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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. Anyway, as far as the general MP suckage almost any Druid build will want from you if you use this skill, you could bring the Cleric to help with that, which means your Druid can focus on damage or incapacitation. Why is the Hunter's half that? This is your cookie-cutter Cleric, and you're best off leveling him as described under his Radiance skill, leveling Purge 3 levels at a time, as you find it necessary, focusing on Radiance so that the whole team is pretty cozy in the energy department. So maybe not all that awesome. So, apparently being all bendy and agile appears threatening to the baddies, as you'll max out with +56 Threat on this one. 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. Guide for Knights of Pen & Paper 2 Deluxiest Edition - Party Setup. So here's a cool one that can be devastating with the right build. Which is about 3 times his normal. But you should get past it, 'cause really, it's all about the dragons. The only skill that really shines is Touch of Blight, and it's almost just like Frostbite, and so you'll be asking yourself "why didn't I just bring the Mage in the first place?" 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. To maximize this concept you do need to devote the rest of your points in Anger Management, but even without it this is an awesome skill. Hard to resist, this one. Oh the mysterious Warlock! Create free Team Teams. I'll just come out and say it, this is your best choice (most bang for your buck), for any class (with the possible exception of the "pure Rage" Barbarian). The attack is decent, and at higher levels he'll rarely get dispelled as your Warlock is going to be pretty low Threat. The Knight's crazy high Threat boost will eclipse the Warrior's regardless, even when using Power Lunge when you're facing bosses and other high HP foes. Stud, Human, Thief (1 point stealth, Max out Barrage of Knives and then Grapling Hook) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Ring of Major Endurance x 2 (Health +60 & Energy +60), 2)Lab Rat , Human, Druid (1 point Carapace, 1 point Companion, Max out Vines and then Carapace) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Crystal Ball x3, 3)Goth, Human, Mage (Max out Fireball and then Arcane Flow) - Threat=1, Initiative=6, Weapon=Magic Staff, Trinkets=Crystal Ball x3, 4)Rich Kid, Elf, Ninja (1 point Black Arts, 1 point Shadow Chain, Max out Vanish and then followed by Shadow Chain) - Threat=1 (with Vanish), Initiative=11, Base Critical=16% (72% with Vanish maxed), Weapon=Hatchet +5(Weakness, + 2% Crit) + Pocketwatch (Confusion + 2% Crit), Trinkets=Troll snot (Rage), Viper Fangs (Poison), Volcano Rock (Fire), 5)Rocker, Dwarf, Knight (1 point True Strike,Max Discipline and then 2nd Skin) - Threat=35 (90%), Crit=8%, Initiative=6, Weapon=Maul+5 (Stun), Trinkets=Almighty Ring x3 (+3 body, senses & mind). I like the Hunter. I don't think so, but I'm not playing your game. A vast selection of titles, DRM-free, with free goodies, and lots of pure customer love. Both the Warlock and Mage max out at 136 in the single damage category, and they all inflict Conditions in their own way so, really, I don't get it. Thankfully that's not it, as this will add up to +32 damage to any foe behind you in the turn order. Now, if you want the wounding itself to actually make a difference, you really aughta max out this skill (which gives you Wound 32). No other class can do this. At what point are skills maxed out? This, already, sounds like a not so great idea. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. Really the only class you can build in this relaxed kind of way. Tank;Healer;DPS There is a reason that so many MMO's have this kind of set up in dungeons. But that's just for the Mage with Lightning. 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 . Anyway. Download the game for free: http://get.gameinfluencer.com/SHW6This video is a paid promotion by Paradox Interactive for Knights of Pen & Paper 2, free to dow. Another user - will update and re-evaluate the usefulness of furniture and give some information. Use your health instead! The biggest surprise is that he's the only class that can get up to 100% critical. This is smart, unlike the Paladin who needs to nearly die for his skill to kick in at all or the Warlock who blows through energy like a crack addict does with his crack, and then starts drinking his own already small reserve of blood to do more crack (I mean, use magic). Combined with Ambush, in a perfect situation, you're doing 616 damage. And sadly Renewing Carapace can't make up for these problems as it takes a turn to get that ward up, and you may or may not get the 80 HP heal depending on if someone hits you (which they well might, since you're a big threatening bear now). "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. So I'm realizing I might have lied back when I said there were no bad skills. The Athletic | Mar 2. Or level Stealth so your basic attacks are critical a third of the time. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. It's good if you want to just put 1 point in it. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. But largely you'll be maxing out Na Palm for it's excellent damage and burning-itude. Up to 250 at level 5, this is extremely useful for the new games, when your heroes are under level 10 and that health and energy is considerable amount. But basically, kill things so long as they give you a solid amount of XP. If only you could level up almost every couple quests instead of every five or six. 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. So being a Human Lab Rat Thief, just in this case, would be a very good choice. The Hulk, essentially. Some synergies are obvious, like A requires B (Barrage of Knives requires Fireball or Smite to spread the conditions). Nothing. And this skill is just as terminally useless against bosses as that one. Views for top 50 videos on YouTube for this game: Games similar to this one: # Game Release date. 