Difference between revisions of "Djinni"
(table fixes and described 0.13 Dj more) |
(table fix (again), not sure if djinni (plural) or djinn is better in mut list) |
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==Innate Abilities== | ==Innate Abilities== | ||
*Djinni, being made of fire, have a set of reistances; | *Djinni, being made of fire, have a set of reistances; | ||
− | **'''[[Fire|Fire Resistance 2]]''': | + | **'''[[Fire|Fire Resistance 2]]''': Djinni are highly resistant to fire. |
− | **'''[[Poison|Poison Immunity]]:''' | + | **'''[[Poison|Poison Immunity]]:''' Djinni are immune to poison. |
− | ** '''[[Cold|Cold Vulnerability]]''': | + | ** '''[[Cold|Cold Vulnerability]]''': DJinni take extra damage from cold. |
− | *'''Floating''': Djinni | + | *'''Floating''': Djinni are technically [[fly]]ing, but are unable to wear [[boots]]. |
− | *'''Extra Vitality 1''': | + | *'''Extra Vitality 1''': Djinni recieve +4 maximum HP. |
− | *'''HP Casting''': | + | *'''HP Casting''': Djinni use [[HP]] instead of [[MP]] for all functions. |
− | ** They have zero MP. Any form of MP restoration | + | ** They have zero MP. Any form of MP restoration and the [[spirit shield]] ego are useless. |
− | *'''Innate Casting''': | + | *'''Innate Casting''': Djinni are unable to learn spells from [[spellbook|books]]. Instead, they learn spells on level up. |
** Starting backgrounds are unaffected. | ** Starting backgrounds are unaffected. | ||
** They are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]]. | ** They are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]]. | ||
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{{Moderate}} | {{Moderate}} | ||
− | + | Djinn asters are able to cast spells much more frequently, but must be more careful of their HP/MP. 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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|[[Magical staff|Staves]]||align="right"|-1||||||[[Transmutation]]||align="right"|N/A | |[[Magical staff|Staves]]||align="right"|-1||||||[[Transmutation]]||align="right"|N/A | ||
|- | |- | ||
− | |[[Unarmed Combat]]||align="right"|0|||||| | + | |[[Unarmed Combat]]||align="right"|0||||||||| |
|- | |- | ||
− | |||||[[Fire Magic]]||align="right"|N/A||||| | + | |||||[[Fire Magic]]||align="right"|N/A|||[[Invocations]]||align="right"|0 |
|- | |- | ||
− | |[[Throwing]]||align="right"|-2||[[Ice Magic]]||align="right"|N/A||[[ | + | |[[Throwing]]||align="right"|-2||[[Ice Magic]]||align="right"|N/A||[[Evocations]]||align="right"|0 |
|- | |- | ||
− | |[[Weapon|Slings]]||align="right"|-2||[[Air Magic]]||align="right"|N/A|| | + | |[[Weapon|Slings]]||align="right"|-2||[[Air Magic]]||align="right"|N/A|||| |
|- | |- | ||
|[[Weapon|Bows]]||align="right"|-2||[[Earth Magic]]||align="right"|N/A|||| | |[[Weapon|Bows]]||align="right"|-2||[[Earth Magic]]||align="right"|N/A|||| | ||
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==Strategy== | ==Strategy== | ||
*[[Makhleb]] is a particularlly good god for spell-casting Djinn, due to restoring lost HP on kill. | *[[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 [[ | + | *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. | *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. | ||
Revision as of 02:11, 12 July 2021
- This page is a stub. You could probably expand this page should you wish to do so.
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
- Djinni, being made of fire, have a set of reistances;
- Fire Resistance 2: Djinni are highly resistant to fire.
- Poison Immunity: Djinni are immune to poison.
- Cold Vulnerability: DJinni take extra damage from cold.
- Floating: Djinni are technically flying, but are unable to wear boots.
- Extra Vitality 1: Djinni recieve +4 maximum HP.
- HP Casting: Djinni use HP instead of MP for all functions.
- They have zero MP. Any form of MP restoration and the spirit shield ego are useless.
- Innate Casting: Djinni are unable to learn spells from books. Instead, they learn spells on level up.
- Starting backgrounds are unaffected.
- They are unable to worship Sif Muna, Vehumet, or Kikubaaqudgha.
- Djinni use only the Spellcasting skill in order to determine power and failure rates of spells.
Preferred Backgrounds
- Warriors: Gladiator
- Warrior-mages: Transmuter
- Mages: Hedge Wizard, Fire Elementalist, Ice Elementalist
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
Simple • Intermediate • Advanced |
Djinn asters are able to cast spells much more frequently, but must be more careful of their HP/MP. 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 | Summonings | N/A |
Maces & Flails | -2 | Necromancy | N/A | ||
Polearms | -2 | Translocations | N/A | ||
Staves | -1 | Transmutation | N/A | ||
Unarmed Combat | 0 | ||||
Fire Magic | N/A | Invocations | 0 | ||
Throwing | -2 | Ice Magic | N/A | Evocations | 0 |
Slings | -2 | Air Magic | N/A | ||
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; 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. They used EP instead of HP or MP; and had a bunch of special cases (such as spell hunger causing contamination, and only certain methods of channeling worked). They also did not learn spells on level up or only use Spellcasting to cast spells.