Djinni

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Revision as of 17:12, 11 July 2021 by Hordes (talk | contribs) (Dj readded in 0.27)
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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.
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 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 have two resistances to fire, and are immune to poison
  • Djinni are vulnerable to cold damage.
  • Djinni float, so are unable to wear boots, but permanently fly.
  • Innate Casting: Djinn are unable to learn from books, instead learning spells on level up.
  • Djinni use the [Spellcasting]] skill in order to determine spellpower, not any other magic field.

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

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.

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 [0.27|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.