Difference between revisions of "Djinni"

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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.
 
{{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.
  
 
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.
 
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 Spellcasting skill grants the same level of spell success and power that other species need multiple skills to reach.}}
+
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==
 
==Innate Abilities==
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**'''[[Miasma|Miasma Immunity]]''': Djinn are immune to miasma and sickness.
 
**'''[[Miasma|Miasma Immunity]]''': Djinn are immune to miasma and sickness.
 
**'''[[Cold|Cold Vulnerability]]''': Djinn take extra damage from cold.
 
**'''[[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]].
 
*'''[[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]].
 
*'''[[Extra Vitality]] 1''': Djinn have +4 maximum [[HP]].
 
*'''[[HP Casting]]''': Djinn spend [[HP]] instead of [[MP]] for all purposes.
 
*'''[[HP Casting]]''': Djinn spend [[HP]] instead of [[MP]] for all purposes.
** Djinn have zero MP, rendering any form of MP restoration and the [[spirit shield]] ego useless. However, this also renders them immune to the negative effects of the [[antimagic]] brand and any other MP-draining effects (such as [[ghost moth]]s). Anything that is not an MP "cost" is ineffective.
+
**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 (though Djinn from spellcasting [[background]]s still start with all the normal spells from their background).  
+
*'''[[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 21-spell limit), Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].
+
**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]].
* Instead of individual [[spell school]]s, the [[Spellcasting]] skill is used to determine [[spellpower]] and success rates of any spell.
+
**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.
** As they do not train spell schools, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons. They still benefit from magical staves' [[spell enhancer|spell-enhancing]] effects.
 
  
 
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).
 
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).
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==Preferred Backgrounds==
 
==Preferred Backgrounds==
 
*'''Warriors:''' [[Gladiator]]
 
*'''Warriors:''' [[Gladiator]]
*'''Warrior-mages:''' [[Transmuter]]
+
*'''Adventurers:''' [[Shapeshifter]]
 
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Ice Elementalist]]
 
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Ice Elementalist]]
  
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*10% less [[HP]] than average.
 
*10% less [[HP]] than average.
 
*+4 [[willpower]] per level.
 
*+4 [[willpower]] per level.
*Djinn receive random [[spells]] at every odd level starting at [[XL]] 3. Spell specifics are listed below.
+
*Djinn receive random [[spells]] at every odd level, starting at [[XL]] 3. Spell specifics are listed below.
  
 
==Spells==
 
==Spells==
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|}
 
|}
  
Djinn can acquire any player spell, but there are several restrictions<ref>{{source ref|0.27.1|ng-setup.cc|473}}</ref>:
+
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 new, which excludes the spells your [[Background]] starts with and spells you have already received.
*Spells must be castable, which excludes [[Sublimation of Blood]] and spells from [[Ru|sacrificed]] magic schools.
+
*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 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.
 
**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.
  
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==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
 
Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:
 
Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:
*Djinn recieve their background's single highest magical skill as Spellcasting (which may be Spellcasting itself).
+
*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}}
  
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, 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.
  
While a -3 aptitude in spellcasting may seem bad, keep in mind that Djinn train multiple schools at once. Adding +4 to an aptitude means doubling the speed, and Djinn use one skill to train double school spells, which is twice as fast. This means that they have an effective (-3 + 4) +1 aptitude for said double school spells -- before considering any other spell. Therefore, Djinn often have a surplus of Spellcasting. And, because one skill encourages continious training, a Djinni's early/mid-level spells will often be stronger than their contemporaries.
+
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>
 
+
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:
Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passible in "pure" melee combat.
+
*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.
 +
</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.
  
 +
Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passable in "pure" melee combat.
 
{{species_aptitudes|Djinni}}
 
{{species_aptitudes|Djinni}}
  
 
==Strategy==
 
==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 [[regeneration rate|increased regeneration]] is also useful to have.
 
*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.
*Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to [[Spellcasting]], you'll still have plenty of spare experience to put into defensive or weapon skills. Plus, [[Unarmed Combat]] recieves a boost if you get some [[Transmutation]] spells.
 
  
 
===God Choice===
 
===God Choice===
Traditional, spellgranting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from. For spellcasters, gods that heal HP are a tempting choice, directly boosting both survivability and the amount of spells that you can cast.
+
Traditional, spell granting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from:
  
*[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn.  
+
*[[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.
*[[Ashenzari]] will never offer curses for skills that Djinn cannot train. Introspection (Fighting/Spellcasting) curses thus become fairly common and very powerful when stacked, letting Djinn casters achieve a very rapid spike in power. Those willing to forgo potential means of divine healing can opt for the massive skill boosts granted by this god.
+
*[[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 worshipping a good god will not prevent you from randomly obtaining [[evil]] magic, which may restrict you from using powerful spells later on.
+
*[[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==
* The modern incarnation of Djinn, inspired by the Djinn of old and the Oni species found in some forks of ''Dungeon Crawl'', was added in [[0.27]].
+
*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 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).
+
**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==

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