At max level, you can heal for 32 HP per enemy. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. And 8 Burn doesn't stack up to much. While a Mage who levels Lightning first and then pours the rest into Arcane Flow will indeed end up having single target damage identical to Frostbite (minus the Stun of course), this is a more balanced Mage for this team, leveling both skills equally, in particular because there's a Warrior in the pack doing the exact same thing, and so you'll be superior to that other Mage for the duration of the game, not just be really cool right at the end. That and you can't not Escape, the roll just determines whether or not you get hit on the way out - and even then, you only get hit once (not once for every enemy left). KEY FEATURES: - The ultimate pen and paper RPG simulation experience. It used to be the only way of inflicting the Confuse condition. And if you get that reference, then you grew up with me in the 80s. This is very significant, and applies to your Barbarian Jock with an axe Charmed against Weakness with a Paladin in the group laying on the Weakness all the time. As far as strategy, much was added to the corrupt free version, all completely heedless of game balance in their quest to sell you an overpowered item, so I'm not sure how much of the tactics in here are still usable. 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. If you do one of those mid-size teams, let me know how it works out. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. And in fact what makes this SAKA instead of just great is because it's weapon based. 1 point in shadow chain for the triple attack. For when you wanna play support, but still be someone you'd hate to meet in a dark alley. This also means you can spare him the energy cost of wearing armor, meaning more Decoys. This item has been removed from the community because it violates Steam Community & Content Guidelines. Or Gerbil. 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. There will be no Cleric here, as his one offensive skill is just too frail as it can be resisted. 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. 1. He's kind of awesome. Lieutenant-General Robert Stephenson Smyth Baden-Powell, 1st Baron Baden-Powell of Gilwell, OM, GCMG, GCVO, KCB, KStJ, DL (/ b e d n p o l / BAY-dn POH-l; (Commonly pronounced by others as / p a l / POW-l) 22 February 1857 - 8 January 1941) was a British Army officer, writer, founder and first Chief Scout of the world-wide Scout Movement, and founder, with his . In no gaming universe ever created does the Paladin not have this skill. If you use it on your big scary fighter, they should already have high Threat and decent to great Damage Reduction. Next char will throw the virulent bomb to spread status to everyone else. So, decent. You may recall that Backstab gives a +56 damage bonus. At level 5, this is moderately important. The amount of gold this saves, depending on the player, is small but significant early on, and when you are flooded with gold a character reset is cheap and painless. It's why she's so macabre all the time. 'Cause that always seems to be part of it. And if you have your rat-pug furball doing the double-it jig on the table, you'll be up there with Ninja Shadow Chain criticals and Barbarian smashing - although not quite all the way up there. Team types: AoE:This build is able to dish out lots of area of effect damage and includes Shaman, Bard, Warrior, Wizard, and Cleric. 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. The Ninja is still the king of Criticals though, and you're about to find out why. For a high level Ninja, that's practically nothing in the way of healing. The 1 point in each attribute makes him the obvious choice for any Swiss gamers, yet not so clear on how to use him. This is very not true. Go to Big Town to continue quest. Thankfully that's not it, as this will add up to +32 damage to any foe behind you in the turn order. Price . "Non-boss enemies suffer Sudden Death from 1 or 2 less conditions" - So, you might have noticed earlier, several times during the class descriptions, how I talked about hunting for Sudden Death and building your Knight or Ninja or Barbarian to maximum critical-ness so they can Sudden Death the bejeesus out of everything. The Druid's vines somehow don't count as a spell, the Ninja's Smoke Bomb same. Although I just did. I take care to write well here. "Meh" items are the pretty pointless ones, and largely qualify as such because there is no scaling - like Damage Reduction +2, which is significant for your first 10 levels or so, and pretty meaningless after that - but still it's a bonus. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. 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). 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. (And yes, the Paladin can cast this on himself for a 150% heal). Knights of Pen & Paper 2: KYY Games picks up the developer mantle this time for the sequel to the beloved tabletop parody RPG for iOS and Android. The larger ones you can only fit 5, and this size is actually fairly common. If you have a shield as well, that's up to another 15%. Put one point in Black Arts for the Wound perk, then start with just the 1 point in Shadow Chain and follow that by maxing out Vanish. Kind of the only reason to level Backstab, I think, as then you'll be showing up the fighters, at least for 1 or 2 hits a battle. 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. The stars gutter and the skies fade and the earth grows weary with years. Prioritize Lightning, getting Arcane Flow to maybe level 3 or 6 in the process of maxing out your actual damage spell. 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. At higher levels it's just too little (as any other static values). But maybe that's my fault. You need to sign in or create an account to do that. 10% more gold!!!" So you haven't made yourself twice as tough, you've made yourself slightly (to significantly - if you're that Dwarf Jock) less tough (lower MP than HP max no matter what), and the stuff that's keeping you alive (your MP) is also what you need to use to effectively attack back. Regular, only useless 14.29% useless. In my opinion outside of that can't compete to raw stats for your whole party. Burn stacks, so that's always nice, and combined with the Monk's Acrobatics it gives another chance to avoid any damage from a monster that's on fire. The damage bonus remains awesome though. 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. Knights of Pen and Paper +1 Edition. This is those guys, all put together. So yay, here we have another specialist to join the thiefy classes. High 44F. And remember, the Thief can do exactly half that god-like damage any day of the week without any help. And again, if you do a build where you can cast this twice a turn, it's a major MP suck but also something of a waste to cast on the same row twice. Also less attractive as a 3 point skill because they can resist this, and at level 3 it's only -2 to their roll. 0-30 at skill level 3, 0-240 at full glory. He's also not terribly complex. A legitimate third option would be to level Rampage and Frenzied Strike about equally, so you get half of the best of both worlds. Unless there's 7 monsters on the field and he gets brought back at close to full health. Or what a Mage with maxed out everything except Fireball plays like. Say you want a Barbarian who, in addition to his Stunning hammer, has each of the four trinkets that give a condition (Rage, Fire, Poison and Wound). A Cheerleader with a thick beard just makes me chuckle. This is very good, necessary even to make this skill worth it, because the Stun, even if they don't resist it, goes away after one turn so you only get one 56 HP hit out of it. By far. Just point him in the right direction and SMASH. The difference is that, maxed out, the Knight's effectiveness goes up to 82%. 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. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. I do however hope players of the 'free' version appreciate what you've done for them here, even if they find little else here terribly accurate. wangjaz 9 years ago #1. Digital Deluxe Edition The Deluxiest Edition of Knights of Pen & Paper 2 includes the following bonus items and expansions:. But most of the time the majority of the group in any battle is gonna get hit with this. And your base critical chance with all the perfect items, weapon, and a Rich Kid Elf is 22% (19% if you stick to Almighty Rings, but that's a whole other story - and 15% if you're hunting for Sudden Death and have all the condition trinkets). - Fight and explore your way through a perilous fantasy world to defeat the dark mage. Knights of Pen and Paper 2. In practice, it's hard to make it work well, and hard to keep up the MP. I'm also going to give each class an overall rating. 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. Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. Really the only class you can build in this relaxed kind of way. Now, when I first unlocked this guy, I made him a Jock in the next game, because what's better than two +9 fists? Meaning it kicks in only 20% of the time. What makes this SAKA instead of just great is that you also remove conditions from everyone (including the Cleric). The last category is in the middle-ground specialists are so fond of, the Thief and Druid, Hunter and Ninja. Also, the occasional joke goes a long way, and there's a reason my ratings have names instead of numbers: less dry. Light one handed weapons get +1 Damage and Threat per upgrade, heavy one-one handed weapons +2, light two-handed ones (staves and bows) gain +3 of each, and the heavy two handed-ones gain +5. But that dude is crazy. While isnt a good final boss battle team, it is a good team for any other NPC teams go though and heres why. Players each have a passive ability and a boost to one or more of each of the 3 attributes (Body, Senses, and Mind). But if you so choose you can buy (or occasional find as item drops from kills) mushrooms. For a first run through, i find starting with jock dwarf warrior and lab rat human mage, followed by a cheerldr elf thief, rocker dwarf pally, and a hipster human clr a nice starting point. I have to go on a little rant now to explain why: The only way to get charms outside of this is to find them in dungeons (I've read, although I have not ever not once found one there in all my hours of gaming) and by combining 3 "Pound of Rock" items (pound of rocks can be brought at shops in certian places mostly getting lost but if you have no luck try investatgating outside of the castle DLC), which gives you a random charm. (You could focus on Fireball here to help the Thief, but there's just no substitute for boosted Lightning). As a bonus, the vines will stay, strangling away, so long as the victim has ANY condition. Well, welcome to the club. Anyway. That's a total (clutch) game changer! Barbarian: strong as hell, hard to kill. Why'd you do that to him!? 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? Views for top 50 videos on YouTube for this game: Games similar to this one: # Game Release date. To play it, click the Knights of . "Gain +1 bonus to Resist rolls per level" - up to +5. Bunch of dudes can raise their Threat here; the Ninja is the only weirdo who has even thought of going negative with it. The most recent departures are Bertuzzi, who made his Red Wings debut during the 2016-17 season, and Hronek, who made his debut during the 2018-19 season. So which one to choose? And that's not even the end of it. The healing can't hurt, and the energy regen, mild as it is and in addition to the Cleric's, will ensure this team never, no really never, runs out of steam. 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). But there's still some good here, and while his stats are mostly lackluster, he's fun to play and can do things no other class can. "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. One of the toughest battles in the (pre-dragon) game, actually. Remember that Paladin skill that causes Weakness? Initiative is nice, always nice to strike first, but not really clutch in battles. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! While the Panthers reportedly made a call to the Packers, the decision is out of their hands. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. And if you think of it as an equation, and whoever you heal actually needs all that HP, in the best possible scenario it equates to 448 damage (224 done and 224 healed), which is totally wicked. The point in Mind is nice for MP, but unlike the fighters you don't have a plethora of health as a specialist, so the Cheerleader's Body point is more appealing. 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. "Receive 4% more XP per level" - up to +20%. The benefit could be only used viably being filthy rich on Diamonds and switching at some points like daily dungeon or other bosses to get a huge piles of gold with your advanced party. He's a worthy final addition, so let's get into the details: You know that thick plate armor Knights always seem to wear, this is that. But, we're not talking about the Warrior here, are we? This fixes that and, now that I see it in action on a regular basis, I'm kind of sorry I complained. 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. Which means there will almost always be at least one baddie that you can attack with this bonus. Let me put it this way: I have never played a game without the Rocker. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. But even if you want to, for XP or gold or items (in particular crafting items) or just to see a skill like Lightning or Cleave at it's finest, there's really not much difference than setting up with the regular max of 5. What's nice, and frankly better about this one, is that the secondary perk actually levels up with you, for once. 3. opinion) attached. But still, often useless. Just lets you attack the back row (and be more threatening and stuff). Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. Three actually. All human to start with for the obvious reason that you want the extra talent. If only you could level up almost every couple quests instead of every five or six. 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. The point (or two) in Senses then is the main reason to go elf (unless you just want your Mage to feel good about himself for the first few levels). 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. Druid works on vines and animal companion so that they can potentially stun lock everything in the fight. That's the glass half full perspective. The conditions that are consistently annoying are Confuse and Stun and Rage. No need to inflict major damage if you're just instant death slaying everything. 83.53%. But it's worth it, for me at least, as you get to see what the OP version of every class is like. But (and here's my third point), his ability is not actually as awesome as it sounds. Go To Big Town to continue quest. You've already had a taste of my Goth hate, so no surprises coming. A few suggestions on building a great team. So while a Warrior's basic attack damage at level 40 is only gonna be hovering around 50-80 (as a range, not an approximation), with a nice skill like Power Lunge he'll regularly be dishing out 200 damage and more. Create a free Team Why Teams? With the ferret-like thing in the mix, this does mean you can spend your time protecting two of your fellows each turn, one for the fighter each turn and one for each other player so, in a long enough fight, you're basically warding the whole party the whole time. Your glass cannon, your bedazzling spectacle, the guy that - deep down - you really want to be because, let's face it, Gandalf is the shiznit. As far as healing, this is going to be plenty, almost all the time. Lackluster, perhaps, but never bad. Now, getting that supreme 784 damage will be rare, as having the timing work so that all 7 baddies have conditions when you throw your knives won't happen much, and unless you set up battles yourself having 7 baddies at all is pretty rare. 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). Max out Hail of Arrows then Ambush. Mage does fireball to light most things on fire. Not just in the technical sense in that they happen without activating them, but they're all non-offensive: regenerating, protecting, boosting, things like that. You can also, perfectly validly, spread your skill points out evenly among all of the Mage's skills. Weakness hobbles your fighters, especially the builds focused on Criticals, but makes no difference to the casters. I might be wrong, maybe there's an equation that calculates positions all at once, but I don't think that any of us can escape time, including digital brains, so I'm gonna go ahead and be miffed about that. Knights of Pen & Paper 2 Deluxiest Edition Party Setup. 1. But, most likely, you'll find yourself checking back in to the Game Room more often than you expect. So yeah, maybe, sometimes, really rarely and way at the end of the game, you will totally rule and blow the socks and everything else off a full host of nasties just with the power of your mind. Black Arts (Passive) - good (SAKA for Sudden Death), Vanish (Sort of but not really Passive) - good/SAKA. (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 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 I think is only an upgrade to Meh, as even that is going to make very little difference to your gameplay and battles will largely play out identically. The practical problem though is that it's the ones getting hit what need the healing (your Knights and Barbarians) and the ones who aren't getting hit who don't need it (your Mages and Ninjas). 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. "Initiative +1 per level" - up to +5. This by far the best way to restore MP. So being a Human Lab Rat Thief, just in this case, would be a very good choice. Until your next turn that is. 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, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. This guy is like, the coolest guy. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. Also, often your weakest players, who are normally protected by their low Threat, get that hit that was intended for your Barbarian. Which does what? The only thing to fear then is running out of MP. You should be at a high enough level after the main quests and all that slaying that monster XP is going to be negligible no matter what, with the notable exception of the White Dragon and maybe some others. You choose your player and race based on what supports that. 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. 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. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. Even so, it's only 1 wasted turn getting Vanish back up, and considering the payoff - being the best single target damage dealer in the game - it's worth the occasional frustration. This, already, sounds like a not so great idea. This lets you restore energy to your compadres, but passively, meaning it happens automatically when you use any of your active skills. MAGE , Lab Rat, Human (all into chain lightning) THIEF, cheerleader, human (1 into stealth for cheerleader combo then all into fan of knives for ninja stun lock combo) CLERIC, surfer, human . After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. There are other builds here that can be fun to explore, but this is absolutely the build of choice. This game - is awesome! Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. All rights reserved. Except, you know, it like totally obviously isn't because this skill is only good. And, remember, when you enrage your max HP goes up astronomically. 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. 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. With the combination of the little Vole-Rat on the table and this warding spell, the Druid here is tasked with keeping this motley crew relatively alive. All trademarks are property of their respective owners in the US and other countries. You use this skill, which has you end up with 220 HP and 40 MP. The penultimate of the unlockables. But, if I'm being honest, this is a little tactically superfluous. Which makes it valuable through the game. Surfer dwarf as the Chill passive will help a lot in many situations. 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. Open the Google Play Store in the Emulator you just installed. 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've played through with a Monk focusing on this skill and one focusing on Martial Arts for the bare-fisted awesomeness. I feel about it probably how Obi-wan felt about watching Anakin turn into Darth.