Difference between revisions of "Djinni"

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{{flavour|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.
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{{flavour|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.
  
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.
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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.
  
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.
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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.}}
 
 
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]] were unified as '''essence'''. This affected their gameplay in several ways:
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*Djinn use [[HP]] instead of [[MP]] for all functions.
**Djinn paid 2EP for every MP they would normally spend. MP costs were displayed in EP, not MP.
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** Any form of MP restoration and the [[spirit shield]] ego are useless.
**Djinn could not evoke [[crystal ball|crystal balls of energy]], the [[Staff of Wucad Mu]], or [[Sublimation_of_Blood|sublimate]] their own blood (a [[staff of energy]] still worked).
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*Extra Vitality 1: Djinn recieve +4 maximum HP.
**Using the [[Regeneration]] spell caused [[magical contamination]].
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*Djinni have two resistances to [[fire]], and are [[Poison Resistance|immune to poison]]
**MP draining attacks applied a monster-like [[antimagic]] effect instead of draining essence points.
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*Djinni are vulnerable to [[cold]] damage.  
**Sources of [[Amulet of guardian spirit|guardian spirits]] were useless.
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*Djinni float, so are unable to wear [[boots]], but permanently [[fly]].
**They could not wield weapons with the [[antimagic]] brand.
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*Innate Casting: Djinn are unable to learn from books, instead learning spells on level up.
*Djinn did not have any [[food clock]], but they could still [[quaff]] [[potion]]s and eat [[food]] for the additional benefits they provide.
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** Starting backgrounds are unaffected.
*A Djinn's magical food costs (such as [[spell hunger]]) caused [[magic contamination]] instead. This included [[invocations]] and [[evocations]]. Mundane and hunger-themed costs like [[vampiric]] weapons were free.
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** They are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].
*Magical contamination caused two unique effects:
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*Djinni use the [Spellcasting]] skill in order to determine spellpower, not any other magic field.
**Mutations caused by magical contamination were temporary.
 
**It applied an anti-wizardry penalty depending on how severe the glow is.
 
*Djinn had full immunity to [[fire]], including [[hellfire]] and [[holy]] fire.
 
*Djinn were vulnerable to [[cold]] damage. They also took 150% damage from [[Primal Wave]].
 
*Djinn could not memorise the following spells: [[Ice Form]], [[Ozocubu's Armour]], and [[Leda's Liquefaction]].
 
*Djinn did not have legs and could not wear [[boots]]. They were permanently [[fly]]ing.
 
*[[Life Protection|Life Protection 3]]: Djinn were almost immune to the effects of negative energy.
 
*Djinn could not go [[berserk]].
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
Djinn were recommended for the following backgrounds:
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*'''Warriors:''' [[Gladiator]]
*'''Warriors:''' [[Fighter]], [[Hunter]]
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*'''Warrior-mages:''' [[Transmuter]
*'''Zealots:''' [[Abyssal Knight]], [[Death Knight (background)|Death Knight]], [[Healer]]
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*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Ice Elementalist]]
*'''Warrior-mages:''' [[Warper]], [[Arcane Marksman]], [[Enchanter]]
 
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]]
 
*'''Adventurers:''' [[Artificer]]
 
  
 
==Level Bonuses==
 
==Level Bonuses==
 
*+1 to a random stat every 4th level.
 
*+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.
 
**10% less [[HP]] than average.
**Average [[MP]].
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*+3 [[willpower]] per level.
*+3 [[magic resistance]] per level.
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*Recieve random [[spells]], starting at [[XL]] 3. Spells rise in level as you level up.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Djinn receive the skills and equipment listed for their background.  
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Djinn receive the skills, equipment, and spells listed for their background.  
  
 
==Difficulty of Play==
 
==Difficulty of Play==
Djinni were a moderately difficult species to play.
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{{Moderate}}
  
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Casters are now able to cast spells much more frequently, but must be careful of their HP value. They must adapt to the spells they are given, which may not be to a player's tastes.
  
