Difference between revisions of "Djinni"

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(grammar; removed "attacks can be resisted or dodged, spells not" because it was just funky advice. reasons for going hybrid could include a good tmut spell, bad spell selection, or a great artefact)
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** Due to their unconventional approach to magic, Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].
 
** Due to their unconventional approach to magic, Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].
 
** Djinn use only the [[Spellcasting]] skill in order to determine [[spellpower]] and success rates of [[spell]]s.  
 
** Djinn use only the [[Spellcasting]] skill in order to determine [[spellpower]] and success rates of [[spell]]s.  
*** As they do not train [[spell school]]s, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons (though they still benefit from magical staves' [[spell enhancer|spell-enhancing]] effects)
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*** As they do not train [[spell school]]s, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons. They still benefit from magical staves' [[spell enhancer|spell-enhancing]] effects.
  
 
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).  
 
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).  
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{{Moderate}}
 
{{Moderate}}
  
Djinn, in some ways, are simpler spellcasters. Players don't have to worry about running out of [[MP]], decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their [[HP]] reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.
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Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of [[MP]], decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their [[HP]] reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.
  
 
{{species_aptitudes|Djinni}}
 
{{species_aptitudes|Djinni}}
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==Strategy==
 
==Strategy==
 
*Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have.
 
*Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have.
**[[Makhleb]] is a particularly good god choice for spellcasting Djinn, due to restoring lost HP on kills.
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**[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn.  
*Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to [[Spellcasting]], you'll still have plenty of spare experience to put into defensive or weapon skills. Engaging more closely in combat risks taking more damage from enemy attacks than from casting spells, but attacks can be resisted or dodged; burning your own life force to cast spells cannot.
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*Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to [[Spellcasting]], you'll still have plenty of spare experience to put into defensive or weapon skills.
  
 
==History==
 
==History==

Revision as of 07:01, 4 September 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
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 have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).

Preferred Backgrounds

Level Bonuses

  • +1 Intelligence or Dexterity every 4th level.
  • 10% less HP than average.
  • +4 willpower per level.
  • Djinn receive random spells every odd level 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

Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of MP, decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their HP reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour 0 Spellcasting 11
Dodging 1
Maces & Flails -2 Shields 0 Conjurations 11
Axes -2 Stealth -1 Hexes 11
Polearms -2 Summonings 11
Staves -1 Invocations 0 Necromancy 11
Unarmed Combat 0 Evocations 0 Translocations 11
Throwing -2 Shapeshifting -2 Alchemy 11
Fire Magic 11
Short Blades -1 Ice Magic 11
Long Blades -1 Air Magic 11
Ranged Weapons -2 Experience 1 Earth Magic 11

Strategy

  • Djinn that want to cast any significant amount of spells will want to invest not only in Spellcasting, but also Fighting, to give themselves plenty of fuel for their spells. A source of increased regeneration is also useful to have.
    • Makhleb, who recovers HP on kill, is a particularly good god choice for spellcasting Djinn.
  • Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to Spellcasting, you'll still have plenty of spare experience to put into defensive or weapon skills.

History

  • The modern incarnation of Djinn, inspired by the Djinn of old and the Oni species found in some forks of Dungeon Crawl, was added in 0.27.
  • Djinn were considered for inclusion in both 0.13 and 0.14, but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of fire including hellfire, spell hunger caused magical contamination, only certain methods of channeling worked).
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy