Difference between revisions of "Djinni"

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*'''[[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.
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**Djinn have zero MP. This makes MP restoration and [[spirit shield]] useless. It also renders immunity to MP drain 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).  
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*'''[[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]].
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** 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. For this purpose, a Djinni's Spellcasting counts as both Spellcasting itself and every other spell school.
 
* Instead of individual [[spell school]]s, the [[Spellcasting]] skill is used to determine [[spellpower]] and success rates of any spell. For this purpose, a Djinni's Spellcasting counts as both Spellcasting itself and every other spell school.
 
** 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 08:47, 31 October 2023

Version 0.30: 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, save for the following restriction:

  • Djinn receive their background's single highest magical skill as Spellcasting (which may be Spellcasting itself). For example, a Djinn Ice Elementalist will get 4 Spellcasting (then adjusted by aptitude), as IE has 4 Ice 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.

While a -3 aptitude in Spellcasting may seem bad on paper, keep in mind that Djinn effectively train multiple skills at once. For example, if you wanted to cast Fireball, a Djinni would need to train 1 skill (Spellcasting) for the equivalent of a Human's 3 (Spellcasting, Fire, Conjurations). For single-school spells, Djinn train at an effective -2 aptitude. For dual-schools spells, they train at an effective +2 aptitude. So, while Djinn don't get HP or MP out of Spellcasting skill, dedicated mages will not struggle with 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.
  • 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 receives a boost if you get some Transmutation spells.

God Choice

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

  • 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 Djinni casters achieve a very rapid spike in power.
  • 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

  • In 0.31, Djinn will have a +11 aptitude in Spellcasting and all magic schools, but be forced to train all skills equally. This is similar to their current -3 Spellcasting aptitude, but allows Djinni to benefit from magical staff melee attacks and pain brand. This also means that Ashenzari curses are considerably worse.
  • 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:406 (0.30.1)
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy