Whatever, a delightful little animal companion to plop on the gaming table. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. Except of course if you use his next skill as a 1 point concept, as I've been teasing you with. I tend to have an aggressive play style, and don't pay too much attention to what damage my guys are suffering so long as they're staying alive, but what this means is that the Knight is better at this than the Barbarian. This fixes that and, now that I see it in action on a regular basis, I'm kind of sorry I complained. If I find anything about this build that makes it unplayable in the late game, I will edit. The other conditions can work well when you inflict them, but the enemy versions are almost invariably weak (very low damage per turn), and so you'll barely even notice them. Not bad. And then, well, it doesn't really matter. Genius really, and there isn't even a remotely good second option that's cropped up in all these decades, so here in this game XP rules the world like every other world (except the real one). If you have a shield as well, that's up to another 15%. But the real magic here is the swap. If you really want a condition-impervious team you could make your Cleric a Surfer, making him (almost certainly) immune to Stun, but the absence of a Mind boost will be felt. The point is, the best weapons and armor in the game are ones you craft yourself. Worse still are the few monsters you only encounter once or twice, like Brass Beetles, and they never show up in quests or random encounters again. Also less attractive as a 3 point skill because they can resist this, and at level 3 it's only -2 to their roll. It's just a little different, and understandably so. Very crucially, his next skill (True Strike), allows him to convert Threat Percentage into a bonus to his Critical Percentage. KEY FEATURES: - The ultimate pen and paper RPG simulation experience. Kill 5 Pannacotta Warriors in one or more battles to continue quest. And, while we're on that topic, just a little shy of that skill's awesomeness. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. That's it for the basics. But True Strike needs Bulwark to have that Critical/Threat swap mean anything, and the damage here is unspectacular as is the healing. The thief. And if the second one ends up back where it started, that's 100% chance of complete worthlessness on the last monster. it can still do 600-1000 (numbers vary) and it's crit is the lowest of 1500! So if everyone else takes cover, your Threat could be 5 but it would still be 100%. If the vines stick, they also do up to 56 damage, each turn. Now, if you wanna get crazy and have a Rich Kid Elf Warrior, your senses will be 8 (or 9, thanks to the new game room item), which you can boost, conceivably, to 14 by the very end of the game, which means riposte will work almost 3 out of 4 times. And, remember, when you enrage your max HP goes up astronomically. For the record, that's more than anyone else (for a passive Threat level). 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. And there's no special secret quest, you just have better and better items available to you as you level up. It is, however, the most fun solution to that issue, which is why it's great for me. Clearly a fighter (2 Body), but that 1 point in Mind makes him just that much better if you want a fighter who's blasting away with skills all day - like the Warrior and Paladin and skill-intense Barbarian, or not like the Monk and (dumb as a post) Barbarian. Until your next turn that is. But most of the time the majority of the group in any battle is gonna get hit with this. So if you've got a Mage and a Paladin and possibly a Ninja causing conditions all over, the vines will stick even if the Druid's Stun fails. So, just to give the Warrior and Barbarian an official edge, this does the same damage as the Paladin's Guiding Strike (308% weapon damage). I personally value it less just because other choices for Shelves are better. So, if you love stunning things and you want this skill, probably better to commit all the way and skip Power Lunge. I agree with you, Radirez, that the rocker elf paladin is the best at absorbing damage, but I believe that an enraged dwarven barbarian would be a close second. I.E. Your special skill here is dragging a back row opponent to the front (unless they resist). And that's a fair amount, but only gets your Frostbite from 136 to 182. 