Okay, so maybe you're asking yourself why this is SAKA. 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). This lets you restore energy to your compadres, but passively, meaning it happens automatically when you use any of your active skills. 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. 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? You can and will, at least once per battle and often much more, shuffle your intended target right back to where they started, in which case: no damage. 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. Even low level bosses seem to resist everything you throw at them almost all the time. So this hits a single target for a little less than your average fighter's comparable skill (220% weapon damage at skill level 24), which is the same oomph as the Hunter's hat can muster. 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. Okay, so 1 point for Body and 2 for Senses. Which means you'll be traipsing about with 86% (or 83% or 79%) critical. 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. I've never come across any game that so reverently and irreverently encapsulates what that experience is, for single person enjoyment, on a dinky little phone much less a console or PC. Mostly useless I find myself resting very rarely but even then a single specialist will save you the trouble, still can be used in some cases. There's no real subtlety here, nor anything in the way of synergy for this team, just fry everything in your path. As far as damage, that part is true about one of her skills in particular, which if used well with a compatible team will have you shredding your way through the game at top speed. Someone needs to be the Hipster for the Weapon and Armor goodness, and the Cleric is the one who suffers least from 1 point in each Attribute, especially as a Human. At max level, it's the standard +32% to criticals. Thing is, Life Transfer is just a little too weak. Still, if you have a Hunter or Ninja who already took the Rich Kid player, the only other option with a good Senses boost is the Goth. But in either case, you'd be better off just damaging the enemy to get the fight over with - protect your peeps through offense. Better off just giving your Cleric the Stun immunity item if this is important to you. Which means there will almost always be at least one baddie that you can attack with this bonus. One of the toughest battles in the (pre-dragon) game, actually. The point (or two) in Mind is like Body, giving around 1 level's worth of extra MP per point per level. More than most combat classes, the Thief will rely on the special qualities of her skills rather than direct attacks. The thief. There is nothing wrong with this skill, it adds health and damage reduction. The Big Hands ability is the selling point here, as it lets you increase your damage by 50% or so. 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. 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. Hard to kill that team. 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. With the ferret-like thing in the mix, this does mean you can spend your time protecting two of your fellows each turn, one for the fighter each turn and one for each other player so, in a long enough fight, you're basically warding the whole party the whole time. This will maximize the critical hit% of the Knights True Strike to almost close to 100% without needing Bulwark. The following is the recommended Game Room item selection with Weapon Rack, Kawaii Sofa and Arcade a must have to maximize sudden death. Seeing as this is the Monk's only genuine attack skill, it's unlikely you'll leave this one entirely unleveled. This is those guys, all put together. But the percentage of a level each side quest gives is about the same. 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. For any lower level class, the critical chance is going to be pretty low, from 10% to maybe 30 or 40%. There are many builds to get there but if you level up this and Acrobatics in kind of any variation, your Monk will likely never fall to the enemy's wrath. In practice, just good. Still, more HP with that 1 Body point (although more Threat too - booo!). This also translates to 224 overall damage, and that's pretty darn good. David Pastrnak's $90 million contract with the Bruins is GM Don Sweeney's latest artwork. 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. 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. While I do love the name of this skill, it'll about as useless to you as the Paladin's Armor of Faith, which is kind of the mirror image of this skill. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. Use your Knight for what he's best at, I say. He can't take as much direct damage as the Warrior or (especially) Barbarian, and doesn't have a love affair with armor like the Knight does, but he doesn't have to because of his wily skills. If you max this skill you'll have a respectable Critical chance, but the Ninja, Barbarian and Knight are all better at it, and her other skills are definitely worth investing in. Once again, like the Thief, but worse. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. 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. 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, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. This is smart, unlike the Paladin who needs to nearly die for his skill to kick in at all or the Warlock who blows through energy like a crack addict does with his crack, and then starts drinking his own already small reserve of blood to do more crack (I mean, use magic). Preserver of nature, lover of beasts (no, not in that way! It's clearly the best rug as it'll help from dungeon fire traps to sewer poisoning to dragons confusing you. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. This is the only other skill that has resistible damage, the first being the Cleric's books with 3 bolts thing. There is some synergy here, but this team is not efficient. There's no real tactical benefit here, it just mitigates the least enjoyable aspect of traveling around Paperos. What this does is let you restore up to 160 MP and then swap your MP and HP. The point is, the best weapons and armor in the game are ones you craft yourself. 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. Wait, what? But that ability, that beautiful ability, which lets him ignore the armor penalties on your energy. The Mage needs to be the Lab Rat for a couple reasons, so either of the 2 players with 2 in Mind will do here. And setting fights up to watch fancy skills is not only cruel and unusual for your enemies, but a little on the narcissistic side. The last category is in the middle-ground specialists are so fond of, the Thief and Druid, Hunter and Ninja. And this almost all the time. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. All Reviews: 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. 149 73. But, we're not talking about the Warrior here, are we? No other class can do this. More useful than you might think. 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. And for your casters this is a non-event. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. Mostly. 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. You'll want a few points in Acrobatics (3, 6, 9 ramping up as seems necessary) for the perk and some Threat, as this is the (only) tank for this team. Black Arts (Passive) - good (SAKA for Sudden Death), Vanish (Sort of but not really Passive) - good/SAKA. And this skill is just as terminally useless against bosses as that one. If all three hits are criticals (which is less likely as you'll only have enough skill points for this and Shadow Chain, with little to nothing left for Vanish) and the condition isn't entirely purged at the start of the target's next turn - which mitigates the awesomeness level here. While isnt a good final boss battle team, it is a good team for any other NPC teams go though and heres why. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. What's the point? So if you have any of those skills on your team, you really need to use this item. Unlike the damage reduction, which is huge at level 1, pretty nice at level 8, and hardly noticeable at level 20 and beyond. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. But you can't measure a skill by what you may or may not pair it with. He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. 2,115 314. 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. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. In theory, great. ), and we'll see why later. "Solid" ones provide a good solid benefit. Otherwise, it's just great. In-Game. But there's one more bad thing: your Druid just isn't tough enough. First of all, do note that this skill is not affected by the Body attribute. "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. Knights of Pen & Paper is a role-playing video game developed by Behold Studios and published by Paradox Interactive and Seaven Studio.It was released on October 30, 2012, for iOS and Android, and on June 18, 2013, for Windows, OS X and Linux (the latter under the name Knights of Pen & Paper: +1 Edition).A Nintendo Switch version, entitled Knights of Pen & Paper: +1 Deluxier Edition, was . 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. The following is the party set-up I have used up to level 25. So, killing stuff gives you XP relative to your level. Hence for this type of Party alone, the Knight's True Strike may be considered SAKA as it will almost certainly gurantee Sudden Death together with Ninja's Shadow Chain unless inflicted with stun or weakness. The closest thing I played are tic-tac-toe and MASH. Bunch of dudes can raise their Threat here; the Ninja is the only weirdo who has even thought of going negative with it. Thing is, the bonus isn't that much. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. At max level, you can heal for 32 HP per enemy. 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. Even Stun if the turn order is right, although that part won't apply to the Cleric. 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. Except, you know, it like totally obviously isn't because this skill is only good. 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. 1 Point in discipline, so damage is evenly split between HP and MP (So he's basically immortal). I'd say he's got the highest replay value - I've never leveled him the same way twice. But then there's Dragons, which must have a pet peeve about Warlocks, because you can't resurrect around them. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. "Consumable restore +15% more health and energy per level" - up to +75%. This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja.
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