Comfortable levels for fighting bosses

Levels for: Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5

One basic Advice: If you can't fight, flee.
Eh, but try not to flee too often from the boss, usually you die on the 2nd attempt to flee.

You do not need much finesse in fighting most bosses. Therefore, only the more notably difficult ones are written in detail.

Chapter 1
Mini bosses & Bosses normal evil insane
Miner Foreman (optional) 5 5-6 6-7
Abilities: nil

Comments: Easy

The foreman is not difficult to beat even if you don't spend any initial skill points on damage increase. It is the monsters in the cave that needs work. If possible, enter the cave with 20 Healing Potion. Try to have at least 1 Healing Flask on hand for emergency healing while fighting him. Heal when necessary. 
 

Zombom 9-10 10-12 12-13
Abilities:
  • Aid (40 hp heal)
  • Decimate (direct dmg 31hp)
  • Zeal (18% haste)

Comments: Slightly difficult

To defeat Zombom, it is best if you have a few healing potions that can heal 25hps or more. Throw Blast potions interspersed with some attacking as blast potions might be resisted. Having 10 in the inventory should be more than sufficient. If you wish to, you can purchase iron shortsword which deals out higher damage from White River before moving on to Zombom. Suggest you spend 3 skill points on melee haste before confronting him since he can haste himself. Maintain Rohane's health above 40hps at all times since Zombom can deal out 31hps damage. Have some health to spare in the event that he has 2 consecutive turns.

Please make sure you have sufficient potions leftover as you might need them while making your way back to underground cave> White River Town
 

Sand Grundo 12-13 12-14 14
Abilities:
  • Critical Hit

Comments: Average

Behaves like normal monsters but with critical attack and can give 34hps damage so heal with care. You shouldn't have any problems with Mipsy around.
 

Ramtor I 14 14 16+
Abilities:
  • Entice (mesmerize)
  • Liquefy (43hp direct damage)
  • Repair (70hp heal)
  • Zeal (18% haste)

Comments: Average

Just halve his hitpoints.

You may get mesmerized so you may want some magic resistance. Heal with care. Provide some leeway for hps. Keep in mind that Ramtor can hit up to 55hps anytime.

ps: You may like to hunt around the fringes of the monster-free zone outside Meridell Castle (free rest after defeating Ramtor I) to level up.

Ramtor II 15-17 15-18 18-20
Abilities: Refer to Ramtor I

Comments: Average

Similar to Ramtor I. You have to finish him this time, not halve his hitpoints. The demonic grarrls seems to be the hurdle for some people. Well, if that is the case, don't hunt in level 2.
 

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Chapter 2
Mini bosses & Bosses normal evil insane
Leximp (optional) 16-20 17-20 19-21
Abilities:
  • Stunning strike

Comments: Slightly difficult

I don't encourage skipping Leximp because it is a long way to Mountainside Inn & you might need to top up your potions from Chia Oscuro as the monsters in Chapter 2 hit harder. Go straight for Leximp once you reach Chapter 2. Do not hunt until after you defeat him.

Try not to go under level 15, trust me. It's tough. Mipsy's direct damage (DD) and damage potions doesn't work well so Rohane would be your main attacker. You may like to invest a point for Mipsy's group haste before Leximp so she wouldn't be wasting her turns. Leximp can dole out more than 30 damage so err on the side of caution and don't heal only when you are in the red. Having a few Regeneration potions on hand would be a bonus.
 

Kolvars 22-24 23-25 24-26
Abilities:
  • Critical Hit
  • Dormancy (44% slow)
  • Quick Feet (28% haste)

Comments: Easy

It doesn't attack much. Just plain old attack and Direct Damage + heal when appropriate would be fine. DD may be resisted 30% of the time. R&T's attack give small damage (single digit)
 

Scuzzy 28-30 29-30 30
Abilities:
  • Cyclone (36hp grp dmg)
  • Indifference (32% slow)

Comments: Average

Nothing special worth noting. Slow him if you like. While you can beat Scuzzy with lower levels, it is advisable to leave chapter 2 at level 29 and above or you'll find it tough in Chapter 3.

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Chapter 3
Mini bosses & Bosses normal evil insane
Silicast 30-32 31-32 32-33
Abilities:
  • Infestation (44 grp dmg)
  • Rampant Acceleration (38% Haste)

Comments: Average

What you need to watch out for are the monsters before Silicast. Heal liberally during and after each fight to ensure you have near full health before you move on. Invest on some heal potions as you probably need to heal after fighting each set of 4 monsters. If you are the cautious type, hunt in the desert till you near your target level before moving to the Temple of the Sky as the monsters in there hit harder and can mesmerize.

Mipsy's DD and potions don't work very well on Silicast. You may want to group haste at the start. Silicast could do group damage of 44, so try to keep their Hps above 80. After he casts group dmg, he becomes slow so take advantage of that. Stunning Strike becomes handy in this chapter so do invest 1-4 points if you haven't on the previous chapters.
 

Pharoah, Gebarn II 32 33 34-35
Abilities:
  • Contagion (52hp grp dmg)
  • Destroy (77hp direct dmg)
  • Hibernation (53% slow)
  • Restore (100hp heal)

Comments: Average

Depending on your level, he can be somewhat resistant to damage potion, direct damage and slow potions. However, you have Group Haste.*Muahaha* As he can give 77hp dmg, watch their health and you'll be fine.
 

Revenant of the Dunes 34 34-35 35-36
Abilities:
  • Infestation (44 grp dmg)
  • Mitigation (60hp group heal)
  • Rampant acceleration (38% haste)
  • Shockwave
  • Spellbind (mesmerize)
  • Slowing Strike (5% slow)

Comments: Average

You can choose to concentrate on the Revenant and ignore his sidekicks. Finish off the Revenant and the skeletons will die. If you find the sidekicks SO irritating that you simply have to get them out of the way, mesmerize them or kill them off before Revenant. If not, just ignore them. DD 50% resisted.
 

Coltzan's Ghost 36 37 36-38
Abilities:
  • Rampant Acceleration (38% haste)
  • Renew (150hp heal)

Comments: Average

What should I say about Coltzan? You should be a pro at fighting bosses by now...He is just so...bland.

Haste if you like.

Anubits 37-38 38-39 40-41
Abilities:
  • Petrification (62% slow)
  • Protection of Infinity (grp shield +30)
  • Rampant Acceleration (38% haste)
  • Renew (150hp heal)

Comments: Slightly difficult

It can heal, so what? You can too. Too fast? Slow it.
Haste your group & finish it.

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Chapter 4
Mini bosses & Bosses normal evil insane
Meuka (optional) 39-40 40-41 42
Abilities:
  • Infestation (44 grp dmg)
  • Petrification (62% slow)
  • Rampant Acceleration (38% haste)

Comments: Easy

You can skip if you like but I would fight him just hoping he would give me the +3 mesmerization weapon, in fact any weapon upgrade before facing the faeries would do. Yes, he can cast Infestation. So what? You have Velm.

Spider Grundo 42-43 42-44 43-45
Abilities:
  • Celestial Hammer (45dmg, 3s stun)
  • Renew (150hp heal)
  • Wall of Chaos (Damage Shield 22dmg)

Immune to Rohane's Stunning Strike

Comments: Easy

Too bad you can't skip this one. That spider is blocking the way!

The 4 Faeries 45-47 46-48 48-50
Dark Faerie Abilities:
  • Rampant Acceleration (38% haste)
  • Petrification (62% slow)
  • Spellbind (Mesmerize)

Fire Faerie Abilities:

  • Anarchic Wind (56hp grp dmg)
  • Obliterate (100hp dmg)

Water Faerie Abilities:

  • Renew (150hp heal)
  • Vivification (78hp grp Heal)
Immune to Rohane's Stunning Strike

Earth Faerie Abilities:

  • Critical Hit
  • Stunning Strike
Immune to Velm's Mesmerization

Comments: Tough

Please fully stock up on your Heal, Corrode & Sloth Potions at Auger Faunt. If you wish to, you may buy some Haste potions. You DO NOT need to buy resurrect potions as you can talk to Auger Faunt to have free rest. BUT if you don't have any resurrect potions remaining from previous chapters, please buy a few for future use.

There's no fixed strategy to defeat them. Each battle is different. The most common methods are:

  1. Mesmerize the water faerie, then defeat them in the order of Dark/Fire, Water, Earth. Earth faerie resists Velm's mesmerization, so don't waste your turns trying to mesmerize her.
  2. Finish the fire faerie with the lowest hps, the 2nd lowest... Slow the Water faerie if you don't have mesmerization or when your mesmerization don't work. You may want to slow Dark while you finish off the Fire as she can do mesmerization and slow. It isn't wise to have a critical player mesmerized in this fight.
  3. Finish Dark, Fire, Water, Earth (left to right)
  4. If you could manage to keep both dark and water mesmerized, depending on your luck, which I managed to do so on 2 occasions, you would have a much easier fight in your hands.

Divide the 20 Corrode potions among the 4 faeries. You can easily replenish at Auger Faunt after the fight for King Terask 2. Haste your party members, or slow the faeries. Should try to attack more than defend. Heal cautiously. Don't wait for Velm to heal the member if he takes too long to his next turn when you know the next faeries (e.g. earth & fire) can hit hard. I like to cast Group Shield as it helps deflect Petrification/Mesmerization to a certain extent.

On the whole, I find the four faeries harder than King Terask on the account that I've lost to them before but not KT. They have all the skills KT has and they are 4 against 4.
 

Hubrid Nox (optional) 47 48 49
Abilities:
  • Critical Hit
  • Petrification (62% slow)
  • Rampant Acceleration (38% haste)
  • Renew (150hp heal)
  • Slowing Strike (5% slow)
immune to mesmerization & Celestial Hammer

Comments: Tough

Skip or not to Skip? Your choice. You can fight it to enjoy the full NQ2 experience. Not recommended in Insane mode. Be careful when you meet more than one Hand of Nox. Hubrid is not that difficult when continually slowed. Heal with caution and don't freak out when it heals every 1 to 2 turns. Do keep him slowed & haste your team.

Your inventory will most probably be nearly depleted of Sloth Potion at the end of the fight. You may have to retrace your steps to Augur Faunt for a restock if you depleted your Stamina & Vitality potions. The toughest part is trying not to fall asleep due to extreme boredom. I nearly did. Took me forever to finish it. Skip.

Esophagor 48 48-49 49
Abilities:
  • Rampant Acceleration (38% haste)
  • Stunning strike

Comments: Easy

Not much Levelling up to do after the Faeries. Gives out >100hps damage so heal with caution. Slow it, haste your team & you'll finish it in two shakes.

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Chapter 5
Mini bosses & Bosses normal evil insane
Fallen Angel 49-51 49-50 49-51
Abilities:
  • Spellbind (mesmerize)
  • Shockwave
  • Renew (150hp heal)

Comments: Easy

Devilpuss 51-52 51-53 51-54
Abilities:
  • Critical hit
  • Shockwave
  • Slowing Strike (5% slow)
  • Stunning strike

Comments: Average

No surprises here, even at level 51 in insane mode, you can beat it. It is just that hunting can be super boring later on (with the bionic cybunnies which love to focus) that you may want to level up to 53 in cumulonimbus and normal walk all the way through Faerie City-Palace. Just watch out as the Devilpuss can hit 100+ damage. Heal with care. Use slow potion when necessary. Haste is optional.

Faerie Thief 1 52-54 52-54 52-54
Abilities:
  • Astral maelstrom (64hp grp dmg)
  • Critical hit
  • Stunning strike

Comments: Easy

Lower her hitpoint by 1/3 and she'll flee.

You should be able to handle the thief all three times even if you do not use any potions. She uses Astral Maelstrom but with Velm's Group Heal, you shouldn't have any problems.

Faerie Thief 2 53-54 53-55 53-55
Comments: Easy

Lower her hitpoint by 2/3 and she'll flee again. No change in strategy.

Faerie Thief 3 54-55 55 56
Comments: Easy

You meet her for the third and final time. Defeat her.

Pant Devils 56 56-57 56-57
Abilities:
  • Astral Maelstorm (64hp grp dmg)
  • Obliteration (100hp direct damage)
  • Petrification (62% slow)
  • Rampant Acceleration (38% haste)

Comments: Average

If you find them fast, slow them. But I find that the fight doesn't require any slow or damage potions. Just heal with care as they can deal out 100+ damage.
 

Terask I 57-59 58-60 59-60
Abilities:
  • Astral Maelstrom (64hp Group Direct Damage)
  • Critical Hit
  • Obliterate (100hp Direct Damage)
  • Petrification (62% slow)
  • Protection of Infinity (Group Shield +30)
  • Rampant Acceleration (38% Haste)
  • Renew (150hp Heal)
  • Spellbind (Mesmerization)
  • Stunning Strike
  • Wall of Chaos (22dmg Damage Shields)
  • Withering Fires (5% Slowing Strike)

Comments: Slightly difficult

Have a full stock of these potions in your inventory:
damage potions (those with >100hp damage),
slow potions (80% and 70%) and,
>10 haste potions (65%)

Check that your team are equipped with the right weapons/armours.

Terask 1 can easily be defeated without much use of potions and he doesn't heal as often as Terask 2. Try to use only the Hurricane, Coma and Speed of Light potions as they can be replenished by Lyra later.

 

Terask II 58-60 59-60 60
Abilities:
  • Astral Maelstrom (64hp Group Direct Damage)
  • Critical Hit
  • Obliterate (100hp Direct Damage)
  • Petrification (62% slow)
  • Protection of Infinity (Group Shield +30)
  • Rampant Acceleration (38% Haste)
  • Renew (150hp Heal)
  • Spellbind (Mesmerization)
  • Stunning Strike
  • Wall of Chaos (22dmg Damage Shields)
  • Withering Fires (5% Slowing Strike)

Comments: Tough

  1. Check that your team have spent all their skillpoints.

    In Normal and Evil modes, it isn't necessary to fight at level 60 BUT evaluate your team's equipment and check that their skills have reached your requirements before you decide the level to battle Terask II (KT2).

