Great Jinn
New summoners learn early on that jinns are much different from the elementals they have summoned from the Abyss. Jinns bear an insatiable thirst for knowledge that will soon cause them to become great jinns. Wiser than their own masters and possessing some fundamentals of summoning, great jinns are treated similarly to humans, if not better for their insight.
Great jinns frequently hold positions of authority, commanding divisions and even having a place of power in councils. Gifted with quick minds, great jinns still search for answers to life’s questions, despite the position they have.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
Information
Advances from: | Jinn |
Advances to: | Wonderful Jinn |
Cost: | 38 |
HP: | 45 |
Movement: | 6 |
XP: | 130 |
Level: | 2 |
Alignment: | neutral |
ID | EoMa_Great_Jinn |
Abilities: |
Attacks (damage - count)
magical scimitar melee | 16 - 1 blade | magical | |
magic ranged | 5 - 4 arcane | magical drains |
Resistances
blade | 20% | pierce | 20% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | -10% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 3 | 40% | |
Coastal Reef | 1 | 50% | |
Deep Water | 1 | 20% | |
Flat | 1 | 40% | |
Forest | 1 | 50% | |
Frozen | 1 | 20% | |
Hills | 1 | 50% | |
Mountains | 1 | 60% | |
Mushroom Grove | 3 | 50% | |
Sand | 1 | 30% | |
Shallow Water | 1 | 20% | |
Swamp | 1 | 20% | |
Unwalkable | 1 | 20% | |
Village | 1 | 60% |