Cornac
Cornac | |
---|---|
Metarace | Human |
Locked | No |
Life Rating | 10 |
Exp Penalty | 0 |
Stat Modifiers | |
Strength | 0 |
Dexterity | 0 |
Constitution | 0 |
Magic | 0 |
Willpower | 0 |
Cunning | 0 |
Luck | 0 |
Description
Cornacs are Humans from the northern parts of the Allied Kingdoms. Humans are an inherently very adaptable race and as such they gain a talent category point at birth (others only gain one at levels 10, 20 and 36).
Cornacs do not have a racial tree, but instead start with a free category point.
Starting Equipment
- Brass Lantern
- Infusion: Regeneration
- Infusion: Wild
Starting Location
Trollmire (except for Celestial, Chronomancer and Archmage characters)
Strategy
With no stat modifiers and no racial talents, Cornacs are the baseline to which other races are compared. They're often not as powerful as other races, although they are a good choice for classes that want to spend a lot of category points and have enough places to put generics (since they have no racial tree to invest generics in), or for trying out one of the unlockable trees early.
Cornacs are good for...
- Going antimagic, as they have a lot of generics floating around and the extra cat point makes it less costly to open and improve Fungus.
- Classes that have a lot to unlock, like Solipsists, Archmages, and Paradox Mages
- Classes that benefit from early unlocks. (For a Cursed, unlocking Rampage at level 1 makes the early game vastly easier.)
- Reaching five infusion slots (thanks to that extra cat point)
- Classes that need to level up quickly to get key talents (like Shadowblades and their Ambuscade)
Cornacs are not so good for...
- Classes that have very little to unlock or that have few places to spend generics, like Archers and Reavers
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 |