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. So, great not SAKA. 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. But Bulwark, here, is the primary focus. Stunned critters lack the ability to resist anything, so if you can time it right (like, ideally, with a bomb-crazed Ninja stunning the field all the time) then this will electrically boogaloo your victim to a charred crisp in the most glorious way the game allows for a spell for a single target (Thanks, Ekitchi, for educating us about this in the comments). 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. Do you? So. Do that and just move on with every filled entry. I like the style of his skills, the look of his hat, the overall cut of his jib. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! Critical can be important, depending on your overall strategy, which means it can also be largely or wholly irrelevant if you have a different strategy. After 3 hits, they're burning for 96 damage. Because the synergy here is amazing. The Mage needs to be the Lab Rat for a couple reasons, so either of the 2 players with 2 in Mind will do here. And then chomp the bejeesus out of the baddies for up to 324% damage - which is top tier stuff, Warrior and Barbarian statistics. This means you can use a Paladin spamming Weakness or a Knight or Barbarian (or Thief maybe) complimenting those 5 with their own Stun critical. Go To Big Town to continue quest. I think the idea there is that if you have your game room set up so that you can plop 7 monsters on the field per fight, it's only 4 (or 2) full fights and you're there. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. Leaving the piece as a whole confusing, disjointed, and sloppy. And then every 3 levels you get +1 damage per empty hand slot. And that's not even the end of it. And he might disappear any turn. The body point gives you another point of damage, another point in Threat (which you're only going to want with a fighter anyway), and a boost to HP. All the other Conditions stick around until resisted. And again, if you do a build where you can cast this twice a turn, it's a major MP suck but also something of a waste to cast on the same row twice. Nothing. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. 1. Also a decent choice for the specialists. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. Unless there's 7 monsters on the field and he gets brought back at close to full health. So even if, absolute worst case scenario, that Dragon kills your injured Barbarian as he's scurrying away with his axe between his legs, a few gold brings him back and a little rest gets him back to normal. (It may be possible, exceptionally rarely, that increasing your damage by just 40 more points will make slaughtering that line of Vowlerines (that you have to fight a whole lot of in quests) be a one Lightning attack kill instead of a two attack kill. Even Stun if the turn order is right, although that part won't apply to the Cleric. "Lowers enemy resist roll with 1 per level" - up to 5. 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. And all weapons come with perks that your fists don't. Most enemies are regular size, and you can fit 7 of them on the screen. Weakness hobbles your fighters, especially the builds focused on Criticals, but makes no difference to the casters. 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 she belongs with the specialist classes. The dynamics of your party will entirely change, and the Cleric will be a bad choice because his groups powers are diluted, and his one attack skill is as flawed as it ever was. THE MISSISSIPPI SCHEME. With 50 damage reduction, instead of only blocking 25 of a 50 damage hit, he'll block 41 of it. Note - these tips are also applicable to the +1 Edition. The most obvious and worst of which being that this is, as mentioned, resistible. No biggie, fine. Now, the "best setup" possible for a good game and a great boss battle is the Paladin, Cleric, Mage, Ninja, and . Meaning, if you want to bring someone who's going to use this kind of skill, the Warrior (or Barbarian or Monk {or Ninja or even Thief and Hunter if used right and it's not the Threat you're after}) have slightly better (higher Damage) versions of this skill. Very crucially, his next skill (True Strike), allows him to convert Threat Percentage into a bonus to his Critical Percentage. I can assure you this is the better investment. This item will only be visible in searches to you, your friends, and admins. 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. 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! Now, the best setup possible for a good game and a great boss battle is the Paladin, Cleric, Mage, Ninja, and Warrior (this in perspective of free to play, I also have issues using the Barbarian so I dont personally like it due to the rage effect). So Technically it's possible to Sudden Death with Ninja Alone. ), poster child for neutrality - the Druid. So then he's not just an MP hog, but a healing hog, distracting your other players from getting on with the enemy pulverizing as they struggle just to keep the Druid in the fight. 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. 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. Actually no, I lied. Meaning you can score criticals. 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. "Damage +5% per level" - up to +25%. 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). But even if you have just one enemy on the field with a Condition, that's 112 damage. 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). I'll admit, I have a soft spot for Paladins. "Damage Reduction +10% per level" - up to +50%. At max level, you can heal for 32 HP per enemy. - Level up and get your hands on more gold to unlock epic items and . Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. And lo! But unlike Wound or Poison or Fire (that require high levels just to be useful), Weakness is very useful right out of the gate. So the Thief's Barrage of Knives can't be given a bonus of any kind (fear not, it's still way kick ass though so long as Conditions abound). Come to me, servant of Beelzebub, and obey my every whim! Meaning you're better off investing your points in his other skills, which are all better. Jock dwarf, max out lunge first, putting one point in Riposte early on. To be blunt, I'm rather disappointed here. Cool personified, the Hipster seems particularly aptly placed here. Kyy Studios took over development of this sequel. Allows you to fight up to 7 instead of just 5 enemies. But however you build this guy, he's going to kick some major behind. But not really. Hard to kill that team. There is nothing wrong with this skill, it adds health and damage reduction. Totally pointless, this one. 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. It's good if you want to just put 1 point in it. At the start, it's scarce, and there are several temptations out of your reach. Which means after 3 turns you're on par with the Paladin and Cleric at their most healing-est, and after 4 or more turns you're crowned the new healing prima donna. While I do love the name of this skill, it'll about as useless to you as the Paladin's Armor of Faith, which is kind of the mirror image of this skill. 