This article is about the creature Green Djinn. For the NPCs who deal with players, see Alesar (equipment) or Yaman (magical).


Property Value
Combat Properties
Health Health Icon.gif 330
Experience Experience Icon.gif 215
Speed Haste Icon.gif 110
Armor Armor Icon.gif 20
Elements Fire
Est. Max Dmg 320+
Summon (not possible)
Convince (not possible)
General Properties
Name Green Djinn
Classification Djinn
Spawn Type
Pushable ?
Pushes ?
Bestiary Properties
Class Magical
Difficulty Medium
Occurrence Common
Charm Points 25 Charm Icon.gif
Kills to Unlock 1000
Elemental Properties
Physical 80%
Earth 100%
Fire 20%
Death 80%
Energy 50%
Holy 113%
Ice 110%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Senses Invis.
Behavioural Properties
Runs at (does not run)
Walks around Energy
Walks through
Other Properties
Version 7.3
August 11, 2004
Status Active
Green Djinn.gif
You see a green djinn.
  • Good wishes are for fairytales
  • I wish you a merry trip to hell!
  • Muhahahaha!
  • I grant you a deathwish!
  • Tell me your last wish!


In ancient times the Green Djinns lost a great war against their blue brethren. Considered to be extinct, the last knowledge of these powerful beings turned into legends and legends became fairy-tales. Those who have encountered the recently resurfaced, self-proclaimed masters of evil can attest that they are indeed, a reality, and not a pleasant one. These magic-wielding enemies of all good embrace destruction and enjoy causing pain. Although only inferior members of the green-skinned race have been sighted until now, they are enemies to beware of. Their magical tricks make them more than a match for unexpecting adventurers. Despising all living beings and everything that is beautiful, their especially passionate hatred is reserved for their blue-skinned relatives, whom they regard as traitors to djinnkind.

These Magic Creatures are the counterpart of Blue Djinn and a lower rank than Efreet. They can turn you into a rat and cancel your invisibility.

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You can receive a task to kill 500 green djinns of the Killing in the Name of... Quest. When you complete this task you may fight Merikh the Slaughterer.
Spoiler ends here.


Melee (0-110), Fireball (45-80), Sudden Death (50-105), Electrifies (25 hp/3 turns, 75 damage total), Heavy Drunkenness, Cancel Invisibility, turns you into a Rat.

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


Green Djinns use strong melee when close to their opponents, and Energy Attacks when the opponent is at a distance. A green djinn never retreats.


It is highly recommended to wear a Dwarven Ring as it can save you a trip back to the Temple! When Djinns make you drunk, it is very hard to control your movements. They can make you very drunk. A useful way for a sorcerer or druid to kill one is to summon a Demon Skeleton and to use that to attack and block the djinn and also use Ice Strike to kill it faster, this is a useful technique as the Demon Skeleton would not take much damage aside from electrical attacks, so you may need to summon another one every 5-6 djinns. At about level 60 a druid can easily and quickly kill these using just their Hailstorm Rod and Ice Strike. Another option is running and shooting with Avalanche Rune.


(Loot Statistics)

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