Solid bonus for those utilizing consumables. Regardless of how you build him, the Druid is still very interesting to play and has a hamster. 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. More likely though, way before that, you're gonna realize how extra disappointing this skill is largely because of the promise it seemed to hold, and start your game over with a better Psion build. View full lot details. This isn't that great a difference, but later on when the Knight is not naked but has a damage reduction around 40 or 50 with all his souped up gear (which is what you will obviously have him wear if you invest in this skill), this makes more of a difference. Reveal your secrets, Monk! At the very end of the game with both skills maxed (compared to the Thief who gets to those numbers with one skill maxed halfway through the game assuming he has help from his team). And, by the way, do yourself a favor and buy the Monk's campaign, straight away preferably. Mr. So what this means is that you are literally going to torch all the weaklings facing you to ash. Paragon of justice, jouster of renown, rescuer of princesses and slayer of dragons: The Knight. So, at top level, this will hit all enemies (or all "adjacent" enemies if for some reason you forgot to set up your Board Games in the Game Room) for 56 damage. 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. Even low level bosses seem to resist everything you throw at them almost all the time. So only invest in some mushrooms if you just want to skip the noob-level stuff at the beginning. Her special ability is to heal 5 HP and 5 MP to the whole party whenever she blocks an attack. You know, compared to the other classes? 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. Really the only class you can build in this relaxed kind of way. This also translates to 224 overall damage, and that's pretty darn good. To make this build work you get any char with high crit (ninja or monk each deal status on attack, knight is also a potential option). Or, at least he thinks he is. Lieutenant-General Robert Stephenson Smyth Baden-Powell, 1st Baron Baden-Powell of Gilwell, OM, GCMG, GCVO, KCB, KStJ, DL (/ b e d n p o l / BAY-dn POH-l; (Commonly pronounced by others as / p a l / POW-l) 22 February 1857 - 8 January 1941) was a British Army officer, writer, founder and first Chief Scout of the world-wide Scout Movement, and founder, with his . You'll encounter another group of monsters (often not the one(s) your looking for), but it's better than wandering through all the traps and empty rooms on the one level those elusive beasts you're hunting are found. The Goth herself, especially, is aware of this. . 83.53%. And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. Nevertheless, the damage starts off pretty weak and only gets up to 128%. But stun, once inflicted, cannot be recovered from: the turn is always lost. There are good skills, great skills, and S.A.K.A. Max the knives before anything else, although you could take the time to put 1 point in Stealth so you don't get hit more than once in a turn. I.E. And his strong focus on defense makes him less able to be a critical beast like the Ninja (who is not dethroned, no matter what the stats are). In practice, it's hard to make it work well, and hard to keep up the MP. "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. So, since the olden days when, one presumes, Gary Gygax came up with the concept of experience points (and, if he didn't, he's the one who [stole it and] spread the good word - thanks Gary), we have this just wonderfully practical way of quantifying what learning is like. 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. This guy is more like that guy's apprentice. 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. And even if they manage that, they need to do it every turn or Thrud here will just keep healing back up to maximum. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. 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, this is something fun I did just for the heck of it. This does mean he won't improve all that much from the middle to the end of the game, but he's still going to be dishing out the best damage magic can do in this game from start to finish. All human to start with for the obvious reason that you want the extra talent. Passive skills in this game tend to be, well, passive. The largest, only 3 at a time on the screen, though these are rare. 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). The most recent departures are Bertuzzi, who made his Red Wings debut during the 2016-17 season, and Hronek, who made his debut during the 2018-19 season. 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. 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. So if you were feeling insecure that your damage-dealing Thief came with only 4 Body - be not afraid. Basically giving you the chance to be always at full health after fights in the early chapters. Well, actually, not so extraordinary. 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. 