User:Pinkgirl34/NQII Walkthrough
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This walkthrough will cover 3 parts. The skill point selection, the plot, and the strategies for each boss.
Skill Point Selection
First of all, do not max out on any skill. Get no more than 13 points for any attack skill and 11 points for any innate skill because in the end of the game the weapons and armour will provide bonus skill points. Do not spend skill points after level 52 until you defeat King Terask for the first time as well, because you'll need to spend the skill points wisely for fighting him the second time. The information below shows how many points you should have for each skill after level 52.
Rohane
- Critical Attacks: This skill is very useful, especially at the end when fighitng King Terask. Get 13 points for this skill.
- Damage Increase: An essential skill for Rohane. Get 13 points for this.
- Combat Focus: Not a useful skill because Rohane has the most HP for the group and doesn't need extra defense, because it makes you attack with less power with the focus. Don't spend points here.
- Stunning Strikes: Another very useful skill. Spend 11 points on it.
- Battle Taunt: Not useful in most situations, but could be useful when fighting King Terask. 1 point should be enough in the section before King Terask.
- Innate Magic Resistance: Not too useful because after you get Velm, Velm could cast Group Shields to increase everyone's magic resistance. 2 points should be enough.
- Innate Melee Haste: Haste is essential. Spend 11 points.
Mipsy
- Direct Damage: It's usually tough to decide whether to get this or Group Direct Damage, but this skill is usually considered better than Group Direct Damage because it takes less time for Mipsy to cast this and it does more damage to a single enemy (100HP) than GDD (64HP). Choose one of them, but avoid choosing both. Spend 13 points for either one of them.
- Group Direct Damage: See Direct Damage.
- Group Haste: An essential skill when you want to fight monsters faster and avoid wasting money on haste potions. Get 12 points for this.
- Slowing: Not very effective because it slows down enemies only one at a time, unlike Gropu Haste, and can be easily resisted. Don't get this skill. For bosses, use slowing potions instead.
- Damage Shields: Not highly useful because the damage shields don't give the opponents lots of damage, but it's a good bonus skill after spending your other skill points. Spend 8 points here.
- Innate Melee Defense: Very important skill for Mipsy because she has the lowest HP out of the group. Spend 7 points here.
- Innate Casting Haste: Haste is essential. Spend 11 points.
Talinia
- Increased Bow Damage: An essential skill. Spend 13 points for this.
- Multiple Targets: Not highly useful because the multiple targets option is only available once every 15 seconds or so. But it's not a bad skill, so spend 11 points here.
- Ranged Attacks: Not a useful skill throughout most of the game but is useful when you reach the final boss, King Terask II. Don't spend much of this skill in the beginning; 2 points should be enough, but you should add more later after defeating King Terask I.
- Shockwave: A fairly useful skill. Spend 12 points.
- Slowing Strike: No, no, no, no, NO! The maximum amount an enemy could by slowed is FIVE PERCENT! Don't bother wasting skill points on this.
- Innate Magic Resistance: Again, just like Rohane, not too useful because after you get Velm, Velm could cast Group Shields to increase everyone's magic resistance. 2 points should be enough.
- Innate Melee Haste: Haste is essential. Spend 11 points.
Velm
- Healing: Don't spend skill points here because Group Healing is much better.
- Group Healing: This is a very important and essential skill, because when maxed out, it can heal as much as 90HP for each member of the group. Spend 13 points.
- Group Shielding: A very important skill because it can provide lots of magic resistance and defense for the group. Spend 13 points.
- Mesmerization: Not highly useful, but could be slightly useful when fighting monsters, where you can mesmerize the healer to destroy all the other monsters first. 4 points should be enough.
- Celestial Hammer: Not a useful skill because it does low damage and the stun is easily resisted, so you might as well use Velm's melee attack instead. Don't spend points here.
- Innate Melee Defense: Very important skill, especially because of the fact that Velm is a healer and you can't afford him to be killed. Spend 10 points here.
- Innate Casting Haste: Haste is essential. Spend 11 points.
Plot
Chapter 1
1. First, walk out of Trestin and switch to Hunting travel. Die in the hands of a plains lupe by clicking the "Do Nothing 5 Seconds" button countlessly until you're dead. This will get you the Weakling! avatar, one of the NQII avatar set. You will be back in Trestin; again walk out of the village and keep fighting until level 4-5. As usual, stop at Mother once in a while to get free rest. See above skill list to choose what you should spend your points on.
2. (optional) Walk in the Dark Caves. If you are level 4, switch to Hunting travel if you aren't anymore. If you're level 5, change to Normal travel/stay on Normal travel. If you are level 4 walk to the abandoned gold mine as you train. Follow the gold mine tracks until you reach the Miner Foreman. Start fighting, use regular attack. Heal as needed.
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Chapter 2
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