Click to install Knights of Pen & Paper 2 from the search results. What this then means is that when you kill monsters at about your level, you get some noticeable XP. 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. "Item selling price increased by 10% per level" - up to +50%. So, assuming the Burn isn't resisted at the start of their turn, this is in fact the best fighter attack in the game. He doesn't work in Criticals or Initiative or Conditions (mostly) or subtlety. So a basic Two Handed Hammer gives you +5 Damage and Threat, where a +5 version of the same gives you +25 Damage and Threat. 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! Thankfully that's not it, as this will add up to +32 damage to any foe behind you in the turn order. And trust me, you are going to need all of them for his 3 other skills if you want him to measure up to his teammates. Which means you'll be traipsing about with 86% (or 83% or 79%) critical. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. "+1 bonus to Rest rolls per level" - up to +5. And the Monk has a healing loophole, but that's just for his own self. And with the Senses boost (1) she's a natural fit for one of the specialist classes with a build that focuses on (the specialist version of) spells, which most of their efficient builds do. Your special skill here is dragging a back row opponent to the front (unless they resist). For the low and high end ones, you'll find them pretty easily. So yeah, this is totally clutch if that's what you're going for. Although you have to want it, wait for it, and you have to build your party around helping that - but it can be done. But even with the Bookworm you'll have to set up battles to kill enough of some of them to get the bonus. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. 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. The penultimate of the unlockables. But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. ), but just with in-game gold. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. Not that good, but being the cheapest one is the most cost-efficient for new games. 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. Nothing quite like building a team that blasts through almost everything in one or two turns. So what this means is that you are literally going to torch all the weaklings facing you to ash. it can still do 600-1000 (numbers vary) and it's crit is the lowest of 1500! No other class can do this. "Shield action restores 50 Health & Energy per table level" - The Thief could benefit from this, with her automatic blocking, even a bit later in to the game. Your Cleric is definitely the premier energy boosting specialist. 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. Kill Kappas, Ghouls, Skeletons and Zombies to continue quest. Can he summon demons? So if everyone else takes cover, your Threat could be 5 but it would still be 100%. Teams. So really, it's a waste, and the other two active skills are better options. And while you could protect your Monk from time to time, largely this is best used on your 4 weaklings this team is made up of, often actually getting the healing in every turn that goes by without them getting a hit. So, just to give the Warrior and Barbarian an official edge, this does the same damage as the Paladin's Guiding Strike (308% weapon damage). I wanna say thorns, but it looks a little more like ivy. A minor problem is that the target is random, so not much strategy there. It's like the Barbarian's version of this skill but without the health boost and a twist instead. So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. However, by the end of a full playthrough, you'll have a couple to several thousand gold (depending on how profligate you've been), which carries over to your next game, so, long story short, any gold boost items or abilities are kind of a waste of space. I'm gonna skip the basics. Reason for choosing Mage, Druid and Thief is synergistic effect of Fireball with Vines and Barrage of Knives. 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. Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. The biggest damage dealers, the Ninja and Barbarian, built well and strong with the Criticals (and the Druid what with the two bear attacks per turn - so long as he can keep the frenzy up), are going to be delivering a punishing 300-400 damage each turn. This also translates to 224 overall damage, and that's pretty darn good. And if you answer yourself: "because of the cool hat! Use your health instead! That's the difference. Table Hockey if you really like gold, but that wouldn't be my choice. In Knights of Pen and Paper 2, you can enchant weapons in crafting with scrolls and with charms. It'll cost next to nothing, the Druid will still have the mojo to maul or vine every turn, and especially in a dragon-type situation when the ward negates a 200 HP hit, this will be invaluable. 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. 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. 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. 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. 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). Once you know that XP works in the above 3 ways, really, you know all you need to know. The thief. Red Icosahedron and either spiked rings for a little more damage or Almighty Rings for a little more threat and more reliable Ripostes. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. The whole game feels more complete with it, it's more fun and challenging if you start it at level 14 as designed (not level 25 or whatever), and at the end of it you get the Monk! And a host of other combinations. You'll encounter another group of monsters (often not the one(s) your looking for), but it's better than wandering through all the traps and empty rooms on the one level those elusive beasts you're hunting are found. The larger ones you can only fit 5, and this size is actually fairly common. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. 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. A Cheerleader with a thick beard just makes me chuckle. Download the best games on Windows & Mac. But unlike Wound or Poison or Fire (that require high levels just to be useful), Weakness is very useful right out of the gate. What it does is fill up the details in your Bestiary twice as fast. Why this restriction? Knights of Pen and Paper 2. 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. I would level both skills pretty evenly, but with a little extra for Touch of Blight. This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja. However, there's no logical build with the Barbarian that doesn't include that one active skill, Frenzied Strike, which is the thing that gets you enraged, so really if you're doing the Anger Management thing you have two ways of going about it: First is the great way which is to respect the Barbarian's innate dullness and try to keep up the Rage as long as possible, in the process using as little MP as possible. Actually no, I lied. Cool personified, the Hipster seems particularly aptly placed here. Basically, this table is the only way to make charms a real part of your game. Don't find it that useful, but it's not bad against some monsters with high damage reduction. 2,115 314. But there aren't. The only thing this won't work against is a Dragon, 'cause they are the whole battlefield, but everything else in the game will get shuffled around including bosses. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. 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, using this skill in combination with Vanish is, I believe, well established as super awesome as well as kick ass. It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. 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. And this is true, except other classes are better at both of those things. opinion) attached. Which is not so great until you level up this skill. You set this skill up right and, honestly, it almost feels like cheating. Das Spiel basiert auf der Open Game License des Dungeons & Dragons-Regelwerks in Version 3.5.In deutscher Sprache wird das Rollenspiel seit 2009 von Ulisses Spiele vertrieben. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. Added to that is the +16 Damage and +16 Threat, and if you make your Druid a Dwarf Jock, you will indeed be doing some very major damage here. You might remember I alluded to this way back with the Paladin, about the benefits of group Condition infliction re the Monk. 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. 21 February 2018 - 13:58:59 UTC () Store Hub PCGW Patches. Also, often your weakest players, who are normally protected by their low Threat, get that hit that was intended for your Barbarian. 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. Which, if your Psion is also an expert in Psychosomatics, brings you up to a grand magnificent total of 784 damage which is exactly as glorious as the Thief's Barrage of Knives skill (if conditions abound) and so on par with the maximum group damage this game can let you deliver. At level 40, that's about 40 x 32 (1280) more potential HP. Create free Team Teams. What makes this decent is that you regain up to 24 energy when this does happen. Still, the Warlock is worth bringing just for the damage this skill can inflict. Mostly. Okay, so maybe you're asking yourself why this is SAKA. If you inflict Burn, Poison or Wound with this, it's at level 1-9 (1 point every 3 levels of the skill). Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. Manage all your favorite fandoms in one place! Clearly a fighter (2 Body), but that 1 point in Mind makes him just that much better if you want a fighter who's blasting away with skills all day - like the Warrior and Paladin and skill-intense Barbarian, or not like the Monk and (dumb as a post) Barbarian. How lame is that? Option 2, the SAKA way, has you make your Barbarian a Surfer, ideally, or failing that invite that Cleric to purge purge purge, and also maybe be a Rocker or Hipster or something that'll bring that Mind up so he can shake off the Rage a little better. Grappling Hook - good (great, just for me), Ambush (passive) - good, pretty great when fully leveled, Hail of Arrows - great, at least fully leveled up, Discipline (passive) - great (SAKA with the Rocker), Renewing Carapace - good (SAKA as a 1 point skill with Animal Companion), Feral Mauling - good (great if you're a Rocker & SAKA with the "1 point ward" build), Psychosomatics (passive) - SAKA (compared to other passive skills, that is), Sacred Table - until level 10 Solid, levels 10-20 Fine, after level 20 Meh, Black Leather Sofa - Meh (4/5 if you are poor on Diamonds), Kawaii Sofa - Meh (Clutch if going solo Knight as tank), Race Car Track - Fine (Solid before Level 20), Zebra Rug - WITNOGS (Solid if you are easily frustrated by ambushes), Confuser - Fine (Solid if aiming for sudden death), Board Game Collection - Fine (Solid once you have the Rabbit's Paw), Labeled Dresser - Fine (Solid before level 10), Miniature Game - Meh (Fine if you desire a full Bestiary), Go Set - Solid (Clutch if you rely heavily on area damage), Poker Table - Fine (Solid before level 10). I've found the scrolls in consumables, and the weapons are easy . Orders and payments. Why is that? With her it's half, obviously. Ms. Goldberry the Paladin who sits in the First Chair- As I looked over the trophies and read the guide and comments, I knew it was essential to have a tank, so I wanted to make the best tank I could by using the right character and made the role my first acquisition. "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. Except of course if your target is stunned. This is key to the strategy section coming up. "Lowers enemy resist roll with 1 per level" - up to 5. 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. Or, at least he thinks he is. While a Mage who levels Lightning first and then pours the rest into Arcane Flow will indeed end up having single target damage identical to Frostbite (minus the Stun of course), this is a more balanced Mage for this team, leveling both skills equally, in particular because there's a Warrior in the pack doing the exact same thing, and so you'll be superior to that other Mage for the duration of the game, not just be really cool right at the end. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. So long as you don't add any Mind points to this Barbarian, he only has a 10% chance of shaking it off each turn. Time for a little blurb about gold in this game. So as far as efficiency, this is a waste. And unless you get some items for it, that's where it's gonna stay for the whole game. You can benefit from this any number of ways: focus on this and one attack skill to get the highest magic damage imaginable, or spread out your points between all four skills and maximize the damage bonus you get here. Yes, you can bring him up to 10 or 12 body or whatever, but he's still gonna feel paper thin compared to any of the Fighters and what they can handle because the body boost doesn't actually add HP and there's no synergy skill like the Barbarian has to take care of that. 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. 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. We'll see about that later. ", then the Druid is for you. What with the XP scaling, what it means is that your Exchange Student will consistently be 1 level above everyone else. Turn into a bear! The HP boost is kinda weird, actually, as when you get to higher levels you'll think your Barbarian just sliced his arteries open and lost most of his blood as he enrages, but really it's just that his max HP went up. You'll end up with the same XP and items, ultimately. Next char will throw the virulent bomb to spread status to everyone else. So really that part is mostly pointless unless you like Cheerleaders, in which case you get that nice little HP/MP regen bonus. Note - these tips are also applicable to the +1 Edition. Warlock can heal even more than cleric with Life Transfer, which also damages . The following is the recommended Game Room item selection with Weapon Rack, Kawaii Sofa and Arcade a must have to maximize sudden death. And "kind of" is a pretty good way of thinking about this guy. There's no analog to the Damage and Threat boosts, though. Some less so, like bringing a Thief with automatic block and a Ninja with 1 Threat and 2 other low threat pals so that your 5th guy, the Knight, has a 70% critical chance all the time (with True Strike) before Bulwark even kicks in. I've tried a few games and I always start with Jock/Warrior/Dwarf and Lab Rat/Elf/Mage. Join the retro RPG world of Paperos - become a Knight of Pen and Paper in the newly revamped "Free Edition"! But with the addition of Druids vine stun and Knight's 98% critical hit stun, you will be almost guranteed to sudden death every turn! You've already had a taste of my Goth hate, so no surprises coming. Kill stuff, buy it, and complete quests. 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). I still remember the very first time I sat down to play D&D. So, this skill is about as simple as they get. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. So, if you love stunning things and you want this skill, probably better to commit all the way and skip Power Lunge. If you grew up in the 80s and lived for paper and pencil games, owned a drawer full of dice, a bookcase full of games, a 4' x 6' all-purpose gaming table made of plastic and felt which was equally home to the D&D (1st edition mind you) beholder's dungeon and your Warhammer 40k army battles, and had several dozen hand decorated pewter figurines specific to your characters, that is. Or rather, I really want to like him. In fairness though it does have the bonus of not using up a feather if your player gets killed over and over in the same battle, which he well might as he's always coming back with low health. 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. Not that bad for the early stages of the game, but definitely nearly useless later. Just point him in the right direction and SMASH. Other than that, he'll be your new defensive combatant extraordinaire. You could even get through the average dungeon without it. 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. "Gain +1 bonus to Investigate rolls per level" - up to +5. There's a third kind actually, which is neither a spell or a weapon, which only the specialists (Thief and others) have and it's not a good thing. You may recall that Backstab gives a +56 damage bonus. Complete Google sign-in (if you skipped step 2) to install Knights of Pen . Espaol - Latinoamrica (Spanish - Latin America). So, it's all pretty straightforward, and really if you don't want to there's no reason to worry about the hows and the whats, just follow the story and you'll be leveling up nicely and regularly as Gary intended. The glory here is that even at relatively low levels, you can do massive damage with this. Reward: Mirror of Inward Reflection. Or is he just the most proficient pugilist ever to walk the earth? But playing Knights of Pen and Paper 2 (Knights 2) made me want to give classic pen-and-paper games a try.. People who grew up playing these tabletop games are undoubtedly the target audience for Knights 2 but it doesn't make filthy casuals like me feel left out. While it's always good to inflict a condition, it can be pretty inconsequential too. So what we have here is a walkthrough for Knights . That's up to 560 damage if there's seven unfortunate targets out there. If the vines stick, they also do up to 56 damage, each turn. It's more like a spell (although sadly not improved by spell damage boosters). And then chomp the bejeesus out of the baddies for up to 324% damage - which is top tier stuff, Warrior and Barbarian statistics. This item will only be visible in searches to you, your friends, and admins. But Burn baby Burn, is what makes this great. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. And you'll also want 1 skill point in Frenzied Strike ASAP so that he has something to be enraged about. 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. I'm not going to mention the Class attribute boosts, as that's not what you're basing your decision on. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. Compared to the weapons you'll be crafting this giant weapon will be a let-down, but if you aren't crafting or just like the idea of 3 hands on a weapon, it's there for you. Make this the heart of your Monk's tactics though, and you'll think the enemy forgot their spiked clubs at home and brought over-cooked spaghetti instead. Community Hub. Too much I say. So maybe not all that awesome. "Damage +5% per level" - up to +25%. 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. "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. First, this is as strong as the Warrior's Power Lunge, damage-wise (324% weapon damage). Perhaps this is a curse shared with the Exchange Student, because both that player and this class require nothing more from you to unlock than a paltry sum of gold. This will offer some protection and healing if required during combat. Well, right now at least. 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. The hard part was convincing the superstar that signing it was the right thing to do. Bunch of dudes can raise their Threat here; the Ninja is the only weirdo who has even thought of going negative with it. 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. Views for top 50 videos on YouTube for this game: Games similar to this one: # Game Release date. 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.