DUEL 2 NEWSLETTER Date : 07/25/2025 Duedate: 08/07/2025 NOBLISH ISLAND ARENA DM 93 TURN 692 This Week's Top Honors THE DUELMASTER IS SMOKE BEWARE (1959) (93-11474) [6-3-1,60] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY SMOKE BEWARE (1959) (93-11474) [6-3-1,60] Popularity Leader This Week's Favorite SMOKE BLOWER BEWARE (1959) JJKIER (1935) (93-11474) [6-3-1,60] (93-11334) [2-4-0,10] THE CURRENT TOP TEAM BEWARE (1959) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BEWARE (1959) 41 2. MINIONS OF MAGIDA (1370) -9 BANE'S CHILDREN (235) 3. BASH BROS PROJECT (1960) -12 Unchartered Team MINIONS OF MAGIDA (1370) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 0*MINIONS OF MAGIDA (1370) 5 1 0 83.3 1/ 2*BEWARE (1959) 12 2 1 2/ 1*BEWARE (1959) 34 10 1 77.3 2/ 1*BASH BROS PROJECT (1960) 10 5 0 3/ 2*BASH BROS PROJECT (1960) 19 9 0 67.9 3- 4*GOTHIC HORRORS (1926) 2 0 0 4- 4*GOTHIC HORRORS (1926) 4 8 0 33.3 4- 0*TROUBLEMAKERS (1958) 1 9 0 5/ 0*JJKIER (1935) 6 15 0 28.6 5/ 0*JJKIER (1935) 0 3 0 6- 0*TROUBLEMAKERS (1958) 7 28 0 20.0 6/ 0*MINIONS OF MAGIDA (1370) 0 1 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT NOBLISH ISLE GRADUATION FINAL EXAM 25 True/False Questions 90% = Passing Grade Special Assist = All answers Are FALSE * D2 is all work and no play or fun. * You may bloodfeud only once. * The WF (war flail aka whiffle) is probably the best weapon available. * Scum warriors are not allowed. * A warrior's hit points are only determined by CON. * One must challenge warriors by name only on the strategy sheet. * D2 is only for those under age 30. * A warrior must be a designed godling to enter into tournaments. * All warriors are born with the same amount of stats and skills. * One cannot use a weapon unsuited to the warrior's style. * A manager may have only one team in D2. * Parry riposte (rippers), parry lungers (plungers) and parry strikers (pikers) are the easiest styles to run. * Endurance plays no factor in D2. * 10-10-10 is the best strategy. * There are four skill and eight stat types. * When a warrior dies, your team is reduced by one. * One secret strategy works best for each style of warrior. * All Face-To-Face Tournaments are held near the fancy office headquarters in Tempe, AZ. * The arena Duelmaster may challenge any other warrior in the arena. * Female warriors are better fighters than male or neutral warriors. * A warrior must wear armor. * In general old-time managers in the game dislike each other and seldom communicate. * There are no luck factors in the game. * The RSI Customer Service people are mean and uncaring people. * It is impossible for a warrior to have an expert on its initial design roll. NOTE: Certain of these questions are discussed thoroughly in Noblish Island Newsletters. So tune in! -- Brought to you by Worry Wart of Beware (A Consortium representative) ***---------*---------*---------*---------**---------*---------*---------*---------*** Tripwire's Parry-Lunge Ahh, the Parry Lunge. Strikes fear in the.. wait a minute, it doesn't strike fear into anyone now does it? I hope to change that my freinds. The Parry Lunge is probably one of the most diverse styles in the game and that can be a good and a bad thing. Good because you can do lots of things with them but also bad because they can be tough to figure out their favorites. The PL has the games best weapon in the SC, the games best defensive tactic in Dodge and arguably the best offensive tactic in Lunge (and Decise!). It can be used offensively and defensively with great efficiency. STATS: I am going to be going with my all around PL instead of the Tank version or the LU version. I may throw in a few of those later but most people already know what a tank version (high CN) and a LU version (Low CN) looks like. ST: 7+ CN: 9+ SZ: as small as possible WT: 15+ WL: 15+ SP: any DF: 11+ ST: 9+ is where I try to keep it for SC use. 7 is ok to start with but try to get 9 as quickly as possible. You want Normal+ Damage. CN: Like I said at the start if you go very low you will have to go offensive with your PL which is ok, but for the purpose of this PL (the all around PL) I want to keep it at least "takes normal damage". SZ: Small as possible for defensive points (3-6) and for points being better elsewhere WT: 15+ I know a lot of people make PL's with lower 11/13 etc.. But for this version I want