Difference between revisions of "Djinni"

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(Added some tips I picked up from playing a couple Djinn in trunk)
m (it seems like the spells are rolled at the start of the game, which means sacs don't affect them)
 
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{{version031}}
{{flavour|Of the same stock as angels or demons, these spirits have been created from smokeless fire by some deranged god. Unlike regular living beings, they draw their sustenance from magic rather than eating or drinking, although for some reason they can still do the latter - probably due to being unintelligently designed by a creator with no knowledge of evolution.
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{{flavour|Djinn are beings of smokeless fire. They enter the world spontaneously and without explanation, born with a tireless hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, welling up from their fiery core as they gain experience. They draw from that same fiery core to cast spells - for Djinn, magical power and health are one and the same.
  
Magic is literally their life, to the point of their health and magical powers' being one force, called "essence". The Djinn can also withstand more magical contamination than most, and slowly recover from its effects.
+
As elemental beings, Djinn are immune to poison and highly resistant to fire, though cold damage is deeply inimical to them. Since they float through the air without need for legs or feet, they cannot wear boots.
  
Being spirits of fire, they obviously suffer no harm from any kind of fire, but the same cannot be said of their equipment. Accordingly, cold and water cause them great harm. Fortunately, levitation allows them to cross bodies of liquid, although without external means to power their flight it takes them much effort to do so.
+
Djinn are middlingly competent at most forms of physical combat, but have a particular aptitude for spellcasting. Their aptitudes for all forms of magic are phenomenal, though their unique relationship with magic means that they cannot choose to train magic skills independently.}}
  
Djinn make great fire mages (duh). They are competent with air magic, enchantments, magic items, and weapons with long reaches that don't require high dexterity. They are terrible with ice, earth, necromancy and poison.}}
+
==Innate Abilities==
 +
*Djinn are made of fire, not flesh:
 +
**'''[[Fire|Fire Resistance 2]]''': Djinn are highly resistant to fire.
 +
**'''[[Poison|Poison Immunity]]:''' Djinn are immune to poison.
 +
**'''[[Miasma|Miasma Immunity]]''': Djinn are immune to miasma and sickness.
 +
**'''[[Cold|Cold Vulnerability]]''': Djinn take extra damage from cold.
 +
** Djinn cannot be put to [[sleep]] and do not have [[blood]].
 +
*'''[[Floating]]''': Djinn's gaseous lower bodies allow them to [[fly]] permanently, but they are unable to wear [[boots]].
 +
*'''[[Extra Vitality]] 1''': Djinn have +4 maximum [[HP]].
 +
*'''[[HP Casting]]''': Djinn spend [[HP]] instead of [[MP]] for all purposes.
 +
**Djinn have zero MP. This makes MP restoration and [[spirit shield]] useless. It also renders immunity to MP drain (e.g. from [[ghost moth]]s) and the [[antimagic]] wielding penalty. Only MP "costs", from spells, abilities, and ability-like passives like [[infusion]] consume HP.
 +
*'''[[Innate Casting]]''': Djinn are unable to learn spells from [[spellbook]]s. Instead, they learn spells as they grow. Djinn still get all the starting spells from their [[background]].
 +
**Due to their unconventional approach to magic (and the [[Spell memorisation#Restrictions|21-spell limit]]), Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].
 +
**Djinn are forced to train all spell schools, including [[Spellcasting]], at once. You can either train all the spell schools together, or none of them.
  
==Innate Abilities==
+
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).
*A Djinni's [[HP]] and [[MP]] are unified as '''essence'''. This affects their gameplay in several ways:
 
**Djinn pay 2EP for every MP they would normally spend. MP costs are displayed in EP, not MP.
 
**Djinn can't evoke [[crystal balls of energy]], the [[Staff of Wucad Mu]], or [[Sublimation_of_Blood|sublimate]] their own essence. This may not be the case when [[0.13]] is finally released, however.
 
**Using the [[Regeneration]] spell causes [[magical contamination]].
 
**MP draining attacks apply a monster-like [[antimagic]] effect instead of draining essence points.
 
**Sources of [[Amulet of guardian spirit|guardian spirits]] are useless.
 
*Djinn don't have any [[food clock]], but they can still [[quaff]] [[potion]]s and eat [[food]] for the additional benefits they provide.
 
*A Djinn's magical food costs (such as [[spell hunger]]) cause [[magic contamination]] instead. This includes [[invocations]] and [[evocations]]. Mundane and hunger-themed costs like [[vampiric]] weapons are free.
 
