Knights Of Pen And Paper 2 Free Download Pc UPDATED

Knights Of Pen And Paper 2 Free Download Pc

Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds
Knights of Pen and Paper two - Optimal Squad Composition and Skill Builds

A basic guide suggesting a team limerick, equipment and skill builds for newer players.

Guide Contents

  • Preface
  • The Core
    • Jock – Dwarf – Warrior
    • Lab Rat – Human – Mage
  • The Fill-in
    • Rocker – Dwarf – Paladin
    • Cheerleader – Elf – Thief
    • Hipster – Human – Cleric
  • Equipment
    • Weapons and Armor (Shop)
    • Trinkets (Store)
    • Relics
  • Skill Builds
    • Warrior
    • Mage
    • Paladin
    • Thief
    • Cleric
  • Room Decor

Preface

Showtime and foremost don't let this guide tell you how to play. Play still yous like and be sure to try new combinations. All that matters is to take fun. This guide is just my stance on how the most optimal team limerick looks like.

The Cadre

These ii are the cadre of the party. They are hard to replace and volition carry you throughout the entire game. Brand sure you become them every bit soon as possible so that you lot don't have to worry virtually them falling behind in XP

Jock – Dwarf – Warrior

Why Jock? Because he has the highest Body stat and an actress arm slot can be super useful. The three-handed sword can exist found pretty early and used merely by him. It's very potent and severely outdamages any other weapon at that point of the game all the way until y'all tin make +iii enchantments.

Why Dwarf? More points in Body and a racial power giving more damage reduction.

Why Warrior? In combination with your grapheme and race this class makes an excellent tank that doesn't lack harm. Max out Ability Lunge first and then Riposte second. If you want to you can put 1 signal into Riposte and Pommel strike early on for more support/utility. Cleave is not recommended as it does very little damage and requires a lot of level investment to get in viable.

Lab Rat – Homo – Mage

Why Lab Rat? Because he has the Highest Mind stat and an extra trinket slot brand him a very powerful caster.

Why Homo? An extra skill point gives the mage a much needed headstart. This is far improve than elves' twenty extra energy.

Why Mage? This class is strong at any indicate in the game. They have the strongest AoE spell that also scales with spell damage (unlike hunter for example). Max out Chain Lightning showtime and Arcane Flow second. Putting points in Fireball is a waste product imo because status effects tin can be easily dispelled at the kickoff of every circular. Same for Frostbite – can be resisted easily, peculiarly past the late game bosses. If you lot take Fist of Fury DLC yous can find a certain trinket that will add 1 level to each ability, meaning you can have at to the lowest degree 1 point in each ability without any investment.

The Backup

The remainder of the team can be anything you desire. Merely I suggest these 3 classes as they work actually well.

Rocker – Dwarf – Paladin

Why Rocker? Rocker's passive ability removes the negative effects of armors and shields, making him possibly the all-time tank in the game. It besides synergizes well with Paladin's passive ability, which I will talk about before long.

Why Dwarf? Both Dwarf and Man work well with Paladin. Information technology'due south up to yous to choose which 1. Man gets a skill point earlier, Dwarf gets higher chance to resist stun and weakness. In terms of impairment and tankiness they volition be around the same.

Why Paladin? Paladin'due south passive ability allows him to utilize his Energy every bit Health. Combining that with the Rocker's passive makes this political party member the best tank in the game. Put 1 point into Armor of Organized religion early on and put the rest either into Smite or Guiding Strike. The latter does a little flake more damage than Smite, costs less energy and gains threat, but information technology doesn't utilise weakness to enemies. Once once more it's up to you to decide which one to max out.

Who to replace with? Knight is basically the same as Paladin. The only downside of the Knight is that his only damaging skill depends on threat level. And the bigger the party, the less threat percentage he has. Overall though I tin see him working out in a low-threat unmarried tank political party.

Cheerleader – Elf – Thief

Why Cheerleader? Cheerleader's passive is rather strong in the early and even mid-game. And it happens to piece of work well with Thief's passive which I will talk about soon. Later on in the game thought yous can replace her with Rich Child for more Sense stat.