 
== Skill aptitudes ==
 
== Skill aptitudes ==
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|colspan=2 align="center"|'''''Attack'''''||colspan=2 align="center"|'''''Miscellaneous'''''||colspan=2 align="center"|'''''Magic'''''
 
|colspan=2 align="center"|'''''Attack'''''||colspan=2 align="center"|'''''Miscellaneous'''''||colspan=2 align="center"|'''''Magic'''''
 
|-
 
|-
|[[Fighting]]||align="right"|-1||[[Armour]]||align="right"|1||[[Spellcasting]]||align="right"|1
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|[[Fighting]]||align="right"|0||[[Armour]]||align="right"|0||[[Spellcasting]]||align="right"|-3
 
|-
 
|-
|[[Weapon|Short Blades]]||align="right"|-2||[[Dodging]]||align="right"|-1||[[Conjurations]]||align="right"|1
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|[[Weapon|Short Blades]]||align="right"|-1||[[Dodging]]||align="right"|0|[[Conjurations]]||align="right"|N/A
 
|-
 
|-
|[[Weapon|Long Blades]]||align="right"|0||[[Stealth]]||align="right"|-1||[[Hexes]]||align="right"|2
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|[[Weapon|Long Blades]]||align="right"|-1||[[Stealth]]||align="right"|-1||[[Hexes]]||align="right"|N/A
 
|-
 
|-
|[[Weapon|Axes]]||align="right" |-1||[[Shields]]||align="right"|0||[[Charms]]||align="right"|0
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|[[Weapon|Axes]]||align="right" |-2||[[Shields]]||align="right"|0||
 
|-
 
|-
|[[Weapon|Maces & Flails]]||align="right"|0||||||[[Summonings]]||align="right"|0
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|[[Weapon|Maces & Flails]]||align="right"|-2||||||[[Summonings]]||align="right"|N/A
 
|-
 
|-
|[[Weapon|Polearms]]||align="right"|0||||||[[Necromancy]]||align="right"|-2
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|[[Weapon|Polearms]]||align="right"|-2||||||[[Necromancy]]||align="right"|N/A
 
|-
 
|-
|[[Magical staff|Staves]]||align="right"|0||||||[[Translocations]]||align="right"|0
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|[[Magical staff|Staves]]||align="right"|-1||||||[[Translocations]]||align="right"|N/A
 
|-
 
|-
|[[Unarmed Combat]]||align="right"|-1||||||[[Transmutation]]||align="right"|0
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|[[Unarmed Combat]]||align="right"|0||||||[[Transmutation]]||align="right"|N/A
 
|-
 
|-
|||||[[Fire Magic]]||align="right"|3||||
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|||||[[Fire Magic]]||align="right"|N/A||||
 
|-
 
|-
|[[Throwing]]||align="right"|-1||[[Ice Magic]]||align="right"|-3||[[Invocations]]||align="right"|1
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|[[Throwing]]||align="right"|-2||[[Ice Magic]]||align="right"|N/A||[[Invocations]]||align="right"|0
 
|-
 
|-
|[[Weapon|Slings]]||align="right"|-1||[[Air Magic]]||align="right"|2||[[Evocations]]||align="right"|2
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|[[Weapon|Slings]]||align="right"|-2||[[Air Magic]]||align="right"|N/A||[[Evocations]]||align="right"|0
 
|-
 
|-
|[[Weapon|Bows]]||align="right"|-1||[[Earth Magic]]||align="right"|-3||||
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|[[Weapon|Bows]]||align="right"|-2||[[Earth Magic]]||align="right"|N/A||||
 
|-
 
|-
|[[Weapon|Crossbows]]||align="right"|0||[[Poison Magic]]||align="right"|-1||[[Experience]]||align="right"|-1
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|[[Weapon|Crossbows]]||align="right"|-2||[[Poison Magic]]||align="right"|N/A||[[Experience]]||align="right"|+1
 
|}
 
|}
 
  
 
