He will have just the 1 extra point in Mind though, but that's okay as you'll be leveling both skills equally, and Psychosomatics is completely free (and it pairs well with the Hunter's Hail of Arrows). DLC Knights of Pen and Paper +1 Deluxier Edition Upgrade-75% $9.99 $2.49. Take the Warrior, strip him down to one active skill and make him a regenerating critical powerhouse and, voila. A lovely combo is with the Mage's Lightning, which is the only other row damaging skill in the game (direct damage at least - the Druid's skill can, occasionally, fail completely), so you can then blast your way through the game one row at a time. 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 you should get past it, 'cause really, it's all about the dragons. So, depending on the situation, this can be pretty devastating. 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. Lesser because it's a short list of monsters that drop items either consistently or that are worth harvesting. 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. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. Until your next turn that is. Light one handed weapons get +1 Damage and Threat per upgrade, heavy one-one handed weapons +2, light two-handed ones (staves and bows) gain +3 of each, and the heavy two handed-ones gain +5. Pair with any of the 5 straight up combat (fighter) classes. Most useful for more durable type of party, where the higher their base health is the higher the additional benefit will be. Guide for Knights of Pen & Paper 2 Deluxiest Edition - Walkthrough overview. Leaving the piece as a whole confusing, disjointed, and sloppy. Players get the sense of gamers hanging out, bantering, and asking to pass the Mountain Dew. "Critical +1% per arcade level" - up to +5% A likely choice if you're focusing on Criticals and/or Sudden Death. For a high level Ninja, that's practically nothing in the way of healing. So you could easily cast this and cause zero damage. This is that, but better. So if you're going for a defensive play style, here you have - finally - a good reason to bring the Hunter. Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. 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. The AI in this game is not clever (or perhaps just not ruthless) enough to focus all damage on one character to wipe them out (which is what you'll mostly be doing to the enemy). HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . So, decent. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. 2,115 314. Worse still are the few monsters you only encounter once or twice, like Brass Beetles, and they never show up in quests or random encounters again. See, Confuse does just what it advertises, and your afflicted target will attack a random friend or foe. Original printed paper wrappers. It also is like the Barbarian's Frenzied Strike, restoring (only) 32 health to the Knight every time he uses it, which means you can focus on just this skill and Bulwark, with just one point in Discipline to get the shared energy/health perk - which, you can probably guess, is what I think is the best way to build this guy. Three actually. But still this is going to be better than your elf's MP boost in the long run (actually, not even that long - you'll make up those 20 MP by about level 6), and then you get that extra skill point. The bonus to Initiative, while nice, doesn't make too great a deal of difference in your average battle. IN THIS STORY: Rumors Stats Roster. 0-30 at skill level 3, 0-240 at full glory. But that damage bonus remains at +2 for everything, which is really just symbolic with any beast above level 10. Useful if you aim for sudden death, or other status applying oriented builds. Otherwise, it's just great. Click to install Knights of Pen & Paper 2 from the search results. This mostly comes into play at the end of a full playthrough and you have a couple thousand gold worth of items to sell off to help the next group of adventurers. You may recall that Backstab gives a +56 damage bonus. John Law; his birth and youthful careerDuel between Law and WilsonLaw's escape from the King's BenchThe "Land-bank"Law's gambling propensities on the continent, and acquaintance with the Duke of OrleansState of France after the reign of Louis XIV.Paper money instituted in that country by LawEnthusiasm of the French people at the . 149 73. The buy it option comes in the form of mushrooms you can find in every shop, and that some monsters drop when slain. 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. In theory. This will offer some protection and healing if required during combat. This team's focus is being diversified enough to handle both groups and bosses with relative ease as well as being as resilient and self-sustaining as possible as a team which, in other words, means basically building your team around your purging Cleric. If only you could get 150'000xp for a single quest by the end of the game. 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. (Important note: as this skill is not weapon based, Backstab won't kick in here. Okay, it's not really anything like that skill - not sure why I mentioned it. But here you can pretend you can, and this mage is everything you'd expect. Okay, so maybe you're asking yourself why this is SAKA. That said, I do have three issues with what you've added and removed from this guide. So yeah, I'd definitely take Stun over Confuse, or risk whatever you get with the Warlock, over this skill. Right now. So use this on bosses, enrage them, and (after a failed second resist roll, one hopes) watch that 200 damage hit do totally squat to the Monk. Forums. Inflicting conditions on criticals, added threat or range or whatnot. And here's the A-grade primo version of the Ninja, with a similar approach. 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 said, the primary difference is that all gold, damage, health and energy values have (inexplicably) been multiplied by 20. 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. Create characters and then lead them on an adventure with Dungeon Master at the ready as you deal with the Paper Knight, whose disgust with your preferred edition of game has lead him to become your greatest villain! Which is 416 points of damage in one go, and the only other skill that consistently gets up in to those numbers is Barrage of Knives. So, seriously, this guy rocks. Okay, so two things. Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. 'Cause that always seems to be part of it. So if you're going for the giant-silverback-gorilla-stomping-through-the-jungle look, pair with Power Lunge and enjoy the agro. So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. The Health is inconsequential, practically, but the Energy regen is only a third of what the Cleric provides, and if they're both on your team kiss your MP worries goodbye. But also means that you can tough up your, say, Warlock with righteous armor if you're willing to sacrifice a couple points in Mind. A legitimate third option would be to level Rampage and Frenzied Strike about equally, so you get half of the best of both worlds. Leveling both skills at about the same pace is, like for most of the guys in this team, the best approach here. Meaning, a class based in theory on the Senses attribute. The game, for the most part, is a parody of the popular tabletop RPGs of the 80s. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. You're more like Thrud the Barbarian. And here especially, as once the battle's over you're going to need that phoenix feather anyway. Nevertheless, it's a choice, you need to make it, so let me break it down, with the obligatory rating (i.e. Furthermore, your single target skills are going to become increasingly valuable compared to the group damage ones as the bosses get tougher and dragons start showing up. ), but just with in-game gold. "Find more special encounters" - Only once did I finish a game without encountering all the special encounters, and it was the all important Pale Dragon one too, by the end of a full playthrough. He doesn't work in Criticals or Initiative or Conditions (mostly) or subtlety. Is it the bald head? The 1 point in each attribute makes him the obvious choice for any Swiss gamers, yet not so clear on how to use him. I mean, you are - in fact when you unlock this class you're fighting what looks exactly like Ahhnold's Conan, plus some Terminator shades. Hunter: has some good tricks, deals out decent damage. But dungeons are long, and while you may take little damage, you're going to start running out of energy possibly even before you get to the second level of the dungeon, so MP friendly items and potions will be a must. So ultimately this isn't really a factor. Thing is there's always five of you (well, almost always - doesn't have to be that way and I'll get in to that, but for the sake of argument), and not always five (or seven) of them. A Cheerleader with a thick beard just makes me chuckle. As a support Cleric is the best class out there, but Warlock and Druid have those capabilities too. Now if you're really into filling out the Bestiary, then yes, this is quite the time saver, especially for the L and XL sized beasts. Now, I can't tell you how many XP it takes to get from level 1 to 2, but I can tell you that XP works vaguely exponentially here, like almost everywhere else. A Mage with Lightning and Arcane Flow maxed out is going to be impressive in the game from start to finish, but the other casters (and "casting" specialists) are gonna start to fall behind their weapon wielding compatriots the further along they all get. Any battle with a good XP and gold reward is gonna be very difficult to finish in one round. He takes advantage of damage reduction in a way I didn't even know was possible before he showed up, he uses energy as health but intelligently for once, and he can build himself up to be the most threatening fighter on the field and take all the agro away from your casters and specialists. He's actually more subtle and more complex than I was expecting. 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. By his pen and voice, by his visits to state governors and to commercial bodies in the principal cities of the West and South, and by attending meetings of state agricultural societies, he marshaled a corps of auxiliaries that made the way easy for the generous appro priations which resulted in the deepening of the channel of the Savannah river . Unfortunately, he doesn't stack up to a terribly efficient dude. At level 40, that's about 40 x 32 (1280) more potential HP. . Previously the ability to sudden death was subject to the mercy of the Paladin's skill of smite which unfortunately could be resisted especially by higher lvl enemies and doomed for failure against bosses and dragons. 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. Well, welcome to the club. This adds 4/5 status on a single enemy. I'm not about to lay hands on the abomination that is the mobile version to find out though, so proceed at your own peril}. That's nice. Escort: Go to Orienting Village to continue quest. Rage is a little pointless to inflict as for the most part they just straight attack you anyway. So this is a mid-range attack that hits for 204% damage at its best. So early on that he can easily end up as your 4th or 5th player even on your first playthrough. Maxing this skill gives you +64% Critical chance until you get hit. But ultimately, as in any team without a purging Cleric, your greatest challenge is going to come from late game Conditions falling on you all the time. And here we have our primo A-grade Barbarian build.