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. So the Thief's Barrage of Knives can't be given a bonus of any kind (fear not, it's still way kick ass though so long as Conditions abound). Control the dead? What it does mean is that you don't need those Game Boards in the Game Room so you can have your Go game instead. Like, the apprentice who just barely qualified and keeps being disappointing. He gets a Body point (or two, with the right Game Room item) and 2 damage reduction. And this is true, except other classes are better at both of those things. In practice you'll get up to around 85% to 95% critical. The low damage is frustrating at low levels (starts at 54%), as yeah you'll hit the whole row but not very gloriously. Or rather, I really want to like him. Which is 416 points of damage in one go, and the only other skill that consistently gets up in to those numbers is Barrage of Knives. How lame is that? Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. 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. Because all taking cover does is reduce your Threat to zero. So a basic Two Handed Hammer gives you +5 Damage and Threat, where a +5 version of the same gives you +25 Damage and Threat. The point is, the best weapons and armor in the game are ones you craft yourself. 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). And unless you get some items for it, that's where it's gonna stay for the whole game. Release Date. Just a bow. This will be your first unlockable character. I could have said stunningly impressive, but really it's all about the burn. 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. But maybe that's just me. 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. All good. For the latter, you're better off not getting too many Senses as really you'd rather be striking after your Mage or Paladin or (more likely) Ninja. Come to me, servant of Beelzebub, and obey my every whim! So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. Warrior: arguably a better tank than paladin, and a solid damage dealer. But the real magic here is the swap. The Warrior or Barbarian are likely still going to get better single attack damage because of their high Body attribute, and this does also mean damage reduction applies to Shadow Chain three times instead of once, but this skill is easily on par with those. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. The answers are: Yes, no, and kind of. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. if you really want offensive magic in your team, there's a perfectly good Mage sitting over there waiting for the chance). It is only visible to you. Then made Rocker/Dwarf/Cleric, Goth,Elf,Thief, Rich Kid/Elf/Ninja. Why this restriction? 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. Kind of disappointing, ultimately. 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. It is however strategically inadvisable to block (Take Cover), ever, in this game. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. And if you're building your team around the Knight, they can all be focusing on max damage without having to worry too much about taking hits. A straight up attack from the Knight is pretty lackluster. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. It's narcissistic members are not going to dish out the best damage, heal the best, or really handle anything in Paperos with an abundance of ease. First of all, there's a frustration here for a dedicated number cruncher like me, which is that no numerical values for your players' experience are ever displayed. And the front. Lastly, increasing your Body attribute (through rings and other trinkets), also boosts your Damage, which is then again an amplified bonus with all the skills and criticals and whatnot. 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. Life Transfer is the poster child for "cool but inefficient", but it'll give this team it's first healing spell, and it's kind of cool to resurrect your fallen friends even if it is just for the duration of the battle. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. 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. If your Thief is cheering, definitely put a point in here. The Knight would block 13.12 of the damage, which I'm assuming with standard math means 13. The ability to harness the power of Chi and blow down small straw houses in one blow? Alright, so with all the classes and their skills covered, and the details of the Game Room that can (and usually do) have a profound affect on your party dynamics, and a better understanding of the types of damage, we can get into actually putting 5 of these weirdos together and seeing what they can do. So this one is pretty original in that, along with the Druid, it adds only the second proper warding spell in the game (I don't think the Hunter's hat counts, because he can't use it on anyone else). Wound 1, Burn 24 - the number denoting the base damage it causes each turn the affliction lasts. The Arcane Flow will help here as there's no other energy regen in the party, but still you're mostly leveling it to add damage to Lightning. KEY FEATURES: - The ultimate pen and paper RPG simulation experience. He's actually more subtle and more complex than I was expecting. 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. Which, if your Psion is also an expert in Psychosomatics, brings you up to a grand magnificent total of 784 damage which is exactly as glorious as the Thief's Barrage of Knives skill (if conditions abound) and so on par with the maximum group damage this game can let you deliver. If you use it on your weak little Warlock, yes, okay, he'll take less damage from the hit, but still, he got hit. That and, they raised the price of mushrooms from 50 to 75 gold in the last update. View full lot details. Now, you could make a build without this skill, but really, why would you? Doesn't Lightning hit up to 4 enemies for 104 damage each? Level Hail of Arrows and Ambush together so the casting cost stays low, and watch her blossom from a grub-like 3 target wiffle-batter to a full battlefield decimator when she finally gets going. 