Difference between revisions of "Djinni"

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(Added flavor text from trunk)
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== Preferred backgrounds ==
 
== Preferred backgrounds ==
 
Djinn are recommended for the following backgrounds:  
 
Djinn are recommended for the following backgrounds:  
*Warriors: [[Fighter]], [[Hunter]]
+
*'''Warriors:''' [[Fighter]], [[Hunter]]
*Adventurers: [[Artificer]]
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*'''Zealots:''' [[Abyssal Knight]], [[Healer]]
*Zealots: [[Abyssal Knight]], [[Healer]]
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*'''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]]
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*'''Adventurers:''' [[Artificer]]
  
 
== Level bonuses ==
 
== Level bonuses ==

Revision as of 18:22, 11 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).
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.

Innate abilities

Preferred backgrounds

Djinn are recommended for the following backgrounds:

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

SimpleIntermediateAdvanced

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.