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). In this here world, most of that is true. And shrugging off 1 condition per turn is pretty good, although sometimes a little superfluous. That's nice. This aptly named skill is what your Knight will use first, every time, in every battle. As always, maxed at level 24. Knights of Pen & Paper 2 Deluxiest Edition Walkthrough overview. Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). Because, playing the game, it sure seems like Displacement doesn't work way more often than I expect it to. The Knight has two active skills, which we'll cover shortly, and they're both pretty low in energy cost, not that it matters terribly as, kind of weirdly (seeing as you'd think the Mage or Warlock would have this) the Knight is the only class that can up his base energy with a skill. Pair with any of the 5 straight up combat (fighter) classes. And here we have our primo A-grade Barbarian build. Being the Rocker will allow the Ninja to have enough energy to cast his maxed out stunning skill even at middle levels. You can bring the Paladin or Warrior if you want, but they're all going to be competing for agro attention which is less efficient than letting the Knight do his thing. Mr. 10% more gold!!!" (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.). This touches on the Knight's only real weakness: it takes him forever to go on the offense in a battle, at least effectively. 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. Cheerleader - good (great with the Thief), Divine Judgment - good (SAKA on a stunned target). Or Gerbil. That is right, Knights of Pen & Paper 2 has gone completely free. The reason you needed to replace my rating system was because you felt the need to update the data. 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. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. Solid bonus for those utilizing consumables. But not really. As far as healing, this is going to be plenty, almost all the time. So then even with a Cleric and a Knight spending their time regenerating your MP as fast as they can, you'll still need either MP potions (thereby wasting a turn doing that), or just have to give up and accept some regular healing to stay in the fight, rendering your investment in this skill pointless. In practice, just good. I am not sure that the surfer on the barbarian would be a wise choice, however. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. A selection of great games, from modern hits to all-time classics, that you really shouldn't miss. A few (too many) of them fall into my special category: "Why In The Name Of Glorfindel's Sword?!" This is assuming they're both naked, by the way. But, like Hail of Arrows it's only really great by the time you max it out, with the high initiative and the bonus 32 damage to everyone on the field of battle (or almost everyone). 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. Thankfully that's not it, as this will add up to +32 damage to any foe behind you in the turn order. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. What's the point? It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. Best Design - Lamy 2000 Rollerball Specifications Manufacturer Lamy Color Black Weight 24 gr Length 137 mm Pros & Cons Pros Exquisite design inspired by Bauhaus Perfect for long note-taking sessions Eye-catching appearance Cons Doesn't work the best on cheap paper The cap is held in place by metal tabs that are a bit of an eyesore Even though . Your basic combat class. If you're into that kind of, you know, super geeky stuff. I still remember the very first time I sat down to play D&D. It does reasonable-ish damage (49 max) to the target, but most importantly stuns everyone on the field (if you have the game room thingy that makes "adjacent" skills hit all enemies - I maybe should have mentioned that before). All rights reserved. He's kind of awesome. In particular, Knights of Pen and Paper 2 also features randomization for a dungeon system, classic . And that Ninja with maxed Shadow Chain, Vanish and Black Arts is going to make the Ninja in the Maximum Carnage Party look like an underachiever. You may be starting to feel like the Hunter is the neglected step-child of all the developers' children. 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. It's just a question of either/or, and each build is pretty awesome. Reminiscences aside, there are 3 ways to get experience in this game. I will note that your demon is not that scary - looks more like a little fluffy dragon plush someone plopped on the gaming table. But there's one more bad thing: your Druid just isn't tough enough. So this is that lime green mist skill I was talking about. If you believe your item has been removed by mistake, please contact, This item is incompatible with Knights of Pen and Paper 2. Lackluster, perhaps, but never bad. But anything I cover later on that requires a little basic explanation will have it. It's just a little different, and understandably so. I'll take Frostbite over that, thank you, even with the resistance roll. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. Hence for this type of Party alone, the Knight's True Strike may be considered SAKA as it will almost certainly gurantee Sudden Death together with Ninja's Shadow Chain unless inflicted with stun or weakness. 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. "Restore 50 per level Health and Energy after each battle" - up to +250. About this game. Brink of Madness (Passive) - good okay, yeah, also not that good. In my opinion outside of that can't compete to raw stats for your whole party. You'll go on an adventure to save the world from an evil villain. Not bad. Still considering the other alternatives is perhaps the most useless one in here. At max level, you can heal for 32 HP per enemy. It used to be the only way of inflicting the Confuse condition. That and, they raised the price of mushrooms from 50 to 75 gold in the last update. Prioritize Lightning, getting Arcane Flow to maybe level 3 or 6 in the process of maxing out your actual damage spell. Thing is, unlike the other two stunning skills, the Warrior's pommel and the Ninja's bomb, the stun is kind of just a bonus to the excellent damage you'll get out of this, especially if you boost it with Arcane Flow (for an unparalleled grand total of 168 Damage). If you have a Lightning Mage that bonus is upped to +184 damage if there are 4 enemies to soak up the damage, and there you've really got a good thing going. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. But the unfortunate fact is that you're better off just letting your defense take care of defense and focus on killing things, which really is what the Psion is best at. View full lot details. 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. 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. Which, again, means more skill-time for your fighters. I understand why it seemed necessary to you to replace my ratings, and I'll get into that error next, but my real gripe is that you replaced my rating system with yours but left my description of my rating system intact. Once you level up, maybe a few times, you'll notice you're not getting much from them anymore, so move on to the next stop on the main quest fun train. One good thing is that this is the rare kind of team that doesn't need the Go Set in the game room to improve certain group attacks, meaning you can have your Dice Collection to improve their attributes. This is very not true. Also a decent choice for the specialists. So there's that. 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. I'll admit, I have a soft spot for Paladins. So, this is something fun I did just for the heck of it. And the dragon fights are something else. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. Please see the. Seriously, decades of ultimate obedience and then his son shows up for, like, a day, and poof - he turns to mush. Sudden Death, for example, is simply not going to happen without weapon Criticals. 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. So the problem with the skill is that it's major overkill (healing up to 312 HP max) except for the rare times when a Troll gets a crit on you or a few of the boss fights. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. This item has been removed from the community because it violates Steam Community & Content Guidelines. Anger Management is the key here, bringing his, well, just about everything up by massive amounts. If all you've got is casters, it's gonna be a tough slog. And the front. Lady role-players are about as rare as chartreuse winged unicorns with golden fiber manes and super-heated plasma tails - so really it's nice they put any girls in here at all. It's not a boat load of damage, granted, maxing out at 32 per baddie. If you played his level you for sure that his tornado does insane damage, and even with the most deducted armor possible, it can still do 600-1000 (numbers vary) and its crit is the lowest of 1500! I'm also going to give each class an overall rating. Kind of like the Druid, the Psion has some truly original skills that look and act cool, but they are ultimately less impressive in practice than in theory. But even if you have just one enemy on the field with a Condition, that's 112 damage. This adds 4/5 status on a single enemy. The Lab Rat Human bit will provide enough energy to cast the ward twice a turn when that becomes frequent. Max out Hail of Arrows then Ambush. If Critical and Initiative are what you're going for, ain't nothin' better. I don't know what it is, but Druids just have this thing with vines. So, remember that Cleave skill? So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. And as you level up, and item up, this gets to be pretty respectable (130% weapon damage at its most vicious). Experience is never bad. The following Characters, Race & Classes are chosen in a specific way to minimize threat lvl to enable the Knight's True Strike to hit 98% critical without Bulwark while maximizing synergy of Classes within Party:-, 1)Exc. Also, while I certainly could recommend which trinkets and weapons to use - and that for every stage of the game and for every tough fight - that's probably just a bit too OCD and I should talk to my therapist about even considering doing that. Knights of