Djinni
Revision as of 19:17, 30 May 2013 by CommanderC (talk | contribs) (Created page with "{{version013}} {{for_monster}} The '''Djinn''' are spirits of fire, for whom magic is the very essense of life. == Innate abilities == *HP and MP are unified as '''esse...")
Version 0.13: This article may not be up to date for the latest stable release of Crawl.
- This page is about the player species. For the monster, see Djinni (monster).
The Djinn are spirits of fire, for whom magic is the very essense of life.
Contents
[hide]Innate abilities
- HP and MP are unified as essence. This affects their gameplay in several ways:
- Djinn pay 2EP for every MP they spend. MP costs are displayed in EP, not MP.
- Djinn can't evoke crystal balls of energy, or sublimate their own essence.
- Regeneration spell causes glow.
- MP draining attacks apply a monster-like antimagic effect instead of draining essence points.
- Amulets of guadian spirit are useless.
- Djinn don't have any food clock, but they can still eat and drink.
- Any magical food costs cause magic contamination instead. This includes invocations and evocations. Mundane and hunger-themed costs like vampiric weapons are free.
- Yellow glow causes no ill effects other than those of Corona.
- Mutations caused by magical contamination are temporary.
- Djinn have full immunity to fire, including hellfire and holy fire, but they are vulnerable to cold damage: one or two sources of cold resistance will cancel this vulnerability. Djinn can only get one level of cold resistance, which happens when they have 3 sources of cold resistance.
- Djinn can't memorise the following spells: Ice Form, Ozocubu's Armour, Death's Door.
- Djinn take 150% damage from Primal Wave.
- Djinn don't have legs. They float just above the ground, but when over any liquid, they need to exert themselves to rise higher. This has a penalty of 1.5x slowdown of all actions, unless the flight comes from an external source. Djinn can't wear boots.
- Djinn have three levels of life protection.
Preferred backgrounds
Djinn are recommended for the following backgrounds:
- Warriors: Fighters
- Adventurers: Artificers
- Zealots: Abyssal Knights, Priests, Healers
- Warrior-mages: Skalds, Transmuter, Warper, Arcane Marksman, Enchanter
- Mages: Wizards, Conjurers, Summoners, Fire Elementalists, Air Elementalists
Level bonuses
- Djinn get a random stat increase every 4 levels starting at level 4.
- Djinn have EP instead of HP and MP, but their EP is just EP = HP + MP. Their HP and MP modifiers are as follows:
- Djinn have 10% less HP than average.
- Djinn have average MP.
- Djinn gain 3 magic resistance per level.
Starting skills and equipment
Djinn receive the skills and equipment listed for their background.
Difficulty of play
Simple • Intermediate • Advanced |
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | -1 | Armour | 1 | Spellcasting | 1 |
Short Blades | -2 | Dodging | -1 | Conjurations | 1 |
Long Blades | 1 | Stealth | -1 | Hexes | 2 |
Axes | -1 | Stabbing | N/A | Charms | 0 |
Maces & Flails | 0 | Shields | 0 | Summonings | 0 |
Polearms | 1 | Traps | -1 | Necromancy | -2 |
Staves | 1 | Translocations | 0 | ||
Unarmed Combat | -1 | Transmutation | 0 | ||
Fire Magic | 3 | ||||
Throwing | -1 | Ice Magic | -3 | Invocations | 1 |
Slings | 0 | Air Magic | 2 | Evocations | 2 |
Bows | -1 | Earth Magic | -3 | ||
Crossbows | 1 | Poison Magic | -1 | Experience | -1 |
History
Djinn will be added in 0.13.