The benefit could be only used viably being filthy rich on Diamonds and switching at some points like daily dungeon or other bosses to get a huge piles of gold with your advanced party. But, we're not talking about the Warrior here, are we? Also less attractive as a 3 point skill because they can resist this, and at level 3 it's only -2 to their roll. With the L size, 20% of the time useless. In my opinion outside of that can't compete to raw stats for your whole party. Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. And in fact what makes this SAKA instead of just great is because it's weapon based. If you get the game room item that lets you have 7 creatures in a fight instead of 5 (the Go game), 4 of those will be in front and you can maximize this skill. But instead of a Threat boost and a long reach, you get to be enraged and heal for, ultimately, a ton of HP, 104 to be exact. So, you're one of those eh? But if you want that highest possible Senses score with your Rich Kid Ninja, Elf is the way. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. But there's still some good here, and while his stats are mostly lackluster, he's fun to play and can do things no other class can. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. 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. This skill gives him a boost to his attributes when, and only when, he's enraged. The cleric keeps the group alive and spamming their mana intensive abilities. 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. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. Remember that Thief's Grappling Hook thing, that I thought was so cool it was worthy of a personal note that it was great just for me? I will say though that, after about level 30 or so, your Mage is going to have such a large MP reserve that regen doesn't have that much of an impact. By the middle of the game your Ninja will be striking out with about 80% critical 3 times every turn. Uh oh, somebody brought their pet Guinea Pig to the game. skills (Super Awesome Kick Ass skills). Which means, if you have seven opponents on the field, you can heal for 224 HP - which is a lot but still less than the Paladin or Cleric skills. Useful if you aim for sudden death, or other status applying oriented builds. So, you've played through the game a few times, you're feeling pretty done and you don't have a strategy guide to write that keeps you coming back (excessively) for more. 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. 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. You will, in effect, feel twice as powerful as they struggle to make a dent in your armor. Because while the Thief's barrage does indeed need conditions on the enemy to be super kick ass, you can get up to max damage by level 25 or so because that's two different players using skills, so maxing them out in half the time it takes the Psion to max both of these out. And lo! 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. Good thing though, as most of the game will be a non-challenging slaughter-palooza - and gratifying as that can be, it can get a little monotonous. If you use it on your big scary fighter, they should already have high Threat and decent to great Damage Reduction. 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. "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. 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. If only you could get to level 75. 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. At what point are skills maxed out? High 44F. The better the weapon, the higher the Threat, up to +25. Senses, however, only affects Critical and Initiative. Likewise level 6 will carry you through to level 25 or so, allowing you to focus on leveling Radiance throughout. So there's nothing wrong with this skill, but you're most likely better off investing in something else. This is all great, but starts looking even better combined with the Thief's Barrage of Knives, or a group that lays on the conditions so you're getting a Sudden Death once every battle or two. One fireball, and it's toasted jelly on the floor. The only exception is if this is one of your first characters on your first play-through. 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. Except, you know, it like totally obviously isn't because this skill is only good. Just 1 point here though, and you have a backup energy reserve, so that you could do.Although you could put 1 point into this and use life transfer on yourself which basically makes the skill free. The price is also decent. 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). Except (very importantly) for his "1 point Ward" build, which is a paradigm shift for the Druid, and which I'll cover under that skill. But I did, and it's staying. The Pocket Watch (Confusion) and Hatchet (Weakness) combination also gives the Ninja about 35% chance of sudden death within the 3 hits of Shadow Chain. 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. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. I find the gold economy of this game a bit obsolete. 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. But in either case, you'd be better off just damaging the enemy to get the fight over with - protect your peeps through offense. And that's a fair amount, but only gets your Frostbite from 136 to 182. You're plenty tough enough anyway, and you need your points for the 3 (or 2) other skills. Added to that is the +16 Damage and +16 Threat, and if you make your Druid a Dwarf Jock, you will indeed be doing some very major damage here. If you have a Lightning Mage that bonus is upped to +184 damage if there are 4 enemies to soak up the damage, and there you've really got a good thing going. 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. 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). Okay, so maybe you're asking yourself why this is SAKA. I'm going to number the players 1 through 5, because why not, although this would also be the order in which you should accumulate players. 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. In practice, it's hard to make it work well, and hard to keep up the MP. "Lowers enemy resist roll with 1 per level" - up to 5. Not to confuse you with a reference to a Ranger/King doing Paladin stuff, but anyway. Reminiscences aside, there are 3 ways to get experience in this game. Knights of Pen & Paper (IOS) Best AOE+Quickest team. Easily making first few levels a breeze, spells costing nearly no energy and restoring energy with some skill or another furniture. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. But even with the Bookworm you'll have to set up battles to kill enough of some of them to get the bonus. And this almost all the time. Max this out and you're healing 80 HP for everyone, every turn. Regular, only useless 14.29% useless. Now if you're really into filling out the Bestiary, then yes, this is quite the time saver, especially for the L and XL sized beasts. If only you could get 150'000xp for a single quest by the end of the game. And yeah, okay, maybe a very few times this will bring some kind of glass cannon opponent to the fore for proper pummeling, but really rarely - so rarely it's really not a boon at all. Control the dead? In-Game. So, you know those weird guys sitting apart from the rest of the normal High School kids, usually the theater and/or goth and/or art class kids, hanging out and just feeling cool (or insecure - kind of a fine line there). But Burn baby Burn, is what makes this great. If only you could level up almost every couple quests instead of every five or six. While this is all a little sad, it makes sense, as the specialists are nearly defined by sacrificing damage at the expense of the special qualities of their skills and overall greater versatility. Open the Google Play Store in the Emulator you just installed. Which is huge, and would be totally Solid as far as that goes, but becomes Clutch when you realize that, thanks to this sofa, Bulwark then becomes a largely wasted skill, even with the loss of the minor group regen, and so you can put your skill points into his two defensive skills making him just unconscionably tough while also delivering Critical hits 90% of the time with True Strike right out of the gate without having to prep with Bulwark. When you kill ones that are well below your level, you basically get nothing. In this here world, most of that is true. Mage: good single target damage, great group damage. In that case this is awesome. This game - is awesome! Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. It's not game changing, but very nice. 7. But the real magic here is the swap. 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! This is what you call a lose-lose situation. 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. The beauty here is that the Surfer can shake off Stun, and the only other way to do that is with a Cleric if you're lucky enough to have him Purge you before your turn. So being a Human Lab Rat Thief, just in this case, would be a very good choice. How is that badass? All good. 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?" Paladin with smite to weaken everythingand the Ninja uses Jock with 3 weapons inflicting confusion, poison, and rage, with his inherent bleed effect and most points put into vanish for the super high crit chance. Pen and paper. Second, attributes are a little off, as he's clearly magic oriented (2 Mind), but your weak magey guys are hardly ever going to be hitting anything. Knights of Pen & Paper 2 Wiki is a FANDOM Games Community. After a -9 Senses resist roll maxed out. But you should know the basics. 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. Mage's 'burn' from fireball cannot be resisted, keep that in mind when aiming for this strategy. Which is pretty close to that 136 from Frostbite, all things considered, except it's going to hit up to 4 creepies at once. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. Now, if you want the wounding itself to actually make a difference, you really aughta max out this skill (which gives you Wound 32). Kyy Studios took over development of this sequel. At least until the mid-late game where a few unique items come into play. Except of course if you use his next skill as a 1 point concept, as I've been teasing you with. The runner ups in the critical category are the Barbarian, Thief and Monk (in that order), who all max out at about 45-50% (~65-70% with the Barbarian, if you know what you're doing), and don't have multiple hits (except the Barbarian, kind of, more on that later). In theory. Or what a Mage with maxed out everything except Fireball plays like. Druid, Mage, Ninja, Paladin, and Cleric. It was released on May 13, 2015 for iOS and Android, and on October 20, 2015 for Windows, Mac OS X, and Linux through Steam. Includes a 'Complete record of Matches Played by the Norwood Club', for whom Whitridge played as a 'star' bowler. If your Thief is cheering, definitely put a point in here. I've actually kind of spoiled the reveal on this skill having explained the healing magic you can get with it back in Anger Management, but suffice it to say that, no matter your build, this skill is likely gonna be your priority. This is rather difficult to asset, dealing 20% more damage with basic attacks for some classes who rely solely on their attack damage and not needing a lot of energy (or have ways to restore it really fast) can be devastating. 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). Which won't likely be an issue if that Cleric is at your back, and even if he isn't, one regular 75MP potion gets you back in the fight for a few turns. Unfortunately, he doesn't stack up to a terribly efficient dude. - Put together your own role-playing group complete with the game master, the role-players and their respective classes. There are other builds here that can be fun to explore, but this is absolutely the build of choice. Mind invasion is a jolly good skill with pretty good damage, and it'll help with your acrobatic Monk, especially when the Confuse is resisted and Rage is inflicted instead, because Confuse ignores Threat. Meaning your Mage or Warlock might not quite measure up to the perfect version of this skill, but they'll have another skill, like Lightning or Life Transfer, which really makes for a better player. If you have a shield as well, that's up to another 15%. The larger ones you can only fit 5, and this size is actually fairly common. An important thing to note is that you can interrupt your game at any point (even in the middle of a battle if you don't mind starting that fight over) to switch your bonuses around. 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. Cheerleader - good (great with the Thief), Divine Judgment - good (SAKA on a stunned target). Knights . The heaviest armor reduces your MP by 30%. That said, if you want to put just 6 points in this it'll give you damage reduction like medium armor (4) and a fair amount of health (52), and you can afford that much. It's a little weaker well, sort of. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. I'm also going to give each class an overall rating. So, it's all pretty straightforward, and really if you don't want to there's no reason to worry about the hows and the whats, just follow the story and you'll be leveling up nicely and regularly as Gary intended. 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 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). Cool personified, the Hipster seems particularly aptly placed here. "Energy +10% per level" - up to +50%. 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. 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. For just one target. However you use this, with his single damage skill, protection skill, or shuffle-the-enemy-like-a-deck-of-cards skill, it's worthwhile, effective, a good combo, and the animation is about as cool as it gets. What with the XP scaling, what it means is that your Exchange Student will consistently be 1 level above everyone else. I will note that your demon is not that scary - looks more like a little fluffy dragon plush someone plopped on the gaming table. If all you've got is casters, it's gonna be a tough slog. I've found the scrolls in consumables, and the weapons are easy . If you commit fully to this idea, you can make all your other players low Threat casters and specialists and also give them weak non-Threatening weapons so that after casting this once the Knight's threat is at about 85%, and a second time brings it to 95%. Whatever happened to a friendly conversation over a cup of tea? Almost the only time I ever escape a battle is when I get stuck with a lvl 1 monster battle while I'm traveling when I'm lvl 20 or something, just because it's annoying. So, if you're me, this is why you brought the Thief to the party. Ahh the mage. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. 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. Click to install Knights of Pen & Paper 2 from the search results. That's the difference. So if you've got a Mage and a Paladin and possibly a Ninja causing conditions all over, the vines will stick even if the Druid's Stun fails. Now, if you build your team around a Tank with 4 very low Threat companions, the difference the Kawaii Sofa makes is around 10% increased Threat Percentage for the tank. 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. And those statistics, if you don't mind me being nerdy here, actually get worse, assuming the program works linearly in time. Well, right now at least. then ninja for stun locking. And remember, the Thief can do exactly half that god-like damage any day of the week without any help. The Druid's vines somehow don't count as a spell, the Ninja's Smoke Bomb same. The ability to harness the power of Chi and blow down small straw houses in one blow? At least if you're being efficient. Tank;Healer;DPS There is a reason that so many MMO's have this kind of set up in dungeons. What makes this decent is that you regain up to 24 energy when this does happen. Or, at least he thinks he is. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. First, this is as strong as the Warrior's Power Lunge, damage-wise (324% weapon damage). So you will always want at least one skill point in this, because Conditions happen even if you're not trying, and now and then the enemy will waste an attack.
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