to have as good a WT and learning as possible. For Tanks its ok to go lower and bump the CN/WL but I want to make a versitile PL with this one. WL: 15+ I never go below Normal Endurance, and prefer Good+. Plus 15 WL and 17WL give you Att/Par/Def so the higher the better! SP: Isn't needed. We aren't going to be trying to jump anyone. DF: 11+ Again Att/Par/Def of 2 each starting at 11DF get as much as possible without hurting your other stats. Ever had one of those trip 17 WT/WL/DF? But just didn't want another LU? A PL is perfect for those! So let's take a look at a few of my favorite PL's that I have graduated and ones that I have had the most success with: 10-10-9-17-17-4-17 (VL/HI, SC) 11-12-7-21-15-5-13 (HI/HI, LS) 2 Time TV 11-9-8-17-15-9-15 (HI/HI, SC, Parry) 1 Time TV 9-13-10-21-15-5-11, (VL/HI, SH, Dodge) 1 time TV 7-11-13-17-21-4-11, (MO/HI, SS, Parry) 1 time TV 9-13-10-15-15-7-15, (LO/VH, LO) 10-12-5-17-21-8-11, (LO/MO, SC) STRATEGY: Ok now we get down to it. Strategy. The bread and butter. The PL's can have favorite Offensive Efforts of VL to HI and favorite Activity Levels of LO to VH, so no VH OE and no VL AL as favorites. They can be blessed (and hosed) in everything. A majority of favorites according to terrabloods is MO/MO which seems to fit the mold. However, I will have to say that I have graduated 12 PL's over my entire career and only 1 has ever gotten MO/MO. A majority have gotten VL/HI (4) or HI/HI (3), the rest are scattered around MO/MO. Ok I am going to use the second PL above for my strategy as I think that is a fairly easy set of numbers to come by. 11-12-7-21-15-5-13. Lets take a look at the starting skills: 9/8/13/5/8/6. First thing that comes to mind? Man is he slow! And wow not much parry! Thats all good though. #1 we aren't looking to jump anyone. #2 the dodge makes up for it! Here is a little secret. Parry stinks! Dodge is king! I am not saying I don't use it. I do, but remember that secret when your PL starts moving up into the Init/Adept ranks. Parry is good early, not so good middle+. ARMOR/WEAPONS: I NEVER go over encumbrance unless I specifically am challenging say a ST and know the fight will be over quickly. For the most part I will stick with Encumbrance or below, in this case 16. So ASM/H (11), vs Light: SC/DA (4), vs Medium: LO/DA(4), vs Heavy: SC(3), backup DA(1). I always want an offhand weapon in my PL's grip be it a dagger or shortsword. I am hopefull going to be dodging more than parrying. A shield would be good if you were just going to parry, but I always say heck if I am going to hopefully be dodging why have a shield? Put a weapon there and if you have to parry you still have something in your offhand as well. Ok now the tricky part. How the heck do I run this guy? His best numbers are (attack 13 and dodge Cool with a nice mix of init (9) and rip (Cool. So we want to what? Attack and dodge and hopefully be able to keep the init and rip when we do it. Great. So why not just run 10-10-x and be a lunger? Because then your missing out on Dodge, natural want to parry and his rip. Why miss out on that stuff when its there? With this brand new PL I want to use that nice attack but also be ready to move around if need be. This particular guy has greater defense skills than he does parry skills. However, PL's like to parry as well. As much as I have been talking about dodge, don't forget they will parry a lot as well. Here is how I would run him in his general strat to start: Min 1: MO/HI Dodge (probably: 5-8-x Dodge). Min 2: MO/MO (probably: 6-5-x) Min 3: MO/LO (probably: 5-3-x) Min 4+: LO/VL (probably: 4-1-x) Desp: LO/HI Dodge (probably 3-8-x Dodge) Now the strategy will indeed change depending on the setup of your PL and you need to really watch how your PL responds to the strategy. I have had many PL's that will swing like CRAZY going VL/HI or VL/MO. And some that never swing at all running HI/HI. PL's take a lot of work and a lot of care. It is not one of those styles that you simply put on autopilot with 1 strat and let go. If you want that go pick a ST or TP or something. This takes work and is why you will end up loving your PL's more than other styles IMHO. If you know you are going against an offensive style use the strat above and even armor up a bit more if you want (although when I am dodging I don't like to go above encumbrance). If