"Fine" ones are good choices that have a benefit for the length of the game, but it's not much of a bonus. "Initiative +1 per level" - up to +5. Some fun builds with Mages can be developed tho. And for your casters this is a non-event. [The crowd goes wild]. I'll admit, I have a soft spot for Paladins. Basically, this table is the only way to make charms a real part of your game. Pen and paper. In this case the block is an unqualified positive, since it's free, but the 5 healing is minimally effective even at low levels and unnoticeable at higher levels. It's pretty rocking. It actually heals the same amount of total HP per cast since, as an added (and pretty original) bonus, the Paladin heals himself at the same time for half of what the other guy gets. In fact, I don't recommend it. The Mage and Monk skills are only for their own selves, and there's the Cheerleader Thief when she gets hit, and the Game Room blocking thing for individuals, but they're pretty weak. Lot 1174: Estimate: 60/90. Teams. THE MISSISSIPPI SCHEME. Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. This is rather difficult to asset, dealing 20% more damage with basic attacks for some classes who rely solely on their attack damage and not needing a lot of energy (or have ways to restore it really fast) can be devastating. The only reason the is Fine instead of Meh is how annoying it gets to keep having to fight Troglodytes when you're passing through the Meadow even when you're level 40. Nothing. So there's nothing wrong with this skill, but you're most likely better off investing in something else. So if everyone else takes cover, your Threat could be 5 but it would still be 100%. You could of course get all of your skills halfway to maximum, or some other mix, but in the majority of cases this is just a straight up bad idea - having you more multi-purpose but only dealing half the damage or healing half the damage that you otherwise could be - and the first time a dragon lands on you is the very latest point at which this realization will dawn on you if you choose not to heed my advice. In addition now you can spend slots for other benefits (like increasing critical chance) instead of applying all 5 conditions yourself. These get a different rating system: Meh, Fine, Solid, and Clutch. 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. Knights of Pen and Paper 2 Basic Guide for Team Composition and Skill Similar to the Barbarian's skill, though much lesser, he gets a body boost of up to +16. Then made Rocker/Dwarf/Cleric, Goth,Elf,Thief, Rich Kid/Elf/Ninja. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. So if you're going for a defensive play style, here you have - finally - a good reason to bring the Hunter. Kill stuff, buy it, and complete quests. As far as strategy, much was added to the corrupt free version, all completely heedless of game balance in their quest to sell you an overpowered item, so I'm not sure how much of the tactics in here are still usable. Even low level bosses seem to resist everything you throw at them almost all the time. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. Your Cleric is definitely the premier energy boosting specialist. This is that, but for the whole field of battle and completely irresistible. An important thing to note is that you can interrupt your game at any point (even in the middle of a battle if you don't mind starting that fight over) to switch your bonuses around. But what makes a Monk a Monk? I'm not about to lay hands on the abomination that is the mobile version to find out though, so proceed at your own peril}. Another user - will update and re-evaluate the usefulness of furniture and give some information. A history of Savannah and South Georgia : volume II First is, you have to buy this guy (crazy Europeans! Mage does fireball to light most things on fire. All trademarks are property of their respective owners in the US and other countries. I'm not sure why. But if you want that highest possible Senses score with your Rich Kid Ninja, Elf is the way. I don't know what it is, but Druids just have this thing with vines. So this skill maxes out causing 112 damage with another 32 as either Burn, Poison or Wound. And more especially the ones that are already kick ass, like the Ninja, Knight and Barbarian, but enter a new level of steroidal craziness with a whole new skill to add on. Barbarian. And the more likely scenario is that you're slightly hurt, and just use it once to come back at almost full strength. But it does have significant limitations. You set this skill up right and, honestly, it almost feels like cheating. Which is about 3 times his normal. Your only weakness then is Vanish, which will keep you at 1 Threat no matter how big of a stick you carry, until you get hit that is. "Enemies take 20% extra damage from skills they are vulnerable to per arcade level" - Going to +100% or basically dealing 300% damage with specific skills against specific monsters, a 50% increase in efficiency is not bad at all and can easily be used in some specific battles where you have difficulties. The only exception is if this is one of your first characters on your first play-through. But that's just for the Mage with Lightning. This pairs well, actually, with the Warrior built for this team. 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. Or level Backstab so your basic attack on new enemies will actually be pretty good and your high Initiative will have you going first most of the time. At higher levels it's just too little (as any other static values). So, this is something fun I did just for the heck of it. "Shield action restores 50 Health & Energy per table level" - The Thief could benefit from this, with her automatic blocking, even a bit later in to the game. So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. The Kawaii sofa will help reduce the threat value of all other chracters except the knight to 1. Both of them will do around the same damage. could only upgrade hurricane 2-5 points and put all in static field if u have . And his strong focus on defense makes him less able to be a critical beast like the Ninja (who is not dethroned, no matter what the stats are). And while you could protect your Monk from time to time, largely this is best used on your 4 weaklings this team is made up of, often actually getting the healing in every turn that goes by without them getting a hit. The point (or two) in Mind is like Body, giving around 1 level's worth of extra MP per point per level. So what's he got? So being a Human Lab Rat Thief, just in this case, would be a very good choice. Well, obviously, you can do all these things, and all it takes is the bold step to start and finish this game with just two players. You're plenty tough enough anyway, and you need your points for the 3 (or 2) other skills. Not just in the technical sense in that they happen without activating them, but they're all non-offensive: regenerating, protecting, boosting, things like that. At least until the mid-late game where a few unique items come into play. Okay, so maybe you're asking yourself why this is SAKA. Cleric: best healer by far, and mana regen is virtually a necessity. So only invest in some mushrooms if you just want to skip the noob-level stuff at the beginning. You'll encounter another group of monsters (often not the one(s) your looking for), but it's better than wandering through all the traps and empty rooms on the one level those elusive beasts you're hunting are found. Either way, any team will be lucky to have you. How can this be? Mar 31, 2020 - Project CARS 2, Fable Anniversary, the Knights of Pen and Paper, and Toybox Turbos are on the way! In fairness though it does have the bonus of not using up a feather if your player gets killed over and over in the same battle, which he well might as he's always coming back with low health. Put 1 point into Armor of Faith early and max it after you're done with Smite or Guiding Strike. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. If you do want to hang around killing stuff at low levels, don't bother with the mushrooms. What vile secrets is he hiding up his threadbare sleeves? So, depending on the situation, this can be pretty devastating. Which is why Confuse seemed like a good idea be able to inflict regularly, because it's dangerous for your team when they get confused by the enemy. The Knight would block 13.12 of the damage, which I'm assuming with standard math means 13. Weakness, Weakness, Weakness. Conditions, you might have heard, are useless in this game. We'll see about that later. So you might think: "Ooooo, yay! Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. Knights of Pen and Paper 2 - Optimal Team Composition - indiefaq.com So this is pretty groovy. Knights of Pen & Paper is a role-playing video game developed by Behold Studios and published by Paradox Interactive and Seaven Studio.It was released on October 30, 2012, for iOS and Android, and on June 18, 2013, for Windows, OS X and Linux (the latter under the name Knights of Pen & Paper: +1 Edition).A Nintendo Switch version, entitled Knights of Pen & Paper: +1 Deluxier Edition, was . Pair with any of the 5 straight up combat (fighter) classes. Alternatively, for the former, you could still be a Human Lab Rat, but level Backstab along with this for the Initiative boost (and a basic attack that's actually worth something if you're the first one to hit them), so that you're nearly always the first to strike. Play Knights of Pen and Paper 3 on PC - BlueStacks At least if you're being efficient. Digital Deluxe Edition The Deluxiest Edition of Knights of Pen & Paper 2 includes the following bonus items and expansions:. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. Use this table. 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. This, right here, used to be how you got the highest possible critical chance in the game. Rage is a little pointless to inflict as for the most part they just straight attack you anyway. 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. It's not game changing, but very nice. It's just a weaker version of Guiding Strike (212% weapon damage at best) and it doesn't even do group damage. The part that is thoroughly awesome is that if you have this skill (at any level) you negate all incoming attacks from enemies with conditions. 