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. I think there's a delectable ridiculousness to that, which also happens to fit the spirit of the game. The glory here is that even at relatively low levels, you can do massive damage with this. After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. I think the devs might have heard my complaint filter through the ether, because before the Psion, the Warlock and Criticals where you replace your weapon with an eye-glass were the only way to cause Confuse - neither of which gave you a good chance at it actually happening. This fixes that and, now that I see it in action on a regular basis, I'm kind of sorry I complained. 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. This adds 4/5 status on a single enemy. 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). The only way this is really worth investing in at all is when used with Hail of Arrows. So I'll go over three teams that I like that represent a basic approach (defense, offense, and 'fun but kinda weak'), and leave further experimenting to you. 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. All the other Conditions stick around until resisted. While this is all a little sad, it makes sense, as the specialists are nearly defined by sacrificing damage at the expense of the special qualities of their skills and overall greater versatility. Which is not so great until you level up this skill. Completely useless against bosses, this one, but that's what the Monk's here for - and the Hunter just doesn't have enough skill points to diversify with any semblance of competence. Which is still very good, and a pretty likely critical strike when the Knight eventually gets around to using his sword, but you're much better off having no other agro-loving guys in your team. 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. There will be no Cleric here, as his one offensive skill is just too frail as it can be resisted. Or, I suppose more accurately, dodge all the attacks. And if the second one ends up back where it started, that's 100% chance of complete worthlessness on the last monster. With this skill maxed and two turns of using it, your Knight will have around 200-300 Threat (hilarious, right?). "Damage Reduction +10% per level" - up to +50%. 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? Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. Just putting one point in this skill already makes your Knight a damage absorbing beast, the extra health and energy points are just gravy. Now, after that's maxed, you have two choices: Build up Frenzied Strike so he heals every turn and is profoundly tankey but with a critical chance that doesn't get past 30%. How can this be? 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. You really ought to read that if you haven't. Or is he just the most proficient pugilist ever to walk the earth? I'm not going to mention the Class attribute boosts, as that's not what you're basing your decision on. Knights of Pen & Paper 2 Wiki is a FANDOM Games Community. I'll give an overview of what each skill is like (good, great or SAKA {Super Awesome Kick Ass}) and it's general usage. That said, this isn't crazy powerful, your Thief's base weapon damage is going to be less than a fighter's most of the time, and the Barrage of Knives skill (that I must have mentioned 6 times by now already) is just so very tempting that you might skip this altogether. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. If all you've got is casters, it's gonna be a tough slog. Regular, only useless 14.29% useless. So, again, why the hate, devs? Both of them will do around the same damage. While this is a good and effective skill, it's the least useful of his 3 active skills. Anyway, you'll be doing this pretty exclusively for the satisfaction of getting another 5-15 levels out of your game (depending on the number of players in your team). And 8 Burn doesn't stack up to much. He's gonna kick that too, 'cause he's enraged after all. Except that scenario is rare. "Gain +1 bonus to Escape rolls per level" - up to +5. This is that, but better. All you care about is initiative so just equip moccasins/Green Icosahedron as nothing effects Hail damage. Passive skills in this game tend to be, well, passive. Too much I say. Hence for this type of Party alone, the Knight's True Strike may be considered SAKA as it will almost certainly gurantee Sudden Death together with Ninja's Shadow Chain unless inflicted with stun or weakness. That and at low levels it's hardly better than a normal attack. And lo! This is where those bare hands start to look deadly. Meaning you're better off investing your points in his other skills, which are all better. It would be a waste to leave your Rug dial set here for the game, but certainly in the beginning when you're finding a new location every few quests you could leave it here for a bit. Let me put it this way: I have never played a game without the Rocker. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. For the record that's the Paladin, Warrior, Barbarian, Monk and Knight. Or at least advisable. It's a little weaker well, sort of. 