knights of pen and paper 2 best team

Now, there is a very important distinction here between Threat and Threat Percentage, which is another concept that may have been around since before the latest magazine, but I had no idea. But the only advantage to this option is how it makes your Barbarian sip MP. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. And all weapons come with perks that your fists don't. 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. There's obviously a lot of . Team types: AoE:This build is able to dish out lots of area of effect damage and includes Shaman, Bard, Warrior, Wizard, and Cleric. 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 . In-Game. At least until the mid-late game where a few unique items come into play. 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. The enemies in this game literally do not have backs, so full health is what they came up with to fill in for the concept. Can he summon demons? The closest thing I played are tic-tac-toe and MASH. Still, much like the Warlock, he has some unique skills and can be fun to play. 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. 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. Well, at least a little. With the combination of the little Vole-Rat on the table and this warding spell, the Druid here is tasked with keeping this motley crew relatively alive. And I haven't even gotten into the Monk's skill, the Thief's skill, the Druid's skill, Criticals and Sudden Death and how all that works together. And lo! 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. All the fun of pen and paper RP, none of the lost . Although it wouldn't be that dark, because Paladins have a tendency to wear shiny things, have shiny skills, and just be shiny in general. Create a free Team Why Teams? KEY FEATURES: - The ultimate pen and paper RPG simulation experience. As an added bonus, Charms sell for 60 gold each, so even if you don't want to use it, it's good money. 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. Still, the Warlock is worth bringing just for the damage this skill can inflict. This item has been removed from the community because it violates Steam Community & Content Guidelines. Some synergies are obvious, like A requires B (Barrage of Knives requires Fireball or Smite to spread the conditions). So, you're one of those eh? But after that, your options are few: there's one weapon you have to craft (with a static +3 spell damage bonus), one (unique) robe (+2 spell damage), and then an item you can purchase (for +2) and one unique item (for +3). Armor of Faith (passive) - good okay, sorry no, not that good. But still, despite these minor flaws, hitting the enemy for a max of 392 total damage is nothing to laugh at. Bring that Thief who's just been sliced in half back to life? 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. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. But if you're in to the Warlock for the fun of his abilities, regardless of how effective they are(n't), then it's his next two skills you'll be groovin' on. Actually, there is a sound tactical reason not to bring him if you just don't mind using potions fairly regularly and want to maximize your damage potential. You're going to want him for the next two skills. Until they get hit. Release Date. 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. Lightning. 1. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. 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. 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. 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. If only you could get 150'000xp for a single quest by the end of the game. Cloudy. And then there are the few beasts that you can't set up fights with, like Cave Bats that are only in the Nearby Cave, meaning you have to wander through that cave until you find enough of those bats - so that's a little annoying too. If you do want to hang around killing stuff at low levels, don't bother with the mushrooms. If only you could max out 3 skills per class instead of just 2. Nothing quite like building a team that blasts through almost everything in one or two turns. The low damage is frustrating at low levels (starts at 54%), as yeah you'll hit the whole row but not very gloriously. Your crit chance will be half of what it could be - or less, but there's still a chance and it'll be lovely to watch when it does happen. It's just a little different, and understandably so. Meaning, if you want to bring someone who's going to use this kind of skill, the Warrior (or Barbarian or Monk {or Ninja or even Thief and Hunter if used right and it's not the Threat you're after}) have slightly better (higher Damage) versions of this skill. While a Mage who levels Lightning first and then pours the rest into Arcane Flow will indeed end up having single target damage identical to Frostbite (minus the Stun of course), this is a more balanced Mage for this team, leveling both skills equally, in particular because there's a Warrior in the pack doing the exact same thing, and so you'll be superior to that other Mage for the duration of the game, not just be really cool right at the end. Seriously great. Say you want a Barbarian who, in addition to his Stunning hammer, has each of the four trinkets that give a condition (Rage, Fire, Poison and Wound). 