Difference between revisions of "Djinni"
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While a -3 aptitude in Spellcasting may seem bad on paper, keep in mind that Djinn train 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). Also, due to rising XP costs, Djinn can be ''much'' better than a "-3 aptitude" would indicate.<ref> | While a -3 aptitude in Spellcasting may seem bad on paper, keep in mind that Djinn train 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). Also, due to rising XP costs, Djinn can be ''much'' better than a "-3 aptitude" would indicate.<ref> | ||
Take, for example, a single-school [[Conjurations]] spell: | Take, for example, a single-school [[Conjurations]] spell: | ||
− | * | + | *A Kobold has +0 aptitudes in Spellcasting and Conjurations. If you only cared about spell power/failure, a Kobold would be most efficient a point like {5 Spellcasting, 15 Conjurations}. This would cost 72.75 skill points. |
− | * | + | *A Djinni would reach the same power as the Kobold at {13 Spellcasting}, all else equal. This would cost 80.72 skill points, which is only +11.7% more XP than the Kobold. That's an effective aptitude of '''-0.6''', ''much'' better than -3 appears. |
− | Note that if the Kobold were to train more Spellcasting, for either MP or spell level purposes, they'd become ''less'' efficient. A Kobold at {10 Spellcasting, 13.5 Conjurations} would get the same power, at a cost 79.13 skill points - more than the | + | Note that if the Kobold were to train more Spellcasting, for either MP or spell level purposes, they'd become ''less'' efficient. A Kobold at {10 Spellcasting, 13.5 Conjurations} would get the same power, at a cost 79.13 skill points - more XP than the Djinni. |
: | : | ||
− | For dual-school spells, Djinn only become better. A Kobold would be efficient at {8 Spellcasting, 15 Fire, 15 Conj}, costing 153 skill points. | + | For dual-school spells, Djinn only become better. A Kobold would be efficient at {8 Spellcasting, 15 Fire, 15 Conj}, costing 153 skill points. A Djinni equals that at {13.6 Spellcasting}, or 89.05 skill points, which is 58% the XP. That's an effective aptitude of '''+3'''. |
: | : | ||
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. | 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. |
Revision as of 18:00, 8 November 2023
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. |
Contents
Innate Abilities
- Djinn are made of fire, not flesh:
- Fire Resistance 2: Djinn are highly resistant to fire.
- Poison Immunity: Djinn are immune to poison.
- Miasma Immunity: Djinn are immune to miasma and sickness.
- 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 moths) 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 spellbooks. 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.
- Instead of individual spell schools, 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 as melee weapons. They still benefit from magical staves' spell-enhancing effects.
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).
Preferred Backgrounds
- Warriors: Gladiator
- Warrior-mages: Transmuter
- Mages: Hedge Wizard, Fire Elementalist, Ice Elementalist
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.
- 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 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:
- 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
Simple • Intermediate • Advanced |
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 train 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). Also, due to rising XP costs, Djinn can be much better than a "-3 aptitude" would indicate.[2] 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 roughly 5% slower than their current -3 Spellcasting aptitude, but gives better starting skills. This also allows Djinni to benefit from magical staff melee attacks and pain brand, but Ashenzari curses become 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
- ↑ ng-setup.cc:406 (0.30.1)
- ↑
Take, for example, a single-school Conjurations spell:
- A Kobold has +0 aptitudes in Spellcasting and Conjurations. If you only cared about spell power/failure, a Kobold would be most efficient a point like {5 Spellcasting, 15 Conjurations}. This would cost 72.75 skill points.
- A Djinni would reach the same power as the Kobold at {13 Spellcasting}, all else equal. This would cost 80.72 skill points, which is only +11.7% more XP than the Kobold. That's an effective aptitude of -0.6, much better than -3 appears.
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |