Difference between revisions of "Yeek"
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==Strategy== | ==Strategy== | ||
− | Yeeks start with a negative bonus to [[Constitution]] and have slightly less HP per level than [[ | + | Yeeks start with a negative bonus to [[Constitution]] and have slightly less HP per level than [[Shalore]], making the earlygame slightly tougher. However, HP easily becomes irrelevant with +HP items (it is not rare to find +30/+40 HP items early in the game) and heroism infusions towards the mid/lategame. Yeeks also boast incredibly high [[Willpower]] and [[Cunning]], have an array of very useful racial talents (being able to reach confusion immunity with just one resist item and +15% global speed) and a negative exp penalty modifier of -15%, which allows yeeks to level much faster than other races, thus having more HP, and more options throughout the game and reaching their optimal configuration earlier.<br /><br /> |
− | Yeeks start the game in the island of Rel, in which two dungeons must be completed in order to advance towards Mainland Maj'Eyal. The first two dungeons may prove challenging to first timers, but can be easily cleared with classes that can utilize range and AoE, or are inherently tanky. It is recommended to head to the [[Ritches | + | Yeeks start the game in the island of Rel, in which two dungeons must be completed in order to advance towards Mainland Maj'Eyal. The first two dungeons may prove challenging to first timers, but can be easily cleared with classes that can utilize range and AoE, or are inherently tanky. It is recommended to head to the [[Ritches Tunnels]] first, since the enemies are generally weaker by dealing less damage and having less HP than the ones in Murgol's Lair. The general strategy for ritches is to use corners and corridors effectively (aka not rushing in like an idiot), having an enemy in front of a mob in a corridor blocks the fire ritches from attacking at a range and other mobs from dog-piling the player, making it easier to retreat and heal if needed.<br /><br /> |
− | After having completed the tunnels, Yeeks must head to [[Murgol | + | After having completed the tunnels, Yeeks must head to [[Murgol Lair]], an underwater dungeon with relatively strong mobs with some mindslayer talents, making them beefier than those in the tunnels. Murgol's may also have an alternate layout where the player may encounter Nagas, which can utilize hard-hitting low cd talents such as {{t|Spit Poison}} and {[t|Mind Sear}}, as such it's not recommended as the first dungeon, and classes with a tough early-game may have a hard time. To make your life a little easier if needed, enter Murgol at level 1 and then leave for ritches to set it at its lowest level.<br /><br /> |
− | After having completed both dungeons, Yeeks will be able to access a third one, the [[Ruined halfling complex]], in which players will encounter [[Subject Z]], a boss so strong at this point that can one-shot the player with powerful talents such as | + | After having completed both dungeons, Yeeks will be able to access a third one, the [[Ruined halfling complex]], in which players will encounter [[Subject Z]], a boss so strong at this point that can one-shot the player with powerful talents such as {{t|Shadowstep}}, and as such, it's heavily recommended to use the [[Rod of Recall]] upon entering the dungeon. This will make players leave the dungeon onto mainland Eyal, giving them the ability to start on easier dungeons such as [[Trollmire]] and [[Norgos' Lair]].<br /> |
The one advantage Yeeks have in their initial dungeons, is, however, the absolute lack of rare mobs, making the progression more predictable and easier to handle by a lot of classes.<br /> | The one advantage Yeeks have in their initial dungeons, is, however, the absolute lack of rare mobs, making the progression more predictable and easier to handle by a lot of classes.<br /> |
Revision as of 22:23, 22 March 2016
Yeek | |
---|---|
Metarace | Yeek |
Locked | Yes |
Life Rating | 7 |
Exp Penalty | -15% |
Stat Modifiers | |
Strength | -3 |
Dexterity | -2 |
Constitution | -5 |
Magic | 0 |
Willpower | +6 |
Cunning | +5 |
Luck | 0 |
Description
Yeeks are a mysterious race native to the tropical island of Rel. Although they are now nearly unheard of in Maj'Eyal, they spent many centuries as secret slaves to the Halfling nation of Nargol.
They gained their freedom during the Age of Pyre and have since then followed 'The Way' - a unity of minds enforced by their powerful psionics.
They possess the Dominant Will talent which allows them to temporarily subvert the mind of a lesser creature. When the effect ends, the creature dies.
Yeeks currently have only one race in their metarace.