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. Join the team. So, seriously, this guy rocks. All trademarks are property of their respective owners in the US and other countries. To play it, click the Knights of . Or even if you hit 3 enemies without Conditions, still good at 168 damage. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. Note from the author: Hello other user, thank you for adding to this guide. Anyway. 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. The front too. Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. I think the devs might have heard my complaint filter through the ether, because before the Psion, the Warlock and Criticals where you replace your weapon with an eye-glass were the only way to cause Confuse - neither of which gave you a good chance at it actually happening. Also, the occasional joke goes a long way, and there's a reason my ratings have names instead of numbers: less dry. In fact, I don't recommend it. Which, to boil it down, means that quests give the same reward to your party no matter when you complete them, unlike both reaping death and eating 'shrooms. 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. 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. I don't know what it is, but Druids just have this thing with vines. 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%. 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. 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. (Although the Mage can boost his with Arcane Flow - just saying you know, who the real master is.) But still, often useless. 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. If all you want is the ward, well, here you can have a beautiful thing and the best possible Druid build. In theory, great. But still, you can legitimately level this a little once you have Radiance and Purge up to a level you're happy with, this is then a good third skill to use when you want your MP but don't need no HP. "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. And if you have your rat-pug furball doing the double-it jig on the table, you'll be up there with Ninja Shadow Chain criticals and Barbarian smashing - although not quite all the way up there. Not impossible though, and it's fun to set yourself this challenge throughout the game. What it does mean is that you don't need those Game Boards in the Game Room so you can have your Go game instead. The halving of enemy damage is significant, but really it's the non-critical-hit situation that's the best, especially later on with Attack Beavers and other Critical specialists. Very straightforward. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. Or 500 or 250 or 0. So what this means is that you are literally going to torch all the weaklings facing you to ash. The hand that kills can also heal, sayeth Aragorn, and all that. Here's a hot steaming serving of fire in your face! As a support Cleric is the best class out there, but Warlock and Druid have those capabilities too. 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. Knights of Pen and Paper 2. And here especially, as once the battle's over you're going to need that phoenix feather anyway. So, depending on the situation, this can be pretty devastating. This also translates to 224 overall damage, and that's pretty darn good. 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}. The larger ones you can only fit 5, and this size is actually fairly common. Thing is, his other skills being generally lackluster as well, you might just level this up anyway for the fun of sucking the life out of things. Or something. At level 20 you really can't tell the difference. But it reduces your Threat to zero, so you're unlikely to get hit again. And if you answer yourself: "because of the cool hat! 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 . In fact, this skill qualifies as SAKA as far as I'm concerned if (and only if) you pair with the Rocker. Meaning there are better skills to invest in, or items to buy, or players to bring to deal with the whole back row/front row situation. Or, at least he thinks he is. Regardless of how you build him, the Druid is still very interesting to play and has a hamster. He's your best all-round fighter and (unmodified) damage dealer. I like the style of his skills, the look of his hat, the overall cut of his jib. Especially with the Knight and Druid (more on that later). Way up. And 8 Burn doesn't stack up to much. Stacking The Box, an NFL Podcast. So even if, absolute worst case scenario, that Dragon kills your injured Barbarian as he's scurrying away with his axe between his legs, a few gold brings him back and a little rest gets him back to normal. Be sure to use the latest crafted weapons and armor with this fellow, and all will be well. Thing is, Life Transfer is just a little too weak. And you could also do a 3 or 4 person team, but I like extremes. 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. 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? 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. I'm also going to give each class an overall rating. There's a third kind actually, which is neither a spell or a weapon, which only the specialists (Thief and others) have and it's not a good thing. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. Most useful for more durable type of party, where the higher their base health is the higher the additional benefit will be. So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. 