"Dwarves gain Body +1, elves gain Senses +1, and humans get Mind +1" - up to +2. The bonus to Initiative, while nice, doesn't make too great a deal of difference in your average battle. Run out of energy? But anyway, instead of just Stun, this skill inflicts any 1 of the 7 conditions in the game. 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. But don't be tempted to try and fill that up with healing, at least other players healing him, because as soon as he loses his rage he goes back to his normal but still substantial HP. Be thee not fooled! Max this out and you're healing 80 HP for everyone, every turn. (And yes, the Paladin can cast this on himself for a 150% heal). The Barbarian is unique in that his skills are mostly passive, which are all valuable and usable at any level (unlike skills that cause conditions on enemies for example, which you want to max out to be effective). Actually no, I lied. But most of the time, this is better. Experience is never bad. The obvious choice for any of your casters (Cleric, Mage, Warlock, Psion) with the 3 in Mind, which ensures they'll have enough MP to blanket the world of Paperos in spells. 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. So, depending on the situation, this can be pretty devastating. then ninja for stun locking. The stars gutter and the skies fade and the earth grows weary with years. A bit like thorns though. But the damage is a little less (at max level: 308% of weapon damage instead of 324% like the Warrior and Barbarian skills - you know, just to put him in his place because he hasn't dedicated his entire existence to killing - that's 16% less for you buddy), the Threat boost (56 max) is impressive but you lose it every turn, so in a long battle (which is when you'll really want your Threat) the Warrior will serve you better. Part of his problem is that, along with the Thief, he's an Initiative specialist. So, remember that Cleave skill? But if you so choose you can buy (or occasional find as item drops from kills) mushrooms. So the upshot is: mushrooms are a shortcut to level up quick at the beginning, in particular - or rather, only - if you don't want to hang around slaying extra cave bats. Gain up to +32% critical and take the shield action when hit. Which is about 3 times his normal. 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. So this is pretty groovy. Never fear, this doesn't really impact the strategy I'm about to go into, but it does mean I'm not going to be able to be very specific. If you've ever played any role-playing game, ever, you know this. collaborating and sharing organizational knowledge. So he can heal 208 HP with this skill maxed out, with an added 104 HP for himself, or 312 HP combined if he wants to be extra greedy. . 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. Create free Team Teams. This mostly comes into play at the end of a full playthrough and you have a couple thousand gold worth of items to sell off to help the next group of adventurers. However, I generally appreciate it when my content is not replaced with other content - adding to it aught to be sufficient. If all you want is the ward, well, here you can have a beautiful thing and the best possible Druid build. Like, literally, as if nothing had happened. 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. There's obviously a lot of . Mostly useless I find myself resting very rarely but even then a single specialist will save you the trouble, still can be used in some cases. 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. Uh oh, somebody brought their pet Guinea Pig to the game. This is what you call a lose-lose situation. 1. Then next turn you use it again, and you're at 200 HP and 220 MP. 63.76%. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. So ultimately this isn't really a factor. A Warlock, say, really gets the shellacked end of the stick here, as the best bonus he can hope for is +14 spell damage. So. And all weapons come with perks that your fists don't. This skill gives a pretty high passive Threat bonus though, +32 if you commit fully, and there's nothing wrong with that. 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. He will have just the 1 extra point in Mind though, but that's okay as you'll be leveling both skills equally, and Psychosomatics is completely free (and it pairs well with the Hunter's Hail of Arrows). This, really, is the most innovative and exceptional skill he's got, allowing you to stun and hit, or hit and heal, or heal and stun in a single turn. 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. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. Download the best games on Windows & Mac. 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. 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. 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. 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. Still, more HP with that 1 Body point (although more Threat too - booo!). Not so important, but with some parties which rely on sudden death, applying mass de-buffs or bursting down single target can have the upper hand in plenty of cases because of it. Includes a 'Complete record of Matches Played by the Norwood Club', for whom Whitridge played as a 'star' bowler. Complete Google sign-in (if you skipped step 2) to install Knights of Pen & Paper 2. At level 32, say, that's about half of your energy restored. Prepare to join Knights of Pen & Paper 2 in a turn-based, retro style, pixel-art adventure full of danger, intrigue, and semi-appropriate cultural references! Whatever happened to a friendly conversation over a cup of tea? Here's a hot steaming serving of fire in your face! Now, the best setup possible for a good game and a great boss battle is the Paladin, Cleric, Mage, Ninja, and Warrior (this in perspective of free to play, I also have issues using the Barbarian so I dont personally like it due to the rage effect). These little vine bundles pop up at the monsters' feet and they get to try and resist a Stun at up to a -9 Body roll. Or what a Mage with maxed out everything except Fireball plays like. Knights of Pen and . But Wound that Caveman a couple times and he will literally bleed out. . All of your classes are going to be able to max out 2 skills by the end of a game. If it does hit with all three bolts, this is the highest unmodified single target damage in the game. 