Starting Equipment
- Brass Lantern
- Infusion: Regeneration
- Infusion: Wild
Starting Location
Wilderness on the island of Rel, with access to Ritches Tunnels and Murgol's Lair
Racial Talents
Dominant Will | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Race | |
Category | Yeek | |
Requirements | Level (0,1,2,3,4) | |
Use Mode | Activated | |
Cost | - | |
Range | 4 | |
Cooldown | 45–25cTL:10 | |
Travel Speed | Instantaneous | |
Use Speed | Instant | |
Description | Shatter the mind of your victim, giving you full control of its actions for 5–14cSS:Wil turns (based on your Willpower).
When the effect ends, you pull out your mind and the victim's body collapses, dead. Targets with ranks at or above rare must be below 80% of their maximum life to be controlled, will be invulnerable for the duration, and will break free of the effect without dying after 3 turns. This effect cannot be saved against but checks instakill immunity. |
Unity | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Race | |
Category | Yeek | |
Requirements | Level (8,9,10,11,12) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Your mind becomes more attuned to the Way, and is shielded from outside effects.
Increase confusion and silence immunities by 20–55%cTL:100%, and your Mental Save by 5–20cTS:0.75P. |
Quickened | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Race | |
Category | Yeek | |
Requirements | Level (16,17,18,19,20) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Yeeks live fast, think fast, and sacrifice fast for the Way.
Your global speed is increased by 4–15%cTS:0.75P. If your life drops below 30% you gain 1.5 turns. This effect can only happen once every 45–25cTL:20 turns. |
Wayist | ||
Game Version | 1.7.6 | |
---|---|---|
Category Type | Race | |
Category | Yeek | |
Requirements | Level (24,25,26,27,28) | |
Use Mode | Activated | |
Cost | - | |
Range | 4 | |
Cooldown | 45–25cTL:6 | |
Travel Speed | Instantaneous | |
Use Speed | Instant | |
Description | Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 25–125cS:0,75P as Will*1–5gtl varies from 0–500 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited.
You will gain full experience for all kills made by the mindslayers. |
Strategy
Yeeks start with a negative bonus to Constitution and have slightly less HP per level than Shalore, making the earlygame slightly tougher. However, HP easily becomes irrelevant with +HP items (it is not rare to find +30/+40 HP items early in the game) and heroism infusions towards the mid/lategame. Yeeks also boast incredibly high Willpower and Cunning, have an array of very useful racial talents (being able to reach confusion immunity with just one resist item and +15% global speed) and a negative exp penalty modifier of -15%, which allows yeeks to level much faster than other races, thus having more HP, and more options throughout the game and reaching their optimal configuration earlier.
Yeeks start the game in the island of Rel, in which two dungeons must be completed in order to advance towards Mainland Maj'Eyal. The first two dungeons may prove challenging to first timers, but can be easily cleared with classes that can utilize range and AoE, or are inherently tanky. It is recommended to head to the Ritches Tunnels first, since the enemies are generally weaker by dealing less damage and having less HP than the ones in Murgol's Lair. The general strategy for ritches is to use corners and corridors effectively (aka not rushing in like an idiot), having an enemy in front of a mob in a corridor blocks the fire ritches from attacking at a range and other mobs from dog-piling the player, making it easier to retreat and heal if needed.
After having completed the tunnels, Yeeks must head to Murgol Lair, an underwater dungeon with relatively strong mobs with some mindslayer talents, making them beefier than those in the tunnels. Murgol's may also have an alternate layout where the player may encounter Nagas, which can utilize hard-hitting low cd talents such as Spit Poison and {[t|Mind Sear}}, as such it's not recommended as the first dungeon, and classes with a tough early-game may have a hard time. To make your life a little easier if needed, enter Murgol at level 1 and then leave for ritches to set it at its lowest level.
After having completed both dungeons, Yeeks will be able to access a third one, the Ruined halfling complex, in which players will encounter Subject Z, a boss so strong at this point that can one-shot the player with powerful talents such as Shadowstep, and as such, it's heavily recommended to use the Rod of Recall upon entering the dungeon. This will make players leave the dungeon onto mainland Eyal, giving them the ability to start on easier dungeons such as Trollmire and Norgos' Lair.
The one advantage Yeeks have in their initial dungeons, is, however, the absolute lack of rare mobs, making the progression more predictable and easier to handle by a lot of classes.
Races | ||||||||
---|---|---|---|---|---|---|---|---|
Human | Elf | Halfling | Dwarf | Yeek | Giant | Undead | Orc | Yeti |
Higher | Shalore | Halfling | Dwarf | Yeek | Ogre | Ghoul | Orc | Kruk Yeti |
Cornac | Thalore | Drem | Krog | Skeleton | ||||
Doomelf | Whitehoof |