It's more that the actual theme is about playing PnP RPGs and is full of jokes and references, as well smas just being a clever look at the crossover of the real world and the imaginary world you inhabit when playing an RPG. I don't think someone who's only played casual RPGs would even know what a D20 is.
so you died? in other games this would be game over.. no chance of revival at all.. so i don't get the point.. since there are alternative ways to revive your party without paying.. next time if you are in a tough fight and see your party dropping like flies.. press the chicken button edit: as for grinding .. go to journey village or sunset castle and fight the biggest enemies there and you should be able to "grind" your party alive pretty quick again.. and when your are complete..thoose spots are good place to quickly grind xp and money in "hard" but way too easy fights
Skill duration should apply to skills that have an effect for X number of turns, I believe. Vanish, from the Rogue, should be one of them.
That's what I originally thought... But my mages ice spell, rogue's concussion blow are still 1 turn ... And if I remember correctly, my cleric's weakening spell was 2 turns to start, and its still 2 turns now... Hmmm.... Wonder if only non-attack spells apply...
Maybe I'm doing something wrong but I bought the carpet that reduces travel cost, and I had the suit of armor but I bought the map to replace it so I could reduce travel cost more and when I went to travel the cost actually increased. Plus when I went to switch back to the suit of armor since the map increased cost I couldn't because it didn't register that I had purchased it before. Or maybe it's supposed to go away when you switch. I don't know but I think there's something wrong with -travel cost right now. Can anyone explain?
What are the unlockable classes like? I've only gotten Hunter and Bard so far, I'm trying to decide whether I should pick one of those for my 5th character, or wait for Barbarian/Necro/Shaman. Can someone further along do a quick guide of their skills?
you start again in the first city with all characters up there are also some minor punishments which i forgot
According to the dev each hero will lose some exp. I've finished the first campaign yesterday. Was fun! I'm in love with the pixel style. My favorite player is probably Flowers because of her "lucky gal" passive. Makes everything in the game a little bit easier. Would be great, if the players had different personalities. Paris' (shopper girl) quotes could be different from Rocker's or Jock's quotes, at least in certain situations.
yeah really good game, having fun. but there are some complaints, paladin seems to be too weak and you guys could change info with the level requirement of some places or quests because sometimes quests are much harder and some of them are a bit cheap like with quest where you defend the castle.
My thoughts exactly. Paladin is a joke. Quest with barbarian is really tough. My team died three times, I'm back in the default city to grind some bucks now cause I'm broke. There are some balance issues but I got it, IAP is the other name of the game here. With that being said the game is real fun. Kuddos to the devs
I think paladin is only too weak right now, because some (or at least one) of his skills are bugged. He's a great tank in my team, he takes most of the damage and thanks to his shield and heal he is able to survive without problems.
Hey guys, quick post here. Hourglass raises +1 on each skill duration like burning effects or sleep or stun, etc. But it is bugged. The thing is, we uploaded this version to the iOS almost a month ago and did correct it on android store. So many bugs that are currently happening are fixed already and the update is coming soon enough. Sorry about that. If we uploaded a new unbugged version it would have taken 1 more week to the release and we thought it would be better to release and then update often. Btw, the threat is shared. Paladin is the most tanky class, that's why he's that weak. I'll post more info about how classes work. Ok? I'm just too busy atm and can't spend enough time here, sorry about that.
well he deals really pathetic damage so being tank is not that much help especially if you are doing such quests like defend the castle. simple thief or also barbarian do much more so they dont need that much hp anyway, also even with high threat enemies still attack other chars a lot. plus sorry but it's wrong if thief or warrior outclass paladin that much. i switched it with barbarian and it's good. so yes he is playable but he sucks.
I think the paladin is fine how he is, I use him as a tank who tries to take all the aggro, with my cleric healing while my thief, hunter and mage do a ton of damage. He doesn't need to have high damage or else he would be too good. Besides, paladins aren't usually a dps class in RPGs right? He helps the team survive. I have only tried five classes, so I don't know about the barbarian, but I felt like the paladin needed some defending. Anyway, I love the game, can't wait for the major update with bug fixes .
