knights of pen and paper 2 best team
The Surfer is good here, not so much because it's the perfect fit, but because he's the only player left with 2 Body, and the other ones are more needed where they are in this team. I'm gonna skip the basics. "Damage +5% per level" - up to +25%. But that's just for the Mage with Lightning. It's just a weaker version of Guiding Strike (212% weapon damage at best) and it doesn't even do group damage. For the record that's the Paladin, Warrior, Barbarian, Monk and Knight. And even if they manage that, they need to do it every turn or Thrud here will just keep healing back up to maximum. 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. The Body boost is the highest there is (3), so your damage, health and threat all go up. And don't bring this thinking it'll help with Sudden Death. A bit like thorns though. So if you do want a Paladin, you're not really going to want to bring him for this. Note - these tips are also applicable to the +1 Edition. If Critical and Initiative are what you're going for, ain't nothin' better. In practice they kind of all fall flat, except for the last two - the group skill in particular. Another one of those "never played a game without him" players. 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. Except that this one also inflicts Burn (32 at max level). "Restore 50 per level Health and Energy after each battle" - up to +250. Now it's SAKA if you max it out and combine it with the Shadow Chain skill. So, kind of surprisingly, this all means that the Monk is your best defensive player. The Knight, who I'm still grumpy about, can actually get to a full 100% chance if you really want him to. The Hunter's Hail of Arrows is also stuck in this no bonus zone, although at least his own Initiative based skill kicks in with it (unlike the Thief's Backstab for Barrage of Knives). Similar to the Barbarian's skill, though much lesser, he gets a body boost of up to +16. This is a fine place to note that skills get an extra boost every 3 levels, so that's the multiple of which most of your skills (especially secondary skills) are going to be. 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. So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. Okay, it's not really anything like that skill - not sure why I mentioned it. "Gain +1 bonus to Travel rolls per level " - up to +5. The low damage is frustrating at low levels (starts at 54%), as yeah you'll hit the whole row but not very gloriously. Turn into a bear! At least the basic basics - which are all covered in the game in the handy dandy guide they have anyway. And that's the downside of this skill. I think there's a delectable ridiculousness to that, which also happens to fit the spirit of the game. 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. "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. Don't skip this skill. 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. At level 32, say, that's about half of your energy restored. "Lowers enemy resist roll with 1 per level" - up to 5. 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. But it does have significant limitations. "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. The deal is that 56x7 is close to 104x4 (392 and 412). I'm not sure why I had to lay it all out like that. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. Digital Deluxe Edition The Deluxiest Edition of Knights of Pen & Paper 2 includes the following bonus items and expansions:. But amazingly, with the introduction of the Knight class, Sudden death is now highly likely even aginst bosses and dragons! Be warned, not all Game Room items are deserving of a description beyond my rating. Das Pathfinder-Rollenspiel ist ein Pen-&-Paper-Rollenspiel, welches von Paizo Publishing entwickelt wurde. Still considering the other alternatives is perhaps the most useless one in here. It's not like you can spare the offensive power a vine-loving or bear-becoming Druid could bring, but trust me, you'll want the extra defense. What it does mean is that you don't need those Game Boards in the Game Room so you can have your Go game instead. 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. Rage is a little pointless to inflict as for the most part they just straight attack you anyway. If only you could get 150'000xp for a single quest by the end of the game. This is, damage-wise, the same as the Mage's Lightning at 104 damage max. 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! But, we're not talking about the Warrior here, are we? You want this one. So ultimately this isn't really a factor. Espaol - Latinoamrica (Spanish - Latin America). And "kind of" is a pretty good way of thinking about this guy. After that it's Anger Management all the way. 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. Frostbite will provide you some decent single target support, not that the warrior/barbarian will need it. It's pretty rocking. No resurrecting, interestingly, but then again Phoenix Feather. The Burn is proportional, so 32 maxed out, and it stacks, and gets harder to resist every 3 levels. So being a Human Lab Rat Thief, just in this case, would be a very good choice. 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. 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. And this is true, except other classes are better at both of those things. While this is a good and effective skill, it's the least useful of his 3 active skills. At level 40, that's about 40 x 32 (1280) more potential HP. 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. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. It's more like a spell (although sadly not improved by spell damage boosters). And you'll also want 1 skill point in Frenzied Strike ASAP so that he has something to be enraged about. So, not awful, but also not a clear reason to bring him. So yay, here we have another specialist to join the thiefy classes. 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. A minor problem is that the target is random, so not much strategy there. The only caveat here is that if you level this and Shadow Chain, you've got nothing left for stunning with your Smoke Bomb. Release Date. 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. This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. Two things to add here is that this costs a lot to cast, so you'll want as much Mind (therefore MP) as you can 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). To maximize this concept you do need to devote the rest of your points in Anger Management, but even without it this is an awesome skill. Here Be Dragons; Back To the Source (free update) Epic Mount; Art Book; Exclusive Grinding Farm Location ; Soundtrack- 14 Songs Which can be helpful with the low level enemies. The following is the party set-up I have used up to level 25. As with all Burn inflicting skills, this one has the added bonus of bypassing the first resistance roll. Which, by the way, is like the Mage and Warrior Stun, not like the Ninja which is Senses based. 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. This is a solid strategy (for many Classes actually), but only makes a difference for the first half of the game or so as that's when having this skill at high level can overcome the relatively weak resistances of your enemies and even 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. Before you get there, this thing will feel extra weak, and like you aught to be spending your skill points elsewhere. Unlike the damage reduction, which is huge at level 1, pretty nice at level 8, and hardly noticeable at level 20 and beyond. Still, more HP with that 1 Body point (although more Threat too - booo!). So, this is something fun I did just for the heck of it. Red Icosahedron and either spiked rings for a little more damage or Almighty Rings for a little more threat and more reliable Ripostes. In practice, just good. 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. All Reviews: Yet, while good, this skill is a clear 4th place compared to the others. (So, to be clear, an extra body point when you level up to 12 will give you about 12 extra HP, then about 31 extra HP at level 31 - not to be obtuse about it). While isnt a good final boss battle team, it is a good team for any other NPC teams go though and heres why. There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team. Unless it's a Dragon, in which case, thankfully, you'll have Touch of Blight handy. How can this be? 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. So, seriously, this guy rocks. 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'd rather get in to the Bestiary later, but I do need to get in to it here just to explain what her skill actually brings to the table: Basically the Bestiary lets you know more about your opponents, such as their attributes and vulnerabilities, which can actually be really helpful if you take the time to research it all (like a proper Bookworm) so you know what abilities to use on them most effectively and stuff like that. it can still do 600-1000 (numbers vary) and it's crit is the lowest of 1500! 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. That and, unlike for weapons, there aren't that many ways to up your spell damage in the game. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. So ultimately, this turns out to be another case of "why would I bring this guy instead of the other guy who's better at it?" This big ass ethereal green bear-shaped cloak thing envelops the Druid, he becomes super strong and angry. The best answers are voted up and rise to the top . If you're into that kind of, you know, super geeky stuff. It's just a little different, and understandably so. But even if you want to, for XP or gold or items (in particular crafting items) or just to see a skill like Lightning or Cleave at it's finest, there's really not much difference than setting up with the regular max of 5. And lo! So, again, why the hate, devs? He can't take as much direct damage as the Warrior or (especially) Barbarian, and doesn't have a love affair with armor like the Knight does, but he doesn't have to because of his wily skills. You will, in effect, feel twice as powerful as they struggle to make a dent in your armor. The weapon is a no-brainer for any spell caster, but even the robe might be a bad idea as it offers zero protection. The damage he does to his actual target isn't even that bad. Basically, this table is the only way to make charms a real part of your game. 63.76%. And your base critical chance with all the perfect items, weapon, and a Rich Kid Elf is 22% (19% if you stick to Almighty Rings, but that's a whole other story - and 15% if you're hunting for Sudden Death and have all the condition trinkets). He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. It's not game changing, but very nice. I tend to have an aggressive play style, and don't pay too much attention to what damage my guys are suffering so long as they're staying alive, but what this means is that the Knight is better at this than the Barbarian. I'm not sure why. A few (too many) of them fall into my special category: "Why In The Name Of Glorfindel's Sword?!" 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. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. skills (Super Awesome Kick Ass skills). Anyway. Past that from level 10 on, you might as well be blowing on them. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! This is where those bare hands start to look deadly. 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). Community Hub. It increases your critical chance by up to 32%, but more importantly gives you an extra hit after a critical with the potential for more criticals and more hits. If you spend your diamonds here, you could probably directly purchase gold. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. There are 5 of each of the 7 types of item in the Game Room, you can only have 1 of the 5 active at any time, and generally there's an obvious winner - but sometimes you do have to make a difficult choice between bonuses. So if you like a little more uncertainty in your game, this will occasionally make you feel like a badass. 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. I don't think so, but I'm not playing your game. He gets a Body point (or two, with the right Game Room item) and 2 damage reduction. But most of the time the majority of the group in any battle is gonna get hit with this. "When able, basic attacks expend 4% Energy to deal 4% extra damage per level" - up to 20%. 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. If you do one of those mid-size teams, let me know how it works out. Even low level bosses seem to resist everything you throw at them almost all the time. Don't find it that useful, but it's not bad against some monsters with high damage reduction. Mar 31, 2020 - Project CARS 2, Fable Anniversary, the Knights of Pen and Paper, and Toybox Turbos are on the way! The Hulk, essentially. 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). Second part is: kill a whole bunch of stuff as soon as you encounter it. Kind of disappointing, ultimately. You're just never going to use it. Just a quick note on the two kinds of damage you can dish out. Which means that maxed out you're hitting all of them, but until you get there, you're not. 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). Unfortunately, despite looking cool and having some genuinely groovy out-of-the-box-thinking kind of skills, kind of like the Hunter this guy is not terribly efficient unless you use him just right. Knights of Pen & Paper 2 is the direct sequel of the iconic 2012 game of the same title. 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? Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. Or, I suppose more accurately, dodge all the attacks. Feel better! And for your casters this is a non-event. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. Brink of Madness (Passive) - good okay, yeah, also not that good. Jock dwarf, max out lunge first, putting one point in Riposte early on. Now, if you build your team around a Tank with 4 very low Threat companions, the difference the Kawaii Sofa makes is around 10% increased Threat Percentage for the tank. First of all, do note that this skill is not affected by the Body attribute. And then, well, it doesn't really matter. There's nothing else like it in the game. And then every 3 levels you get +1 damage per empty hand slot. Kind of sucks. Yes, your Warrior will strike a little less hard, have a little less resilience, but he'll be more skillful and have more energy to use those skills. In addition to just being a general all around challenge, you get to see what a Druid with 3 skills plays like, or just how badass the Barbarian can get with points in all of his skills. You could argue that shuffling things around, even without damage, is a bonus. Energy is very useful, but killing your enemies faster is still doing the same thing as you mostly use energy to kill them anyway. All of your classes are going to be able to max out 2 skills by the end of a game. See, it's based on your Senses attribute. Knights of Pen and Paper 2 Steam charts, data, update history. 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. 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. 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. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. You are for sure bringing this to the party if you brave the world of Paperos without a Cleric, and even if you have one, this is a great secondary skill to fill in the healing gap for the occasional high damage ur mewling little weak Mage gets. The stars gutter and the skies fade and the earth grows weary with years. With the ferret-like thing in the mix, this does mean you can spend your time protecting two of your fellows each turn, one for the fighter each turn and one for each other player so, in a long enough fight, you're basically warding the whole party the whole time. For me at least, it just doesn't feel powerful enough for all the skill points you need to pump into it, so I just can't bring myself to bump this up to the 'great' category. In no gaming universe ever created does the Paladin not have this skill. 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. At least for any normal team. 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. 1 Point in discipline, so damage is evenly split between HP and MP (So he's basically immortal). And remember, the Thief can do exactly half that god-like damage any day of the week without any help. "Consumable restore +15% more health and energy per level" - up to +75%. That said, most classes have a single target high damage attack, a group target lower damage attack, and then other stuff (that makes them unique). We'll see about that later. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. The Big Hands ability is the selling point here, as it lets you increase your damage by 50% or so. This also means you can spare him the energy cost of wearing armor, meaning more Decoys. So which one to choose? Wound 1, Burn 24 - the number denoting the base damage it causes each turn the affliction lasts. 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 in practice the actual percentage difference is either non-existent or, maybe, possibly, few percentage at best. Alright, let's break it down. It actually heals the same amount of total HP per cast since, as an added (and pretty original) bonus, the Paladin heals himself at the same time for half of what the other guy gets. It does reasonable-ish damage (49 max) to the target, but most importantly stuns everyone on the field (if you have the game room thingy that makes "adjacent" skills hit all enemies - I maybe should have mentioned that before). Mind invasion is a jolly good skill with pretty good damage, and it'll help with your acrobatic Monk, especially when the Confuse is resisted and Rage is inflicted instead, because Confuse ignores Threat. I don't know what it is, but Druids just have this thing with vines. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. The only exception is if this is one of your first characters on your first play-through. This guy is more like that guy's apprentice. The Knight's crazy high Threat boost will eclipse the Warrior's regardless, even when using Power Lunge when you're facing bosses and other high HP foes. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. 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. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. 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. The most obvious and worst of which being that this is, as mentioned, resistible. That's it for the basics. So this is pretty groovy. 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). Boring, but clutch. But instead of a Threat boost and a long reach, you get to be enraged and heal for, ultimately, a ton of HP, 104 to be exact. The penultimate of the unlockables. 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. All rights reserved. And all weapons come with perks that your fists don't. Kill 5 Pannacotta Warriors in one or more battles to continue quest. And more especially the ones that are already kick ass, like the Ninja, Knight and Barbarian, but enter a new level of steroidal craziness with a whole new skill to add on. Or, at least he thinks he is. Hopefully the author will agree with my thoughts, as his information was really helpful for me. 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. Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). He's actually more subtle and more complex than I was expecting. Even Stun if the turn order is right, although that part won't apply to the Cleric. 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? Or you could use a shuriken with your giant 2 handed hammer which allows you (kind of unexpectedly) to reach the back row. Without it, it's still pretty great. Sounds pretty good, but in fact it's spectacular. Good thing you can play through this game more than once! Either way, any team will be lucky to have you. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. Allows you to fight up to 7 instead of just 5 enemies. I haven't been able to find a decent strategy guide for it anywhere, and this game deserves one by golly, so here goes: {Nota Bene: This guide is good and accurate for the Steam PC version, which I think of as the 1st Edition of this game, and the only one worth playing. You'll want a few points in Acrobatics (3, 6, 9 ramping up as seems necessary) for the perk and some Threat, as this is the (only) tank for this team.