Difference between revisions of "Djinni"

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(More fixing, prob more to come)
(nicer looking mut list)
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{{flavour|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.
 
{{flavour|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.
  
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==Innate Abilities==
 
==Innate Abilities==
*'''HP Casting''': Djinn use [[HP]] instead of [[MP]] for all functions.
 
** Any form of MP restoration and the [[spirit shield]] ego are useless.
 
*Extra Vitality 1: Djinn recieve +4 maximum HP.
 
 
*Djinni, being made of fire, have a set of reistances;
 
*Djinni, being made of fire, have a set of reistances;
 
**'''[[Fire|Fire Resistance 2]]''':  Djinn are highly resistant to fire.
 
**'''[[Fire|Fire Resistance 2]]''':  Djinn are highly resistant to fire.
 
**'''[[Poison|Poison Immunity]]:''' Djinn are immune to poison.
 
**'''[[Poison|Poison Immunity]]:''' Djinn are immune to poison.
 
** '''[[Cold|Cold Vulnerability]]''': DJinn take extra damage from cold.
 
** '''[[Cold|Cold Vulnerability]]''': DJinn take extra damage from cold.
*Djinni float, so are unable to wear [[boots]], but permanently [[fly]].
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*'''Floating''': Djinni count as [[fly]]ing, but are unable to wear [[boots]].
*'''Innate Casting''': Djinn are unable to learn from books, instead learning spells on level up.
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*'''Extra Vitality 1''': Djinn recieve +4 maximum HP.
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*'''HP Casting''': Djinn use [[HP]] instead of [[MP]] for all functions.
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** They have zero MP. Any form of MP restoration, or the [[spirit shield]] ego, are useless.
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*'''Innate Casting''': Djinn 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]].
*Djinni use the [Spellcasting]] skill in order to determine spellpower, not any other magic field.
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*Djinni use only the [Spellcasting]] skill in order to determine [[spellpower|power]] and failure rates of [[spell]]s.
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
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{{Moderate}}
 
{{Moderate}}
  
Casters are now able to cast spells much more frequently, but must be careful of their HP value. They must adapt to the spells they are given, which may not be to a player's tastes.
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Djnni casters 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 ==

Revision as of 02:12, 12 July 2021

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
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.

Innate Abilities

  • Djinni, being made of fire, have a set of reistances;
  • Floating: Djinni count as flying, but are unable to wear boots.
  • Extra Vitality 1: Djinn recieve +4 maximum HP.
  • HP Casting: Djinn use HP instead of MP for all functions.
    • They have zero MP. Any form of MP restoration, or the spirit shield ego, are useless.
  • Innate Casting: Djinn are unable to learn spells from books. Instead, they learn spells on level up.
  • Djinni use only the [Spellcasting]] skill in order to determine power and failure rates of spells.

Preferred Backgrounds

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

SimpleIntermediateAdvanced

Djnni casters 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
Maces & Flails -2 Summonings N/A
Polearms -2 Necromancy N/A
Staves -1 Translocations N/A
Unarmed Combat 0 Transmutation N/A
Fire Magic N/A
Throwing -2 Ice Magic N/A Invocations 0
Slings -2 Air Magic N/A Evocations 0
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 trunk; 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.