So early on that he can easily end up as your 4th or 5th player even on your first playthrough. He's actually more subtle and more complex than I was expecting. Okay, that's terrific - unparalleled, percentage wise. You could even get through the average dungeon without it. See, Frenzied strike makes you heal yourself in addition to enraging you, for 104 HP at best. Tank;Healer;DPS There is a reason that so many MMO's have this kind of set up in dungeons. An introductory article reports that the 'cricket season of 1884-5 has been remarkable for a growing lack of. And that's a fair amount, but only gets your Frostbite from 136 to 182. 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. It's not game changing, but very nice. Lovely word. "Charms become available as item drops" - This is pretty huge, although clearly not clutch. A number of classes and players in this game are, to put it bluntly, superior. Worth the sacrifice to your all-around damage-itude? Orders and payments. I mean that is true, the damage is about as good as any group attack you'll find in the game. Regardless of how you build him, the Druid is still very interesting to play and has a hamster. In fact, I don't recommend it. Hard to kill that team. Except that scenario is rare. Druid works on vines and animal companion so that they can potentially stun lock everything in the fight. There are some better group damage skills out there, but this one can be a good compliment to those. "Consumable restore +15% more health and energy per level" - up to +75%. I find the gold economy of this game a bit obsolete. I mean, ivy! But not really. 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. Thing is, the bonus isn't that much. Doesn't matter. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. Build your Druid with Animal Companion and either Feral Mauling or Grappling Vines as your two maxing skills, but put just one point here for the ward. They might bop you on the way out with a single hit, then down a potion or two if you need to and go back into the same room. So a basic Two Handed Hammer gives you +5 Damage and Threat, where a +5 version of the same gives you +25 Damage and Threat. Why is that? The Arcane Flow will help here as there's no other energy regen in the party, but still you're mostly leveling it to add damage to Lightning. If you spend your diamonds here, you could probably directly purchase gold. But that's what your potions are for. Soon enough this gelatinous cube shows up, literally sucks the weapons off of our Ranger and Fighter and starts digesting them (the weapons, not the warriors - yet), when I decide it's time to bring out the big guns. "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. Her skill is actually pretty good, but you have to know how to use it. 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. What with the XP scaling, what it means is that your Exchange Student will consistently be 1 level above everyone else. About this game. If you have a shield as well, that's up to another 15%. I felt Ms Goldberry character passive ability of +3% HP, +3% MP, +2% HP steal . 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. I'm not going to mention the Class attribute boosts, as that's not what you're basing your decision on. But it's worth it, for me at least, as you get to see what the OP version of every class is like. Knights of Pen & Paper 2 is the direct sequel of the iconic 2012 game of the same title. Mostly. And he might disappear any turn. So then he's not just an MP hog, but a healing hog, distracting your other players from getting on with the enemy pulverizing as they struggle just to keep the Druid in the fight. 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. Both have their minor advantages, but I'd go with the Exchange Student for the extra HP from the Body point. And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. Three +9 fists! This is, damage-wise, the same as the Mage's Lightning at 104 damage max. Be thee not fooled! He's your best all-round fighter and (unmodified) damage dealer. So if everyone else takes cover, your Threat could be 5 but it would still be 100%. If only you could get 150'000xp for a single quest by the end of the game. "Gain +1 bonus to Escape rolls per level" - up to +5. And "kind of" is a pretty good way of thinking about this guy. The attribute boosts (2 Senses, 1 Mind) are of course fine for any specialist. So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. Still, much like the Warlock, he has some unique skills and can be fun to play. But still, often useless. 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. Druid, Mage, Ninja, Paladin, and Cleric. 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. Thing is, you'll be using Barrage of Knives pretty much exclusively. Players each have a passive ability and a boost to one or more of each of the 3 attributes (Body, Senses, and Mind). You choose your player and race based on what supports that. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. Problem is, it's unnecessary.
