Players get the sense of gamers hanging out, bantering, and asking to pass the Mountain Dew. Because of it's specific usefulness and inefficiency against some enemies that doesn't have weaknesses it's in general bad choice. Before that end-game massive damage, the Hunter is just going to be looking over in envy at every other group damage skill his friends are dishing out. So the first part of the formula is: follow the main quests, and avoid every single side quest. He gets a Body point (or two, with the right Game Room item) and 2 damage reduction. "Enemy Damage Reduction -10% per table level" - up to -50%. At max level, you can heal for 32 HP per enemy. At level 5, this is moderately important. And then yes, your Lab Rat could max out at +9 spell damage from trinkets, so long as he's fine with not having any other items in his trinket slots. What's the point? Red Icosahedron and either spiked rings for a little more damage or Almighty Rings for a little more threat and more reliable Ripostes. Just 1 point here though, and you have a backup energy reserve, so that you could do.Although you could put 1 point into this and use life transfer on yourself which basically makes the skill free. June 19, 2020 4. . So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. The Ninja will always have at least decent initiative, so you're likely to be one of the first to strike, and it's not uncommon to go through a regular battle this way without the beasties getting even one shot off. But even if you level this to just 3, that's 113% weapon damage, but you'll still get the critical, and if you're concerned about his health, put some points in Second Skin and/or Discipline to make him thoroughly undefeatable with only a moderate sacrifice to his potential damage. "Clutch" ones, of which there are only 2 (Note i am edditing the article and added one more), are so important that they dictate how you play the game and are required for various strategic approaches. So i have hopefully fixed the rating back to the original Authors system. And as mentioned before, you are very rarely going to need all of that 312 HP heal on one adventurer. This is those guys, all put together. But now, there are only two places left to go, so each monster now has a 50% chance of no flippin' damage. This guy is like, the coolest guy. This is all a little lame, I think, as confuse is a great and fun condition to inflict, and you're only going to inflict it 14.29% of the time with the Warlock. At level 40, that's about 40 x 32 (1280) more potential HP. This is essentially like the Cleric's Restoration skill. - Fight and explore your way through a perilous fantasy world to defeat the dark mage. The devs did us the favor of letting us have him even if we don't get past the Great Paywall. Although you have to want it, wait for it, and you have to build your party around helping that - but it can be done. So that every time the Barbarian scores a crit, he causes Sudden Death. See, it's based on your Senses attribute. A game about a game. But this is a fine skill, yet there are better stunning options out there (like the Ninja or Mage) and, more importantly, if you level this you're not leveling Power Lunge or Cleave, which is what you should be doing. While the next two passive skills are good, you could skip them easily and just focus on this one. Fittingly, the mysterious Monk class is the least obvious to unlock. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. Your Cleric is definitely the premier energy boosting specialist. I'm not sure why I had to lay it all out like that. A few suggestions on building a great team. Nevertheless, it's a choice, you need to make it, so let me break it down, with the obligatory rating (i.e. That said, the primary difference is that all gold, damage, health and energy values have (inexplicably) been multiplied by 20. The idea is to clear the back row while the knight and ninja sudden death the enemies in front. As far as damage, that part is true about one of her skills in particular, which if used well with a compatible team will have you shredding your way through the game at top speed. You know, after all the quests at the tail end of the game when you can get two skills to level 24. But that's pretty rare, as most often you'll be slicing your enemies into cubes before that happens anyway. And as you level up, and item up, this gets to be pretty respectable (130% weapon damage at its most vicious). Being the Rocker will allow the Ninja to have enough energy to cast his maxed out stunning skill even at middle levels. So it's a nice gesture to either spare your Warrior one hit and maybe get one 80 HP heal in, or to protect that Ninja who's not getting hit or damaged in the fight anyway, but it's not the best use of a skill. So you haven't made yourself twice as tough, you've made yourself slightly (to significantly - if you're that Dwarf Jock) less tough (lower MP than HP max no matter what), and the stuff that's keeping you alive (your MP) is also what you need to use to effectively attack back. concentrated in Dragon Blood myself. As you will have come to expect from playing numerous thieves in numerous gaming worlds, they are highly skilled and agile, but they are pretty fragile - although not as fragile as that Mage over there in the thin cotton gown - and, if the circumstances all line up, they are capable of the highest damage one can dish out. Which is only the third of it because your 3 attacks with the Shadow Chain skill each have the same