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. Reason for choosing Mage, Druid and Thief is synergistic effect of Fireball with Vines and Barrage of Knives. But in addition to the shuffle-palooza, each enemy takes up to 80 damage. Once that's done you can do the side quests in pretty much any order. At level 12 you kill 5 Rat Traps, and you'll barely even notice the increase on that little yellow XP line. But the unfortunate fact is that you're better off just letting your defense take care of defense and focus on killing things, which really is what the Psion is best at. So here's a cool one that can be devastating with the right build. He's gonna kick that too, 'cause he's enraged after all. For a first run through, i find starting with jock dwarf warrior and lab rat human mage, followed by a cheerldr elf thief, rocker dwarf pally, and a hipster human clr a nice starting point. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. And don't bring this thinking it'll help with Sudden Death. Guide for Knights of Pen & Paper 2 Deluxiest Edition - Walkthrough overview. Otherwise, it's up to you, but for my money I'd put my points in the other skills. However, Knights of Pen and Paper does succeed in its overall atmosphere. Unfortunately, despite looking cool and having some genuinely groovy out-of-the-box-thinking kind of skills, kind of like the Hunter this guy is not terribly efficient unless you use him just right. If you use it on your big scary fighter, they should already have high Threat and decent to great Damage Reduction. And if the second one ends up back where it started, that's 100% chance of complete worthlessness on the last monster. 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. But basically, he's good enough to be any character. Knights of Pen & Paper 2 Wiki is a FANDOM Games Community. Create characters and then lead them on an adventure with Dungeon Master at the ready as you deal with the Paper Knight, whose disgust with your preferred edition of game has lead him to become your greatest villain! But playing Knights of Pen and Paper 2 (Knights 2) made me want to give classic pen-and-paper games a try.. People who grew up playing these tabletop games are undoubtedly the target audience for Knights 2 but it doesn't make filthy casuals like me feel left out. I still remember the very first time I sat down to play D&D. The rng can kill you so ea. A Cheerleader with a thick beard just makes me chuckle. The beauty with this team is that it's pretty rare that you'll find yourself in any real danger since you'll be killing everything foolish enough to cross your path most often in 1 or 2 turns. And that's just the half of it since, as your Ninja approaches max level and gets Shadow Chain up in levels, your direct damage, regardless of Criticals, is going to be massive. 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. Mondo groovy. The beauty of it is that it can stack, and Shadow Chain can make this devastating - adding up to 96 Wound in just one turn. Also, often your weakest players, who are normally protected by their low Threat, get that hit that was intended for your Barbarian. Even leveled to 24, the skill only does 56 to the target, and no direct damage to the group. 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. This adds 4/5 status on a single enemy. . But you won't be losing much as far as ultimate maximum XP if you allow yourself a few key side quests along the way, so I wouldn't worry about it too much. You will, in effect, feel twice as powerful as they struggle to make a dent in your armor. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. Until your next turn that is. Kind of like the Warlock, none of his skills really measure up - and the one that does can't make up for the others. Except that this one also inflicts Burn (32 at max level). So you will always want at least one skill point in this, because Conditions happen even if you're not trying, and now and then the enemy will waste an attack. But, to stay on point, this adds up to 136 Threat at level 24, which is just a hilariously huge number compared to what anyone else is capable of. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. Kind of disappointing, ultimately. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. It does add a layer to your strategy, but a restrictive one (limiting who you should attack to those behind you in the turn order). And your chances of getting hit are as low as programmingly possible because you're gonna have -32 Threat, which is ridiculous. (Important note: as this skill is not weapon based, Backstab won't kick in here. 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. So, the upshot being, that Weapons are, essentially, better. Use your health instead! wangjaz 9 years ago #1. Just lets you attack the back row (and be more threatening and stuff). Although I just did. Let me put it this way: I have never played a game without the Rocker. So, killing stuff gives you XP relative to your level. And Charms can be, as mentioned, huge. Like, the apprentice who just barely qualified and keeps being disappointing. One thing to note though is that it's expensive to upgrade your weapons. Weakness my friend. So, in theory, pretty great. In no gaming universe ever created does the Paladin not have this skill. Anyway. Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. Even Stun if the turn order is right, although that part won't apply to the Cleric. skills (Super Awesome Kick Ass skills). In my opinion outside of that can't compete to raw stats for your whole party. 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. 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 characters, that is. concentrated in Dragon Blood myself. As boring as the Paladin is, seeing as this is the only build of the Paladin worth playing, there is simply no substitute for spamming Weakness all the time. It's best used on whoever your meat shield is, but can actually be legitimately used on even the frailest team member thanks to how tough it makes them. The ability to harness the power of Chi and blow down small straw houses in one blow? Right now. Your trouble is going to be more what skills you can stand to leave un-leveled rather than which ones you want. Which is pretty close to that 136 from Frostbite, all things considered, except it's going to hit up to 4 creepies at once. He's kind of awesome. Whippany, NJ (07981) Today. The party works by using the warrior and barbarian to soak up most of the damage while single targeting major threats while the Mage and Hunter take out the big groups. This game - is awesome! And if you answer yourself: "because of the cool hat! And really that's the best case scenario here and a solid build. And it would be unwise not to put any points in this one at all. Making Life Transfer a little more appealing, but still basically a wasted skill, and only getting Touch of Blight up to 150 Damage, which will start to feel a little weak late game when most everything you encounter has 300 HP or more. In the meantime they heal up to 80 HP every turn. In order of severity: 1 - Perhaps English is not your first language, or perhaps something else, but I would have appreciated a little more use of pronouns and adjectives. It's very much that kind of game. So ultimately, this turns out to be another case of "why would I bring this guy instead of the other guy who's better at it?" "Meh" items are the pretty pointless ones, and largely qualify as such because there is no scaling - like Damage Reduction +2, which is significant for your first 10 levels or so, and pretty meaningless after that - but still it's a bonus. Her special ability is to heal 5 HP and 5 MP to the whole party whenever she blocks an attack. Especially with the Knight and Druid (more on that later). I've given each one of them a rating (good, great, SAKA - which means Super Awesome Kick Ass), which is little more than my personal opinion, but then all of this is, isn't it? If you have Riposte and the added Threat that comes with it, all the better. But that's pretty rare, as most often you'll be slicing your enemies into cubes before that happens anyway. So, if you're me, this is why you brought the Thief to the party. The penultimate of the unlockables. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. The whole game feels more complete with it, it's more fun and challenging if you start it at level 14 as designed (not level 25 or whatever), and at the end of it you get the Monk! One is with weapons (or weapon-based skills) and the other with spells. As far as healing, this is going to be plenty, almost all the time. Which is, well, not super great as it doesn't even measure up to some of the fighters' secondary attack skills. So, using this skill in combination with Vanish is, I believe, well established as super awesome as well as kick ass. 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. 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. Or man of the wild, more precisely. A few suggestions on building a great team.. Login Store Community Support Change language View desktop website . He's actually more subtle and more complex than I was expecting. Get Radiance maxed, Restoration will be your main heal and you'll want a few points in purge to save you from confused debuffs. 1. Note from the author: Hello other user, thank you for adding to this guide. Which it was. (The Barbarian, in theory, can kill anything in the game in one turn with one sequence of critical hits.) So the Hunter plops his hat on the table, gains up to 56 Threat (which is massive even at high levels), takes a hit for absolutely no damage, and then counter-attacks for up to 220% weapon damage. "Skills cost 20 less Energy per level" - up to 100. So the first part of the formula is: follow the main quests, and avoid every single side quest. Three +9 fists! So I'm realizing I might have lied back when I said there were no bad skills. This does have some practical applications, such as providing another victim for Cleave and Lightning, or just getting that back row caster up front so your Barbarian can properly pummel him. For bosses the Barbarian will fill in with his Weakness-inducing Axe Criticals. There is nothing wrong with this skill, it adds health and damage reduction. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . a few points in vines. Meaning you need to roll higher (well, lower technically) than your Senses. Knights of Pen and Paper 2 Price history SteamDB Each of the classes has four skills, one or two (sometimes three) of which are passive. I'm not sure, but I'm putting it down to the mysterious antipathy the programmers clearly have for this guy. You could even get through the average dungeon without 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. The 1 point in each attribute makes him the obvious choice for any Swiss gamers, yet not so clear on how to use him. Knights of Pen and Paper 2 let me play a Hipster Dwarf Paladin Past that from level 10 on, you might as well be blowing on them. Kind of like the Druid, the Psion has some truly original skills that look and act cool, but they are ultimately less impressive in practice than in theory. That's the difference. They are susceptible to resistance rolls, so your Bosses will often just laugh this off. The following Characters, Race & Classes are chosen in a specific way to minimize threat lvl to enable the Knight's True Strike to hit 98% critical without Bulwark while maximizing synergy of Classes within Party:-, 1)Exc. This is actually pretty important since you'll be spreading the glory to the whole team. David Pastrnak's $90 million contract with t - 03-02-2023 It turns on automatically at the start of battle, makes you a little less threatening and gives a little boost to critical. The kind of gamer who wants to milk the system for all it's worth, even if that means doing weird things in a weird way in a weird order. Keeping up with the Psion's super cool image, this skill is verifiably super cool. It's a slightly weaker version of the Warrior's version of this: Power Lunge (high Damage and Threat increase). And setting fights up to watch fancy skills is not only cruel and unusual for your enemies, but a little on the narcissistic side. You need to sign in or create an account to do that. This is all true if what you're hoping to get out of this skill is some healing. "Gain +1 bonus to Resist rolls per level" - up to +5. "Gain +1 bonus to Escape rolls per level" - up to +5. This gives the Paladin a reason to exist in this party, as he'll be spamming Weakness and the Ninja can Sudden Death-ify probably once every battle if not more. Passive skills in this game tend to be, well, passive. All Reviews: Knights of Pen & Paper 2 Strategy Guide Threat is relative, so if everyone gets Threat -X, yes, okay your Mage at 10 Threat will go to 9-5 and your Warrior with (in battle) 50 Threat will go down to 49-45, so it's a bigger difference for the Mage. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. But you should know the basics. So at the start, you can use those mushrooms if you want to, but you'll get just as much XP out of taking it slow and slaughtering plenty of low level monsters when your team is low level as well - filling out the bestiary, for example. And it's pretty great. Inflicting conditions on criticals, added threat or range or whatnot. The Hulk, essentially. Knights of Pen and Paper 2 is a role playing game that takes place in the fictional world of Paperos (yes, it's a spoof of Westeros from Game of Thrones). I've never played pen-and-paper games like Dungeons & Dragons. Yes, your Warrior will strike a little less hard, have a little less resilience, but he'll be more skillful and have more energy to use those skills. Your special skill here is dragging a back row opponent to the front (unless they resist). So it's all about Barrage of Knives which, along with the Paladin's Weakness and Mage's Lightning, provides the group control half of this team. Knights of Pen and Paper +1 Edition. Knights of Pen & Paper 2 - Walkthrough, Tips, Review - Jay is games 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. In any game you're likely to find only about 9 of these, so 3 charms total (Note, i am editing this in to point out that, it is posible and in fact in all of my games i do, find alot more). Most of my teams need other perks though, but still at 5 per battle that's only 6 (or 3) fights and you'll know all there is to know. But most of the time the majority of the group in any battle is gonna get hit with this. Like I did. Please see the. Players each have a passive ability and a boost to one or more of each of the 3 attributes (Body, Senses, and Mind). 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. It is, however, the most fun solution to that issue, which is why it's great for me. Combined with Ambush, in a perfect situation, you're doing 616 damage. Even so, it's only 1 wasted turn getting Vanish back up, and considering the payoff - being the best single target damage dealer in the game - it's worth the occasional frustration.