1. But basically, kill things so long as they give you a solid amount of XP. Which means after 3 turns you're on par with the Paladin and Cleric at their most healing-est, and after 4 or more turns you're crowned the new healing prima donna. But don't be fooled into thinking you're getting a free attack (like Riposte), you took a turn carefully placing that hat down on the table, remember? Escort: Go to Orienting Village to continue quest. As far as healing, this is going to be plenty, almost all the time. So while a Warrior's basic attack damage at level 40 is only gonna be hovering around 50-80 (as a range, not an approximation), with a nice skill like Power Lunge he'll regularly be dishing out 200 damage and more. And unless you get some items for it, that's where it's gonna stay for the whole game. That's nice. Make this the heart of your Monk's tactics though, and you'll think the enemy forgot their spiked clubs at home and brought over-cooked spaghetti instead. "Energy +10% per level" - up to +50%. A Mage with Lightning and Arcane Flow maxed out is going to be impressive in the game from start to finish, but the other casters (and "casting" specialists) are gonna start to fall behind their weapon wielding compatriots the further along they all get. 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. 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. Lightning. 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. Any battle with a good XP and gold reward is gonna be very difficult to finish in one round. This is quite useful, especially for heavy energy users or Knights. Reminiscences aside, there are 3 ways to get experience in this game. But even with the Bookworm you'll have to set up battles to kill enough of some of them to get the bonus. First of all, do note that this skill is not affected by the Body attribute. You choose your player and race based on what supports that. 7 Points bulwark for the threat boost, and currently 14 in True strike. As a support Cleric is the best class out there, but Warlock and Druid have those capabilities too. The enemies in this game literally do not have backs, so full health is what they came up with to fill in for the concept. shaman - upgrade hurricane + Static Field mostly. There's no analog to the Damage and Threat boosts, though. But however you build this guy, he's going to kick some major behind. Before you get there, this thing will feel extra weak, and like you aught to be spending your skill points elsewhere. At best this will give your Ranger +16 Initiative (just like the Thief's Backstab), and since no other skill (but Backstab) and few items give a boost to Initiative, this will mean he'll pretty much always be one of the first 3 to attack. Except not enough skill points. Group attacks will find you, dragon's breath will make it quite the challenge to Sudden Death one of them, and the Crystal Caverns seem specifically designed to give Ninja's like this nightmares. Except that scenario is rare. But maybe that's my fault. They also steadily improve the value of your fighter skills, like Cleave, so that the improvement is at a faster rate than the other damage skills. The conditions that are consistently annoying are Confuse and Stun and Rage. So you get to know the baddies better by slaughtering them in large numbers. Red Icosahedron, spiked rings for trinkets. Level Power Lunge and Cleave evenly to keep the versatility going (and to mirror the Mage who's doing the same with his skills), and your low MP also won't matter as much as you won't be using max energy with your skills until the high levels where you'll have enough of it. That's close to Frostbite damage and totally worth the MP it costs to cast. It's up to you how to split points between this and Smoke Bomb, but this is your single-target-blasting skill. Unless it's a Dragon, in which case, thankfully, you'll have Touch of Blight handy. Like, literally, as if nothing had happened. For any lower level class, the critical chance is going to be pretty low, from 10% to maybe 30 or 40%. There are many builds to get there but if you level up this and Acrobatics in kind of any variation, your Monk will likely never fall to the enemy's wrath. And you'd be right. Kind of disappointing, ultimately. Your glass cannon, your bedazzling spectacle, the guy that - deep down - you really want to be because, let's face it, Gandalf is the shiznit. "Consumable restore +15% more health and energy per level" - up to +75%. Forums. "+20% damage to the Soft Spot bonus in the Bestiary" - Again, right at the start, against Troglodytes and Undead Cashiers, you'll at least notice this +80 instead of +40 damage increase. 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). Kind of like the Warlock, none of his skills really measure up - and the one that does can't make up for the others. With the combination of the little Vole-Rat on the table and this warding spell, the Druid here is tasked with keeping this motley crew relatively alive. I'm also going to give each class an overall rating. Being the Rocker will allow the Ninja to have enough energy to cast his maxed out stunning skill even at middle levels. One final note has to do with the sometimes invaluable quality of Criticals, as they are often the only way to inflict Conditions (like the hammer's Stun) on enemies that almost always resist the affliction when they have the chance. 