chance. The third archetype. You say the warrior is the best at absorbing damage, thats wrong. Typically people . This will maximize the critical hit% of the Knights True Strike to almost close to 100% without needing Bulwark. Knights of Pen & Paper (IOS) Best AOE+Quickest team. So, despite what I just said, this is the one efficient guy in the group. Control the dead? There are other builds here that can be fun to explore, but this is absolutely the build of choice. The Health is inconsequential, practically, but the Energy regen is only a third of what the Cleric provides, and if they're both on your team kiss your MP worries goodbye. Doesn't matter. That said, if you want to put just 6 points in this it'll give you damage reduction like medium armor (4) and a fair amount of health (52), and you can afford that much. "The party gains 10% increased damage range per level" - up to +50%. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! More likely though, way before that, you're gonna realize how extra disappointing this skill is largely because of the promise it seemed to hold, and start your game over with a better Psion build. Senses, however, only affects Critical and Initiative. There are 3 of these in the game. First of all, do note that this skill is not affected by the Body attribute. Until they get hit. If only you could get to level 75. Which, if you're not just a tweaker but also a completionist, you'll want to do anyway so you can play all the quests in the game (you'll need a complete bestiary for that). There's a third kind actually, which is neither a spell or a weapon, which only the specialists (Thief and others) have and it's not a good thing. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. So this hits a single target for a little less than your average fighter's comparable skill (220% weapon damage at skill level 24), which is the same oomph as the Hunter's hat can muster. And then chomp the bejeesus out of the baddies for up to 324% damage - which is top tier stuff, Warrior and Barbarian statistics. If you use it on your big scary fighter, they should already have high Threat and decent to great Damage Reduction. This is all great, but starts looking even better combined with the Thief's Barrage of Knives, or a group that lays on the conditions so you're getting a Sudden Death once every battle or two. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. The AI in this game is not clever (or perhaps just not ruthless) enough to focus all damage on one character to wipe them out (which is what you'll mostly be doing to the enemy). Still considering the other alternatives is perhaps the most useless one in here. You've already had a taste of my Goth hate, so no surprises coming. It's why she's so macabre all the time. Weapons would have stun, trinkets poison, rage, burn/bleed if knight. Why'd you do that to him!? But in practice the actual percentage difference is either non-existent or, maybe, possibly, few percentage at best. This is very good, necessary even to make this skill worth it, because the Stun, even if they don't resist it, goes away after one turn so you only get one 56 HP hit out of it. The biggest damage dealers, the Ninja and Barbarian, built well and strong with the Criticals (and the Druid what with the two bear attacks per turn - so long as he can keep the frenzy up), are going to be delivering a punishing 300-400 damage each turn. Q&A for work . With the ferret-like thing in the mix, this does mean you can spend your time protecting two of your fellows each turn, one for the fighter each turn and one for each other player so, in a long enough fight, you're basically warding the whole party the whole time. So if you complete a particular side quest at level 10, you will gain half a level's worth of XP, which is (and I'm just making this number up for the example) 1'000XP. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. "Damage +5% per level" - up to +25%. Just point him in the right direction and SMASH. Added to that is the +16 Damage and +16 Threat, and if you make your Druid a Dwarf Jock, you will indeed be doing some very major damage here. That said, you'll nearly always have enough gold just by playing the game normally (not hunting for gold or items or xp on the side) to fund the whole weaponized expedition. And the most certain path to maximum XP is doing the side quests in reverse order, which means your grand final gesture in the game - once you're a true legendary bunch of heroes bursting with power and loot - will be collecting apples. By far. Will use the *20 or the now being default values. Or rather, I really want to like him. It used to be the only way of inflicting the Confuse condition. Combined with Ambush, in a perfect situation, you're doing 616 damage. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. A vast selection of titles, DRM-free, with free goodies, and lots of pure customer love. Price . And with the Senses boost (1) she's a natural fit for one of the specialist classes with a build that focuses on (the specialist version of) spells, which most of their efficient builds do. You could level Grappling Hook to move foes around and, leveled up, cause more damage to individual targets. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. Without your Go Set, that Fireball and that Barrage of Knives most often won't hit all the baddies, especially as the fight goes on and you pick them off. Especially ones that suffer most from insufficient skill points, like the Hunter, Psion, and Druid. Reminiscences aside, there are 3 ways to get experience in this game. Unlike the damage reduction, which is huge at level 1, pretty nice at level 8, and hardly noticeable at level 20 and beyond. This isn't that great a difference, but later on when the Knight is not naked but has a damage reduction around 40 or 50 with all his souped up gear (which is what you will obviously have him wear if you invest in this skill), this makes more of a difference. The knights have returned to raid dungeons, punch dragons and roll dice! Use your health instead! Feel better! Once again, like the Thief, but worse. Boring, but clutch. At that point I came back and switched this on (and used the unique item that helps with this), and found the Dragon soon enough. Love the hat? Some fun builds with Mages can be developed tho. The Ninja is still the king of Criticals though, and you're about to find out why. So I'd go with Backstab just because it often means you strike first and the Paladin will strike close to last, meaning on your second turn you can get double damage on most of the monsters without giving them time for a second resistance roll. There is some synergy here, but this team is not efficient. And if you can manage to kill some high level monster before you're really supposed to, you get a healthy chunk of XP. Conditions, you might have heard, are useless in this game. Get the sacred table asap for cheerleader combo. Create a free Team Why Teams? That's the glass half full perspective. Between the two of them and any other Condition inflicting skills your party has (including the Monk's flaming fist), and with the crazy high Threat, your Monk will get most of the hits and not feel a thing. "When able, basic attacks expend 4% Energy to deal 4% extra damage per level" - up to 20%. Similar to the Barbarian's skill, though much lesser, he gets a body boost of up to +16. (Important note: as this skill is not weapon based, Backstab won't kick in here. If your Thief is cheering, definitely put a point in here. The hand that kills can also heal, sayeth Aragorn, and all that. No biggie, fine. For me at least, it just doesn't feel powerful enough for all the skill points you need to pump into it, so I just can't bring myself to bump this up to the 'great' category. then ninja for stun locking. And this is true, except other classes are better at both of those things. Shred some stuff up! After 3 hits, they're burning for 96 damage. You can bring the Paladin or Warrior if you want, but they're all going to be competing for agro attention which is less efficient than letting the Knight do his thing. Side quests are either standalone (help the Noob) or a package of several (the Lich and High School) but not too many quests, and are, in theory, optional as they don't usually even relate to the main story. The point (or two) in Mind is like Body, giving around 1 level's worth of extra MP per point per level. Can he summon demons? Well, a few of them are. Keeping up with the Psion's super cool image, this skill is verifiably super cool. Maxing this skill gives you +64% Critical chance until you get hit. So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. The Surfer is good here, not so much because it's the perfect fit, but because he's the only player left with 2 Body, and the other ones are more needed where they are in this team. This is actually pretty important since you'll be spreading the glory to the whole team. I know it's a lot of work and it's always good to read from another lover of the game. But that damage bonus remains at +2 for everything, which is really just symbolic with any beast above level 10. Or something. If all three hits are criticals (which is less likely as you'll only have enough skill points for this and Shadow Chain, with little to nothing left for Vanish) and the condition isn't entirely purged at the start of the target's next turn - which mitigates the awesomeness level here. Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. But it's actually twice as good. Source: www.key4you.cz. And the damage may seem unspectacular at first (44% weapon damage per hit), but maxed out (120%) you'll be doing over triple damage. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. I haven't been able to find a decent strategy guide for it anywhere, and this game deserves one by golly, so here goes: {Nota Bene: This guide is good and accurate for the Steam PC version, which I think of as the 1st Edition of this game, and the only one worth playing. Which, to boil it down, means that quests give the same reward to your party no matter when you complete them, unlike both reaping death and eating 'shrooms. And each attribute is (at least in theory) the core stat for the 3 types of player in this game: the fighters (Body), the casters (Mind), and the specialists (Senses). Guide for Knights of Pen & Paper 2 Deluxiest Edition - Party Setup. So, if you want to do this perfect, bring a Mage with Fireball and a Paladin with Smite. 149 73. And then there are the few beasts that you can't set up fights with, like Cave Bats that are only in the Nearby Cave, meaning you have to wander through that cave until you find enough of those bats - so that's a little annoying too. At level 32, say, that's about half of your energy restored. I suppose if you think Confuse is like the bestest thing to inflict it might make sense, except Confuse backfires more often than not. But still, even so, it's nice to see it in action, it's "free", and putting 3 points in it is doable with just about any build. DLC Knights of Pen and Paper +1 Deluxier Edition Upgrade-75% $9.99 $2.49. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. The healing can't hurt, and the energy regen, mild as it is and in addition to the Cleric's, will ensure this team never, no really never, runs out of steam. But it's worth it, for me at least, as you get to see what the OP version of every class is like. "Lowers enemy resist roll with 1 per level" - up to 5. They fixed that now with the Eyeglass, kind of, which takes a weapon slot though and you can't upgrade it so using it reduces Damage (and Threat and Critical) a lot. In-Game. Where the default effectiveness (that every other class is stuck with) is 50%. At level 12 you kill 5 Rat Traps, and you'll barely even notice the increase on that little yellow XP line. However, he has the slickest looking headgear in the game, I think, this sort of macho tiara. These little vine bundles pop up at the monsters' feet and they get to try and resist a Stun at up to a -9 Body roll. Here Be Dragons; Back To the Source (free update) Epic Mount; Art Book; Exclusive Grinding Farm Location ; Soundtrack- 14 Songs This item will only be visible in searches to you, your friends, and admins. Like I did. And I've been talking max level. So, it's all pretty straightforward, and really if you don't want to there's no reason to worry about the hows and the whats, just follow the story and you'll be leveling up nicely and regularly as Gary intended. Once you level up, maybe a few times, you'll notice you're not getting much from them anymore, so move on to the next stop on the main quest fun train. And aside from the extra energy the Lab Rat provides, the four trinket slots can be put to good use by filling them with Spell Damage boosters, at least until the end when the exceptional unique trinkets show up. Basically, this table is the only way to make charms a real part of your game. But the percentage of a level each side quest gives is about the same. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. Even leveled to 24, the skill only does 56 to the target, and no direct damage to the group. Havocado is a silly hyper-speed multiplayer physics fighting game; shoot, punch, drive, and use magic to knock the other players off in a multitude of locations and scenarios. For the low and high end ones, you'll find them pretty easily. Frostbite will provide you some decent single target support, not that the warrior/barbarian will need it. Now all this makes Bulwark totally at home in the SAKA realm already, but just to make it even better, he also regenerates up to 9 Health and Energy for everyone else each time this is used. It is only visible to you. Right now. No need to inflict major damage if you're just instant death slaying everything. So being a Human Lab Rat Thief, just in this case, would be a very good choice. I don't know a game where the mage type doesn't have this, and with good reason. Kyy Studios took over development of this sequel. But also means that you can tough up your, say, Warlock with righteous armor if you're willing to sacrifice a couple points in Mind. Cheerleader - good (great with the Thief), Divine Judgment - good (SAKA on a stunned target). Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. And for our final entry, a welcome third lady friend. Max out Chain Lightning and put the rest into Frostbite, though you probably won't max it with a full group because of how scaling XP works. You could even get through the average dungeon without it. Instead you get a percentage of a level, any level, as a reward. What places this firmly in the theater of the absurd is that he can keep adding to his Threat like this, every turn. In fact, if you don't have that Cleric in your party constantly refilling your MP, you're never gonna really feel like you have enough MP (unless you happen to be a juju-swapping Monk) - especially in dungeons. It reduces attack damage by half and prevents critical hits. It can also be worse, where the Paladin needs no healing and your Barbarian is near death and only gets brought up to half health. His Threat does reduce with damage taken, but unless he's getting clawed in the face by that dragon (which he can easily shake off by the way), his Threat is going to remain floating in the stratosphere after one or two turns no matter what. If all you want is the ward, well, here you can have a beautiful thing and the best possible Druid build. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. The secret ingredient is double damage when used on an enemy that already has a Condition. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. I understand why it seemed necessary to you to replace my ratings, and I'll get into that error next, but my real gripe is that you replaced my rating system with yours but left my description of my rating system intact. I will get back to you on that. This can be thanks to a small host of pretty bad drawbacks. The most recent departures are Bertuzzi, who made his Red Wings debut during the 2016-17 season, and Hronek, who made his debut during the 2018-19 season. Were you to max it out, you would be nigh unkillable. They might bop you on the way out with a single hit, then down a potion or two if you need to and go back into the same room. In practice, it's hard to make it work well, and hard to keep up the MP. If only you could max out 3 skills per class instead of just 2. Now, I can't tell you how many XP it takes to get from level 1 to 2, but I can tell you that XP works vaguely exponentially here, like almost everywhere else. But it reduces your Threat to zero, so you're unlikely to get hit again. And then you'll start asking yourself why you brought the Hunter instead of the Mage or Warlock or Thief, Ninja, Paladin anyone else really. In this here world, most of that is true. But Burn baby Burn, is what makes this great. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. If you strike that back row enemy with Cleave, even though you can't actually directly target those other back row guys, It'll still get the whole back row. In fact, this skill qualifies as SAKA as far as I'm concerned if (and only if) you pair with the Rocker. Orders and payments. You're just never going to use it. And again, if you do a build where you can cast this twice a turn, it's a major MP suck but also something of a waste to cast on the same row twice. "Receive 3% more gold per level" - up to +15%. Kind of disappointing, ultimately. As always, maxed at level 24. In one strike. So yeah, maybe, sometimes, really rarely and way at the end of the game, you will totally rule and blow the socks and everything else off a full host of nasties just with the power of your mind. To illustrate with the XL size, the programming determines the first of your 3 monsters end up back where it was, which was a 33% chance. Which is huge, and would be totally Solid as far as that goes, but becomes Clutch when you realize that, thanks to this sofa, Bulwark then becomes a largely wasted skill, even with the loss of the minor group regen, and so you can put your skill points into his two defensive skills making him just unconscionably tough while also delivering Critical hits 90% of the time with True Strike right out of the gate without having to prep with Bulwark. But let's look at each separately: Weapons can be upgraded, up to +5 (as a category), which varies a little in what it actually provides. He's got the most versatile tool box and every skill is worth bringing to the fight. This is that, but better. The Threat bonus looks small at first (up to +18 Threat), but it levels up quick and, unlike the Paladin's Guiding Strike, your threat increases with each use of the skill. Create and level-up a party of customized heroes and take them online in . So, in effect, conditions are a real threat only about half the time - at least as far as your party is concerned. This is not by any means necessary as you're not going to be switching your Clutch ones around, probably ever (you built your Team around them, remember), and the bonuses you could be switching to and from are generally minor. If you grew up in the 80s and lived for paper and pencil games, owned a drawer full of dice, a bookcase full of games, a 4' x 6' all-purpose gaming table made of plastic and felt which was equally home to the D&D (1st edition mind you) beholder's dungeon and your Warhammer 40k army battles, and had several dozen hand decorated pewter figurines specific to your . Cleric: best healer by far, and mana regen is virtually a necessity. And that means a fifth of your party is never doing damage (a complaint you could equally level at the Cleric, to be sure - except he's better at the whole altruism thing), and that's a pretty massive MP drain. All Reviews: shaman - upgrade hurricane + Static Field mostly. So, this skill is about as simple as they get. Meaning, if you want to bring someone who's going to use this kind of skill, the Warrior (or Barbarian or Monk {or Ninja or even Thief and Hunter if used right and it's not the Threat you're after}) have slightly better (higher Damage) versions of this skill. But once again his Initiative skill is a step behind the Thief's. Because the synergy here is amazing. Your specialist Player extraordinaire (+3 Senses). Knights of Pen and Paper 2. IN THIS STORY: Rumors Stats Roster. You can benefit from this any number of ways: focus on this and one attack skill to get the highest magic damage imaginable, or spread out your points between all four skills and maximize the damage bonus you get here. Kill Kappas, Ghouls, Skeletons and Zombies to continue quest. Take the Warrior, strip him down to one active skill and make him a regenerating critical powerhouse and, voila. Put 1 point into Armor of Faith early and max it after you're done with Smite or Guiding Strike. This fixes that and, now that I see it in action on a regular basis, I'm kind of sorry I complained. Why is the Hunter's half that? A number of classes and players in this game are, to put it bluntly, superior. John Law; his birth and youthful careerDuel between Law and WilsonLaw's escape from the King's BenchThe "Land-bank"Law's gambling propensities on the continent, and acquaintance with the Duke of OrleansState of France after the reign of Louis XIV.Paper money instituted in that country by LawEnthusiasm of the French people at the . 7 Points bulwark for the threat boost, and currently 14 in True strike. Run out of energy? I mean, in so far as he's good at anything. Lady role-players are about as rare as chartreuse winged unicorns with golden fiber manes and super-heated plasma tails - so really it's nice they put any girls in here at all. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. If that were the end of the downsides, this would still qualify as a great skill. And say you have a Paladin as well who goes around causing Weaken all the time and the Game Room item (Weapon Rack) that lets you cause Sudden Death with 6 instead of 7 conditions.