Knights of Pen and Paper 2 - Optimal Team Composition - indiefaq.com Life Transfer is the poster child for "cool but inefficient", but it'll give this team it's first healing spell, and it's kind of cool to resurrect your fallen friends even if it is just for the duration of the battle. Another one of those "never played a game without him" players. Not impossible though, and it's fun to set yourself this challenge throughout the game. Also, while I certainly could recommend which trinkets and weapons to use - and that for every stage of the game and for every tough fight - that's probably just a bit too OCD and I should talk to my therapist about even considering doing that. And the most certain path to maximum XP is doing the side quests in reverse order, which means your grand final gesture in the game - once you're a true legendary bunch of heroes bursting with power and loot - will be collecting apples. You're just never going to use it. 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 characters, that is. Now, here's where it gets tricky, because your Threat Percentage is relative to the rest of your team. "Battles won within the first round grant you 10% extra XP and gold per level" - up to +50%. The Kawaii sofa will help reduce the threat value of all other chracters except the knight to 1. The thief. Mage does fireball to light most things on fire. But if you wanna tweak the system, if you want to squeeze the most out of this game and get to the highest level possible - well, I know how. In fact, if you don't have that Cleric in your party constantly refilling your MP, you're never gonna really feel like you have enough MP (unless you happen to be a juju-swapping Monk) - especially in dungeons. All Reviews: Team types: AoE:This build is able to dish out lots of area of effect damage and includes Shaman, Bard, Warrior, Wizard, and Cleric.
Knights of Pen and Paper 2 - SteamSpy - All the data and stats about The Ninja will always have at least decent initiative, so you're likely to be one of the first to strike, and it's not uncommon to go through a regular battle this way without the beasties getting even one shot off. So, not awful, but also not a clear reason to bring him. So which one to choose? So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. So at it's very best, with 7 opponents with, say, Weakness or Fire or Stun Conditions provided by a helpful ally, you're getting 112 damage each, which is a grand slammin' 784 points of total damage, potentially, in just one attack. This is your cookie-cutter Cleric, and you're best off leveling him as described under his Radiance skill, leveling Purge 3 levels at a time, as you find it necessary, focusing on Radiance so that the whole team is pretty cozy in the energy department. Kill Kappas, Ghouls, Skeletons and Zombies to continue quest. I will note that your demon is not that scary - looks more like a little fluffy dragon plush someone plopped on the gaming table. Knights of Pen and Paper 2 is a role playing game that takes place in the fictional world of Paperos (yes, it's a spoof of Westeros from Game of Thrones). Havocado is a silly hyper-speed multiplayer physics fighting game; shoot, punch, drive, and use magic to knock the other players off in a multitude of locations and scenarios. Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). So here's where it gets complicated and more fun. Even Stun if the turn order is right, although that part won't apply to the Cleric. Nothing quite like building a team that blasts through almost everything in one or two turns. As an added bonus, Charms sell for 60 gold each, so even if you don't want to use it, it's good money. How much XP they get is always front and center, but how much they need to get to the next level is just vaguely represented by a thin yellow line on their character sheet. Except not enough skill points. But it's a good choice for the game throughout as you'll be selling most of the stuff you stumble upon and, in particular, your old weapons and armor. Also, make sure to give the Barbarian an Axe so that, combined with the Ninja who only needs Weakness to round out his Sudden Death approach, you have a reliable way to cause Sudden Death on anything you can get two criticals on, which will not be unlikely with 60% and 80% chances for each of these Critical monsters. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. Another good skill for the Hunter! A considerable boost, perhaps the best furniture you can have for a sofa.
Red Wings, Larkin Bid Farewell to an Era after Contract Extension All good options. 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. Not just in the technical sense in that they happen without activating them, but they're all non-offensive: regenerating, protecting, boosting, things like that. But one lighting strike or fireball and all those wards go away - just saying. 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. Without your Go Set, that Fireball and that Barrage of Knives most often won't hit all the baddies, especially as the fight goes on and you pick them off. This section is created by Ghost381 and includes various team builds for different types of battles. So, in theory, pretty great. And that's not even the end of it. I tend to have an aggressive play style, and don't pay too much attention to what damage my guys are suffering so long as they're staying alive, but what this means is that the Knight is better at this than the Barbarian. "Slightly better item drops" - Increasing party level when calculating item drops, +1 per table level up to +5. Weapons would have stun, trinkets poison, rage, burn/bleed if knight. For the evil lord in all of us. I don't know a game where the mage type doesn't have this, and with good reason. It is however strategically inadvisable to block (Take Cover), ever, in this game. What this then means is that when you kill monsters at about your level, you get some noticeable XP. Game technical issues. Stunned critters lack the ability to resist anything, so if you can time it right (like, ideally, with a bomb-crazed Ninja stunning the field all the time) then this will electrically boogaloo your victim to a charred crisp in the most glorious way the game allows for a spell for a single target (Thanks, Ekitchi, for educating us about this in the comments).