So, this skill is about as simple as they get. Threat is relative, so if everyone gets Threat -X, yes, okay your Mage at 10 Threat will go to 9-5 and your Warrior with (in battle) 50 Threat will go down to 49-45, so it's a bigger difference for the Mage. Red Wings, Larkin Bid Farewell to an Era after Contract Extension 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. At least for any normal team. And if you're building your team around the Knight, they can all be focusing on max damage without having to worry too much about taking hits. But it's a good choice for the game throughout as you'll be selling most of the stuff you stumble upon and, in particular, your old weapons and armor. Not so important, but with some parties which rely on sudden death, applying mass de-buffs or bursting down single target can have the upper hand in plenty of cases because of it. Now, when I first unlocked this guy, I made him a Jock in the next game, because what's better than two +9 fists? More likely though, way before that, you're gonna realize how extra disappointing this skill is largely because of the promise it seemed to hold, and start your game over with a better Psion build. So if you're going for the giant-silverback-gorilla-stomping-through-the-jungle look, pair with Power Lunge and enjoy the agro. But that's just for the Mage with Lightning. Because, in effect, this means that when you can use the active skill every turn, you have a 104 HP buffer. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . That's nice. Vines on their heads, vines squeezing the life out of enemies, and I suspect a heavy dose of the dried vine weed pipe at the end of a hard day battling evil the renewable green way. But in practice the actual percentage difference is either non-existent or, maybe, possibly, few percentage at best. Without it, it's still pretty great. However, I generally appreciate it when my content is not replaced with other content - adding to it aught to be sufficient. If someone finds an instance let me know; it's not worth going through the bestiary and adding it up for each monster, comparing to each skill. In this context, I would call it a blunder. But if efficiency is what you're going for - I know it's what I'm going for - then I have some recommendations for each player. 2,115 314. Download and install BlueStacks on your PC. Right now. If you do want to hang around killing stuff at low levels, don't bother with the mushrooms. If your Thief is cheering, definitely put a point in here. 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). Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. "+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. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. See, Confuse does just what it advertises, and your afflicted target will attack a random friend or foe. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. I don't think so, but I'm not playing your game. For the latter, you're better off not getting too many Senses as really you'd rather be striking after your Mage or Paladin or (more likely) Ninja. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. 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. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. I can't seem to find a number, i find thief, warrior, hunter, mage and cleric to be a great team. I've actually kind of spoiled the reveal on this skill having explained the healing magic you can get with it back in Anger Management, but suffice it to say that, no matter your build, this skill is likely gonna be your priority. Alright, let's break it down. Too much I say. But, most likely, you'll find yourself checking back in to the Game Room more often than you expect. Many of them are practically pointless and a good number do qualify as an advantage, but just barely. If Critical and Initiative are what you're going for, ain't nothin' better. The drawback here is that it's all based on resistance rolls. You're basing your decision on what, exactly, can that new Warlock you just unlocked do. June 19, 2020 4. . Whippany, NJ (07981) Today. A bit like thorns though. Knights of Pen and Paper 2 - Optimal Team Composition - indiefaq.com 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). Knights of Pen and Paper 3 - Apps on Google Play Cowboys rumors: Ranking 5 'something big' moves the team could make In theory, this skill kicks major ass. Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. The difference being the damage is not variable nor affected by weapon or damage bonuses. Choose an Android Emulator for PC from the list we've given and install it. Once again, kind of like the Warlock, if there were twice as many skill points to go around you could take advantage of this "I can do it all" attitude, but there aren't, so you can't. Knights of Pen and Paper 2 (53:39) Speedrun - YouTube So if you were feeling insecure that your damage-dealing Thief came with only 4 Body - be not afraid. 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. If only you could level up almost every couple quests instead of every five or six. And Charms can be, as mentioned, huge. Knights of Pen & Paper (IOS) Best AOE+Quickest team. Now all this makes Bulwark totally at home in the SAKA realm already, but just to make it even better, he also regenerates up to 9 Health and Energy for everyone else each time this is used. Now this is something you won't find in every gaming world, and honestly I don't think Gary would approve. I don't know what it is, but Druids just have this thing with vines. Her special ability is to heal 5 HP and 5 MP to the whole party whenever she blocks an attack. But quests work differently here, in that (and it took me a while to figure this out) when you complete a quest, the XP you receive is not related directly to your level. And unless you get some items for it, that's where it's gonna stay for the whole game. Lot 1174: Estimate: 60/90. Create and level-up a party of customized heroes and take them online in . 0-30 at skill level 3, 0-240 at full glory. 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. The Mage and Monk skills are only for their own selves, and there's the Cheerleader Thief when she gets hit, and the Game Room blocking thing for individuals, but they're pretty weak. Riposte pairs well with this so you have at least some Threat boost, or you could level Power Lunge as well so you're more versatile. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. Surfer dwarf as the Chill passive will help a lot in many situations. The ability to harness the power of Chi and blow down small straw houses in one blow? More useful than you might think. I take care to write well here. Lieutenant-General Robert Stephenson Smyth Baden-Powell, 1st Baron Baden-Powell of Gilwell, OM, GCMG, GCVO, KCB, KStJ, DL (/ b e d n p o l / BAY-dn POH-l; (Commonly pronounced by others as / p a l / POW-l) 22 February 1857 - 8 January 1941) was a British Army officer, writer, founder and first Chief Scout of the world-wide Scout Movement, and founder, with his . 83.53%. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. Which does what? The thief. 10% more gold!!!" So, apparently being all bendy and agile appears threatening to the baddies, as you'll max out with +56 Threat on this one. So you bring this little dude up from the netherworld, and he (again, at max level) attacks for 80 damage and only gets dispelled if you get hit for 56 or more damage at once. When I read what this skill can do, I was like totally absolutely for sure this was gonna end up being a SAKA skill. Were you to max it out, you would be nigh unkillable. "When able, basic attacks expend 4% Energy to deal 4% extra damage per level" - up to 20%. So again if you focus on weak opponents the conditions will likely stack, and that can add up to a lot. 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? This is, damage-wise, the same as the Mage's Lightning at 104 damage max. This is all a little lame, I think, as confuse is a great and fun condition to inflict, and you're only going to inflict it 14.29% of the time with the Warlock. Explore your anger management issues! Go to Graveyard to continue quest. There are other builds here that can be fun to explore, but this is absolutely the build of choice. I could have said stunningly impressive, but really it's all about the burn. 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. Muy significativo, this is. I'm not sure why I had to lay it all out like that. Knights of Pen and Paper 2 for Android - Download 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. It's a have your cake and eat it too situation, where the Knight can wear crazy heavy armor and shield(s) but still have full energy which actually counts as health. It turns on automatically at the start of battle, makes you a little less threatening and gives a little boost to critical. 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. And then chomp the bejeesus out of the baddies for up to 324% damage - which is top tier stuff, Warrior and Barbarian statistics. And this is, verifiably, true. 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. To be blunt, I'm rather disappointed here. I find the gold economy of this game a bit obsolete. You could argue that shuffling things around, even without damage, is a bonus. Now, there is a very important distinction here between Threat and Threat Percentage, which is another concept that may have been around since before the latest magazine, but I had no idea. That's a total (clutch) game changer! As with all Burn inflicting skills, this one has the added bonus of bypassing the first resistance roll. 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. Brink of Madness (Passive) - good okay, yeah, also not that good. I personally value it less just because other choices for Shelves are better. And, by the way, do yourself a favor and buy the Monk's campaign, straight away preferably. Click to install Knights of Pen & Paper 2 from the search results. So you could easily cast this and cause zero damage. I know it's a lot of work and it's always good to read from another lover of the game. 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. If you're into that kind of, you know, super geeky stuff. So no matter what the enemy is throwing at you, so long as you have this at a high level and use it for 1-2 turns, you're back up close to full health and energy. Just to say though that the natural compliment to this is Backstab. At max level, it's the standard +32% to criticals. But if you're in a tough fight and the Warrior can't handle any more agro, or an easy fight with a slew of weaklings filling the field, Cleave will serve beautifully. But, if I'm being honest, this is a little tactically superfluous. The only thing to fear then is running out of MP. Which is pretty close to that 136 from Frostbite, all things considered, except it's going to hit up to 4 creepies at once. Well yes, this is where your party choices come in. Next char will throw the virulent bomb to spread status to everyone else. It's not a boat load of damage, granted, maxing out at 32 per baddie. And specifically because the Monk is a low energy user. So if everyone else takes cover, your Threat could be 5 but it would still be 100%. It's a little weaker well, sort of. And "kind of" is a pretty good way of thinking about this guy. Stacking The Box, an NFL Podcast. Now, the "best setup" possible for a good game and a great boss battle is the Paladin, Cleric, Mage, Ninja, and . I'll give an overview of what each skill is like (good, great or SAKA {Super Awesome Kick Ass}) and it's general usage. Cool personified, the Hipster seems particularly aptly placed here. And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. "Item selling price increased by 10% per level" - up to +50%. By his pen and voice, by his visits to state governors and to commercial bodies in the principal cities of the West and South, and by attending meetings of state agricultural societies, he marshaled a corps of auxiliaries that made the way easy for the generous appro priations which resulted in the deepening of the channel of the Savannah river . Downloads. The buy it option comes in the form of mushrooms you can find in every shop, and that some monsters drop when slain. The most recent departures are Bertuzzi, who made his Red Wings debut during the 2016-17 season, and Hronek, who made his debut during the 2018-19 season. 63.76%. 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). To illustrate with the XL size, the programming determines the first of your 3 monsters end up back where it was, which was a 33% chance. If you inflict Burn, Poison or Wound with this, it's at level 1-9 (1 point every 3 levels of the skill). The Knight's kind of in the middle ground on this one. Only problem is that, even if you pour all your points into this from the get-go, you will always have equal or better options from your weapons, at least if you know how to craft them yourself. Each of them has a weapon based skill, and then one that isn't, but that is also not a spell. 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. A few suggestions on building a great team.. Login Store Community Support Change language View desktop website . Use your health instead! Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). Light one handed weapons get +1 Damage and Threat per upgrade, heavy one-one handed weapons +2, light two-handed ones (staves and bows) gain +3 of each, and the heavy two handed-ones gain +5. So if you want to make sure you really suck the XP well dry, save the most menial tiny quests for the very last. So, kind of surprisingly, this all means that the Monk is your best defensive player. "+1 bonus to Rest rolls per level" - up to +5. Doesn't Lightning hit up to 4 enemies for 104 damage each? This game - is awesome! Armor of Faith (passive) - good okay, sorry no, not that good. As now this section of the guide is nigh unusable by those playing the PC version, for whom it is designed. Take the Warrior, strip him down to one active skill and make him a regenerating critical powerhouse and, voila. "Consumable restore +15% more health and energy per level" - up to +75%. This lets you restore energy to your compadres, but passively, meaning it happens automatically when you use any of your active skills. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. THE MISSISSIPPI SCHEME. A Warlock, say, really gets the shellacked end of the stick here, as the best bonus he can hope for is +14 spell damage. Weakness hobbles your fighters, especially the builds focused on Criticals, but makes no difference to the casters. The answers are: Yes, no, and kind of. Likewise level 6 will carry you through to level 25 or so, allowing you to focus on leveling Radiance throughout. The Barbarian is unique in that his skills are mostly passive, which are all valuable and usable at any level (unlike skills that cause conditions on enemies for example, which you want to max out to be effective). This skill is the "critical powerhouse" part. But however you build this guy, he's going to kick some major behind. Okay, it's not really anything like that skill - not sure why I mentioned it. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. This item will only be visible to you, admins, and anyone marked as a creator. Digital Deluxe Edition The Deluxiest Edition of Knights of Pen & Paper 2 includes the following bonus items and expansions:. But basically, kill things so long as they give you a solid amount of XP. But even with the Bookworm you'll have to set up battles to kill enough of some of them to get the bonus. A legitimate third option would be to level Rampage and Frenzied Strike about equally, so you get half of the best of both worlds. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. You'll want to get that 1 point in Rampage ASAP so that the Critical magic happens from the get go, although it'll only be happening around 10% of the time at first. And 8 Burn doesn't stack up to much. It can also be worse, where the Paladin needs no healing and your Barbarian is near death and only gets brought up to half health. You could of course get all of your skills halfway to maximum, or some other mix, but in the majority of cases this is just a straight up bad idea - having you more multi-purpose but only dealing half the damage or healing half the damage that you otherwise could be - and the first time a dragon lands on you is the very latest point at which this realization will dawn on you if you choose not to heed my advice. I think the devs might have heard my complaint filter through the ether, because before the Psion, the Warlock and Criticals where you replace your weapon with an eye-glass were the only way to cause Confuse - neither of which gave you a good chance at it actually happening. 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. 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). But you're still better off, in the long run, with the Bowling Set if it's the XP you want. By the time you're level 25 or so, it's back to focusing on weaklings, and even so, using your Cleric purely offensively like this is kind of fun but can often make for an unbalanced team and really isn't the best use of him (i.e. It's clearly the best rug as it'll help from dungeon fire traps to sewer poisoning to dragons confusing you. 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. He's a worthy final addition, so let's get into the details: You know that thick plate armor Knights always seem to wear, this is that. "Battles won within the first round grant you 10% extra XP and gold per level" - up to +50%. Good fun. Very crucially, his next skill (True Strike), allows him to convert Threat Percentage into a bonus to his Critical Percentage. So here's another one of those skills that is amazing when used right, and not really worth the skill points otherwise. 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. For the record, that's more than anyone else (for a passive Threat level). Play Knights of Pen and Paper 3 on PC - BlueStacks And you could also do a 3 or 4 person team, but I like extremes. Do that and just move on with every filled entry. Although I just did. (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.). Which it was. 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. 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). Even so, it's only 1 wasted turn getting Vanish back up, and considering the payoff - being the best single target damage dealer in the game - it's worth the occasional frustration. "Gain +1 bonus to Resist rolls per level" - up to +5. Why this restriction? Three actually. There are some better group damage skills out there, but this one can be a good compliment to those. And here especially, as once the battle's over you're going to need that phoenix feather anyway. So early on that he can easily end up as your 4th or 5th player even on your first playthrough. 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. Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. 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. Paizo Publishing verffentlichte im August 2019 die zweite Edition von Pathfinder. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! Conditions, you might have heard, are useless in this game. And you'd be right. 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. While less impressive for single target spells, the group spells benefit more substantially from this. The game, for the most part, is a parody of the popular tabletop RPGs of the 80s. So only invest in some mushrooms if you just want to skip the noob-level stuff at the beginning. I do however hope players of the 'free' version appreciate what you've done for them here, even if they find little else here terribly accurate. But in practice, a little hard to make it work. And the Goth is lame. I mean that is true, the damage is about as good as any group attack you'll find in the game. The charm in the writing, and even its awkward translation errors, can only go so far and will likely leave veteran RPGamers wanting something more substantial. But it's all in the mind anyway, right? At max level, you can heal for 32 HP per enemy. And for our final entry, a welcome third lady friend. But amazingly, with the introduction of the Knight class, Sudden death is now highly likely even aginst bosses and dragons!