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. 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). Inflicting conditions on criticals, added threat or range or whatnot. This is just so that his attacks add wound on a critical hit. June 19, 2020 4. . So this is pretty groovy. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. Now, there is a very important distinction here between Threat and Threat Percentage, which is another concept that may have been around since before the latest magazine, but I had no idea. 'nuff said. 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). Put 1 or 3 points in True Strike to start, so that most of his strikes will be Criticals regardless, then max out Bulwark. Spells can be upgraded as well, but by much less, and there's no multiplication involved through the spell skill itself or criticals or damage range boosters. Nothing. Game Room: - Weapon Rack (1 less condition for Sudden Death), Kawaii Sofa (Threat -2), Arcade (Crit +2%),Yoga Mat, Go Set, Golden Table & Bowling Set. This is problem number two, and only gets worse with bigger enemies. Why is that? 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. Meaning you need to roll higher (well, lower technically) than your Senses. Regardless of how you build him, the Druid is still very interesting to play and has a hamster. If not well, bet you're sorry you bothered reading this whole thing, aren't you? To play with. The 1 point in each attribute makes him the obvious choice for any Swiss gamers, yet not so clear on how to use him. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. Download and install BlueStacks on your PC. So ultimately this isn't really a factor. While it's always good to inflict a condition, it can be pretty inconsequential too. Also, you'll either want a high Senses score or a really low one. I can't seem to find a number, i find thief, warrior, hunter, mage and cleric to be a great team. High combat and dungeon value. Fireball is, well, what mages are all about. Better known as the ranger in, well, like everywhere. No biggie, fine. I'll take Frostbite over that, thank you, even with the resistance roll. And he might disappear any turn. If you inflict Burn, Poison or Wound with this, it's at level 1-9 (1 point every 3 levels of the skill). Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. But it's worth it, for me at least, as you get to see what the OP version of every class is like. 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. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. It's what makes him a Paladin. It hits any row, and the damage is equivalent to the Mage's Frostbite. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. He doesn't work in Criticals or Initiative or Conditions (mostly) or subtlety. CONTENTS. Just point him in the right direction and SMASH. If you use it on your weak little Warlock, yes, okay, he'll take less damage from the hit, but still, he got hit. Is it the bald head? Here the Knight will be doing what he does best, pro-level defense. Which means, if you have seven opponents on the field, you can heal for 224 HP - which is a lot but still less than the Paladin or Cleric skills. There are 5 of each of the 7 types of item in the Game Room, you can only have 1 of the 5 active at any time, and generally there's an obvious winner - but sometimes you do have to make a difficult choice between bonuses. 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. One thing to note here is how natural a fit the Knight is for the Rocker player, no matter how you build the Knight assuming you have at least 1 point in Discipline. 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. Assemble your party and control your group of pen and paper role . 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). This will be your first unlockable character. In Knights of Pen and Paper 2, you can enchant weapons in crafting with scrolls and with charms. This is the OP attack in the game. The abilities have, for the most part, far more impact than the attribute boosts. Cleave. 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. For the record that's the Paladin, Warrior, Barbarian, Monk and Knight. At least if you're being efficient. The idea is to clear the back row while the knight and ninja sudden death the enemies in front. This guy is more like that guy's apprentice. Also based on my first playthrough with the Max Carnage Party, I always mantain 20 health potions, 20 life potions and 20 feathers which will be much, much more than sufficient for any battle or dungeons. There are other builds here that can be fun to explore, but this is absolutely the build of choice. Which would be crazy awesome because then you'd possibly reach a total damage of 900 or something - but then what fun would the game really be.). Barbarian. And, while we're on that topic, just a little shy of that skill's awesomeness. With upgraded graphics from 8 bit to 16 bit, Knights of Pen and Paper 2 MOD APK brings exciting turn-based role-playing matches on the board, adding new character classes, innovating combat systems, mechanics Pick up and craft items in the game. (Note: This skill does not regenerate the Cleric's MP, which is why you're going to have to rely on MP regenerating Trinkets (preferably), or potions, or good old fashioned rest from time to time.). So a Paladin spamming this skill makes your fights pretty dang easy. 