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. The Game Room, which is the place where all this role playing is actually happening, is full of various pieces of furniture and games and decorations and whatnot, and they're actually a crucial part of your strategy. Meaning you need to roll higher (well, lower technically) than your Senses. This new build came about with just one thought. I am editing this article to fix the gross, badly thought out, changing of someone elses work, as someone who owns and actively maintains a (different) wiki, i know. Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. Complete Google sign-in (if you skipped step 2) to install Knights of Pen . Get Radiance maxed, Restoration will be your main heal and you'll want a few points in purge to save you from confused debuffs. The glory here is that even at relatively low levels, you can do massive damage with this. Allows you to fight up to 7 instead of just 5 enemies. The dynamics of your party will entirely change, and the Cleric will be a bad choice because his groups powers are diluted, and his one attack skill is as flawed as it ever was. You need to know what condition you're inflicting so you can line them all up - this skill is almost worse than nothing in that respect. But this is a fine skill, yet there are better stunning options out there (like the Ninja or Mage) and, more importantly, if you level this you're not leveling Power Lunge or Cleave, which is what you should be doing. Lightning does more damage more consistently, but each hit with Cleave has your Warrior's base critical chance, and every once in a while (oh, like 10-20% depending) it'll cause 100% more damage (to an individual enemy, not the whole row). Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! Were you to max it out, you would be nigh unkillable. The Kawaii sofa will help reduce the threat value of all other chracters except the knight to 1. Therefore the best damage (136 maxed) magic is going to do to a single target in this game. So her attributes are rather welcome for the magic lovers, as she's only the third player with more than one point in Mind (2). But it's worth it, for me at least, as you get to see what the OP version of every class is like. 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. So, just to give the Warrior and Barbarian an official edge, this does the same damage as the Paladin's Guiding Strike (308% weapon damage). Reminiscences aside, there are 3 ways to get experience in this game. Which is why Confuse seemed like a good idea be able to inflict regularly, because it's dangerous for your team when they get confused by the enemy. Which is, well, not super great as it doesn't even measure up to some of the fighters' secondary attack skills. Your trouble is going to be more what skills you can stand to leave un-leveled rather than which ones you want. And aside from the extra energy the Lab Rat provides, the four trinket slots can be put to good use by filling them with Spell Damage boosters, at least until the end when the exceptional unique trinkets show up. A good impulse in a different context. Meaning you'll be looking for the lowest level enemies on the screen and cast this on them, often with a one hit (well, technically 3 hit) kill. Lab Rat human/elf using full crystal balls and a magic staff for the extra spell damage. DLC Knights of Pen and Paper +1 Deluxier Edition Upgrade-75% $9.99 $2.49. After that it's Anger Management all the way. One thing to note though is that it's expensive to upgrade your weapons. Okay, it's not really anything like that skill - not sure why I mentioned it. 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. 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. Instead you get a percentage of a level, any level, as a reward. 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 unless you want a small bonus to Initiative or Critical, just leave the Arcade choice set here. Nor are there any bad skills. Side quests are either standalone (help the Noob) or a package of several (the Lich and High School) but not too many quests, and are, in theory, optional as they don't usually even relate to the main story. The party works by using the warrior and barbarian to soak up most of the damage while single targeting major threats while the Mage and Hunter take out the big groups. So, apparently being all bendy and agile appears threatening to the baddies, as you'll max out with +56 Threat on this one. Main features Play a group of pen and paper gamers playing a pen and paper role playing game Punch a Panda! But that group skill will have you asking yourself why you didn't just bring the Thief with the mark 2.0 version of the Hunter's skill. The Knight's kind of in the middle ground on this one. Which makes it valuable through the game. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. For when you wanna play support, but still be someone you'd hate to meet in a dark alley. For the evil lord in all of us. A few suggestions on building a great team. It's just a weaker version of Guiding Strike (212% weapon damage at best) and it doesn't even do group damage. And there's no special secret quest, you just have better and better items available to you as you level up. So no matter what the enemy is throwing at you, so long as you have this at a high level and use it for 1-2 turns, you're back up close to full health and energy. If Critical and Initiative are what you're going for, ain't nothin' better. The whole game feels more complete with it, it's more fun and challenging if you start it at level 14 as designed (not level 25 or whatever), and at the end of it you get the Monk! First of all, this is a non-event for your casters as their damage is all set. Source: www.key4you.cz. If you can dig it, though, it is pretty sweet getting to level 84 (my personal best with a 2 man team) with 3 skills maxed and the last still at half mast. 10% more gold!!!" (The Barbarian, in theory, can kill anything in the game in one turn with one sequence of critical hits.) In one strike. But (and here's my third point), his ability is not actually as awesome as it sounds. Barbarian. So while the Thief is already turning the Paper Gang into mince meat a third of the way through the game (thanks to a friend), the Psion is struggling to do even half the damage. 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. Assuming you give him the 3 trinkets he needs to inflict Poison, Fire and Rage - and combine that with his Wound perk and a nice big hammer for Stunning and he's inflicting 5 conditions most likely every turn. 2 random enemies to start with, then one more every 3 levels. Fireball is, well, what mages are all about. If I find anything about this build that makes it unplayable in the late game, I will edit. That's the difference. In my opinion outside of that can't compete to raw stats for your whole party. There's no analog to the Damage and Threat boosts, though. Plus there's some glorious synergy with the Thief's Barrage of Knives skill. But most of the time, this is better. However, until you max both skills out, you're not always first, you're not getting the damage bonus to all your targets, and you're not hitting everything out there. So it's all about Barrage of Knives which, along with the Paladin's Weakness and Mage's Lightning, provides the group control half of this team. So you haven't made yourself twice as tough, you've made yourself slightly (to significantly - if you're that Dwarf Jock) less tough (lower MP than HP max no matter what), and the stuff that's keeping you alive (your MP) is also what you need to use to effectively attack back. 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. 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. Barbarian: strong as hell, hard to kill. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit. A minor problem is that the target is random, so not much strategy there. Open the Google Play Store in the Emulator you just installed. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. Do that and just move on with every filled entry. For a first run through, i find starting with jock dwarf warrior and lab rat human mage, followed by a cheerldr elf thief, rocker dwarf pally, and a hipster human clr a nice starting point. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. The Burn is proportional, so 32 maxed out, and it stacks, and gets harder to resist every 3 levels. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. The runner ups in the critical category are the Barbarian, Thief and Monk (in that order), who all max out at about 45-50% (~65-70% with the Barbarian, if you know what you're doing), and don't have multiple hits (except the Barbarian, kind of, more on that later). And that's the Knight, in all his defensive glory. Lightning. Ages of men and of Outsiders have ascended and been forgotten, and only the bones of their cities and the 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. Winds NNW at 5 to 10 mph.. Tonight 0. So this is pretty groovy. As far as strategy, much was added to the corrupt free version, all completely heedless of game balance in their quest to sell you an overpowered item, so I'm not sure how much of the tactics in here are still usable. Stacking The Box, an NFL Podcast. You want this one. Summon your demon first, and then cast Touch of Blight every turn after, and you're dishing out a max of 192 damage every turn. Something to consider. But if your team is focusing on group damage skills, bringing the Hunter with this is still a natural fit. And then every 3 levels you get +1 damage per empty hand slot. Sudden Death, for example, is simply not going to happen without weapon Criticals. Combined with Ambush, in a perfect situation, you're doing 616 damage. And this can get to be pretty significant, if you have it on a whole row, or even two rows (with the help of your fur ball or two turns to work with), meaning everyone. Which is about 3 times his normal. The last category is in the middle-ground specialists are so fond of, the Thief and Druid, Hunter and Ninja. And this skill is just as terminally useless against bosses as that one. But that's what your potions are for. "Gain +1 bonus to Escape rolls per level" - up to +5. And he might disappear any turn. Or man of the wild, more precisely. And this is true, except other classes are better at both of those things. So, remember that Cleave skill? A (kind of) lame trick you can use, in particular with doppelgangers (since they change to something else on their first turn and then the kill is for whatever it changed into), is to kill as many as you can once you find a room with them in it, then escape the fight. Is it the bald head? More to the point, if you max out the upcoming SAKA skill - like you should - this skill is a better balance than leveling up Guiding Strike, which is going to be weaker than Smite even for a single target for the first 10 levels or so. Except of course if your target is stunned. 