And this is, verifiably, true. Downloads. If that answer was: "because he's the better warrior or stealth-or or critical-or or even initative-or", well, you'd be wrong. There's obviously a lot of . 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. 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. And here especially, as once the battle's over you're going to need that phoenix feather anyway. Alright, so with all the classes and their skills covered, and the details of the Game Room that can (and usually do) have a profound affect on your party dynamics, and a better understanding of the types of damage, we can get into actually putting 5 of these weirdos together and seeing what they can do. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. Okay, that's terrific - unparalleled, percentage wise. He's actually more subtle and more complex than I was expecting. But you should get past it, 'cause really, it's all about the dragons. The enemies in this game literally do not have backs, so full health is what they came up with to fill in for the concept. But, if I'm being honest, this is a little tactically superfluous. Now, when I first unlocked this guy, I made him a Jock in the next game, because what's better than two +9 fists? 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. With the L size, 20% of the time useless. 'nuff said. In theory, this skill kicks major ass. A Mage with Lightning and Arcane Flow maxed out is going to be impressive in the game from start to finish, but the other casters (and "casting" specialists) are gonna start to fall behind their weapon wielding compatriots the further along they all get. 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). Home Blog Game (English) Knights of pen and paper 2 best equipment? So this hits a single target for a little less than your average fighter's comparable skill (220% weapon damage at skill level 24), which is the same oomph as the Hunter's hat can muster. So this skill maxes out causing 112 damage with another 32 as either Burn, Poison or Wound. 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. If you don't have one or more skills in your team that need the Go Set, take this instead. If you're playing on iOS or Android, my condolences, and this is because you are now forced to play the Free edition - which is to say the new and deteriorated version whose purpose in life is separating you from your money, demolishing any sense of balance, fun, or respect for the player. 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. Put one point in Black Arts for the Wound perk, then start with just the 1 point in Shadow Chain and follow that by maxing out Vanish. It's what makes him a Paladin. And this is true, except other classes are better at both of those things. So, seriously, this guy rocks. This team has 3 casters and 1 specialist with a caster-like build, so Mind points will be in short supply, and potions will abound. But let's look at each separately: Weapons can be upgraded, up to +5 (as a category), which varies a little in what it actually provides. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. 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. Tank;Healer;DPS There is a reason that so many MMO's have this kind of set up in dungeons. 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! But in addition to the shuffle-palooza, each enemy takes up to 80 damage. Thing is, the bonus isn't that much. Which is fine, someone has to mop up the dregs. Typically people . Look for Knights of Pen & Paper 2 in the search bar at the top right corner. The idea is to clear the back row while the knight and ninja sudden death the enemies in front. Until they get hit. 1. But it's actually twice as good. Which means that maxed out you're hitting all of them, but until you get there, you're not. Party Composition/Strategies - Knights of Pen & Paper Wiki Now it's SAKA if you max it out and combine it with the Shadow Chain skill. All trademarks are property of their respective owners in the US and other countries. Your glass cannon, your bedazzling spectacle, the guy that - deep down - you really want to be because, let's face it, Gandalf is the shiznit. If not well, bet you're sorry you bothered reading this whole thing, aren't you? So maybe not all that awesome. Thing is, his other skills being generally lackluster as well, you might just level this up anyway for the fun of sucking the life out of things. For any lower level class, the critical chance is going to be pretty low, from 10% to maybe 30 or 40%. For the record that's the Paladin, Warrior, Barbarian, Monk and Knight. Or you could use a shuriken with your giant 2 handed hammer which allows you (kind of unexpectedly) to reach the back row. Meaning, you're gonna level the skills you're gonna level, and every so often an enemy will take more damage from them, but at least this way you'll know which of your skills will be most effective in any particular fight. But still, often useless. In this game, he's somewhere in the middle, as far as the story goes. This team's focus is being diversified enough to handle both groups and bosses with relative ease as well as being as resilient and self-sustaining as possible as a team which, in other words, means basically building your team around your purging Cleric. And this almost all the time. Now, you could make a build without this skill, but really, why would you? "Item selling price increased by 10% per level" - up to +50%. Now, I can't tell you how many XP it takes to get from level 1 to 2, but I can tell you that XP works vaguely exponentially here, like almost everywhere else. 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. His Threat does reduce with damage taken, but unless he's getting clawed in the face by that dragon (which he can easily shake off by the way), his Threat is going to remain floating in the stratosphere after one or two turns no matter what. On that, while it's a little disappointing that there are only 3 girl players in this game, that's actually not very realistic. Kind of the only reason to level Backstab, I think, as then you'll be showing up the fighters, at least for 1 or 2 hits a battle. Why this restriction? Which means you'll be traipsing about with 86% (or 83% or 79%) critical. It used to be the only way of inflicting the Confuse condition. He does have a damage skill, which is a mixed bag, but there's basically one (right) way to play this guy, which is the only reason I ever don't bring him ('cause I have ADD, OCD, and a short attention span and I like some flippin' variety, dangit). This, so far, is all in keeping with what Gary intended. With this skill maxed and two turns of using it, your Knight will have around 200-300 Threat (hilarious, right?). 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. Views for top 50 videos on YouTube for this game: Games similar to this one: # Game Release date. Point made. 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. There will be no Cleric here, as his one offensive skill is just too frail as it can be resisted. Not just in the technical sense in that they happen without activating them, but they're all non-offensive: regenerating, protecting, boosting, things like that. www.drivethrurpg.com A good impulse in a different context. Now +56 damage can be quite nice, but if you have anyone using a group damage skill in your group - which you really you aught to for balance - then she's only going to get that bonus for 1 maybe 2 attacks. So at it's very best, with 7 opponents with, say, Weakness or Fire or Stun Conditions provided by a helpful ally, you're getting 112 damage each, which is a grand slammin' 784 points of total damage, potentially, in just one attack. So if you do want a Paladin, you're not really going to want to bring him for this. Which is only the third of it because your 3 attacks with the Shadow Chain skill each have the same chance. Or man of the wild, more precisely. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. In addition to helping the Ninja disintegrate anything he gets a crit on, he's the Thief's new best buddy as it's his Weakness infliction that makes Barrage of Knives glorious instead of just really good. 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). Well, right now at least. Knights of Pen & Paper 2 Deluxiest Edition - Nintendo You'll end up with the same XP and items, ultimately. So you could easily cast this and cause zero damage. It will be up to Rodgers, who has to decide if he wants to . HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . But this just per turn, not until the rage goes away like the Barbarian. 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. The Ninja: master of stealth; looking cool in black; small sharp things that hurt more than you'd expect; and, in this game, lots and lots of stunning and/or critical hits. "Restore 50 per level Health for each Critical you land" - up to 250. Because the synergy here is amazing. Use your Knight for what he's best at, I say. And really, the only way this is not going to go your way is if you haven't been paying enough attention to your evil apprentice's feelings. A few suggestions on building a great team. Be thee not fooled! 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. Or even if you hit 3 enemies without Conditions, still good at 168 damage. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. So if you like a little more uncertainty in your game, this will occasionally make you feel like a badass. But let's say 750 each turn. But that dude is crazy. At least for any normal team. "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. 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. 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. This will be your first unlockable character. But after that, your options are few: there's one weapon you have to craft (with a static +3 spell damage bonus), one (unique) robe (+2 spell damage), and then an item you can purchase (for +2) and one unique item (for +3). But then there's Dragons, which must have a pet peeve about Warlocks, because you can't resurrect around them. But say that's five on the field, that's 160 damage, and that's just in addition to whatever else your Psion is actually focusing on. You're basing your decision on what, exactly, can that new Warlock you just unlocked do. 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. That's nice. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. The Lab Rat Human bit will provide enough energy to cast the ward twice a turn when that becomes frequent. The cleric keeps the group alive and spamming their mana intensive abilities. So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. Alright, let's break it down. So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. 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. Or what a Mage with maxed out everything except Fireball plays like. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. The amount of gold this saves, depending on the player, is small but significant early on, and when you are flooded with gold a character reset is cheap and painless. 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. This is smart, unlike the Paladin who needs to nearly die for his skill to kick in at all or the Warlock who blows through energy like a crack addict does with his crack, and then starts drinking his own already small reserve of blood to do more crack (I mean, use magic). Except that this one also inflicts Burn (32 at max level). With upgraded graphics from 8 bit to 16 bit, Knights of Pen and Paper 2 MOD APK brings exciting turn-based role-playing matches on the board, adding new character classes, innovating combat systems, mechanics Pick up and craft items in the game. "Lowers enemy resist roll with 1 per level" - up to 5. But the damage is a little less (at max level: 308% of weapon damage instead of 324% like the Warrior and Barbarian skills - you know, just to put him in his place because he hasn't dedicated his entire existence to killing - that's 16% less for you buddy), the Threat boost (56 max) is impressive but you lose it every turn, so in a long battle (which is when you'll really want your Threat) the Warrior will serve you better. Plus his skill reaches the back row. The part that is thoroughly awesome is that if you have this skill (at any level) you negate all incoming attacks from enemies with conditions. One tactical element that needs to be mentioned here is that as your team hacks away at the edges of the front row, you'll gain access to the edges of the back row. Well, not really. The better the weapon, the higher the Threat, up to +25. The Body boost is the highest there is (3), so your damage, health and threat all go up. If you have a Lightning Mage that bonus is upped to +184 damage if there are 4 enemies to soak up the damage, and there you've really got a good thing going. Knights of Pen & Paper 2 - Walkthrough, Tips, Review - Jay is games Furthermore, as you start picking off the enemy, one by one, this skill gradually becomes fairy useless even maxed out. But also means that you can tough up your, say, Warlock with righteous armor if you're willing to sacrifice a couple points in Mind. Havocado is a silly hyper-speed multiplayer physics fighting game; shoot, punch, drive, and use magic to knock the other players off in a multitude of locations and scenarios. Knights of Pen & Paper - Wikipedia