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. So you might think: "Ooooo, yay! It's at least better than the Warlock's Life Steal, but that's a pretty low bar. Your trouble is going to be more what skills you can stand to leave un-leveled rather than which ones you want. Summon your demon first, and then cast Touch of Blight every turn after, and you're dishing out a max of 192 damage every turn. 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. 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. I think Warlock, I think a dude in armor black as night perched gloriously on top of a mound of corpses and fending off an army of vile beasts all by himself with those corpses of the fallen and, for some reason, intense lime green living mist at his command. What this then means is that when you kill monsters at about your level, you get some noticeable XP. The bonus to Initiative, while nice, doesn't make too great a deal of difference in your average battle. There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team. But not this one. Cheerleader - good (great with the Thief), Divine Judgment - good (SAKA on a stunned target). That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. But even with the Bookworm you'll have to set up battles to kill enough of some of them to get the bonus. Then next turn you use it again, and you're at 200 HP and 220 MP. I've never had the pleasure of that, but have seen the Barbarian boss (fittingly) pulverized in that manner. While the next two passive skills are good, you could skip them easily and just focus on this one. Typically people . 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. Players get the sense of gamers hanging out, bantering, and asking to pass the Mountain Dew. 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. And the more likely scenario is that you're slightly hurt, and just use it once to come back at almost full strength. What's nice, and frankly better about this one, is that the secondary perk actually levels up with you, for once. You choose your player and race based on what supports that. If you have Riposte and the added Threat that comes with it, all the better. It's a slightly weaker version of the Warrior's version of this: Power Lunge (high Damage and Threat increase). Or is he just the most proficient pugilist ever to walk the earth? Kind of disappointing, ultimately. - Put together your own role-playing group complete with the game master, the role-players and their respective classes. If you do get hit, by a group attack like Lightning or something, you waste a turn switching the skill on again, and that can be annoying. It's like the Barbarian's version of this skill but without the health boost and a twist instead. 0-30 at skill level 3, 0-240 at full glory. You're basing your decision on what, exactly, can that new Warlock you just unlocked do. Except (very importantly) for his "1 point Ward" build, which is a paradigm shift for the Druid, and which I'll cover under that skill. And shrugging off 1 condition per turn is pretty good, although sometimes a little superfluous. And this is, verifiably, true. So unless you go with the slice and dice critical beast mentioned above, this is gonna be your bread and butter skill. Guide for Knights of Pen & Paper 2 Deluxiest Edition - Party Setup. opinion) attached. So this hits a single target for a little less than your average fighter's comparable skill (220% weapon damage at skill level 24), which is the same oomph as the Hunter's hat can muster. Mage: good single target damage, great group damage. Kyy Studios took over development of this sequel. The best answers are voted up and rise to the top . 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. Without your Go Set, that Fireball and that Barrage of Knives most often won't hit all the baddies, especially as the fight goes on and you pick them off. Better off just giving your Cleric the Stun immunity item if this is important to you. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. Knights of Pen and Paper 2. In addition now you can spend slots for other benefits (like increasing critical chance) instead of applying all 5 conditions yourself. One thing to note though is that it's expensive to upgrade your weapons. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. Downloads. Your basic combat class. I am editing this article to fix the gross, badly thought out, changing of someone elses work, as someone who owns and actively maintains a (different) wiki, i know. Ages of men and of Outsiders have ascended and been forgotten, and only the bones of their cities and the Whatever happened to a friendly conversation over a cup of tea? 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. You need to know what condition you're inflicting so you can line them all up - this skill is almost worse than nothing in that respect. I feel about it probably how Obi-wan felt about watching Anakin turn into Darth. This isn't that great a difference, but later on when the Knight is not naked but has a damage reduction around 40 or 50 with all his souped up gear (which is what you will obviously have him wear if you invest in this skill), this makes more of a difference. If you spend your diamonds here, you could probably directly purchase gold. That and, they raised the price of mushrooms from 50 to 75 gold in the last update. 