Difference between revisions of "Djinni"
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*Warriors: [[Fighter]], [[Hunter]] | *Warriors: [[Fighter]], [[Hunter]] | ||
*Adventurers: [[Artificer]] | *Adventurers: [[Artificer]] | ||
− | *Zealots: [[Abyssal Knight | + | *Zealots: [[Abyssal Knight]], [[Healer]] |
*Warrior-mages: [[Skald]], [[Transmuter]], [[Warper]], [[Arcane Marksman]], [[Enchanter]] | *Warrior-mages: [[Skald]], [[Transmuter]], [[Warper]], [[Arcane Marksman]], [[Enchanter]] | ||
*Mages: [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]] | *Mages: [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]] |
Revision as of 14:25, 2 June 2013
Version 0.13: This article may not be up to date for the latest stable release of Crawl.
- This page is about the player species. For the monster, see Djinni (monster).
The Djinn are spirits of fire, for whom magic is the very essense of life.
Contents
Innate abilities
- 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.
- Regeneration spell causes glow.
- MP draining attacks apply a monster-like antimagic effect instead of draining essence points.
- Amulets of guadian spirit are useless.
- Djinn don't have any food clock, but they can still eat and drink.
- Any magical food costs 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.
- Mutations caused by magical contamination are temporary.
- Djinn have full immunity to fire, including hellfire and holy fire, but they are vulnerable to cold damage: one or two sources of cold resistance will cancel this vulnerability. Djinn can only get one level of cold resistance, which happens when they have 3 sources of cold resistance.
- Djinn can't memorise the following spells: Ice Form, Ozocubu's Armour, Death's Door.
- Djinn take 150% damage from Primal Wave.
- Djinn don't have legs. They float just above the ground, but when over any liquid, they need to exert themselves to rise higher. This has a penalty of 1.5x slowdown of all actions, unless the flight comes from an external source. Djinn can't wear boots.
- Djinn have three levels of life protection.
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 EP = HP + 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.