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Blue Djinn
330 Hit points
215 Experience points per kill
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| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-110), Fire Shot (45-105), Sudden Death (60-100?), Electrifies (25 hp/3 turns, 75 damage total), causes Drunkenness, Cancel Invisibility, turns you into a rabbit. |
| Est. Max. Damage: |
325+ hp per turn |
| Immune To: |
Invisibility, Paralysis |
| Strong To: |
Holy (-1%?), Fire (-80%), Energy (-50%) |
| Neutral To: |
Physical, Earth, Drown?, Life Drain? |
| Weak To: |
Death (+12%), Ice (+10%) |
| Sounds: |
"Simsalabim"; "Wishes can come true"; "Feel the power of my magic, tiny mortal!"; "Be careful what you wish for.". |
| Behavior: |
Blue Djinns use melee and use their fire attacks when the opponent tries to escape. They don't retarget. |
| Field Notes: |
These Magic Creatures are the counterpart of Green Djinn. Even though they are more amiable towards humans than the Green Djinn are, they will not tolerate anyone that aligns themselves with their greatest enemies. |
| Location: |
Kha'zeel, Magician Quarter. |
| Strategy: |
If you can find a Dwarven Ring, wear it. When the Djinn makes you drunk, you sometimes don't have total control of your movements. It is very wise to wear this, as it can lower the chance of a trip back to the Temple. It is also good that you wear a Dragon Necklace to lower the damage inflicted by their fire attacks - In melee they use Fire Attack less frequently so try to close them fast. |
| Loot: |
0-120 gp, Carrot, 0-2 Royal Spear, Small Oil Lamp, Blue Book, Mana Potion (semi-rare), Blue Rose (semi-rare), 0-5 Small Sapphire (semi-rare), Blue Piece of Cloth (rare), Mystic Turban (very rare). (Loot Statistics) |
See also: Creatures.
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