Difference between revisions of "Djinni"

From CrawlWiki
Jump to: navigation, search
m
Line 8: Line 8:
 
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.}}
 
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 ==
+
==Innate Abilities==
 
*A Djinni's [[HP]] and [[MP]] are unified as '''essence'''. This affects their gameplay in several ways:
 
*A Djinni's [[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 pay 2EP for every MP they would normally spend. MP costs are displayed in EP, not MP.
**Djinn can't evoke [[crystal ball of energy|crystal balls of energy]], the [[Staff of Wucad Mu]], or [[Sublimation_of_Blood|sublimate]] their own essence.
+
**Djinn can't evoke [[crystal balls of energy]], the [[Staff of Wucad Mu]], or [[Sublimation_of_Blood|sublimate]] their own essence. This may not be the case when [[0.13]] is finally released, however.
 
**Using the [[Regeneration]] spell causes [[magical contamination]].
 
**Using the [[Regeneration]] spell causes [[magical contamination]].
 
**MP draining attacks apply a monster-like [[antimagic]] effect instead of draining essence points.
 
**MP draining attacks apply a monster-like [[antimagic]] effect instead of draining essence points.
 
**Sources of [[Amulet of guardian spirit|guardian spirits]] are useless.
 
**Sources of [[Amulet of guardian spirit|guardian spirits]] are useless.
*Djinn don't have any [[food clock]], but they can still eat and drink.
+
*Djinn don't have any [[food clock]], but they can still [[quaff]] [[potion]]s and eat [[food]] for the additional benefits they provide.
 
*A Djinn's magical food costs (such as [[spell hunger]]) cause [[magic contamination]] instead. This includes [[invocations]] and [[evocations]]. Mundane and hunger-themed costs like [[vampiric]] weapons are free.
 
*A Djinn's magical food costs (such as [[spell hunger]]) cause [[magic contamination]] instead. This includes [[invocations]] and [[evocations]]. Mundane and hunger-themed costs like [[vampiric]] weapons are free.
 
*Djinn are less susceptible to magical contamination. Yellow glow causes no ill effects other than those of [[Corona]].
 
*Djinn are less susceptible to magical contamination. Yellow glow causes no ill effects other than those of [[Corona]].
Line 28: Line 28:
 
*[[Life Protection|Life Protection 3]]: Djinn are almost immune to the effects of negative energy.
 
*[[Life Protection|Life Protection 3]]: Djinn are almost immune to the effects of negative energy.
  
== Preferred backgrounds ==
+
==Preferred Backgrounds==
 
Djinn are recommended for the following backgrounds:  
 
Djinn are recommended for the following backgrounds:  
 
*'''Warriors:''' [[Fighter]], [[Hunter]]
 
*'''Warriors:''' [[Fighter]], [[Hunter]]
Line 36: Line 36:
 
*'''Adventurers:''' [[Artificer]]
 
*'''Adventurers:''' [[Artificer]]
  
== Level bonuses ==
+
==Level Bonuses==
*Djinn get a random stat increase every 4 levels starting at level 4.
+
*+1 to a random stat every 4th level.
 
*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 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.
+
**10% less [[HP]] than average.
**Djinn have average MP.
+
**Average [[MP]].
*Djinn gain 3 magic resistance per level.
+
*+3 [[magic resistance]] per level.
  
==Starting skills and equipment==
+
==Starting Skills and Equipment==
 
Djinn receive the skills and equipment listed for their background.  
 
Djinn receive the skills and equipment listed for their background.  
  
== Difficulty of play ==
+
==Difficulty of Play==
 
{{Moderate}}
 
{{Moderate}}
  

Revision as of 18:59, 11 July 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
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

  • +1 to a random stat every 4th level.
  • 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:
    • 10% less HP than average.
    • Average MP.
  • +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.