you are going against a Scum (you probably want to stay away from them if possible) but if you have to go with very low armor ALE/L, SC backup SC. A normal endurance PL can go a LONG time if running right. Something like: Min1: 5-3-x, Min 2+ 4-1-x. As your PL's begin to get older and gain more skills, drop the tactics! I normally drop the tactics after Expert in that area. So if he has 16 Parry and 12 Defense. Use Dodge but not parry. If he has 16 Parry and 16 Defense. Don't force it to use something it doesn't want (unless in specific situations) let it go at MO/MO or MO/HI no tactic. Most of my PL's before they graduate never use tactics at all except in special circumstances. One of my favorite PL's ever was a decise favorite. And the PL CAN get the Decise tactic as favorite. You would be shocked at how much decise they get and quickly. Heck if they learn it early on fast, USE the decise tactic and suprise some Lungers and Slashers out there. Last note: This is the Tripwire PL. I definately don't mean to step on anyones toes or say this doesn't work or that doesn't work. I am not a fan of Tank PL's with low WT, but many people can tell you they work. I am not a fan of the low CN version that runs like LU's. It works for some, but I haven't had great success. Next time you are struggling with a rollup that "Should" be a good something. Think about PL. It can open up a world of new posibilities. ***---------*---------*---------*---------**---------*---------*---------*---------*** Assur's Addendum Tripwire's guide is without equal on the Parry Lunge style. That said, I have following comments (having been focusing on this style for the about 3 years). First, this is a difficult style to win with. Even armed with this guide, you will not find winning trivial (especially in tourneys). Next, a couple items I'd like to highlight from his article: For best results, you will need to pay close attention to your PL. "This takes work and is why you will end up loving your PL's more than other styles IMHO." -- I haven't put in the work, so I can't comment directly on this statement, but after my 12 grads, I have not fallen in love with my parry lungers more than my other styles. I only hope that one or more of them does turn into a successful warrior in ADM or Eligibles (where they seem to have the most success). I have had more success with more STR & CON than he recommends as minimums than with closer to the minimums. I have modeled my PL's after his, but the ones on the higher side of STR/CON have done better for me. I've also not had many of the better kind of setups he's described here (they are more rare than common). Almost all my PL's started 11 deftness, so I haven't followed his model perfectly in this regards. Interestingly at the time of this writing, my lone TV with a Parry Lunger is: 21-12-7- 17-9-7-11 PL, who doesn't fit the model well at all. You'll also notice that with one exception, the TV PL's that Tripwire mentions are also not at the minimum CON level. SPY REPORT I was going on vacation, see? Surf, sun... But what do those bums say? "Hit the road, Debby Tonte. NOBLISH ISLAND needs a spyreport." Oh, well. Too bad, BASH BROS PROJECT, but BEWARE was just too good to be stopped. Talk about yer big time losers! RAIN got smashed by BORING, and lost 9 points! And I was just getting used to the ex-Duelmaster's habit of...(!) Oh well, welcome SMOKE. Aren't BEWARE proud. (Oh, my.) I hear the top team insists all their warriors get nine hours sleep. They want photogenic fighters for PR photos. I gotta admit I haven't been in "deep con caves" with any spies. Really, I just wing this stuff. BEWARE was the most avoided team. Is a 34-10-1 record really that scary? Is there some deep dark secret why BASH BROS PROJECT's been avoiding BEWARE so much? Or is it just that they're too scared? Like, is OVERDO popular, or what? He was challenged the most in all of NOBLISH ISLAND! He's got a 4-2-0, is that good? For sure, I was holding my breath when I found out SMOKE challenged MISSING PARTS. After all, haven't BEWARE and BASH BROS PROJECT had a long standing duel in NOBLISH ISLAND? It wasn't a spectacular fight, or anything, but MISSING PARTS wants me to write about it since he was killed by SMOKE. Satisfied? What does a fighter fight for? I mean, the crowds don't give a hoot if someone gets killed. Not after four more fights. D'ya think SMOKE is feeling guilty for killing BASH BROS PROJECT's MISSING PARTS, a mere boy? Naah, I doubt it. 