Difference between revisions of "Tengu"
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− | Due to their excellent aptitudes | + | Due to their excellent aptitudes and fast movement speed, tengu are a strong and versatile species. They fare well in both melee and magical combat. However, they are among the most fragile races in the game. In addition to their low HP, their equipment restrictions mean they tend to have low AC. Overall, this makes tengu quite weak early on, but more powerful later, especially once they get their bonuses from permanent flight. |
Caster tengu have the best reasons to choose [[Vehumet]] over [[Sif Muna]], as they have a strong aptitude for [[Conjurations]], and [[Vehumet]]'s entirely passive suite of abilities means they don't have to rely on their poor [[Invocations]] aptitude. | Caster tengu have the best reasons to choose [[Vehumet]] over [[Sif Muna]], as they have a strong aptitude for [[Conjurations]], and [[Vehumet]]'s entirely passive suite of abilities means they don't have to rely on their poor [[Invocations]] aptitude. | ||
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==History== | ==History== | ||
− | *Prior to [[0.27]], Tengu's flight was an | + | *Prior to [[0.27]], Tengu's flight was an activatable, toggleable [[ability]]. |
*Prior to [[0.23]], Tengu gained temporary flight (about 40 turns) at XL 5, and only got permanent flight at XL 14. | *Prior to [[0.23]], Tengu gained temporary flight (about 40 turns) at XL 5, and only got permanent flight at XL 14. | ||
*Prior to [[0.17]], the [[evasion]] bonus for flying Tengu was capped at +9 EV. | *Prior to [[0.17]], the [[evasion]] bonus for flying Tengu was capped at +9 EV. |
Revision as of 00:05, 8 July 2023
This page is about the player species. For the monster, see Tengu (monster). For a list of all monstrous tengu, see List of tengu.
The Tengu are an ancient and feared species of bird-people with a legendary propensity for violence. Basically humanoid with bird-like heads and clawed feet, the Tengu can wear all types of armour except helmets and boots. Despite their lack of wings, powerful Tengu can fly magically, and their movement speed and evasion are increased slightly while flying.
They are experts at all forms of fighting, including the magical arts of combat (conjurations, summonings and, to a lesser extent, necromancy). They are good at air and fire elemental magic, but poor at ice and earth magic. Tengu do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a great deal of injury. |
Contents
Innate Abilities
- Beak and Talons 3: Tengu have beaks and talons and gain two auxiliary attacks in melee combat.
- Tengu get a +20% bonus to evasion (minimum +1 EV) and a bonus to movement (-1 movement delay, from 10 to 9 aut) while flying.
Tengu have a base Strength of 8, Intelligence of 8 and Dexterity of 9 (before Background modifiers). They have +1 to base magic points.
Preferred Backgrounds
- Zealots: Berserker
- Warrior-mages: Reaver
- Mages: Hedge Wizard, Conjurer, Summoner, Fire Elementalist, Air Elementalist, Venom Mage
Level Bonuses
- +1 to a random stat every 4th level.
- 20% less HP than average.
- +3 willpower per level.
- Gain permanent flight at XL 5.
Difficulty of Play
Simple • Intermediate • Advanced |
Due to their excellent aptitudes and fast movement speed, tengu are a strong and versatile species. They fare well in both melee and magical combat. However, they are among the most fragile races in the game. In addition to their low HP, their equipment restrictions mean they tend to have low AC. Overall, this makes tengu quite weak early on, but more powerful later, especially once they get their bonuses from permanent flight.
Caster tengu have the best reasons to choose Vehumet over Sif Muna, as they have a strong aptitude for Conjurations, and Vehumet's entirely passive suite of abilities means they don't have to rely on their poor Invocations aptitude.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 0 | Armour | 1 | Spellcasting | -1 |
Dodging | 1 | ||||
Maces & Flails | 1 | Shields | 0 | Conjurations | 3 |
Axes | 1 | Stealth | 1 | Hexes | -3 |
Polearms | 1 | Summonings | 2 | ||
Staves | 1 | Invocations | -1 | Necromancy | 1 |
Unarmed Combat | 1 | Evocations | 0 | Translocations | -2 |
Throwing | 0 | Shapeshifting | -2 | Alchemy | -1 |
Fire Magic | 1 | ||||
Short Blades | 1 | Ice Magic | -1 | ||
Long Blades | 1 | Air Magic | 3 | ||
Ranged Weapons | 1 | Experience | 0 | Earth Magic | -3 |
Trivia
Tengu are a type of legendary creature in Japanese folk religion traditionally depicted with both human and avian characteristics.
History
- Prior to 0.27, Tengu's flight was an activatable, toggleable ability.
- Prior to 0.23, Tengu gained temporary flight (about 40 turns) at XL 5, and only got permanent flight at XL 14.
- Prior to 0.17, the evasion bonus for flying Tengu was capped at +9 EV.
- Prior to 0.15, Tengu gained permanent flight at XL 15.
- Prior to 0.12, Tengu received the speed bonus while flying only with less than 70% of their unencumbered burden (though flight itself granted a considerable bonus to carrying capacity, a property also removed in 0.12). They also gained experience somewhat more slowly.
- Prior to 0.11, Tengu lost the ability to fly when not in their natural form.
- The species was renamed from Kenku to Tengu in 0.10, to avoid the direct association with the race from Dungeons & Dragons.
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |