Any single weapon user is only ever going to be able to inflict 5 conditions at once (the Ninja is really the best at this as just 1 skill point gets him Wound and he doesn't have to be a Lab Rat) and that's all you need to inflict the condition with level 2 Weapon Rack! "Threat -1 per level" - up to -5 Not sure what they were thinking with this one. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills. Remember that Paladin skill that causes Weakness? I am editing this article to fix the gross, badly thought out, changing of someone elses work, as someone who owns and actively maintains a (different) wiki, i know. In practice, it's hard to make it work well, and hard to keep up the MP. But it's still mighty fine. A few suggestions on building a great team.. Login Store Community Support Change language View desktop website . So, in the supremely rare situation where you miss one or two encounters, this can be of use - otherwise it's just a very pretty table. In fairness though it does have the bonus of not using up a feather if your player gets killed over and over in the same battle, which he well might as he's always coming back with low health. Oh the mysterious Warlock! So which one to choose? So what we have here is a walkthrough for Knights . So maybe not all that awesome. And then you'll start asking yourself why you brought the Hunter instead of the Mage or Warlock or Thief, Ninja, Paladin anyone else really. then ninja for stun locking. You're more like Thrud the Barbarian. It's a slightly weaker version of the Warrior's version of this: Power Lunge (high Damage and Threat increase). You set this skill up right and, honestly, it almost feels like cheating. So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. Time for a little blurb about gold in this game. 7 Points bulwark for the threat boost, and currently 14 in True strike. 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. This is where those bare hands start to look deadly. But, if I'm being honest, this is a little tactically superfluous. Previously the ability to sudden death was subject to the mercy of the Paladin's skill of smite which unfortunately could be resisted especially by higher lvl enemies and doomed for failure against bosses and dragons. 0. Well, almost, we'll get in to that. Which means there will almost always be at least one baddie that you can attack with this bonus. Another good skill for the Hunter! No biggie, fine. Price . But the mid range ones, of which there are just way too many, you may well have to wander through those caves, over and over, trying to find those doppelgangers or swamp bandits that you only encountered once or twice by following the story. Which is fine, someone has to mop up the dregs. The kind of gamer who wants to milk the system for all it's worth, even if that means doing weird things in a weird way in a weird order. Then put remaining points into riposte. Alright, let's break it down. While the next two passive skills are good, you could skip them easily and just focus on this one. The damage he does to his actual target isn't even that bad. Paired with the Ninja Elf you get the highest possible Senses score, you know, for all those resistance rolls and maxed out Criticals. But in either case, you'd be better off just damaging the enemy to get the fight over with - protect your peeps through offense. But most of the time, this is better. ", then the Druid is for you. Or, I suppose more accurately, dodge all the attacks. As you will have come to expect from playing numerous thieves in numerous gaming worlds, they are highly skilled and agile, but they are pretty fragile - although not as fragile as that Mage over there in the thin cotton gown - and, if the circumstances all line up, they are capable of the highest damage one can dish out. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. Also, the occasional joke goes a long way, and there's a reason my ratings have names instead of numbers: less dry. The secret ingredient is double damage when used on an enemy that already has a Condition. And while you could protect your Monk from time to time, largely this is best used on your 4 weaklings this team is made up of, often actually getting the healing in every turn that goes by without them getting a hit. Start with a good tank: A Warrior has amazing regeneration abilities, as well as decent . 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. I'll just come out and say it, this is your best choice (most bang for your buck), for any class (with the possible exception of the "pure Rage" Barbarian). 2 Body and 1 Senses makes him good enough for any of the fighters, but not quite as good as the Rocker (who rocks, naturally). Two things to add here is that this costs a lot to cast, so you'll want as much Mind (therefore MP) as you can get. Basically, this table is the only way to make charms a real part of your game. Complete Google sign-in (if you skipped step 2) to install Knights of Pen . 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, we're not talking about the Warrior here, are we? Anyway, you'll be doing this pretty exclusively for the satisfaction of getting another 5-15 levels out of your game (depending on the number of players in your team). Or at least advisable. In theory. The hard part was convincing the superstar that signing it was the right thing to do. 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. While less impressive for single target spells, the group spells benefit more substantially from this. Can you defeat a Balrog? An important thing to note is that you can interrupt your game at any point (even in the middle of a battle if you don't mind starting that fight over) to switch your bonuses around. You know, compared to the other classes? Lovely word. Once again, kind of like the Warlock, if there were twice as many skill points to go around you could take advantage of this "I can do it all" attitude, but there aren't, so you can't. This game doesn't stray far from the norm, and the Paladin is your basic support tank - although more tank than support. But if your team is focusing on group damage skills, bringing the Hunter with this is still a natural fit. Furthermore, your single target skills are going to become increasingly valuable compared to the group damage ones as the bosses get tougher and dragons start showing up. DnD players have built parties around this idea for years. Or build up Rampage so that he neither heals (much) nor does much damage with Frenzied Strike unless it's a critical, which will happen around 60% of the time, and every hit after that has the same chance. What about the Hunter's skill, that's the same and is only great? The real question is, what's with his ability? Is there a way to ensure that sudden death occurs during every single battle or even better still is it possible to inflict sudden death each and every combat round with close to 100% certainty, including against all bosses and dragons? Three +9 fists! He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. There's no analog to the Damage and Threat boosts, though. The attribute boosts (2 Senses, 1 Mind) are of course fine for any specialist. So at it's very best, with 7 opponents with, say, Weakness or Fire or Stun Conditions provided by a helpful ally, you're getting 112 damage each, which is a grand slammin' 784 points of total damage, potentially, in just one attack. Gets points just for that. It also lets you use the one 3-handed weapon you'll find in the game if you investigate the Graveyard. "Skills cost 20 less Energy per level" - up to 100. ", then you've found yourself a positively smashing reason to play him. I've actually kind of spoiled the reveal on this skill having explained the healing magic you can get with it back in Anger Management, but suffice it to say that, no matter your build, this skill is likely gonna be your priority. But here you can pretend you can, and this mage is everything you'd expect. It's pretty rocking. Except, you know, it like totally obviously isn't because this skill is only good. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. 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). (You could focus on Fireball here to help the Thief, but there's just no substitute for boosted Lightning). Which does what? "Gain +1 bonus to Resist rolls per level" - up to +5. And trust me, you are going to need all of them for his 3 other skills if you want him to measure up to his teammates. And if Sudden Death tickles your fancy, this skill won't help (just like Touch of Blight doesn't), as inflicting random conditions is pretty frustrating to have to try to work around. The only trinket they need is Enchanted Cushion for the stun immunity. Now, if you want the wounding itself to actually make a difference, you really aughta max out this skill (which gives you Wound 32). 63.76%. Meaning you can score criticals. 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. Meaning, if you want to bring someone who's going to use this kind of skill, the Warrior (or Barbarian or Monk {or Ninja or even Thief and Hunter if used right and it's not the Threat you're after}) have slightly better (higher Damage) versions of this skill. But in addition to the shuffle-palooza, each enemy takes up to 80 damage. And this is, verifiably, true. If you've ever played any role-playing game, ever, you know this. The abilities have, for the most part, far more impact than the attribute boosts. So this is pretty groovy. You should be at a high enough level after the main quests and all that slaying that monster XP is going to be negligible no matter what, with the notable exception of the White Dragon and maybe some others. No other class can do this. So that every time the Barbarian scores a crit, he causes Sudden Death. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. But Burn baby Burn, is what makes this great. So really, it's a waste, and the other two active skills are better options. 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. View full lot details. Then next turn you use it again, and you're at 200 HP and 220 MP. A Mage with Lightning and Arcane Flow maxed out is going to be impressive in the game from start to finish, but the other casters (and "casting" specialists) are gonna start to fall behind their weapon wielding compatriots the further along they all get. And this skill is just as terminally useless against bosses as that one. Kind of like the Warlock, none of his skills really measure up - and the one that does can't make up for the others. If you just follow the story you'll be moving on to higher level beasties before you fill out each entry. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. Main quests lead, when completed, invariably to new quests until you reach that last quest that ends the main story. 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. Other than that, he'll be your new defensive combatant extraordinaire. If you commit fully to this idea, you can make all your other players low Threat casters and specialists and also give them weak non-Threatening weapons so that after casting this once the Knight's threat is at about 85%, and a second time brings it to 95%. Or you could use a shuriken with your giant 2 handed hammer which allows you (kind of unexpectedly) to reach the back row. But that dude is crazy. Armor of Faith (passive) - good okay, sorry no, not that good. It's clearly the best rug as it'll help from dungeon fire traps to sewer poisoning to dragons confusing you. Your special skill here is dragging a back row opponent to the front (unless they resist). Clearly a fighter (2 Body), but that 1 point in Mind makes him just that much better if you want a fighter who's blasting away with skills all day - like the Warrior and Paladin and skill-intense Barbarian, or not like the Monk and (dumb as a post) Barbarian. 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. Source: www.key4you.cz. The halving of enemy damage is significant, but really it's the non-critical-hit situation that's the best, especially later on with Attack Beavers and other Critical specialists. Something to consider. And it would be unwise not to put any points in this one at all. If you do one of those mid-size teams, let me know how it works out. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit. A Cheerleader with a thick beard just makes me chuckle. If you should go off and do other stuff and come back to this same quest at level 20, you'll still get the same half a level's worth of XP, but now that translates to (totally approximately guessing but you get the point) 10'000XP. One thing to note though is that it's expensive to upgrade your weapons. Warlock can heal even more than cleric with Life Transfer, which also damages . About this game. I agree with you, Radirez, that the rocker elf paladin is the best at absorbing damage, but I believe that an enraged dwarven barbarian would be a close second. They also steadily improve the value of your fighter skills, like Cleave, so that the improvement is at a faster rate than the other damage skills. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. - Fight and explore your way through a perilous fantasy world to defeat the dark mage. I don't know a game where the mage type doesn't have this, and with good reason. This is in no way very important as, except for your very first playthrough, you'll have enough money to buy 3 more players at once as soon as you finish with the GEEK quest at level 7 or so, but it's just how I would do it. Which means after 3 turns you're on par with the Paladin and Cleric at their most healing-est, and after 4 or more turns you're crowned the new healing prima donna. Unlike the Ninja who specializes in Criticals or the Thief who still has the best group damage skill, the Druid (being super neutral about it all) tries to be too many things at once: caster, fighter, healer, speed demon - stacking up to a lesser version in all categories than several of the other classes here. More to the point, if you max out the upcoming SAKA skill - like you should - this skill is a better balance than leveling up Guiding Strike, which is going to be weaker than Smite even for a single target for the first 10 levels or so. This gives a boost, a very substantial boost, to both the Knight's Heath and Energy, +112 each, which together adds up to 224. Burn stacks, so that's always nice, and combined with the Monk's Acrobatics it gives another chance to avoid any damage from a monster that's on fire. And "kind of" is a pretty good way of thinking about this guy. In fact, if you don't have that Cleric in your party constantly refilling your MP, you're never gonna really feel like you have enough MP (unless you happen to be a juju-swapping Monk) - especially in dungeons. "Enemy Damage Reduction -10% per table level" - up to -50%. Warrior: arguably a better tank than paladin, and a solid damage dealer. So as far as efficiency, this is a waste. The Knight, who I'm still grumpy about, can actually get to a full 100% chance if you really want him to. In theory, this skill kicks major ass. Mostly. And the damage may seem unspectacular at first (44% weapon damage per hit), but maxed out (120%) you'll be doing over triple damage. Threat is relative, so if everyone gets Threat -X, yes, okay your Mage at 10 Threat will go to 9-5 and your Warrior with (in battle) 50 Threat will go down to 49-45, so it's a bigger difference for the Mage. So ultimately, this turns out to be another case of "why would I bring this guy instead of the other guy who's better at it?" It's best used on whoever your meat shield is, but can actually be legitimately used on even the frailest team member thanks to how tough it makes them. 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.