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.
  
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*'''[[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 (though Djinn from spellcasting [[background]]s still start with all the normal spells from their background).
 
** Due to their unconventional approach to magic, Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].
 
** Due to their unconventional approach to magic, 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 all spells.
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** Instead of individual [[spell school]]s, the [[Spellcasting]] skill is used to determine [[spellpower]] and success rates of any spell.
 
*** 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.
 
*** 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.
  

Revision as of 00:42, 4 February 2022

Version 0.28: 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 Spellcasting skill grants the same level of spell success and power that other species need multiple skills to reach.

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 and spells from sacrificed magic schools.

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.

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.

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.
    • Makhleb, who recovers HP on kill, is a particularly good god choice for spellcasting Djinn.
  • 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.

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.
  • 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:473 (0.27.1)
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy