And I've been talking max level. Maxing this skill gives you +64% Critical chance until you get hit. Explore your anger management issues! Weakness my friend. To play with. It is, however, the most fun solution to that issue, which is why it's great for me. I know it's a lot of work and it's always good to read from another lover of the game. While the Panthers reportedly made a call to the Packers, the decision is out of their hands. 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. Run out of energy? But there's one more bad thing: your Druid just isn't tough enough. If that were the end of the downsides, this would still qualify as a great skill. A few suggestions on building a great team. And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. Point made. Table Hockey if you really like gold, but that wouldn't be my choice. So. How can this be? So long as you don't add any Mind points to this Barbarian, he only has a 10% chance of shaking it off each turn. Which is fine, someone has to mop up the dregs. So again if you focus on weak opponents the conditions will likely stack, and that can add up to a lot. I think the idea there is that if you have your game room set up so that you can plop 7 monsters on the field per fight, it's only 4 (or 2) full fights and you're there. It also is like the Barbarian's Frenzied Strike, restoring (only) 32 health to the Knight every time he uses it, which means you can focus on just this skill and Bulwark, with just one point in Discipline to get the shared energy/health perk - which, you can probably guess, is what I think is the best way to build this guy. The Druid in particular benefits from this if you build him up as a frenzied bear, giving him the protection he desperately needs without reducing the energy he needs to maul monsters twice each turn. shaman - upgrade hurricane + Static Field mostly. Either way, any team will be lucky to have you. And that weapon is the only 2 handed weapon in the game that adds no damage (and, I'll tell you right now, you're better off with the shuriken and anything else in his other hand). Game technical issues. Lackluster, perhaps, but never bad. Red Wings, Larkin Bid Farewell to an Era after Contract Extension One is with weapons (or weapon-based skills) and the other with spells. So ultimately this isn't really a factor. "Restore 50 per level Health and Energy after each battle" - up to +250. However you feel about the whole "Investigate" mechanic in this game, you're gonna need many of the items you find this way, especially the immunity items. The Knight has two active skills, which we'll cover shortly, and they're both pretty low in energy cost, not that it matters terribly as, kind of weirdly (seeing as you'd think the Mage or Warlock would have this) the Knight is the only class that can up his base energy with a skill. 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. If you have Riposte and the added Threat that comes with it, all the better. So if you have any of those skills on your team, you really need to use this item. If the Confuse is resisted (against a -9 Mind roll like, for example, every time you use this on a Boss), Rage is automatically inflicted instead. That's close to Frostbite damage and totally worth the MP it costs to cast. Because while the Thief's barrage does indeed need conditions on the enemy to be super kick ass, you can get up to max damage by level 25 or so because that's two different players using skills, so maxing them out in half the time it takes the Psion to max both of these out. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. Which will also mean another 3 quests, or 4 maybe can't recall, so more XP. ", then the Druid is for you. I'm not sure why I had to lay it all out like that. You'll go on an adventure to save the world from an evil villain. So, decent. So if you have another tank in the mix, you could let him take all the hits and focus on damage. But that's just for the Mage with Lightning. 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. 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. So, not awful, but also not a clear reason to bring him. 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. 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. If your Thief is cheering, definitely put a point in here. You say the warrior is the best at absorbing damage, thats wrong. The difference is that, maxed out, the Knight's effectiveness goes up to 82%. www.drivethrurpg.com At least the basic basics - which are all covered in the game in the handy dandy guide they have anyway. So she belongs with the specialist classes. Worth the sacrifice to your all-around damage-itude? But it's actually twice as good. Install the game and go to the emulator's app drawer or all applications. It reduces attack damage by half and prevents critical hits. That Frostbite spell is gonna max out at 136 Damage, which can get up to 168 if you commit to Arcane Flow for the damage boost. Seeing as this is the Monk's only genuine attack skill, it's unlikely you'll leave this one entirely unleveled. The body point gives you another point of damage, another point in Threat (which you're only going to want with a fighter anyway), and a boost to HP. Also, you'll either want a high Senses score or a really low one. So, with few exceptions (like the Barbarian and maybe the Monk), any build is going to focus on only 2 skills (not counting 1 point skills for a perk). With 50 damage reduction, instead of only blocking 25 of a 50 damage hit, he'll block 41 of it. Or, if you're a Monk, it gives you +27 instead of just +18 damage using bare hands with the right skill maxed. If only you could get 150'000xp for a single quest by the end of the game. Or man of the wild, more precisely. 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). What you get here is pretty good though as, unlike the Hunter's hat which only works for him, you can cast this on anyone and grant them immunity from the next attack they get. One good thing is that this is the rare kind of team that doesn't need the Go Set in the game room to improve certain group attacks, meaning you can have your Dice Collection to improve their attributes. Knights of Pen & Paper 2 is the direct sequel of the iconic 2012 game of the same title. This also means you can spare him the energy cost of wearing armor, meaning more Decoys. But if there's a Paladin guiding his strikes, a Warrior lunging powerfully, and a Hunter placing his threatening hat in front of him, his Threat is going to be anywhere from 35-45%. By the end of the game, with better items, than can get up to about 90%. Knights of Pen and Paper 2 on Steam Remember that Thief's Grappling Hook thing, that I thought was so cool it was worthy of a personal note that it was great just for me? Grant any player an extra 56 Threat and 32 Damage Reduction until your next turn - that's what you get. Well, actually, not so extraordinary. Is there a way to ensure that sudden death occurs during every single battle or even better still is it possible to inflict sudden death each and every combat round with close to 100% certainty, including against all bosses and dragons? However, this is the only player with 3 in Senses. Basically giving you the chance to be always at full health after fights in the early chapters. Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. And then every 3 levels you get +1 damage per empty hand slot. ), poster child for neutrality - the Druid. So if you want to make sure you really suck the XP well dry, save the most menial tiny quests for the very last. You know, after all the quests at the tail end of the game when you can get two skills to level 24. So, unlike the above opus to one skill, this will be brief. So if Sudden Death sounds like a lovely way to vaporize your enemies to you, put 1 point in this. ), but just with in-game gold. Even Stun if the turn order is right, although that part won't apply to the Cleric. And really that's the best case scenario here and a solid build. Knights of Pen and Paper 2 MOD APK 2.7.3 (Unlimited Money) 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. Thing is, his other skills being generally lackluster as well, you might just level this up anyway for the fun of sucking the life out of things. He's actually more subtle and more complex than I was expecting. If only you could level up almost every couple quests instead of every five or six. Knights of Pen and Paper 2 - SteamSpy - All the data and stats about How is that badass? 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. As a bonus, the vines will stay, strangling away, so long as the victim has ANY condition. Now, you could make a build without this skill, but really, why would you? But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. Some fun builds with Mages can be developed tho. Any battle with a good XP and gold reward is gonna be very difficult to finish in one round. Compared to a Warlock with the higher Mind value and no or light armor, the armored Warlock will have less energy (Mind determines energy levels), but he'll be much tougher - that's the trade off. I still remember the very first time I sat down to play D&D. But (and here's my third point), his ability is not actually as awesome as it sounds. Gog.com Both of them will do around the same damage. Giving your level 20 Mage a mushroom will just give him a little indigestion, but you'll barely even see that XP bar move. Kind of like the Warlock, none of his skills really measure up - and the one that does can't make up for the others. The only problem I see is that it competes with the Red Sofa (which provides +25% damage). At max level, it's the standard +32% to criticals. I mean, in so far as he's good at anything. But it's worth it, for me at least, as you get to see what the OP version of every class is like. This one just straight up damages the enemy - all the enemies - every time the Psion uses any skill. There's no analog to the Damage and Threat boosts, though. Pigmy shrew maybe? This is assuming they're both naked, by the way. But in addition to the shuffle-palooza, each enemy takes up to 80 damage. Sounds pretty good, but in fact it's spectacular. "Find more special encounters" - Only once did I finish a game without encountering all the special encounters, and it was the all important Pale Dragon one too, by the end of a full playthrough. But say that's five on the field, that's 160 damage, and that's just in addition to whatever else your Psion is actually focusing on. 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. And that's not even the end of it. Not that bad for the early stages of the game, but definitely nearly useless later. 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. Paragon of justice, jouster of renown, rescuer of princesses and slayer of dragons: The Knight. Reward: Mirror of Inward Reflection. And even if they manage that, they need to do it every turn or Thrud here will just keep healing back up to maximum. This item has been removed from the community because it violates Steam Community & Content Guidelines. Release Date. The Ninja is still the king of Criticals though, and you're about to find out why. Good thing you can play through this game more than once! In Knights of Pen and Paper 2, you can enchant weapons in crafting with scrolls and with charms. Knights . In theory, this skill kicks major ass. 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. Play Knights of Pen and Paper 3 on PC - BlueStacks 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. Note - these tips are also applicable to the +1 Edition. In addition to just being a general all around challenge, you get to see what a Druid with 3 skills plays like, or just how badass the Barbarian can get with points in all of his skills. 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. In this here world, most of that is true. I find the gold economy of this game a bit obsolete. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. The ability to harness the power of Chi and blow down small straw houses in one blow? I take care to write well here. The reason you needed to replace my rating system was because you felt the need to update the data. If only you could get to level 75. So maybe not all that awesome. So, really, I wouldn't invest in this skill unless you've got at least one dude supporting the Conditions situation (the Mage being the best as Fire is applied without a resistance roll). Be warned, not all Game Room items are deserving of a description beyond my rating. Kyy Studios took over development of this sequel. "Resurrection cost -15% per level" - up to -75%. Lot 1174: Estimate: 60/90. Typically people . Black Arts (Passive) - good (SAKA for Sudden Death), Vanish (Sort of but not really Passive) - good/SAKA. And he might disappear any turn. Especially with the Knight and Druid (more on that later). This item will only be visible to you, admins, and anyone marked as a creator. The Body boost is the highest there is (3), so your damage, health and threat all go up. Feel better! Alright, let's break it down. This will be your first unlockable character. 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. So, if you want to do this perfect, bring a Mage with Fireball and a Paladin with Smite. But you might have noticed those zeros. Better off just giving your Cleric the Stun immunity item if this is important to you. Lovely word. And if you can manage to kill some high level monster before you're really supposed to, you get a healthy chunk of XP. 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. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. Grappling Hook - good (great, just for me), Ambush (passive) - good, pretty great when fully leveled, Hail of Arrows - great, at least fully leveled up, Discipline (passive) - great (SAKA with the Rocker), Renewing Carapace - good (SAKA as a 1 point skill with Animal Companion), Feral Mauling - good (great if you're a Rocker & SAKA with the "1 point ward" build), Psychosomatics (passive) - SAKA (compared to other passive skills, that is), Sacred Table - until level 10 Solid, levels 10-20 Fine, after level 20 Meh, Black Leather Sofa - Meh (4/5 if you are poor on Diamonds), Kawaii Sofa - Meh (Clutch if going solo Knight as tank), Race Car Track - Fine (Solid before Level 20), Zebra Rug - WITNOGS (Solid if you are easily frustrated by ambushes), Confuser - Fine (Solid if aiming for sudden death), Board Game Collection - Fine (Solid once you have the Rabbit's Paw), Labeled Dresser - Fine (Solid before level 10), Miniature Game - Meh (Fine if you desire a full Bestiary), Go Set - Solid (Clutch if you rely heavily on area damage), Poker Table - Fine (Solid before level 10). So more realistically like 170, near the end of the game, around 120 before that, plus that first attack is only whatever the demon can muster by himself. "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, great not SAKA. With this skill maxed and two turns of using it, your Knight will have around 200-300 Threat (hilarious, right?). The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. 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. 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. Combined with Ambush, in a perfect situation, you're doing 616 damage. 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. For more than like 5 side quests. Use this table. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! And as you level up, and item up, this gets to be pretty respectable (130% weapon damage at its most vicious). If you believe your item has been removed by mistake, please contact, This item is incompatible with Knights of Pen and Paper 2. Other than that, he'll be your new defensive combatant extraordinaire. High 44F. Or, perhaps, just misspoke. Take the Warrior, strip him down to one active skill and make him a regenerating critical powerhouse and, voila. And this can get to be pretty significant, if you have it on a whole row, or even two rows (with the help of your fur ball or two turns to work with), meaning everyone. Your special skill here is dragging a back row opponent to the front (unless they resist). After that it's Anger Management all the way. Barbarian: strong as hell, hard to kill. In theory. "Spell Damage +5% per level" - up to +25%. Another good skill for the Hunter! He's also not terribly complex. While this is a good and effective skill, it's the least useful of his 3 active skills. 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. After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. Assemble your party and control your group of pen and paper role . Come to me, servant of Beelzebub, and obey my every whim! In fact, this skill qualifies as SAKA as far as I'm concerned if (and only if) you pair with the Rocker. It'll cost next to nothing, the Druid will still have the mojo to maul or vine every turn, and especially in a dragon-type situation when the ward negates a 200 HP hit, this will be invaluable. This gives a boost, a very substantial boost, to both the Knight's Heath and Energy, +112 each, which together adds up to 224. 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. Complete Google sign-in to access the Play Store, or do it later. 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). So, since the olden days when, one presumes, Gary Gygax came up with the concept of experience points (and, if he didn't, he's the one who [stole it and] spread the good word - thanks Gary), we have this just wonderfully practical way of quantifying what learning is like. Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. Team Builds | Knights of Pen & Paper Wiki | Fandom A considerable boost, perhaps the best furniture you can have for a sofa. And specifically because the Monk is a low energy user. Nothing. Actually, there is a sound tactical reason not to bring him if you just don't mind using potions fairly regularly and want to maximize your damage potential. Anyway. 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. This is a fine place to note that skills get an extra boost every 3 levels, so that's the multiple of which most of your skills (especially secondary skills) are going to be. Now this is something you won't find in every gaming world, and honestly I don't think Gary would approve. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. So this is his single target skill. Will use the *20 or the now being default values. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. I'll admit, I have a soft spot for Paladins. It also lets you use the one 3-handed weapon you'll find in the game if you investigate the Graveyard. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. So this is that lime green mist skill I was talking about. KEY FEATURES: - The ultimate pen and paper RPG simulation experience. The third archetype. The halving of enemy damage is significant, but really it's the non-critical-hit situation that's the best, especially later on with Attack Beavers and other Critical specialists. All you care about is initiative so just equip moccasins/Green Icosahedron as nothing effects Hail damage. The runner ups in the critical category are the Barbarian, Thief and Monk (in that order), who all max out at about 45-50% (~65-70% with the Barbarian, if you know what you're doing), and don't have multiple hits (except the Barbarian, kind of, more on that later). So yay, here we have another specialist to join the thiefy classes. Or rather, I really want to like him. Anyone Know Any Good Teams? :: Knights of Pen and Paper 2 General But still, often useless. . Which, again, means more skill-time for your fighters. You just can't find good evil help these days. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. I will say part of the fun is just what they look like. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. But unlike Wound or Poison or Fire (that require high levels just to be useful), Weakness is very useful right out of the gate. You have to buy new ones to use a new better scroll on it each time it becomes available, and you'll find that most of your money is going into crafting all these weapons and armor. Knights of Pen and Paper 2 - Deluxiest Edition - Fanatical This can be thanks to a small host of pretty bad drawbacks. And the front. And the Goth is lame. But if you're in to the Warlock for the fun of his abilities, regardless of how effective they are(n't), then it's his next two skills you'll be groovin' on. While I do love the name of this skill, it'll about as useless to you as the Paladin's Armor of Faith, which is kind of the mirror image of this skill. Which is still double your pleasure, but also double your MP cost and you'll find that your Druid has developed an MP potion addiction and is hoarding them in a burrow back at Spawn Point Village. What makes this decent is that you regain up to 24 energy when this does happen. See, Confuse does just what it advertises, and your afflicted target will attack a random friend or foe. Knights of pen and paper 2 best equipment? - Game guide & Play, MOBA, Epics You may be starting to feel like the Hunter is the neglected step-child of all the developers' children. Whatever your critical chance, you still get the 3 shots at it, which is a good thing. This aptly named skill is what your Knight will use first, every time, in every battle. So at it's very best, with 7 opponents with, say, Weakness or Fire or Stun Conditions provided by a helpful ally, you're getting 112 damage each, which is a grand slammin' 784 points of total damage, potentially, in just one attack. So Technically it's possible to Sudden Death with Ninja Alone. The Ninja and Barbarian have got the single targets very much handled. Max out Smoke Bomb first, then level Shadow Chain so the Ninja can contribute for late-game boss fights. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. 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. Armor of Faith (passive) - good okay, sorry no, not that good. I'm gonna skip the basics. However, he has the slickest looking headgear in the game, I think, this sort of macho tiara. This also means you'll have less use of the Monk's crazy regenerating abilities. And that's the downside of this skill. It turns on automatically at the start of battle, makes you a little less threatening and gives a little boost to critical. Here's a hot steaming serving of fire in your face! You'll want to get that 1 point in Rampage ASAP so that the Critical magic happens from the get go, although it'll only be happening around 10% of the time at first. 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. "Damage Reduction +10% per level" - up to +50%. So here's another one of those skills that is amazing when used right, and not really worth the skill points otherwise. So which one to choose? All good options. These get a different rating system: Meh, Fine, Solid, and Clutch. But quests work differently here, in that (and it took me a while to figure this out) when you complete a quest, the XP you receive is not related directly to your level. he does 120 Bleed damage a turn, basically. That's it for the basics. So while you might be tempted to put just 1 point here so you have a backup HP reserve, you're much better off using Lay on Hands as a defensive skill and just not let your HP get to zero (which is what everyone else is doing anyway). Knights of Pen and Paper 2 | PC Mac Linux Steam Game | Fanatical 'nuff said. It's not like you can spare the offensive power a vine-loving or bear-becoming Druid could bring, but trust me, you'll want the extra defense. So you could easily cast this and cause zero damage. While the next two passive skills are good, you could skip them easily and just focus on this one. Sudden Death, for example, is simply not going to happen without weapon Criticals. 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?" The only thing this won't work against is a Dragon, 'cause they are the whole battlefield, but everything else in the game will get shuffled around including bosses. Also, the occasional joke goes a long way, and there's a reason my ratings have names instead of numbers: less dry. I don't know, but it doesn't really seem fair, does it? Soon. Games Like Knights of Pen and Paper: Haunted Fall And his other skills aren't too shabby either. wangjaz 9 years ago #1. Winds NNW at 5 to 10 mph.. Tonight