(Important note: as this skill is not weapon based, Backstab won't kick in here. The other conditions can work well when you inflict them, but the enemy versions are almost invariably weak (very low damage per turn), and so you'll barely even notice them. But basically, he's good enough to be any character. Wait, what? The Barbarian is unique in that his skills are mostly passive, which are all valuable and usable at any level (unlike skills that cause conditions on enemies for example, which you want to max out to be effective). But not really. He can't take as much direct damage as the Warrior or (especially) Barbarian, and doesn't have a love affair with armor like the Knight does, but he doesn't have to because of his wily skills. Hard to resist, this one. I will say part of the fun is just what they look like. But instead of a Threat boost and a long reach, you get to be enraged and heal for, ultimately, a ton of HP, 104 to be exact. The only exception is if this is one of your first characters on your first play-through. His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. So, as nice as it is to set everyone on the field of battle on fire, this is your better all-round damage skill. Still, more HP with that 1 Body point (although more Threat too - booo!). Still, much like the Warlock, he has some unique skills and can be fun to play. I take care to write well here. How lame is that? And then there are the few beasts that you can't set up fights with, like Cave Bats that are only in the Nearby Cave, meaning you have to wander through that cave until you find enough of those bats - so that's a little annoying too. Very straightforward. Past that from level 10 on, you might as well be blowing on them. if you really want offensive magic in your team, there's a perfectly good Mage sitting over there waiting for the chance). I'm not sure why. Alright, so with all the classes and their skills covered, and the details of the Game Room that can (and usually do) have a profound affect on your party dynamics, and a better understanding of the types of damage, we can get into actually putting 5 of these weirdos together and seeing what they can do. So, assuming the Burn isn't resisted at the start of their turn, this is in fact the best fighter attack in the game. Which means, if you have seven opponents on the field, you can heal for 224 HP - which is a lot but still less than the Paladin or Cleric skills. The idea, I think, is that if the Thief strikes first she'll be sure to get that bonus, which is true as far as that goes. Like the Goth, you might want him because his attributes are the best option if you've got, say, a slew of casters in your team. Keeping up with the Psion's super cool image, this skill is verifiably super cool. You may recall that Backstab gives a +56 damage bonus. Like I did. As much as they got the Hunter wrong here (sorry guys), they got the Monk right. This skill gives a pretty high passive Threat bonus though, +32 if you commit fully, and there's nothing wrong with that. So yeah, maybe, sometimes, really rarely and way at the end of the game, you will totally rule and blow the socks and everything else off a full host of nasties just with the power of your mind. 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. I don't know what it is, but Druids just have this thing with vines. To be blunt, I'm rather disappointed here. This is the druid's "1 point Ward" build mentioned in his title, and it is by far the best use of the Druid and makes him just as valuable as the Mage or Ninja in your party - and also the only the second class here (after the Paladin) that effectively marries offense and defense in the same build. 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. That's it for the basics. This mostly comes into play at the end of a full playthrough and you have a couple thousand gold worth of items to sell off to help the next group of adventurers. It's a have your cake and eat it too situation, where the Knight can wear crazy heavy armor and shield(s) but still have full energy which actually counts as health. At least for any normal team. Right now. Up to 250 at level 5, this is extremely useful for the new games, when your heroes are under level 10 and that health and energy is considerable amount. You'll encounter another group of monsters (often not the one(s) your looking for), but it's better than wandering through all the traps and empty rooms on the one level those elusive beasts you're hunting are found. This is very good, necessary even to make this skill worth it, because the Stun, even if they don't resist it, goes away after one turn so you only get one 56 HP hit out of it. Downloads. When I read what this skill can do, I was like totally absolutely for sure this was gonna end up being a SAKA skill. This can be thanks to a small host of pretty bad drawbacks. Once more would be a total waste though, so time to bust out that flurry of fists, or War Hammer, or whatever you're using. Plus his skill reaches the back row. So if you want to make sure you really suck the XP well dry, save the most menial tiny quests for the very last. Click to install Knights of Pen and Paper 3 from the search results. In the meantime they heal up to 80 HP every turn. By far. 83.53%. Or Gerbil. Compared to the weapons you'll be crafting this giant weapon will be a let-down, but if you aren't crafting or just like the idea of 3 hands on a weapon, it's there for you. No biggie, fine. The game, for the most part, is a parody of the popular tabletop RPGs of the 80s. Which, again, means more skill-time for your fighters. I don't think so, but I'm not playing your game. It'll cost next to nothing, the Druid will still have the mojo to maul or vine every turn, and especially in a dragon-type situation when the ward negates a 200 HP hit, this will be invaluable. In fact, I don't recommend it. In this game, he's somewhere in the middle, as far as the story goes. could only upgrade hurricane 2-5 points and put all in static field if u have . 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). Cloudy. Max out Chain Lightning and put the rest into Frostbite, though you probably won't max it with a full group because of how scaling XP works. He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. So really, it's a waste, and the other two active skills are better options. Hopefully the author will agree with my thoughts, as his information was really helpful for me. The dynamics of your party will entirely change, and the Cleric will be a bad choice because his groups powers are diluted, and his one attack skill is as flawed as it ever was. 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. Even Stun if the turn order is right, although that part won't apply to the Cleric. Thing is, if you do that, focus on war, you are severely lacking in the juju you need to cast this every turn, much less twice every turn. If I find anything about this build that makes it unplayable in the late game, I will edit. So the problem with the skill is that it's major overkill (healing up to 312 HP max) except for the rare times when a Troll gets a crit on you or a few of the boss fights. The Mage needs to be the Lab Rat for a couple reasons, so either of the 2 players with 2 in Mind will do here. Bard - upgrade mostly AOE + group heal (10/7 or so) Knight - go tanky as fit. Which is still double your pleasure, but also double your MP cost and you'll find that your Druid has developed an MP potion addiction and is hoarding them in a burrow back at Spawn Point Village. You're just never going to use it. Or something. Come to me, servant of Beelzebub, and obey my every whim! Something to consider. Thing is, both Fireball and Lightning are perfectly serviceable even against single targets, so if you're looking to be hyper efficient you'll likely invest in one of those and your boosting skill. 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. 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. The devs did us the favor of letting us have him even if we don't get past the Great Paywall. There's nothing else like it in the game. All of the fighter skills and many of the specialist skills are weapon based, so when your Barbarian or Ninja are dishing out 300-400% Weapon damage those bonuses are all similarly multiplied, and are again multiplied by another 100% on criticals. Now, I can't tell you how many XP it takes to get from level 1 to 2, but I can tell you that XP works vaguely exponentially here, like almost everywhere else. Or level Stealth so your basic attacks are critical a third of the time. Do note that your Threat will never get below 1, unless you Take Cover. I haven't been able to find a decent strategy guide for it anywhere, and this game deserves one by golly, so here goes: {Nota Bene: This guide is good and accurate for the Steam PC version, which I think of as the 1st Edition of this game, and the only one worth playing. But don't be fooled into thinking you're getting a free attack (like Riposte), you took a turn carefully placing that hat down on the table, remember? 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 here you can pretend you can, and this mage is everything you'd expect. The reason you needed to replace my rating system was because you felt the need to update the data. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. Way up. Combined with Ambush, in a perfect situation, you're doing 616 damage. Your Cleric is definitely the premier energy boosting specialist. 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. Do you? So if Sudden Death sounds like a lovely way to vaporize your enemies to you, put 1 point in this. 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. So about half the time this inflicts a condition that's actually worth inflicting. So this is a mid-range attack that hits for 204% damage at its best. Unfortunately, despite looking cool and having some genuinely groovy out-of-the-box-thinking kind of skills, kind of like the Hunter this guy is not terribly efficient unless you use him just right.
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