A list of puns related to "Djinny"
Never met ani Djinnies, but finished all bestiarry tasks less than a week. Kindly replace Djinnie with Ice Elementals.
+3 skill points are good but I've done it.
I am trying to be a great player, and now I have to play Djinni (Na, Fe, Op, Mu, and DD are left to win with). For some reason it is quite unfun for me, they always die or get bad spells and die eventually. I tried a Gl, and so far it is one of the most consistent ways to start for me, but a bit boring. Any advice?
you're a Paladdin
ETA: Thanks for the awards, y'all!
I want to automate Ore Miner Djinni but I don't know if it is even possible.
First of all, I thought of using comparator + counter setup to count up to 299 and pull out Djinni from the Dimensional Mineshaft (bruh), but I have problem figuring out repairing situation. I could pull it out and holding it in my hand go to some mob/exp farm and repair it that way but that's no automation. Is there any method that could be automated?
TLDR: You can't count on getting the spell you want.
Djinni get random spells as they grow. The number of spells per level varies. Some backgrounds start with spells. This chart shows the percentage chance that you will get a specific spell. n is the number of spells of that level in the game (if any of these are wrong, please let me know and I'll edit the chart). EV is the expectation value of the number of spells a Dj will get of that spell level. Zero, One, Two, and Three are the number of spells the character starts with for that level (book starts and Wn). The general formula is EV/(n-s) where s is the number of starting spells. If you Sacrifice Arcana to Ru this will change n and you'l need to do the calculations by hand.
n | EV | Lvl | Zero | One | Two | Three |
---|---|---|---|---|---|---|
13 | 1 | 1 | 7.7% | 8.3% | 9.1% | 10.0% |
9* | 1.5 | 2 | 16.8% | 18.8% | 21.4% | 25.0% |
19 | 1 | 3 | 5.3% | 5.6% | 5.9% | --- |
14 | 1 | 4 | 7.1% | 7.7% | 8.3% | --- |
18 | 1.5 | 5 | 8.3% | 8.8% | --- | --- |
9 | 2 | 6 | 22.2% | --- | --- | --- |
9 | 2 | 7 | 22.2% | --- | --- | --- |
9 | 1.5 | 8 | 16.7% | --- | --- | --- |
6 | 1.5 | 9 | 25.0% | --- | --- | --- |
* Djinni cannot cast Sublimation of Blood
Djinni doesn't have spell schools, so you don't get offered 4 of the 10 curse groups and can very quickly get melee/survivability focused Ashenzari curses on all your gear early game. Then during mid-game, I looked for introspection mid-game and was able to get tons of hp and able to spam all my spells in heavy armor.
I didn't get Ash altar until D7 and I don't think my Djinni spells were very lucky early game, I leaned on Conjure Flame from the wizard book start a lot in the early game, that got me to lair. Then Lair2 I got Freezing Cloud from Djinni lvl 13 and that carried me pretty much through the first two runes.
I orbed after 5 runes because although the character is very strong (can easily melee OOF and guardians), I've died way too many times in hell/pan on strong characters without a lot of regen/healing.
Would recommend trying.
http://crawl.akrasiac.org/rawdata/Bananafolds/morgue-Bananafolds-20211227-092504.txt
I absolutely loved the first 2 games and am so excited to finally have picked up Dark Dawn!
If I recall correctly (I very well could be wrong as it's been many years) there were a number of djinni found in the early games that were in random-ish, sometimes hard to find places on the overworld map, where if you didn't find them when you were in the area, it could take a lot of backtracking to get back to the area to give it another shot. Is Dark Dawn this way?
I want to 100% this game and if possible do it without a guide. Are there any djinni that would be inaccessible if I skip over them the first time? Any other opinions on whether or not a guide should be consulted for any reason? Thanks!
Edit: What a great community lol, thank you for the suggestions!!
Is it singular and plural? The wiki seems to use them interchangeably though.
I am not that familiar with genies or djinns in particular. From what I understand most are bound to an object as prisoners. One of my players has a djinn patron in her ring, which helps her find her child in Barovia, but wants three wishes in return.
Is there anything a djinn would wish for in Barovia? Obviously he wants to be free, but I don't see how that is going to be archived, maybe I will make the player investigate the amber temple a bit more in order to find out how the entities there were bound later.
Is there anything else a genie could want her to do?
If it just refunded MP I'd expect it to be useless, but the text says it allows the wielder to cast "without exhausting any of their own magical energies" suggesting that it may reduce cost to zero instead.
On a side note, how much evo do you need to make the staff useful? The only time I tried to use it I ended up with a nasty 10 int stat drain, even with 12 evocations.
After splatting many casters since I started playing DCSS, and probably hundreds of characters in 0.27 alone (overall, early dungeon seems harder in this version, as does Vaults) I finally got my first caster win, first Ash win, first Djinni win and first win in 0.27.
Another first in this game: doing Slime as my third rune. I figured Vaults 5 (my usual go-to for the third rune) would be too dangerous with this character, so I dove for the Slimey rune. Even without a source of rCorr it was relatively easy to beat the Royal Jelly and his goons. Lig + a few scrolls of torment did most of the damage.
I had trouble finding reliable rC gear (which is extra important for a Djinni), so I was wearing pretty basic armour to help cover that, along with a tower shield with rC. I did have a few rings that could have covered it, but Ash meant ring swaps weren't an option.
Speaking of that, the new Ash is super strong. The fact that I was able to wear a tower shield as a mage is just ridiculous. It was very nice to have, though, because I ended up becoming a bit of a melee guy with summons for support in the late-mid game due to the spells I ended up with.
Zot 5 was hairy. I played it very cautiously with lots of retreating, but still had to use Borgnjor's Revivification quite a few times to survive. And I didn't have a great way of dealing with OoFs, so I picked up quite a few malmutations. I ended up going back and clearing Elf 3 and Crypt 1 to boost my throwing skill and use silver javelins to take them out (along with wands of ice blast and frozen ramparts). The morgue says I only killed four of them, but it sure felt like a lot more than that because of how hard they were to deal with and how many times I had to run away from them to reset the fight.
After using all the mutation potions that had generated so far and still having teleportitis, I figured it was time to grab the orb and run.
The orb run was one of the more eventful ones I've experienced, with a number of panlords showing up. I nearly died once, but Borgnjor's Revivification and a teleportation scroll saved my butt.
All in all, Djinn are very fun and are very strong when paired with Ashenzari. Being forced to work with whatever random spells welled up from within was a nice way to learn more about different spells and spell schools, as well.
I just started playing djinni (gladiators), and it does _seem_ that, as the wiki says, spellcasting is the sole criteria of spell success and power. Is that true? If so, it seems to make sense to not waste skill points on intelligence.
The reason I question it, is the wiki says djinni receive +1 Intelligence or Dexterity every 4th level. It seems odd if they truly don't need intelligence (other than to account for some -int gear or whatever).
EDIT: Thanks for the quick answers. It makes sense that intelligence does apply and the only _skill_ is spellpower (ie, skills in the different schools don't apply). The wiki is pretty misleading in this sentence:
"Djinn use only the Spellcasting skill in order to determine spellpower and success rates of spells"
In fact in addition to intelligence for spellpower, I find armor is still a factor in success rates, so the statement could use re-wording (at least to folks new to casting like myself).
Aside from hating being servants for an extended period of time, what might a djinni hope to gain from this? It's part of a PC backstory where her character, who was the apprentice to the Royal spymaster, was tricked by a djinni court official after she attempted to stop a conspiracy she suspected them to be a part of. She is now a prime suspect to the plot and has fled the elemental plane of air. But the underlying question I am pondering is what a djinni would gain from this? They are generally more good natured, especially compared to their counterparts; so what would make them pursue this?
Since Djinni learn spells without needing to memorize, they can actually use level 9 spells for some fun spamming! Also, since you can kill everything in one hit, manifold assault does wonders. I got the high score on the CAO server with nearly 50 million, but it can probably be easily beat.
So, I've been faced with the possibility of a player wanting to play a genie warlock, bound to a Djinni (e.g. Air). Obviously, there needs to be a pact in place for that sort of thing, but I'm a bit stumped by what a Noble Djinni might want from a mortal.
The other elements are a bit more explained: Efreeti and Dao are motivated by greed; The Marids tend not to care about mortals but will use whatever tools they can to advance in their internal power structures; TCE specifically says that Noble Genies are arrogant and very very powerful creatures who delight in turning the tables on mortals. They have to be powerful to be part of ruling hierarchies of Elemental Planes, so so far so good.
However, out of the four types of Genies, the Air elemental Djinni are the only one with a listed Good alignment, and thus... Well, it differs quite a bit from the others. All the Djinni description says is that Djinni view servitude as destiny, but that is mostly framed in the context of the arrogant Wizard having bound the Djinni.
In addition to this, I feel as if the "arrogant etc." part above translates poorly to a creature which, fundamentally, seems to have no real nefarious purpose. I've had some troubles thinking of anything interesting, and I don't want to just leave it up to the player, because A) that's risky, and B) the player would probably find it more fun if he didn't know everything up front.
Apart from stuff like "The Djinni wants a pawn for internal Djinni political machinations" or "The Djinni wants to make the Air Elemental Plane more prolific/closely connected to the Material Plane", I'm drawing blanks.
I've been searching around and haven't really found anything written anywhere by others, so here I go putting it to the great council of DMs. Any suggestions or tips for how to do this? I'd also happily take advice about djinni in general and how such an entity would treat its 'pet mortal'; it's not something I've too much experience with.
Thanks in advance. :)
Recently, I'm trying to make module to Witcher 1 and I have some troubles with quest conversations, currently looking for help of more skilled users than me
EDIT: It makes me greatplayer (every race) not greaterplayer (every race + every background).
Disclaimer
I only used Xom from the Temple to D:0 while holding the orb. This makes my result page accomplish both, greaterplayer greatplayer and polytheist. I am, however, not going to count that Xom win toward polytheism, I only did it because I thought it would be fun to get both at the same time.
Introduction
The purpose of this run was to get greaterplayer greatplayer again (I had it before, but then Djinni appeared and I lost it) and, if I felt strong, do the trick to have Xom as a won god only converting while holding the orb.
There have been changes in the backgrounds so I was not sure with which spells I would start if I chose Venom Mage (supposedly a good start for Djinnis, although I have splattered 6 of them before). To me, OTR+ignite poison is what justify the background, and not being sure that I would have them, I chose to go for FE.
At the moment, FE have fireball as a starting spell. That means that Djinnis have a decent lvl5 spell, so you trade a clunky start (FE have foxfire as the lvl1 spell) for a powerful midgame.
Some thoughts about Djinnis
The wiki page for Djinnis have been updated (unfortunately, I only noticed while writing these lines).
The main thing about Djinni is that they cannot learn spells from spellbooks, but randomly learn one every few levels. The spellcasting skill is the only relevant magic skill for them, and substitutes the others. In exchange, they have -3 aptitude on that (which didn't stop me from almost maxing it out in a 4 runes game).
Some other things:
I like the Djinni mechanics because makes for interesting games. On the one hand, if you learn the right set of spells (as I did) you are unstoppable (maybe not like a fully mutated draconian, but pretty damn strong). On the other hand, if the spells you learn are so so, then you will have to go hybrid.
In general, forcing you to play with what you get makes you use spells you wouldn't use otherwise, and that, to me, is a big plus.
The rC- can be bad for certain backgrounds. For instance, how is going to kill an IE a ice beast at D:4? I have no idea. Being a FE, on the other hand, w
... keep reading on reddit β‘With the randomness of acquiring spells, Djinni Venom Mage gives the most helpful spells to encounters making it the most reliable background. This means for most of the game, you don't need to rely on the randomness of working with Djinni acquired spells.
Sting is great for early game and also works for poisoning enemies that have rPois in mid-late game (to then ignite), Poisonous Vapors is great to single-target orc priests and other dangerous support enemies. Mephitic Cloud lets you confuse targets to run away. Olgreb's Toxic Radiance let you poison every enemy (without rPois/immunity) in line of sight . Then Ignite poison lets you easily kill anyone you poisoned (as long as they don't have rF).
The hard counter to Djinni Venom Mage is figuring out how to deal with OOFs, Liches, undead, and baddies with rPois/immunity but by then you should have additional spells/items/god-abilities/melee to deal with it. In my Venom mage of Jivya run, I ended up with YASD in Zot 5, but I think my point stands that Djinni Vm is really good.
Given all of this:
Also, as it stands I feel a very strong pull to only play Venom Mage Djinni because of its reliability. I could maybe see nerfing Olgreb's Toxic Radiance or Ignite Poison (which might not be the right move for other species), but I think even with a nerf I'd still feel the pull to Vm. Instead of nerfing Vm spells, it might make sense to either increase the viability of other Djinni backgrounds to level the playing field or decrease the viability of starting with the Poisoner's HandBook.
Increase Viability of Other Djinni Backgrounds:
I understand that part of the challenge/fun of Djinni is working around whatever spells you're given, but has there been testing on turning the dial to decrease randomness and increasing player control by changing acquiring random spells to a limited choice between 2 or 3 spells, similar to a scroll of acquirement? I think I've read somewhere that Djinni runs can vary widely between either an easy steamroll or a super hard challenge. Adding a limited spell choice on leveling up would help make the games more consistent and less steamroll or splat, while still forcing the player to work with the limited spell choices they are given. This would help make all backgrounds a little more evenly viable, and opens the door for interesting
... keep reading on reddit β‘Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.