Reminiscences aside, there are 3 ways to get experience in this game. He's also not terribly complex. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit. 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. If Critical and Initiative are what you're going for, ain't nothin' better. 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. 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. I will say part of the fun is just what they look like. Let us make your questing easier by giving you these ten tips and cheats for your Knights of Pen and Paper journey. After a -9 Senses resist roll maxed out. But even if you have just one enemy on the field with a Condition, that's 112 damage. I'm not sure why I had to lay it all out like that. And don't bring this thinking it'll help with Sudden Death. 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. Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. Giving your level 2 Monk a mushroom will bump him up to level 3, maybe 4. MAGE , Lab Rat, Human (all into chain lightning) THIEF, cheerleader, human (1 into stealth for cheerleader combo then all into fan of knives for ninja stun lock combo) CLERIC, surfer, human . This is those guys, all put together. Nothing. As always, maxed at level 24. This is quite useful, especially for heavy energy users or Knights. 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, despite what I just said, this is the one efficient guy in the group. Too much I say. This is that, but for the whole field of battle and completely irresistible. Lightning does more damage more consistently, but each hit with Cleave has your Warrior's base critical chance, and every once in a while (oh, like 10-20% depending) it'll cause 100% more damage (to an individual enemy, not the whole row). 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. Before the strategy though, I'll just explain how these 3 systems work, because they're all actually different. Not that bad for the early stages of the game, but definitely nearly useless later. skills (Super Awesome Kick Ass skills). But it reduces your Threat to zero, so you're unlikely to get hit again. But again, while the damage boost ultimately is just a nice gesture, knowing more about them helps your gameplay if you let it and it's also just fun to know, I think. (Note: This skill does not regenerate the Cleric's MP, which is why you're going to have to rely on MP regenerating Trinkets (preferably), or potions, or good old fashioned rest from time to time.). Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. Well, not exactly every time, not even close, hence the loss of awesome. 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. To illustrate with the XL size, the programming determines the first of your 3 monsters end up back where it was, which was a 33% chance. Which means there will almost always be at least one baddie that you can attack with this bonus. But most of the time, this is better. So, killing stuff gives you XP relative to your level. Wait, what? You'll want to get that 1 point in Rampage ASAP so that the Critical magic happens from the get go, although it'll only be happening around 10% of the time at first. Now, you could make a build without this skill, but really, why would you? 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. To be competitive by the higher levels in this game, you really need your skills to be maxed out, and this means each class is always better off focusing on just two skills. 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. And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. So only invest in some mushrooms if you just want to skip the noob-level stuff at the beginning. In fairness though it does have the bonus of not using up a feather if your player gets killed over and over in the same battle, which he well might as he's always coming back with low health. 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. There is nothing wrong with this skill, it adds health and damage reduction. At best this will give your Ranger +16 Initiative (just like the Thief's Backstab), and since no other skill (but Backstab) and few items give a boost to Initiative, this will mean he'll pretty much always be one of the first 3 to attack. What this does is let you restore up to 160 MP and then swap your MP and HP. 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. For when you wanna play support, but still be someone you'd hate to meet in a dark alley. Kill Kappas, Ghouls, Skeletons and Zombies to continue quest. But not really. And his strong focus on defense makes him less able to be a critical beast like the Ninja (who is not dethroned, no matter what the stats are). Whatever, a delightful little animal companion to plop on the gaming table. Release Date. But if you so choose you can buy (or occasional find as item drops from kills) mushrooms. In theory. And then, well, it doesn't really matter. The 1 point in each attribute makes him the obvious choice for any Swiss gamers, yet not so clear on how to use him. Here Be Dragons; Back To the Source (free update) Epic Mount; Art Book; Exclusive Grinding Farm Location ; Soundtrack- 14 Songs Your trouble is going to be more what skills you can stand to leave un-leveled rather than which ones you want. The conditions that are consistently annoying are Confuse and Stun and Rage. So, depending on the situation, this can be pretty devastating. Except of course if your target is stunned. Can you defeat a Balrog? But the real magic here is the swap. Just the bow, no crossbow, longbow, composite bow or anything. The weapon is a no-brainer for any spell caster, but even the robe might be a bad idea as it offers zero protection. "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. So a Paladin spamming this skill makes your fights pretty dang easy. (You could focus on Fireball here to help the Thief, but there's just no substitute for boosted Lightning). The only exception is if this is one of your first characters on your first play-through. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. 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. That is right, Knights of Pen & Paper 2 has gone completely free. But it does have significant limitations. But it's all in the mind anyway, right? . Side quests are either standalone (help the Noob) or a package of several (the Lich and High School) but not too many quests, and are, in theory, optional as they don't usually even relate to the main story. The Ninja: master of stealth; looking cool in black; small sharp things that hurt more than you'd expect; and, in this game, lots and lots of stunning and/or critical hits. 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. When I read what this skill can do, I was like totally absolutely for sure this was gonna end up being a SAKA skill. "Spell Damage +5% per level" - up to +25%. One dubious bonus that needs be mentioned is that he can also resurrect a killed player, if only for the duration of the battle. "Skills cost 20 less Energy per level" - up to 100. Escort: Go to Orienting Village to continue quest. Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. Each of the classes has four skills, one or two (sometimes three) of which are passive. View full lot details. Which means after 3 turns you're on par with the Paladin and Cleric at their most healing-est, and after 4 or more turns you're crowned the new healing prima donna. 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). Not to confuse you with a reference to a Ranger/King doing Paladin stuff, but anyway. Do you? The secret ingredient is double damage when used on an enemy that already has a Condition. For the latter, you're better off not getting too many Senses as really you'd rather be striking after your Mage or Paladin or (more likely) Ninja. And if Sudden Death tickles your fancy, this skill won't help (just like Touch of Blight doesn't), as inflicting random conditions is pretty frustrating to have to try to work around. It is, however, the most fun solution to that issue, which is why it's great for me. This is actually pretty important since you'll be spreading the glory to the whole team. But your average weak opponent isn't likely to survive more than two hits from this. More than most combat classes, the Thief will rely on the special qualities of her skills rather than direct attacks. But you might have noticed those zeros. If you do one of those mid-size teams, let me know how it works out. This is all true if what you're hoping to get out of this skill is some healing. Lovely word. Some synergies are obvious, like A requires B (Barrage of Knives requires Fireball or Smite to spread the conditions). That's it for the basics. 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). 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. So this skill maxes out causing 112 damage with another 32 as either Burn, Poison or Wound. You say the warrior is the best at absorbing damage, thats wrong. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. But (and here's my third point), his ability is not actually as awesome as it sounds. Most useful for more durable type of party, where the higher their base health is the higher the additional benefit will be. It's what makes him a Paladin. Download the game for free: http://get.gameinfluencer.com/SHW6This video is a paid promotion by Paradox Interactive for Knights of Pen & Paper 2, free to dow. All rights reserved. You've already had a taste of my Goth hate, so no surprises coming. The absolute best case scenario here is a high level Ninja with Shadow Chain healing for 750 Health each turn. It's not game changing, but very nice. All Reviews: If I find anything about this build that makes it unplayable in the late game, I will edit. But maybe that's just me. Jock dwarf, max out lunge first, putting one point in Riposte early on. 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. 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. Anyway. So there's that. The only drawback is the relative monotony of your strategy. Most enemies are regular size, and you can fit 7 of them on the screen. Complete Google sign-in (if you skipped step 2) to install Knights of Pen . And this is the only character that can cause group Weakness, and the only way at all other than weapon crits and the Warlock's 1-in-7-chance-of-this-condition skill. So i have hopefully fixed the rating back to the original Authors system. 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). Sudden Death, for example, is simply not going to happen without weapon Criticals. Where the Paladin and the Warlock have failed, the Knight triumphs. While fun in theory, it's also fun in practice. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. At level 12 you kill 5 Rat Traps, and you'll barely even notice the increase on that little yellow XP line. And sadly Renewing Carapace can't make up for these problems as it takes a turn to get that ward up, and you may or may not get the 80 HP heal depending on if someone hits you (which they well might, since you're a big threatening bear now). Admittedly, sometimes it's a good move to Take Cover only because it lets you skip a turn, thereby not killing that Zombie who's literally on his last leg after you've wiped out the rest of his cohort and you want your Cleric or Paladin to get one more heal in before you move on to the next room in the dungeon. There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team. This is assuming they're both naked, by the way. The beauty of it is that it can stack, and Shadow Chain can make this devastating - adding up to 96 Wound in just one turn. So really, it's a waste, and the other two active skills are better options. In one strike. I'll admit, I have a soft spot for Paladins. Without it, it's still pretty great. The low damage is frustrating at low levels (starts at 54%), as yeah you'll hit the whole row but not very gloriously. But quests work differently here, in that (and it took me a while to figure this out) when you complete a quest, the XP you receive is not related directly to your level. This skill is the "critical powerhouse" part. The devs did us the favor of letting us have him even if we don't get past the Great Paywall. Didn't think so. Players get the sense of gamers hanging out, bantering, and asking to pass the Mountain Dew. If only you could max out 3 skills per class instead of just 2. 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. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. In my opinion outside of that can't compete to raw stats for your whole party. Price . Touch of Blight is well established as a solid spell, and unless the irresistible Condition it inflicts is Stun or Confuse, the target of this will likely go for the Monk next turn and do no damage. 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. But there aren't. The Burn is proportional, so 32 maxed out, and it stacks, and gets harder to resist every 3 levels. Likewise level 6 will carry you through to level 25 or so, allowing you to focus on leveling Radiance throughout. (Although the Mage can boost his with Arcane Flow - just saying you know, who the real master is.) By the time you're level 25 or so, it's back to focusing on weaklings, and even so, using your Cleric purely offensively like this is kind of fun but can often make for an unbalanced team and really isn't the best use of him (i.e. 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). David Pastrnak's $90 million contract with the Bruins is GM Don Sweeney's latest artwork. I don't know a game where the mage type doesn't have this, and with good reason.