A minor problem is that the target is random, so not much strategy there. Which would be crazy awesome because then you'd possibly reach a total damage of 900 or something - but then what fun would the game really be.). This isn't just an average of what their skills are, but an overall opinion based on what they can do, how many different things they can do, and how it all compares to their peers. 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. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. So this is good, but not great like Touch of Blight or Frostbite, and certainly nowhere near SAKA like Lightning. What's awesome and unique about it is that you get a free attack with it, every time you get hit. (Important note: as this skill is not weapon based, Backstab won't kick in here. Burn stacks, so that's always nice, and combined with the Monk's Acrobatics it gives another chance to avoid any damage from a monster that's on fire. 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. Forums. 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 damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. But True Strike needs Bulwark to have that Critical/Threat swap mean anything, and the damage here is unspectacular as is the healing. You could try to improve that by having maybe a Surfer Elf, which has it kick in 30% of the time, but the damage decrease to his attacks is fairly substantial. Before you get there, this thing will feel extra weak, and like you aught to be spending your skill points elsewhere. 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). Because the synergy here is amazing. And again, if you do a build where you can cast this twice a turn, it's a major MP suck but also something of a waste to cast on the same row twice. I'm gonna skip the basics. Even better, the ward lasts until hit, so assuming whoever you cast this on doesn't get hit in a given turn (that 1 Threat Ninja, say), you can stuck up a few wards in a battle. However, there's no logical build with the Barbarian that doesn't include that one active skill, Frenzied Strike, which is the thing that gets you enraged, so really if you're doing the Anger Management thing you have two ways of going about it: First is the great way which is to respect the Barbarian's innate dullness and try to keep up the Rage as long as possible, in the process using as little MP as possible. "Receive 4% more XP per level" - up to +20%. Here the Knight will be doing what he does best, pro-level defense. Knights of Pen & Paper II - IGN But if your team is focusing on group damage skills, bringing the Hunter with this is still a natural fit. 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. Which is still very good, and a pretty likely critical strike when the Knight eventually gets around to using his sword, but you're much better off having no other agro-loving guys in your team. "Damage +5% per level" - up to +25%. This skill, its stats that is, is actually okay. It's what makes him a Paladin. www.drivethrurpg.com Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. Past that from level 10 on, you might as well be blowing on them. If you have a more reasonable approach, with everyone using buffed up weapons, then one cast will get this to about 65%. A few (too many) of them fall into my special category: "Why In The Name Of Glorfindel's Sword?!" There is absolutely no reason not to put at least the 1 point in this. The good news is that, with the last update, there are 3 new caves with 3 levels each, and each of those corresponding to a range of levels of monsters. Okay, that's terrific - unparalleled, percentage wise. However you feel about the whole "Investigate" mechanic in this game, you're gonna need many of the items you find this way, especially the immunity items. 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. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. Make this the heart of your Monk's tactics though, and you'll think the enemy forgot their spiked clubs at home and brought over-cooked spaghetti instead. (It may be possible, exceptionally rarely, that increasing your damage by just 40 more points will make slaughtering that line of Vowlerines (that you have to fight a whole lot of in quests) be a one Lightning attack kill instead of a two attack kill. So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. While fun in theory, it's also fun in practice. This by far the best way to restore MP. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. Also, this is going to make you more than tough enough, saving you the need to have a Second Skin. The Ninja is still the king of Criticals though, and you're about to find out why. Well yes, this is where your party choices come in. So there's that. Reason for choosing Mage, Druid and Thief is synergistic effect of Fireball with Vines and Barrage of Knives. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. 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. Leave him in the game room with the Goth, I say, so they can exchange existential love poems and kiss violently behind the pinball machine. Now, here's where it gets tricky, because your Threat Percentage is relative to the rest of your team. David Pastrnak's $90 million contract with the Bruins is GM Don Sweeney's latest artwork. Meaning at level 1 you kill 5 Rat Traps, and you level up just with that. Knights of Pen & Paper 12+ - App Store 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. I could have said stunningly impressive, but really it's all about the burn. So which one to choose? So while a Warrior's basic attack damage at level 40 is only gonna be hovering around 50-80 (as a range, not an approximation), with a nice skill like Power Lunge he'll regularly be dishing out 200 damage and more. So you're not that barbarian. Group attacks will find you, dragon's breath will make it quite the challenge to Sudden Death one of them, and the Crystal Caverns seem specifically designed to give Ninja's like this nightmares. Most enemies are regular size, and you can fit 7 of them on the screen. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. Which is about 3 times his normal. Knights of Pen and Paper 2 - GOG.com Perhaps be more diligent in future, ensuring that you understand the full context before hitting that delete button (or backspace more likely backspace probably - either way). Red Icosahedron and either spiked rings for a little more damage or Almighty Rings for a little more threat and more reliable Ripostes. And 8 Burn doesn't stack up to much. Druid works on vines and animal companion so that they can potentially stun lock everything in the fight. He doesn't work in Criticals or Initiative or Conditions (mostly) or subtlety. And his other skills aren't too shabby either. If you follow the quests, gain quest XP (which is different and I'll explain how later), and then come back to do these things, you will fill out the entries and get your ingredients, but you just won't get any XP (worth mentioning) for them. 'God' tier team build? : r/Knightsofpenandpaper - reddit Granted, it would be a little peculiar of you to bring a Druid with Grappling Vines just so you can do 50% more damage to Beetles. Similar to the Barbarian's skill, though much lesser, he gets a body boost of up to +16. Why is the Hunter's half that? And don't bring this thinking it'll help with Sudden Death. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. Up to 250 at level 5, this is extremely useful for the new games, when your heroes are under level 10 and that health and energy is considerable amount. After the obligatory resistance roll of course. Anyway, you'll be doing this pretty exclusively for the satisfaction of getting another 5-15 levels out of your game (depending on the number of players in your team). So if you max this out, you only get one other option, so it's hit and hit, heal and heal, stun and stun. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. For the low and high end ones, you'll find them pretty easily. 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. Your trouble is going to be more what skills you can stand to leave un-leveled rather than which ones you want. 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. But it's still mighty fine. Therefore there is a healthy incentive to hang around, at all stages of the game, killing extra baddies to fill out the Bestiary say, or kill a bunch of blue Bandits to get blue powder which you need to craft the big potions - all when you're at about the same level as the things you want to kill. And your chances of getting hit are as low as programmingly possible because you're gonna have -32 Threat, which is ridiculous. But that's just for the Mage with Lightning. "Charms become available as item drops" - This is pretty huge, although clearly not clutch. This guy is more like that guy's apprentice. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. The problem here is that the battles you can win in one round are, generally, full of lower level enemies and so your XP and gold reaping is very low. If you use it on your weak little Warlock, yes, okay, he'll take less damage from the hit, but still, he got hit. But if you so choose you can buy (or occasional find as item drops from kills) mushrooms. Except, of course, for the "1 point ward" build - which makes everything hunky dory, because then the toughness issue isn't an issue when you can ward yourself from all damage over half the time. 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. Knights of Pen and Paper 2. What's nice, and frankly better about this one, is that the secondary perk actually levels up with you, for once. 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. It's pretty rocking. Anyone Know Any Good Teams? :: Knights of Pen and Paper 2 General . He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. You're just never going to use it. Still, having explained all that painstakingly, it's a lot of skill points for not that much impact. To be blunt, I'm rather disappointed here. So ultimately, this turns out to be another case of "why would I bring this guy instead of the other guy who's better at it?" 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. And just because they aren't efficient doesn't mean they can't be effective, and every once in a while all the stars will align and they will lay waste to their pitiful foes in the (you guessed it) coolest way possible. Now, of course, use this with Psychosomatics and you have the tactical gratification of protecting and damaging at the same time. Just to say though that the natural compliment to this is Backstab. Meaning you're better off investing your points in his other skills, which are all better. Mostly. 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. This will all of course be a little anti-climactic because, really, once you've dispatched the heinous Blue Dragon at the end of that miserable Crystal Cave, not even the White Dragon is much of a challenge. 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. 1. Something to consider. The 1 point in each attribute makes him the obvious choice for any Swiss gamers, yet not so clear on how to use him. Quests | Knights of Pen & Paper 2 Wiki | Fandom After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. The drawback here is that it's all based on resistance rolls. Like I said before, highly versatile. 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 no gaming universe ever created does the Paladin not have this skill. Sudden Death, for example, is simply not going to happen without weapon Criticals. After 3 hits, they're burning for 96 damage. Because of it's specific usefulness and inefficiency against some enemies that doesn't have weaknesses it's in general bad choice. Alternatively, for the former, you could still be a Human Lab Rat, but level Backstab along with this for the Initiative boost (and a basic attack that's actually worth something if you're the first one to hit them), so that you're nearly always the first to strike. So, again, why the hate, devs? The Druid's vines somehow don't count as a spell, the Ninja's Smoke Bomb same. So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. Will use the *20 or the now being default values. 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. If you don't have one or more skills in your team that need the Go Set, take this instead. However, this is the only player with 3 in Senses. The Knight is good for this too, but his skill is only a third as powerful and unlike the Cleric he won't be casting it every turn (he does have to strike out with a noble yawp now and then). But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. So maybe not all that awesome. Best Design - Lamy 2000 Rollerball Specifications Manufacturer Lamy Color Black Weight 24 gr Length 137 mm Pros & Cons Pros Exquisite design inspired by Bauhaus Perfect for long note-taking sessions Eye-catching appearance Cons Doesn't work the best on cheap paper The cap is held in place by metal tabs that are a bit of an eyesore Even though .