==Strategy==
 
==Strategy==
*Djinn are immune to fire, so you can do things like cast [[Fireball]] or [[Inner Flame]] in melee range or [[Conjure Flame]] behind yourself then flee through it.
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*[[Makhleb]] is a particularlly good god for spell-casting Djinn, due to restoring lost HP on kill.
**You might be immune to fire, but your [[scroll]]s aren't. Just be careful if you haven't found [[conservation]] yet.
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*Djinn have to worry about a slightly different set of monsters than other characters. Sources of fire damage, be it a wand-bearing [[Goblin]] or an [[Orb of Fire]], are largely negligible, while an [[ice beast]] or [[merfolk aquamancer]] can spell sudden doom.
*The lack of a food clock means you can afford to hang around for long periods to get your essence back to full, though followers of especially bloodthirsty [[god]]s like [[Trog]] or [[Okawaru]] will probably want to keep the resting to a minimum.
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*Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. You might take more damage from enemies, but their attacks can be resisted or dodged.
*Djinn have to worry about a slightly different set of monsters than other characters. Sources of fire damage, be it a wand-bearing [[goblin]] or an [[orb of fire]], are largely negligible, but an [[ice beast]] or [[merfolk aquamancer]] can spell sudden doom.
 
*Playing a spellcasting Djinn means you're essentially slowly killing yourself every time you enter combat, especially once you start casting higher-level spells. While it might not matter how much essence you have left if everything else is dead, keep in mind that ''Crawl'' is a game where discretion is very often the better part of valor.
 
**Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. You might take more damage from enemies, but their attacks can be resisted or dodged.
 
**Djinn have a decent [[Evocations]] aptitude; don't be afraid to put a few levels in it to make better use of the various [[wand]]s or [[rod]]s you find lying around. Sure, it's less effective than casting the spells yourself, but at least zapping a wand doesn't (usually) hurt you.
 
  
 
==History==
 
==History==
Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release.
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* Djinn will be added in [0.27|trunk]; taking ideas from the Djinn and Oni species in forks.
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* Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release.
  
 
[[Category:Obsolete species]]
 
[[Category:Obsolete species]]

Revision as of 16:12, 11 July 2021

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
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 use HP instead of MP for all functions.
    • Any form of MP restoration and the spirit shield ego are useless.
  • Extra Vitality 1: Djinn recieve +4 maximum HP.
  • Djinni have two resistances to fire, and are immune to poison
  • Djinni are vulnerable to cold damage.
  • Djinni float, so are unable to wear boots, but permanently fly.
  • Innate Casting: Djinn are unable to learn from books, instead learning spells on level up.
  • Djinni use the [Spellcasting]] skill in order to determine spellpower, not any other magic field.

Preferred Backgrounds

Level Bonuses

  • +1 to a random stat every 4th level.
    • 10% less HP than average.
  • +3 willpower per level.
  • Recieve random spells, starting at XL 3. Spells rise in level as you level up.

Starting Skills and Equipment

Djinn receive the skills, equipment, and spells listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Casters are now able to cast spells much more frequently, but must be careful of their HP value. They must adapt to the spells they are given, which may not be to a player's tastes.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour 0 Spellcasting -3
Short Blades -1 Dodging 0|Conjurations N/A
Long Blades -1 Stealth -1 Hexes N/A
Axes -2 Shields 0
Maces & Flails -2 Summonings N/A
Polearms -2 Necromancy N/A
Staves -1 Translocations N/A
Unarmed Combat 0 Transmutation N/A
Fire Magic N/A
Throwing -2 Ice Magic N/A Invocations 0
Slings -2 Air Magic N/A Evocations 0
Bows -2 Earth Magic N/A
Crossbows -2 Poison Magic N/A Experience +1

Strategy

  • Makhleb is a particularlly good god for spell-casting Djinn, due to restoring lost HP on kill.
  • Djinn have to worry about a slightly different set of monsters than other characters. Sources of fire damage, be it a wand-bearing Goblin or an Orb of Fire, are largely negligible, while an ice beast or merfolk aquamancer can spell sudden doom.
  • Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. You might take more damage from enemies, but their attacks can be resisted or dodged.

History

  • Djinn will be added in [0.27|trunk]; taking ideas from the Djinn and Oni species in forks.
  • Djinn were considered for inclusion in both 0.13 and 0.14, but were ultimately cut before being included in any stable release.