In no gaming universe ever created does the Paladin not have this skill. This team capitalizes on that, bringing the most potent builds that still work together well. There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team. Use this skill, or don't bother with the Paladin. So, depending on the monster, they may rarely resist this or, if they're Bandits or something like that, they can resist this more than half the time, even maxed out. So use this on bosses, enrage them, and (after a failed second resist roll, one hopes) watch that 200 damage hit do totally squat to the Monk. But you won't be losing much as far as ultimate maximum XP if you allow yourself a few key side quests along the way, so I wouldn't worry about it too much. 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. Three actually. Hopefully the author will agree with my thoughts, as his information was really helpful for me. Although it wouldn't be that dark, because Paladins have a tendency to wear shiny things, have shiny skills, and just be shiny in general. But again, while the damage boost ultimately is just a nice gesture, knowing more about them helps your gameplay if you let it and it's also just fun to know, I think. There is some synergy here, but this team is not efficient. The weapon is a no-brainer for any spell caster, but even the robe might be a bad idea as it offers zero protection. One is with weapons (or weapon-based skills) and the other with spells. But the only advantage to this option is how it makes your Barbarian sip MP. But back to the Knight. Well, a few of them are. Remember that Thief's Grappling Hook thing, that I thought was so cool it was worthy of a personal note that it was great just for me? Not that good, but being the cheapest one is the most cost-efficient for new games. A few suggestions on building a great team. If only you could level up almost every couple quests instead of every five or six. 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 an added bonus, Charms sell for 60 gold each, so even if you don't want to use it, it's good money. 'nuff said. But most of the time, this is better. The last category is in the middle-ground specialists are so fond of, the Thief and Druid, Hunter and Ninja. Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. Well yes, this is where your party choices come in. 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. The drawback here is that it's all based on resistance rolls. I'm gonna skip the basics. That's up to 560 damage if there's seven unfortunate targets out there. And 8 Burn doesn't stack up to much. The Game Room, which is the place where all this role playing is actually happening, is full of various pieces of furniture and games and decorations and whatnot, and they're actually a crucial part of your strategy. But the percentage of a level each side quest gives is about the same. All the monsters (outside of bosses and certain special encounters - neither of which show up in the bestiary anyway). I'll just come out and say it, this is your best choice (most bang for your buck), for any class (with the possible exception of the "pure Rage" Barbarian). Adding them up is relevant, because this skill's other perk is that all incoming damage is divided equally between HP and MP. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. At the end of the game. But after that, your options are few: there's one weapon you have to craft (with a static +3 spell damage bonus), one (unique) robe (+2 spell damage), and then an item you can purchase (for +2) and one unique item (for +3). Release Date. I'm not sure, but I'm putting it down to the mysterious antipathy the programmers clearly have for this guy. 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. You say the warrior is the best at absorbing damage, thats wrong. "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. 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. There are other builds here that can be fun to explore, but this is absolutely the build of choice. Pen and paper. One fireball, and it's toasted jelly on the floor. Well, not exactly every time, not even close, hence the loss of awesome. (Although the Mage can boost his with Arcane Flow - just saying you know, who the real master is.) Therefore there is a healthy incentive to hang around, at all stages of the game, killing extra baddies to fill out the Bestiary say, or kill a bunch of blue Bandits to get blue powder which you need to craft the big potions - all when you're at about the same level as the things you want to kill. Except of course if your target is stunned. Well, I'm happy to report, pretty much yes to all of the above. Basically giving you the chance to be always at full health after fights in the early chapters. In-Game. But, we're not talking about the Warrior here, are we? I like the Hunter. Knights of Pen & Paper 2 is the direct sequel of the iconic 2012 game of the same title. And you'll also want 1 skill point in Frenzied Strike ASAP so that he has something to be enraged about. 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. Now go to the Play Store and look for "Knights of Pen and Paper 3.". But True Strike needs Bulwark to have that Critical/Threat swap mean anything, and the damage here is unspectacular as is the healing. Her special ability negates some of the frustrations of the learning curve, saving you gold while you feel out new encounters. 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? Then put remaining points into riposte. He's your quintessential support character. So this is his single target skill. But basically, kill things so long as they give you a solid amount of XP. You really ought to read that if you haven't. So if you max this out, you only get one other option, so it's hit and hit, heal and heal, stun and stun. A Cheerleader with a thick beard just makes me chuckle. Second part is: kill a whole bunch of stuff as soon as you encounter it. The only exception is if this is one of your first characters on your first play-through. Bonuses to Attributes are the best bonuses you'll find, as they have multiple positive effects, and outside of this it's just the (kind of expensive if you buy a lot of them) rings in the game (with the {more expensive} Almighty Ring {that you have to craft} for a bonus to each attribute being the best) that can give you bonuses here. 