similar). 
Same weapons recommended with the 11 strength. -- Assur
P.S.  I'm posting the weapon requirements chart this turn.

                                  LAST WEEK'S FIGHTS

ALYSSA THE FOX was viciously butchered by BANDIT PRINCE in a 2 minute fight.
SAINT SIMEON was viciously butchered by DARK CHAMPION in a 2 minute Dark Arena battle.
UNCLE LEO was savagely defeated by BLACK BARD in a 3 minute gruesome Challenge fight.
UMBRIDGE was viciously subdued by WEATHER DELAY in a 2 minute Challenge contest.
HERRINGBONE was devastated by BRASS MONK in a 1 minute uneven Challenge brawl.
GREYBACK overpowered QUINTUS TURRIS in a 1 minute one-sided Challenge struggle.
MORGIUS devastated PETTIGREW in a 1 minute one-sided Challenge competition.
RED ROGUE overcame DECIMUS PUGIO in a 3 minute beginner's Challenge melee.
BLUE BARBARIAN vanquished MARCUS LORICA in a 1 minute one-sided Challenge duel.
WHITE WARLOCK vanquished SHODDY WORK in a 1 minute one-sided Challenge Title fight.
PUBLIUS SICA was overpowered by MISTAKES in a 3 minute one-sided melee.
CAIUS NAVARCHUS overpowered BUDGET OVERRUN in a 1 minute one-sided match.
ARAGOG was devastated by NO SHOW in a 1 minute mismatched conflict.
NAGINI demolished ZZNOP in a 1 minute mismatched match.
SALLY SQUIRREL savagely slew ZERO in a popular 1 minute gruesome amateur's conflict.
HERBIE HANBARK was luckily beaten by GNOME in a 3 minute gruesome beginner's struggle.
BOBBIE BRISKET beat POKEY in a 3 minute amateur's brawl.
PETER RABBIT devastated ZARD in a 1 minute brutal one-sided fight.
WILD BOAR BIN overpowered BEAST in a 1 minute one-sided bout.
SPIKE assassinated CONVICTED THIEF in a 1 minute bloody mismatched conflict.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|SLASHING ATTACK                  8         TOTAL PARRY       29 -  13 -  0      69  |
|BASHING ATTACK                   7         LUNGING ATTACK    29 -  15 -  4      66  |
|STRIKING ATTACK                  6         BASHING ATTACK    29 -  21 -  0      58  |
|LUNGING ATTACK                   4         WALL OF STEEL     18 -  15 -  0      55  |
|TOTAL PARRY                      3         AIMED BLOW        17 -  15 -  0      53  |
|WALL OF STEEL                    3         SLASHING ATTACK   11 -  15 -  0      42  |
|AIMED BLOW                       2         STRIKING ATTACK   17 -  25 -  0      40  |
|PARRY-STRIKE                     2         PARRY-STRIKE       4 -  10 -  0      29  |
|PARRY-RIPOSTE                    1         PARRY-RIPOSTE      6 -  19 -  0      24  |
|PARRY-LUNGE                      1         PARRY-LUNGE        0 -   6 -  0       0  |

Turn 666 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     BASHING ATTACK     3 -  4         3  LUNGING ATTACK 
PARRY-RIPOSTE      1 -  0     STRIKING ATTACK    2 -  4         2  SLASHING ATTACK
LUNGING ATTACK     3 -  1     WALL OF STEEL      1 -  2         2  STRIKING ATTACK
TOTAL PARRY        2 -  1     PARRY-LUNGE        0 -  1         1  AIMED BLOW     
SLASHING ATTACK    4 -  4     PARRY-STRIKE       0 -  2         1  BASHING ATTACK 
                                                                1  PARRY-LUNGE    
                                                                1  TOTAL PARRY    

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is BLACK BARD 11208.  The most popular warrior this 
turn was WEATHER DELAY 11309.  The ten other most popular fighters were BLACK BARD 
11208, DECIMUS PUGIO 11282, PUBLIUS SICA 11279, SALLY SQUIRREL 11295, HERBIE HANBARK 
11296, BRASS MONK 11285, BOBBIE BRISKET 11294, POKEY 11301, PETER RABBIT 11293, and 
GREYBACK 11288.

The least popular fighter this week was UNCLE LEO 11254.  The other ten least popular 
fighters were BEAST 11275, ZARD 11276, ZERO 11297, ARAGOG 11287, BUDGET OVERRUN 
11311, SHODDY WORK 11312, MARCUS LORICA 11281, PETTIGREW 11286, QUINTUS TURRIS 11283, 
and HERRINGBONE 11291.