I am loving this game but it has been crashing on my ipad 3. it was stable at first but now I am around level 20 a and it is crashing every few battles. Usually at the end of the battle it will either freeze or close out entirely. Restart didn't seem to help. Looking forward to a fix because I have been having a lot of fun otherwise.
Hallo, first this game is great I played now in the second Round, and I used the Knight - Class. The "Dragon Blood" Ability is not working ("Knight attacks and steals 100% hp of its damage"). Barbarian Dmg ist great, Bard class is interesting.. And Colleseum "Campaign" is......a joke...to short... please add more Campaigns :|
Every class in Knights of Pen & Paper game are divided into 3 main stats: hp, mp, atk. Anyone has played Ragnarok? It reminds a little bit of it like, if your class is fully on hp it'll lacks on mp/atk. hp: reffers to "tanky" status, since we don't have any armor status in game it's all based on hp and damage reduction spell (holy shield for example). atk: reffers to the physical attack. mp: reffers to the mana pool and also the magic power. each few mp = +1 spell dmg. Initial classes are: mage: mp cleric: hp/mp paladin: hp warrior: hp/atk rogue: atk druid: atk/mp Based on that, you may also finds out the roles for the new classes. Like: mage ~ shaman cleric ~ bard paladin ~ knight warrior ~ barbarian rogue ~ hunter druid ~ necromancer I believe this info will make you understan why some classes are "stronger" than others. It's pretty much like they have their roles set up in the game. So if you want to place someone to take all/most damage provided to your party it's better for you to place a class that has higher hp like the paladin/knight or warrior/barbarian. Since paladin/knight have their higher stats "hp", their spells are turned into basically tanking and since warrior/barbarian have their stats mixed up into hp/atk, their spells are also mixed into tanking/attacking. Some classes are made for supporting your group like the druid/necromancer like the critical buffs, crowd control, some damage, etc. The cleric/bard are also supports but they have better spells to heal your group. Every class has at least 1 damage spell, some of them are based on mp and some of them are based on atk. Example: the druid has either mp and atk stats so we have chosen him to have a physical spell type (extra +atk deals more damage) and have this class to heal as well, increasing the heal by adding mp to it. Lots of combos are available and may be found throught the game. We didn't do that by mistake, some classes work better with specific classes/characters but they aren't terrible with the others classes as well. We tried to provide different gameplay to different classes. For example, while the paladin is pretty much easy tanking you'll see that the knight is even stronger but it's a little bit tricky to play. (ps: actual build on knight has a bugged spell as someone have stated here in previous posts and will be fixed on first update as well). There were no mathematical functions that we used during the game to provide a super straight and correct balance through classes/spells. We tried to balance it during a 2 moth beta testing we have made a while ago, letting pure mp and pure atk classes to provide huge damage and so on, always based on their roles. Some spells are maybe too much overpower and some spells you may find way too much weak but we may change that based on feedback. Everyone thinks paladins are too weak until they find out that he's just a tanky class that wasn't suppose to do as much damage as the warrior or even get to be like a rogue/hunter (most damage classes based on atk). I could spend all day long talking why we did this and that on spells and how they can combo on each classes but I believe that's not the meaning of this post. This is just to clarify a little bit about classes so you may understand it even better because there's no such info inside the game. Feel free to ask anything though.
well i played a lot of rpg so thanks but i know how it works and etc. no offence but your post explains very basic stuff. so sorry but as i said paladin is useable but it sucks, also from rpg point of view paladin who deals melee damage like mage sucks even more. but that's not important more important is that later the game sometimes think that it is oblivion so it starts fed-ex quests and it takes too much money to travel through the whole map and quest rewards are not that good too. so without grinding there are some problems with gold. ok i switched some classes and it takes some money but still quest rewards should be better. another point but it's more about ui, would be good to be able to travel to any point on map without stopping in every next point. well despite that stuff having a lot of fun with the game, people should buy it.