|Spell Rarity||Very Rare|
|Upkeep Cost||17 per turn|
|# of figures||1|
|Melee Attack per figure||15|
|Ranged Attack per figure||8|
|Defense per figure||8|
|Hit Points per figure||20|
+30% To HitCaster ( 20)
Possessing both a good Melee Attack and reasonable Magical Ranged Attack, the Djinn's primary advantages are its ability to move freely around the battlefield, cast Sorcery spells with its own Mana, and help its entire army fly across the overland map. It is therefore a powerful support unit.
The Fantastic Unit Edit
Physical Description Edit
A Djinn has the upper body of a large, strong man, with a magical vortex instead of a lower body. The Djinn wears little above the waist - only two golden armbands and a golden belt indicating the end of the its physical half and the start of its magical half. Its head is adorned with a large turban.
Djinns are originally creatures from Arabian myths, and in many folklore stories they display the ability to grant wishes. They are often associated with brass lamps, in which such Djinns (or "Genies") are trapped for centuries.
Attack Properties Edit
For a high-tier Fantastic Creature, the Djinn's basic Melee Attack and Ranged Attack scores are both somewhat lacking - but in practice they are much stronger thanks to the creature's uncanny ability To Hit.
The Djinn's Melee Attack has a strength of 15. This is coupled with a very high +30% bonus, to give the creature an average output of 9 Damage points per attack - very dangerous to low-tier and mid-tier units.
The Djinn uses its own Mana to execute Ranged Attacks. Therefore, it does not have a static ammunition limit, as explained below. Based on its Mana however, the maximum number of Ranged Attacks it may perform during combat is 6.
Defensive Properties Edit
Elusive by nature, the Djinn's Defense score is significantly high for a Single-Figure unit, standing at 8. It will block about 2.4 points of Damage from any direct attack on average. Damage that does get through will still have to chip away at the Djinn's impressive 20 before he can be brought down.
More impressive is the Djinn's Resistance score, which is 10. This essentially means that any Curse or ill effect that does not enforce a Resistance penalty on its target may not affect the Djinn at all.
The Djinn possesses the Caster ability with 20. In other words, it can spend up to 20 casting its own spells during combat, without spending any of its controlling Wizard's Mana.
A Djinn may cast any Sorcery combat spells (regardless of how many are known to its controlling wizard!), as long as it has sufficient Mana to do so. With a pool of only 20, some spells are simply too expensive for it, but others may be cast a few times before the creature empties its Mana pool.
Casting any spell costs Djinn all of its remaining movement points for the turn - however many there are left. Therefore, it can only cast one spell per turn, but may move freely before doing so. As long as it has at least 0.5 Movement Points remaining, it can cast a spell - and then its Movement Points are reduced to 0.
The Djinn's Mana is also used to feed its Magical Ranged Attacks, instead of a normal Ammunition count. Each attack eats up 3 out of the Djinn's own pool, thus allowing it to make up to 6 such attacks per battle (6* 3 = 18, with 2 extra Mana left over). The use of Mana instead of ammunition means that each Ranged Attack reduces the amount of Mana left for casting spells, and vice versa.
Other Properties Edit
Although its attack and defense are quite good, the Djinn's primary advantages come from other properties that make it an exceptionally useful unit.
The Djinn can move at a rate of 3 on the overland map. Furthermore, thanks to its inherent Wind Walking ability, any units traveling together with the Djinn also enjoy the same movement rate. Therefore, any army containing even a single Djinn may move swiftly over any terrain (including Oceans!) - at a cost of only 1 Movement Point per tile.
During combat, the Djinn still has a movement rate of 3, but does not apply its Wind Walking ability to its friends. However, the Djinn itself does not need to fly around the battlefield; it can Teleport itself to any vacant tile on the battlefield up to 10 tiles away from its current position, for the cost of a single Movement Point!
Basic Tactics Edit
Djinns are extremely versatile, as they can choose to cast spells, make Ranged Attacks, or even teleport right behind the enemy lines to kill exposed enemy units.
Spellcasting allows the Djinn to summon up several units of Phantom Warriors, attempt to Confuse or Banish enemy units, and so forth. As explained above however, use of magic means fewer Ranged Attacks, and the Djinn's ranged attacks can be as useful as its spells in some circumstances.
When push comes to shove, the Djinn can easily teleport to a tile adjacent to a weak enemy unit and quickly destroy it with a Melee Attack. This is an excellent way to attack enemy ranged units, even on the very first turn of combat.
Also, let us not forget that on the overland map, the Djinn also makes an excellent "transport" for other units. It can join up with any army, bestowing the Wind Walking effect on all units in that army, thus enabling it to cross an Ocean or make a rapid advance at the enemy. This makes it one of the best scouts available in the game.
Enemy Djinns Edit
Djinns rarely appear as neutral monsters, but when they do they are often quite dangerous. They'll most likely appear in Sorcery Nodes, accompanied by any kind of lower-level Sorcery creatures. Expect an enemy Djinn to quickly summon up a horde of Phantom Warriors, and then get to work teleporting towards your weakest units and taking them out. Do not engage a Djinn with low-tier Normal Units and expect any of them to survive.
Taking down a Djinn is also tricky, due to its high Defense rating and large number of Hit Points - not to mention its flying and its ability to move anywhere it wishes. Offensive spells may also have little effect on it. Therefore, consider bringing along a very powerful Melee Attack unit which can take on the Djinn and survive.
Ability Overview Edit
- This unit has an extra 30% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- During its turn, this unit may instantly move to any unoccupied tile on the battlefield, using up only 1 Movement Point (or 0.5, if it only has that many points left).
- There is no limit to the number of times the unit may Teleport in a single turn - as long as it has any Movement Points remaining.
- This unit has a Movement Allowance of 3 both during combat and on the overland map.
- When stacked with other units, the Wind Walker grants the same Movement Allowance to all of them, allowing the entire stack to move at 3 on the overland map.
- The group effect does not apply during combat - all units except the Wind Walker himself will revert to their normal Movement Allowance and Movement Type.
- This unit may cast spells during combat, withdrawing Mana from its own personal Mana Pool to do so.
- Spellcasting takes up all of the unit's remaining Movement Points for the turn.
- The unit may spend up to 20 per battle. This Mana Pool is reset at the end of each battle - assuming the unit survives at all.
- If the unit is a Hero and is placed in the same Town as the Wizard's Fortress, half of these Caster points are added to the wizard's Spell Casting Skill.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Djinn in play, it is necessary to pay an Upkeep Cost of 17 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Djinn being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Djinn voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Djinn spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Very Rare Sorcery spell, Djinn may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Djinn may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Djinn during the game. The chance for this spell to appear for research increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Djinn has a base Research Cost of 1,850.
With at least 3 Spellbooks, the Djinn spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.