Why Elf? Higher initiative and crit chance every bit well equally better resist rolls and camping ground rolls. Overall though situation is the aforementioned as paladin – you can go with either Elf of Homo. Take the latter if yous similar that extra skill indicate.

Why Thief? High outburst damage, low threat, ability to re-position the enemies and even AoE damage potential – this makes the Thief one of the best classes in the game. The passive, Stealth, also can turn the Thief into a party healer, cheers to Cheerleader's innate power. Put 1 point into Stealth and Grappling Claw early on, the rest goes into Backstab. Barrage of Knives works well if you have a lot of status applying members, but I personally prefer leaving the AoE damage to the Mage.

Possible replacements? Hunter and Ninja. While the Thief excels in faster battles, the Hunter works better in longer fights. Overall though Hunter is outclassed both in flare-up damage and AoE. The Ninja however is pretty close to the Thief or probably even better. Their mass stun build, sudden death build or fifty-fifty just plain old Shadow Chain build can outshine whatsoever other class in the game with ease.

Hipster – Human – Cleric

Why Hipster? Unlocking items in the shop early is very useful, especially the enchantment scrolls. Later in the game however you can replace him with Surfer to worry almost one less status or Bookworm if you are going for an accomplishment.

Why Human? Because as a Cleric yous don't take to worry about crits, initiative, threat, damage and etc. All they intendance is them skill points. And a bonus Mind stat means better resistance to Rage and Confusion which can screw up the Cleric.

Why Cleric? After you're washed adding tanks and impairment dealers to the party, it'south fourth dimension to add together a support grapheme. Just healing your wounded political party members (and recovering their Free energy while y'all're at it) tin be very impactful. Try to keep your level of Restoration at a indicate where it heals at least half of your tank's health. The remainder goes into Radiance (this is particularly useful for Paladin and Mage). If you want to you tin put 1 or three points in Purge to recover from i or ii weather respectively, but that's the just use for information technology as information technology heals very little and costs a lot of energy.

Replacements? Every bit a back up Cleric is the best course out there, simply Warlock and Druid accept those capabilities too. Warlock can heal even more than than cleric with Life Transfer, which likewise damages enemies. 1 point in Renewing Carapace for Druid is also smashing. Simply if you are trying to replace the Cleric you lot probably don't need a support. In which case whatsoever class is ok. Warlock and Psion have a stiff flare-up single target spell that scales with spell damage. Ninja and Druid have a lot of utility with their mass stun inflicting spells. And Barbarian, Monk and Knight take high burst damage spells that scale with concrete harm.

Equipment

Weapons and Armor (Shop)

Cocky explanatory. Safety to purchase for Warrior, Paladin, Thief and even Cleric. I recommend waiting until you unlock heavy armor instead of buying light/medium armor before, merely if you got the money – go for it.

Safe to purchase for Warrior and Paladin. The reason I become for Maul over Waraxe is stun. Yes, your crit chance is depression but when you do crit you will stun an enemy without any resist rolls, be it a rat trap or a dragon. Stunned enemies also automatically lose all their resist rolls for other conditions which makes it the strongest status in the game.

Rubber to purchase for Cleric, Mage and even Thief. The same reason as maul, but this thing has no threat and afterwards can be crafted into Magic Staff and Staff of Ro.

Optional for Thief. Dirt cheap and adds a lot of crit risk.

Another option for Thief. Buy this if y'all don't want to spend a skill point on Grappling Hook.

A improve alternative for bow. Frees up a paw slot for anything else. Found in the Orienting hamlet (Fist of Fury DLC).

Optional for Warrior (Jock) to use alongside with maul for actress tankiness.

Optional for Warrior (Jock) to use alongside with maul for extra damage. Or for Paladin if you want him to use a shield.

Trinkets (Shop)

At to the lowest degree 1 wand is rubber to purchase. Later in the game volition be used for crafting a Magic Staff.

Mind, Trunk and Senses rings. Safe to buy for Warrior, Paladin, Cleric and Thief. Afterward all three can be combined into Omnipotent Band that gives +1 to Body, Senses and Listen, pregnant you can have up to 3 extra stats for each. This is especially skillful going into end-game content every bit information technology gives you lot better chances to resist all weather while likewise boosting your camping ground rolls and higher chances to avoid dungeon traps. I recommend getting at least ane Almighty ring for each political party member (except the Mage) and fill out the rest of the trinket slots with relics you find forth the storyline.

Basically a weaker version of the Almighty Ring. But used to craft another band that increases damage against end-game bosses. Can exist purchased in the Expandria Castle (Here be Dragons DLC).

The primary source of damage for Mage. One is used for crafting a Magic Staff. Buy and equip four more if you want to maximize the impairment of your Mage. At least 3 of them is safety to purchase.

Used for crafting the Staff of Ro. At least one is safe to purchase although it's unlocked pretty tardily into the game.

Relics

Below I will list a couple of stiff relics that can be institute past investigating areas. I will not listing relics found via main quest considering you lot will find them yourself eventually.

Constitute in the Graveyard. This weapon is slightly stronger than a +2 Greatsword and can be used only by the Jock. This volition be his main weapon all the way until you lot unlock a +3 curlicue in the shop.

A stun applied from hand via critical hit ignores resist rolls. This is where this trinket really shines. Equip it on your Warrior, Paladin or Cleric. Information technology can exist constitute at Spawn Bespeak Village.

The only armor in the game without energy penalisation. Can be institute in the Vault.

Found in the Orienting Village (Fist of Fury DLC). Adds 1 level to all your skills, basically giving 4 free skill points. Best used on the Mage.

Another god-tier trinket for Mage. Found in the Monastery (Fist of Fury DLC).

Skill Builds

Warrior

Max out Power Lunge first and then Riposte 2nd. You can put 1 indicate into Riposte and Pommel Strike early for some utlity. A maxed out Carve does way less damage than Mage's Chain Lightning even with the highest harm setup.

Mage

Max out Concatenation Lightning First and then Cabalistic Flow second (but keep in mind that paper lid trinket adds 1 level to each). I do not recommend Frostbite and Fireball simply because Mage doesn't take whatever spare skill points.

Paladin

Max out either Smite or Guiding Strike first. Both of them will practice around the same damage. The only divergence is Smite applies Weakness to about all enemies and Guiding Strike gives Paladin extra threat. Put ane signal into Armor of Faith early and max it after yous're done with Smite or Guiding Strike.

Thief

Max out Backstab first and then Grappling Hook 2d. Put one point into Stealth and Grappling Hook early. Yous can ignore the latter if you lot chose to use the bow or shuriken or simply don't want to line up your enemies for Mage'due south Chain Lightning.

Cleric

The level of Restoration will fully depend on the health of your tanks. For starters put three points into it and start leveling up Radiance. When y'all notice that your Restoration is not doing plenty start putting more levels to information technology. Overall Radiance and Restoration levels should be around the aforementioned. You can put 1 indicate into Purge when you feel similar you lot demand information technology.

Room Decor

The room setup that will bear you through the entire game.

Physics Project – Spell damage +2. Tin can be replaced with a Weapon Rack if you are going for the Sudden Death Ninja build.

Bearskin Carpeting – Health +20. Can be replaced with a Bamboo Yoga Mat afterward in the game where xx health doesn't matter as much as resist rolls.

Royal Chair – Energy +xx. Can be replaced with a Scarlet Sofa for more damage or Black Leather Sofa for more damage reduction if y'all experience similar 20 free energy is not useful

Light Gun Arcade – Your basic attacks deal 5 more than damage at the cost of v energy. If yous feel like you're not doing a lot of basic attacks, you tin can replace it with a Pinball arcade

Bowling set – 5% extra XP. Can exist replaced with Race Car Track if you're struggling in the dungeons.

Golden Table – Charms become bachelor every bit item drops. This decor is likewise important to supplant in my opinion as charms cannot be obtained ordinarily from enemy drops. And Pounds of Stone (aka Geodes) are a real pain to go.

Die Collection – Dwarves become +1 Body, Elves +1 Senses and Humans +1 Listen. Can be replaced with Get Set if you're doing Barrage of Knives and/or mass stun Ninja shenanigans.

DOWNLOAD HERE

Posted by: mcdowelllighbothe01.blogspot.com

Post a Comment

Previous Post Next Post