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. Which, if you're not just a tweaker but also a completionist, you'll want to do anyway so you can play all the quests in the game (you'll need a complete bestiary for that). KoPaP2 is quite fun little game but damn the speedrun can be frustrating. 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?" Not to mention your Body resistance rolls (for traps and conditions and opening chests). So use this on bosses, enrage them, and (after a failed second resist roll, one hopes) watch that 200 damage hit do totally squat to the Monk. That's it for the basics. Vines on their heads, vines squeezing the life out of enemies, and I suspect a heavy dose of the dried vine weed pipe at the end of a hard day battling evil the renewable green way. So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. The game's plot centers around a group of friends playing a table-top RPG (like Dungeons and Dragons). Knights of Pen & Paper 2 - Walkthrough, Tips, Review - Jay is games While fun in theory, it's also fun in practice. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. Which is huge, and would be totally Solid as far as that goes, but becomes Clutch when you realize that, thanks to this sofa, Bulwark then becomes a largely wasted skill, even with the loss of the minor group regen, and so you can put your skill points into his two defensive skills making him just unconscionably tough while also delivering Critical hits 90% of the time with True Strike right out of the gate without having to prep with Bulwark. So long as you can afford all the upgrades. Ah, to gloriously be purged of all your sins, through every combat. Each of the classes has four skills, one or two (sometimes three) of which are passive. But it's actually twice as good. 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. (Important note: as this skill is not weapon based, Backstab won't kick in here. 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. Meaning your Mage or Warlock might not quite measure up to the perfect version of this skill, but they'll have another skill, like Lightning or Life Transfer, which really makes for a better player. 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. There's this little goat head that swipes across the enemy's noggin' and it feels like Christmas every time. 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. So there's nothing wrong with this skill, but you're most likely better off investing in something else. This aptly named skill is what your Knight will use first, every time, in every battle. So you might think: "Ooooo, yay! But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. 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. So if everyone else takes cover, your Threat could be 5 but it would still be 100%. But with the addition of Druids vine stun and Knight's 98% critical hit stun, you will be almost guranteed to sudden death every turn! I can't seem to find a number, i find thief, warrior, hunter, mage and cleric to be a great team. Knights of Pen & Paper - Wikipedia 0-30 at skill level 3, 0-240 at full glory. The conditions that are consistently annoying are Confuse and Stun and Rage. In theory. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. Max out Hail of Arrows then Ambush. Sort of unexpected since this guy is all about the Rage. So this is his single target skill. When I read what this skill can do, I was like totally absolutely for sure this was gonna end up being a SAKA skill. The hand that kills can also heal, sayeth Aragorn, and all that. It's astoundingly powerful, and this then makes it 50% more astounding. A (kind of) lame trick you can use, in particular with doppelgangers (since they change to something else on their first turn and then the kill is for whatever it changed into), is to kill as many as you can once you find a room with them in it, then escape the fight. This if fine, this is cool, but again phoenix feather. In theory, great. Or even if you hit 3 enemies without Conditions, still good at 168 damage. Okay, so 1 point for Body and 2 for Senses. How this becomes a good thing is when you have a low Initiative player as your Condition delivery system who goes last or close to last out of everyone (including the enemy), thus setting up the whole field with Weakness (that would only get the initial resistance roll here) or Fire (that will get no resistance roll at all) for the next turn, when the Thief will strike first and lay waste to your hapless enemies. Cleric: best healer by far, and mana regen is virtually a necessity. Sudden Death, for example, is simply not going to happen without weapon Criticals. At level 5, this is moderately important. It's just a little different, and understandably so. Use this skill, or don't bother with the Paladin. And "kind of" is a pretty good way of thinking about this guy. But the real magic here is the swap. "Slightly better item drops" - Increasing party level when calculating item drops, +1 per table level up to +5. 7. This guide is about strategy, so it's assumed you've come here because you're halfway through your first play-through or starting your second and you want to know how different it would have been if you'd had your Ninja be a Dwarf or a Goth or leveled different skills. Knights of Pen and Paper 2. First of all, this is a non-event for your casters as their damage is all set. But instead of a Threat boost and a long reach, you get to be enraged and heal for, ultimately, a ton of HP, 104 to be exact. The beauty here is that the Surfer can shake off Stun, and the only other way to do that is with a Cleric if you're lucky enough to have him Purge you before your turn. The Knight would block 13.12 of the damage, which I'm assuming with standard math means 13. shaman - upgrade hurricane + Static Field mostly. Community Hub. Early on. But I did, and it's staying. In practice, just good. Put 1 point into Armor of Faith early and max it after you're done with Smite or Guiding Strike. Prepare to join Knights of Pen & Paper 2 in a turn-based, retro style, pixel-art adventure full of danger, intrigue, and semi-appropriate cultural references! It's what makes him a Paladin. 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. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. Games Like Knights of Pen and Paper: Haunted Fall And, remember, when you enrage your max HP goes up astronomically. Meaning you're better off investing your points in his other skills, which are all better. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. could only upgrade hurricane 2-5 points and put all in static field if u have . So only invest in some mushrooms if you just want to skip the noob-level stuff at the beginning. But, if I'm being honest, this is a little tactically superfluous. - Game guide & Play, MOBA, Epics - Game guide & Play, MOBA, Epics Tc gi: Rohto Nht Bn 11 Thng Tm, 2022 8 Thng Tm, 2022 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. So what we have here is a walkthrough for Knights . This also means you'll have less use of the Monk's crazy regenerating abilities. Glorious Weakness is the answer. So yay, here we have another specialist to join the thiefy classes. And that's the Knight, in all his defensive glory. I could have said stunningly impressive, but really it's all about the burn. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. While isnt a good final boss battle team, it is a good team for any other NPC teams go though and heres why. Knights of Pen and Paper 2 | PC Mac Linux Steam Game | Fanatical This is that, but for the whole field of battle and completely irresistible. 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. At level 20 you really can't tell the difference. I'm not going to mention the Class attribute boosts, as that's not what you're basing your decision on. So, seriously, this guy rocks. Unlike the Ninja who specializes in Criticals or the Thief who still has the best group damage skill, the Druid (being super neutral about it all) tries to be too many things at once: caster, fighter, healer, speed demon - stacking up to a lesser version in all categories than several of the other classes here. 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. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. Well, almost, we'll get in to that. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. I'm not sure, but I'm putting it down to the mysterious antipathy the programmers clearly have for this guy. Meaning you can score criticals. 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. Warlock can heal even more than cleric with Life Transfer, which also damages . Another user - will update and re-evaluate the usefulness of furniture and give some information. If you use it on your weak little Warlock, yes, okay, he'll take less damage from the hit, but still, he got hit. And if you answer yourself: "because of the cool hat! Thing is, Life Transfer is just a little too weak. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. Seriously, decades of ultimate obedience and then his son shows up for, like, a day, and poof - he turns to mush. 20 October 2015 - 12:57:00 UTC (8 years ago) Store Hub PCGW Patches. It's not a boat load of damage, granted, maxing out at 32 per baddie. While less impressive for single target spells, the group spells benefit more substantially from this. 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. And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. I've tried a few games and I always start with Jock/Warrior/Dwarf and Lab Rat/Elf/Mage. Now, if you want the wounding itself to actually make a difference, you really aughta max out this skill (which gives you Wound 32). Without it, it's still pretty great. The Big Hands ability is the selling point here, as it lets you increase your damage by 50% or so. 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}. Weakness, Weakness, Weakness. Or you could use a shuriken with your giant 2 handed hammer which allows you (kind of unexpectedly) to reach the back row. If you commit fully to this idea, you can make all your other players low Threat casters and specialists and also give them weak non-Threatening weapons so that after casting this once the Knight's threat is at about 85%, and a second time brings it to 95%. More to the point, if you max out the upcoming SAKA skill - like you should - this skill is a better balance than leveling up Guiding Strike, which is going to be weaker than Smite even for a single target for the first 10 levels or so. You've already had a taste of my Goth hate, so no surprises coming. 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. Mr. At level 40, that's about 40 x 32 (1280) more potential HP. The one weapon in the game that you'd think you'd want for this guy is the bow. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. To be competitive by the higher levels in this game, you really need your skills to be maxed out, and this means each class is always better off focusing on just two skills. And I've been talking max level. If you max this skill you'll have a respectable Critical chance, but the Ninja, Barbarian and Knight are all better at it, and her other skills are definitely worth investing in. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. The deal is that 56x7 is close to 104x4 (392 and 412). It's very much that kind of game. 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). 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. Meaning, a class based in theory on the Senses attribute. I think my favorite part about this skill is not only it's name, but how the Conditions it inflicts reflect what the name implies. It hits any row, and the damage is equivalent to the Mage's Frostbite. Remember that Paladin skill that causes Weakness? So as far as efficiency, this is a waste. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. Meaning, you're gonna level the skills you're gonna level, and every so often an enemy will take more damage from them, but at least this way you'll know which of your skills will be most effective in any particular fight. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. Shred some stuff up! 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. 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. I'm going to number the players 1 through 5, because why not, although this would also be the order in which you should accumulate players. So she belongs with the specialist classes. Jock dwarf, max out lunge first, putting one point in Riposte early on. 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. 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. Havocado is a silly hyper-speed multiplayer physics fighting game; shoot, punch, drive, and use magic to knock the other players off in a multitude of locations and scenarios. I think there's a delectable ridiculousness to that, which also happens to fit the spirit of the game. It increases your critical chance by up to 32%, but more importantly gives you an extra hit after a critical with the potential for more criticals and more hits.