So what we have here is a walkthrough for Knights . One is with weapons (or weapon-based skills) and the other with spells. The healing can't hurt, and the energy regen, mild as it is and in addition to the Cleric's, will ensure this team never, no really never, runs out of steam. 0-30 at skill level 3, 0-240 at full glory. Also note this is pretty much completely worthless against bosses by itself, although you might get a solid squeeze in on them with someone else causing an irresistible Condition like Fire or the Warlock and Psion skills. Also less attractive as a 3 point skill because they can resist this, and at level 3 it's only -2 to their roll. The difference being the damage is not variable nor affected by weapon or damage bonuses. If you've ever played any role-playing game, ever, you know this. All the fun of pen and paper RP, none of the lost . Or 500 or 250 or 0. Use your health instead! Which, to boil it down, means that quests give the same reward to your party no matter when you complete them, unlike both reaping death and eating 'shrooms. 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. So if everyone else takes cover, your Threat could be 5 but it would still be 100%. Knights of Pen and . he does 120 Bleed damage a turn, basically. This is very not true. Shred some stuff up! So there's nothing wrong with this skill, but you're most likely better off investing in something else. Or even if you hit 3 enemies without Conditions, still good at 168 damage. I'd say he's got the highest replay value - I've never leveled him the same way twice. Start with a good tank: A Warrior has amazing regeneration abilities, as well as decent . In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. In-Game. Genius really, and there isn't even a remotely good second option that's cropped up in all these decades, so here in this game XP rules the world like every other world (except the real one). So. And shrugging off 1 condition per turn is pretty good, although sometimes a little superfluous. With the combination of the little Vole-Rat on the table and this warding spell, the Druid here is tasked with keeping this motley crew relatively alive. Well, I mean that's technically true, but actually more of a gimmick. "Health +10% per level" - up to +50%. The part that is thoroughly awesome is that if you have this skill (at any level) you negate all incoming attacks from enemies with conditions. So again if you focus on weak opponents the conditions will likely stack, and that can add up to a lot. We'll see about that later. And say you have a Paladin as well who goes around causing Weaken all the time and the Game Room item (Weapon Rack) that lets you cause Sudden Death with 6 instead of 7 conditions. It increases your critical chance by up to 32%, but more importantly gives you an extra hit after a critical with the potential for more criticals and more hits. But basically, he's good enough to be any character. All good. "Initiative +1 per level" - up to +5. The only drawback is the relative monotony of your strategy. Where the default effectiveness (that every other class is stuck with) is 50%. As with all Burn inflicting skills, this one has the added bonus of bypassing the first resistance roll. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. Turn into a bear! What this does is let you restore up to 160 MP and then swap your MP and HP. Although you have to want it, wait for it, and you have to build your party around helping that - but it can be done. 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. The twist is that it increases the maximum effectiveness of Damage Reduction, which I didn't even know was a thing but I'm guessing has been part of the game mechanics since the get go. The only reason I can come up with for this doing less damage than the other magic-user skills is as an offset to his passive skill, which can get up to 224 with 7 guys to hit with it, so 328 total possibly damage with both skills maxed. So if you have another tank in the mix, you could let him take all the hits and focus on damage. Or Gerbil. Click to install Knights of Pen and Paper 3 from the search results. 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. But you might have noticed those zeros. 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. Which, especially as the game goes on and better unique items show up, is going to increasingly feel like a sacrifice. The Druid's vines somehow don't count as a spell, the Ninja's Smoke Bomb same. Thing is though, since it's the Criticals you're after, you're going to have to use this to attack with (whenever you're done with Bulwark), to get that Critical boost. You're plenty tough enough anyway, and you need your points for the 3 (or 2) other skills. Use this table. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. Because all taking cover does is reduce your Threat to zero. Complete Google sign-in to access the Play Store, or do it later. Totally pointless, this one. Use this skill, or don't bother with the Paladin. Well, almost, we'll get in to that. Druid works on vines and animal companion so that they can potentially stun lock everything in the fight. But if you want that highest possible Senses score with your Rich Kid Ninja, Elf is the way. And then, well, it doesn't really matter. A Warlock, say, really gets the shellacked end of the stick here, as the best bonus he can hope for is +14 spell damage. Forums. 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. But if that 1 tank is a Knight, that increased Threat Percentage translates to Critical Percentage with True Strike, and if you build your team up just exactly right (see the comments section to find out how), you can get a 15% boost to Critical Percentage with this (hideously cheesy) sofa in the room. I don't know what it is, but Druids just have this thing with vines. So, in theory, pretty great. I still remember the very first time I sat down to play D&D. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. So it's pretty much a given you're going to max out his one active attack skill, but then you have free reign to spread the points around his 3 support skills. A number of classes and players in this game are, to put it bluntly, superior. The mages Lightning in particular (as far as magic) and other skills will cause more total damage in a turn; and no spell can match the max weapons can do; and the bosses youd most want to judge this way will be the hardest to stun - but its still a killer combo and makes leveling this as your second skill totally legit with a stun-focused team. . The point is, the best weapons and armor in the game are ones you craft yourself. So yes, resting frequently and bringing along potions and phoenix feathers will be necessary. At the start, it's scarce, and there are several temptations out of your reach. Level Hail of Arrows and Ambush together so the casting cost stays low, and watch her blossom from a grub-like 3 target wiffle-batter to a full battlefield decimator when she finally gets going. Yes, your Warrior will strike a little less hard, have a little less resilience, but he'll be more skillful and have more energy to use those skills. Most useful for more durable type of party, where the higher their base health is the higher the additional benefit will be. Which makes it valuable through the game. Which it was. Thankfully that's not it, as this will add up to +32 damage to any foe behind you in the turn order. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . 1. As boring as the Paladin is, seeing as this is the only build of the Paladin worth playing, there is simply no substitute for spamming Weakness all the time. This is essentially like the Cleric's Restoration skill. Still, having explained all that painstakingly, it's a lot of skill points for not that much impact. As far as healing, this is going to be plenty, almost all the time. The Lab Rat Human bit will provide enough energy to cast the ward twice a turn when that becomes frequent. 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. Lieutenant-General Robert Stephenson Smyth Baden-Powell, 1st Baron Baden-Powell of Gilwell, OM, GCMG, GCVO, KCB, KStJ, DL (/ b e d n p o l / BAY-dn POH-l; (Commonly pronounced by others as / p a l / POW-l) 22 February 1857 - 8 January 1941) was a British Army officer, writer, founder and first Chief Scout of the world-wide Scout Movement, and founder, with his . At the end of the game. Orders and payments. For the Bruins, the easy part was handing David Pastrnak an eight-year, $90 million offer. Which means there will almost always be at least one baddie that you can attack with this bonus. Original printed paper wrappers. This big ass ethereal green bear-shaped cloak thing envelops the Druid, he becomes super strong and angry. Her other skills are pretty fun and useful as well, but don't expect her to be the critical monster you can create with the Ninja and Barbarian. So, killing stuff gives you XP relative to your level. So a basic Two Handed Hammer gives you +5 Damage and Threat, where a +5 version of the same gives you +25 Damage and Threat. The party works by using the warrior and barbarian to soak up most of the damage while single targeting major threats while the Mage and Hunter take out the big groups. Kyy Studios took over development of this sequel. All the other Conditions stick around until resisted. Critical can be important, depending on your overall strategy, which means it can also be largely or wholly irrelevant if you have a different strategy. See, Confuse does just what it advertises, and your afflicted target will attack a random friend or foe. Which is 416 points of damage in one go, and the only other skill that consistently gets up in to those numbers is Barrage of Knives. In practice they kind of all fall flat, except for the last two - the group skill in particular. How to Download and Play Knights of Pen and Paper 3 on PC. The best answers are voted up and rise to the top . I think the devs might have heard my complaint filter through the ether, because before the Psion, the Warlock and Criticals where you replace your weapon with an eye-glass were the only way to cause Confuse - neither of which gave you a good chance at it actually happening. Hard to kill that team. Frostbite will provide you some decent single target support, not that the warrior/barbarian will need it. Instead you get a percentage of a level, any level, as a reward. You need to sign in or create an account to do that. A selection of great games, from modern hits to all-time classics, that you really shouldn't miss. Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. But Wound that Caveman a couple times and he will literally bleed out. I understand why it seemed necessary to you to replace my ratings, and I'll get into that error next, but my real gripe is that you replaced my rating system with yours but left my description of my rating system intact. And, while we're on that topic, just a little shy of that skill's awesomeness. The cleric keeps the group alive and spamming their mana intensive abilities. Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). This is all a little lame, I think, as confuse is a great and fun condition to inflict, and you're only going to inflict it 14.29% of the time with the Warlock. So you haven't made yourself twice as tough, you've made yourself slightly (to significantly - if you're that Dwarf Jock) less tough (lower MP than HP max no matter what), and the stuff that's keeping you alive (your MP) is also what you need to use to effectively attack back. One way to try and counter the frequent resisting of this skill is to pour all your points in this from the get go. 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. Which, if you're not just a tweaker but also a completionist, you'll want to do anyway so you can play all the quests in the game (you'll need a complete bestiary for that). Making Life Transfer a little more appealing, but still basically a wasted skill, and only getting Touch of Blight up to 150 Damage, which will start to feel a little weak late game when most everything you encounter has 300 HP or more. You have to buy new ones to use a new better scroll on it each time it becomes available, and you'll find that most of your money is going into crafting all these weapons and armor. This is quite useful, especially for heavy energy users or Knights. Does that help? Very straightforward. . Time for a little blurb about gold in this game. But still, despite these minor flaws, hitting the enemy for a max of 392 total damage is nothing to laugh at. All human to start with for the obvious reason that you want the extra talent. Which does what? So i have hopefully fixed the rating back to the original Authors system. One fireball, and it's toasted jelly on the floor. And that's the Knight, in all his defensive glory. 7 Points bulwark for the threat boost, and currently 14 in True strike.