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. This also means you can spare him the energy cost of wearing armor, meaning more Decoys. Problem is, it's unnecessary. The difference is that, maxed out, the Knight's effectiveness goes up to 82%. Just the bow, no crossbow, longbow, composite bow or anything. By his pen and voice, by his visits to state governors and to commercial bodies in the principal cities of the West and South, and by attending meetings of state agricultural societies, he marshaled a corps of auxiliaries that made the way easy for the generous appro priations which resulted in the deepening of the channel of the Savannah river . If only you could get to level 75. So, decent. Forums. could only upgrade hurricane 2-5 points and put all in static field if u have . This game doesn't stray far from the norm, and the Paladin is your basic support tank - although more tank than support. At level 40, that's about 40 x 32 (1280) more potential HP. Just point him in the right direction and SMASH. And "kind of" is a pretty good way of thinking about this guy. Open the Google Play Store in the Emulator you just installed. Which means that you're statistically more likely to score a critical hit on every attack than not - with the not wholly unlikely chance of 3 critical hits. You may recall that Backstab gives a +56 damage bonus. Unless it's a Dragon, in which case, thankfully, you'll have Touch of Blight handy. Stunned critters lack the ability to resist anything, so if you can time it right (like, ideally, with a bomb-crazed Ninja stunning the field all the time) then this will electrically boogaloo your victim to a charred crisp in the most glorious way the game allows for a spell for a single target (Thanks, Ekitchi, for educating us about this in the comments). Now, if you look at the damage, here in this game, you may well be disappointed at first. You just can't find good evil help these days. Very crucially, his next skill (True Strike), allows him to convert Threat Percentage into a bonus to his Critical Percentage. Some fun builds with Mages can be developed tho. This is that, although even weaker (188% weapon damage max), but with Stun instead of Weakness and just for the victim of your attack. The hand that kills can also heal, sayeth Aragorn, and all that. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. It used to be the only way of inflicting the Confuse condition. For a couple of playthroughs I've played with a tactically inferior table just because it looks nice. Without it, it's still pretty great. "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. A few suggestions on building a great team. Or is it lightning reflexes? And for our final entry, a welcome third lady friend. 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. 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. At the very end of the game with both skills maxed (compared to the Thief who gets to those numbers with one skill maxed halfway through the game assuming he has help from his team). He's kind of awesome. ), and we'll see why later. Mr. Druid will get up to +16 Initiative here, which is pretty darn swell, and just like what the Thief and Hunter can muster, so he'll always be one of the first to strike. I feel about it probably how Obi-wan felt about watching Anakin turn into Darth. Why'd you do that to him!? Armor of Faith (passive) - good okay, sorry no, not that good. But basically, he's good enough to be any character. I've tried a few games and I always start with Jock/Warrior/Dwarf and Lab Rat/Elf/Mage. The Ninja: master of stealth; looking cool in black; small sharp things that hurt more than you'd expect; and, in this game, lots and lots of stunning and/or critical hits. So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. Because of it's specific usefulness and inefficiency against some enemies that doesn't have weaknesses it's in general bad choice. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. The final bosses AoE damage. This is very not true. So if you have another tank in the mix, you could let him take all the hits and focus on damage. Way up. Didn't think so. It lets you use energy as health and, when that happens, makes you hurt enemies that attack you (for up to 80 damage, which is respectable, if you were foolish enough to max this skill out), and that as many times as you get hit in a turn (which, assuming you can survive it, can get up to 240-320 damage easy). In theory. Cleave. Giving your level 20 Mage a mushroom will just give him a little indigestion, but you'll barely even see that XP bar move. You'll want a few points in Acrobatics (3, 6, 9 ramping up as seems necessary) for the perk and some Threat, as this is the (only) tank for this team. If that answer was: "because he's the better warrior or stealth-or or critical-or or even initative-or", well, you'd be wrong. Source: www.key4you.cz. The mages Lightning in particular (as far as magic) and other skills will cause more total damage in a turn; and no spell can match the max weapons can do; and the bosses youd most want to judge this way will be the hardest to stun - but its still a killer combo and makes leveling this as your second skill totally legit with a stun-focused team. It is, however, the most fun solution to that issue, which is why it's great for me. Admittedly, sometimes it's a good move to Take Cover only because it lets you skip a turn, thereby not killing that Zombie who's literally on his last leg after you've wiped out the rest of his cohort and you want your Cleric or Paladin to get one more heal in before you move on to the next room in the dungeon. Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. a few points in vines. The thief. So, you've played through the game a few times, you're feeling pretty done and you don't have a strategy guide to write that keeps you coming back (excessively) for more. You could argue that shuffling things around, even without damage, is a bonus. Nothing quite like building a team that blasts through almost everything in one or two turns. Cleric: best healer by far, and mana regen is virtually a necessity. But in practice, a little hard to make it work. Typically people . So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. A lovely combo is with the Mage's Lightning, which is the only other row damaging skill in the game (direct damage at least - the Druid's skill can, occasionally, fail completely), so you can then blast your way through the game one row at a time. So, you're one of those eh? At least until the mid-late game where a few unique items come into play. Go to Big Town to continue quest. This is problem number two, and only gets worse with bigger enemies. But unlike Wound or Poison or Fire (that require high levels just to be useful), Weakness is very useful right out of the gate.

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