Difference between revisions of "Djinni"
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− | The | + | {{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. |
+ | |||
+ | 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. | ||
+ | |||
+ | 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. | ||
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+ | 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 == | == Innate abilities == | ||
− | *[[HP]] and [[MP]] are unified as '''essence'''. This affects their gameplay in several ways: | + | *A Djinni's [[HP]] and [[MP]] are unified as '''essence'''. This affects their gameplay in several ways: |
**Djinn pay 2EP for every MP they spend. MP costs are displayed in EP, not MP. | **Djinn pay 2EP for every MP they spend. MP costs are displayed in EP, not MP. | ||
**Djinn can't evoke [[crystal ball of energy|crystal balls of energy]], the [[Staff of Wucad Mu]], or [[Sublimation_of_Blood|sublimate]] their own essence. | **Djinn can't evoke [[crystal ball of energy|crystal balls of energy]], the [[Staff of Wucad Mu]], or [[Sublimation_of_Blood|sublimate]] their own essence. | ||
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**Sources of [[Amulet of guardian spirit|guardian spirits]] are useless. | **Sources of [[Amulet of guardian spirit|guardian spirits]] are useless. | ||
*Djinn don't have any [[food clock]], but they can still eat and drink. | *Djinn don't have any [[food clock]], but they can still eat and drink. | ||
− | * | + | *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. |
− | *Yellow glow causes no ill effects other than those of [[Corona]]. | + | *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. | + | **Mutations caused by magical contamination are temporary. |
− | *Djinn have full immunity to [[fire]], including [[hellfire]] and holy fire | + | *Djinn have full immunity to [[fire]], including [[hellfire]] and holy fire. |
− | *Djinn | + | *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]]. | |
− | *Djinn don't have legs. They | + | *Djinn don't have legs. They travel by hovering just over the ground. |
− | * | + | **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 cannot wear [[boots]]. | ||
+ | *[[Life Protection|Life Protection 3]]: Djinn are almost immune to the effects of negative energy. | ||
== Preferred backgrounds == | == Preferred backgrounds == |
Revision as of 09:26, 11 June 2013
- This page is about the player species. For the monster, see Djinni (monster).
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.
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. 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 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. |
Contents
Innate abilities
- A Djinni's HP and MP are unified as essence. This affects their gameplay in several ways:
- Djinn pay 2EP for every MP they spend. MP costs are displayed in EP, not MP.
- Djinn can't evoke crystal balls of energy, the Staff of Wucad Mu, or sublimate their own essence.
- Using the Regeneration spell causes magical contamination.
- MP draining attacks apply a monster-like antimagic effect instead of draining essence points.
- Sources of guardian spirits are useless.
- Djinn don't have any food clock, but they can still eat and drink.
- 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.
- Djinn don't have legs. They travel by hovering just over the ground.
- Djinn can hover across deep water or lava, but without an external source of magical flight, they suffer a 1.5x penalty to the speed of all their actions.
- Djinn cannot wear boots.
- Life Protection 3: Djinn are almost immune to the effects of negative energy.
Preferred backgrounds
Djinn are recommended for the following backgrounds:
- Warriors: Fighter, Hunter
- Adventurers: Artificer
- Zealots: Abyssal Knight, Healer
- Warrior-mages: Skald, Transmuter, Warper, Arcane Marksman, Enchanter
- Mages: Wizard, Conjurer, Summoner, Fire Elementalist, Air Elementalist
Level bonuses
- Djinn get a random stat increase every 4 levels starting at level 4.
- 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:
- Djinn have 10% less HP than average.
- Djinn have average MP.
- Djinn gain 3 magic resistance per level.
Starting skills and equipment
Djinn receive the skills and equipment listed for their background.
Difficulty of play
Simple • Intermediate • Advanced |
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | -1 | Armour | 1 | Spellcasting | 1 |
Short Blades | -2 | Dodging | -1 | Conjurations | 1 |
Long Blades | 1 | Stealth | -1 | Hexes | 2 |
Axes | -1 | Stabbing | N/A | Charms | 0 |
Maces & Flails | 0 | Shields | 0 | Summonings | 0 |
Polearms | 1 | Traps | -1 | Necromancy | -2 |
Staves | 1 | Translocations | 0 | ||
Unarmed Combat | -1 | Transmutation | 0 | ||
Fire Magic | 3 | ||||
Throwing | -1 | Ice Magic | -3 | Invocations | 1 |
Slings | 0 | Air Magic | 2 | Evocations | 2 |
Bows | -1 | Earth Magic | -3 | ||
Crossbows | 1 | Poison Magic | -1 | Experience | -1 |
History
Djinn will be added in 0.13.