    In Insane, I'm sure you don't wish to restart the game when it is at the finishing point?
     
  2. Check that they are equipped with the right weapons/armours.


  3. At this time, you should have maxed your attacks and haste with the additional boost from your weapons/armours. Switch Rohane's weapon to Father's Sword (FS), if you have it, as it is more consistent in giving out high damage than the Sword of Apocalypse. If you have sold off your FS, RELAX! You can live without it. I and so many others survived on SOA & lousier weapons before we knew about the FS secret.
     
  4. Check that you have a full stock of these potions in your inventory:
  • damage potions (100hp+ damage)
  • slow potions (80% and 70%)
  • haste potions (65%)

(I believe you have quite a range of healing potions available)

Ration your potions carefully so that they don't run out too early. You cannot flee this round so stay cool at all times.

Difference between fighting KT2 in insane and other modes

Insane KT2 has much higher hitpoints. That's obvious. More defensive acts have to be taken.

For normal and evil mode, from the start, keep KT2 slowed, pay attention on attack and less on maintaining the hasting stuff.

King Terask II is resistant to Tally's slowing strike & shockwave, Rohane's stunning strike, Mipsy's Direct damage, Velm's Memerization & Celestial Hammer. You can forget trying to mesmerize Terask. It won't work. Of all these, Talinia's has a higher probability of working. In Insane mode, they may but DO NOT expect them to work.

Battle Strategy

From the start, keep King Terask II slowed 80% or more at all times. It's best to slow him before he casts his group shield. Don't wait for the slow potion to wear off before throwing another. Usually, I'd try to renew the slow potion after 4-5 rounds. However, if it gets resisted, don't panic and start throwing slow potions at every turn. Remember that he is still slowed & you still have time to slow. Attack him before trying again. If the slow potion wears off while his shield is on, you have to try to slow him!

While his shield is on, focus more on melee attack and less on throwing potions since they work less efficiently. As his shield is weakening or down, attack then throw potions. You can use Mipsy to test the shield by throwing one of those leftover low grade(<100) damage potions. Hey, if it works, great! If it doesn't, no loss.

Keep all attackers hasted either through haste potions (recommended) or Mipsy's group haste if the potion wears off and you haven't had the opportunity to haste the player. You'll find that everyone gets a turn + additional turns before Terask and you wouldn't have any problems beating him.

Rohane & Talinia are good attackers so use them for attack. Talinia is the swiftest and on many occasions, a 65% hasted Talinia can manage 2-3 turns before Terask's turn when KT2 is 80% slowed. Use her to alternately attack & throw damage potions.

Mipsy is not particularly useful as 90% of the time her direct damage doesn't work. She can be put to better use by throwing slow or damage potions at Terask. Use her to cast Group haste if the others are not hasted or their haste potions have worn off. She seems to be better at throwing slow potions. Cast her damage shield (DS) if you like. (In my opinion, the presence of DS doesn't make much difference. It is too passive and I feel that DS affects the attack power of my other attackers. I don't know if that is a psychological effect and I haven't found a way to verify it so cast all you like!)

If you have used Mipsy for the above in the previous rounds, all spells are still holding along and Terask has just casted his group shield; you don't know what to do with her then you use DD.

Velm is important in this fight. He is used to group heal, throw potions & cast group shield once in a while (so that his team members are less susceptible to slowing and stunning). Celestial hammer is pretty useless in Insane mode so I seldom bother using, choosing instead to throw damage potions when the group doesn't require healing. I like it when Velm is the last person before Terask's turn even though it isn't possible every time. I find that renewing group shield before KT's turn seems to effectively protect everyone from Terask's slowing when his turn comes up.

A note on group heal:

I don't like group heal when faced with KT2. I prefer using healing potion if an individual is fatally hit. That way, I can heal and yet keep everyone a few pts short of full health. Why? Granted, my method is unorthodox, but should any member be mesmerized, Velm can un-mesmerize them when his turn is up and not wait for the member to get attacked or for mesmerization to wear off. No one in my team should be idling!

In fact, should you decide to spend on Heal rather than Group Heal, I think Battle Taunt would be a nice complement skill since you would only need to heal one person. However, group heal is a potion saving skill and is extremely useful when fighting other bosses and monsters.

 

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Levels for: Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Back to previous page

created 22nd April 2004, last modified: 26th Sep 2006