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. So. The thief. Thing is, the bonus isn't that much. Do note that your Threat will never get below 1, unless you Take Cover. 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. The better the weapon, the higher the Threat, up to +25. Winds NNW at 5 to 10 mph.. Tonight Way up. Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. So if you're going for the giant-silverback-gorilla-stomping-through-the-jungle look, pair with Power Lunge and enjoy the agro. 2 Body and 1 Senses makes him good enough for any of the fighters, but not quite as good as the Rocker (who rocks, naturally). And that means a fifth of your party is never doing damage (a complaint you could equally level at the Cleric, to be sure - except he's better at the whole altruism thing), and that's a pretty massive MP drain. All good. And in fact what makes this SAKA instead of just great is because it's weapon based. Unless there's 7 monsters on the field and he gets brought back at close to full health. All the other Conditions stick around until resisted. At the start, it's scarce, and there are several temptations out of your reach. Control the dead? Toss a bunch of arrows in the air, and they fall down for up to 56 damage, to a specific number of enemies. 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. 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. If you inflict Burn, Poison or Wound with this, it's at level 1-9 (1 point every 3 levels of the skill). You can hit the back row, and maxed out you're doing 104 damage. But it's still mighty fine. 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 . He's got the most versatile tool box and every skill is worth bringing to the fight. Typically people . Knights of Pen and Paper 2 is a role playing game that takes place in the fictional world of Paperos (yes, it's a spoof of Westeros from Game of Thrones). And if the second one ends up back where it started, that's 100% chance of complete worthlessness on the last monster. The runner ups in the critical category are the Barbarian, Thief and Monk (in that order), who all max out at about 45-50% (~65-70% with the Barbarian, if you know what you're doing), and don't have multiple hits (except the Barbarian, kind of, more on that later). Now, if you look at the damage, here in this game, you may well be disappointed at first. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. 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. Because of the aforementioned dispersal of damage you'll mostly be encountering, even just getting this to level 3 (10 heal) is enough to pretty much carry you through about level 15 or so. Not bad. (You could focus on Fireball here to help the Thief, but there's just no substitute for boosted Lightning). But unlike Wound or Poison or Fire (that require high levels just to be useful), Weakness is very useful right out of the gate. Like I did. Sort of unexpected since this guy is all about the Rage. Why this restriction? I'm not sure why. While isnt a good final boss battle team, it is a good team for any other NPC teams go though and heres why. And then, well, it doesn't really matter. 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. In practice you'll get up to around 85% to 95% critical. And "kind of" is a pretty good way of thinking about this guy. Your basic combat class. At level 40, that's about 40 x 32 (1280) more potential HP. Except, of course, for the "1 point ward" build - which makes everything hunky dory, because then the toughness issue isn't an issue when you can ward yourself from all damage over half the time. 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. Really the only class you can build in this relaxed kind of way. And the more likely scenario is that you're slightly hurt, and just use it once to come back at almost full strength. 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. "Meh" items are the pretty pointless ones, and largely qualify as such because there is no scaling - like Damage Reduction +2, which is significant for your first 10 levels or so, and pretty meaningless after that - but still it's a bonus. It still means that, other than Stun, they get to roll at the start of their turn, but it's better than nothing. By the end of the game, with better items, than can get up to about 90%. So, first thing you'll be asking yourself is: "How can Backstab be passive?" Even Stun if the turn order is right, although that part won't apply to the Cleric. This item has been removed from the community because it violates Steam Community & Content Guidelines. One of the toughest battles in the (pre-dragon) game, actually. But it reduces your Threat to zero, so you're unlikely to get hit again. Meaning you'll be looking for the lowest level enemies on the screen and cast this on them, often with a one hit (well, technically 3 hit) kill. Your Cleric is definitely the premier energy boosting specialist. it can still do 600-1000 (numbers vary) and it's crit is the lowest of 1500! 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. Between the two of them and any other Condition inflicting skills your party has (including the Monk's flaming fist), and with the crazy high Threat, your Monk will get most of the hits and not feel a thing. Paired with the Ninja Elf you get the highest possible Senses score, you know, for all those resistance rolls and maxed out Criticals. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. Second thing: "Does this mean I have a Thief who can't actually Backstab?" But you never want to block for the sake of blocking. Escort: Go to Orienting Village to continue quest. I like the style of his skills, the look of his hat, the overall cut of his jib. Thing is though, since it's the Criticals you're after, you're going to have to use this to attack with (whenever you're done with Bulwark), to get that Critical boost. This new build came about with just one thought. But it's worth it, for me at least, as you get to see what the OP version of every class is like. So while the Thief is already turning the Paper Gang into mince meat a third of the way through the game (thanks to a friend), the Psion is struggling to do even half the damage. Very rare. Furthermore, as you start picking off the enemy, one by one, this skill gradually becomes fairy useless even maxed out. So the upshot is: mushrooms are a shortcut to level up quick at the beginning, in particular - or rather, only - if you don't want to hang around slaying extra cave bats. Rage is a little pointless to inflict as for the most part they just straight attack you anyway. 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. Plus his skill reaches the back row. 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. 1 Point in discipline, so damage is evenly split between HP and MP (So he's basically immortal). "Gain +1 bonus to Resist rolls per level" - up to +5. Which is still very good, and a pretty likely critical strike when the Knight eventually gets around to using his sword, but you're much better off having no other agro-loving guys in your team. he does 120 Bleed damage a turn, basically. Now, here's where it gets tricky, because your Threat Percentage is relative to the rest of your team. With her it's half, obviously. The glass half empty perspective is that, in order for this skill to kick in and allow you to damage anything that attacks you, your health needs to be all gone. A few (too many) of them fall into my special category: "Why In The Name Of Glorfindel's Sword?!" This is all true if what you're hoping to get out of this skill is some healing. Just lets you attack the back row (and be more threatening and stuff). So unless you go with the slice and dice critical beast mentioned above, this is gonna be your bread and butter skill. Do that and just move on with every filled entry. 1 point in shadow chain for the triple attack. The good news is that, with the last update, there are 3 new caves with 3 levels each, and each of those corresponding to a range of levels of monsters. I felt Ms Goldberry character passive ability of +3% HP, +3% MP, +2% HP steal . The Ninja and Barbarian have got the single targets very much handled. 0. They fixed that now with the Eyeglass, kind of, which takes a weapon slot though and you can't upgrade it so using it reduces Damage (and Threat and Critical) a lot. If all you want is the ward, well, here you can have a beautiful thing and the best possible Druid build. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. This will be your first unlockable character. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. "Critical +1% per arcade level" - up to +5% A likely choice if you're focusing on Criticals and/or Sudden Death. More concretely, there's a series of quests later on (at lvl 25) that involve filling out the Bestiary, up at the Laboratory, which leads to some fairly challenging group boss fights (and you'll need that Doppelganger entry filled to get the second and third fights), so there's that. The practical problem though is that it's the ones getting hit what need the healing (your Knights and Barbarians) and the ones who aren't getting hit who don't need it (your Mages and Ninjas). The Hulk, essentially. Max this out and you're healing 80 HP for everyone, every turn. So what this means is that you are literally going to torch all the weaklings facing you to ash. It's just a weaker version of Guiding Strike (212% weapon damage at best) and it doesn't even do group damage. The rng can kill you so ea. If you believe your item has been removed by mistake, please contact, This item is incompatible with Knights of Pen and Paper 2. I'll admit, I have a soft spot for Paladins. (Important note: as this skill is not weapon based, Backstab won't kick in here. Not to mention your Body resistance rolls (for traps and conditions and opening chests). As you will have come to expect from playing numerous thieves in numerous gaming worlds, they are highly skilled and agile, but they are pretty fragile - although not as fragile as that Mage over there in the thin cotton gown - and, if the circumstances all line up, they are capable of the highest damage one can dish out. Kind of disappointing, ultimately. Lot 1174: Estimate: 60/90. Which is why Confuse seemed like a good idea be able to inflict regularly, because it's dangerous for your team when they get confused by the enemy. So, if you love stunning things and you want this skill, probably better to commit all the way and skip Power Lunge. 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. But still, often useless. I'm not going to list any particular teams (although the Knight/Ninja combo I mentioned would be a good place to start), as that would be taking away from the fun of exploring. As with all Burn inflicting skills, this one has the added bonus of bypassing the first resistance roll. Armor of Faith (passive) - good okay, sorry no, not that good. Will use the *20 or the now being default values. Which would be crazy awesome because then you'd possibly reach a total damage of 900 or something - but then what fun would the game really be.). The only difference is Smite applies Weakness to almost all enemies and Guiding Strike gives Paladin extra threat. The front too. But it's all in the mind anyway, right? Max out Chain Lightning and put the rest into Frostbite, though you probably won't max it with a full group because of how scaling XP works. 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. Knights of Pen and Paper 2, called Knights of Pen and Paper II on the Start Screen, is a sequel to the game Knights of Pen and Paper, the second entry in the Of Pen and Paper published by Paradox Interactive. 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). Up to 250 at level 5, this is extremely useful for the new games, when your heroes are under level 10 and that health and energy is considerable amount. That, or he's just another stuck up noble jock with too much inheritance and nothing better to do than play games with other nobles and eat lamb by the roasted leg. The point (or two) in Senses then is the main reason to go elf (unless you just want your Mage to feel good about himself for the first few levels). Kind of sucks. So it's a nice gesture to either spare your Warrior one hit and maybe get one 80 HP heal in, or to protect that Ninja who's not getting hit or damaged in the fight anyway, but it's not the best use of a skill. 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. 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. Anyway, you'll be doing this pretty exclusively for the satisfaction of getting another 5-15 levels out of your game (depending on the number of players in your team). This (and the Barbarian's version of this) is the most damage you're going to be doing to a single target with a weapon in the game (324% weapon damage), not counting crits. Although it wouldn't be that dark, because Paladins have a tendency to wear shiny things, have shiny skills, and just be shiny in general. Well, this is what you need to do that. 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. "Charms become available as item drops" - This is pretty huge, although clearly not clutch. After 2 or 3 hits, they're hardly going to see the other players (unless there's a Knight in the mix) and hit only you. If you get the game room item that lets you have 7 creatures in a fight instead of 5 (the Go game), 4 of those will be in front and you can maximize this skill. And that's a fair amount, but only gets your Frostbite from 136 to 182. "Non-boss enemies suffer Sudden Death from 1 or 2 less conditions" - So, you might have noticed earlier, several times during the class descriptions, how I talked about hunting for Sudden Death and building your Knight or Ninja or Barbarian to maximum critical-ness so they can Sudden Death the bejeesus out of everything. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. 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. Paragon of justice, jouster of renown, rescuer of princesses and slayer of dragons: The Knight. 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. But if you wanna tweak the system, if you want to squeeze the most out of this game and get to the highest level possible - well, I know how. Inflicting conditions on criticals, added threat or range or whatnot. It does add a layer to your strategy, but a restrictive one (limiting who you should attack to those behind you in the turn order). And if you can manage to kill some high level monster before you're really supposed to, you get a healthy chunk of XP. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. So if you have another tank in the mix, you could let him take all the hits and focus on damage. The largest, only 3 at a time on the screen, though these are rare. Which makes it valuable through the game. Furthermore, your single target skills are going to become increasingly valuable compared to the group damage ones as the bosses get tougher and dragons start showing up. You're basing your decision on what, exactly, can that new Warlock you just unlocked do. Use this table. "Slightly better item drops" - Increasing party level when calculating item drops, +1 per table level up to +5. But, to stay on point, this adds up to 136 Threat at level 24, which is just a hilariously huge number compared to what anyone else is capable of. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. 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. Manage all your favorite fandoms in one place! Complete. Your crit chance will be half of what it could be - or less, but there's still a chance and it'll be lovely to watch when it does happen. What makes this SAKA instead of just great is that you also remove conditions from everyone (including the Cleric). Which means it's a weak version of Touch of Blight or Frostbite, but with conditions that actually have good stacking damage. Forums. An introductory article reports that the 'cricket season of 1884-5 has been remarkable for a growing lack of. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. 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. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. Where the default effectiveness (that every other class is stuck with) is 50%. The twist is that it increases the maximum effectiveness of Damage Reduction, which I didn't even know was a thing but I'm guessing has been part of the game mechanics since the get go. . Original printed paper wrappers. That's up to 560 damage if there's seven unfortunate targets out there. But you can't measure a skill by what you may or may not pair it with. 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). Lightning. Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. Or 500 or 250 or 0. You may recall that Backstab gives a +56 damage bonus. The difference being the damage is not variable nor affected by weapon or damage bonuses. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. Max out frenzied strike, pot a point into Rampage and the rest into Anger Management. For bosses the Barbarian will fill in with his Weakness-inducing Axe Criticals. With a Jock Dwarf your MP will be almost only half of your HP, but if you go with a Rocker Human, they'll be almost equal - so just 1 point in this and then you've come close do doubling the damage you can take, and in the process maybe get one or several free attacks. So, the upshot being, that Weapons are, essentially, better. I did do one playthrough without him, just once, and at the end I felt hollow inside, like the magic was missing from my life. Now, if you wanna get crazy and have a Rich Kid Elf Warrior, your senses will be 8 (or 9, thanks to the new game room item), which you can boost, conceivably, to 14 by the very end of the game, which means riposte will work almost 3 out of 4 times. I'm going to number the players 1 through 5, because why not, although this would also be the order in which you should accumulate players. 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. Then made Rocker/Dwarf/Cleric, Goth,Elf,Thief, Rich Kid/Elf/Ninja. Just 1 point here though, and you have a backup energy reserve, so that you could do.Although you could put 1 point into this and use life transfer on yourself which basically makes the skill free. That and, they raised the price of mushrooms from 50 to 75 gold in the last update. Knights of Pen & Paper (IOS) Best AOE+Quickest team. The healing can't hurt, and the energy regen, mild as it is and in addition to the Cleric's, will ensure this team never, no really never, runs out of steam. As far as healing, this is going to be plenty, almost all the time. And his strong focus on defense makes him less able to be a critical beast like the Ninja (who is not dethroned, no matter what the stats are). Druid, Mage, Ninja, Paladin, and Cleric. Bonuses to Attributes are the best bonuses you'll find, as they have multiple positive effects, and outside of this it's just the (kind of expensive if you buy a lot of them) rings in the game (with the {more expensive} Almighty Ring {that you have to craft} for a bonus to each attribute being the best) that can give you bonuses here. This is that, although even weaker (188% weapon damage max), but with Stun instead of Weakness and just for the victim of your attack. Put 1 or 3 points in True Strike to start, so that most of his strikes will be Criticals regardless, then max out Bulwark. Well, I'm happy to report, pretty much yes to all of the above. 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). The deal is that 56x7 is close to 104x4 (392 and 412). "+1 bonus to Rest rolls per level" - up to +5. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. If only you could level up almost every couple quests instead of every five or six. While fun in theory, it's also fun in practice. And then yes, your Lab Rat could max out at +9 spell damage from trinkets, so long as he's fine with not having any other items in his trinket slots. Someone needs to be the Hipster for the Weapon and Armor goodness, and the Cleric is the one who suffers least from 1 point in each Attribute, especially as a Human. 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. 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). Love the hat? Explore your anger management issues! Some fun builds with Mages can be developed tho. Being the Rocker will allow the Ninja to have enough energy to cast his maxed out stunning skill even at middle levels. But not this one. definity could be more optimized, but using Ninja to Sudden Death a lot of enemies works well for me. So, if you want to do this perfect, bring a Mage with Fireball and a Paladin with Smite. Kill stuff, buy it, and complete quests. This touches on the Knight's only real weakness: it takes him forever to go on the offense in a battle, at least effectively. Hard to resist, this one. So, you're not gonna be Conan the Barbarian here. Team types: AoE:This build is able to dish out lots of area of effect damage and includes Shaman, Bard, Warrior, Wizard, and Cleric. Now, when I first unlocked this guy, I made him a Jock in the next game, because what's better than two +9 fists? In practice, either a little superfluous or kind of a waste of a turn. Get Radiance maxed, Restoration will be your main heal and you'll want a few points in purge to save you from confused debuffs. One thing to note though is that it's expensive to upgrade your weapons. 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. Well yes, this is where your party choices come in. Which is about 3 times his normal. - Game guide & Play, MOBA, Epics - Game guide & Play, MOBA, Epics Tc gi: Rohto Nht Bn 11 Thng Tm, 2022 8 Thng Tm, 2022 Her special ability is to heal 5 HP and 5 MP to the whole party whenever she blocks an attack. From the choices in here tied with the Bowling Set for usefulness, perhaps better in the early game and getting out of date as the values are static.