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 gotta leave. NOBLISH ISLAND is like such a dump, and you guys smell too much! Remember you guys, ease up sometimes! Chill out! Later, Debby Tonte DUELMASTER W L K POINTS TEAM NAME SMOKE 11474 6 3 1 60 BEWARE (1959) ADEPTS W L K POINTS TEAM NAME -ROBBER 11473 6 2 0 50 BEWARE (1959) POT HOLE 11476 9 0 0 44 BEWARE (1959) WOLF 11475 6 3 0 44 BEWARE (1959) OVERDO 11483 4 2 0 38 BASH BROS PROJECT (1960) BULLY 11477 7 2 0 36 BEWARE (1959) CHALLENGER INITIATES W L K POINTS TEAM NAME SCOPE CREEP 11487 5 1 0 28 BASH BROS PROJECT (1960) SHIELDER 11336 3 3 0 24 JJKIER (1935) INITIATES W L K POINTS TEAM NAME BORING 11485 3 2 0 23 BASH BROS PROJECT (1960) -ATAVISTA 11465 3 4 0 22 TROUBLEMAKERS (1958) -KATANA 11273 2 1 0 21 GOTHIC HORRORS (1926) HARD WORK 11484 4 2 0 18 BASH BROS PROJECT (1960) -BEAST 11275 2 3 0 14 GOTHIC HORRORS (1926) -BARBELA BLOODSTONE 11467 2 5 0 13 TROUBLEMAKERS (1958) BLOWER 11334 2 4 0 10 JJKIER (1935) BASHER 11338 1 5 0 8 JJKIER (1935) -IRON MCGINTY 11489 1 3 0 6 TROUBLEMAKERS (1958) INITIATES W L K POINTS TEAM NAME RAIN 7935 1 1 0 4 MINIONS OF MAGIDA (1370) -BATTLESHIP KATE 11490 0 4 0 4 TROUBLEMAKERS (1958) -AFNORD FORGETHIM 11501 0 1 0 1 TROUBLEMAKERS (1958) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? MISSING PARTS 11486 3 2 0 BASH BROS PROJE 1960 SMOKE 11474 692 PERSONAL ADS What??!! How could that be? My mighty (well, sort of) Beware Warriors go 4-1 and only accumulate a total of 5 political points? Sheesh. I smell a conspiracy. -- Worry Wart Assur, it was you! Cretin! A 20 point loss to a Bash Bros Project which is way, way behind schedule! Scuzzy. Very scuzzy. -- Worry Wart Missing Parts, I think I hate you. You'll get yours. You betcha! -- Bully Hey, it was good to see the graduate team, Wherewolves, already competing in a regular arena in D2. Kudos. -- Worry Wart (A looker at all arenas when they post.) Our arena is dwindling. Bring on the competition. -- Worry Wart LAST WEEK'S FIGHTS SMOKE butchered MISSING PARTS in a 1 minute gruesome mismatched Challenge Title fight. OVERDO was savagely defeated by DANGEROUS CRIMINAL in a 2 minute brutal melee. WOLF overpowered HARD WORK in a 1 minute bloody mismatched duel. POT HOLE outlasted SHIELDER in a monotonous 13 minute fight. SCOPE CREEP bested BLOWER in a 3 minute brawl. BULLY vanquished BASHER in a exciting 1 minute bloody mismatched fight. RAIN was handily defeated by BORING in a 1 minute uneven fight. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |STRIKING ATTACK 3 TOTAL PARRY 20 - 9 - 0 69 | |SLASHING ATTACK 2 LUNGING ATTACK 16 - 10 - 0 62 | |BASHING ATTACK 2 STRIKING ATTACK 24 - 18 - 1 57 | |TOTAL PARRY 2 WALL OF STEEL 6 - 6 - 0 50 | |WALL OF STEEL 1 PARRY-RIPOSTE 6 - 7 - 0 46 | |AIMED BLOW 1 SLASHING ATTACK 11 - 13 - 0 46 | |PARRY-RIPOSTE 1 PARRY-STRIKE 10 - 12 - 2 45 | |LUNGING ATTACK 1 BASHING ATTACK 15 - 19 - 0 44 | |PARRY-LUNGE 0 AIMED BLOW 5 - 7 - 0 42 | |PARRY-STRIKE 0 PARRY-LUNGE 9 - 13 - 1 41 | Turn 692 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 1 - 0 AIMED BLOW 0 - 1 3 STRIKING ATTACK STRIKING ATTACK 2 - 1 PARRY-LUNGE 0 - 0 2 SLASHING ATTACK SLASHING ATTACK 1 - 1 PARRY-STRIKE 0 - 0 2 BASHING ATTACK BASHING ATTACK 1 - 1 PARRY-RIPOSTE 0 - 1 2 LUNGING ATTACK TOTAL PARRY 1 - 1 LUNGING ATTACK 0 - 1 1 AIMED BLOW 1 PARRY-LUNGE TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME STRIKING ATTACK SMOKE 11474 6 3 1 60 BEWARE (1959) TOTAL PARRY POT HOLE 11476 9 0 0 44 BEWARE (1959) SLASHING ATTACK WOLF 11475 6 3 0 44 BEWARE (1959) LUNGING ATTACK OVERDO 11483 4 2 0 38 BASH BROS PROJECT (1960) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is SMOKE 11474. The most popular warrior this turn was BLOWER 11334. The ten other most popular fighters were BULLY 11477, SMOKE 11474, OVERDO 11483, WOLF 11475, BORING 11485, HARD WORK 11484, SCOPE CREEP 11487, BASHER 11338, MISSING PARTS 11486, and RAIN 7935. The least popular fighter this week was POT HOLE 11476. The other ten least popular fighters were SHIELDER 11336, RAIN 7935, MISSING PARTS 11486, BASHER 11338, SCOPE CREEP 11487, HARD WORK 11484, BORING 11485, WOLF 11475, OVERDO 11483, and SMOKE 11474.
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