One of the more annoying aspects of Might and Magic 2 are the class quests. The way these are designed, you have a series of class specific quests that get handed out by some Jurors where typically you need to defeat a particular boss. Besides the designated class, you can only bring additional Robbers, although you can have multiple characters and Hirelings of the same class accompany you. But you are limited in a few cases as a result of not having magic which makes locating these bosses rough for non-spellcasting classes. Also, you probably will end up avoiding a few classes during the main leveling process since as few are not useful in the end game. But I’ve found a few helpful things to eventually deal with these quests.
Now mind you, I don’t focus on these quests for a while especially while my characters are weak. So I end up handling these only at later levels once I get to a certain point with decent equipment, stats, levels and hit points for my main party. Also, I unlock all the Hirelings, which provides three of each class. Since there’s three additional Robber Hirelings, you effectively can have 6 Hirelings to accompany the character you want to handle the class quest. The only weak Hirelings are the Barbarians because they are all low level. Thus, for the Barbarian class quest, you might want to develop a side Barbarian or a Robber.
Regardless, for additional characters/classes I want to develop, the only two stats you might want to elevate initially are their Endurance and Hit Points. So what I did was use my main power to move to the Vulcania cavern with the Endurance booster spot and Lloyd Beacon the zone. I’ll combine that with a Surface spell a few times to get my new character(s)’ endurance to 50+. Afterwards, I’ll hit up the Dragon’s Dominion in D1 and clear enough of the dungeon, grab some of the freebie gear, kill off the Ancient Dragons and obtain the +1k HP booster. Usually, the two Ancient Dragons alone provide enough experience to boost a level 1 all the way up to level 19.
For further development, I might try to develop Speed, Might and Accuracy for the non-spellcasters beyond Endurance to 50+ with the boosters. Accuracy is the worst just because you have to get through a variety of painful encounters. I think you can just use teleportation to bypass those fights. Luck could be useful for the Robber too but that one is more tedious because you can’t set Lloyd’s Beacon.
Now, if you want a few additional levels, you can power level them via Cuisinarts. If you’re sub level 50, you can use the E2 fountain to boost your level and stats to 200/50 and Fly to B2 for a few fights. Once you have over 1k HP, you shouldn’t have too many issues with Cuisinarts especially if you can take one or two down quickly. And if you’re feeling lucky, you can grab their chests too.
In my case, I’m getting close to the Circus date so I’m being cautious so that my main characters can maximize their stats out. Priorities are Endurance, Speed, Intelligence/Personality (for spell casters), Might, Accuracy and Luck. Once the main characters can hit 100+ without equipment boosts, then I’ll do the same for a secondary party that include the other three classes.
I think for this secondary party, what I might do is use some of the premade characters to augment this new party. Since I managed to acquire Mr. Wizard, I can see if Lloyd’s Beacon in party-wide and have him as well as the Holy Moley to combo the effect of Lloyd’s Beacon and Surface in quickly boost my Stamina up. Heck, I might even do an interlude just to get those two NPC’s leveled up and twinked out to help this new party out. In sketching out the party though, I think I might need three parties overall. An additional twink one that gets the benefits from the attribute increases since my three new characters can’t further push their Endurance. Then I can make use of more of the NPCs and spare gear I’m picking up in the Dragon’s Dominion. I’ll continue this route until the Circus arrives where I can swap over to elevate my characters’ attributes in that manner.
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