But even if you add all that bonus-ing up, including the Arcane Flow, that's a +46 damage bonus. Instead of a damage modification though, he gets up to an 80% chance for a second action in the same turn. Oh the mysterious Warlock! You are for sure bringing this to the party if you brave the world of Paperos without a Cleric, and even if you have one, this is a great secondary skill to fill in the healing gap for the occasional high damage ur mewling little weak Mage gets. What's the deal? Which isn't that far. No need to inflict major damage if you're just instant death slaying everything. 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. 0-30 at skill level 3, 0-240 at full glory. 1. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. At level 5, this is moderately important. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! Or, if you're a Monk, it gives you +27 instead of just +18 damage using bare hands with the right skill maxed. 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. I mean, in so far as he's good at anything. This is for sure good, but a few things keep it from greatness. 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 do want to hang around killing stuff at low levels, don't bother with the mushrooms. . Still, much like the Warlock, he has some unique skills and can be fun to play. So, in effect, conditions are a real threat only about half the time - at least as far as your party is concerned. That's a total (clutch) game changer! Set up battles, is what that means, and again filling the bestiary is a good reason to do this, as well as hunting for potion ingredients or other items to a lesser extent. Until your next turn that is. Not so important, but with some parties which rely on sudden death, applying mass de-buffs or bursting down single target can have the upper hand in plenty of cases because of it. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. But still, you can legitimately level this a little once you have Radiance and Purge up to a level you're happy with, this is then a good third skill to use when you want your MP but don't need no HP. There's nothing else like it in the game. It's a little weaker well, sort of. IN THIS STORY: Rumors Stats Roster. 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. Even low level bosses seem to resist everything you throw at them almost all the time. Before that end-game massive damage, the Hunter is just going to be looking over in envy at every other group damage skill his friends are dishing out. The glass half empty perspective is that, in order for this skill to kick in and allow you to damage anything that attacks you, your health needs to be all gone. You're going to want him for the next two skills. Game Room: - Weapon Rack (1 less condition for Sudden Death), Kawaii Sofa (Threat -2), Arcade (Crit +2%),Yoga Mat, Go Set, Golden Table & Bowling Set. 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. But there's one more bad thing: your Druid just isn't tough enough. More useful than you might think. This one just straight up damages the enemy - all the enemies - every time the Psion uses any skill. But outside of sudden death it's not that useful. So, this is something fun I did just for the heck of it. And your chances of getting hit are as low as programmingly possible because you're gonna have -32 Threat, which is ridiculous. One final note has to do with the sometimes invaluable quality of Criticals, as they are often the only way to inflict Conditions (like the hammer's Stun) on enemies that almost always resist the affliction when they have the chance. Release Date. And that Ninja with maxed Shadow Chain, Vanish and Black Arts is going to make the Ninja in the Maximum Carnage Party look like an underachiever. Because, playing the game, it sure seems like Displacement doesn't work way more often than I expect it to. Other than that, he'll be your new defensive combatant extraordinaire. So this skill maxes out causing 112 damage with another 32 as either Burn, Poison or Wound. And do this one-two combo until you finish all of the main quests (Paperos, Origami, Dragons) before you do anything else. This is, damage-wise, the same as the Mage's Lightning at 104 damage max. A game about a game. 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. 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. You say the warrior is the best at absorbing damage, thats wrong. That and, unlike for weapons, there aren't that many ways to up your spell damage in the game. This will be your first unlockable character. Knights of Pen and Paper 2, called Knights of Pen and Paper II on the Start Screen, is a sequel to the game Knights of Pen and Paper, the second entry in the Of Pen and Paper published by Paradox Interactive. The most obvious and worst of which being that this is, as mentioned, resistible. 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. Use this skill, or don't bother with the Paladin. So the upshot is: mushrooms are a shortcut to level up quick at the beginning, in particular - or rather, only - if you don't want to hang around slaying extra cave bats. By far. Where the Paladin and the Warlock have failed, the Knight triumphs. And your base critical chance with all the perfect items, weapon, and a Rich Kid Elf is 22% (19% if you stick to Almighty Rings, but that's a whole other story - and 15% if you're hunting for Sudden Death and have all the condition trinkets). But even if you want to, for XP or gold or items (in particular crafting items) or just to see a skill like Lightning or Cleave at it's finest, there's really not much difference than setting up with the regular max of 5. "Receive 3% more gold per level" - up to +15%. The secret ingredient is double damage when used on an enemy that already has a Condition. "Restore 50 per level Health for each Critical you land" - up to 250. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. Still, having explained all that painstakingly, it's a lot of skill points for not that much impact. In no gaming universe ever created does the Paladin not have this skill. The ability to harness the power of Chi and blow down small straw houses in one blow? Mage's 'burn' from fireball cannot be resisted, keep that in mind when aiming for this strategy. What with the Threat, he's sure to be attacked soon no matter who else is thumping his chest in your group. 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. At the very end of the game with both skills maxed (compared to the Thief who gets to those numbers with one skill maxed halfway through the game assuming he has help from his team). 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.). How is that badass? You've already had a taste of my Goth hate, so no surprises coming. 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. So while the Thief is already turning the Paper Gang into mince meat a third of the way through the game (thanks to a friend), the Psion is struggling to do even half the damage. But however you build this guy, he's going to kick some major behind. See, Frenzied strike makes you heal yourself in addition to enraging you, for 104 HP at best. The attack is decent, and at higher levels he'll rarely get dispelled as your Warlock is going to be pretty low Threat. So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. In Knights of Pen and Paper 2, you can enchant weapons in crafting with scrolls and with charms. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. For the low and high end ones, you'll find them pretty easily. Or level Stealth so your basic attacks are critical a third of the time. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. So, you're one of those eh? Which means that maxed out you're hitting all of them, but until you get there, you're not. 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. Is there a way to ensure that sudden death occurs during every single battle or even better still is it possible to inflict sudden death each and every combat round with close to 100% certainty, including against all bosses and dragons? And all weapons come with perks that your fists don't. But most of the time the majority of the group in any battle is gonna get hit with this. Similar to its predecessor, this turn-based RPG title comes with retro-style graphics, an odd roster of characters, and tons of immersive quests moderated by a game master. So when you get a second action in a turn, which will be almost all the time later in the game, cast this ward on someone in your team (probably the tank {which might be you, if your a big green bear}) as your second action.