Like, literally, as if nothing had happened. 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. Use your Knight for what he's best at, I say. Another user - will update and re-evaluate the usefulness of furniture and give some information. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. 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! Okay, that's terrific - unparalleled, percentage wise. This one just straight up damages the enemy - all the enemies - every time the Psion uses any skill. But most of the time the majority of the group in any battle is gonna get hit with this. Unfortunately, he doesn't stack up to a terribly efficient dude. But anything I cover later on that requires a little basic explanation will have it. But with this skill in mind, that might make sense then - except it doesn't because this skill hits the back row anyway. One way to try and counter the frequent resisting of this skill is to pour all your points in this from the get go. So, in the supremely rare situation where you miss one or two encounters, this can be of use - otherwise it's just a very pretty table. 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. I take care to write well here. Then put remaining points into riposte. And the Monk has a healing loophole, but that's just for his own self. But that's what your potions are for. 10% more gold!!!" 1. 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. The only reason the is Fine instead of Meh is how annoying it gets to keep having to fight Troglodytes when you're passing through the Meadow even when you're level 40. So yay, here we have another specialist to join the thiefy classes. Any single weapon user is only ever going to be able to inflict 5 conditions at once (the Ninja is really the best at this as just 1 skill point gets him Wound and he doesn't have to be a Lab Rat) and that's all you need to inflict the condition with level 2 Weapon Rack! If you believe your item has been removed by mistake, please contact, This item is incompatible with Knights of Pen and Paper 2. 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. That and at low levels it's hardly better than a normal attack. Okay, it's not really anything like that skill - not sure why I mentioned it. More often you'll have 3-5 baddies, which is 96-160 damage to the group, which is, compared to the other guys chuckling at you as you cast this spell, not all that impressive. Something to consider. Yet, while good, this skill is a clear 4th place compared to the others. So what we have here is a walkthrough for Knights . Includes a 'Complete record of Matches Played by the Norwood Club', for whom Whitridge played as a 'star' bowler. This means you can use a Paladin spamming Weakness or a Knight or Barbarian (or Thief maybe) complimenting those 5 with their own Stun critical. I suppose if you think Confuse is like the bestest thing to inflict it might make sense, except Confuse backfires more often than not. But most of the time, this is better. - Fight and explore your way through a perilous fantasy world to defeat the dark mage. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. Download the best games on Windows & Mac. Bunch of dudes can raise their Threat here; the Ninja is the only weirdo who has even thought of going negative with it. Never fear, this doesn't really impact the strategy I'm about to go into, but it does mean I'm not going to be able to be very specific. If you should go off and do other stuff and come back to this same quest at level 20, you'll still get the same half a level's worth of XP, but now that translates to (totally approximately guessing but you get the point) 10'000XP. But if you want that highest possible Senses score with your Rich Kid Ninja, Elf is the way. 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. And as you level up, and item up, this gets to be pretty respectable (130% weapon damage at its most vicious). 7. You're going to want him for the next two skills. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. This will be your first unlockable character. 1 Point in discipline, so damage is evenly split between HP and MP (So he's basically immortal). I will get back to you on that. Or level Stealth so your basic attacks are critical a third of the time. 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. Well, welcome to the club. The idea, I think, is that if the Thief strikes first she'll be sure to get that bonus, which is true as far as that goes. 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). 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). I don't know, but it doesn't really seem fair, does it? So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. So, first thing you'll be asking yourself is: "How can Backstab be passive?" How is that badass? First, this is as strong as the Warrior's Power Lunge, damage-wise (324% weapon damage). The cleric keeps the group alive and spamming their mana intensive abilities. Take Heed of the . 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). It will be up to Rodgers, who has to decide if he wants to . But Bulwark, here, is the primary focus. Were you to max it out, you would be nigh unkillable. Lot 1174: Estimate: 60/90. I haven't figured out the exact formula for what each point of Body contributes, and it does change slightly depending on which class you are, but it roughly translates to a level's worth of HP per Body point per level. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. In practice, either a little superfluous or kind of a waste of a turn. You might remember I alluded to this way back with the Paladin, about the benefits of group Condition infliction re the Monk. Compared to a Warlock with the higher Mind value and no or light armor, the armored Warlock will have less energy (Mind determines energy levels), but he'll be much tougher - that's the trade off. Level Power Lunge and Cleave evenly to keep the versatility going (and to mirror the Mage who's doing the same with his skills), and your low MP also won't matter as much as you won't be using max energy with your skills until the high levels where you'll have enough of it. Prioritize Lightning, getting Arcane Flow to maybe level 3 or 6 in the process of maxing out your actual damage spell. Or man of the wild, more precisely. Now, if you want the wounding itself to actually make a difference, you really aughta max out this skill (which gives you Wound 32). And, by the way, do yourself a favor and buy the Monk's campaign, straight away preferably. The only drawback is the relative monotony of your strategy. Three actually. But you can't measure a skill by what you may or may not pair it with. 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. 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. Thing is, if you do that, focus on war, you are severely lacking in the juju you need to cast this every turn, much less twice every turn. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. Look for Knights of Pen & Paper 2 in the search bar at the top right corner. Knights of Pen and Paper 2. If you spend your diamonds here, you could probably directly purchase gold. So, kind of surprisingly, this all means that the Monk is your best defensive player. This is that, but better. There is some synergy here, but this team is not efficient. One thing to note though is that it's expensive to upgrade your weapons. At least for any normal team. A considerable boost, perhaps the best furniture you can have for a sofa. A good impulse in a different context. Just lets you attack the back row (and be more threatening and stuff). Which means there will almost always be at least one baddie that you can attack with this bonus. In fact, this skill qualifies as SAKA as far as I'm concerned if (and only if) you pair with the Rocker. Mr. Another one of those "never played a game without him" players. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. This game - is awesome! Trick is, seeing as this is passive, you require another active skill for this one to kick in. He's essentially a different kind of Mage, focusing largely on damage (but more ineffectually), with one protective skill just to mix it up and the super cool seeming ability to move monsters around the battlefield at will. Life Transfer is the poster child for "cool but inefficient", but it'll give this team it's first healing spell, and it's kind of cool to resurrect your fallen friends even if it is just for the duration of the battle. If only you could max out 3 skills per class instead of just 2. This can be thanks to a small host of pretty bad drawbacks. Here is, for once, a concrete reason to care about initiative. And this is true, except other classes are better at both of those things. So this one is just, well, absurd. Winds NNW at 5 to 10 mph.. Tonight The beauty with this team is that it's pretty rare that you'll find yourself in any real danger since you'll be killing everything foolish enough to cross your path most often in 1 or 2 turns. In order of severity: 1 - Perhaps English is not your first language, or perhaps something else, but I would have appreciated a little more use of pronouns and adjectives. This guy is like, the coolest guy. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. While the energy regeneration here is lovely, really it's the damage boost that makes it great. The one weapon in the game that you'd think you'd want for this guy is the bow. I.E. But if there's a Paladin guiding his strikes, a Warrior lunging powerfully, and a Hunter placing his threatening hat in front of him, his Threat is going to be anywhere from 35-45%. 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). Go to Graveyard to continue quest. Put 1 or 3 points in True Strike to start, so that most of his strikes will be Criticals regardless, then max out Bulwark. And setting fights up to watch fancy skills is not only cruel and unusual for your enemies, but a little on the narcissistic side. As a bonus, the vines will stay, strangling away, so long as the victim has ANY condition. And here's the A-grade primo version of the Ninja, with a similar approach. Game Room: - Weapon Rack (1 less condition for Sudden Death), Kawaii Sofa (Threat -2), Arcade (Crit +2%),Yoga Mat, Go Set, Golden Table & Bowling Set. . However, he has the slickest looking headgear in the game, I think, this sort of macho tiara. While less impressive for single target spells, the group spells benefit more substantially from this. Which can be helpful with the low level enemies. They serve several functions, and they sometimes suck, and I'll get into that later. So if you want to make sure you really suck the XP well dry, save the most menial tiny quests for the very last. You really ought to read that if you haven't. 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. The low damage is frustrating at low levels (starts at 54%), as yeah you'll hit the whole row but not very gloriously. So yeah, I'd definitely take Stun over Confuse, or risk whatever you get with the Warlock, over this skill. But the mid range ones, of which there are just way too many, you may well have to wander through those caves, over and over, trying to find those doppelgangers or swamp bandits that you only encountered once or twice by following the story. So i have hopefully fixed the rating back to the original Authors system. 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. 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. This guy is more like that guy's apprentice. So if Sudden Death sounds like a lovely way to vaporize your enemies to you, put 1 point in this. This is the obvious active skill choice. Other than that, he'll be your new defensive combatant extraordinaire. (Important note: as this skill is not weapon based, Backstab won't kick in here. Make this the heart of your Monk's tactics though, and you'll think the enemy forgot their spiked clubs at home and brought over-cooked spaghetti instead. It's astoundingly powerful, and this then makes it 50% more astounding. So he can heal 208 HP with this skill maxed out, with an added 104 HP for himself, or 312 HP combined if he wants to be extra greedy. So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. It's at least better than the Warlock's Life Steal, but that's a pretty low bar. You could even get through the average dungeon without it. Like I did. For just one target. So really that part is mostly pointless unless you like Cheerleaders, in which case you get that nice little HP/MP regen bonus. So again if you focus on weak opponents the conditions will likely stack, and that can add up to a lot. This guide is about strategy, so it's assumed you've come here because you're halfway through your first play-through or starting your second and you want to know how different it would have been if you'd had your Ninja be a Dwarf or a Goth or leveled different skills. And here we have another version of healing that tries to think out of the box, with mixed results. After a -9 Senses resist roll maxed out. Soon enough this gelatinous cube shows up, literally sucks the weapons off of our Ranger and Fighter and starts digesting them (the weapons, not the warriors - yet), when I decide it's time to bring out the big guns. Each of the classes has four skills, one or two (sometimes three) of which are passive. I'm not sure why I had to lay it all out like that. But amazingly, with the introduction of the Knight class, Sudden death is now highly likely even aginst bosses and dragons! Like, the apprentice who just barely qualified and keeps being disappointing. But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. And with 3 fists it's just 50% more of the same and an equal waste. There's no analog to the Damage and Threat boosts, though. Druid works on vines and animal companion so that they can potentially stun lock everything in the fight. The hand that kills can also heal, sayeth Aragorn, and all that. And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. Go To Big Town to continue quest. This touches on the Knight's only real weakness: it takes him forever to go on the offense in a battle, at least effectively. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . 1 point in shadow chain for the triple attack. For the record, that's more than anyone else (for a passive Threat level). Before that end-game massive damage, the Hunter is just going to be looking over in envy at every other group damage skill his friends are dishing out. Whatever your critical chance, you still get the 3 shots at it, which is a good thing. Isn't that nice? At least the basic basics - which are all covered in the game in the handy dandy guide they have anyway. But now, there are only two places left to go, so each monster now has a 50% chance of no flippin' damage. If not well, bet you're sorry you bothered reading this whole thing, aren't you? In this case the block is an unqualified positive, since it's free, but the 5 healing is minimally effective even at low levels and unnoticeable at higher levels. "Gain +1 bonus to Travel rolls per level " - up to +5. Nor are there any bad skills. Which means that you're statistically more likely to score a critical hit on every attack than not - with the not wholly unlikely chance of 3 critical hits. I've tried, with Barrage of Knives, and it's never been enough. 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. "At the beginning of each battle, 5% per level to inflict Confuse to enemy" - up to 25%. The most important factor you should be considering as you go about this is synergy, aiming for multiple interconnecting levels of synergy if you can. And all weapons come with perks that your fists don't.