Pen and . Meaning your Mage or Warlock might not quite measure up to the perfect version of this skill, but they'll have another skill, like Lightning or Life Transfer, which really makes for a better player. This item will only be visible to you, admins, and anyone marked as a creator. It's best used on whoever your meat shield is, but can actually be legitimately used on even the frailest team member thanks to how tough it makes them. You might remember I alluded to this way back with the Paladin, about the benefits of group Condition infliction re the Monk. It's not like you can spare the offensive power a vine-loving or bear-becoming Druid could bring, but trust me, you'll want the extra defense. Get Radiance maxed, Restoration will be your main heal and you'll want a few points in purge to save you from confused debuffs. (You could focus on Fireball here to help the Thief, but there's just no substitute for boosted Lightning). Maxing this skill gives you +64% Critical chance until you get hit. But in practice the actual percentage difference is either non-existent or, maybe, possibly, few percentage at best. So ultimately, this turns out to be another case of "why would I bring this guy instead of the other guy who's better at it?" If you max this skill you'll have a respectable Critical chance, but the Ninja, Barbarian and Knight are all better at it, and her other skills are definitely worth investing in. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. 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. It's a little weaker well, sort of. So, in the supremely rare situation where you miss one or two encounters, this can be of use - otherwise it's just a very pretty table. The front too. Pen and paper. Even low level bosses seem to resist everything you throw at them almost all the time. The fun here is that you can have counter-intuitive combinations, such as a Knight Lab Rat because you want that extra trinket slot despite the lack of Body boost. But if you're in to the Warlock for the fun of his abilities, regardless of how effective they are(n't), then it's his next two skills you'll be groovin' on. Control the dead? 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. They serve several functions, and they sometimes suck, and I'll get into that later. 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. You know, compared to the other classes? And that's fine, although not as fine as a 10 gold +75 energy potion, but there are only so many skill points in a game. Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. The Smoke Bomb is the focus here, as it'll cripple the opposing forces, often before they get their first hit off - if they even get a hit off. - Level up and get your hands on more gold to unlock epic items and . The stars gutter and the skies fade and the earth grows weary with years. 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. (Important note: as this skill is not weapon based, Backstab won't kick in here. This does mean he won't improve all that much from the middle to the end of the game, but he's still going to be dishing out the best damage magic can do in this game from start to finish. Your casters and casting specialists have the decency to cost little to nothing to keep slaughtering the enemy. But it's actually twice as good. 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. 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. 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. So you get to know the baddies better by slaughtering them in large numbers. Create free Team Teams. Now, here's where it gets tricky, because your Threat Percentage is relative to the rest of your team. A vast selection of titles, DRM-free, with free goodies, and lots of pure customer love. So this hits a single target for a little less than your average fighter's comparable skill (220% weapon damage at skill level 24), which is the same oomph as the Hunter's hat can muster. So, your choice of race has the least impact of your 3 choices. 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. It's astoundingly powerful, and this then makes it 50% more astounding. Too much I say. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. It's a slightly weaker version of the Warrior's version of this: Power Lunge (high Damage and Threat increase). Well, I mean that's technically true, but actually more of a gimmick. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. 3 - I'm guessing you missed my disclaimer at the outset of this guide where I state my unequivocal vitriolic loathing for what Paradox has done to this gem of a game. So her attributes are rather welcome for the magic lovers, as she's only the third player with more than one point in Mind (2). The Threat bonus looks small at first (up to +18 Threat), but it levels up quick and, unlike the Paladin's Guiding Strike, your threat increases with each use of the skill. 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. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. There will be no Cleric here, as his one offensive skill is just too frail as it can be resisted. But if that 1 tank is a Knight, that increased Threat Percentage translates to Critical Percentage with True Strike, and if you build your team up just exactly right (see the comments section to find out how), you can get a 15% boost to Critical Percentage with this (hideously cheesy) sofa in the room. Come to me, servant of Beelzebub, and obey my every whim! This is problem number two, and only gets worse with bigger enemies. It actually heals the same amount of total HP per cast since, as an added (and pretty original) bonus, the Paladin heals himself at the same time for half of what the other guy gets. 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?" And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. Another one of those "never played a game without him" players. If I find anything about this build that makes it unplayable in the late game, I will edit. So, you're not gonna be Conan the Barbarian here. 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. Except of course if your target is stunned. Initiative is nice, always nice to strike first, but not really clutch in battles. But that group skill will have you asking yourself why you didn't just bring the Thief with the mark 2.0 version of the Hunter's skill. Alright, let's break it down. And for our final entry, a welcome third lady friend. But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. Nevertheless, it's a choice, you need to make it, so let me break it down, with the obligatory rating (i.e. That and, unlike for weapons, there aren't that many ways to up your spell damage in the game. And then you'll start asking yourself why you brought the Hunter instead of the Mage or Warlock or Thief, Ninja, Paladin anyone else really. An introductory article reports that the 'cricket season of 1884-5 has been remarkable for a growing lack of. Because all taking cover does is reduce your Threat to zero. But still, often useless. Just point him in the right direction and SMASH. Leave him in the game room with the Goth, I say, so they can exchange existential love poems and kiss violently behind the pinball machine. Which is, well, not super great as it doesn't even measure up to some of the fighters' secondary attack skills. Totally pointless, this one. The only problem I see is that it competes with the Red Sofa (which provides +25% damage). The closest thing I played are tic-tac-toe and MASH. Knights of Pen and Paper 2 Steam charts, data, update history. It's pretty rocking. In-Game. How much XP they get is always front and center, but how much they need to get to the next level is just vaguely represented by a thin yellow line on their character sheet. Then made Rocker/Dwarf/Cleric, Goth,Elf,Thief, Rich Kid/Elf/Ninja. After 3 hits, they're burning for 96 damage. Which isn't that far. could only upgrade hurricane 2-5 points and put all in static field if u have . At the start, it's scarce, and there are several temptations out of your reach. Warlock can heal even more than cleric with Life Transfer, which also damages . ), poster child for neutrality - the Druid. The deal is that 56x7 is close to 104x4 (392 and 412). Mondo groovy. You say the warrior is the best at absorbing damage, thats wrong. And setting fights up to watch fancy skills is not only cruel and unusual for your enemies, but a little on the narcissistic side. This is your cookie-cutter Cleric, and you're best off leveling him as described under his Radiance skill, leveling Purge 3 levels at a time, as you find it necessary, focusing on Radiance so that the whole team is pretty cozy in the energy department. At least until the mid-late game where a few unique items come into play. Making Life Transfer a little more appealing, but still basically a wasted skill, and only getting Touch of Blight up to 150 Damage, which will start to feel a little weak late game when most everything you encounter has 300 HP or more. Once more would be a total waste though, so time to bust out that flurry of fists, or War Hammer, or whatever you're using. Kyy Studios took over development of this sequel. 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%. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. This big ass ethereal green bear-shaped cloak thing envelops the Druid, he becomes super strong and angry. So yeah, this is totally clutch if that's what you're going for. Which, especially as the game goes on and better unique items show up, is going to increasingly feel like a sacrifice. The AI in this game is not clever (or perhaps just not ruthless) enough to focus all damage on one character to wipe them out (which is what you'll mostly be doing to the enemy). Reason for choosing Mage, Druid and Thief is synergistic effect of Fireball with Vines and Barrage of Knives. Sort of unexpected since this guy is all about the Rage. 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. Let me put it this way: I have never played a game without the Rocker. This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja. Orders and payments. And that's just the half of it since, as your Ninja approaches max level and gets Shadow Chain up in levels, your direct damage, regardless of Criticals, is going to be massive. 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.