While the next two passive skills are good, you could skip them easily and just focus on this one. All good. Wait, what? You can benefit from this any number of ways: focus on this and one attack skill to get the highest magic damage imaginable, or spread out your points between all four skills and maximize the damage bonus you get here. They serve several functions, and they sometimes suck, and I'll get into that later. 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. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. I mean, ivy! I will say part of the fun is just what they look like. But True Strike needs Bulwark to have that Critical/Threat swap mean anything, and the damage here is unspectacular as is the healing. Come to me, servant of Beelzebub, and obey my every whim! But I did, and it's staying. But really that's just a gimmick that you won't be using, probably ever, as it would require everyone else to Take Cover in a turn (as if they were, like, sitting down by a tree as a group, pulling out a pipe and sharing it among the four of them while they lay out a picnic, at which point they glance over at the Knight facing 5 Ice Trolls, telling him: "You got this, man"). Mage as higher initiative than druid and thief so that by going first, the enemies get burned followed by being stuned by vines and finally the barrage of knives adds the icing to the cake. In this case the block is an unqualified positive, since it's free, but the 5 healing is minimally effective even at low levels and unnoticeable at higher levels. All in all, not worth it, unless you do a special group with everyone focusing on single attacks. Problem is, it's unnecessary. 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. This is a solid strategy (for many Classes actually), but only makes a difference for the first half of the game or so as that's when having this skill at high level can overcome the relatively weak resistances of your enemies and even bosses. Until they get hit. 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. 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). Because of the aforementioned dispersal of damage you'll mostly be encountering, even just getting this to level 3 (10 heal) is enough to pretty much carry you through about level 15 or so. Now it's SAKA if you max it out and combine it with the Shadow Chain skill. This is the obvious active skill choice. If the condition sticks that's 154 damage for the hit, which is better than any other spell (which this is), but if you do that this is all the Hunter is good for. The only difference is Smite applies Weakness to almost all enemies and Guiding Strike gives Paladin extra threat. Her skill is actually pretty good, but you have to know how to use it. So, this skill is about as simple as they get. I can assure you this is the better investment. Once you know that XP works in the above 3 ways, really, you know all you need to know. Okay, so 1 point for Body and 2 for Senses. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. What about the Hunter's skill, that's the same and is only great? I think Warlock, I think a dude in armor black as night perched gloriously on top of a mound of corpses and fending off an army of vile beasts all by himself with those corpses of the fallen and, for some reason, intense lime green living mist at his command. If not well, bet you're sorry you bothered reading this whole thing, aren't you? Run out of energy? They fixed that now with the Eyeglass, kind of, which takes a weapon slot though and you can't upgrade it so using it reduces Damage (and Threat and Critical) a lot. 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. But if your team is focusing on group damage skills, bringing the Hunter with this is still a natural fit. Which can be helpful with the low level enemies. Still considering the other alternatives is perhaps the most useless one in here. 'nuff said. But ultimately, as in any team without a purging Cleric, your greatest challenge is going to come from late game Conditions falling on you all the time. In theory, this skill kicks major ass. Solid bonus for those utilizing consumables. He will have just the 1 extra point in Mind though, but that's okay as you'll be leveling both skills equally, and Psychosomatics is completely free (and it pairs well with the Hunter's Hail of Arrows). Keeping up with the Psion's super cool image, this skill is verifiably super cool. So that every time the Barbarian scores a crit, he causes Sudden Death. He's a worthy final addition, so let's get into the details: You know that thick plate armor Knights always seem to wear, this is that. While a Mage who levels Lightning first and then pours the rest into Arcane Flow will indeed end up having single target damage identical to Frostbite (minus the Stun of course), this is a more balanced Mage for this team, leveling both skills equally, in particular because there's a Warrior in the pack doing the exact same thing, and so you'll be superior to that other Mage for the duration of the game, not just be really cool right at the end. Knights of Pen and Paper 2. It's not game changing, but very nice. Once again, like the Thief, but worse. "Restore 50 per level Health and Energy after each battle" - up to +250. Assuming you give him the 3 trinkets he needs to inflict Poison, Fire and Rage - and combine that with his Wound perk and a nice big hammer for Stunning and he's inflicting 5 conditions most likely every turn. So unless you go with the slice and dice critical beast mentioned above, this is gonna be your bread and butter skill. Druid, Mage, Ninja, Paladin, and Cleric. If Critical and Initiative are what you're going for, ain't nothin' better. For any lower level class, the critical chance is going to be pretty low, from 10% to maybe 30 or 40%. HDO:HDO or High Damage Output is really self explanatory, lots of damage, and consists of the Wizard, Rogue . And the more likely scenario is that you're slightly hurt, and just use it once to come back at almost full strength. Muy significativo, this is. Shaking off Poison 4 is pretty pointless though, and if you do have that Cleric purging maybe Surfer isn't the best way to go. All the monsters (outside of bosses and certain special encounters - neither of which show up in the bestiary anyway). And the dragon fights are something else. He's kind of awesome. But here you can pretend you can, and this mage is everything you'd expect. No biggie, fine. However, until you max both skills out, you're not always first, you're not getting the damage bonus to all your targets, and you're not hitting everything out there. For a first run through, i find starting with jock dwarf warrior and lab rat human mage, followed by a cheerldr elf thief, rocker dwarf pally, and a hipster human clr a nice starting point. The enemies need to do more than that much damage to actually bring your non-enraged HP down at all. Or, at least he thinks he is. 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). More than most combat classes, the Thief will rely on the special qualities of her skills rather than direct attacks. It will be up to Rodgers, who has to decide if he wants to . I will note that your demon is not that scary - looks more like a little fluffy dragon plush someone plopped on the gaming table. It's what makes him a Paladin. So frequently there's just a greater chance Confuse will make them hit you instead of one of them. But even if you level this to just 3, that's 113% weapon damage, but you'll still get the critical, and if you're concerned about his health, put some points in Second Skin and/or Discipline to make him thoroughly undefeatable with only a moderate sacrifice to his potential damage. Surfer dwarf as the Chill passive will help a lot in many situations. I'd rather get in to the Bestiary later, but I do need to get in to it here just to explain what her skill actually brings to the table: Basically the Bestiary lets you know more about your opponents, such as their attributes and vulnerabilities, which can actually be really helpful if you take the time to research it all (like a proper Bookworm) so you know what abilities to use on them most effectively and stuff like that. I felt Ms Goldberry character passive ability of +3% HP, +3% MP, +2% HP steal . Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. 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. The penultimate of the unlockables. It does add a layer to your strategy, but a restrictive one (limiting who you should attack to those behind you in the turn order). So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. The Arcane Flow will help here as there's no other energy regen in the party, but still you're mostly leveling it to add damage to Lightning. shaman - upgrade hurricane + Static Field mostly. Which will also mean another 3 quests, or 4 maybe can't recall, so more XP. So, if you love stunning things and you want this skill, probably better to commit all the way and skip Power Lunge. Bonuses to Attributes are the best bonuses you'll find, as they have multiple positive effects, and outside of this it's just the (kind of expensive if you buy a lot of them) rings in the game (with the {more expensive} Almighty Ring {that you have to craft} for a bonus to each attribute being the best) that can give you bonuses here. And Charms can be, as mentioned, huge. Also, you'll either want a high Senses score or a really low one. So many choices! Best Design - Lamy 2000 Rollerball Specifications Manufacturer Lamy Color Black Weight 24 gr Length 137 mm Pros & Cons Pros Exquisite design inspired by Bauhaus Perfect for long note-taking sessions Eye-catching appearance Cons Doesn't work the best on cheap paper The cap is held in place by metal tabs that are a bit of an eyesore Even though . Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. "Solid" ones provide a good solid benefit. Do you? Complete. He kinda likes to be the only bad boy (read: fighter type) on the team though, which is fine, but it does mean he's dictating who you're bringing along with you to slay those dragons. With one major exception, he doesn't get tougher, and that's the problem here. And this skill is just as terminally useless against bosses as that one. You could argue that shuffling things around, even without damage, is a bonus. Paragon of justice, jouster of renown, rescuer of princesses and slayer of dragons: The Knight. The Mage and Monk skills are only for their own selves, and there's the Cheerleader Thief when she gets hit, and the Game Room blocking thing for individuals, but they're pretty weak. 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. Or Gerbil. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. After 3 hits, they're burning for 96 damage. Experience is never bad. If you don't have one or more skills in your team that need the Go Set, take this instead. 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.). 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. Whatever your critical chance, you still get the 3 shots at it, which is a good thing. He's got the most versatile tool box and every skill is worth bringing to the fight. Bring that Thief who's just been sliced in half back to life? Don't find it that useful, but it's not bad against some monsters with high damage reduction. 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. And this is the only character that can cause group Weakness, and the only way at all other than weapon crits and the Warlock's 1-in-7-chance-of-this-condition skill.