*Djinn are less susceptible to magical contamination. Yellow glow causes no ill effects other than those of [[Corona]].
 
**Mutations caused by magical contamination are temporary.
 
*Djinn have full immunity to [[fire]], including [[hellfire]] and holy fire.
 
*Djinn are vulnerable to [[cold]] damage. They also take 150% damage from [[Primal Wave]].
 
*Djinn cannot memorise the following spells: [[Ice Form]], [[Ozocubu's Armour]], [[Death's Door]] and [[Leda's Liquefaction]].
 
*Djinn don't have legs. They travel by hovering just over the ground.
 
**Djinn cannot wear [[boots]].
 
**Djinn can hover across [[deep water]] or [[lava]], but without an external source of [[fly|magical flight]], they suffer a 1.5x penalty to the speed of all their actions.
 
**Djinn take +50% [[Airstrike]] damage, unless transformed into a [[Tree Form|Tree]].
 
*[[Life Protection|Life Protection 3]]: Djinn are almost immune to the effects of negative energy.
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
Djinn are recommended for the following backgrounds:
+
*'''Warriors:''' [[Gladiator]]
*'''Warriors:''' [[Fighter]], [[Hunter]]
+
*'''Adventurers:''' [[Shapeshifter]]
*'''Zealots:''' [[Abyssal Knight]], [[Death Knight]], [[Healer]]
+
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Ice Elementalist]]
*'''Warrior-mages:''' [[Warper]], [[Arcane Marksman]], [[Enchanter]]
 
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]]
 
*'''Adventurers:''' [[Artificer]]
 
  
 
==Level Bonuses==
 
==Level Bonuses==
*+1 to a random stat every 4th level.
+
*+1 Intelligence or Dexterity every 4th level.
*Djinn have EP instead of HP and MP, but their EP is just the combined total of their HP and MP. Their HP and MP modifiers are as follows:
+
*10% less [[HP]] than average.
**10% less [[HP]] than average.
+
*+4 [[willpower]] per level.
**Average [[MP]].
+
*Djinn receive random [[spells]] at every odd level, starting at [[XL]] 3. Spell specifics are listed below.
*+3 [[magic resistance]] per level.
+
 
 +
==Spells==
 +
{| class="wikitable"
 +
! XL !! 3 !! 5 !! 7 !! 9 !! 11 !! 13 !! 15 !! 17 !! 19 !! 21 !! 23 !! 25 !! 27
 +
|-
 +
! [[List of spells by level|Spell levels]]
 +
| 1
 +
| 2
 +
| 2-3
 +
| 3-4
 +
| 4-5
 +
| 5
 +
| 6
 +
| 6-7
 +
| 6-7
 +
| 7-8
 +
| 7-8
 +
| 8-9
 +
| 9
 +
|}
 +
 
 +
Djinn can acquire any player spell, but there are several restrictions:<ref>{{source ref|0.31.0|ng-setup.cc|391}}</ref>
 +
*Spells must be new, which excludes the spells your [[Background]] starts with and spells you have already received.
 +
*Spells must be castable, which excludes [[Sublimation of Blood]].
 +
**Djinn can still receive spells forbidden by their [[god]], however (such as [[Necromancy]] spells when following a [[good god]], or any spell at all when following [[Trog]]).
 +
**Djinn who follow [[Ru]] can still receive spells from schools they have sacrificed.
 +
**Djinn can only receive [[Spellforged Servitor]] or [[Iskenderun's Battlesphere]] if they already have a spell that can be used by the servitor or trigger the battlesphere, respectively.
 +
 
 +
All eligible spells have the same chance to be gifted at a level up.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Djinn receive the skills and equipment listed for their background.  
+
Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:
 +
*For magic skills, Djinn get a special modifier. Djinn takes the backgrounds highest ''base'' skill, as if they had Human aptitudes, then apply it to all spell schools equally. For example, an [[Ice Elementalist]]'s highest skill is 4 Ice Magic, so a Djinn Ice Elementalist gets 4 Spellcasting, 4 Fire Magic, 4 Ice Magic, etc.
 +
*Djinn do not get [[potions of magic]].
  
 
==Difficulty of Play==
 
==Difficulty of Play==
 
{{Moderate}}
 
{{Moderate}}
  
{{aptitudes
+
Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of MP, decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their HP reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.
|arm = 1
+
 
|ddg = -1
+
Djinn have +11 aptitudes in magic, but are forced to train all skills equally. At the start of the game, this equates to training a single school at a -2.8 aptitude. But by the time a caster reaches mid-game, their effective aptitude is much higher than this in practice.<ref>
|sth = -1
+
Djinn split XP between 11 skills at a +11 aptitude. As XP cost = <code>2^(-apt/4)</code>, each skill level costs <code>2^(-11/4) * 11</code> = 1.63x the XP of a single skill. This equates to training a single "skill" at <code>-4 * log2(1.63)</code> = -2.84 aptitude. However, this "skill" includes both [every Spell School] and Spellcasting. Once you take that into account, Djinn are better than a -2.84 aptitude suggests. Say you want to cast a [[Conjurations]] spell:
|stb = N/A
+
*If you were playing a [[Kobold]] (with flat 0 magic aptitudes) and ''only'' cared about [[spell power]], you would train to {5 Spellcasting, 15 Conjurations}. This would cost 7275 skill points.
|shd = 0
+
*A Djinn would reach the same amount of power at {13 Spellcasting, 13 Conjurations}. Each of the 11 skills costs 713 skill points, or 7843 skill points in total. This is only +7.8% more XP than the Kobold, or a '''-0.43''' aptitude. This happens because going from 12 -> 13 in a skill is cheaper than going from 14 -> 15 in a skill.
|t&d = -1
+
*In practice, spell power isn't everything. The Kobold may want to train more Spellcasting, for either MP or spell level purposes. Said Kobold at {10 Spellcasting, 13.5 Conjurations} would reach the same power, but at a cost of 7913 skill points (more than the Djinn!). In other words, because Djinn don't need to spend XP for MP or spell levels, they can invest more into spell power.
|inv = 1
+
:
|evo = 2
+
For dual-school spells, Djinn only become better. Using the same analysis for [[Fireball]], a Kobold would be efficient at {8 Spellcasting, 15 Fire, 15 Conj}, costing 15300 skill points. A Djinni equals that at {13.6 Spellcasting, 13.6 Fire, 13.6 Conj}, or 8657 skill points, which is 56.6% the XP. That's an effective aptitude of '''+3.29''' - substantially better than [[Deep Elves]]!
|exp = -1
+
:
|fgt = -1
+
The exact efficiency depends on the level of skill. At low skill levels, Djinn are truly around a -3 aptitude for single-school spells. At XL 27, Djinn can be cheaper than Kobolds, even for single-school spells.
|sbl = -2
+
</ref> And, since every school is trained at once, dual- and triple-school spells are very easy to train. Overall, a dedicated mage will not have trouble casting spells.
|lbl = 1
+
 
|axs = -1
+
Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passable in "pure" melee combat.
|m&f = 0
+
{{species_aptitudes|Djinni}}
|pla = 1
 
|stv = 1
 
|u_c = -1
 
|thr = -1
 
|slg = -1
 
|bws = -1
 
|crb = 0
 
|spc = 1
 
|coj = 1
 
|hex = 2
 
|cha = 0
 
|sum = 0
 
|nec = -2
 
|trl = 0
 
|trm = 0
 
|fir = 3
 
|ice = -3
 
|air = 2
 
|ear = -3
 
|poi = -1
 
}}
 
  
 
==Strategy==
 
==Strategy==
*Djinn are immune to fire, so you can do things like cast [[Fireball]] or [[Inner Flame]] in melee range or [[Conjure Flame]] behind yourself then flee through it.
+
*Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have.
**You might be immune to fire, but your [[scroll]]s aren't. Just be careful if you haven't found [[conservation]] yet.
+
 
*The lack of a food clock means you can employ the same [[scumming]] strategy as a [[mummy]] (with the added benefits of [[potion]]s and aptitudes that aren't crap). Waiting a few hundred to a thousand turns per floor gives you more monsters to fight and more experience to gain. Just keep in mind that some of them will have picked up nearby loot by the time you actually fight them.
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===God Choice===
*Djinn have to worry about a slightly different set of monsters than other characters. Sources of fire damage, be it a wand-bearing [[goblin]] or an [[orb of fire]], are largely negligible, but an [[ice beast]] or [[merfolk aquamancer]] can spell sudden doom.
+
Traditional, spell granting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from:
*Playing a spellcasting Djinn means you're essentially slowly killing yourself every time you enter combat, especially once you start casting higher-level spells. While it might not matter how much essence you have left if everything else is dead, keep in mind that ''Crawl'' is a game where discretion is very often the better part of valor.
+
 
**Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. You might take more damage from enemies, but their attacks can be resisted or dodged.
+
*[[Ashenzari]] is a generally strong god who offers skill boosts. Since Djinn can't worship Vehumet, Ash is the only god that can lower your spell failure rates directly.
**Djinn have a decent [[Evocations]] aptitude; don't be afraid to put a few levels in it to make better use of the various [[wand]]s or [[rod]]s you find lying around. Sure, it's less effective than casting the spells yourself, but at least zapping a wand doesn't (usually) hurt you.
+
*[[Makhleb]] recovers HP on kill, which lets you cast spells more freely; a moderately strong god choice for spellcasting Djinn.  
 +
*[[Elyvilon]] can be a good choice for the HP restoration, while [[The Shining One]] acts like Makhleb against undead and demonic creatures. Mind that you can still get [[evil]] spells when worshipping a good god, which the god will prevent you from casting.
  
 
==History==
 
==History==
Djinn will be added in [[0.13]].
+
*Prior to [[0.31]], Djinn had a -3 Spellcasting aptitude, and could not learn any other spell school. However, a level of Spellcasting counted as a level in every spell school (in addition to the bonus from Spellcasting itself).
 +
**Djinn skill training was slightly slower (roughly -0.16 aptitude), and their starting skills were particularly worse (due to having a "-3" aptitude).
 +
**Djinn could not benefit from the [[magical staff]] melee bonus, the [[pain brand]], or [[manual]]s of unlearnable spell schools. However, [[Ashenzari]] curses were particularly strong: Djinn were more likely to get useful curses, and "Introspection" curses benefited Fighting ''and'' the equivalent of every spell school.
 +
*The modern incarnation of Djinn, inspired by the Djinn of old and the [[Oni]] variant found in some forks of ''Dungeon Crawl'', was added in [[0.27]].
 +
*Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of [[fire]] including [[hellfire]], [[spell hunger]] caused [[magical contamination]], only certain methods of [[channeling]] worked).
 +
 
 +
==References==
 +
<references />
  
[[Category:Species]]
+
{{Species}}
[[Category:Crystal Ball Articles]]
 

Latest revision as of 20:42, 19 June 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Djinn are beings of smokeless fire. They enter the world spontaneously and without explanation, born with a tireless hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, welling up from their fiery core as they gain experience. They draw from that same fiery core to cast spells - for Djinn, magical power and health are one and the same.

As elemental beings, Djinn are immune to poison and highly resistant to fire, though cold damage is deeply inimical to them. Since they float through the air without need for legs or feet, they cannot wear boots.

Djinn are middlingly competent at most forms of physical combat, but have a particular aptitude for spellcasting. Their aptitudes for all forms of magic are phenomenal, though their unique relationship with magic means that they cannot choose to train magic skills independently.

Innate Abilities

Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

  • +1 Intelligence or Dexterity every 4th level.
  • 10% less HP than average.
  • +4 willpower per level.
  • Djinn receive random spells at every odd level, starting at XL 3. Spell specifics are listed below.

Spells

XL 3 5 7 9 11 13 15 17 19 21 23 25 27
Spell levels 1 2 2-3 3-4 4-5 5 6 6-7 6-7 7-8 7-8 8-9 9

Djinn can acquire any player spell, but there are several restrictions:[1]

  • Spells must be new, which excludes the spells your Background starts with and spells you have already received.
  • Spells must be castable, which excludes Sublimation of Blood.
    • Djinn can still receive spells forbidden by their god, however (such as Necromancy spells when following a good god, or any spell at all when following Trog).
    • Djinn who follow Ru can still receive spells from schools they have sacrificed.
    • Djinn can only receive Spellforged Servitor or Iskenderun's Battlesphere if they already have a spell that can be used by the servitor or trigger the battlesphere, respectively.

All eligible spells have the same chance to be gifted at a level up.

Starting Skills and Equipment

Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:

  • For magic skills, Djinn get a special modifier. Djinn takes the backgrounds highest base skill, as if they had Human aptitudes, then apply it to all spell schools equally. For example, an Ice Elementalist's highest skill is 4 Ice Magic, so a Djinn Ice Elementalist gets 4 Spellcasting, 4 Fire Magic, 4 Ice Magic, etc.
  • Djinn do not get potions of magic.

Difficulty of Play

SimpleIntermediateAdvanced

Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of MP, decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their HP reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.