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. The idea is to clear the back row while the knight and ninja sudden death the enemies in front. You could argue that shuffling things around, even without damage, is a bonus. 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). There's this little goat head that swipes across the enemy's noggin' and it feels like Christmas every time. Too much I say. But if you want that highest possible Senses score with your Rich Kid Ninja, Elf is the way. With one major exception, he doesn't get tougher, and that's the problem here. Thing is, the bonus isn't that much. 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. A complete waste if the whole row gets stunned and vined, because neither of them stack. While fun in theory, it's also fun in practice. Thing is, both Fireball and Lightning are perfectly serviceable even against single targets, so if you're looking to be hyper efficient you'll likely invest in one of those and your boosting skill. This section is created by Ghost381 and includes various team builds for different types of battles. So early on that he can easily end up as your 4th or 5th player even on your first playthrough. Useful if you aim for sudden death, or other status applying oriented builds. You choose your player and race based on what supports that. You want this one. Cleave. An introductory article reports that the 'cricket season of 1884-5 has been remarkable for a growing lack of. Without your Go Set, that Fireball and that Barrage of Knives most often won't hit all the baddies, especially as the fight goes on and you pick them off. "Resurrection cost -15% per level" - up to -75%. [The crowd goes wild]. To be specific, that's 208 extra health and 9 damage reduction at skill level 24. Which is about 3 times his normal. The only problem I see is that it competes with the Red Sofa (which provides +25% damage). There are 3 of these in the game. 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? But you should know the basics. If you do one of those mid-size teams, let me know how it works out. So what's he got? Genius really, and there isn't even a remotely good second option that's cropped up in all these decades, so here in this game XP rules the world like every other world (except the real one). This is those guys, all put together. Or, at least he thinks he is. This, really, is the most innovative and exceptional skill he's got, allowing you to stun and hit, or hit and heal, or heal and stun in a single turn. They are susceptible to resistance rolls, so your Bosses will often just laugh this off. Either way, any team will be lucky to have you. Fittingly, the mysterious Monk class is the least obvious to unlock. I will say though that, after about level 30 or so, your Mage is going to have such a large MP reserve that regen doesn't have that much of an impact. So, using this skill in combination with Vanish is, I believe, well established as super awesome as well as kick ass. So I'm realizing I might have lied back when I said there were no bad skills. 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. In that case this is awesome. In my opinion outside of that can't compete to raw stats for your whole party. And really that's the best case scenario here and a solid build. Feel better! 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. In fact, I don't recommend it. Don't let the 20 extra MP fool you, this is your specialist class. 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. 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. And here's the A-grade primo version of the Ninja, with a similar approach. In this game, he's somewhere in the middle, as far as the story goes. Touch of Blight is well established as a solid spell, and unless the irresistible Condition it inflicts is Stun or Confuse, the target of this will likely go for the Monk next turn and do no damage. After that it's Anger Management all the way. This is that, but for the whole field of battle and completely irresistible. 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. Assemble your party and control your group of pen and paper role . 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. Early on. It's a free condition to some enemy. So yeah, maybe, sometimes, really rarely and way at the end of the game, you will totally rule and blow the socks and everything else off a full host of nasties just with the power of your mind. "Critical +1% per arcade level" - up to +5% A likely choice if you're focusing on Criticals and/or Sudden Death. Q&A for work . Also, this is going to make you more than tough enough, saving you the need to have a Second Skin. So, as nice as it is to set everyone on the field of battle on fire, this is your better all-round damage skill. he does 120 Bleed damage a turn, basically. So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. But still, despite these minor flaws, hitting the enemy for a max of 392 total damage is nothing to laugh at. So here's another one of those skills that is amazing when used right, and not really worth the skill points otherwise. It hits any row, and the damage is equivalent to the Mage's Frostbite. You can hit the back row, and maxed out you're doing 104 damage. This is quite useful, especially for heavy energy users or Knights. Otherwise, it's just great. So, this is something fun I did just for the heck of it. The beauty here is that the Surfer can shake off Stun, and the only other way to do that is with a Cleric if you're lucky enough to have him Purge you before your turn. The only drawback is the relative monotony of your strategy. With her it's half, obviously. It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. This isn't just an average of what their skills are, but an overall opinion based on what they can do, how many different things they can do, and how it all compares to their peers. Look for Knights of Pen and Paper 3 in the search bar at the top right corner. And if you have your rat-pug furball doing the double-it jig on the table, you'll be up there with Ninja Shadow Chain criticals and Barbarian smashing - although not quite all the way up there. And 8 Burn doesn't stack up to much. But that fits the feel of the game really, so I can't complain. So, you've played through the game a few times, you're feeling pretty done and you don't have a strategy guide to write that keeps you coming back (excessively) for more. Actually, there is a sound tactical reason not to bring him if you just don't mind using potions fairly regularly and want to maximize your damage potential. And each attribute is (at least in theory) the core stat for the 3 types of player in this game: the fighters (Body), the casters (Mind), and the specialists (Senses).
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