Knights of Pen & Paper 2 - Final Walkthrough [ The True Ending ]
I recently stumbled upon this game on the play store and I must say it is really fun.
All of the classes are really fun to play.
After playing through the whole game and testing all the classes I thought I'd share with you guys some general thoughts on what I found most effective and some specifics on builds and group comp.
Hopefully this mini-guide helps you if you're having trouble deciding which classes should make the cut on your team.
There are many other fun and viable group comps, but this one has the benefit of being very effective from start to finish.
Wall of Jack and money games Incoming.
Quick Note About Choosing A Race: Dwarf is useless even at lower levels, so you end up choosing between elf and human.
Elf is nice when you're just starting out and don't have much gear to boost your energy.
Later on with rings and such Human is the only real choice.
Keep in mind you can change character, race, class and skills all for a small fee at major towns.
Quick Note About Choosing A Character: Choosing a character to match your class matters a lot more in the early game, as late game gear kinda makes the choice pointless for most classes.
Pretty much anything goes in terms of what you want to assign to which class.
As a rule of thumb I would suggest trying to match characters with your class's stat lack.
For example try to even out Body and Mind values so you don't end up with a tanky character who runs out of energy on the first round, or visa versa a glass cannon dps with all energy that gets 1-shot.
I also wanted a group that I wouldn't have to grind exp just to scrape by in terms of dps.
The outcome is the best of both worlds.
The group is set up around aoe abilities, mainly because single target abilities don't come close in energy efficiency or damage.
Obviously you will need to change some gear pieces for certain situations that call for it like condition-heavy fights.
This will give you quite a bit of mitigation for the group, while not missing out on too much damage.
Stun has the added effect of automatically failing enemy condition saves, so it helps you keep Burn on longer https://jackpot-money-free.website/and/2-balls-and-a-bonus-ball.html it to stack with Fireball + Na Palm.
My monk can get up to 3000 damage with that ability.
Very good for bosses.
I use Sacred Table for the synergy with my Cheerleader in this build but honestly the Wooden Table is just fine too.
You might want to save this purchase for later, in favor of more immediate needs.
This also alleviates some of your food costs, and works in conjunction with the Cheerleader ability and the Cleric's Radiance passive to provide some really nice sustain to your party.
Free health is awesome.
My 1st choice is the Labeled Dresser.
In a party with all magic users spell damage might be better in late-game, but most of the game is a struggle with energy and the better your sustain is, the better chance you have at completing long dungeons and boss fights.
This is also nice because the Smoke Bomb stun can now affect enemies even if they are not adjacent to each other.
It allows you to target the enemy you actually want to do some damage to, instead of just the enemy you need to stun for adjacency.
Same applies to the Thief's Barrage of Knives.
This is the key to the Thief's real damage potential, since that ability doesn't benefit from spellpower or damage.
Yes, Thief's Stealth ability only benefits the party once per round.
Yes, the Thief has shite threat.
This, combined with the Cleric's Radiance passive allows the group to keep going for a long time.
Every little bit counts.
Barrage of Knives does not benefit from Spell power, +Damage, or +%Damage modifiers, meaning that the Thief can literally do just as much damage with no gear on.
This makes a Thief tank fit perfectly in the group, because you can stack full damage mitigation and +threat on gear without worrying about losing dps.
This is what makes the Thief really OP.
They are a slightly worse tank than the other options, but they more than make up for it by doing massive damage.
The key to the damage in this group is letting the Ninja set up a good Smoke Bomb on all enemies for the Thief to benefit from the damage doubling.
The Thief is a must-have for most group comps so this allows you to hybridize an already amazing class.
This makes the healer's job easier and allows you to optimize your thief as a tank.
Note: this would not work as well with only the thief as a tank because one downside of the thief tank is that you cannot reach very high levels of threat.
Having a melee with naturally high levels of threat from weapons would normally be an issue for the knight or monk tank.
Find a Full Plate of tanking and enchant it, also look for Shields of Tanking which are awesome.
If you're running out of energy too quickly you can use the ring of spelling or something else to reduce costs.
Other trinkets should go to maximizing health, or using Iron Masks if you're having problems with threat.
Best healer in the game, with the druid coming in 2nd place, only because the Cleric can sustain a group for extended periods of time without relying on wasting turns eating food.
When considering how to achieve optimal dps, enabling your dps to spend every turn doing damage instead of eating is a good start.
The character for this class doesn't matter so much.
Just make sure it has some body and mind.
Alternatives would be +4 or +5 shields in hand slots if you can manage the energy reduction.
If not just use enchanted magic shields.
Trinkets: I use the paper hat on my cleric to give a boost to the Radiance and Purge, but you might want to use a Ring of Spelling skills cost -30 energyor the Helmet of Power as well skills cost -100 energy.
Alternatives would be energy gems or rings until you can get these.
A jock with a +5 2h and a +5 1h rapier of dpsing or even better 3x +5 rapiers if you spin and go reload bonus find them is insane.
