Knights of Pen and Paper 2 Basic Guide for Team Composition and Skill The Warrior or Barbarian are likely still going to get better single attack damage because of their high Body attribute, and this does also mean damage reduction applies to Shadow Chain three times instead of once, but this skill is easily on par with those. So if you do want a Paladin, you're not really going to want to bring him for this. With a Jock Dwarf your MP will be almost only half of your HP, but if you go with a Rocker Human, they'll be almost equal - so just 1 point in this and then you've come close do doubling the damage you can take, and in the process maybe get one or several free attacks. "Resurrection cost -15% per level" - up to -75%. Knights of Pen & Paper 2 - Walkthrough, Tips, Review - Jay is games Good fun. Because of the aforementioned dispersal of damage you'll mostly be encountering, even just getting this to level 3 (10 heal) is enough to pretty much carry you through about level 15 or so. Muy significativo, this is. This is that, although even weaker (188% weapon damage max), but with Stun instead of Weakness and just for the victim of your attack. All the other Conditions stick around until resisted. Seriously great. Cool personified, the Hipster seems particularly aptly placed here. The following is the party set-up I have used up to level 25. With the L size, 20% of the time useless. 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. Complete. Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. And if you can manage to kill some high level monster before you're really supposed to, you get a healthy chunk of XP. ", then you've found yourself a positively smashing reason to play him. Then put remaining points into riposte. Sort of unexpected since this guy is all about the Rage. The secret ingredient is double damage when used on an enemy that already has a Condition. Max out either Smite or Guiding Strike first. it can still do 600-1000 (numbers vary) and it's crit is the lowest of 1500! Or even if you hit 3 enemies without Conditions, still good at 168 damage. Later on, with Dragons and Jesters and conditions flying at you all the time, you'll probably need all those 9 conditions removed from your whole team with this skill maxed. And really, the only way this is not going to go your way is if you haven't been paying enough attention to your evil apprentice's feelings. Furthermore, your single target skills are going to become increasingly valuable compared to the group damage ones as the bosses get tougher and dragons start showing up. That's up to 560 damage if there's seven unfortunate targets out there. 3. Knights of Pen & Paper 2 Deluxiest Edition Party Setup Well, at least a little. Downloads. So, you're one of those eh? You've already had a taste of my Goth hate, so no surprises coming. Meaning it kicks in only 20% of the time. Another user - will update and re-evaluate the usefulness of furniture and give some information. 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. And this skill is just as terminally useless against bosses as that one. If you're into that kind of, you know, super geeky stuff. Still, much like the Warlock, he has some unique skills and can be fun to play. Except not enough skill points. And the most certain path to maximum XP is doing the side quests in reverse order, which means your grand final gesture in the game - once you're a true legendary bunch of heroes bursting with power and loot - will be collecting apples. So, your choice of race has the least impact of your 3 choices. Come to me, servant of Beelzebub, and obey my every whim! 1. Knights of Pen & Paper 2 Deluxiest Edition Walkthrough overview 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. 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. 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. Doesn't Lightning hit up to 4 enemies for 104 damage each? Game technical issues. "Gain +1 bonus to Travel rolls per level " - up to +5. The Knight's crazy high Threat boost will eclipse the Warrior's regardless, even when using Power Lunge when you're facing bosses and other high HP foes. There are other builds here that can be fun to explore, but this is absolutely the build of choice. Knights of Pen and Paper 2 let me play a Hipster Dwarf Paladin (Although the Mage can boost his with Arcane Flow - just saying you know, who the real master is.) First of all, do note that this skill is not affected by the Body attribute. All rights reserved. If only you could get to level 75. "+20% damage to the Soft Spot bonus in the Bestiary" - Again, right at the start, against Troglodytes and Undead Cashiers, you'll at least notice this +80 instead of +40 damage increase. 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. But there aren't. And setting fights up to watch fancy skills is not only cruel and unusual for your enemies, but a little on the narcissistic side. Download and install BlueStacks on your PC. The skill does strike back for up to nearly double damage, which is great, but is mitigated somewhat by the fact that who you attack is taken out of your hands. Problem is, it's unnecessary. That and, unlike for weapons, there aren't that many ways to up your spell damage in the game. Kind of sucks. - Fight and explore your way through a perilous fantasy world to defeat the dark mage. I mean, ivy! 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. That's nice. Until they get hit. There's no real tactical benefit here, it just mitigates the least enjoyable aspect of traveling around Paperos. 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. 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. Without the Bookworm it takes 28 kills to learn all there is to know about a beast. Nevertheless, it's a choice, you need to make it, so let me break it down, with the obligatory rating (i.e. This is for sure good, but a few things keep it from greatness. But anyway you get a bonus if you max out your knowledge for every critter, as the last thing you get is +2 damage against it. At the start, it's scarce, and there are several temptations out of your reach. 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. It's not a boat load of damage, granted, maxing out at 32 per baddie. [The crowd goes wild]. Here Be Dragons; Back To the Source (free update) Epic Mount; Art Book; Exclusive Grinding Farm Location ; Soundtrack- 14 Songs DLC Knights of Pen and Paper +1 Deluxier Edition Upgrade-75% $9.99 $2.49. I'm also going to give each class an overall rating. Click to install Knights of Pen and Paper 3 from the search results. 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. But it reduces your Threat to zero, so you're unlikely to get hit again. But that's just for the Mage with Lightning. 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. Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. Unlike the damage reduction, which is huge at level 1, pretty nice at level 8, and hardly noticeable at level 20 and beyond. Also less attractive as a 3 point skill because they can resist this, and at level 3 it's only -2 to their roll. "Receive 3% more gold per level" - up to +15%. So, along with the Paladin (and the Cleric obviously), this is the only class that has a heal skill. I can't seem to find a number, i find thief, warrior, hunter, mage and cleric to be a great team. About though, not exactly. This is where those bare hands start to look deadly. That's just never going to really happen though, your other teammates need to have fun too, so there's a few ways of doing this. But maybe that's just me. Once again, like the Thief, but worse. "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. Druid works on vines and animal companion so that they can potentially stun lock everything in the fight. But now, there are only two places left to go, so each monster now has a 50% chance of no flippin' damage. You're going to want him for the next two skills. And for your casters this is a non-event. For just one target. 83.53%. There's no real subtlety here, nor anything in the way of synergy for this team, just fry everything in your path. So the Knight, for example, who benefits most from good armor, would have almost only half his MP if you pair him with any other player. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. 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. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. You're more like Thrud the Barbarian. I know it's a lot of work and it's always good to read from another lover of the game. Knights Sports, Sporting Memorabilia, Wisden Almanack Auctions Better known as the ranger in, well, like everywhere. And then yes, your Lab Rat could max out at +9 spell damage from trinkets, so long as he's fine with not having any other items in his trinket slots. Especially ones that suffer most from insufficient skill points, like the Hunter, Psion, and Druid. 2 - This is an open forum, so technically anything is fair here. The Burn is proportional, so 32 maxed out, and it stacks, and gets harder to resist every 3 levels. But even if you have just one enemy on the field with a Condition, that's 112 damage. All in all, not worth it, unless you do a special group with everyone focusing on single attacks. A history of Savannah and South Georgia : volume II Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. The Knight has changed that, and while I'm very impressed with him for that, I'm a little miffed he's dethroned the Ninja here. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. Warlock can heal even more than cleric with Life Transfer, which also damages . 20 October 2015 - 12:57:00 UTC (8 years ago) Store Hub PCGW Patches. And this almost all the time. 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. Knights of Pen and Paper 2 (Video Game) - TV Tropes The Knight is good for this too, but his skill is only a third as powerful and unlike the Cleric he won't be casting it every turn (he does have to strike out with a noble yawp now and then). But what makes a Monk a Monk? The attribute and resistance rolls are still based on a D20, so in that respect this guide is correct. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. I personally value it less just because other choices for Shelves are better. 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. 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. This new build came about with just one thought. He's actually more subtle and more complex than I was expecting. ), and we'll see why later. Experience is never bad. See, Frenzied strike makes you heal yourself in addition to enraging you, for 104 HP at best. Except of course if your target is stunned. Community Hub. I've never come across any game that so reverently and irreverently encapsulates what that experience is, for single person enjoyment, on a dinky little phone much less a console or PC. 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. Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. 2 random enemies to start with, then one more every 3 levels. But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. Which means there will almost always be at least one baddie that you can attack with this bonus. It can also be worse, where the Paladin needs no healing and your Barbarian is near death and only gets brought up to half health. Your only weakness then is Vanish, which will keep you at 1 Threat no matter how big of a stick you carry, until you get hit that is. Join the team. All human to start with for the obvious reason that you want the extra talent. Knights of Pen and Paper 3 is a free turn-based RPG set in a 16-bit world of endless adventures, absurd quests, ridiculous bosses and 'hilarious' memes. Really the only class you can build in this relaxed kind of way. Go to Big Town to continue quest. Preserver of nature, lover of beasts (no, not in that way! Or rather, I really want to like him. Wound, along with burn and poison, always has a value. But that's pretty rare, as most often you'll be slicing your enemies into cubes before that happens anyway. The problem here is that the battles you can win in one round are, generally, full of lower level enemies and so your XP and gold reaping is very low. Knights of Pen & Paper 12+ - App Store Wound 1, Burn 24 - the number denoting the base damage it causes each turn the affliction lasts. There are many builds to get there but if you level up this and Acrobatics in kind of any variation, your Monk will likely never fall to the enemy's wrath. 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. If you spend your diamonds here, you could probably directly purchase gold. The fact that you can hit the back row with this as well is just sweet delicious blood-flavored icing on your death-dealing cake. 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%. So yeah, this is totally clutch if that's what you're going for. It is, however, the most fun solution to that issue, which is why it's great for me. Too much I say. This pairs well, actually, with the Warrior built for this team. Here is, for once, a concrete reason to care about initiative. This is all great, but starts looking even better combined with the Thief's Barrage of Knives, or a group that lays on the conditions so you're getting a Sudden Death once every battle or two. The only exception is if this is one of your first characters on your first play-through. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. He's the one you bring along to keep everyone healthy and peppy enough to keep slugging away for hours on end. Please see the. Now, after that's maxed, you have two choices: Build up Frenzied Strike so he heals every turn and is profoundly tankey but with a critical chance that doesn't get past 30%. Knights of Pen and Paper 2 Steam charts, data, update history. So there's nothing wrong with this skill, but you're most likely better off investing in something else. After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. The better the weapon, the higher the Threat, up to +25. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. All good. 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. Or build up Rampage so that he neither heals (much) nor does much damage with Frenzied Strike unless it's a critical, which will happen around 60% of the time, and every hit after that has the same chance. So I'll go over three teams that I like that represent a basic approach (defense, offense, and 'fun but kinda weak'), and leave further experimenting to you. If you really want a condition-impervious team you could make your Cleric a Surfer, making him (almost certainly) immune to Stun, but the absence of a Mind boost will be felt. Keeping up with the Psion's super cool image, this skill is verifiably super cool. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. 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. Orders and payments. This adds 4/5 status on a single enemy. 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. Love the hat? Also, you'll either want a high Senses score or a really low one. In this context, I would call it a blunder. 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. 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. So the Hunter plops his hat on the table, gains up to 56 Threat (which is massive even at high levels), takes a hit for absolutely no damage, and then counter-attacks for up to 220% weapon damage. Leaving the piece as a whole confusing, disjointed, and sloppy. I'm gonna skip the basics. It's why she's so macabre all the time. Or level Stealth so your basic attacks are critical a third of the time. It turns on automatically at the start of battle, makes you a little less threatening and gives a little boost to critical. But it does have significant limitations. This one just straight up damages the enemy - all the enemies - every time the Psion uses any skill. So as far as efficiency, this is a waste.