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. 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. And rarely will your guys need that much individual healing, especially at the start of a fight, so there's no fiddling with the math to feel better about things. So being a Human Lab Rat Thief, just in this case, would be a very good choice. That's the difference. You can hit the back row, and maxed out you're doing 104 damage. And this almost all the time. Includes a 'Complete record of Matches Played by the Norwood Club', for whom Whitridge played as a 'star' bowler. I am not sure that the surfer on the barbarian would be a wise choice, however. 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 this just per turn, not until the rage goes away like the Barbarian. So you bring this little dude up from the netherworld, and he (again, at max level) attacks for 80 damage and only gets dispelled if you get hit for 56 or more damage at once. "Initiative +1 per level" - up to +5. ), poster child for neutrality - the Druid. 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. The most important factor you should be considering as you go about this is synergy, aiming for multiple interconnecting levels of synergy if you can. Thankfully that's not it, as this will add up to +32 damage to any foe behind you in the turn order. So what this does is add up to +16 Initiative and +56 damage to a weapon attack against enemies with full health. Or, if you're a Monk, it gives you +27 instead of just +18 damage using bare hands with the right skill maxed. Das Pathfinder-Rollenspiel ist ein Pen-&-Paper-Rollenspiel, welches von Paizo Publishing entwickelt wurde. Or you could use a shuriken with your giant 2 handed hammer which allows you (kind of unexpectedly) to reach the back row. 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. So that every time the Barbarian scores a crit, he causes Sudden Death. After the obligatory resistance roll of course. I'm not sure why I had to lay it all out like that. 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. The only caveat here is that if you level this and Shadow Chain, you've got nothing left for stunning with your Smoke Bomb. So, remember that Cleave skill? The Ninja, what with all the stunning and/or criticals, is another one of those hard to leave behind classes. Some synergies are obvious, like A requires B (Barrage of Knives requires Fireball or Smite to spread the conditions). So, as nice as it is to set everyone on the field of battle on fire, this is your better all-round damage skill. Basically giving you the chance to be always at full health after fights in the early chapters. Team types: AoE:This build is able to dish out lots of area of effect damage and includes Shaman, Bard, Warrior, Wizard, and Cleric. While the Panthers reportedly made a call to the Packers, the decision is out of their hands. So yay, here we have another specialist to join the thiefy classes. Once you know that XP works in the above 3 ways, really, you know all you need to know. So even if, absolute worst case scenario, that Dragon kills your injured Barbarian as he's scurrying away with his axe between his legs, a few gold brings him back and a little rest gets him back to normal. This skill gives a pretty high passive Threat bonus though, +32 if you commit fully, and there's nothing wrong with that. One good aspect though is that unlike any other skill but the Hunter's (and Burn from anyone), there is no resistance roll to what you inflict. 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. And a host of other combinations. It's very much that kind of game. This game - is awesome! The only exception is if this is one of your first characters on your first play-through. Lovely word. But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. But here you can pretend you can, and this mage is everything you'd expect. Download the best games on Windows & Mac. This is actually pretty important since you'll be spreading the glory to the whole team. The enemies need to do more than that much damage to actually bring your non-enraged HP down at all. Except, you know, it like totally obviously isn't because this skill is only good. This is that, although even weaker (188% weapon damage max), but with Stun instead of Weakness and just for the victim of your attack. It reduces attack damage by half and prevents critical hits. The reason you needed to replace my rating system was because you felt the need to update the data. So, first thing you'll be asking yourself is: "How can Backstab be passive?" "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. A Warlock, say, really gets the shellacked end of the stick here, as the best bonus he can hope for is +14 spell damage. These get a different rating system: Meh, Fine, Solid, and Clutch. In fact, if you don't have that Cleric in your party constantly refilling your MP, you're never gonna really feel like you have enough MP (unless you happen to be a juju-swapping Monk) - especially in dungeons. The extra MP is like the Dwarf's damage reduction, less and less significant as you gain levels. And that "1 point ward" build is, of course, the best combo here, but unlike with the bear situation it doesn't make up for a weakness (the lack of bear toughness), so even though this skill is best used with that build, it doesn't change the value (or rating) of Grappling Vines. That's the glass half full perspective. Perhaps be more diligent in future, ensuring that you understand the full context before hitting that delete button (or backspace more likely backspace probably - either way). 