Djinni

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Revision as of 08:21, 11 November 2023 by Hordes (talk | contribs) (clarify that Dj are truly at -3 for the early game)
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Version 0.30: 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 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.

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 receive their background's single highest magical skill as Spellcasting (which may be Spellcasting itself). For example, a Djinn Ice Elementalist will get 4 Spellcasting (then adjusted by aptitude), as IE has 4 Ice Magic.

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.

While a -3 aptitude in Spellcasting may seem bad, keep in mind that Djinn effectively train multiple skills at once. For example, if you wanted to cast Fireball, a Djinni would need to train 1 skill (Spellcasting) for the equivalent of a Human's 3 (Spellcasting, Fire, Conjurations). Also, due to how XP costs work, a Djinn by the mid-game can be much better than a "-3 aptitude" would indicate.[2] So, while Djinn don't get HP or MP out of Spellcasting skill, dedicated mages will not struggle with casting spells.

Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passable 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 receives a boost if you get some Transmutation spells.

God Choice

Traditional, spell granting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from:

  • 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.
  • Makhleb recovers HP on kill, which lets you cast spells more freely; a moderately strong 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 you can still get evil spells when worshipping a good god, which the god will prevent you from casting.

History

  • In 0.31, Djinn will have a +11 aptitude in Spellcasting and all magic schools, but be forced to train all skills equally. This is roughly 5% slower than their current -3 Spellcasting aptitude, but gives better starting skills. This also allows Djinni to benefit from magical staff melee attacks and pain brand, but Ashenzari curses become considerably worse.
  • 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

  1. ng-setup.cc:406 (0.30.1)
  2. XP cost rises as level rises. This has an odd effect when considering Djinn's casting aptitude. Take, for example, a single-school Conjurations spell:
    • A Kobold has +0 aptitudes in Spellcasting and Conjurations. If you only cared about spell power/failure, a Kobold would be most efficient a point like {5 Spellcasting, 15 Conjurations}. This would cost 7275 skill points.
    • A Djinni would reach the same power as the Kobold at {13 Spellcasting}, all else equal. This would cost 8072 skill points, which is only +11.7% more XP than the Kobold. That's an effective aptitude of -0.6, much better than -3 appears.
    • Note that if the Kobold were to train more Spellcasting, for either MP or spell level purposes, they'd become less efficient. A Kobold at {10 Spellcasting, 13.5 Conjurations} would get the same power, but at a cost of 7913 skill points.
    For dual-school spells, Djinn only become better. For casting Fireball, a Kobold would be efficient at {8 Spellcasting, 15 Fire, 15 Conj}, costing 15300 skill points. A Djinni equals that at {13.6 Spellcasting}, or 8905 skill points, which is 58% the XP. That's an effective aptitude of +3.
    The exact efficiency depends on the level of skill. At low skill levels, Djinn are truly around a -3 aptitude for single-school spells. At XL 27, Djinn can be cheaper than Kobolds, even for single-school spells.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy