But ultimately, as in any team without a purging Cleric, your greatest challenge is going to come from late game Conditions falling on you all the time. And yeah, okay, maybe a very few times this will bring some kind of glass cannon opponent to the fore for proper pummeling, but really rarely - so rarely it's really not a boon at all. The Ninja is still the king of Criticals though, and you're about to find out why. Doesn't Lightning hit up to 4 enemies for 104 damage each? Max out frenzied strike, pot a point into Rampage and the rest into Anger Management. I've played through with a Monk focusing on this skill and one focusing on Martial Arts for the bare-fisted awesomeness. Love the hat? Cheerleader - good (great with the Thief), Divine Judgment - good (SAKA on a stunned target). Barbarian: strong as hell, hard to kill. Do that and just move on with every filled entry. So frequently there's just a greater chance Confuse will make them hit you instead of one of them. If you have a shield as well, that's up to another 15%. All human to start with for the obvious reason that you want the extra talent. Still, much like the Warlock, he has some unique skills and can be fun to play. It is therefore a little jarring when you write "Will do such" instead of "I will do such", mixed in sometimes into my existing paragraphs. Well, obviously, you can do all these things, and all it takes is the bold step to start and finish this game with just two players. And aside from the extra energy the Lab Rat provides, the four trinket slots can be put to good use by filling them with Spell Damage boosters, at least until the end when the exceptional unique trinkets show up. However, he has the slickest looking headgear in the game, I think, this sort of macho tiara. Up to 250 at level 5, this is extremely useful for the new games, when your heroes are under level 10 and that health and energy is considerable amount. Even Stun if the turn order is right, although that part won't apply to the Cleric. But in practice, a little hard to make it work. As much as they got the Hunter wrong here (sorry guys), they got the Monk right. So, remember that Cleave skill? The penultimate of the unlockables. The Health is inconsequential, practically, but the Energy regen is only a third of what the Cleric provides, and if they're both on your team kiss your MP worries goodbye. The front too. Or something. "Gain +1 bonus to Resist rolls per level" - up to +5. If you don't have one or more skills in your team that need the Go Set, take this instead. Meaning at level 1 you kill 5 Rat Traps, and you level up just with that. That said, I do have three issues with what you've added and removed from this guide. 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. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. 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. opinion) attached. But most of the time, this is better. What it does is fill up the details in your Bestiary twice as fast. The Ninja will always have at least decent initiative, so you're likely to be one of the first to strike, and it's not uncommon to go through a regular battle this way without the beasties getting even one shot off. Which is 416 points of damage in one go, and the only other skill that consistently gets up in to those numbers is Barrage of Knives. Isn't that nice? Includes a 'Complete record of Matches Played by the Norwood Club', for whom Whitridge played as a 'star' bowler. Which makes it valuable through the game. Kind of disappointing, ultimately. So this is his single target skill. 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. Easily making first few levels a breeze, spells costing nearly no energy and restoring energy with some skill or another furniture. 21 February 2018 - 13:58:59 UTC () Store Hub PCGW Patches. 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. What's awesome and unique about it is that you get a free attack with it, every time you get hit. Which is about 3 times his normal. Go To Big Town to continue quest. But (and here's my third point), his ability is not actually as awesome as it sounds. Now, if you wanna get crazy and have a Rich Kid Elf Warrior, your senses will be 8 (or 9, thanks to the new game room item), which you can boost, conceivably, to 14 by the very end of the game, which means riposte will work almost 3 out of 4 times. I personally value it less just because other choices for Shelves are better. Stud, Human, Thief (1 point stealth, Max out Barrage of Knives and then Grapling Hook) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Ring of Major Endurance x 2 (Health +60 & Energy +60), 2)Lab Rat , Human, Druid (1 point Carapace, 1 point Companion, Max out Vines and then Carapace) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Crystal Ball x3, 3)Goth, Human, Mage (Max out Fireball and then Arcane Flow) - Threat=1, Initiative=6, Weapon=Magic Staff, Trinkets=Crystal Ball x3, 4)Rich Kid, Elf, Ninja (1 point Black Arts, 1 point Shadow Chain, Max out Vanish and then followed by Shadow Chain) - Threat=1 (with Vanish), Initiative=11, Base Critical=16% (72% with Vanish maxed), Weapon=Hatchet +5(Weakness, + 2% Crit) + Pocketwatch (Confusion + 2% Crit), Trinkets=Troll snot (Rage), Viper Fangs (Poison), Volcano Rock (Fire), 5)Rocker, Dwarf, Knight (1 point True Strike,Max Discipline and then 2nd Skin) - Threat=35 (90%), Crit=8%, Initiative=6, Weapon=Maul+5 (Stun), Trinkets=Almighty Ring x3 (+3 body, senses & mind). 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! This team capitalizes on that, bringing the most potent builds that still work together well. The Knight, who I'm still grumpy about, can actually get to a full 100% chance if you really want him to. Hard to kill that team. And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. This adds 4/5 status on a single enemy. Or even if you hit 3 enemies without Conditions, still good at 168 damage. Put 1 point into Armor of Faith early and max it after you're done with Smite or Guiding Strike. But still, despite these minor flaws, hitting the enemy for a max of 392 total damage is nothing to laugh at. Except that this one also inflicts Burn (32 at max level). Meaning you can score criticals. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. 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. "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. Rich kid elf. The Paladin is the synergistic glue here, and after maxing out Smite he kicks in with the game's best individual healing spell, which is what he'll be using to keep the Barbarian alive when they all face the dreaded Blue Dragon at the bottom of the Crystal Caverns. 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. The damage bonus remains awesome though. Don't find it that useful, but it's not bad against some monsters with high damage reduction. Almost the only time I ever escape a battle is when I get stuck with a lvl 1 monster battle while I'm traveling when I'm lvl 20 or something, just because it's annoying. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. 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. Most of my teams need other perks though, but still at 5 per battle that's only 6 (or 3) fights and you'll know all there is to know. As far as damage, that part is true about one of her skills in particular, which if used well with a compatible team will have you shredding your way through the game at top speed. Still, more HP with that 1 Body point (although more Threat too - booo!). Second part is: kill a whole bunch of stuff as soon as you encounter it. It reduces attack damage by half and prevents critical hits. But if you wanna tweak the system, if you want to squeeze the most out of this game and get to the highest level possible - well, I know how. Conditions, you might have heard, are useless in this game. Except that scenario is rare. 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. That's up to 560 damage if there's seven unfortunate targets out there. So, not awful, but also not a clear reason to bring him. Source: www.key4you.cz. 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. But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. 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. This is quite useful, especially for heavy energy users or Knights. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. THE MISSISSIPPI SCHEME. And that weapon is the only 2 handed weapon in the game that adds no damage (and, I'll tell you right now, you're better off with the shuriken and anything else in his other hand). Knights of Pen and Paper 2. 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). But let's look at each separately: Weapons can be upgraded, up to +5 (as a category), which varies a little in what it actually provides. 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?" I think I've already established the general superiority of Stun as a condition, and in addition to some very good damage (136 at max level), you'll stun your hapless victim as well. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. "Spell Damage +5% per level" - up to +25%. And I've been talking max level. Even better, the ward lasts until hit, so assuming whoever you cast this on doesn't get hit in a given turn (that 1 Threat Ninja, say), you can stuck up a few wards in a battle. This, it goes without saying, is pretty fracking badass. This is the druid's "1 point Ward" build mentioned in his title, and it is by far the best use of the Druid and makes him just as valuable as the Mage or Ninja in your party - and also the only the second class here (after the Paladin) that effectively marries offense and defense in the same build. The ability to harness the power of Chi and blow down small straw houses in one blow? What about the Hunter's skill, that's the same and is only great? 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. You can and will, at least once per battle and often much more, shuffle your intended target right back to where they started, in which case: no damage. Or a Knight who doesn't even have Bulwark since he's paired with a 1 Threat Ninja, only does Critical hits, and is essentially impervious to damage. 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. Use your Knight for what he's best at, I say. Before you get there, this thing will feel extra weak, and like you aught to be spending your skill points elsewhere. So maybe not all that awesome. In no gaming universe ever created does the Paladin not have this skill. More useful than you might think. 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. 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! "Receive 3% more gold per level" - up to +15%. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. Except, you know, it like totally obviously isn't because this skill is only good. So, in theory, pretty great. 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. 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. 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. Each of the classes has four skills, one or two (sometimes three) of which are passive. An important thing to note is that you can interrupt your game at any point (even in the middle of a battle if you don't mind starting that fight over) to switch your bonuses around. And that's not even the end of it. Manage all your favorite fandoms in one place! This game - is awesome! But even if you have just one enemy on the field with a Condition, that's 112 damage. I'm also going to give each class an overall rating. Das Pathfinder-Rollenspiel ist ein Pen-&-Paper-Rollenspiel, welches von Paizo Publishing entwickelt wurde. 2 random enemies to start with, then one more every 3 levels. Just a bow. They also steadily improve the value of your fighter skills, like Cleave, so that the improvement is at a faster rate than the other damage skills. This guy is like, the coolest guy. Which can be helpful with the low level enemies. And here we have our primo A-grade Barbarian build. Another one of those "never played a game without him" players. I still remember the very first time I sat down to play D&D. This guy, is good. Rage is a little pointless to inflict as for the most part they just straight attack you anyway. Now, the "best setup" possible for a good game and a great boss battle is the Paladin, Cleric, Mage, Ninja, and . I agree with you, Radirez, that the rocker elf paladin is the best at absorbing damage, but I believe that an enraged dwarven barbarian would be a close second. Group attacks will find you, dragon's breath will make it quite the challenge to Sudden Death one of them, and the Crystal Caverns seem specifically designed to give Ninja's like this nightmares. 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. Like, the apprentice who just barely qualified and keeps being disappointing. 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. 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. Fittingly, the mysterious Monk class is the least obvious to unlock. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. "Charms become available as item drops" - This is pretty huge, although clearly not clutch. Which is pretty close to that 136 from Frostbite, all things considered, except it's going to hit up to 4 creepies at once. This will offer some protection and healing if required during combat. 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. Good fun. So, your choice of race has the least impact of your 3 choices. Well, not exactly every time, not even close, hence the loss of awesome. (You could focus on Fireball here to help the Thief, but there's just no substitute for boosted Lightning). Will use the *20 or the now being default values. Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). If not well, bet you're sorry you bothered reading this whole thing, aren't you? For just one target. But that dude is crazy. I can assure you this is the better investment. Useful if you aim for sudden death, or other status applying oriented builds. "Gain +1 bonus to Investigate rolls per level" - up to +5. Now, of course, use this with Psychosomatics and you have the tactical gratification of protecting and damaging at the same time. Just 1 point here though, and you have a backup energy reserve, so that you could do.Although you could put 1 point into this and use life transfer on yourself which basically makes the skill free. So here's a cool one that can be devastating with the right build. This is in no way very important as, except for your very first playthrough, you'll have enough money to buy 3 more players at once as soon as you finish with the GEEK quest at level 7 or so, but it's just how I would do it. Guide for Knights of Pen & Paper 2 Deluxiest Edition - Party Setup. A considerable boost, perhaps the best furniture you can have for a sofa. You've already had a taste of my Goth hate, so no surprises coming. But Wound that Caveman a couple times and he will literally bleed out. It will be up to Rodgers, who has to decide if he wants to . That said, you'll nearly always have enough gold just by playing the game normally (not hunting for gold or items or xp on the side) to fund the whole weaponized expedition. The reason you needed to replace my rating system was because you felt the need to update the data. Which means that you're statistically more likely to score a critical hit on every attack than not - with the not wholly unlikely chance of 3 critical hits. Which, by the way, is like the Mage and Warrior Stun, not like the Ninja which is Senses based. I'm not sure why. This is not by any means necessary as you're not going to be switching your Clutch ones around, probably ever (you built your Team around them, remember), and the bonuses you could be switching to and from are generally minor. The glass half empty perspective is that, in order for this skill to kick in and allow you to damage anything that attacks you, your health needs to be all gone. No resurrecting, interestingly, but then again Phoenix Feather. And that's the downside of this skill. Prioritize Lightning, getting Arcane Flow to maybe level 3 or 6 in the process of maxing out your actual damage spell. 1. Join the team. ", then the Druid is for you. The hand that kills can also heal, sayeth Aragorn, and all that. So about half the time this inflicts a condition that's actually worth inflicting. This also means you'll have less use of the Monk's crazy regenerating abilities. That, or he's just another stuck up noble jock with too much inheritance and nothing better to do than play games with other nobles and eat lamb by the roasted leg. The Knight would block 13.12 of the damage, which I'm assuming with standard math means 13. Doesn't matter. If all you've got is casters, it's gonna be a tough slog. Which is fine, someone has to mop up the dregs. Whatever, a delightful little animal companion to plop on the gaming table. So yeah, I'd definitely take Stun over Confuse, or risk whatever you get with the Warlock, over this skill. I can't seem to find a number, i find thief, warrior, hunter, mage and cleric to be a great team. So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. 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). Your crit chance will be half of what it could be - or less, but there's still a chance and it'll be lovely to watch when it does happen. Let's see what they're all packing: Oh boy, is it hard to not take this guy along in any party. If your Thief is cheering, definitely put a point in here. I'll admit, I have a soft spot for Paladins. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. In addition to helping the Ninja disintegrate anything he gets a crit on, he's the Thief's new best buddy as it's his Weakness infliction that makes Barrage of Knives glorious instead of just really good. Your Cleric is definitely the premier energy boosting specialist. So, killing stuff gives you XP relative to your level. For me at least, it just doesn't feel powerful enough for all the skill points you need to pump into it, so I just can't bring myself to bump this up to the 'great' category. Or, perhaps, just misspoke. So, kind of surprisingly, this all means that the Monk is your best defensive player. While it's always good to inflict a condition, it can be pretty inconsequential too. Mondo groovy. Hachet and pocketwatch for Ninja gives an additional 2+2=4% boost to critical giving this Ninja the highest possible critical of 72% with Vanish for a sudden death build. I've never had the pleasure of that, but have seen the Barbarian boss (fittingly) pulverized in that manner. But once again his Initiative skill is a step behind the Thief's. I mean, ivy! In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. Boring, but clutch. You could level Grappling Hook to move foes around and, leveled up, cause more damage to individual targets. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. But it's all in the mind anyway, right? However you use this, with his single damage skill, protection skill, or shuffle-the-enemy-like-a-deck-of-cards skill, it's worthwhile, effective, a good combo, and the animation is about as cool as it gets. Release Date. "+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. The difference is that, maxed out, the Knight's effectiveness goes up to 82%. But in addition to the shuffle-palooza, each enemy takes up to 80 damage. This is your high damage single target smashing skill. Knights of Pen & Paper (IOS) Best AOE+Quickest team. For the Bruins, the easy part was handing David Pastrnak an eight-year, $90 million offer. 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. Let me put it this way: I have never played a game without the Rocker. Before that end-game massive damage, the Hunter is just going to be looking over in envy at every other group damage skill his friends are dishing out. There's no analog to the Damage and Threat boosts, though. I.E. Escort: Go to Orienting Village to continue quest. But the mid range ones, of which there are just way too many, you may well have to wander through those caves, over and over, trying to find those doppelgangers or swamp bandits that you only encountered once or twice by following the story. 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. 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. Your casters and casting specialists have the decency to cost little to nothing to keep slaughtering the enemy. Especially ones that suffer most from insufficient skill points, like the Hunter, Psion, and Druid. At max level, you can heal for 32 HP per enemy. 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. The only drawback is the relative monotony of your strategy. 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. It turns on automatically at the start of battle, makes you a little less threatening and gives a little boost to critical. You say the warrior is the best at absorbing damage, thats wrong. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. While fun in theory, it's also fun in practice. Thing is, the bonus isn't that much. 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. So when you get a second action in a turn, which will be almost all the time later in the game, cast this ward on someone in your team (probably the tank {which might be you, if your a big green bear}) as your second action. "Lowers enemy resist roll with 1 per level" - up to 5. Create and level-up a party of customized heroes and take them online in . This skill is the "critical powerhouse" part. In practice they kind of all fall flat, except for the last two - the group skill in particular. 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). Armor of Faith (passive) - good okay, sorry no, not that good. 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. 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. 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. A good impulse in a different context. I tend to have an aggressive play style, and don't pay too much attention to what damage my guys are suffering so long as they're staying alive, but what this means is that the Knight is better at this than the Barbarian. Nor are there any bad skills. The Hunter's Hail of Arrows is also stuck in this no bonus zone, although at least his own Initiative based skill kicks in with it (unlike the Thief's Backstab for Barrage of Knives). So really that part is mostly pointless unless you like Cheerleaders, in which case you get that nice little HP/MP regen bonus. 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. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. And then, well, it doesn't really matter. Teams. 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%. 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.