Difference between revisions of "Djinni"
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Traditional, spellgranting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from. For spellcasters, gods that heal HP are a tempting choice, directly boosting both survivability and the amount of spells that you can cast. | Traditional, spellgranting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from. For spellcasters, gods that heal HP are a tempting choice, directly boosting both survivability and the amount of spells that you can cast. | ||
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*[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn. | *[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn. | ||
*[[Elyvilon]] can be a good choice for the HP restoration, while [[The Shining One]] acts like Makhleb against undead and demonic creatures. Mind that worshipping a good god will not prevent you from randomly obtaining [[evil]] magic, which may restrict you from using powerful spells later on. | *[[Elyvilon]] can be a good choice for the HP restoration, while [[The Shining One]] acts like Makhleb against undead and demonic creatures. Mind that worshipping a good god will not prevent you from randomly obtaining [[evil]] magic, which may restrict you from using powerful spells later on. | ||
+ | *[[Ashenzari]] will never offer curses for skills that Djinn cannot train. Introspection (Fighting/Spellcasting) curses thus become fairly common and very powerful when stacked, letting Djinni casters achieve a very rapid spike in power. Those willing to forgo potential means of divine healing can opt for the massive skill boosts granted by this god. | ||
==History== | ==History== |
Revision as of 09:45, 19 September 2022
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
- Djinn are made of fire, not flesh:
- Fire Resistance 2: Djinn are highly resistant to fire.
- Poison Immunity: Djinn are immune to poison.
- Miasma Immunity: Djinn are immune to miasma and sickness.
- Cold Vulnerability: Djinn take extra damage from cold.
- Floating: Djinn's gaseous lower bodies allow them to fly permanently, but they are unable to wear boots.
- Extra Vitality 1: Djinn have +4 maximum HP.
- HP Casting: Djinn spend HP instead of MP for all purposes.
- Djinn have zero MP, rendering any form of MP restoration and the spirit shield ego useless. However, this also renders them immune to the negative effects of the antimagic brand and any other MP-draining effects (such as ghost moths). Anything that is not an MP "cost" is ineffective.
- Innate Casting: Djinn are unable to learn spells from spellbooks. Instead, they learn spells as they grow (though Djinn from spellcasting backgrounds still start with all the normal spells from their background).
- Due to their unconventional approach to magic (and the 21-spell limit), Djinn are unable to worship Sif Muna, Vehumet, or Kikubaaqudgha.
- Instead of individual spell schools, the Spellcasting skill is used to determine spellpower and success rates of any spell.
- As they do not train spell schools, Djinn cannot effectively use magical staves and weapons of pain as melee weapons. They still benefit from magical staves' spell-enhancing effects.
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).
Preferred Backgrounds
- Warriors: Gladiator
- Warrior-mages: Transmuter
- Mages: Hedge Wizard, Fire Elementalist, Ice Elementalist
Level Bonuses
- +1 Intelligence or Dexterity every 4th level.
- 10% less HP than average.
- +4 willpower per level.
- Djinn receive random spells at every odd level starting at XL 3. Spell specifics are listed below.
Spells
XL | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | 25 | 27 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spell levels | 1 | 2 | 2-3 | 3-4 | 4-5 | 5 | 6 | 6-7 | 6-7 | 7-8 | 7-8 | 8-9 | 9 |
Djinn can acquire any player spell, but there are several restrictions[1]:
- Spells must be new, which excludes the spells your Background starts with and spells you have already received.
- Spells must be castable, which excludes Sublimation of Blood and spells from sacrificed magic schools.
- Djinn can still receive spells forbidden by their god, however (such as Necromancy spells when following a good god, or any spell at all when following Trog).
- Djinn can only receive Spellforged Servitor or Iskenderun's Battlesphere if they already have a spell that can be used by the servitor or trigger the battlesphere, respectively.
All eligible spells have the same chance to be gifted at a level up.
Starting Skills and Equipment
Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:
- Djinn recieve their background's single highest magical skill as Spellcasting (which may be Spellcasting itself).
Difficulty of Play
Simple • Intermediate • Advanced |
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.
While a -3 aptitude in spellcasting may seem bad, keep in mind that Djinn train multiple schools at once. Adding +4 to an aptitude means doubling the speed, and Djinn use one skill to train double school spells, which is twice as fast. This means that they have an effective (-3 + 4) +1 aptitude for said double school spells -- before considering any other spell. Therefore, Djinn often have a surplus of Spellcasting. And, because one skill encourages continious training, a Djinni's early/mid-level spells will often be stronger than their contemporaries.
Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passible in "pure" melee combat.
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.
- 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. Plus, Unarmed Combat recieves a boost if you get some Transmutation spells.
God Choice
Traditional, spellgranting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from. For spellcasters, gods that heal HP are a tempting choice, directly boosting both survivability and the amount of spells that you can cast.
- Makhleb, who recovers HP on kill, is a particularly good god choice for spellcasting Djinn.
- Elyvilon can be a good choice for the HP restoration, while The Shining One acts like Makhleb against undead and demonic creatures. Mind that worshipping a good god will not prevent you from randomly obtaining evil magic, which may restrict you from using powerful spells later on.
- Ashenzari will never offer curses for skills that Djinn cannot train. Introspection (Fighting/Spellcasting) curses thus become fairly common and very powerful when stacked, letting Djinni casters achieve a very rapid spike in power. Those willing to forgo potential means of divine healing can opt for the massive skill boosts granted by this god.
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).
References
- ↑ ng-setup.cc:473 (0.27.1)
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |