knights of pen and paper 2 best team

Making Life Transfer a little more appealing, but still basically a wasted skill, and only getting Touch of Blight up to 150 Damage, which will start to feel a little weak late game when most everything you encounter has 300 HP or more. 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. To be competitive by the higher levels in this game, you really need your skills to be maxed out, and this means each class is always better off focusing on just two skills. The price is also decent. Not so important, but with some parties which rely on sudden death, applying mass de-buffs or bursting down single target can have the upper hand in plenty of cases because of it. But this can work really well if you combine it with Touch of Blight. Knights of Pen & Paper 2 Wiki is a FANDOM Games Community. It's good if you want to just put 1 point in it. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. Go to Big Town to continue quest. It's not a boat load of damage, granted, maxing out at 32 per baddie. So this is his single target skill. 'nuff said. In practice they kind of all fall flat, except for the last two - the group skill in particular. 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. But even with the Bookworm you'll have to set up battles to kill enough of some of them to get the bonus. Or even if you hit 3 enemies without Conditions, still good at 168 damage. 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? So yeah, maybe, sometimes, really rarely and way at the end of the game, you will totally rule and blow the socks and everything else off a full host of nasties just with the power of your mind. It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. This section is created by Ghost381 and includes various team builds for different types of battles. But that dude is crazy. What it does is fill up the details in your Bestiary twice as fast. While this Hunter will be a little disappointing in the early game thanks to Hail of Arrows' weird target restriction mechanic, and the slow to improve and not-always-kicking-in skill that is Ambush, she'll truly shine come the mid to late game. And lo! However, some of the side quests (like the White Dragon) get you items you're likely going to want. The Ninja and Barbarian have got the single targets very much handled. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! You could even get through the average dungeon without it. Downloads. But even if you add all that bonus-ing up, including the Arcane Flow, that's a +46 damage bonus. I felt Ms Goldberry character passive ability of +3% HP, +3% MP, +2% HP steal . Except that this one also inflicts Burn (32 at max level). 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. But MP is important. I will say though that, after about level 30 or so, your Mage is going to have such a large MP reserve that regen doesn't have that much of an impact. This can be thanks to a small host of pretty bad drawbacks. And you'd be right. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! It will be up to Rodgers, who has to decide if he wants to . Well, I'm happy to report, pretty much yes to all of the above. So, this is something fun I did just for the heck of it. Once you know that XP works in the above 3 ways, really, you know all you need to know. This fixes that and, now that I see it in action on a regular basis, I'm kind of sorry I complained. By the end of the game, with better items, than can get up to about 90%. It'll cost next to nothing, the Druid will still have the mojo to maul or vine every turn, and especially in a dragon-type situation when the ward negates a 200 HP hit, this will be invaluable. Take the Warrior, strip him down to one active skill and make him a regenerating critical powerhouse and, voila. Turn into a bear! How is that badass? 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. ", then the Druid is for you. And with the Senses boost (1) she's a natural fit for one of the specialist classes with a build that focuses on (the specialist version of) spells, which most of their efficient builds do. Manage all your favorite fandoms in one place! Unless of course it's a Large or X-Large beast, who still need 28 (or 14) kills, which can then get pretty tedious as you can't fit too many on the field at once - nor can you necessarily handle 3 XL beasts at once, depending. As always, maxed at level 24. Look for Knights of Pen & Paper 2 in the search bar at the top right corner. As long as the Druid has the MP to keep it up, there's no appreciable difference though. Lovely word. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. Another user - will update and re-evaluate the usefulness of furniture and give some information. Point made. And then, well, it doesn't really matter. Now, after that's maxed, you have two choices: Build up Frenzied Strike so he heals every turn and is profoundly tankey but with a critical chance that doesn't get past 30%. Forums. The last category is in the middle-ground specialists are so fond of, the Thief and Druid, Hunter and Ninja. (The Barbarian, in theory, can kill anything in the game in one turn with one sequence of critical hits.) i made my Cheerleader a Thief so i would get the 5 hp/mp overy time she got hit. Whatever happened to a friendly conversation over a cup of tea? 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. "You can set up fights with 1/2 more enemies" - I'm not much into setting up fights, I'm happy just following the story. Or is he just the most proficient pugilist ever to walk the earth? Kill stuff, buy it, and complete quests. opinion) attached. Fully maxed this will give the rest of your party +32 MP, every single turn the Cleric uses any skill (which, usually, is every turn), which is enough to keep just about anyone in skill blasting heaven. The weapon is a no-brainer for any spell caster, but even the robe might be a bad idea as it offers zero protection. Brink of Madness (Passive) - good okay, yeah, also not that good. 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. And then chomp the bejeesus out of the baddies for up to 324% damage - which is top tier stuff, Warrior and Barbarian statistics. 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. However you feel about the whole "Investigate" mechanic in this game, you're gonna need many of the items you find this way, especially the immunity items. If you do want to hang around killing stuff at low levels, don't bother with the mushrooms. So about half the time this inflicts a condition that's actually worth inflicting. (It may be possible, exceptionally rarely, that increasing your damage by just 40 more points will make slaughtering that line of Vowlerines (that you have to fight a whole lot of in quests) be a one Lightning attack kill instead of a two attack kill. So, great not SAKA. Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. Nevertheless, it's a choice, you need to make it, so let me break it down, with the obligatory rating (i.e. 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. Instead you get a percentage of a level, any level, as a reward. So really that part is mostly pointless unless you like Cheerleaders, in which case you get that nice little HP/MP regen bonus. Not impossible though, and it's fun to set yourself this challenge throughout the game. Still, more HP with that 1 Body point (although more Threat too - booo!). Well, actually, not so extraordinary. Anyway, as far as the general MP suckage almost any Druid build will want from you if you use this skill, you could bring the Cleric to help with that, which means your Druid can focus on damage or incapacitation. If you don't want to think about it too much, just make sure you don't bring the Bookworm and set up battles and go through dungeons again to complete each entry as soon as you meet the baddie in question. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. Giving your level 20 Mage a mushroom will just give him a little indigestion, but you'll barely even see that XP bar move. So ultimately this isn't really a factor. Perhaps this is a curse shared with the Exchange Student, because both that player and this class require nothing more from you to unlock than a paltry sum of gold. The fact that you can hit the back row with this as well is just sweet delicious blood-flavored icing on your death-dealing cake. You will, in effect, feel twice as powerful as they struggle to make a dent in your armor. This is actually pretty important since you'll be spreading the glory to the whole team. Doesn't Lightning hit up to 4 enemies for 104 damage each? If only you could level up almost every couple quests instead of every five or six. "Spell Damage +5% per level" - up to +25%. So, as nice as it is to set everyone on the field of battle on fire, this is your better all-round damage skill. But stun, once inflicted, cannot be recovered from: the turn is always lost. At level 3 you'll be dispelling 2 conditions for the team, which is usually plenty for a bit there as conditions don't stack up much in the beginning. "Gain +1 bonus to Resist rolls per level" - up to +5. You can bring the Paladin or Warrior if you want, but they're all going to be competing for agro attention which is less efficient than letting the Knight do his thing. 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. So there's nothing wrong with this skill, but you're most likely better off investing in something else. Bunch of dudes can raise their Threat here; the Ninja is the only weirdo who has even thought of going negative with it. 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). Allows you to fight up to 7 instead of just 5 enemies. What's the deal? This is the OP attack in the game. The biggest surprise is that he's the only class that can get up to 100% critical. Senses, however, only affects Critical and Initiative. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. Except (very importantly) for his "1 point Ward" build, which is a paradigm shift for the Druid, and which I'll cover under that skill. So you get to know the baddies better by slaughtering them in large numbers. Teams. In theory. To play it, click the Knights of . He's actually more subtle and more complex than I was expecting. Knights of Pen and . But really that's just a gimmick that you won't be using, probably ever, as it would require everyone else to Take Cover in a turn (as if they were, like, sitting down by a tree as a group, pulling out a pipe and sharing it among the four of them while they lay out a picnic, at which point they glance over at the Knight facing 5 Ice Trolls, telling him: "You got this, man"). With the L size, 20% of the time useless. 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. Now, getting that supreme 784 damage will be rare, as having the timing work so that all 7 baddies have conditions when you throw your knives won't happen much, and unless you set up battles yourself having 7 baddies at all is pretty rare. Early on. One is with weapons (or weapon-based skills) and the other with spells. In addition now you can spend slots for other benefits (like increasing critical chance) instead of applying all 5 conditions yourself. As now this section of the guide is nigh unusable by those playing the PC version, for whom it is designed. if you really want offensive magic in your team, there's a perfectly good Mage sitting over there waiting for the chance). 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. 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. Otherwise, it's just great. And that Ninja with maxed Shadow Chain, Vanish and Black Arts is going to make the Ninja in the Maximum Carnage Party look like an underachiever. 3 - I'm guessing you missed my disclaimer at the outset of this guide where I state my unequivocal vitriolic loathing for what Paradox has done to this gem of a game. If you strike that back row enemy with Cleave, even though you can't actually directly target those other back row guys, It'll still get the whole back row. It's a little weaker well, sort of. If you use it on your weak little Warlock, yes, okay, he'll take less damage from the hit, but still, he got hit. But, like Hail of Arrows it's only really great by the time you max it out, with the high initiative and the bonus 32 damage to everyone on the field of battle (or almost everyone). Adding them up is relevant, because this skill's other perk is that all incoming damage is divided equally between HP and MP. Thing is, both Fireball and Lightning are perfectly serviceable even against single targets, so if you're looking to be hyper efficient you'll likely invest in one of those and your boosting skill. There's nothing else like it in the game. Like, the apprentice who just barely qualified and keeps being disappointing. Guide for Knights of Pen & Paper 2 Deluxiest Edition - Party Setup. Leveling both skills at about the same pace is, like for most of the guys in this team, the best approach here. So, decent. A game about a game. Hopefully the author will agree with my thoughts, as his information was really helpful for me. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. Paladin with smite to weaken everythingand the Ninja uses Jock with 3 weapons inflicting confusion, poison, and rage, with his inherent bleed effect and most points put into vanish for the super high crit chance. The Hulk, essentially. Control the dead? This game - is awesome! 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. If you really want a condition-impervious team you could make your Cleric a Surfer, making him (almost certainly) immune to Stun, but the absence of a Mind boost will be felt. First of all, do note that this skill is not affected by the Body attribute. This is your cookie-cutter Cleric, and you're best off leveling him as described under his Radiance skill, leveling Purge 3 levels at a time, as you find it necessary, focusing on Radiance so that the whole team is pretty cozy in the energy department. It hits any row, and the damage is equivalent to the Mage's Frostbite. I don't think so, but I'm not playing your game. Well, this is what you need to do that. Both the Warlock and Mage max out at 136 in the single damage category, and they all inflict Conditions in their own way so, really, I don't get it. I can assure you this is the better investment. Nothing. The Pocket Watch (Confusion) and Hatchet (Weakness) combination also gives the Ninja about 35% chance of sudden death within the 3 hits of Shadow Chain. Conditions and Criticals are not the primary focus here, nor is tweaking the whole thing to get maximum possible carnage; just good solid steady damage and regenerating, ensuring you'll get through everything even if it takes a few more turns than other more offensive teams: Your classic basic fighter, with a skill for bosses, and a skill for groups. So, depending on the situation, this can be pretty devastating. Once that's done you can do the side quests in pretty much any order. "Clutch" ones, of which there are only 2 (Note i am edditing the article and added one more), are so important that they dictate how you play the game and are required for various strategic approaches. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit. No need to inflict major damage if you're just instant death slaying everything. I've given each one of them a rating (good, great, SAKA - which means Super Awesome Kick Ass), which is little more than my personal opinion, but then all of this is, isn't it? And sadly Renewing Carapace can't make up for these problems as it takes a turn to get that ward up, and you may or may not get the 80 HP heal depending on if someone hits you (which they well might, since you're a big threatening bear now). Just lets you attack the back row (and be more threatening and stuff). 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 man of the wild, more precisely. Why'd you do that to him!? "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. I don't know a game where the mage type doesn't have this, and with good reason. Build your Druid with Animal Companion and either Feral Mauling or Grappling Vines as your two maxing skills, but put just one point here for the ward. The extra trinket slot is delicious, no matter how you slice it, but also tempts one with some interesting choices. I don't know, but it doesn't really seem fair, does it? 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. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. "Damage +5% per level" - up to +25%. How lame is that? This is your high damage single target smashing skill. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. You know, compared to the other classes? It's astoundingly powerful, and this then makes it 50% more astounding. 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. But even if you level this to just 3, that's 113% weapon damage, but you'll still get the critical, and if you're concerned about his health, put some points in Second Skin and/or Discipline to make him thoroughly undefeatable with only a moderate sacrifice to his potential damage. And I've been talking max level. So, you're one of those eh? More than most combat classes, the Thief will rely on the special qualities of her skills rather than direct attacks. After the obligatory resistance roll of course. 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. Combined with Ambush, in a perfect situation, you're doing 616 damage. This, really, is the most innovative and exceptional skill he's got, allowing you to stun and hit, or hit and heal, or heal and stun in a single turn. Until your next turn that is. Therefore the best damage (136 maxed) magic is going to do to a single target in this game. He's got the most versatile tool box and every skill is worth bringing to the fight. There is some synergy here, but this team is not efficient. Run out of energy? Paired with the Ninja Elf you get the highest possible Senses score, you know, for all those resistance rolls and maxed out Criticals. By the middle of the game your Ninja will be striking out with about 80% critical 3 times every turn. And that's fine, although not as fine as a 10 gold +75 energy potion, but there are only so many skill points in a game. Still, having explained all that painstakingly, it's a lot of skill points for not that much impact. 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. Here the Knight will be doing what he does best, pro-level defense. But anyway you get a bonus if you max out your knowledge for every critter, as the last thing you get is +2 damage against it. You could argue that shuffling things around, even without damage, is a bonus. 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. Also, while I certainly could recommend which trinkets and weapons to use - and that for every stage of the game and for every tough fight - that's probably just a bit too OCD and I should talk to my therapist about even considering doing that. So early on that he can easily end up as your 4th or 5th player even on your first playthrough. Way up. Wait, what? One of the toughest battles in the (pre-dragon) game, actually. 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. Now go to the Play Store and look for "Knights of Pen and Paper 3.". 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. That said, this isn't crazy powerful, your Thief's base weapon damage is going to be less than a fighter's most of the time, and the Barrage of Knives skill (that I must have mentioned 6 times by now already) is just so very tempting that you might skip this altogether. That said, the primary difference is that all gold, damage, health and energy values have (inexplicably) been multiplied by 20. It also lets you use the one 3-handed weapon you'll find in the game if you investigate the Graveyard. No biggie, fine. If you follow the quests, gain quest XP (which is different and I'll explain how later), and then come back to do these things, you will fill out the entries and get your ingredients, but you just won't get any XP (worth mentioning) for them. This is that, although even weaker (188% weapon damage max), but with Stun instead of Weakness and just for the victim of your attack. And then every 3 levels you get +1 damage per empty hand slot. 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). 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?" Some less so, like bringing a Thief with automatic block and a Ninja with 1 Threat and 2 other low threat pals so that your 5th guy, the Knight, has a 70% critical chance all the time (with True Strike) before Bulwark even kicks in. That said, you'll nearly always have enough gold just by playing the game normally (not hunting for gold or items or xp on the side) to fund the whole weaponized expedition. 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 .