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! So, if you want to do this perfect, bring a Mage with Fireball and a Paladin with Smite. He kinda likes to be the only bad boy (read: fighter type) on the team though, which is fine, but it does mean he's dictating who you're bringing along with you to slay those dragons. Valve Corporation. So, in effect, conditions are a real threat only about half the time - at least as far as your party is concerned. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. The price is also decent. Except, of course, for the "1 point ward" build - which makes everything hunky dory, because then the toughness issue isn't an issue when you can ward yourself from all damage over half the time. could only upgrade hurricane 2-5 points and put all in static field if u have . Which makes it valuable through the game. Which, to boil it down, means that quests give the same reward to your party no matter when you complete them, unlike both reaping death and eating 'shrooms. And a host of other combinations. 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. If Critical and Initiative are what you're going for, ain't nothin' better. Assemble your party and control your group of pen and paper role . It's up to you how to split points between this and Smoke Bomb, but this is your single-target-blasting skill. "Battles won within the first round grant you 10% extra XP and gold per level" - up to +50%. That Frostbite spell is gonna max out at 136 Damage, which can get up to 168 if you commit to Arcane Flow for the damage boost. You could argue that shuffling things around, even without damage, is a bonus. "Solid" ones provide a good solid benefit. Lackluster, perhaps, but never bad. The final bosses AoE damage. Your basic combat class. More often you'll have 3-5 baddies, which is 96-160 damage to the group, which is, compared to the other guys chuckling at you as you cast this spell, not all that impressive. So, you know those weird guys sitting apart from the rest of the normal High School kids, usually the theater and/or goth and/or art class kids, hanging out and just feeling cool (or insecure - kind of a fine line there). In any game you're likely to find only about 9 of these, so 3 charms total (Note, i am editing this in to point out that, it is posible and in fact in all of my games i do, find alot more). This does have some practical applications, such as providing another victim for Cleave and Lightning, or just getting that back row caster up front so your Barbarian can properly pummel him. A minor problem is that the target is random, so not much strategy there. Meaning you need to roll higher (well, lower technically) than your Senses. And if you get that reference, then you grew up with me in the 80s. How this becomes a good thing is when you have a low Initiative player as your Condition delivery system who goes last or close to last out of everyone (including the enemy), thus setting up the whole field with Weakness (that would only get the initial resistance roll here) or Fire (that will get no resistance roll at all) for the next turn, when the Thief will strike first and lay waste to your hapless enemies. - Put together your own role-playing group complete with the game master, the role-players and their respective classes. Release Date. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. 7 Points bulwark for the threat boost, and currently 14 in True strike. A few suggestions on building a great team.. Login Store Community Support Change language View desktop website . So if you're going for a defensive play style, here you have - finally - a good reason to bring the Hunter. The cleric keeps the group alive and spamming their mana intensive abilities. But you should get past it, 'cause really, it's all about the dragons. And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. All of the fighter skills and many of the specialist skills are weapon based, so when your Barbarian or Ninja are dishing out 300-400% Weapon damage those bonuses are all similarly multiplied, and are again multiplied by another 100% on criticals. Players get the sense of gamers hanging out, bantering, and asking to pass the Mountain Dew. 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. 3. 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. A (kind of) lame trick you can use, in particular with doppelgangers (since they change to something else on their first turn and then the kill is for whatever it changed into), is to kill as many as you can once you find a room with them in it, then escape the fight. It will be up to Rodgers, who has to decide if he wants to . In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. Reminiscences aside, there are 3 ways to get experience in this game. Like, the apprentice who just barely qualified and keeps being disappointing. . So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. "Enemy Damage Reduction -10% per table level" - up to -50%. Forums. You may be starting to feel like the Hunter is the neglected step-child of all the developers' children. I like the Goth/elf/ninja because it has free revives and i always have trouble with running out of money. So at the start, you can use those mushrooms if you want to, but you'll get just as much XP out of taking it slow and slaughtering plenty of low level monsters when your team is low level as well - filling out the bestiary, for example. It still means that, other than Stun, they get to roll at the start of their turn, but it's better than nothing. I don't think so, but I'm not playing your game. It does add a layer to your strategy, but a restrictive one (limiting who you should attack to those behind you in the turn order). How is that badass? I did do one playthrough without him, just once, and at the end I felt hollow inside, like the magic was missing from my life. For the low and high end ones, you'll find them pretty easily. 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. 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. Someone needs to be the Hipster for the Weapon and Armor goodness, and the Cleric is the one who suffers least from 1 point in each Attribute, especially as a Human. 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.