So, remember that Cleave skill? So, at top level, this will hit all enemies (or all "adjacent" enemies if for some reason you forgot to set up your Board Games in the Game Room) for 56 damage. 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. Lovely word. "+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. All of your classes are going to be able to max out 2 skills by the end of a game. (This might have you wondering, at this point, about how many resistance rolls your average condition gets in the game, and that it might be unfair, and I'll get in to that later.). Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. Complete Google sign-in (if you skipped step 2) to install Knights of Pen & Paper 2. There is some synergy here, but this team is not efficient. 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. About though, not exactly. "Consumable restore +15% more health and energy per level" - up to +75%. I've played through with a Monk focusing on this skill and one focusing on Martial Arts for the bare-fisted awesomeness. The biggest surprise is that he's the only class that can get up to 100% critical. "Clutch" ones, of which there are only 2 (Note i am edditing the article and added one more), are so important that they dictate how you play the game and are required for various strategic approaches. So 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. Any battle with a good XP and gold reward is gonna be very difficult to finish in one round. 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. The rng can kill you so ea. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. So if everyone else takes cover, your Threat could be 5 but it would still be 100%. How can this be? Price . 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. Alternatively, for the former, you could still be a Human Lab Rat, but level Backstab along with this for the Initiative boost (and a basic attack that's actually worth something if you're the first one to hit them), so that you're nearly always the first to strike. Another user - will update and re-evaluate the usefulness of furniture and give some information. So this page is about the party I used. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. Create free Team Teams. Set out on a grand adventure in this turn-based, retro style, pixel-art RPG, inspired by the great titles of the 90's. Take on the roles of in-game players taking on the roles of their characters in a traditional pen and paper RPG session in the ultimate meta roleplaying experience. Soon enough this gelatinous cube shows up, literally sucks the weapons off of our Ranger and Fighter and starts digesting them (the weapons, not the warriors - yet), when I decide it's time to bring out the big guns. wangjaz 9 years ago #1. If you have Riposte and the added Threat that comes with it, all the better. And I've been talking max level. ), and we'll see why later. Also, make sure to give the Barbarian an Axe so that, combined with the Ninja who only needs Weakness to round out his Sudden Death approach, you have a reliable way to cause Sudden Death on anything you can get two criticals on, which will not be unlikely with 60% and 80% chances for each of these Critical monsters. Your special skill here is dragging a back row opponent to the front (unless they resist). I played a mage, tiptoeing at the back of my party, holding in my mind a few magic missiles, a couple of mirror image spells, and 1 very precious fireball. And the Goth is lame. 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. Fireball is, well, what mages are all about. 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. And just because they aren't efficient doesn't mean they can't be effective, and every once in a while all the stars will align and they will lay waste to their pitiful foes in the (you guessed it) coolest way possible. 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. So here's another one of those skills that is amazing when used right, and not really worth the skill points otherwise. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. 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. And a host of other combinations. So you will always want at least one skill point in this, because Conditions happen even if you're not trying, and now and then the enemy will waste an attack. But say that's five on the field, that's 160 damage, and that's just in addition to whatever else your Psion is actually focusing on. This aptly named skill is what your Knight will use first, every time, in every battle. collaborating and sharing organizational knowledge. The Knight, who I'm still grumpy about, can actually get to a full 100% chance if you really want him to. Knights of Pen and Paper 2 let me play a Hipster Dwarf Paladin So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. Which, again, means more skill-time for your fighters. Nevertheless, the damage starts off pretty weak and only gets up to 128%. If I find anything about this build that makes it unplayable in the late game, I will edit. 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). Anyway. Game technical issues. With this skill maxed and two turns of using it, your Knight will have around 200-300 Threat (hilarious, right?). What with the Threat, he's sure to be attacked soon no matter who else is thumping his chest in your group. This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja. I've actually kind of spoiled the reveal on this skill having explained the healing magic you can get with it back in Anger Management, but suffice it to say that, no matter your build, this skill is likely gonna be your priority. 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. Get the sacred table asap for cheerleader combo. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. So you might think: "Ooooo, yay! Actually no, I lied. So if you complete a particular side quest at level 10, you will gain half a level's worth of XP, which is (and I'm just making this number up for the example) 1'000XP. You use this skill, which has you end up with 220 HP and 40 MP. I will say though that, after about level 30 or so, your Mage is going to have such a large MP reserve that regen doesn't have that much of an impact. Why is the Hunter's half that? Touch of Blight is well established as a solid spell, and unless the irresistible Condition it inflicts is Stun or Confuse, the target of this will likely go for the Monk next turn and do no damage. It's a little weaker well, sort of. So, assuming the Burn isn't resisted at the start of their turn, this is in fact the best fighter attack in the game. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. Which means it's a weak version of Touch of Blight or Frostbite, but with conditions that actually have good stacking damage. Still, more HP with that 1 Body point (although more Threat too - booo!). 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. Between the two of them and any other Condition inflicting skills your party has (including the Monk's flaming fist), and with the crazy high Threat, your Monk will get most of the hits and not feel a thing. So early on that he can easily end up as your 4th or 5th player even on your first playthrough. At max level, it's the standard +32% to criticals. Well, with the exception of the Hunter and the Thief, who can actually make good use of Initiative. The Mage needs to be the Lab Rat for a couple reasons, so either of the 2 players with 2 in Mind will do here. What vile secrets is he hiding up his threadbare sleeves? On that, while it's a little disappointing that there are only 3 girl players in this game, that's actually not very realistic. The Pocket Watch (Confusion) and Hatchet (Weakness) combination also gives the Ninja about 35% chance of sudden death within the 3 hits of Shadow Chain. Once again, like the Thief, but worse. And lo! "Anything affecting adjacent enemies can affects all enemies (50%/100% probability)" - Some of the group attack skills in this game don't need this, like the row damaging ones and Life Steal and Hail of Arrows, but most of them (and all the best ones) do. Knights of Pen & Paper (IOS) Best AOE+Quickest team. Or what a Mage with maxed out everything except Fireball plays like. A few suggestions on building a great team. Any single weapon user is only ever going to be able to inflict 5 conditions at once (the Ninja is really the best at this as just 1 skill point gets him Wound and he doesn't have to be a Lab Rat) and that's all you need to inflict the condition with level 2 Weapon Rack! Meaning you'll be looking for the lowest level enemies on the screen and cast this on them, often with a one hit (well, technically 3 hit) kill. At higher levels it's just too little (as any other static values). Now if you're really into filling out the Bestiary, then yes, this is quite the time saver, especially for the L and XL sized beasts. Mar 31, 2020 - Project CARS 2, Fable Anniversary, the Knights of Pen and Paper, and Toybox Turbos are on the way! Were you to max it out, you would be nigh unkillable. You're more like Thrud the Barbarian. The kind of gamer who wants to milk the system for all it's worth, even if that means doing weird things in a weird way in a weird order. The final bosses AoE damage. 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. It's just a weaker version of Guiding Strike (212% weapon damage at best) and it doesn't even do group damage. 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. 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. 7. But you should get past it, 'cause really, it's all about the dragons. So I'd go with Backstab just because it often means you strike first and the Paladin will strike close to last, meaning on your second turn you can get double damage on most of the monsters without giving them time for a second resistance roll. Too much I say. Until your next turn that is. First, this is as strong as the Warrior's Power Lunge, damage-wise (324% weapon damage). Right now. Create characters and then lead them on an adventure with Dungeon Master at the ready as you deal with the Paper Knight, whose disgust with your preferred edition of game has lead him to become your greatest villain! This also translates to 224 overall damage, and that's pretty darn good. So ultimately this isn't really a factor. Meaning there are better skills to invest in, or items to buy, or players to bring to deal with the whole back row/front row situation. Forums. THE MISSISSIPPI SCHEME. 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. So she belongs with the specialist classes. The conditions that are consistently annoying are Confuse and Stun and Rage. Create a free Team Why Teams? Which is about 3 times his normal. "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. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. This is a fine place to note that skills get an extra boost every 3 levels, so that's the multiple of which most of your skills (especially secondary skills) are going to be. So if you've got a Mage and a Paladin and possibly a Ninja causing conditions all over, the vines will stick even if the Druid's Stun fails. KoPaP2 is quite fun little game but damn the speedrun can be frustrating. Instead you get a percentage of a level, any level, as a reward. Games Like Knights of Pen and Paper: Haunted Fall He can't take as much direct damage as the Warrior or (especially) Barbarian, and doesn't have a love affair with armor like the Knight does, but he doesn't have to because of his wily skills. And as mentioned before, you are very rarely going to need all of that 312 HP heal on one adventurer. Knights . The damage bonus remains awesome though. "Gain +1 bonus to Travel rolls per level " - up to +5. You'll end up with the same XP and items, ultimately. So, with few exceptions (like the Barbarian and maybe the Monk), any build is going to focus on only 2 skills (not counting 1 point skills for a perk). Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. For when you wanna play support, but still be someone you'd hate to meet in a dark alley. You're basing your decision on what, exactly, can that new Warlock you just unlocked do. This, so far, is all in keeping with what Gary intended. I personally value it less just because other choices for Shelves are better. 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.
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