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. Open the Google Play Store in the Emulator you just installed. Lightning does more damage more consistently, but each hit with Cleave has your Warrior's base critical chance, and every once in a while (oh, like 10-20% depending) it'll cause 100% more damage (to an individual enemy, not the whole row). Her special ability negates some of the frustrations of the learning curve, saving you gold while you feel out new encounters. I played a mage, tiptoeing at the back of my party, holding in my mind a few magic missiles, a couple of mirror image spells, and 1 very precious fireball. Guys like that. Knights of Pen & Paper 2 Deluxiest Edition Party Setup. Complete Google sign-in to access the Play Store, or do it later. 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. - Level up and get your hands on more gold to unlock epic items and . The difference is that, maxed out, the Knight's effectiveness goes up to 82%. So, apparently being all bendy and agile appears threatening to the baddies, as you'll max out with +56 Threat on this one. Espaol - Latinoamrica (Spanish - Latin America). 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. A number of classes and players in this game are, to put it bluntly, superior. Meaning, a class based in theory on the Senses attribute. Look for Knights of Pen and Paper 3 in the search bar at the top right corner. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. Ahh the mage. Fully maxed this will give the rest of your party +32 MP, every single turn the Cleric uses any skill (which, usually, is every turn), which is enough to keep just about anyone in skill blasting heaven. Also note this is pretty much completely worthless against bosses by itself, although you might get a solid squeeze in on them with someone else causing an irresistible Condition like Fire or the Warlock and Psion skills. But maybe that's just me. 0. Warrior: arguably a better tank than paladin, and a solid damage dealer. Home Blog Game (English) Knights of pen and paper 2 best equipment? 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. Jock dwarf, max out lunge first, putting one point in Riposte early on. Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. 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. If you have Riposte and the added Threat that comes with it, all the better. This isn't just an average of what their skills are, but an overall opinion based on what they can do, how many different things they can do, and how it all compares to their peers. Barbarian. About this game. The Druid's vines somehow don't count as a spell, the Ninja's Smoke Bomb same. So many choices! So the problem with the skill is that it's major overkill (healing up to 312 HP max) except for the rare times when a Troll gets a crit on you or a few of the boss fights. This is essentially like the Cleric's Restoration skill. Don't let the 20 extra MP fool you, this is your specialist class. I'd rather get in to the Bestiary later, but I do need to get in to it here just to explain what her skill actually brings to the table: Basically the Bestiary lets you know more about your opponents, such as their attributes and vulnerabilities, which can actually be really helpful if you take the time to research it all (like a proper Bookworm) so you know what abilities to use on them most effectively and stuff like that. Now, admittedly, it's this skill that helps make Bulwark SAKA in the first place, so it may seem unfair to call it just great. The front too. The only thing to fear then is running out of MP. Or, if you're a Monk, it gives you +27 instead of just +18 damage using bare hands with the right skill maxed. In addition to helping the Ninja disintegrate anything he gets a crit on, he's the Thief's new best buddy as it's his Weakness infliction that makes Barrage of Knives glorious instead of just really good. About though, not exactly. This is the obvious active skill choice. - Game guide & Play, MOBA, Epics - Game guide & Play, MOBA, Epics Tc gi: Rohto Nht Bn 11 Thng Tm, 2022 8 Thng Tm, 2022 ), poster child for neutrality - the Druid. The absolute best case scenario here is a high level Ninja with Shadow Chain healing for 750 Health each turn. Anyway. The only drawback is the relative monotony of your strategy. Gain up to +32% critical and take the shield action when hit. First is, you have to buy this guy (crazy Europeans! 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. 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. It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. A bit like thorns though. Well, actually, not so extraordinary. Well, right now at least. For a high level Ninja, that's practically nothing in the way of healing. So about half the time this inflicts a condition that's actually worth inflicting. Along with the Ninja, Hunter and Druid. Frostbite will provide you some decent single target support, not that the warrior/barbarian will need it. Three actually. But one lighting strike or fireball and all those wards go away - just saying. The biggest surprise is that he's the only class that can get up to 100% critical. 