As the mage gets more points in arcane flow it barely surpases the warrior around level 30-32.
This is because weapons can be enchanted to have absurd +damage levels.
The warlock and barbarian are cool hybrids but lack the kind of damage potential that the warrior can achieve.
The warrior's cleave does more damage per enemy than the warlock's life transfer even with max spell power bonuses and cleave also has a chance to crit while life transfer does not.
Btw the psion would beat the warlock if the displacement spell didn't fail 50% of the time.
Melee might be nerfed but Cleave Warrior is still king.
Good alternatives before you find bis: Sword of Gin-Su, Stiletto of Spelling.
Trinkets: Aim for trinkets that will help your pure damage, so Gauntlets of Strength swap with Black Belt or Badger Claws for easier fightsRabbit's Paw, Badger Claws, Black Belt.
Max Smoke Bomb can stun anything.
Yes, even dragons and other tough bosses.
Smoke bomb is also pretty powerful single-target damage when boosted with some spellpower.
The Ninja relieves some of the stress for the healer and also provides a condition for the thief to take advantage of.
Because of this, you want the Ninja going first all the time.
This frees up the mage to use Chain Lightning instead of Fireball.
Chain lightning is better and more immediate damage, and it allows the mage to stack for spellpower as it should be instead of trying to get initiative to make sure it goes before the thief.
It is fun, but it only works with certain gear pieces.
Because of this you have to wait a while until it becomes viable.
Condition death ninja also forces you to use the Weapon Rack in the game room, instead of the better Labeled Dresser that benefits the whole group.
On large group fights, the condition death ninja is basically pointless, only hitting one enemy at a time.
Condition death also has a chance to fail, depending on your crit.
I prefer consistent and more reliable damage.
On dragon fights when you get breathed, vanish will fall off unless you can guarantee it goes first, which is tough without some of the good initiative gear.
When you find boots of speed then you can promo code knights pen and paper that in conjunction with crystal balls for some extra damage.
Enchanted Magic shields or stiletto of spelling for hand slots and a Chainmail of Healing +4 or +5 for armor slot.
Mainly you just want to make sure you're going first every fight, and that you have enough energy to Smoke Bomb each turn.
Armor of Faith Passive is a good skill, because it allows you to treat energy as effective health, making the paladin very hard to kill.
Not only is it going to be energy-expensive to use a maxed Read article Strike each turn, but when the Paladin needs to stop and use a turn to Lay on Hands a group member, their threat is gone for a round.
The trinket slots used up for maintaining energy could have gone to damage mitigation or threat.
These are nice skills independently but not so much when used together.
As a healer the paladin suffers from not being able to sustain as learn more here as the Cleric can.
Purge is more efficient than Lay on Hands and it can remove conditions.
Unfortunately the Paladin tries to be good at everything without being as scratch and win as other classes in those roles.
It does less damage but spreads it out over a larger group of promo code knights pen and paper />If you have less than 7 enemies, then damage is wasted.
In this way it is more like the Warlock's Life Transfer ability where it does very little damage but it can clean up enemies who are on the brink of death after better damaging effects from other group members.
The Hunter has a good threat ability, but again it is an active ability that has to be cast each turn much like the Paladin's Guiding Strike, which essentially renders it useless for this setup.
It would be great if the hunter had passive threat and could use hail of arrows too, then it would earn more consideration but the hunter doesn't fit into this group as is, and it doesn't easily fit into other groups very well either just because the main damage ability won't scale with +damage or spell power.
Amazing mitigation combined with amazing threat and a bit of sustain too.
The downside is that the knight puts out very little damage.
However, for this group the knight+thief would equal alot less damage, for very little gain in survivability.
The cleric can handle the damage dealt to the party, and more damage mitigation would really be pointless for most encounters.
The knight is better off in a group without a cleric, so that the extra slot that would have been and bonus miles shop for a healer could be used to slot a hybrid class.
For example a good group setup for a knight would be Knight + Warlock Life Transfer or Knight + Paladin Lay on Handsthese really make the Knight shine as a tank.
But because my setup is focused on dps output+sustain, the thief outperforms the warlock in this situation, so the knight's excellent mitigation and threat is not needed.
Let me know what you think.
I'll try to answer questions if people have them.
Maybe I'll post more builds after some testing in a 2nd play-through.
Thanks for reading : The game is worth playing a 2nd time anyway haha.
I was just glad to find one that wasn't straight pay to win garbage Sure.
I personally like pommel strike.
Put any other points back into vanish.
With the dwarf race, in this freemium update, it's really only good on the warrior imo as he has 13k HP with the cube of life and a 50% threat, making him a tank.
I have my main tank is paladin.
He can promo code knights pen and paper near 3k hp to ally and about 1500 hp to himself!
In emergency case, he can heal himself for over 5k hp each turn.
And he has weaken all target too.
With my build, he has 80% as target dont remember his threat!