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. I've never had the pleasure of that, but have seen the Barbarian boss (fittingly) pulverized in that manner. Otherwise, it's up to you, but for my money I'd put my points in the other skills. I personally value it less just because other choices for Shelves are better. Once you know that XP works in the above 3 ways, really, you know all you need to know. While the energy regeneration here is lovely, really it's the damage boost that makes it great. I'm not that obsessed with this game.). After the obligatory resistance roll of course. But outside of sudden death it's not that useful. First of all, do note that this skill is not affected by the Body attribute. Unfortunately, he doesn't stack up to a terribly efficient dude. And that's not even the end of it. I did do one playthrough without him, just once, and at the end I felt hollow inside, like the magic was missing from my life. So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. 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. He's your quintessential support character. Your only weakness then is Vanish, which will keep you at 1 Threat no matter how big of a stick you carry, until you get hit that is. "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. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. But there aren't. And unless you get some items for it, that's where it's gonna stay for the whole game. skills (Super Awesome Kick Ass skills). This pairs well, actually, with the Warrior built for this team. The ability to harness the power of Chi and blow down small straw houses in one blow? [The crowd goes wild]. There's obviously a lot of . But however you build this guy, he's going to kick some major behind. It's a completely unique skill, and it opens up avenues of strategic thought that don't exist without it. "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. The biggest surprise is that he's the only class that can get up to 100% critical. Meaning your Mage or Warlock might not quite measure up to the perfect version of this skill, but they'll have another skill, like Lightning or Life Transfer, which really makes for a better player. Despite the fact that a weapon is in the name, this is a spell. As now this section of the guide is nigh unusable by those playing the PC version, for whom it is designed. Wait, what? While this can give your Knight with armor and a shield a +10 bonus against Confuse, which is very good, the real glory is that it can give your Ninja +50% damage to a Wounded enemy, and with Shadow Chain and a high critical chance, the second and third hit will most likely have +50% each - meaning, in effect, Shadow Chain just got a 4th hit. Or what a Mage with maxed out everything except Fireball plays like. Except that scenario is rare. 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 is those guys, all put together. See, Frenzied strike makes you heal yourself in addition to enraging you, for 104 HP at best. You know, after all the quests at the tail end of the game when you can get two skills to level 24. he does 120 Bleed damage a turn, basically. Black Arts (Passive) - good (SAKA for Sudden Death), Vanish (Sort of but not really Passive) - good/SAKA. Put one point in Black Arts for the Wound perk, then start with just the 1 point in Shadow Chain and follow that by maxing out Vanish. In theory, great. 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. Mondo groovy. Which, especially as the game goes on and better unique items show up, is going to increasingly feel like a sacrifice. "When able, basic attacks expend 4% Energy to deal 4% extra damage per level" - up to 20%. The only problem I see is that it competes with the Red Sofa (which provides +25% damage). So, your choice of race has the least impact of your 3 choices. So, not awful, but also not a clear reason to bring him. 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. "Enemy Damage Reduction -10% per table level" - up to -50%. 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. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. We'll see about that later. So you will always want at least one skill point in this, because Conditions happen even if you're not trying, and now and then the enemy will waste an attack. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. It would be a waste to leave your Rug dial set here for the game, but certainly in the beginning when you're finding a new location every few quests you could leave it here for a bit. In-Game. 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. 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. I'm going to number the players 1 through 5, because why not, although this would also be the order in which you should accumulate players.