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?" This will offer some protection and healing if required during combat. Create free Team Teams. He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. What about the Hunter's skill, that's the same and is only great? Lovely word. We'll see about that later. Allows you to fight up to 7 instead of just 5 enemies. Where the default effectiveness (that every other class is stuck with) is 50%. As an added bonus, there is no initial resistance roll against this (there never is against Burn), although they get one at the start of their turn. 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. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! But you should get past it, 'cause really, it's all about the dragons. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. Now, you could make a build without this skill, but really, why would you? The Ninja is still the king of Criticals though, and you're about to find out why. 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 if you so choose you can buy (or occasional find as item drops from kills) mushrooms. Create and level-up a party of customized heroes and take them online in . The damage he does to his actual target isn't even that bad. He's gonna kick that too, 'cause he's enraged after all. 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. The buy it option comes in the form of mushrooms you can find in every shop, and that some monsters drop when slain. So, yeah, if you'd like that +2 War Axe instead of the +1 War Axe (which is a 4 point damage and Threat difference), and better armor, something like 5 levels sooner, then yeah. If you don't have one or more skills in your team that need the Go Set, take this instead. Thing is, if you do that, focus on war, you are severely lacking in the juju you need to cast this every turn, much less twice every turn. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. This if fine, this is cool, but again phoenix feather. But anyway you get a bonus if you max out your knowledge for every critter, as the last thing you get is +2 damage against it. But your average weak opponent isn't likely to survive more than two hits from this. Sounds pretty good, but in fact it's spectacular. Well, not really. But after that, your options are few: there's one weapon you have to craft (with a static +3 spell damage bonus), one (unique) robe (+2 spell damage), and then an item you can purchase (for +2) and one unique item (for +3). wangjaz 9 years ago #1. (And yes, the Paladin can cast this on himself for a 150% heal). 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). While this can give your Knight with armor and a shield a +10 bonus against Confuse, which is very good, the real glory is that it can give your Ninja +50% damage to a Wounded enemy, and with Shadow Chain and a high critical chance, the second and third hit will most likely have +50% each - meaning, in effect, Shadow Chain just got a 4th hit. So it's pretty much a given you're going to max out his one active attack skill, but then you have free reign to spread the points around his 3 support skills. Lab Rat human/elf using full crystal balls and a magic staff for the extra spell damage. Is it the bald head? Come to me, servant of Beelzebub, and obey my every whim! What's nice, and frankly better about this one, is that the secondary perk actually levels up with you, for once. At max level, you can heal for 32 HP per enemy. Set out on a grand adventure in this turn-based, retro style, pixel-art RPG, inspired by the great titles of the 90's. Take on the roles of in-game players taking on the roles of their characters in a traditional pen and paper RPG session in the ultimate meta roleplaying experience. GOG Galaxy. That and you can't not Escape, the roll just determines whether or not you get hit on the way out - and even then, you only get hit once (not once for every enemy left). If you follow the quests, gain quest XP (which is different and I'll explain how later), and then come back to do these things, you will fill out the entries and get your ingredients, but you just won't get any XP (worth mentioning) for them. 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 while the Thief is already turning the Paper Gang into mince meat a third of the way through the game (thanks to a friend), the Psion is struggling to do even half the damage. 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. The Paladin is the synergistic glue here, and after maxing out Smite he kicks in with the game's best individual healing spell, which is what he'll be using to keep the Barbarian alive when they all face the dreaded Blue Dragon at the bottom of the Crystal Caverns. But it's still mighty fine. And that's the downside of this skill. I've found the scrolls in consumables, and the weapons are easy . I'm not sure why I had to lay it all out like that. This adds 4/5 status on a single enemy. Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. I would level both skills pretty evenly, but with a little extra for Touch of Blight. With the Bookworm, again just following quest to quest, most of them will be complete. The only caveat here is that if you level this and Shadow Chain, you've got nothing left for stunning with your Smoke Bomb. Knights of Pen & Paper 2 Deluxiest Edition Walkthrough overview. I find the gold economy of this game a bit obsolete. I think there's a delectable ridiculousness to that, which also happens to fit the spirit of the game. You set this skill up right and, honestly, it almost feels like cheating. Giving your level 20 Mage a mushroom will just give him a little indigestion, but you'll barely even see that XP bar move. But the only advantage to this option is how it makes your Barbarian sip MP. Winds NNW at 5 to 10 mph.. Tonight Barbarian: strong as hell, hard to kill. I take care to write well here. Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. Just a bow. 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. Senses, however, only affects Critical and Initiative. "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. THE MISSISSIPPI SCHEME. Best Design - Lamy 2000 Rollerball Specifications Manufacturer Lamy Color Black Weight 24 gr Length 137 mm Pros & Cons Pros Exquisite design inspired by Bauhaus Perfect for long note-taking sessions Eye-catching appearance Cons Doesn't work the best on cheap paper The cap is held in place by metal tabs that are a bit of an eyesore Even though . For the low and high end ones, you'll find them pretty easily. At level 5, this is moderately important. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. Weakness my friend. 10% more gold!!!" Unless there's 7 monsters on the field and he gets brought back at close to full health. And this is the only character that can cause group Weakness, and the only way at all other than weapon crits and the Warlock's 1-in-7-chance-of-this-condition skill. But if that 1 tank is a Knight, that increased Threat Percentage translates to Critical Percentage with True Strike, and if you build your team up just exactly right (see the comments section to find out how), you can get a 15% boost to Critical Percentage with this (hideously cheesy) sofa in the room. While this Hunter will be a little disappointing in the early game thanks to Hail of Arrows' weird target restriction mechanic, and the slow to improve and not-always-kicking-in skill that is Ambush, she'll truly shine come the mid to late game. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. Which won't likely be an issue if that Cleric is at your back, and even if he isn't, one regular 75MP potion gets you back in the fight for a few turns. If only you could get 150'000xp for a single quest by the end of the game. So, depending on the monster, they may rarely resist this or, if they're Bandits or something like that, they can resist this more than half the time, even maxed out. Alright, let's break it down. Fittingly, the mysterious Monk class is the least obvious to unlock. It does reasonable-ish damage (49 max) to the target, but most importantly stuns everyone on the field (if you have the game room thingy that makes "adjacent" skills hit all enemies - I maybe should have mentioned that before). No need to inflict major damage if you're just instant death slaying everything. But anyway, instead of just Stun, this skill inflicts any 1 of the 7 conditions in the game. There are other builds here that can be fun to explore, but this is absolutely the build of choice. He's got the most versatile tool box and every skill is worth bringing to the fight. It hits any row, and the damage is equivalent to the Mage's Frostbite. So frequently there's just a greater chance Confuse will make them hit you instead of one of them. 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. 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. 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. Max out Smoke Bomb first, then level Shadow Chain so the Ninja can contribute for late-game boss fights. You should be at a high enough level after the main quests and all that slaying that monster XP is going to be negligible no matter what, with the notable exception of the White Dragon and maybe some others. Views for top 50 videos on YouTube for this game: Games similar to this one: # Game Release date. And this almost all the time. Conditions and Criticals are not the primary focus here, nor is tweaking the whole thing to get maximum possible carnage; just good solid steady damage and regenerating, ensuring you'll get through everything even if it takes a few more turns than other more offensive teams: Your classic basic fighter, with a skill for bosses, and a skill for groups. So there's nothing wrong with this skill, but you're most likely better off investing in something else. This is that, but better. Just a quick note on the two kinds of damage you can dish out. No resurrecting, interestingly, but then again Phoenix Feather. That's just never going to really happen though, your other teammates need to have fun too, so there's a few ways of doing this.