Mini NeoQuest II Guide

This is the way I have been doing it. I've played through NQ2 once on Normal, 7 times on Evil, and once on InSaNe, and I've tried different strategies.
This aproximate setup is the one I keep returning to.
A lot of this game depends on how you like to play, so the strat I like, might seem boring to others, so feel free to do things differntly.

Rohane

Rohane is pretty easy. Don't spend points on focus or taunt, and with bonuses from weapons and armour you'll probably be able to max all the other skills. Try to spend 11 points in all of the categories mentioned below. Then save the remaining skillpoints for after the battle with Terask I, when you get your final weapon. After you see what bonuses the weapon gives, max out the remaining skills. Stunning does not work against Terask II, so forget about that skill unless you have too many points.

Skill

Points

My thoughts

Critical Attacks 11 (initially) This skill should be maxed out when you face Terask II. You'll probably get a weapon twith some bonus to the skill, so don't spend 15 points here.
Damage Increase 11 (initially) Damage increase, critical attacks and mele haste are the most important skills in the beginning. Try to spend even amounts of points on these up to 11, you can add a few points in stunning and magic resistance inbetween, but those are less important.
Stunning Strikes 11 Stunning is a fun skill, but it's not very usefull against the big bosses, since they are mostly imune, so don't spend too many points here, unless you have points to spare.
Innate Magic Resistance 11 Usefull, but dull. Your final armour will most probably have † 4 to both resistance and speed, so you probably don't have to save up points to max these out. Just aim for 11 points, you won't need much more.
Innate Melee Haste 11 (initially) It's a rather boring, but very important skill.

Mipsy

With Mipsy there are several good strats. The only thing I don't recommend at all is the slowing skill. Slowing potions are more a lot more effective.
Do the same thing as with Rohane when it comes to weapons, but don't look at the damage wands do, just the bonuses. Damage only matters if you are going to hit mosters with the wand, so that's irrelevant. If you find a wand that does † 4 damage and † 4 group haste early in the game, keep it, and spend the rest of your points.
I try to start with equal amounts of points in damage, defense and speed, up to level 19, then keep damage two points ahead until it's 11, then catch it up, with the other two and start investing in other skills.

Skill

Points

My thoughts

Direct Damage
or
Group Direct Damage
11 (initially) Choose either direct or group damage. Do not do both. On normal and evil choose wichever one you like best, on Insane you should go for Direct damage, as that's what's going to matter in the final battle agains Terask II.
If you absolutely do want to try with a bit of each, make sure the direct damage do MORE than group damage, ir it will be useless.
Group Haste 11 (initially) A boring skill, but very usefull.
Damage Shields 11-ish I usually don't add points to this category until all other skills I'm going to use are at 11. It's a fun skill, but not very useful.
Innate Melee Defense 11 (initially) Mipsy really needs defense, so don't be stingy about points here. It's at least as important as damage, or you'll be spending a fortune on healing potions. You'll probably find a robe that helps with this skill towards the end, but it's not as certain as for Rohane, so save a couple of points for the final battle just in case.
Innate Casting Haste 11 (initially) Very usefull skill.

Talinia

Talinia is the first character where you really have to debate the value of the different skills. Especially multiple arrows is important to consider how much you need.
When I first get Talinia I'm usually around level 24, so I give her 11 damage, 7 multi-blocked-y way to 11 speed points before I start working on shockwave, then at last I go for magic resistance.

Skill

Points

My thoughts

Increased Bow Damage 11 (initially) Increased damage is always the most important skill with this type of hero. Start with 11 points, and try to max out with weapon bonus.
Multiple Targets 7 7 points will give you the ability to hit three enemies with one shot. To start with, that's all you need, as you won't be running into groups of 4 monsters just yet. 11 points will give you the 4th arrow. I don't really see any point in investing in more than that, as the remaining skill levels only increase how often you can use the skill. Sometimes I just leave this ability at 8 for the whole game.
Shockwave 11 (initially) Can be swapped for Ranged Attacks, but I like stunning.
Innate Magic Resistance 6-ish Handy, but not crucial. Velm can do most of the defense for her.
Innate Melee Haste 11 (initially) Speed is always important. If your hero is twice as fast, they can hit twice as often, and thus do twice as much damage. You just can't get around speed.

Velm

To me, the only question with Velm is whether to go for direct or group healing. Mesmiration can be fun, but it's not useful agains bosses, so I never bother with it. Velm can do a bit of damage by just hitting monsters with his staff, but still, you should (as with Mipsy) choose his weapons based on its bonuses, not its damage.
I usually start with healing (either group or direct), shielding and defense, then add a bit to speed if I have points to spare, and supply the other skills as he gets points.

Skill

Points

My thoughts

Group Healing
or
Healing
11 (initially) When maxed out, group healing heals 90 points on each party member, direct healing heals 150. Still, I rarely find that I need 150 points of healing, so I usually go with group healing.
It is worth to notice that if you use group healing, it will take slightly longer before Velm gets his next turn, but I think it's worth it.
Group Shielding 11 (initially) This skill does no end of good. It's so usefull, it's idiotic not to use it.
Celestial Hammer 11-ish This is the skill I go for when I've maxed out all the other categories. The stunning part of it is fun, but rarely very usefull, especially on the early levels.
Innate Melee Defense 11 (initially) Velm is a sissy, he needs help with his defense; as much as he can get.
Innate Casting Haste 11 (initially) The faster he is, the better he can heal his team mates.





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