Tengu

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This page is about the player species. For the monster, see Tengu (monster).


The tengu are an ancient and feared race of bird-people with a legendary propensity for violence. They are humanoid, but their beaked heads and clawed feet prevent the tengu from wearing helmets or boots. Despite their lack of wings, powerful tengu can fly and very powerful members of this race can stay in the air for as long as they wish.

Although their light avian bodies are fragile, they are experts at all forms of fighting, including the magical arts of combat (Conjurations, Summonings and, to a lesser extent, Necromancy). They excel at Air Magic and do well with Fire Magic, but are poor at Ice Magic and useless with Earth Magic. A tengu's distaste for servitude makes him clumsy with Invocations.

Innate Abilities

  • You cannot wear helmets or boots.
  • You have talons in place of feet.
  • You have a beak for a mouth.

Tengu get a +20% bonus to evasion when flying, and a bonus to movement speed if flying while carrying under 70% of their unencumbered burden. Since they butcher corpses with their talons they do not need to switch to a knife for that purpose.

Preferred Classes

Tengu prefer to become Fighters, Gladiators, Monks, Assassins, Berserkers, Death Knights, Wizards, Conjurers, Summoners, Necromancers, Fire Elementalists, Air Elementalists, and Venom Mages.

Level Bonuses

  • Tengu gain a random stat increase every 4 levels starting at level 4.
  • Tengu have 20% less HP than average.
  • Tengu have 10% more MP than average.
  • Tengu gain 3 magic resistance per level.
  • Fly ability at level 5
    • Controlled Flight intrinsic at level 5
    • Permanent flight at level 15

Difficulty of Play

SimpleIntermediateAdvanced

Tengu are a fairly easy race to play because of their versatility in both melée and magical combat, of which they have some of the best aptitudes in the game. Tengu also gain a bonus to Unarmed Combat because of their mutations, and can Fly. They are quite fragile because of their low HP and inability to wear boots or helmets, although the EV bonus while flying can help to offset this problem.

Caster Tengu have the best reasons to choose Vehumet over Sif Muna, as they have strong aptitudes in Conjurations and Summonings, and are bad at Invocations. All of Vehumet's powers are passive.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour +1 Spellcasting 0
Short Blades +1 Dodging +1 Conjurations +3
Long Blades +1 Stealth +1 Hexes -3
Axes +1 Stabbing +1 Charms -2
Maces & Flails +1 Shields 0 Summonings +2
Polearms +1 Traps 0 Necromancy +1
Staves +1 Translocations -2
Unarmed Combat +1 Transmutation -2
Fire Magic +1
Throwing +1 Ice Magic -1 Invocations -2
Slings 0 Air Magic +3 Evocations 0
Bows +1 Earth Magic -3
Crossbows +1 Poison Magic 0 Experience 120

History

In 0.11 the Tengu were given the ability to fly even while transformed.

Prior to 0.10 the Tengu were named Kenku.