What's the point? But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. See, Frenzied strike makes you heal yourself in addition to enraging you, for 104 HP at best. What places this firmly in the theater of the absurd is that he can keep adding to his Threat like this, every turn. Riposte pairs well with this so you have at least some Threat boost, or you could level Power Lunge as well so you're more versatile. 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. This is the OP attack in the game. Open the Google Play Store in the Emulator you just installed. Another user - will update and re-evaluate the usefulness of furniture and give some information. 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. As an added bonus, Charms sell for 60 gold each, so even if you don't want to use it, it's good money. The Knight has changed that, and while I'm very impressed with him for that, I'm a little miffed he's dethroned the Ninja here. 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. Complete Google sign-in to access the Play Store, or do it later. This aptly named skill is what your Knight will use first, every time, in every battle. Doesn't matter. Tank;Healer;DPS There is a reason that so many MMO's have this kind of set up in dungeons. It used to be the only way of inflicting the Confuse condition. In the meantime they heal up to 80 HP every turn. Toss a bunch of arrows in the air, and they fall down for up to 56 damage, to a specific number of enemies. In practice they kind of all fall flat, except for the last two - the group skill in particular. And don't bring this thinking it'll help with Sudden Death. You have to buy new ones to use a new better scroll on it each time it becomes available, and you'll find that most of your money is going into crafting all these weapons and armor. Note from the author: Hello other user, thank you for adding to this guide. All of your classes are going to be able to max out 2 skills by the end of a game. But if you so choose you can buy (or occasional find as item drops from kills) mushrooms. This skill gives him a boost to his attributes when, and only when, he's enraged. Meaning at level 1 you kill 5 Rat Traps, and you level up just with that. Be warned, not all Game Room items are deserving of a description beyond my rating. And then, well, it doesn't really matter. 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. DnD players have built parties around this idea for years. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. All rights reserved. And that's just the half of it since, as your Ninja approaches max level and gets Shadow Chain up in levels, your direct damage, regardless of Criticals, is going to be massive. So this one is just, well, absurd. So the first part of the formula is: follow the main quests, and avoid every single side quest. But (and here's my third point), his ability is not actually as awesome as it sounds. Problem is, it's unnecessary. But let's say 750 each turn. Admittedly, sometimes it's a good move to Take Cover only because it lets you skip a turn, thereby not killing that Zombie who's literally on his last leg after you've wiped out the rest of his cohort and you want your Cleric or Paladin to get one more heal in before you move on to the next room in the dungeon. The Body boost is the highest there is (3), so your damage, health and threat all go up. You can hit the back row, and maxed out you're doing 104 damage. Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. I've actually kind of spoiled the reveal on this skill having explained the healing magic you can get with it back in Anger Management, but suffice it to say that, no matter your build, this skill is likely gonna be your priority. A selection of great games, from modern hits to all-time classics, that you really shouldn't miss. 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 . So if everyone else takes cover, your Threat could be 5 but it would still be 100%. Time for a little blurb about gold in this game. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. So this is his single target skill. 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. Unlike the Ninja who specializes in Criticals or the Thief who still has the best group damage skill, the Druid (being super neutral about it all) tries to be too many things at once: caster, fighter, healer, speed demon - stacking up to a lesser version in all categories than several of the other classes here. More than most combat classes, the Thief will rely on the special qualities of her skills rather than direct attacks. Just a quick note on the two kinds of damage you can dish out. This team capitalizes on that, bringing the most potent builds that still work together well. While the Panthers reportedly made a call to the Packers, the decision is out of their hands. A bit like thorns though. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. Kill 5 Pannacotta Warriors in one or more battles to continue quest. I understand why it seemed necessary to you to replace my ratings, and I'll get into that error next, but my real gripe is that you replaced my rating system with yours but left my description of my rating system intact. All of the fighter skills and many of the specialist skills are weapon based, so when your Barbarian or Ninja are dishing out 300-400% Weapon damage those bonuses are all similarly multiplied, and are again multiplied by another 100% on criticals. The ability to harness the power of Chi and blow down small straw houses in one blow? 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. This also translates to 224 overall damage, and that's pretty darn good. There are main quests, and side quests. The difference is that, maxed out, the Knight's effectiveness goes up to 82%. What's the deal? Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. Passive skills in this game tend to be, well, passive. Way up. Now this is something you won't find in every gaming world, and honestly I don't think Gary would approve. The stars gutter and the skies fade and the earth grows weary with years. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. Knights . 1 Point in discipline, so damage is evenly split between HP and MP (So he's basically immortal). So, again, why the hate, devs? 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. Downloads. For any lower level class, the critical chance is going to be pretty low, from 10% to maybe 30 or 40%. So, in effect, conditions are a real threat only about half the time - at least as far as your party is concerned. Wound 1, Burn 24 - the number denoting the base damage it causes each turn the affliction lasts. Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). The Hulk, essentially. One good thing is that this is the rare kind of team that doesn't need the Go Set in the game room to improve certain group attacks, meaning you can have your Dice Collection to improve their attributes. And 8 Burn doesn't stack up to much. As a bonus, the vines will stay, strangling away, so long as the victim has ANY condition. "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 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. "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. 20 October 2015 - 12:57:00 UTC (8 years ago) Store Hub PCGW Patches. "Resurrection cost -15% per level" - up to -75%. 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. They are susceptible to resistance rolls, so your Bosses will often just laugh this off. Join the team. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. Kind of disappointing, ultimately. 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 Reviews: In practice you'll get up to around 85% to 95% critical. 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. With the L size, 20% of the time useless. Still, when there's a team that has a player who really needs to use a particular item to make the synergy work, I'll mention that. At higher levels it's just too little (as any other static values). For when you wanna play support, but still be someone you'd hate to meet in a dark alley. Knights of Pen and . As a support Cleric is the best class out there, but Warlock and Druid have those capabilities too. Spells can be upgraded as well, but by much less, and there's no multiplication involved through the spell skill itself or criticals or damage range boosters. 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. The Smoke Bomb is the focus here, as it'll cripple the opposing forces, often before they get their first hit off - if they even get a hit off. Which is, well, not super great as it doesn't even measure up to some of the fighters' secondary attack skills. The Ninja and Barbarian have got the single targets very much handled. 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. So, yeah, if you'd like that +2 War Axe instead of the +1 War Axe (which is a 4 point damage and Threat difference), and better armor, something like 5 levels sooner, then yeah. What vile secrets is he hiding up his threadbare sleeves? Now all this makes Bulwark totally at home in the SAKA realm already, but just to make it even better, he also regenerates up to 9 Health and Energy for everyone else each time this is used. 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. 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. So more realistically like 170, near the end of the game, around 120 before that, plus that first attack is only whatever the demon can muster by himself. That's it for the basics. Choose an Android Emulator for PC from the list we've given and install it. 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%. Also, this is going to make you more than tough enough, saving you the need to have a Second Skin. The only thing to fear then is running out of MP. Mr. Druid will get up to +16 Initiative here, which is pretty darn swell, and just like what the Thief and Hunter can muster, so he'll always be one of the first to strike. 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? I've tried a few games and I always start with Jock/Warrior/Dwarf and Lab Rat/Elf/Mage. But it's all in the mind anyway, right? The real question is, what's with his ability? Warrior: arguably a better tank than paladin, and a solid damage dealer. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . And here we have another version of healing that tries to think out of the box, with mixed results. 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. Which won't likely be an issue if that Cleric is at your back, and even if he isn't, one regular 75MP potion gets you back in the fight for a few turns. While the energy regeneration here is lovely, really it's the damage boost that makes it great. 0-30 at skill level 3, 0-240 at full glory. Once again, like the Thief, but worse. "Enemies take 20% extra damage from skills they are vulnerable to per arcade level" - Going to +100% or basically dealing 300% damage with specific skills against specific monsters, a 50% increase in efficiency is not bad at all and can easily be used in some specific battles where you have difficulties. Escort: Go to Orienting Village to continue quest. 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. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. So really that part is mostly pointless unless you like Cheerleaders, in which case you get that nice little HP/MP regen bonus. But most of the time the majority of the group in any battle is gonna get hit with this. 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. Another one of those "never played a game without him" players. Even Stun if the turn order is right, although that part won't apply to the Cleric. Thing is, Life Transfer is just a little too weak. I still remember the very first time I sat down to play D&D. And this almost all the time. So this skill maxes out causing 112 damage with another 32 as either Burn, Poison or Wound. 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 efficiency is what you're going for - I know it's what I'm going for - then I have some recommendations for each player. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. 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. The body point gives you another point of damage, another point in Threat (which you're only going to want with a fighter anyway), and a boost to HP. Giving your level 20 Mage a mushroom will just give him a little indigestion, but you'll barely even see that XP bar move. 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. 1. 149 73. Brink of Madness (Passive) - good okay, yeah, also not that good. So, you're not gonna be Conan the Barbarian here. A complete waste if the whole row gets stunned and vined, because neither of them stack. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. Cleric: best healer by far, and mana regen is virtually a necessity. So really, it's a waste, and the other two active skills are better options. Lightning. And as mentioned before, you are very rarely going to need all of that 312 HP heal on one adventurer. Well, with the exception of the Hunter and the Thief, who can actually make good use of Initiative. Let me put it this way: I have never played a game without the Rocker. 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. 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. Can he summon demons? So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. You're plenty tough enough anyway, and you need your points for the 3 (or 2) other skills. It's a nice way to play the game, resting rarely and never having to buy or craft a potion. 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. A few suggestions on building a great team. However you use this, with his single damage skill, protection skill, or shuffle-the-enemy-like-a-deck-of-cards skill, it's worthwhile, effective, a good combo, and the animation is about as cool as it gets. You can also, perfectly validly, spread your skill points out evenly among all of the Mage's skills. There's no real subtlety here, nor anything in the way of synergy for this team, just fry everything in your path. 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). "Item selling price increased by 10% per level" - up to +50%. If Critical and Initiative are what you're going for, ain't nothin' better. And you'll also want 1 skill point in Frenzied Strike ASAP so that he has something to be enraged about. But the real magic here is the swap. 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. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. Threat is relative, so if everyone gets Threat -X, yes, okay your Mage at 10 Threat will go to 9-5 and your Warrior with (in battle) 50 Threat will go down to 49-45, so it's a bigger difference for the Mage. Plus there's some glorious synergy with the Thief's Barrage of Knives skill. And for our final entry, a welcome third lady friend. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. To live the dream. The drawback here is that it's all based on resistance rolls. 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. Soon. The beauty here is that the Surfer can shake off Stun, and the only other way to do that is with a Cleric if you're lucky enough to have him Purge you before your turn. 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. David Pastrnak's $90 million contract with the Bruins is GM Don Sweeney's latest artwork. The one weapon in the game that you'd think you'd want for this guy is the bow. Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. It's a slightly weaker version of the Warrior's version of this: Power Lunge (high Damage and Threat increase). Be sure to use the latest crafted weapons and armor with this fellow, and all will be well. And each attribute is (at least in theory) the core stat for the 3 types of player in this game: the fighters (Body), the casters (Mind), and the specialists (Senses). With her it's half, obviously. The game, for the most part, is a parody of the popular tabletop RPGs of the 80s. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. Okay, so maybe you're asking yourself why this is SAKA. It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. it can still do 600-1000 (numbers vary) and it's crit is the lowest of 1500! Despite the fact that a weapon is in the name, this is a spell. This, so far, is all in keeping with what Gary intended. Red Icosahedron and either spiked rings for a little more damage or Almighty Rings for a little more threat and more reliable Ripostes. And lo! And, remember, when you enrage your max HP goes up astronomically. Use your health instead! 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. Not impossible though, and it's fun to set yourself this challenge throughout the game. Combined with Ambush, in a perfect situation, you're doing 616 damage. 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 hand that kills can also heal, sayeth Aragorn, and all that. In practice, just good. Sort of unexpected since this guy is all about the Rage. The attack is decent, and at higher levels he'll rarely get dispelled as your Warlock is going to be pretty low Threat. The larger ones you can only fit 5, and this size is actually fairly common. In theory, this skill kicks major ass. Sounds pretty good, but in fact it's spectacular. How this becomes a good thing is when you have a low Initiative player as your Condition delivery system who goes last or close to last out of everyone (including the enemy), thus setting up the whole field with Weakness (that would only get the initial resistance roll here) or Fire (that will get no resistance roll at all) for the next turn, when the Thief will strike first and lay waste to your hapless enemies. But don't be tempted to try and fill that up with healing, at least other players healing him, because as soon as he loses his rage he goes back to his normal but still substantial HP. Yes, you can bring him up to 10 or 12 body or whatever, but he's still gonna feel paper thin compared to any of the Fighters and what they can handle because the body boost doesn't actually add HP and there's no synergy skill like the Barbarian has to take care of that. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. This will maximize the critical hit% of the Knights True Strike to almost close to 100% without needing Bulwark. The front too. Team types: AoE:This build is able to dish out lots of area of effect damage and includes Shaman, Bard, Warrior, Wizard, and Cleric. This is what you call a lose-lose situation. And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. See, it's based on your Senses attribute. A minor problem is that the target is random, so not much strategy there. Initiative is nice, always nice to strike first, but not really clutch in battles. 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. Unless it's a Dragon, in which case, thankfully, you'll have Touch of Blight handy. The damage he does to his actual target isn't even that bad. But Wound that Caveman a couple times and he will literally bleed out. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. Both of them will do around the same damage. First of all, there's a frustration here for a dedicated number cruncher like me, which is that no numerical values for your players' experience are ever displayed. Once that's done you can do the side quests in pretty much any order. 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. But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. Touch of Blight is well established as a solid spell, and unless the irresistible Condition it inflicts is Stun or Confuse, the target of this will likely go for the Monk next turn and do no damage. Like, the apprentice who just barely qualified and keeps being disappointing. Guys like that. 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. This game - is awesome! The Paladin is the synergistic glue here, and after maxing out Smite he kicks in with the game's best individual healing spell, which is what he'll be using to keep the Barbarian alive when they all face the dreaded Blue Dragon at the bottom of the Crystal Caverns. Now, of course, use this with Psychosomatics and you have the tactical gratification of protecting and damaging at the same time. 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.
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