Use item immune stun and resist rage Ofcourse i have a cleric!
His healing is just for mana recover, stop at 1 point because i have paladin as healer!
My 3 dam dealer is psion,hunter and mage.
My psion is a char can remove debuff each turn.
Thar mean he can use item+ magic dam and dont care about immune debuff item.
Main target take 1k hp and other 6xx for all main takes about 1700 hp.
My hunter is funny.
Because he has over 1k dam reduce!
My main dam dealer in every battle especial dragon battle.
He can hit 16xx dam and 6xx effect dam too.
He has a skill to avoid any dam in 1 hit.
It's very good skill, but he has no chance to do it in my team, his job is main dam dealer!
My mage is just weaker version of psion!
Use main skill as fire dam 11xx main target and 640 burn.
I am thinking about change this slot to other.
In the hardest battle, vs dragon.
Paladin never die 15k hp and 6k.
Cleric surive to remove debuff and hunter deal 16xx dam per turn.
If i got badluck, dragon crit cleric and remove debuff to my team.
Still stuck at rainbow dragon.
Even the battle vs lich.
All dragon battle is base of luck.
If dragon hit cleric or dam promo code knights pen and paper instead of tanker, game end!
Multi target skill of dragon is not big problem because i always let psion and mage die, and paladin can keep 1 ally alive without anyproblem Very nice.
That team sounds like fun.
For rainbow dragon i suggest trying some stuns.
For example Warrior's Maxed Pommel Strike or Ninja Smoke Bomb maxed.
Also you can put the Enchanted Cushion on your healer for stun resist or just use surfer.
Cube of Health might help your weaker members stay alive a little longer.
With one exception: stun - if you manage to land a stun onto a dragon BEFORE it's dragon's turn.
In that specific case the dragon will lose an action, allowing you to kill it without any trouble - just keep it stunned with a high-initiative player.
I dont know but before update, dragon always remove all debuff before its turn.
Just dit it with rainbow.
It's a tiny joke right now!.
Just enchant one resist stun for each player i remove trinket immune stun and use ring hp instead!
Kill rainbow dragon is a joke now!
By the way thx to the guy who said about item "xxx" of " yyy" can be enchant too!
So my paladin can deal over 1k without crit to dragon and 14xx to normal mob!.
Tanker with a huge dam reduce, huge hp pool, very high atk, very high threat, healing like crazy ofcourse he cant do all in one turn!
All in one char.
All others has lower than 3!
We definitely have different styles and approaches to party composition but this is a very solid guide and solid party!
Great job Actually mine is a couple posts down on the level 30 white dragon post, maybe I'll do a class break down post.
You have inspired me Thanks for the fast reply!
I hope this post gets more upvotes because you are a great aid to this subreddit!!
The threat gear is to make sure the thief gets hit at least once per round, that's all you need.
The thief can't use damage gear because fan of knives does not scale.
Your party should not be taking much damage at all anyway because it is built around stuns.
If anyone is getting hit it's going to be the warrior.
There's no way to get around it if they go before the thief, but at least they are stunned which gives you a free round of damage.
If you're really having problems with thief initiative should be going right after ninja most of the time then just equip him with 1 trinket for initiative.
I'd rather take more time to kill enemies than have to worry about massive damage to my party.
Even if they do go before thief, it is still alot of damage, and any cleanup work is what the mage is for.
Also fully maxed stun works i'd say 90% of the time.
I rarely have issues with enemies resisting it.
After going to + mode the first time I've starting having massive problems winning initiative.
Now I went there at level 24 and all the mobs are like 31+ so I assume that's what the problem is?
This build is really hurt when you don't get initiative ever I've discovered.
Things also resist a lot as well even when I do get a chance to do smoke bomb them early.
Is there anything I can do?
I had the same problem going into + mode too.
It was painful, but I had to grind for a couple hours killing however many Rat Traps I could without everyone getting KO'd.
I'd recommend staying in either the starting Village or Big Town to take advantage resting in the Inn.
Be careful fighting mobs in the Big Town since the Mob area effect is active.
The think your initiative issue would resolve itself once you are at the area's recommended level.
How is the rapier of dpsing better than a mace of healing.
The mace gets larger bonuses from enchant scrolls and I don't feel like +6% crit chance is worth the trade off?
Also how are there people who are doing like +26?
I don't get that with the weapons and stuff available now.
I don't remember claiming that the rapier was better than the mace of healing.
If you can find a mace of healing then you should probably use that.
The promo code knights pen and paper is that these items are rare and if you find them then it makes the game pretty damn easy no matter what comp you're running.
It all depends on what items drop for you.
Also I'm not exactly up to date with all the latest with this game--this thread is old.
Lol, you can make maces of healing for not that much in he shop.
Didn't think no deposit bet skill months roughly was that old on your composition or anything either.
I breezed through non + mode with this setup.
Just didn't really think it would fall off once things were like 10 levels higher than you, lol.
Knights of Pen and Paper +1 Edition
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