Tengu conjurer
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
For a list of all tengu, see list of tengu.
tengu conjurer Q | |
---|---|
HP | 20-42 |
HD | 7 |
XP | 342 |
Speed | 10 |
AC | 2 |
EV | 17 |
Will | 20 |
Attack1 | 10 (hit: plain) |
Attack2 | 5 (peck: plain) |
Attack3 | 5 (claw: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | tengu, tengu |
Flags | See invisible Flying Speaks Warm-blooded |
A tengu with a talent for the destructive magical arts. |
Contents
Useful Info
Tengu conjurers are hostile birdmen that know attack spells. They spawn in the late Dungeon and early Depths, often with tengu warriors.
Spells
Spell set I | ||
---|---|---|
Slot1 | Lightning Bolt (3d14) | Wizard flag |
Slot2 | Iskenderun's Battlesphere | Wizard flag |
Slot3 | Blink | Emergency flag, Wizard flag |
Tips & Tricks
- Tengu conjurers are swift-moving, fairly strong monsters. A big threat if spawned out-of-depth (before D:13 or so).
- Lightning Bolt can doublezap, so try not to stand in front of walls.
- They have low will and HD, so Mephitic Cloud, Hexes, hex wands, etc. are good at disabling them.
- The battlespheres can be destroyed very easily, if it happens to be next to you.
History
- Prior to 0.31, tengu conjurers had fast movement speed but were less likely to cast Battlesphere.
- Prior to 0.27, tengu conjurers could have one of four possible spell sets:
- Force Lance (3d11), Iskenderun's Battlesphere, and Blink
- Mephitic Cloud, Venom Bolt (3d12), Iskenderun's Battlesphere, and Blink
- Shock (d12), Lightning Bolt (3d14), Iskenderun's Battlesphere, and Blink
- Throw Flame (3d7), Bolt of Magma (3d15), Iskenderun's Battlesphere, and Blink
- Prior to 0.25, their pure Conjurations spell set had Iskenderun's Mystic Blast.
- Tengu conjurers were added in 0.12.