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. 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. What places this firmly in the theater of the absurd is that he can keep adding to his Threat like this, every turn. Wound, along with burn and poison, always has a value. One of the toughest battles in the (pre-dragon) game, actually. 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). Price . More useful than you might think. I mean, in so far as he's good at anything. And with 3 fists it's just 50% more of the same and an equal waste. 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. Because of it's specific usefulness and inefficiency against some enemies that doesn't have weaknesses it's in general bad choice. Get Radiance maxed, Restoration will be your main heal and you'll want a few points in purge to save you from confused debuffs. Combined with Ambush, in a perfect situation, you're doing 616 damage. And even if they manage that, they need to do it every turn or Thrud here will just keep healing back up to maximum. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. In practice, it's hard to make it work well, and hard to keep up the MP. The only trinket they need is Enchanted Cushion for the stun immunity. But in practice, a little hard to make it work. 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). Armor of Faith (passive) - good okay, sorry no, not that good. I've found the scrolls in consumables, and the weapons are easy . "You can set up fights with 1/2 more enemies" - I'm not much into setting up fights, I'm happy just following the story. This game - is awesome! All good. For when you wanna play support, but still be someone you'd hate to meet in a dark alley. You say the warrior is the best at absorbing damage, thats wrong. 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. 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). This gives a boost, a very substantial boost, to both the Knight's Heath and Energy, +112 each, which together adds up to 224. I would fix the stats back to the non *20 values, but, sadly i am stuck owning Knights of pen and paper +1 on pc and only owning Knights of pen and paper 2 on my mobile, so i can not confirm those numbers, if someone can i urge them to og through the article and change the numbers to a x/(x*20) format. This big ass ethereal green bear-shaped cloak thing envelops the Druid, he becomes super strong and angry. He does have a damage skill, which is a mixed bag, but there's basically one (right) way to play this guy, which is the only reason I ever don't bring him ('cause I have ADD, OCD, and a short attention span and I like some flippin' variety, dangit). Glorious Weakness is the answer. That said, most classes have a single target high damage attack, a group target lower damage attack, and then other stuff (that makes them unique). Well, not exactly every time, not even close, hence the loss of awesome. There's no real tactical benefit here, it just mitigates the least enjoyable aspect of traveling around Paperos. So if you're going for a defensive play style, here you have - finally - a good reason to bring the Hunter. Whippany, NJ (07981) Today. 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. 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. Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. He's your quintessential support character. The idea, I think, is that if the Thief strikes first she'll be sure to get that bonus, which is true as far as that goes. So you're not that barbarian. A mixed bag to be sure. 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). And his strong focus on defense makes him less able to be a critical beast like the Ninja (who is not dethroned, no matter what the stats are). But basically, he's good enough to be any character. 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. Paladin with smite to weaken everythingand the Ninja uses Jock with 3 weapons inflicting confusion, poison, and rage, with his inherent bleed effect and most points put into vanish for the super high crit chance. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. But dungeons are long, and while you may take little damage, you're going to start running out of energy possibly even before you get to the second level of the dungeon, so MP friendly items and potions will be a must. Does that help? But in addition to the shuffle-palooza, each enemy takes up to 80 damage. Thing is there's always five of you (well, almost always - doesn't have to be that way and I'll get in to that, but for the sake of argument), and not always five (or seven) of them. I don't know, but it doesn't really seem fair, does it? The absolute best case scenario here is a high level Ninja with Shadow Chain healing for 750 Health each turn. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. Weakness hobbles your fighters, especially the builds focused on Criticals, but makes no difference to the casters. 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.