Overview[]
The Djinns are a race of Magical Creatures. The normal djinns sleep in Small Oil Lamps and the leaders sleep in Gemmed Lamps. They have various unusual magical powers and are dangerous to cross. Also they will not eagerly speak with humans. For ages, the djinns have been engaged in a civil war between the Efreet and the Marid. They are so evenly matched, however, that neither side has been able to overcome the other.
Both factions of djinn are reclusive, and remain almost exclusively in their fortresses in the Kha'zeel west of Ankrahmun. The Efreet and the Green Djinn remain in the Mal'ouquah, while the Marid and Blue Djinn are fortified in the Ashta'daramai.
More of the history of the Djinns can be learned from the libraries in the djinn fortresses.
The name "Djinn" comes from the Arabic word for Genie.
Djinn
Djinn Bosses
Creature | Exp | HP | Summon | Convince | Loot | |
---|---|---|---|---|---|---|
Merikh the Slaughterer | 1500 | 2000 | -- | -- | 0-120 gp, 1-4 Green Piece of Cloth, 0-3 Royal Spear, 0-? Seeds, Heavy Machete, Small Oil Lamp, 0-3 Strong Mana Potion, 0-8 Pears, Shiny Stone, Mystic Turban, Jewelled Belt, Noble Turban, 0-2 Small Emeralds, Magma Monocle. | |
Fahim the Wise | 1500 | 2000 | -- | -- | 0-84 gp, 0-22 Blueberry, Seeds, Small Oil Lamp, 0-4 Blue Pieces of Cloth, 0-3 Strong Mana Potions, 0-2 Royal Spears, Wooden Flute, Heavy Machete, Mystic Turban, Noble Turban, Jewelled Belt, Blue Gem (rare), Magma Monocle (rare), Shiny Stone (rare). |
Djinn Arena Boss
Creature | Exp | HP | Summon | Convince | Loot | |
---|---|---|---|---|---|---|
Kreebosh the Exile | 350 | 805 | -- | -- | Nothing. It turns into ashes that vanishes quickly afterwards. |
Djinn Shopkeepers[]
Because of their reclusive nature, the Djinns do not leave their strongholds very often, but they still need supplies. After gaining their trust, you will be able to buy and sell certain items with them:
Blue Djinns
Green Djinns
You can find a list of all items that the djinns buy and sell on the Djinn Items page.
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