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Wesnoth Units database

Djinn

(image)

Djinns are truly mighty windspirits who can decimate armies with their powerful winds, and strike down men with their glistening scimitar.

Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.

Information

Advances from: Zephyr
Advances to:
Cost: 54
HP: 54
Movement: 6
XP: 150
Level: 3
Alignment: neutral
IDDjinn
Abilities:

Attacks (damage - count)

(image)scimitar
melee
8 - 3
blade
(image)northern wind
ranged
13 - 3
cold
marksman
(image)tornado
ranged
19 - 2
impact

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane0%
 

Terrain

Movement Cost
TerrainDefense
(icon) Castle150%
(icon) Cave220%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Hills150%
(icon) Mountains150%
(icon) Mushroom Grove220%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%