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. Isn't that nice? Basically giving you the chance to be always at full health after fights in the early chapters. Hachet and pocketwatch for Ninja gives an additional 2+2=4% boost to critical giving this Ninja the highest possible critical of 72% with Vanish for a sudden death build. So yeah, I'd definitely take Stun over Confuse, or risk whatever you get with the Warlock, over this skill. This guide is about strategy, so it's assumed you've come here because you're halfway through your first play-through or starting your second and you want to know how different it would have been if you'd had your Ninja be a Dwarf or a Goth or leveled different skills. Part of his problem is that, along with the Thief, he's an Initiative specialist. Here Be Dragons; Back To the Source (free update) Epic Mount; Art Book; Exclusive Grinding Farm Location ; Soundtrack- 14 Songs if you really want offensive magic in your team, there's a perfectly good Mage sitting over there waiting for the chance). But that's what your potions are for. Her special ability negates some of the frustrations of the learning curve, saving you gold while you feel out new encounters. The reason you needed to replace my rating system was because you felt the need to update the data. So really that part is mostly pointless unless you like Cheerleaders, in which case you get that nice little HP/MP regen bonus. Well, I'm happy to report, pretty much yes to all of the above. The Knight's kind of in the middle ground on this one. This is that, but for the whole field of battle and completely irresistible. No resurrecting, interestingly, but then again Phoenix Feather. 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! Just putting one point in this skill already makes your Knight a damage absorbing beast, the extra health and energy points are just gravy. So really, it's a waste, and the other two active skills are better options. It can also be worse, where the Paladin needs no healing and your Barbarian is near death and only gets brought up to half health. So then even with a Cleric and a Knight spending their time regenerating your MP as fast as they can, you'll still need either MP potions (thereby wasting a turn doing that), or just have to give up and accept some regular healing to stay in the fight, rendering your investment in this skill pointless. Kind of sucks. 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. Furthermore, as you start picking off the enemy, one by one, this skill gradually becomes fairy useless even maxed out. The real question is, what's with his ability? The abilities have, for the most part, far more impact than the attribute boosts. A selection of great games, from modern hits to all-time classics, that you really shouldn't miss. And for our final entry, a welcome third lady friend. I think Warlock, I think a dude in armor black as night perched gloriously on top of a mound of corpses and fending off an army of vile beasts all by himself with those corpses of the fallen and, for some reason, intense lime green living mist at his command. They are susceptible to resistance rolls, so your Bosses will often just laugh this off. In theory, this skill kicks major ass. Or rather, I really want to like him. The only problem I see is that it competes with the Red Sofa (which provides +25% damage). Doesn't matter. 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. This also means you can spare him the energy cost of wearing armor, meaning more Decoys. 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). Pair with any of the 5 straight up combat (fighter) classes. "+20% damage to the Soft Spot bonus in the Bestiary" - Again, right at the start, against Troglodytes and Undead Cashiers, you'll at least notice this +80 instead of +40 damage increase. 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. What with the XP scaling, what it means is that your Exchange Student will consistently be 1 level above everyone else. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! Solid bonus for those utilizing consumables. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. Kill 5 Pannacotta Warriors in one or more battles to continue quest. So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. 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. This pairs well, actually, with the Warrior built for this team. But let's say 750 each turn. Join the retro RPG world of Paperos - become a Knight of Pen and Paper in the newly revamped "Free Edition"! Toss a bunch of arrows in the air, and they fall down for up to 56 damage, to a specific number of enemies. This is quite useful, especially for heavy energy users or Knights. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. I think there's a delectable ridiculousness to that, which also happens to fit the spirit of the game. But largely you'll be maxing out Na Palm for it's excellent damage and burning-itude. It's a free condition to some enemy. It hits any row, and the damage is equivalent to the Mage's Frostbite. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. And here we have our primo A-grade Barbarian build. definity could be more optimized, but using Ninja to Sudden Death a lot of enemies works well for me. At max level, it's the standard +32% to criticals. His Threat does reduce with damage taken, but unless he's getting clawed in the face by that dragon (which he can easily shake off by the way), his Threat is going to remain floating in the stratosphere after one or two turns no matter what. This by far the best way to restore MP. 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. Take the Warrior, strip him down to one active skill and make him a regenerating critical powerhouse and, voila. So, again, why the hate, devs? But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. Whippany, NJ (07981) Today. (Important note: as this skill is not weapon based, Backstab won't kick in here. To play with. But the mid range ones, of which there are just way too many, you may well have to wander through those caves, over and over, trying to find those doppelgangers or swamp bandits that you only encountered once or twice by following the story. And that "1 point ward" build is, of course, the best combo here, but unlike with the bear situation it doesn't make up for a weakness (the lack of bear toughness), so even though this skill is best used with that build, it doesn't change the value (or rating) of Grappling Vines. Like the Goth, you might want him because his attributes are the best option if you've got, say, a slew of casters in your team. So many choices! It does reasonable-ish damage (49 max) to the target, but most importantly stuns everyone on the field (if you have the game room thingy that makes "adjacent" skills hit all enemies - I maybe should have mentioned that before). So, kind of surprisingly, this all means that the Monk is your best defensive player. KoPaP2 is quite fun little game but damn the speedrun can be frustrating. Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. Look for Knights of Pen & Paper 2 in the search bar at the top right corner. After that it's Anger Management all the way. I will get back to you on that. - Level up and get your hands on more gold to unlock epic items and . The Surfer is good here, not so much because it's the perfect fit, but because he's the only player left with 2 Body, and the other ones are more needed where they are in this team. You can benefit from this any number of ways: focus on this and one attack skill to get the highest magic damage imaginable, or spread out your points between all four skills and maximize the damage bonus you get here. So, great not SAKA. Players get the sense of gamers hanging out, bantering, and asking to pass the Mountain Dew. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. This aptly named skill is what your Knight will use first, every time, in every battle. Unlike the other two ways to get XP, what you get from mushrooms is precisely set - at 500XP (or 625XP, with the right Game Room choice). Combined with Ambush, in a perfect situation, you're doing 616 damage. 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. So here's where it gets complicated and more fun. 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). Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. They serve several functions, and they sometimes suck, and I'll get into that later. Easily making first few levels a breeze, spells costing nearly no energy and restoring energy with some skill or another furniture. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. Between the two of them and any other Condition inflicting skills your party has (including the Monk's flaming fist), and with the crazy high Threat, your Monk will get most of the hits and not feel a thing. This is that, although even weaker (188% weapon damage max), but with Stun instead of Weakness and just for the victim of your attack. Control the dead? It's not game changing, but very nice. DnD players have built parties around this idea for years. Kind of like the Druid, the Psion has some truly original skills that look and act cool, but they are ultimately less impressive in practice than in theory. There are good skills, great skills, and S.A.K.A. Which means that maxed out you're hitting all of them, but until you get there, you're not. So. I think the idea there is that if you have your game room set up so that you can plop 7 monsters on the field per fight, it's only 4 (or 2) full fights and you're there. Prepare to join Knights of Pen & Paper 2 in a turn-based, retro style, pixel-art adventure full of danger, intrigue, and semi-appropriate cultural references! And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. Giving your level 2 Monk a mushroom will bump him up to level 3, maybe 4. . Along with the Ninja, Hunter and Druid. The Druid in particular benefits from this if you build him up as a frenzied bear, giving him the protection he desperately needs without reducing the energy he needs to maul monsters twice each turn. 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. The Hulk, essentially. It's clearly the best rug as it'll help from dungeon fire traps to sewer poisoning to dragons confusing you. And the damage may seem unspectacular at first (44% weapon damage per hit), but maxed out (120%) you'll be doing over triple damage. All the monsters (outside of bosses and certain special encounters - neither of which show up in the bestiary anyway). The damage bonus remains awesome though. 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. So the Thief's Barrage of Knives can't be given a bonus of any kind (fear not, it's still way kick ass though so long as Conditions abound).