Djinn have +11 aptitudes in magic, but are forced to train all skills equally. At the start of the game, this equates to training a single school at a -2.8 aptitude. But by the time a caster reaches mid-game, their effective aptitude is much higher than this in practice.[2] And, since every school is trained at once, dual- and triple-school spells are very easy to train. Overall, a dedicated mage will not have trouble casting spells.

Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passable in "pure" melee combat.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour 0 Spellcasting 11
Dodging 1
Maces & Flails -2 Shields 0 Conjurations 11
Axes -2 Stealth -1 Hexes 11
Polearms -2 Summonings 11
Staves -1 Invocations 0 Necromancy 11
Unarmed Combat 0 Evocations 0 Translocations 11
Throwing -2 Shapeshifting -2 Alchemy 11
Fire Magic 11
Short Blades -1 Ice Magic 11
Long Blades -1 Air Magic 11
Ranged Weapons -2 Experience 1 Earth Magic 11

Strategy

  • Djinn that want to cast any significant amount of spells will want to invest not only in Spellcasting, but also Fighting, to give themselves plenty of fuel for their spells. A source of increased regeneration is also useful to have.

God Choice

Traditional, spell granting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from:

  • Ashenzari is a generally strong god who offers skill boosts. Since Djinn can't worship Vehumet, Ash is the only god that can lower your spell failure rates directly.
  • Makhleb recovers HP on kill, which lets you cast spells more freely; a moderately strong god choice for spellcasting Djinn.
  • Elyvilon can be a good choice for the HP restoration, while The Shining One acts like Makhleb against undead and demonic creatures. Mind that you can still get evil spells when worshipping a good god, which the god will prevent you from casting.

History

  • Prior to 0.31, Djinn had a -3 Spellcasting aptitude, and could not learn any other spell school. However, a level of Spellcasting counted as a level in every spell school (in addition to the bonus from Spellcasting itself).
    • Djinn skill training was slightly slower (roughly -0.16 aptitude), and their starting skills were particularly worse (due to having a "-3" aptitude).
    • Djinn could not benefit from the magical staff melee bonus, the pain brand, or manuals of unlearnable spell schools. However, Ashenzari curses were particularly strong: Djinn were more likely to get useful curses, and "Introspection" curses benefited Fighting and the equivalent of every spell school.
  • The modern incarnation of Djinn, inspired by the Djinn of old and the Oni variant found in some forks of Dungeon Crawl, was added in 0.27.
  • Djinn were considered for inclusion in both 0.13 and 0.14, but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of fire including hellfire, spell hunger caused magical contamination, only certain methods of channeling worked).

References

  1. ng-setup.cc:391 (0.31.0)
  2. Djinn split XP between 11 skills at a +11 aptitude. As XP cost = 2^(-apt/4), each skill level costs 2^(-11/4) * 11 = 1.63x the XP of a single skill. This equates to training a single "skill" at -4 * log2(1.63) = -2.84 aptitude. However, this "skill" includes both [every Spell School] and Spellcasting. Once you take that into account, Djinn are better than a -2.84 aptitude suggests. Say you want to cast a Conjurations spell:
    • If you were playing a Kobold (with flat 0 magic aptitudes) and only cared about spell power, you would train to {5 Spellcasting, 15 Conjurations}. This would cost 7275 skill points.
    • A Djinn would reach the same amount of power at {13 Spellcasting, 13 Conjurations}. Each of the 11 skills costs 713 skill points, or 7843 skill points in total. This is only +7.8% more XP than the Kobold, or a -0.43 aptitude. This happens because going from 12 -> 13 in a skill is cheaper than going from 14 -> 15 in a skill.
    • In practice, spell power isn't everything. The Kobold may want to train more Spellcasting, for either MP or spell level purposes. Said Kobold at {10 Spellcasting, 13.5 Conjurations} would reach the same power, but at a cost of 7913 skill points (more than the Djinn!). In other words, because Djinn don't need to spend XP for MP or spell levels, they can invest more into spell power.
    For dual-school spells, Djinn only become better. Using the same analysis for Fireball, a Kobold would be efficient at {8 Spellcasting, 15 Fire, 15 Conj}, costing 15300 skill points. A Djinni equals that at {13.6 Spellcasting, 13.6 Fire, 13.6 Conj}, or 8657 skill points, which is 56.6% the XP. That's an effective aptitude of +3.29 - substantially better than Deep Elves!
    The exact efficiency depends on the level of skill. At low skill levels, Djinn are truly around a -3 aptitude for single-school spells. At XL 27, Djinn can be cheaper than Kobolds, even for single-school spells.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy