Cornac

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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

Starting Location

Trollmire (except for Celestial, Chronomancer and Archmage characters)

Strategy

With no stat modifiers, the 'base' life rating of 10, and no racial talents, Cornacs are the baseline to which other races are compared. They typically have an easier early game than other races might -- not only do they gain levels quickly, but they can (and almost always should) immediately spend their first cat point to add an inscription; a good inscription will be a much stronger survival tool than most level 1 racial skills, and doesn't even consume a generic point. However, at very high levels Cornacs are often less powerful than other characters, who often gain extremely powerful racial skills at level 16 or 24, and will eventually earn enough cat points to get by. Cornac players who don't plan ahead may find there is no way to spend their last point that would help as much as access to another race's skills.

Unlocking a generic tree...

  • Many classes don't start with any locked generics but survival, and not all locked generics are actually worthwhile
  • Therefore, Cornacs will generally unlock a generic tree acquired from quests or from escort NPCs
  • Popular choices that can benefit many characters include gem magic or celestial light, from escorts; fungus, available to anti-magic characters through a quest; and harmony, available through story progression

Unlocking a class tree...

  • It is possible for Cornacs, and only cornacs, to unlock three class skill trees without sacrificing an inscription
  • This can enable enable some unique and powerful combos, but often makes point distribution awkward
  • Class skill points will be spread unusually thin; try to make sure some of your trees will be effective with only a few points invested, and be careful not to waste points on anything you don't need
  • On the other hand, you may have more generic points than good ways to spend them
  • This works best for classes that start with multiple generic trees unlocked, and for classes that use weapons and/or heavy armor
  • This can also work well for characters using mindstar mastery, staff combat, or anti-magic, all of which can be acquired without using a cat point

Improving an unlocked tree

  • Improving a category is very rarely worthwhile, because of ToME's diminishing returns mechanics
  • If you spend few points in a tree, improving mastery does much less than adding points. Spending 2 skill points in a 1.3x skill gives you 2.6 skill; spending one point and improving the category gives you 1.5
  • If you spend a lot of points in a tree, the skills will already be close to their maximum effectiveness; the difference between 6.5 and 7.5 in most skills is marginal
  • The best categories to improve tend to have discrete breakpoints, gaining new functions or a massive power spike at specific thresholds.
  • The Afflicted classes' Cursed Aura tree is probably the best example; it starts at 1.0x, but has special effects for levels past 5. The Doomed's Call Shadows can generate 4 shadowsat 7.5, but only 3 at 6.5. 3 of the Brawler's Pugilism skills get upgrades at rank 4; with improved mastery, brawlers get there with 3 skill points.
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